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Mental Skills: Navigation to Numeracy
Navigation (Mental 1, Intelligence/Knowledge -2) — A character with the Navigation skill knows how to determine his location on the seas and oceans of Fälgorna by observing celestial clues and by using navigational tools such as a sextant and compass. Such a skilled character can navigate across oceans without becoming lost, though bad weather can obscure the celestial clues and blow a vessel far off course.
A character at sea with Navigation skill gains the following abilities
  • A character with the proper tools and the Navigation skill can make a skill check each day to determine whether he is navigating successfully. A successful skill check indicates that the character is aware of his current position, and there is no chance of his becoming lost (so no check should be made). Should the character fail the skill check, make a check for the character to become lost (see DMG, pg. 128).
    If the character does not have the proper tools or is forced to work with only a general idea of direction (fog obscures the sunset, for example), the DM should secretly make the skill check. Success means the character is reasonably accurate in plotting the day’s course. A character without proper tools or navigating in adverse conditions who fails his check with a roll of 96-00 automatically becomes lost.
  • A character who has become lost despite his Navigation skill, but who still has his rutter (navigation logbook), may attempt to determine where he made his error. Note, this check cannot be made until it has become clear that the character is lost — the island he is looking for is not where he thinks it should be or instead of finding a harbor he finds a reef-barred coastline. At that point, the character may take one day to go over his rutters and make a single skill check to determine just where he went wrong. Success indicates that the character knows the mistake he made, and he can approximate his current actual position. Failure indicates that the character is still hopelessly lost.
  • The character without the use of navigation instruments can determine his longitude (north/south location), but not his latitude, by studying the clear sky for a night and making a successful skill check. Such a determination may be made at any time, even after teleporting or other transportation which leaves the character without any knowledge of where he is.
  • The character may use his own rutter (or someone else’s, if he can decipher it) to reduce his chance of becoming lost. To do this, the rutter must describe a journey similar to the one being undertaken — a rutter describing a transit from Rush to Verbronia is of no use in the Orange Sea. If the character wrote the rutter himself, the rutter acts as a local guide providing a -30% modifier to the character’s chance of becoming hopelessly lost (see pg. 128 of the DMG). Another navigator’s rutter will provide a lesser bonus. The DM must determine the percentage and a misleading or cryptic rutter may even add to the character’s chance of getting lost!
    Note, any use of a rutter requires that the character have the Reading/Writing skill in the language of the rutter. The DM may wish character to make a Reading/Writing skill check to use a cryptic rutter.
  • A character with this skill is also capable of reading and following any normal map he comes across. He can even follow, in general terms, maps labeled in unfamiliar languages as long as he makes a successful skill check.
A character with the Orienteering skill gains a +10% bonus to his Navigation skill.
Navigation, Phlogiston (Mental 1, Intelligence/Knowledge -2) — Only a character who has experience in Wildspace can take this skill.
This is the art of navigating from one crystal sphere to another, a separate skill from navigating within a single crystal sphere. It is a difficult and risky activity, but it is sometimes necessary when a planetary locator is not available.
A spelljamming ship that enters the Flow normally moves randomly, arriving at some other crystal sphere within 10 to 100 days. With a successful skill check by the ship’s navigator, the ship arrives at the chosen destination within that time. Of course, the destination must be one that is normally reachable; if there is no path from the current crystal sphere to the desired one, a successful check will not create one.
If the skill check is failed, the ship arrives at a random crystal sphere. (The DM should make the skill check so that the player does not know if he succeeded or not.) On a natural 96-00, the ship drifts in the phlogiston for 20 to 200 days; such a ship may be in grave danger of exhausting its air supply before returning to a random crystal sphere.
Navigation, Underground (Mental 1, Intelligence/Knowledge -2) — This skill is only available to natives of and frequent visitors to the Everdark.
A character with this skill can determine direction underground and the shortest route to the surface. By careful analysis of air currents and contents, a character can even determine whether there are any pockets of poisonous gas in the air. A successful skill check is required to use the skill.
Racial modifiers: Character’s of races native to the Everdark receive a +10% bonus to their skill score.
Navigation, Wildspace (Mental 1, Intelligence/Knowledge -2) — Only a character who has experience in Wildspace can take this skill.
The character with this skill has learned the art of navigating through wildspace, avoiding hazards and using planetary motion to improve speed over long journeys. A successful skill check allows the character’s spelljamming vessel to arrive at its wildspace destination 10 percent faster than normal. Thus, if it would take 10 days to make the trip normally, the character can steer a course that will take only nine days. An unsuccessful skill check indicates that no time is saved; on a roll of 96-00 the travel time increases by 20 percent.
Netherworld Knowledge (Mental 1, Wisdom/Understanding -3) — With this skill, a character learns about the cosmology and organization of the multiverse, focusing primarily on the ultimate destination of spirits after death — the Outer Planes. A skill check is required when specific or detailed information is required.This skill can prove extremely useful when combined with Creature Lore: Fiend Lore.

Numeracy (Mental 1, Intelligence/Reason) — A character with the Numeracy skill is well versed in numbers and numerical computations, including accounting, mathematics, geometry and other processes requiring recorded numbers. Balancing the books, paying the troops, and figuring total income (as well as arguing with the tax collector) all figure in Numeracy. A character without this skill is still able to perform simple mathematical actions, but their figures may go awry on more complex formulas.

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