17 June 2020

Earthdawn 4E: Rogues' Gallery 33 - Air Sailor [Alt]

This is the thirty-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.

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 soldiers a 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.


Air Sailor [Recruit]

They have the worse jobs and the most supervision for everything they do. And with good reason, they still need to learn the ropes (literally) and their screw-ups affect everyone else. However, there's also an understanding everyone started here, so as much as the hazing can be unrelenting and they almost certainly earn an embarassing nickname about some screw-up, everyone has nickname based around such a screw-up. While they are green, they are less likely than many to break in combat because there's few places to run and their crew depends on them.

Challenge: Novice (First Circle)
DEX: 6        Initiative:                  6        Unconsciousness:      20
STR: 5         Physical Defense:  9         Death Rating:               25
TOU: 5        Mystic Defense:      9        Wound Threshold:     7
PER: 6         Social Defense:       8        Knockdown:                  8
WIL: 6        Physical Armor:      2        Recovery Tests:            2
CHA: 5        Mystic Armor:         2
Movement: 12
Actions: 1; Short Sword: 11 (9), Throwing Axe (thrown: 12, 24): 11 (8)
Powers:
Awareness (8): As the skill, Player's Guide, p. 130.
Great Leap (3): Gamemaster's Guide, p. 251.
Special Maneuvers:
Provoke (Opponent, Close Combat)
Equipment: Padded cloth armor, short sword, throwing axe x2


Air Sailor [Seasoned]

The typical air sailor who is competent at their job, but still has things to learn. They're dedicated to the ship and crew, and are unlikely to abandon either unless the odds of survival on doing so are significantly better than not doing so. Seasoned air sailors can be very dangerous when their backs are against the wall.

Challenge: Novice (Second Circle)
DEX: 6        Initiative:                  6        Unconsciousness:      28
STR: 5         Physical Defense:  10       Death Rating:              34
TOU: 6        Mystic Defense:      9         Wound Threshold:    9
PER: 6         Social Defense:       9        Knockdown:                  9
WIL: 6        Physical Armor:      3        Recovery Tests:            2
CHA: 6        Mystic Armor:         2
Movement: 12
Actions: 1; Broadsword: 12 (10), Throwing Axe (thrown: 12, 24): 12 (9)
Powers:
Awareness (9): As the skill, Player's Guide, p. 130.
Great Leap (3): Gamemaster's Guide, p. 251.
Special Maneuvers:
Opening (Air Sailor): The air sailor 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)
Equipment: Broadsword, leather armor, throwing axe x2


Air Sailor [Veteran]

Veteran air sailors have leadership positions among the crew. They typically oversee some department on the ship and are known for their grumpy demeanors. Tall tales are their bread and butter, though it's common for some truth in them. These sailors can be extremely dangerous when their ship and crew are under threat; they have little inclination to break, though may offer surrender if it will be accepted.

Challenge: Novice (Third Circle)
DEX: 6        Initiative:                  6        Unconsciousness:      33
STR: 5         Physical Defense:  11       Death Rating:               39
TOU: 6        Mystic Defense:      11       Wound Threshold:    9
PER: 6         Social Defense:      10       Knockdown:                  10
WIL: 6        Physical Armor:      4        Recovery Tests:            2
CHA: 6        Mystic Armor:         3
Movement: 12
Actions: 1; Broadsword: 14 (12), Throwing Axe (thrown: 12, 24): 14 (11)
Powers:
Awareness (10): As the skill, Player's Guide, p. 130.
Great Leap (4): Gamemaster's Guide, p. 251.
Taunt (10): As the skill, Player's Guide, p. 173.
Special Maneuvers:
Opening (Air Sailor): The air sailor 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)
Equipment: Broadsword, padded leather armor, throwing axe x2


Air Sailor [Elite]

These air sailors are a cut above and have a reputation on the ships they serve, and likely beyond. They're not adepts, but they're about as good as it gets without magic. Their department is probably notable for its efficiency and they accept nothing less.

Challenge: Novice (Fourth Circle)
DEX: 7        Initiative:                  7         Unconsciousness:      38
STR: 6         Physical Defense:  12       Death Rating:               44
TOU: 6        Mystic Defense:      11        Wound Threshold:     9
PER: 7         Social Defense:       11        Knockdown:                 12
WIL: 7        Physical Armor:      5         Recovery Tests:            2
CHA: 6        Mystic Armor:         3
Movement: 12
Actions: 1; Broadsword: 15 (13), Throwing Axe (thrown: 12, 24): 15 (12)
Powers:
Awareness (12): As the skill, Player's Guide, p. 130.
Great Leap (5): Gamemaster's Guide, p. 251.
Taunt (11): As the skill, Player's Guide, p. 173.
Special Maneuvers:
Opening (Air Sailor): The air sailor 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)
Equipment: Broadswordpadded leather armor, throwing axe x2

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