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* One year of the Survival Guide.
* Spirits and Summoning
* Four Types of Spirits
* A goal in ED4 was to try and make spirits more than just a stat block.
* Spirits are not common, but not unusual.
* Example spirits in the GM Guide show variety.
* Inspiration taken from Werewolf and Mage games from White Wolf.
* Make spirits more than a tool for summoners.
* Lower Strength Rating spirits are more “archetypal”.
* Spirits have their own goals and motivations
* Ally spirits: Often “Spirits of Man”, but also could be other strange astral fauna.
* Beast spirits: “Spirits of Nature”, animals, wild places.
* Elementals: Connected to one of the five elements, often focus on strengthening their element.
* Insect spirits, or Invae: Goal is usually to expand the hive.
* Horrors are astral entities, but NOT spirits.
* Tasked spirits: A spirit called up by a talent or spell to serve a specific function.
* Strength Rating is a guide for how relatively powerful a spirit is. Modifies base game statistics.
* Named spirits are more powerful and harder to control.
* Might get a Name from their summoner, or develop one on their own.
* A diverse array of powers, including access to spells and talents.
* Spirits should be characters
* Summoning
* Ritual process, intentionally not quick.
* If not handled carefully, can overshadow other characters due what the spirit can bring to bear.
* Duration of summon.
* Spirit Talk or Elemental Tongues determines which powers the spirit will use.
* Contest of Wills: Forcing the spirit to do what you want.
* Banishing: Sending a spirit back to its native realm.
* Failed summoning can cause damage.
* GM Advice: Look at the examples and the variety possible for spirits.
* If you have summoners, look at bringing spirits into your story before they get the Summon talent.
* Similar to Beastmaster companions or Cavalryman mounts with regard to group balance and spotlight time.
* Players: Some planning and preparation is using spirits.
* Work with GM to develop a spirit you work with frequently.
* Weird sidebar question about Sorcerer's Apprentice.
* Winternight Trilogy by Katherine Arden.
* Take inspiration from legend and folklore, especially from other cultures.
* Spirited Away (or Princess Mononoke) by Miyazaki
* Once again: Look at spirits as characters.
* Potential source of plot hooks, key knowledge.
Find and Follow:
Email: [email protected]
YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
FASA Games on Facebook: https://www.facebook.com/fasagamesinc
FASA Games Discord Channel: https://discord.gg/uuVwS9u
Earthdawn Guild Facebook Group: https://www.facebook.com/groups/earthdawnguild
Earthdawn West Marches: https://discord.gg/hhHDtXW
4.8
1616 ratings
* One year of the Survival Guide.
* Spirits and Summoning
* Four Types of Spirits
* A goal in ED4 was to try and make spirits more than just a stat block.
* Spirits are not common, but not unusual.
* Example spirits in the GM Guide show variety.
* Inspiration taken from Werewolf and Mage games from White Wolf.
* Make spirits more than a tool for summoners.
* Lower Strength Rating spirits are more “archetypal”.
* Spirits have their own goals and motivations
* Ally spirits: Often “Spirits of Man”, but also could be other strange astral fauna.
* Beast spirits: “Spirits of Nature”, animals, wild places.
* Elementals: Connected to one of the five elements, often focus on strengthening their element.
* Insect spirits, or Invae: Goal is usually to expand the hive.
* Horrors are astral entities, but NOT spirits.
* Tasked spirits: A spirit called up by a talent or spell to serve a specific function.
* Strength Rating is a guide for how relatively powerful a spirit is. Modifies base game statistics.
* Named spirits are more powerful and harder to control.
* Might get a Name from their summoner, or develop one on their own.
* A diverse array of powers, including access to spells and talents.
* Spirits should be characters
* Summoning
* Ritual process, intentionally not quick.
* If not handled carefully, can overshadow other characters due what the spirit can bring to bear.
* Duration of summon.
* Spirit Talk or Elemental Tongues determines which powers the spirit will use.
* Contest of Wills: Forcing the spirit to do what you want.
* Banishing: Sending a spirit back to its native realm.
* Failed summoning can cause damage.
* GM Advice: Look at the examples and the variety possible for spirits.
* If you have summoners, look at bringing spirits into your story before they get the Summon talent.
* Similar to Beastmaster companions or Cavalryman mounts with regard to group balance and spotlight time.
* Players: Some planning and preparation is using spirits.
* Work with GM to develop a spirit you work with frequently.
* Weird sidebar question about Sorcerer's Apprentice.
* Winternight Trilogy by Katherine Arden.
* Take inspiration from legend and folklore, especially from other cultures.
* Spirited Away (or Princess Mononoke) by Miyazaki
* Once again: Look at spirits as characters.
* Potential source of plot hooks, key knowledge.
Find and Follow:
Email: [email protected]
YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
FASA Games on Facebook: https://www.facebook.com/fasagamesinc
FASA Games Discord Channel: https://discord.gg/uuVwS9u
Earthdawn Guild Facebook Group: https://www.facebook.com/groups/earthdawnguild
Earthdawn West Marches: https://discord.gg/hhHDtXW
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