30 June 2021

Earthdawn 4E: Rules Variant 25 - Updates Part 8: Gallant (Swordmaster Rework)

This is the twenty-fifth Rules Variant, part of an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

This is part of a significant update to better align things with lessons learned and best practices. The primary focus is updating various effects to static Difficulty Numbers, but this is not where it stops and it includes abilities outside that scope which require some attention.

This Discipline underwent the significant changes during the updates. The most notable is changing the name from Swordmaster to Gallant. Why the change? Because Swordmaster easily gives the wrong impression of what the Discipline is about. Swordmaster can interpreted as a Discipline about dedication to the blade above all else, which isn't true. Nor are they limited to swords. Swashbuckler is a better term in pop culture, but someone is going to complain they are inclined to use two weapons and thus don't have a buckler to swash. You know who you are.

Thus, Gallant. This describes them well as a Discipline that embraces combat and social abilities, rather than just emphasizing the combat aspect in the name.

From a design perspective, they gained two talents to better set them apart from other melee combat Disciplines: Water Dance and Zephyr Guard. These present a different emphasis for Gallants, making them more defensive and finesse-based, rather than blunt instruments. Water Dance also gives some offensive benefits to go with their defense. It's more complex, but hopefully also a more rewarding interaction.

Refer to the previous update on Talents and Skills for changes to the following talents:
  • Gliding Stride
  • Momentum Attack
  • Sprint
  • Taunt
  • Water Dance
  • Zephyr Guard

Talents


Novice


Novice Talent Options: Acrobatic Defense, Anticipate Blow, Distract, Impressive Display, Speak Language, Tiger Spring, Unarmed Combat, Winning Smile, Wound Balance, Zephyr Guard

First Circle

Discipline Talents: Avoid Blow, Maneuver, Melee Weapons, Taunt, Thread Weaving (Weapon Weaving)


Second Circle

Discipline Talent: First Impression


Third Circle

Discipline Talent: Riposte


Fourth Circle

Discipline Talent: Heartening Laugh


Journeyman


Journeyman Talent Options: Cobra Strike, Danger Sense, Etiquette, Gliding Stride, Graceful Exit, Lasting Impression, Lion Heart, Spot Armor Flaw, Sprint, Swift Kick

Fifth Circle

Discipline Talent: Second Weapon


Sixth Circle

Discipline Talent: Water Dance


Seventh Circle

Discipline Talent: Resist Taunt


Eighth Circle

Discipline Talent: Second Attack


Warden


Warden Talent Options: Champion Challenge, Empathic Sense, Ethereal Weapon, Life Check, Lion Spirit, Matrix Sight, Relentless Recovery, Spirit Strike, Undermine, Witty Repartee

Ninth Circle

Discipline Talent: Critical Hit


Tenth Circle

Discipline Talent: Defensive Posture


Eleventh Circle

Discipline Talent: Momentum Attack


Twelfth Circle

Discipline Talent: Fluid Movement


Master


Master Talent Options: Aura Armor, Bardic Voice, Chilling Strike, Resist Pain, Second Chance, Soul Aegis, Unflinching Fortitude, Vital Ward

Thirteenth Circle

Discipline Talent: Cutting Words


Fourteenth Circle

Discipline Talent: Vicious Wound


Fifteenth Circle

Discipline Talent: Multi-Strike


29 June 2021

Earthdawn 4E: Rules Variant 25 - Updates Part 7: Beastmaster

This is the twenty-fifth Rules Variant, part of an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

This is part of a significant update to better align things with lessons learned and best practices. The primary focus is updating various effects to static Difficulty Numbers, but this is not where it stops and it includes abilities outside that scope which require some attention.

The updates to Beastmaster are primarily to account for the change to Claw Frenzy. This still gives them a lot of attacks at their disposal, but no longer the extreme value from one Journeyman talent. Down Strike was also elminated and replaced by Surprise Strike, which is a better overall fit.

Refer to the previous update on Talents and Skills for changes to the following talents:
  • Blood Share
  • Claw Frenzy
  • Great Leap
  • Momentum Attack
  • Sprint

Talents


Novice


Novice Talent Options: Acrobatic Defense, Animal Bond, Animal Training, Climbing, Danger Sense, Enhance Animal Companion, Great Leap, Stealthy Stride, Surprise Strike, Tracking


First Circle

Discipline Talents: Avoid Blow, Body Control (Claws), Thread Weaving (Beast Weaving), Unarmed Combat, Wilderness Survival


Second Circle

Discipline Talent: Awareness


Third Circle

Discipline Talent: Creature Analysis


Fourth Circle

Discipline Talent: Tiger Spring


Journeyman


Journeyman Talent Options: Animal Companion Durability, Animal Possession, Blood Share, Borrow Sense, Call Animal Companion, Cobra Strike, Iron Constitution, Lion Heart, Sprint, Swift Kick


Fifth Circle

Discipline Talent: Second Weapon


Sixth Circle

Discipline Talent: Animal Talk


Seventh Circle

Discipline Talent: Dominate Beast


Eighth Circle

Discipline Talent: Second Attack


Warden


Warden Talent Options: Battle Bellow, Bloodhound Form, Burning Vigor, Chameleon, Defensive Posture, Eagle Eye, Goring Attack, Life Check, Momentum Attack, Resist Pain


Ninth Circle

Discipline Talent: Relentless Recovery


Tenth Circle

Discipline Talent: Critical Hit


Eleventh Circle

Discipline Talent: Unflinching Fortitude


Twelfth Circle

Discipline Talent: Claw Frenzy


Master


Master Talent Options: Alley Cat Approach, Animal Leadership, Aura Armor, Echolocation, Lion Spirit, Second Chance, Vital Strike, Vital Ward


Thirteenth Circle

Discipline Talent: Howl


Fourteenth Circle

Discipline Talent: Vicious Wound


Fifteenth Circle

Discipline Talent: Venom

28 June 2021

Earthdawn 4E: Rules Variant 25 - Updates Part 6: Talents, Knacks, and Skills

This is the twenty-fifth Rules Variant, part of an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

This is part of a significant update to better align things with lessons learned and best practices. The primary focus is updating various effects to static Difficulty Numbers, but this is not where it stops and it includes abilities outside that scope which require some attention.

These updates rely on previous updates to Combat Options and Stances, Failing Forward and Succeed with CostHindrance, and Social Abilities.

This series of rules variants entirely replaces and is incompatible with the Lowering Mystic Defense optional rule. This includes talents which include the text regarding always generating at least one success. Updates for those abilities omit that text.

Lowering Mystic Defense was a kludge to fix an oversight. Static Difficulty Numbers are a more consistent way to achieve the same effect while still allowing for the chance of failure, however small.

Special thanks to Brett Bowen and Ashwath Ganesan for their help with this.

Talents


Karma Ritual (Quality): The Sustained action for this talent can be incorporated into the adept’s daily Karma Ritual to save time.

Persistent (Quality): This ability is activated (as distinct from perpetual), but cannot be ended through external means.


Air Speaking

Step: Rank+CHA

Action: Simple

Cost: 1 Strain

Skill Use: No

Keywords: Air. Karma.

The adept communicates without vocalizing, moving their lips and mouthing the words they want to speak. They make an Air Speaking (10) Action test, +1 for each additional target beyond the first if all targets are willing. If there are any unwilling targets, the Difficulty Number is the highest Mystic Defense of all the targets, +1 for each additional unwilling target after the first, if this is higher than the typical Difficulty Number. There is no limit to the number of targets that can be affected at once, but all must be within Air Speaking Rank ×10 yards.

If successful, all targets hear the adept speaking as if they were conversing normally, regardless of other noise in the area until the end of the scene. If a target does not speak the language, they cannot understand what is being said.

Example Succeed with Cost: Something goes wrong with the magic and an unintended recipient also receives the communication.


Alley Cat Approach

Step: Rank+PER

Action: Standard

Cost: 1 Recovery Test

Skill Use: No

Keywords: Beast. Karma. Persistent.

The adept alters their bearing and takes on features (such as cat-like ears or eyes, whiskers, etc.) to be more like an alley cat, suited for the darker corners of urban living. They make an Alley Cat Approach (10) test and each success gives them a +2 bonus to Initiative tests, as well as Action tests made to navigate and maneuver through urban environments. This includes actions such as climbing, chasing, and escaping, though not direct combat actions (Attack tests, Damage tests, etc.).

This talent can be used once per day and lasts until sunrise. The adept may end it prematurely at their discretion.


Astral Interference

Step: Rank+WIL

Action: Standard

Cost: 1 Strain

Skill Use: No

Keywords: Astral. Karma.

The adept increases the local astral background interference to make spellcasting more difficult. They make an Astral Interference (10) Action test. If successful, a shimmering wave emanates from the adept to cover the area. All astral and spellcasting Action tests made inside the area, or that target someone in the area, suffer a -2 penalty per success until the end of the encounter.


Battle Cry

Step: Rank+CHA

Action: Simple

Cost: 1 Strain

Skill Use: Yes (Journeyman)

Keywords: Aggressive. Karma. Persistent.

The adept issues a loud, intimidating shout that gets the adept psyched up for battle when making a Mounted Charge or using the Aggressive stance. The adept makes a Battle Cry Action test against an opponent’s Social Defense. If successful, the adept adds +1 to their close combat Attack tests and the associated Damage tests per success until the end of the round against that opponent.


Blood Share

Step: Rank+TOU

Action: Sustained (see text)

Cost: 2+ Strain (see text)

Skill Use: No

Keywords: Karma. Willing.

The adept transfers damage between themselves and an animal companion or a willing Namegiver. They must spend a Karma Point to target a Namegiver; this is a cost and does not add a Karma Die to the Action test. An additional Karma Point may be spent for that purpose. The adept first cuts themselves and the target, then touches the incisions together and makes a Blood Share Action test. The result is the maximum number of Damage Points that can be transferred between both parties. For example, an adept might transfer only 7 Damage from a test result of 10, or they might transfer the whole amount of 10. Transferring only 7 points to themselves would reduce the target’s Current Damage by 7, not the full 10 points. One Current Damage point is transferred per round.

Transferred damage is taken as Strain, meaning it never causes a Wound, but if the number of Damage Points transferred causes the adept’s or the target’s Current Damage total to equal or exceed one of their Health Ratings, the adept or target passes out or dies, respectively. Members of the Cavalier Discipline coined the term “blood betrayer” for anyone who kills an animal companion or other character through the use of this talent.

This talent can be used Blood Share rank times per day. The target must be living and Namegiver targets must be able to give consent (requiring consciousness).


Claw Frenzy

Step: Rank+DEX

Action: Simple

Cost: +1 Strain (see text)

Skill Use: No

Keywords: Aggressive. Karma.

The adept makes multiple unarmed close combat attacks against one or more opponents using the Second Attack or Second Weapon Attack talents. The adept chooses the possible targets for their attacks and makes a Claw Frenzy Action test against the highest Physical Defense among them. For each success, they may make an additional Second Attack or Second Weapon Attack test. The adept may divide their additional attacks between Second Attack and Second Weapon, but at least half of the additional tests must use Second Attack.

Each additional Second Attack or Second Weapon Attack test costs 1 more Strain. (i.e., additional Second Attack tests cost 3 Strain, and additional Second Weapon Attack tests cost 2 Strain).


Cold Purify

Step: Rank+PER

Action: Sustained (10 min)

Cost: NA

Skill Use: No

Keywords: Downtime. Karma. Water-Cold.

The adept conjures pure, cold water and uses it to soak an improvised poultice to magically draw out a poison or other illness, and stimulate healing. The adept takes one minute to prepare and apply the poultice, making a Cold Purify Action test against the poison or disease’s Effect Step, or Difficulty Number 5 if the adept is treating damage or a Wound.

If successful, the effects of the poison or disease are stopped. If it was a damaging disease or poison, the target heals the difference between the test result and the Difficulty Number. If it was debilitating or paralytic, one point of ability damage is healed for each additional success.

If used to treat damage, the target gains +2 to their next Recovery test per success. If used to treat a Wound, it no longer reduces the result of the character’s Recovery tests, but must still be healed normally. Each additional success can be spent to treat an additional Wound or gain +2 to the target’s next Recovery test.

Cold Purify or Physician may only be used once on a target per day.


Earth Skin

Step: Rank+TOU

Action: Sustained (30 min)

Cost: 1 Recovery Test

Skill Use: No

Keywords: Earth. Persistent. Karma. Karma Ritual.

The adept performs a ritual and their skin becomes shot through with dark veins of elemental earth, increasing their resistance to magic. They make an Earth Skin (10) Action test and gain +1 to Mystic Defense per success.

This talent may be used once per day and lasts until sunrise. The adept may end it prematurely at their discretion.


False Sight

Step: Rank+CHA

Action: Free (Enhancement)

Cost: 1 Strain

Skill Use: No

Keywords: Karma.

The adept intensifies an illusion at the time of creation, making it more difficult for observers to penetrate. The adept makes a False Sight (10) Action test and adds +2 for each success to the Sensing Difficulty of a spell or an Action test if it affects a talent.

The bonus lasts for the duration of the illusion.


Fearsome Assault

Step: Rank+CHA

Action: Simple

Cost: 2 Strain

Skill Use: No

Keywords: Aggressive. Condition. Impairment. Karma.

The adept frightens opponents when making a Mounted Charge or using the Aggressive stance, undergoing a radical transformation unique to each adept. The eyes glow and teeth become pointed and prominent for some, while others are cloaked in shadow and the miasma of death. The adept makes a Fearsome Assault Action test against an adjacent opponent’s Social Defense. If successful, the target suffers the frightened 2 impairment condition for each success until the end of the following round.

Each use against the same opponent in a given encounter increases the Difficulty Number by 5.


Forge Flesh

Step: Rank+WIL

Action: Standard

Cost: 2 Strain

Skill Use: No

Keywords: Earth–Metal. Karma.

The adept temporarily increases the target’s natural Armor Rating by channeling magical energy through it. The adept touches the target and makes a Forge Flesh (10) Action test. Each success adds +1 to the target’s Physical and Mystic Armor Ratings for Forge Flesh rank minutes and causes the target’s skin to take on a metallic appearance.

A target can only benefit from one use of this talent at a time.


Gliding Stride

Step: Rank+DEX

Action: Simple

Cost: 1 Strain

Skill Use: No

Keywords: Air. Karma.

The adept moves in a graceful fashion through the air, horizontally as well as vertically, using their movement to glide instead of walking or running. In place of their normal movement, the adept makes a Gliding Stride Action test, the result being the maximum distance in yards they can move horizontally. For every two yards they glide horizontally, the adept may move up or down one yard vertically without affecting their total Movement Rate.

The adept cannot go higher than their Gliding Stride rank ×2 yards. Gliding Stride cannot be combined with other talents that replace normal movement, such as Great Leap, but can be combined with talents that improve Movement Rate, such as Sprint.


Great Leap

Step: Rank+STR

Action: Simple

Cost: 1 Strain

Skill Use: Yes (Novice)

Keywords: Aggressive. Default. Hindrance. Karma.

The adept jumps large distances by making a Great Leap (5) Action test. Each success allows the character to jump 2 yards horizontally and vertically, 4 yards if the character gets a running start of at least 6 yards. This is part of the character’s movement for the round. The adept suffers a -1 penalty to the Great Leap Action test for every point they are above their Hindrance Rating.

Example Succeed with Cost: The character is knocked down after the jump and/or suffers falling damage.

Skill Use: The character jumps feet rather than yards. The character instead suffers a -1 penalty to the Great Leap Action test for every point of Hindrance.


Inspire Others

Step: Rank+CHA

Action: Standard

Cost: NA

Skill Use: No

Keywords: Boon. Command. Condition. Karma. Persistent.

The adept inspires their companions, raising spirits and boosting morale. They speak inspirational words, then make an Inspire Others (10) Action test. This only affects up to Inspire Others rank targets. If successful, all targets gain the inspired 1 boon condition per success until the end of the encounter.

This condition also affects the target’s Social Defense.


Living Weapon

Step: Rank+WIL

Action: Standard

Cost: 2 Strain

Skill Use: No

Keywords: Earth–Metal. Karma.

The adept temporarily increases the Damage Step of a target character by channeling magical energy through them. They touch the target and make a Living Weapon (10) Action test. The target adds +2 per success to the Damage Step of any attack using unarmed or a weapon for Living Weapon rank minutes. While this talent is active, the affected character’s veins and eyes glow. The damage bonus is in addition to any bonuses resulting from attack tests made by the target.

A character can only benefit from one use of this talent at a time.


Momentum Attack

Step: Rank+DEX

Action: Simple

Cost: 1 Strain

Skill Use: No

Keywords: Attack. Karma.

The adept makes an additional close combat attack utilizing the energy from their previous attack. The adept gains the Momentum Attack special maneuver.

Momentum Attack (Adept, Close Combat): The adept may spend two additional successes from a close combat Attack test to make a close combat attack using Momentum Attack for the Attack test. This attack must be made immediately following the triggering attack and made with the same weapon. This costs only one success if the adept is using a two-handed weapon.


Perfect Focus

Step: Rank+WIL

Action: Simple

Cost: 2 Strain, Karma (special)

Skill Use: No

Keywords: Karma.

The adept increases the effectiveness of their abilities. While performing actions leading to the use of an ability that requires a Sustained action—working on a weapon before making a Forge Weapon test, watching the sky before making a Navigation test, and so on. The adept makes a Perfect Focus (10) Action test. Each success adds +2 to the Action test for the Sustained action.

Each use of this talent in a day after the first costs a cumulative Karma Point which doesn't provide a benefit. For example, the second use in a day costs 1 Karma Point and the third costs 2 Karma Points; none of these provide Karma Dice as they are costs. This doubles the time required to perform the Sustained action due to the additional time spent focusing and attention to detail. This does not double any time reduction effects; if an additional reduces the time by one day, it still reduces it by one day. If used to affect talents performed as part of the Karma Ritual, it takes one hour instead of 30 minutes, but affects all Karma Ritual talents.


Rally

Step: Rank+CHA

Action: Standard

Cost: 2 Strain

Skill Use: No

Keywords: Karma.

The adept inspires their companions during battle. The adept delivers stirring words and makes a Rally (10) Action test. If successful, each conscious target within Rally rank ×2 yards may make an immediate Recovery test, if one is available to them, with +2 per additional success. The talent doesn’t provide bonus Recovery Tests. This Recovery test does not benefit from any other external effects (e.g. healing aids); only the target’s talents, threads, and other abilities apply.

Affected targets also ignore the harried status and reduce any impairment conditions they are suffering by 2 levels until the end of the next round. The adept can inspire up to their Rally rank in characters and may only use it while the adept and all targets are actively involved in combat.


Rolling Thunder

Step: Rank

Action: Simple

Cost: 2 Strain

Skill Use: No

Keywords: Air.

The adept’s charge causes thunder in the area as they charge towards their opponent. The adept can increase their or their mount’s Movement Rate by up to twice the adept’s Rolling Thunder rank for one movement action that round. This is not included if the adept or their mount uses their Standard action to move as well. The adept gains +1 to their close combat Damage test for every yard they move after the first 10 yards toward their opponent, up to the adept’s Rolling Thunder rank, and the attack gains the air keyword. If the adept moves at least 10 yards and uses a weapon with the mounted keyword while mounted, or a two-handed weapon while on foot, they gain+2 to the Attack test.

This talent must be used before the adept or mount moves this round. 


Song of Deflection

Step: Rank+CHA

Action: Standard

Cost: 3 Strain

Skill Use: No

Keywords: Karma.

The adept improves the defenses of the adept and their allies against attacks by singing or humming a little song, then making a Song of Deflection (10) Action test. If successful, each target adds +2 per success to their active defenses until the end of the encounter.

The adept must continue singing to maintain the talent’s effect. This does not use their Standard action, but they may not perform actions that require them to use their voice. If they stop singing before the duration expires, the talent ends. This talent may be maintained with the same song as Song of Battle.


Spirit Hold

Step: Rank+WIL

Action: Standard

Cost: 1 Strain

Skill Use: No

Keywords: Concentration. Karma. Spirit.

The adept boldly faces a spirit within Spirit Hold rank ×4 yards and orders it to halt, making a Spirit Hold Action test against the spirit’s Mystic Defense. If successful, the spirit is held in place, unable to move or take any actions other than communicating until the end of the encounter. This talent requires the adept’s concentration. Typically this only requires the adept’s Standard action, but this talent only allows them to communicate (including using Spirit Talk); they cannot move, cast spells, or perform any other actions. If they do, the talent ends, freeing the spirit. Each round, the spirit may attempt to break free by making a Willpower test as a Free action against the adept’s Spirit Hold Step. If successful, the spirit is freed and the talent ends.

This talent requires an additional success if used against a spirit type the adept cannot summon.

Note: Replace all instances of "Elemental Hold" with this talent.


Spirit Talk

Step: Rank+CHA

Action: Standard

Cost: 1 Strain

Skill Use: No

Keywords: Karma. Spirit.

The adept is able to talk to spirits and entities, including those who do not communicate verbally. Each rank allows the adept to learn a new spirit language. The most common languages are those spoken by ally, beast, and each type of elemental (air, earth, fire, water, and wood). Different types of ally and beast spirits have dialects which they may prefer (or even require). Each type of insect spirit (invae) also has a language, but adepts who go out of their way to learn them are certain to be asked uncomfortable questions if they are lucky. Some may move straight past the questions, not trusting the answers regardless.

The adept makes a Spirit Talk Action test against the spirit’s Mystic Defense to communicate with it; a willing spirit requires no more than a 10. If successful, the adept may talk to the spirit for the scene. This talent does not compel the spirit to talk to the adept, it merely makes communication possible. See Negotiate with the Spirit (Player’s Guide, p. 366) for how this talent is used during summoning.

Note: Replace all instances of "Elemental Tongues" with this talent.


Sprint

Step: Rank

Action: Simple

Cost: 1 Strain

Skill Use: Yes (Journeyman)

Keywords: Hindrance.

The adept temporarily infuses themselves with magical speed, adding twice their Sprint rank to their Movement Rate for one movement action that round. This is not included if the adept uses their Standard action to move as well. The adept reduces the bonus to Movement Rate from Sprint by -1 for every point they are above their Hindrance Rating. This is in addition to the normal penalty to Movement Rate from exceeding their Hindrance Rating.

Skill Use: The character adds their Sprint rank to their Movement Rate.


Stone Skin

Step: Rank

Action: Free (Enhancement)

Cost: 1 Recovery Test

Skill Use: No

Keywords: Earth. Persistent.

Portions of the adept’s muscles and ligaments toughen to become more resistant to physical damage and their skin’s appearance becomes pebbly, even jagged, and is tough as stone. The adept gains their Stone Skin rank as a bonus to their Earth Skin Action test. Each success on the Earth Skin test also increases their Physical Armor by +1 for the duration of the Earth Skin talent.


Taunt

Step: Rank+CHA

Action: Free

Cost: 1 Strain

Skill Use: Yes (Novice)

Keywords: Impairment. Karma.

The adept distracts a character within Taunt rank ×2 yards by insulting and humiliating them. They make a Taunt Action test against the target’s Social Defense. If successful, the target suffers a –2 penalty per success to their next Action test. This can be used when an action is declared, but before the Action test is made.

This talent can be used once per round and may not affect Sustained actions.

Skill Use: This can only be used against actions performed during or after the character’s turn and the target must be able to understand the character.


Temper Flesh

Step: Rank+WIL

Action: Sustained (30 minutes)

Cost: NA

Skill Use: No

Keywords: Earth-Metal. Karma. Karma Ritual. Persistent.

The adept performs a ritual to toughen himself, making them more resistant to harm. The adept draws icy ether from astral space, rolling the chilling substance over their body during a half hour of intense meditation, after which they make a Temper Flesh (10) Action test. If successful, the adept’s skin becomes cold and hard, much more like steel and adds +2 to their Health Ratings and Wound Threshold per success until sunrise. If the test fails, the target takes Damage Points equal to their Wound Threshold, resulting in a Wound (armor does not protect from this damage).

This talent can be used once per day.


Tempest Shield

Step: Rank

Action: Simple

Cost: 2 Strain

Skill Use: No

Keywords: Air. Defensive.

The adept finds safety in speed, summoning winds around them to deflect blows as they move faster. After they move the first 10 yards in a round, they gain +1 to their Physical Defense and Physical Armor for every yard moved after that, up to a maximum of their Tempest Shield rank.

This bonus lasts until their action in the next round.


Tenacious Weave

Step: Rank+WIL

Action: Free (Enhancement)

Cost: 1 Strain

Skill Use: No

Keywords: Karma.

The adept strengthens the pattern of their spells, making them more difficult to disrupt. They make a Tenacious Weave (10) Action test. The spell’s Dispel Difficulty is increased by +2 per success.

This talent can only be used to increase the difficulty of a spell at the time it is cast, only once per spell, and has no effect on talents.


Thundering Roar

Step: Rank

Action: Free (Enhancement)

Cost: 2 Strain

Skill Use: No

Keywords: Air-Electricity.

The adept empowers their voice with their building rage and the storm’s fury by adding their Thundering Roar rank to a Battle Bellow or Battle Cry Action test.

This talent may only be used once per round.


Thunderstruck

Step: Rank+STR+Weapon Size

Action: Free

Cost: 1 Strain

Skill Use: No

Keywords: Air. Karma.

The adept empowers their blows with the force of the storm. A wave of thunder emanates from the attack, tossing opponents aside as leaves in the wind. Once per turn, if an Attack test benefitting from Aggressive stance or Charging Attack is successful, opponents adjacent to the adept and their target must make a Knockdown test against the Thunderstruck Step.


True Shot

Step: Rank

Action: Simple

Cost: 2 Strain

Skill Use: No

Keywords: Karma.

The adept enhances ranged attacks with raw magical energy, greatly increasing the accuracy. They may spend additional Karma on a Missile Weapons or Throwing Weapons test. The adept uses this talent and makes their Attack test. If the Attack test fails, the adept may spend Karma Points one at a time and adds the result of the Karma Die to the test result. This ends once the attack is successful, or the adept decides to stop. They can spend Karma Points in this fashion up to their True Shot rank. The target can still use active defenses against the attack.


Vengeful Flames

Step: Rank

Action: Free (Response, Enhancement)

Cost: 1 Strain

Skill Use: No

Keywords: Fire.

The adept turns damage inflicted on them into raw aggression. Once the adept uses this talent, the adept’s eyes begin to burn with rage and they note the damage inflicted on them after armor until no longer than the end of the next round. If the adept is in Aggressive stance, they can choose a close combat Attack test before the end of the next round to benefit from this talent—this decision must be made before the Attack test—and the adept gains the total damage inflicted on them as a bonus to their Damage test; all the stored rage is unleashed as a torrent of flame and the attack gains the fire keyword. If the attack is made with a two-handed weapon, it gains an additional +2 bonus.

The adept must take damage to gain the benefits of this talent. The damage bonus cannot exceed the adept’s Vengeful Flames rank (this doesn't include the bonus for a two-handed weapon). Whether the Attack test is successful or not, the talent ends when the bonus is applied.

Note: the adept can immediately use this talent again once it ends.


Vine Armor

Step: Rank

Action: Free (Enhancement)

Cost: 1 Recovery Test 

Skill Use: No

Keywords: Persistent. Wood.

The adept enhances their Wood Skin talent, wrapping themselves in the protective power of Elemental Wood. The adept gains their Vine Armor rank as a bonus to their Wood Skin test; the Wood Skin Effect test is also made against Difficulty 10. Each success gives the adept +1 to their Mystic Armor for the duration of the Wood Skin.


Water Dance

Step: Rank+DEX

Action: Free (Approach)

Cost: 1 Strain

Skill Use: No

Keywords: Approach. Defensive. Hindrance. Karma. Water.

The adept moves with the fluidity of the water splashing around their feet, bending gracefully to avoid attacks. They use this talent before Initiative is declared and makes a Water Dance (10) test. If sucessful, the adept gains +2 per success to other defensive talent Action tests until the end of the round. If they're using the Defensive stance, they gain this bonus to active defense Action tests as well. The adept suffers a -1 penalty to the Water Dance Action test for every point they are above their Hindrance Rating.

This talent can be used once per round and cannot be used if the adept is using the Aggressive Stance.


Wood Skin

Step: Rank+TOU

Action: Sustained (30 min)

Cost: 1 Recovery Test

Skill Use: No

Keywords: Karma. Karma Ritual. Persistent. Wood

The adept toughens their body to better resist damage, causing their adept’s muscles and ligaments to toughen and his skin takes on the appearance of wood or bark. They make a Wood Skin Action test and add the result to their Health Ratings.

This talent can be used once per day and lasts until sunrise. The adept may end it prematurely at their discretion.


Zephyr Guard

Step: Rank+DEX

Action: Simple

Cost: 1 Strain

Skill Use: No

Keywords: Air. Defensive. Hindrance. Karma.

The adept is surrounded by swirling wind that provides protection in gusts with their swift movements. They must be able to move and have sufficient space to maneuver in. They make a Zephyr Guard (10) test. The adept gains +2 per success to their Physical Armor against close combat attacks until the end of the round.

The adept suffers a -1 penalty to the Zephyr Guard Action test for every point they are above their Hindrance Rating.


Knacks


Battle Cry


Cry Havoc

Talent: Battle Cry

Requirements: Rank 6

Restrictions: None

Step: Rank+CHA

Action: Simple

Cost: 2 Strain

Skill Use: No

Keywords: Standard Effects. 

The adept gains an additional +2 to their first Attack and the associated Damage test if they are using a two-handed weapon or a mounted weapon and making a Charging Attack. If the first attack triggers a Momentum Attack, the bonuses also apply to Momentum Attack.


Defiant Shout

This knack is also available as a Battle Cry knack.


Destructive Shout

This knack is also available as a Battle Cry knack.


Flames of Battle

This knack is also available as a Battle Cry knack.


Scorching Breath

This knack is also available as a Fearsome Assault knack.


Body Control


Claw Tool

This knack is also available as a Body Control knack.


Wrecking Claws

This knack is also available as a Body Control knack.


Claw Shape


Savage Limbs

This knack is no longer necessary.


Cold Purify


Halt Disease

This knack is no longer necessary.


Fearsome Assault


Ka'tosh's Challenge

This knack is also available as a Fearsome Assault knack.


Gliding Stride


Graceful Fall

Talent: Gliding Stride

Requirements: Rank 7

Restrictions: None

Step: Rank

Action: Free (Response)

Cost: 3 Strain

Skill Use: No

Keywords: Air.

If the adept somehow ends up in mid-air (by falling off a cliff, for example), they may instinctively activate Gliding Stride to reduce the damage from the fall. Subtract the adept’s Gliding Stride rank ×2 from the distance fallen to determine the damage taken.


Great Leap


Out of the Way!

Talent: Great Leap

Requirements: Rank 4

Restrictions: None

Step: Rank+DEX

Action: Free (Response)

Cost: 2 Strain

Skill Use: Yes (Novice)

Keywords: Default. Karma.

The adept jumps out of the way to avoid environmental hazards, such as rock traps and falling rigging, but not to avoid normal combat attacks. If the adept is aware of the threat, they may make a Great Leap Action test against a Difficulty Number determined by the gamemaster to avoid being struck. If successful, they leap clear at the last instant.


Maneuver


Disarm

Talent: Maneuver

Requirements: Rank 7

Restrictions: None

Step: Rank+DEX

Action: Simple

Cost: 2 Strain

Skill Use: Yes (Journeyman)

Keywords: Attack. Defensive. Karma. Limited.

The character uses a combination of clever feints and flashy weapon play to knock an opponent’s weapon from their hand. They make a Disarm Action test against the target’s Physical Defense. If successful with an additional success, the opponent’s weapon is sent spinning from their hand in a direction of the adept’s choice for a number of feet equal to the Damage test result. If the target is wielding a two-handed weapon or the character is attempting to disarm a tail weapon or shield, this requires the character to spend another additional success on the Disarm test. Each additional success adds a +2 bonus to the Damage test. The target otherwise takes no damage from being disarmed. 

The talent cannot be used against weapons that are part of the defender’s body, such as claws. The Disarm step is limited by the character’s Melee Weapons or Unarmed Combat Step, as appropriate to how they are disarming their target.

Skill Use: Tail weapons and shields cannot be disarmed.


Taunt


Mortal Insult

Talent: Taunt

Requirements: Rank 6

Restrictions: None

Step: Rank+CHA

Action: Simple

Cost: 2 Strain

Skill Use: Yes (Journeyman)

Keywords: Condition. Impairment. Karma. Persistent.

The adept distracts a character by insulting and humiliating them. They make a Taunt Action test against the target’s Social Defense. If successful, the target gains 1 level of the insulted (or similar, such as aggrieved, humiliated, outraged, etc.) impairment condition per success until the end of the encounter. This condition also affects the target’s Social Defense.


True Shot


Prepared Shot

Talent: True Shot

Requirements: Rank 6

Restrictions: None

Step: Rank

Action: Simple

Cost: 3+ (see text)

Skill Use: No

Keywords: Standard Effects.

The adept may spend additional Karma Points prior to the associated Attack test, up to their True Shot rank. They must pay 1 additional Strain per Karma Point spent before the Attack test with this talent. If the Attack test fails, the adept may still spend additional Karma Points as usual with no additional Strain cost. The total Karma Points spent through this knack cannot exceed the adept’s True Shot rank.


Water Dance


Torrential Reply

Talent: Water Dance

Requirements: Rank 5

Restrictions: None

Step: Rank+DEX

Action: Free (Approach)

Cost: 2 Strain

Skill Use: No

Keywords: Standard Effects.

The adept takes advantage of their opponents’ openings laid bare from their misses. Each time an opponent misses them with an attack (whether through an active defense or failing to succeed against the adept’s Defense), the adept gains a cumulative +2 to their next Attack and the associated Damage test against that target by the end of the next round. Once an attack is made against a target (whether successful or not), the count resets. The attack also gains the water keyword. 

The offensive portion of Riposte isn't considered an attack for these benefits.


Skills


Physician

Step: Rank+PER

Action: Sustained (30 min)

Cost: 1 Strain, physician’s kit

Keywords: Downtime.

The character diagnoses and prescribes treatments for injuries and diseases by examining the target and making a Physician (10) Action test. If successful, they learn what the problem is and how to treat it. The target gains +2 per success to their next applicable Recovery or Resistance test. 

The Physician skill can be used to treat a Wound, which requires an additional success. Each additional success beyond this can be spent to treat an additional Wound or give +2 to the target’s next Recovery test. A treated Wound no longer reduces the result of the character’s Recovery tests, but must still be healed normally.

Cold Purify or Physician may only be used once on a target per day.