Wyrta

From OakthorneWiki
Jump to navigationJump to search
Wyrta
xxx
Wyrta.jpg
Age: 13 • Virtue: x • Vice: x
Goals: x
Abilities
Agility: 3
Animal Handling: 4
Athletics: 3
Awareness: 3
Cunning: 2
Deception: 1
Endurance: 3
Fighting: 3
Healing: 2
Languages: 2, 2
Knowledge: 2
Marksmanship: 3
Persuasion: 2
Status: 2
Stealth: 3
Survival: 3
Thievery: 2
Warfare: 2
Will: 4
Intrigue
Intrigue Defense: 7 • Composure: 12
Combat
Combat Defense: 11 • Health: 9
Armor Type: x • Armor Rating: x • Armor Penalty: x
Weapons: x
Sorcery
Sorcery Points: x • Sorcery Defense: x
Arts & Works: x
Qualities
Destiny Points: x
Benefits
x
Drawbacks
x

Rumors & Tendencies

There are a variety of local rumors about Wyrta:

  • X
  • X
  • X

Qualities

Blood of the Wealdfolk

Must be selected at character creation. You are of the wealdfolk, the native peoples who live in the great forest known as the Wildweald. They are a short, thinner folk whose skin tones range from the pale of pine wood to the deep browns of oak bark, with eyes that are black or brown, and thick hair in various red and brown tones. Increase your Combat Defense by +2. Each time you test Animal Handling, Athletics or Stealth while in a wild terrain, you may re-roll a number of 1s equal to your Cunning rank. Characters with a higher Status can never automatically compel you and must always engage you in an intrigue.

Beast Friend

You have a knack for handling and dealing with animals. You gain +1D on Animal Handling tests made using the Charm or Train specialties.

Animal Cohort

Requires Animal Handling 3 (Train 1B) Choose an animal from the following list: dog, eagle, horse, puma, raven, or wolf. This animal is extremely loyal to you and aids you in combat. So long as your animal cohort is adjacent to you or your opponent, you gain +1D to Fighting tests. Check with your Narrator for your animal cohort’s statistics or for additional choices. Should the Animal Cohort die, you lose this benefit and the Destiny Point you invested.


Natural Sorcerer

Requires Will 4 The talent to use magic comes to you naturally—or unnaturally, some say. Choose a sorcerous Work that you now know even though you are not initiated into the Art from which it springs; you are automatically considered to have the access needed to learn that Art, however, at which point you can also learn its other Works. You gain a +1B to casting all Works in your chosen Art, including your first. You gain a Sorcery Point.


Sorcerous Works

Requires access to any sorcerous Art You acquire two new Works from any of the sorcerous Arts you are initiated into without needing to spend the normal time or test to learn them. They come to you via esoteric insight and sudden inspiration, rather than the painstaking learning and effort normally required.

Drawbacks

Familiar

You have been given a spirit of occult power that takes the form of an innocuous animal. This animal remains close to you and your domicile, and may even be treated as a pet. It has no powers other than that of any other animal of its type. You are obligated to care for this creature and see that it thrives, for part of your power relies on it. You must be within 100 yards of your familiar to use the Benefits purchased with this Drawback. If you allow this animal to sicken, be injured or die, it violates the Stricture of this Drawback. You are no longer in violation once the animal has been returned to full health; if it has died, you must undertake a spiritual pilgrimage to find a new animal. You must also feed a small bit of your blood to it at least once a month. Failure to feed the animal your blood results in violation of this Stricture as well, until the animal fed upon your blood. The animal’s only supernatural trait is that it lives as long as you do. Sorcerers can have multiple familiars, but the violation of the stricture for any one familiar results in the loss of all Benefits purchased through this Drawback.


Animals

XXX

Horse, Animal Cohort, Familiar Agility 3 (Quickness 1B), Athletics 4 (Jump 1B, Run 2B, Strength 2B), Awareness 3 (Notice 3B), Cunning 1, Endurance 5 (Resilience 2B, Stamina 3B), Fighting 2, Will 3
Combat Defense 10 ❂ AR 0 ❂ AP 0
Health 15 ❂ Movement 8 yards
Hooves 2D 4 damage
Training