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discipline: Circle:
Race: GENDER: Age:
Hair: Skin: Eyes:
Height: weight:
Discipline Talents
BASE LP CURRENT
VALUE increase VALUE Step Action dice
INITIATE/NOVICE
Dexterity Talent name Action strain attribute rank Step Action Dice
strength + =
toughness + =
perception + =
willpower + =
charisma + =
Characteristics + =
+ =
Initiative
+ =
Step Action dice
armor ratings Journeyman
Armor + =
defense ratings Deflection Bonus
+ =
physical defense
Shield
+ =
INITIATE/NOVICE
Other Talents
health current damage Talent name Action strain attribute rank Step Action Dice
Ka
Recovery
rma
Action dice
?
+ =
Death wounds + =
Current value Threshold Penalties
Base Adjustment Journeyman
-1 -2 -3 -4
+ =
-5 -6 -7 -8 -9
Weapons + =
Damage Times
weapon Step size forged short long + =
+ =
+ =
skills
skill name Action strain attribute rank Step Action Dice
+ =
Discipline Bonuses + =
+ =
+ =
Experience + =
+ =
Copyright 2009 RedBrick Limited, FASA Corporation. Earthdawn is a Registered Trademark of FASA Corporation. All Rights Reserved. Permission granted to photocopy for personal use.
Result Level Table
Step/Action Dice
Difficulty Result
Table
Number Pathetic Poor Average Good Excellent Extraordinary
Step Action
2 * 1 24 56 78 9+ Number Dice
3 * 12 35 67 89 10+ 4 D6
4 * 13 46 79 1011 12+ 5 D8
5 1 24 57 810 1113 14+ 6 D10
6 1 25 68 912 1316 17+ 7 D12
7 12 36 710 1114 1518 19+ 8 2D6
8 13 47 812 1315 1619 9 D8+D6
20+
10 2D8
9 14 58 914 1517 1821 22+
11 D10+D8
10 15 69 1015 1619 2022 24+
12 2D10
11 15 610 1116 1720 2124 25+ 13 D12+D10
12 16 711 1217 1822 2326 27+ 14 2D12
13 16 712 1319 2024 2528 29+ 15 D12+2D6
14 17 813 1420 2125 2630 31+ 16 D12+D8+D6
15 18 914 1522 2326 2730 31+ 17 D12+2D8
16 19 1015 1623 2427 2832 33+ 18 D12+D10+D8
19 D12+2D10
17 110 1116 1724 2529 3033 34+
20 2D12+D10
18 111 1217 1825 2630 3135 36+
21 3D12
19 111 1218 1927 2832 3336 37+ 22 2D12+2D6
20 112 1319 2028 2933 3438 39+ 23 2D12+D8+D6
21 113 1420 2129 3035 3640 41+ 24 2D12+2D8
22 114 1521 2230 3136 3741 42+ 25 2D12+D10+D8
23 115 1622 2332 3337 3842 43+ 26 2D12+2D10
24 115 1623 2433 3438 3943 44+ 27 3D12+D10
28 4D12
25 116 1724 2534 3540 4145 46+
29 3D12+2D6
26 117 1825 2635 3641 4246 47+
30 3D12+D8+D6
27 118 1926 2736 3742 4348 49+ 31 3D12+2D8
28 118 1927 2838 3944 4549 50+ 32 3D12+D10+D8
29 120 2128 2939 4045 4650 51+ 33 3D12+2D10
30 120 2129 3040 4146 4752 53+ 34 4D12+D10
31 121 2230 3141 4247 4853 54+ 35 5D12
32 122 2331 3242 4348 4954 55+ 36 4D12+2D6
37 4D12+D8+D6
33 123 2432 3344 4550 5156 57+
38 4D12+2D8
34 123 2433 3445 4651 5257 58+
39 4D12+D10+D8
35 124 2534 3546 4752 5359 60+
40 4D12+2D10
36 125 2635 3647 4853 5459 60+
37 126 2736 3748 4955 5661 62+ Steps 1, 2, and 3
38 127 2837 3850 5156 5762 63+ Step Action
39 128 2938 3951 5257 5863 64+ Number Dice
1 D63
40 129 3039 4052 5358 5965 66+
2 D62
* No such thing as a Pathetic result for this Difficulty Number, except if the Rule of One (see the Players Guide, p.15), is being used.
3 D61
298
Spells
weaving/
reattuning casting
spell name in matrix? Type Circle threads Difficulty Difficulty range duration effect
Name:
max. threads: spell defense:
description:
thread ranks
Rank key knowledge/deed lp cost effect
blood magic
type damage DR effect
Copyright 2009 RedBrick Limited, FASA Corporation. Earthdawn is a Registered Trademark of FASA Corporation. All Rights Reserved. Permission granted to photocopy for personal use.
modified Physical, Spell, and Social Defense Ratings on his Char- Death Rating, the character dies. The Unconsciousness Rating rep-
acter Record Sheet. resents the amount of cumulative damage it takes to knock a character
out. When the characters Current Damage equals or exceeds his Uncon-
Based on his Dexterity Value of 14, Sebastians character sciousness Rating, he falls unconscious. Because this value is lower than
has a Physical Defense of 10, taking into account his windling his Death Rating, a character will usually pass out before dying.
Increased Physical Defense racial ability, which adds +2 to his Any single attack that inflicts a number of Damage Points at least
base Physical Defense. Spell Defense is based on his Perception equal to a characters Wound Threshold also inflicts a Wound.
value of 16, so the Elementalist has a Spell Defense of 9. His Wounds heal more slowly than normal damage and reduce the
Charisma Value of 16 gives him a Social Defense of 9. characters ability to perform actions. Recovery Tests refers to
the number of Recovery Tests a character may make each day.
When characters use their Recovery Tests they roll a number of
Action Dice based on their Toughness Step to determine how
Health Ratings many Damage Points they recoverthe amount of damage healed.
Based on his Toughness Value, a characters Health Ratings Wounds impair the characters ability to recover damage. Recovery
determine how much damage he can take before being knocked Tests can also be used to fuel some magical abilities. See Resolving
unconscious, taking a serious wound, or dying. Health Ratings Attacks, p.218, and Effects of Injury, p.220, for more information
also determine how quickly a character heals. on how to inflict (and recover from) damage.
The Death Rating represents the number of Damage Points required Some races receive special modifiers for damage and recovery
to kill a character. When his Current Damage equals or exceeds his (see the Namegiver Races chapter, p.19). Record the characters
Health Ratings on his Character Record Sheet.
28 C H A P T E R 4 | Creating C harac te rs