Earthdawn (Emergence Era) Character Creation
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Select 10 skills, making sure to answer the questions below:
- What can you actively do to help with surviving in the wild?
- What do you know about that helps with surviving in the wild?
- How will you interact with the people you come across?
- How do you fight if necessary?
- What did you learn from your family?
Select 3 tricks, making sure to answer the questions below:
- What can the group always count on you to accomplish?
- What do you do when you want to show off?
Select 2 complications, making sure to answer the question:
- How do you get yourself into trouble?
Select 1 fallback, describing what you rely on to get yourself out of trouble.
Select 8 levels worth of equipment. This does not include any equipment you automatically receive in order to act on your skills. Equipment may be selected from the Shadowrun Equipment list, with cyberware and other technological equipment converting to magical equipment where reasonable.
Starting Mounts
Each character will start with a mount, defaulting to a sturdy, reliable horse. A more interesting mount may be purchased, with each additional quality costing 1 level of equipment, unless noted:
- hearty constitution
- fast
- all-terrain
- amphibious
- gliding
- brief flying (cost 3)
- impressive
- beautiful
- scary
- huge
- intelligent
- telepathic bond
- summoned (cost 2)
Example Skills
Active
- Horsemanship
- Lockpicking
- Scouting Ahead
- Field Doctor
- Astral Manipulation
- Stealth
- Foraging
- Acrobatics
- Speaking with the Dead
- Animal Handling
- Traps
- Tracking
- Pathfinding
- Herbal Medicine
- Climbing
- Stealing
- Poisons
- Sharpshooting
- Sailing
- Ropes
- Mending
- Campmaking
- Brute Strength
- Riding
- Sleight of Hand
- Swashbuckling
- Astral Sight
- Astral Stealth
- Abate Curse
- Acrobatic Fighting
- Air Dancing
- Silent Speech
- Animal Connection
- Animal Possession
- Animal Training
- Animal Handling
- Absorb Tomb
- Borrow Animal Sense
- Hidden Weapons
- Dissection
- Feigning Death
- Makeup and Costuming
- Spot in the distance
- Examine Evidence
- Quick Hands
- Psychometry
- Reading Lips
- Mimicking Voices
- Picking Pockets
- Finding a Safe Path
- Talking to Spirits
- Running
- Trick Riding
- True Sight
- Wind Catching
- Hunting
- Surgery
- Plant Talk
- Absorb Crystal Spell Box
Knowledge
- The Land Before
- The Plants Before
- The Animals Before
- Hermetic Theory
- Writing
- Library Use
- Augury
- Runes
- Astrology
- Languages
- Sensing Harmony
- Philosophy
- Military Tactics
- Navigation
- Cartography
- Appraisal
- History
- Alchemy
- Military Lore
- The Scourge
- The Horrors
- Legends
- Botany
- Zoology
- Nethermancy
Social
- Looking Tough
- Bargaining
- Bullshitting
- Hiding the Truth
- Working a Crowd
- Reasoned Argument
- Making Relationships
- Observation
- Interrogation
- Cold Reading
- Impersonation
- Music
- Bluffing
- Oratory
- Haggling
- Bribery
- Seduction
- Formal Etiquette
- Frighten
- Arcane Mutterings
- Engaging Banter
- Incitement
- Conversation
Example Tricks
- I Read a Scroll About That: Thanks to their formal education, hermetic apprentices always have the relevant academic knowledge for any magical phenomenon.
- Warrior's Code: You're respected by those who value discipline and honor.
- Hang In There: You're an expert in stabilizing people in the immediate aftermath of an injury.
- Perfect Recall: Always remember whatever you've heard, word for word.
- Greasy Hands: You're always ready with a bribe.
- First Impressions Matter: You always make a good first impression.