Earthdawn Character Creation

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#51 Re: Earthdawn Character Creation

Post by frigidmagi »

Hotfoot wrote:I'm sorry, but they rode off on the men.
Stuff and nonsense! A proper Scorcher would sooner give up his teeth and eyes before he traded in a war mount for a scruffy pale villager! Those mounts are kith and kin and dearer then swords or shields!

The men, those who were left, were taken to carry the loot. After all, one does not make a beloved relation into a base pack animal when there are peasants available.
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#52 Re: Earthdawn Character Creation

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[youtube][/youtube]
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#53 Re: Earthdawn Character Creation

Post by Lys »

So, are there any optional rules we're using? I think the ones worth considering are: Aligning Talents and Skills (p. 239), which seems like a no-brainer to me, as it allows someone to learn a skill before the talent version becomes available without fear of wasting their legend points. Spell Learning Cost (p. 132) makes sense to me from an in-universe viewpoint, as giving someone a spell is a service and services cost silver. Not that this stops mages from finding spells for free in ruins or libraries or whatever, plus the one free spell for every circle. Taking the Initiative (p. 215) is useful for the GM to make combat flow better. Minimum Weapon Damage (p. 221) would also speed combat, but also make it more dangerous, don't know if that's desirable. Finally, Practical Knowledge (p. 88) gives more value to mundane skills. All the other optional rules seem needlessly fiddly for what they add to the game and thus not worth it.
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#54 Re: Earthdawn Character Creation

Post by Hotfoot »

Minumum Weapon Damage I'm not fond of, because it really jacks the minimum damage of every weapon, to the point where it's higher than the average roll you might get for that step, especially early on. Without a general increase in vitality, that is a dangerous option.

I know Frigid likes to run vanilla as much as possible, but I would appreciate Aligning Talents and Skills, as it makes taking skill ranks before picking up a talent MUCH less painful. The only one where it doesn't work so well is Speak and Read/Write Languages, where you get static bonuses based on the level, but that's a relatively minor point.

Take the initiative I really don't like, because it removes the random chance in battle, and creates scenarios where the NPCs or the players will always win or lose initiative, full stop. Using it as a tiebreaker, sure, that I'm cool with, but not as a replacement to rolling initiative. It makes about as much sense as using the step values as static markers for, well, anything else that would normally require a roll. Part of the fun is the unexpected joy or terror of the high and low ends.

There was also an optional rule somewhere, though I forget where, that allowed for refilling karma for the cost of 10 LP regardless of how much Karma you were missing that I found interesting, but of course this is all subject to the whims of our grand and magnificent GM.
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#55 Re: Earthdawn Character Creation

Post by Lys »

Yeah, you're right on the weapon damage thing, Hotfoot. Like I said I wasn't sure about that one, and on second thought, at least at the Initiate and Novice levels the increased lethality is a bad way to go. We're all kind of wimpy and so our our enemies so the baseline is fine. A Journeyman, or better yet Warden, group would be the ones who should be talking about whether they want it or not.

Take the Initiative only applies to the GM characters, and then only when he feels the need for it. The PCs still roll, and thus have no guarantee of always going ahead or behind the NPCs. I suggested it because it seems like it would make the GM's life easier, aside from also skipping a few rolls in combat. It's up to frigid whether he feels it's actually helpful or not. I'd probably use it with abandon, but here I'm a Sword Master not a Game Master. ^_^;

Really, if I had to go through the optional rules and pick one it would be Aligning Talents and Skills. That's why I mentioned it first and called it a "no-brainer".
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#56 Re: Earthdawn Character Creation

Post by Cynical Cat »

The optional rules that I like

Unweaving Threads: because you shouldn't be bound by a choice made at 4th Circle when you're 14th and you shouldn't have to have your character planned out by 4th Circle.

Spell Learning Cost: Not even really an optional rule in my opinion. Some caster will trade or sell spells. The cost might not be money.

Fleeing from Combat: Vanilla Earthdawn doesn't have much in the way of disengaging from melee rules/consequences. This allows for it and is simple.

Weapon Reach: It's simple and if reach doesn't matter it hurts my SoD. Since a GM can handle serious reach disparities with a situational modifier, I'm not married to this one because it's easy to handle in other ways.

Realigning Durability: If you don't do this then it makes some ways of multidisciplining far superior to others.

Enduring Armor by Strength: Makes sense and allows heavier armor to be worn by massively strong dudes without hosing initiative to the floor.

Allowing Wounds to drop Recovery rolls into the negative. One of the things I loved about 1st edition Earthdawn is that you could actually slowly bleed to death from sufficiently grievous Wounds. In practice it doesn't really happen, but to have a mechanics for it to happen to NPCs . . .

Refilling Karma at low/no cost. The Karma cost is a minimal, but less book keeping=good.
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#57 Re: Earthdawn Character Creation

Post by Comrade Tortoise »

Name: Varan Nilotes

Discipline: Wizard (Mind, albeit [ancient]Epicurian rather than [ancient]Platonist)

Description: Green scales (countershaded with the ventral scales being a much paler shade, yellow eyes. Dorsal fringe is red. Wears a brown robe with an open front, embroidered in green leafy patterns with yellow trim.

Passion: Worships both Jaspree and Lochost in equal measure

Dex 14 (6)
Str 10 (5)
Tou 14 (6)
per 16 (7)
wil 16 (7)
cha 12 (5)

Initiative (6)
Movement: 6
Physical Defense (8)
Social Defense (7)
Magic Defense (9)
Wound Threshold 10
Unconscious Rating 28
Death Rating 36
Mystic Armor 2
Recovery Tests Per Day: 3
Max Karma: 4
Legend Points: 800
Spent: 700
Pending Meditation: Spellcasting to 3 (300), Karma Ritual 2 (200)
Unspent:100


Talents
Spell Matrix(D) 1
Spell Matrix 1
Astral Sight 1 (8)
Karma Ritual 1
Read/Write Magic 1
Spellcasting 2 (9)
Thread Weaving[Wizardry] 2 (9)


Skills
Read/Write language Dwarf
Speak Language: Dwarf, Tskrang
Robe Embroidery 1 (6)
Knowledge: History of Barsaive 1 (8)
Avoid Blow 2 (8)
Research 2 (9)
Knowledge: Philosophy 1 (8)
Knowledge: Natural History 2 (9)
Knowledge: Physician 1 (8)
Alchemy and Potions 1 (8)

Spells
Astral Sense (p. 150)

Astral Sense
Threads: 2
Weaving: 5 / 15 Casting: 6
Range: Self Duration: Rank + 10 minutes
Area of Effect: 30-yard (15-hex) radius from magician
Effect: WIL + 6

This spell senses people, creatures, magic doors, magic items,
and so on, in astral space. The magician rolls his eyes upward
and makes a Spellcasting (6) Test

Crushing Will (p. 161)

Threads: 1
Weaving: 8 / 16 Casting: TSD
Range: 48 yards (24 hexes) Duration: 1 round
Effect: WIL + 5/Mystic
This spell directly attacks a character’s will. The magician
furrows his brows and peers at the target, then makes a
Spellcasting Test against the target’s Spell Defense. If successful,
his Effect Test determines how much damage is inflicted.

Dispel Magic (p. 163)
Threads: 1
Weaving: 6 / 13
Casting: 6
Range: 30 yards (15 hexes)
Duration: 1 round
Effect: WIL
T his spell disrupts the pattern
and threads of another spell.
The magician gestures as if pulling
apart an object, then makes a
Spellcasting (6) Test. If successful,
he makes an Effect Test against
the spell’s Dispel Difficulty.


Flame Flash (p. 170)
Threads: 1
Weaving: 7 / 15 Casting: TSD
Range: 10 yards (5 hexes) Duration: 1 round
Effect: WIL + 4/Physical
F ire. This spell fires a burst of flame at an opponent. The magician
makes wild, fanning gestures and crackling, whooshing
sounds, then extends his hands outward and makes a Spellcasting
Test against the target’s Spell Defense. If successful, flames flash
from his fingertips, bathing the target in fire. The magician’s Effect
Test determines how much damage is inflicted.

Mind Dagger (p. 185)
Threads: 0
Weaving: NA / 7 Casting: TSD
Range: 16 yards (8 hexes) Duration: 1 round
Effect: WIL + 2/Mystic
This spell attacks an opponent by sheer force of will. The magician
whips his arm forward as if throwing a dagger and makes
a Spellcasting Test against the target’s Spell Defense. If successful,
his Effect Test determines how much damage is inflicted.

Divine Aura (p. 164)
Threads: 1
Weaving: 6 / 14 Casting: TSD
Range: 24 yards (12 hexes) Duration: Rank + 5 minutes
Effect: WIL + 5
T his spell detects aspects of the aura of living beings. The magician
peers intently at the target and makes a Spellcasting Test
against the target’s Spell Defense. If successful, he chooses what
he wishes to divine from the target’s aura—this could be anything
from an emotional state, like anger or fear, to hurt or fatigue. The
magician makes an Effect Test against the target’s Spell Defense.
If successful, he determines the target’s state. The magician may
concentrate to divine the same or different aspects of the same
target aura, each attempt requiring a separate Effect Test.

Wall Walker (p. 197)
Threads: 1
Weaving: 6 / 14 Casting: TSD
Range: Touch Duration: Rank + 10 rounds
Effect: WIL + 5
T his spell improves a character’s climbing ability. The
magician crouches down on all fours, then touches the
target and makes a Spellcasting Test against the target’s Spell
Defense. If successful, the target makes an Effect Test in place
of his Climbing Tests.

Equipment
Adventurer’s Kit (backpack, bedroll, flint & steel, torch,
waterskin, large sack)
Artisan Tools (Needle, Thread etc)
Dagger (7)
Grimoire
Traveler’s Garb (soft boots, shirt, belt, robe,
traveler’s cloak)
Trail Rations (1 week)
Physicians Kit, with refill
Writing kit
leather armor

5 silver coins

potions: 4 healing potions, 2 anti-sporific, 1 antidote.

Background:
"Nothing in biology makes sense except in the light of evolution."
- Theodosius Dobzhansky

There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid

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#58 Re: Earthdawn Character Creation

Post by Lys »

My problem with Enduring Armour by Strength is that it gives an unfair advantage to trolls and obsidian men. I mean, sure they're loads stronger which means that they can carry more weight, but they're also loads bigger which means that that their armour is a lot heavier too. Then you have the opposite case for Wildlings, who are a lot weaker but also a lot smaller, so their armour is lighter. The only way to make this work is to modify the mobility penalties by the same factor that armour weights are modified for these races, but at that point you're engaging in far too much book-keeping for too little gain.

Though, while we're on the subject of armours. Ring Mail should be renamed; it's not a thing that appears to have actually existed. When people reinforced cloth or leather with metal, they used plates not rings, and it was called brigandine or coat of plates. Everything else is fine(ish). I rather liked the metaphysical weight given to using animal pelts as armour, it's not quite living armour like crystal and fernweave, but it's enough to get +1 mystical. This is the best excuse to have my character wear stylish fringe of fur ever. ^_^

I'm all for karma being free, on the grounds of reducing book keeping, and general opposition to permanent losses of character progression points. I've got issues with 3e Revised, but one of the changes I did like is that they made karma free. The other change I like is Durability no longer counting against your Talent Options, because it isn't an option, it's required unless you want to be a chump. Still, between the two at least karma's dirt cheap, effectively losing a talent option hurts a lot more.
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#59 Re: Earthdawn Character Creation

Post by Cynical Cat »

Enduring Armor by Strength has modifiers for size for Trolls, Obsidimen, and Windlings. Ring mail is kind of imaginary (there are a few rare oddball exceptions but nothing that saw any widespread use unlike mail or brigandine) but kind of stuck as a fantasy trope thinks to D&D. I tend to think of it as metal/living crystal disc reinforced leather style of brigandine and roll that way.

Circle Two in oldschool earthdawn used to be three talents, with one of them durability, not two. You're right, it's not an option and I do prefer having three talents at 2nd Circle.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#60 Re: Earthdawn Character Creation

Post by Lys »

Oh! So there is a modifier, right at the bottom of the sidebar. That's what I get for skimming instead of reading! ^_^;

Me, I tend to just mentally edit any references to ring mail and make them them refer to brigandine. The other problem with that particular armour in ED is that with an initiative penalty of 2 there is zero reason to ever wear it instead of chain mail. The price and weight difference is too small to be worth one less point of physical armour. Ah well, every game has some useless pieces of equipment somewhere.

Also: Aly, you posted a character! A Tskrang wizard is so... you. ^_^
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#61 Re: Earthdawn Character Creation

Post by Cynical Cat »

Mail needs more love, so I'm all over blatantly inferior armour in the game.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#62 Re: Earthdawn Character Creation

Post by Lys »

At least mail is usually there, brigandine rarely is. It's like most fantasy writers, novel and RPG, have never even heard of it, or coat/jack of plates, or coat of nails. It has four bloody names and they've not heard one? For that matter they've apparently never heard of lamellar either. I'd ask what they think Mongols wore, but Mongols are apparently too awesome for most of them anyway. Only Legend of Five Rings does it right, they even have Mongol Romans!
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#63 Re: Earthdawn Character Creation

Post by Cynical Cat »

Lys wrote:At least mail is usually there, brigandine rarely is. It's like most fantasy writers, novel and RPG, have never even heard of it, or coat/jack of plates, or coat of nails. It has four bloody names and they've not heard one? For that matter they've apparently never heard of lamellar either. I'd ask what they think Mongols wore, but Mongols are apparently too awesome for most of them anyway. Only Legend of Five Rings does it right, they even have Mongol Romans!
Brigandine was widely used, but everyone used mail and they wore it because it was awesome. Including the Mongols. But so many RPGs treat it as mediocre armour.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#64 Re: Earthdawn Character Creation

Post by Lys »

Oh, huh, I misremembered mail's initiative penalty. I though it was 2 when it's actually 3. In that case, the brigandine actually stacks up well against it. The mail protects you slightly better, but brigandine gives you slightly more mobility, which is about right. I feel like such a dumbass now. v_v

And if you're not swimming in money in ED, mail is awesome. It's only if you have abilities like Acrobatic Strike and Anticipate Blow that having high initiative matters. Otherwise there's little reason not to put on the heaviest thing you can afford. For many people, that's mail, given it's second only to plate and 17 times cheaper.
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#65 Re: Earthdawn Character Creation

Post by Marcao »

Name: Elessar Arcamenel
Race: Elf (Low Light Vision)
Class: Troubadour
Circle: First
Total Legend Points: 800
Current Legend Points: 800

Attributes (Elf)
Dexterity: 16
Strength: 13
Toughness: 10
Perception: 15
Willpower: 14
Charisma: 16
Movement Rate: 7
Karma Modifier: 4
Current Karma: 8

Discipline Talents: Emotion Song II, Karma Ritual II, First Impression I, Impress I, Item History I, Mimic Voice I
Artisan Skills: Musician I (Free), Storytelling I*, Acting I*
Knowledge Skills: Barsaive History I (Free), Ancient Weapons I (Free), Horror Lore I*
Language Skills: Speak Language II (Free, Throal, Elven), Read/Write Language (Free, Elven, Throal*)
General Skills: Melee Weapons I*, Etiquette I*, Conversation I*, Haggle I*
Half-Magic: Performance, Knowledge: Legends, Myths, and Folklore (Barsaive)

Equipment: Adventurers Kit (backpack, bedroll, flint and steel, torch, waterskin, large sack), Artisan Tools (pending), Dagger, Traveler's Garb (soft boots, shirt, belt, breeches, traveler's cloak), Trial Rations (1 week), 100 Silver Pieces
Equipment Purchased: Padded Leather (20 silver), Broadsword (25 silver), Buckler (5 silver)
Broadsword: Damage Step 5, Str Min 12, Size 3, Cost 25, Weight 6, Avg
Padded Leather: Physical Armor 4, Mystic Armor 0, Initiative Pen 0
Buckler: Physical Armor 1, Mystic Armor 0, Initiative Pen 0, Deflection Bonus +1/+0, Shatter 17
Last edited by Marcao on Mon Oct 21, 2013 6:25 pm, edited 7 times in total.
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#66 Re: Earthdawn Character Creation

Post by Lys »

Hey Marcao, have you given Namegivers of Barsaive a look? There's a neat Elf-only variant of a Troubadour called the Songsmith that you may be interested in. They have more of a focus on creating art and being emissaries of elven culture. More importantly, they treat all artisan skills as Novice Talents, meaning lower LP costs, cheaper and faster training, and the ability to take them to rank 15. You also get missile weapons as a Talent Option first circle, which is the safest option for a non-combat class. On the other hand, if you took up the sword and Traubadour because Blade Juggle then that's fucking awesome and you should stick with it! ^_^

Now that everyone is here, let us take a look at the demographics of Barsaive: Dwarves 32%, Orks 19%, Humans 16%, Trolls 13%, Elves 10%, Tskrang 8%, Obsidianmen 1%, Pixies 1%.

Expected composition of random 6-person selection of the population: 2 Dwarves, 1 Ork, 1 Human, 1 Troll, 1 Elf or Tskrang; three females and three males.

Actual composition of 6-person group: 2 Humans, 2 Elves, 1 Ork, 1 Tskrang; five males and one female (unless Varans is a girl's name)

Good job team! We've totally nailed it! ^_^

S'okay though, we're PCs, we don't have to stick to stupid things like averages. I mean, hell, the odds a random person being a non-Theran foreigner are much, much lower than the odds of a pixie or obsidianman, so I'm the guiltiest of diverging from the norm here. Plus, I've heard of groups consisting mainly of pixies and obsidianmen and that sounds amusing as hell. Though I still wish there was at least one other girl.

Though this does bring up something interesting I've noticed, and it's that nearly nobody plays dwarves. The game takes pains to make dwarves in Barsaive seem like the default race in the way that humans tend to be in other fantasy settings. They're the most numerous by far, they lead the largest, most powerful, and most influential political entity, and they drive much of the cultural and socio-economic development of Barsaive. They are very much presented as a race of scholars, merchants, diplomats, and statesmen, the people who build and direct civilization. The problem is that when you get to their default attributes you don't find that, you instead find a stat block for the stereotypical (pick)axe wielding, angry, drunken miners. That's disappointing, and what's more it dooms the Dwarves to uselessness, because when someone wants to play a wrecking ball, they go for orks, trolls, and obsidianmen. It's ironic that the Travelled Scholar, the dwarf-only discipline, is better suited for elves.
Last edited by Lys on Wed Sep 18, 2013 12:56 am, edited 1 time in total.
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#67 Re: Earthdawn Character Creation

Post by Hotfoot »

One of the several concepts I had in my mind was a dwarf, but ultimately it lost out to playing a sneaky sneak, which I haven't done in a while.

Amusingly enough, the last time I played a dwarf in a game? Shadowrun. Go figure. :razz:
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#68 Re: Earthdawn Character Creation

Post by Cynical Cat »

Dwarves don't take the charisma hit for being angry, drunken miners. They take the charisma hit because they're the Ugly Americans. Sure their civilization has some great stuff and their professed values are nifty, but they can act like arrogant, entitled assholes.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#69 Re: Earthdawn Character Creation

Post by Lys »

Being arrogant entitled assholes doesn't stop the Elves from having +1 Charisma, and they probably had the same modifier back when they were civilization in the way the Dwarves are now. The Therans tend to be insufferably entitled, and yet nowhere is it indicated that being Theran gives you different racial modifiers. Hell, the god damned Blood Elves still have a charisma bonus, and they may very be the most arrogant assholes in the entire setting. I submit that arrogance and entitlement are cultural traits, and the base racial modifiers are independent of culture. For both gameplay and setting reasons, Dwarves make more sense with normal charisma and a perception bonus. If they take a malus anywhere, -1 Dex would fit their stocky build. Perhaps -1 Dex, +1 Str, +2 Tou, +2 Per would give them a proper niche.
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#70 Re: Earthdawn Character Creation

Post by Cynical Cat »

Then tall and slim=the sexy and people are shallow.
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#71 Re: Earthdawn Character Creation

Post by Lys »

Yes, tallness must be why the Pixies are the most charismatic race. Really, it seems silly to suggest that Charisma has more to do with the sexy than it does with actual charisma, as there's no reason to believe that Orcs and Dwarves would find Pixies, Elves, and Tskrang more attractive than members of their own race.
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#72 Re: Earthdawn Character Creation

Post by Cynical Cat »

Lys wrote:Yes, tallness must be why the Pixies are the most charismatic race. Really, it seems silly to suggest that Charisma has more to do with the sexy than it does with actual charisma, as there's no reason to believe that Orcs and Dwarves would find Pixies, Elves, and Tskrang more attractive than members of their own race.
It's not the height, it's the build. By proportion they're tall and skinny. :wink: Also Therans don't have national charisma penalties because that would apply to dealing with other Therans among whom being a snooty about being a Theran is expected. The Theran charisma penalty is applied by having Barsaivians trying to put swords in their guts. Windlings, on the other hand, are ridiculously friendly. They even have a thread item that's all about being friends. How can you not have a charisma bonus with that?
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#73 Re: Earthdawn Character Creation

Post by Hotfoot »

If I take the artisan skill of punning, will that also act in a fashion similar to taunt?
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#74 Re: Earthdawn Character Creation

Post by frigidmagi »

hey those of you who got PMs, you need to post revised versions of your characters here so I can approve them. People who don't have approved characters can't play, hint, hint, hint.
"it takes two sides to end a war but only one to start one. And those who do not have swords may still die upon them." Tolken
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#75 Re: Earthdawn Character Creation

Post by Lys »

Name: Buranbazi an Zirbat (Stormbreaker of Zirbat, goes by Storm)
Race: Ashurian Human
Discipline: Weaponsmaster, 1st Circle

Description and Background: A young woman with a fencer's build, she is slightly tall, pale skinned, dark haired, and amber eyed, with attractive looks and charming demeanour. Buranbazi is not from Barsaive, having only recently come from across the sea. She hails from Ashur, a Kingdom extending from the southern coasts of the Aras Sea into the Land of Four Rivers. A stranger in a strange land, her exotic clothes, armour, and weapons, foreign manner of speech, and unusual ways are all largely unknown in Barsaive beyond the shores of the Aras, where the Ashurians come in their sea and air ships to trade.

Of her features, perhaps most striking is her veiled face, normally kept so in the custom of the noble women of Ashur. To Buranbazi, the veil is an expression of privilege and power, as well as a link to her distant home. Yet though her face is veiled, her emotions are not, for Buranbazi's eyes are wide and expressive, her voice clear and rich in tone, and her body language distinct and flamboyant. Even her smile shines and sparkles on her eyes as clearly as it would on her lips.

Buranbazi’s unusual Name, Stormbreaker in the Ashurian tongue, comes from the circumstances surrounding her birth. Just as her mother entered labour pains, a fiercely violent storm suddenly rose up and roared through the region. The storm continued to rage all through the birth, working great havoc upon the surroundings. Then, as the new baby girl’s birth cries pierced through the night, the storm suddenly broke. Most families might have cast out the child or gone to a seer, but the Zirbats are not most families. Her father merely suggested the newborn be Named Stormbringer, but judging it too ominous, her mother instead chose to Name their daughter Stormbreaker.

Years later, the now adolescent girl arrived in Barsaive at the port of Urupa with light baggage, a couple of retainers, and a considerable purse. Ashur keeps a small permanent presence in the city, and has built an imposing fortress-like embassy within its walls, making it a good place for a young Ashurian to get used to the people and customs of Barsaive. Unfortunately a bold and adventurous teenager with considerable money and inconsiderable supervision, in an exotic foreign city, will behave in a predictably profligate fashion. It did not take long for Buranbazi to dismiss her retainers and cheerfully drink, smoke, and gamble away all her coin. This has not dampened her spirits in the slightest, and neither has being cast in chains after losing at high-stakes gambling with the local smuggler's boss.

Image
(minus cleavage)


Attributes

Dexterity 16|7, Strength 11|5, Toughness 11|5
Perception 13|6, Willpower 13|6, Charisma 16|7

Defences

Physical Defence: 9 Spell Defence: 7 Social Defence: 9
Physical Armour: 6 Mystic Armour: 2 Deflection Bonus: +2|+1

Additional Stats

Current Damage: 0 - Stun 0 - Karma: 10/10
Unconsciousness Rating: 24 Death Rating: 32
Wound Threshold: 8 Recovery Tests/Day: 2
Initiative: 7 Movement Rate: 14 yards

Discipline Talents

Melee Weapons 3
Manoeuvre 3
Karma Ritual 2

Discipline Talent Options

N/A

Versatility Talents

Versatility 0


General Skills

Etiquette 3
Diplomacy 3


Knowledge Skills

Human Lore 1
Political Organizations 1
Speak Language 2
-Ashurian Human, Thoralic Dwarven
Write Language 1
-Ashurian Human

Artisan Skills

Dancing 3

Equipment

Carrying Capacity: 43/80 lbs

Arms and Armour

-Kilij "Wrath", Dmg 10/5, Str 11, Sz 3, Wgt 4#, Special: With Dex 15, successfully using manoeuvre harries the opponent. (flowing sword)

Single-edged curved blade of fine watered steel with several fullers on both sides, broadening slightly at double-edged point. Iron hilt with dragon heads cut on the sides. Grip and languets have silver inlay pattern decoration set with four turquoise cabochons. Fabric covered wooden scabbard with iron mountings, inlaid with silver en suite, engraved and set with turquoises.

-Yataghan "Might", Dmg 9/4, Str 8, Sz 2, Wgt 3# (short sword)

Watered steel single-edged blade with gentle forward curve and double groove fuller. Electrum hilt with no guard, decorated with filigree rosettes to sides and pommel. Repoussé silver scabbard, decorated with a series of cartouches on a floral ground and electrum terminal and upper.

-Jambiya, Dmg 7/2, Str 4, Sz 1, Wgt 1# (dagger)

Curved double-edged blade of watered steel with shallow medial rib and gold inlay. Hilt of carved pale-green jade. Sheath of polychrome lacquered wood, with silver side panels, translucent blue enamel, and carved jade mounts. The blade bears the inscription: "The hilt of this dagger conquers the world even though it is a handful of stone."

-Wolf Lamellar, Amr 5|1|1, Wgt 25# (hide armour)

A harness of rawhide and horn plates lacquered and bound together with oilcloth silk thread. The pelt of a monstrous wolf slewn by Buranbazi decorates the sides, shoulder, and upper back of the cuirass. Smaller strips of wolf fur adorn the helmet and inner layers of the armour's skirt.

-Ashuran Buckler, Amr 1|0|0, Def +1|+0, Str 17, Wgt 3#

-Weapons scabbards with oiled fur interior lining, 2#

Miscellaneous

Ashurian Garb (pointed boots, colourful flowing robe and tunic, loose trousers, veil), 3#
Adventurer's Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack), 14#
Artisan Kit: Castanets
Leather-bound journal and reservoir pen, 1#
Trail Rations (7 days)
Last edited by Lys on Mon Sep 23, 2013 9:19 am, edited 4 times in total.
Lys is lily, or lilium.
The pretty flowers remind me of a song of elves.
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