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'''Luck:''' Wildlings | '''Luck:''' Wildlings draw one additional Benny per session. | ||
'''Climbing:''' Agile and adept at using their fingers and hands as readily as their feet and toes, Wildlings climb at their normal Pace. | '''Climbing:''' Agile and adept at using their fingers and hands as readily as their feet and toes, Wildlings climb at their normal Pace. |
Revision as of 16:39, 7 June 2020
Shadowwalkers
Low Fantasy Horror
Characters
You remember the first time you died. And the second . . . You remember because Death fucking hurts, and the unavoidable process of coming back from the Dry Lands is a bastard's illegitimate bitch of a fuck.
With one foot in the land of the living and one in the dust of the lands beyond, you have seen what lies on the other side.
And you know what is coming.
Setting
Seven generations have passed among the sons of men since the miasma struck the fair folk with its crippling madness. Seven generations since the Elven Nations invaded the Hall of the Mountain King during the Dwarven Clanclave and slaughtered every soul born of stone before they themselves were swallowed in a vast tomb of earth and iron when the magic of that place collapsed its gates forever.
In the generations that followed, folk began to forget, and many have ceased to believe that the fair folk or the rockbrothers ever existed at all. Across the generations, not so much as a whisper has drifted down from those barrow hills.
Until now.
Now, trappers from the high crags report a blight spreading through the greensward corrupting bark and bough, while shepherds on the foothills report strange, shifting mists filled with the shadowy figures of men in the early gloaming of the night.
On the king's road, conflicting rumors drift from tavern to tavern of a large, bearded man who is not a wolf and a massive grey wolf who is not a man. The word Halfdwarf is uttered in hushed whispers around the fire.
Setting Rules
Hard Choices pp 139
Races
Human
Kindred
Twisted and scarred in their natural forms, Kindred are faelings who were glamoured and placed in the cribs of stolen Human or Wildling babes to be raised among them.
Limited Shape Change: Kindred have the ability to alter their size, skin tone, and features at will within the normal ranges of Wildlings and Humans and are even able to mimic the appearance of specific individuals provided they have had time to study the individual in question.
Note: Assuming a Human or Wildling form does not require a roll if no one is observing the change and the Kindred has a turn to concentrate on making the change. If they are observed or significantly stressed a roll vs a target of 4 is required.
Note: The natural form of Kindred are alien and disturbing, their skin appearing scarred and bark-like and often ill formed or improperly put together. Kindred who become fatigued or exhausted must immediately make a Spirit check to maintain their assumed form, surmounting whatever penalty is appropriate to the given condition.
Note: Kindred do not take on the advantages or disadvantages of the racial type they are mimicking.
Low Light Vision: Because of their Fae heritage, Kindred ignore penalties for dim and dark illumination.
Armor +2: The thick, bark-like hides of Kindred acts as leather armor.
Phobia, Fire: Kindred are terrified of open flame. If they are in a room with an open flame (hearth, lamp, candles, etc) they will try to maintain distance from the source of the flame and subtract -1 from all trait rolls. If openly confronted with fire or trapped in a close proximity to open flame they subtract -2 from all trait rolls.
Secret: Kindred work hard to pass among Humans and Wildlings and will go to great lengths to keep their secret, but if their true nature is discovered they risk becoming Shunned by the community until the secret of their identity is restored.
Wildling
Slight and small of stature, Wildlings are almost childlike in appearance, and prefer to establish small communities tucked among Humans rather than build their own villages and towns. Given the option, they will almost always choose to dwell in the lowest points of their adopted settlements, often making their homes below ground when it is practical to do so.
Luck: Wildlings draw one additional Benny per session.
Climbing: Agile and adept at using their fingers and hands as readily as their feet and toes, Wildlings climb at their normal Pace.
Way of the Hand: Wildlings practice a martial discipline that allows them to use their hands and feet as weapons (doing STR + 1d4 damage) and grants +2 when making unarmed strikes.
Way of the Wild Locust: Wildlings can jump twice as far as normal. Additionally, they add +4 damage when leaping as part of a Wild Attack instead of the regular +2.
Size -1: Wildlings are slight of build and rarely stand more than 4' tall. Size and Toughness are each reduced by -1.
Outsider: Though they live among humans, Wildlings remain a minority in the population and are often treated as second class citizens by the humans around them. Subtract 2 from Persuasion rolls to influence non-Wildlings.