Wyrd of the Wanderer - Player 4: Difference between revisions
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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. | 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. | Farseer powers usually have a visual manifestation in the eyes of the Farseer: light, color change, eyes going dead white, etc. | ||
Blind | Blind | ||
Darksight (colored part of the eyes take on a silver, gold, or copper sheen) | Darksight (colored part of the eyes take on a silver, gold, or copper sheen) | ||
Detect/Conceal Aracana | Detect/Conceal Aracana | ||
Farsight [Seasoned] (colored part of eyes go white) | Farsight [Seasoned] (colored part of eyes go white) | ||
Slumber [Seasoned] | Slumber [Seasoned] | ||
Revision as of 05:18, 28 July 2019
Character
Name: Calder ? Rank: Seasoned
Race: Human Male
Hight: 5'7
Weight: 152 lbs
Age: 19
XP 20
Wyrd Adept: Farseer
Attributes [Max 1d12]
Savagery [Strength] d6
Reflexes [Agiligy] d8
Grit [Vigor] d4
Cunning [Smarts] d8
Wyrd [Spirit] d4
Derived Stats
Charisma 0
Pace 6 [+1d6 running]
Parry 8*
Toughness 5*
Skills [Max 1d12]
Climbing* d4 +4
Fighting d8
Investigation d6
Mechanisms d6 +2
Notice d6 +2 to find traps
Shoot d8
Stealth d8 +2 in urban areas
Streetwise d6
Wyrdweaving d6
Edges
Wyrd adept, farseer
Assassin
Thief
Level Headed
No mercy
Marksman
Block
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]