20 January 2017

Earthdawn 4E: Companion Discipline Preview 08 - Illusionist

This is the eighth 4E Companion Discipline Preview, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.


Everything contained here is the work of a fan and not associated with FASA Games.

This week takes a look at another spellcasting Discipline: Illusionist! This is intended to offer some insights into the Discipline design. Obviously the actual progression is missing, which is found at FASA Games.

Illusionist is a something of a strange Discipline, designed to approach problems subtly and laterally. Their primary tool is magic, but that rarely presents solutions in itself. Instead, they work best to enhance their social abilities, or provide unique support to other plans. The overall goal for high Circle Illusionists was to continue with this, offering them more social tools and ways to utilize and improve their illusions. How reality and illusion are more fluid to powerful Illusionists, much like the perception of truth and lies. These are important themes for Illusionists.

Both Discipline abilities for high Circle Illusionists are new: Hide Matrix has been replaced by Hide Spell, and Truth Interpreted has been replaced by Manipulate Reality. Hide Matrix is far too specific and simply may never come up - which is a bad place to be. However, the ability to cast a spell without being noticed is extremely useful, particularly for this Discipline and fits in perfectly with how they go about their business. This isn't to say Hide Matrix is bad, or there's no place for it, just not there.

Truth Interpreted is a little strange and in some ways feels more like a spell than a Discipline ability. However, the big problem is it's a little banal for this Discipline. It doesn't particularly play into their worldview or reveal anything about them, it's just a bigger illusion. The replacement is probably the single strangest ability and it is written knowing the application in a game is going to get weird. However, it perfectly represents how their understanding of magic, which is relatively unique - almost the other side of the Wizard coin. Reality and illusion is a difference of perception. The restriction is in place because Illusionists have to embrace both illusion and reality, and cannot just one. It requires understanding one to fully understand the other in their perspective.

The Warden and Master Discipline talents are almost entirely different, featuring two unique talents: Enthralling Visions and Truth Through Lies. The first enhances their illusions by making them so vivid as to be disorienting, while Truth Through Lies is a strange method of gathering information from a target by getting them to tell you lies you know are lies. It's definitely weird, but entirely fitting for them and their methods. As well, one of the few ways to gather good intelligence from an unwilling target. Infuse Memory is similar to Memorize Image, though with some key differences.

As to why the changes, two (Second Chance and Range Pattern) were moved to talent options because they aren't quite suited as Discipline talents. While Range Pattern is a good talent, it's not necessarily for everyone. Especially not as a Fifteenth Circle talent. Second Chance is available to every Discipline as a talent option, so that's just being consistent. The others (Detect Falsehood, Mind Wave, Multi-Tongue, and Thoughtful Expression) simply aren't talents anymore. 

Their talent options have numerous differences as well. Conceal Object and Hold Thread are both available at earlier Circles, Incite Mob is no longer a talent, and Chameleon is too banal. This does mean there are plenty of new talent options and they continue to suppor their overall themes, offering a variety of social talents, spellcasting support talents, and trickster talents.

In all, Illusionists continue to have some of the stranger abilities at their disposal, but also the most powerful if you go into a problem understanding the tools at your disposal. Some very weird tools. But it's less about turning a square peg into a round one, and more about realizing there is no peg or hole. Or something like that.

13 January 2017

Earthdawn 4E: Companion Discipline Preview 07 - Swordmaster

This is the seventh 4E Companion Discipline Preview, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.


Everything contained here is the work of a fan and not associated with FASA Games.

And the pendulum swings back, bringing with it Swordmaster! This is intended to offer some insights into the Discipline design. Obviously the actual progression is missing, which is found at FASA Games.

Swordmasters are a hybrid Discipline, having one foot in the social arena and the other in a fight. Though a stylish fight to be certain. I think those are called "conflicts" or "duels". Each combat Discipline has a particular style that emphasizes how they go about their particular brand of violence. As they advance in Circle, the Swordmaster begins to evolve. The first half of their Circles were devoted to precision and timing, controlling the tempo of a conflict. Now they leverage that expertise in dangerous new directions.

But first, a look at their Discipline abilities. Warden features Blood Bound Blade, which is very similar to the previous Master ability, Keen Blade. Which was a perfectly fine ability, though a bit expensive and underpowered for when it showed up. With a few changes, it works great as a Warden ability. This provides a continual damage boost, much like Spot Armor Flaw, which helps support their multiple attacks while keeping Strain costs low. Which is important considering Swordmasters tend to have lower Toughness than their other close combat specialist counterparts. One particular change is it can be used on two weapons, which is only appropriate for a Discipline that prominently features Second Weapon as a key talent.

With the Master ability moved up, the Warden ability is clearly gone. Which is okay, because there's a spell with a very similar function and it was a neat ability, but too specialized. Nonetheless, this opened up for a new Master ability: Audacious Bravado. Which is just fun for everyone. It encourages players to get into trouble, following the Swordmaster's lead, and gives everyone a bonus along the way. There's a time and a place for the black op, but sometimes the best plan is when the Swordmaster sees underthings drying on a line and asks someone to hold their drink, "I've got a plan..." Of course it's a stupid plan! But it's going to be a lot of fun as it goes wrong.

Going back to their new talent spread, it's different. Plenty of talents aren't around anymore: Infuse Blade, Mind Armor, Mind Blade, Missile Twister, Pin, Shield Beater, Shield Charge, Vital Strike, and Whirlwind. Most of those simply aren't talents anymore for differing reasons. Gone, but not forgotten. Some are available earlier: Impressive Strike (now Impressive Display) and Spot Armor Flaw. Others were moved from Discipline talents to talent options: Champion Challenge and Ethereal Weapon. The last two deserve a little discussion. Champion Challenge is fitting for the Discipline, but it's not a talent that will necessarily come up in every game and there are other talents just as fitting for Swordmaster. Ethereal Blade works with their theme to master the blade, but it doesn't support their particular style as some other talents.

Talents like Critical Hit and Momentum Attack that benefit strongly from being able to deliver an attack with plenty of extra successes. Or Defensive Posture which serves to boost Riposte. Vicious Wound emphasizes their precise attacks and how they can control a conflict, along with Cutting Words - a social attack with a knockdown rider. And Fluid Movement, enhancing their already excellent access to mobility and letting them really explore the area. With stylish violence.

Swordmasters still looking to improve their social abilities have talent options working for them, such as Bardic Voice, Empathic Sense, Undermine, and Witty Repartee. Of those, Undermine is incredibly effective in their hands. There are, of course, options for the more conflict oriented, providing different offensive and defensive options. Chilling Strike gives an edge to adepts built around high initiative, while Aura Armor, Life Check, Lion Spirit,+ Relentless Recovery, Resist Pain, Soul Aegis, Unflinching Fortitude, and Vital Ward provide different defensive options. Finally, Ethereal Weapon, Matrix Sight, and Spirit Strike are for those who want more offensive options, particularly against opposing spellcasters.

These adepts have a variety of tricks up their sleeves and are at their best when creating openings and pressing the advantage. They can be comparatively complex, but with the ability to contribute significantly to both conflicts and social activities, stylishly, they are all about getting the maximum time in the spotlight.

06 January 2017

Earthdawn 4E: Companion Discipline Preview 06 - Scout

This is the sixth 4E Companion Discipline Preview, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.


Everything contained here is the work of a fan and not associated with FASA Games.

Continuing with the pattern brings us to a new specialist Discipline to preview. After consulting with the Great Hunter and doing exactly as instructed, "we" are bringing you the Scout! This is intended to offer some insights into the Discipline design. Obviously the actual progression is missing, which is found at FASA Games.

The overall goal when approaching the high Circle Scout was to emphasize both their drive to discover and to blend in with their surroundings. With this in mind, their Discipline abilities saw some changes. First, their previous Warden ability, Blend, is something of an artifact of Silent Stride, which didn't have hiding as a default condition. As well, they're getting enough bonuses to evade detection (including a new Karma ability) and don't really need another. The replacement, Supernal Awareness, admittedly isn't incredibly interesting, but it is very good.

For Master, One with the World is a similar to the previous version, though features some subtle changes. First there are more specific mechanics around how it functions, as was previously somewhat confusing in certain circumstances. As well, it also provides them a broad bonus when looking for something, but not necessarily knowing what exactly they are looking for. Something that turns out to be pretty useful.

There is an easy trap for both designing and playing Scouts, and that is to focus exclusively on their wilderness aspect. However, they are supremely adaptable and should be comfortable in any setting. It was important for their Discipline abilities to support this versatility and not favor any particular scenario. This is going to show up again shortly.

Moving to the meat of the Discipline: talents. Again, their primary themes are discovery and blending in, with sub-themes of animals, combat (emphasis on talents not specific to melee or ranged), and knowledge. There is also a growing spirituality to this Discipline as they advance; their drive for discovery begins to move them away from our world, knowing there is so much more elsewhere.

Their Discipline talents have some notable changes, as only two of the seven (Chameleon and Echolocation) are still Discipline talents. This was to make their Discipline talents really focus on their primary themes, particularly with three entirely new talents, Alley Cat Approach, Bloodhound Form, and World Pulse. The latter of those is exclusive to Scout. All these talents enhance or open up new avenues for their primary themes.

The talent options available to high Circle Scouts have also changed considerably. Two of the previous options (Spot Armor Flaw and Tiger Spring) are available at earlier Circles, others aren't talents anymore (Multi-Tongue, Plant Shelter, Sense Poison, and Trace Missile), and one just wasn't quite the right fit anymore (Vital Strike). Cuts always create space to explore their primary and sub-themes. Which is to say often force new talents to be designed to fit the holes just created.

Combat talents for the Scout are a little tricky due to maintaining the aforementioned versatility when it comes to weapon selection. This is in addition to maintaining their overall approach to combat, which emphasizes precision and patience. Their overall goal is to never quite draw attention, if at all possible. Further displaying their versatility, lower Circles gave them access to avoidance talents, while high Circles move to more resistance based talents. It was tempting to maintain access to Defensive Posture, but it requires the character to have selected at least one specific talent option to make any use, and that didn't feel right when it comes to addressing how the Discipline adapts to situations.

Of their new talents, World Pulse is my favorite. It's weirdly spiritual and personal, in a way unique to the Discipline and each adept, and provides a unique lay of the land, revealing increasing details about the landscape and what it contains for rank miles in any direction. It's subtle, but very powerful in the right hands. Which is a good description of the Discipline as a whole.

05 January 2017

Earthdawn 4E: Rogues' Gallery 14 - Farmer

This is the fifth 4E Rogues' Gallery, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

This entry presents example farmers, who are friendly enough, but unlikely to present any real form of combat challenge
. Which is why they need adventurers to help!

All example characters are assumed to be human as a default. However, at the end racial templates are provided. The goal for applying the templates is not complete verisimilitude, but to maintain a rough equivalence between them. Emphasis on rough.

As well, their equipment can be exchanged for whatever is most appropriate for the setting. No blood charms or healing aids have been included - keeping it simple is the goal.

If there are any non-magical archetypes that would be valuable, leave a comment and let me know. As well with comments on the content and format. This is less an exercise in playing with the system and more about making something useful for the community.


Farmer (Novice)

Challenge: Novice (First Circle)
DEX: 5        Initiative:                  5       Unconsciousness:      26
STR: 5         Physical Defense:  7       Death Rating:               32
TOU: 6        Mystic Defense:      8       Wound Threshold:    9
PER: 6         Social Defense:       8       Knockdown:                 5
WIL: 5        Physical Armor:      0       Recovery Tests:           3
CHA: 6        Mystic Armor:         2
Movement: 12
Actions: 1; Farming Implement: 6 (8)
Powers:
Animal Bond (7): As the skill, Player's Guide, p. 125.
Animal Handling (6): As the skill, Player's Guide, p. 192.
Animal Training (7): As the skill, Player's Guide, p. 127.
Awareness (7): As the skill, Player's Guide, p. 129.
Climbing (6): As the skill, Player's Guide, p. 134.
Conversation (7): As the skill, Player's Guide, p. 136.
Craftsman, Farming (7): As the skill, Player's Guide, p. 195.
Haggle (7): As the skill, Player's Guide, p. 129.
Equipment: Farming implement, eager demeanor


Farmer (Seasoned)

Challenge: Novice (Second Circle)
DEX: 5        Initiative:                  5       Unconsciousness:      28
STR: 6         Physical Defense:  7       Death Rating:               34
TOU: 6        Mystic Defense:      8       Wound Threshold:    9
PER: 6         Social Defense:       8       Knockdown:                 6
WIL: 5        Physical Armor:      0       Recovery Tests:           3
CHA: 6        Mystic Armor:         2
Movement: 12
Actions: 1; Farming Implement: 8 (9)
Powers:
Animal Bond (9): As the skill, Player's Guide, p. 125.
Animal Handling (8): As the skill, Player's Guide, p. 195.
Animal Training (9): As the skill, Player's Guide, p. 127.
Awareness (9): As the skill, Player's Guide, p. 129.
Climbing (8): As the skill, Player's Guide, p. 134.
Conversation (9): As the skill, Player's Guide, p. 136.
Craftsman, Farming (9): As the skill, Player's Guide, p. 195.
Craftsman (8): As the skill, Player's Guide, p. 195, choose one.
Craftsman (8): As the skill, Player's Guide, p. 195, choose one.
Haggle (9): As the skill, Player's Guide, p. 129.
Equipment: Farming implement, weary demeanor


Farmer (Veteran)

Challenge: Novice (Third Circle)
DEX: 6        Initiative:                  6       Unconsciousness:      30
STR: 6         Physical Defense:  8       Death Rating:               36
TOU: 6        Mystic Defense:      9       Wound Threshold:    10
PER: 6         Social Defense:       9       Knockdown:                 6
WIL: 5        Physical Armor:      0       Recovery Tests:           3
CHA: 6        Mystic Armor:         2
Movement: 12
Actions: 1; Farming Implement: 10 (9)
Powers:
Animal Bond (11): As the skill, Player's Guide, p. 125.
Animal Handling (10): As the skill, Player's Guide, p. 195.
Animal Training (11): As the skill, Player's Guide, p. 127.
Awareness (11): As the skill, Player's Guide, p. 129.
Climbing (9): As the skill, Player's Guide, p. 134.
Conversation (11): As the skill, Player's Guide, p. 136.
Craftsman, Farming (11): As the skill, Player's Guide, p. 195.
Craftsman (10): As the skill, Player's Guide, p. 195, choose one.
Craftsman (10): As the skill, Player's Guide, p. 195, choose one.
Haggle (11): As the skill, Player's Guide, p. 129.
Physician (9): As the skill, Player's Guide, p. 198.
Equipment: Farming implement, laconic demeanor, physician's kit


Farmer (Master)

Challenge: Novice (Fourth Circle)
DEX: 6        Initiative:                  6       Unconsciousness:      32
STR: 6         Physical Defense:  8       Death Rating:               39
TOU: 7        Mystic Defense:      9       Wound Threshold:    10
PER: 7         Social Defense:       9       Knockdown:                 6
WIL: 6        Physical Armor:      0       Recovery Tests:           3
CHA: 7        Mystic Armor:         2
Movement: 12
Actions: 1; Farming Implement: 11 (9)
Powers:
Animal Bond (14): As the skill, Player's Guide, p. 125.
Animal Handling (13): As the skill, Player's Guide, p. 195.
Animal Training (14): As the skill, Player's Guide, p. 127.
Awareness (13): As the skill, Player's Guide, p. 129.
Climbing (11): As the skill, Player's Guide, p. 134.
Conversation (14): As the skill, Player's Guide, p. 136.
Craftsman, Farming (14): As the skill, Player's Guide, p. 195.
Craftsman (13): As the skill, Player's Guide, p. 195, choose one.
Craftsman (13): As the skill, Player's Guide, p. 195, choose one.
Diplomacy (11): As the skill, Player's Guide, p. 138.
Haggle (14): As the skill, Player's Guide, p. 129.
Physician (11): As the skill, Player's Guide, p. 198.
Equipment: Farming implement, physician's kit, reserved demeanor


Racial Modifiers:
Dwarf: +1 TOU, -1 Physical Defense, +4 Unconsciousness, +5 Death Rating, -2 Movement
Elf: -1 TOU, +1 Physical Defense, -4 Unconsciousness, -5 Death Rating, +2 Movement
Obsidiman: +3 STR, +1 TOU, -1 Physical Defense, -1 Mystic Defense, +3 Mystic Armor, +6 Unconsciousness, +7 Death Rating, +4 Wound Threshold, +3 Knockdown, +4 Damage, -1 Attack, -1 all Dex-based skills,
Ork: +1 STR, -1 Mystic Armor, +2 Unconsciousness, +2 Death Rating, +1 Knockdown, +1 Damage 
Troll: +1 STR, +1 TOU, -1 Mystic Defense, +4 Unconsciousness, +5 Death Rating, +1 Knockdown, +2 Damage, +2 Movement
T'skrang: +2 Unconsciousness, +2 Death Rating, Swimming
Windling: -2 STR, -1 TOU, +2 Physical Defense, +1 Mystic Defense, +1 Social Defense, -4 Unconsciousness, -5 Death Rating, -2 Knockdown, -4 Damage, -8 Movement, Flight (16), Astral Sight

04 January 2017

Earthdawn 4E: Rogues' Gallery 13 - Archer

This is the thirteenth 4E Rogues' Gallery, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

Below are example non-adept archers. These characters are intended to be representative of archers in a formal military, as distinct from scouts or irregulars.


The combat challenge they represent isn't as finely tuned as an equivalent creature, due to being built like a character, rather than a creature. Also, the list of skills is not intended to be exhausive. As a specific note for Anticipate Blow: there is an optional method presented for use to simplify things at the table and reduce rolling overall.

All example characters are assumed to be human as a default. However, at the end racial templates are provided. The goal for applying the templates is not complete verisimilitude, but to maintain a rough equivalence between them. Emphasis on rough.

As well, their equipment can be exchanged for whatever is most appropriate for the setting. No blood charms or healing aids have been included - keeping it simple is the goal.

If there are any non-magical archetypes that would be valuable, leave a comment and let me know. As well with comments on the content and format. This is less an exercise in playing with the system and more about making something useful for the community.


Archer (Recruit)

Challenge: Novice (First Circle)
DEX: 6        Initiative:                  6       Unconsciousness:      22
STR: 5         Physical Defense:  8        Death Rating:               27
TOU: 5        Mystic Defense:      8        Wound Threshold:    8
PER: 6         Social Defense:       6        Knockdown:                 6
WIL: 5        Physical Armor:      2        Recovery Tests:           2
CHA: 5        Mystic Armor:         2
Movement: 12
Actions: 1; Long Bow (40, 80): 7 (9)
Powers:
Avoid Blow (7): As the skill, Player's Guide, p. 129.
Awareness (7): As the skill, Player's Guide, p. 129.
Anticipate Blow (7): +2 to an Attack test and Physical Defense against one opponent, or as the skill, Player's Guide, p. 128.
Conversation (6): As the skill, Player's Guide, p. 136.
Graceful Exit (6): As the skill, Player's Guide, p. 151.
Equipment: Long bow, padded cloth armor


Archer (Seasoned)

Challenge: Novice (Second Circle)
DEX: 6        Initiative:                  6       Unconsciousness:      24
STR: 5         Physical Defense:  9        Death Rating:               29
TOU: 5        Mystic Defense:      9        Wound Threshold:    8
PER: 6         Social Defense:       7        Knockdown:                 8
WIL: 5        Physical Armor:      3        Recovery Tests:           2
CHA: 5        Mystic Armor:         2
Movement: 12
Actions: 1; Long Bow (40, 80): 9 (9)
Powers:
Avoid Blow (9): As the skill, Player's Guide, p. 129.
Awareness (9): As the skill, Player's Guide, p. 129.
Anticipate Blow (9): +2 to an Attack test and Physical Defense against one opponent, or as the skill, Player's Guide, p. 128.
Conversation (8): As the skill, Player's Guide, p. 136.
Danger Sense (8): As the skill, Player's Guide, p. 137.
Graceful Exit (8): As the skill, Player's Guide, p. 151.
Tactics (8): As the skill, Player's Guide, p. 172.
Equipment: Long bow, leather armor


Archer (Veteran)

Challenge: Novice (Third Circle)
DEX: 7        Initiative:                  7       Unconsciousness:      26
STR: 6         Physical Defense:  9        Death Rating:               32
TOU: 6        Mystic Defense:      9        Wound Threshold:    9
PER: 7         Social Defense:       7        Knockdown:                 9
WIL: 5        Physical Armor:      4        Recovery Tests:           3
CHA: 5        Mystic Armor:         2
Movement: 12
Actions: 1; Warbow (48, 96): 12 (13)
Powers:
Avoid Blow (12): As the skill, Player's Guide, p. 129.
Awareness (12): As the skill, Player's Guide, p. 129.
Anticipate Blow (12): +2 to an Attack test and Physical Defense against one opponent, or as the skill, Player's Guide, p. 128.
Conversation (10): As the skill, Player's Guide, p. 136.
Danger Sense (12): As the skill, Player's Guide, p. 137.
Distract (10): As the skill, Player's Guide, p. 137.
Graceful Exit (12): As the skill, Player's Guide, p. 151.
Tactics (12): As the skill, Player's Guide, p. 172.
Equipment: Padded leather armor, warbow (Forged: 2)


Archer (Elite)

Challenge: Novice (Fourth Circle)
DEX: 7        Initiative:                  7       Unconsciousness:      28
STR: 6         Physical Defense:  10     Death Rating:               34
TOU: 6        Mystic Defense:      10     Wound Threshold:    9
PER: 7         Social Defense:       8        Knockdown:                10
WIL: 6        Physical Armor:      5        Recovery Tests:          3
CHA: 6        Mystic Armor:         2
Movement: 12
Actions: 2; Warbow (48, 96): 12 (12)
Powers:
Avoid Blow (14): As the skill, Player's Guide, p. 129.
Awareness (14): As the skill, Player's Guide, p. 129.
Anticipate Blow (14): +2 to an Attack test and Physical Defense against one opponent, or as the skill, Player's Guide, p. 128.
Conversation (11): As the skill, Player's Guide, p. 136.
Danger Sense (14): As the skill, Player's Guide, p. 137.
Distract (12): As the skill, Player's Guide, p. 137.
Graceful Exit (13): As the skill, Player's Guide, p. 151.
Tactics (14): As the skill, Player's Guide, p. 172.
Equipment: Padded leather armor (Forged: 1), warbow (Forged: 2)


Racial Modifiers:
Dwarf: +1 TOU, +1 PER, -1 Physical Defense, +4 Unconsciousness, +5 Death Rating, -2 Movement
Elf: -1 TOU, +1 Physical Defense, -4 Unconsciousness, -5 Death Rating, +2 Movement
Obsidiman: +3 STR, +1 TOU, -1 Physical Defense, -1 Mystic Defense, +1 Physical Armor, +3 Mystic Armor, +6 Unconsciousness, +7 Death Rating, +4 Wound Threshold, +3 Knockdown, +4 Damage, -1 Attack, -1 all Dex-based skills, change armor to fernweave
Ork: +1 STR, -1 Mystic Armor, +2 Unconsciousness, +2 Death Rating, +1 Knockdown, +1 Damage
Troll: +1 STR, +1 TOU, -1 Mystic Defense, +4 Unconsciousness, +5 Death Rating, +1 Knockdown, +2 Damage, +2 Movement
T'skrang: +2 Unconsciousness, +2 Death Rating, Swimming
Windling: -2 STR, -1 TOU, +2 Physical Defense, +1 Mystic Defense, +1 Social Defense, -4 Unconsciousness, -5 Death Rating, -2 Knockdown, -4 Damage, -8 Movement, Flight (16), Astral Sight

03 January 2017

Earthdawn 4E: Rogues' Gallery 12 - Hunter

This is the twelfth 4E Rogues' Gallery, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

Below are example non-adept hunters. They're focused on hunting, though transition somewhat into simply "mountain men", never being big on company in the first place.


They're competent enough in combat, but lag behind more combat oriented professions. Lacking in both variety and tricks. They may have to deal with some rough game at various points, thus starting to pick up more than just using a bow, but their goal is still avoidance.-

All example characters are assumed to be human as a default. However, at the end racial templates are provided. The goal for applying the templates is not complete verisimilitude, but to maintain a rough equivalence between them. Emphasis on rough.

As well, their equipment can be exchanged for whatever is most appropriate for the setting. No blood charms or healing aids have been included - keeping it simple is the goal.

If there are any non-magical archetypes that would be valuable, leave a comment and let me know. As well with comments on the content and format. This is less an exercise in playing with the system and more about making something useful for the community.


Hunter (Novice)

Challenge: Novice (First Circle)
DEX: 6        Initiative:                  6       Unconsciousness:      24
STR: 5         Physical Defense:  8        Death Rating:               29
TOU: 5        Mystic Defense:      8        Wound Threshold:    8
PER: 6         Social Defense:       5        Knockdown:                 5
WIL: 5        Physical Armor:      2        Recovery Tests:           2
CHA: 4        Mystic Armor:         2
Movement: 12
Actions: 1; Long Bow (40, 80): 7 (9)
Powers:
Awareness (7): As the skill, Player's Guide, p. 129.
Climbing (7): As the skill, Player's Guide, p. 134.
Craft Traps (7): As the skill, Player's Guide, p. 195.
Navigation (7): As the skill, Player's Guide, p. 160.
Stealthy Stride (7): As the skill, Player's Guide, p. 170.
Surprise Strike (1): As the skill, Player's Guide, p. 172.
Tracking (7): As the skill, Player's Guide, p. 175.
Wilderness Survival (7): As the skill, Player's Guide, p. 179.
Equipment: Long bow, padded cloth armor


Hunter (Seasoned)

Challenge: Novice (Second Circle)
DEX: 6        Initiative:                  6       Unconsciousness:      26
STR: 6         Physical Defense:  7        Death Rating:               32
TOU: 6        Mystic Defense:      7        Wound Threshold:    9
PER: 6         Social Defense:       6        Knockdown:                 6
WIL: 5        Physical Armor:      2        Recovery Tests:          3
CHA: 4        Mystic Armor:         2
Movement: 12
Actions: 1; Long Bow (40, 80): 9 (9), Throwing Axe (thrown: 12, 24): 7 (9)
Powers:
Awareness (9): As the skill, Player's Guide, p. 129.
Climbing (9): As the skill, Player's Guide, p. 134.
Craft Traps (9): As the skill, Player's Guide, p. 195.
Disarm Traps (8): As the skill, Player's Guide, p. 138.
Navigation (9): As the skill, Player's Guide, p. 160.
Stealthy Stride (9): As the skill, Player's Guide, p. 170.
Surprise Strike (3): As the skill, Player's Guide, p. 172.
Tracking (9): As the skill, Player's Guide, p. 175.
Wilderness Survival (9): As the skill, Player's Guide, p. 179.
Equipment: Long bow, padded cloth armor, throwing axe x2


Hunter (Veteran)

Challenge: Novice (Third Circle)
DEX: 7        Initiative:                  7       Unconsciousness:      28
STR: 6         Physical Defense:  9        Death Rating:               34
TOU: 6        Mystic Defense:      9        Wound Threshold:    9
PER: 7         Social Defense:       6        Knockdown:                 6
WIL: 5        Physical Armor:      2        Recovery Tests:           3
CHA: 5        Mystic Armor:         2
Movement: 12
Actions: 1; Throwing Axe (thrown: 12, 24): 10 (9) Warbow (48, 96): 12 (11)
Powers:
Avoid Blow (10): As the skill, Player's Guide, p. 129.
Awareness (12): As the skill, Player's Guide, p. 129.
Climbing (12): As the skill, Player's Guide, p. 134.
Craft Traps (12): As the skill, Player's Guide, p. 195.
Disarm Traps (12): As the skill, Player's Guide, p. 138.
Navigation (12): As the skill, Player's Guide, p. 160.
Stealthy Stride (12): As the skill, Player's Guide, p. 170.
Surprise Strike (5): As the skill, Player's Guide, p. 172.
Swimming (10): As the skill, Player's Guide, p. 201.
Tracking (12): As the skill, Player's Guide, p. 175.
Wilderness Survival (12): As the skill, Player's Guide, p. 179.
Equipment: Padded leather armor, throwing axe x2, warbow


Hunter (Master)

Challenge: Novice (Fourth Circle)
DEX: 7        Initiative:                  7       Unconsciousness:      30
STR: 6         Physical Defense:  10     Death Rating:               36
TOU: 6        Mystic Defense:      10     Wound Threshold:    9
PER: 7         Social Defense:       7        Knockdown:                6
WIL: 6        Physical Armor:      2        Recovery Tests:          3
CHA: 5        Mystic Armor:         2
Movement: 12
Actions: 1; Throwing Axe (thrown: 12, 24): 12 (9) Warbow (48, 96): 14 (12)
Powers:
Avoid Blow (11): As the skill, Player's Guide, p. 129.
Awareness (14): As the skill, Player's Guide, p. 129.
Climbing (14): As the skill, Player's Guide, p. 134.
Craft Traps (14): As the skill, Player's Guide, p. 195.
Craftsman (10): As the skill, Player's Guide, p. 195, choose one.
Disarm Traps (13): As the skill, Player's Guide, p. 138.
Navigation (14): As the skill, Player's Guide, p. 160.
Physician (10): As the skill, Player's Guide, p. 198.
Stealthy Stride (14): As the skill, Player's Guide, p. 170.
Surprise Strike (7): As the skill, Player's Guide, p. 172.
Swimming (12): As the skill, Player's Guide, p. 201.
Tracking (14): As the skill, Player's Guide, p. 175.
Wilderness Survival (14): As the skill, Player's Guide, p. 179.
Equipment: Padded leather armor, physician's kit, throwing axe x2, warbow (Forged: 1)


Racial Modifiers:
Dwarf: +1 TOU, +1 PER, -1 Physical Defense, +4 Unconsciousness, +5 Death Rating, -2 Movement
Elf: -1 TOU, +1 Physical Defense, -4 Unconsciousness, -5 Death Rating, +2 Movement
Obsidiman: +3 STR, +1 TOU, -1 Physical Defense, -1 Mystic Defense, +1 Physical Armor, +3 Mystic Armor, +6 Unconsciousness, +7 Death Rating, +4 Wound Threshold, +3 Knockdown, +4 Damage, -1 Attack, -1 all Dex-based skills, change armor to fernweave
Ork: +1 STR, -1 Mystic Armor, +2 Unconsciousness, +2 Death Rating, +1 Knockdown, +1 Damage
Troll: +1 STR, +1 TOU, -1 Mystic Defense, +4 Unconsciousness, +5 Death Rating, +1 Knockdown, +2 Damage, +2 Movement
T'skrang: +2 Unconsciousness, +2 Death Rating, Swimming
Windling: -2 STR, -1 TOU, +2 Physical Defense, +1 Mystic Defense, +1 Social Defense, -4 Unconsciousness, -5 Death Rating, -2 Knockdown, -4 Damage, -8 Movement, Flight (16), Astral Sight