I’m looking for advice on how to run my first Earthdawn campaign; I will be running fourth edition. I would appreciate any general advice you. Earthdawn 4E: Namegiver Variants 4 – Troll. This is the fourth 4E Namegiver Variants, an ongoing series about Earthdawn Fourth Edition. Earthdawn 4E: Anatomy of a Discipline 07 – Archer. This is the seventh 4E Anatomy of a Discipline, an ongoing series about Earthdawn Fourth.
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If you don’t find a character sheet that seems like it was meant for you, contact your GM. Find your character and click it. Click the ‘Character Sheet’ tab. It is optimized for 4th edition, but currently has limited support for other editions. The character sheet source code Coming soon is tightly integrated with an API source code coming soonand as such the GM must be a PRO level subscriber in order for this sheet to work at full functionality.
Without the API none of the Dice rolling or other buttons will work, nor will the sheet automatically create Token Actions for the characters. This wiki page should provide help to both players and GM’s when using the sheet and its features but is not, and never will be, a substitute for having a good understanding of both the Earthdawn rules and the roll20 system.
The sheet should help everyone get the most out of their time playing the game but cannot possibly hope to anticipate every possible situation that may arise, but it should cover the good percentage of them. Below you should find first an FAQ section, followed by a brief explanation of the various different sections of the sheet.
During gameplay, you can ether have the sheet open, and make rolls directly from the sheet, or you can use token actions. When a token is selected, you can see the token actions associated with that token. When that box is checked, the system creates a Token action for that action for that character. There are additional Token Actions that are automatically available for every sheet.
Mostly this section is going to be a tab by tab guide to the character sheet, with particular attention paid to the tricky parts. Except that Karma Control selectors are scattered all over, so get their own separate section. Take a look at the Knacks section, even if your character is not using Knacks yet.
Knacks are the best section to enter ‘Dummy’ talents. There are a few categories of fields that, while scattered around many places of the sheet, all do basically the same thing. This section explains them once so we don’t have to cover then several times. Earthdawn allows Karma to be added to some rolls, but not others.
The player may or may not wish to spend karma even when allowed. So we keep track of how much Karma the character has left, and what rolls he can spend it on, and whether he wishes to spend it.
In the sheet header, to the left of the logo, we keep track of the number of Karma the character has left. When a Karma ritual is done you should increase current karma to max karma top right of the Core Tab. The header also has a ‘Use Karma’ field. Setting that field to zero means you don’t want it to spend Karma on rolls. Setting it to a number means you want to spend that many karma every roll.
Each character has a Token Action labeled ‘Karma’ that toggles the ‘Use Karma’ field from zero to one and visa versa. In addition, the Token for that character will show a status icon of ‘lightning-helix’ when that character is set to spend Karma. For just about every dice roll button, there is an associated Karma Control drop-down. If the Karma Control for that roll is set to ‘Never’, then the system will not spend karma on those rolls, even when the ‘Use Karma’ field says to.
If it is set to ‘Always’, ‘2’, or ‘3’, it will always try to spend 1, 2, or 3 Karma on that roll it will not spend karma unless the character has some left. The other possible value for a Karma Control is ‘Sometimes’, and that is the only time the system pays any attention to the characters ‘Use Karma’ field.
So for every test where the character is not allowed to spend Karma, the Karma Control field should be set to Never. For those tests where you always or almost always want to spend karma, set it to ‘Always’ For example: Avoid Blow might be set to Always if you always want to spend karma on Avoid Blow tests.
For the tests where you may spend Karma, but will not always want to, set it to Sometimes, and toggle ‘Use Karma’ on or off before making those rolls. Down in the ‘Core’ tab, if you have selected a Passion in the ‘Questor’ drop-down, then ‘DP’ fields will appear next to the Current Karma field and the use Karma field, and next to every Karma Control field will appear a DP Control field.
These fields are for Questor Devotion Points and work exactly like karma. The status marker is ‘angel-outfit’. In the very upper left hand corner of the sheet is a button with a question mark. If you click this button a button will be sent to the chat window.
If you right-click that button and open it in another tab, this WIKI page will appear. Also on the top row of the header you can change the name of the character, and enter your name as the owner of this character.
The 2nd row records the number of Karma you have left unspent, Your characters current Damage, and number of Wounds.
After your token has been linked See Player Quick Start Guide or ‘Adjust – Advanced – Special Functions’ then these three values will be reflected in the token bubbles. Changes here will show up in the token and visa versa. Also in the Header are two fields for ‘Action Tests’. You can edit one to adjust for any buffs or debuffs that affect all Action tests. The other field lists the total modification to all Action tests from all Conditions and Options.
See the next section for more information on category Adjustments. This section can be hidden by clicking the word ‘Hide’ at the bottom of the Header. When hidden it can be displayed by clicking the word ‘Show’.
Earthdawn 4e (Integrated) – Roll20 Wiki
It is often convenient to hide it when you are not going to be using any combat options for a while, such as during character creation or maintenance. But you will probably want to open it up during game-play. At the top of this section is a place for entering and seeing adjustments.
For example to give a plus 4 step bonus to all attacks, you could enter a 4 in the attack adjustments box. The system will add 4 steps to any tests it recognizes as being an Attack test. Further, you can see the effects of various combat options. For Attacks and Damage you can also enter Bonuses these are the input fields after the totals display.
Bonuses are pretty much like adjustments, except the system does not just add to the step number, it rolls separate bonus dice. For example, if you are making a step 10 test, the system rolls the step 10 dice 2d8.
If you give it a step 4 adjustment, it will instead roll step 14 dice 2d If you give the step 10 roll a 4 step bonus, it will roll the step 10 dice, and a step 4 die 2d8 plus 1d6. If a buddy casts Monstrous mantel upon your character, you could give your character adjustments to defenses, attacks and damage.
If they cast flameweapon upon your character, you could give the character a step 4 bonus to damage, and more clearly see exactly what damage was flameweapon damage.
Also in this section are a bunch of check-boxes and Drop-Down lists representing combat options such as defensive stance and conditions such as knocked down. You can check or uncheck these boxes as appropriate, and the sheet will adjust your attributes.
Tail Attack is only checkable if ‘Race’ is T’Skrang. Blindsided is for when your character is blindsided through a series of attacks, and adjusts your characters stat’s. Blindsiding is for ewrthdawn your character is blindsiding a target, and the GM gives you permission to make a Blindsiding attack, it will then use the targets blindsided ezrthdawn. Note that it is only necessary to set ether the Target to Blindsided, or the Attacker to Blindsiding, though nothing goes wrong if both are set.
In much the same manner, a Target can be set to have Partial Cover, or an Attacker can simply click that their target has partial cover. Some combat options do not have a checkbox, but there is a word or two about them in this section.
You can hover your mouse over those words to get a quick summary of that combat option. At the very top of the Core tab is a field that displays your Max Karma calculated from your Race Karma Modifier and your highest Circle, plus any unspent Attribute Pointsyour Karma Step Step 4 except for very high circle characters eaethdawn some creatures and horrorsand a button where you can roll a single karma die.
Also on the top line is an option to show or erthdawn the attribute details. When not actually dealing with Attribute Details, it is highly recommended to keep them hidden away.
The details are not needed most of the time, and especially if the character is a Questor, displaying the details makes the form too long, and all the tabs have a horizontal slider.
If you hide the details the horizontal slider goes away. When details are not hidden, you get a field telling you how many of the 25 attribute points that starting PCs get that you have not spent.
This is only used during character creation. For PCs in play, that number should always be zero or barely above it. There is one line for each of the 6 attributes. The button that has the name of the attribute will roll a normal Action Test using that attribute as a base.
The FX button will roll an Effect Test using that attribute. Step displays the base Step value of earthdswn attribute adjusted for things that affect all Action Tests. Mod is a Step adjustment for all tests of that attribute. Base is the base step number for that attribute adjusted for nothing. Note that even though Base is colored as a non-editable field, it is actually editable.
It is used to eartbdawn it earthfawn for GMs to enter creatures. Race is the races base attribute value, and is reset whenever the Race is changed. The Race column is editable, but there are very few reasons to ever edit it one reason would be if you are playing a non-standard race. AP is where you spend your Attribute Points at character creation. After character creation you should never change these. 4d is where you spend Legend Points earthdwn increase your attributes.
Value is the final sum of all these values. There is are Karma Control and DP Control fields for the buttons, then 4d and buttons having to do with the attribute. Note that the values that end in -N such as PD-N are a ‘Natural’ value for that attribute, looking only at the Attribute value and nothing else.