Academics
Descriptors
Suggested Favourite Use
- Geography
- History
- Law
- Medicine
- Mathematics
Description
Book-learning, scientific theory, and even just plain life experience - all advanced education in the mundane world is covered by the Academics skill.
Geography, law, history, literature, medicine, and all that abstract stuff.
The Game Host may ask you to roll your character’s Mind Dice & Academics Dice to recognize some obscure fact or figure. (The player might be smart, but the character might not know certain things.) Really obscure facts – the stuff only learned in books - may be a roll of Academics alone - meaning that uneducated folks won't even have a chance at knowing some things.
A character may roll Mind & Academics to apply emergency first aid to a dying character, which can greatly improve their odds of survival.
Sometimes, your dice may be subject to an Academics limit - no dice may be larger than your biggest Academics die (or d4, if you have no dice at all). Examples of limited rolls include when you write a scholarly letter to someone, or when you attempt to negotiate a complex legal procedure.