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name:

discipline: Race: haiR: gendeR: skin: weight: ciRcle: age: eyes:

CharaCterreCordSheet

attributes
BASE VALUE LP incrEASE + = cUrrEnt VALUE StEP Action dicE

height: Racial abilities:


initiate/novice
tALEnt nAmE

dexteRity stRength toughness peRception willpoweR chaRisma initiative


dExtErity StEP Armor PEnALty +

Talents
? n o ti Ac A? rm kA E in PL t? ci n iS LE d tA

StrAin

AttriBUtE

rAnk

StEP

Action dicE

+ + = + + = + + = + + = +

Characteristics
initiAtiVE StEP/Action dicE othEr =

movement Rates
comBAt fULL

encumbRance
cArrying cAPAcity Lifting cAPAcity

defense Ratings
physical defense

aRmoR Ratings
aRmoR physical aRmoR

spell defense

social defense

mystic aRmoR RecoveRy tests


tEStS PEr dAy StEP Action dicE

health Ratings
wound thReshold cuRRent damage

+ wounds

-1 -2 -3 -4 -5 -6 -7 -8 -9
SkiLL nAmE othEr + = cUrrEnt VALUE

skills
Action? StrAin AttriBUtE rAnk StEP Action dicE + = + =

unconsciousness Rating
BASE VALUE BLood mAgic + dUrABiLity

death Rating
BASE VALUE BLood mAgic + dUrABiLity + othEr =

cUrrEnt VALUE + =

Weapons
wEAPon dAmAgE StEP SizE timES forgEd Short mEdiUm Long

Karma
step/dice: maximum: special use:

available kaRma

Languages

dex peR

stR wil

tou cha

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CharaCterreCordSheet

Discipline
discipline: ciRcle: half-magic:
JouRneyman
tALEnt nAmE

kaRma Ritual:

half-magic abilities:

Talents
StrAin AttriBUtE rAnk StEP Action dicE tALEnt knAck nAmE + = + =

Talent knacks
tALEnt StrAin

? n o ti Ac A? rm kA E in PL t? ci n iS LE d tA

waRden
tALEnt nAmE

? n o ti Ac A? rm kA E in PL t? ci n iS LE d tA

StrAin

AttriBUtE +

rAnk =

StEP

Action dicE

Discipline Bonuses
circLE BonUS/ABiLity

step/action dice table


step number 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 action dice d42 d41 d4 d6 d8 d10 d12 2d6 d8+d6 d10+d6 d10+d8 2d10 d12+d10 d20+d4 d20+d6 d20+d8 d20+d10 d20+d12 d20+2d6 d20+d8+d6 d20+d10+d6 d20+d10+d8 d20+2d10 d20+d12+d10 d20+d10+d8+d4 d20+d10+d8+d6 d20+d10+2d8 d20+2d10+d8 d20+d12+d10+d8 d20+d10+d8+2d6 d20+d10+2d8+d6 d20+2d10+d8+d6 d20+2d10+2d8 d20+3d10+d8 d20+d12+2d10+d8 2d20+d10+d8+d4 2d20+d10+d8+d6 2d20+d10+2d8 2d20+2d10+d8 2d20+d12+d10+d8

18 19 20 21 22 23 24 25 26 27 28 29

masteR
tALEnt nAmE

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? n o ti Ac A? rm kA E in PL t? ci n iS LE d tA

StrAin

AttriBUtE +

rAnk =

StEP

Action dicE

30 31 32 33 34 35 36 37 38 39 40

Grimoire
discipline: spellcasting Rank: willfoRce step:
SPELL nAmE in mAtrix? iLLUSion? circLE thrEAdS wEAVing/rEAttUning difficULty cASting difficULty rAngE dUrAtion EffEct

CharaCterreCordSheet

descRiption:

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CharaCterreCordSheet

equipment familiar/mount
name: type: attRibutes
StEP Action dicE StEP Action dicE itEmS

carried equipment

wEight

dexteRity stRength toughness

peRception willpoweR chaRisma

initiative
StEP Action dicE

movement
comBAt fULL

attack
StEP Action dicE

numbeR of actions

defense Ratings
physical defense

aRmoR Ratings
physical aRmoR

spell defense

mystic aRmoR

social defense

health Ratings
unconsciousness Rating wound thReshold
wounds itEmS

other possessions

LocAtion

-1 -2 -3 -4 -5 -6 -7 -8 -9

death Rating

cuRRent damage

RecoveRy
tEStS PEr dAy StEP Action dicE StEP

knockdown
Action dicE

kaRma
StEP Action dicE

available kaRma

weapons/attack types
wEAPon dAmAgE StEP wEAPon dAmAgE StEP

PowEr nAmE

Action? AttriBUtE

poweRs
+

rAnk

StEP

Action dicE

tyPE

valuables
AmoUnt tyPE

AmoUnt

eQuipment
goLd PiEcES (10:1) SiLVEr PiEcES (1:1) coPPEr PiEcES (1:10)

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magical Item
name: max. thReads: descRiption:

Thread & blood magic magical Item


name: max. thReads: descRiption: spell defense:

CharaCterreCordSheet

spell defense:

thRead Ranks
rAnk kEy knowLEdgE/dEEd LP coSt EffEct rAnk kEy knowLEdgE/dEEd

thRead Ranks
LP coSt EffEct

magical Item
name: max. thReads: descRiption: spell defense:

tyPE

blood magic
dAmAgE dr EffEct

thRead Ranks
rAnk kEy knowLEdgE/dEEd LP coSt EffEct

tArgEt

thread magic
rAnk LP coSt EffEct

itEm

pattern items

tyPE

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CharaCterreCordSheet

Additional Discipline
talents
tALEnt nAmE
? n o ti Ac A? rm kA E in PL t? ci n iS LE d tA

StrAin

AttriBUtE

rAnk

StEP

Action dicE

circLE

discipline: ciRcle: half-magic: half-magic abilities:

kaRma Ritual:

Discipline Bonuses
circLE BonUS/ABiLity

Talent knacks
tALEnt knAck nAmE tALEnt StrAin

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background & Experience


biRthplace: biRthdate: Quote: peRsonality tRaits:

CharaCterreCordSheet

personality

chaRacteR sketch

appearance

The story so far


passion: poweRs:

Devotion

devotion points

AdVEntUrE titLE

adventure history
gAmEmAStEr dAtE

LEgEnd PointS EArnEd

incrEASEd ABiLity

advancement history
oLd VALUE nEw VALUE LP coSt

legend Point Totals


tALEntS tALEnt knAckS SkiLLS

legend point cost table


talent level Rank novice 100 200 300 500 800 1,300 2,100 3,400 5,500 8,900 14,400 23,300 37,700 61,000 98,700 Journeyman 200 300 500 800 1,300 2,100 3,400 5,500 8,900 14,400 23,300 37,700 61,000 98,700 159,700 warden 300 500 800 1,300 2,100 3,400 5,500 8,900 14,400 23,300 37,700 61,000 98,700 159,700 258,400 master 500 800 1,300 2,100 3,400 5,500 8,900 14,400 23,300 37,700 61,000 98,700 159,700 258,400 418,100 skills 200 300 500 800 1,300 2,100 3,400 5,500 8,900 14,400 attributes 800 1,300 2,100 3,400 5,500 -

AttriBUtES

kArmA

SPELLS

1 2 3 4 5 6 7

thrEAdS

trEASUrE

total spent

total available

8 9 10 11

gRand total

legendaRy status

12 13 14 15

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CharaCterreCordSheet

Character Creation Summary


1. choose a discipline
A discipline is much more than a characters profession; it determines how he interacts with magic and how he can use magical energies to empower his talents. certain races cannot follow some disciplinesif you want to play a character of a particular race, you should choose a Discipline with that race in mind. The fifteen core Disciplines are: Air Sailor, Archer, Beastmaster, cavalryman, Elementalist, illusionist, nethermancer, Scout, Sky raider, Swordmaster, thief, troubadour, warrior, weaponsmith, and wizard.

6. assign talent Ranks and spells


Assign a total of 8 points to the talents listed as available to the first circle of the characters discipline. Each point assigned to a talent improves the talent by +1 rank. you may assign 0, 1, 2, or 3 rank Points to a talent, for a maximum starting rank of 3. characters capable of casting spells may acquire spells using a number of Spell Points equal to their Perception step. you may only choose first and Second circle spells available to your characters discipline. first circle spells cost 1 Spell Point to acquire; Second circle spells cost 2 Spell Points to acquire.

2. choose a Race
the different races populating Barsaive are dwarves, elves, humans, obsidimen, orks, trolls, tskrang, and windlings.

Attribute Cost tAble Attribute Purchase Value Point Cost 2 +3 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 +2 +1 0 1 2 3 4 5 6 8 10 13 16 19 21 23

7. assign skill Ranks


you have a total of 8 rank Points to distribute among knowledge, Artisan, Language and general Skills. Each point assigned to a skill gives your character one rank in that skill. you may assign 1, 2, or 3 rank Points to a skill for a maximum starting rank of 3. Starting characters spend at least 2 rank Points on knowledge Skills, and an Artisan Skill of their choice (assign it at least a rank of 1). most characters assign a rank of 2 to the Speak Language skill; one rank for each language they know. characters also assign rank 1 to the read And write Language (dwarven) skill. distribute any remaining rank Points on any skill, including general Skills.

3. generate attributes
generate Values for the six Attributes (dexterity, Strength, toughness, Perception, willpower, charisma), using one of the two methods below: purchase point method: you have 66 Purchase Points with which to purchase your characters Attributes. the Purchase Point cost for each Attribute value appears in the Attribute cost table. Random Roll method: roll 4D6 for each Attribute, discarding the lowest die roll result, and add the three remaining dice rolls to get a result from 3 to 18. After generating Attributes, apply the modifiers shown in the Racial Attribute Modifiers Table to the characters Attribute values. regardless of modifiers, no Attribute value starts play lower than 1. A few races have Attribute requirements (see Record Racial abilities, below). Race Dwarf Elf Human Obsidiman Ork Troll Tskrang Windling deX +0 +2 +0 2 +0 +0 +1 +1 stR +2 +0 +0 +6 +3 +4 +0 4 tou +3 2 +0 +4 +1 +2 +1 3

8. equip the character


All characters begin play with the items and equipment shown in the Starting Equipment table. Each character also receives 120 silver pieces before start of play to purchase additional equipment from the lists in the goods and services chapter. Starting EquipmEnt tablE Adventurers Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack) Artisan Tools (relevant to characters Artisan Skill; needs gamemaster approval) Dagger or knife (or a similar Size 1 or 2 weapon) Grimoire (magicians only) Travelers Garb (soft boots, shirt, belt, robe or breeches, travelers cloak) Trail Rations (1 week)

Racial attRibute ModifieRs table PeR +0 +1 +0 1 +0 1 +0 +1 Wil +0 +1 +0 +0 2 +1 +0 +0 cHa 2 +1 +0 1 1 +0 +1 +2

9. flesh out the character


choose one or two traits from the Personality traits table below, or make up one or two of your own. once you established your characters personality, decide what made him that way. try answering some or all of the questions given in the creating characters chapter. Personality traits table Aggressive Aloof Altruistic Ambitious Amoral Apprehensive Argumentative Astute Attentive Bloodthirsty Bold Charismatic Chivalrous Cold Compassionate Compassionless Condescending Confident Conniving Conservative Courageous Courteous Cowardly Creative Cruel Cunning Curious Cynical Depraved Dignified Disciplined Dishonest Drunkard Easy-going Eloquent Energetic Extroverted Fanatical Follower Forgiving Friendly Generous Good-humored Gracious Greedy Gullible Honorable Humorless Idealistic Immature Immoral Insightful Insulting Intellectual Intense Intimidating Intolerant Introverted Intuitive Irrational Jealous Judgmental Kind Lazy Liar Logical Loner Loyal Lustful Malcontent Manipulative Militant Miserly Mocking Moral Nave Obsessive Opinionated Optimistic Overbearing Paranoid Passionate Patient Persuasive Pragmatic Protective Proud Rational Reactionary Realistic Reasonable Rebellious Reserved Resourceful Rude Sadistic Sarcastic Selfish Sensitive Sentimental Shrewd Spontaneous Superstitious Suspicious Sympathetic Treacherous Vengeful Witty

4. determine characteristics
Consult the Characteristics Table on the following page to find the value for each characteristic. Some races receive special movement adjustments to their dexterity value for the purpose of determining the characters movement rates, as shown in the racial movement and karma table (which also lists all the relevant information regarding Karma for each race). No modifier reduces a characters Dexterity value below 1. Racial MoveMent anD KaRMa table Starting Maximum Karma Karma Karma Race Movement Modifier Step / Die Points Points Dwarf Movement as Dexterity 4 / D6 6 25 value 2 Elf Movement as 4 / D6 6 25 Dexterity value + 1 Human Movement as Dexterity value 5 / D8 10 40 Obsidiman Ork Troll Tskrang Windling Movement as Dexterity value 3 Movement as Dexterity value + 1 Movement as Dexterity value Movement as Dexterity value Ground Movement as Dexterity value 8; Flying Movement as Dexterity value + 2 3 / D4 5 / D8 3 / D4 4 / D6 6 / D10 5 10 5 6 15 20 40 20 25 60

5. Record Racial abilities


Your character has abilities specific to his race: dwarf: heat Sight elf: Low-Light Vision human: Versatility obsidiman: wound threshold (+3), min. Str Value (15), natural Armor (Phys 3) ork: Gahad, Low-Light Vision troll: heat Sight, min. Str Value (11), min. toU Value (11) tskrang: tail Attack windling: Astral-Sensitive Sight, flight, inc. Phys. defense (+2), max. Str Value (11)

10. play the game!


Congratulations, youre done! Finish filling out your Character Record Sheetyour character now stands ready to become a hero of the world of earthdawn.

CharaCterreCordSheet

Initiative DEX

attribute Value 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50

step Number 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9 10 10 10 11 11 11 12 12 12 13 13 13 14 14 14 15 15 15 16 16 16 17 17 17 18 18

Defense Ratings DEX / PER / CHA Physical / spell / social Defense 2 3 3 4 4 4 5 5 6 6 7 7 7 8 8 9 9 10 10 10 11 11 12 12 13 13 13 14 14 15 15 16 16 16 17 17 18 18 19 19 19 20 20 21 21 22 22 22 23 23

Movement Rates DEX Movement Combat / Full (yds / round) 10/20 11/22 12/24 14/28 15/30 16/32 18/36 20/40 22/44 24/48 26/52 28/56 30/60 33/66 35/70 38/76 40/80 43/86 45/90 50/100 55/110 60/120 65/130 70/140 75/150 80/160 85/170 90/180 95/190 100/200 105/210 110/220 115/230 120/240 125/250 130/260 135/270 140/280 145/290 150/300 155/310 160/320 165/330 170/340 175/350 180/360 185/370 190/380 195/390 200/400

CharaCteristiCs table Encumbrance STR Carrying / lifting Capacity (lbs) 10/20 15/30 20/40 25/50 30/60 35/70 40/80 50/100 60/120 70/140 80/160 90/180 105/210 120/240 135/270 150/300 170/340 190/380 210/420 235/470 260/520 290/580 325/650 365/730 410/820 460/920 515/1,030 575/1,150 640/1,280 710/1,420 785/1,570 865/1,730 950/1,900 1,040/2,080 1,135/2,270 1,235/2,470 1,340/2,680 1,450/2,900 1,565/3,130 1,685/3,370 1,810/3,620 1,940/3,880 2,075/4,150 2,215/4,430 2,360/4,720 2,510/5,020 2,665/5,330 2,825/5,650 2,990/5,980 3,160/6,320

Health Ratings TOU recovery tests (per day) 1/2days 1/2days 1 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 5 5 5 5 5 5 6 6 6 6 6 6 7 7 7 7 7 7 8 8 8 8 8 8 9

Armor WIL

Death rating 19 20 22 23 24 26 27 28 30 31 32 34 35 36 38 39 40 42 43 44 46 47 48 50 51 52 54 55 56 58 59 60 62 63 64 66 67 68 70 71 72 74 75 76 78 79 80 82 83 84

Wound threshold 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12 12 13 13 13 14 14 15 15 15 16 16 17 17 17 18 18 19 19 19 20 20 21 21 21 21 22 22 22 23 23 23 23

Uncon. rating 10 11 13 14 15 17 18 19 21 22 24 26 27 28 29 31 32 34 35 36 39 40 41 43 44 45 47 48 49 51 52 53 55 56 57 59 60 61 63 64 65 67 68 69 71 72 73 75 76 77

Mystic armor 0 0 0 0 0 0 0 0 0 0 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9 10 10 10 11 11 11 12 12 12 13 13 13 14

design
carsten damm

CREDITS
product director
James d. flowers

administration
kim flowers, richard Vowles

layout
carsten damm, James d. flowers

artwork
kent Burles, kathy Schad

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earthdawn is a registered trademark of fasa corporation. original earthdawn content copyright 19932006 fasa corporation. earthdawn players compendium is a trademark of fasa corporation. earthdawn and all associated trademarks used under license from fasa corporation. All rights reserved. Published by Redbrick limitedAuckland, new zealand. march 2006web release20060306