Character Options
Kiths
- Ancient One: +2 Save vs magic; mindspeech 50’; 2-in-6 understand ancient/lost languages, ciphers; +1/lvl for tests involving ancient relics and tech, innate spell (2 hp to cast)
- Aquan: See in the dark; +2 AC; breathe water, adroit swimmer; cold resist; douse with water 1/day minimum or halve stats daily til death.
- Dragonblood: [Element] resist; [element] aura, 1d6, 10’, 1/day/lvl; +2 to Reaction, Cha tests
- Risen: Undead; see in the dark; no living needs; rise at 1 hp when “killed” unless “heart” destroyed; heal via corpses, 1 HD : 1 HD
- Felit: Cat’s eyes -- see in the dark, 2-in-6 sense spirits within 40'; +1/lvl to athletic tests; unarmed damage half of weapon damage (claws)
Classes
Savant: d6 HD. Armour: Light. Weapon: d8 / d4
- Bond weapon: Choose form; call at will; one element or other theme (damage); d8 damage
- Calling: Choose a theme; learn one spell every second level (1 hp to cast)
Hunter: d8 HD. Armour: any. Weapon: d8
- +1/lvl to tracking, survival, snares; +1/lvl for Saves concerning hunting specialty (choose)
- Marked: once a day/lvl, injured target’s direction is sensed (within 10 mil.)
Wych: d4 HD. Armour: Light. Weapon: d4
- Blessing-Bane: Heal/harm 1d6, nearby target; per day, 1/lvl + Wis or Cha bonus
- Enchant: 1 hp to ensorcel weapon (+1/+1) for an hour or make a charm (+1 to rolls, one use; # active = Wis or Cha bonus)
Mystic: d8 HD. Armour: None. Weapon: d6*
- Body Mastery: Unarmed attacks do d8; base AC 12, +1 / 2 lvls
- Spirit Mastery: Spirit pool, 2 / lvl daily, used for: heal 1d4+Wis mod, 60’ ranged ‘unarmed’ attack, purge one status effect
Monk: d4 HD. Armour: None. Weapon: d6
- Worldly Cloister: 2-in-6 to recognize history / legendry / genealogy; +2/lvl to tests and Saves for research, manuscripts, bureaucracy, ritual
- Soothe Flesh: heal by touch, 1d4 + 1d4/lvl daily (can split up dice); +1 / 2 lvls on poison Saves
Equipment Kits
Hermit: Blanket or cloak, knife, basket of scrolls, inkstone, token from former life
Soldier: Light armour, two weapons, haversack, mess kit, battle trophy
Messenger: Horse, satchel or special saddlebag, seal and wax, bronze horn, dagger
Waterfolk: Weathered canvas sheet, net, jigs or hooks or leister, coil of rope, oil flask
Diplomat: Pleasant outfit, beltknife, packet of correspondence, map, ciphered letters
Healer: Satchel, dose of sleep, poultices, bandages and wound-moss, sharp knife
Prodigies, To Craft Or Claim
* Mani: Irregular translucent stones, sometimes claimed to be godsoul fragments but most often created by psychics from their own self.
Each mani grants its wearer (once placed in a special metal setting or into the body) a boon, often potent; some examples:
- +1 to a stat
- a specific shapechange ability
- 2d6 “hit points” for casting spells
- +1-3 to attack rolls
- +2-4 to Armour Class
- Flight
- Teleportation: to specific range or known locale
- Sage: grants knowledge of [subject]
- Teacher: grants 1d4+1 spells or powers
- Farsight (up to 10 miles)
- Immunity or invulnerability to an element
- Restoree: 2d6+1 “points”/day for healing (2d3), curing poison, or curing disease
- The Eye: sense [specific subject/substance] within 100’
- Cornucopia: sustain without food for [period; usually days]
- Bloodflame: once wounded, 1d4+1 damage to any who close to attack in melee, for battle
* It is said that carrying too many has a cursed effect on body and soul -- and that is true. One can use/absorb a number = Con mod. + Wis mod.; Save (d. 15) daily or take 1 damage to random stat for every sekhem over that limit.
* Creating a mani requires a path in-theme, and sacrificing spirit and lifeforce (in game terms, a minimum of 1 Hit Die + two daily power uses) permanently.
Hedge-Brewing: Small enchantments. A simple potion (or other small consumable) requires at least one rare ingredient and a carrier.
- Non-wych test for success (14); wych can choose to test, success meaning 1d2+1 doses
- Failure always means 1-in-6 poison (half Str for 24 hrs, take 3d6 damage, -4 to all tests for 2d4 days, whichever ~)
Recipes (and materiels) can be recorded, shared, and rewarded or found as treasure.
Sample materials and results:
01. Silver Rose: Healing (1d4)
02. Essence Shard: [Elemental] protection, 3 hp/shard used
03. Pearl Tear: Luck (+1 to any Save, once)
04. Silkstone: Bulwark (+1 AC, 1 hr)
05. Whisperweed: Understand languages, 10 min.
06. Dreamstone: Sleep 12 hrs
07. Angel Plume: Aegis (+1 all stats, +2 AC)
08. Lightshard: Deadbane (+1 damage undead, 3 successful attacks)
09. Spirit Filament: Faeward: (fae cannot approach within 10’, 4d4 actions)
10. Heartstring: Beastspeech, 10 min.
Sample carriers:
01. bone marrow
02. pearl powder
03. firewater
04. lotus milk
05. wyrm ichor
06. moon dew
Who do you owe a favour to?
01. The witch of your village
02. An antlered hermit from the broken mountains
03. A hunter who showed mercy
04. A wandering minstrel
05. The fey and jaunty fellow at the tavern one night (... all taverns, every night)
06. An ancient lord of death
07. A dragon, once a ruler of hundred-thousands
08. A talking beast you met on the road
What do you owe?
01. A favour in kind
02. A grand sacrifice at a holy site
03. A tenth of all you gain for a year
04. An epic tale
05. An enemy dealt with
06. The creation of a place or object
07. The delivery of an object or missive
08. Another’s lifeblood
Lindwyrm Liberty: more additions and fancies by E. A. Bisson is licensed under CC BY-SA 4.0