Shadowwalkers: Prime Sets

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Prime Trait Sets[edit]

Primary trait dice should be included every roll Add one die each from Attribute, Role, and Distinction sets to form the base of every dice pool.

Attributes d6 Arrow03.png[edit]

Attributes are the building blocks that make up what a character is before training, before distinctions, before powers. Attributes are your character's first prime set, and one Attribute die is added to every roll.

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Each character is ranked in six Attributes


DEXTERITY | STRENGTH | PERCEPTION | REASON | AFFINITY | WILLPOWER


Rank one Attribute at d10 two at d8 and three at d6

Physical Attributes[edit]

Dexterity: Dexterity measures a character's natural agility, reflexes, and manual control. Characters who have a power that enhances dexterity may use both dice in their roll as appropriate if they are not using another power.
Strength: Strength measures a character's physical prowess and endurance. Characters who have a power that enhances strength may use both dice in their roll as appropriate if they are not using another power.

Mental Attributes[edit]

Perception: Perception measures a character's awareness and ability to coallate and act on sensory input. Characters who have a power that enhances perception may use both dice in their roll as appropriate if they are not using another power.
Reason: Reason measures a character's ability to use knowledge and logic. Characters who have a power that enhances reason may use both dice in their roll as appropriate if they are not using another power.

Social Attributes[edit]

Affinity: Affinity measures a charaqcter's ability to empathise with others, both in reading them and connecting with what they read. Characters who have a power that enhances affinity may use both dice in their roll as appropriate if they are not using another power.
Willpower: Willpower measures a character's ability to both influence and resist the influence of others. Characters who have a power that enhances willpower may use both dice in their roll as appropriate if they are not using another power.


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Roles d6Arrow03.png[edit]

Second in the Prime Traits sets are Roles, and one Role die is added to every roll.

Characters tend to fill multiple roles in the regular course of things, but as might be expected, different characters develop more in certain roles than others.

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Each character is ranked in five roles:


FIXER | INFLUENCER | PERFORMER | RESEARCHER | SCRAPPER


Rank one Role at d10 one at d8 two at d6 and one at d4

Fixer: Fixers are skilled at setting a messed up situation right. Political scandal? Didn't happen. Wrecked car? That'll buff right out. Messy murder behind the Dean's office? You would not believe what this solvent can make go gone.
Influencer: Influencers come in many forms and practice many styles, but in the end they all work towards leaning on the thoughts and perceptions of others with an eye toward getting others to think or act a certain way.
Performer: Performers excel at keeping the attention of those looking/listening on by being exceptionally competent in their area of expertise. Actors, dancers, musicians, athletes, hucksters, and confidence men are all exampoles of Performers.
Researcher: Researchers are skilled at hunting down the elusive, locating not just information, but also people, resources, and rumors as needed, dogging them relentlessly until they find what they seek.
Scrapper: Scrappers get into it. They ain't met the fight they didn't like and often act as enforcers, skirmishers, etc, for those that have need of their professional talent.

If none of the above Roles seem to fit an action in any way, the player should roll a d4


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Distinctions d6[edit]

Distinctions are the third set of Prime Traits and thematically define aspects of each character to paint a clear picture of them as a whole. Include one Distinction die with every roll.

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Each character is ranked in three Distinctions:


ECHO | PROFESSION | WILDCARD


All Distinctions are ranked at d8

Each of your three distinctions comes with the Hinder SFX already active.

Check002.png Hinder: Sometimes your distinction works against you. Gain 1 plot point when you roll a D4a.png instead of a D8a.png to represent your distinction.



Echo d6[edit]

Echo describes where your character's life intersected with the supernatural and how that changed them. Echo also determines your character's Power Set.

Awakened: An encounter with the priests of Set took you from the world before your time in a dark ritual of death and unmaking . . . then the ritual brought you back. You awoke from your own death forever changed, a hollowed out vessel filled with unnatural life. You have moved beyond fatigue or any need for sleep and cannot be forced into magical slumber or physically rendered unconscious, though you can be physically taken out if sufficiently broken, mauled, or sundered. The ritual that unmade and remade you renders you utterly immune to toxins and poisons.
You have access to the Awakened power set.


Bloodless: An encounter with vampires left you half in and half out of their world. As one of the Bloodless you are not burdened by a need to breathe, and cannot be killed by any means that rely on lack of oxygen to bring about death.
You have access to the Bloodless power set.


Changeling: An encounter with a specific species of lycanthrope left you infected or cursed to share their form and appetites. In animal form, you enjoy the senses, reflexes, stamina, and movement mode of your beast as well as its attack forms. You understand your animal's "language" such as it is including posture, body language and social mannerisms.
You have access to the Changeling power set.


Exiled: An encounter with a disposessed angelic being that was cast out of the Light has branded you, its damned soul seared to your flesh in a desperate attempt to survive its exile. It has claimed you as a soldier in its fight. <<Free Will?>> a cold voice whispers in your mind. <<Yeah you have that. You can cast me out any time you like. You just don't get to survive the event>> As one of the Exiled you are always aware of supernatural entities and artifacts near you (within 50') and are able to identify their type. This ability is not hindered by invisibility, intangibility, or altered form.
You have access to the Exiled power set.


Forgotten: An encounter with the avatar of some long forgotten demigod left you with a choice: Host its ancient spirit, or let it fade utterly from existence. For whatever reason, you chose to invite it in, but in many ways the spirit is as lost to itself as it is to time and memory, and its former power, while still puissant, is chaotic and dangerous.
You have access to the Forgotten power set.


Guardian: An encounter with the ancient and dying spirit of the City made you the heir-apparent of that supernatural office, turning you into a guardian spirit charged with watching and warding the people, creatures, and nexi of the city proper.
You have access to the Guardian power set.


Mystic: An encounter with elemental forces opened you to worlds beyond the mortal realm, enabling you to call forth powers from one realm to another. As a Mystic you are able to unerringly feel where realms overlap if you are close enough and are able to identify the realm in question at the point where two realms touch. You are also able to do small conjurings (old school cantrips) within the normal stricture of your powers without rolling, provided the effect is local, temporary, and does not directly affect an unwilling target.
You have access to the Mystic power set.


Null: An encounter with the entropy that drags against all forces of the universe has infused the core of your being with something . . . other. You have supernatural power, but what dwells within you is the antithesis of Echo. Nulls are utterly immune to the curse, infection, or mark of all supernatural beings. What's more, supernatural beings able to sense other supernaturals can only read Nulls as regular mortals, not as the anti-echo beings they really are.
You have access to the Null power set.


Promethean: An encouter with unkown forces drew your departed spirit from its final path and forced it into corrupted and rune etched flesh stitched together by the hands of man. You died. You remember dying. Before that, you lived. You remember that life. Now you are alive again. But this isn't the life you knew. This isn't the body you knew. And though those you loved remain, you cannot approach them - cannot risk their fear - cannot risk drawing attention to them.
You have access to the Promethean power set.


Revenant: An encounter with literal ghosts nearly drew you entirely over to the other side, but you fought your way back. Changed. But alive. Sort of. Additionally, the dead are never invisible or intangible to you. You sense them and see them and can lay hands on them regardless of their physical state in the moment . . . or yours.
You have access to the Revenant power set.


Touched: An encounter with creatures of the Fae realms marked you as one of their own. You always recognize the Fae for what they are regardless of the form they choose to appear in and know their allegiance: Seelie, Unseelie, or Wild.
You have access to the Touched power set.


Unfettered: An encounter with redacted from . . . without . . . has left you seriously disconnected from what most folk consider reality, to the point that your mind reverberates with a near constant sense of cognative dissonance. But oh the things your mind can see now that it is free of the chains that bind the rest of creation. The veil has parted and will never properly close again for you. Not now that you have seen the machine . . .
You have access to the Unfettered power set.


Watcher: Despite countless encounters with the supernatural, you have remained stubbornly untouched and relentlessly human. You are not immune to the supernatural. You are not protected. But you have a certain skill set, unparalelled training, and more than a little bit of luck.
You have access to the Watcher power set.


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Profession d6[edit]

A character's Profession is what they do outside their place in the supernatural world, though Profession and Echo are often a hand in glove prosopect, the one supporting and enhancing the other.

Examples of Profession might include (but are not limited to) cop, librarian, bartender, research scientist, medical examiner, private eye, soldier, carpenter, criminal, journalist, entrepreneur, author, student, slacker, actor, car salesman, delivery guy, janitor, bouncer, wedding planner, lawyer, playboy/playgirl/playthey, etc.


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Wildcard d6[edit]

The Wildcard distinction represents something truly unique about your character that sets them apart from their fellows and can be just about anything within reason. Wildcard Distinctions might include (but not be limited to) collector, chronic smoker, comes from money, knows a guy, mama bear, on the run, son of Coyote, barfly, bird watcher, gamer, jack of all janes, philanthropist, your wildest dream, out to pasture, proud grampa, hearse whisperer, etc.

Note 1: Supernaturally flavored wildcard distinctions do not gain the character additional powers and should be broad-based in implication rather than specific. For example, Friend of the Fae is suitably broad, but Teleporting Daemon Spawn (which implies a power) might be too specific (unless you can already teleport due to powers conferred by your Echo Distinction).
Note 2: Wildcard distinctions that read like professions are fine, but should be clearly written as a hobby or passtime rather than as another full time profession.


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