Skip to main content

Intuition (Draw Steel)

Characteristics

Definition

Intuition is what a hero senses rather than what they were taught: the ambush before it springs, the lie behind a smile, the right herb for a wound. It also anchors a hero's connection to the natural and supernatural world. Divine and psionic classes channel through Intuition, and its skill list makes it the party's early-warning system in exploration and social scenes.

How it works

**Range**: -2 to 5, set at character creation. **Power rolls**: Add Intuition to 2d10 for Intuition-based abilities and tests. Totals of 11 or lower are tier 1, 12 to 16 tier 2, 17 or higher tier 3. **Skills**: Alertness, Criminal Underworld, Handle Animals, Heal, Nature, Navigate, Psionics, Read Person, Rumors, Search, Terrain Lore, and Track. **Classes**: Primary for the Conduit; the Null pairs Intuition with Agility.

Tips

**Best for**: Conduits, Nulls, and heroes who scout, track, or serve as the party's healer and lie detector. **Character concepts**: Wilderness guide, temple healer, criminal fence who reads every room, revenant hunter with unnerving instincts. **Synergies**: Alertness and Search protect the whole party from ambush, and Read Person pairs with a Presence ally's Persuade to control negotiations.

Frequently asked questions

Is Intuition the same as Perception?

Intuition is the characteristic; Alertness and Search are the specific skills you test with it to notice hidden threats and find things.

Which classes need Intuition most?

The Conduit, whose divine abilities run on it, and the Null, who splits focus between Agility and Intuition. Everyone else benefits from at least a 0 for awareness tests.