Guard Talent List

Karma Ritual

Rank

This talent allows characters to replenish their store of Karma Points. Each time characters perform the ritual, they can purchase a number of Karma Points equal to their rank in Karma Ritual. Each ritual must be performed at dawn, takes 30 minutes to complete and can only be performed once per day.

Restore KARMA Points

Self

Permanent

YES

NO

NO

ALL

--

Melee Weapons

DEX + Rank

A character uses the Melee Weapons talent to hit a target using a hand-held weapon. The character makes a Melee Weapons Test against the Physical Defense of the target. A successful test means the attack hits the target.

Melee ATTACK

Self

1 Round

YES

NO

NO

Guard

Horror Stalker

Lancer

Liberator

Pathfinder

Pattern Knight

Sky Raider

Warrior

Weaponsmith

ALL Others as Optional Talent at Journeyman Level

--

Shield

DEX + Rank

This talent allows a Guard to increase the defensive value of his shield through skillful use. If the Guard makes a successful Shield Test vs. a Difficulty Number equal to the result of his opponent's Attack Test, he may double the Armor Bonus of his shield's Armor or Mystic Armor bonus (whichever is appropriate) vs. that attack. The Shield talent may be used to protect the Guard from all successful opponent attacks, including those which would normally be considered armor-defeating. Shield is not useable vs. ranged attacks nor can it be used against attacks made from the Guard's side or rear.

(+) ARMOR or MYSTIC Armor & (+) ARMOR DEFEATING Effectiveness

Self

1 Round

NO

NO

1

Guard

Guard

Buckle Down

Rank

The Buckle Down talent makes a Guard able to carry great loads without difficulty. The Guard increases his Carrying and Lifting Capacity by a number of pounds equal to 10 times his Buckle Down Rank. Additionally, the Guard receives a +1 Initiative Bonus when carrying no more than one half of his Carrying Capacity. Finally, if the Guard chooses to take 2 points of Strain, he may ignore, for one round, any Dexterity penalties he may be suffering as a result of exceeding his Carrying Capacity.

(+) CARRYING Capacity & (+) INITIATIVE

Self

Permanent

NO

NO

Varies

Guard

--

Forage

PER + Rank

Forage enables a Guard to "scrounge up" food in whatever situation he may find himself in. To determine how much food the Guard is able to find by Foraging, the Guard makes a Forage Test vs. a Difficulty Number based upon the type of area and circumstances he is in. The exact Difficulty Number is determined by the GM. The number of one-person meals the Guard finds is equal to the difference between his Forage Test result and the Difficulty Number. The time required to Forage for this food is determined by the Guard's level of success (See table below). Forage may only be used once per day.

Forage Difficulty Table

                City ........................... 3 .....(BarterTown, Travar)

                Farmlands .................. 4 .....(Serpent River)

                Fort, Armed Camp .... 5 .....(Haven, Lankarden)

                Mixed Forest ............. 8 .....(Landis)

                Jungle, Swamp ........... 9 .....(The Liaj, Mist Swamps)

                Plain ........................... 10 ...(Ustrect, Rugaria)

                Mountain, Scrubland . 11 ....(Delaris, Caucavic)

                Desert ........................ 14 ....(Badlands, Wastes)

Forage Time Table

                Poor ............................ 4 hours

                Average ....................... 3 hours

                Good ........................... 2 hours

                Excellent ...................... 1 hour

                Extraordinary ...............15 minutes

DETECT Food

Self

Varies

YES

NO

NO

Guard

--

Durability

Rank

This talent increases the Death and Unconcsciousness Ratings of a character. For each rank in Durability which characters achieve, their Death Ratings are increased by an amount equal to their Toughness step at the time. The character's Unconsciousness Rating is also increased by an amount equal to its Toughness step - 1. If the character's Toughness step later increases, it will not change the Death Rating or Unconsciousness Rating increases which the character has already received; only those increases to come.

(+) DEATH & UNCON Rating

Touch

Permanent

NO

NO

NO

ALL

--

Blank Stare

Rank

Whenever a Guard is being hassled, browbeaten or intimidated he can protect himself from unwanted influences by adopting a Blank Stare. To activate the effects of Blank Stare, the Guard must immediately bring himself to the Blank Stare position (e.g., body erect, face devoid of emotion, eyes gazing straight ahead into the distance) and remain in this position for 1 minute. During this minute, the guard is impervious to the effects of any attack targeted at his Social Defense. At the end of this minute, the Guard is no longer impervious to Social Attack, but may add his Blank Stare rank to his Social Defense for the duration of the time he remains in the Blank Stare position.

Ignore SOCIAL Attacks &

(+) Social DEFENSE

Self

1 Round

NO

NO

NO

Guard

--

Hack

STR + Rank

A Guard uses the Hack talent to increase the damage he can do with his chosen weapon. The Guard, taking advantage of his natural "feel" for a fight and his knowledge of "dirty" tricks, may substitute his Hack Step for his Strength Step when determining his Damage Step whenever he is able to gain Initiative over his opponent. If Hack is used in conjunction with an Aggresive Attack option, the Guard receives a +1 bonus to his Hack Step. Hack may only be used once per round.

(+) DAMAGE

Self

1 Round

NO

NO

1

Guard

Guard

Retaliate

DEX + Rank + 3

This talent allows a Guard to take immediate revenge on an opponent who has hurt him. The character may make a Revenge Blow attack immediately following any melee attack (ranged attacks are excluded) which does damage to him. When making this attack, the Guard substitutes his Revenge Blow Step for his regular Melee Weapon Step and must target the opponent that just hit him. If successful, the character makes a normal DAM Test. Because a Revenge Blow must be taken following an opponent's hit, Hack may not be used to augment the character's DAM Step. Revenge Blow may only be used once per round.

(+) # of ATTACKS / Round

Self

1 Round

NO

NO

NO

Guard

--

Threadweaving

PER + Rank

Characters use Thread Weaving talent to create and weave magical threads. Characters can only have a number of threads active equal to their Thread Weaving Rank. The process of weaving a thread is described in the Earthdawn Companion. This talent also gives characters a limited version of the Astral Sense talent. The astral sight provided by Thread Weaving allows characters only enough vision to see threads and patterns.

Manipulate THREADS

Varies

Varies

YES

NO

NO

ALL

--

Shift

DEX + Rank

The Shift talent allows a Guard to use moves and tricks he has learned on many battlefields to fool opponents into believing the Guard will move one way while he actually moves in another. To Shift away from any adjacent opponents, the Guard makes a Shift Test roll vs. the highest target Perception Step +1 for each additional opponent in the group. If successful, the Guard adds his Shift Rank to his Physical Defense for the rest of the round.

(+) Physical DEFENSE

Self

1 Round

NO

NO

1

Guard

Guard

Encamp

Rank

A Guard uses the Encamp talent to dig entrenchments, construct barricades and otherwise secure a small camp or enclosure. The maximum number of people contained is equal to the Guard's Rank in Encamp. Constructing the Encampment takes 1/2 hour plus 15 minutes per person inside. Characters in an Encampment add 2 to their Perception Step to detect Surprise, and add 2 to their Physical Defense. A Guard in an Encampment adds 3, rather than 2, to each of these. The Encampment lasts until the Guard leaves it or for a number of days equal to his talent rank; whichever comes first.

(+) PER Step & (+) Physical DEFENSE

Self

Varies

YES

NO

NO

Guard

--

Command Voice

WIL + Rank

This talent allows a Guard to cause his sentient foes to obey him out of an instinctual desire to respond immediately to the power of the Guard's voice. The character may choose to give voice to one of the following three commands each time he uses Command Voice:

                Silence -                Affected opponents may not willingly utter a sound from their mouths.

                At Ease - Affected opponents may not attack the Guard or his companions unless attacked.

                Halt - Affected opponents may not use Full or Combat Movement.

To control opponents using Command Voice, the Guard makes a Command Voice Test and records the result. All designated targets with a Social Defense equal to, or lower than, this result are affected. The character may Command a number of targets each round equal to his talent rank as long as each target is within range. Command Voice may only be used once per round.

Ranged ATTACK (Group)

(Rank) Hexes

(Rank) Rounds

YES

NO

1

Guard

--

Shrug

TOU + Rank

A Guard using the Shrug talent can reduce damage he has taken that round. At the end of the round, the character makes a Shrug Test vs.a Difficulty Number equal to the highest damage done by any blow taken that round. If the Guard achieves at least a Good Success, he subtracts his Shrug Rank from the damage dealt by that blow, up to a maximum of the total damage done by that blow. Any Wound caused by the designated blow is not affected by Shrug.

HEAL

Self

1 Round

NO

NO

NO

Guard

Guard

Sergeant

CHA + Rank

With this talent a Guard may recruit friendly gamemaster characters as followers. To recruit a follower, the Guard makes a Sergeant Test vs. the Social Defense of the candidate. The Guard need only achieve a Good Success to recruit another Guard as a follower, but must achieve an an Excellent Success to recruit anyone else. The maximum total Circles of all adept followers may not exceed a number equal to 3 times the Guard's Sergeant rank, and no follower may be of a higher Circle than the Guard. Mundane followers each count as one First Circle adept. Followers are treated the same as Supporters (see Earthdawn Companion rules), but no Blood Oath is required, and the Guard receives no Legend Point reward for the association.

Each of the Guard's followers may add +1 to their Physical Defense and +1 to their Attack Step when they are with the Guard. If a follower decides to desert, the Guard makes a Sergeant Test vs the follower's Social Defense. It the issue at hand is a matter of Loyalty or a simple disagreement, then an Average sucess will prevent desertion. However, if the follower fears for his life, an Excellent success is needed. The Guard receives an additional Karma Point following the performance of a Karma Ritual when all of his followers are in the audience.

 

Self

Permanent

YES

NO

NO

Guard

--

Grunt

TOU + Rank

This talent enables Guards to ignore the effects of their Wounds. The Guard makes a Grunt Test vs. , a Difficulty Number equal to 6 plus the total number of Wounds taken. If successful, the character ignores any negative modifier which might have been caused by those Wounds. A Grunt may be attempted at any time during the round, but only one Grunt may be attempted per round.

Ignore WOUNDS

Self

1 Round

NO

NO

1

Guard

Guard

Quick Nap

TOU + Rank

A Guard taking a Quick Nap may attempt certain actions earlier than he would normally be allowed to. The character first makes a Quick Nap Test vs. a Difficulty Number equal to his remaining Damage points or Karma points, whichever is higher. If successful, the Guard Naps for one hour. Upon waking, the Guard may begin making whatever Recovery Tests he has available for that day as well as those which he normally would not have available until the next day. In addition, he may also perform his next day's Karma Ritual following his Nap, even if he has already performed a Karma Ritual that morning. Any other Talent or activity with a "Per Day" limitation, except for "Quick Nap" itself, may also be attempted as if it were the "Next Day". A Guard may make only one Quick Nap test every 24 hours.

(+) # of RECOVERY Tests / Day &

(+) # of KARMA Rituals / Day

Self

Permanent

YES

NO

NO

Guard

--

Head Down

DEX + Rank

The Head Down talent lets a Guard reduce his risk of damage from physical or magical ranged attacks. When using this talent, the character first announces his intention to keep his Head Down at the start of the round. After taking the appropriate amount of Strain, the Guard experiences a -1 step modifier to all tests he rolls (except Head Down), and a +1 bonus to his Physical Defense. In addition, the Guard may make a Head Down Test vs. the Attack Test result of any ranged attack made against him from his front. If successful, the Guard adds his Head Down Rank to his shield's Armor of Mystic Armor bonus (whichever is appropriate) vs. that attack. The total number of ranged attacks a character can keep his Head Down against in a round is equal to his talent rank.

(+) Physical DEFENSE &

(+) ARMOR

Self

1 Round

NO

NO

1

Guard

Guard

Judge Character

PER + Rank

This talent allows a Guard to magically magnify his naturally uncanny ability to judge the character of others. Whenever another character tries to deceive a Guard, the Guard makes a Judge Character Test against the target's spell defense. If the Guard is successful, his suspicions are aroused even though he is not able to discern the deceiving character's true intentions. The Guard receives a +5 bonus to his Social Defense whenever interacting with the suspicious character, making him unlikely to fall for that character's scam.

(+) Social DEFENSE

Self

(Rank) Days

NO

NO

NO

Guard

--

Carry On

TOU + Rank

The Carry On Talent helps a Guard maintain his resolve to accomplish his mission even when facing daunting situations. When challenged by fear or intimidation attacks, the character substitutes his Carry On Step for his Willpower Step to overcome them. The Guard may also use his Carry On talent to try and remain conscious even when that should not be possible. A Guard who takes an amount of damage exceeding his Unconsciousness Rating may make a Carry On Test vs. a Difficulty Number equal to the number of points by which the Guard has exceeded this Rating. If successful, the Guard remains conscious for the remainder of the round. The Guard must continue to achieve successful Carry On Test results in each subsequent round or fall unconscious. A Guard who takes damage in excess of his Death Rating may also remain conscious, but must achieve an excellent success on his Carry On Test during every round his Death Rating has been exceeded. Failure results in the Guard's immediate death.

Resist FEAR & Ignore UNCON Rating

Self

1 Round

NO

NO

1

Guard

--

Walk it Off

TOU + Rank

Guards use the Walk it Off Talent to enhance their natural healing powers. After 1/2 hour of walking, a Guard may make a Recovery Test using his Walk It Off Step instead of his normal Recovery Test Step. All other requirements for making Recovery Tests must be met (one hour between tests, one minute of rest before making a Test, etc.). In addition to enhancing the character's Recovery Test effectiveness, use of the Walk it Off talent may also help the Guard heal Wounds. After the result of the Walk it Off Test are determined, the character compares this result to a Difficulty Number equal to three (3) + the number of Wounds the Guard has suffered. If the Guard achieves an Excellent Success on this test, one of the Guard's Wounds are healed.

(+) RECOVERY Test Effectiveness &

HEAL

Self

1 Round

YES

NO

NO

Guard

--

Spell Shield

PER + Rank

A Guard can combine the use of his shield with the Spell Shield talent to help protect himself against the effects of any hostile magic which targets his Spell Defense. When attacked in this way, the Guard may make a Spell Shield Test vs. a Difficulty Number equal to the Attack Test result. If an Average Success is achieved, the Guard gains a bonus to his Spell Defense vs. that attack only equal to his talent rank. If an Excellent Success is achieved, the Guard may also add a +3 bonus to his shield's Mystic Armor bonus. May not be used in conjunction with the Shield talent.

(+) Spell DEFENSE &

(+) MYSTIC Armor

Self

1 Round

NO

YES

NO

Guard

--

Multi-Strike

DEX + Rank

A character uses Multi-Strike to make more than one melee attack in a round. Multi-Strike is used instead of Melee Weapons, Close Combat or Unarmed Combat to make the attack(s). A character may make a number of attacks equal to his Dexterity Step - 3. Each Multi-Strike attack costs one point of Strain. A character may make all of her available Multi-Strike attacks in a round even if one or more of them misses.

(+) # of ATTACKS / Round

Self

1 Round

YES

NO

Varies

Guard

Pathfinder

Pattern Knight

Purifier

Sky Raider

Swordmaster

Warrior

--

Guts

TOU + Rank

This talent allows a Guard to be supremely tough in times of need. The character may replace his Toughness Step with his Guts Step for any actions taken during the round which are based upon the Toughness attribute. Use of this talent requires the sacrifice of one available Recovery Test.

(+) ATTRIBUTE Step

Self

1 Round

NO

NO

NO

Guard

--

Spirit Strike

WIL + Rank

This talent allows a character in Physical Space to strike an opponent in Astral Space. The character must first be able to detect the presence of his Astral opponent with Astral Sight or Threadweaving talent. The character makes a Spirit Strike Attack Test vs. the opponent's Spell Defense. If successful, the weapon hits the target and does normal damage. The opponent's Physical Armor Rating protects. Defensive talents like Avoid Blow and Riposte cannot be used against Spirit Strike.

Attack ASTRAL Opponent

Self

1 Round

YES

NO

1

Archer

Beastmaster

Guard

Liberator

Lancer

Pathfinder

Pattern Knight

Purifier

Ranger

Sky Raider

Swordmaster

Warrior

Weaponsmith

--

Denotes a COMBAT related talent