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Studies
The
Study of Culture
Sometimes called the Study of
Civilization, this
area concerns itself with the modern peoples of Lur-Asko, but also
their distant ancestors and the fallen Alacris. Often a pursuit of
commoners, it should not be surprising that this Study is also
associated with adventuring; knowledge of the Ancient Ones is
invaluable when diving into their ruins. As such an important and
wealthy part of today's culture themselves, adventurers have a frequent
need to know how the modern world works as well. A few Culture tiers
can help any character avoid making all manner of mistakes,
and
open up many profitable paths that would otherwise remain unseen. Of
course, it is also common for a dedicated specialist to be found in a
party. These "traveling bookworms" are now an indispensable
part
of the adventuring scene, to the point that all efforts to
replace
them with consultation agencies have spectacularly failed.
Stat Requirement
to Enter Study: 6 bINT
Notes
for New Characters
The lure of this Study may not be as
obvious as many
of the others, but a party consisting entirely of uncultured buffoons
can never utilize the full potential of their fame and fortune. Most
Culture Backgrounds are rather hard to enter, so if you seek to be
the civilizational brains of the outfit, it's best to choose this as
your starting Study.
Characters who enter the Study of Appeal
usually
find that knowledge of culture assists in relating to others. When you reach 4 base tiers
in the Study of Culture, you gain 1 extra tier in the Study of Appeal.
Culture
Lore
Lur-Asko consists of 7 realms, 11 sentient organic species, 15 major
languages, 53 major cities, and a population of around 40 million. To
its inhabitants, its complexity can seem hopelessly overwhelming. Not
only does its weather and environment change with each realm, but its
history has crossed many different Ages, each one seemingly a different
world of its own. Even the Study of Culture is one that is hard to
define, as culture
has
always been hard to define. Today, the world is
united by a vague background of the Alacrian legacy, but divided by
starkly contrasting
customs and 10 contentious philosophies.
For the Alacris, culture was
primarily
studied so it
could be guided. Alacrian cultural experts directed the "adoption" of
the Subject Species, and created the Concordic language to unite them.
Today, the sages of those species work to preserve the Alacrian
language and reconstruct their own history. The eyes of the studious
now tend to look backwards; no longer possessing the Alacris' power to
direct the evolution of culture, they now seek to understand what has
brought them to the present. Lur-Asko's rear-facing universities are
stereotyped as places of conflict, with probably as many historical
opinions as there are historians. Despite the largely-futile quest for
objectivity, it cannot be denied that historians have earned their
fame; only through their efforts has Lur-Asko regained even a fraction
of the cultural advances of the Alacris.
Of course, not all culturalists
look to
the past.
All across the continent, schools of culture provide education on
today's world, looking to other realms instead of other Ages. The
motivations and applications of such studies are endless - rulers,
diplomats, economists, merchants, and even the merely curious are all
drawn to an understanding of society for their own benefit. It takes a
knowledge of other cultures to preserve the fragile peace of the
Adventuring Age. It takes a knowledge of one's own culture to thrive
and profit, especially in a world that changes constantly with
new
developments and frontier catastrophes.
Traditionally, there is a
semi-friendly
rivalry
between schools of history and schools of the modern world. It's a
rivalry that usually fades with more years after graduation. Still, it
is only in the adventuring scene that all are truly united. One party
may choose to focus in ancient ruins, another in political mercenary
work, another in transporting valuables. But walk into a tavern filled
with adventurers, and one finds a place where tales of history,
diplomacy, and economics might all be shouted with equal volume.Book
Bag
Some Culture Abilities are made 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. 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.
Culture
Backgrounds
Broadly speaking, Culture
Backgrounds can be divided into two main categories. One outlines
various forms of formal education in Lur-Asko's academic
institutions; consisting mainly of book-learning, these highly
specialized Backgrounds are weak at first, but become very powerful at
higher tiers once a character learns how to apply their knowledge to
the real world. The other Backgrounds are largely self-taught; they
present greater early strengths and fewer restrictions on
favored
Abilities, but are less potent at higher tiers.
Historian
(Costs 10
LP)
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.
Suggested Abilities:
Ruin Lore, Ruin Looting, Ruin Documentation
Economist
(Costs 10
LP)
You have spent around 5 years undergoing
formal education in a school of economics. Today, economics is
dominated by free-market Preamblian schools in Hal'Cione and
Hal'Shalikh, community-minded Rationalist schools in Varanshah and Vil
Cendrée, and the middle-ground Methodian
school in Hal'Dakhama. You may or may not actually agree with the
doctrines and
philosophies of any given teacher of economics, but they have left you
with an understanding of prices and a knack for predicting market
trends. Very few economists enter the adventuring scene, which is a
shame - any party that enjoys the help of your skills will never lack
for lucrative jobs and financial prospects. You'll know how to make the
most of their coin, and should they run out, you'll know the hidden
secrets of how to get more.
Economists gain the
Bargain Hunting Ability as
an extra benefit at
1st tier.
Suggested Abilities:
Sales Mastery, Bank Loans, Ruin Documentation
Diplomat
(Costs 10
LP)
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 guilds; instead, you will lend your skills
to an adventuring party. Perhaps your party is all one species, perhaps
(more commonly) several species are represented, but in any case they
will be vulnerable to culture shock both inside and outside
their
group. Many parties limit themselves to one realm and culture, simply
to learn the ropes and gain a competitive edge; with your assistance,
their prospects in Lur-Asko can grow quite literally seven times
larger. Even if you can prevent the cultural improprieties that
regularly sabotage travelers looking for employment, you will have more
than earned your cut of the pay.
Diplomats gain the
Foreign Language Ability as
an extra benefit at
1st tier, associated with either
Hal'Tayatic,
High Wynthian, Koh-Trr-Goh, Chthonian, Skretan, Adlet, Neodraconic,
Therbolgi, or Cevelkian.
Suggested Abilities:
Modern Cultural Literacy, Streetwise, Village Lore
Freethinker
(Costs 8
LP)
You have spent several years dabbling in
subjects
that are traditionally academic, but have managed to avoid any actual
academic institutions. A lover of libraries, independent thought,
and/or the simple practicality of avoiding overspecialization, most
schools wouldn't know what to do with you anyway. "Freethinker" is the
label officially applied to your kind by the literature, but you are
unlikely to care much about that, and your adventuring party is
unlikely to care about your lack of formal degrees. Whatever knowledge
you elect to develop, its applications to the adventuring life will
soon become clear.
Freethinkers are
unrestricted by favoredness, but have
a tier
cap of 10. You gain
an
extra Ability of your choice at
1st
tier.
Suggested Abilities:
Ruin Lore, Streetwise, Village Lore
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 cultural 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
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 4.
Suggested
Abilities: Ruin Lore, Streetwise, Village Lore
Elite
Backgrounds: Revivalist, Profiteer
Changing
Backgrounds
Profiteers do not need to
pay LP to change to
Economist,
nor do Revivalists need to pay to change to Historian, and each will
immediately do so if they leave the philosophy required by their
Background. If they have the required philosophy, a Historian may
change to Revivalist, or an Economist change to Profiteer, for 2 LP.
For all changes not described
by the
above:
Historians, Revivalists, Economists, Profiteers, Diplomats, and
Freethinkers can all change Backgrounds to one another. This costs 6 LP
the first time,
15 LP if done again, and is impossible to do a third time.
Pragmatists can be trained into
another
Background; they require the full duration of training (paying the full
LP cost), but do not lose the use of their Culture tiers during this
time. All other Backgrounds can switch to Pragmatist for a cost of 1
LP, though for obvious reasons this is seldom beneficial.Backgrounds
& Training
Freethinkers and
Pragmatists can be trained by any Background.
Economists and Profiteers may receive
training from
each other, but not from other Backgrounds.
Historians and Revivalists may receive
training from
each other, but not from other Backgrounds.
Diplomats can only be trained by other
Diplomats.
All Culture Backgrounds can find
training in cities.
Ability
Favoredness Chart
Culture
Abilities Academic
Quick Draw Historian-favored
Diplomat-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 Ancient Bluff, Tactical Analysis - Military, or Tactical Analysis - Piracy & Banditry. 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.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, spend 15 insight,
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
(Culture), 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.
Bank
Loans
Economist-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
Economist-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 spend 10
insight and
roll d20 on INT; you may re-attempt the roll if you fail, at a cost of
10 insight 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.
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.
Expert
Appraiser
Economist-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.
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.
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.
Published
Work All-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 insight per day to working on this project (there
is no time requirement; your character is presumed to write during
their downtime). After you have contributed at least 500 insight, 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 Culture tier, multiplied by the amount of insight you contributed
to the project, divided by 20.
Progression
Normal:
The maximum insight per day you can use for the project is increased by
1/2 your tier.
Emphasized:
As Normal, but 100% of your tier.
This Ability cannot be maximized.
Ruin
Documentation
Historian-favored
Economist-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 insight; additional insight will provide a bonus to the
final price at a rate of +1% per insight, to a maximum of +100% at 110
insight. The insight must be spent 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 maximum insight 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
(Culture).
For obvious reasons, this Ability cannot
be used on
a ruin if its location is already public knowledge.
Progression
Normal:
For every tier beyond 1st, an additional bonus of 1% is applied, in
addition to the percentage from additional insight.
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 insight 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, spend 10 insight, then make a roll on INT; the roll is 2d12
if you can see the ruin, 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 insight 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 continue
using this Ability on the same ruin for as long as you have sufficient
insight.
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 insight 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
Economist-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
spend 10 insight
and roll d20 on INT; you may re-attempt the roll if you fail, at a cost
of 10 insight 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
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.
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.
Streetwise
Diplomat-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 insight 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, spend 5 insight, 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 continue
using this Ability on the same building/area for as long as you have
sufficient insight.
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 insight 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 - Military
Diplomat-favored
This Ability allows you to use your cultural knowledge to
recognize the tactics used by military soldiers in battle. It is
effective only against characters of less than 3 bWILL who are
currently acting as a legally organized military (for example,
city-state garrisons or guild warship crews). To use this
Ability, you must observe the soldiers as
a major action, spend 3 insight, 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
soldiers 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 soldiers 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 soldiers you observed.
Any of these three benefits continues until the end of your next turn.
All soldiers 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.
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 (Culture). 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 -
Piracy & Banditry
Diplomat-favored
The effects of this Ability and its progression are completely
identical to Tactical Analysis - Military (Culture), except that it is
effective against characters of less than 3 bWILL who are currently
acting as as a criminal band, rather than military soldiers.
Urban
Navigation
Economist-favored
Diplomat-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 insight 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, spend 5 insight, 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 continue
using this Ability on the same village for as long as you have
sufficient insight.
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 insight cost of
gaining specific information is reduced to 3.
Emphasized:
As Normal, but every 4 tiers.
Maximized:
As Normal, but every 3 tiers.
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