Wyrd of the Wanderer - Chargen
Race
The folk of the Clans (and most of the Empire) are human, and so the PCs for this game will be human. I don't have a particular meatworld culture or ethnicity that I am modeling the clans on. As far as I'm concerned that can vary from clan to clan and you can decide for yourself your character's appearance.
Culturally, the clans are tribal and led by a hierarchy of warlords and shamans. A governing body made up of the eldest shamans from each individual clan, known as the Clanclave, makes overreaching decisions for the Clan as a whole.
Attributes
For flavor, I've changed the names of the base attributes. I don't mean for this to sow confusion; I just want to set the tone and actively set the folk of the Clan apart from the Empire.
As in the RAW, each attribute starts at 1d4, but players have 8 points rather than 5 to raise these stats (to a maximum of d12) at a cost of 1 point per raise. This is meant to model the intrinsic difference between the Clan and folk of the Empire based on the demands of their daily lives.
- Savagery (formerly Strength)
- Reflexes (formerly Agility)
- Grit (formerly Vigor)
- Cunning (formerly Smarts)
- Wyrd (formerly Spirit)
Derived Stats
- Charisma 0 + Edge modifiers (if any)
- Pace 6 (+1d6 if running)
- Parry 2 + 1/2 Fighting + applicable Weapon/Shield bonus
- Toughness 2 + 1/2 Grit (Vigor) + Armor
Skills
Skills start at 1d4 instead of 0 as in the RAW. This is mostly because I don't want to fuss with the -2 penalty etc in a PBP game. We're starting at Seasoned rank, so I'm giving everyone 20 points instead of 15 to raise skills. If your skill is lower than the primary attribute associated with it it costs 1 point per raise. Once you go to raise a skill above the primary attribute associated with it, it costs 2 points to raise. Skills can be raised to a maximum of 12.
Driving and Piloting are not skills you can take because no motor vehicles or planes; (I could have tacked driving on to carriages and the like, but I didn't see that as a viable skill for wilderness barbarians. If anyone has a burning desire to take that option, talk to me).
Additionally, Mechanisms is replacing Lockpicking and basically covers locks and traps and other small or intricate manmade gizmos. First Aid replaces Healing just to make it different in my head from Powered Healing. And Craft [+Focus] replaces Repair in that that just made more intuitive sense to me.
Finally, skills with an asterix* after the skill name are considered +2 skills for clan folk to model their closeness with nature.
- Boating (Reflexes)
- Climbing* (Savagery)
- Craft [+Focus] (Reflexes): Woodworking, Stonemasonry, Smithing, etc
- Fighting (Better of Reflexes or Savagery)
- First Aid [Replaces Healing] (Cunning)
- Gambling (Cunning)
- Intimidation (Grit)
- Investigation (Cunning)
- Knowledge [+Focus] (Cunning): Note – Imperial Trade tongue is considered common knowledge as is birth Clan and Clanclave. High Imperial and other more exotic languages require Knowledge [Language].
- Mechanisms [Locks and Traps] (Reflexes)
- Notice (Better of Cunning or Wyrd)
- Persuasion (Wyrd)
- Riding* (Reflexes)
- Shoot (Reflexes)
- Stealth (Reflexes)
- Streetwise (Cunning)
- Survival* (Better of Cunning or Wyrd)
- Swimming* (Reflexes)
- Taunt (Cunning)
- Throw* (Reflexes)
- Tracking* (Cunning)
Hindrances
As stated in the House Rules section, feel free to take them for RP flavor, but not worth points, primarily to avoid bogging down PBP gameplay.
Edges
Characters will begin with 6 Edges (A human with full complement of hinderances allowed in the RAW for points would start with 3 edges and gain the opportunity to gain 3 more by the time they reached 20xp).
Additionally, all characters have one instance of Wyrd Adept [see below]. If an edge is available, it’s extended/advanced versions are available as well, but I'm not listing all of those.
Note: Clan characters start play at 20xp and as such meet the requirements for edges with the Seasoned prerequisite.
Player’s Options:
- You may exchange one edge to advance one attribute by one die (to a max of d12).
- You may exchange any number of edges to increase any one skill that is at or above its related attribute by one die -or- two skills that are below its related die type.
(You may not exchange your Wyrd Adept edge.
For various reasons, the following Edges are not available: Background - Noble, Quick, Rich; Note: Imposing replaces Brawny and Wyrd Adept replaces Arcane Background Combat - First Strike (because initiative changes/PBP headaches), Giant Killer, Rock and Roll; Powered - None are available because of the power houserules; Professional - Ace (because no planes), Adept, Champion, Cartographer, Holy/Unholy Warrior, Mentalist, and Wizard (These are exclusively Imperial edges. They might be earned later through experience, but it will take some legwork), Mr. Fix-it; Social Edges and Weird edges are all available; Wildcard Edges are not available since we are not using cards; Legendary Edges are being left off for now because they go beyond the immediate scope of starting this game.
Background Edges
- Alertness
- Ambidextrous (Reflexes d8+)
- Arcane Resistance (Wyrd d8+)
- Attractive
- Berserk
- Brave
- Fast Healer (Grit d6+)
- Fleet Footed (Reflexes d6+)
- Linguist (Cunning d6+)
- Luck
- Imposing [replaces Brawny] (Savagery and Grit both d6+)
- Wyrd Adept [replaces Arcane Background]: Chose one of the following - Bonewight, Farseer, Harbinger, Mistweaver, Runespeaker, Wildwarden [Full descriptions in the Powers section below]. This edge may only be taken once.
Combat Edges
- Block [Seasoned] (Fighting d8+)
- Brawler [Novice] (Savagery d8+)
- Combat Reflexes [Seasoned]
- Counterattack [Seasoned] (Fighting d8+)
- Dodge [Seasoned] (Reflexes d8+)
- Elan [Novice] (Wyrd d8+)
- Extraction [Novice] (Reflexes d8+)
- Florentine [Novice] (Reflexes d8+; Fighting d8+)
- Frenzy [Seasoned] (Fighting d10+)
- Hard to Kill [Novice] (Wyrd d8+)
- Heirloom Weapon [Replaces Trademark Weapon][Novice] (Fighting or Shooting d10+)
- Improvisational Fighter [Novice] (Cunning d6+)
- Killer Instinct [Heroic]
- Level Headed [Seasoned] (Cunning d8+)
- Marksman [Seasoned]
- Nerves of Steel [Novice] (Grit d8)
- No Mercy [Seasoned]
- Quick Draw [Novice] (Reflexes d8+)
- Steady Hands [Novice] (Reflexes d8+)
- Stonefist [Replaces Martial Artist][Novice] (Fighting d6+)
- Sweep [Novice] (Savagery d8+; Fighting d8+)
- Two Fisted [Novice] (Reflexes d8+)
Leadership Edges
- Command [Novice] (Cunning or Wyrd d6+)
- Command Presence [Novice] (Command)
- Fervor [Veteran] (Command; Wyrd d8+)
- Hold the Line [Seasoned] (Command; Cunning d8+)
- Inspire [Seasoned] (Command)
- Leader of Men [Veteran] (Command)
- Natural Leader [Novice] (Command; Wyrd d8+)
- Tactician [Seasoned] (Command; Cunning d8+; Knowledge [Batt;e] d6+)
Power Edges
None Available
Profession Edges
- Acrobat (Reflexes d8+)
- Assassin (Reflexes d8+; Climbing d6+; Fighting d6+; Stealth d8+)
- Investigator (Cunning d8+; Investigation d8+; Streetwise d8+)
- Jack of All Trades (Cunning d10+)
- MacGuyver (Cunning d6+; Craft [Any] or Mechanismsd6+; Notice d8+)
- Scholar (2 Knowledge [Focus] d8+)
- Thief (Reflexes d8+; Climbing d6+; Mechanisms d6+; Stealth d8+)
- Woodsman (Cunning or Wyrd d6+; Survival d8+; Tracking d8+)
Social Edges
- Charismatic (Wyrd d8+)
- Common Bond (Wyrd d8+)
- Connections [pick one group to have a connection with each time this edge is taken].
- Strong Willed (Intimidation d6+; Taunt d6+)
Weird Edges
- Beast Bond
- Beast Master (Wyrd d8+}
- Danger Sense
- Healer [Applies to First Aid rolls]
- Liquid Courage (Grit d8+)
- Scavenger (Luck)
Powers
Powers for PCs in this game are directly tied to their specific Wyrd. Each Wyrd will be described below and it's powers listed with any prerequisites and traits that might accompany the power when it manifests. Specific details as to what each power does can be found in the book.
The following powers from the book are not available with any Wyrd: Boost/Lower Trait, Damage Field, Fly, Growth/Shrink, Quickness, Slow, Speed, and Succor.
Bonewight
The Bonewight is the speaker for the dead among the clans. The Bonewight gets a free Social Edge, Connection [Ancestor] that manifests as a finger bone or other small bit of an ancestor's corpse that the Bonewight carries with him and may consult with for counsel. The contact knows only what the ancestor knew in life.
- Armor (chitinous plates like interlocking chips of ancient bone grow over the flesh)
- Banish [Veteran] (banished creatures/beings fade from existence)
- Beast Friend [must be a dead creature]
- Burrow (slips into the earth in spirit form)
- Divination [Heroic] (shadows in the shapes of men are seen and heard whispering to the Bonewight)
- Fear (light leeches from the area around the Bonewight without actually reducing visibility)
- Havoc [Seasoned] (the barely-seen spirits of the dead sweep in on ghostly mounts)
- Mind Reading
- Puppet [Veteran] (a ghostly spirit may be seen entering the victim)
- Slumber [Seasoned] (The victim's spirit seems to leave out through his mouth on a breath)
- Summon Ally [Varies][must be dead, corporeal or spirit]
- Warrior's Gift [Seasoned]
- Zombie [Veteran]
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 within she 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.
- Blind
- Confusion (victim's eyes seem to glaze over)
- Darksight (colored part of the eyes take on a silver, gold, or copper sheen)
- Detect/Conceal Aracana
- Divination [Heroic] (distant ethereal music plays)
- Farsight [Seasoned] (colored part of eyes go white)
- Greater Healing [Veteran] (hands glow)
- Healing (hands glow)
- Mind Reading
- Puppet [Veteran]
- Slumber [Seasoned]
- Speak Languages
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).
No visual effects accompany the Harbinger's powers, but whispers surround every power he uses.
- Armor
- Confusion
- Fear
- Greater Healing [Veteran]
- Havoc [Seasoned]
- Healing
- Invisibility [Seasoned]
- Pummel [Seasoned]
- Smite
- Stun
- Telekinesis [Seasoned]
- Teleport [Seasoned]
- Warrior's Gift [Seasoned]
Mistweaver
The Mistweaver commands the primordial elements of water, fog, mist, rain, and wind. He is able to call up a dense hemisphere of fog at will, regardless of prevailing conditions, that will fill an area equal to half his Pace in feet in every direction from its center point. He may then bid the fog remain stationary or move with him centered on himself.
- Banish [Veteran] (what the Mistweaver banishes is swallowed in fog and mist never to be seen again)
- Confusion (fog trails in the footprints of the victim)
- Darksight
- Deflection (mist and fog reaches out like semi-solid tentacles and redirects incoming attacks)
- Elemental Manipulation [Air/Water]
- Entangle (semi-solid fog leeches up from the ground)
- Environmental Protection
- Havoc [Seasoned] (driving gales of wind and rain)
- Intangibility [Heroic] (body fades into actual mist)
- Invisibility [Seasoned] (body takes on the hues of mist and sky)
- Light/Obscure [lifting and settling and shifting of mist and fog)
- Slumber [Seasoned]
Runespeaker
The Runespeaker is the Mistweaver's counterpart, commanding the forces of Earth and Fire. The Runespeaker can prepare a single graven rune charged with one of his powers. The power lies dormant until he breaks the rune and releases it, effectively giving him an extra power he can use in a given scene. It takes one hour minus ten minutes per rank to carve a rune.
- Barrier [Seasoned] (stone rips up from the earth)
- Blast [Seasoned] (concussive wave of fire)
- Bolt (fire or sharp stone)
- Burst (fire or shards of obsidian)
- Deflection (writhing tentacles of magma)
- Detect/Conceal Arcana (eyes glow with inner fire)
- Dispel [Seasoned]
- Elemental Manipulation [Earth/Fire]
- Environmental Protection
- Light/Obscure (gently bobbing flames or billowing smoke)
- Speak Language
Wildwarden
The heart of the Wildwarden is the heart of beasts and trees. He is a vicious protector of the Nature is Red of Tooth and Claw philosophy. The Wildwarden gets a +4 to all asterixed skills instead of +2 and gains an additional +2 to reactions from both wild and domestic beasts, who view him as an alpha of their own species (if not their particular coterie, pack, or herd).
Additionally, Wildwardens gain the bonus edge Stonefist [replaces martial artist] for free.
- Beast Friend (warden gains a feature of summoned beast)
- Burrow (moves through the earth like an actual burrowing beast)
- Darksight (eyes glint green like a beast's)
- Disguise [Seasoned]
- Entangle (via plants and stones and shifting earth)
- Environmental Protection
- Greater Healing [Veteran]
- Healing
- Invisibility [Seasoned] (Predator-like camouflage)
- Light/Obscure (a gathering or lifting of shadows)
- Shapechange [Varies]
- Summon Ally [Varies]
- Wall Walker
Gear and Wealth
Choose gear fitting for a tribal culture mid iron age era (supplemented by items raided from a wealthier neighboring empire). Glass anything is rare to non-existent. Your character will have 50 gold as well as whatever gear they have.
Armor
Leather/Hide and Chain/Scale are available. Plate Cuirass, Bracers, and Greaves stolen from the empire. Bucklers, Roundshields, Tower shields available. Not kite.
Weapons
Axe (throwing or long), Bow (short or long), Club/Cudgel, Crossbow (stolen from empire), Dagger/Dirk, Flail, Net, Pole Arm (any), Sap, Sword (Short, Long, Broad, Bastard, Great). Sling, Spear (any), Staff, Whip