Beruflich Dokumente
Kultur Dokumente
Yes
Step Rank + WIL Action Standard
Karma? No Strain 1
Make Abate Curse Test against higher of highest Step Number of any curse or highest Dispel Difficulty of any spell present on object, +1 for each additional curse or spell.
Success neutralizes all curses and spells for Rank hours. Their effects are suspended, but duration is still tracked. This does not alleviate any effects on those already
affected, merely allows further safe handling. User must remain with Rank yards for talent’s duration or effect ends immediately.
Air Dance Discipline? No
Step Rank + DEX Action Free
Karma? No Strain 1
Substitute Air Dance Step for Dexterity Step when making Initiative Test, incurring penalties for armor as normal. If making a close combat attack, compare Initiative Test
result to that opponent’s. An Excellent Result allows an additional close combat attack against that opponent, after his turn.
Anticipate Blow Discipline? Yes
Step Rank + PER Action Simple
Karma? No Strain 1
If user has higher Initiative, may make Anticipate Blow Test against opponent’s Spell Defense. Success adds Rank to Physical Defense against that opponent’s attacks until
end of round. This talent can be used against Rank opponents each round. After one or more successful Anticipate Blow Tests, may announce a Reserved Action for later
that round to interrupt an attack made by an opponent against whom this talent was used successfully. Do not add normal +2 to Difficulty Number for physical attacks
against that opponent (but otherwise suffers that penalty normally), and instead add Rank as bonus to first Attack Test made against opponent that round. This does not
provide additional attacks.
Astral Sight Discipline? Yes
Step Rank + PER Action Simple
Karma? No Strain 1
See into astral plane for Rank x 10 yards, for up to Rank rounds.
Avoid Blow Discipline? Yes
Step Rank + DEX Action Free
Karma? No Strain 1
Make Avoid Blow Test against attacker’s Attack Test when attacked in close or ranged combat. If successful, the blow is avoided; a Good Result is required to dodge a
ranged attack. Up to Rank attacks can be avoided each round, but only one attempt per Attack Test. Avoid Blow cannot be used when Blindsided or Surprised by attack
Book Memory Discipline? No
Step Rank + WIL Action Standard
Karma? Yes Strain 0
Make Book Memory Test against book’s Spell Defense (5 for ordinary books), or the Dispel Difficulty of the highest-Circle spell in a grimoire. Success memorizes Rank pages
per minute. The book remains memorized for Rank months before fading, during which time content is readily accessible, as though book were physically present. Up to
Rank books can be memorized at a time. Old texts can be voluntarily discarded to memorize new ones.
Book Recall Discipline? No
Step Rank + PER Action Standard
Karma? No Strain 1
Make Book Recall Test against the desired text’s Spell Defense, +1 for each currently memorized book. If successful, a previously memorized text is returned to memory for
Rank hours, as though currently memorized with Book Memory. The book may even be returned to active memory, provided a free Book Memory Rank is available. On a
Pathetic Result, the memory of the book has degraded to where the text is no longer recoverable, though it can again be memorized as normal.
Call Missile Discipline? No
Step Rank + PER Action Standard
Karma? No Strain 1
Call Missile Test Result determines number of unbroken projectiles and/or thrown weapons that are called back, flying, tumbling and rotating to drop back into quiver,
container or hand. All missiles within Rank x 20 yards are called, assuming a straight, unbroken path exists. Projectiles will be extracted from bodies and other targets, but
cannot be secured.
Climbing Discipline? Yes
Step Rank + DEX Action Standard
Karma? No Strain 0
A Pathetic Result on a Climbing Test causes loss of grip and a possible fall. Climbing allows moving up or down up to Rank yards each round, up to maximum of Movement
Rate in yards.
Cobra Strike Discipline? No
Step Rank + DEX Action Free
Karma? No Strain 1
When entering first round of close combat with opponent, may substitute Cobra Strike Step for Initiative Step. If result is higher than opponent’s, target is caught off-guard,
preventing use of any defensive abilities, such as Avoid Blow or Riposte, against the first close combat attack of the round.
Cold Purify Discipline? No
Step Rank + WIL Action Sustained
Karma? No Strain 0
Pack ice, snow or chilled water around a poisoned Wound. If no external injury exists, a Wound must be created. Make a Cold Purify Test against the higher of the poison’s
Spell Defense or Step Number. Success ends the effects of the poison and the victim recovers Damage Points equal to the difference between the Test Result and the
Difficulty Number.
Conceal Object Discipline? No
Step Rank + DEX Action Standard
Karma? No Strain 1
Make a reasonable attempt to hide an object up to user’s one-hand Size limit. Objects with combined Size up to Rank can be concealed. Make a Conceal Object Test, the
result being Detection Difficulty for attempts to find the object. Objects of Size 1 are hidden from all searches, while larger objects are hidden only from visual inspection.
As long as an item is concealed, user gains benefit of Surprise when producing it for an appropriate purpose.
Creature Analysis Discipline? No
Step Rank + PER Action Standard
Karma? No Strain 1
Make a Creature Analysis Test against target creature’s Spell Defense. Each Result Level allows asking a single question that would reveal one of the creature’s game
statistics or abilities.
Crushing Blow Discipline? Yes
Step Rank + STR Action Free
Karma? Yes Strain 1
Substitute Crushing Blow Step for Strength Step for one Damage Test.
Dead Fall Discipline? No
Step Rank + WIL Action Simple
Karma? No Strain 1
Make a Dead Fall Test to determine Disbelief Difficulty of illusionary Wounds or symptoms of poison or disease causing “death”. Those observing the “death” may make a
Perception Test as a Sensing Test against the Disbelief Difficulty. The effect lasts for Rank rounds.
Detect Trap Discipline? Yes
Step Rank + PER Action Standard
Karma? No Strain 1
Compare Result of a Detect Trap Test against Detection Difficulty of any trap within short range of Visibility. On an Average Result, a trap is detected. A Good Result
pinpoints the trigger and generally reveals how to avoid setting it off. An Excellent Result reveals the type of effect the trap employs. An Extraordinary Result adds Detect
Trap Rank to any attempts to disarm the trap.
Detect Weapon Discipline? No
Step Rank + PER Action Standard
Karma? No Strain 1
Compare Result of a Detect Weapon Test against Detection Difficulty of any concealed weapons within short range of Visibility. Success reveals the weapon and its type,
but not any magical properties. Once a weapon is detected, user cannot be Surprised by any attack made with that weapon, unless the attacker takes additional measures
to gain Surprise.
Direction Sense Discipline? No
Step Rank + PER Action Standard
Karma? Yes Strain 2
Sense location of a character or object relative to user by focusing on an item directly related to the target. Make a Direction Sense Test against target’s Spell Defense.
Success causes a pull in the direction of the target. If the Test fails, or the target is farther than Rank miles away, no sense of the target is gained.
Disarm Discipline? No
Step Rank + DEX Action Standard
Karma? No Strain 1
Make a Disarm Test against target’s Physical Defense to disarm the opponent. A two-handed weapon requires a Good Result to disarm. Success sends the weapon spinning
in a direction of user’s choice for a number of feet equal to result of a Damage Test, but target suffers no damage. Disarm cannot be used against shields or weapons part of
the target’s body. Disarm counts as an Attack Test and can be defended as such.
Disarm Trap Discipline? Yes
Step Rank + DEX Action Standard
Karma? No Strain 1
May Disarm Trap Test against Disarm Difficulty of a trap, preventing it from activating. On a Pathetic Result, the trap is triggered. User may attempt to disarm the same
trap Rank number of times. Should all attempts fail, no more attempts can be made until Disarm Trap Rank is increased.
Disguise Self Discipline? No
Step Rank + PER Action Standard
Karma? Yes Strain 0
Make a Disguise Self Test to set Detection Difficulty of an illusion disguising user as another Namegiver. The disguise cannot weigh more than twice, or less than half, what
the user does, nor can any physical dimension, such as height, be adjusted by more than 50%. Each use of this talent lasts until the disguise is discarded, or after Rank
hours. The talent only alters appearance.
Dominate Beast Discipline? No
Step Rank + WIL Action Standard
Karma? No Strain 1
Subdue and temporarily control an animal by making Dominate Beast Test against target’s Spell Defense. Success establishes dominance for Rank minutes, during which
time animal will take no hostile action against user. Creature may be commanded to perform one simple task posing no more danger to the animal than to the user and
requiring less time to complete than the duration. Attempting to use this on an animal already under a similar effect, Test Result must be higher than the other effect.
Dominate Beast can only be used on non-sentient, natural creatures.
Durability (9/7) Discipline? No
Step Rank Action N/A
Karma? No Strain 0
Earth Skin Discipline? Yes
Step Rank + TOU Action Standard
Karma? Yes Strain 0
Spend a Recovery Test and make Earth Skin Test, adding Rank to Spell Defense for Test Result hours.
Elemental Tongues Discipline? No
Step Rank + PER Action Standard
Karma? Yes Strain 1
Make an Elemental Tongues Test against elemental’s Spell Defense. On an Average or Good Result, the basics of a conversation is understood by both parties, but complex
questions and specific requests are impossible. An Excellent Result allows complete understanding. Each use allows conversation for Rank minutes.
Empathic Sense Discipline? Yes
Step Rank + CHA Action Standard (see text)
Karma? No Strain 1 (see text)
Gain information about emotional state of a character within 10 yards by making Emotion Sense Test against target’s Social Defense. An Average Result gives an idea of
target’s general emotional state. A Good Result allows reading target’s surface emotions. An Excellent Result gives exact nature of target’s feelings. User gains +1 bonus
per Result Level to any Interaction Tests where knowledge of target’s emotional state would be useful. Each use lasts for Rank minutes. May choose to extend the duration
to a year and a day by attuning to a voluntary target. This requires a half hour of quiet meditation with the target and causes 1 Blood Magic Damage to the user. The range
then increases to Rank miles and provides a vague sense of attuned character’s location, within a 60-degree arc. Unattuning requires another half hour of meditation. User
cannot be attuned to more than Rank characters at one time.
Enhanced Matrix (2) Discipline? No
Step Rank Action N/A
Karma? No Strain 0
Holds 1 spell thread.
Etiquette Discipline? No
Step Rank + CHA Action Sustained
Karma? No Strain 0
Observe the surrounding culture for a minute, then make Etiquette Test against a Difficulty Number for knowing proper behavior. The base Difficulty is 5, with modifiers for
unfamiliarity, generally increasing by +3 for each aspect of difference. An Average Result means observers believe user possesses rudiments of proper behavior. A Good
Result means observers fully approve of user’s manners; an Excellent Result impresses observers enough to improve Attitude by one degree, to a maximum of Friendly. The
effect lasts for Rank days or until the social situation ends, whichever comes first.
Evaluate Discipline? Yes
Step Rank + PER Action Standard
Karma? No Strain 0
Examine an object and make Evaluate Test against item’s Spell Defense. An Average Result yields item’s approximate price. Better Result Levels may disclose more detailed
information based on local or global economy. On a Good Result, any hidden value is discovered, if not readily apparent, such as being a collectible. An Excellent Result
reveals presence of magical enchantments.
Evidence Analysis Discipline? Yes
Step Rank + PER Action Sustained
Karma? No Strain 1
Make an Evidence Analysis Test against Spell Defense of person responsible for leaving evidence. Each Result Level allows one question about the object or place. If used
within a day of an event, a successful Test gives a general impression of when the event occurred. Increase Difficulty Number by +1 for each day after the first since the
event.
Fast Hand Discipline? Yes
Step Rank + DEX Action Standard
Karma? Yes Strain 0
Move one or two items, each no bigger than 6 inches in any dimension, from one place to another without being seen. Result of Fast Hand Test becomes Detection
Difficulty for anyone attempting to notice the move. Anyone observing the user can make a Perception Test against the Detection Difficulty to notice the action
immediately after the switch has occurred.
Fire Heal Discipline? No
Step Rank + WIL Action Sustained
Karma? No Strain 0
Build a fire large enough completely engulf user, then declare how many extra Recovery Tests are to be gained. A half-hour is required for the first Recovery Test, and an
additional 10 minutes for each extra Recovery Test. Make a Fire Heal Test against a Difficulty of Step 8, +2 for each additional Recovery Test. Success gives desired number
of Recovery Tests. Failure instead causes a Wound and a number of Damage Points equal to difference between Fire Heal Result and Fire Intensity Result, which can result
in another Wound. On a Pathetic Result, full Fire Intensity Damage is suffered. Bonus Recovery Tests must be used before Recovery Tests are gained the following day or
they are lost.
Fireblood Discipline? No
Step Rank + TOU Action Standard
Karma? No Strain 0
When currently engaged in combat, though not necessarily directly facing an opponent, spend a Recovery Test to immediately heal Damage Points equal to Fireblood Test
Result.
First Impression Discipline? No
Step Rank + CHA Action Standard
Karma? No Strain 0
A successful First Impression Test against target’s Social Defense improves target’s Attitude toward user by one degree. An Excellent Result increases it by two degrees.
This talent can only be used when meeting someone for the first time and can only be used once against a given target. The Attitude change can be modified by further
actions, but reverts back to original level at a rate of one degree per day. Any hostile act by the user against the target immediately erases the impression.
Forge Armor Discipline? Yes
Step Rank + PER Action Sustained
Karma? No Strain 2
Carried out with proper tools and facilities, this can improve the Armor Rating of armor. A number of days equal to armor or shield’s base Physical + Mystic Armor is
required. After this time, make a Forge Armor Test against item’s current Physical + Mystic Armor + 9. If successful, Physical or Mystic armor is increased by +1. If an Armor
Rating is 0, it cannot be improved. This can be repeated, but the increase to a Rating cannot be higher than half the base Rating, rounded up. An item cannot be forged if
the sum of existing improvements is greater than Rank. Enhancements last for a year and a day from the last successful forging. Additional Forge Armor Tests can be made
to reset the duration, even if maximum enhancement has been made. A Pathetic Result on a Forge Armor Test ruins the item. This talent cannot be used to enhance
threaded magical armor or shields.
Forge Weapon Discipline? Yes
Step Rank + PER Action Sustained
Karma? No Strain 1
Carried out with proper tools and facilities, this can improve the Damage Step of a weapon, but not ammunition. A number of days equal to weapon’s Size is required.
After this time, make a Forge Weapon Test against item’s current Damage Step + 9. If successful, Damage Step is increased by +1. This can be repeated, but the increase to
Damage Step cannot be higher than the item’s Size. An item cannot be forged if the sum of existing improvements is greater than Rank. Enhancements last for a year and a
day from the last successful forging. Additional Forge Weapon Tests can be made to reset the duration, even if maximum enhancement has been made. A Pathetic Result
on a Forge Weapon Test ruins the item. This talent cannot be used to enhance threaded magical weapons.
Frenzy Discipline? No
Step Rank + DEX Action Standard
Karma? Yes Strain 1 (per attack)
Declare number of close combat attacks desired, up to Rank, taking 1 Strain per attack declared before any Tests are made. Frenzy Tests are made as Attack Tests in close
combat as long as attacks are successful. A failed Attack Test forfeits the remaining attacks. This talent cannot be combined with any talent that allows additional close
combat or ranged attacks, such as Second Attack, Swift Kick or Momentum Attack.
Frighten Discipline? Yes
Step Rank + WIL Action Standard
Karma? Yes Strain 0
Make a Frighten Test against target’s Spell Defense. Success causes target to become frightened and attempt to flee from user’s line of sight as fast as possible on target’s
next turn. Target remains scared for Rank rounds, during which time target will not willingly approach user. If target cannot completely escape immediate area, target will
attempt to move as far as possible from user; if opportunity presents itself for target to move out of line of sight, target will do so. Each round, target may make Willpower
Test against Frighten Step to end the fear effect.
Gliding Stride Discipline? No
Step Rank + DEX Action Free
Karma? No Strain 1
Use Movement Rate to glide through air, making a Gliding Stride Test. Twice the Result is the number of yards that can be glided horizontally. The user can use Running
combat option to double distance traveled. For every 4 yards moved horizontally, 2 yards can be moved up or down without affecting Movement Rate. Uesr cannot move
higher, or glide safely lower, than twice Rank in yards. If user is suspended higher than this in mid-air, Gliding Stride can be activated instinctively to reduce distance fallen
by 2 yards per Rank. Gliding Stride cannot be combined with other talents that allow special movement, such as Sprint or Great Leap.
Graceful Exit Discipline? No
Step Rank + CHA Action Standard
Karma? No Strain 0
Escape from combat by making Graceful Exit Test against highest Social Defense among target group, +1 per additional target. If successful, escape by moving as far from
combat as possible. May not take actions other than movement or effect ends. Those affected by this talent can take no direct action against the user for Rank rounds.
This talent benefits only the user. If user returns to combat after using Graceful Exit, targets become enraged, attacking user in preference to others and become immune
to all Interaction Tests made against Social Defense. Their outrage gives +1 bonus to any Action Tests against the user.
Great Leap Discipline? No
Step Rank + DEX Action Free
Karma? No Strain 1
Distance jumped is twice Result in yards. The distance covered can be divided between horizontal and vertical movement, but not exceeding Movement Rate in either
direction. If using Running combat option, movement in each direction can be twice Movement Rate. Great Leap can also be used to avoid environmental hazards, such as
rock slides, but not as a normal Avoid Blow Test in combat. If user is aware of threat, may make Great Leap Test against Difficulty Number determined by GM to avoid being
struck.
Haggle Discipline? Yes
Step Rank + CHA Action Sustained
Karma? No Strain 0
Make a Haggle Test against customer or merchant’s Social Defense. Success raises or lowers price of goods by 5% in user’s favor. Merchants or customers can use Haggle
Tests to readjust in their favor. User may make number of tests per transaction equal to Rank, but a failed Test ends bargaining. Haggle can also be used to get better price
for stolen or illegal goods, usually from a base of 10%. Haggle can be used on one transaction per day against a given merchant.
Heartening Laugh Discipline? No
Step Rank + CHA Action Standard
Karma? Yes Strain 0
Make a Heartening Laugh Test against highest Social Defense among all opponents in earshot. Success allows any Friendly ally within earshot to add Rank to any Willpower
Tests they make to resist fear or Intimidation caused by opponents for Rank rounds.
Hold Thread Discipline? No
Step Rank + PER Action Simple
Karma? No Strain 1
Weave a thread to a spell then hold it until ready to cast. This talent can only be used with spells that require only a single thread to be woven. This can be either a
“Threads: 1” spell or a “Threads: 2” spell cast from an Enhanced or Armored Matrix. After a successful Thread Weaving Test is made, make a Hold Thread Test against spell’s
Weaving Difficulty. Success holds thread within its matrix for Rank rounds. A Spellcasting Test to cast the spell can be made during any of these rounds. If not cast by the
final round of the talent’s effect, another Hold Thread Test can be made to extend the duration. The duration can be extended as long as Strain is willing to be spent. If the
Hold Thread Test is failed, spell must either be cast on the following round, or the thread must be released. While using this talent, no Thread Weaving or Spellcasting Tests
can be made, except for the purposes of the spell currently held.
Item History Discipline? Yes
Step Rank + PER Action Sustained
Karma? Yes Strain 0
Study an item for a week, for at least one hour per day, then make Item History Test against the item’s Spell Defense. Each successful Result Level reveals one new Test
Knowledge from the item’s history. When used on mundane items, each Result Level provides user with a different piece of information, instead of a Test Knowledge. Item
History can be used multiple times on the same item, but each Test requires another week of study. A maximum of Rank Test Knowledges can be learned.
Karma Ritual Discipline? Yes
Step Rank Action N/A
Karma? No Strain 0
Each Karma ritual takes half an hour and can only be performed once per day. Each use allows purchasing up to Rank Karma points, for 10 Legend Points each. Maximum
Karma Points is Rank x 5.
Leadership Discipline? No
Step Rank + CHA Action Sustained
Karma? Yes Strain 0
Lead a group of NPCs no larger than Rank x 20 individuals by giving a short speech and making Leadership Test against highest Social Defense among target group. Success
causes those with an Attitude of Neutral or better to follow the lead. Result Level determines talent’s effects and duration. An Average Result causes target group to treat
user as leader for Rank x 10 minutes; Good Result for Rank hours; Excellent Result for Rank days. If user causes any individual to change Attitude to worse than Neutral, that
individual is no longer bound to follow the user.
Life Check Discipline? Yes
Step Rank + TOU Action Free
Karma? No Strain 0
When Current Damage equals or exceeds Death Rating, spend a Recovery Test, make a Life Check Test, reducing Current Damage by Result. This may be repeated as long as
Recovery Tests are available or until Current Damage is reduced below Death Rating. If Current Damage is reduced below Death Rating, death has been avoided. If reduced
below Unconsciousness Rating, user also regains consciousness. Unsuccessful use of Life Check does not prevent application of other means to prevent death, such as last
chance salves.
Lifesight Discipline? Yes
Step Rank + PER Action Simple
Karma? No Strain 1
Make Lifesight Test and compare result to Spell Defense of each living creature within Rank x 10 yards. Success allows viewing each target’s life force for Rank rounds. A
healthy life force appears strong but delicate; a weaker life force is dimmer and may appear warped or broken. One near death may be barely visible. Lifesight can be used
to view a target’s life force through solid, non-living objects.
Lion Heart Discipline? Yes
Step Rank + WIL Action Free
Karma? No Strain 0
Use Lion Heart Step in place of Willpower Step when making Tests to resist fear or Intimidation. Lion Heart and Resist Taunt cannot be used against the same attack.
Lip Reading Discipline? Yes
Step Rank + CHA Action Standard
Karma? Yes Strain 1
Eavesdrop on a conversation by making Lip Reading Test against speaker’s Social Defense. Success allows reading target’s lips for Test Result minutes, as long as lips can be
seen. Language spoken must be known by adept to understand it. If language is unknown, user can phonetically sound out the target’s speech, allowing another listener to
translate.
Lock Picking Discipline? Yes
Step Rank + DEX Action Standard
Karma? No Strain 0
Open mundane and magical locks by making Lock Picking Test against Difficulty Number determined by GM for mundane locks, or Spell Defense of magical locks. If
successful, lock opens. A lock can be attempted to be opened Rank times. Should all Tests fail, or on any Pathetic Result, the lock cannot be opened until Lock Picking Rank
is increased.
Maneuver Discipline? No
Step Rank + DEX Action Standard
Karma? No Strain 0
Make a Maneuver Test, the Result replacing user’s Physical Defense against a selected opponent until the start of user’s next turn. If successful in avoiding all attacks
directed against user by that opponent, add Maneuver Rank to first close combat Attack Test made against that opponent. If the attack is successful, add Maneuver Rank to
Damage Test for that attack.
Melee Weapons Discipline? Yes
Step Rank + DEX Action Standard
Karma? No Strain 0
Mimic Voice Discipline? No
Step Rank + CHA Action Simple
Karma? No Strain 0
A successful Mimic Voice Test against target’s Social Defense allows mimicking that target’s voice for Rank hours. When attempting to fool others, make a Mimic Voice Test,
the Result being the Detection Difficulty for any Test to detect the mimicry.
Missile Weapons Discipline? No
Step Rank + DEX Action Standard
Karma? No Strain 0
Navigation Discipline? Yes
Step Rank + PER Action Sustained
Karma? No Strain 0
Read maps, chart courses and even guide an airship safely. To pinpoint location, navigators must be able to see the sky and possess a set of navigator charts, taking 10
minutes to make a Navigation Test. Result determines accuracy: Average Result to within 10 miles; Good Result to within 5 miles; Excellent Result to within 2 miles;
Extraordinary Result to within a mile.
Orbiting Spy Discipline? Yes
Step Rank + PER Action Standard
Karma? Yes Strain 0
Summon a spy spirit to serve as lookout my making Orbiting Spy (6) Test. If successful, the spirit travels in a circular pattern around user, up to 20 yards away, for Test
Result in hours. Such conjured spirits cannot affect or be affected by the physical world and are immune to most spells, except those that dispel or disrupt magic. When the
spirit attempts to notice something, make an Orbiting Spy Test instead. If successful, the spirit informs the adept of anything unusual; this requires user’s Standard Action.
The spirit can be given specific instructions on what to look for. May direct the spirit to look out for and inform of presence of up to Rank objects or creatures. Spy spirits
can see into the astral plane as well, requiring an Orbiting Spy (6) Test. Only one orbiting spy can be active at a time.
Parry Discipline? No
Step Rank + DEX Action Free
Karma? No Strain 1
Make a Parry Test against attacker’s Attack Test. Success deflects a close combat blow. This can be done Rank times per round, but no more than once per attack. Cannot
Parry attacks that cannot be seen or while Blind-sided. Parry uses a weapon, shield or other sturdy object to block. Add weapon’s Size, shield’s Deflection Bonus as a bonus
to the Parry Test. An adept with no such equipment much achieve a Good Result to successfully Parry.
Picking Pockets Discipline? Yes
Step Rank + DEX Action Standard
Karma? No Strain 0
Make a Picking Pockets Test, the result being Detection Difficulty to notice the theft. Anyone able to observe the action, including the target character, may make a
Perception Test against the Detection Difficulty to notice the action immediately after the act.
Poison Resistance Discipline? No
Step Rank + TOU Action Free
Karma? No Strain 0
Make a Poison Resistance Test in place of a Toughness Test when resisting the effects of a poison. May also make a Poison Resistance Test in place of a Recovery Test when
healing damage inflicted by poison. Each Poison Resistance Test made, regardless of success, reducing the Difficulty Number and Effect Step by –1 for each successive
Poison Resistance Test made against the same dose of the poison.
Power Mask Discipline? No
Step Rank + WIL Action Standard
Karma? Yes Strain 0
Disguise true magical nature from mundane and magical detection by making Power Mask Test, result being Detection Difficulty for Rank hours. Any Test that fails to beat
the Detection Difficulty show the user to be mundane.
Read/Write Language Discipline? No
Step Rank + PER Action Standard
Karma? No Strain 1 (see text)
Learn up to Rank written languages. An unassigned Rank can be filled by reading at least one page of text written in desired language for at least one minute, then making a
Read/Write Language Test against the language’s Learning Difficulty. When reading, make a Read/Write Language Test to determine understanding of content. Effect of
each such test lasts Rank hours.
Read/Write Magic Discipline? Yes
Step Rank + PER Action Standard
Karma? No Strain 0
Make a Read/Write Magic Test for each page of magical writing to be deciphered, with Result Level determining comprehension level. Can make one Read/Write Magic
Test per day to learn a new spell by rolling against spell’s Learning Difficulty. May learn more spells (or further attempts at a spell) by sacrificing a Recovery Test for each
additional Test.
Research Discipline? No
Step Rank + PER Action Sustained
Karma? No Strain 0
Resist Taunt Discipline? No
Step Rank + WIL Action Free
Karma? No Strain 1
Resist the effects of a social attack against Social Defense by making a Resist Taunt Test against the attack’s Test Result. Success negates the effect. This is effective against
social attacks such as Persuasion, Taunt, Intimidation, and similar talents and Interaction Tests. This can be done up to Rank times per round, but no more than once per
attack.
Safe Path Discipline? Yes
Step Rank + PER Action Standard
Karma? Yes Strain 0
Contact a local elemental spirit to find safest path through territory. Make a Safe Path Test, result being the number of miles of safe passage the elemental can predict.
Elemental communicates safest path to take, and indicates possible dangers or natural beasts along the way. The knowledge is limited by the elemental’s type.
Search Discipline? Yes
Step Rank + PER Action Standard
Karma? No Strain 1
Make a Search Test instead of a Perception Test when deliberately trying to spot someone or something. Success notices the target of search if within short range of
Visibility. On an Excellent Result, the target is noticed within medium range. This does not allow detection of traps or wards.
Second Attack Discipline? Yes
Step Rank + DEX Action Simple
Karma? Yes Strain 1
Make a second close combat attack, using the same weapon as the first Attack Test of the round. This attack uses a Second Attack Test as the Attack Test, making a Damage
Test as normal.
Second Weapon Discipline? No
Step Rank + DEX Action Simple
Karma? No Strain 1
Wield a one-handed weapon in off-hand to attack an opponent in the same round as attacking with primary one-handed weapon. This uses Second Weapon Test as the
Attack Test, making a Damage Test as normal.
Sense Danger Discipline? No
Step Rank + PER Action Standard
Karma? No Strain 1
Sense if a character or creature is hostile by making a Sense Danger Test against the target’s Social Defense. Success determines whether target harbors hostile intentions
toward the user.
Sense Poison Discipline? Yes
Step Rank + PER Action Simple
Karma? No Strain 1
Sense the presence of poison in food, drink and even the air within Rank x 10 yards by making Sense Poison Test against higher of poison’s Spell Defense or Spell Defense of
the creature or character (in the case of a poisoned natural attack or weapon). If poison is carried in a tightly sealed container, or if it comprises part of a natural part of an
animal, a Good Result is required to detect the presence of the poison.
Silent Walk Discipline? Yes
Step Rank + DEX Action Simple
Karma? No Strain 0
Make a Silent Walk Test, result being Detection Difficulty for any Perception Test to hear the user moving. Using Silent Walk halves Movement Rate, as well as the effects of
any abilities used to increase movement speed.
Slough Blame Discipline? Yes
Step Rank + CHA Action Standard
Karma? Yes Strain 1
Divert suspicion and blame to another by concocting a plausible explanation and making a Slough Blame Test against higher of accuser’s or scapegoat’s Social Defense, +1
for each character involved. If successful, blame is passed, per the concocted explanation for Rank minutes.
Speak Language Discipline? Yes
Step Rank + PER Action Standard
Karma? No Strain 1 (see text)
Learn up to Rank spoken languages. An unassigned Rank can be filled by listening to a fluent speaker for at least one minute, then making a Speak Language Test against the
language’s Learning Difficulty. When speaking, make a Speak Language Test to determine clarity of communication. Effect of each such test lasts Rank hours.
Spell Matrix (5) Discipline? No
Step Rank Action N/A
Karma? No Strain 0
Acting
Air Sailing
Alchemy
Animal Handling
Bribery
Conversation
Diplomacy
Engaging Banter
Fishing
Flirting
Forgery
Hunting
Mapmaking
Physician
Streetwise
Act on Instinct
Commanding Gaze
Corner of the Eye
False Evidence
Guard Pockets
Stalk
Brandmark Servant
Break Lock
Cover
Endure Heat
Lay of the Land
Mind Reading
Bind Spirit
Create Orichalcum
Create Armored Matrix Item
Create Common Magic Item
Create Enhanced Matrix Item
Create Shared Matrix Item
Create Spell Matrix Item
Create Thread Item
Weave Element
Threads
Crystal Scale
Blood Pebble
Broadsword
Light Crossbow
Folding Longbow
War Gauntlets (+2 close combat Attacks, +2 close combat Damage)
Buoyant Bag (bag and contents weigh 10% of normal)
Potion of Life (5/day, +10 Healing Potion, +7 Cure Disease potion or normal cure poison potion)
Espagra Boots (+3 Avoid Blow, +3 Silent Walk)
2 Matrix Bracers (1 Shared Matrix, 2 Armored Matrices)
Armored Matrix ring
Band of Fortune (GM Companion 27)
Truefang (GM Companion 44)
Shadow Bomb (Kratas 248)
Bedroll of Comfort
Huntsman’s Boots
Everclean Cloak
Firefly Chalk
Firestarter
Hot Pot
Light Quartz
Quiet Fingers Gloves
Quiet Pouch
Booster Potion (2)
Cure Disease Potion
Disease Remedy
Salve of Closure (3)
Alchemist’s Kit
Alchemist’s Shop
Light/Dry Bag
Belt Pouch
Candles (6)
Fishing Kit
Flint and Steel
Blanket
Scroll Case
Navigation Charts
Paper
Oil Flask (3)
Quill Pen
Grimoire
Rope (100’)
Rope (100’)
Rope (300’)
Whetstone
Writing Ink
Air Armor (0) Air Mattress (1) Fuel Flame (0) Air Blast (1) Fireball (1) Living Wall (2) Cloud Summon (3) Blade Fury (2) Burning Water (5) Earth and Air (3)
Crunch Climb (1) Billowing Cloak (1) Plant Feast (3) Blizzard Sphere (2) Ironwood (3) Fire Hounds (1-6) Earth Wall (3) Cloud Banish (3) Weather Change (5)
Earth Blend (0) Boil Water (2) Porter (2) Falcon’s Cloak (2) Metal Wings (2) Perimeter Alarm (3) Cold Embers (4)
Flameweapon (2) Detect Elementalism (2) Repair (1) Fire Whip (1) Resist Poison (2) Silence Metal (3) Dragon’s Breath (3)
Heat Food (1) Gills (2) Sky Lattice (3) Suffocating Paste (2)
Moonglow (0) Hunter’s Sense (0) Snuff (2) Weapon Back (2)
Purify Water (1) Sterilize Object (1)
Astral Spear (1) Bone Circle (3) Death Trance (2) Animate Skeleton (2) Astral Horror (3) Blessed Light (1) Astral Beacon (3) Globe of Silence (3)
Detect Undead (0) Detect Nethermancy (2) Fog of Fear (2) Astral Flare (2) Astral Mount (2/4) Bone Shatter (2) Banquet of Dis (3) Netherblade (2)
Dry and Wet (1) Ethereal Darkness (1) Grave Message (4) Fatal Food (3) Blind (3) Dust to Dust (1+) Cold Storage (8) Restrain Horror (1)
Experience Death (1) Fog Ghost (2) Pack Bags (1) Last Chance (1) Circle of Astral Protection (3) Recovery (3) Constrict Heart (0) Visit Death (4)
Insect Repellent (1) Life Circle of One (2) Pain (0) Spirit Servant (3) Pass Ward (5/6/7) Soul Armor (1) Marathon Run (3) Wall of Bones (4)
Mount Scare (1) Repel Animal (2) Preserve (2) Viewpoint (1) Sculpt Darkness (2) Wall of Darkness (2) Restrain Entity (2)
Spirit Dart (0) Shadow’s Whisper (1) Summon Bone Ghost (1) Visions of Death (1) Sense Horror (2) Reverse Withering (3)
Spirit Grip (0) Shadow Hunter (3) Spirit Bolt (1)
Undead Struggle (0) Spiritual Guidance (3) Steal Strength (3)
Star Shower (1) Step Through Shadow (3)
Create Life (1+) Astral Slice (5) Alter Life (1+) Target Portal (4) Wit Friend (2)
Dark Sword (6) Damage Transfer (3) Shatter Pattern (7) Whisper Through the Night (1)
Disrupt Magic (2) Gateway (5)
Mystic Vessel (3) Soul Trap (6) Erase Horror Mark (6)
Silent Darkness (3) Spirit Tempest (4) Eternal Youth (6)
Talent Shredder (1) Strong Pattern (6)
Void Wave (4) Tap Horror Karma (2)
Dispel Magic (1) Astral Shield (0) Notice Not (1) Identify Magic (1) Kaer Pictographs (4) Mental Library (3) Call (2) Catch Spell (2) Reattach Limb (6) Hold Pattern (6)
Ignite (0) Clean (2) Wizard Mark (2) Inventory (4) Sanctuary (3) Spellstore (2) Warp Astral Space (3)
Triangulate (0) Seal (1) Kaer Knocking (4)
Wake-Up Call (4) Thorny Retreat (1)
Wizard’s Cloak (2)