Wyrd of the Wanderer - Player 4
Character[edit]
Name: Calder ? Rank: Seasoned
Race: Human Male
Hight: 5'7
Weight: 152 lbs
Age: 19
XP 20
Wyrd Adept: Farseer
Attributes [Max 1d12][edit]
Savagery [Strength] d6
Reflexes [Agiligy] d8
Grit [Vigor] d4
Cunning [Smarts] d8
Wyrd [Spirit] d4
Derived Stats[edit]
Charisma 0
Pace 6 [+1d6 running]
Parry 8*
Toughness 5*
Skills [Max 1d12][edit]
Climbing* d6 +4
Fighting d8
Mechanisms d8 +2
Notice d6 +2 to find traps
Shoot d8
Stealth d8 +2 in urban areas
Streetwise d6
Wyrdweaving d6
Edges[edit]
Wyrd adept, farseer
Assassin
Thief
Extraction
No mercy
Marksman
Block
Powers[edit]
3 uses
Farseers are the oracles of the clan. A Farseer can infiltrate and use the senses of any creature she can see (either with her own eyes or via a power) on a successful opposed Cunning roll. Once she has entered a host, her physical body does not have to remain in sight of the host. While in the host she has no control over the host and cannot direct its senses. She can remain within the host until she fails a Grit roll (Min 1 round). While she is within the host, her body is helpless and inert. Farseer powers usually have a visual manifestation in the eyes of the Farseer: light, color change, eyes going dead white, etc.
Blind
Darksight (colored part of the eyes take on a silver, gold, or copper sheen)
Detect/Conceal Aracana
Farsight [Seasoned] (colored part of eyes go white)
Slumber [Seasoned]
Equipment[edit]
Bow 12/24/48 (2d6) ROF 1 3lbs
Axe (Savagery + 1d6) 2 lbs
Leather (+1) 15lbs
Buckler (+1) 8lbs
quiver
rope
survival supplies
50 gold
20 arrows
Background[edit]
Calder was raised collectively by his clan after his talent as a far seer were discovered. He quickly developed his Wyrdweaving and archery skills. He feels immense pride in his heritage and is fully committed to his role as a weapon against the empire. He has a generally laid back demeanor but can get serious when he needs to. Now he is ready to start his mission to sow the seeds of destruction within the empire.