Probing Strike
[1]
Init 2
Defense 5
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Free Move 3
Attack 3
Poise -2
A cautious strike used to probe or stall anenemy.
Probing Shot
[1]
Medium Range
Init 4
Defense 4
Ranged Attack 3
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Poise -2
Ranged
A cautious firing of a ranged weaponintended to gradually turn an opponent intoa pincushion.
One Shot
[1]
Long Range
Init 1
Defense -4
Ranged Attack 14
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Poise -3
One Use
Ranged
The Adept focuses entirely on landing adeadly shot. They draw heavily on theirtraining and on their Sylph's power inorder to land the arrow exactly.
Step off
[1]
Init 8
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Move Away From ClosestEnemy 10
Poise -1
Repose
[1]
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Poise 5
The Adept and Sylph re-integrate, drawingbreathe and centering their chi.
Wind Grasp
[1]
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Attack 4
Poise -1
Agility
Can use the wind to pull a small, lightobject to hand. The object should not weighmore than a grapefruit and should be withinMedium range.
Clear Air
[1]
Init 2
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Poise -3
The Sylph whips quickly around the Adept,clearing the air around them of poisons andfog/dust/mites that would otherwiseinterfere with their vision and free action.Clears the air out to Medium Range. Thiscan be de-activated with a thought.
Passive
Poking Staff
[1]
Reach 1
Adds one range to melee attacks.
Passive
Dancing Winds
[1]
Agility Defense 4
The Adept has learned to weave the Sylphabout their body. Like a sinuous extralayer of muscle, it pushes the Adept out ofharm's way.
Passive
Adept Alacrity
[1]
Init 4
Passive
Wind Aura
[1]
Max Poise 5
The wind extends the Adept's sense of selfto several inches out from their body. Theycan feel incoming blades, or the twitch ofan opponent's foot.
Passive
Wind Guide
[1]
Ranged Attack 2
The Sylph helps guide missile weapons totheir target, correcting any small mistakesin aim its owner might have made.
Passive
Intervening Winds
[1]
Ranged Defense 4
The Adept has learned to work in tangentwith the Sylph to help block incomingmissiles. Helpful winds intervene to nudgethe Adept out of the way while also nudgingprojectiles off target.
Passive
Wind Shoes
[1]
Extra Move Speed 1
The Sylph helps carry the Adept alongswiftly. Increases base move speed by 1.Also allows for extended leaps, about twicewhat an unaided person could make.
Retreating Strike
[2]
Init 8
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Move Away From ClosestEnemy 6
Attack 6
Poise -2
A strike used as a parting shot whenretreating from an enemy.
Cutting Strike
[2]
Init 4
Defense 6
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Move To Closest Enemy 4
Attack 6
Poise -2
A fast and balanced attack.
Pushy Winds
[2]
Init 4
Short Range
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Attack 10
Move Target 4
Poise -3
Agility
One Use
Uses a sudden blast of hurricane force windto lift and move the target. GM should addpenalties for particularly heavy or wellsecured targets (-5), and bonuses for verylight weight targets (+5, 2 extra spaces).
Leaf on the Wind
[2]
Init 12
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Free Move 8
Poise -2
Dust Storm
[2]
Init 4
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Poise -5
The Sylph blows up any dust or debris at upto Medium range from the Adept. The flyingparticles will obscure vision and interferewith missile fire (-10 to ranged attacks inthe entire area). Once started, the effectlasts for 5 vignettes before fading out.To be effective, there needs to beparticles or debris on the ground. ThisTechnique would have little effect on aclean stone ground.
Wind Servant
[2]
The Sylph summons up two continuouscurrents of wind, which can grasp and holdup to two grapefruit sized objects. Forinstance, it could hold up a torch, abottle, or a grapefruit. This effect issomewhat strenuous to maintain, so objectsneed to be within 5 feet of the Adept. Theobject's can be thrown/dropped/manipulatedjust as though they were in the Adept'shands.
Passive
Dancing Winds 2
[2]
Agility Defense 4
The Adept has learned to weave the Sylphabout their body. Like a sinuous extralayer of muscle, it pushes the Adept out ofharm's way.
Passive
Wind Aura 2
[2]
Max Poise 5
The wind extends the Adept's sense of selfto several feet out from their body. Theycan feel incoming blades, or the twitch ofan opponent's muscle.
Passive
Adept Alacrity 2
[2]
Init 5
The Adept and Sylph are completelyintegrated. The Adept trusts the Sylph likehis own limbs, while the Sylph knows theAdept's will before he does. They movewith super-human grace.
Passive
Wind Guardian
[2]
Poise 1
The wind continually aids the Adept,helping correct their stance, moving pureair into their lungs, and sweeping sweatand blood out of their eyes.
Passive
Wind Guide 2
[2]
Ranged Attack 2
The Sylph helps guide missile weapons totheir target, correcting any small mistakesin aim its owner might have made.
Passive
Intervening Winds 2
[2]
Ranged Defense 4
The Adept has learned to work in tangentwith the Sylph to help block incomingmissiles. Helpful winds intervene to nudgethe Adept out of the way while also nudgingprojectiles off target.
Passive
Cushioned Landing
[2]
Using a carefully directed gust of wind,slows the character so that they landgently on the ground. Can reliably use thisfor falls of 50 feet or less ontorelatively solid and visible ground. Ifthe fall is exceptionally far, or if thelanding area is obscured, will take 1D6Wounds on impact. Note that the Sylph willperform this action even if its carrier isunconscious or otherwise impaired.
Passive
Smelling Sylph
[2]
Perception 2
After a long partnership, the Sylph beginsto understand humans and their sense ofsmells. It brings the Adept choiceparticles, giving them a vastly enhancedsense of smell. Can be used to notice fadedor distant smells. Can also be used toblock out or soften unpleasant smells.
Passive
Sound Sylph
[2]
Perception 2
After a long partnership, the Sylph beginsto understand humans and their sense ofhearing. It brings the Adept choice sounds,giving them a vastly enhanced sense ofhearing. Can be used to notice soft ordistant smells. Can also be used to blockout or soften loud and jarring smells.
Passive
Wind Shoes 2
[2]
Extra Move Speed 1
The Sylph helps carry the Adept alongswiftly. Increases base move speed by 1.Also allows for amazing leaps, about fourtimes what an unaided person could make.
Lightning Slash
[3]
Init 12
Defense 2
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Move To Closest Enemy 8
Attack 8
Poise -2
A nearly instantaneous strike that reliesmore on the Sylph than on human muscles ornerves.
Dancing strike
[3]
Init 4
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Move To Closest Enemy 6
Attack 10
Move Away From ClosestEnemy 6
Poise -3
The Adept uses their amazing speed to dartin, strike, and then dart well back.
Suffocate
[3]
Init 6
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Attack 9
Target cannot regain Poise
Poise -5
The Sylph creates a zone around thetarget's head and then drives all good airaway from that zone. Can only be applied atShort Range, can only be applied to onetarget at a time. If the target fails ahard Con save, they can no longer regainPoise. The effect can be broken by movingto a medium distance away from the Adept,or by beating them severely. If applied formore than a minute, will start doing 1health damage per round. There have beenscattered reports of Sylphs learning toenjoy choking the life out of peoplebeings, so it is probably best not to usethis too frequently. Has no effect oncreatures which do not breathe
Eye of Hurricane
[3]
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Poise 8
Defense -4
The Adept and Sylph re-integrate, drawingbreathe and centering their chi.
Hop-Flight
[3]
Init 15
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Free Move 40
Poise -15
Uses a downward directed blast of air tolaunch across the landscape. Has a movespeed of 40 and can clear small buildings.Using this technique costs 15 Poise as itis rather disorienting even for experiencedusers. Does not provide protection frompower lines, birds, etc. Will causesmassive self-harm if the Adept isrestrained in any way, e.g. was chained towall, cloak is caught in door, etc.
Wind Saw
[3]
The Sylph focuses its fiercest windsagainst a small area. While not powerfulenough to be used as a weapon in combat,these winds can be maintained for minutesor hours to impressive effect. They can cutthrough a tree trunk, scour stone clean, orslice straight through stone if given anhour. The air blade is nearly soundless,and the Adept needs to be within a few feetof it (though no concentration or evenwakefulness is required once the processstarts).
Passive
Dancing Winds 3
[3]
Agility Defense 6
The Adept has learned to weave the Sylphabout their body. Like a sinuous extralayer of muscle, it pushes the Adept out ofharm's way.
Passive
Wind Aura 3
[3]
Max Poise 8
The wind extends the Adept's sense of selfto several yards out from their body. Theycan feel incoming blades, or the twitch ofan opponent's eye.
Passive
Wind Armor
[3]
Wound Block 1
The Sylph instantly focuses all of itsstrength in a single spot, enough to lessenor turn aside a strike. This defense isinvisible until the moment it turns a bladeaside.
Passive
Adept Reflexes
[3]
Init 5
Extra Move Speed 1
The Adept and Sylph are completelyintegrated. The Adept trusts the Sylph likehis own limbs, while the Sylph knows theAdept's will before he does. They movewith super-human speed.