Knowledge

Knowledge is any field of training that a character may have undergone in the past. Your character may have been a noble, studied in a magic school, trained in the military or learned from growing up in the streets.

Every character has at least something that he or she knows better than your common everyman. This section offers a selection of moves to pick from in order to highlight that very fact.

Starting Moves
On character creation, a character gets to pick 1 starting move from this list.

Bardic Lore
Choose an area of expertise:


 * Spells and Magicks


 * The Dead and Undead


 * Grand Histories of the Known World


 * A Bestiary of Creatures Unusual


 * The Planar Spheres


 * Legends of Heroes Past


 * Gods and Their Servants

When you first encounter an important creature, location, or item (your call) covered by your bardic lore you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.

Connections
When you put out the word that you need access to something or someone, roll +CHA.

On a 10+, choose one.

On a 7-9, choose two.

On a 6-, choose three, and there's a hangup.


 * The GM will let you know what went wrong.


 * It costs a lot of money


 * It will take a while before you get any results


 * You will need to go out of your way to get it


 * You will owe someone a favor for this

Elite Training
You grew up in a lavish and luxurious manner; no cost was spared in your pleasure or education. Pick two subjects from the following. When one of your Elite Training subjects would apply to any roll you make, take +1 to that roll. You can only gain this bonus once per roll, even if more than one Elite Training applies.


 * Ancient History


 * Courtship and Seduction


 * Dueling


 * Games of Skill and Chance


 * Geography and Politics


 * Horsemanship


 * Languages and Culture


 * Sailing


 * Stonework and Fine Craftsmanship


 * Warfare and Strategy

Lordly Calibre
When you aid or interfere with another PC, increase the bonus or penalty by 1.

When you order or recruit hirelings, take +1.

When you Aid an Assistant or they Aid you, take +1.

Champion
When you lead allies in a cause, all of you take +1 forward.

Born Leader
When you aid another, you may roll +CHA instead of BOND+.