30 June 2021

Earthdawn 4E: Rules Variant 25 - Updates Part 8: Gallant (Swordmaster Rework)

This is the twenty-fifth Rules Variant, part of 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 is part of a significant update to better align things with lessons learned and best practices. The primary focus is updating various effects to static Difficulty Numbers, but this is not where it stops and it includes abilities outside that scope which require some attention.

This Discipline underwent the significant changes during the updates. The most notable is changing the name from Swordmaster to Gallant. Why the change? Because Swordmaster easily gives the wrong impression of what the Discipline is about. Swordmaster can interpreted as a Discipline about dedication to the blade above all else, which isn't true. Nor are they limited to swords. Swashbuckler is a better term in pop culture, but someone is going to complain they are inclined to use two weapons and thus don't have a buckler to swash. You know who you are.

Thus, Gallant. This describes them well as a Discipline that embraces combat and social abilities, rather than just emphasizing the combat aspect in the name.

From a design perspective, they gained two talents to better set them apart from other melee combat Disciplines: Water Dance and Zephyr Guard. These present a different emphasis for Gallants, making them more defensive and finesse-based, rather than blunt instruments. Water Dance also gives some offensive benefits to go with their defense. It's more complex, but hopefully also a more rewarding interaction.

Refer to the previous update on Talents and Skills for changes to the following talents:
  • Gliding Stride
  • Momentum Attack
  • Sprint
  • Taunt
  • Water Dance
  • Zephyr Guard



Novice Talent Options: Acrobatic Defense, Anticipate Blow, Distract, Impressive Display, Speak Language, Tiger Spring, Unarmed Combat, Winning Smile, Wound Balance, Zephyr Guard

First Circle

Discipline Talents: Avoid Blow, Maneuver, Melee Weapons, Taunt, Thread Weaving (Weapon Weaving)

Second Circle

Discipline Talent: First Impression

Third Circle

Discipline Talent: Riposte

Fourth Circle

Discipline Talent: Heartening Laugh


Journeyman Talent Options: Cobra Strike, Danger Sense, Etiquette, Gliding Stride, Graceful Exit, Lasting Impression, Lion Heart, Spot Armor Flaw, Sprint, Swift Kick

Fifth Circle

Discipline Talent: Second Weapon

Sixth Circle

Discipline Talent: Water Dance

Seventh Circle

Discipline Talent: Resist Taunt

Eighth Circle

Discipline Talent: Second Attack


Warden Talent Options: Champion Challenge, Empathic Sense, Ethereal Weapon, Life Check, Lion Spirit, Matrix Sight, Relentless Recovery, Spirit Strike, Undermine, Witty Repartee

Ninth Circle

Discipline Talent: Critical Hit

Tenth Circle

Discipline Talent: Defensive Posture

Eleventh Circle

Discipline Talent: Momentum Attack

Twelfth Circle

Discipline Talent: Fluid Movement


Master Talent Options: Aura Armor, Bardic Voice, Chilling Strike, Resist Pain, Second Chance, Soul Aegis, Unflinching Fortitude, Vital Ward

Thirteenth Circle

Discipline Talent: Cutting Words

Fourteenth Circle

Discipline Talent: Vicious Wound

Fifteenth Circle

Discipline Talent: Multi-Strike

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