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KarmaNOTE: This is meant as a role-playing aid to add the epic and magic rich flavor of the Earthdawn world to D20 (my players don’t like to learn new systems). It should not be used as a manipulation tool or punishment by nasty/crewel GM’s or role vs. roll playing bad people (I just had a PC moment…spinal shiver) NOTICE: All examples contained in this text use real characters at no time were any characters harmed in the creation of these rules and at no time am I making a statement about an individuals playing style. WARNING: This will unbalance the game; the PC’s will have roughly two to three times the feats, Talents to Adepts, of non-Adapt characters. Personally I don’t care because some of the bad guys will be Adepts, very tough Adepts. You may care through, once we have play-tested the Adapt rules for a while I will post what we feel is an appropriate ECL/lowering of monster DC for/Vs. the Adapt template. STUFF: Send all Pats on the back, this
stuff sucks or we tried it this way to Christopher3808@yahoo.com
I will either tell you to stuff it or thank you depending on your much
appreciated and always welcome comments.
ADEPTS
Adepts, people able to use magic to power special abilities called talents. In order to become an Adept, a character must choose a Discipline. In one sense, your character’s Discipline is his profession, but a Discipline involves much more than that. Your character’s Discipline provides a metaphor for how he or she sees the world. For example, a Troubadour sees the world as a grand stage on which he can perform, while a Warrior sees the world as a vast battlefield on which he can fight for the causes he supports. In
D20 this translates to Talents, and the ability to use Karma to boost class
abilities. At 1st
level all Adepts receive the bonus feat Karma they gain an additional
bonus feat for every 2 levels after that (i.e. 3rd, 5th
etc). Unlike common adventures even increasing beyond 20th level is
possible for an Adapt. All 1st level Name-Giver characters in an Earthdawn based game also get the Bonus feat of Naming. The feat can be more useful to an Adept and will be expanded upon in this text. Adepts continue to gain talents beyond 20th level. This text will only deal with generic Adept talents that are available for up to 20th level characters. Disciplines and Discipline talents will be out shortly. KarmaHow to gain KarmaEach Discipline includes a ritual that allows characters of that Discipline to gain Karma Points. The player does not need to make any tests to perform the Karma ritual; he or she always succeeds, unless interrupted. Each ritual takes 30 minutes to perform. Your character may only perform his Karma ritual once per day. Each Discipline’s Karma ritual is a unique talent that allows a character to receive additional Karma, which he or she can spend to increase the chances of success for specific actions. Typical Karma rituals associated with each Discipline appear above the Circle descriptions of each Discipline. I encourage players to create unique Karma rituals for their characters. The
highest-level class a character has determines his/her “Discipline” other
classes can influence but to be “In Touch” and able to gain Karma you must
not be out of synch with their Discipline. Example:
Bendic is, more then a dirty word used to scare children, he is a ranger with the
Discipline of Scout. As he progresses he adds levels of ranger, Questor and the
specialty class of Temple Guardian. When all is done his Questor and Temple
Guardian levels outweigh his ranger levels. He changes over to the Questor
Discipline and may now only gain and spend karma as a Questor loosing the
essential contact he had to use karma as a Scout. Ins and Outs of Karma1pt
of karma per 2 DL (minimum 1) can be gained each day during the karma ritual. Starting Karma for all characters is your DMSB, for all 1st level characters. Add 2 points for every discipline level beyond 1st (because of ECL or higher level beginning characters) not to exceed maximum stored Karma. Max
Karma “stored” at one time is Discipline level x DMSB. If a character has
more then one active Discipline use the greater of the two
bonuses. Max
Karma spent on any one Talent unless stated in the Talent is equal to DMSB DC to
save against any Adept Talent that requires a save is 10 +
DL + DMSB = DC Only
the DL for the Discipline used count if multi Disciplined. Mr. GM what happened I didn’t get any Karma today?Even
when the Ritual is performed karma will not be gained if the Adept has not been
true to his disciplines outlook. The first time a Wizard runs into battle
tossing about a two-handed sword will not stop him from gaining karma. It is
when the Wizard starts to handle a majority of their problems with brawn instead
of brains that the conflict occurs. If the character continues with behavior
unlike their Discipline a “Discipline Conflict” can occur and the Adapt will
not be able to use Karma until it is resolved. If it gets to that stage a quest
will have to be made that personifies the behavior of the Discipline. (GM
discretion but it should be of a DC equal to the characters level or higher by
1-2 DC. The quest can be quite difficult for higher-level Adapts who sway from
their chosen path) Example:
T’ryl is a 1st level Bard with the Discipline of Troubadour. As she
progresses in level she adds levels of Bard, Rogue, Fighter, and finally the
specialty class of Virtuoso. Her Bard and Virtuoso levels count towards the
Discipline of Troubadour so she continues to use her Karma towards those traits.
If during an adventure she handles all of her problems with her sword acting as
a Warrior and disregarding her Discipline then her Karma will be out of
alignment. New Karma will not be gained and if the behavior continues she could
loose access to her Adept Talents Common
Uses of Karma (or why Karma is good)
Now we know the ins and outs of getting and using karma how in the heck do we use it? All Adepts in essence uses karma in a different way. There are two ways that are the same for all Adepts. And many more options that are open to all Adepts regardless of Discipline. I will go over the ways it is used by all adepts here and how each Discipline can use it in another paper. Skills
An
adept may boost any of his/her Discipline class skills with karma.
All class skills for the classes listed under each discipline are considered
Discipline class skills, as long as you have a level in that class. So for the
Thief Discipline it’s easy the only class that adds to the Thief DL is rogue
so all rogue class skills are considered Thief Discipline class skills. For the Cavalryman
the ranger, paladin and druid can all count towards DL. If your Cavalryman has
all ranger levels then only the ranger class skills are discipline class skills.
But if your Cavalryman had levels of Ranger and levels of druid then all class
skills from each would be Discipline class skills. You may
use Karma on a skill you do not have any ranks in if it is a Discipline class
skill. Each
Karma used adds a +2 bonus to the skill for one use of the skill no matter how
long it takes. Karma can be used with taking 10 or 20. Example:
The group knew there was a door there; they had run into it, even if they could
not see it. Sys examined the area and found a keyhole. She pulls out the trusty
lock picks and gets a working. She figures an invisible door will probably have
a magical lock so she takes 20 and adds Karma. As Open Locks is a class skill
for the Rogue class and she is of the Thief Discipline she adds Karma. She has a
Dexterity of 18 giving her a +4 DMSB she adds in as much Karma as she can, 4
points for a +8 bonus. DMS
All Disciplines can boost any statistic checks based on their DMS. One
point of Karma adds +1 to the roll. These
are the two common uses of Karma. The other ways to use Karma are your Talents.
The common Adapt Talents are described below the Discipline specific ones will
be in another text. SavesEach Discipline has saves listed in their description that they may use Karma to boost. Common Adapt Talents – and the level they can first be acquiredKarma
(Free 1st Circle)
All
Adapts can use their Karma to magically boost their class abilities and fuel
their Adept Talents. The bonus and amount of karma you can spend and earn per
day is based on level and your Disciplines Main Statistic Bonus (DMSB).
DMSB is the natural statistic bonus only. Bonuses from magic items or spells do
not count for Karma usage unless specifically stated in the items/spells
description. Your max Karma at any one time is derived from your DMSB and Discipline
Level (DL). The DL is derived from only the character levels that count
towards your current Discipline. (GAME
NOTE: Earthdawn uses race to balance karma in D20 the races are already
balanced by ECL so DL/DMSB become the balancing factors)
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