Paladin's Pad > Rutegur's Valley > Winter in Barsaive > Guidelines

Winter in Barsaive: Guidelines


Creating a New Earthdawn Character using EDCG and Winter Source Materials
-- Winter in Barsaive Campaign

Installation

0. To unzip the downloadable files and programs for Winter in Barsaive, you will need Winzip.
1. Download EDCG here or at Lost Papers.
2. Download the Character Data here.
3. Download Winzip from Winzip.com.
4. Run Winzip and unzip EDCG_13e.zip. Run EDCG_13e.exe to install the Earthdawn Character Generator.
5. Unzip Winter.zip into the Data directory under EDCG (likely C:/edcg/Data).

Developing the Character

6. Download the Earthdawn Questionnaire here.
7. Unzip and answer the questions in question.zip. This should help to define a character's personality and introduce the world of Earthdawn. Save this file for transfer in Contacting Rutegur.

Creating the Character

8. Start the Earthdawn Character Generator. (It will help to have an Earthdawn Source Book for reference and further detail if possible).
9. Click the Attributes tab. Select a Race. Details can be found in the Questionnaire or other Earthdawn materials. Attributes are based on a purchase points system, with higher numbers costing more of the 66 points allotted. No more than 66 points may be used. Observe how these statistics affect the abilities of the character. Defenses will be affected by Dexterity, Perception, and Charisma in order. Damage(Death, Unconsciousness ratings, etc.) is a Toughness-based statistic and Carrying Capacity is based on Strength. Dexterity will determine Initiative and Movement rates. All stats have importance to all classes, but Magic Users will emphasize Willpower and Perception while Fighters will lean towards Strength and Toughness. Selecting the character's discipline is the next step, but it may be wise to return and adjust stats after picking a discipline. [Example: A Troll is chosen. It is given Dex=12, Str=16, Tough=16, Per=11, Will=11, and Chr=12... That gives a warning since 68 points are used... Chr is reduced to 11. Looks Ok now.]
10. Click the Discipline tab. Disciplines available to the chosen race are listed. Selecting a discipline allows the user to flip through the lists of talents available to that discipline as the character rises through the ranks. Selecting any talent shows the statistics and base attribute (called Formula) for it. Choose a discipline and click the right arrow at Discipline Circle to make this character a first circle adept of that discipline. A (1) should appear next to the discipline on the list. [Example: Our Troll is made a Sky Raider, Circle One] It is possible to readjust attribute points at this time if so desired, by backtracking to Step 9.
11. Click the Talents tab. The talents available to the selected discipline appear in light print in the list to the right. A character recieves 8 points to allocate among first circle talents. Normally a number of legend points would be spent based on the Earthdawn rules but during character creation this is temporarily suspended. Choose a talent and add a one to its rank by clicking the right arrow of talent rank. The text darkens and a step number is assigned. The total ranks of all first circle talents may not exceed 8 and no individual talent rank may be greater than 3 at this time. Some talents, such as Karma Ritual, have no base statistic but are still important to game play. Allocate the 8 chosen points. Points not used are lost so there is no reason to save any. [Example: The Troll Sky Raider is given rank 1 in Air Sailing, no ranks in Avoid Blow, 2 ranks in Battle Shout, 1 rank in Fireblood, 1 in Karma Ritual, and 3 ranks in Melee Weapons. It totals 8, so it's time for the next step.]
12. Click the Skills tab. The character gets one artisan skill rank, one read/write language skill rank, and two ranks in knowledge skills. The two ranks of knowledge skills may actually be added to any skills below. Artisan skills are normally associated with the discipline chosen. Some choices such as Robe Embroidery are predominantly chosen by Magic Users, while Fighters get to choose from Wood Carving or Weapon Rune Carving. Acting, Storytelling, and Juggling are possibilities for lighter fare among more social disciplines. Sculpting is another generally good pick. The choice remains at player discretion from those on the list under Artisan skills. Click the rank up button in the lower right to add a skill rank. A specific personal choice may also be included via e-mail. Under General skills, choose the R/W language skill and allot it one rank, that rank being Dwarven. Knowledge ranks may also be placed under the R/W language skill, allowing the character to be able to read or write up to three languages. Characters know two languages without needing a speak language skill. All characters know dwarven. Dwarves know one additional language of their choice and all other characters have their own racial language. Speak Language may be taken allowing more than two languages(Note: Speak Language is based on Perception, not Charisma. This is an error in the EDCG program). Knowledge ranks not spent may be used to gather skills under Knowledge. Again, requests for skills not listed may be made. [Example: The Troll Sky Raider gets Weapon Runic Carving as Artisan skill, adds R/W language from General Skills, requests Clan History as a Knowledge skill, and then chooses map making as the last knowledge rank.]
13. {Magic Users only -- Elementalists, Nethermancers, Wizards, Illusionists, Thaumaturges} Magic Users click the Grimoire tab. Click the plus next to the chosen Disciplines magic list (Elementalism for Elementalist, etc. with the exception of the Thaumaturge whose magic list replaces the Shamanism list). A Magic User's number of beginning magic is based on their Perception step, the number under the step list on the attributes chart, to the right of the attribute number in parentheses. Each magic user gets starting points equal to their Perception step number. Circle One magics cost 1 point and Circle Two magics cost 2. No magics may be chosen during character creation beyond Circle Two. Nothing is gained by saving the points, so it's best to choose as many as the character can afford. [Example: The Troll Sky Raider cannot use magic, but if this character were a Nethermancer, his perception attribute of 11 would get him 5 points(perception step is 5). He would choose Bone Circle, Pocket Guardian(both level twos) and Insect Repellant(circle one) and have expended his five points. Of course, he could have just as easily picked 5 level ones.]
14. Click the Equipment tab. This step takes a little calculation. The character is allowed 120 silver pieces worth of goods. A good rule to follow is to click the plus next to each category and browse the objects listed. For armor and weapon, choosing one item is sufficient. No shield is necessary, but again, one item is sufficient. Checking the money for each item off of a piece of scratch paper may help. When viewing weapons, armor, and shields, look at the central column for the requirements to carry the item, the cost in silver pieces, and the benefits in step damage or armor rating. Size indicates whether or not an item can be carried one or two handed. Size 3 or smaller is one-handed for all but windlings. Trolls and Obsidimen can also equip size 4 items one handed. Under Miscellaneous there are many useful items to take adventuring. Package deals speed the process as they include full garb(under clothing) or necessary survival gear(under Package Deals on the main list). The Adventurer's Kit includes backpack, bedroll, flint and steel, one torch, a waterskin, and a large sack(a better deal is to purchase this with tent). All choices under miscellaneous must be noted and sent via e-mail since the EDCG does not seem to record them as being equipped. Having chosen weapon and armor, the armor may be selected by checking the Armor in use or shield in use box. This will affect the armor ratings under the Attribute tab. [Example: Our Troll Sky Raider buys Hide Armor for 50, a Footman's Shield for 15, and a Mace for 20, leaving 35 silver. Armor and Shield are clicked equipped. An Elven Warbow would have been a bad pick because it takes 13 Dex and he only has 12(it also costs more than 120 silver). There would have been no warning, though, since the EDCG doesn't check that. Traveler's Garb costs 8 and the adventurer's kit costs 15. That leaves 12 silver for other purchases, but for now this phase is over.]
15. Look back over the previous steps, checking Attributes, Discipline, Talents, Skills, and Grimoire if creating a magic user. This is how the character will stand at Circle One. Just one thing left to set.
16. Click the Character tab. There's probably an error because the EDCG doesn't use the 8 points for talents. Change the Legend Points for Character Creation to the number next to EDCG spent. Now the error should go away and the tally of legend points should be fine. Give the character a name. A history can be written in later, preferably in a page all to itself. Save this character as whatever name you wish to call it. Now you have a .edc file. It needs to be sent to the Gm.

Contacting Rutegur

17. Send an e-mail to Rutegur(address subject to change), attaching the .edc file to it and the results of the Questionnaire if it has been filled out. You will be notified when your e-mail has been received. I can then review it and get back to you about game times.