EARTHDAWN PLAYERS GUIDE PDF
Earthdawn Player's Guide (Revised Edition) - THE AGE OF LEGEND Before science, before history, an era of magic Watermarked PDF. Earthdawn Player's Guide (Pathfinder RPG Edition) - THE AGE OF LEGEND Before science, before history, there was an Watermarked PDF. The Earthdawn 4th Edition Player's Guide PDF is now available for purchase at FASA Games! Earthdawn 4th Edition Player's Guide Preorder.
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Earthdawn 3rd Edition Player's Guide is a new RPG Core Player's Guide from Redbrick . Game Components Included: one core player's guide PDF. Earthdawn is a registered trademark of FASA Corporation. Barsaive, The Adept's Way, and Earthdawn. Player's Guide are trademarks of FASA Corporation. FASA Corporation. Earthdawn Player's Companion™ is a Trademark of FASA Corporation. The Player's Companionexpands the rules in the Player's Guide .
They were re-developed almost from the ground up. A lot of factors fed into this and the major overhaul made for a better result than any patchwork…  The paradigm where spellcasters took considerably more legend points to increase their Circle seemed to be based on the logic spellcasters were inherently better than other adepts. In many ways, this was correct. They had a lot more options and power at their disposal…  So, a host of solutions were implemented. Spellcasters now have the same number of talents required to advance in Circle.
They get two free talents, one of which upgrades. This is roughly paid for by their reduced Durability. But their spells now officially cost legend points to learn. This is specifically because each spell is a new ability they bring to the table. Exactly like a knack. None of these things should be free. Along with that is redeveloping every spell.
And adding many new spells. The two biggest overall goals were to ensure the spells were appropriately representative for the discipline. Each spellcasting discipline as a different set of capabilities and competencies. So a lot of the hard work appeared to be in the magicians roles and I have to say that after thoroughly reviewing all of those portions I have to agree.
Magic has changed. What did the magician changes give to the game? This is a very interesting thing to consider — largely because I am just theorizing at the moment and the proof of a game is at least a month away from me. I agree with some of the sentiment from Morgan that the magicians in the fourth edition game feel much more like most any other class. What is it missing? I had one player run a character in Earthdawn over twenty years ago.
He is one of the characters that I always point to as a highlight of the game. He got to about eleventh circle and was a powerhouse. He was the epitome of flavor as a magician. When companions were close to death they would call out to him and beg him to help.
He always leaped on them and had the same phrase; I can help you, but first, I have to kill you… And he would do exactly that and then have a myriad of options to be able to bring them back much healthier than before. This was at the heart of a Nethermancer for me and I look through the altered spells and talents and realize that this player would have the majority of these options removed. There is possibly one spell or talent that does this now and it just detracts from the Nethermancer for me.
But this is not just a Nethermancer problem. It is pervasive through all of the magician disciplines. For example, one of the magician disciplines I loved was the illusionist and in particular there was a spell came out in the first companion from memory called Fun With Doors. In the original text of these spells the complete idea of the spell and the fun that could be had with it was apparent. You could shift the location of doors on a whim and fool other players with this.
The spell in this version is very straight forward and descriptive. The only discipline this works for is the Wizard because they are meant to simply be those that technically study magic and work in a scientific method which is almost how these are written.
They obviously only wanted to convey this stuff to the player mainly by the title. It is the same with the Illusionist and the Elementalist and whilst I find the spells well created and do not throw rocks balanced — they are missing the Fun. What really got me annoyed was… OK, the lack of flavour in spells did annoy me but it may actually be a good thing if the spells ramp at the right rate in the companion, I can accept that.
But then there was one thing that made me put the book down angry. This is something that has occurred due to the separation of one core book into two parts and it gets my blood boiling. Summoning stuff. Well, you know what — that is not good enough. Why was this done? Not to mention when I went to the GM Guide to find them I leaped straight to the index and looked for Spirits that lead me to page On page there is a tiny little bit of flavor text about spirits and nothing more.
It took me many deep breaths to calm myself and I went for the last resort, the Table of Contents that assured me that there was in fact a full chapter devoted to spirits of 48 odd pages. The fact that this is not reflected in the index is very poor indeed.
I read that chapter only chapter I have fully read and found that I understood there was material in that chapter that should not be viewed by players. Scott Rowe Lee F. The Arcology Podcast Walter F. Petty Shane B. Not all of them are Horrors. Though most of the Horrors have left the world. Then the Horrors came. Lush forests died. Should they find folk still living within.
It was an age remembered today in the echoes of myth and legend. Other kaers remain sealed. Before their com- ing. They laid our world to waste in a terrible time known as the Scourge.
The people emerged slowly from their kaers. Beautiful grasslands and majestic mountains became blasted. The Horrors lusted to destroy all life. Thriving forests sheltered plants and animals.
For the world has changed. As humanity struggles to remake the shattered world. The people of the Earth took shelter in fantastic underground cities called kaers. Magic was a part of life itself. Now heroes travel the land. For four hundred years the Horrors roamed the land. Many people died during the Scourge. Bustling towns vanished. That is.
Like many other roleplaying games. Those readers might want to skip ahead to Game Concepts. Heroes fight the monsters of this and other worlds. Earthdawn adds another dimension to roleplaying. They come from many Disciplines. Its people and places are larger than life. Unlike other types of games.
Through noble deeds and sacrifice. As they search the altered land for legendary cit- ies and lost treasures. The object of the game is to have fun while exercising your imagina- tion. The opening short story—To the Saddle Born—provides atmosphere and a taste of the language and style of Earthdawn. When this happens. Heroes come to join in common cause from many paths.
The players of Earthdawn. In contrast to many other roleplaying games. Earthdawn player characters can become the figures in those legends. Earthdawn is a world of high adventure. Those dangers lurk not only within long-forgotten kaers. The world of Earthdawn is one of legend.
In the Age of Legend. The World of Earthdawn Earthdawn is a roleplaying game designed for two or more players. The world of Earthdawn brims over with legends.
Earthdawn has an open-ended style of play. Specific chapters cover aspects of the game and how to play it in detail.
For those with experience in roleplaying. The world holds countless heroes. A band of heroes may include an Illusionist. Gaining this heroic stature through daring deeds is as important a part of playing Earthdawn as any lesser gain in riches or experience. To reclaim the land and heal its heart and soul after the devastation of the Scourge.
What is a Roleplaying Game? Everyone has read a book or seen a movie where the protagonist does something so utterly wrong that the reader or viewer wants to shout a warning to the character. This brief overview will give you the idea behind roleplaying. This introduction will not answer all your questions. For those who are new to roleplaying. Together you can explore the world of Earthdawn. But no warning from the audience can keep that character from doing what the plot demands.
In a roleplaying game the players control the actions. In roleplaying. The gamemaster describes the world as the characters see it. If the player thinks his character can talk himself out of a tight situation rather than resorting to his trusty sword.
The gamemaster may control all the bad guys. Though the players all contribute to the story. A roleplaying game turns this situation on its ear. Gamemastering takes both skill and practice to master. A roleplaying game offers its players a level of challenge and personal involve- ment unmatched by any other type of game. The gamemaster keeps track of what happens and when. The story outlines what might happen at certain times or in reaction to other events.
Since most roleplaying games are played as ongoing campaigns. The plot of a roleplaying game is flexible. When that happens.
Earthdawn Fourth Edition Players Guide (11350940)
Because the players and gamemaster create the adventures they play. The game is not a contest between the players and the gamemaster. While there are many published game supplements and adventures to aid the gamemaster.
The story remains an outline. Armed with this knowledge. While you might want to read everything from cover to cover. Welcome aboard! A comprehensive Contents and Index are included in each book to help you find things quickly. The Game Concepts chapter summarizes a number of basic rules and game me- chanics that are covered in detail in later chapters.
Much of the content in our books is sorted alphabetically talents. You can safely ignore everything else. The best advice we can give beginning players and gamemasters is this: He tossed aside his light linen blanket and rolled out of bed. Feeling a rush of anger. He was halfway down the ladder from his loft bedroom when he heard the front door crash open.
He pulled on a pair of breeches. He stood just over eight feet tall. The troll was dressed in leather and mail. She seized the opportunity. The smell of burning flesh filled the room. The troll. Taking two quick steps. Maura stood with her back to her son. No trolls lived in Aspen Glen. He roared in pain. Maura said one word. Her aim was off. There are other enemies. Davon could tell the threatening figure was a troll. In one hand she held the fireplace poker.
Even in the dim light. A coiled whip hung from his belt. His balance wavered. Dirty canines came into view. The human dropped the sack. He pushed open the door and waited for his eyes to adjust to the darkness. Their escape appeared to have gone unnoticed. He crossed the kitchen to the room his father had added the summer before his sister was born. If they could reach the line of trees. The raider turned and set the thatch roof on fire. Davon boosted himself up. Davon looked back over his shoulder and saw two more raiders come around the side of a nearby building.
In one hand he held a sack. While she did. Despite the warm night. She got out of bed and began pulling on clothes. There was a crash from the other room. They crossed half the distance to the tree line. He spoke in that unfamiliar language. Get up and get dressed. Davon and Anna froze as a large human emerged from the shed. Beyond lay the forest. Davon felt a chill. Anna took his hand.
The mossy ground behind the cottage absorbed his landing. He was dressed like the troll in the cottage—leather and mail. The raider called out. Davon thought about making a break for the trees when the raider turned. Davon managed to sound reassuring. They could have lost the raiders in the darkness of the woods. Seeing Davon take a defensive stance. Davon pushed Anna behind him. Anna was sitting up in bed. His head was shaved.
He watched the flames spread. When the bed was in place. He stepped to one side. Davon looked down at his sister. Run as fast as you can and do not look back. Davon gave his sister a gentle pat on the head. Davon could feel her trembling in fear. I will be right behind you.
In the same movement. The other two raiders continued approach- ing. Wind knocked out of him. Anna clutched at Davon. Eyepatch growled and stepped forward. Both blades were stained dark with blood.
He almost succeeded. The two began talking to each other. Davon found the strength for one last act of defiance. Another axe hung from a loop at his belt. His light brown hair was tied back in a braid. He held a curved sword in his hand. Davon barely registered the blood flowing over his hand. Davon saw the weapon coming for him and tried to get out of the way. When the raiders were two paces away. He watched the way the raiders relaxed. Davon whispered a prayer to Garlen. He said something to Eyepatch.
He called. With all his strength. The blow sliced open his left shoulder. As the two raiders turned to go. The one on the left was another human. Whatever curse or warning he gave Davon drew a laugh from Eyepatch. Davon curled into a ball as the raider continued to kick him.
His shoulder burned. He had made it perhaps a dozen feet when he felt a meaty hand close on his ankle. He held a small axe in his hand. He snarled a few words.
His cropped black hair stuck out from his head in random directions. Davon cried out in pain and dropped the dagger. Before the death blow could land. Wolfskin got to his feet and staggered over. The one on the right was an ork. The ork bellowed in pain clutched at the wound. Davon started to crawl away. I will kill you. The wound on his shoulder stung in the open air.
Wolfskin knelt and grabbed Davon by the hair. He rolled away from Wolfskin.
Eyepatch kicked Davon in the stomach. He wore a dirty wolf skin.
He raised himself to his elbows. He staggered to his feet. The other grabbed at the dagger and pulled it free. Davon had one chance. His hopes of escape dashed. She was tall, and despite her age sat straight in the saddle. She wore her traveling armor: Her gray hair was knot- ted back in a braid reaching to the middle of her back. A handful of survivors moved around the remains of the village, doing what they could to gather the pieces of their shattered lives.
Errig heard the jingle of harness and the rustle of two score ork cavalry waiting for her orders. Her scouts had spotted the smoke at dawn, and the detachment had ridden hard to reach the battle site. It was the fourth village they had come across in the past week, each one telling much the same story.
Errig turned Autumn Thunder, her chestnut mare, and rode back down the hill. Hrogar Blacktusk, her lieutenant, waited on his black stallion, Midnight Justice.
Hrog- ar wore a sleeveless tunic under a green leather cuirass and brown leggings. His bare arms were decorated with a series of tattoos; a tally of the opponents he had defeated in battle. Errig raised her voice and addressed the troops. The villagers eyed them warily. Based on the condition of the village, Errig thought it may have been hit as recently as last night. The Falcons were gaining on the raiders.
Errig and Hrogar brought their mounts to a halt a dozen yards outside the edge of the village. Errig could not tell how old he was. Her mother had said it was because the elves lived without passion, distancing themselves from the truth of life. She raised a hand, palm out, in greeting. My detachment has been following a band of raiders for several days. It seems we are on the right track.
I am Beras, Songsmith of Aspen Glen. You are right on their heels. We were attacked last night, and many of our kin lie dead.
Others were taken from us by these raiders, I fear to be sold as slaves. Errig turned to Hrogar. Tell Gaya and Turbaz to come as well to tend the wounded. If we ride hard, we may catch up with those jackals. Let these farmers tend their own, and let us ride to glory! My own soul cries out for vengeance as well.
For now, we honor Garlen. Thystonius and Lochost will get their due in time. Beras watched him go, and then turned his attention back to Errig. Hrogar was young and eager, but he was a long way from being an effective commander.
Errig dismounted. The more we know about these raiders, their numbers, and their tactics, the more effec- tive our strike will be. If you will come with me, I will make arrangements for you and your men. The Falcons spent about three hours at Aspen Glen. The raiders headed west af- ter the attack, towards the northern foothills of the Tylon Mountains. Based on the tracks, their wagons were heavily loaded.
Errig guessed the raiders would meet their contact soon and unload their cargo. She hoped her troops would catch them before the captives were sold. They had learned some useful information from the villagers. The raiders were reasonably well equipped, but the way the attack was described, they lacked disci- pline.
They used the element of surprise and the confusion that caused to their advan- tage. In open battle against an experienced force—or if they were ambushed them- selves—they would be easily defeated.
Errig gave the order for the Falcons to mount up and make ready to leave. As the orders were carried out, Beras extended his arm. When you have run these raid- ers down, please return as our guest and tell us the tale of your battle. Hrogar rode alongside. They had gone barely two hundred yards when a figure stepped out of the trees, directly into their path.
Errig turned Autumn Thunder aside and waved the column to a halt. Hrogar was caught more unaware, and he jerked hard on the reins to keep from trampling the sudden obstacle.
Midnight Justice reared and pawed the air. The newcomer was young elf dressed in simple tunic and trousers, a little bit too large for his lean frame. His tousled hair was light brown, and his left arm was in a sling. He looked perhaps twelve or thirteen summers in age—though given how slow- ly elves matured, he might be as old as fifteen or sixteen. Hrogar sighed. He dismounted, and moved toward the elf.
The blade came ringing free, and Hrogar found himself staring down three feet of steel. He took a cautious step back, and glanced at his commander, surprise and anger on his face. He had the lanky grace of a year-old colt, all limbs and angles. Despite his injury the sword stayed level, though the effort involved was clear. There was a fire in this boy, and Errig did not think there was anything she could do to sway him from his chosen course. The point of the sword dipped towards the ground.
He stepped forward and pulled his sword out of the ground. Brushing the dirt off with his hand, he stalked back towards Midnight Justice. One of the Falcons brought forward a dun-colored mare, saddled and bridled.
He passed the reins to Errig, who handed them to the boy. She will carry you well. He clearly had some experience with horses. The mare bore the treatment stoically. After a few moments of getting acquainted, the elf mounted. He had some difficul- ty because of his injury, but he managed to get astride Winter Cloud and settled into the saddle.
The elf boy seemed small and frail in the cavalry saddle, which was sized for an ork warrior. Hrogar watched all of this with a dark expression, clearly unhappy that the boy had embarrassed him, and that he would be riding with them. She turned to Davon. She looked back at the Falcons. After a moment, he turned Winter Cloud to the west and urged her to follow.
Later that day, when the cavalry stopped for a break, one of the ork riders came over to Davon and examined his wound. After a few minutes, the itching faded and Davon found the pain was nearly gone.
One offered a stiff leather jerkin, which Davon pulled over his head and tightened as best he could. Another brought a short sword, plain but serviceable. In general, the Falcons were friendly and open with Davon.
Apparently, his insistence on joining them had impressed them, and they did the best they could to equip him for the coming battle. Only the one called Hrogar was distant. Davon caught the ork glaring at him from time to time. Davon tried not to let it bother him—he had embarrassed the ork, and clearly the temperamental lieutenant held it against him.
The forward scouts found the slave camp just before nightfall. There were four wagons, and about thirty or forty armed guards. Errig decided to let the slavers get comfortable and complacent, planning their strike for shortly after midnight.
Davon found combat was a loud, bloody, terrifying mess. He felt the horse move under him, the thunder of hooves rang in his ears. Errig had been right, though; Win- ter Cloud carried him well.
Davon did not guide the mare so much as cling to her back, wildly swinging his sword and hoping he did not die. If he died, nobody would be left to take care of his sister. A figure appeared out of the dark, silhouetted against one of the fires. Davon rec- ognized the outline of Eyepatch, and his fear was washed away in a rush of anger. He turned Winter Cloud toward the raider, and kicked her flanks, urging her into a gallop.
Davon crouched low over her neck, and his grip on the sword tightened. The raider filled his field of vision. His upper lip curled in a sneer. He faced Davon squarely, sword at the ready, his back to the fire. The sounds of battle faded. Everything focused down to a few details: Something opened inside Davon. The two beings, for an instant, became one. The unity passed as quickly as it had come, though Davon did not have time to dwell on it.
He launched himself into the air, arms outstretched, sword in hand. Winter Cloud adjusted her course, skirting the edge of the fire and kicking at the other raiders who had taken up defensive positions around the flames. Davon struck the raider, his momentum knocking the pair backwards into the fire. Eyepatch roared, wrapped his arms around Davon, and tried to roll over.
The raider cried out, and his grip loosened. The blade pierced the leather armor, but met resistance just below the flesh. Davon shifted his weight, changing the angle of his thrust.
Earthdawn Player’s Guide – Hit or Miss?
The raider was no longer a concern, but there were other enemies nearby. He looked around, and saw that Winter Cloud had been fighting a battle of her own, kicking at the nearby raiders, taking the fight out of them and leaving many with broken arms or legs. Halfway there, a dwarf in a chain shirt and wielding a large hammer closed to attack, swinging the hammer in a wide arc. Davon did his best to keep his sword pointed at the enemy, but the dwarf kept knocking it aside. Davon was forced to retreat, moving away from the wagons.
Davon became desperate, looking for some advantage. Before he could find one, he tripped over the arm of a dead raider. Davon landed hard, and the sword fell from his hand. The dwarf grinned, revealing a lone gold tooth in the midst of several dirty and broken ones.
He extended his arm, and his fingers wrapped around the hilt. Davon felt the bones crack, and cried out in pain. Davon tried to pull free, but his hand was trapped. The dwarf swung his hammer back, readying it for an overhand smash.
For the second time in twenty-four hours, Davon looked Death in the eyes. Before it could take him, Winter Cloud galloped up and reared, striking at the dwarf with her front hooves.
The dwarf, unprepared for the attack, was knocked off balance. The dwarf twitched, then lay still. Winter Cloud stomped on the dwarf a couple more times, then looked back at Davon.
The boy struggled to his feet, cradling his wounded hand against his chest. He walked over to the horse, scratched her chin with his good hand, and laid his cheek against hers. The immediate danger past, Davon started back toward the slave wagon. Winter Cloud walked alongside. The battle was nearly over—a few raiders still fought, but the more disciplined ork cavalry was making quick work of them. His sword lay somewhere behind him. Even if he still had it, his wounded hand would make it difficult to use.
The cages were empty. Errig sat on a flat stone, eating porridge out of a wooden bowl. Autumn Thunder grazed nearby. Hrogar approached, leading Midnight Justice. I want to be back at the main camp as soon as possible. He stopped and swore. Errig looked up and saw Davon coming up the hill. Hrogar rolled his eyes. Hrogar stepped forward and crossed his arms over his chest.
They were loaded onto an airship—no doubt bound for a slave market some- where. Even if we knew where it was, they would be sold and shipped Passions know where long before we got there. Hrogar returned the expression. Davon shifted his gaze to Errig. Our orders were to deal with the raiders.
We have done that. His fists clenched, and Hrogar tensed, expecting an assault. Davon gave a frustrated sigh, then turned and stormed away. The boy stopped when he reached the horse and absently scratched her shoulder.
He glanced back toward Errig and Hrogar, and when he saw them watching, turned and started walking again. Winter Cloud followed close behind. Errig looked over at Autumn Thunder. The mare sensed her gaze and looked up from grazing. Errig watched him go, and then looked for Davon. The boy had not gone far—he stood on the crest of another hill, looking off to the south. Davon heard them approaching, looked back over his shoul- der, then turned away.
Errig stopped and stood quietly beside him. After a minute, Errig broke the silence. Errig ignored the look and continued. You may not have rescued them, but you struck back at their captors, and fought well. That is something to be proud of. My mother is dead, and my sister is on that airship.
Silence fell between them. Errig watched Davon. Once or twice he looked like he was about to speak, but he kept silent. After a few minutes, Errig spoke. I went after him… and something happened.
There is no rush. Her hooves were tearing up the ground, but they were my hooves. It was like she could read my thoughts—she would turn without a pull on the reins. We were one mind. One body. It was A Cavalryman. All of the Falcons have felt that one- ness at one time or another, and many of us draw power from the special bond be- tween horse and rider.
What you felt last night was a taste of that magic. He was silent for a few moments. She is After a moment, she continued. You can talk to her? This lad really is a rider born, she thought. I wonder. She looked over at Autumn Thunder. The mare looked up from her grazing with an expression that said, Why are you asking me? She turned back to Davon. Spending time with Winter Cloud will just make it more difficult to form a proper bond later.
You mean…? I am offering to take you with us and see that you are trained as a proper Cavalryman. But I think you have got potential, and it would give you the skills you need to go out there after other bands of slavers.
For the first time since Errig had met him, Davon truly smiled. Hrogar is waiting for us at the bot- tom of the hill—and not very patiently. Rank is the measure of proficiency in a talent or skill. Earthdawn uses six different types of polyhedral dice: Ranks are usually added to an Attribute to determine a Step number. These dice rolls are called tests. Some are terms common to most roleplaying games. Steps are ordered on an increasing scale.
The Step determines what dice a player rolls to perform actions in the game. In most published Earthdawn products. To make a test. Whenever a character attempts an action like casting a spell. Whether you are an experienced gamer or new to roleplaying. On his D8 bonus die he rolls a 2. If you roll the maximum value on a bonus die.
This contin- ues for as long as the maximum possible result for the die is rolled. Add the result of the roll to the total of any dice already rolled to determine the final result. Bonus Dice When you roll the highest possible number on a die. A player rolling for Mica. The results are an 8 and a 6. Regardless of modifiers. In most cases. Throughout this book you will find sections presented as optional rules. Some optional rules in this book are actu- ally rules from earlier editions of the Earthdawn game.
Test Results A test result can be used in several ways.
These rules should only be used where the gamemaster and players feel they add to the overall play experience. As a general rule. They are included here for players and gamemasters who prefer to use them. This means there are places where more complex rules can be used by those who like more detail in their games. We have presented a number of different rule options. If the gamemaster feels that it would be beneficial to the game.
If the result is at least equal to this number. Optional Rules By design. This method can slow down game play while players recalculate Steps and Action Dice on the fly. For example. Another reason for including optional rules is for those players using older published rulebooks and supplements. Bonuses and Penalties Test results may be modified by a bonus or a penalty.
In the example above. Success Levels Sometimes a test result determines not only success or failure. The Difficulty Number to hit the ork is 9. Older editions of Earthdawn used a different system for measuring degrees of success.
In many cases when the player characters must make a test. For every five points the result exceeds the Difficulty Number. If you are using older products. If you wish to use these result levels in your game. There is no equivalent to these result levels in Fourth Edition. This result is ten points over the Difficulty Number. This is referred to as the success level. Kira swings her sword at a charging ork scorcher. Extra successes may give the character an extra reward for his efforts—addition- al information or clues.
Equaling the Difficulty Number counts as one success. The result is compared to the Diffi- culty Number. Initiative tests. Time Time can be important in Earthdawn. This is known as the Rule of One. Effect Tests Sometimes the test result represents a value. If successful. It represents the time required to carry out most ac- tions and equals approximately six seconds of game time. A standard day is twenty-four hours long. A round is a time-keeping unit usually used to keep the action flowing when the timing of events is important.
Distances and Weights Throughout the Earthdawn game you will see references to distances and weights expressed in the Imperial system of inches. During combat. The most common examples of these tests are Damage tests. These types of tests are known as Effect tests. On the Throalic calendar.
It is recommended that the Rule of One only apply to the results of tests where two or more dice are rolled. The Theran Empire. Effect test results can be used to determine the duration of a spell. Recogniz- ing that many gamers are more familiar with the metric system. The Rule of One is not applicable to Effect tests.
See the Combat chapter. A month is thirty days long.
A week is seven days. While not strictly accurate. Unless stat- ed otherwise. These ratings are called Circles. Descriptions for non-magical skills can be found in the Skills chapter. Each Discipline offers a unique selection Volume of talents. The form of magical train. After each game session. Though characters tend to specialize in one Discipline. When an adept reaches a new Disci- pline Circle. Adept characters usually begin the game at First Cir- cle.
You can also earn Legend Points based on how well you portrayed. The Building Your Legend chapter. The most talented characters. The talents available to each Discipline are described in the Talents chapter. The different Disciplines are described in the Disciplines chapter.
Using your Character Sheet as a guide. The gamemaster will probably ask you to roll some dice. Karma All adepts. A sample Character Sheet can be found on p.
The use of Karma is simulated through Karma Points and Karma dice. Unless noted otherwise. The talents. More information on the game statistics of your character can be found in the Creating Characters chapter. During the course of the game. The Wound Threshold represents the amount of damage it takes to wound your character from a single attack.
Karma dice can result in bo- nus dice.
This magical energy is known as Karma. As with all dice rolled on a test. Special circumstances. The number of damage points a character has taken is reflected in his Current Damage total.
Your character may only make a limited number of Recovery tests each day. Adepts use Karma to enhance their magical talents. The Health section of your Character Sheet tracks damage your character takes. Magic The world of Earthdawn is touched by magic in every aspect. Most scholars include the dragons among the Namegivers.The girl did her best, but Davon did most of the work. Extra successes may give the character an extra reward for his efforts—addition- al information or clues.
He extended his arm, and his fingers wrapped around the hilt. The destruction wrought by a Horror or caused by its mere presence can corrupt magical energies. Carsten Damm, James D. Gamemastering takes both skill and practice to master.