Special Episodes
Special Episodes
Welcome to Camp Lake Winnipesaukee Part 1
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Part one of the Halloween Special I ran for the group that plays in the weekly game of FATE.

This is a one shot I didn’t do any actual editing so it would be able to drop for everyone before Halloween goes into full effect. Hope you all enjoy listening to it. 

There is also going to be a PDF of the Game Creation Sheet I did for the game.

Contact us 

Derek @seizethegm

Aj @nicholson_aj

Marty @mhooie

Lydia @LCharactermaker

Music for this Episode is “Bad Moon Rising” by Creedence Clearwater Revival 

It is used without permission

If you want to you can also help us out here Support Me on Ko-fi
Support us on Patreon as well.

Dark Tides Actual Play
Dark Tides Actual Play
Dark Tides Session 19
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The nineteenth session of Carrion Crown.

Contact us 

Derek @seizethegm

Aj @nicholson_aj

Marty @mhooie

Joe @joe_rpg

If you want to you can also help us out here Support Me on Ko-fi

Music is “Dark Times” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

Support us on Patreon as well

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Regular Shows
Episode 85: Consent and your game
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Main Topic

Consent can be a tricky thing if you are not careful. 

We will try to help walk you through this very touchy subject. As well as throw some ideas on how to recover from a subject you might have to jump back from. 

There is a great short read on this topic go check it out here

Written by Sean K Reynolds and Shanna Germain

Stat Blocks

Zendead- I got nothing this time

Joules- The Black Grubs
In the realm of nightmares, there are those who stand against the darkness.  They defend the small pure areas from the encroaching shadows. Keeping innocence safe.  But even the defenders of the pure are not always beacons of light. There are those who choose to damn their own damaged souls to give others a chance at freedom.  These are the counterparts to the Butterfly Knights. They actively consort with monsters, demons, and shadows; performing heinous acts for the Bogeyman. All the while, delivering critical intel on the Bogeyman’s operations back to the Butterfly Knights.  These brave and selfless children are known as the Black Grubs.

The members of the Black Grubs come from all walks.  They can be butterfly knights who are too broken to actively fight.  With damaged bodies and damaged souls, they feel they can no longer perform their duties.  They can be soulless children, who’s willpower alone keep them walking a path of honour. The lost children, so easily forgotten.  Enacting covert operations only to be forgotten once again. As if their valor never existed.

The Black Grubs act as double agents for the Butterfly Knights, allying themselves with the Boogeyman and his minions, all the while turning over Closetland’s secrets and defenses to the knights.  Some enact suicide missions, their deaths allowing the rescue of many. The most clever will actively “attack” Butterfly Knight strongholds and supply lines, relaying the weaknesses uncovered back to Kendra, leader of the Butterfly Knights.  Doing this has a two fold effect. It allows new Knight recruits to gain experience and allows Kendra to strengthen their defenses.

Those that join the Black Grubs do not expect to live very long.  And every member is keenly aware of this. When they join, their true names are cast away.  They take on an appropriate Closetland moniker. And to keep their soul from falling into the hands of the Bogeyman, they perform a child version of last rites. The child inscribes an image of a grub on the back of the Butterfly Knights’ shrine of Heroes and Brave People. They then inscribe a butterfly over their hearts using their own tears.  This is the greatest mercy afforded to a Black Grub. This rite ensures that if the child is killed, their soul is utterly destroyed. It is the Black Grub’s final act of defiance and glory. The Bogeyman loses his prize, that which he desires most.  

So if you ever enter the butterfly fields in Closetland, visit the shrine. And recite the inscribed words of honor to commemorate the fallen Butterfly Knights.  And shed a tear for those whose names will never be known, but whose sacrifice saved the world.

Nulloperations-

Lexicon

distaff adjective dis·​taff | \ ˈdi-ˌstaf  \

Definition of distaff (Entry 1 of 2)

1: FEMALE sense 1

distaff executives

2: MATERNAL sense 2

the distaff side of the family

distaff noun plural distaffs\ ˈdi-​ˌstafs  , -​ˌstavz \

Definition of distaff (Entry 2 of 2)

1a: a staff for holding the flax, tow, or wool in spinning

b: woman’s work or domain

2: the female branch or side of a family

First Known Use of distaff

Adjective

circa 1633, in the meaning defined at sense 2

Noun

before the 12th century, in the meaning defined at sense 1a

History and Etymology for distaff

Noun

Middle English distaf, from Old English distæf, from dis- (akin to Middle Low German dise bunch of flax) + stæf staff

Look-up Popularity Bottom 40% of words

Closing remarks 

Zendead- Carnival Row

Joules-Dr Stone (Crunchyroll and Manga)

nulloperations- The Umbrella Academy (Netflix)

Music is courtesy of The Enigma TNG you can find his music on YouTube or on Bandcamp

Find us

Show- Email, InstagramTwitter, Facebook Page, Facebook Group, Tumblr

Zendead- Email, Twitter, Facebook

Joules- Email, Twitter, Facebook

Nulloperations- Email, Twitter, Facebook

Guard-a-manger- Email, TwitterInstagram, Facebook

And Thanks to Merriam-Webster  and Online Etymology Dictionary for our Lexicon segment

If you want to you can also help Support Me on Ko-fi

Find us on Patreon


As we finish up our visit to FASA’s Earthdawn 4e, I’ll let you know that I’ll take a week off to collect my thoughts and refocus before we come back! In the meantime, I love the old Theran Empire book that expands the Earthdawn Universe outside of Barsaive. The Theran Empire has a massive footprint, as medieval Atlantis here had multiple continents it touches. Included in that book was Not only Talea (Italy) and Vasgothia (Germany), but also Creana (Egypt). I’ve already sent the metal Cobras there and wanted to use a different name giver race and Creana has the Jackelmen! 

Earthdawn 4e has not published them so I am using a version that was fine by a FASA Discord user Nick Lowe before I made my own. As for Disciplines, I love the Scout, and it is terribly useful for the Metal Cobras combining the trap and lock picking abilities with wilderness acumen and enough combat options to make up for Iopari and Prushka’s weakness. 

Vha-red is a straightforward character compared to some of the others. She is a character that fills in several of the weak spots that the Metal Cobras have.  In party dynamics, where Prushka is odd and Iopari a little distant, Vha-Nerd is more gruff. 

The Scout Discipline is not one of the original disciplines in Earthdawn and was introduced bridging the Archer and Thief Disciplines and is evocative of the D & D ranger class. It’s one of my favorites because of the breadth that an explorer and striver may be used for … and because Rangers and Scouts were some of my favorite D & D classes. The Metal Cobras have a good amount of skills covered between the archery and troll swords for combat, social competence, and magic, but there is some skulking and survival abilities that are missing 

Design Notes

I’ll go into a little more explanations for vha-Nerd han other because we are doing a house ruling bit for the race, but now it is time to build our Jackelman Scout! 

  • Race – Jackelman.  The Jackelmen are rare, even in their homeland of Creana.  They are well disposed towards martial discipline with a few that seem drawn towards the Thief and Scout Disciplines as well.  They are raised to be warriors and seen by the Creannans as violent and barbaric. To be fair, they do have a tradition to consume the heart of a worthy fallen foe, but it is ritualistic rather than an ongoing cannibalistic practice.  Their finely tuned sense also lend them an advantage in the shifting deserts of Creana. Here, it should be noted that the Jakclemen have Low-light Vision, a Bite Attack as they do have the heads of jackals, and Enhanced Sense providing a +2 Step Bonus when using smell or hearing Perception and Awareness tests.   I’ll go through their default statistics below, but again want to thank Discord User: Nick Lowe for this write up I’m using. 
  • Discipline Scout. Scouts are the seekers and finders of the Disciplines.  They have the Talent Options to include combat in their range, but they are more based in the ability to move with purpose to find and see what comes next.  Vhe-Nerd gets the free Discipline Talent of Navigation underscoring the Scout’s special focus. Scouts are a “Specialist” type of Discipline – that is one that isn’t a front line combatant like a Warrior or Swordmaster, but also not a spell casting Discipline.  These Specialist Disciplines like Troubadour and Archer have a Durability of 5, but also get a Free Talent rather than either the increased health of the Warriors and their ilk or the spell casting of the Wizards.  
  • Attributes – There are 6 Attributes in Earthdawn – Strength (STR); Dexterity (DEX); TOughness (TOU); Perception (PER); Willpower (WIL); and Charisma (CHA).  Each starts at a 10, is modified based on the chosen race, and then players spend 25 points to raise the Attributes. Now, it isn’t a 1 for 1 spend either as the further from the baseline you go, the more it costs.  These Attribute ratings are converted to a Step to use in the CoreStep system as we’ve described before.  
  • STR – Jacklemen start with a 12, only a single tic lower than Orks, which definitely will help since it will be a simple matter of a single point to get Strength to a 13 to get them to Step 6 for Damage. 
  • DEX – A baseline of 10 here means to get to 16 and Step 7 is 9 points.   
  • TOU – A 10 to start helps in getting Vha-Nerd to a 14 for 5 points but she will likely need some additional help in combat but thats for future Circle advancement. 
  • PER – The starting 12 in Perception is one reason Scouts are a great choice for Jacklemen as it takes only 5 points to raise it to a 16 for Step 7. 
  • WIL – A standard 10 to start for WIL means getting to a 14 for 5 more points which has a breakpoint for advancement I have not touched on yet. 
  • CHA – Charisma starts at only an 8 for Jackelmen, and since I have already spent all of my points, that is where it will have to stay. 
  • Talents – We already mentioned the Free Talent of Navigation.  One thing to keep in mind is that Free Talents raise with the Circle of the character, so no Legend needs be spent on them.  For Scouts, the discipline Talents of Awareness, Climbing, Scout Weaving, Tracking, and Wilderness Survival are what shows the Discipline’s theory or belief.  It is quite clear from the Talents just where a Scout’s focus begins. For a Talent Option at First Circle, I choose Melee Weapons as a more in your face style of Scout suits Vha-Nerd well.  
  • Skills – Earthdawn provides for four different kinds of skills to start to make sure that characters are well diversified.  There are two ranks for Language Skills to speak and one to be literate – Because Vha-Nerd is from Creana, I am going to have her speak Creanan and Theran to start and be literate in Creanan.  Thera claims Creana as a Province of the Theran Empire though Creana tends to treat them like equals rather than conquerors. It is a strange place. The Artisan skill while not as important in the Theran controlled areas culturally as in Barsaive, is important to the concepts and conceits of Earthdawn and for Vha-Nerd I will choose Storytelling, even though she is not a Troubadour.  I think that the Jackelmen as a race in the desserts are likely to have a rich oral storytelling culture rather than as many fixed works. The two Knowledge skills to start, one is definitely Creanan Lore to push home that Vha-Nerd is a stranger when she gets to Barsaive with the rest of the Metal Cobras and for the other I’ll take Jackelman Lore. It won’t likely come up, but should the Metal Cobras ever return to explore more of Fekara, it could provide guidance from her own stories. In General skills, I know that I will put two ranks into Missile weapons which, while not part of her Discipline’s focus is something she would likely be taught and the same with Avoid Blow at two ranks and a rank of Animal Handling. Because Jacklemen are often outcasts in Creana, I will go ahead at look to a rank of Streetwise, letting her get along well with Grythlit,and two Ranks of Pickpockets just because she isn’t the most upstanding of citizens which will help endear her to Iopari.  
  • Gear – Aside from the basic Adventurers Kit, with 100 Silver I look first to a Spear, a Quarterstaff, a Shortbow and arrows, and Padded Cloth Armor. Normally, there is also an Artisan’s Kit, but because Storytelling is something I am seeing expressly as a verbal and oral tradition, it doesn’t have a lot of gear needed. 

Advancement Notes

We are using a total of 30,000 Legend to advance the Metal Cobras with a goal of 5th Circle.  This is more than enough to have a lot of fun! To advance in a Circle of a Discipline, you must possess all the Discipline Talents at the Rank of the desired Circle – You must buy your Talents up first! When you advance to a new Circle, you gain another measure of Durability, access to a new Discipline Talent, and the option to add another Talent Option as well as some neat extra powers or bonuses. 

  • Attributes – Toughness and Willpower are going to be increased because they are on cliffs for a few statistics we have not discussed much before.  Toughness provides the basis for the Wound Threshold as well as the Health ratings. The Wound Threshold is how much damage after armor must be taken before a wound is inflicted, and raising the Toughness from 14 to 15 increases the Wound Threshold from 9 to 10! Willpower is used to determine the Mystic Armor the character has – it is much harder to acquire and going to a 15 will increase the Mystic Armor from 2 to 3!.This also means that they are now sitting on another breakpoint where if they are increased they will increase their respective Steps in the future.  Maybe if we revisit them in the Warden tier…
  • Talents – To be a Fifth Circle Scout, the Discipline Talents will need to be raised to 5, but in addition to those starting 5 Talents, as a Scout, Vha-Nerd also learns Stealthy Stride, Mystic Pursuit, and Danger Sense on the way and Evidence Analysis as the Fifth Circle Talent.  The Evidence Analysis Talent lets an Adept act like an entire C.S.I. Team or Sherlock Holmes deciphering the clues in a scene and is invaluable for an investigative character. The other Discipline Talents play into the Hyper Aware nature of a Scout who is constantly watching and being attuned to their environment in Danger Sense and Stealthy Stride while Mystic Pursuit is even more magically advanced than Tracking to follow for things! For Talent Options, Vha-Nerd looks first to round out combat effectiveness with Anticipate Blow, which gives a chance to have the drop on some of the foes, and then Lock Picking and Disarm Trap.  Access to these Talents is one of the things that I most enjoy about Scouts letting them play up the explorer or archaeologist like image. For Fifth Circle, a Tiger Spring Talent will increase Initiative well but I will only have the Legend to get it to Rank 2. 
  • Skills – Missile Weapons and Avoid Blow will be at the top of the list to keep improving but I will cap them at 4 to save some Legend since it is 1300 legend to advance a those from Rank 2 to Rank 4. Increasing her Creanan Lore and Theran Lore also is good, but we will keep it in the more modest range of 3 and 2 respectively.  Her Storytelling will keep up with the Joneses mostly at a 4 and I want her to learn Throalic to better communicate with the rest of the Metal Cobras. I think the best thing to do after I circle back from the threads and magical items below, is to spend the last 300 Legend on a second rank in Animal Handling.  
  • Gear – The best part of the Gear advancement is going to be adding a Threaded Spear, because I love that image, but the armor will also be upgraded first with a Blood Pebble Armor.  As a Creannan with more exposure to the Theran’s Vha-Nerd doesn’t have as many qualms about Blood Magic additions. This magical item is a series of 100 magical pebbles implanted in her skin that function as armor, though she carries Blood Magic Damage that cannot be healed as long as the item is part of her. It would also make a lot of sense coming from the desert of Northern Fekara not to be wearing too much metal.  The Short bow is going to get upgraded to a Long Bow and a Threaded Footman’s Shield round out the major items. A smattering of other items are used, but she likes to stay light on her feet.
  • Group Pattern – The Group Pattern is something that binds this group together and is an endearing way that Earthdawn makes for a mechanical basis for party unity. Vha-Nerd fills a roll that the Metal Cobras were certainly lacking in the vanguard role and the stealthy roll.   An Adept can weave up to 5 threads to a Group Pattern, though the total number of threads between the Group Pattern and Threaded Items and other possibilities, can never exceed the Ranks in the Thread Weaving Talent. I think that the best things for Vha-Nerd to reflect her role within the Group would be to enhance her Initiative and a Thread to enhance her Physical Armor. Because of the Legend spent for spells, the high cost of this thread is going to keep me to just one thread right now. The Legend Point cost for this is Rank 1 for 300 Legend and the Rank 2 Thread is another 500 Legend and so forth as if it were a Talent of the Warden level.  

Character Notes

Attend, attend to the tales to be told!

I, Vha-Nerd, come to you with my story to share and legend to grow
As one who comes from the blessed land of Creanna 
Under the eyes of the Pharon and partner of the Therans
Blessed land of Creanna captured by our own pride and gilding our own cage

You know from my look and from my voice I am of the feared
Jackelmen who haunt the dreams and nights of the One Perfect Land
Across the edge of Fekara my people are known as warriors and
The most vicious of those who walk the sands

This story talks less of my people and more of how I came to leave the cradle of all life
For the stories that take place outside Creana can shake the scribes and
Even the great Theran allies are not just allies, but the conquerors who let us live
As though we are the good and docile examples of their bested foes.

Let none ever leave the thoughts behind that Thera pays us our due as the most perfect 
For in an instant few things would be left but sand caked with blood set afire
As a Scout I must seek and seeking will sometimes find the hard and uncomfortable truths
As much as the riches and secrets left behind. 

My early tales can be told anew, but for now the meddling outsiders entered our lives
As these simple men and women of Barsaive fled a powerful foe to the land 
Even dragons fear, they brought with them a clumsiness and ignorance
Their kind so often carries like the Therans when outside their own land

Without cubs, I had noone to guide, and an odd tugging at my heart 
Told me that these simpletons needed a Mother, and so I took them to suckle
At my knowledge and directions in their metal suits while I stayed cool and protected 
While they hid in the sands. 

It seems though that unlike the many content in the greatest of lands these travelers
Do not know their place and so will seek out something new and something dangerous
Perfect for a Scout such as myself but with that daring comes the danger that only leads to pain
So we set out into the sands and found the Theran encampments and Malek touched Chalmideans. The dangers of the desert know few bounds

As the Theran spy master who must serve Gez began to question my fellows nature 
So did their own feet began to itch to feel their home beneath them 
And so set off we did to return to their home one step ahead of the Therans in Creana
Back to their land where they know the secret of a Dragon and seek to earn his enmity.

Vha-Nerd – Jacklewoman Scout in a Foreign Land Sheet Here

Metal Cobras Overview Here

Earthdawn is a registered trademark of FASA Corp and used without license. Any use of FASA trademarks or copyrighted material is not intended as a challenge to those trademarks or copyrights. Seize the GM is not associated with and does not represent FASA Corp in any capacity, official or otherwise.No claim of ownership is intended or implied to the copywritten or trademarked works and marks.

  .

Regular Shows
Regular Shows
Episode 84: Superheros to the rescue
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Main Topic

One of the major genres of gaming, and to be honest storytelling in general, is the super hero story! This modern mythology of morality tales and sensationalist action has taken on a new life and just in time for the TTRPG revival too. In the last decade, geek culture and superheros have become mainstream on the backs of Marvel Comics movies and the DC Comic TV Shows.  Today we talk about the unique aspects of running a superhero game and what you should take into account when you have supers as your characters. As always, this is just the first of what could be many shows about this topic and for now, start here!

  • Power Level dictates your defaults even more than other gaming.  Usually in modern, or modern adjacent settings, Power Levels of the super heros makes a difference in what sort of activities they undertake.  If you want earth shattering, or reality bending adventures to run, don’t limit your setting to street level powers; conversely massively powerful supers won’t bat an eye at a bank robbery without major work from the GM. 
  • Comic Books are as much about relationships as superheroing; think soap opera and look for ways to generate internal conflict and impetus in your team.  Cyclops & Jean Grey; Raven & Kid Flash; Sue & Ralph Dibney; Iron Man’s Demon in a Bottle. 
  • Compelling Villains are twice as important for Superhero Games.  Having a villainous nemesis or archvillain is a cornerstone of most superhero stories and you should think through how you want to handle that.  Check out Episode 82 for more.
  • Scale your Realism to your Power Level – Realism means more than just the physics of your power sets, realism is also about how the world reacts to supers.  The more powerful you have the characters, the less realism should be a priority. Vigilante laws seem passe if the PCs can throw boulders and superhero insurance that doesn’t require loads of red tape seems out of place if the heros are taking part in the backalley brawls 

Check out the two Card Catalog sets of Superheros, one with a 90s bit of Flair and one with a more modern sensibility using the Marvel FASERIP – Nightblade – and Mutants & Masterminds – Argonauts – Systems respectively. 

Stat Blocks

Zendead- Arc

The flash of blue lightning streaked across the street in an instant. Then it stopped and standing there was a young lady wearing a blue speed suit with an arc of lightning on her chest. The edges of her wounds where closing at a rate that was inhuman. She grasped the light pole and swung herself up pole and the flash of the lightning as she disappeared and the arc of lightning shot up and to the wire running out of the pole into the city. A fraction of a second later she exploded out of the phone line on the far side of town. As she came into regular time the rest of her team stepped out of the space fold that Jumper used to teleport groups of people. 

Once again, she thought to herself, I am alone.  This is getting to be a regular thing and I don’t like it. Not one bit. 

The group known as the Justifiers had arrived to stop this next incursion of the of the Titans and not the kids that have that name these are aliens from the moon we call Titan. Once again we have to stop them. None of this would even be an issue if Jumper hadn’t found that damn secret base of his. Normally that wouldn’t be a big deal but when it is a combat ship marooned here from Titan that makes for a different story. I am not sure how I can help to stop this. I am just a speedster. I mean I am fast not Flash fast but still fast. And I can do things he can’t do. Thanks Cadmus Labs for as they called it Fixing my genetic properties. Maybe I can help in a different city this one is just starting to get crowded with heroes.

Nulloperations-

Guard-a-Manger – Corragiosco Bay

Sometimes a city will take on a life of its own, New York, Los Angeles, Boise … they all have their unique aspects and personality.  It was, maybe, inevitable, that Corragiosco Bay would find it’s feet like the other urban luminaries of our age. The striking vista of the city, perched on the edge of a peninsula with the bluff faces raising sharply behind it, the metal and glass glittering in the sun while the cool blue water frames it all has been seen on more postcards than you can count.

Urban legends being what they are, everyone expected a curse or great evil to befall the city, but the worst thing that the citizens have to face is fall out from Praetorian’s fights, with a far more reasonable insurance rate that The Big Apple’s, and the occasional tidal wave. What is the most surprising is how easily the docks seem to be never more than 10 minutes away.  It doesn’t matter what the traffic is like, or the weather, the docks and some warehouses are within a short roller skate ride no matter where you seem to be. That, though, doesn’t really matter, as a new day dawns in Corragiosco Bay and nothing could possibly go wrong….

… But you do have to ask yourself, how did you get here, when did you manage to wake up wearing a headband and these neon fingerless gloves, and why is there synthpop on the cassette player? 

Lexicon

thane   noun \ ˈthān  \

1: a free retainer of an Anglo-Saxon lord

especially : one resembling a feudal baron by holding lands of and performing military service for the king

2: a Scottish feudal lord

Thane   geographical name Tha·​ne | \ ˈtä-nə  \

Definition of Thane (Entry 2 of 2)

town in the state of Maharashtra, western India, north-northeast of Mumbai population 1,841,500

First Known Use of thane

Noun

before the 12th century, in the meaning defined at sense 1

Look-up Popularity

Bottom 50% of words

Closing remarks 

Zendead- The Strain by del Toro & Chuck Hogan

Nulloperations- Law and the Multiverse 

Guard-a-Manger-The Science of Superheroes is a book that takes the realism to the Nth degree – if you want to talk about what would “really” happen if the Flash has his powers, or Bruce Banner was hit by a Gamma Bomb, this is the book for you! A bit tongue in cheek but also a reminder of just how much we let our suspension of disbelief go for the sake of a good mythological story! 

Music is courtesy of The Enigma TNG you can find his music on YouTube or on Bandcamp

Find us

Show- Email, InstagramTwitter, Facebook Page, Facebook Group, Tumblr

Zendead- Email, Twitter, Facebook

Joules- Email, Twitter, Facebook

nulloperations-Email, Twitter, Facebook

Guard-a-manger- Email, Twitter, Instagram, Facebook

And Thanks to Merriam-Webster  and Online Etymology Dictionary for our Lexicon segment

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My apologies for the slight delay in the Card Catalog roll out, but we are back with a character inspired by the description of the Nethermancer’s Karma Ritual in the Earthdawn Player’s Guide and so I now introduce to you Prushka, the Ork Nethermancer.

Working through the Metal Cobras, I knew that there would beat least one full magical casting Discipline represented and Prushka is our winner! In Earthdawn, there are four main types of magical casters represented in the Core Rule Book – Wizards, Elementalists, Illusionists, and Nethermancers. Wizards are what you expect from a fantasy caster while the Illusionists specialize in manipulating perceptions and having spells that may be both illusory and not while the Elementalists do indeed focus on spells that revolve around plants, earth, fire, water, air, and the like.  Each fills a slightly different role, but in the unique setting of Earthdawn where the Astral space surrounding the world is polluted while Horrors and spirits roam, it is the Nethermancer who carries the greatest of the burdens. Studying the other world, the astral, spirits, and indeed Horrors means that they touch on the creepy and disturbing of the world, and Earthdawn has significant horror influences, and Horror influences, that can be a huge part. I’ll explain a bit more about the Discipline and the spell system as we work through, but I also wanted to make a studious Ork. Orks are so often pigeon holed as violent warriors without etiquette or training that it is something I am tired of.  I choose an Ork so I could make her a bit older than the rest to add to the sense of isolation I see for her and I choose to have her be from Kaer Domine just to add to roleplaying potential. Without further ado, let’s talk about building Prushka, the Ork Nethermancer 

Design Notes

At this point, we will now begin to build Prushka, our Ork Nethermancer step by step. 

  • Race – Ork.  Orks have a lot of familiar traits to other fantasy games and settings – they are generally larger and stronger than other races, except for the Trolls and giant stone Obsidmen but one of the major differentiations that happens in Earthdawn is the cultural context for the Orks.  They are a species that has a history of being enslaved before the Scourge and also that have a shorter lifespan so they are often far more intense and have a “Gahad” which is like a roleplaying trigger to describe the times an Orks passion is triggered. They also have lowlight vision.  For Prushka’s Gahad, she will need to work to control herself whenever she is faced with the purposeful imposition of chaos. It sounds fancy, but this is more like your older aunt or grandfather who has a place for everything and woe be unto the niece, nephew, or grandchild who does not put something back.  Prushka had to find Order in the universe, so that sort of purposeful upsetting of the careful balance of the world is going to ignite her passions.  
  • Discipline – Nethermancer. This discipline specializes in the study of spirits and of horrors with a significant helping of fear and creepy components.  I like the idea of an Ork, as an outsider, turning to literal magical outsiders to find solace – the ability to speak to spirits means even alone Prushka is never Alone.  This also works well in my head as Prushka has a slightly regal bearing but an oddity about her which we will certainly explore in more detail in her skills and talents. 
  • Attributes – There are 6 Attributes in Earthdawn – Strength (STR); Dexterity (DEX); TOughness (TOU); Perception (PER); Willpower (WIL); and Charisma (CHA).  Each starts at a 10, is modified based on the chosen race, and then players spend 25 points to raise the Attributes. Now, it isn’t a 1 for 1 spend either as the further from the baseline you go, the more it costs.  These Attribute ratings are converted to a Step to use in the CoreStep system as we’ve described before.  
    • STR – Orks start with a 13 but I am liking more and more the older character type for Prushka, especially since Orks have a shorter lifespan so I will drop her Strength to 11 and get 2 points back. 
    • DEX – Orks start with 10 and I keep it there.   
    • TOU – Orks begin with only an 11 but I’ll go ahead and adjust it down to the standard 10 to net back one point and to reflect an occasional slowness or sore hips for Prushka. 
    • PER – Orks start with a 10 but this is one of the three Attributes that are needed strongly, so I’ll raise it to a 15 for 7 points. 
    • WIL – Orks only start with an 8, likely reflecting their passion like the gahad, but for a Nethemancer, I need to sink significant points into this to make sure that I can achieve my plans so getting Prushka to a 15 requires 12 of my points. 
    • CHA – While only a 9 to start, that is still lower than a 10, but I will raise Prushka’s Charisma to a 15 with the last 9 points I have. If you know the Corestep system or have been following along, the series of 15s means you know something that will be coming later in advancement.  
  • Talents – Nethermancers receive two Standard Matrix Talents Free.  If you remember our discussion of magic, a Matrix is an astral construct for Earthdawn magic users to filter spells through so they do not attract the attention of the extradimensional Horrors still roaming the planet.  In addition to the Matrices, all Nethermancers get Astral Sight, Frighten, Patterncraft, Spellcasting, and their Thread Weaving called Nethermancy. With the initial character build, I will take a Talent Option for Awareness so that she can be alert and sharp behind her older eyes.  
  • Magic – We’ve briefly touched on Magic before, but this is a good opportunity to address more of the specifics – In addition to the Talents each Discipline possesses, which are a form of magic, there are spells as you may think of them.  Spells are learned by one of the four spellcasting Disciplines and the Spellcasting Talent and Thread Weaving Talents, Nethermancy for Prushka, are integral in their use. Each spell has a different number of Threads that a caster must weave to the spell’s pattern to cast it, and if you do not have the spell’s Pattern within your Spell Matrix, you are likely to attract the attention of a Horror and suffer the consequences of that attention. Low Level spells can only require one or zero threads, but as you increase in Spell Level, higher level spells may require multiple actions for the Caster to weave enough Threads to the spell to cast it.  If you get extra successes, every 5 over the Target Number you roll, you can weave threads more quickly or use those for additional power in your spell. Casters start with a number of Spell levels equal to their Perception Step and then they learn more as they increase in circle, but they can only ever safely cast a spell that is within their Circle in their Matrices. 
  • Spells – For Prushka’s starting 6 levels of Spells, I keep them all in First Circle.  I start with Bone Circle because it is a starting place for many other spells later as this allows a Nethermancer to bind a Bone Spirit to a circle and then call upon the spirit or use the circle later, and remotely.  Every few days of travel when the Metal Cobras stop, Prushka makes a new one. Astral Spear and Spirit Darts are the two offensive spells that are hard to pass up and work in synergy as the lower damage Spirit Darts also reduces Mystic Armor for a round so you can follow up with Astral Spear for even more damage.  For protection, Life Circle of One to keep undead and Horror at bay and Soul Armor to improve Mystic Armor make a good set of choices. Finally, Experience Death lets a Nethermancer see and experience the death of another Name-Giver and can be useful for investigation but also to add to the Nethermancer creepy factor. 
  • Skills – Earthdawn provides for four different kinds of skills to start to make sure that characters are well diversified.  There are two ranks for Language Skills to speak and one to be literate – Aside from the Dwarven Throalic that doubles as a common tongue in Barsaive, I’ll go ahead and use Or’zet which is the Orkish language in Earthdawn.  The Artisan skill to really provide some character and distinction I believe is best suited is Puppetry. I like the idea of this older slightly unnerving Ork pulling out puppets for a Punch & Judy show or a ventriloquist’s dummy and the Netflix Dark Crystal revival may have some influence in this decision.   With two knowledge skills, I am going to start with Nether Lore, which covers the astral and general Nethermancer topics and will likely get surpassed by Horror Lore eventually, and Herbalism, as I also like the idea of Prushka brewing wonderful tea. With the  8 ranks of general skills, I know I am going to put one rank each into Swimming and Melee Weapons. Swinging a Flail and going for a swim keep Prushka feeling young. I definitely want Alchemy in conjunction with the Herbalism as well with two ranks for each leaving a single rank for Research and Etiquette. You can see how this is pretty quickly shaping up to the slightly eccentric style of person and the fact that it is a Discipline that is a little unnerving goes a long was here as well.  
  • Gear – Aside from the basic Adventurers Kit, with 100 Silver, I grab a Flail, Leather Armor, a Writing Kit, and a Fishing Kit.  I never said she was good at Fishing, but her time must be spent doing something interesting.  

Advancement Notes

We are using a total of 30,000 Legend to advance the Metal Cobras with a goal of 5th Circle.  This is more than enough to have a lot of fun! To advance in a Circle of a Discipline, you must possess all the Discipline Talents at the Rank of the desired Circle – You must buy your Talents up first! When you advance to a new Circle, you gain another measure of Durability, access to a new Discipline Talent, and the option to add another Talent Option as well as some neat extra powers or bonuses. 

  • Attributes – If you’ve been reading along, you know that all of those three 15s will be turned into 16s because that is a breakpoint from Step 5 to Step 6 for PER, WIL, and CHA and that will help a lot in the long run.
  • Talents – The Five starting Discipline talents are going to be raised to 5 by the time Prushka is Fifth circle, but lets also look at what comes alone as she gains new circles.  Steel Thought, Spirit Talk, Spirit Hold, and Summon Ally Spirit all show very clearly the core focus of the Discipline. These are all Astral related Talents and work in conjunction with spells.  With Ally Spirit Summoning only a 2 as the most recent new Talent, the rest are at five as well. For the Talent Options, Prushka is very much going to be needed to remove impediments so Dispel Magic, Suppress Curse, and Banish are all pretty good options.  These are ways that Prushka can mutter under her breath about how lazy and clumsy the rest of the Metal Cobras are and go to save them in a magical duel. Finally, It is rare that you should not take advantage of additional Spell Matrices. As we’ve discussed, these let you hold a spell ready without attracting Horror Taint, and the more that you can have ready, the better so you don’t waste your time and actions swapping them out.  One of the free Matrices is upgraded to an Enhanced Matrix at Fifth Circle which means that an extra thread gets woven into the Circle when a Spell is Attuned saving the caster the time to weave a thread later. If you click on the character sheet linked below, you will see that Prushka does not have Talents at as high a rank, nor skills as developed as the other characters that we’ve talked about. That is because Spells take Legend Points (XP) to actually learn and I spent a good sum on those. 
  • Magic –  Spells that Prushka will have learned, and since I am building her up for narrative purposes, I can keep them nicely focused but this amounts to nearly three more Talents worth of Legend Points which is where a number of those legend points went.  
    • Second Circle. As for Second Circle spells, Summon Fog Ghost sounds like Pruska – the ability to summon a rather violent ghost of Fog that will attack people for her.  She also learned Chilling Circle which creates a 2 yard circle of cold with game effects for people who pass through it and Shadow Whispers, so she can listen in on conversations that happen within earshot of a shadow she chooses within 100 yards of where she is.  
    • Third Circle. The Bone Circle comes back into utility as Circle 3 spells include Summon Bone Spirit and Aspect of Bone Spirit.  Summoning summons a Bone Spirit to perform duties and tasks, including combat, from one of the Bone Circles within Spellcasting Rank x 10 Miles while Aspect of Bone Spirit will infuse that spirit into a friendly target providing additional Mystic Defense and Armor.  Fog of Fear is a spell that creates a fog that then the Nethermancer can use their Frighten Talent on everyone in the Fog so it is a highly effective crowd control spell which the Metal Cobras sorely needed. Two other Third Circle spells that are useful, but that Prushka doesn’t have are Arrow of Night which would work wonderfully with Balama’s Archer skills and Grave Message where you can use the Bone Circles to send messages back and forth using the Bone Spirits. Alas.  
    • Fourth Circle. In her Fourth Circle spells, Last Chance and Viewpoint take the lead where Last Chance will allow a dead Character to use a Recovery Test at a bonus to see if it will heal them to where they are only mostly dead.  Viewpoint allows Prushka to peak into Astral space to make a little window through solid objects and look around. 
    • Fifth Circle. At Fifth Circle, the Spellcasting Disciplines begin to really come into their own.  Here Prushka has learned Circle of Astral Protection to create a field of additional Mystic armor for her allies while Dust to Dust will allow a massive attack against the Undead in groups.  Reverse Withering allows Prushka to under the effects of a Withering, which can be pretty devastating and she is likely working to learn the Pattern to do Withering next.  
  • Skills – Prushka will have less skill advancement than others, especially Iopari, because of those Legend Point requirements for Spells, but that doesn’t mean leaving them behind.  I will keep her Puppetry up to Circle Rank as her Artisan skill and also think about having her summon spirits to inhabit her puppets for fun. Small advancements in Research, Etiquette, Alchemy, and Melee Weapons have followed. She is likely nearing time to raise her Alchemy again now that the Metal Cobras are returning from Creana. 
  • Gear – Gear will be on the lighter side, but we don’t want to ignore it! First, a Fernweave armor, magically forged, will provide better protection and a Crystal Raider shield, also coming from the Firescale Trolls that the Party faced in the backstory that we’ve talked about before will help round out the protection for Prushka.  Her Flail getting forged keeps her damage step up, though she is never going to be particularly good at swinging it around. Two specific Thread Items will be acquired – both tied to a historic Nethermancer from just as the Scourge ended and the Kaers’ opened named Kalim. Kalim’s Wand is Thread Wand, at least it appears to be such at this Circle, providing bonuses to Spellcasting and Nethermancy while the Ring of Kalim is a Matrix Item which means that is has a Spell Matrix in it that can be used to hold a Spell in addition to the Matrices that spellcasters use as Talents in Earthdawn.  While three ranks of a Thread are woven to the Wand, the Ring is only a Second Circle Matrix thus far from weaving but that means keeping Astral Spear handy! Before the Adepts developed the spell matrices, these thread items that held a matrix were the way that the casters cleansed their magic from the horrors. Once again, Earthdawn made a story reason for a fantasy RPG trope – the wizard’s wand and staff. 
  • Group Pattern – The Group Pattern is something that binds this group together and is an endearing way that Earthdawn makes for a mechanical basis for party unity. As may be apparent from some of the spells and talents learned so far, our off putting and slightly creepy Nethermancer has been having to protect her fellow party members. Mystic Armor is the best thing then to help keep her up especially since she is comparatively fragile. A small fossilized sternum from a creature she won’t identify with runes carved will be the Pattern item. With a thread to Rank 2, that will mean another two points of Mystic Armor for Prushka.  An Adept can weave up to 5 threads to a Group Pattern, though the total number of threads between the Group Pattern and Threaded Items and other possibilities, can never exceed the Ranks in the Thread Weaving Talent. Because of the Legend spent for spells, the high cost of this thread is going to keep me to just one thread right now. The Legend Point cost for this is Rank 1 for 300 Legend and the Rank 2 Thread is another 500 Legend and so forth as if it were a Talent of the Warden level.  

Character Notes

Yes, Spirit, I am new to you. You may call me Prushka.

I did not say that was my Name oh clever one. We orks may have a life shorter than other name-givers, but that does not make me any less shrewd. I wish to call on you in the future as I may be headed towards danger. 

A fair request in this barter – Who Am I? I was born in a Kaer to the one line of orks that the Domini Kaer housed. While the Scourge had ended as we know it, my clan of Orks hadn’t fully left the comfort of the Kaer. 

Oh, the rumblings of war were something I warned them of. As an ork, few others were truly accepting and so I would play in the dark and quiet corners of the Kaer. 

Yes. It was there that I heard voices like yours. Would you care for more of the tea?

If I was not to play with the young humans and elves, at least the voices in the astral would tell me what was past the veil. Him, yes, perhaps that is why I started to make the puppets you see. I wished to give a face to my friends, and perhaps it is so to this day.

Yes, you are shrewd as well my honored guest. I left the Kaer to find out more and was called to the Nethermancer discipline. I had left my past behind and looked forward unto the Nether realms but it seems that my ties left me close to my past. It was in my studies that I encountered Balama. Scion of the family for whom my Kaer was named, a peer to whom I was never allowed to be such, and a human so blessed with a life not shortened by the passion of a Gahad, though by no means as long as a dwarf or elf.  Perhaps, kind spirit, you can tell me how those two name-givers can live so long and yet not see so much around them?

No, you are right. That is not a question that the astral may answer as it is solely within the folly of our place here. I joined with Balama, who seemed not to have the same reservations as her parents about an ork that spoke to the darkness . . . And the Darkness. Perhaps she saw its use or her time in the world with that loud, but charming troll taught her a few things. 

Yes, Grythlit does get quite trying at times, as he does not seem to respect the space, the place, and the flow of the world around him. You see how the cups are in their place – Iopari enjoys a tea just as I do and can replace the cups but that thrice-cursed Troll- excuse me. I did not call you hear for my own complaints. We got involved in the war your fellowship told me of, fighting the Therans and their blood magic wielding enslaving flotilla. We fought with Trolls of the Firescsle moot and discovered a secret, or The Secret, of Iopos. 

You wish to have that secret? Perhaps in another discussion. For now, know that we return to Barsaive from time in Creana – the land of no Dragons. I should tell you more of this land of sand and strange ways, but you likely know more than I. We have a new friend who looks to the dead in a way that none of Barsaive do vha-Nerd sees a way to honor a Pattern in the foes who are fallen, though she has not shared this practice with the others. many do frown upon her ways. She though is a Scout and brought us safely through the desert and bound herself to the Pattern of the group. We return to see the land of Barsaive in difficulty and that is why I ask for your aid.

Will you sleep a spell in this puppet, and keep our company should I need your services. I offer the tastes of our foes patterns as they fall and the first orichalchum coin I acquire for a year and a day.

Earthdawn Metal Cobras Overview Here

Prushka – Unnerving Ork Nethermancer Sheet here

Earthdawn is a registered trademark of FASA Corp and used without license. Any use of FASA trademarks or copyrighted material is not intended as a challenge to those trademarks or copyrights. Seize the GM is not associated with and does not represent FASA Corp in any capacity, official or otherwise.No claim of ownership is intended or implied to the copywritten or trademarked works and marks.
Dark Tides Actual Play
Dark Tides Actual Play
Dark Tides Session 18
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The eighteenth session of Carrion Crown.

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Episode 83: The 30 Sec GM Bag
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Main Topic

So here you are hanging out at home or a con and you get the call. Can you get over here we want to play. You have 30 seconds to get your stuff before you have to be out the door. What do you grab?  This is your emergency kit or bare minimum of what you grab, but let’s assume you’ve got the dice handled already (or deck of cards if it’s one of those card based games). What is the minimum amount of stuff you need?

  • Pen & Paper – Or pencils.  This counts as one because we all know you’ll need something to write on to provide information to yourself or to maybe draw a not to scale map for your players. 
  • The Core Rule book for the system.
  • A laptop or tablet if you are not a pen and paper person.  
  • A Map or just blank hex paper, possibly in that Binder or Folder you have below ….
  • Beer/Soda/Sparkling Mineral Water – A classic addition is grabbing whatever refreshing or enjoyable beverage you have handy.  As a last minute game,. I would make sure to bring things for myself so that I don’t slow everything down
  • Minis – Okay, so I have little bags and boxes of minis stashed in the library room at home so I can without any time grab some. These provide inspiration, decorations and if playing an actual mapped game, something to put on the map!
  • Binder or Folder (empty) – Something to store the notes that are going to be taken with that Pen & Paper up there is going to mean that if this goes from one shot into campaign, or I need to integrate this into another campaign, it’s easy to do. 
  • Binder or Folder (old and weathered and full) – This is a pure prop of whatever folder or binder of gaming or geeky material sits next to the empty folder.  All the better to make the players’ think there is a master plan if I have to wing it entirely OR and actual folder of campaign ideas and adventure prompts! Either way, it wins. 

Stat Blocks

Zendead-  Here is a map I would like to share. This is a bit bigger then the others I have done in the past.

Joules- Got nothing this week But it is all good.

Guard-a-Manger

Gilette Corbadorum

Every once in a while you will need access to someplace you are not supposed to go.  Gilette is who you can turn to. Simply put Gilette elides between the fringes of high society, just in enough to be in but not in as to be Universally Recognized, and the dives and dregs, just innocuous enough to slip in without standing out like a polished set of cufflinks. The strange chameleon like ability Gilette has is matched only by the number of people who owe them favors. Need tickets to a ball, or the low down on the latest gang tumble? GIlette can help with both.  Invaluable and reliable. 

Until you realize why people always owe Gilette favors. You didn’t think twice when you took the helping hand and little bit of information.  You were not worried one way or another when all GIlette said was, “I’m sure you’ll square up the account if need be”. You laughed at that. Until the chit was called in. You could see the vaguest hint of a bruise on Gilette’s face, hidden well under the base but the rush job left a few things unfinished.  There was no fear or want in Gilette’s eyes – a simple steely look and one phrase triggered the next great adventure you could never tell anyone about. “The Prince has finally been Lost. Go now to the Hidden Glade to Welcome the Emissary” 

Lexicon

Opaline  adjective opal·​ine | \ ˈō-pə-ˌlīn  , -ˌlēn\

Definition of opaline

: resembling opal

First Known Use of opaline

1784

Look-up Popularity

Bottom 20% of words

Closing remarks 

Zendead- Conan Exiles If you like Conan and you enjoy Minecraft and you have wondered what the two combined might look like then you are in luck. Also look at this game it is hard it is survival fantasy that you can play alone or with a few friends. I am having a blast playing it right now. 

Joules- Watch a Shakespeare adaptation like Midsummer Night’s Dream, Much Ado About Nothing, or Othello in a transposed setting

Guard-a-Manger-Chess.  It’s been a long time since I played, and I am losing more than I am winning, but playing chess even through an app is getting my brain to think about things in a logical way and is honestly a good humbling experience to get my tail beat around since I am so badly out of practice.  

Music is courtesy of The Enigma TNG you can find his music on YouTube or on Bandcamp

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And Thanks to Merriam-Webster  and Online Etymology Dictionary for our Lexicon segment

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As we continue to describe the Metal Cobras, I knew I had to get one of the concepts bouncing around my head out – the Elven Diplomat. In stark opposition to Grythlit, Iopari is a dry and sarcastic, reserved individual, but under the Troubadour discipline, tells tales and entertains for a purpose – Diplomacy.  I like breaking the expectations and subverting tropes at times and the Troubadour while often thought of as a Bard “class”could be used just as well for the advancement of Diplomacy under high Charisma based Talents like Etiquette and the Perception linked Research.  So once again, thanks for taking the time to read the Card Catalog entry today further exploring Earthdawn from FASA!

Design Notes

Now, we will walk through the step by step design choices in building Iopari as we look, piece by piece how a character comes together in Earthdawn. 

  • Race – Elf.  At some point, you end up making an Elf in nearly any fantasy system.  While I am partial to dwarves, I kept them out of this build or I would write 5,000 on their political situation in the Kingdom of Throal alone.  Elves are what you expect in Fantasy games with higher potential Charisma and Dexterity. In addition, they have Low Light Vision and some neat role playing opportunities. 
  • Discipline – Troubadour. I mentioned before that the idea of a Diplomat was stuck in my head.  While the new Mystic Paths book coming out may have something that could fit better, the idea of using a Troubadour Discipline to be less merry and more snarky appealed to me as well.  Troubadours focus on the telling of tales and on the entertaining or interacting with audiences. This means that I am going to need to prioritize Charisma and Perception. This should be easier than otherwise done and if I am comfortable with Iopari not being terribly effective in a fight, which I am, I can make it even easier. 
  • Attributes – There are 6 Attributes in Earthdawn – Strength (STR); Dexterity (DEX); TOughness (TOU); Perception (PER); Willpower (WIL); and Charisma (CHA).  Each starts at a 10, is modified based on the chosen race, and then players spend 25 points to raise the Attributes. Now, it isn’t a 1 for 1 spend either as the further from the baseline you go, the more it costs.  These Attribute ratings are converted to a Step to use in the CoreStep system as we’ve described before.  
  • STR – Elves start with a 10 and as I am making Iopari not very physical, I will actually downgrade it to a 9. That nets me an additional point to spend elsewhere. 
  • DEX – Elves start with 12 and I keep it there.  It is Step 5 right on the cusp of a Step 6, but that will have to wait for Legend points. 
  • TOU – Elves begin with only an 8 and for 2 of my points I take him to a 10 just to give him an even chance to survive a few encounters. 
  • PER – Elves start with an 11 and I want to make sure we do a good job here.  I take this to a 16 to get to Step 7 and while I could try to up it even more, I won’t be able to get it to a 19 so I’ll stop at a Step 7 for the 16 PER.  That still took up 7 of my points. 
  • WIL – Elves start with 11 and I jump that up to 13, where it goes to Step 6, for 2 more Points. 
  • CHA – Elves start with an 11.  If I use all of the remaining 15 points, I can up that to a 19 and Step 8 … which is what I was planning to do the whole time!  
  • Talents – All Troubadours get the Entertainer Talent at their Circle rank, so Iopoari is superhumanly skilled in all manner of jestering and artistry. The first 5 Talents are Emotion Song, First Impression, Heartening Laugh, Item History, and Thread Weaving.  I like to envision the Heartening Laugh and Emotion Song as the snarky asides rather than big bombastic proclamations. For an Optional Talent, I know I am starting with Speak Language. You can see how this Discipline is a social discipline and great support character in combat. First Impression and Item History get the two additional ranks out of even to make sure that there is something that fits well for Iopari.  He knows his histories and knows how to find out the truths and legends out there.  
  • Skills – Earthdawn provides for four different kinds of skills to start to make sure that characters are well diversified.  There are two ranks for Language Skills to speak and one to be literate – Throalic and Sperethial being languages that Iopari knows naturally and not just through magic make the most sense.  As an Artisan skill, I see Poetry as appropriate for this somewhat morose and snarky Elf … not unlike a lot of us in High School. With two knowledge skills, Barsaive History and Theran History are likely the two most important ones to have for his concept. Finally, 8 ranks of general skills may now be chosen.  This diplomat will actually be up for some skulduggery as he is more than just an itinerant smooth talker – 2 Ranks each of Melee Weapons, Stealthy Strike, Lock Picking, and Disarm Trap. Since those are primarily all Dexterity based, he isn’t the best, but every bit helps!  
  • Gear – Aside from the basic Adventurers Kit, with 100 Silver and not much in the way of combat, I look first to add a Short Sword and then a Spear with a little bit of Hide Armor.  This is a great start. Once I add a Writing Kit, it takes up nearly off of the starting silver, so that Thieves’ Tools for the Lock Picking and Trap Disarming will have to wait for another 100 silver. 

Advancement Notes

We are using a total of 30,000 Legend to advance the Metal Cobras with a goal of 5th Circle.  This is more than enough to have a lot of fun! To advance in a Circle of a Discipline, you must possess all the Discipline Talents at the Rank of the desired Circle – You must buy your Talents up first! When you advance to a new CIrcle, you gain another measure of Durability, access to a new Discipline Talent, and the option to add another Talent Option as well as some neat extra powers or bonuses. 

  • Attributes – You have a limited ability to increase Attributes in Earthdawn – you can only raise each Attribute a total of three times with an increasing cost each time.  I am going to go ahead and bump up the Dexterity from 12 to 13 – That is a breakpoint in the math so it adds a whole Step from 5 to 6 to all Dexterity tests so it goes a long way. 
  • Talents – Obviously, the five Discipline Talents listed above will be raised to 5, but as Iopari gains Circles, new Discipline Talents are added! Iopari now has added the Talents of – Etiquette, Empathic Sense, Research, and at Fifth Circle Inspire Others! All of those, except Inspire Others, I will raise to Rank 5 with Inspire Others staying at Rank 3 thus far as other Skills and Threads are needed. The Optional Talents are where we see a lot of individuality – Read Languages is a natural companion as is Taunt.  For something that gives at least a wild chance in Combat, Avoid Blow for the few times that a hit may actually land and the obvious one for our concept – Diplomacy! The last three to learn, Taunt, Avoid Blow, and Diplomacy will only be at Rank 4, but the first two will get to Rank 5. 
  • Skills – Several of these skills will be increased over the intervening Circles.  I like to try to keep the Artisan Skill close to the Circle rank for flavor purposes in the world, so Poetry advances to a 4.  I add several Ranks of Barsaive and Theran Histories, but also start branching out by adding Throalic Politics to a 2 while a single rank each of Knowledge of Travar, Iopos, and Dragons will serve him well, dangerously, or both.
  • Gear – Looking to gear, I know there will be a good amount of items added.  Those Thieves’ Tools were the first thing he picked up and Iopari has a habit of spending his silver more quickly.  He has to keep up appearances more than others. A Crystal Buckler will continue the theme of added protection with an elegant touch and possibly looted from the same Firescale Trolls we mentioned in Grythlit’s story. I will have his sword and armor forged a bit to make them more useful, but the weapons are not where his interest lay.  Instead, a handful of magical items like the Everclean Cloak and Everdry Boots make his travels easier. The Pure Water Pot ensure that he can have clean and pure water, which Prushka appreciates for her tea and an Elfweave Robe is for formal occasions when acting in a proper Diplomatic fashion. I do have two Thread Items for Iopari, one of which is the Naga Scale Brooch which provides bonuses to social tests and social defense, and which Iopari has the Name of but not yet the Name of the Naga whose scale was used, perhaps a future adventure to Indrisa is in order.  The Esparga Boots came after the Everdry boots were purchased, but as threads are woven, they give bonuses to using Stealthy Stride and Avoid Blow, so when combat is likely, Iopari has a bit of a better chance of getting away without being too harmed 
  • Group Pattern – We mentioned the Group Pattern when we put together Grythlit, and Iopos has sworn the Blood Oath to create the pattern as well.   An Adept can weave up to 5 threads to a Group Pattern, though the total number of threads between the Group Pattern and Threaded Items and other possibilities, can never exceed the Ranks in the Thread Weaving Talent. The Legend Point cost for this is high, though, as a Rank 1 is 300 Legend and the Rank 2 Thread another 500 Legend and so forth as if it were a Talent of the Warden level.  Regardless, Iopari has the voice of reason and the one who sees through the half truths of others as he is so familiar with them himself, and so his Pattern Item is a semiprecious Cluster of Stars, reminding those who see it of the Passion Mynbruje and the two Ranks of a Thread woven to it provide an increased Social Defense by 2 when acting with the Group’s interests at heart. Likely, the next thread will provide a bonus to Charisma based tests which will further prop up his abilities since the Brooch already adds to that. 

Character Notes

When you have managed to break the Cipher, know then it is imperative that the Senior Gatherer be given the information contained herein.  Should you be newly brought into the clarity of the Eye, I will provide you with my Legend so that you will know this as more than just another interminable report from yet another agent here in the field.  It has taken several years to properly avoid the Holders of Trust to where this could be safely sent so take that as you will. 

I am Iopari or at least have been known as such for as long as you have likely been alive.  My ways are the ways of the Story but few Troubadours comport themselves with the elegance and Diplomacy that carries the Truth of Nations and Kings between them.  I am a servant of the Truth, though not always directly, but recognized as a consummate and skilled Entertainer as a Troubadour of the Fifth Circle. 

It was not an accident that I found my way into the Metal Cobras, as I have now sworn myself to.  Indeed, I had been studying the up and coming Human Archer, Balama, and a Troll of Impressive Cheer that hailed from Theran inflected lands.  My positioning in The Great Library was intentional and their interest was sufficient for me to work my way further into their good graces. Though I am certain it was not intended, I will admit that their nobility has proven itself time and again after we took part in the repelling of the Theran Invasion.  Yes, that Theran Invasion. It was only 6 or 7 years ago by now and we were present to assist Neden’s folly of a journey against the Therans and the fall of Skypoint. I will note that Grythlit could be quite a useful asset as he has a way with women and tends to charm himself into their company like the Blood Elf who favored him with a suit of Faerie Mail, though this shows how equally dangerous he would be if he were aware of my position with the Eye. 

Here, though we found the meat of the document here and the attached sheafs that will assist in why I send this with the important I do.  Iopos was not alone when it took to Jerris while Throal stood idly by mourning Neden. Iopos had recruited and forged an alliance with the Firescale Moot providing a strong presence that we had to thwart.  While Iopos took Jerris, I can report that we prevented them from spreading further south to block all the trade routes. It was in this clash that we procured scrolls and tomes which had to be secreted and translated.  From this I have learned that Uhl Denairastas is not what he seems – The whole of the Denairastas family is backed by a Great Dragon. Their references to him are clear in what we took though it appears this Great is not one in favor with the rest of the ones we have cataloged – they are his milessaratish.  This is the information that the Senior Gatherer needs – Iopos has plans that extend beyond what we see as they are guided by hands and forces beyond our pale. THis explains the long life of many of Uhl’s spawn and their seemingly strong connection to the Patterns and Mana of the world. Please ensure this is indexed to both Iopos and Dragons should Merrox ever see the Eye’s library else you will never hear the ends of his knowledge of profanities in a dozen different languages. 

I have additional information as well on the state of Thera and several provinces of the Theran Empire in the wake of the defeat they suffered – chief among them that many in Thera are not even aware that we of Vivane Province as the First Governor has taken to calling us rose up.  The First Governor and his sabre rattling stipatori have hidden from the populace, and even some of the rulers, the truth that they were defeated and have lost a Behemoth to provincial upstarts. This is a weakness that we can exploit if we wish to put Thera on its heels before Iopos rears its head further.  

In the province of Creana, we discovered more to the world than we had known.  Even for a Theran Province, Creana showed a uniqueness unmatched in my travels thus far and I shall engage Vha-Nerd to learn even more.  We have a travelling companion who has returned with us – She is a jackal-headed creature who follows the Discipline of the Scout. I am not sure whether she is a Name-Giver as she does not fit what we in Barsaive think, but the Therans treat her people as Name-Givers, though rumors about Horror tainted people from further to the West being welcomed in Thera should give us pause. Regardless, she is part of the Metal Cobras as we have been known and I am bound to her through the Group Pattern. The fortune of travelling to Creana is that Dragons do not truck with that land for reasons I have yet to fully understand. As I learn more, I shall be certain to send it the information on.  Our time in Creana came to an end as my own goranagee who came to trust me let slip that the tech akarenti had become aware that the Metal Cobras may be more than vainglorious seekers of treasure. 

I take some solace in knowing that this information is put to good use and the The Eye remains true to Throal and more importantly against the Theran expansion.  My family may have come from the north, when the Blood Wood was not yet the Blood Wood, but I am the last of my family because of the Therans and I would not see the Iopans take their place.  May the First Gatherer continue to give good counsel to the whosoever now sits upon the Throne in Throal – I have heard the stories but must return to witness this for myself.  

Iopari Wry Elven Diplomat Character Sheet Here

Metal Cobras and Earthdawn Overview here

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Dark Tides Actual Play
Dark Tides Actual Play
Dark Tides Session 17
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The seventeenth session of Carrion Crown.

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