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TAUNT |
Step: Rank + Charisma Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: None |
The Taunt talent allows a character to enrage an opponent, thereby
distracting him. The character makes a Taunt Test that round rather than an
attack, using an opponent's Social Defense as the Difficulty Number. A
successful Taunt Test means the opponent is so angered that he must reduce all
his dice steps by a number equal to the character's Taunt Rank, for a number of
rounds also equal to the rank. Only one Taunt can affect a character at any
time.
TEMPER OTHER |
Step: Rank + Willpower Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: Weaponsmith |
The Temper Other talent allows a character to toughen another character,
making him more resistant to physical attacks. The character draws forth icy
ether from astral space, rolling the chilling substance over the recipient
character. This ritual requires one half-hour of intense meditation by both the
character and the target character. The character using the talent makes a
Temper Other Test against the target's Toughness step. If the character makes a
successful Talent Test, the recipient's Death Rating, Wound Threshold, and
Unconsciousness Ratings all increase by the character's rank in Temper Other.
Temper Other lasts for 24 hours from the end of the ritual.
If the Temper Other Test fails, the target automatically takes a number of
Damage Points equal to his Wound Threshold, taking both the Damage Points and a
Wound. Physical armor does not protect against this damage, and the character
can suffer knockdown.
TEMPER SELF |
Step: Rank + Willpower Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: Weaponsmith |
The Temper Self talent allows a character to toughen himself and become more
resistant to physical attacks. The character draws icy ether from astral space
and rolls the chilling substance over himself. This ritual requires one
half-hour of intense meditation. The character makes a Temper Self Test using
his own Toughness step as the Difficulty Number. A successful test increases
the character's Death Rating, Wound Threshold, and Unconsciousness Ratings by
the character's rank in Temper Self. Temper Self lasts for 24 hours from the
end of the ritual.
If the Temper Self test fails, the character automatically takes a number of
Damage Points equal to his Wound Threshold, taking both the Wound and the
damage. Physical armor does not protect against this damage, and the character
can be knocked down.
TEMPERATURE |
Step: Rank + Willpower Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Elementalist |
The Temperature talent allows a character to control the temperature within a
room or small shelter, up to 10 by 10 by 8 feet in size. For each rank of the
Temperature talent, the character can raise or lower the temperature by 10
degrees Fahrenheit. The character makes a Temperature Test against the Spell
Defense of the room (minimum of 2). The effects of Temperature last for a
number of hours equal to the Temperature Test result. The character may cancel
the effect any time he is in or adjacent to the room.
THREAD WEAVING |
Step: Rank + Perception Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: All |
Characters use the Thread Weaving talent to create and weave magical threads.
A character can only have a number of threads active equal to his Thread
Weaving Rank. For example, a character with Rank 3 Thread Weaving could have 3
threads active at once. This limit does not apply to threads woven into spell
patterns. See the Workings of Magic section for more information about
threads and spell patterns.
Each Discipline has a unique variation of the Thread Weaving talent, as listed
below.
Discipline | Thread Weaving Talent |
Archer | Arrow Weaving |
Beastmaster | Beast Weaving |
Cavalryman | Rider Weaving |
Elementalist | Elementalism |
Illusionist | Illusion |
Nethermancer | Nethermancy |
Sky Raider | Sky Weaving |
Swordmaster | Blade Weaving |
Thief | Thief Weaving |
Troubadour | Story Weaving |
Warrior | War Weaving |
Weaponsmith | Thread Smithing |
Wizard | Wizardry |
Record the appropriate Thread Weaving talent on the Character Record Sheet.
For example, the Character Record Sheet for an Archer would list Arrow
Weaving.
The Thread Weaving talent also gives characters a limited version of the
Astral Sight talent. The astral sight provided by Thread Weaving
allows characters only enough vision to see threads and patterns. See the
Workings of Magic section for more information on threads,
thread weaving, and True Patterns.
Using the Versatility talent, human characters may purchase ranks in Thread
Weaving talents other than the one listed for their Discipline. These talent
ranks cost the same as normal for Thread Weaving.
THROWING WEAPONS |
Step: Rank + Dexterity Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: Thief |
A character uses the Throwing Weapons talent to attack with rocks, daggers,
spears, and other thrown weapons. The character makes a Throwing Weapons Test
against the Physical Defense of the target. A successful test result means the
attack hits the target.
TIGER SPRING |
Step: Rank p>
/b> |
Action: No | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: None |
The Tiger Spring talent allows a character to react more quickly than normal
in combat situations. The character may add her Tiger Spring Rank to her
Initiative step. For example, Rank 3 Tiger Spring would add 3 steps to a
character's Initiative step. Tiger Spring can be used with other talents that
increase Initiative, such as Air Dance.
TRACKING |
Step: Rank + Perception Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Beastmaster |
The Tracking talent allows a character to track people and animals across
great distances using her keen senses and divination magic. To use the Tracking
talent, the character touches a visible track and makes a Tracking Test against
the target's Spell Defense. If the trail is more than a day old, increase the
target's Spell Defense by +3. If the trail is more than a week old, add 10 to
the target's Spell Defense. A successful test imprints faint, luminous images
of the tracks on the pupils of the character using the talent. The character
sees these same luminescent prints on the ground, allowing him to follow the
tracks of the target, even those obliterated by the weather. The effect lasts
for a number of hours equal to the character's rank in Tracking.
TRAP INITIATIVE |
Step: Rank + Dexterity Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: 1 (2, see below) | Discipline Talent: Thief |
The Trap Initiative talent allows a character to react more quickly to traps.
When a character with this talent accidentally triggers a trap, the character
makes a Trap Initiative Test against the Initiative of the trap. If the
character's Initiative is higher than the trap's, he can react before it goes
off, perhaps avoiding the effect of the trap. The Trap Initiative talent can be
used against both mechanical and magical traps.
During combat, if the character triggers a trap after his normal Initiative,
this talent allows the character to make an additional Initiative Test to see
if he can avoid the trap. Using Trap Initiative in this way causes 1 additional
point of Strain to the character.
Marcon is a Thiefwith Rank 2 Trap Initiative. While
investigating an old kaer, Marcon and his companions encounter a group of
ghouls. Opting to flee, Marcon runs down a corridor, declaring Full Movement as
his combat action, which will allow him to get as far away from the ghouls as
possible. While running, Marcon triggers a pit trap located in the corridor.
Though Marcon has already taken his action for the round, he can use Trap
Initiative to try and avoid the pit trap. Marcon makes a Trap Initiative Test
with a result of 12. The trap has an Initiative of 14. Poor Marcon falls into
the trap, thinking he might have been better off with the ghouls.
TRICK RIDING |
Step: Rank+Dexterity Step |
Action: No | Skill Use: Yes | Requires Karma: No | Strain: 1 | Discipline Talent: Cavalryman |
The Trick Riding talent allows a character to perform acrobatics on his mount.
The character may use this talent instead of the Avoid Blow talent to defend
either himself or his mount from an attack, and may also use Trick Riding to
jump fences, chasms, flames, or other obstacles. The character makes a Trick
Riding Test against a Difficulty Number determined by the gamemaster, based on
the maneuver attempted. Jumping a short fence would be a Difficulty of 4, while
jumping over a 10-foot-wide chasm would have a Difficulty Number of 12. If any
of these acrobatics require a Dexterity Test, substitute the Trick Riding
result for the mount's Dexterity step.
TRUE SHOT |
Step: Rank + Dexterity Step |
Action: Yes | Skill Use: No | Requires Karma: Yes | Strain: None | Discipline Talent: None |
The True Shot talent allows a character to make a very accurate missile
attack. The character makes an Attack Test using the True Shot step instead of
the Missile Weapons step. The character must spend at least 1 Karma Point on
the Attack Test, and may spend a total number of Karma Points equal to her rank
in True Shot on the Attack Test. When using this talent, a character must
continue to spend Karma Points, 1 at a time, until the Attack Test result is
higher than the target's Physical Defense Rating, or until the character can
spend no more points. Once the attack hits, the character cannot spend
additional Karma Points to increase the success level of the test.
TRUE SIGHT |
Step: Rank + Perception Step |
Action: No | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Illusionist |
The True Sight talent allows a character to penetrate illusions. The character
makes a True Sight Test using the illusion's Sensing/Disbelief Difficulty (see
the Spell Magic section). A successful test result allows the
character to penetrate the illusion.
UNARMED COMBAT |
Step: Rank + Dexterity Step |
Action: Yes | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: Warrior |
A character uses the Unarmed Combat talent when attempting to hit a
defender with his hands, feet, or any other part of his body. The character
makes an Unarmed Combat Test against the target's Physical Defense. A
successful test result means the attack hits the target.
UNSHAKABLE EARTH |
Step: Rank + Strength Step + 5 |
Action: No | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Elementalist |
The Unshakable Earth talent makes a character more resistant to
knockdown by allowing him to attach himself to the ground, actually blending
with parts of the earth. The Unshakable Earth talent can only be used on
natural ground, earthen, or stone surfaces. The character makes an Unshakable
Earth Test instead of a Strength Test when resisting the effects of knockdown.
A character may not move from the spot where he stands in the same round in
which he uses the Unshakable Earth talent.
VERSATILITY |
Step: Rank p>
/b> |
Action: NA | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: None |
Versatility is a human racial talent, available to all human characters at
First Circle. A human character with ranks in Versatility may learn talents
from Disciplines other than his own, paying the same Legend Point costs as
would a member of that Discipline to gain those talents. The character must be
trained for each talent he learns. A human may learn a number of talents equal
to his rank in Versatility. A character cannot learn a talent from a Circle
higher than his current Circle. For example, if the character is Third Circle,
he can learn talents from other Disciplines available at Third Circle or
lower.
The Versatility talent and talents bought with Versatility do not count
toward the requirements to advance to a higher Circle. This means that
characters who consistently purchase talents from other Disciplines using the
Versatility talent will take much longer to advance through the Circles of
their own Discipline.
Characters with Versatility may buy ranks in variations of the Thread Weaving
Talents. For example, a human Wizard could buy ranks in the
Elementalism variation of Thread Weaving.
A character cannot use the Versatility talent to purchase talents available in
his own Discipline. This includes talents available to the character at a
higher Circle. For example, a First Circle human Archer could not purchase the
Melee Weapons talent using Versatility because Archers have access to the Melee
Weapons talent at a higher Circle.
WARP MISSILE |
Step: Rank + Perception Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: 1 | Discipline Talent: Weaponsmith |
The Warp Missile talent allows a character to reduce the effectiveness
of an opponent's missile weapon. The character makes a Warp Missile Test
against the Spell Defense of the missile weapon or the firer, whichever is
higher. If the test is successful, reduce the Damage step of every missile
fired from that weapon by the character's rank in Warp Missile. For example,
Rank 2 Warp Missile reduces the missile Damage Tests for each attack by 2
steps. The effects of Warp Missile last a number of rounds equal to the
character's Warp Missile Rank.
WEAPON HISTORY |
Step: Rank + Perception Step |
Action: Yes | Skill Use: No | Requires Karma: Yes | Strain: None | Discipline Talent: Weaponsmith |
The Weapon History talent allows a character to learn the history of a
weapon, either enchanted or mundane. The character must carry the weapon on his
person for at least a week, studying it carefully for one hour each night. At
the end of seven nights of study, the character makes a Weapon History Test
against the Spell Defense of the weapon. The success level determines the
amount of knowledge gained.
An Average success reveals one of the weapon's Key Knowledges from its
history. A Good success provides two Key Knowledges from its history, an
Excellent succcess reveals three Key Knowledges, and an Extraordinary success
reveals four Key Knowledges from the history of the weapon. The Weapon History
talent can be used multiple times on the same weapon, each time after a week of
study. On each subsequent effort to learn additional information about a
weapon, the test result represents the number of additional Key Knowledges from
the weapon's history the character discovers.The character's rank in Weapon
History is the maximum number of Key Knowledges that a character can learn
through this talent. Once he increases his rank in Weapon History, he can then
learn more Key Knowledges. The rank of Weapon History is also the maximum
thread rank of any Key Knowledge that can be learned from a weapon.
Thom Hammerblade, a dwarven Weaponsmith, has devoted some
weeks of study to a weapon known as Grag's Battle-axe. His previous studies
have revealed to Thom three Key Knowledges from the weapon's history. On his
latest attempt, Thom gets an Excellent success, earning him knowledge of 3 more
Key Knowledges from the axe's past. This means Thom now knows 6 Key Knowledges
from the history of Grag's Battle-axe. But because Thom has only Rank 5 in
Weapon History, he can only learn up to 5 of the Key Knowledges.
As a character learns pieces of a weapon's history, he also
learns the Pattern Knowledge of the weapon. The character may use this
knowledge to weave a thread to the weapon. The character may tell other
characters the Pattern Knowledge, and they also may use it to weave a thread to
the weapon. The maximum rank thread a character can weave to a weapon equals
the number of Key Knowledges he has learned. See The Workings
of Magic
section for more information regarding threads and Pattern
Knowledge.
WHEELING ATTACK |
Step: Rank + Dexterity Step |
Action: Yes | Skill Use: Yes | Requires Karma: Yes | Strain: None | Discipline Talent: None |
The Wheeling Attack talent allows a character to make a mounted attack and
move away a distance equal to a Full Movement. When making an Attack Test while
using this talent, a character substitutes the Wheeling Attack step for the
Melee Weapons or Missile Weapons step. Wheeling Attack may be used with the
Charge talent.
WHEELING DEFENSE |
Step: Rank + Dexterity Step |
Action: No | Skill Use: Yes | Requires Karma: No | Strain: 1 | Discipline Talent: Cavalryman |
The Wheeling Defense talent increases the Physical Defense of a rider and his
mount. The character urges his mount into a whirling circle, confusing his
attackers with the moving, shifting targets. Make a Wheeling Defense Test, and
increase the Physical Defense of the mount and character by the character's
rank in Wheeling Defense for a number of rounds equal to the test result.
WILLFORCE |
Step: Rank + Willpower Step |
Action: NA | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: None |
The Willforce talent provides the punch for spells. Because Willforce
has a Default Attribute, a character does not need Willforce to
cast a spell. However, spells cast by characters with this talent are usually
more effective. Each rank of Willforce talent increases the effect of spells
cast by the character. The character may substitute the Willforce step for the
Willpower step to resist any effect targeted against his or her Spell
Defense.
WIND CATCHER |
Step: Rank + Willpower Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: None |
The Wind Catcher talent gives a character a chance to control his fall from a
height. The character makes a Wind Catcher Test, using the test result to
determine what effect the talent had on his or her descent. A result of 6 - 12
allows a character to land safely and take no falling damage. A result of 13 or
more allows the character to direct his descent, though his landing point
cannot be farther from his natural landing site than the distance he fell. For
example, a character who falls 50 yards could use Wind Catcher talent to land
up to 50 yards away from where he would have landed unassisted. A single use of
the Wind Catcher talent can protect a character from a fall of 100 x the
character's rank in Wind Catcher in yards. Falling 100 yards takes one Combat
Round (10 seconds). Elite Sky Raiders use the Wind Catcher talent to make
precise assaults on enemy positions.
WINNING SMILE |
Step: Rank + Charisma Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: None |
The Winning Smile talent causes a character to appear more attractive to
members of the opposite sex. The character makes a Winning Smile Test against
the Social Defense of the target. A successful result means the target finds
the character's appearance very pleasing, and for the next 24 hours, the
character using the talent receives a step bonus equal to his rank in Winning
Smile for tests against the target's Social Defense.
A character may attempt to use Winning Smile against any single target a
maximum of three times in one 24-hour period. After the third attempt, the
character must wait 24 hours before trying to use the talent again on the same
target.
Though effective most often against members of the same race, characters can
use the Winning Smile talent successfully on members of other races. The
gamemaster should judge such attempts to be either Hard or Very Hard on the
Success Level Table (see Gamemastering Earthdawn), using the
target's Social Defense as the Average Difficulty. For example, a human trying
to impress a dwarf of Social Defense 7 might be thought of as attempting a Hard
task, increasing the Difficulty Number to 12. That same human attempting to
impress a t'skrang would have a Very Hard task, raising a Social Defense of 7
to a Difficulty Number of 15. See Gamemastering Earthdawn
for more information on Interaction Tests.
WOOD SKIN |
Step: Rank + Toughness Step |
Action: Yes | Skill Use: No | Requires Karma: No | Strain: None | Discipline Talent: Warrior |
The Wood Skin talent increases a character's resistance to physical
damage by causing the character's skin, and portions of the muscles and
ligaments, to become tougher. When using this talent, the character's skin
takes on the appearance of wood or bark.
The character must use one of his available Recovery Tests for Wood Skin each
day the talent is used. The character can only use the Wood Skin talent once
per day, but the effect lasts for a full 24 hours, or until the character ends
it. The character makes a Wood Skin Test, adding the test result to both her
Death Rating and Unconsciousness Rating. The character can now take more damage
before dying or falling unconscious.
WOUND BALANCE |
Step: Rank + Strength Step |
Action: No | Skill Use: Yes | Requires Karma: No | Strain: None | Discipline Talent: None |
The Wound Balance talent improves a character's ability to resist
knockdown. The character uses the Wound Balance step in place of the Strength
step when making a Knockdown Test after taking a Wound.
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