Wyrd of the Wanderer - Player 4

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Revision as of 22:18, 27 July 2019 by 63.152.38.170 (talk) (Powers)
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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]

Weapons

Background

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