01 July 2014

Earthdawn 4E: Example Character 21 - Windling Troubadour

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

The windling Troubadour is an almost entirely social character, in contrast to the troll. This particular combination plays up all of the Troubadour's strengths and weaknesses. 

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: Troubadour
Race: Windling

DEX: 16 (7)   STR: 5 (3)   TOU: 13 (6)
PER: 16 (7)   WIL: 13 (6)   CHA: 20 (8)

Initiative: 1 (Recommended: Crystal Plate [-5] and Crystal Raider Shield [-2])
Physical Defense: 15 (Recommended: Crystal Raider Shield [+2])
Mystic Defense: 12 (Recommended: Crystal Raider Shield [+2])
Social Defense: 14

Physical Armor: 14 (Recommended: Crystal Plate, Forged +7 [14])
Mystic Armor: 10 (Recommended: Crystal Plate, Forged +1 [8])

Damage: 13 (Recommended: Windling Spear, Forged +8 [10])

Unconsciousness: 66
Death: 80
Wound Threshold: 8

Recovery Tests: 3
Knockdown: 3
Karma: 48
Karma: Information, Interaction, ally's Action test.

Emotion Song: 8 (16)
First Impression: 9 (17)
Heartening Laugh: 8 (16)
Item History: 8 (15)
Story Weaving: 8 (15)
Performance: 8 (16)
Throwing Weapons: 8 (15)
Etiquette: 9 (17)
Taunt: 8 (16)
Empathic Sense: 9 (17)
Winning Smile: 8 (16)
Research: 8 (15)
Haggle: 8 (16)
Inspire Others: 9 (17)
Hypnotize: 8 (16)
Lasting Impression: 9 (17)
Graceful Exit: 8 (16)
Resist Taunt: 8 (14)
Lion Heart: 8 (14)
Slough Blame: 9 (17)
Diplomacy: 8 (16)

Socially, this character is a monster. It is unlikely there is any social encounter they cannot find some way to gain an advantage, even over other Troubadours. This character is going to shine brightest in non-combat situations where they can gather information and interact with people. It is hard to justify any other social characters in a group with this particular character. They really are this good.

Combat, however, is a very different story. This particular character is not for anyone who wants to directly participate in a fight. Supporting the rest of their group is job number one and they have some talents to help: Heartening Laugh, Taunt, Inspire Others, a Karma spend, and Graceful Exit if things get rough. The good news is Initiative has been sacrificed for the best protection their Dexterity Step can afford. While they can throw their spear for minimal effect, this adept will always want to keep their distance and avoid attracting attention.

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