24 November 2021

Earthdawn 4E: Rogues' Gallery 54 — Wizard, T'skrang [Alt]

This is the fifty-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 an Eighth Circle t'skrang Wizard. They have four ranged attack options, which allows them to adapt to most any situation depending on what effect they want: Physical Defense penalty, Mystic Defense penalty, a Wound, or ignoring armor. Astral Flare, Astral Interference, and Dispel Magic all provide different ways to mess with opposing spellcasters. Add flight and various ways to detect opponents (including Lifesight), and they're and effective opponent for use.

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, T'skrang


Challenge: Journeyman (Eighth Circle)

DEX: 6 Initiative: 4 Unconsciousness: 58

STR: 5 Physical Defense: 14 Death Rating: 64

TOU: 6 Mystic Defense: 17 Wound Threshold: 9

PER: 8 Social Defense: 14 Knockdown: 7

WIL: 8 Physical Armor: 10 Recovery Tests: 2

CHA: 6 Mystic Armor: 9 Karma: 4 (8)

Movement: 12 (Flying 16, Swimming 12)

Actions: 1; Aura Strike (20 yards): 20 (21), Crushing Will (50 yards): 20 (21), Hypervelocity (20 yards): 20 (20), Mind Dagger (20 yards): 20 (20)

Powers:

Astral Flare (19, Standard): Spell. The t’skrang 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 (15, Standard): As the talent, Player’s Guide, p. 129. The t’skrang Wizard is unaffected by this talent.
Astral Sight (15, Simple): As the talent, Player’s Guide, p. 129.
Astral Targeting (13): This power can be dispelled, giving the t’skrang 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 (15, 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 (15, Standard): As the talent, Player’s Guide, p. 139.
Hypervelocity: Spell. This attack is made against Mystic Defense and isn’t reduced by armor.
Lifesight (15, Simple): As the talent, Player’s Guide, p. 156.

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 (T'skrang Wizard, Mind Dagger): The t'skrang Wizard may spend two additional successes on a Mind Dagger test to extend the Physical Defense penalty until the end of the encounter.
I’m Crushing Your Head (T'skrang Wizard, Crushing Will): The t'skrang Wizard may spend two additional successes on a Crushing Will test to extend the Mystic Defense penalty until the end of the encounter.

Equipment: Crystal ringlet armor

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