Wardens Character Creation

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  • All characters start at PL 8.

Sorcerers

  • Each sorcerer focuses on a type of magic: the otherworldly source that the sorcerer draws up on for their magics. These will come as a "package" of spells, Modifiers, Complications, and Advantages.
  • Sorcerers use invocations, which are explicitly a basic power with a specific list of Alternate Effects that can be gained as part of mastery of that invocation. The exact invocations available will depend on the magical type the sorcerer practices.
  • Confer with the Narrator to determine what kind of magician you wish to start as, and to generate a set of invocations appropriate to that concept.
  • All sorcerers also have the Sorcerer Complication:
    • Sorcerer (Complication): In order to use your magics, you must be able to speak and gesture. If you cannot do both of these, you cannot use your Sorcerous Arcana. (You may still have other magical abilities that you can use, however.)

Reliquarians

  • Each reliquarian has at least one magic item which is the source of their abilities.
  • All such abilities are built with the Equipment Flaw, allowing them to be potentially lost.
  • Confer with the Narrator to determine the nature of the relics and the abilities gained from them.

Invested

  • Each Invested embodies the power of a single modern city. These abilities should reflect the city's spirit and themes.
  • Additionally, each of the Invested gains a package of abilities:
    • Invested: x power points. xxx (In progress)
      • Words from the City: Communication 3


      • City Speaker (10 point array): Words from the City (Communication 3, medium: urban) • Listening to the City (Comprehend 4: languages 2, city 2) • The Crowded City (Environment x: Cold 2 or Heat 2,
      • City Traveler (x points): Lost in the City (
      • Nurtured by the City (x points):
      • City abilities (regeneration, fast travel, teleport between cities)

Invictus

  • Each of the Invictus is a surviving warrior or defender of a now-fallen culture or civilization. Each of them must have been in some way a power in its time.
  • The Invictus are literally immortal survivors of the twilight years of their culture, and were always fighters of some kind. They may have minor powers that reflect the nature, spirit, and themes of their culture.
  • Additionally, each of the Invictus gains a package of abilities. These are just the basics of these abilities – many Invictus develop stronger or more specific refinements of these conceptual powers:
    • Invictus: 22 power points.
      • Unconquered in Mind (10 pts): Mastery of Tongues (Comprehend 2, all languages) • Unconquered Senses (Senses 6: Danger Sense, Darkvision, Direction Sense, Extended Visual, Tracking)
      • Unconquered in Body (8 pts): Sanctity (Immunity 3: aging, disease, poison) • Recovery (Regeneration 5)
      • Unconquered in Battle (4 pts): Warrior's Spring (Leaping 8, Athletics Action required)