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> OOC- Shadow's Dawn: Diving into the past
sabs
post Jul 25 2011, 12:37 PM
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An Earthdawn Flying ship is going to be one of 4 types.

Viking Ship (Troll Skyraiders)
Single Mast Sail Ship (think Pirate Frigate) (humans, t'skrang, elves)
Flying Chinese how the hell do you navigate that thing (Dwarven)
Flying Castle (Behemoth, Theran)
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Seth
post Jul 25 2011, 04:13 PM
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But the dwarven ones have so many hit points and a massive armor class. You know it makes sense. Plus everyone knows dwarves get airsick if they are in a wussier construction style. (Dwarves can swap a spell for alleviate allergy if they regularly go in wussy ships)

I'd spend 10 points, because its unlikely to play a large part (but that will be up to you: and we are likely to do other Earthdawn flash backs in the future is this works out). 10 pts is 50K nuyen which would just about get you a decent lorry in Shadowrun. I've just finished work, so I will be working on armor weapons and the first EarthDawn post tonight.
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Seth
post Jul 25 2011, 08:56 PM
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OK the equipment list is up. (links are in the 4th post of this thread). If everyone can sort there character out within about a week that would be great. We can start now though!

Picture of the palace
Map of the palace

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Seth
post Jul 25 2011, 09:49 PM
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For those who read the IC post about the start of the Earthdawn period before I had proof read it, I would read it again (IMG:style_emoticons/default/smile.gif)

Zardaine is joining us in the past as Dannrhil. His character sheet is included in the usual place at the start of this thread.

I hope the briefing and the images are fairly self explanatory. Split the party you know it makes sense!
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PoliteMan
post Jul 26 2011, 05:48 AM
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Wait. what is this place we're attacking? 'Cause it kinda seems like it's Alachia's palace.

And Boris is kinda Alachia's super-loyal super-soldier.
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Seth
post Jul 26 2011, 06:16 AM
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No. Boris is here as Alachia's super loyal warrior. To make sure that the plan goes correctly, and perhaps to deal with failure.

I will try and clarify the situation.

As you know the mana level in Earthdawn / shadowrun changes with time. The Therran's have a widget that is keeping the mana level artificially high. The Council of Princes (of which Alachia is a member) have met with the Therran Resistance, lead by White Rose to steal an item (you now know it is the Labrys of Metis) which is keeping the mana level high. The reasoning behind this is that you can think of the distance between between where the mana level should be as strain in an elastic band. At some point something has to give. The general conjecture is that the elastic band will snap, releasing Cataclysmic energies across the world. This would be a Bad ThingTM. The Therrans have been approached on this topic, but appear to disagree with the conclusions of the council.

The Therrans have invited you all to an Embassy Ball in the palace in their capital "Great Thera" for diplomatic reason. Diplomats do this kind of thing all the time. From here if you follow the White Rose's plan, you will steal the Labrys.

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PoliteMan
post Jul 26 2011, 06:22 AM
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Ah, should I change by background. Right now Li is Wanted by the Therrans
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Seth
post Jul 26 2011, 06:26 AM
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I bet you are not as Wanted By The Therrans as White Rose (IMG:style_emoticons/default/smile.gif) . Magic exists, disguises exist... White Rose and the Council of Princes have performed many auguries, and their chance of success is maximized by this plan. Keep the Wanted. Remember there are no photographs and the empire is big: we are not in 2072!
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Sephiroth
post Jul 26 2011, 03:43 PM
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Back. Sorry for the delay, my work schedule and things I need to do for my family have been taking up a lot of time. And it doesn't at all help that internet here is still dialup (and not just dialup, I'm talking ~9 to 12 kbps dialup). Ugh.

Thanks for the work you're putting into this, Seth. Just to clarify:

Are you still planning/working on Lightbearer stuff? Don't forget that I have some SR-version lightbearer power ideas as metamagics in my original character post if you want some assistance with that.
This is at the end of the 4th age, right? So are there no more Horrors to deal with in this particular flashback (probably besides Ysrthgrathe, obviously)?
Could you explain how the individual Spell Matrix talents are supposed to work? I'm a little confused about that. Is each skill supposed to give a separate spell matrix of the chosen level?
In preparation for the Theran embassy ball, can you give us a bit of historical context, since this is happening at least a few hundred years after the time of Earthdawn? I'm particularly wondering about the Denairastas' continuing relations with/machinations against/attempts to destroy both Throal and Thera, how much of a presence the dragons still have (if any of them are still awake), whether whatever that tragedy was in Sereatha that turned the Knights of the Crimson Spire into the Knights of the Crying Spire has happened yet or not, and how much of a presence those Immortal factions that we have relationships with will have in this flashback, like Alachia, Harlequin, Mountanshadow, etc.

Also: You mentioned a long time ago that our magical group bond could do some funky things that weren't yet allowed by the SR magic level. Does our group bond function any differently in ED times?
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Seth
post Jul 26 2011, 03:58 PM
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QUOTE
Are you still planning/working on Lightbearer stuff? Don't forget that I have some SR-version lightbearer power ideas as metamagics in my original character post if you want some assistance with that.
  • I'll get that sorted tonight. I say your stuff and its nice and very Shadowrunny. So you are welcome to have that as the remnants of Lightbringer 10,000 years on as well as the extra (but cheaper) character class.
  • Horror are still around but not so many. The mana level is being kept artificially high, so they can still just about survive.
  • Each skill is supposed to give a separate spell matrix
  • Aha I am glad you reminded me about the magical bond. I will put out some rules for that too.
  • I'll go with this alternative future for Denairastas
  • I'll put some work into the historical context too
  • I'll give you the stats for the spear you have as well (remember you didn't have it back then...someone is messing with this memory quest)


None of this stuff should stop interactions with White Rose to find out what is happening.


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Aria
post Jul 26 2011, 04:05 PM
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Seth, while you're answering annoying questions: Do I need to take air sailing as a skill in addition to the power or does the power cover it completely?!?

Thanks
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Seth
post Jul 26 2011, 06:05 PM
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The power gives you automatic successes. You might as well get air sailing one, but you don't need to.
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pbangarth
post Jul 27 2011, 04:13 AM
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I notice some things cost blood points. Where do those come from? Or do they come from the same pool as the other equipment points?
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Seth
post Jul 27 2011, 06:40 AM
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Blood points (which of course require blood..) reduce your maximum condition monitors. You pick whether its the stun monitor or the body monitor. You add up all the blood points, divide by 7 (round up), and that is the number of points that you have to remove.

In Earthdawn they are treated as permanent wounds, which works out about the same
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Aria
post Jul 27 2011, 07:44 AM
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Seth, can I pay 15pts for the Storm Swift and she has a battery (larger than expected) of True Fire (elemental fire?!?) cannons? I envisage her as a better version of the Millenium Falcon of the ED age (IMG:style_emoticons/default/nyahnyah.gif) A trader but supremely fast and with a bite!

One last question before I sort Ryl - what do we do with the contacts that are no longer relevant in ED? Spend those points on local contacts? It seems like some travelling might be involved which always makes contacts tricky when you can't just pick up the phone (IMG:style_emoticons/default/nyahnyah.gif)
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PoliteMan
post Jul 27 2011, 08:13 AM
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Let's see

Skills
(Warrior): (24)
Anticipate Strike (3)
Swift Kick (3)
Wood Skin (3)
Tiger Spring (2)
Cobra Strike 3 (6)

Weapon Smith (16)
Forge Weapon (3) (legs)
Fireblood (3)

Equipment
Rank 5 Flask of Life=9 points
Living Bark=1

Blood Weapon (3) (Leg)
Cheat Death (3)
Desperate Blow (1)
-1 box Stun track

Edit: Also, I cannot find the Temper Other power, sounds useful.
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Aria
post Jul 27 2011, 02:12 PM
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Ok, here's Ryl in rough form (I apologise about the formatting in advance as it's set to go on my website once I get approval!)

Earthdawn Profile
Name: Kirylle deBathayre (Ayre)
Alias: None
Metatype: Human (Drake)
Archetype: Immortal Drake Air Sailor
Sex: Female
Age: Unknown

Earthdawn Attributes

Natural (Final) Drake
Body: 3 3 7
Agility: 5 6 6
Reaction: 2 4 4
Strength: 2 2 7
Charisma: 5 5
Intuition: 5 5
Logic: 3 3
Willpower: 5 5
Edge: 3
Magic/Res: 9 9
Essence: 6
Initiative: 7 10
Passes 1 3
Physical Condition 10
Stun Condition 11


Earthdawn Skills

Active Skills Specialisation Linked Attribute Total Bonuses
Athletics Group 2
Climbing 2 Strength 4
Gymnastics 2 Agility 8
Running 2 Strength 4
Swimming 2 Strength 4
Blades 2 Swords Agility 8
Unarmed 3 Claws & Bite Agility 9
Etiquette 1 Charisma 6
Leadership 3 Charisma 8
Negotiation 1 Charisma 6
Navigation 2 Celestial Intuition 7 +2 adept
Survival 1 Willpower 6
Stealth Group 1
Disguise 1 Intuition 6
Infiltration 1 Agility 7
Palming 1 Agility 7
Shadowing 1 Intuition 6
Dodge 3 Reaction 7 +2 adept [Drake form]
Exotic Weapon 6 [Breath] Agility 12 +2 adept [Drake form]
Perception 3 Intuition 8 +3 adept
Pilot Air Ship 2 Reaction 6 +2 adept

Unarmed 11D + Attribute Boost [5P, AP-, R1]
Breath Weapon 14D + Attribute Boost [9P, AP-, Elemental Effect: Fire ½ Impact Armour]
Dodge 9D +2 (Drake form) + Attribute Boost

Earthdawn Adept Powers
Always Available
• Attribute Boost Agility, Strength & Reaction [1] 0.75
• Enhanced Perception [3] 0.75
• Improved Reflexes [2] 2.5
• Mystic Armor [4] 2
• Improved Agility [1] 0.75

Human Form [Geas] (3 Power Points)
• Great Jump [2] 0.4
• Lowlight & Thermographic Vision 0.4
• Improved Navigation [2] 0.4
• Improved Air Sailing [2] 0.4
• Gliding 0.75
• Wall Running 0.75

Drake Form [Geas] (2.25 Power Points)
• Improved Breath Weapon [2] 0.75
• Combat Sense [2] 0.75
• Spell Resistance [2] 0.75

Air Sailor Powers (34)

• Air Dance [3]
• Air Sailing [1]
• Avoid Blow [3]
• Distract [1]
• Empathic Sense [1]
• Great Leap [1]
• Heartening laugh [3]
• Melee weapons [2]
• Navigation [2]
• Wind Catcher [1]

• Acrobatic Strike [1]
• Disarm [1]
• Lion Heart [2]
• Riposte [1]
• Tactics [2]
• Taunt [1]

Lightbearer Powers (12)

• Edge transfer [3]
• Radiant Circle [3]

Magical Equipment (47)

Air Ship
Scimitar of the Drake (Rapier of Wit) [4]
Naga scale broach [3]
Silks of the Victor (Circlet of Landis) [4]
Bracers of Aras [5]
Dragon Hide boots [2]
Healing potion x3
Last chance salve x1
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Aria
post Jul 27 2011, 02:13 PM
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Bracers of Aras - did you mean it adds to reaction (it says reflexes?!?) ?

Will these work when I'm in Drake form?

Thanks
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sabs
post Jul 27 2011, 02:56 PM
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Seth, I bought and maxed out all my powers, and I still have 2 points left over (IMG:style_emoticons/default/smile.gif) any ideas what I can do with em?

Also, any thoughts on how I can get some of my logic back since I lost my happy cyberware.
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pbangarth
post Jul 27 2011, 03:16 PM
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QUOTE (Seth @ Jul 27 2011, 01:40 AM) *
Blood points (which of course require blood..)


Heh. That rules out a spirit, eh? Just as well.
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sabs
post Jul 27 2011, 03:29 PM
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I give you Marduk the Mad Scholar.

Born: Marduk of Throal
Legendary name: Marduk The Mad Scholar
Dwarf
Mystic Adept

Stats:
[ Spoiler ]

Skills:
[ Spoiler ]


Languages:
[ Spoiler ]

Knowledge Skills:
[ Spoiler ]


Contacts: Sigh, I could have spent 400 points on contacts..
[ Spoiler ]

Relations:
[ Spoiler ]


Qualities:
[ Spoiler ]


Magic:
Initiate Level 4
Tradition: Hermetic
Drain: Willpower + Logic

[ Spoiler ]


Powers (Wizard):
[ Spoiler ]

(35 points)
Items: 33
[ Spoiler ]

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Seth
post Jul 27 2011, 08:07 PM
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@Sabs
Marduk looks pretty good.

Could you add up the blood points divide by 7 (round up) and decide whether they come off physical/stun or a bit of each?

I have added a bit to the spreadsheet with some background and Lightbearer powers. The Light bearer powers are not done the same way as classes (I couldn't make it feel right) The explanation for how to get them is in the sheet.

For easy reference the sheet is: https://spreadsheets0.google.com/spreadshee...;hl=en_GB#gid=1

I still have a couple more tasks to do: Fearghas's spear, a bit more about court background, but I hope the background material in the spreadsheet helps.

As a rough timeline, I am anticipating a few days of people chatting with White Rose, a week or so in the throne room getting the feel of the place, then the 10th hour will occur. I thought about making this a political flashback, but I think I will hold off until the next scenario for that.

I feel a bit like Aria with his End of Days...the difference is that you lot will be the ones bringing the End of Days (or at least the 4th Age)
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sabs
post Jul 27 2011, 08:13 PM
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But I already did add them up divide by 7 and decide (IMG:style_emoticons/default/smile.gif)
it's on the sheet.
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Seth
post Jul 27 2011, 08:36 PM
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TY
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Seth
post Jul 28 2011, 06:04 PM
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QUOTE
Seth, can I pay 15pts for the Storm Swift and she has a battery (larger than expected) of True Fire (elemental fire?!?) cannons? I envisage her as a better version of the Millenium Falcon of the ED age A trader but supremely fast and with a bite!
One last question before I sort Ryl - what do we do with the contacts that are no longer relevant in ED? Spend those points on local contacts? It seems like some travelling might be involved which always makes contacts tricky when you can't just pick up the phone


NP with the Storm Swift. As you can see I have written her into the story. I suspect contacts are utterly useless at the moment: just reguard them as wasted points. (that's one reason I gave so many away as freebies) . In future games going back to Earthdawn, they may be relevant.

Stats for the Storm Swift:
  • Handling 2
  • Max rowing speed 10.
  • Speed 3/6/8/12/8
  • Body 20
  • Armour 10
  • Min crew: 5
  • Max crew: 40
  • Current crew: 10 sailors 30 marines disguised as sailors
  • Current guns: 5 cannons on each side, with 2 bow chasers and 2 stern chasers
  • Bermuda rigged (new fangled experimental technology probably invented by Marduk or Ol'Scratch). You can probably go within 40 degrees of the wind, instead of the more customary 70, and you can tack easily.
  • Cargo points: 100 tonnes
  • Each crew over 10 reduces the space by around 5 tonnes per crew member
  • Each gun reduces the cargo by 3 tonnes per gun
  • First Mate: Misra Gallowglass, a female Tskanth SwordMaster(around 2nd circle)


Sailing vessels speed depends on the wind. For simplicity I have 5 wind speeds (1 is a light breeze, 5 is a storm). The * means this is not a safe wind condition.
Currently the wind condition is level 1.

Typical Cog speed 3/4/6/4/2*. Not rowable
Typical Galley speed 4/6/6*/6*/4*. Rowable at 8 for short times
Typical Frigate speed 5/7/8/8*/4*. Not rowable
Typical Galleon speed 4/6/8/8/5*. Not rowable
Small Longboat 4/7/10/15/10*. Rowable at 10
War Longboat 3/6/8/12*/8* Rowable at 8

You can see why the Sky Raiders go around in longboats

By the way: if any of the rest of you want vessels say so, and I will tweak the briefing.
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