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[WIP] Add talents #61

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0793dc3
Add Acrobatic Defense talent
thislooksfun Oct 6, 2019
d9d1059
Add Anticipate Blow talent
thislooksfun Oct 6, 2019
1af5c3c
Add Impressive Display talent
thislooksfun Oct 6, 2019
ba9e5f7
Add Speak Language talent
thislooksfun Oct 6, 2019
417b5c1
Add Unarmed Combat talent
thislooksfun Oct 6, 2019
4a48e55
Add Winning Smile talent
thislooksfun Oct 6, 2019
c11f4d1
Add Air Dance talent
thislooksfun Nov 3, 2019
afc4ce0
Add Air Sailing talent
thislooksfun Nov 3, 2019
7e97006
Add Air Speaking talent
thislooksfun Nov 3, 2019
c7a0c23
Add Animal Companion Durability talent
thislooksfun Nov 3, 2019
ec3be14
Add Animal Posession talent
thislooksfun Nov 3, 2019
c9a5328
Add Animal Talk talent
thislooksfun Nov 3, 2019
e2b39d0
Add Armor Mount talent
thislooksfun Nov 3, 2019
07342fe
Add Astral Interface talent
thislooksfun Nov 3, 2019
dca6a65
Add Orbiting Spy talent
thislooksfun Nov 3, 2019
0d81dc4
Add NA action to template
thislooksfun Nov 3, 2019
3a778d3
Merge branch 'master' into feature/add-talents
mergify[bot] Dec 17, 2019
06ff619
Merge branch 'master' into feature/add-talents
mergify[bot] Feb 5, 2020
a4c03ca
Merge branch 'master' into feature/add-talents
mergify[bot] Feb 5, 2020
4ebf3a3
Merge branch 'master' into feature/add-talents
mergify[bot] Feb 5, 2020
17bb973
Merge branch 'master' into feature/add-talents
mergify[bot] Feb 5, 2020
edeb27d
Merge branch 'master' into feature/add-talents
mergify[bot] Feb 5, 2020
c0d0871
Merge branch 'master' into feature/add-talents
mergify[bot] Feb 5, 2020
41e815f
Merge branch 'master' into feature/add-talents
mergify[bot] Feb 6, 2020
8ed94f1
Merge branch 'master' into feature/add-talents
mergify[bot] Feb 8, 2020
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2 changes: 1 addition & 1 deletion src/assets/earthdawn/talents/__template__.yml
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
name: <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:
Expand Down
18 changes: 18 additions & 0 deletions src/assets/earthdawn/talents/air-dance.yml
Original file line number Diff line number Diff line change
@@ -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.
22 changes: 22 additions & 0 deletions src/assets/earthdawn/talents/air-sailing.yml
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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."
15 changes: 15 additions & 0 deletions src/assets/earthdawn/talents/air-speaking.yml
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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.
12 changes: 12 additions & 0 deletions src/assets/earthdawn/talents/animal-companion-durability.yml
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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.
24 changes: 24 additions & 0 deletions src/assets/earthdawn/talents/animal-possession.yml
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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.
17 changes: 17 additions & 0 deletions src/assets/earthdawn/talents/animal-talk.yml
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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.
11 changes: 11 additions & 0 deletions src/assets/earthdawn/talents/armor-mount.yml
Original file line number Diff line number Diff line change
@@ -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.
12 changes: 12 additions & 0 deletions src/assets/earthdawn/talents/astral-interference.yml
Original file line number Diff line number Diff line change
@@ -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).
26 changes: 26 additions & 0 deletions src/assets/earthdawn/talents/orbiting-spy.yml
Original file line number Diff line number Diff line change
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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.