Woodsman

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Revision as of 22:50, 21 February 2024 by MMoore (talk | contribs) (Created page with "{| class="wikitable" |Woodsman |Bloodhound |- | colspan="1" rowspan="4" |1st Level |Recieves Power: Short Bow or Long Bow |- |Survival x 1/reset |- |Knowledge Geography and Nature are 1 SP cheaper/rank |- | |- |Follow the Clues |By spending at least 15 minutes studying a scene, this can allow you to uncover information about the scene. This will be up to the Marshal the degree of the information provided. Typical information gained can be things like: how many people wer...")
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Woodsman Bloodhound
1st Level Recieves Power: Short Bow or Long Bow
Survival x 1/reset
Knowledge Geography and Nature are 1 SP cheaper/rank
Follow the Clues By spending at least 15 minutes studying a scene, this can allow you to uncover information about the scene. This will be up to the Marshal the degree of the information provided. Typical information gained can be things like: how many people were in the scene, was their combat, what looks moved from normal, signs of missing items, etc.
Find the Connection By spending at least 15 minutes examining an item that is a fragment of a larger item, the character can figure out what the original item likely was, including size; as well as possibly creation information and even the context if it was a written text.
Read between the lines By spending 15 minutes examining information; this could be studying a room or listening to stories of a specific target, or visually studying them, the character can gain a better understanding of their motivations; as well as identify if the target is suffering from any Derangements or Compulsions.
A Nose for Trouble Often times the prey can be deceptive, lying and covering their tracks are but a few tools. The Bloodhound can sometimes see through the tricks; the character can negate Charlatanabilities and skills like Disguise. This ability can be used twice each reset.
Piece it Together This ability requires the character to spend no less than four separate 15 minute sessions listening to other characters discuss their theories on a topic. As the other characters pass ideas back and forth as to the why, who, and how of the situation the gears in the Bloodhounds mind turn, picking out the key facts and putting the puzzle together. After the noted time the character can go to a Plot Marshal and get thumbs up or down on a line of thought about the topic. Example: For months there has been a rash of midnight bandit attacks as well as the inability to find them; coupled with some shady nobles that have been in and out of the city. After listening to other talk about their encounters and failed attempts to find them, and those characters’ theories on what is really going on and the possible connections to the nobles. The Bloodhound could as the marshal something like “So with all this info and knowing that they have to be getting help, following up on the nobles is probably the best course of action, as they are the most logical accomplice”. If the player is on the right trail the marshal would give thumbs up, if however, that just makes no sense and that is not a correct path, because players get things wrong sometimes, the marshal will give the thumbs down. This ability can only be used once each event.