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ABATE CURSE |
Step: Rank + Perception Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Weaponsmith |
The Abate Curse talent allows a character to temporarily nullify any curses on
a weapon so that someone can handle the weapon without suffering the effects of
the curse. The character must use Abate Curse on the weapon before touching it,
however. The character must be within 3 yards of the weapon to use Abate Curse,
and he must remain within that distance while using the talent or the effect
ends. To use this talent, make an Abate Curse Test against the weapon's Spell
Defense. A successful test temporarily negates the curse. Abate Curse lasts a
number of hours equal to the result of the test. Abate Curse cannot be used to
help a character cursed by a weapon.
See Adventuring in Earthdawn for more on curses.
ACROBATIC STRIKE |
Step: Rank + Dexterity Step |
Action: Yes | Skill Use: No | Requires Karma: Yes | Strain: None | Discipline Talent: None |
Characters use the Acrobatic Strike talent to make impossibly graceful,
leaping, spinning attacks. In combat situations, use Acrobatic Strike for the
character's Attack Test. Add the ranks of Acrobatic Strike to the character's
Physical Defense Rating for the rest of the Combat Round.
AIR DANCE |
Step: Rank + Dexterity Step |
Action: No | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: None |
The Air Dance talent allows a character to walk on air, about 1 inch above the
surface of the ground. Air Dance does not allow a character to stand suspended
in midair, and can only be used in combination with Combat Movement.
Air Dance makes it possible for a character to perform quick, gliding
movements and rapid attacks. Roll the Air Dance Talent dice in place of the
character's normal Initiative dice for that round (see Initiative in
Combat). Air Dance may be used in the same round as other attack
talents. If the Air Dance result equals at least twice an opponent's
Initiative, the character using the talent can make an extra attack that round
following his opponent's attack.
AIR SAILING |
Step: Rank + Willpower Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: Sky Raider |
Air Sailing is the art of maneuvering the great flying ships used by
Sky Raiders. With this talent a character knows how to work the rigging,
tiller, or oars of the ships. Any character who wishes to join a crew must have
at least Rank 1 Air Sailing Talent. Command ranks require higher ability: a
mate must have at least Rank 4, a captain at least Rank 7, and a navigator at
least Rank 8. Not all ships have navigators.
Characters use Air Sailing for the rowing that propels airships through the
sky. To help row an airship, a character must roll a 4 on an Air Sailing Test.
An above-average successwill permit the character to take the place of
more than one rower: a Good success counts as 2 rowers. An Excellent success
means the character can replace 3 rowers. An Extraordinary success counts as 4
rowers.
For a ship to stay airborne, at least one-fourth of its rowers must make
successful Air Sailing Tests. If at least half the rowers make successful
tests, the ship can maneuver at its current altitude, dive, or climb slowly in
a straight line. If three-fourths of the rowers are successful, the ship can
speed up, maneuver while climbing, or perform aerobatics. A ship with a rowing
crew of 20 needs at least 5 rowers to succeed at Air Sailing Tests in order to
stay afloat. This might also be an equivalent number, such as 2 rowers, 1 of
whom achieved an Extraordinary success on the Air Sailing Test (thereby
replacing 4 rowers).
AIR SPEAKING |
Step: Rank + Perception Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: Elementalist |
The Air Speaking talent is unique to Elementalists. This talent allows them to
communicate with others of their Discipline without actually vocalizing the
words. An Elementalist may use Air Speaking to speak to any other Elementalist,
including those of lower Circles. He moves his lips slightly but makes no
actual sound. Other Elementalists hear Air Speaking as normal conversation. The
range for this talent is the result of the Air Speaking Test x 5 yards; master
Elementalists can lecture entire gatherings with Air Speaking. An Elementalist
without the Air Speaking talent can hear another Elementalist using this
talent, but must reply through normal communication channels.
ANIMAL BOND |
Step: Rank + Charisma Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: Beastmaster |
The Animal Bond talent creates a bond of trust between an animal and a
character. The character must work with the animal for a week previous to each
use of the Animal Bond talent, treating the animal well during this time. The
character then makes an Animal Bond Test against either the animal's Social or
Spell Defense, whichever is higher.
After the Beastmaster has successfully used this talent one time, the animal
takes a neutral attitude ("live and let live") toward him or her. A second
successful use makes the animal friendly enough to the character that he will
play with the character. The character cannot further attach the animal to him
until he improves his Animal Bond talent to at least Rank 4. Once a character
has Animal Bond at Rank 4 or more, he can begin to train the animal. When
training becomes possible, a successful Animal Bond Test makes the animal loyal
to the character as long as the character remains loyal to the animal. The
animal willingly takes risks for the character and expects appropriate rewards
for doing so. (This is more easily accomplished than for human friends. All a
dog really wants is lots of affection and enough food.) A loyal animal will
accompany a character on adventures if the character so desires.
ANIMAL POSSESSION |
Step: Rank + Willpower Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: 2 | Discipline Talent: Beastmaster |
The Animal Possession talent allows a character to place his or her spirit
into the body of an animal. Make an Animal Possession Test against the
Willpower step of the animal. This talent only works if the character is
touching the animal. If the character makes a successful Animal Possession
Test, his spirit takes possession of the animal's body and the animal's spirit
goes into the character's body. The character now controls the animal's body,
but not vice versa. While using Animal Possession, the character's physical
form slumps into a coma-like state. He retains his own intelligence while in
the animal body, but cannot perform any actions of which the animal is not
normally capable.
The character's control lasts for a number of hours equal to his Animal
Possession rank or until the animal and character touch again. When the
possession ends or the animal and character touch, both spirits return to their
proper bodies. If either the animal's or the character's body is killed, the
spirits and bodies will both die.
ANIMAL TRAINING |
Step: Rank + Charisma Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: Beastmaster |
The Animal Training talent allows a character to train animals to obey simple
commands such as "scout ahead for creatures," "smell that rock," and "go home,"
as well as the more usual "stop," "heel," "fetch," and "kill." Each command
requires a separate, successful use of Animal Training. Each use takes 1 week,
during which time the character must treat the animal well. The character makes
an Animal Training Test against either the creature's Social or Spell Defense,
whichever is higher. A successful test means the animal understands and obeys
the command given by the character; the animal will not obey that same command
given by any other character. The effects of Animal Training last for a number
of months equal to the character's rank. Repeated uses of the Animal Training
Talent can extend the duration of the effect (somewhat like a refresher
course).
ANTICIPATE BLOW |
Step: Rank + Perception Step |
Action: No | Skill Use: Yes | Requires Karma: No | Strain: 1 | Discipline Talent: Warrior |
The Anticipate Blow talent allows a character to better defend against an
incoming attack. The character must have a higher Initiative in order to use
Anticipate Blow against an attacking opponent. A character may use Anticipate
Blow in the same round that he makes an Attack Test, but not in the same round
as Air Dance. Before making an Attack Test, the character makes an Anticipate
Blow Test against the target's Spell Defense. If the test is successful, the
character adds his talent rank to both his Physical Defense Rating and to the
result of the Attack Test.
Taranya has Rank 3 Anticipate Blow Talent. Using the talent
successfully adds +3 to her Physical Defense Rating for that round as well as
+3 to the result of her Attack Test. Anticipate Blow allows her to add +3 to
this result, increasing her chance of hitting her opponent. (See Combat.)
ARCANE MUTTERINGS |
Step: Rank + Willpower Step |
Action: Yes | Skill Use: Yes | Requires Karma: Yes | Strain: None | Discipline Talent: Wizard |
The Arcane Mutterings talent allows a character to confuse others by uttering
dire and largely incomprehensible warnings. Arcane Mutterings has no effect
when used against targets engaged in combat.
The character makes an Arcane Mutterings Test against the target's Social
Defense. If the character is attempting to use the talent against more than one
character, he makes the test against the highest Social Defense Rating among
the group, +1 for each additional character. That becomes the Difficulty Number
for the test. On a Good success or better, the target characters become
confused and feel a slight unease. They will take no hostile action while under
the effects of Arcane Mutterings as long as no one takes hostile action against
them. The effect of Arcane Mutterings lasts a number of rounds equal to the
character's Arcane Mutterings Rank. During this time, the character must
continually "mutter" or else the effect ends. While suffering from the effects
of Arcane Mutterings, the characters are disheartened, which makes them easier
to affect using other social talents. If other characters are also attempting
to overcome the Social Defense of the targets, add a bonus equal to the
wizard's rank in Arcane Mutterings to any tests he makes for social
interaction.
ASTRAL SIGHT |
Step: Rank + Perception Step |
Action: No | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Nethermancer, Wizard |
The Astral Sight talent allows a character to see into the astral plane. The
magician must roll at least a 6 on an Astral Sight Test to see into the astral
plane. Compare the result of that test to determine the Spell Defense Ratings
of any other characters or objects within range. Astral Sight will allow him or
her to see all objects and characters with a Spell Defense Rating equal to or
less than the Astral Sight Test result. A character or object with a Spell
Defense greater than the test result remains invisible to your character.
Astral Sight has a range of the character's Astral Sight Rank x 10 yards. The
character cannot see anything outside that range. Astral Sight lasts for a
number of rounds equal to the character's rank in Astral Sight. The character
takes Strain each time he or she attempts to use the talent.
AVOID BLOW |
Step: Rank + Dexterity Step |
Action: No | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Thief, Troubadour, Warrior |
The Avoid Blow talent allows a character to dodge blows directed at him in
combat at the last minute. Any time an opponent attacks a character with the
Avoid Blow talent, the attacked individual makes an Avoid Blow Test to dodge
the blow before it causes damage. If he rolls a result equal to or higher than
that of the opponent's Attack Test, the target avoids the blow. This means that
he or she saw the attack coming and dodged out of the way at the last minute.
Your character cannot use the Avoid Blow Talent to dodge blind-side attacks,
however. Avoid Blow can only be used once per Combat Round. A character who
attempts and fails to use Avoid Blow is knocked down, whether or not the blow
would normally have done so (See Make Knockdown Test in
Combat.). Avoid Blow can be used in the same round as an Attack
Test.
Poorht, windling Thief, has a Physical Defense Rating of 8.
The jehuthra attacking him rolls a 12 on the Attack Test, which is higher than
Poorht's Physical Defense of 8. The blow would normally have landed, but Poorht
sees it coming and decides to use his Avoid Blow talent. He rolls a 12, just
enough for Poorht to dodge and take no damage.
BANK SHOT |
Step: Rank + Dexterity Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Archer, Thief |
The Bank Shot talent allows a character to ricochet missile and thrown weapons
off obstacles on the way to their target. A character need not have line of
sight to the target in the round during which he uses Bank Shot, but must have
had line of sight to the target during his last action. The character points
out the objects off which he intends to ricochet his shots, then uses his Bank
Shot step to make the Attack Test. If successful, his shot makes a number of
banks equals to the character's rank in Bank Shot. A failed Attack Test using
Bank Shot means the missile flies completely off target. A bank shot destroys
arrows and bolts used to make the shot. Though the bank shot nicks and
scratches daggers and other throwing weapons, these remain usable.
BATTLE BELLOW |
Step: Rank + Charisma Step |
Action: No | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Sky Raider |
The Battle Bellow talent allows a character to intimidate his foes and inspire
his companions. The character makes a Battle Bellow Test against the Social
Defense of the target. If the character is attempting to use Battle Bellow
against more than one target, add 1 to the highest Social Defense Rating in the
group for each additional target character. The character using Battle Bellow
must be involved in combat or threatening to engage in combat. Battle Bellow
may be used in the same round as an Attack Test.
A successful test reduces all the target's steps for 1 round by a number equal
to the character's rank in Battle Bellow. Rank 4 Battle Bellow, for example,
reduces all the target's tests by -4 steps. A target can only be affected by
one Battle Bellow at a time.
A character can also use Battle Bellow to inspire his companions. If the
character rolls a Good success or better in the Battle Bellow Test, it also
adds a positive modifier to any Battle Shout Tests by all friendly
Sky Raiders within a distance of the Battle Bellow Rank x 10 yards of the
character. The bonus is equal to the character's Battle Bellow Rank; a Rank 3
Battle Bellow, for example, adds 3 steps to all Battle Shout Tests.
BATTLE SHOUT |
Step: Rank + Charisma |
Action: No | Skill Use: Yes | Requires Karma: No | Strain: 1 | Discipline Talent: Sky Raider |
The Battle Shout talent allows a character to intimidate foes. The character
makes a Battle Shout Test against the Social Defense of the target character.
If the character is attempting to use Battle Shout against more than one
target, add +1 to the highest Social Defense Rating in the group (the
Difficulty Number) for each additional target character.
A troll uses Battle Shout against a group of 6 soldiers, one
of whom is a sergeant. The sergeant's Social Defense is highest, so it becomes
the Social Defense for the group. Because the troll is also targeting 5
additional characters, he adds the +5 to the sergeant's Social Defense to get
the Difficulty Number for the Battle Shout Test.
The character must be involved in combat or threatening to engage in combat in
order to use Battle Shout. Battle Shout may be used in the same round as an
Attack Test. The character must roll a Good success or better for Battle Shout
to succeed. A successful test reduces all the target's steps by a number equal
to the character's Battle Shout Rank for a period of 1 round. A Rank 4 Battle
Shout, for example, would reduce the steps for all the opponents' tests by 4
steps. A character may be affected by only one Battle Shout at a time.
BLOOD SHARE |
Step: Rank + Toughness Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: Cavalryman |
The Blood Share talent allows a character to transfer damage between his mount
and himself. First, the character makes a small cut somewhere on himself and on
his mount, then touches the two cuts together. Then he makes a Blood Share
Test. The result is the number of Damage Points that can be transferred between
himself and his mount. Depending on the situation, the character might want to
transfer the full number of Damage Points or transfer only a portion. Again,
depending on the situation, he will transfer the damage either from his mount
to himself or vice versa. For example, a character might decide to transfer
only 7 Damage Points on a test result of 10, or he might choose to use the
whole number. Transferring only 7 points from his mount to himself, for
example, would reduce the mount's damage by only 7 points, not the full 10.
Transferred damage never causes a Wound, but if the transferred damage sends
either the character's or the mount's (whichever is taking the transfer of
damage) Current Damage higher than his Death Rating, the affected character or
mount still dies.
Blood Share talent normally does not require the character to spend Karma, but
if a Cavalryman wants to use this talent on another willing character, he can
do so by spending 1 Karma Point. Roll the Karma dice at the same time as the
Blood Share Test is made, as normal. Using Blood Share in this way requires
that deep trust exist between the character and his volunteering comrade.
Members of the Cavalryman Discipline almost universally honor this trust, and
have coined the term "blood betrayer" to refer to anyone who uses Blood Share
to transfer so much damage to another character that the second character dies.
Other Cavalrymen shun blood betrayers.
BOOK MEMORY |
Step: Rank + Willpower Step |
Action: Yes | Skill Use: No | Requires Karma: Yes | Strain: None | Discipline Talent: Wizard |
The Book Memory talent allows a character to memorize knowledge from a book.
The character need make only one Book Memory Test per book, using the book's
Spell Defense as the Difficulty Number. The Spell Defense of most grimoires is
at least equal to the Casting Difficulty of the highest-ranking spell it
contains. For the purposes of using Book Memory, one grimoire equals one book.
Normal books have a Spell Defense of 5 against memorization.
The character can memorize a number of pages per round equal to his Book
Memory Rank. The character must memorize the entire book at one sitting. If he
or she performs any other action while memorizing, the character's
concentration breaks and the memorization is lost. The character need not be
able to read the language to memorize a book.
The knowledge of a memorized book stays in the character's memory for a year
and a day before fading. A character can use the Book Recall
talent to retrieve this knowledge later. The maximum number of books the
character can hold in memory at any one time equals the character's Book Memory
Rank. A character may voluntarily discard memorized knowledge in order to
memorize new knowledge.
BOOK RECALL |
Step: Rank + Perception |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Wizard |
The Book Recall talent retrieves information a character once memorized
via the Book Memory talent but which subsequently faded. The Difficulty Number
for remembering the information after the passage of a year and a day is based
on the number of books the character currently has memorized, as follows:
Books Memorized | Difficulty Number for Remembering |
1 | 7 |
2 | 8 |
3 | 9 |
4 | 10 |
5 | 11 |
For every book more than 5 | +1 |
Using the Book Recall talent takes 1 round. An Average success on a Book
Recall Test retrieves one page of information. For each success level beyond
Average, the character remembers the information on an additional page.
Jerreck, an elven Wizard with Rank 3 Book Recall, is
attempting to recall some information from a grimoire that he had previously
memorized. Jerreck currently has a total of 5 books memorized, which the above
table indicates as a Difficulty Number 11. Jerreck's player rolls an 18 on his
Book Recall Test. Because this is a Good success, Jerreck can recall 2 pages
from the book.
Once he retrieves the information, the character can write it
down using either the Read and Write Languages talent or skill, or the Read and
Write Magic talent, as appropriate. The information retrieved fades after 24
hours or whenever the character uses Book Recall again, whichever comes first.
BORROW SENSE |
Step: Rank + Willpower Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: Beastmaster |
Using the Borrow Sense talent, a character temporarily takes one of an
animal's five senses of touch, taste, hearing, smell, or sight for use as his
own. The animal loses that sense for the duration of that borrowing. For this
reason, only animals loyal to the character or those under the effect of a
spell or the Dominate Beast talent will submit to Borrow Sense. The Beastmaster
makes a Borrow Sense Test against the animal's Spell Defense. If the character
tries to take a sense from an unwilling animal, increase the creature's Spell
Defense by +5. Successful use of Borrow Sense earns the character all the
benefits of the borrowed sense. The effect lasts a number of minutes equal to
the character's Borrow Sense Rank.
CALL ARROW |
Step: Rank + Perception Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: Archer |
The Call Arrow talent allows a character to retrieve fired arrows by spending
1 round to call back arrows he has fired. The talent works on any arrows the
character fired that remain within 100 yards of him or her. The called arrows
fly toward the character, tumbling and rotating into proper position, then drop
into the quiver. Call Arrow only retrieves the arrows; the character cannot
also tie or attach the called arrows to another object in an attempt to
retrieve that object. Call Arrow also extracts arrows from targets and returns
them to the character. To use this talent, the character makes a Call Arrow
Test; the result is the maximum number of arrows returned. If the character
fired fewer arrows than that number, he or she simply gets back all the arrows
she fired.
CALLED SHOT |
Step: Rank + Dexterity Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: 1 | Discipline Talent: Archer, Swordmaster |
A character can use the Called Shot talent to impress onlookers with a display
of targeting accuracy. The character announces his attack aloud, naming his
target and roughly where the shot will strike. The character makes a Called
Shot Test instead of a standard Attack Test. A successful test means the shot
hit in approximately the called spot. Opponents who see this display of skill
are suitably impressed. A successful test affects a number of characters equal
to the character's Called Shot talent, modifying the next test the onlookers
make by -1 step. For example, if a character engaged in combat successfully
calls a shot, the opponents preparing to attack his companions would make their
next Attack Test at -1 step. The character using the talent chooses the
characters to be affected. The affected characters must understand the language
the character is speaking in order to be affected by a successful Called Shot.
Called Shot can only impress opponents; the talent does not increase the damage
from an attack.
CAT'S PAW |
Step: Rank + Dexterity Step |
Action: No | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Beastmaster |
The Cat's Paw talent permits a character to move quietly. Make a Cat's Paw
Test, then use the result as the Difficulty Number for tests by anyone else
attempting to detect the character. Because Cat's Paw makes a target even
harder to detect than normal, a detecting character must roll a Good success or
better to discern a character using the Cat's Paw.
CHARGE |
Step: Rank + Strength Step |
Action: No | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: Cavalryman |
The Charge talent increases the damage of a mounted attack (see Mounted Combat). The attacker must spend the preceding round riding toward
the target to build momentum. The magic fueling the talent increases the damage
for any type of physical attack, be it by spear, club, sword, fist, and so on.
Use the Charge step in place of the Strength step to make the Damage Test. Add
the Charge steps to the Strength dice of the mount or the rider, whichever is
greater. The spell can also help a character stay on his mount (see
Combat).
CLAW FRENZY |
Step: Rank + Dexterity Step |
Action: Yes | Skill Use: No | Requires Karma: Yes | Strain: None | Discipline Talent: Beastmaster |
Using the Claw Frenzy talent, a character can make more effective, and
possibly, multiple attacks using the Claw Shape talent . When using
Claw Frenzy to attack with Claw Shape, the character uses the Claw Frenzy
talent instead of Unarmed Combat.
In one round, a character may attack using Claw Shape a number of times equal
to his rank in Claw Frenzy. For example, Rank 3 Claw Frenzy would give the
character 3 Claw Shape Attack Tests. The character must spend the Karma Point
required to use Claw Frenzy on the first Attack Test. He may spend an
additional Karma Point on each subsequent Claw Frenzy Test, and may also spend
Karma on the Claw Shape Damage Tests. For each Claw Shape attack made during
Claw Frenzy, use the Claw Shape damage step (see Claw Shape) to
make the Damage Tests.
CLAW SHAPE |
Step: Rank + Strength Step + 3 |
Action: No | Skill Use: No | Requires Karma: Yes | Strain: None | Discipline Talent: Beastmaster |
The Claw Shape talent changes a character's dominant hand into a fearsome
clawed weapon. The character uses his Unarmed Combat talent or skill to make
Attack Tests with Claw Shape. Make the Damage Test using the Claw Shape step,
plus the required Karma dice. If using Claw Shape with Claw Frenzy,
the character may use a Karma Point for each Damage Test. Claw Shape lasts
until it does damage, then immediately fades away.
CLIMBING |
Step: Rank + Dexterity Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: None |
The Climbing talent allows a character to climb up the sides of various
surfaces and objects. A character makes a Climbing Test against the climb's
difficulty, a number determined by the gamemaster (see Adventuring in
Earthdawn
). If the result is equal to or higher than the Difficulty
Number, the character climbs successfully. A character can climb at a rate of
(3 + Climbing Rank) yards per round, i.e., a character with Rank 2
Climbing Talent could climb 5 yards a round.
COBRA STRIKE |
Step: Rank + Dexterity Step |
Action: No | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Warrior |
The Cobra Strike talent allows a character to make incredibly quick attacks in
the first round of combat. Cobra Strike only works for the first round of
combat against any one opponent. Make a Cobra Strike Test instead of a standard
Initiative Test for that one round. The magic powering the Cobra Strike Talent
overcomes Initiative modifiers based on armor or shields. Ignore any applicable
Initiative step decreases when using Cobra Strike. Cobra Strike can be used in
the same round as an Attack Test. A character may also add a number of steps
equal to his or her rank in Cobra Strike talent to one Attack Test during the
round in which it is used. Cobra Strike cannot be used with other talents that
augment Initiative.
COLD PURIFY |
Step: Rank + Willpower Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: Elementalist |
The Cold Purify talent stops the effects of poison. Using this talent requires
access to ice, snow, or chilled water. The character packs the ice (or cold
material) around a poisoned character's wound. After one minute of
concentration, the character makes a Cold Purify Test against the poison's step
number. A successful test stops the effect of the poison, and the victim
recovers a number of Damage Points equal to the difference between the Cold
Purify result and the poison step number. The Cold Purify Talent only heals
damage inflicted by poison.
CONCEAL WEAPON |
Step: Rank + Perception Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: 1 | Discipline Talent: Thief |
A character can use the Conceal Weapon talent to use sleight of hand and
illusion to hide weapons somewhere on his or her body. The character makes a
Conceal Weapon Test and subtracts the size of the weapon (see the Goods and
Services
table) from the result. That number becomes the Difficulty
Number for tests by any character attempting to detect the weapon. The
concealment lasts for 24 hours, but ends immediately if someone discovers the
weapon or if the character removes the weapon from its hiding place.
As long as the weapon remains concealed, use of this talent gives the
character an Initiative bonus equal to his rank in Conceal Weapon when drawing
and striking with a concealed weapon.
CREATURE ANALYSIS |
Step: Rank + Perception Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: 1 | Discipline Talent: Beastmaster |
The Creature Analysis talent allows a character to use scholarship and
divination magic to gain information about a creature he is observing. If the
character makes a successful test against the creature's Spell Defense Rating,
he may ask the gamemaster one specific question about the creature. For the
purposes of this talent, the player can ask a specific question that would
reveal one of the creature's game statistics or abilities. The gamemaster
should, however, cheerfully disallow questions comparing more than one
statistic, such as "Is this beast tougher than I am?" or "Which is higher, its
Physical Defense or Spell Defense?"
CRUSHING BLOW |
Step: Rank + Strength Step |
Action: No | Skill Use: No | Requires Karma: Yes | Strain: None | Discipline Talent: Sky Raider |
The Crushing Blow talent is a fearsome attack used to inflict maximum damage.
When a character uses Crushing Blow against an opponent, he uses his Crushing
Blow step instead of his Strength step for the Damage Test. The required Karma
die is spent on this Damage Test. The character must use Battle Shout
in the same round against the target of the Crushing Blow. If the Battle
Shout Test succeeds, add +3 steps to the step of the Damage Test. If the Battle
Shout Test fails, the opponent takes standard Crushing Blow damage.
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