07 February 2013

Dresden Files RPG: Part 1 - Characters

This is the first part in a series about the Dresden Files Role Playing Game. Part 2 and Part 3.

A good friend is in the area to visit family and friends. To celebrate his return, I offered to run a game for him, his wife, and other local friends. Any game he wanted. Well, there are a lot of options, but he has never played a FATE game. So a one shot using the Dresden Files RPG was the winner.

In my planning for this game, I decided to do all of the prep work myself. This includes making the city and the characters. While this decision can take a lot of what is great about the collaborative city and character creation out of the picture, given the time constraint (one session), there couldn't be the time devoted to that activity to make it worth it, nor would there be the same payoff in the end from that investment. Additionally, I could ensure that the characters presented show some different aspects (hah!) of FATE, provide niche protection, and not run afoul of anything that would slow game play to a crawl (magic, I am looking at you).

The city is Portland, Oregon, March 2010, in a setting that is loosely inspired by the Dresden Files. My intended audience isn't incredibly familiar with the novels, so relying on the details from that would have little payoff and more likely prove frustrating for those not as familiar with the source material. This is good because it also allows me to change some of the underlying assumptions and ultimately remove the magic system. While wizards are integral to the Dresden Files setting and one of the more innovative pieces to the system, they require a significant degree of system mastery to make work and I would rather keep the game moving than continually stop to address how to use the powers.

Beyond just magic, there are a number of setting elements I intend to play around with, and will likely address them in a future post. For example the Nevernever. While I like it as presented, I'm going to try it more as a reflection of the cognitive memory of humanity and the world with different levels. At the layer closest to the world, it is a reflection of the world that remembers what once was. Perhaps old buildings that are no more still exist, you just have to shift a little deeper. The further you get, the stranger things are and the more primal the expressions are. Hopefully more on that later.

Each of the players was asked for a summary of what kind of character they would like to play. From there, I did all of the heavy lifting and putting the pieces together. While putting a character together may be a snap for some, I've seen players struggle with the options and particularly Aspects. Writing good Aspects is not an easy task and I will make no claims at being good at it. As I mentioned above, making each of the characters means that I can tailor certain events to bring them together and ensure that they will have something to do.

The first two characters that I got proposals for were a gargoyle and a Kenzi-expy. For the former we chatted a little bit and used the idea of a gargoyle timelessly perched on and guarding a building for inspiration. The latter was pretty straight-forward and well supported with the system.

High Concept: Gargoyle Guardian
Trouble: Man Out of Time
Background: Faded Memories of Another Life
Rising Conflict: Bound to the City
Your Story:
"There is only one way this can end - I will find them."
Guest Star: 
Body of Stone, Heart of Flesh
Guest Star: When a Door Closes, Just Go Through the Wall
Average: Athletics, Intimidation, Lore, Scholarship
Fair: Alertness, Discipline, 
Investigation
Good: Endurance, Fists
Great: Might
Powers/Stunts: Psychometry (-1), Human Form (+1), Inhuman Strength (-2), Supernatural Recovery (-2), Supernatural Toughness (-2), The Catch (Magic, +2)


I'm trying to give an implied background that the player can fill in the details from. The goal here was to create a supernatural investigator that has been pulled through time and moved from city to city. Whatever city he would call home, he would be a part of it and unable to leave. Waking when needed and returning to sleep. Over time their number dwindling. He would also be a powerhouse, able to change into a stone wrecking machine when needed.

High Concept: Fast-Talking Street Rat
Trouble: "It seemed like a good idea at the time!"
Background: Hidden Talents
Rising Conflict: Old Debts, Repaid with Interest
Your Story: Sharp Eyes, Sharp Tongue
Guest Star: "I've never been in a tight spot I couldn't get out of."
Guest Star: Semi-Charmed Life
Average: Empathy, Investigation, Presence, Weaponry
Fair: Alertness, Burglary, Stealth
Good: Contacts, Rapport
Great: Deceit
Powers/Stunts: Ear to the Ground, I Know Just the Guy, Pick-Pocket, Takes One to Know One


Again, I was trying to give an implied background and letting the player decide what this all actually means. My biggest goal here was to give some very useful Aspects since that is a mortal's primary advantage - Fate Points. She has some good stunts and maintains a reasonable Refresh of 4. 

02 February 2013

Earthdawn: Anatomy of a Discipline 15 - Scout


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

Overview

The Scout seeks to experience the world in its entirety. Only by opening all of their senses and truly learning a single place in a single time can they claim to be living that moment. Regardless of the setting, from untouched wilderness to a bustling urban area, Scouts enjoy little more than seeking out new things. They want new sights, sounds, scents, feelings, in new combinations, all at once. They are the quintessential wanderers, always wanting to see what is next and go somewhere new.

Through this, they learn and process a considerable amount of information. Because of those abilities, these adepts are invaluable to any task where gathering information is vital, from investigating in a city, to searching for a lost kaer in the wilderness. The Scout brings a unique set of skills to any Group. If you want someone that knows something, it is likely best to see a Troubadour or a Wizard, but if you want someone to learn something for you, there is unlikely to be a better option than a Scout.

Because they spend so much time taking in their surroundings, many Scouts are prone to remain inactive. There is a reluctance to get involved, instead to observe. They do not want to spoil the natural order, this includes Namegivers. The contemplation over the correct course of action, as well as deciphering all of the information they are taking in, may delay their actions to the point where it is too late.

One of the main questions for any Scout is to define what drives them: why do they seek to experience the world? Perhaps even, what are they looking to find? What are some of their favorite sensations that they seek out? Do the love the feeling of a warm rain on their face, the crisp scent after a thunderstorm, or sitting perfectly still and letting their surroundings just wash over them?

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. The greatest trouble a Scout will face is their unwillingness to get involved. That hesitation, because if they disrupt how things were, then they have changed things and that is against their ethos. They exist to experience the world, not shape it. If their actions destroy part of a forest, they may be compelled to do what they can to restore it. The same can be said for a Namegiver's home. While doing nothing will almost certainly lead them into conflict with their Group. It is truly a fine line that Scouts must tread, though there can be reward in exploring these elements.

Specialists

There are three specialties for the Scout: Burglar (or Delver), Explorer and Infiltrator. Two of these specializes in a different surrounding; the Explorer in the unknown wilderness and the Infiltrator in the urban wilderness. The Burglar specializes in removing (or liberating) items typically from ruins or lost kaers.

Burglars learn Research as a Second Circle Discipline Talent and Speak Language is a Novice Talent Option, while Detect Weapon is removed from the list entirely. Detect and Disarm Trap are both Novice Talent Options, and Anticipate Blow and Disguise Self are now Journeyman Talent Options. This presents a relatively significant change to the structure of the Discipline and puts a great deal more emphasis on traditionally Thief duties. If there is a Thief in the Group already, this will probably be unnecessary. Otherwise, this is a great way to cover those missing Talents at an early opportunity.

An Explorer has Creature Analysis as a Second Circle Discipline Talent, while Speak Language is an Initiate Talent Option, and Sense Danger as a Fifth Circle Discipline Talent and Evidence Analysis as a Journeyman Talent Option. This is a slightly more combat ready adept, not necessarily capable, but ready. A potential downfall here is that you may find less to do proactively. Both of the Discipline Talents you gain, while good, don't tend to contribute outside of combat. The ability to spend Karma isn't vital for any of these Talents (other than being mostly irrelevant for Speak Language).

The Infiltrator has Silent Walk as a First Circle Discipline Talent and Wilderness Survival as an Initiate Talent Option; and Disguise Self as the Third Circle Discipline Talent, but Navigation as a Novice Talent Option. This adept is going to be marginally less useful adventuring (because the Navigation skill is still granted through Half-Magic), but act more as a spy. The most attractive element here is Silent Walk as a Discipline Talent. This is typically a test that you don't want to fail and having access to the Shadow Hide Knack at First Circle is always good. If you don't want Disguise Self, however, this may not be great.

All of these specialists are good for their respective roles, but neither of them are simply better at being a Scout. All three flavors of Scout have something good to bring to the table; though if you already have a Thief in the Group, a Burglar will likely be a poor choice. Unless you expect to find that many traps.

Talents

Initiate
Talent Options: Avoid Blow, Creature Analysis, Melee Weapons, Missile Weapons, Silent Walk

First Circle
Discipline Talents: Climbing, Karma Ritual, Search, Tracking, Wilderness Survival

Novice
Talent Options: Anticipate Blow, Detect Trap, Detect Weapon, Disguise Self, Great Leap, Read/Write Language, Sprint

Second Circle
Discipline Talents: Durability (6/5), Speak Language

Third Circle
Discipline Talent: Navigation

Fourth Circle
Discipline Talent: Thread Weaving [Scout Weaving]

Journeyman
Talent Options: Conceal Object, Direction Arrow, Disarm Trap, Lock Picking, Maneuver, Sense Danger, Trap Initiative, Trick Riding

Fifth Circle
Discipline Talent: Evidence Analysis

Sixth Circle
Discipline Talent: Astral Sight

Seventh Circle
Discipline Talent: Empathic Sense

Eighth Circle
Discipline Talent: Safe Path

The Scout is all about gathering information, with a side order of surviving in the wilderness/adventuring. There isn't particularly much to say about there Discipline Talents beyond that, they will support one, if not both, of those themes in some way. Climbing, Search, and Tracking are good for both themes. Speak Language, Evidence Analysis, Astral Sight and Empathic Sense all support their information gathering theme, and Wilderness Survival, Navigation, and Safe Path are all solid wilderness/adventuring Talents.

This can easily put the Scout in a role of keeping the Group together and out of harm, though there is little to suggest a leadership role. They would more likely to be the quiet supporter of safety in numbers. Keep in mind, these adepts are not combat characters and do not have much to do in a fight. If you are looking for a character that can get into trouble and hold their own beside a Warrior, then you may want to keep looking. The Archer or Woodsman have many similar themes, but are also significantly more combat ready.

With that out of the way, the questions focus on what else you would like your Scout to do, primarily through Talent Options, but also potentially with multiple Disciplines (not all groups like to include that option). Scouts have some solid Talent Options and you may feel like you don't have enough space for all of them - and you may not. They can also substitute for a Thief if you Group is lacking in that area, but at Initiate, they have one very important choice:
  • Avoid Blow - This is still something that I advise against as a Talent Option, not because it isn't good, but because the math doesn't tend to work out favorably when you cannot spend Karma. It also has a requirement to improve every Circle if you want it to remain relevant and you probably aren't going to have enough Talent Options to get everything you want in the long run. I'm starting to feel like I should just make a post about this Talent and link to it.
  • Creature Analysis - Scouts are all about gathering information and this is well within that schtick. If you have the space and no one else has this Talent, you can do a lot worse.
  • Melee Weapons - You're going to want a combat Talent if you don't have one already. If you prefer doing damage, this is going to be the way to go in the long run.
  • Missile Weapons - You're going to want a combat Talent if you don't have one already. If you prefer relative safety over damage, this is going to be the way to go in the long run.
  • Silent Walk - I honestly don't know if I have ever seen a Scout without this Talent. It allows you to gather information covertly, and when you say "I'm going to go scouting", it doesn't have to mean "I'm going to wander that way and maybe stumble into a fight".
There are more good Novice Talent Options and likely to be tempted by at least one from Initiate:
  • Anticipate Blow - This is the only defensive Talent available to Scouts and has the upside of working for both Melee and Missile Weapons. The only downside to the Talent is that it puts you in the position of needing a good initiative. This means melee characters will have to sacrifice better armor to keep it useful. Ranged characters won't find that sacrifice as significant. You will want to improve this regularly to keep it useful.
  • Detect Trap - If you intend on fulfilling the role that a Thief would typically play (dealing with traps), this is going to be the first step on that path. Unfortunately you won't actually be able to disarm them until Journeyman. If you happen to have a Thief, ignore these - they will be much better at this than you and you will have plenty of other options available. Keep in mind that you get this skill through Half-Magic.
  • Detect Weapon - Scout is actually one of the few Disciplines where I quite like this Talent because it is what they are about: they discover potential threats before they come into play. If you are finding too many good options, this may be one of the first sacrifices; it isn't likely to be relevant that often.
  • Disguise Self - Very useful in a intrigue or urban-based game. A typical adventuring game may use this during city adventures, but likely won't find much value when confronting a Horror or espagra.
  • Great Leap - Both melee and ranged characters will find use out of this. The former in conjunction with Down Strike to improve damage and the latter to get of the way from attackers.
  • Read/Write Language - A natural compliment to Speak Language (it's easy to forget that you cannot read the many languages you speak), but may not make the cut with other, more tempting options.
  • Sprint - The Karma cost isn't as pressing for Scouts simply because they don't tend to spend as much (specifically because they don't have any combat Talents to spend it on). If you have the open Talent Option, this could be a good choice. It will certainly make getting away from pursuers back to the safety of the Group much easier (see Silent Walk above).
On the whole, I don't find the Journeyman Talent Options as compelling. Probably because they are mostly Talents that you find at Novice in other Disciplines and the increased costs are unfortunate. That being said, if you are fulfilling the Thiefly duties, there is a lot to like here:
  • Conceal Object - For most Disciplines, this Talent focuses on concealing weapons, but for the Scout it is typically about infiltrating some form of contraband, or ex-filtrating evidence. If that seems useful for your Group at this point, give this some consideration.
  • Direction Arrow - A return to gathering information. This works very well with Empathic Sense to ensure that the Group stays together. If it doesn't seem like a game where one character will get in trouble all on their own and need some saving, then this might not be relevant to you.
  • Disarm Trap - If you took Detect Trap previously, this is a nice compliment. Otherwise, it is pretty useless.
  • Lock Picking - If you don't have a Thief and are engaged in espionage, then this is a must. Even if you do have a Thief in the Group, this might still be valuable.
  • Maneuver - If you are a melee character and find your damage lacking, this might be the answer, though I would suggest Great Leap and Down Strike first. 
  • Sense Danger - This is bound to come up at some point and supports the Scout's theme. The downside is that you can get a weaker version with a cloaksense brooch. 
  • Trap Initiative - You will want this to go along with Detect and Disarm Trap, maybe even if you don't have them, but probably not.
  • Trick Riding - With all of the other good Talent Options, this sticks out more than a little. While the mounted Scout makes sense, it simply brings along all of the problems the Cavalryman has. Unless you have a compelling reason and the space (and by this point you should have a good idea of how useful this will be), I would give it a pass.
Races

Perception is a Scout's most important attribute, and since the difference between the best perception in the game (elves and windlings at +1) is only two more than the worst (obsidimen and trolls at -1), there isn't a whole lot to be said there. The good dexterity that elves and windlings bring to the table will be useful, but since this adept isn't a combat character, it isn't quite as necessary to carry your own weight in a fight. The array of Discipline Talents means that having great Karma isn't a necessity. Essentially what you are looking at is the other abilities that each race brings to the table.

The heat sight and low-light vision that some races have will be useful in scouting during the night without bringing a light source. Windling's flight is very valuable, as is Astral Sight up until it becomes a Discipline Talent. A human's Versatility can be a great way to fill out some of your perceived holes, though be certain to determine what other Disciplines (if any) you would like to pick up first. Tail attack is a great ability, but a t'skrang Scout won't have any default way to use it and will need to be a melee character to really use it. The odd Namegiver out is the obsidiman, but even so, a melee obsidiman Scout with Great Leap and Down Strike will still be a Thing. One final thing, obsidiman and troll Scouts will want to be melee characters to take advantage of their size.

Equipment

If you have selected Anticipate Blow as a Talent Option, you will want to be aware of your initiative. Otherwise, it doesn't particularly matter what your initiative is. In the former case, light armor will be a must and melee characters will want a two-handed weapon; ranged characters will still want to use a buckler. If you don't care about initiative, then load up on heavy armor and melee characters can even use a big ass shield.

30 January 2013

Earthdawn: Anatomy of a Discipline 14 - Archer

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

Overview

The Archer is a very straightforward adept. They are interested in results and the shortest distance between themselves and their results. This does not mean they don't understand the complexities of any given situation. Simply that they have little interest in expending more than is necessary to accomplish any given task - the task doesn't care how it is accomplished, simply that it is accomplished.

An important part of that process is the ability to see all of the aspects and elements involved in the goal. Only through that clear understanding, and clarity is absolutely vital, can the best route to success be chosen. There is little an Archer hates more than deliberately obfuscating a situation, that distinct lack of clarity means they cannot doggedly pursue their goals; they cannot see how to get where they wish to go. This can be a frustrating experience for these adepts who are so used to having a commanding view of any situation.

While they can often come off as brusque, many Archers may see the value in maintaining and establishing relationships to further their goals later on, to provide more options and better perspectives when addressing their target. Others may see fellow Namegivers as little better than tools to be used in the pursuit of their aims. They tend not to spend much time around others for reasons that should be obvious.

A particular area of trouble for many Archers is the path of the sniper. Their removal from a situation and clear sight lends them a certain detachment and this strong temptation to always take the most expedient action can lead to callousness. Why not simply eliminate the target before they can act? It is efficient and you already know how this situation will play out. It is that hubris which all Archers should fear - that they know best simply because they are Archers. Falling to the path of the sniper means the Archer may find it impossible to resist this course of action and will always kill a target when the have the opportunity.

When making an Archer, it may be important to consider how they treat their fellows, how they approach problems and differences of opinion. How has the path of the sniper affected them? As a martial Discipline, were they part of a company with traditions, and what did their instructor pass on to them? What of their weapon? This should be a significant topic, since it is a physical representation of their connection to their Discipline.

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. The most likely issue to arise for an Archer is by approaching anything aimlessly. This concept is antithetical to them, as is adding needless complexity to a situation. They prefer things to be simple and unambiguous. That may not go over well with everyone in their Group and can very well lead to some tension. How this affects the relationships is worth exploring. As well, how the Archer handles interactions with those outside of their Group could create tension with their companions.

Since accuracy is such a vital concept to the Archer, making mistakes, particularly those that hurt their friends, could be a significant issue. Perhaps they did not see something as clearly as they thought and missed something. This will certainly rock a Archer's confidence because they do not miss. If it was caused by their direct actions against the wishes of their friends, there will definitely be some room for soul searching and examinations of their Discipline.

Specialists

There are two Archer specialists: the Bowman and the Crossbowman. A Bowman emphasizes the scouting aspects of the Discipline, while Crossbowman emphasizes the social aspects. Despite the statements that these reflect their weapon of choice, I prefer to think of them as reflecting how they view their place in the world - as a part of nature (the bow shaped of wood), or a part of society (the crossbow crafted of wood and metal).

A Bowman will get Long Shot as a Third Circle Discipline Talent, while Anticipate Blow becomes a Novice Talent Option, and Steel Thought becomes a Fifth Circle Discipline Talent and Stopping Aim is now a Journeyman Talent Option. This is a good build for a couple of reasons. First, Long Shot is of negligible importance as a Discipline Talent (though most Archers seem to pick it up), but moving Anticipate Blow to Talent Options removes some of the pressure on behavior in combat as initiative requirements. This means you can load up more on heavy armor and not be concerned and the downside. Second, Steel Thought as a Discipline Talent is extremely good, much better than Stopping Aim as a Discipline Talent, because you are going to want to spend Karma on Steel Thought every time it you use it.

The Crossbowman has First Impression as a Second Circle Discipline Talent, while Direction Arrow is a Novice Talent Option. Additionally, Social Defense is improved where Physical Defense normally would be, and vice versa. This specialist is going to work in a Group that either has plenty of combat characters already, or really needs everyone to fill multiple roles. In general, I prefer First Impression to Direction Arrow simply because I know I will get a lot of mileage out of the former, while the latter is very situational, though incredibly useful when it does come up; granted it will cost Karma, but it shouldn't be coming up so often for that to be a real burden. While the Defense improvements may seem like a downgrade, it is very common for Archers to pick up (or even start as) Scouts, Thieves, or Woodsmen, all of which have a good Physical Defense and benefit from a good Social Defense, as opposed from another good Physical Defense which doesn't benefit them at all.

Strangely, I would suggest any Archer to strongly consider one of the two specialists when looking at this Discipline. There is little reason not to.

Talents

Initiate
Talent Options: Avoid Blow, Climbing, Melee Weapons, Silent Walk, Tracking

First Circle
Discipline Talents: Karma Ritual, Missile Weapons, Mystic Aim, Throwing Weapons, True Shot

Novice
Talent Options: Detect Weapon, First Impression, Flame Arrow, Great Leap, Long Shot, Speak Language, Sprint

Second Circle
Discipline Talents: Direction Arrow, Durability (6/5)

Third Circle
Discipline Talent: Anticipate Blow

Fourth Circle
Discipline Talent: Thread Weaving [Arrow Weaving]

Journeyman
Talent Options: Call Missile, Conceal Object, Creature Analysis, Empathic Sense, Evidence Analysis, Heartening Laugh, Lip Reading, Steel Thought

Fifth Circle
Discipline Talent: Stopping Aim

Sixth Circle
Discipline Talent: Bank Shot

Seventh Circle
Discipline Talent: Impressive Shot

Eighth Circle
Discipline Talent: Second Shot

This may sound incredibly redundant, but Archers do ranged combat. That's pretty much their thing. They get both of the ranged combat Talents (Missile Weapons and Throwing Weapons) as Discipline Talents at First Circle, and I believe are the only Discipline to get Throwing Weapons as a Discipline Talent. There may be a reason for that because, in all honesty, I have never seen an Archer that treated Throwing Weapons as anything other than a burden. Certainly, there was talk of the knife-throwing character after I forced some people to watch Desperado, but it never happened. Plus, it says "archer" as the name.

Between Mystic Aim and True Shot, there aren't any Disciplines out there that have cornered the market on accuracy quite like the Archer. Anticipate Blow works for both defense and offense for a patient (and fast) Archer. What is normally a limitation, as it just effects one attacker, isn't as big a deal for Archers given that not as many attackers will even be able to engage them - also, more bonuses to hit (these are going to be important). The downside to Mystic Aim is that it takes a turn to activate, but that can mean the difference between a so-so hit and an armor-defeating hit.

That armor-defeating hit is going to be important because Archers often have damage issues. Their base damage is slightly better than a one-handed weapon, but they don't have access to damage boosting Talents like many other primary combatants (Swordmasters may know this agony well). Flame Arrow is their go to Talent for this, but it is a Talent Option that costs Karma and may not be a great choice for every adept.

This is by no means a crippling state of affairs, just one of which to be aware. Despite having average Durability, their defense is not bad. The aforementioned Anticipate Blow, along with tendencies toward high dexterity, perception and charisma, help this out. And, of course, engaging opponents from a range.

Beyond their combat abilities, they have a selection of other Talents that give them some interesting things to do. Direction Arrow lets you find people, which is going to come in useful at least once in any given campaign. Stopping Aim can at least delay, if not prevent, combat - another trick that will certainly be trotted out on occasion. Finally Impressive Shot aids in social interaction, which may be a little strange, but is definitely fun. In fact, Archers make fairly excellent social characters. They won't give a Troubadour a run for their money, but with the right Talent Options (and there are a few), they can definitely contribute in that arena. The other common area for Archers to delve into is scouting, which is a natural outgrowth of that whole ranger thing.

Talent Options for Archers are generally about deciding what other things you would like to do. There aren't many choices that directly support filling things with weapons from a distance. This may either be a good thing (being a one-trick pony can be monotonous), or a terribly unfortunate thing (maybe you really like that trick). The Initiate Talent Options are pretty indicative of this:
  • Avoid Blow - This is still something that I advise against as a Talent Option, not because it isn't good, but because the math doesn't tend to work out favorably when you cannot spend Karma. It also has a requirement to improve every Circle if you want it to remain relevant.
  • Climbing - Not a bad selection if there is nothing else that catches your interest, but this works almost as well as a skill.
  • Melee Weapon - The need to continually improve this Talent to remain useful, along with long-term investments in equipment to keep them useful, means there is little to recommend this Talent.
  • Silent Walk - Always a popular choice for any Discipline that can pick it up, the Archer gets some additional benefits in the form of setting up ambushes. It isn't uncommon for Archers to take up scouting duties and this certainly helps in that.
  • Tracking - Another popular Talent Option for Archers that also fulfill the scout role.
Among the Novice Talent Options are the best choices for those that want to pick up some more ranged combat Talents, beyond that there are a number of ways that an Archer can go:
  • Detect Weapons - A potentially useful Talent, but also one that may never come up (and in the realm of things that are easy to forget about). If preternatural awareness is an important part of your character, this may be a way to further emphasize that theme.
  • First Impression - I always like to see social Talents available to various Disciplines. Something as simple as this tends to open up additional opportunities for the character to get involved and they often require minimal investment to pay off.
  • Flame Arrow - Archers with high willpower and/or Karma will get a lot out of this; elves, humans, some orks (willpower is an issue there) and windlings. Every windling will want this Talent - it allows them to ignore the reduced damage due to their size and capitalize on their great Karma. If you take this, you will want to continually improve it.
  • Great Leap - This Talent is a good way to get out of trouble, while maintaining yourself as a threat. It also has value for any Archer also acting as scout to get into those hard to reach spaces. Minimal investment may be required.
  • Long Shot - It costs Karma and may not always work, but it can give you some final chances to murder a fleeing foe, or additional attacks before opponents have a chance to retaliate.
  • Speak Language - Archers that style themselves as explorers or more social characters may want to take this in support of those themes. If no one else has this Talent, that is another reason to consider it.
  • Sprint - This Talent does cost Karma, but Archers may have a little more use for it due to their relative frailty; it will allow them to putt additional distance between themselves and approaching attackers and may buy a turn or two of safety.
The Talent Options at Journeyman are somewhat a grab bag - there are a lot of interesting choices. There is a good chance any character is going to find something they like, and the two competing alternate builds (scout and social) both find more Talents for support here:
  • Call Missile - By this time, you will know if you need this Talent or not. If ammo during combat is a concern, you're going to want this. If you have never noticed, then just keep looking. On the whole, Archers that use thrown weapons extensively tend to favor this Talent.
  • Conceal Object - Archers that use bows will probably want to pass on this Talent - I cannot think of many circumstances where this will be regularly useful for them to invest in it. Archers that use thrown weapons, however, will likely want to consider this.
  • Creature Analysis - Information is always powerful and Archers that also do scouting will want to consider this. A good Talent for any Archer that can find room for it.
  • Empathic Sense - A personal favorite of mine that helps in social situations. Additionally, when combined with Direction Arrow it makes an effective way to determine if any of your Group have been abducted and then quickly find them. This is much more useful in some Groups than others.
  • Evidence Analysis - More fun Talents for an Archer that performs scouting duties, or wants to be involved in information gathering. This will almost certainly come up in every game.
  • Heartening Laugh - At the cost of Karma and an action, there is probably something better for an Archer to take (also, Swordsmasters get this as a Discipline Talent). If no one else has it and social attacks are becoming a problem, it may be a consideration.
  • Lip Reading - An interesting meeting for the scout and social type Archers. For political games, this may be very useful. Otherwise, it is hard to predict, though odds are good by now you will know if you want this Talent or not.
  • Steel Thought - Normally I advise against this Talent for the same reasons as Avoid Blow, but there are some particular instances for Archers where it may be useful. If you have a very good willpower due to Flame Arrow and not such a great perception, this Talent may be a good selection. The small swing between those two attributes could shift the math just enough to make this favorable.
Races

Elves are the natural go to race for Archers and with good reason: they have the best dexterity, good perception, willpower and charisma. Their low toughness isn't as much a hindrance compared to other combat characters since they won't see quite as much action. Being pretty much good at everything, humans are pretty much good as Archers. Their good Karma along with Versatility can potentially help out with some of the downside to being an Archer, though there is nothing in particular to recommend them to this Discipline. On the other hand, windlings have a lot of upside to being an Archer. Flight with a ranged weapon means retaliation is going to be minimal, along with increased physical defense. Their dexterity, perception and charisma are all good, and the flight and astral sight only bring more to the table for scouting. The biggest coup is their Karma. The quantity combined with increased die means Flame Arrow (which ignores all of their typical size penalties to damage) is going to be a staple.

Orks have some things going for them as Archers, having an effective bonus to damage and good Karma, but little else. Dwarfs aren't bad, but they don't really bring anything to the Discipline that another race doesn't do better. The same can be said for t'skrang, who will get little use (on the best of days) out of their tail combat. Obsidimen and trolls, on the other hand, have little to recommend them. Their size doesn't reap any benefits outside of throwing weapons, and their low Karma means they won't be able to take advantage of all the Archer has to offer to the same degree.

Equipment

The big decision here is going to be whether you want to focus on Missile Weapons or Throwing Weapons. The former is probably the more useful of the two: better damage and range. If you want a Missile Weapon, you will want an elven warbow (the medium crossbow loses on range). The premier throwing weapon is the hawk hatchet (the spear loses on range, but is significantly less expensive), with flight daggers working well for concealed weapons, and bolas and nets being useful for entangling.

As far as armor goes, Anticipate Blow requires you to go first, so something light is going to be a must - the Smooth Armor Knack will be your friend. As always, espagra scale cloaks are worth it. Both flavors of Archer will want a shield, though Missile Weapon are limited to bucklers (whether that includes a crystal buckler is up to GM interpretation at this point). If you are just into Throwing Weapons, you can use any shield with the caveat that initiative is still important.

26 January 2013

Earthdawn: Adventure Log 13 - Westhrall's Passage

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

Underneath lies an expansive network of underground rivers, passages, caves, and abandoned tunnels mines, and communities. An entire subspecies of t'skrang, the Pale Ones, call this places home. As do countless Horrors.

It was all sealed up during the Scourge when the incursions were detected, much easier to write it all off than fight an untenable war. Because of this, much was lost in the depths, particularly in the area known as Braza's Kingdom, a corrupted area home to many Horrors. The dwarf mines that stretch into the depths of the Throal mountains occasionally breach the old tunnel networks and encounter what still moves down there. Which brings in the adepts, because there seems to be little more that they enjoy more than mucking about in horribly dangerous places, with terrible conditions, fighting Horrors and their constructs for the promise of fame and money.

Braza's Kingdom is akin to a more local mini-Parlainth, though the threats posed are very real to the province as a whole, particularly the communities throughout the mountain range. This provides significant opportunities beyond just adventurers in mining shafts, but dealing with potentially remote villages and the affect that a Horror can have on these places. Underneath the mountain is a locale for continued adventure and exploration, digging up the past of Throal, and can lead to a more political game as the the happenings within the dwarf kingdom take center stage. Perhaps Pattern Items for some of the houses have been lost, or old caches of wealth. It is somewhat unique in the setting for that regard, developing both the adventure and horror aspects along side a city game with relationships and politics playing prominent roles.

The Pale Ones also call the waterways under the mountains home in their domes. These vast caverns house an entire society that has largely been forgotten, though they maintain some contact with Throal. For most games they would just be another oddity in the rich setting of Barsaive. However, for the aforementioned Throal campaign, they could play an important role in exploring the dark secrets under the mountains. The struggles between the various clans and the pressures the place on the adepts in exchange for aid would also be a source of drama for the group as they attempt to navigate the complex relationships.


Adventure Log – 13 Westhrall's Passage

Recorded By: Elmod of Glenwood Deep


Date: 18 Veltom – 24 Veltom, 1507 TH
Group Name: Mismatched Steel

Group Members
Elmod the Nethermancer
Honeysuckle Sunspray the Windmaster

Ontheros the Horror Stalker
Ting the Swordmaster

A quiet time of the new year, much devoted to research in the Great Library of Throal, primarily on a set of Thread Items that are a part of a set. Known as the Bands of Fortune, they are a set of items used by an adventuring group known as the Band of Fortune. A ring, large headband, bracers, and thorn armlet are all we have found so far. The set reportedly finds itself into other adventuring parties, and will also often cause some other separate group or member to meet an untimely end. Bodes trouble, though potentially powerful.

At the library an ork woman, Ela Pono, covertly invites me and the party on an underground expedition and map confirmation beneath Throal. A path along the Coil River underground allegedly leads to the dwarf kingdom. We also learn and meet some Pale Ones, pale t’skrang that live underground – a bit odd though and speak little Throalic.

I, being the most astute of the party, took the mains of the raft Ela prepared for our trip.
Along the way, many interesting subterranean creatures and flora were observed, and I had Ting take some samples for me. Of particular interest was the brain sponge, glowing moss that lures mind slugs, and we made pillows of their spherical majesty.

We camped on an old abandoned encampment. Unfortunately my examination of the brain sponges did not alter me to the descending shadowmants until they were upon us. They got me first with venom and Ting was poisoned as well. We managed to get all the shadowmants downed, but Ting succumbed to the venom and had to be salved after she crossed over. I still feel a fair bit woozy.

We continue on nonetheless, a bit wearied.

Saw some beetles and a toad being devoured by toadstools.

Another night of Horror mouth things attacking us. One devoured most of one of my Absorb Blow charms – which was new too!

A third day in Braza’s Kingdom; strange things again.

Only on the fifth day do we get out of Braza’s Kingdom, but luckily without any further attacks.


After the weirdness of the Kingdom, Ela feels only slightly better.
We find a small island, burnt raft and corpses of Ela’s friends. Another two islands of burnt out houses and raided spaces.

We finally come upon a larger island still inhabited, protected even by t’skrang Pale Ones. Pretty lights when we arrive as well.

Soon, fire cannon blasts from raiding party beats out on the water announcing the raiders’ presence. We take out a few at range and engage the landing at the beach – defeating enough of them to encourage their retreat.

We have an evening of Questions with the shivalahala, finding out about the lake and further downriver – she learns a bit about us above dwellers.

We leave downriver again and navigate some treacherous rapids – thanks to my deft piloting, we survive.

We find the raiders – flagged as Nine Diamonds – the flag of House K’tenshin.

We try to approach them silently, but Ting is still too noisy and the horde of raiders rushes us.

We focus on the riverboat seeking the map they hopefully have of the end of the waterway to the Coil River. The officers were simple to defeat (Ed note: None were defeated), but plentiful as well. With the help from Honeysuckle we take down the Captain, take him hostage, and the First Mate offers parley and we stop the battle.

We discuss terms and agree to trade the Captain for their map of the waterways and safe passage out of the underground passage.

Out of the passage we reach Ardanyan. We came there and will go to Throal to collect our bonus from Ela’s proprietor.

*     *     *

There are no annotations for this Adventure Log and there never will be. It wasn't mentioned in the log, but the adepts all made Blood Promises to not reveal anything that transpired during their employ for a year and a day. Once that is over, Ela fully intends to intercept their submission and it will be "lost", blamed on an intern that she doesn't care for. The reason for all of this effort is simple: she doesn't want it known that the passage exists, nor that she was involved in this. Involvement in one of the Groups that she curates is against Library policy, but she has been looking for a Group like this for quite some time. One with a careful blend of characteristics that make them trustworthy, but quite willing to do terrible things without thinking too hard about it. Also, much tougher than the previous Group that she thought would be perfect.


The adventure itself laid some groundwork for future events that may not really have effects which are seen on-screen. Much of the subtle build-up has been happening in the annotations Ela has been making to the Adventure Logs, and will continue to be there. Other events have been telegraphed in subtle details throughout the various sessions for quite a while and will have a big showing one day.

Under the mountain was a fun setting and allowed all of the characters to show off in some way, whether displaying extensive knowledge about various useful things, wrecking minor Horrors and their constructs, establishing contact with Pale Ones, or fighting pirates! While fun and moving some plot elements forward, and it added some creepy and weird elements, but didn't build much on the themes of the campaign.

22 January 2013

Earthdawn: Anatomy of a Discipline 13 - Purifier

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

Overview

Purifiers are an obsidiman-only Discipline that exists somewhat in contrast to the stereotypical view of those Namegivers. Whereas most see obsidimen as clam and slow to anger, a Purifier tends to be significantly more tempestuous, less a craggy mountain and more an avalanche.

Their purpose is to heal the earth. While that is primarily focused on the damage caused by the Scourge and Horrors, that is by no means the limit of their cause. Any that cause wanton destruction or harm will likely earn the unwelcome attention of a Purifier. This harm can take the form of encroaching on unspoiled areas, over grazing or hunting, anything that can have a permanent impact on the balance of the world.

It is important to remember the view obsidimen have of the world and how it has changed. They do not see just the next season, month or even decade; they look to the next centuries and Purifiers in particular how to safeguard that for those that must live there beyond the sunset of the Namegivers that currently surround them. The Purifier gives form to the silent rage most obsidimen feel, but cannot give shape to. These adepts are the passion of their people, and the passion of a mountain is a volcano.

Despite their love and protection for the earth, they understand for somethings to flourish, others must die. Therein lies the balance. For other Namegivers to live, some places must be given over to their needs. It is in the overuse of these sacrifices, refusing to honor what has been lost for them to continue, and the continual need to consume that Purifiers draw the line. Some see violence as their first answer, others see education as the more successful route. Only through teaching can the younger Namegivers be expected to learn. Though a refusal to actually learn and continuing in their decadent ways is a dangerous path to tread as obsidimen have long memories and do not forgive easily; Purifiers see themselves as the earth's vengeance given form and purpose.

While their relationship with other Namegivers may be a source of contention, their main focus is to combat the Scourge. They have the abilities and drive to heal the land in a way that no other Discipline can. Their focus on eliminating Horrors is almost as single-minded as the Horror Stalker.

When playing a Purifier it is important to determine what your philosophy when dealing with Namegivers that may not know better in how they treat the earth. At what point has a line been crossed? A Purifier's demeanor is significantly different from most obsidimen, and that can be an important element to consider - they will likely be a different roleplaying experience and perhaps a study in contrasts.

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. The main concern for any Purifier is their relationship with the earth and how they tend to it. One of the main manifestations of this is likely to be the usage of the Earth Bond Talent to heal the Purifier, which draws life from the earth itself. Too much reliance on this while giving little to nothing back in return could be a significant issue. What may be a point of contention between this adept and their Group is how they deal with Namegivers that may be overstepping their relationship with the land. This could cause considerable for any Group and lead to what others may consider unnecessary violence, or may not understand entirely. While ignoring this duty may be impossible for the Purifier.

Healing the effects of the Scourge is never far from a Purifier's thoughts and their desire to stop and spend time on the land can also be a source of friction. An obsidiman's sense of urgency is typically different from an ork, and with good reason - there is an order of magnitude between their lifespans. Though everyone should find common ground when dealing with Horrors, the Purifier may pursue these goals with a particular fervor.

Talents

Initiate
Talent Options: Acrobatic Strike, Avoid Blow, Battle Shout, Sprint, Wilderness Survival

First Circle
Discipline Talents: Body Control, Clay Skin, Karma Ritual, Unarmed Combat, Wound Balance

Novice
Talent Options: Creature Analysis, Heartening Laugh, Maneuver, Swift Kick, Throwing Weapons, Tiger Spring, Tracking

Second Circle
Discipline Talents: Durability (7/6), Lifesight

Third Circle
Discipline Talent: Spirit Talk

Fourth Circle
Discipline Talent: Thread Weaving [Earth Weaving]

Journeyman
Talent Options: Astral Sight, Earth Skin, Great Leap, Lion Heart, Resist Taunt, Steel Thought, Steely Stare, Temper Self

Fifth Circle
Discipline Talent: Earth Bond

Sixth Circle
Discipline Talent: Life Check

Seventh Circle
Discipline Talent: Crushing Blow

Eighth Circle
Discipline Talent: Momentum Attack

In combat the Purifier is a intimidating, and are the premier unarmed combatants until Disciplines from Cathay are considered. Between Body Control and Crushing Blow as Discipline Talents, and the natural obsidiman strength, they have no issues with damage; this is normally an area of concern for unarmed characters. Momentum Attack can even give them an additional attack, which is one of their downsides.

They also bring some considerable defense to the table with a good Durability, Clay Skin (Wood Skin with a different name), and Life Check. Earth Bond can be used for healing, or fulfilling the function of their Discipline, which is some nice versatility, and Wound Balance as a Discipline Talent coupled with being an obsidiman (amazing strength, great toughness and additional Wound Threshold) means they will never fall down barring some extreme circumstances.

Without taking Talent Options into account, the biggest weaknesses for the Purifier in combat are low static defenses (obsidimen have reduced dexterity, perception and charisma) and not that many options. Besides beating things to a pulp, but there may be a desire for more than that. Lifesight and Spirit Talk give them some unique abilities to a combat Discipline, along with Earth Bond, that strongly reinforce their themes and give them ways to contribute outside of a fight.

Through their Talent Options, a Purifier can build in a number of ways, all of which are probably going to be very effective.
Talent Options for the Purifier is almost a litany of potentially difficulty decisions. Each tier has some great choices depending on what kind of character you want to make and Initiate is no different in this regard:
  • Acrobatic Strike - The overall best option the Purifier has for more Physical Defense, but it has some strings attached: initiative and you must attack to use it. It will need continual improvement.
  • Avoid Blow - In general, I don't like Avoid Blow as a Talent Option and this is no exception. Purifiers already have a good Physical Defense, which means that without Karma, it will be a difficult task to successfully use this Talent. It will need continual improvement.
  • Battle Shout - Though their charisma tends to be rather low, this is still a good debuff and worth of consideration.
  • Sprint - Though the concept of a sprinting Purifier is awesome (the fantasy linebacker), obsidimen just don't have the Karma supply to make this worth it and have a lot of great Discipline Talents to spend Karma on already.
  • Wilderness Survival - It is already covered by Half-Magic, though as a skill, and there is probably something else in this list. If not, make certain that you are willing to invest in it to actually have it be better than Half-Magic.
This is one of the few Disciplines where you are almost certain to use up all of you Talent Options. Along those lines, introducing some more very good choices at Novice:
  • Creature Analysis - Generally more important for spellcasters that can get the most mileage from this Talent, information is always power and this is thematically appropriate for a Purifier.
  • Heartening Laugh - It requires Karma (of which obsidimen have comparatively little) and there will probably be a Swordmaster that has this as a Discipline Talent.
  • Maneuver - On the whole, there just isn't the need for this as with other Disciplines, though it can give a damage bonus for the patient player that is having issues with high armor.
  • Swift Kick - The only downside to this is that you need a better initiative and that isn't really an obsidiman's strong suit. Other than that, this is extremely good.
  • Throwing Weapons - The Purifier already doesn't carry any weapons (very successfully) and this seems to defeat the purpose. Along with needing continual improvement and potential investment in Thread Items to keep it competitive at higher Circles, this seems more like a Legend Point sink that something useful.
  • Tiger Spring - If you have Acrobatic Strike and Swift Kick, you are going to want this (and if you don't have them, why not?). Otherwise, there isn't any particular need.
  • Tracking - This is a great Talent for an adept in every Group to have. If no one else does, you might want to consider this.
Even more things to like at Journeyman! These are the Talent Options that just keep giving:
  • Astral Sight - Not many combat Disciplines get access to this Talent and it is one that lets you participate in an entirely different game. With the other Talent Options, this one isn't automatic, but with the theme of the Purifier it should definitely be a strong contender.
  • Earth Skin - It may cost Karma, but you are going to want this. Every character should want this and it shows up right when it starts becoming more and more important.
  • Great Leap - A lot of fun with an obsidiman, but the typical combo with Down Strike is unnecessary. 
  • Lion Heart - This Talent is almost always good; it has low investment requirements and is bound to be useful.
  • Resist Taunt - A Talent Option I will pass on because of the same reasons as with Avoid Blow. This can simply be too difficult to use when you really need it.
  • Steel Thought - Same as Avoid Blow, and with access to Earth Skin there isn't much reason to give it a second glance. It does have one interesting feature compared to all of the other "dodge" Talents: it uses a different attribute than the Defense is derived from, which can actually work out for an obsidiman.
  • Steely Stare - Another fun talent for combat characters as it can give you an opportunity to bypass combat or participate in scenes where you may not have as much to do.
  • Temper Self - Because the Purifier needed to be able to take more damage. Well... they do, just because. The only real downside to this is the increased damage an obsidiman takes from failure with this Talent (due to their Increased Wound Threshold). This is still an  excellent Talent.
Equipment

No matter what direction you are going, armor is always going to be a tricky subject due to the obsidiman living or stone armor requirements. If you need a good initiative (Acrobatic Strike and Swift Kick), then that will limit options even further. For the former group, the best early armor options are stone, but they will generally tank your initiative (stone disk only has a penalty of 3). Later on crystal plate becomes an excellent option. Those that need to maintain a good initiative have more limited options. Fernweave is going to be it unless there are compromises or Thread Items in the mix. The other two armors on the table are blood pebble and crystal ringlet. Purifiers may have issues with blood pebble due to the blood magic and the associated damage. Crystal ringlet will need Smooth Armor and/or initiative penalty reductions from Thread Magic. Of course, everyone needs an espagra scale cloak, unless your GM rules that it falls under the "no living armor" clause for obsidimen.

While it may look strange, there is mechanically little reason for a Purifier to not have a shield. Purifiers without a care for initiative penalties (so long as they remain below their dexterity Step) will likely find considerable use from a crystal raider shield and others from crystal bucklers.