General Game Play
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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.
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.
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.
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.
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Combat
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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
In combat, Actions are done in the following order:
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