General Game Play
Communication
When a player is speaking as his character, he will use a blue font.
player:
Well well,  Benjamin my friend, I do believe we can shed some light on that problem you've been having.

When a player is describing his characters intentions, he will use a black font
player: Johan is going into the weapon shop.

When the Game Master is describing a situation or to the players, he will use a bold red font.
GM: As you step into the weapons shop and the first thing you notice is the abundance of glittering steel. As you gaze at the many sharp edges, you can almost hear the sound of armor being cleaved by your deft blows.

When the
Game Master is describing the results of an action, he will use a bold gray font.
GM: Your powerful swing has relieved the Orc of his left arm.

When the game Master is speaking as a npc, he will use a green font.
GM: Weapon Smith says: I suppose I can cut you a deal on the three headed ax...

When the Game Master is doing anything else, he will use a bold black font.
GM: Yadda yadda yadda.


Circle Advancement and Legend Points
Characters gain legend points as they perform more heroic feats. Legend points determine your character's legendary status in the world of Earthdawn, and the greater the tales of your exploits, the more powerful your character will become. Legend points can be spent to purchase karma points, advance your skill and talent ranks, or improve attribute values.

As characters progress through Circles, they will have more powerful abilities at their disposal. Characters advance circles by improving talent ranks. In addition the the talent rank requirements described below, the character must have at least one talent from his or her current circle before he or she can advance to the circle. Once a character has reached the circle advancement requirements, he or she may advance to the next circle by spending one day in quiet meditation. A character may not advance to a new circle if he or she is wounded.

New Circle
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Min. # of Talents
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Min. Talent Rank
2
3
4
5
6
7
8
9
10
11
11
12
12
13

Talents, Skills, Attributes, and Karma
Talents are abilities used by adepts that are powered by magic. Some talents can be learned without magic, as skills, but by augmenting his pickpocket ability with magic, a thief adept can learn to pick pockets much more effectively and in a shorter amount of time than if he learned to pickpockets without magic. Each talent has four key attributes; discipline talent (disc.), action required (action), karma required (karma), and strain damage (strain). If a talent is designated as a discipline talent, that means your character's discipline put special emphasis on the use of that talent. One karma point may be spent on a discipline talent test in addition to any karma that is already required. Talent knacks may also be spent on talent knacks for discipline talents. Some talents require time to use, others have an instantaneous result. Non-insantaneous talents require the use of your characters action for that round in which they are used. Some talents require the use of karma, if a talent requires karma, it only requires one karma  point per talent test, and your character's karma die is rolled along with the talent's action dice. Some talents require super-human concentration or effort and must be augmented with a small piece of your character's life force. In this case, your character will take an amount of damage designated by the number in the strain column of your character's talents. Characters must at least witness the use of a new talent before learning it; to purchase a new talent with versatility, humans must have a number of days of training equal to the circle of that talent. Talents can cost more legend points with every rank than skills, but don't require the years of study. The cost of a new talent rank is determined by the new rank and what circle the talent is from. Talent ranks may not be purchased while your character is wounded.

Rank
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Circle 1-4
100
200
300
500
800
1,300
2,100
3,400
5,500
8,900
14,400
23,300
37,700
61,000
98,700
Circle 5-8
200
300
500
800
1,300
2,100
3,400
5,500
8,900
14,400
23,300
37,700
61,000
98,700
159,700
Circle 9-12
300
500
800
1,300
2,100
3,400
5,500
8,900
14,400
23,300
37,700
61,000
98,700
159,700
258,400
Circle 13-15
500
800
1,300
2,100
3,400
5,500
8,900
14,400
23,300
37,700
61,000
98,700
159,700
258,400
418,100

Talent Knack
Talent knacks are specializations of talents that expand the uses of a character's discipline talents. Talent knacks can either take effect on a certain success level, cost different amounts of strain, or change the difficulty of talent to be used. Talent knacks may be purchased when a character develops a discipline talent to a certain rank, and cost the same as rank 1 for a talent of the same circle as the talent for which the knack is to be learned.

Skills

Skills are the abilities your character may use that don't use magic in any way whatsoever. There are three types of skills; artisan, knowledge, and general. Artisan skills primarily to add depth to your character, and to prove to those around your character that they remain untainted by the horrors. It is assumed that one so tainted would not posses the concentration necessary to create art. Knowledge skills serve to show what your character knows. A knowledge skill test has a difficulty based on the relevance of the information sought to the knowledge skill. General skills are skills that perform an action. This can be anything from acting to forgery to hunting. Many talents can also be learned as general skills. Skill ranks may only be increased after a number of weeks of regular practice equal to the next rank in that skill. To acquire a skill at rank 1, your character must train for one week with an instructor, or study for five weeks from relevant texts or other material. After the skill is acquired, it must be practiced regularly for a week or it is lost, this week does not count toward the required practice before the skill rank can be advanced. When your character has practiced for the required amount of time, and wishes to advance a skill rank, he or she must pay the legend point cost. For this purpose, skills are treated like talents from circles 5-8, mean that a first rank would cost 200, a second would cost 300, and so on.

Attributes
For each circle of your character discipline, he or she may improve one attribute one point. If a character advances to a new circle and has not increased an attribute, the opportunity is lost. To increase an attribute, the character must spend the required amount of legend points. The legend point cost is determined by how many times the attribute has been increased, it costs more to increase an attribute the second time than is does the first.

Attribute Increase
1st
2nd
3rd
4th
5th
6th
Cost
800
1,300
3,400
5,500
8,900
14,400

Karma
Karma is the raw magical energy of the world the characters can gather by use of their karma ritual. Once per day, and only after a character's Karma ritual, a character may purchase a number of karma points up to their rank in Karma, but not exceeding their maximum. Karma is bought with a number of legend points determined by your character's race. A character may use one karma point on any discipline talent or other test where character has gained the ability to spend karma. A character must spend a karma point on every test which requires karma. If ever a karma point is spent on a test, by necessity or otherwise, the characters karma dice are added to the test result.

Combat
Time that passes during combat is separated into units called rounds, each round is approximately 10 seconds, and each participant in the combat can usually act once per round.
For the purposes of combat, talents are separated into 5 types

Type 1: Talents which affect Initiative (Air Dance, Tiger Spring)
Type 2:
Talents which last the entire current round+ and do not take an action (Acrobatics, Battle Shout)
Type 3:
Talents which take effect on your Initiative (Melee Weapons, Spellcasting)
Type 4:
Talents which are used as they are needed (Avoid Blow, Riposte)
Type 5:
Talents which are non-combative in nature (Karma Ritual, Spell Matrix)

In combat, Actions are done in the following order:

Declare General Actions
Decide Combat Option
Announce any Talent Types 1 or 2 to be used.
Review character's statistics (i.e. Does my character have wounds?)
Roll Initiative
Use Type 1 Talent if applicable
Communication & Round-Long Talents
Communication in the form of short sentences (i.e. "I'm circling left!") should be uttered here and NOT before Declaring General Actions
Any Type 2 Talents are rolled as the combat round begins. Success is
determined immediately.
Initiative Countdown
If simultaneous, either move together or higher Dexterity goes first
On your initiative, perform your action (unless you decide to hold it). Don't forget to move if you wish to do so
You can also communicate with the other PCs in the form of short sentences (i.e. "I'm in some real trouble over here!")
Here, Type 3-5 Talents and their actions are resolved. Type 4 Talents are used as they are needed.
End the Combat Round
Take care of any business that happens at the end of the round (i.e. fires burning out of control, players out of control, etc.)


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