Path of the Scholar

The Path of the Scholar begins your journey as a wise, intelligent, or charismatic adventurer. This Path is recommended as a starting place for characters focusing in INT, WIS, or CHA.

**Requirements:** Inquiring Mind (Beginner)

**Path Completion Bonus:** +1 INT, WIS, or CHA (whichever is lowest)

## Core Abilities

**Notice**

**Unlocks**: Path of the Investigator

**Cost**: 200 XP

**Expedited for**: Alertness, Mind, Science

**Activation**: 1 Action

Choose an enemy Cog within sight. Until the end of the Encounter, you and your allies add 10 times your Perception to Accuracy against this target. Additionally, you identify INT of its abilities (min. 1), chosen by the GM.

**Study**

**Unlocks**: Path of the Savant

**Cost**: 200 XP

**Expedited for:** Mind, Science, Magic

**Activation**: 1 Reaction

Gain insight into a specific object or creature you study. This can also identify whether an effect is magical, alchemical, or technological in nature. You gain +1 to INT and WIS checks made against the subject of your study.

**Tinker’s Alchemy Kit**

**Unlocks**: Path of the Alchemist

**Cost**: 200 XP

**Expedited for**: Mind, Science

**Activation**: Respite

You can make a few useful potions.

Between Encounters, you can craft one of the following substances. Each substance weighs 1 Bulk. All substances expire at the next Rest and lose their potency, becoming useless. These substances can be consumed or applied using 1 Reaction and tossed to an ally using 1 Action. During a Rest, you can craft as many of these substances as you can hold; they last until the next Rest.

* Potion of Strength - when consumed, this potion grants a +1 STR buff.
* Potion of Spider Touch - when consumed, this potion grants a buff of +3 to Strength checks made to climb or hold on.
* Potion of Cat Tails - when consumed, this potion grants a +1 AGI buff.
* Potion of Questionable Potency - when consumed, roll 1d3. On a 1, this grants 1d6 HP; on a 2, this grants 1 MP and 3 Vim; on a 3, this potion tastes awful but otherwise has no effect.
* Tincture of Weakening - when applied to a weapon, the next attack made with this weapon also applies a -1 Speed debuff on success.
* Tincture of Shivers - when applied to a weapon, the next attack made with this weapon also applies a -10 Accuracy debuff on success.

**Acid Splash**

**Cost**: 200 XP

**Expedited for:** Science

**Activation**: 2 Actions

Make a ranged skill strike using your Dexterity as the Accuracy attribute. Choose one effect:

* This attack removes WIS Armor from the target permanently, with impact.
* This attack deals 1d6 + WIS damage and on success applies a debuff which lowers the target's Accuracy by 5 \* WIS.

**Craft Healing Salve**

**Unlocks**: Path of the Physician

**Cost**: 200 XP

**Expedited for:** Science

**Activation**: Passive

During a Rest, you may craft up to WIS Healing Salves for immediate use (they cannot be saved for later or sold).

**Metallurgy**

**Cost**: 200 XP

**Expedited for:** Science

**Activation**: Passive

Gain +3 to all checks made related to metals and metallic compounds with alchemical applications.

**Herbology**

**Cost**: 200 XP

**Expedited for:** Science

**Activation**: Passive

Gain +3 to all checks made related to herbs and other plants with alchemical applications.

**Brew Potion**

**Cost**: 200 XP

**Expedited for:** Science

**Activation**: Passive

During a Rest, you may craft one set of the following consumables:

* 2 Elixir of Sustenance
* 2 Godfire
* 1 Sour Blessing

**Craft Poultice**

**Cost**: 200 XP

**Expedited for:** Science

**Activation**: 3 Actions

*You craft a simple healing salve wrapped in cloth.*

You or an adjacent ally is healed a number of HP equal to your Intelligence times your Wisdom (min. 1 each). This ability may be used WIS times per Rest.

**Advanced Eyebrow Waggling**

**Cost**: 200 XP

**Expedited for**: Charm

**Activation**: 1 Reaction

*After spending so long with your comrades, you begin to understand the hidden meanings of even a twitch of the ear.*

You expertly communicate non-verbally to an ally who can see you, allowing you to send them a secret message of up to 3 + CHA words.

**Light-Hearted**

**Unlocks**: Path of the Bard

**Cost**: 200 XP

**Expedited for:** Charm

You are skilled in joking and lightening the mood. Once per Encounter, when you make a joke or a light-hearted comment, choose one of the following effects:

* An ally gains +1 to their next check, or +2 if the check relates to persuasion
* An enemy loses 1 Alert

**Cooperation**

**Unlocks**: Path of the Leader

**Cost**: 200 XP

**Expedited** **for**: Charm

**Activation**: 2 Actions

Choose one effect:

* An adjacent ally gains 1 Action at the start of their next turn
* An adjacent ally gains +2 to their next check

This ability is usable once per Encounter.

**Stroke of Luck**

**Unlocks**: Path of the Fluke

**Cost**: 200 XP

**Expedited for**: Charm

**Activation**: Passive

You have a streak of luck represented by a pool of 7 Strikes. Whenever you roll dice, you may choose (before rolling) to spend 1 Strike to increase the result by 1. Your Strike pool is refilled to 7 Strikes during a Rest.

**Ridiculous Plan**

**Unlocks**: Path of the Tactician

**Cost**: 200 XP

**Expedited for:** Mind, Science, Charm

**Activation**: Passive

*So crazy it just might work.*

Once per Rest, when a Puzzle or other difficulty would require a check, you may propose a complicated plan that achieves your goal. Describe your plan and the steps involved: each major step requires a check of an Attribute you specify from an ally you specify. You may have up to 6 checks in this plan. Each check has a DL equal to the original DL minus 1 for each additional check and each ally besides yourself involved in the plan. For example, a DL 20 check divided into 5 checks among 4 allies including yourself would result in each check having a DL of 20 - 4 - 3 = 13.

**Bilingual**

*This ability is not required for the Path Completion Bonus.*

**Cost**: 200 XP

**Expedited for:** Charm, \*

This ability can be purchased only at character creation or during Intermissions after significant exposure to or practice with another language. You gain experience with reading and speaking in another language. Choose a common language (in the canonical setting, these languages are Gilian, Krott, and Zrevkh). Advance one step along the following track for that language: no experience, conversational, fluent, native. This ability may be purchased multiple times. This ability is expedited for you if you are purchasing it for a language you would be expected to have familiarity with.

**Apprentice Artificer**

*This ability is not required for the Path Completion Bonus.*

**Unlocks**: Path of the Artificer

**Prerequisites**: Spell Training (Magician), Tinker's Training (Tinker)

**Cost**: 400 XP

**Expedited for:** Craft, Magic, Mind

*You can infuse magic into machine.*

Whenever you craft a Tinker Design, you may choose to imbue 1 of your max MP into the design. When this enhanced design uses one of your Attributes, such as its range being determined by your TEK, add 1 to that Attribute for the purpose of the device. When this device leaves your Bluespace, the enhancement is lost and you regain your max MP.

## Course of Heroism

**So Much Love**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 300 XP

**Expedited for:** Charm

Whenever you are Supported by at least 3 allies, all of your Attributes are considered 2 higher. This ability is usable outside of Tactical Scenes.

**With a Little Help From My Friends**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 300 XP

**Expedited** **for:** Charm

**Activation**: Passive

At the start of each of your turns, if you are Supported by at least 2 allies, gain 1 Action and 1 Reaction.

**Dancing Stance**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 300 XP

**Expedited** **for:** Charm

**Activation**: Passive

At the start of each of your turns, you and adjacent allies gain 1 Alert but take a -3 penalty to checks made to be stealthy or avoid being disarmed until the start of your next turn. For each time you are Supported when this effect occurs, you all gain an additional Alert. Alerts gained from this effect are lost if not spent by the start of your next turn. You may have one Stance active at a time. This ability may be toggled on or off freely between Encounters.

**Steady Stance**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 300 XP

**Expedited** **for**: Charm

**Activation**: Passive

*You are steady on your feet and calm in your spirit.*

You and adjacent allies gain 3 Armor but take a -3 penalty to Speed. While you are Supported, you and adjacent allies gain an additional 3 Armor. You may have one Stance active at a time. This ability may be toggled on or off freely between Encounters.

**Sharp Focus**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 300 XP

**Expedited** **for:** Mind

**Activation**: 1 Reaction, 1 MP

*You concentrate on your next attack.*

Your next attack gains INT \* 10 Accuracy. If you are Supported, this bonus is doubled.

**Mind Over Matter**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 300 XP

**Expedited** **for:** Mind, Science

**Activation**: 1 Reaction, 6 Vim

This ability is usable once per Encounter during a Tactical Scene. Regain 4 MP. If you are Supported, regain 12 MP.

**In the Zone**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Activation**: Free Action, 1 MP, 3 Vim

Gain Flow to your next roll.

## Course of Combat

**Serenity and Courage**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 300 XP

**Expedited** **for**: Science

**Activation**: 1 Action, 3 Vim

Until the start of your next turn, gain one effect:

* *Serenity*: Gain WIS Armor; you are immune to being threatened
* *Courage*: Gain 10 \* WIS Accuracy; attacks you make also threaten your targets