Purifier 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 |
-- |
Close Combat |
DEX + Rank |
A Purifier uses Close Combat to hit a target using weapons which augment the effectiveness of his own natural striking surfaces (e.g., hands, feet, etc.). The character makes a Close Combat 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 |
Purifier ALL Others as Optional Talent at Journeyman Level |
-- |
Opportunity Blow |
DEX + Rank |
This talent allows the Purifier to take advantage of an opponent he has Knocked down by attacking him a second time in the round. If the Purifier manages to Knock down an opponent with an attack, he may immediately make an Opportunity Blow Test vs. the target's Physical Defense modified by the target's Knocked down state. If successful the character makes a normal Damage Test. |
(+) # of ATTACKS per round |
Self |
1 Round |
NO |
NO |
1 |
Purifier |
Purifier |
Body Throw |
DEX + Rank |
A Purifier may "throw" a charging opponent with the Body Throw talent. To be considered charging, an opponent must have moved at least half of his Combat Movement prior to making a melee attack on the Purifier. To Body Throw a charging opponent, the Purifier makes a Body Throw Test vs. the target's Physical Defense. If successful, the Purifier is able to throw the target across his hip and send the target flying in the air to land in a hex behind him. The target's path through the air must be in the same direction as the target was traveling before being thrown. The number of hexes a target may be thrown varies according to the whim of the Purifier, but may not exceed a number equal to the Purifier's rank in Body Throw. In addition, the Purifier is limited to twice his lifting capacity when determining the maximum weight of a target he is trying to Body Throw. If the target is thrown onto an empty hex, the target takes an amount of damage equal to the Purifier's talent rank (Physical armor protects) and is Knocked down. In addition, the target's "wind" is knocked out of him, reducing both his Dexterity and Strength steps by 2 for 2 rounds. If the target lands in an occupied hex, he may Knock down the figure located there. To determine whether or not the figure being landed upon is Knocked down, compare the total weight of the target to the weight of affected figure. If the target is at least twice as heavy as the figure he lands upon, the affected figure is also Knocked down. |
KNOCKDOWN Opponent |
Self |
1 Round |
YES |
NO |
1 |
Purifier |
-- |
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 |
-- |
Nature Trance |
PER + Rank |
Nature Trance enables a Purifier to discern the identity of any figure perpetrating crimes against nature. This discernment is possible only for crimes committed within range of the talent. Crimes against nature are defined as causing the destruction of local flora or fauna when not motivated by the need for survival. Starting a forest fire out of carelessness would qualify as a crime against nature, but chopping down a live tree for logs to build a cabin would not. To determine the identity of the criminal, the Purifier must make a successful test vs. a number equal to the number of hours which have passed since the crime was committed. If successful, the Purifier is granted a vision of the act as it was committed, from start to finish. When the vision is over, the Purifier knows without a doubt the identity of the criminal (or criminals), and will be able to recognize the criminal whenever they may meet in the future. |
INFORMATION |
(Rank) Hexes |
Varies |
YES |
NO |
1 |
Purifier |
-- |
Focus Strength |
WIL + Rank |
This talent allows the Purifier to perform feats of strength by focusing his concentration on his own body. Achieving this level of concentration takes the character 30 minutes. Once this time has passed the character makes a Focused Strength Test. The results of this test are added to the character's Strength attribute. This new value affects any strength-related task (e.g., lifting, carrying, attack damage, etc.) for the duration of the talent. |
(+) STRENGTH |
Self |
(Rank) Minutes |
YES |
NO |
1 |
Purifier |
-- |
Parry Blow |
Rank |
With this talent a Purifier can parry successful melee attacks made against him. The character first adds his talent rank to his Dexterity step. The result is the number of parry steps the character has available that round. The character may choose to use all of the available steps to parry one successful attack made against him, or he may choose to split up the steps and attempt to parry several successful attacks. To parry a blow, the character chooses how many of his available parry steps he will use and makes a Parry Test vs. the Attack Test result of the incoming blow. If a Good success is achieved, the character parries the incoming blow and takes no damage; unless the incoming blow was an Armor Defeating Hit. If this is the case, the character takes damage as normal, but his Physical Armor protects against the damage. A character may not parry more blows in a round than his Parry Blow rank, nor may he Parry blindside attacks. |
Ignore Physical ATTACK |
Self |
1 Round |
NO |
NO |
2 |
Purifier |
Purifier |
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 |
-- |
Nature Cry |
CHA + Rank |
This talent allows the Purifier to emulate the piercing, astral cry which Nature utters whenever it is abused. The character makes a Nature Cry Test and compares the result to the Spell Defense of all opponents within range. If the target's Spell Defense is lower than the test result, the target is affected. While affected the target(s) is forced to indiscriminately attack the figure nearest them. If there is more than one figure, friend or foe, adjacent to them when they first come under the effects of this talent, the target randomly determines who is to be attacked. If the target is not adjacent to a figure when first affected, the target must move at its fastest pace to attack the nearest figure. When attacking, the figures must use the All-Out Attack option. |
CONTROL Opponents |
(Rank) Hexes |
1 Round |
YES |
NO |
1 |
Purifier |
Purifier |
Rolling Dodge |
DEX + Rank |
If a Purifier is Knocked down, he can use the Rolling Dodge talent to move away from danger. The character makes Rolling Dodge Test vs. the amount of damage he took in excess of his Wound Threshold from the blow which Knocked him down. If successful, the adept may roll into one of his unoccupied rear three hexes immediately after being Knocked down. A Rolling Dodge may be made even if the character has already moved his full Combat Movement allowance in the round. |
(-) KNOCKDOWN Effects |
Self |
1 Round |
NO |
NO |
NO |
Purifier |
Purifier |
Pure Thought |
WIL + Rank |
This talent allows a Purifier to increase his natural resistance to Social Attacks. Because the use of this talent is so taxing to the Purifier, it may only be used once per day. However, when it is in effect, the character is nearly immune from Social Attacks. Make a Pure Thought Test and add the results to the character's Social Defense rating. |
(+) Social DEFENSE |
Self |
(Rank) Rounds |
NO |
NO |
1 |
Purifier |
-- |
Skin Shield |
Rank |
A Purifier may increase the natural resistance of his own skin to physical attacks when using Skin Shield. The character may increase his Physical Armor rating by a number equal to his talent rank. |
(+) ARMOR |
Self |
(Rank) Rounds |
YES |
YES |
3 |
Purifier |
-- |
Natural Resilience |
Rank |
This talent allows a Purifier to emulate the ability of Nature to quickly heal its wounds. The character makes a Natural Resilience Test vs. a number equal to the number of Wounds he has taken + 3. If successful, the character may heal one Wound for every level of success he achieves. |
HEAL |
Self |
1 Round |
YES |
NO |
NO |
Purifier |
-- |
Quick Dodge |
DEX + Rank |
A Purifier uses this talent to increase his agility in combat. The character first makes a Quick Dodge Test. The results of the test equal the number of Quick Dodge steps the character has available to increase his combat prowess. The character must first use any available Quick Dodge steps to match his normal Initiative Step; if possible. If he successfully matches his normal Initiative Step and still has one or more Quick Dodge steps left to allocate, he may use the remaining steps to increase his Physical Defense Rating, his Initiative Step or both. The character's Physical Defense Rating may be increased by 1 for every allocated Quick Dodge step. Similarly, the adept's Initiative Step may increased by 1 for every Quick Dodge step allocated. |
(+) INITIATIVE & (+) Physical DEFENSE Rating |
Self |
1 Round |
NO |
NO |
2 |
Purifier |
-- |
Truth Hold |
STR + Rank |
Truth Hold is a special grappling hold which causes the target extreme, but not permanently damaging, pain. The pain is so extreme the target is forced to truthfully answer the Purifier's questions. Before using Truth Hold, the target must first be immobilized. When this is accomplished the character makes a Truth Hold Test vs. the target's Willpower step. The level of success determines the number of questions the target must truthfully answer; one question for each level of success. One question may be asked and answered each round. If the test fails, or if the target has already answered all the questions required by one successful application of the Truth Hold talent, Truth Hold cannot be used on that target again for a year and a day. |
INFORMATION |
Touch |
Varies |
YES |
NO |
NO |
Purifier |
-- |
Call Nature |
CHA + Rank |
A Purifier uses this talent to call on the forces of nature to aid him. The character makes a Call Nature Test vs. a Difficulty Number based upon the region of astral space he is located in (see the table below): Safe 10 Open 12 Tainted 15 Corrupt 20 The extent of the aid given the character by the forces of Nature vary with the success level of the Call Nature Test. The character gains an increase of 1 to all tests made in the round for each level of success. This increase represents the subtle changes which nature undergoes to make it easier for the character to perform his heroic feats. These changes might include, but not be limited to, the air surrounding the character becoming richer in oxygen, the ground providing a little more grip to the character's feet or the plants in the area slowing the character's opponent. |
(+) TALENT Test Effectiveness |
Self |
1 Round |
NO |
YES |
1 |
Purifier |
Purifier |
Sleeper Hold |
STR + Rank |
This talent may be used in conjunction with a successful Close Combat Attack. If a Purifier is able to make a successful Close Combat Attack, he may choose not to make a Damage Test, but instead use Sleeper Hold. If the character chooses to use this talent instead of doing damage to the target, he makes a Sleeper Hold Test vs. the target's Toughness Step. If successful, the target goes to sleep. Once asleep the target will not awaken unless they take damage, the talent expires or they are awakened by an ally. |
SLEEP |
Touch |
(Rank) Rounds |
NO |
NO |
NO |
Purifier |
-- |
Crippling Blow |
DEX + Rank |
This talent is used to cripple an opponent. The Crippling Blow talent is used instead of the Close Combat to make an Attack Test. If the character achieves an Excellent success, the character may choose which Killing Blow of the effects he wishes to inflict on the target: Crushed Windpipe: The target is Knocked down (but may later get up) and may not move more than 2 Hexes per round until healed. In addition, the target may act only once every other round until healed. Broken Limb: The limb becomes useless. If it is a leg, the target is Knocked down, may not stand and may only crawl 1 hex per turn until healed. No actions may be attempted which require the use of the limb. Gouged Eye: The target is blinded in one eye. All Dexterity based tests are modified by -5 until healed. Broken Ribs: The target may not take any action which requires taking Strain because the pain would be too great. In addition, the target's movement rates are halved. These conditions persist until the ribs are healed. |
Melee ATTACK |
Touch |
Varies |
YES |
NO |
1 |
Purifier |
Purifier |
Vitality |
TOU + Rank |
Vitality allows a character to recover damage more effectively. Each day, Vitality may be used a number of times equal to his base daily allowance of Recovery Tests (i.e., the number of Recovery Tests allotted to each character based upon their Toughness Step). Each use of Vitality counts as an additional Recovery Test above and beyond the number of Recovery Tests he may normally make in one day. These Recovery Tests may be used to recover damage or as payment for talents which require the sacrifice of a recovery test. If the talent is used as payment, a Karma Point is spent, but no dice are rolled. |
(+) # RECOVERY TESTS per day |
Self |
Permanent |
YES |
YES |
NO |
Pattern Knight Purifier Sky Raider Swordmaster Warrior |
-- |
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 |
-- |
Heal Astral Space |
WIL + Rank |
This very powerful talent allows a Purifier to permanently purify corrupted regions of Astral Space. This test may only be attempted once per day and costs the character all of his available Recovery Tests whether or not he succeeds. The character makes a Heal Astral Space Test vs. a Difficulty Number based upon the region of astral space he is located in (see the table below): Open 15 Tainted 18 Corrupt 25 If the Purifier achieves an Extraordinary Success, an area of astral space equal to the Hex the character occupies plus each of the surrounding hexes is permanently turned into a Safe area of astral space. |
Manipulate ASTRAL SPACE |
Self |
Permanent |
YES |
NO |
NO |
Purifier |
Purifier |
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