16 June 2014

Earthdawn 4E: Example Character 10 - Ork Scout

This is the tenth Example Character in an ongoing series about Earthdawn. Introduction and Index.

An ork is unlikely to be considered a typical choice for the Scout discipline. However, they do have some interesting things to offer from a mechanical and setting perspective. Their high Strength and good Toughness allow them to have more impact in combat, notably giving access to Size 6 weapons. In the setting, orks are everywhere. If you need to get information from a less than savory part of town (which pretty much defines how groups operate most of the time), an ork is the perfect choice.

Each Circle saw this character improve one attribute and take a new Talent Option. There are no Thread Items on this character, however unlikely it may be. 

Note: The entries in this series may be updated periodically as I master the coding to fit all eight of the Circles in a fashion which doesn't result in eye melting. Consider these living entries. Please leave comments if there is anyway this could be made more useful.

Discipline: Scout
Race: Ork

Attributes:
DEX: 18 (7)   STR: 16 (7)   TOU: 16 (7)
PER: 16 (7)   WIL: 10 (5)   CHA: 13 (6)

Characteristics:
Initiative: 6 (Recommended: Crystal Ringlet [-2])
Physical Defense: 13
Mystic Defense: 10
Social Defense: 8

Physical Armor: 12 (Recommended: Crystal Ringlet, Forged +8 [10])
Mystic Armor: 6 (Recommended: Crystal Ringlet [4])

Damage: 23 (Recommended: Two-Handed Sword, Forged +8 [16])

Unconsciousness: 72
Death: 87
Wound Threshold: 10

Recovery Tests: 3
Knockdown: 6
Karma: 40
Karma: Gathering information, Initiative, and Recovery Tests.

Talents: 
Awareness: 9 (16)
Climbing: 8 (15)
Scout Weaving: 8 (15)
Tracking: 8 (15)
Wilderness Survival: 8 (15)
Navigation: 8 (15)
Melee Weapons: 9 (16)
Stealthy Stride: 9 (16)
Anticipate Blow: 8 (15)
Direction Arrow: 8 (15)
Avoid Blow: 8 (15)
Danger Sense: 8 (15)
Lock Picking: 8 (15)
Evidence Analysis: 9 (16)
Spot Armor Flaw: 8 (15)
Astral Sight: 8 (15)
Disguise Self: 8 (15)
Safe Path: 8 (15)
Tiger Spring: 8
Orbiting Spy: 8 (15)
Spirit Mount: 7 (12)

Where the elf Scout is about hanging back and gathering information from afar, this adept is more hands-on in how they work. Their specialty is infiltration; get in, gather the intelligence, and get out. Disguise Self and Lock Picking help with the getting in and Spirit Mount helps considerably with the escape.


In combat this particular setup is capable, edging into "combat character" territory. Between Spot Armor Flaw, Anticipate Blow, and Tiger Spring, they should be able to reliably apply bonuses to Attack and Damage tests, and Physical Defense against a target. Excessive Strain can be a concern, but the duration of Spot Armor Flaw makes it economical, though the costs of Anticipate Blow and Tiger Spring mean the latter should be saved against targets which require it, rather than continual usage.

To emphasize this even more, Surprise Strike and Conceal Object could be taken, along with a broad sword and crystal buckler. If using Conceal Object and Surprise Strike, loading up for a decisive strike (Aggressive Attack, all of the Karma, etc.) will yield the greatest benefit.

The biggest strength any Scout brings to a group is their ability to travel off of the beaten path and find things. Social situations are going to be problematic, but combined with a properly social discipline, such as a Troubadour, they could be a frightening inquisitor character able to pry information from any target. As well, dealing with magic is not their specialty, though Astral Sight gives them a leg up on everyone else which has problems dealing with magic.