Observation

A mental skill representing a character's ability to examine the world using their senses of sight, hearing, touch, taste, and smell. The skills is used both to passively notice small objects or hidden dangers and to actively search for things, so most people with an adventuring bent can't get enough of it.

Note that no rolls are required to notice obvious things - if you're eating a bowl of soup you probably know it tastes like soup after all! But if you're trying to do something more difficult, like detect what spices were put in the soup, that would likely call for an Observation roll.

## Uses for Observation

#### Rolls

* Foraging
* Hearing Things
* Recalling Things that Happened
* Searching for things
* Seeing Things
* Tracking

#### Gifts

##### To Perform

* Alder Path (If casting Alder's Calamity)
* Ball Lightning
* Chain Lightning
* Coiling Storm
* Controlling the Rain
* Controlling the Rivers
* Create Air
* Elderberry Path
* Gouging Strike Into the Brush
* Gust of Wind
* Junk Expert
* Locating
* Permeation of Wind
* Plucking Fish from the Water
* Remove Glamour
* Severance
* Sirocco Blast
* The Tempest
* Thunderclap
* The Virtue of Intiuition

##### To Resist

* Alder Path (If they're casting Alder's Calamity)
* Chien Tang Thrashes the Earth
* Clouding of Minds
* Considerable Earthquake
* Curse of Milky Eyes
* Eidolon
* Elderberry Path (If they're casting Elderberry Smoke)
* Legerdemain
* Misfortune
* Stoirm Fola
* Stoirm Oighir
* Stoirm Teallach
* The Strike Without Shadow
* Sweven
* The Virtue of Intiuition

## Gifts that Improve Observation

* Air Clout (+1 Mark to Observation)
* Air Mnemonic (+1 Mark to Observation)
* Knowing the True Nature (Exhaust to maximize Observation dice)
* Secrets of Air Magic (+1 Mark to Observation)
* Tracking Beast (May command pet to track by scent using their own Observation skill)
* Watchful Leader (+1 Mark to Observation)

## Flaws that Damage Observation

* Anosmia (Automatically fail rolls to detect things by smell)
* Blind (Automatically fail rolls to detect things by sight)
* City Slicker (d12 pentalty to detect things that would be unusual in a city)
* Country Bumpkin (d12 pentalty to detect things that would be unusual in the country)
* Dandy (d12 penalty if rolls involve Mind or Will and clothing is damaged or soiled)
* Deaf (Automatically fail rolls to detect things by sound)
* Deep Sleeper (Character will not wake up because of loud noises)
* Dependant (d12 penalty if no allies are within Long range, d8 penalty if no allies are within Medium range)
* Far Sighted (d12 penalty to detect things within Short range by sight)
* Forgetful (d12 penalty to remember details of instructions, events, or things they learned more than 12 hours ago)
* Hard of Hearing (d12 penalty to detect things outside of Reach range by sound, d8 penalty to detect things within Reach range by sound)
* Inattentive (d12 penalty to detect things around them if they have become lost in thought)
* Leprous (d8 penalty to detect things by sight)
* Missing Eye(s) (d12 penalty to detect things by sight)
* Near Sighted (d12 penalty to detect things outside of Short range by sight)
* Nightblind (d12 penalty to detect things by sight in low-light settings)
* Overspecialized (Penalty equal to largest die in skill if using it for anything except favorite use)
* Overthinker (d12 penalty if roll is Mind-based)
* Sunblind (d12 penalty to detect things by sight in bright-lit settings)
* Tone Deaf (d12 penalty to recall melodies they've heard or recognize people by voice)