recursal/Fanatic-Fandom huggingface dataset:
Conversation

#### **Description**

The adept is able to make a favorable impression in social situations through tone and word choice appropriate to the situation. The adept makes a Conversation test against the highest Social Defense among the target group, +1 for each additional character. If successful, the Attitude of the target characters rises favorably toward the adept by one degree (for example, from Neutral to Friendly) for the duration of the conversation and for a number of days afterwards equal to the adept’s Conversation rank. The target’s Attitude cannot be improved further while the talent is in effect. The adept can use this talent on a maximum number of characters equal to his Conversation rank at one time.
Innocent Activity

#### **Description**

*Illusion*. This spell masks a character’s activity. The magician waves his hands about as if painting on a large canvas, then makes a Spellcasting test against the target’s Mystic Defense. If successful, everyone will only see an image of the target performing an apparently innocent activity appropriate to the setting. If the target moves from his current location, the illusion is broken. The target may otherwise perform any action, even attacking an opponent, during the spell’s duration. Any obviously inexplicable phenomena as a result of action on the part of the target, such as voices, spells, or attacks, allows those viewing or listening to make a Perception test as a Sensing test (see Illusions, p. 266). If successful, the sensing character sees through the illusion, and the spell ends. If failed, the sensing character concocts some other plausible explanation for what happened.
#### **Extra Threads**

Increase Duration (minutes), Additional Target (+1)
Bastion/Sprays

Đây là danh sách những sprays của Bastion. Sprays tốn 25 credits 1 hình, có 1 vài hình sẽ mở khóa khi bạn hoàn thành achievements (thành tựu).

ActionBirdBirdwatchersBlackBlocksCannonCrisisCuriousCute
Charge! achievementES4Fire at WillFlightFlower PowerGanymedeGiantIconIn RepairsNestOmnicOvergrownPixel
Triple Threat achievementRecoveryRetroSproutWood and Stone
Throwing Weapons

#### **Description**

The adept makes an attack in ranged combat against an opponent by hurling a rock, dagger, spear, or other object. He makes a Throwing Weapons test against the target’s Physical Defense. If successful, the object hits and the adept makes a Damage test for the weapon used. See Ranged Combat, p. 392, for more information.
Temper Flesh

#### **Description**

The adept performs a ritual to toughen himself, making him more resistant to harm. The adept must be rested and in good health (not suffering from any Current Damage or Wounds, except Blood Magic Damage or Blood Wounds) or the ritual automatically fails.
The adept draws icy ether from astral space, rolling the chilling substance over his own body during a half hour of intense meditation, after which he makes a Temper Flesh test against his Toughness Step or a Difficulty Number of 6, whichever is higher.
If successful, the adept adds his Temper Flesh rank to his Health Ratings and Wound Threshold for one day. If the test fails, the target takes Damage Points equal to his Wound Threshold, resulting in a Wound (armor does not protect from this damage).
A character can benefit from only one successful Temper Flesh ritual at a time.
Mystic Pursuit

#### **Description**

The adept senses the location of a character or object relative to his position by closing his eyes and focusing his thoughts on an item in his possession directly associated with the target, such as a strand of hair, a bit of masonry, or even a Pattern Item. The adept makes a Mystic Pursuit test against the target’s Mystic Defense. If successful, he can sense the direction of the target. If the test fails, or the target is further than Mystic Pursuit rank in miles away from the adept, he doesn’t sense the target.
Different Disciplines express this talent in different ways. An Archer might fire an arrow or other projectile into air, which lands pointing in the direction of the target. A Wizard might conjure a glowing thread, visible for a few feet, that he follows toward the target’s aura. A Scout might experience a kind of hyper-awareness of the area, giving clues that lead him on the proper trail.
Infra-Sight

**Ultimate Ability: **Infra-Sight****
*Thời gian: 15.5 giây*Widowmaker Recon Visor cho phép cô nhìn thấy các tín hiệu nhiệt của mục tiêu xuyên qua các bức tường trong 1 lượng thời gian nhất định. Mục tiêu bị phát hiện sẽ được chia sẻ cho toàn bộ đồng đội của cô.

**Nút nhấn: (Q, )**
*"Personne n'échappe à mon regard. (No one can hide from my sight.- Không ai có thể trốn khỏi tầm ngắm của ta.)"*

## Details

Widowmaker cung cấp cho mình và tất cả các đồng đội của mình infra-sight trong 15,5 giây. Trong khi infra-sight đang còn hiệu lực, kẻ thù không nằm trong tầm nhìn sẽ xuất hiện qua các bức tường như bóng đỏ. Do tầm quan trọng của vị trí của đối phương, điều này cực kỳ hiệu quả cho bạn và nhóm của bạn, một lợi thế lớn so với các thiết lập phòng thủ và kế hoạch của đối phương.

Một Widowmaker ở đội đối phương sẽ nói "Personne n'échappe à mon regard.", Trong khi Widowmaker đội bạn sẽ nói "No one can hide from my sight." Không giống như ultimate khác, lời của Widowmaker sẽ nhỏ hơn nếu ở bên đội đối phương còn ở bên team bạn sẽ nghe to hơn. Đây có thể là một vấn đề nghiêm trọng khi đối mặt với Wdidowmaker, lời cảnh báo rất nhỏ của cô làm cho nó gần như không thể chống lại hoặc tránh. Cách duy nhất để counter lại là di chuyển liên tục và tránh đừng ở các hẹp góc. đứng yên hoặc ở trong góc là một sự lựa chọn tồi vì bạn sẽ mất đi yếu tố bất ngờ, họ sẽ biết vị trí của bạn và sẵn sàng để tấn công bạn từ xa trước khi bạn có thể thấy được họ đến. Nếu bạn có thế một kẻ thù Widowmaker kích hoạt ultimate, bạn nên thông báo cho đồng đội của bạn phải cảnh giác.

## Patch Changes

* **Nội dung thay đổi: November 9, 2015 (beta)** **Chú thích:** *Widowmaker sẽ không hồi được kĩ năng này khi Infra-Sight đang được kích hoạt.*

## Trivia

* Câu nói tiếng Pháp của Widowmaker đang phiên thành "No one escapes my sight" (Không kẻ nào chạy trốn được tầm nhìn của ta).
Fire Heal

#### **Description**

The adept performs a half-hour ritual to gain bonus Recovery tests, cleansing himself in healing flame. The adept starts by building an open fire large enough to completely engulf him. Before stepping into the fire, the adept declares how many extra Recovery tests he is attempting to gain.
The gamemaster makes a Step 5/D8 test, adding +5 for each Recovery test beyond the first the adept is attempting to gain. This test result sets the Difficulty Number for the adept’s Fire Heal test.
If the Fire Heal test is successful, the adept gains the desired number of Recovery Tests. If the test fails, the adept gains no bonus Recovery Tests. Instead, he suffers a Wound and a number of Damage Points equal to the difference between the test results. No armor protects against this damage, and this damage can result in a second Wound.
Bonus Recovery Tests gained through use of this talent must be used before the adept gains his Recovery Tests the following day or they are lost. The ritual requires the adept to be in full contact with the elemental power of fire—if a spell or item protects the adept from the effects of fire, the talent has no effect. This talent can be risky for low-Circle adepts, who generally possess low Wound Thresholds and Health Ratings.
Willforce

#### **Description**

The adept focuses his will, increasing the effectiveness of his spells. He substitutes his Willforce Step for his Willpower Step when making a spell Effect test. This substitution must be done for each Effect test. If a spell requires multiple Effect tests (by targeting a group, or having an extended duration, for example), the adept can choose which tests receive the benefit of this talent at the time he makes the test.
Animal Training

#### **Description**

The adept trains an animal to obey simple commands such as “scout ahead,” “smell that,” and “go home,” as well as the more usual “stop,” “heel,” “fetch,” and “kill.” An animal can be taught a maximum number of commands equal to the adept’s Animal Training rank.
Each command requires a separate successful use of Animal Training and the animal must hold a Friendly attitude towards the trainer. The adept spends a day with the animal, focusing on teaching it the new command, and reviewing any commands it already knows, then makes an Animal Training test against the creature’s Social Defense. If successful, the animal understands and obeys the command. Trained animals only respond to commands given by characters they are Friendly with, including their trainer.
The animal remembers all of the commands it has learned for a number of months equal to the adept’s Animal Training rank. If an adept tries to maintain too large a collection of trained animals, he will find their training slipping unless he constantly works with them. If the adept neglects an animal’s training, it will forget all of its training when the talent’s duration ends. The adept may renew the duration while the talent is in effect by spending a day with the animal and making a new Animal Training test.
In addition to teaching the animal commands, the adept can grant the animal a +1 bonus to a skill or talent the animal knows, including their natural Attack Step. At the gamemaster’s discretion, the adept can use this ability to teach the animal companion skills the animal doesn’t know, but would conceivably be able to perform. These enhancements count towards the talent limit and must be maintainted like commands.
*Skill Use*: The non-magical version of this skill only allows the character to teach commands, it does not allow the trainer to increase the animal’s natural skills or talents.
Thread Weaving

#### **Description**

The adept creates and manipulates magical threads. He can have a maximum number of permanent threads active equal to his Thread Weaving rank. Each individual thread can be woven to a maximum Thread Rank equal to the adept’s Thread Weaving rank.
This limit does not apply to threads woven for spell patterns; such threads are temporary, lasting only long enough for the spell to be cast. See the Workings of Magic (p. 202) and Spell Magic (p. 246) chapters for more information about threads and spell patterns.
Each Discipline has its own unique variant of the Thread Weaving talent, shown in parentheses in the Discipline’s talent progression. If a rule calls for this specific name, the Thread Weaving talent from that specific Discipline must be used, not just any Thread Weaving talent. Adepts with more than one Discipline learn and improve each of their Discipline’s Thread Weaving talents independently. See Learning New Disciplines, p. 455, for more information on multi-Disciplining and the Thread Weaving talent.
Steel Thought

#### **Description**

The adept resists magical abilities that target his Mystic Defense. Any time he is targeted by such an ability, the adept may make a Steel Thought test against his opponent’s test result. If successful, he reinforces his will, preventing the ability from affecting him. The adept can use this talent a number of times equal to his Steel Thought rank each round, but only once against each such effect directed at him.
Diplomacy

#### **Description**

The adept mitigates disputes and influences the development of mutual interests by making a Diplomacy test against the negotiating target’s Social Defense. If successful, the negotiator’s Attitude towards his opponents improves by one degree for a number of hours equal to the adept’s Diplomacy rank.
While this might not necessarily settle a dispute or prompt the target to sign a contract, the use of Diplomacy usually helps to get the parties working together to approach the matter from a mutual perspective.
Leadership

#### **Description**

The adept leads a group of gamemaster characters no larger than his Leadership rank ×20 members by giving a short speech, then making a Leadership test against the highest Social Defense among the target group. If successful, characters with a Neutral attitude or better towards the adept follow his lead. The success level determines the talent’s effect and duration.
A single success means the target group treats the adept as their leader for his Leadership rank x10 minutes; two successes means the target group follows the adept for a number of hours equal to his Leadership rank; three or more successes means the target group treats the adept as their leader for Leadership rank days.
While under the adept’s leadership, the target characters will follow his lead and accept him as their commander.
This grants him an authority typical to being their designated commander in a military environment, but can be used in other situations, such as being a superior in an administration or a foreman in construction. If the adept causes any individual to change his Attitude to worse than Neutral, the effect of the talent ends for that individual.
Dominate Beast

#### **Description**

The adept subdues and temporarily controls an animal by making a Dominate Beast test against the target’s Mystic Defense. If successful, he establishes dominance over the animal for a number of minutes equal to his Dominate Beast rank, during which time the animal will not take any hostile action against the adept. The creature may be commanded to perform one simple task posing no more danger to the animal than to the adept and requiring less time to complete than the talent duration allows.
Should the adept attempt to use this talent on an animal already under the influence of a similar talent or spell, his test result must exceed the result of the ability affecting the target. If successful, he gains control. Dominate Beast can only be used on non-sentient, natural creatures. It cannot be used to control Horrors, Horror-constructs, or sentient beings of any kind.
Read and Write Languages

#### **Description**

The adept magically learns to read and write different languages. Using this talent he can learn a number of languages equal to his Read and Write Language rank.
If he has not reached this maximum, the adept can attempt to learn a new language by reading at least one page of text written in the language for at least one minute, then making a Read and Write 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 Read and Write 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 reading a language learned through this talent, the adept makes a Read and Write Language test against the Learning Difficulty of the language. The success level determines how well he understands the content.
Simple sentences or ideas, such as “The mayor’s house lies east of here,” may only require a single success; histories or legends containing peculiar idioms or flowery phrases may require two; manuals or other books filled with jargon specific to a field of study require three successes; understanding philosophical treatises on the nature of magic, or other writings filled with specialized academic language and abstract ideas, may require four or more. Partial successes may convey more or less detail at the gamemaster’s discretion.
When writing, use the same process as for reading, depending on the complexity of the topic the adept is writing about.
The effect of each test lasts for a number of hours equal to the adept’s Read and Write Language rank, allowing reading and writing at the level achieved by the test result. If the adept needs to read or write at a higher level, he must make another Read and Write Language test. The Strain cost reflects the concentration required. It takes about one minute to read a page of text; writing a page of text takes about ten minutes.
***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 read and write 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.

Language Table
 6
 6
 7
 6
 7
 6
 7
Elemental Tongues

#### **Description**

The adept learns to speak the languages of air, earth, fire, water, and wood—the five elemental tongues. To learn an elemental language, the adept listens to an elemental of the appropriate type for ten minutes and makes an Elemental Tongues (10) test. If successful, he learns the language and notes it on his Character Record Sheet.
If he fails to learn the elemental’s tongue, he cannot attempt to learn that same language again until he improves his Elemental Tongues rank, however, he can attempt to learn other unlearned elemental languages. Once an Elemental Tongues rank has been assigned to a language, it cannot be used to learn any other elemental language. Because there are only five elemental languages, it is possible for an adept to have learned them all by the time he has improved his Elemental Tongues to Rank 5.
Communicating with elementals is difficult and personal. The adept makes an Elemental Tongues test against the elemental’s Mystic Defense. With one or two successes, the elemental understands the basics of what the adept is saying, and vice versa, but the adept is not able to ask complex questions or make specific requests. Three or more successes allow the elemental to completely understand the adept, who can discuss complex topics and ask detailed questions. Each use allows conversation with the elemental for a number of minutes equal to the adept’s Elemental Tongues rank.
Marta Basic Character Sheet

This is a placeholder. Picture subject to change. Gives a basic idea of Marta's looks however. Blue eyes, dark red hair, dark wings. The pendant too is important to her character.

 HAIR
 Elementalist/Troubadour
 CURRENT
VALUE
INCREASE
VALUE
 DEXTERITY
 PHYSICAL DEFENSE
 MYSTIC DEFENSE
 SOCIAL DEFENSE
 PHYSICAL ARMOR
 PHYSICAL SHIELD
 CARRYING CAPACITY
 INITIATIVE
 CURRENT
Slough Blame

#### **Description**

The adept temporarily diverts suspicion and blame from one character to another by concocting a plausible explanation, then making a Slough Blame test against the higher of the accuser’s or scapegoat’s Social Defense, +1 for each additional character involved. If successful, the blame is passed on, per the adept’s explanation for a number of minutes equal to his Slough Blame rank—hopefully sufficient time for the adept to make himself scarce.
Examine Device

#### **Description**

The adept uses trained observational skills and divinatory magic, along with a general knowledge of mechanisms and constructs, to learn about the function and operation of new piece of machinery. After spending at least ten minutes examining a device's controls and operations, the adept makes an Examine Device test against a target number based on the complexity of the device. If successful the adept can use the device as if properly trained in its functions for a number of hours equal to their Examine device rank.
This talent can also allow the adept to understand the basic function and design of the device to use their Artificing skill as if they had the specifications for the device. This requires at least one hour of examination time and lasts for a number of hours equal to the Examine Device rank. This aspect of the talent can also be used to 'reverse-engineer' devices and constructs.

Language Table
 Basic machine with some intricate work, 3-5 functions
 Moderately complex machine with a few inter-related systems, 6-9 functional controls
 Complex machine with multiple independant systems, 10+ controls
Surprise Strike

#### **Description**

The adept takes advantage of an unaware or distracted opponent to inflict a telling blow. This talent may be used against targets that are Surprised, Blindsided, or Knocked Down. If the adept’s Attack test against such an opponent is successful, he substitutes his Surprise Strike Step for his Strength Step in the Damage test.
Intimidation Speech

#### **Description**

The adept scares a target by ranting at and threatening a character and making an Intimidation Speech test against the target’s Social Defense. If successful, the target becomes frightened and suffers a −2 penalty to all tests for each success generated by the adept. The target remains scared for a number of rounds equal to the adept’s Intimidation Speech rank. Each round, the target may make a Willpower test against the adept’s Intimidation Speech Step. If successful, he throws off the effect of his fear and the talent ends.
Targets that are immune to fear cannot be affected by this talent.
Mystic Aim

#### **Description**

The adept draws a steady aim with a missile or thrown weapon on a visible target within range, causing a small, visible mark to appear on the target. The adept makes a Mystic Aim test against the target’s Mystic Defense. Each success grants a +2 bonus to ranged attacks against that opponent until the end of the round. The mark created is unique to the adept—it might appear as two or three plain white dots, a symbol from his home town or village, or some other motif personal to the adept.
Winning Meal

#### **Description**

The adept appears more attractive to another person By serving a special meal. After spending at least an hour preparing the meal and serving it, the adept makes a Winning Meal test against the target’s Social Defense. If successful, the target finds the cook very pleasing. The adept adds +2 per success to any Interaction tests he makes against the target for a number of hours equal to his Winning Meal rank. An adept may attempt a Winning Meal test only once against a given character each day.
While most effective against members of the same race, the adept can use this talent on characters of other races, though typically with greater difficulty. The gamemaster should determine whether such an attempt requires a higher success level to be effective and, if so, how much higher.
For example, a human trying to impress a dwarf may require two successes on his Winning Meal test. That same human attempting to impress a t’skrang might need three successes, while an attempt to win over a dragon would require four or more (if it is even possible). By contrast, if the target in question had a preference for humans, the test might require only a single success.
Armor Mount

#### **Description**

The adept wills an increase to his mount’s natural armor, making an Armor Mount test against the animal’s Mystic Defense. If successful, the adept adds his Armor Mount rank to the animal’s Physical Armor for a number of minutes equal to his Armor Mount rank. The adept must be in contact with the mount to use this talent.
April 13, 2016 (beta)

← April 6, 2016 (beta) • • • • • List of Patches • • • • • April 15, 2016 (beta) →

*This patch was originally on April 12, 2016, but had technical difficulties. The patch was immediately taken down and re-uploaded the next day.*

## General

* Competitive Play
	+ Players in Heroic can now be matched into a Competitive Play game with non-Heroic players, but only after waiting in queue for a moderate period of time
* Progression Rewards
	+ Added "Nomad" Genji Legendary skin
	+ Added "Raindancer" Pharah Legendary skin
* Performance
	+ Implemented several CPU efficiency improvements for CPUs that do not support hyper-threading

## Map Balance Changes

### Volskaya Industries

* Increased time required to capture both objectives

### King's Row

* Increased time required to capture the first objective

## Hero Balance Changes

### McCree

* Flashbang
	+ Stun duration increased by 0.2 seconds
	+ Recovery time (i.e. the time before McCree can shoot again) increased by 0.2 seconds

*Developer Comments: This change should help McCree better orient to his targets after stunning them with Flashbang, and give his teammates more opportunities to capitalize on its use.*

### Reinhardt

* Earthshatter
	+ Reinhardt no longer gains Ultimate charge from using Earthshatter

*Developer comments: This is general rule we have in place that prevents heroes from generating Ultimate charge when using their Ultimate, but Reinhardt was previously overlooked.*

### Roadhog

* Chain Hook
	+ Now pulls smaller targets closer than larger targets
* Whole Hog
	+ Decreased the movement speed penalty

*Developer comments: The change to Chain Hook should enable Roadhog to more reliably kill smaller heroes after a successful pull. Since Roadhog’s primary fire has such a wide spread, this allowed smaller heroes to avoid the majority of incoming damage from Roadhog after they were hooked. For Whole Hog, we feel the movement change helps the ability be more flexible while also making it less dangerous for Roadhog to use.*

## Bug Fixes

### General

* Fixed an issue that caused respawning players to face in the direction of the Kill Cam feed
* Fixed an issue that sometimes caused players to respawn twice
* Fixed an issue with Competitive Play that would cause the game to start before all slots on both teams were filled
* Fixed an issue where the End of Match would only show the Victory Lineup
* Fixed an issue with the sizing of sprays on specific surfaces in Route 66

### User Interface

* Fixed an issue where Custom Reticle could not be reset to default
* Fixed an issue where Custom Reticle was not persisting
* Fixed an issue that caused chat to scroll
* Fixed an issue where hero-specific bindings would reset after round transition on a Control map
* Fixed where selecting ALT + Z on the Highlights menu would display a black screen
Book Memory

#### **Description**

The adept commits the content of a book or other written text to memory for use at a later time. He need not know the language that the text is written in. The adept makes a Book Memory test against the book’s Mystic Defense—typically 5 for ordinary books, but higher for magical texts. The Mystic Defense of a grimoire is equal to the Dispel Difficulty of the highest-Circle spell it contains (see Grimoires, p. 252, and Dispelling Magic, p. 265). If successful, the adept memorizes a number of pages per minute equal to his Book Memory rank. While the book remains memorized the content is readily accessible—the adept can read, transcribe, or look up information as though he had an actual copy of the book in front of him. An adept can have memorized a maximum number of texts at one time equal to his Book Memory rank. He may voluntarily discard currently memorized texts in order to memorize new ones.
Distract

#### **Description**

The adept diverts an opponent’s attention by making himself a more tempting target. He makes a Distract test against the target’s Social Defense. For each success, the adept suffers a -1 penalty to his Physical Defense against attacks by his target, but the target is distracted, suffering the same penalty to his Physical Defense against attacks from other characters. The target is considered Blindsided (see p. 386) for the rest of the round. The normal Physical Defense penalty for being Blindsided is replaced with the penalty from this talent, but restrictions still apply—such as being unable to use active defenses.
Craftsman

#### **Description**

Characters use Craftsman skills to make or repair items. The time required to make the item varies from a few hours for a simple item, to weeks or even months for large or intricate items. The character makes a Craftsman test against the Difficulty Number of making or repairing the item. Simple, everyday items have a Difficulty Number of 2; ordinary items have a Difficulty Number of 5; unusual or exotic items have a Difficulty Number of 8 or more. If the item is unusually complex, the character may need to accumulate multiple successes at the gamemaster’s discretion.
The character can only make or repair an item if he has access to the proper tools and materials for the task. A successful test means the character has successfully made or repaired the item. If the test fails the character can try again; the only thing the character has lost in the first attempt is time. A Rule of One result means the attempt failed miserably, destroying the item beyond salvation.
Example craftsman skills include Blacksmith, Cooper (barrel maker), Mason, Tailor and Woodworker.
This skill can be used as an Artisan skill.
True Ephemeral Bolt

#### **Description**

This spell looks and acts exactly like the Ephemeral Bolt spell, p. 296, but packs less punch than its illusory twin. The magician wriggles his finger and makes a Spellcasting test against the target’s Mystic Defense. If successful, a glowing green bolt squirms through the air and hits the target. The magician’s Effect test determines how much damage is inflicted and any target has a -2 penalty to their next Sensing test as their perceptions become skewed.
This spell may be placed in the same spell matrix as Ephemeral Bolt.
#### **Extra Threads**

Increase Effect (+2 Effect Step), Increase Effect (-2 penalty), Increase Effect (Penalty applies to additional Sensing test), Additional Target (+1)
Engaging Banter

#### **Description**

The adept uses charm and a touch of suggestion to distract a character, who must be able to understand him for the banter to work. The adept makes an Engaging Banter test against the target’s Social Defense. If successful, both parties engage in witty, idle chat for a number of minutes equal to the adept’s Engaging Banter rank, during which time the target is distracted and considered harried. Additionally, for each success scored, the target suffers a –2 penalty to all Perception-based tests made to notice anything but the adept. Bantering requires the adept’s concentration; if broken, or if the target is attacked, the talent ends.
Cloak

#### **Description**

*Figment*. This spell masks a character, making him less noticeable to others. The magician quietly touches the target and makes a Spellcasting test against the target’s Mystic Defense. If successful, the target becomes semi-transparent and gains a +3 bonus to any Action tests he makes that are aimed at concealment or stealth, such as Stealthy Stride tests and may use Stealthy Stride as a default skill if they do not possess it.
#### **Extra Threads**

Increase Duration (+2 minutes), Increase Effect (+2 bonus), Increase Range (+10 yards), Additional Target (+Rank)
Temper Mechanism

#### **Description**

The adept performs a ritual to toughen a mechanical or magical device, making it more resistant to harm. The device must be fully repaired and in good condition (not suffering from any Current Damage) or the ritual automatically fails.
The adept draws icy ether from astral space, rolling the chilling substance over the device during a half hour of intense meditation, after which he makes a Temper Flesh test against its Toughness Step or a Difficulty Number of 6, whichever is higher.
If successful, the adept adds his Temper Flesh rank to its Health Ratings and Wound Threshold (or Barrier Ratings) for one day. If the test fails, the target takes Damage Points equal to his Wound Threshold, resulting in a Wound (armor does not protect from this damage).
A character can benefit from only one successful Temper Flesh ritual at a time.
Disarm Trap

#### **Description**

The adept uses deduction, divination magic, and a deft touch to render traps inoperative. He makes a Disarm Trap test against the trap’s Disarm Difficulty, determined by the gamemaster (see the Gamemaster’s Guide). If successful, the trap’s trigger mechanism is disabled, preventing it from activating. On a Rule of One, the trigger is “tripped” and the trap immediately goes off. The adept may attempt to disarm the same trap a number of times equal to his Disarm Trap rank. Should he fail all of his attempts, he cannot try again until he increases his Disarm Trap rank. Adepts with this talent may detect traps and wards with the Awareness talent and skill.
*Skill Use*: The non-magical version can only be used against mechanical traps. It cannot be used to affect or deactivate magical traps or wards.
Flight

#### **Description**

Windlings can fly, but it is not their primary method of movement. Flying tires them quickly and windlings usually limit their flights to short periods of around fifteen to twenty minutes. When flying for extended periods of time, a windling may suffer Strain. After 20 minutes in flight a windling must make a Toughness (5) test. Failure means the character takes 1 Strain. Each five-minute period spent flying beyond the additional twenty minutes requires an additional Toughness test with a cumulative +2 modifier.
Brief interruptions do not reset the time spent flying, it reduces it on a one-to-one basis: a windling who has spent twenty minutes in flight and then rests five minutes can only fly for five more minutes before having to make Toughness Tests again.
Though windling wings are durable, they become heavy and fragile when wet, severely impairing the windling’s ability to fly. When soaked with water, like falling into a stream or in heavy rain, their flight duration is reduced from twenty minutes to five, and the Difficulty Number of the Toughness tests increases by +2 every minute, instead of every five. When flying with wet wings, the windling is considered Harried (see p. 388). Windling wings dry within ten minutes of being in a dry place, or within five minutes of being in a warm place, such as in front of a fire.
Lúcioball

**Lúcioball** là một chế độ chơi dành riêng cho Summer Games.

Trong Lúcioball, mỗi đội chỉ gồm 3 người chơi và đều mặc định phải dùng Lúcio. Chế độ này chỉ chơi được tại map Estádio das Rãs. Trận đấu kéo dài trong 4 phút, đội nào ghi được nhiều bàn hơn sẽ thắng.

Các kỹ năng của Lúcio được thay đổi trong chế độ chơi này:

* Không thể gây sát thương
* Nút bắn được thay bằng đánh cận chiến
* Crossfade chỉ dùng để tăng tốc độ
* Amp It Up chỉ áp dụng với người chơi chứ không phải đồng đội
* Sound Barrier sẽ kéo bóng về phía Lúcio
March 10, 2016 (beta)

← March 8, 2016 (beta) • • • • • List of Patches • • • • • March 17, 2016 (beta) →

## Bug Fixes

### General

* Chủ phòng Custom Game sẽ được chuyển giao cho một người chơi khác khi chủ phòng cũ rời phòng

* Sửa lỗi khiến "Most Environmental Kills" ở cuối trận trở thành "Lifetime Environment Kills"

### Maps

* Ilios

* + Cập nhật một số địa điểm và vật thể trong game ngăn người chơi không thể tới, đứng lên hoặc bị kẹt

* + Sửa lỗi health pack lớn bị biến mất ở Control point thứ ba
Standard Matrix

#### **Description**

A Standard Matrix is the most basic spell matrix, an astral construct that that allows magicians to cast spells without interference from the residents of astral space. A magician may only safely cast a spell after he has first placed it in a spell matrix. The rank determines the maximum spell circle that the matrix can hold.
For example, a Rank 2 Standard Matrix can hold a single First or Second Circle spell. Each 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.
Displace Image

#### **Description**

*Illusion*. This spell makes a character “invisible” by displacing the image that others see and shifting it a short distance. The magician quickly traces an outline of the target, then touches the “shoulder” of the outline, followed by the shoulder of the target, and makes a Spellcasting test against the target’s Mystic Defense. If successful, an outlined figure shrouded in a shimmering blur appears drifting 4 yards away, quickly transforming into an identical image of the target. The target is no longer visible in his actual location, the illusion having displaced his image.
Attacks made against the image have no effect, and the magician must concentrate to maintain the facade. Each round that the magician does not concentrate gives all attackers a cumulative +5 to Sensing tests against the illusion. Attack tests made against the image count as Sensing tests (see Illusions, p.266).
Research

#### **Description**

The adept finds information through study and investigation, including library research and following up on rumors and legends. He makes a Research test against a Difficulty Number determined by the type of information sought. The gamemaster may use the numbers suggested in the Research Table, or the guidelines for creating Difficulty Numbers in the Gamemaster’s Guide. The success level determines how much information is obtained. More successes often turns up more detailed information than the adept initially sought.

Research Table
 7
 9
 11
Picking Pockets

#### **Description**

The adept combines a deft touch with minor levitation magic to remove an item from the pocket or pouch of another character. The adept makes a Picking Pockets test, the result being the Difficulty Number for attempts made to notice the theft.
Anyone able to observe the adept’s action, including the target character, may make a Perception test to notice the action immediately after the act has occurred.
*Skill Use*: The non-magical version of this skill does not include the levitation magic, but is otherwise identical.
First Impression

#### **Description**

The adept favorably impresses a gamemaster character he has met by making a First Impression test against the target’s Social Defense. If successful, the target’s Attitude improves toward the adept by one degree (a Neutral character becomes Friendly; an Unfriendly character becomes Neutral; and so on). With three or more successes, it improves by two degrees. The new Attitude may be changed for better or worse through future interactions, but reverts back to the original level at a rate of one degree per day. Any hostile act the adept commits against the target immediately erases the impression.
The adept may not use this talent again on a given target until the effects of a prior use have faded. More information on Attitudes can be found in the Gamemaster’s Guide.
Heartening Meal

#### **Description**

The adept bolsters morale by creating a hearty, stalwart meal and making a Heartening Meal test against the highest Social Defense among all partakers of the meal. If successful, any characters Friendly to the adept who ate add a +2 bonus per success to their Social Defense against effects based on fear or intimidation, as well as to any Willpower tests made to shake off those effects for a number of hours equal to his half Heartening Meal rank.
Forge Weapon

#### **Description**

The adept performs a ritual to magically improve the Damage Step of a weapon, including melee, missile, and thrown weapons, but not ammunition, like arrows or bolts. The work must be carried out at a properly equipped forge or workshop. The ritual requires eight hours a day for seven consecutive days, after which the adept makes a Forge Weapon test against a Difficulty Number 6+ the number of forge enhancements the item currently has.
For each success the weapon’s Damage Step is increased by +1. This talent can be used on mundane or magical weapons.
The adept cannot forge a weapon’s bonus higher than his Forge Weapon rank. For example, an adept with Forge Weapon at Rank 4 can perform increases up to +4, regardless of whether he forged the previous increases himself.
Damage Step increases last for a year and a day from the date of the last successful forging. Additional Forge Weapon tests can be made at any time to extend the duration, but any bonuses beyond those allowed by the smith’s rank in Forge Weapon are lost.
The services of smiths can be bought in larger cities, but the more skilled the smith, the higher the cost. The typical cost is 50 silver times the smith’s rank in Forge Weapon per attempt. It is typical for half the fee to be paid up front, with the rest paid on delivery after successful use of the talent.
Forge Armor

#### **Description**

The adept performs a ritual to magically improve the Armor Rating of armor. The work must be carried out at a properly equipped forge or workshop. The ritual requires eight hours of work a day for seven days, after which the adept makes a Forge Armor test against a Difficulty Number 6+ the number of forge enhancements the item currently has. Each success allows him to improve the item’s Physical or Mystic Armor Rating by +1. The ritual can be used on mundane or magical armor, but not shields.
Instead of improving the existing bonuses, the adept can instead choose to reconfigure the existing enhancements, moving a bonus point from Physical to Mystic Armor or vice-versa.
The adept cannot forge a total bonus higher than his Forge Armor rank. For example, an adept with Forge Armor at Rank 4 can perform increases to a total of +4 (between Physical and Mystic Armor), regardless of whether he forged the previous increases himself.
Armor Rating enhancements last for a year and a day from the date of the last successful forging. Additional Forge Armor tests can be made at any time to extend the duration, but any bonuses beyond those allowed by the smith’s rank in Forge Armor are lost. The smith chooses which bonuses remain.
The services of armorers can be bought in larger cities, but the more skilled the armorer, the higher the cost. The typical cost is 50 silver times the armorer’s rank in Forge Armor per attempt. It is typical for half the fee to be paid up front, with the rest paid on delivery after successful use of the talent.
Suppress Curse

#### **Description**

The adept temporarily nullifies any curses or negative magical effects affecting a target. The adept makes a Suppress Curse test against the highest Step Number or Dispel Difficulty (p.265) of any negative effects on the target, +1 for each additional effect. If successful, all of the effects are neutralized for a number of rounds equal to the adept’s Suppress Curse rank.
Arcane Utterings

#### **Description**

The adept confuses others by muttering dire, largely incomprehensible, warnings and making an Arcane Mutterings test against the highest Social Defense among the target group, +1 for each additional character. If successful, the target characters become confused and are considered Harried for a number of rounds equal to the adept’s Arcane Mutterings rank. Due to the disconcerting nature of the talent, this penalty also applies to the target’s Social Defense. During this time, the adept must continually “mutter” or the effect ends; this requires his concentration. If the adept achieves extra successes, those affected by the talent will take no hostile actions against the adept or his obvious companions—so long as no one takes any hostile action against them. Arcane Mutterings is ineffective against targets already engaged in combat.
Best Face

#### **Description**

*Illusion*. This spell disguises one’s identity. The magician splashes water or cologne on the target’s face then makes a Spellcasting test against the target’s Mystic Defense. If successful, the target’s face changes to match a face envisaged by the magician— if he is copying a specific face, he must have seen that individual within the last month.
The target gains a +3 bonus to Disguise Self (and may use Disguise Self as a default skill if they do not possess it) or Charisma-based tests when trying to convince others of his false identity and attempting to persuade them to act according to that misperception. Any Interaction tests made against the target are considered Sensing tests (see Illusions, p.266). The spell only affects the target’s head and neck, including hair and ears. The maximum possible size difference between the target’s face and that being mimicked is 100 percent in any dimension—the magician must find another way to disguise obvious differences. The target’s voice is unchanged, so he must try to mimic the speech characteristics of the character whose face he has borrowed as best he can.
#### **Extra Threads**

Increase Duration (+2 minutes), Increase Effect (+2 bonus), Additional Target (+1)
Wood Skin

#### **Description**

The adept toughens himself to better resist damage. He spends a Recovery test and makes a Wood Skin test, adding the result to his Health Ratings for his Wood Skin rank in hours. When the talent is active, the adept’s muscles and ligaments toughen and his skin takes on the appearance of wood or bark. The talent remains in effect for the full duration, even if the adept falls unconscious.
Maneuver

#### **Description**

The adept uses fancy footwork and mobility to gain a superior position against a single opponent. He makes a Maneuver test against his target’s Physical Defense, each success grants a +2 bonus to his Physical Defense from attacks by that target, and to the first close combat Attack test made against that target that round.
Earthshatter

**Ultimate Ability: **Earthshatter****Reinhardt giơ cao Rocket Hammer và đập cực mạnh xuống đất. Gây 50 sát thương làm ngã tất cả quân địch trước mặt theo hình nón phạm vi 20m trong 2.5 giây.

**Nút nhấn: (Q, )**
*"Hammer down!"*

## Details

Reinhardt đánh ngã tất cả kẻ thù trong phạm vi 20 mét hình nón về phía trước ông ấy. Nó gay 50 sát thương và choáng trong 2.5 giây. Nó có thể bị chặn bởi lá chắn
Khi kích hoạt kĩ năng này, Reinhardt giáng cây Rocket Hammer xuống đất.Hiệu ứng này sẽ không gây ra cho đến khi Reinhardt đập trúng đất.

Reinhardt của team địch sẽ la *"Hammer down!"*, trong khi Reinhardt đồng đội không nói gì cả.

## Patch changes

* **Nội dung thay đổi: April 13, 2016 (beta)** **Chú thích:** *Reinhardt không còn nạp lại Ultimate từ việc dùng Earthshatter*
* **Nội dung thay đổi: March 22, 2016 (beta)** **Chú thích:** *Bây giờ bỏ qua payload trong hướng tầm nhìn.*
* **Nội dung thay đổi: February 9, 2016 (beta)** **Chú thích:** *Sát thương giảm 50%;bề rộng hình nón giảm 40%,Reinhardt có thể xoay trong khi dùng Earthshatter; Bây giờ rìa Reinhardt miễn nhiễm tới Graviton Surge của Zarya nếu Reinhardt kích hoạt Earthshatter trong khi bị mắc kẹt bên trong một Graviton Surge,ông ta bây giờ sẽ rớt xuống đất và kĩ năng đó sẽ kích hoạt lúc đó(chứ không phải kích hoạt ở trên không trung))*
Charge

****Charge****
*10 giây cooldown*Reinhardt lao về về phía trước một đường thẳng, giữ lấy bất kì kẻ địch nào trên đường đi. Nếu ông ấy va chạm với một bức tường,kẻ thù của ông ta sẽ gánh chịu thiệt hại nghiêm trọng.

**Nút nhấn (Left Shift, )**

## Thông tin

Reinhardt sẽ lao về phía trước với tốc độ gấp ba lần bình thường.Ông ấy có thể hướng sang trái hay sang phải, nhưng không thể xoay nhìêu.Ông ấy sẽ tiếp tục lao tới cho đến khi ông ấy đụng tường hoặc di chuyển được 50 mét.

Bất cứ ai bị Reinhardt đụng đều sẽ nhận 50 sát thương. Kẻ đầu tiên ông ấy đụng sẽ bị choáng và kéo theo đường ông ấy lao tới. Một khi Reinhardt đụng tường, kẻ thù bị gắn vào sẽ chịu 300 sát thương. Bất cứ kẻ địch nào ông ta va chạm đều sẽ bị đẩy ngược về.

## Patch changes

* **Nội dung thay đổi: March 22, 2016 (beta)** **Chú thích:** *Sửa một lỗi khiến cho nơi Charge của Reinhardts sẽ thỉnh thoảng đảy lùi mục tiêu mà đáng lẽ bị gắn chặt.*
Summon

#### **Description**

The adept summons an elemental or other extra-planar being to his current location by making a Summon test against the entity’s Mystic Defense. The summoning ritual takes 30 minutes. If successful, the entity appears, at which point the adept will likely need other magic or talents to successfully negotiate with or control it.
The Summon talent is unique to certain Disciplines, restricting use to summoning only a specific type of spirit, for example, elemental or ally spirits. The type of spirit summoned is indicated in parentheses next to the talent name in the individual Discipline descriptions. See Summoning, p. 364, for more information.