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.

31 October 2017

Earthdawn 4E: Rogues' Gallery 23 - Foul Folk

This is the twenty-third 4E Rogues' Gallery, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

Below are example foul folk. At lower challenges they may be corrupted, like Sawney Bean. However, at Journeyman they have aligned themselves with a Horror. Either way, poor choices all around.


These were created for a particular encounter a fan wanted. I'm not entirely certain where they best fit as they were built entirely with creature guidelines, but cognizant of the fact they are Namegivers and thus should conform somewhat to those norms. This makes them a lot like adepts-as-creatures, but not quite the same.

Like the adepts in this series, the most important thing is they really feel foul. At Novice this is tricky because there isn't quite as many things to play with and it depends on the role you want the foul folk to fill. These are sneaky and angry, but they could be altered to seem normal, welcoming visitors to their community. Once the outsiders' guards are down, things get grisly. Journeyman gives more toys to play with and lets their corrupt nature come out and play. These particular foul folk are in the spirit of Ristular, but can be altered to fit whatever Horror they serve.

If there are any non-magical archetypes that would be valuable, leave a comment and let me know. As well with comments on the content and format. This is less an exercise in playing with the system and more about making something useful for the community.


Foul Folk

Challenge: Novice (Fourth Circle)
DEX: 7        Initiative:                  7         Unconsciousness:      41
STR: 7         Physical Defense:  11        Death Rating:               48
TOU: 7        Mystic Defense:      11        Wound Threshold:    10
PER: 6         Social Defense:      10        Knockdown:                 9
WIL: 5        Physical Armor:      5         Recovery Tests:           2
CHA: 5        Mystic Armor:         4
Movement: 12
Actions: 1; Dagger: 12 (12)
Powers:
Fury (2)
Powered by Blight (2): The foul folk gains +2 to Action tests while in Tainted or Corrupted areas.
Stealthy Stride (12): As the skill, Player's Guide, p. 171.
Surprise Strike (5): As the skill, Player's Guide, p. 172.
Special Maneuvers:
Enrage (Opponent) 
Provoke (Opponent, Close Combat) 
Equipment: Dagger and leather armor


Foul Folk

Challenge: Journeyman (Fifth Circle)
DEX: 7        Initiative:                  7         Unconsciousness:      49
STR: 8         Physical Defense:  11        Death Rating:               57
TOU: 8        Mystic Defense:      12        Wound Threshold:    12
PER: 6         Social Defense:      10        Knockdown:                 10
WIL: 7        Physical Armor:      5         Recovery Tests:           3
CHA: 5        Mystic Armor:         5
Movement: 12
Actions: 2; Short Sword: 13 (15)
Powers:
Corrupt Karma (12, Standard)
Distract (10): As the skill, Player's Guide, p. 139.
Disrupt Magic (12, Standard)
Fury (2)
Powered by Blight (5): The foul folk gains +5 to Action tests while in Tainted or Corrupted areas.
Stealthy Stride (12): As the skill, Player's Guide, p. 171.
Surprise Strike (10): As the skill, Player's Guide, p. 172.
Special Maneuvers:
Enrage (Opponent) 
Provoke (Opponent, Close Combat) 
Equipment: Leather armor and short sword


Foul Folk (Leader)

Challenge: Journeyman (Sixth Circle)
DEX: 7        Initiative:                  7         Unconsciousness:      54
STR: 6         Physical Defense:  11        Death Rating:               62
TOU: 8        Mystic Defense:      13        Wound Threshold:    12
PER: 7         Social Defense:      13        Knockdown:                  8
WIL: 8        Physical Armor:      5         Recovery Tests:           3
CHA: 9        Mystic Armor:         5         Karma:                             8 (4)
Movement: 12
Actions: 2; Dagger: 16 (14)
Powers:
Corrupt Karma (14, Standard)
Corruption's Touch (14, Standard): The foul folk makes a Corruption's Touch test against the target's Mystic Defense. If successful, the target takes damage as though they cast a Sixth Circle spell using raw magic, suffering Warping Damage.
Distract (15): As the skill, Player's Guide, p. 139.
Harvest Energy (14, Free)
Powered by Blight (5): The foul folk gains +5 to Action tests while in Tainted or Corrupted areas.
Resist Pain (2)
Stealthy Stride (12): As the skill, Player's Guide, p. 171.
Surprise Strike (10): As the skill, Player's Guide, p. 172.
Special Maneuvers:
Enrage (Opponent) 
Provoke (Opponent, Close Combat) 
Equipment: Dagger and leather armor

27 October 2017

Earthdawn 4E: Rogues' Gallery 22 - Cultists of Raggok Part 2 (Journeyman)

This is the twenty-second 4E Rogues' Gallery, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

Below are example cultists of the Mad Passion Raggok, similar to the first part. Though a greater challenge and with more more interesting abilities.
 They're not all Journeyman, but it's an easy way to sort between the two. Unlike the previous entry, at least one of these has some level of magic and all could be questors of Raggok by adding the special maneuver at the end. Or most of them could simply be "normal". However, they all continue the trend of making poor decisions.

There's also two new poisons tucked in here. Because that's fun for everyone.

These were created for a particular encounter a fan wanted. I'm not entirely certain where they best fit as they were built entirely with creature guidelines, but cognizant of the fact they are Namegivers and thus should conform somewhat to those norms. This makes them a lot like adepts-as-creatures, but not quite the same.

Like the adepts in this series, the most important thing is they really feel like cultists of Raggok. They may not be the most powerful, but they need to have the potential to be obnoxious and instill a sense of "do I really want to mess with these a-holes?" in characters. These are the more powerful varieties with their much nastier powers hypothetically everyone should be ready to deal with, right? Poison + entangling = fun?

If there are any non-magical archetypes that would be valuable, leave a comment and let me know. As well with comments on the content and format. This is less an exercise in playing with the system and more about making something useful for the community.


Cultist of Raggok (Painbringer)

Challenge: Novice (Fourth Circle)
DEX: 7        Initiative:                  7        Unconsciousness:      38
STR: 6         Physical Defense:  11        Death Rating:              44
TOU: 6        Mystic Defense:      12       Wound Threshold:    9
PER: 7         Social Defense:       8        Knockdown:                  8
WIL: 7        Physical Armor:      4        Recovery Tests:           2
CHA: 4        Mystic Armor:         3
Movement: 12
Actions: 1; Scythan Axe: 15 (14), Net (6, 12): 15 (Entangling, Poison)
Powers:
Feast of SufferingThe cultist of Raggok gains +1 to Attack and Damage tests for each Wound the target has.
Resist Pain (2)
Poison (10): The cultist of Raggok possesses a special poison (see Gamemaster's Guide, p. 171) that affects the target if it touches them. The poison is Step 10 [Onset: 1 round, Interval: 5/2 round]. Each success from the poison causes the victim a Wound.
Special Maneuvers:
Enrage (Opponent) 
Flesh Rend (Cultist of Raggok, Close Combat): The cultist of Raggok may spend additional successes on an Attack test to reduce the target's Wound Threshold by -3 per success for this attack.
Hamstring (Cultist of Raggok, Scythan Axe) 
Provoke (Opponent, Close Combat) 
Equipment: Narishmal poison, net, padded leather armor, and Scythan axe

Narishmal
Type: Special                 Effect Step: 10
Onset Time: 1 round     Interval: 5/2 rounds
Duration: Until healed
Narishmal is a tree found most commonly within the Servos Jungle, but can found anywhere within Barsaive some fool managed to plant it. Only a few creatures can eat its fruit, let alone touch its bark and leaves, making these trees stand out to an astute observer. Every part of the tree secretes a venom that causes the skin of afflicted creatures to quickly blister, form lesions, and even slough off. It sets nerve endings on fire and causes excruciating pain for days, driving some to madness or suicide. While incredibly dangerous to handle, the toxin can be extracted and treated for use as a poison that cripples when it makes contact. It is poorly suited for use on most weapons, which don’t provide enough exposure and its method of action has no effect on blood. However, those twisted the right way find some use in carefully applying to innocuous surfaces and nets.



Cultist of Raggok (Carver)

Challenge: Journeyman (Fifth Circle)
DEX: 7        Initiative:                  7        Unconsciousness:      43
STR: 6         Physical Defense:  13       Death Rating:              49
TOU: 6        Mystic Defense:      11       Wound Threshold:    9
PER: 6         Social Defense:       9        Knockdown:                 8
WIL: 6        Physical Armor:      5        Recovery Tests:           2
CHA: 5        Mystic Armor:         4
Movement: 12
Actions: 2; Dagger ×2: 17 (14)
Powers:
Feast of SufferingThe cultist of Raggok gains +1 to Attack and Damage tests for each Wound the target has.
Fury (2)
Revenge Served Hot (5): The cultist of Raggok gains +5 to Attack and Damage tests against any target who caused them damage since beginning of the last turn.
Poison (10): The cultist of Raggok possesses a debilitating poison (see Gamemaster's Guide, p. 171) and inflicts it on the target if the attack causes a Wound. The poison is Step 10 [Onset: 1 round, Interval: 6/2 rounds, Duration: 4 hours].
Special Maneuvers:
Enrage (Opponent) 
Flesh Rend (Cultist of Raggok, Close Combat): The cultist of Raggok may spend additional successes on an Attack test to reduce the target's Wound Threshold by -3 per success for this attack.
Hamstring (Cultist of Raggok, Dagger) 
Provoke (Opponent, Close Combat) 
Equipment: 2 daggers, hide armor, and talisa berry poison

Talisa Berries
Type: Debilitating           Effect Step: 10
Onset Time: 1 round     Interval: 6/2 rounds
Duration: 4 hours
Talisa berries grow on the eponymous shrub within Blood Wood. They are plump and fleshy, and range in color from bright red to a deep purple. When consumed in their natural state, they act as a mild hallucinogen and a popular with some t’skrang. However, some varieties seem to be stronger and cause not only bad trips, but cramps and blood coming out from places blood really shouldn’t come out of. The kind of thing where a droll observation might be, “You know, you should really get that looked at,” which isn’t as helpful while tripping. Some enterprising jerks decided this would be effective to use against people. The berries can be prepared into an oily paste and either applied to bladed weapons, making them appear as though dipped in otherworldly blood, or concealed in sweet, fruity food. Anything else and their distinctive flavor stands out.



Cultist of Raggok (Grinder)

Challenge: Journeyman (Sixth Circle)
DEX: 7        Initiative:                  7         Unconsciousness:      54
STR: 8         Physical Defense:  13        Death Rating:              62
TOU: 8        Mystic Defense:      13       Wound Threshold:    12
PER: 6         Social Defense:       10       Knockdown:                 10
WIL: 7        Physical Armor:      7         Recovery Tests:           3
CHA: 4        Mystic Armor:         5
Movement: 12
Actions: 1; Warhammer: 19 (21)
Powers:
Feast of SufferingThe cultist of Raggok gains +1 to Attack and Damage tests for each Wound the target has.
Fury (2)
Revenge Served Hot (5): The cultist of Raggok gains +5 to Attack and Damage tests against any target who caused them damage since beginning of the last turn.
Special Maneuvers:
Enrage (Opponent) 
Hamstring (Cultist of Raggok, Short Sword) 
Overpower (Cultist of Raggok): The cultist of Raggok may spend two additional successes on an Attack test to force the target to make a Knockdown test against a Difficulty Number equal to the Attack test result. If the test fails, the target is knocked down and knocked back a number of yards equal to the total number of successes on the Attack test.
Provoke (Opponent, Close Combat)
The Grind (Cultist of Raggok): The cultist of Raggok may spend an additional success on an Attack test to reduce the victim's Wound Threshold by -2 until the end of the next round.
Equipment: Chainmail and warhammer


Cultist of Raggok (Bonemaster)

Challenge: Journeyman (Sixth Circle)
DEX: 7        Initiative:                  7         Unconsciousness:      51
STR: 7         Physical Defense:  13        Death Rating:              58
TOU: 7        Mystic Defense:      13       Wound Threshold:    10
PER: 7         Social Defense:       12       Knockdown:                 9
WIL: 7        Physical Armor:      6         Recovery Tests:           2
CHA: 6        Mystic Armor:         6
Movement: 12
Actions: 2; Scythe:17 (17)
Powers:
BonemasterAll undead allies have the Teamwork power.
Feast of SufferingThe cultist of Raggok gains +1 to Attack and Damage tests for each Wound the target has.
Resist Pain (2)
Revenge Served Cold (2): The cultist of Raggok gains two additional successes on an successful Attack test against any target who caused an ally damage since the beginning of combat.
TeamworkOpponents are Harried by one less opponent if at least one other attacker has this power.
Special Maneuvers:
Enrage (Opponent) 
Flesh Rend (Cultist of Raggok, Close Combat): The cultist of Raggok may spend additional successes on an Attack test to reduce the target's Wound Threshold by -3 per success for this attack.
Hamstring (Cultist of Raggok, Scythe) 
Opening (Cultist of Raggok): The cultist of Raggok may spend additional successes from an Attack test against an opponent who is Harried, Wounded, or affected by Hamstring to give their allies a +1 bonus per success spent to Attack tests against the opponent until the end of the next round.
Provoke (Opponent, Close Combat)
Equipment: Scythe and ring mail


The special maneuver below should go to any cultists who are questors or imbued by Raggok in some fashion. It's hard to say what is and isn't an appropriate ability to generate successes for its use, so this is for the GM's best judgement. Just remember, fun and interesting, not punishment.

Seed of Hate (Cultist of Raggok): The cultist of Raggok may spend two additional successes to plant a seed of hate in their opponent. At some point within the next month (GM’s discretion), the target is consumed with hate. The character can either give into the hate, or bottle it up. If the character bottles it up, they suffer -2 to Action tests until the end of the day and suffer a Wound as the hate literally twists their insides. If the character gives into the hate, they gain +5 to Action tests involved in indulging said hate until the end of the day and Raggok’s seed of hate has taken root within.

27 September 2017

Earthdawn 4E: Rogues' Gallery 21 - Cultists of Raggok Part 1 (Novice)

This is the twenty-first 4E Rogues' Gallery, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

Below are example cultists of the Mad Passion Raggok. To be explicit, these are not questors, just some crazy Namegivers making poor decisions.


These were created for a particular encounter a fan wanted. I'm not entirely certain where they best fit as they were built entirely with creature guidelines, but cognizant of the fact they are Namegivers and thus should conform somewhat to those norms. This makes them a lot like adepts-as-creatures, but not quite the same.

Like the adepts in this series, the most important thing is they really feel like cultists of Raggok. They may not be the most powerful, but they need to have the potential to be obnoxious and instill a sense of "do I really want to mess with these a-holes?" in characters. In some ways, these low Circle cultists train players on what to expect and potentially how to deal with more powerful varieties that have access to much nastier powers.

If there are any non-magical archetypes that would be valuable, leave a comment and let me know. As well with comments on the content and format. This is less an exercise in playing with the system and more about making something useful for the community.


Cultist of Raggok (Initiate)

Challenge: Novice (First Circle)
DEX: 6        Initiative:                  6       Unconsciousness:      23
STR: 5         Physical Defense:  8        Death Rating:               29
TOU: 6        Mystic Defense:      8        Wound Threshold:    9
PER: 5         Social Defense:       6        Knockdown:                 7
WIL: 6        Physical Armor:      3        Recovery Tests:           2
CHA: 4        Mystic Armor:         2
Movement: 12
Actions: 1; Sachet (6, 12): 10 (Poison), Short Sword: 10 (9)
Powers:
Feast of SufferingThe cultist of Raggok gains +1 to Attack and Damage tests for each Wound the target has.
Revenge Served Hot (2): The cultist of Raggok gains +2 to Attack and Damage tests against any target who caused them damage since beginning of the last turn.
Poison (8): The cultist of Raggok possesses a paralytic poison (see Gamemaster's Guide, p. 171). The poison is Step 8 [Onset: Instant, Interval: 4/1 round, Duration: 6 hours].
Special Maneuvers:
Enrage (Opponent) 
Flesh Rend (Cultist of Raggok, Close Combat): The cultist of Raggok may spend additional successes on an Attack test to reduce the target's Wound Threshold by -3 per success for this attack.
Hamstring (Cultist of Raggok, Short Sword) 
Provoke (Opponent, Close Combat) 
Equipment: Buckler, leather armor, sachets of black mercy poison, short sword


Cultist of Raggok (Novice)

Challenge: Novice (Second Circle)
DEX: 6        Initiative:                  6       Unconsciousness:      28
STR: 5         Physical Defense:  9        Death Rating:               34
TOU: 6        Mystic Defense:      9        Wound Threshold:    9
PER: 5         Social Defense:       6        Knockdown:                 7
WIL: 6        Physical Armor:      3        Recovery Tests:           2
CHA: 4        Mystic Armor:         2
Movement: 12
Actions: 1; Short Sword: 12 (10)
Powers:
Feast of SufferingThe cultist of Raggok gains +1 to Attack and Damage tests for each Wound the target has.
Revenge Served Hot (2): The cultist of Raggok gains +2 to Attack and Damage tests against any target who caused them damage since beginning of the last turn.
Poison (7): The cultist of Raggok possesses a damaging poison (see Gamemaster's Guide, p. 171) and inflicts it on the target if the attack causes a Wound. The poison is Step 7 [Onset: 1 round, Interval: 4/1 round].
Special Maneuvers:
Enrage (Opponent) 
Flesh Rend (Cultist of Raggok, Close Combat): The cultist of Raggok may spend additional successes on an Attack test to reduce the target's Wound Threshold by -3 per success for this attack.
Hamstring (Cultist of Raggok, Short Sword) 
Provoke (Opponent, Close Combat) 
Equipment: Buckler, fireleaf poison, leather armor, short sword


Cultist of Raggok (Leader)

Challenge: Novice (Third Circle)
DEX: 6        Initiative:                  6        Unconsciousness:      33
STR: 6         Physical Defense:  10       Death Rating:               39
TOU: 6        Mystic Defense:      10       Wound Threshold:    9
PER: 6         Social Defense:       8        Knockdown:                  8
WIL: 6        Physical Armor:      3        Recovery Tests:           2
CHA: 6        Mystic Armor:         2
Movement: 12
Actions: 1; Broadsword: 13 (13)
Powers:
Feast of SufferingThe cultist of Raggok gains +1 to Attack and Damage tests for each Wound the target has.
Revenge Served Hot (2): The cultist of Raggok gains +2 to Attack and Damage tests against any target who caused them damage since beginning of the last turn.
Poison (9): The cultist of Raggok possesses a paralytic poison (see Gamemaster's Guide, p. 171) and inflicts it on the target if the attack causes a Wound. The poison is Step 9 [Onset: Instant, Interval: 3/2 rounds, Duration: 1 hour].
Special Maneuvers:
Enrage (Opponent) 
Flesh Rend (Cultist of Raggok, Close Combat): The cultist of Raggok may spend additional successes on an Attack test to reduce the target's Wound Threshold by -3 per success for this attack.
Hamstring (Cultist of Raggok, Short Sword) 
Opening (Cultist of Raggok): The cultist of Raggok may spend additional successes from an Attack test against an opponent who is Wounded or affected by Hamstring to give their allies a +1 bonus per success spent to Attack tests against the opponent until the end of the next round.
Provoke (Opponent, Close Combat)
Equipment: Buckler, fireleaf poison, leather armor, short sword

25 September 2017

Earthdawn 4E: Expanded Equipment - Troll and Windling Weapons

This is the first 4E Expanded Equipment, part of 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.

The goal of the series is to import equipment found in previous editions and maybe introduce some new offerings. Anything found in a previous edition will require the book to get a description, this is just going to have the basic stats.

There's nothing specifically new in this entry for this new series. It just has weapons sized for trolls and windlings. My apologies if this doesn't look so pretty; tables, Blogger, and I are not friends.


      Name                 Dam.  STR  Size  Cost   Wt.   Availability    Notes
Troll Battle-Axe           8        17      6       45      8       Unusual
Troll Bola [1]                 4         9       3      13       3       Unusual       Range: 2-12, 13-24
Troll Dagger                3         7       2        2       2       Unusual        Range: 2-10, 11-20
Troll Flail 
[2]                  6        13      4       45      7        Unusual
Troll Mace                   5        16      4       25      7       Unusual
Troll Pole-Axe             9        19      7      190    13         Rare
Troll Quarterstaff 
[2]     5         9       6        7       5        Unusual
Troll Spear                  5        12      4       12      4        Unusual        Range: 2-10, 11-20
Troll Throwing Axe      4        10      4       30      3        Unusual       Range: 2-12, 13-24
Troll 2-H Sword           9        18      7      160     9           Rare
Troll Warhammer        8        18      6       120   10          Rare
Windling Dagger         1         2       1        1      2 oz.   Unusual
Windling Quarterstaff   2        3       2        7       1        Unusual
Windling Short Sword  2        4       1        30    8 oz.   Unusual
Windling 2-H Sword    4         7       2       150     2       Unusual

[1] Dexterity minimum 9
[2] Dexterity minimum 7