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. 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.
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.
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

StepsAction DiceAttribute 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 --
15D20 + 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.

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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-

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.

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.

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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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Entire contents Copyright 1998 FASA Corporation