4th Ed - House Rules and Errata.   Posted by GM.Group: 0
 GM, 828 posts
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Mon 20 Mar 2017
at 02:30
4th Ed - House Rules and Errata
4th Edition Changes from 3rd Edition

No Enduring Armor by Strength. (Strength doesn't overcome Armor penalties)

House Rules:  Some of the rules are not house rules but just added to make a complex rule simpler for players to understand.

Namegiver Races
Obsidimen - Obsidimen are unlikely to be Air Sailors, Cavalrymen, Sky Raiders or Thieves.
Trolls - Are unlikely to be Thieves.
Windlings - Windlings are unlikely to be Nethermancers or Sky Raiders.

Creating Characters
  1. Players start with 30 attribute points instead of 25.
  2. Pick 2 optional talents at 1st Circle and 1 additional every circle after.
  3. Players may choose to pick City of Birth, Occupation and Class Status which will change the starting silver, equipment, skills and artisan talent.

Disciplines & Karma
  1. Karma Ritual – Is assumed to happen every morning.  In rare cases, the GM may allow for a Karma Ritual break in the middle of the day.
  2. Karma: - May be used before or after the Talent roll.  Karma is the luck that bridges failure and success.  It is by Karma that heroes may succeed where those without Karma will fail.

  1. Avoid Blow - Rolled against defenders current PD.  Successes reduces successes of attack, but test result must equal or exceed the attack result to negate the hit entirely.
  2. Book Memory - Memorized Grimoires may not be used for Grimoire Casting.
  3. Dead Fall - Free Action
  4. Forge Armor - Takes 8 consecutive hours to perform.  If extra successes can be used, they take 1 additional 8 hour day to complete.  Can be removed with Dispel Magic.
  5. Forge Weapon - Takes 8 consecutive hours to perform.  If extra successes can be used, they take 1 additional 8 hour day to complete.  Can be removed with Dispel Magic.
  6. Item History - The first test on an item takes 8 consecutive hours to perform (results on pg 221).  When using Item history on Minor and Major Thread items, the first success for Item History will result in the question which needs to be found, name of the item.  A second success in the same roll or a second roll will give the answer for that question.  (Additional success will give the answer as detailed on page 221)   Research and/or adventure will needed to be used for all Core items (MD 19+) as these are significant and will require more effort to link your pattern to.
  7. Resist Taunt - Rolled against defenders current SD.  Successes reduces successes of attack, but test result must equal or exceed the attack result to negate the hit entirely.
  8. Riposte - Rolled against defenders current PD.  Successes reduces successes of attack, but test result must equal or exceed the attack result to negate the hit entirely.
  9. Steel Thought - Rolled against defenders current MD.  Successes reduces successes of attack, but test result must equal or exceed the attack result to negate the hit entirely.

Artisan Test: - Is a skill used by Barsaive commoners to determine if someone is tainted.  Even a poorly executed Artisan Test will indicate the person is not tainted, assuming they are clean.
Players can take their time when doing their Artisan to ensure the test is equal to their current Artisan step.  This means the player will take twice the amount of time usually required to make his Artisan test but will ensure they do not fail their test resulting in complete humiliation.
If the player wants to make something truly amazing, they will need to roll their Artisan Step to see how well they perform.

Workings of Magic
  1. Astral Sensing Table - When Sensing a target, the TN is the higher of the Astral Sensing Test (6+Table Modifier) or the MD of the target (creature, spell, or item)
  2. Illusion & Magical Stealth - These mask your Astral Pattern as well, with a TN equal to the Sensing or Disbelief table, or Talent involved.
  3. Pattern Items - Will be called Talismans or Relics to try to avoid confusion with Thread Items.
  4. Group Talismans that increase MD do not impede beneficial spells cast by Group-mates.

Spell Magic
  1. Chain Casting - A spell with a duration of Minutes or longer may be placed into a Matrix and assumed to be cast upon a number of targets equal to the magician’s Spellcasting Rank (or as per the spell).
  2. Spells Targeting Allies - When casting on a willing ally, the caster may choose a TN of the targets MD, OR a TN of 6.  If the TN of 6 is chosen, then the Spellcasting roll may only generate a number of extra successes equal to the casters Tier (1 for Novice, 2 for Journeyman, etc.) 

 - Nothing yet.

  1. Declare Stances - At the beginning of each round, after initiative is rolled, you declare what combat stance you are taking for the round, if any.  The modifiers of that stance affect you throughout the round.
  2. Threatened Space - You cannot move through a hex containing an enemy.  Hexes around an enemy are considered Threatened and cost double the Movement to leave those hexes.
     **  Exception: If the stationary character is Knocked Down.
     **  Exception: If the stationary character is unaware of the moving character.
  3. Recovering from Damage - You will heal a minimum of your Step value of the Recovery test.
  4. Make A Knockdown Test - If the damage dealt exceeds a character’s Wound Threshold by five or more, he could be knocked down. The player makes a Strength test against a Difficulty Number equal to the difference between his wound threshold and the damage dealt.   

Minimum Damage:   If a player rolls at least 1 extra success to hit an opponent (Melee, Ranged, Unarmed or Spell) and roll less than their normal damages step, they will do at a minimum, their base damage step.
- Example: Kisha a female T'skrang Swordmaster with a sharpened Rapier normally does Step 15 damage.  She used maneuver and goes aggressive rolling 25 to hit, 15 over the required Defense of her opponent.  Despite +6 steps to damage, she rolls only 7 damage.  Because she rolled extra success's, she will do her base damage step of 15 at a minimum.  Maneuver and Aggressive will not add to her base damage step.

Goods and Services
  1. Espagra-scale Cloak - this is the only armor that stacks with other armor.
  2. Crossbows do not add your Strength to the damage.  All crossbow damage is set determined by the draw of the bow.
  3. Elf Warbow’s are great bows however Orks and Trolls are known to also make thicker bows that require a stronger arm to draw them to their proper draw.

Building Your Legend
  1. Raising Attributes: +1 free per Circle.  1st Circle requires 5 talents at rank 2.  You can spend LP to advance your Attributes, but you get 1 advance free at each circle.
  2. Aligning Skills and Talents - Ranks in Skills will have its rank in LP counted towards the Talent learned later.
  3. Multi-Discipline Durability - Durability Rating for a Discipline is only used for that Discipline.  Take the higher UR & DR from either of your Disciplines.
  4. Multi-Discipline Talents - Talent Options that become Discipline Talents in a new Discipline, will carry over, and open your Talent Option slot to a new selection.
  5. Spells do not cost Legend Points.
  6. When a Magician gains a Circle they gain a free spell of their new Circle.

Circle Advancement:
Optional Rule: With this optional rule, instead of being required to know all his Discipline Talents at a rank equal to the next Circle, a character requires a certain number of talents available to his Discipline, either Discipline Talents or Talent Options, at minimum talent ranks, as shown on the Optional Advancement Table.

To reach his New Circle, a character is required to know a Minimum Number of Talents at a Minimum Talent Rank, and one of those talents must be from his current Circle (the Single Talent from Circle #).

When using this optional rule, the recommended Legend Awards on the Legend Award Table (Gamemaster’s Guide, p. 98) are too high to produce a stable Circle advancement from Circle 11 on. Only award half of what is recommended in Circles 11 and 12, and only award a third of what is recommended in Circles 13 through 15.

Optional Advancement Table
New Circle   Minimum #      Minimum          Single Talent
            of Talents    Talent Rank      from Current Circle
   2            5             2                  1
   3            6             3                  2
   4            7             4                  3
   5            8             5                  4
   6            9             6                  5
   7           10             7                  6

Vendoring Gear, Treasure and Junk:

Magical Gear to include potions and blood charms are special cases and really should not be sold but can be sold at 75% of its base value.  If the value is unknown, the group will have to look for the best offer.

Gems (and jewelry): Page 242 2nd Ed Earthdawn Main book states gems can be exchanged for 75% of their base value.

Common Everyday Gear can be sold for 50% of its value.

Armor and Weapons can be sold for 25% of their base value.

Charisma, social skills and talents can be used to increase the resell value of items.

Rather than give a mathematical equation for resale, we'll work it out in character.  ;)  Happy Hunting.

The best you can do, is raise the resell value to 100% of its value.

This message was last edited by the GM at 05:26, Sat 27 Oct 2018.

 GM, 1140 posts
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Sun 30 Jul 2017
at 19:24
4th Ed - House Rules and Interpretations
Step: Rank + PER     Action: Standard
Strain: 0          Skill Use: Yes (Journeyman)

The adept directs combat to the advantage of his soldiers.  For the “commanding” character to effectively use the Tactics talent, his troops must be at least Friendly to him. The commander comes up with a plan, and decides whether his troops are taking the offensive or the defensive. He then makes a Tactics test against the opposing commander’s Social Defense.

If his troops were on the offensive, they gain a +1 bonus to their Attack or Damage
tests (commander’s choice) for each success achieved. If on the defensive, they add +1 to their Physical, Mystic, or Social Defense (commander’s choice) for each success achieved. A Rule of One Result works to the enemy’s advantage; the adept completely fails to read the situation and his own troops suffer a –1 penalty to their Tests or Defense Ratings, as appropriate.

The adept may command a maximum of Tactics rank x 20 troops at a time for a number of minutes equal to his tactics rank.

If several characters attempt to command the same group of soldiers, the highest success level determines the bonus—and who is in command. This talent is typically used by an adept to command gamemaster characters. It may be used on player characters, but the bonuses provided by this talent are only effective as long as the commanders plan is being followed.

Tactics, Page 172

Clarification: This talent and skill can be used on a group of player characters, but all characters involved must follow the the commander’s plan at all times. The “plan” should be something more substantive than simple “hold the line”. Determining what is suitable to constitute a “plan” should be an agreement between all parties involved, as this talent/skill should be useful, but not overpowered.

This message was last edited by the GM at 13:01, Tue 28 Nov 2017.

 GM, 1318 posts
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Tue 28 Nov 2017
at 13:00
4th Ed - House Rules and Interpretations
I wanted to offer the Errata to the players, this is the link.  I've also copied and pasted the information below.

Earthdawn Fourth Edition Errata, Clarifications, and FAQs

Player’s Guide
Karma, Page 37
Clarification: One Karma Point can be spent per test per potential “source” that grants the adept the ability to spend Karma on the test. For these purposes, each talent, spell, or thread item counts as an individual source. The adept’s Disciplines count as one source; the adept may have multiple Karma abilities from their Discipline that could be used for a test, but can only use one of them. For example, a Fifth Circle Warrior/Fifth Circle Weaponsmith who crafted their own pole axe can only spend one Karma on the Damage test, despite having two Karma abilities that apply. However, a Seventh Circle Beastmaster attacking with Claw Shape and Down Strike could spend three Karma on the Damage test: one from Claw Shape, one from Down Strike, and one from their Fifth Circle Karma ability.

Death Rating, Page 64
Clarification: If a character follows multiple Disciplines, only their highest Circle is used to determine Death Rating.

General Skills, Page 71
Errata: Only Novice-tier skills can be purchased at character creation with starting skill points. The line stating this was omitted in layout.

Personality Traits, Page 73
Errata: The following paragraph is missing: “Sample Personality Traits: Aggressive, Aloof, Altruistic, Ambitious, Amoral, Apprehensive, Argumentative, Astute, Attentive, Bloodthirsty, Bold, Charismatic, Chivalrous, Cold, Compassionate, Compassionless, Condescending, Confident, Conniving, Conservative, Courageous, Courteous, Cowardly, Creative, Cruel, Cunning, Curious, Cynical, Depraved, Dignified, Disciplined, Dishonest, Drunkard, Easy-going, Eloquent, Energetic, Extroverted, Fanatical, Follower, Forgiving, Friendly, Generous, Good-humored, Gracious, Greedy, Gullible, Honorable, Humorless, Idealistic, Immature, Immoral, Insightful, Insulting, Intellectual, Intense, Intimidating, Intolerant, Introverted, Intuitive, Irrational, Jealous, Judgmental, Kind, Lazy, Liar, Logical, Loner, Loyal, Lustful, Malcontent, Manipulative, Militant, Miserly, Mocking, Moral, Naïve, Obsessive, Opinionated, Optimistic, Overbearing, Paranoid, Passionate, Patient, Persuasive, Pragmatic, Protective, Proud, Rational, Reactionary, Realistic, Reasonable, Rebellious, Reserved, Resourceful, Rude, Sadistic, Sarcastic, Selfish, Sensitive, Sentimental, Shrewd, Spontaneous, Superstitious, Suspicious, Sympathetic, Treacherous, Vengeful, Witty.”

Troubadour, Page 111
Clarification: The Third Circle Karma ability can be used on Knowledge tests.

Danger Sense, Page 137
Clarification: If Danger Sense is being used to avoid Surprise (like in an ambush), the adept makes an Initiative test as normal, they do not use the Danger Sense result as their Initiative. Even if they do not end up acting before the ambushing attackers, the adept does not suffer the penalties associated with Surprise and may use defensive talents like Avoid Blow.

Fireblood, Page 146
Clarification: Fireblood costs a Recovery test, but is not a Recovery test. It does not benefit from any effects that improve Recovery tests (e.g. booster potions or the Heat Food spell) and Discipline abilities that allow Karma to be spent on a Recovery test.

Shield Bash, Page 166
Clarification: This talent is not compatible with Second Weapon.

Steel Thought, Page 170
Clarification: If Steel Thought is used successfully, it only affects the character using the talent. Other targets of the effect do not benefit from Steel Thought (unless they have and successfully use it themselves). This talent cannot be used to negate any ongoing effects, unless a test against Mystic Defense is made.

Tactics, Page 172
Clarification: This talent and skill can be used on a group of player characters, but all characters involved must follow the the commander’s plan at all times. The “plan” should be something more substantive than simple “hold the line”. Determining what is suitable to constitute a “plan” should be an agreement between all parties involved, as this talent/skill should be useful, but not overpowered.

Wood Skin, Page 181
Clarification: When Wood Skin’s effect wears off, it takes damage equal to the result with it. For example, if Elmod’s Health Ratings are increased by 13 due to Wood Skin, up to 13 damage is removed when it wears off.

Durability Improvement with Thread Magic, Page 230
Clarification: When Durability is improved through the use of thread magic (e.g. pattern items or thread items), the adept’s highest Circle is effectively increased by the bonus for determining their Durability. For example, Honeysuckle has a Band of the Elements, which gives her +1 Durability. Her highest Circle is in Warrior (Circle 7). This improves her to Circle 8 for the purposes of determining her Durability.

Spellcasting Sequence, Page 256
Clarification: Unless otherwise noted in the spell description, spells cast against multiple targets (whether the spell does so normally, or is enhanced to do so through extra threads) determine their success (and number of successes) based on the highest Mystic Defense of all targets. Targets must be designated before the Spellcasting test is made.
Unless otherwise noted, if an area-of-effect spell has a sustained effect, any valid target that enters the area after the spell has been successfully cast is affected by the persistent effect, regardless of their Mystic Defense. Once cast, the spell effect is “real” and cannot be ignored.
Example: Malorren casts Blizzard Sphere (page 281) on a group of bandits. Four of them are in the initial area of effect. The highest Mystic Defense in the group is an 8. Malorren’s Spellcasting test must succeed against a DN 8 for the spell to be cast, and the number of successes (to determine any potential bonus duration) is measured against that DN. Malorren’s spellcasting roll is a 9, so the normal spell duration applies (his rank in the Spellcasting talent in rounds -- 5 for this example).
On round three, a Wizard who is part of the gang enters the area covered by the Blizzard Sphere’s sustained area of effect. Even though her Mystic Defense is a 10, she suffers the movement penalty and any potential damage from Malorren’s Effect test that round (modified by armor as normal). She might have been better off trying to use her Dispel Magic talent to remove the effect!

Air Armor, Page 271
Errata: “Increase Effect (+1 Physical Armor)” should be “Increase Effect (+2 Physical Armor)”.

Elemental Spear, Page 281
Clarification: Water spear costs a Recovery test and is a Recovery test. However, it does not benefit from any effects that improve Recovery tests (e.g. booster potions or the Heat Food spell), but Discipline abilities that allow Karma to be spent on a Recovery test can be used.

Grove Renewal, Page 282
Clarification: Grove Renewal costs a Recovery test, but is not a Recovery test. It does not benefit from any effects that improve Recovery tests (e.g. booster potions or the Heat Food spell) and Discipline abilities that allow Karma to be spent on a Recovery test.

Soulless Eyes, Page 321
Clarification: Intimidation can be found in the Gamemaster’s Guide, p. 147. The bonus can be applied to Frighten and Steely Stare tests at the gamemaster’s discretion; the spell wasn’t explicitly designed to do so, but it’s fun and there aren’t any balance issues that result from this application.

Giant Size, Page 353
Clarification: +4 bonus to Strength and Toughness-related tests (including Damage, but not healing, such as Fireblood and Recovery tests).

Gamemaster’s Guide

Poison, Page 171
Clarification: Creatures with natural poison use any mechanics in their entry for poisons and are explicitly not weapons coated with poison. Most creatures require a special maneuver to use their Poison power.

Band of the Elements, Page 208
Clarification: See the entry for “Durability Improvement through Thread Magic” above.

Spelling, Page 245
"...while a party of eight Seventh Circle characters would handle a pair of hell hounds without breakage a sweat." The underlined word should be “breaking”.

Omitted Text, Page 246
"...the gamemaster should take the capabilities and power of the group [into consideration]”. The bracketed text was omitted.
Crocodile, Page 272
Errata: Under “Death Roll”, “Bite and Hold” should read “Grab and Bite”.

Demiwraith, Page 276
Clarification: “Frozen” indicates the target’s Movement Rate is reduced to 0.

Firebird, Page 285
Errata: The game statistics for the creature are wrong. Here are the correct numbers:
Challenge: Journeyman (Seventh Circle)
DEX:    9    Initiative:        15    Unconsciousness:    53
STR:    6    Physical Defense:    16    Death Rating:        59
TOU:    6    Mystic Defense:    15    Wound Threshold:      9
PER:    7    Social Defense:        15    Knockdown:        6
WIL:    7    Physical Armor:    7    Recovery Tests:    2
CHA:    7    Mystic Armor:        7
Movement: 2 (Flying 18)
Actions: 2; Bite: 16 (20), Claws x2: 18 (18)
Griffin, Page 294
Errata: Dive (5) should be Dive (10).

Ice Flyer, Page 303
Errata: Ice Shackles (14) should be Ice Shackles (10).

Relan, Page 329
Errata: Substitute the host’s mental statistics with the relan’s, not the host’s physical statistics.

Shadowman, Page 334
Clarification: A shadowmant must use the Poison Stinger special maneuver to use its Poison power.

Tiger, Page 346
Errata: Tigers are suitable as animal companions.

Wolf, Page 355
Errata: Movement rate should be 16.

Wolf, Ethandrille, Page 356
Errata: Enhanced Sense [Other]: The bonus in the text should match the provided Step, +6.

On Different Types of Horrors, Page 452
Clarification: Unless stated otherwise, assume Horrors are not dual-natured. Astral or physical-natured should be clear from the description of the Horror.

Plague, Page 477
Errata: The Disease power is listed as Step 14 in the name and Step 10 in the text.
Step 14 is correct.

Dread Iota, Page 490
Errata: The text makes reference to “Karma Tap”, this should be changed to “Karma Boost”. It is also missing the following powers:

Horror Mark (16, Standard): In addition to the normal effects, marked characters develop a subconscious compulsion to expose others to their bodily fluids (and the dread iotas within), commonly through poor hygiene.

Karma Boost: This may be used on tests to resist Degeneration.
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Javelin        4 sp   Dam: 3  Str Min: 9   Weight: 2 lbs   Size: 2   Range: S: (1–6) L: (7–12)
Battle Hammer  25 sp  Dam: 5  Str Min: 11  Weight: 5 lbs   Size: 3
Warpick        25 sp  Dam: 5  Str Min: 10  Weight: 5 lbs   Size: 3

Light Crossbow  50 sp  Dam: 9   Str: 10  Weight: 5 lbs  Size: 4   Range:  S: (1–16) L: (17–32)
15 Light Crossbow Bolts  15 sp
Med Crossbow  100 sp  Dam: 11   Str: 13  Weight: 6 lbs  Size: 5   Range:  S: (1–20) L: (21–40)
15 Med Crossbow Bolts   20 sp
Heavy/Dwarf Crossbow  250 sp  Dam: 13   Str: 16  Weight 7 lbs  Size: 4   Range:  S: (1–30) L: (31–60)
15 Dwarf Crossbow Bolts  25 sp
Orc Crossbow  450 sp  Dam: 15   Str: 19  Weight: 8 lbs  Size: 6  Range: S: (1–35) L: (36–65)
15 Orc Crossbow Bolts  30 sp
Troll Crossbow  600 sp  Dam: 17   Str: 22  Weight: 10  lbs  Size: 7  Range: S: (1–40) L: (41–70)
15 Troll Crossbow Bolts  35 sp

Crossbow damage is not adjusted with your strength, this has already been added into the damage step.  The damage step is already adjusted based on the weapons damage step and the strength needed to draw back the xbow.

Shortbow  15 sp   Step: 3   Str min: 08 Weight: 3 lbs    Size: 3   Range:  S: (1–15) L: (16–30)
20 Shortbow arrows  5 sp
Longbow  60 sp   Step: 4   Str: 11 Dex: 13 Weight: 4 lbs    Size: 5  Range:  S: (1–20) L: (21–40)
20 Longbow arrows  10 sp
Elven Warbow  250 sp   Step: 5   Str: 12 Dex:15  Weight: 4 lbs    Size: 5  Range:  S: (1–24) L: (25–48)
20 Elven Warbow arrows  25 sp
Dwarf Warbow  350 sp   Step: 6   Str: 16 Dex: 16  Weight: 6 lbs  Size: 4  Range:  S: (1–28) L: (29–56)
20 Dwarf Warbow arrows  30 sp
Orc Warbow  450 sp   Step: 7   Str: 19  Dex: 16  Weight: 8 lbs   Size: 6  Range:  S: (1–32) L: (33–64)
20 Orc Warbow arrows   35 sp
Troll Greatbow 600 sp   Step: 8   Str: 22  Dex: 16 Weight: 10 lbs  Size: 7  Range: S: (1–36) L: (37–72)
20 Troll Warbow arrows  40 sp
 GM, 1655 posts
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Thu 20 Sep 2018
at 21:38
Other Rules
Sleeping in Armor:

Sleeping in any armor heavier than padded leather will result in strain equal to the initiative penalty of the armor.  (Shields excluded).  If you are sleeping in freezing conditions and in metal armor this strain could increase by x2 or even x3 of the initiative penalty.  Strength of the user does not overcome the initiative penalty and strain damage caused while sleeping.  If you wear armor to sleep, you can not heal a wound in the morning.

Minimum Weapon Damage   PC's Only Players guide pg 221
Optional Rule: Some players react poorly to the fact that, on occasions when they have achieved an Armor-Defeating Hit against an opponent, their Damage Test result is so low as to take away the positive effect of gaining that advantage over their foe. The Minimum Weapon Damage optional rule hopefully goes some way towards mitigating against these feelings.

• The minimum Damage Test result from a Good Result on an Attack Test is always equal to the weapon’s Damage Step.

For the purposes of this rule, the Damage Step of a weapon equals the character’s Strength Step + the weapon’s Damage Step. Bonuses applied to the Damage Test, from talents or spells, for instance, do not increase this limit.

Note that only a Good Result is required to ensure this rule comes into effect—a character does not need to achieve an Armor-Defeating Hit to benefit from the Minimum Weapon Damage rule. This is intentional, providing the character with some benefit from a better-than-average attack even if his opponent is wearing armor or bearing a shield. At the gamemaster’s discretion, he may also allow this rule for spell damage.

Maximum Weapon Damage Players Guide pg 220
Optional Rule: If you look closely at the damage rules, you will notice that those rules make it possible for a dagger-wielding windling with a Strength Value of 7 to kill a dragon with a single attack, given a sufficient number of Bonus Dice rolls. Technically, the open ended dice-rolling system used in the Earthdawn game does allow for such a feat—this is a major feature of the game system, allowing characters to make truly heroic actions. However, the statistical odds against such an event occurring are astronomical.

Some gamemasters might consider the possibility of such an extraordinary event occurring unacceptable. Other gamemasters may believe that reasonable limits should exist to cap how much damage a character can inflict from a single attack. The Maximum Weapon Damage optional rule attempts to accommodate both styles of gamemastering, as follows:

The single-attack damage
• potential of non-magical weapons is limited to inflicting a maximum number of Damage Points equal to the weapon’s Damage Step × 3.

For the purposes of this rule, the Damage Step of a weapon equals the character’s Strength Step + the weapon’s Damage Step. Bonuses applied to the Damage Test, from talents or spells, for instance, do not change this limit—it simply means the upper damage limit for that weapon will be reached more often.

The Maximum Weapon Damage rule does not affect the damage potential of threaded or other magical weapons, including spells—by definition, those weapons have very few limits. (Note that this does not include non-magical weapons improved through use of the Forge Blade or Infuse Blade talents—such weapons are not magical; the talent’s magic simply enhances their natural characteristics.)

Overland Travel  (Gamemasters Guide pg 114)
Most adventurers travel through Barsaive over land, either on
foot or mounted. Characters traveling on foot can cover roughly 25
miles per day
, assuming they travel for eight hours each day, with
only occasional rest and food breaks. The rough terrain throughout
most of Barsaive precludes any faster rate of travel on foot. Injured
characters and those carrying encumbering loads, may travel more
slowly, perhaps only 20 miles per day.

Characters riding mounts can travel roughly 45 miles per day,
again assuming eight hours of travel with occasional breaks. If the
mounts are carrying encumbering loads, they may only be able to
cover 30 to 35 miles per day. Occasionally, characters travel with
merchant or trader caravans, either as guards or as fellow travelers.
Most caravans travel at a rate of 30 miles per day when mounted,
or 20 miles per day on foot.

Fatigue:  3 strain/hour.  Every 2 hours Toughness (7) Fatigue test.  Failure results in 1 level of fatigue.  Each level causes -1 penalty to all action tests and Fatigue checks.
- A character or mount that travels for more than 8 hours per day suffer 3 strain each hour.  For every 2 hours (or portion thereof) beyond 8 that a character travels in a single day, that character must make a Toughness (7) Test. If the test fails, the character suffers 1 level of fatigue.   Each level of fatigue causes a – 1 penalty to all of the character’s Action Tests (including further Fatigue Tests).  A character or mount with 1 level of fatigue suffers a –1 penalty to all of his Action Tests, while a character with 3 levels of fatigue suffers a –3 penalty.

Travel Distance:
- Distance measured on a Travel Path/road.  Cutting cross country will reduce speed by the penalty of the terrain.  Rolling hills, rocky ground, mountains, forests, desert etc will each have a different modifier on how far you can travel.
Walking:  25 Miles/day
Riding: 45 Miles/day
Wagon/Caravan: 30 Miles/day
 GM, 1656 posts
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Mounted Archery
Mounted Archery

  1. Windlings may use a size 2 missile (Windling shortbow) and size 1 throwing weapon wile mounted.
  2. Humans, Orks, Elves, T'skrang and Dwarfs may use size 3 missile (shortbow) and throwing weapon while mounted.  Using a Gar Warbow is the exception to this rule.  Dwarves may only fire size 3 weapons from Dwarf sized mounts (Pony, Huthua or Troajin).  They have difficulty seeing over horses and most other mounts due to their shorter stature.
  3. Trolls and Obsidiman may use size 5 missile (Longbow) and size 4 throwing weapon while mounted.

Process / Steps to use missile weapons when mounted
1. The rider must declare he is going to use the Riding Shot option before initiative is rolled and roll his Trick Riding Difficulty.  War Riders are exempt from this rule.
2. The rider must use Trick Riding Difficulty (Mounts Social Defense) to guide the mount with his knees.  War Riders are trained to fire a bow while mounted, so exempt from this rule.
3. If the mount is not war trained, the difficulty to guide the mount increases by 2.  War Riders are also exempt from this rule, they are trained to ride and fire their bow.
4. If the rider fails the Trick Riding test, he is considered harried during the entire round but may still fire with the -2 action test imposed by the harried penalty.
5. Riders may fire before they move or after but may not use the split movement option.

A Harried character suffers a –2 penalty to his Action Tests.
Additionally, the character subtracts –2 from his Physical and Spell Defense (in certain situations the gamemaster may also apply this penalty to the character’s Social Defense). This reflects the “distracted” state of the Harried character and his inability to properly defend himself.

Gar Warbow Dam Step: 5   Min Str: 13**   Size: 5   Short:(1–25)   Long: (26–50) 800 sp   4 lbs  Very Rare
20 Warbow Arrows – 50 sp 4 lbs Very Rare
**Min Dex 14
- Only Gar make this weapon and refuse to sell to anyone not a Gar.  A Gar who sees a non Gar with this weapon will likely attack him or her or plot to somehow have the weapon removed if they can't overcome the target.

Gar Warbow: The bow of the gar is short, between 4 and 5 feet long, with arrows of up to 3 feet in length. It is designed to be shot from, and even be strung on, horseback. Its manufacture, however, is lengthy and involves a wide range of carefully selected materials. While the peoples of the Five Kingdoms deem it too much trouble, and can produce their crossbows much faster, the bow the gar call num exactly meets their needs. The warbow is rarely found outside of gar lands, and the gar never sell it. Like so many things in gar life, the warbow is something a gar warrior has to earn through action. For the warbow, this often means proving oneself at archery.

Trick Riding
Step: Rank + DEX      Action: Simple
Karma: No             Strain: 1
The mounted adept performs acrobatics on his mount, making Trick Riding Tests in place of Avoid Blow Tests to dodge close or ranged combat attacks directed against himself or his mount. He may also goad his mount into jumping fences, chasms, flames, or other obstacles by making a Trick Riding Test against a Difficulty Number determined by the gamemaster. Jumping a short one-yard-high fence has a Difficulty Number of 4; jumping over a three-yard-wide chasm has a Difficulty Number of 12. If the adept or his mount is required to make a Dexterity-only Test for any acrobatic maneuver, the adept may make a Trick Riding Test instead. Some maneuvers in Mounted Combat (see p. 233) require a Trick Riding Test if the mount is not sufficiently combat trained or the rider is unfamiliar with his mount.

Cathay Players guid pg 96 - Talent Knack
Ride-by Shot
Talent:     Trick Riding
Rank: 7     Strain: 1
Normally, a mounted character cannot use the Splitting Movement combat option when making a ranged attack (see the Player’s Guide, p. 226). An adept with the Ride-by Shot talent knack is allowed to do so if he succeeds at a Trick Riding Test against his target’s Physical Defense. If the test does not succeed, the adept can still attack the target without splitting his movement, but suffers the penalty for Changed Actions (+2 to the Difficulty Number of the action).