Warrior Talents (Earthdawn!)

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1st Circle[edit | edit source]

Acrobatic Strike[edit | edit source]

Discipline use (Martial Arts): Air Sailor.
Adepts use the Acrobatic Strike talent to make impossibly graceful, leaping, spinning attacks.
Attack, Focus: Add Circle to Defense until end of Sequence.

Air Dance[edit | edit source]

The Air Dance talent allows an Adept to walk on air, about 1 inch above the surface of the ground. Air Dance does not allow an Adept to stand suspended in midair, and can only be used in combination with Combat Movement. Air Dance makes it possible for an Adept to perform quick, gliding movements and rapid attacks.
Strain 1: Add Circle to Initiative this Sequence. If you have double the Initiative of an opponent, you may make an attack after he attacks you the first time. Ignore footing this Sequence. You can only Move once this Sequence.

(Skill or Attribute) Adept[edit | edit source]

Cost:10.
All Disciplines have some things they are better at than other Disciplines. This Talent reflects that. You may spend a Focus point to gain a +d10 on the indicated Skill or Attribute. (Martial Arts)

Karma Ritual[edit | edit source]

All Disciplines have a Karma Ritual (see descriptions of individual Disciplines). Each ritual takes 30 minutes to perform, and can only be performed once per day.
Action (Special): Regain Circle Soul points.

Wood Skin[edit | edit source]

Discipline use (Adept Powers): Warrior.
The Wood Skin talent increases an Adept's resistance to physical damage by causing the Adept's skin, and portions of the muscles and ligaments, to become tougher. When using this talent, the Adept's skin takes on the appearance of wood or bark. A variant called Clay Skin exists for Purifiers.
Focus, Action, once per day: Adept Powers+Toughness/0. +EV Shock Points, +EV/5 Wound Threshold.

2nd Circle[edit | edit source]

Anticipate Blow[edit | edit source]

Discipline use (Martial Arts): Outcast Warrior, Warrior.
The Anticipate Blow talent allows an Adept to better defend against an incoming attack. The Adept must have a higher Initiative in order to use Anticipate Blow against an attacking opponent.
Attack, Focus: If your Action Value is higher than your opponents Willpower, add a bonus equal to your Circle to this Attack's AV and your Defense. This does not combine with Air Dance.

Durability[edit | edit source]

Cost:Special.
Passive: You gain Shock points per the table below and +1 Wound Threshold per 10 points invested into Durability. You may invest [Circle x 10] points into Durability.

Class Shock point Rate
Warrior, Outcast Warrior 1/1
Sky Raider 2/3
Beastmaster,Cavalryman,Swordmaster, Liberator 1/2
Air Sailor, Archer, Boatman, Troubadour, Weaponsmith, Purifier, Scout, Traveled Scholar 1/3
Thief 1/4
Elementalist, Illusionist, Nethermancer, Wizard 1/5

3rd Circle[edit | edit source]

Avoid Blow[edit | edit source]

Discipline use (Dodge): Air Sailor, Boatman, Outcast Warrior, Thief, Troubadour or Warrior.
The Avoid Blow talent allows an Adept to dodge blows directed at him in combat at the last minute.
Focus: You may actively Dodge, once per Sequence.

Tiger Spring[edit | edit source]

The Tiger Spring talent allows an Adept to react more quickly than normal in combat situations.
Strain 1: Add your Circle to your Initiative. May be used with other talents that increase Initiative, such as Air Dance.

4th Circle[edit | edit source]

(Skill or Attribute) Adept[edit | edit source]

Cost:10.
All Disciplines have some things they are better at than other Disciplines. This Talent reflects that. You may spend a Focus point to gain a +d10 on the indicated Skill or Attribute. (Willpower)

Down Strike[edit | edit source]

Discipline use (Martial Arts Damage): Outcast Warrior, Warrior.
The Down Strike talent allows an Adept to inflict greater-than-normal damage on a target in combat. The Adept must be using the Gliding Stride Talent or using another talent to move at least 6 feet above the head of his opponent. The Adept must scream like a bird of prey as he drops onto his target.
Strain 1: Add your Circle+3 to an Attack's Damage.

Thread Weaving[edit | edit source]

Adepts use the Thread Weaving talent to create and weave magical threads. An Adept can only have a number of threads active equal to his Circle. For example, a Circle 3 Adept with Thread Weaving could have 3 threads active at once.
Passive: You may weave up to Circle threads to any object or True Pattern. This provides +1 EV or +1 Pool point to any Attribute or Proficiency, +2 to anything lessened or +3 to any specific circumstance.
Examples:

  • +1 Archery, Elementalism, Sneak EV
  • +2 Archery, Elemtalism, Intimidate EV vs Horrors and Horror spawn.
  • +3 Archery EV only to compensate for difficulty modifiers.
  • +3 Elementalism only on Fire Blast vs Horrors.
  • +3 Defensive Intimidate vs Horrors.

Thread Weaving (Group)[edit | edit source]

Requires: Thread Weaving (any).
Adept parties use the Thread Weaving (Group) talent to create and weave magical threads to a Group Pattern. An Adept can have a number of threads active equal to the least of his Circle or members of the Group Pattern. For example, a Circle 3 Adept and 5 Group members with Thread Weaving could have 3 threads active at once.
Passive: You may weave up to Circle threads to the Group. This provides +1 EV or +1 Pool point to any Attribute or Proficiency, +2 to anything lessened or +3 to any specific circumstance.
Examples:

  • +1 Archery EV
  • +2 Archery EV vs Horrors and Horror spawn.
  • +3 Archery EV only to compensate for difficulty modifiers.

5th Circle[edit | edit source]

Spell Defense[edit | edit source]

Cost:Free.
Passive:The Adept gains +1 Defense against Occult Actions. This stacks with any Active Defenses.

Gliding Stride[edit | edit source]

Discipline use (Stunt): Outcast Warrior, Warrior.
Gliding Stride is a movement talent that allows the Adept to move in a graceful glide through the air.
Strain 1: Stunt+Agility/Difficulty 10. The EV gives the maximum horizontal distance the Adept can move in 1 Sequence using this Talent, though the Adept still cannot move further horizontally than his Move. The effects of Gliding Stride last for a number of Sequences equal to the Adept's Circle. Gliding Stride suspends an Adept in midair, but cannot suspend him higher than a number of feet above the ground equal to 10 times the Adept's Circle. If the Adept is suspended more than Circle x 10 feet above the ground (say he stepped off a cliff), he falls to the ground, but only takes the damage he would have suffered from falling a distance equal to the difference between the Gliding Stride suspension limit and the actual height. The Adept also modifies the falling damage by a number of Armor Points equal to his Circle.

Swift Kick[edit | edit source]

Discipline use (Initiative): Outcast Warrior, Warrior.
The Swift Kick talent grants the Adept an extra attack if his Initiative comes before that of his opponent.
Attack, Strain 1, High Initiative: the Adept may make a Swift Kick attack in addition to his normal Attack.

6th Circle[edit | edit source]

Increase Recovery[edit | edit source]

Cost: Free.
The Adept gains Circle Focus points, only usable on healing talents. These reset at sunrise.

Life Check[edit | edit source]

Discipline use (Adept Powers): Purifier, Warrior.
The Life Check talent gives the Adept a chance to save himself from death.
Special, Focus: When the Adept falls down dying from Wounds, roll Adept Powers+Toughness/Difficulty 0. EV heals Shock points, EV/5 heals Wounds.

7th Circle[edit | edit source]

Physical Defense[edit | edit source]

Cost:Free.
Passive: The Adept gains +1 Defense versus any Attack. This stacks with any Active Defenses.

Earth Skin[edit | edit source]

The Earth Skin talent makes an Adept much more resistant to damage. The Adept can only use this talent once per day, and must have the Wood Skin talent in order to use Earth Skin. The Adept must use the Wood Skin talent on the same day he uses Earth Skin. Earth Skin lasts for a full 24 hours, until Wood Skin wears off or until the Adept ends the effect. Action, Strain 1: Add Circle to your Wound Threshold, Wounds and Defense against Occult.

8th Circle[edit | edit source]

Spell Defense[edit | edit source]

Cost:Free.
Passive:The Adept gains +1 Defense against Occult Actions. This stacks with any Active Defenses.

Cobra Strike[edit | edit source]

Discipline use (Initiative): Warrior.
The Cobra Strike talent allows an Adept to make incredibly quick attacks in the first Sequence of combat. Cobra Strike only works for the first Sequence of combat against any one opponent.
Strain 1: +Circle to Shot Count this Sequence. During the Sequence you may make one Attack with +Circle AV. This is not stackable with other talents that raise Initiative.

Spirit Strike[edit | edit source]

Discipline use (Occult): Sky Raider, Warrior.
The Spirit Strike talent allows an Adept to at strike at opponents from astral space. The Adept must have either the Astral Sight talent or a Thread Weaving talent in order to use Spirit Strike. The Adept's weapon disappears from view as it enters astral space and then reemerges trailing cold green wisps of mist.
Attack, Strain 1: Occult+Soul/Willpower+Soul. A successful hit causes the normal damage for an attack of that type. The target's physical armor, if any, still provides protection. Defensive talents like Avoid Blow and Riposte cannot be used against attacks made with Spirit Strike.