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Free Earthdawn Flyer 1 of 3
Free Earthdawn Flyer 1 of 3
Thom Hammerblade,
STORY weaponsmith from the
Kingdom of Throal. I
chose the Discipline of
the Weaponsmith to
The room grew
honor my father, killed
silent as the man stood to
years ago during the
face the assembly. His
Theran War. I shall
voice rang with author-
enter your kaer. But
ity, and the respect the
first, hear my story.
villagers accorded him
"Not long after my
marked his position as
initiation I left the
village leader. "We have
dwarf kingdom, bored
among us several visitors
with the comfortable
from far lands. We
life within the moun-
welcome you to the
tains of Throal. I
village of Tardim, and
sought adventure and
invite you to enjoy our
to help reclaim the
hospitality. Unfortu-
lands of Barsaive, both
nately, we must also ask
from the aftermath of
your help.
the Scourge and from
"Who among you
the power-hungry
will enter our kaer and
Therans who seek to
free it from the terror that
enslave us .
has taken Strathem, our
magician, from us?"
A dwarf bearing
colorful tatoos and sigils
on his face and arms
spoke first. The crowd
turned toward him
eagerly.
Attributes Talents
Dexterity (14): 6/DlO Avoid Blow (1): 7 /012
Strength (14): 6/D10 Forge Blade (2): 9/D8 + D6
Toughness (16): 7 /Dl2 Melee Weapons (1): 7 /D12
Perception (16): 7 /D12 Steel Thought (1): 7 /D12
Willpower (13): 6/D10 Weapon History (2) : 9/D8 + D6
Charisma (9): 4/D6
Movement Skills
29 yards per round Artisan /Body Painting(l): 5/D8
Dwarf History (1 ): 8/2D6
Damage Weapon Lore (1): 8/2D6
Death Rating: 39
Wound Threshold: 11 Combat
Unconsciousness Rating: 31 Physical Defense: 8
Recovery Tests per Day: 3 Spell Defense: 9
Recovery Dice: D12 Social Defense: 6
Armor: 4 (Leather/Buckler)
Equipment Mystic Armor:l
10 Silver pieces
50 feet of rope Initiative
Dice: D10
Backpack
Broadsw ord (Damage: 11 /DlO + D8)
Buckler
2 Daggers (Damage: 8/2D6)
Forging tools (hammer, small anvil)
Leather armor
Steel Spikes/Hammer
Traveling garb
2 Waterskins
2 Weeks of trail rations
Attributes Talents
Dexterity (13): 6/D10 Read and Write Language(l ): 7 /Dl 2
Strength (9): 4/D6 Read and Write Magic(1): 7 /D12
Toughness (12): 5/D8 Spellcasting (2): 8/2D6
Perception (15): 6/Dld Spell Matrix (1)
Willpower (16): 7 /Dl 2 Spell Matrix (1)
Charisma (12): 5/D8 Wizardry (2): 8/2D6
Movement Skills
30 yards per round Alchemy (1): 7 /D12
Artistan/Robe Embroidery (1 ): 6/D10
Damage Read Runic Carvings (1): 7 /D12
Death Rating: 34
Wound Threshold: 9 Combat Using Talents
Unconsciousness Rating: 26 Physical Defense: 7 To use a Talent, a player rolls thediceindicated for each Talent.
Recovery Tests per Day: 2 Spell Defense: 9 For example, when using Ardis' Spellcasting Talent, a player would
Recovery Dice: D8 Social Defense: 7 roll 2D6. The result of theroll is compared to the Difficulty listed in
Armor: 4 the Talent description. If the result is greater than the Difficulty, the
Equipment Mystic Armor: 2 action is successful.
50 Silver pieces
Backpack Initiative Spells
3 Daggers (Damage: 6/010) Dice: DlO Astral Sense: Allows a wizard to detect a presence in astral space.
Flint and Steel
The difficulty is the Spell Defense of the presence being sought.
Grimoire Spells Dispel Magic: Allows a Wizard to disrupt other spells and magical
Padded Leather armor Astral Sense effects. The difficulty is determined by the rank of the spell or
Quarterstaff (Damage: 8/2D6)
Counters pell magical effect.
2 Torches
Dispel Magic Flame Flash: Allows a wizard to attack an opponent with flames .
Traveling garb Flame Flash The difficulty is the target's Spell Defense. (Damage: 11 /D10+D8)
2 Waterskins Iron Hand Iron Hand: Increases the Damage step of a melee weapon by 3
1 Week of trail rations Mind Dagger steps. The wizard must touch the weapon to use this spell. This
effect lasts for 12 Combat Rounds.
Talents
Mind Dagger: Allows a Wizard to attack an opponent's mind. The
Read and Write Language: Allows a character to learn to read and
Difficulty is the target's Spell Defense. The target's Mystic Armor
write new languages. The Difficulty is determined by the language
reduces the damage of this spell. (Damage: 7 /D8+D6)
being studied.
Wall Walker: Allows a Wizard to improve the climbing ability of a
Read and Write Magic: Allows a character to learn new spells and
person. The Difficulty Number is the target's Spell Defense. If
write them into his grimoire. The Difficulty is based on the Rank of
successful, the recipient adds 5 to any Climbing Test result.
the spell.
Spellcasting: Used when a magician casts a spell. The Difficulty is
Description:
the Spell Defense of the target.
Ardis Foarr was born beneath the Theran outpost known as
Spell Matrix: Astral constructs that store spell patterns. Once a
Sky Point. Now 21 years of age, he is 5' 11" tall and weighs 170
magician places a spell pattern in a Spell Matrix, he can cast the
pounds. Sold into slavery by the Therans as a child, Ardis learned
spell. Each Spell Matrix can hold one spell.
of the atrocities of the Therans firsthand. He escaped from his slave
Wizardry: Allows a character to weave magical energy into a spell.
bargenear the Death Throat's Sea and fled toa small human village.
Magical energy is parceled into strands called threads. Threads
Itwasin this village that Ardis learned the Discipline of the Wizard.
woven into a spell give it its power and effect.
Ardis appears to be an adventurous type, always eager to risk
life and li~nb to help those in need. Actually, he is a scared young
man, still struggling to understand and control his newly acquired
magical abilities. He is still unsure of his magic, though none but his
closest associates know this.
ARDIS'
STORY