|
DEAD FALL |
Step: Rank + Willpower Step |
Action: No | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: Illusionist |
A character uses the Dead Fall talent to feign death. As the character
collapses, he makes a Dead Fall Test against the highest Spell Defense of any
character who sees him. If the test succeeds, he uses minor illusion magic to
exaggerate the appearance of any wound, poison, or disease effect to persuade
observers that he is really dead. The effect lasts for a number of rounds equal
to the character's rank in Dead Fall. The Dead Fall talent may be used
repeatedly by making additional Talent Tests to maintain the illusion each time
the duration of the talent ends. If the character's Dead Fall Test is not
successful, at least one observer realizes that the character is faking.
DETECT TRAP |
Step: Rank + Perception Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: 1 | Discipline Talent: None |
The Detect Trap talent allows a character to uncover hidden traps, both
mechanical and magical. The average Difficulty Number for mechanical traps is
5, though some may be as high as 9. The Difficulty Number for magical traps is
equal to the trap's Spell Defense. A successful Detect Trap Test enables the
character to notice some aspect of the trap, usually the trigger.
A better-than-Average success level provides the character with additional
information about the trap. On a Good success, the character can pinpoint the
trap's trigger and figure out how to avoid setting it off. An Excellent success
tells the character what type of effect (i.e., crushing, smashing,
poison, and so on) the trap uses. An Extraordinary success gives the character
a step bonus equal to the character's rank in Detect Trap when disarming the
trap. The character adds the bonus to any tests he or she makes when attempting
to disarm the trap.
DETECT WEAPON |
Step: Rank + Perception Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: 1 | Discipline Talent: None |
The Detect Weapon talent allows a character to notice hidden weapons, whether
concealed by normal or magical means. The character makes a Detect Weapon Test
against the weapon's Concealment Difficulty Number (see Conceal Weapon).
With a successful test, the character spots the weapon and knows its
type. The character cannot detect a weapon's magical abilities using this
talent.
Once the character detects a weapon, he becomes alert to possible treachery.
This alertness lasts for a number of minutes equal to the result of the Detect
Weapon Test. If the character carrying the detected weapon tries to initiate
combat, the alerted character has a first-round Initiative step bonus equal to
his rank in Detect Weapon.
DIRECTION ARROW |
Step: Rank + Perception Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: 4 | Discipline Talent: Archer |
Using the Direction Arrow talent, a character can locate another character or
an object. The character must first possess a piece of clothing or a piece of
wall from a building or something else directly connected to the person or
object he seeks. The character fires an arrow straight up into the air. The
arrow rises to its full height, then plummets to the earth. When it hits the
ground, it shatters and sparks into an flaming arrow 1 yard long. The character
makes a Direction Arrow Test against the Spell Defense of the person or object
being sought. If the test succeeds, the arrow points in the right direction.
Each success level beyond Average reduces the amount of Strain the character
takes when using this talent. For example, a Good success reduces the Strain to
3 points, an Excellent success reduces the Strain to 2 points, and so on.
The person or object must be within a number of miles equal to the character's
rank in Direction Arrow for the talent to work. Thus, a character with Rank 4
Direction Arrow could look for a person who is up to 4 miles away.
DISARM |
Step: Rank + Dexterity Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: 1 | Discipline Talent: Swordmaster |
The Disarm talent uses a combination of flashing swordplay and instinctive
levitation magic to help a character to knock the weapon from an opponent's
hand. After first declaring that he intends to use the Disarm talent, the
character makes his Attack Test using the Disarm talent step. A successful
result sends the weapon spinning away from the opponent in the direction the
Disarming character chooses. Make a Damage Test for the number of feet the
weapon flies. The Disarm talent does not effect any weapon that is part of the
defender, such as an animal's claws.
DISARM MECHANICAL TRAP |
Step: Rank + Dexterity Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: 1 | Discipline Talent: Thief |
Characters with the Disarm Mechanical Trap talent use deduction, dexterity,
and a magical touch to render mechanical traps inoperative. The character makes
a Talent Test against the trap's Difficulty Number (determined by the
gamemaster when creating the trap; see Adventuring in Earthdawn
for information about traps). A successful result disables the trap's trigger,
preventing it from going off.
DISGUISE |
Step: Rank + Perception Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: 1 | Discipline Talent: None |
The Disguise talent allows a character to use costumes and make-up to
portray other people. The character needs make-up, clothing, jewelry, and other
physical components of the disguise to use this talent. If the character is
disguising himself as a specific individual, he must have seen a painting or
other image of that individual. When using the disguise, the character makes a
Disguise Test against the target's Spell Defense. If attempting to fool more
than one character, use the highest Spell Defense of the group +1 for each
additional character targeted. A successful test result means the targeted
characters believe the disguise. The Disguise talent lasts for a number of
hours equal to the character's rank in Disguise, but the character must pay the
Strain cost each time he makes a Disguise Test to see if another character
believes the disguise.
DISGUISE SELF |
Step: Rank + Perception Step |
Action: Yes | Skill Use: No | Requires Karma: Yes | Strain: None | Discipline Talent: Illusionist |
The Disguise Self talent allows a character to use illusion magic to disguise
herself as any human-like being, within the limits of the talent. The disguised
being can weigh up to twice the character's weight, but not less than half. The
character may not vary the height, width, or length of any part of his body by
more than 25 percent. For example, a human character trying to disguise himself
as a t'skrang would have an awfully short tail.
The character makes a Disguise Self Test. The effect lasts for a number of
hours equal to the result of the Disguise Self Test or until the character
chooses to drop the disguise.
The required Karma Point is not spent for the Talent Test. Instead, the
disguised character rolls the Karma dice and adds the result to the Sensing and
Disbelief Difficulty Numbers of the illusion (see Spell Magic).
For the purposes of Sensing and Disbelief Tests against the disguised
character, consider the Disguise Self Talent a Circle 3 illusion spell.
DOMINATE BEAST |
Step: Rank + Charisma Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Beastmaster |
The Dominate Beast talent allows a character to temporarily subdue and control
an animal, wild or trained. If the character makes a successful Dominate Beast
Test against the animal's Spell Defense, he can establish dominance over the
animal for a number of minutes equal to his or her rank in Dominate Beast. An
animal under the effect of Dominate Beast will not take any hostile action
against the character using the talent. The character may command the creature
to perform one simple task that requires less time than the duration of
Dominate Beast. The task cannot pose more danger to the animal than to the
character.
DOWN STRIKE |
Step: Rank + Strength Step + 3 |
Action: No | Skill Use: Yes | Requires Karma: No | Strain: 1 | Discipline Talent: Warrior |
The Down Strike talent allows a character to inflict
greater-than-normal damage on a target in combat. The character must be using
the Gliding Stride Talent or using another talent to move at least
6 feet above the head of his opponent. The character must scream like a bird of
prey as he drops onto his target. If he hits his opponent, the Down Strike step
substitutes for the Strength step in the Damage Test, causing the blow to
inflict extra damage.
DURABILITY |
Step: Rank p>
/b> |
Action: NA | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: None |
Each rank of the Durability talent permanently increases a character's
Death and Unconsciousness Ratings. The character's Discipline determines the
amount of this increase. The list below gives each Discipline and the
appropriate increase per Durability Rank listed as two numbers separated by a
slash. The number to the left of the slash represents the increase to the
character's Death Rating. The number to the right is the increase to the
character's Unconsciousness Rating.
Discipline | Durability Increase |
Archer | 6/5 |
Beastmaster | 7/6 |
Cavalryman | 7/6 |
Elementalist | 4/3 |
Illusionist | 4/3 |
Nethermancer | 4/3 |
Sky Raider | 8/6 |
Swordmaster | 7/6 |
Thief | 5/4 |
Troubadour | 6/5 |
Warrior | 9/7 |
Weaponsmith | 6/5 |
Wizard | 4/3 |
List this talent on the character record sheet as "Discipline Name" Durability
(i.e., Archer Durability, Sky Raider Durability, and so on).
A player assigns his Archer character Rank 3 Durability.
According to the list, this will increase an Archer's Death Rating by 6 points
per rank of Archer Durability and his Unconsciousness Rating by 5 points per
rank. This character permanently adds 18 points to his Death Rating and 15
points to his Unconsciousness Rating.
DURABILITY (MOUNT) |
Step: Rank p>
/b> |
Action: NA | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: None |
The Durability (Mount) talent is a variation of the Durability talent (see
above). Each rank of Durability (Mount) increases a mount's Death Rating by 5
and its Unconsciousness Rating by 4. A character may transfer this talent from
one mount to another, but only one mount at a time may benefit. The Durability
(Mount) Talent only works for living mounts, not mechanical, undead, or spirit
mounts.
EAGLE EYE |
Step: Rank + Perception |
Action: No | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: Archer |
A character uses the Eagle Eye talent to aim at distant targets. If the
character makes a successful test against the Spell Defense of the target,
Eagle Eye will enable him to fire at the target as if it were at close range,
ignoring any range modifier penalties that would normally apply. Each use of
the Eagle Eye talent lasts a number of rounds equal to the character's talent
rank. The talent takes effect in the first round after the successful Eagle Eye
Test. The Eagle Eye talent only gives a character a better chance of hitting a
target; it does not actually increase the range of missile weapons.
EARTH SKIN |
Step: Rank |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: None |
The Earth Skin talent makes a character much more resistant to damage. Earth
Skin requires one of the character's Recovery Tests each day it is used. The
character can only use this talent once per day, and must have ranks in the
Wood Skin talent in order to use Earth Skin. The character's rank
in Earth Skin may not exceed his or her rank in Wood Skin. The character must
use the Wood Skin talent on the same day he uses Earth Skin. Earth Skin lasts
for a full 24 hours, until Wood Skin wears off or until the character ends the
effect.
Earth Skin adds to the effectiveness of a character's Wood Skin talent, making
the character's skin even tougher. Earth Skin allows the character to take even
more damage before falling unconscious or dying. Its primary magic increases
the character's Spell Defense. As with Wood Skin, the character's skin still
appears bark-like or wood-like, but with veins the color of dark earth.
The character's Spell Defense and Death Ratings increase by a number equal to
his rank in Earth Skin.
ELEMENTAL HOLD |
Step: Rank + Willpower Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Elementalist |
The Elemental Hold talent allows a character to prevent an elemental from
moving or taking any action other than communicating. The character must
possess the Elemental Tongues talent and be able to speak the
elemental's language to use this talent. The elemental must be within 40 yards
of the character. The character boldly faces the elemental and orders it to
halt, then makes a Talent Test against the Spell Defense of the elemental. A
successful test holds the elemental for a number of rounds equal to the
character's rank in Elemental Hold. The character must concentrate to hold the
elemental; he cannot move, cast spells, or take any action other than
communication.
ELEMENTAL TONGUES |
Step: Rank + Perception Step |
Action: No | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: Elementalist |
The Elemental Tongues talent allows a character to speak the languages of air,
earth, fire, and water--the four elemental tongues. Characters cannot
communicate with wood or plant elementals using this talent, because it
requires a special spell to unravel their peculiar tongue. Each rank in
Elemental Tongues gives the speaker an additional elemental language. Rank 1
Elemental Tongues allows the character to speak one elemental language of his
choice. At Rank 4, he can speak all four basic elemental languages. When
speaking the language, the character makes a Talent Test against the Spell
Defense of the elemental. The success level determines how well the character
communicates with the elemental. On an Average or Good success, the elemental
basically understands what the character is talking about, but the character is
not able to ask complex questions or make requests. An Excellent or better
success means the elemental completely understands the character. The character
can discuss complex topics with the elemental and ask it detailed questions.
EMOTION SONG |
Step: Rank + Charisma Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: Troubadour |
The Emotion Song talent uses a character's powerful voice to sing songs that
arouse an audience to a basic emotion such as fear, love, hate, happiness,
anger, and joy. The audience directs the basic emotion at the subject of the
song; if the character sings about a king, the audience feels the emotion about
the king.
To perform Emotion Song requires at least half an hour. At the end of each
half-hour the character makes a Talent Test against the highest Social Defense
among the members of the audience. The success level determines how many
members of the audience the character affects. An Average success indicates
that one-quarter of the audience is affected by the song. A Good success
affects half the audience, an Excellent success affects three-quarters, and an
Extraordinary success means the entire audience is affected by the song.
Consecutive uses of Emotion Song create a cumulative effect. For example, two
consecutive Average successes have the same effect as one Good success, two
Good successes create the same effect as one Excellent success, and so on.
The effects of the song last a number of days equal to the character's rank in
Emotion Song. During this time, affected characters are more susceptible to
suggestions related to the emotion of the song. Characters making such
suggestions add +1 step to any Interaction Tests. Characters making suggestions
counter to the Emotion Song suffer a -1 step to Interaction Tests. See
Gamemastering Earthdawn for information about Interaction
Tests.
If a character fails an Emotion Song Test, he or she must immediately stop
performing. The crowd has grown weary of the performance, and the character may
not use Emotion Song again until the following morning.
EMPATHIC COMMAND |
Step: Rank + Willpower Step |
Action: No | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: Cavalryman |
The Empathic Command talent allows a character to command a mount through
emotion and mental images. The character need not speak the commands, but must
be in contact with the mount to use Empathic Command. The talent will not
affect any other animal except his mount. A mount uses the character's Empathic
Command step instead of its own Willpower step when making a Willpower Test to
resist fear, charm, or spells directed at the mount or its rider
EMPATHIC SENSE |
Step: Rank + Charisma Step nt or its rider |
Action: No | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: Troubadour |
The Empathic Sense talent allows a character to sense the feelings or emotions
of another character. In order to use Empathic Sense, the character must
"attune" the talent to a target character. This attuning remains in effect for
a year and a day, or until the character changes the attunement. A character
may attune to one character per rank of Empathic Sense. For example, a
character with Rank 4 Empathic Sense could attune to up to four characters. To
attune with a target character, the character must spend three minutes of quiet
meditation with that character.
To use Empathic Sense, the character makes an Empathic Sense Test against the
Spell Defense of the attuned target character to sense emotions or feelings.
Empathic Sense also gives a character a vague sense of the location of an
attuned character, within a 90-degree arc, but does not reveal distance.
Empathic Sense is effective up to a range of miles equal to the character's
Empathic Sense Rank.
ENDURE COLD |
Step: Rank + Toughness Step |
Action: No | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: None |
The Endure Cold talent allows characters to withstand damage caused by ice or
cold temperatures. Each time a character takes freezing or cold damage, the
character should immediately make an Endure Cold Test. A successful test result
immediately reduces the damage by that amount, up to the amount of cold damage
taken. Reduce the damage before determining Wounds, unconsciousness, or
death.
Cedric takes 9 points of cold damage from a Blizzard Sphere
spell. His player rolls an 11 on an Endure Cold Test, removing all 9 points of
damage, and so Cedric takes no damage from Blizzard Sphere. The remaining 2
points worth of the Endure Cold talent cannot be used to reduce any other
damage Cedric may have taken.
A character can use Endure Cold a number of times each day equal
to his talent rank. For example, a character with Rank 4 Endure Cold could use
the talent 4 times per day.
ENGAGING BANTER |
Step: Rank + Charisma Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: 1 | Discipline Talent: Troubadour |
The Engaging Banter talent allows a character to use his charming style and a
touch of magical suggestion to distract an opponent. The target character must
be able to understand what the character is saying in order for the talent to
work. Engaging Banter may also be used in combat. The character makes an
Engaging Banter Test against the target's Social Defense. If the test is
successful, the target and the character spend time in witty, idle chatter. The
banter lasts for a number of rounds equal to the character's rank in Engaging
Banter. During this time, the target is distracted, suffering a -1 step to all
tests and reducing all combat ratings (Physical Defense and so on) by -1. The
character using Engaging Banter may end the banter any time, but this will also
end the effect.
The talent can be used against targets under attack, but a successful attack
that causes a Wound negates the effect of Engaging Banter, making the target
character immune to further Engaging Banter for the next 24 hours.
ENHANCED MATRIX |
Step: Rank p>
/b> |
Action: NA | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: None |
Magicians learn the Enhanced Matrix talent to make better use of spells
requiring threads. An Enhanced Matrix holds the pattern of a spell. Unlike a
regular spell matrix, an Enhanced Matrix also holds one spell thread as well as
the spell pattern. The magician weaves this thread when he attunes the Enhanced
Matrix. This allows him to cast the spell without weaving the held thread.
EVIDENCE ANALYSIS |
Step: Rank + Perception Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: 1 | Discipline Talent: Wizard |
A character uses the Evidence Analysis talent to examine physical evidence.
This examination consists of equal parts observation, logic, and divination. A
character might be able to examine a bed, for example, and determine that its
occupant had not slept well, or he might be able to identify a weapon as a
murder weapon. As a general rule, Evidence Analysis can only answer questions
regarding what happened to an object or place or how something
happened to an object or place. The character makes an Evidence Analysis Test
against the Spell Defense of the person responsible for the physical evidence.
In the above example, he would use the Spell Defense of the person who had
slept in the bed. If the activity occurred in the previous 24 hours, the
character using the talent can get a general impression of when the event
happened (i.e., morning, afternoon, or evening). When using the Evidence
Analysis talent to evaluate evidence more than 1 day old, add +1 to the
target's Spell Defense for the Difficulty Number. This talent cannot help the
character answer the questions of "who" or "why."
FALSE SIGHT |
Step: Rank + Perception Step |
Action: No | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Illusionist |
The False Sight talent allows a character to intensify his illusions,
making them more difficult for observing characters to penetrate. A character
can use False Sight only on illusions he creates himself, not on those cast by
other characters. The character using this talent must be able to see his
target for False Sight to work. The character makes a Talent Test against the
target's Spell Defense. If using False Sight against multiple targets, make a
test against the highest Spell Defense in the group +1 for each additional
target character. A successful test result increases the Difficulty Number for
characters attempting to penetrate, Sense, or Dispel the illusion by a number
of points equal to the character's rank in False Sight. This increase only
applies to the actions of the target character, and it lasts for a number of
minutes equal to the character's rank in False Sight.
FAST HAND |
Step: Rank + Perception Step |
Action: Yes | Skill Use: Yes | Requires Karma: Yes | Strain: None | Discipline Talent: None |
The Fast Hand talent lets a character move items from one place to
another or to switch items between one character and another without being
observed. All target items and characters must be within 2 yards of the
character using the talent. The target items must measure 6 inches or less
along their longest dimension. For his Talent Test, the character adds the
number of items switched to the highest Spell Defense among his targets to find
the Difficulty Number.
Callera wants to switch the purses of 3 merchants, so that
each merchant ends up with another merchant's purse. The merchants have Spell
Defenses of 4, 6, and 5, respectively. The highest is 6, + 3 for the number of
items being switched, resulting in a Difficulty Number of 9.
FEARSOME CHARGE |
Step: Rank + Willpower Step |
Action: No | Skill Use: No | Requires Karma: No | Strain: 2 | Discipline Talent: Cavalryman |
The Fearsome Charge talent allows a character to intimidate an opponent when
making a charging attack. Fearsome Charge can also make opponents flee in fear.
Only a mounted character may use Fearsome Charge.
A character using the talent transforms when he is charging. His eyes grow
larger or glow, his teeth become pointed or the canines become longer, and his
hair stands away from his head in a wild tangle. The character makes a Fearsome
Charge Test against the Social Defense of his opponent. On an Average success,
the opponent is frozen with fear and cannot move. On a Good success or better,
the opponent flees at his fastest movement rate. The Fearsome Charge talent
works against all opponents who see the charge. Compare the result of the
Fearsome Charge Test to the Social Defense of any other characters who witness
the charge (as above) to determine their actions.
An opponent affected by Fearsome Charge may overcome its effects on any
subsequent round. The opponent must make a Willpower (or other fear-resisting
talent) Test against the character's Fearsome Charge step number. A successful
test means the opponent overcomes his fear in that round.
FENCE |
Step: Rank + Charisma Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: Thief |
The Fence talent helps a character get a better price for stolen or illegal
goods. Shady merchants usually buy stolen or illegal goods for 10 percent of
their cost (see Goods and Services). If the character can make a
successful Talent Test against the merchant's Social Defense, it raises the
price the merchant will pay by 5 percentage points of the cost. The character
may continue to make additional Fence Tests until one fails. If that happens,
the merchant drops the last negotiated price by 5 percent of the cost, and
negotiations are over. The merchant never offers less than 10 percent of the
cost, and so the character has nothing to lose by making the first Fence Test.
The maximum number of Fence Tests a character can make for any transaction is
equal to his talent rank. The Fence talent can only be used for one transaction
per day against any one character.
FIREBLOOD |
Step: Rank + Toughness Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: Sky Raiders |
The Fireblood talent allows the character to make one of his available
Recovery Tests in the middle of a Combat Round, substituting the Fireblood step
for his Toughness step in the test. The character cannot make an attack in the
same round he uses the Fireblood talent, but he may also still be engaged on
the field of battle. Fireblood makes the blood oozing from a character's
scratches, cuts, and wounds bubble and hiss; during the round in which
Fireblood is used, the blood steams, cleaning and partially healing the
character's damage.
FIRE HEAL |
Step: Rank + Willpower Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: Elementalist |
The Fire Heal talent poses certain risks for low-Circle magicians, who
generally begin with relatively low Wound Thresholds and Death Ratings.
Successful use of the Fire Heal talent grants a character extra Recovery Tests.
A failed Fire Heal Test burns the character. To use the Fire Heal talent, the
character must build an open fire large enough to completely engulf him or
her.
The character declares how many extra Recovery Tests he is attempting to gain
with this talent. Fire Heal requires 30 minutes for each additional Recovery
Test the character desires. He or she must attempt to gain at least 2 Recovery
Tests. The character makes a Fire Heal Test using a Difficulty Number
determined by the gamemaster. Then the gamemaster rolls 1D6 for each Recovery
Test the character attempts to gain. If the character's Fire Heal Test is equal
to or higher than the gamemaster's dice roll for the fire, the character earns
the Recovery Tests and makes them normally. The Recovery Tests remain available
for 24 hours after the successful Fire Heal Test. If the gamemaster's dice
result is greater, the character automatically takes a Wound, plus a number of
Damage Points equal to the difference between the Fire Attack Test and the Fire
Heal Test. This damage can result in a second Wound.
The Fire Heal talent requires that the character be in full contact with the
elemental power of fire. If a spell or item protects the character from fire,
the Fire Heal Talent has no effect.
FIRST IMPRESSION |
Step: Rank + Charisma Step |
Action: Yes | Skill Use: Yes | Requires Karma: Yes | Strain: None | Discipline Talent: None |
The First Impression talent helps a character to favorably impress characters
he or she has just met. The character makes a First Impression Test against the
target's Social Defense. A successful First Impression Test gains the character
a bonus equal to his rank in First Impression for all Charisma Tests. For
example, a character with Rank 3 First Impression adds a +3 step bonus to all
Charisma Tests made against a favorably impressed character. The effects of
First Impression last a number of days equal to the amount by which the First
Impression Test exceeded the target's Social Defense. The First Impression
talent may only be used once against any one character.
FLAME ARROW |
Step: Rank + Willpower Step + 3 |
Action: No | Skill Use: No | Requires Karma: Yes | Strain: 2 | Discipline Talent: Archer |
The Flame Arrow talent allows a character to create a flaming arrow from a
normal one, transforming his arrow into a missile of fire. This process
destroys the arrow. Use the Flame Arrow step number when making the Damage Test
for this talent. Add the Karma dice to the Damage Test.
FORGE BLADE |
Step: Rank + Perception Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: Weaponsmith |
With the Forge Blade talent, a character can improve the Damage step of any
melee weapon. To use this talent, the character must spend at least 1 week
working on the weapon at a blacksmith's forge. At the end of that time, he
makes a Forge Blade Test against the weapon's Damage step (see Goods and Services). A broadsword with Damage Step 5, for example, would have
a Difficulty Number of 5. If the test is successful, increase the Damage step
of the weapon by +1. In the case of the above broadsword, the Damage would
increase to Step 6. A character may use Forge Blade on a single weapon a number
of times equal to his rank in Forge Blade. This limit includes failed uses of
the talent on that weapon.
Characters with this talent often charge others for the time they spend using
it. The base rate to forge a special weapon is 50 x a number of silver pieces
equal to the character's talent rank per week. This charge is in addition to
the actual cost of the weapon. For example, a character with Rank 3 Forge Blade
would charge 150 silver pieces a week to forge a weapon. Buying a broadsword
that such a character improved by 2 Damage steps would cost at least 325 silver
pieces.
Despite its name, the Forge Blade talent may be used to improve any melee
weapon, not just bladed weapons. The name came because people with this talent
originally made their reputations by forging swords and daggers.
FRIGHTEN |
Step: Rank + Willpower Step |
Action: Yes | Skill Use: Yes | Requires Karma: Yes | Strain: None | Discipline Talent: None |
The Frighten talent allows a character to scare another character. Stepping in
front of his target, the character stares silently at the target character for
1 round. For the talent to have effect, the character must see the eyes of his
target or else the target must be able to see the character's eyes. In the next
round, the character using Frighten makes a Talent Test against the Spell
Defense of the target. If the test is successful, the target character stays
away from the frightening character for a number of rounds equal to the
character's talent rank. If Frightened characters are not able to completely
escape from the immediate area, they will at least move as far away as
possible.
FRIGHTEN ANIMAL SERVANTS |
Step: Rank + Charisma Step |
Action: Yes | Skill Use: No | Requires Karma: Yes | Strain: None | Discipline Talent: Beastmaster, Cavalryman |
The Frighten Animal Servants talent allows a character to terrorize servant
animals. The talent focuses magic through the animals' master, making him the
source of the animals' fear. The character makes a Talent Test against the
highest Social Defense among the target animals. A successful test means all
animal servants of a particular master flee from him or her in terror. Hounds
will desert a hunter, a mount will throw its rider, guard tigers will flee from
their ward. The effect lasts for a number of rounds equal to the character's
rank in Frighten Animal Servants.
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