24 lines
No EOL
2.4 KiB
Markdown
24 lines
No EOL
2.4 KiB
Markdown
Perfect—looping back to Navigation (Wit) for travel mastery, wayfinding, and avoiding hazards:
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Navigation (Wit)
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Tier 1 (Navigation 1+)
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• Dead Reckoning – Mark a die as Lucky when finding your position without tools (sun, stars, instincts); failure never leaves you more lost than you began.
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• Chart a Course – Mark a die as Cooperative when plotting a route; allies marking Cooperative dice gain +1 die on travel-related rolls along that route.
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• Hazard Sense – Once per scene, you can automatically detect one environmental hazard or enemy ambush along your path.
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Tier 2 (Navigation 2+)
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• Pathfinder (Navigation/Survival) – Your travel speed increases by 25%, and you ignore one terrain penalty when leading a group.
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• Reroute – If your group is ambushed or delayed, you may spend 1 APR to immediately find an alternate safe path.
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• Lore of the Land (Navigation/History) – Mark a die as Persistent; on success, you know local customs, dangers, and landmarks as if you were native.
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Tier 3 (Navigation 3+)
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• Never Lost – You cannot become lost or disoriented while traveling, even in supernatural or magically obscured environments.
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• Secret Paths (Navigation/Stealth) – Mark a die as Effectful; on success, you guide your group through a hidden route or shortcut, gaining +1 die to any Stealth checks while traveling.
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• Stormbreaker – Mark a die as Powerful when navigating hazardous conditions (storms, fog, blizzards); on success, reduce or negate environmental damage.
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Tier 4 (Navigation 4+)
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• Worldwalker – Once per scene, you may declare that you know a secret passage, smuggler’s trail, or hidden tunnel in the area, even if it’s implausible.
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• Unerring Leader – Your group ignores all travel penalties (terrain, weather, supply shortages) as long as you lead the way.
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• Expedition Master – Allies gain +1 die to all rolls for the duration of a journey if you are guiding them; once per journey, reroll any failed travel-related roll.
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Why It Fits
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• Travel expertise: Keeps the group moving efficiently and safely.
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• Synergy: Links with Survival (wilderness), Stealth (hidden routes), and History (local knowledge).
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• Escalation: Tier 4 makes you the ultimate guide—nothing can stop the group from reaching their destination.
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🔥 Next Exploration Skills:
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We’ll now finish the group with Climbing and Swimming. Do you want me to hit Climbing first? |