Tag: Rules

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  • Adept

    Adepts, individuals who are capable of mastering magic-based Talents, fall into one of several [[Discipline | Disciplines]]. More than just standardized training, a Discipline is a way of life, each with its own philosophies and histories. Members of a …

  • Basic Rules

    *Earthdawn* uses flexible rules system based on a difficulty-number system. To resolve uncertain actions, a die or group of dice ([[Action Dice]]) is rolled and compared to a difficulty number. *Meeting or exceeding this number denotes success.* The type …

  • Action Dice

    The dice rolled to resolve an action. The Action Dice rolled are determined by a [[Step | Step Number]] and any additional dice such as [[Karma | Karma Dice]].

  • Step

    A Step Number represents a group of [[Action Dice]] that are rolled to determine the results of an action. Each Step Number corresponds to a die or group of dice and is (roughly) the average of those dice. When applying bonuses or penalties to an [[ …

  • List of Disciplines

    | Discipline | Attribute | Attribute | Restrictions | Role | | [[Air Sailor]] | Charisma | Dexterity | Common | Combat/Support | | [[Archer]] | Dexterity | Perception | Common | Combat | | [[Beastmaster]] | Charisma | Willpower | Common | Combat/ …

  • Karma Ritual

    [[Talent]] Step: Rank Action: NA Karma: No Strain: 0 _Unique to each Discipline._ Each Discipline’s Karma Ritual is the symbolic core of its path, combining training, practice, and meditation into a single, powerful rite. When possible, most …

  • Discipline Talents

    Discipline Talents are the core [[Talent | Talents]] of a Discipline, as opposed to the [[Talent Option | Talent Options]]. All* adepts within a Discipline must learn these Talents to advance along her path, learning one new Discipline Talent at every …

  • Talent Option

    In addition to [[Discipline Talents]], every Discipline teaches a variety of possible Talent Options. At each Circle including First, an Adept may learn one—and _only_ one—new Talent Option. To learn a Talent Option requires time, study, and a willing …

  • Half-Magic

    In addition to [[Talent | Talents]], every Discipline teaches Half-Magic, a base of knowledge vital to the following of a path. The use of Half-Magic resembles [[Skill | Skills]] or [[Talent | Talents]], though is typically more limited. Each …

  • Gahad

    _Gahad_ is a sensation similar to intense heartburn, triggered in orks by certain circumstances or situations, causing them to feel a drive to eradicate the situation triggering the _gahad_ or take revenge on the perpetrator. Each ork experiences _gahad_ …

  • Karma

    Karma is a valuable, if capricious tool in an [[Adept | Adept's]] arsenal. Though Karma is conflated in the minds of many with simple luck, an Adept knows better. To them, Karma is an active force, an effect of the interaction of their [[True Pattern]] …

  • Character Creation

    Character creation in *Earthdawn* is nine-part process, consisting of the following steps. To see these steps in action, please see the sample characters [[Tooren]], a windling Thief, [[Zorek]], a human Warrior, and [[Grokar]], an ork Nethermancer. 1. …

  • Action Test

    Any Test to determine the success of an action is an Action Test. Typically, an Action Test will involve rolling an Action Step, determined by adding the Rank of a Talent or skill to an Attribute. Action Tests results are compared to a *difficulty …

  • Effect Test

    An Effect Test is usually made to determine the result of a successful [[Action Test]], such as in rolling damage after a successful attack. The purpose of an Effect Test is simply to generate a number; they cannot be passed or failed, and thus there is …

  • Health

    When a character’s *Current Damage* exceeds his *Death Rating,* he is dead. Though there are ways of preventing death at the last minute, there is no easy way to revive dead characters in *Earthdawn* and no guarantee that what comes back will still be the …

  • Knowledge (Skill)

    [[Skill]] Step: Rank + PER Default: No Action: Standard Strain: 0 _Serves as a template for all Knowledge skills._ The character is knowledgeable about a certain topic. The precise definition of a Knowledge skill is determined by the player, …

  • Talent

    Talents are powered by an adept’s ability to tap into astral space and draw magical energy into the physical world. How he uses those energies makes him unique in his Discipline. Though the talents your character may learn are limited by his [[Discipline …

  • Skill

    Most people lack the magical talents of adepts, but can often accomplish the same tasks using non-magical abilities. In *Earthdawn,* these mundane abilities are called *skills.* Skills add a bonus to one of your character’s Attribute Steps, giving him an …

  • The Rule of One

    If all the Action Dice rolled for an Action Test come up as ones, then the character automatically fails and is considered to have rolled a Pathetic result, regardless of the total rolled.

  • Bonus Dice

    When you roll the highest possible number on an action die, you immediately get to roll another die of the same type—this is a Bonus Die. Add the result of the Bonus Die to the rest of the Action Dice rolled. If you roll the maximum on a Bonus Die, you …

  • Rank

    [[Skill]] and [[Talent]] proficiency is measured in terms of *Ranks*, which for skills go from 1 through 10, and for Talents go from 1 through 15. When an Action or Effect Test is made using an ability, the rank is added to the relevant Attribute to …

  • Action Step

    The Action Step is the Step used to determine the Action Dice rolled to make an Action Test.

  • Attribute Step

    An *Attribute Step* is the [[Step]] used to describe an [[Attribute | Attributes's]] [[Action Dice]]. Attribute steps are determined by the attribute's value (1/3rd the value, rounded up, plus one) and one will be incorporated in almost any [[Action Test …

  • Result Level

    Frequently, a test result determines not only success or failure, but the degree of success. A test may have one of six result levels: *Pathetic, Poor, Average, Good, Excellent,* and *Extraordinary.* The Test Result is compared to the appropriate …

  • Questor

    Even [[The Passions]] cannot be everywhere, tackling every task, healing every sick person, and inspiring every man to chop wood with renewed energy so he will have fuel to keep warm in winter. For this, they have their questors, [[Namegivers]] who …