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Reason (Draw Steel)

Characteristics

Definition

Reason is the scholar's characteristic: recalling history, understanding a mechanism, unpicking a spell, and seeing the shape of a battle before it happens. Several classes cast or command through Reason, so it is far from a purely academic stat. A Tactician's orders and an Elementalist's blasts both ride on it.

How it works

**Range**: -2 to 5, chosen at character creation. **Power rolls**: Add Reason to 2d10 for Reason-based abilities and tests; 11 or lower is tier 1, 12 to 16 tier 2, 17 or higher tier 3. **Skills**: Alchemy, Architecture, Cook, Craft, Culture, Disrupt Magic, Engineering, History, Leather Working, Magic Lore, Mechanics, Medicine, Monsters, Religion, Tactics, and Timescape. **Classes**: Primary for the Elementalist and Tactician; the Talent uses Reason alongside Presence.

Tips

**Best for**: Elementalists, Tacticians, Talents, and any party's designated expert on monsters and magic. **Character concepts**: Sage who left the library, artisan engineer, memonek researcher, dragon knight tactician, disgraced court alchemist. **Synergies**: The Monsters skill turns a good Reason into practical combat knowledge, and Disrupt Magic gives a Reason hero something to do against enemy casters.

Frequently asked questions

Why does Reason have so many skills?

Reason covers every kind of learned knowledge and craft, from cooking to timescape lore. You will not train all of them; pick two or three that fit your career and culture.

Do I need Reason to use magic?

Only for Reason-based casters like the Elementalist. Conduits channel through Intuition and Talents lean on Presence, so check your class before assuming magic means Reason.