Earthdawn (Emergence Era)

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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.

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 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

Meera: Tabaxi Fencer
Level 2 Standard 10 HP 1x1 8 Movement
Take Advantage: Deal 1 extra damage (3 total) when hitting with an attack with Advantage. [1]
Parrying Stance At-Will Melee 2 Damage
Effect: Guarded (6 -> 5, 4 -> 3) against the target until the e.o.n.t
Reposition Encounter Reaction / Bloodied
Both the Fencer and the Tabaxi Grunt (if still alive) may shift 4 squares.
Counterattack At-Will Melee Reaction / Miss Trigger
Attacker takes 2 damage.


Ro’wa: Tabaxi Swordsman
Level 2 Goon 4 TH 1x1 8 Movement, shift 3
Strike At-Will Melee 2 Damage
Effect: 2 extra damage
Get 'Em Encounter Reaction / Bloodied
If still alive, the Cathound charges the attacker.
Counterattack At-Will Reaction / Miss Trigger
Attacker takes 2 damage.


Mo’raw: Tabaxi Grunt
Level 2 Goon 4 TH 1x1 8 Movement
Defender: Enemies are Marked whenever they are within reach.
Crushing Blow At-Will Melee 2 Damage
Effect: Target is Weakened (half damage, round down) until e.o.n.t.
You Are Nothing Encounter Melee Reaction / Bloodied
Attacker takes 3 damage.
Counterattack At-Will Melee Reaction / Miss Trigger
Attacker takes 2 damage.


Sna’ro: Cathound
Level 2 Standard 10 HP 2x2 10 Movement
Ferocious Charge At-Will Melee 2 Damage
Special: May be used on a charge.
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).
Frenzy Encounter Reaction / Bloodied
Take an immediate turn, acting as if Frenzied.
Chargeback At-Will Reaction / Miss Trigger
Deal 2 damage to attacker if in range. Otherwise, charge the attacker if it is within charging range.