Erthdawn 3rd Edition - Charts & Tables.pdf

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Earthdawn Third Edition Charts & Tables
CHARTS & TABLES
legenD awar D ta Ble
total legend
Points awarded
Per Session*
1 25–75 (50) 100–300 (200)
2 100–300 (200) 400–1,200 (800)
3 200–500 (350) 800–2,000 (1,400)
4 250–700 (475) 1,000–2,800 (1,900)
5 500–1,500 (1,000) 2,000–6,000 (4,000)
6 900–2,700 (1,800) 3,600–10,800 (7,200)
7 1,650–4,900 (3,275) 6,600–19,600 (13,100)
8 2,350–7,000 (4,675) 9,400–28,000 (18,700)
9 4,800–14,200 (9,500) 19,200–56,800 (38,000)
10 8 , 6 0 0 –25 , 8 0 0 (17, 250) 34,400–103,200 (68,800)
11 15,450–46,350 (30,900) 61,800–185,400 (123,600)
12 22,950–68,850 (45,900) 91,800–275,400 (183,600)
13 42,500–127,500 (85,000) 170,000–510,000 (340,000)
14 77,500–232,500 (155,000) 310,000–930,000 (620,000)
15 120,000–360,000 (240,000) 480,000–1,440,000 (960,000)
* he Average Award for each Circle is shown in parentheses.
legend
award*
PoiSon ta Ble
Poison
ty p e
Spell Defense/
Step number
onset time
Duration
Damage
5–9
Instant/1–2
days
1–6 rounds
Debilitation
5–7
Instant
Efect Test
days
Paralysis
5–9
Instant
Efect Test
hours
Death
10 –13
Instant/1–2
days
Instant
CurSe ta Ble
Curse
ty p e
Step number *
efect
Minor
7–8
Reduced steps, minor damage
Major
9–15
Scars, reduced Atribute Values
Horror-marked items or
characters, use of Horror powers
through item
* he step number used to determine if a curse afects a character.
Horror’s
Spellcasting
step
fa lli ng
Da M age ta Ble
Distance
fallen
fir e Da M age ta Ble
Damage
Step
Campire (small) 6 (touch)
Campire (large) 8 (touch)
House Fire
Damage
Step
Size of fire
tav el ate ta Ble
2–3 yards
5
Method of travel
travel rate
4–6 yards
10
10
Airship
255 miles (per 16 hour day)
7–10 yards
15
Forest Fire
12
Caravan (foot)
20 miles (per 8 hour day)
11–20 yards
(2) 20
To r c h
4 (touch)
Caravan (mounted)
30 miles (per 8 hour day)
21–30 yards
(2) 25
Namegiver (foot)
25 miles (per 8 hour day)
31–50 yards
(3) 25
Namegiver (mounted)
45 miles (per 8 hour day)
51–100 yards
(3) 30
Riverboat
160 miles (per 16 hour day)
101–150 yards
(4) 30
151–200 yards
(4) 35
Bar r ier ating ta Ble
201+ yards
(5) 35
Barrier Material
Physical
armor
Death
rating
CliMBing
DiffiCulty ta Ble
Blood Ivy
3
15
Cave or Natural Wall
30
150
Diiculty
number
Wood (up to 2 inches thick)
7
20
Surface
Wood (more than 2 inches
thick)
9
30
Tree
5
Pole
7
Stone Wall (mortared)
12
45
Rocky Clif
9
Stone Block
20
85
Wall
12
Sheer
Surface
15
DeteCtion
DiffiCulty ta Ble
Detection
Diiculty
Diiculty
number
light SourCe
v iSiBility ta Ble
light Source
radius
Candle
2 yards
Easy
5
To r c h
5 yards
Average
9
Campire
10 yards
Hard
15
Lantern
10 yards
Very Hard
21
Light Quartz
5 yards
Heroic
25
295
Current
Circle
Horror
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PerCePtion DiffiCulty ta Ble
DiffiCulty nuMBer ta Ble
Situation
ty p i c a l
Diiculty number
acting
Character
easy
average
hard
ver y
hard
heroic
Hidden target
Target’s Dexterity step
Ordinary
1–2
3–5
6–9
10 –12
13 –15
Locate trap
Trap Detection Diiculty
Novice
1–2
3 –7
8 –12
13 –16
17–2 0
Spot secret doors
8+
Journeyman
3–6
7–12
13 –18
19–22
23–27
Notice clues
5+
Warden
6–8
12–16
18–2 4
25–29
30–35
Notice anything unusual about
surroundings
6
Master
8 –11
17–2 0
25–28
29–34
35 – 41
PerCePtion MoDifierS ta Ble
inteaCtion SuCCeSS ta Ble
Diiculty
Modiier
environmental Condition
type of interaction test
result
level
Sight:
Dusk/dawn
+2
Deceit:
Exaggeration
Average
Darkness:*
Partial
+1
Fabrication
Good
Full
+2
H a l f-Tr u t h
Average
Complete
+3
Insight:
Detect basic emotions
Light rain/precipitation
+1
Average
Heav y rain/precipitation
+3
Detect deception
Good
Target concealed:
Partial
Detect deception when target’s
features are obscured
Excellent
+2
Full
+4
Intimidation:
Do nothing
Complete
+6
Average
Target camoulaged, same color as surroundings
+3
Take action
Good
Target color contrasts with surroundings
–3
Make an Impression:
Improve target’s atitude by one level
Target uniquely shaped compared to
surroundings
–2
Average+
Viewer knows what to look for, i.e., has seen
speciic object or character before
–2
Worsen target’s atitude by one level
Poor–
Ask for a Favor:
Refer to the Favor Success Table
Sound:
Sot background noise
+1
Va r ies
People talking
+2
Boisterous talk/singing
+3
favor SuCCeSS ta Ble
target atitude
Loud noises/batle sounds:
10–20 yards away
Small favor
large favor
+1
Awestruck
Poor
Average
21–50 yards away
+2
Loyal
Average
Good
More than 50 yards away
+4
Friendly
Good
Excellent
Sound lower in pitch than background noise
+2
Neutral
Excellent
Extraordinary
Sound higher in pitch than background noise
–2
Unfriendly
Extraordinary
NA
Sound has steady rhythm that contrasts with
background noise
–2
Hostile
NA
NA
Listener heard sound before and recognizes it
–2
Enemy
NA
NA
Listener trying to identify the only audible sound
–3
Smell:
Obvious odor
–2
v iSiBility ta Ble
Short
range
Medium
range
long
range
Other odors present
+2
Condition
To u c h :
Extreme temperature (hot or cold)
–3
Daylight
20
200
750
Dawn/Dusk
15
125
500
Perceiver is wearing gloves
+3
Ta s t e:
Taste is obvious
Light fog
10
75
250
–3
Heav y fog
2
5
10
Perceiver has a cold
+3
Light rain/drizzle
15
175
350
Astral Sensing (see the workings of Magic
chapter of the Player’s Guide )
Va r ies
Heav y rain
10
50
10 0
Night with moon
5
60
200
* In addition to any Action Test penalties (see Situation Modiiers on p. 226 of the Combat
chapter of the Player’s Guide ).
296
Night with no moon
5
15
30
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Combat Quick Reference
CoMBat oPtionS ta Ble
Combat option*
efect/Modiier
Combat Rounds
Aggressive Atack
(1 per atack)
+3 bonus to Atack and Damage Tests;
–3 penalty to Physical and Spell
Defense
Declare Actions (p. 214)
Determine Initiative (p. 214)
Aiming (1 per round)
+2 (1 round) or +3 (2 rounds) bonus to
next ranged Atack Test (see text)
Resolve Actions (p. 215)
Begin a New Round (p. 215)
Atacking
to Knockdown
Possibly knocks opponent down;
inlicts no real damage to opponent
Resolving Attacks
Atacking to Stun
Damage Test inlicts Stun damage;
Wounded opponent is also Stunned
Make an Atack Test (p. 218)
Called Shot (1)
–3 penalty to Atack Test; if successful,
atack hits designated area
Determine Success (p. 218)
Make a Damage Test (p. 218)
Adjust Damage for Armor (p. 219)
Defensive Stance
+3 to Physical and Spell Defense;
–3 penalty to all Action Tests (except
Knockdown Tests)
Check for Wounds (p. 219)
Make a Knockdown Test (p. 219)
Giving Ground (1)
+1 to Physical Defense per yard given
(up to maximum of Melee Weapons or
Unarmed Combat Rank); –2 penalty
to Atack Tests
Check for Unconsciousness or Death (p. 219)
Going Inside a Shield
Negates opponent’s shield bonuses;
–2 penalty to Atack Test
Situation MoDifierS ta Ble
action test
Modiier
Defense
Modiier *
Jumping Up (2)
A llows the character to stand up and
perform a Standard action; no other
movement allowed
Situation
Blindsided
–2
Running (1)
Character doubles his Movement Rate,
but is Harried
Cover
Partial: +2
Full: +4
Complete: NA
Darkness
(Blindness; Dazzled)
Partial: –1
Full: –3
Complete: –5
Seting Against a
Charge
A llows the character to unhorse a
charging opponent
Shatering a Shield (1)
Breaks opponent’s shield
Distance
Short: NA
Long: –2
Spliting
Movement (1)
A llows a move/action/move
combination; character is Harried
Harried
–2
–2
Tail Atack
[t’skrang only]
A llows an additional Unarmed
Combat atack (–2 to all Action Tests)
Overwhelmed
–3
–3
Impaired Movement
Light: –2
Medium: –3
Hard: –4
Knocked Down
–3
–3
Tail Parry
[t’skrang only]
+1 to Physical Defense per –1 to all
Action Tests (max. +3 bonus)
Stunned
Simple actions only;
Harried (–2)
–2
Surprised
No Action Tests allowed –3
* T h e nu m b e r s ho w n i n p a r e n t h e s e s a f t e r t h e c o m b a t o p t i o n i s t h e S t r a i n c o s t
for using that option.
* A lso applies to Social Defense, at the gamemaster’s discretion.
297
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r eSult lev el ta Ble
SteP/aCtion DiCe
ta Ble
Diiculty
number
Pathetic
Poor
average
—result—
good
excellent extraordinary
Step
number
action
Dice
2
*
1
2–4
5–6
7–8
9+
3
*
1–2
3–5
6 –7
8–9
10+
4
D6
4
*
1–3
4–6
7–9
10 –11
12+
5
D8
5
1
2–4
5–7
8 –10
11–13
14 +
6
D10
6
1
2–5
6–8
9–12
13 –16
17+
7
D12
7
1–2
3–6
7–10
11–14
15 –18
19+
8
2D6
9
D8+D6
8
1–3
4 –7
8 –12
13 –15
16 –19
20+
10
2D8
9
1– 4
5–8
9 –14
15 –17
18–21
22+
11
D10 +D8
10
1–5
6–9
10 –15
16 –19
20–22
24+
12
2 D10
11
1–5
6 –10
11–16
17–2 0
21–24
25+
13
D12+D10
12
1– 6
7–11
12 –17
18–22
23–26
27+
14
2 D12
13
1– 6
7–12
13 –19
20–24
25–28
29+
15
D12+2 D6
14
1–7
8 –13
14 –2 0
21–25
26–30
31+
16
D12+D8+D6
15
1–8
9 –14
15–22
23–26
27–30
31+
17
D12+2 D8
18
D12+D10 +D8
16
1–9
10 –15
16 –23
24–27
28–32
33+
19
D12+2 D10
17
1–10
11–16
17–2 4
25–29
30–33
34+
20
2 D12+D10
18
1–11
12 –17
18–25
26–30
31–35
36+
21
3D12
19
1–11
12–18
19–27
28–32
33–36
37+
22
2D12+2D6
20
1–12
13 –19
20–28
29–33
34–38
39+
23
2D12+D8+D6
21
1–13
14 –2 0
21–29
30–35
36–40
41+
24
2D12+2D8
22
1–14
15–21
22–30
31–36
37– 41
42+
25
2 D12+D10 +D8
23
1–15
16 –22
23–32
33–37
38–42
43+
26
2 D12+2 D10
24
1–15
16 –23
24–33
34–38
39–43
44+
27
3D12+D10
28
4D12
25
1–16
17–2 4
25–34
35–40
41– 45
46+
29
3D12+2D6
26
1–17
18–25
26–35
36 – 41
42–46
47+
30
3D12+D8+D6
27
1–18
19–26
27–36
37–42
43–48
49+
31
3D12+2D8
28
1–18
19–27
28–38
39–44
45–49
50+
32
3D12+D10 +D8
29
1–20
21–28
29–39
40–45
46–50
51+
33
3D12+2 D10
30
1–20
21–29
30–40
41– 4 6
47–52
53+
34
4D12+D10
31
1–21
22–30
31– 41
42–47
48–53
54+
35
5D12
32
1–22
2 3 –31
32–42
43–48
49–54
55+
36
4D12+2 D6
37
4D12+D8+D6
33
1–23
24–32
33–44
45–50
51–56
57+
38
4D12+2D8
34
1–23
24–33
34–45
4 6 –51
52–57
58+
39
4D12+D10 +D8
35
1–24
25–34
35–46
47–52
53–59
60+
40
4D12+2 D10
36
1–25
26–35
36–47
48–53
54–59
60+
37
1–26
27–36
37– 48
49–55
56 – 61
62+
StePS 1, 2, a nD 3
Step
number
38
1–27
28–37
38–50
51–56
57– 62
63+
action
Dice
39
1–28
29–38
39 –51
52–57
58–63
64+
1
D6–3
40
1–29
30–39
40–52
53–58
59–65
66+
2
D6–2
*No such thing as a Pathetic result for this Diiculty Number, except if the rule of one (see the Player’s Guide , p.15), is being used.
3
D6 –1
298
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