An adventurer can inspire their fellows on a type of skill check, without needing to be proficient themself. One character tells an inspiring tale (either via roleplay or a die roll), focusing on the use of a particular skill highlighted in helping the hero of the story to win the day. The character makes a [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Performance|Performance]], [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Insight|Insight]], or [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Deception|Deception]] check to attempt to inspire their companions. **Time:** Each attempt represents 1 week of effort at crafting the perfect epic saga. ___ **Critical Failure.** Any companions listening to the story only get confused. This undermines their confidence, and they subtract 1d4 from their next roll for the target skill. **Failure.** The adventurer inspires no one. **Success.** Any companions listening to the story add an expertise die to their next roll for the target skill. **Critical Success.** Any companions listening to the story gains advantage on their next roll for the target skill. #journeyActivity #skillBonus ___ **Source:** Road Worthy Pursuits