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JOURNEYMAN
Journeyman Discipline adepts are rare in Barsaive. Available only to humans, this Discipline takes advantage of that race's versatility and adaptability and enables them to use powerful magic outside the relatively narrow focus of a standard Discipline.
An adept's Discipline functions much like a filter through which the character sees the world. By acting according to this world view, he is able to better use magic. The journeyman views the world as a field of magical possibilities, of which he is able to learn to use a limited variety. Rather than learning new talents from increasingly more advanced members of a single Discipline, the journeyman studies with masters of a variety of Disciplines, learning something specific from each. Of all Disciplines, the journeyman is the rarest and most difficult to follow. Adepts who choose this path must deal with certain, unique restrictions: they may learn only a certain number of talents and must master each talent before learning more. Racial Restrictions: Humans only Karma Ritual: The journeyman sits alone in the most barren area in the vicinity. He imagines seeing the world as viewed by each of the other Disciplines, one at a time, and considers the limited view of the world each perceives. He imagines the world again, this time through the eyes of his own Discipline, and remembers the true diversity of the world. He rises and mimics the common actions of adepts who follow those Disciplines whose talents the journeyman has learned. He may gesture as a swordmaster if he has learned Melee Weapons, for example, or a wizard if he has learned Spellcasting. The ritual ends when the journeyman has mimicked a talent of each Discipline he has studied. Special Rules The journeyman Discipline allows each player to tai-lor the specifics of the Discipline to the type of character desired. Rather than providing specific talents and characteristics bonuses, this Discipline description outlines what the player should consider when designing this Discipline, including the advantages and limitations. Versatility The player creating a journeyman begins the game by assigning the Versatility talent to the character twice, each at Rank 2. The sum of the ranks of these two Versatility talents represents the maximum number of other talents the journeyman may have at any one time, up to a maximum of 30. The Versatility talents do not count toward the required number of talents to advance from Circle to Circle. FIRST CIRCLE When creating a beginning journeyman character, the player assigns Rank 2 to each of two Versatility talents, and chooses 4 other talents from all those available to other Disciplines at Circle 1, assigning each of these Rank 1. One of these 4 should be the Karma Ritual talent. Higher Circles As the character qualifies for each new Discipline Circle, he can choose new talents from those available to all other Disciplines at each Circle. The journeyman suffers the same limits on talents available at each Circle as adepts of other Disciplines. In other words, he can learn up to 3 new talents at Second Circle, 2 at Circles 5-8, 3 more at Ninth Circle, and so on. He can choose 3 from those available for each Discipline at Second Circle, 2 from those available at each Circle up to Eighth, and so on. Journeymen may learn talents from their current Circle or any lower Circle. For example, a journeyman character can learn the Durability talent at any Circle higher than Second. The maximum number of talents a journeyman character can learn is 30. Because a character may have a maximum number of talents equal to the sum of his Versatility talent ranks, for each new talent beyond the fourth that the character chooses, he must purchase higher ranks in his Versatility talents. Players must take the following factors into account when advancing their journeyman character through the Discipline Circles. SECOND CIRCLE Durability At Second Circle, the Journeyman may take the Durability talent, which increases his Death Rating by 6 and his Unconsciousness Rating by 5 for each rank in Durability. NINTH CIRCLE At Ninth Circle, the journeyman can learn Morphism, a special talent available only to this Discipline. Only another journeyman can train an adept in this talent, and few prove willing to do so. The cost for learning this talent appears in its description. Thread Weaving The Thread Weaving talent available to a journeyman character is called Journey Weaving and functions exactly the same as all other types of Thread Weaving. If the journeyman gains the Spellcasting talent and wishes to cast spells, he must also have the appropriate form of Thread Weaving for the types of spells he wishes to cast (i.e., Elementalism, Wizardry, and so on). Training Unlike adepts of other Disciplines, who must receive training only when advancing to a new Circle, adepts of the journeyman Discipline must be trained in each talent. Also, characters using the journeyman need not train to advance to the next Circle; they advance to the next Circle as soon as they satisfy the conditions for advancement (p. 223, ED). This makes learning new talents more difficult and expensive than normal. To train in a talent, the journeyman must find an adept of the appropriate Discipline who knows the talent he wishes to learn. For each talent, this training costs 200 silver pieces times the journeyman's current Circle and requires the time and other considerations outlined for advancing to higher Circles on p. 223, ED. Once a journeyman learns a talent at Rank 1 through training, he can increase that talent's rank for the normal Legend Point cost. MORPHISM
The
Morphism talent allows a journeyman to magically take on properties of the
other Name-giver races. At each rank after the first, the Morphism talent
increases the journeyman's Attribute Values. Rank 1 in this talent represents
the journeyman learning to adapt his use of magic to alter his body and
so does not grant Attribute bonuses.For each rank higher than the first, the journeyman gains a specific bonus to one of his Attribute Values as shown on the Morphism Bonus Table. These bonuses are not cumulative; only the highest bonus is used. For example, Rank 4 of the Morphism talent adds +1 to the journeyman's Charisma Attribute Value. At Rank 10, he gains a +2 bonus to Charisma. When the journeyman reaches Rank 10, he gains only the +2 bonus, not both. The race to which an attribute bonus is normally granted appears in parentheses next to each bonus. In some cases, more than one race receives the same bonus, which allows the player to choose from which race his bonus originates. In order to leam this rare talent, a journeyman must first discover its existence. Most adepts who hear of it learn of it as part of a myth or legend, and many dismiss the talent as mere rumor-and are encouraged in that belief by journeymen reluctant to share the knowledge of the Morphism talent. Once a journeyman decides to believe in the Morphism talent and to leam it, his real task begins. He must find another journeyman who is at least Ninth Circle, who knows the talent, and who is willing to train him. This combination remains very rare. Training in this talent costs twice as much and takes twice as long for the adept as training in any other, standard talent. To gain this talent at Rank 1 costs a minimum of 5,000 silver pieces and requires 80 hours of training. Interestingly enough, as a journeyman gains ranks in this talent, his appearance begins to take on aspects of the races whose Attribute bonuses he has "borrowed." The skin of a character with the Dexterity bonus of a t'skrang might begin to take on a greenish tint and appear some-what scaly, for example, and a journeyman who gains the Strength and Toughness bonuses of an obsidiman might begin to look like he is made of stone. Mike has decided to create a journeyman character. He begins by assigning the character two Versatility talents, giving each Rank 2. He then chooses the Animal Bond, Avoid Blow, Tracking, and Karma Ritual talents, each at Rank 1. Earthdawn
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