
Insightful Revelation ability tree
Many fringers may scoff at the highly educated individual, mocking [them] as an ivory tower academic with no experience in the real world.
More information found on page 35 of Far Horizons: A Sourcebook for Colonists.
BASE ABILITY[]
Once per game session, the character may spend two Destiny Points to perform the Insightful Revelation action. If [they] do so, [they] make a Hard difficulty Knowledge (Education) check. If [they] succeed, [they] learn some valuable information that [they] did not previously possess pertaining to [their] current situation. What [they] learn is up to the GM, but it must be valuable to the player in overcoming [their] immediate encounter or situation, and the information cannot be obtainable by any other immediately available means.
When making the skill check to activate Insightful Revelation, the GM can add a boost die or setback die for any situational effects that might cause the check to be more easy or difficult.
UPGRADES[]
Reduce Setback: When making the skill check to activate Insightful Revelation, the character removes a setback die.
Add Boost: When making the skill check to activate Insightful Revelation, the character adds a boost die.
Destiny: To activate Insightful Revelation, the character only needs to spend one Destiny Point instead of the normal two.
Reduce Difficulty: The skill check to activate Insightful Revelation is Average difficulty instead of Hard.
Increase Effect: The character may spend a triumph result generated on a successful Insightful Revelation check to gain one additional piece of information. The information must be as useful as the original information.
Duration: The character may perform the Insightful Revelation action one additional time per game session.
Additional Skills: When making the Insightful Revelation action, the character may replace Knowledge (Education) with any other Knowledge skill.