@@ -200,7 +200,6 @@ This `study of study', can involve reading, mnemonics, and teaching.
}
\begin{description}
\item[\roll{Strength}{Academics}]
covers oration, as speaking to a large crowd requires strong lungs.
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@@ -571,7 +570,7 @@ Medicine is a primitive but effective art, regrettably full of nonsense and supe
``We need all our blood to work''.
``Not the bad blood'', she smiled.
``If you get an injury and fill up with `angry~blood' when the second moon is above those three stars you'll catch a fever, now sit still.''
``If you get an injury and fill up with `angry~blood' when the second moon is above those three stars you'll catch a fever, now sit still\ldots''
\end{exampletext}
\subsection{Performance}
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@@ -591,6 +590,8 @@ Those with performance will pick up at least one instrument per level.
covers crafting new creations, such as plays or songs.
Creators can gain a bonus if they have an unlimited supply of paper, ink and candles.
\item[\roll{Wits}{Performance}]
to come up with an insulting rhyme.
\end{description}
\begin{exampletext}
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@@ -622,8 +623,16 @@ Those with performance will pick up at least one instrument per level.
Sailors don't just sail, they typically know how to fish, coordinate reefs, work with others on larger boats, mend masts, sails and nets, and generally do a lot of sewing.
Seafaring also allows characters to swim against strong currents, and hold their breath underwater for extended periods.
Seafaring pairs with Intelligence when planning a route, Strength when trying to control a sail in a storm, Dexterity when tacking, and Wits when reacting to a sudden change of weather.
\begin{description}
\item[\roll{Strength}{Seafaring}]
holding the boom against a strong wind.
\item[\roll{Dexterity}{Seafaring}]
mending a sail in a storm.
\item[\roll{Intelligence}{Seafaring}]
navigating the open oceans.
\item[\roll{Wits}{Seafaring}]
noting a sudden storm brewing.
\end{description}
\begin{exampletext}
The assassin finished his finest piece.
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@@ -651,11 +660,20 @@ Seafaring pairs with Intelligence when planning a route, Strength when trying to
\subsection{Stealth}
This Skill can be paired with a variety of Attributes.
Remaining quiet while sneaking through an area could call for a Dexterity and Sneak check while figuring out where in the shadows to best hide could use Intelligence.
Intelligence might also be used to create a convincing disguise.
Fitting into a noble soir\'{e}e without an invite and only semi-decent attire could use Charisma.
In almost all cases, opponents resist with Wits + Vigilance to spot the character or spot the ruse.
Stealthy movements can begin with pranking siblings, or abusive parents, and then most lose the knack as they grow up.
But a little practice and aptitude can let someone wander like a ghost.
In almost all cases, opponents resist with \roll{Wits}{Vigilance} to spot the character or spot the ruse.
\begin{description}
\item[\roll{Strength}{Stealth}]
to hide in a bail of hay.
\item[\roll{Dexterity}{Stealth}]
to move silently across cobbled ground.
\item[\roll{Intelligence}{Stealth}]
to find the perfect spot to listen, without being noticed.
\item[\roll{Wits}{Stealth}]
to jump into hiding as someone unexpected walks up the stairs.
\end{description}
\begin{exampletext}
Samuel would be breathing down the man's neck if the man in question were not wearing such a thick hood.
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@@ -698,11 +716,21 @@ Tactics allows people to plan concise victories.
The utility quickly fades when battles become drawn-out and unpredictable, but the initial benefits from going into battle with a good plan are great.
It can be used to understand why people are employing apparently odd battle-tactics, or uses Charisma to impress people concerning one's military ability.
\begin{description}
\item[\roll{Strength}{Tactics}]
to cobble together the right kind of wall to hide behind with a bow.
\item[\roll{Intelligence}{Tactics}]
means planning battles.
\item[\roll{Wits}{Tactics}]
lets someone notice a trap.
\item[\roll{Charisma}{Tactics}]
dictates with the drawn-out negotiations, dances, and dinners of the wardens.
\end{description}
When going into combat, someone who has time to prepare for a battle by running through instructions with receptive troops gains a bonus to their \glspl{ap} equal to their Tactics Skill.
This bonus only ever counts for the first \gls{round}.
Good tactical knowledge can allow one to stay alive often longer than having an extra soldier in the team.
The beasts of Fenestra may be fierce, but if one understands how to approach, trap, and corner them properly, battles can become far more reliable than simply charging into battle, axe-swinging.
The enemy resist with \roll{Wits}{Tactics}.
\begin{exampletext}
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@@ -747,8 +775,17 @@ The beasts of Fenestra may be fierce, but if one understands how to approach, tr
This is the flip side of a number of Skill related to hiding one's doings or presence.
It is practised by guards or the eternally paranoid.
It is most often rolled with Wits in order to spot people sneaking about, perhaps fingering a purse or sneaking up behind a potential victim to stab them in the back.
One might also add this Skill to Intelligence to take note of important facts written on a dungeon wall, or use \roll{Strength}{Vigilance} in order to stay up late on watch, despite being laden with Fatigue.
\begin{description}
\item[\roll{Strength}{Vigilance}]
lets one keep watch over a camp, despite a long day's march and a quiet fire.
\item[\roll{Dexterity}{Vigilance}]
to feel out the right route in a lightless labyrinth.
\item[\roll{Intelligence}{Vigilance}]
to collect clues in a crime-scene.
\item[\roll{Wits}{Vigilance}]
to notice imminent danger.
\end{description}
\ifodd\value{r4}
\begin{exampletext}
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@@ -790,10 +827,17 @@ This skill covers everything from the initial forays into the wilderness, to ful
A wyldcrafter can navigate, track animals and other humanoids, and forage.
In calmer settings, wyldcrafting covers all the activities involved in farming -- from taming animals, and selecting the best soil to plant carrots.
Wyldcrafting also covers creating basic structures, such as fences, or making fires that can burn all night with just a few logs.
These typically use the Intelligence Attributes.
Wyldcrafters can track people and prey throughout any standard above-ground terrain (typically using Wits), although humanoid quarry will often try to cover their tracks with Intelligence + Stealth.
\begin{description}
\item[\roll{Strength}{Wyldcrafting}]
to construct a fence.
\item[\roll{Speed}{Wyldcrafting}]
covers a dense woodland area with heavy undergrowth.
\item[\roll{Intelligence}{Wyldcrafting}]
covers pathfinding a shorter route between two known locations.
\item[\roll{Wits}{Wyldcrafting}]
to note rare and valuable plants in the wilderness.
\end{description}
\begin{exampletext}
``It was three years ago, not far here, ten brigands came out of the snow, all carrying longbows.