A CUSTOM EARTHDAWN DISCIPLINE
A BIT OF HISTORY
      When 1st Edition was still relatively new in, perhaps, 1995 my friend Jeff B., who was very fond of playing his new Beastmaster Adept decided that that she was, perhaps, not precisely what a Beastmaster was like, in his vision.  He drafted what follows, but only developed as far as Eighth Circle -this may be developed more later-, as that was how far 1st Edition had gone by then...



Game Information
      Beastfriends have a skill of associating closely with animals; unlike Beastmasters, who influence and alter animal behavior with their abilities, Beastfriends alter their own behavior to come closer to the animals.  Many Beastfriends feel uncomfortable in large cities or towns, and prefer to live in the wild, far away from other people.

      Beastfriend talents often resemble animal powers, and may be used to influence aquatic creatures, flying creatures, burrowing creatures, and surface dwellers.  They work against enchanted creatures, such as the Pegasus, as well as they do against an ordinary house-cat, though many do not work against Name-Givers or other intelligent life.  Most Beastfriend powers do not affect the undead, demonic creatures, elementals, or creatures that are constructs of the Horrors, not Horrors themselves.

Important Attributes: Charisma and Toughness

Racial Restrictions: Obsidimen and T'Skrang

Karma Ritual: The Beastfriend searches around in the immediate area for an animal; they then begin to imitate the actions of the animal.  Once the animal approaches the Beastfriend the ritual is complete.  If the Beastfriend performs this ritual in an area devoid of animals, this lack of response reduces the Karma available to the Beastfriend through this ritual to 2 less Karma Points than he or she would otherwise be allowed.

Artisan Skills: Body Painting, Sculpture, or Wood Carving
BEASTFRIEND ABILITIES
D Indicates a Discipline talent

First Circle
Talents: Animal Bond, Claw ShapeD, Hide SkinD, Karma Ritual, TrackingD, Unarmed Combat

Second Circle
Talents: Animal MimicryD, Creature AnalysisD, Durability(7/6)

Third Circle
Talents: Talk With BeastD, Cat's PawD

Fourth Circle
Karma: The Beastfriend may spend a Karma Point on a Recovery Test, or on a talent that substitutes for a Recovery Test.
Talents: Animal FriendshipD, Threadweaving (Animal Weaving)D

Fifth Circle
Defense: The Adept may add +1 to Physical Defense.
Talents: Heal Animal ServantD, Calm AnimalD

Sixth Circle
Karma: The Adept may spend Karma on Strength Tests.
Talents: Endure Cold, Lizard LeapD

Seventh Circle
Recovery: The Adept gains an additional Recovery Test per day.
Talents: Claw FrenzyD, Sense Poison

Eighth Circle
Karma: The Beastfriend may spend a Karma Point on any action using Willpower only.
Talents: Lion HeartD, Shell Skin
Ninth Circle
      (As yet unwritten)

Tenth Circle
      (As yet unwritten)

Eleventh Circle
      (As yet unwritten)

Twelfth Circle
      (As yet unwritten)

Thirteenth Circle
      (As yet unwritten)

Fourteenth Circle
      (As yet unwritten)

Fifteenth Circle
      (As yet unwritten)


Half-Magic
      (As yet unwritten)

Specialists
      (As yet unwritten)

Role-Playing Hints
      (As yet unwritten)

Possible Discipline Violations
      (As yet unwritten)

Rituals of Advancement
      Recruitment: (As yet unwritten)

      Novice (2 - 4): (As yet unwritten)

      Journeyman (5 - 8): (As yet unwritten)

      Warden (9 - 12): (As yet unwritten)

      Ghost Master Ritual: (As yet unwritten)

Possible Discipline Combinations
      (As yet unwritten)



New Talents
Animal Friendship
Step Number: Rank + Charisma // Discipline: Beastfriend
Action: Yes // Requires Karma: Yes // Strain: 0

      The Animal Friendship talent allows a character to calm and befriend animals; it makes the animal see the Beastfriend as a friend to the animal.  The talent may only be used to make themself seem like a friend; no threatening gestures may be made toward the animal, such as wielding a weapon or outright charging the animal.  The character makes a Talent Test against the Social Defense of the animal; they may also attempt Animal Friendship on more than one animal, but the difficulty is increased by one for each additional animal and is compared against the highest Social Defense of those to be affected.  The affect of the talent is one hour per rank.

      If the character is being stalked or hunted by the animal, it will halt it's attack and ignore the character.  For each success level above Good, the animal will be considered more friendly toward the character.  If the character rolls five or more below the Social Defense of the animal, this will cause the animal to become enraged and attack the Beastfriend.

Animal Mimicry
Step Number: Rank + Charisma // Discipline: Beastfriend
Action: Yes // Requires Karma: No // Strain: 1

      The Animal Mimicry talent allows a character to imitate the way an animal acts.  This will allow a character to get closer to an animal than would be normal without alarming them.  A test must be made against the Social Defense of the target animal; an average success will allow the character to take any actions that the Beastfriend has seen.  A good success or better will allow the Beastfriend to even take actions they have not seen the animal take, but that would be natural to the beast.  The duration is 1 hour for each rank in Animal Mimicry; a successful Animal Mimicry test will also allow the Beastfriend to add their ranks in Animal Mimicry to any further interaction tests against the target species.

Calm Animals
Step Number: Rank + Willpower // Discipline: Beastfriend
Action: Yes // Requires Karma: No // Strain: 0

      The Calm Animals talent allows a character to calm and befriend a group of animals; this talent is a stronger version of the Animal Friendship talent.  This talent makes the Beastfriend and anyone with them seem to be a part of the animal group to all the animals in that group.  No threatening gestures may be made toward the animal, such as wielding a weapon or outright charging the animal.  The Adept must first use a Creature Analysis test against the strongest Social Defense of the animal group.  This test will not yield any specific information, but allows the Adept group to remain within a herd or group of animals without spooking them.  Once a good or better success is made then the character may make a Calm Animals test against the highest Social Defense of the group; the number of animals in the group determines the success level needed to succeed.
Group Size Success Level Needed
Rank x 10 Average
Rank x 25 Good
Rank x 50 Excellent
Rank x 100 Extraordinary
      This talent may also be used to calm a stampede, similar to the reverse of the Incite Stampede talent.  A Creature Analysis test is still needed before using Calm Animals.  When rolling the Calm Animals talent, a success level less is needed to succeed because of the calming nature of the talent.

Hide Skin
Step Number: Rank + Toughness // Discipline: Beastfriend
Action: Yes // Requires Karma: No // Strain: 0

      The Hide Skin talent increases a character's resistance to physical damage by causing the character's skin, and portions of the muscles and ligaments, to become tougher like animal hide; the character's skin takes on a leathery appearance.

      The character must use one of his available Recovery Tests for Hide Skin each day the talent is used.  The character can only use the Hide Skin talent once per day, but the effect lasts for a full 24 hours, or until the character ends it.  The character makes a Hide Skin Test, adding the test result to both her Death Rating and Unconsciousness Rating.  The character can now take more damage before dying or falling unconscious.

Shell Skin
Step Number: Rank + Toughness // Discipline: None
Action: Yes // Requires Karma: No // Strain: 1

      The Shell Skin talent makes a character much more resistant to damage; this requires one of the character's Recovery Tests each day it is used.  The character can only use this talent once per day, and must have ranks in the Hide Skin talent in order to use Shell Skin.  The character's rank in Shell Skin may not exceed his or her rank in Hide Skin.  The character must use the Hide Skin talent on the same day he or she uses Shell Skin; Shell Skin lasts for a full 24 hours, until Hide Skin wears off or until the character ends the effect.

      Shell Skin adds to the effectiveness of a character's Hide Skin talent, making the character's skin even tougher.  Shell Skin allows the character to take even more damage before falling unconscious or dying.  As with Hide Skin, the character's skin still appears leather-like, but is hardened and more segmented like an animal shell.  The character's Spell Defense and Death Ratings increase by a number equal to his rank in Shell Skin.

Talk with Beast
Step Number: Rank + Charisma
Action: Yes // Requires Karma: No // Strain: 0

      The Talk With Beast talent allows a character to understand and be understood by various animals.  Of course being able to talk with them and having them willing to talk to the Beastfriend are two entirely different things.  The Beastfriend should be on friendly terms with the animal they are attempting to talk to.  The success of the talent gives the Beastfriend the knowledge and ability to talk in the language of the target species of animal.  An average success will give the Beastfriend basic child-level ability, with each success level above that giving them a deeper understanding and vocabulary.  The duration is 1 minute per rank.



New Talent Knacks

Animal Servant Recovery
Discipline: Beastmaster // Talent: Heal Animal Servant
Rank: 9 // Cost: 200

      The Animal Servant Recovery knack allows a character to use Heal Animal Servant to remove one wound from an animal servant; instead of making a roll to determine damage healed, the wound is automatically removed.  Not only does the Beastfriend lose the Recovery Test as per the Heal Animal Servant talent, but they also take six points of strain.

Creature Acceptance
Discipline: Beastmaster // Talent: Calm Animals
Rank: 5 // Cost: 200

      The Creature Acceptance knack allows a character to use Calm Animals to sneak through an area without disturbing any creatures and having them make a commotion.  Once the Beastfriend has approached within range, they make a Calm Animals test to defeat the Spell Defense of the creatures; if the Spell Defense is defeated, then the Beastfriend is able to sneak through an area without disturbing any of the creatures there.  This may be used in conjunction with Cat's Paw.  If the Calm Animals test is successful, then increase the rank of Cat's Paw by the rank in Calm Animals.  The Beastmaster takes normal strain damage from any talents used as well as four strain from using Creature Acceptance.

Creature Heal
Discipline: Beastmaster // Talent: Heal Animal Servant
Rank: 5 // Cost: 200

      The Creature Heal knack allows a character to use Heal Animal Servant to heal an animal that is not a servant of the Beastfriend.  If the Beastfriend is able to approach and actually touch the creature in question, the Adept must make a Heal Animal Servant test to defeat the Spell Defense of the creature; if the Spell Defense is defeated, then the Beastfriend makes a Heal Animal Servant roll to determine the damage healed.  Not only does the Beastmaster lose the Recovery Test as per the Heal Animal Servant talent, but they also take four points of strain.

Creature Recovery
Discipline: Beastmaster // Talent: Heal Animal Servant
Rank: 11 // Cost: 200

      The Creature Recovery knack allows a character to use Heal Animal Servant to heal an animal that is not a servant of the Beastfriend.  If the Beastfriend is able to approach and actually touch the creature in question, the Adept must make a Heal Animal Servant test to defeat the Spell Defense of the creature; if the Spell Defense is defeated, then one wound is removed from the creature affected.  Not only does the Beastfriend lose the Recovery Test as per the Heal Animal Servant talent, they also take eight points of strain.
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