13 April 2013

Earthdawn: Anatomy of a Thread Item 05 - Ivory

This is the fifth Anatomy of a Thread Item in an ongoing series about Earthdawn. Introduction and Index.

If you happen to be a player in this game, please do not read this series. There will be spoilers and some of this information is subject to change.

This Thread Item is the companion to a Thread Item I wrote about previously, Ebony. While the entire plot that connected these two items fell out from under me, this had been introduced into the game by then. Luckily, it is generic enough to be good for nearly any character. Even more than that, however, it is particularly good for the new character. The story, however, may need some changing on the back end to tie it back in to the game as a whole.

Since much of the story behind this item has already been related, I'm going to take this opportunity to break down how I came up with the various elements for this Thread Item at each step. First, the overall themes: while Ebony was a monster, this is a more delicate instrument. It is smooth and sleek where the counterpart is rough and massive. Instead of a blunt instrument of brutality, this offers more subtle protection and allows to adapt to more situations. It was designed to be worn on the off-hand by a Swordmaster, taking advantage of their Talents (as House-Ruled for this campaign) and general fighting style. In particular, the need to have a weapon in their off-hand.

Ivory
Maximum Threads: 1
Spell Defense: 16
Legend Point Cost: Warden

The gauntlet is a sleek affair of black steel and living crystal. Constructed of small plates and smooth surfaces, the crystal appears asymmetrically from under the metal as though musculature.

Everything here is pretty standard - the maximum Threads is low because of the Blood Sworn Deed at Rank Seven. It only makes sense for there to be only one wearer with such a restrictive requirement. I wanted the description to convey that this appears like living armor, an extension of their skin rather than simply a gauntlet.

Thread Rank One
Key Knowledge: The wielder must learn the gauntlet’s Name.
Effect: The wearer gains +1 to Physical Armor, +2 to Mystic Armor and a +1/+1 Deflection bonus. If used as a melee weapon the gauntlet has a Damage Step of 2 and is considered an attached weapon. The gauntlet will provide no armor or deflection bonuses if used with a shield.


The Rank One effect is effectively a crystal buckler. Normally they would have +2 Physical Armor and -1 Initiative, but I applied the Smooth Armor Knack and eliminated the initiative penalty. This goes into the effects of it being a second skin. All of this is standard for a Rank One effect. The damage is not good, but it hardly matters - for the intended recipients I doubt it will ever see use. The important feature here is that it can be used with a weapon, but not another shield. This encourages Swordmasters, but prevents some abusive defensive stacking. On the whole, this is powerful for a Rank One effect, but it is a Warden tier item and a beefed up crystal buckler is incredibly lackluster here.

Thread Rank Two
Effect: The wearer gains a +1 rank bonus to the Second Weapon Talent (only if the weapon is held with Ivory).

This effect is completely in line with the appropriate bonuses: +1 to a Talent. This particular Talent hits home with the heightened usefulness for Swordmasters, while limiting the value for two-handed weapon users. The restriction seems strange, but a t'skrang can use Second Weapon with their tail combat racial ability. That isn't something this particular Thread Item is intended to support.

Thread Rank Three
Key Knowledge: The wielder must learn the Name of the gauntlet's first wearer.
Effect: The wearer gains a +1 rank bonus to the Avoid Blow Talent.


The Key Knowledge thus far have been standard, and that is perfectly fine for these purposes. If I play with them too much, it can at times become a burden to keep them constantly different and it makes the Key Knowledge that I want to stand out just become part of the noise. The Rank Three effect is standard as well, +1 to a Talent. With my House Rules, that replaces Parry, and plays into the defensive nature. Instead of granting a bonus to armor or Physical Defense, I wanted to emphasize the active defenses and the fluid nature of the Thread Item. Also, it plays into the effect at Rank Four below.

Thread Rank Four
Effect: The wearer gains the Dazzling Parry ability. For 1 Strain, if the wearer has not made a Second Weapon Test during this round, they may give up that opportunity and apply their Second Weapon Rank as a bonus to an Avoid Blow Test. This ability may be used once per round.

Here, there is value for anyone with the Avoid Blow Talent, since Ivory already grants you the Second Weapon Talent. I always prefer to give the Talents up front that will be required later on for some big effect that I want to throw in, and I almost always want to throw in an effect that isn't just more bonuses. In my experience, even an effect that isn't powerful will make a Thread Item significantly more interesting than just a pile of bonuses. By the same token, too many effects can dilute the flavor of the Thread Item and complicate things (giving players too many options can have a downside, not the least of which is forgetting they exist).

This particular effect builds on the defensive nature of the gauntlet and grants some versatility in how the character approaches combat. Useful, but not extremely powerful - it just allows the character an extremely good defense each round, particularly if they are holding back on offense for whatever reason. It is particularly good when using the Maneuver Talent.

Thread Rank Five
Key Knowledge:  The wearer must learn and visit the mines which provided the iron and living crystal used to craft the gauntlet.
Effect: The wearer gains +2 to Physical Armor and +1 to Spell Defense.


At Rank Five is when I prefer to have Key Knowledge really start to require some work and investment. This is not going to be something easy to learn, as it is probably in the Twilight Peaks - if it's not, that will make it even more obscure. For Thread Items that were clearly crafted, rather than Legendary, the Key Knowledge shouldn't relate to things that were done with it, but more around the genesis of the Thread Item. That isn't to say that Legendary Ranks cannot be added later, but they should be at the end of the Thread Ranks.

Rank Five is also when I increase the power of the bonuses based on the tier of the Thread Item. For a Warden Item, like this one, that means handing out two different bonuses. The expense of getting this Thread Rank is going to be considerable (2100 Legend Points) and I want it to feel like it is worth it, not to mention the effort required to get it. There are two standard bonuses, +1 to Physical Armor and +1 to Spell Defense. Again, this is a protective item and I want that to be front and center, but with the living crystal I wanted to ensure it offered mystic and physical protection.

Thread Rank Six
Effect: The wearer gains +3 to Mystic Armor and +1 to Physical Defense.

This just completes the other half of Rank Five by offering +1 Mystic Armor and +1 Physical Defense to complement the +1 Physical Armor and +1 Spell Defense.

Thread Rank Seven
Key Knowledge: The wearer must learn the fate of the first wearer.
Deed: The wearer must be Blood Sworn to the wearer of Ebony.

Effect: If the wearer successfully uses Dazzling Parry, they may apply the Test Result as an attack against the attacker’s Spell Defense. On a Good Result or better, the attacker suffers a penalty to their Initiative next round equal to the Thread Rank.

The Key Knowledge isn't the restriction at this Thread Rank, but the Deed. Not many characters will fulfill that requirement. This is also a Thread Rank where the bonuses tend to go up again. For Warden tier that doesn't mean three bonuses, but I like to introduce effects that improve or build on the primary effect of the Thread Item which may be a bit on the powerful side. By now, the player has gotten used to what the Thread Item can do, so changing that up a little keeps it fresh.

Going back to the themes of adapting and versatility, this gives some additional benefit to the Dazzling Parry effect. It may not be something that the character can capitalize on, but definitely something that will benefit the Group as a whole. Which is another aspect that I like to include in Thread Items, effects that will benefit everyone. They tend to get the other players more interested in what is going on with this character and their gear if they stand to benefit from it. This also plays with the Riposte Talent a little - offering a different kind of outcome, which may be better depending on the situation.

Thread Rank Eight
Effect: The wearer gains +3 to Physical Armor and a +2/+2 Deflection bonus. Additionally, Dazzling Parry may be used a second time each round. If Dazzling Parry is used successfully on the same target twice in a round, the penalties do not stack.

For the final effect, I went big. From here on out, improving this Thread Item is up to the character and their Legend. The Physical Armor is now equal to the Mystic Armor, which I like in terms of symmetry. Also, the Deflection bonus went up, which is like a bonus to Avoid Blow, but a little more limited. The additional use of Dazzling Parry is nice, but you still have to give up your Second Weapon attack to use it in the first place and you cannot stack the penalties. So there are three different bonuses, but overall I don't think they are too much for this Thread Rank given some of the inherent limitations.

12 April 2013

Kickstarter: Part 10 - The Return!

This is the tenth part in an ongoing series about crowdfunding. Overview and Index.

It has been quite a while since the last post; nearly half of a year. Many crowdfunding campaigns have began and ended since then (20, to be exact). Covering all of those would make this post significantly longer than I intend, not to mention updating all of the projects from days past - some awards have arrived, most have not. Such is the way of the Kickstarter.

To keep this as relevant as possible, I'm just going to be covering projects that are currently active. Hopefully you will find interesting as well.

New Projects

Spark

Closes: Closed [Update]
Funded: Yes!

Cooperative world-building is often a compelling endeavor, particular one constructed around beliefs and the explicit desire to change the setting. While I'm not entirely certain how this game will play out, it is an interesting concept that I wanted to support.

Read the review.

Dimensions

Closes: Closed [Update]
Funded: No [Update]

The first in a series of projects that are not likely to get funded for various reasons. I'm always looking for systems that can handle a variety of genres in different ways - they make a useful resource for tackling whatever strange idea piques my interest. Unfortunately, there much specific to recommend this game over any of the others. The art on display is nice, but what convinced me to back this was the indication of tinkering with your own equipment. I love a good crafting system. As well, custom abilities and magic tend to draw my interest as well. 

Hyperreality

Closes: Closed [Update]
Funded: No [Update]

This game is an interesting entry - rules light and a design focused around the terrible antics of reality television. It is seems like a cousin to Fiasco, where terrible behavior is rewarded. The mechanics revolve around the persona that you are portraying for the show and how that character is revealed through the story. Keeping in mind the kind of people that make it onto "reality" TV in the first place. Tragically, with only a few days left, funding is unlikely to be met at this point.

4Kingdoms

Closes: Closed [Update]
Funded: No [Update]

A game of mystical conspiracies with parts of Mage: The Ascension, The Everlasting, Unknown Armies, and related games, along with fantastic looking art? Awesome. I was looking forward to this project quite a bit - urban fantasy and conspiracies are one of my favorite game genres. Unfortunately, there isn't much time left for this project and it doesn't look likely to fund. That doesn't mean it cannot be turned around in the last two days. The power of the "Remind Me" button is pretty strong.

Apotheosis Drive X

Closes: Closed [Update]
Funded: Yes!

FATE Core-based mecha game that draws from the more anime related inspirations making it more about the characters and using the big-ass robots as an extension of the story? Yes. That. More of that. This took me a nano-second to support when I found it. The biggest risk associated with this project is the group behind it (Machine Age Productions). They do some of the most interesting work around, but have issues with deadlines and delivery. That being said, those concerns are always minimal because this format isn't for traditional delivery of product and I'm willing to wait for something that I really want. The stretch goals on this project (two of which have been met) are additional settings that are rife with game ideas. I won't lie, I want this project to hit $15,000 so I can get mega dragon armor.

Invulnerable

Closes: Closed [Update]
Funded: No [Update]

I have always had a soft spot for superhero games, though I don't really know why - my comic collection is not large, or full of classic titles. It has also languished for about a decade. Nonetheless, I'm a big fan of game to make super-powered characters and seeing the direction new authors take when trying to deal with the genre. The sheer scope of what any character may want to do is immense and most games are written to make an attempt at accomodating all of them - this is not an easy task. This particular game promises versatility in a simple package with motivations being key. I'd like to see that, and since this is a new edition of a game already out there (even though I haven't looked into it yet... something about pdfs), the risk level is low.

Edara

Closes: 30 APR 2013
Funded: Yes! [Update]

A steampunk game with a strong dose of fantasy and a system that seems to embrace high action. What I've seen evokes Castle Falkenstein and Arcanum, which is a very good thing. The art is good, with some of the pieces very good. An interesting element is the concept of serialized adventures. They get sent out at regular intervals and shape the metaplot for the game. I don't know exactly how that may work out, but I would like to find out.

Short Order Heroes

Closes: 06 MAY 2013
Funded: Yes! [Updated]

Full disclosure on this: I was sent a copy of this to review (which is forthcoming) and I would count the man behind this project as one of my closest friends (despite him being banished to Southern California). That being said, I am backing this project because I like it - a lot. And I want all of the cards (stretch goals).

It's both an accessory and a simple game in an of itself - a deck of cards with an adjective and a cute picture associated with the adjective. This is the kind of thing that comes in handy when creating an NPC on the fly, or for players having trouble fleshing out their character (both of these even more in FATE). The project has met it's second stretch goal, so the deck is up to 90 cards and additional stretch goals will and add themed decks (such as places and super powers - I want super powers). There's already discussions about the additional cards to be created; I didn't suggest "misanthropic", but I sure wish I had.

Atlantis: The Second Age

Closes: 09 MAY 2013
Funded: Yes! [Update]

A new game by Jerry D. Grayson? Yes. One that combines Elric and Conan? YES. Swords and sorcery, horror, mighty and fallen empires, dark magics; all of these things sound awesome. It is a new iteration of an older game (the Atlantean Trilogy from long ago), inspired by the previous material. His games always have excellent art and this doesn't seem to be an exception, also dynamic magic and exotic technomantic magic creations? Yes. There is even a 200+ page draft of the text here so that you know what you are getting. This is close to getting funded, so here is to hoping. Also, the stretch goals sound awesome (including an action deck and hardcover upgrade).

Lords of Gossamer and Shadow

Closes: 15 MAY 2013
Funded: Yes!

Amber Diceless Role Playing Game (ADRPG) may be one of the most subtly influential games out there. It still has fervent fans (any property would kill to get the fans Amber has) and there may be something to that. While I have my own opinions and differences with this system, it was revolutionary at its time. It still brings a lot of fantastic ideas to the table and presents a different way of looking at your game. Lords of Gossamer and Shadow is the spiritual successor of ADRPG and presents a new world that is more compelling than the original in many ways. It is designed as a world to be played from the ground up, not an adaptation. This shows in how it provokes your imagination, instead of addressing the texts as they were. The author, Jason Durall, is probably the authority on ADRPG out there and his work shows. Some truly excellent artwork has been paired with his writing for this project, and I've already been conned into running this game online - and I'm pretty excited about it. The second stretch goal for this project is nearly funded: an Icon Deck. That is a set of tarot cards with faces for use in your game. We don't know what Stretch Goal #3 is, but I would like to find out.

07 April 2013

Earthdawn: Anatomy of a Discipline 19 - Weaponsmith

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

Overview

The Weaponsmith is simultaneously one of the most straight-forward and complex Disciplines in Earthdawn. Their demeanor is forthright and honest, they are interested in results. Yet they are contemplative and focused on the effects that their actions will have on those around them. While this may seem like a juxtaposition, it is entirely within their scope.

Central to the Weaponsmith is the Forge. This is the social core for these adepts, and one which many communities across Barsaive are built around. It is through the Forge that their view of the world comes into focus. As the heart of their society, they have deep roots and responsibilities to those Namegivers. They are trusted, so must respect that trust with everything they are. They must be direct, so there are never misunderstandings. They must think before they act and decide, because they represent their community. They must act with purpose, because decisiveness is at times more important than the most correct action. Without results, all actions and decisions are useless. But perhaps most of all, they must think about tomorrow and the tomorrow generations from now - not only must there be a tomorrow to consider, but it should also be one worth living.

These are the central concepts to this Discipline, and they are complicated. Their responsibilities are many, but they bear them with pride and strength. A Weaponsmith without resolve and love for their work isn't truly a Weaponsmith at all. A traveling Weaponsmith may not have a Forge, which means they are always a guest wherever they go. This does not relieve them of their responsibility to the community by any stretch of the imagination. At the very least, it means that wherever they are at the time is their community they owe their loyalty and consideration to. Some may extend that to a greater area, perhaps all of Barsaive, or even the world as a whole.

Anyone that sees this level of responsibility as an onerous obligation may want to choose a different path. What this truly is, is an opportunity. A Weaponsmith can make inroads in even the most xenophobic community with what they bring. If there is an established Forge, gaining acceptance there should mean the rest of the Namegivers welcome the adept and their companions sooner than later, particularly once the Weaponsmith begins working for the betterment of their new family. If there isn't, then certainly the services they bring are a welcome addition to these people. By investing their time and effort, they gain friends and allies.


As well, the role of the Forge allows them information regarding the community as a whole. The goings on, major events, relations, etc. The Weaponsmiths of the Forge are often sought for their advice, or just as someone trusted to listen to - a Weaponsmith would never betray this trust unless it was absolutely necessary. While they would never admit it, they are horrible eavesdroppers; with good reason. As a social hub of the community, there is plenty of opportunity and they view it as a necessity to the harmony of their home to be aware in advance of any storms that may be brewing, perhaps heading them off. Never revealing the source, or betraying any trusts, they can diffuse a tryst in the making before it occurs, or even work towards mending a relationship in trouble because of misunderstandings.


Beyond all of these social elements, they are also fearsome protectors. It is their solemn duty to protect their friends and family. They craft weapons and armor, working behind the scenes to ensure the very best. When it comes time, they are there with the rest of their companions, never ones to shirk at even the most dangerous duty. Against even the most dangerous foes, Horrors and their constructs, Weaponsmiths represent a bulwark against them. Standing strong against their powers and unraveling their curses.

When making a Weaponsmith, remember the importance of tradition. It is handed down from Master to Apprentice and tradition is where a community derives its identity from. The things that you were taught should shape how you view the world. Those traditions will be ingrained and carried in all of your travels. Establishing details on that relationship, those traditions, that initial culture and the Forge itself, will give a much deeper experience. These are elements that can be shared with the Group as a whole, and as the Weaponsmith often falls into role of the "heart" of any Group, are often adopted by those around them (possibly through sheer stubbornness).

Where a Weaponsmith came from is only half of the question. Where they are going is the other half. More than nearly any other Discipline, these adepts are looking to the future. While you may not know your goals initially, it should be on your mind - why haven't you settled down (the natural state of being for a Weaponsmith), what are you looking for? Maybe your community is larger than simply what you can see. This is something that you should consider.

Discipline Violations

These are best employed not as a stick, but as a chance for the player to take a deeper look at what it means to follow their Discipline. There are a number of ways in which the Weaponsmith can run afoul - their road is not an easy one. Betrayal of any kind, including the community, allies and Forge, is unthinkable. Just as is breaking their word, which may extend to any kind of deception to those they care about. Even failing to share important knowledge may be the source of a violation to these adepts. Also, any hospitality shown must be returned and cannot be forgotten.

Less obvious issues that can arise involve their relationship with their companions. To call a Weaponsmith bossy would be something of an understatement. They view their role as the heart and soul of their Group, and take that very seriously. Which means that they may get involved in things they are not welcome, and share their even more unwelcome opinion. Their belief that they are always right can also cause some friction. Combine this with their stubborn nature and desire to become involved in every little thing when there may be other priorities... well, there are plenty sources of strife and potential growth.

Talents

Initiate
Talent Options: Melee Weapons, Missile Weapons, Parry, Speak Language, Throwing Weapons

First Circle
Discipline Talents: Evaluate, Forge Weapon, Haggle, Karma Ritual, Steel Thought

Novice
Talent Options: Detect Weapon, Fireblood, First Impression, Heartening Laugh, Read/Write Language, Shield Charge, Wound Balance

Second Circle
Discipline Talents: Durability (6/5), Item History

Third Circle
Discipline Talent: Abate Curse

Fourth Circle
Discipline Talent: Thread Weaving [Thread Smithing]

Journeyman
Talent Options: Conceal Object, Detect Trap, Elemental Tongues, Fire Heal, Leadership, Read/Write Magic, Resist Taunt, Temper Other

Fifth Circle
Discipline Talent: Temper Self

Sixth Circle
Discipline Talent: Lion Heart

Seventh Circle
Discipline Talent: Spot Armor Flaw

Eighth Circle
Discipline Talent: Forge Armor

Mechanically, the Weaponsmith is a support character. Not just any support character, they are an amazing support character. Not many games provide this much for support characters without them being healers, and that is a big plus for Earthdawn. If you prefer to work for the better of your group and not necessarily be in the thick of all the action all the time, then this may be a great choice for you.

The first thing they bring to any Group is gear. Forge Weapon is any combat character's best friend. Every Group without a Weaponsmith spends as much as they can afford upgrading their gear. This may require some additional downtime, but the Group will probably have superior weapons overall (I know every game I have run works out this way). Though much later, this also applies to Forge Armor and crafting Thread Items in general.

Next up is money. Evaluate and Haggle of the first ways they support the Group's funds and will often find the task of quartermaster being thrust upon them. It certainly helps that these adepts have to be honest. The next way they aid the overall treasury is through Forge Weapons. This, along with their Half-Magic, can be used to earn some extra cash during downtime, but most importantly the savings from not paying someone else to improve your armor and weapons. It is surprising what the final costs for that end up at.

Item History rounds it all out. Every Group will want at least one character with this Talent. Any Group that doesn't have someone with this Talent will feel it once they get to Journeyman. Not only is this practically a requirement for Thread Items, it's excellent for investigation and intrigue.

They do have a few other elements that they bring to the table. Steel Though and Abate Curse give them some good anti-magic abilities early on. Along with Lion Heart, they will be valuable when confronting mystical threats, but Horrors in particular. While not combat characters, they do get more combat related Talents than most non-combat Disciplines. Temper Self and Spot Armor Flaw are both solid combat related Discipline Talents, and there are some more in their Talent Options.

Despite their reasonable access to combat related Talents, these are not combat characters. A Weaponsmith tends to be more durable than their average Durability may indicate, but they don't have the variety of tricks that a Swordmaster or Warrior has available, nor quite the staying power. They also don't have a lot to spend their Karma on; it mostly gets used during downtime. This means that whenever you have an opportunity to spend Karma, you should. There is no reason to not spend it.

In all, this is one of the Disciplines that sets Earthdawn apart from so many other fantasy games. The Weaponsmith isn't for everyone, but it is perfect for certain players. It is relatively straight forward, uncomplicated, always useful and welcome, and can contribute in nearly every type of scene. It may be frustrating at times to most often be the crew, rather than the star of the show.

There are a few good Initiate Talent Options, but decisions here shouldn't be extremely difficult:
  • Melee Weapons - This is the most popular combat Talent for a Weaponsmith in my experience. It is also the only one to have some additional support, though minimal. You will want to continually improve this.
  • Missile Weapons - If you don't intend on getting into harm's way (not a bad plan, a Weaponsmith can be a bit fragile), this can be a good selection. You are only going to want one combat Talent, however, since they require maintenance to be useful.
  • Parry - For the most part, I am not much of a fan for active defense Talents that are not also Discipline Talents. If you happen to be using a two-handed weapon (and aren't a windling), the Size bonus makes up for that rather well. With their few combat options, this can be a good pick. It will need to be raised regularly to remain relevant.
  • Speak Language - If you are going for a more social Weaponsmith and/or no one else in your Group has this (assuming you aren't exclusively dungeon-crawling), this could be useful. On the whole, this can be covered by the skill unless you are the social character and heading well off the beaten path.
  • Throwing Weapons - You only need one of these combat Talents and this one just falls short. When you cannot use concealment to your advantage, these weapons simply aren't as good as the other options available. This is particularly true considering this Talent will need to be improved every Circle and may see minimal, if any use.
The Talent Options for the Novice tier have some interesting choices (as well as some very good choices):
  • Detect Weapon - For some Disciplines I have mixed opinions on this Talent, but I am generally for it in the case of the Weaponsmith; it fits nicely with the overall Discipline and themes. Now, there are at least two things to consider: how many of your encounters take place in a city and how much intrigue is there in general? Those two answers (which, to be fair, are pretty related) will have a considerable bearing on how useful this Talent will be for you. If the answers are "few and not much", then you can pass, but if they lean towards "most and a lot", then this rapidly becomes more useful.
  • Fireblood - Pretty much any character that can take this Talent should seriously consider it. This can mean the difference between continuing to contribute and saving the day, or sitting things out for a while as you hope things do go sideways without you. It doesn't even need to be improved all the time to be great, it just makes it even better!
  • First Impression - It is my general recommendation for every character to pick up some basic social Talents (or failing that, skills). They allow you to contribute to a different aspect of the game, one that can be frustrating at times to be continually excluded. The investment here can be minimal to get a return and there are a number of social opportunities that a these adepts have that few other Disciplines do.
  • Heartening Laugh - While there isn't a lot to spend your Karma on, there are likely better Talents for you to pick up that this. If your Group has a Swordmaster in it, this is probably a Discipline Talent for them. 
  • Read/Write Language - For most purposes, this skill suffices. However, if you have open Talent Options, this is never a bad choice.
  • Shield Charge - If you don't have Parry and use Melee Weapons, this is a Talent worth considering. It fits into the overall support theme of the Discipline by setting up the more combat capable characters for a big hit.
  • Wound Balance - If you are going to mix it up in combat, this is a good place to start. It is a passive defense that doesn't require much investment. You are going to take Wounds and as you gain Circles, the odds that those Wounds cause Knockdown goes up. This is extremely helpful in mitigating that.
Journeyman tier is where the Talent Option choices may start becoming difficult. There are some solid selections and chances to go in interesting directions, but they also get more expensive:
  • Conceal Object - I don't care for this Talent for the Weaponsmith. It goes against their themes, even if you can come up with the philosophy to support this. Unless you are doing some heavy intrigue, there is almost certainly a better character in the Group to take this Talent. Which, of course, makes hiding things on the Weaponsmith more tempting, but it could run afoul of their honesty theme.
  • Detect Trap - If no one else in the Group has this Talent, you will know by now if you need it or not.
  • Elemental Tongues - This is a great Talent for this Discipline, particularly if you intend on taking advantage of the Warden ability to use Elementalism. It's good without that for numerous things, such as making Thread Items and gathering strange information in general. Also, a lot of fun.
  • Fire Heal - This Talent plays very well with Fireblood, you will just want to make sure you never fail.
  • Leadership - There are some uses for this, particularly with a more social Weaponsmith, but on the whole it simply isn't a Talent that a PC will get a lot of use from. There will be occasions, but they will likely be irregular.
  • Read/Write Magic - If you intend on picking up the rest of the magician Talents in Warden, this is the one to start with. Otherwise, it is a pass.
  • Resist Taunt - Similar to any active defensive Talent, if it isn't a Discipline Talent, it's hard to be worth investing in. This will require considerable Legend Points and is unlikely to work during those times when you really need it (because no Karma). However, if you are finding social attacks to be a significant problem, then this could be a solution - it must be raised every Circle.
  • Temper Other - This is a fantastic support Talent and fits well with the support theme of the Weaponsmith. While you may not benefit directly, your Group will benefit greatly.
Races

Overall, the differences between a race that has ostensibly great bonuses to being a Weaponsmith (elf) versus one with terrible bonuses (obsidiman) is absolutely minimal. Every Namegiver can be successful at this Discipline, though there are a few that have a little more upside or downside in their abilities.

T'skrang cannot take advantage of their tail combat as a Weaponsmith - which may be a small thing, but it is something to keep in mind. Windlings have Astral Sight, which can potentially aid in some of the mystical aspects of the Discipline and gathering information in general. Humans have Versatility and for a Discipline that can already do a number of different things, this can enhance those options further. You can have a Weaponsmith that really holds their own in combat, does social interaction really well, has all of the support Talents, or is an investigator.

The race decision may have some effect on Talent and equipment selections. Obsidimen and trolls benefit from Melee Weapons even more and by taking a two-handed weapon (Size 7) and using Parry. While a windling will want Missile Weapons, or if going with Melee Weapons favor a shield (the armor bonus is unaffected by size, while the damage gained from a two-handed weapon is less than the additional armor).

Equipment

Given that there are no initiative requirements for any of the Talents, equipment selection is fairly open. The Talent selection will dictate some weapons that you use, or vice versa, but armor is fair game. Ideally, a Weaponsmith is a big tank capable of soaking up all of the damage. This may be important because your Durability is average and defensive options are limited overall, not terrible, just limited.

If you want to use a two-handed weapon, you may want to pick up Parry; alternatively, if you want Parry, you will want a two-handed weapon. If you want a one-handed weapon, you may want to pick up Shield Charge. 

04 April 2013

Earthdawn: Adventure Log 15 - Steel Magnolias

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

The Glenwood Deep presented here has been developed and tailored for this particular campaign and contains a number of details that wouldn't be considered canon. That being said, Glenwood Deep is forested region between the Scol Mountains and Serpent River in the Northeast of Barsaive. Near the t'skrang House Ishkarat and the city of Iopos on the Serpent, the windling tribes that call this region home struggle to maintain a fierce independence from those allied powers and any others (including nearby Blood Wood).

Within the largely unspoiled forests of Glenwood Deep reside most of the windlings in Barsaive, some would call it infested with them (both charitably and uncharitably). The various tribes within the woods are in a constant state of war with each other. This continual fighting may stem from old grudges to simple boredom, but never results in serious injury. It is simply a part of life within Glenwood Deep, but serves to keep all windlings (Windmasters in particular) prepared for combat against any that may invade their home. Given their significant disadvantages in size and frequently numbers, their practice with guerrilla tactics and traps against each other to gain any advantage they can serves as a strong deterrent.

While windlings are not the only Namegivers to call it home, very few non-windlings find life within the trees suitable. Mostly elves with the occasional human make a place for themselves there and generally that is within Owl City. The tribal nature has the advantages low impact to the forest and the ability prevent invaders from capturing homes, but makes trade with outsiders difficult and relationships with other political entities virtually impossible. Thus Owl City is the cultural center of Glenwood Deep and considered "base" for all ongoing tribal conflicts, and off-limits (though a well-played practical joke is always appreciated).

Constructed as a part of the forest, most of Owl City rises above the ground with walkways between the various trees. The ground is sized almost exclusively for larger Namegivers (with attention always paid to ensure that obsidimen feel welcome) - it exists primarily for their convenience, after all. It is from here that the Queen of Glenwood Deep tries to keep track of her flighty people. The ruler (Queen or King) is selected in a fashion that most windlings aren't entirely certain of - one simply appears and if they do a good enough job, no one has a problem.

The other permanent structure within Glenwood Deep is the secret location where Windmasters learn their Discipline: Raccoon City. It is absolutely forbidden for any non-windling to ever learn its location and very few non-Windmasters ever know beyond rumors. It is from here that the primary defense for Glenwood Deep trains and shares any new tactical developments. The leader of Raccoon City and the Windmasters is the Warmaster of Glenwood Deep. They are elected from the corps of Windmasters by their peers and typically serve for life. The current Warmaster has also taken the position of Queen - a combination that is convenient with the additional authority it gives to the figurehead of the windling "state", but also because the rest of her people are terrified of telling her no.

Adventure Log – 15 Steel Magnolias

Recorded By: Sogun of Ayodhya


Date: 18 Rua – 08 Mawag, 1507 TH
Group Name: Mismatched Steel

Group Members
Honeysuckle Sunspray the Windmaster
Jak’Tak the Weaponsmith
Sogun the Messenger


We’ve set sail on an airship named Dreams of Chorrolis to Glenwood Deep(1). By my calculation, we should be there in five days. The things that fly in the skies are the things of nightmares. Beast of air with a wingspan of more than 40 feet that are more teeth than beast.

We finally dock in a small frontier town, more of a trading post than anything else. We bed down in a cheaper inn for the night. A group of troll cavalry are massing in the North. I met a man with boots that allow him to travel 100 miles a day.

We reach the second half of our journey. We find ourselves on a riverboat that the mere mention of Ting would get us thrown overboard. Our westward journey is a longer one than I would have thought, and sees as it’s about to get longer. We seem to have stumbled across a village that has been impaled on spikes. This looks like scorchers. The act of impaling live people is a common practice of their people(2).


We finally come upon Glenwood Deep. It is a rather nice change from our recent somber events. Our greeting in Glenwood Deep was a little more uneasy than I thought(3). After some awkward tension we are lead to Owl City(4). The city is riddled with traps. The whole city is built into the trees.

As a true adventuring group we hit up the bar the first chance we get. We partake of a very sweet wine known as keesris(5), brewed from the keesry berries. It’s a little more than a simple syrup with about 2% alcohol. We had to get a barley wine in order to get a proper drunk going.

We dance! Well, I try to dance, but ended up breaking things.

We get our morning breakfast “sugar” and then head to work.

Jak works the forge for some time before Jak is sent out to gather metal from metal plants. During a second trip through the metal forest to mine crystal, we encounter bears riding bears(6). I’m not making this shit up, there were bears that were riding bears! We manage to bring the bears and the windlings to an understanding. Then, after we drop off the crystal, we party with the bears and windlings. I share maps with the bears(7).

The next day we return to the somber overtone that we started with. Firefly, the Weaponsmith training Jak, died today(8). It was a sad day. After sending the bear people South, we head back to Throal.(9)

(1) That place is absolutely infested with windlings.
(2) Also common to House Ishkarat - both scorchers and the t'skrang blame it on each other, but I think Iopans introduced them both to the practice.
(3) Windlings are uneasy around outsiders.
(4) The "capital" of the windlings.
(5) Ugh, that stuff is foul.
(6) What? This doesn't make any sense.
(7) Something important is missing from this story.
(8) If that is the Firefly then this is more than a sad day. This is a tragedy for the province. He was truly a decent Namegiver and beloved by everyone who had the fortune of meeting him. Especially since he died so young. Everyone should read some of his Adventure Logs, "Four Fathers".
(9) Received and edited by Ela Pono

*     *     *

Narratively, I think this is one of the best sessions of the campaign. While there wasn't any real action in it, it worked in all the right places and had excellent pacing. There was tension in a number of areas, wonderment, getting to know and care about someone, and then a distinct feeling of loss. The log itself has left a considerable amount out, but part of their activities involved aiding Firefly, the windling Weaponsmith, by gathering metal and crystal for to use in completing his Heartblade. He died the following morning, the weapon bundled up, noting that it was for the Queen, and his apron left for his recent apprentice, Jak. The series of events leading up to that moment were rather touching and affected the table as they realized he was gone just as he had accomplished his life's goal. The full extent of this would only be revealed later, and even then not yet in its entirety.

This session also introduced the urshan, indeed as noted in the log: bears that ride bears (urgarlshan). They were created to make the world bigger than just the province and introduced to create an element that will keep things unstable. The host that the players encountered were scouts ahead of the main body, refugees looking for a new home. No matter where they settle within the province, they are going to cause problems. This is effectively a new nation that is coming to settle and despite their peaceful intentions, they are more than willing to fight for a place. The more disturbing questions that have started to arise are: what exactly are the running from? They will only say the vulfaider, but what that is, it is still a mystery.

The journey to the Scol Mountains, both with and without Firefly (the latter for Jak to retrieve the material to craft his item involved in gaining a Circle), had some tension in it. It was a good series of scenes, showcasing some of the more alien changes that the Horrors wrought on the land; both terrible and beautiful in its own way. They found evidence of changelings in the area, windlings twisted by the Horrors that are now compelled to shape bones into art. But they went out specifically searching for trees - the steel magnolias. Trees that absorbed minerals from the ground and turned them into flowers of metal that can then be easily collected and forged. Meant to be a cruel joke by turning something beautiful into something deadly (those petals are sharp!), they are still beautiful, but chilling as the wind rustles the leaves and flowers, causing alternating tinkling and screeching sounds.

On their return, narrowly avoiding cave trolls, the players encountered the urshan and that almost went sideways a number of times (failed Etiquette and Speak Language rolls resulted in someone trying to buy one of their children instead of a mount - oops). The ending had the excitement of power-brokering an arrangement between the urshan and the Queen, which still has consequences in the campaign. That excitement was tempered in the end with the death of Firefly - it was bittersweet for everyone.

I wanted to explore some different themes in this session, as well as introduce some new elements of the metaplot. It was about juxtaposition - joy and sorrow, beauty and horror, fear and triumph, victory and loss. Never intended to be the most exciting adventure ever, it was intended to have some long term consequences, to sow seeds to reap at a later date. There are still some moments in this session that are talked about, and others that are studiously avoided. Even if only present for a short time, he was something of a father figure for those present. In some ways, more than they could possibly have realized.

02 April 2013

Earthdawn: Anatomy of a Thread Item 04 - The Eternal Craftsman's Tool of Excellence

This is the fourth Anatomy of a Thread Item in an ongoing series about Earthdawn. Introduction and Index.

If you happen to be a player in one of those games, please do not read this series. There will be spoilers and some of this information is subject to change.

As usual, the Thread Items that create are designed with a specific character in mind. While most items may be technically useful for most characters, even if they aren't in the preferred style, there are practically useless for anyone other than the intended recipient. Anything with a Spell Matrix skews strongly in this direction (though any magician can likely find use), but this particular Thread Item is exclusively for a Weaponsmith.

The design behind this was an experiment in a number of ways. There is a story behind this item, but at the same time the story is about the character using the item. It takes you down the path of these famous adepts from the past as you are walking the same path. I found that synchronicity to be particularly interesting in how it makes the history more relevant.


There is a story not just in the Key Knowledge, but also in the Deeds. It gives clues into where it has been beyond what you have to know. There are stories and secrets, lost lore, beautiful things, all literally on the surface of this item. Each wearer leaves a mark on it, just as it leaves a mark on the wearer. As it helps you to accomplish your greatest work, at the end it asks you to pass it along and trust in them. This entire journey, this record of the past, is the Weaponsmith Discipline in so many ways.

The themes that it represents and brings to the table are subtle and complicated. Just as you are learning about it, you are learning about those that came before you, and you are learning about you. It is about tradition, about community, excellence, and sacrifice. Knowing that you are not the beginning or the end of anything, but a link between the past and the future. That understanding isn't an easy one to come to grip with, but it is absolutely vital for the Weaponsmith.

Mechanically, it is without a doubt the most powerful Thread Item that I have written for this campaign, though a little banal in that power (it doesn't get any particularly interesting powers). It is also the only Master Tier Thread Item. It regularly gives multiple bonuses, often to high Circle Talents. These can potentially get unbalancing, but almost exclusively through support actions (crafting Thread Items being the most open to potential abuse, if an arduous task like that can be abusive). As the Thread Ranks get higher, the bonuses can get pretty big, but the requirement to get to those - completing a Heartblade - is pretty serious.

The final Thread Rank is my favorite and without that I don't think that this Thread Item would work for me. It would just be a big pile of bonuses. While there is no requirement to complete that Deed, there is some element of missing the point if you don't. That you are being selfish and not investing in the next generation. It doesn't have to be immediate, but the Effect of that Rank is not one that you know about ahead of time. It is the reward for making the sacrifice, however small it may seem at the time. It has left it's mark on you just as you have left your mark on it.


The Eternal Craftsman's Tool of Excellence

Maximum Threads: 2
Spell Defense: 19
Legend Point Cost: Master

This is a well worn and loved leather smith's apron. It is of excellent, if utilitarian, craftsmanship and would likely be handed down from master to apprentice for generations. Across the apron are numerous decorations into the leather, of varying styles and sizes, clearly from different artists. The only aspect similar between the pieces is the skill of execution - each one is an excellent example from the tradition and/or culture it represents.

Thread Rank One
Key Knowledge: The wielder must learn the apron’s Name.
Effect: The wearer may leave a set of tools in the apron for a day and an hour. After this time the tools will give a bonus to any appropriate craftsman or artisan test equal to the Thread Rank woven. This bonus lasts until a different set of tools is placed in the apron. Additionally the wearer gains a +1 Rank bonus to the Forge Weapon Talent.

Thread Rank Two
Effect: The wearer gains a +1 Rank bonus to the First Ring of Perfect Talent. Additionally the wearer gains a +1 Rank bonus to the Forge Armor Talent.

Thread Rank Three
Key Knowledge: The wearer must learn the Name of the first wearer and their Heartblade.
Effect: 
The wearer gains a +2 Rank bonus to the First Ring of Perfection Talent. Additionally the wearer gains +1 to all Thread Smithing tests.


Thread Rank Four
Effect: The wearer gains a +3 Rank bonus to the First Ring of Perfection Talent. Additionally the wearer gains a +2 Rank bonus to the Forge Armor and Forge Weapon Talents.

Thread Rank Five
Deed: The wearer must decorate the apron with significant to them. This requires a leatherworking test against the apron’s Spell Defense.
Effect: The wearer gains a +4 rank bonus to the First Ring of Perfection Talent. Additionally the wearer gains a +1 Rank bonus to the Temper Self and Temper Other talents.


Thread Rank Six
Effect: The wearer gains a +5 Rank bonus to the First Ring of Perfection Talent. Additionally the wearer gains a +3 bonus to all Interaction Tests within permanent Forge.

Thread Rank Seven
Deed: The wearer must have completed his Heartblade.
Effect: The wearer gains a +6 Rank bonus to the First Ring of Perfection Talent. Additionally the wearer may spend a Karma Point on any test made within a permanent Forge.

Thread Rank Eight
Key Knowledge: The wearer must learn the Name of the second wearer and their Heartblade.
Effect: The wearer gains a +7 Rank bonus to the First Ring of Perfection Talent. Additionally the wearer gains a +2 Rank bonus to the Temper Self and Temper Other Talents. As well the wearer gains +2 to all Thread Smithing tests.

Thread Rank Nine
Key Knowledge:  The wearer must learn the Name of the third wearer and their Heartblade.
Effect: The wearer gains a +8 bonus to the First Ring of Perfection Talent. Additionally the wearer gains a +2 bonus to their Physical Defense, Spell Defense, and Social Defense.

Thread Rank Ten
Key Knowledge:  The wearer must learn the Name of the third wearer and their Heartblade.
Effect: The wearer gains a +9 bonus to the First Ring of Perfection Talent. Additionally the wearer gains a +3 bonus to his Mystic Armor and Physical Armor.

Thread Rank Eleven
Deed: The wearer must pass the apron along to another Weaponsmith and sever their Thread. This Thread Rank has no Legend Point Cost.
Effect: As the wearer severs their Thread, they may forever bind the apron’s Pattern to their own with a Blood Magic Ritual that causes 2 Permanent Damage. If the (now) previous wearer performs the Blood Magic Ritual, the apron will become a Major Pattern Item for them. The (now) previous wearer may increase two Weaponsmith Discipline Talents by 1 Rank permanently in the same fashion as completing their Heartblade (may not be applied to a Thread Weaving Talent). The (now) previous wearer is refunded their Legend Points, though they may only be spent on Weaving Threads. When this is complete, a new Thread Rank will be added and this Deed and Effect will be moved to that Thread Rank. The (now) previous wearer may never weave a Thread to the apron again.

Back Story
The origins of this Thread Item are actually somewhat unimportant compared to what it represents. Though it may count those who have used it's gifts and their greatest accomplishment, that is simply an honor roll, trophies on its shelf. This Thread Item is a legend of tradition and excellence, being passed from Weaponsmith to Weaponsmith. Those that have it are said to be destined for great things. It also marks the difficulty in attaining that greatness, for even with its gifts (which are considerable) accomplishing that magnum opus, the Heartblade, has only been completed four times in its lengthy history. It exists as a testament to the drive of those that do manage this monumental task.

Key Knowledge
Rank One: The Eternal Craftsman's Tool of Excellence
Rank Three: Maerethiel, Heart and Soul
Rank Eight: Uthar the Dragon, Es'Caliban
Rank Nine: Pytkriss, Unrequited Wave
Rank Ten: Firefly of Owl City, Sun Blossom