Lancer 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

--

Empathic Command

WIL + Rank

The Empathic Command talent allows a Lancer to command a mount through emotion and mental images. The character need not speak commands, but must be in contact with the mount to use this talent. The talent will not affect any other animal except his mount. A mount uses the character's Empathic Command step instead of its own Willpower step when making a Willpower Test to resist fear, charm, or other controlling magic directed at it.

ANIMAL Control

Touch

Permanent

NO

NO

NO

Lancer

--

Charge

STR + Rank

The Charge talent increases the damage of a mounted charging attack. To build the momentum necessary to use the Charge talent, a Lancer must move in a straight line a number of hexes equal to his Combat Movement rate prior to attacking a target. When this momentum is built, Charge increases the damage of any lance which the Lancer chooses to use against his foe. If the character's Attack Test is successful, the character uses his Charge step instead of his Strength step when making the Damage Test.

(+) DAMAGE

Self

1 Round

NO

NO

1

Lancer

Lancer

Mount Attack

Rank

The Mount Attack talent allows a character's mount to attack a target in the same round as the Lancer. If the mount does not have an assigned attack step, it should use its Dexterity step to resolve the attack. If the attack is successful, the mount adds the Lancer's rank in Mount Attack to its normal Damage Step. In order for a character to use Mount Attack, his mount (unless that mount is a flying mount; then use the swooping attack rules) must not have moved more than 3 hexes during the round in which the mount is to attack. In addition, the mount may attack any target within its front 3 hexes including the same target the Lancer attacks.

(+) # of ATTACKS per Round

Self

(Rank) Rounds

NO

NO

1

Lancer

--

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

--

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

--

Blood Share

TOU + Rank

The Blood Share talent allows a character to transfer damage between his mount and himself. The Lancer and his mount must first be touching. The character then makes a Blood Share Test. The result is the maximum number of Damage Points that can be transferred between himself and his mount that round. The character may choose, however, to transfer none. The transfer can be made either from the Lancer to his mount, or vice versa. Transferred damage never causes a Wound, but if the transferred damage sends either the character's or the mount's Current Damage higher than his Death Rating, the affected character or mount dies.

Transfer DAMAGE

Self

1 Round

NO

NO

NO

Lancer

--

Trick Riding

Rank

This talent allows a Lancer and his mount to perform acrobatics. The character may use Trick Riding to jump fences, chasms or other obstacles as well as performing other amazing feats of riding dexterity such as leaping to avoid falling objects or jump through hoops. The difficulty of any such maneuver is determined by the game master based upon the nature of the deed. The character must be mounted on his mount when using this talent. The Trick Riding rank is added to whichever attribute step (rider or mount, whichever is most appropriate) would normally form the basis of any such acrobatic feat.

(+) ATTRIBUTE Step

Self

1 Round

YES

NO

1

Lancer

--

Wheeling Attack

DEX + Rank

When employing the Wheeling Attack talent, a Lancer may make both a mounted charging attack and ride away from his target in the same round. The Lancer may split his Full Movement in any way he desires in terms of moving before or after he attacks a target, but the total distance moved may not exceed his Full Movement rate. Wheeling Attack may be used with the Charge talent as long as all movement requirements are met for that talent. When making an Attack Test while using this talent, a character substitutes his Wheeling Attack step for his normal Melee Weapons step.

(+) MOVEMENT Rate

Self

1 Round

NO

NO

3

Lancer

Lancer

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

--

Move on Through

WIL + Rank

This talent allows a Lancer to control the movement of a foe. The Lancer makes a Move on Through Test vs. the Spell Defense of the target. If successful, the target must continue its movement of the current round into the next round for the same distance and in the same direction. If the target is in danger of moving into somewhere immediately deadly (such as traveling over the edge of a cliff), the target may make a Willpower Test vs. the result of the Move on Through Test. If successful, the target is able to take control of its own movement just before being forced to move into a deadly situation.

CONTROL Opponent

(Rank) Hexes

1 Round

NO

NO

1

Lancer

--

Confusion Ride

WIL + Rank

A Lancer can cause his opponents to become confused and misoriented with this talent. For this talent to be used a Lancer must ride in a perfect circle around his group of opponents. This ride may take one or more rounds to complete. When the character arrives back at the hex from which he started, he makes a Ride Test. Every foe within the still within the circle with a Spell Defense lower than the test result becomes confused and distracted by a vision of the Lancer riding endlessly in a circle around them. The duration of this talent depends upon the success level of the Ride Test vs. each target. On an Average success, the target is distracted for 2 rounds. A Good Success distracts the target for 3 rounds, an Excellent Success for 4 rounds and an Extraordinary Success for 5 rounds.

While confused the affected opponents are only capable of taking action against figures adjacent to them. When taking action against an adjacent figure the foe may act as he would normally. However, if no figure(s) occupy adjacent hexes at the beginning of the round, the target simply stands quietly in a daze. While in this daze the target is unable to move unless the it makes a successful Willpower Test vs. Ride Test result.

CONFUSE Opponent

Varies

Varies

YES

NO

2

Lancer

Lancer

Heal Mount

TOU + Rank

This talent allows the character to heal his mount's Wounds. Prior to using the Heal Mount talent, the Lancer must rest his mount for 10 minutes. After his mount rests, the character makes a Heal Mount Test vs. the mount's Wound Threshold. If the test is successful, one of the mount's Wounds is healed. Normally, a Lancer may only use the Heal Mount talent once per 24 hours. However, if he achieves a Good Success on his first Heal Mount Test, he may attempt a second Heal Mount Test that day. If he achieves an Excellent Success on his first Heal Mount Test, the Lancer may attempt two additional Heal Mount Tests that day. Under no circumstances may a Lancer attempt more than 3 Heal Mount Tests in any 24 hour period.

HEAL

Touch

1 Round

YES

YES

NO

Lancer

--

Durability (Mount)

Rank

This talent is a variation of the Durability talent for adepts. Each rank of Durability (Mount) increases a mount's Death Rating by an amount equal to its Toughness step at that time. The mount's Unconsciousness Rating is increased by an amount equal to its Toughness step - 1. If the mount's Toughness step later increases, it will not change the Death Rating or Unconsciousness Rating increases which the mount has already received; only those increases to come. A character may transfer this talent from one mount to another, but only one mount at a time may benefit. The Durability (Mount) talent only works for living mounts, not mechanical, undead or spirit mounts.

(+) DEATH & UNCON Rating

Touch

Permanent

NO

NO

NO

Lancer

--

Sure Mount

STR + Rank

The Sure Mount talent helps a character stay on his mount during combat. The character makes a Sure Mount Test in place of any Knockdown Tests required during combat or any other time he might be knocked from the mount. The Sure Mount talent also helps the character control a mount panicked by natural or magical events. To use this talent to control a mount, the character makes a Sure Mount Test against the Strength step of the mount. A successful test means the character gains control over his mount and magically calms the beast. This talent is in effect whenever the character is mounted.

(+) KNOCKDOWN Resistance

Self

Varies

NO

NO

NO

Lancer

--

Armor Mount

Rank

This talent allows a Lancer to increase the natural armor of his mount. Whenever the talent is in effect, the mount's natural Armor Rating is increased by the character's rank in Armor Mount. To put the talent into effect, the Lancer simply takes the Strain.

(+) ARMOR

Self

(Rank) Rounds

NO

NO

1

Lancer

--

Fearsome Charge

WIL + Rank

A Fearsome Charge will cause the Lancer's opponents to become intimidated. This talent may only be used in conjunction with the Charge talent. While making a Fearsome Charge, the Lancer's visage is transformed. His eyes grow larger and glow, his teeth become pointed and longer and his hair stands away from his head in a wild tangle. the character makes a Fearsome Charge Test vs. his target's Social Defense. On an Average Success the target is frozen with fear and cannot move for 1 round, but may act to defend itself. On a Good Success or better, the opponent flees at his fastest movement rate for one round. Fearsome Charge works against any opponents in range who can see the Lancer's visage, up to a maximum number of targets equal to the character's talent rank.

Induce FEAR

(Rank) Hexes

1 Round

NO

NO

1

Lancer

Lancer

Call Mount

WIL + Rank

The Call Mount talent allows a character to magically call his mount to him. The mount will automatically travel at the fastest pace possible back to the Lancer unless it is physically detained in such a manner that it cannot break free (e.g., locked up in a stable, is injured, etc.).

CONTROL Animal

(Rank) Miles

Varies

YES

NO

1

Lancer

--

Rally

CHA + Rank

The Rally talent allows a character to inspire his companions in the midst of a battle. Rally must be used during combat. The Lancer first chooses those companions he wishes to Rally, up to a number of companions equal to his Rally rank. The Lancer cannot himself benefit from the effects of Rally. The character then makes a Rally Test and compares the result to the Social Defenses of his companions. A successful test eliminates Attack Test modifiers suffered by Harried or Knocked Down characters. In addition, companions who have taken Strain may recover Strain points according to the success of the Rally Test on them. An Average Success allows that companion to recover 2 Strain points, a Good Success 3 Strain points and an Excellent Success 4 Strain points.

HEAL & (-) HARRY and KNOCKDOWN Effects

(Rank) Hexes

1 Round

YES

NO

1

Lancer

Lancer

Champion Challenge

CHA + Rank

The Champion Challenge talent allows a character to call out a challenge to the leader of a group of opponents. Make the Champion Challenge Test against the Social Defense of the leader of the opposing group. On an Excellent Success, the opponent leader must choose between two options: Flight or Fight.

                Flight: The leader must flee for a number of rounds equal to the Lancer's talent rank. The rest of the opposing group remains but is Harried for the same number of rounds.

                Fight: The leader must fight the challenging character in single combat. No other character, on either side, may interfere. If the character using Champion Challenge kills or knocks the foe unconscious, the leader's side is Harried for the remainder of the combat. If the Lancer is killed or knocked unconscious, his companions are Harried for the remainder of the combat instead.

HARRY Opponents

(Rank) Megahexes

Varies

YES

YES

NO

Lancer

--

Trample

Rank

This talent allows a Lancer to direct his mount to Trample a Knocked Down opponent. This talent must be used in conjunction with Wheeling Attack. The Lancer may direct his mount to either Trample an opponent on the way to the intended target of the Wheeling Attack, or he can cause the mount to Trample an opponent once the Wheeling Attack has already been made. If the latter option is chosen, the opponent Trampled can include a foe Knocked Down as a result of the Wheeling Attack.

To Trample a Knocked Down opponent, the mount uses its normal attack step plus the Lancer's rank in Trample. If the Trample is successful, the mount's Damage Test is also augmented by the character's talent rank. If the Lancer chooses to add a Karma dice to the use of this talent, he may increase the mount's Attack Test or the mount's Damage Test with the dice, but not both.

(+) # of ATTACKS / Round

Self

1 Round

NO

NO

1

Lancer

Lancer

Wheeling Defense

Rank

The Wheeling Defense talent increases the Physical Defense of the Lancer and his mount while they are making a Charge and/or a Wheeling Attack. The Physical Defense of both rider and mount is increased by the Lancer's rank in Wheeling Defense for the duration of the talent.

(+) Physical DEFENSE

Self

1 Round

NO

NO

2

Lancer

--

Quick Charge

DEX +Rank

This talent allows the Lancer to attack more than one opponent when making a charging attack. This talent may be used with the Charge talent as long as the requirements for straight line movement are still met. It may also be used in conjunction with a Wheeling Attack and/or a Trample. When using Quick Charge, a character must first choose a final target. Other targets may be designated as long as the total number of targets does not exceed the character's rank in Quick Charge. In order to attack each target, the Lancer must be able to ride by them in an adjacent hex. When combining this talent with the Charge talent, the Lancer must pass by all of the targets on the same side of his mount.

All Quick Charge targets attacked using the Quick Charge step. However, when using this talent in conjunction with Trample, make the Trample attacks as normal. To hit the target, the Lancer must achieve a Good Success. The Lancer makes a Damage Test against all targets which are hit. When using this talent in conjunction with Charge, only the final target can be affected by the Charge talent. A character takes 1 point of Strain for each target he Quick Charges in addition to the final target.

(+) # of ATTACKS / Round

Self

1 Round

YES

NO

Varies

Lancer

--

Resurrect Mount

WIL + Rank

This talent allows a Lancer to bring a dead mount back to life. To perform this great feat, the Lancer must make a Resurrect Mount Test vs. the Mount's Toughness Step. If successful, the mount becomes alive once again. However, the great strain of this magic causes the Lancer to permanently lose 2 points from his Death and Unconsciousness ratings. The mount also suffers from the effects of death by permanently losing 1 Toughness step. However, when the mount is resurrected it comes back to life with no damage or Wounds and is otherwise in perfect health. To use this talent, the Lancer must be touching his dead mount. This talent may not be used in combat.

RESURRECTION

Touch

Permanent

YES

NO

NO

Lancer

--

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