|
ORBITING SPY |
Step: Rank + Perception Step |
Action: Yes | Skill Use: No | Requires Karma: Yes | Strain: None | Discipline Talent: Nethermancer, Wizard |
The Orbiting Spy talent allows a character to summon a spirit to watch over
the character and to serve as a lookout. To conjure the spirit, the character
rolls his Orbiting Spy dice. The result is the number of hours that the
conjuring lasts. The spy spirit hovers over the character at a height ranging
from a few feet to 20 yards, traveling in a circular pattern centered on the
character. The character determines how high or low the spirit hovers. Conjured
spies cannot affect nor be affected by the physical world. Orbiting Spies are
immune to most spells, except those which disrupt or dispel magic.
Conjured spy spirits are on constant alert. Whenever the character wants to
use the spirit to perceive something, the player makes an Orbiting Spy Test in
place of a Perception Test. The spy spirit informs the conjurer character of
anything unusual it notices. Many characters using Orbiting Spy give the spirit
specific instructions regarding what to look for in order to prevent unpleasant
surprises. Spy spirits can see into the astral plane as well as the physical
world.
PICKING POCKETS |
Step: Rank + Dexterity Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: Thief |
Characters use the Picking Pockets talent to pick the pockets of likely
targets. This talent combines sleight of hand with minor levitation magic. The
character can palm coins, cards, and other small objects. The Picking Pockets
talent comes in handy for card tricks and for lightening a purse or two. To use
Picking Pockets a character makes a Talent Test against the Spell Defense of
the target. An Average success means the character successfully picks one
pocket (steals one item, and so on), but the target has a chance to notice the
act. The target makes a Willpower Test using the result of the Picking Pockets
Test as the Difficulty Number. If the test is successful, the target notices
that the character picked his pocket. If the character using the talent rolls a
Good or better success in the Picking Pockets Test, the character successfully
picks one pocket without the victim noticing.
POISON RESISTANCE |
Step: Rank + Toughness Step |
Action: No | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: Beastmaster, Warrior |
The Poison Resistance talent helps a character withstand the effects of
poison. When resisting poison, a character uses his Poison Resistance step
rather than his Toughness step. A character can also make a Poison Resistance
Test in place of one Recovery Test. This talent actually removes some of the
poison from the character's body. When a character makes a Poison Resistance
Test, a few drops of blood seep through his skin, carrying away some of the
poison. Reduce the Difficulty Number by -1 for each successive test to resist
that same dose of poison.
READ AND WRITE LANGUAGE |
Step: Rank + Perception Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: Troubadour, Wizard |
The Read and Write Language talent allows a character to learn one new
language for each rank of the talent. To learn a language, your character must
first have access to one written page of text in that language. If the
character has a rank of Read and Write Language available and the written page
of text, he can then learn a new language. To learn a language, the character
makes a Read and Write Language Test against the Difficulty Number of the
language as shown below. (The Difficulty Numbers refer to the standard versions
of these languages. Each racial language has many variations. If a character is
attempting to learn a variation of a language, add +2 to the Difficulty
Number.) A successful test result means the character can now use the talent to
read and write the language. Once a rank is assigned to a language, it cannot
be used to learn any other language. Record the languages your character learns
on the Character Record Sheet.
Language | Difficulty Number |
Dwarven | 5 |
Elvish (Sperethiel) | 6 |
Human | 6 |
Obsidimen | 7 |
Ork | 6 |
Troll | 6 |
T'skrang | 7 |
Windling | 7 |
When reading another language, the character makes a Read and Write Language
Test to see how well he understands what he is reading. The result determines
the level of understanding. To understand simple sentences or ideas, such as
"The sheriff's house lies east of here," only requires a result of 2. Histories
or legends containing some idioms or flowery phrases require a result of 6.
Magical manuals or other books filled with jargon specific to a field of study
require a result of 10. To understand philosophical treatises on the nature of
magic or other writing filled with specialized academic language and abstract
ideas requires a result of 13. When writing a language, use the same Difficulty
Numbers as required for reading, depending on the complexity of the topic the
character is writing about. Each Read and Write Language Test lasts for a
number of hours equal to the character's rank in Read and Write Language.
Reading a page takes 1 minute. Writing a page takes 10 minutes.
READ AND WRITE MAGIC |
Step: Rank + Perception Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: Elementalist, Illusionist, Nethermancer, Wizard
|
The Read and Write Magic talent allows a magician to learn new spells and
write them in his or her grimoire. Without the Read and Write Magic talent, a
magician cannot learn new spells. A magician can attempt to learn only one
spell per day. To learn a new spell, the magician makes a Read and Write Magic
Test against the Difficulty Number of the spell. If the test is successful, the
magician has learned the spell and can write it in his grimoire. See the
Spell Magic section for information regarding spell
difficulties and limits on learning new spells. This talent also allows
magicians to read and write magical writing such as that on scrolls or magical
glyphs. The character makes a Read and Write Magic Test using the Difficulty
Number of the writing. The success level determines how well the magician
understands the writing. An Average success allows the magician to understand
the basic gist of the text, but not any subtle or complex ideas it contains. A
Good or Excellent success means the magician understands the subtleties of the
text, though he might misinterpret obscure clues or riddles. An Extraordinary
success means the magician completely understands the magical writing and
easily deciphers any hints, clues, or hidden meanings. A magician may attempt
to read or write one sample (up to approximately one manuscript page) of
magical writing a number of times a day equal to his rank in Read and Write
Magic.
RESHAPE OBJECT |
Step: Rank + Willpower Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: 2 | Discipline Talent: Elementalist |
The Reshape Object talent allows a character to change the shape, but not the
mass, of an object. The character makes a Reshape Object Test against the
Physical Armor Rating of the object to be reshaped (see Barriers and
Structures
in Adventuring In Earthdawn). If the object is
magical, make the test against either the object's Barrier Rating or Spell
Defense, whichever is higher. A successful result allows the character to
reshape the object. The character can reshape a number of pounds of material
equal to 20 x his or her Reshape Object Rank with a single use of the talent.
Reshape Object is permanent. This talent does not work against living beings,
including plants.
RESIST TAUNT |
Step: Rank + Willpower Step |
Action: No | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Cavalryman, Troubadour |
The Resist Taunt talent allows a character to resist the effects of
Interaction Tests. Any time another character's social action affects a
character, the victim may make a Resist Taunt Test to ignore the effect. If the
test result equals or exceeds the result of the opponent's Interaction Test,
the character resists the effect. On a successful use of Resist Taunt, it is as
if the target character steeled himself and reconsidered his action at the last
minute. The Resist Taunt Talent works much like Avoid Blow, except that it
operates against social attacks such as persuasion, taunts, or intimidation.
Resist Taunt may be used only once per opponent.
Segue, a t'skrang Troubadour, has a Social Defense of 7. A
soldier taunts him, rolling a test result of 14. Segue decides to use his
Resist Taunt talent. His player rolls a 9, and so his attempt to Resist Taunt
fails. Segue's tail flails in frustration.
RIPOSTE |
Step: Rank + Dexterity Step + 3 |
Action: No | Skill Use: Yes | Requires Karma: Yes | Strain: 2 | Discipline Talent: Swordmaster |
The Riposte talent allows a character to turn an attack back on his
attacker. The character makes a Riposte Test against the result of the Attack
Test made by a single opponent. If the Riposte result is higher than the Attack
Test result, the attacked character avoids the blow, then immediately attacks
using the Riposte Test result as an Attack Test. If the Riposte result is
higher than the opponent's Physical Defense Rating, the Riposte hits the
opponent. The riposting character then makes a normal Damage Test. Riposte
Tests can result in Armor-Defeating Hits. A character may use the Riposte
talent in the same round as an attack. A character may only use Riposte once
per round, regardless of how many attacks he suffers in that round. A character
can only use the Riposte talent against attacks made with melee weapons.
SAFE PATH |
Step: Rank + Perception Step |
Action: Yes | Skill Use: No | Requires Karma: Yes | Strain: None | Discipline Talent: None |
The Safe Path talent allows a character to determine the safest path through
unfamiliar territory by contacting an elemental spirit. (The character does not
conjure the elemental, only establishes mental contact with it.) Sometimes the
elemental animates a part of the landscape nearby, making its conversation
audible to other characters. The character using the talent rolls his Safe Path
dice. The result is the number of miles of safe pathway the elemental can
predict. The elemental tells the character which is the safest path to take and
what possible elemental dangers and/or natural beasts might lie ahead. For
example, a dice roll of 21 means the elemental can direct your character to the
safest route in the direction your character wants to go for at least the next
21 miles. If an obstacle lurks at mile 25, or even 22, the elemental will not
be able to give your character even a hint about it. Keep in mind that what an
elemental considers dangerous is probably vastly different than what poses
danger to an adventurer. An elemental's knowledge of an area is also limited by
its type. Earth elementals probably know nothing of flying or swimming dangers,
but may be able to describe exactly the kinds of arms and armor nearby groups
carry. Even that information cannot indicate the intentions of these other
groups.
SECOND ATTACK |
Step: Rank + Dexterity Step |
Action: No | Skill Use: Yes | Requires Karma: Yes | Strain: 1 | Discipline Talent: Swordmaster |
The Second Attack talent allows a character to make a second attack in a
round. For the second attack, the character makes a Second Attack Test for the
same weapon he used in the first attack. The Second Attack talent cannot be
used in the same round as another talent that gives a character an additional
attack, such as Momentum Attack or Second Weapon. The damage of a Second Attack
is the same as for a normal Attack Test.
SECOND WEAPON |
Step: Rank + Dexterity Step |
Action: No | Skill Use: Yes | Requires Karma: No | Strain: 1 | Discipline Talent: Swordmaster |
The Second Weapon talent allows a character to attack with two
different weapons in the same round. To use this talent, the character holds
one weapon in each hand. The Second Weapon must be at least one size smaller
than the character's primary weapon (see the Goods and Services Table).
The character must be able to wield either weapon with only one hand.
When attacking using the Second Weapon talent, the character uses the Second
Weapon step number for the Attack Test but determines damage normally.
SENSE POISON |
Step: Rank + Perception Step |
Action: No | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Beastmaster |
The Sense Poison talent detects poisons in food, drink, and even the
air. A character must be able to sniff the target substance to use the Sense
Poison talent. The character makes a Sense Poison Test against the poison's
Spell Defense; in the case of a poison stinger or poisoned weapon, he rolls
against the Spell Defense of the creature or character. A successful test
result means the character detects poison on the target substance, object, or
character. The range at which the character can detect the poison equals the
character's Sense Poison Rank x 10 yards. If the target carries the poison in a
tightly sealed container such as a vial, or if the poison comprises a natural
part of an animal, such as venom in a spider, increase the Difficulty Number to
sense the poison by +5.
SHIELD CHARGE |
Step: Rank + Strength Step |
Action: No | Skill Use: Yes | Requires Karma: No | Strain: 1 | Discipline Talent: Sky Raider |
The Shield Charge talent allows a character to make an attack using his
shield. The character makes a standard Attack Test using the Melee Weapons
Talent (p. 111) to hit. The character uses the Shield Charge dice for damage,
rather than making a normal Damage Test. A successful attack with Shield Charge
does normal damage, but increases the Knockdown Number by +7 (see Make
Knockdown Test
in the Combat section).
Targ Boneslicer uses the Shield Charge talent to attack an
espargra. He hits the creature, and then rolls the Shield Charge dice for a
total of 25, modified to 18 points of damage by the espargra's armor. The
creature's Wound Threshold is 7, giving it a Knockdown Number of 14. Because
Targ used Shield Charge, the espargra must make a successful Knockdown Test
against a Difficulty Number of 21.
SILENT WALK |
Step: Rank + Dexterity Step |
Action: No | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: Thief |
The Silent Walk talent combines fluid movement with magical effects to dampen
the sound of a character's movement, including footsteps and other means of
travel, such as the sound of a windling's flight. The character rolls the
Silent Walk dice to avoid detection. Use the result as the Difficulty Number
for any characters attempting to detect the character via a Perception Test or
other ability.
A character using Silent Walk can move a maximum distance equal to his or her
Combat Movement.
SPEAK LANGUAGE |
Step: Rank + Perception Step |
Action: Yes | Skill Use: No | Requires Karma: Yes | Strain: 1 | Discipline Talent: Troubadour |
The Speak Language talent allows a character to magically and
permanently learn to speak a new language. Each rank of the talent allows the
character to learn one new language. If the character has a rank of Speak
Language available, he can the learn the new language. Once a rank is assigned
to a language, it cannot be used to learn any other language. To learn a
language, the character must hear 1 minute of conversation in the language. The
character makes a Speak Language Test against the Difficulty Number shown
below. (The Difficulty Numbers refer to the standard languages. Each racial
language has many variations. If a character is attempting to learn a variation
of a language, add +2 to the Difficulty Number.) A successful test means the
character can now speak and understand the language. The player should record
which languages his character speaks on the Character Record Sheet.
Language | Difficulty Number |
Dwarven | 5 |
Elvish (Sperethiel) | 6 |
Human | 6 |
Obsidimen | 7 |
Ork | 6 |
Troll | 6 |
T'skrang | 7 |
Windling | 7 |
When speaking or listening to the new language, the character makes a Speak
Language Test to see how well he or she is communicating. The dice result
determines the level of communication. Simple sentences or ideas, such as
"Which way to the sheriff?" only require a result of 2. Normal conversation
that includes idioms or jargon requires a result of 6. Technical conversations
or other discussions filled with specialized jargon require a result of 10.
Conversations about philosophical topics or other abstract ideas require a
result of 13. One Speak Language Test allows the character to communicate for a
number of minutes equal to his or her Speak Language rank.
SPELLCASTING |
Step: Rank + Perception Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: Elementalist, Illusionist, Nethermancer, Wizard
|
A character uses the Spellcasting talent to cast spells. The character makes a
Spellcasting Test. If the result is equal to or greater than the target's Spell
Defense Rating, the Spellcasting Test succeeds.
SPELL MATRIX |
Step: Rank |
Action: NA | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: None |
A Spell Matrix is an astral construct that allows magicians to cast spells
without interference from the denizens of astral space. A magician may only use
a spell after he or she places it into a Spell Matrix. Each Spell Matrix
represents a separate talent with its own rank. See the Circle summary of a
magician's Discipline to determine how many Spell Matrices he or she may hold
at a given time. For example, a First Circle Wizard can have up to two Spell
Matrices. The player purchases ranks for Spell Matrices in the same way as for
other talents. The rank of each Spell Matrix determines the Circle of spells it
can hold. A Rank 1 Spell Matrix can hold only First Circle spells. See the
Spell Magic section for more details on Spell Matrices.
SPIRIT DODGE |
Step: Rank + Perception Step |
Action: No | Skill Use: No | Requires Karma: No | Strain: 1 per roll | Discipline Talent: Nethermancer |
Using the Spirit Dodge talent, the character conjures a spirit that protects
him in combat. The character rolls the Spirit Dodge dice, automatically
conjuring the spirit. The spirit rests within the character for a number of
hours equal to the dice result or until dismissed by the character.
When the character using the talent engages in combat, the spirit conjured by
Spirit Dodge automatically tries to avoid any blow that would otherwise strike
the character. When an opponent hits the character with an attack, the
character makes a Spirit Dodge Test and compares the result to the opponent's
Attack Test. If the character's test result is greater than the attacker's, the
attack misses. Each time the character makes a Spirit Dodge Test to avoid a
blow, the Strain causes 1 point of damage. However, the Spirit Dodge does not
count as the character's Action; he remains free to cast a spell, fight, or
take some other Action.
SPIRIT HOLD |
Step: Rank + Willpower Step + 5 |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Nethermancer |
The Spirit Hold talent allows a character to root a restless spirit or entity
to one spot, preventing it from moving or taking any Action other than
communicating. Spirit Hold works on any creature from astral space and undead
creatures. The spirit must be within 10 yards of the character using the Spirit
Hold talent. The character must boldly face the spirit, order it to halt, then
make a Spirit Hold Test against the Spell Defense of the spirit. If the test is
successful, the spirit is held for a number of rounds equal to the character's
Spirit Hold Rank. During this time, the character must concentrate to hold the
spirit. He cannot move, cast spells, or take any action other than communication.
SPIRIT MOUNT |
Step: Rank + Perception Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Cavalryman |
The Spirit Mount talent allows a character to conjure a mount to ride. The
character makes a Spirit Mount Test against a Conjuring Difficulty Number of 8.
A successful test conjures a spirit mount "whose eyes are fire and whose skin
is all summer lightning and fog." Spirit mounts usually take the form of horses
or unicorns, but sages have recorded other shapes. Spirit mounts can walk or
gallop on air when unburdened, but cannot carry riders in the air. They can
sink 6 inches into the earth, allowing the mount and character to pass through
corridors too short for a standard horse and rider.
No one but the conjuring character may ride the spirit mount; the spirit mount
dissolves rather than obey the commands of another. A spirit mount remains in
this world for a number of minutes equal to the result of the Spirit Mount
Test, then melts into mist. (See Creatures for an explanation
of the game statistics given below.)
Spirit Mount
DEX: 5 STR: 4 TOU: 5
PER: 4 WIL: 6 CHA: 2
Initiative: 7 | Physical Defense: 8 |
Number of Attacks: 1 | Spell Defense: 8 |
Attack: 5 | Social Defense: 9 |
Damage: 4 | Armor: 0 |
Number of Spells: NA | Mystic Armor: 3 |
Spellcasting: NA | Knockdown: 7 |
Effect: NA | Recovery Tests: 2 |
|
Death Rating: 24 | Combat Movement: 75 |
Wound Threshold: 6 | Full Movement: 150 |
Unconsciousness Rating: 16 |
|
Experience Award: 20
|
Equipment: NA
|
Loot: NA |
SPIRIT STRIKE |
Step: Rank + Willpower Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Sky Raider, Warrior |
The Spirit Strike talent allows a character to at strike at opponents from
astral space. The character must have either the Astral Sight talent or a
Thread Weaving talent in order to use Spirit Strike. The character uses the
Spirit Strike step number to make an Attack Test against the Spell Defense of
the target. A successful hit causes the normal damage for an attack of that
type. The target's physical armor, if any, still provides protection. The
character's weapon disappears from view as it enters astral space and then
reemerges trailing cold green wisps of mist. Defensive talents like Avoid Blow
and Riposte cannot be used against attacks made with Spirit Strike.
SPIRIT TALK |
Step: Rank + Perception Step |
Action: No | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: Nethermancer |
The Spirit Talk talent allows a character to talk to spirits and entities,
including those who do not speak his language and those who do not normally
communicate verbally. The character makes a Spirit Talk Test against the Spell
Defense of the spirit. A successful result means the character may talk to the
spirit. The effect lasts a number of minutes equal to the character's rank in
Spirit Talk. This talent does not compel the spirit to talk to the character,
but merely makes verbal communication possible.
SPOT ARMOR FLAW |
Step: Rank + Perception Step |
Action: No | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: Weaponsmith |
The Spot Armor Flaw talent allows a character to identify flaws in an
opponent's armor. The character makes a Spot Armor Flaw Test against the Spell
Defense of the opponent or the opponent's armor, whichever is higher. If the
test is successful, the character sees chinks in his opponent's armor. Add a
Damage step bonus equal to the character's rank in Spot Armor Flaw to all
Attack Tests the character makes against that opponent. The effects of Spot
Armor Flaw last for a number of rounds equal to the character's Spot Armor Flaw
Rank.
SPRINT |
Step: Rank |
Action: No | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: None |
The Sprint talent allows a character to temporarily increase his movement
rate. Magic infuses the character with speed; each rank of Sprint increases the
character's Full Movement by 20 yards per round, and his Combat Movement by 10
yards per round. The Sprint talent can be used in the same round as an Attack
Test.
STEEL THOUGHT |
Step: Rank + Willpower Step |
Action: No | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: None |
The Steel Thought talent allows a character to increase his Mystic Armor. The
character firms his resolve, figuratively forging his thoughts into tougher,
more resilient patterns. The character then rolls the Steel Thought dice and
substitutes the result for his Mystic Armor for a number of rounds equal to his
Steel Thought Rank. The character must use this test result, even if his normal
Mystic Armor Rating is higher.
STEELY STARE |
Step: Rank + Charisma Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Sky Raider |
The Steely Stare talent allows a character to intimidate an opponent. The
character stares at a target, who immediately feels a chill travel up his
spine. The character makes a Steely Stare Test against the target's Social
Defense. A successful test makes the target incapable of taking an action
against another character's Social Defense (i.e., persuasion, intimidation, and
so on) for a number of rounds equal to the Steely Stare result.
STOPPING AIM |
Step: Rank + Charisma Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Archer |
The Stopping Aim talent allows a character to stop an opponent dead in his
tracks. This talent can only be used with a bow or crossbow. The character
spends a round aiming at a target within line of sight. At the end of the
round, the character makes a Stopping Aim Test against the target's Social
Defense. A successful test makes a small mark appear on the target, and the
target stops dead in his tracks for fear of being skewered by the arrow. The
target remains transfixed until the Archer moves his aim or until the target
makes a successful Willpower Test against the result of the Stopping Aim Test.
The effect lasts for a number of rounds equal to the Stopping Aim result.
SURE MOUNT |
Step: Rank + Strength Step |
Action: No | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: Cavalryman |
The Sure Mount talent helps a character stay on his mount during combat. The
character makes a Sure Mount Test in place of any Knockdown Tests required
during combat or any other time he might be knocked from the mount. The Sure
Mount Talent also helps the character control a mount panicked by natural or
magical events. To use this talent to control a mount, the character makes a
Sure Mount Test against the Strength step of the mount. A successful test means
the character gains control over his mount and magically calms the beast.
SURPRISE STRIKE |
Step: Rank + Dexterity Step |
Action: Yes | Skill Use: Yes | Requires Karma: Yes | Strain: None | Discipline Talent: Thief |
The Surprise Strike talent allows characters to take advantage of the element
of surprise. When using this talent, characters use the Surprise Strike step
for the Attack Test. Surprise Strike may only be used once on any one target in
one encounter. Add 7 steps to the damage step for the Damage Test. The Karma
dice apply to the Surprise Strike Test, not the Damage Test.
SWIFT KICK |
Step: Rank + Dexterity Step |
Action: No | Skill Use: Yes | Requires Karma: No | Strain: 1 | Discipline Talent: Warrior |
The Swift Kick talent grants the character an extra attack when using Unarmed
Combat if his Initiative comes before that of his opponent. If the character
wins Initiative, he may choose to make a Swift Kick attack in addition to his
normal attack. The character makes a Swift Kick Test as the additional Attack
Test. Use the character's Strength step as the Damage step for the Swift Kick
attack. The t'skrang may make this attack with their tails.
Earthdawn� is a registered trademark of FASA Corporation.
Copyright � 1997 FASA Corporation. All rights reserved.
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