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)
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.

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