Step Number: Rank + Willpower
Action: Yes 
Requires Karma: No       Strain: 1
The Abate Curse  talent  temporarily  nulliies  any  curse  that may be present on an object. The adept must be within 3 yards of the object to use  his talent, and must remain within this range throughout  the  talent’s  duration  or  the  effect  ends.  The  adept makes  an Abate Curse Test  against  the highest  step number  of any curse present. If  the  test succeeds, any curses on  the object are neutralized for a number of hours equal to the adept’s Abate Curse  rank.  This  talent  does  not  alleviate  a  curse’s  effects  on those already affected by it, but will allow unaffected characters to handle  the object without  risking  the  curse’s  effects. See  the Adventuring  chapter  of  the  Gamemaster’s  Compendium for more information on curses and how they work.
Step Number: Rank + Perception
Action: No
Requires Karma: No  Strain: 1
The Astral Sight talent allows an adept to see into the astral plane. Each use of the Astral Sight talent lasts a number of rounds equal  to  the  adept’s  Astral  Sight  rank,  and  can  view  all  astral objects within a range equal to his Astral Sight rank ×  10 yards. The adept makes an Astral Sight  (6) Test—the normal Spell Defense  of  astral  space.  If  the  test  succeeds,  the  adept  senses the  astral  imprint  of  all  objects  and  entities within  range.  The astral imprint only reveals the location and shape of an object or entity—it provides no further information. If the adept wishes to examine a particular  imprint  for more  information, he makes a second Astral Sight Test against the Spell Defense of the subject being examined. An Average result allows  the adept  to view  the subject’s pattern. An  adept using Astral Sight  to  view  a magical  item  can  see the  item’s  pattern,  and  therefore  learn  it  is magical  in  nature. Examining  the  item  this way does not provide  any  information about the item’s history, nor does he learn any Test Knowledges. For more  information on astral space and astral perception, see Astral Space in the Workings of Magic chapter on p. 254.
Step Number: Rank + Dexterity
Action: No
Requires Karma: No  Strain: 1
The Avoid Blow talent allows an adept to dodge blows directed at  him  in  combat. When  targeted  by  a  close  or  ranged  combat attack, the adept can make an Avoid Blow Test against his opponent’s Attack Test  result  to dodge  the blow before  it causes him injury. Dodging a ranged attack requires a Good result. If the test succeeds,  the adept avoids  the blow—he  sees  the attack  coming and dodges out of  the way at  the  last moment. A Pathetic result on an Avoid Blow Test means the adept is automatically Knocked Down (see Situation Modiiers in the Combat chapter, p. 409). The adept can use this talent a number of times per round equal to his Avoid Blow  rank, but only once  against  each Attack Test. An adept cannot use Avoid Blow if he is Surprised or his attacker has Blindsided him  (see Situation Modiiers  in  the Combat chapter, p. 407).
Step Number: Rank + Perception
Action: No
Requires karma: No  Strain: 1
The Bear Mark talent enables an adept to remain sane while accumulating Horror marks. The character can bear a maximum number of Horror marks equal to his Bear Mark rank. Once this limit is reached, the adept cannot resist additional Horror marks until he increases his talent rank. A character with this talent always recognizes that he has been Horror-marked. As soon as the character is marked, he makes a Bear Mark Test against the Horror 
Mark step of the Horror affecting him. If the test succeeds, the character need not worry about being inluenced by the Horror through this Horror mark, because he has effectively permanently isolated the mark from the rest of his pattern. If the test fails, the adept suffers the usual effects of being Horror-marked. However, the adept may repeat the Bear Mark Test at any time the Horror attempts to use its powers on the character through the Horror mark. A successful test result allows the character to resist the Horror’s attempts to use its powers on him. On an Extraordinary result, he has managed to permanently isolate the Horror mark from his pattern (unless he has reached the maximum number of marks that he can bear).
Step Number: Rank + Perception 
Action: Yes 
Requires Karma: No  Strain: 1
The  Creature  Analysis  talent  allows  an  adept  to  gain  information  about  a  creature  he  is  observing.  The  adept  makes  a Creature  Analysis  Test  against  the  creature’s  Spell  Defense.  If the  test  succeeds,  the adept’s player  can ask a  speciic question that would reveal one of the creature’s game statistics or abilities for each result level achieved on the Creature Analysis Test, such as, “What is its Physical Defense?” or “What is its Death Rating?” The  question must  be  about  a  speciic  trait—general  questions such as “How tough is it?” should warrant equally vague answers (“Pretty tough”). The gamemaster should also disallow questions comparing more than one statistic, such as “Is this beast tougher than I am?” or “Which is higher, its Physical or Spell Defense?” When  using  the  Creature  Analysis  talent,  the  adept  uses 
a  form  of  divination magic  to  gain  information  about  the  creature he  is  observing. Adepts  often  use  this  talent  to  size  up  an unknown  creature’s  Spell  or  Social  Defense  to  determine  how well other talents, such as Dominate Beast, will work on it. At the gamemaster’s discretion, such uses of the Creature Analysis talent can yield insights about a creature’s vulnerabilities—insights that can prove very useful  to any adventuring group about  to  tangle with an unknown beast.
Step Number: Rank + Charisma 
Action: Yes 
Requires Karma: Yes  Strain: 0
The  Heartening  Laugh  talent  allows  an  adept  to  support friendly characters against fear and Intimidation. The adept spends a round directing a booming, mocking laugh at his opponents. In the  following  round,  the  adept makes  a Heartening Laugh Test against  the highest Social Defense  among  all opponents within earshot of him. If the test succeeds, any characters with at  least a Friendly attitude toward the adept who can hear his laugh add the adept’s Heartening Laugh rank as a bonus to any Willpower Tests they make to resist the effects of fear or Intimidation caused by his opponents. The effect lasts for a number of rounds equal to the adept’s Heartening Laugh rank.
Step Number: Rank + Toughness 
Action: No 
Requires Karma: No  Strain: 0 (see text)
The  Life  Check  talent  gives  an  adept  a  last  chance  to  save himself  from  dying.  Each  use  of  the  Life  Check  talent  uses  up one  of  the  adept’s Recovery Tests.  If  the  adept does not have  a Recovery  Test  available  to  him  at  the  time  of  death,  he  cannot use this talent. Should the adept’s Current Damage total equal or exceed his Death Rating, he immediately makes a Life Check Test in place of a Recovery Test.
If  the  test  result  lowers  the  adept’s  Current  Damage  total below his Death Rating, he avoids dying. If his Current Damage is  less  than  his Unconsciousness  Rating,  he  regains  or  retains consciousness.  If  the  Life  Check  Test  result  is  not  suficient  to bring  the adept’s Current Damage  total below his Death Rating, then the adept is dead; he may not make another Life Check Test. An unsuccessful use of the Life Check talent does not prevent the  application of other  forms of healing,  such  as  a  last  chance salve,  to  the  adept  (see  Healing  Aids  in  he  Goods  and Services chapter, p. 450).
Step Number: Rank + Willpower 
Action: No 
Requires Karma: No  Strain: 0
The  Lion Heart  talent  improves  an  adept’s  ability  to  resist fear and being intimidated. The adept uses his Lion Heart step in place of his Willpower step when making tests to resist the effects of fear or Intimidation.
Step Number: Rank + Dexterity 
Action: No 
Requires Karma: No  Strain: 0
The Silent Walk talent combines luid movement with magica effects  to dampen  the  sound of an adept’s movement,  including footsteps  and  other  means  of  travel,  such  as  the  sound  of  a windling’s light. The adept makes a Silent Walk Test, the result of  which  becomes  the  Detection  Dificulty  for  any  Perception Tests made  to hear him moving. This  talent does not make  the adept more dificult to see. A character who is aware of the adept’s presence and watching him will observe his movements normally While using Silent Walk, the adept may move no faster than half his normal Movement rate.
Step Number: Rank + Willpower 
Action: No 
Requires Karma: No  Strain: 1
The  Steel  Thought  talent  allows  an  adept  to  resist magical abilities  that  target his Spell Defense. Any  time  the character  is targeted  by  such  an  ability,  he may make  a  Steel  Thought  Test against his opponent’s Action Test result. If the test succeeds, the adept forges his thoughts into more resilient patterns, preventing the ability from affecting him. This  talent works  similarly  to  the Avoid Blow  talent,  except 
that  it  is  only  effective  against magical  abilities  that  target  the adept’s Spell Defense, such as other  talents, spells and creature powers.  The  adept  can  use  this  talent  a  number  of  times  each round equal to his Steel Thought rank, but only once against each such attempt directed at him during a round.
Step Number: Rank + Charisma 
Action: No 
Requires Karma: No  Strain: 0
The  Taunt  talent  allows  an  adept  to  insult  and  humiliate a target character, thereby distracting him. The target must be able to understand the adept in order for the Taunt to work. The adept makes a Taunt Test against the target’s Social Defense. If the test succeeds, the target incurs a -1 penalty to all of his Action Tests for each  result  level achieved on  the Taunt Test. Because of  the demoralizing  effects  of  a  successful  taunt,  subtract  -1  from  the target’s Social Defense for each result level achieved on the Taunt Test. Each use of the Taunt talent  lasts  for a number of  rounds equal to the character’s Taunt rank.
Step Number: Rank + Willpower 
Action: Yes 
Requires Karma: No  Strain: 0
The  Temper  Self  ritual  talent  allows  an  adept  to  toughen himself, becoming more  resistant  to being damaged. The adept must  not  be  suffering  from  any  damage when  performing  this ritual, otherwise it automatically fails. The adept draws forth icy ether  from  astral  space,  rolling  the  chilling  substance  over  his body. The ritual requires 30 minutes of intense meditation, after which  the adept makes a Temper Self Test against  the higher of his own Toughness  step or a Dificulty Number of 6.  If  the  test succeeds, the adept’s Temper Self rank is added as a bonus to his Death Rating, Unconsciousness Rating and Wound Threshold. If the test fails, the adept takes a number of Damage Points equal to his Wound Threshold, resulting  in a Wound. No armor protects against this damage. The effect of the Temper Self talent lasts for 24 hours. An adept can beneit from only one successful Temper Other or Temper Self ritual during this time.
Step Number: Rank 
Action: No 
Requires Karma: No  Strain: 1
The Tiger Spring talent allows an adept to react more quickly than normal in combat. The adept adds his Tiger Spring rank as a bonus to his Initiative Test that round. For example, an adept with Tiger Spring at Rank 3 would gain a +3 bonus to his Initiative Test. Tiger Spring can be used with other talents that improve Initiative, such as Air Dance.
Step Number: Rank + Perception 
Action: Yes 
Requires Karma: No  Strain: 1
The Tracking talent allows an adept to follow the trails left by people and animals across great distances, using a combination of divination magic and senses—in particular, sight and smell—to wind  traces of  their passage. The adept irst  locates  some visible racks, then makes a Tracking Test against the tracks’ Detection Dificulty.  The  base Detection Dificulty  of  the  trail  is  equal  to he lowest Dexterity step among the target group. The age of the racks affects the adept’s ability to follow them. If the trail is more han a day old, add +2  to  the Detection Dificulty;  if  the  trail  is a week or more old, add +3  to  the Detection Dificulty  for every week that has passed. The condition of the tracks also affects an adept’s ability to follow the trail. If the tracks have been obscured by weather, such as rain or snow, the adept requires a Good result on  his  Tracking  Test  to  be  able  to  follow  the  tracks.  If  the  test succeeds, a  faint,  luminous  image of  the  tracks  is  imprinted on he adept’s pupils. The adept sees this same image on the ground allowing him  to  unerringly  follow  the  tracks,  even  if  they have been obliterated by  the weather or other  causes. The  adept  can ollow the trail for a number of hours equal to his Tracking rank before requiring another Tracking Test. An adept may also use the Tracking talent to obscure his own racks. He may  travel at a maximum speed equal  to his Combat
Movement rate and still obscure his tracks. If acting to disguise he tracks for a group, travel is limited to a maximum speed equal o half the adept’s Combat Movement rate; he must keep to the rear of the group and spend time masking any signs of their passage The adept makes a Tracking Test, the result of which becomes the Detection Dificulty  for  another  character  attempting  to  follow him. The adept makes one such test for every 24 hours of travel.
Step Number: Rank + Toughness 
Action: Yes 
Requires Karma: Yes  Strain: 0 (see text)
The  Wood  Skin  talent  increases  an  adept’s  resistance  to damage by causing his skin, and portions of his muscles and ligaments, to become tougher. When this talent is active, the adept’s skin  takes on the appearance of wood or bark. Use of  the Wood Skin talent requires one of  the adept’s Recovery Tests; if he has no Recovery Tests available to him, he cannot use this talent. The dept makes  a Wood  Skin Test  and  adds  the  result  to  both his Death and Unconsciousness Ratings for the duration of the talent. The effect of Wood Skin lasts for a number of hours equal to the dept’s Wood Skin rank, or until discarded by the adept; even if he adept falls unconscious, the Wood Skin remains in effect. Wood Skin may be used  in conjunction with  the Earth Skin and Stone Skin talents, with the effects, durations, requirements and any limitations, of the different talents being combined.
Step Number: Rank + Charisma 
Action: Yes 
Requires Karma: No  Strain: 0
The  First  Impression  talent  allows  an  adept  to  favorably impress  a  gamemaster  character  he  has  just  met  for  the  first time.  The  adept  makes  a  First  Impression  Test  against  the target’s  Social  Defense.  If  the  test  succeeds,  the  target  character’s  Attitude  improves  towards  the  adept  by  one  degree;  for example,  a Neutral  character  becomes  Friendly,  an Unfriendly character becomes Neutral, and so on. On an Excellent result, it improves by  two degrees  (see  the Gamemastering  chapter of the  Gamemaster’s  Compendium  for  more  information  on Attitudes  and  how  they  work).  At  the  gamemaster’s  discretion, a Pathetic result worsens the character’s Attitude by one degree. The  new Attitude may  be  changed  for  better  or worse  through future interactions, but reverts back to the original at a rate of one 
degree per day. Any openly hostile act the adept commits against the  impressed character  immediately erases  the  impression. An adept may only attempt  to use  the First  Impression  talent once against a given character.
Seventh Circle karma: The adept may spend 1 Karma Point on Damage Tests made against a Horror or Horror construct. Talents:
Eighth Circle karma: The adept may spend 1 Karma Point on any Action Test made to resist the magical powers or spells of a Horror or Horror construct. Talents:
Ninth Circle Defense: The adept adds +1 to his Spell Defense. karma: The adept may spend 1 Karma Point on Recovery Tests. Talents:
Tenth Circle Defense: The adept adds +1 to his Physical Defense. Talents:
Knacki Łowcy Horrorów
| Knack | Talent | Rank | Strain | Cost | 
|---|---|---|---|---|
| Astral Tracking | Tracking | 7 | 2 | 2 100 PL | 
| Brandmark servant | Detect Influence | 5 | 2 | 2 100 PL | 
| Hard Glare | Steely Stare | 9 | 4 | 8 900 PL | 
|   | Creature Analysis | 3 | 2 | 300 PL | 
|   | Bear Mark | 3 | 2 | 300 PL | 
| Redirect | Steel Thought | 11 | 3 | 14 400 PL | 
| Spirit Shield | Spirit Dodge | 9 | 3 | 8 900 PL | 
Just as people, places, and things can have Names, so can groups of people. If all the members of a group can agree upon a Name for the group, that Name can form a True pattern that represents all that the group is, just like other True patterns of people, places, and things. This process is not easy, and requires that the group fulill the following conditions:
Each of these conditions is described in greater detail below.
The  group must  choose  a Name  for  itself. All  the members must agree to the chosen Name. The Name can be anything, but will always represent a part of the group’s past, present, or future. Many groups are Named for the character who irst gathered the group together.
Thom  Hammerblade  and  his  companions  wish  to create a Name  for  their group. The group decides  that they will be Named “Thom’s Adventurers” because Thom was the one who irst gathered them together.
A group symbol is a small picture or diagram that is a visual representation of the group. Like a group Name, the symbol must represent the group in some way.
Thom’s Adventurers decide that the symbol for their group will be that of a sword shattering a stone disk that bears the sigil of a Horror. This symbol represents one of the group’s irst adventures,  in which  they destroyed a Horror that had consumed several kaers.
Once  the group chooses a Name and  symbol  for  itself, each member must create a Minor pattern item that represents himself, the group, and his  role  in  the group. Carving  the group  symbol into the item is one way to ensure that the pattern item represents the group.
Farliv  is an  elven Archer and a member  of Thom’s Adventurers.  Farliv must  create  a Minor  pattern  item that represents him, the group, and his role in the group. He  chooses one of his arrows  for his pattern  item. The arrow  is one that Farliv used to slay a creature during 
the irst adventure he shared with Thom Hammerblade. The  arrow  represents  Farliv’s  Discipline  and  his  role in  the group  (Archer) and  the group  itself, because  the arrow was used in his first adventure with the group.
The above example is just one possibility of a character/group pattern  item.  Players  are  encouraged  to  use  their  imagination when creating these pattern items.Though almost any item is viable, the gamemaster is the final arbiter of whether it is an acceptable pattern item.
Once the group Name and symbol are chosen and each member has  created  his  pattern  item,  the  group  performs  the  Naming ritual. The ritual involves one member acting as the  leader, who states  the Name of  the group and  that  its symbol will represent the group. Then each member, starting with the leader, presents himself and his pattern item to the group. The exact ritual varies widely, but a commonly used ritual goes as follows:
“This assembly  shall be Named  [Group Name]. This symbol  represents  our  present,  past,  and  future,  and will be known across all of Barsaive as  that of  [Group Name].”
“I  am  Named  [character  Name].  This  [character’s pattern  item] represents my  loyalty  to  this assembly.  I am forever a part of [Group Name].”
Each member in turn recites his Name, pattern item, and his loyalty to the group. After the last member has done so, the leader hen invites the members to swear an oath of blood peace.
The last step in creating a group True pattern involves blood magic. Each of  the members must swear a special oath of blood peace to the group. The Blood Magic section of the Workings of Magic chapter, p. 259, provides  information about  the blood peace oath, but a few important distinctions need to be made here. The oath is made to the group as a whole, not to each individual member of  the group. This means  that each member only  takes a total of 2 points of damage from the oath of blood peace, not 2 points for every member of the group.
In addition, unlike other oaths of blood peace, all the members of  the  group must  renew  a  group  blood  peace  at  the  end  of  its duration. If all the members of the group do not renew the oath, the group True pattern dissolves, and any threads attached to  it are destroyed. Because the oath is renewed and the damage from the oath is sustained, characters who have sworn a group oath of blood peace do not gain the additional point to their Death Rating, and can never heal the lost Damage Points.
Once  all  the members  of  the  group  take  the  oath  of  blood peace, the group’s True pattern is formed. From then on it is the same as any other True pattern  in  that  it  represents everything about  the group,  it  can be accessed via one of  its pattern  items, and threads can be woven to it.
Because  the members of a group  jointly  formed  the group’s True pattern, the True pattern dissolves and any threads attached to  it are destroyed  if any member should die or  leave  the group. The True pattern dissolves slowly, taking one full day to completely dissolve. If the surviving members of the group wish to save the group’s True pattern, they have a day to either (somehow) resurrect  the  dead  character  or  to  reform  the True  pattern with  the remaining members.  To  do  this,  they must  repeat  the  process described  above.  Assuming  they  keep  the  same  group  Name, symbol,  and  pattern  items,  all  they  need  to  do  is  perform  the Naming ritual and swear a new oath of blood peace.
Remaining group members do not take additional permanent Damage Points from performing the ritual to reform the group.
If  a  group decides  to  add new members  to  its True pattern, its members must  perform  the Naming  ritual  again,  this  time including the new members in the rite. New members must create a pattern item and then take the group oath of blood peace. After the Naming  ritual,  the group True pattern  is  changed  to  relect the new members.
Current members of the group do not take additional permanent Damage Points  from performing the ritual again, although any  new members  joining  the  group  do  (see  Group  Oath  of Blood Peace, p, 271).
Because  the members of  a  group must  create pattern  items of  themselves  and  the  group,  those  pattern  items  hold  Key Knowledges  about  the  True  pattern  of  the  group.  This  has  two important consequences.
First,  members  of  the  group  do  not  have  to  obtain  Key Knowledges in order to weave threads to the group True pattern, because they already know the Key Knowledges held by the item.
The second consequence is that non-group characters can use these pattern items against the group, just as with pattern items of people and places.
If another character obtains a group pattern  item,  that  individual can  learn  the Key Knowledges held by  the  item. The Key Knowledges  held  by  a  group  pattern  item  always  contains  the following information:
If a character loses his group pattern item, he cannot weave any more threads to the group True pattern, and any already woven threads will cease to help him until he recovers the item.
Members of a group  that have created a group True pattern can  weave  threads  from  their  individual  True  patterns  to  the group  True  pattern.  These  threads  can  be  used  to  enhance  a character’s  talents  or  some  characteristics  (see Using Woven Threads, p. 270).
The steps for weaving threads to the group True pattern are the  same  as  for weaving  threads  to other True patterns,  except that a character already has the necessary Key Knowledge. This leaves  only  two  steps  for weaving  threads, Spending Legend Points and Weaving the Thread
When  a  character  wants  to weave  a  thread  from  his  True pattern  to  a  group  True  pattern, he must irst prepare  the  thread by  spending  Legend  Points.  The Legend  Point  cost  for  thread ranks  woven  to  group  True patterns is the same as that for a Ninth Circle  talent,  as  shown  in the  Group  True  Pattern  Legend Point Cost Table.
Once a  character  spends  the required  Legend  Points,  he  can attempt to weave the thread to the group True pattern.
| GROUP TRUE PATTERN LEGEND POINT COST TABLE | |
|---|---|
| Thread Rank | Legend Point Cost | 
| 1 | 300 | 
| 2 | 500 | 
| 3 | 800 | 
| 4 | 1 300 | 
| 5 | 2 100 | 
Weaving  threads  to  group  True  patterns  is  done  in  exactly the  same  way  as  weaving  threads  to  other  True  patterns.  The Dificulty Number  is determined by  the  rank of  the  thread  that must be woven. If the Thread Weaving Test succeeds, the thread is attached; if the test fails, the character must gain a new rank in the Thread Weaving talent before he can try again.
Because  the  pattern  items  for  a  group  pattern  are  Minor pattern items, a Good result is needed on the Thread Weaving Test to successfully weave the thread, just like Minor pattern items for other people and places.
Though  thread magic  usually  has  a  limit  of  one  thread  per pattern  item,  this  limit does not apply when weaving  threads  to a group True pattern.
Because group pattern items are Minor pattern items, a character  can have  a maximum of five  threads woven  from  a group True pattern to his own. Should a character attempt to weave an additional thread after the fifth, the attempt fails.
When a character weaves a thread to a True pattern, that act establishes a  link between  the  character’s True pattern and  the True pattern of the target. The weaving character can use that link to boost one or more of his own abilities when interacting with the subject of the True pattern. To do this, he attaches the thread to one of the following abilities:
•  Any one Talent
•  Physical Defense
•  Spell Defense
•  Social Defense
•  Wound Threshold
•  Mystic Armor
Interpretacja:
Kiedy adept wplata wątek do prawdziwego wzorca grupy, tworzy więź pomiędzy nim, a swoim wzorcem.
Ta wieź może posłużyć do tego, by wzorzec grupy, zasilił swą magią wzorzec adepta. 
Przedmiot wzorca druzyny - jest Pomniejszym przedmiotem wzorca.
Żeby utkać do niego wątek wymagany jest Duży sukces na tkanie wątków (!).
Ilość zdolności/talentów jakie można wzmocnić w ten sposób zalezy od rangi przedmiotu:
Pomniejszy - 1
Znaczący - 3
Główny - 5
W tym konkretnym przypadku - 1.
A więc tkając wątek do przedmiotu wzorca, wybieram jaką zdolność/moc będzie zasilała magia. Mag może wybrać np. Rzucanie czarów czy Obronę fizyczną. Wojownik Broń białą, albo Obronę magiczną, albo Próg Ran itp.
Każdy poziom utkanego wątku dodaje wartość +1 do wybranej zdolności. Jeśli więc stworzycie Grupę i ją Nazwiecie, to Sivarius utkawszy wątek do przedmiotu wzorca i podnosząc go na 5 (maksymalnie) poziom, może podwyższyć swój talent Rzucanie Czarów o 5 stopni. Oczywiście nie uwzględnia się tego przy liczeniu wymagań do awansu na wyższy krąg, albo przy uczeniu się rozwinięć talentów.