Cavalryfolk Knacks

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Slimcreeper
Posts:1061
Joined:Mon Nov 28, 2016 11:44 pm
Cavalryfolk Knacks

Post by Slimcreeper » Tue May 12, 2020 4:08 pm

A series of knacks to make Cavalryfolk more inviting to play outside.

Calvalryfolk
Dismounted Charge
Talent: Charge Requirements: Rank 3
Restrictions: Calvalryfolk Step: Rank + Str
Action: Free Strain: 1
Skill Use: No
If dismounted, the Cavalryfolk can still charge by running at the target. The adept must move at least their standard movement and may move up to twice their movement rate. They end their movement with a close combat attack. They may substitute their Charge Step for their Strength test. No ability that grants multiple attacks can be used with Dismounted Charge. Dismounted Charge can’t be combined with Splitting Movement.
On a successful hit, the adept must make a Charge test against the target’s Strength Step or be knocked down or drop their weapon, just like with a charging attack on a mount.

Land Legs
Talent: Sure Mount Requirements: Rank 3
Restrictions: Calvalryfolk Step: Rank + Tou
Action: Free Strain: 0
Skill Use: No
Whenever the Cavalryfolk is forced to make a Knockdown Test, they may roll a Land Legs test instead, as though it was the Wound Balance Talent. However, they require an additional success in order to stay on their feet.

Mobility
Talent: Wheeling Attack Requirements: Rank 3
Restrictions: Cavalryfolk Step: NA
Action: Free Strain: 2
Skill Use: No
When dismounted, the Cavalryfolk can use the Splitting Movement combat option but doesn’t suffer the Harried Penalty or the Strain (which is covered by the Knack).

Moving Target
Talent: Wheeling Defense Requirements: Rank 3
Restrictions: Cavalryfolk Step: Rank + Dex
Action: Simple Strain: 2
Skill Use: No
The adept never stops moving during combat, making themselves a difficult target. The adept must move their full movement during combat, without entering the same space more than once. They make a Moving Target test against any opponents within their range of movement. If successful, they get +2 to their Physical Defense until the end of the next round.

Gift of the Beast
Talent: Animal Bond Requirements: Rank 5
Restrictions: Cavalryfok Step: NA
Action: NA Strain: 0
Skill Use: No
As long the Cavalryfolk is bonded to an animal with a higher movement rate, the adept gets +2 to their dismounted Movement rate.

Slimcreeper
Posts:1061
Joined:Mon Nov 28, 2016 11:44 pm

Re: Cavalryfolk Knacks

Post by Slimcreeper » Tue May 12, 2020 6:09 pm

Changes:
Dismounted Charge to rank 7, increased Strain to 2. It prevents you from Splitting Movement and Multiple attacks. The movement must be in a straight line, more or less.
Mobility to rank 5 and strain to 3. It’s basically just Splitting Movement with no penalty. Mobility and Moving target can’t be used in the same round.
Moving Target to rank 5. I used the language from the talent. It sounds like it just affects those with a lower PD than the result. The knack is basically a poor man’s acrobatic defense, as it only gives a flat +2 rather than +2 per success. Mobility and Moving target can’t be used in the same round.
I'm hoping these changes do bring a more balanced type of pony play to the game.
A cavalryfolk mounted would much rather charge on a mount and get the damage boost and tactical ability to split movement. I see the point about Downstrike, but cavalryfolk do get Charge at 1st, so, shrug emoji.
Wheeling Attack can be combined with Charge, unlike Mobility and Dismounted Charge.
Moving Target has a higher strain cost and is less effective than Acrobatic Defense.
My goal was to make knacks that were not as good as the talent, but that could be used in a wider variety of situations, and also give the adept some neat things that the warrior doesn't get. Dismounted Charge really lets you strike across the battlefield.

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