sabs
Jul 20 2011, 04:49 PM
Hence why I was asking
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No wonder it's taking so long for you to set it all up.
Half magics could be done as an initiate power pretty easily.
You get initiate grade / 2 as a skill bonus for knowledge skills, etc...
Aria
Jul 21 2011, 11:42 AM
QUOTE (Seth @ Jul 20 2011, 05:39 PM)
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I think that we cannot do full earthdawn: I asked back in May and generally speaking people were opposed to the idea of learning a new system and making a character in it. (Personally I love learning new rule systems and making new character...but hey)
So that means I will be giving people cool funky powers lifted straight out of earth dawn, and giving them shadowrun game mechanics. (its this task that's taking me a while)
Example: Air sailing: well its a skill...
Avoid blow/Melee/Durability/...many others: not migrating it
Air Dance: Big bonus on initiative
Great Leap: what it says
Heartening laugh: buff on resisting social interactions / fear
etc
So everyone will probably get 5..10 extra powers.
I'm not planning on migrating half magics or knacks at the moment.
I don't envy you that
little task! There are loads of adept powers now and I'd guess most things have an ED/SR equivalent but still...
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I've noticed in my background text that I mentioned Ryl being a lightbearer working with Caimbeul (H!) for a while...I'm guessing I won't be the only one that would like a few ranks in that august institution!
pbangarth
Jul 22 2011, 06:28 PM
I'll wait to post until Bjeorn and Alyena have a chance to answer Li's question. In the meantime, Seth, how do the auras of Room 27A and Angel interact? What is the net background count?
PoliteMan
Jul 22 2011, 06:46 PM
Yeah, plus e-do probably wants to get a few words in.
Seth
Jul 22 2011, 07:19 PM
Well that took longer than I expected. Mostly because I was busy during real world stuff. I'll answer the previous posts shortly. I suspect that next week we will be back to our more normal busy posting rate.
Still here we are:
https://spreadsheets.google.com/spreadsheet...;hl=en_GB#gid=1 The spreadsheet has two tabs. "Disciplines" and "Powers". The Disciplines page tells you what powers you can have, the powers page tells you what they do. The powers are pretty simple: usually they give auto successes on a die roll equal to the level that you choose to use. To be even cooler you can choose what level power to use after the die roll. If you don't want to think too much about it, pick a discipline, set all the powers to 2, and see if you have any points left.
- You have your character roughly as now (respend skills and attributes as seems fair to you)
- You have 40 points to spend
- A second discipline costs 10 points
- Powers costs one point each from the first group, and 2 points each from the second.
- Maximum power level is 3
- Powers have a drain code of 2 + level that you use (you don't have to use max level)
- Resisted by willpower + body
- Stun will come back at a point a minute.
Spell casting
- Casting raw magic is very dangerous
- Everyone casts spells "through" a matrix.
- Everyone with spell casting powers has a single level 2 item that is a level 2 spell matrix.
- In addition spell casting classes can learn matrices as a skill
- It takes a complex action to "tune" a matrix to a spell.
- The maximum force of a spell is 4 * the level of the matrix
Thread weaving
- If you are a magician, your thread weaving skill is three, otherwise it is 2
- Thread weaving is good for ritual magics
I'll post the Shopping list (it will appear as a third tab on the spreadsheet), and the IC brief shortly.
Seth
Jul 22 2011, 07:23 PM
QUOTE
Also, regarding build, am I reading the critical strike power right? It's limited only by your magic level, so with Magic 9 you could have 9 levels of critical strike? That seems...powerful.
Gulp. Yes it does. I am playing RAW though... I have observed that many people think it should be 0.5/level, but we will stay RAW for now
QUOTE
In the meantime, Seth, how do the auras of Room 27A and Angel interact? What is the net background count?
They harmonise beautifully producing Saintly Golden Beauty 4. This is buffing everyone in the room (which will add to your ritual spellcasting rolls if you go from there)
Sidenote: Alyena and BigFella/Bjeorn have been busy with Scouting/End of term stuff. I will chase them up tonight or tomorrow.
Alyena
Jul 22 2011, 09:21 PM
QUOTE
I'll wait to post until Bjeorn and Alyena have a chance to answer Li's question.
Sorry, have looked back but can't find the question. Could you repeat it? Thanks
(Probably just can't see for looking, haven't quite surfaced, or dried out, after Scout camp. The Cubs at least were as "Happy as pigs in mud"!)
sabs
Jul 22 2011, 09:28 PM
short answer, he said
"who the hell are you people"
pbangarth
Jul 23 2011, 04:38 AM
QUOTE (Seth @ Jul 22 2011, 02:23 PM)
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They harmonise beautifully producing Saintly Golden Beauty 4. This is buffing everyone in the room (which will add to your ritual spellcasting rolls if you go from there)
By 'buffing' do you mean it affects us all as if we were the same aspect as the domain (
Street Magic p. 119)?
Hmmm... Ritual Spellcasting. I wonder who the spotter will be? "Oh, look! There's someone who's a natural in the astral."
*******
@all the other players:
If we need to nail the ward separating the third floor from the lower floors, both to allow the enraged spirits access to the upper floors and possibly the opportunity to pester/hurt the Horror, and to allow us to get at the pumps, I believe Mandala is the only one with the Shattershield spell.
Both Alyena and Li appear interested in a Power Pact to share powers/spells. If Mandala does both, and gets a 'level-up' from an attack he can Absorb (he's going to want to cast as powerful a Shattershield as he can), preparation will take the better part of two minutes.
Spells that look interesting: Shape [Metal] from Li and Mob Mind from Alyena.
Well... holy shit. This just occurred to me as I was reading through available spells. For a Free Spirit, the natural maximum for Attributes is his Force. That means the augmented maximum is Force * 1.5, rounded down. When Mandala isn't being stumped by background count, his Attributes can be bumped by the various Increase [Attribute] spells to 13. Too bad they are physical spells, and therefore can't go astral with him.
pbangarth
Jul 23 2011, 04:46 AM
Cool chart, Seth. Troubadour definitely looks the way to go for Mandala. I'll study the chart and the other links this weekend.
Aria
Jul 23 2011, 01:56 PM
Thanks for your hard work Seth
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just a couple of questions:
So these replace our adept abilities?
Do I still get my drake powers?
And are you planning a light bearer column or is warrior (or another 'class' similar enough?)
Thanks
pbangarth
Jul 23 2011, 05:38 PM
Does Mandala, who is a magician in SR, need to take one of the 'spell caster' classes to be able to cast his SR spells in the ED segment?
In order to have Spell Matrix 3, does one have to have Spell Matrix 1 and Spell Matrix 2 first?
Mandala has Disguise as a SR skill. Does the Disguise ED power do anything different/extra?
Do Mandala's spirit powers stile exist in the ED world? Does exercising them cause trouble the way casting raw spells does?
Just so I have it straight: If Mandala were to take all of the top set of powers under Troubadour at level 3, it would cost him 12 * 3 = 36 points. All of the bottom set of powers at level 3 would be 7 * 6 = 42. Correct?
pbangarth
Jul 23 2011, 09:14 PM
I can't find Etiquette or Arcane Muttering in the Powers page.
Seth
Jul 24 2011, 08:25 AM
Questions
1: "Do these replace our adept powers". Nope you are just going to be crazy hard. These are the properties of having a higher mana, and because you are dreaming into the past you are basically just better than you were back then. (Otherwise its make a whole new character time and we might as well just use the EarthDawn rules)
2: "Do I still get drake powers". See previous answer
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3: IIRC LightBearers are not a class (I only use 1st edition really) and I had forgotten to do them. I'll make another column today for them. They will be like a class, but only cost 5pts to buy into them
4: "Does mandala need to take a class as a spell caster". Your choice. If you are not a spell caster you get a level 2 matrix (but it is a physical object: typically a piece of jewelry). Your spirit powers are not affected by the Horror Taint. You could always just ignore the problem that if you cast free magic you are likely to be Horror Marked. To tempt you I will say that spirits are generally less attractive to Horrors than metahumanity... What could go wrong...
5: "In order to have spell matrix 3, do you need 1 and 2 first". Each is a separate skill. Perhaps I should have called them Spell Matrix A, Spell Matrix B and Spell Matrix C. You can spend up to three points on each. Each can be "attuned" with a complex action to a new spell. So if you only have one, it just slows you down as you are constantly reattuning it. The Enhanced Spell Matrix actually reduces the drain of a spell that it is attuned to
6: "Does the Disguise power do anything different to the skill". The disguise power lets you add auto successes to your skill roll. So you roll your skill (determine glitches/critical glitches as normal) then the add the auto-successes
7: I think your maths is correct. No one is expected to have all the powers at three. To be honest the drain cost of a level 3 power is high, so I anticipate (perhaps wrongly) that people will mainly use the powers at level 1 and level 2. Level 3 is "I have mastered this power". With a level 3 power, most skill rolls will be a critical success.
8: Etiquette or arcane mutterings: I have added them. Thanks for pointing it out
So outstanding things for me:
1: Shopping list for things to spend you resources on
2: LightBearers funky powers.
pbangarth
Jul 24 2011, 04:02 PM
QUOTE (Seth @ Jul 24 2011, 03:25 AM)
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Questions
4: "Does mandala need to take a class as a spell caster". Your choice. If you are not a spell caster you get a level 2 matrix (but it is a physical object: typically a piece of jewelry). Your spirit powers are not affected by the Horror Taint. You could always just ignore the problem that if you cast free magic you are likely to be Horror Marked. To tempt you I will say that spirits are generally less attractive to Horrors than metahumanity... What could go wrong...
There's the rub. Mandala is a Free Spirit and doesn't project, he dematerializes. So if he goes astral, a material matrix object would not go with him, even if it were like a focus in SR. Either he spends some points on a spell-casting class as well as on Troubadour, or he can cast only raw magic on the astral plane.
Hmmm....
This is kinda fun. I'm in a position similar to that of a spirit just Freed. All this cool stuff going on around me and I have little idea what most of it means.
pbangarth
Jul 24 2011, 04:46 PM
OK, so here's a first pass at Mandala in the land of Earthdawn:
Current abilities: much the same, but remove the two spells related to radiation, and put the 10 karma points into beefing the Influence Group of Skills from 1 to 2.
Earthdawn Disciplines/Powers:
Characteristics of Mandala -- performance, influence, protection, find stuff out, spellcasting. I want him to be able to cast spells in the astral plane, and I want him to be able to resist all kinds of nasty stuff I don't know about yet. Especially since he seems to want to go off by himself a lot. A lot. He is really good already at Disguise, so I don't figure he needs more help there.
So...
Troubadour - 13 points Level 1 powers, 6 points Level 2
Empathic Sense (2)
Etiquette (1)
First Impression (2)
Haggle (1)
Heartening Laugh (3)
Impress (2)
Item History (2)
Diplomacy (1)
Performance (2)
Nethermancer - 10 points for second discipline, 3 points Level 1 powers, 8 points Level 2
Matrix 1 (3)
Abate Curse (2)
Steel Thought (2)
Seth
Jul 24 2011, 05:39 PM
Looks good. Not much combat but very Manala-esque
I take your point about the physical item: its a hard choice. Just to tempt you: I was serious when I said that the horrors don't like spirits as much as metahumans. Basically if you do raw magic it will be a magic + edge roll needing 1..5 successes. 5 if you are actually fighting the horror now, 4 if it is near, down to 1 its been here in the past. Most of earthdawn will be 1 or 2 needed. As a spirit I will give you a bonus success, as you are not as tasty. (of course with luck that means you get horror marked in the past, which means...mu ha ha...you are probably just as marked now).
You are probably saying "what is horror marked". Basically it gets buffs against you, you get debuffed against it, it can sense you presence and location, can trash your spending of edge, maybe it can see through your eyes... In EarthDawn horror marked people were usually executed to save the society
Seth
Jul 24 2011, 08:46 PM
Some equipment is now up.
- You get points equal to 10+the amount you spent on resources (so even you get some snort Mandala)
- The base cost gets you the base benefit
- Each extra resource point gets you the next rank of benefits
For people that want to be warrior/wizards please look at the spell sword.
I will add armour/blood charms tomorrow, and do the IC ritual / first post in the past tomorrow.
In the starting embassy ball you will be allowed dress armor, armor you cannot remove, and belt weapons (weapons that fit on your belt).
pbangarth
Jul 25 2011, 01:33 AM
QUOTE (Seth @ Jul 24 2011, 12:39 PM)
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Looks good. Not much combat but very Mandala-esque
I take your point about the physical item: its a hard choice. Just to tempt you: I was serious when I said that the horrors don't like spirits as much as metahumans. Basically if you do raw magic it will be a magic + edge roll needing 1..5 successes. 5 if you are actually fighting the horror now, 4 if it is near, down to 1 its been here in the past. Most of earthdawn will be 1 or 2 needed. As a spirit I will give you a bonus success, as you are not as tasty. (of course with luck that means you get horror marked in the past, which means...mu ha ha...you are probably just as marked now).
You are probably saying "what is horror marked". Basically it gets buffs against you, you get debuffed against it, it can sense you presence and location, can trash your spending of edge, maybe it can see through your eyes... In EarthDawn horror marked people were usually executed to save the society
In a pinch, Mandala just might take a risk. MAG + EDG = 17, and with one bonus success for being a spirit, it doesn't look too hard, does it?
(Is this the kind of thing Horrors like to hear? "I can handle it...")
As a matter of interest, Mandala has that matrix jewelry item anyway, just like everybody else, right?
pbangarth
Jul 25 2011, 02:03 AM
Is a Horror Mark a Curse, as in the power Abate Curse?
sabs
Jul 25 2011, 02:09 AM
A Horror Mark is to a curse what Hiroshima was to a stick of dynamite
Seth
Jul 25 2011, 04:54 AM
QUOTE
As a matter of interest, Mandala has that matrix jewelry item anyway, just like everybody else, right?
Yes. Might as well get someone else to wear it: although only you can use it
QUOTE
Is a Horror Mark a Curse, as in the power Abate Curse?
I'll go with sabs answer.
Aria
Jul 25 2011, 09:16 AM
Ryl’s shopping list
- An air ship – I’m only partially joking
…one on loan perhaps from my Master? - An air ship crew? I quite fancy being elle Capitaine
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- Elfweave robe (or something similar) with charisma boosting effects – there seem to be similar items in your list, can we use the same stats but describe them differently? As an aside I’d quite like to ‘find’ this again in the 6th World – something like the robe in Attitude that grants the glamour power?!?
- Blood pebble armour (assuming this is absorbed when I shift to drake form – otherwise I’ll have to rethink…)
- Chameleon cloak possibly?
Like Mandala, Ryl has some problems with magical items when she shifts as most won’t be useable and she’ll have to find some way to carry them. Is there a ‘bag of holding’ equivalent? Preferably one with a disguise of scales on the outside? This being ED there may be some ‘one size fits all’ clothing that might not shred when she shifts – although she’d look a bit silly so maybe I’ll just strip and keep spare clothes in a bag
Seth
Jul 25 2011, 11:04 AM
Air ship: No problem. If you have any ship plans link them. Is it a merchant, pirate or military ship?
Air ship crew: No problem. As many mooks with 6 to 8 die pools as you want (up to say 50)
Elfweave robe: absolutely rename the robe, or make one using the kind of guidelines I am using, and I will tweak it and cost it
Blood pebble armour: I am working on how to do this. It would be absorbed when you shift to drake form just like every other armour
Chameleon cloak. Look at forest robes...at higher levels they give you the power to cast physical chameleon. Rename them to be a cloak.
Aria
Jul 25 2011, 11:59 AM
Flying ShipIs this suitably
Earthdawny? It's been a while since I looked at the artwork...although I do remember the flying castles! I was thinking merchant vessel rather than pirate or war ship...
So of my 60 points to play with how much will need to go on ship and crew? It's a sizable investment I would think but should buy some prestige too so worth the cost
sabs
Jul 25 2011, 12:37 PM
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)
Seth
Jul 25 2011, 04:13 PM
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.
Seth
Jul 25 2011, 08:56 PM
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 palaceMap of the palace
Seth
Jul 25 2011, 09:49 PM
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
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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!
PoliteMan
Jul 26 2011, 05:48 AM
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.
Seth
Jul 26 2011, 06:16 AM
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.
PoliteMan
Jul 26 2011, 06:22 AM
Ah, should I change by background. Right now Li is Wanted by the Therrans
Seth
Jul 26 2011, 06:26 AM
I bet you are not as Wanted By The Therrans as White Rose
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. 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!
Sephiroth
Jul 26 2011, 03:43 PM
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?
Seth
Jul 26 2011, 03:58 PM
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.
Aria
Jul 26 2011, 04:05 PM
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
Seth
Jul 26 2011, 06:05 PM
The power gives you automatic successes. You might as well get air sailing one, but you don't need to.
pbangarth
Jul 27 2011, 04:13 AM
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?
Seth
Jul 27 2011, 06:40 AM
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
Aria
Jul 27 2011, 07:44 AM
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
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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
PoliteMan
Jul 27 2011, 08:13 AM
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.
Aria
Jul 27 2011, 02:12 PM
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 ˝ 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
Aria
Jul 27 2011, 02:13 PM
Bracers of Aras - did you mean it adds to reaction (it says reflexes?!?) ?
Will these work when I'm in Drake form?
Thanks
sabs
Jul 27 2011, 02:56 PM
Seth, I bought and maxed out all my powers, and I still have 2 points left over
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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.
pbangarth
Jul 27 2011, 03:16 PM
QUOTE (Seth @ Jul 27 2011, 01:40 AM)
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Blood points (which of course require blood..)
Heh. That rules out a spirit, eh? Just as well.
sabs
Jul 27 2011, 03:29 PM
I give you Marduk the Mad Scholar.
Born: Marduk of Throal
Legendary name: Marduk The Mad Scholar
Dwarf
Mystic Adept
Stats:
[ Spoiler ]
Body: 4
Agility: 2
Reaction: 3
Strength: 3
Charisma: 4
Intuition: 3
Logic: 5
Willpower: 7
Edge: 2
Magic: 10 Adept: 3 Magician: 7
Essence 5
Skills:
[ Spoiler ]
Athletics(g) 1
Close Combat(g) 2
Sorcery(g) 4
Arcana: 4
Artisan: 4
Assensing: 6
Con 4 (Fast Talk)
Research 2 (Magical Formulae)
Etiquette 2
Infiltration 2
Negotiation 2
Shadowing 2
Languages:
[ Spoiler ]
Throalic N
Theran: 4
Orkish: 2
Elven: 4
Egyptian: 4
Knowledge Skills:
[ Spoiler ]
4th world History 5
Magic Theory 6
Mapping 4
Alchemy 4
ThreadWeaving Theory 4
Economics 3
Spell Theory 4
Architecture 4
Mathematics 4
Philosophy 2
Poetry 2
Throal History 4
Theran History 2
Biology 3
ParaZoology 4
Geology 2
Minerology 4
Archeology 4
4th World Politics 4
Secret Societies 4
Contacts: Sigh, I could have spent 400 points on contacts..
[ Spoiler ]
Fixer 2/4 "Nedan the Hand" Dwarf, Krakos Fixer, relationship management services
Troubadour 4/2 Trelius the Vocal. T'skrang Troubadour from the Serpent River
Scholar: 3/1 Olex the Studious. Throalish Dwarven Scholar, sepcializes in Dragon Lore. Famous for his writings recounting his conversations with Mountain Shadow.
Relations:
[ Spoiler ]
Queen Alachia: 0
Harlequin: 1
Ehran the Scribe: 2
Prince Sean Laverty: 1
Prince Jenna Ni'Fairra: 0
High Prince Lugh Surehand: 0
Dunkelzhan: 1
Hestaby: 5
Qualities:
[ Spoiler ]
Linguist
College Education
Restricted Gear(Cerebral Booster)
Allergy (U/S.Gold)
Media Junkie (Moderate)
Blood Price
Magic:
Initiate Level 4
Tradition: Hermetic
Drain: Willpower + Logic
[ Spoiler ]
MetaMagics:
[ Spoiler ]
Masking
Sensing
Great Ritual
Centering
Psychometry
Powers: 3
[ Spoiler ]
Analytics 3 (.75)
Astral Perception (1)
Eidetic Sense Memory (.5)
Enthralling Performance (Con) (.5)
Linguistics (.25)
Item History
Spells:
[ Spoiler ]
Analyze Device
Analyze Magic
Analyze Truth
Armor
Combat Sense
Detect Magic, Extended
Levitate
Manabolt
Bound Foci:
[ Spoiler ]
Spell Casting 3
Shielding 2
Powers (Wizard):
[ Spoiler ]
Arcane Muttering: 3
Book memory: 3
Creature Analysis: 3
Spell Matrix 1: 3
Spell Matrix 2: 3
Spell Matrix 3: 3
Direction Sense: 3
Enhanced Matrix: 2
(35 points)
Items: 33
[ Spoiler ]
Counterspell Sword: Rank 4
Talisman: rank 5
Oratory Necklace: Rank 6
Orichalcum Shield: Rank 6
Blood: 13/2=2 levels. 1 Physical, 1 Stun
Absorb Blow
Absorb Blow
Death Cheat
Desperate Spell
Desperate Spell
Desperate Spell
Horror Fend
Chainmail 7/0
Seth
Jul 27 2011, 08:07 PM
@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=1I 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)
sabs
Jul 27 2011, 08:13 PM
But I already did add them up divide by 7 and decide
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it's on the sheet.
Seth
Jul 27 2011, 08:36 PM
TY
Seth
Jul 28 2011, 06:04 PM
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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