Difference between revisions of "SOTDL: Roles"

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:During Chargen, mark Craft, Fix, Treat, and two other skills as favored skills. Spend 1 PP to automatically succeed at a favored skill.
 
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Revision as of 14:34, 16 October 2023

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PC Role Distinctions

The following are the roles available to players for this game. You might note that there are no specifically arcane options. This is somewhat intentional, given the post-magical age of the setting, but also, the magic PCs do wield comes from their wyrd, which is its own distinction.

On that note: You each have two custom SFX to add somewhere amongst your distinctions, so if you want to add a supernatural element to your role (or birthrght or wyrd distinction) like a priest who can still call up healing or somesuch, that is absolutely workable.

Forestal

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Forestals are wild priests of wild gods, serving the old elemental forces of earth and air and forest and mist, cultivating holy groves, and protecting the wild places of the world.

As priests, Forestals might be found tending to the needs of simple folk making their homes in remote locales, advising hunters where to find game, or rebukng the local Thane in his mead hall.

Forestals may hail from any people or place, but the vast majority of them are born to the Druidan of the Hartshorn.

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Freeblade

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Freeblades are independent swords for hire, mercenaries, gladiators. guards, even royal envoys or court assassins, Unlike soldiers, trained to work in groups, cooperate with, defend, and rely on their fellows and to follow orders, Freeblades are independent fighters used to functioning alone and with complete discretion over what jobs they take and how they fulfil those jobs. What they lack in military training and discipline they more than make up for in flair and innovation.

Freeblades are common to every people in every place.

Hand

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Hands are rogues and blackguards, making their way in the world off the fortunes of others. Few enough are truly evil, but as a group they have elevated morally grey to an art form.

Still, if you need someone to get somewhere or something that's not meant to be got to, you hire a Hand for the job.

Hands may be of any people, but they are most often found in cities and large communities.

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Inquisitor

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Inquisitors are the right hand of the corsair temples and answer directly to the Red Adept of the Citadel. On the surface, Inquisitors are investigators and interrogators, but those are first and foremost tools to facilitate their actual temple-assigned task of finding and retrieving the forgotten artifacts of a lost age.

Nearly all Inquisitors are Corssair'Na by birth and reside in the citadel itself when they are not wandering the world in search of relics for their masters.

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Jack

Jacks are folk of rare and diverse talent, literal jack-of-all-trades types. They might not be the best at what they do, but there isn't much they can't at least make a good showing of.

Jacks come from every people and place and may be found just about anywhere at any time. Islanders in particular seem to have an affinity for this role.

Role Ability

During Chargen, mark Craft, Fix, Treat, and two other skills as favored skills. Spend 1 PP to automatically succeed at a favored skill.


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Scout

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Soldier

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