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Talent

Talent
Simple

Talent
Free

Standard

ABATE CURSE
Step: Rank + WIL Karma: No

ACROBATIC

STRIKE

AIR

DANCING

Step: Rank + DEX Karma: No

Step: Rank + DEX Karma: No

1
The adept's presence temporarily nullifies any curses or active spell effects present on an object. It does not alleviate a curse's effects on those already affected by it, but it will allow unaffected characters to handle the object without risk of being cursed or affected by spells. The adept makes an Abate Curse Test against the higher of the highest Step Number of any curse or the highest Dispel Difficulty (p. 138) of any spells present on the object, +1 for each additional curse or spell. If successful, all of the curses and spells are neutralized for a number of hours equal to the adept's Abate Curse Ranktheir effects are suspended, but their duration is still kept track of. The adept must remain within a number of yards equal to his Abate Curse Rank of the target object throughout the talent's duration or the effect ends.

The adept performs flips, somersaults, or similar acrobatic maneuvers, making him harder to hit. He must be able to move and have sufficient space to perform maneuvers in. The adept makes an Acrobatic Strike Test against the highest Physical Defense of any opponents in close combat range (1 hex) and must then attack one of the opponents in close combat. If both the Acrobatic Strike Test and the Attack Test are successful, the adept adds his Acrobatic Strike Rank to his Physical Defense against the opponents for the remainder of the round. If the adept is Knocked Down or otherwise finds his movement restricted, he loses this bonus.

The adept performs quick, gliding movements and rapid attacks in combat. Air Dance requires that the adept be able to move. Windling adepts may use this talent while flying, but it cannot be combined with talents that utilize other forms of magical movement, such as Gliding Stride. The adept substitutes his Air Dance Step for his Dexterity Step when making his Initiative Test (see Determine Initiative, p. 214), incurring Initiative Penalties for armor as normal. If making a close combat attack that round, the adept compares his Initiative Test result against his opponent's. On an Excellent Result, the adept may make an additional close combat attack against his opponent, following that character's turn.

PG: 59

PG: 59

PG: 59

Talent

Talent
Simple

Talent

Standard

Standard

AIR

SAILING

AIR SPEAKING
Step: Rank + PER Karma: No

ANIMAL

BOND

Step: Rank + WIL Karma: No

Step: Rank + CHA Karma: No

The adept knows how to work the rigging, tiller, and oars of airships. An adept who wishes to join an airship crew mustknow Air Sailing at Rank 1 or higher. Positions of command require greater ability: the higher an adept's Air Sailing Rank, the biggerthe ship he can command or the higher the position he can fill within a ship's crew. The adept makes an Air Sailing (5) Test to help propel an airship. If successful, he effectively takes the place of one crew member for each Result Level achieved. For an airship to stay airborne, at least 25 percent of the crew must make successful Air Sailing (5) Tests each hour. For example, an airship with a rowing crew of twenty needs at least five rowers to succeed at Air Sailing Tests to stay afloat. This might be an equivalent number, such as two rowers, one of whom achieved an Extraordinary Result on his Air Sailing Test (thereby replacing four rowers). If at least 50 percent of the crew make successful tests, the airship can maneuver at its current altitude, dive, or climb slowly in a straight line. If 75 percent of the crew are successful, the airship can speed up, maneuver while climbing, or perform aerobatics. A ship's officers can use Air Sailing to enhance the ship's performance and steer it through hazardous situations.

The adept communicates without vocalizing, moving his lips and mouthing the words he wants to speak, and makes an Air Speaking Test. Anyone within Test Result 5 yards hears the adept speaking as if he were conversing normally, for a number of hours equal to his Air Speaking Rank. Those without knowledge of Air Speaking can hear someone employing this talent, but can only reply using normal communication methods. When speaking, the adept "talks" in a language he knows; if those listening do not know that language, they cannot understand what is being said. Elementalists often use this talent to lecture at gatherings.

The adept develops a bond of trust with an animal, making an Animal Bond Test against the animal's Social Defense. If successful, the animal takes a Neutral "live and let live" attitude toward him. The adept may make additional tests to further improve the animal's Attitude, but must spend at least one week with the animal between tests, treating it well during that time. Each subsequent improvement requires an additional Result Level on the Animal Bond Test. Once the animal's Attitude increases to Loyal, it willingly takes risks for the adept and expects appropriate rewards for doing so. (This is more easily accomplished for an animal than for a Namegiver friend. For example, all a dog really wants is lots of affection and enough food.) A Loyal animal will accompany the adept on adventures if he so desires, and is referred to as an animal companion. However, an animal will not maintain a better Attitude towards an adept than the adept shows to it. As a result, mistreatment, neglect, or abandonment can offsetthe talent's effects, worsening the animal's Attitude towards the character. This talent can only be used on non-sentient, natural creatures. It cannot be used to improve the Attitudes of Horrors, Horror-constructs, or sentient beings of any kind.

PG: 59

PG: 59

PG: 59

Talent
NA

Talent

Talent

Standard

Standard

ANIMAL COMP DUR


Step: Rank Karma: No

ANIMAL BOND
Step: Rank + WIL Karma: No

ANIMAL

TALK

Step: Rank + PER Karma: Yes

The adept's animal companions' ability to take damage is improved in a similar manner to the Durability talent (p. 66), with each Animal Companion Durability Rank increasing the animal's Death Rating by +6 and its Unconsciousness Rating by +5. The adept assigns Ranks individually to animal companions Loyal to him, with each companion benefiting only from those Ranks assigned to it, by performing an hour-long ritual. An animal can only benefit from one Durability-type talent at a time. Should an animal die, any Animal Companion Durability Ranks assigned to it may be assigned to another companion by performing another ritual.

The adept places his spirit into the body of an animal by touching it and making an Animal Possession Test against the animal's Spell Defense. If successful, his spirit takes possession of the animal's body and the animal's spirit enters the adept's body. The adept now controls the animal's body, but not vice versa, for a number of hours equal to his Animal Possession Rank or until animal and adept touch again. While using this talent, the adept's physical form slumps into a coma-like state. He retains his own intellect while in the animal's body, but cannot perform any actions that the animal is normally incapable of, such as speaking. If the animal body is killed during this time, the possession ends immediately. Any damage inflicted on the animal's body during the possession is also applied to the adept (no armor provides protection). When the talent ends both spirits return to their proper bodies. An unwilling animal may attempt to resist the talent at the time of possession by making a Willpower Test against the adept's Animal Possession Step. If successful, the animal prevents the possession occurring, although the adept can try again. Otherwise the talent functions normally and the animal may take no further actions until the possession ends.

The adept comprehends animals and creatures, talking with them by imitating their own forms of communication and making an Animal Talk Test against the target creature or animal's Spell Defense. If successful, the adept can talk to and understand the target for a number of minutes equal to his Animal Talk Rank. This talent does not compel the animal or creature to communicate with the adept, it merely makes communication possible. While the gamemaster is advised to treat animals as if they were gamemaster characters, using the rules for Social Interactions (see the Gamemaster's Guide, p. 93), he should keep in mind that animals aren't as intelligent as Namegivers and perceive the world differently.

PG: 59

PG: 59

PG: 59

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