10 March 2021

Earthdawn 4E: Anatomy of a Horror 14 - Scar'kek

This is the fourteenth 4E Anatomy of a Horror, 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.

This nasty piece of work was something I worked on a while back but never finished it for whatever reason. It doesn't have a whole lot going on compared to a lot of other Warden-tier opponents, but it can be dangerous. Best to take it out very quickly. 


Scholars of such topics theorize scar’keks came from the dangerous and generally best avoided scar beetles, but were twisted and made even more lethal by Horrors during the Scourge. These now four-legged chitinous monstrosities travel in small, organized groups bringing pain and suffering with them. They are seemingly fearless and ruthless, letting nothing stop them, though they are mercifully rare and active groups tend to draw attention. Not before indulging in their characteristic wanton violence.

There are some curiosities to their activity suggesting there may be greater intelligence at play. Otherwise it would be relatively easy to track them, but groups seem to appear from nowhere and can vanish if not disposed of first. Hunting parties after these groups often never return.

Their carapace is a beautiful glossy black and gold, with hues of purple and blue as light plays on it. It might even be popular if it wasn’t associated so unmistakably with Horror constructs, as faces seem to press against it from inside of their body. Their legs are long and slender, perfect for finding their way through whatever protection their prey may place misguided faith in. Very small serrations all along their carapace tear at flesh, ensuring the most exquisite pain. They are horrifyingly fast and use this to their advantage against slower opponents.

Instead of a mouth on their head, it was relocated under their body, complete with mandibles. However, instead of the complex mouth of a scar beetle, it appears more as a Namegiver mouth with rows of serrated teeth. Scar’kek have an unsettling laugh when they chase their prey.

Challenge: Warden (Ninth Circle)
DEX: 14        Initiative:                  20     Unconsciousness:      90
STR: 8          Physical Defense:   19      Death Rating:               108
TOU: 9         Mystic Defense:       17      Wound Threshold:     13
PER: 8          Social Defense:        14      Knockdown:                 12
WIL: 7         Physical Armor:       6        Recovery Tests:           2
CHA: 4         Mystic Armor:          6       Karma:                            6 (12)
Movement: 16 (Climbing)
Actions: 4; Bite: 22 (22), Legs ×4: 26 (15)
Awareness (17): As the skill, Player’s Guide, p. 129.
Fury (4)
Great Leap (10)
Harvest Energy (13, Free): The scar'kek may only use this power when it inflicts a Wound.
Horror Construct
Swift Skewer (5): The scar'kek gains +5 to Attack tests against opponents with lower Initiative.
Reach (6): The scar'kek can attack opponents within 6 yards with its legs.
Resist Fear (5): The scar'kek gains +5 to Mystic and Social Defense against fear effects.
Ruthless: The absolute value of Action test penalties applied to the scar’kek are halved (e.g, half of -3 is -2 since the absolute value of -3 is 3 and half of 3 is 1.5, which rounds to 2). This includes penalties from Harried.
Special Maneuvers:
Enrage (Opponent)
Flesh Rend (Scar’kek):
The scar’kek may spend additional successes on their Attack test to reduce their opponent’s Wound Threshold by -3 for this attack.
Impale (Scar’kek, Legs): The scar’kek spends three additional successes on their Attack test to impale their opponent through a weak point in their armor. The scar’kek’s attack is not reduced by armor.
Provoke (Opponent, Close Combat)

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