vaelora/Rules/Ability Trees/Skills/Exploration/Navigation.md
2025-08-01 09:16:36 +02:00

2.4 KiB
Raw Blame History

Perfect—looping back to Navigation (Wit) for travel mastery, wayfinding, and avoiding hazards: Navigation (Wit) Tier 1 (Navigation 1+) • 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. • 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. • Hazard Sense Once per scene, you can automatically detect one environmental hazard or enemy ambush along your path. Tier 2 (Navigation 2+) • Pathfinder (Navigation/Survival) Your travel speed increases by 25%, and you ignore one terrain penalty when leading a group. • Reroute If your group is ambushed or delayed, you may spend 1 APR to immediately find an alternate safe path. • 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. Tier 3 (Navigation 3+) • Never Lost You cannot become lost or disoriented while traveling, even in supernatural or magically obscured environments. • 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. • Stormbreaker Mark a die as Powerful when navigating hazardous conditions (storms, fog, blizzards); on success, reduce or negate environmental damage. Tier 4 (Navigation 4+) • Worldwalker Once per scene, you may declare that you know a secret passage, smugglers trail, or hidden tunnel in the area, even if its implausible. • Unerring Leader Your group ignores all travel penalties (terrain, weather, supply shortages) as long as you lead the way. • 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. Why It Fits • Travel expertise: Keeps the group moving efficiently and safely. • Synergy: Links with Survival (wilderness), Stealth (hidden routes), and History (local knowledge). • Escalation: Tier 4 makes you the ultimate guide—nothing can stop the group from reaching their destination. 🔥 Next Exploration Skills: Well now finish the group with Climbing and Swimming. Do you want me to hit Climbing first?