SOTDL: Wyrd: Difference between revisions

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=PC Wyrd Distinctions=
Each of the seven (7) wyrds available to player characters are described in detail below along with the skill and attribute that will most often be used with actions that trigger each distinction, but once triggered, other skills and attributes can become relevant to subsequent actions that use that wyrd.
==Bonewight==
==Bonewight==
The Bonewight is a speaker for the dead, giving voice to those who have passed. Bonewights have the following abilities:
[[File:Bonewight0002.jpg|200px]]
*Spend a PP to ask three questions of someone dead. (Must possess a bone or other piece of flesh from the body).  
 
*Spend a PP to cross into or out of the Dry Lands in shadow form to communicate with someone on the other side. Communication and movement are the only actions that can be taken. The Bonewight is otherwise intangible and visible only as a pale shadow. (Only the recently dead - within 3 days - may be found in the dry lands. Bonewight does not need to possess a piece of the corpse in question).
The Bonewight is a speaker for the dead, giving voice to those who have passed.  
 
With a bit of bone or flesh from the deceased, they may ask questions regarding things that soul knew in life.  
 
'''Know''' is the primary skill associated with triggering this distinction. '''Charm''' or '''Will''' are equally valid attributes.


   
   
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==Farseer==
==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.
[[File:Sidhekin0003.jpg|200px|right]]
 
Farseers are mystics, able to infiltrate and use the senses of any creature within their line of sight, seeing what they see, hearing what they hear, feeling what they feel, etc.  
 
'''Notice''' is the primary skill associated with this distinction. '''Will''' is almost always the appropriate attribute, though in specific instances '''Reason''' or '''Charm''' might be employed as well.


   
   
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==Harbinger==
==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).
[[File:Harbinger0001.png|150px|right]]
 
If the Bonewight is the Speaker for the Dead, the Harbinger is the Bringer of Death, a spiritual executioner able to summon and subsequently wield unseen weapons.
 
'''Fight''' is the primary skill associated with triggering this distinction. '''Will''' or '''Power''' are both appropriate triggering attributes.


   
   
[[Shadow_of_the_Dry_Lands| < < < Back to Main Page]]
[[Shadow_of_the_Dry_Lands| < < < Back to Main Page]]


==Keythane==
==Mistweaver==
The Mistweaver commands the primordial elements of mist and fog, ''weaving'' them in and out of existence to create shadowy illusions and whispers that aren't there.
 
'''Trick''' is the primary skill associated with this distinction. '''Charm''' is the appropriate attribute.
 
[[File:Mistweaver0002.jpg|200px|center]]
 
 


[[Shadow_of_the_Dry_Lands| < < < Back to Main Page]]
[[Shadow_of_the_Dry_Lands| < < < Back to Main Page]]


==Mistweaver==
==Sidhekin==
The Mistweaver commands the primordial elements of mist and fog. Mistweavers have the following abilities:
[[File:Sidhekin0009.png|200px]]
*Spend a PP to call up a dense hemisphere of fog that muffles sound and impedes vision regardless of prevailing conditions. The fog will cover an area up to 30' out from and over the Mistweaver or fill any smaller enclosed space. The fog does not impede the Mistweaver's senses. (Dismissing the fog is a free action).
 
*Spend a PP to shape a present fog or mist in ways that suggest visual or auditory illusions.
Nature is red of tooth and claw, and the Sidhekin is tied to the natural world as were the Fae of old. They may become one with any beast or bird or tree that they can touch, vanishing seamlessly into its form.  
 
'''Sneak''' is the primary skill associated with triggering this distinction. '''Finesse''' is the appropriate triggering attribute.
 
   
   
[[Shadow_of_the_Dry_Lands| < < < Back to Main Page]]
[[Shadow_of_the_Dry_Lands| < < < Back to Main Page]]


==Sidhekin==
==Traveler==
The Traveler walks the land unhindered and is able to bypass most barriers, be it brambles or jagged terrain or walls or doors. If there is a conceivable way through or around an obstacle, the Traveler walks that way like light walks through shadow.
 
'''Move''' is the primary skill associated with triggering this distinction. '''Finesse''' is the appropriate triggering attribute.


[[File:Wanderer0002.jpg|200px|center]]
   
   
[[Shadow_of_the_Dry_Lands| < < < Back to Main Page]]
[[Shadow_of_the_Dry_Lands| < < < Back to Main Page]]


==Wildwarden==
==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. Wildwardens have the following abilities:
[[File:Wildwarden0002.jpg|200px]]
* Spend a PP to take on the form of a natural animal with all its natural capabilities and mode of movement. While in animal form, the Wildwarden is incapable of human speech, but can converse with other animals of the type. (Returning to their natural form is a free action).
 
* Spend a PP to influence a natural animal to veer from its natural inclination.
The Wildwarden is a staunch protector of his people and a voice of command to man and beast alike.
 
'''Influence''' is the primary skill associated with triggering this distinction. '''Will''' or '''Power''' are both appropriate triggering attributes.


[[Shadow_of_the_Dry_Lands| < < < Back to Main Page]]
[[Shadow_of_the_Dry_Lands| < < < Back to Main Page]]

Latest revision as of 20:44, 17 October 2023



PC Wyrd Distinctions[edit]

Each of the seven (7) wyrds available to player characters are described in detail below along with the skill and attribute that will most often be used with actions that trigger each distinction, but once triggered, other skills and attributes can become relevant to subsequent actions that use that wyrd.

Bonewight[edit]

The Bonewight is a speaker for the dead, giving voice to those who have passed.

With a bit of bone or flesh from the deceased, they may ask questions regarding things that soul knew in life.

Know is the primary skill associated with triggering this distinction. Charm or Will are equally valid attributes.


< < < Back to Main Page

Farseer[edit]

Farseers are mystics, able to infiltrate and use the senses of any creature within their line of sight, seeing what they see, hearing what they hear, feeling what they feel, etc.

Notice is the primary skill associated with this distinction. Will is almost always the appropriate attribute, though in specific instances Reason or Charm might be employed as well.


< < < Back to Main Page

Harbinger[edit]

If the Bonewight is the Speaker for the Dead, the Harbinger is the Bringer of Death, a spiritual executioner able to summon and subsequently wield unseen weapons.

Fight is the primary skill associated with triggering this distinction. Will or Power are both appropriate triggering attributes.


< < < Back to Main Page

Mistweaver[edit]

The Mistweaver commands the primordial elements of mist and fog, weaving them in and out of existence to create shadowy illusions and whispers that aren't there.

Trick is the primary skill associated with this distinction. Charm is the appropriate attribute.


< < < Back to Main Page

Sidhekin[edit]

Nature is red of tooth and claw, and the Sidhekin is tied to the natural world as were the Fae of old. They may become one with any beast or bird or tree that they can touch, vanishing seamlessly into its form.

Sneak is the primary skill associated with triggering this distinction. Finesse is the appropriate triggering attribute.


< < < Back to Main Page

Traveler[edit]

The Traveler walks the land unhindered and is able to bypass most barriers, be it brambles or jagged terrain or walls or doors. If there is a conceivable way through or around an obstacle, the Traveler walks that way like light walks through shadow.

Move is the primary skill associated with triggering this distinction. Finesse is the appropriate triggering attribute.


< < < Back to Main Page

Wildwarden[edit]

The Wildwarden is a staunch protector of his people and a voice of command to man and beast alike.

Influence is the primary skill associated with triggering this distinction. Will or Power are both appropriate triggering attributes.

< < < Back to Main Page