Earthdawn Revisited - Adept Types

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New Edge: Arcane Background: Adept
Pre-requisits: You can only ever have 1 Arcane Background Edge. You need to have two skills one at D8 and another at D6 (See the individual adept Disciplines for details)

An Adept is a person possessing a nascent legend which grants them magical abilities.

For some this is the ability to weave spells or spin entrancing tales whilst others gain an affinity for nature or are just able to hit things really well.

All adepts select a single discipline which defines the sort of heroic deeds that they can accomplish.

Each discipline requires some skills before it can be taken.

When they do this they gain the bonus listed for each adept and 2 adept edges.

When an Adept reaches the next rank (i.e. the first time they reach hit Seasoned, Veteran, Heroic, Legendary), they gain a new adept edge.

Adepts can not normally gain an adept edge from another discipline, but if they spend an experience when they reach a new rank then they can turn their free adept edge into one from another discipline with the GMs approval (some aren’t appropriate.)

Magical Disciplines:

 * Elementalist
 * Pre-requisites: Spellcasting D8 and Occult D6
 * Benefit: Arcane Background: Magic - Begin with 3 spells from the Elementalist List and 10 threads (Power points), Your Spellcasting skill is linked to Smarts.
 * Illusionist
 * Pre-requisites: Spellcasting D8 and Manipulation D6
 * Benefit: Arcane Background: Magic - Begin with 3 spells from the Illusionist List and 10 threads (Power points). Your Spellcasting skill is linked to Spirit.
 * Nethermancer
 * Pre-requisites: Spellcasting D8 and Healing D6
 * Benefit: Arcane Background: Magic - Begin with 3 spells from the Nethermancer List and 10 threads (Power points) Your Spellcasting skill is linked to Spirit.
 * Wizard
 * Pre-requisites: Spellcasting D8 and Academics D6
 * Benefit: Arcane Background: Magic - Begin with 3 spells from the Wizard List and 10 threads (Power points) Your Spellcasting skill is linked to Smarts.

Mastery Disciplines:

 * Air Sailor/Sky Raider
 * Pre-requisites: Piloting D8 and Athletics D6
 * Benefit: Ace: Ignore up to 2 points of penalties for Piloting rolls. Take no penalties for unfamiliar craft. You can spend your bennies to soak damage for any vehicle you control or command using your Pilot skill instead of vigour. Each success negates a wound to the craft.
 * Archer - (Despite the name Archers can master thrown weapons as well as bows)
 * Pre-requisites: Shooting (Bows) or Athletics (thrown) D8 and Notice D6
 * Benefit: Marksman - If the Archer does not move and fires no more than one arrow that turn, they may add +1 to ranged attack rolls and ignore up to 2 points of penalties for called shots, cover, range, scale (Meaning shooting at small targets) or speed. This does not stack with the Aim Maneuver.
 * Beastmaster
 * Pre-requisites: Animal Handling D8 and Survival D6
 * Benefit: Beast Bond -  These characters may spend their own Bennies for any animals under their control, including mounts, pets, familiars, and so on.
 * Cavalry
 * Pre-requisites: Riding D8 and Animal Handling D6
 * Benefit: Beast Master - You start with a loyal steed for free. This is a mundane animal and an extra (Not a wild card). If your mount is ever killed or dismissed you can find another one within 1d4 days. Cavalry edges can improve your steed.
 * Scout
 * Pre-requisites: Notice D8 and Survival D6
 * Benefit: Woodsman - You add +2 to survival and stealth rolls made in the wilds (not towns, ruins or underground)
 * Thief
 * Pre-requisites: Thievery D8 and Stealth D6
 * Benefit: Thief - add +1 to Athletics rolls made to climb in urban areas, add +1 to Stealth rolls when in an urban environment and add +1 to all Thievery rolls.
 * Troubadour
 * Pre-requisites: Performance D8 and Socialise D6
 * Benefit: Bard (Custom edge): You do not get the -2 penalty for defaulting on art skills that you don’t have. You also gain +2 on Common Knowledge skill rolls.
 * Warrior
 * Pre-requisites: Melee D8 and Shooting D6
 * Benefit: Warriors treat their strength as 1 die higher for determining their Encumberance and Minimum Strength to use armour, weapons and equipment without penalty. (This stacks with the Brawny edge if you have it) They also get a free reroll on Vigor rolls made to survive environmental hazards (see Hazards, page 125).
 * Weaponmaster
 * Pre-requisites: Melee D8 and Evasion D6
 * Benefit: Reroll one failed Melee attack per combat.
 * Weaponsmith
 * Pre-requisites: Repair D8 and Occult D6
 * Benefit: Mr Fix-it - +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means if a particular Repair job says a raise repairs it in half the time, a Mr. Fix It can finish the job in one quarter the time with a raise

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