Air Sailor (Discipline): Difference between revisions

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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.
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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 ===
=== Important Attributes ===
Charisma, Dexterity, Willpower
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

References