03 November 2017

Earthdawn 4E: Anatomy of a Horror 03 - The Babcock

This is the third 4E Anatomy of a Horror, 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 was written up for FASA's Halloween social media in honor of Ross Babcock. First posted to the official Facebook account, I decided it needed a little cleaning and could stand to be put up somewhere more permanently.

The general concept honors the Earthdawn tradition of taking classic D&D tropes and putting them in a context to make sense; The Babcock is a mysterious benefactor who sends adventuring groups on quests for good reason. This is also a concept that can form the basis of a campaign. While it is deceptive, it isn't a bait and switch and this is true to the setting.

Babcock, The

He appears as a middle-aged human man with a jovial demeanor and sense of serenity about him. The Horror’s easy nature draws in even the most jaded adepts and lowers their guard. Of course, this all plays into his ultimate plans, continually looking for those in need and willing to make a deal. His astral form appears the same as his physical form, unless the viewer can penetrate his concealment. In which case, he appears to be cast in a stark light, casting a wide shadow that moves independently. Blue-green lines of power course through his skin and branch off into astral space - possibly connecting to his various “beneficiaries”.

The Babcock is a particularly insidious Horror because many of his victims don’t see him as a Horror, or even realize his true nature, but see him as a benefactor and/or patron. His interest is in those he feels can benefit from his special brand of support, particularly groups of young adepts who are eager to face the world, with quests.

Once the impressionable heroes have accepted his offers and they are marked, The Babcock sends them on quests, sometimes with a greater plan in mind, others simply to grow their legend. Unlike other Horrors, The Babcock has a vested interest in seeing his marked victims survive their ordeals, but he wants them to struggle and suffer in the process. The Horror uses his powers to ensure their victories always come at a cost, whether sabotaging their efforts or causing them trauma by hurting those they care about. However, his powers also make certain his heroes survive.

Over time The Babcock’s victims come to rely upon him completely, trusting him implicitly. Once fully corrupted, they frequently disappear from the world. To what end is unknown, though the Babcock always has a plan. It isn’t unheard of for those who die in his service to return through Unnatural Life, or the promise of rare knowledge to bring back the very loved one he secretly killed be used as a carrot to drive the desperate hero forward, deeper into his clutches. No matter, The Babcock’s champions can continue their stories of greatness and suffering forever.

While competent in combat, The Babcock has little interest in fighting and only does so when necessary or to make a point. He always seems to have a horde of beasties and or champions waiting in some Other Place.


Challenge: Master (Fourteenth Circle)
DEX: 16        Initiative:                  18       Unconsciousness:      149
STR: 15         Physical Defense:  28       Death Rating:               166
TOU: 16        Mystic Defense:      27       Wound Threshold:     25
PER: 20        Social Defense:       29       Knockdown:                  17
WIL: 20        Physical Armor:     18       Recovery Tests:           6
CHA: 21        Mystic Armor:         18       Karma:                            15 (60)
Movement: 12
Actions: 4; Bite: 38 (32)
Powers:
Conceal Corruption (14, Standard): This power conceals the astral and physical manifestations of The Babcock’s mark, uses of Forge Champion, and his own true form. The Difficulty to detect these increases by 14. The Babcock may still use the mark to affect the victim while this power is active.
Corrupt Compromise (35, Standard)
Corrupt Karma (34, Standard)
Corrupting Influence: The Babcock gains +1 to Interaction tests against a victim for each Corruption Point the Victim has. This bonus also extends to the Sensing Difficulty of his illusions.

Crushing Grip: If The Babcock begins his turn grappling a victim, the victim suffers a Wound.
Cursed Luck (34, Free)
Damage Shift (33, Simple)
Disrupt Magic (34, Standard)
Dual Nature: The Babcock has an astral and physical form. They are not independent, but both must be destroyed to kill the Horror. As long as one of the forms survives, it can reform the other. Attacks that deal mystic damage affect both forms.
Favored Spell (Other Place): Each success on a Spellcasting test to weave threads for Other Place weaves two threads instead of one. The Babcock does not need to use doorways for this spell and the range increment is 10 miles.
Forge Champion (20, Sustained): This power functions as Forge Construct with modifications. The Babcock can use this power on a marked, corrupted victim when they gain a Corruption Point from one of The Babcock’s powers. The Horror spends the five Karma Points, one each turn as a Standard Action, infusing the victim with his energy. This infusion is visible astrally and physically, and feels like a painful rush of power usually accompanied by shouting. If successful, this power causes the victim’s tattoos to expand in addition to any other necessary alterations. The victim does not become a Horror construct through the use of this power, but can later be turned into a construct through Forge construct.
Forge Construct (34, Sustained)
Harvest Energy (34, Free): If The Babcock uses this power on a victim, it gains an additional point of Karma even if the test is not successful. The Babcock can only use this power on a marked victim and only when the victim has emotions related to suffering and perseverance, such fear, pain, and triumph over adversity.
Horror Mark (34, Standard): This power can only be used on a victim who has engaged in some kind of deal with the Horror, usually accepting a gift or a job. Each mark manifests as a similar, but unique tattoo somewhere on the victim. The Babcock can perceive through the marked victim’s senses, use his powers on the marked victim at any range, and through the marked victim as though The Babcock is the marked victim. This includes any marked victims who have since been turned into Horror constructs. As the victim’s Corruption Points increase (Gamemaster’s Guide, p. 456), they are more inclined to trust The Babcock and engage in his quests. Once Corrupted, the victim completely trusts The Babcock unless the evidence against him is absolutely overwhelming and there is no refuge in delusion.
Karma Boost (Free): The Babcock can use this power on any test.
Karma Drain (34, Standard)
Natural Leader: All allies gain the Teamwork power..
Resist Pain (4)
Silent Walk (30): As the talent, Player’s Guide, p. 170.
Spellcasting (34, Standard)
Spells (Player’s Guide): (The Babcock is a Tenth Circle Illusionist) Assuring Touch (p. 294), Cloak (p. 295), Disaster (p. 296), Unseen Voices (p. 299), Blindness (p. 299), Innocent Activity (p. 300), Mind Fog (p. 301), See the Unseen (p. 301), Notice Not (p. 305), Stop Right There (p. 306), Suffocation (p. 306), Bond of Silence (p. 307), Illusion (p. 308), Presto! (p. 309), Astral Shadow (p. 309), Chosen Path (p. 310), Memory Scribe (p. 311), Vertigo (p. 314), Walk Through (p. 314), Other Place (p. 315)
Surprise Strike (20)
Teamwork: Opponents are Harried by one less opponent if at least one other attacker has this power.
Terror (35, Standard)
Unnatural Life (34, Standard)
Special Maneuvers:
Carried Interest (The Babcock): The Babcock may spend additional successes on a test using one of his powers against a victim to give the victim a -2 penalty or +2 bonus per success to test; the Horror chooses which when the test is made. The penalty or bonus must be used before this special maneuver can be used again against the same victim.
Opening (The Babcock): The Babcock may spend additional successes from an Attack test to give his allies a +1 bonus per success spent to Attack tests against the opponent until the end of the next round.
Squeeze the Life (The Babcock, Unarmed): This inflicts unarmed damage instead of claw damage.

09 August 2017

Earthdawn: Adventure Log 48 - Is This Going to Happen?

This is the forty-eighth Adventure Log in an ongoing series about Earthdawn. Introduction and Index.







Adventure Log – 048 Is This Going to Happen?

Written By: Bongani Kreskas

Date:  27 Strassa, 1509 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Elmod the Nethermancer
Honeysuckle Sunspray the Warrior
Ting the Swordmaster


As the party took a rest, I went to scout around. I heard the thumping of feet and found some strange ball-like creature with stumpy legs, clawed hands, and a gigantic mouth. I retreated with my friends up the tunnel to prepare for a pitched battle. The creatures seemed repelled by the light, so I crept forward to see what was the matter. I come face-to-face with a critter doing the same. In surprise, I cried out and Honeysuckle came to my rescue, cleaving it nearly in half! I skillfully retreat down the hallway and battle was joined!

Ting says the creatures are "gnashers" - weak Horrors. They are, however, freakishly strong. They swarmed over Ting and Honeysuckle, but our line held. The creatures gave us a surprising amount of trouble, but we eventually persevered. Peculiar how these minor threats cause so much grief - perhaps we should use more caution in the future(1).

After a little recovery time, we continued on our way. We found a lovely grotto where everything gleamed like crystal(2). We also found statues of Namegivers transformed into crystal(3). Ting identified it as living crystal, even. In the back, I saw some crystal creatures moving, so we crept back to the mouth of the cave. Elmod started us off with a fireball. How explosive!

The crystal cave reverberated intensely as the horrors awoke, becoming manta-like creatures sailing through the air(4). Ting engaged them with an amazing leap, swirling through the air. Like an airborne dervish, scything through their crystal wings, Ting tore them to pieces! The horned, winged creatures descended upon Elmod, injuring him viciously. The gargoyles took quite a bit more attention to deal with, as they were hardy creatures(5).

We gathered up some of the living crystal (for barter) and continued on our way. We also took the horns off the gargoyles (Elmod takes their faces, for unclear reasons)(6). Afterwards, we returned to the kaer.(7)


*     *     *
(1) This should be their mantra. 
(2) Trap.
(3) Now I want to know more. After consulting with Zamrica, he shivered, threw up, then hid (if that order, and yes, this needs to be maintained for posterity). After prying him out of the wardrobe, he thinks this is the work of a powerful crystal entity. While superficially similar to the Crystal Gardner, it's too blunt for that Named Horror. Interesting.
(4) These sound like shadowmants of living crystal. How curious. Were they formed completely from crystal, or turn from their living form into a crystalline form?
(5) Similarly with the gargoyles, though I suppose these could be a different form, rather than the work of a Horror, just with an affinity to a different kind of earth.
(6) Well. That... happened. I suppose. 
(7) Received and edited by Ela Pono

As the title of the session may suggestion, there were some scheduling problems leading up to this. Months of scheduling problems. Complete with loss of internet when assembling everything for the session. The result was events not going quite as planned. Still, some pieces of the plot were dispensed and it was, in part, about getting things back on schedule. Ready to be disrupted by GenCon.

Mechanically, the gargoyles and shadowmants had crystal masks applied (Infused and Imbued respectively, adding +1 and +2 Circles). And even when much lower Circle, gnashers are still dangerous and obnoxious.

10 March 2017

Earthdawn 4E: Companion Discipline Preview 15 - Cavalryman

This is the fifteenth 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.

The final Discipline preview from the forthcoming Earthdawn Companion is here with Cavalryman. This is intended to offer some insights into the Discipline design. Obviously the actual progression is missing, which is found at FASA Games.

There is one central thing Cavalrymen have going on, which everything else orbits: their mount. Other themes follow, such as a more general approach to combat, social and camaraderie, and travel. The importance of their mount primarily comes through their Discipline abilities, though there are a few talents as well.

The previous Discipline abilities, Gait Mastery and Resurrect Mount, were both in the same general theme, but didn't make the cut. The former is an interesting ability and good in the right circumstances, when you need to modify that Movement Rate to get your charge or Wheeling Attack just right. However, it's a little too fiddly and wasn't as generally useful as desired for Discipline abilities. This being said, it may yet appear in a different form.

Resurrect Mount is a different story. It's biggest problem is what it does to the setting and the events of a campaign. Bringing things back from the dead is extremely limited - last chance salves only work on mostly dead targets and have a restrictive time limit. As well, this ability negates the drama potential around a Cavalryman losing their precious companion and the journey to find a new one. The follow up is it may not even be relevant to a game, which is not a good place to be for the Master tier ability.

Their replacements are Shared Strength and Shared Spirit. Shared Strength is along the lines of many other Warden tier abilities, offering a +3 to their mount's Strength Step for a Blood Magic cost. It is a solid benefit that reinforces the connection between adept and companion. Shared Spirit also reinforces this connection, but provides a significant piece of utility: the ability to summon their mount.

Five of their seven Discipline talents were replaced. Shield Beater, Tame Mount, and Unmount are no longer talents, while Vitality (now Burning Vigor) wasn't a great fit because they only have another talent option to spend the Recovery tests on and Life Check is a talent option.

Replacing them are Animal Talk, Goring Attack (effectively Trample, moved from their talent options), Momentum Attack, Relentless Recovery, and Thunderstruck. Most of these enhance their combat capabilities (along with the returning Critical Hit and Multi-Charge), also enhancing the connection with their mount and building on the sense of dynamism the Discipline possess.

Their talent options saw similar changes: Call Mount, Develop Animal Sense, and Incite Stampede are no longer talents, Lion Heart is a Journeyman talent option, Bestial Toughness became Unflinching Fortitude, while Safe Path, Spirit Strike, and Tiger Spring were pulled as they weren't good fits or there were better options. For example, Spirit Strike requires either a degree of mysticism or dedication to the weapon. Despite being a combat Discipline, neither of these are true for Cavalrymen, who are dedicated and connected to their mount.

The talent options available to these adepts allow them to pursue a number of different directions. A Cavalryman dedicated to their companions may find value in Battle Bellow, Champion Challenge, Rally, and Thought Link, while one who is more of a dashing hussar type may prefer Impressive Display and Lasting Impression. Adepts who want to be tough, never letting their opponents see them falter, may find Fireblood, Iron Constitution, Life Check, Resist Pain, Resist Taunt, Steel Thought, and Unflinching Fortitude their style, and those who simply want to be in the thick of combat will probably want Defensive Posture, Down Strike, and Vicious Wound.

There aren't many offensive talent options for these adepts at high Circles. The reason is pretty simple: they don't need much help. Charge is already frightening and many of their tools exist around augmenting it. Combining the high damage of Charge with Critical Hit and Vicious Wound is... wrong is probably the best word. It's just wrong. Since Cavalrymen can be something of glass canons (paper tigers, paper ninjas, etc.) at low Circles, the overall goal was to provide them more defensive options. Not necessarily options that encourage them to wade into combat - such as high armor - but instead allow them to shrug it off for a time while delivering punishing blows. These adepts are prone to riding in at a critical moment to deliver an impressive and mortal blow, claiming the glory - of course, humbly shared with their companion.

03 March 2017

Earthdawn 4E: Companion Discipline Preview 14 - Air Sailor

This is the fourteenth 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.

We have the final specialist Discipline this week: Air Sailor. This is intended to offer some insights into the Discipline design. Obviously the actual progression is missing, which is found at FASA Games.

As far as themes go, Air Sailors have a lot of things going on. It's easy to think of them as a jack-of-all-trades, master of none. However, their role is a bit more complex than this. Their primary themes are teamwork and travel. The numerous directions they can pursue through their options allow them to grow into various roles necessary for their group. They also have numerous abilities that either benefit their group as a whole, or aid them when acting with their group. The biggest message here is Air Sailors are an asset to any group, even if not on an airship.

Both Discipline abilities are new, but within the same flavor of the previous abilities. Coordinate Attacks is their new Warden ability, replacing Determined Charge. This change was by no means because Determined Charge was bad - it served as an inspiration for a certain Swordmaster ability - but it didn't have quite the right feel for Air Sailor. While bravado isn't necessarily about of place for these adepts, it doesn't apply to all Air Sailors. It also puts them in the default position of being the primary actor, which also doesn't quite fit the Discipline as a whole. Certain members, without a doubt. Coordinate Attacks emphasizes their teamwork theme to a greater degree and brings a bit more of a tactical element, showing their experience as they gain Circles.

At Master Safe Passage was replaced for a few reasons. First, the nullification of Sky Raider's Lightning Song was weird and lame (your Discipline's Master tier ability has a direct reaction to another Discipline...?), and now irrelevant. As well, there's already the Safe Path talent, and it's not particularly interesting. Kinda the opposite of interesting since it makes things the opposite of it by definition.

Which brings us to its replacement, Windborne Speed. It's function is pretty simple: it makes you travel faster. There are a few interesting pieces. For instance, it doesn't require an airship and can affect land-based travel, though there is a size limit. It's not going to make a behemoth or an army travel any faster, but it will definitely benefit a smallish group. Also, it increases Movement Rate in combat by a flat rate, providing some additional mobility. This particular ability plays into both teamwork and travel and can be of remarkable value when dealing with the types of issues that beset Master tier adepts. Getting somewhere in a hurry, particularly with unexpected speed, can often be a thing.

Five Discipline talents were pulled: Life Check, Second Chance, Shield Beater, Wound Transfer, and Vitality. Of these, Life Check and Second Chance were both moved to Master talent options, Shield Beater and Wound Transfer aren't talents anymore, and Vitality (effectively replaced by Burning Vigor) wasn't a good fit. If nothing else, they don't have enough to spend those Recovery Tests on.

Concentrated Assault, Lasting Impression, Lion Spirit, Second Attack, and Song of Battle are the replacement Discipline talents. Along with the returning Rally and Thought Link, these showcase their primary themes of teamwork and travel. Lasting Impression builds on their versatility and is well suited for anyone who travels, while Concentrated Assault, Rally, Song of Battle, and Thought Link are all group oriented. Lion Spirit helps to ensure they don't get sidelined and can continue supporting their allies, while Second Attack gives them some additional combat capabilities. While they're not a combat Discipline, it is an area they always have competence.

Aura Armor, Elemental Tongues, Endure Cold, Ethereal Weapon, Multi-Tongue, Screaming Arrow, and Sense Danger were all removed as talent options for various reasons (Second Weapon is a Journeyman talent option). Endure Cold, Multi-Tongue, and Screaming Arrow are no longer talents, while Elemental Tongues simply wasn't a good fit. Sense Danger was a victim of being offered too late (it's not terribly appealing so late in the game, particularly with so many Awareness-related talents) and having better options. Finally, Aura Armor and Ethereal Weapon weren't the right fit, the former not quite the defensive flavor (and they have enough other ways to spend Standard actions in a fight), while the latter didn't play into any of their notable themes. They don't have a particular spirituality or connection to astral space (despite gaining the talent option to perceive it), nor are they dedicated enough to mastery of a weapon. Finally, this would lean them a little too combat heavy and there was a desire to maintain a greater diversity of talent options. There are plenty of combat talent options for them as it is.

Their new talent options include: Astral Sight, Blood Share, Critical Hit, Disarming Smile, Fluid Movement, Gliding Stride, Impressive Display, Relentless Recovery, Soul Aegis, Spot Armor Flaw, and Undermine. There are a lot of different ways to go with their talent options as a whole. If you are filling a social role, Disarming Smile, Impressive Display, and Undermine should be high on the list. If you're acting as the scout, Astral Sight and Eagle Eye are what you need. Looking to emphasize their teamwork theme, Blood Share, Cold Purify, and Spot Armor Flaw (with Show Armor Flaw) are good choices. The travel theme is supported by the movement-related talents Fluid Movement and Gliding Stride. Air Sailors as primary combatants are going to want at least some of the following: Champion Challenge, Critical Hit, Defensive Posture, Down Strike, Life Check, Relentless Recovery, Soul Aegis, and Spot Armor Flaw.

Even out of their element, Air Sailors are a fantastic addition to any team, bringing versatility and the ability for the group as a whole to be greater than the sum of their parts. These adepts can contribute in potentially any situation, even if they aren't the star of the show. After all, it's not (always) about them, but about the crew. That's who you look out for and that's who looks out for you.

24 February 2017

Earthdawn 4E: Companion Discipline Preview 13 - Beastmaster

This is the thirteenth 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 brings a preview of the Beastmaster Discipline from the forthcoming Earthdawn Companion for 4E. This is intended to offer some insights into the Discipline design. Obviously the actual progression is missing, which is found at FASA Games.

The primary theme for Beastmasters as they reach these lofty heights of power is they are dangerous. They are apex predators and increasingly take on characteristics of beasts within their domain. While each Beastmaster takes a different approach, they are tough and tenacious as few others, while maintaining brutal offensive prowess.

Tough Hide is still their Warden Discipline ability, but instead of providing a bonus to Physical Armor, it gives them a bonus to Toughness. This change was primarly made to allow a broader bestial nature and connection, rather than just to creatures with a tough hide.

The previous Master Discipline ability, Wild Sense, has been replaced by Bestial War Form. Wild Sense is certainly an interesting ability and appropriate for the Discipline, but falls short of the mark when it comes to the impact of a Master tier ability, particularly with the adjustment in emphasis of the Discipline. Bestial War Form is their apotheosis, blending flexibility with power, allowing them to adapt their form to the situation. For example, taking on traits from a cheetah to give chase, and once their quarry has been cornered, shifting to a brithan's hide and claws.

Their Discipline talents saw some movement as well, reflecting changes in the talent line-up and their thematic adjustment. Animal Leadership and Chameleon were moved to talent option, Bestial Resilience is now Relentless Recovery (while the former was an excellent name, it didn't quite describe what the talent did), and Astral Web, Develop Animal Sense, and Scent Identifier are no longer talents. Animal Leadership and Chameleon were moved for the same reason: they aren't appropriate to all Beastmasters. The former includes animals in a way that may not be appropriate to every character or every game, while the latter requires the adept to possess Stealthy Stride.

Critical Hit, Howl, Momentum Attack, Unflinching Fortitude, and Vicious Wound replace these Discipline talents. These talents are more generically useful, but show a certain brutality to the Discipline. Vicious Wound is debilitating, particularly when combined with Claw Frenzy. The volume of attacks then can generate (and possible bonuses from Cobra Strike) increase the likelihood of a Critical Hit and Momentum Attack. While Unflinching Fortitude means they're unlikely to be bothered by any but the worst attacks. Finally, Howl allows them to express their dominance over the battlefield, causing a broad penalty to their opponents.

Their talent options show some significant changes. Bestial Toughness (effectively) and Howl were both moved to Discipline talents, while Cobra Strike is a Journeyman talent option. Enduring Art, Incite Stampede, Plant Shelter, and Tame Mount are no longer talents. While First Ring of Perfection, Safe Path, and Spirit Strike weren't good fits for the Discipline. The Discipline simply doesn't have the Sustained actions to utilize First Ring of Perfection - and it's also a strange talent for the Discipline in general - Safe Path is about avoiding danger, whereas the Beastmaster is a predator, and Spirit Strike reflects a spirituality or connection to astral space they simply don't have. Theirs is a world of flesh and blood.

New talent options include: Alley Cat Approach, Armor Mount, Aura Armor, Bloodhound Form, Burning Vigor, Eagle Eye, Life Check, Resist Pain, Second Chance, Steely Stare, Vital Strike, and Vital Ward. These reinforce existing themes, or build on new/secondary themes. For combat, most of their talent options are defensive in nature (Aura Armor, Defensive Posture, Life Check, Resist Pain, and Vital Ward), but their ability to inflict a frightening number of attacks can do frightening things with Burning Vigor and Vital Strike, not to mention the general increase in physicality Burning Vigor brings with it.

Alley Cat Approach, Bloodhound Form, Chameleon, Eagle Eye, and Echolocation all provide more subtle approaches for these adepts, particularly in the role of a scout and gathering intelligence in general.

Lion Spirit and Steely Stare both play with their concept of dominance, particularly the latter which extends it from just animals to Namegivers as well. Speaking of animals, Armor Mount, Goring Attack, and Animal Leadership all further that connection, with the first two directly improving animal companions' capabilities in combat (defensive and offensive respectively).

The end result is a versatile and dangerous combatant, who also can follow varied directions to best suit their concept and group.

17 February 2017

Earthdawn 4E: Companion Discipline Preview 12 - Thief

This is the twelfth 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.

The last Discipline in this triad is the Thief. This is intended to offer some insights into the Discipline design. Obviously the actual progression is missing, which is found at FASA Games.

Thieves have a few different themes they explore in their higher Circles. One, seen through their Discipline abilities, ever increasing embrace of darkness and shadows. Another is taking their thieving abilities to another level, metaphorically, or even another plane, quite literally. There are also their deceptive and opportunistic streaks.

Both Warden and Master Discipline abilities are new, replacing the previous entries for different reasons. Shadowcloak is so appropriate for the Discipline, it is the Journeyman Discipline ability. Shadow Heal, on the other hand, isn't a bad ability, it's just a strange one. It fits with the idea Thieves are loners and don't need anyone else, but doesn't particularly reinforce anything else they have going on. Which is to say it may be seen again in some form at a later date.

As mentioned above, the new abilities both build on how Thieves aren't just as competent in darkness as they are in light, but it's starting to feel like home. It's a part of them. This begins with their Warden ability, Shadow Sight. As long as they can see, even magical darkness doesn't bother them anymore. If they're using Shadowcloak, they can see even better. At Master they can become one with their Shadowcloak, bringing a new dimension to their intrusion game.

Like so many other Disciplines before them, Thieves' Discipline talents got a makeover. Aura Armor, Gain Surprise, Gold Sense, and Lip Reading are all gone. Of those, Aura Armor is still a talent, but it wasn't a good fit for Thief. That feeling of fortitude, stability, etc., it just isn't their style. Gain Surprise is somewhat gone. We'll get back there in a moment.

Naturally, this means there are some new Discipline talents to fill the gaps that were created. Enter Beguiling Blade, Dream Thief, Power Mask, and Snatch Talent. Of those, Power Mask isn't new and is also a natural fit for a Discipline naturally involved in deception. Also, something about Thieves not always being popular *cough* Travar *cough*.

Building on the theme of deception is Beguiling Blade. This can be seen as the replacement for Gain Surprise, but it does a few different things that make it a more interesting option. It builds on an existing talent, Conceal Object, rather than effectively replacing it - an area explored in a number of high Circle talents. It does two things: improves the Conceal Object test and turns it into a Simple action. This effectively accomplishes the purpose of Gain Surprise, but has non-combat applications as well and Conceal Object just got better. The name strongly implies it is a combat-only talent, but to be perfectly honest, it's a really good name.

The next two new talents, Dream Thief and Snatch Talent, both move Thieves from stealing literal objects into the realm of stealing things more... ephemeral. Also, both interact with Pick Pockets. Snatch Talent does pretty much what it says on the tin, while Dream Thief is a bit weirder. It allows the adept to steal memories. The stolen talents and memories, once stolen, have a substance to them that can be stored in an Astral Pocket and transferred to others with the appropriate talent. Each has a duration and prohibition against using the stolen bits. But Thieves have a certain knack for breaking the rules.

Moving to their talent options, let's take stock of what has been lost: Bank Shot, Detect Falsehood, Mind Wave, Poison Resistance, Quick Shot, Safe Thought, Sense Magic Item, and Shackle Shrug. As usual, some of these aren't talents anymore or maybe weren't a good fit. With that, let's see the new entries: Acrobatic Defense, Alley Cat Approach, Anticipate Blow, Astral Sight, Defensive Posture, Disarming Smile, Echolocation, Fluid Movement, Netherwalk, Orbiting Spy, Perfect Focus, Resist Taunt, Spirit Strike, and Wind Catcher. It's worth noting Escape Divination is now Escape Plan, while Second Weapon and Sense Danger are both in earlier tiers.

There's a lot of new things here to support a variety of different Thief characters and their particular direction. The one thing that didn't get a lot of support is the more social Thief character, receiving only Disarming Smile and Resist Taunt. Many of the advanced social talents weren't a great fit and they already have access to solid set of abilities to support any grifting. These two build on that, without moving them into the realm of a truly social character. Instead reinforcing the idea social abilities are a means to an end for this Discipline.

One they do see more options include improving their ability to gain access and get out of trouble, with talents such as Alley Cat Approach, Escape Plan, Netherwalk, and Wind Catcher. Along with this comes new ways to gather information, useful for casing a target, scouting, or spying: Astral Sight, Echolocation, and Orbiting Spy. For those more interested in the role of opportunistic killer, they have some new defensive options, Acrobatic Defense, Anticipate Blow, and Defensive Posture, along with offensive options in Critical Hit and Spirit Strike.

All together, Thieves are embracing the concepts of taking and shadows. The ephemeral is now something they can grasp. That maybe all these rules are for other people, not them. And they would give it all up for just a little bit more.

10 February 2017

Earthdawn 4E: Companion Discipline Preview 11 - Elementalist

This is the eleventh 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 established trend brings the final spellcaster: Elementalist. This is intended to offer some insights into the Discipline design. Obviously the actual progression is missing, which is found at FASA Games.

While their mastery of elemental magic has always been their thing. As they enter higher Circles, Elementalists focus even more on their connection to the elements. Whether Discipline abilities or talents.

Earth and Wind, their Warden tier ability, remains mostly the same. The circle of earth has been clarified, noting the adept doesn't need to be inside the circle, the radius is based on successes, and now only affects allies. Which should make it more useful in general and inline with other Warden abilities. The circle of air also has the same clarification and successes effect, but now acts as Dispelling effect for some specific effects. It's not going to come up as much as the former ability, but is effectively a fun bonus ability that can be incredibly valuable in certain circumstances.

Their Master tier ability, Elemental Form, emphasizes their elemental connection and also serves to highlight some of the fundamental interactions of those elements. It doesn't have quite the raw power of Nethermancer's Astral Face, but offers more versatility through bonuses to Thread Weaving as well and a free extra thread. Well, versatility at a cost to giving up a particular element for the time - nothing's free. The fun really seems to begin when paired with an active Earth Staff and the high Circle spellcasting talents.

Element Matrix, the previous Master tier ability, isn't a bad ability at all - it's quite good. However, it didn't drive home their elemental connection other than carrying around a bag of sticks and stones. Something similar to this particular ability may show up again sooner than later.

Looking at their Discipline talents, there are two in common with the previous edition: Elemental Walk and Stone Skin. The other five are new: Concise Casting, Elemental Mastery, Plant Talk, Spliced Weave, and Vine Armor. These talents either improve their spellcasting abilities (Concise Casting, Elemental Mastery, and Spliced Weave), or their elemental connection (Elemental Mastery, Elemental Walk, Plant Talk, Stone Skin, and Vine Armor). As well, Stone Skin and Vine Armor work to improve their defensive abilities 

Of those, Elemental Mastery is the only talent new to the previews. It's basic effect, improving Thread Weaving tests for spells with an elemental keyword, is fairly staid. However, it designed to have knacks that enhance spells with specific elemental keywords hang off of it.

Their talent options are a similar story, with Armored Matrix, Perfect Focus, Shared Matrix, and Summoning Circle (previously a Discipline talent) being the only returning entries. As always, the reason for removing various talents runs a variety of reasons. Plant Shelter is now a spell, while Disarm Trap is much too late. At this point, the group has probably figured out some way to deal with traps. Possibly whoever has the most health. While many weren't a particularly good fit (Spirit Strike) or simply aren't talents anymore.

The talent options available all work to enhance some aspect of their primary themes, whether improving their summoning capabilities (Contest of Wills and Summoning Circle), their spellcasting abilities (Armored Matrix, Casting Pattern, Effect Pattern, and Range Pattern), their elemental connection (Burning Vigor, Iron Constitution, Shock Treatment, Temper Flesh, and Thunderous Resolve), being tough bastards (Burning Vigor, Iron Constitution, Life Check, Temper Flesh, Thunderous Resolve, Unflinching Fortitude), or their aptitude with objects (Evidence Analysis, Perfect Focus, and Suppress Curse).

There are a lot of different ways to approach these talents, depending on the direction the adept wants go and their role within the group. The result is a Discipline with quite a bit of diversity, which can build towards a variety of roles, focusing on one theme in particular, or picking up a variety of useful abilities. Which reinforces their role as a clutch supporting character, keeping the group going against all odds. Sometimes against their will - take that Recovery test. Take it and like it.

03 February 2017

Earthdawn 4E: Companion Discipline Preview 10 - Warrior

This is the tenth 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.

For this week we have a preview of the Warrior. This is intended to offer some insights into the Discipline design. Obviously the actual progression is missing, which is found at FASA Games.

While other combat Disciplines may have their particular specialties, Warriors are the all-around best when it comes to violence. Their particular specialty is sheer endurance. Their abilities don't tend to be as big and flashy, but they're dependable and enable Warriors to keep going, to be the bulwark when things go wrong. Along with their elemental and group themes, this continues through their higher Circles.

Their Warden ability, Battlefield Awareness, is similar to the previous edition, though it was rather costly at 3 Strain and often had associated timing questions. Such as, can it be used as a Free action to prevent being Surprised? Otherwise, it's of limited use. Now it lasts for an entire day for 2 Blood Magic Damage, which allows it to be specifically useful in the situations where it is most needed. However, it no longer entirely negates Harried because that is too powerful and entirely eliminates too many different options.

Elemental Warrior is the new Master ability, replacing Resurrect Self. It plays up their elemental connection in a way that gives players interesting ways to describe their actions, and provides a solid benefit to not just the Warrior, but their allies as well. Since it is always active and at no cost, this continues the overall trend of straight forward and effective abilities.

The previous Master ability, Resurrect Self, wasn't bad, but it also didn't come up very often and was too reactive in nature. It simply may never come up, which is good in a way, but also uninteresting. Coupled with the permanent cost for using it, this made it something that needed to be replaced.

As expected, their Discipline talents have a number of differences across the board. Earth Skin is available at Journeyman, while Resist Pain and Burning Vigor (effectively a replacement for Vitality) were moved to talent options, and Unmount is no longer a talent (an oddly specific Discipline talent against a rather uncommon opponent). This gave an opportunity to entirely rebuild their Warden talents with Chilling Strike, Relentless Recovery, Unflinching Fortitude, and Vine Armor.

Relentless Recovery and Unflinching Fortitude both improve the overall toughness of a Warrior, enabling to keep going longer and harder. Vine Armor has a similar effect, by both improving Wood Skin and their Mystic Armor at the cost of a Recovery test. Chilling Strike benefits Warriors for synergy with Air Dance, but also any allies who are ganging up on the same target.

While Stone Skin isn't a new talent and still improves Physical Armor, it has changed. Like Vine Armor is to Wood Skin, it also improves the usage of Earth Skin in addition to the Physical Armor boost for the cost of a Recovery test. The duration of both these talents is in hours, like the talents they improve.

Similar to their Discipline talents, there are quite a few changes to talent options. Battle Bellow, Body Blade, Frenzy, Matrix Strike, Mind Blade, Shield Beater, and Weapon Breaker have all been removed. Some aren't talents anymore, while others weren't the best fit given other options on the table.

The new talent options that were introduced, Champion Challenge, Defensive Posture, Iron Constitution, Lion Spirit, Rally, Soul Aegis, Storm Shield, Vicious Wound, and Vital Ward, support some combination of their themes. Iron Constitution and Storm Shield are both elemental themed, along with the already present Burning Vigor, Rushing Attack, and Steel Thought. Champion Challenge and Rally are both group oriented talents, an argument can even be made for Storm Shield supporting this as well - who doesn't like attacking an opponent on the ground?

Critical Hit, Ethereal Weapon, Spirit Strike, Vicious Wound, and Vital Strike provide new offensive options, while the list of talents that support defense or being tougher is... extensive. Iron Constitution, Lion Spirit, Steel Thought, and Soul Aegis all improve their ability to deal non-physical attacks, while Burning Vigor and Resist Pain simply make them tougher in general. The former can almost feel like a necessity given the number of talents at their disposal that cost Recovery tests. It was almost a Discipline talent, but ultimately cut because there wasn't a strong impetus for everyone to continually improve it. This leaves Defensive Posture and Vital Ward as options against physical attacks.

The resulting adept is tough as nails in virtually any situation with preparation. They can keep going all day and have access to a tool for virtually any situation. When things are grim, the best option may be to regroup behind the Warrior who can bear the brunt of an offensive. Warriors can be both the spear of an assault, and the rock opponents break upon. Which is about right for these masters of close combat.

27 January 2017

Earthdawn 4E: Companion Discipline Preview 09 - Weaponsmith

This is the ninth 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.

The specialist Discipline rounding out this triad is Weaponsmith. This is intended to offer some insights into the Discipline design. Obviously the actual progression is missing, which is found at FASA Games.

Considered by many to be the ultimate support Discipline, the high Circles of Weaponsmith continue this trend. Their ability to be a force multiplier for their allies continues to improve, but they also gain the ability to leverage their natural mystic resistance to protect their allies. This allows Weaponsmiths who are more likely to shrug off or have tools to deal with Horror powers to bear the brunt of such attacks, while keeping their more combat capable allies in the fight. For these adepts, it's not about the glory, but the win.

The Warden ability, Blood Bound Forge, is similar to the previous Master ability, Craft Mastery. The concept behind the former was good, but it was expensive and had enough limitations to make it underpowered for the tier. The cost and damage bonus have been reduced to be in line with other Warden tier abilities (1 Blood Magic Damage and +3 Damage Steps). However, the armor bonus remains the same, making it a slightly better deal, which serves to reinforce the overall defensive nature of the Discipline. The high number of items that can be improved (Thread Smithing Rank) is limited by the restriction: all must be crafted by the Weaponsmith. There is a definite benefit to having gear made by your ally.

This left an opening at Master that was filled by Mystic Grounding. It's not a big, flashy ability, but it definitely improves the defensive abilities of a group. The ability to funnel all nasty abilities to one character, who can then in turn be supported by everyone else, gives a great deal more confidence. It also makes any Horror using the perennial favorite, Cursed Luck, just sad. Strategic use of this ability can definitely turn the tide of a conflict.

The previous Warden ability, Elementalism, deserves a bit of discussion. At first blush, it appeared like the perfect compliment to Weaponsmiths. However, it carried a lot of baggage. To get the most out of it, the Weaponsmith needed to devote a lot of high Circle talent options to basic spellcasting (Read and Write Magic at Journeyman, Spell Matrix and Spellcasting at Warden, and Armored, Shared Matrix, and Willforce at Master). That still leaves you with a total of three spell matrices for half your Warden picks and all your Master talent options. If you didn't care, then the Warden ability was pretty useless and the number of relevant talent options was unimpressive. Coupled with this, Elementalist and Weaponsmith is such a natural fit, there's more than a few characters who learned both Disciplines, which means it actually does nothing. It was a neat idea in principle, but turned out to not be a very good one in practice.

Looking at their Discipline talents, there are a lot of differences to be found. To start, Mind Blade, Weapon Ward, and Reshape Object are gone. Perfect Focus is quite similar to First Ring of Perfection, but got upgraded to a Discipline talent and moved to Warden - it may as well been created specifically for Weaponsmiths and then worked out for other Disciplines as well - and Ethereal Weapon was bumped to talent options. It fits Weaponsmith with their connection to weapons and armor, in addition to their growing mysticism, but it's directly offensive nature is just enough out of sync to not be appropriate as a Discipline talent.

Infuse Armor and Infuse Weapon have been reborn as Living Weapon and Forge Flesh respectively. The mechanics on these two are similar, but a little different than their predecessors. An important part is they don't require a medium, such as armor or weapons, but work directly on the target, showing how the adept has moved to directly forging living patterns and their vessels.

This gives some space to bring in new talent. In this case, Confront Horror, Dispel Magic, and Soul Aegis. All of which push their theme of confronting and defending against hostile magic and Horrors. It is pretty late in the game to see Dispel Magic, which is available to some Disciplines at Novice, but it isn't a talent that really gets seen outside of spellcasters. Which makes it an interesting and fitting trick to have for a Discipline dedicated to how things are made, which includes disassembling them.

There are some talent options that also departed: Armored Matrix, Critical Hit, Disarm, Sense Magic Item, Shared Matrix, Show Armor Flaw, Soften Blade, Spell Matrix, Spellcasting, Temperature, and Willforce. Okay, that may be a little more than "some". Particularly since Disarm Trap was moved to Novice talent options and Spot Armor Flaw is a Journeyman talent option (yes, they get Show Armor Flaw, but that's a knack for Spot Armor Flaw now). Except for Ethereal Weapon and Resist Pain, that's everything. The reasons for many of these should be obvious with the removal of Elementalism. From there, some aren't talents anymore, while others just aren't a good fit - such as Critical Hit and Disarm.

The good news is that's a lot of room to provide new options and directions to build. Weaponsmiths aren't combat specialists, but they get a fair number of options that reflect their unique style. Burning Vigor, Relentless Recovery, Unflinching Fortitude, Vital Ward, and Weapon Breaker are all defensive talents for a tough Weaponsmith, while Crushing Blow, Momentum Attack, Spirit Strike, and Vital Strike all support a more aggressive Weaponsmith. Those interested in exploring their growing mystic connection have Astral Sight, Evidence Analysis, Matrix Sight, and True Sight, with Lion Spirit offering additional protection.

In all, any group with a dedicated Weaponsmith is lucky to have their services. These stalwart companions support their through their services initially, then their very presence as they adapt to changes in the battlefield as they advance. These heroes get work done. They know it's about the team and sacrifice. They ensure the whole is stronger than the sum of the parts and that every part must be strong enough to persevere. It's their job to see to that, it's their burden to bear.

23 January 2017

Earthdawn: Adventure Log 47 - Forest of Feelings

This is the forty-seventh Adventure Log in an ongoing series about Earthdawn. Introduction and Index.






Adventure Log – 047 Horror at the Gates

Written By: Elmod of Glenwood Deep

Date:  09 Strassa - 26 Strassa, 1509 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Elmod the Nethermancer
Honeysuckle Sunspray the Warrior
Ting the Swordmaster

Uriel the Illusionist

I, alas, have been distracted by enchanting duties here at the kaer and have missed direct action in the most recent group adventures. I have also been studying many advanced Elementalist techniques and should gain very useful skills for the future. Bongani has been negotiating with Meta Poobah Ein about final training and costs.

Also, it is still very hot here. It tries me a little, but I manage. And suffer. The Air Armor is kept on much of the time to keep things tolerable.

I miss Regia from time to time(1). Nightmares of the White Queen and her mangled body appear(2). My heart hopes that she is safe and growing strong within her tree. Having not tended the forest, it is hard to know whatever may have helped her and the forest. I trust Kristof will tend it best(3).

I hear the group has been fomenting plans to go to the other connected kaer from the present. It will likely involved another Horror. Oh joy.(4)

While I cannot enjoy the institutional racism present in this kaer leveled against elves, I can't blame them too much. I'm fairly used to the ignorance and belittling from those misunderstanding Nethermancers(5). And the group(6).

The Elementalist I trained with was kind enough to lend me a spell scroll to learn from. The Mantle of the Fire Marauder seems an interesting way to perturb an opponent.

We arrange a meeting with Meta Poobah Ein and get invited to dinner with him to discuss plans. Ein is pleasant and happy to see us, his family is delightful. The mushroom-based meal as fine and earthy as has come to be lamentably expected(7). I could go with a few lighter flavors. Alas.

Upon mention of the plan, Ein cut short our dinner enjoyment of a strange mushroom liquor and we made a fairly quick exit. Ein handed us a note, however, which Uriel reads as a meeting for later in the evening.

We make the meeting at the kaer passageway, Ein meets us and explains some of the history of Kaer Kuzzins. Pains were taken to keep some channel open, Kaer Kuzzins made sacrifices and suffered disease and poor designs in a hastily made kaer just before the Scourge. Cover-ups and guile wove over the historical truth, a dedicated group preserving some hope of linkage. The will of the Grand Poobahs is unknown. The connection between them remains active, aid given to Kaer Kuzzins remains secret. The other Namegivers there that represent the others of Barsaive. An opportunity should arrive in two days.

I should have found some time to make some blood magic charms.

We get the message and depart for the passage. The guards alert us to traps in the passage, mostly directed towards the far end. Bongani disarms of of the traps in the passage, but a major magical seeing glyph remained. Most of us climbed (via rope) or flew (me) over. Uriel made an elaborate illusion and also successfully crossed.

Bongani examined the paths through the caverns, deducing the paths taken and not. He also worked out the lock to the gate to the kaer.

It made a lot of noise. They would know we're here.

They did. Upon exiting the date to the kaer, we are immediately ambushed by shortish (5 ft ish) bootless humanoid figures. Perhaps they are the famed wulfaiders. We are taken to some cells and locked up until we are let to an old and well appointed - wooden furniture, carved - room to meet their leader.

Brie, an overachieving weaponized elf greets us, basically describes the situation of their besieged status of defending the kaer from Horrors. Her companion, Bray've, is the commander of the Stalkers, the elite defense brigade that initially welcomed us.

Eventually we are deemed helpful, having offered such services as ours and given some space in the wooden appointed barracks.

Wandering around town, many humans, elves, and tall bipedal wolf-people(8). The entire place feels like a military base and outpost.

We find a large cavern where trees and vegetation are grown and maintained. We interview a wulfaider, Prood; Ting seems strangely enamored with the gruff Stalker. She pets it, after asking permission. She seems uncharacteristically pleased. At least without having killed something first.

Uriel learns many things from their hall of records. It is mostly a tale of slow decline, Uriel writes some epic ballads.

There is remarkably little else to do here.

Honeysuckle later recounts enjoying sleeping in trees and avoid Elementalists trying to catch her in the forest. She even fended off a wulfaider trying to evict her, but she eventually re-establishes her squatting supremacy.

Brie returns to tell of the Crystal Heart. An as yet unfound emanation of the Horror troubles befallen to the kaer. Crystalline spiders seem to guard it. Still not sure if the Horror is present or just minions. They suspect the Robber of Twenty Candles is the Horror associated. They have one of its pattern items, but don't yet trust us enough yet to have access.

So there's that, sins of the father, etc.

We prepare for, as Ting calls it, the "pants-off, dance-off", She codifies as her fighting preference, the next day.(9)

Gnasher 3's (10) abound, but are deftly dispatched. The Stalker guides only take us so far, but then depart after a point and describe some of what they know on a little map. Then we are alone.

Further on, I discover a portion of cavern with many gruesome Namegivers. I ask a few questions and they get agitated at the mention of the Robber of Twenty Candles. Then some strange creatures come out of the walls and eat the spirits that we were talking with. Then spits out another ball of... itself.(11)

Honeysuckle identifies the creatures as some kind of wraith. Uriel and I attack the found one and get their attention. They engulf me quickly after as they materialize and attack the group. We fight them off long enough to antagonize them into running away. We only actually killed one, but most of the others were wounded. Bongani tended my wound. My soul is further scarred(12).(13)

*     *     *
(1) Wait, what? The creepy little doll thing with the incredibly unhealthy relationship? Oh, wow. His companions are going to be delighted to find that out. 
(2) This feels exactly like something that was deliberately left out previously and someone forgot to scrub it. What does it mean? Is this a reference to the White Lady that meant something back in Sanctuary? I know there are things missing from here. Need some scribes to go through earlier entries and compile references that could relate to this, the cross-reference those against other logs and intelligence. Zamrica's team would be perfect for this.
(3) This is all a reference to events concluded in Mismatched Steel Log 028. Which appear to have even more critical information missing than I originally suspected.
(4) The very first thing upon entering they were told was "don't ever go here". I'm surprised it took this long to get to this point.
(5) There's a lot of misinformation about Nethermancers and people fear what they don't know. Of course, once you get to know a Nethermancer, there's the realization it's much worse than you initially thought. So much worse.
(6) Now I almost feel bad.
(7) Ever since Zamrica archived one of the earlier logs, he has been jonsing for their recipes. And he says I'm weird for drinking hurlg.
(8) Wait, if the tall ones are wulfaiders, what are the short ones? Details, people!
(9) ... what?
(10) What is a gnasher 3? How is it different from a gnasher?
(11) This part is unclear - here is what I think happened: They encounter and talk with the spirits of some Namegivers that were gruesome. Possibly tortured during life and after by a Horror, which is bad news. Not even death is a release. Then wraiths of some variety appear on the scene and begin feeding on the spirits. One of the wraiths then spits out a new wraith? That last statement is very ambiguous, and it feels like it is important.
(12) Understatement of the log.
(13) Received and edited by Ela Pono

This session served as a bridge to the next section of metaplot and revelations. Their actual objective in coming to this place seems to have been forgotten (the key), but everything will swing back to that by the end. For now, there were a lot of callbacks to events and information from previous adventures. Some went under the radar (which is fair, this game has been going on for a long time), but most tickled the memory of something related.

I will admit, the almost gleeful fascination with the wulfaiders is amusing to me. It's not terribly surprising, as something similar happened when the urshan were introduced as refugees years ago. That had a certain air of responsibility to it, this is a little more child-like. 

As to the log itself, there are some small details in there that I find terribly interesting and almost prescient in wholly unexpected ways. Definitely interesting times.