English edition v1.5
#Exploration Skill Details (探査詳細)
Contents
Scouting, Survival, Geography, Perception, Disable, and Herbalism. See with your eyes, walk with your feet, and undo with your hands.
Related Entries: Skill System · Skill List · Attributes §Finesse/Wisdom
#Classification Overview
The 6 exploration skills use both Finesse (技) and Wisdom (智). They are central to gathering information before combat and to noncombat exploration.
| Skill | Primary Attribute | Combat Use | Noncombat Use | Licensed Benefit | Master Benefit |
|---|---|---|---|---|---|
| Scouting | Finesse/Wisdom | identify enemy placement | detect ambushes | reveal 1 enemy zone before combat | reveal all enemy placement |
| Survival | Physique/Wisdom | (none) | camping, food, weather | recover Wounds +1 when camping | fully recover Wounds outside combat |
| Geography | Wisdom | propose zone changes | terrain analysis | propose 1 change to the GM at combat start | add/delete 1 zone |
| Perception | Finesse/Wisdom | find infiltrators | find traps/secrets | opposed Infiltration +2 | automatically detect Outside yoma |
| Disable | Finesse | disable traps | locks, barrier analysis | automatically disable traps (ordinary) | neutralize enemy barriers |
| Herbalism | Wisdom | support lull recovery | gather medicinal plants, detoxify | 1 ally recovers Wounds +1 during lull | automatically treat poison/disease |
#Exploration and Maneuvers
| Skill | Licensed Maneuver | Master Maneuver |
|---|---|---|
| Scouting | Sweep the Battle Situation [upkeep] — reveal 1 enemy zone before combat starts | Battlefield View [upkeep] — reveal all enemy placement |
| Survival | Field Cooking [upkeep] — recover 1 additional Wound when camping | Keep the Ember [upkeep] — fully recover Wounds outside combat |
| Geography | Point Out Terrain [upkeep] — propose 1 zone change | Cut the Lay of the Land [upkeep] — propose zone addition/deletion |
| Perception | Catch Presence [aptitude] — opposed Infiltration +2 | Spirit Sight [aptitude] — automatically detect Outside yoma |
| Disable | Precision Disassembly [aptitude] — trap disable automatically succeeds | Barrier Collapse [Kata] — neutralize enemy barriers |
| Herbalism | Emergency Decoction [upkeep] — support Wound recovery during lull | Cure-All Detoxification [upkeep] — automatically treat poison/disease |
#Exploration and Noncombat Scenes
#Scouting
| Situation | Check | Effect |
|---|---|---|
| Scout enemy placement before combat | 2d10+Finesse+Scouting >= 13 | reveal unit composition in 1 enemy zone |
| Detect ambush | 2d10+Wisdom+Scouting >= enemy Infiltration | See through the ambush. Immune to surprise. |
| Scout terrain (during travel) | 2d10+Wisdom+Scouting >= 11 | GM reveals danger information for the next section |
#Survival
| Situation | Check | Effect |
|---|---|---|
| Set up camp | 2d10+Wisdom+Survival >= 11 | Night encounter chance -20%. Recover Wounds +1. |
| Secure food (wilds) | 2d10+Physique+Survival >= 11 | 1 day's food for the whole party. On failure, hunger. |
| Predict weather | 2d10+Wisdom+Survival >= 13 | GM reveals the next day's weather. |
| Identify poison (food/water) | 2d10+Wisdom+Survival >= 11 | Determine whether poison is present. Learn the detox method. |
#Herbalism
| Situation | Check | Effect |
|---|---|---|
| Gather medicinal plants | 2d10+Wisdom+Herbalism >= 11 | Gain 1 herb pouch (for recovering 2 Wounds). |
| Make antidote | 2d10+Wisdom+Herbalism >= 13 | Make 1 antidote. Remove poison. |
| Treat wounds (outside combat) | 2d10+Wisdom+Herbalism >= 11 | Recover 1 Wound (weaker than Medicine, but easier to access). |
Exploration decides victory before combat begins.