Tracking

Step

 * Rank + PER

Action

 * Standard

Strain

 * 0

Skill Use

 * Yes (Novice)

Description

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