Showing posts with label Talents. Show all posts
Showing posts with label Talents. Show all posts

11 October 2014

Earthdawn 4E: Rules Variant 01 - Special Effects

This is first 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.

The world of Earthdawn is full of magic and this is one of the biggest draws. It is an intrinsic part of the setting, which was built upon the assumptions of magic being readily accessible. Nowhere is this more clear than the fact characters are adepts who learn all of their abilities through magic. However, sometimes you may not feel very magical.

All of the rules say a character is using magic, but it may take a Swordmaster quite a long time before they can throw around some overtly magical effects in combat. On the other hand, the Sky Raider is bleeding fire and the Warrior may need to apply regular varnish to their skin from day one.

There are no mechanical problems here, but sometimes it isn't just about doing something cool. It is about doing something awesome and looking even more awesome while doing so. The good news is there is a simple and straight forward way to make all characters feel like they are using magic and look completely bad ass.

I like to refer to them as trappings, though they should probably be called special effects (SFX). The premise behind SFX is for each character to develop visual themes around how their magic works for them. All adepts are using magic, but each is using it in a different way based on their discipline and unique perspective. For example, the above Swordmaster may want to have a wind theme, while the Warrior may embrace an elemental theme, while a Thief may want shadows.

To implement this in play it is all in the description of the action. The Swordmaster's strikes may be accompanied by gusts of wind, or their movements so fast they leave after images. When standing still, it may look like they are standing in a mild breeze. These effects should become more apparent as the talent rank increases, their Circle advances, and especially if they are spending Karma. If they are burning through Strain and using a lot of Karma, it could look like they are standing in gale force winds which are actually picking up small objects around them (with no mechanical effect, but it should look awesome). Perhaps the air even starts to crackle with electricity.

For talents and disciplines which are interested in not being noticed (such as a Scout or the Thief up there), their SFX can describe how their talents and magic helps with this. When the Thief with shadows as their theme uses Stealthy Stride, the descriptions can be about how shadows lengthen in the area and move to conceal the adept's presence. Their own shadow could notice it is sticking out and fold itself up to better hide the adept. A Scout in the wilderness may describe the environment itself moving slightly to the adept's advantage, or using illusions to make themselves fit better in the surroundings like a ghillie suit.

The reason I prefer to use the term trappings is due to how the basic nature of a talent or ability can remain the same while changing the superficial elements. A specific example of this is the Emotion Song talent. Ostensibly this involves performing a song for an audience and moving them to a certain emotion. However, there is no reason this cannot instead be an impassioned piece of rhetoric instead of music. The basic premise of the talent is being satisfied - verbal communication designed to elicit an emotional response from an audience. Perhaps your Swordmaster isn't into the repartee associated with swashbucklers, but they have the Taunt talent. Instead of actually being an insult, it could be a kiai to demoralize their opponent. Again, this is a social debuff in combat based on vocalization and fulfills the basics of the talent. Superficially, this seems a lot like Battle Shout. However, should everyone instantly know exactly the talent being used instantly and will it affect play? Those are not rhetorical questions and I don't have answers to provide - it is for each table to decide.

Where this is all going is presenting some different options to make your game more how you want it to be. Adepts should be as overtly magical as you want and each adept's expression of a talent should be as personal as you want.

09 September 2014

Earthdawn: Part 33 - Comparison of 1E and 3E Part 7: Companion Talents

This is the thirty-third part in an ongoing series about Earthdawn. Introduction and Index.

Below is a list of all the Talents found in the 1E core book and the 3E Player's Guide. The list was compiled from both sources to note new Talents, not just missing ones, that may have been pulled from another source (1E Earthdawn Companion, or Denizens of Earthdawn), or never appeared in 1E at all.

Right now it is just a list, though if there is a desire for it (which means leave a comment to that effect) I can add some commentary and thoughts on the changes between editions. 

Animal Leadership - Now provides effects on a Pathetic result and no longer provides increased duration on an Excellent result.

Animate Object - Perception, Willpower, and Charisma of the object is no longer fixed. Dexterity, Strength, and Toughness are figured differently, but yield the same results. Animating an object considered weaving a thread for limits. Death Rating is no longer based on the material, but now provides Physical Armor based on the material. If a thread item, now gains benefits from attached threads.

Armor Mount - Now in Player's Guide.

Astral Pocket -  Now holds considerable less weight. No longer requires a test to place objects in or remove them from the pocket. Now has a duration.

Aura Armor -  Now based on Willpower, not Strength. Improves both Mystic and Physical Armor at the same time. No longer a test against current Armor. Duration is now based on Rank.

Bardic Voice - No changes.

Bargain with Summoned Creature - Now allows for Blood Magic to bypass the duration.

Bestial Resilience -  No longer requires an action.

Bestial Toughness - No changes.

Blade Juggle - Now in Player's Guide.

Blind Fire - Now based on Perception. Now a Simple action. No longer replaces an Attack test, instead supplements with a test against target's Mystic Defense to work.

Blood Guilt Weapon - No longer costs Strain. Now costs Karma.

Body Blade - No longer costs Strain.

Bone Compass - New talent.

Call Mount - Range multiplier has changed and is based on Rank instead of result. Now tests against mount's Spell Defense.

Casting Pattern - Difficulty for spells with no threads is now Reattuning Difficulty, not Weaving Difficulty +5.

Chameleon - Duration is now in minutes. Proscribed activities now temporarily disrupt the talent rather than end it. Spellcasting and weaving threads are now allowed.

Champion Challenge - Penalty duration is now in hours. Effects on loss are different.

Confront Horror - No longer +10 to Step by default. No longer costs Strain. Final test is now Confront Horror. No longer penalties for interference.

Create Arrow - No longer a talent.

Critical Hit - Now costs Karma.

Defense -  Now costs Karma. Now costs 1 Strain. Duration is now result rounds, not Rank hours

Detect Falsehood - Require result levels reduced by one. Additional Excellent result added.

Detect Influence - Excellent result now includes information if target is Horror marked.

Develop Animal Sense - Completely changed mechanics.

Disarm Magical Trap -  Now covered as part of Disarm Trap.

Dominate Arrow - Now result level for an Armor-Defeating Hit is increased by one.

Eagle Eye - New(ish) talent.

Earth Armor - No longer +10 to Step. Now has a Physical Armor rating. No longer increases result level for Armor-Defeating Hit. Not explicit if repairing armor costs Karma.

Echo Location - Now has a range.

Effect Pattern - Difficulty for spells with no threads is now Reattuning Difficulty, not Weaving Difficulty +5.

Elemental Walk - New talent.

Enduring Art - New talent.

Escape Divination - New talent.

Ethereal Weapon - Mystic Armor now provides protection.

First Ring of Perfection - No longer specifically affects bonus dice.

Forge Armor - Moved to Player's Guide.

Gain Surprise - Now costs Strain.

Gold Sense - Now a fixed difficulty. No longer a minimum quantity. Can no exclude materials from sense.

Howl - Paralysis now lasts Rank rounds and may be overcome like the fleeing condition.

Impossible Hide - New talent.

Impressive Shot - Moved to Player's Guide/now also Impressive Strike. Now Dexterity instead of Charisma. Action test is now the Attack test, no "Damage test" is made. Now improves Interaction tests, not causes opponents penalties.

Improve Armor - Now "Infuse Armor". Now costs Karma and 2 Strain. Description altered, now a Standard action. Effect is now result level to Physical and Mystic Armor, instead of +1 per application, up to talent rank. Duration now rank hours, instead of 24 hours. Now has an effect on a Pathetic result.

Incite Mob - New talent.

Incite Stampede - New talent.

Lion Spirit - Now also improves Spell Defense.

Matrix Strike - Now a Simple action. No longer replaces the Attack test. 

Mind Armor - New talent.

Mind Blade - New talent.

Mind Wave - New talent.

Missile Twister - Now a Standard action. Now affects thrown weapons, possibly to a reduced level. Missile Attack tests now require only one higher result level, not two.

Moving Earth - Area and thickness larger (likely to account for standardized measurements). Carrying capacity is now reduced. Now requires concentration.

Multi-Charge - Now requires movement between each attack.

Multi-Shot - No changes.

Multi-Strike - No changes.

Multi-Tongue - Now costs 1 Strain.

Multiweaving - Now "Multi-Weaving".

Netherwalk - Spell Defense bonus reduced. 

Pin - No changes.

Plant Shelter - Action Step no longer has a +10. Now takes 10 minutes to perform, instead of 5. Now has an explicit duration. Windlings are now considered one-quarter size, instead of one-half size, and dwarfs are now one-half size, instead of normal size.

Quick Shot - Now costs Karma. Now requires declaring the number of attacks initially and paying all Strain up front. No longer requires an initial Missile Weapons test. No longer requires only one target. Cannot be combing with other talents and skills which give additional attacks.

Quickblade - Removed.

Rally - No longer requires a mount to eliminate Strain. Now costs Strain if the adept cannot be seen by comrades.

Range Pattern - Difficulty for spells with no threads is now Reattuning Difficulty, not Weaving Difficulty +5. Range multiplier reduced from 100 to 20.

Reshape Object - New talent.

Resist Pain - New talent.

Rushing Attack - No longer has an Action step. Now costs Strain. Now costs Karma. No longer requires Dexterity based talents. No longer limits ranks. Now allows for splitting movement.

Safe Thought - No longer replaces Spell Defense. Now adds to Spell Defense.

Screaming Arrow - Now a Simple action. No longer causes Harried, now only causes fear. Now allows for a resistance test. Prohibition against combining with some talents (e.g. Flame Arrow). Increased duration. No additional effects based on result level.

Second Chance - No longer costs Karma. No longer requires a test against the target's Spell Defense. Retest is now made with Second Chance (limited by the original talent).

Sense Magic Weapon - Now has an area of effect, which includes the approximate direction to the magic item(s). Specific and item types may be excluded.

Shield Beater - No longer has an Action step. No longer bypasses the opponent's shield. No longer reduces the result level required for an Armor-Defeating Hit. Now reduces Physical Armor and on a Good success improves the odds of shattering a shield.

Show Armor Flaw - Now costs 2 Strain. No longer produces a number of flaws. No longer increases damage. No longer required to perform a Called Shot to take advantage of the benefits.

Slough Blame - Now in Player's Guide.

Soften Blade - No longer costs Karma. Range no longer based on sight, now Rank x6 yards.

Song of Deflection - Now a Standard action.

Soul Shatter - Action Step no longer has a +10. Now costs 1 Strain. Now costs Karma. Mystic Armor now explicitly provides protection against continued damage.

Spell Crystal Lock - Dispel Difficulty is no longer fixed. Now limits on the number of "locks" which the adept may have at one time.

Spirit Strike - New talent.

Stone Skin - Now costs Karma. Duration is now Rank rounds, not 24 hours. Now adds Rank to Physical Armor, not a fixed value. No longer increases Unconsciousness and Death Ratings. No longer a limit to the number of times it may be used in a day.

Storm Shield - New talent.

Summon - Now in Player's Guide.

Summoning Circle - Now based on Willpower. No longer costs Strain. Now costs Karma.

Tame Mount - May now be used once per animal per day. Animal is now only Unfriendly to others.

Thoughtful Expression - Range is now Rank x50 yards. Penalty is now Harried.

Thunder Axe - No longer has weapon requirements. Stunned condition now lasts Rank rounds.

Trace Missile - Duration is now in minutes.

Trample - No longer has an Action Step. No longer grants an additional attack.

Truth Skit -  Time limit now Rank years and days, not 7 year.Time interval is now one minute, not one round.

Unmount - Additional clarification regarding Setting for a Charge provided.

Venom -  No longer +5 to the Action Step. No longer costs Strain. Now costs Karma. Target may now only be affected by one Venom at a time. Now a specific prohibition against manufactured weapons.

Vital Strike - Now based on Perception. Now costs 1 Strain. No longer functions with spells. No longer replaces the Attack test. Now just adds Rank to damage.

Vitality - No changes.

Water Dancing -  Now compared against only the highest Social Defense. Now only affects Interaction tests. Duration is now Rank minutes, not 24 hours. 

Weapon Breaker - Now based on Strength, not Willpower. No longer has a +10 Action Step bonus. Success now reduces Damage Step of weapon by -2 per result level. Extraordinary results only shatter mundane weapons. Threaded weapons cannot be reduced below Damage Step 1.

Weapon Ward - New talent.

Web Astral -  Changed to "Astral Web". Step no longer has +10. Now costs 3 Strain. Area has been reduced. Test to move is now against the result, not the Step. 

Whirlwind - Now costs 2 Strain. No longer costs Karma. Damage is no longer reduced. Talent is now prohibited to use in the same round as talents granting additional attacks.

Wind Bow - No longer has an Action Step. Damage Step is equal to the Rank. Now allowed to use Flame Arrow in conjunction with Wind Bow. Duration is now minutes, not one round.

Wound Transfer - Now one test. Now transfers damage, which may cause a wound. Adept heals a Wound.

18 July 2014

Earthdawn: Anatomy of a Discipline 30 - Shaman Part 2, Talents

This is part two of the thirtieth Anatomy of a Discipline in an ongoing series about Earthdawn. Introduction and Index.

Overview

An introduction: As with the first part of this entry, this is going to read differently than the other entries in the series. There are a number of reasons for this. One is when this is being written in relation to the bigger picture. Quite simply, things have changed. With 4E coming out, this is less of an advice column of sorts, and more of a retrospective. This will become more relevant in a moment. The final entry has taken so long to be written (10 months) because I don't like this discipline. There are a many reasons for this. Many, many reasons. From themes, to consistency, and in on to mechanics, it is nothing but problems. So, this becomes in part a review, but also a look to see what is wrong with the end goal of maybe, possibly, fixing the problems. Be warned, this discipline makes me frustrated and grumpy. If you are a big fan of the Shaman as written, you may want to stop here.

The Shaman is a spellcaster focused primarily on nature and their "tribal" community. Except for the Shamans who choose to spend their time not with a community. Which makes the big focus on being tribal leaders and bearers of wisdom somewhat irrelevant (much like the Leadership talent you'll be picking up at Eighth Circle). I like to call the Shamans which spend their time away from their home, wandering the land "player characters".


Socially (for those who reside within a tribe), they fill a very similar role to the Weaponsmith for cultures that don't have agriculture and domesticated animals. They are spiritual leaders, but also tend to fall into the role of a community organizer. Sometimes they a put in charge during times of war (which doesn't necessarily make sense - if you have adepts kicking around, why not pick a Warrior, they might be pretty good at the whole "war" thing). 

While their magical purview is very similar to the Elementalist, it differs in that they do not see the world as a collection of discrete elements, but as the whole of those combinations. Which is all fine and good, except the system pretty much supports the former over the latter. Except for the spirits added in the Shaman section just for the Shaman.

It is pretty sparse here with actual text, but unfortunately there isn't much to say. These guys really don't (officially) have a lot going on here. There is a lot to be frustrated about because the concept could have some legs, but it simply wasn't developed. This is a knee-jerk exposition of a Shaman based entirely around conceptions of the word, rather than trying to find an interesting niche for them to possess and clearly giving room for them to exist side-by-side with other spellcasters (even disciplines) within the same tribe. Honestly, I think the fact they have been relegated to only "tribal" is a significant part of the problem. This makes them entirely a cultural discipline, which does no favors. By this I mean they are tied to a cultural concept, rather than a more broadly applicable archetypal concept.

For example, it is fairly simple to take the discipline of an Elementalist and transport them to nearly any setting. Though this is somewhat cheating since it is such a broad concept. Significantly more specific is an Air Sailor. While the Name is specific, the concepts it deals with are less so: travel, combat, teamwork. The only piece which needs adaptation is how they travel.

When creating a Shaman, the primary external character element should be their tribe. Developing the tribe, customs, location, themes, images, important people, family, etc. All of these can help in developing the character. Extending beyond that, the Shaman's relationship with their tribe. Why did they leave? What are the looking for? What drives them?

Discipline Violations

These are best employed not as a stick, but as a chance for the player to take a deeper look at what it means to follow their Discipline. The key elements to a Shaman are about balance and respecting nature. The only official ways to go wrong with this discipline are through favoring civilization over nature and by harming nature. So much for balance between civilization and nature?

Beyond those, their should probably be some considerations for how a Shaman interacts with their tribe and others from similar cultural backgrounds. This sense of community could easily extend to their group and any small towns and villages they visit. Particularly those which live closely with the natural world.

Talents

Initiate
Talent Options: Creature Analysis, Silent Walk, Speak Language, Spell Fetish, Tracking

First Circle
Discipline Talents: Create Fetish, Karma Ritual, Spellcasting, Spell Fetish, Thread Weaving [Shamanism], Wilderness Survival

Novice
Talent Options: Arcane Mutterings, Borrow Sense, Dominate Beast, First Impression, Heartening Laugh, Spell Fetish (2)

Second Circle
Discipline Talents: Durability (4/3), Astral Sight

Third Circle
Discipline Talent: Spirit Talk

Fourth Circle
Discipline Talent: Spirit Hold

Journeyman
Talent Options: Cold Purify, Empathic Sense, Enhanced Fetish (2), Fire Heal, Steel Thought, True Sight, Willforce

Fifth Circle
Discipline Talent: Summon [Nature Spirits]

Sixth Circle
Discipline Talent: Blood Share

Seventh Circle
Discipline Talent: Leadership

Eighth Circle
Discipline Talent: Safe Path

It is worth specifically calling out how these magicians work differently from the other four: spell fetishes. Instead of having a spell matrix, they create physical objects to contain their spells. Instead of Read and Write Magic, they use Create Fetish. Mechanically, there isn't a lot of difference, ignoring the fact a spell fetish can be attacked directly with physical attacks. There can be (and have been) arguments regarding how these are fundamentally different from spell matrix objects. The only good answer seems to be: because the mechanics say so.

Beyond the spellcasting talents, the Shaman's discipline talents involve spirts and a tribal lifestyle. The latter terminology isn't perfect, but it fits. Astral Sight, Spirit Hold, Spirit Talk, and Summon are all in support of their connection to the spirit world. Blood Share, Leadership, Safe Path, and Wilderness Survival are for their tribal role.

As an aside, I personally find the pushing of their tribal themes to be a little heavy handed and unnecessary. If other spellcasting disciplines exist alongside Shamans in the same tribe, why do they function differently and in what seems like a purposefully backwards fashion? I have serious and fundamental problems with this discipline and many stem from a feeling of laziness when putting it together. It doesn't have a good identity of its own, existing somewhere between an Elementalist and a Nethermancer (leaning much more strongly to the former), but at no point does the Shaman ever manage to be its own thing. How does this discipline fulfill a role which the other two cannot? There is room for something along these very broad lines, but this is not it.

Also, Leadership is not a good discipline talent in general. For this discipline, it also means the "kook who lives alone in the wilderness and is horribly antisocial" is also a phenomenal leader and may have to waste a bunch of Legend Points every Circle. Some players may enjoy it, but it shouldn't be for everyone.

The theme of "tribal lifestyle" stretches into their talent options. By which I mean it is the only theme explored. Besides additional spell fetishes, they pretty much get talents for either surviving in the wilderness or being social leaders.

When it comes to the Initiate talent options, there is a tragedy to be had: there is only one answer, but there are a number of okay choices. Specifically, spell matrix is the answer. You may see something else here you like, but it is almost certainly going to want.
  • Creature Analysis - This is thematic to their nature themes, so it has that going for it. However, since they don't do Mystic damage, it is highly likely you will find something more appealing, like additional fetishes. Which is one of the few times that particular sentence will be written.
  • Silent Walk - Everyone likes to be part of the black op, even if they don't have much to contribute.
  • Speak Language - They have the dubious distinction of the only magician without Read and Write Language to go with this. Savages, amirite? It's not like they are portrayed as the keepers of their tribe's history and knowledge, or anything. And as such may have interest in what other cultures have to say (or even, write, as such things tend to be done) those topics.
  • Spell Fetish - This one. You are going to want this one here. You might be okay with just two for a long time, but you are going to need at least two fetishes and it's a long time to Fifth Circle. Yeah, I know, the fetish thing is just as weird to write as it is to read.
  • Tracking - If no one else in the group has this, it is probably the best non-fetish talent in which to invest. 
Novice tier is when all spellcasters have the most latitude with their Talent Options. Not much, just some:
  • Arcane Mutterings - This is a curious Talent and can be used in support of your comrades by being "the creepy guy" during social interactions, or by weirding out someone bothering you enough to get them to leave. Outside of that, it's pretty useless and will cost a Karma.
  • Borrow Sense - This can be a fun talent, but it tends to work best with a character who has pets in the first place. While it can be combined with Dominate Beast, this is an unreliable combination. It may not be unexpected for some of your companions (and other players) to frown on using this against unwilling targets. There is a reason Hollywood avoids hurting animals unless the character is being portrayed as a monster.
  • Dominate Beast - Beyond the fetishes (there it is again), this is one of the two best choices. It is thematic and can be pretty useful in certain circumstances. Depending on your view of this talent in general, this may paint a broader picture as to some of the problems with this discipline.
  • First Impression - Outside of those things-you-stick-spells-in-which-are-not-matrices (hah!), this is my first choice. It is always good to have a character who can make with the talking, or even a back-up if the group already has one.
  • Heartening Laugh - For the price, this probably isn't worth it.
  • Spell Fetish (2) - While you may not want both of these, you will probably want one. Each of these gives you another option, and that is powerful.
Fifth Circle, when you first get to Journeyman, is going to have the most agonizing choice you may ever have to make - especially when looking at Talent Options. Which do you get first, Enhanced Matrix or Willforce? Beyond that, there are some other okay talent options here, but one rises above the rest.
  • Cold Purify - [Ed note: As an aside, it's just weird to have to remember what the 3E versions of some talents do, as opposed to the 4E version] To put this in perspective, you get four talent options at this tier. One is Willforce, two are enhanced not-matrices, and the fourth is yours to do with as you please. Just to be clear, this talent is pretty limited in application (only useful against poisons). So, don't take this one unless you already have Empathic Sense and Fire Heal.
  • Empathic Sense - This is my second choice for this tier, besides the obligatory talents. It supports First Impression (my favorite from the previous tier) and general group cohesion. Since this is part of their theme, it is a good pick.
  • Enhanced Fetish (2) - Odds are reasonable you will want both of these. After all, you want to cast a couple Shaman spells which has a thread without spending a turn Weaving. I don't know what those spells are, but they probably exist.
  • Fire Heal - So this is the talent you want. After those other three. Eighth Circle, pick this one up. Assuming you don't already have it. This gives you additional Recovery Tests, and potentially a whole bunch of them. I hear they are pretty useful.
  • Steel Thought - Yes, I know it is iconoclastic to dislike active defenses like Avoid Blow, but if you cannot spend Karma, it is a pretty narrow band where they are better than just your straight-up Spell Defense for a magician. Getting there requires a lot of investment and dedicated investment throughout the life of the character. Instead, you can get Fire Heal.
  • True Sight - Unless you deal with a lot of Illusionists (which is a sign your GM may not like you much), there isn't anything to see here.
  • Willforce - Take this. It supercharges your spells and is arguably the most powerful Talent in the game for its sheer versatility (barring Versatility, of course). The biggest dilemma is do you get Willforce or Enhanced Matrix first? Willforce pretty much always wins.
Spells

If I had to use only one word to describe the Shaman spell list, and it couldn't be negative, it would be "naturey-ish". It is the only real theme running through what is otherwise a very, um, "eclectic" selection. Since they don't have a true list of their own (boo!), they draw from all of the other disciplines lists. All of them. Mostly Elementalist and Nethermancer, but it does not take long to find Illusionist and Wizard spells. If the spell is vaguely related to nature, it was probably stuck on their list. Or a Fourth Circle healing spell.

They have an interesting selection of non-combat spells, but of particular note is their combat spells. Which is even worse than an Elementalist. They do get Ice Mace and Chain, so that is something.

Races

Elves, humans and windlings tend to bring the most (mechanically) to a Shaman (as well as my house-ruled dwarfs). Elves have a bonus to Perception and Willpower, by far and away the two most important attributes. Humans have Versatility; they can be good at anything. Windlings get a bonus to Perception, increased physical defense, flight, and their penalties to strength and size are pretty much meaningless.

What the other Namegivers have to offer isn't of much use to a Shaman. Dwarfs get a bonus to Strength. Orks get the same, but also a penalty to Willpower. The benefits that both obsidimen and trolls get (increased size, Strength) are of little use to a Shaman, and each get a penalty to Perception. T'skrang don't have any penalties, but their bonuses aren't extremely helpful and a Shaman has no real need for Tail Combat.

While these can be effective Shaman (these differences start to become less meaningful as you advance in Circle), it is important to be well informed about your decision. This pretty much goes for everything.

Equipment

Equipment for spellcasters is of minimal concern compared to all other Disciplines. On the plus side, there are no restrictions on what armor you can wear - an espagra scale cloak on top of other armor is always in style.

12 November 2013

Earthdawn: Part 28 - Comparison of 1E and 3E Part 2: Core Talents

This is the twenty-eighth part in an ongoing series about Earthdawn. Introduction and Index.

Below is a list of all the Talents found in the 1E core book and the 3E Player's Guide. The list was compiled from both sources to note new Talents, not just missing ones, that may have been pulled from another source (1E Earthdawn Companion, or Denizens of Earthdawn), or never appeared in 1E at all.

Right now it is just a list, though if there is a desire for it (which means leave a comment to that effect) I can add some commentary and thoughts on the changes between editions. 

Abate Curse - Now uses Willpower instead of Perception. It works on any item, not just weapons. The range has increased to Rank, instead of 3 yards. The difficulty is based on the curse itself, rather than the Spell Defense of the weapon.

Acrobatic Strike - Now a Simple action (rather than Standard) that does not require Karma, but also no longer includes an attack. Now requires an activation roll against opponents and does not work if Knocked Down, or their movement is constrained.

Air Dance - Changed from double the Initiative, to an Excellent Result on Initiative.

Air Sailing - Discrete ranks have been removed. Difficulty increased. 

Air Speaking - Now a Simple Action (rather than Standard). Costs Strain. Works on anyone, not just Elementalists. 

Animal Bond - No longer targets the higher of Spell and Social Defense, just Social Defense. Now requires increasing Result Levels to improve attitude. No longer has Rank requirements for loyalty. 

Animal Companion Durability - Talent new in 3E. It is functionally the same as Durability (Mount)/Mount Durability, but can be used one any animal loyal to the adept.

Animal Possession - Test is now against Spell Defense, instead of Willpower Step. The adept now suffers damage and an unwilling animal is allowed more resistance. There is more structure around what is and is not allowed during the possession.

Animal Training - Now has attitude minimum of friendly to teach tricks. Now targets just Social Defense, instead of higher of Spell and Social Defense. Now has a maximum number of tricks. 

Anticipate Blow - No longer incompatible with Air Dance. Now requires a Reserved Action to interrupt to gain the Attack Test bonus.

Arcane Mutterings - Success requirements have gone down from Good to Average. Now Harries target(s). Good result has same effect in both editions. Now the Harried penalty applies to Social Defense as well, instead of the Talent providing a bonus to other social interaction Tests.

Armor Mount - Now a Sixth instead of Tenth Circle Talent. Now uses Willpower instead of Toughness. 

Astral Sight - This has been expanded significantly. Let's leave it at that for now.

Avoid Blow - Can now be used a number of times per round equal to the adept's rank, instead of just once. Now requires a Good Result to succeed against ranged attacks. Failure no longer means you fall down.

Bank Shot - No longer requires line of sight on the previous action and can now destroy throwing weapons on a Pathetic Result.

Battle Bellow - Now has an effective distance for offensive uses and a reduced distance for bolstering allies. Now must either intimidate enemies or bolster allies, it cannot do both/the latter with a Good Result. No longer requires direct involvement in combat. Penalty now Result Level, instead of Rank. Bonus to allies no longer to Battle Shout Tests; instead it is a bonus to Social Defense equal to the Result Level. Duration is now in Rank rounds, instead of one round.

Battle Shout - Now has an effective range. Now targets only one character. No longer requires direct involvement in combat. Now requires only an Average Result, instead of a Good Result. Effectiveness of Battle Shout now decreases with each use on the same target.

Blade Juggle - Now a Journeyman, instead of Ninth Circle, Talent. Difficulty is based on the size of the largest weapon, instead of the number of weapons. Size now limited to one-handed weapon sizes. Blades are struck on any failed attack, not just if the blades made a difference. They can only strike close combat attackers. May now use blades for Throwing Weapon attacks.

Blood Share - Now works on any loyal creature, not just a mount. No longer costs a Karma to use on other characters.

Book Memory - Now memorizes at a rate of Rank pages a minute, instead of round. No longer requires memorizing the book in one sitting and lacks the prohibition on other actions. Time it lasts is now Rank months, instead of a year and a day. 

Book Recall - Difficulty has changed. Now recalls the entire book, instead of a page per Result Level. Duration is now Rank hours, instead of 24 hours, and no longer a prohibition regarding using Book Recall again. Book can now be restored to Book Memory, if desired. Now a penalty upon a Pathetic Result.

Borrow Sense - Now requires a Good Result, instead of increasing the Spell Defense by 5, to use on an unwilling animal. Now offers some example benefits.

Call Animal Companion - Similar to Call Mount, but for animal companions. Journeyman Talent instead of Ninth Circle. Range is Rank x 100 yards instead of Test Result x 50 yards. Now requires a Test against animal's Spell Defense.

Call Arrow - Renamed "Call Missile". Now costs Strain. Now works on all missile and throwing weapons, not just arrows. Range now Rank x 10 yards, instead of 100 yards. 

Called Shot - Renamed "Impressive Shot". Now affects all onlookers, not Rank number. Now improves Interaction Tests, instead of giving a penalty to Action Tests.

Cat's Paw - Removed and replaced with Silent Walk where relevant. Cat's Paw requires a Good Result to detect the adept, rather than the Average Result that Silent Walk requires.

Charge - Can now be used every turn, instead of every other turn (the off turns must be spent building momentum).

Claw Frenzy - Renamed "Frenzy". No longer requires Claw Shape. Now costs Strain. Additional attacks are now contingent on successful preceding attacks. Now a prohibition on other additional attack Talents while active.

Claw Shape - Step Number reduced by 3.

Climbing - Climbing rate has changed from Rank +3 to Rank yards per round.

Cobra Strike - Initiative penalties now apply. Instead of adding Rank to an Attack Test, it prevents active defense (except for Spirit Dodge).

Cold Purify - Now Tests against the higher of Spell Defense and Poison Step, instead of just Poison Step. No longer limited to only healing damage caused by poison (probably due to bookkeeping).

Conceal Weapon - Renamed "Conceal Object". Now has limitations on the size of items concealed and how many may be concealed. Item size no longer gives a penalty, but determines what kind of search it will offer concealment from. No longer gives an Initiative bonus, but grants surprise.

Conversation - Now a Talent instead of just a skill. Talent has duration in hours. Now has a maximum number of targets equal to Rank.

Creature Analysis - No changes.

Crushing Blow - Now costs Strain. No longer requires Battle Shout. Successful Battle Shout no longer grants bonus damage.

Dead Fall - Now generates a Disbelief Difficulty, instead of Testing against the highest Spell Defense. No longer explicitly allows of the effect to be maintained.

Detect Trap - No changes.

Detect Weapon - Alertness granted from success no longer has a time limit.

Direction Arrow - Now requires Karma and 2 Strain, instead of 4 Strain. Result Levels no longer reduce Strain.

Direction Sense - Talent new in 3E. Direction Arrow without archery trappings.

Disarm - Two-handed weapons now require an additional Result Level.

Disarm Mechanical Trap - Renamed to "Disarm Trap". Now includes penalty for a Pathetic Result and limit on how many times it can be used on the same trap without a success.

Disguise - This Talent has been removed.

Disguise Self - Range of increase/decrease changed from 25% to 50%. No longer considered an illusion (with Sensing and Disbelief).

Distract - Talent new to 3E.

Dominate Beast - Includes rules for competing domination effects.

Down Strike - Step reduced from Str + Rank + 3 to Str + Rank. Now requires 1 yard of height, instead of 2. No longer requires Adept to scream like a bird of prey.

Durability - Thief benefits increased to 6/5 from 5/4.

Durability (Mount) - Renamed "Mount Durability".

Eagle Eye - Moved to Warden tier. 

Earth Skin - No longer requires Wood Skin. Duration changed from 24 hours to Test Result hours. No longer improves Death Rating.

Elemental Hold - Ranged reduced from 40 yards to 20 yards. No longer requires Elemental Tongues. Now allows for the elemental to break free and to prolong the effect. Provision added for re-using (note, not prolonging) the Talent.

Elemental Tongues - Now requires Karma and costs Strain. Now allows communication with wood elementals. Now requires a Test to learn a language. Now includes duration of Rank minutes.

Emotion Song - Time required reduced from 30 minutes to 10 minutes. Now includes a maximum number of people that can be affected and a limit on how long the Adept may perform. Provision for Pathetic Result added.

Empathic Command - No changes.

Empathic Sense - Now allows for gathering a general sense of a person, not just attuning to them. Meditation time required increased from 3 minutes to 30 minutes. Blood Magic Damage required for each character attuned. Arc reduced from 90 degrees to 60 degrees.

Endure Cold - Now Warden tier. 

Engaging Banter - No longer works in combat. Duration now in minutes, not rounds. Now Harries and gives a Perception Test penalty to the target, instead of a -1 to Action Tests and Defenses. Provisions for using Talent again are different (fundamentally different assumptions).

Enhanced Matrix - No changes.

Evaluate - No longer restricted to t'skrang. Can no longer replace Social Defense with Evaluate Step when haggling or trading. Effect added for a Good Result.

Evidence Analysis - Difficulty increases for each day, not just a flat +1 for over a day old. More explicit instructions regarding questions (such as, a number questions based on Result Level are explicitly asked). 

False Sight - Now adds a flat Rank modifier to the Disbelief Difficulty of illusions, instead of requiring a Test against the affected targets to gain the bonus. No longer has a duration.

Fast Hand - Now uses Dexterity. Now limits movement to two items. No longer a specific restriction on how far apart the targets may be. Now creates a Difficulty, instead of Testing against Spell Defense + number of objects moved. 

Fearsome Charge - Requirements to affect witnesses have increased from Average and Good to Excellent and Extraordinary. Now limits the number of characters that may be affected.

Fence - Replaced with Haggle

Fireblood - No changes.

Fire Heal - Time requirements reduced. Minimum Recovery Tests reduced from two to one. Difficulty has changed. Provisions for a Pathetic Result have been included.

First Impression - No longer requires Karma. Now improves attitude instead of adding to Charisma Tests.

Flame Arrow - Strain reduced from 2 to 1. Step reduced from Rank + Willpower + 3 to Rank + Willpower. 

Forge Armor - Eighth Circle, instead of Eleventh Circle, Talent. Now costs 2 Strain. Now requires Physical + Mystic Armor Ratings days, instead of one month. Difficulty now Physical + Mystic Armor Ratings + 9, instead of Physical + Mystic Armor Ratings. Maximum forgings now also limited by half (rounded up) of initial armor values. Price now based on level of increase, instead of Circle of Weaponsmith.

Forge Blade - Renamed to "Forge Weapon". Now costs Strain. Time changed from 1 week to days equal to the weapon's size. Difficulty changed from Damage Step to Damage Step + 9. Failed attempts no longer count for how many times it may affect a weapon. Now a maximum additional Steps equal to the weapon's Size. Now a duration for how long the effects last. Pricing has changed. May no longer affect Thread Items. 

Frighten - No longer takes one round to setup. Now has provision to end the effect.

Frighten Animal Servants - Renamed "Frighten Animals". Now has maximum number of targets. Difficulty now increases for more than one animal. Now has provision to end the effect.

Gliding Stride - Total vertical distance has been reduced. Now costs Strain for Talent use, not just vertical movement. Reduces total distance fallen, instead of providing armor against falling damage. 

Graceful Exit - No changes.

Great Leap - Now costs Strain. 

Haggle - Now has a provision for one transaction per merchant on any day. Now also includes Fence.

Heal Animal Servant - Renamed "Heal Animal Companion".

Heartening Laugh - No changes.

Hold Thread - Now costs Strain. Now explicit that you can only hold one Thread. A failed Test now allows the magician to lose the spell, rather than just being forced to cast it.

Hypnotize - Now costs Strain. Characters may only be affected by one Hypnotize at a time now.

Improve Blade - The closest analogs are the Infuse Weapon and Infuse Blade Talents at Warden tier.

Impress - Talent new to 3E

Incite Mob - Now Warden tier. Provision added for Pathetic Results.

Incite Stampede - Now Warden tier. Provision added for Pathetic Results.

Item History - No longer Thread Rank of Key Knowledges no longer limited by Talent Rank. Removed references to Pattern Knowledge.

Karma Ritual - The mechanics of this system are pretty different, though still recognizable.

Lasting Impression - Difficulty now increases for additional targets. Duration reduced from a year and a day to weeks equal to Rank. No longer limits the number of targets.

Leadership - Talent new to 3E.

Life Check - No changes.

Lifesight - Range has been doubled. Lifesight now has a duration in rounds, instead of a minimum time of a minute.

Lion Heart - Now has a prohibition against the use of Resist Taunt with Lion Heart.

Lip Reading - Now lasts for minutes equal to the Test Result, instead of Rank minutes. No longer has a maximum range as long as you can see the target.

Lizard Leap - Removed in 3E.

Lock Pick - Renamed "Lock Picking". Added effect on a Pathetic Result.

Lock Sense - Removed in 3E.

Long Shot - Talent new to 3E.

Maneuver - No changes.

Melee Weapons - No changes.

Memorize Image - Moved to Warden tier.

Metal Ward - Now Warden tier. Now requires Karma. Not longer costs Strain. Step now Rank + Perception instead of Rank + Perception + 5. Duration now in rounds instead of hours.

Mimic Voice - Now based on Charisma, instead of Perception. Tests against Social Defense, instead of Spell Defense. Duration now Rank hours, instead of 24 hours. Now creates a Detection Difficulty, instead of testing against Social Defense to fool listeners. No longer affected by multiple listeners. No longer has provisions about physical evidence that the voice is being mimicked.

Mind WaveNow Warden tier. Now requires Karma. Not longer costs Strain. Step now Rank + Willpower instead of Rank + Willpower + 5. No longer requires higher Initiative Result. The range is now two yards instead of one yard. Level of inaction is now more significant. Willpower Test to resist each turn now allowed. Can now be used in combat.

Momentum Attack - No longer applies to Melee Weapons Tests only. Now requires Good Result, not Extraordinary Result. Now specifically limited to once a round.

Mount Attack - Fundamentally different mechanics. Now improves attack instead of damage.

Mystic Aim - Now works with any ranged combat Test, not just Missile Weapons Tests.

Orbiting Spy - Now requires success on a Test to conjure the spirit (Difficulty 6). Now has more explicit instructions.

Parry - Talent new to 3E.

Performance - Talent new to 3E.

Picking Pockets - Now Tests against Physical Defense, not Spell Defense. Detection is now based on Perception, not Willpower.

Poison Resistance - Now also reduced the Effect Step in addition to the Difficulty of the poison.

Power Mask - No longer ork only. Now requires Karma. No longer costs Strain. Duration now hours, instead of days. No longer makes user appear downtrodden.

Read and Write Language - Now includes Theran on the list of languages.

Read and Write Magic - No longer limits on reading and writing magical script (does not include spells).

Research - Now a Talent in addition to being a skill.

Reshape Object - Now Warden tier. Difficulty may now be based on Physical Armor, Spell Defense, or 6 (whichever is highest), instead of just Physical Armor, or Barrier Rating or Spell Defense if the object is magical. Now requires 10 minutes and may require higher Result levels if a more intricate object is desired.

Resist Taunt - Now works against anything targeting Social Defense, not just Interaction Tests. Limit changed from once per opponent to Rank times per turn.

Riposte - No longer requires Karma. Now requires Good Result on Riposte Test to make counterattack and all attack benefits (e.g. Armor-Defeating Hits) require one Result Level higher. Now cannot be used if Blindsided or Surprised. Can now use Rank times per round, instead of once - can still only counterattack once a round.

Safe Path - No changes

Search - Talent new in 3E.

Second Attack - No longer has prohibition against use with other Talents that give additional attacks.

Second Shot - New Talent in 3E. The same as Second Attack, except for ranged combat.

Second Weapon - Weapons may now be the same size.

Sense Poison - Sealed poison now requires a Good Success, instead of increasing the Difficulty by +5.

Shield Charge - Knockdown Difficulty now increased by Rank, instead of +7. Now the shield no longer protects when used in this way.

Silent Walk - Movement rate now halved.

Slough Blame - Now costs 1 Strain instead of 2. Difficulty now increases for each additional character involved.

Speak Language - No longer requires Karma. Now includes Theran in the list of languages.

Spellcasting - No changes.

Spell Matrix - No changes.

Spirit Dodge - More elaboration on functionality.

Spirit Hold - Step reduced to Rank + Willpower from Rank + Willpower + 5. Increases range from 10 yards to 20 yards. Provision added for re-using (note, not prolonging) the Talent.

Spirit Mount - Can now sink two feet, instead of six inches, into the ground. Statistics of the mount have changed.

Spirit Strike - Now Warden tier. Now allowed without some form of astral sensing, though with a -5 penalty to the Attack Test. Now has a minimum Difficulty of 6. 

Spirit Talk - Now costs Strain. 

Spot Armor Flaw - Now requires Karma. Now reduces Result Level necessary for an Armor-Defeating Hit, instead of increasing damage.

Sprint - Now requires Karma. Movement rate adjusted to new movement rates. No longer doubles for running. Cannot be used with other movement-enhancing Talents.

Steel Thought - Now costs Strain. Now acts as an active defense for Spell Defense, instead of replacing Mystic Armor. No longer has a duration.

Steely Stare - Duration now in minutes, not rounds. Provisions added to resist the effect with a Willpower Test and that it ends if attacked.

Stopping Aim - Now works with any ranged weapon. Provision added that adept cannot perform other Standard Actions while this Talent is in use.

Summon - Now Fifth Circle instead of Tenth or Eleventh Circle. Now requires Karma. No longer costs Strain. No longer requires weaving a thread. No longer requires a one hour ritual. 

Sure Mount - No longer helps gain control of a mount.

Surprise Strike - No longer requires Karma. Now costs Strain. Step now based on Strength, not Dexterity. Now replaces Strength Step for a Damage Test, not used in place of an Attack Test and adds +7 Steps to damage. Now requires target to be Surprised, instead of one use per target in a combat.

Swift Kick - No changes.

Swing Attack - Talent new in 3E.

Tactics - Now a Talent in addition to being a skill. Attitude requirement for troops is now Friendly, instead of Loyal. May be offensive or defense, instead of just offensive. Test is made against enemy commander (if there is one), instead of highest opposing Social Defense. Bonus for offense can be to Attack or Damage. Bonus for defense can be to any one Defense. Bonus now based on Result Level, not Rank. Number of troops that can be commanded is Rank x 20, instead of Rank x 5. Provision added for Pathetic Result. Now has a duration of Rank minutes. Now only works on NPCs.

Taunt - Now a Simple, instead of Standard, Action. Penalty now equal to Result Level, instead of Rank.

Temper Other - Now has a prohibition against suffering from any current damage. Now minimum Difficulty of 6. Specifically can only be affected by one Temper Self or Other at a time.

Temper SelfNow has a prohibition against suffering from any current damage. Now minimum Difficulty of 6. Specifically can only be affected by one Temper Self or Other at a time.

Temperature - Dimensions affected changed to Rank yards in any dimension, rather that a fixed 10 x 10 x 8 ft. Spell Defense higher of the room's Spell Defense, or the highest of the targets in the room, instead of just the room. Specifies how long it takes for the room to revert to original temperature (1 round).

Thread Weaving - Swordmasters now have Weapon Weaving, instead of Blade Weaving.

Throwing Weapons - No changes.

Tiger Spring - No changes.

Tracking - Difficulty now based on lowest Dexterity of group, instead of target's Spell Defense. Day old trail now increases the Difficulty by +2, instead of +3. If it is a week old, or more, now add +3 to the Difficulty per week, instead of a flat +10. Weather obscuring tracks now requires a Good Result. May now be used to counter other Tracking attempts.

Trap Initiative - No longer additional rules and costs for use in combat.

Trick Riding - No changes.

True Shot - No changes.

True Sight - No longer costs Strain. Functionally the same rules.

Unarmed Combat - No changes.

Unshakable Earth - Removed.

Versatility - Prohibitions changed slightly to allow for Talent Options (now just for Discipline Talents). Additional prohibitions for Talents learned this way, then learned through an additional Discipline.

Warp Missile - Now Warden tier. Now has a maximum range of Rank x 20 yards.

Weapon History - Replaced by Item History.

Wheeling Attack - Now costs Strain. Functionality modified. No longer usable with missile weapons.

Wheeling Defense - Now reduces movement and lasts for one round, instead of Test Result rounds.

Willforce - Now costs Strain. Slightly more restrictions now on when it may be used for resistance.

Wind Catcher - Test to direct fall became slightly easier/no changes (depending on 3E or 3ER).

Winning Smile - Provision added for gender preference. Duration now Rank hours, instead of 24 hours. Bonus now applies to Interaction Tests, not all Tests against Social Defense. Now can only be used once per target each day, instead of three times.

Wood Skin - Now Requires Karma. Duration now Rank hours, instead of 24 hours. 

Wound Balance - Provision for supporting your own weight added.