HORSESHorses have recently regained importance in Barsaive. Most of the horses in the region descend from those brought in by the first ork nomad tribes to reenter Barsaive after the Scourge. Ork tribes remain Barsaives premier source of horses, and ork cavalrymen take justifiable pride in their tribes ability to breed strong, hearty animals.
RIDING HORSE
Commentary
WAR HORSE
Commentary
ICE FLYERS
Commentary Ice flyers may strike targets from the air, swooping in to attack in a flurry of shrieking and clawing, and then flapping upward out of the melee. If an ice flyers Initiative die roll result is 3 greater than that of its target, the target may not use a melee attack against the ice flyer. (For more information on melee attacks, see Combat.) An Initiative die roll result 1 greater than the targets Initiative die roll result increases the ice flyers Physical Defense by 1 point, and an Initiative die roll result 2 greater than the targets Initiative result increases the ice flyers Physical Defense by 2 points. Ice flyers can use a special magical effect on a target called Ice Flyer Shackles. The ice flyer makes a Spellcasting Test against the Spell Defense of any target within its line of sight; a successful result wraps the target in bands of magical frost. To break free of the shackles, an imprisoned character must make a Strength Test with a result of 12 or higher, which shatters the shackles into millions of shards. Unless completely destroyed in this way, the shackles automatically repair any cracks or breaks, leaving the character trapped. A Damage Test result of 20 points or more from a single attack also breaks the shackles, but the shackled character takes that 20 points of damage in the process. Ice flyers can use their shackling ability at a range of up to 75 yards. Ice flyer shackles melt after 3D6 rounds. The leader of a group of ice flyers may use an ability called Howling Challenge on a target. The lead ice flyer spends one round howling; in the following round, it makes a Spellcasting Test against the targets Social Defense. A successful result forces the victim into a howling contest with the ice flyer. As the victim howls, the ice flyer rolls the Howling Challenge dice. The victim then makes a Charisma Test against the result of the ice flyers Howling Challenge dice roll. If the victim rolls a number higher than the Difficulty Number, the challenge ends and the ice flyer flees in shame, followed in the next round by its fellow ice flyers. If the victims Charisma Test result does not exceed the Difficulty Number, the leader may maintain the Howling Challenge, re-rolling the Howling Challenge dice to produce a new Difficulty Number each round for as long as the challenge lasts. The leader can maintain Howling Challenge as long as it continues to win, and as long as it takes no other action. Howling Challenge works at a range of up to 150 yards on any target within the leaders line of sight. Ice flyers have enchanted feathers that stay cold even in tropical heat, allowing the creatures to live in tropical or arid environments. These feathers count as treasure worth Legend Points.
JEHUTHRA
Commentary A jehuthra can create three magical effects: Lacerators, Frost Web, and Iron Web. Lacerators are cold, icy spikes that form on two of the jehuthras legs. They take a single Combat Round to form, last for 3D10 rounds, and add 4 steps to the jehuthras Damage step if it makes a successful attack. Frost web takes one round to cast against a single character, who must be within 100 yards of the jehuthra. The jehuthra rubs its thorax web and points at the target, then makes a Spellcasting Test against the targets Spell Defense. A successful result entangles the victim in an icy, barbed web, and the extreme cold does 10 steps of damage to the target. Physical armor can reduce the damage, but metal armor offers no more than 3 points of protection. The web holds the victim fast for three rounds, unless he shatters it by making a Strength Test with a result of at least 12. Iron Web is a defensive effect that allows a jehuthra to form an iron maze with any part of its existing web, requiring one spell thread with a Thread Weaving Difficulty Number of 10. The jehuthra uses its Spellcasting step to make the Thread Weaving Test. After tracing a pattern upon its thorax web, it makes a Spellcasting Test against the highest Spell Defense of all the characters within 25 yards of the jehuthra. If the Spellcasting Test is successful, Iron Web creates a maze 10 feet high, consisting of eight independent paths that lead to the mazes center. The web maze extends for 25 yards around the jehuthra, closing over the top of the maze walls. The Iron Web isolates each character, placing him on a separate path from his fellow travelers. If a group has more than eight characters, the Iron Web distributes them as evenly as possible. The paths lead only to the center of the maze, and do not intersect. Characters moving faster than a slow walk (10 yards per round) must make a Dexterity Test with a result of 6 or better in order to move through the maze. A result of less than 6 inflicts 7 steps of damage on the character, as the webs magical barbs tear at him. Physical armor reduces this damage by the affected characters Armor Rating. The web lasts for 3D10 rounds, or until dispelled. Dispelling a single path has a Difficulty Number of 12; dispelling the entire web has a Difficulty Number of 21. Rather than wait in the center, the jehuthra usually scurries down a path either to escape or to attack a character. If it wishes, the jehuthra can use its Spellcasting step to dispel a single path or the entire web.
KRILWORM
Commentary On occasion, swarms of krilworms attack large animals and humanoids, but a determined character can easily drive off these swarms. For each krilworm that dies fighting large animals, the swarm makes a Willpower Test, using the Willpower step of any krilworm in the swarm. On a result of 4 or better, the swarm continues its attack on the target; on a result of less than 4, the swarm leaves to find easier pickings. Krilworms have a peculiar affinity for Nethermancers, and Nethermancers in turn often harbor a soft spot for these loathsome creatures. This unusual affinity allows Nethermancers to add 2 steps to all tests made against a krilworms Social Defense.
LIGHTNING LIZARDS
Commentary Lightning lizards use their Spellcasting abilities to produce two magical effects, Crackling Armor and Twinbolts. Crackling Armor takes one round to cast, and requires the lightning lizard to make a Spellcasting Test with a result of 2 or better. If the test is successful, Crackling Armor surrounds the lizard with bolts of lightning, crackling a mere inch from its skin. Crackling Armor increases a lightning lizards Physical Armor Rating to 6. Anytime a character physically strikes a lightning lizard under the influence of Crackling Armor, with his hand or foot, a weapon, or some other object, the lizard makes a Spellcasting Test against the strikers Spell Defense. A result equal to or greater than the Difficulty Number sends lightning into the striker. The lightning does Step 8 damage, though non-metal physical armor reduces this damage. Twinbolts sends two streaks of lightning toward a target from the lizards eyes. The lizard using this ability makes a Spellcasting Test against the targets Spell Defense. If the test is successful, the lightning hits the target. Twinbolts does Step 22 damage at a range of 120 yards. Non-metal physical armor provides protection against this attack. The eyes of lightning lizards are worth 150 silver pieces each, and count as treasure worth Legend Points.
OGRE
Commentary Ogres believe the crude lengths of wood they wield are magical weapons. Though the weapons are nearly impossible to break, the magic that reinforces them lies in the ogre, not in his club. In the hands of an ogre, the club adds 5 steps to its users Strength step. An ogre club untouched by an ogre for more than 24 hours becomes an ordinary hunk of wood, similar to an ordinary club.
OGRE TWINS
Commentary Ogre twins can switch places with a thought. Each twins physical possessions remain on the material plane; the second twins body appears in the same spot occupied by the first twin, in the same position, even in mid-action if the twins so desire. The displaced twin inhabits a small, dimensional pocket between the astral and material planes. The white lines magically connect the displaced twin with the thoughts of the material twin, and also provide the displaced twin with air. Either twin can use his Spellcasting step to heal himself. Ogre twins usually heal in the dimensional pocket, switching places when the other twin needs healing. The injured twin spends one round in the dimensional pocket, and in that round makes a Spellcasting Test against his own Spell Defense. If the test is successful, the ogre then makes a Recovery Test of Step 9, reducing his Current Damage by the Recovery Test result. If one of the ogres is killed, the other immediately appears on the physical plane to avenge its twins death. Killing both twins in quick succession is the only way to defeat them.
ORK
Commentary Orks roam all the lands of Barsaive in mercenary bands. These ork scorcher bands travel the countryside, seeking employment. Some bands are Cavalrymen, mounted on war horses and occasionally on massive thundra beasts. Ork Cavalrymen often use lances and spears to charge their opponents. For information about these weapons, see Goods and Services.
SHADOWMANTS
Commentary A shadowmant uses its tail to sting its victims. The stinger contains a poison powerful enough to kill a troll within 10 Combat Rounds. Once the poison has killed its prey, the shadowmant eats its victim. The shadowmants virulent poison resists the healing effects of talents or poultices with a Spell Defense of 8. Alchemists prize shadowmant poison and stingers, using them to brew magical potions.
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