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Earthdawn Clases

The first document proposes an assassin character class for a roleplaying game, detailing their talents and abilities which focus on stealth, poison, and killing targets silently or from the shadows. The second warns game masters not to include the assassin class as it often leads to conflicts within groups and sudden character death.

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Diego Varela
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0% found this document useful (0 votes)
187 views36 pages

Earthdawn Clases

The first document proposes an assassin character class for a roleplaying game, detailing their talents and abilities which focus on stealth, poison, and killing targets silently or from the shadows. The second warns game masters not to include the assassin class as it often leads to conflicts within groups and sudden character death.

Uploaded by

Diego Varela
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Assasin

You ask me - Have I killed,


yes I have,
but have you not waged war,
have you not slaughtered countless innocents ?
Death was my way, I was predestined to walk it,
never have I faltered,
but you,
have you not sworn to uphold peace,
with which right, I ask you now,
with which right can you pass judgment on me ?
- Seleander Trevus, aka the Angel of Death,
speaking before the High Court of Thera,
he was sentenced to Death three hours later.

Author's Note: I consider the Assassin class in any RPG (Role-playing Game) unplayable by most
players. I've done so twice once with the old AD&D game and once with the Beta-Version of the character
class described below, needless to say, both attempts failed.
Both times the Assassin was a loner, ( as a character, not as a player ) because he was excempt from
most group actions and found sudden-death either at the blade of a fellow Assassin or a champion of the
City Guard.

I ADVISE ALL GM'S NOT TO INCLUDE THE CLASS BELOW AS A PLAYER CHARACTER CLASS.

Important Attributes : Dexterity and Perception.


Artisan Skills : None.

Racial Restrictions: Obsidiman, Troll and Windling.

( Minotaur & Rei'dar if used )


Karma Ritual : No Assassin uses exactly the same Karma Ritual, but all
of them seem to result in the death of another person...
* denotes a Discipline Talent
(K) indicates that (a) talent knack(s) may be learned

FIRST CIRCLE : 
  Talents:

o Climbing
o Melee Weapons
o Karma Ritual
o Silent Walk* (K)
o Surprise Strike* (K)
o Mimic Voice (K)

SECOND CIRCLE :
  Talents:

o Disguise
o Durability ( +6/+5 )
o Frighten (K)

THIRD CIRCLE :
  Talents:

o Lock Pick* (K)


o Avoid Blow

FOURTH CIRCLE :
Karma: The Assassin may spend a Karma Point on any action using Dexterity only.
  Talents:

o Thread Weaving* (Death Weaving) (K)


o Sprint

FIFTH CIRCLE :
Spell Defense: Increase the Assassin's Spell Defense by one.
  Talents:

o Detect Trap (K)


o Throwing Weapons

SIXTH CIRCLE :
Karma: The Assassin may spend one (additional) Karma Point on any damage test from a
Surprise Attack.
  Talents:

o Conceal Weapon* (K)


o Disarm mechanical Trap

SEVENTH CIRCLE :
Physical Defense: Increase the Assassin's Physical Defense by one.
  Talents:

o Missile Weapons (K)


o Fast Hand*

EIGHTH CIRCLE :
Toxic Blood: For the cost of 3 Strain Points the Assassin's blood reverts to a toxin for 1 round.
During this time the Assassin may use his blood to poison any weapon or even his fingernails.
Outside his venes his blood remains poisonous for a number of rounds equal to his Circle, but is
wiped away by a successful attack. The Assassin is immune to his own poison.
BLOOD (Onset: Instant  Damage/Resist: Circle  Duration: 2rds  Type: injected  No side effects)
  Talents:

o Control Shadow* (see below)


o Graceful Exit

NINTH CIRCLE :
Initiative: Increase the Assassin's Initiative Step by one.
Social Defense: Increase the Assassin's Social Defense by one.
  Talents:

o Critical Hit
o Poison Resistance*
o Astral Sight (K)

TENTH CIRCLE :
Recovery Test: The Assassin gains one Recovery Test.
Karma: The Assassin may spend a Karma Point on any action using Willpower only.
  Talents:

o Mark Horror* (new)


o Terror (not entirely new)

ELEVENTH CIRCLE :
Karma: Increase the Assassin's Maximum Karma by 25.
Physical Defense: Increase the Assassin's Physical Defense by one.
  Talents:

o Quickblade
o Slough Blame (K)

TWELFTH CIRCLE:
Spell Defense: Increase the Assassin's Spell Defense by two.
  Talents:

o Chameleon*
o Sense Poison (K)

THIRTEENTH CIRCLE :
Blooded Weapon: For the cost of two permanent points of damage the Assassin may blood his
Weapon against one opponent, whom has suffered at least one point of damage from the
weapon.
All further attacks against this opponent gain a five step damage bonus. This bonus lasts for a
year and a day after the "blooding", only after this time the Assassin may recover the lost damage
points. (Even if the target is long dead by then).   Talents:

o Defense
o Bond Horror* (new)

FOURTEENTH CIRCLE :
Social Defense: Increase the Assassin's Social Defense by two.
Physical Defense : +1. (you should know the text by now)
  Talents:

o Vital Strike
o Wound Transfer

FIFTEENTH CIRCLE :
Initiative: Increase the Assassin's Initiative Step by three.
  Talents:

o Gain Surprise (K)


o Dream of Death* (new)

NEW TALENTS :
Control Shadow :
   Step Number: Rank+Willpower    Action: Yes
   Skill Use: No    Requires Karma: No         Strain: 1
   Discipline Talent Use: Assassin
   May NOT be learned with the Versatility Talent.
T
    his Talent allows the user to manipulate the shadows around him to hide himself more
effectively. To use this talent the character has to stand within an existing shadow. He or she then
rolls the dice which become the target number for everyone wishing to spot the hidden character.
Nothing new, ehh ? BUT the character doesn't need to stay at the original spot, he or she may
"jump" from shadow to shadow as long as the shadows are within a distance equal to the
characters Rank in Control Shadow in yards. Attacking someone standing in the open breaks the
magic, but someone walking into the shadow the Assassin is controlling at the same time is
definitely in danger.
( Authors Note: Imagine a hallway with several pillars, it is well lit, but even a well lit pillar has its
Shadow...maybe its occupied, who knows? )
By the way the Talent lasts for a number of minutes equal to the characters Rank in Control
Shadow.

Mark Horror :
   Step Number: Rank+Perception    Action: Yes
   Skill Use: No    Requires Karma: Yes         Strain: No
   Discipline Talent Use: Assassin
   May NOT be learned with the Versatility Talent.
See page 298 ED, change Horror to Assassin and character  to Horror.
If both, the horror and the assassin, have marked each other any side may refuse a request (or
similar things) made by the other by making a Mark Horror or Horror Mark Test against the others
SD. (complicated, isn't it ?)

Terror :
   Step Number: Rank+Charisma    Action: Yes
   Skill Use: No    Requires Karma: No        Strain: 5
   Discipline Talent Use: None
   May NOT be learned with the Versatility Talent.
See page 298/299 ED, but the Horror Power is limited to a number of rounds equal to the
characters Rank in Terror.

Bond Horror :
   Step Number: Rank+Perception    Action: Yes
   Skill Use: No    Requires Karma: Yes         Strain: No
   Discipline Talent Use: Assassin
   May NEVER be learned with the Versatility Talent.
The Assassin may only use bond horror on a horror he or she has successfully marked before
and within 100 miles of "it". Thereafter the Assassin may try to use a horror power of "his" or "her"
horror after making a successful test against the Horror's Spell Defense. Note that horrors may
also lower their Spell Defense. The Assassin can use the new power for a number of rounds
equal to his Rank in Bond Horror, during this time the Horror can NOT use the same power. Use
the characters Step in Bond Horror for the Step number of all gained Horror Powers up to the
Horrors own Rank in the Power. The Assassin may also lend one of his talents to the Horror in
the same way. (for example Control Shadow) I allow all Horror Powers to be transferred, although
it might get a little complicated in the case of the Horror Mark power. Note that the ability to have
and use Karma (on EVERY action) is also a Horror Power.

Dream of Death :
   Step Number: Rank+Willpower+10    Action: Yes
   Skill Use: No    Requires Karma: Yes        Strain: special
   Discipline Talent Use: Assassin
   May NOT be learned with the Versatility Talent.
Similar to the Dream Realm Spell on page 133 of the ED Magic Sourcebook, the Assassin may
enter the Dream of a sleeping victim... What results this may have is up to the GM. To use the
Dream of Death Talent the character must be able to see his victim, he also suffers one point of
Strain for each minute within the Dream of his victim. Roll the Step Dice to determine the
maximum number of minutes the Assassin may remain within the Dream and use the targets
Spell Defense as a target number for the Dream of Death Talent.

Gladiator

Important Attributes : Dexterity, Strength and Toughness.

Artisan Skills : Body Painting and Weapon Runic Carving.

Karma Ritual : The Karma Ritual of the Gladiator can only be performed immediately after a
combat has occurred. The Gladiator sits down, smears the blood of his foes below his eyes (like
the black paint of the football guys) and recalls the last fight, imagines a large audience cheering
him, sees himself fighting and overcoming his foes, he then raises his head and sees a ghastly
figure hovering before him and asks the figure how he did. The answer is either thumbs up (you
did good) or thumbs down (you did bad) at the GM's discretion depending on how well the
Gladiator fought. If the result is thumbs down the Gladiator gains no Karma Points, but loses no
Legend Points. The thumbs up results in a normal effect. The ritual takes half an hour.
Since this ritual would mean that a Gladiator gains very little Karma, it may be repeated for as
long as the opponents blood is still fresh (not coagulated), how long this takes is up to the GM
and depends on the type of creature defeated.
Gladiators are not limited to one Karma Ritual per day !
It is of course idiotic to repeat a thumbs down result.

* denotes a Discipline Talent.


(K) indicates that (a) Talent Knack(s) may be learned.

  FIRST CIRCLE : 
  Talents:

o Avoid Blow
o Battle Shout
o Karma Ritual
o Melee Weapons* (K)
o Unarmed Combat* (K)
o Wound Balance

  SECOND CIRCLE :
  Talents:

o Anticipate Blow
o Durability ( +10/+9 )
o Swat* (see below)

  THIRD CIRCLE :
  Talents:

o Resist Pain* (see below)


o Tiger Spring

  FOURTH CIRCLE :
  Physical Defense: ...is increased by one point.
  Talents:

o Thread Weaving* (Blood Weaving) (K)


o Swift Kick*

  FIFTH CIRCLE :
Carnage : The Gladiator may enter a fighting frenzy by making a successful Blood Frenzy test.
Treat this frenzy as Blood Frenzy in all respects.
Karma: The Gladiator may spend one point of Karma to increase the damage of any close
combat attack.
  Talents:

o Dead Fall
o Second Weapon*

  SIXTH CIRCLE :
Karma: The Gladiator may spend one Karma Point on any action using Strength only.
  Talents:

o Acrobatic Strike
o Life Check*

  SEVENTH CIRCLE :
Social Defense: Increase the Gladiator's Social Defense by one.
  Talents:
o Crushing Blow
o Scream for Blood (see below)

  EIGHTH CIRCLE :
Initiative: Increase the Gladiator's Initiative Step by one.
  Talents:

o Song of the Steel* (see below)


o Spot Armor Flaw

  NINTH CIRCLE :
Physical Defense: ... is increased by two.
  Talents:

o Metal Ward
o Temper Self
o Quickblade

  TENTH CIRCLE :
Recovery Test: The Gladiator gains one Recovery Test.
Spell Defense: ... is increased by one.
Social Defense: ... is increased by one.
Havoc : To use the Havoc Power the Gladiator has to enter a Blood frenzy. He has to state an
opponent or a group of opponents as his chosen enemies. Once he has done so he must use
one point of Karma on each test made while fighting his sworn enemies, he must use Karma on
every tests even when he is normally not allowed to use Karma (e.g. Initiative). This means that
he will spend at least one point of Karma every round (on his Initiative test) as long as his
enemies are within sight. If his Karma points reach zero or if the Gladiator breaks of combat the
Gladiator dies a death which cannot be prevented by standard means (last chance salve,
bloodcharms, etc.)
Author's Note : Intelligent opponents will try to evade the Gladiator !
  Talents:

o Whirlwind*
o Critical Hit

New Talent(s) :
SWAT
Step Number: Rank+Strength Step    Action: No
Requires Karma: Yes    Skill Use: No    Strain: 2
Versatility : Yes
Description : See Horrors Book p. 88.
To use this talent the Gladiator has to use metal guards on his forearms, otherwise...

RESIST PAIN

Step Number: Rank    Action: Yes


Requires Karma: No    Skill Use: No    Strain: 0
Versatility : No
Description : The effect of this talent is the same as the lightbearer power ease wounds,
with two exceptions. First the power can only be used on the Gladiator himself and
second its duration is limited to a number of rounds equal to the characters rank in resist
pain.

SCREAM FOR BLOOD

Step Number: Rank+Willpower Step+3    Action: Yes


Requires Karma: Yes    Skill Use: No    Strain: No
Versatility : Yes
Description : This talent can only be used if the Gladiator has closed for melee combat.
When using this power the Gladiator utters a bloodthirsty scream, then rolls the Step dice
against a target number equal to is opponents social defense. Do NOT roll the Karma die
necessary to use this talent. If the test is successful the opponent may not leave close
combat with the Gladiator for as long as the gladiator spends one Karma at the beginning
of each combat round to uphold this talent's magic. There are no consequences other
than this effect. An opponent may sacrifice his action on any round to make a willpower
test against a target number equal to the test result of the Scream for Blood talent to end
its effect prematurely.
Author's Note: Can get pretty nasty when fighting Windling Wizards.

SONG OF THE STEEL

Step Number: Rank+Charisma Step    Action: Yes


Requires Karma: No    Skill Use: No    Strain: 4
Versatility : No
Description : This talent has the same effect as the Dragon Power of Fear. The effect
lasts for a number a combat rounds equal to the users rank in Song of the Steel. It may
only be used once in any engagement and only if the Gladiator uses a metal weapon.
Use of this power causes all metal weapons the Gladiator uses at this time to emit a high-
pitched wailing sound.

Paladin:
Important Attributes : Strength, Willpower and Charisma.

Artisan Skills : Calligraphy and Runic Carving (metal and stone only).
Racial Restrictions: all, except humans.

Karma Ritual : The Paladin kneels on his knees and starts to pray, seeking
enlightenment from the 'one'. The Paladin must perform his Karma Ritual twice per day
once after he rises (or before breakfast time) and once before he goes to bed (or after
dinner time) and may therefore get twice the number of Karma Points normally possible.
The Paladin must pray even if he does not require or has no more Legend Points to
invest in Karma points.
Failure to comply to this strict rhythm cause the Paladin to become 'unclean' and require
him to fast and pray for two full days (48hrs, no sleep, no food, no break, quite simple)
until his body and soul are pure again.
An 'unclean' Paladin suffers a 2 step penalty on all tests, cannot use or gain Karma and
cannot use his Lightbearer talent.
A Paladin who is severely wounded may refrain from kneeling and, if the wound is
located at his mouth or tongue, may refrain from speaking.
Unconscious Paladins are not required to pray. (kinda' hard, isn't it?)

Paladin (clerical) Spells: Will be available soon.

* denotes a Discipline Talent


(K) indicates that (a) talent knack(s) may be learned

FIRST CIRCLE : 
  Talents:

 Charge
 First Impression* (K)
 Karma Ritual
 Lightbearer*
 Melee Weapons* (K)
 R/W Language
 Wound Balance

SECOND CIRCLE :
  Talents:

 Avoid Blow*
 Durability ( +7/+6 )
 Unarmed Combat

THIRD CIRCLE :
  Talents:

 Bear Mark*
 Heartening Laugh

FOURTH CIRCLE :
Karma: The Paladin may spend a Karma Point on any action using Willpower only.
  Talents:
 Thread Weaving* (Praying) (K)
 Angelic Stride ( aka Tiger Spring )

FIFTH CIRCLE :
Spell Defense: Increase the Paladin's Spell Defense by one.
  Talents:

 Abate Curse
 Blood Share

SIXTH CIRCLE :
Karma: The Paladin may spend one Karma Point on any damage test versus horrors,
constructs, undead or spirits of any kind.
  Talents:

 Cold Purify
 Grand Prayer* [see below]

SEVENTH CIRCLE :
Physical Defense: Increase the Paladin's Physical Defense by one.
  Talents:

 Lion Heart* (K)


 Purify* [see below]

EIGHTH CIRCLE :
Karma: The Paladin may spend a Karma Point on any action using Charisma only.
  Talents:

 Read & Write Magic


 Winning Smile

NINTH CIRCLE :
Initiative: Increase the Paladin's Recovery Tests by one.
Social Defense: Increase the Paladin's Social Defense by one.
  Talents:

 Chanting ( aka Spellcasting )* [see below]


 Spell Matrix
 Spell Matrix

TENTH CIRCLE :
Refusal: The Paladin's Spell and Social Defense against Powers and Spells used by
Horrors and Horror constructs increases by his circle divided by three and rounded to the
nearest whole number. (Note that this does not include Undead and Spirits!)
  Talents:
 Willforce
 Detect Falsehood*

ELEVENTH CIRCLE :
Karma: Increase the Paladin's Maximum Karma by 40.(no mistake)
Physical Defense: Increase the Paladin's Physical Defense by one.
  Talents:

 Disarm
 Enhanced Matrix

TWELFTH CIRCLE:
Spell Defense: Increase the Paladin's Spell Defense by one.
Social Defense: Increase the Paladin's Social Defense by one.
  Talents:

 Defense
 Rhyme of the Angels* [see below]

THIRTEENTH CIRCLE :
Truthseeker: For the cost of two permanent points of damage the Paladin may increase
his weapon's damage step by four steps, should he use the weapon at any time in a
matter not true to the 'one cause' he loses the ability and the two damage points
permanently, otherwise the ability is the same as the swordmaster power of keen blade.
  Talents:

 Lasting Impression
 Armored Matrix

FOURTEENTH CIRCLE :
Physical Defense: Increase the Paladin's Physical Defense by two.
Karma : The Paladin may use on point of Karma on any action using Strength only.
  Talents:

 Ethereal Weapon
 Blood Guilt Weapon

FIFTEENTH CIRCLE :
Initiative: Increase the Paladin's Initiative Step by two.
Recovery Tests: The Paladin gains two Recovery Tests which he may use for either
himself or any other believer.   Talents:

 Multi-Strike
 Confront Horror* [see below]
NEW TALENTS :

   Step Number: Rank+Willpower    Action: Yes, many


   Skill Use: No    Requires Karma: No         Strain: No
   Discipline Talent Use: None
   May NOT be learned with the Versatility Talent.
   May not be used by an 'unclean' Paladin.
T
    he Paladin can use the Grand Prayer as a method to strengthen his will against a horror's
influence.
To use this talent the Paladin has to sacrifice one of his Recovery Tests for this day.
The Paladin kneels down and prays to his Lord for guidance in the forthcoming endeavor.
Needless to say this takes some time (about 5 to 10 minutes). He then makes a Grand Prayer
test against his own Spell Defense (which he may not lower in this case) and for each success
level beyond poor he may add a number of steps or points on any defense value or talent made
against horrors or horror constructs equal to his rank in Grand Prayer.
(Note that this does not necessarily include damage unless the damage step is modified by a
talent, like charge)
One use of the Talent lasts for 24 hours and a Paladin can only profit from one Grand Prayer
(Although he could make another one if he is dissatisfied with the result).
Of course the Paladin has to state the use of the extra steps/points before the actual roll is taking
place.
Cruel masters dispel this talent before attacking...

   Step Number: Rank+Willpower    Action: Yes


   Skill Use: No    Requires Karma: No         Strain: 4, then 2 per round
   Discipline Talent Use: Paladin
   May NOT be learned with the Versatility Talent.
T
    his talent can only be used in conjunction with the Lightbearer Power of Radiant Circle.   [See
ED companion p.111]
When the Paladin forms a radiant circle he may chose to imbue this circle with a special
cleansing power that can purify the astral space surrounding the knight up to a radius of yards
equal to his Rank in Purify.
The Paladin makes a Purify test against the Spell Defense of the astral space surrounding him or
the creature which is currently in this section of the astral space, the 'normal' spell defense of the
astral space is considered to be 6, although the GM may modify this number as he sees fit.
For each success level over poor, the Astral Space affected, shifts one level in the direction of
safe. E.g. Lord Cherubyal (WP:6; Purify:13+5(karma)) uses this Talent in a Kaer breached by a
horror during the scourge, the horror has however left the terrain, leaving only a few constructs
behind. The area is tainted and the GM assigns the astral space a SD of 10. Ivanhoe Cherubyal
rolls a 22 in his talent test, resulting in an excellent success level and shifting the terrain by three
levels from tainted over safe to holy.
Holy terrain has several disadvantages for horrors or horror constructs which have entered the
area. First they suffer an amount of damage each round equal to the characters natural (no
patterns) rank in Purify resisted by mystic armor and second the Paladin may use his Purify
Talent in exactly the same way as the Horror Power of Corrupt Karma against the horrors.
Initiating Purify costs 4 points of strain and an action, maintaining the power costs two points of
strain per round but no actions.

   Step Number: Rank+Perception    Action: Yes


   Skill Use: No    Requires Karma: No         Strain: No
   Discipline Talent Use: Paladin, Priest
   May NOT be learned with the Versatility Talent.
C
    hanting is treated in almost the same way as the Spellcasting talent, with some exceptions.
The caster can only cast priestly spells with it and can cast spells in armor without suffering any
penalties.

   Step Number: Rank+Charisma    Action: Yes


   Skill Use: No    Requires Karma: No         Strain: 4
   Discipline Talent Use: Paladin
   May be learned with the Versatility Talent only by troubadours.
   May not be used by an 'unclean' Paladin.
T
    he rhyme of the Angels is a talent widely feared by horrors since it can prevent them from
entering astral space and escaping via that route. Secondly it is the most effective methods to
keep horrors and undead at bay or even kill them.
To use this talent the Paladin has to take of his helmet if he is wearing one so that his voice can
be clearly heard, he then begins to sing the holy song (invent one) and has to continue singing
(and spending his actions) if he wants to sustain the effect.
Unlike normally the Paladin has to roll the dice for this talent each round, which means that if he
wishes to use Karma he has to spend one point each round. (in other words the talent lasts one
round)
Each round he uses Rhyme of the Angels he suffers four points of strain, but any horror within
hearing distance suffers extreme pain due to the purity of the song, resulting in Rank Step
damage each round which are not resisted by any armor, unless the terrain is corrupt (then MA).
Note that it is unnecessary for the Paladin to make any kind of test to damage a horror with this
song. If a horror (or undead etc...) fails to succeed in a willpower test against the Paladins test
result it loses all actions and may (and will probably) only move away from the Paladin (Combat
Movement).
A horror within hearing range who wishes to enter astral space has to make a perception or
spellcasting test, in a feeble attempt to find an imperfection in the song, against the Paladin's test
result and achieve at least a good success level, if it fails, it suffers an amount of damage equal
to the Paladin's test result not resisted by any armor under all circumstances.

   Step Number: Rank+Charisma+10    Action: Yes


   Skill Use: No    Requires Karma: Yes         Strain: 1
   Discipline Talent Use: None
T
    he talent ends with the use of the Rhyme of the Angels talent, which in this case has to
defeat the social defense of the horror and has a fixed route. The Paladin first has to use the First
Impression talent, then the Heartening Laugh and thereafter make a Lasting Impression on the
horror in question.
Since this is even more difficult than the bardic version of this talent (First Impression may only be
used once and it has to be the first meeting) the horror is not only banished for the Paladins
lifetime, but until this Paladin has left the great pattern.
(Lightbearers can form Incarnations and theoretically exist forever...)

Samurai

An old pond;
A frog jumps in--
The sound of water.
         --Matsuo Basho

I come from the far east,


I have neither friends nor family here.
No home, no master.
I have only one thing   --   my Honor .

Important Attributes : Dexterity and Willpower.

Artisan Skills : Calligraphy, Painting, Poetry and Gardening.

Racial Restrictions: Traditionally only male humans, if they find a willing mentor (sensei) male elves
may become samurai.

Karma Ritual : Samurai can chose between three Karma Rituals and use each one, but need the
necessary Artisan Skills.

1. Haiku (Poetry and/or Calligraphy), this Karma Ritual takes 15 minutes to complete and requires
the character (player !!) to create a short poem (like the one above, by Matsuo Basho), which
has to be unrhymed and three lines long. Normally the poem has to include a kigo, meaning a
"season word" indicating the time of the year, although this word might not be obvious.
2. Painting (Painting), this requires the Samurai to create an ink painting, usually depicting nature.
The Samurai requires ink and paper for this Karma Ritual and the ritual itself takes half an hour.
(standard)
3. Gardening (Gardening), for this Karma Ritual a pebble garden is needed. The Samurai uses a
special fork to draw geometric shapes around previously placed stones or other objects
(Preparation time 30min.). The Ritual may take as long as the Samurai desires; for each hour
spent, the character gains his Rank in Karma Ritual in Karma Points.

The Way of Honor: Can be found by clicking here. (includes rules for the Ronin)

The Weapons of Choice: Are given here.

* denotes a Discipline Talent


(K) indicates that (a) talent knack(s) may be learned

FIRST CIRCLE : 
  Talents:

o Avoid Blow *
o Karma Ritual
o Kiai (Battle Shout)
o Melee Weapons * (K)
o Steel Thought
o Unarmed Combat * (K)

SECOND CIRCLE :
  Talents:

o Anticipate Blow
o Durability ( +7/+6 )
o Wound Balance * (K)

THIRD CIRCLE :
  Talents:

o Swift Kick *
o Tiger Spring

FOURTH CIRCLE :
Ability: iai-jutsu (Lightning Strike); for two points of strain the samurai may make an extremely
fast attack move (although somewhat unplaced), this adds five steps to the samurai's initiative
step, but causes a two step penalty on the attack test. The power may be combined with talents
or spells which enhance the initiative step.
  Talents:

o Thread Weaving * (Honor Weaving) (K)


o Focus * (K) [see below]

FIFTH CIRCLE :
Spell Defense: Increase the Samurai's Spell Defense by one.
  Talents:

o Missile Weapons *
o Resist Taunt

SIXTH CIRCLE :
Physical Defense: Increase the Samurai's Physical Defense by one.
  Talents:

o Battle Below
o Second Weapon *

SEVENTH CIRCLE :
Unshakeable Will: When resisting fear or similar powers (terror, frighten, death's head) the
samurai may add four steps to his willpower step, if the power/spell grants no resistance test the
Samurai may still make one without the bonus by paying one point of strain.
  Talents:

o Down Strike
o Great Leap *

EIGHTH CIRCLE :
Karma: The Samurai may spend a Karma Point on any action using Willpower only.
  Talents:

o Life Check
o Resist Defeat [see below]

NINTH CIRCLE :
Initiative: Increase the Samurai's Initiative step by two.
Social Defense: Increase the Samurai's Social Defense by one.
  Talents:

o Metalstorm * (K)[see below]
o Second Attack * (K)
o Spot Armor Flaw

TENTH CIRCLE :
Forbiddance: Using his great will the Samurai may order other people to stop what they are
doing. E.g. he may tell a pickpocket (who is just trying to pick on him) to "Stop stealing" or he
may order a group of enemies advancing on him to "Stop advancing".
The player has to begin Forbiddance with Stop and the whole command can have a maximum
of four words.
Forbiddance requires the Samurai to succeed in a Willpower-based Half-Magic test (Wil+5 in
this case) against the opponents Social Defense, if he targets more than one person, take the
highest SoD then add one for each other member of the group.
The duration of Forbiddance depends on the success level in the SoD test, 10 minutes for
normal, 1 hour for good, 12 hours for excellent and one day for an extraordinary success level
OR until the Samurai (or his compadrés) causes harm to one of the subjects.
In case of an extraordinary success level the samurai may prolong the period to a year nad a
day by taking two points of blood magic damage per subject.
  Talents:

o Critical Hit
o Quickblade

NEW TALENTS :

   Step Number: Rank+Willpower    Action: Yes


   Skill Use: No    Requires Karma: No         Strain: 1
   Discipline Talent Use: Samurai
During combat the Samurai may state that he intents to Focus, roll the Focus step number against the
highest Spell Defense of the Samurai's direct opponents (foes attacking him). If successful he may ad
his rank in Focus on any one (ONE !) test for the next round of combat.
Knocking down the Samurai breaks his concentration and disrupts the magic of Focus.
   Step Number: Rank+Willpower    Action: No
   Skill Use: No    Requires Karma: Yes         Strain: 0
   Discipline Talent Use: None
With the use of his strength of will the Samurai may decline to go unconscious. If he reaches his
unconsciousness rating he may use this talent to remain conscious, make a Resist Defeat test against a
target number equal to the difference of his unconsciousness rating and the damage at the time of the
roll, a successful test allows him to stay conscious until he receives more damage (Strain, wounds from
combat, etc.), at which time he may test again.
Extremely high test results may even prevent the character from dying.
No matter what magical means are employed the character can only spend one point of Karma in this
test.

   Step Number: Rank+Dexterity (+0, +1 or +3)    Action: No


   Skill Use: Yes    Requires Karma: Yes         Strain: see below
   Discipline Talent Use: Samurai
This talent allows the Samurai to create a wall of whirling blades which hinders opponents to attack him
and disrupts their concentration. After stating that he will use Metalstorm the Samurai spends the
required Karma and rolls his step dice (die) and compares the test result to the Spell Defense of his
opponent(s), if it is higher the opponents are considered harried. The Samurai has to use the Karma
Point even though Metalstorm is one of his discipline talents !
As soon as his Talent takes effect, he may deflect any attacks made by the opponents as if using the
avoid blow talent, but uses the Metalstorm talent step instead, this time he may chose wether to spend
a Karma Point or not.
Each deflection costs one point of strain and an unsuccessful deflection does not knock down the
Samurai.
If the Samurai uses a second weapon, increase the base step of Metalstorm by one, if the second
weapon is a wakizashi and the first weapon is a katana this bonus increases to plus three.
Buccaneer

Author's Note: Although there is already a similar discipline (the T'Skrang Boatsman), Ole Kjaer
sent this discipline to me, because the aforementioned boatsman is only available if you have
purchased the Denizens
Book (No. 1 I think) and if I
remember it correctly is a
T'Skrang-only discipline.

The Buccaneer (or Pirate if


you prefer) discipline is a
legendary figure which
makes it home at sea. They
are usually either fearless
Boatsmen, ruthless Pirates
or just Corsairs.
Buccaneers are free people,
they learn the way of the
sea, moving with the tides
from the shore and back
again.

Buccaneers are usually met


at sea (or on the serpent
river) and are as such usually NPC's. GM's who favor a sea- and water-oriented campaign or
whose group involves many T'Skrang player characters are encouraged to use this discipline, if
you favor mountain/dungeon adventures, long overland travels and city adventures, you should
discourage the use of this discipline as a Player Character.

Important Attributes : Dexterity and Charisma.

Artisan Skills : Runic & Wood Carving, Craftsman, Acting and Sin(g)ing.

Racial Restrictions: Obsidiman, Windling, Dwarf and if used Rei'dar, Minotaurs and
Centaurs.

Karma Ritual : To perform the Karma ritual the pirate must sit in the middle of a water-
going boat or other vessel with his weapon and a bottle of rum (or other strong beverage)
in front of him. He must sit alone in silent meditation for 15 minutes, picturing in his mind’s
eye a ship sailing across the ocean. He then grabs the bottle takes a huge gulp, rams his
weapon in the hull (no he won't sink the boat!) and begins to sing an old pirate song
("What shall we do with a drunken .. well, you know the rest) as a tribute to those who
were unable to reach solid land.
Guess this means "No Boat = No Karma"

* denotes a Discipline Talent

FIRST CIRCLE : 
  Talents:

o Karma Ritual
o Melee Weapons
o Climbing*
o Avoid Blow
o Pilot Boat* [see below]
o Taunt

SECOND CIRCLE :
  Talents:

o Haggle*
o Durability ( +6/+5 )
o Disguise Self

THIRD CIRCLE :
  Talents:

o Great Leap*
o Maneuver
FOURTH CIRCLE :
Karma: The Buccaneer may spend a Karma Point on any action using Dexterity only.
  Talents:

o Thread Weaving* (Water Weaving)


o Battle Shout

FIFTH CIRCLE :
Physical Defense: Increase the Buccaneer's Physical Defense by one.
  Talents:

o Water Tracking* [see below]


o Down Strike

SIXTH CIRCLE :
Social Defense: Increase the Buccaneer's Social Defense by one.
  Talents:

o Disarm
o Frighten

SEVENTH CIRCLE :
Initiative :Increase the Buccaneer's Initiative Step by one.
  Talents:

o Weather Sense* [see below]


o Second Weapon

EIGHTH CIRCLE :
Karma: The Buccaneer may spend a Karma Point on any action using Charisma only.
  Talents:

o Navigation* [see below]
o Lip Reading

NINTH CIRCLE :
Physical Defense: Increase the Buccaneer's Physical Defense by one.
  Talents:

o Speak Language
o Ship Mist* [see below]
o Winning Smile

TENTH CIRCLE :
Spell Defense: The Buccaneer's Spell Defense is increased by two.
  Talents:
o Lion Spirit
o Surprise Strike

NOTE: Normally self-designed disciplines stop at this circle, however the author
included all circles from 1 through 15, so here they are:

ELEVENTH CIRCLE :
Recovery: The Buccaneer gains two Recovery tests per day.
  Talents:

o Blade Juggle
o Sprint

TWELFTH CIRCLE:
Karma: Increase the Buccaneer's Maximum Karma by 25.
Water OR Air Bond: For the cost of three points of permanent damage, the buccaneer
gains the ability to us half-magic (PER) to summon either Water (water bond) or Air (Air
Bond) Elemental Spirits.
  Talents:

o Second Attack
o Water Dancing*

THIRTEENTH CIRCLE :
Smile of the Sea: For the cost of two permanent points of damage the buccaneer gains a
three step bonus towards his Charisma Step.
  Talents:

o Rushing Attack
o Thought Link

FOURTEENTH CIRCLE :
Defenses: Increase all of the Buccaneer's Defenses by one.
Karma : The Buccaneer may use one point of Karma on any action using Strength or
Perception only.
  Talents:

o Echo Location*
o Life Check

FIFTEENTH CIRCLE :
Lightning Song: Please consult the description under the Skyraider discipline .
  Talents:
o Ethereal Weapon
o Vitality

NEW TALENTS :

Pilot Boat
   Step Number: Rank+Willpower    Action: Yes
   Skill Use: Yes    Requires Karma: No         Strain: No
   Discipline Talent Use: Boatman, Buccaneer
   May be learned with the Versatility Talent.
   This talent is similar to the Air Sailing Talent and allows the Buccaneer to propel water-
bound vessels by either rowing (if oars are present) or setting sails.
This Talent is also used to maintain muscle- or wind-powered ships or boats.

Navigation
   Step Number: Rank+Perception    Action: Yes
   Skill Use: Yes    Requires Karma: No         Strain: No
   Discipline Talent Use: Buccaneer
   May be learned with the Versatility Talent.
   This is the talent version of the skill with the same name. (ED p. 131)

Water Tracking
   Step Number: Rank+Perception    Action: Yes
   Skill Use: No    Requires Karma: No         Strain: 1
   Discipline Talent Use: Buccaneer
   May be learned with the Versatility Talent.
   Water Tracking allows the Buccaneer to follow the "tracks" of swimming creatures, this
also means that the Buccaneer may use this Talent to dive for a number of minutes equal
to is rank in Water Tracking. Otherwise the talent is treated like the Tracking skill/talent in
the ED basic rulebook, but the times in which a trail vanishes are halved.

Weather Sense
   Step Number: Rank+Perception    Action: Yes
   Skill Use: No    Requires Karma: No         Strain: 2
   Discipline Talent Use: Buccaneer
   May be learned with the Versatility Talent only by Scouts and other outdoor-disciplines.
   This Talent allows the character to predict weather changes. The Buccaneer's GM
makes a talent test against a target number between 5 and 15 chosen by the GM (you
may decide how variable the weather is in that particular region) and notes the result.
If successful the Buccaneer has correctly predicted the wether for a number of hours
equal to the test result. During that time the Buccaneer may enhance any of the Ship's
test with his Karma Points (only one per test), but only with a step of 3 regardless of his
race.

Ship Mist
   Step Number: Rank+Willpower    Action: Yes, multiple
   Skill Use: No    Requires Karma: Yes         Strain: 1 per 5 yards diameter
   Discipline Talent Use: Buccaneer
   May be learned with the Versatility Talent only by Illusionist's.
   To use this talent the character has to be on the sea or a large river/lake. The character
swallows some water (if the water is poisonous he takes damage) concentrates for three
rounds and exhales a thick cloud of fog.
The amount of Strain the Adept is willing to take determines the size of the cloud, but as a
rule of thumb twice the size of a boat is required to hide it completely from view, so to hide
a 100 yard Gallon, the Buccaneer would have to take 40 Points of Strain. (Ever wondered
why pirates favor small boats :-). The effect lasts for a number of minutes equal to the test
result, but the GM may modify the time upwards and downwards depending on weather
conditions and strong winds.
Gypsy

Author's Note: This is not meant as a discimination against Sinti and Roma gypsies, don't kill
me don't curse me - just let me live.

The Gypsy discipline might be seen as a variant of the travelling troubadour discipline or perhaps
the journeyman, although gypsies usually travel in a group and make performances at many small
towns and villages .
Gipsies are free people, they believe in family and tradition and will go to great lengths to protect
both. They have a deep understanding of honor and a slight problem with the interpretation of
written laws. Nevertheless here it is:

Important Attributes : Dexterity and Charisma.

Artisan Skills : Acting, Music, Dancing, Juggling, Storytelling.

Racial Restrictions: Obsidiman, Troll and if used Rei'dar, Minotaurs and Centaurs.

Karma Ritual : Same as troubadour, although it is usually perform in the circle of the
family or Gypsy clan.

* denotes a Discipline Talent

FIRST CIRCLE : 
  Talents:

o Karma Ritual
o Throwing Weapons*
o First Impression
o Picking Pockets*
o Silent Walk*
o Avoid Blow

SECOND CIRCLE :
  Talents:

o Anticipate Blow
o Durability ( +6/+5 )
o Taunt*

THIRD CIRCLE :
  Talents:

o Climbing
o Melee Weapons

FOURTH CIRCLE :
Karma: The Gypsy may spend a Karma Point on any action using Charisma only.
  Talents:

o Thread Weaving* (Clan Weaving)


o Speak Language

FIFTH CIRCLE :
Physical Defense: Increase the Gypsy's Physical Defense by one.
  Talents:

o Trap Initaitive
o Disarm mechanical Trap

SIXTH CIRCLE :
Initiative :Increase the Buccaneer's Initiative Step by one.
  Talents:

o Animal Bond
o Fast Hand*

SEVENTH CIRCLE :
Best Face: For the cost of 2 strain Points, the Gypsy can add 3 steps to any charisma test
based on persuasion or any of seduction.
  Talents:

o Animal Training*
o Winning Smile

EIGHTH CIRCLE :
Spell Defense: Increase the Gypsy's Spell Defense by one.
  Talents:

o Conceal Weapon
o Mimic Voice

NINTH CIRCLE :
The Tale: See Troubadour 9th Circle.
  Talents:

o Lip Reading
o Trick Riding
o Ventiloquism*

TENTH CIRCLE :
Physical Defense: The Gypsy's Physical Defense is increased by one. Recovery
Tests: The Gypsy gains an additional Recovery Ttest per day.
  Talents:

o Lion Spirit
o Blade Juggle*

NEW TALENTS :

Ventriloquism
   Step Number: Rank+Perception    Action: Yes
   Skill Use: Yes    Requires Karma: No         Strain: 1
   Discipline Talent Use: Boatman, Buccaneer
   May be learned with the Versatility Talent.
   The Ventriloquism talent gives a charater the ability to ventriloquis voices he has
memorized with the mimic voice talent.
The character may try to throw the voices in a radius of 10 times his rank in yards and
may even try to let them sound from another characters mouth by making a successful
test against the newfound speaker's spell defense.
The character need not know the language, but as with mimic voice, he will then only
produce baby babble.

Elemental miner

Author's Note: Although the profession of the Elemental Miner is mentioned in numerous


Sourcebooks, no one ever bothered to write one. So, during my holiday, I came up with a possible
solution which I have put here on this webpage, hope you like it.

The Elemental Miner is a discipline which should be well known in Barsaive, because the
construction of (Theran) Kaer's required, that large quantities of true elements would have to be
mined, which were needed for defense (earth especially) and air/water distribution and cleansing
systems. Therefore elemental miners were common in the old days (the days before the scourge)
and are currently experiencing a Renaissance due to the sharp demand of true elements, for
adventurers, mages and whole kingdoms.
It represents a cross between an Air Sailor and an Elementalist. Air Sailor because the main
means of locomotion of most Elemental Miners are airships - True Air is harvested with special
(orichalcum, if I remember it correctly) nets, True Water is often found in frozen and thus
harvestable form on the peaks of high mountains and True Fire is usually mined atop Death's Sea,
naturally a domain which you might not want to cross on foot. True Earth is usually not mined with
the help of airships, but often transported with them and True Wood almost never mined at all.
The discipline of the Elementalist because of the Elemental Miner's honors and "worships" of the
elements - they take what they must but don't strip mine a true element cache, like (theran) wildcat
miners do.

Elemental Miner's begin their training without a special focus, but will (must) focus on one kind of
true element, be it Fire, Air, Water or Earth (as mentioned above Wood is not mined) upon
reaching Journeyman status (5th circle).
At this time the adept names himself either Fire Miner, Earth Miner, etc. and will often (though not
always) get a by- or nickname which describes his chosen element, e.g. Fiery Jorgensen or Stout
Khaim.
Upon reaching Warden status (9th circle) the Elemental Miner will also change in appearance
(and more see below) to his chosen element, e.g. red hair for fire, thin body for air - the exact
change will be described by the GM.
To attain a new Circle an Elemental Miner has to go on a mining expedition and show the elders
his understanding and experience for his element, novice miners usually mine a symbolic kernel
of another true element during each circle (1st through 4th) in the presence of the elders (captain).

Important Attributes : Willpower and Perception.

Artisan Skills : Runic & Wood Carving, Craftsman.

Racial Restrictions: Rei'dar and Centaurs.

Karma Ritual : Much like an Elementalist an Elemental Miner expresses his feelings for the
elements. The Miner starts the mystic circle, he first burns some wood, then extinguishes the fire
with water and waits for the air to dry the water. Thereafter he covers the remains with earth. (and
if he is still a novice plants a tree)

* denotes a Discipline Talent

FIRST CIRCLE : 
  Talents:

o Karma Ritual
o Melee Weapons
o Climbing
o Wound Balance
o Air Sailing*
o Detect True Element*[see below]

SECOND CIRCLE :
  Talents:

o Speak Language
o Durability ( +6/+5 )
o Great Leap

THIRD CIRCLE :
  Talents:
o Elemental Tongues*
o Haggle

FOURTH CIRCLE :
Karma: The Elemental Miner may spend a Karma Point on any action using Dexterity
only.
  Talents:

o Thread Weaving* (Elemental Weaving)


o Astral Sight

FIFTH CIRCLE :
The Decision:The Elemental Miner has to chose his Element and he better chose the
right one, because he can't change it without renaming. Elemental Spirits of this element
will be unlikely to harm the miner, unless he abuses the element, by strip mining or other
direct actions.
The Elemental Miner also gains the Half-Magic (PER-based) ability to summon his
elemental spirits as an elementalist does. (read the corresponding section in the Magics
Sourcebook)
  Talents:

o Net Crafting [see below]


o Fire: Fire Heal
o Air: Air Dance
o Water: Cold Purify
o Earth: Steel Thought

SIXTH CIRCLE :
Physical Defense: Increase the Elemental Miner's Physical Defense by one.
  Talents:

o Elemental Hold*
o Air & Water: Endure Cold
o Fire & Earth: Endure Heat (like Endure Cold in hot temperatures, e.g. above
Death's Sea or near a magma river)

SEVENTH CIRCLE :
Social Defense: Increase the Elemental Miner's Social Defense by one.
  Talents:

o Air, Water & Fire: Weather Sense [see below]


o Earth: Stones' Speech [see below]
o Pacify Element* [see below]

EIGHTH CIRCLE :
Karma: The Elemental Miner may spend a Karma Point on any action using Willpower
only.
  Talents:

o Manipulate Element* [see below]


o Fire: Taunt
o Air: Wind Catcher
o Water: Temper Self
o Earth: Unshakable Earth

NINTH CIRCLE :
Spell Defense: The Elemental Miner's Spell Defense is increased by one.
Physical Defense: Increase the Elemental Miner's Physical Defense by one.
  Talents:

o Summon*
o Summoning Circle
o Bargain with Summoned Creature*

TENTH CIRCLE :
Initiative: Increase the Elemental Miner's Initiative Step by two.
Create Orichalcum: This Power is described under the Weaponsmith's section in the ED
Companion page 20.
  Talents:

o Second Attack
o Vitality

NEW TALENTS :

Detect True Element


   Step Number: Rank+Perception    Action: Yes
   Skill Use: No    Requires Karma: No         Strain: 1
   Discipline Talent Use: Elemental Miner
   May be learned with the Versatility Talent only by Elementalists and Shamans.
   This Talent allows a character to detect the presence and location of true elements. The
character makes a Detect True Element test and must overcome a base difficulty equal to
the spell defense of the true element or the region (usually 8), depending on the success
level the character detects: Average: Presence of the Element; Good: Direction; Excellent:
Distance and Extraordinary: Exact Amount.
The talent has a range of 100 Yards per rank aboveground and 10 yards (per rank) below.

Net Crafting
   Step Number: Rank+Willpower    Action: Yes (takes 1 minute)
   Skill Use: No    Requires Karma: Yes         Strain: None
   Discipline Talent Use: None
   May be learned with the Versatility Talent.
   This talent allows the character to craft ethereal nets used to mine and store True
Elements for a short time without the need for orichalcum nets or containers. The
character stretches his hand as if throwing a real net and makes a Net Crafting talent test.
If the conditions are not suitable (trying to mine True Earth aboveground, True Air without
a storm, etc.) nothing will happen. The GM chooses a difficulty number between 6 and 18
(relative to the amount of risk a miner is willing to take) and each success level above
poor will yield one kernel of the element in question. So an excellent success will allow the
miner to extract three kernels.
Note: Since the Net is ethereal it will pass through all unliving material (and thus stone)
but will come to a sharp halt when it encounters living material - kernels of True Earth are
pulled through the tunnel walls.
The talent has a range of 50 yards, this makes deep-sea mining impossible, True Water
may be harvested from mountain peak snow though. A net will hold the element for 1 day
per rank even without orichalcum container, but another use of the talent dispels the first
net.

Weather Sense
   Step Number: Rank+Perception    Action: Yes
   Skill Use: No    Requires Karma: No         Strain: 2
   Discipline Talent Use: Buccaneer, Air Miner
   May be learned with the Versatility Talent only by Scouts and other outdoor-disciplines.
   This Talent allows the character to predict weather changes. The Elemental Miner's GM
makes a talent test against a target number between 5 and 15 chosen by the GM (you
may decide how variable the weather is in that particular region) and notes the result.
If successful the Elemental Miner has correctly predicted the wether for a number of hours
equal to the test result. During that time the Elemental Miner may enhance any of the
Ship's test with his Karma Points (only one per test), but only with a step of 3 regardless
of his race.

Stones' Speech
   Step Number: Rank+Perception    Action: Yes
   Skill Use: Yes    Requires Karma: No         Strain: 1
   Discipline Talent Use: Earth Miner
   May be learned with the Versatility Talent.
   This Talent is used by miners to detect different layers of stone (granite, etc.) and the
chances for a cave-in. The character makes a Stones' Speech test by knocking on the
stone floor and waiting for the surrounding stones' to answer (essentially he waits for the
sounds' echo). After their "answer" he can tell the amount and thickness of the different
layers of stone (granite, sandstone, etc.) which is essential for mining and avoiding cave-
ins, the higher the roll the more accurate the information will be. A passage constructed
with an earth miner who used this power to aid the construction is much more unlikely to
collapse than normal shafts.

Pacify Element
   Step Number: Rank+Charisma    Action: Ritual (2min)
   Skill Use: No    Requires Karma: Yes         Strain: None
   Discipline Talent Use: Elemental Miner
   May be learned with the Versatility Talent.
   This Talent allows the Elemental Miner to avoid conflicts with Elemental Spirits and
protect his ship (or tunnels) against his element. To achieve the desired result the
character makes a Talent test against a target number between 10 and 20 (GM's choice)
each success level will improve an elemental spirits attitude by one level (Elementals
which protect True Element Kernels are usually hostile), also the conditions under which
the miner works will better considerably on a successful roll. E.g. Death's Sea will show
dark (cooler) patches, tunnels will have better air circulation, an avalanche will be
prevented and a storm will not crash the airship.
Manipulate Element
   Step Number: Rank+Willpower    Action: Yes
   Skill Use: No    Requires Karma: No         Strain: 3
   Discipline Talent Use: Elemental Miner
   May NOT be learned with the Versatility Talent.
   This Talent works like the Elemental Spirit power by the same name on page 82 of the
Manual of Mystic Secret. It lasts a number of minutes equal to the Miner's Rank in the
talent.
Minotaur

Up North, where the cold winds blow, this is our land.


Here do we live, here do we fight !
    - ancient Minotaur saying

Minotaur Game Statistics :

Attributes :

o Dexterity : A bit clumsy, -1.


o Strength : Minotaurs are big and strong, +5.
o Toughness : Excellent, +4.
o Perception : The ideal mage, -2.
o Willpower : Good, +1.
o Charisma : -tic like a stone, -2.
o Wound Threshold : Belly armor, +1.

Other Stats :

o Movement : As Dexterity minus one.


o Karma Die : 1d4 .
o Max. Karma : 20 .
o Starting Karma : 5 .
o Legend Points per Karma : 10 .
o Heat Sight.
o Minimum Strength of 14 .
o Minimum Toughness of 12.
o Horn Attack : Damage Step: Str+4 (+8 if charging); use Unarmed Combat talent or skill,
the minotaur way to settle problems - Reg warg - .
o Minotaurs are subject to Blood Frenzy.
o Size : Males ~8' 0'' ; Females ~7' 7'' (not including horns).
o Weight : Males ~600 lbs (and much more); Females ~500 lbs.
o Life Expectancy : ~250 years.

Description : As noted above Minotaurs stand quite large at over eight feet (including the
horns), all of them are covered in short, shaggy fur. The color of the fur is variable ranging from
a light brown to jet-black and even albino minotaurs are not unheard of (but very rare). The
thickness of the fur depends on the environments temperature, so in winter the fur will become
thicker, while in summer a minotaur will shed some of his hair.
There are different tribes of minotaurs which each have a more or less obvious feature which
the others have not, e.g. one tribe may have very strong facial and head hair, like a lions
mane, others may have a certain eye color which distinguishes them from other minotaurs.
Minotaur legs are similar to horse legs (only much thicker) and end in hooves which makes
climbing very difficult for them, hence they receive a two step penalty on any tests involving
climbing.
The horns of a minotaur range anywhere from a few inches for female minotaurs up to two
feet for ancient male bulls, the form and color of the horns is variable ranging from curved to
straight and from white-grey to black.

Habitat : Minotaurs can theoretically live anywhere, but prefer cold climates over warm ones,
since their fur makes living under warm temperatures very strenuous for them. They usually
live near the polar circle (This would be Finland or Canada) and sustain themselves by hunting
game and selling furs. Minotaurs never reached any extent knowledge about agriculture to
grow anything else than the most resilient plants.

Social Structure : Minotaurs are usually organized into clans formed from one or in rare cases
up to three families, ranging from three or four up to a tribe with more than one hundred
individuals.
Minotaurs mate only during spring time every two years, a time when male Minotaurs enter a
phase called Musk and battle (see Reg Warg) to impress the females. During the Musk male
minotaurs are very aggressive and better not angered by outsiders, during this time special
glands behind the minotaurs ears produce a strong-smelling secretion called DanHagon, which
must smell appealing to the females, but smells horrible to all other races. During Musk males
automatically enter frenzy when insulted, angered or wounded.
BTW, Male minotaurs outnumber female ones by a ratio of four to one.

Reg Warg : Which roughly translates as the "dance of the wolves" (warg comes from
Scandinavia and means wolf, the Scandinavians were to afraid to call a wolf, a wolf so they
called it warg) is the traditional challenge between minotaur bulls. The two bulls position
themselves roughly 100 yards apart from each other and start rushing at each other with their
heads poised for a batting attack with their horns, (much like bisons or buffaloes), they will
continue to "knock their heads" until one of the combatants lapses into unconsciousness.
Three quarters of the damage is stun damage however !

Minotaur Player Characters : Are usually no big problem, although they seem to be physically
strong and playing a bull in the Musk is not that easy (especially with no females to impress),
but in general Minotaurs can be played like any other race. (Well maybe not like elves, more
like trolls) We had a minotaur PC for quite some time which has only sometimes been a
problem for the group (about the same problem as playing a Nethermancer) usually when
Olsen was drunk or got the feeling that someone had insulted him or his pet Dyre, (Mad)
Helga, the unstoppable killing machine. Nevertheless he always took the brunt of the
opponents assault with honor and a high durability.

"We are one with nature and nature is one of us" - traditional Rei'dar greeting .

Rei'dar Game Statistics :

Attributes :

o Dexterity : Excellent, +3.


o Strength : below average, -1.
o Toughness : normal.
o Perception : Great, +2.
o Willpower : average.
o Charisma : -2, Rei'dar have a unique view of the world and serious trouble relating their
opinions to other people(s). Ignore this penalty when figuring out any charisma related
stats, like social defense, but include it in interaction tests and some direct talents, e.g.
the Taunt talent ( "You ugly flower", isn't one of the worst insults for most races. )

Other Stats :

o Movement : As Dexterity plus one.


o Karma Die : 1d6 .
o Max. Karma : 30 .
o Starting Karma : 5 .
o Legend Points per Karma : 8 .
o Size : Males ~5' 4'' ; Females ~5' 2'' .
o Weight : Males ~100 lbs; Females ~90 lbs.
o Life Expectancy : ~900 years.

Rei'dar special abilities and weaknesses:

o Rei'dar have low-light vision.


o A Rei'dar can talk to plants automatically, doing so requires one point of strain per
question. Use the Rei'dar's half-magic perception based step for any test.
o When in dense foliage a Rei'dar may try to imitate the Earth Blend spell, by remaining
totally motionless, the "spell" is automatically successful and has an Effect Step based on
dexterity half-magic plus four. (e.g. 5th Circle; Dex Step: 8; Effect: 15) Use of this ability
costs one strain per minute.
o Rei'dar have a very accurate sense of smell, when making smell-based perception tests
add two steps. However when confronted by very strong smells, like that of a decaying
corpse, Rei'dar suffer a one step penalty on all actions.
o Rei'dar may move through any forest or jungle at normal movement rate.
o Rei'dar Recovery tests are linked to the nature surrounding them, when in primal forest or
similar terrain they gain one additional Recovery test per day, when in normal terrain, for
example farmland, nothing changes. When in barren terrain, like mountains and deserts,
Rei'dar lose one test and when in an area where absolutely no plants are in vicinity they
gain no recovery tests at all (Underground, some cities).
o Rei'dar are resistant to elemental Earth and Wood based spells, their Spell Defense is
increased by three points when targeted by such powers. They are however vulnerable to
fire and suffer a three point penalty on their Spell Defense when targeted by fire based
powers. ( In fact most Rei'dar suffer from extreme Pyrophobia. )
o And lastly most (animal) predators will attack a Rei'dar only if there is no other prey
nearby.

Rei'dar allowed disciplines :


Archer; Beastmaster*; Elementalist*; Illusionist, Scout* and Troubadour.
For obvious reasons Rei'dar never worship the element of fire.
* indicates their main disciplines.
Description: As noted above Rei'dar stand roughly over five feet tall and given their weight are of
a slender build. Skin color ranges from a
dark tan over brown to a brown green
color, the eyes are always of a bright
green, with the pupils of a cat. The hair
is special in the way that it is no "natural"
hair, but actually grass (I know it sounds
stupid, thank you) growing out of a
Rei'dars head. (He or she doesn't need
to water it however ;-) )
Rei'dar move fast at all times (a rather
annoying habit) rarely staying at one
spot for any longer than a few seconds
(Of course with the exception of a
Rei'dar using his Earth Blend power), a
natural instinct from many animals.
Rei'dar are (of course) vegetarians, they
won't eat flesh purely because they can't
digest it (I consider eating flesh natural).
Because of this Rei'dar never need to
pass a willpower test when eating dwarven trail rations, they do however not get any bonus
normally associated with eating this type of food.
Rei'dar shun most other races, including elves, but they do sometimes approach windlings if in
need for help.
They speak a language they call Rei' falogh, which doesn't seem to be related to any other
namegiver language and is very hard to learn (Difficulty number: 12), Like many other languages
this one knows only present tense (I mention this because this is an excellent way to excel at
roleplaying, dear player). Rei' falogh is however no written language, Rei'dar know no characters.

As a player character race Rei'dar are very difficult to play (trust me), because they don't fit in
most non-wilderness settings and, if played correctly, will have serious trouble starting an
adventuring career (I see little reason to grant a Rei'dar any other language than his own, for
example).
They may be encountered only in a wilderness region (I think the Liaj jungle (?) would be good )
and if your group starts out in a large city a Rei'dar player character is unacceptable as well as
unfitting. Player's stating that their character is very special for his race and likes cities, annoy me
as a master.
Players who think that they might have difficulties playing a "living lawn" (my players called their
Rei'dar NPC that way, what an insult !!, SHOCKING - every lawn is alive, of course) should stick
to the standard races even if the Rei'dar offers more "bonus" points.
For all others, have fun, and for the GM's: They are quite funny to play as an NPC, try it ! (if they
fit in your campaign)
Centaur

Game Statistics

Garbathian Venturion
(possible PC race) : (NPC only race) :

Attributes : Attributes :

 Dexterity : Average, no modifier.  Dexterity : Average, no modifier.


 Strength : Quite strong, +3.  Strength : Very strong, +6.
 Toughness : Very tough, +3.  Toughness : ... and incredibly tough, +8.
 Perception : Below average, -1.  Perception : dumb, -3.
 Willpower : Average, no modifier.  Willpower : Average, no modifier.
 Charisma : Average.  Charisma : "kiss a fish" -4.

Other Stats : Other Stats :

 Movement : As Dexterity plus 3 (gallop).  Movement : As Dexterity plus 2 (gallop).


 Karma Die : 1d4 .  Karma Die : 1d4 .
 Max. Karma : 20 .  Max. Karma : 15 .
 Starting Karma : 5 .  Starting Karma : NA (NPC) .
 Legend Points per Karma : 10 .  Legend Points per Karma : 12 .
 Minimum Toughness of 11.  Minimum Toughness of 15.
 Kick Attack : Damage Step: Str+4; use  Minimum Strength of 14.
Unarmed Combat talent or skill, the  Kick Attack : Damage Step: Str+8; use
world-famous back-kick does Str+6 Unarmed Combat talent or skill,
damage. (against would-be backstabbers) Venturions rarely back-kick, they gain no
 Size : Males ~6' 6'' ; Females ~6' 4''. special damage bonus.
 Length : Males ~7' 6'' ; Females ~7' 0''.  Size : Males ~9' 6'' ; Females ~8' 6''.
 Weight : Males ~800 lbs; Females ~650  Length : Males ~11' 6'' ; Females ~10' 0''.
lbs.  Weight : Males ~4000 lbs; Females
 Life Expectancy : ~60 years. ~3000 lbs.
 Stamina: Increase the wound threshold  Life Expectancy : ~45 years.
by 1.  Aggression: Venturion centaurs are very
 Sure footing, add 2 Steps to wound aggressive and are therefore subject
balance or strength. to Blood Frenzy.
 Superior Vision: Garbathian Centaurs  Incredible Stamina: Increase the wound
have excellent long-distance vision, threshold by 3.
double the maximum range for normal  Sure footing, add 3 Steps to wound
characters. balance or strength.
 Climbing, ever seen a horse climb a  Great Size, Venturions are able to wield
wall ?, apply a variable modifier. size 5 weapons with one hand and use
size 7 weapons (simply add one or two
steps to the respective size 6 weapon).
 Climbing, ever seen a horse climb a
wall ?, apply a variable modifier.

In my game world there are two sub-species of centaurs, the Garbathian and Venturion, the latter
being a Non-Player-Character only race.
The physique of the two tribes are quite similar, both have the torso and head of a human (an
ugly human in the case of the Venturion) and the lower body of a horse.
As noted above Garbathians are roughly normal sized concerning both human and horse,
whereas Venturions can grow to a stunning 10 feet in size and weigh more than 4 Obsidimen.
Garbathian fur colors range from white to black, just like normal horses, but Venturions are
almost always either pure white or a light blue-grey. Skin color is variable for Garbathians and
white-blue (the color of ice) for Venturions.

Garbathians can live in almost all climates, but prefer to live on large plains, where they wander
in tribes numbering from 5 to a few dozen members and find lots of fresh plants to sustain
themselves (they are omnivorous).
Organization structure is simple, just like with normal horses, the largest male leads the tribe,
although other males are allowed to stay within the tribe and are not expelled from the herd
(tribe).
Many tribes also include an elder centaur adept, usually an elementalist (shaman if used) for
spiritual leadership, the sex is of no importance in this case.
Garbathians can learn few disciplines and usually have access to even fewer adept classes,
amongst these are (* = possible at start): Archer*; Beastmaster*; Elementalist*; Gladiator;
Scout*; Troubadour; Warrior* and Weaponsmith.
If you use the shaman discipline (which in my opinion is threatening game balance) replace the
elementalist with the shaman.

Venturions are very different, they form neither tribes nor settlements, they are loners and will
attack each other just as they do with all other species, only females with their young form small
families to roam in the hills and mountains of my campaign world.
Venturions live only the northern countries, although they could (theoretically) live in any climate,
they seem to prefer the cold and snow (hence their color scheme).
They are omnivores, but prefer flesh above all other kinds of food. (Not only sentient flesh any
flesh will do) Their prey is usually the same as for their only rival, the grizzly bear (or whatever
you name it), which they will attack (and usually defeat due to their superior weapons) on sight.
Venturions have access to only one discipline, the warrior, and since they can't form any
relationship for longer than a few days they usually self-initiate into this class. If trained (or rather
made to train) they can probably learn the class of the gladiator and at least in one case, this has
already happened. (That baby is called Charon in my campaign)
Don't be mislead by their manner and appearance, Venturions can deal with demihumans and
humans, the only thing one needs to remember is : " Never anger a Venturion ". They will come
to a human (or dwarven or...) settlement to trade fur and valuables for weapons and sometimes
armor.

General Notes:
Centaurs as a race are ill suited for any other campaign other than a pure wilderness campaign,
since their size weight and overall manner make it difficult for them to perform either a dungeon
(kaer) crawl or a court adventure (I always thought we have stables for the horses, James)
Other difficulties come from the total inability to climb walls. Whereas humans and most other
races can lift their own body weight (or have friends who can lift them), centaurs are unable to
pull themselves up any length of rope let alone climb a brick wall without heavy magical aid.
However if a player wishes to play a centaur (like one of mine did a while back) why not ? it's
sometimes quite interesting to have players think of new solutions to old problems, like We attach
a rope to the ring above the chasm and all swing across, and then on second thought, maybe
not....

As always : Have fun !!

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