Everything contained here is the work of a fan and not associated with FASA Games.
As may be clear if you're a regular reader, I spend an awful lot of time thinking about Earthdawn and how everything fits together. The system and setting reinforcing each other is a big part of that when considering how to implement something new.
Part of this is also looking back on past work and seeing how to improve it. This isn't always a case of something being bad or broken (which requires erratum), but making it better. Constant improvement because the me of today knows more than the me of seven years ago, just as the me of tomorrow will know more than the me of today.
Dwarfs
Game Information
Starting Attribute Values
DEX 9, STR 11, TOU 12, PER 11, WIL 11, CHA 10
Movement Rate Modifier: -2
Karma Multiplier: 4
Dwarf Abilities
Heat Sight
Strong Back: This does not affect Hindrance.
All of this is to say the Namegivers in the Player's Guide are among the things I've been considering over these years. Again, I don't think they are bad as presented in the 4E Player's Guide, but I think some small tweaks and some larger changes may improve the viability of some character concepts and thus increase diversity.
This is not perfect and represents work in progress for testing, but I think it has some important moves in the right direction. These updates are based on the Hindrance rules variant I introduced previously and account for the greater importance Strength has in determining armor choices. The Movement Rate Modifier listed is based on the Movement Rate variant I posted long ago, updated to reflect the adjusted starting Attribute Values (and as a reminder it exists). The formula is the same (DEX + STR + Modifier), but the modifier may have changed. Abilities are noted and unchanged if there's no text. If they're unlisted, they were removed.
A brief list of changes:
- Dwarfs: Starting Strength Value.
- Elves: Starting Toughness Value.
- Humans: Unchanged.
- Obsidimen: Increased Wound Threshold and natural armor.
- T'skrang: Ranks in Swimming.
- Orks: Unchanged.
- Trolls: Starting Dexterity and Strength Values.
- Windlings: Staring Dexterity, Strength, and Willpower Values, Movement Rate Modifier, increased Physical Defense, and weapon sizes.
Dwarfs
Game Information
Starting Attribute Values
DEX 9, STR 11, TOU 12, PER 11, WIL 11, CHA 10
Movement Rate Modifier: -2
Karma Multiplier: 4
Dwarf Abilities
Heat Sight
Strong Back: This does not affect Hindrance.
Weapon Sizes: Size 1-3 is one-handed and Size 4-6 is two-handed.
Elves
Game Information
Starting Attribute Values
DEX 12, STR 10, TOU 9, PER 11, WIL 11, CHA 11
Movement Rate Modifier: +1
Karma Multiplier: 4
Elf Abilities
Low-Light Vision
Elves
Game Information
Starting Attribute Values
DEX 12, STR 10, TOU 9, PER 11, WIL 11, CHA 11
Movement Rate Modifier: +1
Karma Multiplier: 4
Elf Abilities
Low-Light Vision
Weapon Sizes: Size 1-3 is one-handed and Size 4-6 is two-handed.
Humans
Game Information
Starting Attribute Values
DEX 10, STR 10, TOU 10, PER 10, WIL 10, CHA 10
Movement Rate Modifier: 0
Karma Multiplier: 5
Human Abilities
Versatility
Game Information
Starting Attribute Values
DEX 10, STR 10, TOU 10, PER 10, WIL 10, CHA 10
Movement Rate Modifier: 0
Karma Multiplier: 5
Human Abilities
Versatility
Weapon Sizes: Size 1-3 is one-handed and Size 4-6 is two-handed.
Obsidimen
Game Information
Starting Attribute Values
DEX 8, STR 18, TOU 13, PER 9, WIL 10, CHA 9
Movement Rate Modifier: -3
Karma Multiplier: 3
Obsidiman Abilities
Increased Wound Threshold: Add +2 to the Wound Threshold of obsidimen to represent their inherent resistance to damage because of their stone-like skin.
Natural Armor: Obsidimen have very tough skin, which serves them as armor. Obsidiman skin has a Physical Armor rating of 2. This is cumulative with other armor. However, obsidimen can only wear living or stone armor, or armor-like clothes (such as an espagra cloak).
Obsidimen
Game Information
Starting Attribute Values
DEX 8, STR 18, TOU 13, PER 9, WIL 10, CHA 9
Movement Rate Modifier: -3
Karma Multiplier: 3
Obsidiman Abilities
Increased Wound Threshold: Add +2 to the Wound Threshold of obsidimen to represent their inherent resistance to damage because of their stone-like skin.
Natural Armor: Obsidimen have very tough skin, which serves them as armor. Obsidiman skin has a Physical Armor rating of 2. This is cumulative with other armor. However, obsidimen can only wear living or stone armor, or armor-like clothes (such as an espagra cloak).
Weapon Sizes: Size 2-4 is one-handed and Size 5-7 is two-handed.
Orks
Game Information
Starting Attribute Values
DEX 10, STR 13, TOU 11, PER 10, WIL 8, CHA 9
Movement Rate Modifier: 0
Karma Multiplier: 5
Ork Abilities
Gahad
Low-Light Vision
Orks
Game Information
Starting Attribute Values
DEX 10, STR 13, TOU 11, PER 10, WIL 8, CHA 9
Movement Rate Modifier: 0
Karma Multiplier: 5
Ork Abilities
Gahad
Low-Light Vision
Weapon Sizes: Size 1-3 is one-handed and Size 4-6 is two-handed.
Trolls
Game Information
Starting Attribute Values
DEX 9, STR 15, TOU 12, PER 9, WIL 11, CHA 10
Movement Rate Modifier: +1
Karma Multiplier: 3
Troll Abilities
Heat Sight
Starting Attribute Values
DEX 9, STR 15, TOU 12, PER 9, WIL 11, CHA 10
Movement Rate Modifier: +1
Karma Multiplier: 3
Troll Abilities
Heat Sight
Weapon Sizes: Size 2-4 is one-handed and Size 5-7 is two-handed.
T’skrang
Game Information
Starting Attribute Values
DEX 11, STR 10, TOU 11, PER 10, WIL 10, CHA 11
Movement Rate Modifier: 0
Karma Multiplier: 4
T’skrang Abilities
Natural Swimmer: T’skrang are natural swimmers and have limited use of their gills (see p. XX). They also automatically start with Swimming rank 2 as a skill. If the character selects a Discipline with access to Swimming as a talent during character creation, this can be exchanged for a Rank 2 knowledge skill. This does not provide talent ranks under any circumstance.
Tail Combat
Game Information
Starting Attribute Values
DEX 11, STR 10, TOU 11, PER 10, WIL 10, CHA 11
Movement Rate Modifier: 0
Karma Multiplier: 4
T’skrang Abilities
Natural Swimmer: T’skrang are natural swimmers and have limited use of their gills (see p. XX). They also automatically start with Swimming rank 2 as a skill. If the character selects a Discipline with access to Swimming as a talent during character creation, this can be exchanged for a Rank 2 knowledge skill. This does not provide talent ranks under any circumstance.
Tail Combat
Weapon Sizes: Size 1-3 is one-handed and Size 4-6 is two-handed.
Windlings
Game Information
Starting Attribute Values
DEX 12, STR 6, TOU 8, PER 11, WIL 8, CHA 12
Movement Rate Modifier: -5/+5 (Flying Movement Rate Modifier)
Karma Multiplier: 6
Windling Abilities
Astral Sight
Flight
Windlings
Game Information
Starting Attribute Values
DEX 12, STR 6, TOU 8, PER 11, WIL 8, CHA 12
Movement Rate Modifier: -5/+5 (Flying Movement Rate Modifier)
Karma Multiplier: 6
Windling Abilities
Astral Sight
Flight
Weapon Sizes: Size 1 is one-handed and Size 2-3 is two-handed.
humans unchanged listed twice in the initial overview, missing t'Skrang
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