31 October 2017

Earthdawn 4E: Rogues' Gallery 23 - Foul Folk

This is the twenty-third 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 foul folk. At lower challenges they may be corrupted, like Sawney Bean. However, at Journeyman they have aligned themselves with a Horror. Either way, poor choices all around.


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 foul. At Novice this is tricky because there isn't quite as many things to play with and it depends on the role you want the foul folk to fill. These are sneaky and angry, but they could be altered to seem normal, welcoming visitors to their community. Once the outsiders' guards are down, things get grisly. Journeyman gives more toys to play with and lets their corrupt nature come out and play. These particular foul folk are in the spirit of Ristular, but can be altered to fit whatever Horror they serve.

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.


Foul Folk

Challenge: Novice (Fourth Circle)
DEX: 7        Initiative:                  7         Unconsciousness:      41
STR: 7         Physical Defense:  11        Death Rating:               48
TOU: 7        Mystic Defense:      11        Wound Threshold:    10
PER: 6         Social Defense:      10        Knockdown:                 9
WIL: 5        Physical Armor:      5         Recovery Tests:           2
CHA: 5        Mystic Armor:         4
Movement: 12
Actions: 1; Dagger: 12 (12)
Powers:
Fury (2)
Powered by Blight (2): The foul folk gains +2 to Action tests while in Tainted or Corrupted areas.
Stealthy Stride (12): As the skill, Player's Guide, p. 171.
Surprise Strike (5): As the skill, Player's Guide, p. 172.
Special Maneuvers:
Enrage (Opponent) 
Provoke (Opponent, Close Combat) 
Equipment: Dagger and leather armor


Foul Folk

Challenge: Journeyman (Fifth Circle)
DEX: 7        Initiative:                  7         Unconsciousness:      49
STR: 8         Physical Defense:  11        Death Rating:               57
TOU: 8        Mystic Defense:      12        Wound Threshold:    12
PER: 6         Social Defense:      10        Knockdown:                 10
WIL: 7        Physical Armor:      5         Recovery Tests:           3
CHA: 5        Mystic Armor:         5
Movement: 12
Actions: 2; Short Sword: 13 (15)
Powers:
Corrupt Karma (12, Standard)
Distract (10): As the skill, Player's Guide, p. 139.
Disrupt Magic (12, Standard)
Fury (2)
Powered by Blight (5): The foul folk gains +5 to Action tests while in Tainted or Corrupted areas.
Stealthy Stride (12): As the skill, Player's Guide, p. 171.
Surprise Strike (10): As the skill, Player's Guide, p. 172.
Special Maneuvers:
Enrage (Opponent) 
Provoke (Opponent, Close Combat) 
Equipment: Leather armor and short sword


Foul Folk (Leader)

Challenge: Journeyman (Sixth Circle)
DEX: 7        Initiative:                  7         Unconsciousness:      54
STR: 6         Physical Defense:  11        Death Rating:               62
TOU: 8        Mystic Defense:      13        Wound Threshold:    12
PER: 7         Social Defense:      13        Knockdown:                  8
WIL: 8        Physical Armor:      5         Recovery Tests:           3
CHA: 9        Mystic Armor:         5         Karma:                             8 (4)
Movement: 12
Actions: 2; Dagger: 16 (14)
Powers:
Corrupt Karma (14, Standard)
Corruption's Touch (14, Standard): The foul folk makes a Corruption's Touch test against the target's Mystic Defense. If successful, the target takes damage as though they cast a Sixth Circle spell using raw magic, suffering Warping Damage.
Distract (15): As the skill, Player's Guide, p. 139.
Harvest Energy (14, Free)
Powered by Blight (5): The foul folk gains +5 to Action tests while in Tainted or Corrupted areas.
Resist Pain (2)
Stealthy Stride (12): As the skill, Player's Guide, p. 171.
Surprise Strike (10): As the skill, Player's Guide, p. 172.
Special Maneuvers:
Enrage (Opponent) 
Provoke (Opponent, Close Combat) 
Equipment: Dagger and leather armor