22 September 2021

Earthdawn 4E: Rogues' Gallery 45 - Nethermancer, Windling [Alt]

This is the forty-fifth 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 a Seventh Circle windling Nethermancer. In contrast to the two previous entries, this Nethermancer wants nothing to do with close combat. They're certainly capable of dealing damage, but they do best when disrupting opponents and inflicting penalties on them. They have a lot of tools to do this task.

I thought briefly about doing a character write-up for this adept, but realized that premise runs counter to the point of these alt entries. These are more disposable NPCs who should graduate to a full character if they end up with that kind of staying power and growth. This gives a basis for that development, but should more reflect the needs of the campaign.


Nethermancer, Windling


Challenge: Journeyman (Seventh Circle)

DEX: 7 Initiative: 5 Unconsciousness: 50

STR: 3 Physical Defense: 16 Death Rating: 55

TOU: 5 Mystic Defense: 16 Wound Threshold: 7

PER: 8 Social Defense: 13 Knockdown: 5

WIL: 7 Physical Armor: 7 Recovery Tests: 2

CHA: 6 Mystic Armor: 8 Karma: 4 (8)

Movement: 6 (16 Flying)

Actions: 1; Astral Spear (40 yards): 18 (18), Pattern Spike (20 yards): 18 (17), Spirit Dart (20 yards): 18 (16)

Powers:

Astral Sight (15): As the talent, Player’s Guide, p. 129.

Astral Spear: This attack is made against Mystic Defense and affects Mystic Armor.

Awareness (15): As the talent, Player’s Guide, p. 129.

Death's Head (12): This power can be dispelled and Frighten becomes a Standard action.

Dispel Magic (14, Standard): As the talent, Player’s Guide, p. 139.

Feast of Suffering: The windling Nethermancer gains +1 to Attack and Damage tests for each Wound the target has.

Frighten (18, Simple): As the talent, Player’s Guide, p. 149.

Pain (18, Standard): This power is used against the Mystic Defense of a target within 10 yards. The target suffers 1 Wound per success until the end of the encounter. Multiple uses of this power on the same target don’t stack.

Pattern Spike: This attack is made against Mystic Defense and affects Mystic Armor. As a Free action, the windling Nethermancer can inflict a -4 penalty to the result of one test the target makes by the end of the next round.

Spirit Dart: This attack is made against Mystic Defense and affects Mystic Armor. The target also suffers -4 Mystic Armor until the end of the next round.

Stealthy Stride (14): As the talent, Player's Guide, p. 170.

Powers:

Dispiriting Dart (Windling Nethermancer, Spirit Dart): The windling Nethermancer may spend two additional successes on a Spirit Dart test to extend the Mystic Armor penalty until the end of the encounter.

Pattern Skewer (Windling Nethermancer, Pattern Spike): The windling Nethermancer may spend additional success on a Pattern Spike test to increase the penalty by -2 per success.

Equipment: Crystal ringlet armor

15 September 2021

Earthdawn 4E: Rogues' Gallery 44 - Nethermancer, Ork [Alt]

This is the forty-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 a Fifth Circle ork Nethermancer. Their attack options include the long range Astral Spear power, which makes them versatile to engage at any range. Their relative close combat capabilities aren't as powerful as the previous obsidiman Nethermancer, but an upgraded Spirit Grip makes them dangerous up close. Again, don't forget to use Frighten each round.

I thought briefly about doing a character write-up for this adept, but realized that premise runs counter to the point of these alt entries. These are more disposable NPCs who should graduate to a full character if they end up with that kind of staying power and growth. This gives a basis for that development, but should more reflect the needs of the campaign.


Nethermancer, Ork


Challenge: Journeyman (Fifth Circle)

DEX: 6 Initiative: 5 Unconsciousness: 43

STR: 7 Physical Defense: 12 Death Rating: 49

TOU: 6 Mystic Defense: 14 Wound Threshold: 9

PER: 7 Social Defense: 10 Knockdown: 9

WIL: 7 Physical Armor: 8 Recovery Tests: 2

CHA: 5 Mystic Armor: 6 Karma: 4 (8)

Movement: 10

Actions: 1; Astral Spear (40 yards): 16 (11), Broadsword: 13 (16), Pattern Spike (20 yards): 16 (10), Spirit Dart (20 yards): 16 (9), Spirit Grip: 16 (9)

Powers:

Astral Sight (12): As the talent, Player’s Guide, p. 129.

Astral Spear: This attack is made against Mystic Defense and affects Mystic Armor.

Awareness (12): As the talent, Player’s Guide, p. 129.

Death's Head (12): This power can be dispelled and Frighten becomes a Standard action.

Dispel Magic (12, Standard): As the talent, Player’s Guide, p. 139.

Frighten (16, Simple): As the talent, Player’s Guide, p. 149.

Pattern Spike: This attack is made against Mystic Defense and affects Mystic Armor. As a Free action, the windling Nethermancer can inflict a -2 penalty to the result of one test the target makes by the end of the next round.

Spirit Dart: This attack is made against Mystic Defense and affects Mystic Armor. The target also suffers -2 Mystic Armor until the end of the next round.

Spirit Grip: This attack is made against Mystic Defense and affects Mystic Armor. The target also suffers -3 Defenses until the end of the next round.

Stealthy Stride (12): As the talent, Player's Guide, p. 170.

Powers:

Dispiriting Dart (Ork Nethermancer, Spirit Dart): The ork Nethermancer may spend two additional successes on a Spirit Dart test to extend the Mystic Armor penalty until the end of the encounter.

Nether Fu Grip (Ork Nethermancer, Spirit Grip): The ork Nethermancer may spend two additional successes on a Spirit Grip test to extend the Defense penalty until the end of the encounter.

Pattern Skewer (Windling Nethermancer, Pattern Spike): The windling Nethermancer may spend additional success on a Pattern Spike test to increase the penalty by -2 per success.

Equipment: Broadsword, hide armor

08 September 2021

Earthdawn 4E: Rogues' Gallery 43 - Nethermancer, Obsidiman [Alt]

This is the forty-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 a Third Circle obsidiman Nethermancer. They have good combat spells, including a close-range spell (Spirit Grip) that goes nicely with their troll sword, which is a significant threat. Spirit Dart gives them a ranged option that does more damage on consecutive rounds through Mystic Armor reduction. Most important, don't forget to use their Frighten power every round as they are definitely paying for it.

I thought briefly about doing a character write-up for this adept, but realized that premise runs counter to the point of these alt entries. These are more disposable NPCs who should graduate to a full character if they end up with that kind of staying power and growth. This gives a basis for that development, but should more reflect the needs of the campaign.


Nethermancer, Obsidiman


Challenge: Novice (Third Circle)

DEX: 5 Initiative: 5 Unconsciousness: 36

STR: 8 Physical Defense: 8 Death Rating: 43

TOU: 7 Mystic Defense: 10 Wound Threshold: 10

PER: 7 Social Defense: 7 Knockdown: 10

WIL: 7 Physical Armor: 6 Recovery Tests: 2

CHA: 4 Mystic Armor: 6 Karma: 4 (8)

Movement: 10

Actions: 1; Spirit Dart (20 yards): 11 (9), Spirit Grip: 11 (9), Troll Sword: 9 (14)

Powers:

Astral Sight (10): As the talent, Player’s Guide, p. 129.

Awareness (10): As the talent, Player’s Guide, p. 129.

Death's Head (12): This power can be dispelled and Frighten becomes a Standard action.

Dispel Magic (10, Standard): As the talent, Player’s Guide, p. 139.

Frighten (11, Simple): As the talent, Player’s Guide, p. 149.

Spirit Dart: This attack is made against Mystic Defense and affects Mystic Armor. The target also suffers -2 Mystic Armor until the end of the next round.

Spirit Grip: This attack is made against Mystic Defense and affects Mystic Armor. The target also suffers -2 Defenses until the end of the next round.

Stealthy Stride (8): As the talent, Player's Guide, p. 170.

Equipment: Fernweave armor, troll sword