29 April 2020

Earthdawn 4E: Anatomy of a Creature 29 - Ork, Feral

This is the twenty-ninth 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.

Feral orks continue to the same cycle Alama were part of, Namegivers who degenerated during the Scourge and became something else. These also have a little plot hook to make them potential long-term threat for settlements in the hinterlands. Or those colonizing lands they already claim.

Ork, Feral

Feral orks appear as hunched, brutish orks with a hairy mane and large tusks, and are not usually encountered alone. They can be seen in small hunting parties of between 8 to 15 members and an entire tribe could number up to 150 individuals. Most tribes keep their non-combatants below ground in the caves they emerged from, but, with their increasing numbers, they’ve needed to create crude communities in forests or occasionally attack small Namegiver settlements so they can take them for themselves. They have a rudimentary intelligence and have some ability with stone tools and working leather, but do not know how to use or make complicated weapons, such as bows. In combat they normally wield fearsome looking stone blades embedded with sharp crystals at the edges.

These creatures derive from tribes of orks who took refuge deep beneath the earth during the Scourge. Like cave trolls, they allowed their culture to stagnate, but were also affected by the elemental magic surrounding them during their time there. As a result of this, their bodies and fertility rate was greatly enhanced, which enabled them to survive the Scourge, despite frequent Horror attacks. Since the Scourge ended, their numbers increased at an astounding rate and, without the Horrors to keep their numbers in check, they are starting to overrun small areas of the wilderness.

Challenge: Novice (Fourth Circle)
DEX: 7        Initiative:                   7       Unconsciousness:      41
STR: 11        Physical Defense:   13     Death Rating:               48
TOU: 7        Mystic Defense:       10     Wound Threshold:    10
PER: 4         Social Defense:        9       Knockdown:                 13
WIL: 5        Physical Armor:       5       Recovery Tests:           2
CHA: 3        Mystic Armor:          2        
Movement: 12
Actions: 1; Blade: 13 (17)
Enhanced Sense [Sight]: Heat Sight
Enhanced Sense [Smell] (2)
Fury (2)
Special Maneuvers:
Enrage (Opponent)
Overpower (Feral Ork, Close Combat): The feral ork 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 success on the Attack test.
Provoke (Opponent, Close Combat)

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