zanshin
14th Level Troll
 
Posts: 2,871
|
Post by zanshin on Mar 6, 2013 5:28:54 GMT -5
Thinking of running an Earthdawn set campaign but using an adaptation of my favourite roleplaying system.
Thinking out loud at the moment but will commit more as it occurs to me.
All characters will be adepts - in tune with the magical nature of Barsaive.
Available races Humans, Dwarves, Elves, Windlings (Fairies), T'skrang, Obsidimen, Trolls.
Characters may have physical or magical attunement.
The physically attuned add their level to their combat adds. They also choose a Physical Attribute (Str, Dex, Spd or Con). Their roll is considered doubled when they make an SR against that attribute. They do not automatically fail when rolling a 3 on a test of the attribute. They may learn spells as a rogue does, but start with none.
The magically attuned start knowing 8 spells of their choice. They may use a focus to reduce the cost of spells by their level. They always reduce the cost of spells by their level over the spell in addition to any reduction for focus. They learn spells from their school or by experimentation.
Weapons and armour are unrestricted - any may be used so long as the adept is strong or dextrous enough.
|
|
zanshin
14th Level Troll
 
Posts: 2,871
|
Post by zanshin on Mar 6, 2013 5:45:49 GMT -5
Talents - Each character starts with one Talent. They roll a bonus dice when making a test against the Talent at the time of the test. They may also power tests of the Talent by spending 1 Wiz to roll an additional D6.
Additional Talents may be purchased at a Cost of 200 xp X Current Number of Talents. You may have more Talents than your level.
A character advances in level when they have both an attribute = 10 x new level, and Talents = New level number. Levels are also known as 'Circles' representing the regard with which the adept is held in their discipline. Disciplines include Warriors, Archers, Air Sailors, Nethermancers, Minstrels, Beastmasters, Cavalry, Illusionists.
A talent of 'named discipline' is a valid choice and will represent special training in the areas encompassed by their discipline. It is a good choice for the characters first Talent. Only one Discipline may be chosen as a Talent by a character.
|
|
zanshin
14th Level Troll
 
Posts: 2,871
|
Post by zanshin on Mar 6, 2013 5:48:57 GMT -5
Burning Karma - a character that has failed a saving roll may use karma to add a further roll to their save. They lose 1 Luck permanently, but add a further Daro roll to their total. This is doubled if it is a test of a relevant attribute for a Physical Adept.
|
|
zanshin
14th Level Troll
 
Posts: 2,871
|
Post by zanshin on Mar 6, 2013 5:53:33 GMT -5
Interpreting Saves
L1 to L4 saves are the province of exceptional physical accomplishment. Non adepts may be able to accomplish such feats purely due to their training or luck of the moment.
L5 + saves show magic is at work. Extraordinary things may happen when a save is made at this level - walking on water, balancing on arrows fired at the character, landing safely from extraordinary falls and so on, providing the save is a success against the GM's determined target. Adepts are innately magical so let their stunts reflect that.
|
|
zanshin
14th Level Troll
 
Posts: 2,871
|
Post by zanshin on Mar 6, 2013 5:55:43 GMT -5
|
|
zanshin
14th Level Troll
 
Posts: 2,871
|
Post by zanshin on Mar 17, 2013 12:14:36 GMT -5
I have done a reasonable amount of work on this and its looking a little different from connventional T&T in format. If anyone wants the word documents I have created so far, drop me an a PM with your email address.
|
|
zanshin
14th Level Troll
 
Posts: 2,871
|
Post by zanshin on May 16, 2013 4:28:47 GMT -5
I have done Earthdawn conversion to T&T for
Character Creation Weapons and Armour Spells and Talents ( only Levels 1 to 3 so far) Blood Magic Rules for Healing, Disciplines and Talents
The campaign is going well , with a Troll Nethermancer, Ork Warrior and Human Weaponsmith venturing into a Horror filled Kaer just ahead of an evil Theran Mage. They know the Mage , Thulas Grull, wants an artifact from the Kaer for his cruel experiments, but do not know yet what it is.
|
|
|
Post by Hokupa'a on May 23, 2013 10:59:27 GMT -5
Very interesting ideas indeed. I've been an Earthdawn fan since the first edition, but never found anyone else interested sadly. Glad to know the conversion is working for you.
|
|
order99
6th Level Troll
Coffee-fueled Carrion That Walks Like a Man
Posts: 959
|
Post by order99 on May 25, 2013 0:58:49 GMT -5
So is this based on 5th Edition, 7.0, 7.5 or a heavily-houseruled version of all of the above? Talents are obviously 7th edition-but I was was wondering about Spite damage, Spell Resistance or lack thereof, advancement etc. One of the cool things about a project like this is waiting to see what items the designer pick up off the buffet that is T&T and what one makes out of it...  I think I speak for most posters when I say i'd love to see the finished document!
|
|
zanshin
14th Level Troll
 
Posts: 2,871
|
Post by zanshin on May 25, 2013 11:32:34 GMT -5
It is very heavily modded 7.5e order99.
I have the word docs we are playing from so if you would like to have them emailed, just pm me with your up to date email. I would love to get your feedback.
One of the principal changes is advancement - I'm awarding xp on a quest achievement basis of 100-200 a session rather than on MR of monsters killed and saves made. That way the saves are just what characters want/need to do at any one time.
(email confirmed and stuff sent)
|
|
zanshin
14th Level Troll
 
Posts: 2,871
|
Post by zanshin on Sept 27, 2013 9:04:04 GMT -5
Just to say i have been running this for 6 months on and off and it is working well for my players. The open ended nature of T&T fits well with the high magic and power of Earthdawn. The monsters from Earthdawn are easily adapted to T&T and quite flavourful. I'll post some as I get time.
Cadaver Men
MR 35 - Spite damage they inflict doubles after they take any damage.
Corpses of the dead animated by the magic of Horrors. 'Men' refers also to Dwarves, Elves, Trolls or any other name giver that may be reanimated by a Horror. They act as quickly as they did in life and have some memories of their waking existence. They are driven by the horror to attack the living and fly into a furious rage once injured. Decapitation prevents them from rising. Extraordinary Charisma saves might give them pause for thought if they have not been injured.
|
|
zanshin
14th Level Troll
 
Posts: 2,871
|
Post by zanshin on Oct 2, 2013 4:15:54 GMT -5
Lightning Lizards
MR 48 , Scaley Hide provides 6 armour Spite 3/Electrical discharge deals 2d6 damage. Only non metal armour or magical protection reduces this.
Lightning Lizards shoot bolts of Lightning from their eyes,and bite with their powerful jaws. They hunt in small packs of 3-6 and have wolf level of intelligence. Their eyes are large , bulbous and crackle with energy. If removed carefully (a L2 Dex SR or craft test) they can be used to enhance a non magical weapon by a Weaponsmith (plus 1d6 electrical damage), or sold for 50 silver each to any alchemist.
|
|
zanshin
14th Level Troll
 
Posts: 2,871
|
Post by zanshin on Oct 2, 2013 8:23:19 GMT -5
Despairthought
MR 135
3/Puppet master - The Despair Thought directs the actions of one character until they make a L2 Luck SR to break control (check every round). The Despairthought will only have one puppet at a time.
Despairthoughts are Horrors from the astral plane. When they manifest in the physical world they look like giant centipedes with a circular mouth of inward facing razor sharp teeth. They principally attack by telepathic projection when their prey is asleep, causing them to doubt their friends and become overwhelmed by delusions of paranoia. They feed off the victims thoughts and dreams of anguish and betrayal. They can project up to 100' away, and try to stay hidden while wreaking havoc and disunity. They can also raise Cadaver men, and particularly enjoy the distress victims feel at attacks from family members and friends.
If their physical form is destroyed they are banished to the Astral Plane, where they lick their wounds until they can return.
|
|
kwll
3rd Level Troll
Posts: 236
|
Post by kwll on Oct 3, 2013 3:06:07 GMT -5
Lightning Lizards MR 48 , Scaley Hide provides 6 armour Spite 3/Electrical discharge deals 2d6 damage. Only non metal armour or magical protection reduces this. It looks like an interesting monster, but based on my spite probability table a discharge will only happen a little over 3% of the time. Is that intended? (It will rise to a little less then 20% if you settle for 2 spites). I have a more general question as well: how would you do if you have, say, 3 of these creatures in a fight? Would you roll all the dice then check the spites, or roll for each creature? Obviously, the frequency at which discharges happen would be a lot different in the second case.
|
|
zanshin
14th Level Troll
 
Posts: 2,871
|
Post by zanshin on Oct 3, 2013 8:18:10 GMT -5
Lightning Lizards MR 48 , Scaley Hide provides 6 armour Spite 3/Electrical discharge deals 2d6 damage. Only non metal armour or magical protection reduces this. It looks like an interesting monster, but based on my spite probability table a discharge will only happen a little over 3% of the time. Is that intended? (It will rise to a little less then 20% if you settle for 2 spites). I have a more general question as well: how would you do if you have, say, 3 of these creatures in a fight? Would you roll all the dice then check the spites, or roll for each creature? Obviously, the frequency at which discharges happen would be a lot different in the second case. I apply my own house rules for spite (buy Trollszine 7 for them) . I aggregate all monster dice , so a pack of 3 will produce a spite outcome with reasonable regularity.
|
|