10 November 2021

Earthdawn 4E: Rogues' Gallery 52 - Wizard, Human [Alt]

This is the fifty-second 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 human Wizard. They're a dedicated ranged combatant with a few different attacks, but also have ways to mess with opposing spellcasters. Dispel Magic can debuff opponents and Astral Flare isn't kind to any Wizards running Astral Sense all the time. They can also inflict penalties to Physical and Mystic Defense and cause Wounds with Aura Strike. With the added ability to fly, they can be pretty obnoxious.

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.


Wizard, Human


Challenge: Journeyman (Fifth Circle)

DEX: 6 Initiative: 9 Unconsciousness: 40

STR: 4 Physical Defense: 11 Death Rating: 45

TOU: 5 Mystic Defense: 14 Wound Threshold: 7

PER: 7 Social Defense: 9 Knockdown: 6

WIL: 7 Physical Armor: 8 Recovery Tests: 2

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

Movement: 12 (Flying 16)

Actions: 1; Aura Strike (20 yards): 16 (12), Crushing Will (50 yards): 16 (12), Mind Dagger (20 yards): 16 (11)

Powers:

Astral Flare (16, Standard): Spell. The human Wizard targets a point within 20 yards and makes an Astral Flare test against the highest Mystic Defense within 10 yards of that point. If successful, everyone perceiving astral space in the affected area (this includes Astral Sense) suffers full blindness until the end of the encounter.
Astral Interference (12, Standard): As the talent, Player’s Guide, p. 129. The human Wizard is unaffected by this talent.
Astral Sight (12, Simple): As the talent, Player’s Guide, p. 129.
Astral Targeting (13): This power can be dispelled, giving the human Wizard -2 to Action tests with the spell keyword and any associated damage or effect tests.
Aura Strike: Spell. This attack is made against Mystic Defense and is reduced by Mystic Armor. The target also suffers a Wound.
Awareness (12, Simple): As the talent, Player’s Guide, p. 129.
Crushing Will: Spell. This attack is made against Mystic Defense and is reduced by Mystic Armor. The target also suffers -2 Mystic Defense until the end of the next round.
Dispel Magic (12, Standard): As the talent, Player’s Guide, p. 139.

Mind Dagger: Spell. This attack is made against Mystic Defense and is reduced by Mystic Armor. The target also suffers -4 Physical Defense until the end of the next round.

Special Maneuvers:
Psyche Stab (Human Wizard, Mind Dagger): The human Wizard may spend two additional successes on a Mind Dagger test to extend the Physical Defense penalty until the end of the encounter.

Equipment: Hide armor

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