21 July 2017

Earthdawn 4E: Anatomy of a Namegiver 04 - Leafers

This is the fourth 4E Anatomy of a Namegiver, 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 post is part of a birthday present for a friend and should be taken in that spirit.

Leafers were introduced in The Theran Empire sourcebook as one of four new Namegiver races. These particular Namegivers are found in Vasgothia, which is most definitely not Germany. This is a draft updating them to Fourth Edition mechanics for... well, funsies. Someone may get some use from this, but they aren't really found in Barsaive. Except in your game, naturally.

They are probably the weirdest Namegivers from The Theran Empire, which might be a statement. Leafers are basically highly territorial, anthropomorphic topiaries with a strong drive to spread their seeds. You were warned about the weird. They do get a fairly lengthy write-up (The Theran Empire, p. 158, if you want to follow along), but due to how unique they are, it's still lacking enough information that you are either going to be hand waving or creating your own details.

The mechanics for leafers are strange and not the best to translate. Their ability to completely ignore Wound penalties is difficult to deal with because it effectively invalidates a notable portion of the game. It also means they suffer no penalties for the trauma Wounds represent, not just the pain. Wounds mean things aren't working so great. Instead of that, they simply ignore the first two Wounds.

There's also this part about how extreme temperatures affect them negatively, causing damage. At 40 F, the go unconscious and begin taking damage below freezing. They also take damage above 100 F. These are not notably extreme temperatures, and I'm pretty sure Vasgothia has seen temperatures outside of this range. So, I simply ignored them because they don't seem particularly interesting. If you want to implement them, by all means - leafers take Step 5 damage every ten minutes and no armor protects.


Leafers had another restriction regarding blood magic due to having sap rather than blood. To get into semantics, this doesn't sit well. It, again, sits them out from a notable part of the game - this one happens to be good, rather than bad. However, by that logic many talents are unavailable as Strain is blood magic. If their sap carries the same potency to pay for Strain, why not other blood magic? Does it require blood specifically, or simply a life sustaining fluid suffuse with magic? Obsidiman blood seems to do the trick and it is quite possibly as different from good ol' human-based blood as is sap. And yes, these are the thoughts that keep me up at night. Suffice it to say, this was left out.

All of this is to say, there may be some mechanical problems with leafers, which also side-steps the issue of the mechanical niche they fill. I'm not really certain what it is. I gave them a +1 to Willpower they didn't previously have to balance their attributes. It seemed the most appropriate, representing a certain mental fortitude from being a plant.

Game Information
Starting Attribute Values
DEX 9, STR 9, TOU 12, PER 10, WIL 11, CHA 9
Movement Rate: 10
Karma Modifier: 5

Racial Abilities:
Rudimentary Nervous System: Leafer characters ignore the effects of their first two Wounds, this includes Action test penalties and Recovery test penalties. Additionally, they are unaffected by fatigue and physical torture.
Plant Biology: Leafers characters must root in nutrient rich soil and sleep for seven hours each night.

19 July 2017

Earthdawn 4E: Anatomy of a Namegiver 03 - Jubruq

This is the third 4E Anatomy of a Namegiver, 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 post is part of a birthday present for a friend and should be taken in that spirit.

Jubruq were introduced in The Theran Empire sourcebook as one of four new Namegiver races. These particular Namegivers are found in Marac, which is most definitely not Morocco. This is a draft updating them to Fourth Edition mechanics for... well, funsies. Someone may get some use from this, but they aren't really found in Barsaive. Except in your game, naturally.

They are the offspring of a human or ork mother and a jinari father (a particular elemental spirit of Marac). The result is an emaciated version of the mother's race, physically weak, but exceptionally powerful as spellcasters. They also have a host of emotional problems generally in the chronic depression range and it is unheard of for them to leave the tribal encampments they call home.

The biggest inherent problem with jubruq characters are the in-setting justifications required to play one. Which can be understandable as an attempt to explain why they haven't shown up in Barsaive yet, but at the same time - if they aren't really intended to be played, why include them? Players will want them because they new, shiny, unique, and amazing spellcasters (I toned down their attributes and removed some of the potentially confusing parts) - putting so many road blocks in place doesn't seem like a good plan. This line of thinking is going to come up again.


Game Information
Starting Attribute Values
DEX 9, STR 8, TOU 9, PER 12, WIL 12, CHA 9
Movement Rate: 10
Karma Modifier: 5

Racial Abilities:
Horror Resistant: Jubruq characters add +2 to Mystic and Social Defense against Horror powers.
So Tired: Jubruq characters are easily tired and must rest for an hour after any strenuous physical activity, such as combat. They also require 12 hours of sleep each night and suffer a -3 penalty to all Action tests if they do not receive sufficient rest or sleep.

17 July 2017

Earthdawn 4E: Anatomy of a Namegiver 02 - Jackalmen

This is the second 4E Anatomy of a Namegiver, 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 post is part of a birthday present for a friend and should be taken in that spirit.

Jackalmen were introduced in The Theran Empire sourcebook as one of four new Namegiver races. These particular Namegivers are found in Creana, which is most definitely not Egypt. This is a draft updating them to Fourth Edition mechanics for... well, funsies. Someone may get some use from this, but they aren't really found in Barsaive. Except in your game, naturally.

Unsurprisingly, they look like humans with jackal heads and have a proud warrior tradition. This makes other Creanans who know their deal somewhat nervous, but many can keep their aggression in check. Jackalmen are also cannibals, but the description is confused about it. They "eat the corpse of a slain foe who proved worth in combat to properly honor the fallen enemy." However, "jackalmen do not eat Namegiver flesh under any circumstances, so so cannibalism is actually rare among them." The assumption is they only eat the flesh of other jackalmen, but it's not very clear.

From an analytical perspective, they don't fill a particularly unique niche within Earthdawn. Their rough background and attributes are both similar to orks. Which is a little disappointing because there is some interesting potential in jackalmen.

For example, their concept of honor could be a great way to make them unique. Extend it outward so their honor is based on their role within a larger group, be it family, organization, military unit, etc. This fits well with their warrior tradition, the importance of being part of a larger whole, and plays with the social nature of canines. Also, this idea of honor exists in juxtaposition to the very personal honor expressed by trolls.

Mechanically, there are some tweaks that would help set them apart from orks and most other traditional "warrior" Namegivers, and introduce a new, interesting option into the setting. Of course, this really is just my opinion for all it matters. Which isn't that much.

Game Information
Starting Attribute Values
DEX 10, STR 12, TOU 11, PER 9, WIL 11, CHA 8
Movement Rate: 12
Karma Modifier: 5

Racial Abilities:
Bite Attack: Jackalman characters can make a bite attack in unarmed combat, which deals STR+3 damage.
Low-Light Vision: Like elves, jackalman characters have the racial Low-Light Vision ability (see Player's Guide, p. 46).


These are my proposed tweaks to make jackalmen more interesting and establish them as something we haven't seen before. There are already three strong and tough races with some assortment of penalties to mental and social attributes. It's part of having the setting and system work together to make choices interesting and relevant. In no small part why dwarfs got a change-up on their mechanics (no longer a strong and tough race with some assortment of penalties to mental and social attributes) and seem to be a more popular Namegiver option as a result.

Alternate Game Information
Starting Attribute Values
DEX 11, STR 11, TOU 11, PER 9, WIL 11, CHA 8
Movement Rate: 12
Karma Modifier: 5

Racial Abilities:
Bite Attack: Jackalman characters can make a bite attack in unarmed combat, which deals STR+3 damage.

Enhanced Sense [Hearing] (2): Jackalman characters gain +2 to Perception tests using hearing.
Enhanced Sense [Smell] (2): Jackalman characters gain +2 to Perception tests using smell.

14 July 2017

Earthdawn 4E: Anatomy of a Horror 01 - Great Pumpkin, The

This is the first 4E Anatomy of a Horror, 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.

I put this Horror together for a friend who wanted some kind of boss for an adventure in Travar. Since it involved pumpkin patch Horrors, this seemed like a natural and slightly subversive conclusion.

The Great Pumpkin is a Named pumpkin patch Horror and they were used as the basis. Statistics were increased to account for the higher Circle and tier. Then tweaked a little bit to account for how it is slightly different from its less powerful brethren. Sill, not much more interesting, so the (obvious) theme of gluttony was pursued and there may have been a little inspiration from Children of the Corn in there.

It's designed to be accompanied by an appropriate number of pumpkin patch Horrors, and should be a nasty encounter for a Fourth Circle group. Fifth Circle groups could also be appropriate, adding more pumpkin patch Horrors, though Third Circle groups may find this a little much - though this depends heavily on the group.

The Great Pumpkin

The Great Pumpkin is a complete bastard. It’s a Named pumpkin patch Horror and exists to torment and eat people. The people it eats are converted into Horror constructs and hatch from pumpkins in its patch. It’s pretty gross. They seem normal, but they’re not. They’re pretty messed in the head. Freaky things go down on the farm.

Challenge: Journeyman (Fifth Circle)
DEX: 8        Initiative:                  8       Unconsciousness:      74
STR: 10       Physical Defense:  10      Death Rating:               87
TOU: 13      Mystic Defense:      12      Wound Threshold:    19
PER: 8         Social Defense:       8       Knockdown:                  -
WIL: 6        Physical Armor:      5       Recovery Tests:           4
CHA: 7        Mystic Armor:         4       Karma:                             6 (24)
Movement: 8
Actions: 3; Bite: 13 (15), Tendrils: 16 (12)
Powers:
Ambush (10)
Awareness (9)As the talent, Player's Guide, p. 130.
Cursed Luck (12)
Digest (10): A swallowed target gets to meet The Great Pumpkin's digestive juices. The target takes Step 10/Physical damage at the beginning of each round before Initiative is determined. After damage is assessed, the target's Physical Armor is reduced by -1. Thread items are never destroyed by this effect.
Enhanced Sense [Touch] (6)The Great Pumpkin may make Perception tests against anything touching the ground within 100 yards.
Harvest Energy (11): If The Great Pumpkin inflicts a Wound on a target, it gains an additional point of Karma even if the test is not successful.
Horror Mark (12)
Forge Construct (13)
Karma Boost
Many Mouths to Feed: The Great Pumpkin is not limited in the number of bite attacks it can make in one round.
Not The Fine Pumpkin: The Great Pumpkin is a very vain Horror and sensitive to how it is perceived by Namegivers. Even if they are just thinking it, The Great Pumpkin knows when it is being mocked or referred to in any way other than its Name, The Great Pumpkin, within 100 yards. It enters a frenzy against the target, gaining +1 additional action and +2 to Attack and Damage tests against any who refer to it as anything other than The Great Pumpkin (even out of character).
Silent Walk (14): As the talent, Player's Guide, p. 170.
Tendril Drag (15, Standard)The Great Pumpkin makes a Tendril Drag test against a target up to 30 yards away. If successful, the target is entangled (see Entangling Weapons, Player’s Guide, p. 391) with a DN of 10, and The Great Pumpkin drags them into the patch. Each round (including this one), The Great Pumpkin makes a Strength test against the target’s Strength Step, and drags them 2 yards per success.
Special Maneuvers:
Cut Free (Opponent): The opponent may spend an additional success on an Attack test to attempt to free a swallowed target. If the attack causes a Wound, a swallowed target escapes. If there is more than one swallowed target, determine who escapes randomly.
Enrage (Opponent)
Flesh Rend (The Great Pumpkin, Close Combat)The Great Pumpkin savages its opponent with a toothy maw, spending additional successes on their Attack test to reduce their opponent’s Wound Threshold by -3 for this attack.
Grab and Bite (The Great Pumpkin)If The Great Pumpkin starts its turn grappling a target, it may automatically use the Swallow Whole special maneuver on the target. The Great Pumpkin may only do this once per round.
Opening (The Great Pumpkin)The Great Pumpkin may spend additional successes from an Attack test to give pumpkin patch Horrors a +1 bonus per success spent to Attack tests against the opponent until the end of the next round.
Provoke (Opponent, Close Combat)
Pry Loose (Opponent, Close Combat)
Swallow Whole (The Great Pumpkin, Bite)The Great Pumpkin can spend two additional successes on an Attack test to swallow the target. The target may escape The Great Pumpkin’s insides by making a successful Attack test with a bladed weapon against the The Great Pumpkin’s Physical Defense, or casting a spell that causes damage reduced by Physical Armor against the The Great Pumpkin’s Mystic Defense, and inflicting a Wound. Attack and Damage tests from weapons larger than Size 2 have a penalty equal to the weapon’s size. The target is Harried while swallowed.

12 July 2017

Earthdawn 4E: Rogues' Gallery 17 - Elf Warrior (Circle 4) Prototype

This is the seventeenth 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.

This is a departure from the typical format and intent for this series, which is to provide some pre-generated NPCs for ease of use. Instead, this entry explores a different way of presenting and using said Namegiver NPCs, building them like creatures, rather than like characters.


From the design side, this more flexible and allows for better scaling in encounters, as well as encounters that can be a little more interesting. When applied to adepts, it reduces the amount of rolling done by the GM and the required talent mastery. In all, the goal is to provide an alternative that saves time and reduces effort for gamemasters.

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.


Warrior, Elf

An elf Warrior adept who is a low-ranking officer in a military organization. They lead a squad of soldiers into combat and rely on both their speed and leadership to see them to victory. This adept is relatively versatile in their approach to combat.

Challenge: Novice (Fourth Circle)
DEX: 7        Initiative:                   14      Unconsciousness:      38
STR: 7         Physical Defense:   12       Death Rating:              44
TOU: 6        Mystic Defense:       11       Wound Threshold:    9
PER: 6         Social Defense:        10      Knockdown:                 11
WIL: 6        Physical Armor:       5        Recovery Tests:           2
CHA: 6        Mystic Armor:          2        Karma:                            4 (8)
Movement: 14
Actions: 1; Broad Sword: 12 (13)
Powers:
Acrobatic Defense: It requires an additional adjacent opponent to cause the elf Warrior to be Harried.
Air Dance: If the elf Warrior's Initiative result is 10 higher than the opponent they attacked this round, the elf Warrior may make an additional attack against that opponent after the opponent's action.
Awareness (9): As the skill, Player's Guide, p. 130.
Distract (10): As the skill, Player's Guide, p. 139.
Tactics (10): As the skill, Player's Guide, p. 172.
Special Maneuvers:
Opening (Elf Warrior, Close Combat): The elf Warrior may spend additional successes from an Attack test 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)
Waterfall Slam (Elf Warrior, Close Combat): The elf Warrior may spend an additional success 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.
Equipment: Broad sword, crystal buckler, and hide armor.

10 July 2017

Earthdawn 4E: Rogues' Gallery 16 - Ork Shock Trooper (Circle 2) Prototype

This is the sixteenth 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.

This is a departure from the typical format and intent for this series, which is to provide some pre-generated NPCs for ease of use. Instead, this entry explores a different way of presenting and using said Namegiver NPCs, building them like creatures, rather than like characters.


From the design side, this more flexible and allows for better scaling in encounters, as well as encounters that can be a little more interesting. When applied to adepts, it reduces the amount of rolling done by the GM and the required talent mastery. In all, the goal is to provide an alternative that saves time and reduces effort for gamemasters.

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.


Shock Trooper, Ork

Ork shock troops with some experience, trained in the use of a pole axe. These soldiers can form a unit on their own, or most effectively work with other units, such as regulars. Their particular abilities are not subtle, they directly smash their opponents and benefit greatly from allies to can protect and provide openings for them.

Challenge: Novice (Second Circle)
DEX: 6        Initiative:                  4        Unconsciousness:      31
STR: 7         Physical Defense:   9        Death Rating:              38
TOU: 7        Mystic Defense:       7        Wound Threshold:    10
PER: 5         Social Defense:       7         Knockdown:                 9
WIL: 5        Physical Armor:      6        Recovery Tests:           2
CHA: 4        Mystic Armor:         1
Movement: 12
Actions: 1; Pole Axe: 10 (15)
Powers:
Awareness (9): As the skill, Player's Guide, p. 130.
Battle Shout (7): As the skill, Player's Guide, p. 131.
Surprise Strike (5): As the skill, Player's Guide, p. 172.
Special Maneuvers:
Enrage (Opponent)

Overpower (Ork Shock Trooper, Close Combat): The ork shock trooper may spend two additional success 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: Pole axe and ring mail

07 July 2017

Earthdawn 4E: Rogues' Gallery 15 - Dwarf Regular (Circle 2) Prototype

This is the fifteenth 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.

This is a departure from the typical format and intent for this series, which is to provide some pre-generated NPCs for ease of use. Instead, this entry explores a different way of presenting and using said Namegiver NPCs, building them like creatures, rather than like characters.


From the design side, this more flexible and allows for better scaling in encounters, as well as encounters that can be a little more interesting. When applied to adepts, it reduces the amount of rolling done by the GM and the required talent mastery. In all, the goal is to provide an alternative that saves time and reduces effort for gamemasters.

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.


Regular, Dwarf

Dwarf regular soldiers with some experience, trained in the use of an axe and shield. These soldiers can form a unit on their own, or most effectively, work with other units, such as shock troops. Their particular abilities are used to harass their opponents, locking them into unfavorable conditions for their allies to dispatch.
Challenge: Novice (Second Circle)
DEX: 6        Initiative:                  3       Unconsciousness:      31
STR: 6         Physical Defense:  11       Death Rating:              38
TOU: 7        Mystic Defense:      8        Wound Threshold:    10
PER: 6         Social Defense:       7        Knockdown:                 10
WIL: 6        Physical Armor:      7        Recovery Tests:           2
CHA: 5        Mystic Armor:         1
Movement: 10
Actions: 1; Scythan Axe: 10 (10)
Powers:
Awareness (9): As the skill, Player's Guide, p. 130.
Distract (8): As the skill, Player's Guide, p. 139.
Special Maneuvers:
Provoke (Opponent, Close Combat)
Shield Bash (Dwarf Regular, Close Combat): The dwarf regular can spend an additional success on an Attack test to force the opponent to make a Knockdown test against a DN equal to the Attack test result. Additional successes increase the DN by +2 and all additional successes must be spent on this special maneuver if it is used.
Equipment: Chainmail, footman's shield, and Scythan axe

05 July 2017

Earthdawn 4E: Anatomy of a Creature 19 - Dappled Brithan

This is the nineteenth 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.

Since the world isn't populated with only one kind of most animals, the same is likely true of Barsaive, featuring a variety of different magical creatures. While this isn't necessarily the case, it does make it easy to provide a greater range of challenges from the same basic creature. Because sometimes you need a more or less powerful version of a particular creature. Especially when there are adventures featuring it at the previous challenge, but 
some jackass decided the common version needed to be more powerful. What a jerk.


Dappled Brithan

Dappled brithans are much like their common counterparts in demeanor and range. Though they can be easily distinguished in two ways. First, they are noticeably smaller, though still dangerous and fearsome by any measure. More noticeable is their coat. Instead of deep brown or blue-black, they are dark gray with white dappling along the back and a creamy underside. While they may be smaller and look slightly different, dappled brithans are just as surly as their larger cousins.

Dappled brithans are suitable as animal companions.

Challenge: Novice (Second Circle)
DEX: 5        Initiative:                  5       Unconsciousness:      37
STR: 8         Physical Defense:  7       Death Rating:               46
TOU: 9        Mystic Defense:      9       Wound Threshold:    13
PER: 5         Social Defense:       7       Knockdown:                  12
WIL: 6        Physical Armor:      5       Recovery Tests:           3
CHA: 4        Mystic Armor:         2
Movement: 12
Actions: 1; Bite: 8 (13), Claw × 2: 9 (11)
Powers:
Battle Shout (9)As the skill, Player's Guide, p. 131.
Enhanced Sense [Sight] (2)
Frenzy: If more than one character attacks a dappled brithan, the animal fights back savagely, gaining an additional Action and a +4 bonus to Attack and Damage tests.
Fury (2)
Willful (1)
Special Maneuvers:
Enrage (Opponent): Using this maneuver causes the dappled brithan to frenzy.
Grab and Bite (Dappled Brithan, Claws)
Provoke (Opponent, Close Combat)
Pry Loose (Opponent, Close Combat)

03 July 2017

Earthdawn 4E: Anatomy of a Creature 18 - Blue-Tailed Shadowmant

This is the eighteenth 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.

Since the world isn't populated with only one kind of most animals, the same is likely true of Barsaive, featuring a variety of different magical creatures. While this isn't necessarily the case, it does make it easy to provide a greater range of challenges from the same basic creature. Because sometimes you need a more or less powerful version of a particular creature. Especially when there are adventures featuring it at the previous challenge, but 
some jackass decided the common version needed to be more powerful. What a jerk.


Blue-Tailed Shadowmant

Blue-tailed shadowmants are very similar to their larger cousins, though can be distinguished through their smaller size and the midnight blue coloration in their crystalline stinger, tail, and streaks on their underside. Their poison is slightly less potent than common shadowmants, though this does not make them any less aggressive.

Challenge: Novice (Second Circle)
DEX: 6        Initiative:                  8       Unconsciousness:      25
STR: 4         Physical Defense:  8       Death Rating:               30
TOU: 5        Mystic Defense:      10      Wound Threshold:    7
PER: 6         Social Defense:       8       Knockdown:                  4
WIL: 5        Physical Armor:      3       Recovery Tests:            2
CHA: 4        Mystic Armor:         4
Movement: 4 (Flying 16)
Actions: 1; Bite: 9 (7), Stinger: 9 (9)
Powers:
Ambush (5)
Enhanced Sense [Sight]Low-light vision.
Poison (8)The blue-tailed shadowmant possesses a damaging poison (see Gamemaster's Guide, p. 171). The poison is Step 8 [Onset: Instant, Interval: 10/1 round].
Stealthy Stride (15): As the skill, Player's Guide, p. 170.
Willful (1)
Special Maneuvers:
Defang (Opponent)
Poison Stinger (Blue Tailed-Shadowmant, Stinger): The blue-tailed shadowmant may spend an additional success from an Attack test to inflict Poison on the target.
Loot: Stinger worth D8 × 10 silver pieces (worth Legend Points).