Tuesday, August 13, 2019

From the Vault: E-Dawn 13


    This E-Dawn really shows the importance of player buy-in. Kaer Cellesis was not a popular campaign and it shows as all the player characters retired so they could once again wander Barsaive. Most of them ended up with the goal of trying to get to Bartertown to see what their old retired characters were up too. Which is a potential problem in a living, breathing, and changing world. Sometimes the group just longs to go back to the past rather than make their own story. It is one of the reasons I enjoy the #SavageWorlds plot point campaign approach with one overriding goal for the campaign and then on to the next game. 

E-Dawn Volume 13: January 2005 Edition

Spoiler Alert: This journal contains spoilers for the Living Room Games adventure Barsaive in Chaos.

               

PC RECAP


Agents of the Queen




                My name is Marissa. I am Mareth’s sister, and a First Circle Troubadour Initiate. It is lucky that my brother gave me an account of what had previously transpired; else I would have no idea where to start my first journal account of an adventure. I politely asked Ni’ Bawn to stay and give an account of their journey after my brother and Spock left, and she graciously accepted.  



Rua 2nd, 1519 TH

25/2 1076 TE



                After Mareth and Spock left the party, we met a Theran envoy that had learned we were going to Vivane. He requested that we find a ring in Vivane for him, promising an outrageous 500 silver pieces now and 500 silver pieces later. After we and a few greedy mercenaries at the inn agreed to the terms, the envoy told us to go to the estate of Scallor Baedros and get his signet ring, giving us a poorly constructed map of Vivane’s northeast corner. We rested the night at the inn.



Rua 3rd, 1519 TH

25/3 1076 TE



                We began our journey to Vivane along the Old Theran Road, and were immediately attacked by a group of Landisian cavalry thieves. We repelled them with ease.



Rua 5th, 1519 TH

25/5 1076 TE



                We encountered a suspicious Theran patrol wearing armor that looked like Grim Legionnaire Armor instead underneath Theran military uniforms. They interrogated us about why we were going to Vivane. Mestoph Nor told them he was hunting Khyrackus, a Named Wormskull who lived in Vivane. Their Troll leader gave him a salute before his unit moved out.



Rua 6th, 1519 TH

26/1 1076 TE



                We entered Vivane through the Sunset Gate and moved west towards the Baedros estate following the map. We encountered some undead clearing debris and ruins from the streets of Vivane. They left us alone. Later, we discovered a small, human boy skulking about the streets of the city. Kirk spotted him and cornered him in an alleyway. The boy was frightened of us, thinking us another band of Hartmallen’s undead. When we offered him food and water, he gratefully accepted the gifts. His name was Lucian Naemonicus, possibly the last survivor the destruction of Vivane by the Horror Cloud released from Stormhead. When we told him why we were in Vivane, he decided to act as our guide to the Baedros estate. When we finally arrived at the estate, we had to fight off a group of cadaver men, an armored cadaver man who looked like he was wearing an iron maiden, and a robed skeleton. We defeated them and got the ring. But suddenly, the rest of the estate came under attack by a group of undead on skeletal steeds, an undead cavalry unit, and defeated the rest of the undead in the manor. The leader named Lord Goerme told us to come with him to meet Queen Twiceborn, self-proclaimed Queen of Vivane. We entered the Queen’s chamber filled with all manner of undead Theran nobles, and bodyguards. The Queen requested that we leave her city immediately. Mestoph Nor told her he was hunting Khyrackus. She gave a wicked, toothy smile, and sent a guide with him to the territory Khyrackus occupied in Vivane. She told us we could accompany Mestoph Nor or leave her city. Kirk negotiated a deal with Queen Twiceborn. If we helped her defeat her enemy, Hartmallen, could we have a ship to navigate up the river towards the Hammerhills? The Queen gave another dark smile and brought out a piece of parchment that was signed by Kirk. She gave us two options. One was the safer and longer route traveling north up the Arkhazid River. The other was a more dangerous and shorter route up the Stranchis River. We decided upon the Stranchis River route. After this we were escorted to a ship with an undead crew and captain. Lucian decided to come with us.



Rua 7th, 1519 TH

26/2 1076 TE



                We began our journey up the Stranchis River, sailing up past Hartmallen’s base at Sky Point, a Kila in the middle of a Horror Cloud. We knew we’d be attacked; it was only a matter of when and where.



Rua 9th, 1519 TH

26/4 1076 TE



                 We were sailing away from Sky Point, when we were boarded. Bloated cadaver men came up from the river itself. They attached themselves to our hull like barnacles and climbing aboard the deck. We were outnumbered nearly two to one. Fortunately our skill as adepts, and the Bone Warden’s tactics kept us alive.



Rua 11th, 1519 TH

27/1 1076 TE



                We were attacked again by two skeletal mastryliths with cadaver men riders. They forded the river and charged us. We used a grappling hook tied to a firecannon and pushing it off the deck to bring one down into the river current. Vivit Vane went tumbling into the other mastrylith’s howdah and fought the rider while the cadaver men on our ship shot the mastrylith down with a barrage of crossbow bolts. Vivit Vane barely made it out alive.



Rua 12th, 1519 TH

27/2 1076 TE



                We saw flames on the horizon. Vivit Vane’s home village of Rafrancher’s Claw was ablaze. We entered the village and fought off the fiery undead and saved Vivit Vane’s foster parents from death and hurried back to the ship.



Rua 13th, 1519 TH

27/3 1076 TE



                We traveled north by ship to Balkaria, maneuvering our way around an undead siege on the city. Vivit’s old trainer Gerrald filled us in on the situation after reaching Balkaria. A thousand Theran legionnaires were besieged by three thousand undead. Worse, another undead army had crossed the mountains in the north and were headed to Para’s Bloodyear Rock. If they defeated the Obsidiman and came south to Balkaria, the city would fall. We decided to go north and stop that undead army and save Para’s Liferock.



Rua 14th, 1519 TH

27/4 1076 TE



                All of us got off the ship except Kirk, who stayed behind on the ship. We traveled north, where we were attacked by dust-like undead. These obsidiman turned into Horror constructs used a strange power on me. They used their dust to cover my body and control my movements, setting me against the rest of the party. I barely survived. We met a strange human called Thunder Jones who was after us since we still had the Theran envoy’s ring. He had been sent as a bounty hunter to track us down. We promised to return to Lankgarden with the ring, after our business in the Hammerhills was completed.



Rua 15th, 1519 TH

27/5 1076 TE   



                We continued north going past odd hill and mountain formations that some swore looked like hammers and anvils. About noon, we arrived at the Bloodyear Rock, Para and Slate’s Liferock. We met the Obsidiman elders who kicked us out of their chamber and sealed it. Meanwhile we heard the moans of the undead outside reverberating through the cave. Rushing to the entrance, we saw 25 Cadaver Men, the scouting party of a larger undead army. We bravely fought them to a standstill. We couldn’t fight forever though, and when it seemed like we might lose, all of sudden the ground shuddered. The mountains and hills came to life, with the mountains crashing into the hills. Some claimed to see hammers smashing into anvils. After this the ground opened up swallowing undead and letting forth earth elementals. They rallied to our cause and helped us to defeat the remaining undead. In addition, the earthquake caused a strange mountain path to open up to the north. 



Rua 16th, 1519 TH

28/1 1076 TE



                We traveled south to find pieces of the undead ship torn off. The earth elementals didn’t discriminate. All undead were attacked with equal ferocity. The undead ship with Kirk on board was forced to retreat, stranding us in the Hammerhills. We decided to go south to Balkaria because Vivit was worried about Gerrald and his parents.



Rua 19th, 1519 TH

28/4 1076 TE



                We found out that Gerrald and his parents had made it. With the help of the earth elementals, the Theran legionnaires had driven off the southern undead army. We decided to return north and use the new northern passage to return to Lankgarden.



Rua 22nd, 1519 TH

29/2 1076 TE



                We returned to the mountain pass and went through. It took us three days travel to arrive on the other side.



Rua 25th, 1519 TH

29/5 1076 TE



                After getting through the mountains, we considered going to the small town of Red Pot for supplies but decided against it. We went to Ballaize by the most direct route possible.



Mawag 2nd, 1519 TH

31/2 1076 TE



                Although hounded by Hartmallen’s undead forces, we managed to make it across the bridge spanning the Arkhazid River and made it to Ballaize. We weighed options and decided to not go south via the Arkhazid River to Lankgarden and instead try the dangerous land route past Stormhead into Landis.



Mawag 5th, 1519 TH

31/5 1076 TE 



                We arrived at Deltastrom, a poor village at the beginning of the Greenheart River near Stormhead where rain always seems to keep pouring down. Everyone in the village was depressed. We attempted to get passage down the Greenheart River, but everyone told us that the river was impassable except by canoe or raft until it meets the Locust River further east. And two Obsidiman aren’t fitting on a canoe or raft, so by land was our only option.



Mawag 10th, 1519 TH

33/2 1076 TE 



                We found a lone ork cavalryman under attack by Theran slavers. We attacked the Therans and saved the cavalryman.  He explained that he had lost contact with his unit under Scorn Earthscorch, and thanked us for saving him. He wanted to return to Cara Fahd to the north, but we explained we were going south to Lankgarden. We also explained that he was safer coming with us, since there is safety in numbers. He reluctantly agreed to come with us to Lankgarden, the current base of Theran operations in Landis.



Mawag 15th, 1519 TH

34/2 1076 TE 



                We returned to Lankgarden where we gave the Theran envoy the ring as well as released Lucian into his custody, and got paid our 500 silver pieces for the mission. After this we decided to travel north to Cara Fahd.



Mawag 25th, 1519 TH

36/2 1076 TE



                We entered Claw Ridge and went to the fortress of Wurchaz. Oviare met with Gertrude Hatespitter and told her of our accusations against Khan. She demanded proof from him, since he was now a part of Cara Fahd’s Navy. We decided to return to Kaer Razelsus and look for proof of a connection between Khan and the Nethermancer Nibaz after returning home to Cellesis.



Mawag 26th, 1519 TH

36/3 1076 TE



                We went through Vutta’s Pick Gap. This time no Broken Fang scorchers tried attacking us.



Gahmil 2nd, 1519 TH

37/4 1076 TE



                Cave Trolls bandits accosted us, but Oviare bribed them not to attack us.



Gahmil 8th, 1519 TH

38/5 1076 TE



                We approached the ruins of Crossacre, only to find a new town in its place, Cellesis! Apparently, they had moved out of the Kaer in order to build some sort of exit way for the drakkar that had been rebuilt. Still, we’re finally home.



Gahmil 15th, 1519 TH

40/2 1076 TE



                The rest of the party has left for Kaer Razelsus. I wish Slate, Rastalos, Mareth, Vivit, and Calhoun good luck.



--Written by Marissa, First Circle Troubadour Initiate from an Oral account of the journey by Ni’Bawn Carcini.



RUMORS




A group called the Iron Legacy has recently surfaced in Cara Fahd; they dress up as orks and attack other orks and trolls. They are rumored to be Questors of Dis and are actually humans in disguise trying to bring the orks of Cara Fahd and the Trolls of the Highlands and Lowlands to war again.



A group called the “Raisers” has sprung up in Ustrect. Their major goal is to reform the kingdom of Ustrect after clearing Citadel Arrakal. Nothing but Cara Fahd copycats, I say.



Wurchaz is the fortress of Claw Ridge, and capital of Cara Fahd.



The ancient capital of Cara Fahd is not Kyresh, but is instead a city named the same thing as the whole country. Then what is Kyresh? Kyresh was a Citadel that was built near the ancient city, which was breached near the beginning of the Scourge. The remnants of the seven other original Cara Fahd clans were supposed to have been in that citadel. No one knows whether the Broken Fangs are descended from the last of the eight original clans or not. Gertrude Hatespitter recently bought a large amount of scrolls from a group of t’skrang who live on an island in the Locust River called the Kelpoya. Revealing a great deal of the true history of Cara Fahd. Ela Pono and Vanyk Auldsinger are ecstatic about the new documents.



Gertrude Hatespitter has called for the Qualification. The Qualification is a contest to become one of the Emdachot, the one hundred greatest warriors of Cara Fahd. I hear the seven best warriors will be entitled to a great treasure. This was an idea of Krathis Gron that she was unable to organize while she was alive.



Gertrude Hatespitter has also called for explorers and adventurers to find the ancient ruins of Cara Fahd in the southern jungles who know Or’zat, the ancient Cara Fahd language to help us reclaim our past.



Recently a group of Cara Fahd Horror Stalkers has come into existence. Called the nroto they hunt the horrors of the southern jungles.



Zarass Icethought found something in Southwestern Cara Fahd, an ancient Citadel or Kaer covered in Or’zat. She hasn’t left since, nor has the Zarass Chargers who accompanied her. Something weird is going on down there, I just know it!



Supposedly the Iron Legacy is after Zarass Icethought for some reason. They even tried to kidnap her recently.



A new town called Cellesis has sprung up in Ustrect. They claim to be descendants of Ustrect, and even have a drakkar supposedly. Worse, they have some powerful friends among the Trollmoots. Their goal seems to be reclaiming their Ustrect heritage. But everyone knows all Ustrect Trolls died in Citadel Arrakal. It doesn’t make sense to me.



Supposedly there have been some treaty negotiations at Cellesis involving the Blackfangs, Ironmongers, and Stonehearts. Whatever is going on up there, it bodes badly for Cara Fahd.



Bronze Eyes condition has worsened. Recently, Llwanydo Tightstring has claimed rulership of the Broken Fangs challenging Tarjak Stormcloud for leadership of the Broken Fangs. This puts the plans of Treggs Heatsky and Tarjak Stormcloud marrying and uniting the Metal Fist and Broken Fangs in jeopardy. At best it could lead to civil war in the clan for control of the Broken Fangs at an ill-fated time with the trolls looking more and more prepared for all-out war against us, and the Therans and Ioposians looking for weakness in us.



NEW CHARACTER BIOS 4




TWEAK (JASON)


Human Warrior Second Circle

Homeland: Landis.

Discipline Teacher: Father.

Long-term goals: Save Landis from Theran occupation.

Ancestry notes: Of Landisian descent.



RIGEL (RICH)


T’skrang Swordmaster Third Circle

Homeland: House T’kambras

Discipline Teacher: Thyrnn Valori

Long-term goals: Save T’kambras from Iopos.

Ancestry notes: Of House T’kambras descent.



THUNDER JONES (TED)


Human Warrior Third Circle

Homeland: Travar

Discipline Teacher: LoArr-Brand

Long-term goals: Treasure-hunting and Kaer-diving, as well as learning about Barsaive’s past.

Ancestry notes: Of Travar descent.



OVIARE FREESPIRIT (SHAWN)


Ork Cavalryman Third Circle

Homeland: Cara Fahd.

Clan: Asok’s Armbreakers.

Discipline Teacher: Asok.

Long-term goals: Save Cara Fahd from internal and external enemies.

Ancestry notes: Of Carad descent.



PAT O’ REILLY (DALE)


Dwarf Archer Third Circle

Homeland: Bartertown

Discipline Teacher: Githral Trueshot

Long-term goals: Exploration of Barsaive

Ancestry notes: Of Throalic descent.

 MERITS AND FLAWS SYSTEM




What I found online was a good starting point for the system. The first thing to realize is that in my Barsaive, purchase points scale upwards by +3 for each circle the group is at, so they aren’t as precious as in other campaigns. The second thing to realize is that way too many merits and flaws become way too much to keep track of. Therefore I am going to limit Merits and Flaws to five each for my campaign. Basically, each merit decreases from the total number of purchase points received at character creation and each flaw increases the total number of purchase points received at character creation by their point value.



MERITS



Coordinated: You have a greater degree of coordination increasing your maneuverability in combat. 2 Point Merit for +1 Physical Defense rating. 5 Point Merit for +2 Physical Defense rating.



Magical-Immunity: For whatever reason, the character’s pattern is stronger than normal and can withstand spells and astral attacks more than normal. 4 Point Merit for +1 Spell Defense and Mystic Armor ratings. 10 Point Merit for +2 Spell Defense and +2 Mystic Armor ratings.



Social-Immunity: You are thickheaded and confident in your own abilities. 2 Point Merit for +1 Social Defense rating. 5 Point Merit for +2 Social Defense rating.



Wall: You are more capable of standing after powerful blows are inflicted upon you. 1 Point Merit for +1 Knockdown Step. 3 Point Merit for +2 Knockdown Step. 6 Point Merit for +3 Knockdown Step.



Fast Recovery: You heal faster than normal. 2 Point Merit for +1 Recovery Test Step. 5 Point Merit for +2 Recovery Test Step.



Quick: You have faster reflexes than normal. 2 Point Merit for +1 Initiative Test Step. 5 Point Merit for +2 Initiative Test Step.



Natural Armor (T’skrang or Troll only): The character’s scales or hide is thicker than normal granting a +1 Physical Armor rating bonus that stacks with other armors. 2 Point Merit.



Fast Tail Regeneration (T’skrang only): Your tail regenerates in two weeks rather than 1 month. 2 Point Merit.



Tremendous Gahad (Ork or Ork-Blood only): The character gains a +1 Action Test bonus when taking actions that act on his gahad impulses. 2 Point Merit.



Elf-Blood: The character has the racial ability Low-Light Vision operating at 150% of normal vision visibility (Less than the normal 200% for Low-Light Vision). 2 Point Merit.



Dwarf/Troll-Blood: The character has the racial ability of Heat-Sight operating up to 125 yards away. 2 Point Merit.



Ork-Blood: The character has the ork racial ability of gahad. 2 Point Merit.



Memorable Scar: The character has an attractive, memorable scar. 2 Point Merit for +1 on all Interaction Tests the character makes. 5 Point Merit for +2 on all Interaction Tests the character makes.



Lucky: Once per session, the character may make 1 reroll of any 1 test. The character must keep the result of the second roll. 5 Point Merit.



Wealthy: Double the standard amount of money for character creation at that Circle (120 silver pieces at First Circle becomes 240 silver pieces. 500 silver pieces at Second Circle becomes 1000 silver pieces etc.) The Point Value of this Merit is the Starting Circle of the character (Thus 1 for First Circle, 2 for Second Circle, etc.).



Favors: The character has contacts that owe him favors. 2 Point Merit for One Small Favor. 5 Point Merit for 2 Small Favors or 1 Large Favor.



Famous: The character is more recognizable than normal for good deeds.  Whenever anyone rolls to recognize the character, adds +1 Step to the test, and consider them 1 Legendary Status greater than normal up to the maximum of Legendary Status 5 for this purpose. The character also adds +1 Step on all Interaction Tests against people who recognize him. 3 Point Merit.



Skilled: The character has more skill points than normal. Add 3 Skill Points. 3 Point Merit.



Talented: The character has more talent rank points than normal. Add 2 Talent Rank Points that apply to talents or talent knacks only. 2 Point Merit.



Reduced Cost of Living: The character can live per month on half the normal cost of living. The character’s cost of living is 50 silver pieces x Circle instead of the normal 100 silver pieces x Circle IMB. 3 Point Merit.



Magical Aptitude (Magicians only): The character may learn one more spell per Circle than normal for his Grimoire without an LP cost up to their Perception Step. 3 Point Merit.



FLAWS



Uncoordinated: You have a lesser degree of coordination decreasing your maneuverability in combat. 2 Point Flaw for -1 Physical Defense rating. 5 Point Flaw for -2 Physical Defense rating.



Magical-Weakness: For whatever reason, the character’s pattern is weaker than normal and cannot withstand spells and astral attacks as well as others. 4 Point Flaw for -1 Spell Defense and Mystic Armor ratings. 10 Point Flaw for -2 Spell Defense and -2 Mystic Armor ratings. If the character has no Mystic Armor or, this flaw would reduce it to a negative, this Flaw is only worth a 2 Point Flaw for –1 Spell Defense rating and this Flaw is only worth a 5 Point Flaw for –2 Spell Defense rating.



Social-Weakness: You are thin-skinned and easily insulted. 2 Point Flaw for -1 Social Defense rating. 5 Point Flaw for -2 Social Defense rating.



Unbalanced: You are less capable of standing after powerful blows are inflicted upon you. 1 Point Flaw for -1 Knockdown Step. 3 Point Flaw for -2 Knockdown Step. 6 Point Flaw for -3 Knockdown Step.



Weak Recovery: You heal slower than normal. 2 Point Flaw for -1 Recovery Test Step. 5 Point Flaw for -2 Recovery Test Step.



Slow: You have slower reflexes than normal. 2 Point Flaw for -1 Initiative Test Step. 5 Point Flaw for -2 Initiative Test Step.



Slow Tail Regeneration (T’skrang only): Your tail regenerates in two months rather than 1 month. 2 Point Flaw.



Vicious Gahad (Ork or Ork-Blood only): The character’s gahad is harder to resist than normal. The DN to resist gahad is 8, and the penalties for swallowing gahad are –1 step higher than normal to the maximum of –5. 2 Point Flaw.



Disfigured: The character has an unattractive, disfiguring scar. 2 Point Flaw for -1 on all Interaction Tests the character makes. 5 Point Flaw for -2 on all Interaction Tests the character makes.



Poor: Halve the standard amount of money for character creation at that Circle (120 silver pieces at First Circle becomes 60 silver pieces. 500 silver pieces at Second Circle becomes 250 silver pieces etc.) The Point Value of this Flaw is the Starting Circle of the character (Thus 1 for First Circle, 2 for Second Circle, etc.).



Debt: The character has contacts to whom he owes debts. The character typically owes an amount of money equal to double the normal starting currency of their Circle (Therefore a First Circle character would owe 240 silver pieces, A Second Circle character would owe 1000 silver pieces, etc.). The Point Value of this Flaw is the Starting Circle of the character (Thus 1 for First Circle, 2 for Second Circle, etc.). This flaw cannot be taken if the character has the Wealth Merit.  This flaw is best used and combined with the Poor flaw for roleplaying purposes. 



Owes Favors: The character has contacts to whom he owes favors. 2 Point Flaw for One Small Favor. 5 Point Flaw for 2 Small Favors or 1 Large Favor.



Infamous: The character is more recognizable than normal for bad deeds.  Whenever anyone rolls to recognize the character, adds +1 Step to the test, and consider them 1 Legendary Status greater than normal up to the maximum of Legendary Status 5 for this purpose. The character also subtracts -1 Step on all Interaction Tests against people who recognize him. 3 Point Flaw.



Unskilled: The character has less skill points than normal. Subtract 3 Skill Points. 3 Point Flaw.



Untalented: The character has less talent rank points than normal. Subtract 2 Talent Rank Points. 2 Point Flaw.



Increased Cost of Living: The character must live per month on double the normal cost of living. The character is an extravagant, spendthrift who buys only the best food and drink. The character’s cost of living is 200 silver pieces x Circle instead of the normal 100 silver pieces x Circle IMB. 3 Point Flaw.



Lack of Magical Aptitude (Magicians only): The character may learn one less spell per Circle than normal for his Grimoire without an LP cost. 3 Point Flaw.



Obviously, this is the first try at this; if anyone wants to suggest new merits or flaws, or discuss these ones, talk about it on the E-Dawn Discussion Group.



CHARACTER RETIREMENT HOME 1




JAMES T. KIRK JR. (TED)

Retires at Fourth Circle Air Sailor.

The Human Air Sailor becomes Captain of the Cellesis drakkar Enterprise. Plots his vengeance on Khan.



SPOCK (SHAWN)

Retires at Fourth Circle Scout.

The Ork Scout becomes initiated into the Sky Raider Discipline by his sister Sarah after she attains Fifth Circle Sky Raider. After this becomes Kirk’s Mate on the Cellesis drakkar Enterprise.



NI’ BAWN CARCINI (JULIE)

Retires at Third Circle Warrior.

The T’skrang Warrior retires in Cellesis and starts a bathhouse centered around hot springs there. The Bathhouse called Steam Paradise becomes a huge success as people all over Ustrect and the Twilight Peaks come to visit the place. 



RASTALOS DEFTWING (DAN)

Retires at Third Circle Elementalist/First Circle Wizard.

After returning from Kaer Razelsus, the Windling Elementalist/Wizard continues his apprenticeship under Merkens until he attains Fifth Circle as an Elementalist, then starts his own enchanting/weaponsmithing/magic shop for windlings mostly in Cellesis called Aerial Arms that becomes a moderate success as Liaj Jungle windlings occasionally come down to Cellesis to buy his gear.



SLATE GREYSTONE (ZIGGY)

Retires at Fourth Circle Warrior.

After returning from Kaer Razelsus, contemplates the meaning of his “Home”. Is it Cellesis or the Bloodyear Rock? Meanwhile works as a Bodyguard for Ni’Bawn’s establishment.



VIVIT VANE (JOSHUA) Retires at Third Circle Warrior.

After returning from Kaer Razelsus, returns home to help rebuild Rafrancher’s Claw and supports his foster parents.



ISN’T IT IRONIC? (RANT)




I find it a little ironic that every starting character in the campaign is dead or retired after six months. Even worse, all of the characters went from either Ustrect or Theran descent from Kaer Cellesis to characters from all across Barsaive.  Worst of all, they are from different corners of Barsaive, each with their own goals and agendas. Obviously, this means we probably won’t be continuing an active role in the Kaer Cellesis campaign, although the storyline I’ve set out for the place will still make an interesting backdrop at this point. Now it is really up to the players to decide how they want the campaign to progress and try and find some sense of unity within their party despite their various goals that lead in six directions across Barsaive at once. 



RULES UPDATE: GRIMOIRES




Basically, I’ve always had a problem with the infinite spell grimoire. Characters have the ability in FASA’s Earthdawn to essentially continue to increase their Grimoire dramatically by stealing opponent’s grimoires and scribing them over to their own. To me this way very DnD Wizard and not enough Earthdawn. One of the major problems for me was the infinite grimoire as GM after this realization. If it works for the PCs, it worked the same ways for the NPCs and their spells. This lead to me lazily creating grimoires for magician NPCs like ALL Spells up to Circle 8 Elementalist. LRG added a Legend Point cost to spells to put them into your grimoire. Conceptually this works better within the FASA Earthdawn mechanics since it requires knowledge and experience to learn new spells and place them into your grimoires. Still, this also inhibits magician growth dramatically. I pondered both ways of looking at it and tried to come up with a compromise solution, where magician characters could have a zero Legend Point cost grimoires up to a point, but having a large amount of extra spells would cost a lot of Legend Points. Basically, a character may possess a number of free spells at each Circle equal to their Perception Step/Spell Circle with no LP Cost. Thus a Character with a Perception Step of 7 could have 7 First Circle Spells, 3 Second Circle Spells, 2 Third Circle Spells, and 1 Fourth-Seventh Circle Spells. At Eighth Circle it would cost LP to get any spells at all. Characters also receive a bonus free spell at Second, Third, Fourth, and Fifth Circle during advancement from their teachers. Spells beyond these free ones cost as per First-Fourth Circle Talents per Spell Circle. Thus extra First Circle spells cost 100 LP, extra Second Circle spells cost 200 LP, extra Third Circle spells cost 300 LP, extra Fourth Circle spells cost 500 LP, extra Fifth Circle spells cost 800 LP, extra Sixth Circle spells cost 1300 LP, extra Seventh Circle spells cost 2100 LP, extra Eighth Circle spells cost 3400 LP, and so on. What have I noticed since implementing this rule? Magician characters now tend to choose their spells carefully, not wanting to suffer any Legend Point costs for spells. This also means the days of the infinite NPC grimoire are also over. Balance restored to my game on both sides of the fence.



RULES UPDATE: SPELL LEARNING TIME




A character takes an amount of time to learn a spell equal to one hour times its Circle. Thus it takes 1 hour to learn a First Circle spell, 2 hours to learn a Second Circle spell, 3 hours to learn a Third Circle spell, etc. To learn more than one spell a day, the character must sacrifice a Recovery Test for each additional Read and Magic Test to learn spells per day as per the Earthdawn rulebook.



UNUSUAL RACE/DISCIPLINE COMBINATIONS 9




I decided to do a close up on two unusual Swordmasters for this blockbuster issue. One of them I’ve played, the Dwarf Swordmaster. The Ork Swordmaster I’ve seen played by others. These two Swordmasters represent interesting role-playing opportunities, so I wanted to highlight them both.

Dwarf Swordmaster




Advantages: The +2 strength bonus is a huge advantage, adding almost a step of damage to the dwarf Swordmaster. The +3 toughness bonus is another huge advantage, adding a step to toughness and allowing the character to survive a lot easier than normal.



Disadvantages: No dexterity add is a disadvantage since this attribute is the primary one for half of the talents. The Movement as DEX –2 penalty is also painful to a close combat focusing discipline. The –2 charisma penalty can be devastating for the dwarf Swordmaster’s Taunt and other CHA based talents. Of course, all of this makes the Dwarf Swordmaster a perfect choice to play a Bladesman focused on the battle aspect of the discipline alone. 



Neutral: The lack of perception and willpower adds don’t hinder or hurt this character much.  Better perception can be helpful for the Heat Sight racial ability though. Willpower is less of an issue for the character, as Heartening Laugh can be a lifesaver versus terror and other effects. Make sure to put a lot of Ranks into this talent to overcome the CHA penalty.



Attributes (66 purchase points):

DEX: 16=(16): 7/1D12

STR: 14+2=(16): 7/1D12

TOU: 13+3=(16): 7/1D12

PER: 12=(12): 5/1D8

WIL: 11=(11): 5/1D8

CHA: 13-2=(11): 5/1D8



Commentary: A dwarf Bladesman can be an interesting character to play. A background history with the character focusing on Craftsman; Armorer, and practicing with the weapons and armor he created in his youth, becoming a Bladesman Swordmaster rather than a warrior as most dwarves, and then questing to find his soulsword could be an interesting character to play. 



                Statistically, the character should improve his perception by 1 to increase it to Step 6. After this, increasing dexterity by three points will help counteract the Movement as DEX penalties the character suffers as well as improve it to Step 7. Improving willpower by two points will result in an increase to Step 6 as well, although improving strength by three points improves the character’s Damage dramatically.



For skills, consider the Sprint skill. Two ranks in this skill will allow you to Move as DEX for 1 strain, and is useful in overcoming this penalty. I suggest picking up a few ranks in the Unarmed Combat and Break Bonds skills, as opposing adepts tend to like to grapple or entangle dwarves and keep them out of the fight.

 


Ork Swordmaster




Advantages: The +3 strength bonus is a huge advantage, adding a step of damage to the ork Swordmaster. The +1 toughness bonus is another advantage, adding a bonus to toughness and allowing the character to survive a lot easier than normal. The Movement as DEX +2 bonus helps overcome the Dexterity penalty somewhat. The high karma step also helps to overcome this penalty.



Disadvantages: The –1 to dexterity and charisma causes a penalty to the two most important attributes for Swordmasters and is a definite disadvantage. The –2 willpower penalty is painful for most ork characters, but can be partially helped by high ranks in Heartening Laugh again.



Neutral: The lack of a perception add doesn’t hinder the character much. Although this can be useful for their Low-Light Vision racial ability. 



Attributes (66 purchase points):

DEX: 15-1=(14): 6/1D10

STR: 13+3=(16): 7/1D12

TOU: 15+1=(16): 7/1D12

PER: 11=(11): 5/1D8

WIL: 13-2=(11): 5/1D8

CHA: 12-1=(11): 5/1D8



Commentary: An ork Swordmaster can be an interesting character to play, but is made tough by the penalties in many key areas. But the role-playing possibilities of such a character are made endless, especially with the racial ability of gahad to add a dimension to the character. With gahad, the character can set the conditions that will trigger the character’s ire, and cause duels. A Bladesman with an always gahad of insults about his swordplay or any comment about warriors being better than Swordmasters would have to prove himself fairly often versus Swordmasters and warriors or swallow his gahad a lot. Make it even more interesting by making him a follower of Tranko (Thystonius). Still I think the Gallant Ork Swordmaster is best since it breaks the mold of the typical Ork Swordmaster. A couple of always gahad about insults to a lady’s honor, or insults about ork traditions on love and romance could make an interesting Gallant character.  He could worship Mera-a-a-arg (Astendar), and love art, poetry, and romance. This sets up a character that is at odds with the way most ork societies act, and possibly ostracized by his own race and other cultures. 



                Statistically, the Bladesman character should improve his dexterity by two to gain a +1 physical defense bonus and increase dexterity to Step 7, and then set about increasing strength and toughness by three to gain Step 8 in those attributes to increase his damage and endurance. Increasing willpower by two to increase it to Step 6 may be important to swallow gahad. The Gallant character should improve his charisma by three to gain a +1 social defense bonus and increase charisma to Step 6. Increasing perception and willpower by two increases that step to 6, which may be important for low-light vision, streetwise tests, and of course steps to swallow gahad.  Still increasing the dexterity by two adds bonuses that cannot be ignored, even by a gallant Swordmaster.



For skills, I suggest the Bladesman picking up a few ranks in the Unarmed Combat and Break Bonds skills since he’ll be tangling with warriors a lot. The Gallant should pick up a lot of different skills. Artisan Skills favor his chosen passion. The Streetwise skill helps him know the city environment he frequents better. Charisma skills like Flirting and Seduction fit the character well. You never know when the Lock Picking skill may come in handy in town either. 

No comments:

Post a Comment