Converting Earthdawn

Air Sailor
Archer
Beastmaster
Cavalry Man
Elementalist
Illusionist
Nethermancer
Scout
Sky Raider
Sword Master
Thief
Troubadour
Warrior
Weaponsmith
Wizard

 

 

 

DISCIPLINES

   
Obviously, Savage Worlds needs to handle Disciplines different than Earthdawn does. Not only follows ED a strict class-based approach, but the various disciplines are magical in themselves and offer abilities that can only be described as miraculous. To model this in SW, there are Disciplines as listed below. Each of these is a Professional Edge as per the Rulebook and offers some initial advantages. Each of these Edges comes also with a number of PowerPoints (re-dubbed Karma Points for Savage Earthdawn) that can be used in specific ways for each discipline. Karma Points are recovered at a rate of 1 point/day, assuming that the adept practices his Karma Ritual.

Every one of these Edges also opens up another set of Discipline Edges that offer some of the abilities the talents in ED do.

A character can learn additional Disciplines if he finds a mentor willing to train him. Only one additional Discipline may be taken per rank, however. If two disciplines offer the same bonus, they don't stack.

All Discipline Edges grant the benefit that the practitioner learns the Ghost Master Ritual for his discipline. All Adepts qualify for the Durability Edge.

 Air Sailor  
Racial Restrictions: Obsidiman
Requirements: Agility d6, Air Sailing d6

Air Sailors gain +2 to Air Sailing rolls if they are part of the crew (working off a passage doesn't count, the adept has to be a regular member). They also gain the benefit of the Steady Hands Edge while aboard an airship. See the Edges section for Discipline-specific Edges.

Air Sailors also gain 5 Karma Points they can use to boost their Boating and Knowledge (Battle) rolls (the latter only for aerial battles).

 Archer  
Racial Restrictions: Obsidiman
Requirements: Agiltiy d6, Shooting d6

Archers gain the benefit of the Awareness Edge. See the Edges section for Discipline-specific Edges.

Archers also gain 5 Karma Points they can use to boost their Shooting rolls or for damage rolls after shooting.

 Beastmaster  
Racial Restrictions: Obsidiman, T'Skrang
Requirements: Spirit d6, Survival d6

Beastmasters are never attacked by wild animals unless the beasts are cornered or provoked. They start with an animal companion of their choice (but permission from the GM is required). The companion is an extra under the adept's player's control and may level up as per the usual rules. The Beastmaster may spend his Bennies or his Karma Points for his companion. See the Edges section for Discipline-specific Edges.

Beastmasters also gain 5 Karma Points they can use in tests dealing with beasts (like controlling or training them) or for Survival tests.

 Cavalryman  
Racial Restrictions: Obsidiman, T'Skrang
Requirements: Strength d6, Riding d6

Cavalryman start with a mount of their choice (but permission from the GM is required). The mount is an extra under the adept's player's control and may level up as per the usual rules. The Cavalryman may spend his Bennies or his Karma Points for his mount. Cavlaryman always use their Fighting or Riding skill when fighting while mounted, whichever is higher (in contrast to the original rules). See the Edges section for Discipline-specific Edges.

Cavalrymen also gain 5 Karma Points they can use for Riding tests or for damage rolls while mounted.

 Elementalist  
Racial Restrictions: None
Requirements: Smarts d8

Elementalists are well-respected and gain +2 to their Charisma. They also learn the ability to summon Elementals. See the Summoning rules for more information. They start with two spells. TSee the Edges section for Discipline-specific Edges.

Elementalists also gain 5 Karma Points they can use while dealing with Elementals and for Casting, Weaving and prolonging their spells.

 Illusionist  
Racial Restrictions: None
Requirements: Smarts d6, Persuasion d6

Illusionists gain +2 to rolls for detecting and disbelieving illusions. They start with two spells. See the Edges section for Discipline-specific Edges.

Illusionists also gain 5 Karma Points they can use to improve their illusions and on Persuasion rolls.

Note that all Illusionist spells are illusionary unless otherwise noted. That means that they can't kill anybody (although they're able to incapacitate a foe). Also, the spells' effects may be canceled by actively disbelieving them. This is an opposed Smarts roll versus the Spellcasting result.

 Nethermancer  
Racial Restrictions: Windling
Requirements: Spirit d8

Nethermancer have a fearful reputation and they do little to change that. They gain +2 to intimidation rolls. They learn the ability to summon Spirits. See the Summoning rules for more information. They start with two spells. See the Edges section for Discipline-specific Edges.

Nethermancer also gain 5 Karma Points they can use while dealing with Spirits and for Casting, Weaving and pronlonging their spells, as well as for Intimdating their opponents.

 Scout  
Racial Restrictions: Obsidiman, Troll
Requirements: Smarts d6, Survival d6

Scouts gain the benefit of the Woodsman edge (as per the SWRB). See the Edges section for Discipline-specific Edges.

Scouts also gain 5 Karma Points they can use to boost their Tracking, Climbing and Survival skills while in the wilderness.

 Sky Raider  
Racial Restrictions: Obsidiman, Elf, Windling
Requirements: Strength d6, Air Sailing d6

Sky Raiders gain +2 to all rolls during the first round of a Boarding action while engaged in aerial combat. This includes Fighting and damage rolls. See the Edges section for Discipline-specific Edges.

Sky Raiders also gain 5 Karma Points with which they may boost their Strength and damage rolls (the latter only aboard an airship).

 Sword Master  
Racial Restrictions: Obsidiman
Requirements: Agility d6, Taunt d6

Sword Masters are quick-witted masters of the blade. They gain +2 to Charisma. See the Edges section for Discipline-specific Edges.

Sword Masters also gain 5 Karma Points with which they may boost their Fighting and damage rolls, as long as they use bladed weapons.

 Thief  
Racial Restrictions: Obsidiman, Troll
Requirements: Agility d6, Stealth d6

Theives gain the benefits granted by the Thief edge as per the SWRB. See the Edges section for Discipline-specific Edges.

Thieves also gain 5 Karma Points with which they may boost their skills already enhanced by this edge.

 Troubadour  
Racial Restrictions: None
Requirements: Spirit d6, Persuasion d6

Troubadours gain +2 to their Charisma. See the Edges section for Discipline-specific Edges.

Troubadours also gain 5 Karma Points with which they can boost their performances.

 Warrior  
Racial Restrictions: None
Requirements: Agility d6, Fighting d6

Warriors always cause +1 point of damage. See the Edges section for Discipline-specific Edges.

Warrirors also get 5 Karma Points which they can use for Knowledge (Battle) rolls, as Bennies for extras under their command and for Spirit rolls.

 Weaponsmith  
Racial Restrictions: None
Requirements: Spirit d6, Strength d6

Weaponsmiths start the game with a weapon of their choice that does +1 damage. See the Edges section for Discipline-specific Edges.

Weaponsmiths also gain 5 Karma Points they can use to notice flaws in an armor, thus offsetting penalties for called shots.

 Wizard  
Racial Restrictions: None
Requirements: Smarts d8

Wizards gain +2 to rolls concerning magical theory and start with three spells. See the Edges section for Discipline-specific Edges.

Wizards also gain 5 Karma Points they can use while dealing with Elementals and for Casting, Weaving and pronlonging their spells.

 
 
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Courtesy of earthdawn.free.fr
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