This talent is also known as Wayfinder’s Instinct
A supernatural or highly refined cognitive sense of direction, distance, and spatial continuity. The character becomes a living compass, map, and eventually something far more uncanny.
Core Ability (Rank 1): Relative Positioning
The character can track their position relative to a known starting point.
Determine Direction roll: (rank x 5) + ((MA -15) x 3)
Base Effect:
- On a successful skill roll, the character always knows:
- The direction and approximate distance back to a known reference point
- Whether they are moving closer or farther from it
- This functions even in:
- Darkness
- Underground environments
- Featureless terrain
Range:
Accuracy:
- Distance accuracy within:
- ±10% at Rank 1
- Improves by 1% per Rank (to a minimum of ±2%)
Modifiers:
- Straightforward travel: no penalty
- Twisting / maze-like routes: -2 to -6
- Teleportation or planar distortion: GM discretion (-5 to automatic failure)
Secondary Core: Sense North
When the sky is visible:
Chance to determine true north: 15 + ((INT - 15) × 3) + (Rank × 5)
When the sky is NOT visible:
- Result is halved (round up)
Additional Improvements:
- Rank 8+: No penalty for cloud cover or underground (still requires a roll)
- Rank 12+: Always aware of north without rolling (unless magically obscured)
Rank 3: Path Memory
With a successful skill roll, the character can perfectly recall traveled routes.
Path Memory skill roll: ((KNOW - 15) x 2) + (rank x 5)
Effects:
- Cannot become lost in areas they have previously explored
- Abilities:
- Retrace steps
- Identify shortcuts
- Can describe routes with near-perfect clarity to others
Rank 5: Directional Awareness
The character gains a passive sense of orientation.
Directional Awareness skill roll: ((WP - 15) x 3) + (rank x 5)
Effects:
- Always aware of:
- Current facing direction
- Changes in heading
- Cannot be disoriented by:
- Darkness
- Blindfolds
- Spinning or dizziness (non-magical)
Rank 7: Unerring Course
The character instinctively selects efficient paths.
Effects:
- When traveling toward a known destination:
- Reduce travel time by (rank)%
- Avoid natural hazards (quicksand, dead ends, etc.)
Rank 10: Anchor Point
To gain this ability, the character must meet one of the following requirements:
- WP 16, MA 22
- WP 22, MA 18
The character can mentally “mark” locations.
Effects:
- May maintain a number of anchor points equal to Rank/3; round down
- Always knows direction and distance to each anchor
- Can instantly recognize if:
- An anchor has been moved (e.g., portable object)
- The character has crossed planar boundaries relative to it
Rank 12: True Orientation
The character must have an MA of 22 or higher to gain this ability.
Direction sense becomes supernatural.
Effects:
- Automatically knows:
- Cardinal directions
- Vertical orientation (up/down) even in zero gravity or magical environments
- Immune to:
- Non-magical illusions affecting direction
- Magical effects that distort space:
- Allow a saving throw to negate confusion regarding direction
Rank 15: Absolute Position
The character must have an MA of 24 or higher to gain this ability.
The character becomes a living coordinate system.
Effects:
- Always knows exact position relative to any previously visited location (no range limit)
- Can instantly determine the shortest path between two known points
- Once per day the character can gain perfect navigation for 1 hour (no chance of becoming lost, automatically detect optimal route)
Old Description
This arcane ability allows the character to determine relative position. If the character makes his skill roll, then he knows where he is relative to where he was previously as he moves. The GM may apply negative modifiers for particularly twisting routes.
When the character is able to see the sky, he has a chance to determine which direction is north. This chance is equal to 15 + ((INT - 15) x 3) + (Rank x 5). This roll will usually be made by the GM. If unable to see the sky, the bonus is cut in half (round up). |