| Primal Warrior | |
| The Primal Warrior is a physically mighty embodiment of the strength of the Natural Order. The energies of the world flow throw them, and they are literally forces of Nature. Woe betide the foe who stands astride the Primal Warrior's path. | |
| A Primal Warrior is fun to play because they are rugged and adaptable, and able to fill many roles in most any adventuring party, particularly with a well chosen selection of Spell Skills. | |
| Cost | Ability |
| 55 | Savage Package |
| 25 | Derwydd Apprentice Package |
| 20 | Alert Package |
| 4 | Trackless Stride: Gliding: 6"; Ground Gliding (-1/4), Only Usable While In Good Standing With Faith (can't be removed; -1/4) |
| 2 | Strong: +2 STR |
| 4 | Durable: +2 CON |
| 4 | Resilient: +2 BODY |
| 5 | Vital: +5 PRE |
| 6 | Dexterous: +2 DEX |
| 125 | Total Cost of Abilities |
| Value | Disadvantages |
| -10 | Physical Limitation: May Only Use Derwydd Spells If In Good Standing With Religious Beliefs (Infrequently, Greatly Impairing) |
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+115 |
Total Cost of Package |
| Savage | |
| Savages are warriors from more primitive and / or less civilized lands who rely on sheer athleticism and moxy rather than fancy or well crafted armaments. Savages tend to focus on survival and overall fitness. | |
| Savages can be somewhat similar to Light Foot but without concentrating overly much on the mastery of a specific weapon (to a Savage everything is a weapon), and with more concentration on raw athletic ability. | |
| Despite the connotation of the word "savage", Savages are not ravening brutes by default; they are simply primal and unspoiled by more advanced modicums of behavior. Many Savages follow a personal or cultural Code of behavior that, while typically more practical and/or direct, is nevertheless as binding to them as a well defined Code of Chivalry is to the most hide-bound and chivalrous of Knights. This is a concept often referred to as "the Noble Savage". | |
| Cost | Ability |
| 3 | Strong: +3 STR |
| 3 | Quick: +1 DEX |
| 10 | Nimble: +1 SPD |
| 6 | Durable: +3 CON |
| 6 | Resilient: +3 BODY |
| 16 | Choose One: |
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| 2 | AF: Light Armor Proficiency |
| 1 | AF: Shield Proficiency |
| 6 | WF: Common Melee, Common Missile, Uncommon Melee |
| 2 | Survival: Any 1 Environment |
| 55 | Total Ability Cost |
| Value | Disadvantages |
| 0 | None |
|
+55 |
Total Cost of Package |
| Cost | Options |
| 12 | Fleet: +2" Run (8" Total), Reduced Endurance (0 End, +1/2), Affects Base |
| 5 | Frightening Intensity: +10 PRE; Offensive Use Only (-1) |
| 5 | Fearless: +10 PRE; Defensive Use Only (-1) |
| 4 | Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima (-1/2) |
| 10 | Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon |
| 6 | Shifty: Combat Luck (3 PD/3 ED) |
| 4 | Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing Armor (-1/2) |
| 4 | Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing Light Armor (-1/2) |
| 5 | Savage Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) |
| 10 | Savage Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post Segment 12 Recovery In Combat (-2) |
| -5 | Physical Limitation: Old Injury (Infrequently, Slightly Impairing) |
| -5 | Psychological Limitation: Savage Code (Define) (Uncommon, Moderate) |
| -10 | Psychological Limitation: Dislikes Magic & Those Who Use It (Common, Moderate) |
| -10 | Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo) |
| -5 | Social Limitation: Savage (Feared & Discriminated against in cities) (Frequently; Minor; Not Limiting In Some Cultures) |
| 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) |
| Alert | |
| Some characters are alert to danger, either because they are naturally attentive, mystically aware, or just lucky. | |
| Cost | Ability |
| 17 | Danger Sense (Function as a Sense, Intuitional, Sensitivity: Out of Combat) 11- |
| 3 | +1 All PER |
| Value | Disadvantages |
| 0 | None |
|
+20 |
Total Cost of Package |