29 January 2016

Earthdawn 4E: Anatomy of a Creature 14 - Venomous Shadowmant

This is the Fourteenth 4E Anatomy of a Creature, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

Continuing with more creatures and the templates which love them, we have a venomous shadowmant for GMs who find their existing shadowmants aren't terrifying their players as much as they would like. This doesn't add anything new to the standard shadowmant, but it does make them quite a bit more dangerous.


Remember adepts, always, always, always, carry Kelia or Kelix brand healing aids.


Venomous Shadowmant

Challenge: Journeyman (Sixth Circle)
DEX: 8        Initiative:                 12       Unconsciousness:      48
STR: 5         Physical Defense:   12       Death Rating:              54
TOU: 6        Mystic Defense:       14        Wound Threshold:    9
PER: 8         Social Defense:        10        Knockdown:                 5
WIL: 6        Physical Armor:       4        Recovery Tests:           2
CHA: 5        Mystic Armor:          6
Movement: 4 (Flying 16)
Actions: 2; Bite: 17 (13), Stinger: 17 (15)
Powers:
Ambush (10)
Enhanced Sense [Sight]: Low-Light Vision 
Poison (20): If the venomous shadowmant causes damage with its stinger, the victim must resist the effects of a damaging poison (see Gamemaster's Guide, p. 171). The poison is Step 20 [Onset: Instant, Interval: 10/1 round]. This power must be activated through the Poison Stinger special maneuver.
Stealthy Stride (18): As the skill, Player's Guide, p. 170.
Willful (3)
Special Maneuvers:
Defang (Opponent)
Poison Stinger (Venomous Shadowmant, Stinger): The venomous shadowmant may spend an additional success from an Attack test to inflict Poison on the target.

26 January 2016

Earthdawn 4E: Anatomy of a Creature 13 - Quicksilver Molgrim

This is the thirteenth 4E Anatomy of a Creature, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

For whatever reason, I always forget about molgrim. They are these tragically strange creatures which also happen to be quite dangerous - they hunt bears! So, to give them a little love, I applied a template and this came out.


On review, this is something I may use in the near future. These molgrim probably live in the plains of Barsaive where they can take full advantage of their speed. It may be fitting to ascribe some mercurial traits to this creature based on the template, but it isn't inherently required. The goal of these templates is not to say what exists within Barsaive, but to give GM's the tools to easily populate Barsaive with creatures they want to exist in their version of the setting.


Quicksilver Molgrim

Challenge: Journeyman (Sixth Circle)
DEX: 11        Initiative:                 15       Unconsciousness:      57
STR: 9         Physical Defense:   15       Death Rating:              66
TOU: 9        Mystic Defense:       9        Wound Threshold:    14
PER: 6         Social Defense:        9        Knockdown:                 13
WIL: 6        Physical Armor:       8        Recovery Tests:           3
CHA: 5        Mystic Armor:          3
Movement: 20
Actions: 4; Bite: 16 (14), Claws x2: 16 (12)
Powers:
Climbing (9): As the skill, Player's Guide, p. 134.
Dash (10): The quicksilver molgrim may move up to three times its Movement and make a single attack. If the creature moves over its base Movement, it gains a +10 bonus to the Attack and Damage test.
Great Leap (8)
Resist Pain (2)
Willful (1)
Special Maneuvers:
Enrage (Opponent)
Pounce (Quicksilver Molgrim)
Provoke (Opponent, Close Combat)

22 January 2016

Earthdawn 4E: Anatomy of a Creature 12 - Crystal Infused Stone Lion

This is the twelfth 4E Anatomy of a Creature, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

The crystal infused stone lion is, in addition to being a lot of words, another entry into this series exploring templates.


Crystal is one of three different earth categories (earth and metal being the other two) within the broad elemental entry. While there are some overall similarities between the three, each has a particular emphasis to make it distinct from the others.

This particular creature is not made entirely of crystal, but has significant portions of its body replaced with it. As a result, it is more durable, particularly to magic, but slower and more susceptible to bludgeoning weapons. Crystal infused stone lions would be most likely found in areas with high concentrations of living crystal, such as the Twilight Mountains.


Crystal Infused Stone Lion

Challenge: Journeyman (Eighth Circle)
DEX: 9        Initiative:                 11       Unconsciousness:      79
STR: 11        Physical Defense:  14      Death Rating:              92
TOU: 13       Mystic Defense:     15      Wound Threshold:    19
PER: 6         Social Defense:      10      Knockdown:                 15
WIL: 9        Physical Armor:    12       Recovery Tests:           4
CHA: 6        Mystic Armor:        13
Movement: 16
Actions: 2; Bite: 16 (19), Claws x2: 16 (19)
Powers:
Ambush (10)
Battle Shout (10): As the skill, Player's Guide, p. 131.
Enhanced Sense [Hearing] (2)
Enhanced Sense [Sight]: Low-Light Vision
Great Leap (10)
Hardened Armor
Resist Pain (4)
Stealthy Stride (15): As the skill, Player's Guide, p. 170.
Willful (3)
Special Maneuvers:
Enrage (Opponent)
Pounce (Crystal Infused Stone Lion)
Shatter (Opponent, Blunt Weapon): Opponents attack the crystal infused stone lion with a blunt weapon gain an additional success on a successful Attack test.

20 January 2016

Earthdawn 4E: Anatomy of a Creature 11 - Shrouded Gargoyle

This is the eleventh 4E Anatomy of a Creature, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

The shrouded gargoyle is another example of a new potential creature generated through the use of the templates. This category of templates (which also includes the tentatively named cloaked and shadow for different levels modification) will turn the affected creature into a stealthy predator that hunts from an ambush.


This particular combination falls into the category of creatures which I haven't tried out in a session, but I would really like to see how it works out. If it can be used, Ambush will give a devastating opening round and the rest of the gargoyle's natural abilities provide more staying power than most other creatures with ambush.

These creatures may potentially hide in plain sight by remaining perfectly still, appearing as rock formations or statues. Alternatively, they could blend in to natural rock formations and wait or slowly stalk their prey.


Shrouded Gargoyle

Challenge: Journeyman (Eighth Circle)
DEX: 9       Initiative:                 9       Unconsciousness:      85
STR: 15      Physical Defense:  16     Death Rating:              100
TOU: 15     Mystic Defense:     18      Wound Threshold:   23
PER: 6        Social Defense:      14      Knockdown:                17
WIL: 10     Physical Armor:    10      Recovery Tests:          5
CHA: 4        Mystic Armor:        10
Movement: 10 (Flying 16)
Actions: 2; Claws x2: 15 (21)
Powers:
Ambush (10)
Hardened Armor
Resist Pain (4)
Swooping AttackThe crystal infused gargoyle may split its movement (Player's Guide, p. 386) without penalty, and does not spent Strain.
Stealthy Stride (17): As the skill, Player's Guide, p. 170
Special Maneuvers:
Clip the Wing (Opponent)
Crack the Shell (Opponent)

18 January 2016

Earthdawn 4E: Anatomy of a Creature 10 - Crojen Warlord

This is the tenth 4E Anatomy of a Creature, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

Here is another example of a new potential creature generated through the use of the templates. This is one of the templates which turns a standard creature into a leader. The resulting creature is all around superior to original, rather than focusing on a particular theme. However, the most notable inclusion is the special maneuver which can improve its allies.


Because what the world needed was a crojen warlord to lead the attack. The little black beasties are already quite terrifying when hunting in a pack. However, things are probably only going to get worse once they become organized.


Crojen Warlord

Challenge: Journeyman (Seventh Circle)
DEX: 11        Initiative:                 16        Unconsciousness:    56
STR: 8          Physical Defense: 20        Death Rating:            63
TOU: 7         Mystic Defense:     14         Wound Threshold:  10
PER: 7          Social Defense:     12         Knockdown:               12
WIL: 6         Physical Armor:     7          Recovery Tests:        2
CHA: 7         Mystic Armor:        4
Movement: 16
Actions: 2; Bite: 24 (18), Claws x: 24 (16)
Powers:
Climbing (14)As the skill, Player's Guide, p. 134.
Enhanced Sense [Hearing] (2)
Enhanced Sense [Other] (2)Astral Sight, as the talent, Player's Guide, p. 129.
Enhanced Sense [Sight]Low-Light Vision
Frenzy: A crojen warlord that gets a taste of blood may enter frenzy. After making a successful attack, the crojen warlord must make a Willpower (5) test. If the test fails, the crojen gains an additional action. A frenzying crojen warlord will not break off its attack; the only way to stop it is to know it unconscious or kill it
Great Leap (10)
Stealthy Stride (13)As the skill, Player's Guide, p. 170.
Surprise Strike (5)As the skill, Player's Guide, p. 172. Crojen warlords do not use this power while in frenzy.
Willful (3)
Special Maneuvers:
Cat Fight (Opponent, Avoid Blow): An opponent may spend an additional success from an Avoid Blow test against a crojen warlord in frenzy to lure the crojen warlord into combat with another, adjacent crojen.
Enrage (Opponent): This maneuver also penalizes the crojen warlord's Willpower test to resist frenzy.
Lead the Attack (Crojen Warlord): The crojen warlord may spend additional successes on an Attack test to give all of its allies +1 to Attack tests per success against the opponent until the end of the round. If the opponent is afflicted by a status effect cause by the crojen warlord or one of its allies, the bonus lasts until the end of the next round.
Pounce (Crojen Warlord)

15 January 2016

Earthdawn 4E: Anatomy of a Creature 09 - Grotesque Boar

This is the ninth 4E Anatomy of a Creature, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

Another example of a new potential creature generated through the use of the templates. This is a corrupted boar, though it follows a different "track" of templates than the gruesome rockworm presented previously. The absolute differences between the two tracks are not enormous, but the overall goal is to do the heavy lifting for GMs which want to introduce custom creatures, or more variety.


The grotesque boar has bony plates emerging from its flesh and distended muscles that writhe unnaturally. Already aggressive, the influence of Horrors has made this misshapen and temperamental creature even worse. These creatures are no longer suitable as animal companions for what should be obvious reasons.


Grotesque Boar

Challenge: Novice (Third Circle)
DEX: 6        Initiative:                 6        Unconsciousness:    42
STR: 9         Physical Defense:  9       Death Rating:              51
TOU: 9        Mystic Defense:     8        Wound Threshold:   13
PER: 4         Social Defense:      5        Knockdown:                13
WIL: 5         Physical Armor:    8        Recovery Tests:          2
CHA: 1         Mystic Armor:        5
Movement: 14
Actions: 1; Tusks: 13 (15)
Powers:
Charge (5)
Enhanced Sense [Hearing] (2)
Enhanced Sense [Smell] (2)
Fury (4)
Willful (2)
Special Maneuvers:
Enrage (Opponent)
Provoke (Opponent, Close Combat)
Goring Charge (Grotesque Boar, Charge): The grotesque boar may spend an additional success to cause a Knockdown test against the target. The Difficulty Number is the Attack test result.

Earthdawn 4E: Anatomy of a Creature 08 - Metal Attuned Behemoth

This is the eighth 4E Anatomy of a Creature, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

Here is another example of a new potential creature generated through the use of the templates. This particular template does not change the challenge presented by the creature, but instead provides a different version which may suit the needs of the game by fitting into a particular environment or theme, or providing a some additional variety.


The metal attuned behemoth can come about from a few potential sources. Exposure to areas of elemental earth, meddling by an Elementalist, or Horrors are all potential causes for this creature. The end result is similar to the original, though with patches of metal flesh and jagged blades along parts. While these modifications provide additional protection and make the creature's natural weapons more dangerous, they also slow it down some and cause it to be more irritable.


Metal Attuned Behemoth

Challenge: Journeyman (Eighth Circle)
DEX: 4        Initiative:                 4        Unconsciousness:    94
STR: 18       Physical Defense: 12       Death Rating:            112
TOU: 18       Mystic Defense:    16       Wound Threshold:  26
PER: 4         Social Defense:     16        Knockdown:               22
WIL: 10       Physical Armor:   11        Recovery Tests:        6
CHA: 2        Mystic Armor:        5
Movement: 16
Actions: 2; Horns: 20 (28), Tail: 20 (24), Trample: 20 (26)
Powers:
Enhanced Sense [Hearing] (2)
Enhanced Sense [Smell] (2)
Resist Pain (4)
Willful (2)
Special Maneuvers:
Armor Cutter (Metal Attuned Behemoth, Close Combat): The metal attuned behemoth may spend additional successes to instead reduce the opponent's Physical Armor by 1 per success. This reduction lasts until repairs can be made (for worn armor), or until healed. This may not destroy thread armor.
Provoke (Opponent, Close Combat)
Overrun (Metal Attuned Behemoth, Trample)
Tail Sweep (Metal Attuned Behemoth, Tail): The metal attuned behemoth may spend additional successes from an Attack test using its tail to throw its human-sized or smaller opponent. Each success spent in this way throws the opponent 2 yards and the opponent treats this distance as falling (see Falling Damage, p. 167).

13 January 2016

Earthdawn 4E: Anatomy of a Creature 07 - Gaunt Ape

This is the seventh 4E Anatomy of a Creature, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

Here is another example of a new potential creature generated through the use of the templates. There are a few different varieties of undead presented, including the cadaverous and rotting flesh kinds. This is on the low end of the skeletal track, being less powerful than the standard ape.



Gaunt Ape

Challenge: Novice (First Circle)
DEX: 7       Initiative:                7       Unconsciousness:    NA
STR: 8       Physical Defense: 8       Death Rating:            29
TOU: 6       Mystic Defense:    7       Wound Threshold:  9
PER: 5        Social Defense:     7       Knockdown:               10
WIL: 4       Physical Armor:   1        Recovery Tests:        2
CHA: 3       Mystic Armor:      0
Movement: 12 (Climb 12)
Actions: 1; Unarmed: 11 (12), Bite: 11 (13), Thrown: 8 (10)
Powers:
Enhanced Sense [Smell] (2)
Great Leap (6)
Immune to Fear
Resist Pain (2)
Special Maneuvers:
Brittle (Opponent, Blunt Weapon): Opponents attacking the gaunt ape with a blunt weapon gain an additional success on a successful Attack test.

12 January 2016

Earthdawn 4E: Anatomy of a Creature 06 - Gruesome Rockworm

This is the sixth 4E Anatomy of a Creature, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

Here is another example of a new potential creature generated through the use of the templates. This uses one of the corrupted templates (of which there are currently six) to create a new, dangerous opponent which is generally appropriate for slightly higher Circle adepts than a standard rockworm.


Due to the template, it has both Fury and Resist Pain. The way these interact is bonuses from Fury are gained first. Once the number of Wounds exceeds Fury, Resist Pain will reduce those penalties, but the bonus from Fury is lost. For example, at two Wounds, the gruesome rockworm would get +2 from Fury. However, at three Wounds it would lose the Fury bonus, but the penalty would be reduced from -3 to -1 from Resist Pain.

Most likely found in typical rockworm country, this creature could be the result of exposure to the environment, or by deliberate meddling from a Horror. The corruption has modified it's form to be sleek and obsidian streaked with taint. Far more aggressive than normal, a gruesome rockworm is going to be a danger to everything around it.


Gruesome Rockworm

Challenge: Journeyman (Seventh Circle)
DEX: 9       Initiative:              9           Unconsciousness:    71
STR: 12      Physical Defense: 13       Death Rating:          83
TOU: 12     Mystic Defense:    13        Wound Threshold: 17
PER: 5        Social Defense:     9         Knockdown:           Immune
WIL: 8       Physical Armor:   10       Recovery Tests:       4
CHA: 4       Mystic Armor:      6
Movement: 12 (Burrow 12)
Actions: 3; Bite: 17 (21), Slam: 17 (21)
Powers:
Ambush (10)
Awareness (10): As the skill, Player's Guide, p. 129.
Enhanced Sense [Touch] (2): The gruesome rockworm may make Awareness tests against anything touching the ground within 100 yards.
Fury (2)
Hardened Armor
Resist Pain (2)
Stealthy Stride (11): As the skill, Player's Guide, p. 170.
Willful (1)
Special Maneuvers:
Crack the Shell (Opponent)
Enrage (Opponent)
Provoke (Opponent, Close Combat)

08 January 2016

Earthdawn 4E: Anatomy of a Creature 05 - Wood Imbued Espagra

This is the fifth 4E Anatomy of a Creature, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

This is the fifth entry in the Anatomy of a Creature series for Earthdawn Fourth Edition (ED4). Another creature created with the new template system on which I have been working. This particular combination has yet to be inflicted on a group, but I think I'm looking forward to doing so.

Within a game, this creature could potentially be found within deep forests where the influence of elemental wood is very strong. Less aggressive than common espagra, they are quite territorial and less likely to retreat if the odds are not in their favor. In contrast to the brilliant colors of their cousins, these espagra have tough, bark-like skin in subdued greens and browns which affords excellent protection at the cost of some mobility.


Wood Imbued Espagra

Challenge: Journeyman (Eighth Circle)
DEX: 8        Initiative:                 14       Unconsciousness:   64
STR: 6         Physical Defense: 16       Death Rating:            72
TOU: 8        Mystic Defense:     18       Wound Threshold: 12
PER: 9         Social Defense:      13        Knockdown:              10
WIL: 12      Physical Armor:    8         Recovery Tests:         3
CHA: 7        Mystic Armor:        8
Movement: 10 (Flying 16)
Actions: 3; Bite: 16 (16), Claws x2: 17 (15), Tail: 18 (14)
Powers:
Dive (10)
Hardened Armor
New Growth (20): As a Simple action, the wood imbued espagra can spend a Recovery Test to make a New Growth test. The wood imbued espagra heals damage equal to the test result.
Resist Pain (2)
Vulnerability to Fire: Fire-based attacks against a wood imbued espagra ignore any protection provided by armor.
Willful (2)
Special Maneuvers:
Clip the Wing (Opponent)
Power Dive (Espagra): Following an attack using Dive, the espagra may spend an additional success to cause a Knockdown test against the target. The Difficulty Number is the Attack test result.
Loot: Skin worth D20 x 10 silver pieces (worth Legend Points).

06 January 2016

Earthdawn 4E: Anatomy of a Creature 04 - Cadaverous Brithan

This is the fourth 4E Anatomy of a Creature, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

This is the fourth entry in the Anatomy of a Creature series for Earthdawn Fourth Edition (ED4). The cadaverous brithan was generated procedurally using the templates on which I have been working: combining the standard brithan from the Gamemaster's Guide with one of the cadaverous templates. It featured prominently in a test of the templates and lead to an amusing encounter. At least, it was amusing to me.


The end result from this particular combination was a new creature which felt familiar. However, the unique combination of Frenzy and Rage made approaching it a tricky proposition. The high Wound Threshold means it is much more difficult to activate Rage, but when it does, it is bad news.


Cadaverous Brithan

Challenge: Journeyman (Sixth Circle)
DEX: 4       Initiative:              4       Unconsciousness:    72
STR: 14      Physical Defense: 8       Death Rating:          86
TOU: 14     Mystic Defense:    11     Wound Threshold: 21
PER: 3        Social Defense:     7       Knockdown:           18
WIL: 8       Physical Armor:   8       Recovery Tests:       4
CHA: 2       Mystic Armor:      5
Movement: 12
Actions: 2; Bite: 16 (22), Claws: 17 (20)
Powers:
Battle Shout (12): As the skill, Player's Guide, p. 131.
Enhanced Sense [Smell] (2)
Frenzy: If more than one character attacks a cadaverous brithan, the animal fights back savagely, gaining an additional Action, and a +4 bonus to Attack and Damage tests.
Fury (6)
Rage: As the cadaver man power, Gamemaster's Guide, p. 470.
Willful (1)
Special Maneuvers:
Grab and Bite (Brithan, Claws)
Enrage (Opponent): Using this maneuver will cause the cavaderous brithan to Frenzy and Rage.
Misdirect (Opponent, Close Combat): The attacker may spend two additional successes against a cadaverous brithan affected by the Rage power to direct the cadaverous brithan at a specific target. This may not be used to direct the cadaverous brithan against its allies. If there are multiple instances of this special maneuver or Provoke, only the most recent has any use.
Pry Loose (Opponent, Close Combat)
Provoke (Opponent, Close Combat): This special maneuver only requires one additional success if the cadaverous brithan is affected by the rage power. If there are multiple instance of this special maneuver or misdirect, only the most recent has any use.