Showing posts with label Undead. Show all posts
Showing posts with label Undead. Show all posts

08 December 2012

Earthdawn: Anatomy of a Discipline 08 - Horror Stalker

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

Overview

While every adept serves to fight against the Horrors, it is this Discipline that takes this struggle to a new level. The Horror Stalker takes the fight to the Horrors in truly disturbing ways which they all know will end up with them dead. This fanaticism is their strength and their downfall as there is no dissuading them from their goals.

In the past I have allowed adepts to start with this Discipline, but unless there is a compelling argument for it I from heavily on Horror Stalker as a first Discipline. There are a few reasons for this stance, one is that it is unlikely for an adept to Initiate into something that requires such a monomaniacal nature against that which they have no real exposure. Furthermore, what kind of instructor would initiate someone into this Discipline? It is frighteningly dangerous for experienced adepts, let alone those still very green. From a mechanical standpoint, the focus of this Discipline is very narrow. Two Talents up through Novice have no practical application outside of fighting Horrors (which isn't something a Novice adept should be actively looking for quite yet), and the Talent Options have the feeling more of filling gaps in existing Talents than providing support for just a Horror Stalker. That all being said, a strong concept and compelling argument shouldn't be ignored. Just go into the proposition with eyes open.

With that in mind, this is going to be written from the perspective that the Horror Stalker already has another Discipline and this is an additional Discipline for them. I'm of the opinion that any Discipline can find their way to Horror Stalker. For some it isn't as natural of a fit, a Swordmaster, for example, but having the walls torn down, figuratively, and being forced into a situation of accepting grim realities should be an opportunity for every character if that is what they choose.

Horror Stalkers aren't particularly popular. They go out of their way to receive Horror Marks and actively seek the Horror through it. Combined with their fanaticism, they don't have a lot of friends or company. Though, given the nature of their chosen occupation, a Group is going to be invaluable to this adept, more so than any other. Despite the inherent suspicion directed their way, or even outright hostility, the Horror Stalker must still continue with their chosen and grim duty. Without the support of trusted friends, this is surely a path to madness and death (at best), or becoming more like that which they hunt at worst.

When looking at a Horror Stalker, the biggest question is going to be what drove them to taking up this Discipline? It is certainly possible to spontaneously initiate, if already of the right mindset, at the site of a Horror-inflicted atrocity, preferably with a connection to the adept. Not all Horror Stalkers have the same motivation for doing what they do, whether it be vengeance or to protect others and prevent as much harm as possible. I find the former situation to be a common reason to take up the mantle, but the latter to be what drives Horror Stalkers in the long term. No matter how many Horrors fall, it will not fix whatever happened in the past. This can lead to growing into the role of protector rather than executioner and represent some excellent character growth. Along with the relationships with any mentors, these will be the central pieces to a Horror Stalker.

Discipline Violations

These are best employed not as a stick, but as a chance for the player to take a deeper look at what it means to follow their Discipline. Another reason that Horror Stalker isn't great for an initial Discipline is there isn't much in the way of conflict to be offered up through Discipline Violations. Essentially, failing to act against a Horror, succumbing to their influence, or any other failure in their duty would result in that. The problem is I cannot imagine a player that would follow this path and then fail in any of those ways. Perhaps posing the difficult questions of striking against a Horror now, when it is weak, or saving a trusted comrade. Most of the conflict and growth will be from the ways in with their two (or more) Disciplines interact and establish priorities. How does this extreme tunnel vision affect the rest of their life and the balance therein? What starts to fall apart as they are compelled on the hunt? What breaks and what gives? These questions become significantly more interesting when there is another competing philosophy to play them against.

Talents

Initiate
Talent Options: Acrobatic Strike, Climbing, Silent Walk, Tracking, Unarmed Combat

First Circle
Discipline Talents: Astral Sight, Call of Harrow, Karma Ritual, Melee Weapons, Steel Thought

Novice
Talent Options: Avoid Blow, Heartening Laugh, Maneuver, Parry, Shield Charge, Sprint, Throwing Weapons

Second Circle
Discipline Talents: Abate Curse, Durability (8/6)

Third Circle
Discipline Talent: Bear Mark

Fourth Circle
Discipline Talent: Thread Weaving [Horror Weaving]

Journeyman
Talent Options: Direction Sense, Research, Resist Taunt, Second Weapon, Steely Stare, Temper Self, Tiger Spring, Wound Balance

Fifth Circle
Discipline Talent: Lion Heart

Sixth Circle
Discipline Talent: Bane Strike

Seventh Circle
Discipline Talent: Life Check

Eighth Circle
Discipline Talent: Second Attack

Everything about this Discipline is focused around fighting Horrors. From the very specific Call of Harrow, Bear Mark and Bane Strike, to actually surviving the onslaught with Steel Thought, Lion Heart and Life Check. Melee Weapons and a Durability (8/6) show that this is clearly a combat Discipline, but Astral Sight and Abate Curse give them some other options in dealing with magical elements of the game. Combined with Direction Sense and Research as Talent Options, a Horror Stalker can develop into an interesting mystic warrior as a hobby to go with the Horror stalking. In all, Horror Stalkers are tough in nearly every situation. Not quite Warrior tough, but they will hold up against the mystic side of combat significantly better.

Given my view that this Discipline is best as an additional Discipline, that is how I am going to approach the Talent Options. The Initiate Talent Options for Horror Stalkers are pretty good in all, nothing amazing, but there will likely be something worth minimal investment.
  • Acrobatic Strike - If you have good initiative and don't have a defensive Discipline Talent yet (e.g. Anticipate Blow, Avoid Blow, or Parry), this is a solid selection. It will require continual improvement to remain useful.
  • Climbing - Generally I prefer this as a skill, but it can be a reasonable investment for just a few ranks if nothing else in this list is compelling. Unless you are a windling, there are reasonable odds it will get some use.
  • Silent Walk - Similar to climbing above, except I would put it at a higher priority; anything you can do to get an advantage over a Horror is in your benefit.
  • Tracking - Again, similar to climbing, though if someone else in the Group has this as a Talent it may warrant a pass. There is only so much need for a tracker.
  • Unarmed Combat - Honestly, I do not like this Talent for Horror Stalkers. If you are engaging a Horror unarmed and don't have Unarmed Combat as a Discipline Talent, the odds are very good that you are doing it wrong. There may be a scenario where wrestling a Horror to the ground is going to work out, but none of them come to mind.
On the whole, I don't care much for the Novice Talent Options. It is mostly a list of things that work best as Discipline Talents.
  • Avoid Blow - If you are fighting a Horror, you will want this as a Discipline Talent so you can throw Karma at it. It will require continual improvement and the Action Step needs to be higher than your Physical Defense to work out. As a Talent Option, I would give this a pass.
  • Heartening Laugh - This is one of the few scenarios where this particular Talent may be worth taking. Horrors can be a grab bag of terrible effects that go after different defenses, and fear is pretty common. There is a Karma cost, but when fighting a Horror you cannot afford to be too stingy. Though running out is a reasonable fear. If there happens to be a Swordmaster in the Group, this shouldn't be necessary.
  • Maneuver - I find this Talent to be too dicey against a Horror and for a damage boost when that is something you should have no problems getting against a Horror. Keeping the pressure off is also asking for trouble. On the whole, I would give this a pass.
  • Parry - Overall a better pick than Avoid Blow, considering there is a bonus to help out against attacks. It will require continual improvement and in general I would pass, but if you need an active defense, this is your best bet. Avoid Blow is more versatile (working against ranged attacks), but Horror ranged attacks tend to be spell based rather than physical. Also, the Good Result requirement means Avoid Blow is not likely to work out in your favor anyway.
  • Shield Charge - If you use a shield, this is worth looking into. It can potentially serve to grant the entire Group a bonus against a Horror if timed correctly (perhaps even two effective rounds of bonuses). Continual improvement of this Talent is going to be important.
  • Sprint - While it costs Karma, there is something to be said for being able to run very quickly towards or away from a Horror.
  • Throwing Weapons - When fighting a Horror, I don't know if anyone will have the luxury of playing with alternate weapons. It is pretty much about bringing your A-game. The investment in this Talent compared to the payoff is going to be absolutely minimal.
There are some good Talent Options at Journeyman and some interesting selections as well, particularly for those adepts entering into the Discipline through non-combat Disciplines (such as a spellcaster or Troubadour).
  • Direction Sense - This Talent is useful in some of the most random situations, and leads to a somewhat creepy habit of carrying around things that belonged to your friends (and enemies, but especially frenemies). It can also potentially be useful when attempting to track down the location of a Horror. For the latter use, continually improving this Talent is recommended.
  • Research - Even if others have it, this is still a good Talent if there is a spare Talent Option.
  • Resist Taunt - Heartening Laugh is, on the whole, a better solution. This Talent suffers from the same drawbacks as Avoid Blow. It needs to be improved every Circle to be useful and since it is not a Discipline Talent, it can be difficult to rely on when you need it. This is because the attack has already hit, which means that you will already need to beat your own Social Defense, let alone the Test Result. It's important that you can rely on your defenses to make the investment worth it.
  • Second Weapon - If you don't already have this Talent, it is probably best to steer clear. Either a two-handed weapon or a shield will be more useful against a Horror. Nonetheless, if selected it will require continual improvement to remain useful.
  • Steely Stare - This is a Talent that I like to recommend in general. It generates an effect that a lot of characters want in a variety of situations. Depending on how your GM rules, this could be invaluable against a Horror.
  • Temper Self - If you don't have this Talent, you will want this Talent. Increase it to minimize your chances of failure and maximize the benefit. Which means keep improving it at each Circle. This Talent is excellent in general and for this Discipline, it's a must.
  • Tiger Spring - Going before your opponent is always good. Doing it when your opponent is a Horror is important if you want to stay alive. If you don't already have this Talent, now is a good chance to fix that.
  • Wound Balance - This is pretty late in the game to be picking up this Talent (it's going to be expensive), but being a Horror Stalker is dangerous business and you will be taking Wounds. This is going to help mitigate the dangers of taking those Wounds, well - one danger: falling down.
Races

There isn't any race that is particularly suited for this Discipline, or particularly bad at it. Every attribute is likely to be relevant and this is going to be more about what you have done to stack the deck in your favor over just your attributes. Some races are less likely to be possessed of the monomaniacal nature this Discipline demands, t'skrang and windlings in particular, but pretty much any adept can find themselves walking down this path if the circumstances are right.

Equipment

Your armor selection, as usual, should reflect your fighting style and play to your strengths. If you need a high initiative, then wear light armor. If you don't, get the biggest armor you can. An important element is to pay attention to your mystic armor. There will likely be attacks targeting both physical and mystic armor and the latter is somewhat harder to come by. A forged espagra scale cloak is a good way to get some extra armor.

My preference for Horror Stalkers is a one-handed weapon and a shield (assuming that you aren't a ranged combatant). Crystal raider shields are my favorite for that purpose; I don't think the costs associated with a body shield are worth it, in general. For those adepts that speed is vital and they aren't a non-t'skrang Swordmaster, get a two-handed weapon (unless you are a windling, in which case the two-handed weapon isn't worth it). Most Disciplines don't get that much out of Second Weapon in general and against significant opposition like a Horror, ensuring that bigger hits land is going to be better overall than the odd extra hit. Off-hand weapons generally cannot have Karma spent on them, which means the hit less, and do less damage over all (they are less likely to be Threaded).

15 September 2012

Earthdawn: Part 8 - Citadels and Kaers

This is the eighth part in an ongoing series about Earthdawn. Introduction and Index.

Prior to the Scourge massive projects were undertaken to protect the Namegivers during those 400 years. The Empire of Thera brought vast provinces under their yoke and sold knowledge gained from the Books of Harrow, knowledge on how to construct the citadels and kaers that would be salvation from the Horrors. Villages banded together, sometimes selling half of their population into slavery and accepting Theran rule to afford their only hope. Others, such as the seat of the elf nations, Wyrm Wood, and the dwarf kingdom of Throal, spurned the Therans and went their own way to varying results.

Citadels are large cities with a dome of True Earth constructed over them, along with wards, traps, and the vigilant adepts that called the city home to protect them during the Scourge. Some cities employed more exotic methods of protection. The most famous of these is Parlainth, the capital of Theran power in Barsaive. Theran magicians removed it from the physical world entirely and erased all memory of it, relying on a series of clues to reveal the key that would bring it back. It would have worked too, if it wasn't for those damn Horrors infesting it prior to the citadel being sealed away. Kaers are underground shelters sealed under the same protections as the much larger citadels, just smaller and more numerous. They are a collective of communities and drew all of the inhabitants from the surrounding areas prior to sealing.

Both of these homes were constructed to last, with numerous magical amenities to make the centuries as bearable as possible. Traps were automated and self-resetting, wards were routinely inspected and repaired by the magicians within, and magic was used to replicate day cycles, purify water, and aid in growing crops. Still, tensions tended to run high after generations of living on rations without space and in constant fear of the Horrors.

Each shelter was also equipped with a method to measure magic levels and detect when the Scourge was over and it was safe to emerge: a ball of True Earth over a pool of True Water, the inherent magic of the two repelling each other. As magic levels reduced, the True Earth would slowly drop. When the magic levels lowered to the point that Horrors could no longer exist in the physical world, the True Earth would fall into the True Water and make very mundane mud. After  400 years passed, the True Earth stopped dropping. Some kaers opened their doors, wanting to explore the world they have only heard stories about. Others still remain sealed away 100 years later, waiting for someone to arrive and tell them the Scourge is over. Yet others were breached and only Horrors and death wait within.

Locating and exploring citadels and kaers is one of the primary adventuring aspects of Earthdawn. The number of kaers that have not been opened is unknown; a great deal of effort was put into concealing their existence and location to hide them from the Horrors. Finding a kaer typically involves piecing together legend and rumor, finding information, then tracking down the location. The rewards for liberating a kaer include the thanks of an entire society, bringing that many more Namegivers back under the open sky, and the accompanying legend. Finding a breached kaer is a much more dangerous prospect; whatever broke in is likely still living there. Though not without its own rewards: the treasures of the inhabitants of the kaer still remain, along with the chance to rid the world of whatever Horrors reside within. Also the legend of defeating such threats, of course.

Citadels are similar, but much greater in scale: delving into a kaer is a dungeon crawl, while a citadel is exploring a lost civilization. Odds are that any undiscovered citadels have been hidden by some extensive means, but that just means the risk and rewards are that much greater. Uncovering a breached citadel, like Parlainth, could lead to an entire economy springing up around it to support the numerous adepts seeking fame and fortune within. The dangers and treasures of a discovery on that level would be many-fold and attractive for just as many reasons.

Since uncovering a citadel is a unique experience, this will primarily focus on kaers. That being said, much is applicable to both structures. The first piece that the players will encounter when introducing a kaer is the trail of information leading to it, though they could stumble upon its existence just as easily. Uncovering Key Knowledges for Thread Items is one of the best ways to introduce a kaer into a campaign. It gives a starting point and a very compelling reason to follow the plot thread to its natural conclusion. For some Groups, the puzzle of finding these sites and then going in is what captures their interest. For others, exploring kaers is just another part of the quintessential Earthdawn experience.

Each group will develop their own preferences, but exploring a kaer can give a deeply satisfying dungeon crawl experience without any potential dissonance as to why this underground death trap was built, why it is full of monsters that make no sense, why it was constructed in such a nonsensical fashion, why the traps have not been set off, and why there are big piles of treasure at the bottom with a massive boss fight. Alternatively, a society of very grateful people that are eager to see their new world. The fact that all of this has been addressed within the setting and makes perfect sense, is simply beautiful.

From there, the warding of the exterior needs to be developed. They are built underground, relying on the natural protection and concealment of earth to help in addition to the True Earth impregnating the walls. Very little expense was spared to ensure that each kaer would be able to survive the Long Night, but all too often it still was not enough. Many of the wards are specific against Horrors, Horror Constructs and the undead, though a pit full of spikes is effective against most anything. The way leading to the kaer is deliberately confusing, full of mundane and magical traps, as well as illusory terrain; anything to stop a potential invasion. Adepts will have to contend with these extensive measures, as well as whatever is still roaming the area. Creatures from the surrounding area could have made homes there, ork scorchers could set up camp at the entrance, or a Horror that could not breach the kaer within may have made a home. Adventuring Groups will generally not be alone.

The final piece is the kaer within. If it has not been breached, there is the society within to consider. The characters will be lauded as heroes, but I find the most satisfaction if their involvement with the community does not end there. After the centuries trapped in a box, it is likely that tensions and factions have arisen, each with their own agendas and could likely see their rescuers as just the kind of Namegivers they need to help push that agenda. Beyond the politics, there is also the very mundane task of helping them integrate into society. The dwarf kingdom of Throal provided every kaer with a copy of The Book of Tomorrow, a guide to help maintain the memory of what the world was like and give a shared culture of Barsaive, making the process of emerging less painful. The shared culture has been a boon in facilitating communication, particularly with the Throalic Dwarf spoken as a common language and the only language most Namegivers can read.

All too often the kaer will have been breached and the inhabitants slowly tortured to the extent of the Horrors' patience. Some particularly unfortunate kaers may still have inhabitants within, existing as the playthings of an alien psychopath over generations. Kaers that have been broken will invariably hold macabre scenery as the invading Horrors had their way with the interior. Here is an opportunity to drive the horror aspects of Earthdawn home. The sense of despair and hopelessness of those that once lived there should be evident. Building tension and a growing sense of dread can be a difficult thing to pull off, but it can make an amazing build up to the final encounter. The final conflict with the Horror should be horrifying. There is nothing they won't say or do to accomplish their goals and the chance to feed once more on these new playthings is irresistible. The adepts are on the Horror's home ground and things can get interesting. Scenery and minions are excellent elements to introduce, perhaps haunting images of what came to pass in this corrupted place. Always remember that the Horror's endgame isn't to necessarily kill the adepts, until it has been abundantly clear that's the only option, but to feast on their pain and fear.

When it is all over, there is one last element: treasure. This is a great way to introduce Thread Items into a campaign, whether finding them or generating them through legendary deeds. All told, citadels and kaers encapsulate a very old school game design with a clear intent and purpose. Coupled with atmosphere and noble goals, they will always be an iconic part of the Earthdawn experience.

13 September 2012

Earthdawn: Part 7 - Horrors

This is the seventh part in an ongoing series about Earthdawn. Introduction and Index.

The most insidious and dangerous things in Earthdawn are the Horrors. Completely alien and unknowable, they come from deep astral space to feed on fear and pain. Infinite shapes and sizes, and powers that even dragons fear. While the magic levels have dropped considerably, Horrors are still present, ravenous and deadly.

Horrors are intrinsic to the setting, representing the greatest threat to Namegivers (besides themselves) and adepts will expend considerable resources, including their lives, to free the world from their presence. There are two different perspectives on Horrors: the players' and the GM's. For players, Horrors are a significant (perhaps the most significant) challenge you will face. While they represent the potential for incredible stories and legends for GMs.

When hunting a Horror, the most valuable weapon any Group can have is information. Earthdawn is a setting of legends and there should always be some account, some evidence, some story about the Horror. These should give you clues on how to confront them. Most Horrors worth hunting in this fashion will have minions; undead, constructs, or Namegivers they have Marked. Learn everything you can and prepare. If the Horror has a Name, so much the better and worse. That means it has done something to earn a Name, which is bad, but this means it has a Pattern and you can take advantage of that.

Thread magic is the biggest advantage adepts will have over Named Horrors; use it. Follow the Horror's path, figure out it's Pattern Items. They will give you a significant advantage in any conflict for a minimal investment. Never be afraid to run away from a Horror if need be. Despite all of the power an adept has access to, discretion is often the better part of valor. Take what you have learned and begin to plan in earnest.

The standard of the power and fear Horror's wield is through their Mark. It is a stain upon your Pattern and each is unique, the fingerprint of the Horror. They can be detected through careful scrutiny with astral sight. Through this Mark a Horror can influence you, tempt you, hurt you, exert its terrible will on the world through you. Their powers can be used against you or through you against those around you freely and it is nearly impossible to escape their voice as they taunt you endlessly. Some can apply a twisted version of Thread magic directly against your Pattern to plunder your essence and memories, or take control. While you are Marked, no one is safe.

For the GM, Horrors are the other side of the coin. They are a powerful weapon in your arsenal to drive the story. Entire campaigns can be constructed around the legend of a particular Horror. From finding the Thread Items of those that have fallen before it, learning of their legends, and their collective will driving the Group to the Horror. Following it's trail, learning about the legends of what came to pass. It can be a powerful event, the final showdown, when everything is on the table and victory is uncertain. That is just one idea, however, and there are many other great ways to use these antagonists.

When a Horror is first introduced into the game, there are a number of factors to consider. Specifically, what is this Horror supposed to do? They work poorly (not to mention are completely wasted) as random encounters. Instead they should be used as long-term implacable foes, whose logic is unseen and insidious. Develop some themes for the Horror; it doesn't need a Name, but it should be distinctive. The Mark should be related to these themes, reveal some part of the Horror's character. Perhaps it has an affinity for musty crypts and the undead it creates within. Recently I used a Horror that had a thing for Elemental Earth, which was bad news for many kaers (their primary defense is a bunker of Elemental Earth). Everything associated with it was earthen or crystalline, tinged with blood. The Horror also had a special fondness for obsidimen and their Liferocks and it's Mark was a bleeding mountain.

What kind of story do you want to tell with the Horror? Not every Horror encounter has to be an epic, but it should at least be significant. These are the enemies of the setting. Set the stage for a Horror with unsettling dread. They are subtle; they don't feed on wanton destruction or death. They are artists and they are patient. Figure out the modus operandi of the Horror; they don't have to make sense, but there should be internal consistency. A little mystery will go a long way, but there doesn't have to be a big reveal. At the end of the day, the motivations of a Horror are simple: they're hungry. They can also be finicky eaters and can go to outrageously bizarre lengths to make their meals that much more succulent.

Less abstractly, what powers does the Horror possess? There are a number of Horrors that can serve as excellent templates to build from, as well as lists of powers that are unique to them (though a number of Nethermancer spells are suspiciously similar). An important lesson to learn is don't give the Horror more powers than you can remember. A few good, iconic powers will go much further than a new ability every turn. Even with all of the research, every Horror should have one good surprise for them.

How do the basic assumptions of the setting work? The best example of this is the Greeting Ritual. When two Namegivers meet they perform an exhibition of their artisan skill, as it is believed that Horrors (and those Horror-Marked) cannot create beauty. What if it is just a meaningless superstition, or only works for some Horrors? Maybe it is foolproof? How that basic assumption works will shape how player's interact from that point forward; though let them figure out the truth the hard way. Whatever you decide, keep to it, but also keep the Greeting Ritual in place. It is an important cultural element that highlights a sense of vulnerability and false security (especially if the ritual has no practical benefit).

As the Group begins to track down the players, don't forget about the minions. Most Horrors have time to lovingly craft their favorite constructs and bring a semblance of life to their fallen foes. Also they may have Horror Marked Namegivers to use against the Group. These can be sympathetic NPCs, but don't be surprised if the Group doesn't show mercy, despite their plight. Particularly devious GMs can have the NPC be politically powerful, meaning that direct action against them is nearly impossible. Horrors typically have little interest in killing; they are not direct and will only act as such when they truly feel threatened. This leads them to behave like grandstanding villains, gloating and performing unspeakable, but unnecessary acts just for the sake of the fear and pain they cause. Give the players these opportunities to escape if need be, especially if one has been Marked. Horrors want their legend to grow as well and corpses are notoriously poor at spreading the word. In the end, Horrors are somewhere between Dr. Doom and Cthulhu. Which is just beautiful to me.

In the end, if the Group swears that they are never going to take down another Horror, that is a job done well. If they find evidence of another Horror, or the same, damn Horror, then that is a job done very well. Horrors are native astral creatures, so killing them in the physical world is rarely enough to actually slay them. That just makes them retreat and plan for some extremely elaborate and painful vengeance. These are some of the best stories that Earthdawn does so easily and so naturally.

Coming up with be an article on citadels and kaers, and eventually more detailed looks at crafting Horrors and integrating them into the story.