Showing posts with label Pattern. Show all posts
Showing posts with label Pattern. Show all posts

28 June 2013

Earthdawn: Part 26 - Lightbearers

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

As presented, Lightbearers are not one of my favorite elements in the Earthdawn setting - this should come as little surprise. There are a few reasons for this. First, with little exception they represent an unambiguous force of good standing against the darkness. This undercuts the horror elements of the setting too much for my taste. Second, their abilities are extremely powerful, varied and with minimal cost. Third, those abilities tread significantly on what the Horror Stalker already offers. Granted, Lightbearers were introduced into the setting first, but the Horror Stalker fits my interpretation of the setting much better. Fourth... I could go on, but I think the picture I'm trying to paint is clear: as presented, I do not like them.

That being said, it doesn't mean everyone has to agree with me. Nor does it mean that I don't think they have a place in the setting; I think they do, though it is an ugly role. To be up front, none of this is canon to the setting, though it does build significantly on the various metaphysical elements already in place and could easily be inserted into a game (including an ongoing one). It will rebuild the various abilities granted Lightbearer Ranks to be in-line with Third Edition and the ideas presented here.

Lightbearers

The Lightbearers are a secret society founded prior to the Scourge ostensibly to learn about the Horrors: how to fight them, erase their effects on the world, catalog this knowledge for future generations, and ultimately preparing for the next Scourge. There is a story about a dwarf named Nicolez Trund that formed the organization with these lofty and noble intentions. How he used his connections around Barsaive to gather information and gathered like-minded individuals around himself. About the lengths they went to maintaining their secrecy so that the Horrors could never strike at which they did not realize existed.

They are wonderful stories and still shared by Lightbearers, but they are not true, not entirely. Like all great lies, they are built with some truth. There most likely was a Nicolez Trund, and he was well connected, using that reach to gather others around him with this tale. Considerable lengths were gone to, and still are, to maintain the secrecy of the organization from Horrors and other Namegivers alike. The reasons as to why this was done is considerably more sinister.

From the very beginning, the Lightbearers were not what they seemed. While arguments could be made that the founding was conceived with the purest of intentions, it is impossible to know - that history has been long buried along with everyone who may know the details. What matters is that the Lightbearers have always been a conspiracy bent on influencing Barsaive. Powerful adepts are recruited in secret to their cause and directed to often mysterious ends by the leadership of the Lightbearers, the Swords of Light. Most of the time these actions lead to the discovery and defeat of Horrors, but other times the ends are not clear.

At the heart of the Lightbearers, what binds them together and grants their power, is what they refer to as the Great Pattern. All Lightbearers are bound to this Pattern by a Thread they Weave upon joining the organization. During their gatherings, conducted in secrecy, the Lightbearers theorize of the nature of the Great Pattern. The most popular theory is that it is the very Pattern of the world they have bound themselves to, that it seeks to rid itself of the unnatural pollution of the Horrors. A lesser theory, though still popular, is that it is the gestalt Pattern of the Passions of Barsaive, even the mad Passions banding together out of a desire to free themselves from their torture.

None of those are the truth. The Great Pattern is actually an extremely large and powerful variant of a Group Pattern. As new Lightbearers initiate into the organization, they select an emblem to represent their commitment to the organization and it is emblazoned with the symbol of the Lightbearers, which becomes a Pattern Item and their connection to the Great Pattern. They take an Oath to serve and maintain the secrecy of the Lightbearers at all costs. Even a new name is taken, though it does not yet replace their true Name. Even those that accompany the newly inducted Lightbearer swear an Oath to this organization (known as Oathtakers). While only the inductee is joining the Group, all are swearing a Blood Oath to them. This is powerful blood magic beyond what is commonly used - there is no duration associated with this Oath. It is forever.

All of this circles around a single question: to what end? As stated previously, every good lie is built on a foundation of truth. There are many goals that the Lightbearers further, but the most important is cataloging their knowledge for those that follow them, preserving it, preparing for the next Scourge. The Horror (perhaps Horrors?) that crafted the Great Pattern have a vested interest in ensuring that they way is paved for their return. There is nothing more they would like than to see the Lightbearers rise again when they can cross over once more.

In a more immediate sense, they feed from the Great Pattern on the Lightbearers, directly and indirectly. As a Lightbearer reaches to the Great Pattern to help them executing their duties, all of that pain, fear and blood is transferred to the Horror, who grows fat and powerful. Their very presence unwittingly sows those same seeds in the populace just as it eliminates competition. Over time, as the adept draws more and more upon the Great Pattern, their Name will change to that which they chose during their initiation. At that time, whoever they once were is lost - there is still a facade, but that is all it is. Upon the death of any Lightbearer, their very essence is drawn into the Great Pattern; all of their power and memories, their Pattern and all that they are.

The reasons this conspiracy have never been revealed are two-fold. First, virtually no Lightbearers know the truth. They believe that these secrets must be kept to protect their organization from potential attack from Horrors were they to find out. It is their own secrecy that works against them. Second, even if they were to find out, they would have to break their Oath to reveal anything. Who would trust an Oathbreaker? It's the whole point of being marked an Oathbreaker. Even if they were believed, wouldn't they be among the first struck down, clearly under the influence of an insidious Horror-driven plot? Even given all of these things, there are still their very comrades in arms that can be turned against them.

Talent

Presented here are the abilities taken from the Earthdawn Companion (First Edition), updated to work with the Third Edition rules and the ideas presented above. Only mechanics that have been updated or changed are being presented, along with a brief description of the Knack. 


The only function that the basic Lightbearer Talent provides is Shimmer, which serves to conceal the Lightbearer's identity. The rest of the abilities are Knacks for the Lightbearer Talent, which is a Novice tier Talent. Lightbearer has no default action type and each Knack has it's own action type.

Light Symbol (Rank: 1)
Step: N/A
Action: Standard
Strain: 1
Effect: The Lightbearer's emblem glows as bright as a torch for Rank x 10 minutes.


Light Sprite (Rank: 2)
Step: N/A
Action: Standard
Strain: 2
Effect: A small, intelligent spirit is conjured to deliver a message. It lasts for Rank days and the Strain cannot be healed until the spirit dissipates.

Radiant Circle (Rank: 3)
Step: N/A
Action: Simple
Strain: 1
Effect: A glowing white circle 4 yards in diameter is created that protects the Lightbearer and all Oathtakers within from Horrors and Horror constructs as long as the the Lightbearer remains within the Radiant Circle. The Circle lasts for Rank minutes and may be automatically renewed upon expiry. Protection is only provided against Named Horrors if the Lightbearer knows their Name and whispers it as they use this Knack. There are some Horrors and their constructs that this Knack inexplicably does not work against.

Heal Believer (Rank: 4)
Step: N/A
Action: Standard
Strain: 1
Effect: This Knack allows the Lightbearer to channel the Great Pattern to heal Lightbearers and Oathtakers. Unknown to the Lightbearer, there is always a cost to the Knack paid by someone else their Pattern has touched, it may take time for the debt to accumulate, but it is always paid in full.

Karma Transfer (Rank: 5)
Step: N/A
Action: Standard
Strain: 2 per Karma
Effect: In times of need, a Lightbearer may draw Karma directly from the Great Pattern (and the dead Lightbearers that have joined it), up to their Rank. This Knack may only be used once per day. As the Karma is drawn into their body, they are wracked with pain from the memories of those before them invading their mind and glow with a terrifying light from within. After the pain quickly fades, the feeling is addictive as the power of the Great Pattern courses through their veins. This Knack often causes ripples in their Threads and Patterns, particularly through continual usage, and the Lightbearer will tend to think in terms of their name within the organization or the memories they absorbed, rather than their Name.

Ease Wounds (Rank: 6)
Step: Rank
Action: Standard
Strain: 1
Effect: Penalties from healing due to Wounds are reduced, though with the same cost as Heal Believer.
>
Edge of Light (Rank: 7)
Step: N/A
Action: Simple
Strain: 1
Effect: The Lightbearer's attack glows with a blazing light, increasing the damage against Horror's and Horror constructs by the Rank. Damage against Namegivers is increased by 3 and causes terrible pain as they briefly relive other moments of terror and pain they have suffered. Use of this Knack must be declared prior to an attack roll. This Knack will only work against Named Horrors if the Lightbearer whispers that Name as they use this Knack. There are some Horrors and their constructs that this Knack inexplicably does not work against.

Refuse Horror (Rank: 8)
Step: Rank + Charisma
Action: Free
Strain: 1
Effect: Resist the effects of an attack against Social Defense from a Horror or Horror Construct. This Knack will only work against Named Horrors if the Lightbearer whispers that Name as they use this Knack. There are some Horrors and their constructs that this Knack inexplicably does not work against.

Lesser Incarnation (Rank: 9)
Step: N/A
Action: N/A
Strain: 0
Effect: Bestow Talent Ranks to a lucky recipient upon Lightbringer's death. The recipient must them join the Lightbearers or lose these Talent Ranks.

Avoid Horror Magic (Rank: 10)
Step: Rank + Willpower
Action: Free
Strain: 1
Effect: Resist the effects of an attack against Spell Defense from a Horror or Horror Construct. This Knack will only work against Named Horrors if the Lightbearer whispers that Name as they use this Knack. There are some Horrors and their constructs that this Knack inexplicably does not work against.

Armor of Light (Rank: 11)
Step: N/A
Action: Simple
Strain: 1
Effect: The Physical and Mystic Armor Ratings of the Lightbearer are increased against attacks from Horrors and Horror constructs by Rank for one round. This may be renewed for 1 Strain. This Knack will only work against Named Horrors if the Lightbearer whispers that Name as they use this Knack. There are some Horrors and their constructs that this Knack inexplicably does not work against.

Heal Any (Rank: 12)
Step: Rank + Charisma
Action: Standard
Strain: 1
Effect: Similar to Heal Believer (with all of the same downsides), but will work on any Namegiver. In the long run, it rarely turns out well for the Namegiver as they will often end up with a Horror Mark.

Karma Increase (Rank: 13)
Step: N/A
Action: N/A
Strain: 0
Effect: All Karma gained through Karma Transfer has it's Step increased by 1. This Knack may be repurchased at Rank 14 and Rank 15, each time increasing the Step by 1 more. Possessing this Knack makes the effects of Karma Transfer significantly greater, for better or worse (mostly worse).

Greater Incarnation (Rank: 14)
Step: N/A
Action: N/A
Strain: 0
Effect: Similar to Lesser Incarnation, only more so.

Astral Shift (Rank: 15)
Step: N/A
Action: Standard
Strain: 3
Effect: The Lightbearer may move into or out of Astral Space (each counts as a separate use of the Knack), taking additional Lightbearers or Oathtakers up to their Rank. Each additional Namegiver costs another 3 Strain and all Strain is take at once (this may result in a Wound).

18 May 2013

Earthdawn: Part 24 - Tangled Threads - Dealing with Powerful NPCs in Game

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

Powerful NPC allies are a problem in any setting. Their very presence can distort the game in various ways. Common threads when they appear are: why aren't they handling this problem? They may dispense with information, but why be coy? If they do help, why are the PCs even present? The easiest way to solve this is to simply remove them from the game - they don't exist, so the PCs are the movers and shakers in the raw power area.

In some settings, such as Earthdawn, this just isn't an option. Verisimilitude, and even the basic mechanics in Earthdawn's case, requires that the presence of more powerful NPCs in the world for a host of reasons. The most fundamental reason is training. For most of their careers, the PCs will receive their training from higher Circle adepts, meaning that there always needs to be someone bigger hanging out. Which is fine, but why aren't Master tier adepts hogging all of the glory?

This is the explanation that I have introduced to my current Earthdawn game. It draws on the metaphysical concepts already present in the setting, Karma, Patterns and Threads, and expands on them in new areas. When dealing with "big ideas" like this, it is generally my preference to build on elements that already exist within the setting/system. I feel it gives them significantly more authenticity, which is important when what you are really after is player buy-in. If you cannot get authenticity, always go for awesome, but that's for another day.

The essential idea is that as an adept grows more powerful, their connections to the world increase. They Weave Threads, their Legend grows, their Pattern infects objects important to them, and they bind it to items, people, places, concepts. As the adept gains more power, the greater the metaphysical "tangle" that surrounds them. It becomes impossible to track the full extent of their unintentional connections through their various associations. All of this is their Karma (their "deed" or "effect") and using their Karma sends tremors down those Threads, gently touching all of those connections.

When they are young and lower in Circle, there is nothing to worry about. Their Karma is little; the effect is minimal and doesn't spread beyond their grasp. As they grow more powerful, their deeds become significant, and the effects are similar. These emanate around them, touching other Patterns and Threads in ways the adept could never truly consider. Eventually, this Karma may rebound on itself, as the vibrations collide with other vibrations and cascade back to the adept. This is when the unintended consequences begin. When things start to go wrong, when the universe recoils on the adept, when their Karma is too great and they must begin to carefully consider their actions.

It starts in small ways, but will eventually envelope adepts that are not careful. Those that are reckless are lucky if it only affects them - few are so lucky. The practical result of this is that most high Circle adepts retire from the public eye. They remove themselves from the world, reluctant to return for fear of what their Karma may cause, what the tremors of their actions may result. Instead, they must select and train those to come after them. Advise, but never act. Even saying too much may have unintended consequences. For these reasons, they act carefully, always selective of what they do. To minimize their new connections, they may invest in a handful of promising adepts, but always cognizant of the danger their actions may hold to those young adepts.

Some powerful adepts refuse to believe this and fight against these forces. They have fought and never been defeated before, why should this be any different? It is because they are not fighting an enemy, but everything that they are. The harder they struggle, the tighter they are bound. These adepts serve as cautionary tales for others and also as a source of some excellent plots to run with: a powerful adept that always makes everything worse no matter how hard they try. And they can try very hard.

To illustrate this, I give you a Tale of Two Weaponsmiths. Grommit and Firefly were two of the finest Weaponsmiths of their respective generations. They changed the world through their deeds, crafted the arms and armor for their friends and companions, and strode across Barsaive as heroes and legends. Their works were second to none, but it was not long before each of them noted the tremors and the causality of their actions.

When Grommit crafted a fantastic set of armor for the king of Cara Fahd, it was hailed as a masterpiece. It truly was a thing of beauty. It inspired glory, passion, pride in the king's people. However, to other Namegivers it inspired jealousy, fear and rage. The king of Landis requested a similar honor to be bestowed upon him - this incensed Grommit. Who was this human to make such requests of him? Grommit could not have predicted the fallout from that much later, as both Cara Fahd and Landis fell to each other in battle.

He took note and chose to use all of his power to correct these mistakes. He intervened in the affairs of the world, using his influence and Talents, he trained promising adepts and Initiated countless youths, and produced more and mightier weapons and armor. All of his attempts to solve problems at best led to stalemates, often leading to open and brutal conflict as soon as he was no longer present - sometimes he would return in a rage at the actions in his absence, hardly making things better. The adepts he trained would often meet cruel fates, the world would seem to turn on them with bad luck, old foes of Grommit would seek them out to mete out a revenge that couldn't be delivered directly; those may be considered the "lucky" ones, some were much worse.

The Thread Items he crafted were the most insidious in the end, for their influence is still felt today. Grommit imbued them with all of the power he could, granting them an uncommon level of sentience. The lure of their power was seductive, but their long term effects were devastating. While all True Patterns have the power to subtly influence the world, which is why Thread Items are never truly lost, this influence was not subtle. They would twist events to their ends, bending those Woven to them. When their partners were broken, it wouldn't take long for another to find them. Part of this influence distorted any retelling or recording - words forgotten, recorded incorrectly, or happenstance would make the original passage impossible to read - the end result is the truth of these items was always forgotten, but their power and pedigree never were.

Firefly learned these lessons early and was troubled by the conclusions he came to. Once he felt that his time was done, he retired to a quiet life, carefully selecting and training those that would follow. His goal was to allow his Legend to wane; this would minimize the affect of his Karma and grant him an opportunity. Seeing that his companions did not recognize the danger as he did, he used their Group Pattern to siphon much of their Karma onto him (a frighteningly dangerous prospect, effectively turning himself into the black koi), it would give them more time to accomplish their goals.

Most importantly, however, he would have the chance for one final creation. Completing his Heartblade, it would be his final gift to his daughter. He deeply feared any connection to him would bind her to his Karma. So he watched her from afar as he could, as much as he dared. Even when he finally did meet her, he still could not tell her, despite how he wanted to. How he ached to tell her how proud he was of her; he wanted her life to be her own, not an echo of his failures. It was then that he completed his Heartblade, binding all of his power into his life's work, this final creation that was the culmination of everything that he was. It was his final sacrifice, knowing that were he to live beyond his masterpiece's birth, the ripples would be tidal waves. That was his Dying Legacy to his only child that never knew him.

That is the thesis that I have introduced into my current Earthdawn campaign and it works nicely with/was created for one of the themes of that game. Specifically, that each new generation of adepts must rise to fix the mistakes of those that came before them. Beyond that, it (or something that borrows and/or adapts the ideas) can serve well for a number of other campaigns and settings where powerful NPCs need to be present without overshadowing the PCs. If you have any thoughts or questions, leave a comment. I would love to hear them and see if this can be developed in any other ways.

02 October 2012

Earthdawn: Part 13 - Thread Items

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


Thread Items are a major part of every Earthdawn game. They are one of the main pathways for adepts to gain power, but also serve to drive the adventure and story as the Group sets out to learn more about them. Crafting them can also serve these purposes and gives the players a chance to create part of the game. This can serve as a powerful incentive to some players. Previously, I have written about these aspects of the setting and system. For this article, I am going to focus on creating them (in game), designing them (out of game), and introducing them into a campaign.

Creating a Thread Item is the purview of magicians and Weaponsmiths and is a complicated, lengthy task. Unless performed for purely economic reasons, it is also a very personal one - this is an expression of the character's will given form. Players and the GM should work together to establish the elements that will be involved in this creation and their mechanical effects. Weapons and armor so enchanted will always require being of the highest quality (full uses of Forge Weapon or Forge Armor, as appropriate), and any other items will benefit from associated quality as well - the process is aided by decoration, and particularly if the base item is crafted by the enchanter. Gathering the various materials which will go into the item help create a bond between enchanter and item. Crafting the item and performing the enchantments to include symbolic elements also helps considerably - these are a chance for legend building and bringing something extra to the table. For these symbolic elements, look at what the strong themes for the end result are, perhaps it is a blade meant to evoke water - in which case perhaps the blade is forged entirely from a single kernel of True Water, heated in lava from Death's Sea and quenched in the Serpent River.

Beyond the ingredients, there are also techniques that can be employed in the creation of a Thread Item and each Discipline has their favorite. Weaving True Elements into the item is the most direct method and common; it is favored by Elementalists and Weaponsmiths that follow that element of their Discipline. Each True Element (Air, Earth, Fire, Water and Wood) has different properties and incompatibilities. Though those can be overcome or enhanced through the creative application of mixing True Elements in certain ways, perhaps first weaving small amounts of True Earth into the Pattern, thus allowing True Fire (never a forgiving element) to be incorporated without fear of consuming it, and to prevent the True Earth from extinguishing the True Fire, True Air is also incorporated to provide a fuel and lightness to counteract the density of the True Earth. There is no right answer here, just whatever you and the GM decide is awesome - the dice will let you know if it was a good, or terrible plan.

Magical ingredients, such as the loot collected from the corpses of so many creatures, are also useful for this process. There is less defined here because there are so many options, but the odds are you have killed something in the past, or heard of something you haven't seen yet, that will be useful for your project. Ingredients here can also include herbs, living crystal, bones warped by a changeling, or something else within the setting (I like to introduce these kinds of ingredients frequently, it is simply fun). Orichalcum deserves special mention here, though it is technically a True element. It is, in fact, all of the True elements in a special form of True Earth. It can be used for pretty much anything, will amplify whatever it is bound to, and is ridiculously valuable and hotly contested. This is the premier magical ingredient.

Magicians also have access to permanent spell Patterns and bound spirits, the latter favored by Elementalists and Nethermancers. To include a spell, the enchanter must first know the spell and then construct a proper housing for the spell and a way to empower the spell. Conveniently, the process of creating a Thread Item does all of those things, as the Pattern of the item will empower the spell and the entire process makes the housing. Binding spirits is potentially difficult and unethical, depending on how the spirit feels about it (also buyer's remorse). That being said, it is also versatile and can rely on the spirit's innate abilities to further boost the Thread Item. Future users of the item can also potentially use the trapped spirit's powers, though there are some risks associated with that.

Designing Thread Items in 3E has very clear guidelines which are extremely helpful. Though they would be even more helpful if they were actually followed all of the time. There is more consistency than 1E with regard to relative power, much, much more, but not all of the time. When putting a Thread Item together, I have my own guidelines derived from those provided based on what tier the item is (Novice, Journeyman, Warden or Master) and the Thread rank for the effect.

While it would be nice to say that I start with a history and let things grow from there, an organic development style - that is not how it works for me. Given the amount of work that I put in, I try to create every item with a character in mind, or characters, and design them around their purpose and what effects I think would suit the character and player. Once I have the mechanics complete, I will write a backstory (generally tied in to other aspects of the game) and from there derive appropriate Key Knowledges and Deeds. This will be covered in detail in future articles.

The tier of the item will determine the costs associated with Weaving Threads as well as the rank limit - the highest Thread rank available. Higher tier items have higher costs, limits and are more difficult to Weave Threads to, but generally offer greater rewards. The highest tier item that can be purposefully created is Warden. The exceptions to these are Legendary items, which have the most potential, allowing up to Master items and the full 15 Thread ranks. In general I prefer to keep most items within the Journeyman to Warden range and will often expand on their original rank limit with Legendary ranks gained after the item is created.

When designing effects, the general guidelines are +1 to something (armor, damage, defense, talent, etc) for the first four ranks, then +2 at five and up. At rank 7 the effects tend to be less bonuses and more abilities, but that marks another increase in power. An exception to this is rank 1 for armor, shields and weapons: their standard benefit is to make the improvements from Forging permanent; so a broadsword (Str+5, Size 3) would be a Str+8 weapon, and an espagra-scale cloak (3/1) would be 5/2. For Novice and Journeyman items I will adhere to these pretty strictly - they are very cheap to improve - and the Journeyman items gain their benefits for the comparative increase in costs at rank 5 (Novice are limited to rank 4 and Journeyman to rank 6).

Warden items tend to start off looking at two different +1 (equivalent) bonuses, usually things that are more fun than strictly powerful. The increased costs for these items means that while they have a few more ranks (rank limit 8), it is going to be expensive on the way there and I like to provide incentives along the way. Early access to Talents that are not extremely powerful (Swing Attack, for example) or that are not as useful when you finally do get access to them (Forge Armor) are good places to look. Master items will take this another step further, but (as I use them) they tend to be very rare and have effects that benefit the group as a whole - they may belong to one character, but they are for everyone.

Checking the Thread Items that have already been created for you is a great place to start when looking at effects that are not just bonuses. That may sound like a cop-out, but it will be important for every GM to figure out where they want the relative power-level of the Thread Items in their game to be, and this process will strongly influence that. I prefer to have them be on the more powerful side. This encourages the players to interact with the world in seeking the Key Knowledges and performing Deeds, and, let's face it, toys are fun and more powerful toys are more fun - within reason, of course. Similarly, this also encourages players to create their own Thread Items, since the effort required will be worth the investment. Any opportunity to have the players create their own fun and set their own goals is something I try to never pass by.

To put this all together, I like to write out an outline of the item: each rank and the effect for that rank, inserting spaces for Key Knowledges and Deeds where appropriate (every odd rank is standard). Then I fill in effects and get an overall impression of how the item looks. My preference is to design the mechanics of a number of items (usually the same type, such as weapons) at the same time. This allows me to directly compare where they are all at with each other, ensuring that everything is on par for the associated costs. I do not want any jealousy from my players on Thread Item inequity vis-a-vis how powerful they are.

With that at a place that I am happy with, I will move onto the description of the item. Since these are all tailored to a character, I prefer to keep them within the visual style of that character. For some, this may be sleek and dangerous, perhaps bright and showy, or even worn and completely mismatched. This aspect is a subtly important one because it seems innocuous, but the goal is to give the players something that they want and if it doesn't look appealing, they may not want it, no matter how powerful it is. Alternatively, that could be the joke. It is worth mentioning that I am notorious about putting terrible jokes in items. I make no excuses for this behavior.

Key Knowledges and Deeds are next up. As mentioned above, the standard placement is to have them be required at every odd rank and this is almost always what I employ, though Legendary ranks may break that pattern. The first Key Knowledge is always the item's name. After that, it depends on the origins of the item. The Name of the creator, or anything notable about the creation are good places to start. Deeds should generally be related to either the creation (repeating a part of the process) or the Legendary rank (repeating the action which formed the rank in question). These Key Knowledges and Deeds form the basis of the legend and should be used to steer the story; where do you want the Group to go and what do you want them to do? The players will do these things, so be prepared and careful what you wish for at times.

Introducing Thread Items into a game is generally done as a reward, or found as treasure. My preference is to bring too many into play at once, as that can easily lead to indecision about how to tackle them. Only magicians can Weave Threads to the item prior to 4th Circle, though it is a common house rule to disallow that and require everyone to be 4th Circle before Weaving any permanent Threads. The reason is that other players may be jealous of the magicians' early access to the Thread Items, which can be a fair concern, though I don't tend to worry about it as their advancement is slower in relation to the other Disciplines (they have an additional Discipline Talent to increase) and it is fully in my control when the players get access to Thread Items.

One of the primary things to consider when introducing a Thread Item is its Spell Defense. Even if you know the Key Knowledge, you still must be able to actually Weave the Thread. This means that characters won't likely be able to use their more powerful items until they have the skill (or Talent, as the case may be) to back it up. This is another useful factor in limited access to powerful items that may be introduced early, but don't be terribly surprised if the players are a little grumpy that they cannot use their new toy which they have gone to the effort of learning Key Knowledges for (though Karma and blood magic can both provide boosts for this).

Here is a short example of a Legendary item from my game:

This particular item does not have any Key Knowledges because its True Pattern was generated through the actions of a character (Jak'Tak). It started as his physician's kit and had been the primary source of healing for the Group for a very long time. That particular character was invested in the Group over himself, and his kit began to represent that in some ways. As well, the character, as a Weaponsmith, was interested in things that he had created for himself over items created by others for him. It has started out relatively average, but with the small number of ranks, there is plenty of room to grow. Future ranks were intended to be more mystical in nature, but also dependent on the deeds performed.


Doctor’s Bag
Maximum Threads: 2
Spell Defense: 10
Legend Point Cost: Novice

This is a rough and beaten leather bag with numerous pouches containing what amounts to a physician’s kit. The stitching is thick and sturdy, and appears to have once been a dark red. It is well taken care of and loved, though some may mistakenly consider it crude with the number of herbs and more common country-type remedies.
Thread Rank One
Effect: For 1 Strain the bearer may, through careful dilution and specific knowledge, turn one physician’s kit application into two.

Thread Rank Two
Effect: The bearer may gain a bonus to his Physician Tests equal to the Thread Rank.

Thread Rank Three
Effect: The bearer gains a +1 rank bonus to his Physician skill. This does not actually grant the Physician skill.

Thread Rank Four
Effect: The bearer gains a +2 rank bonus his Physician skill. This does not actually grant the Physician skill.

13 September 2012

Earthdawn: Part 7 - Horrors

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

The most insidious and dangerous things in Earthdawn are the Horrors. Completely alien and unknowable, they come from deep astral space to feed on fear and pain. Infinite shapes and sizes, and powers that even dragons fear. While the magic levels have dropped considerably, Horrors are still present, ravenous and deadly.

Horrors are intrinsic to the setting, representing the greatest threat to Namegivers (besides themselves) and adepts will expend considerable resources, including their lives, to free the world from their presence. There are two different perspectives on Horrors: the players' and the GM's. For players, Horrors are a significant (perhaps the most significant) challenge you will face. While they represent the potential for incredible stories and legends for GMs.

When hunting a Horror, the most valuable weapon any Group can have is information. Earthdawn is a setting of legends and there should always be some account, some evidence, some story about the Horror. These should give you clues on how to confront them. Most Horrors worth hunting in this fashion will have minions; undead, constructs, or Namegivers they have Marked. Learn everything you can and prepare. If the Horror has a Name, so much the better and worse. That means it has done something to earn a Name, which is bad, but this means it has a Pattern and you can take advantage of that.

Thread magic is the biggest advantage adepts will have over Named Horrors; use it. Follow the Horror's path, figure out it's Pattern Items. They will give you a significant advantage in any conflict for a minimal investment. Never be afraid to run away from a Horror if need be. Despite all of the power an adept has access to, discretion is often the better part of valor. Take what you have learned and begin to plan in earnest.

The standard of the power and fear Horror's wield is through their Mark. It is a stain upon your Pattern and each is unique, the fingerprint of the Horror. They can be detected through careful scrutiny with astral sight. Through this Mark a Horror can influence you, tempt you, hurt you, exert its terrible will on the world through you. Their powers can be used against you or through you against those around you freely and it is nearly impossible to escape their voice as they taunt you endlessly. Some can apply a twisted version of Thread magic directly against your Pattern to plunder your essence and memories, or take control. While you are Marked, no one is safe.

For the GM, Horrors are the other side of the coin. They are a powerful weapon in your arsenal to drive the story. Entire campaigns can be constructed around the legend of a particular Horror. From finding the Thread Items of those that have fallen before it, learning of their legends, and their collective will driving the Group to the Horror. Following it's trail, learning about the legends of what came to pass. It can be a powerful event, the final showdown, when everything is on the table and victory is uncertain. That is just one idea, however, and there are many other great ways to use these antagonists.

When a Horror is first introduced into the game, there are a number of factors to consider. Specifically, what is this Horror supposed to do? They work poorly (not to mention are completely wasted) as random encounters. Instead they should be used as long-term implacable foes, whose logic is unseen and insidious. Develop some themes for the Horror; it doesn't need a Name, but it should be distinctive. The Mark should be related to these themes, reveal some part of the Horror's character. Perhaps it has an affinity for musty crypts and the undead it creates within. Recently I used a Horror that had a thing for Elemental Earth, which was bad news for many kaers (their primary defense is a bunker of Elemental Earth). Everything associated with it was earthen or crystalline, tinged with blood. The Horror also had a special fondness for obsidimen and their Liferocks and it's Mark was a bleeding mountain.

What kind of story do you want to tell with the Horror? Not every Horror encounter has to be an epic, but it should at least be significant. These are the enemies of the setting. Set the stage for a Horror with unsettling dread. They are subtle; they don't feed on wanton destruction or death. They are artists and they are patient. Figure out the modus operandi of the Horror; they don't have to make sense, but there should be internal consistency. A little mystery will go a long way, but there doesn't have to be a big reveal. At the end of the day, the motivations of a Horror are simple: they're hungry. They can also be finicky eaters and can go to outrageously bizarre lengths to make their meals that much more succulent.

Less abstractly, what powers does the Horror possess? There are a number of Horrors that can serve as excellent templates to build from, as well as lists of powers that are unique to them (though a number of Nethermancer spells are suspiciously similar). An important lesson to learn is don't give the Horror more powers than you can remember. A few good, iconic powers will go much further than a new ability every turn. Even with all of the research, every Horror should have one good surprise for them.

How do the basic assumptions of the setting work? The best example of this is the Greeting Ritual. When two Namegivers meet they perform an exhibition of their artisan skill, as it is believed that Horrors (and those Horror-Marked) cannot create beauty. What if it is just a meaningless superstition, or only works for some Horrors? Maybe it is foolproof? How that basic assumption works will shape how player's interact from that point forward; though let them figure out the truth the hard way. Whatever you decide, keep to it, but also keep the Greeting Ritual in place. It is an important cultural element that highlights a sense of vulnerability and false security (especially if the ritual has no practical benefit).

As the Group begins to track down the players, don't forget about the minions. Most Horrors have time to lovingly craft their favorite constructs and bring a semblance of life to their fallen foes. Also they may have Horror Marked Namegivers to use against the Group. These can be sympathetic NPCs, but don't be surprised if the Group doesn't show mercy, despite their plight. Particularly devious GMs can have the NPC be politically powerful, meaning that direct action against them is nearly impossible. Horrors typically have little interest in killing; they are not direct and will only act as such when they truly feel threatened. This leads them to behave like grandstanding villains, gloating and performing unspeakable, but unnecessary acts just for the sake of the fear and pain they cause. Give the players these opportunities to escape if need be, especially if one has been Marked. Horrors want their legend to grow as well and corpses are notoriously poor at spreading the word. In the end, Horrors are somewhere between Dr. Doom and Cthulhu. Which is just beautiful to me.

In the end, if the Group swears that they are never going to take down another Horror, that is a job done well. If they find evidence of another Horror, or the same, damn Horror, then that is a job done very well. Horrors are native astral creatures, so killing them in the physical world is rarely enough to actually slay them. That just makes them retreat and plan for some extremely elaborate and painful vengeance. These are some of the best stories that Earthdawn does so easily and so naturally.

Coming up with be an article on citadels and kaers, and eventually more detailed looks at crafting Horrors and integrating them into the story.

11 September 2012

Earthdawn: Part 6 - Spellcasting

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

The information presented here has been updated for Earthdawn Fourth Edition (ED4). Most specific information for spellcasting in ED4 can be found here.

Spellcasters (also known as magicians) are a specific subset of adepts whom, unsurprisingly, cast spells. The core disciplines which are considered to be spellcasters are Elementalists, Illusionists, Nethermancers and Wizards. Spells are a specialized form of thread magic. The basic premise is to take energy from astral space (where magic comes from), pull it to our reality and form it into the pattern of your spell. The patterns for some spells are more complicated than others and may require you to weave one or more threads first. All of the spell patterns are temporary and dissipate after their effect is complete (there is an exception to this; a spell may be given a Name and changing it into an independent astral entity). Two talents are required at the very least, Spellcasting and Thread Weaving. Astral space is in such a state, however, that a spell matrix is highly recommended, but not strictly required.

Prior to the Scourge, spellcasting was performed without the need for a spell matrix. As Horrors began to arrive, their very presence polluted astral space, particularly in locations they resided. Exposure to corrupted magic pulled from astral space is dangerous to a magician in two ways: first it can cause damage to their pattern (manifesting as injuries), and second, perhaps most important, a Horror in the nearby area can notice the activity and take that opportunity to place their Mark upon the spellcaster. A Horror mark is bad news and will be part of a subsequent article; for now just take my word that an entity from beyond time and space which feeds only on your pain and suffering with a direct link to your being isn't something you want.

To solve this increasingly problematic issue, magicians created the spell matrix: essentially a magic filter, or firewall. Initially they were contained within thread items and filtered through that item's pattern, but after the Scourge a clever Nethermancer figured out how to use your own pattern as the filter and spell matrices became talents. There is a limit to the number of spell matrices your pattern can sustain, so thread items containing a spell matrix are still available and popular with magicians.

In general, a spell matrix can only contain one spell at a time (a Shared Matrix is the exception), and some varieties (Enhanced and Armored) also contain a single thread which is pre-woven. Changing spells within a spell matrix takes 10 minutes of meditation, though can be accomplished on the fly in times of need, at some cost in Strain. Casting can be performed without a spell matrix (this is referred to as "raw casting"), though there are associated dangers depending on the corruption of the area you are in (Astral Sight can reveal this). For example: an untouched kaer is likely pretty safe, but one that has been breached by a Horror is probably quite corrupted. Directly casting from a magician's grimoire (effectively a spellbook, but there is no requirement of it being a book) is also a possibility, but things going wrong can be rough on it (let's hope your tattoos aren't also where you keep your spells!).

The idea behind a spell matrix is to limit spellcasters' access to spells in times of stress (e.g. combat), but when time is not of the essence they will have complete access to all of their spells. Weaving threads generally takes a turn per thread, though failed rolls will make it take longer, or an exceptional roll, shorter. Additionally, all spells can benefit from additional threads beyond the requirements woven prior to casting. These can improve various aspects, depending on the spell, and the number of additional threads possible depends on the circle of the spellcaster. When a magician is not constrained by time, they have considerable resources, but when moments count, they have to make potentially difficult decisions about what tools are practical (e.g. how big of a "boom" do you need for the fight). As such, magicians have a more limited role in combat than many other fantasy games, between more powerful spells taking longer to cast and limited access to spells. This means disciplines obviously designed for combat (e.g. Swordmaster and Warrior) are front and center during those scenes; it is their time to shine.

Learning new spells requires the Patterncraft talent, along with time. A tutor will make this task easier, though with sufficient downtime it isn't an issue. Beyond starting spells, any additional spells have to be found, purchased, or earned.

It is hardly all doom and gloom for spellcasters. There are no limitations on the number of spells that can be cast per day, practical (through accumulating penalties) or otherwise (mana points). Many spells provide unique effects that cannot be replicated in any other way (a spell that allows you to relive a corpse's last moments of life). Magicians strongest suit is as a utility character. Outside of combat they can bring their full arsenal of spells to bear upon any task with no limitations. There are some utility spells that are simply amazing in what you can do with them.

Despite their limitations, spellcasters still bring elements to the table which other disciplines will not be able to until higher circles (if they can at all). Most opponents are more resistant to physical damage than mystical, at times to an amazing degree, meaning that the magical attacks a spellcaster can bring to the table will be invaluable. Magicians, if so inclined, can select an array of spells to target a variety of defenses with each type of damage, including spells with different thread requirements if speed or power is more important. The end result is that a magician, with the proper information and inclination, can contribute significantly to combat. It just ends up being a thinking game where you have to analyze the data and select the best response. As well, spellcasters have access to a number of control oriented combat spells to support the more conflict members of the group.

I really like how this ends up working. Everyone still gets to contribute meaningfully, but niche protection is maintained. The spellcasting system can be conceptually difficult at first and represents a major departure from how D&D tends to function, but it works magnificently and plays to many of the classical strengths of the fantasy magician in older school games. There is debate how true that remains at higher circles, though the limitations on finding new spells, which get downright rare as the circle increases, can significantly mitigate that. The fact that finding old, lost spells is an adventure unto itself excites me. It plays with the post-apocalyptic and exploration themes, and gives any group reasons to continually search out dangerous and forbidden areas, to start messing around with the upper echelons of power and make deals with dragons.

08 September 2012

Earthdawn: Part 5 - Thread Magic

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

As has been stated before, magic is everywhere in Earthdawn. It is the heart of the setting and the system. If you ever talk to a fan of Earthdawn, it will not take long for the conversation to quickly turn to the magic. The threads of magic weave together to create a complex pattern, which is unique to Earthdawn. Magic touches the life of every Namegiver in Earthdawn, whether they are an adept exploring the strange and often broken world, or a villager still utilizing the fertility of the kaer as they try to build a new life.

There are two forms of magic in Earthdawn, common magic and Thread magic. Common magic can often be created through alchemy which is a skill that anyone can use. It is practical science in a world of high magic. Thread magic is where you begin to manipulate the fabric of reality. At the risk of sounding cliche, it is where the real magic resides.

Previous articles have been incorporating some of the various concepts that are important for magic in Earthdawn. They have danced around the topic and informed some of the primary ways that characters interact with it. Hopefully it has given some reference for the metaphysics underpinning the setting and system. Now we're going to get at the meat of the subject: Thread magic.

The basis of all Thread magic begins with a Pattern. Each Pattern is unique and has a Name. Interacting with a Pattern on a fundamental level involves Weaving Threads to it. Only adepts can perform this feat, using the Thread Weaving Talent. Each Discipline has their own variation of that Talent (e.g. War Weaving for Warriors, Threadsmithing for Weaponsmiths and Wizardry for Wizards), but they are largely the same, though there are some differences which will be addressed later.

Every Namegiver has a Pattern and as discussed previously, it is through their actions that other things gain Names and Patterns. Places of significance can earn a Name, and thus a Pattern. The province of Barsaive received its Name from the Therans when they claimed it as a part of their empire. Prior to that it was a collection of tribes and cities, though nothing of importance. It was through that Name and Pattern that Barsaive became a thing. The province gained a cohesion that had never been known before. Barsaive itself became a living thing with rudimentary desires, and the Namegivers living there felt the new bond of identity. That is the power of a Name. Items can also gain Patterns and Names, whether they are intentionally created with a Pattern, or they earn them through legendary deeds.

The Patterns of people and places will generate Pattern Items over time as their legend grows. These items are important somehow to the legend of that Namegiver or place. They do not have a Pattern of their own, but are an extension of the greater Pattern they represent. As the legend of the original Pattern grows, new Pattern Items may be formed and/or old Pattern Items may grow in importance. It is through these items that you can Weave Threads to the core Pattern. If you have access to a Pattern Item of significant enough importance, you can affect major changes to the basic nature of the Pattern and Rename it. Blood Wood is the most famous example of this action, becoming a macabre reflection of what was once beautiful by misguided hubris.

By Weaving these Threads you can gain power while acting in that location, against that person (including Named Horrors), or give strength to the person through your Thread. For these reasons the Pattern Items for places of importance are highly sought after and protected, and there is great danger in having your Pattern Items stolen. Entrusting a comrade with a Pattern Item is a display of significant trust, often accompanied by a Blood Oath. Through such a partnership both parties can benefit significantly.

One option that adepts have available to them is creating a Group Pattern. It is a special type of Pattern that requires all involved to swear a Blood Peace with each other - they may take no action against those they share this bond with. The Group will need a Name and a sigil, and each member will need to select an item of importance to them in relation to their role within the Group. These will often be related to the events that brought the Group together, or their early exploits. The items will become Pattern Items for the Group and for each adept. Through this Group Pattern, the adepts may strengthen their abilities when acting as a part of, or in the direct interests of, the Group by Weaving Threads to their Group Pattern Item. This provides a framework to show the importance of cohesion and that the adepts are not a collection of individuals, but a part of something greater than the sum of its parts. There is a definite change once the Group Pattern is formed, though it is not uncommon for some players to initially abstain. In general, it doesn't take long for them to take the oath as the benefits can be significant.

Though Pattern Items and Thread Items are similar, they are different in how they function. Pattern Items are only an extension of a larger Pattern and through that connection they grant access to the greater Pattern. Thread Items have their own Pattern and are special on their own, even the most generic Thread Item metaphysically has a unique identity and a Name. Thread Items are the equivalent in Earthdawn to magic items in other settings, though so much cooler. They have a legend, not necessarily an extensive one, but that just leaves more room for the item to grow with you. As above, your items can spontaneously generate a Pattern through involvement with your legend, taking abilities associated with your exploits. Items that already have a Pattern can generate new Ranks based on your Legend. This is why magic items in Earthdawn are often spoken of so highly: they have personality, and they are yours in a way that a +1 flametongue never will be.

Before you can Weave a Thread to a Pattern, you first must know about the Pattern. In the case of your own Pattern, this is rarely going to be an issue. For your Discipline, you are learning about it by walking its path and meditating on what it means. In-game this is represented by raising Talents, performing your Karma Ritual, and ultimately training for a new Circle when you have mastered your current curriculum. For Pattern and Thread Items, this means learning Key Knowledges.

Key Knowledges are pieces of information about the Pattern that are integral to the legend that formed it. The first Key Knowledge is always the Name of the Pattern. For weaker Patterns, that may be the only Key Knowledge, but by the same token the Threads that can be Woven will be weak as well. The more legendary the Name, the more powerful the Pattern and the more Key Knowledges that must be learned to Weave ever stronger Threads to the Pattern. This is particularly true of Thread Items and will represent a significant portion of many adepts' activities: tracking down Key Knowledges. The catch to a Key Knowledge is that it must be learned through some action. Simply reading it in the Great Library might work for a Name, but after that point you have to get your hands dirty and begin to walk the path of the legend. Sometimes even engaging in Deeds that relate to the legend: performing actions that the item was originally used in to build its legend.

This mechanic for Thread Items creates instant adventure. It gives every player a stake in the world and an active interest in engaging in it. Thread Items can be used to tell entire stories unto themselves, reveal secrets, set adepts onto righting ancient wrongs, or any number of campaign developments. At the very least, Thread Items add considerable color to the world and represent a chance for each character to leave their mark on the setting. The downside to this is that Thread Items represent a considerable amount of work. Handcrafting them is an investment, both in the mechanics and the setting material. Despite that, I have always found it to be worth the trouble. There is something about finding a Thread Item in Earthdawn that is hard to define. Since improving Threads to the item is limited by Key Knowledges (and Legend Point costs), it is not a big deal to hand out powerful items early on. The advancement of the item is easily controlled, but there is a certain joy in having your things grow with you. The entire experience has powerful mojo. I can guarantee that any Earthdawn player will be more than happy to tell you all about their Thread Items.

To help with the extensive work surrounding Thread Items, I will be writing a series of articles regarding how I go about creating a Thread Item. As well, there will be additional posts on specific types of magic, such as blood magic, spellcasting and crafting items.