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==Race== The folk of the Clans (and most of the Empire) are human, and so the PCs for this game will be human. I don't have a particular meatworld culture or ethnicity that I am modeling the clans on. As far as I'm concerned that can vary from clan to clan and you can decide for yourself your character's appearance. Culturally, the clans are tribal and led by a hierarchy of warlords and shamans. A governing body made up of the eldest shamans from each individual clan, known as the Clanclave, makes overreaching decisions for the Clan as a whole. ==Attributes== For flavor, I've changed the names of the base attributes. I don't mean for this to sow confusion; I just want to set the tone and reinforce the notion of 'barbarian' in play. As in the RAW, each attribute starts at 1d4, but players have 5 points to raise these attributes (to a maximum of d12) at a cost of 1 point per raise. *'''Savagery''' (formerly Strength) *'''Reflexes''' (formerly Agility) *'''Grit''' (formerly Vigor) *'''Cunning''' (formerly Smarts) *'''Wyrd''' (formerly Spirit) ==Derived Stats== *'''Charisma''' 0 + Edge modifiers (if any) *'''Pace''' 6 (+1d6 if running) *'''Parry''' 2 + 1/2 Fighting + applicable Weapon/Shield bonus *'''Toughness''' 2 + 1/2 Grit (Vigor) + Armor ==Skills== We're starting at Seasoned rank, so I'm giving everyone 20 points instead of 15 to raise skills. If your skill is lower than the primary attribute associated with it it costs 1 point per raise (with 1d4 being the first raise, unlike attributes which start there). Once you go to raise a skill above the primary attribute associated with it, it costs 2 points to raise. Skills can be raised to a maximum of 12. Note: Untrained skills are rolled as 1d4-2. ===Tweaks and Omissions=== '''Driving''' and '''Piloting''' are not skills you can take because no motor vehicles or planes; (I could have tacked driving on to carriages or chariots, but I didn't see that as a viable skill option for mountain wilderness barbarians. If anyone has a burning desire to take that option, talk to me). Additionally, '''Mechanisms''' is replacing Lockpicking and basically covers locks and traps and other small or intricate manmade gizmos. '''First Aid''' replaces Healing just to make it different in my head from Powered Healing. And '''Craft''' [+Focus] replaces Repair in that that just made more intuitive sense to me. Finally, skills with an asterix* after the skill name are considered +2 skills for clan folk to model their unique lifestyle. *Arcane Skill [Wyrdweaving] (Cunning or Wyrd; players choice, set at chargen) *Boating (Reflexes) *Climbing* (Savagery) *Craft [+Focus] (Reflexes): Woodworking, Stonemasonry, Smithing, etc *Fighting (Better of Reflexes or Savagery) *First Aid [Replaces Healing] (Cunning) *Gambling (Cunning) *Intimidation (Grit) *Investigation (Cunning) *Knowledge [+Focus] (Cunning): Note β Imperial Trade tongue is considered common knowledge as is birth Clan and Clanclave. High Imperial and other more exotic languages require Knowledge [Language]. *Mechanisms [Locks and Traps] (Reflexes) *Notice (Better of Cunning or Wyrd) *Persuasion (Wyrd) *Riding* (Reflexes) *Shoot (Reflexes) *Stealth (Reflexes) *Streetwise (Cunning) *Survival* (Better of Cunning or Wyrd) *Swimming* (Reflexes) *Taunt (Cunning) *Throw* (Reflexes) *Tracking* (Cunning) ==Hindrances== As stated in the House Rules section, feel free to take them for RP flavor, but hindrances are not worth points, primarily to avoid bogging down PBP gameplay. ==Edges== Characters will begin with 6 Edges (A human with full complement of hinderances allowed in the RAW for points would start with 3 edges and gain the opportunity to gain 3 more by the time they reached 20xp). Additionally, all characters have one instance of '''Wyrd Adept''' [see below]. Characters start with 5 powers from their list for which they must meet the prerequisites. Characters start play able to use 1 power + 1 power for each character rank they earn (3 total for new characters) per scene. Additionally, characters who choose the edge New Power gain +1 use for each time they take that edge. '''Note 1:''' If an edge is available, itβs extended/advanced versions are available as well, but I'm not listing all of those. '''Note 2:''' Clan characters start play at 20xp and as such meet the requirements for edges with the Seasoned prerequisite. '''Note 3:''' Going forward, you can use earned XP to buy other things, but the bonus XP you start with is all being wrapped up in the above Edge bonus. ''Please see the book for definitions of a given edge.'' ===Tweaks and Omissions, Redux=== For various reasons, the following Edges are not available: *'''Background '''- Noble, Quick, Rich **Note: '''Imposing''' replaces Brawny and '''Wyrd Adept''' replaces Arcane Background *''' Combat''' - First Strike (because initiative changes/PBP headaches), Giant Killer, Rock and Roll *'''Powered''' - Only the '''New Power''' edge is available. *'''Professional''' - Ace (because no planes) and Mr. Fix-It are not available; Adept, Champion, Cartographer, Holy/Unholy Warrior, Mentalist, and Wizard are exclusively Imperial edges. (They might be earned later through experience, but it will take some legwork) *'''Social''' and '''Weird''' edges are all available *'''Wildcard''' Edges are not available since we are not using cards *'''Legendary''' Edges are being left off for now because they go beyond the immediate scope of starting this game. ===Background Edges=== *Alertness *Ambidextrous (Reflexes d8+) *Arcane Resistance (Wyrd d8+) *Attractive *Berserk *Brave *Fast Healer (Grit d6+) *Fleet Footed (Reflexes d6+) *Imposing [replaces Brawny] (Savagery and Grit both d6+) *Linguist (Cunning d6+) *Luck *Wyrd Adept [replaces Arcane Background] Chose one of the following: **[[Wyrd_of_the_Wanderer_-_Chargen#Bonewight|Bonewight]] **[[Wyrd_of_the_Wanderer_-_Chargen#Farseer|Farseer]] **[[Wyrd_of_the_Wanderer_-_Chargen#Harbinger|Harbinger]] **[[Wyrd_of_the_Wanderer_-_Chargen#Mistweaver|Mistweaver]] **[[Wyrd_of_the_Wanderer_-_Chargen#Runespeaker|Runespeaker]] **[[Wyrd_of_the_Wanderer_-_Chargen#Wildwarden|Wildwarden]] Full descriptions in the '''[[Wyrd_of_the_Wanderer_-_Chargen#Powers|Powers]]''' section below. This edge may not be taken more than once. ===Combat Edges=== *Block [Seasoned] (Fighting d8+) *Brawler [Novice] (Savagery d8+) *Combat Reflexes [Seasoned] *Counterattack [Seasoned] (Fighting d8+) *Dodge [Seasoned] (Reflexes d8+) *Elan [Novice] (Wyrd d8+) *Extraction [Novice] (Reflexes d8+) *Florentine [Novice] (Reflexes d8+; Fighting d8+) *Frenzy [Seasoned] (Fighting d10+) *Hard to Kill [Novice] (Wyrd d8+) *Heirloom Weapon [Replaces Trademark Weapon][Novice] (Fighting or Shooting d10+) *Improvisational Fighter [Novice] (Cunning d6+) *Killer Instinct [Heroic] *Level Headed [Seasoned] (Cunning d8+) *Marksman [Seasoned] *Nerves of Steel [Novice] (Grit d8) *No Mercy [Seasoned] *Quick Draw [Novice] (Reflexes d8+) *Steady Hands [Novice] (Reflexes d8+) *Stonefist [Replaces Martial Artist][Novice] (Fighting d6+) *Sweep [Novice] (Savagery d8+; Fighting d8+) *Two Fisted [Novice] (Reflexes d8+) ===Leadership Edges=== *Command [Novice] (Cunning or Wyrd d6+) *Command Presence [Novice] (Command) *Fervor [Veteran] (Command; Wyrd d8+) *Hold the Line [Seasoned] (Command; Cunning d8+) *Inspire [Seasoned] (Command) *Leader of Men [Veteran] (Command) *Natural Leader [Novice] (Command; Wyrd d8+) *Tactician [Seasoned] (Command; Cunning d8+; Knowledge [Batt;e] d6+) ===Power Edges=== New Power [Wyrd Adept] ===Profession Edges=== *Acrobat (Reflexes d8+) *Assassin (Reflexes d8+; Climbing d6+; Fighting d6+; Stealth d8+) *Investigator (Cunning d8+; Investigation d8+; Streetwise d8+) *Jack of All Trades (Cunning d10+) *MacGuyver (Cunning d6+; Craft [Any] or Mechanismsd6+; Notice d8+) *Scholar (2 Knowledge [Focus] d8+) *Thief (Reflexes d8+; Climbing d6+; Mechanisms d6+; Stealth d8+) *Woodsman (Cunning or Wyrd d6+; Survival d8+; Tracking d8+) ===Social Edges=== *Charismatic (Wyrd d8+) *Common Bond (Wyrd d8+) *Connections [pick one group to have a connection with each time this edge is taken]. *Strong Willed (Intimidation d6+; Taunt d6+) ===Weird Edges=== *Beast Bond *Beast Master (Wyrd d8+} *Danger Sense *Healer [Applies to First Aid rolls] *Liquid Courage (Grit d8+) *Scavenger (Luck) ==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 ==Gear and Wealth== Choose gear fitting for a tribal culture mid iron age era (supplemented by items raided from a wealthier neighboring empire) and a mostly mountainous region. Glass anything is rare to non-existent (if you have any it will be stolen), and no characters will start with mounts. Additionally, your character will have 50 gold as well as whatever gear they select. ===Armor=== Leather/Hide and Chain/Scale are available. Plate Cuirass, Bracers, and Greaves (stolen from the empire) are rare but available. Bucklers, Roundshields, and Tower shields available. Kite shields and Plate or sub-Plate styles of armor are not available. ===Weapons=== Axe (throwing or long), Bow (short or long), Club/Cudgel, Crossbow (stolen from empire), Dagger/Dirk, Flail, Net, Pole Arm (any), Sap, Sword (Short, Long, Broad, Bastard, Great). Sling, Spear (any), Staff, Whip Curved daggers and scimitars from the farthest corners of the empire might well be available to a PC along with select desert oddities (like the kopesh), but far asian style weapons (like the katana or shuriken) would be unheard of. ==[https://wiki.rpg.net/index.php/Wyrd_of_the_Wanderer Back to Main Page]==
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