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Savage Earthdawn
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Should the ED conversion just be posted at the website savage.finster.net or would you rather have a nifty PDF?
I prefer the website
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I prefer the website
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I prefer the website
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I prefer the website
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No, I need a "Player's Guide" PDF
17%
 17%  [ 5 ]
No, I need a "Player's Guide" PDF
17%
 17%  [ 5 ]
No, I need a "Player's Guide" PDF
17%
 17%  [ 5 ]
No, I need a "Player's Guide" PDF
17%
 17%  [ 5 ]
Dude, you're still working on this?
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 7%  [ 2 ]
Dude, you're still working on this?
7%
 7%  [ 2 ]
Dude, you're still working on this?
7%
 7%  [ 2 ]
Dude, you're still working on this?
7%
 7%  [ 2 ]
Total Votes : 28

Author Message
DerFinsterling
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PostPosted: Fri Jan 13, 2006 10:01 am    Post subject: Savage Earthdawn Reply with quote

Soooo, after a long enough break from this to make sure that all previous posts are lost, I head some new ideas about this.

First of all, the races are done (for now) and can be seen at savage.finster.net

In the meantime, I did a very first draft of the disciplines. I'd love to get some input from you, even though it's longish.

NOTE: How the spell casting works isn't fixed yet - it won't use Power Points though.
Karma Points can be spent in two ways: Some Edges will reduce your Karma Points but grant you a bonus. And some disciplines can use KP on a 1:1 ratio to increase roll results. Like: Spend all 5 of your Karma points to increase that damage roll. Good damage roll, but now you're out of Karma. I was thinking that Karma would recover at a ratio of 1/day, maybe increase this to 2 with an edge.

A thought was to base the Karma off of Spirit or something, but I didn't want to open the possibility for min-maxing that early Wink

Oh, one more thing - they are not balanced right now. Some get only three edges, while others get 8. These are all edges taken from original ED - I'm thinking of restricting some of the edges in the SWRB and make them available only to certain disciplines. As of now, in the end no discipline should have more han 10 edges unique to that discipline.


Now, I present you:
===========
DISCIPLINES

Obviously, Savage Worlds needs to handle Disciplines different than Earthdawn does. Not only follows ED a strict class-based approach, but the various disciplines are magical in themselves and offer abilities that can only be described as miracleous. To model this in SW, there are listed the Disciplines below. Each of these is a Professional Edge as per the Rulebook and offers some initial advantages. Each of these Edges come also with a number of PowerPoints (re-dubbed Karma Points for Savage Earthdawn) that can be used in specific ways for each discipline. Every one of these Edges also opens up another set of Discipline Edges that offer some of the abilities the talents in ED do.
A character can learn additional Disciplines if he finds a mentor willing to train him. Only one additional Discipline may be taken per rank, however. If two disciplines offer the same bonus, they don't stack.
All Discipline Edges grant the benefit, that the practitioner learns the Ghost Master Ritual for his discipline. All Adepts qualify for the Durability Edge.

-Air Sailor
Racial Restrictions: Obsidiman
Requirements: Agility d6, Boating d6

Air Sailors gain +2 to Boating rolls if they are part of the crew (working off a passage doesn't count, the adept has to be a regular member). They also gain the benefit of the Steady Hands Edge while aboard an airship. They gain access to the following edges:
Wind Catcher, Safe Passage, (50 Fathoms??)
Air Sailors also gain 5 Karma Points they can use to boost their Boating and Knowledge (Battle) rolls (the latter only for aerial battles).

-Archer
Racial Restrictions: Obsidiman
Requirements: Agiltiy d6, Shooting d6

Archers gain +2 to Notice rolls. They gain access to the following Edges:
Flame Arrow, True Shot, Multi-Shot, Explosive Arrow, Increased Range, Calculating Mind
Archers also gain 5 Karma Points they can use to boost their Shooting rolls or for damage rolls after shooting.

-Beastmaster
Racial Restrictions: Obsidiman, T'Skrang
Requirements: Spirit d6, Survival d6

Beastmasters are never attacked by wild animals unless the beasts are cornered or provoked. They start with an animal companion of their choice (but permission from the GM is required). The companion is an extra under the adept's player's control and may level up as per the usual rules. The Beastmaster may spend his Bennies or his Karma Points for his companion. They gain access to the following edges:
Claw Shape, Borrow Sense, Chameleon, Lionheart, Claw Frenzy, Howly, Summon Animals, Venom
Beastmasters also gain 5 Karma Points they can use in tests dealing with beasts (like controlling or training them) or for Survival tests.

-Cavalryman
Racial Restrictions: Obsidiman, T'Skrang
Requirements: Strength d6, Riding d6

Cavalryman start with a mount of their choice (but permission from the GM is required). The mount is an extra under the adept's player's control and may level up as per the usual rules. The Cavalryman may spend his Bennies or his Karma Points for his mount. Cavlaryman always use their Fighting or Riding skill when fighting while mounted, whichever is higher (in contrast to the original rules). They gain access to the following edges:
Empathic Link, Charger, Fearsome Charge,
Cavalrymen also gain 5 Karma Points they can use for Riding tests or for damage rolls while mounted.

-Elementalist
Racial Restrictions: None
Requirements: Smarts d8

Elementalists are well-respected and gain +2 to their Charisma. They also learn the ability to summon Elementals. See the Summoning rules for more information. They start with two spells. They also gain access to the following edges:
Summoner, Master Summoner, Fire and Ice, Earth and Water, Astral Sight, Unshakeable Earth,
Elementalists also gain 5 Karma Points they can use while dealing with Elementals and for Casting, Weaving and pronlonging their spells.

-Illusionist
Racial Restrictions: None
Requirements: Smarts d6, Persuasion d6

Illusionists gain +2 to rolls for detecting and disbelieving illusions. They start with two spells and gain access to the following edges:
Glamour, Trickster, Fast Hand, Astral Sight,
Illusionists also gain 5 Karma Points they can use to improve their illusions and on Persuasion rolls.

-Nethermancer
Racial Restrictions: Windling
Requirements: Spirit d8

Nethermancer have a fearful reputation and they do little to change that. They gain +2 to intimidation rolls. They learn the ability to summon Spirits. See the Summoning rules for more information. They start with two spells. They also gain access to the following edges:
Willforce, Astral Sight, Netherwalk, Astral Face,
Nethermancer also gain 5 Karma Points they can use while dealing with Spirits and for Casting, Weaving and pronlonging their spells, as well as for Intimdating their opponents.

-Scout
Racial Restrictions: Obsidiman, Troll
Requirements: Smarts d6, Survival d6

Scouts gain the benefit of the Woodsman edge (as per the SWRB). They also gain access to the following edges:
Trap Initiative, Blend, Navigator, Kemosabe,
Scouts also gain 5 Karma Points they can use to boost their Tracking, Climbing and Survival skills while in the wilderness.

-Sky Raider
Racial Restrictions: Obsidiman, Elf, Windling
Requirements: Strength d6, Boating d6

Sky Raiders gain +2 to all rolls during the first round of a Boarding action while engaged in aerial combat. This includes Fighting and damage rolls. They also gain access to the following edges:
Wind Catcher, Great Leap, Battle Bellow, Thunder Axe, Strength of the Sky, Lightning Song, Fireblood
Sky Raiders also gain 5 Karma Points with which they may boost their Strength and damage rolls (the latter only aboard an airship).

-Sword Master
Racial Restrictions: Obsidiman
Requirements: Agility d6, Taunt d6

Sword Masters are quick-witted masters of the blade. They gain +2 to Charisma. They also gain access to the following edges:
Riposte, Keen Blade, Whirlwind, Ethereal Weapon, Champion Challenge,
Sword Masters also gain 5 Karma Points with which they may boost their Fighting and damage rolls, as long as they use bladed weapons.

-Thief
Racial Restrictions: Obsidiman, Troll
Requirements: Agility d6, Stealth d6

Theives gain the benefits granted by the Thief edge as per the SWRB. They also gain access to the following edges:
Surprise Strike, Thieves Tongue, Trap Initiative, Shadowcloak, Shadow Heal,
Thieves also gain 5 Karma Points with which they may boost their skills already enhanced by this edge.

-Troubadour
Racial Restrictions: None
Requirements: Spirit d6, Persuasion d6

Troubadours gain +2 to their Charisma. They also gain access to the following edges:
Mimic, Emphatic Sense, Ghost Song, Confront Horror, The Kiss, The Tale
Troubadours also gain 5 Karma Points with which they can boost their performances.

-Warrior
Racial Restrictions: None
Requirements: Agility d6, Fighting d6

Warriors always cause +1 point of damage. They also gain access to the following edges:
Wood Skin, Resurrect Self, Body Blade, Earth Skin,
Warrirors also get 5 Karma Points which they can use for Knowledge (Battle) rolls, as Bennies or extras under their command and for Spirit rolls. Hey may also use his Karma Points to temporaliy increase his Toughness. He may declare this as a Free action after an attack has been mad, but before damage is resolved.

-Weaponsmith
Racial Restrictions: None
Requirements: Spirit d6, Strength d6

Weaponsmiths start the game with a weapon of their choice that does +1 damage. They also gain access to the following edges:
Temper Self, Blood Edge, Create Orichalcum, Abate Curse,
Weaponsmiths also gain 5 Karma Points they can use to notice flaws in an armor, thus offsetting penalties for called shots.

-Wizard
Racial Restrictions: None
Requirements: Smarts d8

Wizards gain +2 to rolls concerning magical theory and start with three spells. They also gain access to the following edges:
Casting Triangle, Matrix Split, Dispel Magic, Book Memory, Matrix Strike, Astral Sight
Wizards also gain 5 Karma Points they can use while dealing with Elementals and for Casting, Weaving and pronlonging their spells.
=======
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Last edited by DerFinsterling on Sun Jan 29, 2006 6:13 am; edited 1 time in total
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DerFinsterling
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PostPosted: Sat Jan 14, 2006 8:36 am    Post subject: Reply with quote

Lightbearers are pretty easy. They mostly get existing powers, maybe two new ones about which I have yet to think.

========
Lightbearers

Lightbearers are a society dedicated to eradicate all traces of the scourge. They are somewhat of the exact opposite of the Hand of Corruption.
Nobody can become a Lightbearer by himselve - he has to be invited into the brotherhood. No individual receives such an invitiation before he has achieved at least Seasoned rank and has distinguished himselve in fighting the Horrors or their minions (GM's decision).
Being a Lightbearer means to take on an oath (Major Vow Hindrance) to never use Blood magic. A character who used it (for Blood Magic charms and the like) has to get rid of it or he won't be able to join the group. There's a secondary position: All friends of the Lightbearer may take a lesser oath that allows the use of Blood Magic (minor Vow Hindrance). An Oathtaker does not gain the Arcane Background, but he can benefit from the Powers of a Lightbearer.
After accepting an invitation to join the Lightbearers, the charactercan take the Arcane Background (Miracles) Edge. If he doesn't have a level up available, he may pre-spend the necessary points before he actually earned them. With the Edge comes the Faith skill as well, at d4.
The newly annointed Lightbearer gets to choose two Powers from the list below, one of which must be the Heal Power. He can learn new Powers as by the rules of the SWRB.
IMPORTANT: As with Magic, Powers cast through the Miracles Background to not consume Power Points!

-Available Powers from the SWRB
Light
Trapping: In the Lightbearers palm appears a small ball of light. After being conjured, it stays near the character (within 6") and can be directed by a simple gesture. The character can send the ball of light ahead, but no farther than his faith level (ie, with faith d8, the ball can be send away a maximum distance of 14" from the character. The ball moves with a speed of maximum of 6" per round. Karma Points may be spent to extend the range or increase the light.
Obscure
Trapping: ccc
Barrier
Trapping: The Lightbearer is surrounded by a circle of light.
Heal
Trapping: A mystical glow that flows from the Lightbearer's hands. Works only on Lightbearers and Oathtakers.
Smite
Trapping: The business end of the weapon - the edge of an axe-blade, the point of a spear - glows with light. Works only against evil forces.
Dispel
Trapping: Works only against Horror powers.
Armor
Trapping: The Lighbearer's armor seems to sparkle and radiates a soft light, illuminating one inch around him.
Greater Healing
Trapping: As Healing, but works on everybody.
Teleport
Trapping: The Lightbearer disappears and re-appears in a blinding flash of light.

-New Powers
Light Sprite - Messenger --> NEW
Trapping:
Lesser Incarnation --> NEW
Trapping:
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PostPosted: Sat Jan 14, 2006 8:42 am    Post subject: Reply with quote

Questors
=======

I'd do them like Lightbearers, but there are only a few powers that each Passion grants (three, to be exact).
Those aren't mostly 1:1 portable to SW since they are very specialised. But they could easily be incorporated as new powers, only availbe through that Passion. On getting the AB, each Questor would also get the three powers.
What do you think?
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DerFinsterling
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PostPosted: Sat Jan 14, 2006 12:10 pm    Post subject: Reply with quote

-Summoning
Summoning is taught to Nethermancers and Elementalists. But it's hard to do and only masters of the discipline can do it without great risk to mind and body.
Summoning is a Spirit roll, modified by various circumstances (listed below). If sucessful, the summoned entity appears. Elementals and Spirits do not like to be summoned, so any task the Summoner demands may have to be enforced on the entity. Asking a Fire Elemental to burn down an old house warrants no roll. Asking the same Elemental to attack a riverboat crew under deck off a boat floating on Lake Ban does. It only takes 3 rounds to summon a Spirit or an Elemental, but it gets easier the longer the magician focuses.
All Summoning rolls start at a base modifier of -4 (which makes it pretty hard for Novice magicians and still a challenge for Legendary ones).
All Spirits and Elementals have a Strength rating (ranging from 1 to 10). The Strength rating is also a negative modifier.
The following table lists usual modifiers:

Condition --> Modifier
Summoning takes place in a hospitable environment
(graveyard for Spirits, a jungle for Wood Elementals --> +2
Every 3 rounds the magician takes longer to summon --> +1 (max. +4)
Magician uses approbiate bait
(rare and precious wood for a Fire Elemental, an empty
vessel (ie a body) for a Spirit) --> +1 to +3
Summoner knows the name of the entity --> +2
Summoning takes place in an uncomfortable environment
(consecrated ground for Spirits, a sealed room for Air
Elementals) --> -2
Summoning takes place in a dangerous environment
(a burning forest for Water Elementals, anywhere where Astrals Space has been warped by Horrors for Spirits) --> -4
Every round shorter summoning time (minimun: 1 round) --> -2
Entity Strength Rating --> -Strength Rating
Wounds or Fatigue --> Wound Modifiers
Summoner re-summons same entity --> -1/Summoning


An entity stays for a number of rounds equal to the magician's Spirit. By spending a Karma Point, this may be increased to minutes. Additional points my be spend to increase the time frame.
For stats, use the Elementals from the SWRB, page 127. Spirits use the Ghost Stats from the SWRB, page 128.
The Strength Rating of the entitiy equals the creature's number of Karma Points. Spirits and Elementals can use their Karma Points on all their actions as well as for increasing any of their stats.
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DerFinsterling
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PostPosted: Sat Jan 14, 2006 12:13 pm    Post subject: Reply with quote

I'm uploading everything I got so far to my website as well.
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PostPosted: Mon Jan 16, 2006 5:37 am    Post subject: Reply with quote

No comments means no interest or....? Wink
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archus
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PostPosted: Mon Jan 16, 2006 10:41 am    Post subject: Re: Savage Earthdawn Reply with quote

DerFinsterling wrote:
NOTE: How the spell casting works isn't fixed yet - it won't use Power Points though.

Good PP don't fit the ED world. 1PP = 1 Thread seems reasonable. Spells should laster longer than the default SW time since you will spend so much time casting.

DerFinsterling wrote:
Karma Points can be spent in two ways: Some Edges will reduce your Karma Points but grant you a bonus. And some disciplines can use KP on a 1:1 ratio to increase roll results. Like: Spend all 5 of your Karma points to increase that damage roll. Good damage roll, but now you're out of Karma. I was thinking that Karma would recover at a ratio of 1/day, maybe increase this to 2 with an edge.


1/day if you perform your karma ritual seems reasonable.

DerFinsterling wrote:
A thought was to base the Karma off of Spirit or something, but I didn't want to open the possibility for min-maxing that early Wink

Good plan.
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PostPosted: Tue Jan 24, 2006 12:20 pm    Post subject: Reply with quote

Ok... I spent some time on the Discipline edges. Here they are. Please note that the Requirements are only copy&paste now in 99% of the entries, so everbody needs to be a Nethermancer right now Wink
The Wizard and the Weaponsmith I haven't done yet... should be done soon though.

----------------
-Edges from the SWRB
The following Edges are not available for Savage Earthdawn:
Beast Master (not to be mistaken with the Discipline Edge), Champion, Arcane Backgrounds (Psionic, Weird Science, Supers), McGyver, Mr.Fix It, Mentalist, Power Points, Power Surge, (Improved) Rapid Recharge, Rock & Roll, Soul Drain.
Arcane Backgrounds may taken after character creation, but not before Seasoned Rank.

-New Edges
The following edges are generally availabe to characters:
Durability
Requirements: character must be an Adept.
Durability can be taken once per Rank and adds an additional Wound Level to the character.

New Spell Matrix
Requirements: Any magical Discipline
This Edge gives the magician an additional Spell Matrix. This can be taken multiple times, but only once per Rank.

Versatility
Requirements: Human
Humans with this Edge can learn Edges from different Disciplines. There's just one condition: they have to find a willing teacher and pay him a fee. Usually, the fee is 200 silver pieces per rank of the Edge in question. Humans can only learn Edges that are equal or below their current Rank.
Karma
Requirements: Legendary, character must be an Adept
The adept gains 5 more Karma Points.

Discipline Edges
Below are the Edges that are specifically available per Discipline. Most, but not all of them, are exclusive. Some Disciplines share similar Edges - while technically they work the same, may even grant the exact same bonus, they are listed with seperate names for a reason similiar to a spell's trappings - while both the Beastmaster and a Skyraider may scream a warcry to frighten their enemies, the latter does so focusing on his prowess in battle, while the first draws on his animal instincts. This is mostly flavor, though.

-Discipline Edges - Air Sailor
The following Edges are available for Air Sailor Adepts.

Wind Catcher
Requirements: Air Sailor
When falling, the adept may roll Agility. Every success and raise lowers the distance by 5" (10 yards) before calculating falling damage.

Safe Passage
Requirements: Air Sailor
???

-Discipline Edges - Archer
The following Edges are available for Archer Adepts.

Flame Arrow
Requirements: Archer
By spending two Karma Point, the adept's arrow does 2d8 instead of 2d6 damage.

True Shot
Requirements: Archer
The adept may spend Karma Points to offset Called-Shots modifiers.

Multi-Shot
Requirements: Archer
The adept may spend Karma Points to fire additional arrows with his bow. For every Karma Point spent, he may fire one additional arrow. These arrows can be directed against different targets as long as each target is adjacent to the next. Damage is resolved seperately.

Explosive Arrow
Requirements: Archer
By spending Karma Points, the adept may fire an arrow with the effect of the Blast Power. Karma is spent like Power Points.

Increased Range
Requirements: Archer
The adept may spend Karma Points to offset range penalties.

Calculating Mind
Requirements: Archer
???

-Discipline Edges - Beastmaster
The following Edges are available for Beastmaster Adepts.

Claw Shape
Requirements: Beastmaster
The dominant hand of the adept can be changed (as a free action) into a vicious claw. With this claw, the Beastmaster never counts as unarmed. If using for combat, the claw causes Str+2 damage. This damage may be increased with his Karma Points.

Borrow Sense
Requirements: Beastmaster
The adept borrows a specific sense from an animal. The beast loses this particular sense for the duration, so only animals with a friendly attitude towards the Beastmaster allows this. In general, the borrowed sense is supposed to be superior to his normal one, so he gets an increase of +2 to his Notice rolls. The Beastmaster may uphold this for a maximum of Smarts level minutes. He may spend a Karma Point to prolong this to at the ratio of 1 minute per Karma Point spent.

Chameleon
Requirements: Beastmaster
By spending a Karma Point, the Beastmaster's skin changes to mirror his surroundings. Anyone looking for the Beastmaster suffers a -4 to his Notice. Only sight is affected, no other sense.

Lionheart
Requirements: Beastmaster
The Beastmaster adds +2 to Guts rolls.
Howl
Requirements: Beastmaster
By spending a Karma Point, the adept lets loose a bloodcurling wolflike howl, sending fear into the heart of his enemies. All enemies have to make a Guts roll.

Creature Analysis
Requirements: Beastmaster
The adept may spend a Karma Point for one specific stat of an encountered creature. This includes weaknesses.

Venom
Requirements: Beastmaster
The adept can produce a dangerous poison that coats his claws. If he wounds a target, the wound modifier is always one step worse than the actual number of wounds. If the target goes to the Knockout table, always increase the checked entry by one.

-Discipline Edges - Cavalryman
The following Edges are available for Cavalryman Adepts.

Empathic Link
Requirements: Cavalryman
The adept and his mount share a telephatic link, deepening their bond. While not really able to talk, rider and mount may communicate based on feelings.

Charge!
Requirements: Cavalryman
When charging an opponent, the cavalryman may add the Strength of his mount to his damage roll. The mount must be running (exceeding it's base Pace) when charging an enemy to gain the bonus.

Fearsome Charge
Requirements: Cavalryman
When charging one or a group of opponents (up to his Spirit level), the adept may frighten his enemies. In a normal battle, all have to roll Spirit or be shaken. In a skirmish, the attacked unit has to make a morale roll.

-Discipline Edges - Elementalist
The following Edges are available for Elementalist Adepts.

Summoner
Requirements: Elementalist
The adept adds +2 to his Summoning rolls.

Master Summoner
Requirements: Elementalist
The Adept adds +4 to his Summoning rolls.

Astral Sight
Requirements: Elementalist
By spending a Karma Point, the Adept can see into Astral Space for a number of minutes equal to his Smarts level. Additional points may be spent to prolong this at a rate of 1 minute per Karma Point.
Unshakeable Earth
Requirements: Elementalist
???

-Discipline Edges - Illusionist
The following Edges are available for Illusionist Adepts.
Glamour
Requirements: Illusionist
???

Trickster
Requirements: Illusionist
The adept may add +2 to Smarts-based Tricks.

Fast Hand
Requirements: Illusionist
???

Astral Sight
Requirements: Illusionist
By spending a Karma Point, the Adept can see into Astral Space for a number of minutes equal to his Smarts level. Additional points may be spent to prolong this at a rate of 1 minute per Karma Point.

-Discipline Edges - Nethermancer
The following Edges are available for Nethermancer Adepts.

Willforce
Requirements: Nethermancer
The adept may add +2 to Spirit rolls

Astral Sight
Requirements: Nethermancer
By spending a Karma Point, the Adept can see into Astral Space for a number of minutes equal to his Smarts level. Additional points may be spent to prolong this at a rate of 1 minute per Karma Point.

Netherwalk
Requirements: Nethermancer
???

Astral Face
Requirements: Nethermancer
???

Summoner
Requirements: Elementalist
The adept adds +2 to his Summoning rolls.

Master Summoner
Requirements: Elementalist
The Adept adds +4 to his Summoning rolls.

-Discipline Edges - Scout
The following Edges are available for Scout Adepts.

Trap Initiative
Requirements: Scout
When checking for traps, the adept may roll Agility to *just* make it outside of the affected area.

Blend
Requirements: Nethermancer
The adept doesn't just know how to blend in with your surroundings, he actually does it! He adds +2 to Stealth rolls while in the wilderness.

Navigator
Requirements: Nethermancer
See the Scout Edge in the 50F Player's Guide.

Kemosabe
Requirements: Nethermancer
See the Kemosabe Edge in the Deadlands conversion. Examples are Crystal Raider trollmoots, Ork Scorcher tribes, river pirate ships and similar groups.

-Discipline Edges - Skyraider
The following Edges are available for Skyraider Adepts.

Wind Catcher
Requirements: Nethermancer
When falling, the adept may roll Agility. Every success and raise lowers the distance by 5" (10 yards) before calculating falling damage.

Great Leap
Requirements: Nethermancer
By spending a Karma Point, the adept may jump a number of inches up to his Agility level.
Battle Bellow
Requirements: Nethermancer
The adept may add +2 to his Intimidate rolls.

Thunder Axe
Requirements: Nethermancer
The adept must be wielding an axe or warhammer. By spending a Karma Point, the target takes a level of fatigue if hit (additionally to the actual damage of the blow).

Strength of the Sky
Requirements: Skyraider, Legendary
The Strength of the adept is raised by one step.

Lightning Song
Requirements: Sky Raider, Legendary
By spending 3 Karma Points the adept can summon a fierce storm under the following conditions: there must be clouds in the sky, the adept must be on an airship, and he must make a successful Spirit roll at -4.

Fireblood
Requirements: Nethermancer
While in combat, the skyraider my spend a Karma Point to gain an immediate Natural Healing roll.

-Discipline Edges - Swordmaster
The following Edges are available for Swordmaster Adepts.

Riposte
Requirements: Nethermancer
By spending a Karma Point, the adept may try to parry an attack. He rolls his Fighting skill. If he beats the attack, he has parried the blow. If he beats the number with a raise, he hits the attacker, causing normal damage. The adept can't get a Bonus damage die when riposting.

Keen Blade
Requirements: Nethermancer
???

Whirlwind
Requirements: Nethermancer
See the Evernight Player's Guide

Ethereal Weapon
Requirements: Nethermancer
By spending two Karma Points, the adept can turn his blade into a ghostly image, bypassing the armor of his opponent. This takes only a moment, but should another character have a hold action and interrupt the swordmaster, the adept counts as unarmed!

Champion Challenge
Requirements: Nethermancer
The adept adds +2 to his Test of Will rolls when challenging someone to a duel. If he wins, his opponent has to accept the challenge.

-Discipline Edges - Thief
The following Edges are available for Thief Adepts.

Surprise Strike
Requirements: Nethermancer
By spending a Karma Point, the adept gains the Drop on an Opponent.

Thieves Tongue
Requirements: Nethermancer
The adept gains the ability to talk with other thieves regardless of race or language in a secret language. This can't be understood by any means by non-thieves. The receiving thief doesn't need this Edge to understand what he's told.

Trap Initiative
Requirements: Nethermancer
When checking for traps, the adept may roll Agility to *just* make it outside of the affected area.

Shadowcloak
Requirements: Nethermancer
By spending a Karma Point, the adept may add +2 to his Stealth rolls.

Shadow Heal
Requirements: Nethermancer
By spending a Karma Point, the adept may make a Natural Healing roll. He has to be hidden in shadows to do this. This takes about 10 minutes. Should the shadow be pierced by light, he loses the Karma Point and doesn't gain any benefit.

-Discipline Edges - Troubadour
The following Edges are available for Troubadour Adepts.

Mimic Voice
Requirements: Nethermancer
By spending a Karma Point, the adept may add +2 to his Persuasion rolls when performing, bluffing or impersonating someone else.

Emphatic Sense
Requirements: Nethermancer
By spending a Karma Point, the adept may make a Notice roll to sense the inner feelings of a the target character. A success reveals surface feelings, a raise tells the adept exactly what the target is feelling.

Ghost Song
Requirements: Nethermancer
The adept may write down a song or story. When he dies, his spirit wanders the earth, reciting the piece. He may suggest some action to the listeners that puts his spiritto rest.

Confront Horror
Requirements: Troubadour, Legendary
By spending 3 Karma Points, the adept may engage with a Horror in a Test of Wills. If he beats the Horror with a raise, the Horror is banished to the Netherworlds. He he succeeds, both are locked in the confrontation. Both roll again next round. If he fails this test, the Horror sucks the soul out of the adepts body, which falls lifeless to the floor.

The Kiss
Requirements: Nethermancer
By spending a Karma Point, the adept may passionately kiss another character, granting him a bonus of +2 to interaction tests.

The Tale
Requirements: Nethermancer
By spending a Karma Point, the adept gains +2 to Persuasion rolls. This may be used with The Kiss.

-Discipline Edges - Warrior
The following Edges are available for Warrior Adepts.

Wood Skin
Requirements: Nethermancer
The adepet may use his Karma Points to temporaliy increase his Toughness. He may declare this as a Free action after an attack has been made, but before damage is resolved. This increase lasts only for a round.

Resurrect Self
Requirements: Warrior, Legendary
The adept may spent all his Karma Points to raise from the dead within 24 hours. He loses one Karma Point and one Wound Level permanently. His "death scar" never fully heals.

Body Blade
Requirements: Nethermancer
By spending a Karma Point, an adept can transform one of his limbs into a weapon. This weapon does Str+2 damage (the bonus damage of the Warrior is already figured into this).

Earth Skin
Requirements: Nethermancer
By spending a Karma point, the adept gains +2 Armor vs. magical attacks.
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PostPosted: Tue Jan 24, 2006 12:23 pm    Post subject: Reply with quote

Also interesting: How does Magic work?

The world of Earthdawn has a very high magic level. The Astral Space is strong which makes it both easy and difficult to use it. Easy, because you can't run out of magic (ie, Power Points). Difficult, because it takes time and consideration to cast your spells.

Each mage needs two skills to use magic: Thread Weaving, to form the astral energies according to his will, and Spellcastin, to actually power the Spell. Since the channeling of this raw energy poses an enormous risk for a mage, most use Spell Matrizes to channel a spell's energy through - instead of their own bodies (ie like Horrors or very desperate - or insane - mages).

Each mage starts with one Spell Matrix and may get additionals through the Spell Matrix Edge. It takes a Thread Weaving test (if in a hurry) to place a spell in the Matrix. This test is modified by -1 per Rank requirement of the spell. If sucessful, the spell and his first thread is stored until replaced. If the mage has time, quiet meditation and 10 minutes time will do the same, no roll is necessary.

A mage can only cast a spell once all necessary threads are woven. If he has a multi-thread spell in the matrix, he still needs to re-weave them prior to every casting - the Spell Matrix always holds only one thread.
If - for any reason - a mage doesn't want to cast using a Spell Matrix, he has two other options:

Casting from a Grimoire:
A mage can cast any spell he has in his or other Grimoires, regardless of wether he already knows he Spells or doesn't. Casting from a grimoire enables him to cast spells that are of a higher rank than he is. No Matrix is required or provided, so he has to weave all necessary threads. Since this is a form of Raw Magic, the grimoire may suffer damage (see below).

Raw Magic:
In some instances, it might be necessary to take drastic measures. There's nothing more drastic than casting Raw Magic. While it enables a mage to cast any spells he knows (ie has previously copied them into his grimoire) without the need to weave any Threads, instead powering the spell with his own life energy: for the purposes of using Raw Magic, a mage has a number of Power Points equal to his Spellcasting die. Resolve the casting as per standard SW rules. (Spent Power Points are fully recovered at the end of a scene.)

Raw Magic might be very dangerous, depending on the condition of the surrounding Astral Space. Each area of Astral Space falls into one of the categories detailed below. When casting a spell using Raw Magic and the Spellcasting Die comes up as a 1, the mage may take damage. Also, casting Raw Magic may result in a Horror Mark (if the character survives).

Safe: Safe regions of astral space are those areas the Horrors were unable to touch or corrupt. For example, because the entire city of Throal and the surrounding area was sealed off from the rest of the world during the Scourge, the astral space connected to Throal was not invaded by the Horrors and so remains pure. It is safe to cast raw magic in Throal.

Open: Open regions are those areas where Horrors passed through, but used little magic. In these places they caused little pain and suffering and left the countryside mostly intact; what they did destroy has been rebuilt since the end of the Scourge. Most of Barsaive fits into this classification. If the Spellcasting die comes up with a 1, he mage takes 2d6 damage. No armor protects against this damage, but it can only cause Fatigue Levels, not Wounds. For determining a Horror Mark, draw one card from the Action deck, plus one per Power Point spent and one per Rank of the spell. If it's a Joker, the character has been marked by a Horror.

Tainted: Tainted regions are those areas where the Horrors caused considerable destruction and pain. Though Horrors may no longer be active in the area, the region once suffered terribly under the Horrors’ influence. Some areas of the cities of Parlainth and Haven fall under this classification. If the Spellcasting die comes up with a 1, the mage takes 2d8 damage. No armor protects against this damage. For determining a Horror Mark, draw two cards from the Action deck, plus two per Power Point spent and two per Rank of the spell. If a Joker comes up, the character has been marked by a Horror.

Corrupt: Corrupt regions are areas currently inhabited by a Horror. A Horror can affect a region varying in size from a few hundred yards to hundreds of square miles, depending on its power. The Badlands, the Wastes, and some areas of Parlainth are Corrupt. If the Spellcasting die comes up with a 1, the mage takes 3d10 damage. No armor protects against this damage. For determining a Horror Mark, draw three cards from the Action deck, plus three per Power Point spent and three per Rank of the spell. If a Joker comes up, the character has been marked by a Horror.

Example:
Ruan the Wizard has to cast a Bolt to defend himself against a charging Ork Scorcher. He doesn't have the time to place the Spell into his Matrix, so he decides to use Raw Magic. To make sure that he kills the Ork with a single casting, he pumps six Power Points into the Spell. He rolls his Spellcasting and his skill die comes up with 1! Luckily, his Wild Die aces, so the Spell succeeds. After determining the outcome of the Bolt, the Raw Magic effects are determined. Ruan cast the Spell in a Tainted region of Astral Space, so first, he takes 2d8 points of damage. Secondly, he has to draw 2 cards from the deck, plus two for the rank of the (Novice) rank of the spell. Since he spent 6 Power Points, he has to draw a whopping total of 16 cards from the Action deck - if a single Joker is drawn, he's attracted the Interest of a Horror who immediately marks the young Wizard!
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PostPosted: Tue Jan 24, 2006 12:28 pm    Post subject: Re: Savage Earthdawn Reply with quote

archus wrote:
Good PP don't fit the ED world. 1PP = 1 Thread seems reasonable. Spells should laster longer than the default SW time since you will spend so much time casting.


I was thinking the same thing - easiest thing would be to allow additional threads to increase the duration. Or to spend Karma Points for this.

Quote:
1/day if you perform your karma ritual seems reasonable.
Right, I'll have to mention this!

Great to see that at least someone's interested Wink
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The Dead Ranger
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PostPosted: Tue Jan 24, 2006 6:40 pm    Post subject: Reply with quote

I'm a big Earthdawn fan and have thought about Savaging it and even did a poor version back when SW first came out. However, my players have threated violence if I move Earthdawn out of its system as they love it.

Combined with the sheer complexity involved, as shown by your work-in-progress, I've decided to instead port some SW mechanics into the ED system. For charcters without Durabillity, I intend to use Wound Thresholds and Column shifts as Raises to handle damage for most extras. Wound Threshold = Shaken and so on. This will allow me to use standard ED stats but simulate SW combat flow with large groups of NPCs and such. For named/major villians, I'll just bite the bullet and track wound points and Wounds normally.

Over all, it's less effort than a full conversion and convincing my players to switch. Smile

The biggest problem I see with converting ED is that many of the mechanics are specifically in place to enforce the "reality" of the setting. With the SW mantra of conversions being "convert the setting, not the mechanics" one is put in a quandry. When the setting requires some mechanics, one has to convert them to maintain the feel of the setting.

Things like seperation of the Disciplines, the pollution of Astral Space and such are the big obstacles. I think you've done a good job with what you've done so far. I'm just thinking that it's simpler to tweak some ED mechanics behind the screen rather than to fully convert to SW. For me anyway, YMMV.

In any case, good luck and keep up the good work.
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DerFinsterling
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PostPosted: Wed Jan 25, 2006 2:30 am    Post subject: Reply with quote

Yeah, I slowly started to import some SW specifics into ED as well - but my interest in a full-fledged conversion was increased when I ran a combat of 5 adepts (the players) vs. 6 (NPC). Not only took this a little more than two hours, I had to constantly switch between the variousdisciplines and juggled 6 character sheets. Sure, this was most of the night, I knew the fight was coming and hadn't to prepare much else, but I had to prepare these 6 adepts as well.
It's been a lot easier since I use a character generator that can produce random characters within set limits (say, 9000 LP).

It's even possible that we'll never play with these rules (although they could use some playtesting), but still Wink

About the setting and mechanic correlation - if you want to be really, really puristic in your approach, you could just do the races and be done with it, play it straight from the SWRB.
But, I tried to incorporate some things into the conversion to ease the transition... Wink
Well, we'll see if my players want to give it a shot sometime.

Thanks for your interest!
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PostPosted: Sun Jan 29, 2006 6:09 am    Post subject: Reply with quote

I've uploaded the newest html-files to my website.
New are the spells and trappings for the spellcasting disciplines and for magic items.

Next, I'll finetune the Edges and take care of Questors and Lightbearers.
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PostPosted: Sun Jan 29, 2006 6:14 am    Post subject: Reply with quote

Just added a little poll Wink
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PostPosted: Mon Jan 30, 2006 5:30 pm    Post subject: Reply with quote

It's done! I'll copy it into a pdf and send it to Madtinkerer for sharkbytes.
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PostPosted: Mon Jan 30, 2006 7:53 pm    Post subject: Reply with quote

DerFinsterling wrote:
It's done! I'll copy it into a pdf and send it to Madtinkerer for sharkbytes.


Well Done!
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razorwise
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PostPosted: Mon Jan 30, 2006 9:35 pm    Post subject: Reply with quote

Heya! I always loved ED and its profound effect on the RPG landscape. I'm looking forward to seeing the result of your efforts!

Regards,

Sean
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PostPosted: Tue Jan 31, 2006 3:23 am    Post subject: Reply with quote

Hah! The conversions editor isn't Madtinkerer but discuit, of course. Mail's on the way.
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PostPosted: Tue Jan 31, 2006 6:47 am    Post subject: Reply with quote

Nope, it is Madtinkerer now. Wink

But i can forward it on to him if you like mate. Smile

Ps - It looks great btw!
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PostPosted: Tue Jan 31, 2006 6:54 am    Post subject: Reply with quote

discuit wrote:
Nope, it is Madtinkerer now. Wink

But i can forward it on to him if you like mate. Smile

Ps - It looks great btw!


Thanks! And I'b be most grateful Wink
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