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.