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Your character can learn a second Discipline, though not easily. A character
who decides to learn an additional Discipline must attempt to master the
training methods of each, both usually based on two distinct philosophies. As a
character advances through the Circles of his first chosen Discipline, however,
his confidence grows and he gains insight. The stronger a characters
grasp of one Discipline, the easier it becomes to learn a new one.
To learn a new Discipline, a character must study that Disciplines
First Circle talents with another character of that Discipline. However, a
character need not relearn talents from the second Discipline that he already
knows from his first Discipline. For each talent he wishes to learn, the
character must study with the teacher for 40 hours per week. A character
learning two or more talents may spend considerable time training, but must
study at least 80 hours per month to continue making progress. If a character
fails to study for the new Discipline at least 80 hours a month, the training
fails and the character must start over.
In his unending pursuit of knowledge, a Nethermancer decides
to train to become an Elementalist. These Disciplines match well; both have
spell capabilities, and both have the same First Circle talents available.
Because the Nethermancer already has the Read and Write Languages, Read and
Write Magic, Spellcasting, Spell Matrix, and Karma Ritual talents as part of
his Nethermancer Discipline, he does not have to retrain for those talents. The
only First Circle Elementalist talent the Nethermancer doesnt already
know is Elementalism. To learn this single talent from the new Discipline, the
Nethermancer must actively train with an Elementalist for 40 hours. He may then
buy the Elementalism talent using Legend Points, at which point he becomes a
First Circle Elementalist.
A character learning a new Discipline must buy all the First
Circle talents for that Discipline at Rank 1, and must have enough Legend
Points available to buy all the First Circle talents simultaneously. The cost
of purchasing a Rank 1 talent in a new Discipline depends on the Circle the
character has achieved in his current Discipline. If the character already has
more than one Discipline, use the Discipline in which the character has
achieved his lowest Circle to find the Legend Point cost for a Rank 1 talent on
the table below.
- A Second Circle Swordmaster wishes to become an
Archer. The two Disciplines share only two First Circle talents: Avoid Blow and
Karma Ritual. To learn the new Discipline, the Swordmaster must learn all the
First Circle talents that he does not already know, and so must learn 4
talents: Direction Arrow, Missile Weapons, Mystic Aim, and True Shot. The
Swordmaster must find an Archer to train him, then spend 40 hours in training
for each talent (a total of 160 hours). Because he must also study for a
minimum of 80 hours per month, the Swordmaster must complete his training
within 2 months. The New Discipline Talent Table shows that a Second Circle
character must pay 800 Legend Points per talent to learn a new Discipline, and
so at the end of the training the Swordmaster pays 3,200 Legend Points to buy
the 4 talents at Rank 1. He is now a First Circle Archer as well as a Second
Circle Swordmaster.
- A Fourth Circle Archer wants to expand his options by
learning a new Discipline, and chooses to become an Elementalist. After finding
an Elementalist to train him, the Archer learns the five First Circle talents
he does not know: Elementalism, Read and Write Languages, Read and Write Magic,
Spellcasting, and Spell Matrix. Five weeks of training later (40 hours for each
talent), the character spends 2,000 Legend Points (400 Legend Points per
talent) to purchase the 5 talents at Rank 1. The Archer now belongs to the
Elementalist Discipline at First Circle.
A character adding Disciplines may only benefit from the Durability talent of
his first Discipline. For example, a Wizard who became a Sky Raider could only
increase his Death and Unconsciousness Ratings using his Wizard-based
Durability talent. For a complete explanation of the Durability talent, see Talents.
As characters earn Legend Points in Earthdawn, their heroic reputation
spreads throughout Barsaive. People hear tales of their exploits and sing songs
of their adventures, and remember the characters names. Each
characters heroic deeds begin to build his Legend, allowing the
characters to attain ever-higher levels of Legendary Status.
Legendary Status derives from a characters Total Legend Points, and
reflects the general public awareness of that character or group of characters.
Tales of a characters adventures spread across Barsaive until his
Legendary Status rises so high that people recognize his name in virtually
every city. The increasing Legendary Status of an adventuring group gives the
group a reputation for prowess, and cities and towns in need of heroes may ask
or hire them to undertake ever more daring missions and adventures.
Each Legendary Status Level marks a substantial increase in the
characters fame (or infamy) across Barsaive. The following guidelines
suggest ways for gamemasters to use different levels of Legendary Status.
Level 1
Level 1 characters enjoy a reputation only in Barsaives most heavily
populated areas. Most prominent people in cities regard Level 1 characters as
heroic, but the general population remains oblivious to their daring
exploits.
Level 2
Characters who earn a Level 2 Legendary Status are well known in most major
population centers (Throal, Kratas, and Iopos) and by many people in smaller
cities such as Jerris or Travar. Though many merchants and businessmen know of
the character, the populace at large has not yet heard his name. When using
social talents or skills against a character who knows of him, a Level 2
character adds 1 step to the step number of all Interaction Tests (see
Gamemaster Characters in Gamemastering Earthdawn).
Level 3
Level 3 characters enjoy widespread fame in all of Barsaives major
cities as well as many of the smaller cities and towns. Even in some of the
small villages that dot the countryside, a few people tell tales of these
characters exploits. Characters of Level 3 Legendary Status can use
that status to their advantage. They often receive reduced prices on goods and
services just for the asking, and may be able to request important favors more
easily than lesser characters (see Gamemaster Characters). When
using social talents or skills against a character who knows of him, a Level 3
character adds 2 steps to the step number for all Interaction Tests.
Level 4
Everyone in Barsaive has at least heard the name of a character who gains
Level 4 Legendary Status. The Kingdom of Throal often courts characters of
Level 4 Status in the hope of convincing them to perform dangerous tasks for
King Valurus III. Level 4 characters often maintain castles or strongholds in
or near their favorite cities. When traveling, they often receive offers of
free lodging or other services from individuals eager to boast that the famous
character stayed at his inn, ate at his table, bought boots from him, and so
on. When using social talents or skills against a character who knows of him, a
Level 4 character adds 3 steps to the step number for all Interaction Tests.
Level 5
Level 5 characters are the living legends of Earthdawn. Virtually
everyone knows of these characters and their heroic deeds, and more people
claim to have known, seen or adventured with these characters than is possible
by any races standards. Some examples of Level 5 characters are
Nioku, the famed troll Archer, and Naaman Yross, a hero who fought
the Horrors before the Scourge and who some believe still lives. When using
social talents or skills against a character who knows of him, a Level 5
character adds 5 steps to the step number of all Interaction Tests.
As a characters Legend Point total increases, he attains higher
levels of Legendary Status. The Legendary Status Table below shows the minimum
Total Legend Points for each Legendary Status Level.
LEGENDARY STATUS TABLE |
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Legendary Status | Minimum Legend Points |
Level 1 | 10,000 |
Level 2 | 40,000 |
Level 3 | 160,000 |
Level 4 | 640,000 |
Level 5 | 2,560,000 |
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Though a high level of Legendary Status affords a character both minor and
major benefits, fame often carries a price. People often expect heroic
characters to act for the common good despite the personal risks. Consciously
or unconsciously, they believe that heroes should put their own interests and
needs aside and work to help the people of Barsaive no matter what the cost.
Most villages and small towns will recognize a character of Level 3 Legendary
Status or better and ask him or her for help in time of trouble. Communities of
this size may even seek out a hero to solve their problems. Though heroes often
do act this way (most of them, too, believe in the classic definition of a
hero), sometimes a character needs to act for himself. The conflict between
personal interests and the interests of others can pose a dilemma for a
character who has achieved Legendary Status.
Thom Hammerblade has achieved a Legendary Status of Level 3.
He is traveling home to the Throal Mountains after a long, dangerous adventure.
He suffered serious injuries fighting a Horror and an army of its minions, and
hopes to rest for a few days in a village along the way.
The day after he arrives in the village, one of the citizens is found dead,
apparently killed during the night by a fearsome beast. Thom really needs to
recuperate, but the village citizens assume that despite his weariness and
wounds a hero of Thoms status will immediately come to their
aid.
Wounded and battle-weary, Thom is facing one disadvantage of his heroic status, and must make a tough decision.
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