Earthdawn Revisited - Character Creation

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 * Pick a name
 * Names are important and have magical power. So pick wisely. It is common to have names that evoke emotions, colours, passions, art or elements of nature. Naming children after great heroes is also popular.
 * Common first names include:
 * Male: Indigo, Azul, Morado, Sage, Roux, Brick, Blythe, Happy, Constant, Earnest, Justice, Noble, Glory, Makepeace, Hero, Bounty, Zeal, Elan, Thunder, Ash, Hawk, Cliff
 * Female: Jade, Olive, Scarlett, Violet, Rose, Saffron, Symphony, Astra, Amity, Joy, Faith, Hope, Serenity, Venus, Amber, Jewel, River, Terra, Summer,
 * Surnames vary by species.
 * Pick a concept:
 * Where are you from? Were you the child of simple farmers? The offspring of nobility? An orphan raised in the streets of the capital?
 * Pick the start of your legend: You did something remarkable (But plausible) that started your legend before you had any special abilities.
 * For example:
 * Survived alone for a week in a dangerous wood. (Scout)
 * Fought off a more experienced bandit single-handed (Warrior)
 * Survived a dangerous curse or passed fiendish tests set by a famous wizard. (Wizard)
 * Became possessed by a spirit or drove out a cadaverman (Nethermancer)
 * Stole something impressive and valuable (Thief)
 * Won a formal duel against a skilled opponent. (Swordsman)


 * Pick a Race - Note, that in Barsaive, Humas are not the the most common inhabitants (In order of population it is: Dwarves (29%), Orks (19%), Humans (15%), (Troll 12%), Elf (10%), T’Skrang (8%), Undead (5%), Obsidiman (1%), Windlings (1%))
 * Dwarves
 * Elves
 * Humans
 * Obsidimen
 * Orcs
 * T'Skrang
 * Trolls
 * Windlings


 * Attributes: All attributes begin with the first point for free (D4), and you have 5 points to spend, every point spent raises the die type to the next level (D4 > D6 > D8 > D10 > D12)
 * Agility (Physical Precision and Speed)
 * Smarts (Mental Power)
 * Spirit (Willpower)
 * Strength (Physical Power)
 * Vigor (Physical Health).


 * Skills: There are 25 skills
 * Core skills: You start with D4 (1 point) in the following skills:Athletics, Notice, Knowledge (Common), Communication and one of Repair or Performance.
 * All other skills start at the unskilled level (zero). If you need to roll unskilled then you only roll 1d4, but subtract 2 from both your skill die and the wild die.
 * Characters start with 12 skills points in addition to the Core skills. Each skill point raises the die type by 1 (D4 > D6 > D8 etc...)
 * When choosing skills, you will want to check the adept type you wish to become as they have minimum skill requirements. For example you can only become a swordmaster if you have a high melee skill.


 * Secondary Skills - The number of points of secondary skills you have is dictated by your primary skills.


 * Derived attributes
 * Dodge: Equal to 2 + half the max dice value for Evasion - This is the number people need to roll to hit you with missile weapons.
 * Pace: Based on race - This is how fast you can move in squares (each square is 2 meters, so a pace of 6 lets you move 12 meters a turn)
 * Parry: Equal to 2 + half the max dice value for Melee - This is the number people need to roll to hit you with melee weapons.
 * Size: Based on race (zero is human sized, -2 is cat sized, +2 is the size of a wagon.
 * Toughness: Equal to 2 + half the max dice value for Vigour (this is how much damage an attacker needs to inflict before they start dealing wounds to you.)
 * Edges and Hinderances: You start with no edges.
 * You need to buy the edge: Arcane Background: Adept. (Which costs 2 points)
 * You can start with up to 2 minor and 1 major hindrance.
 * Every minor hindrance gives you 1 point, a major hindrance gives you 2 (Max: 4 in total)
 * You can use these points to:
 * Raise an attribute by 1 die type (2 pts)
 * Gain an Edge (2 pts) - You need to do this to get the edge: Arcane Background: Adept (You can't buy adept edges with this)
 * Gain 1 skill point (1pt)
 * Start with 240 silver marks in extra money (for a total of 360 or 600 silver marks) (1 or 2 pts)


 * Becoming an Adept:
 * Pick a Discipline - The magical art that you practice that grants you exceptional abilities:
 * Air Sailor/Sky Pirate
 * Archer
 * Beastmaster
 * Cavalry
 * Elementalist
 * Illusionist
 * Nethermancer
 * Scout
 * Thief
 * Troubadour
 * Warrior
 * Weaponmaster
 * Weaponsmith
 * Wizard
 * Gear: You start with 120 Silver Marks worth of goods. See: Money and Valuables
 * Background Details
 * Background Details
 * Background Details

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