Showing posts with label Ork. Show all posts
Showing posts with label Ork. Show all posts

02 July 2014

Earthdawn 4E: Example Character 22 - Ork Thief

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

An ork Thief is an interesting combination. Mechanically, this isn't a match made in heaven. However, one of the iconic Thieves in the setting is an ork. Following the implied demographics of Barsaive, this is probably a fairly common combination. This particular character is an assassin, taking advantage of the physical power orks bring to any discipline. 

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: Thief
Race: Ork

Attributes:
DEX: 18 (7) [+2]   STR: 16 (7) [+0]   TOU: 16 (7) [+2]
PER: 16 (7) [+1]   WIL: 10 (5) [+0]   CHA: 12 (5) [+2]

Characteristics:
Initiative: 7 (Recommended: Hide Armor [-1])
Physical Defense: 13
Mystic Defense: 9
Social Defense: 8

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

Damage: 20 (Recommended: Broad Sword x2, Forged +8 [13]); 28 (with Surprise Strike)

Unconsciousness: 72
Death: 87
Wound Threshold: 10

Recovery Tests: 3
Knockdown: 7
Karma: 40
Karma: Charisma-based deception tests, Initiative, Attack against a Surprised or Blindsided opponent.

Talents: 
Awareness: 9 (16)
Lock Picking: 8 (15)
Picking Pockets: 8 (15)
Stealthy Stride: 9 (16)
Thief Weaving: 8 (15)
Danger Sense: 8 (15)
Melee Weapons: 8 (15)
Disarm Trap: 8 (15)
Avoid Blow: 8 (15)
Haggle: 8 (15)
Surprise Strike: 8 (15)
Conceal Object: 9 (16)
Climbing: 8 (15)
Engaging Banter: 8 (15)
Second Weapon: 8 (15)
Slough Blame: 9 (14)
Spot Armor Flaw: 8 (13)
Fast Hand: 8 (15)
Disguise Self: 8 (15)
False Sight: 9 (14)
Mimic Voice: 8 (13)

This adept likely started their career as a simple thug, then moved on to becoming a highly sought-after assassin. Their primary strength in this pursuit is infiltration, even beyond the impressive capabilities of the average Thief. By using Disguise Self and Mimic Voice, they can easily gain access to their target or gather intelligence. While their Action Step may not be impressive, False Sight should be able to help with that.

Even though they are not a true combat character, they can still carry their own weight. Offensively, there is a lot to like here, particularly against Blindsided opponents (make friends with someone who has Distract). Defensively, however, they have some problems. Their armor isn't terrible, but it also isn't great. It is a choice which should blend better than the more effective crystal ringlet. It's can be hard to be overlooked with all of that bling. There isn't an imminent danger of falling over dead, but their damage output can certainly draw more attention than they can easily handle.

26 June 2014

Earthdawn 4E: Example Character 18 - Ork Beastmaster

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

There is something about an ork which embodies the savage warrior spirit of a Beastmaster, so well. The fact they have complementary attributes and a nice stack of Karma certainly doesn't hurt either. It is worth noting this character can spend up to three Karma on Claw Shape damage tests. 

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: Beastmaster
Race: Ork

Attributes:
DEX: 18 (7)   STR: 19 (8)   TOU: 18 (7)
PER: 10 (5)   WIL: 10 (5)   CHA: 12 (5)

Characteristics:
Initiative: 7
Physical Defense: 13
Mystic Defense: 6
Social Defense: 8

Physical Armor: 10 (Recommended: Fernweave, Forged +8 [10])
Mystic Armor: 5 (Recommended: Fernweave [3])

Damage: 20 (Claw Shape); 29 (with Down Strike)

Unconsciousness: 92
Death: 107
Wound Threshold: 11

Recovery Tests: 5
Knockdown: 8
Karma: 40
Karma: Recovery Test, Unarmed Damage tests.

Talents: 
Avoid Blow: 9 (16)
Beast Weaving: 8 (13)
Claw Shape: 9 (20)
Unarmed Combat: 9 (16)
Wilderness Survival: 8 (13)
Stealthy Stride: 8 (15)
Awareness: 9 (14)
Acrobatic Defense: 8 (15)
Dominate Beast: 8 (13)
Tracking: 8 (13)
Great Leap: 8
Climbing: 7 (14)
Blood Share: 8 (15)
Cobra Strike: 8 (15)
Animal Talk: 8 (13)
Tiger Spring: 8
Down Strike: 9 (17)
Lion Heart: 8 (13)
Claw Frenzy: 9 (16)
Sprint: 8

Swift, mobile, high damage, plenty of attacks - this adept gets into the thick of things quickly and begins wreak havoc. In combat Cobra Strike and Tiger Spring (along with minimalist armor) allow them to be in the highest tier of initiative, along with Warriors and some Swordmasters. Great Leap and Sprint mean there are very few hard to reach places for these adepts. Claw Shape, Down Strike, and one of their discipline Karma abilities give them exceptional damage. And Claw Frenzy is the best multiple attack talent available.

With all of this, there are some pretty big downsides. The most glaring is defense - they don't have much. Starting with rather low Defense values and little which can be done about non-physical attacks (Lion Heart is the extent), they are tough, but unlikely to stand up to too much pressure. Even the Sky Raider has Fireblood to keep them going when it gets tough. This adept also has little in the way of tricks to bring out - keeping the pressure on and not letting up until the target stops twitching is going to be the best option. That, or using their mobility to make good an escape.

Outside of combat there are a number of ways they can contribute. As long as that contribution is generally wilderness-centric. While most of their talents can translate easily to an urban setting (Dominate Beast works like a charm against guard animals and crows are huge gossips for anyone with Animal Talk), they are going to be most at home outside of a city.

16 June 2014

Earthdawn 4E: Example Character 10 - Ork Scout

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

An ork is unlikely to be considered a typical choice for the Scout discipline. However, they do have some interesting things to offer from a mechanical and setting perspective. Their high Strength and good Toughness allow them to have more impact in combat, notably giving access to Size 6 weapons. In the setting, orks are everywhere. If you need to get information from a less than savory part of town (which pretty much defines how groups operate most of the time), an ork is the perfect choice.

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: Scout
Race: Ork

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

Characteristics:
Initiative: 6 (Recommended: Crystal Ringlet [-2])
Physical Defense: 13
Mystic Defense: 10
Social Defense: 8

Physical Armor: 12 (Recommended: Crystal Ringlet, Forged +8 [10])
Mystic Armor: 6 (Recommended: Crystal Ringlet [4])

Damage: 23 (Recommended: Two-Handed Sword, Forged +8 [16])

Unconsciousness: 72
Death: 87
Wound Threshold: 10

Recovery Tests: 3
Knockdown: 6
Karma: 40
Karma: Gathering information, Initiative, and Recovery Tests.

Talents: 
Awareness: 9 (16)
Climbing: 8 (15)
Scout Weaving: 8 (15)
Tracking: 8 (15)
Wilderness Survival: 8 (15)
Navigation: 8 (15)
Melee Weapons: 9 (16)
Stealthy Stride: 9 (16)
Anticipate Blow: 8 (15)
Direction Arrow: 8 (15)
Avoid Blow: 8 (15)
Danger Sense: 8 (15)
Lock Picking: 8 (15)
Evidence Analysis: 9 (16)
Spot Armor Flaw: 8 (15)
Astral Sight: 8 (15)
Disguise Self: 8 (15)
Safe Path: 8 (15)
Tiger Spring: 8
Orbiting Spy: 8 (15)
Spirit Mount: 7 (12)

Where the elf Scout is about hanging back and gathering information from afar, this adept is more hands-on in how they work. Their specialty is infiltration; get in, gather the intelligence, and get out. Disguise Self and Lock Picking help with the getting in and Spirit Mount helps considerably with the escape.


In combat this particular setup is capable, edging into "combat character" territory. Between Spot Armor Flaw, Anticipate Blow, and Tiger Spring, they should be able to reliably apply bonuses to Attack and Damage tests, and Physical Defense against a target. Excessive Strain can be a concern, but the duration of Spot Armor Flaw makes it economical, though the costs of Anticipate Blow and Tiger Spring mean the latter should be saved against targets which require it, rather than continual usage.

To emphasize this even more, Surprise Strike and Conceal Object could be taken, along with a broad sword and crystal buckler. If using Conceal Object and Surprise Strike, loading up for a decisive strike (Aggressive Attack, all of the Karma, etc.) will yield the greatest benefit.

The biggest strength any Scout brings to a group is their ability to travel off of the beaten path and find things. Social situations are going to be problematic, but combined with a properly social discipline, such as a Troubadour, they could be a frightening inquisitor character able to pry information from any target. As well, dealing with magic is not their specialty, though Astral Sight gives them a leg up on everyone else which has problems dealing with magic.

10 June 2014

Earthdawn 4E: Example Character 07 - Ork Cavalryman

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

Another iconic archetype: Ork Cavalryman. Scorchers are a common menace across Barsaive, though by no means are all ork Cavalryman in this category. Though they are all universally dangerous. This particular combination is likely to see more use as an antagonist than as a player because of the inherent difficulties associated with taking a thundra beast into a kaer.

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: Cavalryman
Race: Ork

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

Characteristics:
Initiative: 2 (Recommended: Wyvern Skin [-3], Crystal Raider Shield [-2])
Physical Defense: 15 (Recommended: Crystal Raider Shield [+2])
Mystic Defense: 10 (Recommended: Crystal Raider Shield [+2])
Social Defense: 9

Physical Armor: 12 (Recommended: Wyvern Skin, Forged +4 [12])
Mystic Armor: 7 (Recommended: Wyvern Skin, Forged +4 [5])

Damage: 23 (Recommended: Pole-Arm, Forged +8 [15]); 43 (with Charge)

Unconsciousness: 88
Death: 103
Wound Threshold: 10

Recovery Tests: 4
Knockdown: 8 (16 while mounted)
Karma: 40
Karma: Attack tests while charging and mounted Damage tests.

Talents: 
Animal Bond: 8 (14)
Charge: 9 (17)
Melee Weapons: 9 (16)
Mount Weaving: 8 (14)
Trick Riding: 9 (16)
Battle Shout: 8 (14)
Animal Training: 9 (15)
Blood Share: 8 (15)
Enhance Animal Companion: 8 (13)
Sure Mount: 8 (16)
Call Animal Companion 9 (16)
Avoid Blow: 6 (13)
Armor Mount: 8 (13)
Fearsome Charge: 8 (14)
Wheeling Attack: 9 (16)
Mount Attack: 7 (13)
Wheeling Defense: 8 (15)
Animal Companion Durability: 8
Double-Charge: 9 (16)
Lion Heart: 8 (13)

This adept is remarkably simple to play: point in direction where violence needs to happen, Charge in direction and cause violence. The damage when mounted on a thundra beast is nearly unparalleled (which this character is). There are a number of different abilities to benefit their mount (Animal Training, Enhance Animal Companion, Armor Mount, Mount Attack, and Animal Companion Durability), which when the mount in question is a thundra beast, start to become very relevant to the conflict. Battle Shout and Fearsome Charge just help to soften up the target, and reduce the effectiveness of a counter-attack.


For all of the offensive power, this adept has problems similar to the Sky Raider. Defensively they don't have many options and their best method of dealing with this, heavier armor, also makes them more vulnerable to held actions based around retaliation. This is particularly true of mystic attacks. While a crystal shield helps with this, it is still a notable problem.

Outside of combat this character doesn't have much to do. Really, nothing to do, but that is okay.

05 January 2013

Earthdawn: Anatomy of a Discipline 11 - Liberator

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

Overview

The Liberator is the most specific Discipline in purpose within the world of Earthdawn. They exist to free slaves. Everything about the Liberator is based around that idea. It is the entire reason for this ork-only DisciplineWhile they may engage in normal adventuring, that should be viewed more as a break between leading slave rebellions, rather than the other way around.

Each adept may approach how to infiltrate and operate differently, based on their Talents and what their Group may provide, but they will be drawn to areas of oppression where they can make a difference. Some Liberators may also involve themselves in local or regional politics, particularly with regard to equitable treatment (especially for orks).

While they ostensibly work for the betterment of all Namegivers, other orks are often their primary concern, or at least favored companions. It isn't an uncommon sentiment that only other orks can truly understand; a combination of their racial history as a slave race and their gahad which drives them. Of course, any Liberator will be strongly dedicated to any companions, regardless of race. 

Before a Liberator joins any game, it is best to ensure that everyone at the table is comfortable with what that will mean for the focus of the game. Which is to say, if the game wasn't about slavery before, it will be now. Otherwise, the conflicting desires of the players could have serious consequences for everyone's enjoyment.

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. Freeling slaves and disrupting the slave trade are the primary concerns of a Liberator, so much that very little else even matters. Missing any opportunity to strike a blow against these institutions would be a severe problem for any Liberator, but also possibly a point of contention for their companions.

That fanaticism towards their cause is unavoidable, but can arise at the most inopportune times. Perhaps a delicate negotiation is taking place and it is revealed one of the involved parties is a unrepentant slave owner. How is a Liberator to deal with this situation? Learning how their actions affect their companions can be a difficult lesson.

Talents

Initiate
Talent Options: Acrobatic Strike, Avoid Blow, Disguise Self, Silent Walk, Unarmed Combat

First Circle
Discipline Talents: Freedom Search, Karma Ritual, Lock Picking, Melee Weapons, Shackle Shrug

Novice
Talent Options: Conceal Object, Fireblood, Heart of Freedom, Heartening Laugh, Surprise Strike, Throwing Weapons, Tiger Spring

Second Circle
Discipline Talents: Durability (8/6), Free Mind

Third Circle
Discipline Talent: Shout of Justice

Fourth Circle
Discipline Talent: Thread Weaving [Freedom Weaving]

Journeyman
Talent Options: Dead Fall, Disarm, Heal Slave, Leadership, Lion Heart, Resist Taunt, Second Attack, Temper Self

Fifth Circle
Discipline Talent: False Shackles

Sixth Circle
Discipline Talent: Hoard Blows

Seventh Circle
Discipline Talent: Mind Blade

Eighth Circle
Discipline Talent: Power Mask

Between Freedom Search, Shackle Shrug, Free Mind, Shout of Justice, False Shackles, Hoard Blows and Power Mask (Mind Blade could be thrown in here as well with good justification), over half of the Liberator's Discipline Talents are geared exclusively towards their stated purpose (freeing slaves/leading slave rebellions). Granted you could find other uses for some of these Talents, but they are few and far between. What this means is this is the most focused Discipline in print on a single task, putting even the Horror Stalker to shame by a wide margin.

They will have issues with defense and damage in a traditional adventuring Group, as well as simply finding things to do outside of their niche. While engaged in that hyper-specific niche, there is a vast array of ways to employ their considerable Talents. Outside of that, they will likely have more interesting options outside of combat than within - which is something of a change of pace when you consider their very high Durability rating.

All of this is a warning to anyone considering to play a Liberator. It can be very challenging when most of your Talents continually go unused if playing in a traditional adventuring campaign. If engaged in a protracted war against Thera and slavery in general, then you may very well have considerable options at your disposal and when discussing plans it is stated "we have a man inside," that would be you.

When discussing Talent Options for a Liberator, there are two ways of looking at things. The first is from the perspective of a Liberator fitting into a more typical adventuring Group. The second is from the perspective of a Liberator being laser focused on what their Discipline is all about. That perspective will strongly inform your Talent Option selections. Both views will be addressed and noted by (1) for an adventuring Liberator and (2) for a narrowly focused Liberator.

No matter which flavor of Liberator you are, there is something good in the Initiate Talent Options. (2) will almost certainly have too many attractive options.
  • Acrobatic Strike - (1) and (2) A pretty solid choice for a Discipline that is overall lacking in defensive Talents. It will require constant improvement and a good initiative.
  • Avoid Blow - (1) and (2) Overall, less effective than Acrobatic Strike, but it doesn't require a higher initiative than your opponent, nor making an attack. These make it slightly better for (2), but continual improvement is still a must.
  • Disguise Self - (1) Fun and will add some more options for approaching problems, with minimal investment required. (2) This Talent may become more and more important as your Legend grows and infiltration becomes difficult. Can be very important.
  • Silent Walk - (1) Everyone wants to go on the black-op and in the same boat as Disguise Self above. (2) Of incredible value for infiltration and information gathering. Yet another difficult decision.
  • Unarmed Combat - (1) It requires constant investment to be valuable and is unlikely to see regular use. (2) The odds of having a weapon are pretty low and the odds of having a slave master unprepared to deal with an ork all about the face-punching are pretty high. It will require constant improvement, but almost certainly see use.
For (1) there are some good choices in the Novice Talent Options, but (2) will find another litany of difficult decisions.
  • Conceal Object - (1) While this can go well with Surprise Strike below and the Liberator will find damage more difficult than some of their other combat ready companions, this may be of limited use. (2) Almost certainly to be of use all the time. This can help mitigate the earlier problems associated with not having a weapon on hand.
  • Fireblood - (1) and (2) This is good all of the time for everyone.
  • Heart of Freedom - (1) and (2) A strange Talent that gives anyone gahad, and makes an ork's gahad go to 11. You either like this, or you don't, however (2) will likely have better options to consider.
  • Heartening Laugh - (1) If no one else in your Group has this, consider it since you will have a healthy pool of Karma to rely on. However, if there is a Swordmaster, give it a pass. (2) The odds are reasonable that there will be other Talents which will be more useful overall.
  • Surprise Strike - (1) One of the few ways to improve damage for a Liberator, but difficult to pull off regularly (let alone more than once a combat). (2) Often the opening blow in a rebellion, or useful to keep an escape quiet. This will likely see use.
  • Throwing Weapons - (1) and (2) There are probably better options than this, given the costs for continually improving it and what it brings to the table (not a lot). (2) may have some use for throwing rocks with it.
  • Tiger Spring - (1) and (2) Going first is almost always a good thing and this can help with Acrobatic Strike and life in general. A staple Talent for any combatant.
(1) will find some good choices among the Journeyman Talent Options, but (2) will, as per usual, suffer from too much good stuff.
  • Dead Fall - (1) If you have Disguise Self, Silent Walk, Conceal Object and Surprise Strike, this Talent will probably be what you are looking for. Otherwise, maybe not. (2) Another good Talent to have at your disposal when needed.
  • Disarm - (1) Though it takes longer to get to, this is a better option than Unarmed for taking prisoners. It does require constant improvement, however. (2) Potentially a great way of simultaneously depriving your opponent of a weapon and acquiring one of your own, though some GM's may require a Knack for that kind of effect.
  • Heal Slave - (1) A flavorful utility Talent that requires minimal investment. A good pick if you have an Option open. (2) Even more valuable, but there are so many other great Talents to choose from. Depending on how you like your drama, it may deprive (or enable) powerful moments where slaves die and your are helpless to save them - perhaps triggering your gahad.
  • Leadership - (1) More appropriate for a Liberator than most Disciplines that get access to this Talent, it still may be of limited use. (2) Rallying the slaves to your cause will certainly be of continual use.
  • Lion Heart - (1) Almost always a good choice that won't be regretted. It requires minimal investment and will always be active. (2) While a good choice, there may very well be others that are simply better. Also, there will likely be less powerful fear and intimidation effects to deal with compared to an adventurer encountering Horrors.
  • Resist Taunt - (1) and (2) A somewhat curious Talent that has all the drawbacks associated with Avoid Blow and then some. The most notable of those drawbacks is that it uses Willpower, which is generally an ork's lowest and Social Defense is determined by charisma, which tends to be rather good on a Liberator (often at the cost of a higher Willpower).
  • Second Attack - (1) and (2) One of the best Talents period. You are going to want this.
  • Temper Self - (1) Simply a great Talent. This is an excellent selection. (2) Very good, but there is a chance something else may be more attractive still - having both Fireblood and Temper Self may be overboard when there are so many other good selections.

Equipment

There isn't much to say here. Acrobatic Strike is the only Talent that likes a high initiative, but above all else, a Liberator should be prepared for anything. 

04 September 2012

Earthdawn: Part 3 - Namegivers and Names

This is the third part in an ongoing series about Earthdawn. Introduction and Index.

The sapient races within Earthdawn are known as Namegivers, though not all Namegivers are appropriate for PCs (dragons come to mind). They feature fantasy staples (dwarf, elf) as well as original entries (obsidimen, t'skrang), but all are at least somewhat unique in execution. Examples of this are the dwarf love of debate and bright color, and the contrast of orks as both raiders and the staunch defenders of personal freedom.

Each race has special abilities and attribute modifiers, though these are not directly balanced against each other. The disparity is addressed through Karma. Namegivers with less to offer mechanically have greater access to Karma and the benefits that it provides. Karma allows for temporary bonuses to magical abilities and makes a significant difference. I have never seen a character feel that they were at a disadvantage because of their racial selection.

Here is a list of the playable Namegivers in Earthdawn and things that I like, find notable, or find myself writing about them:

Dwarf: I have never particularly considered myself a dwarf person; maybe it's the stereotypical borderline alcoholism and prevalence of Scottish accepts. That being said, I like the dwarfs in Earthdawn. They are progressive intellectuals and builders. The desire to build manifests in both physical and the abstract; amazing architecture and seeking an ideal civilization. They are the cultural center of the default setting, Barsaive, as well as the most populous race. They have a decidedly ancient Greek feel, as well as a love for bright colors and company. The only issue I have is with the default attributes - high toughness and strength, with a penalty to charisma. This does not really match with the fluff as presented; they are merchants and politicians, not doughty soldiers. A secondary problem is that there are three other Namegivers that have very similar attribute spreads, but all of the get more strength (which is generally sexier than toughness) than dwarfs. This creates a situation where I have rarely seen a PC dwarf despite being about a third of the population. To fix this, I have a house-ruled set of attributes that I feel matches more with the dwarfs of the setting and presents something far less stereotypical.

Elf: Once the center of the culture was within the borders of Barsaive, but since the events of the Scourge things have changed. There is a profound sadness to those elves outside of the traditional seat of power, knowing what they have lost. This is matched by a sense of distrust from other Namegivers; not much is known about the Blood Wood and the Blood Elves that call it home and no one is making an effort to fix that. Beyond this, the elves are still a people of grace and love for all that is beautiful in life.


Human: The major difference for humans and most fantasy settings is that they are only the third most populous race within Barsaive. That is a basic assumption that can be difficult to internalize at times and make come to life at the table, but it can also have a profound affect on how things play out - it makes things feel different and highlights that fact. Humans still maintain their classic trope of diversity. How this is portrayed mechanically is interesting. Typically humans are a go to choice for players that do not want to get too mixed up in mechanics, but in Earthdawn they are by far the most mechanically involved choice. Their racial ability, Versatility, is complex in application, but powerful, particularly when it comes to rounding out a Group. It just requires quite a bit of system mastery to get the most out of it, or even use it.

Obsidiman: Without a doubt the most unique race in a game known for unique races. Despite their name, obsidimen are genderless and formed rather than born. It's complicated, strange and not well explained - obsidimen have little interest in explaining something that no one else can really begin to conceptualize. This is just the tip of the iceberg on why I consider them a roleplaying challenge, to put it lightly. What makes them so interesting is also their greatest weakness: they are so alien, so different, that it is hard to come to terms with what their motivations are. The Liferock is the beginning and end of their existence. It is where they emerge from and return to, melding their memories with those of their brothers. They exist outside of the Liferock for 800 to 900 years, after which they return and don't leave anymore, becoming a more-or-less permanent part of the gestalt consciousness. They truly exist in a different way than the rest of the Namegivers and that can make them hard to integrate. However, they can also be very compelling, often stoic characters when they work.

Ork: Another interesting take on a classic fantasy race, also one that shows some of the connections to Shadowrun. Orks occupy some interesting creative space. They are often portrayed as villains - ork raiders, especially the dreaded cavalry Scorchers, are a plague across the land to the people trying to rebuild. In addition, they represent a significant underclass; once a slave race that won freedom and created a kingdom. However it was lost prior to the Scourge in a pointless war. Though the victory over them was Pyrrhic as the opposing kingdom fell during the Scourge. There are also those that are dedicated to ending slavery in all forms and bringing justice, as well as those that seek to reclaim and rebuild their lost glory and pride. As the second most plentiful race, and would likely be the first if they didn't die from violence so often, their stories are likely involve prejudice and working against a system that doesn't seem to want them. Indeed, the entire storyline of Cara Fahd (the ancient ork kingdom) can be particularly moving and tragic.

T'skrang: Easily the most popular race from Earthdawn, the t'skrang are flamboyant matriarchal lizard people that have a nearly unmatched exuberance for life. Flashy in dress and behavior, I have never had a group that did not include a t'skrang and it is not hard to see why - they are just fun. Most of their society exists along the major rivers where they control the trade in family merchant houses. The various houses exist in fierce competition with each other and it is not uncommon for conflict to breakout between rival crews on the riverboats.

Troll: There are two groups of trolls within Barsaive, the highland and the lowland. The lowland trolls are those that have integrated into society at large, though still maintain many of the same traditions. Highland trolls are who most of the stories are told. Living high in the peaks, they raid across the land in their airships and with crystal weapons; high fantasy vikings. No matter where they call home, trolls are all honorable and proud and it is wise to not forget that fact. At around nine feet tall, that is a lot of troll to have angry at you. Trolls are another very popular Namegiver for reasons that should be obvious and I can count the number of games I have run that did not include a troll on one finger.


Windling: An example of how many of the default assumptions which most fantasy world exist on are not quite the same for Earthdawn. Windlings are 18 inches and can fly, which presents some unique capabilities for any group to have access. It is easily to equate them to halflings or kender, though not entirely accurate. They are curious about everything and come from very tight-knit communities that share everything; life is rough when you're under two feet tall. This means that they are also absolutely fierce protectors of those they would consider family (including most friends) and rarely think only of themselves. They have some rather unique connections to the world, not the least of which is a natural ability to perceive astral space. Something to be aware of are windling spellcasters. All of the disadvantages windlings have are based around size and strength, receiving compensation in defenses and amazing access to Karma. For a spellcaster, these disadvantages are not disadvantages at all, and the ability to fly means that most dangers are trivial to avoid. I have found that it can be a potentially disruptive character. On the other hand, there is a windling-only melee Discipline, the Windmaster, that capitalizes on the strengths of windlings to make a truly dangerous tiny fighter.

Onto a related topic that highlights another part of Earthdawn that I enjoy. Names are an intrinsic piece of the magic that pervades the setting and system. One of the more subtle, but powerful aspects of Earthdawn. The importance placed on Names can be seen throughout the game and you will interact with them, but as you grow in power their place and importance will become more prominent in ways that I don't necessarily want to spoil right away.

Within the world of Earthdawn, only Namegivers can grant Names through their actions. This is one of the things, perhaps the most significant thing, that makes Namegivers special; Names are powerful. Everything with a True Pattern has a Name, and vice versa. Once something has a Name it becomes alive in a way, it has transcended simply being a place or an object and gained the ability to affect its own fate. This will not necessarily manifest in any particular fashion, but the more powerful the Name, the more events will bend around it.

It is important to note that despite how powerful Horrors are, they are not Namegivers. They can receive Names through interactions with Namegivers, which is a terrifying thing. A Named Horror has a malevolence that transcends and they begin to define their existence through their deeds. There is a danger in Naming things, however once a Horror has a Name, it also becomes an individual with eccentricities and weaknesses. Through preparation, a Group can take advantage of this and they will certainly need all of the help they can get.

Changing a Name will inherently change the Pattern and it will never be the same. A Namegiver that does this will lose all of the Threads Woven to their Pattern, and will begin to lose all connection to their old life. Objects and places undergo a similar process, though require access to a major part of the Pattern, and this decision should never be undertaken lightly. Certainly the elves know that well, and what was once Wyrm Wood stands as a continual cautionary tale of hubris for all.