Showing posts with label Dwarf. Show all posts
Showing posts with label Dwarf. Show all posts

14 July 2014

Earthdawn 4E: Example Character 30 - Dwarf Wizard

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

There isn't particularly an iconic race for the Wizard discipline. With dwarfs natural aptitude for spellcasting and their ability to take a hit, they make excellent combat casters.

Each Circle saw this character improve one attribute (as noted after each Attribute Step) 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: Wizard
Race: Dwarf

Attributes:
DEX: 10 (5) [+2]   STR: 8 (4) [+0]   TOU: 17 (7) [+2]
PER: 20 (8) [+1]   WIL: 20 (8) [+2]   CHA: 8 (4) [+0]

Characteristics:
Initiative: 6
Physical Defense: 6
Mystic Defense: 14
Social Defense: 6

Physical Armor: 10 (Recommended: Fernweave, Forged +8 [10])
Mystic Armor: 7 (Recommended: Fernweave, Forged +0 [3])

Damage: 13 (Recommended: Aura Strike, Astral Targeting [5]); 22 (with Willforce); 12 (Recommended: Hypervelocity, Astral Targeting [4]); 21 (with Willforce)

Unconsciousness: 58
Death: 73
Wound Threshold: 10

Recovery Tests: 3
Knockdown: 4
Karma: 32
Karma: Recall information, Change spell range from "self" to "touch"

Talents: 
Dispel Magic: 8 (16)
Patterncraft: 8 (16)
Research: 8 (16)
Spellcasting: 9 (17)
Wizardry: 9 (17)
Standard Matrix: 5
Astral Sight 9 (17)
Book Memory: 8 (16)
Tenacious Weave: 8 (16)
Awareness: 8 (16)
Steel Thought: 9 (17)
Item History: 8 (16)
Astral Interference: 8 (16)
Enhanced Matrix: 5
Willforce: 9 (17)
Avoid Blow: 8 (13)
Hold Thread: 8 (16)
Evidence Analysis: 8 (16)
Suppress Curse: 8 (16)
Resist Taunt: 8 (16)

Spell Matrices: 
Standard Matrix: Energy Shield [Constant; Extra Thread: Increase Duration; Extra Thread: Increase Effect]
Standard Matrix: Astral Targeting [Constant; Extra Thread: Increase Duration]
Enhanced Matrix: Hypervelocity
Enhanced Matrix: Aura Strike

To start with, almost every spellcaster is going to find a way to get more spell matrices long before this point. The spells listed make up the core competency of what this example character is about: pure damage.

Like all spellcasters, this adept is extremely versatile. Outside of a situation where the are limited to only their spell matrices, they have a variety of spells at their disposal. This is the area where all magicians are most powerful, though Wizardry spells cover a quite a bit of space, they focus most on knowledge and magic. And bonuses to Action tests; they can bring a lot of different bonuses to the table. In the interest of expediency, all of those options will not be discussed. 

The emphasis of the talent selection here is on combat. There is nothing particularly subtle about this character, between their glowing eyes and arcane, glowing shield. With more spell matrices, they can have even more defensive effects active, such as Astral Armor, Astral Sense (cuts down on Strain from Astral Targeting), Displace Self, Dodge Boost, and Mage Armor. It is vitally important to always astrally sense the target of any spells.

Aura Strike and Hypervelocity are two good general purpose combat spells to have on hand. The former will likely see the most use due to the secondary effect of always causing a Wound, though remember it requires the Wizard to astrally sense the target first (as does Astral Targeting). This spell is great against targets with poor Mystic Armor. However, against targets with high Mystic Armor, there are two directions to go: Physical damage or Hypervelocity. The former is the standard option and good for most character's lifespan up until recently; Flash Flame was probably in that spell matrix. The damage may seem unimpressive, but it works well against those hard to crack targets by ignoring armor entirely. The attendant warning is: this is going to attract some unwanted attention.


As mentioned above, this character is not subtle. They have a good defensive effect, but are almost entirely devoted to offense. Also, besides Energy Shield, they have nothing to benefit the rest of their group. Well, nothing besides their damage output. Without Astral Sense active, their Strain usage can start to catch up with them from astrally sensing targets. While they have good health for a Wizard, they still don't have a lot and things can get grim if opposition manages to get adjacent to them.

10 July 2014

Earthdawn 4E: Example Character 28 - Dwarf Nethermancer

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

There isn't particularly an iconic race for the Nethermancer discipline. With dwarfs natural aptitude for spellcasting and their ability to take a hit, they make excellent combat casters.

Each Circle saw this character improve one attribute (as noted after each Attribute Step) 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: Nethermancer
Race: Dwarf

Attributes:
DEX: 8 (4) [+1]   STR: 8 (4) [+0]   TOU: 16 (7) [+1]
PER: 20 (8) [+2]   WIL: 20 (8) [+2]   CHA: 13 (6) [+1]

Characteristics:
Initiative: 5
Physical Defense: 5
Mystic Defense: 14
Social Defense: 9

Physical Armor: 10 (Recommended: Fernweave, Forged +8 [10])
Mystic Armor: 7 (Recommended: Fernweave, Forged +0 [3])

Damage: 12 (Recommended: Astral Spear); 21 (with Willforce); 10 (Recommended: Spirit Dart); 19 (with Willforce)

Unconsciousness: 56
Death: 71
Wound Threshold: 10

Recovery Tests: 3
Knockdown: 4
Karma: 32
Karma: Once per turn against a Horror/construct/undead, increase penalty of a spell by 2.

Talents: 
Astral Sight: 9 (17)
Frighten: 8 (16)
Nethermancy: 9 (17)
Patterncraft: 8 (16)
Spellcasting: 9 (17)
Standard Matrix: 5
Steel Thought 9 (17)
Dispel Magic: 8 (16)
Spirit Talk: 8 (14)
Avoid Blow: 8 (12)
Spirit Hold: 8 (16)
Suppress Curse: 8 (16)
Summon (Ally Spirit): 9 (17)
Enhanced Matrix: 5
Willforce: 9 (17)
Blood Share: 8 (15)
Orbiting Spy: 8 (16)
Lion Heart: 8 (16)
Hold Thread: 8 (16)
Lifesght: 6 (14)

Spell Matrices: 
Standard Matrix: Spirit Dart
Standard Matrix: Shield Mist
Enhanced Matrix: Aspect of the Astral Savant
Enhanced Matrix: Astral Spear

To start with, almost every spellcaster is going to find a way to get more spell matrices long before this point. The spells listed make up the core competency of what this example character is about: pure damage.

Like all spellcasters, this adept is extremely versatile. Outside of a situation where the are limited to only their spell matrices, they have a variety of spells at their disposal. This is the area where all magicians are most powerful and with the ability to summon ally spirits, Nethermancers have quite a bit going for them. In the interest of expediency, all of those options will not be discussed. 

The emphasis of the talent selection here is on magical control and general combat readiness. While they will never match a Wizard for magical control, they can certainly bring the violence. The first action this character takes in any conflict should be Shield Mist. Unless they can avoid attacks through other means, life is going to be difficult. Aspect of the Astral Savant probably isn't an all-of-the-time spell (unless you are crazy, but anyone casting it in the first place probably fits the bill), but it can significantly boost the Nethermancer's capabilities when it is active.

Spirit Dart and Astral Spear make a particularly effective combination. The former should always be the first of the two out of the gate and the penalty to Mystic Armor should be increased with Karma. Followed up with Astral Spear to take advantage of its increased damage with extra successes and (effectively) a +4 damage boost from Spirit Dart. The extended range on Astral Spear also helps with those hard to reach places.

This particular character doesn't have a lot of versatility in combat and also isn't particularly group oriented (unless there is a Wizard or Illusionist in the group).

08 July 2014

Earthdawn 4E: Example Character 26 - Dwarf Illusionist

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

There isn't particularly an iconic race for the Illusionist discipline. Though dwarfs have a natural aptitude for spellcasting, the are unlikely to be the first pick for this social magician. This particular Illusionist is designed to be more interested in pure magic, rather than a performer. Finding hidden truths and exploring the curiosities of true illusions are their motivations.

Each Circle saw this character improve one attribute (as noted after each Attribute Step) 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: Illusionist
Race: Dwarf

Attributes:
DEX: 13 (6) [+1]   STR: 8 (4) [+0]   TOU: 16 (7) [+1]
PER: 19 (8) [+2]   WIL: 19 (8) [+2]   CHA: 13 (6) [+1]

Characteristics:
Initiative: 7
Physical Defense: 8
Mystic Defense: 14
Social Defense: 8

Physical Armor: 10 (Recommended: Fernweave, Forged +8 [10])
Mystic Armor: 6 (Recommended: Fernweave, Forged +0 [3])

Damage: 12 (Recommended: Ephemeral Bolt); 21 (with Willforce); 9 (Recommended: True Ephemeral Bolt); 18 (with Willforce)

Unconsciousness: 56
Death: 71
Wound Threshold: 10

Recovery Tests: 3
Knockdown: 4
Karma: 32
Karma: Interaction, +2 to Effect Step of a spell.

Talents: 
False Sight: 9 (17)
First Impression: 8 (14)
Illusionism: 9 (17)
Patterncraft: 8 (16)
Spellcasting: 9 (17)
Standard Matrix: 5
True Sight: 8
Astral Sight: 8 (16)
Conversation: 8 (14)
Awareness: 8 (16)
Disguise Self: 8 (16)
Taunt: 8 (14)
Power Mask: 9 (17)
Enhanced Matrix: 5
Willforce: 9 (17)
Frighten: 8 (16)
Hypnotize: 8 (14)
Dispel Magic: 8 (16)
Hold Thread: 8 (16)
Steel Thought: 8 (16)

Spell Matrices: 
Standard Matrix: Ephemeral Bolt/True Ephemeral Bolt
Standard Matrix: Monstrous Mantle
Enhanced Matrix: Displace Image
Enhanced Matrix: Phantom Warrior

To start with, almost every spellcaster is going to find a way to get more spell matrices long before this point. The spells listed make up the core competency of what this example character is about: straight forward (for an Illusionist) combat support.

Like all spellcasters, this adept is extremely versatile. Outside of a situation where the are limited to only their spell matrices, they have a variety of spells at their disposal. This is the area, more than any other magician, where the Illusionist can easily turn the game on its head. In the interest of expediency, all of those options will not be discussed. 

The emphasis here is on magical talents, over bolstering social abilities or being sneaky. As well, they are on the combat ready side of things, though this is not an Illusionist's strong suit. Their primary offensive suit is the classic Ephemeral Bolt/True Ephemeral Bolt pairing, which can be quite effective together. Displace Image gives them some much needed defensive capabilities while, Monstrous Mantle and Phantom Warrior serve to aid their allies offensively.

Despite this preparation, the Illusionist isn't really a combat ready discipline. Their defense is simply sub-par and while their offense can be effective, it can also be shut down by a prepared opponent. They are at their best when they can control the flow of a conflict, or even better: avoid it entirely. The difficulty is in offering a generic spell list when they benefit more than normal from a tailored spell selection.

04 July 2014

Earthdawn 4E: Example Character 24 - Dwarf Elementalist

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

There isn't particularly an iconic race for the Elementalist discipline. However, dwarfs have a natural aptitude for spellcasting and their high Toughness tends to give more Recovery Tests, which can help being a combat healer. This particular Elementalist is designed most as a combat spellcaster, focused around dealing damage and taking a hit as well.

Each Circle saw this character improve one attribute (as noted after each Attribute Step) 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: Elementalist
Race: Dwarf

Attributes:
DEX: 12 (5) [+1]   STR: 8 (4) [+0]   TOU: 19 (8) [+2]
PER: 19 (8) [+2]   WIL: 19 (8) [+2]   CHA: 10 (5) [+0]

Characteristics:
Initiative: 5
Physical Defense: 8
Mystic Defense: 14
Social Defense: 6

Physical Armor: 14 (Recommended: Fernweave, Forged +8 [10], Air Armor [4])
Mystic Armor: 6 (Recommended: Fernweave, Forged +0 [3])

Damage: 14 (Recommended: Lightning Bolt); 23 (with Willforce)

Unconsciousness: 62
Death: 78
Wound Threshold: 11

Recovery Tests: 5
Knockdown: 4
Karma: 32
Karma: Recovery Test, target an additional ally with a spell.

Talents: 
Awareness: 8 (16)
Elementalism: 9 (17)
Patterncraft: 8 (16)
Spellcasting: 9 (17)
Wood Skin: 9 (17)
Standard Matrix: 5
Fire Heal: 8 (16)
Astral Sight: 8 (16)
Elemental Tongues: 8 (16)
Avoid Blow: 8 (13)
Elemental Hold: 8 (16)
Item History: 8 (16)
Summon (Elementals): 8 (16)
Enhanced Matrix: 5
Willforce: 9 (17)
Steel Thought: 8 (16)
Earth Skin: 9 (17)
Cold Purify: 8 (16)
Hold Thread: 8 (16)
Fireblood: 8 (16)

Spell Matrices: 
Standard Matrix: Earth Staff [Constant]
Standard Matrix: Air Armor [Constant; Extra Thread: Duration; Extra Thread: Effect]
Enhanced Matrix: Lightning Bolt
Enhanced Matrix: Winds of Deflection [Extra Thread: Effect]

To start with, almost every spellcaster is going to find a way to get more spell matrices long before this point. The spells listed make up the core competency of what this example character is about: doing damage.

Like all spellcasters, this adept is extremely versatile. Outside of a situation where the are limited to only their spell matrices, they have a variety of spells at their disposal. In the interest of expediency, all of those options will not be discussed. Additionally, the ability to summon elementals opens up even more avenues, as long as they can pay the terms.

For talents, this is a very defensive character. Wood Skin, Fire Heal, Avoid Blow, Earth Skin, and Fireblood all make this character very difficult to put down. Winds of Deflection and Air Armor only improve on the situation for the adept. Beyond this, Cold Purify and their spells put them solidly in the role of group healer.

In combat, Lightning Bolt is this character's core spell. With Earth Staff, they will be able to easily handle crowd control. Air Armor should be maintained on their entire group and Winds of Deflection the first spell cast. Otherwise, this adept may lean too heavily on their health to stay alive. While they have quite a bit, they will also have a big target with the attacks they are putting out.

Highly accurate opponents, such as Swordmasters and especially Archers, can be problematic to deal with. As well, this spell selection is optimized for a large number of weaker opponents, and may struggle against fewer, but more powerful opponents. In such situations, switching out for Earth Darts [Extra Thread: Effect, -2] would benefit the rest of their group and keep the pressure on the target. With Earth Staff, even a round where they do not connect would still mean the penalty is maintained.

25 June 2014

Earthdawn 4E: Example Character 17 - Dwarf Warrior

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

In many games, the dwarf Warrior is an icon (typically they would be called a dwarf fighter and usually speak with a terribly Scottish accent). Earthdawn is a little different, but this is almost certainly one of the most common combinations within the setting. Individually, they are not the most impressive adepts, but when they get together with friends, this character starts to become very dangerous.

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: Warrior
Race: Dwarf

Attributes:
DEX: 16 (7)   STR: 16 (7)   TOU: 17 (7)
PER: 16 (7)   WIL: 15 (6)   CHA: 10 (5)

Characteristics:
Initiative: 3 (Recommended: Crystal Ringlet [-2] and Crystal Raider Shield [-2])
Physical Defense: 14 (Recommended: Crystal Raider Shield [+2])
Mystic Defense: 12 (Recommended: Crystal Raider Shield [+2])
Social Defense: 6

Physical Armor: 12 (Recommended: Crystal Ringlet, Forged +8 [12])
Mystic Armor: 7 (Recommended: Crystal Ringlet [4])

Damage: 20 (Recommended: Scythan Axe, Forged +8 [13]), 29 (with Crushing Blow)

Unconsciousness: 90 (99, Temper Flesh)
Death: 105 (114, Temper Flesh)
Wound Threshold: 10 (19, Temper Flesh)

Recovery Tests: 4
Knockdown: 15
Karma: 32
Karma: Recovery Test, Damage tests.

Talents: 
Avoid Blow: 8 (15)
Melee Weapons: 9 (16)
Tiger Spring: 8
War Weaving: 8 (15)
Wood Skin: 9 (16)
Shield Bash: 8 (15)
Wound Balance: 8 (15)
Distract: 8 (13)
Air Dance: 8 (16)
Tactics: 8 (15)
Waterfall Slam: 8
Anticipate Blow: 8 (15)
Earth Skin: 8 (15)
Life Check: 8 (15)
Temper Flesh: 9 (15)
Lion Heart: 8 (14)
Crushing Blow: 9 (16)
Spot Armor Flaw: 8 (15)
Second Attack: 9 (17)
Disarm: 8 (15)

Warriors have a lot of defensive abilities at their disposal. This particular adept is built around defense and battlefield control. They are the front line of their group and the leader when things get ugly. While they still bring a great deal of offensive power, their biggest strength is going to be aiding their comrades - drawing the attacks and enabling the rest of their group to seal the victory.

Shield Bash is the first step to putting an opponent on the ground for everyone to mob, though attacks to Knockdown should be an attractive option with Waterfall Slam. Distract will allow a target to be singled out and potentially Disarmed to prevent any retribution against the Warrior. Tactics should provide a good benefit (for as long as it lasts) and everything else should support this adept in staying alive; providing a bulwark for their group to rally around.

This character isn't going to get a lot of the glory, but they will enable victory in some very dark circumstances.

19 June 2014

Earthdawn 4E: Example Character 13 - Dwarf Air Sailor

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

Despite how strange the combination seems, dwarfs are probably the most common Air Sailors in Barsaive. However, I doubt there will ever be a demographic breakdown for each discipline to back up the claim. So let's just go with it for now.

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: Dwarf

Attributes:
DEX: 16 (7)   STR: 13 (6)   TOU: 16 (7)
PER: 16 (7)   WIL: 10 (5)   CHA: 16 (7)

Characteristics:
Initiative: 5 (Recommended: Crystal Ringlet [-2])
Physical Defense: 13 (Recommended: Crystal Buckler [+1])
Mystic Defense: 10 (Recommended: Crystal Buckler [+1])
Social Defense: 10

Physical Armor: 12 (Recommended: Crystal Ringlet, Forged +8 [12])
Mystic Armor: 6 (Recommended: Crystal Ringlet [4])

Damage: 19 (Recommended: Scythan Axe, Forged +8 [13])

Unconsciousness: 72
Death: 87
Wound Threshold: 10

Recovery Tests: 4
Knockdown: 14
Karma: 32
Karma: On an air ship, Initiative, Interaction tests.

Talents: 
Air Weaving: 8 (15)
Avoid Blow: 9 (16)
Climbing: 8 (15)
Melee Weapons: 9 (16)
Wind Catcher: 8 (15)
Air Sailing: 8 (13)
Distract: 8 (15)
Awareness: 9 (16)
Haggle: 8 (15)
Empathic Sense: 8 (15)
Maneuver: 8 (15)
Wound Balance: 8 (14)
First Impression: 8 (15)
Heartening Laugh: 8 (15)
Battle Bellow: 8 (15)
Air Dance: 9 (16)
Etiquette: 8 (15)
Inspire Others: 9 (16)
Resist Taunt: 8 (13)
Lion Heart: 9 (14)
Air Speaking: 6 (13)

This is a reasonable example of what you may see from an officer on board an air ship, one with no particular designs on actually being a captain. They can handle social situations, procure and sell goods, work the ship, coordinate allies, etc. Above all else, they are a team player, out for their allies before themselves.

There are a number of different tactics this adept can employ in combat based on the encounter. In protracted encounters, Inspire Others is going to be a key talent. Against stronger opponents, Distract will benefit the group. Air Dance, Battle Bellow, and Maneuver will always be good - though against opponents which are very fast (Beastmaster, Swordmasters, and Warriors), Air Dance is useful only to reduce/prevent the effects of your opponent's talents, rather than have a proactive benefit. With the Strain cost, it may not be worth using every round.

They have a nice selection of defensive talents to help against a variety of attacks, though mystic effects are going to be a weakness as Lion Heart will only help against the control-style effects. Additionally, despite their combat-readiness, they don't have the Strain to last very long and this selection of talents doesn't pack much offensive punch. This adept is going to be at their strongest when supporting their allies.

17 June 2014

Earthdawn 4E: Example Character 11 - Dwarf Weaponsmith

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

Throughout the fantasy genre, the iconic smiths have always been dwarfs. This stretches back to the very origins of the genre in mythology. Earthdawn is no different and it is a case where the mechanics are a good fit for the archetype.

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: Weaponsmith
Race: Dwarf

Attributes:
DEX: 14 (6)   STR: 13 (6)   TOU: 16 (7)
PER: 16 (7)   WIL: 16 (7)   CHA: 16 (7)

Characteristics:
Initiative: 1 (Recommended: Crystal Plate [-5] )
Physical Defense: 10 (Recommended: Crystal Buckler [+1])
Mystic Defense: 13 (Recommended: Crystal Buckler [+1])
Social Defense: 9

Physical Armor: 13 (Recommended: Crystal Plate, Forged +6 [13])
Mystic Armor: 13 (Recommended: Crystal Plate, Forged +3 [10])

Damage: 20 (Recommended: Scythan Axe, Forged +9 [14])

Unconsciousness: 72 (81, Temper Flesh)
Death: 87 (96, Temper Flesh)
Wound Threshold: 10 (19, Temper Flesh)

Recovery Tests: 4
Knockdown: 14
Karma: 32
Karma: Craft/repair items, Recovery Tests, Damage tests with weapons adept crafted.

Talents: 
Forge Weapon: 9 (16)
Item History: 8 (15)
Melee Weapons: 9 (15)
Steel Thought: 9 (16)
Thread Smithing: 8 (15)
Craftsman: 8 (15)
First Impression: 8 (15)
Conversation: 8 (15)
Avoid Blow: 8 (14)
Suppress Curse: 8 (15)
Haggle: 8 (15)
Wound Balance: 8 (14)
Fireblood: 8 (15)
Forge Armor: 9 (16)
Fire Heal: 8 (15)
Temper Flesh: 9 (16)
Earth Skin: 8 (15)
Spot Armor Flaw: 8 (15)
Etiquette: 6 (13)
Lion Heart: 9 (16)
Diplomacy: 6 (13)

This is a well rounded character who can hold their own in combat, even though it isn't their specialty. This dwarf Weaponsmith is the soul of its group. This adept isn't going to be slick like a Swordmaster or Troubadour, but they will be able to steadily gain respect and favor in any community, eventually winning over everyone and gaining their trust. Within their group, they make a perfect mediator and are going to be what sees everyone through the darkest times.


In combat, this adept is tough as the armor they forge and an absolute terror to any spellcaster. While most combatants are weakest against magicians, this is the area where this dwarf shines. With an exceptional Mystic Defense, almost certainly bolstered with Earth Skin, and Mystic Armor, Steel Thought, Lion Heart, and Suppress Curse, it is a difficult task just to get anything to stick. While most of their talents are defensive, it doesn't take much to crack a spellcaster and Spot Armor Flaw is going to help considerably.

Their biggest weakness is a lack of overall offensive power and while they can withstand considerable punishment (helped along by Fireblood, Fire Heal, and Temper Flesh), the still are not actually a combat character. Despite their tenacity, they will do well to remember this isn't actually a Warrior. Which means they should definitely pick on the spellcasters, allowing the juggernauts to duke it out in the meantime.

21 May 2013

Earthdawn: Anatomy of a Discipline 22 - Traveled Scholar

This is the twenty-second Anatomy of a Discipline in an ongoing series about Earthdawn. Introduction and Index.

Overview

The Traveled Scholar is the unquestioned, absolute master of the primary source. For those not invested in the academics, that means they go out into the field and do the research. They go to the Servos Jungle, spend years with the jungle t'skrang, learn their ways, try not to get eaten in the process, and then return to write a paper about it. There is nowhere that these adepts will not go to learn something new.

That is the essence of the Discipline: going somewhere new to learn something. Often there are other things to learn on the way, but every destination should be a discovery that will result in a paper to publish. Indeed, the publishing treadmill of academia began back in the Fourth Age. Without published papers, a Traveled Scholar will never get the attention of those above them to receive training and the praise they so richly deserve.

The society of these adepts is something of a viper's nest as well (not unlike contemporary universities). There are not enough funds and spots as there are applicants, which creates a complicated social dance. Your papers must be significant, particularly if you do not publish very often, but if you publish too often, it may very well be taken as the academic equivalent of spam. Not only that, but interactions are often laced with treachery, as your peers are constantly looking for advantage. It is quite likely that the cannibalistic jungle t'skrang are the least of your problems.

When playing a Traveled Scholar, it would likely be best to decide on a focus of your studies. Other areas can branch from there, or simply be hobbies, but one particular area will help guide your stories and communicate to others where your interests lie. Similarly, who are your rivals? These are other Traveled Scholars that you are ostensibly friends with, but constantly working against, just as they are working against you. Part of the appeal for this Discipline is the rich world back in the academic institution.

Discipline Violations

These are best employed not as a stick, but as a chance for the player to take a deeper look at what it means to follow their Discipline. There are a number of ways that a Traveled Scholar can run into trouble, and often drag their Group with them. The first is their drive to learn things; they cannot pass up the opportunity to learn something new (this doesn't mean a trade, this is academic, not practical knowledge). Since they are compelled to seek this out, it can be a source of conflict with the rest of the Group as priorities align differently.

Similar to that, these adepts cannot always simply rely on secondary sources of information. If it didn't come from a primary source (someone that was there), then they must go see for themselves. Generally, this should only apply strongly to the focus of their research, but anything peripherally related could be relevant to this as well. Even the primary source research of their rivals may require an independent verification. For the sake of objectivity, of course.

The final way they can run afoul of these violations is by withholding information. The knowledge was gathered to be shared with everyone. That doesn't mean appropriate compensation cannot be requested (appropriate being important to the concept), but that outright refusal to share a piece of research means that you don't trust your work to external scrutiny, or, even worse, are trying to keep it from the world.

Specialists

There is a special of this Discipline, the Spy; they are primarily interested in learning secrets. Though as the modern day rogue hacker, they are less interested in learning them for the gain of an individual or group, but because information wants to be free. These adepts have Search as a First Circle Discipline Talent; Bribery, Item History and Silent Walk as an Initiate Talent Options; and Conversation and Navigation being removed from the Talent Option list. Also, Disarm Trap becomes a Journeyman Talent Option, while Arcane Mutterings becomes a Warden Talent Option.

The end result is a somewhat more "adventure ready" adept, though not significantly so. These specialists are likely going to be popular as a secondary Discipline, the loss of Navigation isn't a notable one, Item History works just as well as a Talent Option, and the later tier changes make the trap associated Talents workable if they are important. Search as a Discipline Talent is good and access to Silent Walk is always a bonus.

Talents

Initiate
Talent Options: Conversation, Etiquette, Evidence Analysis, Navigation, Search

First Circle
Discipline Talents: Item History, Karma Ritual, Read/Write Language, Research, Speak Language

Novice
Talent Options: Abate Curse, Astral Sight, Avoid Blow, Creature Analysis, Evaluate, Haggle, Lock Picking

Second Circle
Discipline Talents: Book Memory, Durability (6/5)

Third Circle
Discipline Talent: Book Recall

Fourth Circle
Discipline Talent: Thread Weaving [Lore Weaving]

Journeyman
Talent Options: Arcane Mutterings, Conceal Object, Detect Trap, Direction Sense, Graceful Exit, Resist Taunt, Spirit Talk, Steel Thought

Fifth Circle
Discipline Talent: Applied Sciences

Sixth Circle
Discipline Talent: Lip Reading

Seventh Circle
Discipline Talent: Safe Path

Eighth Circle
Discipline Talent: True Sight

The Traveled Scholar is a curious Discipline, having the dubious distinction of being the only Discipline without any access to a Talent that will let them attack. That is one of the reasons that they have significant difficulties as the primary Discipline for any adept. Others include their rather narrow focus: they gather knowledge.

Not only do they gather knowledge, there are two unique elements to this Discipline in that regard. The first is that knowledge skills are Novice tier Talents for Traveled Scholars. This is a significant advantage for anyone that likes to heavily invest in knowledge. While knowledge in very useful, having that as the sole focus is problematic. Unless a campaign features that prominently, these adepts will find quite a bit of time they need to fill. With reading a book, most likely. The specific Discipline Talents are Item History, Research, Book Memory and Book Recall. Read/Write Languages and Speak Languages are useful Talents for this theme, but valuable in any campaign that has considerable travel, exploration or even intrigue themes.

The second is Applied Sciences. This is the Discipline Talent where the Traveled Scholar gets to put all of their accumulate knowledge to use. If they have any specific piece of knowledge that is relevant to the task at hand, Applied Sciences can be used to grant a bonus to that task to the Traveled Scholar and (potentially) the rest of their Group. To get the best use of it, however, these adepts will need Talent Options in support. This can be pretty powerful, particularly for an adept that may struggle to contribute in other ways, but the need for significant supporting Talents can potentially limit its usefulness in all circumstances. By far the biggest drawback to this Talent is that it takes until Fifth Circle to get it - which is a long time to (quite literally) stand by idly.

True Sight is appropriate, but uninteresting for a Discipline that is already lacking in "things to do"; it's a passive bonus, that while good, doesn't ever scream "must have". Lip Reading is a useful in any game that features investigation and intrigue, situations where the Traveled Scholar has more ways to contribute already.

Safe Path is an odd Talent - with the lack of Elemental Tongues and the questionable value it brings in the first place. While it may be used constantly, and fun can be had from misunderstandings stemming from miscommunication with an elemental using sign language, it's functional usefulness pulls back the curtain a little bit: if it was used and bypassed all of the danger, was there really any danger in the first place? Essentially, it is a little piece of game fiat that allows you to jump directly to your destination if appropriate - but would there have been encounters if you had failed? It is entirely dependent on the campaign, but it does raise some interesting meta questions.

Essentially, this Discipline suffers terribly if it is a primary Discipline. There is a considerable amount of game that these adepts and their companions may have to endure till Journeyman. Even then, Applied Sciences is hardly a powerhouse, despite its value. As a secondary (or later) Discipline, Traveled Scholars begin to shine and can compliment a variety of Disciplines. A Wizard would find their ability to gather information greatly expanded, while a Warrior would have an entirely new area of the game to contribute to.

As mentioned above, Talent Options are incredibly important to this Discipline. The Initiate tier has a number of good selections, depending on the campaign style:
  • Conversation - Games that have a stronger social angle, particularly centered in more urban settings, will likely find this Talent valuable.
  • Etiquette - The counter-point to Conversation, this tends to fill a similar role, though centered in more exploration style games.
  • Evidence Analysis - This is probably the most thematic and useful Talent Option at this tier, potentially being useful through Applied Sciences later on.
  • Navigation - Available through Half-Magic, and already the weakest entry at the tier. Pass.
  • Search - Always a fantastic Talent to have at your disposal, coming in right behind Evidence Analysis. You may want to come back for this later.
The Novice Talent Options  are varied in use an application, allowing these adepts to explore new areas, or pick up something from Initiate that they had to skip initially.
  • Abate Curse - This can be a powerful Talent to have at your disposal (if you don't already have an adept with it in the Group). Be aware, if you take this, you will almost certainly have the "honor" of handling anything that might be dangerous.
  • Astral Sight - The ability to gather additional information to use with Applied Sciences makes this very valuable. Keep in mind that most of the value of this Talent comes from remembering that you have it in the first place.
  • Avoid Blow - Normally, I'm very down on this Talent when it isn't a Discipline Talent. Technically, I'm still down on it, but Traveled Scholars really don't have anything else to save their bacon. You might want this, but hopefully you have another Discipline that gives you a better way to protect yourself.
  • Creature Analysis - Similar to Astral Sight, but possibly even more helpful to your Group earlier on. It will also give you something to do in combat against creatures. If you don't really fight creatures, then there isn't much use to this.
  • Evaluate - Potentially useful, but there are likely better Talent Options to explore.
  • Haggle - Similar to Evaluate, however if you have one of these, you should get the other as well.
  • Lock Picking - For this Discipline, I tend to think of this less in the "breaking-and-entering" sense, and more in the "I've found something old and locked" sense. Not to say it cannot be applied to the former, just that you won't find any Talents here to support that.
Similar to the Novice Talent Options, the Journeyman Talent Options have even more avenues to expand your character into, though not all of them are likely to be useful to every character:
  • Arcane Mutterings - It can provide some non-combat penalties, but in a way that could never be considered subtle. The best use I've ever gotten out of this is when gathering information or in conjunction with someone else using intimidation. Be warned, it costs Karma.
  • Conceal Object - If you are a less than totally honest researcher, this may be your thing. Since it doesn't (by default) have any combat application, the question becomes: do you have any reason to sneak something small into or out of someplace?
  • Detect Trap - There is bound to be another adept better at this than you, particularly since there isn't the ability to actually disarm them yet. If traps are a problem, you need a Thief to deal with them. If they aren't a problem, don't remind your GM that they exist.
  • Direction Sense - For whatever reason, this is one of those Talents that always seems to get the strangest use. It isn't cheap (Karma and 2 Strain), but it can be vital, or a shortcut, to resolving some problems. Definitely consider this if you don't already have it.
  • Graceful Exit - Probably the only Discipline that would get use from this Talent. Though by this point you will have some ways to contribute, but discretion may be the better part of valor once you have given some bonuses with Applied Sciences.
  • Resist Taunt - It's Avoid Blow for social attacks, and I still don't like it when you cannot spend Karma on it.
  • Spirit Talk - You can talk to spirits, but lack the ability of the Nethermancer to actually find them in the first place. It doesn't work with Safe Path and cost Karma. I cannot see much reason to take this over a different Talent Option (probably from a previous tier), but by this point you would have a good idea if this Talent will have value in your game. If it will, maybe you should consider picking up the Nethermancer Discipline?
  • Steel Thought - Pretty much the same as Resist Taunt above.
Equipment

With (effectively) no natural defenses, it hardly matters what weapons you have. For armor? As much as possible. Unless you have another Discipline, initiative is something for people with actions to take.