Pattern Knight 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

--

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

--

Lightning Pattern

PER + Rank

When this talent is activated, any shield which a Pattern Knight wields is emblazoned with protective electrical energies in the form of a pattern of the Knight's choice. If an attacker fails to succeed on an Attack Test vs. the Pattern Knight’s Physical Defense, the attacker's weapon is drawn to the pattern on the shield. As the shield subsequently intersects the path of the attack, that opponent is jolted by a bolt of lightning from the pattern. The character rolls a Lightning Pattern Effect Test to determine the amount of damage the target takes. Mystic armor protects against this damage. Only the first attack to miss the Pattern Knight each round will cause the Lightning Pattern to release its energy. Any attack which cannot be blocked by the Knight's shield (e.g., blindside attacks, etc.) will not cause the Lightning Pattern to protect the character.

(+) # of ATTACKS / Round

Self

1 Round

NO

NO

1

Pattern Knight

Pattern Knight

Trust

CHA + Rank

A Pattern Knight may prevent an foe from attacking him with this talent. To engender Trust in a foe, the character must first touch the target with his hand, or with a weapon or tool. The adept then makes a Trust Test against the target's Social Defense. If the character achieves a Good Success, the target will not attack the Pattern Knight for the duration of the talent. However, if the Pattern Knight achieves only a Poor Success or worse, the target immediately begins to make all-out attacks against the Pattern Knight until killed, or until the talent duration expires.

CHARM Opponent

Touch

(Rank) Rounds

YES

NO

1

Pattern Knight

--

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

--

Lifesight

PER + Rank

The Lifesight talent gives the Pattern Knight the ability to see the strength and composition of a character's life force. The adept learns qualitative information, not quantitative. A strong, healthy life force appears as a delicate pattern of light and opalescent force. Weaker life forces are dimmer, and parts of the pattern may be warped or broken. The life force of a figure near death shows almost no visible latticework, just a few disconnected bright spots, one or more of which is fading. The character makes a Lifesight Test and compares the result to the Spell Defense of each target within range. Anytime his test result is equal to, or higher than the target's Spell Defense, the Pattern Knight can see the target's life force. Once seen by Lifesight, the life forces of the target remain visible until the target is out of range or the talent duration expires.

INFORMATION

(Rank) Hexes

(Rank) Rounds

NO

NO

1

Pattern Knight

--

Spirit Mastery

PER + Rank

This talent allows a Pattern Knight to summon, control and speak to a spirit (but not tasked spirits). A character may also use this talent to hold a spirit; whether or not the character summoned that spirit. To summon a spirit, the character makes an Effect Test vs. the Spell Defense of the spirit. A character is limited to summoning a spirit with a Strength Rating no higher than his Spirit Mastery rank modified by Summoning Circle talent, ritual or blood magic as appropriate.

Once summoned, a character may find it necessary to use Spirit Mastery to exert control over the spirit's actions. If this becomes necessary, the character must make a successful Effect Test vs. the spirit's Spell Defense. If a character wishes to hold (i.e., may not move, but may attack any targets adjacent to it) a spirit he did not summon, then the character must achieve a Good success in an Effect Test vs. that spirit's Spell Defense. Other than holding a spirit which he did not summon, a character cannot control such a spirit in any other way.

Finally, Spirit Mastery automatically allows a character to speak fluently with any spirit which he has summoned. If he wishes to speak with a spirit which he has not summoned, he must be able to speak that spirit's language.

The Magic Book describes all other guidelines regarding relationships with summoned spirits.

Conjure SPIRIT

1 Hex

(Rank) Minutes

YES

NO

3

Pattern Knight

--

Delay Blow

STR + Rank

This talent allows the Pattern Knight to increase the damage of his melee attack by carefully waiting for an opening in his opponent's defense. If the Pattern Knight holds his attack until after all of his foes have acted in a round (if they are able to act that round), he replaces his Strength step with his Delay Blow step when making any Damage Test. This talent can only affect one attack. If the Pattern Knight has talents which allow him to make multiple melee attacks in a round (e.g., Multi-Strike), he may only use Delay Blow on the last attack, which must come at the very end of the round. All other attacks may be made as normal.

(+) DAMAGE

Self

1 Round

NO

NO

1

Pattern Knight

--

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

--

Calm Pattern

CHA + Rank

When a Pattern Knight creates a Calm Pattern, he can soothe the anger and excitement of his opponents. A character creates a Calm Pattern by quickly tracing the outline of the pattern in the air in front of him. A Calm Pattern is created and takes effect in the same round. Once the character completes his tracing, the Calm Pattern affects any opponents located in, or who subsequently move into, an area with a radius in hexes equal to the character's talent rank. This circular area is centered on the character. Once created, the Calm Pattern cannot be moved.

Any targets in the area whose Spell Defense is lower than the Calm Pattern Test result are affected. Each affected target becomes contemplative and subdued and may not move more than half of his Combat Movement in a round. In addition, each target may not choose to make an all-out attack. Finally, each affected target must make a successful Willpower roll vs. the Charisma step of any friendly character he wishes to attack or he is too "calm" to generate the aggression necessary to make an attack.

CHARM Opponents

Varies

(Rank) Rounds

YES

NO

2

Pattern Knight

--

Astral Shield

Rank

This talent allows a Pattern Knight to increase the Spell Defense of he and his companions when any of them are physically located within a fixed area. An Astral Shield is a megahex in size and is centered on the Pattern Knight when created. Once the Shield is created, it cannot be moved although the Pattern Knight and his companions may move into and through the Shield area at will. However, any character not located inside the area of effect when attacked gains no benefit. Opponents moving into the Shield area are unaffected. Any character protected by Astral Shield adds the Pattern Knight's talent rank to his or her Spell Defense.

(+) Spell DEFENSE

Self

(Rank) Rounds

YES

NO

1

Pattern Knight

Pattern Knight

Path Home

PER + Rank

A Pattern Knight using this talent can retrace his steps to the last place he slept. To find his way to this place, the character must make a Path Home Test vs. a difficulty number equal to the number of miles he has traveled since awaking. If successful, the character knows exactly the route to follow to get back "home".

INFORMATION

Self

Varies

NO

YES

NO

Pattern Knight

--

Reverse Missile

WIL + Rank

With this talent a Pattern Knight can cause a missile to turn in flight and return to attack the figure which fired it. To turn a missile, the Pattern Knight makes a Reverse Missile Test vs. the results of the Missile Attack Test. If he achieves success, the missile's flight is reversed. The results of the character's Reverse Missile Test is then used as an Attack Test vs. the original missile firer's Physical Defense. If successful, the missile does an amount of damage to the firer equal to its normal damage step unmodified by any of the firer's own talents, skills or powers. This talent may only be used against missiles fired at the Pattern Knight and may only be attempted against missiles traveling towards the Pattern Knight from his front three hexes.

Protect vs. MISSILE ATTACK

Self

1 Round

NO

NO

1

Pattern Knight

--

Vexing Fog

PER + Rank

When this talent is used, a Pattern Knight is able to misorient foes who enter the circle of translucent fog which surrounds him. When created, this fog covers all hexes adjacent to the character and surrounds him no matter where he moves during the duration of the spell. When this fog is first created, the character makes a Vexing Fog Test and records the result. To be affected by the fog, a figure (friend or foe) must begin the round inside one of the hexes covered by the fog.

When this condition exists, the Spell Defense of the figure is compared to the Vexing Fog test result. If the Spell Defense of the figure is lower than the test result, the figure cannot remember what he had planned to do that round and can do nothing except defend himself. He may not take an Action while vexed. If the figure is still located in a fog hex on the following round, the figure may make a Willpower Test vs. the Pattern Knight's Willpower Step to break out of his mental stupor. If the figure fails the test, it remains vexed. Success allows the figure to act normally and the figure becomes immune to the effects of the fog for 24 hours.

CONFUSE Opponent

Self

(Rank) Rounds

YES

NO

2

Pattern Knight

--

Karma Shield

PER + Rank + 5

This talent allows a Pattern Knight to protect himself against an opponent's attempt to adversely affect the character's use of his own karma. The character makes a Karma Shield Test and records the result. This number replaces the adept's normal Spell Defense whenever an opponent attempts to manipulate the adept's karma use.

Protect vs. KARMA Manipulation

Self

(Rank) Minutes

NO

NO

1

Pattern Knight

--

Purify Substance

WIL + Rank

A Pattern Knight can cleanse any substance of impurities with this talent. A character can purify a volume of substance equal to one gallon for each talent rank. To purify the substance, the adept must make a Purify Substance Test vs. the Spell Defense of the substance or the impurity (e.g., poison or disease), whichever is higher. If successful, the substance is cleansed of all harmful elements.

Remove POISON & DISEASE

Touch

1 Round

YES

NO

1

Pattern Knight

--

Dampen Threads

WIL + Rank

This talent allows a character to prevent an opponent from benefiting from the effects of permanent threads which the target may have woven to any pattern. If the Pattern Knight is able to make a successful Dampen Thread Test vs. the target's Spell Defense, the target loses the benefit of all permanently woven threads for the duration of the talent. If the target wishes to weave temporary threads (e.g., spell threads) he may do so if the result of his Threadweaving Test exceeds the Pattern Knight's Dampen Thread test result.

Manipulate THREADS

(Rank) Hexes

(Rank) Minutes

YES

NO

NO

Pattern Knight

Pattern Knight

Enchantment Block

PER + Rank

This talent allows a Pattern Knight to temporarily disrupt the patterns of enchanted objects. If the character makes a successful Enchantment Block Test vs. the object's Spell Defense, that object behaves in every way as a mundane version of that object for the duration of the talent.

Block ENCHANTMENT

(Rank) Hexes

(Rank) Minutes

YES

NO

NO

Pattern Knight

Pattern Knight

Talent Reaver

WIL + Rank

When the Pattern Knight uses this talent he is able to disrupt an opponent's pattern to such an extent that the foe is not able to use one of his talents or powers. To reave an opponent's talent, the character must make a successful Talent Reaving Test vs. the target's Spell Defense. Success prevents the target from using one talent of the Pattern Knight's choice until the target can make a Recovery Test.

Prevent Opponent's TALENT USE

(Rank) Hexes

Varies

YES

NO

1

Pattern Knight

Pattern Knight

Vitality

TOU + Rank

Vitality allows a character to recover damage more effectively. Each day, Vitality may be used a number of times equal to his base daily allowance of Recovery Tests (i.e., the number of Recovery Tests allotted to each character based upon their Toughness Step). Each use of Vitality counts as an additional Recovery Test above and beyond the number of Recovery Tests he may normally make in one day. These Recovery Tests may be used to recover damage or as payment for talents which require the sacrifice of a recovery test. If the talent is used as payment, a Karma Point is spent, but no dice are rolled.

(+) # RECOVERY TESTS per day

Self

Permanent

YES

YES

NO

Pattern Knight

Purifier

Sky Raider

Swordmaster

Warrior

--

Multi-Strike

DEX + Rank

A character uses Multi-Strike to make more than one melee attack in a round. Multi-Strike is used instead of Melee Weapons, Close Combat or Unarmed Combat to make the attack(s). A character may make a number of attacks equal to his Dexterity Step - 3. Each Multi-Strike attack costs one point of Strain. A character may make all of her available Multi-Strike attacks in a round even if one or more of them misses.

(+) # of ATTACKS / Round

Self

1 Round

YES

NO

Varies

Guard

Pathfinder

Pattern Knight

Purifier

Sky Raider

Swordmaster

Warrior

--

Pattern Mastery

ATTACK: WIL + Rank + 5

Pattern Mastery allows the Pattern Knight to shatter or re-weave patterns. To shatter any permanent pattern (i.e., not talent or spell patterns; even those with a permanent duration, but patterns of Name-givers or magical objects or places), the character first makes a Pattern Mastery Test vs. the target's Spell Defense. An Excellent test result means that the Pattern Knight has been able to grasp hold of the target's pattern in astral space using his own physical hands (which is visible to him via the thread sight granted him by his Threadweaving Talent) and wrench it apart. The success level of the test determines the duration of the talent effects. If an Excellent success is achieved, the talent duration equals the character's talent rank in days. However, if an Extraordinary success is achieved, the duration equals the character's talent rank in years. Success causes the Pattern Knight to take an amount of damage equal to his Wound Threshold immediately.

After achieving a successful Pattern Mastery Test, the character then allocates a number of points equal to his talent rank among the possible effects of Pattern Mastery. These effects are: inflict damage to the target, reduce the target's Physical Defense, Spell Defense or Social Defense. The character may allocate his available effect points amongst any or all of the possible effects listed, but may not any reduce any Defense rating or attribute step below 1. In addition, he may not allocate so many points as damage against the target that the target's damage total exceeds its unconsciousness rating. Damage taken by the target may not be healed or recovered (except via the healing powers of Pattern Mastery) until the end of the talent's duration. When the duration expires, all effects to the target of Pattern Mastery immediately vanish.

In addition to shattering patterns, Pattern Mastery also allows the Pattern Knight to re-weave patterns which have been damaged. To heal a pattern in this way, a Pattern Knight must achieve a Good success on a Pattern Mastery Test vs. the Dispel Difficulty of the magical effect. If successful, the Pattern Knight makes an Effect Test to determine the number of effect points which he can restore to the target. The Pattern Knight may not restore more effect points to the target than were originally reduced as a result of the pattern-shattering magic. Only one attempt to use the restorative properties of Pattern Mastery may be made per harmed pattern until the character increases his talent rank.

The re-weaving powers of Pattern Mastery may also be used to reverse the effects of Dispel Magic. If the Pattern Knight is able to reach the dispelled pattern within a number of rounds equal to his talent rank, he may make a Pattern Mastery Test vs. the result of the Dispel Magic test. If successful, the effects of the dispelling are nullified and the magical effects which were dispelled immediately return as if nothing had ever happened to them.

Manipulate PATTERN

1 Hex

Varies

YES

NO

Varies

Pattern Knight

Pattern Knight

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