27 September 2017

Earthdawn 4E: Rogues' Gallery 21 - Cultists of Raggok

This is the twenty-first 4E Rogues' Gallery, 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.

Below are example cultists of the Mad Passion Raggok. To be explicit, these are not questors, just some crazy Namegivers making poor decisions.


These were created for a particular encounter a fan wanted. I'm not entirely certain where they best fit as they were built entirely with creature guidelines, but cognizant of the fact they are Namegivers and thus should conform somewhat to those norms. This makes them a lot like adepts-as-creatures, but not quite the same.

Like the adepts in this series, the most important thing is they really feel like cultists of Raggok. They may not be the most powerful, but they need to have the potential to be obnoxious and instill a sense of "do I really want to mess with these a-holes?" in characters. In some ways, these low Circle cultists train players on what to expect and potentially how to deal with more powerful varieties that have access to much nastier powers.

If there are any non-magical archetypes that would be valuable, leave a comment and let me know. As well with comments on the content and format. This is less an exercise in playing with the system and more about making something useful for the community.


Cultist of Raggok (Initiate)

Challenge: Novice (First Circle)
DEX: 6        Initiative:                  6       Unconsciousness:      23
STR: 5         Physical Defense:  8        Death Rating:               29
TOU: 6        Mystic Defense:      8        Wound Threshold:    9
PER: 5         Social Defense:       6        Knockdown:                 7
WIL: 6        Physical Armor:      3        Recovery Tests:           2
CHA: 4        Mystic Armor:         2
Movement: 12
Actions: 1; Sachet (6, 12): 10 (Poison), Short Sword: 10 (9)
Powers:
Feast of SufferingThe cultist of Raggok gains +1 to Attack and Damage tests for each Wound the target has.
Revenge Served Hot (2): The cultist of Raggok gains +2 to Attack and Damage tests against any target who caused them damage since beginning of the last turn.
Poison (8): The cultist of Raggok possesses a paralytic poison (see Gamemaster's Guide, p. 171). The poison is Step 8 [Onset: Instant, Interval: 4/1 round, Duration: 6 hours].
Special Maneuvers:
Enrage (Opponent) 
Flesh Rend (Cultist of Raggok, Close Combat): The cultist of Raggok may spend additional successes on an Attack test to reduce the target's Wound Threshold by -3 per success for this attack.
Hamstring (Cultist of Raggok, Short Sword) 
Provoke (Opponent, Close Combat) 
Equipment: Buckler, leather armor, sachets of black mercy poison, short sword


Cultist of Raggok (Novice)

Challenge: Novice (Second Circle)
DEX: 6        Initiative:                  6       Unconsciousness:      28
STR: 5         Physical Defense:  9        Death Rating:               34
TOU: 6        Mystic Defense:      9        Wound Threshold:    9
PER: 5         Social Defense:       6        Knockdown:                 7
WIL: 6        Physical Armor:      3        Recovery Tests:           2
CHA: 4        Mystic Armor:         2
Movement: 12
Actions: 1; Short Sword: 12 (10)
Powers:
Feast of SufferingThe cultist of Raggok gains +1 to Attack and Damage tests for each Wound the target has.
Revenge Served Hot (2): The cultist of Raggok gains +2 to Attack and Damage tests against any target who caused them damage since beginning of the last turn.
Poison (7): The cultist of Raggok possesses a damaging poison (see Gamemaster's Guide, p. 171) and inflicts it on the target if the attack causes a Wound. The poison is Step 7 [Onset: 1 round, Interval: 4/1 round].
Special Maneuvers:
Enrage (Opponent) 
Flesh Rend (Cultist of Raggok, Close Combat): The cultist of Raggok may spend additional successes on an Attack test to reduce the target's Wound Threshold by -3 per success for this attack.
Hamstring (Cultist of Raggok, Short Sword) 
Provoke (Opponent, Close Combat) 
Equipment: Buckler, fireleaf poison, leather armor, short sword


Cultist of Raggok (Leader)

Challenge: Novice (Third Circle)
DEX: 6        Initiative:                  6        Unconsciousness:      33
STR: 6         Physical Defense:  10       Death Rating:               39
TOU: 6        Mystic Defense:      10       Wound Threshold:    9
PER: 6         Social Defense:       8        Knockdown:                  8
WIL: 6        Physical Armor:      3        Recovery Tests:           2
CHA: 6        Mystic Armor:         2
Movement: 12
Actions: 1; Broadsword: 13 (13)
Powers:
Feast of SufferingThe cultist of Raggok gains +1 to Attack and Damage tests for each Wound the target has.
Revenge Served Hot (2): The cultist of Raggok gains +2 to Attack and Damage tests against any target who caused them damage since beginning of the last turn.
Poison (9): The cultist of Raggok possesses a paralytic poison (see Gamemaster's Guide, p. 171) and inflicts it on the target if the attack causes a Wound. The poison is Step 9 [Onset: Instant, Interval: 3/2 rounds, Duration: 1 hour].
Special Maneuvers:
Enrage (Opponent) 
Flesh Rend (Cultist of Raggok, Close Combat): The cultist of Raggok may spend additional successes on an Attack test to reduce the target's Wound Threshold by -3 per success for this attack.
Hamstring (Cultist of Raggok, Short Sword) 
Opening (Cultist of Raggok): The cultist of Raggok may spend additional successes from an Attack test against an opponent who is Wounded or affected by Hamstring to give their allies a +1 bonus per success spent to Attack tests against the opponent until the end of the next round.
Provoke (Opponent, Close Combat)
Equipment: Buckler, fireleaf poison, leather armor, short sword

25 September 2017

Earthdawn 4E: Expanded Equipment - Troll and Windling Weapons

This is the first 4E Expanded Equipment, part of 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 goal of the series is to import equipment found in previous editions and maybe introduce some new offerings. Anything found in a previous edition will require the book to get a description, this is just going to have the basic stats.

There's nothing specifically new in this entry for this new series. It just has weapons sized for trolls and windlings. My apologies if this doesn't look so pretty; tables, Blogger, and I are not friends.


      Name                 Dam.  STR  Size  Cost   Wt.   Availability    Notes
Troll Battle-Axe           8        17      6       45      8       Unusual
Troll Bola [1]                 4         9       3      13       3       Unusual       Range: 2-12, 13-24
Troll Dagger                3         7       2        2       2       Unusual        Range: 2-10, 11-20
Troll Flail 
[2]                  6        13      4       45      7        Unusual
Troll Mace                   5        16      4       25      7       Unusual
Troll Pole-Axe             9        19      7      190    13         Rare
Troll Quarterstaff 
[2]     5         9       6        7       5        Unusual
Troll Spear                  5        12      4       12      4        Unusual        Range: 2-10, 11-20
Troll Throwing Axe      4        10      4       30      3        Unusual       Range: 2-12, 13-24
Troll 2-H Sword           9        18      7      160     9           Rare
Troll Warhammer        8        18      6       120   10          Rare
Windling Dagger         1         2       1        1      2 oz.   Unusual
Windling Quarterstaff   2        3       2        7       1        Unusual
Windling Short Sword  2        4       1        30    8 oz.   Unusual
Windling 2-H Sword    4         7       2       150     2       Unusual

[1] Dexterity minimum 9
[2] Dexterity minimum 7

18 September 2017

Earthdawn 4E: Rogues' Gallery 20 - Elf Archer (Circle 8) Prototype

This is the twentieth 4E Rogues' Gallery, 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.

A new entry in this experiment to create adept opponents as creatures, rather than as full-blown characters.

In this particular example, accuracy is everything for an Archer. Using the constraints of creatures, this makes True Shot, an iconic ability, less than useful due to their reduced Karma. One solution is to increase their Karma Step, but that doesn't seem right. Instead, True Shot has been turned into a power that encourages Karma to be spent on the Attack test, which combines well with the adapted Show Armor Flaw power.


The t'skrang Swordmaster had Anticipate Blow function similarly to Show Armor Flaw and both Disciplines have these talents. Since the goal here isn't to have everything be the same, but to customize the encounter for simplicity, not everything is always going to be the same. Maybe one day. Towards that end, Combat Prescience fills the spot of Anticipate Blow, but further enhances their accuracy by encouraging them to pick on slower opponents. This also gives an advantage to opponents who go faster and likely represent a real threat to the Archer.

There are some tricky parts yet to resolve. It cannot be stressed enough these are prototypes. The goal is to bring the flavor and feeling of the various abilities and Disciplines, while reducing the overall workload associated with using them. What is presented here may not be the final form and everything may very well change. If you use anything here, I'd love to hear how it went.

This approach isn't appropriate for every NPC and some deserve a full write-up. However, if they don't have a Name, this might work out for the best.
Archer, Elf

Distant and aloof, the elf Archer is about results. Overly complex and circuitous plans aren't their style as they inevitably go wrong, but that doesn't mean these adepts aren't capable of being subtle. There's just nothing they hate more than missing.

Challenge: Journeyman (Eighth Circle)
DEX: 9        Initiative:                   17      Unconsciousness:      58
STR: 6         Physical Defense:   17       Death Rating:               64
TOU: 6        Mystic Defense:       16       Wound Threshold:    9
PER: 7         Social Defense:        14      Knockdown:                  5
WIL: 7        Physical Armor:       7        Recovery Tests:            2
CHA: 6        Mystic Armor:          7        Karma:                             4 (8)
Movement: 12
Actions: 2; Elven Warbow (88, 136): 24 (17)
Powers:
Awareness (15): As the talent, Player's Guide, p. 129.
Bank Shot: The elf Archer ignores partial cover.
Combat Prescience (5): The elf Archer gains +5 to Attack tests against opponents with a lower Initiative result.
Spot Armor Flaw: The elf Archer inflicts an additional point of damage for each additional success on an Attack test (typically +3 instead of +2).
Stealthy Stride (17): As the talent, Player's Guide, p. 170.
True Shot: The elf Archer receives two Karma dice when a Karma point is spend on an Attack test.
Special Maneuvers:
Provoke (Opponent, Close Combat)
Equipment: Elven warbow and hardened leather.

15 September 2017

Earthdawn 4E: Anatomy of a Creature 22 - Blood Bees Expanded

This is the twenty-second 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.

It was noted on the FASA Games Discord server there are no queens for the appropriate insects in Earthdawn.

Not only is this post going to feature a blood bee queen, but expand the various blood bee offerings to create more variety when exterminating a hive of them. These expanded creatures were largely created using Masks and those used are noted. Some of the values have been tweaked to better suit the desired outcome, creating a blood bee nest.


Blood Bees Expanded

Blood Bee Soldier [Large Venomous Phalanx Blood Bee]

Unusual among vespids (despite being called blood bees, their taxonomy places them within the wasp family), blood bees have a distinct soldier caste made of infertile males. Unlike drones, which develop without fertilization, soldiers are fertilized after they have begun developing. The most notable difference is the lack of sack to collect blood. Instead male blood bees possess poison sacs and a foul disposition. The preferred tactic is to poison their targets and allow workers to drain them for the hungry brood. Soldiers remain near the nest unless they detect pheromones summoning them to a particular location, in which case they arrive in large numbers ready for a fight to the death.

Challenge: Novice (Third Circle)
DEX: 7        Initiative:                    7        Unconsciousness:      30
STR: 4         Physical Defense:   11       Death Rating:               35
TOU: 5        Mystic Defense:       11       Wound Threshold:     6
PER: 5         Social Defense:        8        Knockdown:                  4
WIL: 4        Physical Armor:       4        Recovery Tests:            1
CHA: 2        Mystic Armor:          1  
Movement: 2 (Flying 12)
Actions: 1; Bite: 12 (11), Stinger: 10 (13)
Powers:
Hardened Armor
Poison (10): If the blood bee soldier's sting causes damage, the victim must resist paralytic poison (see Gamemaster's Guide, p. 171). The poison is Step 10 [Onset: 1 round, Interval: 4/1, Duration: 5 min].
Surprise Strike (5): As the skill, Player's Guide, p. 172.
Teamwork: Opponents are Harried by one less opponent if at least one other attacker has this power.
Special Maneuvers:
Clip the Wing (Opponent)
Defang (Opponent)


Blood Bee Drone [Noxious Chief Blood Bee]

Drones are fertile males created from an unfertilized egg. They aren't quite as large and dangerous as soldiers, and rarely leave the nest. However, they can be summoned with a particular combination of pheromones when things are dire, or those no longer fit for breeding. If the nest has too many drones, they more frequently accompany soldiers on excursions.

Challenge: Novice (Second Circle)
DEX: 8        Initiative:                   9       Unconsciousness:      19
STR: 3         Physical Defense:   11      Death Rating:              22
TOU: 3        Mystic Defense:       10     Wound Threshold:    4
PER: 5         Social Defense:        8       Knockdown:                 3
WIL: 4        Physical Armor:       4       Recovery Tests:           1
CHA: 2        Mystic Armor:          1  
Movement: 2 (Flying 12)
Actions: 1; Bite: 15 (8), Stinger: 12 (11)
Powers:
Distract (8): As the skill, Player's Guide,p. 139.
Poison (7): If the blood bee drone's stinger causes damage, the victim must resist paralytic poison (see Gamemaster's Guide, p. 171). The poison is Step 7 [Onset: 1 round, Interval: 4/1, Duration: 5 min].
Willful (1)
Special Maneuvers:
Clip the Wing
Defang (Opponent)
Lead the Attack (Blood Bee Drone): The blood bee drone 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.


Blood Bee Queen [Huge Warlord Blood Bee]

An order of magnitude in size over other blood bees, the queen is a decidedly dangerous opponent even beyond her entire nest working to protect her at all costs.

Challenge: Novice (Fourth Circle)
DEX: 6        Initiative:                   7       Unconsciousness:      41
STR: 5         Physical Defense:   13      Death Rating:              48
TOU: 7        Mystic Defense:       12      Wound Threshold:    9
PER: 4         Social Defense:        10      Knockdown:                 5
WIL: 4        Physical Armor:       6       Recovery Tests:           2
CHA: 3        Mystic Armor:          2  
Movement: 2 (Flying 12)
Actions: 1; Bite: 19 (16), Stinger: 16 (19), Trample: 16 (17)
Powers:
Blood Veins (5): Once latched onto a target, the victim suffers Step 5 damage each round, with no reduction for armor. The bee is removed automatically if knocked down.
Resist Pain (2)
Vulnerability to Salt: The blood bee queen's sac is terribly susceptible to salt. If the queen touches salt, she takes Step 6 damage, with no reduction from armor. A character covered in salt enrages blood bees, but the buzzing swarms rarely gather the courage to attack them.
Willful (2)
Special Maneuvers:
Blood Sucker (Blood Bee Queen): The blood bee queen may spend an additional success on an Attack test to latch onto the target and use Blood Veins.
Clip the Wing (Opponent)
Lead the Attack (Blood Bee Queen): The blood bee queen 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.
Overrun (Blood Bee Queen, Trample)
Pull the Stinger (Opponent): The attacker may spend an additional success on an Attack test to remove the blood bee queen using Blood Veins on a target.

13 September 2017

Earthdawn 4E: Anatomy of a Creature 21 - Greater Termites Expanded

This is the twenty-first 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.

It was noted on the FASA Games Discord server there are no queens for the appropriate insects in Earthdawn.

Not only is this post going to feature a greater termite queen, but expand the various greater termite offerings to create more variety when exterminating a hive of them. These expanded creatures were largely created using Masks and those used are noted. Some of the values have been tweaked to better suit the desired outcome, creating a greater termite nest.


Greater Termites Expanded

Greater Termite Minor Soldier [Large Phalanx Greater Termite]

Greater termite minor soldiers are larger, more developed versions of the typically encountered greater termite, which are the nymph stage of maturity. Minor soldiers don't range as far from the nest as the nymphs, but quickly swarm any potential threats. When waging war against other greater termites, minor soldiers represent the bulk of the army.

Challenge: Novice (Second Circle)
DEX: 5        Initiative:                   6      Unconsciousness:      19
STR: 4         Physical Defense:   8      Death Rating:              22
TOU: 3        Mystic Defense:       8      Wound Threshold:    4
PER: 5         Social Defense:        8      Knockdown:                 10
WIL: 3        Physical Armor:       5      Recovery Tests:           1
CHA: 4        Mystic Armor:          2    
Movement: 12 (Climbing 12)
Actions: 1; Bite: 9 (12)
Powers:
Hardened Armor
Spray Irritant (9, Standard): The termite sprays a noxious secretion, which causes excruciating pain, on a target within 10 yards. The termite makes a Spray Irritant test against the target's Physical Defense. For each success, the victim is Harried for 1 round. The victim may make a Willpower (9) test to shake of the effect. The spray loses potency with time and the Difficulty Number of the Willpower test decreases by 1 each subsequent round.
Surprise Strike (5): As the skill, Player's Guide, p. 172.
Teamwork: Opponents are Harried by one less opponent if at least one other attacker has this power.
Special Maneuvers:
Agent Orange (Great Termite Minor Soldier, Bite): The termite may spend two additional successes from an Attack test to use Spray Irritant against the opponent as a Free action.
Crack the Shell (Opponent)
Stifle (Opponent): The attacker may use two additional successes on an Attack test to prevent the greater termite minor soldier from using Spray Irritant until the end of the next round. If the attack causes a Wound, the greater termite minor solider may not use Spray Irritant until the Wound is healed.
Loot: Pincers worth D10 x 5 silver pieces each (worth Legend Points).


Greater Termite Major Soldier [Large Myrmidon Greater Termite]

The final stage of maturity for most greater termites, major soldiers are notably larger and their mandibles so developed they are no longer capable of feeding themselves. Instead, they rely on nymphs to feed them. Not many minor soldiers survive to this stage in development and these greater termites fight with flexible groups of minor soldiers to support them.

Challenge: Novice (Third Circle)
DEX: 6        Initiative:                   7      Unconsciousness:      27
STR: 4         Physical Defense:   9     Death Rating:               31
TOU: 4        Mystic Defense:       9     Wound Threshold:    5
PER: 5         Social Defense:        9     Knockdown:                 10
WIL: 3        Physical Armor:      6      Recovery Tests:           1
CHA: 4        Mystic Armor:         3    
Movement: 12 (Climbing 12)
Actions: 1; Bite: 10 (13)
Powers:
Distract (9): As the skill,Player's Guide, p. 139.
Hardened Armor
Spray Irritant (10, Standard): The termite sprays a noxious secretion, which causes excruciating pain, on a target within 10 yards. The termite makes a Spray Irritant test against the target's Physical Defense. For each success, the victim is Harried for 1 round. The victim may make a Willpower (10) test to shake of the effect. The spray loses potency with time and the Difficulty Number of the Willpower test decreases by 1 each subsequent round.
Surprise Strike (5): As the skill, Player's Guide, p. 172.
Teamwork: Opponents are Harried by one less opponent if at least one other attacker has this power.
Special Maneuvers:
Agent Orange (Great Termite Major Soldier, Bite): The termite may spend two additional successes from an Attack test to use Spray Irritant against the opponent as a Free action.
Crack the Shell (Opponent)
Grab and Bite (Greater Termite Major Soldier, Bite): The greater termite major soldier uses Spray Irritant in addition to bite damage.
Stifle (Opponent): The attacker may use two additional successes on an Attack test to prevent the greater termite major soldier from using Spray Irritant until the end of the next round. If the attack causes a Wound, the greater termite major solider may not use Spray Irritant until the Wound is healed.
Loot: Pincers worth 2D8 x 5 silver pieces each (worth Legend Points).


Greater Termite King [Large Chief Myrmidon Greater Termite]

Each king mates for life with a particular queen and serves as both her companion and protector. In the event he dies, the queen may find a new mate, but there is no future for him without her. Kings without a mate travel, searching for a queen starting a new colony. Those without a colony are skittish, unless a potential queen is nearby, in which case they are exceptionally aggressive.

Challenge: Novice (Fourth Circle)
DEX: 6        Initiative:                   8       Unconsciousness:      32
STR: 5         Physical Defense:   11      Death Rating:              36
TOU: 4        Mystic Defense:       11      Wound Threshold:    5
PER: 5         Social Defense:        11      Knockdown:                 11
WIL: 3        Physical Armor:       6       Recovery Tests:           1
CHA: 5        Mystic Armor:          3    
Movement: 12 (Climbing 12)
Actions: 1; Bite: 12 (15)
Powers:
Distract (9): As the skill,Player's Guide, p. 139.
Hardened Armor
Spray Irritant (11, Standard): The termite sprays a noxious secretion, which causes excruciating pain, on a target within 10 yards. The termite makes a Spray Irritant test against the target's Physical Defense. For each success, the victim is Harried for 1 round. The victim may make a Willpower (11) test to shake of the effect. The spray loses potency with time and the Difficulty Number of the Willpower test decreases by 1 each subsequent round.
Surprise Strike (5): As the skill, Player's Guide, p. 172.
Teamwork: Opponents are Harried by one less opponent if at least one other attacker has this power.
Willful (1)
Special Maneuvers:
Agent Orange (Great Termite King, Bite): The termite may spend two additional successes from an Attack test to use Spray Irritant against the opponent as a Free action.
Crack the Shell (Opponent)
Lead the Attack (Greater Termite King): The greater termite king 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.
Stifle (Opponent): The attacker may use two additional successes on an Attack test to prevent the greater termite king from using Spray Irritant until the end of the next round. If the attack causes a Wound, the greater termite king may not use Spray Irritant until the Wound is healed.
Loot: Pincers worth 2D10 x 5 silver pieces each (worth Legend Points).


Greater Termite Queen [Huge Warlord Greater Termite]

Greater termite colonies may have more than one queen, but none have ever been found with more than four. When a colony has reached the perceived size limit, the first queen ejects the queen from the colony along with a retinue of nymphs, and minor and major soldiers to form a new colony. The young queen searches for both a suitable location for the fledgling colony and secretes a pheromone to attract potential kings. Queens on this sojourn are unlikely to engage in aggressive behavior unless threatened or in extremely competitive regions.

Challenge: Novice (Fourth Circle)
DEX: 5        Initiative:                    6       Unconsciousness:      38
STR: 6         Physical Defense:   10      Death Rating:              44
TOU: 6        Mystic Defense:       10     Wound Threshold:    8
PER: 4         Social Defense:        9       Knockdown:                 12
WIL: 3        Physical Armor:       8       Recovery Tests:           2
CHA: 3        Mystic Armor:          3    
Movement: 8 (Climbing 12)
Actions: 1; Bite: 15 (19), Trample: 15 (17)
Powers:
Hardened Armor
Resist Pain (2)
Spray Irritant (11, Standard): The termite sprays a noxious secretion, which causes excruciating pain, on a target within 10 yards. The termite makes a Spray Irritant test against the target's Physical Defense. For each success, the victim is Harried for 1 round. The victim may make a Willpower (11) test to shake of the effect. The spray loses potency with time and the Difficulty Number of the Willpower test decreases by 1 each subsequent round.
Willful (1)
Special Maneuvers:
Agent Orange (Great Termite King, Bite): The termite may spend two additional successes from an Attack test to use Spray Irritant against the opponent as a Free action.
Crack the Shell (Opponent)
Lead the Attack (Greater Termite Queen): The greater termite queen 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.
Overrun (Greater Termite Queen, Trample)
Stifle (Opponent): The attacker may use two additional successes on an Attack test to prevent the greater termite queen from using Spray Irritant until the end of the next round. If the attack causes a Wound, the greater termite queen may not use Spray Irritant until the Wound is healed.
Loot: Pincers worth 2D12 x 5 silver pieces each (worth Legend Points).

11 September 2017

Earthdawn 4E: Anatomy of a Creature 20 - Red Ants Expanded

This is the twentieth 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.

It was noted on the FASA Games Discord server there are no queens for the appropriate insects in Earthdawn.

Not only is this post going to feature a red ant queen, but expand the various red ant offerings to create more variety when exterminating a hive of them. These expanded creatures were largely created using Masks and those used are noted. Some of the values have been tweaked to better suit the desired outcome, creating a red ant nest.


Red Ants Expanded

Red Ant Soldier [Phalanx Red Ant]

Slightly larger than the typical red ant and with more pronounced mandibles, soldiers instinctively work together to take down much larger and more dangerous foes. They aren't commonly encountered unless the nest has been threatened, or the workers encountered a credible threat.

Challenge: Novice (Second Circle)
DEX: 6        Initiative:                   6      Unconsciousness:      19
STR: 3         Physical Defense:   11      Death Rating:              22
TOU: 3        Mystic Defense:       9       Wound Threshold:    4
PER: 4         Social Defense:        11      Knockdown:                 9
WIL: 6        Physical Armor:       5       Recovery Tests:           1
CHA: 5        Mystic Armor:          2    
Movement: 8
Actions: 1; Bite: 9 (7)
Powers:
Hardened Armor
Poison (7): If the red ant soldier's bite causes damage, the victim must resist debilitating poison (see Gamemaster's Guide, p. 171). The poison is Step 7 [Onset: 1 min, Interval: 5/1, Duration: 15 min].
Surprise Strike (5): As the skill, Player's Guide, p. 172.
Teamwork: Opponents are Harried by one less opponent if at least one other attacker has this power.
Special Maneuvers:
Defang (Opponent)


Red Ant Drone [Chief Red Ant]

Slightly larger than the typical red ant and possessing wings, drones are commonly found within the nest, near the queen, but also patrol with soldiers and workers to identify and neutralize threats. When outside, they rarely stray far from the nest and are captured, rather than killed, by rival nests.

Challenge: Novice (Second Circle)
DEX: 6        Initiative:                   7      Unconsciousness:      16
STR: 3         Physical Defense:   11      Death Rating:              18
TOU: 2        Mystic Defense:       10     Wound Threshold:    3
PER: 5         Social Defense:        11      Knockdown:                 9
WIL: 6        Physical Armor:       5       Recovery Tests:           1
CHA: 5        Mystic Armor:          3    
Movement: 8 (Flying 10)
Actions: 1; Bite: 10 (7)
Powers:
Distract (7): As the skill, Player's Guide,p. 139.
Poison (7): If the red ant drone's bite causes damage, the victim must resist debilitating poison (see Gamemaster's Guide, p. 171). The poison is Step 7 [Onset: 1 min, Interval: 5/1, Duration: 15 min].
Special Maneuvers:
Defang (Opponent)
Lead the Attack (Red Ant Drone): The red ant drone 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.


Red Ant Praetorian Guard [Large Myrmidon Red Ant]

Larger than the typical red ant soldier and quite aggressive, praetorian guards instinctively work together to protect their queen at all costs. They are only encountered with the queen is in danger or there is an existential threat to the nest.

Challenge: Novice (Third Circle)
DEX: 6        Initiative:                   6      Unconsciousness:      30
STR: 4         Physical Defense:   11     Death Rating:               34
TOU: 5        Mystic Defense:       10     Wound Threshold:    7
PER: 4         Social Defense:        12     Knockdown:                 11
WIL: 6        Physical Armor:       6       Recovery Tests:           1
CHA: 5        Mystic Armor:          3    
Movement: 8
Actions: 1; Bite: 10 (9)
Powers:
Distract (7): As the skill, Player's Guide, p. 139.
Hardened Armor
Poison (8): If the red ant praetorian guard's bite causes damage, the victim must resist debilitating poison (see Gamemaster's Guide, p. 171). The poison is Step 8 [Onset: 1 min, Interval: 5/1, Duration: 15 min].
Surprise Strike (5): As the skill, Player's Guide, p. 172.
Teamwork: Opponents are Harried by one less opponent if at least one other attacker has this power.
Special Maneuvers:
Defang (Opponent)


Red Ant Queen [Huge Warlord Red Ant]

An order of magnitude in size over other red ants, the queen is a decidedly dangerous opponent even beyond her entire nest working to protect her at all costs.

Challenge: Novice (Fourth Circle)
DEX: 4        Initiative:                   5      Unconsciousness:      38
STR: 6         Physical Defense:   12      Death Rating:              44
TOU: 6        Mystic Defense:       11      Wound Threshold:    7
PER: 4         Social Defense:        12      Knockdown:                 12
WIL: 6        Physical Armor:       8       Recovery Tests:           2
CHA: 6        Mystic Armor:          3    
Movement: 8
Actions: 1; Bite: 15 (15), Trample: 15 (13)
Powers:
Poison (8): If the red ant queen's bite causes damage, the victim must resist debilitating poison (see Gamemaster's Guide, p. 171). The poison is Step 8 [Onset: 1 min, Interval: 5/1, Duration: 15 min].
Resist Pain (2)
Willful (2)
Special Maneuvers:
Defang (Opponent)
Lead the Attack (Red Ant Queen): The red ant queen 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.
Overrun (Red Ant Queen, Trample)

08 September 2017

Earthdawn 4E: Rogues' Gallery 19 - Troll Sky Raider (Circle 6) Prototype

This is the ninteenth 4E Rogues' Gallery, 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.

A new entry in this experiment to create adept opponents as creatures, rather than as full-blown characters. 


This is an iconic troll Sky Raider that ventures a little further from a "traditional" PC character. There's a few reasons for this. One is many of those abilities don't translate well to this model - the desire here is to minimize rolling and fiddly bits. Whereas with PC adepts, those are very much their thing, lots of different interlocking abilities and ways to put together a strategy. I was tempted to make Fireblood below into a power that simply healed the Step in damage, but that removed the ability to spend Karma on it.

Another reason is to make the conflict more interesting. If every NPC adept behaved exactly as a PC adept, that's rather predictable. This creates some level of mystery as what exactly they can do. As time and supplements move forward, the disparity between these is likely to be reduced.

At something like the logical outcome of the two previous reasons, I want to keep the number of powers relatively low. GMC adepts are notoriously difficult to run just because all the rolling and fiddly bits, but also because of how much stuff they have going on. As I have discussed regarding this, PCs have all the time and attention to dedicate to this one character, while GMs interactions are fleeting.

Even all the system mastery in the world can be insufficient when running multiple adepts, tracking their powers and effects, thread items, spells, etc., while trying to maintain the scene. It often becomes expedient to simply not use many of the GMC adepts' powers, saving time rolling and shuffling through abilities, to keep things going.

Towards that end, the goal is to give these adepts a small number of abilities with lots of flavor and punch. They (hopefully) have a noticeable effect that reinforces the flavor of the Discipline. It needs to be interesting and fun (danger is fun), and feel like something the Discipline would do. Hopefully everything here works in that way.

There are some tricky parts yet to resolve. It cannot be stressed enough these are prototypes. The goal is to bring the flavor and feeling of the various abilities and Disciplines, while reducing the overall workload associated with using them. What is presented here may not be the final form and everything may very well change. If you use anything here, I'd love to hear how it went.

This approach isn't appropriate for every NPC and some deserve a full write-up. However, if they don't have a Name, this might work out for the best.


Sky Raider, Troll

Troll Sky Raiders are veritable forces of nature in combat. Powerful and huge with wounds that always seem to be on fire. These combatants are virtually unstoppable as they lay waste to all that lies before them.

Challenge: Journeyman (Sixth Circle)
DEX: 7        Initiative:                   11      Unconsciousness:      51
STR: 8         Physical Defense:   13       Death Rating:              58
TOU: 7        Mystic Defense:       10       Wound Threshold:    10
PER: 5         Social Defense:        12      Knockdown:                 14
WIL: 5        Physical Armor:       7        Recovery Tests:           4
CHA: 6        Mystic Armor:          6        Karma:                            4 (8)
Movement: 14
Actions: 1; Throwing Axe (24 yds): 16 (16), Two-Handed Sword: 18 (22)
Powers:
Battle Shout (12, Simple): As the talent, Player's Guide, p. 131.
Fireblood (15, Standard): The troll Sky Raider spends a Recovery test and makes a Fireblood test, healing current damage equal to the result. Fury (2)
Great Leap (10)
Overwhelming Force: The troll Sky Raider does not spend Strain to use the Aggressive Attack combat option.
Special Maneuvers:
Enrage (Opponent)
Fires of Battle (Troll Sky Raider, Close Combat): The troll Sky Raider may spend three additional successes on an Attack test to use Fireblood as a Free action.
Follow-Up Throw (Troll Sky Raider, Close Combat): The troll Sky Raider may spend two additional successes on an Attack test to make a throwing axe attack.
Overpower (Troll Sky Raider, Close Combat): The troll Sky Raider may spend two additional successes on an Attack test to force the target to make a Knockdown test against a Difficulty Number equal to the Attack test result. If the test fails, the target is knocked down and knocked back a number of yards equal to the total number of successes on the Attack test.
Provoke (Opponent, Close Combat)
Equipment: Crystal ringlet, throwing axes x 5, troll two-handed sword.

06 September 2017

Earthdawn 4E: Rogues' Gallery 18 - T'skrang Swordmaster (Circle 5) Prototype

This is the eighteenth 4E Rogues' Gallery, 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.

A new entry in this experiment to create adept opponents as creatures, rather than as full-blown characters.

The most difficult part is emulating the feel of the Discipline while operating within the constraints of creature design. This includes reduced health ratings and minimal rolling. It leads to situations where the abilities aren't the same as a character may have access. This is okay as long as it feels like the opponent is the appropriate Discipline. In this case, a Swordmaster. More specifically, a t'skrang Swordmaster, which is tailored to the Namegiver.

There are some tricky parts yet to resolve. It cannot be stressed enough these are prototypes. The goal is to bring the flavor and feeling of the various abilities and Disciplines, while reducing the overall workload associated with using them. What is presented here may not be the final form and everything may very well change. If you use anything here, I'd love to hear how it went.

This approach isn't appropriate for every NPC and some deserve a full write-up. However, if they don't have a Name, this might work out for the best.


Swordmaster, T'skrang

A t'skrang Swordmaster is a typically a flamboyant opponent more interested in winning and making an impression than anything so vicious as killing their opponent. Even in defeat, it must be stylish. Unless they are from House K'tenshin.

Challenge: Journeyman (Fifth Circle)
DEX: 7        Initiative:                   15      Unconsciousness:      43
STR: 6         Physical Defense:   13       Death Rating:              49
TOU: 6        Mystic Defense:       10       Wound Threshold:    9
PER: 6         Social Defense:        13      Knockdown:                 11
WIL: 5        Physical Armor:       5        Recovery Tests:           2
CHA: 7        Mystic Armor:          5        Karma:                            4 (8)
Movement: 12
Actions: 2; Broad Sword ×2: 15 (13), Short Sword: 13 (12)
Powers:
Anticipate Blow: The t'skrang Swordmaster inflicts an additional point of damage for each additional success on an Attack test (typically +3 instead of +2) against opponents with a lower Initiative result.
Cobra Strike (5): The t'skrang Swordmaster gains +5 to Attack tests against opponents with a lower Initiative result.
Riposte (9, Free): The t'skrang Swordmaster takes advantage of poor swordsmanship to launch a counterattack against their opponent. If the t'skrang Swordmaster is attacked in close combat and the Attack test does not succeed against the Riposte Step, the t'skrang Swordmaster immediately makes an Attack test with their broad sword against the attacker. This power can be used once per round.
Taunt (12, Simple): As the talent, Player's Guide, p. 173.
Special Maneuvers:
Provoke(Opponent, Close Combat)
Tail Attack (T'skrang Swordmaster, Close Combat): The t'skrang Swordmaster may spend one additional success on an Attack test to make an additional attack against their opponent with their short sword. This special maneuver may be used once per round.
Equipment: Broad sword ×2, crystal ringlet, and a short sword.