diff --git a/src/assets/earthdawn/talents/__template__.yml b/src/assets/earthdawn/talents/__template__.yml index d118c3ec..cbddb4fc 100644 --- a/src/assets/earthdawn/talents/__template__.yml +++ b/src/assets/earthdawn/talents/__template__.yml @@ -1,6 +1,6 @@ name: attr: NULL|dex|str|tou|per|wil|cha -action: free|simple|standard|sustained +action: na|free|simple|standard|sustained strain: 1 skill_use: no|novice|journeyman examples: diff --git a/src/assets/earthdawn/talents/air-dance.yml b/src/assets/earthdawn/talents/air-dance.yml new file mode 100644 index 00000000..aea3bffd --- /dev/null +++ b/src/assets/earthdawn/talents/air-dance.yml @@ -0,0 +1,18 @@ +name: Air Dance +attr: dex +action: free +strain: 2 +skill_use: no +description: + The adept floats on a thin cushion of air, allowing him to perform quick, + gliding movements and rapid attacks. Air Dance requires that the adept be able + to move. Windlings may use this talent while flying, but it cannot be combined + with other talents that use forms of magical flight, such as Gliding Stride. + + The adept substitutes his Air Dance Step for his Dexterity Step when making + his Initiative test (see Determine Initiative, p. 372), suffering Initiative + penalties for armor as normal. If making a close combat attack that round, the + adept compares his Initiative test result against his opponent’s. If he scores + three successes, the adept may make an additional close combat attack after + his opponent’s action. This talent does not allow an adept to remain suspended + in midair, or do anything to reduce falling damage. diff --git a/src/assets/earthdawn/talents/air-sailing.yml b/src/assets/earthdawn/talents/air-sailing.yml new file mode 100644 index 00000000..9791457e --- /dev/null +++ b/src/assets/earthdawn/talents/air-sailing.yml @@ -0,0 +1,22 @@ +name: Air Sailing +attr: wil +action: sustained +strain: 0 +skill_use: novice +description: + "The adept knows how to work the rigging, tiller, and oars of airships. The + adept makes an Air Sailing (5) test to help propel an airship. If successful, + he counts as one crew member for each success scored. + + An adept who wishes to join an airship crew must know Air Sailing at Rank 1 or + higher. Positions of command require greater ability: the higher an adept’s + Air Sailing Rank, the bigger the ship he can command or the higher the + position he can fill within a ship’s crew. For an airship to stay airborne, at + least 25 percent of the required crew must make successful Air Sailing tests + each hour. For example, an airship with a crew of twenty needs at least five + rowers to succeed to stay afloat. This might be an equivalent number, such as + two rowers, one of whom achieved four successes on his test. If at least 50 + percent of the crew make successful tests, the airship can maneuver at its + current altitude, dive, or climb slowly in a straight line. If 75 percent of + the crew are successful, the airship can speed up, maneuver while climbing, or + perform aerobatics." diff --git a/src/assets/earthdawn/talents/air-speaking.yml b/src/assets/earthdawn/talents/air-speaking.yml new file mode 100644 index 00000000..e3a0912c --- /dev/null +++ b/src/assets/earthdawn/talents/air-speaking.yml @@ -0,0 +1,15 @@ +name: Air Speaking +attr: per +action: simple +strain: 1 +skill_use: no +description: + The adept communicates without vocalizing, moving his lips and mouthing the + words he wants to speak. He makes an Air Speaking test and compares it to the + Mystic Defense of each target he wishes to speak with. If successful, the + target hears the adept speaking as if he were conversing normally, regardless + of other noise in the area. If unsuccessful, the individual target does not + hear the adept. There is no limit to the number of targets that can be + affected at once, but all must be within Rank x10 yards, and all targets hear + the same words. The adept must speak in a language he knows. If a target does + not speak the language, they cannot understand what it being said. diff --git a/src/assets/earthdawn/talents/animal-companion-durability.yml b/src/assets/earthdawn/talents/animal-companion-durability.yml new file mode 100644 index 00000000..1bec492c --- /dev/null +++ b/src/assets/earthdawn/talents/animal-companion-durability.yml @@ -0,0 +1,12 @@ +name: Animal Companion Durability +attr: NULL +action: na +strain: 0 +skill_use: no +description: + An animal companion’s ability to take damage is improved in a similar manner + to the Durability ability (p. 85), with each rank increasing the companion’s + Health Ratings by +5. The maximum number of animal companions that can benefit + from this talent is equal to the adept’s Animal Companion Durability rank. An + animal companion may only benefit from a single Durability-type talent at a + time. diff --git a/src/assets/earthdawn/talents/animal-possession.yml b/src/assets/earthdawn/talents/animal-possession.yml new file mode 100644 index 00000000..5eed1482 --- /dev/null +++ b/src/assets/earthdawn/talents/animal-possession.yml @@ -0,0 +1,24 @@ +name: Animal Possession +attr: wil +action: standard +strain: 2 +skill_use: no +description: + The adept places his spirit into the body of an animal by touching it and + making an Animal Possession test against the animal’s Mystic Defense. If + successful, his spirit takes possession of the animal’s body. The adept + controls the animal’s body for a number of hours equal to his Animal + Possession rank or until animal and adept touch again. While using this + talent, the adept’s physical form slumps into a coma-like state. He retains + his own intellect while in the animal’s body, but cannot perform any actions + that the animal is normally incapable of, such as speaking. + + An unwilling animal may attempt to resist the talent at the time of possession + by making a Willpower test against the adept’s Animal Possession Step. If + successful, the animal prevents the possession occurring, although the adept + can try again. Otherwise the talent functions normally and the animal may take + no further independent actions until the possession ends. When the talent ends + the adept’s spirit returns to his proper body. If the host animal is killed or + knocked unconscious while the talent is in effect, the possession ends + immediately, and the adept suffers any damage dealt to the host while the + possession was in effect. No armor protects from this damage. diff --git a/src/assets/earthdawn/talents/animal-talk.yml b/src/assets/earthdawn/talents/animal-talk.yml new file mode 100644 index 00000000..1b879415 --- /dev/null +++ b/src/assets/earthdawn/talents/animal-talk.yml @@ -0,0 +1,17 @@ +name: Animal Talk +attr: per +action: standard +strain: 0 +skill_use: no +description: + The adept can understand animals and creatures, talking with them by imitating + their own forms of communication and making an Animal Talk test against the + target’s Mystic Defense. If successful, the adept can talk to and understand + the target for a number of minutes equal to his Animal Talk rank. This talent + does not compel the animal or creature to communicate with the adept, it + merely makes communication possible. + + The gamemaster is advised to treat animals as if they were gamemaster + characters, using the rules for Social Interactions (see the Gamemaster’s + Guide), but he should keep in mind that animals aren’t as intelligent as + Namegivers and perceive the world differently. diff --git a/src/assets/earthdawn/talents/armor-mount.yml b/src/assets/earthdawn/talents/armor-mount.yml new file mode 100644 index 00000000..9f71f461 --- /dev/null +++ b/src/assets/earthdawn/talents/armor-mount.yml @@ -0,0 +1,11 @@ +name: Armor Mount +attr: wil +action: simple +strain: 1 +skill_use: no +description: + The adept wills an increase to his mount’s natural armor, making an Armor + Mount test against the animal’s Mystic Defense. If successful, the adept adds + his Armor Mount rank to the animal’s Physical Armor for a number of minutes + equal to his Armor Mount rank. The adept must be in contact with the mount to + use this talent. diff --git a/src/assets/earthdawn/talents/astral-interference.yml b/src/assets/earthdawn/talents/astral-interference.yml new file mode 100644 index 00000000..ade14dcc --- /dev/null +++ b/src/assets/earthdawn/talents/astral-interference.yml @@ -0,0 +1,12 @@ +name: Astral Interference +attr: wil +action: standard +strain: 1 +skill_use: no +description: + The adept increases the local astral background interference to make + spellcasting more difficult. He makes an Astral Interference test against the + highest Mystic Defense within Rank x4 yards. If successful, a shimmering wave + emanates from the adept to cover the area. All Spellcasting tests made inside + the area, or that target someone in the area, suffer a -2 penalty per success + for Rank rounds. This penalty also affects astral sensing tests (p. 209). diff --git a/src/assets/earthdawn/talents/orbiting-spy.yml b/src/assets/earthdawn/talents/orbiting-spy.yml new file mode 100644 index 00000000..c82b4fc0 --- /dev/null +++ b/src/assets/earthdawn/talents/orbiting-spy.yml @@ -0,0 +1,26 @@ +name: Orbiting Spy +attr: per +action: standard +strain: 0 +skill_use: no +description: + The adept summons a spy spirit to serve as a lookout by making an Orbiting Spy + (6) test. If successful, the spirit travels in a circular pattern around the + adept, up to 20 yards distance, for one hour per success. + + Conjured spy spirits cannot affect or be affected by the physical world and + are immune to most spells, except those which disrupt or dispel magic. An + adept can only have one orbiting spy active at a time. + + Whenever the adept wants to use the spirit to detect something, he makes an + Orbiting Spy test instead of a Perception test. If successful, the spy spirit + informs him of anything unusual it notices. The spirit can be given specific + instructions on what to look for, to prevent unpleasant surprises; the maximum + number of instructions is equal to his Orbiting Spy rank. The spirit will + remain on alert for these creatures or objects and will notify the adept if + they are detected—the gamemaster makes Orbiting Spy tests for the spirit and + advises the adept of the results, if applicable. + + Spy spirits can see into the astral plane as well as the physical world—though + this follows the normal rules for astral sensing (p. 209)—so they can inform + the adept of anything lurking around in astral space.