Read the Room
Gauge a group's mood at a glance: hostile, frightened, or hiding something.
Gauge a group's mood at a glance: hostile, frightened, or hiding something.
Time spent among locals turns up 1d4 rumors about nearby ruins, dangers, treasure and strange events. The GM decides which are true.
Able to determine safe lodging, where to get supplies, transport options, where trustworthy local guides are, as well as pick up on the most recent rumors of the settlement simply by observation.
Map an area as you travel through it. You can also study an existing map to spot likely routes, hidden areas and inconsistencies.
Find the safest or the fastest route (choose one) through unfamiliar land. On a success the party avoids one hazard or moves 1d8 spaces farther.
You can swap any action you haven't used yet for an additional support action.
You can swap any action you haven't used yet for another movement.
You can empower your Perceive by 1d4.
You can empower your Runic Power by 1d4.
You can empower your Initiative by 1d4.