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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.
Extra Tier     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

Historian
Economist
Diplomat
Academic Quick Draw

Ancient Bluff



Bank Loans



Bargain Hunting



Cultural Research



Expert Appraiser



Foreign Language



Modern Cultural Literacy



Published Work
Ruin Documentation



Ruin Looting



Ruin Lore



Ruin Research



Sales Mastery



Sign Language

Streetwise



Tactical Analysis - Military

Tactical Analysis - Piracy & Banditry

Urban Navigation



Village Lore



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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