Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision |
Your text |
Line 27: |
Line 27: |
| | | |
| ==Derived Stats== | | ==Derived Stats== |
− | '''Charisma''' 0 | + | '''Charisma''' |
| | | |
| '''Pace''' 6 [+1d6 running] | | '''Pace''' 6 [+1d6 running] |
| | | |
− | '''Parry''' 8* | + | '''Parry''' |
| | | |
− | '''Toughness''' 5* | + | '''Toughness''' |
| | | |
| ==Skills [Max 1d12]== | | ==Skills [Max 1d12]== |
− | 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== | | ==Edges== |
− | Wyrd adept, farseer
| |
− |
| |
− | Assassin
| |
− |
| |
− | Thief
| |
− |
| |
− | Extraction
| |
− |
| |
− | No mercy
| |
− |
| |
− | Marksman
| |
− |
| |
− | Block
| |
| | | |
| ==Powers== | | ==Powers== |
− | 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==
| |
− | 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
| + | ==Weapons== |
| | | |
| ==Background== | | ==Background== |
− | 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.
| |
| | | |
| ==[https://wiki.rpg.net/index.php/Wyrd_of_the_Wanderer Back to Main Page]== | | ==[https://wiki.rpg.net/index.php/Wyrd_of_the_Wanderer Back to Main Page]== |