HEAD HUNTER

A Discipline by Timo Josten


...the Head-hunter Discipline possibly exists as long as the Shaman exists; as the Shaman, the Head-hunter holds a high position in the tribe, a higher position than the average warrior. Head-Hunters exist mainly in the vast jungles of the known world.

Recent tales suggest that the discipline has also reached the savage Carafahd land, where this discipline is held in high esteem, or so the tales say. Interestingly Trolls dislike the discipline to an extend of hateful stupidity, I think this further reveals the true sensibility of Trolls and their life philosophy.

There does not actually exist very much information on these special warriors, because travelers donıt usually live longer than the encounter. Even the arrogant Therans find them to be a mystery, due to their given magical abilities which spring from a source different than Passions; there exists a small passage of information about the various beliefs of namegivers in some obscure book I found in the Eternal Library of "Great" Thera, the scholar suggests the blaspheme thought that there might exist a different entity in contrast to the mighty Passions, which the Head-Hunters call Mighty Spirits; the crazy Scholar suggests that they are the so called gods, but every child in Barsaive knows that gods are mythical nonsense...²

- a short extraction from the Journal of the travelling Scholar Brolunius Ironthought of Barsaive.

Important Attributes: Charisma, Dexterity, and Willpower

Racial Restrictions: Elves (not Blood Elves), Obsidiman, and Trolls

Karma Ritual: The Head-Hunter jumps around his pile of heads chanting and calling the spirits of the deceased. He taunts them and calls them insulting names which he deems to be imploring the spirits weakness in a life left behind, giving them torment even in death. He does this till he feels that he sufficiently tormented them and laughs cruelly for a while before he sets them free again.

Artisan Skills: Runic Carving, Skull Carving, and Tattooing

FIRST CIRCLE
Talents

Avoid Blow

First Impression

Howling of the Heads (D)*

Karma Ritual

Melee Weapons (D)

Taunt (D)

SECOND CIRCLE
Talents

Durability (7/6)

Frighten (D)

Riposte

THIRD CIRCLE
Talents

Absorb Energy (D)*

Tiger Spring

FOURTH CIRCLE
Karma: The Head-Hunter may spend a Karma Point on a Recovery Test, or on any talent that substitutes for a Recovery Test
Talents

Hunt Weaving (Thread Weaving) (D)

Resist Taunt (D)

FIFTH CIRCLE
Social Defense:: Increase the Head-Hunterıs Social Defense by 1

Talents

Engaging Banter

Second Weapon

SIXTH CIRCLE
Physical Defense : Increase the Head-Hunter's Physical Defense by 1
Talents

Absorb Wisdom (D)*

Life Check

SEVENTH CIRCLE
Social Defense: Increase the Head-Hunter's Spell Defense by 1
Talents

Magic of the Heads (D)*

Second Attack

EIGHTH CIRCLE
Recovery Test: The Head-Hunter gains 1 additional Recovery Test per day
Talents

Create Puppet (D)*

Spirit Strike

NINTH CIRCLE
Initiative: Increase the Head-Hunter's Initiative dice by 1 step.
Physical Defense: Increase the Head-Hunter's Physical Defense by 1.
Talents

Critical Hit

Help of the Heads (D)*

TENTH CIRCLE
Spell Defense: Increase the Head-Hunterıs Spell Defense by 2.
Talents

Body Blade

Champion Challenge

ELEVENTH CIRCLE
Social Defense: Increase the Head-Hunter's Social Defense by 1
Karma: Increase the Head-Hunter's Maximum Karma Points by 25.
Talents

Hymn of Deflection

Vitality (D)

TWELFTH CIRCLE
Physical Defense: Increase the Head-Hunterıs Physical Defense by 2.
Talents

Questioning of the Spirits (D)*

Wound Transfer



(D) Discipline Use Talent

* Denotes New Talent

New Talents

Note: Most Talents include the Heads of the killed. These heads are first really useful to the Head-Hunter when they have become shrunk heads through a magical and some what religious process; the process to make a shrunk head is fairly simple, dry in the sun for 1 day, pray for one hour, and let it rest another day in a special magical solution given by a Shaman. Only then and ONLY then may the Head-Hunter use the benefits of his "Heads" in his talents. GMıs take this fairly serious, since the Head-Hunter can be too powerful of a Character in play and may disrupt the game balance.

Absorb Energy
Step Number: Rank + Willpower Step
Action: YesSkill Use: No
Karma: 8 (see below)Strain: None
Discipline Talent: Head-Hunter

This Talent enforces the belief of the tribal Head-Hunters. The standard belief is that when a Head-Hunter kills his opponent in battle that he gains access to his victims power or rather energy. The Character makes an Absorb Energy test against the currently deceased spell defense. According to the results, the Character gains life energy, i.e. that points are added to the characters Death rating. On a poor result nothing, Average result he / she gains points equal to a third of the victims Toughness Step (always round up), Good results he / she gains points equal to half the victims Toughness Step (always round up), Excellent results he / she gains points equal to the victims Toughness Step and on an Extraordinary result he / she gains double the points equal to the victims Toughness Step! As a draw back to the whole ritual, the Character has to spend eight Karma points.

It is a quite dramatic scene seeing a Head-Hunter absorbing energy into himself; threads of white light burst into the Hunters heart, illuminating his whole body into a full bright white glow (it is also quite painful to the Hunter and it is known that it is not a rarity that one faints after such an ordeal-depends on the GM to decide).

Absorb Wisdom
Step Number: Rank + Willpower Step
Action: YesSkill Use: No
Karma: YesStrain: three wounds and 13
Discipline Talent: Head-Hunter

This talent enables the Character to finalize the procedure of absorption. This talent allows the Character to retrieve gained wisdom of the slain victim. The GM chooses three talents which are both common to the Character and the opponent and raises these three by each one rank. When there exist less than three talents common to the Characters, then the remaining are raised in accordance, i.e. if only two exist then one is raised by two ranks instead of one and if there only exist one then that Talent is raised by three ranks!

The unfortunate about this Talent is that the Character stays in a form of "blessed ecstasy" for a couple of days; this doesnıt seem all to bad but picture a savage Head-Hunter smiling, murmuring, rolling his eyes, fits of laughter (!), screaming his love about death (?) and doing various acts of uncivilized behavior which makes it fairly obvious that the Character is incapable of doing anything rational in forms of thinking or in the farthest of action (even though people tend think of an savage as irrational), sorry.

Create Puppet
Step Number: Rank + Willpower Step
Action: YesSkill Use: Yes
Karma: YesStrain: 2 blood magic damage
Discipline Talent: Head-Hunter

This Talent makes it possible to create a Voodoo Doll for a special person. The Character makes a Create Puppet test against the spell defense of the opponent and if he succeeds he also needs a thread item to construct the doll. By sticking stuff into the puppet or ripping things off, the Character deals damage to the victim but can not kill the person in this way; after the person is unconscious the damage goes away and the person awakens from the unconsciousness. Needle or such stuck into it gives about 1D10 of Damage and ripping off deals twice that amount, no armor of any kind helps here: either the doll is destroyed by fire or blood magic infusion dissolves after a year and a day.

Help Of The Heads
Step Number: Rank + Willpower Step
Action: NoSkill Use: No
Karma: NoStrain: 1 per role
Discipline Talent: Head-Hunter

This Talent is exactly the same as Spirit Dodge, the Character calls forth the spirits bound to his Heads, which in turn have to defend him. See Spirit Doge for exact information...

Howling Of The Heads
Step Number: Rank + Willpower Step
Action: YesSkill Use: No
Karma: NoStrain: 1
Discipline Talent: Head-Hunter

This Talent summons the Spirits the Head-Hunter has killed. The Heads start to glow in an eerie fashion and start to shriek and howl in terror. The Character makes a Howling Of The Heads test against the spell defense of the enemy. If the Character succeeds, the enemy is paralized for rank rounds or until a succsessful Willpower check is made against the Character's dice result.

Magic of the Heads
Step Number: Rank + Willpower Step
Action: NoSkill Use: No
Karma: YesStrain: 3
Discipline Talent: Head-Hunter

This enables the Character to call forth on the power of his trophies (Shrunken Heads). The Character makes a Magic of the Heads test against his opponents spell defense with whom he is involved in battle. If he succeeds he gains an Attack bonus equal to his rank plus half his amount of heads (always round up).

Questioning of the Spirits
Step Number: Rank + Willpower Step
Action: YesSkill Use: No
Karma: # of heads divided by twoStrain: # of heads
Discipline Talent: Head-Hunter

This Talent allows the Character to ask various questions to the spirits he set free to roam the world (a nicer way to say "killed"). Since the Spirits share all their knowledge with the eternal knowledge of life, they know the answers to EVERYTHING (or so the Savages think, since they believe in it soooo badly, the magic and their gods make it happen. Theran magicians still donıt understand the magical theology involved, either the gods are damn stupid, or damn powerful...). This Talent accompanies more than just a lot of praying and kissing ass: for about 3 hours. The Character makes a Questioning of the Spirits test against two times the amount of Shrunken Skulls he posses, this makes it harder the more he kills but the more he kills the more questions he may ask: that is the amount of heads divided by ten (Yes, anybody bad enough to haven't killed that many yet, doesnıt deserve to be a Head-Hunter).




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Earthdawn is a Registered Trademark of FASA Corporation. Original Earthdawn material Copyright 1994 by FASA Corporation. All Rights Reserved. Used without permission. Any use of FASA Corporation's copyrighted material or trademarks in this file should not be viewed as a challenge to those copyrights or trademarks.


If you have any suggsestions, comments or questions about this Discipline, send me an e-mail at:

tjosten@hotmail.com