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==Kindred and Class Traits== *Decisiveness - When an Initiative Roll is tied, humans act first, as if they had won initiative. Treat humans as a separate side, acting before others. See Initiative, p165. *Leadership - The Loyalty rating of retainers in the employ of a human character is increased by 1. See Retainers, p134. *Spirited - Humans are quick to learn and adapt and gain a +10% bonus to all Experience Points earned. This is in addition to any XP bonus due to the character’s Prime Ability (p22). For example, a human with a Prime Ability of 15 gains a total 15% XP bonus—5% for the Prime Ability and 10% for their Kindred. *Detect Magic - A magician can attempt to detect the subtle resonances woven into an enchanted object, place, or creature. If the attempt succeeds, the magician knows if the object, place, or creature in question is magical—i.e. enchanted, affected by a spell, or possessed of innate magic of some kind. **Requirements: The magician must touch the object, place, or creature to be analysed and concentrate without distraction. **Time: Each attempt to detect magic requires 1 Turn. **Retrying: The magician may retry failed attempts as often as they wish, each attempt requiring an additional 1 Turn. **Referee rolls: The Referee rolls all Detect Magic Checks, so that players do not know if the roll failed or if there is no magic present. **Downtime: Given an hour of solitude in a safe location, a magician automatically detects magic on an object, place, or creature.
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