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Advantage: Clever
Smart: 15 points, Genius: 30 points, Super-Genius: 75 points
Your character is Clever. This can manifest itself in several ways:
1) Planning and Strategy (non-social, non-combat rolls)
2) Deception in Battle (combat rolls)
3) Manipulating Others (social rolls)
Example:
Tribald the heartwood armoire must sneak past the guards in order to rescue Sir Bondirm of the Seventh Order. He fails his sneakiness check -- however, because of cleverness(planning), he may reroll that check. This time, he makes the check, and is able to sneak past the guards and rescue noble Bondirm. |
You may take this advantage once for each of these manifestations of cleverness. Each grants an extra roll per day to make a failed check in that area work out correctly.
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