Discipline Design [RBL-504].pdf

(5799 KB) Pobierz
Discipline Design (RBL-504)
18408569.006.png
CONTENTS
DISCIpLInE DESIgn
2
Elementalist
20
new Disciplines
2
horror Stalker
2
Designing a Discipline
3
Illusionist
22
Designing new Talents
7
Liberator
23
ALTERnATIVE DISCIpLInE MEChAnICS
Messenger
24
nethermancer
25
how it Works
Outcast Warrior
26
new Talents
2
Puriier
27
Animal Talk
12
Call Animal Companion
12
Scout
28
Distract
12
Shaman
29
Elemental Walk
12
Sky Raider
30
Impress
13
Songsmith
3
Improve Weapon
13
Swordmaster
32
Inspire Others
13
Long Shot
13
Taildancer
33
Navigation
13
Thief
34
Parry
13
Traveled Scholar
35
Read River
14
Troubadour
36
Resist Pain
14
Warrior
37
Second Attack
14
Weaponsmith
38
Second Charge
14
Second Shot
14
Wind-Dancer
39
Storm Shield
14
Windmaster
40
Tactics
14
Windscout
4
Air Sailor
5
Wizard
42
Archer
6
Woodsman
43
Beastmaster
7
DISCIpLInE DESIgn ShEET
44
Boatman
8
Cavalryman
9
product Director
James D. Flowers
Line Developer
Carsten Damm
Development
Carlton Anderson, Eike-Christian Bertram,
Steven J. Black, Carsten Damm, Kevin Hallock,
Lars Heitmann, Michael Jahn, Sebastian Petermann,
Jason Wallace
Artwork
Kent Burles, Paul Jaquays, Earl Geier,
Jeff Laubenstein, Mike Nielsen, Kathy Schad
Administration
Kim Flowers, Richard Vowles
Layout
Carsten Damm, James D. Flowers
Visit us on the Internet at: http://www.earthdawn.com Email us at: info@earthdawn.com
Earthdawn ® is a Registered Trademark of FASA Corporation . Original Earthdawn ® content copyright ©
1993—2007 FASA Corporation . Earthdawn ® and all associated Trademarks used under license from FASA
Corporation . All Rights Reserved. Published by RedBrick Limited — Auckland, New Zealand.
April 2007—Web Release—20070403
18408569.007.png 18408569.008.png 18408569.009.png
DISCIPLINE DESIGN
I’m no raider, sir. I follow the Discipline of the Air Sailor—a iner, nobler, and very
distant cousin of that barbaric ideal followed by the trolls of the Twilight Peaks!
• Jendar For, Theran Air Sailor •
The Disciplines described in the Player’s Compen-
dium are the ifteen most commonly practiced by the
adepts of Barsaive. However, adepts can and sometimes
do follow other Disciplines, such as those described in the
Name-giver’s Compendium . This chapter provides
detailed Discipline design rules, and is intended for
gamemasters and players who wish to introduce new
Disciplines into their Earthdawn campaign. These rules
can also be used to create alternate versions of existing
Disciplines, including regional and race-speciic variants.
N EW DISCIPLINES
a unique focus, while still leaving enough room for player
characters to adapt and maintaining game balance.
HISTORY
Disciplines don’t just spring into existence overnight.
All Earthdawn Disciplines have been in existence for
centuries, if not longer. Only the cumulative effects of
generations of adepts following in the footsteps of their
predecessors can establish a Discipline’s path, deining
the talents and abilities available at each Circle. The time
required for this process alone explains why new Disci-
plines are so rare in Barsaive.
Creating new Disciplines can be a fun and
rewarding process that adds additional complexity and
diversity to an existing Earthdawn campaign. However,
designing a new Discipline and playing an adept of that
Discipline can pose a number of challenges. This section
outlines a few of them.
PUBLIC ACCEPTANCE
Bear in mind that the ifteen Disciplines presented in
the Player’s Compendium are those best known to the
people of Barsaive; the ifteen Disciplines described in the
Name-giver’s Compendium , less so. Adepts of these
Disciplines are often the subject of local legend, which
frequently describes their strange and wonderful abilities.
By contrast, adepts of new Disciplines use magic in a new
and unfamiliar way, combining both known and unknown
talents. To many Barsaivians, aflicted as they are with
an instinctive distrust of the unfamiliar as a result of the
Scourge, these often startling new Disciplines may hint at
Horror magic or, more likely, Theran magic. The people
of Barsaive generally believe that the Therans are masters
of magic, and assume that their former overlords have
many more Disciplines than those known in Barsaive.
Ordinary citizens who encounter an adept that uses magic
in an unusual way may reasonably assume the adept is a
Theran spy or slaver. Given Barsaive’s history of oppres-
sion at the hands of the Theran Empire, being mistaken
for a Theran will almost certainly have unpleasant conse-
quences for such an unlucky character.
2
GAME BALANCE
The Disciplines in the Player’s and Name-giver’s
Compendiums were carefully designed to be balanced
with regards to one another and to be lexible enough
that an adept character can use his Discipline’s talents
and abilities in a variety of different settings. For this
reason, new Disciplines should be added to the game with
caution, and generally only when the existing Disciplines
(or combinations thereof) do not satisfy the players’ or
gamemaster’s needs. Because no system for creating
any new game element is perfect, a new Discipline could
potentially be powerful enough to threaten game balance,
or come with a focus so narrow that it has little use in most
adventures. When designing a new Discipline, it is impor-
tant to select talents and abilities that give the Discipline
18408569.001.png 18408569.002.png
TRAINING
Given that adepts in general are relatively uncommon
in the irst place and the vast majority of Barsaive’s adept
population practices one of the ifteen standard Disci-
plines, tracking down a member of a less well-established
Discipline can be dificult at best. Additionally, members
of a single race only practice some of the non-standard
Disciplines, or have so few followers that most adventurers
will never encounter more than a handful of them. As a
result, inding a teacher for training or Circle advance-
ment often proves both costly and time-consuming, as it
frequently involves signiicant travel and/or research.
D ESIGNING A DISCIPLINE
DETERMINE IMPORTANT ATTRIBUTES
Adepts who follow the new Discipline will ind certain
Attributes more important than others. Each Discipline
emphasizes certain Attributes over others. Do adepts
of this Discipline need quick relexes or great physical
strength? How about a keen mind, or above-average
charisma? Do they need extraordinary perception?
Important Attributes not only help to deine the type
of character best suited to become an adept of a Disci-
pline, but they also deine which Attribute-only Tests he
may use Karma on when advancing in Circles (see Deter-
mine Special Abilities , below). Each Discipline should
have at least two, but no more than three, important
Attributes.
This section offers in-depth explanations of
the steps for creating a new Discipline from scratch. At
each step of the process, players should work with the
gamemaster to ensure that their new Discipline its
into the gamemaster’s view of the Earthdawn world
and game. The gamemaster makes the inal decision on
whether or not a new Discipline may be added to his
game. All Disciplines published by RedBrick have been
designed with this system, so it should be easy to modify
them by following the guideline presented below.
Use a copy of the Discipline Design Worksheet
(provided at the end of this document) as a guide to the step-
by-step process of creating a new Discipline. Creating a new
Discipline follows a series of eight steps, described in detail
below.
Deine the Discipline’s Purpose
Determine Important Attributes
Determine Racial Restrictions
Determine Artisan Skills
Select Talents
Select Spells (if applicable)
Determine Special Abilities
Describe the Discipline in Writing
DETERMINE RACIAL RESTRICTIONS
Though you should consider the reasons for a Disci-
pline’s racial restrictions when you decide its purpose,
this step requires you to deine precisely which races can
and cannot follow the new Discipline. Can all races adopt
this Discipline? Which ones cannot and why? If a partic-
ular race is strongly lacking in the Discipline’s important
Attributes, that may be suficient reason to exclude its
members. Similarly, if the Discipline’s worldview is
contrary to that of a particular race, the race in question
should probably be restricted from it.
Sometimes, a Discipline is only available for a speciic
DEFINE THE DISCIPLINE’S PURPOSE
Start by explaining the new Discipline’s intended
purpose. What role does the new Discipline play? Is it
unique, or simply a variant of an existing Discipline?
What is the Discipline’s name? All existing Disciplines
are built around a central theme that is relected by the
Discipline’s name: Swordmaster, Warrior, Weaponsmith,
and so on. This approach should be maintained when
designing a new Discipline.
A Scholar Discipline might concentrate on the
acquisition of knowledge, drawing on the intel-
lectual talents of the Wizard and Troubadour
Disciplines. Similarly, a Spiritual Warrior might
combine the ighting abilities of the Warrior Disci-
pline with the astral talents of the Nethermancer.
3
18408569.003.png 18408569.004.png
race, excluding all other races from following it. The
racial restrictions of these Disciplines only need to list the
name of the allowed race, followed by the word only. For
example, if only obsidimen can understand the way of a
Discipline, it should be listed as ‘Obsidimen only’.
Of the 13 talents
assigned to the
Initiate/Novice status
levels (Circles 1–4)
of the new Discipline,
6 must be available
at First Circle, 3 at
Second Circle, 2 at
Third Circle, and 2
must be available at
Fourth Circle.
As a rule of thumb, a
talent should be available
within the Circle range of
its status level or higher.
One consideration that
may affect your decisions
is that the higher the
Circle a talent is assigned
to, the more Legend
Points it costs to increase
its rank.
The Melee Weapons talent is an Initiate/
Novice talent, but possessing it may make the
difference between surviving an attack and dying.
This talent should be available within Circles 1–4,
but you may want to assign it to a higher Circle in
your new Discipline for any reason. If that’s the
case, keep in mind that at Circles 1–4, rank 1 in
this talent costs only 100 Legend Points, but costs
200 Legend Points if purchased at Circles 5–8.
When assigning talents, you should ind an equal mix
of core and support talents for your Discipline. For
example, two talents can be assigned to most Circles, one
of which should be a core talent and the other a support
talent.
Circle
number of
Talents
1
6 (7; see text)
DETERMINE ARTISAN SKILLS
As noted in the Disciplines chapter of the player’s
Compendium , each Discipline lends itself to certain
Artisan skills that relate in some way to the tools or
purpose of that Discipline.
Swordmasters often practice the Artisan
skill of runic carving by etching runes into their
swords. This increases the weapon’s value as
a work of craftsmanship and proves that the
wielder is free of Horror-taint. Magicians of all
Disciplines have a long-standing tradition of
practicing the Artisan skill of embroidery. In the
days just prior to and after the Scourge, magi-
cians stored spell matrices in their robes. Though
this is no longer true, over time embroidering
intricate patterns and designs into the robe came
to represent the weaving of matrices into the
fabric.
When creating a new Discipline, try to match its
nature and purpose with one or two Artisan skills that
somehow relate to the Discipline.
2
3
3
2
4
2
5
3
6
2
7
2
8
3
9
3
10
2
11
2
12
2
13
3
14
2
15
3
SELECT TALENTS
Once the new Discipline’s purpose, racial restric-
tions, and important Attributes have been determined,
it’s time to select talents. Talents are an important part
of every Discipline, representing the unique way adepts
of that Discipline focus their magical abilities. A Disci-
pline’s talents should function in a manner consistent
with the Discipline’s central philosophy, whether it’s
the pragmatism of the Warrior, the unbridled curiosity
of the Troubadour, or the intense intellectualism of the
Wizard. A new Discipline should consist of a unique blend
of talents, including a number of new talents that help to
distinguish it from the existing Disciplines.
Assign a number of talents available to adepts of the new
Discipline, as shown on the Talents Per Circle Table. Keep
in mind that some of these talents are predetermined (see
Core Talents and Support Talents , below).
Disciplines which allow the Thread Weaving, Spell-
casting, and Spell Matrix talents at First Circle are known
as magician Disciplines and receive an extra talent at
First Circle to compensate for the use of spell matrices.
Two points need to be considered when selecting
talents: irst, each talent is keyed to a certain status level
(Initiate, Circle 1; Novice, Circles 2–4; Journeyman,
Circles 5–8; Warden, Circles 9–12; and Master, Circles
13–15), and should be available to a character within that
status level or later (ind a table of available talents for
each status level at the end of this section). Second, each
Circle of a Discipline must be assigned a certain number
of talents, as shown in the Talents Per Circle Table.
4
Core Talents
Core talents deine a Discipline. Most often core
talents are also Discipline talents (see Determine
Special Abilities , below), and a number of core talents
are unique to one Discipline only. There are a number of
core talents which have to be assigned to a speciic Circle:
Durability, Karma Ritual, and Thread Weaving talents, as
described below.
Durability : All Disciplines must have the Durability
talent available at Second Circle. Durability for new Disci-
plines uses the same rules described for that talent, using
the following numbers. If the new Discipline offers the
Spellcasting talent at Circles 1–8, add +4 to the charac-
ter’s Death Rating and +3 to his Unconsciousness Rating
for each rank in Durability. If the Discipline does not offer
the Spellcasting talent, or offers it at Circles 9–15, add
+6 to the character’s Death Rating and +5 to his Uncon-
sciousness Rating for each rank in Durability. These
values can be modiied later (see Determine Special
Abilities , below). Durability cannot become a Discipline
talent.
Karma Ritual : All Disciplines have the Karma Ritual
TalenTs Per
CirCle Table
18408569.005.png
Zgłoś jeśli naruszono regulamin