04 May 2022

Earthdawn 4E: Anatomy of a Discipline 42 — Sword Savant

This is the fourty-second 4E Anatomy of a Discipline, 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 Discipline continues exploring different ways to implement features and how to construct Discipines. In concept this fills the gap of what many people want from Swordmaster based on the name, but isn't actually what it offers. Which is a big part of why it got a name change. An argument can be made they have the mildest themes of mastering a single weapon, but these were never well supported and mostly serve to distract from their much stronger themes. The good news for people who like both parts is this Discipline allows them to do both.

I really want the name of a Discipline to clearly convey what it offers. This is especially important when introducing new players to the game. This may sound pedantic and/or change for the sake of change to long-term players, but it's vital to introducing those new players. There's a lot of information to take in and anything to help that and reduce confusion is helpful.

There's a further experiment here to encourage characters to use something other than a weapon and shield or two weapons as the one true way to combat efficiency. That variety is fun (for me at least) when considering art since I want art to reflect the game as it's played. It's also mechanically interesting how to encourage what are considered mechanically sub-optimal choices by tipping the scales just a little. In this case, I removed the choices for thematic reasons in addition to the experiment.

Another experiment is in expanding the use of Thread Weaving outside of just weaving threads. A particular outgrowth of that means Sword Savants must start with Thread Weaving rank 1, otherwise they can't initiate. This isn't an optional, hand-wave thing. It would be like a Cavalier eschewing the whole "having a mount" thing; what's the point other than talent rank optimization?

As an aside, I get it, but I don't like it. I don't even know if people who do it like it, but it's so obviously more efficient, it feels wrong to not start with 3, 3, 2 and put Thread Weaving as a non-advancing talent when using all talents to advance. My preference is clearly my alternate advancement scheme, for all the reasons listed therein.

A reasonable question can be asked why this isn't a Path instead. It certainly shares traits with being a Path, but the method for entry as a Path makes less sense as presented here since this is the impetus for initiating rather than typically something you choose to engage in later on. Much like a Cavalier and their mount, these adepts are called to this Discipline. They're incomplete without it.

Hopefully this is a fun Discipline which fills in some conceptual space and offers something between Warrior and Gallant, without stepping on either of them.


Sword Savant

While many adepts have a favorite weapon, the relationship Sword Savants have with their "soul weapon" is more akin to that of a Cavalier and their mount. Encountering or even hearing about their soul weapon is often the first foot on the path toward initiation for many of these adepts. Others already belong to another Discipline but feel incomplete until such a fateful meeting and realize what was missing. This is particularly true of Weaponsmiths who forge their heartblade. In either case, it seems inevitable they encounter a Sword Savant who recognizes their own and begins to train them.

Their mentality and perspective is a duality of flexibility and rigidity. Sword Savants tend to be traditional with an emphasis on etiquette and formality within their number, along with an almost myopic focus on their soul weapon. In contrast to this — or perhaps because of it — they are flexible in thought and approach to everything else they encounter. They adapt as needed to a situation, seeking to understand from all angles before making a decision. Focused on the perfect outcome, a final strike.

Once their path is clear, they are quick and decisive, unwavering in their dedication to that single goal. Adapting to the situation means recognizing how much time is available for this approach. Immediate threats are dealt with swiftly, while long-term problems are considered deeply before committing to a course of action. Some adepts refer to these as the air and water mind and the steel mind, reflecting adaptation and consideration followed by action. Others scoff and note it's just fancy words for a pragmatic outlook on life driven by their collective push for improvement and sharing developments.

Since their limitations are distinct — particularly Sword Savants whose soul weapon is one-handed — they developed styles to adapt and overcome this disadvantage using their affinity for air and water. This mentality to honing their craft continually drives them, always pushing themselves harder. Sword Savants never retire, their efforts are redirected to advancing the techniques of their Discipline and training the next generation.

Sword Savants are almost universally uninterested in money or temporal power. Their entire focus is on their soul weapon and perfecting their relationship with it, a concept they call "Steel Harmony." When in this state, they reveal the connections between their patterns and much of their prowess is devoted to or derived from achieving this state of higher awareness.

This dedication means even Sword Savants who are sworn enemies are willing to come together to share new techniques and variations in their forms to enlighten all members of their Discipline. Respect between Sword Savants is critical and any who fail to uphold these high standards find themselves as pariahs, unable to train or advance their techniques. Stagnant. One of the worst imaginable punishments for these adepts. The other is reserved for any who share their secrets to those outside their Discipline. Just as they're welcoming to any who can follow their ways, their secrets are just that for those who don't.

These are unusual adepts who rarely advertise their presence, making it difficult to gauge their prevalence. They're often mistaken for Warriors, a misconception they're all too willing to allow. This misidentification is understandable given how common it is to find Sword Savants as part of various Warrior orders, either members of both Disciplines or simply finding a place among their number. Still, Sword Savants have a inherent ability to find their own when necessary, though it may require a sojourn.

Important Attributes: Dexterity, Perception, Willpower

Karma Ritual: The adept sits with their soul weapon across their lap, preferably in a location with a breeze and running water. They trace their fingers across it, revealing the True pattern within while their corresponding True pattern illuminates from within them. Once the weapon is fully illuminated, they arise and begin going through the forms, strikes, and defenses they've learned and developed. Wind and water accompany their motions as they grow faster before they stop 30 minutes later, their weapon emanting a single perfect tone.

Artisan Skills: Rune Carving, Tattooing

Half-Magic: 
Sword Savants can use half-magic when caring for or repairing their soul weapon and armor, knowledge about legendary weapons and weapon types, including their wielders, and finding others of their Discipline. They also use half-magic to recognize militant orders past and present, famous warriors, their fighting styles and training pedigree, Sword Savants throughout history and their soul weapons, and ancient arms and armor.

Weapon: Sword Savants begin with one close-combat weapon of their choice, which must be their soul weapon. The gamemaster may have interesting options to present to the player beyond mundane weapons. However, the player is not obligated to accept these options, but should consider and discuss them with the gamemaster and potentially group as a whole as these interesting options will almost certain affect them one way or another.


Novice

Novice Talent Options: Acrobatic Defense, Anticipate Blow, Awareness, Danger Sense, Distract, Etiqutte, Great Leap, Impressive Display, Maneuver, Steel Precision

First Circle
  • Durability 7
  • Discipline Talents: Avoid Blow, Harmony Weaving, Melee Weapons, Steel Harmony, Tiger Spring
Second Circle
  • Defense: The adept gains +1 Physical Defense.
  • Discipline Talent: Wound Balance
Third Circle
  • Karma: The adept may spend a Karma Point on Initiative tests.
  • Discipline Talent: True Strike
Fourth Circle
  • Defense: The adept gains +1 Mystic Defense.
  • Discipline Talent: Riposte

Journeyman

Journeyman Talent Options: Gliding Stride, Iron Constitution, Life Check, Lion Heart, Momentum Attack, Spot Armor Flaw, Sprint, 
Steel Thought, Steely State, Waterfall Slam

Fifth Circle
  • Air and Water Forms: The adept learns the two basic forms of the Sword Savant: Air and Water. For 1 Strain as a Free action before Initiative is determined, they may choose one of these forms. Both forms cannot be used at the same time. Air Form provides +2 to Initiative and Attack tests with their soul weapon against opponets with a lower Initiative, and Water Form provides +2 Physical Defense, and +2 to Avoid Blow and Riposte tests. The adept must be wielding only their soul weapon and cannot use a shield. This lasts until the end of the round.
  • Karma: The adept may spend a Karma Point on a Damage test with their soul weapon.
  • Discipline Talent: Air Dance
Sixth Circle
  • Defense: The adept gains +2 Physical Defense.
  • Discipline Talent: Temper Flesh
Seventh Circle
  • Bonus: The adept adds +1 to their Initiative Step.
  • Discipline Talent: Crushing Blow
Eighth Circle
  • Defense: The adept gains +3 Physical Defense.
  • Discipline Talent: Second Attack

Warden
  • Warden Talent Options: Astral Sight, Champion Challenge, Defensive Posture, Lion Spirit, Relentless Recovery, Resist Pain, Resist Taunt, Spirit Strike, True Sight, Unflinching Fortitude

Ninth Circle
  • Soul Bound Blade: The adept performs an eight-hour ritual to further strengthen their soul weapon’s pattern with their blood, taking 1 point of Blood Magic Damage. Each adept’s ritual is unique, but tends to be the product of their instruction and personal philosophy. It’s commonly performed as the final step in becoming a Warden, but need not be done at that time. After the ritual, the effects depend on the form the adept adopts. In Air Form, they gain +2 Initiative and +2 Damage against opponents with lower Initiative. In Water Form, they gain +2 Mystic Defense and to Steel Thought tests. This may only be performed on the adept’s soul weapon.
  • Karma: The adept may spend a Karma Point on Recovery tests.
  • Discipline Talent: Critical Hit
Tenth Circle
  • Defense: The adept gains +2 Mystic Defense.
  • Bonus: The adept gains +1 Recovery Test per day.
  • Discipline Talent: Ethereal Weapon
Eleventh Circle
  • Defense: The adept gains +1 Social Defense.
  • Karma: The adept may spend a Karma Point on any active defense test (e.g. Avoid Blow, Resist Taunt, Riposte).
  • Discipline Talent: Chilling Strike
Twelfth Circle
  • Defense: The adept gains +4 Physical Defense.
  • Bonus: The adept gains +2 to their Initiative Step.
  • Discipline Talent: Fluid Movement

Master

Master Talent Options: Aura Armor, Burning Vigor, Echolocation, Second Chance, Soul Aegis, Vicious Wound, Vital Strike, Vital Ward

Thirteenth Circle
  • Steel Form: The adept learns the truths behind the Sword Savant and their weapon, how they are the same. As a Simple action for 4 Strain, the adept and their soul weapon become as one. They're strong and sharp as steel, but flexible and swift. The adept gains +2 to Initiative tests, Attack and Damage tests with their soul weapon, and Physical and Mystic Armor until the end of the encounter. They must be wielding only their soul weapon.
  • Defense: The adept gains +3 Mystic Defense.
  • Karma: The adept increases their Karma +1 Step to a d8.
  • Bonus: The adept gains +1 Mystic Armor.
  • Discipline Talent: Resolve Strike
Fourteenth Circle
  • Defense: The adept gains +5 Physical Defense.
  • Discipline Talent: Steel Flash
Fifteenth Circle
  • Defense: The adept gains +2 Social Defense.
  • Bonus: The adept adds +3 to their Initiative Step.
  • Discipline Talent: Multi-Strike

Talents

Resolve Strike
Step: Rank+WIL
Action: Free
Strain: 2
Skill Use: No
Keywords: Karma.
The adept gathers their will and hones it into a blade, striking at an enemy within Resolve Strike ×2 yards and crippling their will to fight. They make a Resolve Strike test against the target’s Mystic Defense. Each success inflicts -2 Initiative and Physical and Mystic Defense until the end of the round. This affects the target’s current Initiative result, potentially altering their position in the round and delaying their turn. It must be used before their turn begins and may preempt their turn, but cannot delay it once started.

Steel Flash
Step: Rank+DEX
Action: Free
Strain: 2
Skill Use: No
Keywords: Attack. Karma. Soul Weapon.
The adept makes a sudden attack with their soul weapon that may preempt another action, but not interrupt one in progress. For example, the adept may use Steel Flash before the target makes a Melee Weapons test, but once the Melee Weapons test is made, Steel Flash may not be used until the Melee Weapons test and its effects are resolved.

The adept makes a Steel Flash test against the Physical Defense of the target. If successful, they make a Damage test with their soul weapon against the target. Any effects that result from the Steel Flash (e.g., Wound Penalties) apply to the target’s tests.

Their soul weapon must be affected by Steel Harmony to use this talent. This talent may only be used once per round.

Steel Harmony
Step: Rank+WIL
Action: Simple
Strain: 2
Skill Use: No
Keywords: Karma. Soul Weapon.
The adept extends their essence into their soul weapon, which produces some display of that bond unique to the adept. For example, a stormy corona around the weapon or cold burning runs along the surface. As the adept’s Steel Harmony rank increases, the display becomes more impressive. The adept makes a Steel Harmony (10) test and gains +1 to Attack and Damage tests with their soul weapon until the end of the encounter.

The adept may only be wielding their soul weapon to use this talent and may not be using a shield.

Steel Precision
Step: Rank+PER
Action: Simple
Strain: 1
Skill Use: No
Keywords: Karma. Soul Weapon.
The adept feels their connection to their soul weapon and extends that perception to their enemies. They designate targets they intend to attack this round and make a Steel Precision test against the highest Mystic Defense among them. Each success gives +2 to Attack tests against the designated targets until the end of the round.

Their soul weapon must be affected by Steel Harmony to use this talent.

True Strike
Step: Rank
Action: Simple
Strain: 2
Skill Use: No
Keywords: Karma. Soul Weapon.
The adept enhances a melee weapon attack with raw magical energy, greatly increasing the accuracy. They may spend additional Karma on an Attack test using their soul weapon. 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 Strike rank. The target can still use active defenses (e.g. Avoid Blow) against the attack

Their soul weapon must be affected by Steel Harmony to use this talent.

Knacks

Steel Harmony

Soul Weapon I
Talent: Steel Harmony
Requirements: Rank 4, Harmony Weaving rank 5, Soul Resonance
Restrictions: Sword Savant Circle 5
Step: NA
Action: NA
Strain: 0
Skill Use: No
Keywords: Perpetual. Soul Weapon.
The adept performs an eight-hour ritual enchanting their soul weapon and giving it a True pattern separate from the adept’s, but still intrinsically connected, and a Name. The adept weaves a permanent thread to their soul weapon as part of this process. The soul weapon is a rank 1 thread item and they may select one of the following abilities: 
+1 to Attack tests using the soul weapon, their soul weapon gains +1 Damage Step, or they gain +1 to Initiative when wielding their soul weapon.

This knack may not affect thread items or glyph blades.

Soul Weapon II
Talent: Steel Harmony
Requirements: Rank 5, Harmony Weaving rank 5, Soul Weapon I
Restrictions: Sword Savant Circle 5
Step: NA
Action: NA
Strain: 0
Skill Use: No
Keywords: Perpetual. Soul Weapon.
The adept enhances their soul weapon and it is rank 2. They may select one of the following abilities: +1 to Attack tests using the soul weapon, their soul weapon gains +1 Damage Step, or they gain +1 to Initiative when wielding their soul weapon. The benefits are cumulative with previous Soul Weapon knacks.

Soul Weapon III
Talent: Steel Harmony
Requirements: Rank 6, Harmony Weaving rank 6, Soul Weapon II
Restrictions: Sword Savant Circle 6
Step: NA
Action: NA
Strain: 0
Skill Use: No
Keywords: Perpetual. Soul Weapon.
The adept enhances their soul weapon and it is rank 3. They may select one of the following abilities: +1 to Attack tests using the soul weapon, their soul weapon gains +1 Damage Step, or they gain +1 to Initiative when wielding their soul weapon. The benefits are cumulative with previous Soul Weapon knacks.

Soul Weapon IV
Talent: Steel Harmony
Requirements: Rank 6, Harmony Weaving rank 6, Soul Weapon III
Restrictions: Sword Savant Circle 6
Step: NA
Action: NA
Strain: 0
Skill Use: No
Keywords: Perpetual. Soul Weapon.
The adept enhances their soul weapon and it is rank 4. They may select one of the following abilities: +1 to Attack tests using the soul weapon, their soul weapon gains +1 Damage Step, or they gain +1 to Initiative when wielding their soul weapon. The benefits are cumulative with previous Soul Weapon knacks.

Soul Weapon V
Talent: Steel Harmony
Requirements: Rank 7, Harmony Weaving rank 7, Soul Weapon IV
Restrictions: Sword Savant Circle 7
Step: NA
Action: NA
Strain: 0
Skill Use: No
Keywords: Perpetual. Soul Weapon.
The adept enhances their soul weapon and it is rank 5. They may select one of the following abilities: +1 to Attack tests using the soul weapon, their soul weapon gains +1 Damage Step, or they gain +1 to Initiative when wielding their soul weapon. The benefits are cumulative with previous Soul Weapon knacks.

Soul Weapon VI
Talent: Steel Harmony
Requirements: Rank 7, Harmony Weaving rank 7, Soul Weapon V
Restrictions: Sword Savant Circle 7
Step: NA
Action: NA
Strain: 0
Skill Use: No
Keywords: Perpetual. Soul Weapon.
The adept enhances their soul weapon and it is rank 6. They may select one of the following abilities: +1 to Attack tests using the soul weapon, their soul weapon gains +1 Damage Step, or they gain +1 to Initiative when wielding their soul weapon. Gamemasters may allow other abilities appropriate for a weapon of the description at their discretion instead of one of the listed abilities. The benefits are cumulative with previous Soul Weapon knacks.

Soul Weapon VII
Talent: Steel Harmony
Requirements: Rank 8, Harmony Weaving rank 8, Soul Weapon VI
Restrictions: Sword Savant Circle 8
Step: NA
Action: NA
Strain: 0
Skill Use: No
Keywords: Perpetual. Soul Weapon.
The adept enhances their soul weapon and it is rank 7. They may select two of the following abilities: +1 to Attack tests using the soul weapon, their soul weapon gains +1 Damage Step, or they gain +1 to Initiative when wielding their soul weapon. Gamemasters may allow other abilities appropriate for a weapon of the description at their discretion instead of one of the listed abilities. The benefits are cumulative with previous Soul Weapon knacks.

Soul Weapon VIII
Talent: Steel Harmony
Requirements: Rank 8, Harmony Weaving rank 8, Soul Weapon VII
Restrictions: Sword Savant Circle 8
Step: NA
Action: NA
Strain: 0
Skill Use: No
Keywords: Perpetual. Soul Weapon.
The adept enhances their soul weapon and it is rank 8. They may select one of the following abilities: +1 to Attack tests using the soul weapon, their soul weapon gains +1 Damage Step, or they gain +1 to Initiative when wielding their soul weapon. Gamemasters may allow other abilities appropriate for a weapon of the description at their discretion instead of one of the listed abilities. The benefits are cumulative with previous Soul Weapon knacks.

Soul Weapon IX
Talent: Steel Harmony
Requirements: Rank 9, Harmony Weaving rank 9, Soul Weapon VIII
Restrictions: Sword Savant Circle 9
Step: NA
Action: NA
Strain: 0
Skill Use: No
Keywords: Perpetual. Soul Weapon.
The adept enhances their soul weapon and it is rank 9. They may select one of the following abilities: +1 to Attack tests using the soul weapon, their soul weapon gains +1 Damage Step, or they gain +1 to Initiative when wielding their soul weapon. Gamemasters may allow other abilities appropriate for a weapon of the description at their discretion instead of one of the listed abilities. The benefits are cumulative with previous Soul Weapon knacks.

Soul Weapon X
Talent: Steel Harmony
Requirements: Rank 10, Harmony Weaving rank 10, Soul Weapon IX
Restrictions: Sword Savant Circle 10
Step: NA
Action: NA
Strain: 0
Skill Use: No
Keywords: Perpetual. Soul Weapon.
The adept enhances their soul weapon and it is rank 10. They may select one of the following abilities: +1 to Attack tests using the soul weapon, their soul weapon gains +1 Damage Step, or they gain +1 to Initiative when wielding their soul weapon. Gamemasters may allow other abilities appropriate for a weapon of the description at their discretion instead of one of the listed abilities. The benefits are cumulative with previous Soul Weapon knacks.

Soul Weapon XI
Talent: Steel Harmony
Requirements: Rank 11, Harmony Weaving rank 11, Soul Weapon X
Restrictions: Sword Savant Circle 11
Step: NA
Action: NA
Strain: 0
Skill Use: No
Keywords: Perpetual. Soul Weapon.
The adept enhances their soul weapon and it is rank 11. They may select one of the following abilities: +1 to Attack tests using the soul weapon, their soul weapon gains +1 Damage Step, or they gain +1 to Initiative when wielding their soul weapon. Gamemasters may allow other abilities appropriate for a weapon of the description at their discretion instead of one of the listed abilities. The benefits are cumulative with previous Soul Weapon knacks.

Soul Weapon XII
Talent: Steel Harmony
Requirements: Rank 12, Harmony Weaving rank 12, Soul Weapon XI
Restrictions: Sword Savant Circle 12
Step: NA
Action: NA
Strain: 0
Skill Use: No
Keywords: Perpetual. Soul Weapon.
The adept enhances their soul weapon and it is rank 12. They may select one of the following abilities: +1 to Attack tests using the soul weapon, their soul weapon gains +1 Damage Step, or they gain +1 to Initiative when wielding their soul weapon. Gamemasters may allow other abilities appropriate for a weapon of the description at their discretion instead of one of the listed abilities. The benefits are cumulative with previous Soul Weapon knacks.


Thread Weaving

Air Cutter
Talent: Harmony Weaving
Requirements: Rank 5
Restrictions: Sword Savant 5, Storm Surge Style
Step: NA
Action: NA
Strain: 0
Skill Use: No
Keywords: Perpetual. Soul Weapon.
When using Storm Surge Style, the adept may give their attacks with soul weapon the air keyword.

The adept's soul weapon must be affected be Steel Harmony.

Flowing Depths Style
Talent: Harmony Weaving
Requirements: Rank 4
Restrictions: Sword Savant 4
Step: NA
Action: Simple
Strain: 0
Skill Use: No
Keywords: Perpetual. Soul Weapon.
The adept trains with a style that utilizes an open hand for balance and controlling their flow of magic. They gain +1 Physical Defense and to Avoid Blow and Riposte tests. 

The adept must be wielding their soul weapon and their off-hand is free to use this knack.

Frozen Depths
Talent: Harmony Weaving
Requirements: Rank 5
Restrictions: Sword Savant 5, Flowing Depths Style
Step: NA
Action: NA
Strain: 0
Skill Use: No
Keywords: Perpetual. Soul Weapon.
When using Flowing Depths Style, the adept may give their attacks with soul weapon the water-cold keyword.

The adept's soul weapon must be affected be Steel Harmony.

Lightning Strikes
Talent: Harmony Weaving
Requirements: Rank 6
Restrictions: Sword Savant 6, Storm Surge Style
Step: NA
Action: Simple
Strain: 1
Skill Use: No
Keywords: Air-Electricity. Soul Weapon.
The adept holds their weapon in both hands while in the air form and imbues it with the power of a storm. Their close-combat attacks with their soul weapon gains +2 to Attack and Damage against opponents with lower Initiative, and the air-electricity keyword until the end of the round.

The adept must be using the air form and their soul weapon must be affected by Steel Harmony.

Locate Soul Weapon
Talent: Harmony Weaving
Requirements: Rank 3
Restrictions: Sword Savant 3
Step: Rank+PER
Action: Standard
Strain: 2
Skill Use: No
Keywords: Soul Weapon.
The adept concentrates on the piece of their pattern separated from themselves, their soul weapon and makes a Locate Soul Weapon (10) test. If successful, they learn the direction their soul weapon lies in. Additional successes are spent to narrow down the range. The first additional success determines if the soul weapon is within 10 miles. Each additional successes beyond that increases or decreases the range 10-fold. For example, if it's within 10 miles, the second additional success indicates if it's within 1 mile; if it's not within 10 miles, the second additional successes indicates if it's within 100 miles, the third 1000 miles, etc.

Reform Soul Weapon
Talent: Harmony Weaving
Requirements: Rank 5
Restrictions: Sword Savant 5
Step: NA
Action: Standard
Strain: 2+ (see text)
Skill Use: No
Keywords: Soul Weapon.
The adept knows their pattern contains the pattern of their soul weapon, just as it contains their pattern. As long as they live, their soul weapon can be reformed. This reforms the adept’s soul weapon from whatever materials remain. Remaining fragments are supplemented by the adept’s blood and pattern. The Strain cost increases by +1 for every missing 20% of the weapon. If at least 20% of the weapon is missing, the adept also takes a Wound due to their pattern damage.

After this knack is used, the adept’s soul weapon is reformed in their hand and retains any Forge Weapon benefits. However, short term effects (duration less than a year) end.

Rippling Defense
Talent: Harmony Weaving
Requirements: Rank 6
Restrictions: Sword Savant 6, Flowing Depths Style
Step: NA
Action: Simple
Strain: 1
Skill Use: No
Keywords: Soul Weapon. Water.
The adept uses their free hand to manipulate magic, imbuing their soul weapon with the water and causing potential harm to flow around the adept. They gain +2 to Mystic Defense and Steel Thought tests, and close-combat attacks with their soul weapon gain the water keyword. This lasts until the end of the round.

The adept must meet the following criteria: their off-hand is free, they’re using the water form, and their soul weapon is affected by Steel Harmony.

Soul Resonance
Talent: Harmony Weaving
Requirements: Rank 1
Restrictions: Sword Savant Circle 1
Step: NA
Action: Sustained (8 hours)
Strain: 0
Skill Use: No
Keywords: Perpetual. Soul Weapon.
The adept finds a melee weapon and feels a resonance with it in their being. It is the piece — or will be — which makes their pattern whole. They perform the ritual of soul resonance with the weapon and bind the two patterns together as was always intended, turning it into their soul weapon. The adept may only have one soul weapon. While not typically possible, the weapon becomes the adept’s core pattern item; thread items cannot be pattern items. Usually.

If the weapon wasn’t previously, the adept may turn it into a thread item using the Soul Pattern knacks. Weapons which are already thread items may not benefit from the Soul Pattern knacks unless stated otherwise. This ritual may be performed on a glyph blade.

Sword Savants gain this knack for free at First Circle.

Storm Surge Style
Talent: Harmony Weaving
Requirements: Rank 4
Restrictions: Sword Savant Circle 4
Step: NA
Action: Simple
Strain: 0
Skill Use: No
Keywords: Soul Weapon.
The adept holds their soul weapon in both hands for more powerful attacks. Their close-combat attacks with their soul weapon gains +2 Damage.

The adept must be wielding their soul weapon and their off-hand is otherwise free to use this knack. Their soul weapon must be at their one-handed size maximum (minimum Size 3).


True Strike

Deadly Strike
Talent: True Strike
Requirements: Rank 5
Restrictions: Sword Savant 5
Step: Rank
Action: Simple
Strain: 2
Skill Use: No
Keywords: Standard Effects
The adept may spend additional Karma Points prior to the associated Attack test, up to their True Strike rank. If the Attack test fails, the adept may still spend additional Karma Points as usual. The total Karma Points spent through this knack cannot exceed the adept’s True Strike rank.

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