Citation preview

LEAD DEVELOPER Brett “DouganSF” Bowen The Seekers Beyond the Gate Keith “M’lo” Berube Kimber “Medea” Bowen Andrew “Gigan” Maiewski Phil “Karabus” Maiewski Darren West John “Mazrol” Wilson



Playtesters Miguel Gonzalez Walter Eva Lenz-Collier Marvin Klein Alex Hese Martin Domke

Assistant Editors Morgan Weeks Darren West

Cover Art Maik Schmidt

Assistant Graphic Designers Guillaume Tardif

This is a fan work and not intended for publication or sale. Any use of trademarks or copyright material in this document should not be viewed as a challenge to those trademarks/copyrights, and are used without authorization, endorsement, or specific permission. Under no circumstances will any of this material be made available for profit or compensation in any form.

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CONTENTS

EARTHDAWN GENESYS

CHAPTER 1: INTRODUCTION

1

CHAPTER 2: CHARACTER OPTIONS

3

CHAPTER 3: DISCIPLINES

10

CHAPTER 4: SKILLS

14

CHAPTER 5: TALENTS

17

CHAPTER 6: GEAR

35

CHAPTER 7: CRAFTING & ENCHANTING

53

CHAPTER 8: MAGIC

54

CHAPTER 9: THREAD MAGIC

64

CHAPTER 10: ADVERSARIES

67

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CHAPTER 1: INTRODUCTION HISTORY

SOURCES

This book is intended to help guide players of Earthdawn to use the Genesys system for their games. While some information about the world may need to be explained to perform that function, it is not the primary goal.

Earthdawn There are several published worked over Earthdawns 25 year history that have brought the world to life. Locations, characters, magical theory, rumors, legends, and items are all detailed there. The mechanics within this book are based primarily on the Fourth Edition of Earthdawn.

Genesys The rules within this book require the reader to understand the Genesys rules. While many names have changed, and new traits added to fit the setting, the core rules of Genesys remain in effect.

TROPES Post-Apocalyptic High Fantasy In the world of Earthdawn, magic rises and falls in potency throughout the world over the ages. As the most recent time of high magic was approaching, the Books of Harrow foretold of the return of powerful creatures from another world, known as the Horrors. These alien creatures would enter the world during a time of high magic, called the Scourge. The Theran Empire rose to power as they raced to gather resources to develop large shelters, called kaers, to survive the Horrors. One resource they took in large amount was slaves. After centuries of hiding, the magic levels ceased to ebb, but not as far as expected. Tentatively, some kaers opened and people began to return to the world. Not all kaers withstood the duration of the Scourge, and others were breached by the Horrors. Some kaers needed (and some still need) to be convinced that it is safe to open their gates.

Adepts The heroes of Earthdawn are Adepts. Magic courses through their every breath and they use it to empower their every action, from sneaking into an abandoned tomb to harnessing astral energies to attack the very essence of their enemies. Adepts focus magic through their Discipline. As Adepts grow their Legend, they progress in power, weaving their magic through the tapestry of the world. While not all characters in Earthdawn are Adepts, all player characters are.

Monsters The Horrors are not the only threat upon Barsaive. The province is full of potential threats: hungry creatures, crystal raiders, xenophobic villagers, bands of scorchers, river pirates, mad cultists, draconic machinations, and Theran slavers. Adepts build their Legend by confronting these monsters, defeating foes, and protecting victims. The greater the risk, the greater their Legend will grow.

Kaers and Citadels These magical shelters can be found all over the province of Barsaive. Most commonly, kaers were built below ground, as the earth provides a solid barrier in both the material and astral planes. Less commonly built were citadels, above ground kaers that used more powerful magic to shield them. Kaers were often the product of multiple communities coming together, pooling their resources to afford the exorbitant costs demanded by the Theran Empire. Kaers were defended with magical wards, enchanted gates, traps and puzzles all in the hope to confound the Horrors. Sadly, not all withstood the Scourge. Some were never completed in time. Others were compromised before they sealed the gates. Most commonly, their hopeful defenses proved inadequate for the terrible reality of the Horrors. As a result, the Scourge left several locations that could provide adventure to Adepts wishing to prove their worth and build their Legend.

1

CHAPTER 1: INTRODUCTION

Earthdawn was published in 1993 by FASA Corporation. Originally set in the same world as their other RPG title, Shadowrun, but millennia before. The system was written to be fully integrated with their setting. Merging elements of fantasy and horror with an excellent post-apocalyptic setting full of memorable characters and stories, earned Earthdawn a strong following. In 2015, Earthdawn returned to FASA Games, who published the Fourth Edition, and made all the original publications available on their store at fasagames.com.

Wild animals have drastically changed, either through adaptation, or manipulation by the Horrors.

TONES Horror

EARTHDAWN GENESYS

Obviously, with an entire classification of creatures called Horrors, this can be a major tone of the game. The Horrors feed on pain, suffering, fear, and other negative emotions. These emotions are more powerful when the come from Namegivers, animals hold little sustenance. Some of the more powerful (or bored) Horrors prefer to play with their food, altering their perceptions, and prolonging their suffering. Once a Horror gets a mark upon a person, there is little hope for them. The Gods of Barsaive are called Passions. They have followers called Questors who promote the ideals of their particular Passion. During the Scourge, three of the Passions fell, and were corrupted, now called the Mad Passions, and their Questors now form secret cults of assassins, slavers, and torturers. It is highly recommended to use the Fear rules from the Genesys Core Rulebook (page 243).

Intrigue The province of Barsaive has several opportunities for intrigue. On the national level, the dwarven Kingdom of Throal attempts to unify the province against their Theran

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oppressors. City-states have their own political systems, vying for control over each other. Great trading houses compete for territory on the Serpent River. Some factions are loyal to the Therans, others wish to stay out of the conflict. Only one thing is for certain, there will be another Theran War. Then there are the great dragons and immortal elves. These beings of great power and influence have such long views and expansive reaches that their actions are rarely understood by those with normal lifespans. While their goals may be largely beneficial, the cost may be significant in the short term.

Exploration Looking at the map of Barsaive, it seems quite full of major cities and kingdoms. However, the majority of the landscape outside of those cities remains unexplored. Any travel can be dangerous, more so the farther off the beaten path you wander. The king of Throal has an Exploratory Force tasked with charting the wild lands with markers and maps. They are also tasked with investigating unopened kaers. Some stories revolve around exploring the history of a magical thread item. These powerful items can only be accessed by learning facts about their past interactions. This may lead to players travelling to the items place of origin and performing deeds reenacting historical events.

CHAPTER 2: CHARACTER OPTIONS ELVES NAMEGIVER RACES These eight Namegiver races are found all over the province of Barsaive. They are as varied in appearance as they are in culture.

DWARFS

RACIAL ABILITIES 2

1

2

2

3

2

•  •  •  • 

Wound Threshold: 11 + Brawn Strain Threshold: 10 + Willpower Starting Experience: 100 Starting Skills: Dwarfs start with 1 rank in Craft before spending experience points, and may not increase Craft above rank 2 during character creation. •  Heat Sight: Able to see the heat given off by objects, dwarfs suffer no Setback dice due to non-magical concealment. 1  FASA Games, Earthdawn Player’s Guide 4th Edition, 44

RACIAL ABILITIES 1

3

2

2

2

2

•  •  •  • 

Wound Threshold: 9 + Brawn Strain Threshold: 11 + Willpower Starting Experience: 100 Starting Skills: Elves start with 1 rank in Survival before spending experience points, and may not increase Survival above rank 2 during character creation. •  Low-Light Vision: Starlight provides enough light for elves to see by, so they remove 2 Setback dice due to nonmagical darkness.

2  FASA Games, Earthdawn Player’s Guide 4th Edition, 45

3

CHAPTER 2: CHARACTER OPTIONS

“Dwarfs are short and stocky, averaging just over four feet in height, and weighing about 120 pounds. Their hair is thick and abundant, especially the hair on their heads, and male dwarfs commonly grow long beards, well-groomed and sometimes braided into elaborate patterns. Their skin tones range from pale pinkish-white to dark ebony, largely divided along tribal lines. “Dwarfs are broad-chested, tough, and strong for their size. Their short legs are ill-suited to running, and also make it difficult for them to swim or ride horses. As a result, dwarfs prefer riding in carts, using ponies, or other animals better suited to their proportions. Their ears are gently pointed, less so than elves and windlings. Dwarfs reach physical maturity in their late teens, and tend to live for about one hundred years.” 1

“Elves are tall and thin, averaging over six feet in height and weighing about 150 pounds. Their facial features appear symmetrical, almost uncannily so, and even other races tend to find elves attractive. Skin color can vary, ranging from almost pure white to tan, brown, even midnight black. Their body hair is fine and sparse, but facial and head hair is commonly long and luxuriant with colors ranging from white blond to brown, and black, with naturally occurring blue, violet or metallic colors being rare but not unheard of. “Elves have long, pointed ears and move with a natural grace, but their slight build makes them a little more susceptible to injury. They reach physical maturity in their early twenties, and have a natural lifespan of nearly three hundred years—though some individuals have been known to live longer.” 2

HUMANS

OBSIDIMEN

EARTHDAWN GENESYS

“Humans average between five and a half and six feet tall, and weigh 160 pounds. They produce less body hair than most other races except elves. Skin tone ranges from pinkish-white to tan and dark chocolate. Their ears are small and rounded. Humans reach physical maturity in their teens, and tend to live about seventy-five years, though some can live up to a century. “Humans are scattered across the land, living alongside the other races of Barsaive. They are seldom the largest racial group in a town or city, but they are found almost everywhere. In many communities, they take on the roles other races are not as suited to. The only consistent thing that can be said about humans is that they can be found just about anywhere, doing just about anything.” 3

“Obsidimen are tall, averaging around seven feet, but their massive build makes them appear squat from a distance. Obsidimen weigh an average of 900 pounds, and their craggy skin and body tissue incorporate many of the properties of stone. Despite this rocky appearance, obsidimen are flesh and blood, and need food, water, and air to survive just as any other Namegiver. “Obsidimen are sexless, born fully-grown from a Liferock: large stone formations naturally imbued with powerful elemental magic. Obsidimen from the same Liferock call themselves a brotherhood, and the skin colors of a brotherhood commonly resemble the dominant stone of the area, with some individuals showing metallic highlights or veins of semi-precious gems.” 4

RACIAL ABILITIES 2

2

2

RACIAL ABILITIES 2

2

2

•  •  •  • 

Wound Threshold: 10 + Brawn Strain Threshold: 10 + Willpower Starting Experience: 110 Starting Skills: Humans start with 1 rank in Versatility, and may not increase Versatility above rank 2 during character creation. •  Versatility: Ranks of Versatility may be purchased like a non-career skill. By spending 1 Story Point, the human may use their ranks in Versatility instead of any other skill they have access to (for example: this cannot be used by a Warrior to use Wizardry). The attribute used is the same as the original skill.

3  FASA Games, Earthdawn Player’s Guide 4th Edition, 46

4

4

1

2

2

2

1

•  •  •  • 

Wound Threshold: 10 + Brawn Strain Threshold: 8 + Willpower Starting Experience: 80 Starting Skills: Obsidimen start with 1 rank in Resilience before spending experience points, and may not increase Resilience above rank 2 during character creation. •  Natural Armor: Increase the characters Physical Soak value by 1. •  Earthborn: Any Critical Injury result is reduced by 10, to a minimum of 01. •  Large Size: Obsidimen gain the benefit of the Troll weapon quality, and may only wear armor with the Troll quality. •  Living Armor: Obsidimen may only wear armor with the Living Armor quality. •  Sink Like a Stone: Obsidimen cannot swim.

4  FASA Games, Earthdawn Player’s Guide 4th Edition, 47

Orks

Trolls

“Trolls are massive, standing eight and a half feet tall and weighing 500 pounds or more on average. Many trolls sport pronounced lower canines similar to orks. Skin color ranges from beige to olive and dark brown, and their skin has a rough texture with minor ridges and plating made of trolthelia, a material similar to rhinoceros horn or deer antler. Trolthelia is also the material that makes up a troll’s most prominent physical feature, the horns that grow from their heads. These horns grow slowly throughout a troll’s life, frequently into asymmetrical shapes. “Strong and tough, trolls reach maturity in their early teens and live into their fifties. They live primarily in the mountainous regions of Barsaive, and due to their size and weight find it difficult to live among the other races. Trolls place great value on honor, following complex rules and guidelines for personal behavior that frequently baffle other races.” 6

RACIAL ABILITIES

RACIAL ABILITIES 3

2

2

2

1

3

2

•  •  •  • 

Wound Threshold: 11 + Brawn Strain Threshold: 10 + Willpower Starting Experience: 100 Starting Skills: Orks start with 1 rank in Discipline before spending experience points, and may not increase Discipline above rank 2 during character creation. •  Low-Light Vision: Starlight provides enough light for orks to see by, so they remove bb due to non-magical darkness.

5  FASA Games, Earthdawn Player’s Guide 4th Edition, 49

2

2

2

2

1

•  •  •  • 

Wound Threshold: 11 + Brawn Strain Threshold: 9 + Willpower Starting Experience: 85 Starting Skills: Trolls start with 1 rank in Athletics before spending experience points, and may not increase Athletics above rank 2 during character creation. •  Heat Sight: Able to see the heat given off by objects, Trolls suffer no Setback dice due to non-magical concealment. •  Long Legs: Trolls don’t suffer penalties for moving through difficult terrain. •  Large Size: Trolls gain the benefit of the Troll weapon quality, and may only wear armor with the Troll quality.

6  FASA Games, Earthdawn Player’s Guide 4th Edition, 50

5

CHAPTER 2: CHARACTER OPTIONS

“Orks are tall and powerfully built, averaging about six feet in height and weighing over 200 pounds. They are more muscular than humans, and two large lower canines protrude from their mouth and cover their upper lip. Their body hair is coarse, facial and head hair is frequently the texture of fine wire. Skin color ranges from beige to olive green, with tan, pinkish-white, or ebony possible, but less common. “Orks are impulsive and their emotions burn swift and hot, a trait they call gahad. They anger quickly, and are just as quick to form friendships. When an ork is driven to act, they act, and some individuals report physical discomfort when they “swallow their gahad.” While this tendency can cause problems for their companions, orks generally consider gahad as a positive thing, a spiritual fire pushing them forward. “With a lifespan averaging only 40 years, orks tend to seize life by the throat and get the most out of it they can.” 5

T’SKRANG

WINDLINGS

EARTHDAWN GENESYS

“T’skrang are reptilian beings that stand 5 feet 9 inches tall on average, with a tail that adds another five to six feet in length. They typically weigh around 200 pounds, of which the tail can be as much as a quarter. Skin color ranges from yellow-green to emerald and aquamarine, with deep blue and sunset red variants also possible. T’skrang are hairless, but most individuals sporta head crest of some sort. Their ears are small and cauliflower-shaped. “T’skrang are semi-aquatic, living on and around the lakes and rivers of Barsaive. They love to swim and tend to get irritable when they can’t regularly submerge themselves in water. “Young t’skrang come into the world with their gender unknown. When they undergo puberty after their first decade, their sex is revealed. T’skrang live an average of 80 years, though tales of individuals living well over a century are not unheard of.” 7

RACIAL ABILITIES 2

2

2

2

2

RACIAL ABILITIES

2

•  •  •  • 

Wound Threshold: 10 + Brawn Strain Threshold: 10 + Willpower Starting Experience: 100 Starting Skills: T’skrang start with 1 rank in Coordination before spending experience points, and may not increase Coordination above rank 2 during character creation. •  Semi-Aquatic: T’skrang can remain underwater for a number of minutes equal to their Brawn attribute before worrying about Suffocation, and never suffer movement penalties for traveling through water. •  Tail Attack: T’skrang may treat their tail as a second weapon. Using the Brawl Skill, it works as an Unarmed Combat attack, and may attach certain Brawl weapons to the tail.

7  FASA Games, Earthdawn Player’s Guide 4th Edition, 52

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“Windlings are small winged Namegivers, standing around 18 inches tall and weighing about 13 pounds. Windlings have paired wings similar to a dragonfly, and can fly for limited stretches at a time. A windling’s skin and hair color match the brightest-colored features of their home environment: the icy white of a snowy mountain, the red and yellow of wildflowers, even the glazed blue of city roof tiles. After a windling has lived in the same place for three or four months, their skin color will change to match their new home. “They have almost no body hair, but the hair on their heads is thick and rich for their size. Their ears come to an even sharper point than elven ears. “Windlings mature slowly, reaching adulthood by around age thirty, though their general attitude can frequently come across as childlike, even in older individuals. The average windling lifespan is roughly 170 years, and they do not appear to physically age during their lifetime.” 8

1

2

2

2

2

3

•  •  •  • 

Wound Threshold: 8 + Brawn Strain Threshold: 9 + Willpower Starting Experience: 80 Starting Skills: Windlings start with 1 rank in Astral before spending experience points, and may not increase Astral above rank 2 during character creation. •  Astral Sight: Windlings may use the Astral Skill to learn what the astral plane reveals. •  Hovering Flight: Windlings may ignore most difficult terrain, and may avoid climbing to reach high locations. They must stay within medium range of the ground. If their wings get wet, they may not fly until dry. •  Small Size: Windlings are Silhouette 0 and may only use weapons and armor with the Windling Quality.

8  FASA Games, Earthdawn Player’s Guide 4th Edition, 53

ADDITIONAL ATTRIBUTES KARMA RATING

Committing Karma Certain abilities with an ongoing effect may require an adept to commit Karma. When committing Karma, their Karma Rating is reduced by the number of Karma committed, until the power is ended. Committing or restoring Karma requires a Maneuver.

PHYSICAL and MYSTIC DEFENSE This represents an extra level of protection that makes your character harder to hit in combat. In Earthdawn, Defense is divided into physical defense and mystic defense. Your characters default value for both is 0. Physical defense protects against physical threats of all types, melee and ranged alike. Mystic defense protects against spells and other magical effects that are detrimental to the target. Certain armors, shields, spells, and talents may increase your characters Defense ratings.

PHYSICAL and MYSTIC SOAK VALUE This represents how much damage your character can shrug off every time they are hit. In Earthdawn, Soak is divided into physical soak and mystic soak. Physical soak reduces damage against your physical body, weapons, fire, and spells that manifest in a physical form. Your characters default value for physical soak is their Brawn rating. Mystic soak reduces damage from spiritual attacks from the Astral plane, including most spells. Your characters default value for mystic soak is their Willpower rating. Subsequent increases to these attributes will increase their soak values. Certain armors, spells, and talents may increase your characters Soak values.

Every day, an adept has 5 recoveries they may spend to heal 3 wounds. Using a recovery requires 15 minutes of rest, however magic and healing aids can activate a recovery much faster. Magic and healing aids may increase the amount healed by the current recovery being used, but still expend the daily recovery.

LEGENDARY STATUS As Adepts perform great feats of daring, their exploits build their reputation, and their legend grows and their pattern becomes more complex. As their pattern becomes more complex, their magic becomes more powerful. Adepts have ranked their Disciplines into Circles and Tiers of advancement to designate proficiency. A player should choose what kind of legend they wish their character to become. This will give the GM an idea what kind of adventures the player is wishing to encounter. All player characters start at Circle 1, with 0 Legendary Status, a Novice Adept. They have recently ended their apprenticeship, and are considered a full member of their Discipline. After each session, the GM will award Legendary Status points to the players to reflect the actions taken during the session. When the group’s total Legendary Status reaches 100, they advance to the next Circle, and their Legendary Status returns to 0. This advancement will gain the Adepts greater respect in the community, but also confer greater responsibilities and expectations. For example, a deed that earned great Legend at Circle 1, will not earn as much at Circle 3.

Discipline Tiers Discipline Circles are grouped into tiers of training. Advancing to a higher tier allows the adept to learn more advanced magical talents. At Circle 5, an Adept advances to the next Discipline Tier, and becomes a Journeyman. At Circle 9 they become a Warden. At Circle 13 they become a Master of their Discipline.

Character Journals It is a common practice of Adepts to write personal or group journals of their exploits and discoveries. By sharing these stories with others, they can spread information or possibly even hope through the world. If a player writes a journal entry about the session from their characters point of view, it is strongly recommended to give a minor additional award to the character or group. The Great Library of Throal encourages this further by offering a monetary reward for donated journals during a yearly festival.

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CHAPTER 2: CHARACTER OPTIONS

Every day, an Adept performs a Karma Ritual that emulates their personal connection to their source of magic. This ritual refreshes an internal reservoir of magical energy, known as Karma. When developing your character, devise a 30 minute ritual they perform each day that symbolizes their connection to magic. An Adepts Karma Rating starts at 1. Any time a roll allows you to add Karma, add b equal to your Karma Rating. Any roll using Karma that results with a d, may result in the adepts Karma Rating being reduced by 1 until they are able to perform their Karma Ritual again.

RECOVERY

LEGENDARY STATUS CHART

EARTHDAWN GENESYS

Create a chart of the players Legendary Status, sorted by Legendary Status value (highest value first) and then character names (alphabetically). Before each session, roll a 1d100 and compare to the chart. If the die result equals a character Legend then it is “triggered” for the session. Triggering a Legend gives the characters more resolve for the coming adventure. All characters raise their Strain Threshold by 1. The character with the triggered Legend raises their Strain Threshold by 2. In the event the dice result rolled doubles (11, 22, etc.), the triggering effects are doubled. If the characters form a Group True Pattern, the group may be added to the chart with a Legend the group is dedicated to, or best known for. If the group Legend is triggered, all members gain the increased benefit.

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Table 2-1: Example Legend Chart D100

Legend Type

Character

Champions the Weak (9)

Varis

10 -16

Trickster (7)

Corvis

17- 2 3

Inspires Others (7)

Kairn

24 -28

Explores the Wild (5)

Celemir

1- 9

Table 2-2: Example Legend Types DESCRIPTION

Acquires Wealth

The PC is driven to gain valuable items. Coins are all well and good, but they’re a means to an end. Treasures untold are out there, waiting to be found.

Archives History

The PC years to record things as they transpire. Perhaps they wish to become the author of the lauded research material, or the inspiration behind the next great ballad.

Builds Communities

Much of the land of Barsaive still remains wild. Several towns and villages are just starting up, or are recovering their ancestor’s city from before the Scourge.

Champions the Weak

The PC constantly sticks up for the underdog. Protecting villagers from bandits or roving creatures. Speaking on behalf of the falsely accused.

Creates Art

The PC loves making something beautiful in this ravaged world. It is said that the Horrors cannot create, only corrupt. Perhaps the creation of beauty is how they can be defeated?

Explores the Wild

Most people fear the unknown. The PC dives into the unknown feet first. Ready for anything around the next corner, or over the next hill.

Inspires Others

The PC brings hope to the hopeless, purpose to the lost. Perhaps they serve a political or religious faction.

Liberates Others

The PC frees others from things that hold them down. Opening sealed kaers, or breaking up Theran slave caravans, or oppressive village leaders.

Meets out Justice

The PC feels strongly about laws that form society, and helps enforce those laws.

Hunts Monsters

There are many dangers lurking in the world, or just outside of it. The PC protects Namegivers by hunting down the monsters that would prey upon them.

One with Nature

The PC reveres nature above all else. Perhaps they protect natural creatures from corrupted monsters, or they are attempting to renew destroyed lands back to lush forests.

Perseveres Hardship

The PC excels when they are the underdog. When all they odds are against them, or they are the outcast, they find a way to survive.

Solves Mysteries

The PC seeks out the secrets of the world. Political intrigue, arcane lore, or the weakness of a Horror, all hold their interest.

Tends the Wounded

The PC cares for the injured and sick. Even if the Horrors left tomorrow, there would still be many lethal diseases and poisons in the world.

Trickster

The PC exposes others hubris, and educates through examples.

Valorous

The PC revels in conflict and exertion. Competition brings out the best in them, the more physical the better.

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CHAPTER 2: CHARACTER OPTIONS

LEGEND

CHAPTER 3: DISCIPLINES

EARTHDAWN GENESYS

Adepts are able to use magic to power special abilities. Your characters Discipline provides a metaphor for how they see the world, which allows them to tap into its ambient magical energies. In Genesys, Disciplines determine which skills are career skills. They will also allow access to certain skills and talents. Before spending experience during character creation, an adept may choose four of their career skills and gain one rank in each of them.

ARTISAN SKILL When developing your character, choose one artistic skill or craft that your character has been trained in. When using this skill, gain b to the appropriate Charm or Craft rolls. Common choices include: Charm: Acting, dancing, and singing. Craft: Rune carving, body painting, and embroidery.

Discipline Abilities Discipline Circles are grouped into tiers of training. Advancing to a higher tier allows the adept to learn more advanced magical talents. Advancement also bestows certain abilities unique to the Discipline. The abilities are gained immediately upon reaching the new tier. Abilities granting the same effect do not stack. For example, an Elementalist that becomes a Wizard does not gain more Matrices.

Karma Adepts add their Karma Rating to all career skill checks.

Air Sailor “Air Sailors are the swashbuckling brotherhood of the sky. Air Sailors never leave their fellows behind and embrace the idea of togetherness, working to protect and spread civilization, rather than preying upon it.” 9 Career Skills Athletics, Charm, Coordination, Craft, Gunnery, Leadership, Melee (Light), Operating, Thread weaving. Discipline Abilities Novice: The adept starts with 1 rank in Operating before spending experience points, and may not increase Operating above rank 2 during character creation. Journeyman: Collaborate - when performing the Assist maneuver, the adept may affect an ally within short range. May commit one karma to gain s to all social checks. Warden: Master:

9  FASA Games, Earthdawn Player’s Guide 4th Edition, 88

10

Archer “The Archer learns the art of the bow and crossbow, and by extension, all types of ranged attacks. This Discipline stresses accuracy and speed. Most Archers show greatly enhanced perceptive powers, frequently noticing things that others miss.” 10 Career Skills Adventuring, Charm, Perception, Ranged (Heavy), Ranged (Light), Stealth, Survival, Thread weaving, and Vigilance. Discipline Abilities Novice: The adept starts with 1 rank in Perception before spending experience points, and may not increase Perception above rank 2 during character creation. Journeyman: Create Projectile - the Quick Draw talent may now reduce the Prepare quality of Ranged weapons to 0. May commit one karma to gain +1 Damage to all Ranged attacks. Warden: Master:

Beastmaster “Beastmasters are adepts that use magic to emulate and interact with animals and other creatures. Some develop these abilities to become expert trackers and survivalists, while others forge magical bonds with animal companions, or train and care for the domestic animals that support day to day life.” 11 Career Skills Adventuring, Athletics, Brawl, Coordination, Perception, Resilience, Survival, Thread weaving, and Vigilance. Discipline Abilities Novice: The adept increases their wound and strain thresholds by one. Journeyman: Cats Grace - when taking a second maneuver, the adept suffers one less strain. May commit one karma to gain +1 Damage to all Brawl attacks. Gains one additional Recovery per day. Warden: Master:

10  FASA Games, Earthdawn Player’s Guide 4th Edition, 90 11  FASA Games, Earthdawn Player’s Guide 4th Edition, 92

Cavalryman

Illusionist “Illusionists cast spells that work through deception. However, some Illusionist spells do have real effects; Illusionists learned long ago that if everything they did was an illusion, people quickly caught on and their magic became less effective. Now they balance real magic, illusions, trickery, and sleight of hand.” 14

Career Skills Adventuring, Charm, Coercion, Leadership, Melee (Heavy), Melee (Light), Riding, Survival, and Thread weaving. Starting Gear Cavarlymen begin play with a mount appropriate to their species. This mount is not combat trained, so the most common choice is a Riding Horse. Discipline Abilities •  Novice: The adept increases their wound and strain thresholds by one. •  Journeyman: One Soul, Two Bodies - when making a non-combat check targeting your chosen mount (Medicine, Riding, Survival), upgrade your check once.

Career Skills Charm, Coercion, Cool, Deception, Illusionism, Patterncraft, Stealth, Thread weaving, and Vigilance. Discipline Abilities Novice: The adept gains two Standard Matrices. Journeyman: One Standard Matrix becomes an Enhanced Matrix. May commit one karma to reduce one Conjure spell upgrade by d. Warden: Master:

May commit one karma to gain +1 Damage to all Melee attacks while mounted. Gains one additional Recovery per day. •  Warden: •  Master:

“Nethermancers are magicians who specialize in the magic of the netherworlds. Their interests focus on other planes, and the spirits and creatures that inhabit those planes. Most people consider Nethermancers to be a little “off” in an eerie sort of way, and consequently followers of this Discipline are unlikely to win many popularity contests.”

Elementalist “An Elementalist is a magician who focuses on learning about, and gaining power over, the five magical elements: air, earth, fire, water, and wood.” 13 Career Skills Astral, Elementalism, Medicine, Negotiation, Patterncraft, Perception, Resilience, Survival, and Thread weaving. Discipline Abilities Novice: The adept gains two Standard Matrices. Journeyman: One Standard Matrix becomes an Enhanced Matrix. May commit one karma to reduce the increase in difficulty when adding the Additional Targets upgrade to Augment, Barrier, and Heal spells by d. Warden: Master:

12  FASA Games, Earthdawn Player’s Guide 4th Edition, 94 13  FASA Games, Earthdawn Player’s Guide 4th Edition, 96

Nethermancer

15

Career Skills Astral, Coercion, Medicine, Negotiation, Nethermancy, Patterncraft, Stealth, and Thread weaving. Discipline Abilities Novice: The adept gains two Standard Matrices. Journeyman: One Standard Matrix becomes an Enhanced Matrix. May commit one karma to reduce one Curse spell upgrade by d. Warden: Master:

14  FASA Games, Earthdawn Player’s Guide 4th Edition, 98 15  FASA Games, Earthdawn Player’s Guide 4th Edition, 100

11

CHAPTER 3: DISCIPLINES

“Members of the Cavalryman Discipline are fierce, mounted warriors. They train with their mounts and form a close empathic bond with them. A Cavalryman typically respects his mount more than any Namegiver, with the possible exception of other Cavalrymen. This Discipline emphasizes motion and empathy for one’s mount.” 12

Scout “Scouts are the vanguard, the tracker, and the brave rangers who go where others cannot. Scouts are masters of becoming one with their environment—whether that environment is a primeval forest or the heart of the city.” 16

EARTHDAWN GENESYS

Career Skills Adventuring, Athletics, Coordination, Perception, Stealth, Streetwise, Survival, Thread weaving, and Vigilance. Discipline Abilities Novice: The adept starts with 1 rank in Survival before spending experience points, and may not increase Survival above rank 2 during character creation. Journeyman: Enhanced Senses - the adept may suffer 2 strain as an incidental to ignore concealment for one check. May commit one karma to gain s on all Perception and Vigilance checks. Warden: Master:

Sky Raider “Sky Raiders are ruthless pirates forming a potent force in Barsaive. Their airships raid all over the province, targeting merchant caravans as well as smaller towns and villages. Sky Raiders are proud, and show great loyalty to other Sky Raiders—unless that raider belongs to an enemy clan or moot.” 17 Career Skills Athletics, Coercion, Cool, Gunnery, Melee (Heavy), Melee (Light), Operating, Resilience, and Thread weaving. Discipline Abilities Novice: The adept increases their wound and strain thresholds by one. Journeyman: Overwhelming Force - the adept may suffer 2 strain as an incidental to gain sshh to the next Brawl or Melee combat check they make this turn. They may not take the Guarded Stance manevuer on the same turn this is used. May commit one karma to gain +1 Damage to all Melee and Ranged (Light) attacks. Gains one additional Recovery per day. Warden: Master:

16  FASA Games, Earthdawn Player’s Guide 4th Edition, 102 17  FASA Games, Earthdawn Player’s Guide 4th Edition, 104

12

Swordmaster “Swordmasters are fighters who learn the value of a wellhandled weapon, training to demonstrate quickness, flash, and panache in a fight. Swordmasters often emphasize style as much as skill in combat. While swords are the most common weapon employed by this Discipline, some schools focus on and train with other weapons.” 18 Career Skills Athletics, Brawl, Charm, Coercion, Cool, Coordination, Melee (Heavy), Melee (Light), and Thread weaving. Discipline Abilities Novice: The adept increases their wound and strain thresholds by one. Journeyman: Size Up - the adept studies another Namegiver and makes an Adventuring vs Discipline check, adding the targets Mystic Defense. For each uncancelled success, the adept may learn one fact about the creature’s attributes or abilities, including, but not limited to: Soak value, Defense value, Talent, Abilities, Attacks, and weaknesses. May commit one karma to gain +1 Damage to all Melee attacks. Gains one additional Recovery per day. Warden: Master:

Thief “Thieves learn early to be self-reliant and how to steal. They draw power from their self-confidence and the knowledge that they depend only on themselves. The abundance of rumors governing Thief guilds means such groups may, in fact, exist, but proof or disproof of their reality remains a secret.” 19 Career Skills Adventuring, Cool, Coordination, Deception, Perception, Skullduggery, Stealth, Streetwise, and Thread weaving. Discipline Abilities Novice: The adept starts with 1 rank in Deception before spending experience points, and may not increase Deception above rank 2 during character creation. Journeyman: Shadowcloak - the adept may suffer 2 strain as an incidental to reduce the difficulty of their next Skullduggery or Stealth check once. May commit one karma to gain s on attacks against unaware targets. Warden: Master:

18  FASA Games, Earthdawn Player’s Guide 4th Edition, 106 19  FASA Games, Earthdawn Player’s Guide 4th Edition, 108

Troubadour “Troubadours serve as entertainers, storytellers, actors, and songsmiths. As such, they represent the closest thing to a historian or scholar that common people usually see.” 20

Warrior “Warriors are fighters and soldiers trained to use magic to enhance their combat techniques. They often form groups with other Warriors, living in seclusion in self-sufficient settlements similar to monastic orders.” 21 Career Skills Athletics, Brawl, Coordination, Leadership, Melee (Heavy), Melee (Light), Resilience, Thread weaving, and Vigilance. Discipline Abilities Novice: The adept increases their wound and strain thresholds by one. Journeyman: Battle Rites - once per combat encounter, the adept may spend a Story Point to recover one strain at the begining of thier turn for the rest of the encounter. May commit one karma to gain +1 Damage to all Brawl and Melee attacks. Gains one additional Recovery per day. Warden: Master:

20  FASA Games, Earthdawn Player’s Guide 4th Edition, 110 21  FASA Games, Earthdawn Player’s Guide 4th Edition, 112

“A Weaponsmith trains to gain an iron will and a highly critical eye. In addition to their role as craftsmen that make mundane weapons, armor, and other goods, Weaponsmiths help identify and create legendary weapons. Nearly every community places great value on their Weaponsmiths.” 22 Career Skills Charm, Craft, Discipline, Leadership, Lore, Melee (Light), Negotiation, Resilience and Thread weaving. Discipline Abilities Novice: The adept starts with 1 rank in Craft before spending experience points, and may not increase Craft above rank 2 during character creation. Journeyman: Traveling Smithy - the adept may spend a Story Point to ignore the need for a forge for one day. If the adept has access to a forge that is adding b to the check, they may ignore bb. May commit one karma to gain +1 Damage when attacking with a weapon they have created. Warden: Master:

Wizard “Wizards are spellcasters focusing on the theoretical aspects of magic. Those who follow other spellcasting Disciplines sometimes disparage Wizards as being “book magicians,” but it is interesting to note that very few have the guts to call a Wizard that to his face.” 23 Career Skills Adventuring, Astral, Charm, Cool, Discipline, Lore, Patterncraft, Thread weaving, and Wizardry. Discipline Abilities Novice: The adept gains two Standard Matrices. Journeyman: One Standard Matrix becomes an Enhanced Matrix. May commit one karma to gain one free Range upgrade to Augment and Barrier spells. Warden: Master:

22  FASA Games, Earthdawn Player’s Guide 4th Edition, 114 23  FASA Games, Earthdawn Player’s Guide 4th Edition, 116

13

CHAPTER 3: DISCIPLINES

Career Skills Charm, Coercion, Cool, Deception, Discipline, Leadership, Lore, Negotiation, and Thread weaving. Discipline Abilities Novice: The adept starts with 1 rank in Charm before spending experience points, and may not increase Charm above rank 2 during character creation. Journeyman: One Last Word - if the adept has failed a social check, they may suffer a number of strain up to the ranks of the skill rolled. For each strain suffered, add s to the result. May commit one karma to increase an allies karma rating by one. The ally must remain within medium range of the adept. Warden: Master:

Weaponsmith

CHAPTER 4: SKILLS Table 3-1: Skill List

EARTHDAWN GENESYS

SKILL NAME

ATTRIBUTE

Adventuring

Intellect

Alchemy

Intellect

Astral

Intellect

Athletics

Brawn

Brawl

Brawn

Charm

Presence

Coercion

Willpower

Cool

Presence

Coordination

Agility

Craft

Intellect

Deception

Cunning

Discipline

Willpower

Elementalism

Cunning

Gunnery

Agility

Illusionism

Cunning

Leadership

Presence

Lore

Intellect

Medicine

Intellect

Melee Heavy

Brawn

Melee Light

Brawn

Negotiation

Presence

Nethermancy

Willpower

Operating

Intellect

Patterncraft

Intellect

Perception

Cunning

Ranged Heavy

Agility

Ranged Light

Agility

Resilience

Brawn

Riding

Agility

Skullduggery

Cunning

Stealth

Agility

Streetwise

Cunning

Survival

Cunning

Thread Weaving

Intellect

Vigilance

Willpower

Wizardry

Intellect

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COMBAT SKILLS

Unless otherwise noted, combat skill attacks must add b equal to the targets Physical Defense.

Gunnery (Agility) As the Genesys Core Rule Book, page 69. This skill allows the character to attack with siege weapons, airship weapons, and riverboat weapons.

GENERAL SKILLS Alchemy (Intellect) As the Genesys Core Rule Book, page 57. Alchemy may be used by non-Adepts. Use this skill to identify and create healing aids, blood charms, and minor magic items. It cannot be used to create Thread Items.

Charm (Presence) As the Genesys Core Rule Book, page 54. Charm may also be used to perform artistic acts that do not create something (see Craft). Examples include: playing music, dancing, juggling, storytelling, etc.

Craft (Intellect) As Mechanics in the Genesys Core Rule Book, page 60. This can be used to create and repair armor, weapons, buildings, and vessels. It cannot be used to create magical items.

Operating (Intellect) As the Genesys Core Rule Book, page 62. This skill allows the character to help in the operation of airships and riverboats.

KNOWLEDGE SKILLS Adventuring (Intellect) Your character should use this skill if…

• 

Astral (Intellect) Your character should use this skill if…

• 

Your character wants to identify an Elemental, Horror, or undead and learn what its habits and weaknesses are. •  Share information about the various Nether realms in astral space. •  Determine how corrupted Astral space is in a location.

Lore (Intellect) Your character should use this skill if…

• 

Your character tries to recall the legends of great heroes. •  Your character wants to understand different cultures and religious practices. •  Your character needs to research a key knowledge of a Thread item.

Patterncraft (Intellect) Your character should use this skill if…

• 

Your character wants to identify a spell or ongoing magical effect. •  Your character wants to decipher magical script or write your own. •  Your character wants to recall or extrapolate upon magical theories.

Magic Skills may only be used by Adepts of the appropriate Discipline. All Disciplines gain access to the Thread weaving skill. However, each Discipline has a unique view of magic, and thus uses this skill differently from the others.

Elementalism (Cunning) This skill may only be used by Adepts with the Elemetalist Discipline.

Your character should use this skill if…

• 

Your character wants to cast physically damaging spells using the 5 elements (Air, Earth, Fire, Water, Wood). •  Your character needs to summon an Elemental to negotiate a service. •  Your character wants to provide food and shelter for travelers, or purify the land of taint.

Illusionism (Cunning) This skill may only be used by Adepts with the Illusionist Discipline.

Your character should use this skill if…

• 

Your character wants to cast something that looks and feels like a Fireball, but isn’t. •  Your character tries to convince everyone that they’re no longer there, or are someone else. •  Your character wants to conjure an illusionary figure that will do battle.

Nethermancy (Willpower) This skill may only be used by Adepts with the Nethermancer Discipline.

Your character should use this skill if…

• 

Your character wants to cast spells directly from Astral space. •  Your character needs to summon a spirit to manifest and perform a service. •  You wish to return the recently dead to life.

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CHAPTER 4: SKILLS

Your character tries to recall geography, or facts about trade goods and trade routes. •  Your character wants to identify a plant, a wild animal, or other native creature and learn its habits and weaknesses. •  Your character wants to understand kaer design, avoid their traps, and solve their puzzles.

MAGIC SKILLS

Thread Weaving (Intellect) This skill may only be used by Adepts. Thread weaving allows an Adept to create and manipulate magical threads, intertwining their own magic with another.

Your character should use this skill if…

• 

EARTHDAWN GENESYS

Your character needs to place a spell into their Spell Matrix. •  Your character wishes to weave threads to a thread item to gain its powers. •  With the proper Talent, this can be used to create thread items.

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Wizardry (Intellect) This skill may only be used by Adepts with the Wizard Discipline.

Your character should use this skill if…

• 

Your character wants to attack with physical or mystic elements. •  Your character wishes to augment their allies, or curse their foes. •  Your character needs to enhance their already considerable knowledge.

CHAPTER 5: TALENTS

Adepts not only enhance their skills with magic, but also develop special abilities far beyond the realm of mundane skill. Access to these Talents are determined by the characters Discipline, passed down from mentor to student for generations. Adepts are able to learn Talents relatively quickly by spending time meditating upon their Discipline training.

Discipline Talents Advanced Talents As Adepts increase in power, greater magical effects are revealed to them. Some talents are available to more than one Discipline, but at different stages of training. A Talent with a Discipline marked with a (J), (W), or (M), is not available to that Discipline until they reach at least the Journeyman, Warden, or Master tier (see Legendary Status in Chapter 2).

Dispelling Talents Talents with durations may be removed by the Dispel Magic talent and similar effects.

OPEN TALENTS

These talents are available to all characters, and are unchanged from the original source.

Table 5-1: Open Talents List Open Talents

tier Source (page)

Desperate Recovery

1

Genesys Core (73)

Block

2

Realms of Terrinoth (84)

Finesse

1

Realms of Terrinoth (84)

Grit

1

Genesys Core (73)

Jump Up

1

Genesys Core (73)

Knack for It

1

Genesys Core (73)

Parry

1

Genesys Core (74)

Quick Draw

1

Genesys Core (74)

Toughness

1

Genesys Core (75)

Dedication

5

Genesys Core (81)

Air Sailing Tier: 1 Activation: Passive Discipline: Air Sailor, Sky Raider Ranked: Yes The adept uses telekinetic magic to perform more work on a ship. For each rank of Air Sailing, the adept counts as 2 more crew towards the minimum crew requirement of the ship.

Air Speaking Tier: 1 Activation: Active (Incidental) Discipline: Air Sailor (J), Elementalist, Sky Raider, Troubadour (J) Ranked: No The adept sends their words silently upon the breeze to any number of targets within Medium range.

Animal Companion Durability Tier: 1 Activation: Passive Discipline: Beastmaster (J), Cavalryman (J) Ranked: Yes Requires Animal Bond talent The adept uses their bond to enhance the vitality of their companions. For each rank of this talent, each companions gains 2 to their Wound Threshold.

Animal Talk Tier: 1 Activation: Passive Discipline: Beastmaster (J), Cavalryman (W), Scout (W) Ranked: No The adept may understand and communicate with all animals.

Animal Training Tier: 1 Activation: Passive Discipline: Beastmaster, Cavalryman, Scout (W) Ranked: Yes Requires Animal Bond talent The adept uses their bond to train their companion with useful skills. For each rank of this talent, each companion learns 1 rank of a skill it could perform (GM approval).

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CHAPTER 5: TALENTS

Most Talents require the character to be a member of a certain Discipline in order to purchase it. These are noted in the Talent description.

TIER 1

Arcane Trickery Tier: 1 Activation: Passive Discipline: Scout, Thief, Weaponsmith Ranked: No The adept uses magic instead of mundane tools to defeat locks and traps. They always count as having the necessary tools for the job when performing Skulduggery checks against locks and traps. The adept may also detect and defeat magical locks and traps.

EARTHDAWN GENESYS

Armor Mount

Tier: 1 Activation: Active (Maneuver) Discipline: Beastmaster (W), Cavalryman (J) Ranked: Yes The adept creates magical barding around their mount. Once per encounter, while mounted, the adept may suffer a number of strain no greater than their ranks in Armor Mount to use this talent. Until the end of the encounter, the mount gains 1 Physical Soak equal to the number of strain suffered.

Astral Sight Tier: 1 Activation: Active (Action) Discipline: Elementalist, Illusionist, Nethermancer, Scout (J), Wizard Ranked: No The adept may make an Astral check to look into astral space to examine magical effects, spirits, and other astral phenomena within Long range. This effect lasts a number of rounds equal to the number of uncancelled successes. This also allows the character to target creatures which exist only in the astral plane with spells that do Mystic Damage. The difficulty is based upon the target being examined. Simply looking into the Astral is an Average (dd) check, and will reveal the landscape and unhidden. Examining a creature is resisted by the targets Discipline plus Mystic Defense. Horrors corrupt astral space with their magics, causing it to become murky and difficult to see details. Add b per level of corruption in astral space (example: Tainted space would be bbb).

Charge Tier: 1 Activation: Active (Incidental) Discipline: Cavalryman Ranked: No When mounted, if the adept travels 2 range bands to attack a target (example, Medium to Engaged), a successful melee attack will have the base damage increased by the adepts ranks in Riding.

18

Claw Shape Tier: 1 Activation: Active (Incidental) Discipline: Beastmaster Ranked: No As an incidental, the adept may grow claws from their hands, improving their unarmed attacks. See the Weapons section for details.

Danger Sense Tier: 1 Activation: Passive Discipline: Archer (J), Beastmaster, Scout, Sky Raider, Swordmaster, Thief, Warrior, Weaponsmith Ranked: Yes After the adept makes a Perception, Vigilance, or Knowledge (Adventuring) check to notice, identify, or avoid a trap or ambush, your character removes a number of uncanceled h no greater than your character’s ranks in Danger Sense.

Etiquette Tier: 1 Activation: Active (Incidental) Discipline: Air Sailor (J), Archer (J), Cavalryman (J), Swordmaster (J), Troubadour, Warrior (J), Weaponsmith (J), Wizard Ranked: Yes When the adept makes a social skill check in polite company, they may suffer a number of strain no greater than their ranks in Etiqueete to add a number of a to the check equal to the strain suffered.

Gliding Stride Tier: 1 Activation: Active (Incidental) Discipline: Air Sailor (W), Elementalist (J), Swordmaster (J) Ranked: No The adept may walk upon the air for a short time. The adept may suffer 1 strain to allow all their movement for the round to ignore certain difficult or hazardous terrains, or to change 1 range band vertically. They may not end the movement in mid-air.

Great Leap Tier: 1 Activation: Active (Incidental) Discipline: Air Sailor, Beastmaster, Scout, Sky Raider, Thief Ranked: No The adept may jump longer distances than normal people could ever achieve. As part of a single move maneuver, the adept may suffer 1 strain to ignore certain difficult or hazardous terrains, or to change 1 range band vertically.

Heartening Laugh Tier: 1 Activation: Active (Incidental, out of turn) Discipline: Air Sailor (J), Cavalryman, Swordmaster, Troubadour, Weaponsmith (J) Ranked: No The adept laughs in the face of danger, bolstering the resolve of their allies. When making a Fear check, the adept, and one ally per rank in Heartening Laugh, has the difficulty reduced by 1. Tier: 1 Activation: Active Discipline: Elementalist, Troubadour, Weaponsmith, Wizard Ranked: No The adept may spend 1 hour a day for 7 days to use the Lore skill to analyze a thread item and learn it’s Test Knowledges (see Chapter 8: Thread Magic).

Navigation Tier: 1 Activation: Passive Discipline: Air Sailor, Archer, Elementalist (J), Scout, Sky Raider Ranked: No The adept removes up to bb from any checks to prevent getting lost, avoiding natural hazards, and finding the fastest routes.

Read Language Tier: 1 Activation: Active Discipline: Nethermancer, Scout, Troubadour, Weaponsmith, Wizard Ranked: No The adept uses magic to decipher languages. They may make an Average (dd) Lore check to learn a written language after only one minute of reading a full page of text.

Recruiting Speech Tier: 1 Activation: Active Discipline: Air Sailor (J), Cavalryman (J), Sky Raider (J), Troubadour (J), Warrior (J), Weaponsmith (J) Ranked: No The adept empowers those that accept their leadership. The adept makes a speech lasting at least 5 minutes, and makes a Leadership check with a difficulty based on the Group Size (Genesys pg. 120). For each success, the target group accepts the adept as their leader for 1 hour. A t may change the duration to 1 day per success instead. The Group gains b to all actions while under the effect of this talent.

Tier: 1 Activation: Active Discipline: Nethermancer (J), Troubadour, Wizard Ranked: No The adept uses magic to improve their memory, and make up for lesser libraries. They may remove bb from knowledge skills made in a library, and researching a subject takes half the time.

Speak Language Tier: 1 Activation: Active Discipline: Air Sailor, Archer (J), Cavalryman, Illusionist, Nethermancer, Scout, Swordmaster, Troubadour, Weaponsmith, Wizard Ranked: No The adept uses magic to communicate with others. They may make an Average (dd) Lore check to learn a spoken language after only one minute of listening to it.

Temper Flesh Tier: 1 Activation: Active Discipline: Elementalist (W), Sky Raider (M), Warrior (J), Weaponsmith (J) Ranked: Yes The adept performs a 30 minute ritual to make them more resistant to harm. For 24 hours, the adept reduces Critical Injury results they suffer by 10 per rank of Temper Flesh.

Tenacious Weave Tier: 1 Activation: Active (Incidental) Discipline: Elementalist (J), Illusionist (J), Nethermancer (J), Wizard Ranked: No Once per round, while casting a spell, the adept may suffer 1 strain to increase the difficulty of any attempt to dispel it.

Tiger Spring Tier: 1 Activation: Active (Incidental) Discipline: Archer (J), Beastmaster (J), Scout (J), Sky Raider (J), Swordmaster, Warrior Ranked: Yes When determining the initiative order in a combat, the adept may suffer a number of strain up to their ranks in Tiger Spring to add a number of s equal to the strain suffered.

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CHAPTER 5: TALENTS

Item History

Research

Trick Riding Tier: 1 Activation: Active (Incidental) Discipline: Cavalryman Ranked: No Once per round, the adept may mount or dismount an animal as an incidental action. If the adept is dismounted, they ignore a Short range fal, and are not knocked prone.

EARTHDAWN GENESYS

Wilderness Survival Tier: 1 Activation: Passive Discipline: Archer, Beastmaster, Elementalist, Scout, Sky Raider Ranked: No The adept removes up to bb from any checks to find food, water, or shelter. These checks also take half the time they normally would.

TIER 2 Animal Bond (Minion) Tier: 2 Activation: Passive Discipline: Beastmaster, Cavalryman, Scout (J) Ranked: No When the adept purchases this talent, choose a minion animal up to silhouette 0 (approved by your GM). This creature becomes the adept’s Companion. The bond lasts as long as you choose, though the GM may decide to remove it due to mistreatment or other conditions. The only action this Companion may take is Exchange an Action for a Maneuver. It cannot fight except in selfdefense, under the GM’s direction. As long as this Companion is in short range, it may use the Assist maneuver to give b to Perception and Vigilance checks.

Anticipate Blow Tier: 2 Activation: Active (Maneuver) Discipline: All Ranked: Yes Once per round, the adept may suffer a number of strain no greater than their ranks in Anticipate Blow to use this talent. Until the end of the adept’s next turn, upgrade the difficulty of all physical attacks targeting the adept a number of times equal to the strain suffered.

20

Astral Targeting Tier: 2 Activation: Passive Discipline: Wizard Ranked: No Requires Astral Sight talent If the adept has successfully used Astral Sight against a target, they upgrade their Wizardry check once against that target for the rest of the encounter.

Battle Shout Tier: 2 Activation: Active (Maneuver) Discipline: Cavalryman, Sky Raider, Weaponsmith Ranked: No The adept intimidates a target within short range. The adept may suffer 1 strain to take a Battle Shout Maneuver to place a number of Setback dice equal to their ranks in Coercion upon the target until the end of the targets next turn. This may only affect a target once per encounter (a minion group counts as 1 target). This is a Fear effect.

Blade Juggle Tier: 2 Activation: Active (Action) Discipline: Thief (J), Troubadour (J) Ranked: Yes The adept may juggle two Melee (Light) or Ranged (Light) weapons plus one per rank of Blade Juggle. Using this talent allows the adept to draw any weapons to be used for this purpose as a free action. For each weapon after the first, until the start of the adepts next turn, upgrade the difficulty of all physical attacks targeting the adept. After an attack against the adept is resolved, the adept may spend d or hhh from the attacker’s check to automatically hit the attacker once with one of the juggled weapons as a ranged attack (melee weapons gain a range of Short for this purpose). The hit deals the weapon’s base damage, plus any damage from applicable talents or abilities. The adept can’t counterattack if the original attack incapacitates them. The counterattack reduces the number of weapons juggled by 1 until the start of the adepts next turn.

Blood Share

Borrow Sense Tier: 2 Activation: Active (Maneuver) Discipline: Beastmaster, Scout (J) Ranked: No Requires Animal Bond talent The adept gains one of the senses of their animal companion (who loses that sense while this talent is active). The adept suffers 1 strain to take the Borrow Sense maneuver and gain the sensory ability of an animal companion they are engaged with for the rest of the encounter.

Call Missile Tier: 2 Activation: Active (Maneuver) Discipline: Archer, Thief (J) Ranked: No If the adept runs out of ammunition, or wishes to recover up to 3 thrown weapons, suffer 1 Strain to take a Call Missile Maneuver to make them fly back to their hand, quiver, or other storage method.

Claw Shape (Improved) Tier: 2 Activation: Active (Incidental) Discipline: Beastmaster (J) Ranked: No The adepts claws gain +1 Damage and +1 Pierce.

Cold Purify Tier: 2 Activation: Active (Incidental) Discipline: Air Sailor (W), Elementalist (J), Troubadour (W) Ranked: No The adept conjures pure water to aid in medical treatment. When using Medicine to treat poison, diseases, or Critical Injuries, reduce the difficulty by d.

Tier: 2 Activation: Active (Action) Discipline: Air Sailor (J), Illusionist (J), Scout (J), Thief Ranked: No The adept uses illusion magic to hide items on their person. When concealing gear (Genesys page 86), the adept may suffer 1 point of strain per hidden item to upgrade their Stealth check against searches until the end of the encounter. In a combat encounter, this would require a Stealth vs Vigilance check. Successfully hiding a weapon will make the target unaware of a subsequent attack with that weapon.

Dead Fall Tier: 2 Activation: Active (Incidental, Out of Turn) Discipline: Illusionist, Thief (J) Ranked: No The adept uses illusion magic to create fatal injuries and appear dead. Any investigation into their status is made as an opposed check against the adepts Deception.

Dispel Magic Tier: 2 Activation: Active (Action) Discipline: Elementalist (J), Illusionist (J), Nethermancer, Wizard Ranked: No Suffer 1 Strain to make a Hard (ddd) Thread weaving check to end an ongoing magical talent or spell effect at Short Range.

Distract Tier: 2 Activation: Active (Maneuver) Discipline: Air Sailor, Archer (J), Sky Raider (J), Swordmaster, Warrior Ranked: No The adept may suffer 1 strain to take a Distract Maneuver, a target within Short Range gains b to attacking the adept, but bb to attack anyone else until the end of the adepts next turn.

Dominate Beast Tier: 2 Activation: Active (Action) Discipline: Beastmaster, Cavalryman Ranked: No The adept forces an animal to obey commands. Make a Survival vs Discipline check, adding the targets Mystic Defense. On a success, the animal will obey simple commands for the rest of the encounter. The adept must spend 1 maneuver to command the animal to perform 1 action and 1 maneuver.

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CHAPTER 5: TALENTS

Tier: 2 Activation: Active (Action) Discipline: Beastmaster (J), Cavalryman, Nethermancer (J) Ranked: No The adept transfers health between themselves and a willing ally or animal companion. The adept chooses which is healed, and who is harmed. Make an Easy (d) Medicine (Namegivers) or Survival (animals) check on an engaged target. For each s 1 wound is transfered. For each a 1 strain is transferred.

Conceal Object

Empathic Sense Tier: 2 Activation: Active (Action) Discipline: Air Sailor, Cavalryman (J), Illusionist (W), Swordmaster (W), Troubadour, Wizard (W) Ranked: No The adept suffers 1 strain, and makes an opposed Charm vs Cool check. For 1 minute per success, the adept knows the emotions of the target; this upgrades all social skills against the target once for the duration.

EARTHDAWN GENESYS

Emotion Song Tier: 2 Activation: Active (Action) Discipline: Troubadour Ranked: No The adept must perform to an audience for at least 10 minutes and make a Charm vs Group Size (pg 120 GCR) check. If successful, 20% of the crowd gains a Desire or Fear Motivation that is directed at a specific target. Every 2 additional successes affects 20% more of the group. This effect lasts 1 day per rank of Charm.

Enhance Animal Companion Tier: 2 Activation: Passive Discipline: Beastmaster, Cavalryman Ranked: Yes Requires Animal Bond talent The adept infuses their animal companions with magic to strengthen them. For each rank of this talent, the adept adds 1 to their choice of the following attributes to each of their companions: Physical Defense, Mystic Defense, Physical Soak, Mystic Soak, or Weapon Damage.

Fearsome Charge Tier: 2 Activation: Active (Incidental) Discipline: Cavalryman (J) Ranked: No While charging, the adept may suffer 1 strain to add the Disorient quality to their next attack with a rating equal to their ranks in Coercion. This is a Fear effect.

Fireblood Tier: 2 Activation: Active (Maneuver) Discipline: Elementalist (J), Sky Raider, Warrior, Weaponsmith Ranked: No The adepts’ wounds burst into healing flame. Once per round while in combat, the adept may take the Fireblood Maneuver to spend a Recovery to heal, adding their ranks in Resilience.

22

Forge Weapon Tier: 2 Activation: Active Discipline: Weaponsmith Ranked: No The adept improves the lethality of weapons with magic that lasts a year and a day, or until dispelled. The ritual takes 1 day per Encumbrance of the weapon. The damage of the weapon is then increased by 1. By repeating this ritual, the bonus may be increased up to a maximum of half the adepts’ ranks in Craft (round up).

Gliding Stride (Improved) Tier: 2 Activation: Active (Incidental, Out of Turn) Discipline: Air Sailor (W), Elementalist (J), Swordmaster (J) Ranked: No Requires Gliding Stride talent The adept may suffer 1 strain to reduce a fall by 1 range band.

Haggle Tier: 2 Activation: Active (Incidental) Discipline: Air Sailor, Thief, Troubadour, Weaponsmith Ranked: No When purchasing or selling an item, the adept may suffer 2 strain to reduce their Negotiation or Streetwise difficulty by d.

Heartening Laugh (Improved) Tier: 2 Activation: Active (Action) Discipline: Air Sailor (J), Cavalryman, Swordmaster, Troubadour, Weaponsmith (J) Ranked: No Requires Heartening Laugh talent The adept can help others overcome their fear. Choose a target within Medium range and make a Charm check against the Fear difficulty. If successful, the target has the effects of fear removed.

Inspire Others Tier: 2 Activation: Active (Action) Discipline: Air Sailor (J), Troubadour (J) Ranked: No The adept may sing or play an instrument to make an Average (dd) Charm check. For each s the check generates, one ally within medium range adds b to their next skill check. For each a, one ally benefiting from Inspire Others recovers 1 strain.

Iron Constitution Tier: 2 Activation: Passive Discipline: Beastmaster (J), Cavalryman (W), Elementalist (W), Scout (W), Sky Raider (J), Warrior (W), Weaponsmith (J) Ranked: Yes The adept may reduce the difficulty to resist any poison or disease by d for each rank of Iron Constitution. Tier: 2 Activation: Passive Discipline: Air Sailor (J), Beastmaster (J), Cavalryman (J), Nethermancer (J), Sky Raider (J), Swordmaster (J), Troubadour (J), Warrior (J), Weaponsmith (J) Ranked: Yes The adept may reduce the difficulty to resist any Fear effect by d for each rank of Lion Heart.

Mimic Voice Tier: 2 Activation: Active (Incidental) Discipline: Illusionist, Thief (J), Troubadour (J) Ranked: No When impersonating someone they have heard speak, the adept may suffer 1 strain to duplicate their voice, upgrading their Deception tests to convince others they are that person for the encounter.

Mystic Aim Tier: 2 Activation: Active (Maneuver) Discipline: Archer Ranked: No The adept may take the Mystic Aim maneuver and suffer 1 strain to upgrade his next Ranged (Light) or Ranged (Heavy) check once.

Power Mask Tier: 2 Activation: Active (Maneuver) Discipline: Illusionist (J), Thief (J), Wizard (J) Ranked: No The adept alters their aura to hide or disguise their magical nature. They may suffer 1 strain to take the Power Mask maneuver, increasing the difficulty to use Astral Sight on them by d for the encounter.

Tier: 2 Activation: Active (Incidental) Discipline: Air Sailor (J), Sky Raider (J), Swordmaster (J), Thief (J), Warrior (J) Ranked: No While wielding two weapons, the adept may suffer 2 Strain to ignore the increase in difficulty from using twoweapon combat.

Shield Bash Tier: 2 Activation: Active (Incidental) Discipline: Sky Raider, Warrior, Weaponsmith Ranked: No The adept uses a shield to attack their target. The adept reduces Inaccurate rating by 1, increases the Damage by 1, and reduces the Crit rating by 2

Standard Matrix Tier: 2 Activation: Passive Discipline: Elementalist, Illusionist, Nethermancer, Wizard Ranked: No The magician gains an additional matrix to store spell patterns in.

Stealthy Stride Tier: 2 Activation: Passive Discipline: Archer, Beastmaster, Illusionist, Nethermancer, Scout, Thief Ranked: No The adept uses illusion magic to enhance their stealth. They may use Cunning instead of Agility for Stealth checks and may remove up to bb from Stealth checks to hide themselves. This does not allow them to vanish in plain sight. This talent allows Steatlh to hide the adept from Astral perception as well as normal Perception. Those using Astral perception abilities must succeed at an Astral vs Stealth check to spot the adept.

Steel Thought Tier: 2 Activation: Active (Incidental, Out of Turn) Discipline: Nethermancer, Weaponsmith, Wizard, All others (J). Ranked: Yes When the adept is targeted by a combat check against thier mystic defense, they may suffer a number of strain no greater than their ranks in Steel Thought. The difficulty of the combat check is upgraded a number of times equal to the strain suffered.

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CHAPTER 5: TALENTS

Lion Heart

Second Weapon

Taunt Tier: 2 Activation: Active (Incidental) Discipline: Air Sailor, Illusionist, Swordmaster, Thief, Troubadour Ranked: No The adept insults their opponent, causing them to loose focus. If the target can understand the adepts language, the adept may add b to the targets next check for a (instead of aa).

EARTHDAWN GENESYS

True Shot Tier: 2 Activation: Active (Incidental) Discipline: Archer Ranked: Yes When the adept fails a Ranged (Light) or Ranged (Heavy) check, they may suffer a number of strain no greater than their ranks in True Shot. For each strain suffered, add s to the result, until they have 1 uncancelled success.

True Sight Tier: 2 Activation: Passive Discipline: Archer (W), Illusionist, Scout (J), Thief (J), Troubadour (W), Weaponsmith (W), Wizard (J) Ranked: No The adept is more likely to see through Illusions. Reduce the number of a or h required to disbelieve illusions by 1.

Waterfall Slam Tier: 2 Activation: Active (Incidental) Discipline: Warrior Ranked: No Before making a melee attack, the adept may suffer 1 strain to give their weapon the Knockdown quality.

Well Rounded Tier: 2 Activation: Passive Discipline: All Ranked: Yes Choose any 2 non-magic skills. They permanently become career skills, and benefit from your Karma Rating.

Wind Catcher Tier: 2 Activation: Active (Action) Discipline: Air Sailor, Elementalist, Sky Raider Ranked: No The adept may leap from a great height and glide down upon the wind currents. This is often used to descend from air ships. The adept rolls an Easy (d) Coordination check. For each success, the adept may jump down 100 yards suffering no damage. A t will allow the adept to glide for a short time, and may land on a specific spot.

Wound Balance Tier: 2 Activation: Passive Discipline: Air Sailor, Sky Raider, Swordmaster, Warrior, Weaponsmith Ranked: No It requires 1 additional a or h to knock the adept prone.

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TIER 3 Animal Bond (Rival)

Astral Interference Tier: 3 Activation: Active (Maneuver) Discipline: Nethermancer (J), Wizard (J) Ranked: No The adept makes spellcasting and astral sight more difficult for enemies within short range. The adept suffers 1 strain, until the end of their next turn they add b per rank of Astral to enemies that try to cast spells or use astral sight upon allies within Short range of the adept.

Avoid Blow Tier: 3 Activation: Active (Incidental, Out of Turn) Discipline: All Ranked: Yes When the adept is targeted by a combat check against thier physical defense, they may suffer a number of strain no greater than their ranks in Avoid Blow. The difficulty of the combat check is upgraded a number of times equal to the strain suffered.

Banish Tier: 3 Activation: Active (Action) Discipline: Elementalist (J), Nethermancer (J) Ranked: No The adept forces a spirit to return to their native plane. The adept makes an opposed Elementalism or Nethermancy vs. Discipline check adding the targets Mystic Defense. If the spirit is not one the adept could summon, the difficulty is increased d. Horrors and their constructs may not be Banished.

Tier: 3 Activation: Active (Incidental) Discipline: Beastmaster (J), Swordmaster (J) Ranked: Yes Once per round, the adept may suffer 1 strain to gain a number of b equal to their rank in Cobra Strike to a melee attack against a target that has not acted yet this round.

Charge (Improved) Tier: 3 Activation: Active (Incidental) Discipline: Cavalryman Ranked: No Requires Charge talent When performing a charge, on the first successful hit, increase the damage by the Brawn of the mount.

Creature Analysis Tier: 3 Activation: Active (Action) Discipline: Archer, Beastmaster, Cavalryman, Scout, Wizard Ranked: No The adept uses divination magic to learn about a creature within Long range (not Horrors, Elementals, or Dragons). The adept makes an Adventuring vs Discipline check, adding the targets Mystic Defense. For each uncancelled success, the adept may learn one fact about the creature’s attributes or abilities, including, but not limited to: Soak value, Defense value, Talent, Abilities, Attacks, and weaknesses.

Crushing Blow Tier: 3 Activation: Active (Incidental) Discipline: Warrior (J), Weaponsmith (J) Ranked: No On a successful melee attack, the adept may suffer 2 strain per hit to add damage equal to their ranks in Athletics.

Disarm Tier: 3 Activation: Active (Incidental) Discipline: Swordmaster (J), Warrior (J) Ranked: No When attempting to disarm a target, the adept does not add b from taking the Aim maneuver.

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CHAPTER 5: TALENTS

Tier: 3 Activation: Passive Discipline: Beastmaster, Cavalryman, Scout (J) Ranked: Yes When the adept purchases this talent, choose a minion or rival animal up to silhouette 1 (approved by your GM). This creature becomes the adept’s Companion. The bond lasts as long as you choose, though the GM may decide to remove it due to mistreatment or other conditions. A Cavalryman may ignore the silhouette restriction if this is being used on their dedicated mount. Once per round, the adept may spend a maneuver to direct their Companion to perform one Action and one Maneuver during your turn.

Cobra Strike

Distract (Improved) Tier: 3 Activation: Passive Discipline: Air Sailor, Archer (J), Sky Raider (J), Swordmaster, Warrior Ranked: No Requires Distract talent Distracted targets are also considered unaware of other enemies.

EARTHDAWN GENESYS

Down Strike Tier: 3 Activation: Active (Incidental) Discipline: Air Sailor (W), Beastmaster (J), Cavalryman (W), Sky Raider (J) Ranked: No The adept must be mounted, or jumping down upon the target. On a successful melee attack, the adept may suffer 1 strain per hit to add damage equal to their ranks in Coordination or Riding.

Earth Skin Tier: 3 Activation: Active (Action) Discipline: Elementalist (J), Warrior (J), Weaponsmith (J) Ranked: No The adept makes an Average (dd) Resilience check. If the check is successful, add 1 to the adepts Mystic Defense for the encounter, adding another 1 for every uncancelled ss beyond the first.

Empathic Sense (Improved) Tier: 3 Activation: Active (Action) Discipline: Air Sailor, Cavalryman (J), Illusionist (W), Swordmaster (W), Troubadour, Wizard (W) Ranked: Yes Requires Empathic Sense talent The adept may spend 30 minutes to attune to a willing target, improving the adepts range to sense the targets emotions to 1 mile for every rank of Charm the adept has. The adept also gains a vague direction to the target. For each rank of this talent, the adept may attune to 2 targets.

Enhanced Matrix Tier: 3 Activation: Passive Discipline: Elementalist (J), Illusionist (J), Nethermancer (J), Wizard (J) Ranked: No The magician gains an additional matrix to store spell patterns in. Spells in an enhanced matrix ignore d worth of upgrades applied to the spell.

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Evidence Analysis Tier: 3 Activation: Active Discipline: Archer (J), Elementalist (W), Nethermancer (W), Scout (J), Weaponsmith (W), Wizard (J) Ranked: No The adept examines a location to further an investigation. Make an Average (dd) Perception check including the targets Mystic Defense. Increase the difficulty d for every 2 days that has passed. If successful, the adept may learn what happened and how it happened.

Extra Thread Tier: 3 Activation: Active (Maneuver) Discipline: Elementalist, Illusionist, Nethermancer, Wizard Ranked: No A magician may weave an additional thread to a spell in a matrix to enhance its effects for the next casting only. Once per round, a magician may suffer 1 strain to take an Extra Thread maneuver to add certain spell upgrades to a spell in a matrix. This increases the difficulty of the spell, and may go beyond the magicians Patterncraft or Matrix Object limitations (but not past a Formidable difficulty). Acceptable upgrades include: Additional Target, Extend, Forked 1, and Range 1.

Fire Heal Tier: 3 Activation: Active Discipline: Elementalist, Sky Raider, Weaponsmith (J) Ranked: Yes The adept performs a 30 minute ritual of meditating within a fire. Afterwards, for each rank of Fire Heal, the adept gains an additional Recovery for that day.

Forge Armor Tier: 3 Activation: Active Discipline: Weaponsmith (J) Ranked: No The adept improves the protection of armor with magic that lasts a year and a day, or until dispelled. The ritual takes 1 day per Encumbrance of the armor. The Physical or Mystic Soak of the armor is increased by 1. By repeating this ritual, a Soak value may be increased up to a maximum of half the adepts’ ranks in Craft (round up). The total of the two soak values may not exceed the adepts’ ranks in Craft.

Frighten

Long Shot Tier: 3 Activation: Active (Maneuver) Discipline: Archer Ranked: No The adept may suffer 1 strain before making a Ranged attack and choose one of the following effects: 1) the range of the weapon is increased by 1 range band 2) reduce the difficulty by d for Long or Extreme range.

Mount Attack Tier: 3 Activation: Active (Maneuver) Discipline: Cavalryman (J) Ranked: No Once per round, while mounted, the adept may use this talent to direct the mount to perform an action.

Mystic Pursuit Tier: 3 Activation: Active (Action) Discipline: Archer, Scout, Thief (J), Wizard Ranked: No The adept senses the location of a target relative to their position. The adept must have an object that directly associates with their target. Make a Hard (ddd) Thread Weaving check, adding the targets Mystic Defense.

Orbiting Spy Tier: 3 Activation: Active (Incidental, Out of Turn) Discipline: Archer (M), Nethermancer (J), Scout (J), Thief (M) Ranked: No The adept binds a spirit that remains in Astral space within Short range of the adept. It may perceive the real world or the Astral and may only communicate with the adept. The spy may not affect the physical world, and is immune to most spells unless they disrupt or dispel magic. If the spirit is disrupted, the adept may restore it by performing a 1 hour ritual. The spy may use the Assist maneuver to give b to Astral Sight, Perception, and Vigilance checks.

Tier: 3 Activation: Active (Incidental, Out of Turn) Discipline: Swordmaster Ranked: No Must have the Parry talent After the adept is uses Parry to reduce the damage from a melee combat hit, if they are not incapacitated from the hit, they may spend d or hhh from the attackers check to counterattack. The adept automatically hits the attacker with a melee weapon they are wielding. This hit deals the weapons base damage, plus any damage from applicable talents or abilities.

Riposte (Improved) Tier: 3 Activation: Active (Incidental, Out of Turn) Discipline: Swordmaster Ranked: No Must have the Riposte talent When your character uses the Riposte talent to hit an attacker, they may also activate an item quality of the weapon they used as if they had generated aa on a combat check using that weapon.

Safe Path Tier: 3 Activation: Passive Discipline: Elementalist (J), Scout (J) Ranked: No The adept summons elementals to guide them safely through the wilderness. When making a Survival check to navigate or avoid hazards, the adept may downgrade the difficulty once and remove up to bb.

Second Weapon (Improved) Tier: 3 Activation: Active (Incidental) Discipline: Air Sailor (J), Sky Raider (J), Swordmaster (J), Thief (J), Warrior (J) Ranked: No Requires Second Weapon talent The adept may attack another target with their second weapon. Declare this before the attack, and the initial target is the one with the highest difficulty and defense. If the attack is successful, and the second weapon is activated, the secondary target is hit.

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CHAPTER 5: TALENTS

Tier: 3 Activation: Active (Action) Discipline: Illusionist (J), Nethermancer Ranked: No The adept stares into their targets eyes, scaring a target within short range. The adept makes a Coercion vs Discipline check, adding the targets Mystic Defense. If the check is successful, for a number of rounds equal to the adepts ranks in Coercion, add b die to all the targets checks, and another b for every uncanceled ss beyond the first. This is a Fear effect.

Riposte

Spirit Hold

EARTHDAWN GENESYS

Tier: 3 Activation: Active (Action) Discipline: Elementalist, Nethermancer Ranked: No NOTE: Elementalists may only use this on Elemental Spirits. Nethermancers may only use it on Ally Spirits. The adept enters a contest of wills with a spirit to prevent it from doing harm. The adept suffers 1 strain and makes a Discipline vs Discipline check, including the targets Mystic Defense, against a spirit within short range. If successful, the spirit is staggered until the end of the adepts next turn, but it may still communicate. This may be maintained by the adept suffering 1 strain and performing the check again each round.

Spirit Talk Tier: 3 Activation: Passive Discipline: Elementalist, Nethermancer Ranked: No NOTE: Elementalists may only use this on Elemental Spirits. Nethermancers may only use it on Ally Spirits. The adept has learned how to speak to spirits in their alien languages, and may use Social skills to interact with them. The adept may add the Summon Ally upgrade with no increase in difficulty.

Stopping Aim Tier: 3 Activation: Active (Action) Discipline: Archer (J) Ranked: No The adept aims a ranged weapon at a target within range of the weapon and makes a Coercion vs. Discipline check. If successful, the target is immobilized as long as the adept continues to aim at the target or until the target takes damage. On their turn, the target may make a Discipline vs. Coercion check to break free.

Suppress Curse Tier: 3 Activation: Active (Action) Discipline: Nethermancer, Weaponsmith, Wizard (J) Ranked: No Suffer 1 Strain to make a Hard (ddd) Thread weaving check to end any ongoing magical effect on an ally at Short Range for the rest of the encounter. If the magical effect has a longer duration, it will return at the end of the encounter. Any damage taken before suppression is not healed.

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Surprise Strike Tier: 3 Activation: Active (Action) Discipline: Air Sailor (J), Scout (J), Thief Ranked: No The adept may use this talent to attack an unaware adversary. Surprise Strike follows the normal rules for performing a combat check, using the character’s Skulduggery skill. If the check succeeds, each uncanceled success adds +2 damage (instead of the normal +1).

Tactics Tier: 3 Activation: Active (Action) Discipline: Cavalryman (J), Sky Raider (J), Warrior Ranked: No The adept call out orders to his allies and makes an Average (dd) Leadership check. If successful, a number of allies equal to the adepts Presense may suffer 1 strain to immediately perform an out of turn maneuver.

Tracking Tier: 3 Activation: Passive Discipline: Archer, Beastmaster, Elementalist, Scout Ranked: No The adept uses divination magic to enhance their tracking ability. When using Survival to follow tracks, reduce the difficulty by d and remove up to bb.

Wood Skin Tier: 3 Activation: Active (Action) Discipline: Elementalist, Warrior Ranked: No Once per encounter, make a Simple (-) Resilience check. Each s increases the adepts Wound Threshold by 1, and each aa increases their strain threshold by 1 for the duration of the encounter. When this effect ends, if the adept would be above either of their thresholds, they are healed enough to be at their thresholds.

TIER 4 Air Dance Tier: 4 Activation: Active (Incidental) Discipline: Air Sailor (J), Warrior Ranked: No Once per round, the adept may suffer 2 Strain to gain Linked 1 on a Melee or Brawl Attack. Tier: 4 Activation: Active (Action) Discipline: Beastmaster (J), Nethermancer (M), Scout (W) Ranked: No By spending a Story Point and touching an animal, the adept may transfer their spirit into an animal to control its actions for the encounter. The adept’s body falls into a coma for the duration. If the animal is not a Companion, the adept must succeed at a Survival vs. Discipline check, adding the targets Mystic Defense.

Astral Sense Tier: 4 Activation: Active (Maneuver) Discipline: Wizard Ranked: No Requires Astral Sight talent The adept may use Astral Sight as a maneuver once per round instead of an action, and a successful use lasts for the rest of the enounter. Astral Sense reaches through objects, but only within medium range. The adept must still have direct line of sight to cast spells on targets they sense.

Bank Shot Tier: 4 Activation: Active (Maneuver) Discipline: Archer (J) Ranked: No The adept may suffer 2 Strain to take the Bank Shot Maneuver against a target they can see. Their next Ranged attack ricochets off of obstacles to reach their target, ignoring all defense bonuses from cover and shields. The ricochet destroys missiles, and run out of ammo with hhh, but thrown weapons are undamaged.

Tier: 4 Activation: Active (Maneuver) Discipline: Air Sailor (J), Beastmaster (J), Cavalryman (W), Sky Raider (J) Ranked: No The adepts bellow intimidates enemies and inspires allies within Medium range. The adept may suffer 2 Strain to give b to a number of allies equal to their ranks in Coercion. The adept also gives b to a number of enemies equal to their ranks of Coercion. This is a Fear effect.

Claw Frenzy Tier: 4 Activation: Active (Incidental) Discipline: Beastmaster (J) Ranked: No Requires the Claw Shape talent The adept’s claws gain the Auto-fire quality.

Flame Arrow Tier: 4 Activation: Active (Incidental) Discipline: Archer (J) Ranked: No The adept makes their ammunition burst into flame. The adept may suffer 2 Strain before making a Ranged (Heavy) attack to add damage equal to their ranks in Survival. The fire consumes missiles, and run out of ammo with hhh.

Graceful Exit Tier: 4 Activation: Active (Action) Discipline: Air Sailor (J), Illusionist (W), Swordmaster (J), Thief (J), Troubadour (J), Wizard (W) Ranked: No The adept distracts their opponents to make an opening to escape. The player may spend 1 Story Point and make a Charm or Deception vs Cool check. If successful, the adept flees the scene. For each a spent, the adept may bring an ally with them.

Multi-Discipline Tier: 4 Activation: Passive Discipline: Any Ranked: Yes When your character purchases this talent, choose a different Discipline. The character gains access to skills and talents that require the new discipline, and may apply their Karma Rating to the new Discipline career skills. They do not gain the lower XP cost of career skills. They gain the Discipline Abilities of the new Discipline, however Abilities granting the same effect do not stack.

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CHAPTER 5: TALENTS

Animal Possession

Battle Bellow

Second Attack Tier: 4 Activation: Active (Incidental) Discipline: Air Sailor (M), Scout (M), Sky Raider (W), Swordmaster (J), Warrior (J) Ranked: No The adept may suffer 2 Strain to add Linked 1 or Forked 1 to their next Melee attack. If using two weapons, the adept must choose one to gain the benefit.

EARTHDAWN GENESYS

Second Shot Tier: 4 Activation: Active (Incidental) Discipline: Archer (J), Scout (M) Ranked: No The adept may suffer 2 Strain to add Linked 1 or Forked 1 to their next Ranged attack.

Spot Armor Flaw Tier: 4 Activation: Active (Maneuver) Discipline: Air Sailor (W), Archer (J), Scout (J), Swordmaster (J), Thief (J), Warrior (J), Weaponsmith (J) Ranked: No The adept chooses one target and may spend 1 Story Point to add Pierce equal to their ranks in Perception to all their attacks against one target for the rest of the encounter.

Steely Stare Tier: 4 Activation: Active (Action) Discipline: Beastmaster (W), Nethermancer (J), Sky Raider (J), Warrior (J), Weaponsmith (W) Ranked: No The adept stares into their targets eyes and makes a Coercion vs. Discipline check. If successful, the target is Staggered for 1 round, unless attacked. The target may attempt a Discipline vs. Coercion check to break free. This is a Fear effect.

Wheeling Attack Tier: 4 Activation: Passive Discipline: Cavalryman (J) Ranked: No The adept may suffer 1 strain to alter their mounted charge attack. The attack may now occur after changing one range band, but the adept must still change 2 bands on their turn. This movement still costs the adept only 1 maneuver.

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Willforce Tier: 4 Activation: Active (Incidental) Discipline: Elementalist (J), Illusionist (J), Nethermancer (J), Wizard (J) Ranked: No On a successful magic spell check, the adept may suffer 2 strain to add s or a for rank of Discipline they have.

Winning Smile Tier: 4 Activation: Active (Action) Discipline: Illusionist, Swordmaster, Troubadour Ranked: No The adept appears more attractive to another Namegiver, improving further interactions. The adept makes a Charm vs Cool check (some targets may require more successes than others). If successful, downgrade difficulty of Charm tests against the target for the rest of the encounter.

Tier 5 Legendary Hero Tier: 5 Activation: Passive Discipline: Any (J) Ranked: No At the start of the session, add one additional Story Point to the player pool.

Life Check Tier: 5 Activation: Passive Discipline: Air Sailor (M), Beastmaster (W), Cavalryman (W), Elementalist (M), Scout (W), Sky Raider (W), Swordmaster (W), Warrior (J) Ranked: No When the adept would be incapacitated due to exceeding their wound or strain threshold, you may spend a recovery to heal wounds or strain as normal. If this brings them below their threshold, they do not fall incapacitated. When the adept would be killed by a critical injury, you may spend a Story Point and make a Resilience check against the severity of the critical injury (151+ counts as Formidible (ddddd). Each success reduces the injury result by 10.

TALENTS BY DISCIPLINE Table 5-2: Talents by Discipline

AIR SAILOR ARCHER BEASTMASTER

Tier 2

Tier 3

Tier 4

Tier 5

Anticipate Blow Block Steel Thought (J) Well Rounded

Avoid Blow

Multi-Discipline

Dedication Legendary Hero (J)

Air Sailing Air Speaking (J) Etiquette (J) Gliding Stride (W) Great Leap Heartening Laugh (J) Navigation Recruiting Speech (J) Speak Language

Cold Purify (W) Conceal Object (J) Distract Empathic Sense Gliding Stride (Improved) (W) Haggle Heartening Laugh (Improved) (J) Inspire Others (J) Lion Heart (J) Second Weapon (J) Taunt Wind Catcher Wound Balance

Distract (Improved) Down Strike (W) Empathic Sense (Improved) Second Weapon (Improved) (J) Surprise Strike (J)

Air Dance (J) Battle Bellow (J) Graceful Exit (J) Second Attack (M) Spot Armor Flaw (W)

Life Check (M)

Danger Sense (J) Etiquette (J) Navigation Speak Language (J) Tiger Spring (J) Wilderness Survival

Call Missile Distract (J) Mystic Aim Stealthy Stride True Shot True Sight (W)

Creature Analysis Distract (Improved) (J) Evidence Analysis (J) Long Shot Mystic Pursuit Orbiting Spy (M) Stopping Aim (J) Tracking

Bank Shot (J) Flame Arrow (J) Second Shot (J) Spot Armor Flaw (J)

Animal Companion Durability (J) Animal Talk (J) Animal Training Armor Mount (W) Claw Shape Danger Sense Great Leap Tiger Spring (J) Wilderness Survival

Animal Bond Minion Blood Share (J) Borrow Sense Claw Shape (Improved) (J) Dominate Beast Enhance Animal Companion Iron Constitution (J) Lion Heart (J) Stealthy Stride

Animal Bond Rival Cobra Strike (J) Creature Analysis Down Strike (J) Tracking

Animal Possession (J) Battle Bellow (J) Claw Frenzy (J) Steely Stare (W)

Life Check (W)

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CHAPTER 5: TALENTS

ALL

Tier 1 Desperate Recovery Finesse Grit Jump Up Knack for It Parry Quick Draw Toughness

ELEMENTALIST ILLUSIONIST NETHERMANCER

EARTHDAWN GENESYS

CAVALRYMAN

Tier 1

Tier 2

Tier 3

Tier 4

Animal Companion Durability (J) Animal Talk (W) Animal Training Armor Mount (J) Charge Etiquette Heartening Laugh Recruiting Speech (J) Speak Language Trick Riding

Animal Bond Minion Battle Shout Blood Share Dominate Beast Empathic Sense (J) Enhance Animal Companion Fearsome Charge (J) Heartening Laugh (Improved) Lion Heart (J)

Animal Bond Rival Charge (Improved) Creature Analysis Down Strike (W) Empathic Sense (Improved) (J) Mount Attack (J) Tactics (J)

Air Speaking Astral Sight Gliding Stride (J) Item History Navigation (J) Temper Flesh (W) Tenacious Weave (J) Wilderness Survival

Cold Purify (J) Dispel Magic (J) Fireblood (J) Gliding Stride (Improved) (J) Iron Constitution (W) Standard Matrix Wind Catcher

Banish (J) Willforce (J) Earth Skin (J) Enhanced Matrix (J) Evidence Analysis (W) Extra Thread Fire Heal Safe Path (J) Spirit Hold Spirit Talk Tracking Wood Skin

Astral Sight Speak Language Tenacious Weave (J)

Conceal Object (J) Dead Fall Dispel Magic (J) Empathic Sense (W) Mimic Voice Power Mask (J) Standard Matrix Stealthy Stirde Taunt True Sight

Empathic Sense (Improved) (W) Enhanced Matrix (J) Extra Thread Frighten (J)

Astral Sight Read Language Research Speak Language Tenacious Weave (J)

Blood Share (J) Dispel Magic Lion Heart (J) Standard Matrix Stealthy Stirde Steel Thought

Astral Interference (J) Animal Possession Banish (J) (M) Enhanced Matrix (J) Steely Stare (J) Evidence Analysis (W) Willforce (J) Extra Thread Frighten Orbiting Spy (J) Spirit Hold Spirit Talk Suppress Curse

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Battle Bellow (W) Wheeling Attack (J)

Graceful Exit (W) Willforce (J) Winning Smile

Tier 5 Life Check (W)

Life Check (M)

SWORDMASTER THIEF

Tier 2

Tier 3

Tier 4

Tier 5

Animal Bond Minion (J) Borrow Sense (J) Conceal Object (J) Iron Constitution (W) Stealthy Stride True Sight (J)

Animal Bond Rival (J) Creature Analysis Evidence Analysis (J) Mystic Pursuit Orbiting Spy (J) Safe Path (J) Surprise Strike (J) Tracking

Animal Possession (W) Second Attack (M) Second Shot (M) Spot Armor Flaw (J)

Life Check (W)

Air Sailing Air Speaking Danger Sense Great Leap Navigation Recruiting Speech (J) Temper Flesh (M) Tiger Spring (J) Wilderness Survival

Battle Shout Distract (J) Fireblood Iron Constitution (J) Lion Heart (J) Second Weapon (J) Shield Bash Wind Catcher Wound Balance

Distract (Improved) (J) Down Strike (J) Fire Heal Second Weapon (Improved) (J) Tactics (J)

Battle Bellow (J) Second Attack (W) Steely Stare (J)

Life Check (W)

Danger Sense Etiquette (J) Gliding Stride (J) Heartening Laugh Speak Language Tiger Spring

Distract Empathic Sense (W) Gliding Stride (Improved) (J) Heartening Laugh (Improved) Lion Heart (J) Second Weapon (J) Taunt Wound Balance

Cobra Strike (J) Disarm (J) Distract (Improved) Empathic Sense (Improved) (W) Riposte Riposte (Improved) Second Weapon (Improved) (J)

Graceful Exit (J) Second Attack (J) Spot Armor Flaw (J) Winning Smile

Life Check (W)

Arcane Trickery Danger Sense Great Leap

Blade Juggle (J) Call Missile (J) Conceal Object Dead Fall (J) Haggle Mimic Voice (J) Power Mask (J) Second Weapon (J) Stealthy Stride Taunt True Sight (J)

Mystic Pursuit (J) Orbiting Spy (M) Second Weapon (Improved) (J) Surprise Strike

Graceful Exit (J) Spot Armor Flaw (J)

33

CHAPTER 5: TALENTS

SKY RAIDER

SCOUT

Tier 1 Animal Talk (W) Animal Training (W) Arcane Trickery Astral Sight (J) Danger Sense Great Leap Navigation Read Language Speak Language Tiger Spring (J) Wilderness Survival

WARRIOR WEAPONSMITH WIZARD

EARTHDAWN GENESYS

TROUBADOUR

Tier 1

Tier 2

Tier 3

Tier 4

Air Speaking (J) Etiquette Heartening Laugh Item History Read Language Recruiting Speech (J) Research Speak Language

Blade Juggle (J) Cold Purify (W) Empathic Sense Emotion Song Haggle Heartening Laugh (Improved) Inspire Others (J) Lion Heart (J) Mimic Voice (J) Taunt True Sight (W)

Empathic Sense (Improved)

Graceful Exit (J) Winning Smile

Danger Sense Etiquette (J) Recruiting Speech (J) Temper Flesh (J) Tiger Spring

Distract Fireblood Iron Constitution (W) Lion Heart (J) Second Weapon (J) Shield Bash Waterfall Slam Wound Balance

Crushing Blow (J) Disarm (J) Distract (Improved) Earth Skin (J) Second Weapon (Improved) (J) Tactics Wood Skin

Air Dance Second Attack (J) Spot Armor Flaw (J) Steely Stare (J)

Arcane Trickery Danger Sense Etiquette (J) Heartening Laugh (J) Item History Read Language Recruiting Speech (J) Speak Language Temper Flesh (J)

Battle Shout Fireblood Forge Weapon Haggle Heartening Laugh (Improved) (J) Iron Constitution (J) Lion Heart (J) Shield Bash Steel Thought True Sight (W) Wound Balance

Crushing Blow (J) Spot Armor Flaw (J) Earth Skin (J) Steely Stare (W) Evidence Analysis (W) Fire Heal (J) Forge Armor (J) Suppress Curse

Astral Sight Etiquette Item History Read Language Research Speak Language Tenacious Weave

Astral Targeting Dispel Magic Empathic Sense (W) Power Mask (J) Standard Matrix Steel Thought True Sight (J)

Astral Interference (J) Creature Analysis Empathic Sense (Improved) (W) Enhanced Matrix (J) Evidence Analysis (J) Extra Thread Mystic Pursuit Suppress Curse (J)

34

Astral Sense Graceful Exit (W) Willforce (J)

Tier 5

Life Check (J)

CHAPTER 6: Gear CURRENCY

Table 6-1: Currency COIN

0.1

Silver

1

Gold

10

Earth or Water Air or Fire Orichalcum

Thrown (Passive) A melee weapon with this quality may also use the Ranged (Light) skill to attack at Short Range, and has the Limited Ammo 1 quality.

Troll (Passive)

VALUE

Copper

Spells with this quality require time to finish building their pattern before casting. The magician must perform a number of maneuvers equal to the spells Thread rating before each casting of the spell.

100 1,000 10,000

NEW ITEM QUALITIES Blood Magic (Passive) These items are embedded into the body of Namegivers to provide their benefit. The process of embedding is not lengthy, but it does harm the bearer by causing Blood Magic damage. For each level of this quality, the wearer reduces their Strain Threshold by 1. To gain the benefit of an embedded item, a character must have had it embedded for 24 hours before use. Blood Magic damage takes 24 hours to recover.

These weapons are large for most Namegivers, but are still usable in one hand by Trolls and Obsidimen. Trolls and Obsidimen may use the Melee (Light) skill on these weapons. Armor may have the Troll trait added to the examples given. Increase the Price by 25% and increase the Rarity by 2.

Warding (Passive) An item with the Warding quality increases the user’s mystic defense by its rating.

Windling (Passive) Weapons with this quality are only usable by the tiny hands of Windlings. Armor may have the Windling trait added onto the examples given. Reduce the Price by 25% and increase the Rarity by 2.

Forked (Active) A weapon with this quality may attack a number of targets equal to its rank. Before attacking, choose a number of targets equal to the rank, and determine the highest difficulty among them. If the attack is successful, the character may spend aa to perform one hit on each target.

Guarding (Passive) An item with the Guarding quality increases the user’s physical defense by its rating.

Living (Passive) These rare armors are made of special magical substances, most commonly living crystal. These armors give greater protection against Mystical attacks, and are the only type of armor that can be worn by Obsidimen.

35

CHAPTER 6: Gear

The most common coin minted by the Kingdom of Throal is the silver piece. The currency system is decimal based, so each greater coin is worth 10 of the previous. Coins larger than silver are most commonly used by wealthy merchants, or for special occasions. Orichalcum coins are rarely ever spent, and are more commonly used in rituals. All prices are given in silver.

Thread (Passive)

WEAPONS

Tail Blade T’skrang have different styles of blades they attach to their tails. There is even a war college centered around teaching Tail Dancers. These blades are strapped to the end of the tail, which takes 2 maneuvers to attach.

Melee Weapons Lance EARTHDAWN GENESYS

“An eight- to twelve-foot-long tapered wooden shaft, fitted with a metal or hardwood handle. It is designed for mounted combat. A brace at the end of the han¬dle attaches the lance to the user’s armor or saddle.” 24 When mounted, the wielder may use a lance in one hand, allowing the use of a shield in the other, but range is reduced to Engaged. When on foot, a lance may not attack Engaged targets. Attacks at Short range are Average (dd) difficulty.

Troll Sword “Created specifically for trolls, the troll sword has a blade more than four feet long and is balanced for onehanded use by those with exceptional strength. Obsidimen occasionally carry troll swords, and other races sometimes adapt the hilt design to make the sword a two-handed weapon. The blade can be curved or straight, with single or double edges.” 26

Scythan Axe “This weapon shows the true pragmatism of the dwarfs of ancient Scytha, as the flat side can be used as a hammer, or the hook for climbing. The weapon is also referred to as “knee-crusher,” as it saw frequent use in the early wars that the Scythan dwarfs fought against larger foes such as trolls and ogres. The ancient dwarf blessing “May a shield be above your head, and may you strike straight” is more literal than it might first appear.” 25 The Scythan axe grants b to Climbing checks.

24  FASA Games, Earthdawn Player’s Guide 4th Edition, 407 25  FASA Games, Earthdawn Player’s Guide 4th Edition, 408

26  FASA Games, Earthdawn Player’s Guide 4th Edition, 408

Table 6-2: Melee Weapons NAME BLUNT WEAPONS

SKILL

Club

Melee (Light)

+2

4

Engaged

1

2

2

Disorient 2

Mace

Melee (Light)

+3

4

Engaged

2

20

4

Cumbersome 2, Disorient 2

Flail

Melee (Light)

+3

4

Engaged

2

35

5

Disorient 2, Unweildy 2

Quarterstaff

Melee (Heavy)

+3

4

Engaged

2

5

3

Disorient 2, Knockdown, Unweildy 2

Spiked Mace

Melee (Heavy)

+4

4

Engaged

3

40

5

Cumbersome 3, Disorient 2, Troll

Warhammer

Melee (Heavy)

+5

4

Engaged

4

95

7

Cumbersome 4, Disorient 2

36

DAM CRIT RANGE ENC PRICE RARITY SPECIAl

NAME BRAWL WEAPONS

SKILL

DAM CRIT RANGE ENC PRICE RARITY SPECIAl

Claw Shape

Brawl

+2

3

Engaged

0

0

0

Accurate 1, Pierce 1

T’skrang Tail

Brawl

+0

5

Engaged

0

0

0

Knockdown

Tail Blade

Brawl

+1

3

Engaged

1

30

8

Pierce 1

Dagger

Melee (Light)

+1

2

Engaged

1

0.8

3

Thrown

Windling Sword

Melee (Light)

+1

2

Engaged

1

45

6

Windling

Dwarf Sword

Melee (Light)

+2

2

Engaged

1

6

4

Rapier

Melee (Light)

+2

2

Engaged

2

25

6

Pierce 1

Broadsword

Melee (Light)

+3

2

Engaged

2

25

5

Cumbersome 2

Troll Sword

Melee (Heavy)

+3

2

Engaged

3

50

5

Cumbersome 3, Troll

Two-Handed Sword Melee (Heavy)

+4

2

Engaged

4

125

7

Cumbersome 4

CHAPTER 6: Gear

BLADED WEAPONS

AXE WEAPONS Hand Axe

Melee (Light)

+1

3

Engaged

1

15

3

Thrown, Vicious 1

Scythan Axe

Melee (Light)

+3

3

Engaged

2

20

6

Cumbersome 2, Vicious 1

Battle Axe

Melee (Heavy)

+3

3

Engaged

3

35

4

Cumbersome 3, Troll, Vicious 2

Pole Axe

Melee (Heavy)

+4

3

Engaged

5

150

7

Cumbersome 4, Vicious 2

Windling Spear

Melee (Light)

+1

3

Engaged

1

25

5

Accurate 1, Pierce 1, Thrown, Windling

Windling Pole Arm

Melee (Heavy)

+2

3

Engaged

1

55

7

Accurate 1, Pierce 2,

Windling Spear

Melee (Light)

+2

3

Engaged

1

9

4

Accurate 1, Pierce 1, Thrown

Trispear

Melee (Heavy)

+3

3

Engaged

2

25

5

Accurate 1, Cumbersome 2, Pierce 2

Long Spear

Melee (Heavy)

+3

3

Short

4

15

6

Accurate 1, Cumbersome 3, Pierce 2

Pole Arm

Melee (Heavy)

+4

3

Engaged

4

130

7

Accurate 1, Cumbersome 3, Pierce 2

Lance

Melee (Heavy)

+3

3

Short

5

150

6

Accurate 1, Cumbersome 3, Pierce 3

POLE WEAPONS

37

Ranged Weapons Elven Warbow

Hawk Hatchet

“The elven warbow is similar to a longbow, but is made with three different woods. The differing tensile strength of each type of wood gives the warbow more power than a conventional longbow. Warbow arrows are two to four feet long, fletched with feathers, and thicker and heavier than conventional longbow arrows.” 27

EARTHDAWN GENESYS

Flight Dagger “The blade of the flight dagger is alloyed with a tiny amount of True Air, which gives the dagger lift and greater range than a throwing dagger.” 28

27  FASA Games, Earthdawn Player’s Guide 4th Edition, 409 28  FASA Games, Earthdawn Player’s Guide 4th Edition, 410

“The hawk hatchet is a Z-shaped weapon. Blades shaped like hawk’s wings form the top and bottom of the “Z” and a wooden handle forms the diagonal. The wielder throws the hatchet with an overhand snap to send it whirling toward its target, its “wings” providing lift for the flight.” 29

Windling Bow “This specialized bow was created especially for windlings, who lack the stature to use standard bows. A windling bow is eighteen inches long and fires nine- to twelve-inch-long arrows.” 30

29  FASA Games, Earthdawn Player’s Guide 4th Edition, 411 30  FASA Games, Earthdawn Player’s Guide 4th Edition, 410

Table 6-3: Ranged Weapons NAME SKILL THROWN WEAPONS

DAM CRIT RANGE ENC PRICE RARITY SPECIAl

Flight Dagger

Ranged (Light)

+1

2

Medium

1

25

7

Limited Ammo 1

Bola

Ranged (Light)

+2

4

Short

1

10

4

Ensnare, Limited Ammo 1

Hawk Hatchet

Ranged (Light)

+3

3

Medium

2

75

6

Limited Ammo 1, Vicious 1

Sling

Ranged (Heavy)

3

4

Medium

1

3

3

Disorient 2, Prepare 1

Windling Bow

Ranged (Heavy)

4

3

Medium

1

25

5

Prepare 1, Windling

Light Crossbow

Ranged (Heavy)

5

2

Medium

2

50

5

Cumbersome 2, Pierce 1, Prepare 1

Troll Sling

Ranged (Heavy)

5

4

Medium

2

15

5

Disorient 3, Prepare 1

Shortbow

Ranged (Heavy)

6

3

Medium

1

15

4

Prepare 1, Unwieldy 2

Medium Crossbow Ranged (Heavy)

6

2

Long

3

100

6

Cumbersome 3, Pierce 1, Prepare 1

Longbow

Ranged (Heavy)

7

3

Long

2

60

5

Cumbersome 2, Prepare 1, Unwieldy 3

Elven Warbow

Ranged (Heavy)

8

3

Extreme

3

300

8

Cumbersome 3, Prepare 1, Unwieldy 3

RANGED WEAPONS

38

ARMOR

Crystal Plate

Blood Pebble

“This form of plate mail is made from living crystal rather than metal. To provide sustenance for the living crystal, the armor is enchanted. The enchantments must be renewed each year at a cost of 2,000 silver pieces. Renewing the enchantment automatically renews the living crystal, even on centuries-old armor.” 32 Without the enchantment the armor loses its Mystic Defense and Mystic Soak values and the living crystal becomes dormant. Crystal plate armor is heavy and noisy, so the wearer adds bb to all Initiative and Stealth checks.

31  FASA Games, Earthdawn Player’s Guide 4th Edition, 412

32  FASA Games, Earthdawn Player’s Guide 4th Edition, 412

Table 6-4: Armor NAME

PHY DEF MYS DEF PHY SOAK MYS SOAK ENC PRICE RARITY SPECIAL

Heavy Robes

1

0

+0

+0

1

15

1

Leather

0

0

+1

+0

2

25

3

Hide Armor

0

1

+1

+0

3

50

2

Ringmail

0

0

+2

+0

2

150

4

Fernweave

0

0

+1

+1

2

125

4

Espagra Cloak

1

1

+0

+0

1

200

6

Blood Pebble

0

1

+1

+1

0

300

6

Living, Blood Magic 2

Crystal Ringlet

1

1

+1

+1

3

500

6

Living

Living Crystal

1

1

+1

+1

0

1100

7

Living, Blood Magic 3

Wyvern Skin

1

1

+2

+0

4

2000

8

Plate Armor

1

0

+2

+0

4

3000

6

Crystal Plate

1

1

+2

+2

5

12,000

8

Living

Living

39

CHAPTER 6: Gear

“Blood pebbles are a form of living elemental armor. Hundreds of small elemental stones are embedded in the character’s skin, drawing power from the magic in his blood. Implanting or removing blood pebble armor requires one day of work by a trained Weaponsmith.” 31 While Blood pebble armor can fit under other clothing and armor, the bonuses do not stack.

Crystal Ringlet “Made from carved, interlocking rings of living crystal, this armor protects the character’s entire body except for the legs below the knee. To provide sustenance for the living crystal, the armor is enchanted. The enchantments must be renewed each year at a cost of 100 silver pieces.” 33

EARTHDAWN GENESYS

Without the enchantment the armor loses its Mystic Defense and Mystic Soak values and the living crystal becomes dormant until renewed. Crystal ringlet armor is heavy and noisy, so the wearer adds b to all Initiative and Stealth checks.

Espagara-Scale Cloak “Espagra-scale cloaks, fashionable among dwarfs, are made from the hide of the espagra - a bright blue, scaled, flying reptile - and provide similar protection to leather armor. Espagra-scale cloaks are perfectly suited to those social occasions when an individual desires some physical protection, yet does not wish to look awkward by wearing a suit of full armor.” 34 Your character adds b to Charm checks while wearing this armor.

Fernweave “Woven from deep-forest vines and herbs, fernweave is living armor that must be watered once every three days.” 35

If the armor is not watered, the armor looses its Mystic Defense and Mystic Soak values. Your character may add b to Stealth checks in forest or jungle surroundings.

Hide Armor “This armor is commonly made by sewing tanned animal hides to a normal suit of leather armor. Hide armor retains the shape of the animal the hide came from, including its paws and head, the latter which is often worn as a helmet. The paws cannot be used as weapons. Animal hides commonly used to make hide armor include: bear, jaguar, lion, and gorilla skins.” 36 When making a social skill check in polite company (as determined by the GM), the adept adds b to social checks while wearing this armor.

33  FASA Games, Earthdawn Player’s Guide 4th Edition, 413 34  FASA Games, Earthdawn Player’s Guide 4th Edition, 413 35  FASA Games, Earthdawn Player’s Guide 4th Edition, 413 36  FASA Games, Earthdawn Player’s Guide 4th Edition, 413

40

Living Crystal “Living crystal armor is made up of small columns of crystal that are embedded inside the character’s body. The magic in the character’s blood causes the crystals to grow until the armor covers the character’s skin. Because the crystal is alive, the character can feel through the armor and move within it as if it was his skin. Portions of the armor, particularly the crystal columns, retain their hardness. Living crystal armor protects the character’s entire body except for the head; attempting to grow crystal on the head causes fatal brain damage. Implanting or removing living crystal armor requires 3 days of work by a trained Weaponsmith.” 37 While Living crystal armor can fit under other clothing and armor, the bonuses do not stack. Living crystal armor is heavy and noisy, so the wearer adds b to all Initiative and Stealth checks.

Plate Armor

“Plate armor is composed of fitted and jointed pieces of steel plate, with chain mail to protect vulnerable gaps. Though the armor moves smoothly for such a massive and ungainly-looking construct, the heaviness of the plate metal makes quick reaction almost impossible. Plate armor protects the character’s entire body.” 38 Plate armor is heavy and noisy, so the wearer adds bb to all Initiative and Stealth checks.

Ringmail

This covers ringmail and chainmail armors. This armor is heavy and noisy. The wearer adds b to all Initiative and Stealth checks.

Wyvern Skin

“Made from the hide of a wyvern, this armor retains most of the creature’s natural resiliency and is fortified with True Water to preserve that resiliency. This armor covers the torso, arms, and legs. Wyverns will attack anyone wearing this armor on sight. Dragons consider the wearing of wyvern-skin armor distasteful and will react accordingly. True Water is a key ingredient when enchanting this type of armor, to ensure its flexibility.” 39 Wyvern skin armor is thick and heavy, so the wearer adds b to all Initiative and Stealth checks.

37  FASA Games, Earthdawn Player’s Guide 4th Edition, 413 38  FASA Games, Earthdawn Player’s Guide 4th Edition, 414 39  FASA Games, Earthdawn Player’s Guide 4th Edition, 414

SHIELDS

Crystal Raider

Body Shield

Buckler “This small shield straps to the character’s forearm. The character may fire a bow while wearing a buckler, but cannot use a melee or throwing weapon with the shielded hand.” 41

Crystal Buckler “A crystal buckler is a small shield made from liv-ing crystal usually strapped to the character’s forearm. The enchantments that sustain the crystal must be renewed annually at a cost of 10 silver pieces. Renewing the enchantment automatically revives the living crystal, even on a centuries-old shield.” 42

40  FASA Games, Earthdawn Player’s Guide 4th Edition, 414 41  FASA Games, Earthdawn Player’s Guide 4th Edition, 414 42  FASA Games, Earthdawn Player’s Guide 4th Edition, 414

Ferndask “A ferndask is a buckler made from vines and herbs, sim¬ilar to fernweave armor. The ferndask is living and must be watered once every three days or its magical properties will disappear. The magical herbs of a ferndask become dormant when unwatered but can be revived. “A ferndask shield is denser and heavier than fernweave armor, and correspondingly heavier than a conventional buckler. Because of the shield’s size, a bow can be employed while using a ferndask in the same way as a buckler.” 44 Ferndask shields are heavy and bulky, so the wearer adds b to all Initiative and Stealth checks

43  FASA Games, Earthdawn Player’s Guide 4th Edition, 415 44  FASA Games, Earthdawn Player’s Guide 4th Edition, 415

Table 6-5: Shields NAME

SKILL

DAM CRIT RANGE ENC PRICE RARITY SPECIAL

Buckler

Melee (Light)

+0

6

Engaged

1

5

3

Guarding 1, Inaccurate 1

Crystal Buckler Melee (Light)

+0

6

Engaged

1

50

7

Guarding 1, Inaccurate 1, Living, Warding 1

Ferndask

Melee (Light)

+0

6

Engaged

2

22

5

Guarding 1, Inaccurate 2, Knockdown, Living, Warding 2

Footman

Melee (Light)

+1

5

Engaged

2

20

3

Guarding 2, Inaccurate 2, Knockdown

Crystal Raider

Melee (Light)

+1

5

Engaged

3

150

8

Guarding 2, Inaccurate 2, Knockdown, Living, Warding 2

Body Shield

Melee (Heavy)

+2

5

Engaged

3

50

5

Cumbersome 3, Guarding 3, Inaccurate 2, Knockdown

41

CHAPTER 6: Gear

“A wooden frame completely sheathed with metal, these tall shields protect the character from the neck to the shins.” 40 Body shields may be used in one hand, but require Melee (Heavy) to attack with. Body shields are heavy and bulky, so the wearer adds bb to all Initiative and Stealth checks

“A crystal raider shield is made from living crystal embedded in a wood or metal frame. The enchantments that sustain the crystal must be renewed annually at a cost of 30 silver pieces. Renewing the enchantment automatically revives the living crystal, even on a centuries-old shield.” 43 Crystal raider shields are heavy and bulky, so the wearer adds bb to all Initiative and Stealth checks

EQUIPMENT

Crystal Limb

Blood Charms

EARTHDAWN GENESYS

These magic items draw upon the magical power within a characters blood. To gain the benefit of a Blood Charm, a character must have had it embedded into their skin for 24 hours before use. Blood Magic damage takes 24 hours to recover. A character may not have multiple blood charms of the same type embedded at the same time.

Absorb Blow Blood Magic 1 After the charm is embedded, the adept may expend this charm as an out of turn incidental to prevent up to 5 damage from any source they are aware of. After this charm blocks a total of 5 damage, the charm falls off and is destroyed.

Blood Magic 1 Embedding this charm gives the wearer an additional limb. A Namegiver may have up to 2 additional limbs at one time. If the wearer uses this to replace a lost limb, ignore the Blood Magic rating.

Darksight Eye Blood Magic 1 Embedding this charm permanently destroys the eye it replaces. The Blood Magic damage is permanent, even if the charm is removed. After embedding, the adept gains the Low Light Vision ability.

Death Cheat

Astral Sensitive Eye Blood Magic 1 Embedding this charm permanently destroys the eye it replaces. The Blood Magic damage is permanent, even if the charm is removed. After embedding, the adept gains the Astral Sight talent.

Blood Magic 1 After embedding, this charm will activate the next time the adepts Wounds exceed their Wound Threshold. On the adpets next turn, they make a Simple (-) Resilience check. If successful, they may spend a Recovery to heal as normal, and heal 1 Wound for every s or aa. They may also spend a t to remove the Critical Injury gained from exceeding the Wound Threshold. After this charm activates it falls off and is destroyed.

Table 6-6 Blood Charms NAME

ENC

PRICE

Absorb Blow

0

100

6

Blood Magic 1, Limited Ammo 1

Astral Sensitive Eye

0

325

7

Blood Magic 1

Darksight Eye

0

200

7

Blood Magic 1

Death Cheat

0

450

7

Blood Magic 1, Limited Ammo 1

Desperate Attack

0

300

6

Blood Magic 1

Garlen Stone

0

250

8

Blood Magic 1

Horn Needle

0

450

8

Blood Magic 1

Horror Fend

0

500

6

Blood Magic 1

Initiative Booster

0

600

8

Blood Magic 1

Strength Booster

0

300

9

Blood Magic 1

Targeting Eye

0

450

6

Blood Magic 1

Wound Balance

0

200

7

Blood Magic 1

42

RARITY SPECIAL

Desperate Attack These charms are sold in two varieties, one that enhances combat skills, and another that enhances spellcasting. Blood Magic 1 After embedding, once per encounter the character may suffer 2 Strain as an incidental to increase a Combat or Magic skill by 1 for a single attack or spell.

Blood Magic 1 Embedding this charm requires swallowing a stone that remains in the stomach. The Blood Magic damage is permanent. After embedding, once per day the adept may suffer 1 strain and spend a Recovery as an incidental. Instead of healing Wounds, they reduce one of their Critical Injuries by dd severity. If this reduces the severity to zero, then the injury is removed.

Blood Magic 1 Embedding this charm permanently destroys the eye it replaces. The Blood Magic damage is permanent, even if the charm is removed. After embedding, the adept may suffer 1 strain to add b to any Ranged check.

Wound Balance Blood Magic 1 After embedding, the adept gains the Wound Balance talent.

Horn Needle “These charms are small pieces of ivory or other animal horn painstakingly carved into thin needles. When implanted under the user’s skin, the needle darkens from yellowish-gray to red with black streaks, and remains visible through the skin. The charm increases the wearer’s resistance to poisons and diseases.” 45 Blood Magic 1 After embedding, when the adeptthe character may suffer 1 Strain to increase their Resilience pool once when resisting the effects of poison or disease.

Horror Fend Blood Magic 1 After embedding, once per encounter, the adept may suffer 1 strain to gain +1 Physical and Mystic Defense against Horrors and Horror Constructs until the end of their next turn. The adept may continue to gain this protection by suffering 1 strain on thier turn as an incidental.

Initiative Booster Blood Magic 1 After embedding, the adept gains one rank of the Tiger Spring talent.

Strength Booster Blood Magic 1 After embedding, when making an Athletics check, the adept may suffer 1 strain to increase their check once.

45  FASA Games, Earthdawn Player’s Guide 4th Edition, 417

43

CHAPTER 6: Gear

Garlen Stone

Targeting Eye

Common Magic Items

Hot Pot

These magic items do not require thread magic to use. Primarily they help the common Namegiver improve their quality of life. Most are created by weaving True Elements into the item while crafting them.

Dwarf Winternight Cloak EARTHDAWN GENESYS

“Dwarf winternight cloaks are made with magically treated cloth. These waterproof garments have a lining with a special ribbed design that produces enough heat when rubbed to keep a traveler warm on the coldest night.” 46 These cloaks remove bb from any Survival or Resilience checks due to cold weather.

Divining Rod These forked branches are enchanted with True Water to gide the character to water in the wilderness. When using a divingin rod while making a Survival check to find food and water, add b to the check.

Fire Starter This small wand has a kernel of True Fire inside of it. On verbal command, one end will produce a small fire, perfect for lighting candles or campfires.

46  FASA Games, Earthdawn Players Guide 4th Edition, 419

Table 6-7: Common Magic Items NAME

ENC

PRICE

RARITY

Divining Rod

0

75

8

Dwarf Winternight

1

275

6

Fire Starter

1

100

8

Hot Pot

2

100

8

Light Quartz, Small

1

75

6

Message Stone

1

300

7

Pot of Grumbah, Small

1

75

8

Pot of Grumbah, Large

3

200

9

Pure Water Pot

2

150

8

Traveler’s Mug

1

350

9

44

This ceramic pot has True Fire woven into it. On verbal command, the pot will heat the food inside, allowing a character to cook without the need of a fire.

Light Quartz “Enchanted with magical light, light quartz comes in a wide variety of sizes and colors. “The most common pieces, roughly 3 inches in diameter, are used in lanterns. Most light quartzes can be dimmed and turned on or off on command. To provide sustenance for the living crystal, the light quartz is enchanted. Without the enchantment the crystal loses its ability to glow and the living crystal becomes dormant.” 47 At full strength, a light quartz can reach out to short range, and remove b due to darkness.

Message Stone Shards of living crystal woven with True Earth and True Air are able to capture sounds on command. A separate command will release the sounds. These are often used to carry messages between government agents or wealthy merchants.

Pot of Grumbah Iron pots with heavy lids made of ice flyer hides. They are air tight when sealed, and the natural chill of the hides keeps the contents from decaying for three times as long as normal. Commonly used for food, but also used for valuable creature remains.

Pure Water Pot This pot uses weak magic to purify any liquid placed into it. Upgrade any check to resist contaminants from anything purified by this item.

Traveler’s Mug A large steel mug that has been enchanted with True Water and Orichalcum. Once per day it will fill with fresh water upon command.

47  FASA Games, Earthdawn Player’s Guide 4th Edition, 420

Healing Aids

Drinking or administering a potion or poultice requires a maneuver. Applying a salve requires a few minutes. All Healing Aids are single use only.

Booster Potion Cure Disease Potion After drinking this potion, for the next 24 hours the character upgrades their Resilience checks against diseases once.

Halt Illness Potion After drinking this potion, for the next 24 hours the character does not suffer any effects from diseases. This does not prevent or cure diseases, nor does it heal any damage or effects inflicted by diseases before taking the potion.

Healing Potion Drinking this potion allows a character to spend a Recovery to heal, and heals 3 more wounds than normal. If the character is out of Recovery for the day, the potion heals 3 wounds. In addition, if the character has a Critical Injury, the potion reduces the severity of the injury by dd. If this reduces the severity to zero, then the injury is removed.

Kelia’s Antidote After drinking this potion, for the next 8 hours the character does not suffer effects from poisons. This does not prevent or cure poisons, nor does it heal any damage or effects inflicted by poisons before taking the potion.

After applying this poultice to a character currently suffering from poison. The victim may make increase their Resilience checks against that poison twice until it is removed.

Last Chance Salve This salve may be applied to a character that has been dead for no more than a number of hours equal to the higher of their Brawn or Willpower attributes. The character then makes a Formidable (ddddd) Reslience check. The character may spend Recovery to reduce the difficulty by d per Recovery spent. Success brings them back to life. If the salve fails, another salve may be used after 1 hour has passed.

Salve of Closure After appling this salve to a Critical Injury, it reduces the severity of the injury by dd. If this reduces the severity to zero, then the injury is removed.

Table 6-8: Healing Aids NAME

ENC

PRICE

RARITY

Booster Potion

1

50

5

Healing Potion

1

300

8

Cure Disease Potion

1

500

6

Halt Illness Potion

0

100

8

Kelia’s Antidote

1

125

9

Kelix’s Poultice

0

50

6

Last Chance Salve

1

600

10

Salve of Closure

1

200

8

45

CHAPTER 6: Gear

This simple alchemical concoction enhances the body’s ability to recover from harm. Drinking this potion allows a character to spend a Recovery to heal.

Kelix’s Poultice

Mundane Gear Adventuring Kit

Bedroll A thin blanket and some padding to keep a sleeping Namegiver off the ground, but not much else.

A compact set of gear every starting adept needs: Backpack, bedroll, flint and steel, torch, waterskin, and a large sack.

Alchemy Kit EARTHDAWN GENESYS

This pack contains many of the tools needed to perform Alchemy, reduced to the size of a backpack. While not as accurate or stable as a full lab, it does allow the character to ply their trade while traveling.

Artisan Tools These tools vary depending on the artistic pursuit, however, almost all adepts have some in order to practice their art and to perform greeting rituals.

Climbing Kit This kit provides rope, chain, and a climbing harness. Using a kit will upgrade any climbing checks.

Craftsman Tools These tools vary depending on the craft, however, almost all adepts (especially Weaponsmiths) have them in order to practice their art and to perform greeting rituals.

Extra Quiver If the character runs out of ammo, they may spend a maneuver to expend an Extra Quiver to remove that effect.

Backpack When wearing a backpack, the character increases their encumberance threshold by 4.

Table 6-9: Mundane Equipment NAME Adventuring Kit

ENC

PRICE

4

15

Alchemy Kit

RARITY SPECIAL 4 6

Artisan Tools

1

30

4

Backpack

0

5

4

Bedroll

1

5

4

36

5

25

4

Climbing Kit

+4 Encumberance Threshold

Upgrade climbing checks

Craftsman Tools

2

Extra Quiver

2

4

Lantern

1

4

Physicians Kit

2

5

Rations, Trail

0

10

3

7 days worth

Rope

1

3

4

1 yard

Tent

5

5

Torch

1

2

Waterskin

1

2

46

Lantern Oil-based lanters can light everything out to short range, or the light can be focused to a narrow beam out to medium range. Using one in either way removes up to bb from darkness. Some lanterns are designed to hold Light Crystals instead of burning oil.

Physicians Kit Rations, Trail Usually consisting of dried fruit and meat, this food will last several weeks without spoiling.

Rope Most commonly made of braided hemp, this multipurpose tool is sold by the yard.

Tent A canvas shelter for two human-sized characters to sleep out of the rain.

Torch An oil soaked rag wrapped around a wooden stick. The light reaches out to short range and removes b from darkness.

Waterskin This leather pouch holds enough water to sustain a character for a day.

Animals are the most common form of transportation in Barsaive. Followers of the Cavalryman Discipline bond with their mounts in a way that no others can. There are some basic rules for being mounted in a structured encounter.

Mounted Combat Mounting or dismounting requires a maneuver. Once mounted, the rider and mount should be treated as the same character in most situations. All attacks target the rider, unless a Called Shot is performed to target the mount (the GM may determine that particularly large mounts will not suffer the Called Shot penalty). The mount cannot act independently of the rider, nor does it get its own initiative slot. While mounted, the rider may spend 1 maneuver to direct the mount to move. They then move as if 2 maneuvers had been spent. Certain unruly or frightened mounts may require a Riding check to do this. While mounted, melee attacks add b to their attacks against opponents on foot, while ranged and magic checks add b to their dice pools. Opponents on foot targeting a mounted character add b to their melee attacks against mounted characters. If a mount is killed or incapacitated, the rider falls off the mount, is knocked prone, and suffers 3 strain. If the mount is flying, normal falling effects are also applied. The rider may also suffer wounds, or be trapped under their mount.

Table 6-10: Mounts NAME

PRICE

RARITY

Goat, Riding

10

3

Granlain

115

8

Horse, Pony

110

3

Horse, Riding

125

4

1500

6

Huttawa

95

7

Kue

100

6

Stajian

3500

8

Thundra Beast

4000

9

Troajin

100

7

Zoak

115

8

Horse, War

47

CHAPTER 6: Gear

This provides the character with the tools to make Medicine checks.

MOUNTS

Goat, Riding (Minion)

Granlain (Rival)

“Some settlements, especially in mountainous or hilly regions, breed large mountain goats and train them as mounts to take advantage of their natural dexterity in steep and rocky terrain. “Riding goats are suitable as mounts for dwarfs, elves, humans, and windlings.” 48

3

EARTHDAWN GENESYS

3

3 2

1 5

1

2 0

1 0

0

Skills (group only):

Athletics, Coordination, Resilience

Talents:

-- None

Abilities:

-- Encumbrance Capacity: 16 -- Silhouette: 2

Equipment:

-- Riding tack

“Granlain are unusually large, strong horses that often serve as draft animals. They stand seven feet tall at the shoulder and commonly reach ten feet in length. Granlain are stubborn animals, and trolls are often the only Namegivers strong enough to deal with these massive, willful beasts. Granlain are not common. Wild granlain live only in the plains and foothills near mountainous regions. “Granlain are suitable as mounts for elves, humans, orks, t’skrang, and trolls.” 49

3 3

3 1

1 5

1

1 0

1 0

Skills (group only): Athletics, Resilience

Talents:

-- None

Abilities:

-- Encumbrance Capacity: 12 -- Silhouette: 2

Equipment:

-- Riding tack

48  FASA Games, Earthdawn Game Master’s Guide 4th Edition, 292

48

49  FASA Games, Earthdawn Game Master’s Guide 4th Edition, 299

0

Horse, Pony (Minion)

Horse, War (Rival)

“A smaller breed of horse used mainly by dwarfs for transportation and war. Many ork, elf, and human children train their horse riding skills on ponies as they grow up. “Ponies cannot wear barding. “Ponies are suitable mounts for dwarfs, elves, and humans.” 50

2

2

1

1

1

1

“Larger and stronger than riding horses, war horses are bred to carry heavy loads while remaining able to canter and gallop. Armies and cavalry units, particularly ork scorcher tribes, often use war horses. War horses may wear barding, which provides the equivalent protection as the type of armor. “War horses are suitable as mounts for elves, humans, orks, and t’skrang.” 52

2

1

4

0

0

4

Athletics, Resilience

2

1

2

14

0

0

0

Athletics 3, Brawl 1, Discipline 2, Resilience 3, Survival 2.

-- None

Talents:

-- None

Abilities:

-- Encumbrance Capacity: 8 -- Silhouette: 1

Abilities:

-- Encumbrance Capacity: 13 -- Silhouette: 2

Equipment:

-- Riding tack

Equipment:

-- Hooves (Brawl; Damage 6, Crit 4, Engaged,

Horse, Riding (Minion) “The most common horses used, riding horses make strong mounts, but cannot wear barding or armor. “Riding horses are suitable mounts for elves, humans, orks, and t’skrang.” 51

3 1

2

Skills:

Talents:

3

1

0

Skills (group only):

3

3

1 5

1

1 0

Knockdown)

-- Riding tack

1 0

0

Skills (group only): Athletics, Resilience

Talents:

-- None

Abilities:

-- Encumbrance Capacity: 12 -- Silhouette: 2

Equipment:

-- Riding tack

50  FASA Games, Earthdawn Game Master’s Guide 4th Edition, 301 51  FASA Games, Earthdawn Game Master’s Guide 4th Edition, 301

52  FASA Games, Earthdawn Game Master’s Guide 4th Edition, 302

49

CHAPTER 6: Gear

4

Huttawa (Rival)

Kue (Rival)

EARTHDAWN GENESYS

“The huttawa’s body resembles a large cat, like a lion, but it has an eagle-like head with a large beak and bird-like eyes. Four feet at the shoulder and six feet long, huttawa are a favored mount for dwarf Cavalrymen, and often help pull caravan wagons belonging to dwarf trading companies. “Huttawa are suitable mounts for dwarfs, elves, humans, orks, and t’skrang.” 53

4 4

3 2

1 13

2

2 0

1 0

“The kue resembles a cross between a lizard and a cat, with a reptilian body and feline mannerisms and facial features. Like cats, kue possess excellent night vision, and sometimes serve windling communities as watch animals. A kue has long, slender legs rather than the short squat legs typical of most lizards. They are about two feet tall at the shoulder, three to four feet long, and have horns on their heads and tails. “Kues are suitable as mounts for windlings.” 54

0

1

3

1

1

1

1

Skills:

Athletics 3, Brawl 1, Discipline 2, Resilience 3, Survival 2.

Talents:

-- None

Abilities:

2

1

10

0

0

Skills:

Athletics 1, Brawl 1, Stealth 1, Survival 1.

-- Climber: gains bb to Climbing checks -- Encumbrance Capacity: 11 -- Silhouette: 2

Talents:

Equipment:

-- Climber: gains bb to Climbing checks -- Encumbrance Capacity: 10 -- Silhouette: 1

-- Beak (Brawl; Damage 4, Crit 4, Engaged, Pierce 2)

1

-- None

Abilities:

Equipment:

-- Claws (Brawl; Damage 4, Crit 4, Engaged, Pierce 1)

53  FASA Games, Earthdawn Game Master’s Guide 4th Edition, 302

50

54  FASA Games, Earthdawn Game Master’s Guide 4th Edition, 307

Stajian (Rival)

Thundra Beast (Rival)

5 5

2 3

1 13

2

3 0

1 0

0

CHAPTER 6: Gear

“Stajian are large, bison-like animals often used as mounts by ork tribes. They stand 6 feet at the shoulder. Their broad hooves allow them to traverse mountains and swamps with ease. Stajian live wild on the plains of Barsaive. They eat anything from grass to tree limbs and usually congregate in herds of five to ten females and young. “Stajian are suitable mounts for elves, humans, orks, t’skrang, and trolls.” 55

“This large, four-legged animal looks like a cross between a rhinoceros and a dinosaur, with a tough, rock-like skin covering its entire body. Thundra beasts stand seven feet tall at the shoulder, are ten to twelve feet long, and weigh about five thousand pounds. Each thundra beast has a large horn in the center of its forehead, which it uses to attack opponents. “Thundra beasts are suitable as mounts for dwarfs, elves, humans, obsidimen, orks, t’skrang, and trolls.” 56

5

Skills:

2

2

2

3

2

Athletics 2, Brawl 1, Resilience 2, Survival 1.

Talents:

-- None

Abilities:

8

3

-- Charge: gains bb to attack after performing maneuver

Skills:

--

Talents:

---

to engage a target in the same turn Willful 1: Upgrade difficulty of mind affecting abilities once per rank Encumbrance Capacity 18 Silhouette 2

Equipment:

-- Horns (Brawl; Damage 7, Crit 4, Engaged, Pierce 2, --

Knockdown) Trample (Brawl; Dam 7, Crit 4, Engaged, Disorient 3)

20

0

1

0

Athletics 4, Brawl 2, Discipline 2, Resilience 3, Survival 2.

-- Durable x2: reduce all critical injury results by 20, minimum of 01.

Abilities:

-- Charge: gains bb to attack after performing maneuver to engage a target in the same turn

-- Encumbrance Capacity: 20 -- Silhouette: 3 -- Ornery: add b to Riding checks while mounted -- Willful 1: Upgrade difficulty of mind affecting abilities once per rank

Equipment:

-- Horn and Hooves (Brawl; Damage 7, Crit 4, Engaged, Pierce 2, Knockdown)

55  FASA Games, Earthdawn Game Master’s Guide 4th Edition, 372

56  FASA Games, Earthdawn Game Master’s Guide 4th Edition, 346

51

Troajin (Rival)

Zoak (Rival)

EARTHDAWN GENESYS

“Troajin are large felines native to jungle and mountain country. The average troajin stands approximately three feet at the shoulder and has a five-foot body with a threefoot tail. Their fur is often tawny brown with darker stripes, with grey or yellowish variations being common. “Troajin are suitable mounts for dwarfs, elves, humans, orks, and t’skrang.” 57

3 4

3 1

1 10

2

1 0

1 1

“The zoak looks like a cross between a large bird and a bat, with feathers on its body and head and a leathery neck, wings, and tail. The creature’s feathered legs each end in four eagle-like talons. Zoaks measure roughly four feet from beak to tail-tip. Their necks are long and flexible, similar in appearance to the crakbill’s, but with vertebrae instead of muscle. “The animals are native to forests and jungles across Barsaive. While they can be difficult to train, they make a popular companion for Beastmasters, and are especially favored by windling Cavalrymen. They are rarely offered for sale outside of windling communities. “Zoaks are only suitable as mounts for windlings.” 58

2 0

Skills:

Athletics 1, Brawl 2, Coordination 1, Stealth 2, Survival 1.

Talents:

2

3 2

Abilities:

Abilities:

----

gains Knockdown quality Low Light Vision: remove bb from non-magical darkness) Encumbrance Capacity: 15 Silhouette: 2

Equipment:

2 0

1 1

-- None.

-- Flier -- Encumbrance Capacity: 7 -- Silhouette: 1

Equipment:

-- Fangs and Claws (Brawl; Damage 3, Crit 4, Engaged, Pierce 1)

-- Claws (Brawl; Damage 5, Crit 3, Engaged, Pierce 1)

57  FASA Games, Earthdawn Game Master’s Guide 4th Edition, 347

52

0

Athletics 2, Brawl 1, Coordination 3, Discipline 1, Resilience 1, Survival 2.

Talents:

-- Leaper: if using Great Leap to engage target, attack

13

2

Skills:

-- Great Leap: may jump 1 range band, horizontally or vertically

1

58  FASA Games, Earthdawn Game Master’s Guide 4th Edition, 359

CHAPTER 7: CRAFTING & ENCHANTING OVERVIEW CRAFTING

Creating mundane items uses the Craft skill. The adept must have access to a workspace appropriate for the materials being worked. The quality of the workspace may add b or b to the check. Creating a new item requires materials equal to half of the cost of the item. These materials are consumed in the process, whether the check succeeds of fails. Certain items may require special materials, the value of such should be counted towards the required amount. Most items require one day of work, plus a number of days equal to the items rarity rating. Some items may require increments of weeks instead of days. The difficulty of the Craft check is equal to the rarity rating divided by 2, rounded up. With a successful check, the item is created. Other symbols are spent by the crafter or GM, with Table 7-1 as a guideline.

Table 7-1: Crafting Check Results Cost a or t aa or t aaa or t

Effect Reduce the rarity of the item by 1 for purposes of crafting time. (You may select this option multiple times.) Your character adds b to their next check using the same skill. Your character saves half of the materials used to craft the item. Decrease the item’s encumberance by one, to a minimum of 0. Whenever the item is damaged, it is damaged one less step. Reduce the difficulty of future checks to craft this item by d (to a minimum of Simple (-).) The item gains the Superior quality.

t

Increase the value of one numerical benefit of the item by one, or increase the rating of one quality the item possesses by one, excluding damage, critical rating, soak, and defense. Item is a Work of Art, appropriate for Enchanting.

t t h or d hh or d

The item gains one other item quality, subject to your GM’s approval. (May only be selected once.) Increase the rarity of the item by 1 for purposes of crafting time. (You may select this option multiple times.) Add b to the next crafting check the character makes. Increase the items encumberance by one. Your character must purchase additional materials worth half of the original component cost. Weapon gains Inaccurate 1

hhh or d

Increase the difficulty of future checks to craft this item by d (to a maximum of Formidable (ddddd))

d

Item gains the Inferior quality. Whenever the item is damaged, it is damaged one additional step.

d d

There is an accident. The character suffers a Critical Injury, or a calamity befalls the workspace.

Crafting tools are ruined in the process and must be replaced.

53

CHAPTER 7: CRAFTING & ENCHANTING

The province of Barsaive is in the process of rebuilding. One of the first priorities of the Kingdom of Throal was to rebuild the trade routes throughout the province. Throal has become such a central trade hub, the primary entrance to the underground capitol brings visitors to the Grand Bazaar first. However, not everyone has access to resources. Selfreliance and working off the land is common practice in most Namegivers lives. Those with the proper skills can make tools to ease or ensure survival. Craftsmanship and artistry are revered as proof against the Horrors corruption. While every Adept practices one art, the Weaponsmith Discipline holds them as a core tenant. While Alchemists may not wield magic themselves, they enchant potions and items with magical effects that improve, or preserve, the users life. Thread items may even be enchanted by skilled adepts with the proper time and resources. These are very rare to see for sale, but some enchanters

CHAPTER 8: MAGIC ASTRAL SPACE EARTHDAWN GENESYS

“Astral space is a limitless region that coexists with the physical world, but on a different plane. The astral and physical worlds are intricately connected and interdependent; neither could exist without the other. The biggest difference between the way our world looks to us and the way it appears astrally is that, when viewed from astral space, we perceive the glow emanating from all living beings—a glow that represents their life energy. Living beings include not only people and animals, but also plant life, elemental air, earth, fire, water, and wood, and the living stone of the earth itself. “While the dimension of astral space mirrors the physical world, the astral realm also functions as a world unto itself, subject to its own laws of reality. As a result of this dual nature, astral space remains a source of much conjecture and speculation among even the most knowledgeable scholars and magicians across Barsaive and the Theran Empire. “Astral space is the cosmic fabric that binds together all worlds, and the medium through which magical energy travels. Whether astral space is the source of magical energy or simply a conduit for it is one of the countless mysteries that the astral realm continues to hold.” 59

ASTRAL CORRUPTION “The corruption of astral space can handicap magicians and astral travelers. Magicians who cast raw magic in corrupted regions of astral space risk injury or even death, fates that also threaten astral travelers and beings who move through such areas. “The sight of corrupted areas proves unsettling. Looking at these Horror-tainted regions is like gazing into madness. The astral landscape appears physically warped, stretched and smeared as if reality were no more than a delicate painting that a Horror could transform with the wipe of a bloody hand.” “In game terms, astral regions fall into four classifications: Safe, Open, Tainted, and Corrupt. “Safe regions are areas of astral space untouched by Horrors. Typically only areas in unbreached kaers are considered Safe. Astral beings who pass through Safe areas suffer no ill effects. Additionally, Horrors tend to avoid Safe regions; a phenomenon that suggests the powers of Horrors may be weaker in these areas. “Open regions correspond to areas in the physical world where Horrors simply passed through or performed only minor magic. The scant attention the Horrors paid to the area or the small amount of torment they caused only slightly warped the astral landscape in these regions. Typically, the astral landscape of an open region appears creased and wrinkled, like a sketch crumpled and mostly smoothed out. Most of astral space is comprised of open regions. 59  FASA Games, Earthdawn Player’s Guide 4th Edition, 204

54

“Tainted regions correspond to places where the Horrors caused great suffering and torment. Large clouds of polluted astral energy drift through these regions, and the landscape is twisted and warped almost beyond recognition. “Corrupt regions are the most dangerous regions of astral space. These areas correspond to the places where Horrors committed terrible atrocities, possibly scarring the astral landscape forever. Dark and violent emotions emanate from these areas in overwhelming surges.” 60

SPELLCASTING METHODS

While all adepts use magic, only a few of them form their magic into spells. These adepts are called magicians. They weave threads of magic into astral constructs and then force magical power through those constructs to create different effects. In the time before the Horrors, it was safe to draw power through their own pattern. As the Scourge drew near, it was discovered that Horrors are drawn to the astral flare of such casting. After many gruesome deaths, spell matrixes were created as a way to hold these astral constructs, keep them pure from astral corruption, and dampen the flare that attracts the Horrors. Since then, spell matrixes have become common practice for all magicians.

MATRIX CASTING (Structured Encounters) All magicians start with two standard spell matrices. Once a spell is attuned to a matrix, the magician may cast it with no strain cost. Attuning a spell to a matrix is a relatively easy task, assuming there are no time constraints. If a magician meditates for 10 minutes they may prepare spells within all of their matrices. Determine the Action you wish the spell to perform, then choose additional effects, which increase the difficulty. These upgrades may not be changed until the matrix is attuned to a new spell. After any reductions, a magician may only increase the difficulty of their spells a number of times equal to their rank in Patterncraft, and never beyond Formidable (ddddd).

dangling thread Some spells are so complex a matrix cannot hold all the threads of its pattern. When building a spell, a player may give it the Thread 1 quality to reduce an upgrade by d. Spells with the Thread quality require time to finish building their pattern before casting. The magician must perform a number of maneuvers equal to the spells Thread rating before each casting of the spell.

60  FASA Games, Earthdawn Player’s Guide 4th Edition, 408

reattuning on the fly When a magician is more pressed for time, they may reattune a single matrix by suffering 2 strain and making an Thread weaving check against the difficulty of the spell they wish to place in a matrix. They may add an additional matrix by increasing the difficulty by d per matrix. A d result on this check may result in loosing attunement in all of the magicians’ matrices.

GRIMOIRE CASTING

RAW CASTING Whenever a magician forgoes the use of their matrix or grimoire, it is considered raw casting. The magician channels the magical energy through their body causing themselves physical harm, and creating a flare in astral space that may attract unwanted attention. When raw casting, the magician determines the difficulty of the spell as normal. The difficulty of the casting is then upgraded depending on the local astral corruption. After a spell cast with this method is resolved, the magician suffers 2 wounds. Results of h may cause the magician to suffer 2 strain or 1 wound, and d may result in the magician receiving a Horror Mark.

Table 8-1: Raw Casting Region

Upgrades

Safe

1

Open

2

Tainted

3

Corrupt

4

To give players ideas for appropriate spells to each type of magic, here are some more in-depth descriptions of their individual methods and limitations.

Elementalism Elementalism is mastery over the five elements, and all of their spells must incorporate one of them. This gives them a great amount of influence, but limits them to the physical realm. None of their spells affect the Astral plane, with the exception of summoning elementals. Elementalism may only do physical damage to targets. Augments and Curses often include an element wrapping itself around the target, or temporarily binding an elemental spirit inside of an ally. They may conjure physical obstacles, or elementals to perform all kinds of tasks. While it excels at purifying earth and water, as well as healing Namegivers, it cannot bring a Namegiver back to life. Air: Clouds, Lightning, Wind, Weather Earth: Ground, Metal, Rock, Stone Fire: Heat, Flame Water: Acid, Cold, Ice, Water Wood: Plants.

Illusionism Illusionists use magic to deceive and trick the entire world. They excel at creating illusions that look and feel real, until a particularly astute individual can sense through them. At which point, that illusion is no longer effective against that target, and this can spread to others quickly. To keep their enemies on their guard, Illusionists have also developed True spells that look identical to their illusory counterparts. Illusion attacks automatically do mystic stun damage, and may be disbelieved with hhh or d, doing no damage. True illusion attacks may do lethal wound damage, and cannot be disbelieved. They create illusionary effects and minions using Conjure that are under their total control. Augments create multiple images, invisibility, and improve social aptitude. Curses confound the senses and may prevent action or speech. Illusions may not heal the injured. However, an ongoing illusion may be disbelieved and rendered useless if an opponent spends aaa or t on any check that interacts with the illusion. After one opponent does so, they may reduce the required advantage by 1 for their allies.

55

CHAPTER 8: MAGIC

(Narrative Encounters) When in a narrative encounter, the grimoire allows a magician a greater flexibility with their spells. After a spell cast with this method is resolved, the magician suffers 2 strain. A magician’s grimoire is a personal record of their spells, with all the patterns of magic they have learned inside of it. It also contains their research, theories, and their development in magic. Most commonly grimoires are a large tome, but sometimes rune carved bones, or a collection of scrolls. Grimoire casting also allows the magician to use another magician’s grimoire, so long as they are of the same Discipline.

SPELL GUIDELINES

Nethermancy

EARTHDAWN GENESYS

Nethermancers deal exclusively with magics of astral space. Their spells often involve spirits of various shapes and sizes. Darkness, cold, and fear are other common themes of their spells. While they often use undead imagery, they are also the best at defending against undead and Horrors. Nethermancy may only do mystic damage to targets. They may speak to the dead, and restore the recently dead to life. They excel at protection against mystic threats. Their curses tend to break bones or wither limbs. Their summons varies from pockets of shadow, to helpful deceased Namegivers, to horrific gaping maws that swallow targets whole. Nethermancy can heal the injured, including reversing permanent damage, or reviving the recently dead.

Wizardry Wizards focus their study on how magic works in all things. Some say this makes them a jack of all trades, but with a group of fellow adepts, there is none better to enhance the magic already present than a wizard. Wizardy automatically does mystic damage but may upgrade to do physical. Their augments and curses are more powerful than other magicians. They may not summon spirits, but may conjure objects infused with magic. Wizardry does not heal the injured.

56

MANEUVERS CONCENTRATE Some magical effects might require concentration to sustain. If a magical action (or spell) can benefit from concentration, the action description notes this. Spells that can be sustained through concentration last until the end of the character’s next turn (as noted in their description). However, if the character performs the concentrate maneuver during that next turn, the spell’s effects last until the end of the character’s following turn, instead. This can be sustained indefinitely by performing the concentrate maneuver each turn.

ACTIONS

NOTES: Round up any fractions. Upgrades marked with * may be added multiple times.

ATTACK

Table 8-2: Magic Attack Upgrades Effect

Elementalism Illusionism Nethermancy Wizardry

Illusion: Mystic Stun damage, may do no damage on a hhh or d

N/A

Automatic

N/A

N/A

True Illusion: does Wound damage instead of Stun

N/A

+d

N/A

N/A

Automatic

+d

N/A

+d

Mystic Damage

N/A

Automatic

Automatic

Automatic

Area: activating Blast now affects all characters in Short range

+d

+d

+d

+d

Auto-fire: must still increase difficulty when used

+d

+d

+d

+d

Bane: Each s deals +2 damage to a type of target. No effect to others.

N/A

N/A

+d (Undead)

N/A

Blast rating equal to Patterncraft ranks

+d

+d

+d

+d

Burn rating equal to half Patterncraft ranks

+d

+d

+d

+d

Deadly: Crit 2, Vicious rating equal to half Patterncraft ranks

+d

+d

+d

+d

Disorient rating equal to Patterncraft

+d

+d

+d

+d

Ensnare rating equal to half Patterncraft ranks

+d

+d

+d

+d

Forked 1

+d

+d

+d

+d

Linked 1

+d

+d

+d

+d

Knockdown

+d

+d

+d

+d

Manipulate: spend a to move target 1 range band

+d

+d

+d

+d

Pierce rating equal to Patterncraft ranks

+d

+d

+d

+d

Range*: increase range of this spell by 1 range band.

+d

+d

+d

+d

Stun Quality

+d

+d

+d

+d

Sunder Quality

+d

N/A

N/A

+d

Physical Damage: base damage +2

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CHAPTER 8: MAGIC

Concentration: No Range: Short Skills: Elementalism, Illusionism, Nethermancy, Wizardry All magic attacks need the targets Mystic Defense in the dice pool. The basic attack spell is an Easy (d) check, deals damage equal to the characteristic linked to the skill used to make the attack, and a Critical rating of 5.

AUGMENT Concentration: Yes Range: Engaged Skills: Elementalism, Illusionism, Nethermancy, Wizardry Until the end of the magicians next turn, the target adds d to any skill check they make.

Table 8-3: Augment Upgrades Effect

Elementalism Illusionism Nethermancy Wizardry

EARTHDAWN GENESYS

Basic Augment

dd

dd

dd

d

Additional Target: spend a to affect another target

+dd

+dd

+dd

+dd

Extend: spell lasts until the end of the encounter

+dd

+dd

+dd

+dd

Haste: may perform a second maneuver without suffering strain.

+d

+d

+d

+d

Karma Boost Karma Rating increases by 1

N/A

N/A

N/A

+dd

Range*: Increase range of this spell by 1 range band.

+d

+d

+d

+d

Weapon Damage: increased by half Patterncraft rank

+d

+d

+d

+d

BARRIER Concentration: Yes Range: Engaged Skills: Elementalism, Illusionism, Nethermancy, Wizardry Until the end of the magicians next turn, the target reduces the appropriate damage by 1, and further reduces it by one for every uncancelled ss beyond the first.

Table 8-4: Barrier Upgrades Effect Physical Damage

Elementalism Illusionism Nethermancy Wizardry d

d

N/A

d

Mystic Damage

N/A

d

d

d

Physical and Mystic Damage

+d

+d

+d

+d

Additional Target: spend a to affect another target.

+dd

+dd

+dd

+dd

Defense: adds Defense of the same type as the damage prevented equal to Patterncraft ranks.

+dd

+dd

+dd

+dd

Extend: spell lasts until end of the encounter.

+dd

+dd

+dd

+dd

+d

+d

+d

+d

Range*: increase range of this spell by 1 range band.

58

CONJURE Concentration: Yes Range: Engaged Skills: Elementalism, Illusionism, Nethermancy, Wizardry This spell creates a simple tool, or weapon that remains until the end of the magicians next turn.

Table 8-5: Conjure Upgrades Effect

Elementalism Illusionism Nethermancy Wizardry d

d

d

d

Additional Conjure: spend aa to conjure a duplicate item.

+d

+d

+d

+d

Extend: spell lasts until the end of the encounter.

+dd

+dd

+dd

+dd

Hamper: Target location becomes bb Concealment, bb Cover, or Difficult Terrain. This reaches to Engaged range.

+d

+d

+d

+d

Hamper Improved: area adds bb Concealment.

+d

+d

+d

+d

Hamper Area: The Hamper area reaches Short range from target location.

+d

+d

+d

+d

+dd (Physical)

+dd (Mystic)

+dd (Mystic)

+dd (Choose one)

Range*: increase range of this spell by 1 range band.

+d

+d

+d

+d

Complex Conjure: larger or more complex item

+d

+d

+d

+d

Hazardous: Hamper area deals damage equal to double Patterncraft rank.

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CHAPTER 8: MAGIC

Basic Conjure

CURSE Concentration: Yes Range: Short Skills: Elementalism, Illusionism, Nethermancy, Wizardry All magic curses need to include the targets Mystic Defense in the dice pool. Until the end of the magicians next turn, the target removes d to any skill check they make.

Table 8-6: Curse Upgrades EARTHDAWN GENESYS

Effect

Elementalism Illusionism Nethermancy Wizardry

Basic Curse

dd

dd

dd

d

Additional Target: spend a to affect another target

+dd

+dd

+dd

+dd

Doom: after targets check, change any 1 die that is not t or d

+dd

+dd

+dd

+dd

+d

+d

+d

+d

Extend: spell lasts until the end of the encounter

+dd

+dd

+dd

+dd

Misfortune: after target’s check, change 1 b to a face with f showing.

+d

+d

+d

+d

Karma Cancel: Karma rating is decreased by 1.

N/A

N/A

N/A

+d

Range*: increase range of this spell by 1 range band.

+d

+d

+d

+d

+ddd

+ddd

+ddd

+ddd

Enervate: if target suffers strain, they suffer 1 additional strain.

Paralyzed: target is Staggered.

60

HEAL Concentration: No Range: Engaged Skills: Elementalism, Nethermancy The basic heal spell is an Average (dd) check. On a successful spell, the target spends a Recovery to heal, and heals 1 wound per uncancelled s and recovers 1 strain per uncancelled a.

Table 8-7: Heal Upgrades Elementalism Nethermancy

Additional Target: spend a to affect another target

+dd

N/A

Heal Critical: remove one critical injury from target.

+Crit Severity

+Crit Severity

Last Chance: target may have died during this encounter. If successful, they are returned to life, with wounds equal to their wound threshold.

N/A

+dddd

Range*: increase range of this spell by 1 range band.

+d

N/A

+dd

N/A

N/A

+ddd

+dd

+dd

Regeneration: Target does not spend a recovery. Instead heals wounds equal to half the casters rank in Patterncraft each round. Reverse Withering: Target regains the use of permanently lost limbs, or has one of their permanently damaged attributes restored. Revive Incapacitated: target may be incapacitated

SUMMON Concentration: Yes Range: Engaged Skills: Elementalism, Illusionism, Nethermancy This spell creates a Minion Adversary (up to silhouette 1) that remains until the end of the magicians next turn. Summoned Adversaries are not under the control of the magician. Different magicians conjure different types of Adversaries.

Table 8-8: Summon Upgrades Effect Basic Summon (Adversary Summoned)

Elementalism Illusionism Nethermancy d (Elementals)

d (Illusions)

d (Spirits)

+dd

+dd

+dd

Extend: spell lasts until the end of the encounter.

+d

+d

+d

Range*: increase range of this spell by 1 range band.

+d

+d

+d

Summon Ally: creature is friendly to caster, and obeys commands. Spend a maneuver to direct all summoned allies.

+d

Automatic

+d

Summon Improved: Adversary may be a Rival up to silhouette 1.

+d

+d

+d

Summon Massive: Adversary may be a Rival up to silhouette 3.

+dd

+dd

+dd

Additional Summon: spend aa to summon another Adversary of same type.

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CHAPTER 8: MAGIC

Effect

EXAMPLE SPELLS Elementalism Air Armor

EARTHDAWN GENESYS

Action: Barrier Upgrades: None Difficulty: d Effect: +1 Physical Soak, +1 Physical Soak for every ss. A cushion of air surrounds the target, protecting them from harm.

Earth Darts Action: Attack Upgrades: Pierce Difficulty: dd + Targets Mystic Defense Damage: Cunning +2 vs Physical Soak The magician throws a handful of dirt at a target within Short range. The dirt is transformed into crystal shards that pierce armor.

Fireball Action: Attack Upgrades: Blast, Deadly, Range Difficulty: Prepare 1, ddd + Targets Mystic Defense Damage: Cunning +2 vs Physical Soak The magician conjures a small fire, which expands until it reaches its destination within Medium range.

Heat Food (Grimoire) Difficulty: As Medicine +d Effect: The target spends a recovery to heal, and heals 1 wound per uncancelled s and recovers 1 strain per uncancelled a. The magician imbues a meal with healing warmth, rejuvenating the target.

Icy Surface Action: Conjure Upgrades: Hamper Improved, Range Difficulty: Prepare 1, ddd Effect: An area becomes Difficult Terrain. The magician creates a zone of ice upon the ground within Short range. The ground becomes difficult terrain out to Short range.

Blizzard Sphere Action: Conjure Upgrades: Hazardous, Range Difficulty: Prepare 1, ddd Effect: Rank in Patterncraft Physical damage The magician creates a sphere of freezing ice, sleet and snow within Short range. The area becomes difficult terrain out to Engaged range, and those passing through the area suffer wounds equal to the casters rank in Patterncraft.

62

Illusionism Ephemeral Bolt Action: Attack Upgrades:Disorient Difficulty: dd + Targets Mystic Defense Damage: Cunning Stun vs Mystic Soak The magician creates a glowing green bolt that lashes out at a target within Short range. May be disbelieved with hhh or d, doing no damage.

True Ephemeral Bolt Action: Attack Upgrades: True Illusion Difficulty: dd + Targets Mystic Defense Damage: Cunning vs Mystic Soak The magician creates a glowing green bolt that lashes out at a target within Short range.

Phantom Warrior Action: Barrier Upgrades: Physical Damage, Defense Difficulty: Prepare 1, dd Effect: +1 Physical Soak, +1 additional for every ss, Physical Defense = Patterncraft ranks The magician creates multiple images of the engaged target, making them harder to hit. Opponents may disbelieve with aaa or t, removing the effect.

Trust (Grimoire) Difficulty: As Charm or Deception +d +Targets Mystic Defense Effect: As Charm or Deception The magician inspires the target to trust them and treat them like a close friend.

Nethermancy Spirit Darts Action: Attack Upgrades: Pierce Difficulty: dd + Targets Mystic Defense Damage: Willpower vs Mystic Soak The magician forms a dart from astral energy and throws it at a target within Short range. Action: Conjure Upgrades: Ally Difficulty: dd Effect: Summons a skeletal minion The magician throws two bones on the ground and breaks them with their foot. The spirit materializes next to the magician, and obeys their commands.

Ethereal Darkness Action: Conjure Upgrades: Hamper Improved Difficulty: ddd Effect: An area grants concealment. The magician creates a zone of darkness upon something he touches. The darkness grants bbbb of Concealment out to Engaged Range from the target.

Mind Dagger Action: Attack Upgrades: Pierce Difficulty: dd + Targets Mystic Defense Damage: Willpower vs Mystic Soak The magician forms a dart from astral energy and throws it at a target within Short range.

Iron Hand Action: Augment Upgrades: Weapon Damage Difficulty: dd Damage: Cunning Stun vs Mystic Soak The magician enhances a characters ability to do harm with weapons.

Levitate (Grimoire) Difficulty: As Athletics +d Effect: Character or objects are raised vertically on an invisible 2 yard radius platform.

Last Chance (Grimoire) Difficulty: ddddd Effect: The target is returned to life, with wounds equal to their wound threshold. The magician calls the spirit back into the body, preventing final death.

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CHAPTER 8: MAGIC

Summon Bone Spirit

Wizardry

CHAPTER 9: THREAD MAGIC

EARTHDAWN GENESYS

Magic in Earthdawn works along some fundamental principles: patterns, Names, and threads. By analyzing a pattern and learning its Name, one may tie threads of magical power to something, and gain power from it, or over it. The full explanation of this magical method is one of the more robust and intriguing parts of the setting. Entire sessions have been spent discussing and debating the intricacies of it. Sadly, going into full detail of it is not the purpose of this document.

WEAVING THREADS

While the target may vary, the process of weaving threads to it is the same. In order to gain access to their abilities, the adept must first gain information about the item by learning the Key Knowledges about the item, and then weaving threads of magical power between the adept and the item. The more powerful an item, the more likely it has multiple Key Knowledges. Discovering Key Knowledges can be a group effort, but the final step may only be performed by the one binding to the item.

ITEM HISTORY By successfully performing the Item History talent on an item, the adept learns what question must be answered to gain access to its powers, called the Test Knowledge. With multiple successes, it may be possible to learn more than one Test Knowledge at a time. Example: The first Knowledge that must be learned for all items is the Name. Item History must still be used to find where the “lock” requesting the Name is.

RESEARCH For certain items, finding the answer to the question (called the Research Knowledge) can be an adventure all on its own. More commonly, using the Lore skill and the Research talent will assist immensely, if not discover it outright. While magic certainly helps with this task, do not discount the viability of more mundane social skills in talking to the right people to find the answers. As this step is much more fluid, it’s entirely possible to learn more than one Research Knowledge at a time. It may even be possible that an adept learns the answer to a question they don’t yet know of. When the adept knows the answer to the question, they unlock a thread of the item, and may bind themselves to it.

DEEDS Some Test Knowledges require the adept to perform a task instead of know an answer. These deeds must be performed to the satisfaction of the thread item before threads may be woven to it.

THREAD WEAVING An adept may have up to 2 items with bound Threads. This number increases by 2 for every rank in Thread Weaving they have up to a maximum of Rank 5 (up to 12 items). The adept that wishes to bind themselves to the item must make an Average (dd) Thread Weaving check. If they fail, they may not try again for 24 hours. If they succeed, the adept spends the required XP for the next rank of the item, and the item gains a new ability for the bound adept only. This difficulty may increase to achieve greater ranks in the item.

THREAD ITEMS

“Many magic items in Earthdawn are unique, produced by a conjunction of magical energy and emotion that imbues the item with magical powers. These powers are not enchanted into the item; they simply come into being when the item is involved in some significant event. It is important to remember that in Earthdawn, magic is life and life itself is magic. This means that because of magic, all the world is alive in one way or another. The forces of magic and life interact with each other, sometimes in distinct and subtle ways. The more significant events an item has been a part of, the greater its powers, and – usually - the greater its legend. The person using such an item rarely sees the full force of that power. A character who obtains the item can manifest its power by powering the item with a magical thread. Magic items powered in this way are commonly referred to as thread items, to distinguish them from items powered in other ways.” 61 Thread items come in 4 tiers of power: Novice, Journeyman, Warden, and Master. Each tier has a Key Knoweldge that must be learned before progressing further.

Table 8-1: Thread Item Limits Tier

Key Knowledges Powers XP Cost

Novice

1

2

5, 10

Journeyman

2

3

15

Warden

3

4

20

Master

4

5

25

61  FASA Games, Earthdawn Player’s Guide 4th Edition, 220

64

PATTERN ITEMS (TALISMANS)

Table 8-2: Pattern Item Rank Limits TYPE

THREADS

MAX RANK

Minor

1

3

Major

3

5

Group

5

5

Core

5

7

Example: Varis the Elementalist gains a Major talisman of his Warrior friend, Ceadda. Varis uses his first thread to improve his Elementalism skill, which takes effect when he empowers or heals Ceadda. Varis uses his second thread to improve Ceadda’s Physical Defense to keep him from getting hurt in the first place.

“Thread magic can be used by groups of people in a special, unique way. By deliberately creating a True Pattern for the group, the members of that group can weave threads to the Group True Pattern and strengthen their abilities when interacting with the group by acting as a part of it. This use of thread magic is usually practiced by adventuring groups, but other groups are known to use it as well. “This works because the Group True Pattern is a separate entity, independent from any of its members, so it can grant magical benefit to those interacting with it via thread magic.” 63 During the process of Naming the group, and performing the ritual of blood peace, each character crafts an item to represent their place in the group. This item becomes their talisman for the Group True Pattern. An adept may only be a member of one Group Pattern at a time. Creating a Group True Pattern has the following effects.

Blood Peace Each member must swear a blood oath to the group as a whole to do no harm to each other. The talisman has the Blood Magic 1 quality. Breaking this blood oath will cause the character to suffer the Discouraging Wound critical injury (Move 1 Story Point from the player pool to the Game Master pool (reverse if NPC)), which may not be healed for a year and a day.

Group Talisman This talisman allows the adept to tie up to 5 different Threads, each to a maximum of 5 ranks. These Threads only apply to the adept. These Thread bonuses are only in effect when working as an agent of the Group.

Group Legendary Status The group takes on Legend of its own, which grows with the adepts on the Legend chart. If the group Legend is triggered, all members of the group gain the benefits.

In Enemy Hands If an enemy gains access to a group talisman, they may weave threads to it and gain power over all members of the group. This acts as a Core Pattern Item that takes effect whenever interacting with a member of the Group.

62  FASA Games, Earthdawn Player’s Guide 4th Edition, 216

63  FASA Games, Earthdawn Player’s Guide 4th Edition, 233

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CHAPTER 9: THREAD MAGIC

“People and places with True Patterns become associated with items that reflect their pattern knowledge. These items have a pattern, but that pattern has become a piece of the True Pattern they are connected to. They are called pattern items, and adepts and other magical practitioners can use them as a way of connecting to the desired True Pattern. Most pattern items are common, familiar objects that are somehow important to a person or place. Proximity to a True Pattern is what infuses something with the magic that makes it a pattern item. Because the ways of magic can be complex and subtle, it is difficult to control what can become a pattern item, even for those well versed in magical lore.” 62 Pattern items come in three tiers, Minor, Major, and Core, representing the strength of their relationship with their source True Pattern. After weaving threads to a pattern item, the adept may choose a number of abilities to improve. These abilities may be either of the adept when interacting with the True Pattern or the abilities may belong to the True Pattern.

GROUP PATTERN ITEMS

PATTERN ITEM EFFECTS When tying a thread to a Pattern item, choose one options to improve: 1 Skill, Physical Defense, Mystic Defense, Social Defense, Mystic Soak, Wounds & Strain, or Critical Defense. If an option has a blank rank, that rank does not need to be purchased. All bonuses are cumulative, though Defenses still have a maximum of 4.

EARTHDAWN GENESYS

Karma Skills

Social Defense Rank 2 & 6: If the adept is resisting a Fear effect, the difficulty is reduced by 1 or 2. Some Fear effects which don’t require a roll have their severity reduced by 1 or 2 instead.

Critical Defense Durable: When the adept takes a Critical Injury, the result is reduced by 10 per rank of Durable, to a minimum result of 01.

When the adept weaves this Thread, choose any one skill that they may use their Karma Rating upon to gain the benefits. Additional Skills may be chosen on the same item, but each Skill costs a Thread, and must be purchased separately. Rank 1: Combat and Magic skills remove b instead of bb. Rank 5: This increase may go beyond the normal Skill maximum, and affects anything based on skill rank.

Table 8-3: Pattern Item Effects CATEGORY Karma Skills

5 XP

10 XP

15 XP Max Minor

20 XP

25 XP Max Major

30 XP

35 XP

Remove bb

Add Boost

Upgrade

Add Boost

Rank +1

Upgrade

Increase

Physical Defense

PD +1

PD +1

Max PD 5

PD +1

Mystic Defense

MD +1

MD +1

Max MD 5

MD +1

Upgrade difficulty when targeted by Social skill

Reduce strain damage from social conflict by 2

Social Defense Mystic Soak

Add b when Fear effects targeted by reduced by 1 severity Social skill +1

Wounds & Strain

Strain +1

Critical Defense

Durable +1

66

Reduce strain damage from social conflict by 1 +1

Wounds +2

Both +1 Durable +1

Reduce strain Fear effects damage from reduced by 2 social conflict severity by 3

+1

+1

Both +2

Both +2

Durable +2

Durable +2

CHAPTER 10: ADVERSARIES

Krillworm

Key PD = attack against Physical Defense MD = attack against Mystic Defense P = damage reduced by Physical Soak M = damage reduced by Mystic Soak

This skill is for adversaries only. Many creatures have an innate magic that differs from thread magic and spell magic. The specific adversary entry will declare which attribute the skill uses for that creature. Attacks using Power are opposed by Mystic Defense.

MINIONS Brigands These Namegivers are not adepts. Lacking any magical power, and fallen on hard times, they’ve turned to preying on the hard work of others by raiding trade routes and small outposts.

3 3

3 1

1 5

1

1 0

1 0

“Krilworms are nocturnal flyers, traveling in swarms ranging from eight to eighty members, and feeding on large insects and small mammals. They have segmented bodies about eighteen inches long, with bat-like wings sprouting near the front. Eyeless, they “see” through divination magic organs resembling six open, running sores. Krilworms generally do not attack larger animal and humanoids, but a swarm of them can cause problems. Fortunately, a determined character can drive them off.” 64

3 0

3

Skills (group only):

Cool, Melee (Light), Perception, Ranged (Heavy), Stealth

Talents:

-- None

Abilities:

-- None

Equipment:

-- Dwarf sword (Melee [Light] PD; Dam 4P, Crit 3, Engaged)

-- Short bow (Ranged [Heavy] PD; Damage 7P, Crit 3, --

Medium) Leather armor

3 1

1 5

1

1 0

1 0

0

Skills (group only):

Brawl, Coordination, Perception, Vigilance

Talents:

-- Finesse (may use Agility instead of Brawn for Brawl and Melee (Light) attacks).

Abilities:

-- Flight: can fly -- Divination Sight (Ignores all penalties for darkness or concealment within Medium range)

-- Not Another!: In an encounter with any number of --

Krillworms, the GM may spend hh from any check made by a PC to add 1 Krillworm to an existing minion group, or spend d to add a new minion group of 3 Krillworms to the encounter) Silhouette: 0

Equipment:

-- Bite (Brawl PD, 3P, Crit 4, Engaged, Pierce 2)

64  FASA Games, Earthdawn Game Master’s Guide 4th Edition, 307

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CHAPTER 10: ADVERSARIES

Power (Varies)

RIVALS

Strawman

Cadaverman

EARTHDAWN GENESYS Falsemen were mindless constructs created before the Scourge by Theran magicians in the city of Parlainth. During the Scourge, the Horrors corrupted most of them, and gave them a basic intellect, and turned them against their creators. Strawmen are the most common falsemen due to their simple construction of straw and wood.

3 3

3 1

1 5

1

1 0

These undead are the most common Horror Constructs. They keep some of their personality and memory from life, but only feel pain, which can drive them into a murderous rage.

1 0

3 0

3

3 1

Skills (group only):

Skills:

Talents:

Talents:

Brawl, Resilience, Vigilance

-- None

Abilities:

-- Construct: Crits require one more a to activate) -- Immune to Fear: including Coercion -- Pushover: Knockdown requires 1 less a or h), -- Vulnerable to Fire: Soak does not apply to Fire attacks

Equipment:

-- Unarmed (Brawl PD; Damage 7P, Crit 4, Engaged)

68

1 5

1

1 0

1 0

0

Athletics 1, Brawl 3, Resilience 1, Vigilance 1

-- Durable x2: reduce all critical injury results by 20, minimum of 01.

Abilities:

-- Frenzy (if affected by a Fear effect or a Critical injury, Cadaverman attacks gain Linked 2)

-- Rage (If taken damage +1 to claw damage, if past half threshold, +2 claw damage)

Equipment:

-- Claws (Brawl PD; Damage 7P, Crit 3, Engaged)

Ice Flyer

Storm Wolf

3

Ice flyers appear like winged baboons, approximately six feet tall. They attack from the air, swooping down upon their prey. While they prefer colder environments, their feathers remain cool, and allow them to live in any environment. Packs of Ice flyers usually have a leader who bellows a challenge, and remains at a distance.

3 3

3 1

1 5

1

1 0

1 0

3

3 1

1 5

1

1

1

0

0

0

Skills:

Athletics 2, Brawl 2, Perception 2, Survival 2

Talents:

-- Quick Strike x2: When attacking a character that has not acted yet this encounter, add bb to the check.

Abilities:

0

Skills:

Athletics 1, Brawl 2, Coercion 2, Cool 1, Discipline 1, Power (Cun) 1

-- Pack Attack: if another ally is engaged with the target, add b to the Wolf’s attack.

-- Healing Rain: in a storm, the wolf may take a Healing Rain Maneuver to spend a Recovery.

-- Sense Undead: make a Perception vs Stealth check (plus MDef) to detect undead within one mile.

-- Storm Call (once per Session, the alpha storm wolf may

Talents:

-- None

Abilities:

-- Flight: can fly -- Howling Challenge: The alpha of the Ice Flyer pack

makes a Coercion vs Discipline check against one target. If successful, the Ice Flier and its allies gain b to all checks until the target succeeds at a Coercion vs Discipline check against the alpha, or the alpha dies.

--

spend a Story Point to make a Hard (ddd) Survival check. If successful, clouds are summoned and begin raining at the start of your next turn. Rain lasts for the rest of the encounter. While in this storm, all Storm Wolves gain d to all tests. Willful x1: any mind affecting abilities targeting the Storm Wolf have their difficulty upgraded once.

Equipment:

-- Bite (Brawl PD; 7P, Crit 3, Engaged, Ensnare 1)

Equipment:

-- Claws (Brawl PD; 7P, Crit 3, Engaged) -- Ice Shackles (Power MD; Damage 6P, Crit 4, Medium, Entangle 2)

65  FASA Games, Earthdawn Game Master’s Guide 4th Edition, 358

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CHAPTER 10: ADVERSARIES

“The storm wolf is a handsome animal, larger and stronger than a normal wolf with silver-grey fur. An excellent hunter, they travel in packs of eight to twenty-four animals. They are not aggressive towards Namegivers, and will only attack if desperately hungry, or if they sense evil coming from the traveling party. “Storm wolves possess a pure, elemental spirit that can detect the taint commonly associated with undead beings. The wolves often go out of their way to destroy such creatures; legends tell of hunts spanning hundreds of leagues. Other tales tell of storm wolves leading travelers to sites of the undead they wish to see destroyed. A pack of storm wolves is able to call up a storm, and use its elemental power to enhance and strengthen their own abilities. Storm wolves are suitable as animal companions.” 65

Water Elemental (Lesser)

EARTHDAWN GENESYS

“The element of water is fluid, always changing and moving. Water spirits display these traits, moving from experience to experience and adapting to new circumstances easily. They often display a great deal of curiosity, which some attribute to the wide range of forms water spirits take. Water spirits can take on the slow, hard nature of ice, the free-flowing movement of water, and the floating airiness of mist. “Water spirits frequently change their appearance while physically manifest. First appearing as a bubble of water floating in midair, only to disperse into a fog and then coalesce into a block of ice. Water elementals do not mind being summoned to the material realm.” 66

3 3

3 1

1 5

1

1 0

NEMESES Wormskull

1 0

0

Skills:

Brawl 2, Cool 2, Power (Wil) 2, Stealth 2, Vigilance 2

Talents:

-- Adversary x1: upgrade difficulty of combat checks once

Abilities:

-- Vulnerable to Lightning: Lightning ignores soak

Equipment:

While descriptions vary, the one common feature in appearance is a skull made of a mass of worms. Though not the most powerful of Horrors, they are intelligent, and utilize lesser Horrors in their schemes.

3

-- Unarmed (Brawl 6P; Crit 3, Engaged, Knockdown,

3

1

1

1

1

Linked 1)

-- Water Spear (Power MD; Damage 6P, Crit 2, Medium, Knockdown)

3

1

5

0

0

Skills:

Power (Wil) 4

Talents:

-- Adversary x2: upgrade difficulty of combat checks targeting the wormskull twice.

Abilities:

-- Karma Rating 3: add bbb to all checks

Equipment:

-- Unarmed (Brawl PD;

66  FASA Games, Earthdawn Game Master’s Guide 4th Edition, 396

70

0

Wyvern

CHAPTER 10: ADVERSARIES

These dragon-like beasts grow as large as 30 feet from head to tail. They have 2 hind legs, no forelimbs, but their wings are tipped with claws to allow them some manipulation of their meals. Their tails are tipped with a venomous stinger.

3 3

3 1

1 5

1

1 0

1 0

0

Skills:

Brawl 4, Perception 2, Cool 3, Coordination 3, Athletics 2, Resilience 2

Talents:

-- Adversary x2: upgrade difficulty of combat checks twice

Abilities:

-- Flight -- Karma Rating 3: add bbb to all checks -- Poison: When a target is damaged by the tail stinger, --

target makes a Hard (ddd) Resilience check or suffers 4 additional wounds. Silhouette: 3

Equipment:

-- Bite (Brawl PD; Dam 6P, Crit 2, Engaged) -- Tail Stinger (Brawl PD; Dam 8P, Crit 2, Short, Pierce 2)

71