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=Prime Trait Sets=
 
=Prime Trait Sets=
<u>'''Primary trait dice should be included every roll'''</u> Add one die each from Attribute, Role, and Distinction sets to form the base of every dice pool.
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<u>'''Primary trait dice should be included every roll'''</u> Add one die each from Objective, Role, and Distinction sets to form the base of every dice pool.
==Attributes [[file:d6a.png|32px|d6]] [[File:Arrow03.png|24px]]==
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==Objectives [[file:d4a.png|32px|d4]][[File:Arrow03.png|24px]]==
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 '''<u>one Attribute die is added to every roll</u>'''.
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The first Prime Trait set we will be using is Objectives, broad goals that a given action is aimed at achieving. Each character is ranked in five Objectives:
  
Each character is ranked in six Attributes
 
 
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'''DEXTERITY | STRENGTH | PERCEPTION | REASON | AFFINITY | WILLPOWER'''  
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'''INFILTRATION | INVESTIGATION | NEGOTIATION | PROTECTION | SABOTAGE'''
 
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Rank one '''Attribute''' at [[file:d10a.png|24px|d10]] two at [[file:d8a.png|24px|d8]] and three at [[file:d6a.png|24px|d6]]
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:Chosing the '''Infiltration''' Objective means a character is trying to insert themselves into a given place, headspace, situation, etc.  
  
====<u>Physical Attributes</u>====
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:Chosing the '''Investigation''' Objective means a character is trying to learn something about a given situation either in the moment, via research, interrogation, etc.  
:'''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 phscal 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.
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:Chosing the '''Negotiation''' Objective means a character is trying to get someone to alter thinking or action via intimidation, misdirection, reason, compromise, etc.  
  
====<u>Mental Attributes</u>====
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:Chosing the '''Protection''' Objective means a character is trying to defend an idea, place, object, or oerson - possibly even themselves - in a given situation.
:'''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.
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:Chosing the '''Sabotage''' Objective means a character is just trying to fuck up a given situation.
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----
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Rank one '''Objective''' at [[file:d10a.png|24px|d10]] one at [[file:d8a.png|24px|d8]] two at [[file:d6a.png|24px|d6]] and one at [[file:d4a.png|24px|d4]]
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----
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:<u>'''Example'''</u>
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:A character  attends a gala for the purpose of playing a cello solo. By itself this action doesn't particularly fit ''any'' of the listed Objectives. Until we ask ''"why"''?
  
====<u>Social Attributes</u>====
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:: If the purpose of playing is to distract folk so another character can come in and muck things up, then '''Sabotage''' is the ultimate Objective. If the purpose of playing is to get noticed by the Prince of the City in hopes of being invited into his inner circle of collected prodigies (ala the slug club at Hogwarts) then the Objective is probably '''Infiltration'''.
:'''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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:: On the other hand, if the purpose is to let Detective Putz know you saw him in the front row with his mistress, the mayor's wife, then the Objective likely defaults to a future '''Negotiation''' of silence for favors. Or, you might just be there to determine up close how the various curtain pullies, sandbags, and props are used, where the secret hatches are, and who is doing the work as part of an open case involving a series of murders within a block of the gala venue. Then '''Investigation''' is the Objective.
  
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:: Of course, if the reason you showed up to play the gala is because Blackhand Jack has your sister and has threatened to harm her if you don't, then your Objective is '''Protection'''.
  
 
[[Shadowwalkers:_Trait_Sets,_Mods,_and_Chargen#Character_Generation | < < < Back to the Top]]
 
[[Shadowwalkers:_Trait_Sets,_Mods,_and_Chargen#Character_Generation | < < < Back to the Top]]
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==Roles [[file:d4a.png|32px|d6]][[File:Arrow03.png|24px]]==
 
==Roles [[file:d4a.png|32px|d6]][[File:Arrow03.png|24px]]==
Second in the Prime Traits sets are Roles, and '''<u>one Role die is added to every roll</u>'''.
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Second in the Prime Traits sets are Roles. If Objectives define the primary goal of a character's action. Roles give scope to the means by which those goals are achieved.
  
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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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, becoming top tier skilled in one, highly skilled in two others, competent in most of the rest, and abysmally less competent at that one role that just eludes them.
  
 
Each character is ranked in five roles:
 
Each character is ranked in five roles:
 
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'''FIXER | INFLUENCER | PERFORMER | RESEARCHER | SCRAPPER'''
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'''FIXER | LEADER | PERFORMER | RESEARCHER | SCRAPPER'''
 
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Rank one '''Role''' at [[file:d10a.png|24px|d10]] one at [[file:d8a.png|24px|d8]] two at [[file:d6a.png|24px|d6]] and one at [[file:d4a.png|24px|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.
 
:'''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 achieving a desired outcome.  
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:'''Leader:''' Leaders come in many forms and practice many styles, but in the end a Leader steps up, gives direction, makntains order, and control chaos. Leaders maintain awareness of the big picture with an eye toward moving the various parts to achieve a desired outcome.
  
 
:'''Performer:''' Performers excel at keeping the attention of those looking/listening on by being exceptionally competent in their area of expertise. Actors, dancers, musiciabs, athletes, hucksters, and confidence men are all exampoles of Performers.
 
:'''Performer:''' Performers excel at keeping the attention of those looking/listening on by being exceptionally competent in their area of expertise. Actors, dancers, musiciabs, athletes, hucksters, and confidence men are all exampoles of Performers.
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:'''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.
 
:'''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.
  
The above Roles are not the only possible roles characters might encounter in game. For example, GMCs might have Roles like Transporter, or Facilitator, or Artisan, etc.
 
  
With GM approval, players are welcome to swap in one or more Roles of their own devising with any of the above Roles for their character, but the swapped out Role(s) from the main list are considered rank [[file:d4a.png|24px|d4]] should they ever need to use them in play.
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Rank one '''Role''' at [[file:d10a.png|24px|d10]] one at [[file:d8a.png|24px|d8]] two at [[file:d6a.png|24px|d6]] and one at [[file:d4a.png|24px|d4]]
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There are endless possible Roles a player night dream up, but most of these tend to be more suited to GMC characters, such as maybe Artisan or Criminal or Facilitator. With GM approval players are welcome to make one or more of these other Roles a prime Role for their character, but they have to relegate a coresponding Role from the main list to an untrained Role, ranking it at [[file:d4a.png|24px|d4]]  
  
  
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==Distinctions [[file:d8a.png|32px|d6]]==
 
==Distinctions [[file:d8a.png|32px|d6]]==
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. '''<u>Include one Distinction die with every roll</u>'''.
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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. All Distinctions are rated at [[file:d8a.png|24px|d8]]
  
Each character is ranked in three Distinctions:
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Each character is loosely defined by three Distinctions:
 
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'''ECHO | PROFESSION | WILDCARD'''
 
'''ECHO | PROFESSION | WILDCARD'''
 
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All Distinctions are ranked at [[file:d8a.png|24px|d8]]
 
 
 
Each of your three distinctions comes with the Hinder SFX already active.  
 
Each of your three distinctions comes with the Hinder SFX already active.  
 
:[[File:Check002.png|24px]] '''Hinder:''' ''Sometimes your distinction works against you.'' Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]] to represent your distinction.
 
:[[File:Check002.png|24px]] '''Hinder:''' ''Sometimes your distinction works against you.'' Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]] to represent your distinction.
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Echo describes where your character's life intersected with the supernatural and how that changed them. Echo also determines your character's Power Set.
 
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====
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:'''Awakened:''' - An encounter with the wizard 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 changes, a hollowed out vessel filled with unnatural life.
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 changes, 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. The ritual that unmade and remade you renders them utterly immune to toxins and poisons.
 
  
<u>You have access to the Awakened power set.</u>
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:<u>You have access to the Awakened power set.</u>
  
  
====Bloodless====
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:'''Bloodless''' - An encounter with vampires left you half in and half out of their world. As one of the Bloodless you have no need of sleep and are not burdened by a need to breathe, You cannot be killed by any means that rely on lack of oxygen to bring about death.  
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.
 
  
<u>You have access to the Bloodless power set.</u>
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:<u>You have access to the Bloodless power set.</u>
  
  
====Changeling====
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:'''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 never have to roll to return to human form.
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.  
 
  
<u>You have access to the Changeling power set.</u>
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:<u>You have access to the Changeling power set.</u>
  
  
====Erased====
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:'''Erased:''' - 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, and life has never been the same.
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 not always reliable.
 
  
<u>You have access to the Erased power set.</u>
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:<u>You have access to the Erased power set.</u>
  
  
====Fallen====
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:'''Fallen''' - An encounter with a disposessed angelic being that was cast out of the Light has branded you, its damed 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  Fallen 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.  
An encounter with a disposessed angelic being that was cast out of the Light has branded you, its damed 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  Fallen 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.  
 
  
<u>You have access to the Fallen power set.</u>
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:<u>You have access to the Fallen power set.</u>
  
  
====Guardian====
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:'''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.
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.
 
  
<u>You have access to the Guardian power set.</u>
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:<u>You have access to the Guardian power set.</u>
  
  
====Mystic====
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:'''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.   
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.   
 
  
<u>You have access to the Mystic power set.</u>
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:<u>You have access to the Mystic power set.</u>
  
  
====Null====
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:'''Null''' - Despite countless encounters with the supernatural, you have remained stubbornly untouched and relentlessly human. You have supernatural power, but even you might not be aware of this as most of them are extremely subtle and reactive, manifesting more as luck or coincidence than a tangible effect. 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.
Despite countless encounters with the supernatural, you have remained stubbornly untouched and relentlessly human. You have supernatural power, but even you might not be aware of this as most of them are extremely subtle and reactive, manifesting more as luck or coincidence than a tangible effect. 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.
 
  
<u>You have access to the Null power set.</u>
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:<u>You have access to the Null power set.</u>
  
  
====Promethean====
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:'''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.
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.
 
  
<u>You have access to the Promethean power set.</u>
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:<u>You have access to the Promethean power set.</u>
  
  
====Revenant====
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:'''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. The first time a Revenant encounters a particular spirit, they may ask one question of the GM about that spirit and recieve a true and unobfuscated answer.
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.
 
  
<u>You have access to the Revenant power set.</u>
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:<u>You have access to the Revenant power set.</u>
  
  
====Touched====
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:'''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 appears in and may claim kinship once a scene if a fae being is present. Claiming kinship invokes protection for the duration of the scene.  
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 Slaugh.
 
  
<u>You have access to the Touched power set.</u>
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:<u>You have access to the Touched power set.</u>
  
  
====Unfettered====
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:'''Unfettered''' - An encounter with <s> redacted</s>  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 . . .
An encounter with <s> redacted</s>  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 . . .
 
  
<u>You have access to the Unfettered power set.</u>
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:<u>You have access to the Unfettered power set.</u>
  
  
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<u>'''Secondary trait dice may be included as appropriate'''</u> Secondary traits represent character abilities or assets that may or may not apply to an action. Dice from these sets can be added to the dice pool only when they specifically apply to the action at hand.
 
<u>'''Secondary trait dice may be included as appropriate'''</u> Secondary traits represent character abilities or assets that may or may not apply to an action. Dice from these sets can be added to the dice pool only when they specifically apply to the action at hand.
 
==Power Sets [[file:d8a.png|32px|d6]] [[File:Arrow03.png|24px]]==
 
==Power Sets [[file:d8a.png|32px|d6]] [[File:Arrow03.png|24px]]==
Each character starts with a power set of the same name as their Echo Distinction. Each set includes three powers. Rank one power at [[file:d10a.png|24px|d10]] and the other two at [[file:d8a.png|24px|d8]]  
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Each character starts with a power set of the same name as their Echo Distinction. Each set includes three powers. Rank one power at [[file:d10a.png|24px|d10]] and the other two at [[file:d8a.png|24px|d8]] Each character starts with the Echo SFX and selects one more SFX to activate for their powers.
 
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'''Powers:''' Rank one power at [[file:d10a.png|24px|d10]] and the other two at  [[file:d8a.png|24px|d8]]
 
'''Powers:''' Rank one power at [[file:d10a.png|24px|d10]] and the other two at  [[file:d8a.png|24px|d8]]
  
:'''Glamour of the Undying:''' The ritual of unmaking left you a desicated husk, hollow and empty, but a perpetual glamour causes those around you to perceive you as a living soul, to hear your telepathic sendings as a natural voice, to feel your touch as smooth and living skin.
 
 
:To a certain extent you can control what people see and hear and feel in percieving you, taking on any appearance, tone, and texture that could reasonably match your physical form.
 
 
:'''Beyond the Wall of Sleep:''' You are able to enter the dreams of others and control what they see and experience there, even to the point of being able to force the waking into a dream state.
 
 
:'''Gyre of the Sands:''' When the Awakened calls forth the Gyre they become a swirling whirlwind of elemental air. The gyre may be called forth as clean, clear air, as an opaque sand storm, or as a swarm of scarabs. When you would take physical stress while in this form, you only take half, round down.
 
 
'''Limit:''' [Dream Stranded] Shut down any Awakened power to gain a pp. Activate an opportunity to restore the power.
 
  
 
[[Shadowwalkers:_Trait_Sets,_Mods,_and_Chargen#Character_Generation | < < < Back to the Top]]
 
[[Shadowwalkers:_Trait_Sets,_Mods,_and_Chargen#Character_Generation | < < < Back to the Top]]
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===<u>'''Bloodless Power Set'''</u>===
 
===<u>'''Bloodless Power Set'''</u>===
 
'''Powers:''' Rank one power at [[file:d10a.png|24px|d10]] and the other two at  [[file:d8a.png|24px|d8]]  
 
'''Powers:''' Rank one power at [[file:d10a.png|24px|d10]] and the other two at  [[file:d8a.png|24px|d8]]  
:'''Vamnpric Form:''' A host of physical changes come over the bodies of the Bloodless as they take on the mantle of potential immortality.  
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:'''Vamnpric Form:''' A host of physical changes come over the bodies of the Bloodless as they take on the mantle of potential immortality. They inherit the tireless stamina of the corpse and are able to absorb much in the way of physical damage without taking stress. Their physical prowess exceeds that of mortal men, and they are incredibly fast, faster than most mortal eyes can track, with reflexes that are unmatched in the mortal realm.
 
 
::[[File:D0Ba.png|12px]] Blood Soak: You have inherited the tireless stamina of the corpse and are able to absorb much in the way of physical damage without taking stress.
 
 
 
::[[File:D0Ba.png|12px]]  Blood Strength: Your physical prowess exceeds that of mortal men.
 
 
 
::[[File:D0Ba.png|12px]] Blood Speed: You are incredibly fast, faster than most mortal eyes can track. Your reflexes are unmatched in the mortal realm.
 
 
 
::[[File:D0Ba.png|12px]] Red of Tooth and Claw: You are able to use your body as a vicious and brutal weapon.
 
  
::[[File:D0Ba.png|12px]] Nighteyes: You can see in all manner of dark as easily as in the day.
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:The Bloodless are able to use their bodies as vicious and brutal weapons.and they can see in all manner of dark as easily as men see in the day.
  
 
:'''Vampric Mind:''' There is just something about the Bloodless' presence, the way they move, the intensity of their gaze, the cadence of their speech. You have inherited this ability to reach beyond the conscious mind and tap into the subconscious, influencing and even overwhelming the thoughts of the one you focus on, leading them to do your bidding.
 
:'''Vampric Mind:''' There is just something about the Bloodless' presence, the way they move, the intensity of their gaze, the cadence of their speech. You have inherited this ability to reach beyond the conscious mind and tap into the subconscious, influencing and even overwhelming the thoughts of the one you focus on, leading them to do your bidding.
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'''Limit:''' [Conscious Activation] If taken out, asleep, or unconscious, shut down Changeling Power Set. Restore Changeling Power Set when you awake.
 
'''Limit:''' [Conscious Activation] If taken out, asleep, or unconscious, shut down Changeling Power Set. Restore Changeling Power Set when you awake.
  
'''Limit:''' [Exhaustion] Shut down any Changeling power to gain a pp. Activate an opportunity to restore the power.
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'''Limit:''' [Exhaustion] Shut down any <power set specific> power to gain a pp. Activate an opportunity to restore the power.
  
 
[[Shadowwalkers:_Trait_Sets,_Mods,_and_Chargen#Character_Generation | < < < Back to the Top]]
 
[[Shadowwalkers:_Trait_Sets,_Mods,_and_Chargen#Character_Generation | < < < Back to the Top]]
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===<u>'''Exiled Power Set'''</u>===
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===<u>'''Erased Power Set'''</u>===
'''Powers:''' Rank one power at [[file:d10a.png|24px|d10]] and the other two at  [[file:d8a.png|24px|d8]]  
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'''Powers:''' Rank one power at [[file:d10a.png|24px|d10]] and the other two at  [[file:d8a.png|24px|d8]]
 
 
:'''Touch of the Exiled:''' By laying hands on another being, the Exiled opens a conduit from their target to the decaying remains of divinity that still dwells within them. This conduit lets them see the past few moments of time as the target experienced them. Choose between the following two options to define how this power manifests for you.
 
 
 
:: [[file:d0a.png|12px]] Hand of Light: By physically touching a creature, the Exiled can remove a certain amount of Physical, Psychic, or Spiritual stress (choose one). The Fallen cannot make the attempt again on the same target until that target has experienced downtime between scenes.
 
 
 
:: [[file:d0a.png|12px]] Hand of Darkness: By physically touching a creature, the Exiled can inflict searing trauma (Physical, Psychic, or Spiritual - player's choice).
 
 
 
: [Special] Spend a pp to reverse the manifestation of your '''Touch of the Exiled''' power for a single action.
 
 
 
:'''Sword of Storms:''' Stolen by the angel welded to your flesh even as it was cast down, you are in possession of one of the rare blades of the Nephalim. Worked of dark metal of elements not known on earth, the Sword is a devastating weapon against all creatures that bear the echo of the supernatural. The blade can be summoned or dismissed as needed, existing ouside of space and time until it is called forth.
 
 
 
:'''Universal Mind:''' Connected to the unwavering consciousness that is the web that binds reality as we know it, the Exiled can read the surface thoughts and probe the emotional state of any living being or cursed artifact within 50' of them. Alternately, they can amplify or buffer or even shift by degree the emotions they detect.
 
 
 
  
'''Limit:''' [Conscious Activation] If taken out, asleep, or unconscious, shut down Exiled Power Set. Restore Exiled Power Set when you awake.
 
 
'''Limit:''' [Crisis of Faith] Shut down any Exiled power to gain a pp. Activate an opportunity to restore the power.
 
  
 
[[Shadowwalkers:_Trait_Sets,_Mods,_and_Chargen#Character_Generation | < < < Back to the Top]]
 
[[Shadowwalkers:_Trait_Sets,_Mods,_and_Chargen#Character_Generation | < < < Back to the Top]]
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----
 
----
  
===<u>'''Forgotten Power Set'''</u>===
+
===<u>'''Fallen Power Set'''</u>===
'''Powers:''' Rank one power at [[file:d10a.png|24px|d10]] and the other two at  [[file:d8a.png|24px|d8]]
+
'''Powers:''' Rank one power at [[file:d10a.png|24px|d10]] and the other two at  [[file:d8a.png|24px|d8]]  
 +
 
 +
:'''Touch of the Fallen:''' By laying hands on another being, the Fallen opens a conduit from their target to the decaying remains of divinity that still dwells within them. This conduit lets them see the past few moments of time as the target experienced them. Choose between the following two options to define how this power manifests for you.
 +
 
 +
:: [[file:d0a.png|12px]] Hand of Light: By physically touching a creature, the Fallen can remove a certain amount of Physical, Psychic, or Spiritual stress (choose one). The Fallen cannot make the attempt again on the same target until that target has experienced downtime between scenes.
  
:'''Avatar:''' You have a distinct appearance that hundreds or thousands of years ago might have been instantly recognizable, but even now resonates with people on a subconscious level. Because of this you are able to influence whether a GMC's initial reaction to you is favorable or adversarial. Select two of the following attributes to fall under this power: Speed, Reflexes, Strength, Senses, Stamina, Durability. You are resistant to one kind of energy.
+
:: [[file:d0a.png|12px]] Hand of Darkness: By physically touching a creature, the Fallen can inflict searing trauma (Physical, Psychic, or Spiritual - player's choice).
  
:'''Demesne:''' You have the power to influence the sun and storms to some degree.
+
: [Special] Spend a pp to reverse the manifestation of your '''Touch of the Fallen''' power for a single action.
  
:'''Unrelenting Rage:''' Somewhere deep down the spirit within you remembers what it was, what it did, and what it had. Hands that remember being part of creation reach for destruction. Your unarmed attacks are devastating to living tissue and the very elements of the world.
+
:'''Sword of Storms:''' Stolen by the angel welded to your flesh even as it was cast down, you are in possession of one of the rare blades of the Nephalim. Worked of dark metal of elements not known on earth, the Sword is a devastating weapon against all creatures that bear the echo of the supernatural. The blade can be summoned or dismissed as needed, existing ouside of space and time until it is called forth.  
  
'''Limit:''' [Lost] Shut down any Forgotten power to gain a pp. Activate an opportunity to restore the power.
+
:'''Universal Mind:''' Connected to the unwavering consciousness that is the web that binds reality as we know it, the Fallen can read the surface thoughts and probe the emotional state of any living being or cursed artifact within 50' of them. Alternately, they can amplify or buffer or even shift by degree the emotions they detect.  
  
'''Limit:'''  [Shield of Fate] When you would take stress, instead shut down any Forgotten power. Activate an opportunity to restore the power.
 
  
 +
'''Limit:''' [Conscious Activation] If taken out, asleep, or unconscious, shut down Changeling Power Set. Restore Changeling Power Set when you awake.
  
 +
'''Limit:''' [Sentient Blade] Shut down Sword of Storms to represent the blade dismissing ''itself'' and gain a pp. Test to restore.
  
 
[[Shadowwalkers:_Trait_Sets,_Mods,_and_Chargen#Character_Generation | < < < Back to the Top]]
 
[[Shadowwalkers:_Trait_Sets,_Mods,_and_Chargen#Character_Generation | < < < Back to the Top]]
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'''Powers:''' Rank one power at [[file:d10a.png|24px|d10]] and the other two at  [[file:d8a.png|24px|d8]]
 
'''Powers:''' Rank one power at [[file:d10a.png|24px|d10]] and the other two at  [[file:d8a.png|24px|d8]]
  
:'''Whispers in Stone:''' You know the city like you know your own flesh. You knoow where it is well and where ill festers. The streets and buildings and sidewalks are a constant breeze grazing your consciousness, silently imparting the things they see and feel and experience. It isn't always easy to find specific folks. People are too ephemeral for that, but finding specific kinds of people. That's easy. The expert you need is never more than a whisper away.
 
 
:'''Keys to the City:''' Open any door anywhere in the city and step through any other door anywhere else in the city.
 
 
:'''Haven:''' You are able to grant Haven to one individul within your line of sight and the city will do everything supernaturally possible to protect that person. Only one such person can be affected at a time.
 
 
 
'''Limit:''' [Exhaustion] Shut down any Guardian power to gain a pp. Activate an opportunity to restore the power.
 
  
 
[[Shadowwalkers:_Trait_Sets,_Mods,_and_Chargen#Character_Generation | < < < Back to the Top]]
 
[[Shadowwalkers:_Trait_Sets,_Mods,_and_Chargen#Character_Generation | < < < Back to the Top]]
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'''Limit:''' [Exhaustion] Shut down any Mystic power to gain a pp. Activate an opportunity to restore the power.
 
'''Limit:''' [Exhaustion] Shut down any Mystic power to gain a pp. Activate an opportunity to restore the power.
 +
----
  
 
[[Shadowwalkers:_Trait_Sets,_Mods,_and_Chargen#Character_Generation | < < < Back to the Top]]
 
[[Shadowwalkers:_Trait_Sets,_Mods,_and_Chargen#Character_Generation | < < < Back to the Top]]
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'''Powers:''' Rank one power at [[file:d10a.png|24px|d10]] and the other two at  [[file:d8a.png|24px|d8]]
 
'''Powers:''' Rank one power at [[file:d10a.png|24px|d10]] and the other two at  [[file:d8a.png|24px|d8]]
  
:'''Glyph Warded:''' Your body is etched and carved with magical sigils of warding, rendering you immune to one energy type and resistant to another. Additionally, when you would take physical stress, you can instead elect to take psychic or spiritual stress. You are supernaturally strong.
 
 
:'''Primal Savagery:''' When pushed to it you attack with ruthless abandon, throwing yourself heedlessly into the fray regardless of the consequences. When you take the time to focus on a target, they are unable to avoid or hide from you short of employing supernatural means such as teleporting.
 
 
:'''Overmind:''' The thoughts of those within 50' of you are plain to your senses. Only one target can be focused on at a time.
 
 
 
'''Limit:''' [Exhaustion] Shut down any Promethean power to gain a pp. Activate an opportunity to restore the power..
 
  
 
[[Shadowwalkers:_Trait_Sets,_Mods,_and_Chargen#Character_Generation | < < < Back to the Top]]
 
[[Shadowwalkers:_Trait_Sets,_Mods,_and_Chargen#Character_Generation | < < < Back to the Top]]
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:: [[File:D0Ba.png|12px]] Nimue's Cloak: You are able to cover one willing creature in a glamour. The glamour lasts as long as the creature remains within 50' of you. Only one such glamour can be maintained at a time. This application of the Masque works on Nulls.
 
:: [[File:D0Ba.png|12px]] Nimue's Cloak: You are able to cover one willing creature in a glamour. The glamour lasts as long as the creature remains within 50' of you. Only one such glamour can be maintained at a time. This application of the Masque works on Nulls.
  
:'''Morrigan on Raven Wings:''' You can explode into a murder of ravens and move anywhere within 50' of your starting point provided you can see it. Any physical stress taken while in swarm form is halved, round down. At the end of the turn the Touched must reform.  
+
:'''Morrigan on Raven Wings:''' You can explode into a sudden swarm and reform nearby. The fae you most readily identify with will color the specifics of how this power appears, but the actual shape of things is entirely up to the player. Possible forms a swarm might take are blackbirds, dragonflies, rats, roaches, spiders, butterflies, doves, falling leaves, snow, ash, etc. The touched can move anywhere within 50' of their starting point provided they can see it. Any physical stress taken while in swarm form is halved, round down. At the end of the turn the Touched must reform.  
  
 
:'''Throw Wide the Gate:''' The Touched are able to sense openings into and out of Faerie and are able to force another being into the Fae realm from the mortal world or expell a being from the Fae realm to the mortal world. Player's choice whether this plays as an abrupt and possibly violent action or whether the target being simply wanders unawares from one realm into the other.
 
:'''Throw Wide the Gate:''' The Touched are able to sense openings into and out of Faerie and are able to force another being into the Fae realm from the mortal world or expell a being from the Fae realm to the mortal world. Player's choice whether this plays as an abrupt and possibly violent action or whether the target being simply wanders unawares from one realm into the other.
  
 
+
''':Limit:''' [Unglamoured] Shut down the '''Masque of the Fae''' power and immediately take on fully human form. Activate an opportunity to restore the power.
'''Limit:''' [Unglamoured] Shut down the '''Masque of the Fae''' power and immediately take on fully human form and gain a pp. Activate an opportunity to restore the power.
 
  
 
'''Limit:''' [Fickle Fae] Change the '''Throw Wide the Gate''' power into a '''Gates Closed''' complication and gain a pp. Activate an opportunity to remove the complication and restore the power.
 
'''Limit:''' [Fickle Fae] Change the '''Throw Wide the Gate''' power into a '''Gates Closed''' complication and gain a pp. Activate an opportunity to remove the complication and restore the power.
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:'''Written on the Subway Walls:''' The Unfettered have the potential for prophecy. If you focus on an individual being or collective culture and their relation to the Machine it is possible to make a single prediction about the future as relates to them. If the prophecy is believed it will influence the actions of those who believe it.
 
:'''Written on the Subway Walls:''' The Unfettered have the potential for prophecy. If you focus on an individual being or collective culture and their relation to the Machine it is possible to make a single prediction about the future as relates to them. If the prophecy is believed it will influence the actions of those who believe it.
  
 +
'''SFX:''' You start play with the <u>Echo</u> SFX active. Select one more SFX to activate.
 +
 +
:[[File:d0a.png|12px]]
 +
 +
:[[File:d0a.png|12px]]
 +
 +
:[[File:D0Ba.png|12px]] [Echo] Your supernatural reserves run deep. Spend a pp to reroll when using any Unfettered power.
 +
 +
'''Limit:''' [Mad World] The neverending click of the gears, of cogs engaging, of machine parts sliding into place; even the Unfettered are susceptible to the pull of madness under those conditions. Both 1 and 2 on your dice count as hitches when using an Unfettered power.
  
 
'''Limit:''' [Cognative Dissonance] Shut down any Unfettered power to gain a pp. Activate an opportunity to restore the power.
 
'''Limit:''' [Cognative Dissonance] Shut down any Unfettered power to gain a pp. Activate an opportunity to restore the power.
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==Knacks [[file:d6a.png|32px|d6]] [[File:Arrow03.png|24px]]==
 
==Knacks [[file:d6a.png|32px|d6]] [[File:Arrow03.png|24px]]==
Knacks are specific specialties under a given Role that the character is just a natural at. Starting knacks are worth an extra [[file:d6a.png|24px]] to the roll it applies to but can be stepped up during chargen as outlined below.
+
Knacks are specific specialties under a given Role that the Urchin is just a natural at. Starting knacks are worth an extra [[file:d6a.png|24px]] to the roll it applies to but can be stepped up during chargen or advancement as outlined below.
  
[[file:d0a.png|12px]] Each player gets to assign two free knacks at [[file:d6a.png|24px]] to their Character's [[file:d10a.png|24px]] role.
+
Each player gets to assign two free knacks at [[file:d6a.png|24px]] to their Character's [[file:d10a.png|24px]] role.
  
[[file:d0a.png|12px]] Each player gets to assign one free knack at [[file:d6a.png|24px]] to their Character's [[file:d8a.png|24px]] role.
+
Each player gets to assign one free knack at [[file:d6a.png|24px]] to each of their Character's [[file:d8a.png|24px]] roles.
  
[[file:d0a.png|12px]] Each player gets to assign two additional knacks at [[file:d6a.png|24px]] to any role rated [[file:d6a.png|24px]] or higher or step up an existing knack (or two) at a one-for-one exchange rate.  
+
Each player gets to assign two additional knacks at [[file:d6a.png|24px]] to any role rated [[file:d6a.png|24px]] or higher or step up an existing knack (or two) at a one-for-one exchange rate.  
  
 
Knacks cannot be assigned to a character's [[file:d4a.png|24px]] role.
 
Knacks cannot be assigned to a character's [[file:d4a.png|24px]] role.
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=SFX=
 
=SFX=
SFX, or special effects, are stunts added to your various distinctions. Each character starts play with the Hinder SFX active on each of their three distinctions.
 
:[[File:Check002.png|24px]] '''Hinder:''' ''Sometimes your distinction works against you.'' Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]] to represent your distinction.
 
  
:Additionally, each character gets to add two more SFX to one or two of their distinctions. Use the information on '''pp 62-63''' of the handbook to build your SFX.
 
----
 
:'''Note:''' While this game ''does'' use Powers, <u>DO NOT</u> use any of the Power SFX on '''pp 191-192''' nor the Abilities SFX found on '''pp 194-213'''.
 
----
 
  
  
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=Game Mods=
 
=Game Mods=
We will be employing the following Mods in this game. Players familiar with Prime will recognize some of these as default settings for the game rather than modified settings. It is just easiest to keep everything together.
 
:'''Dice:'''  Roll your dice pool, which should always include one die from each of your three prime traits as well as any secondary trait or other asset/SFX dice that apply. Keep two dice as your Total and one as your Effect die.
 
 
:'''Effect Dice:''' The total value (number of sides) of the effect die detemines the value of an effect die, not the number rolled on that die. Effect determines the strength of a complication or the amount of stress applied in a situation.
 
 
:'''Hitches:''' Any dice that come up one are hitches and cannot count toward the total or the effect. If you are left without an effect die because of hitches, your effect die is d4. The GM can buy hitches to create complications or add to an appropriate stress track. If all your dice come up ones, that is a botch.
 
 
:'''Opportunities:''' When the GM rolls a one the players can spend a pp to buy it to step back a complication or a stress track or step up an existing asset for the scene.
 
 
:'''Plot Points:''' Each player starts with one plot point. The GM starts with a number of plot points equal to the total number of players. Plot points can be earned via Hitches, SFX and Limits. Plot points can be spent as outlined on '''pp 28-29''' in the handbook.
 
 
:'''Hero Dice:''' If a player's total is 5 or more over the opposition's total or static difficulty, they get a hero die equal to the highest die in the opposition's pool (or a [[file:d8a.png|24px|d8]] vs a static difficulty). If the GM rolls 5 or more over the player, they neither collect their own hero dice nor do they get to remove a hero die from the player. It costs a pp to add a hero die to a roll, but that result is added directly to the total, not just the general pool.
 
 
:'''Assets:''' Assets can be bought at [[file:d6a.png|24px|d6]] with  single pp spend and bumped to [[file:d8a.png|24px|d8]] if you have an SFX that allows the bump. You can also spend an action to roll to create an asset. The value of a rolled asset is determined by the effect die with a cap of [[file:d10a.png|24px|d10]] unless the GM rolls [[file:d12a.png|24px|d12]] [[file:d12a.png|24px|d12]] to oppose the action. If the GM sets a static difficulty instead of rolling opposition, the asset is ranked [[file:d8a.png|24px|d8]] regardless of the effect die.
 
 
:Players can spend an additional pp to make a scene asset last an entire episode.
 
  
:'''Action Based Resolution:''' Because this is a pbp game we will be using this mod instead of the default back and forth rolling mechanic. Players should not wait on any kind of initiative order to post actions. Post your action as you are able and include dice rolls if you think they might be needed. If reasonable, include whether you are willing to spend pp or HD to succeed. The GM will sort action orders and make your spends as ecconomically as possible when they update the scene.
 
  
  

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