
We've streamlined the rules of the game for this adventure to make
it easy for you to get into the world of Earthdawn quickly: in order to
do so, we also left out some of the really neat and unique features of the
game. We're sure you'll like this sample enough to want to experience the
real thing.
/ Character Statistics
/ Step Numbers and Action Dice /
/ Talent and Skill Descriptions / Spellcasting
/ Combat Rules /
/ Karma Points / Creatures
/
Character Statistics-
So what do all those character stats mean?
Most roleplaying games rate characters by their natural physical and
mental attributes and any skills or other abilites they have learned.
Earthdawn rates characters according to three basic types of abilities.
These are Attributes, Talents and Skills, and Characteristics.
Attributes-
Attributes are a character's natural abilities. These represent how strong,
smart, charismatic, coordinated and so on he or she is. Earthdawn uses six
Attribute Values to define a character's natural abilities.
- Dexterity: This measures a character's quickness and agility.
Dexterity determines how well a character can make and avoid physical attacks
in combat.
- Strength: This measures a character's physical strength.
Strength determines how much a character can lift and carry, as well as
how much damage he inflicts in combat.
- Toughness: This measures the character's endurance and health.
Toughness determines how much damage a character can suffer in combat before
falling unconscious or dying.
- Perception: This measures a character's mental quickness,
alertness, and ability to notice things. Perception determines how well
a character can avoid the effects of magical spells.
- Willpower: This measures a character's mental strength and
force of will. Willpower helps characters to resist damage from magical
spells.
- Charisma: This measures a character's persuasiveness and
ability to create a positive impression on others.
Attributes are rated by two numbers. These are the Attribute Value
and the Step Number. Attribute Values are measured on a scale from 1 (the
lowest possible) to 30 (the highest possible). Most characters have Attribute
Values ranging from 9 or 10 to 17 or 18. A character's Attribute Values
appear in parentheses next to each Attribute. For example, Thom Hammerblade
has a Dexterity Value of 14, shown on the record sheet as "Dexterity
(14)."
Attribute Step Numbers, determined by the Attribute Value, are also
measured on a scale. The Step Number/Action Dice
Table shows the Attribute Values for each Step Number. On the character
sheet, the Step Number is the number to the left of the slash on the line
next to each Attribute. For example, Thom Hammerblade has a Dexterity Step
Number of 6. This is shown on the character sheet as "Dexterity (14):
6 / D10.
Talents and Skills-
Talents and skills are abilities that a character can learn. Talents
are magical abilities. These include the ability to cast spells as well
as using melee weapons or dodging a blow in combat. Skills are ordinary,
mundane abilities, like artistic or survival skills.
Talents and skills are rated in two ways, much like Attributes: first by
rank and second by step number. The rank of a talent or skill is a measure
of how well trained a character is in that specific area. Ranks can range
from 1 (the lowest possible) to 15 (the highest possible). Most beginning
characters will have ranks from 1 to 3 only. In time, as the character learns
more, he can increase the ranks of his talents and skills. The rank of a
talent or skill is located in the parentheses after each. For example, Thom
Hammerblade has Rank 2 in the Forge Blade Talent. This is shown on the character
sheet as "Forge Blade (2)."
The step number for talents and skills is the same as for Attributes. It
is the number to the left of the slash following each talent or skill. For
example, Thom Hammerblade has a Forge Blade step number of 9. This is shown
on the character sheet as "Forge Blade (2): 9 / D8 + D6."
The step number for talents and skills is based on the rank of the talent
or skill, plus the step number of one of the character's Attributes. Each
talent and skill has an Attribute on which it bases its step number. These
are listed with each talent and skill in the Talent
and Skill Descriptions section below.
Characteristics-
Each character also has a set of Characteristics. These are sets of numbers
which describe the character in game terms. That is, they represent exactly
how much damage a character can take before dying, how fast he can move,
and so on. Characteristics are almost always rated as a single value rather
than a step number. Earthdawn uses four groups of characteristics: Initiative,
Movement, Combat, and Damage.
- Initiative: This is the type of dice a player rolls for
his character's Initiative Test. Initiative in combat determines which character
or creature acts first. See Combat Rules.
- Movement: This is how many yards a character can run in
one Combat Round.
- Combat: Combat refers to five characteristics. These are:
Physical Defense: This is a measure of how well your
character can avoid getting hit by physical attacks in combat. A character's
Dexterity determines this number.
Spell Defense: This is a measure of how well your character can avoid
being affected by magical attacks. A character's Perception determines this
number.
Social Defense: This is a measure of how well your character holds
out against social interactions, such as lies or charms. A character's Charisma
determines this number.
Armor: This is a measure of the amount of armor your character is
wearing. Armor protects your character from physical damage in combat. This
number is based on the type of armor and shield your character wears.
Mystic Armor: This is a measure of how resistant your character is
to magical attacks. Mystic Armor protects your character from magical damage
in combat. A character's Willpower determines this number.
- Damage: Damage uses five characteristics. These are:
Death Rating: This is the number of Damage Points
it takes to kill a character. If a character takes this amount of damage,
he dies.
Wound Threshold: If a character takes a number of Damage Points from
a single attack that is equal to or greater than this number, he takes a
Wound. Unless otherwise noted, a character can only recieve one Wound from
a single attack.
Unconsciousness Rating: This is the number of Damage Points it takes
to knock a character unconscious.
Recovery Tests per Day: This is the number of times in one day that
a character can make a Recovery Test. See Combat
Rules.
Recovery Dice: This is the type of dice the player rolls when a character
makes a Recovery Test.
Equipment-
In addition to Attributes, talents and skills, and Characteristics, characters
also have a list of equipment on their Character Record Sheets. Most of
the equipment listed is self-explanatory. The weapons listed also have the
Damage Step Number and Action Dice that a character uses when attacking
with the weapon.
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Step Numbers and Action Dice
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As described above, Attributes, talents and skills are measured by
step numbers. Step numbers determine the type of dice you roll when your
character attempts an action. The type of dice associated with each step
number are called Action dice.
Action dice are ordered in a scale, from lowest to highest. Part of the
scale of step numbers and Action Dice is given below. The table also includes
a column showing the Attribute Values that correspond to each step number.
Step Number/Action Dice Table
| Steps | Action Dice | Attribute Value Range |
|---|
| 1 |
D4 - 2 | -- |
|---|
| 2 | D4 - 1 | 1-3 |
|---|
| 3 |
D4 | 4-6 |
|---|
| 4 | D6 | 7-9 |
|---|
| 5 |
D8 | 10-12 |
|---|
| 6 | D10 | 13-15 |
|---|
| 7 |
D12 | 16-18 |
|---|
| 8 | 2D6 | 19-21 |
|---|
| 9 |
D8 + D6 | 22-24 |
|---|
| 10 | D10 + D6 | 25-27 |
|---|
| 11 |
D10 + D8 | 28-30 |
|---|
| 12 | 2D10 | -- |
|---|
| 13 |
D12 + D10 | -- |
|---|
| 14 | D20 + D4 | -- |
|---|
| 15 | D20
+ D6 | -- |
|---|
| 16 | D20 + D8 | -- |
|---|
| 17 |
D20 + D10 | -- |
|---|
| 18 | D20 + D12 | -- |
|---|
| 19 |
D20 + 2D6 | -- |
|---|
| 20 | D20 + D8 + D6 | --
|
|---|
Rolling Dice
So how does your character use all these neat abilities? By rolling
dice. Whenever a character wants to perform an action that might not succeed
(attacking, casting a spell, and so on), the player rolls dice. This is
called making a test. All actions in Earthdawn are resolved by making tests.
- Making Tests: To make a test, a player rolls the Action
dice indicated for the ability he is using to perform the action. For example,
when using Melee Weapons, a player would roll the dice indicated for his
Melee Weapons Talent. If your character is trying to cast a spell, he would
roll the dice indicated for his Spellcasting Talent. The result of the dice
roll is compared to the Difficulty Number listed in the talent or skill
description. If the test result is equal to or higher than the Difficulty
Number, the action is successful.
- Bonus Dice: When making tests, if the result on any one
of your dice is the maximum number possible (for example, a "4"
on a four-sided die), you may re-roll the die, adding the new result to
the old, to get the final total. For example, a player is rolling D10 +
D8 for a test. He rolls the dice, getting a "5" on the D10, and
an "8" on the D8. He may pick up the D8 and re-roll, adding the
new result to the result of 13. This time he gets a "6" on the
D8. His total result for his test is 19 ( 5 + 8 + 6 = 19 ). As long as the
result of a die is the maximum possible, you can keep re-rolling.
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Talent and Skill Descriptions
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This section provides descriptions of the specific talents and skills
needed for this adventure. In the talent descriptions that follow, the Attribute
on which they are based appears in parentheses.
Using Talents and Skills-
To use a talent or skill, a player makes a test. The result of the dice
roll is compared to the Difficulty Number listed in the talent or skill
description. If the result is equal to or higher than the Difficulty Number,
the action is successful.
Talents-
- Air Sailing (Willpower): Allows a character to serve on
the crew of an airship. Difficulty Number: 4.
- Avoid Blow (Dexterity): Allows a character to dodge an attack
at the last second. Can be used in the same Combat Round as an Attack Test,
but can only be used once per Combat Round. Difficulty Number: the Attack
Test result of the character's opponent.
- Battle Shout (Charisma): Allows a character to intimidate
opponents by shouting at them. Can be used in the same Combat Round as an
Attack Test. The Difficulty Number is the target's Social Defense. If the
attacker successfully uses Battle Shout against an opponent, the target
must subtract 2 from all his die roll results for the next 2 Combat Rounds.
- Fireblood (Toughness): Allows a character to heal damage
during combat. The character uses one of his Recovery Tests to use this
talent. The test result is the number of points of damage the character
heals.
- Forge Blade (Perception): Allows a character to improve
the Damage Rating of a weapon. Difficulty Number: the Damage Step Number
of the weapon.
- Great Leap (Dexterity): Allows a character to jump great
distances. The test result is the number of yards a character can jump in
a single round.
- Maneuver (Dexterity): Allows a character to outmaneuver
an opponent. This talent is used in place of an attack. The result of the
Maneuver Test becomes the Physical Defense of the character for one Combat
Round.
- Melee Weapons (Dexterity): Allows a character to attack
an opponent with a melee weapon. Difficulty Number: the target's Physical
Defense.
- Read and Write Language (Perception): Allows a character
to learn to read and write new languages. The Difficulty Number is determined
by the language being studied.
- Read and Write Magic (Perception): Allows a character to
learn new spells and enter them into his grimoire. The Difficulty Number
is based on the circle of the spell.
- Spellcasting (Perception): Used when a magician casts a
spell. Difficulty Number: the Spell Defense of the target.
- Spell Matrix: Astral constructs which store spell patterns.
Once a magician has placed a spell pattern in a Spell Matrix, he can cast
the spell. Each Spell Matrix can hold 1 spell. The Difficulty Number for
using Spell Matrix is 9.
- Steel Thought (Willpower): Allows a character to temporarily
improve his Mystic Armor. The result is the character's Mystic Armor for
one Combat Round.
- Taunt (Charisma): Allows a character to distract an opponent
by taunting him. The Difficulty Number is the target's Social Defense. If
successful, the target subtracts 2 from all his dice roll results for one
Combat Round.
- Weapon History (Perception): Allows a character to learn
the history and abilities of magical weapons. Difficulty Number: the Spell
Defense of the weapon.
- Wizardry (Perception): Allows a character to weave magical
energy into a spell. Magical energy is separated into strands called Threads.
Threads woven into a spell give the spell its power and effect. The Difficulty
Number for weaving threads to a spell is determined by the spell (see Spell
Descriptions).
- Wound Balance (Strength): Allows a character to resist being
knocked down in combat. A character uses the Wound Balance Talent instead
of his Strength step to resist Knockdown.
Skills-
The characters in this adventure use two types of skills, Artisan Skills
and Knowledge Skills. Artisan Skills are skills that represent a character's
ability to create works of artistic endeavor. These can range from embroidery
to carving wood or crystal. All Artisan Skills are based on the Charisma
Attribute.
Knowledge Skills represent certain areas of knowledge that a character possesses.
All Knowledge Skills are based on the Perception Attribute.
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Spellcasting
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Certain characters in Earthdawn are able to cast magical spells. These
characters are called magicians. There are three steps in casting a spell.
The spell must first be put into a Spell Matrix. A spell matrix holds the
form of the spell, and allows the magician to cast it. Once a spell is in
a spell matrix, the magician must then add extra magical energy to the spell's
pattern. This magical energy is called a thread, and is added to the spell
matrix using a process called thread weaving. Each spell description below
tells you how many threads each spell requires. Once all the necessary threads
are added to the spell, the magician can then make a Spellcasting Test to
cast the spell. Each of these steps is explained more thoroughly below.
- Put Spell Into Spell Matrix: Before a spell can be cast,
it must first be put into a spell matrix. Each spell matrix can hold only
one spell. Spells can be put into spell matrices in one of two ways. The
first is through meditation. This takes 10 minutes, and allows the magician
to place spells into two or more spell matrices at the same time. The second
method is used when a magician needs to place a spell into a matrix quickly.
This is called Reattuning, and can only place one spell in one matrix at
a time. To reattune a spell, the magician makes a Wizardry Test. The Reattuning
Difficulty for all spells used in this adventure is 9. If the magician fails
this test, he can keep trying until he succeeds.
- Thread Weaving: When a magician wants to cast a spell, he
must add "threads" of magical energy to the spell in the spell
matrix. This is called Thread Weaving. A magician uses the Wizardry Talent
to weave threads to a spell. Each spell description below indicates how
many threads the spell requires. When a magician wants to weave a thread
to a spell, he makes a Wizardry Test. The Difficulty Number for weaving
threads to all the spells used in this adventure is 6. If the test fails,
the magician may try again to weave the thread. A magician can weave one
thread per Combat Round. Once all the required threads are woven to the
spell, the magician can cast the spell in the next round.
- Spellcasting: After all the necessary threads have been
woven to the spell, the magician can then cast the spell. To cast a spell,
a magician makes a Spellcasting Test. The Difficulty Number for casting
a spell is listed in each spell description. Each of the spell desriptions
below describe the effect that occurs if the Spellcasting Test is successful.
If the test fails, nothing happens.
Spell Descriptions-
In this adventure, there is only one magician, the wizard Ardis Foarr.
While there are more than 150 spells available in Earthdawn, only those
known by Ardis Foarr are described below.
- Astral Sense: Allows a magician to detect a presence in
astral space. The Difficulty Number is the Spell Defense of the presence
being sought. If successful, the magician detects the target. Threads: 2
- Dispel Magic: Allows a magician to disrupt other spells
and magical effects. The Difficulty Number is determined by the rank of
the spell or magical effect. If successful, the spell (or magical effect)
is permanently disrupted. Threads: 1
- Flame Flash: Allows a magician to attack an opponent with
flames. The Difficulty Number is the target's Spell Defense. If successful,
the target takes damage. Threads: 1 ( Damage: 11 / D10 + D8)
- Iron Hand: Increases the damage of a melee weapon by 3 steps.
The magician must touch the weapon to use this spell. The Difficulty Number
is the Spell Defense of the weapon. If successful, the Damage inflicted
by attacks made with the weapon is increased by +3 steps. This effect lasts
for 12 Combat Rounds. Threads: 1
- Mind Dagger: Allows a magician to attack an opponent's mind.
The Difficulty Number is the target's Spell Defense. If the test succeeds,
the target takes damage. The target's Mystic Armor reduces the damage of
this spell. Threads: None (Damage: 7 / D8 + D6)
- Wall Walker: Allows a magician to improve a person's climbing
ability. The Difficulty Number is the target's Spell Defense. If the test
succeeds, the target character adds 5 to the result of any Climbing Test.
This effect lasts for 10 rounds. Threads: 1
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Combat Rules
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The final rules you need to learn before you play the adventure describe
how to resolve combat situations.
Combat Sequence-
Combat is conducted in a series of turns called Combat Rounds. Each Combat
Round equals 10 seconds of game time. During a Combat Round, each character
can do three things. He can move (up to his full Movement), he can perform
a simple action (draw a weapon, speak, and so on) and he can use a talent
or skill.
There are two exceptions to this rule. The Avoid Blow and Battle Shout talents
can be used in addition to another talent or skill in a Combat Round. These
are the only exceptions to the above rule.
During each Combat Round, all the participants make Initiative Tests to
determine the order in which each character acts. In descending order of
Initiative, each character takes his action, usually requiring an Attack
Test. If the Attack Test is successful, a character then makes a Damage
Test. These tests are described in more detail below.
Initiative Tests-
At the start of each Combat Round, all players make an Initiative Test
for their characters using the dice indicated under Initiative on the Character
Record Sheet. Moving from highest to lowest dice roll result, the characters
perform their actions in order of Initiative results. If two characters
roll the same Initiative, they perform their actions in descending order
of their Dexterity Attribute Values. If a creature (or character run by
the gamemaster) ties Initiative with a character, the character always goes
first.
Attack Tests-
Each character performs his action at his Initiative. This action is
most often an Attack Test, but can also be a Spellcasting or Wizardry Test.
The player rolls the indicated dice for the talent or skill his character
is using to make this test. For example, if Me'gana wants to attack a creature,
her player rolls her Melee Weapons dice. If Ardis Foarr wants to cast a
spell, his player rolls his Spellcasting dice. The Difficulty Number for
using a talent or skill is listed in the descriptions above. The Difficulty
Number for casting a spell is listed in each spell description. If the test
is successful, the effect listed in the talent or spell description takes
place. For Attack Tests, or spells that damage a target, the character makes
a Damage Test.
Damage Tests-
If an Attack Test (or a Spellcasting Test, for a spell whose result damages
a target) is successful, the character makes a Damage Test. The dice used
for a Damage Test are listed in parentheses next to the character's weapons
and spells (Ardis only). The result of the Damage Test is the amount of
damage the target takes.
When the total amount of damage a character has taken equals his Unconsciousness
Rating, he falls unconscious. When the total amount of damage a character
has taken equals his Death Rating, the character dies.
If the damage from a single attack is equal to or higher than a character's
Wound Threshold, he takes a Wound. Players should keep track of damage and
Wounds separately.
Knockdown Tests -
When a character is Wounded, he might also be knocked down. When a character
takes a Wound, he must make a Knockdown Test in order to determine if he
remains standing. A character uses his Strength dice (or the Wound Balance
Talent) to resist being knocked down. The Difficulty Number of a Knockdown
Test is the Damage step number used by the opponent to make the Damage Test.
This number appears to the left of the slash following weapons and spells
on each character sheet.
Recovery Tests-
Now you know your character will get hurt. How does he or she heal? Each
character has a number of "Recovery Tests per Day" listed on the
character sheet. This is the number of times per day that a character can
recover from damage, or heal. Each time a character wants to heal damage,
he makes a Recovery Test, using the dice listed under "Recovery Dice"
on his character sheet.
A character who has been rendered unconscious can make a Recovery Test one
minute after combat ends. Once conscious, he can make further Recovery Tests
once per hour after that, until he is either fully recovered, or has no
Recovery Tests remaining for the day. Recovery Tests only heal points of
damage, not Wounds. Wounds can only be healed by sleeping and resting for
eight hours.
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Karma Points
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Characters in Earthdawn can use a special type of magical energy to temporarily
increase their abilities. This magical energy is called Karma. Each character
has 5 Karma Points. A player can spend 1 Karma Point on any action his character
takes. Every time a character uses a Karma Point, the player may roll an
additional D6 along with whatever other Action dice he rolls for an action.
The result of the D6 is added to the dice total. This D6 can be re-rolled
on a result of 6 like any other Bonus dice.
EXAMPLE:
Me'gana is attacking a cadaver man. Me'gana's player decides to spend a
Karma Point on her Melee Weapons Test. When she rolls her dice for the attack,
she rolls D10 + D6 + D6 ( the Karma die ).
Because characters have only 5 Karma Points, players should spend them
carefully, to make sure they have points left when they need them most.
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Creatures
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As might be expected, the characters will fight nasty creatures during
this adventure. Creatures use many of the same statistics as characters.
The following statistics describe the creatures in this adventure.
Initiative Dice-
These are the Action dice used to determine the creature's Initiative.
This statistic functions the same as the Initiative dice for characters.
Attack-
This is the Step Number and Action dice the creature uses when attacking
an opponent.
Damage-
This is the Step Number and Action dice the creature uses to make Damage
Tests.
Spellcasting-
This is the Step Number and Action dice the creature uses when using
special magical abilities or casting spells.
Effect-
This is the Step Number and Action dice the creature uses to determine
the effects of magical abilities or spells. The type of effect is also indicated
in parentheses next to the Step Number and Action dice.
Other Stats-
Creatures also have the same types of Combat and Damage statistics as
characters, but creatures do not make Recovery Tests. Creatures fight until
they die in this adventure--or until they kill the adventurers.
AND ON TO THE CHARACTER
DESCRIPTIONS !
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Earthdawn is a Registered Trademark of FASA Corporation. All Rights
Reserved.
Entire contents Copyright 1998 FASA Corporation