Back to Studies
The Study of Lore
It's sometimes lightly mocked as the "miscellaneous" of the Studies - everything unrelated to physical feats, equipment use, or social tactics tends to be included in Lore. In fact, this most-intellectual Study is underappreciated in some adventuring parties, many of whom fail or even perish for lack of the insights it provides. Its subjects include culture, language, archaeology, economics, stealth, survival, medicine, animal training, and battlefield tactics. Many adventurers dabble in this Study for whatever particular knowledge they need, while a few specialize in it and become the "brains of the outfit."
Book Bag
Some Lore Abilities are made possible or easier with a book bag, which you can obtain upon gaining an Ability that mentions it. It is presumed that you keep this bag updated with all the notes and books you need for your Abilities in the area your group is currently adventuring in. It can be replaced at infra cost in any city. Note that "book bag" may not be literally accurate for some Lore specialists (for example, a Biologist using Conventional Medicine, in which case the book bag also contains first aid supplies), but it is simply referred to as a book bag for simplicity.
Book bags weigh 10 pounds and take up 2 carry slots. The weight and bulk does not increase; as you gain more Abilities, you also streamline your bag.
Lore Backgrounds
Lore Backgrounds tend to consume quite a bit of a character's early adult life, and they form vastly different specialties. The Pragmatist Background is an easy and common solution for those looking to dabble; the others will require a substantial investment of a starting character's LP.
Biologist
(Costs 10 LP, requires 6 bINT)
You have spent around 5 years undergoing formal education in a school of the natural world and organic life. In ancient times, the line between technology and nature was often blurred, given the extensive engineering of the world conducted by the Protodragons and Alacris. Today, the distinction is a bit more clear - Lur-Asko's wilderness constantly challenges frontier civilization, and nature often becomes the enemy of sentient life and progress. Adventurers are often employed to deal with the threats of the wild, and those who can understand those threats or even turn them to their advantage will have a massive edge.
Biologists gain the Outdoorsmanship Ability as an extra benefit at 1st tier. You receive 1 extra tier in Athletics upon gaining 4 base tiers in Lore.
Suggested Abilities: Modern Cultural Literacy, Foreign Language, Village Lore
Diplomat
(Costs 10 LP, requires 6 bINT)
You have spent around 5 years undergoing formal education in a school of modern culture. Some of your fellow students found their way into the courts of nobles or the marketing boards of wealthy companies; instead, you will lend your skills to an adventuring party. Perhaps you will choose to further hone your knowledge of other realms' cultures, expanding your group's prospects for travel and avoiding diplomatic blunders. Or perhaps you'll specialize in economic lore - knowing how to help the party make the most of their coin, and finding hidden opportunities to gain more once they run out. And if your party chooses to frequently operate in settled areas, a well-timed fact about their urban surroundings can sometimes spell the difference between heroes and victims.
Diplomats gain the Streetwise Ability as an extra benefit at 1st tier. You receive 1 extra tier in Appeal upon gaining 4 base tiers in Lore.
Suggested Abilities: Modern Cultural Literacy, Foreign Language, Village Lore
Historian
(Costs 10 LP, requires 6 bINT)
You have spent around 5 years undergoing formal education in a school of history. The University of Hal'Tayat is the most prestigious school in Lur-Asko, but other schools exist in the largest cities of all realms. Your classes and works have focused on the culture of the Alacris, with secondary attention also given to the previous Ages of the Third Aeon. Many of your fellow students would have gone into commoner occupations, but your usefulness in an adventuring party is almost too obvious to mention: Alacrian knowledge is invaluable in Alacrian ruins.
Historians gain the Foreign Language Ability as an extra benefit at 1st tier, associated with the Alacrian language. You receive 1 extra tier in either Arcana or Technology upon gaining 4 base tiers in Lore.
Suggested Abilities: Ruin Lore, Ruin Looting, Ruin Documentation
Sleuth(Costs 8 LP, requires 4 bDEX)
Your education may have come from certain schools of investigation, or it may be the product of less-legal occupations and experiences. One way or another, you specialize in the knowledge of how to obtain things which others might not want you to have. Perhaps those things are valuables, or perhaps they are valuable clues and observations. Yours is the specialty of both thievery and thief-catching, or perhaps simply the advanced arts of concealing yourself from similarly prying eyes.
Sleuths gain the Counter-Evasion Ability as an extra benefit at 1st tier. You receive 1 extra tier in Technology upon gaining 4 base tiers in Lore.
Suggested Abilities: Infiltration Specialist, Street Camouflage, Investigation
Tactician(Costs 6 LP, requires 5 bINT)
Your education likely came from an officer's academy in one of Lur-Asko's city states, though private schooling or self-study are also possible for your kind. You specialize in military history, battlefield law and tradition, and - most importantly for your adventuring comrades - the most common combat tactics and countermeasures encountered today. Whatever your party's normal dynamic in downtime, in combat you are a trained leader. Regardless of the extent to which you deploy your own martial skills, your ability to coordinate your squad and respond prudently to assorted threats will prove increasingly useful.
Tacticians gain the Adaptive Tactics Ability as an extra benefit at 1st tier. You receive 1 extra tier in either Close Combat or Marksmanship upon gaining 4 base tiers in Lore.
Suggested Abilities: Tactical Group Defense, Cooperative Maneuvering, Tactical Analysis
Pragmatist
You have spent a lot of time with your nose in a book; odds are, it was to avoid some disaster or find some way out of a sticky situation. You have talked to a lot of well-informed people; odds are, it was over a few drinks at a tavern instead of at a desk in a university. The pursuit of miscellaneous knowledge has always been a means to an end for you, and seldom a higher priority than all other Studies. You will never achieve the feats of intellectualism the other Lore Backgrounds pride themselves on. But that's just fine with you: you're just in this for whatever knowledge you need, nothing more.
Pragmatists are unrestricted by favoredness, but have a tier cap of 3.
Suggested Abilities: Ruin Lore, Streetwise, Village Lore
Elite Backgrounds: Chivalric Scholar, Sylvan Librarian
Changing Backgrounds
Pragmatists can be educated into another Background by paying the full LP cost. All other Backgrounds can switch to Pragmatist for a cost of 1 LP, though for obvious reasons this is seldom beneficial.
A Chivalric Scholar who ceases to adhere to Methodianism immediately changes into either a Biologist, Diplomat, or Tactician, and does not need to pay LP for this change.
A Sylvan Librarian who ceases to adhere to Rationalism immediately changes into either a Biologist or Historian, and does not need to pay LP for this change.
For all changes not described by the above: Changing Backgrounds costs 6 LP the first time, 15 LP if done again, and is impossible to do a third time.
Backgrounds & Training
Pragmatists can be trained by any Background. All other Backgrounds can receive training only from the same Background. All Lore Backgrounds can find training in cities.
Ability Favoredness Chart
Lore Abilities
Academic Quick Draw
All-favored
You may gain a +TN of 6 in any turn order roll. However, if you use this Ability, the only actions you may take during the first round of combat are the actions to use Lore Abilities. You must decide the use of this Ability before making the turn order roll. No other Abilities with "Quick Draw" in the title may be used simultaneously.
Progression
Normal: The +TN is increased by 1/3 of your tier.
Emphasized: The +TN is increased by 2/3 of your tier.
Maximized: The +TN is increased by your tier.|
Adaptive Tactics
Tactician-favored
Normally, a character must completely forfeit a turn to change their position within turn order during a battle. This Ability allows you to take 8 strain to move further down the turn order and still take your turn in the same round. It may not be used to move closer up the turn order, nor to interrupt adjacent enemy turns. You must use this Ability at the beginning of the round, prior to the movement phase; it does not require an action. If multiple characters are changing turn order (either through this Ability or normally by forfeiting turns), those who were previously earlier in turn order decide last, as per normal turn order rules.
If you did not use this Ability in the current round, you may use a verbal free action to "loan" its effects to another character. You must both be able to see and hear each other at the time of this action, and you must spend the 8 strain immediately. If you do so, the affected character may move further down the turn order at the beginning of the next round, without giving up any of their turns.
Progression
Normal: The strain cost is reduced by 1/6 your tier.
Emphasized: As Normal, but 1/3 your tier.
This Ability cannot be maximized.
Advanced Hand Signals
Tactician-favored
During any 4-hour rest, you may rehearse hand signals with up to 10 other sentient characters. For the next 24 hours, affected characters do not require the Sign Language Ability in order to understand your use of Sign Language to enable non-verbal use of any Tactician-favored Lore Ability. They must still be able to see you. This Ability cannot affect any other form of communication, and it cannot be used on non-sentients.
Progression
None. This Ability cannot be emphasized nor maximized.
Ancient Bluff
Historian-favored
By making assertions using obscure Third Era lore, you can attempt to pacify violent unbound techs currently attacking you and any allies grouped-up with you. This process is difficult, especially given how today's haywire techs' programming has degraded, but it can potentially help you escape an unwanted battle.
To use this Ability, take 15 strain, then roll 2d12 on INT as a verbal major action. If you are currently inside an Alacrian military ruin, you must add 1 Hindrance; if currently inside an Alacrian city-fortress, you must add 3 Hindrance. The GM might call for similar Hindrance for other locations important in the ancient world. If you succeed, any unbound techs currently in combat with your party will stand down long enough for your party to escape. Typically, a successful use of this Ability will not cause techs to allow you to pass them if they are guarding a location; it simply allows your party to exit a fight. The effects last for around 2 minutes, and ends early if you or an ally attacks or otherwise acts against the techs. It cannot be attempted twice by the same party against the same techs, regardless of whether the first attempt succeeds or fails. Techs will cease attacking or specifically pursuing you and and any grouped-up allies, but their behavior is otherwise unchanged (for example, techs who were previously patrolling a ruin or attacking a village will continue to do so). A majority of the techs must be able to hear and understand you.
If all the techs were formerly under the control of an Alacrian faction you have associated with the progression of Ruin Lore (Lore), you gain a +TN of 5 in the INT roll for this Ability.
This Ability is not effective on bound techs, nor on techs under the direct control of a Muse or Weaver. It likewise has no effect on Exsomnis, automated turrets, traps, or other defenses.
Progression
Normal: You gain a +TN in the INT roll equal to 1/4 your tier.
Emphasized: You gain a +TN in the INT roll equal to 1/2 your tier.
Maximized: You gain a +TN in the INT roll equal to 3/4 your tier.
Advanced Animal Training
Biologist-favored
Upon obtaining this Ability, you must associate it with a Study Ability that is valid for non-sentients (see Non-Sentients; you don't need to have the Ability yourself). You may "teach" this Ability to your bonded animals. To use this Ability, spend 4 hours with one of your animals; the animal obtains the associated Ability. If the animal already has the Ability by default, it instead follows emphasized progression for that Ability (if valid).
Your animal will lose the taught Ability if it becomes unbonded, if you lose this Ability, or if you transfer the bond to someone without an Advanced Animal Training Ability that is associated with the same taught Ability.
Progression
Normal: For every 8 tiers, you may associate this Ability with another valid Study Ability. There is no other limit to how many animals you may teach, nor how many valid Abilities you may teach each animal, provided they are all associated with this Ability.
Emphasized: As Normal, but every 4 tiers.
Maximized: As Normal, but every 3 tiers.
Advanced Herdmastery
Biologist-favored
This Ability raises the allowed bonding difficulty for animals discounted by the Herdmastery Ability. Instead of 1, the bonding difficulty may be up to 50% of what would normally be allowed by your Bonding Lore Abilities for a non-discounted animal.
When you obtain this Ability, you must choose one category of animal for it to apply to (Docile, Dangerous, Fiend, or Dracomorph).
Progression
Normal: For every 8 tiers, you may apply this Ability to another category of animal.
Emphasized: As Normal, but every 4 tiers.
This Ability cannot be maximized.
Animal Bonding
Biologist-favored
When you obtain this Ability, you must choose one category of animal for it to be effective on (Docile, Dangerous, Fiend, or Dracomorph). You are able to bond with such animals, provided their bonding difficulty is not greater than 1; this limit can be raised by the various Bonding Lore Abilities in this Study. Bonded animals can be obtained from Sylvan Enclaves, various other factions, and the Bond Hunt LP Element; for more information on this and other animal rules, see Non-Sentients.
While in your presence, bonded animals will obey your wishes and follow you if desired. They can carry items for you, and can be used as mounts if they are listed as a possible mount (and if they are sufficiently large and strong to carry you). Unlike simply domesticated animals, bonded animals have their combat turns controlled by you whenever you can both see and speak to them, even if you are not currently using them as a mount. Controlling a non-mount is not verbose enough to constitute a verbal action, but is still impossible if either you or the animal are deafened.
Bonded animals unable to receive orders are controlled by the GM. They will typically attempt to keep doing whatever they were last told, or will become lethargic if left alone for a long interval. They will not harm other party members if left alone with them, but will not necessarily obey anyone but their bonded master, nor will they remember complicated instructions. Leaving bonded animals alone for more than 2 days risks losing the bond; if you need to leave them, it's possible to board them at a Sylvan Enclave for a modest fee, or otherwise transfer the bond to a new master.
To keep your bond with an animal, you must not lose the corresponding Bonding Lore Ability (if required), and you must raise your minimum strain by 12 to reflect the daily effort of working with the creature. This minimum strain effect is reduced to 10 for animals obtained via the Bond Hunt LP Element, and can be lessened by certain other Abilities and Attributes. If you lose a required Bonding Lore or your strain factor is not high enough to sustain the increased minimum strain, the animal reverts to its wild state, and cannot be re-tamed except through Bond Hunt.
Note that it is often unnecessary to bond with normally domesticated animals, as they can be used as pack carriers and mounts according to the regular rules in Non-Sentients. However, bonding with a domesticated animal can allow you to use other Abilities such as Advanced Animal Training on the creature. If you lose a bond with a domesticated animal, it reverts to its normally domesticated state instead of a wild state. You can establish (or re-establish) a bond with a domesticated animal via one day of work.
You can un-bond with an animal and remove its minimum strain effect at any time, or you can transfer the bond to another character with this Ability (and a sufficient Bonding Lore Ability, if required). Whenever a bonded animal is purchased or the bond otherwise transferred, the new master must typically spend a day with the animal before this Ability is fully effective. Animals cannot be bonded to more than one master simultaneously.
Progression
Normal: For every 6 tiers, you choose an additional category of animal.
Emphasized: As Normal, but every 3 tiers.
This Ability cannot be maximized.
Animal Pacification
Biologist-favored
Via noises and gestures derived from obscure animal lore, you can attempt to pacify violent animals currently attacking you and any allies grouped-up with you. This process is difficult, but it can potentially help you escape an unwanted battle.
To use this Ability, take 15 strain, then roll 2d20 on INT as a verbal major action. If you succeed, any unbonded animals currently in combat with your party will stand down long enough for your party to escape. The effects last for around 2 minutes, and ends early if you or an ally attacks or otherwise acts against the animals. It cannot be attempted twice by the same party against the same animals, regardless of whether the first attempt succeeds or fails. Animals will cease attacking or specifically pursuing you and and any grouped-up allies, but their behavior is otherwise unchanged. A majority of the techs must be able to see and hear you.
The INT roll for this Ability receives a +TN from Hunting Lore. This Ability is not effective on animals who are defending their lair or their young. If the animals are a random encounter with a reaction roll result of Ferocious (e.g. most encounters with fiends), you must add 1 Hindrance in the INT roll..
Progression
Normal: You gain a +TN in the INT roll equal to 1/4 your tier.
Emphasized: As Normal, but 1/2 your tier.
Maximized: As Normal, but 3/4 your tier.
Bank Loans
Diplomat-favored
This Ability represents the education and qualifications necessary to obtain loans from the banks of Lur-Asko. While anyone is able to use the deposit services of banks, the loan system is understandably wary of the adventuring lifestyle when it comes to the repayment of loans, and therefore confines their issuance to people with your knowledge. Usually, this involves at least a day's worth of heavy paperwork. Most notably, one standard custom is to have the adventurer's fellow party members become co-signers, agreeing to take on the debt in the event of the original lendee's death. Failing to repay a loan will of course make it much harder to take out further loans, and can even result in the League of Masrafi sending out bounty hunters.
To take out a loan using this Ability, roll d6 on INT, and (if successful) record the amount by which you succeed; considerable Hindrance can be added by the GM to this roll if you have been late in repayment in the past. Multiply the amount by 500. This is the maximum coin amount of the loan you are approved for. If you are unhappy with your d6 result, you can decline and try the roll again in 20 days.
You cannot take out a loan if you already have one outstanding. Once taken out, you are expected to pay the loan back with interest. Usually, the interest is 10% of the original amount of the loan, but the GM may vary this slightly with the economic conditions of the continent. Adventurers are normally expected to pay the loan back before the end of their current campaign, since that is when they make their money. You can extend the repayment period by up to 5 years and pay it off with coin gained from LP Elements between campaigns, if you are willing to pay double the interest. After 5 years, you will become a target for the League.
Typically, because the custom is for all party members to co-sign, a party can only receive one loan at a time, meaning that only one member needs to focus on this Ability.
Progression
Normal: You gain a +TN in the INT roll equal to 1/2 your tier.
Emphasized: You gain a +TN in the INT roll equal to your tier.
Maximized: You gain a +TN in the INT roll equal to 150% of your tier.
Bargain Hunting
Diplomat-favored
Sleuth-favored
It is presumed that any adventurer tries to find the lowest price when shopping for items in cities, but this Ability represents particular skill in finding the optimal deal. You are able to spot bundle deals, less-obvious vendors, and special offers that the average adventurer just wouldn't know to look for.
To use this Ability, simply take 10 strain and roll d20 on INT; you may re-attempt the roll if you fail, at a cost of 10 strain per attempt. Once successful, any item(s) you buy today will cost 90% of their listed price (prior to any modifications to listed price called for by your GM due to the local economy or particular businesses). This discount is only effective on items with a listed price of 500 coins or less. See Buying & Selling.
This Ability can be "shared" with any party member you are currently accompanying, as you help them spot the same deals. Only one use of this Ability is effective in a single transaction; therefore, it is typically only necessary for one party member to develop this Ability.
Progression
Normal: For every 4 tiers, the maximum item listed price is doubled (that is, to 1000 coins at 4th tier, 2,000 at 8th, 4,000 at 12th, and so forth).
Emphasized: As Normal, but every 2 tiers.
Maximized: As Normal, but a number of times equal to 3/4 your tier.
Bonding Lore - Dangerous
Biologist-favored
This Ability allows you to use Animal Bonding on animals with a bonding difficulty greater than 1. The maximum bonding difficulty is 2 (before progression). This Ability is only effective on animals of the Dangerous category.
Progression
Normal: The maximum bonding difficulty is increased by 1/4 your tier.
Emphasized: As Normal, but 1/2 your tier.
Maximized: As Normal, but 3/4 your tier.
Bonding Lore - Docile
Biologist-favored
This Ability allows you to use Animal Bonding on animals with a bonding difficulty greater than 1. The maximum bonding difficulty is 2 (before progression). This Ability is only effective on animals of the Docile category.
Progression
Normal: The maximum bonding difficulty is increased by 1/4 your tier.
Emphasized: As Normal, but 1/2 your tier.
Maximized: As Normal, but 3/4 your tier.
Bonding Lore - Dracomorphs
Biologist-favored
This Ability allows you to use Animal Bonding on animals with a bonding difficulty greater than 1. The maximum bonding difficulty is 2 (before progression). This Ability is only effective on animals of the Dracomorph category.
Progression
Normal: The maximum bonding difficulty is increased by 1/4 your tier.
Emphasized: As Normal, but 1/2 your tier.
Maximized: As Normal, but 3/4 your tier.
Bonding Lore - Fiends
Biologist-favored
This Ability allows you to use Animal Bonding on animals with a bonding difficulty greater than 1. The maximum bonding difficulty is 2 (before progression). This Ability is only effective on animals of the Fiend category.
Progression
Normal: The maximum bonding difficulty is increased by 1/4 your tier.
Emphasized: As Normal, but 1/2 your tier.
Maximized: As Normal, but 3/4 your tier.
Campcraft
Biologist-favored
Choose one of the following effects when you obtain this Ability:
1. If caught without your camping equipment (see General Equipment), you may waste only one 4-hour rest per day instead of two.
2. You may reduce the pound weight of your camping equipment to 75% of what it would normally be.
3. When outdoors and away from settled areas, you may take 8 strain per day to camouflage your party's campsite. You and all party members may rest there while remaining in Medium Stealth, and no camping equipment is visible at a longer range than the characters. Any fires do not emit light visible outside the camp.
4. When outdoors and away from settled areas, you may take 12 strain to carefully select a campsite to avoid areas frequented by wildlife or techs. While at this camp, your party's random encounter chance rolls have their chance level reduced by 1. Unlike the above option for camouflage, this strain cost does not need to be repeated daily, but only if the campsite is moved.
Progression
Normal: For every 4 tiers, choose another effect. Alternatively, you may reduce the strain cost for option #3 or option #4 by 1.
Emphasized: As Normal, but every 2 tiers.
This Ability cannot be maximized.
Comprehensive Tactics
Tactician-favored
You may use Adaptive Tactics, Tactical Group Defense, Tactical Repositioning, and any number of Tactical Analysis Abilities as part of the same verbal action. If you combine two Abilities, it remains a verbal free action; if three Abilities, it is a verbal minor action; if four or more, it is a verbal major action. Sign Language and Advanced Hand Signals cannot be used. The rules for each Ability are resolved just as if you had used each one separately, except for the strain discount of this Ability's progression.
Progression
Normal: For every 12 tiers, the total strain cost of all Abilities used is reduced by 1, to a minimum of the highest-cost single Ability used.
Emphasized: As Normal, but every 6 tiers.
Maximized: As Normal, but every 4 tiers.
Conventional Medicine
Biologist-favored
This Ability requires your book bag, and provides multiple ways to help injured organic characters. First, you receive a +TN of 10 in any roll to treat a bleeding status (see Status) or restart breathing (see Combat), as well as any General Knowledge roll concerning organic physiology. Tending to an incapacitated character allows them to add an extra Easing to the CON roll to become stabilized.
This Ability also allows you to provide first aid to injured characters in a more educated way than the simple common sense learned by all adventurers. By taking 2 strain and around 15 minutes per character, you can dress their wounds and give them 1 Easing in their next natural healing roll (see Injury). This also prevents them from contracting an injury complication from a natural healing roll that fails by less than 20.
If you take 4 strain per character per day, and your patients are resting, you can provide even more effective conventional care. Every character who has received your treatment and spends the entire day resting receives 2 Easing instead of 1 in their next natural healing roll, and receives 1 Easing in all CON rolls related to disease that day.
All Easing effects of this Ability are undone if the patient takes additional damage after the Ability's use. It does not interfere with the Easing provided by Healing elixirs.
Progression
Normal: The strain costs are reduced by 1/3 your tier.
This Ability cannot be emphasized or maximized.
Cooperative Maneuvering
Tactician-favored
Any group that includes you receives a +TN of 1 to their movement rolls when using grouped-up movement, if the group includes at least 3 characters (not counting mounted characters). This bonus does not stack with other characters that have this Ability; consider only the largest bonus (after progression).
Progression
Normal: The +TN is increased by 1/14 your tier.
Emphasized: As Normal, but 1/7 your tier.
This Ability cannot be maximized.
Counter-Evasion
Sleuth-favored
Tactician-favored
You receive a +TN of 4 in detection rolls.
Progression
Normal: The +TN is increased by 1/6 your tier.
Emphasized: The +TN is increased by 1/3 your tier.
This Ability cannot be maximized.
Cultural Research
Diplomat-favored
You receive a +TN of 5 in all Search rolls to find information in a library regarding modern civilization (see Searches).
Progression
Normal: The +TN is increased by 1/4 your tier.
Emphasized: The +TN is increased by 1/2 your tier.
Maximized: The +TN is increased by 3/4 your tier.
Difficult Cooking
Biologist-favored
This Ability allows you to obtain food from animals which list "Edible with difficulty" in their description, which are inedible for characters without access to this Ability. When you process the animal (or help others process it), you obtain an amount of food equal to 20% of what would be obtained from a fully edible animal of that WGT (see Hunting).
Progression
Normal: The percentage (originally 20) is increased by 1 per tier. If multiple characters with this Ability process an animal, only the most-progressed Ability is considered.
Emphasized: As Normal, but 2 per tier.
Maximized: As Normal, but 3 per tier.
Expert Appraiser
Diplomat-favored
Historian-favored
Sleuth-favored
You receive a +TN of 5 in all appraisal rolls.
Progression
Normal: The +TN is increased by 1/4 your tier.
Emphasized: The +TN is increased by 1/2 your tier.
Maximized: The +TN is increased by 3/4 your tier.
Fine Cooking
Biologist-favored
If you have access to both your camping equipment and your book bag, you can prepare your party's food in a more nutritious and appetizing way than straight out of their ration bags. Whenever you complete a 4-hour rest, you may roll d20 on INT; if successful, you and up to 10 other sentient characters resting with you may remove 1 more exhaustion and 1 more strain from this and all other 4-hour rests for the next 24 hours. Willpower cannot be used to give a reactive +TN to this roll. If you left a location where food could be bought less than a day ago, or if you are cooking food at least half sourced from the same day's use of the Hunting & Foraging rules, you add 2 Easing in the roll due to freshness. If you are in a location with a full kitchen (such as a ship, base, or safehouse), you automatically succeed on the roll. The time required to use this Ability and eat is included in the rest, and does not preclude rest.
The benefits of this Ability do not stack with the matching benefits from luxurious rest (see Rest), nor with any other use of the same Ability. Like luxurious rest, they are ineffective on characters with at least 3 degrees of trauma. The effect of luxurious rest on trauma is not included in this Ability.
Progression
Normal: You gain a +TN in the INT roll equal to 1/2 your tier.
Emphasized: As Normal, but equal to your tier.
This Ability may not be maximized.
Foreign Language
Historian-favored or Diplomat-favored (see below)
This Ability must be associated with a specific language. It is Historian-favored if the language is Alacrian, Old Elvish, Old Roc, or Nomadic, both Historian- and Diplomat-favored if the language is Draconic, or Diplomat-favored for Hal'Tayatic, High Wynthian, Koh-Trr-Goh, Chthonian, Skretan, Adlet, Neodraconic, Therbolgi, or Cevelkian.
When you first take this Ability, you are able to speak, read, and write the language, but only in a basic and halting fashion. You can understand and communicate only simple ideas. Any roll included in the rules for a social action or verbal action adds 4 Hindrance if using the language. Progression increases your grasp of the language.
If you currently have your book bag, you may treat this Ability's progression as if you had 5 more tiers than you actually do for the purposes of reading and writing the language (not speaking). However, about three times more time is required for the reading and writing than if you had the tiers normally, since you must consult your books.
This Ability can be taken multiple times, associated with a different language each time.
Progression
Normal: At 4th tier, you are able to understand most basic conversation and understand simple writing. Your vocabulary is limited and communication will be slow but possible. The Hindrance is reduced to 1.
At 8th tier, you are able to carry on normal conversations and understand all writing intended for a common audience. You will have a heavy accent but be completely understandable. At this point, you are considered fluent for the purposes of rules concerning languages, and the Hindrance is removed.
Emphasized: As Normal, except at 2nd and 4th tier instead of 4th and 8th. At 10th tier, you may use a full vocabulary in the language, and your accent is only faint.
This Ability cannot be maximized.
Greater Camouflage
Sleuth-favored
Whenever you are gaining a +TN in a stealth roll due to a Lore Ability with "Camouflage" in the title, that +TN is increased by 1.
Progression
Normal: The +TN is further increased by 1/6 your tier.
Emphasized: As Normal, but 1/3 your tier.
This Ability cannot be maximized.
Herdmastery
Biologist-favored
If you are using Animal Bonding on more than one animal, this Ability allows you to reduce one animal's minimum strain effect from 12 to 6. The animal being discounted must have a bonding difficulty of 1, and you must always have at least one animal under your control that is not being discounted by this Ability.
Progression
Normal: For every 6 tiers, you may apply this Ability to an additional bonded animal.
Emphasized: As Normal, but every 3 tiers.
Maximized: As Normal, but every 2 tiers.
Hunting Lore
Biologist-favored
Choose a single type of animal (e.g. wolf, wyvern, etc.). You receive a +TN of 3 in all offense and defense rolls against these creatures, any INT roll to use Tracking or Animal Pacification on them, and any General Knowledge roll concerning them.
Progression
Normal: For every 6 tiers, you may associate this Ability with another type of animal.
Emphasized: As Normal, but every 3 tiers.
Maximized: As Normal, but every 2 tiers.
Infiltration Specialist
Sleuth-favored
Tactician-favored
You may take 12 strain immediately before attempting an infiltration. If you do so, you receive a +TN of 4 in the infiltration stealth roll. If you take double the normal strain, you may share this +TN with all grouped-up allies during a multi-character infiltration. This +TN does not stack if multiple characters with this Ability do this; only one sharing is effective. If the infiltration roll is re-attempted due to a roll failure, this +TN does not continue into the re-attempt unless you (or another sharing character) take the strain again.
Progression
Normal: The strain cost (prior to any doubling from sharing) is decreased by 1/6 your tier.
Emphasized: As Normal, but 1/3 your tier.
Maximized: As Normal, but 1/2 your tier.
Investigation
Sleuth-favored
You receive a +TN of 5 in all Search rolls to examine a crime scene or detect deliberately hidden information.
Progression
Normal: The +TN is increased by 1/4 your tier.
Emphasized: The +TN is increased by 1/2 your tier.
Maximized: The +TN is increased by 3/4 your tier.
Keeping it Somewhere Sleuth-favored
Your maximum weight and carry slots for concealed items are increased, and you receive a +TN of 3 in any INT roll to detect another character's concealment.
Progression
Normal: The +TN is increased by 1/4 your tier.
Emphasized: The +TN is increased by 1/2 your tier.
This Ability cannot be maximized.
Modern Cultural Literacy
Diplomat-favored
All characters are presumed to function competently in the culture of their home realm, but this Ability allows you to also act unobjectionably in another culture that you select (aside from any language barrier). You can also assist all party members you are currently accompanying, allowing them to act unobjectionably as well. So long as you and your companions are not intentionally trying to offend others, it is assumed that you act in accordance with local customs, preventing you from arousing suspicion or animosity on those grounds alone. See Social Actions for more on cultural literacy.
If your party does not have at least one character with cultural literacy in your current realm, the GM is encouraged to confront you with challenges stemming from accidental offenses. This is generally little more than amusing in tolerant realms like Hal'Tayat or Manusia, but can be lethal in Macska and Cevelky. Cultural literacy in your current location is also required for the use of certain Appeal Abilities.
Progression
Normal: For every 4 tiers, you gain cultural literacy in another culture.
Emphasized: As Normal, but every 2 tiers.
This Ability cannot be maximized.
Outdoorsmanship
Biologist-favored
This Ability gives you a +TN of 10 in all General Knowledge rolls concerning the natural world, as well as any Foraging rolls (see Food). If you also have Tracking, the +TN also applies to Hunting rolls. This part of the Ability is always active and has no strain cost.
As a free action, you may also apply this Ability to gain specific information about your surroundings while in the wild. To use this part of the Ability, take 5 strain, then roll d12 on INT. If successful, you may ask the GM a specific question about the area; your character derives the answer from their studies. Your question might be:
-What specific types of animals live in this area?
-Is this area indeed safe for us to travel through?
-Are there signs of any recent changes to this area?
-Is there an unnatural lack of wildlife?
-Does the wildlife in this area seem afraid of something (besides us)?
-Is there a shortcut nearby that would assist our travels?
-Where would be the best place to camp in this area?
-Where is the nearest source of water?
These are questions that characters without this Ability cannot answer without special circumstances; they are beyond the scope of a General Knowledge roll. This Ability is not associated with tracking, which has its own separate Ability.
You may ask any unlisted question of a similar level of detail. Whenever you cannot gain the answer, or whenever the answer may not be accurate, you will be informed of why. You may use this Ability multiple times on the same area.
Progression
Normal: For every 8 tiers, you may associate this Ability with one of the seven realms of Lur-Asko (see Geography). Concerning any wilderness in an associated realm, the General Knowledge +TN is increased to 15, and the strain cost of gaining specific information is reduced to 3.
Emphasized: As Normal, but every 4 tiers.
Maximized: As Normal, but every 3 tiers.
Biologist-favored
This Ability allows you to extract usable poison from naturally-poisonous animals. To use this Ability, you must have your book bag, spend 5 minutes, and roll d12 on INT; if successful, you may extract poison from any dead or bonded animal. A dead animal yields 1 pound of its poison, of whatever type its attacks describe; if its attacks include poison points of multiple types, you may choose the type. A bonded animal likewise yields 1 pound of its poison, but can only do so once every 10 days. A failed roll ruins the attempt, and may not be retried (except after 10 days, for a bonded animal). A bonded animal must either be bonded to you, or in the presence of its master ordering it to cooperate.
Progression
Normal: For every 8 tiers, the interval between uses on a bonded animal is reduced by 1 day, and the amount of poison obtained from a dead animal is increased by 1 pound.
Emphasized: As Normal, but every 4 tiers.
Maximized: As Normal, but every 3 tiers
Predatory Search
Sleuth-favored
You receive a +TN of 5 in any search for characters (that is, a search to oppose a long hide). Points contributed to a search using a roll including this +TN do not count towards finding anything except characters.
Progression
Normal: The +TN is increased by 1/4 your tier.
Emphasized: The +TN is increased by 1/2 your tier.
Maximized: The +TN is increased by 3/4 your tier.
Published Work
Diplomat-favored
Historian-favored
This Ability requires your book bag, and allows you to begin documenting your campaign's experiences and discoveries. You may contribute up to 10 strain per day to working on this project (there is no time requirement; your character is presumed to work on it during their downtime). After you have contributed at least 500 strain, you may spend one day in any major city selling your work to a publishing guild. When complete, this will earn you an amount of coin equal to your Lore tier, multiplied by the amount of strain you took for the project, divided by 20.
Progression
Normal: The maximum strain per day you can take for the project is increased by 1/2 your tier.
Emphasized: As Normal, but 100% of your tier.
This Ability cannot be maximized.
Ruin Camouflage
Historian-favored
Sleuth-favored
You are studied and skilled in concealing yourself in Alacrian outposts and city strata. When you obtain this Ability, choose one of the thirteen factions of the Third Alacrian Era (Arator, Barathris, Dira, Elysya, Épex, Fortyservus, Hephæstis, Myrabilis, Nexus, Rédix, Standux, Subdolis, or Vespera). Whenever you are within any Alacrian ruin in that faction's old territory, you gain a +TN of 3 in stealth rolls.
This Ability is never effective in modern inhabited areas or in non-ruin outdoor settings.
Progression
Normal: For every 4 tiers, you may associate this Ability with another ancient faction.
Emphasized: As Normal, but every 2 tiers.
This Ability cannot be maximized.
Ruin Documentation
Historian-favored
Often, if adventurers discover and clear a ruin, that ruin's location becomes public knowledge soon after the party drunkenly announces their victory in the nearest tavern. Other times, they may never think to reveal its location at all, or they may get a handful of coins from a savvy merchant. This Ability allows you to leverage the full value of the ruin, selling its location and a detailed report of its contents to interested universities or archaeologists. The ruin must first be cleared of any techs and traps.
To use this Ability, you must spend several hours and at least 10 strain; additional strain will provide a bonus to the final price at a rate of +1% per strain, to a maximum of +100% at 110 strain. The strain must be taken all at once at the end of the attempt, and cannot be split between multiple characters with this Ability (ideally, one character will develop this Ability, and wait until they are at 0 strain to use it). The exact base price is determined by the GM, using the system in [insert GM guide reference here]. This price is not affected by any loot that the party has removed from the ruin - all that matters is that the entire ruin still be potentially accessible to researchers. The ruin's "price" can only be adjusted by this Ability, not by haggling or Sales Mastery (Lore).
For obvious reasons, this Ability cannot be used on a ruin if its location is already public knowledge. It cannot be used on city strata.
Progression
Normal: For every tier beyond 1st, an additional bonus of 1% is applied, in addition to the percentage from additional strain.
Emphasized: As Normal, but 2%.
Maximized: As Normal, but 3%.
Ruin Looting
Historian-favored
You receive a +TN of 5 in all Search rolls within Alacrian ruins (see Searches).
Progression
Normal: The +TN is increased by 1/4 your tier.
Emphasized: The +TN is increased by 1/2 your tier.
Maximized: The +TN is increased by 3/4 your tier.
Ruin Lore
Historian-favored
This Ability gives you a +TN of 10 in all General Knowledge rolls concerning Alacrian ruins. This part of the Ability is always active and has no strain cost.
As a free action, you may also apply this Ability to gain specific information about an Alacrian ruin. To use this part of the Ability, take 10 strain, then make a roll on INT; the roll is 2d12 if you can see the location, or d20 if you are already inside. If you have your book bag, you may spend 1 minute consulting it before the roll in order to cut this strain cost in half and add 2 Easing. If the roll is successful, you know the original Alacrian purpose of the ruin, and you may ask the GM a further question about it; your character derives the answer from their studies. Your question might be:
-What approximate type and number of technologicals can we expect to find defending this ruin?
-Would we encounter non-tech defenses in this ruin, such as traps or turrets?
-Would we find valuable loot in this ruin?
-Is this the only entrance to the ruin?
-Does this ruin connect with its faction's main fortress-city?
-Would we be the first post-Fall adventurers to enter this ruin?
These are questions that characters without this Ability cannot answer without special circumstances; they are beyond the scope of a General Knowledge roll.
You may ask any unlisted question of a similar level of detail. Whenever you cannot gain the answer, or whenever the answer may not be accurate, you will be informed of why. You may use this Ability multiple times on the same ruin.
The above rules presume use in outpost ruins; if used within Alacrian city strata, the scope of the questions should be related to a particular building or street.
Progression
Normal: For every 6 tiers, you may associate this Ability with one of the thirteen factions of the Third Alacrian Era (Arator, Barathris, Dira, Elysya, Épex, Fortyservus, Hephæstis, Myrabilis, Nexus, Rédix, Standux, Subdolis, or Vespera). Concerning any Alacrian ruin within your associated factions' old territory, the General Knowledge +TN is increased to 15, and the strain cost of gaining specific information is reduced to 6 (or 3 with book bag use).
Emphasized: As Normal, but every 3 tiers.
Maximized: As Normal, but every 2 tiers.
Ruin Research
Historian-favored
You receive a +TN of 5 in all Search rolls to find information in a library regarding Alacrian ruins and lore (see Searches).
Progression
Normal: The +TN is increased by 1/4 your tier.
Emphasized: The +TN is increased by 1/2 your tier.
Maximized: The +TN is increased by 3/4 your tier.
Sales Mastery
Diplomat-favored
Buying and selling supplies in cities is a tiresome art, and not typically the subject of heavy roleplaying in Legends. It is presumed that any adventurer tries to get the best price for their items, but this Ability represents particular skill in finding the optimal deal. You are able to spot bundle deals, less-obvious buyers, and special offers that the average adventurer just wouldn't know to look for.
To use this Ability, simply take 10 strain and roll d20 on INT; you may re-attempt the roll if you fail, at a cost of 10 strain per attempt. Once successful, any item(s) you sell today will fetch 55% of their listed price instead of 50% (prior to any modifications to listed price called for by your GM due to the local economy or particular businesses). This increase is only effective on items with a listed price of 500 coins or less. See Buying & Selling.
This Ability can be "shared" with any party member you are currently accompanying, as you help them spot the same deals. Only one use of this Ability is effective in a single transaction; therefore, it is typically only necessary for one party member to develop this Ability.
Progression
Normal: For every 4 tiers, the maximum item listed price is doubled (that is, to 1000 coins at 4th tier, 2,000 at 8th, 4,000 at 12th, and so forth).
Emphasized: As Normal, but every 2 tiers.
Maximized: As Normal, but a number of times equal to 3/4 your tier.
Sign Language
Diplomat-favored
Historian-favored
Tactician-favored
You are able to use Alacrian sign language to communicate visually rather than audibly. Sign language is self-contained and does not require knowledge of a particular spoken language. It does not come in a written form, though it includes hand-spelling for the Concordic and Alacrian alphabets.
When you first take this Ability, you are able to use the language, but only in a basic and halting fashion. You can understand and communicate only simple ideas. Any roll included in the rules for a social action or verbal action adds 4 Hindrance if using the language. Progression increases your grasp of the language.
Communication with the language is just as fast as a spoken language of the same fluency level. However, it requires the use of a free hand. In combat, you may accomplish any type of verbal action as a non-verbal major action instead, but you are only understood by others who have this Ability and can see you.
Out-of-combat conversation or complex ideas typically involve two free hands; it is still possible with one hand, but this creates the equivalent of stammering over complex words. The above Hindrance cannot be reduced below 1 via progression while one-handed.
Sign language cannot be used to perform the rallying or intimidation social action, even against characters who understand it.
Progression
Normal: At 4th tier, you are able to understand most basic conversation. Your vocabulary is limited and communication will be slow but possible. The Hindrance is reduced to 1.
At 8th tier, you are able to carry on normal conversations and understand all terminology intended for a common audience. At this point, you are considered fluent for the purposes of rules concerning languages, and the Hindrance is removed.
Emphasized: As Normal, except at 2nd and 4th tier instead of 4th and 8th. At 10th tier, you may use a full vocabulary in the language. Also at 10th tier, in combat, you may substitute a non-verbal minor action instead of a major action, if the verbal action being replaced was free or minor.
This Ability cannot be maximized.
Street Camouflage
Diplomat-favored
Sleuth-favored
You are studied and skilled in concealing yourself in settled areas. When you obtain this Ability, choose one of the realms of Lur-Asko. Whenever you are in settled areas in this realm, you gain a +TN of 3 in stealth rolls. This applies both indoors and outdoors, and in both cities and villages.
This Ability is never effective in non-settled areas or Alacrian ruins.
Progression
Normal: For every 6 tiers, you may associate this Ability with another realm.
Emphasized: As Normal, but every 3 tiers.
This Ability cannot be maximized.
Streetwise
Diplomat-favored
Sleuth-favored
This Ability gives you a +TN of 10 in all General Knowledge rolls concerning an urban environment or city life. This part of the Ability is always active and has no strain cost.
As a free action, you may also apply this Ability to gain specific information about an area of a city (usually defined as a district or collection of city blocks), or a specific building. To use this part of the Ability, take 5 strain, then make a roll on INT; the roll is d20 if you can see the area/building, or d12 if you are already inside. If successful, you may ask the GM a specific question about the place; your character derives the answer from their studies. Your question might be:
-What is the crime rate in this area?
-Is this area indeed safe for us to travel through?
-Is there a place here where we are likely to find worthwhile employment?
-Is this the only way to access this building?
-When was this building constructed?
-Are there signs of any recent changes to this building/area?
These are questions that characters without this Ability cannot answer without special circumstances; they are beyond the scope of a General Knowledge roll.
You may ask any unlisted question of a similar level of detail. Whenever you cannot gain the answer, or whenever the answer may not be accurate, you will be informed of why. You may use Ability multiple times on the same building/area.
Progression
Normal: For every 8 tiers, you may associate this Ability with one of the seven realms of Lur-Asko (see Geography). Concerning any city in an associated realm, the General Knowledge +TN is increased to 15, and the strain cost of gaining specific information is reduced to 3.
Emphasized: As Normal, but every 4 tiers.
Maximized: As Normal, but every 3 tiers.
Tactical Analysis - Animals
Biologist-favored
Tactician-favored
This Ability allows you to use your knowledge to recognize the tactics used by animals (whether wild, bonded, or domesticated) in battle. To use this Ability, you must observe the animals as a major action, take 3 strain, and roll d20 on INT; if successful, choose one of the following effects:
1: You gain 1 Easing in all melee and ranged defense rolls against the animals you observed. For every 10 by which you succeed on the INT roll, the Easing is increased by 1.
2: You gain 1 Easing in all melee and ranged offense rolls against the animals you observed. For every 10 by which you succeed on the INT roll, the Easing is increased by 1.
3: You count as 2 characters for the purpose of outnumbering dice against the animals you observed.
Any of these three benefits continues until the end of your next turn. All animals you can see and which are meaningfully involved in the battle count as observed. If you perform this Ability as a verbal major action, you may share the benefits with all allied characters who can hear and understand you; they each receive the full effects until the end of your next turn. Multiple characters on the same side may use this Ability in order to gain more than one of the three options, or to roll for a larger amount of Easing; the benefits do not stack if one option is provided by multiple characters.
If you have Animal Bonding, you may restrict a use of this Ability to be effective only against the types of animals you can bond with. If you do this, you gain a +TN of 5 in the INT roll for this Ability.
You may also restrict a use of this Ability to be effective only against animal types you have associated with Hunting Lore. If you do this, you gain a +TN of 5 in the INT roll for this Ability. You may apply both of these restrictions simultaneously to gain a total +TN of 10 (but are not required to).
Progression
Normal: You gain a +TN in all INT rolls for this Ability; the amount of the +TN is 1/6 your tier.
Emphasized: As Normal, but 1/3 your tier.
Maximized: As Normal, but 1/2 your tier.
Tactical Analysis - Military
Diplomat-favored
Sleuth-favored
Tactician-favored
The effects of this Ability and its progression are identical to Tactical Analysis - Animals, except that it is only effective against sentient characters of less than 3 bWILL who are currently acting as a legally organized fighting force (for example, city-state garrisons, private defense guilds, or company ship crews). Also, rather than the options related to Animal Bonding and Hunting Lore, you may restrict a use of this Ability to be effective only against soldiers whose culture you are literate in (either through your own culture or Abilities, or the assistance of your party). If you do this, you gain a +TN of 5 in the INT roll for this Ability. You may also restrict a use of this Ability to be effective only against soldiers from realms you have associated with the progression of Streetwise. If you do this, you gain a +TN of 5 in the INT roll for this Ability. You may apply both of these restrictions simultaneously to gain a total +TN of 10 (but are not required to).
Tactical Analysis - Piracy & Banditry
Diplomat-favored
Sleuth-favored
Tactician-favored
The effects of this Ability and its progression are completely identical to Tactical Analysis - Military, except that it is only effective against characters of less than 3 bWILL who are currently acting as as a criminal band, rather than military soldiers.
Tactical Analysis - Techs
Historian-favored
Tactician-favored
The effects of this Ability and its progression are identical to Tactical Analysis - Animals, except that it is only effective against unbound technologicals. Also, rather than the options related to Animal Bonding and Hunting Lore, you may restrict a use of this Ability to be effective only against the types of techs you can bind with Tech Binding (Technology). If you do this, you gain a +TN of 5 in the INT roll for this Ability. You may also restrict a use of this Ability to be effective only against unbound techs within the territory of an Alacrian faction you have associated with the progression of Ruin Lore (Lore). If you do this, you gain a +TN of 5 in the INT roll for this Ability. You may apply both of these restrictions simultaneously to gain a total +TN of 10 (but are not required to).
Tactical Group Defense
Tactician-favored
Whenever you are participating in group defense (either as defender or defended), you may take 5 strain as a verbal free action to cause enemies to add 1 Hindrance to the SPD roll to bypass group defense. The majority of other characters participating as defenders must be able to understand you at the time of the action. The effects last for 1 round, even if characters are deafened or you are removed from group defense. The Hindrance does not stack with other uses of this Ability.
Progression
Normal: The strain cost is reduced by 1/8 your tier.
Emphasized: The +TN is increased by 1/4 your tier.
This Ability cannot be maximized.
Tactical Repositioning
Tactician-favored
As a verbal free action, you may take 12 strain and choose one ally you are grouped-up with who can hear and understand you; that character receives 2 Easing which may (at their own choice) be applied to any one offense roll, defense roll, or SPD roll to bypass group defense within the next 1 round.
Progression
Normal: The strain cost is reduced by 1/8 your tier.
Emphasized: The +TN is increased by 1/4 your tier.
Maximized: The +TN is increased by 3/4 your tier.
Tracking
Biologist-favored
Any character may track another character who is leaving obvious signs - for example, a person leaving fresh tracks in deep snow, or a huge animal crashing through a forest. For more "normal" situations, this Ability is required in order to competently track others in the wild.
A single use of this Ability represents around one hour of tracking; any rolls made must be repeated every hour the tracking continues. The roll is always on INT, and may be d6, d12, or d20 depending on how conducive the terrain is to tracking. For as long as you succeed on the rolls, you remain on the trail of your quarry. If a roll is failed, you lose the tracks. By spending around 1 hour searching and backtracking, you may attempt one more INT roll to regain the trail. If you fail, the tracks are lost for good. Willpower cannot be used to give a reactive +TN to this roll.
This Ability cannot be used from inside a vehicle. Normal use of this Ability presumes that your party is not using hurried travel (see Travel).
Certain circumstances can make tracking more difficult. For each of the following situations that are true, you must add 2 Hindrance to your INT roll:
-You are hurrying travel
-You are mounted
-Your quarry is sentient and is taking measures to cover their tracks (typically this requires them to move more slowly)
-You are operating in Low Light conditions and have no light source or shadow vision
-The trail is very old
Finally, this Ability allows you to take 5 strain upon succeeding on any tracking INT roll. This provides you with the answers to all of the following questions for the next hour of tracking:
-How many and what approximate WGT of creatures are we tracking?
-Has our quarry stopped or changed pace at any time?
-Approximately how old is the trail?
Multiple characters in your party can use this Ability; this does not provide any extra effects, but makes it more unlikely that you will lose the trail. As long as at least one character is succeeding on their INT rolls, tracking continues successfully.
Progression
Normal: You gain a +TN in the INT rolls equal to 1/4 your tier.
Emphasized: You gain a +TN in the INT rolls equal to 1/2 your tier.
Maximized: You gain a +TN in the INT rolls equal to 3/4 of your tier.
Urban Navigation
Diplomat-favored
Sleuth-favored
You receive a +TN of 5 in all Search rolls to find obscure destinations within a city.
Progression
Normal: The +TN is increased by 1/4 your tier.
Emphasized: The +TN is increased by 1/2 your tier.
Maximized: The +TN is increased by 3/4 your tier.
Village Lore
Diplomat-favored
This Ability gives you a +TN of 10 in all General Knowledge rolls concerning villages and rural culture. This part of the Ability is always active and has no strain cost.
As a free action, you may also apply this Ability to gain specific information about a village. To use this part of the Ability, take 5 strain, then make a roll on INT; the roll is d20 if you can see the area/village, or d12 if you are already inside. If successful, you may ask the GM a specific question about the place; your character derives the answer from their studies. Your question might be:
-Can we safely stay overnight in this village?
-Is there a place here where we are likely to find worthwhile employment?
-Does this village appear to live in peace, or in fear of something?
-How old is this village?
-Are there signs of any recent changes to the village?
These are questions that characters without this Ability cannot answer without special circumstances; they are beyond the scope of a General Knowledge roll.
You may ask any unlisted question of a similar level of detail. Whenever you cannot gain the answer, or whenever the answer may not be accurate, you will be informed of why. You may use this Ability multiple times on the same village.
Progression
Normal: For every 8 tiers, you may associate this Ability with one of the seven realms of Lur-Asko (see Geography). Concerning any village or rural area in an associated realm, the General Knowledge +TN is increased to 15, and the strain cost of gaining specific information is reduced to 3.
Emphasized: As Normal, but every 4 tiers.
Maximized: As Normal, but every 3 tiers.
Wild Animal Profiteering
Biologist-favored
This Ability requires your book bag, and makes you proficient in extracting the valuable parts of wild animal carcasses - parts too many and varied to be covered here, but valued by Lur-Asko's apothecaries, tanners, scientists, and collectors' shops. To use this Ability, you must spend around 1 hour extracting the parts from a dead animal, gaining 2 pounds of valuable parts per WGT of the animal. When you return to a city, you will typically be able to sell the parts for an amount of coins equal to the pound weight of the loot, multiplied by the animal's Bonding Difficulty, divided by 10. Knowledge of how to preserve the parts until then is also included in this Ability.
Progression
Normal: For every tier beyond 1st, the total coin amount when sold is increased by 1%.
Emphasized: As Normal, but 2%.
Maximized: As Normal, but 3%.
Wilderness Camouflage
Biologist-favored
Sleuth-favored
You are studied and skilled in concealing yourself using elements of the local environment. When you obtain this Ability, choose one of the realms of Lur-Asko. Whenever you are outdoors in this realm, you gain a +TN of 3 in stealth rolls.
This Ability is never effective in settled areas or Alacrian ruins. It is effective in Chthon if the realm of Nani is selected, but never in smaller cave systems.
Progression
Normal: For every 6 tiers, you may associate this Ability with another realm.
Emphasized: As Normal, but every 3 tiers.
This Ability cannot be maximized.
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