recursal/Fanatic-Fandom huggingface dataset:
Navigation

#### **Description**

The adept can read maps, chart courses, and travel safely, minimizing environmental challenges and other hazards. To pinpoint their location, navigators must be able to see the sky and possess a set of navigator’s charts. Navigation often relies on the movement of the sun, the constellations, and similar astronomical phenomena for direction. Consequently, navigation is most effective on clear nights when the stars shine brightest. The adept spends ten minutes determining his current position and makes a Navigation test against a Difficulty Number determined by the gamemaster, based on the Navigation Table, and modified depending on the circumstances. Incomplete or inaccurate charts can increase the Difficulty Number by +1 to +5.
The test result determines the adept’s accuracy. A single success gives a position accurate to within 10 miles; two successes within 5 miles; three successes, within 2 miles; four or more successes places the navigator within a mile of his target location. If the test fails, the adept inadvertently plots a destination 20 to 25 miles wide of his
intended destination. He only recognizes his mistake if a subsequent Navigation test yields a better result, or he arrives at the destination and realizes that it’s not the place he intended to travel to.

A Rule of One Result positions the adept more than 25 miles away from the intended destination—he is completely lost, but will be adamant that he knows exactly where he is. Any further Navigation tests the adept makes add +2 to the Difficulty Number (assuming his friends can convince him to make another test).

Navigation Table
 7
 9
 12
 18
Speak Languages

#### **Description**

The adept magically learns to communicate with others in different languages. Using this talent he can learn a number of languages equal to his Speak Language rank. If he has not reached this maximum, the adept can attempt to learn a new language by listening to a fluent speaker for at least one minute, then making a Speak Language test against the language’s Learning Difficulty. If successful, he learns the language and notes it on his Character Record Sheet. If the test fails, the adept cannot attempt to learn that specific language again until he improves his Speak Language rank.
The Learning Difficulty for the different racial languages is shown in the Language Table. The numbers reflect the difficulty of learning the base “racial” versions of these languages. Dialects are considered different languages for the purposes of this talent (see below).
When speaking a language learned through this talent, the adept makes a Speak Language test against the Learning Difficulty of the language. The success level determines how well they communicate.
Simple sentences or ideas, such as “Which way to the sheriff?” may only require a single success; normal conversation that includes idioms or jargon require two; technical conversations or other discussions filled with specialized jargon require three successes; conversations about philosophy, or other abstract ideas, may require four or more. Partial successes may convey more or less detail at the gamemaster’s discretion.
The effect of each test lasts for a number of hours equal to the adept’s Speak Language rank, allowing communication at the level achieved by the test result.
If the adept requires more complex conversation, he must make another Speak Language test. The Strain cost reflects the concentration required to establish and maintain communication.
Dialects
Languages are often complex and most possess many different variations, called dialects. These dialects are sometimes regional, others by city, or even by kaer. The Learning Difficulty of a dialect is based on the original language, usually the base DN +2, but higher difficulties are possible. The adept must know how to speak the base language before he can attempt to learn a dialect of that language. If the adept knows the base language of a dialect, he can communicate, but his ability to do so may be limited at the gamemaster’s discretion.
There is a non-magical version of this talent, but it is different enough that it is covered in more depth in the Skills chapter, p. 182.
Hellfire Shotguns

****Hellfire Shotguns****
*1 viên/lần bắn*
*Lượng đạn: 8*Reaper xé tan kẻ địch bằng đôi súng shotgun. Mỗi khẩu shotgun có thể bắn được 4 viên đạn trước khi hắn phải thay đạn.

**Nút nhấn (, )**

## Chi tiết

Reaper bắn liên tục với hai khẩu shotgun với tốc độ 2 viên trên giây. Hai khẩu súng này bắn lan rất rộng, hiệu quả hơn khi bắn gần. Nếu tất cả viên đạn shot gun đều trúng một mục tiêu, sát thương gây ra là 140 mỗi phát bắn.
Conceal Object

#### **Description**

*Illusion*. The adept hides one or more objects on his body, using illusion magic to help mask them. He must make a reasonable attempt to conceal the object, but any obvious shortcomings (a hilt sticking out of a pocket, a bump in his coat) are hidden by illusion.
This talent is often used to conceal weapons, so its effects are measured by weapon Size (p. 403), but other objects can be hidden just as easily, with the gamemaster assigning an appropriate Size to them. No object to be concealed can be greater in Size than the adept’s one-handed Size limit. He can conceal objects up to a combined Size equal to his Conceal Object rank.
The adept makes a Conceal Object test, the result being the Detection Difficulty for attempts made to find the item. Items of Size 1 (Size 2 for trolls and obsidimen, or items equivalent to Size 1 for windlings) are hidden from all kinds of searches; larger items are only hidden from visual inspections.
As long as an item is concealed, the adept gains the benefit of Surprise when producing it for a fitting purpose, such as drawing a weapon to attack. Adepts may use this talent to regain Surprise when using the Surprise Strike talent. The target of a concealed weapon attack is entitled to a Perception test to avoid being Surprised (p. 390), with a +2 bonus for each additional attempt made to conceal a weapon for this purpose in the same encounter.
*Skill Use*: The non-magical version of this skill does not enhance the concealment with illusion magic, and therefore is limited to items that can be reasonably concealed without that enhancement. Reduce the size limit of items that can be concealed by one.
Astral Sight

#### **Description**

The adept sees into the astral plane, and is able to view the astral patterns and imprints. He makes an Astral Sight test against a base Difficulty Number of 6, modified by the local conditions of astral space. If successful, he can see the astral imprints, magical auras, and patterns of any target with a Mystic Defense equal to or lower than the test result.
Each use of the talent lasts for a number of rounds equal to the Astral Sight rank, and the adept can only see astral impressions that are within his Astral Sight rank x10 yards.
More information on perceiving astral space and the Difficulty Numbers associated with it are explained in the Workings of Magic chapter (see Using Astral Sensing, p. 209). Examining magical items using Astral Sight does not provide any information about the item’s history or reveal any Key Knowledges (p. 221).
#### **Racial Note**

All windlings have access to the Astral Sight Talent (see p. 129). Windling adepts starting play with no Ranks assigned to their Astral Sight talent know it at Rank 0. They may purchase Ranks for the talent during the game using Legend Points, just like other talents, treating it as a Novice talent.
Emotion Cooking

#### **Description**

The adept prepares a meal that arouses partakers to a basic emotion, such as fear, love, hate, happiness, anger, or joy, directed at a subject discussed during the meal. For example, if the cook talks about love for a king, the audience feels the emotion expressed (love in this case) about the king named. Each meal requires at least an hour to prepare, and takes an additional hour to consume while the cook is present, after which the adept makes an Emotion Cooking test against the highest Social Defense among the audience.
Inspire Others

#### **Description**

The adept inspires his companions, raising spirits and boosting morale. He speaks inspirational words, then makes an Inspire Others test against the highest Social Defense among the target group, +1 for each additional character, targeting friendly characters only. If successful, all affected characters add +1 to Social Defense and gain a +2 bonus to their tests for each success. The talent effect lasts for a number of rounds equal to the adept’s Inspire Others rank.
Tracking

#### **Description**

The adept follows the trails left by people or animals across great distances, using a combination of divination magic and senses—in particular, sight and smell — to find traces of their passage. After locating some visible tracks, either by searching for them or spotting them with a Perception test, the adept makes a Tracking test against a Difficulty Number determined by the gamemaster.
The base Difficulty Number of a trail is equal to the lowest Dexterity Step among the target group. If the trail is over a day old, add +2 to the Difficulty; if the trail is a week or more old, add +3 to the Detection Difficulty for every week that has passed. If the tracks have been obscured by weather, such as rain or snow, the adept requires an extra success on his Tracking test to be able to follow them.
If successful, the adept will see the faint, luminous image of the tracks on the ground, allowing him to unerringly follow the tracks, even if they have been obliterated by weather or other causes, for a number of hours equal to his Tracking rank before requiring another Tracking test.
The adept may also use this talent to obscure his own tracks, as long as he travels no faster than his Movement Rate. If disguising a group’s tracks, travel is limited to a maximum speed equal to half the adept’s Movement Rate. He must keep to the rear of the group and spend time masking signs of their passage. The adept makes a Tracking test once for each day of travel, the result of which becomes the Detection Difficulty for attempts to follow him.
***Skill Use***: The non-magical version of this talent does not cause the tracker to magically see the tracks, but otherwise the talent works as described.
Stealthy Stride

#### **Description**

*Illusion*. The adept combines fluid movement with magical effects that dampen sound and mask his presence, including deepening shadows and using illusion to remain unobserved. The adept makes a Stealthy Stride test, the result being the Difficulty Number for any Perception tests made to notice the adept.
This talent does not allow the adept to vanish while being observed—once a character is aware of the adept’s presence and watching him the talent will not work. Using Stealthy Stride halves the adept’s Movement Rate and the effect of any abilities used to increase movement speed.
*Skill Use*: The non-magical version of this talent does not include the magical effects, but otherwise works the same way as the talent.
Peacekeeper

****Peacekeeper****
*2 - 6 viên/giây*
*35 - 70 sát thương*
*Lượng đạn: 6*McCree bắn 1 viên đạn từ khẩu Peacekeeper đáng tin cậy của anh. Anh ta có thể quay nhanh khẩu súng để nhanh chóng xả toàn bộ ổ đạn

**Nút nhấn (, ), (, )**

## Thông tin

McCree bắn 2 viên đạn mỗi giây từ khẩu súng lục của anh ta .Mỗi phát gây 35-70 sát thương, giảm theo khoảng cách từ mục tiêu.

,  Bắn Alt-fire sẽ bắn tất cả lượng đạn còn lại trong 1 giây, mỗi viên gây 45 sát thương. Bắn kiểu này sẽ làm gây sát thương lan và không thể gây headshot.

## Ngoài lề

* Khẩu Peacekeeper được chế tác bởi một thợ làm súng huyền thoại. Nó sử dụng loại đạn cỡ lớn với nhiều cải tiến kỹ thuật.

## Patch Changes

* **Nội dung thay đổi: July 19, 2016** **Chú thích:** *Giữ nguyên sát thương dù bắn ở tầm xa, vẫn giảm nếu quá xa*
* **Nội dung thay đổi: June 14, 2016** **Chú thích:** *Thời gian trễ khi sử dụng cách bắn phụ giảm từ 0.75 giây xuống 0.3 giây; sát thương của mỗi viên đạn bắn kiểu này giảm từ 70 xuống 45*
* **Nội dung thay đổi: April 21, 2016 (beta)** **Chú thích:** *Thời gian trễ khi sử dụng cách bắn phụ tăng từ 0.3 giây lên 0.75 giây*
* **Nội dung thay đổi: November 9, 2015 (beta)** **Chú thích:** *Sát thương giảm khi bắn tầm xa*

## References

1. ↑ *Overwatch Visual Source Book*, p.46
Creature Analysis

#### **Description**

The adept uses a type of divination magic to gain information about a creature he is observing. He makes a Creature Analysis test against the target’s Mystic Defense. For each success, the adept’s player can ask a specific question that would reveal one of the creature’s game statistics or abilities, such as, “What is its Physical Defense?” or “What is its Unconsciousness Rating?” The question must be about a specific trait — general questions such as “How tough is it?” should warrant equally vague answers (“Pretty tough”).
Lasting Impression

#### **Description**

The adept impresses a group of characters when leaving the group. He strikes a dramatic pose or makes a short soliloquy, then makes a Lasting Impression test against the highest Social Defense among the target group, +1 for each additional character. If successful, a powerful image of the adept is imprinted in the targets’ minds. The adept adds +2 per success to Interaction tests he makes against the affected characters for a number of weeks equal to his Lasting Impression rank. If, after using this talent when leaving the group, the adept is seen by any of the target characters within one day of his departure, the effect ends for that character.
Animal Possession

#### **Description**

The adept places his spirit into the body of an animal by touching it and making an Animal Possession test against the animal’s Mystic Defense. If successful, his spirit takes possession of the animal’s body. The adept controls the animal’s body 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.
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 independent actions until the possession ends. When the talent ends the adept’s spirit returns to his proper body. If the host animal is killed or knocked unconscious while the talent is in effect, the possession ends immediately, and the adept suffers any damage dealt to the host while the possession was in effect. No armor protects from this damage.
Air Sailing

#### **Description**

The adept knows how to work the rigging, tiller, and oars of airships. The adept makes an Air Sailing (5) test to help propel an airship. If successful, he counts as one crew member for each success scored.
An adept who wishes to join an airship crew must know Air Sailing at Rank 1 or higher. Positions of command require greater ability: the higher an adept’s Air Sailing Rank, the bigger the ship he can command or the higher the position he can fill within a ship’s crew. For an airship to stay airborne, at least 25 percent of the required crew must make successful Air Sailing tests each hour. For example, an airship with a crew of twenty needs at least five rowers to succeed to stay afloat. This might be an equivalent number, such as two rowers, one of whom achieved four successes on his test. 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.
Highlights

**Highlight** là một đoạn phim ngắn theo dạng Play of the Game, cho thấy những pha xuất sắc của người chơi trong những trận đấu gần nhất.

## Thể thức

Trong mỗi trận đấu, sẽ có sự so sánh giữa các pha Highlight, pha xuất sắc và xứng đáng nhất sẽ được đề cử thành Play of the Game. Sau đó, tất cả các pha Highlight bao gồm Play of the Game will sẽ được thêm vào menu "Highlights", sẽ xuất hiện nếu người chơi có tối thiểu một pha Highlight.

Menu "Highlights" bao gồm 5 pha Highlight trong những trận đấu gần nhất của lần đăng nhập đó. Tất cả dữ liệu sẽ bị xóa nếu người chơi thoát game.

## Chú ý

* Nếu bạn được đề cử Play of the game, trong đoạn phim vẫn sẽ hiện là "Play of the Game", nhưng bên ngoài thì vẫn để là "Highlight".

## Thay đổi qua các Patch

* **Nội dung thay đổi: 2 tháng 8, 2016** **Chú thích:** *Sửa một lỗi khiến cho skin “Jester” và “Fool” của Junkrat hiển thị sai trong pha Highlight.*
* **Nội dung thay đổi: 13 tháng 4, 2016 (beta)** **Chú thích:** *Sửa lỗi tổ hợp phím ALT + Z trong menu "Highlights" hiển thi màn hình đen.*
* **Nội dung thay đổi: 23 tháng 3, 2016 (beta)** **Chú thích:** *Sửa lỗi khiến cho người chơi bị crash liên tục khi xem các pha Highlight.*
* **Nội dung thay đổi: March 22, 2016 (beta)** **Chú thích:** *Thêm menu "Highlights".*
Empathic Sense

#### **Description**

The adept gains information about the emotional state of a character within 10 yards by making an Empathic Sense test against the target’s Social Defense. If successful, he senses the target’s emotions and gains information appropriate to the number of successes achieved. A single success gives the adept an idea of the target’s general emotional state; two successes allows him to read the target’s surface emotions; with three or more successes, he knows exactly what the target is feeling. The adept gains a +2 bonus per success achieved to any Interaction tests he makes where knowledge of the target’s emotional state would be helpful. Each use of this talent lasts for a number of minutes equal to the adept’s Empathic Sense rank.
An adept with Empathic Sense may choose to extend the talent’s duration to a year and a day by “attuning” the talent to a voluntary target. This requires a half hour of quiet meditation with the target and causes the adept 1 Blood Magic Damage. The talent’s range increases to a number of miles equal to the adept’s Empathic Sense rank and provides the adept with a vague sense of the attuned character’s location, within a 60-degree arc.
Unattuning the target before the talent’s duration expires requires another halfhour-long ritual with that character. An adept may not be attuned to more than his Empathic Sense rank in characters at one time.
Avoid Blow

#### **Description**

The adept avoids injury by dodging or parrying blows directed against him. When attacked in close or ranged combat, the adept may make an Avoid Blow test against his opponent’s Attack test result. If successful, the adept avoids the blow—he sees the attack coming and dodges or parries it at the last moment. The adept can avoid a maximum number of attacks equal to his Avoid Blow rank each round, but only one attempt per Attack test. An adept cannot use Avoid Blow if he is blindsided or surprised by his attacker.
Item History

#### **Description**

The adept learns the history of an enchanted or mundane item. The adept studies the item for a week, carefully examining it for at least one hour each day, then makes an Item History test against the item’s Mystic Defense.
If successful, each success reveals one new Key Knowledge from the item’s history. When used on mundane items (which do not have True Patterns), each success provides the adept with a different piece of information instead of a Key Knowledge. Item History can be used multiple times on the same item, but each test requires another week of study. The adept can learn a maximum number of Key Knowledges from a given item equal to his Item History rank.
See Workings of Magic, p. 202, for more information on Key Knowledges, and Thread Magic, p. 218, for more information on how Key Knowledges are used to weave threads to magic items.
Ephemeral Bolt

#### **Description**

*Illusion*. This spell creates a wriggling, glowing green bolt that squirms its way through the air toward an opponent. The magician wriggles his finger and makes a Spellcasting test against the target’s Mystic Defense. If successful, his Effect test determines how much damage is inflicted.
Additionally, the target suffers a -2 penalty to any Willpower tests until the end of the next round. This spell may be disbelieved (see Disbelieving Illusions, pg. 267).
This spell may be placed in the same spell matrix as True Ephemeral Bolt.
#### **Extra Threads**

Increase Effect (+2 Effect Step), Increase Range (+10 yards), Additional
Target (+1)
Lock Picking

#### **Description**

The adept conjures a set of pale blue telekinetic lock picks which he uses to open mundane and magical locks by making a Lock Picking test against a Difficulty Number determined by the gamemaster for mundane locks, or against the lock’s Mystic Defense for magical locks. If successful, the lock opens. The adept may attempt to open the same lock a number of times equal to his Lock Picking rank. Should he fail all of his attempts, or on any Rule of One Result, he cannot open that lock until he increases his Lock Picking rank.
*Skill Use*: The non-magical version of this talent requires the adept to have a set of lock picks (see the Goods and Services chapter), and can only be used to open mechanical locks; it cannot be used to open magical locks.
Call Animal Companion

#### **Description**

The adept magically calls an animal companion by making a Call Animal Companion test against the animal’s Mystic Defense. If successful, the animal senses the adept’s call and attempts to make its way to him as fast as possible. The animal companion must be within the adept’s Call Animal Companion rank ×100 yards to hear the call.
Artist

#### **Description**

Artists produce physical works of art that evoke an emotion in those who see it. The character makes an Artist test and records the test result.
When an observer looks at the work compare the recorded Artist test result to the observing character’s Social Defense. The Success Level determines how well the character appreciates the work of art. Higher Success Levels create a more impressive experience for the observer.
Examples of the fine arts include painting, poetry (written), sculpture, and writing. A character may acquire the Artist skill multiple times to learn different types of art.
This skill can be used as an Artisan skill.
Haggle

#### **Description**

The adept drives a “hard bargain” when buying or selling goods by making a Haggle test against the customer’s or merchant’s Social Defense. If successful, the price rises or falls by 5 percent of the goods’ cost in favor of the adept. Merchants or customers can make Haggle tests to readjust the price in their favor. The adept may make a number of tests per transaction equal to his Haggle rank. However, as soon as either side fails a Haggle test, the bargaining stops.
Haggle can also be used to get a better price for stolen or illegal goods—shady merchants usually buy stolen or illegal goods for a base 10 percent of their value (see the Goods and Services chapter).
The adept can only use the Haggle talent on a number of transactions per day equal to his Haggle rank against a particular target . What constitutes a transaction may vary from a single ring to an entire chest of jewelry.
Anticipate Blow

#### **Description**

The adept anticipates attacks made against him, making him harder to hit. The adept must have a higher Initiative result than his target, and makes an Anticipate Blow test against the target’s Mystic Defense. Each success adds +2 to his Physical Defense against the target’s attacks until the end of the round. The adept can use this talent a number of times equal to his Anticipate Blow rank each round, taking the strain for each new target.
After a successful Anticipate Blow test, the adept also adds +2 per success as a bonus to the first Attack test they make against that target. Anticipate Blow does not convey any additional attacks—the adept must use other talents or skills to attack as normal.
Animal Bond

#### **Description**

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 attitude toward him (the Gamemaster’s Guide has more information on attitudes). The adept may make additional tests to further improve the animal’s attitude, but must spend at least one day with the animal between tests, treating it well during that time.
Each subsequent improvement requires an additional success on the Animal Bond test (so it requires two successes to improve from Neutral to Friendly).
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. An adept can maintain a number of animal companions equal to his rank in Animal Bond.
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 offset the talent’s effects, worsening the animal’s attitude towards the character. If an animal companion’s attitude drops below Neutral, talents or abilities that target animal companions will no longer work.
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.
***Skill Use***: The non-magical version of this talent requires one week of time to pass between tests to improve the animal’s attitude beyond Neutral.
Awareness

#### **Description**

The adept has trained to be more aware of his surroundings, noticing things that he might otherwise miss. When trying to spot someone or something—including hidden vaults, secret doors, or disguised or concealed characters—the adept makes an Awareness test instead of a Perception test. If successful, he notices the target of his search if it is within short range of Visibility (see the Gamemaster’s Guide).

With three or more successes, he notices the target within medium range of Visibility. If the adept possess the Disarm Trap talent or skill, he may use this to find traps and wards.
True Sight

#### **Description**

The adept sees through illusions more easily, adding his True Sight rank to the result of any tests he makes to sense or otherwise see through an illusion. This bonus does not increase the efficacy of the original test for any purposes other than detecting illusions. For example, if the adept had made a Damage test which also counted as a Sensing test to detect an illusion, adding his True Sight rank to the test result would not inflict further damage—it simply improves the chance of success on the Sensing test. See Illusions, p. 266, for more information on illusions and how they work.
Wilderness Survival

#### **Description**

The adept knows how to survive in the wild. He is able to locate or build shelter, start a fire, find water, or forage for edible vegetation, such as berries, roots, fruits, mushrooms, and other plants. The adept makes a Wilderness Survival test against a Difficulty Number determined by the gamemaster, based on those shown in the Survival Table, and taking circumstances such as season, weather, and environment into account. Each use of this talent takes two hours and the adept may make four such tests per day, meaning he will sometimes need to make difficult survival decisions—food or water? Shelter or food?
***Finding Food***
Wilderness Survival allows the adept to forage or otherwise find food. Some barren areas may not support any plants or animals at all; the adept cannot successfully find food in such areas. For each success on a Wilderness Survival test, the adept finds enough food for one person for one day.
***Finding Shelter***
Unless the adept carries a tent or tarp, he will need to find or build shelter when traveling through the wild. Natural shelters include caves, rock formations, fallen trees, or anything else that can block the wind and/or offer some sort of protection from the elements. For each success on a Wilderness Survival test, the adept finds or builds a shelter providing adequate protection for one person from light rain, wind, or snow.
***Finding Water***
Generally, a Namegiver character requires a minimum of one quart of water each day to remain healthy. Unfortunately, not all the water found in the wilderness is safe to drink. Precautions should always be taken before drinking from any untested water source. In areas without obvious sources of water, alternative water sources must be found. For each success on a Wilderness Survival test, the adept finds enough safe water for one person for one day.

Survival Table
 The Blood Wood
 Hinterlands
 Jungles
 Mountains, Highland
 Mountains, Lowland
 Plains
 The Poison Forest
 The Wastes
 Woodlands
Disaster

#### **Description**

*Figment*. This spell creates the figment of a disaster happening just beyond normal sight. The magician glances around casually, then stops and stares hard at a fixed point on the horizon, saying out loud something like “Oh, Passions, look over there!” or “What in the world can that be?” and makes a Spellcasting test against the highest Mystic Defense among the target group, +1 for each additional target. If successful, the evidence of a disaster of the magician’s choosing is created: a plume of smoke rising from the roofs of a village, the sounds of people screaming, or some other minor, but distracting, effect.
The target’s attention is drawn to the supposed disaster and is sufficiently distracted to allow the equivalent of a Blindsided attack against him. The magician may affect up to Spellcasting Rank targets. The spell cannot be cast inside small, enclosed environments, such as rooms with no windows. If used against a target engaged in combat, or another equally engaging activity, the magician must achieve an additional success for the spell to affect him. Anyone affected by the spell targeted by an Action test (such as an Attack test) which draws their attention is no longer affected by the spell. If this spell has previously affected a target and they were attacked as a result, it may not be used again on that target until the following day.
Талинн Циркус

**Талинн Циркус** - член клана Топпат и второстепенный персонаж, появляющийся в Completing the Mission.

## Описание

### Внешность

Талинн носит красный цилиндр с желтой полосой и красную обувь.

### Биография

Его завербовали из цирка. Он акробатический волшебник, и с ним действительно сложно иметь дело в бою.

## Появление в игре

### Completing the Mission

Его можно увидеть с Крашером, когда Генри Стикмин находится в хранилище орбитальной станции Топпатов. Если Генри использует дозвуковую волну, Таллин вместе со всеми на складе - будет раздавлен. Если Чарльз Кэлвин взломает Топбота, Таллин будет удивлен его внезапным появлением из ящика, но вскоре, его позабавят танцы робота, как и всех остальных Топпотов на складе. Это позволяет Генри попасть в машинное отделение.

## Галерея

БиоВместе с КрашеромПри появление Топбота
Enhanced Matrix

#### **Description**

An Enhanced Matrix is an improved type of spell matrix. An Enhanced Matrix holds the pattern of a spell and a single, pre-woven spell thread. The magician weaves the thread when he attunes the spell to the matrix, saving him time when casting the spell. The Enhanced Matrix rank determines the maximum spell circle it can hold. Each Enhanced Matrix represents a separate talent with its own Rank, and is improved independently. For more information on spell matrices and how they are used, see the Spell Magic chapter, p. 246.
Animal Companion Durability

#### **Description**

An animal companion’s ability to take damage is improved in a similar manner to the Durability ability (p. 85), with each rank increasing the companion’s Health Ratings by +5. The maximum number of animal companions that can benefit from this talent is equal to the adept’s Animal Companion Durability rank. An animal companion may only benefit from a single Durability-type talent at a time.
Etiquette

#### **Description**

Etiquette is the art of proper behavior in social situations and can be extremely important—improper behavior may be punished by responses ranging from the scorn of nobles to beheading at the hands of enraged ork scorchers. The adept observes the surrounding culture for a minute, then makes an Etiquette test against the Difficulty Number of knowing the proper behavior for a given social situation. The base Difficulty Number is 5, with the gamemaster modifying the target depending on how unfamiliar the adept is with that culture. The Difficulty Number is typically increased by +3 for each differing aspect. Typical sources for modification include different social standing, different race, a foreign land with different customs, and so on.
If successful, the number of successes alters the reaction of observers. A single success means observers believe the adept possesses the rudiments of proper behavior; two successes means those same people approve of the adept’s manners; three or more successes so impresses observers with the adept’s manners that their Attitude toward him improves by one degree (to a maximum of Friendly). The effect lasts for a number of days equal to the adept’s Etiquette rank or until the social situation ends, whichever comes first.
Squeak Pip

Novice

 Journeyman

Warden

Master

Journeyman

Warden

Master

Warden

Master

#### **Clothes**

Riding boots, shirt, belt, breeches, traveler's cloak, gloves, woolen hat, hooded mask, wool jacket
#### **Equipment**

Bedroll, flint & steel, torch, waterskin, baking tools, trail rations(1 week), 6 candles
#### **Miscellaneous**

Paper (10 sheets), quill pen, bottle of ink, large sack, backpack, chalk (10 pieces), slate
TS-Учебник Вики

На данный момент существует 13 статей, и вы **можете нам помочь**!

**Wikia** — это сообщество интернет-энциклопедий на разные темы. Любой пользователь может редактировать страницы на этой вики: просто нажмите кнопку «Править» в верхней части любой страницы. Посетите Вики Сообщества и задайте любой вопрос на центральном форуме.

Расскажите другим, о чём эта вики, и сделайте ссылки на основные разделы Вики. Добавьте описание вики.

 Файл:Placeholder

Вы можете улучшить эту вики. Создайте новую статью!
<createbox>
width=24
break=no
buttonlabel=Создать новую страницу
</createbox>
Так же вы можете улучшать уже созданные страницы.
Каппа Джо

Шаблон:Персонаж2

**Каппа Джо** — член Клана Топпат и глава технической поддержки Дирижабля. Появляется в Infiltrating the Airship.

## Описание

### Внешность

Джо носит небольшой фиолетовый цилиндр с округлённой верхушкой. Он также носит голубые ботинки.

### Биография

Каппа Джо является одним из преступников, а также, у него есть особенная роль в Клане Топпат. Он работает в техническом отделе дирижабля. Также, как и любой офисный работник он любит пить кофе и не редко выходит на воздух что-бы посмотреть на небо и взбодриться чашечкой кофеина. Ещё, судя по наличии в компьютере игры Civilization V, Каппа Джо любит отлынивать от работы. Каппа Джо - одиночка и любит работать наедине.

## Появление в игре

### Infiltrating the Airship

Каппа Джо появляется в пути Чистокровный вор и только. И фигурирует он в самом начале игры, если выбрать Грейферный пистолет. Генри заметит дверь, через которую можно войти только с карточкой. Там, если выбрать вариант подождать то вскоре из двери выйдет Каппа Джо с чашечкой кофе, Генри быстро проскользнёт за Джо и попадёт в техническую комнату.

Если выбрать вариант "Компьютер" то Генри попробует открыть секретные файлы и преступления Клана Топпат. Однако, увидев игру Civilization V, Генри с радостью её откроет и просидит в ней несколько часов, пока он не заметит за своей спиной Каппа Джо. При выборе остальных двух вариантов Каппа Джо далее не появляется.
Borrow Sense

#### **Description**

The adept temporarily takes one of an animal’s five senses—touch, taste, hearing, smell, or sight—for use as his own. He does not literally “see through the animal’s eyes,” the adept’s own sense becomes like that of the animal. The adept touches the animal and makes a Borrow Sense test against the animal’s Mystic Defense.
If successful, he gains all the benefits (and limitations) of the borrowed sense for a number of minutes equal to his Borrow Sense rank, during which time the animal temporarily loses use of the sense.
Serrav'Alle

### **Description**

Serav'Alle is located on the Coil River, about two days walking distance south of V'Strimon. It has a large population for a rural village, about 1500 - 2000 regular inhabitants, with an additional itinerant population anywhere from a few hundred traders and rivermen up to a couple thousand during the heaviest trading periods.

It began its existence as a T'Skrang river town, and the original river town still maintains its existence as a separate quarter within the village, populated almost exclusively by T'Skrang. There are a couple other 'quarters' to the village.

The Tradesmen's wharf and the docks around it are populated mostly with dockworkers and itinerant traders and boatmen, as well as a large number of warehouses for the storage of goods off-loaded from the cargo boats that use the village as a resupply and trading stop. The airship docks on the northern edge of the village serve a similar purpose, although on a much smaller scale.

### **People of note**

* **Anton**
* Kerg'gal
Summer Games

**Summer Games** là một sự kiện trong Overwatch, dựa trên Thế vận hội Olympics 2016. Sự kiện này kéo dài từ 2/8 đến hết 22/8/2016.

## Skin mới

* Taegeukgi (D.Va)
* Nihon (Genji)
* Selecao (Lúcio)
* Striker (Lúcio)
* American (McCree)
* Eldgenossin (Mercy)
* The Kroner (Torbjörn)
* Sprinter (Tracer)
* Track and Field (Tracer)
* Tricolore (Widowmaker)
* Champion (Zarya)
* Weightlifter (Zarya)

## Emote mới

* Boxing (Bastion)
* Ribbon (Symmetra)
* Juggle (Lúcio)

## Highlight Intro mới

* Bicycle Kick (Lúcio)
* Hurdle (Tracer)
* Shotput (Junkrat)

## Voice line mới

* Be Champions (Lúcio)
* We Are In This Together (Pharah)
* I'm #1 (D.Va)
* I Was Hoping For A Challenge (Genji)
* Learn From The Pain (Ana)
* I Give It A 10! (Junkrat)
* Whoo-Vweeeeee! (Bastion)
* Ignore All Distractions (Hanzo)
* I Don't Much Like Losing (McCree)
* Piece Of Cake (Mercy)
* It's In The Refrigerator (Reaper)
* Overcome All Obstacles (Mei)
* 100% German Power (Reinhardt)
* What's Mine Is Mine (Roadhog)
* You Want A Medal? (Soldier: 76)
* Hard Work And Dedication (Symmetra)
* More Where That Came From (Torbjörn)
* Eat My Dust (Tracer)
* I Don't Miss (Widowmaker)
* Playtime's Over (Winston)
* No Pain, No Gain (Zarya)
* Strive For Improvement (Zenyatta)
Battle Bellow

#### **Description**

The adept issues a great bellow, inspiring his allies and intimidating his enemies. The targets must be within the adept’s Battle Bellow rank x10 yards. The adept makes a Battle Bellow test against the highest Social Defense among the target group, +1 for each additional target.
If successful, enemies affected by the talent suffer a -1 penalty to their tests per success scored until the end of the following round. Friendly targets gain the number of successes as a bonus to their close-combat Attack tests.
Targets which are immune to fear are immune to this talent’s effects.
Дирижабль

**Дирижабль клана Топпат** — огромный летательный аппарат принадлежащий клану Топпат. Это одна из основных баз где они хранят всё украденное имущество, и документы.

## Внешность

Дирижабль —  это огромный, ярко-красный летательный аппарат с четырьмя пропеллерами и вертикальным пропеллером на хвостовом оперении. В дирижабле есть множество окон, вентиляционных отверстий, дверей и комнат. В средней части его фюзеляжа находится символ клана Топпат. В одном из провалов упоминается, что у дирижабля есть шасси. Он является основной локацией в эпизоде "Infiltrating the Airship", также он играет определённую роль в Fleeing the Complex, когда Генри решает позвать на помощь Топпатов.

## Места

* Зал заседаний — место, расположенное на верхнем этаже в центре дирижабля. Это комната, где члены Топпата встречаются, чтобы поговорить, обсудить планы о дальнейших преступлениях.

* Грузовой отсек — расположен в задней части корабля и имеет огромную дверь, которая ведет наружу. Здесь хранятся несколько предметов, таких как танк в коробке, ящики со шляпами и прочими атрибутами клана, а так же разное огнестрельное оружие. Его охраняют несколько человек, около 4-х.
* Капитанский мостик— расположен в передней части дирижабля и имеет две ступени. Вся комната закрыта прозрачным стеклом. На более высокой ступени находится кабина пилота с креслом пилота, а дирижаблем управляет лидер клана.

* Комната наблюдения — область в нижней части корабля, которую Генри посещает только, когда игрок выбирает пистолет с крюком. Она имеет дверь, которая ведёт на внешний балкон. Внутри помещения находятся огромный компьютер и спасательная капсула. Вероятно, компьютер в цифровой базе клана Топпат. Помимо множества файлов, на компьютере также есть стратегическая игра Civilization V.

* Бриг — расположен в коридоре, ведущем в хранилище. Есть много камер, где Топпаты держат заключённых, которые в основном являются полицейскими и охранниками. Одним из заключённых является Дейв Панпа.

* Хранилище — комната с ценностями, такими как золото или дорогая одежда, по середине стоит Румынский Рубин. Скорее всего, самое большое и охраняемое место на воздушном корабле.

* Фонотека — или же библиотека, это комната рядом с хранилищем и камерами, где Топпаты хранят свои сверхсекретные документы, записи и улики.

* Машинное отделение — находится в центре дирижабля, и отделяет записи от хранилища и брига. В этой комнате есть огромная брешь.

ХранилищеКомната наблюденияФонотекаМашинное отделениеКабина пилотаГрузовой отсекЗал заседаний
"Не" с прилагательными

## Правило

"**Не**" с прилагательными пишется слитно если:

* слово не употребляется без "**не**";
* слово можно заменить синонимом без "**не**" или близким по значению выражением;

Раздельно пишется если

* прилагательное является словом отрицанием (отрицательной частицой);
* к прилагательным относятся слова ***далеко не***, ***вовсе не***, ***отнюдь не***, ***нисколько не***;
Tiger Spring

#### **Description**

The adept reacts more quickly than normal in combat, adding his Tiger Spring rank as a bonus to his Initiative Step that round. For example, an adept with Tiger Spring at Rank 3 gains a +3 bonus to his Initiative Step. Tiger Spring can be used with other talents that improve Initiative, such as Air Dance.
Русский язык

* Буквы "а-о" в корнях "-кас-" - "-кос-"
* Буквы "а-о" в корнях "-гар-" - "-гор-"
* Буквы "ы-и" после приставок
* Буквы "и-е" в приставках "при-" - "пре-"
* Соединительные гласные "о-е" в сложных словах
* Буква "е" в суффиксе "-ен-" в существительных с окончанием "-мя"
* "Не" с существительными
* Буквы "ч-щ" в суффиксе "-чик-" - "-щик-"
* Гласные в суффиксах существительных
* Гласные "о-е" после шипящих в суффиксах существительных
* "Не" с прилагательными
* Буквы "о-е" после шипящих и "ц" в суффиксах прилагательных
* Одна и две буквы "н" в суффиксах прилагательных
* Различение на письме суффиксов прилагательных "-к-" - "-ск-"
* Дефисное и слитное на писание сложных прилагательных
* Мягкий знак в середине числительных
* Буква "и" в окончаниях количественных числительных
* "Не" в неопределённых местоимениях
* Дефис в неопределённых местоимениях
Одна и две буквы "н" в суффиксах прилагательных

## Правило

Две буквы "**н**" пишутся если:

* прилагательное образовано при помощи суффикса "**-н-**" от существительного с основой оканчивающейся на "**н**";
* прилагательное образовано при помощи суффиксов "**-*о*нн-**" и "**-*е*нн-**";

Исключения:

* Ветреный

Одна буква "**н**" пишется если:

* суффикс "**-ин-**";
* прилагательное образовано при помощи суффиксов "**-*а*н-**" и "**-*я*н-**";

Исключения:

* Оловянный
* Стеклянный
* Деревянный

В кратких прилагательных пишется столько же букв "**н**", сколько и в полных.
Fun With Doors

#### **Description**

*Figment*. This spell creates different visual effects, all based around the use of doors. The magician must be able to see the target door, trapdoor or archway. He gestures in the air as if painting the door with an imaginary brush, then makes a Spellcasting test against the target’s Mystic Defense (minimum 6). If successful, the magician may create a variety of illusions involving the target. Any interaction with the door will reveal its true nature. False doors created with this spell may be no bigger than 3 square yards in size. New doors cannot be created further than 4 yards away from the original. And obviously, you can’t run through a fake door…
#### **Extra Threads**

Increase Duration (+2 minutes), Increase Range (+10 yards)
Kerg'gal, Town Drunk

### **History**

Kerg'Gal is one of the Adepts who originally founded Serrav'Alle. In the forty years since then, he has actively avoided taking any kind of leadership position in the village, going so far as to hide his history from the vast majority of the villagers. Almost no one is now aware of accomplishments as a Master Adept, and that is how he likes it. He spends most of his time working on his persona as the town drunk, although this is truly an act. Between his magic and knowledge of alchemy, he is able to avoid most of the effects of any alcohol he drinks, but even without those, he is more than capable of drinking a Troll Sky Raider under the table and then being the last man standing in the following bar brawl.

His actual contribution to the town's safety is much more in keeping with his Discipline. He takes on the role of a masked vigilante most nights, handing out "justice" at the point of a halberd and leaving the villains thus defeated for the watch to scrape up. Although he is technically a criminal, Anton has shown very little enthusiasm for unmasking this character, as his actions have been integral in keeping the town free of much of the corruption that plagues most trade towns.

He has two notable Thread items: his cane, Breathstealer, and his leather armor, Geran's Hide.
Breathstealer

Cane: As a cane, Breathstealer is about 3' long and made of a dark wood with a gnarled grain. The handle is carved with a herringbone pattern and has a knob on the end to improve grip, and the bottom is capped with bronze. The only decoration is the metallic wire embedded in the handle's herringbone design, which is present in all of its forms.

Whip: Breathstealer is a 6' long whip made of three types of leather: espraga, basilisk, and rock snake. The handle has the decorated herringbone pattern covered partially by the leather ties from the whip which end in a short set of leather tassels. The tip of the whip separates into 27 fine threads which are impregnated with crystal shards.

Saber: Breathstealer is a fine saber with mild flex. The dark wooden hilt has the decorated herringbone grip as well as a half-bell and pistol guard lined with dark red velvet. The metal strips of the guard have a fine filigree carved into them. The blade is decorated with small runes carved into it and has a narrow blood groove and a swirling grain.

Bill/Bush Axe: As either a bill or a bush axe, the entire haft is covered with the decorated herringbone grip and is made of a dark wood showing a gnarled grain. The blade is the same for both, heavy, with the hook reduced to a minuscule, edged on both front and back, decorated with large easily seen rune carvings which are inset with a dark, iridescent metal.

Hawk Hatchet: Each blade is decorated with runes inset with a dark, iridescent metal. These runes are the same ones found on the bill and saber blades and read, "Life, Ending, Thief, Wind", which is a translation of Breathstealer into an ancient T'Skrang language. The handle is double-curved, made of a dark wood, and has the decorated herringbone grip.