20 June 2014

Earthdawn 4E: Example Character 14 - T'skrang Air Sailor

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

Here is a character which is not a natural fit and outside of the t'skrang sub-race, k'stulaami, virtually unheard. In fact, this discipline has been modified slightly for an entirely different iconic character: the t'skrang Boatman. 

Each Circle saw this character improve one attribute 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: Air Sailor
Race: T'skrang

DEX: 19 (8)   STR: 16 (7)   TOU: 13 (6)
PER: 13 (6)   WIL: 10 (5)   CHA: 18 (7)

Initiative: 7 (Recommended: Hide [-1])
Physical Defense: 14
Mystic Defense: 8
Social Defense: 11

Physical Armor: 10 (Recommended: Hide, Forged +5 [10])
Mystic Armor: 6 (Recommended: Hide, Forged +3 [4])

Damage: 20 (Recommended: Broad Sword x2, Forged +8 [13])

Unconsciousness: 66
Death: 80
Wound Threshold: 8

Recovery Tests: 4
Knockdown: 7
Karma: 32
Karma: On a river boat, Initiative, Interaction tests.

Air Weaving: 8 (14)
Avoid Blow: 9 (17)
Climbing: 8 (16)
Melee Weapons: 9 (17)
Swimming: 8 (15)
River Boatery: 8 (13)
Acrobatic Defense: 8 (16)
Awareness: 8 (14)
First Impression: 8 (15)
Empathic Sense: 8 (15)
Taunt: 8 (15)
Wound Balance: 8 (15)
Great Leap: 8 (16)
Heartening Laugh: 8 (15)
Second Weapon: 8 (16)
Air Dance: 9 (17)
Surprise Strike: 8 (15)
Inspire Others: 8 (15)
Conceal Object: 8 (16)
Lion Heart: 9 (14)
Graceful Exit: 8 (15)

Let's face it, this character is a river pirate. Two talents (Air Sailing and Wind Catcher) were switched for two talents more appropriate for life on a river rather than in the clouds. Otherwise, this is a good fit.

As far as the river pirate goes, while they are still oriented to their group, they are significantly more aggressive and have little interest in playing fair. They are designed to quickly engage, hit hard, and withdraw easily if things are going to be more difficult than was initially anticipated.

Defensively, they are simply weaker than their dwarf counterpart. They lack quite the same degree of abilities to support the group and handle as wide a variety of situations (specifically Distract). When they can keep the pressure on, particularly if an ally is using Distract, they are quite dangerous. When tides shift against them, there isn't much to fall back upon.

No comments:

Post a Comment