Difference between revisions of "SOTDL: Charracter 5"

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(Distinctions/SFX 32px|d8)
(Effid :: Birthright Title)
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[[Shadow_of_the_Dry_Lands| < < < Back to Main Page]]
 
[[Shadow_of_the_Dry_Lands| < < < Back to Main Page]]
  
=Effid :: Birthright Title=
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=Effid :: The Whisper in the Wilds=
 
[[File:Sam0002.png|300px]]
 
[[File:Sam0002.png|300px]]
 
==''Character Quote''==
 
==''Character Quote''==

Revision as of 07:54, 22 October 2023

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Effid :: The Whisper in the Wilds

Sam0002.png

Character Quote

Attributes d6Arrow03.png

|| Charm d6 || Endurance d8 || Finesse d10 ||

|| Power d6 || Reason d6 || Will d8 ||


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Trained Skills d6Arrow03.png

Focus d6 Track d6

Move d8 Notice d8 Sneak d8 Survive d8 Treat d8

Trick d10

  • Knack TBC d6

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Untrained Skills d4

| Craft d4 | Fight d4 | Fix d4 | Influence d4 | Know d4 | Labour d4 | Perform d4 | Pilot d4 | Ride/Drive d4 | Shoot/Throwd4

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Distinctions/SFX d8

Checked SFX are active.


Birthright: The Whisper in the Wilds

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

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Role: Forestal

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

Once per scene you may spend a PP to automatically succeed on a Treat or Influence action. If an Effect die is needed, the action counts as a D10a.png

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Wyrd: Mistweaver

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

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Signature Assets d6Arrow03.png

Asset d6 or d8 Description

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Background/Bio

Effid was born to the Druidan in a remote village in the wilds. They were raised communally among many siblings and cousins, and grew from a boistrous happy child to a cheerful adult.

All that changed when they died.

The first time they were twenty and drowned in a flash flood. When they awoke screaming about what they saw in the dry lands, everyone put it down to a fever dream and the shock of a near drowning. Even Effid did, for a time, before they became aware of the things they knew. The things they could do.

The second time was harder to explain. Difficult to pass off a broken spine as a near miss. When Effid came back they didn't speak of what they'd seen but people looked at them differently all the same.

Mistaking fear for as fear of, Effid went into the wilds.

Ill prepared and alone, they didn't survive the winter. Two of their cousins found them as they returned yet again, and took them by force to a nearby Forestal.

Effid stayed there for a time. When they next went into the wilds they were better prepared, and now they protect the wild places and the people that come to them for healing and help.

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