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.
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.
“Just do it!”
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
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