Spirit of the Century: Eberron Adventures 1

I thought it might be worthwhile to write up some adaptations that I did so that I could use Spirit of the Century’s rules to run a game set in Eberron. This isn’t my original idea, but some of the things I did to solve the obvious design problems might be helpful to someone else wanting to run a similar game. This is taken verbatim from my Google Document that I used for the game as a reasource for myself and the players. I’ll probably have to split it up into parts for posting. Some of it is just re-printed from SotC itself, with some Eberron tweaks.

Character Creation

Think about your character’s family, culture, race and upbringing. Where did your character grow up? What is her family like? What nation does she come from?
Write down a summary of what you come up with.
Write down two Aspects that relate to your character’s background, race, culture, nationality, and family.

The Last War
What did your character do during the Last War? Who did she fight for? What did she lose? Who did she kill, and how does she feel about it? Who tried to kill her, and why did they fail, and how does she feel about that? How and where was she trained?
Write down a summary of what your character did during the Last War. This could include her class, special abilities, and so on, as well as relationships.
Write down two Aspects relating to the answer to that question.

What great adventure has your character had in the past? Write it down in the form of a novel with a title like: Character Name in…Exciting Thing! Here is where you want to mention your class, special abilities, magical items you might have found, allies and so on.
Write down the title and back cover blurb for your character’s novel.
Write down two Aspects related to her exciting adventures.

Guest Star
Each player chooses one other character who made an appearance in their novel as a guest star (or they’re chosen for them randomly). That player then writes a blurb about what that character did in their novel, and the player whose character is being described has to write an Aspect based on what happened that connects you to one of the other characters. Featuring…Other Character’s Name! is added to your novel title.

–>Alternately, a second Aspect can be derived from the first Guest Star story

Guest Star
Do the above again, this time with a different character, and write an Aspect that connects you to that character. Add And Introducing…Third Character’s Name! to your novel title.

Don’t worry about the last two Aspects, those are blank for now. We’ll fill them in later.

If you find that you have two Aspects that you want to add to your list now, feel free, but you don’t have to. The normal total is 10 Aspects, but I thought starting with 8 might be better. Also, after each session, you’ll be able to switch out an Aspect if you want, so there will be a way to change ones that you don’t like or aren’t working for your concept anymore.

Choose one Great skill, two Good skills, three Fair skills and four Average skills. This is a pyramid that is one step down compared to the one that the SotC book recommends, and this is intentional – so that we can advance characers over the course of multiple sessions (something SotC isn’t quite built for, but which it supports with a little creativity)

New Skills: Alchemy, Arcana, Bows, Crafting, Healing, Religion (the skill used for divine magic), Spellcraft (enables identification of magical effects and Cantrips)

Complete Skill List (Book with the Added and Cut Skills): Academics, Alchemy, Alertness, Arcana, Art, Athletics, Bows, Burglary, Contacting, Crafting, Deceit, Empathy, Endurance, Engineering, Fists, Gambling, Healing, Intimidation, Investigation, Leadership, Might, Rapport, Religion, Resolve, Resources, Sleight of Hand, Spellcraft, Stealth, Survival, Weaponry

Cut Skills: Drive, Guns, Mysteries, Pilot, Science
–>Things like airships or sailing ships can be piloted, but not with the Pilot skill. Piloting an airship is a social conflict between you and the elemental powering it. A Lyrandar/Storm Dragonmark can obviously be used to make your roll higher – with a Fate Point. Otherwise, the Lyranadar Mark only lets you attempt to control the bound elemental.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )


Connecting to %s