Showing posts with label Earthdawn Appreciation Day. Show all posts
Showing posts with label Earthdawn Appreciation Day. Show all posts

Tuesday, June 18, 2013

Earthdawn Appreciation Day Award Ceremony!

HERE WE GO!!! Banners proclaiming your victorious entries.

Awarded Third place and winning 1 PDF from the entire Earthdawn Catalog hosted at Drivethrurpg with the 'Legendary Weapons for DCC RPG':



Awarded SECOND place and winning 2 PDFs from the entire Earthdawn Catalog hosted at Drivethrurpg with the story of Klim the Windling Wind Dancer/Horror Stalker



Awarded FIRST place and winning 4 PDFs from the entire Earthdawn Catalog hosted at Drivethrurpg with the her entry of Elf, Ork and T'skrang portraits:



Congratulations to all of the winners, let me know what email you want the PDFs sent to your Drivethru account  I will contact Steven Black, and either send it to you or have him send it to you.

I'd also like to thank everyone who participated and to Steven Black, Andrew Ragland, and Hank Woon for guest judging. Each judge had their favorites, I used a numeric system to determine the awards, it was close between First, Second and Third places.

I hope to run the event again next year, and to have 2-3 times the number of entries. (I will be marketing it earlier and better next year as well.)

Monday, June 17, 2013

Earthdawn Appreciation Day - Symbology by Matt B.

While it may be late for the contest, Dan and Matt B. wanted to enter this for Earthdawn Appreciation Day,

Symbols for the various Barsaivian Disciplines. Pretty cool idea!

disciplines small.png

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.




Earthdawn Appreciation Day - Anatomy of a Horror

I'm fairly certain that the article Morgan wrote today for his blog isn't an entry, but it is amazing. I hope to soon have the time to go back and read nine months of Morgan's posts!!!

Anatomy of a Horror

EAD Entry from Mark at Pathfinder Chronicles - Klim

http://www.thepathfinderchronicles.com/2013/06/earthdawn-appreciation-day.html

Earthdawn Appreciation Day!
It is Earthdawn Appreciation Day! +R.S. Tilton 's brain wave. In fact it is almost over in Australia but as I have been tied up with LUGCon gaming goodness I have been hard pressed to find the time to post but here is my component for it. Just let me say that Earthdawn is one of the greatest games that I have ever played, and still play today :). So now to the introduction of the greatest Windling Windmaster/Horror Hunter that ever lived...

"My name is Klim"  The little dark haired scarred Windling says to you as he flies low over your head. His body seems to have been ritually scarred so you have a hard time spotting an actual piece of fair skin on the normally jovial creature.  this Windling is surely not jovial in any way.  "What is yours?" He asks cooly sitting on the back of the chair opposite you.  "And paint it on the table with these, don't say it or I will drag your tongue from your mouth and cut it off so you will never speak again."  He looks as if he means it as he pulls from a sack a thin brush and a pot of green ink.

You think to laugh but see by his demeanour that he is not having a good day so you pop the top off of the ink well and dip the bristles in.  You glance down and then back up at the figure who is intently looking at your face.  With all the focus you can muster you look down and write your name on the tabletop, embellishing it perfectly like your mother had taught you with tribal symbols and patterns proving you not to be one of the Horror's minions.  The heat on your neck tells you he is still watching as after ten minutes you push the pot of ink back toward the diminutive winged, scarred figure.  He hops off the back of the chair and to the pot.  Leaning ever so slightly he puts the cap back on and places both back in his pint sized sack.  He walks directly up to your face and points to a wound on his arm.

"See that scar?"  He looks momentarily at the still infected wound.  "Well it will be a scar eventually.  You know how I got that?"  He smiles a grim smile as he looks for your response.  You silently shake your head from side to side.  "I got that last time I saw you."

"Liar."  The word escapes your lips, almost surprising you at its abruptness.  "I mean I have never met you before!" Your voice sounds strange, different somehow.  Like you are calling out in a tunnel or something.

"I'm not talking to you."  The weird little Windling named Klim seems to be talking to someone else but he looks at you.  "I am talking to the bag of meat that you are currently housed in.  I am sorry that I have to tell you this but I was one of the ones that opened the Kaer.  You fled into the desert and I have been tracking you ever since."  Some of that seems familiar to you, but you feel like it is distant.  A memory long forgotten.

"I have been tracking you as you bought with you an unwanted guest on your travels."  Klim hurls a pile of dust into your eyes and though it is only dust, somewhere you feel something in massive agony. "Look at your script."  Klim speaks directly to you now.  It is almost like he is in your head.

You obey and look at the image on the table.  It is not what you wrote.  You wrote an elegant script but that which is on the table is an image of Klim undoubtedly, but he has been impaled on a stake and crows sit eating his eyes.  You are beginning to wake and understand.  You know now that you are no longer in control.

"I cut this wound so the pain would remind me of the pain that I would have to deal to you when I dealt with your control would be mine to share.  I will remember you Olaf.  I will sing a dirge in your honour at the Moot of the Thunderclaw.  Know it to be true."  With tears the Windling hurls himself into the air and then plummets with a black blade toward you.  here in Travar, the last place you will ever know you welcome the power of the Horror Hunter as he plunges his blade into your eye and up into your brain.  He has come to set you free and forever more send your captor back to the hells that spawned them.

EAD Entries by Brian O - Trio of Goodies

EAD Entry from Nico P - Poor Attack Test tables, and a new Talent Knack

The Attack test tables were published on German blogs, but are presented here in English for the English speaking audience.  The Talent Knack is brand new. These table look to be an interesting way to do a fumble table.





And here's the Talent Knack:



EAD Entry - Thread Items by John B.

This entry has some interesting concepts I'm seeing. I look forward to reading more:

Some Thread Items for Earthdawn

Most of these items are based on “What If?” As such, they may bend or break official published rules. In such a case, either adjust the item or assume this specific item breaks the rules [and maybe nothing else does]. It is magic, after all.

This article is released under Creative Commons.


Mr Fuzzywumpums

[Or, What If a young child gave an object a True Name?]

Mr Fuzzywumpums is a carved wooden bear, with a patchwork cloth vest, and holding a sword in his right hand and a shield in the left. He’s about one foot tall, and looks like a cunningly made toy rather than some fancy piece of art. He was made in a kaer, during the Scourge, by a woodcarver for his daughter.

Maximum Threads 5
Spell Defense 26

Rank 1 Cost 200
You must know that this item’s name is Mr Fuzzywumpums. No one who is over the age of young adulthood can weave a thread to this item, although someone can retain an already woven thread for a period of time. If a child has an attached thread, and experience to spend, he or she can increase the thread rank in a dream, even if he or she has no ranks in Thread Weaving.

A full sized, intelligent, bipedal  bear will appear in the dreams of anyone with a thread attached to this item, reducing the frequency and intensity of common nightmares, and helping defend against any sort of magical or horror related dream attack. Mechanically, it counts as a +3 spell or social defense, but only in that limited circumstance.

Rank 2 Cost 400
Once a season, the child will have an exceedingly vivid dream adventure. Often, it will relate in some way to the child’s life, leading to some useful tidbit of social related knowledge, such as how to make friends with a peer. Using this knowledge in a positive way counts as a repeatable 100 point Quest, which can be used only to increase the thread level.

+6 spell or social defense against a magical or horror related dream attack.

Level 3 Cost 600
 The Dreams continue, but occur less frequently, twice a year. Knowledge gained is aimed more at how to learn skills to function as an adult, or how to succeed at some task. Using the knowledge counts as a 200 point Quest, which can be used only to increase thread level.

+9 spell or social defense against a magical or horror related dream attack.

Rank 4 Cost 800

+12 spell or social defense against a magical or horror related dream attack.

Before an important threshold in becoming an adult [for example, turning a certain age], the child will have one last glorious dream adventure with Mr Fuzzywumpums. It will provide at least some hints to the child’s destiny, and if he or she isn’t already one, he or she might become an adept at this time.

After the dream, the thread rank will drop by 1 per week. While the person still has a thread, he can go to a young child or two young children and say: “This is Mr Fuzzywumpums. I am too old for him, but he can be your friend now.” Doing so snaps the first child’s thread, and weaves a rank 2 thread to 1 child, or a rank 1 thread to 2.

The Omnipotent Orb of Kodor The Magnificent

In appearance, it’s a 2 foot diameter hollow glass sphere, with what looks like grey fog inside. It has a 3 foot tall carved wooden stand, and is not meant to be used by an adventurer who walks across the land and gets into trouble. Instead, it looks like the kind of thing that belongs in the laboratory of a powerful wizard. Or, at least that’s what Kodor The Magnificent thought.

Kodor The Magnificent [aka Hodgell Lightfingers] was a Journeyman Thief Adept who lived either just before or just at the beginning of the Scourge. After a slight disagreement about property rights, he was exiled from his kaer and forced to wander.  He never came into direct conflict with a Horror, and he was able to live pretty well from the leavings of a couple of villages that had already gone into their kaer. But, he was pretty sure he’d have a much longer life if he could get inside a kaer.

Then Hodgell came across the tower of a dead magic worker. Hodgell was pretty sure he was dead because of the various body parts strewn around. So, he loaded up a cart with anything magical or valuable looking he could find, used a bit of disguise and acting skills to play the part of a wizard, and went in search of a kaer.

Hodgell found one, and playing the part of an elderly, powerful wizard, Kodor the Magificent, lived to a ripe old age. Whether he was ever found out, or whether his actions led to the people of the kaer depending on his non-existent magic ...well that’s a tale for another day.

The orb itself was originally a common magical tool used to help train Illusionist apprentices. Anyone can lay a hand on it, pay a point of strain, and after concentrating for a minute, will have whatever image they were concentrating on appear inside the orb. The more detailed the mental image, the more detailed the image in the orb. Anyone with a thread tied to the orb can block someone who doesn’t, and substitute his own image.

Rank 1 Cost 200
+1 social defense. Thread weaver must be within 10 feet of the orb for this to apply.

Rank 2 Cost 400
+1 social defense, +1 all skills or talents used to convince someone the user is a powerful user of magic. For example, disguise skill counts; thread weaving to cast a powerful spell does not. Arcane mutterings specifically counts. Thread weaver must be within 100 feet for this to apply.

Rank 3 Cost 500
+2 social defense, +2 all skills or talents used to convince someone the user is a powerful user of magic. Thread weaver must be within 1000 feet for this to apply.

Rank 4 Cost 800
+2 social defense, +4 all skills or talents used to convince someone the user is a powerful user of magic. Thread weaver must be within 10,000 feet for this to apply.

Unfortunately, if the thread weaver is a spellcaster, he or she will have a penalty equal to the skill bonus, if he or she is trying to pass as mundane or a much less powerful spellcaster.


The Ship of Sea and Sky

Built with inspiration from Upendal, Florannus, and with the aid of various elementals. It is a trading vessel and yacht, not a fighting ship. Oddly constructed compared to current designs, the normal masts used when on water fold down to wings when flying. Capable of much higher maximum speeds and rates of ascent than a normal airship, the cargo holds are both extradimensionally enlarged and capable of preservation. Opulent living quarters for the officers and owners, less for the crew. The captain must have a thread to the ship, and must have the talent of air sailing. In addition to crew, it requires True Air to fly, at approximately half the firel requirements of a riverboat.
Mechanically, using the rules for Large Scale Combat Earthdawn Companion 2nd ed:

In air, speed 9, maneuverability 10. In water, 6, 6. Firepower 0.
Hull armor rating 20, ramming 20, cargo 600. Assume a third of the cargo can be used to transport perishable items, roughly as well as a modern refrigerator can.
Crew: requires 100 on water, 80 as an airship, minus 5 per captain’s thread rank. Skill or talent level required to act as crew: 2 minimum. As this is a unique boat, crew rating and morale will vary, but likely higher than normal. Damage critical 36, derelict 126, destroyed 140. In theory there is space for 400 people on the ship. More usually, 100-125 crew are packed in that tightly, and 10-80 additional people have more luxurious accommodations [although not much larger].

As a thread item, maximum 1 thread, spell defense 25.
Reduced crew, as above. As thread rank is increased, more capabilities are given to the ship, instead of giving more power to the captain. Plus, the captain gets a +1 step bonus to  Air Sailing Talent rolls, affecting the speed or maneuverability of the ship.

Rank 1 cost 500
To weave a thread to the ship, you must know its name, and you must have the Air Sailing talent.

The Ship acts as a normal sailing ship.

Rank 2 cost 800
Ship gains limited mobility, able to move the parts of itself that normally move. For example, it can open and close doors, and make some minor adjustments to the sails. In some circumstances, it would give a slight penalty to a boarding force. It cannot raise or lower the anchor because it is too heavy.

Rank 3 cost 1,300
You must know the Name of the main questor of Florannus who was involved in building the ship.

The ship is able to fly, but more at the mercy of the winds than most airships. It rises and falls at about the speed of a hot air balloon. Falling quickly is possible, but not smoothly.

Rank 4 cost 2,100
The ship flies as a airship, as detailed.

Rank 5 cost 3,400
You must know the Name of the main questor of Upendal who was involved in building the ship.

The ship is able to create a dome of Air around it, and act as a submarine. This requires double the normal amount of elemental air. It is unable to dive particularly deep, so there are areas of the ocean that are inaccessible.


The Sword Called The Ceremonial Sword of the Ninth Wizard-Legate

While this is a thread item, it should function more as a plot device than a useful tool. Also, it will require some modification for each Earthdawn game.

More than 10,000 years ago, there was a Court, with the equivalent of Knights and Wizards, although they weren’t called that. The knights had traditionally been able to wear swords in the presence of their emperor, so the wizards, wanting to increase their standing, petitioned for the same right. This was granted.

However, they didn’t want to wear common swords- they were heavy, and having one might lead to a duel with the sword as the permitted weapon, which they would surely lose. So, they had a tradition of wearing something that was roughly sword shaped, but was clearly a piece of decoration, and intensely magical.

The important questions to answer:
1) What does this look like?
I have in mind a rapier, of a solid piece of colored unbreakable glass, approximately sized for a large troll. But it could be nearly anything, as long as it was gaudy and awe inspiring. Solid orichalcum? Living wood, with a huge ruby on the pommel? A short sword of living darkness, that moans when drawn? Whatever is chosen, it should be impossible to accidentally break, nearly impossible otherwise. And it should look like nothing else the characters have ever seen.

2) How does it enter the campaign?
Odds are, the characters stumble across it in some extremely remote location. A kaer from a previous Scourge [not the most recent one] is perfect. Or, some powerful NPC, to whom the characters owe a big favor, wants to find out more about it. A Great Dragon works well.

3) How does it influence the campaign?
Well, you can’t tie a thread to it without knowing its True Name. The Ceremonial Sword of the Ninth Wizard-Legate is what it was called, when it was spoken of in common society. That is not its Name, which is lost, unknown to any Name Giver in Barsaive, and is magically protected to boot. Simply as it is, one could use it in combat about as well as an unbalanced unbreakable stick.

However, it has several magical effects, one of which the characters will discover almost immediately. Once a day, defined as Sunset to Sunset, the first Name Giver to come within one foot of the sword triggers a magical mental message sent to everyone within thirty feet: “I am Called The Ceremonial Sword of the Ninth Wizard-Legate. Please return me to the Court of the Emperor Undying. A reward is offered.”

The sword is not intelligent. However, if you can somehow signal to it you’d like to return it, but don’t know where, it will indicate a rough direction to go [ie, generally north, not 13 degrees east]. This is not precise enough to triangulate, unless one is much closer.

4) Where the heck is the Court of the Emperor Undying?
Well, it died at least 9,000 years ago, if not much much longer. It should be located in a difficult to get to, poorly populated at best area. The Waste? Outside Barsaive? Only accessible through the Astral Plane? And it likely involved races that are not the common 8 Name Giver races.

5) After many adventures, the characters have found The Lost City of the Emperor Undying. Now what?

Well, it’s been long enough that the city is in ruins, and the civilization is gone. But there are some remnants. A really really bored elemental, conjured and stuck? A devolved race, whose oral history might provide some clues? A living ensouled computer of crystal, that wants one tiny favor?


After that, if a character manages to claim ownership of the sword, it should be impressive, but not particularly useful in combat. As a symbol of lordship, it may magically grant ownership of some land. A ten square mile area within The Waste, now greening? Otherwise, social bonuses should be primary, defensive magical secondary.