Knowledge Abilities

Wayfind: Whenever you attempt to locate a specific person or location in an area near you, you may roll Knowledge. With one success, you are given the knowledge of where to find that person or place. This threshold may be modified by the GM if your immediate vicinity has been constructed in such a way as to obfuscate this knowledge from you (ie, a dungeon or a maze).

Clairvoyance: Once per session, you may ask the GM a question and roll Knowledge. With three successes, the GM must answer truthfully, and you gain in-character knowledge of the answer. Though the GM must answer truthfully, he is encouraged to answer cryptically.

Architecturomania: You have in-depth knowledge of every building notable enough to have been written about (including secret passageways). This includes castles, well-known cities, and houses of a popular style (though in the latter case, your knowledge relates more to the style than anything unique to the house).

Home Turf: You gain a two-die bonus to all checks related to navigation and hiding in the above-mentioned places.

Traveling Historian: You know local history of just about every place. You know political lineages, current issues, and anything else that might be widely or semi-widely known by the locals in a given area.

Dossier Compiler: You know everything that has been written about anyone who has been written about.