Archive for May, 2012

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Skaven in Exalted – Master Moulders

May 15, 2012

Master Moulders

If Packmasters are the apprentices, then Master Moulders are the instructors, the doctors, the experts that make the foul beings spawned by Clan Moulder.  They are hulking, brutish Skaven, often scarred and sometimes sporting unnatural (or even biological) prostheses to replace limbs lost to their charges.  They are warrior-scientists, beast handlers extraordinaire, that both design and breed new species of abomination to unleash on their enemies.  They often lead their own specimens into combat to personally observe the results of some new mutation or appendage, but they are little braver than the rest of their species.  When the tide turns, as it inevitably does, Master Moulders will flee with their hideous tails tucked between their legs as quickly as their Packmaster subordinates… faster, if at all possible.

Motivation: Design and produce monsters to advance within Clan Moulder.
Attributes: Strength 4, Dexterity 4, Stamina 4; Charisma 2, Manipulation 4, Appearance 2; Perception 4, Intelligence 4, Wits 3
Virtues: Compassion 1, Conviction 3, Temperance 3, Valor 2
Abilities: Athletics 2, Awareness 2, Craft (Genesis) 4, Dodge 3 (Clan Moulder Beasts +2), Larceny 2, Lore 3, Medicine 3, Melee 5, Occult 4, Presence 4 (Clan Moulder Beasts +2), Resistance 3, Ride 3 (Clan Moulder Beasts +2), Stealth 2, Survival 1, War 4
Backgrounds: Backing (Clan Moulder) 3, Contacts (Other Moulders) 1, Influence 3, Resources 4
Join Battle: 5
Attacks:
Bite: Speed 6, Accuracy 3, Damage +4L, Parry DV -, Rate 1, Tags N
Claw: Speed 5, Accuracy 4, Damage +4L, Parry DV 1, Rate 3, Tags N
Greatsword: Speed 6, Accuracy 10, Damage +10L, Parry DV 4, Rate 1, Tags 2,R
Things-Catcher: Speed 6, Accuracy 9, Damage +9L, Parry DV -, Rate 1, Tags 2,C,R
Soak: 7B/5L (Breastplate +2B/+4L, Mobility -1, Fatigue 1)
Health Levels: -0/-1/-1/-2/-2/-4/Incap.
Dodge DV: 3                            Willpower: 8
Essence: 2                                 Essence Pool: 7/13
Other Notes: Master Moulders gain the benefits of the Claws/Fangs, Enlightened Essence, Fur, and Tail mutations (included in the above stat block).  They are thaumaturges with an Adept’s degree in Husbandry.  They can make social attacks against Clan Moulder beasts or rats without penalty.  Master Moulders do not form units themselves, but instead serve as leaders or special characters in units of rat ogres, giant rats, or other, stranger beasts.  The Things-Catcher is a wicked polearm of Clan Moulder design that permits the wielder to make Clinch attacks using the Melee Ability.

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Skaven in Exalted – Gutter Runners

May 15, 2012

Gutter Runners
While the Night Runners are Clan Eshin’s apprentice assassins, the Gutter Runners are those that have proven themselves time and again in the service of the Clan.  They have received specialized training in martial arts, and have had their Essence enlightened through repeated exposure to wyldstone.  They are practitioners of Horned Rat Style, though their skills are still only beginning to develop.  The Clan leaders send them on ever more dangerous missions, honing their skills (assuming they survive).  They are more disciplined than Night Runners, but no less mercenary and no more compassionate.  They are just as prone to backstabbing and betrayal.  The most effective of them continue to learn and grow, eventually becoming assassins for the Clan who operate independently of a larger military unit.

Motivation: Advance through the ranks of Clan Eshin through duplicity and murder.
Attributes: Strength 3, Dexterity 5, Stamina 3; Charisma 2, Manipulation 4, Appearance 2; Perception 4, Intelligence 3, Wits 3
Virtues: Compassion 1, Conviction 3, Temperance 3, Valor 2
Abilities: Athletics 4 (Dexterity +2), Awareness 2, Dodge 4, Investigation 2, Larceny 3, Martial Arts 4, Resistance 2 (Diseases +1), Stealth 4, Survival 1, Thrown 4, War 4
Backgrounds
: Backing 2, Influence 1, Mentor 1, Resources 2
Join Battle: 5
Charms:
Supernatural Martial Arts: Creeping Shadow’s Embrace, Fangs of the Horned Rat, Hordes in the Night, Skittering Claws
Attacks:
Bite: Speed 6, Accuracy 9, Damage +3L, Parry DV -, Rate 1, Tags N
Claw: Speed 5, Accuracy 10, Damage +3L, Parry DV 7, Rate 3, Tags N
Tiger Claws: Speed 5, Accuracy 11, Damage +6L, Parry DV 6, Rate 3, Tags M
Shuriken: Speed 5, Accuracy 9, Damage +5L, Rate 3, Range 15
Soak: 4B/1L
Health Levels: -0/-1/-1/-2/-2/-4/Incap.
Dodge DV:6                                       Willpower: 7
Essence: 2                                          Essence Pool: 7/13
Other Notes: Gutter Runners gain the benefits of the Claws/Fangs, Enlightened Essence, Fur, and Tail mutations (included in the above stats).

Mass Combat Stats
Armor Color: Fur darkened with various dyes
Motto: “Quiet!  Kill the man things.”
General Makeup: 20 Skaven with tiger claws and shuriken
Overall Quality: Excellent
Magnitude: 2
Drill: 2
Close Combat Attack: 4        Close Combat Damage: 2
Ranged Attack: 4            Ranged Damage: 2
Endurance: 5  Might: 1   Armor: 1
Morale: 2
Formation: Gutter Runners usually function in skirmish formation.

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Skaven in Exalted – Packmasters

May 14, 2012

Packmasters
Above the Clanrats of Clan Moulder are the Packmasters, the amateurs and apprentices of the breeding clan.  These Skaven have demonstrated the basic bestial empathy required of Clan Moulder, proving themselves able to control (or at least influence) the many rats, giant rats, rat ogres, and stranger things produced by Clan Moulder.  Their services are invaluable to other clans, as they are practically required to herd the beasts Moulder sells, and many a Packmaster has made a name for himself by forcing unruly rat-beasts into some semblance of order in service of another clan.  Of course, they also have a higher than average chance of being devoured by their own beasts, but such are the risks that come with Skaven life.  When successful, they enjoy wealth comparable to skilled artisans across Creation.  When unsuccessful, they are quickly and easily replaced.

Motivation: Don’t get eaten.
Attributes: Strength 3, Dexterity 4, Stamina 3; Charisma 2, Manipulation 4, Appearance 2; Perception 4, Intelligence 3, Wits 3
Virtues: Compassion 1, Conviction 3, Temperance 2, Valor 2
Abilities: Athletics 2, Awareness 2, Craft (Genesis) 2, Dodge 3 (Clan Moulder Beasts +2), Larceny 2, Lore 2, Medicine 2, Melee 3, Occult 2, Presence 3 (Clan Moulder Beasts +2), Resistance 3, Ride 2 (Clan Moulder Beasts +1), Stealth 2, Survival 1, War 3
Backgrounds: Backing (Clan Moulder) 1, Influence 1, Resources 3
Join Battle: 5
Attacks:
Bite: Speed 6, Accuracy 3, Damage +3L, Parry DV -, Rate 1, Tags N
Claw: Speed 5, Accuracy 4, Damage +3L, Parry DV 1, Rate 3, Tags N
Prodder: Speed 5, Accuracy 9, Damage +5L, Parry DV 4, Rate 2, Tags R,Th
Whip: Speed 5, Accuracy 9, Damage 1L, Parry DV -, Rate 2, Tags R
Soak: 5B/4L (Chain Shirt +1B/+3L, Fatigue 1)
Health Levels: -0/-1/-1/-2/-2/-4/Incap.
Dodge DV: 3                            Willpower: 6
Essence: 1
Other Notes: Packmasters gain the benefits of the Claws/Fangs, Fur, and Tail mutations (included in the above stat block).  They are thaumaturges with an Initiate’s degree in Husbandry.  They can make social attacks against Clan Moulder beasts or rats without penalty.  Packmasters do not form units themselves, but instead serve as leaders or special characters in units of rat ogres, giant rats, or other, stranger beasts.  Note that the whip does only a single die of damage, no matter the wielder’s Strength or extra successes.

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Skaven in Exalted – Rat Ogres

May 11, 2012

Rat Ogres

Rat Ogre

The horrors produced by Clan Moulder’s wyldstone broths and thaumaturgical breeding are manifold, but none is so regularly duplicated, so constantly demanded, or so readily recognized as the rat ogre.  Produced by bathing an unfortunate Skaven in vats of wyldstone-infused chemicals, injecting him with growth hormones sucked directly from yet more Skaven, and often making technomagical or genesic adaptations, the rat ogre is one of the staples of the Clan, sold or rented to other clans as soldiers, guards, or just monsters.  They are near mindless brutes, constantly in agony, driven toward their foes by Packmasters and kept constantly drugged to control their horrific tempers.  Physically, they are massive Skaven, with mangy, patchwork fur, thick hide riddled with scars and possessive brands, and often the addition of some monstrous prosthesis or vivid mutation.  Rat ogres command a high price from a chieftan or warlord who has the breeders and slaves to spare.  Some are even ridden by particularly bold (or stupid) warlords as vicious war-mounts.

Motivation: Make the suffering end.
Attributes: Strength 5, Dexterity 3, Stamina 4; Charisma 0, Manipulation 0, Appearance 0; Perception 3, Intelligence 1, Wits 2
Virtues: Compassion 1, Conviction 2, Temperance 2, Valor 4
Abilities: Athletics 4, Awareness 2, Martial Arts 3, Presence 2 (Intimidation +2), Resistance 4, Survival 1
Backgrounds: None
Join Battle: 4
Attacks:
Bite: Speed 6, Accuracy 6, Damage 5L, Parry DV -, Rate 1, Tags N
Claw: Speed 5, Accuracy 7, Damage 5L, Parry DV 4, Rate 3, Tags N
Clinch: Speed 6, Accuracy 6, Damage +5B, Parry DV -, Rate 1, Tags C,N,P
Punch: Speed 5, Accuracy 7, Damage 5B, Parry DV 4, Rate 3, Tags N
Soak: 6B/2L
Health Levels: -0/-0/-1/-1/-1/-2/-2/-4/Incap.
Dodge DV: 1                            Willpower: 6
Essence: 1
Other Notes: Rat ogres gain the benefits of the Armored Hide, Claws/Fangs, Huge, and Tail mutations, which are already factored into their above stats.  Many rat ogres bear other mutations (sometimes representative of prosthetics) at the Storyteller’s discretion.  The imagination of the Master Moulders is near limitless.  They are almost never extras and are similarly almost never heroic.

Mass Combat Stats:
Armor Color: Patchy, mangy fur and toughened hide
Motto: “Graaar!”
General Makeup: Six rat ogres, usually led by a Packmaster
Overall Quality: Poor
Magnitude: 1
Drill: 0
Close Combat Attack: 3                       Close Combat Damage: 2
Ranged Attack: 0                             Ranged Damage: 0
Endurance: 4                Might: 1           Armor: 1
Morale: 4
Formation: Rat ogres function only in unordered formation.

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Skaven in Exalted – Rat Swarms

May 10, 2012

The tunnels of the Skaven teem with rats beyond counting.  Some are drawn to the carrion left in the Skaven’s wake, while others are lured in by Clan Moulder, but yet more seem drawn to the Skaven themselves.  Perhaps there is some connection, deep in the Skaven psyche, that gives them an affinity for rats.  Perhaps the rats recognize the Skaven as larger, more dominant members of the same species.  Perhaps it is some sorcery performed by the Great Horned Rat.  Whatever the cause, the only thing more numerous than the Skaven are the rats that accompany them.  Individually, a rat is not a threat to a human, save perhaps for the virulent plagues it might carry, but in numbers, rivers of rats can strip a man’s flesh from his bones in seconds.  When the Skaven march to war, hundreds of thousands, perhaps millions, of rats often march with them, teeming in masses that advance before the Skaven horde and savage their foes.  Statistics for an individual rat can be found in The Compass of Celestial Directions, Vol. VI – Autochthonia, p. 132, along with a number of variant rats that would not automatically be out of place in a Skaven horde.  However, when they mass together, they often become more of a hazard than individual antagonists.

Rat Swarm
A swarm of rats functions as a mobile environmental hazard, with Damage 1L/Action for every ten rats in the swarm and Trauma 3.  The swarm can move as though it had a Dexterity of 2 and unless controlled, tends to move toward the largest concentration of food (people count).  The swarm has one Health Level per rat, and attacks against it automatically deal levels of damage instead of dice.  However, no attack can deal more than minimum damage unless it is an area of effect attack.  Finally, anyone who suffers even a single level of damage from a rat swarm is exposed to Plague (see Exalted, p. 353).  In mass combat, they function identically, save that attacks against them deal damage normally (as they are assumed to be multiple soldiers attacking).

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Skaven in Exalted – Giant Rats

May 9, 2012

Every Skaven commune has its own vermin, with masses of rats dwelling alongside their horrifically mutated brethren.  The genecists of Clan Moulder use this supply of abundant stock for their experiments, creating ever bolder abominations in the tunnels beneath Creation.  Their most common products are giant rats, otherwise normal rats that have been enlarged and made more vicious.  These rats range from the size of housecats to the size of medium-sized dogs, and many have “enhancements” implanted by their Clan Moulder masters.  These can be as simple (and horrifying) as additional limbs or bloated muscles, or as utterly monstrous as Skaven-like torsos on rat legs or even humanoid hands or feet on the ends of monstrous limbs.  Sometimes, Clan Skryre grafts its own prosthetics onto giant rats, replacing arms with claws, spikes, or worse.  Regardless of the enhancements, they all more or less function as giant rats (found in the Compass of Terrestrial Directions, Vol. I – The Scavenger Lands, pp. 157-158 and 160).  However, sometimes a Clan Moulder Packmaster will whip the rats into a unit and drive them into the enemy.  While never terribly effective, they often absorb a great deal of missile fire for their allies, and sometimes even manage to drag one or two of them down.

Mass Combat Stats
Armor Color: Motley, patchy fur, sometimes spotted with the odd armor plate or pale, fleshy limb.
Motto: Hideous, tortured squeaking.
General Makeup: 15 giant rats, led by a Packmaster.
Overall Quality: Poor
Magnitude: 2
Drill: 0
Close Combat Attack: 2        Close Combat Damage: 2
Ranged Attack: 0            Ranged Damage: 0
Endurance: 4  Might: 0   Armor: 1
Morale: 2
Formation: Giant rats only ever have the martial skill to function in unordered formation.

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Skaven in Exalted – Night Runners

May 3, 2012

Night Runners
Each of the clans of Skaven has a particular focus.  The focus of Clan Eshin is stealth and guile, and for a species as rooted in stealth and guile as the Skaven, that focus means an almost superhuman predilection toward assassination.  The Night Runners are the lowest ranks of Clan Eshin’s forces, barely tutored in the martial art of Horned Rat style, relying almost entirely on their inherent Skaven-ness to do the heavy lifting.  They are expendable assassins, sent in groups to accomplish goals that traditional troops lack the subtlety to accomplish.  Of course, being Skaven, they are all looking out for number one, and otherwise normal missions often become suicidally bungled when one Night Runner backstabs his allies for personal gain.  More often, multiple Night Runners attempt such a thing simultaneously.  The most skilled and effective of them even survive, perhaps one day accumulating enough success to become a Gutter Runner, or even a lone assassin.

Motivation: Advance through the ranks of Clan Eshin through duplicity and murder.
Attributes: Strength 3, Dexterity 4, Stamina 3; Charisma 2, Manipulation 4, Appearance 2; Perception 3, Intelligence 2, Wits 3
Virtues: Compassion 1, Conviction 3, Temperance 3, Valor 2
Abilities: Athletics 4, Awareness 2, Dodge 4, Investigation 2, Larceny 3, Martial Arts 3, Resistance 2 (Diseases +1), Stealth 4, Survival 1, Thrown 3, War 3
Backgrounds
: Backing 1, Mentor 1
Join Battle: 5
Attacks:
Bite: Speed 6, Accuracy 7, Damage 3L, Parry DV -, Rate 1, Tags N
Claw: Speed 5, Accuracy 8, Damage 3L, Parry DV 4, Rate 3, Tags N
Knife: Speed 4, Accuracy 5, Damage 4L, Parry DV 1, Rate 2
Sling: Speed 5, Accuracy 6, Damage 5L, Rate 1, Range 100
Soak: 4B/1L
Health Levels: -0/-1/-1/-2/-2/-4/Incap. (Often extras)
Dodge DV:4 Willpower: 6
Essence: 1
Other Notes: Night Runners gain the benefits of the Claws, Fangs, Fur, and Tail mutations (included in the above stats).  They are still training to learn Horned Rat style, so their knives still use their nonexistent Melee stat.

Mass Combat Stats
Armor Color: Fur darkened with various dyes
Motto: “Yes-yes, quick now.”
General Makeup: 20 Skaven with knives and slings
Overall Quality: Good
Magnitude: 2
Drill: 2
Close Combat Attack: 3        Close Combat Damage: 2
Ranged Attack: 3            Ranged Damage: 2
Endurance: 5  Might: 0   Armor: 1
Morale: 2
Formation: Night Runners usually function in skirmish formation.