[FOCI]

Knows These Parts

Translation Codex

There's always someone who knows the local area; a guide who has knowledge of the ways of both the land and the people. As a professional traveller I can tell you that such assistance is invaluable, especially in the more dangerous or unusual recursions. The fact that some of us can translate in with such knowledge is shocking to me. I must cultivate this power the next time I go somewhere wild and untamed.

Within the wild west, those who have knowledge of the places worth going find that they know how to get along, find what's needed, and survive the local threats. Threats can be terrain, raiders, or poisonous plants. These people often know so much that they can even track outsiders with ease. Nothing unusual escapes their notice, they are so attuned to the location.

Minor Effect Suggestion

While scouting you also find food for the night.

Major Effect Suggestion

While scouting you also find an excellent site to ambush your foes (counts as if you activated the Ambush ability, even if you don’t yet have it).

Extra Equipment

A gun or bow.

Tier 1

Local Enabler

You are trained in knowledge of the local area, most likely the entire recursion unless it's an unusually large one.

Hunter/Tracker Enabler

You are trained in tracking and weapon attacks made against local non-sapient creatures.

Tier 2

Blend In (2 Intellect points) Action

Your are unseen by anyone this round, so long as you remain among foliage and other natural terrain. This effect is broken if you directly interact with someone.

Tier 3

Shortcut (3 Intellect points)Action

You know a way to get somewhere that takes half the usual travel time.

Tier 4

Ambush (4 Intellect points)Action

You set an ambush for someone you're tracking. It's only a matter of time before they come this way.

Tier 5

Old Hand Enabler

You are specialized in your Local and Hunter / Tracker skills.

Tier 6

Local Assistance (6 Intellect points)Action

Over the course of an hour you call upon allies among your people, be they farmers, townsfolk, or disenfranchised natives. 2d6 of your people come to help you, collectively acting as a Level 5 creature with 20 Health, 1 Armor, and dealing 8 damage on a successful attack. These locals will follow your orders for eight hours before returning to their homes.

GM Intrusion : You manage to get the party lost.