Air Sailor (Discipline): Difference between revisions
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|Discipline rules provided here are from the [[Earthdawn Players Guide Fourth Edition|Earthdawn Fourth Edition Player's Guide]] and [[Earthdawn Companion|Earthdawn Fourth Edition Companion]]. | |||
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Air sailors are Adepts who's magical abilities and Talents incline them to the skies of the Fourth World. These adepts are known to follow careers and lifepaths dedicated to swashbuckling adventure, comradery, and exploration. | |||
=== Important Attributes === | |||
Charisma, Dexterity, Willpower | |||
=== [[Karma Ritual]] === | |||
The Air Sailor meditates quietly under an open sky, imagining a voyage on their favored, current, or idealized airship. | |||
=== Artisan Skills === | |||
Rune Carving, Sail Embroidery | |||
=== [[Half-Magic]] === | |||
Knowledge of airship design, recognition of different types of airships, common flight paths, airship crew operations. | |||
== Talents and Abilities == | |||
=== Novice Talent Options === | |||
Acrobatic Defense, Distract, First Impression, Great Leap, Haggle, Maneuver, Navigation, Speak Language, Taunt, Throwing Weapons | |||
==== First Circle ==== | |||
''Free Talent:'' Air Sailing | |||
''Durablity:'' 5 | |||
''Karma:'' While on an airship, the Adept may use karma once per round for any action. | |||
''Discipline Talents:'' Avoid Blow, Climbing, Melee Weapons, Thread Weaving (Air Weaving), Wind Catcher | |||
==== Second Circle ==== | |||
''Defense:'' +1 to Physical Defense | |||
''Discipline Talent:'' Awareness | |||
==== Third Circle ==== | |||
''Karma:'' The Air Sailor may spend Karma on Initiative tests. | |||
''Discipline Talent:'' Empathic Sense | |||
==== Fourth Circle ==== | |||
''Defense:'' +1 to Social Defense | |||
''Discipline Talent:'' Wound Balance | |||
=== Journeyman Talent Options === | |||
Air Speaking, Battle Bellow, Conceal Object, Engaging Banter, Etiquette, Graceful Exit, Leadership, Resist Taunt, Second Weapon, Surprise Strike | |||
==== Fifth Circle ==== | |||
''Collaborate'': As a Simple action, the Adept can suffer 1 strain to grant an ally +2 towards a test while achieving a common goal. | |||
Karma: The Air Sailor may spend 1 Karma Point on Interaction tests. | |||
Discipline Talent: Heartening Laugh | |||
==== Sixth Circle ==== | |||
Defense: +2 to Physical Defense | |||
Discipline Talent: Air Dance | |||
==== Seventh Circle ==== | |||
Recovery: The Adept gains an additional Recovery test. | |||
Discipline Talent: Inspire Others | |||
==== Eighth Circle ==== | |||
Defense: +3 to Physical Defense | |||
Discipline Talent: Lion Heart | |||
== References == | |||
<references /> | |||
[[Category:Disciplines]] | [[Category:Disciplines]] |
Latest revision as of 15:04, 16 May 2025
Discipline rules provided here are from the Earthdawn Fourth Edition Player's Guide and Earthdawn Fourth Edition Companion. |
Air sailors are Adepts who's magical abilities and Talents incline them to the skies of the Fourth World. These adepts are known to follow careers and lifepaths dedicated to swashbuckling adventure, comradery, and exploration.
Important Attributes
Charisma, Dexterity, Willpower
Karma Ritual
The Air Sailor meditates quietly under an open sky, imagining a voyage on their favored, current, or idealized airship.
Artisan Skills
Rune Carving, Sail Embroidery
Half-Magic
Knowledge of airship design, recognition of different types of airships, common flight paths, airship crew operations.
Talents and Abilities
Novice Talent Options
Acrobatic Defense, Distract, First Impression, Great Leap, Haggle, Maneuver, Navigation, Speak Language, Taunt, Throwing Weapons
First Circle
Free Talent: Air Sailing
Durablity: 5
Karma: While on an airship, the Adept may use karma once per round for any action.
Discipline Talents: Avoid Blow, Climbing, Melee Weapons, Thread Weaving (Air Weaving), Wind Catcher
Second Circle
Defense: +1 to Physical Defense
Discipline Talent: Awareness
Third Circle
Karma: The Air Sailor may spend Karma on Initiative tests.
Discipline Talent: Empathic Sense
Fourth Circle
Defense: +1 to Social Defense
Discipline Talent: Wound Balance
Journeyman Talent Options
Air Speaking, Battle Bellow, Conceal Object, Engaging Banter, Etiquette, Graceful Exit, Leadership, Resist Taunt, Second Weapon, Surprise Strike
Fifth Circle
Collaborate: As a Simple action, the Adept can suffer 1 strain to grant an ally +2 towards a test while achieving a common goal.
Karma: The Air Sailor may spend 1 Karma Point on Interaction tests.
Discipline Talent: Heartening Laugh
Sixth Circle
Defense: +2 to Physical Defense
Discipline Talent: Air Dance
Seventh Circle
Recovery: The Adept gains an additional Recovery test.
Discipline Talent: Inspire Others
Eighth Circle
Defense: +3 to Physical Defense
Discipline Talent: Lion Heart