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Earthdawn Saturdays Still accepting 1-2 players-Updated 12/30 (Start Date 1/12/13)

Alright We Just need 1-2 more players to get started~ As I will be using the setting but not a fully pre published adventure, I will be running this every other week from 6-10 pm CST. (GMT-6) If you are not familiar with the game that is ok, I am more then willing to teach it and walk folks through character creation, etc, etc. For those who are unfamiliar with Earthdawn the basics go as follows: A short form description of Earthdawn would go something like this, from the wiki: In Barsaive, magic, like many things in nature, goes through cycles. As the magic level rises, it allows alien creatures called Horrors to cross from their distant, otherworldly dimension into our own. The Horrors come in an almost infinite variety -- from simple eating machines that devour all they encounter, to incredibly intelligent and cunning foes that feed off the negative emotions they inspire in their prey. In the distant past of Earthdawn's setting, an elf scholar discovered that the time of the Horrors was approaching, and founded the Eternal Library in order to discover a way to defeat them — or at the very least, survive them. The community that grew up around the library developed wards and protections against the Horrors, which they traded to other lands and eventually became the powerful Theran Empire, an extremely magically advanced civilization and the main antagonist of the Earthdawn setting. The peoples of the world built kaers, underground towns and cities, which they sealed with the Theran wards to wait out the time of the Horrors, which was called the Scourge. Theran wizards and politicians warned many of the outlying nations around Thea of the coming of the Horrors, offering the protection of the kaers to those who would pledge their loyalty to the Empire. Most of these nations agreed at first though some became unwilling to fulfill their end of the bargain after the end of the Scourge, wanting to have nothing to do with the bureaucratic nation run on political conflict and powered by slavery. After four hundred years of hiding, the Scourge ended, and the people emerged to a world changed by the Horrors. The player characters explore this new world, discovering lost secrets of the past, and fighting Horrors that remain. The primary setting of Earthdawn is Barsaive, a former province of the Theran Empire. Barsaive is a region of city-states, independent from the Therans since the dwarven Kingdom of Throal led a rebellion against their former overlords. The Theran presence in Barsaive has been limited to a small part of south-western Barsaive, based around the magical fortress of Sky Point and the city of Vivane. The setting of Earthdawn is the same world as Shadowrun, but takes place Millennia earlier. Flavor of the Game is a combination of Epic High-Fantasy and Lovecraftian Horror, as the players adventure in Barsaive, which feels to me somewhere between Lord of the Rings and Runequest, with a large amount of high magic thrown in. The Lovecraftian Horror comes in whenever the players have to deal with The Horrors, which are perverse, strange and definitively unpleasant. A old Trope for the game is : "If the players aren't sweating an encounter with a Horror. You aren't doing it right." The Mechanics are rather unique for Action Tests, and are designed to work with the standard D20 dice sets that have been around for the last few decades. The Test runs off what is called the Dice Step (skill or Stat level) of the Character, NPC, or Object in question VS the Target Number of the test. The Dice Step Will Determine what dice are rolled for a Task. For Example: Tal Vilan, a human Weaponsmith has a Weaponcrafting Skill Dice Step of 8 (starting character) and is trying to forge a sword with some minor magical ability (say, doesn't rust under normal conditions). Their Action Dice Step is 2d6 in this instance. The hypothetical TN is 11 (first rank character getting ahead of themselves on the difficulty curve). The Player manages to roll 12 on their 2d6, which means they make the Average TN for the task. Now the player has done something Nifty for the Die Mechanic. When you roll the maximum on a dices number, you get to keep that Die roll, and Roll another die of the same type. Rolling two extra dice, the player manages to get another 7 between the two dice (not chaining and more on other die), with a total result of 19. Because this result is so much higher than what was needed (Extraordinary), that certain game effects might be the result, such as a exceptionally well crafted blade that might be of perfect balance and very well suited for enchantment (that doesn't rust). Such Extraordinary feats when characters do things in Earthdawn have a magical resonance and might cause Items to Awaken into powerful magical items or cause Resonance for the character for certain actions (increased Legend points) and have certain tasks become easier. Of course, having higher Dice Steps for Skills, Stats, and Talents will help with Action Tests. This is the core mechanic for the system and is pretty intuitive once one wraps their head around it. Magic is a big part of Earthdawn. Players take on the part of Adepts, which are individuals who have learned to harness their inherent magic into Disciplines (Classes) such as Warrior, Weapon Smith, Elementalist, Nethermancer (etc), to use their magic in various ways (Warriors using their magic to enhance their physical skills, soak damage etc). Each Discipline has their own ways of viewing the world, Karma Rituals, and Half-Magic (a form of magic that allows characters to make intuitive leaps about knowledge things related to they vocation). There is a LOT of material in Earthdawn. The game itself lends itself to "What the hell are you doing?" kinds of actions which most other systems tend not to encourage for the sake of "realism" (possible exception of Exalted). An Example of the Step Mechanics Step / Dice 4 / d6 5 / d8 6 / d10 7 / d12 8 / 2d6 9 / d8+d6 10 / 2d8 11 / d10+d8 12 / 2d10 13 / d12+d10 14 / 2d12 15 / d12+2d6 16 / d12+d8+d6
Count me in. I have 2 characters in mind: 1) Elementalist Elf, actually starting her Warriors path 2) Human swordmaster
I'd love to play, although I am unfamiliar with Earthdawn.
Great if we can come up with 2 more :) we should be good.
I am pretty familiar with the rules and the setting. So I can help anyone to build the sheet and create a very nice backgrounds
Have you played any of the adventures?
So looks like we have three no just need 1 more to get going.
Bump
Talysian! Amazing work on the Kaer! I just read the background information and it is a really involving place you created there. A lot of thought, thanks for sharing it!
Thanks I can't take full credit for it, a lot of the work was done by Steve Kenneson, who wrote for Fasa back in the day, I just took his stuff and put my own spin on it.
For those interested a bit about the starting background here : <a href="https://docs.google.com/open?id=0B_1yMVn3hcHdUU1FalAwMmdyMG8" rel="nofollow">https://docs.google.com/open?id=0B_1yMVn3hcHdUU1FalAwMmdyMG8</a> <a href="https://docs.google.com/open?id=0B_1yMVn3hcHddnVmSjFCb0hwbHM" rel="nofollow">https://docs.google.com/open?id=0B_1yMVn3hcHddnVmSjFCb0hwbHM</a>
This sounds really interesting. I'd love to play, but I have no experience with roll 20 or with Earthdawn. I just started sifting through the site. I'm very experienced with a wide variety of systems from homebrew, dnd 3.5 & 4, GURPS, etc. And I'm a quick study so I should be able to pick it up fast. I'll be looking through the info more in-depth, but I just wanted to show my interest.
No problem I think that would make four if everyone in the thread is set to go ;) Which is the amount that I wanted before starting! That being said, we have the following that I have heard from recently confirmed Karasu Sam Travis Just waiting on Eavatar who I am assuming is out for the holidays right now. So if it works for everyone else I'd like to set a start date for 1/12/13. As far as what edition it would either be Earthdawn Classic by Redbrick or Earthdawn 3rd edition by Redbrick, I have both and from my end it' doesn't change much either way. I'll make sure everyone has the knowledge to build/play their character.
Start date sounds good. I've been reading through the classic book. Right now I'm looking into creating a human illusionist.
In my side I have the third edition now.
I have 1st ed and 3rd ed and I prefer 3rd ed. And I am between 2 characters. A human swordmaster and a elf elementalist *HAPPY NEW YEAR!*
Let's try to collect the character ideas then, otherwise we might end up with three spellcasters ;). I was considering to make a windling beastmaster or a human nethermancer. I might have other ideas as well, would gladly play a troubadour, swordmaster of some short. Talysian, what kind of team you would like to see? Does it matter what we have or we could go anything and concentrate on RP rather than gaming? ;)
I'll build the adventure around the characters, that being said, I would recommend that everyone have at least some combat spells/potential. I expect there to be investigation, exploration, some political dealings, with a good does of combat mixed in. Recommendations At least one person for a face (at least) A good diversity of knowledge's At least one Frontliner, (warrior, swordmaster, weaponsmith, Air Sailor, Beastmaster, Scout, Skyraider, ) Someone with Alchemy I'll probably give everyone a few extra skill ranks to round out characters as well.
Sounds great! I was also thinking that the characters might have a knowledge of each other, especially if they are in the same age group. A population of 3000 would have only a few youngsters able to educate in small groups.
Don't forget that they may not all be the same age, given the various times that each race reaches maturity, and also the fact that anyone can discover the potential at any time within their life. ;) It's not d&d where you learn your class, you discover your discipline magically ;) Learning the basics could take as little as a week or as long as years it just depends on each person. ;)
Yep, I had that thought in my mind, I was just lazy to type. It is also interesting to think about the generations. Like the windlings could live more than a hundred years, easily two hundreds, while that would mean 8-10 generation of orks. They would have very different memories of the Scourge and the living in a kaer...
My intention is to make a character that fits into a supportive role. How this actually plays out is a different story (I'm a newbie to the system after all). I would prefer not to fill any main role but yet enhance anyone performing the role. This fits my roleplay concept - a rather brilliant but yet lazy well-to-do type. Physical labor, diplomatic dialogue, all of that is too much work, yet spellcasting and manipulating 'truth' is a fairly simple matter (in his world-view). I thought the illusion discipline would fit that role well. Any newbie help would be appreciated =)
I like the concept :). No problems here with that! Talysian, when I was talking about the common education I did not mean the disciplines, but rather the socialization, skills and roles the inhabitants have to make for the survival f the kaer. Just some idea to create a common background. But 3000 is a large number, a great village or small town. You might not know everyone around at all.
Oh yeah so true ;)
Still open? We'd like to try it out. We'll need the supplements though.
We? How many do you have?
Two
One character is here. I might make others just to have a selection.
I could probably work with one more, but I think two would make the group a bit large.
You have one more talent option you can choose on there, as well.
I've decided I'm going to steer clear from spell casting until I can experience the basic aspects of the game. Here's a scout I put together that I'll probably play.
It's blank
The text shows up on my laptop, phone and desktop... hmm. I'll try uploading it again later today.
Here it is again.
It does not show up on my iPad, phone or desktop.
Dang. This has to work:
It was working for me the last sheet as well.
Woot that worked!
Success! I'm thinking there was an issue between Apple software and Microsoft.
Some updates and changes to the sheet (I'll upload it as a jpeg later if it doesn't work again):
And here is our Swordmaster Gallant Alanis Baskur, one of the last Klek humans over Barsaive. I think she is a good face person as well a reasonable frontman
I also updated the character sheet with some little background. Nika was a weird child in the kaer. She was mostly silent but at times she seemed to have conversation of the unseen, perhaps imaginary friends or as some claim, the spirits and creatures of the netherworld. Most of the other children avoided her and so did the adults and her own parents. As a kid she started to hang out with those who accepted her, studying under ones who aware of the magic, helping in their laboratory, and library. As an adult she serves as an assistant and student both to Sethek and Pelgar, but also as a physician, curing ailments and illnesses. Nika also serves as a ritualist in funerals. Her social life is almost reduced to her roles she took.
I remade the sheet, now as a simple human and with more skill ranks.
A picture of the character.
Erm, I am willing to join the game, if you are still accepting people. I just joined a few minutes ago, so I get that I might be a tad late to be brought in. Still it is worth a shot, and it seems like a good game to get into.
First session went well. Avoided Gahad 2-3 times :)
I will keep trying to press that big red button!
It was a really good game! Thank you all guys!
Indeed it was Karasu! I haven't had that many good laughs in awhile. Ranju, I think we were looking for 1 more to fill the group up. So you may be in luck if you don't mind starting on the second session.
I would love to see one more player that is for sure :).
I dont mind at all, though I probably will need help making a character.