Knacks (Earthdawn!)

Adept's Best Friend
Scout 5, Tracking Adept Continuous Strain 2: Use Survival+Focus / Willpower+Soul of target animal that belongs to an Adept. Must be touching Adept. May be used in reverse, finding the Adept, for 1 more Strain.

Air Legs
Air Sailor 3, Air Captain Adept Strain 2: Use Air Captain+Focus to resist Wounds aboard Airships or Use Air Captain as Stunt aboard Airships.

Air Mount
Cavalryman 11, Spirit Mount Strain +2 / round Spirit Mount can now fly (same Move).

Air Whisper
Elementalist 6, Air Speaking Action, Strain 1/round: Sorcery+Charisma / 15. May Air Speak to any target in range. The range for this talent knack is the Air Speaking EV x 3 yards;

Arcane Curses
Wizard 6, Arcane Mutterings Strain 3 The Arcane Curses knack enhances the effect of the Arcane Mutterings talent. Action, Focus: Willpower+Focus/Willpower+Empathy. If the EV is 5 or higher, target takes no action as long as no one takes hostile action against them. Arcane Mutterings lasts Circle rounds. During this time, the Adept must continually "mutter" or else the effect ends. While suffering from the effects of Arcane Mutterings, the characters are disheartened, which makes them easier to affect using other social talents. Add the Adept's Circle to any attempt to Interact with the targets. Arcane Mutterings has no effect when used against targets engaged in combat. If you get EV 10 on the Action, this knack imposes -2 impairment for Circle rounds. This effect continues even after the Adept stops mumbling.

Armor Beater
Sky Raider 7, Swordmaster 6, Warrior 5, Martial Arts Adept Strain 3 -5 Armor with armed Martial Arts Attack.

Arrow Cutting
Swordmaster 9, Riposte Strain +3 You may deflect Missiles with Riposte. Defense, Focus, Strain 5:[Martial Arts+3] / Ranged Attack. Only deflect.

Arrow Stop
Archer 5, Archery Adept Attack, Strain 2:If Adept hits with at least 5 Outcome, Arrow Stop allows for Intimidation with AV-5, doing 1 Shock point of Damage.

Assault
Air Sailor 7, Air Captain Adept Air Captain Action, Strain 4: The Adept gains a +2 AV modifier as he maneuvers his vessel, or fires his cannons.

Astral Spy
Nethermancer 7, Orbiting Spy Strain 1 + Strain 1 per Action with Spy Make Orbiting Spy astral, invisible.

Astral Tracking
Scout 9, Tracking Adept Strain 1 + Strain 1 per Action with Spy Make Orbiting Spy astral, invisible.

Avoid Spell
Thief 11, Warrior 11, Avoid Blow Strain 2 May use Avoid Blow on any spell.

Backbiter
Archer 5, Bank Shot Strain +2 Ignore Shield bonuses.

Boarding Action
Sky Raider 8, Air Captain Adept Air Captain Action, Strain 4: The Adept gains a +2 AV modifier as he maneuvers his vessel.

Cat's Skill
Beastmaster 7, Cat's Paw Strain 2: Add Circle to jumping, climbing or balancing with Stunt. Strain 0: You take no damage from falls up to Circle meters.

Claw Riposte
Swordmaster 7, Riposte Strain 1 May Riposte unarmed attacks.

Body Armor
Purifier 6, Body Control Constant Strain [Circle]: Change Body Control from Damage to Armor.

Bounce
Warrior 7, Avoid Blow Strain 2, Focus: Lower falling distance by Circle.

By the Fingernails
Scout 5, Stunt Adept Strain 2: Reroll a failed Stunt roll. May only be used once per Stunt attempt.

Claw Tool
Archer 3, Flame Arrow Constant Strain 2 +2 Stunt for climbing. May use claws as tools for Arts, Tech, Intrusion with +2.

Covet Item
Thief 5, Crime Adept Strain 2: Add a +d10 (of Luck or Focus type) to a Crime roll to fence items.

Create Mechanical Trap
Thief 7, Intrusion Adept Strain 2: Recall and build previously seen Mechanical Trap with Intrusion.

Creature Remains
Beastmaster 5, Scout 5, Creature Analysis You can use Creature Analysis on remains from a creature with -5 EV.

Deathsight
Nethermancer 9, Lifesight Strain +2 See undead and Horror spawn with Lifesight.

Defuse Mob
Troubadour 8, Incite Mob Strain 2: Defuse a mob using the same rules as Incite Mob.

Diagnose
Wizard 5, Astral Sight Strain 2: Powers+Soul vs Spell Defense of target to diagnose injuries, diseases, poisons, illnesses or other afflictions of subject.

Disassociate
Troubadour 9, Empathic Sense Action, Strain 2: Powers+Charisma/Spell Defense+Soul. Outcome 5 allows the Adept to change the attitude of the target to neutral, lessen Wound penalties by 1 or gain a Social positive d10 against the target.

Epic
Troubadour 5, Emotion Song Strain 1: Increase the Emotion Song duration to 1 hour, and you may reuse the knack until you fail. At the end of all Emotion Songs enhanced by this Knack, choose the best result. May be used with Telling the Tale.

Explosive Flame Arrow
Archer 7, Flame Arrow Strain +4 If the Flame Arrow hits the primary target, it explodes, doing Perception+[Weapon]+Circle+3 damage to all within Circle yards, and normal damage to the primary target.

Extend Range
Archer 8, Eagle Eye Focus, Strain 5: Roll Adept Powers+Soul vs Willpower+Soul. Success allows the Adept to ignore any range modifier penalties that would normally apply. Each use of the Eagle Eye talent with the Extend Range knack lasts a number of Sequences equal to the Adept's Circle. Any Attack during Eagle Eye with the Extend Range knack has line of sight range.

Faulty Bowyer
Weaponsmith 7, Warp Missile 2 Strain, Warp Missile Action: At EV 10, weapon damage is permanently reduced by 3. At EV 20 weapon is permanently damaged beyond use, but may be repaired. Repair attempts take 1 day, with a Difficulty equal to the result of the Warp Missile Action.

Fire Arrow
Archer 3, Flame Arrow Focus, Strain 1: Arrow head bursts into flame, doing +2 extra Damage.

Flaming Wounds
Sky Raider 7, Fire Blood Action, Strain 3 after Action: Add Circle to your Fire Blood Action EV if you perform the Action the same Sequence as receiving a Wound.

Flourish
Swordmaster 7, Martial Arts Adept Action, Strain 1: Martial Arts+Charisma/Martial Arts+Empathy. Flashy display of swordsmanship causes 1 + EV/5 points of impairment 1 sequence to target. Anyone attacking the target also gain the same AV bonus as the impairment.

Flying Kick
Sky Raider 5, Great Leap Great Leap Move, Unarmed Attack Action, Strain 2: The Adept makes a Great Leap. This counts as an Active Defense with Stunt. After landing, the Adept makes an Unarmed Attack that does Strength+5 Damage.

Gaping Wound
Illusionist 6, Nethermancer 7, Sorcery Adept Strain 2 If target takes a Wound, the Adept may immediately use Intimidation as a Free Action.

Glint
Sky Raider 6, Steely Stare Action, Strain 2: Intimidation+Charisma/Intimidation+Empathy. Success forces the target to not use Spirit-based Effects and not take any Actions against the Adept for EV Sequences, unless the Adept attacks the target.

Halt Disease
Elementalist 5, Cold Purify Strain +2 Allows the Elementalist to stop diseases and poisons with AV-5.

Heal Others
Ëlementalist 5, Fire Heal Strain +Focus/3 Supplies 3 Focus per Outcome, only usable for Healing Talents, to others, with AV-5.

Invisible Mark
Archer 5, Mystic Aim Strain +2 The Invisible Mark knack allows an Adept to create a mark that can only be seen by an Adept using astral-detection abilities.

Remove Curse
Weaponsmith 11, Abate Curse Action, Strain 3: Adept Powers+Focus/10+Weapon Rank x 5. Outcome 10 allows the Adept to remove a curse permanently from an item. Less Outcome still curse to abate EV Hours.

Sense Curse
Weaponsmith 7, Abate Curse You may try and sense a curse on an item. Action, Strain 3: Adept Powers+Focus/10+Weapon Rank x 5. Outcome 5 allows the Adept to sense if and what curse is on a weapon or item.

Shadow Hide
Scout 5, Thief 3, Silent Walk Strain 2 You may become almost invisible in shadows or other visual obstructions. As long as you don't Move, you receive a +Circle Sneak bonus.

Songs of Inspiration
Troubadour 5, Emotion Song Enhances party's abilities. Action, Strain X /round : Perform+Social / highest Willpower+Focus of party (with multi-Action penalties). Success raises any Attribute, Damage or Initiative by X, where X is Strain taken per round (must be set when the song is sung).

Spell Riposte
Swordmaster 11, Riposte Strain +4 You may reflect spells with Riposte. Defense, Focus, Strain 6:[Martial Arts+3] / Sorcery Attack. Sends the spell back to the caster, doing the target's Damage+your Outcome.

Spirit Flame
Archer 5, Flame Arrow Strain +2 Attack: If the Archer gets Outcome 5, the damage is resisted only by Power+Armor vs Spells.

Swordcrash
Swordmaster 6, Martial Arts Adept Strain 2 Attack, Outcome 5: The sword crashes and gives the Adept time for a Free Interaction attempt. This may include Talent use.

Water Mount
Cavalryman 9, Spirit Mount Strain +1 / round Spirit Mount can now move across a surface of water (same Move).

Weapon Scream
Sky Raider 6, Martial Arts Adept Strain 2 Attack, Outcome 10: The weapon howls, creating a Free Action Battle Shout against the target.