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==Powers== Powers for PCs in this game are directly tied to their specific Wyrd. Each Wyrd will be described below with a suggestion for the sort of physical manifestations that might accompany the power when it is used, as well as any prerequisites to use a given power. '''PCs start with 5 powers for which they meet the prerequisites.''' ''Specific details as to what a given power does can be found in the book.'' ===Omissions, Reduxdux=== The following powers from the book are not available with any Wyrd: Boost/Lower Trait, Damage Field, Fly, Growth/Shrink, Quickness, Slow, Speed, and Succor. ===Bonewight=== The Bonewight is the speaker for the dead among the clans. The Bonewight gets a free Social Edge, Connection [Ancestor], that manifests as a finger bone or other small bit of an ancestor's corpse that the Bonewight carries with him and may consult with for counsel. The contact knows only what the ancestor knew in life. Bonewight powers are often accompanied by the perceived presence of ghostly spirits. *Armor (chitinous plates like interlocking chips of ancient bone grow over the flesh) *Banish [Veteran] *Beast Friend [must be a dead creature] *Burrow *Divination [Heroic] *Fear *Havoc [Seasoned] *Mind Reading *Puppet [Veteran] *Slumber [Seasoned] *Summon Ally [Varies][must be dead, corporeal or spirit] *Warrior's Gift [Seasoned] *Zombie [Veteran] ===Farseer=== 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 *Confusion *Darksight *Detect/Conceal Aracana *Divination [Heroic] *Farsight [Seasoned] *Greater Healing [Veteran] *Healing *Mind Reading *Puppet [Veteran] *Slumber [Seasoned] *Speak Languages ===Harbinger=== If the Bonewight is the Speaker for the Dead, the Harbinger is the Bringer of Death, the spiritual Executioner of the clans. Harbingers can continue to act after taking a wound that would take them out until they fail a Grit roll (min 1 extra round). No visual effects accompany the Harbinger's powers, but whispers surround every power he uses. *Armor *Confusion *Fear *Greater Healing [Veteran] *Havoc [Seasoned] *Healing *Invisibility [Seasoned] *Pummel [Seasoned] *Smite *Stun *Telekinesis [Seasoned] *Teleport [Seasoned] *Warrior's Gift [Seasoned] ===Mistweaver=== The Mistweaver commands the primordial elements of water, fog, mist, rain, and wind. He is able to call up a dense hemisphere of fog at will, regardless of prevailing conditions, that will fill an area equal to half his Pace in feet in every direction from its center point. He may then bid the fog remain stationary or move with him centered on himself. Shifting mist and fog effects accompany the manifestation of Mistweaver powers. *Banish [Veteran] *Confusion *Darksight *Deflection *Elemental Manipulation [Air/Water] *Entangle *Environmental Protection *Havoc [Seasoned] *Intangibility [Heroic] *Invisibility [Seasoned] *Light/Obscure *Slumber [Seasoned] ===Runespeaker=== The Runespeaker is the Mistweaver's counterpart, commanding the forces of Earth and Fire and is the closest equivalent among the clans of the imperial Wizard. The Runespeaker has the option prepare a single graven rune charged with one of his powers. The power lies dormant until he breaks the rune and releases it, effectively giving him an extra power he can use in a given scene. It takes one hour per power prerequisite rank to carve a rune. Walls of rock heaving out of the earth, billows of smoke, waves of fire, and hail of sharp obsidian manifest with the use of Runespeaker power. *Barrier [Seasoned] *Blast [Seasoned] *Bolt *Burst *Deflection *Detect/Conceal Arcana *Dispel [Seasoned] *Elemental Manipulation [Earth/Fire] *Environmental Protection *Light/Obscure *Speak Language ===Wildwarden=== Nature is red of tooth and claw. The heart of the Wildwarden is the heart of beasts and trees, and he is a vicious protector of his people. The power of the Alpha radiates from the Wildwarden and he adds +2 to his charisma. He also gains an additional +2 to reactions from both wild and domestic beasts, who view him as an actual alpha of their own species (if not their particular coterie, pack, or herd). Finally, Wildwardens gain the bonus edge Stonefist [replaces martial artist] for free. Wildwardens often take on aspects of a particular plant or beast or environmental feature when manifesting their powers. *Beast Friend *Burrow *Darksight *Disguise [Seasoned] *Entangle *Environmental Protection *Greater Healing [Veteran] *Healing *Invisibility [Seasoned] *Light/Obscure *Shapechange [Varies] *Summon Ally [Varies] *Wall Walker
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