metavariant

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metavariant

Message par Damien le 2017-04-26, 11:32

Earthdawn 4E: Namegiver Variants 4 - Troll

This is the fourth 4E Namegiver Variants, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.


Everything contained here is the work of a fan and not associated with FASA Games.

This short series assumes you are familiar with the connections between Earthdawn and Shadowrun before they separated by licensing; being the Fourth and Sixth Ages respectively of the same world. Shadowrun introduced a number of metahuman variants to elves, dwarfs, orks, and trolls - most based on mythology from global locales. For a bit of fun, this four part series converts them to Earthdawn.

The basis used are the versions from the 3E Shadowrun Companion. These are not going to be perfect because each setting has some very different assumptions of what each race looks like. Getting the spirit close enough and making sure there are some differences between the variants presented.

This is the final entry and covers trolls. Trolls didn't have any of the issues encountered when adapting dwarfs, elves, or orks. Though their attributes don't align well to what is seen in Earthdawn and the racial feature most likely to be removed for balance, dermal armor, isn't present. Regardless, the primary goals - maintaining the spirit and ensuring the resulting variants offer something different - were maintained.


Cyclops
DEX: 10
STR: 16
TOU: 12
PER: 9
WIL: 11
CHA: 10
Move: 14
Karma: 3
Racial Abilities: One Eye (-2 to all Action tests that require vision and range)

The cyclops variant is from the Mediterranean area and thus almost certainly known by the Theran Empire. They're distinguishable from standard trolls by their heavy musculature and general lack of dermal bone deposits. In particular, they have only one horn (typical) or no horns at all (more rarely). Oh yeah, and they have one eye. Which really does them no favors when it comes to any task that requires depth perception of any kind.

In Shadowrun, they are distinguished from trolls with more Strength, loss of dermal armor, ranged penalties, and no heat vision. This is mostly maintained, though there isn't the dermal armor to play around with. The hope is the penalty to ranged actions and loss of heat vision are sufficient to account for the net bonus to Strength.


Fomori
DEX: 10
STR: 13
TOU: 11
PER: 10
WIL: 11
CHA: 11
Move: 14
Karma: 3
Racial Abilities: Heat Vision

Precious little of note is really said about these trolls in the source material being used, but they originate from Celtic areas, have no or very little in the way of dermal bone deposits, and a greater tendency for magic. Based on their attribute modifications, it's probably safe to assume they have a slighter build in general and they do benefit spellcasters more.

The conversion here was fairly simple, as the original version has less Body and Strength, while eliminating the penalty to Charisma. The first two are easy, but trolls in Earthdawn don't have a penalty to Charisma. So, they get a small bonus and their penalty to Perception is eliminated, which aligns with their increased magic usage.


Giant
DEX: 9
STR: 15
TOU: 12
PER: 9
WIL: 11
CHA: 10
Move: 14
Karma: 3
Racial Abilities: Heat Vision

Hailing from the Nordic region, giants are possibly the largest Namegivers around (dragons consider themselves to be Nametakers and all that) at around 11'6" (3.5 m). They're fairer and and lack the horns and dermal deposits common to most trolls (well, except for these variants). It's probably fair to say they're somewhat lankier than other trolls.

Adapting giants fell into the problem addressed at the beginning: dermal armor. They get a bonus to Strength at the cost of losing their dermal armor. Reducing their Toughness may make sense, but a base of 11 for something that big just doesn't seem right. However, Shadowrun trolls have a Quickness penalty and that seems like an appropriate place to look for something simply that large.


Minotaur
DEX: 10
STR: 13
TOU: 12
PER: 10
WIL: 11
CHA: 10
Move: 14
Karma: 3
Racial Abilities: Heat Vision


Another Mediterranean variant with bovine facial features (snout instead of nose, wide-set eyes, etc.), rather long horns, and lots of body hair. You know, they look like the Minotaur, except for the legs, which are just furry.

Like many before them, their Shadowrun attributes don't quite align with Earthdawn; their penalties to Charisma and Intelligence are reduced, as are their bonuses to Body and Strength. A bonus to Charisma isn't a good solution, since that puts them in the category of fomori who have a larger bonus to Charisma. Same with reducing their Strength and Toughness. Instead, they got a reduction to Strength and an equivalent bonus to Perception. They're still pretty similar to fomori, but a different option is to make their base Perception and Willpower both 10, instead of reducing their Strength
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Re: metavariant

Message par Damien le 2017-04-26, 11:33

Hobgoblin
DEX: 10
STR: 12
TOU: 11
PER: 10
WIL: 9
CHA: 9
Move: 12
Karma: 5
Racial Abilities: Gahad (modified), Low-Light Vision

This variant from the Middle East are shorter than typical orks and have a slightly build with sharper features. They share a strong sense of honor with trolls and, combined with their vicious tempers, they avenge even the smallest slight. Orks in Shadowrun have a slightly different attribute distribution, favoring Body over Strength, whereas Earthdawn is the opposite, favoring Strength over Toughness. In Shadowrun, hobgoblins have less Body and no penalty to Intelligence. Taking this as a whole, reducing their Strength feels consistent with the description and mechanics.

Since orks don't have a penalty to Perception in Earthdawn, that's a bit of a problem. Looking ahead at the other races, this is an area where they can easily start coming out too similar. Instead of Perception, reducing the Willpower penalty feels right while still be true to the ork nature.

Gahad for this variant is a little different in that it must be linked to the character's sense of honor


Oni
DEX: 10
STR: 12
TOU: 11
PER: 10
WIL: 10
CHA: 8
Move: 14
Karma: 5
Racial Abilities: Gahad, Low-Light Vision

With bright blue, orange, or red skin, and big, pointed ears, this ork variant from Japan is bound to stick out. Their attribute modifications from base orks are reduced Body and increased Willpower. Which is easy enough to translate to Earthdawn: reduced Strength (for the same reasons as hobgoblins) and increased Willpower. To reflect they should have a bonus in Shadowrun, they don't have a penalty in Earthdawn. Which means another point needs to come from somewhere. Charisma is the winner; they are described as being treacherous and hostile, though this may just be prejudice. Regardless of the reality, a penalty to Charisma makes sense, either it's right, or they aren't good a presentation.


Satyr
DEX: 9
STR: 13
TOU: 11
PER: 10
WIL: 10
CHA: 8
Move: 14
Karma: 5
Racial Abilities: Low-Light Vision

This variant looks like you expect: curled horns, and a furry lower body with cloven hooves. They're from the Mediterranean, so it's fair to assume Therans have contact with them, though may not consider them to be orks at all, given the distinct differences in appearance. These orks are described as being smaller, though their physical attributes certainly don't reflect it, receiving only a penalty to Quickness due to their hooves, which converts easily to Dexterity. Much like oni, they have a bonus to Willpower in Shadowrun, so the same solution was applied: no penalty to Willpower and a small reduction to Charisma. This is likely reflected in their curious form. While less nimble, their legs are faster, so an increased Movement Rate. Nothing is particularly mentioned regarding their disposition, so gahad was removed, but there is absolutely no reason it cannot stick around if desired
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Re: metavariant

Message par Damien le 2017-04-26, 11:33

Wakyambi
DEX: 11
STR: 10
TOU: 8
PER: 11
WIL: 12
CHA: 11
Move: 14
Karma: 4
Racial Abilities: Low-Light Vision

Tall and slender even by elf standards, this rare variant comes from Africa. Their skin is always black or brown and frequently lack the pointed ears commonly associated with elves. The conversion was simple: in Shadowrun this metahuman variant has a bonus to Willpower instead of Quickness, which seems to work well as an adjustment from Dexterity to Willpower in Earthdawn.


The Night Ones
DEX: 13
STR: 10
TOU: 8
PER: 11
WIL: 11
CHA: 11
Move: 14
Karma: 4
Racial Abilities: Low-Light Vision, Sunlight Allergy (-1 to Action tests when exposed to sunlight)

These have fine fur covering their body that looks like skin from a distance and comes in a variety of colors. Typically ranging from black to violet and blue, but also green and brighter colors even more rarely. Their eyes and hair tend to have a tint of their fur color as well. In Shadowrun, they have an additional bonus to Quickness and an allergy to sunlight. The former is pretty simple, if very powerful, but balanced by a penalty when exposed to sunlight. It's a fairly serious penalty, but also one that can be avoided most of the time.


Dryads
DEX: 12
STR: 7
TOU: 8
PER: 11
WIL: 11
CHA: 12
Move: 12
Karma: 5
Racial Abilities: Low-Light Vision, Maximum Two-Handed Weapon Size: 5

At just over a meter in height, this elf variant is pretty tiny. Their hair color changes with the seasons and all possess dark brown eyes without a pupil. Nothing is said about sclera, but those may be missing as well. In Shadowrun, they're all female, but that can probably be safely ignored. They also have a mild allergy to cities, but even the most densely populated area in Barsaive isn't going to have the same urban sprawl as Shadowrun, so this was ignored. There is also a mild for of animal empathy to small woodland creatures, which is probably best handled through roleplaying, rather than any specific mechanical support. There is this sinking feeling of it being used as a form of emergency rations... Their various penalties and small benefits (increased Charisma) all equate to moving them to a new Karma Modifier.
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Re: metavariant

Message par Damien le 2017-04-26, 11:34

Dwarfs (Standard)
DEX: 9
STR: 12
TOU: 13
PER: 10
WIL: 11
CHA: 8
Move: 10
Karma: 4
Racial Abilities: Heat Sight, Toxin Resistance (+2 to tests to resist poison)

These pretty closely resemble Earthdawn dwarfs of previous editions, with a penalty to Dexterity and bonus to Willpower. Strong Back has been traded out for Toxin Resistance, as the former isn't important given their increased Strength. This makes standard dwarfs much more closely resemble the typical dwarf presented in most fantasy media, rather than the slightly different take found in Barsaive. To account for the physical differences, these dwarfs are larger and significantly more robust, with much more muscle on their frames.


Koborokuru
DEX: 9
STR: 12
TOU: 13
PER: 10
WIL: 11
CHA: 8
Move: 12
Karma: 4
Racial Abilities: Toxin Resistance (+2 to tests to resist poison)

This variant from Japan in Shadowrun is described as being smaller, faster, and quite hirsute. To account for their increased Movement Rate, Heat Vision was removed. Also, the Shadowrun version also has a more involved toxin resistance, but that juice doesn't seem worth the squeeze for these purposes. In all, it's a straight forward conversion.


Menehune
DEX: 9
STR: 11
TOU: 14
PER: 10
WIL: 11
CHA: 8
Move: 10
Karma: 4
Racial Abilities: Heat Sight, Toxin Resistance (+2 to tests to resist poison)

Hailing from Hawaii, these dwarfs are smaller, with luxurious hair all over, but with particularly fantastic mustaches. They are tougher, but not quite as strong as others. A small modification moving a point from Strength to Toughness, and they're good to go. Which also gives them the single highest Toughness bonus of current Namegivers in Earthdawn.
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Re: metavariant

Message par Thomas le 2017-04-26, 21:44

C'est bien beau mais ça sera pas joué Smile
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Re: metavariant

Message par David le 2017-04-26, 21:47

Au fait on joue à la 4e? ou la 3e?
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Re: metavariant

Message par Thomas le 2017-04-27, 10:52

La version classique (à peu près 2.5 si tu préfères Smile
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Re: metavariant

Message par David le 2017-04-27, 11:07

OK ty
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Re: metavariant

Message par Damien le 2017-04-27, 11:21

l
en fait tu as la 1er ed celle qui est au club
la 2
la classique
La 3
La 4
la legende

La version classique francaise intègre une partie de la 3
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Re: metavariant

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