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Earthdawn


"To control magic is to control the world!"---Thumar Hashlaive, Wizard/Nethermancer adept, on one of his many mad rants in his younger days.


Spirit Knight

Spirit Knights existed before the Scourge but their numbers have dwindled greatly. Long before the horrors, Spirit Knights roamed the land now called Barsaive. These Knights stood for what was good in the world. They abolish slavery and are very honorable.
Important Attributes: Willpower, Toughness, Dexterity.
Racial Restrictions: Obsidiman.
Karma Ritual: Spirit Knights believe in equality. In order for a Spirit Knight to complete his Karma Ritual, he must go into a town or city and perform services (help feed the poor, give them clothes, etc.) for 30 minutes. After the 30 minutes have passed, the karma ritual has been completed.
Artisan Skills: Runic Carving (armour), Poetry.

* Denotes Discipline talent
# Denotes New talent

First Circle


Talents
Avoid blow
Honor bind *#
Karma Ritual
Melee Weapons *
Steel Thought *
Wound Balance

Second Circle


Talents
Charge
Durability (7/6)
Ethereal Sword *#

Third Circle


Talents
Ethereal Armour *#
Spirit Mount

Fourth Circle


Karma: The Spirit Knight may use Karma Points on any action using Willpower only.
Talents
Anticipate Blow
Thread Weaving (Spirit Weaving)

Fifth Circle


Spell Defense: Increase the Spirit Knight’s Spell Defense by 1
Talents
Missile Weapons
Soothing Voice *#

Sixth Circle


Karma: The Spirit Knight may spend a Karma point on any action using Dexterity only
Talents
Disarm
Momentum Attack

Seventh Circle


Physical Defense: Increase the Spirit Knight’s Physical Defense by 1.
Talents
Meditation #
Second Attack

Eighth Circle


Recovery Test: The Spirit Knight gains an additional Recovery Test per day.
Talents
Spirit Strike *
Temper Self

New Talents
Honor Bind
Step Number: Rank + Charisma Step
Action: Yes
Skill Use: No
Requires Karma: No
Strain: No
Discipline Talent Use: Spirit Knight
The Honor Bind talent allows a character to force another to act honorable in combat. The Character rolls his Honor Bind against the target’s Social Defense. If the result is equal to or higher than the Social Defense, then that character is bound to fight honorable during combat. If the Spirit Knight acts dishonorable while some one is Honor bound, the effects are broken and that character cannot be Honor Bound again until one day has past. If the Spirit Knight’s allies interfere in the combat while a character is Honor Bound, then the Honor Bind is also broken. If the Honor Bound character has allies that interfere on the combat, the Honor Bound character takes Rank amount of damage until he convinces his allies to stop attacking.
The Honor Bond Talent may can be used Rank number of times per day. It is the Games Master’s desecration as to what is honorable and what is not.

Ethereal Sword
Step Number: Rank + Willpower Step
Action: Yes
Skill Use: No
Requires Karma: No
Strain: Special
Discipline Talent Use: Spirit Knight
The Ethereal Sword Talent allows a character to create a glimmering, ghostly sword of magical energy. The character creates the sword by making a Ethereal Sword Test against a difficulty of his own Spell Defense. The character takes Strain according to his roll. The Strain starts at 4. If a character gets an Average Success, the Strain is 3. If the character gets a Good Success, the Strain is 2. If the character gets an Excellent Success, the strain is 1. And if the character gets an Extraordinary Success, the strain is 0.
The sword lasts a number of rounds equal to the Ethereal Sword Step plus 3. The Sword does the Ethereal Sword Step Number damage. Use Melee Weapon’s Talent to hit.

Ethereal Armour
Step Number: Rank + Willpower Step
Action: Yes
Skill Use: No
Requires Karma: No
Strain: 1
Discipline Talent Use: Spirit Knight
The Ethereal Armour Talent is very similar to the Ethereal Sword Talent. The character rolls his Ethereal Armour Step against a difficulty of his Spell Defense. If the character gets a success, a Shimmering, Ghostly set of armour appears on the character. In order to determine how much protection the Ethereal Armour provides, consult the table below.
Average Success---------------1 point of armour + Rank Number
Good Success-----------------2 points of armour + Rank Number
Excellent Success--------------3 points of armour + Rank Number
Extraordinary Success---------4 points of armour + Rank Number
To determine how much Mystic Armour the Ethereal Armour provides, divide the Physical Armour rating by three (round down for fractions). The Ethereal Armour can not be used with any other armours. If a character is wearing armour already and uses the Ethereal Armour Talent, he must use the Ethereal Armour rating instead, even if it provides less protection. The Ethereal Armour lasts for Step Number of turns.

Soothing Voice
Step Number: Rank + Charisma Step
Action: Yes
Skill Use: No
Requires Karma: Yes
Strain: 1
Discipline Talent Use: Spirit Knight
The Soothing Voice Talent allows a character to calm people who seem to be acting irrational. The Character speaks soothingly to a character who is becoming angry. The character then makes his Soothing Voice Step Number roll against the target’s Social Defense. A success means that the target forgets all his anger that he previously had. If a character fails to use the talent, he may try again, but the target gets a +1 to his Social Defense for each additional attempt.

Meditation
Step Number: Rank + Willpower Step
Action: Yes
Skill Use: Yes
Requires Karma: No
Strain: None
Discipline Talent Use: None
By using the Meditation Talent, a character can increase any action he takes once, after he has completed meditating. To use this talent, a character must meditate for one hour plus half an hour for every rank he has in his Meditation Talent. Upon completing the duration of the meditation, the character rolls his Step Number against a Difficulty of his Perception Step. If the character Succeeds, he may add his Meditation Rank to any action roll he does within the next 24 hours. For example, if a character has a Rank 3 in Meditation, he may add 3 Steps to any roll he makes within the next 24 hours.
The Meditation Talent may only be used once per day.

The Honorable Knight