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GLIDING STRIDE |
Step: Rank + Dexterity Step |
Action: No | Skill Use: No | Requires Karma: No | Strain: 1 (see below) | Discipline Talent: Warriors |
Gliding Stride is a movement talent that allows the character to move
in a graceful glide through the air. For each use of this talent, the character
makes a Gliding Stride Test. A successful result gives the maximum horizontal
distance the character can move in 1 round using this talent, though the
character still cannot move further horizontally than his Combat Movement. The
effects of Gliding Stride last for a number of rounds equal to the character's
rank in Gliding Stride. Gliding Stride suspends a character in midair, but
cannot suspend him higher than a number of feet above the ground equal to 10
times the character's talent rank. If the character is suspended more than rank
x 10 feet above the ground (say he stepped off a cliff), he falls to the
ground, but only takes the damage he would have suffered from falling a
distance equal to the difference between the Gliding Stride suspension limit
and the actual height. The character also modifies the falling damage by a
number of Armor Points equal to his rank in Gliding Stride.
The Warrior Fezwit has Rank 2 Gliding Stride. His grappling
partner pushes him off the top of a 100-foot tower. He falls all 100 feet to
the ground, but takes only 80 feet worth of falling damage. He also modifies
the falling damage by 2 Armor Points. (See Falling Damage)
If a character using Gliding Stride stands still at more than 2
feet above the ground, he slowly sinks toward the ground. The character loses
1D6 inches of altitude each round he remains stationary until he lands on the
ground.
A character may use the Gliding Stride talent to move horizontally without
suffering Strain; moving upward, however, does cause Strain. The character
attempting to move vertically makes a Gliding Stride Test as above; a
successful result gives the total number of feet (in this case both horizontal
and vertical) the character may move using Gliding Stride. For each foot the
character moves vertically, he must move 2 feet horizontally. Divide the
Gliding Stride result by 3 to determine the maximum distance the character can
move vertically using Gliding Stride.
GRACEFUL EXIT |
Step: Rank + Charisma Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: None |
A character can escape combat by making an enchanted, Graceful Exit. To
determine the Difficulty Number for the Talent Test, use the highest Social
Defense Rating among the targeted group +1 for every other character in the
group. Each targeted opponent must understand what the character says or else
Graceful Exit has no effect. If the Graceful Exit Test is successful, the
character must move away from the combat; he may not take any other action but
that. The characters bedazzled by the Graceful Exit can take no action against
the character using the talent for a number of rounds equal to the character's
rank in Graceful Exit. Graceful Exit protects only the character using it; his
or her associates must fend for themselves.
If the character returns to the combat after making a Graceful Exit, the
characters affected by this talent become enraged. They try to attack the
character, and are immune to all tests made against their Social Defense (any
attempts to further influence them). Their anger adds +1 step to all their
tests.
GREAT LEAP |
Step: Rank + Dexterity Step |
Action: No | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: Sky Raider |
The Great Leap talent allows characters to jump across large distances. Sky
Raiders often use this talent to cross the chasms between airships and to leap
clear of burning rigging and debris. To use this talent, the character rolls
his Great Leap dice. The result is the number of yards he can jump, up to a
maximum of his Combat Movement. Up to one-half the jump distance may be
vertical. Great Leap may be used to avoid falling rigging, burning sails, or
similar hazards. The Great Leap result replaces the character's Physical
Defense Rating for the round in which the character uses the talent, even if
that number is less than the character's normal Physical Defense.
HAGGLE |
Step: Rank + Charisma Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: Weaponsmith |
The Haggle talent allows characters to drive a bargain when buying or
selling. A character makes a Haggle Test against the customer's or merchant's
Social Defense Rating. If he is successful, the price rises or falls by 5
percent of the cost in favor of the character. Merchants or customers with the
Haggle Talent (or skill) can also make a Haggle Test; a successful result could
adjust the price in their favor.
The character may continue to make additional Haggle Tests for the same deal
as long as he continues to roll successes in each subsequent test. As soon as
he fails a Haggle Test, he can no longer bargain for this transaction. The
maximum number of Haggle Tests a character can make for any transaction is
equal to his Haggle Rank.
HEAL ANIMAL SERVANT |
Step: Rank + Toughness Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: Beastmaster, Cavalryman |
A character with the Heal Animal Servant talent may heal any of his or her
animal servants. The character spends 1 of his own Recovery Tests to use the
talent, reducing the animal's Current Damage by the result of the dice roll.
Only standard Recovery Tests can be used to Heal Animal Servant. The character
cannot use other talents, such as Fireblood, with this talent.
HEARTENING LAUGH |
Step: Rank + Charisma Step |
Action: Yes | Skill Use: Yes | Requires Karma: Yes | Strain: None | Discipline Talent: None |
The Heartening Laugh talent allows a character to support friendly
characters against fear. The character spends a round directing a booming,
mocking laugh at one opponent. The character makes a Heartening Laugh Test
against the highest Social Defense among all of the opponents present. If the
test is successful, all friendly characters who hear the character's laugh
receive a step bonus equal to the character's Heartening Laugh Rank to all
Willpower Tests to resist fear and fear-type effects generated by the opponent.
The step bonus effect of Heartening Laugh lasts for a number of rounds equal to
the character's rank in Heartening Laugh.
HOLD THREAD |
Step: Rank + Willpower Step |
Action: No | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: Wizard |
The Hold Thread talent allows a character to weave a thread to a spell (see
Spell Magic) and to hold the spell ready until the magician is
prepared to cast it. If the Thread Weaving Test is successful, the character
makes a Hold Thread Test to keep the spell within its matrix. The Difficulty
Number for the test is the Weaving Difficulty (Spell Magic) of
the thread(s) being held. A successful result holds the spell for a number of
rounds equal to the character's rank in Hold Thread. The character may cast the
spell during any one of these rounds. In the final round, the character may
make another Hold Thread Test. A successful result will let the character
continue to hold the spell for the same number of rounds. A failed Hold Thread
Test means the character immediately casts the spell. A magician cannot weave
or cast another spell while using Hold Thread to hold a spell.
HYPNOTIZE |
Step: Rank + Perception Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: Illusionist |
The Hypnotize talent allows a character to mesmerize another character, making
the target very susceptible to persuasion through Interaction Tests. The
Hypnotize talent is a magical effect rather than an actual hypnosis process. A
character can hypnotize any single target within 10 yards. The character must
speak to use this talent. The target cannot be involved in physical conflict
and must be able to understand the hypnotist. The character using the talent
makes a Hypnotize Test against the Spell Defense of the target. A successful
test improves the attitude of the target toward the character by one degree, to
a maximum of friendly (see Gamemastering Earthdawn). While under
the influence of the Hypnotize talent, the target remains placid unless
attacked. The character has a maximum number of minutes equal to his Hypnotize
Rank to make post-hypnotic suggestions. During this time, the character can
make Interaction Tests against the target, using successful tests and success
levels to persuade the target to perform desired actions. The target character
will perform any actions to which he or she agreed while under the effects of
the Hypnotize talent, as long as the actions can be performed within a number
of hours of the Hypnotize session equal to the character's rank in Hypnotize.
While in a tavern, Poorht the Thief hypnotizes an off-duty
private guard. Poorht improves the guard's attitude and uses a little
persuasion. While hypnotized, the guard agrees to let Poorht into the house he
guards as long as Poorht brings along some Rivercask ale to share. Poorht
agrees. Poorht has Rank 3 Hypnotize, and so the effect lasts for 3 hours. At
the end of that time, the guard comes to his senses. While he may not blame
Poorht for having tricked him, the guard is no longer bound by his word.
IMPROVE BLADE |
Step: Rank + Perception Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: Weaponsmith |
The Improve Blade talent allows a character to add a temporary bonus to the
Damage step of a weapon. Improve Blade is a quick magic ritual based on the
Forge Blade talent, so a character must have Forge Blade in order to use
Improve Blade. To perform Improve Blade, the character needs a fire the size of
a large campfire. Within the time limit of half an hour, he quickly runs
through a mock forging of the weapon to be improved. The character makes an
Improve Blade Test against the Damage step of the weapon (as in Forge Blade).
If the test fails, the weapon shatters. If the test is successful, the
Damage step of the weapon increases by +1 step. A character may improve a
single blade a number of times equal to his rank in Improve Blade. The Improve
Blade talent can also be used to improve non-blade weapons. Each increase
provided by Improve Blade lasts for 24 hours from the end of the ritual.
INCITE MOB |
Step: Rank + Willpower Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Troubadour |
The Incite Mob talent allows a character to motivate a group to act against a
specific target. The character must spend at least 1 minute shouting and
encouraging a large group of sentient beings to act. The character must state a
target, a grievance, and propose an action for the mob to take. The action may
be peaceful or violent, constructive or destructive. The character makes an
Incite Mob Test against the highest Social Defense among the members of the
mob. The size of the mob determines the success level needed to motivate the
mob:
Mob Size | Success Level Needed |
Rank x 10 | Average |
Rank x 25 | Good |
Rank x 50 | Excellent |
Rank x 100 | Extraordinary |
The mob follows the inciter's course of action for a number of hours equal to
the character's rank in Incite Mob. Once motivated, the mob becomes largely
uncontrollable. A character can only control the mob by making a second,
equally successful Incite Mob Test.
INCITE STAMPEDE |
Step: Rank + Willpower Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Beastmaster |
With the Incite Stampede talent a character can make a group of animals
stampede in a specific direction. The character must first spend at least 1
minute running and screaming around the herd of animals he is trying to
stampede. The character then makes an Incite Stampede Test against the highest
Social Defense among the animals of the group. The number of animals in the
herd determines the success level needed to start a stampede:
Herd Size | Success Level Needed |
Rank x 10 | Average |
Rank x 25 | Good |
Rank x 50 | Excellent |
Rank x 100 | Extraordinary |
If the test is successful, the animals stampede uncontrollably in the
direction chosen by the character. The Incite Stampede talent can also stop a
stampede, though the practical problem of screaming through a stampeding herd
limits this use. The animals stampede for a number of hours equal to the
character's rank in Incite Stampede, or until they are exhausted, or until they
encounter a great enough danger or obstacle to break the stampede.
ITEM HISTORY |
Step: Rank + Perception Step |
Action: Yes | Skill Use: No | Requires Karma: Yes | Strain: None | Discipline Talent: None |
The Item History talent allows a character to learn the history of an
enchanted or mundane item. The character must carry the item on his or her
person for at least one week, studying it carefully for one hour each night. As
soon as he completes seven nights of study, the character makes an Item History
Test using the Spell Defense of the item as the Difficulty Number. The success
level determines the amount of knowledge gained. An Average success reveals one
Key Knowledge from the item's history. A Good success provides two Key
Knowledges from its history, an Excellent success reveals three Key Knowledges,
and an Extraordinary success reveals four Key Knowledges from the history of
the item. The Item History talent can be used multiple times on the same item,
each time after a week of study. When a character studies an item multiple
times, the level of success of each succeeding test indicates the number of
additional Key Knowledges from the item's history the character discovers. The
character's rank in Item History is the maximum number of Key Knowledges that a
character can learn through his talent. Once he increases the rank of Item
History, he can then learn more Key Knowledges. The rank of Item History is
also the maximum thread rank of any Key Knowledge that can be learned from an
item.
Jerreck, an elven Wizard, is studying the Ring of Gorlianna.
He has already learned three Key Knowledges from the ring's history. On his
latest attempt to use his Item History talent, Jerreck gets an Excellent
result, giving him knowledge of three more Key Knowledges from the ring's past.
This means Jerreck would know six Key Knowledges from the history of the Ring
of Gorlianna. But because Jerreck has only five ranks in Item History, he can
only learn up to five of the Key Knowledges.
As a character learns Key Knowledges from the history of the
item, he or she begins to learn the Pattern Knowledge of the item. The
character can use the Pattern Knowledge to create a thread to the item. The
character may reveal the Pattern Knowledge to other characters, who then may
also weave threads to the item. The maximum rank of a thread woven to a item
equals the number of known events from the item's history. See
the Workings of Magic section for more information regarding threads and Pattern Knowledge.
KARMA RITUAL |
Step: Rank p>
/b> |
Action: NA | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: None |
All Disciplines have a Karma Ritual (see descriptions of individual
Disciplines). Each ritual takes 30 minutes to perform, and can only be
performed once per day. Each time your character performs the ritual, he or she
can purchase a number of Karma Points equal to his or her rank in Karma Ritual.
See Creating A Character and Building Your Legend for more on purchasing Karma Points.
LASTING IMPRESSION |
Step: Rank + Charisma Step |
Action: No | Skill Use: No | Requires Karma: Yes | Strain: None | Discipline Talent: None |
The Lasting Impression talent allows a character to impress a group of
onlookers. A character can only use Lasting Impression when he first meets a
group of characters or when he prepares to leave a group of characters and will
not return for at least 24 hours. This talent imprints a dramatic image of the
character in the minds of those affected. The character chooses the characters
upon whom he wants to leave a Lasting Impression; he must choose these
characters before making the Talent Test. The maximum number of characters he
can impress is equal to his rank in Lasting Impression. The character must
strike a dramatic pose, then make a Lasting Impression Test and compare the
result to the Social Defense of each target he wants to impress. If his test
result is equal to or higher than the Social Defense, the character adds a
positive modifier equal to his rank in Lasting Impression to all tests made
against the target's Social Defense within a certain time. The effects of
Lasting Impression last for a year and a day. All the impressed characters and
the character who used the talent should record the Lasting Impression effect
on their Character Record Sheets for easy reference.
LIFE CHECK |
Step: Rank + Toughness Step |
Action: No | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: Warrior |
The Life Check talent gives the character a chance to save himself from death.
A character immediately makes a Life Check Test as soon as his Current Damage
is higher than his Death Rating. Each use of the Life Check talent uses up one
of the character's Recovery Tests. If the character does not have a Recovery
Test available, he cannot use Life Check. The character rolls his Life Check
dice and reduces his Current Damage by the result. If the Current Damage is now
less than the character's Death Rating, the character remains alive. If the
Damage is now less than the character's Unconsciousness Rating, the character
regains consciousness.
LIFESIGHT |
Step: Rank + Perception Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Nethermancer |
The Lifesight talent gives a character the ability to see the strength and
composition of a character's life force. The character learns qualitative
information, not quantitative. A strong, healthy life force appears as a strong
but delicate latticework of light and opalescent force. Weaker life forces are
dimmer, and parts of the latticework may be warped or broken. The life force of
a character near death shows almost no visible latticework, just a few
disconnected bright spots, one or more of which is fading. Each use of Life
Sight requires 1 minute. Lifesight has a range of 5 yards per rank of
Lifesight.
The character makes a Lifesight Test and compares the result to the Spell
Defense of each character within range. Anytime his dice result is higher than
that number, the character can see a target's life force.
A character can use Lifesight to view a target's life force through solid,
non-living objects. For example, a character could see the life forces of
people hiding behind a brick wall, but not someone hiding in a hollow giant
redwood tree. Once seen by Lifesight, the life forces remain visible as long as
the targets stay in range.
LION HEART |
Step: Rank + Willpower Step |
Action: No | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: Beastmaster |
The Lion Heart talent helps a character resist fear and intimidation.
Substitute the Lion Heart step for the character's Willpower step when making
tests to resist fear or intimidation effects.
LIP READING |
Step: Rank + Charisma Step |
Action: Yes | Skill Use: Yes | Requires Karma: Yes | Strain: 1 | Discipline Talent: Thief |
The Lip Reading talent gives a character a discreet method of eavesdropping on
a conversation. The character must be able to see a speaker's lips and
understand his language in order to use Lip Reading. The character makes a Lip
Reading Test against the speaker's Social Defense. If the test is a success the
character can understand the speaker's words. The effect lasts for a number of
minutes equal to the character's rank in Lip Reading, and has a maximum range
of 50 yards.
LIZARD LEAP |
Step: Rank + Strength Step |
Action: No | Skill Use: No | Requires Karma: Yes | Strain: None | Discipline Talent: Beastmaster |
The Lizard Leap talent enables a character to leap a great distance straight
up. To determine how high, the character rolls his Lizard Leap dice; the result
is the number of yards he may leap straight up. The character may also make a
horizontal jump a number of yards up to twice the Lizard Leap dice result.
Lizard Leap may be used in the same round as an Attack Test. A character may
use the Lizard Leap Talent to engage an opponent and cause extra damage for one
attack. The character rolls his Lizard Leap dice, then makes his Attack Test.
Increase the Damage step of a successful Melee Weapons or Unarmed Combat attack
by a number equal to the character's rank in Lizard Leap. In addition, increase
his Physical Defense by +2 to reflect the increased difficulty of hitting a
target while using Lizard Leap.
LOCK PICK |
Step: Rank + Dexterity Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: Thief |
A character uses the Lock Pick talent to open locks. This magical talent
conjures a pale blue telekinetic "lock pick." The pick may be used to open
ordinary locks or magical locks. The character makes a Lock Pick Test against a
Difficulty Number determined by the gamemaster, or against the lock's Spell
Defense when picking magical locks. A successful test means the lock opens. The
maximum number of times a character may attempt to open any one lock is equal
to his rank in Lock Pick. If a character attempts and fails to open a lock the
maximum times allowed, he may not try to pick the lock again until he gains
another rank in the Lock Pick talent.
LOCK SENSE |
Step: Rank + Perception Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Thief |
The Lock Sense talent detects ordinary or magical traps placed on locks or
that are triggered by someone opening the lock. This talent also allows a
character to detect hidden locks like those found on secret doors. The
character makes a Lock Sense Test against a Difficulty Number determined by the
gamemaster for mundane locks or against the Spell Defense for magical doors or
locks. The character must be within 3 feet of a lock to use Lock Sense. Each
use of Lock Sense lasts only long enough to sense one door or object.
MANEUVER |
Step: Rank + Dexterity Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: Swordmaster |
When using the Maneuver talent, the character sacrifices his attack to try to
avoid attacks made against him. The character must direct the Maneuver talent
against one opponent. The character makes a Maneuver Action Test instead of an
Attack Test, using the result of the test as his or her Physical Defense for
the round even if the result is lower than his normal Physical Defense. If the
character avoids all attacks during the round in which he uses Maneuver, in the
next round he adds his rank in Maneuver talent to the result of the next Attack
Test he makes against the opponent he out-maneuvered. If this attack hits, the
character also adds his Maneuver Rank to the Damage Test result.
MELEE WEAPONS |
Step: Rank + Dexterity Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: Sky Raider, Swordmaster, Warrior |
A character uses the Melee Weapons talent to hit a target using a hand-held
weapon. The character makes a Melee Weapons Test against the Physical Defense
of the target. A successful test means the attack hits the target.
MEMORIZE IMAGE |
Step: Rank + Perception Step |
Action: Yes | Skill Use: No | Requires Karma: Yes | Strain: None | Discipline Talent: None |
The Memorize Image talent stores an image in a character's mind. The character
can later recall the image to form the central image for an illusion. A
character memorizes an image while watching a person or event. The character
makes a Memorize Image Test and compares the result to the Learning Difficulty
of the appropriate spell. The image can be used in an illusion spell whose
Learning Difficulty is equal to or less than the Memorize Image Test result.
Enyiat, an Illusionist, sees a spectacular river of fire near
Death's Sea and decides to memorize the image. She makes a Memorize Image Test
with a result of 12. Enyiat's player compares this result to the Spell
Difficulty Table in the Spell Magic section, and sees that Enyiat has
memorized the image well enough to use it as the basis for illusions of Circle
4 or less.
Increase the Difficulty Number for tests made to disbelieve
illusions based on a memorized image by the character's rank in Memorize Image.
The number of images a character may memorize at one time is equal to his
talent rank. Characters may choose this talent more than once; high-ranking
Illusionists often have 3 or 4 Memorize Image talents of various ranks, which
allows them to store many images.
METAL WARD |
Step: Rank + Perception Step + 5 |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: 2 | Discipline Talent: Elementalist |
The Metal Ward talent reduces damage from attacks made using any form of
metal, including weapons, spikes in pit traps, and so on, by increasing a
character's Physical Armor Rating by the Metal Ward Rank. To use Metal Ward,
the character makes a Metal Ward Test. The effects of Metal Ward last a number
of hours equal to the result.
MIMIC VOICE |
Step: Rank + Perception Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: Troubadour |
The Mimic Voice talent gives a character the ability to mimic any voice he or
she hears. A character uses the Mimic Voice talent both to learn the voice and
to mimic it. When a character hears a voice he wants to mimic, he makes a Mimic
Voice Test against the speaker's Spell Defense to learn the voice. A successful
test means the character can mimic the voice any time during the next 24
hours.
When attempting to fool a target by mimicking the voice, the character makes a
Mimic Voice Test against the Social Defense of the target. If the test is a
success, the target believes he is hearing the person to whom the voice
belongs, rather than the character. If the Mimic Voice talent is used against
more than 1 target, make the Talent Test against the highest Social Defense
among the target group + 1 for each additional character targeted. If the
target characters have strong physical evidence that the voice is being
mimicked, such as the character standing before them in his normal appearance
while using the talent, they may make a Willpower Test against the result of
the Mimic Voice Test to disbelieve the effect. If the test is successful, they
reject the effect of Mimic Voice.
If the character does not understand the language of the person whose voice he
is trying to mimic, Mimic Voice produces the equivalent of baby babble; the
sounds are right, but the words don't mean much.
MIND WAVE |
Step: Rank + Willpower Step + 5 |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Illusionist |
The Mind Wave talent allows a character to confuse and confound a target. To
use this talent, the character must win Initiative over his intended target.
The character makes a Mind Wave Test against the target's Spell Defense. If the
test is successful, it washes away all thoughts from the target's mind. He
completely loses his train of thought, but the magic washing away his thoughts
is a vaguely pleasant sensation. The effect lasts for a number of rounds equal
to the character's rank in Mind Wave. A character using Mind Wave cannot take
part in any social interactions, such as persuasion or intimidation. The range
of this talent is 1 yard. Mind Wave cannot be used during combat.
MISSILE WEAPONS |
Step: Rank + Dexterity Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: Archer |
A character uses the Missile Weapons talent to fire bows, crossbows, and other
ranged weapons. The character makes a Missile Weapons Test against the Physical
Defense of the target. If the result is equal to or higher than the target's
Physical Defense, the attack hits. The Missile Weapons talent cannot be used
with thrown weapons such as daggers and knives.
MOMENTUM ATTACK |
Step: Rank + Dexterity Step |
Action: No | Skill Use: Yes | Requires Karma: No | Strain: 1 | Discipline Talent: Sky Raider |
The Momentum Attack talent allows a character to make a second melee weapon
attack against an opponent in the same round. The character makes a Melee
Weapons Test. On an Extraordinary success, he may choose to make a Momentum
Attack Test against the same opponent. Using Momentum Attack allows the
character to make a second Attack while his opponent attempts to recover from
the effects of the first blow. The character makes a Momentum Attack Test for
the second attack, determining damage normally. Damage bonuses earned for the
first attack do not carry over to the Momentum Attack; for example, if the
character uses the Crushing Blow talent with the first attack, he does not add
that damage on to the Momentum Attack.
MOUNT ATTACK |
Step: Rank + Mount's Strength Step |
Action: No | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Cavalryman |
The Mount Attack talent increases the strength of a mount for the purpose of
determining damage. The character makes a Mount Attack Test against the Spell
Defense of the mount. If the test is successful, add the rank of the Mount
Attack talent to the mount's Strength step when making Damage Tests for the
mount. If a mount does not normally make Attack Tests, this talent gives the
animal one attack; use the mount's Dexterity step to make the attack. A single
use of the Mount Attack talent lasts a number of rounds equal to the
character's rank in Mount Attack.
MYSTIC AIM |
Step: Rank + Perception Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Archer |
The Mystic Aim talent allows a character to draw a steady aim on a target when
using a missile weapon. The character spends a round aiming at a target within
line-of-sight. The character makes a Mystic Aim Test against the target's Spell
Defense. If the test is successful, a small visible mark appears on the target
and the character adds a bonus equal to his Mystic Aim Rank to his Missile
Weapons step. This bonus lasts until the character fires his weapon or until
the target moves out of line-of-sight.
The mark created on the target by Mystic Aim is unique to the character using
the talent. The mark may appear as plain white dots or as a symbol from the
character's town or village.
Earthdawn� is a registered trademark of FASA Corporation.
Copyright � 1997 FASA Corporation. All rights reserved.
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