Difference between revisions of "Wyrta"

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|Age=13
 
|Virtue=x
 
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Revision as of 13:44, 19 April 2022

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.