Friday, February 3, 2017

Earthdawn to DCC Part 3: Thread Weaving and Group Patterns.

Well here is the 3rd installment of what I have come up with so far.  We are play testing our first adventure in a few weeks so trying to get as much of the rules down as possible before then.

All classes in Earthdawn have an ability called Thread Weaving. This ability can be used to connect a character to magic items or to connect themselves to their adventuring group (Group Pattern).

A characters Thread Weaving ability = d20+stat+level.

Associated Stat
Warriors= Str , Stam, Luck
Spellcasters = Int or Luck
Thief, Elf =Agi or Luck
Windling = Agi or Luck
Troubadour = Per or Luck

When magic items are found a thread can be weaved to it to activate its magic.  This is done as follows.

Magic Items
Finding the Key Knowledge of the item. (Involves research and questing)
Make Thread Weaving roll.
If successful spend XP for appropriate rank.

XP for DCC/Earthdawn is kept as a running total for spending on magic items and for Building your Legend.(more on that later)

XP Cost:

Rank  -  Cost   (If converting from an adventure divide the LP cost by 10... so far it seems to work ..)
1             30
2             50
3             80
4             130
5             210

Ranks cannot be skipped.

Creating a Group True Pattern

Just as people, places, and things can have Names, so can groups of people. If all
the members of a group can agree upon a Name, that Name can form a
True Pattern. The True Pattern represents all that the group is, like other True Patterns. This
process is not easy, and requires that the group fulfill the following conditions, in order:

1. The group chooses a Name for itself which represents the group’s past, present,
and future.
2. The group’s members create a symbol which represents the group and its
3. Each member of the group creates or chooses an item representing the group and that
character’s role in it; this item becomes a Minor Pattern Item for the group.
4. The group is Named during a specific Naming ritual, beginning the formation
of the group’s True Pattern. All characters performing the naming ritual make a thread weaving roll with at DC of 11.
5. The group’s members perform a Group Oath of Blood Peace, concluding the
formation of the Group True Pattern. ( Spellburn 4 stat points)   At least one member of the group needs to have researched and know the Group Oath of Blood Peace.
Once a group pattern is formed characters can weave a thread to the pattern and gain a bonus based on what other characters are part of the pattern. The Thread Weaving roll is needed each time a character would like to try and use a bonus from another character. The character must also have of their pattern item to make the Thread Weaving attempt.

Example: Wizard falls in a pit trap and needs to climb out... he's terrible at climbing so he weaves a thread to the pattern and can now use the Trolls STR bonus to climb out.

That's it for now, my next post should cover Patrons and Gods(Passions in ED)