Converting Earthdawn
 

Edges from SWRB
New Edges
Air Sailor Edges
Archer Edges
Beastmaster Edges
Cavalryman Edges
Elementalist Edges
Illusionist Edges
Nethermancer Edges
Scout Edges
Sky Raider Edges
Swordmaster Edges
Thief Edges
Troubadour Edges
Warrior Edges
Weaponsmith Edges
Wizard Edges

 

 

 

Edges

   
This conversion introduces a couple of new Edges specific for this setting. They are detailed below. It also references other, published, books and settings. These are only referenced by name and, if not published in the SWRB, the source. So you will need those books to make the most use of this list.
Edges from the SWRB
 
The following Edges are not available for Savage Earthdawn:
Beast Master (not to be mistaken with the Discipline Edge), Champion, Arcane Backgrounds (Psionic, Weird Science, Supers), McGyver, Mr.Fix It, Mentalist, Power Points, Power Surge, (Improved) Rapid Recharge, Rock & Roll, Soul Drain.

Arcane Backgrounds may taken after character creation, but not before Seasoned Rank.

New Edges
 

The following edges are generally availabe to characters:

Durability
Requirements: character must be an Adept.
Durability can be taken once per Rank and adds an additional Wound Level to the character.

New Spell Matrix
Requirements: Any magical Discipline
This Edge gives the magician an additional Spell Matrix. This can be taken multiple times, but only once per Rank.

Versatility
Requirements: Human
Humans with this Edge can learn Edges from different Disciplines. There's just one condition: they have to find a willing teacher and pay him a fee. Usually, the fee is 200 silver pieces per rank of the Edge in question. Humans can only learn Edges that are equal or below their current Rank.

Karma
Requirements: Legendary, character must be an Adept
The adept gains 5 more Karma Points.

Improved Karma Ritual
Requirements: Seasoned, Spirit d8
The adept recovers two Karma Points per day.

Create Magic Item
Requirements: Legendary
By permanently reducing his Karma Points by 1, an adept my try to create a magical item under the following conditions:
- The item must be used during a significant, climactic event.
- The item must be Named during this event.
- The adept makes a Spirit roll at -4. If he fails the roll, the Karma Point is lost, but the item remains mundane - no pattern has been formed.
Examples for a qualifiying event are: a sword during en epic battle against a horror, a necklace during a rousing speech that leads to an uprising.
After the item has been Named, it starts to exhibit magic powers at the GM's discretion. These powers should have some connection with the event during which the magic item was created. The mentioned sword may cause more damage versus Horrors and their constructs, the necklace may raise the bearer's Charisma and so forth.

Discipline Edges
 
Below are the Edges that are specifically available per Discipline. Most, but not all of them, are exclusive. Some Disciplines share similar Edges - while technically they work the same, may even grant the exact same bonus, they are listed with seperate names for a reason similiar to a spell's trappings - while both the Beastmaster and a Skyraider may scream a warcry to frighten their enemies, the latter does so focusing on his prowess in battle, while the first draws on his animal instincts. This is mostly flavor, though.

Discipline Edges - Air Sailor  
The following Edges are available for Air Sailor Adepts.

Wind Catcher
Requirements: Air Sailor or Sky Raider, Agility d6
When falling, the adept may roll Agility. Every success and raise lowers the distance by 5" (10 yards) before calculating falling damage.

Rope Monkey
Requirements: Air Sailor, Seasonend, plus the Req. listed in 50Fathoms
See 50Fathoms Player's Guide.

Master & Commander
Requirements: Air Sailor, Veteran, plus the Req. listed in 50Fathoms
See 50Fathoms Player's Guide.

Skilled Navigator
Requirements: Heroic, Air Sailor, Air Sailing d10, Smarts d8
The character knows how to get the best out of his airship. He increases the Acceleration OR the Top Speed (his choice) of his boat by 1. He may also spend Karma Points to increase his airship's stats for one turn.

Safe Passage
Requirements: Legendary, Air Sailor, Air Sailing d10, Spirit d8
While navigating through a storm or difficult terrain, the character may contact an Air elemental and ask for his guidance. The Air Sailor has to spend one Karma Point and gains +2 on the next Air Sailing roll to navigate his airship on a clear and safe path. If the storm was created by magical means, this roll is opposed against the original roll of the summoner.

Discipline Edges - Archer  

The following Edges are available for Archer Adepts.

Flame Arrow
Requirements: Archer, Spirit d6
By spending two Karma Point, the adept's arrow does 2d8 instead of 2d6 damage.

True Shot
Requirements: Seasoned, Archer, Shooting d8.
The adept may spend Karma Points to offset Called-Shots modifiers in -2 increments. Example: Spending 3 Karma Points allows the Archer to negate 6 points of Called Shot modifiers.

Multi-Shot
Requirements: Veteran, Archer Shooting d8, Smarts d8
The adept may spend Karma Points to fire additional arrows with his bow. For every Karma Point spent, he may fire one additional arrow. These arrows can be directed against different targets as long as each target is adjacent to the next. Damage is resolved seperately.

Explosive Arrow
Requirements: Heroic, Archer, Flame Arrow, Spirit d8
By spending Karma Points, the adept may fire an arrow with the effect of the Blast Power. Karma is spent like Power Points.

Wind Bow
Requirements: Legendary, Archer, Spirit d10
The Archer creates a bow out of thin air - he still needs to have missiles to shoot them. Anything vaguely resembling an arrow will do, though (chopsticks, flutes, straight sticks). He needs to spend a Karma Point to activate this Edge. A Wind Bow does 2d10 damage, regardless of the missile used.

Discipline Edges - Beastmaster  

The following Edges are available for Beastmaster Adepts.

Claw Shape
Requirements: Beastmaster, Fighting d8
The dominant hand of the adept can be changed (as a free action) into a vicious claw. With this claw, the Beastmaster never counts as unarmed. If using for combat, the claw causes Str+2 damage. This damage may be increased with his Karma Points.

Borrow Sense
Requirements: Seasoned, Beastmaster, Spirit d8
The adept borrows a specific sense from an animal. The beast loses this particular sense for the duration, so only animals with a friendly attitude towards the Beastmaster allows this. In general, the borrowed sense is supposed to be superior to his normal one, so he gets an increase of +2 to his Notice rolls. The Beastmaster may uphold this for a maximum of Smarts level minutes. He may spend a Karma Point to prolong this to at the ratio of 1 minute per Karma Point spent.

Chameleon
Requirements: Veteran, Beastmaster, Stealth d8
By spending a Karma Point, the Beastmaster's skin changes to mirror his surroundings. Anyone looking for the Beastmaster suffers a -4 to his Notice. Only sight is affected, no other sense.

Lionheart
Requirements: Heroic, Beastmaster
The Beastmaster adds +2 to Guts rolls.

Howl
Requirements: Legendary, Beastmaster, Intimidation d10
By spending a Karma Point, the adept lets loose a bloodcurling wolflike howl, sending fear into the heart of his enemies. All enemies in sight have to make a Guts roll or roll on the Fright Table. Extras who fail this roll are automatically shaken or panick if they roll a 1.

Discipline Edges - Cavalryman

 

The following Edges are available for Cavalryman Adepts.

Empathic Link
Requirements: Cavalryman, Smarts d8
The adept and his mount share a telephatic link, deepening their bond. While not really able to talk, rider and mount may communicate based on feelings. This also helps to keep the mount steady in stressful situations. The mount adds +2 to rolls when resisting fear.

Charge!
Requirements: Seasoned, Cavalryman, Strength d8
When charging an opponent, the cavalryman may add the Strength of his mount to his damage roll. The mount must be running (exceeding it's base Pace) when charging an enemy to gain the bonus.

Fearsome Charge
Requirements: Veteran, Cavalryman, Intimidation d6
When charging one or a group of opponents (up to his Spirit level), the adept may frighten his enemies. In a normal battle, all have to roll Spirit or be shaken. In a skirmish, the attacked unit has to make a morale roll.

Spirit Mount
Requirements: Heroic, Cavalryman, Spirit d8, Riding d8
The cavalryman may summon the spirit of a fallen mount. This spirit has the same stats as it did while in life. The mount can partially sink into the earth, allowing the adept to ride even in confined spaces (such as Kaers). The mount stays for a number of days equal to his Spirit. By spending Karma Points, the mount stays longer at a ration of 1 day per point.

Resurrect Mount
Requirements: Legendary, Cavalryman, Spirit d10, Spirit Mount
The cavalryman may resurrect a fallen mount by permanently spending a Karma Point and rolling Spirit -4. If the mount has died longer ago then a year and a day, he takes an additional penalty of -1 per month, up to a maximum of -8.

Discipline Edges - Elementalist  

The following Edges are available for Elementalist Adepts.

Summoner
Requirements: Elementalist or Nethermancer, Spellcasting d8
The adept adds +2 to his Summoning rolls.

Astral Sight
Requirements: Seasoned, Spellcaster discipline, Notice d8
By spending a Karma Point, the Adept can see into Astral Space for a number of minutes equal to his Smarts level. Additional points may be spent to prolong this at a rate of 1 minute per Karma Point.

Master Summoner
Requirements: Veteran, Summoner, Smarts d10
The Adept adds +4 to his Summoning rolls.

Create Orichalcum
Requirements: Heroic, Elementalist, Smarts d10, Spirit d8
The adept rolls Spellcasting or Spirit (whichever is higher) at -4 to create Orichalcum. He needs at least 1 ounce each of all true elements (air, fire, water, earth, wood) to create 1 ounce of orichalcum. He may never create more Orichalcum than enough for a single coin.

Unshakeable Earth
Requirements: Legendary, Elementalist, Vigor d8, Spirit d8
The adept gains subtle support from Earth Elementals during combat. While standing on dirt, sand or earth ground, he adds +2 to Soak rolls.

Discipline Edges - Illusionist  

The following Edges are available for Illusionist Adepts.

Glamour
Requirements: Illusionist, Smarts d6, Persuasion d6
The adept may spend a Karma Point to create Illusions for show. These illusions can feature up to Smarts persons and affect all senses except touch. They exist as long as the Illusionist concentrates on the illusion. They are meant for entertainment only, so if there isn't an audience willing to suspend a little disbelief, all attempts to notice the Illusion and to Disbelief it are at +2.

Astral Sight
Requirements: Seasoned, Spellcaster discipline, Notice d8
By spending a Karma Point, the Adept can see into Astral Space for a number of minutes equal to his Smarts level. Additional points may be spent to prolong this at a rate of 1 minute per Karma Point.

Trickster
Requirements: Veteran, Illusionist, Smarts d6,
The adept adds +2 to Smarts-based Tricks, using minor illusions.

Monstrous Mantle
Requirements: Heroic, Illusionist, Smarts d8, Spirit d8
By spending a Karma Point, the adept changes into a monstrous being. Hey may choose a single beast or entity (like a Fire Elemental) or a combination of various beasts (like a goat, a cow, a raven and a lion combined), but he has to have at least seen each of the beings used. He may include namegiver aspects in this illusion, but the resulting creature is always distorted. This illusion affects all senses and lasts for a number of rounds equal to the adept's Smarts. He may spent additional Karma Points to double the duration. He gains the following benefits: His Parry and Toughness increase by 2. He also adds +2 to Intimidation attempts.

False Face
Requirements: Legendary, Illusionist, Glamour, Persuasion d10
By spending a Karma Point, the adept may impersonate any namegiver with whom he has spoken for a couple of minutes. This illusion affects all senses except touch. Otherwise it's perfect. No roll is necessary to persuade someone that he isn't the "real thing", unless the target has serious reasons to doubt the illusion (acting out of character, or the adept impersonates someone that the target is quite sure to be dead). This illusion lasts for a number of minutes equal to his Smarts. He may prolong this by spending additional Karma Points.

Discipline Edges - Nethermancer  

The following Edges are available for Nethermancer Adepts.

Summoner
Requirements: Elementalist or Nethermancer, Spellcasting d8
The adept adds +2 to his Summoning rolls.

Astral Sight
Requirements: Seasoned, Spellcaster discipline, Notice d8
By spending a Karma Point, the Adept can see into Astral Space for a number of minutes equal to his Smarts level. Additional points may be spent to prolong this at a rate of 1 minute per Karma Point.

Master Summoner
Requirements: Veteran, Summoner, Smarts d10
The Adept adds +4 to his Summoning rolls.

Willforce
Requirements: Heroic, Nethermancer, Spirit d6
The adept may add +2 to Spirit rolls.

Netherwalk
Requirements: Legendary, Nethermancer, Spirit d8, Spellcasting d6
The adept can leave his body and send his spirit into Astral Space. He can stay there for a number of hours equal to his Spirit. By spending a Karma Point, he may expand the duration by one hour. If he doesn't return to his body before the duration ends, his body dies and the spirit is trapped in the Netherworlds. If he doesn't wish to return to his body (for whatever reason), he may try to possess another namegiver. This target has to be near his body, since the nethermancer is still anchored to his "dying place". He can enter in an opposed Spirit roll for domination of the new host body. If the target touches his original body, the Nethermancer adds +2 to his roll. If sucessful, the Nethermancer takes temporarily overm but the fight continues each time he goes to sleep. Each consecutive contest incurs a -1 penalty to the Nethermancer's roll since the other spirit's desperation grows with each day. Should the Nethermance win all contests for a week in a row or should he ever beat the other Spirit with a raise, the other spirit is permanently cast into Astral Space, becoming another lost soul. The Nethermancer retains his Smart and Spirit, as well as all his Edges, skills and mental Hindrances (like Mean or Cautious). All physical attributes are taken from the host, as well as any physical Hindrances (like Ugly, or Lame). By repeating this process ever once in a while, the Nethermancer could live forever...

Discipline Edges - Scout  

The following Edges are available for Scout Adepts.

Trap Initiative
Requirements: Scout, Notice d8
When checking for traps, the adept may roll Agility to *just* make it outside of the affected area.

Navigator
Requirements: Seasoned, Scout
See the Scout Edge in the 50F Player's Guide.

Kemosabe
Requirements: Veteran, Scout, the background story
See the Kemosabe Edge in the Deadlands conversion. Examples are Crystal Raider trollmoots, Ork Scorcher tribes, river pirate ships and similar groups.

Blend
Requirements: Heroic, Scout, Stealth d8
The adept doesn't just know how to blend in with your surroundings, he actually does it! He adds +2 to Stealth rolls while in the wilderness.

Map Mind
Requirements: Legendary, Scout, Navigator, Smarts d10, Survival d8
This scout knows all the routes to everywhere. He can't get lost while in the Wilderness and he always knows a little shortcut. When he's in the lead, groups following him make the distance they'd cover in 8 hours in 6.

Discipline Edges - Skyraider  

The following Edges are available for Skyraider Adepts.

Wind Catcher
Requirements: Air Sailor or Sky Raider, Agility d6
When falling, the adept may roll Agility. Every success and raise lowers the distance by 5" (10 yards) before calculating falling damage.

Great Leap
Requirements: Seasoned, Sky Raider, Agility d8
By spending a Karma Point, the adept may jump a number of inches up to his Agility level.

Battle Bellow
Requirements: Veteran, Sky Raider, Intimidating d8
The adept may add +2 to his Intimidate rolls.

Fireblood
Requirements: Heroic, Sky Raider, Vigor d10
While in combat, the skyraider my spend a Karma Point to gain an immediate Natural Healing roll.

Lightning Song
Requirements: Legendary, Sky Raider, Spirit d8, Air Sailing d10
By spending 3 Karma Points the adept can summon a fierce storm under the following conditions: there must be clouds in the sky, the adept must be on an airship, and he must make a successful Spirit roll at -4.

Discipline Edges - Swordmaster  

The following Edges are available for Swordmaster Adepts.

Champion Challenge
Requirements: Swordmaster, Spirit d6
The adept adds +2 to his Test of Will rolls when challenging someone to a duel. If he wins, his opponent has to accept the challenge.

Whirlwind
Requirements: Seasoned, see Evernight's Player's Guide
See the Evernight Player's Guide

Riposte
Requirements: Veteran, Swordmaster, Fighting d10
By spending a Karma Point, the adept may try to parry an attack. He rolls his Fighting skill. If he beats the attack, he has parried the blow. If he beats the number with a raise, he hits the attacker, causing normal damage. The adept can't get a Bonus damage die when riposting.

Keen Blade
Requirements: Heroic, Swordmaster, Trademark Weapon, Fighting d10
By spending 1 Karma Point, the adept may increase the damage of his Trademark Weapon by +2.

Ethereal Weapon
Requirements: Legendary, Swordmaster, Spirit d10
By spending two Karma Points, the adept can turn his blade into a ghostly image, bypassing the armor of his opponent. This takes only a moment, but should another character have a hold action and interrupt the swordmaster, the adept counts as unarmed!

Discipline Edges - Thief  

The following Edges are available for Thief Adepts.

Surprise Strike
Requirements: Thief, Stealth d8, Fighting d6
By spending a Karma Point, the adept gains the Drop on an Opponent.

Thieves Tongue
Requirements: Seasoned, Thief, Smarts d6
The adept gains the ability to talk with other thieves regardless of race or language in a secret language. This can't be understood by any means by non-thieves. The receiving thief doesn't need this Edge to understand what he's told.

Trap Initiative
Requirements: Veteran, Thief, Notice d8
When checking for traps, the adept may roll Agility to *just* make it outside of the affected area.

Shadowcloak
Requirements: Heroic, Thief, Stealth d8, Agility d8
By spending a Karma Point, the adept may add +2 to his Stealth rolls.

Shadow Heal
Requirements: Legendary, Thief, Spirit d8
By spending a Karma Point, the adept may make a Natural Healing roll. He has to be hidden in shadows to do this. This takes about 10 minutes. Should the shadow be pierced by light, he loses the Karma Point and doesn't gain any benefit.

Discipline Edges - Troubadour  

The following Edges are available for Troubadour Adepts.

Mimic Voice
Requirements: Troubadour
By spending a Karma Point, the adept may add +2 to his Persuasion rolls when performing, bluffing or impersonating someone else.

Emphatic Sense
Requirements: Seasoned, Troubadour
By spending a Karma Point, the adept may make a Notice roll to sense the inner feelings of a the target character. A success reveals surface feelings, a raise tells the adept exactly what the target is feelling.

The Kiss
Requirements: Veteran, Troubadour, Spirit d6
By spending a Karma Point, the adept may passionately kiss a character of the opposite sex (or same sex, if the target's homosexual), granting him a bonus of +2 to interaction tests.

The Tale
Requirements: Heroic, Troubadour, Spirit d8
By spending a Karma Point, the adept gains +2 to Persuasion rolls. This may be used with The Kiss.

Confront Horror
Requirements: Legendary, Troubadour, Spirit d8, Smarts d8
By spending 3 Karma Points, the adept may engage with a Horror in a Test of Wills. If he beats the Horror with a raise, the Horror is banished to the Netherworlds. He he succeeds, both are locked in the confrontation. Both roll again next round. If he fails this test, the Horror sucks the soul out of the adepts body, which falls lifeless to the floor.

Discipline Edges - Warrior  

The following Edges are available for Warrior Adepts.

Wood Skin
Requirements: Warrior, Vigor d8
The adepet may use his Karma Points to temporaliy increase his Toughness. He may declare this as a Free action after an attack has been made, but before damage is resolved. This increase lasts only for a round.

Earth Skin
Requirements: Seasoned, Warrior, Spirit d6
By spending a Karma point, the adept gains +2 Armor vs. magical attacks. This lasts for a number of rounds equal to his Spirit.

Body Blade
Requirements: Veteran, Warrior, Fighting d8, Spirit d8
By spending a Karma Point, an adept can transform one of his limbs into a weapon. This weapon does Str+2 damage (the bonus damage of the Warrior is already figured into this).

Missile Twister
Requirements: Heroic, Warrior, Fighting d10, Spirit d8
The adept creates an air funnel around him through fast movements that deflect incoming missiles. As long as the Warrior is aware of the shooter, all ranged attacks are at -2. By spending a Karma Point, the Warrior may increase this penalty for one round to -4.

Resurrect Self
Requirements: Legendary, Warrior, Spirit d10
The adept may spent all his Karma Points to raise from the dead within 24 hours. He loses one Karma Point and one Wound Level permanently. His "death scar" never fully heals. Depending on the situation, this may grant a bonus of +2 or a penalty of -2 to his Charisma.

Discipline Edges - Weaponsmith  

The following Edges are available for Weaponsmith Adepts.

Abate Curse
Requirements: Weaponsmith, Spirit d6
By spending a Karma Point, the adept may counter the curse of an item. He has to make a Spirit roll (modified by the power of the curse). If he makes it, the curse is negate for a number of days equal to his Spirit. With a raise, the curse is permanently lifted.

Temper Self
Requirements: Seasoned, Weaponsmith, Vigor d6
By meditating for 30 minutes, the weaponsmith may increase the Armor rating of any armor he wears by spending a like amount of Karma Points. This increase lasts for 24 hours.

Blood Edge
Requirements: Veteran, Weaponsmith, Repair d8, Spirit d6
The Weaponsmith may increade the Damage of any weapon he holds by spending Karma Points. This increase lasts for a number of rounds equal to his Spirit.

Heartblade
Requirements: Heroic, Weaponsmith, Repair d10, Spirit d8
The Weaponsmith has to have been working on his Heartblade for some time (as a general rule of thumb, he has to spend time forging the blade at 8 consecutive level-ups). When finished, the Heartblade is attuned to the character. He gains +2 to his Repair rolls and +2 to his Charisma as long as the blade is in his possession. The Heartblade is highly magical. It can be turned into a Pattern item as per the Create Magical Item Edge. If the Weaponsmith has that Edge, the necessary Spirit roll is at no penalty.

Create Orichalcum
Requirements: Legendary, Weaponsmith, Smarts d10, Spirit d8
The adept rolls Spellcasting or Spirit (whichever is higher) at -4 to create Orichalcum. He needs at least 1 ounce each of all true elements (air, fire, water, earth, wood) to create 1 ounce of orichalcum. He may never create more Orichalcum than enough for a single coin.

Discipline Edges - Wizard  

The following Edges are available for Wizard Adepts.

Book Memory
Requirements: Wizard, Smarts d8
By spending a Karma Point and flipping through the pages, the adept can memorize the content of any book, instantly gaining any knowledge contained between the covers.

Astral Sight
Requirements: Seasoned, Spellcaster discipline, Notice d8
By spending a Karma Point, the Adept can see into Astral Space for a number of minutes equal to his Smarts level. Additional points may be spent to prolong this at a rate of 1 minute per Karma Point.

Evidence Analysis
Requirements: Veteran, Wizard, Smarts d8
Equal parts observation, logic and divination magic, the Evidence Analysis Edge allows an adept to examine physical evidence and determine the answers to questions relating to his investigation. For example, an adept might examine a bed to determine that its occupant had not slept well, or he might identify aweapon as being the object used to murder someone. As a general rule, Evidence Analysis can only answer questions regarding “what” or “how” something happened to an object or place. The Wizard rolls Notice for the test. He may spend Karma Points on this roll.

Matrix Split
Requirements: Heroic, Wizard, Thread Weaving d6
By spending a Karma Point, the adept can split his Spell Matrizes temorarily in two. This lasts for a number of rounds equal to the adept's Thread Weaving. Additional Karma Points may be spent to increase the duration.

Matrix Strike
Requirements: Legendary, Wizard, Astral Sight, Smarts d10,
By spending a Karma Point, the adept may attack another spellcaster's Spell Matrix. This can be either a "physical" attack in Astral Space or a spell. A Spell Matrix has a Toughness of 5. A single wound shatters it until the Spellcaster can reform it with a Thread Weaving roll at -4 or after 24 hours, whichever comes first.

 
 
 

 

 

 
     

 

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