Wits

A character's wits represents their intelligence, cleverness, education, and street smarts. A character's wits attribute is used to reduce the cost of mastery upgrades (see Tales). Common uses for wits as a basic check include:
  • Academics, including any education or training they may have had in the past regarding various common topics such as geography, history, mathematics, etc.
  • Memory and recall of important details related to characters or events from their past.
  • Deduction of the solutions to puzzles and riddles.
  • Using simple devices or machines.
The wits attribute also provides the following generic actions that all players can take:
Bandage • Action
Make a Wits vs Difficulty +2 check against an adjacent target; if successful, they are bandaged, healing d4 damage. That character cannot benefit from bandaging again during this encounter.
Critical: Remove one weakened condition as well.
Calibrate • Action
Once per encounter, per device, as a slow action, make a Wits vs Difficulty check against an adjacent device; select a function to unlock (either signature, tier 1, tier, 2, or tier 3), or entropy to upgrade; increase the difficulty of the check by +1 for each tier or each entropy level. If successful, spend the required resources and story points to unlock the targeted function or increase the entropy by 1. See Devices for complete rules and costs associated with this action.
Craft • Action
As a slow action, make a Wits vs Difficulty check; if successful, you craft an artisanal item out of the materials of your choice (you must have the materials, appropriate tools, and time). This can be used for constructing any object of artisanal, engineering, or deceptive design. You can use this to carve a totem or statue, paint a painting, forge a document, etc. The narrator should increase the Difficulty based on the quality of work desired. Failure means that the materials have been consumed without hope of recovery, but the product is not even usable for its intent.
Operate • Action
Select an adjacent devices that you have unlocked at least the signature function of; spend any amount of its remaining entropy to operate it. An operated eidolon can be attuned (limited to your Charm), an operated equipment can be equipped (subject to other equipment restrictions), and an operated machine can produce a one-time effect (some machines have a signature function that requires a check, and all require at least one entropy; a failed check still spends all entropy). See Devices for complete details.
Notes: If operating a Wand, use the Operate (Wand) action instead.
Search • Action
Make a Wits vs Difficulty check; if successful, you find any hidden or obfuscated items, secret doors or panels, etc. The narrator should increase (or, rarely, decrease) the Difficulty of this check to account for how well hidden the targets are. If the search is failed by one character, it cannot successfully be performed again by that character (against whatever target may have been found). Another character may attempt to Search without restriction.