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New Talents


Administration

  • Step Number: Rank + Perception Step
  • Action: Yes
  • Skill Use: Yes (Default)
  • Requires Karma: No
  • Strain: None

This is the ability to oversee a large operation and ensure the efficient management of resources. It is used to gain benefits when operating large ventures, such as armies, and when administering areas, collecting taxes and such.

Depending on how energetic the administrator is, the skill can be rolled just once per year or once every month, but each roll involves a month of intense work. The basic difficulty is the station of the settlement, with the following modifiers:

Circumstance Modifier
Character's authority in question +2
Rule is by force and cohersion +2
Character has good advisors –2
Character has loyal soldiery –2

The degree of success determines how happy people in the area are and how profitable an organisation is. A poor success indicates unhappiness, while a fumble indicates bankruptcy, rebellion, rampant corruption or other such troubles. Higher degrees of success allows the administrator to improve the area in various ways, fortifying, building roads, collecting riches or raising armies.

Alchemy

  • Step Number: Rank + Perception step
  • Action: Yes
  • Skill Use: Yes
  • Requires Karma: No
  • Strain: None

Alchemy is the art of producing the various poisons, potions, salves and other magical concoctions. It can also be used to make Blood Charms, to gather and weave True Elements, and to make Enchantment tests. Most uses of Alchemy requires access to an alchemistÕs shop.

A character who possesses an elixir of unknown properties may attempt to analyse it. This analysis requires only a few drops of the substance and about an hours time. At the end of that time, an Alchemy test is made with a Dif–culty equal to the Spell Defence of the substance. A Good success reveals its general purpose, and an Excellent or better success reveals the exact effects of the potion or poison.

Avoid Blow

  • Step Number: Rank + Dexterity Step
  • Action: No
  • Skill Use: Yes (Default)
  • Requires Karma: No
  • Strain: 1

The Avoid Blow talent allows a character to dodge blows directed at him in combat at the last moment. Any time an opponent physically attacks a character with the Avoid Blow talent, the attacked individual may make an Avoid Blow Test to dodge the blow before it causes damage. If he rolls a result equal to or higher than that of the opponent's Attack Test, the target avoids the blow. This means that he or she saw the attack coming and dodged out of the way at the last minute. A character who attempts and fumbles a use of Avoid Blow is knocked down, whether or not the blow would normally have done so (See Make Knockdown Test, p. 195 in Combat.). Avoid Blow can be used any number of times each round and in the same round as an Attack Test.

Battle Shout

  • Step Number: Rank + Charisma Step
  • Action: No
  • Skill Use: Yes
  • Requires Karma: No
  • Strain: 1

The Battle Shout talent allows a character to intimidate foes. The character makes a Battle Shout test against the Social Defense of the target character. If the character is attempting to use Battle Shout against more than one target, add +1 to the highest Social Defense rating in the group (the Difficulty Number) for each additional target character.

The character must be involved in combat or threatening to engage in combat to use Battle Shout. Battle Shout may be used in the same round as an attack test. A successful test reduces all the targetÕs steps by a number equal to the characterÕs Battle Shout rank. The effects last for the rest of the round, plus one round for each success level above Average. This talent is applied last, after all other modifers. If the targetÕs step was greater than zero before this talent, Battle Shout cannot reduce it below one. Multiple Battle Shouts are not cumulative.

Begging

  • Step Number: Rank + Charisma Step
  • Action: Yes
  • Skill Use: Yes (Default)
  • Requires Karma: No
  • Strain: None

Begging is a kind of city survival skill. It can be used to survive on alms in any location where ins live. Charity is one of the prime virtues of the faithful, so a beggars life is not as tough as it might seem. Many people use this talent to survive, including entertainers, some clergy (mostly mystics) and invalids.

Any character with this talent can act as a beggar, regardless of station. After four hours of begging, the character makes a talent step roll. All ones means the character is in serious trouble (an adventure hook). A fumble means there is a fight, or the character is beaten and violently expelled, taking step 10 damage. A poor success nets a few food scraps. An average success yields copper pieces. A good success yields silver pieces. An excellent success means that a potentate passed your way, yielding gold. An extraordinary success should be worked out by the gamemaster, but usually involves some adventure hook or gives a very valuable clue to important events.

When a beggar gains coins, the number is equal to a (separate) step roll.

The difficulty depends on the station of the settlement: basically, it is 30 minus the settlement's station. A few typical modifiers are listed below.

Conditions   Difficulty
Market Day –2
Festival –4
Convincing Performance –2
Impressive Performance –4
After one week in same location, up until after six months in the same location +2
Outside enlightened lands +4

A performance is just that; the character somehow impresses his need or worthyness os the locals. This can be done using performance talents, or by demonstrating disabilities or holiness. The GM will have to decide wether a performance is convincing or impressive.

Business

  • Step Number: Rank + Perception Step
  • Action: Yes
  • Skill Use: Yes (Default)
  • Requires Karma: No
  • Strain: None

This talent is used to oversee a shop or mercantile emporium. Each time a the character inspects the books, one talent roll is possible, but no more than one talent roll per month is allowed. If the character does not examine the books, no development will occur in the business. Going through the books takes a full week, but it is possible to do other half-time tasks during this time, such as outfitting a caravan. The same character can have severl businesses, as long as he devotes time to each. This skill can be used as a default based on Perception.

Establishing and running a trading company is a background activity, which is not meant to overwhelm the high adventure of Merchants. They can still discover new trade routes, bring back gems and rich fabrics, and bear tales of how bravely their employees have fought for them. The business makes such adventures possible; it doesn't displace them.

As a general rule, most trading companies with a value of 10 000 gold or less are considered small. Those with a value around 100 000 gold are still modest. When a company's assets have climbed to 500 000 gold or more, it is a mighty trading empire, and is accorded the attention of those of import.

The difficulty of a business roll is the value of the business, minus the character's station. Merchants often live fabulously expensively in order to manintain their prestigue and reduce the difficulty of their business dealings. There are some additional modifers:

–2td>d>
Conditions   Difficulty
The Vizier is your rival +5
The tax qadi is after you +2
The Vizier is your friend
The Caliph is you son-in-law –5
Emulating your betters: Your station is within three points of the local ruler's +2

Depending on the success of the Business roll, the economic value of the venture will increase or decrease.

  • All Ones: What has died has passed! Your business no longer exists. You mannage to salvage 10 percent of it's value in coin and can escape the town.
  • Poor Success: The jar cannot remain whole forever! The Hand of Fate is turned against you. Thirty percent of the money currently invested in the business is lost!
  • Failure: The dawn does not come twice to awake a man. Business is as business always is, with a regular turnover of funds but little advancement. No money is lost this month, but no profits are gained, either. The faithful among your employees promise to redouble their efforts.
  • Average: Open up your door to a good day, and prepare yourself for a bad one. Business is livelier. The funds invested in the company increase 5 percent.
  • Good: The bear knew nine songs, all were about honey. Business is quite good. The funds invested in the company increase by 15 percent.
  • Excellent: Patience, my friend, is the key of paradise. Business is excellent! The gods smile upon your endeavour, and your goods are delivered into the hands of the needy at the exact moment that they are willing to pay for them! Money invested in the company increases by 30 percent.
  • Extraordinary: Business is fabulous, but weightier matters come to your attention. The value of the company increases by 25%, and important information that can lead to an entirely new business venture, political event or magical treasure is discovered. The air of heaven is that which blows between the horse's ears!

Liquidising a business can be quite troublesome. Each week, a character can make a Business roll and withdraw an amount equal to the roll times the income of his current station.

Once a year, the local government collects a tax for operating within the city or town. The tax covers all tariffs, fees for paperwork, permits, and the like. The amount normally equals 10 percent of net worth and is assessed at the start of the year. Draconian and corrupt governments may levy this tax more than one a year, as do pashahs who feel that a particular merchant has been less than forthcoming with an honest payment.

Charge

  • Step Number: Rank + Strength step
  • Action: No
  • Skill Use: Yes
  • Requires Karma: No
  • Strain: None

The Charge talent increases the damage of a Charging Attack [see Mounted Combat, separate file]. The momentum of the attack increases the damage for any type of close combat attack. Use the Charge step in place of the Strength step to make the Damage Test. The talent can also help a character stay on his mount after a Lance Charge.

Divination

  • Step Number: Rank + Perception Step
  • Action: Yes
  • Skill Use: No
  • Requires Karma: No
  • Strain: No

Through advanced calculations, based on things like under what stars a person was born or the secret significance of the letters of his name, this talent tries to calculate the future. Because of these rigorous demands, the diviner must have a lot of background information on his target. The target need not be present, however.

Compare the Divination result to the target's Spell Defence (it is not possible to reduce Spell Defence in this situation). For each success level (average, good etc.), the target's Karma step can be increased or decreased by one, at the diviner's option. Only one positive and one negative Divination can affect one person at one time.

Each attempt at divination takes fifteen minutes and lasts a number of hours equal to the diviner's talent roll. It is possible to perform a divination in advance, for an upcoming event. In such a case, the time of the event must be guessed and the divination counts it's duration from this time, but the actual bonus or penalty counts only when the predicted event occurs.

Al-Ojan performs a divination for his friend Azis, predicting that he will be fortunate in his duel with Abdallah, at noon three days hence. Sadly, the duel is delayed until midnight. Azis gains no benefit from the divination until the duel actually begins, but as Al-Ojan rolled 15 on his Divination roll, the divination is still valid twelve hours after the indicated time.

Elemental Travel

  • Step Number: Rank + Willpower Step
  • Action: Yes
  • Skill Use: No
  • Requires Karma: No
  • Strain: None

A sha'ir can cross the Astral Plane to any elemental plane. Make a step roll with a difficulty depending on the state of astral space and the relation of the place to the elemental plane desired. The difficulty is usually 10 to 25. Success means the mage can automatically cross the Astral Plane without stopping, go to the elemental plane of choice, and remain there safely for a number of days equalling his or her talent rank.

The wizard's talent rank also equals the number of passengers she is touching that he or she can take along. Unwilling travellers requires the Elemental Travel step roll to match their Spell Defence for them to be drawn into another plane. Upon returning to the Prime Material Plane, the sha'ir and any passengers reappear in whatever position they were before, or in the nearest open area should that location be unavailable.

Characters who are shanghaied to an elemental plane are protected from the ill effects of that plane for as many days as the sha'ir. If the sha'ir abandons them before that period expires, they're allowed the remaining time to find a way back (often dealing with local genie-kind in the process).

Enduring Art

  • Step Number: Rank + Perception step
  • Action: Yes
  • Skill Use: No
  • Requires Karma: No
  • Strain: None

A character can create Enduring Art on himself or others. To begin, the character makes an Enduring Art test against the subjectÕs Charisma step, +1 for each previous Art. If the test is unsuccessful, the character cannot find a suitable spot upon which to begin the artistic pattern. The character may not try again for a week.

If the test is successful, the process begins and the subject takes 2 points of permanent damage. After 36 hours of artistic effort, another Enduring Art test is made against the subjectÕs basic Spell Defence; the subject cannot voluntarily lower that defence for the procedure. If this is unsuccessful the subject will not gain any bonus from the art, and will recover the 2 points of damage after a year and a day.

It is only possible to try and use Enduring Art on a character if the total number of artworks are less than the Enduring Art rank of the character who is about to try.

The person decorated by Enduring Art has the step of one attribute raised (or lowered) by 1 step, as selected by the artist. No attribute can be increased more than once. Note that the charm cannot be used for the first 24 hours after the process is finished.

Mamluks are commonly awarded such tattoos when they increase i circle. Each time a Mamluk increases to an even-numbered circle (2, 4, 6 etc), one attempt to use enduring art is earned. The artist usually has a step of 10 + circle.

Escape Divination

  • Step Number: Rank + Perception step
  • Action: Yes
  • Skill Use: No
  • Requires Karma: No
  • Strain: 1

Imprisoned or trapped characters may use the Escape Divination talent to determine the best exit from their current confinement. The character must meditate uninterrupted for half an hour; at the end of that time, he receives a mental impression of the escape route that may affect any of the character's five senses, alone or in combination.

In order to determine how distinct an impression he received, the character makes an Escape Divination Test against the Spell Defense of whoever imprisoned him. An Average success provides one murky bit of information, a Good success provides two obscure clues, Very Good an easy clue, Excellent two easy clues, and an Extraordinary success offers complete and clear information for a trouble-free escape.

Evaluate

  • Step Number: Rank + Perception step
  • Action: Yes
  • Skill Use: Yes (Default)
  • Requires Karma: No
  • Strain: None

The Evaluate talent gives characters a shrewd sense for the true market value of an object. When engaged in haggling or trading, the character may choose to substitute his Evaluate step for his Social Defence. A character may make an Evaluate test against the Spell Defence of the item to detect its value. For the purpose of this talent, objects have a minimum Spell Defence based on their availability:

Type of Goods   Spell Defence
Everyday and Average 2
Unusual 5
Rare 8
Very Rare 10
Gems, jewellery and precious metals 6

Evil Eye

  • Step Number: Rank + Charisma Step
  • Action: Yes
  • Skill Use: No
  • Requires Karma: No
  • Strain: 1

Pride and success can be dangerous in the Al-Qadim campaign, especially for a character who boasts aloud. When Zakharans receive a compliment, they often protest and belittle their skills, lest a jealous genie overhear and bedevil them with the evil eye. The evil eye is the ability to bring misfortune upon another - from an annoyance to a tragedy - with no more than a glance. Nearly all genies are thought to have this power. They need not stand before a character to use it, but can spy upon him or her from afar.

This talent is used to either cause or remove the evil eye. In either case, the user of the talent must compose a song or verse, either praising or blemishing the target. The difficulty is equal to the target's Spell Defence, or the Spell Defence of an Evil Eye already present, whichever is higher. If this roll fails, the character using the talent automatically comes under the Evil Eye himself.

Neither Fate nor Fortune can be said to smile upon characters afflicted with the evil eye. They become hapless and unlucky. Neither can he sleep well, and his dreams are haunted by nightmares and spirits. New encounters are indifferent at best, never friendly. Strangers can sense that something is wrong with the "sufferers," but rather than sympathy, they feel distrust. Local governments view anyone afflicted with the evil eye as shifty; a sufferer's business may be audited for fraud. Local clergymen view sufferers as potentially dangerous, and may search their belongings or even refuse to offer hospitality. The character is constantly harried (se the combat rules in ED), and consequently suffer a –2 step penalty on all rolls. This includes such attribute checks as recovery rolls.

A character afflicted with the evil eye only can be cured through the Evil Eye talent or by direct intervention of genies (most of whom have similar powers).

Spontaneous Evil Eyes

The following rule is designed to reflect the danger of being less than humble in an Arabian setting. If player characters are praised and fail to respond with humility and modesty, or break a custom, they must make a Karma step roll. A character who rolls all 1:s has made a genie jealous, and becomes afflicted with the evil eye.

Exorcism

  • Step Number: Rank + Charisma Step +3
  • Action: Yes
  • Skill Use: No
  • Requires Karma: Yes
  • Strain: None

This talent is used to drive out extra dimensional creatures, such as genies, demons and Horrors (hereafter called Spirit). The character makes a Exorcism Test against the Social Defence of the Spirit. A success locks the character and the Spirit into a contest of wills. The contest lasts until one of them wins.

During the contest, the Spirit and the character may use only talents and skills that either work against the Social Defence of the target or that resist such talents. The first to succeed at 3 actions against the other wins the contest. If the exorcist wins, the Spirit leaves and cannot return unless the character gives it permission to do so. This prohibition lasts as long as the character lives.

If the Spirit wins, the contest is over. The character may never again use Exorcise against this Spirit. Getting away from the Spirit is also going to be problematic, to say the least.

This contest only involves the 2 contestants. Other characters may do as they wish. Should anyone else damage or harm the Spirit, however, the magic is broken and the character loses the contest. Unfortunately for the character, harm done to him by another during the contest does NOT result in the Spirit forfeiting the contest.

Fencing

  • Step Number: Rank + Charisma Step
  • Action: Yes
  • Skill Use: Yes (Default)
  • Requires Karma: No
  • Strain: None

Fencing works much like haggling, only that prices are lower and the goods traded might well be hot or stolen.

When purchasing goods on the black market, characters should make Fencing tests to find the price of the goods they want to purchase. The difficulty is taken from the station/social defence chart. Depending on the success level scored, the character may suffer persecution and pay more or less than normal.

  • All Ones: You are entrapped by the constabulary. If a man puts a cord around his neck Fate will provide someone to pull it.
  • Fumble: You have been observed and know it. The GM makes a secret Station Check to se wether the witnesses can identify you, if so you will be sought by the law. When the crow is your guide, he will lead you to the corpses of dogs.
  • Poor: The item is available at 75% of normal price. Make as station check for the item to see if it is hot. Trust in Allah, but tie your camel first
  • Average: The item is available at 25% of normal price. Make as station check for the item to see if it is hot. A clever man's mistake is equal to the mistakes of a thousand fools.
  • Good: The item is available at 10% of normal price. Make as station check for the item to see if it is hot. He who speaks the truth better have one foot in the stirrup.
  • Excellent: The item is available at a 50% of normal price, and is not even hot. Catch the halter rope and it will lead you to the donkey.
  • Excellent: The item is available at a 25% of normal price, and is not even hot. By all means make friends with the dog, but do not lay aside the stick.

Selling is handled in a similar manner; the character manages to get the difference between the indicated selling price and 60%. Thus, if the success level indicates that the item could be bought for 25%, the character can sell it for (60 –25 =) 35% of normal price. If the indicated price is 60% or greater, no sale is possible. When an item bought could be hot, the seller risks being recognised, make a station check.

Forge Armour

  • Step Number: Rank
  • Action: Yes
  • Skill Use: Yes
  • Requires Karma: Yes
  • Strain: None

Forge Armour allows a character to forge any kind of armour or shield, and to weave True Earth into their patterns, thereby increasing their Armour rating. All uses of this talent require the Weaponsmith to work on the weapon at a well-equipped forge. The Required Karma powers the talent, and does not add to the dice roll.

When using this talent, the Weaponsmith must spend at least 1 month working on the armour. At the end of this time, he makes a Forge Armour test against either the total Armour rating of the armour or shield, or its Spell Defence, whichever is higher. In the case of crystal ringlet, for example, the combined Armour rating of 4 and the Mystic Armour bonus of 4 give a Difficulty Number of 8. A successful use of this talent increases one of the Armour ratings by 1. In the case of the crystal ringlet, it could become either a 5/4 or a 4/5.

Forge Armour may be used on a single armour or shield a number of times equal to the characterÕs rank in Forge Armour. This limit includes failed uses of the talent, and all attempts by lesser skilled characters on that armour or shield. Once the armour has been named (and it must be, to be usable), no further forging attempts are possible.

Forge Blade

  • Step Number: Rank
  • Action: Yes
  • Skill Use: Yes
  • Requires Karma: No
  • Strain: None
  • Discipline Talent Use: Weaponsmith

With the Forge Blade talent, a character can forge weapons from raw materials, and weave True Earth into their patterns, thereby improving their Damage step. Forge Blade can be used when making any melee weapon, though it is most effective when used on metal weapons. All uses of this talent require the Weaponsmith to work on the weapon at a blacksmithÕs forge. The Required Karma powers the talent, and does not add to the dice roll.

Each attempt at improving a weapon with this talent takes 1 week. At the end of that time, the character makes a Forge Blade test against either the weaponÕs Damage step, or its Spell Defence, whichever is higher. A broadsword with Damage step 5, for example, would have a Difficulty Number of 5. If the test is successful, increase the Damage step of the weapon by +1. Forge Blade may be used on a single weapon a number of times equal to the characterÕs rank in Forge Blade. This limit includes failed uses of the talent, and all attempts by lesser skilled characters on that weapon. Once the weapon has been named (and it must be, to be useable), no mor forging attempts can be made.

Forge Blade talent may normally be used only on metal weapons. Forging other types of weapons requires other, more expensive elemental substances and special knacks.

Genie Binding

  • Step Number: Rank + Charisma Step
  • Action: Yes
  • Skill Use: Yes (Default)
  • Requires Karma: No
  • Strain: None

This talent includes knowledge of Genies, and how to speak to them. It often requires outright flattery or submission. Besides using it to bind creatures, it can also substitute for any Charisma test made against Genies.

Part of the existence of genies depends on their ability to serve mortals as well as greater powers. Genies often enter a long-term arrangement with sha'irs. By doing so, they increase their standing among others genies of their kind. Only genies willing to negotiate can be bound using this talent. While genies enter into servitude willingly, they know they are bound to remain with their masters for the duration. Therefore, genies choose their sha'irs very carefully. (From their viewpoint, the sha'irs don't choose them.) The genie is free to accept or reject the offer, or to place additional conditions upon the agreement. Once an agreement is reached, the genie is bound to the sha'ir for a period of not more than 101 days. The sha'ir can release the genie from servitude at any time, but release will occur immediately if any other agreed-upon condition is violated. The genie will not be entrapped by a genie prison during its period of servitude. Further, the sha'ir shall not construct a genie prison unless the genie gives it's permission for her to do so. In return, the genie agrees not to bother the sha'ir (or allies) for 101 days after release, provided the sha'ir agrees to the reverse. Few genies will bear a grudge more than 101 days.

The Genie Binding involves a negotiated contract. These negotiations are very important to the creature, and the haggling will be intense. In exchange for servitude, the genie can demand any number conditions, though some negotiation between the sha'ir and the genie (that is, PC's player and gamemaster) is possible. A genie that is hostile or uninterested in aiding the caster on a permanent basis may make one or two outlandish demands. However, if the sha'ir accepts them, the genie can still be bound.

First, the genie makes a Willpower step roll. This is the number of conditions it will place on it's servitude. The sha'ir must agree to all these conditions, or propose other conditions instead that the genie agrees to. Binding genies can be as tricky as establishing a business contract between two enemies. Typical demands include the following:

  • The genie will be allowed to flee a combat if it has taken more than half it's unconsciousness rating in damage.
  • The genie will be provided with a large amount of its natural element in a permanent base of operation. (Djinni demand a settlement in a windy spot; efreet, continual bonfires; dao, a regular diet of ornamental stone seasoned with uncut, semiprecious gems; marids, a special complex of pools and fountains.)
  • The genie will receive a share of all treasure gained by the sha'ir, ranging from 50 to 70 percent, or 40 + (1d3 x 10).
  • The genie will be maintained in a style "to which it is accustomed" - that is, in the style of the sha'ir and nothing less. All general living costs will be doubled for the sha'ir, and if she lives frugally, the genie will constantly complain and turn sourly.
  • The genie will not perform any Òmenial labourÓ. It will still fight and use it's magical abilities for show and to impress, but it will not stoop to creating palaces and such - that is a labourers job.
  • The sha'ir must spend one hour every day alone with the genie, in some type of service. This can be as simple as games or conversation, or could involve grooming, massage or even sexual favours.
  • The genie will be free from all tasks one day in every ten. (Even genies deserve time off, for good behaviour or not.)
  • The genie will be freed of its servitude upon the death of the sha'ir. Before returning to its elemental plane, the genie will deliver the sha'ir's body to a particular location, if that is requested.
  • The sha'ir will bark like a dog whenever someone mentions the name of a particular ruler or God. (This is a favourite of marids and capricious genies who care not for servitude in any form. If they are to be servants, they might as well enjoy themselves.)

Given such stipulations, many might ask who becomes the servant - the sha'ir or the genie? However, once the genie has agreed to the matters, the sha'ir is lord and master.

When the conditions are set, the sha'ir makes a Genie Binding roll against the Social Defence of the genie. If the sha'ir is of good standing with the type of genie to be bound, an average success suffices, otherwise a better success might be needed. A fumble, however, means that an error in the contract makes the sha'ir the servant and the genie the master – a situation that can be inconvenient in the extreme. All conditions now apply in reverse, and if the sha'ir refuses to serve, her reputation among genie-kind is irrevocably tarnished.

Once a genie has agreed to serve, it must defer to its master in all things, following the sha'ir's orders to the best of its abilities, and using magic as ordered. Wishes are excluded. The servant is forbidden by the leaders of the genie peoples to fulfil most wishes, and demanding wishes of a genie servant immediately voids the agreement.

The genie will act as the sha'ir's personal bodyguard, food-taster, and servant. If the sha'ir commands it, the genie will stand watch over its sleeping master - with a 10 percent chance per 24 hour period that a genie dozes off on his post. The genie will create things as it is capable, to the requirements of its master.

The sha'ir may call upon the genie for advice as well. A genie is not omniscient, however. Nor will it share information unless asked. A genie will remind the sha'ir seeking information that rumours may be worthless, and that it should not be held responsible if scuttlebutt proves to be incorrect.

A genie's basic nature does not change in servitude, and a sha'ir who enslaves one should make allowances accordingly. Good genies bridle at performing evil acts, and evil genies hate being forced into acts of goodness. For example, a djinni commanded to steal a magical item will do so, but also will leave behind a bit of payment, along with an apologetic note that explains the situation - and reveals where the sha'ir might be found. Similarly, evil-aligned genies seek to twist their masters' orders to their own aims. For example, an efreeti told to go into a village to fetch hot food might set fire to an inn so that it all cooks at once.

Genies in servitude are subject to the standard effects of morale and loyalty. They never attack their masters, but evil genies (and good genies that are maltreated) are not above letting the hand of Fate move their masters into dangerous situations, or fleeing if their morale is broken in combat.

If a genie perishes while serving a particular sha'ir, that sha'ir cannot summon (much less bind) another genie for 100 days. During that time the genies assume that the sha'ir is fasting. Further, they assume that the sha'ir is meditating on the folly that caused the loss of so valuable a companion. (This is not required, and the sha'ir may not even know about it, but the genies assume it's true anyway.) At the end of that time, genies of the same type distrust further entreaties to servitude for the next year, though other races are not affected.

Genie Prison

  • Step Number: Rank + Perception Step
  • Action: Yes
  • Skill Use: No
  • Requires Karma: No
  • Strain: None

The ability to create a genie prison. This useful device can entrap a genie and force it to work for the sha'ir upon its release - with no room for negotiation. The genie even can be forced to do things it otherwise would not, such as granting wishes. Further, a genie prison enables a sha'ir to ensnare evil, mischievous, or rival genies, removing them from the scene for a generation or two.

A sha'ir must create a genie prison before summoning (or otherwise locating) the intended prisoner. The device can be fashioned from any material, regardless of quality, but most sha'irs favour metal for its resilience. Common prisons include rings, lamps, bottles, icons, geodes, vials, shells, and gems. (The mighty Al-Fatat favours soup tureens.) If a prison is shattered before a genie is entrapped, its magic is useless. And if a genie is inside when the prison is broken, the genie is completely free, with no restriction on it's actions.

A talent step roll determines the number of days required to create a Genie prison. More powerful sha'irs spend more time on their prisons. An appropriate artisan or crafting skill roll must be used to create the item, or an already-existing item can be used, in which case a Genie Prison step roll is required, against a difficulty of 10. If the check succeeds, the sha'ir has 28 days in which to trap a genie; thereafter the magic fades due to lack of use.

To trap a genie, a sha'ir can carry the prison to the location of a known genie, or summon one. At any time when within 100 yards of a genie, the sha'ir can attempt to trap it. Make a Genie Prison step roll against the Spell Defence of the genie. Failure means that the genie remains free, and knows who is attempting to imprison it. Genies attack those who try to trap them, so if the attempt fails, the sha'ir had better be prepared to fight, flee, or flatter the genie (giving up a sizeable chunk of treasure) to escape the creature's wrath.

On a success, the genie is drawn into the prison. There it remains until the prison is shattered, or until it is freed in the manner chosen by the sha'ir (upon its imprisonment). The following are acceptable conditions for a genie's release:

  • The genie will become an indentured servant to whomever next summons it from the device - without agreement or negotiation - for a period of not less than 100 days and not more than 1,001 days. The sha'ir determines the words and/or actions that call the genie forth (such as rubbing the lamp while speaking a verse that contains the genie's name, or simply by opening the container).
  • The genie will grant three wishes to the one who next summons the genie forth, assuming the genie is capable of granting the wishes. (This will be against the genie's will, yet it still must comply.)
  • The genie will remain imprisoned until a chosen period elapses, which may not exceed 100 years.
  • The genie will remain imprisoned until something specified by the sha'ir occurs - such as the rise of a beggar to become vizier, or the fall of a particular star from the sky. (Sha'irs should be creative but cautious, for odd occurrences may bring about the conditions unexpectedly, and the hand of Fate is everywhere.)
  • The genie will remain imprisoned until a certain type of individual touches the prison - a poor boy, perhaps, or an honest thief, or a foolish wise man. The sha'ir cannot name a particular individual ("Kasim Al-Hadad"); otherwise there are no limitations.

No matter what the formal conditions are, the sha'ir may also free the genie whenever he or she chooses, and immediately demand up to three wishes, or demand its other services for a time (within the limits noted above). Wishes had best be worded carefully, since the genie is forced to act against its better judgement, and will seek to turn wishes against the sha'ir and his friends.

A sha'ir can trap up to a number of genies at a time equal to her Genie Prison rank with this power, although a separate prison is required for each. After a sha'ir has trapped the fifth genie, no other genie will answer her summons. Furthermore, in any audience with a greater genie such a sha'ir will first have to justify her actions.

Using a genie prison is a hostile act. While it may be justified at times, in general, imprisoning a genie harms the sha'ir's abilities to deal with other genies of the same type. After five imprisonments, simultaneous or not, no genie whatsoever will deal willingly with the sha'ir. Genies cannot use their powers and abilities while imprisoned. They are not harmed - for they do not age, hunger, or thirst - but they are aware of their predicament, and no genie feels a mortal truly deserves this power.

If a sha'ir makes a prison in the presence of another genie, the genie will attempt to thwart the wizard. Only in one instance will the genie fail to interfere: when the wizard promises (convincingly) that the prison is intended for a particular target, and that target is a traditional foe of the genie in question.

Grooming

  • Step Number: Rank + Charisma Step
  • Action: Yes
  • Skill Use: Yes
  • Requires Karma: No
  • Strain: None

This is the ability to groom yourself or another, bringing out the best in that persons appearance. Grooming takes half an hour to perform, but many barbers take much more time that this. Make a Grooming step roll against the Social Defence of the target. A fumble insults the target. An average success improves the target's social defence by one. A good success improves the target's Charisma step, and all related talents and skills, by one. An excellent success improves Charisma step and social defence by two, while an extraordinary success increases the bonus to plus three. This bonus lasts until the target's next rest period.

Barbers of mediocre skill (1 to 3 ranks) can be found in most bazaars. More skilled barbers are more rare, and may either be to quixotic to find customers, or have their schedules full. The best of the few reliable barbers usually work on retainer to a court.

Haggling

  • Step Number: Rank + Charisma Step
  • Action: Yes
  • Skill Use: Yes (Default)
  • Requires Karma: No
  • Strain: None

When purchasing goods, characters should make Haggle tests to find the price of the goods they want to purchase. Goods with a social defence lower than the character's station does not allow or demand haggling. The difficulty is taken from the station/social defence chart. Depending on the success level scored, the character may pay more or less than normal.

Selling is handled in a similar manner; inverse the prices indicated (a success level that allows a character to buy something for 150% of normal price would allow him to sell it for (1/1.5 =) 67% of normal price.

  • All Ones: An unscrupulous merchant cheats you out of your money, leaving you with nothing. The biggest nuts are those which are empty.
  • Fumble: The item is available at 150% of normal price, but it will be found to be defective in some way before long. Perhaps it is stolen, cursed, or just ill-made. The dog's tail is still bent.
  • Poor: The item is available at 150% of normal price. I have crossed distant seas and braved many perils to bring this magnificent item to you, effendi!
  • Average: This item is in our regular stock.
  • Good: The item is available at a 10% discount. You are a clever bargainer, my friend. Show mercy on my poor family and return only when you have more money to spend.
  • Excellent: The item is available at a 25% discount. If you make yourself honey the flies will eat you.
  • Extraordinary: The item is available at a 50% discount. An unkind Fate robbed me of my brother, and now you rob me of his inheritance, oh Sheikh!

Healing

  • Step Number: Rank + Charisma Step
  • Action: Yes
  • Skill Use: Yes
  • Requires Karma: Yes
  • Strain: No

The healer lays his hands on the target, massaging him and channelling his own life energy. This takes approximately ten minutes. A step roll is required, with a difficulty equal to the target's Spell Defence. If used on oneself, it is impossible to lower Spell Defence.

If successful, the target's recovery step is increased by the rank of the healer talent. This bonus lasts until the next morning, including that morning's recovery test.

Impossible Hide

  • Step Number: Rank + Willpower step
  • Action: Yes
  • Skill Use: No
  • Requires Karma: Yes
  • Strain: None

The Impossible Hide talent allows the character to hide behind or under objects much smaller than himself, as long as the object is larger than an inch high or wide; for example, a rock, a stick, a large cockroach, or the hand of a cooperative Name-giver. To use this ability, the character makes an Impossible Hide Test. The result becomes the Difficulty Number for Perception Tests made by those looking for the character or scanning the area in which he is hidden. If the result of any such Perception Test does not exceed that Difficulty Number, searchers pass by the character unless they actually lift up the object behind which the character is hiding. If someone finds the hidden character in this way, the character seems to shoot out from behind the object, startling the searcher and automatically giving Initiative over the searcher in the next Combat Round. The effects of the Impossible Hide talent last for a number of minutes equal to the Impossible Hide Test result, or until the character is either discovered or comes out of hiding.

Invoke Fate

  • Step Number: Rank + Willpower Step
  • Action: No
  • Skill Use: No
  • Requires Karma: No
  • Strain: 1

This is the ability to invoke Fate to disrupt magic. At any time, the Imam can use this talent to try and dispel magic. If the talent step roll exceeds the difficulty of dispelling the magic (see Earthdawn, p. 156), it is negated. This talent does not work on the evil eye, blood magic, thread magic or other permanent magics.

This talent can be used to negate an incoming spell or other magic, as long as the Imam has the initiative over the spellcaster.

Memorise

  • Step Number: Rank + Perception Step
  • Action: Yes
  • Skill Use: Yes
  • Requires Karma: No
  • Strain: None

This talent represents countless hours of memory training, reciting hour-long poems by heart. The Rawuns of the desert tribes are expected to bear the entire history of their tribe in their hearts. A character can memorise a number of epic sagas equal to his talent rank. Such sagas are long, and each Rawun is expected to know at least three: the history of his tribe, his people and of the Loregiver. This last saga also contains the basic laws and mores of the faith. Additional sagas can be learned as the Rawun sees fit. It takes a full day to learn each saga. Once memorised, they are never forgotten.

The Rawun can automatically recount one of these stories, making a roll only to see how well he can inspire his audience (using Emotion Song). To remember an appropriate stanza for use as a quote or to recall pertinent information during stress, a step roll may be called for.

Perceive Station

  • Step Number: Rank + Perception Step
  • Action: No
  • Skill Use: Yes
  • Requires Karma: No
  • Strain: No

The wise woman may discern an individual's true class and station in life by watching the individual eat and drink. A wise woman could discern a prince masquerading as a beggar, and vice versa. This requires a talent step check against the target's Social Defence. Resist Taunt can be used to defend against this ability.

Poison Use

  • Step Number: Rank + Perception step
  • Action: Yes
  • Skill Use: Yes (Default)
  • Requires Karma: No
  • Strain: None

This talent involves the proper use and application of poison. When applying a poison, a step roll is required. The difficulty is the poison's Spell Defence. Two success levels are listed; the first must be achieved to avoid injury to the poisioneer, the second must be achieved to successfully apply the poison.

Type   Danger   Success
Ingested All 1:s Poor
Blood Fumble Poor
Gas Fumble Average
Contact Fumble Good

In most cases, the GM will roll in secrecy and note down the result. If the roll is a success, anyone subjected to the poison risk poisoning, and must roll to resist the poison. The effects of various poisons vary and are not inßuenced by the skill.

Anyone coming into contact with the poisoned object has a chance to notice the poison. The Perception total required to sense the poison is equal to the Poison Use test result. This assumes the victim is not using abilities like the Sense Poison talent.

Poisons generally wear quickly, but this depends on type. Most ingested poisons lasts a day, while blade poisons tend to fade after just a few hours. Increasing success levels will extend this time by 50% each.

Power Mask

  • Step Number: Rank + Willpower step
  • Action: Yes
  • Skill Use: No
  • Requires Karma: No
  • Strain: 1

The Power Mask talent allows a character to disguise his or her true nature from both mundane and magical detection. When creating a Power Mask, the player makes a Power Mask Test and records the result. The character is surrounded by a misleading astral aura that prevents users of magic from identifying him as an adept. Any time a magician makes a test to detect the character's magical ability and the result does not exceed the result of the Power Mask Test, the character appears as a lowly wretch with hardly any spark of life energy at all. For characters making regular Perception Tests to see if the masked character is acting suspiciously, the masked character appears as nothing more than another downtrodden victim unless the Perception Test result exceeds the result of the original Power Mask Test. A Power Mask lasts for a number of days equal to the character's talent rank, and may be renewed when it expires.

Rumour Mill

  • Step Number: Rank + Charisma Step
  • Action: Yes
  • Skill Use: Yes (Default)
  • Requires Karma: No
  • Strain: None

This is the ability to listen in on rumours and quickly learn the latest news in the place the character comes to or lives in. Make a Rumour Mill step roll, with a difficulty depending on the size of the place or Social Defence of a person. Resist Taunt can be used against Rumour Mill (the character keeps his mouth shut and his household on a short leash). Each use of the talent takes about four hours, but it is possible to do other things during this time, such as carousing, trading, begging or working as a barber.

Conditions   Difficulty
Rumours about place Place's Station
Rumours about specific person Social Def
Character lacks local knowledge and contacts +2
Outsider in close-knit or clannish society +5

Depending on the degree of success, different titbits of information will be learned. The gamemaster will often make Rumour Mill rolls for the characters, so that they do not know if the information found is genuine.

Fumble: the character learns something that seems plausible and important, but which is actually false.

Poor: Nothing significant, but things known to everyone will still be gleaned. ÒThe Sultan is away with the army.Ó If false rumnours circulate, a few of them might be heard.

Average: The character gets the full story on local news. ÒThe Sultan is away with two regiments of the army, to punish the brigands at Al-Quarta.Ó

Good: The character learns the full story, with some tips and sidelines. ÒWhile the sultan is away, his young, beautiful daughter and heir is regent.Ó

Excellent: The full story, plus some revealing hints. ÒThe sultan's daughter may use this as a chance to see her secret lover.Ó

Extraordinary: Valuable secrets that can be transferred into direct adventure actions. ÒThe sultan's daughter is going to meet her lover behind the mosque of flowers at midnight.Ó

This talent is also used to spread Rumours, with the same difficulties. Generally, a Good success is required before anyone will pay heed to the rumours, while a fumble indicates disaster.

Seamanship

  • Step Number: Rank + Perception Step
  • Action: No
  • Skill Use: Yes
  • Requires Karma: No
  • Strain: None

Seamanship is the ability to crew and steer a water vessel. The corsairs of Zakhara have developed this ability into a talent. To work as a skilled crewman requires this talent, and the average skill of the crew determines crew quality. Five ranks is required to be a ship's mate, seven to be a captain of a sea-going vessel. The talent is also used to manoeuvre during ship combat and to avoid hazards at sea.

Sense Genie

  • Step Number: Rank + Perception Step
  • Action: No
  • Skill Use: No
  • Requires Karma: No
  • Strain: None

Sha'irs can recognise the workings of djinn, jann, and other members of the genie races. These mages can recognise items that have been created by genies, as well as spells cast by genies or provided by gen for other sha'irs. Further, this ability enables mages to detect genies that are invisible, disguised, or polymorphed.

Compare the Sense Genie roll to the Spell Defence of any genies present and to the Spell Defence of any genie-powered spells or magics. The sha'ir senses all those spells and genies against which her roll succeeds. She can try again in a later round, hoping for a higher result. Once noticed, the sha'ir is automatically aware of the genies and their work as long as they remain within her senses and a few minutes afterwards, should they return.

Shackle Shrug

  • Step Number: Rank + Dexterity step
  • Action: Yes
  • Skill Use: Yes
  • Requires Karma: No
  • Strain: 1

The Shackle Shrug talent allows the character to escape from bonds around his hands or feet by gradually straining against them and using extraordinary flexibility to extricate his wrists or ankles from openings too small to wriggle out of normally. To use this talent, the character makes a Shackle Shrug Test against a Difficulty Number based on the type of bindings. Twine or string, for example, carries a Difficulty Number of 5; rope tied by an inexperienced captor has a Difficulty Number of 7; rope tied by an experienced jailer, a Difficulty Number of 9; steel shackles, 11; magical shackles, 13. Because it is always easier to escape from shackles that bind the wrists than those around the ankles, add 2 to the Difficulty Number if the shackles bind the feet.

These Difficulty Numbers assume the character succeeds at his attempt to break his shackles within the first half hour. For every additional half hour that the character spends working at the shackles, add 1 step to the Shackle Shrug step.

Summon Gen

  • Step Number: Rank + Charisma Step
  • Action: No
  • Skill Use: No
  • Requires Karma: No
  • Strain: None

This talent allows a sha'ir to summon a small elemental familiar, called a gen, which becomes a permanent and willing servant. The gen happily becomes an agent for its master in all the elemental planes, seeking out and retrieving magic that its master would otherwise be unable to cast.

Summoning the Gen

When summoning a gen, the sha'ir must meditate a number of hour equal to a Summon Gen talent step. If a sha'ir spends the required time fasting and communing with the "nature" of the elemental planes - while uninterrupted - then no check is required. Success is automatic.

Requesting Spells

Gens can tap into a network of other genie-kind, conferring with creatures of any element. This allows gens to retrieve spells for their masters. A sha'ir simply states the spell which he or she desires, and the loyal gen rushes off to the appropriate elemental plane to find it.

Sha'irs can only request spells which they know exist. All 1:st- and 2nd-circle Elementalist and Illusionist spells are considered common knowledge; any sha'ir can request them. Otherwise, sha'irs must have actually seen a spell. If a sha'ir sees an ajami casting a strange spell (or sees its effects), then that spell can be requested, too. Spell like abilities and talents of other creatures and characters cannot be gained in this fashion, however.

When requesting a spell from his or her gen, a sha'ir must specify which spell it is. The gen immediately sets out to find it on the elemental planes, taking one round to arrive there. Each round thereafter, roll the sha'ir's Summon Gen step against second thread weaving diffculty of the spell. Once this roll is successful, the Gen will rush back to it's master, appearing in another round. It thus takes a minimum of three rounds for a Gen to retrieve a spell. A Gen will make a number of attempts equal to the sha'ir's rank in the Summon Gen before giving up it's search.

If the elemental spirit succeeds, it returns at the end of its search, appearing within 10 feet of its master. When the Gen returns, the sha'ir can either immediately cast the spell, or she can shift it into one of her spell matrixes, without spending an action to do this. The sha'ir can cast the spell immediately even if it is of a higher circle than her own, but in such a case, the Spellcasting and Thread Weaving difficulties are increased by two each.

Fumbles: If the Summon Gen roll is a fumble, the gen is automatically delayed 1d10 hours. The link between the gen and it's master remains intact; the sha'ir knows the gen has been delayed, and can sense that it's still alive. Make another Summon Gen step roll at the end of this period: if this is also a fumble, the Gen has run into trouble. It can either be captured and held for ransom, dead or return with some creature in tow as the GM decrees.

Gen Statistics

Equipment: None Loot : None
Dex: 6 Str: 1    Tou: 3
6 Wil: 6 Cha: 5
Initiative: 6 Physical Defence: 10
Attacks: 1 Spell Defence: 10
ck: 8 Social Defence: 10>
Damage: 4 Armour: 0
Spells: NA Mystic Armour: 4
lcasting: NA Knockdown: 3>
Effect: NA Recovery Tests: 6
Death Rating: As creator Combat Move: 50
d Threshold: 7 Full Move: 200
Unconsciousness Rating: As creator
Powers: Elemental travel Legend Points: 50 >

All gens stand between 8 and 12 inches tall, and are of low intelligence. Their appearance varies widely. The most common forms are animals, smaller versions of the genies or of the sha'ir, fantastic monster-shapes and elemental forms. Regardless of form, all gen can fly and survive in all the elements, with no fear of drowning, being buried or even of burning. They are immune to elementalism spells. Gens tend to take on their masters' attitudes, becoming an extension of the sha'irs personality, but are quite shallow and almost seem to be parodies of their masters.

Any gen can enter the elemental planes and move through them at will, but all must stay within 100 yards of their masters while on the Prime Material Plane. If a gen is forced to move beyond that radius (for example, is moved by someone), it automatically goes to the elemental planes, attempting to return to its master in 1d6 rounds. If the master moves to another plane without taking along his gen, the gen follows in 1d6 days (1d6 rounds for elemental planes). Gens can spy, perform errands, and carry messages for their masters in other planes, but they risk being discovered and even destroyed by those hostile to the sha'irs.

A gen always appears within 10 feet of its master. If this is not possible (for example, the master is encased in a solid rock wall), the gen will not reappear, but instead waits until the first opportunity. The gen appears wherever it is safest (on the far side of enemies, with the sha'ir between it and them). The appearance is random, however, so it's impossible for a gen to enter the elemental plane, move a short distance, and then reappear in the Prime Material, thereby circumventing walls and doors. If threatened while on the Prime Material Plane and more than 10 feet from its master, the elemental familiar will pop back into its home plane to hide, returning to its master (if possible) in 1d6 minutes.

The gen is linked to it's master by blood magic, and if the gen dies, the master suffers step 20 damage. The sha'ir can summon a new gen to replace one lost, but she can only have one gen at a time. The gen is still an elemental spirit, and mistreating it may incur the wraith of genie-kind.

Survival

Heroes don't usually die from exposure in the Land of Fate. Survival can be used in two ways. Whichever way it is used, the difficulty depends on the terrain, and the characters familiarity with it.

Terrain Type   Difficulty
Deep Desert 12
Desert 10
Wilderness 8
Seashore, forest, fields 6
Familiar Terrain –2
Established route –2
Each success level scored by guide (Average, good, excellent etc) –2
Guide Fumbled +5

During travel, a Survival roll must be made each week. Unless the roll was a fumble, the character finds food and water sufficient to subsist on, but this takes time and reduces travel distances. Se the Survial Table, below. If the character has supplies, the roll becomes much easiser.

When a character is lost, Survival is used to survive and find a way back to civilisation. Make a roll each week and consult the Lost collumn.

Success   No Supplies   Supplies   Lost
All 1:s Disaster Lost Disaster
Fumble Lost Half travel Disaster
Poor No travel Full travel Lost
Average Half travel Full travel Next +3
Good Full travel Full travel Next +5
Excellent Find Supplies Full travel Safe
Extraordinary Lost Land Find Supplies Lost Land

Swimming

This talent is used to move under one's own power in water. It is required only for those who do not live in water naturally. A character's combat movement rate in water is equal to a talent step roll, made each round. Full movement is twice this value. A character with this talent can also add the rank to the number of rounds she can safely remain underwater (see EDC I, swimming skill). T'skrang receive a +3 step bonus on this talent because of their tails.

A character that is shipwrecked or who falls overboard and is not rescued can make a swimming roll to rescue himself. Such a character normally looses all her gear. A failure means the character floats about aimlessly for a day, desperately clinging to some debris. An average success means the character is marooned on a nearby shore. A good success means the character is picked up by a passing ship. An excellent success indicates the character finds a lifeboat or raft, thus being able to save his personal gear and perhaps comrades or cargo from the ship. An extraordinary success means the character drifts to a nearby, friendly, shore, perhaps even into a fantastic land if her ship was in unknown waters.

A Poor success indicates a disaster. The first poor success drives the character temporarily insane: she will experience hallucinations and be unable to act effectively, with damage one point short of unconsciousness. A second poor success causes the character to drift of course, ending up in strange waters far from home or destination. The third fumble makes the character stumble into a group of her enemies, who can effortlessly capture her. Heroes don't usually die from exposure in the Land of Fate.

The difficulty of the Swimming roll to rescue oneself depends on the type of waters:

Location   Difficulty
Ocean 18
High Sea 15
Trade Sea 12
Coastal Waters 10
Inland Waters 8
Small River 6

This talent defaults to Strength, and can thus be used by anyone in water.

Trading

This talent subsumes knowledge and intuition about trade routes and markets. It is used when selecting cargo for a trading expedition. The actual talent roll is made only when the goods are sold.. This skill can be used as a default based on Charisma.

Cargoes are measured in camel or donkey-loads. Each such load in assumed to weight about four hundred pounds. Five camel loads equals one ton on a ship.

No trading is required when purchasing goods: they always cost 100 gold pieces per lot. When selling, the profit usually increases drastically if the origin of the goods are far away and only slightly known, as the differences in price are far greater. Note that goods from a character's homeland might be considered to come from a strange and wondrous land when the trader is far away from home, beauty is always in the eye of the beholder.

Origin of   Selling
Trade Goods Difficulty
Same City 20
Different City 14
Different Region 12
Foreign Land 10
Strange Lands and Customs 8
Lands of Legend 6
Tens of lots -2
Hundreds of Lots +4
Thousands of Lots +6
Goods intended for another destination +4

Both purchase and selling price depend on the success level of the respective roll. The trader always has the option of simply not selling, but no new attempt can be made that month.

Success Level   Selling Price
Fumble 75
Poor 150
Average 250
Good 500
Excellent 1000
Extraordinary 5000

Virgin Weapon

Each holy slayer brotherhood has a special holy weapon, and this talent is used to enchant such a weapon before a mission. When using this talent, the Holy Slayer must have decided upon a target and spend a full night meditating upon the target and the sins he has committed, to be made a target of the wrath of the faithful. The step roll becomes the Spell Defence of the weapon against all types of magic, but most specifically Dispel Magic and attempts at divination.

For this talent to work, the weapon must never have been used before, and may only be used on the mission against the intended target. Incidental uses during the mission are allowed.

This talent is used to enchant the weapons that holy slayers commonly leave at a murder scene, to make it impossible to trace. Anyone using divination on the blade will only learn the name of the brotherhood that made the weapon and the sins the victim had perpetuated (in the mind of the user of the weapon).


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