25 January 2017

Earthdawn 4E: Namegiver Variants 2 - Elf

This is the second 4E Namegiver Variants, 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 short series assumes you are familiar with the connections between Earthdawn and Shadowrun before they separated by licensing; being the Fourth and Sixth Ages respectively of the same world. Shadowrun introduced a number of metahuman variants to elves, dwarfs, orks, and trolls - most based on mythology from global locales. For a bit of fun, this four part series converts them to Earthdawn.


The basis used are the versions from the 3E Shadowrun Companion. These are not going to be perfect because each setting has some very different assumptions of what each race looks like. Getting the spirit close enough and making sure there are some differences between the variants presented.

Up next are elf variants. The small hiccup here are the Night Ones, which are primarily found in Europe and should be regional to Barsaive. It could be they are a small, reclusive population who tends to be xenophobic. Something only reinforced by their sunlight allergy.


Wakyambi
DEX: 11
STR: 10
TOU: 8
PER: 11
WIL: 12
CHA: 11
Move: 14
Karma: 4
Racial Abilities: Low-Light Vision

Tall and slender even by elf standards, this rare variant comes from Africa. Their skin is always black or brown and frequently lack the pointed ears commonly associated with elves. The conversion was simple: in Shadowrun this metahuman variant has a bonus to Willpower instead of Quickness, which seems to work well as an adjustment from Dexterity to Willpower in Earthdawn.


The Night Ones
DEX: 13
STR: 10
TOU: 8
PER: 11
WIL: 11
CHA: 11
Move: 14
Karma: 4
Racial Abilities: Low-Light Vision, Sunlight Allergy (-1 to Action tests when exposed to sunlight)

These have fine fur covering their body that looks like skin from a distance and comes in a variety of colors. Typically ranging from black to violet and blue, but also green and brighter colors even more rarely. Their eyes and hair tend to have a tint of their fur color as well. In Shadowrun, they have an additional bonus to Quickness and an allergy to sunlight. The former is pretty simple, if very powerful, but balanced by a penalty when exposed to sunlight. It's a fairly serious penalty, but also one that can be avoided most of the time.


Dryads
DEX: 12
STR: 7
TOU: 8
PER: 11
WIL: 11
CHA: 12
Move: 12
Karma: 5
Racial Abilities: Low-Light Vision, Maximum Two-Handed Weapon Size: 5

At just over a meter in height, this elf variant is pretty tiny. Their hair color changes with the seasons and all possess dark brown eyes without a pupil. Nothing is said about sclera, but those may be missing as well. In Shadowrun, they're all female, but that can probably be safely ignored. They also have a mild allergy to cities, but even the most densely populated area in Barsaive isn't going to have the same urban sprawl as Shadowrun, so this was ignored. There is also a mild for of animal empathy to small woodland creatures, which is probably best handled through roleplaying, rather than any specific mechanical support. There is this sinking feeling of it being used as a form of emergency rations... Their various penalties and small benefits (increased Charisma) all equate to moving them to a new Karma Modifier.