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Knite
FIRST CIRCLE
Talents
Acrobatic Strike
Karma Ritual
Maneuver(D)
Melee Weapons(D)
Shield Parry*(D)
Unarmed Combate(D)
SECOND CIRCLE
Talents
Durability (7/6)
Defend Other*(D)
Sprint
THIRD CIRCLE
Talents
Aviod Blow
Missile Weapons
FOURTH CIRCLE
Karma: The Knite may spend Karma on damage tests For attacks made
with a sword.
Talents
Thread Weaving (Honor Weaving)(D)
Riposte(D)
FIFTH CIRCLE
Karma: The Knite may spend karma on actions requiring Dexterity only.
Talents
Second Weapon(D)
Tiger Spring
SIXTH CIRCLE
Defense: Physical Defense +1
Talents
Throwing Weapons
Weapon History
SEVENTH CIRCLE
Defense: Spell Defense +1
Talents
Disarm(D)
Second Attack(D)
EIGHTH CIRCLE
Karma: The Knite may spend karma on Recovery Test.
Talents
Mystic Aim
True Shot
NINTH CIRCLE
Defense: Physical Defense +1
Initiative: The Knite's Initiative Step is Increased by 1.
Talents
Charge
Resist Taunt
Speak Language
TENTH CIRCLE
Recovery Test: The Knite may take an additional recovery test.
Karma: The Knites Maximum Karma is raised by 25
Talents
Tracking
Detect Weapon
ELEVENTH CIRCLE
Suspect Tracking: For a cost of 5 strain, the Knite can track a name-giver
who has recently committed a crime. The Knite must spend 15 minutes analyzing
the scene of the crime, then he makes a test agains the suspects Spell
Defense using the Tracking talent. Add one to the difficulty for every
two hours that have elapsed scense the time of the crime. If the test
succeeds the Knite senses the direction of the perp. within a cone having
a vertex of 20º (it can only be off 10º). The result of the
Tracking test last rank * 1/2 day(s), where rank is his rank in Tracking.
Talents
Defense
Spirit Strike
TWELFTH CIRCLE
Initiative: The Knite's Initiative Step is Increased by 1.
Talents
Body Blade
Quick Blade
THIRTEENTH CIRCLE
Defense: Social Defense +1
Talents
Blood Guilt Weapon(D)
Rally
FOURTEENTH CIRCLE
Defense: Physical Defense +2, and Social Defense +1
Talents
Critical Hit
Ethereal Weapon
FIFTEENTH CIRCLE
Defense: Spell Defense +1
Miles
<1
1-5
6-10
11-25
26-50
51-100
101-200
201-500 |
Difficulty
5
8
11
14
18
22
26
30
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Ultimate Justice: For the cost of
10 strain and 3 wounds, the Knite can put a name-giver, who has broken a
law and is known to be wanted by some athority, into a state of stasis.
He must have in his possession something that will link him to his target
(eg. evidence from the crime scene), he first makes a Thread Weaving test
against the targets Spell Defense +2, if he succeeds he then rolls willforce
+5 against a difficult number based on his distance from the target (see
table to the right) to put the perp into a state of stasis, weather he fails
or succeeds he then makes a second Thraed Weaving test this time against
a difficult number based on his distance from the target to transport himself
to within 1/4 mile of the perp. If the second test fails but the third succeeds
the Knite is transported but the perp. is not in stasis. If only the first
test fails the Knite takes his strain and damage and may not attempt this
action against the same perp until five days have passed, if the third test
fails the perp. is in stasis for a day and then awakens. Stasis only lasts
one day in all cases.
Talents
Champion Challenge
Whirlwind
* - New or modified Talent
(D) - Discipline Talent
New Talents
Shield Parry
| Step Number:
Rank + Dex Step |
Skill Use:
No |
| Action:
No |
Strain:
See Text |
| Requires
Karma: No |
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| Discipline
Talent Use: Knite |
This talent
allows the Knite to block any Melee attack with his shield and take only
strain instead of damage. The Knite takes strain based on the success of
his oponents hit (1 average, 2 good, 3 Excellent, 4 Extraodinary). To uses
this talent successfully the Knite must beat his opponents roll to hit him
with his Shield Parry test. If the Knite succeeds his shield takes damage
equal to the opponents damage test result minus the Knites rank in Shield
Parry (this last peice of data helps when using the optional shater threshold
rules). If the test fails the Knite takes the full damage minus armor but
gets no armor bonus form the sheid on this attack but he also takes no strain.
If the Knite bouches his Shield Parrey test the Shield is knocked out of
his hands or broken in some way.
Defend Other
| Step Number:
Rank + Dex Step |
Skill Use:
No |
| Action:
Yes |
Strain:
2 |
| Requires
Karma: No |
|
| Discipline
Talent Use: Knite |
This talent
alows the character to throw themselves in front of someone who is being
attacked. To do so, you must have a higher initiative than than the attacker
and the target must be within the range of you full movment. The targets
Physical Defense is your base difficulty, with modifiers base on terrain,
distance, and light-level/wheather. This talent can be used in conjuction
with the counterstrick talent even though both are considered actions.
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Diffuclty
Modifier Table
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Terran:
must go up or down hill to reach the target
rocky with holes and ditches
thick underbrush between Knite and target
Distance:
between 1/3 and 2/3's of the Knites full movment
more than 2/3's the Knites full movment
Light-level/Wheather:
light rain
moderate rain
dawn or dusk
storming
night and the Knite doesn't have low-light vision
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+1
+1
+2
+1 +2
+1
+2
+2
+3
+3
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is a Registered Trademark of FASA Corporation.
Original Earthdawn material Copyright 1993-99 by FASA
Corporation. All Rights Reserved. Used without permission. Any use of
FASA Corporation's copyrighted material
or trademarks in this file should not be viewed as a challenge to those
copyrights or trademarks.
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