Friday, June 14, 2013

Earthdawn Appreciation Day - Boons & Maladies

This is just the beginning, if you wish to join in adding to this project, send a request to me to join the Google Drive editable document.

Earthdawn BOONS & MALADIES system



This version of the The Earthdawn Boons & Flaws rule refers to the 3rd edition of Earthdawn as published by RedBrick Limited. It should work equally well with any edition with minor adjustments.


The Boons & Maladies system works with the point buy system as laid out on pgs 25-26 of the Player’s Guide. Typically you have 25 points to purchase attributes above the base attribute level. Taking flaws will grant additional points which may be spent on. It can work with rolled attributes as well, this requires maladies be taken then boons or additional attributes purchased with those points.


Note, this system is prone to abuse by munchkinism, I have tried to balance the good and bad so that the maladies grant less points than the equivalent boons. I recommend only allowing 1 of each category, this lets players have some options without heaping on multiple maladies in an area where they aren’t focused (mental maladies for melee characters or physical maladies for magicians.)


PHYSICAL BOONS
Incredible Strength (2 pts)
Feats of strength come naturally to you, you often have inspired moments in which your pure physical power is apparent.
Once per session you may spend a point of karma on any Strength-based check.


Amazing Agility (2 pts)
Other namegivers have always been amazed by your innate agility.
Once per session you may spend a point of karma on any Dexterity-based check.


Unnatural Fortitude (2 pts)
You were once bitten by a Four Step Adder, you miraculously survived.
Once per session you may spend a point of karma on any Toughness-based check.


Preternatural Reflexes (3 pts)
Your reflexes are like those of a cat, you find yourself reacting
If you roll any ones during an intiative check you may reroll them, once.


Sure-Footed (2 pts)
You used to spent your youth pushing the limits of your balance, seeing how fast you could run across fallen logs, slick with water and moss, across streams for the sheer joy of pushing the boundaries.
Gain a +1 bonus to any balance related skill tests.


Eyes of the Eagle
You can pick out minor details, even at great distance.
Gain a +1 bonus to any perception related checks.


Good Nightvision (2 pts - Human, Obsidiman, T’skrang, Windling)
Your nightvision is phenominal, not like an elves vision, but good for your race.
You only suffer half the penalties from low-light conditions, not full darkness.


Strong Tail (3 pts - T’skrang Only)
Your tail is very strong.
You may attach up to a Size 3 weapon to your tail instead of a Size 2 weapon. Unarmed Strikes with your tail add +1 to damage.


Hard as Nails (3 pts)
You’re tougher than others would assume.
add +2 to your Wound Threshold.


Hard to Kill (3 pts)
You’re still alive, you should have died from that fall, but you’re still alive.
add +2 to your Death Rating.


Uncanny Defense (5 pts)
You know how to avoid being hit.
+1 bonus to Physical Defense.


Sprinter (2 pts)
You’re a sprinter, you win nearly every foot race against others of your race.
When you run, you move 1 additional hex or 2 yards.


Survivor (6 pts)
You are a survivor, when death’s door opens, you run the other way.
Anytime you drop unconscious HP level. You roll an immediate recovery test.


PHYSICAL MALADIES


Lame (+3 pts)
You suffered a traumatic leg injury as a youth.
-1 movement, and Running only gives you 50% extra distance.


Wingless (+5 pts - Windling only)
Your wings were clipped, you can’t fly.
Lose your ability to fly. Reduce your Physical Defense by 3.


Overweight (+2 pts)
You’re huge, having large amounts of fat, but not muscle to carry it.



Lumbering (+2 pts)
You’re slow for your race,
Reduce your movement rate by 1.


Weak Tail (+2 pts - T’skrang Only)
Your tail is very weak.
You may only attach a Size 1 weapon to your tail; instead of a Size 2 weapon. And any unarmed attacks with your tail are considered to be with a Strength 2 steps lower.

MENTAL BOONS
Keen Perception (2 pts)
Not much gets past you.
Once per session you may spend a point of karma on any Perception-based check.


Stubborn as a Goat (2 pts)
Once per session you may spend a point of karma on any Willpower-based check.


Charming (2 pts)
You once talked your way into a position of power you weren’t qualified for.
Once per session you may spend a point of karma on any Charisma-based check.


MENTAL MALADIES


Buffoon (+3 pts)
You‘re often seen as a fool, putting your foot in your mouth more often than not.
You suffer a -1 on all Charisma based checks.


Astral Blindness (+5 pts - Windling Only)
You are not able to access the Astral Sight that others of your kind can.
You do not have ranks in the Astral Sight talent and you may never gain it from a discipline either.


Rigid (+3 pts - Human only)
You grew up disciplined. You do not have the versatility of others of your race.
You do not have access to the Versatility talent. Give up your hopes of being a Journeyman.



BACKGROUNDS
Backgrounds are exactly that, minor bonuses and skills which can be added to your character.


Accomplished Swimmer (2 pts, 1 pt for T’skrang)
You are a strong swimmer. T’skrang know of your swimming ability far and wide.
Gain a +2 bonus on swimming checks.


Blacksmith’s Apprentice (1 pt)
Before becoming an Adept, you were apprenticed to a blacksmith.
Gain 1 rank of Weaponsmithing skill.


Riverboat Crewman (1 pt)
Before becoming an Adept, you were a riverboat crewman.
Gain 1 rank of Airsailing skill.


Airman (1 pt)
You once worked passage on an airship. You learned the basics of airsailing from a mighty captain. Those lessons stayed with you.
Gain 1 rank of Airsailing skill.


Assistant Librarian (1 pt)
You were an assistant in your kaer’s library.
Gain 1 rank of research skill. If you gain the Research Talent later, you are a natural gaining a +1 bonus on research checks.


Amateur Herbalist (1 pt)
You’ve always loved herbalism, you have basic knowledge of plants and  .
Gain 1 rank of research skill. If you gain the Research Talent later, you are a natural gaining a +1 bonus on research checks.


K’Stulaami  (3 pts - T’Skrang Only)
You are K'stulaami.


Granite Skin  (3 pts - Obsidiman Only)
Obsidiman are known for their rock-like hides, you are known amongst your brethren to have the toughest hide.
You have a Physical Armor rating of 4

Crystalline Skin (4 pts - Obsidiman Only )
Unlike most obsidimen, your natural earthen hide is mostly crystal, While not as tough as some physically, your hide is resistant to mystic damage as well.
You have a Physical Armor rating of 2 and a Mystic Armor rating of 2


Elemental Skin (6 pts - Obsidiman Only )
Unlike most obsidimen, your natural earthen hide partially infused with elemental earth. You must be especially careful of Theran Slavers who would rather wear you than sell you.

You gain the Earth Skin talent at Rank 0, and may increase as normal.