SOTDL: Wyrd
Bonewight
The Bonewight is a speaker for the dead, giving voice to those who have passed. Bonewights have the following abilities:
- 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).
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.
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).
Mistweaver
The Mistweaver commands the primordial elements of mist and fog. Mistweavers have the following abilities:
- 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.
Sidhekin
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:
- 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.