Difference between revisions of "Earthdawn (Emergence Era)"

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==Magic==
==Magic==


==Character Creation==
Each of a character's spells or adept abilities is embodied in an astral construct, as is the astral form of a magic item. These astral constructs can be damaged, including as a cost on an attempt to use an ability. Using a damaged construct inflicts the injured penalty (-1) to relevant rolls, as well as exposing the character to more serious twists and costs (e.g., an astral injury influencing all magical ability, igniting an astral beacon that draws attention). Repairing a damaged construct requires an extended rest.
 
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 [[Equipment|Shadowrun Equipment]] list, with cyberware and other technological equipment converting to magical equipment where reasonable.
 
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)
 
===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
 
===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
 
===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
 
===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.

Latest revision as of 17:54, 10 April 2020

Magic

Each of a character's spells or adept abilities is embodied in an astral construct, as is the astral form of a magic item. These astral constructs can be damaged, including as a cost on an attempt to use an ability. Using a damaged construct inflicts the injured penalty (-1) to relevant rolls, as well as exposing the character to more serious twists and costs (e.g., an astral injury influencing all magical ability, igniting an astral beacon that draws attention). Repairing a damaged construct requires an extended rest.