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Wisdom<br />

The most abstract ability, Wisdom is a<br />

character’s potential to actualize what they have and<br />

know; it is an ability to adapt to situations. Wise<br />

characters tend to make decisions that they do not<br />

regret. Wisdom is comprised of 4 sub-abilities:<br />

Drive, Intuition, Common Sense, and Reflection.<br />

A high Wisdom ability score indicates that a character<br />

is likely to be determined and disciplined, receptive<br />

to subtle cues, adapt well to situations, and reflect<br />

frequently on their life.<br />

Drive: A Drive may be considered a<br />

character’s determination, willpower, persistence, discipline,<br />

and perseverance. A character with high<br />

Drive sub-ability does not necessarily always approach<br />

everything with a high Drive, but has the<br />

ability, should it be necessary, preferred, or desired.<br />

Drive also is used to determine whether creatures<br />

remain in combat or flee (see Chap. 10: Combat), and<br />

it also initially affects Life Points (see Chap. 10: Combat).<br />

The column entitled Hours Relaxing indicates<br />

the number of hours per day that, if it were up to<br />

the character in question, they would generally relax<br />

and refrain from all exertion. Drive affects the skills<br />

Animal Conditioning and Combat Spellcasting (see<br />

Chap. 8: Skills).<br />

Intuition: This sub-ability is a character’s<br />

familiarity with, or awareness of, subconscious and<br />

subtle cues or clues; Intuition is an acuteness of perception<br />

and attention to nearby, local, or observable<br />

detail. Characters with high Intuition are still<br />

limited by the physical world, unable to glean facts<br />

or feelings that do not present themselves or are<br />

fully hidden. Often, what is attributed to Intuition<br />

is subtle information that we are unable to attribute<br />

to its source, so we consider it metaphysical when it<br />

is not. For instance, a female may have an uneasy<br />

feeling when a stranger looks at her. Though she<br />

does not realize it in this example, the pupils of the<br />

male’s eyes are not dilated but very narrow. This is<br />

a biological cue that the male is either in bright sunlight<br />

or displeased. Likely, the animal in her human<br />

nature recognizes his displeasure as he looks at her,<br />

though she is not consciously aware of the cue.<br />

Intuition is a form of knowledge that is independent<br />

of experience or reason. Some claim that it is<br />

only through Intuition that characters come to know<br />

their god. Therefore, some consider morality to<br />

depend on Intuition. Some contrast Intuition with<br />

Intelligence, declaring Intuition to be the purest form<br />

of instinct. Intuition affects skills (see Chap. 8: Skills)<br />

such as Animal Conditioning, Animal Handling,<br />

Blindfighting, Chemistry, Cosmetics, Direction<br />

Sense, many forms of Divination (Alectromancy,<br />

Anthropomancy, Aspidomancy, Austromancy,<br />

Axinomancy, Belomancy, Ceraunoscopy,<br />

Chiromancy, Cleromancy, Crystalomancy,<br />

Dririmancy, Gastromancy, Gyromancy,<br />

Hydromancy, Libanomancy, Lithomancy,<br />

Lunomancy, Necromancy, Numerology,<br />

Omphalomancy, Oneiromancy, Onomancy,<br />

Oomancy, Ornithomancy, Pyromancy, Scatomancy,<br />

Sortilege, Stichomancy, Urimancy, and Xenomancy),<br />

Etiquette, Haggling, Read Lips, Sculpture, Search,<br />

and Teaching.<br />

Common Sense: It is easier to describe what<br />

this sub-ability is not, than what it is. Examples of<br />

individuals lacking in Common Sense are often those<br />

who are gullible and have a tendency toward idealism<br />

more than pragmatism. Common Sense, as a<br />

sub-ability, is an abstract measure of how much a<br />

character is in touch with reality. Nerds are good<br />

examples of people who may have some high forms<br />

of Intelligence, but may lack Common Sense. On<br />

the table presented later in this chapter, examples<br />

of each category of ability demonstrate what a character<br />

may be “Likely to” do. Common Sense affects<br />

skills (see Chap. 8: Skills) such as Agriculture,<br />

Basketweaving, Bookbinding, Brewing, Brickmaking,<br />

Candlemaking, Cleaning, Cobbling, Cooking, Disguise,<br />

Divination (Alectromancy), Fishing, Foresting,<br />

Gambling, Genealogy, Girdlemaking, Grooming,<br />

Hatmaking, Heraldry, Hide, Inkmaking, Milking,<br />

Milling, Mining, Minting, Perfumemaking,<br />

Pewtersmithing, Pottery, Pursemaking, Ropemaking,<br />

Saddlemaking, Search, Sheathemaking, Silence, Skinning,<br />

Soapmaking, Tailoring, Tanning, Teaching,<br />

Thatching, Tilemaking, Tinkering, Trapping,<br />

Wainwrighting, Weather Prediction, and Weaving.<br />

Reflection: While Intelligence, or learning,<br />

is more concerned with short-term mnemonic accuracy,<br />

the accuracy of long-term memory correlates<br />

with a gain in Wisdom over time as the decisions<br />

made by the individual reflect the inclusion of<br />

Chapter 3: Abilities<br />

73

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