1. Design character concept, idea and story
    Depending on the level of the character (told by the GM), plan his history, current situation, personality etc. everything roleplayed.
  2. Select race
    Select a race from those available, most common ones are shown below.
  3. Mark free improvements
    As described below, characters gain free improvements from levels. Mark these to character sheet. If generating higher level character, halve total destiny points (before any faith additions), rounding up.
  4. Select other improvements
    Characters usually gain 3 selectable improvements each level. Select these and mark them to character sheet
  5. Select improvement things
    Attribute, magic and faith levels require further selects.
  6. Pick up the equipment
    Select standard equipment for the character. Unless GM says otherwise, you are free to select one magic item for each level beyond 10, see treasures.


While adventuring, the characters gain experience. For each full 10 experience points, the character gains a level.
For each level, the character automatically gains... In addition, he may take three of the following: *note: a character cannot have more levels in that than his total level.
Combat level
Add combat level/6, round normally, as to-hit bonus. In addition, add +1 to armor for each 6 levels.
Attack level
Add +1 to attacks for each 6 levels.
Select any skill from skill list or invite a new one. No skill can be taken more times than current level/3, round up.
Magic level
The character can use potent magic and gains one magic pointand spell for each level.
Faith level
The character is a devoted priest, see below.
Attribute level
For 3 levels, select either strong, agile, perceptive or mental. You cannot take the same attribute twice, nor can you take an attribute you already have. Alternatively, you can select one resistance (only fire, cold, lightning, poison, disease or death) or one extra health level (total health levels limited to level!)


Armor: 3
Move: 8
Skills: dwarf, common language
Attributes: night vision, resistant to poison, disease and aging
Notes: cannot take attribute agile, cannot take extra magic points and spells, free skills only each even level after 10th level.
Armor: 3
Move: 12
Skills: elf, common language
Attributes: night vision, resistant to sleep, disease, aging, vulnerable to death, perceptive
Notes: no free health levels past 10th level. First pick of resistance to death only removes the vulnerability.
Armor: 4
Move: 8
Skills: common language, cooking
Attributes: resistant to poison
Notes: cannot take attribute strong, cannot take extra magic points and spells, no free combat levels after 10th level.
Armor: 3
Move: 10
Skills: local language, common language
Attributes: -
Notes: -


These are skills that can be taken for each character level. No skill can be taken more times than current level/3, round up. So level 7 character cannot have same skill taken more than 3 times. When a skill is tested, the character has a base dice equal to skill level. This is modified by the situation and other modifiers.

The character handles climbing and ropetricks.
Ancient Lore
The character knows about lost kingdoms, lost languages, myths and gods.
The character has knowledge about different creatures of the fantasy world
The character is well trained with reading, writing and common knowledge
The character can evaluate jewelry and gems.
The character is skilled in healing. He may heal an additional restoration for any character per day, if he has proper herbs and tools available. This is automatically successful, but requires time and nutrition, and the character can heal up to skill level creatures each day. In addition, he may try to heal diseases and poisonings.
Moreover, the character may try to stop the bleed of a wounded creature. To succeed, one action must be used to bind the wounds with proper bandage, and a successful skill test is required. If the test is failed, the character may try again in the next turn.
The character can speak selected language; no need to take this more than once.
Magic items
The character knows about magic items, spellwriting, mystical runes etc. and has alchemical training and can brew potions.
The character knows about outer planes and inhabitants therein.
Sleight of Hand
Pickpocketing, lockpicking, trap setting and disabling...
The character can swim, surivive in wilderness, fish and hunt etc.
The character is skilled in silent movement and hiding
The character is a veteran of many battles. He knows about creature attacks, effects and warfare tactics, and knows how to fix armor and weapons and to evaluate them.


There is no carrying capacity or weight limits in edd per se, but common knowledge is required. Some containers are usually required for items, and no great horders of items can be carried without bag of holding or similar means. When running, the creature with less load usually has clear advantage.

Note: Items packed to containers should be marked to character sheet with 'x' etc. Those items cannot be normally affected by attacks but on the other hand, require an extra action to be accessed.
Melee weapon
Axe, sword, warhammer, mace, spear... whatever is appropriate. Does 1 point of damage in combat.
Thrown weapon
Knives, axes, javelins.. does 1 point of damage when thrown, apply -1 to-hit for each 10 meters. Most weapons can be used in melee, too, but GM may confer penalties for that .
Big weapon
Big axes, swords or hammers. Can be effectually wielded by strong characters, do 2 points of damage. If used by non-strong character, does only 1 point of damage and -1 to-hit.
Ranged weapon, doing 1 point of damage with -1 to-hit for each 20 meters, with minimum of -1
Long Bow
As bow, but uses longer arrows and apply -1 to-hit for each 30 meters.
As bow, but requires one extra action to load, unless user is strong, but can be kept loaded for short periods more easily, but cannot be used to fire indirectly, and thus no minimum penalty.
Heavy crossbow
As crossbow, but does 2 points of damage, and requires a winch or one extra action if the user is strong.
Light armor
Hard leather, scale or chain armor, with partial protection. Adds 1 to armor value, reduces stealth by 1.
Heavy armor
Plate armor with chain in joints, possible shield. Adds 2 to armor value, but reduces agile-attributes by 1 (minimum 0), stealth by 1 and move by 2.
Big helmet reduces any perception by -1, but gives protection against certain special attacks.
Shield confers at least 1 parry (combat armor bonuses) levels. Thus it is quite useless for characters with 6+ combat levels, unless confer other bonuses or the character loses any ability to dodge and parry for some reason)


Worshipers gain powers from their gods. These powers are used as any innate magic, but their use is usually limted to certain number of uses each day. All use corresponding spell effects or miracles from spells and are treated as spells in all cases.
The worshiper may pray for his god to fulfill his pleads. This is mainly dependent on how urgent the need is and how devoted the character is. Details are left to GM.
The god expect his followers to perform certain rituals and rites for his glory or otherwise do things he seems appropriate. If the follower does not performs these, he may find his powers lost.

In addition, all deities set some limits to the character, and he is expected to follow these orders. Especially higher faith level characters are expected to be devouted and do exactly what their gods want them to do, or otherwise they quickly found powers lost.
Actual miracles are dependent on god, here is some examples:
Light deity
2nd level: Heal once per day per faith level
5th level: Detect evil, turn undead or evil ward when needed
7th level: Banish evil instead of heal as needed
10th level: Regenerate or Bless once per day for each 10 faith levels
15th level: Restore instead of heal as needed
20th level: Resurrect instead of regenerate as needed

  • Never harm an innocent
  • Help those in need
  • Never betray or abandon your friend or comrade
  • Fight only in self-defense, except against unholy creatures
  • Never use any death magic, except in dire need
War Deity
2nd level: Immune to fear, remove fear as needed (only removes, not an enchantment)
5th level: Heal once per day per faith level
7th level: Strength instead of heal as needed
10th level: Regenerate once per day per 10 faith levels
15th level: +1 destiny reroll, resistant to death
20th level: Resurrect instead of regenerate as needed

  • Keep your word of honor
  • Always accept a challenge
  • Never flee from a combat
  • Always fight with an honor
  • Only use sacred weapons of the god (like swords, axes and bows)

edd RPG system (c) Kalle Marjola 1997-98. All rights reserved.