29 July 2014

Earthdawn: Adventure Log 24 - Devil and the White City

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

Note: This is not the canon version of Iopos.

Iopos, often referred to as the White City, is one of the major city-states within Barsaive. It is notable for a number of factors, including the safety and general quality of life enjoyed by the citizens, in addition to how welcoming it is to adepts of all stripes. In particular, it is considered to be the most welcoming city to magicians; even Nethermancers feel no stigma attached to their practices within Iopos.


The city gleams with the white stone used in many of the major constructions within the walls, and even the common buildings are regularly white-washed. The streets are clean and regularly patrolled, as is expected from a police state under the iron rule of the Denairastas family.

Movement in and out of the city is closely tracked and virtually everyone is watched within the walls. Anyone with useful skills is welcome to immigrate to Iopos, and adepts are particularly welcome. It is often a lengthy process which produces a loyal and functioning member of Iopan society.

Just outside of Iopos is a city without Name which lives in its shadow. It is a place outside the protection Iopos and none who live there are citizens of the proud city-state. There can be found slave pens, laborers, and other undesirables who exist to serve the city in some way. Some scholars find it odd such a place has not formed a True Pattern of its own.

This should come as no real surprise, given the concentration of magicians within Iopos and their freedom to explore any magical research they choose. The Denairastas family has simply quashed the beginnings of any sense of community or identity within the hovels outside of their walls. They employ a variety of tactics, from granting citizenship to burgeoning community leaders, to mysterious disappearances. No matter the means, the ends are always the same. The reasons for this are simple: without something to bind them, they can never rise up against their masters.

Adventure Log – 024 Devil and the White City

Written By: Bongani Kreskas

Date: 26 Charassa – 5 Rua, 1508 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Coriolis the Swordmaster
Elmod the Nethermancer
Honeysuckle Sunspray the Windmaster
Ting the Swordmaster


A-salam, efendi!

We stay as honored guests of the windlings, and I learn the ways of the urshan from the beautiful and patient Karshkhan. Coriolis trains with the locals and forms a bond of respect with Arthu of forgotten Landis. A prophetess at Lake Ban will determine his worthiness to take the sword(1). How heroic! Coriolis and Arthu part as friends. "The world is a difficult place for those with ideals."

We board a riverboat to Iopos. Coriolis desperately needs assistance with young women, and it is my great honor to train him in the art of evocative conversation. He is a great student, quick in wit and able to deliver a stunning compliment.

The t'skrang sailors are rude, especially to Ting(2), which is quite a foolish thing to do indeed. Regia trains in the martial arts. Elmod's companion concerns me, but hopefully he will be a capable father. To outrun Regia simply requires outrunning Elmod.

The golden spires and white tower fill me with wonder and dread. What ominous portents do these floating obelisks portend? Iopos is a grand and dangerous place. The sigil of the city watches us behind the smiling guards. The Weary Traveler is the inn we are sent to. It is large and crowded, but exceptionally well appointed.

Elmod visits the immense guild district. A derelict tower overshadows the area, but the guards will not speak of it. A taboo place, perhaps? The astral plane reveals nothing sinister, but the tower has some sort of Pattern. The Nethermancer's Guild is dark and foreboding, a place of silver and granite.

Rules of Spellcasting
* Privacy is supreme
* No harm may come to another

Elmod seeks a permit, and is offered membership in the guild, which he declines. An old acquaintance proves to be an ambassador of the guild - this Fastoon sounds like an interesting fellow(3).

Ting and Honeysuckle hit the town, seeking adventure and excitement. Coriolis finds a jaunty Air Sailor to train him. My research leads me to believe that Elmod may be able to enchant the gift that the Admiral(4) gave me.

They city is supported by a rotting, vile structure. Outside the walls is a squalid, festering chattel pen where men, women, and children are bought and solid. I ask about Ting's needs, but none will speak to me. This place makes me ill, for it is an unnatural place, manufactured to exist apart from the world. What manner of man could live within sight of such misery? Aasef, my friends. But it takes all of my strength to maintain my own freedom.

Ting discovers "The House of Rasp." She and Honeysuckle go to enjoy themselves - inside is dancing, knife throwing, and all manner of wild enjoyment. Ting joins the party with reckless abandon (well, as reckless as she can manage).

Elmod's studies take him to the formal lessons of Merrin, the strict headmistress. They share a bond over Regia, and Elmod goes to her for advice. Merrin seeks Elmod's secrets, and the elf obliges(5).

The next day, Ting and I return to The House of Rasp. Coriolis gets an offer to join the crew of "The Search for Profit." "Fingers" are men who sell out others to the local law enforcement. The bartender, Garn, fills us in on the local gossip, and points us to the government district. We head down to the Immigration Office. We ask about the process. Then send a message to Rasp. We meet him at the bar and have the discussion. Ting and Rasp rekindle their romance.

The next morning, Rasp takes Ting to an unmarked room where an odd man begins the process. Ting is not specific on the details of the process(6).

Ting does not return. Honeysuckle makes her own fun. We go looking for her and ask Rasp, who indicates that she should be back soon. We pick up on rumors that there is a Horror in the undercity.(7)

*     *     *
(1) There is a persistent rumor he claims to be the last descendant of the kings of Landis. There is not much to go on for this, though some circumstantial evidence supports this claim.
(2) Ishkarat do not like V'strimmon.
(3) Fastoon Julari Makanth Phunkot. He has a long history with this group.
(4) Unless this is a euphemism, the only Admirals I know of are in the Theran Navy. Find out more about this connection.
(5) We know precious little about this topic, though there are a number of different suspicious and theories floating around. It fills me with dread to contemplate Iopos knowing these secrets. Passions know what they will be able to do with them.
(6) What process is this?
(7) Received and edited by Ela Pono

This session further introduced some of the new players in the unfolding events of this arc. It also marked a shift in the overall tone to something considerably darker. There was considerable foreshadowing and repeated themes - the city is white, until you look close, then you see all of the dirt.

While it was quite for the most part, it did setup quite a few events. The process was Ting becoming a k'stulaami through blood magic in Iopos. It was the entire reason for their journey - she has always wanted to fly. There are reasons no one knows much about what happened and she's not terribly inclined to speak of it.

On the whole, it was a good session, and probably rather ominous in retrospect. Despite nothing bad happening - the characters were never harassed or treated poorly, things were just expensive - there is a general agreement they never want to come back to this place. Though there was quite a bit of temptation to join some of the local organizations.

25 July 2014

Earthdawn: Adventure Log 23 - Rainbow in the Dark

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

Note: This is not a canon event.

In this version of Barsaive, the northwest is a hotbed of political activity just below the surface. Glenwood Deep has been deeply involved in these machinations for some time, even if the vast majority of the populace are unaware. In particular, they have a strategic location between Iopos and Ishkarat; inhabiting the primary route between the two.

On the whole, the windlings of Glenwood Deep keep to themselves, but they have an incredible intelligence network spanning the entire province - windlings do make the very best spies (when on task). Information is disseminated in secret to those who can make use of it. At times, these are the Windmasters themselves. Whether it is under the cover of darkness, or the guise of a minor skirmish far off course, the work under the guidance of the Warmaster to keep the two ambitious powers in check.

This has lead to uneasy alliances with other powers in Barisave, including Blood Wood and, most recently, the urshan. Many of these decisions are troubling to the windlings of Glenwood Deep, particularly the relationship with Blood Wood, but they trust their Warmaster whose line has led them for generations.

There are problems. Notably, the Warmaster does not have an heir, nor a successor. Also, her methods have been getting considerably more brutal. The entrance of the urshan into the province has only made things worse, and the shifting balance of power is forcing Iopos and Ishkarat to act more swiftly and recklessly than they would prefer.

Adventure Log – 023 Rainbow in the Dark

Written By: Elmod, From the Other Side of the Well, of Glenwood Deep

Date: 22 Charassa – 25 Charassa, 1508 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Coriolis the Swordmaster
Elmod the Nethermancer
Honeysuckle Sunspray the Windmaster
Ting the Swordmaster


The Rainbow Pride festival and tournament continues.

In the morning, I find Regia making a small doll that I must force her to tell me who of - and she seems remarkably knowledgeable about doll constructs - intending to make the doll for Mistriel. I take the doll away eventually and encourage her that this is not a good idea.(1)

I do find Mistriel and she gives me a brooch that turns out to be a Thought Link charm, and she suggests to use it with Honeysuckle's competition, which we do.

During the competition of matching stones and riddles, with the the help of Ting and Bongani's historical knowledge, we help Honeysuckle pass the round.

I hang out with Mistriel and try to learn more about her. Mostly she has a lovely neck, though she has some bad previous experience with Horror constructs, so that went poorly.(2)

A lot of orks and now clowns are around the festival.

Ting and Honeysuckle visit with Physt(3) and enjoy making friends.

The next round is the penultimate test in the tournament. It is a small tunnel that thwarts Physt. Honeysuckle and a few others are in the final four as end tournament competitors.

More orks, possibly scorchers or Skull Wargs(4) with thundra beasts, have arrived in town and the ambiance is threatening.

As the tournament is about to begin, I hear my mentor's voice behind me and find Mestoph there. Mestoph says hi, he's been netherwalking a fair bit, when Mistriel shows up, alarming Mestoph in recognizing each other. My new brooch starts glowing as Mestoph crashes into the astral plane - gone. About then I also notice the orks start attacking the urshan and all hell breaks loose.

Then Regia pokes Mistriel and tries to activate her finished doll - luckily as expected(5) without effect. I leave the encounter to find my band mates and give protection.

In the melee, I learn Ting and Honeysuckle are pursuing the clowns. I scare off one of the slower clowns that scared Ting. He probably went insane after that.

We all give chase to the clowns.

Rasp(6) attacked me and I tried to give him Pain while he seemed to resist it. He jumped at me again and landed a gruesome blow. I yielded to him, he took me with a blade to my throat - and then Ting jumps at him while he slits my throat.

I don't remember after that.

Honeysuckle revives me with a last chance salve and we try to recover. At least Ting also fell in the attempt to avenge me.(7)

We recovered a little and eventually have an audience with Poison Wing and Honeysuckle is awarded the prize for the tournament - which was also the blade of Honeysuckle's father, Firefly. And Poison Wing is her mother.(8)

The perhaps war with Iopos looms as we recover from our wounds in Glenwood Deep.(9)

*     *     *
(1) So. Creepy. Seriously. Though, having read all of this, maybe the doll knows something.
(2) So. Creepy.
(3) Obsidiman Purifier with a strange fascination of blood charms. His logs are fascinating in the insight they provide to obsidiman culture and thought because of how atypical they are for an obsidiman.
(4) Possible, but an awfully long way from home. Also, we have not heard of the Skull Wargs leaving the area. They are primarily focused on Ardanyan.
(5) Can something actually be both lucky and expected?
(6) A t'skrang mercenary. He cleans up messes and does unsavory things for Iopos.
(7) What are friends for?
(8) Verify this. Forge this log and eliminate the final sentence. Place the original in the sealed archive.
(9) Received and edited by Ela Pono

As should be obvious, the contents of this log were what the character experienced, rather than everything which happened. Because there was an awful lot which was not captured. There was also quite a bit which dealt with the author which was deliberately withheld. Is it ironic when the scribe omits all of the details related to him which he doesn't want out there, but is more than happy to record the same for others involved as off-hand comments? It certainly amuses me.

Nonetheless, this is a session which laid the groundwork for some major events taking place over the next few arcs. A number of factions were involved in the events which went down at the festival, all operating with different goals. There was a significant counter-intelligence asset of the windlings which was put into play to draw out other factions. This was followed by using their new allies, the urshan, as a display of force, culminating in an object lesson.

It was an arc which re-energized everyone and was a lot of fun with a great deal of group involvement, information revealed, and lots of action. This was the primary goal. There was also some surprising character growth for the three returning characters. Two characters retired at the beginning of this arc for some which were a better fit. The end of the session was pretty grim. Brutal public executions as a statement will often do that. It also planted the seeds indicating the Warmaster, Poison Wing, may not be right in the head. Also, incredibly dangerous.

22 July 2014

Earthdawn: Adventure Log 22 - Rainbow Connection

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

Note: This is not a canon event.

The Rainbow Pride Festival is an annual-ish celebration in Glenwood Deep open to everyone. The ostensible purpose is for all windlings spread across Barsaive to return to the homeland to share stories, connect with old friends, make new friends, and celebrate life in a raucous display of color; the color of a windling's skin will tell a story of where they have been recently.

All Namegivers are welcome and Owl City is temporarily expanded by Elementalists to allow for greater than usual occupancy. Envoys from some of the major players in Barsaive who prefer to operate behind the scenes will often meet in the surroundings which provide more discretion than other potentially politically charged arenas.

The major draw for many is the festival which features a prize each year. Anyone who is a Journeyman adept may enter, though the various rounds are setup to weed out all non-windlings as they progress. Cheating is prohibited, of course, and will get you removed from competition if you are caught, but also expected. If your friends won't cheat for you, why do you have such terrible friends?

Adventure Log – 022 Rainbow Connection

Written By: Elmod, From the Other Side of the Well, of Glenwood Deep

Date: 5 Charassa – 21 Charassa, 1508 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Coriolis the Swordmaster
Elmod the Nethermancer
Honeysuckle Sunspray the Windmaster
Ting the Swordmaster


Our group has been staying in Travar for some time, losing some of the members for other pursuits(1).

Finally, we have decided, Ting, Honeysuckle, and I, to return to Glenwood Deep for the Rainbow Pride Festival(2) there. We book travel by airship, the last one out of Travar.

Outside of Travar, we are deposited at an arapagoi(3) and book travel on a surprisingly well-armed ship. The boatmen are amazingly drab and uninteresting. We met another elf ensign, Coriolis, along the way to Glenwood Deep.

We arrive outside Glenwood Deep and make the day's journey to Owl City(4) and observe the colorful celebration getting underway.

Since this is the first time I have returned to Glenwood Deep for some time, I pay a visit to my parents. I relate some of my interesting adventures and ask them some different questions about my parentage, birth, and Mestoph's involvement(5). Apparently Mestoph saved my life when I was born with his physician skill(6). They didn't quite take to Regia yet(7), but are happy to see me.

The others are preparing for the festival tournament(8), dancing, and otherwise.

In search of information about Regia's wood-tree(9) and met an interesting dark and bandy fellow, Bongani, that knew exactly where the wood was near Death's Sea and guarded by skeorx.

The Warmaster, Poison Wing(10), opens the ceremony and announces the prize of the tournament is Firefly's Heartblade(11).

The first even is a race through the forest which Ting and Coriolis manage to succeed, and Honeysuckle of course. Bongani and I helped a little to help the odds.

The second event was a search for razor flowers in a living maze. Ting and Coriolis failed, but Honeysuckle does with with a map from Bongani.

Much time is spent drinking at night. I met a lovely Horror hunter named Mistriel. She inquired about Mestoph and may be interesting to collaborate with later(12).

I went to see Mestoph with Mistriel, but could not find him or his house, though toured my old apprentice grounds. It seemed rather smaller than I remember(13).

Ting meets some strange t'skrang and has a good time(14).

Bongani and Honeysuckle suggest we look in Mestoph's house for clues where he went. It appears that someone was there recently - looked "lived-in" - but that may be an illusion. It also looked like another group of six people were also at the house looking around. Still no luck...(15)

*     *     *
(1) Good luck, Jak'Tak. I hope you find the heart of Cara Fahd. Note: Create reference between that file and this file.
(2) To say this is something of a haphazard event is to put it mildly. Still, windlings always seem to know when it will take place, even if they cannot actually put a date to it. This is one of their biggest holidays open to Namegivers from all over. There are good indications representatives from great dragons attend every event for their own reasons.
(3) Must be Ishkarat.
(4) The cultural center for windlings across Barsaive and the only location truly open to other Namegivers. Also the only other location where things are on the ground and can accommodate people of any reasonable size.
(5) This is not something which normally makes it into an Adventure Log. What is going on here? We need to know more about the background here and his connection to Mestoph.
(6) This statement seems innocuous, but either this is a different Mestoph, or there is something else going on here. My money is on the latter. Note: Start library Adventure Log pool.
(7) You think? I have seen this creepy doll and... that is all I will write. She could find me.
(8) The tournament is a very big deal, a way of honoring young windlings who are coming into their own. Technically the tournament is open to anyone, but structured so only a windling can win.
(9) What? I feel like there is some innuendo hiding in this statement.
(10) She is bad news. She was a part of the Adventuring Group, "Four Fathers". 
(11) Wow. I didn't even know he had a Heartblade; we need to know more about this item.
(12) I'm pretty certain this is a euphemism. I cannot find any information about a Mistriel who hunts Horrors. This is concerning.
(13) That's what she said.
(14) Pretty straight forward, but I wonder if he knows what he just entered into the Library of Throal for eternity?
(15) Received and edited by Ela Pono

This story arc came after a long break in playing where I was going through some burn out. In many ways, it could have been the conclusion to the story where some secrets are revealed and even more questions are posed. Beyond all of this, it was meant to be fun.

The setup for the festival was to allow for everyone to participate in some fashion, even if they aren't actually competing. Each of the events granted a significant advantage to windlings, relying on their natural abilities. The race was significantly easier for anyone who was small and could fly, being able to navigate through shortcuts. It was specifically designed to take eight minutes to fly the course; anyone over 12 minutes was cut.

In the maze, the tricks were using astral sight to see the carefully hidden (to normal eyes) directions to each of the flowers, in addition to being able to fly so the extremely difficult flowers could be reached.

Both of these had the characters not competing actively involved in helping their allies, even forming new alliances over beating the spread and getting paid. Oh yeah, there was some serious betting taking place. From sneaking in and getting an advance lay of the land, to countering other cheaters, and using any trick to put other promising competitors at a disadvantage. There was a great deal more taking place than just what was on the field.

There was a greater lesson behind all of this which windlings take to heart: the world is big and hostile to windlings; they must learn to work together to get every advantage they possibly can, while never letting anyone else know their secrets. The tournament isn't necessarily about who is the best, it is about who is the best windling.

18 July 2014

Earthdawn: Anatomy of a Discipline 30 - Shaman Part 2, Talents

This is part two of the thirtieth Anatomy of a Discipline in an ongoing series about Earthdawn. Introduction and Index.

Overview

An introduction: As with the first part of this entry, this is going to read differently than the other entries in the series. There are a number of reasons for this. One is when this is being written in relation to the bigger picture. Quite simply, things have changed. With 4E coming out, this is less of an advice column of sorts, and more of a retrospective. This will become more relevant in a moment. The final entry has taken so long to be written (10 months) because I don't like this discipline. There are a many reasons for this. Many, many reasons. From themes, to consistency, and in on to mechanics, it is nothing but problems. So, this becomes in part a review, but also a look to see what is wrong with the end goal of maybe, possibly, fixing the problems. Be warned, this discipline makes me frustrated and grumpy. If you are a big fan of the Shaman as written, you may want to stop here.

The Shaman is a spellcaster focused primarily on nature and their "tribal" community. Except for the Shamans who choose to spend their time not with a community. Which makes the big focus on being tribal leaders and bearers of wisdom somewhat irrelevant (much like the Leadership talent you'll be picking up at Eighth Circle). I like to call the Shamans which spend their time away from their home, wandering the land "player characters".


Socially (for those who reside within a tribe), they fill a very similar role to the Weaponsmith for cultures that don't have agriculture and domesticated animals. They are spiritual leaders, but also tend to fall into the role of a community organizer. Sometimes they a put in charge during times of war (which doesn't necessarily make sense - if you have adepts kicking around, why not pick a Warrior, they might be pretty good at the whole "war" thing). 

While their magical purview is very similar to the Elementalist, it differs in that they do not see the world as a collection of discrete elements, but as the whole of those combinations. Which is all fine and good, except the system pretty much supports the former over the latter. Except for the spirits added in the Shaman section just for the Shaman.

It is pretty sparse here with actual text, but unfortunately there isn't much to say. These guys really don't (officially) have a lot going on here. There is a lot to be frustrated about because the concept could have some legs, but it simply wasn't developed. This is a knee-jerk exposition of a Shaman based entirely around conceptions of the word, rather than trying to find an interesting niche for them to possess and clearly giving room for them to exist side-by-side with other spellcasters (even disciplines) within the same tribe. Honestly, I think the fact they have been relegated to only "tribal" is a significant part of the problem. This makes them entirely a cultural discipline, which does no favors. By this I mean they are tied to a cultural concept, rather than a more broadly applicable archetypal concept.

For example, it is fairly simple to take the discipline of an Elementalist and transport them to nearly any setting. Though this is somewhat cheating since it is such a broad concept. Significantly more specific is an Air Sailor. While the Name is specific, the concepts it deals with are less so: travel, combat, teamwork. The only piece which needs adaptation is how they travel.

When creating a Shaman, the primary external character element should be their tribe. Developing the tribe, customs, location, themes, images, important people, family, etc. All of these can help in developing the character. Extending beyond that, the Shaman's relationship with their tribe. Why did they leave? What are the looking for? What drives them?

Discipline Violations

These are best employed not as a stick, but as a chance for the player to take a deeper look at what it means to follow their Discipline. The key elements to a Shaman are about balance and respecting nature. The only official ways to go wrong with this discipline are through favoring civilization over nature and by harming nature. So much for balance between civilization and nature?

Beyond those, their should probably be some considerations for how a Shaman interacts with their tribe and others from similar cultural backgrounds. This sense of community could easily extend to their group and any small towns and villages they visit. Particularly those which live closely with the natural world.

Talents

Initiate
Talent Options: Creature Analysis, Silent Walk, Speak Language, Spell Fetish, Tracking

First Circle
Discipline Talents: Create Fetish, Karma Ritual, Spellcasting, Spell Fetish, Thread Weaving [Shamanism], Wilderness Survival

Novice
Talent Options: Arcane Mutterings, Borrow Sense, Dominate Beast, First Impression, Heartening Laugh, Spell Fetish (2)

Second Circle
Discipline Talents: Durability (4/3), Astral Sight

Third Circle
Discipline Talent: Spirit Talk

Fourth Circle
Discipline Talent: Spirit Hold

Journeyman
Talent Options: Cold Purify, Empathic Sense, Enhanced Fetish (2), Fire Heal, Steel Thought, True Sight, Willforce

Fifth Circle
Discipline Talent: Summon [Nature Spirits]

Sixth Circle
Discipline Talent: Blood Share

Seventh Circle
Discipline Talent: Leadership

Eighth Circle
Discipline Talent: Safe Path

It is worth specifically calling out how these magicians work differently from the other four: spell fetishes. Instead of having a spell matrix, they create physical objects to contain their spells. Instead of Read and Write Magic, they use Create Fetish. Mechanically, there isn't a lot of difference, ignoring the fact a spell fetish can be attacked directly with physical attacks. There can be (and have been) arguments regarding how these are fundamentally different from spell matrix objects. The only good answer seems to be: because the mechanics say so.

Beyond the spellcasting talents, the Shaman's discipline talents involve spirts and a tribal lifestyle. The latter terminology isn't perfect, but it fits. Astral Sight, Spirit Hold, Spirit Talk, and Summon are all in support of their connection to the spirit world. Blood Share, Leadership, Safe Path, and Wilderness Survival are for their tribal role.

As an aside, I personally find the pushing of their tribal themes to be a little heavy handed and unnecessary. If other spellcasting disciplines exist alongside Shamans in the same tribe, why do they function differently and in what seems like a purposefully backwards fashion? I have serious and fundamental problems with this discipline and many stem from a feeling of laziness when putting it together. It doesn't have a good identity of its own, existing somewhere between an Elementalist and a Nethermancer (leaning much more strongly to the former), but at no point does the Shaman ever manage to be its own thing. How does this discipline fulfill a role which the other two cannot? There is room for something along these very broad lines, but this is not it.

Also, Leadership is not a good discipline talent in general. For this discipline, it also means the "kook who lives alone in the wilderness and is horribly antisocial" is also a phenomenal leader and may have to waste a bunch of Legend Points every Circle. Some players may enjoy it, but it shouldn't be for everyone.

The theme of "tribal lifestyle" stretches into their talent options. By which I mean it is the only theme explored. Besides additional spell fetishes, they pretty much get talents for either surviving in the wilderness or being social leaders.

When it comes to the Initiate talent options, there is a tragedy to be had: there is only one answer, but there are a number of okay choices. Specifically, spell matrix is the answer. You may see something else here you like, but it is almost certainly going to want.
  • Creature Analysis - This is thematic to their nature themes, so it has that going for it. However, since they don't do Mystic damage, it is highly likely you will find something more appealing, like additional fetishes. Which is one of the few times that particular sentence will be written.
  • Silent Walk - Everyone likes to be part of the black op, even if they don't have much to contribute.
  • Speak Language - They have the dubious distinction of the only magician without Read and Write Language to go with this. Savages, amirite? It's not like they are portrayed as the keepers of their tribe's history and knowledge, or anything. And as such may have interest in what other cultures have to say (or even, write, as such things tend to be done) those topics.
  • Spell Fetish - This one. You are going to want this one here. You might be okay with just two for a long time, but you are going to need at least two fetishes and it's a long time to Fifth Circle. Yeah, I know, the fetish thing is just as weird to write as it is to read.
  • Tracking - If no one else in the group has this, it is probably the best non-fetish talent in which to invest. 
Novice tier is when all spellcasters have the most latitude with their Talent Options. Not much, just some:
  • Arcane Mutterings - This is a curious Talent and can be used in support of your comrades by being "the creepy guy" during social interactions, or by weirding out someone bothering you enough to get them to leave. Outside of that, it's pretty useless and will cost a Karma.
  • Borrow Sense - This can be a fun talent, but it tends to work best with a character who has pets in the first place. While it can be combined with Dominate Beast, this is an unreliable combination. It may not be unexpected for some of your companions (and other players) to frown on using this against unwilling targets. There is a reason Hollywood avoids hurting animals unless the character is being portrayed as a monster.
  • Dominate Beast - Beyond the fetishes (there it is again), this is one of the two best choices. It is thematic and can be pretty useful in certain circumstances. Depending on your view of this talent in general, this may paint a broader picture as to some of the problems with this discipline.
  • First Impression - Outside of those things-you-stick-spells-in-which-are-not-matrices (hah!), this is my first choice. It is always good to have a character who can make with the talking, or even a back-up if the group already has one.
  • Heartening Laugh - For the price, this probably isn't worth it.
  • Spell Fetish (2) - While you may not want both of these, you will probably want one. Each of these gives you another option, and that is powerful.
Fifth Circle, when you first get to Journeyman, is going to have the most agonizing choice you may ever have to make - especially when looking at Talent Options. Which do you get first, Enhanced Matrix or Willforce? Beyond that, there are some other okay talent options here, but one rises above the rest.
  • Cold Purify - [Ed note: As an aside, it's just weird to have to remember what the 3E versions of some talents do, as opposed to the 4E version] To put this in perspective, you get four talent options at this tier. One is Willforce, two are enhanced not-matrices, and the fourth is yours to do with as you please. Just to be clear, this talent is pretty limited in application (only useful against poisons). So, don't take this one unless you already have Empathic Sense and Fire Heal.
  • Empathic Sense - This is my second choice for this tier, besides the obligatory talents. It supports First Impression (my favorite from the previous tier) and general group cohesion. Since this is part of their theme, it is a good pick.
  • Enhanced Fetish (2) - Odds are reasonable you will want both of these. After all, you want to cast a couple Shaman spells which has a thread without spending a turn Weaving. I don't know what those spells are, but they probably exist.
  • Fire Heal - So this is the talent you want. After those other three. Eighth Circle, pick this one up. Assuming you don't already have it. This gives you additional Recovery Tests, and potentially a whole bunch of them. I hear they are pretty useful.
  • Steel Thought - Yes, I know it is iconoclastic to dislike active defenses like Avoid Blow, but if you cannot spend Karma, it is a pretty narrow band where they are better than just your straight-up Spell Defense for a magician. Getting there requires a lot of investment and dedicated investment throughout the life of the character. Instead, you can get Fire Heal.
  • True Sight - Unless you deal with a lot of Illusionists (which is a sign your GM may not like you much), there isn't anything to see here.
  • Willforce - Take this. It supercharges your spells and is arguably the most powerful Talent in the game for its sheer versatility (barring Versatility, of course). The biggest dilemma is do you get Willforce or Enhanced Matrix first? Willforce pretty much always wins.
Spells

If I had to use only one word to describe the Shaman spell list, and it couldn't be negative, it would be "naturey-ish". It is the only real theme running through what is otherwise a very, um, "eclectic" selection. Since they don't have a true list of their own (boo!), they draw from all of the other disciplines lists. All of them. Mostly Elementalist and Nethermancer, but it does not take long to find Illusionist and Wizard spells. If the spell is vaguely related to nature, it was probably stuck on their list. Or a Fourth Circle healing spell.

They have an interesting selection of non-combat spells, but of particular note is their combat spells. Which is even worse than an Elementalist. They do get Ice Mace and Chain, so that is something.

Races

Elves, humans and windlings tend to bring the most (mechanically) to a Shaman (as well as my house-ruled dwarfs). Elves have a bonus to Perception and Willpower, by far and away the two most important attributes. Humans have Versatility; they can be good at anything. Windlings get a bonus to Perception, increased physical defense, flight, and their penalties to strength and size are pretty much meaningless.

What the other Namegivers have to offer isn't of much use to a Shaman. Dwarfs get a bonus to Strength. Orks get the same, but also a penalty to Willpower. The benefits that both obsidimen and trolls get (increased size, Strength) are of little use to a Shaman, and each get a penalty to Perception. T'skrang don't have any penalties, but their bonuses aren't extremely helpful and a Shaman has no real need for Tail Combat.

While these can be effective Shaman (these differences start to become less meaningful as you advance in Circle), it is important to be well informed about your decision. This pretty much goes for everything.

Equipment

Equipment for spellcasters is of minimal concern compared to all other Disciplines. On the plus side, there are no restrictions on what armor you can wear - an espagra scale cloak on top of other armor is always in style.

15 July 2014

Earthdawn 4E: Example Character 31 - Elf Wizard

This is the thirty-first Example Character in an ongoing series about Earthdawn. Introduction and Index.

There isn't particularly an iconic race for the Wizard discipline. Elves have a natural aptitude for spellcasting and make excellent support magicians. This character is also capable as a back-up social character (or even primary, in the right group).

Each Circle saw this character improve one attribute (as noted after each Attribute Step) and take a new Talent Option. There are no Thread Items on this character, however unlikely it may be. 

Note: The entries in this series may be updated periodically as I master the coding to fit all eight of the Circles in a fashion which doesn't result in eye melting. Consider these living entries. Please leave comments if there is anyway this could be made more useful.

Discipline: Wizard
Race: Elf

Attributes:
DEX: 14 (6) [+1]   STR: 8 (4) [+0]   TOU: 10 (5) [+0]
PER: 20 (8) [+2]   WIL: 19 (8) [+2]   CHA: 16 (7) [+2]

Characteristics:
Initiative: 7
Physical Defense: 8
Mystic Defense: 18 (Recommended: Astral Shield [4])
Social Defense: 10

Physical Armor: 15 (Recommended: Fernweave, Forged +8 [10]; Mage Armor [5])
Mystic Armor: 6 (Recommended: Fernweave, Forged +0 [3])

Damage: 10 (Recommended: Mind Dagger); 19 (with Willforce)

Unconsciousness: 44
Death: 57
Wound Threshold: 7

Recovery Tests: 2
Knockdown: 4
Karma: 32
Karma: Recall information, Change spell range from "self" to "touch"

Talents: 
Dispel Magic: 8 (16)
Patterncraft: 8 (16)
Research: 8 (16)
Spellcasting: 9 (17)
Wizardry: 9 (17)
Standard Matrix: 5
Astral Sight 9 (17)
Etiquette: 8 (16)
Tenacious Weave: 8 (16)
Conversation: 8 (16)
Steel Thought: 9 (17)
Arcane Mutterings: 8 (16)
Astral Interference: 8 (16)
Enhanced Matrix: 5
Willforce: 9 (17)
Avoid Blow: 8 (13)
Hold Thread: 8 (16)
Hypnotize: 8 (16)
Suppress Curse: 8 (16)
Diplomacy: 8 (16)

Spell Matrices: 
Standard Matrix: Astral Shield [Constant; Extra Thread: Increase Duration; Extra Thread: Increase Effect]
Standard Matrix: Mage Armor [Constant; Extra Thread: Increase Duration; Extra Thread: Increase Effect]
Enhanced Matrix: Combat Fury [Extra Thread: Additional Targets]
Enhanced Matrix: Mind Dagger [Extra Thread: Increase Effect (Physical Defense)]

To start with, almost every spellcaster is going to find a way to get more spell matrices long before this point. The spells listed make up the core competency of what this example character is about: pure damage.

Like all spellcasters, this adept is extremely versatile. Outside of a situation where the are limited to only their spell matrices, they have a variety of spells at their disposal. This is the area where all magicians are most powerful, though Wizardry spells cover a quite a bit of space, they focus most on knowledge and magic. And bonuses to Action tests; they can bring a lot of different bonuses to the table. In the interest of expediency, all of those options will not be discussed. 

The emphasis of the talent selection here is on social interactions. This plays to an elf's strengths and seems fitting for a character more inclined to support their allies in a fight, rather than draw significant attention.

For spells, every selection benefits the entire group. Astral Shield and Mage Armor both improve the defensive capabilities of their allies (including the often dangerously low Mystic Defense). Combat Fury will benefit all of the close combatants with increased accuracy and should be the first action in any combat. Mind Dagger may have somewhat unimpressive damage, but that effect is almost secondary to the Physical Defense penalties it serves up. The Extra Thread could be specified for a second target or additional damage, but further reduction in Physical Defense against a single target likely brings the most net benefit in the most situations.

Defensively, this character is in a good place, but they don't bring a lot of offensive power on their own. They rely heavily on the rest of their group to do all of the heavy lifting in combat. The good side to this is they aren't likely to draw as much attention because this.

14 July 2014

Earthdawn 4E: Example Character 30 - Dwarf Wizard

This is the thirtieth Example Character in an ongoing series about Earthdawn. Introduction and Index.

There isn't particularly an iconic race for the Wizard discipline. With dwarfs natural aptitude for spellcasting and their ability to take a hit, they make excellent combat casters.

Each Circle saw this character improve one attribute (as noted after each Attribute Step) and take a new Talent Option. There are no Thread Items on this character, however unlikely it may be. 

Note: The entries in this series may be updated periodically as I master the coding to fit all eight of the Circles in a fashion which doesn't result in eye melting. Consider these living entries. Please leave comments if there is anyway this could be made more useful.

Discipline: Wizard
Race: Dwarf

Attributes:
DEX: 10 (5) [+2]   STR: 8 (4) [+0]   TOU: 17 (7) [+2]
PER: 20 (8) [+1]   WIL: 20 (8) [+2]   CHA: 8 (4) [+0]

Characteristics:
Initiative: 6
Physical Defense: 6
Mystic Defense: 14
Social Defense: 6

Physical Armor: 10 (Recommended: Fernweave, Forged +8 [10])
Mystic Armor: 7 (Recommended: Fernweave, Forged +0 [3])

Damage: 13 (Recommended: Aura Strike, Astral Targeting [5]); 22 (with Willforce); 12 (Recommended: Hypervelocity, Astral Targeting [4]); 21 (with Willforce)

Unconsciousness: 58
Death: 73
Wound Threshold: 10

Recovery Tests: 3
Knockdown: 4
Karma: 32
Karma: Recall information, Change spell range from "self" to "touch"

Talents: 
Dispel Magic: 8 (16)
Patterncraft: 8 (16)
Research: 8 (16)
Spellcasting: 9 (17)
Wizardry: 9 (17)
Standard Matrix: 5
Astral Sight 9 (17)
Book Memory: 8 (16)
Tenacious Weave: 8 (16)
Awareness: 8 (16)
Steel Thought: 9 (17)
Item History: 8 (16)
Astral Interference: 8 (16)
Enhanced Matrix: 5
Willforce: 9 (17)
Avoid Blow: 8 (13)
Hold Thread: 8 (16)
Evidence Analysis: 8 (16)
Suppress Curse: 8 (16)
Resist Taunt: 8 (16)

Spell Matrices: 
Standard Matrix: Energy Shield [Constant; Extra Thread: Increase Duration; Extra Thread: Increase Effect]
Standard Matrix: Astral Targeting [Constant; Extra Thread: Increase Duration]
Enhanced Matrix: Hypervelocity
Enhanced Matrix: Aura Strike

To start with, almost every spellcaster is going to find a way to get more spell matrices long before this point. The spells listed make up the core competency of what this example character is about: pure damage.

Like all spellcasters, this adept is extremely versatile. Outside of a situation where the are limited to only their spell matrices, they have a variety of spells at their disposal. This is the area where all magicians are most powerful, though Wizardry spells cover a quite a bit of space, they focus most on knowledge and magic. And bonuses to Action tests; they can bring a lot of different bonuses to the table. In the interest of expediency, all of those options will not be discussed. 

The emphasis of the talent selection here is on combat. There is nothing particularly subtle about this character, between their glowing eyes and arcane, glowing shield. With more spell matrices, they can have even more defensive effects active, such as Astral Armor, Astral Sense (cuts down on Strain from Astral Targeting), Displace Self, Dodge Boost, and Mage Armor. It is vitally important to always astrally sense the target of any spells.

Aura Strike and Hypervelocity are two good general purpose combat spells to have on hand. The former will likely see the most use due to the secondary effect of always causing a Wound, though remember it requires the Wizard to astrally sense the target first (as does Astral Targeting). This spell is great against targets with poor Mystic Armor. However, against targets with high Mystic Armor, there are two directions to go: Physical damage or Hypervelocity. The former is the standard option and good for most character's lifespan up until recently; Flash Flame was probably in that spell matrix. The damage may seem unimpressive, but it works well against those hard to crack targets by ignoring armor entirely. The attendant warning is: this is going to attract some unwanted attention.


As mentioned above, this character is not subtle. They have a good defensive effect, but are almost entirely devoted to offense. Also, besides Energy Shield, they have nothing to benefit the rest of their group. Well, nothing besides their damage output. Without Astral Sense active, their Strain usage can start to catch up with them from astrally sensing targets. While they have good health for a Wizard, they still don't have a lot and things can get grim if opposition manages to get adjacent to them.

11 July 2014

Earthdawn 4E: Example Character 29 - Elf Nethermancer

This is the twenty-ninth Example Character in an ongoing series about Earthdawn. Introduction and Index.

There isn't particularly an iconic race for the Nethermancer discipline. Elves, like dwarfs, are mechanically a natural fit for any spellcasting discipline. Their different strengths and weaknesses lend to a different direction. This particular character is built towards supporting the rest of their group, rather than doing damage.

Each Circle saw this character improve one attribute (as noted after each Attribute Step) and take a new Talent Option. There are no Thread Items on this character, however unlikely it may be. 

Note: The entries in this series may be updated periodically as I master the coding to fit all eight of the Circles in a fashion which doesn't result in eye melting. Consider these living entries. Please leave comments if there is anyway this could be made more useful.

Discipline: Nethermancer
Race: Elf

Attributes:
DEX: 16 (7) [+1]   STR: 8 (4) [+0]   TOU: 10 (5) [+1]
PER: 20 (8) [+2]   WIL: 19 (8) [+2]   CHA: 14 (6) [+1]

Characteristics:
Initiative: 8
Physical Defense: 9
Mystic Defense: 14
Social Defense: 9

Physical Armor: 10 (Recommended: Fernweave, Forged +8 [10])
Mystic Armor: 14 (Recommended: Fernweave, Forged +0 [3]; Circle of Astral Protection [8])

Damage: 10 (Recommended: Spirit Grip); 19 (with Willforce)

Unconsciousness: 44
Death: 57
Wound Threshold: 7

Recovery Tests: 2
Knockdown: 4
Karma: 32
Karma: Once per turn against a Horror/construct/undead, increase penalty of a spell by 2.

Talents: 
Astral Sight: 8 (16)
Frighten: 8 (16)
Nethermancy: 9 (17)
Patterncraft: 8 (16)
Spellcasting: 9 (17)
Standard Matrix: 5
Steel Thought: 9 (17)
Command Nightflyer: 8 (16)
Spirit Talk: 8 (14)
Avoid Blow: 8 (15)
Spirit Hold: 8 (16)
Stealthy Stride: 8 (15)
Summon (Ally Spirit): 9 (17)
Enhanced Matrix: 5
Willforce: 9 (17)
Steely Stare: 8 (14)
Orbiting Spy: 8 (16)
Research: 8 (16)
Hold Thread: 8 (16)
Banish: 8 (16)

Spell Matrices: 
Standard Matrix: Circle of Astral Protection [Constant; Extra Thread: Effect x2]
Standard Matrix: Spirit Grip
Enhanced Matrix: Recovery
Enhanced Matrix: Night's Edge [Extra Thread: Additional Targets]

To start with, almost every spellcaster is going to find a way to get more spell matrices long before this point. The spells listed make up the core competency of what this example character is about: pure damage.

Like all spellcasters, this adept is extremely versatile. Outside of a situation where the are limited to only their spell matrices, they have a variety of spells at their disposal. This is the area where all magicians are most powerful and with the ability to summon ally spirits, Nethermancers have quite a bit going for them. In the interest of expediency, all of those options will not be discussed. 

The emphasis of the talent selection here is on expanding versatility and non-combat options, particularly information. Command Nightflyer and Stealthy Stride both open up new information avenues, along with Research. Banish can potentially solve what would normally be combat problems without resorting to violence. This is rather important since this character is rather frail. Characters less interested in supporting the group and more in keeping safe may consider switching out Circle of Astral Protection for Shield Mist.

In combat, Night's Edge should be their first move. This will both improve the group's overall damage and increase the duration/hit rate of Spirit Grip. Spirit Grip will in turn increase the effectiveness of other abilities. You will probably want to increase the penalties associated with each of these spells. Recovery is there to keep people from dying, with Last Chance waiting in the Reattuing on the Fly wings when needed. 

On the whole, this character is going to be in the background of most combat and will want to avoid drawing attention. The low damage of Spirit Grip should help, though it does put them in the thick of things. If Mystic Armor isn't important, Circle of Astral Protection could also be swapped out for Death's Head, Blind, or Pain to provide additional penalties on the opposition.