06 December 2012

Earthdawn: Part 19 - Creature Trophies 2 (Rules)

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

One of the more popular elements I've written about seems to be the creature trophies, also one of the more confusing. It wasn't well explained in the House Rules and some aspects of the rules were in flux at the time. This is going to be an attempt at bringing some mechanical clarity to what is going on with the trophies and what other things I may do to expand that.

Specifically, this is regarding loot that can be gathered from creatures after slaying them (the Legend Point value is equal to the silver piece value). Since I went to all the trouble of making the loot, my players wanted to hang onto them - perhaps because it is also fun to look in to your box back on all of the creatures you have murdered. Every adventurer needs a trophy room! As they weren't going to be getting the money from the loot, I implemented a system in which they could expend more money for additional Legend Points.

From a meta perspective, Legend Points are one of the primary goals that drive players, while money is an ancillary concern at best. The premise of this system gives them more of what they want for what they don't care about as much. That being said, that exchange tends to make them more resource poor overall and drives a need to continually make more money to support their Legend Point habit. More than that, it is fun. Decorating (or "setting") loot personalizes it and gives a little piece of history. There are some more mechanics I am considering for this; more on that later.

The costs associated with setting loot are straight forward: for the value of the loot, the Legend Point award increases by 10%, up to a maximum of the original award. So a piece of loot worth 100 silver pieces and Legend Points would cost 100 silver pieces per 10 additional Legend Points. No more than 1000 silver pieces can be spent for 100 additional Legend Points (200 Legend Points total from the trophy: 100 LP from the loot + 100 LP from the decorations). For anything that will end up as a fraction, I round appropriately (which means 0.5 goes to 1). I like an upper limit on things to keep them from just getting silly, and clearly communicates an end. Any particular kind of look can only be turned into a trophy once. If you have a shadowmant stinger that has been set in the blade of an ornamental dagger, you cannot set another shadowmant stinger, even if the setting would be more impressive. This also keeps things from getting out of hand; there is no revisiting trophies to improve them, no trying to constantly eke a little more out of the system. This keeps the focus on present and future; just so we're clear, that's the kind of behavior I am afraid I would engage in, to address it before it can become a problem. Also, once a trophy has been created, you cannot sell it. It can be lost, or perhaps even traded in a significant fashion, just not used for common gain. That defeats the point of the whole purpose, which is to build your actual Legend, and not much is more disheartening than to discover that your hero has literally sold out. On the whole, I find that trophies can make excellent fodder for Pattern Items, so the concept of selling/trading them is one that should be engaged in with great trepidation. "Why do they want this?" should be an important question.

Now all of that is assuming that you are paying someone to do this for you. As an adept, you have an artisan skill, maybe some crafting skills, or even Half-Magic that could be useful (you lucky Weaponsmith, you). DIY has always been a great way to keep costs down, so why should this be any different? Well, the mechanics all of the sudden need another, much larger, dimension: Difficulty Numbers. The costs are simple: half of whatever it would cost to pay someone to the setting for you. So the above example would cost 500 silver pieces to add +100 Legend Points to the award. Whatever artisan skill is used should be appropriate to the loot itself - death moth wings may not be well suited to a Weaponsmith's Half-Magic, but an earth q'wril beak certainly is.

Difficulty Numbers - I am still working out exactly what they should be, but here is my current list:

Difficulty Number Value
4 1-25
5 26-50
6 51-75
7 76-100
8 101-150
9 151-200
10 201-300
11 301-400
12 401-500
13 501-750
14 751-1000
15 1001-2000
16 2001-3000
17 3001-5000
+1 +5000

Each of those is the Difficulty Number for a +10% increase. Each additional +10% increases the Difficulty by 1. The above example (loot worth 100 silver pieces and Legend Points) would have an initial difficulty of 7, but increasing it to the maximum would cost only 500 silver pieces, but have a difficulty of 16. The biggest question surrounds the Difficulty Numbers themselves and they are a work in progress still. My goal is for making a trophy possible for a skilled character at the lower end (say, +10 - 30%), while the upper end (+70-100%) is a risky proposition. So far that seems reasonable and opens up some area in the beginning for First Circle characters to get in on the fun, while still demanding that high Circle adepts continue to advance their artisan skills to take advantage of trophy decoration. That is part of what I like about this: it encourages characters to continue investing in their artisan skills, which is always fun.

The additional mechanics that I mentioned up-post would be a small once per session bonus related to the trophy, reflecting something demanded or learned in the course of defeating it. Perhaps +1 to Initiative for one round from espagra scales, or ignore 1 point of damage from an attack from a trophy of a fight you died. This concept is still germinating, but I'm putting it out there to see what the thoughts are on it. The bonus doesn't necessarily have to be the same for every character, but it should be related to the trophy and the memory of the event.

Trophy and Game Aid Examples:

04 December 2012

Earthdawn: Adventure Log 09 - Kept in the Dark

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

The Servos Jungle is my favorite locale in the Barsaive setting. It borders a number of other important locations, including Kratas and the Serpent River, and is rather huge. I prefer to think that it is even larger than can be depicted on a map. That it contains so plateaus and vistas that have not been seen by a Namegiver since the Scourge began. This is a place of wonder and darkness, where rivers flow uphill and within the boughs of the trees. Where predators that have not yet been given a name dwell. Where lost civilizations and the Horrors that brought them to an end wait to be discovered.

Despite how much I enjoy the Servos, like many things it is best not to over use it - it will lose it's mystique at that point. My goal is to instill in my players a distinct sense of fear and excitement over venturing into its depths. The jungle t'skrang and Cathan tribes are some of my favorite. The former because they are enormous, savage cannibal lizard people, and the latter because, well, they deserve their own paragraph. There will be danger, excitement, treasure, things to explore and legends to be made. Above all else, it cannot be boring. There is always something within the Servos that is bigger than you, and they are always hungry. 

The Cathans are a small and wiry ethnic group of humans that lived out the Scourge within the Servos. Given Blood Wood, this should make everyone who knows anything about them at least a little nervous. Each campaign I try to give them a different backstory and will inevitably have them feature in some way (I cannot actually help myself). For this particular game they are nearly peerless Nethermancers (just don't tell the Iopans) and certainly talented Elementalists and Shamans. How exactly the rode out the Scourge remains a mystery, but there was not a jungle in the middle of Barsaive prior to the coming of the Horrors.

If you are looking for a place to hide a citadel and a lost empire without resorting to extensive magical hoops (this is in no way a condemnation of magical hoops for such things), the Servos is an excellent place to start. It possesses water and once had easy access to the rest of Barsaive. The interior has been poorly explored at best (it's not very safe, to put it lightly), and even then mapping a nearly trackless jungle darkened by an extensive canopy is not a simple task. This is one of the finest places in the setting to develop as you see fit and any Group will almost certainly pass by at some point, moving through the glowing waters of Lake Pyros on the way. Adventure, excitement - an adept craves these things.

Adventure Log – 09 Kept in the Dark

Recorded By: Ting V’strimon the Merciless of Urupa


Date: 25 Teayu – 18 Borrum, 1506 TH
Group Name: Mismatched Steel

Group Members
Elmod the Nethermancer
Honeysuckle Sunspray the Windmaster
Jak’Tak the Weaponsmith
Sogun the Messenger
Ting the Swordmaster

As always after a big problem is solved, it is now a time of a lot of puttering around. I spend most of my down time swimming in the river and throwing various nasty things at people looking like they deserve it. After a while we make our way to Bartertown. Elmod is doing stupid wizardy(1) stuff in the library, while Jak is… fixing random crap. Figured I would check out the arena again(2). Got myself a fight with some dwarf who spends way too much time on his face. Invited my friends to come watch me show off. The fight was drawn out and quite invigorating, and after much persistence, I managed to make him yield, making me and friends some cash. All is well. Also got an awesome eye cross scar. Spend some time healing up, and met Sogun, who seems to get dumped on us.

Elmod also is wanting to get us killed going into the woods so he can find out more about his creepy-ass doll; so I spent all my winnings on poison preventing potions and rations. Broke again. Hoping I can take training money out of the party treasure.

Took a riverboat into the jungle, to talk to some dudes from Throal. In the middle of nowhere. One was a windling(3). The other had a task that we could do. Something plant-like and glowy. In a temple somewhere. The dwarf is old, not sure I would want to travel the jungle with this guy. But he’s insistent and has money. So we go into the jungle. Windlings buzz around, old dude is on a donkey. And I don’t sweat. Everyone but the rock guy(4) is getting stinky. Got attacked by a howling wooly bear-like(5) critter that night. It’s blue(6) and probably really hot with all that fur. Honeysuckle chased it off and I went back to sleep. Nothing really happens in the next day except we keep seeing something spying on us. Next day we manage to make contact. They did not seem impressed by my greeting, which was a shame. Threatened us vaguely, and let us know that others were traveling in the area, don’t sound like anyone we want to encounter. After some charting, we manage to get lead back to the village by giving them some spare weapons. Guys have some cool tats(7), but they don’t want to talk about them.

Notable village! Most people here tend to shy away from he, though there was some crazy great dancing. Got as may tips as I possibly could! Elmod got his talk in with the elders. When I saw him the next time, he still looked pretty high. After that we go back out into the woods. Old dude starts getting sicker. We met some t’skrang with the scary masks the villagers warned us about. Wrested a promise not to hurt them or reveal their location. Which we made. Seemed cautious, but seemed willing enough to let us go on our way. They did take us to their village for the night. Swapped some stories and techniques on murdering.

Traveled a day, and got attacked by some pretty moth creatures. Huge with awesome wings, we cut them off once we murdered them(8). Next day’s encounter was a giant mantis creature which turned out to be a guy from Theran Empire(9). Offered to share camp, which we were awkwardly led to, be we declined and left the group. We met the ork, pretty boy, two t’skrang(10), six soldiers, several elf slaves. Left at that and made camp a couple miles away.

We traveled a bit and found the temple. There was a suspicious pile of red gems(11) at the entrance we grabbed, and then went inside the courtyard. Found some fancy looking water we filled a skin with water, know when that might be awesome. Inside the temple was fucked up. The flower fungus was found as well as this really trippy Horror skeleton(12). With faces and screaming bones. Jak found a huge sword made of solid water. Super wicked looking. We left the temple, we go to make camp. Old dwarf made tea out of the mushrooms, which we all drink. Next day we find a different t’skrang village that was deserted, that an elf slave that escaped was hiding. Jak made heal checks and we chatted him up. But Therans crashed in, saying t’skrang are after them. Where they were. I was all for the t’skrang to finish them, but Elmod managed to convince them to take Blood Oaths from the surviving slavers, never take slaves again. They then accompanied us the rest of the way out of the forest. We met up at their airship(13), and they gave us a ride out, as well as a shit-ton of gold. Beautiful, beautiful gold. I’ve been sleeping with it ever since.(14)

(1) Most likely stupid Nethermancy.
(2) Ting is a known associate of Tarr, see entry catalogued under: Adventuring Groups: Miscellaneous: Mismatched Steel – 004. We have had little success in tracking Tarr and his fighting rings.
(3) These would be Wivun and Skreet, my condolences.
(4) Or obsidiman if you don’t like offending the Namegiver that weighs half a ton and can do pull-ups.
(5) A brithan, not to be confused with the caterpillar.
(6) This is very doubtful, but if it is blue, we’ll all hear all about it from Wivun. Part of his theory of adaptation due to environmental stimulus or some-such.
(7) This makes me suspect Cathans. You have no idea how cool.
(8) Death moths.
(9) WHAT!?! This needs to get kicked upstairs.
(10) We need more information on these t’skrang. Are they K’tenshin?
(11) Curious.
(12) Good thing Zamirica didn’t receive this one!
(13) A vedette this far East? This is bad.
(14) Received and edited by Ela Pono.

*     *     *

Without any sugar coating, this particular adventure (in conjunction with the previous session) were the low water mark of the campaign. The adventure itself was adapted from a published adventure and it was not without problems from the beginning, which were compounded by mistakes on my part and some of the players having little desire to engage with the events. It was a trifecta of issues that worked out in the end.

The Therans, as presented originally, are totally and completely unsympathetic. Why anyone would ever want to interact with them beyond the initial meeting is beyond my understanding, let alone protect them in the end. Given the time period of my campaign (pre-Triumph), the presence of Therans is rather unusual, so I used that to announce future badness. The composition of the group was altered and made friendlier in general, though I included two t'skrang of the K'tenshin arapagoi as part of the deeper plot. They also weren't simply a hunting and slaving party, but actively looking for something.

All of this may have gone well, but the ultimate decision was to not interact with them at all. There was the fear that the Therans would simply try to kill them outright, coupled with an outright hatred of them by some characters that I didn't know about. Which was when things started to fall apart. There is a valuable lesson about communication and knowing your audience in here, as well as fostering healthy group dynamics. Above all else, communication; it is the most difficult and most important part of gaming.

One piece of loot was the suspicious red gems they found are blood gems. An element of my setting that exists on a meta level as a warning: something bad happened here. They are produced from blood magic that a Namegiver died for. Whether that was from a dying act to save a friend, or as an unwilling sacrifice, is impossible to determine. Sometimes the droplets of blood from that act will crystallize into small, faceted gems that always look slick and sometimes gleam with an inner light. Their monetary value is minimal (there is something of a taboo in openly trafficking in them), but they do have some value in magical creation. They can be used as an ingredient (no more than half of the cost in ingredients), or to provide a bonus to the enchanting process - just not both. So far nothing has been done with them, but I strongly suspect no one actually remembers all of this no matter how many times I repeat it.

The other piece of loot introduced was death moth wings. For these I used a yard of crushed tulle and cut it into triangular sections in an effort to replicate moth wings. Since they still needed to fit in the boxes, I decided to keep it simple. The downside to this is the tulle has interacted poorly with later introductions into the boxes. Particularly jehuthra webs, which is really just fitting. These would later become one of the favorite pieces of loot to decorate. It got... elaborate and expensive. More on that in a future adventure log.

27 November 2012

Earthdawn: Anatomy of a Thread Item 02 - Unrequited Wave

This is the second 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.

This Thread Item was created pretty specifically for one character to support what they wanted out of their Discipline. I started with a set of mechanical goals and a set of story goals. The mechanical goals were to address common issues faced by characters using Second Weapon and support a Swordsmaster that was having issues deciding what was more awesome - a big ass sword, or two swords? "Both!", was my answer.

A significant obstacle associated with Second Weapon in general is the cost: for the Talent to be worth it, the weapon has to be worth attacking with. This means it will need to be forged and ultimately a Thread Item. That means money, Legend Points and Threads, the latter two are valuable resources, one rather limited. All of this is for a Talent that you may not necessarily use every round - it costs Strain and your primary weapon will be better, so Second Attack (if you have that) becomes the first additional attack to use.

To address all of this, I created a Thread Item that can become whatever melee weapon is desired. This allows for a single big weapon (eventually, really big), multiple medium weapons (including the potential for a tail weapon), or lots of small weapons for throwing or concealing. Overall, there is a nice blend between straight forward damage bonuses and subtle combinations that can be capitalized on later. The mechanics developed here figured in nicely to the overall story that I wanted this item to be a part.

Story goals are based around introducing certain elements into the game, and there are a few elements that this item touches. The first and most prominent is the story of a legendary figure from before the Scourge, Jynis Y'mns, and her activities in the nascent Barsaive. Her legend and legacy will figure prominently for one of the characters, in particular her failures. While she accomplished many great things, she left some very important things unresolved. 

he other element that I wanted to introduce is a somewhat touching story of love, though leave it a little ambiguous. Between two Namegivers that clearly can never be together; their worlds are completely different. I wanted to juxtapose their associated elements, earth and water, with how the addressed developments: earth cannot deny what it is, but water can adapt to what it needs to be. This leaves open the question of what water truly wants. That particular resolution will be required (even if not listed) to further develop the legend of this item.


 Unrequited Wave
Maximum Threads: 2
Spell Defense: 14
Legend Point Cost: Journeyman

The default appearance is a two-handed sword with an intricately carved stone hilt lettered in archaic t'skrang. The blade is blue crystal shaped as a crashing wave, embedded with True Water and with carvings in obsidiman. When immersed in water the blade almost disappears, only a shimmer betraying its presence.

Thread Rank One
Key Knowledge: The wielder must learn the weapon’s Name.
Effect: The weapon’s Damage Step is now 14.

Thread Rank Two
Effect: For 1 Strain, the wielder may split the weapon into smaller weapons, totaling Size 6, as a simple action. The Damage Steps for these weapon’s are as though they have been fully Forged (e.g. a broadsword, Size 3, would be Damage Step 8) in addition to any damage bonuses from further Thread Ranks being applied fully to each weapon.

Thread Rank Three
Key Knowledge: The wielder must learn the Name of the weapon’s creator.
Effect: The weapon gains +1 Damage Step.

Thread Rank Four
Effect: The weapon gains +1 Damage Step (+2 total).

Thread Rank Five
Key Knowledge: The wielder must learn the Name of whom the weapon was created for.
Effect: The wielder may remove 1 additional Size from the weapon without reducing the overall Size of the weapon. The weapon additionally gains +1 Damage Step (+3 total).

Thread Rank Six
Effect: The weapon gains +1 Damage Step (+4 total). Additionally add +1 to attacks made with the weapon that do not use the wielder’s primary hand.

Thread Rank Seven
Key Knowledge: The wielder must learn the fate of the creator and first wielder.
Effect: The weapon increases in Size by 1, with associated damage increases when wielded at Size 7. Additionally the weapon gains +1 Damage Step (+5 total).

Thread Rank Eight
Effect: The weapon gains +1 Damage Step (+6 total). Additionally add +2 to attacks made with the weapon that do not use the wielder’s primary hand.

Back Story
Before the Scourge and before Barsaive was broken, there was an obsidiman who loved that which he could never have. He would stare longingly at the waters of the Aras and the Serpent, the waves lapping at his feet, but he would always be a Namegiver of Earth and never truly know the kiss of water. As a testament to his love, he crafted a weapon of both worlds. 

Key Knowledge
Rank One: Unrequited Wave
Rank Three: Pytkriss
Rank Five: Jynis Y'mns
Rank Seven: The first wielder, Swordmaster Jynis Y’mns, died battling the Horror Nu’wyve. Pytkriss took up his Heartblade and was a great hero by any standard, but over time he could not bear the weapon any longer: it was a constant reminder of what he lost. He retired to his Liferock, Ayodhya.

24 November 2012

Earthdawn: Anatomy of a Discipline 07 - Cavalryman

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

Overview

Mounted characters have a strange place in any game where they are featured. The reasons are pretty simple: your mount cannot go everywhere you can. Mechanically they tend to be powerful when mounted and be considerably less so when on foot, creating a situation where they steal the spotlight, or have a hard to shining. This is perhaps more true in Earthdawn than most games simply because of the focus this Discipline has on its mount. Selecting this Discipline in a game that prominently features dungeon-crawling (kaers) is a commitment. Which is good, because this Discipline is all about commitment.

The most important thing in any Cavalryman's life is their mount. More important than anything else, including Namegivers. Cavalrymen are Initiated when a suitable mount is born and they are drawn to them by another Cavalryman. They will raise their mount and bond with it when it is two and a half years old. During the bonding, each half will receive a permanent mark to share with the other, ritual branding, scarring or tattooing are common.

Due to the dichotomy of their social natures and preference for livestock, most Cavalrymen prefer to travel in groups with other practitioners of their Discipline. Not many Namegivers appreciate a companion eschewing their company in favor of their steed. Choosing a mount is going to be one of the most important decisions for any of these adepts. Some Namegivers many have vanishingly few options (windlings) to one option, which isn't really an option anymore (obsidimen). The nature of the shared mark will also be important to the character, in addition to developing the relationship they have with their mount. Deciding about their Initiation, training, and the views of their master will also lend some depth, though not necessarily to the degree of other Disciplines - the bond between rider and mount is so strong that it will override a great deal. Traditions of their former company (if they rode with one) can also be of interest.

Discipline Violations

These are best not employed as a stick, but as a chance for the player to take a deeper look at what it means to follow their Discipline. For a Cavalryman, the treatment of their mount is by far the most important thing in their existence. There isn't a lot of room for drama in that area, but there is some. Not spending enough time in the mount is perhaps the most common, with the other side being the strain that relationship can put on the one the adept has with the rest of their Group. The Cavalryman makes no effort to hide the company they prefer and some Namegivers can be put out by that, particularly if there has been a Blood Oath sworn around the whole thing. This can be a source of low-level tension that causes the Cavalryman to examine their priorities, what is important, but also come to terms with the difficulties they have in their relationships because of the path the follow.

Dealing with the death of their partner is the most serious issue for adherent of this Discipline. A Cavalryman cannot allow for a permanently injured mount to live - it will hobble them both. There is a ritual for this and it should be a character defining moment. In my mind, this is not an "if" question, but a "when". The world is dangerous and their partner has no inherently magical protections - it is their sacrifice to the adept. It should be painful and emotional, nothing should be easily about this event. These are two creatures that have shared thoughts and emotions; one has spent its entire life with the other. After it is done, the adept will have to find a new suitable mount as it is being born and bond; setting themselves up once again for the inevitable. It cannot be avoided, because that is who they are.

Talents

Initiate
Talent Options: Animal Training, Avoid Blow, First Impression, Haggle, Unarmed Combat

First Circle
Discipline Talents: Animal Bond, Charge, Karma Ritual, Melee Weapons, Trick Riding

Novice
Talent Options: Blood Share, Creature Analysis, Dominate Beast, Speak Language, Tactics, Tracking, Wilderness Survival

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

Third Circle
Discipline Talent: Sure Mount

Fourth Circle
Discipline Talent: Thread Weaving [Rider Weaving]

Journeyman
Talent Options: Fearsome Charge, Frighten Animals, Heal Animal Companion, Heartening Laugh, Leadership, Mount Attack, Mount Durability (6/5), Spirit Mount

Fifth Circle
Discipline Talent: Wheeling Attack

Sixth Circle
Discipline Talent: Armor Mount

Seventh Circle
Discipline Talent: Wheeling Defense

Eighth Circle
Discipline Talent: Double Charge

While mounted, Cavalrymen are powerful combatants. Unmounted, they don't really have much to do. Realistically, they have one active Discipline Talent that does not involve being mounted. While mounted, however, there is serious potential. Charge is a damage replacement Talent at 1st Circle and charging attacks also adds the mount's strength Step - ridiculous. Wheeling Attack allows for more versatility in charging attacks: it can be exceptionally difficult to deliver them consistently. While Wheeling Defense is a physical defense adder that reduces their movement (preventing charging). 

Some of their Discipline Talents are upgraded versions of similar Talents with the requirement of being mounted. Trick Riding is effectively Avoid Blow for both rider and mount (while mounted). Sure Mount functions similarly to Wound Balance, though works against all Knockdown Tests.

Overall, this Discipline is a one-trick pony, for the most part. To be fair, Charge is a hell of a trick.

My preference for selecting Talent Options with Cavalrymen is to extend them beyond things they can do while mounted and even outside of combat. There are a few exceptions to this. The Initiate Talent Options are pretty good in this regard:
  • Animal Training - Some Gamemasters may allow you to get away without having this, others not so much. You should figure out which you have and then take this accordingly.
  • Avoid Blow - I don't like Avoid Blow when it isn't a Discipline Talent (the math doesn't work out for the investment). I like it even less when, ideally, you will virtually never be using it.
  • First Impression - This is one of my favorites for any Discipline, but particularly Cavalrymen. They tend towards decent charisma, but it opens options for them outside of combat and being mounted without continual investment.
  • Haggle - Similar to First Impression, this can be good for certain characters, though one one character in any Group needs this and whoever is most dedicated to raising it should be saddled with it.
  • Unarmed Combat - Given every Cavalryman's goal should be to always enter combat while mounted, this isn't going to be useful and will require continual investment to even remain viable.
There are a number of good options in the Novice Talent Options for a variety of characters, which is good:
  • Blood Share - Moving damage between the adept and their mount can be very useful. This one is highly recommended (even with the Karma cost associated with it).
  • Creature Analysis - Another attractive option; information is always valuable and it can give you something to do when unmounted or riding back to the fray after a charge.
  • Dominate Beast - For certain concepts, this can be valuable (friend of the beasts/trainer type characters), others may not get any mileage.
  • Speak Language - If you find yourself being one of the primary social characters and/or don't see many other Talent Options that appeal to you, this one requires little investment to start paying off.
  • Tactics - Certain concepts (leaders and officers) will want this, others will probably want to give it a pass. Few PCs will get much use out of it in a traditional campaign.
  • Tracking - With their high mobility, Cavalrymen can make excellent scouts. This also tends to be a useful Talent that not many Disciplines get access to. If there happens to be a Scout (or someone with it as a Discipline Talent), you should probably give it a pass.
  • Wilderness Survival - Similar to Tracking, though this can be doubly important for a Cavalryman as they always need to feed two, not just one.
Continuing the previous tiers' trend, there are some good Journeyman Talent Options for nearly every concept:
  • Fearsome Charge - Something like a mounted version of Steely Stare. While good, it's requirement to be mounted makes me think again simply because the adept already has so much to do when mounted.
  • Frighten Animals - If you wanted Dominate Beast, you will likely want to consider this as well. The Karma cost associated with it is can be steep as a Talent Option - it is unpredictable how much use it will see.
  • Heal Animal Companion - Extremely useful and less costly (in terms of Karma) than Blood Share. It isn't free, however - it costs your Recovery Tests to use. If you have Blood Share already, I would give this a pass. If you don't, then this will be an attractive alternative.
  • Heartening Laugh - With the cost of a Karma, there is bound to be something more useful. Also, I have never had a game without a Swordmaster and they get this as a Discipline Talent and 2nd Circle.
  • Leadership - If you took Tactics, you will want this to go with it. If you didn't, odds are you will want to give this a pass as well.
  • Mount Attack - While it doesn't give the adept anything more to do when not mounted, it certainly makes your mount more effective in combat. Before you jump on this, make certain your mount has an attack that is worth making more effective.
  • Mount Durability (6/5) - This is pretty much a must for what it means to a mount's ability to survive. Particularly against opponents that have nothing against cutting down your mount from underneath you. It's incredibly effective and much easier than killing the rider (though there is more than a small amount of gamer stigma attached to it).
  • Spirit Mount - For pretty much any other Discipline, I like this whenever it is available. For a Cavalryman - why? You already have a mount all of the time, that's what the Discipline is all about. If you can somehow convince your GM that your Spirit Mount is actually your real mount, perhaps their spirit pulled back from the beyond or whatever you can get away with, then this will allow you to take a mount into all kinds of silly places.
Races

Most Namegivers have nothing notable for this Discipline, having a wide variety of mounts available to them. Dwarfs have some particular mounts for their stature, and orks are probably the most famous Cavalrymen - particularly known for riding thundra beasts. While t'skrang have no size issues, no mounts are aquatic and there will be some interesting explanations going on for that character. Trolls have a harder time due to their size and weight, though they have a number of good, if rare, options. Between their unique racial characteristics (being part of, more-or-less, a hive mind) with relation to the fundamental nature of being a Cavalryman as well as their sheer mass, obsidimen Cavalrymen would be considered extremely rare on the best of days. For any player that wants to go that way, they have one mount availabe: the dyre. Nothing else can actually support them and equipment.

Windlings deserve special mention because they are the one Namegiver that can circumvent pretty much all of the issues all other Cavalrymen face; they can take their mount pretty much anywhere that a big dog can go. They have two mount options, one of which flies; so be expecting to see that one. While powerful, their small size means that a windling cavalryman won't be unbalancing a game anytime soon - weapon size and low strength limits their damage potential, even with Charge, considerably. Ultimately, this is the Cavalryman option that fits best into a normal Earthdawn campaign.

Equipment

There are no Talents which require a Cavalryman to go first, which mean they can load up on heavy armor that most other Disciplines pass over in favor of higher initiative. Coupled with the ability to use normally two-handed weapons in one hand, shields will also be a popular option.

For weapons a lance or a pole-arm are the most common choices. The lance does 1 Step less damage, but will not break on a charge (pole arms break if they do 25 points of damage). When Thread Items come into the picture, the difference becomes moot; when weapon size is factored in the base damage for both is Step 12 and Thread Items do not break. When unmounted, a Cavalryman may consider an alternate weapon, or giving up their shield. In that situation, however polearms are the superior option; lances lose 1 Step of damage when unmounted.

22 November 2012

Kickstarter: Part 9 - Updates

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

This post is going to have updates of the projects I introduced back in Part 8, new projects and a running list of the projects that are still waiting for deliverables and their current status (including those ongoing). Any projects where everything has been delivered will be removed at each update, hopefully with a note and pictures regarding what arrived.

Updates

Some projects have funded since the last update. Making it by the narrowest of margins at the 11th hour, Emergence has funded - raising $20,098 of their $20,000 goal. Hillfolk ended up pulling in $93,845 for a $3,000 goal; pretty awesome. That project had an astounding number of stretch goals; there is a genre for everyone in that game. Magicians' final total was $34,056 for a $3,000 goal, and features Chinese and Japanese in addition to Korean in the final strech goals. Wilderness, a supplement for Houses of the Blooded, brought in $11,157 for another $3,000 goal. Base Raiders, a FATE-based (also for Mutants and Masterminds, Savage Worlds and Wild Talents) dungeon-crawling supers game is still open until 24Nov2012. It has been funded and there are still some nice stretch goals that can be reached; if you know what I mean. Finally, the Shadows of Esteren Prologue is still open until 26Nov2012 and you can get in on many of the features from the previous Kickstarter if you missed out on them. These projects have always had excellent stretch goals and the books are gorgeous. 

New Projects

Cairn is a game set in a town of the same name. It is populated by very small anthropomorphic animals that now seek to fix humans' myriad of failures. The system is light and suitable for children (and spouses that have a deep and abiding love of cute things). This campaign is only running for 10 days and closes on 25Nov2012, so if you want in on this - hurry! It is fully funded with a number of add-ons, including, but not limited to, dice and miniatures. Softcover is $24 and hardcover starts at $34 (hardcover is $10 add-on to any level with a book). One of the major promises is that this will be in your hands prior to that winter celebration. This is one of the few crowdfunding projects where that narrow deadline is going to be an absolute must, especially if you selected the gift option.

I am particularly interested in Camp Myth, a setting featuring all of the classic mythological creatures attending a summer camp. Based on a series by the same name, this rules light game is all about emulating the camp experience. Through badges, homesickness, letters from camp, and the standard issue Myth-Army knife, there are a number of cute ideas. This is the kind of game I would like to trot out for a few sessions every summer, watching the characters grow just as the players do over the intervening year. Hopefully funding will be met by 02Dec2012.

6d6 is a game out of the UK which is been making the rounds in the convention scene for a while. It is a generic system, suitable for numerous genres (pledging will likely get you at least one adventure from the four different genres available), but what is most interesting is the most recent version of the rules will always be made available to anyone who purchases it (which is nice) and that it is licensed under the Creative Commons. They want the system out there and being played by pretty much everyone, but the emphasis seems to be on sharing it, not just downloading it. Certainly an interesting experiment and one I am supporting. It has been funded and the project ends on 04Dec2012.

Project H.O.P.E. is an English translation of an Italian game about superheroes in WWII. The system seems serviceable (dice pool with target numbers, count successes), but the layout and artwork what sells this project to me. Well, than and I enjoy superhero games with relatively simple systems. This is quite simply a very visually appealing book and looks like it will be great for inspiration if nothing else. 


The Saga of the Dragon Star and N.R.G. Core Rulebook project is perhaps a little more confusing than it needs to be. There are three different books being offered, two are different systems (Pathfinder and Savage Worlds) of the setting (Saga of the Dragon Star), and the third book is the N.R.G. Core Rulebook. The setting is a blend of fantasy and western against the backdrop of fading magic and the inevitable return of big, badass demons. These are all things that I like and I want to see them together. The new system that is being launched is a generic sword-and-sorcery game where the goal is to make each action count. It is rather unique in some ways with how it goes about this and a preview can be downloaded. Neither of the systems offered for the setting particularly appeal to me, but I am in for the N.R.G. Core Rulebook. There is a push to get the setting with the new system as an option, which I wholeheartedly support. First, the project needs to be funded (though I wonder if that offering would help reach that goal). Nonetheless, the project has until 14Dec2012 to find out.

The Morrow Project 4th Edition brings back a classic, if potentially somewhat obscure, game. Set in a post-apocalyptic world, you were relatively normal person. Except that you were put into cryo-sleep to survive the apocalypse and trained to help rebuild society (which explicitly means the U.S.A.) Unfortunately, you slept too long and are over a hundred years late. Things are in a bad way and it is your job, along with others in your group, to try and make the best of this messed up situation and maybe find out what happened to the other groups. Post-apocalyptic games have a special place in my heart and I remember this one from back in the day. It has an interesting premise which I cannot help but feel like I've read some classic sci-fi along those lines. The end of this project is just into next year, on 03Jan2012.
Ongoing Projects

Quantum Roleplaying Game
Funded on 30Dec2011
Goal: $13,000
Raised: $42,747
Backers: 580
Status: Late; beta PDF has been issued.
Estimated Delivery: Apr2012.
Last Update: #53, 19Nov2012

Always/Never/Now
Funded on 08Jan2012
Goal: $1,500
Raised: $8,363
Backers: 266
Status: Late.
Estimated Delivery: Apr2012.
Last Update: #27, 10Nov2012

Tephra
Funded on 04Feb2012
Goal: $1,000
Raised: $22,821
Backers: 374
Status: Late: Most rewards have been received (late); still awaiting Adversary Book.
Estimated Delivery: Mar2012.
Last Update: #19, 15Nov2012

School Daze
Funded on 25Mar2012
Goal: $3,000
Raised: $6,440
Backers: 159
Status: Late: All physical rewards have been received (late); still awaiting a bonus Group Project. (Review)
Estimated Delivery: Jul2012
Last Update: #32, 30Sep2012

Hellas: Worlds of Sun and Stone
Funded on 20Apr2012
Goal: $10,500
Raised: $11,907
Backers: 210
Status: PDF has been delivered and project still within delivery schedule.
Estimated Delivery: Nov2012
Last Update: #23, 27Oct2012

Witch Girls: Book of Shadows
Funded on 10May2012
Goal: $2,000
Raised: $8,717
Backers: 167
Status: Late (due to litigation).
Estimated Delivery: Oct2012
Last Update: #55, 29Oct2012

Farewell to Fear
Funded on 20May2012
Goal: $4,000
Raised: $18,696
Backers: 420
Status: Late; some pdfs have been provided.
Estimated Delivery: Aug2012
Last Update: #43, 16Nov2012

Mecha Combiners
Funded on 31May2012
Goal: $2,000
Raised: $3,655
Backers: 108
Status: Late.
Estimated Delivery: Sep2012
Last Update: #24, 10Oct2012

The Book of Jade
Funded on 01Jun2012
Goal: $10,000
Raised: $16,794
Backers: 206
Status: Late; updated shipping timeline indicates it should happen by the end of October.
Estimated Delivery: Jun2012
Last Update: #8, 17Sep2012

Lamentations of the Flame Princess
Funded on 01Jun2012
Goal: $7,500
Raised: $16,240
Backers: 314
Status: Within (new) delivery schedule.
Estimated Delivery: Originally late Oct2012, now Nov2012 (as of 15Oct2012).
Last Update: #21, 17Oct2012

curse the darkness
Funded on 06Jun2012
Goal: $5,000
Raised: $11,861
Backers: 288
Status: All physical rewards have been received (late); still awaiting some stretch goals.
Estimated Delivery: Aug2012
Last Update: #38, 29Oct2012.

Blade Raiders
Funded on 14Jun2012
Goal: $5,000
Raised: $8,424
Backers: 223
Status: Within delivery schedule.
Estimated Delivery: Nov2012
Last Update: #16, 15Nov2012

Champions of ZED
Funded on 16Jun2012
Goal: $4,600
Raised: $8,077
Backers: 259
Status: Late.
Estimated Delivery: Aug2012
Last Update: #15, 05Nov2012

Our Last Best Hope
Funded on 17Jun2012
Goal: $3,000
Raised: $12,620
Backers: 360
Status: All initial rewards have been received (dice were late); waiting for stretch goals. (Review)
Estimated Delivery: Aug2012
Last Update: #25, 05Nov2012

Dungeon World
Funded on 30Jun2012
Goal: $4,000
Raised: $82,879
Backers: 2,455
Status: Late; beta PDFs have been provided
Estimated Delivery: Aug2012
Last Update: #32, 15Nov2012

Westward
Funded on 01Jul2012
Goal: $3,000
Raised: $19,227
Backers: 454
Status: Late.
Estimated Delivery: Oct2012
Last Update: #17, 12Nov2012

Last Stand
Funded on 02Jul2012
Goal: $1,500
Raised: $11,206
Backers: 245
Status: Late; some electronic files have been provided.
Estimated Delivery: Jul2012
Last Update: #35, 20Nov2012

Project Panda Ninja Taco
Funded on 22Jul2012
Goal: $12,500
Raised: $14,808
Backers: 386
Status: Within delivery schedule.
Estimated Delivery: Dec2012
Last Update: #10, 08Nov2012

Project: Paradigm
Funded on 02Aug2012
Goal: $2,000
Raised: $4,700
Backers: 69
Status: Within delivery schedule.
Estimated Delivery: Apr2013
Last Update: #10, 25Sep2012

SteamCraft
Funded on 19Aug2012
Goal: $5,500
Raised: $7,091
Backers: 126
Status: PDF has been delivered, within delivery schedule.
Estimated Delivery: Nov2012
Last Update: #18, 12Nov2012

Better Angels
Funded on 26Aug2012
Goal: $5,000
Raised: $21,593
Backers: 639
Status: Within delivery schedule.
Estimated Delivery: Dec2012
Last Update: #13, 02Oct2012

Tenra Bansho Zero
Funded on 16Sep2012
Goal: $9,000
Raised: $129,640
Backers: 1,704
Status: Within delivery schedule
Estimated Delivery: Feb/Mar2013
Last Update: #29, 17Nov2012

Numenera
Funded on 17Sep2012
Goal: $20,000
Raised: $517,255
Backers: 4,658
Status: Within delivery schedule.
Estimated Delivery: Jul2013
Last Update: #50, 16Nov2012

13 True Ways
Funded on 21Sep2012
Goal: $29,800
Raised: $70,101
Backers: 846
Status: Within delivery schedule.
Estimated Delivery: Apr2013
Last Update: #43, 16Nov2012

tremulous
Funded on 01Oct2012
Goal: $5,000
Raised: $62,753
Backers: 1,555
Status: PDFs have been provided; within delivery schedule.
Estimated Delivery: Jan2013
Last Update: #29, 17Oct2012

Act Ten
Funded on 28Oct2012
Goal: $1,000
Raised: $2,379
Backers: 170
Status: PDF has been provided; within delivery schedule.
Estimated Delivery: Dec2012
Last Update: #13, 13Nov2012

Outlive Outdead Companion
Failed funding on 31Oct2012
Goal: $1,300
Raised: $1,004
Backers: 29
Status: Supplements can be a tough sell.

Hillfolk
Funded on 02Nov2012
Goal: $3,000
Raised: $93,845
Backers: 2,185
Status: A PDF has been provided; within delivery schedule.
Estimated Delivery: Apr 2013
Last Update: #34, 13Nov2012

Emergence
Funded on 05Nov2012
Goal: $20,000
Raised: $20,098
Backers: 246
Status: Within delivery schedule.
Estimated Delivery: Aug2013
Last Update: #27, 11Nov2012

Sixcess
Funded on 05Nov2012
Goal: $2,500
Raised: $6,097
Backers: 149
Status: Within delivery schedule.
Estimated Delivery: Feb2013
Last Update: #20, 09Nov2012

Nova Praxis
Funded on 10Nov2012
Goal: $10,000
Raised: $29,808
Backers: 635
Status: Within delivery schedule. 
Estimated Delivery: Feb2013
Last Update: #20, 10Nov2012

Wilderness: Houses of the Blooded
Funded on 11Nov2012
Goal: $3,000
Raised: $11,157
Backers: 259
Status: Within delivery schedule.
Estimated Delivery: Dec 2012
Last Update: #13, 20Nov2012

Magicians
Funded on 18Nov2012
Goal: $3,000
Raised: $16,097
Backers: 466
Status: Within delivery schedule.
Estimated Delivery: Apr 2013
Last Update: #26, 19Nov2012

Base Raiders
Project closes on 24Nov2012
Goal: $6,000
Raised: $12,049
Backers: 359
Status: Ongoing [Funded]
Estimated Delivery: Jul2013
Last Update: #10, 18Nov2012

Cairn
Project closes on 25Nov2012
Goal: $2,000
Raised: $11,905
Backers: 249
Status: Ongoing [Funded]
Estimated Delivery: Dec2012
Last Update: #6, 21Nov2012

Shadows of Esteren Prologue
Project closes on 26Nov2012
Goal: $3,000
Raised: $49,019
Backers: 490
Status: Ongoing [Funded]
Estimated Delivery: Mar 2013
Last Update: #27, 21Nov2012

Camp Myth
Project closes on 02Dec2012
Goal: $5,000
Raised: $3,145
Backers: 67
Status: Ongoing
Estimated Delivery: Dec 2012
Last Update: #4, 17Nov2012


6d6 RPG Core and Adventure Books
Project closes on 04Dec2012
Goal: £2,000
Raised: £2,967
Backers: 84
Status: Ongoing [Funded]
Estimated Delivery: Apr 2013
Last Update: #2, 21Nov2012

Project H.O.P.E
Project closes on 11Dec2012
Goal: $14,000
Raised: $2,465
Backers: 49
Status: Ongoing
Estimated Delivery: Mar 2013
Last Update: #2, 17Nov2012

The Saga of the Dragon Star and N.R.G. Core Rulebook RPG
Project closes on 14Dec2012
Goal: $15,000
Raised: $8,639
Backers: 132
Status: Ongoing
Estimated Delivery: Jul 2013
Last Update: #7, 21Nov2012

The Morrow Project 4th Edition
Project closes on 03Jan2012
Goal: $15,000
Raised: $9,921
Backers: 91
Status: Ongoing
Estimated Delivery: Mar 2013
Last Update: #1, 20Nov2012