Showing posts with label Horror. Show all posts
Showing posts with label 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.

06 December 2016

Earthdawn: Adventure Log 46 - Horror at the Gates

This is the forty-sixth Adventure Log in an ongoing series about Earthdawn. Introduction and Index.







Adventure Log – 046 Horror at the Gates

Written By: Bongani Kreskas

Date:  06 Strassa - 08 Strassa, 1509 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Honeysuckle Sunspray the Warrior
Ting the Swordmaster

Uriel the Illusionist

We are ready. Meta-Poobah Ein tells us to go to the Kara Cafe to meet with Poobah Best, a member of military requisitions, who might be able to get us some healing supplies. He directs us to a military outpost where we "requisition"(1) some healing potions. Then we go out to attack!

We travel to the crystal. We are met by a horrifying grinding noise, but we are used to such things. A high-pitched voice asks us, "Did she(2) send you? Have you come to free her poor, poor people?" We try to keep him talking, but he instead commands us to die, and then he bursts into thousands of shards(3), and a floating mass of maggots(4). In the center of the mass is a dwarf skull. How interesting!

Ting is quite effective at smashing the skull, make it writhe and scream and spew filth. The flying shards chase us, shredding our clothes and flesh. They move like schools of fish, in four large groups(5).

Maggot-Face (as we call him(6)) touched my body, and my skin tore from my frame, writhing all over me like a living wave. But death awaits at our backs - there is not retreat, so we fight on, relentlessly, desperately. Ting overcomes, smashing Maggot-Face upon the cold stone ground, but the shards continue to come after us.

Ting shattered shattered the first swarm, causing it to explode gloriously. Then she stomps another. Truly she is a living crucible of violence. Honeysuckle dove through the sky, fighting in a swirling mass of glittering dross. Uriel fought like an enraged beast, striking out in all directions. But I, spent and exhausted, collapsed to my knees, fumbling and weak.

Honeysuckle destroyed the last swarm, and we returned to the kaer, victorious but diminished.

A few days later we helped the army clear out the remaining tentacle beasts(7).(8)


*     *     *
(1) Did they steal them? Murder a bunch of people? I really just don't know with this group anymore. It could be a bribe as well. 
(2) Who is "she" in this context? That seems important. It could refer to either of the women in charge, but that seems unlikely. There is something else going on behind this and that makes it far more dangerous.
(3) Wingflayer. Bad news. I'm a little surprised to be reading this at all.
(4) Wormskull. Worse news.
(5) Is this indicating there were four wingflayers hiding under the cloak with a wormskull forming the head? What is going on here? This is more than just unusual. Zamrica needs to see this. In part so he will never sleep again. That explains the awful sound - so many metal shards just grinding against each other in a small space.
(6) The Named it. I know it. They Named the wormskull Maggot-Face. Of course they did. Why would anyone expect anything else?
(7) That sounds about right, but there are so many important an unanswered questions here. I cannot believe I am writing this: Why couldn't they just talk to the Horror more? It seemed pretty chatty...
(8) Received and edited by Ela Pono

Not a lot happened in this session, but it did mark a fairly major accomplishment - dealing with the Horrors at the gates of the kaer. I was pleased with how the conflict played out, in all. To balance things a bit, I removed the karma from the wingflayers. Turns out, this was a good decision on my part. The players would not have survived with that in play. As it was, the fight was challenging and forced tactics to evolve, with more tricks coming out to play. To be fair, they knew it was going to be rough, just not how rough. It probably helped a lot Maggot-Face got exactly one turn. Still, it was an ugly turn. What is really important here, and everyone needs to know, is they were deceived by Muppet Man. Also, the full name of the cafe they went to is Kara Lotte. I'm just going to leave that there.

There were more hints dropped regarding larger events and even things going on in the kaer. Real world time constraints kept this session with a laser-like focus for the most part. Which worked overall and provided nice bookends to the events. I'm not entirely certain what they're going to do next session - just leave this place, or explore the things they aren't yet seeing? I know the former has some support; they've been in the Badlands for a very long time. However, it also ignores why they came to the kaer in the first place. Looking for a key.

02 December 2014

Earthdawn: Adventure Log 31 - Night Horrors

This is the thirty-first Adventure Log in an ongoing series about Earthdawn. Introduction and Index.

The life of an adept is not an easy one, particularly when you are embroiled in local politics and the threats from other Namegivers, in addition to the gnawing threats at the very fabric of the world. There are many hard decisions which need to be made. At times, the hardest decisions are those to bury the truth and make deals with the proverbial devil at the cost of your own soul for the betterment of those around you. Sometimes those decisions come back to haunt you.


Adventure Log – 031 Night Horrors

Written By: Bongani Kreskas

Date: 01 Raquas –  06 Raquas, 1508 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Elmod the Nethermancer
Honeysuckle Sunspray the Windmaster
Ting the Swordmaster


Bartertown has been terribly damaged, but the people are rebuilding. Maguk(1) has taken command of the city, but he is poorly suited for the role(2). Mismatched Steel spends a couple of weeks recovering, but we must continue on our way soon.

The white shadows continue to harm the people. I feel compelled to help. Children are killing their parents, then themselves(3). We require money for research and equipment, but we must travel to do so. Elmod and Honeysuckle go to Throal to sell some of our true elements. Ting and I try to track down the Horror in Bartertown.

The children murder their parents in their sleep. The victims all have an astral sigil carved into their foreheads. I was able to look away, but only barely. I go to Throal to give the information to Elmod. White shadows are from a family called despairthoughts.

We track the corruption to the poor section, where a concerned ork couple frets over their child. We have to break in, but are able to convince the father to trust us. He mentions Fazuul(4), a doctor in the city. I examine the child, but it appears to be a preventative measure.

Elmod looks into the astral plane and sees a white shadow. It attacks him. We leave the house with Elmod guarding the child, and the rest of us seek out the "good" doctor.

We come upon him in the midst of packing, and encourage him to stay and discuss the situation with us. He opens his mouth and screams. We put an end to his Horror-marked life. Maguk and Omasu(5) arrive and we are exonerated of any wrongdoing. He recommends that we meet with Fastoon(6) to craft a good lie.

We read his journal and learn that Fazuul visited the village that Mismatched Steel burned last year ("Shepherd," I'm told)(7). He notes a location in the final pages that might be the resting place of the Horror.

We take the body to Fastoon, who is happy to exchange favors for favors. Fastoon suggests we employ steel weapons against the Horror. He also provides a discreet way out of town and we head South.

We find the burned out husk of Shepherd. Using the journal we find the spot the doctor spoke of. It is a tainted place. We search the area and find a crevice. It is the source of corruption, and it whispers to us in subtle voices.

All is lost.

My friends have betrayed me.

I must kill them before they kill me.

I will not be a slave again.

We see the crawling pink beast before us, then leap to attack.

We are victorious.

Ting and Honeysuckle are grievously wounded, but Elmod's magic saves the day(8). We return to Bartertown as heroes.(9)


*     *     *
(1) Interim leader of Bartertown and Warrior adept in charge of the local mercenary/police force. He is a long time associate of this group. See entry cataloged under: Adventuring Groups: Miscellaneous: Mismatched Steel - 004 for the first entry.
(2) We don't even need our sources to know things are going to boil over again if he isn't replaced. This situation needs to be watched; whoever replaces him will have an agenda.
(3) This is not the first we have heard of this; see entry cataloged under: Adventuring Groups: Miscellaneous: Mismatched Steel - 029.
(4) Fazuul Chemyrl (non-adept) is an alchemist and physician has been a fixture of the community for quite some time, frequently donating time and resources to those who cannot afford his services. He often travels to the nearby mountains for rare plants with alchemical and medicinal properties.
(5) It's good to see Omasu is still around, but surprising. He is probably the only thing keeping things from going horribly. Once he leaves...
(6) Fastoon Julari Makanth Phunkot of Iopos is a known Nethermancer (possibly other disciplines, but unconfirmed) has a long history with this group and deep connections to the Denairastas family. The more I learn about this guy, the more I do not like the fact he is just outside. For additional information regarding his background and activities compiled from all sources, he has his own file in the Amber Threats.
(7) This was an unpleasant affair for everyone, including the Eye of Throal. See Adventuring Groups: Miscellaneous: Mismatched Steel - 005.
(8) It is distressing just how close to Throal this was operating. Fazuul was active within the kingdom during the period he was likely marked. He was likely operating where there was minimal chances for detection - the poor orks, which makes my gahad burn.
(9) Received and edited by Ela Pono

There was a considerable break (months) in real time since the last session. Instead of keeping it light to get everyone back, this was a rather dark session. In some ways, it felt like coming back for the new season. A threat which had been foreshadowed for quite a while finally had to be dealt with on the backdrop of a city putting itself back together. It was also raining the entire time.

The fallout from the closure to the previous arc was present everywhere in Bartertown, for better or worse. While the clash between the two factions was over, there was still a huge mess left behind. In particular, there was no good leadership in place. The person thrust into the role is, quite simply, bad at it and doesn't want the job. In the end, it is always those who have the least who suffer the most.

Everything about this was quite nasty and grim. From the families who were simply terrified and putting their trust in the wrong person, to the deals which had to be made to protect the little hope they had left, to the conflict with the Horror when it was found. A trip back through Shepherd dredged up some ugly memories as they recalled what exactly happened in that place and had to explain it to the new characters (and a new player). The story itself was an attempt at a noir-influenced investigation, Earthdawn-style. Which makes the despairthought the femme fatale?

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)

28 June 2013

Earthdawn: Part 26 - Lightbearers

This is the twenty-sixth part in an ongoing series about Earthdawn. Introduction and Index.

As presented, Lightbearers are not one of my favorite elements in the Earthdawn setting - this should come as little surprise. There are a few reasons for this. First, with little exception they represent an unambiguous force of good standing against the darkness. This undercuts the horror elements of the setting too much for my taste. Second, their abilities are extremely powerful, varied and with minimal cost. Third, those abilities tread significantly on what the Horror Stalker already offers. Granted, Lightbearers were introduced into the setting first, but the Horror Stalker fits my interpretation of the setting much better. Fourth... I could go on, but I think the picture I'm trying to paint is clear: as presented, I do not like them.

That being said, it doesn't mean everyone has to agree with me. Nor does it mean that I don't think they have a place in the setting; I think they do, though it is an ugly role. To be up front, none of this is canon to the setting, though it does build significantly on the various metaphysical elements already in place and could easily be inserted into a game (including an ongoing one). It will rebuild the various abilities granted Lightbearer Ranks to be in-line with Third Edition and the ideas presented here.

Lightbearers

The Lightbearers are a secret society founded prior to the Scourge ostensibly to learn about the Horrors: how to fight them, erase their effects on the world, catalog this knowledge for future generations, and ultimately preparing for the next Scourge. There is a story about a dwarf named Nicolez Trund that formed the organization with these lofty and noble intentions. How he used his connections around Barsaive to gather information and gathered like-minded individuals around himself. About the lengths they went to maintaining their secrecy so that the Horrors could never strike at which they did not realize existed.

They are wonderful stories and still shared by Lightbearers, but they are not true, not entirely. Like all great lies, they are built with some truth. There most likely was a Nicolez Trund, and he was well connected, using that reach to gather others around him with this tale. Considerable lengths were gone to, and still are, to maintain the secrecy of the organization from Horrors and other Namegivers alike. The reasons as to why this was done is considerably more sinister.

From the very beginning, the Lightbearers were not what they seemed. While arguments could be made that the founding was conceived with the purest of intentions, it is impossible to know - that history has been long buried along with everyone who may know the details. What matters is that the Lightbearers have always been a conspiracy bent on influencing Barsaive. Powerful adepts are recruited in secret to their cause and directed to often mysterious ends by the leadership of the Lightbearers, the Swords of Light. Most of the time these actions lead to the discovery and defeat of Horrors, but other times the ends are not clear.

At the heart of the Lightbearers, what binds them together and grants their power, is what they refer to as the Great Pattern. All Lightbearers are bound to this Pattern by a Thread they Weave upon joining the organization. During their gatherings, conducted in secrecy, the Lightbearers theorize of the nature of the Great Pattern. The most popular theory is that it is the very Pattern of the world they have bound themselves to, that it seeks to rid itself of the unnatural pollution of the Horrors. A lesser theory, though still popular, is that it is the gestalt Pattern of the Passions of Barsaive, even the mad Passions banding together out of a desire to free themselves from their torture.

None of those are the truth. The Great Pattern is actually an extremely large and powerful variant of a Group Pattern. As new Lightbearers initiate into the organization, they select an emblem to represent their commitment to the organization and it is emblazoned with the symbol of the Lightbearers, which becomes a Pattern Item and their connection to the Great Pattern. They take an Oath to serve and maintain the secrecy of the Lightbearers at all costs. Even a new name is taken, though it does not yet replace their true Name. Even those that accompany the newly inducted Lightbearer swear an Oath to this organization (known as Oathtakers). While only the inductee is joining the Group, all are swearing a Blood Oath to them. This is powerful blood magic beyond what is commonly used - there is no duration associated with this Oath. It is forever.

All of this circles around a single question: to what end? As stated previously, every good lie is built on a foundation of truth. There are many goals that the Lightbearers further, but the most important is cataloging their knowledge for those that follow them, preserving it, preparing for the next Scourge. The Horror (perhaps Horrors?) that crafted the Great Pattern have a vested interest in ensuring that they way is paved for their return. There is nothing more they would like than to see the Lightbearers rise again when they can cross over once more.

In a more immediate sense, they feed from the Great Pattern on the Lightbearers, directly and indirectly. As a Lightbearer reaches to the Great Pattern to help them executing their duties, all of that pain, fear and blood is transferred to the Horror, who grows fat and powerful. Their very presence unwittingly sows those same seeds in the populace just as it eliminates competition. Over time, as the adept draws more and more upon the Great Pattern, their Name will change to that which they chose during their initiation. At that time, whoever they once were is lost - there is still a facade, but that is all it is. Upon the death of any Lightbearer, their very essence is drawn into the Great Pattern; all of their power and memories, their Pattern and all that they are.

The reasons this conspiracy have never been revealed are two-fold. First, virtually no Lightbearers know the truth. They believe that these secrets must be kept to protect their organization from potential attack from Horrors were they to find out. It is their own secrecy that works against them. Second, even if they were to find out, they would have to break their Oath to reveal anything. Who would trust an Oathbreaker? It's the whole point of being marked an Oathbreaker. Even if they were believed, wouldn't they be among the first struck down, clearly under the influence of an insidious Horror-driven plot? Even given all of these things, there are still their very comrades in arms that can be turned against them.

Talent

Presented here are the abilities taken from the Earthdawn Companion (First Edition), updated to work with the Third Edition rules and the ideas presented above. Only mechanics that have been updated or changed are being presented, along with a brief description of the Knack. 


The only function that the basic Lightbearer Talent provides is Shimmer, which serves to conceal the Lightbearer's identity. The rest of the abilities are Knacks for the Lightbearer Talent, which is a Novice tier Talent. Lightbearer has no default action type and each Knack has it's own action type.

Light Symbol (Rank: 1)
Step: N/A
Action: Standard
Strain: 1
Effect: The Lightbearer's emblem glows as bright as a torch for Rank x 10 minutes.


Light Sprite (Rank: 2)
Step: N/A
Action: Standard
Strain: 2
Effect: A small, intelligent spirit is conjured to deliver a message. It lasts for Rank days and the Strain cannot be healed until the spirit dissipates.

Radiant Circle (Rank: 3)
Step: N/A
Action: Simple
Strain: 1
Effect: A glowing white circle 4 yards in diameter is created that protects the Lightbearer and all Oathtakers within from Horrors and Horror constructs as long as the the Lightbearer remains within the Radiant Circle. The Circle lasts for Rank minutes and may be automatically renewed upon expiry. Protection is only provided against Named Horrors if the Lightbearer knows their Name and whispers it as they use this Knack. There are some Horrors and their constructs that this Knack inexplicably does not work against.

Heal Believer (Rank: 4)
Step: N/A
Action: Standard
Strain: 1
Effect: This Knack allows the Lightbearer to channel the Great Pattern to heal Lightbearers and Oathtakers. Unknown to the Lightbearer, there is always a cost to the Knack paid by someone else their Pattern has touched, it may take time for the debt to accumulate, but it is always paid in full.

Karma Transfer (Rank: 5)
Step: N/A
Action: Standard
Strain: 2 per Karma
Effect: In times of need, a Lightbearer may draw Karma directly from the Great Pattern (and the dead Lightbearers that have joined it), up to their Rank. This Knack may only be used once per day. As the Karma is drawn into their body, they are wracked with pain from the memories of those before them invading their mind and glow with a terrifying light from within. After the pain quickly fades, the feeling is addictive as the power of the Great Pattern courses through their veins. This Knack often causes ripples in their Threads and Patterns, particularly through continual usage, and the Lightbearer will tend to think in terms of their name within the organization or the memories they absorbed, rather than their Name.

Ease Wounds (Rank: 6)
Step: Rank
Action: Standard
Strain: 1
Effect: Penalties from healing due to Wounds are reduced, though with the same cost as Heal Believer.
>
Edge of Light (Rank: 7)
Step: N/A
Action: Simple
Strain: 1
Effect: The Lightbearer's attack glows with a blazing light, increasing the damage against Horror's and Horror constructs by the Rank. Damage against Namegivers is increased by 3 and causes terrible pain as they briefly relive other moments of terror and pain they have suffered. Use of this Knack must be declared prior to an attack roll. This Knack will only work against Named Horrors if the Lightbearer whispers that Name as they use this Knack. There are some Horrors and their constructs that this Knack inexplicably does not work against.

Refuse Horror (Rank: 8)
Step: Rank + Charisma
Action: Free
Strain: 1
Effect: Resist the effects of an attack against Social Defense from a Horror or Horror Construct. This Knack will only work against Named Horrors if the Lightbearer whispers that Name as they use this Knack. There are some Horrors and their constructs that this Knack inexplicably does not work against.

Lesser Incarnation (Rank: 9)
Step: N/A
Action: N/A
Strain: 0
Effect: Bestow Talent Ranks to a lucky recipient upon Lightbringer's death. The recipient must them join the Lightbearers or lose these Talent Ranks.

Avoid Horror Magic (Rank: 10)
Step: Rank + Willpower
Action: Free
Strain: 1
Effect: Resist the effects of an attack against Spell Defense from a Horror or Horror Construct. This Knack will only work against Named Horrors if the Lightbearer whispers that Name as they use this Knack. There are some Horrors and their constructs that this Knack inexplicably does not work against.

Armor of Light (Rank: 11)
Step: N/A
Action: Simple
Strain: 1
Effect: The Physical and Mystic Armor Ratings of the Lightbearer are increased against attacks from Horrors and Horror constructs by Rank for one round. This may be renewed for 1 Strain. This Knack will only work against Named Horrors if the Lightbearer whispers that Name as they use this Knack. There are some Horrors and their constructs that this Knack inexplicably does not work against.

Heal Any (Rank: 12)
Step: Rank + Charisma
Action: Standard
Strain: 1
Effect: Similar to Heal Believer (with all of the same downsides), but will work on any Namegiver. In the long run, it rarely turns out well for the Namegiver as they will often end up with a Horror Mark.

Karma Increase (Rank: 13)
Step: N/A
Action: N/A
Strain: 0
Effect: All Karma gained through Karma Transfer has it's Step increased by 1. This Knack may be repurchased at Rank 14 and Rank 15, each time increasing the Step by 1 more. Possessing this Knack makes the effects of Karma Transfer significantly greater, for better or worse (mostly worse).

Greater Incarnation (Rank: 14)
Step: N/A
Action: N/A
Strain: 0
Effect: Similar to Lesser Incarnation, only more so.

Astral Shift (Rank: 15)
Step: N/A
Action: Standard
Strain: 3
Effect: The Lightbearer may move into or out of Astral Space (each counts as a separate use of the Knack), taking additional Lightbearers or Oathtakers up to their Rank. Each additional Namegiver costs another 3 Strain and all Strain is take at once (this may result in a Wound).

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.

*      *     *

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.