Editing Shadowwalkers: Trait Sets, Mods, and Chargen

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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.
+
:'''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 raction 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 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.
+
:'''Demesne:''' You have the power to influence the sun and storms to some degree.
  
:: [[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).
+
:'''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.
 
 
: [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.  
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'''Limit:''' [Forgotten] Shut down any Erased power to gain a pp. Activate an opportunity to restore the power.
  
 +
'''Limit:'''  [Shield of Fate] When you would take stress, instead shut down any Erased power. Activate an opportunity to restore the power.
  
'''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:''' [Crisis of Faith] Shut down any Fallen 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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==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.
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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.
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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.
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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.  
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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.
 
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:'''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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