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The Zakharan Campaign


These rules are provided to take into account what happens to characters and their things during continuity breaks in the campaign.

Legend Points

After a break, the GM will announce a Legend Point level. Characters whose total legend points are less than this figure should raise their legend points to the average of their own rating and the given level.

Training

It takes a continuity break, appropriate contacts, and GM approval to learn a new discipline. Skills must be checked with the GM, but are usually OK. Any number of Karma rituals can be performed. Characters cannot advance in circle during downtime.

Purchases

All normal and uncommon goods can be purchased automatically. Make availability checks as normal for other items, but lessen the required success level by two.

Work

People in Zakhara don't work unless they have to, and this is true for player character's as well. Take your character's station, subtract his Willpower step ands consult the table below to se how many weeks he mannages to work in each month. Characters may choose to roll their Willpower instead of just subtracting the Willpower step. Remember that certain characters can spend Karma when they roll Willpower.

Result Weeks per Month
0 or less 5
1-2 4
3-5 3
6-9 2
10 or more 1

These weeks can be spent looking for goods, reseaching spells, enchanting, running a business, forging weapons and on other downtime activities.

Property

Characters may use relevant talents to manage their property, and are not assumed to loose their property unless the gamemaster intervenes directly. A house, merchant company, farm, temple or other stable property is thus a good long-term investment.

This might also be a good time to bury wealth you really wish to save.

Money

Money not invested in businesses, property or buried is assumed to be lost. Characters should make a Willpower roll against their own Station: on a success, they have samed as many weeks income as the roll indicated. Otherwise they have saved only 10 gold per point rolled on the Willpower roll.

Gear

Characters will never loose thread items with threads attached. Other unusual gear may be lost or gained over time.

Potions

Characters should make a Willpower roll with a difficulty equal to the number of potions they own. If the roll is failed, one potion has been used per two points the roll failed by. Fumbles have no additional effect. For each success level beyond Average, the character has gained one potion. The player and GM jointly decide which types. For characters with less than two items, use the quality ratings for difficulty 2.

Forged Weapons

Characters should not roll for forged weapons until circle four. Then make the same roll as for potions. A set of identical objects, such as five throwing knives, are considered one object. When a character gains new forged objects, each plus of the object counts as one item.

Forged Armour

Characters should not check for forged armour until circle six. Then make the same roll as for forged weapons.

Other Gear

The GM may require rolls for other types of special gear, such as Oil of Liquid Star et al. The same rules as for potions apply. Consult the GM in specific cases.

Retainers

Retainers will not always continue to follow a character. This is a catch-all category that includes animals, mates and henchmen. Make a Charisma + circle step roll against the Willpower step or circle of the NPC (whichever is higher). Someone the character is married to or owns will only quit on a fumble, otherwise an average success is required to keep the retainer.

How the retainer is lost can be worked out with the GM, perhaps they died heroically and require the character to avenge them!

Characters can try to gain new retainers, work this out with the GM.


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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Thu, Dec 21, 2000.