Showing posts with label Anatomy of a Horror. Show all posts
Showing posts with label Anatomy of a Horror. Show all posts

30 October 2020

Earthdawn 4E: Anatomy of a Horror 13 - The Pritchman

This is the thirteenth 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 was written up for FASA's Halloween social media in honor of Kyle Pritchard.

The general concept here plays with Kyle, who I've worked with for years now and much more so since 2018 with Elven Nations, more in 2019 with The Adept's Journey: Mystic Paths, and a lot partnering for getting Iopos: lair of Deceit out the door. Between the latter, Empty Thrones, his continued work on Legends of Barsaive, things behind the scenes, and life in general—this has been a very busy year. Without hyperbole, he is one of the nicest and most humble people you will have the pleasure to meet.

This Horror is designed to be less of a nebulous plot device than the previous two, The Babcock and J'osh the Vexing Son, and more of specific threat to a location. Given his dual nature, he's easily a recurring threat and can easily continue being a threat even if he doesn't see it that way. In contrast to the inspiration's pleasant demeanor, the Horror is more visceral and brutal. While still maintaining that same demeanor.


The Pritchman

Easily one of the most insidious Horrors due to the complete sincerity associated with his actions. Nethermancers and scholars who discuss the accounts that filter to them debate The Pritchman’s true nature—to what extent is it a ruse merely to capture prey and wring the most possible from them or is it the bizarre case of a Horror attempting to make friends of a sort and simply being entirely unaware of how this is supposed to work. Despite these ruminations, the end result is much the same: The Pritchman lures in even the most wary with friendly acts and an unassuming demeanor before cutting them to the core.

The Pritchman can take the form of any humanoid Namegiver, but prefers the appearance of an innocuous human man when appropriate. He’s helpful, jovial, friendly, and entirely morally bankrupt. It’s impossible to not enjoy his company with an easygoing demeanor and this Horror is the first to offer help to anyone in need. However, it should be known he may have orchestrated that need in the first place, as he makes subtle use of Corrupt Reality to shape his victims’ world, forcing them to increasingly rely upon him. He never asks anything in return and feeds from the feelings of guilt this instills in these friends.

While many powerful Horrors prefer to work through constructs and lesser Horrors under their sway, The Pritchman is very hands on. He delights in inflicting the final betrayal on his victims, forcing them under his sway when they are overwhelmed by the enormity of the betrayal. It’s possible The Pritchman doesn’t see it this way and instead sees it as the way they can be together forever, by exchanging body parts. Horrors don’t tend to come from a good home life, but there’s still no real excuse for this behavior (though some Nethermancers still find a way to blame the victims).

There is no beholding The Pritchman’s true form in the same way as other Horrors. His astral form perfectly reflects his material form, though flesh is just as malleable as feelings to his fingers. Given the dangers of Barsaive, there’s nothing suspicious of the knives he carries on his person, though they aren’t wholly necessary since he can form weapons from his body just as easily. However, he does use them to different effects.

Challenge: Warden (Eleventh Circle)
DEX: 15        Initiative:                    17       Unconsciousness:      131
STR: 12         Physical Defense:  17       Death Rating:               149
TOU: 18        Mystic Defense:      19       Wound Threshold:     27
PER: 17         Social Defense:       20       Knockdown:                 14
WIL: 14        Physical Armor:      13       Recovery Tests:            6
CHA: 19        Mystic Armor:         10       Karma:                            11 (44)
Movement: 12
Actions: 3; Knives: 30 (24), Unarmed: 32 (22)
Powers:
Awareness (38, Simple): As the talent, Player’s Guide, p. 129.
Corrupt Compromise (25, Standard)
Corrupt Reality (25, Standard)
Cursed Luck (27, Free)
Damage Shift (27, Simple): The Pritchman can transfer one Wound per success to the victim. He cannot also transfer damage if used in this fashion and must spend one Karma Point per Wound transferred.
Displace (Standard)
Dual Nature: The Pritchman has an astral and physical form. They are not independent, but both must be destroyed to kill the Horror. As long as one form survives, it can reform the other. Attacks that deal Mystic damage affect both forms simultaneously.
Feast of Suffering: The Pritchman gains +1 to Attack and Damage tests for each Wound the target has.
Flesh of Theseus (Sustained):
The Pritchman cuts off a piece of a marked victim and devours it, then cuts off the equivalent piece from his body and attaches it to the victim, which blends into the victim’s body shortly and gives them at least one Corruption Point (more may be appropriate for larger body parts at the gamemaster’s discretion). His body part quickly grows back and looks reminiscent of the victim’s body part. This functions like Horror Thread (Gamemaster’s Guide, p. 464), but there are no additional costs and it is always successful. However, The Pritchman can only control that affected piece of the victim’s body—this allows him to see out of their eye, listen from their ear, use their hand, etc. The Pritchman’s mark can never be removed or sequestered once this power is used.
Forge Construct (25, Standard):
The Pritchman prefers to create boneless and grotesques from victims who outlived their usefulness, but still have a little left to give.
Foundation of Lies is Still a Foundation: The Pritchman gains +5 to all Action tests against a victim for every Attitude level above Neutral they possess towards The Pritchman. If the victim suffers a complete betrayal from The Pritchman, this bonus is maintained at the previous level until sunrise.
Harvest Energy (30, Free):
If the harvested emotion is betrayal, guilt, or pain, The Pritchman gains an additional Karma Point, and gains a point even if the test fails.
Heart Knows What It Wants, The: The Pritchman can make close combat attacks against the target’s Mystic Defense (this can affect targets in astral space).
Horror Mark (25, Standard): 
The Pritchman can only use this power on targets who have at least a Friendly attitude towards him. In addition to the normal effects, the victims of The Pritchman’s Horror Mark find themselves increasingly relying on him, coming to trust him and gain a Corruption Point upon receiving the mark.
Karma Boost (Free)
Resist Pain (4)
Special Maneuvers:
Corrupted Wound (The Pritchman, Unarmed): The Pritchman may spend two additional successes on an Attack test to leave pieces of his corrupted essence behind when attacking with their natural blades. If the attack causes a Wound, it becomes corrupted and the next healing effect on the victim within 10 minutes causes damage instead; this includes potions, spells, talents, etc. If the effect has a duration, it causes damage for the duration of the effect.
Cutting Room Floor (The Pritchman, Knives): The Pritchman may spend two additional successes on an Attack test to ignore the target’s Physical Armor. If this inflicts more than one Wound, it may sever part of the victim’s body at the gamemaster’s discretion. The size of the body part should be proportional to the number of Wounds inflicted.
Fillet of Flesh (The Pritchman, Close Combat): The Pritchman cuts deeply into his opponent with his blade, easily separating flesh from bone by spending additional successes on their Attack test to reduce their opponent’s Wound Threshold by -2 for this attack. Each success spent in this fashion allows The Pritchman to inflict an additional Wound on the target based on the new Wound Threshold.
Hamstring (The Pritchman, Close Combat)

31 October 2019

Earthdawn 4E: Anatomy of a Horror 06 - J'osh the Vexing Son

This is the sixth 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 was written up for FASA's Halloween social media in honor of Josh Harrison. I decided to put up here as well to make it easier to find (for myself as well).

The general concept here plays with Josh, who I've worked with for years now and become good friends in the process, as he is when meeting him and some of the things he likes to say in jest. Such as no one can take your books and tell you how to play. It turns out, J'osh the Vexing Son can absolutely take your books and tell you how to play. Both are naturally biliophiles who spread a particular brand of madness.

This Horror is designed less as a villain to be defeated in the traditional sense, and more something that pops up every so often causing trouble. A lot of trouble, there is no doubt, but the source of the trouble is a mystery. It plays with horror themes and in a more whimsical fashion, though disturbing nonetheless.

J'osh the Vexing Son

There’s nothing J’osh the Vexing Son enjoys more than adopting a human guise and mingling with the masses. Spreading “the word” as the saying goes. In this case, “the word” is madness and the Horror’s favorite medium is the written word. It’s texts appear innocuous at first, but it doesn’t take long for those who experience them to descend into a particular lunacy, one unique to each victim, but all possess a singular drive to spread that hysteria onto others. These poor Namegivers force J’osh’s corrupted texts on their friends, loved ones, random individuals they see on the street, anyone who could possibly come to understand the brilliance and obsession of those books. And slowly, ever so slowly, the delirium spreads.

J’osh the Vexing Son’s favorite guise is a mild-mannered middle-aged man, rather banal, but with something just a bit off. Perhaps a little too animated. There’s an excitement and gleam of something not quite right in the eyes. By the time anyone notices these details, it’s far too late and their sense of reality is almost certainly affected. Powerful illusions cloak his true form as he moves seamlessly between personas. Those unlucky enough to penetrate his guise only see themselves reflected back at them, with subtle twists and shifts, drawing them in and beginning their descent to madness. By astral space once the illusions are penetrated, J’osh the Vexing Son is an undulating, non-Euclidian pattern of contrasts that invites delusion to any who behold it. At times whispers repeat and reflect J’osh the Vexing Son’s voice, changing the tone and inflection over and over, inserting fleeting words, causing even the simplest statements to challenge the listener’s perception of reality as the echoes become the listener’s voice.

While capable enough, J’osh the Vexing Son prefers to avoid combat at all costs. Instead, it taunts and cajoles its victims, preying on their wants, desires, and insecurities. Ultimately, J’osh the Vexing Son has no desire to kill, only to spread its madness. The Horror gladly aids its victims in any way possible, seeing it not as a predator and prey relationship, but itself as a partner or mentor to its victims. Even the Horror’s perception of reality is strained at times.

Challenge: Warden (Twelfth Circle)
DEX: 12        Initiative:                  12       Unconsciousness:      132
STR: 10         Physical Defense:  14       Death Rating:               148
TOU: 16        Mystic Defense:      24       Wound Threshold:     24
PER: 19        Social Defense:       24       Knockdown:                  12
WIL: 17        Physical Armor:      9         Recovery Tests:           5
CHA: 19        Mystic Armor:         16       Karma:                            12 (48)
Movement: 12
Actions: 3; Unarmed: 24 (22)
Powers:
Awareness (31, Simple): As the talent, Player’s Guide, p. 129.
Corrupt Compromise (31, Standard)
Corrupt Karma (29, Standard)

Corrupt Reality (29, Standard): This can be used at any range against a marked victim or a victim in possession of a corrupted text. If successful, the victim also gains a Corruption Point.
Corrupted Texts: J’osh the Vexing Son maintains at most thirteen texts that bear its words and madness. These can be manifestations of the Horror, or existing books corrupted by its will. When one is destroyed, it manifests another or searches the physical plane for a new text to imprint with its essence of insanity, which costs J’osh the Vexing Son 5 Karma Points. J’osh the Vexing senses whenever a suitable being ventures across one of these texts. When a victim reads the text, J’osh the Vexing uses Corrupt Reality to alter their reality to suit its whims. These are often pleasant at first, drawing the victim in before slowly twisting their perception of reality and making it indistinguishable from madness.
Cutting Words (31, Simple): As the talent, Earthdawn Companion, p. 52.
Cursed Luck (34, Free)
Disarming Smile (31, Standard): As the talent, Earthdawn Companion, p. 52.
Disguise Self (45, Standard): As the talent, Player’s Guide, p. 138.
Disrupt Magic (29, Standard)
Dual Nature: J'osh the Vexing Son has an astral and physical form. They are not independent, but both must be destroyed to kill the Horror. As long as one of the forms survives, it can reform the other. Attacks that deal mystic damage affect both forms simultaneously.

Favored Spell (Encrypt): The duration is measured in years.
Favored Spell (Ephemeral Bolt): J’osh the Vexing Son can spend a Karma Point to change the spell to True Ephemeral Bolt after the target decides to resist. The target doesn’t know this.
Graceful Exit (31, Standard): As the talent, Player’s Guide, p. 151.
Harvest Energy (31, Free): If the emotion is excitement, discovery, or related to losing touch with reality, J’osh the Vexing Son gains an additional Karma Point, and gains a Karma Point even if the test fails. This power can be used at any range against marked victims or a victim in possession of a corrupted text.
Horror Mark (31, Standard): This can be used at any range against a victim in possession of a corrupted text. J’osh the Vexing Son gains +2 to this test for every Corruption Point the victim has.
Karma Boost (Free)
Maddening Voices (31, Free): Before Initiative is determined each round, one Maddening Voices test is made and the result compared against the Social Defense of each opponent within 50 yards. If successful, the target is Harried for the round due to the voices surrounding them and tearing at their sanity. The penalties also affect Social Defense.
Madness Loves Company: Marked victims gain +1 to tests to convince others to read a corrupted text for each Corruption Point the victim has.
Mimic Voice (45, Simple): As the talent, Player’s Guide, p. 158.
Redact History (29, Sustained):
J’osh the Vexing can perform a ritual that removes evidence of a target Namegiver’s deeds and existence, or the existence of a particular book or passage of the book (though this does not affect texts of different titles with the affected information or memories of the passage, often leading to a Mandela effect). The ritual lasts for one hour, during which time the victim must be immobile and touching the the Horror’s true physical form. J’osh the Vexing makes a Redact History test against the victim’s Social Defence. If successful, all written references to and depictions of the victim on mundane surfaces within 100 miles are removed, leaving only blank spaces. Memories and magic items are unaffected by this ritual.
Spellcasting (31): As the talent, Player’s Guide, p. 168.
Spells (Player’s Guide):
(J’osh the Vexing Son is a Twelfth Circle Illusionist and Tenth Circle Nethermancer) Encrypt (p. 296), Ephemeral Bolt (p. 296), Fun With Doors (p. 297), Send Message (p. 298), True Ephemeral Bolt (p. 298), Unseen Voices (p. 299), Blindness (p. 300), Displace Image (p. 300), Mind Fog (p. 301), Fog of Jeer (p. 302), Nobody Here (p. 303), Clarion Call (p. 304), Stop Right There (p. 306), Illusion (p. 308), Presto! (p. 309), Switch (p. 309), Chosen Path (p. 310), Memory Scribe (p. 311), True Switch (p. 312), Twisted Tongues (p. 314), Vertigo (p. 314), Walk Through (p. 314), Face Lift (p. 315), Form Exchange (p. 315), Other Place (p. 315), Astral Spear (p. 317), Ethereal Darkness (p. 319), Spirit Dart (p. 322), Chilling Circle (p. 323), Shadow’s Whisper (p. 324), Viewpoint (p. 330), Debilitating Gloom (p. 335), Step Through Shadow (p. 336), Shadow Tether (p. 340)
Witty Repartee (31, Free): As the talent, Earthdawn Companion, p. 72.
Special Maneuvers:
Forgotten Magic (J’osh the Vexing Son): J’osh the Vexing Son may spend two additional successes on a test targeting the victim’s Mystic or Social Defense to use Disrupt Magic against them as a Free Action.
Madness Carries (J’osh the Vexing Son, Maddening Voices): J’osh the Vexing Son may spend two additional successes on a Maddening Voices test to make a Horror Mark test against the victim as a Free action.

03 November 2017

Earthdawn 4E: Anatomy of a Horror 03 - The Babcock

This is the third 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 was written up for FASA's Halloween social media in honor of Ross Babcock. First posted to the official Facebook account, I decided it needed a little cleaning and could stand to be put up somewhere more permanently.

The general concept honors the Earthdawn tradition of taking classic D&D tropes and putting them in a context to make sense; The Babcock is a mysterious benefactor who sends adventuring groups on quests for good reason. This is also a concept that can form the basis of a campaign. While it is deceptive, it isn't a bait and switch and this is true to the setting.

Babcock, The

He appears as a middle-aged human man with a jovial demeanor and sense of serenity about him. The Horror’s easy nature draws in even the most jaded adepts and lowers their guard. Of course, this all plays into his ultimate plans, continually looking for those in need and willing to make a deal. His astral form appears the same as his physical form, unless the viewer can penetrate his concealment. In which case, he appears to be cast in a stark light, casting a wide shadow that moves independently. Blue-green lines of power course through his skin and branch off into astral space - possibly connecting to his various “beneficiaries”.

The Babcock is a particularly insidious Horror because many of his victims don’t see him as a Horror, or even realize his true nature, but see him as a benefactor and/or patron. His interest is in those he feels can benefit from his special brand of support, particularly groups of young adepts who are eager to face the world, with quests.

Once the impressionable heroes have accepted his offers and they are marked, The Babcock sends them on quests, sometimes with a greater plan in mind, others simply to grow their legend. Unlike other Horrors, The Babcock has a vested interest in seeing his marked victims survive their ordeals, but he wants them to struggle and suffer in the process. The Horror uses his powers to ensure their victories always come at a cost, whether sabotaging their efforts or causing them trauma by hurting those they care about. However, his powers also make certain his heroes survive.

Over time The Babcock’s victims come to rely upon him completely, trusting him implicitly. Once fully corrupted, they frequently disappear from the world. To what end is unknown, though the Babcock always has a plan. It isn’t unheard of for those who die in his service to return through Unnatural Life, or the promise of rare knowledge to bring back the very loved one he secretly killed be used as a carrot to drive the desperate hero forward, deeper into his clutches. No matter, The Babcock’s champions can continue their stories of greatness and suffering forever.

While competent in combat, The Babcock has little interest in fighting and only does so when necessary or to make a point. He always seems to have a horde of beasties and or champions waiting in some Other Place.


Challenge: Master (Fourteenth Circle)
DEX: 16        Initiative:                  18       Unconsciousness:      149
STR: 15         Physical Defense:  28       Death Rating:               166
TOU: 16        Mystic Defense:      27       Wound Threshold:     25
PER: 20        Social Defense:       29       Knockdown:                  17
WIL: 20        Physical Armor:     18       Recovery Tests:           6
CHA: 21        Mystic Armor:         18       Karma:                            15 (60)
Movement: 12
Actions: 4; Bite: 38 (32)
Powers:
Conceal Corruption (14, Standard): This power conceals the astral and physical manifestations of The Babcock’s mark, uses of Forge Champion, and his own true form. The Difficulty to detect these increases by 14. The Babcock may still use the mark to affect the victim while this power is active.
Corrupt Compromise (35, Standard)
Corrupt Karma (34, Standard)
Corrupting Influence: The Babcock gains +1 to Interaction tests against a victim for each Corruption Point the Victim has. This bonus also extends to the Sensing Difficulty of his illusions.

Crushing Grip: If The Babcock begins his turn grappling a victim, the victim suffers a Wound.
Cursed Luck (34, Free)
Damage Shift (33, Simple)
Disrupt Magic (34, Standard)
Dual Nature: The Babcock has an astral and physical form. They are not independent, but both must be destroyed to kill the Horror. As long as one of the forms survives, it can reform the other. Attacks that deal mystic damage affect both forms.
Favored Spell (Other Place): Each success on a Spellcasting test to weave threads for Other Place weaves two threads instead of one. The Babcock does not need to use doorways for this spell and the range increment is 10 miles.
Forge Champion (20, Sustained): This power functions as Forge Construct with modifications. The Babcock can use this power on a marked, corrupted victim when they gain a Corruption Point from one of The Babcock’s powers. The Horror spends the five Karma Points, one each turn as a Standard Action, infusing the victim with his energy. This infusion is visible astrally and physically, and feels like a painful rush of power usually accompanied by shouting. If successful, this power causes the victim’s tattoos to expand in addition to any other necessary alterations. The victim does not become a Horror construct through the use of this power, but can later be turned into a construct through Forge construct.
Forge Construct (34, Sustained)
Harvest Energy (34, Free): If The Babcock uses this power on a victim, it gains an additional point of Karma even if the test is not successful. The Babcock can only use this power on a marked victim and only when the victim has emotions related to suffering and perseverance, such fear, pain, and triumph over adversity.
Horror Mark (34, Standard): This power can only be used on a victim who has engaged in some kind of deal with the Horror, usually accepting a gift or a job. Each mark manifests as a similar, but unique tattoo somewhere on the victim. The Babcock can perceive through the marked victim’s senses, use his powers on the marked victim at any range, and through the marked victim as though The Babcock is the marked victim. This includes any marked victims who have since been turned into Horror constructs. As the victim’s Corruption Points increase (Gamemaster’s Guide, p. 456), they are more inclined to trust The Babcock and engage in his quests. Once Corrupted, the victim completely trusts The Babcock unless the evidence against him is absolutely overwhelming and there is no refuge in delusion.
Karma Boost (Free): The Babcock can use this power on any test.
Karma Drain (34, Standard)
Natural Leader: All allies gain the Teamwork power..
Resist Pain (4)
Silent Walk (30): As the talent, Player’s Guide, p. 170.
Spellcasting (34, Standard)
Spells (Player’s Guide): (The Babcock is a Tenth Circle Illusionist) Assuring Touch (p. 294), Cloak (p. 295), Disaster (p. 296), Unseen Voices (p. 299), Blindness (p. 299), Innocent Activity (p. 300), Mind Fog (p. 301), See the Unseen (p. 301), Notice Not (p. 305), Stop Right There (p. 306), Suffocation (p. 306), Bond of Silence (p. 307), Illusion (p. 308), Presto! (p. 309), Astral Shadow (p. 309), Chosen Path (p. 310), Memory Scribe (p. 311), Vertigo (p. 314), Walk Through (p. 314), Other Place (p. 315)
Surprise Strike (20)
Teamwork: Opponents are Harried by one less opponent if at least one other attacker has this power.
Terror (35, Standard)
Unnatural Life (34, Standard)
Special Maneuvers:
Carried Interest (The Babcock): The Babcock may spend additional successes on a test using one of his powers against a victim to give the victim a -2 penalty or +2 bonus per success to test; the Horror chooses which when the test is made. The penalty or bonus must be used before this special maneuver can be used again against the same victim.
Opening (The Babcock): The Babcock may spend additional successes from an Attack test to give his allies a +1 bonus per success spent to Attack tests against the opponent until the end of the next round.
Squeeze the Life (The Babcock, Unarmed): This inflicts unarmed damage instead of claw damage.

24 December 2013

Earthdawn: Anatomy of a Horror 02 - The Krampus

This is the second Anatomy of a Horror in an ongoing series about Earthdawn. Introduction and Index.

The legend of the  Krampus used to be whispered among families as the air grew cold in Barsaive. This was the first herald that the Krampus would be coming. The Krampus is a Horror Named before the Scourge and the loss of numerous kaers are attributed to it, though perhaps erroneously. 

It was one of the first Horrors to return, possibly even the very first Named Horror. Before the kaers closed, many denizens of Barsaive would warn their children (its favorite prey) to avoid engaging in any behavior that could attract the attention of the Krampus. In the stories, it could sense those who held secrets and fear in their heart, who had the seeds of darkness growing within. The Krampus could use those to place its mark upon the poor Namegiver.

When the weather turned particularly harsh, preventing travel and keeping most inside their homes to stay warm, the Krampus would be drawn to its prey. It would arrive with its host of constructs and their various traps. Under the cover of a darkness that will not end, they work quickly to ensure no one escapes the Krampusnacht.

There is no opening that can hold the Krampus and its host. Many children that have been marked have been known to open the way for the Krampus, while in others it will slip easily through even the smallest opening, leaving no trace of its passing.

While it will prey on the fears of all when it arrives, not all meet a grisly end. The Krampus always leaves a few to continue its legend. It will even leave many of its fiendishly ingenious traps, typically disguised as toys for children they have replaced. Special gifts for generations to come. What it does not leave behind is children. None of the children are ever seen again after the Krampus comes to town.

The Krampus has not been seen in Barsaive since the end of the Scourge, leading to a number of competing theories. Most popular of them is that it was defeated at some point and banished to where ever in astral space Horrors come from. With it was taken the cold and season that announces its arrival. Consequently, the people of Barsaive have largely forgotten of the Krampus over the years and no longer recall the ways to help keep it at bay. But it waits and will one day return - when the winds grow chill and the skies darken early, a stray jingling of bells can be heard in the distance.

DEX: 8   STR: 16   TOU: 12   PER: 16   WIL: 18   CHA: 8

Initiative: 12
Actions:  5
Attack (4): 18
Damage: Brutality (8): 24

Physical Defense: 16
Spell Defense: 18
Social Defense: 12
Physical Armor: 15
Mystic Armor: 15

Death: 100
Wound Threshold: 15
Knockdown: 20
Movement: 10

Powers: 

Burning Coals: All damage dealt by Fire or Cold attacks has the damage reduced by 10. Additionally, the Krampus may add Step 4/D6 Fire damage to its attacks (this does not include Chains of Guilt below).

Litany of Misdeeds (St): The Krampus can make a Step 18 Test against the target's Spell Defense to learn their secrets and greatest fears. The target is Harried for one turn per Result Level as all of their past misdeeds resurface.

Chains of Guilt (St): If a character has had Litany of Misdeeds used successfully on them, Krampus may use one of the numerous chains that surround it to grapple the target, a Step 20 Attack Test. A success will grapple the target with the chain. Targets grappled may be damaged automatically for Strength Step (16) Physical damage on subsequent turns.

Chains may be attacked, they have a Physical Defense of 14 and Death Rating of 20. The Krampus has five (5) chains total during any given encounter, though they will replenish at the end of an encounter.

Knows Your Fears (St): Tthe Krampus may make a Step 18 Test against any character currently Harried by Litany of Misdeeds with a lower Initiative. If successful, one die per Result Level is reduced to a 1 on a subsequent Test made that turn.

Let Go of Your Guilt and Fears (St): If a character is grappled by Chains of Guilt, instead of automatic damage, the Krampus may quickly retract a chain, releasing them and rending their flesh as a result; this also heals any damage on the chain. The target takes Step 20 damage and at least one Wound (every multiple of the Wound Threshold will inflict an additional Wound).

Tight Fit (F): The Krampus can get into any structure by one measure or another. Intense preparation (without knowing its specific weaknesses) can only delay the inevitable.

Traps: Lots of traps of all kinds.

Loot: Whatever can be found in the Krampus' bag.

Legend Award: Tenth Circle (Group)

14 June 2013

Earthdawn: Anatomy of a Horror 01 - The Mother

This is the first Anatomy of a Horror in an ongoing series about Earthdawn. Introduction and Index.

If you happen to be a player in this game, please do not read this series. There will be spoilers and some of this information is subject to change.

Almost exactly nine months ago (as an aside, it's hard to believe that I've been writing about Earthdawn like this for almost a year already), I did a post about Horrors that gave an overview of them from the perspective of both the PCs and the GM with the vague promise of revisiting the topic. This is officially revisiting the topic.

My goal here is to go through the process that I used to create this Horror, while not delving too much into the context of the campaign it has come from. One reason for that limitation is the amount of effort to relate and absorb that level of detail isn't likely to have enough payoff. That said, if you have questions, always feel free to let me know. Another reason is that without the direct elements that tie into my own game, it should be easier to borrow pieces or the whole thing for your own purposes, if you would like.

The initial questions for creating a Horror that I proposed were: What is the Horror supposed to do? What kind of story do you want to tell with the Horror? What powers does the Horror possess? How do the basic assumptions of the setting work? That was the order I posed them in, but won't necessarily be the order I address them.

How do the basic assumptions of the setting work? This is specifically related to the fallibility of the Greeting Ritual. This is a high-level, campaign-based decision that should really be made before it becomes a plot point. Failing that, when you decide, don't go back on it. Ever. This campaign is using the default assumption: The Ritual of Greeting is a custom based on superstition, but there is no power behind it.

What kind of story do you want to tell with the Horror? I wanted this Horror to tell a story of juxtaposition. While within my game it exists in contrast to another Horror, that isn't strictly necessary. It is meant to ask some difficult questions, about what it means to be loved and accepted. It exists in contrast with other Horrors, and in a strange way can provide hope and terror in equal measure, depending on how you look at it.

What is the Horror supposed to do? Building on the kind of story I want to tell, this Horror is obsessed with beauty and pain, seeing them as the essential parts of life. It is fascinated with life, flesh and spirit, having little use for inorganic things. It doesn't feed from the pain it inflicts on others, but from the pain they inflict on themselves. While it doesn't truly have a gender, it clearly identifies as a female and prefers to be addressed as such.

What powers does the Horror possess? Everything she can do is an extension of her concept for now. Flesh and bone crafting are certain. Her form is one of beauty and perfection (in her eyes), and it should be malleable, able to adapt to her needs and whims. Most of her powers are less about immediate gratification and more about the long term. She invests. Her Mark is subtle and different - instead of just feeding on the pain, she can take it and the memory of it. She can help those with her Mark work through their pain, driving them on, giving them the endurance they need to accomplish their goals no matter what. In her presence, she is beautiful in the way that everyone's mother is to them. She is calm, serene, eternally patient and wise, but above all, she is to be obeyed.

These are all of the pieces that I worked through to create this Horror. Most of the details are laid out above, but I will collect them here into something more coherent to convey the final product. What I'm not going to do are give stats here - they are arguably the easiest part and should be tailored to the game. For me, the concept is the most important element, and the most difficult to flesh out.

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She prefers to be called The Mother, but that is not her Name. When it suits her, she may go by other monikers, but she guards her Name jealously. It is her view that her Name is what separates her from the rest of her kind, who she views with anything from disgust and pity, to and almost scientific curiosity. While she is certainly a Horror, she is unlike most other Horrors. 

She feeds from pain, but takes no pleasure in causing it. It is a contradiction for her kind, but the fragment of a story tells of a Horror that Marked a pregnant woman and through that link, came to understand a perfectly exquisite truth about Namegivers: they are more than willing to inflict pain on themselves. That pain was sweet and succulent, joined with the miracle of birth, of flesh and blood. Witnessing the act of giving a Name, perhaps inadvertently she was given one as well. It is as good a clue as any to what drives this Horror.

She is an artist. A seeker of beauty, but not necessarily in a conventional way. In all things, she sees an inner beauty of what can be, of how the flesh, blood, bone and spirit can be molded and sculpted into perfection. Many within Barsaive have been influenced by her works, directly or indirectly, as her knowledge of blood magic is incomparable. It is not uncommon for her to collaborate with an alchemist or Nethermancer treading new and dangerous territory in that field, acting as their inspiration and muse as the seek enlightenment. 

She protects the lost. There are many who have nowhere to go, perhaps that ravages of Horrors or other Namegivers have taken everything from them. It is not uncommon for these lost souls to find their way to her. With her they find comfort without judgment, and love without question. They find the serenity they have dreamed of and beauty they never knew existed, but not only that - they find that they too are beautiful on the inside. The Mother shapes their form until their external beauty matches their internal beauty. All of their pain, all of the fear - she takes them and guards her family. She is their mother.

She wants to be a creator. Just as she surrounds herself with the beauty of her creations, with those that have chosen to follow her, there is the understanding that they are not truly hers. They are the remnants that she has adopted and made her own. There is that sense of emptiness that while she can create creatures and constructs, she cannot create as a Namegiver does. The true gift of life and the ability to give Names eludes her. Above all, she wants to have a child.

While the Mother protects her own, she is not adverse to taking one of their lives if that will serve her ends of beauty and life. Her followers are more than willing to give themselves in her pursuit of beauty - she would never hurt them. There is no remorse as they are sacrificed, only the purity of the experience, of the blood, flesh, bone and spirit as a life comes to its inevitable conclusion. Better to have it end in an act of singular artistry, to have the blood well and splatter in pleasing ways, than to die withered and struggling as the bony claws of age wrench your spirit away.

Because of this, the Mother can not only feed from a blood elf, but is fascinated with them. Their constant self-inflicted pain that is so uninteresting to nearly all other Horrors is a sumptuous feast to her. It is a quiet theory, but not one without merit, that the unthinkable act the elves of Wyrm Wood engaged in was a quiet suggestion from her. There certainly are more than passing similarities between the ends they went to and much of her own work. Then again, it could simply be independent work that went in the same direction, or she could simply been inspired by their acts.

There is no one form that the Mother takes, her nature means that she can alter it nearly at will to suit her whims or needs. However, she does have some preferences and a distinct favorite. Tall, though an exact height is impossible to say, just that her height makes observers feel like a child in her presence. Her form is raw muscle, covered in parts with smooth, white bone, particularly her face. Emerging from the flesh of her torso are four arms, the lower set smaller than the upper. Both sets of arms have hands with seven digits - two thumbs and five fingers. On the occasions she adorns herself, it is always with simple, but elegant red and white silks.

Being in her presence is a calming experience. A sense of peace surrounds her and whenever she speaks, it sounds exactly like the listener's mother. Despite her appearance, which may be considered terrifying, there is something beautiful and compelling about it. It is the same kind of beauty that is associated with the viewers' mother - that there is more to the beauty than just the form. There is one exception to all of this: obsidimen. At the best of times, she has no use for them and at the worst of times, she has uses for them.

Beyond her tremendous talent with blood magic and manipulating living objects and spirits, she has some peculiar gifts to offer those that bear her Mark. It is her desire not to drive them insane, or to cause wanton fear and destruction through her suggestion. Instead, she drives them to their goals, pushing them to their limits. Giving them strength to go harder and longer, taking their pain and fear. It is that pain and fear that she feeds on - that which is inflicted willingly on the Namegiver. While she can certainly feed from what she causes, that feels very "base" to her; she is above such things.

Those under her influence are more inclined, in general, to employ blood charms. After a time, even undergoing extensive body modification. It could be simply that she is drawn to those who already engage in such activities. They are often very driven and prone to taking risks, going far beyond the point others would give up. As well, they tend to become fascinated with art, their tastes slowly changing and becoming stranger. An adept that practices embroidery may start making strange asymmetrical designs that, while attractive, are somewhat unnerving, or a dancer's motions may start incorporating awkward motions that give the performance a somewhat alien quality, or moves that would be excruciatingly painful and pushing well beyond their endurance.