Difference between revisions of "Earthdawn (Emergence Era)"

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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.
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.
==Character Creation==
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
* 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
===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.
==Monsters==
===Tabaxi Scouts===
{| border=1 cellspacing=0 cellpadding=3 align=center
|+ '''Meera: Tabaxi Fencer'''
|-align=center
| Level 2 Standard || 10 HP || 1x1 || 8 Movement
|-align=left
|colspan=4| '''Take Advantage:''' Deal 1 extra damage (3 total) when hitting with an attack with Advantage. [1]
|-align=center
|rowspan=2 style="color: green;"| ⚔ '''Parrying Stance''' || At-Will || Melee || 2 Damage
|-align=left
|colspan=3| Effect: Guarded (6 -> 5, 4 -> 3) against the target until the e.o.n.t
|-align=center
|rowspan=2 style="color: purple;"| ⚡ '''Reposition''' || Encounter || || Reaction / Bloodied
|-align=left
|colspan=3| Both the Fencer and the Tabaxi Grunt (if still alive) may shift 4 squares.
|-align=center
|rowspan=2 style="color: green;"| ⚡ '''Counterattack''' || At-Will || Melee || Reaction / Miss Trigger
|-align=left
|colspan=3| Attacker takes 2 damage.
|}
{| border=1 cellspacing=0 cellpadding=3 align=center
|+ '''Ro’wa: Tabaxi Swordsman'''
|-align=center
| Level 2 Goon || 4 TH || 1x1 || 8 Movement, shift 3
|-align=center
|rowspan=2 style="color: green;"| ⚔ '''Strike''' || At-Will || Melee || 2 Damage
|-align=left
|colspan=3| Effect: 2 extra damage
|-align=center
|rowspan=2 style="color: purple;"| ⚡ '''Get 'Em''' || Encounter || || Reaction / Bloodied
|-align=left
|colspan=3| If still alive, the Cathound charges the attacker.
|-align=center
|rowspan=2 style="color: green;"| ⚡ '''Counterattack''' || At-Will || || Reaction / Miss Trigger
|-align=left
|colspan=3| Attacker takes 2 damage.
|}
{| border=1 cellspacing=0 cellpadding=3 align=center
|+ '''Mo’raw: Tabaxi Grunt'''
|-align=center
| Level 2 Goon || 4 TH || 1x1 || 8 Movement
|-align=left
|colspan=4| '''Defender:''' Enemies are Marked whenever they are within reach.
|-align=center
|rowspan=2 style="color: green;"| ⚔ '''Crushing Blow''' || At-Will || Melee || 2 Damage
|-align=left
|colspan=3| Effect: Target is Weakened (half damage, round down) until e.o.n.t.
|-align=center
|rowspan=2 style="color: purple;"| ⚡ '''You Are Nothing''' || Encounter || Melee || Reaction / Bloodied
|-align=left
|colspan=3| Attacker takes 3 damage.
|-align=center
|rowspan=2 style="color: green;"| ⚡ '''Counterattack''' || At-Will || Melee || Reaction / Miss Trigger
|-align=left
|colspan=3| Attacker takes 2 damage.
|}
{| border=1 cellspacing=0 cellpadding=3 align=center
|+ '''Sna’ro: Cathound'''
|-align=center
| Level 2 Standard || 10 HP || 2x2 || 10 Movement
|-align=center
|rowspan=3 style="color: green;"| ⚔ '''Ferocious Charge''' || At-Will || Melee || 2 Damage
|-align=left
|colspan=3| Special: May be used on a charge.
|-align=left
|colspan=3| Effect: Deal damage to and then drag the target equal to one quarter the number of squares you charged to make this attack (round up).
|-align=center
|rowspan=2 style="color: purple;"| ⚡ '''Frenzy''' || Encounter || || Reaction / Bloodied
|-align=left
|colspan=3| Take an immediate turn, acting as if Frenzied.
|-align=center
|rowspan=2 style="color: green;"| ⚡ '''Chargeback''' || At-Will ||  || Reaction / Miss Trigger
|-align=left
|colspan=3| Deal 2 damage to attacker if in range. Otherwise, charge the attacker if it is within charging range.
|}
<!----
{| border=1 cellspacing=0 cellpadding=3 align=center
|+ '''NAME'''
|-align=center
| Level XXX Standard || 6+2•level HP || 1x1 || 6 Movement
|-align=left
|colspan=4| PASSIVE
|-align=center
|rowspan=2 style="color: green;"| ⚔ '''ATWILL''' || At-Will || Melee || XXX Damage
|-align=left
|colspan=3| SPECIAL
|-align=center
|rowspan=2 style="color: purple;"| ⚔ '''ENCOUNTER''' || Encounter || Melee || XXX Damage
|-align=left
|colspan=3| SPECIAL
|-align=center
|rowspan=2 style="color: green;"| ⚡ '''MISSTRIGGER''' || At-Will || || Reaction / Miss Trigger
|-align=left
|colspan=3| REACTION
|}
---->

Revision as of 00:16, 4 May 2017

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.