This is the first entry in the Anatomy of a Creature series for Earthdawn Fourth Edition (ED4). The overall goal here is to present new material to the community as a whole and get feedback on the various creatures and new development directions. Popular entries may one day see publication, while those which are less so will not clutter precious page count.
Based on comments and requests, the first series will focus on introducing some new mounts to the game. Specifically, mounts suitable for dwarfs. Due to their awkward size, they have always had a lack of available mounts - not the worst, but notably lacking. To help with this, I have put together four new and (hopefully) suitably dwarfy mounts. They aren't all just for dwarfs, but all of them can be used by a dwarf.
If there is something you do (or do not) like, let me know in the comments.
Bear, War
These creatures are a mostly domesticated version of the great bear
which has been bred to be used as a mount. While they lack most of the sheer
fury of their ancestors, war bears are still dangerous and only experienced cavalrymen will ride them into battle. A popular theory is the
original stock for these bears was brought to Barsaive from an area to the
north by particularly adventurous and brave adepts.
War bears are suitable as mounts for dwarfs, elves, humans, orks, t’skrang,
and trolls, and as animal companions.
Challenge: Novice (Fourth Circle)
DEX: 5 Initiative: 5 Unconsciousness: 50
STR: 10 Physical Defense: 8 Death Rating: 60
TOU: 10 Mystic Defense: 10 Wound Threshold: 15
PER: 5 Social Defense: 9 Knockdown: 14
WIL: 6 Physical Armor: 7 Recovery
Tests: 3
CHA: 5 Mystic Armor: 4
Movement: 14
Actions: 1; Bite: 11 (18), Claws ×2: 11 (16)
Powers:
Battle
Shout (12): As the skill.
Enhanced
Sense [Smell] (2)
Resist
Pain (2): The war bear ignores 2 Wounds for penalties.
Stubborn: Talents and
abilities used to control, tame, or train a war bear require an additional
success.
Combat Options:
Grab and Bite (War Bear, Claws): The great bear may spend an additional success
from an Attack test to automatically grapple an opponent. Grappled opponents
automatically take bite damage each round.
Provoke
(Opponent, Close Combat): The attacker may spend two additional successes to
sufficiently enrage the war bear and guarantee he will be the sole target of
its next attack(s). If there are multiple instances of this combat option, only
the most recent has any use.
Pry Loose (Opponent, Close Combat): The attacker may use extra successes on an Attack test to allow a grappled ally to immediately make an escape attempt with a +2 bonus for each success used in this fashion.
Pry Loose (Opponent, Close Combat): The attacker may use extra successes on an Attack test to allow a grappled ally to immediately make an escape attempt with a +2 bonus for each success used in this fashion.
Boar,
War
War boars have been bred by dwarfs for use as shock cavalry. They are
significantly larger than their wild cousins and still quite dangerous, despite
being domesticated. In this case, it means they probably won’t attack you
unless provoked.
War boars are suitable as mounts for dwarfs, elves, humans, orks, and t’skrang,
and as animal companions.
Challenge: Novice (Third Circle)
DEX: 6 Initiative: 6 Unconsciousness: 42
STR: 8 Physical Defense: 10 Death Rating: 51
TOU: 9 Mystic Defense: 8 Wound Threshold: 13
PER: 4 Social Defense: 8 Knockdown: 12
WIL: 6 Physical Armor: 7 Recovery
Tests: 3
CHA: 5 Mystic Armor: 4
Movement: 16
Actions: 1; Tusks: 11 (15)
Powers:
Charge (5): The war boar may move up to twice its Movement and make a single
attack. If the boar moves over its base Movement, it gains a +5 bonus to the Attack
and Damage test. This ability may be
used while the war boar has a rider, though only benefits the war boar.
Enhanced
Sense [Hearing] (2)
Enhanced Sense [Smell] (2)
Resist
Pain (2): The war boar ignores 2 Wounds for penalties.
Special Maneuvers:
Provoke
(Opponent, Close Combat): The attacker may spend two additional successes to
sufficiently enrage the war boar and guarantee he will be the sole target of
its next attack(s). If there are multiple instances of this special maneuver,
only the most recent has any use.
Goring Charge (War Boar, Charge): The boar may spend an additional success to cause a Knockdown test against the
target. The Difficulty Number is the Attack test result.
Loot: Tusks worth 3D10 silver pieces (worth Legend Points).
Horse, War Pony
Larger and stronger than normal ponies, war ponies are bred to carry
heavier loads while remaining able to canter and gallop. War ponies are most
frequently used by dwarf cavalry units and often wear barding, which provides
the equivalent protection as the type of armor. For example, hardened leather
barding provides 5 points of Physical Armor.
War ponies are suitable as mounts for dwarfs, elves, and humans, and
as animal companions.
Challenge:
Novice (Second Circle)
DEX: 6 Initiative: 8 Unconsciousness: 34
STR: 7 Physical Defense: 10 Death Rating: 42
TOU: 8 Mystic Defense: 9 Wound Threshold: 12
PER: 5 Social Defense: 9 Knockdown: 11
WIL: 7 Physical Armor: 1 Recovery
Tests: 3
CHA: 6 Mystic Armor: 3
Movement: 16
Actions: 1; Kick: 11 (12), Trample: 11 (10)
Powers:
Enhanced
Sense [Hearing] (2)
Enhanced
Sense [Smell] (2)
Special Maneuvers:
Overrun (War Pony, Trample): The war pony may spend an additional success to
cause a Knockdown test against the target if the target has a lower Strength
Step. The Difficulty Number is the Attack test result.
Ram,
War
These creatures were originally hardy mountain sheep which were raised
for a variety of purposes in the Scytha and Throal Mountains. Since these
humble origins, various lines have been bred to be mounts for dwarf cavalry.
Now, these large rams are powerfully muscled with enormous horns. They still
have the excessively fluffy wool of their line, coming most commonly in white,
but black and gray are not rare.
While they are more aggressive than a typically ram, they are still
quite docile with their handlers. This temperament maintains their popularity
with dwarf military units stationed in the mountains for both their comfort in
the terrain and companionship. While others may mock the appearance of their
mounts, these dwarfs take great pride in the upkeep of their war rams’ wool and
will frequently have it made into their clothing.
War rams are suitable as mounts for dwarfs and as animal companions.
Challenge: Novice (Second Circle)
DEX: 6 Initiative: 6 Unconsciousness: 34
STR: 7 Physical Defense: 10 Death Rating: 42
TOU: 8 Mystic Defense: 9 Wound Threshold: 12
PER: 5 Social Defense: 7 Knockdown: 15
WIL: 6 Physical Armor: 4 Recovery
Tests: 3
CHA: 4 Mystic Armor: 2
Movement: 14
Actions: 1; Horns: 9 (12), Trample: 9 (10)
Powers:
Charge (5): The war ram may move up to twice its Movement and make a single
attack. If the boar moves over its base Movement, it gains a +5 bonus to the Attack
and Damage test. This ability may be
not used while the war ram has a rider.
Enhanced
Sense [Hearing] (2)
Enhanced Sense [Smell] (2)
Resist
Pain (2): The war ram ignores 2 Wounds for penalties.
Special Maneuvers:
Overrun (War Ram, Trample): The war ram may spend an additional success to cause
a Knockdown test against the target if the target has a lower Strength Step.
The Difficulty Number is the Attack test result.