01 May 2020

Earthdawn 4E: Rogues' Gallery 24 - City Watch [Alt]

This is the twenty-fourth 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.

Like other entries in the Rogues' Gallery [Alt] series, this presents NPCs in a different fashion easier to use in combat. Essentially, these are disposable opponents who don't need to have skills referenced. They are also written to be more appropriate as combat challenges for the given Circle.


This particular entry presents city watch at various degrees of competency to be easily dropped into any game. The intent is to build this up with more such simplified entries over time.


City Watch [Recruit]

This is young member of the city watch hasn't spent much time on the job, nor seen much action. They're the perfect mark for any scheme and the weakest link in the chain. Obviously, everyone else in the chain knows this even if it's rude to point it out. Still, they keep a helpful eye on the recruits because someone has to. They aren't to fight to the death and a Wound is probably enough to put them out of the fight.

Challenge: Novice (First Circle)
DEX: 6        Initiative:                  3       Unconsciousness:      23
STR: 6         Physical Defense:  10      Death Rating:              29
TOU: 6        Mystic Defense:      7        Wound Threshold:    9
PER: 5         Social Defense:       7        Knockdown:                 8
WIL: 5        Physical Armor:      4        Recovery Tests:           2
CHA: 5        Mystic Armor:         2
Movement: 12
Actions: 1; Club: 10 (9), Spear: 10 (10)
Powers:
Awareness (7): As the skill, Player's Guide, p. 130.
Special Maneuvers:
Provoke (Opponent, Close Combat)
Shield Bash (City Watch, Close Combat): The city watch 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: Club, footman's shield, padded leather armor, spear


City Watch [Seasoned]

These are the bulk of the senior members of the city watch and probably lead a patrol. They've been around the block, seen some things, and are a little less likely to fall for your shenanigans. Though more experienced, they're unlikely to fight to the death like their less experienced counterparts.

Challenge: Novice (Second Circle)
DEX: 6        Initiative:                  3        Unconsciousness:      28
STR: 6         Physical Defense:  10       Death Rating:              34
TOU: 6        Mystic Defense:      7         Wound Threshold:    9
PER: 5         Social Defense:       8        Knockdown:                  9
WIL: 5        Physical Armor:      6        Recovery Tests:            2
CHA: 6        Mystic Armor:         2
Movement: 12
Actions: 1; Club: 11 (10), Spear: 11 (11)
Powers:
Awareness (8): As the skill, Player's Guide, p. 130.
Special Maneuvers:
Disarm (City Watch, Close Combat): The city watch can spend an two additional successes on an Attack test to disarm an opponent.
Provoke (Opponent, Close Combat)
Shield Bash (City Watch, Close Combat): The city watch 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: Club, footman's shield, ring mail armor, spear


City Watch [Veteran]

City watch veterans haven't just been around and seen it all (comparatively), but are a cut above the average recruit when it comes to dedication and training. City watch in their presence are likely to fight longer than they would otherwise, but they're still not interested in fighting to the death.

Challenge: Novice (Third Circle)
DEX: 6        Initiative:                  2        Unconsciousness:      33
STR: 6         Physical Defense:  11       Death Rating:               39
TOU: 6        Mystic Defense:      9         Wound Threshold:    9
PER: 6         Social Defense:       9        Knockdown:                  10
WIL: 5        Physical Armor:      8        Recovery Tests:            2
CHA: 6        Mystic Armor:         2
Movement: 12
Actions: 1; Broadsword: 13 (13), Club: 13 (12)
Powers:
Awareness (10): As the skill, Player's Guide, p. 130.
Special Maneuvers:
Disarm (City Watch, Close Combat): The city watch can spend an two additional successes on an Attack test to disarm an opponent.
Provoke (Opponent, Close Combat)
Shield Bash (City Watch, Close Combat): The city watch 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: Broadsword, chain mail armor, club, footman's shield


City Watch [Elite]

Elite city watch have experience, training, and dedication above and beyond their peers. These members may be former mercenaries who decided to settle down in a nice place and keep it nice. They may very well fight to the death depending on the opposition and can inspire those around them to do the same.

Challenge: Novice (Fourth Circle)
DEX: 7        Initiative:                  2        Unconsciousness:      41
STR: 7         Physical Defense:  11       Death Rating:               48
TOU: 7        Mystic Defense:      10       Wound Threshold:    10
PER: 6         Social Defense:       9        Knockdown:                  12
WIL: 6        Physical Armor:      9        Recovery Tests:            2
CHA: 6        Mystic Armor:         2
Movement: 12
Actions: 1; Broadsword: 14 (15), Club: 14 (13)
Powers:
Awareness (11): As the skill, Player's Guide, p. 130.
Special Maneuvers:
Disarm (City Watch, Close Combat): The city watch can spend an two additional successes on an Attack test to disarm an opponent.
Opening (City Watch, Close Combat): The city watch 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)
Shield Bash (City Watch, Close Combat): The city watch 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: Broadsword, chain mail armor, club, footman's shield

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