WARDEN OPTIONAL TALENT LIST

Abate Curse

WIL + Rank

This talent allows a character to temporarily nullify any curses on an object or place so that someone can handle the object, or enter the place, without suffering the effects of the curse. The character must use Abate Curse on the object before touching it, or on the place before entering it. In addition, the character must be within range of the object or place to use Abate Curse, and must remain within range during the entire duration of the talent or the effect ends. To use this talent, a Abate Curse Test is made vs. the object', or place’s Spell Defense. Success temporarily negates the curse for the duration of the talent. Abate Curse cannot be used to help a character already cursed by an object or place. A character may not attempt to remove the curse more than twice unless they first increase their talent rank. Such an increase grants the character two more tries at removing the curse at the new talent rank.

Manipulate CURSE

(Rank) Hexes

(Rank) Rounds

YES

YES

NO

Warden

Abate Disease

WIL + Rank

Using Abate Disease, a character may temporarily halt the progression of a disease and block the effects of that disease on the target. To successfully abate a disease, the character must achieve an Excellent Success on an Abate Disease Test vs. the Disease Step Number.

HEAL

Touch

(Rank) Minutes

YES

YES

NO

Warden

Abate Poison

WIL + Rank

Using Abate Poison, a character may temporarily halt the progression of a poison and block the effects of that poison on the target. To successfully abate poison in a target, the character must achieve an Excellent Success on a Cure Poison Test vs. the Spell Defense of the poison.

HEAL

Touch

(Rank) Minutes

YES

YES

NO

Warden

Banish

WIL + Rank

A character with this talent may Banish any summoned creature or entity back to its place, or plane, of origin. To Banish a summoned target, the character must make a successful Banish Test vs. the result of whichever talent test was used to summon the target. Once banished the target may only return to within range of the Banishing character if Summoned again, and if the results of the Summoning Test exceeds the results of the character's Banish Test.

Banish SUMMONED Creatures

(Rank) Hexes

(Rank) Minutes

YES

NO

NO

Warden

Bardic Voice

CHA + Rank

The Bardic Voice talent allows characters to use music and persuasive magic to charm a small group of targets. Though the desired targets must be sentient, they do not have to speak the character's language. After singing for a number of minutes equal to the maximum duration of the talent, the character makes a Bardic Voice Test against the highest target Social Defense in the group, +1 for each additional member of the group. On an Average Success the character impresses the group enough that they listen to what the character has to say. On a Good Success or the better, the character has charmed the group. Once charmed, the group may be commanded to take any actions which are no riskier than the character takes during the duration of the talent. A prerequisite for using this talent is adequate skill (rank 4 or above) in singing.

Ranged ATTACK (Group)

(Rank) Hexes

(Rank) Minutes

YES

NO

NO

Warden

Blade Juggle

DEX + Rank

The Blade Juggle talent allows a character to create a whirling, flashing barrier of knives, daggers or other bladed weapons. The character makes a Blade Juggle Test against the number of blades being juggled plus the highest Damage step among the blades. A success on the Blade Juggle Test increases the character's Physical Defense by a value equal to the number of blades being juggled. If a character fails the test, all the blades fall to the ground, scattering 1D6 hexes in random directions.

An attacker whose Attack Test result is equal to or higher than the character's normal Physical Defense, but less than the character's modified Physical Defense hits one of the whirling blades and knocks it spinning to the ground. The attack fails, but the character's modified Physical Defense is then reduced by 1. A character who stops juggling to pick up a blade, or blades, from the ground, or who attempts to add another blade to the mix must make a new Blade Juggle Test. For the duration of the Blade Juggling talent, the character is actually juggling and may not use any other talent which requires an Action to perform. Once the duration of the talent expires, the Juggler may continue Juggling, but must make another Blade Juggling Test to keep the blades aloft.

(+) Phys DEF

Self

(Rank) Rounds

YES

NO

NO

Warden

Create Ward

PER + Rank

A character may create magical traps, or wards, with this talent. The ward may be created anywhere within range and consists of a magical, pattern-like shape reminiscent of the character's own true pattern. Creating a ward takes a number of minutes equal to the ward's Spell Defense. The ward is invisible to the naked eye, but may be detected by anyone able to view astral space who can make a successful Perception Test vs. the ward's Detection Difficulty. The Detection and Disarm Difficulty of the ward is equal to the result of the Create Ward Test. The ward's Spell Defense is equal to the character's own Spell Defense plus his talent rank. Similarly, the ward's Initiative is equal to the character's own Dexterity Step plus his talent rank.

The character may imbue the ward with any magical effect which he has a talent for, but the effect must rely entirely on magical force. For example, a Firemage may create a ward with a Fireball effect but a Swordmaster could not cause the ward to create a sword and attack an intruder. The character creating the ward may set any trigger condition desired. Once triggered, the ward effect is resolved as if the character creating the ward was actually using the effect as a talent against the ward's victim(s). A character may not have any more wards active at one time than the character has talent ranks. Once a ward is triggered, it disappears after it has performed its designated function.

Create WARD

(Rank) Hexes

Year and a Day

YES

YES

NO

Warden

Create Weapon

WIL + Rank

A character may create any kind of non-magical weapon with this talent. To create a weapon, the character makes a Create Weapon vs. a Difficulty Number equal to twice the weapon's damage step. If successful the weapon, appears in the character's hand(s) and remains there for the duration of the talent. A character wishing to create missiles such as arrows may create a number of missiles equal to the character's talent rank with each successful Create Weapon Test.

Create MATTER

Self

(Rank) Rounds

YES

NO

1

Warden

Dampen Mind

PER + Rank

This talent allows a character to dull the perception of an opponent. The character makes a Dampen Mind Test against the target's Spell Defense. The number of steps by which the target's normal Perception Step is reduced is based upon the success level of the test. An Average Success reduces the opponent's Perception Step by 1, a Good Success by 2, an Excellent Success by 3 and an Extraordinary Success by 4. Once reduced, all actions which the opponent takes based upon the Perception Attribute are affected, including talents and skills.

(-) Opponent's PER Step

(Rank) Hexes

(Rank) Rounds

YES

NO

2

Warden

Dampen Will

WIL + Rank

This talent allows a character to weaken the will of an opponent. The character makes a Dampen Will Test against the target's Spell Defense. The number of steps by which the target's normal Willpower Step is reduced is based upon the success level of the test. An Average Success reduces the opponent's Willpower Step by 1, a Good Success by 2, an Excellent Success by 3 and an Extraordinary Success by 4. Once reduced, all actions which the opponent takes based upon the Willpower Attribute are affected, including talents and skills.

(-) Opponent's WIL Step

(Rank) Hexes

(Rank) Rounds

YES

NO

2

Warden

Detect Influence

PER + Rank

A character with this talent is automatically able to determine whether or not the target is being influenced to take actions against the will of the target if the character is able to make a successful Detect Influence Test vs. the Spell Defense of the target. If successful, the character knows that the target is being influenced, though not the nature of that influence nor the identity of the influencer. However, if the character achieves an Excellent Success, the nature of the influence is learned, and on an Extraordinary Success, the identity of the influencer is learned as well.

DETECTION

(Rank) Hexes

1 Round

YES

NO

1

Warden

Discipline Message

PER + Rank

Using Discipline Message, a character is permitted to magically send a message to another member of their discipline. The Difficulty Number of the Discipline Message is based on the distance the message must travel:

Distance                 Difficulty

Less than 1 mile      2

2 - 5                         5

6 - 10                       8

11 - 25                     11

26 - 50                     14

51 - 100                   17

The message sent is delivered once, and only once, immediately after a successful Discipline Message Test by a quavering spirit voice. The message may not exceed 50 words in length.

TELEPATHY

100 Miles

1 Round

YES

YES

NO

Warden

Dodge Boost

DEX + Rank

This talent allows characters to enhance the effectiveness of a defensive stance whenever they choose to use that combat option. The character makes a Dodge Boost Test vs. the Attack Test result of any incoming attack. The benefit realized by the character is based upon the success level achieved. On an Average Success, the character gains an additional +1 to their Physical Defense in addition to the +3 bonus they earn by taking the Defensive Stance combat option. A Good Success earns the character an additional +2 bonus, and an Excellent Success an additional +3 bonus. The benefit which accrues to the character from successfully using Dodge Boost does not affect the penalty the character suffers to all steps by taking a Defensive Stance.

(+) AVOID BLOW Effectiveness

Self

1 Round

YES

NO

NO

Warden

Heal Warping

WIL + Rank

This talent allows a character to temporarily purify corrupted regions of Astral Space. This test may only be attempted once per day and costs Strain whether or not the character succeeds. The character makes a Heal Warping Test vs. a Difficulty Number based upon the region of astral space the character is located in (see the table below):

                Open      15

                Tainted  18

                Corrupt  25

If the character achieves an Extraordinary Success, an area of astral space equal to the Hex the character occupies plus each of the surrounding hexes is temporarily turned into a Safe area of astral space for the duration of the talent.

Manipulate ASTRAL SPACE

Self

(Rank) Minutes

YES

NO

5

Warden

Leadership

CHA + Rank

Leadership allows a character to lead a group of friendly gamemaster characters. The character makes a Leadership Test against the highest Social Defense of any target in the group, + 1 for each member of the group. The level of success determines the level of risk which the group being led is willing to take on behalf of the character. On an Average Success, the group is willing to take any action which the character leader desires which is not potentially dangerous to any member of the group. On a Good Success, the group is willing to undertake any action which the character leader is willing to undertake first. On an Excellent Success, the group is willing to undertake any action which the character leader engages in even though the character may not actually act before some members of the group. On an Extraordinary Success, the group is willing to risk their lives on behalf of the character even though the character leader may, or may not, actually engage in the dangerous activity. Upon expiration of the talent effect, the group being led will immediately cease acting on behalf of their character leader and attempt to return to their usual everyday pursuits by the swiftest route possible.

(+) CHA Test Effectiveness

(Rank) Hexes

(Rank) Hours

YES

YES

NO

Warden

Life Check

TOU + Rank

The Life Check talent gives characters a chance to save themselves from death. A Life Check Test is made as soon as a character's Current Damage exceeds the character's Death Rating. Each use of Life Check requires the sacrifice of one of the character's available Recovery Tests. If a character does not have an available Recovery Test, Life Check cannot be used. To use the Life Check talent, the character makes a Life Check Test and reduces Current Damage by an amount equal to the results of the Life Check Test. If the Current Damage is now less than the character's Death Rating, the character remains alive. If the Current Damage is now less than the character's Unconcsciousness Rating, the character immediately regains consciousness.

RECOVERY TEST in Combat

Self

Permanent

NO

NO

NO

Warden

Mentor (Guard)

CHA + Rank

When used by a Guard, the Mentor talent allows him to select a Protege from among his friends and acquaintances. If a lower-Circle Guard is one of this group, that character is automatically designated as the Protege. If no such character exists, the Protege will normally be the youngest or least experienced character available. The Guard makes a Judge Character Test (or straight Insight Test) to determine if the Protege is suitable (eliminating any candidates with Hostile or deceptive intentions).

Once designated, the Protege enjoys many benefits from his association with his Guard Mentor:

                Shield - The Guard may elect to use his Shield talent to cover his Protege as well as himself. To be so protected, the Protege must be adjacent to the Guard. When used in this manner the Guard must take 2 Strain instead of 1 and uses his Mentor Step rather than his Shield Step when making the Test.

                Encamp - The Guard must offer to include the Protege in any Encampment (larger than 1) that he builds.

                Suggestion - At the start of any round the Guard may suggest a course of action to the Protege. The Guard rolls his Mentor Test vs the Social Defense of the Protege. If successful, the Protege may add +1 Initiative and +1 Step to the suggested action.

                Karma Ritual - The Guard receives +1 Karma Point (free) for any Karma Ritual performed with the Protege in the audience.

                Training - The Guard must offer Training to the Protege (at standard terms) for any Talent, Skill, or Circle that he is able to teach.

The relationship of Mentor to Protege lasts as long as each character wishes to continue the mutually beneficial association, or until one the two is no longer able to fulfill their commitment to the other.

Gain FOLLOWER & (+) KARMA Ritual Effectiveness

Self

Varies

NO

NO

Varies

Warden

Metal Ward

PER + Rank

With this talent, a character can make armor repel metal weapons. If a foe makes a successful attack against the character using a metal weapon, the character makes a Metal Ward Test vs. the result of the foe’s attack test. Characters who achieve success on this test may add a number of points to their Physical Armor rating equal to their talent rank for that blow.

(+) ARMOR

Self

1 Blow

NO

NO

1

Warden

Pass Ward

PER + Rank

This talent allows a character to pass by a ward without triggering it. The character makes a Pass Ward Test and records the result. When the character then passes near a ward which would normally be triggered by the character’s presence, instead the Effect Test of the ward is made vs. the result of the character’s Pass Ward Test. If the Effect Test fails, the ward is not triggered and the character may pass by as if the ward did not exist. If the Effect Test succeeds, the ward is triggered as normal.

Ignore WARD

Self

(Rank) Minutes

YES

YES

NO

Warden

Swift Kick

DEX + Rank

The Swift Kick talent grants the character an extra attack when using Unarmed Combat. To use Swift Kick, the character must first win Initiative over the intended target. If this condition is met, the Swift Kick attack is made in addition to the character's normal Unarmed Combat attack and is made at the end of the round. The character's Strength Test is the default Damage Test for this talent. T'skrang may make this attack with their tails.

Second ATTACK

Self

1 Round

NO

NO

2

Warden

Vertigo

WIL + Rank

This talent causes a target to become completely disoriented. The character makes a Vertigo Test vs. the Toughness Step of the target. If successful, the target is no longer able to tell which way is up or down. The target loses their largest action die for any action, up to a D10. If the highest die is a D12 or D20, the target reduces their attack test result by 6. The duration of the effect is equal to 1 round for each level of success achieved on the Vertigo Test.

(-) Opponent's TEST Effectiveness

(Rank) Hexes

Varies

YES

NO

1

Warden

Viewpoint

WIL + Rank

This talent creates a one-way window through a wall or other barrier. The window can be as small as the character wishes or as large as 3 feet by 3 feet. The material of the barrier is unaffected. There is, however, a chance of someone noticing the existence of the Viewpoint from the other side of the barrier. The result of the Viewpoint Test is the Sensing Difficulty for any Perception Test made by someone in position to detect the Viewpoint.

INFORMATION

Touch

(Rank) Rounds

YES

NO

NO

Warden

Denotes a COMBAT related talent