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=Ruse= The Path of the Sea (major association: water, minor association: pressure) Practitioners of Ruse gain a +1 bonus to all Trappings marked with an asterisk ==Universal Trappings (simple)== *'''Sense Talent:''' Can use Perception to detect magical, spiritual and supernatural effects (difficulty defaults to Mediocre (+0) unless it is done covertly). When someone nearby is accessing a Warren, +2 to Perception to detect. No check necessary if visible. *'''Concealment:''' You can use your Arcana as a defense against Sense Talent detection, but this raises the difficulty by 1. *'''Improve Senses (self only):''' With a Mediocre (+0) Arcana check, you can boost your Perception by 1 for a scene. *'''Questing:''' With an Average (+1) Arcana check, you can magically extend the range of your Perception by a Zone, difficulty increasing by one for each zone beyond the first. Increase difficulty by one if trying to perceive through obstacles. ==Universal Trappings (Cadre Mage stunt)== *'''Countermagic:''' You can use your Arcana as a defense against magical attacks you are aware of. *'''Resistance:''' +2 to your defenses against threats similar to your Warren, and you are immune to the environmental hazards of your Warren's realm. *'''Invigorate (self only):''' Place positive temporary Aspects relating to vigor and health on yourself with a Mediocre (+0) check. *'''Warding:''' You can lay wards which alert you when broken in any means you specify (someone passing through them, someone accessing a Warren nearby, sound being made, etc). *'''Protective Wards:''' You may maneuver to place temporary aspects on a target like "Protected by Wards" or "Arrows Bounce Off". *'''Travel:''' You can step into the realm associated with your Warren with an Average (+1) check. Teleportation across short distances is a Good (+3) check and by paying a FP allows to slip in and out at will for a scene. Bigger rifts allowing others to step through are more difficult. *'''Blasting:''' You can use your Arcana as a ranged attack which does +2 Stress on a hit. Base range is 2 Zones, with an extra shift required for each Zone beyond the second. *'''Investment:''' You can imbue items with aspects of your Warren. This requires a string of difficult checks, culminating in spending of FPs. There is also automatically an Aspect on the item connecting it to you and your power source. *'''Power Drain:''' You can trade Stress for a bonus to a single Arcana roll. Every 2 points of Stress gives +1 to a roll. Consequences can be cashed in for the same conversion rate. *'''Sending:''' With an Average (+1) Arcana check, you can send a message to a willing target within a Zone. Increase difficulty as distance increases. ==Universal Trappings (High Mage stunt)== *'''Layered Blasting:''' If possessing more than one warren with the Blasting Trapping, you may combine them into one blast; +1 Stress for every warren used beyond the first, defenses may become inapplicable. The difficulty to sense the magic at range decreases by 1 for each additional warren employed. *'''Spirit Walk:''' Travel the warrens in spirit, leaving your body behind. All stress goes to Composure, instant return to body possible at Great (+4) difficulty. *'''Area Effect:''' For a FP affect an entire zone with an effect. *'''Storm of Power:''' For a FP an attack requires no concentration beyond the initial casting. *'''Great Casting:''' Able to affect targets outside the normal scale if enough Spin is generated. ==Trappings specific to Ruse (simple)== *Create Water *Manipulate Water *Enhance/Diminish Water *Resist Water *Water Perception *Beseech Creature *Keep at Bay ==Trappings specific to High Ruse (High Mage stunt)== *Summon Greater Denizens of Water *Water Walk *Call/Command Creature *Pressure Blast (blasting attacks gain Burn special attack quality, "Burning" aspect replaced with "Can't Breathe")
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