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The Study of Nature     The natural world of Lur-Asko is incredibly complicated and diverse. As if seven realms with seven different climates were not challenging enough, the continent is also beset by wild animals both natural and engineered, and altered by Alacrian organic technology derived from the Deep Therbolgites. In the Alacrian Golden Age, the line between nature and technology was blurred, as so much was done to alter the environment and adapt it for civilization's use. Today, the distinction is a bit more clear - Lur-Asko's wilderness constantly challenges frontier villages and even major cities, and nature usually 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 and take advantage of them will have a massive edge.
Stat Requirement to Enter Study: 5 bINT Notes for New Characters     This Study can benefit any character, and it has many different applications. Choose it as your starting Study if you're enticed by one of the more difficult Backgrounds to enter; otherwise, you can easily take the Guide Background at a later time, gaining access to many useful Abilities.
Nature Lore     It's hard to define what is "natural" in Lur-Asko. Long before any history was recorded, the realms were shaped by the seven Protodragons, drastically altering climates and organic life from whatever originally evolved. The ancient Alacris did their best to follow suit; the degree to which Lur-Asko's species were genetically altered by the Ancient Ones is still not fully understood or categorized, to say nothing of the ecological effects of the thousands of fiends who escaped into the wild after the Fall. Whole new strains of distinctly unnatural life, such as the elixir plants, were created by combining adamant with Therbolgite corallurgy. In a very real sense, nothing in Lur-Asko is truly natural. With the exception of the acolytes of Planneh'Ah, few of Lur-Asko's inhabitants find this objectionable. Now more than ever, the wilderness is viewed as the enemy of civilization, and anyone who can even partially revive the legacy of taming it is viewed as heroic.
    Of course, some kind of definition of "nature" is needed in order to bring sense to the conversation. Modern civilizations are certainly incapable of genetic engineering, and the ecology of Lur-Asko has accepted the ancient modifications and reached equilibrium. Therefore the Study of Nature is now taken to refer to any non-sentient organic life - that is, the plants and animals of Lur-Asko, regardless of their storied origins. A few aspects of sentient organic life - for example, conventional medicine - are also lumped in with this Study, as the sentience of a being has little impact on how their body heals.
    Over the centuries, the primary champions of the Study of Nature have been the Sylvæ Enclaves (see Factions). Originally created to tame wild animals and thereby tame the frontiers, Sylvans were weaponized in the Third Alacrian Era to become masters of war fiends. To evade conscription and possible extinction, many Sylvans formed semi-secret societies. Today, those Enclaves exist openly, and are lauded as both experts on the natural world and talented peacemakers. Enclave traditions have defined much of the Study of Nature, even for non-Sylvans. Sylvæ are devoted to the ways of the Alacrian Golden Age, in which nature was neither revered as sacred nor wantonly destroyed, but rather molded to serve the best interests of all sentients.
    As one would expect, city Enclaves and corallurgy schools are hardly the only sources of natural education. Many distinctly non-academic Nature Backgrounds have arisen on the frontiers, simply by necessity. The most iconic are the hedgedoctors, by far the most prevalent providers of health care in Lur-Asko. Still others cannot really be categorized as specialists at all - simply the legions of adventurers and rural commoners who by grim experience have attained enough knowledge of nature to survive. 
Basic Nature Kit     Some Nature Abilities require a basic nature kit. This kit contains everything you need to use the Abilities you have chosen, and can be replaced at infra cost in any city or village. Nature kits 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 kit.
Nature Backgrounds    Most Nature Backgrounds consist of various specialized pursuits highly popular with adventurers, but entailing a large amount of prior study. The last Background is a more practical option for someone who simply wants to make fewer mistakes in the wilderness.
Corallurgist (Costs 8 LP)
    You have spent several years studying corallurgy - the ancient art of organic manipulation created by the Deep Therbolgites and later adapted by the Alacris. You are now capable of learning how to use many complicated forms of coral technology. Some corallurgists one day go on to combine their talents with the Study of Technology, becoming an even more versatile form of inventor. Others find work as healers, developing their skills in finding and using elixir plants. A few find themselves without a home; too academic and technology-minded to relate to outdoorsmen, too deep into the natural world to find a home in industry. Whether your reason for adventuring was exciting or a matter of last resort, your Abilities will always be useful.
    Corallurgists gain the Technology Competence - Corallurgy Ability as an extra benefit at 1st tier.
    Suggested Abilities: Invention - Corallurgy, Elixir Thaumaturgy - Major Healing, Field Elixir Production
Sylvan (Costs 10 LP)
    You have spent several years being trained by the Sylvæ Enclaves, or perhaps a Sylvan not affiliated with that faction. These ancient ways have permanently infused your body with Sylvan elixirs - powerful concoctions that cause your body to emit pheromones recognized by Lur-Asko's animal life. Although every Background is capable of learning to use these elixirs, yours enjoys their effects permanently and specializes in the Abilities they permit. With this Background, animals will never attack you unless provoked, and you are even capable of taming them to your service. In ancient times, Sylvans originated as peaceful outdoorsmen, then were conscripted to manage war fiends. How you use your Abilities in the modern day will be up to you.
    Sylvans gain the Sylvan Elixir Usage Ability as an extra benefit at 1st tier.
    Suggested Abilities: Wild Animal Taming, Animal Lore - Dangerous, Advanced Animal Training
Hedgedoctor (Costs 6 LP)
    You have spent several years in the school of hard knocks known as "frontier medicine." The ins and outs of your chosen profession were likely learned from another Hedgedoctor. They are not common in cities, where the Study of Arcana tends to whisk problems away in a flash of light. Instead, you handle those problems with the extraordinary elixirs of Lur-Asko, as well as making use of many conventional remedies and poisons unknown to traditional corallurgists. Your kind is beloved of adventurers, who can easily carry your concoctions themselves, and those Hedgedoctors who do dwell in cities tend to found elixir and poison shops to cater to such buyers. But since you have chosen to travel with an adventuring party in person, your peculiar defensive and offensive Abilities will prove far more powerful than most city-dwellers assume.
    Hedgedoctors gain the Elixir Thaumaturgy - Major Healing Ability as an extra benefit at 1st tier.
    Suggested Abilities: Elixir Thaumaturgy - Major Purging, Field Elixir Prodution, Field Poison Production
Guide     Some adventurers never spend the long seasons of study required to fully understand the ins and outs of a certain area of nature, learning instead by experience and general lore. Such dabblers are often termed guides. Typically, your kind is so focused on the practical skills you need to survive that you simply don't have the desire for the specialization of the other Backgrounds. In essence, your flexibility is a specialty of its own - you are skilled in Abilities related to intuitive understanding of the natural world, allowing you to protect your party from the blunders and oversights that frequently cut adventuring careers short. This Background can also describe those who work with animals to a less exotic extent than Sylvans - for example, those who simply need to teach a warhorse some combat tricks.
    In addition to the normal rules for favoredness, Guides do not receive progression effects (not even the Normal effects) for Abilities which are not Guide-favored.
    Suggested Abilities: Conventional Medicine, Outdoorsmanship, Tracking
Elite Backgrounds: Hellpriest
Changing Backgrounds    All Backgrounds can switch to one another, but this can only be done once. The character must pay the full LP cost of the new Background, plus 2.
Backgrounds & Training    All Nature Backgrounds may receive training only from others of the same Background.
    All Nature Backgrounds can find training in cities.
Ability Favoredness Chart

Corallurgist
 Sylvan
Hedgedoctor
 Guide
Advanced Animal Training



Advanced Herdmastery




Animal Lore - Dangerous




Animal Lore - Docile




Animal Lore - Dracomorphs




Animal Lore - Fiends




Animal Pacification


Campcraft




Conventional Medicine




Difficult Cooking




Elixir Thaumaturgy - Major Curing

Elixir Thaumaturgy - Major Energizing




Elixir Thaumaturgy - Major Healing




Elixir Thaumaturgy - Major Purging




Elixir Transmutation


Field Elixir Production


Field Poison Production



Fine Cooking



Herdmastery




Hunting Lore




Invention - Corallurgy




Outdoorsmanship




Poison Extraction




Poisoned Weapon Proficiency


Sylvan Elixir Usage




Tactical Analysis - Animals

Technology Competence - Corallurgy




Tracking



Wild Animal Profiteering




Wild Animal Taming




Wilderness Quick Draw


Nature Abilities Advanced Animal Training    Guide-favored
    Sylvan-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 tamed wild 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 untamed, if you lose this Ability, or if you transfer the animal to another owner without an Advanced Animal Training Ability that is associated with the same taught Ability.
    This Ability can also be used to teach domesticated animals; however, in this case, they exhibit such Abilities only when you use them as a mount.
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     Sylvan-favored
    This Ability raises the allowed taming difficulty for animals discounted by the Herdmastery Ability. Instead of 1, the taming difficulty may be up to 50% of what would normally be allowed by your Animal 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 Lore - Dangerous     Sylvan-favored
    This Ability allows you to use Wild Animal Taming on animals with a taming difficulty greater than 1. The maximum taming difficulty is 2 (before progression). This Ability is only effective on animals of the Dangerous category.
Progression
    Normal: The maximum taming difficulty is increased by 1/4 your tier.
    Emphasized: The maximum taming difficulty is increased by 1/2 your tier.
    Maximized: The maximum taming difficulty is increased by 3/4 your tier.
Animal Lore - Docile     Sylvan-favored
    This Ability allows you to use Wild Animal Taming on animals with a taming difficulty greater than 1. The maximum taming difficulty is 2 (before progression). This Ability is only effective on animals of the Docile category.
Progression
    Normal: The maximum taming difficulty is increased by 1/4 your tier.
    Emphasized: The maximum taming difficulty is increased by 1/2 your tier.
    Maximized: The maximum taming difficulty is increased by 3/4 your tier.
Animal Lore - Dracomorphs     Sylvan-favored
    This Ability allows you to use Wild Animal Taming on animals with a taming difficulty greater than 1. The maximum taming difficulty is 2 (before progression). This Ability is only effective on animals of the Dracomorph category.
Progression
    Normal: The maximum taming difficulty is increased by 1/4 your tier.
    Emphasized: The maximum taming difficulty is increased by 1/2 your tier.
    Maximized: The maximum taming difficulty is increased by 3/4 your tier.
Animal Lore - Fiends     Sylvan-favored
    This Ability allows you to use Wild Animal Taming on animals with a taming difficulty greater than 1. The maximum taming difficulty is 2 (before progression). This Ability is only effective on animals of the Fiend category.
Progression
    Normal: The maximum taming difficulty is increased by 1/4 your tier.
    Emphasized: The maximum taming difficulty is increased by 1/2 your tier.
    Maximized: The maximum taming difficulty is increased by 3/4 your tier.
Animal Pacification     Sylvan-favored
    Guide-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, spend 15 insight, then roll 2d20 on INT as a verbal major action. If you succeed, any untamed 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. You also add 1 Easing if you are under the effects of a Sylvan Elixir; although Sylvans do not need this Ability to remain unharmed by animals themselves, they often learn it for the benefit of their associates and tamed creatures.
    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: 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.
Campcraft    Guide-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 spend 8 insight 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 spend 12 insight 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.
Progression
    Normal: For every 4 tiers, choose another effect. Alternatively, you may reduce the insight cost for option #3 or option #4 by 1.
    Emphasized: As Normal, but every 2 tiers.
    This Ability cannot be maximized.
Conventional Medicine    All-favored
    This Ability requires your basic nature kit, 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 spending 2 insight 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 spend 4 insight 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 insight costs are reduced by 1/3 your tier.
    This Ability cannot be emphasized or maximized.
Difficult Cooking    Guide-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.
Elixir Thaumaturgy - Major Curing    Corallurgist-favored
    Hedgedoctor-favored
   This Ability follows the same rules as Elixir Thaumaturgy - Major Healing (including cost and roll), except that it uses a Major Curing elixir, and has one of the following effects instead:
    Accelerated curing: The recipient is immediately considered to be recovering from a disease (just as if they had passed the necessary number of CON rolls to begin doing so naturally). If they were already recovering when this Ability was used, they immediately get a free roll on CON to remove a degree of the disease (the time until their next natural recovery roll is unchanged). If the recipient has multiple diseases, you must choose which one to treat. The elixir also has its normal beneficial effect, providing its 4 Easing for the next 24 hours, including to the immediate roll from this Ability. The elixir's normal rules related to exhaustion are disregarded.
    Enhanced resistance: The recipient receives the normal effects of a Major Curing elixir (including exhaustion), but the Easing is also applied to CON rolls to avoid contracting disease.
Progression
    Normal: The normal Easing from the elixir is increased by 1/12 your tier.
    Emphasized: As Normal, but 1/6 your tier.
    Maximized: As Normal, but 1/4 your tier.
Elixir Thaumaturgy - Major Energizing    Corallurgist-favored
    Hedgedoctor-favored
   This Ability follows the same rules as Elixir Thaumaturgy - Major Healing (including cost and roll), except that it uses a Major Energizing elixir to gain a different effect. The effect is identical to the normal effect of a Major Energizing elixir, except that the recipient does not take exhaustion at the end of the 4 hours. It is not effective if the recipient is already under the effects of an Energizing elixir, and further Energizing elixirs are ineffective until the effect from this Ability is over.
Progression
    Normal: For every 4 tiers, the effect's duration is increased by 1 hour.
    Emphasized: As Normal, but every 2 tiers.
    Maximized: As Normal, but a number of times equal to 3/4 your tier.
Elixir Thaumaturgy - Major Healing    Corallurgist-favored
    Hedgedoctor-favored
    Thaumaturgy (derived from a Draconic word meaning “wonder-working”) is a process by which you can gain unusual effects from elixirs (see Elixirs). Thaumaturgy involves treatment with elixirs in a different way than simply drinking them. This may involve injection, absorption through the skin, inhalation, or some other means unique to the individual practitioner. Generally, the process takes too long to attempt mid-combat; unless otherwise indicated, one use takes 1 uninterrupted minute of touching the other character to complete. You may perform thaumaturgy on yourself or another living organic character. When an elixir is expended in thaumaturgy, it does not confer its normal effects as when drunk (either beneficial or exhaustion-related), unless otherwise stated.
    To perform thaumaturgy, you must have your basic nature kit (though it does not need to be held in hand), and must have the elixir in one hand, with the other hand free. Spend 5 insight, expend one Major Healing elixir, then roll d12 on INT. The elixir is expended whether or not you succeed. If successful, the recipient of the thaumaturgy is affected according to the desired effect:
    Accelerated healing: Heals 20 damage. The recipient takes 5 exhaustion, plus another 5 exhaustion for every degree of injury healed. You choose the injuries healed first. This portion of the Ability cannot be used if the recipient already had at least 3 degrees of exhaustion before starting. Any bleeding status is removed at the beginning of this process, and incapacitated characters also become stabilized. You may reduce the amount of healing by 30 (once its normal amount is increased above 30 via progression) to make it effective on revivable dead characters, who will be revived if their lethal injuries are healed within 15 minutes of their death.
    Energy dampening: The recipient receives high-precision energy shielding with 20 shielding points. This lasts for 1 hour (or until the shielding points are depleted). The effect will automatically respond to any energy damage; the recipient cannot decline shielding. Receiving another energy dampening treatment will replace the effects of the first.
    Temperature resistance: The recipient treats heat hazards as 1 degree lower, and cold hazards as 2 degrees lower. This lasts for 4 hours.
    Regenerate severed limbs: First, the target's Hand/Arm Injury must have been healed down to 3rd-degree or less, or their Mobility Injury down to 4th-degree or less. If the severed limb is available (see Injury), it can be reattached by a single use of this Ability. Otherwise, regrowing the limb requires ongoing treatment of the patient for 4 days. Each day, you must use this Ability on them. During the 4-day process, the patient experiences a greatly increased appetite, and must consume double food; they must not be suffering starvation, or no progress is made towards regeneration that day. After 4 days of successful use of this Ability, the limb is restored. This cannot be used simultaneously with the regeneration element of Restoration (Arcana).
    No more than one effect can occur per use.
Progression
    Normal: For every 4 tiers:
    -Accelerated healing can heal 5 more damage.
    -Energy dampening creates 5 more shielding points.
    -Temperature resistance lasts for 4 more hours.
    Emphasized: As Normal, but every 2 tiers.
    Maximized: As Normal, but a number of times equal to 3/4 your tier.
Elixir Thaumaturgy - Major Purging    Corallurgist-favored
    Hedgedoctor-favored
   This Ability follows the same rules as Elixir Thaumaturgy - Major Healing (including cost and roll), except that it uses a Major Purging elixir, and has one of the following effects:
    Lasting resistance: Recipient takes 50% poison points from all types for 4 hours. This resistance does not stack with the normal resistance effect of Purging elixirs; use only the lowest percentage.
    Targeted antidote: Choose a single poison type. For that type, the recipient removes triple the points they otherwise would from a Major Purging elixir, but none from any other type. They take 10% poison points from that type for the next 6 turns (30 seconds). This resistance does not stack with the normal resistance effect of Purging elixirs; use only the lowest percentage. By adding 2 Hindrance to the INT roll, this option may be performed as a major action rather than a 1-minute process.
    Neither option inflicts the normal exhaustion from Purging elixirs, nor is it limited by the recipient's degree of exhaustion.
Progression
    Normal: For every 4 tiers, the duration of the lasting resistance option is increased by 1 hour, and the duration of the targeted antidote option by 1 round.
    Emphasized: As Normal, but every 2 tiers.
    Maximized: As Normal, but a number of times equal to 3/4 your tier.
Elixir TransmutationCorallurgist-favored
    Hedgedoctor-favored
    This Ability adds Inert to the elixir types learned in Field Elixir Production. It also allows you to transform four Minor elixirs into a single Major elixir of the same type, or vice versa.
    Finally, you can use this Ability to transform one type of elixir into another; both types must be learned under Field Elixir Production, and the Minor or Major status is unchanged.
    To accomplish any kind of transmutation (either between types, or between Minor and Major status), you must spend 15 minutes, 10 insight, and roll d20 on INT. If the roll fails, the elixir(s) involved are lost. If you are transmuting an Inert elixir into another type, the insight cost is cut in half (after considering progression), and you gain 3 Easing in the INT roll.
Progression
    Normal: The insight cost is reduced by 1/6 your tier, and you gain a +TN in the INT roll equal to 1/6 your tier.
    Emphasized: As Normal, but 1/3 your tier.
    Maximized: As Normal, but 1/2 your tier.
Field Elixir Production    Corallurgist-favored
    Hedgedoctor-favored
    This Ability requires your basic nature kit, and allows you to search an outdoor area for the Alacrian adamant/coral hybrid plants necessary for the production of elixirs. When you obtain this Ability, choose two types of elixir to learn how to produce; the choices are Nourishing, Energizing, Enlivening, Sedating, Healing, Purging, and Curing.
    To use this Ability, spend 4 hours searching an outdoor area for elixir plants, then roll 2d12 on INT. Willpower cannot be used to give a reactive +TN to this roll. Hindrance or Easing is added to the roll in certain areas:

    Hal'Tayat: 2 Hindrance
    Nani (overworld): 8 Hindrance
    Chthon (normal): 3 Hindrance
    Chthon (Pillars of Titus): 3 Easing
    Skreti: 2 Hindrance
    I'Gremsul: 2 Easing
    Cevelky: 2 Hindrance
    Gelid Isles: 8 Hindrance

    You must specify before the roll which type of elixir plants to search for. If the roll succeeds, you produce one Minor elixir of the chosen type.
    See Elixirs for the effects of the completed products.

Progression
    Normal: For every 4 tiers, you choose another type of elixir to learn, and gain a +TN of 1 in the INT roll.
    Emphasized: As Normal, but every 2 tiers.
    Maximized: As Normal, but a number of times equal to 3/4 your tier.
Field Poison Production    Hedgedoctor-favored
    This Ability requires your basic nature kit, and allows you to search an outdoor area for the dangerous plants necessary for the production of poisons. When you obtain this Ability, choose one type of poison to learn how to produce (Type A, B, or C).
    To use this Ability, spend 4 hours searching an outdoor area for poison plants, then roll 2d12 on INT. Willpower cannot be used to give a reactive +TN to this roll. Hindrance or Easing is added to the roll in certain areas:

    Hal'Tayat: 2 Hindrance
    Nani (overworld): 8 Hindrance
    Chthon (normal): 1 Hindrance
    Chthon (Pillars of Titus): 1 Easing
    Skreti: 2 Hindrance
    I'Gremsul: 2 Easing
    Cevelky: 2 Hindrance
    Gelid Isles: 8 Hindrance

    You must specify before the roll which type of poison plants to search for. If the roll succeeds, you produce 1 pound of poison of the chosen type.
    See Poisons for the effects of the completed products.

Progression
    Normal: For every 4 tiers, you choose another type of poison to learn, and gain a +TN of 1 in the INT roll.
    Emphasized: As Normal, but every 2 tiers.
    Maximized: As Normal, but a number of times equal to 3/4 your tier.
Fine Cooking    Guide-favored
    Hedgedoctor-favored
   If you have access to both your camping equipment and your basic nature kit, 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 regain 1 more insight 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.
Herdmastery     Sylvan-favored
    If you have tamed more than one animal, this Ability allows you to reduce one animal's insight reduction from 12 to 6. The animal being discounted must have a taming 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 tamed animal.
    Emphasized: As Normal, but every 3 tiers.
    Maximized: As Normal, but every 2 tiers.
Hunting Lore     Guide-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, as well as any INT roll to use Tracking or Animal Pacification on them or 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.
Invention - Corallurgy    Corallurgist-favored
    This Ability allows you to invent devices that require Corallurgy or Infusionism competence. The degree of competence required by the device you invent cannot exceed your own Corallurgy or Infusionism competence.
Progression
    None. This Ability cannot be emphasized or maximized.
Outdoorsmanship     Guide-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 insight 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, spend 5 insight, 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 continue using this Ability on the same 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 wilderness 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.
Poison Extraction    Sylvan-favored
    Hedgedoctor-favored
    This Ability allows you to extract usable poison from naturally-poisonous animals. To use this Ability, you must have your basic nature kit, spend 5 minutes, and roll d12 on INT; if successful, you may extract poison from any dead or tamed 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 tamed 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 tamed animal).
Progression
    Normal: For every 8 tiers, the interval between uses on a tamed 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
Poisoned Weapon Proficiency    Guide-favored
    Hedgedoctor-favored

    You gain a +TN of 10 in the rolls to poison a melee weapon or projectile, and you do not poison yourself if you fail by 20.
    Additionally, you may apply a second type of poison to an already-poisoned weapon or projectile; the maximum poison points of the second type are always half the amount of the main poison. Applying the second poison requires an additional roll and slowing major action.
Progression
    Normal:For every 2 tiers, you increase the maximum main poison points you can apply to an item (normally 10) by 1. This does not adjust the rolls or consume poison poundage more quickly; you know how to apply it more efficiently.
    Emphasized: As Normal, but every tier.
    Maximized: As Normal, but 3 points for every 2 tiers.
Sylvan Elixir Usage     Sylvan-favored
    This Ability represents training your body to accept the elixirs used by Sylvans. Such elixirs are generally available in all cities, cost 15 coins, and weigh 1 pound. Sylvan Elixirs are concoctions of adamant and coral, which cause your body to emit pheromones that act as calming agents in the brains of animals (non-sentient organics). While under the effects of the elixir, untamed animals will not attack you unless provoked, and you become able to attempt to tame wild animals through other Abilities. You must be under the effects of the elixir until the taming attempt is complete, which may require multiple elixirs. The duration of the elixir's effects is 4 hours.
    If you have the Sylvan or Hellpriest Background, you already have this Ability, and its effects are permanently active (without the need to drink elixirs or progress the Ability). You received the elixirs during your training, but your body now produces the pheromones naturally.
    Sylvan Elixirs are bound by all rules applicable to normal elixirs - for example, they are a slowing major action to drink in combat, and are invalid for non-organic characters. If you become unable to use elixirs (for example, no longer counting as organic due to a tiered condition), you lose this Ability, even if your Background grants its effects without drinking elixirs.
    Animals' aversion to attacking you cannot be "shared;" you may still be attacked unprovoked if you are traveling with non-Sylvan companions, or with tamed animals. Characters using Sylvan elixirs typically need to split off from their group to attempt animal taming or other relevant tasks.
Progression
    Normal: For every 3 tiers, the elixir's duration is increased by 1 hour.
    This Ability cannot be emphasized or maximized.
Tactical Analysis - Animals     Sylvan-favored
    Guide-favored
    This Ability allows you to use your knowledge to recognize the tactics used by animals (whether wild, tamed, or domesticated) in battle. To use this Ability, you must observe the animals 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 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 techs 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 Wild Animal Taming (Nature), you may restrict a use of this Ability to be effective only against the types of animals you can tame. 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 (Nature). 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.
Technology Competence - Corallurgy    Corallurgist-favored
    This Ability grants you a competence of Corallurgy: 1 (before progression). Corallurgy competence allows you to operate certain devices that rely heavily on organic technology. See Devices.
Progression
    Normal: Your Corallurgy competence is increased by 1/4 your tier. The degree of competence cannot exceed 50% of your bINT.
    Emphasized: As Normal, but 1/2 your tier.
    Maximized: As Normal, but 3/4 your tier.
Tracking     Sylvan-favored
    Guide-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 spend 5 insight 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.
Wild Animal Profiteering    Guide-favored
    This Ability requires your basic nature kit, 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 Taming 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%.
Wild Animal Taming     Sylvan-favored
    To use this Ability, you must be under the effects of a Sylvan Elixir. In addition to preventing animals from becoming hostile unless provoked, such elixirs provide incredible abilities to tame wild animals quickly and effectively. Without elixirs, this is usually impossible, and certainly not within the timeframe of the typical adventuring campaign.
    When you obtain this Ability, you must choose one category of animal for it to be effective on (Docile, Dangerous, Fiend, or Dracomorph). Taming an animal is a process action rolled on INT with a minimum die of d12, a roll interval of 4 hours, and a point goal of 12. For animals with a taming difficulty greater than 1, the point goal is increased by 12 per additional taming difficulty. Willpower cannot be used to gain a reactive +TN in these rolls. You must be under the effects of Sylvan Elixirs for the entire duration of the taming attempt, and cannot go for more than 24 hours between INT rolls (typically, tamers follow the desired animal until the attempt is complete). You must not be accompanied by allies or other tamed animals. If you fail an INT roll or cease to be affected by the elixirs, the taming attempt fails; you cannot attempt to tame the same individual animal again for 90 days. If you succeed, the animal is tamed; while in your presence, it will follow you and obey your wishes. Tamed animals 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). In combat, you control a non-mount animal's turn whenever you can both see and speak to it. Controlling your animal(s) is not verbose enough to constitute a verbal action, but is still impossible if either you or the animal are deafened. Tamed animals unable to receive orders are controlled by the GM, but typically attempt to keep doing whatever they were last told.
    In order to attempt to tame an animal with a taming difficulty greater than 1, you must have an Animal Lore Ability corresponding to the animal's category (which must also be one you have chosen for this Ability). You cannot "give" the animal to another master unless they too have the required Animal Lore Abi, as well as this Ability.
    Once you have successfully tamed a wild animal, you must not lose the corresponding Animal Lore Ability (if required), and you must lower your maximum insight by 12 to reflect the daily effort to retain control of the animal. Both of these requirements are in effect regardless of whether the animal was tamed by you, or obtained from another owner. If you lose a required Animal Lore or your maximum insight is not high enough to sustain the loss of 12 (without falling below 0), the animal reverts to its wild state.
    Animals who are tamed will not harm other party members if left alone with them. However, they will not necessarily obey anyone but you, nor will they remember complicated instructions. Typically, animals with an INT greater than 1 will continue doing whatever you told them to do last, while 1 INT animals will become lethargic. Leaving tamed wild animals alone for more than a day risks returning them to the wild; if you need to leave them for a long time, it is recommended that you board them at a Sylvæ Enclave, who (for a modest fee) can return them to your service even after a long absence.
Progression
    Normal: For every 4 tiers, you choose an additional category of animal, and also receive a +TN of 1 in the taming INT rolls.
    Emphasized: As Normal, but every 2 tiers.
    This Ability cannot be maximized.
Wilderness Quick Draw    Sylvan-favored
    Guide-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 Animal Pacification or Tactical Analysis - Animals. 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.

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