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 an
enemy.
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 weapon
intended to gradually turn an opponent into
a 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 a
deadly shot. They draw heavily on their
training and on their Sylph's power in
order to land the arrow exactly.
Step off
[1]
Init 8
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Move Away From Closest
Enemy 10
Poise -1

Repose
[1]
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Poise 5
The Adept and Sylph re-integrate, drawing
breathe and centering their chi.
Wind Grasp
[1]
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Attack 4
Poise -1
Agility
Can use the wind to pull a small, light
object to hand. The object should not weigh
more than a grapefruit and should be within
Medium 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 and
fog/dust/mites that would otherwise
interfere with their vision and free action.
Clears the air out to Medium Range. This
can 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 Sylph
about their body. Like a sinuous extra
layer of muscle, it pushes the Adept out of
harm's way.
Passive
Adept Alacrity
[1]
Init 4
Passive
Wind Aura
[1]
Max Poise 5
The wind extends the Adept's sense of self
to several inches out from their body. They
can feel incoming blades, or the twitch of
an opponent's foot.
Passive
Wind Guide
[1]
Ranged Attack 2
The Sylph helps guide missile weapons to
their target, correcting any small mistakes
in aim its owner might have made.

Passive
Intervening Winds
[1]
Ranged Defense 4
The Adept has learned to work in tangent
with the Sylph to help block incoming
missiles. Helpful winds intervene to nudge
the Adept out of the way while also nudging
projectiles off target.
Passive
Wind Shoes
[1]
Extra Move Speed 1
The Sylph helps carry the Adept along
swiftly. Increases base move speed by 1.
Also allows for extended leaps, about twice
what an unaided person could make.
Retreating Strike
[2]
Init 8
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Move Away From Closest
Enemy 6
Attack 6
Poise -2
A strike used as a parting shot when
retreating 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 wind
to lift and move the target. GM should add
penalties for particularly heavy or well
secured targets (-5), and bonuses for very
light 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 up
to Medium range from the Adept. The flying
particles will obscure vision and interfere
with missile fire (-10 to ranged attacks in
the entire area). Once started, the effect
lasts for 5 vignettes before fading out.
To be effective, there needs to be
particles or debris on the ground. This
Technique would have little effect on a
clean stone ground.
Wind Servant
[2]
The Sylph summons up two continuous
currents of wind, which can grasp and hold
up to two grapefruit sized objects. For
instance, it could hold up a torch, a
bottle, or a grapefruit. This effect is
somewhat strenuous to maintain, so objects
need to be within 5 feet of the Adept. The
object's can be thrown/dropped/manipulated
just as though they were in the Adept's
hands.

Passive
Dancing Winds 2
[2]
Agility Defense 4
The Adept has learned to weave the Sylph
about their body. Like a sinuous extra
layer of muscle, it pushes the Adept out of
harm's way.
Passive
Wind Aura 2
[2]
Max Poise 5
The wind extends the Adept's sense of self
to several feet out from their body. They
can feel incoming blades, or the twitch of
an opponent's muscle.
Passive
Adept Alacrity 2
[2]
Init 5
The Adept and Sylph are completely
integrated. The Adept trusts the Sylph like
his own limbs, while the Sylph knows the
Adept's will before he does. They move
with super-human grace.
Passive
Wind Guardian
[2]
Poise 1
The wind continually aids the Adept,
helping correct their stance, moving pure
air into their lungs, and sweeping sweat
and blood out of their eyes.

Passive
Wind Guide 2
[2]
Ranged Attack 2
The Sylph helps guide missile weapons to
their target, correcting any small mistakes
in aim its owner might have made.
Passive
Intervening Winds 2
[2]
Ranged Defense 4
The Adept has learned to work in tangent
with the Sylph to help block incoming
missiles. Helpful winds intervene to nudge
the Adept out of the way while also nudging
projectiles off target.
Passive
Cushioned Landing
[2]
Using a carefully directed gust of wind,
slows the character so that they land
gently on the ground. Can reliably use this
for falls of 50 feet or less onto
relatively solid and visible ground. If
the fall is exceptionally far, or if the
landing area is obscured, will take 1D6
Wounds on impact. Note that the Sylph will
perform this action even if its carrier is
unconscious or otherwise impaired.
Passive
Smelling Sylph
[2]
Perception 2
After a long partnership, the Sylph begins
to understand humans and their sense of
smells. It brings the Adept choice
particles, giving them a vastly enhanced
sense of smell. Can be used to notice faded
or distant smells. Can also be used to
block out or soften unpleasant smells.

Passive
Sound Sylph
[2]
Perception 2
After a long partnership, the Sylph begins
to understand humans and their sense of
hearing. It brings the Adept choice sounds,
giving them a vastly enhanced sense of
hearing. Can be used to notice soft or
distant smells. Can also be used to block
out or soften loud and jarring smells.
Passive
Wind Shoes 2
[2]
Extra Move Speed 1
The Sylph helps carry the Adept along
swiftly. Increases base move speed by 1.
Also allows for amazing leaps, about four
times 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 relies
more on the Sylph than on human muscles or
nerves.
Dancing strike
[3]
Init 4
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Move To Closest Enemy 6
Attack 10
Move Away From Closest
Enemy 6
Poise -3
The Adept uses their amazing speed to dart
in, 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 the
target's head and then drives all good air
away from that zone. Can only be applied at
Short Range, can only be applied to one
target at a time. If the target fails a
hard Con save, they can no longer regain
Poise. The effect can be broken by moving
to a medium distance away from the Adept,
or by beating them severely. If applied for
more than a minute, will start doing 1
health damage per round. There have been
scattered reports of Sylphs learning to
enjoy choking the life out of people
beings, so it is probably best not to use
this too frequently. Has no effect on
creatures which do not breathe
Eye of Hurricane
[3]
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Poise 8
Defense -4
The Adept and Sylph re-integrate, drawing
breathe 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 to
launch across the landscape. Has a move
speed of 40 and can clear small buildings.
Using this technique costs 15 Poise as it
is rather disorienting even for experienced
users. Does not provide protection from
power lines, birds, etc. Will causes
massive self-harm if the Adept is
restrained in any way, e.g. was chained to
wall, cloak is caught in door, etc.
Wind Saw
[3]
The Sylph focuses its fiercest winds
against a small area. While not powerful
enough to be used as a weapon in combat,
these winds can be maintained for minutes
or hours to impressive effect. They can cut
through a tree trunk, scour stone clean, or
slice straight through stone if given an
hour. The air blade is nearly soundless,
and the Adept needs to be within a few feet
of it (though no concentration or even
wakefulness is required once the process
starts).

Passive
Dancing Winds 3
[3]
Agility Defense 6
The Adept has learned to weave the Sylph
about their body. Like a sinuous extra
layer of muscle, it pushes the Adept out of
harm's way.
Passive
Wind Aura 3
[3]
Max Poise 8
The wind extends the Adept's sense of self
to several yards out from their body. They
can feel incoming blades, or the twitch of
an opponent's eye.
Passive
Wind Armor
[3]
Wound Block 1
The Sylph instantly focuses all of its
strength in a single spot, enough to lessen
or turn aside a strike. This defense is
invisible until the moment it turns a blade
aside.
Passive
Adept Reflexes
[3]
Init 5
Extra Move Speed 1
The Adept and Sylph are completely
integrated. The Adept trusts the Sylph like
his own limbs, while the Sylph knows the
Adept's will before he does. They move
with super-human speed.