Shadowwalkers: Trait Sets, Mods, and Chargen

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Masks.png

Character Generation

You are welcome to use the following Template for your character sheet or replace it with your own format. Just make sure everything is clearly labeled with their appropriate die notations.


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Prime Trait Sets

Primary trait dice should be included every roll Add one die each from Objective, Role, and Distinction sets to form the base of every dice pool.

Objectives d6 Arrow03.png

The first Prime Trait set we will be using is Objectives, broad goals that a given action is aimed at achieving. Each character is ranked in four Objectives:


INFILTRATION | INVESTIGATION | NEGOTIATION | SABOTAGE


Chosing the Infiltration Objective means a character is trying to insert themselves into a given place or headspace or situation.
Chosing the Investigation Objective means a character is trying to learn something about a given situation either in the moment or via research or interrogation, etc.
Chosing the Negotiation Objective means a character is trying to get someone to alter their thinking or action via intimidation or reason or compromise, etc.
Chosing the Sabotage Objective means a character is just trying to fuck up a given situation.

Set one Objective value at d10 one at d8 and two at d6

If none of the objectives above would apply to the action at hand and the GM determines that the stakes are such that a roll is still required, the player may roll a d6 as their objective die, indicating that completing the task is, in and of itself, the charcter's primary motivation. Sometimes stuff just needs to get done.

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Roles d6Arrow03.png

Second in the Prime Traits sets are Roles. If Objectives define the primary goal of a character's action. Roles give scope to the means by which those goals are achieved.

Characters tend to fill multiple roles in the regular course of things, but as might be expected, different characters develop more in certain roles than others, becoming top tier skilled in one, highly skilled in two others, competent in most of the rest, and abysmally less competent at that one role that just eludes them.

Each character is ranked in seven roles:


CRAFTER | FIXER | RUNNER | SCRAPPER | SKULKER | TRACKER | TRICKSTER


Crafter: Crafters create things from raw materials, be it physical objects such as furniture or computer chips or dinner, or more esoteric craftsmanship, like a manager who builds a sales force from the raw potential of other people or a sergeant who whips a platoon into fighting shape.
Fixer: Fixers are skilled at setting a messed up situation right. Political scandal? Didn't happen. Wrecked car? That'll buff right out. Messy murder behind the Dean's office? You would not believe what this solvent can make go gone.
Runner: Runners move things - information, people, cargo, etc. They are the smugglers, the digital pirates, and the traffickers of the new world. Need a ward bound demon? Runner can get you a greqt price.
Scrapper: Scrappers get into it. They ain't met the fight they didn't like and often act as enforcers, skirmishers, etc, for those that have need of their professional talent.
Skulker: Skulkers excel at getting things done in such a way that no one is the wiser, whether it be physically entering a secure facility undetected, accessing systems via unknown back doors, or setting up a cache or dead drop in plain sight.
Tracker: Trackers are skilled at hunting down anyone or anything that doesn't want or isn't meant to be found, locating people, resources, and rumors as needed, dogging them relentlessly until their quarry is in hand.
Tricksters: Tricksters are experts at misdirection, be it sleight of hand or the clever turn of phrase that changes the subject or the explosion at the old factory that keeps the cops busy while someone deals with the demonic familiar masquerading as a python at the local animal shelter.

Assign one of the following dice to each Role: d10 d8 d8 d6 d6 d6 d4

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Distinctions d6

Distinctions are the third set of Prime Traits and thematically define aspects of each character to paint a clear picture of them as a whole. All Distinctions are rated at d8

Each character is loosely defined by three Distinctions:


ECHO | PROFESSION | WILDCARD


Each of your three distinctions comes with the Hinder SFX already active.

Check002.png Hinder: Sometimes your distinction works against you. Gain 1 plot point when you roll a D4a.png instead of a D8a.png to represent your distinction.

Echo d6

Echo describes where your character's life intersected with the supernatural and how that changed them. Echo also determines your character's Power Set.

Bloodless - An encounter with vampires left you half in and half out of their world. You have access to the Bloodless power set.
Changeling - An encounter with a specific species of lycanthrope left you infected or cursed to share their form and appetites. You have access to the Changeling power set.
Fallen - An encounter with disposessed angelic beings branded you, searing your soul to your flesh and claiming you as a soldier in their fight. You have access to the Fallen power set.
Mystic - An encounter with elemental forces opened you to worlds beyond the mortal realm, enabling you to call forth powers from one realm to another. You have access to the Mystic power set.
Null - Despite countless encounters with the supernatural, you have remained stubbornly untouched and relentlessly human throughout. You have access to the Null power set.
Revenant - An encounter with literal ghosts nearly drew you entirely over to the other side, but you fought your way back. Changed. But alive. Sort of. You have access to the Revenant power set.
Touched - An encounter with creatures of the Fae realms marked you as one of their own. You have access to the Touched power set.
Unfettered - An encounter with beings from beyond time and space has left you seriously disconnected from what most folk consider reality, to the point that your mind reverberates with a near constant sense of cognative dissonance. But oh the things your mind can see now that it is free of the chains that bind the rest of creation. You have access to the Unfettered power set.

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Profession d6

A character's Profession is what they do outside their place in the supernatural world, though Profession and Echo are often a hand in glove prosopect, the one supporting and enhancing the other.

Examples of Profession might include (but are not limited to) cop, medical examiner, private eye, soldier, carpenter, criminal, entreprneur, author, student, slacker, playboy/playgirl/playthey, etc.

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Wildcard d6

The Wildcard distinction represents something truly unique about your character that sets them apart from their fellows and can be just about anything within reason. Wildcard Distinctions might include (but not be limited to) collector, chronic smoker, comes from money, knows a guy, mama bear, on the run, etc.

Note 1: Supernaturally flavored wildcard distinctions do not gain the character an additional power or power set and should be broad based in implication rather than specific. For example, Friend of the Fae would be great, but Teleporting Daemon Spawn would be way too specific.
Note 2: Wildcard distinctions that read like a professions are fine, but should be clearly written as a hobby or pass time than a full time profession.


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Secondary Trait Sets

Secondary trait dice may be included as appropriate Secondary traits represent character abilities or assets that may or may not apply to an action. Dice from these sets can be added to the dice pool only when they specifically apply to the action at hand.

Power Sets d6 Arrow03.png

Each character starts with a power set of the same name as their Echo Distinction. Each set comes with a selection of powers, from which the player will select three to start play, ranking one at d10 and two at d8 The player also selects one SFX for their power set to start the game. Limits are set according to type.

Note: The Hinder SFX can never be added to a power set.

The power set description indicates static abilities that the character can just use without requiring a roll.


Bloodless

Automatic Ability: The Bloodless are not burdened by a need to breaathe and cannot be killed by any means that rely on lack of oxygen to bring about death.

Powers: Select three powers from this list, ranking one at d10 and two at d8

Blood Soak (Durability): The character is able to shrug off damage from most weapons and natural attacks.
Catlike (Reflexes): The character is dextrous and agile in an uncanny fashion.
Celerity (Movement): The character can move almost faster than the eye can follow.
Chains of Earth (Special): The character can sink into the earth or rise up into the heavens. This power only confers vertical movement.
Death's Endurance (Stmina): The character does not feel fatigue.
Departing Visage (Illusion/Movement; limited): Character can take on the appearance of a great wolf or explode into a swarm (typically rats, bats, crows, or insects) or appwar to flow away as a mist while removing themselves from the scene. Illusion moves with the character and lasts only a single turn and the character is responsible for dealing with any terrain issues.
Feral Assault (Attack): Character can do significant damage with claws and bite.
Might of the Dead (Strength): The character is ridiculously strong.
Nighteyes (Senses): The character can see in all manner of darkness.
Overwhelm (Psychic): The character can invade the minds of mortals and supernaturals alike to pressure them to believe or do a thing.

Limit:

Changeling

Automatic Ability: Changelings are always able to retake their natural human form as a free action and can always understand the "speech" of their animal species, including posture and body language. All Changelings are able to take on the form of a normal sized animal of their lycanthropic species, but must roll to do so in stressful/high stakes situations. Changelings in animal form possess the senses, movement, reflexes, stamina, strength, durability and attack modes of the animal in question at d8

Powers: Select three powers from this list, ranking one at d10 and two at d8

Animal Reflelxes (Reflexes): The character exhibits uncanny reflexxes even in human form.
Animal Senses (Senses): The character is able to use their animal senses even while in human form.
Blend (Invisibility): The character's coloration changes to match and fade into their surroundings.
Call of the Wild (Summoning): Character can call nearby animals of its type and command them. Animals do not have to be exact species, just a similar type.
Creatures Great and Small (Size-change): While in animal form (not human or hybrid) the character is able to reduce or increase their size by two categories: (doubled or tripled | halved or quartered).
Hybrid Form (Shapeshift): The character is able to take on the bipedal animal form of a true lycanthrope of their species.
Voice of the Alpha (Psychic): Character can speak mind to mind with any animal or human within their line of sight and hear any intentional replies. For good or for ill, this power does not function on Nulls.

Limit:

Fallen

Automatic Ability: The Fallen are always aware of supernatural entities near them (within 50') and able to identify their type at range. This ability is not hindered by invisibility, intangibility, or altered form.

Powers: Select three powers from this list, ranking one at d10 and two at d8

Astral Shift (Teleport): The character can travel into and back from the Astral plane. They must return to a location withiun 50' of the spot they left.
Call to Arms (Summoning): At need, the character can call up to four other Fallen who will appear and decide whether or not they wish to assist or even remain. No effect die or effect die d4 results in the call being ignored. Effect die d6 results in a single Fallen showing up. Effect die d8 results in two Fallen showing up. Effect die d10 results in tree Fallen showing up. Effect die d12 results in four Fallen showing up.
The character may opt to halve the number of Fallen who show up (round down) to assure at least limited assistance.
Empathy (Psychic): The character can feel and interpret the emotion of any living creature or cursed artifact within 50' of then. Alternately, the character can influence and change the emotions being felt by degree (according to effect die).
ESP (Psychic): The character can read the surface thoughts of humans within their line of sight.
Fade (Invisibility): The character can fade from view, but immediately becomes visible again if they act directly against another creature.
Healing Touch (Special): By physically touching a creature, the character can remove a certain amount of Physical, Psychic, or Spiritual stress (equal to the character's rank in this power if no dice are rolled, otherwise by effect die). The character cannot make the attempt again on the same target until that target has experienced downtime between scenes. For target creatures that are willing or that cannot otherwise resist, no roll is needed for this power. Nulls must always be treated as unwilling. The character cannot use this power on themselves.
Mindlink (Psychic): The character may speak mind to mind with any ally over any distance and hear when an ally calls out to them regardless of distance or plane of existence.
Voices of the Fallen (Psychic): If they concentrate, the character can "hear" the spoken words of others of their kind if their target is anywhere in the mortal or astral realm.


Limit:

Mystic

Automatic Ability: Mystics are able to unerringly feel where realms overlap and are able to identify the realm in question at the point where two realms touch. They are also able to do small conjurings (old school cantrips) within their active powers without rolling provided the effect is local, temporary, and does not directly affect an unwilling target. Nulls are completely immune to this sort of conjuring and performing any such effects within 10' of a Null is an exercise in futility.

Powers: Select three powers from this list, ranking one at d10 and two at d8

Blended Mind (Psychic): The character absorbs the language, culture, and ettiquete fron another being's mind, facilitating communication and understanding. Being must be within 50' of the character.
Elemental Barrage (Attack): The character selects one element type when they select this power that they are able to strike out with (100' range) to do damage. Characters who also have Master of Three are not limited to a single elemental type and may attack with any of the three elements they have mastered. Characters who have this power and Master of Three may not make use of their excluded element for this power.
Farhand (Telekinesis): The character can reach out with their mind and take hold of an object within 50' and lift or move it. No effect die or effect die of d4 can manipulate no more than 5 lbs and only at non damaging speeds. Effect die of d6 can lift up to 100 lbs amd move said object as vigorously as a weapon. Effect die of d8 can lift up to 500 lbs and can be moved to devastating effect. Effect die of d10 can lift up to 1000 lbs with predictable potential for destruction. Effect die of d12 can lift up to 5000 lbs.
Master of Three (Elemental Control): The character is able to summon, manipulate, or survive three of the four clasic elements (Earth, Air, Fire, Water). One must be excluded. The character gets to add a free d6 as a magical "knack" whenever accessing the element opposite of the excluded element. Characters who also have the Elemental Barrage power must use their element for that power as their Primary element for this power and exclude its opposite.
Mystic Blast (Attack): The character can release a wave of raw magic energy at any being they can see within 50', doing psychic damage.
Usurp (Mimicry): The character can temporarily gain access to another being's supernatural power. To activate this power, the character must know the being possesses the power they want and must touch that creature. Successfully usurping a power means the character has acces to that power for the remainder of the scene as an asset equal to their Usurp rating. The character cannot usurp more than one power at a time.
Walker of the Ways (Teleport): The character is able to open any gate between the realm they are in and a connecting realm. Being able to open the gate does not guarantee survival in the realm beyond. Effect determines how long a gate stays open and how many may follow. Gates to the Astral Realm, the Neverwhen, and Faeie are usually not immediately lethal from an environmental standpoint.


Limit:

Null

Automatic Ability: Nulls are utterly immune to the curse, infection, or mark of all supernatural beings. What's more, supernatural beings able to sense other supernaturals can only read Nulls as regular mortals, not as the anti-echo beings they really are.

Powers: Select three powers from this list, ranking one at d10 and two at d8

Breakfast of Champions (Durability): The character eats powers for like sugar cereal and can shrug off damage from attack powers, their flesh simply absorbing it.
Chameleon (Shapeshift): The character can take the appearance and manerisms of anyone in their line of sight, taking a new form in lieu of an action or reaction.
There Not-There (Psychic): The character can make any power leveled at them fold in on itself and collapse. When this happens the initiating party is unable to perceive the Null for the remainder of the turn.
Thief of Power (Mimic): The character can shut down one of a being's powers provided that being has used that power near the Null (within the Null's active senses or 50') in the last 24 hours. The power remains shut down until the being activates a hitch or 24 hours whichever comes first.
Weft and Warp (Reflexes): If an effect can be physically avoided, this character can avoid it, warping space and time in their vicinity even if bound or unconscious to avoid it.

Limit:

Revenant

Automatic Ability: The dead are never invisible or intangible to the Revenant. The first timea Revenant encounters a particular spirit, they may ask one question of the GM about that spirit and recieve a true and unobfuscated answer.

Powers: Select three powers from this list, ranking one at d10 and two at d8

Limit:

Touched

Automatic Ability: The Touched recognize the Fae for what they are regardless of the form that fae appears in and may claim kinship once in a given encounter with a fae beingj. Kinship may be used to invoke protection for the duration of the encounter.

Powers: Select three powers from this list, ranking one at d10 and two at d8

Limit:

Unfettered

Automatic Ability: The Unfettered are able to share their madness. Once in a scene, they may inflict one minor GMC (or extra, or mook) in the scene with their sight, forcing the creture to experience the swirling, creeping doom that crouches outside of the real.

Powers: Select three powers from this list, ranking one at d10 and two at d8

Limit:

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Knacks d6 Arrow03.png

Knacks are specific specialties under a given Role that the Urchin is just a natural at. Starting knacks are worth an extra D6a.png to the roll it applies to but can be stepped up during chargen or advancement as outlined below.

Each player gets to assign two free knacks at D6a.png to their Character's D10a.png role.

Each player gets to assign one free knack at D6a.png to each of their Character's D8a.png roles.

Each player gets to assign two additional knacks at D6a.png to any role rated D6a.png or higher or step up an existing knack (or two) at a one-for-one exchange rate.

Knacks cannot be assigned to a character's D4a.png role.

No knack can be stepped up higher than the dice value of the role it is assigned to.

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SFX

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Game Mods

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