Liberator 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

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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

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Sweeping Blow

DEX + Rank

This talent allows a Liberator wielding a pole-weapon to attack two figures in one round. The character may attempt a Sweeping Blow if she faces two opponents who are standing adjacent to one another in any of her front three hexes. The attack against the first opponent is made using the character's Melee Weapons talent. When making Attack Tests against subsequent opponents in the round, the character uses her Sweeping Blow step rather than her normal Attack step. If the first Attack Test is successful, the character rolls her normal Damage Test.

A successful first attack enables the character to make an Attack Test against the second figure. The second attack, however, may only be made at the end of the round. In addition, if the first opponent is armored, the second attack is less powerful because armor tends to impede the path of the Liberator's weapon. If the second Attack Test is successful, the character modifies her Damage step by -1 step for every point of armor possessed by the first target.

(+) # of ATTACKS / Round

Self

1 Round

YES

NO

1

Liberator

Liberator

Blocking Defense

STR + Rank

The Blocking Defense talent enables a Liberator to use the haft of her pole weapon (or other size 6 weapon) as a temporary shield to block opponents' melee attacks. Blocking Defense may only be used to increase the character's armor bonus when Blocking the melee attacks of opponents located in the Liberator's front three hexes. When Blocking these kinds of attacks, the character increases her armor bonus by 1 for each talent rank.

Though effective in providing protection to the Liberator, use of the Blocking Defense talent may cause damage to the character's weapon. Any attack by an opponent which achieves an Extraordinary success against the Liberator may cause the Blocking weapon to break. The character makes a Blocking Weapon Test vs. the damage step of the attacking weapon. If successful, the character's weapon takes no damage. If the test fails, the character's weapon takes an amount of damage equal to the result of the opponent's damage step. If the total damage taken by the character's weapon exceeds a number equal to thrice its damage step, the weapon breaks. Damage which is taken by the weapon, but which is not sufficient to break the weapon in one blow, is accumulated and may eventually cause the weapon to break if the weapon is not repaired.

(+) ARMOR

Self

1 Round

NO

NO

NO

Liberator

--

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

--

Freedom Search

PER + Rank

By carefully studying a Name-giver using the Freedom Search talent, a Liberator can determine if the subject has ever been either a slave or a slaver. To use this ability, the character makes a Freedom Search Test against the subject's Spell Defense. If the test fails, the character cannot determine the past status of the subject. If the subject has been both a slaver and a slave, successful use of the talent reveals which she has been most recently. A result of all ones produces a false result.

INFORMATION

(Rank) Hexes

1 Round

YES

NO

NO

Liberator

--

Set Weapon

DEX + Rank

A Liberator facing a charging opponent can use Set Weapon to take advantage of her opponent's momentum to increase the damage of her pole weapon attack. Any opponent who moves at least half of their Combat Movement before entering into melee combat with the Liberator is considered to be charging. The Liberator Sets the butt of her weapon against the ground and manipulates the weapon so that the charging opponent runs into its sharp point with the full force of its own impetus propelling it forward. The character's Set Weapon Attack step replaces her normal Attack step. If successful, the character's normal Damage Test step is increased by a number equal to the opponent's Strength step + the character's talent rank.

(+) DAMAGE

Self

1 Round

NO

NO

NO

Liberator

--

Ghost Hand

WIL + Rank

A Ghost Hand is created from the ether of astral space by the Liberator so that she can touch or manipulate objects which would normally be out of her reach. A Ghost Hand is visible only to figures able to view astral space. As long as the character concentrates, she is able to move and use this Ghost Hand as if it were her own; except that the Ghost Hand can be created and controlled anywhere within range. The Ghost Hand can do anything the Liberator could do with her own hand if she were actually standing where the Ghost Hand is including lifting objects and moving at the character's Combat Movement rate. However, the Ghost Hand is far less dexterous than the Liberator's own (Ghost Hand Dexterity step = 2). The number of rounds which the Ghost Hand remains in existence is equal to the result of the Ghost Hand Test. A  character's talent actions cannot be executed by a Ghost Hand and only one Ghost Hand created by any given character can be in existence at any given time.

Manipulate MATTER

(Rank) Hexes

(Rank) Minutes

YES

NO

1

Liberator

--

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

--

Dampening Circle

PER + Rank

This talent dampens the Spell Defenses of any opponent(s) standing near the Liberator. To create a Dampening Circle, the character makes a Dampening Circle Test and records the result. The Circle created is centered on the character and extends outwards in a spherically shaped area with a diameter in hexes equal to the character's talent rank. The Circle moves with the character whenever the character moves. Any opponent located within the Circle when it is created, or who subsequently moves into the Circle, compares their Spell Defense to the result of the Dampening Circle Test. If the opponent's Spell Defense is lower than the test result, the opponent subtracts -1 from their Spell Defense for each of the Liberator's talent rank. This adverse condition persists until the talent expires or until the opponent leaves the talent's area of effect.

Ranged ATTACK (Area)

Self

(Rank) Rounds

YES

NO

2

Liberator

Liberator

Freedom Touch

WIL + Rank

A character affected by the Freedom Touch of a Liberator is protected from attempts to limit their freedom. Examples of such attempts include the effects of magical talents such as Storm Manacles or Stone Cage. The Liberator first touches the target and then makes a Freedom Touch Test. The result equals the duration of the talent upon the target. Characters affected by Freedom Touch add the Liberator's rank in Freedom Touch to the appropriate Defense Rating (Spell, Physical or Social) whenever an attempt is made to limit the target's freedom to act. This protection does not apply against attacks designed solely to do damage to the target character.

(+) Resistance to HOLD or CONTROL

Touch

Varies

YES

NO

1

Liberator

Liberator

Sense Prisoners

PER + Rank

The Sense Prisoners talent allows a Liberator to detect the presence of prisoners or slaves in her vicinity. To use this ability, the character makes a Sense Prisoners Test vs. the lowest Spell Defense of any slave or prisoner within range. An Average success provides the character with knowledge that slaves or prisoners are within range. A Good success provides the direction to each slave or prisoner within range, while an Excellent success provides both distance and direction.

INFORMATION

(Rank) x 100 Yards

1 Round

YES

YES

NO

Liberator

--

Ramming Attack

STR + Rank + 15

This kind of attack enables the Liberator to make powerful attacks against physical, or magical barriers (e.g., Earth Walls, etc.), of any kind. The character must first make a Attack Test against the barrier. If successful, the character replaces her normal Damage Test step with her Ramming Attack step. This talent can only be used to destroy inanimate objects.

(+) DAMAGE

Self

1 Round

NO

NO

NO

Liberator

--

Righteous Anger

Rank + 5

A Liberator in the presence of slavers, slavery sympathizers, or in the midst of a location where slavery is tolerated (e.g., a slaver's villa or slave pens), can increase the Damage done by her attacks while consumed with Righteous Anger. Whenever the above conditions are satisfied the Liberator adds her talent rank to her normal Damage Test step. In addition, the character adds a number equal to her talent rank to any Strength-based talent tests which she makes while affected by Righteous Anger.

(+) DAMAGE

Self

(Rank) Rounds

NO

NO

NO

Liberator

--

Back Thrust

DEX + Rank

This talent allows a Liberator using a pole-weapon to make an attack against an opponent in her rear three hexes. A Back Thrust may be made in addition to any other attack made in the round, whether successful or not. However, the opponent must be located in one of the three hexes immediately behind the Liberator. When making a Back Thrust, replace the character's normal Attack Test step with the character's Back Thrust step. In addition, all Damage Tests made when using Back Thrust are modified by -3 steps because of the difficulty of making a powerful attack to the character's rear.

(+) # of ATTACKS / Round

Self

1 Round

NO

NO

1

Liberator

--

Escape Blow

DEX + Rank

This talent allows a Liberator to escape blows directed at her in combat. Any time an opponent attacks a character with the Escape Blow talent, the attacked individual makes an Escape Blow Test to dodge the blow before it causes damage. If she rolls a result equal to or higher than that of the opponent's Attack Test, the character avoids the blow. If the character does not at least achieve a Poor Success on the test, the character is Knocked Down. A character cannot use Escape Blow to dodge blind-side attacks, however. Escape Blow can only be used once per Combat Round.

Ignore Physical ATTACK

Self

1 Round

NO

NO

1

Liberator

Liberator

Escape Path

PER + Rank

Imprisoned or trapped Liberators may use the Escape Path talent to determine the best exit from her current confinement or difficulty. The character must meditate uninterrupted for half an hour. At the end of that time, she makes an Escape Path Test vs. the Spell Defense of whoever imprisoned her. If successful, the character receives a detailed mental picture of the best (i.e., least dangerous) escape route. This mental picture is retained in the character's memory until the talent duration expires.

INFORMATION

Self

(Rank) Hours

YES

NO

1

Liberator

--

Regain Strength

TOU + Rank

This talent allows a Liberator to regenerate Damage, or Strain, which she has taken. The character makes a Regain Strength Test vs. her own Toughness step. The amount of Damage / Strain which she can regenerate each round is equal to 1 for each level of success achieved. This regeneration effect continues until all of the character's Damage and/or Strain is recovered, or until the talent duration expires. The Regain Strength talent may only be used once per day.

HEAL

Self

(Rank) Rounds

YES

NO

NO

Liberator

Liberator

Mighty Sweep

DEX + Rank

The Mighty Sweep talent allows a Liberator to attack a third target with a Sweeping Blow. If the character makes a successful Sweeping Blow attack against her first two opponents, she can then make a Mighty Sweep attack against the third opponent as long as that opponent is adjacent to the first two targets and is located in one of the character's front hexes. The character's Mighty Sweep step replaces her normal Attack Test step when making this third attack. If the attack is successful, the character's normal Damage Test step is modified by -1 for each point of armor possessed by the second target.

(+) # of ATTACKS / Round

Self

1 Round

NO

NO

2

Liberator

--

Defense

DEX + Rank

The Defense talent can be used to increase the character's Physical Defense. The character makes a Defense Test vs. her current, adjusted (e.g., by magical items, etc.) Physical Defense. A success increases the character's Physical Defense by her talent rank.

(+) Physical DEFENSE

Self

(Rank) Minutes

YES

NO

2

Liberator

Ranger

Sky Raider

Weaponsmith

--

Freedom Shout

WIL + Rank + 10

A Liberator making a Freedom Shout is able to cause doors and locks within a large area to unlock themselves. The character makes a Freedom Shout Test and compares the results to the Spell Defenses of all locks and closed doors within talent range. All locks and closed doors with Spell Defenses lower than the test result immediately open as wide as they are able. Shackles open and fall off of prisoners and locked doors swing wide open; even doors which have been barred shut swing open. Furthermore, these open doors and locks cannot be re-closed or re-locked without first making a successful Willpower Test vs. the Freedom Shout test result as long as the talent duration has not expired. When the talent duration does expire, the doors and locks do not return to their previously locked and/or closed state, but may be re-closed or re-locked as normal.

Manipulate MATTER

(Rank) x 100 Yards

(Rank) Rounds

YES

NO

2

Liberator

Liberator

Ethereal Weapon

DEX + Rank

The Ethereal Weapon talent allows a character to make her weapon become incorporeal. The incorporeal weapon passes through physical obstacles, including armor, becoming solid as soon as it strikes an animate target. The character makes an Ethereal Weapon Test for his Attack Test. If successful, the character makes a Damage Test as normal, ignoring the Physical Armor Rating of the target. Ethereal Sword can only be used against targets with physical bodies.

(+) Armor Defeating Hit Effectiveness

Self

1 Round

YES

NO

2

Liberator

Swordmaster

Swordmaster

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

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Denotes a COMBAT related talent