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* Paths In Review: Taildancer
* Historical development background from the Earthdawn Journal to present day.
* One with the rhythm of the world.
* The epitome of t’skrang combat style.
* Requirements to follow the Path.
* Association with the War College of House K’tenshin.
* Review of the four schools presented in Mystic Paths.
* Edo: Area control and movement.
* Skora: Using tail as shield for defense.
* Ch’tard: Subtlety and stealth, surprise, and ambush attacks.
* Shivoavara: Offensive style, most traditional/iconic version.
* Draws on ideas of martial academies from history and pop culture.
* Less “secret society” and more “elite fraternity/sorority”.
* Initiation into the Taildancers.
* Rivalries between different schools.
* Mechanical Review: Requirements.
* Karma Ritual modification.
* Half-Magic additions.
* Path Bonuses: Physical Defense, Social Defense, Initiative boosts.
* Primary path talent options.
* New talents: Dance Partner, Tail Dance, Tail Spike, Engaging Dance.
* Ch’tard school talent options.
* New talents: Ch’tard Dance, Ch’tard Pierce.
* Sidebar about general design intentions: Expand physical combat into a more complex, crunchy system.
* Edo school talent options.
* New talents: Edo Dance, Edo Sweep.
* Shivoavara school talent options.
* New talents: Shivoavara Dance, Shivoavara Escalation.
* Skora school talent options.
* New talents: Skora Dance, Skora Slam.
* Taildancers have a lot of talent knacks, sometimes restricted by school.
* Potential downside of Taildancers hogging the spotlight in combat, expectation of system mastery.
* Unlike some paths, Taildancers are easy to incorporate into a campaign; don’t dominate narrative themes the way some paths do.
* Possibility of other schools.
* Intentionally designed for a more intensive game mechanical focus.
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
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