From 0793dc35e3f811c6ec951fd15be576275f08ca17 Mon Sep 17 00:00:00 2001 From: thislooksfun Date: Sat, 5 Oct 2019 22:14:36 -0500 Subject: [PATCH 01/16] Add Acrobatic Defense talent --- .../earthdawn/talents/acrobatic-defense.yml | 15 +++++++++++++++ 1 file changed, 15 insertions(+) create mode 100644 src/assets/earthdawn/talents/acrobatic-defense.yml diff --git a/src/assets/earthdawn/talents/acrobatic-defense.yml b/src/assets/earthdawn/talents/acrobatic-defense.yml new file mode 100644 index 00000000..40e7802e --- /dev/null +++ b/src/assets/earthdawn/talents/acrobatic-defense.yml @@ -0,0 +1,15 @@ +name: Acrobatic Defense +attr: dex +action: simple +strain: 1 +skill_use: novice +description: + The adept flips, spins, somersaults, or performs similar acrobatic maneuvers, + making him harder to hit. He must be able to move and have sufficient space to + maneuver in. The adept makes an Acrobatic Defense test against the highest + Physical Defense of any opponents in close combat range (2 yards). The adept + adds +2 to his Physical Defense for each success scored for the remainder of + the round. If the adept is knocked down or otherwise finds his movement + restricted, he loses this bonus. + + Acrobatic Defense cannot be used in the same round as Anticipate Blow. From d9d1059806a0c2d52b86458dbe2e93cfed4b4a36 Mon Sep 17 00:00:00 2001 From: thislooksfun Date: Sat, 5 Oct 2019 22:14:45 -0500 Subject: [PATCH 02/16] Add Anticipate Blow talent --- .../earthdawn/talents/anticipate-blow.yml | 24 +++++++++++++++++++ 1 file changed, 24 insertions(+) create mode 100644 src/assets/earthdawn/talents/anticipate-blow.yml diff --git a/src/assets/earthdawn/talents/anticipate-blow.yml b/src/assets/earthdawn/talents/anticipate-blow.yml new file mode 100644 index 00000000..23d1d863 --- /dev/null +++ b/src/assets/earthdawn/talents/anticipate-blow.yml @@ -0,0 +1,24 @@ +name: Anticipate Blow +attr: per +action: simple +strain: 1 +skill_use: novice +examples: + - Mica has Anticipate Blow at Rank 5, and rolls two successes on his test. He + gains a +4 bonus to his Physical Defense against attacks from that opponent + this round. When he attacks that target with his Melee Weapons talent, he + adds +4 Steps. He also uses his Second Weapon talent, but does not receive a + bonus to that test, since Anticipate Blow only adds a bonus to the first + Attack test. +description: + The adept anticipates attacks made against him, making him harder to hit. The + adept must have a higher Initiative result than his target, and makes an + Anticipate Blow test against the target’s Mystic Defense. Each success adds +2 + to his Physical Defense against the target’s attacks until the end of the + round. The adept can use this talent a number of times equal to his Anticipate + Blow rank each round, taking the strain for each new target. + + After a successful Anticipate Blow test, the adept also adds +2 per success as + a bonus to the first Attack test they make against that target. Anticipate + Blow does not convey any additional attacks—the adept must use other talents + or skills to attack as normal. From 1af5c3cf68a2c4a69d14c7e129a7680239fa1887 Mon Sep 17 00:00:00 2001 From: thislooksfun Date: Sat, 5 Oct 2019 22:15:17 -0500 Subject: [PATCH 03/16] Add Impressive Display talent --- .../earthdawn/talents/impressive-display.yml | 20 +++++++++++++++++++ 1 file changed, 20 insertions(+) create mode 100644 src/assets/earthdawn/talents/impressive-display.yml diff --git a/src/assets/earthdawn/talents/impressive-display.yml b/src/assets/earthdawn/talents/impressive-display.yml new file mode 100644 index 00000000..bf0beb99 --- /dev/null +++ b/src/assets/earthdawn/talents/impressive-display.yml @@ -0,0 +1,20 @@ +name: Impressive Display +attr: NULL +action: simple +strain: 1 +skill_use: journeyman +description: + The adept impresses a character with a display of skill of his choice. The + display can be of any kind, as long as the target character observes it. Most + adepts will use a display that fits their style—an Archer, for example, will + perform a called shot with his bow, while a Troubadour will play a stirring + epic, and a Swordmaster might cut the buttons off an opponent’s coat. The + adept activates this talent, and then uses the appropriate talent or skill for + his chosen display. Instead of its normal use, the test result is compared to + the target’s Social Defense. + + If successful, the target becomes favorably impressed and the adept adds +2 + per success to any Interaction tests he makes against that character for a + number of hours equal to his Impressive Display rank. Combat talents used in + conjunction with this talent cannot deal damage. The maximum number of + successes that will count as a bonus is the adept’s Impressive Display rank. From ba9e5f71195e2d3c2a4bf846f6979900bff979a6 Mon Sep 17 00:00:00 2001 From: thislooksfun Date: Sat, 5 Oct 2019 22:15:29 -0500 Subject: [PATCH 04/16] Add Speak Language talent --- .../earthdawn/talents/speak-language.yml | 64 +++++++++++++++++++ 1 file changed, 64 insertions(+) create mode 100644 src/assets/earthdawn/talents/speak-language.yml diff --git a/src/assets/earthdawn/talents/speak-language.yml b/src/assets/earthdawn/talents/speak-language.yml new file mode 100644 index 00000000..0c4a71e7 --- /dev/null +++ b/src/assets/earthdawn/talents/speak-language.yml @@ -0,0 +1,64 @@ +name: Speak Language +attr: per +action: standard +strain: 1 +skill_use: no +description: + "The adept magically learns to communicate with others in different languages. + Using this talent he can learn a number of languages equal to his Speak + Language rank. If he has not reached this maximum, the adept can attempt to + learn a new language by listening to a fluent speaker for at least one minute, + then making a Speak Language test against the language’s Learning Difficulty. + If successful, he learns the language and notes it on his Character Record + Sheet. If the test fails, the adept cannot attempt to learn that specific + language again until he improves his Speak Language rank. + + The Learning Difficulty for the different racial languages is shown in the + Language Table. The numbers reflect the difficulty of learning the base + “racial” versions of these languages. Dialects are considered different + languages for the purposes of this talent (see below). + + When speaking a language learned through this talent, the adept makes a Speak + Language test against the Learning Difficulty of the language. The success + level determines how well they communicate. + + Simple sentences or ideas, such as “Which way to the sheriff?” may only + require a single success; normal conversation that includes idioms or jargon + require two; technical conversations or other discussions filled with + specialized jargon require three successes; conversations about philosophy, or + other abstract ideas, may require four or more. Partial successes may convey + more or less detail at the gamemaster’s discretion. + + The effect of each test lasts for a number of hours equal to the adept’s Speak + Language rank, allowing communication at the level achieved by the test + result. + + If the adept requires more complex conversation, he must make another Speak + Language test. The Strain cost reflects the concentration required to + establish and maintain communication. + + Dialects: + Languages are often complex and most possess many different variations, called + dialects. These dialects are sometimes regional, others by city, or even by + kaer. The Learning Difficulty of a dialect is based on the original language, + usually the base DN +2, but higher difficulties are possible. The adept must + know how to speak the base language before he can attempt to learn a dialect + of that language. If the adept knows the base language of a dialect, he can + communicate, but his ability to do so may be limited at the gamemaster’s + discretion. + + There is a non-magical version of this talent, but it is different enough that + it is covered in more depth in the Skills chapter, p. 182. + + Language Table + - Dwarf*: 5 + - Sperethiel (Elf): 6 + - Human: 6 + - Or'zet (Orc): 6 + - Troll: 6 + - Obsidiman: 7 + - T'skrang: 7 + - Windling: 7 + + *All characters beginning play with the Dwarf language know the Throalic + dialect." From 417b5c16f8106e8cd64ae1e00fcb658db8760e1e Mon Sep 17 00:00:00 2001 From: thislooksfun Date: Sat, 5 Oct 2019 22:15:46 -0500 Subject: [PATCH 05/16] Add Unarmed Combat talent --- src/assets/earthdawn/talents/unarmed-combat.yml | 11 +++++++++++ 1 file changed, 11 insertions(+) create mode 100644 src/assets/earthdawn/talents/unarmed-combat.yml diff --git a/src/assets/earthdawn/talents/unarmed-combat.yml b/src/assets/earthdawn/talents/unarmed-combat.yml new file mode 100644 index 00000000..caef2464 --- /dev/null +++ b/src/assets/earthdawn/talents/unarmed-combat.yml @@ -0,0 +1,11 @@ +name: Unarmed Combat +attr: dex +action: standard +strain: 0 +skill_use: novice +description: + The adept makes an attack in close combat using his hands, feet, or another + body part against an opponent. The adept makes an Unarmed Combat test against + the target’s Physical Defense. If successful, the attack hits the target. + Unless noted otherwise, the adept uses his Strength Step only for the Damage + test. See Close Combat, p. 391, for more information. From 4a48e5534a37aee3bd07ca1e48aadf9e62327feb Mon Sep 17 00:00:00 2001 From: thislooksfun Date: Sat, 5 Oct 2019 22:15:55 -0500 Subject: [PATCH 06/16] Add Winning Smile talent --- .../earthdawn/talents/winning-smile.yml | 23 +++++++++++++++++++ 1 file changed, 23 insertions(+) create mode 100644 src/assets/earthdawn/talents/winning-smile.yml diff --git a/src/assets/earthdawn/talents/winning-smile.yml b/src/assets/earthdawn/talents/winning-smile.yml new file mode 100644 index 00000000..ec2a6197 --- /dev/null +++ b/src/assets/earthdawn/talents/winning-smile.yml @@ -0,0 +1,23 @@ +name: Winning Smile +attr: cha +action: standard +strain: 0 +skill_use: no +description: + The adept appears more attractive to another person. The adept makes a + Winning Smile test against the target’s Social Defense. If successful, the + target finds his appearance very pleasing. The adept adds +2 per success to + any Interaction tests he makes against the target for a number of hours equal + to his Winning Smile rank. An adept may attempt a Winning Smile test only once + against a given character each day. + + While most effective against members of the same race, the adept can use this + talent on characters of other races, though typically with greater difficulty. + The gamemaster should determine whether such an attempt requires a higher + success level to be effective and, if so, how much higher. + + For example, a human trying to impress a dwarf may require two successes on + his Winning Smile test. That same human attempting to impress a t’skrang might + need three successes, while an attempt to win over a dragon would require four + or more (if it is even possible). By contrast, if the target in question had a + preference for humans, the test might require only a single success. From c11f4d1a70ef3e8c3d8b62e6b405c4725af95411 Mon Sep 17 00:00:00 2001 From: thislooksfun Date: Sun, 3 Nov 2019 00:10:08 -0500 Subject: [PATCH 07/16] Add Air Dance talent --- src/assets/earthdawn/talents/air-dance.yml | 18 ++++++++++++++++++ 1 file changed, 18 insertions(+) create mode 100644 src/assets/earthdawn/talents/air-dance.yml 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. From afc4ce06208e7f809c40084c5c4a04390d53a8f9 Mon Sep 17 00:00:00 2001 From: thislooksfun Date: Sun, 3 Nov 2019 00:10:32 -0500 Subject: [PATCH 08/16] Add Air Sailing talent --- src/assets/earthdawn/talents/air-sailing.yml | 22 ++++++++++++++++++++ 1 file changed, 22 insertions(+) create mode 100644 src/assets/earthdawn/talents/air-sailing.yml 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." From 7e9700642de12451849ffef9457b8e75e9e99764 Mon Sep 17 00:00:00 2001 From: thislooksfun Date: Sun, 3 Nov 2019 00:11:43 -0500 Subject: [PATCH 09/16] Add Air Speaking talent --- src/assets/earthdawn/talents/air-speaking.yml | 15 +++++++++++++++ 1 file changed, 15 insertions(+) create mode 100644 src/assets/earthdawn/talents/air-speaking.yml 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. From c7a0c2354b373fb92e2642237a49e1ed8f8b1488 Mon Sep 17 00:00:00 2001 From: thislooksfun Date: Sun, 3 Nov 2019 00:12:17 -0500 Subject: [PATCH 10/16] Add Animal Companion Durability talent --- .../talents/animal-companion-durability.yml | 12 ++++++++++++ 1 file changed, 12 insertions(+) create mode 100644 src/assets/earthdawn/talents/animal-companion-durability.yml 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. From ec3be1480fb5050f7c1ac7050dd47c58db3d0573 Mon Sep 17 00:00:00 2001 From: thislooksfun Date: Sun, 3 Nov 2019 00:12:42 -0500 Subject: [PATCH 11/16] Add Animal Posession talent --- .../earthdawn/talents/animal-possession.yml | 24 +++++++++++++++++++ 1 file changed, 24 insertions(+) create mode 100644 src/assets/earthdawn/talents/animal-possession.yml 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. From c9a532892119024fbc4acd3062511b4dd0f20d91 Mon Sep 17 00:00:00 2001 From: thislooksfun Date: Sun, 3 Nov 2019 00:12:57 -0500 Subject: [PATCH 12/16] Add Animal Talk talent --- src/assets/earthdawn/talents/animal-talk.yml | 17 +++++++++++++++++ 1 file changed, 17 insertions(+) create mode 100644 src/assets/earthdawn/talents/animal-talk.yml 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. From e2b39d0bbfa9e119308c699a0f810a31eb16eff7 Mon Sep 17 00:00:00 2001 From: thislooksfun Date: Sun, 3 Nov 2019 00:22:36 -0500 Subject: [PATCH 13/16] Add Armor Mount talent --- src/assets/earthdawn/talents/armor-mount.yml | 11 +++++++++++ 1 file changed, 11 insertions(+) create mode 100644 src/assets/earthdawn/talents/armor-mount.yml 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. From 07342fec539cd892fde7ba74867ed2365e7bbd36 Mon Sep 17 00:00:00 2001 From: thislooksfun Date: Sun, 3 Nov 2019 00:22:50 -0500 Subject: [PATCH 14/16] Add Astral Interface talent --- src/assets/earthdawn/talents/astral-interference.yml | 12 ++++++++++++ 1 file changed, 12 insertions(+) create mode 100644 src/assets/earthdawn/talents/astral-interference.yml 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). From dca6a656b7646fa611ed1851ecfaf0c487a9f61b Mon Sep 17 00:00:00 2001 From: thislooksfun Date: Sun, 3 Nov 2019 00:28:51 -0500 Subject: [PATCH 15/16] Add Orbiting Spy talent --- src/assets/earthdawn/talents/orbiting-spy.yml | 26 +++++++++++++++++++ 1 file changed, 26 insertions(+) create mode 100644 src/assets/earthdawn/talents/orbiting-spy.yml 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. From 0d81dc4a07cfbc8cc99ae413867294093197cc53 Mon Sep 17 00:00:00 2001 From: thislooksfun Date: Sun, 3 Nov 2019 00:45:17 -0500 Subject: [PATCH 16/16] Add NA action to template --- src/assets/earthdawn/talents/__template__.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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: