Tracking

Step: Rank + PER
Action: Standard
Karma: No
Strain: 1

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 first locating some visible tracks, either by searching for them or spotting them with a Perception Test, the adept makes a Tracking Test against the tracks’ Detection Difficulty. The base Detection Difficulty 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 Detection 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 a Good Result on his Tracking Test to be able to follow them. If successful, a faint, luminous image of the tracks is imprinted on the 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 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.

Tracking

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