Welcome and thank you for visiting our Earthdawn pages. Below you will find links to items, rules, characters, knacks and other bits of our campaign. This information is put here for our amusement and to share with friends, but we hope you too find something here worth your time. Feel free to email me (Robert Braddock) any comments you might have at
. This page is [email protected] not dead. Earthdawn may be gone, but we will continue. We just don’t get to play terribly often, so updates have been and will be infrequent.
Beastmaster Minor modifications from the published version
Cavalryman Minor modifications from the published version
Warrior Significant changes from the published version
Accept Blow (Anticipate Blow, 5) Sometimes it is better to plan on being hit than to try and get out of the way.
Air Skin (Wood Skin, 8)
Analyze Style (Analyze Opponent, 6) Know your opponent.
Animal Friendship (Animal Bond, 4) A weak Animal Bond to ease that first week of the Bonding process.
Anticipate Counter (Anticipate Blow, 6) When you are tired of those annoying Swordmasters.
Avoid Spell (Avoid Blow, 7) An Avoid Blow for Spell Defense.
Balanced Dodge (Avoid Blow, 5) Less risky, but harder to use.
Beast Shape (Claw Shape, 7) Why just claws…
Beast Transformation (Claw Shape, 12) Restricted shape shifting
Binding Lash (Melee Weapon, 6) Get a little magic into whips
Borrow Ability (Borrow Sense, 10) Borrow abilities and powers from animals
Borrow Characteristic (Borrow Sense, 5) Borrow general characteristics from animals
Borrow Skill (Borrow Sense, 8) Borrow natural skills from animals
Call Beast (Dominate Beast, 5)
Call Mount (Empathic Command, 6) Talent Conversion
Circle of Confusion (Wheeling Defense, 7) Dont just ride around. Play with their minds.
Disable Joint (Unarmed Combat, 5)
Echo Location (Chameleon, 5) Talent Conversion
Empathic Mastery (Empathic Command, 5) An expanded Empathic Command for those with true Animal Bond.
Fearsome Charge (Charge, 9) Talent Conversion
Fire Skin (Wood Skin, 10) Summon an inner fire to feed the magic.
Gliding Spring (Gliding Stride, 5) Focusing the levitation to boost jumping ability
Heavy Hand (Wood Skin, 6)
Immobilizing Lock (Unarmed Combat, 6) Advanced grappling
Knockdown Boost (Unarmed Combat, 5) Coordinating with another attack to fell an opponent
Major Transformation (Claw Shape, 14) Unrestricted shape shifting
Matrix Strike (Spirit Strike, 6) Talent Conversion
Merge Spell Pattern (Thread Weaving, 13) Weave a Named spell pattern into onesself
Mount Thread (Thread Weaving, 7) Thread Weaving on behalf of ones mount
Orichalcum Skin (Wood Skin, 14) Call on multiple elements simultaneously
Paralyzing Venom (Venom, 5)
Reversal (Unarmed Combat, 6)
Reverse Grapple (Unarmed Combat, 5)
Reweave Thread (Thread Weaving, 10) Changing the pattern a thread is woven to
Scene Memory (Book Memory, 6) A more visually oriented memory enhancement
Show Tracks (Tracking, 5)
Steel Hand (Wood Skin, 5)
Strength of Stone (Unshakable Earth, 7) Stronger, but slower.
Swift Strike (Swift Kick, 6) Use unarmed combat knacks as Swift Kick actions
Tame Mount (Dominate Beast, 7) Talent Conversion
Transient Alteration (Wood Skin, 8) For times when a momentary benefit is all you want.
Velocity Strike (Down Strike, 5) Some attacks are more than just falling on the opponent
Venom Frenzy (Claw Frenzy, 7) Pick the bones clean
Water Skin (Wood Skin, 7) Use the fluidity of water
Weapon Flip (Melee Weapon, 7) This flashy move might even be useful once in a while