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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
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  
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.
Diffuclty Modifier Table
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

+1
+1
+2


+1
+2


+1
+2
+2
+3
+3

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