Derwyddyc Champion
A Derwyddyc Champion has been blessed by may Gifts, invested with numerous advantages to assist them in serving the will of the Priesthood, and the call of the Natural Order.
A Derwyddyc Champion is fun to play because they are somewhat superhuman, invested with supernatural Powers. They can serve many roles in most adventuring groups, and present a very stable foundation to build a number of distinct characters upon.
Cost Ability
25 Derwydd Apprentice Package
10 Gift of Spring Breezes: Gliding 10", combat acceleration/deceleration (+1/4) (12 Active Points); May Not Gain Altitude (-1/4)
11 Gift of Mountain Winters: +8 CON (16 Active Points); Only When In Contact With The Ground (natural earth, stone, and soil only; -1/2)
10 Gift of Summers Glories: PowD (10 points)
10 Gift of Summer Winds: Defense Maneuver I-IV
11 Gift of the Autumn Storms: Physical Damage Reduction, Resistant, 50% (30 Active Points); BODY Only (-1/2), Costs END (-1/2), Restrainable (Must Be Able To Move; -1/2), Nonpersistent (-1/4)
9 Gift of Elemental Bounty: Regenerate 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4)
10 Gift of Winter Winds: +3 with DCV (15 Active Points); Only When Outdoors (-1/2)
10 Gift of Primal Fury: +10 STR, Reduced Endurance (0 END, +1/2) (15 Active Points); No Figured Characteristics (-1/2)
9 Gift of Granite Virtue: Armor (3 PD/3ED) (9 Active Points)
10 Gift of Leafy Shelter: Change Environment 4" radius, -1 to Sight Group PER Rolls, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (26 Active Points); Only While In A Woodland Area (-1), No Range (-1/2)
105 Total Cost of Abilities
Value Disadvantages
-10 Distinctive Feature: Derwydd-touched (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Magic Detection)
-10 Physical Limitation: May Only Use Derwydd Spells If In Good Standing With Religious Beliefs (Infrequently, Greatly Impairing)

+85

Total Cost of Package

Basic Package Deals
Derwydd Apprentice
The Derwydda Magic System is detailed here.
Derwydd Apprentices have learned the rudiments of their art, but have much yet to discover. Useful for mixed-profession characters.
Cost Ability
15 Derwydd Spell Skills
3 KS: Nature Lore
3 +1 Penalty Skill Level to offset Combat Casting Penalty with All Spells
4 Nature Sense: Detect (Sight): Plants, Animals, Pure Water, (Class of Things  Discriminatory) (10 Active Points); Extra Time (Full Turn, -1); Only Usable While In Good Standing With Faith (can't be removed; -1/4)
Value Disadvantages
0 None

+25

Total Cost of Package
Cost Options
3 PS: Create Standing Stone
3 Resistance to Fire & Electricity: Armor 0 PD/5 ED, Hardened (+1/4) (9 Active Points); Only vs Fire & Electricity (-1 1/2), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
4 Trackless Stride: Gliding: 6"; Ground Gliding (-1/4), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
8 Immunity to Poison: LS: Immunity to Poison; Only Usable While In Good Standing With Faith (can't be removed; -1/4)
3* +1 Penalty Skill Level to offset Combat Casting Penalty with All Spells
var More Spell Skills
10 Strong Willed: +5 EGO
7 Stamina: +14 END
5 Bright: +5 INT
5 +1 with All INT Based Rolls
10 Adaptable: +1 Overall Skill Level
2 WF: Derwydd Group (Scicle, Staff, Sling, Dagger)
-15 Psychological Limitation: Maintain Natural Balance  (Common, Strong)
-15 Psychological Limitation: Hatred vs Undead  (Uncommon, Total)
-5 Social Limitation: At Odds With Organized Religion (Churches and Religions dedicated to Deities) (Frequently; Minor; Not Limiting In Some Cultures)