Courses / CM / Inspire

Inspire

Code:
CM 133
Qualifies For:
Level:
1
Study DC:
9

Ability

Time:
Trigger
Trigger:
When an ally rolls to hit or rolls a test of skill.
Target:
Ranged: within earshot, cannot target yourself
Cost:
1 use
Limit:
1 (to 6) use(s) per encounter

You gain a limited number of uses of Inspire, which refill at the start of each encounter.
You may use Inspire to give an ally a bonus on a roll to hit or test of skill.

You may use Inspire multiple times on the same roll, but multiple Inspires do not add together. Instead, the best Inspire roll is kept.
You cannot Inspire yourself.

You cannot use Inspire on downtime rolls (projects, research, crafting, shopping, working out, befriending, or improving relationships), rolls to ask for help studying, or study rolls.

Tags: Trigger, Reaction, Buff, Test, Hit

“Just do it!”


Upgrades
Name Effort Requires Description
Unlock 5 1 use
+1 bonus
Bonus 1d4 5 Unlock +1d4 bonus
Bonus 1d6 5 Bonus 1d4 +1d6 bonus
Charge 2 5 Unlock 2 uses
Charge 3 5 Charge 2 3 uses
Charge 4 5 Charge 3 4 uses
Charge 5 5 Charge 4 5 uses
Extra Credit
Charge 6
Effort: 5
Requires: Mastery
6 uses
Motivate
Effort: 15
Requires: Mastery
You may expend all your remaining uses of Inspire to give almost any roll a +1 bonus for each use spent.
Cannot be used on downtime (research, crafting, shopping, or workout) rolls, or rolls to befriend, improve relationships, ask for help studying, study, or growth rolls.
Powerful Inspiration
Effort: 5
Requires: Unlock
When you Inspire an attack, it deals extra damage equal to the Inspire roll.
Next: Cheer