SOTDL: Wyrd: Difference between revisions
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=PC Wyrd Distinctions= | =PC Wyrd Distinctions= | ||
Each of the seven 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. | 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. 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. | [[File:Bonewight0002.jpg|200px]] | ||
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 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. | [[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== | ||
[[File: | [[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. | |||
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==Mistweaver== | ==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. | 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]] | [[File:Mistweaver0002.jpg|200px|center]] | ||
[[Shadow_of_the_Dry_Lands| < < < Back to Main Page]] | [[Shadow_of_the_Dry_Lands| < < < Back to Main Page]] | ||
==Sidhekin== | ==Sidhekin== | ||
[[File: | [[File:Sidhekin0009.png|200px]] | ||
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. | |||
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. | |||
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==Traveler== | ==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. | 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== | ||
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. | [[File:Wildwarden0002.jpg|200px]] | ||
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.
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.
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.
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.
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.
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.
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.