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> [Recruiting] Earthdawn Game, Curse you, fistandantilus3.0!
fistandantilus4....
post Aug 1 2007, 07:28 PM
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she's going for human troubadour/wizard
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Ophis
post Aug 1 2007, 09:53 PM
Post #127


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Ah ha!

Finally found it. Page 101 of the Earthdawn Survival Guide

QUOTE (p101 EDSG)


[b]Animal Bond: As written, the Animal Bond talent does not limit the number of animals which a character can bond. As an optional rule, the Gamesmaster can use a character's Animal Bond talent rank as a limit for the number of animals the character can bond with at a single time. For example, a character with Rank 5 Animal Bond could bond with a maximum of five animals at a time. If a bound animal dies, is given away or leaves for any reason, the character can find and bond with another animal. This optional rule prevents beastmasters and other characters from developing huge menageries without first increasing their talent ranks.


There you go, so we're actually meeting you half way ;). One consistent problem with ED and animal companions is that they never gave decent rules for improving a companion (mounts get a couple but thats it) and the talents were always a bit vague.
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Metatron
post Aug 1 2007, 09:53 PM
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QUOTE
Crap, your animals can kill my character!


Don't worry, it won't last. It never does.
Thats why I had an army, although that character was very much one who didn't do towns.

This character is more of the opinion that, "I'm a beastmaster, these animals do what I say."
Therefore them being in Kratas with me will be fine 8)
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fistandantilus4....
post Aug 2 2007, 01:41 AM
Post #129


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I ahve to say, I'm realived to see a beastmaster who acutally wants to be a Master of the Beasts, instead of wanting to bed down with them, groom them, and prefer them to people. Sick of beastmasters like that. Bravo. Bonus points for metatron!
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Ol' Scratch
post Aug 2 2007, 02:08 AM
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QUOTE (fistandantilus3.0)
...instead of wanting to bed down with them

I so misread that on my first reading.
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laiced
post Aug 2 2007, 02:52 AM
Post #131


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So Fist3.0,
Is there a formal process to getting into your game or do I just give you race/class idea and you give me the character creation structure that you are using?
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fistandantilus4....
post Aug 2 2007, 03:26 AM
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well you give write me up a resume' , but I think it'd be a lot easier to jsut pitch a character . :D

In contrast to Grinder, my method of char gen is 4D6, drop the lowest dice, and you roll the six main attributes, plus one free roll. That way if one roll bombs out at a 4, you can get a reprieve. I'll be seting the beginning LP in a while, since I don't want to start at 1st circle.
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Ophis
post Aug 2 2007, 08:20 AM
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QUOTE (fistandantilus3.0)
I ahve to say, I'm realived to see a beastmaster who acutally wants to be a Master of the Beasts, instead of wanting to bed down with them, groom them, and prefer them to people. Sick of beastmasters like that. Bravo. Bonus points for metatron!

Mithras, Metatatron's previous beastmaster was a lot like that, gave my chracter no end of head aches trying to get him more socially active...
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Grinder
post Aug 2 2007, 09:46 AM
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QUOTE (Ophis)
Ah ha!

Finally found it. Page 101 of the Earthdawn Survival Guide

QUOTE (p101 EDSG)


[b]Animal Bond: As written, the Animal Bond talent does not limit the number of animals which a character can bond. As an optional rule, the Gamesmaster can use a character's Animal Bond talent rank as a limit for the number of animals the character can bond with at a single time. For example, a character with Rank 5 Animal Bond could bond with a maximum of five animals at a time. If a bound animal dies, is given away or leaves for any reason, the character can find and bond with another animal. This optional rule prevents beastmasters and other characters from developing huge menageries without first increasing their talent ranks.


There you go, so we're actually meeting you half way ;)


Indeed. We gonna keep it and limit the number of beasties she can bound to her talent rank.
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Grinder
post Aug 2 2007, 09:46 AM
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QUOTE (Ophis)
One consistent problem with ED and animal companions is that they never gave decent rules for improving a companion (mounts get a couple but thats it) and the talents were always a bit vague.

I'll check it in the EPC/EGC.
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Grinder
post Aug 2 2007, 09:47 AM
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QUOTE (fistandantilus3.0)
she's going for human troubadour/wizard

Troubadour/ Wizard is too close to Morgana, for my personal taste. One discipline should be changed - and no, Warrior is no choise. :D
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Grinder
post Aug 2 2007, 09:49 AM
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QUOTE (Metatron)
Therefore them being in Kratas with me will be fine 8)

If you can convince me that a couple of flesh-eating predators can live in a city. Otherwise, the animals have to stay out of town - the skeorx at least.
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Metatron
post Aug 2 2007, 10:07 AM
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It's not like they are going to go on a rampage through the city or anything... I am in control of them you know ;) :P

QUOTE
If you can convince me that a couple of flesh-eating predators can live in a city.


Hey, I'm living in a city...(character that is..)
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Grinder
post Aug 2 2007, 10:09 AM
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:D

Yeah, but your animals (controlled or not) need to be fed. With meat. And a skeorx is going to need some of it.
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Grinder
post Aug 2 2007, 10:11 AM
Post #140


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My search-fu is strong today - found rules for increasing a familiars abilites (note that you can only have 1 familiar at a time, even though you may have more loyal animals).

QUOTE (EPC p.263)


Familiars
Many legends describe creatures and spirits that serve
adepts. Known as familiars, these companions most commonly
serve magician adepts, but adepts of any Discipline may
acquire a familiar. For example, Beastmasters often acquire
animal familiars from among the creatures loyal to them, and
many Cavalrymen perform a familiar ritual with their mounts
that strengthens the bond between mount and rider.
Almost any non-Name-giver creature or spirit can become
a familiar, provided that the creature or spirit is well disposed
toward the character. Named spirits and sapient creatures (such
as dragons) cannot become familiars. Some rumors claim that
mad and corrupt magicians have chosen unintelligent Horrors as
familiars, but no evidence supports such claims.
Acquiring a Familiar
To acquire a familiar, an adept first must find the creature or
spirit that will become the familiar. The potential familiar must
be well-disposed toward the adept and willing to undergo the
familiar ritual. In game terms, the creature or spirit must have
the equivalent of a Loyal attitude toward the character. Adepts
may use the Animal Bond talent to develop a relationship with an
appropriate animal.
A spirit may only become a familiar if the magician who chose
it has established a working relationship with the spirit through
repeated summoning, and has treated the spirit with respect in
all instances. A magician cannot choose as a familiar any spirit
with whom he has engaged in a Contest of Wills (see the Spirits
chapter on p. 358 of the Gamemaster’s Compendium).
After choosing the creature or spirit, the adept swears a blood
oath to declare his intent to take the creature or spirit as his familiar.
The adept formally Names the familiar, and cuts his chest over
the heart, drawing blood. The cut causes 4 permanent Damage
Points, which cannot be healed as long as the familiar bond continues.
The adept then uses his right hand to mark the familiar’s
head with his blood, swearing to protect and care for the familiar
in exchange for the familiar’s aid and service. The exact oath
varies according to the adept’s Discipline and training, but most
include the following elements:
“I (adept’s Name), take you (familiar’s Name), to be
my companion. As I now offer my blood, so do I swear
to give my aid and protection. My loyalty and patronage
shall be yours. Our strength and our thoughts will be as
one. This I do swear, now and forever.�
An adept may bond only one familiar at any time. The magic of
the familiar bond lasts until the adept or familiar breaks the blood
oath or dies. An adept may break the blood oath by allowing the
familiar to come to harm or by failing to take proper care of the
familiar. As with other blood oaths, the gamemaster determines
whether or not a character has broken the oath.
An adept who breaks a familiar blood oath suffers 3 Blood
Wounds that cannot be healed for a year and a day. He may
attempt to heal these wounds with healing potions as described
above. At the gamemaster’s discretion, the adept may re-establish
the familiar bond if he makes sufficient reparation for his mistake,
but a familiar will never return to a master who deliberately
abused or mistreated it. An adept cannot bond with a new familiar
until he has healed any Wounds caused by breaking a previous
familiar blood oath.
Benefits of a Familiar
The familiar bond grants the character and his familiar several
benefits. The master gains a special version of the Blood
Share talent at Rank 1, which may only be used to transfer damage
between the master and the familiar. This talent may be increased
as a First Circle talent, but does not count for circle advancement.
If the master uses this ability to transfer an amount of damage
that exceeds the familiar’s Death Rating, he automatically breaks
the familiar blood oath and suffers the standard consequences
when the familiar dies. Magicians with spirit familiars may also
use this ability, but the spirit must be physically manifest and
touching the adept. Spirit familiars unable to manifest cannot
offer this ability to their masters. The familiar bond also creates
a mental link between master and familiar. The master learns a
special version of the Thought Link talent at Rank 1, which may
only be used to communicate with his familiar. This talent may
be increased as a First Circle talent, but does not count for Circle
advancement. This ability enables both master and familiar to
sense the general feelings and location of the other, including if
the other is in danger. More detailed information can be gained
with a successful Thought Link Test.
In addition to the Blood Share and Thought Link abilities,
characters with familiars may purchase other “bonus� talents
for use with their familiars. These talents are purchased and
increased as First Circle talents, but do not count toward Circle
advancement (just like talents learned through Versatility). Masters
can purchase the Animal Possession talent for use with the
familiar only. The talent allows the master’s spirit to possess the
familiar and use its senses. The Animal Possession talent has no
effect on spirit familiars.
A magician may use his familiar as an additional spell matrix
by purchasing an additional Spell Matrix talent. To use the spell
stored in the familiar’s matrix, the familiar must be within 2
yards of the magician. The spell matrix possesses all of the usual
spell matrix characteristics and limitations (see Spell Matrix
Talent in the Spell Magic chapter, p. 282).
Additionally, the familiar bond creates a link between the patterns
of the familiar and master. This link enables the master to
weave threads to his familiar’s pattern, improving the familiar’s
abilities and his own as if they were minor pattern items for each
other. Any improvements in talents or abilities the master gains
in this manner apply only when he is dealing with the familiar.
For example, a magician who weaves a thread to his familiar and
attaches it to his Spellcasting talent gains the rank increase only
when casting spells on his familiar, which makes using certain
beneficial spells on the familiar easier.
The pattern link may also be a drawback, however. Anyone
who gains access to a character’s familiar can use it to weave
threads to that character’s pattern as if the familiar were a minor
pattern item. This bond lasts only while the familiar lives, but the
bond remains even after the blood oath uniting the master and
familiar has expired. See the Thread Magic chapter, p. 268, for
more information on pattern items and thread magic.
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Metatron
post Aug 2 2007, 10:16 AM
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Aye, true. They can do their hunting outside the city, and I will have instilled in them a fear of attacking name-givers for food.

Hopefully there will be one or two helpful 'stable' boys (for want of a better word) that have some sort of provision for animals other than mounts, that I will be able to frequent and house the animals there. You know for those moments when it's inconveinient to have the animals outside.
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laiced
post Aug 2 2007, 04:21 PM
Post #142


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Fist3.0,
I will be picking up my books tonight and getting some ideas together for you. Are there any restrictions in terms of races or classes from the supplements?
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fistandantilus4....
post Aug 2 2007, 04:37 PM
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I generally stick to the racial restrictions, unless you can convince me otherwise. You'll have a hard sell to get an obsidiman Air Sailor for example. but some of the best characters are a-typical, so something off the norm is usually alright.

Metatron - A skeorx is a scary as beast, and has a pretty strong will. not to mention can tear a name giver apart very damn quickly. You might think you've got it under control, but the gate guards, and possibly the skeorx it's self, may have different ideas. And if you're trainign it to fear Name Givers, well, it isn't going to do you a lot of good in the way of defense in a place like Kratsas. If you let it wander, someone's just as likely to catch the exotic and feared beast and try to sell it for some pit fight. I honestly just think this is one that doesn't jive with our current setting. It'll cause whole loads of problems for you.
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Grinder
post Aug 2 2007, 04:52 PM
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The last time I had my players encounter a skeorx, 3 of the characters end up nearly dead and the last one with ~60 points damage before he was able to kill of the beastie.
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Ophis
post Aug 2 2007, 05:46 PM
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Yeah sounds a bit like the first time a party I was in met a Skeorx, we got hammered and ran, except the weaponsmith, who jumped in a nearby row boat (I have no idea) and disappeared off down the serpent river never to be seen again....

The next time a party met one the beastmaster dominated it and kept it asleep then went into seclusion until he had it bonded. (This was at about circle 5)

Hey Fisty stop arguing against the Skeorx it will be on our side.

Grinder, do you use MSN or similar as Metatron will find discussing it easier and quicker over that.
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fistandantilus4....
post Aug 2 2007, 08:10 PM
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QUOTE

Hey Fisty stop arguing against the Skeorx it will be on our side


Sometimes, our side, and yourside, are different things,in my experience. ;) But I'll just shut my mouth now. :)
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Fortune
post Aug 2 2007, 09:23 PM
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QUOTE (fistandantilus3.0)
But I'll just shut my mouth now.

That'd be a first. ;)
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fistandantilus4....
post Aug 3 2007, 12:37 AM
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:lick:
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Grinder
post Aug 4 2007, 01:30 PM
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QUOTE (Ophis)
Grinder, do you use MSN or similar as Metatron will find discussing it easier and quicker over that.

I have ICQ (my laptop doesn't like MSN). Have the same nickname there.
Don't have it run often though.
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Grinder
post Aug 4 2007, 01:31 PM
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QUOTE (Grinder)
QUOTE (fistandantilus3.0 @ Aug 1 2007, 09:28 PM)
she's going for human troubadour/wizard

Troubadour/ Wizard is too close to Morgana, for my personal taste. One discipline should be changed - and no, Warrior is no choise. :D

Any news in this field, oh mighty Fisty o' Doom? :D
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