Yes, if I understand them rightly. The wises are for a player to be able to change the outcome or direction of the story. It’s amazing. I think you can use them in the ways described above by me. If not someone let me know. On page 37 it says “You can test to bring in a new fact about something in the game that’s relevant to your wise’s area.” I could be abusing the rule, but I think I’ve heard this interpretation confirmed before here on the forums. I’m pretty sure that the player has to give up two checks unless the GM calls for him to use the wise. Then it’s free.
Oh…
Sweet, I love throwing people into extreme situations unprepared.