Templar transcribed by Master Archivist from Phillipe Baril of Blood Tomes

Templars are knights who travel the world, searching for sources of evil to banish and sufferings to ease. They are loyal in all ways and always give priority to other's needs than their own. They continually travel Barsaive, trying to erase the corruption Horrors brought during the scourge. They have, like the cavalryman, a sort of mystic bond with their mounts.

Important attributes: Strength, Willpower, and Charisma.

Racial restriction: Obsidimen

Karma Ritual: A Templar isolates himself and meditates for approximately 5 minutes. After his meditation, he gashes his arm using the blood to paint a circle on his armor or torso. This blood is never wiped from his blade or his armor (or torso). The ritual ends when the Templar bandages his wound.

Artisan Skill: Armor rune carving, Weapon rune carving

FIRST CIRCLE TALENTS

Talents
Charge
First Impression (D)
Holy Blow *
Karma Ritual
Lion Heart (D)
Melee Weapons

SECOND CIRCLE TALENTS

Talents
Animal Bond (D)
Avoid Blow
Durability (6/5)

THIRD CIRCLE TALENTS

Talents
Empathic Command
Purifying Touch *

FOURTH CIRCLE TALENTS

Karma: The Templar may spend a Karma point on any action using Willpower only.

Talents
Gift of Courage (D)*
Thread weaving (Justice Weaving) (D)

FIFTH CIRCLE TALENTS

Social Defense: Increase the Templar's Social Defense by 1

Talents
Empathic Sense
Steel Tought

SIXTH CIRCLE TALENTS

Physical Defense: Increase the Templar's Physical Defense by 1

Talents
Evil Sense (D)*
Resist Taunt (D)

SEVENTH CIRCLE TALENTS

Recovery Tests: The Templar gains 1 additional Recovery Test per day.

Talents
Second Attack
Word of Life (D)*

EIGHTH CIRCLE TALENTS

Karma: The Templar may spend a Karma point on any Damage Tests.

Talents
Holy Frenzy *
Mind Probe (D)*

NINTH CIRCLE TALENTS

Spell Defense: Increase the Templar's Spell Defense by 1.

Talents
Aura of Justice (D)*
Champion's Challenge
Fearsome Charge

TENTH CIRCLE TALENTS

Karma: The Templar may spend a Karma point on a Recovery Tests.

Blade of Vengeance *
Life Share (D)*

(D) Discipline Use Talent
* Denotes New or Modified Talent (described below)


New Talents

AURA OF JUSTICE

          Step Number: Rank + Charisma Step
          Action: Yes                            Skill Use: No
          Requires Karma: No             Strain: 2
          Discipline Talent Use: Templar

The use of this Talent allows the Templar to shroud himslef in a white halo that no one can ignore. The aura has a devastator effect on beings hostile to the Templar. He rolls his step number against the highest spell defense of the targetted group. If the test succeed, all targets have their steps reduced by the Templar's rank in Aura of Justice. The aura also have a beneficial effect on the Templar's allies, raising all their steps by 2. The Templar must stay concentrated, taking no other action. He also takes strain each round in wich the Aura of Justice is active.

BLADE OF VENGEANCE

          Step Number: Rank + Wilpower Step
          Action: No                              Skill Use: No
          Requires Karma: No             Strain: None
          Discipline Talent Use: None

Blade of Vengeance is a Talent that can only be used in conjunction with the Empathic Sense or Mind Probe talent. It is after having sensed the soul of a being and discovered someone responsible for a great suffering of the probed individual that a Templar can use Blade of Vengeance. The being that caused the suffering must be sentient and the act must have been in full comprehension of the pain it would cause. In other words, the person who caused the suffering must have known that it would hurt the other person. The Templar takes 3 points of damage when Blade of Vengeance is used. This damage cannot be healed in any way for as long as Blade of Vengeance is active. Against the person who caused the suffering, the Templar will add the result of the Blade of Vengeance test to any damage step he rolls against him. The blade of vengeance stays active until the person who caused the suffering dies or until he entirely and sincerely repent. Only one Blage of Vengeance can be used against a single individual, but many Templars can have a Blade of Vengeance active against the same individual.

EVIL SENSE

          Step Number: Rank + Perception Step
          Action: Yes                            Skill Use: No
          Requires Karma: No             Strain: None
          Discipline Talent Use: Templar

The Evil Sense Talent allows a Templar to detect if a creature or any individual has evil intentions concerning the Templar. This Talent also allows the Templar to locate the source of the evil thoughts, if it is concealed. For example, Templar entering a room where an invisible Horror is trying to take control of his mind could use Evil Sense to precisely locate the Horror. Evil Sense covers a circle around the Templar of a radius equal to 2 meters/Evil Sense rank. The difficulty number is the Spell Defense of the target or his Social Defense, using the highest between the two. If the being does not have any evil thoughts, the Templar does not detect anything. If the target does have evil intentions but the test fails, the Templar does not detect anything. However, if the target has evil intentions and the test succeeds, the Templar only knows that the target posesses evil intentions towards him but nothing more. This talent can be used a number of time equal to the rank of the talent per day, and never twice on the same person in a single day. Note that instinct is not considered to be evil intentions.

GIFT OF COURAGE

          Step Number: Rank + Charisma Step
          Action: Yes                            Skill Use: No
          Requires Karma: No             Strain: None
          Discipline Talent Use: Templar

The Gift of Courage talent negates the effect of fear caused by a spell or a talent. The Templar must have a result on his Gift of Courage test higher than the one the creature had on the test that caused the fear. If the Gift of Courage succed, the target is immune to fear caused by the being for a number of round equal to the Templar's rank in Gift of Courage. The Templar can never use this Talent on him/herself.

HOLY BLOW

          Step Number: Rank + Strength Step
          Action: Yes                            Skill Use: No
          Requires Karma: Yes           Strain: 2
          Discipline Talent Use: None

While using the Holy Blow Talent, a Templar uses the step number of Holy Blow instead of an attack test. If it succeeds, the rank of holy blow is added to the damage step of the attack. Holy Blow cannot be used again for a number of rounds equal to the rank in the talent (I added this little twist, since this could be quite devastating  --L.A.).

HOLY FRENZY

          Step Number: Rank + Strength Step
          Action: Yes                            Skill Use: No
          Requires Karma: Yes           Strain: 2 per attack
          Discipline Talent Use: None

The Holy Frenzy talent allows the Templar to make a series of devastating attacks in a very short time. The Templar uses his step of Holy Frenzy for his attack test. He can make a number of attacks up to his rank in Holy Frenzy. The Templar must spend a Karma point for each attack he makes.

In addition, the Templar, being caught in the throes of vengeful righteousness, will suffer from extreme taxing of the body (i.e., blood vessel rupture, tendons tear, etc.). To account for this the Strain taken from the frenzy is cumulative and counted as causing a wound, if appliacble (I added this little twist on this one also, since this could be another devastating talent --L.A.).

LIFE SHARE

          Step Number: Rank + Willpower Step
          Action: Yes                            Skill Use: No
          Requires Karma: No            Strain: None
          Discipline Talent Use: Templar

This powerful Talent allows the Templar to ressurect deads by giving a portion of his own vital energy. The difficulty number is determined by the following table.

Time since death with corresponding difficulty number:
10 minutes or less: 10
10 minutes - 1 hour: 13
1 hour - 12 hours: 16
12 hours - 1 day: 20
1 day - 1 week: 25
1 week - 1 month: 32
1 month - 6 months: 41
6 month - 1 year: 50
more than 1 year: impossible

If the test succeeds, the Templar receives a number of points of damage equal to the difference of the current damage and the death rating of the deceased individual. This damage cannot cause a wound and cannot be reduced in any way. This damage cannot be healed in any way as long as the person lives. If the Templar dies, the person he ressurected immediately dies. If the test fails, the Templar still takes the damage but can be healed by normal means.

Example: Kaylindra the Templar wants to ressurect Mirvock, an Ork friend. Mirvock has a death rating of 51 but currently has 62 points of damage. The test succeeds, Kaylindra receives 11 points of damage (62-51), and Mirvock is brought back to life with 50 points of damage.

MIND PROBE

          Step Number: Rank + Perception Step
          Action: Yes                            Skill Use: No
          Requires Karma: No            Strain: None
          Discipline Talent Use: Templar

The Mind Probe talent allow the Templar to search the mind of the target. The Templar can learn details about the personnality of the target, memories, intentions or emotions. The difficulty number is the spell defense of the target, added to his willpower step. The Templar, if the test succeed, can learn one random information per talent rank in the category he previously chose. The utilization of Mind Probe requires an hour of preparation with the target before any test can be rolled. The target needs not to give his consent in order for the Talent to work.

PURIFYING TOUCH

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

The Purifying Touch Talent allows a Templar to cure diseases, heal wounds, neutralize poisons, and cure other ailments. Use the Step Number of Purifying Touch to determine the strength of the cure. The Karma dice does not applies to the Step Number of the Talent. It simply cost a Karma point to use the Talent. Poisons and diseases have a difficulty number equal to their strength. Wounds can also be instantly cured, their difficulty number being the wound treshold of the victim, plus five. Curing a wound automatically spends a recovery test of the target. If the Target does not have any recovery tests left, the Templar cannot cure the wound. The Templar can never use this Talent on him/herself.

WORD OF LIFE

          Step Number: Rank + Willpower Step
          Action: Yes                            Skill Use: No
          Requires Karma: No            Strain: 3
          Discipline Talent Use: Templar

This Talent allows the Templar to shout a mystical word that harms undeads, Horrors and their constructs, and entities. All of the preceding in a radius of 20 meters from the Templar suffer the full effect of the Word of Life. The Step Number must succeed versus the Spell defense of the targets in order to affect them. The Templar rolls the Step Number for damage on those who are affected. Mystic Armor protects against this damage.

Earthdawn is a Registered Trademark of FASA Corporation. Original Earthdawn material Copyright 1994 by FASA Corporation. All Rights Reserved. Used without permission. Any use of FASA Corporation's copyrighted material or trademarks in this file should not be viewed as a challenge to those copyrights or trademarks.Except where otherwise noted, all other original material is Copyright 1997-99 by L.A. Pride, Bill Hayden, Josh Young, and Chris Brumley.

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