Horror Stalker 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 |
-- |
Animate Skeleton |
PER + Rank |
With this talent a Horror Stalker can animate any dead body he is able to touch. As soon as the talent takes effect all flesh immediately disappears from the skeleton's bones and the skeleton becomes ambulatory. To animate a skeleton the Horror Stalker makes an Animate Skeleton Test vs. a Difficulty Number of 5 (the Spell Defense of skeletons). If the successful the dead form acquires a skeleton's attributes and abilities, however, the skeleton cannot perform an action on the round it becomes animate. The short sword of the skeleton is actually formed from its bone mass. Skeletons may however, use better weapons and magic items if these are available. The skeleton may perform any action it could have performed in life except that it no longer has access to any talents or spells. A Horror Stalker may not control more animated skeletons at one time than he has talent ranks. Once an animated skeleton has been killed, it may never be animated again. |
Create UNDEAD |
Touch |
(Rank) Minutes |
YES |
YES |
NO |
Horror Stalker |
-- |
Soul Shatter |
WIL + Rank |
With this talent a Horror Stalker may damage the soul of an opponent. To use Shatter Soul the character must make an Attack Test vs. the target's Willpower step. If successful, the target takes an amount of damage equal to the difference between the Attack Test result and the target's Willpower Step. Mystic armor protects against Soul Shatter. |
Ranged ATTACK (Individual) |
(Rank) x 2 Hexes |
1 Round |
YES |
NO |
NO |
Horror Stalker |
Horror Stalker |
Bear Mark |
WIL + Rank |
The Bear Mark talent enables Horror Stalkers to remain sane while accumulating Horror marks. Using Bear Mark, a character can bear a number of Horror marks equal to his talent rank. The adept cannot resist additional Horror marks until he increases the talent rank. As soon as a character is Horror-marked, he makes a Bear Mark Test vs. the Horror Mark step of the Horror affecting him. If the test succeeds, the adept need not worry about being influenced by the Horror through that Mark because the character has effectively isolated the mark from the rest of his pattern permanently. If the test fails, the adept suffers the usual effects of a Horror Mark. However, the character may repeat the Bear Mark test any time the Horror attempts to use its powers on the character through the Mark. A successful test allows the character to resist that single attempt to affect him. If the character achieves an Extraordinary success, he has effectively isolated the Horror Mark from his pattern permanently. Horror Stalkers may also use the Bear Mark talent to determine the location of the nearest Horror that has marked them. To do so, the character must make a successful Bear Mark Test against the Spell Defense of the Horror being sought. |
Ignore HORROR MARK |
Self |
Permanent |
NO |
YES |
1 |
Horror Stalker |
-- |
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 |
-- |
Safe Thought |
WIL + Rank |
The Safe Thought talent hides one specific type of thought, attitude or idea from telepathic probes, Horror Powers or any type of divination magic. Typical thoughts to be hidden might include "the best treasure we found in Parlainth" or "King Gerrick is an idiot". To use the Safe Thought talent, the character makes a Safe Thought Test vs. the Spell Defense of the foe who is trying to probe for the hidden thought. A successful test means that particular thought is hidden from the prober for the duration of the talent. |
Protect vs. TELEPATHY |
Self |
(Rank) Hours |
NO |
NO |
1 |
Horror Stalker |
-- |
Banish Undead |
WiL + Rank |
This talent allows the character to banish undead from out of his sight. The Horror Stalker makes a Banish Test vs. the Spell Defenses of any undead within range. Any undead with Spell Defenses lower than the Banish result must move at their fastest pace away from the adept. No more undead may be banished than the adept has talent ranks. The banished undead must keep moving until they are outside of the Horror Stalker's line of sight. They may not return voluntarily to within sight of the character until the end of the talent duration. If, during this time, the Horror Stalker moves to within sight of the undead, the banishment is negated and the undead are once again free to take action against the character. Any undead figure may be banished only once per day by any given Horror Stalker. Once a Banishment is in effect against one or more undead, the Horror Stalker may not banish any more undead until the first Banishment period has expired. |
BANISH |
(Rank) Hexes |
(Rank) Minutes |
YES |
NO |
2 |
Horror Stalker |
-- |
Momentum Attack |
DEX + Rank |
The Momentum Attack talent allows a Horror Stalker to make a second melee weapon attack against an opponent in the same round. The character makes a Melee Weapons Attack Test. On an Excellent success, he may choose to make a Momentum Attack Test against the same opponent. The character makes a Momentum Attack Test for the second attack, determining damage normally. |
(+) # of ATTACKS / Round |
Self |
1 Round |
NO |
NO |
1 |
Horror Stalker |
-- |
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 |
-- |
Bone Dance |
PER + Rank |
The Horror Stalker does a herky-jerky jig while attempting to cause his foes to do a Bone Dance. To be affected a target must have an internal skeleton. If the adept's Bone Dance Test is successful vs. the target's Spell Defense, the target's skeleton moves against the target's will, but the target may still attempt actions. While doing so, however, the target suffers penalties as if it were Knocked Down. This effect lasts for 1 round on an Average Success and 2 rounds on a Good Success. On an Excellent Success, the Horror Stalker may choose to control the target's movement. The adept may do so as long as the character is willing to concentrate each round in which he wishes to control the target. Under no circumstances may the adept control the target for longer than a number of rounds equal to the adept's talent rank. The Horror Stalker's control can only make the target move in a random fashion, however; 1 hex each round in a random direction. While under the Horror Stalker's control, the target may not perform any actions. Once the Horror Stalker's concentration is broken (either voluntarily or because the character is attacked), the effects of Bone Dance cease immediately. |
CONTROL & KNOCK DOWN Opponent |
(Rank) Hexes |
Varies |
YES |
NO |
NO |
Horror Stalker |
Horror Stalker |
Fog of Fear |
PER + Rank |
The Horror Stalker can create a cylindrical patch of fog (rank) hexes in diameter and (rank) hexes in height. The center of the fog patch may be placed on any hex within range, but once placed it may not be moved. When calling the fog to appear, the Horror Stalker makes an Effect Test. The result of this test is the Difficulty Number of the Willpower Test which any opponent inside the fog must make. If this Willpower Test fails, the target is immediately paralyzed with fear for one round during which no movement or action can take place. On the next round, affected target(s) must immediately leave the fog and may not re-enter it under any circumstances. Affected targets may make ranged attacks against opponent's inside the fog if they are able. Undead and Horrors are not affected by Fog of Fear. |
Create BARRIER & HOLD Opponents |
(Rank) Hexes |
(Rank) Rounds |
YES |
NO |
1 |
Horror Stalker |
Horror Stalker |
Damage Transfer |
TOU + Rank |
With this talent, the Horror Stalker can remove damage from himself and transfer it to an entity (undead, Horror or Horror construct). If the Transfer Test is successful, the character may transfer an amount of Current Damage to the target equal to the adept's talent rank. On an Excellent success, the character may transfer damage equal to double his talent rank. The Horror Stalker may never transfer more Current Damage than he has actually taken. Mystic Armor does not protect against this damage |
HEAL & ATTACK Opponent |
(Rank) Hexes |
Permanent |
NO |
YES |
NO |
Horror Stalker |
-- |
Shadow Mantle |
PER + Rank + 5 |
This talent increases the combat prowess of the Horror Stalker by creating an illusory shadowy form about the character. This illusion makes the Horror Stalker appear far more mysterious and dangerous than he really is. Any foe attempting to Disbelieve the illusion must do so vs. the result of the Shadow Mantle Test. Once in effect, this talent increases the adept's Attack Step by 3 steps, his Physical Defense by 3 steps and he gains a pool of extra Damage Points equal to his talent rank. The first points of damage done to the character come from this pool, and do not count as Current Damage for the character. When opponents attack the Horror Stalker, their attack tests are also Disbelief Tests. Once one of the adept's opponents disbelieves the illusion, none of his opponents can be affected by Shadow Mantle any longer during that combat. |
(+) ATTACK Test Effectiveness & (+) PHYS Defense & DAMAGE Buffer |
Self |
(Rank) Rounds |
NO |
NO |
1 |
Horror Stalker |
-- |
Life Circle |
PER + Rank |
By using this talent a Horror Stalker is able to create a protective field about himself. This field is circular in shape, is 1 megahex in diameter and is centered the character. The field protects the character from the physical, or astral, intrusion of undead, Horrors or Horror constructs. The Circle cannot be moved once created and will disappear if the adept moves into any hex outside the Circle, or the Circle's duration expires (whichever comes first). When a prohibited entity attempts to cross the plane of the edge of the Circle, the Horror Stalker makes a Life Circle test vs. that entity's Spell Defense. If successful, the Circle repels the entity for 1 round. An Excellent Success repels the entity for 2 rounds. Any figure which is not prohibited may move freely into and out of the Circle. |
Protect vs. ENTITIES |
Self |
(Rank) Rounds |
YES |
NO |
1 |
Horror Stalker |
-- |
Dispel Horror Magic |
Rank |
This talent increases the effectiveness of a Horror Stalker's attempts to dispel a Horror's magic (spell, talent or power). This talent augments the Dispel Magic talent by allowing the character to add his rank in Dispel Horror Magic to his Dispel Magic talent step when using that talent. Although most effective when used this way, the Horror Stalker is not required to use Dispel Magic when using this talent. If using Dispel Horror Magic by itself, the character adds his Perception step to his talent rank to create the Dispel Horror Magic step. The character then attempts to dispel the Horror's magic as described in the Dispel Magic talent. |
DISPEL Magic |
(Rank) Hexes |
Instant |
YES |
NO |
1 |
Horror Stalker |
Horror Stalker |
Tap Horror Karma |
PER +Rank |
With this talent a Horror Stalker can steal a Horror's available Karma make it available for his own use. To Tap Horror Karma, the character must make a successful talent test vs. the Horror's Spell Defense. Success allows the adept to Tap 1 point of Karma from the Horror. This karma must be used before the end of the same round in which the Tap occurred or it is lost. The Horror Stalker may choose to use his own Karma step when using this Karma point, or he may choose to use the Horror's Karma Step when using the Tapped point. If he chooses the latter, the Horror Stalker must take 2 points of Strain. |
Manipulate KARMA |
Touch |
1 Round |
NO |
NO |
Varies |
Horror Stalker |
-- |
Visions of Death |
PER + Rank |
A Horror Stalker uses this talent at the scene of a death to see into the past and determine what events occurred just before the instant of death. To call forth this vision, the Horror Stalker makes a Vision of Death Test vs. a Difficulty Number equal to the number of hours (fractions of hours round up) which have elapsed since the death occurred. Each level of success allows the character to see an additional 1 second of events which occurred prior to the death moment. The Horror Stalker must be standing on the hex in which the figure died and is able to "see" all past events within a hemispherical area with a radius in hexes equal to the character's talent rank. These visions are visible only to the Horror Stalker, but look to him as if he were actually present in that place at the time the events occurred. The Horror Stalker may use Visions of Death as often as he wishes, but may never view more than 4 seconds-worth of events leading up to the moment of death. |
INFORMATION |
Self |
Varies |
YES |
YES |
NO |
Horror Stalker |
-- |
Restrain Entity |
WIL + Rank |
This talent allows the Horror Stalker to hold a single undead, Horror, or Horror construct. If the character is able to make a successful Restrain Test vs. the entities Spell Defense, the entity is prevented from taking any action except communicating. Each level of success adds 1 round to the time the entity must wait before attempting to break free. Once this waiting period is over (1 to 4 rounds), the entity can break free by making a successful Willpower test vs. the result of the Restrain Test. |
HOLD Opponent |
(Rank) x 2 Hexes |
(Rank) Rounds |
YES |
NO |
1 |
Horror Stalker |
Horror Stalker |
Horror Touch |
PER + Rank |
This talent allows the Horror Stalker to extend the range of all his talents to equal the limits of his sight whenever targeting undead, Horrors or Horror constructs. To extend the range of one of his talents, the Horror Stalker must first make a Horror Touch Test vs. the entity's Spell Defense. If successful, the range of that talent automatically becomes "Line-of-Sight". Horror Touch will not extend the range of talents which have an original range of "Self". |
Extend Talent RANGE |
Self |
1 Round |
NO |
NO |
2 |
Horror Stalker |
-- |
Horror Call |
CHA + Rank |
The Horror Stalker may only call a Horror whose Mark he is currently Bearing. Horror Call is blood magic costing the character 1 permanent point of damage for each attempt. In addition, a failed attempt costs the character an additional 1 permanent point of damage. This talent may not be used in a Corrupted Area. To Call the Horror, the character makes a Horror Call Test vs. a Difficulty Number equal to the Horror's Social Defense + the number of miles distant the Horror is from the character (round up). An Excellent Success is required to successfully Call the Horror. If successful the Horror appears in any hex the character wishes within talent range. The physical space into which the Horror called must be large enough for it to fit inside or the Call is automatically a failure. Once the called, the Horror is stunned for one round and may not take any action. However, after this time the Horror is free to take any action it is able to, including leaving physical space or moving out of the area as fast as possible. When the talent duration expires, the Horror is returned to the location from which it was originally called and the character automatically becomes unmarked by that Horror. A Horror may only be called once for each time the Horror Stalker is marked by that Horror. |
TELEPORT Opponent |
(Rank) Hexes |
(Rank) Rounds |
YES |
NO |
Varies |
Horror Stalker |
Horror Stalker |
Deathstrike |
PER + Rank |
This talent gives hope to a Horror Stalker that, if he is willing to sacrifice his life, he can destroy a Horror. To bring about this destruction, the Horror Stalker must be under the influence of a Horror's Mark and have failed to resist the Horror's influence. During the round in which the character failed, the character may then make a Deathstrike Test vs. the Horror's Horror Mark step. When making this test, the adept must use all of his available Karma. If the test succeeds, the Horror immediately takes an amount of damage equal to the result of the Deathstrike Test. This damage must be taken immediately and may not be countered or reduced by the Horror in any way. If the Deathstrike Test fails the character dies, free of the Horror's influence, but does no damage to it. |
Ranged ATTACK (Individual) |
= to Horror Mark range |
1 round |
YES |
Varies |
NO |
Horror Stalker |
-- |
Two Actions |
DEX + Rank |
Two Actions allows a character to take two actions in one round. The character's first action is taken as normal. The character cannot take her second action until the end of the round. When taking this second action the character uses her normal talent step or her Two Actions step; whichever is lower. |
(+) # of ACTIONS / Round |
Self |
1 Round |
YES |
YES |
2 |
Airlord Earth Shaman Firemage Horror Stalker Ranger |
-- |
Confront Horror |
CHA + Rank + 5 |
By using this talent a Horror Stalker can lock himself into a contest of spirits with a Horror. If the character can make a successful Confront Horror Test vs. the Horror's Social Defense, the Horror is forced into a battle of wills with the character until one of them wins. During the contest, the Horror and the character may use only talents, spells and skills that either work against the Social Defense of the target or that resist such attacks. The first to succeed at 3 actions wins the contest. If the character wins, he commands the Horror to leave the physical plane; never to return until the character dies. If the Horror wins, the Horror is free to take any action of which he is capable, and the character may never use Confront Horror against this Horror again. This contest involves only the 2 participants. Other characters may do as they wish, but if the Horror is harmed or damaged while engaged in this contest, the magic is broken and the character automatically loses. Unfortunately for the character, harm done to him by another figure during the contest does NOT result in the Horror forfeiting the contest. |
BANISH Horror |
(Rank) Hexes |
Varies |
YES |
YES |
NO |
Horror Stalker |
-- |
Denotes a COMBAT related talent