SETTING RULES
ACCORD - Every Wild Card starts with maximum Accord equal to 2 + half their Spirit die type. As things unfold the GM may call for a Accord check with a modifier based on events. An Accord check is a Spirit roll, the results may modify your current Accord score.
Murder - Killing for any reason, other than self defense, causes an Accord check at -2.
Backlash - The GM may call for an Accord roll due to Backlash from Powers.
Fear - When you fail a Fear check, lose 1 point of Accord.
Cursed Relic - using a cursed relic causes an Accord check.
Open Road - Each day you're on the Open Road, make an Accord check. Start with a -2 penalty and add +1 for each companion.
Viciousness - Predatory and cruel acts cause an Accord check, with a penalty at the GM's discretion.
Sliding into Savagery
The real risk of losing Accord is uncontrolled transformation, the Land's wild magic using your flesh as a canvas. But maybe a little monstrosity is fine given the stakes. When you lose points of Accord, you temporarily gain a Tinge. Draw a card for each point lost and applying the card of your choice. At your next Advancement you can choose to keep the Tinge instead, otherwise the Tinge blows away on the wind. Be sure to conceal you Tinges, the Wyld Breakers are always on the look for Folk meddling with the Old Times.
If your Accord reaches 0 then you're lost as the wild magic overwhelms you
BEAST WITHIN - During character creation, choose a Kith and make note of the traits in brackets. Spend a Benny to temporarily gain an Edge (you must meet the requirements) or 3 points of Racial Abilities that reflects your Kith via those traits. Beast Within lasts for a scene.
FOUR LEAFED CLOVER - You've made it this far, all Wild Cards start with the Lucky Edge.
PACTSTONES - Relics from the Bygone Days, these rings of standing stone were erected where Folk swore oaths and spilled blood. In these Fallen Days they still crackle with turbulent energies and a daring beast could coax it to the surface for their own ends if they'd just open their veins a little.
You may draw upon a pactstone's latent power through a Dramatic Task (5 Task Tokens in 3 rounds) using Occult and similarly appropriate skills, spending Wounds (+2 per Wound) and Accord (+1 per Accord) for bonuses on your rolls. If successful, you gain a magical charge. This charge may be spent to:
- Treat every Power Point you spend as 2.
- Increase the Range of a power to your Spirit in miles.
- Increase the damage of a power by +3d6
Backlash: Failing the activation check provokes an Accord check with a -2 penalty. Draw an additional card for the Drift if you fail.
You can also knap pactstone shards into crude blades or arrowheads, gaining 2 points of Armor Penetration and ignoring bonuses to toughness from powers or special qualities.
ADDITIONAL SETTING RULES YOU MIGHT WANT TO USE*: Born A Hero, Dynamic Backlash, Wound Cap
*I use all of these.
NEW EDGES
BALLADEER
REQUIREMENTS - Seasoned, Performance D8, Arcane Background (Bard)
At the start of the session, roll 2 of your Perform dice and set them aside. You can replace any resist roll so long as you're Performing. Additionally you can use Perform instead of Taunt for tests and add the [Inspiring] tag to your Kith.
CUSTODY
REQUIREMENTS - Umbral Cabinet, Spirit d10
Throw back some Snakebite and let your ghost advisors take the wheel Once per session, you can add +4 to any skill the GM agrees is in line with one of your umbral cabinet's experiences.
DEMAGOGUE
REQUIREMENTS - Seasoned, Persuasion d8
You're able to gather Furred Folk to your cause with relative ease. Reduce the amount of Food needed to upgrade your cell by 1. Your cell cannot benefit from more than one Demagogue at a time.
FERVENT
REQUIREMENTS - Novice, Spirit d8
When you're outnumbered, add +2 damage and gain +1 Armor. Add the [Messy] tag to your Kith.
GLAMOUR
REQUIREMENTS - Seasoned, Bend Shape D8, Arcane Background (Chimerics)
You can alter minor details of your appearance with a Spirit roll (ie: fur pattern, coloration, etc). Also you can attract the attention from someone with only a glance. A botch calls attention from Above.
HUNTER'S EYE
REQUIREMENTS - Novice, Notice d10
With a successful Notice roll you can ask the GM a question about a given enemy and they must provide an honest answer. Each Raise gives you an additional question. Add the [Sharp Eyes] tag to your Kith.
NINE LIVES
REQUIREMENTS - Cat
When you would die, suffer an injury, or botch a roll then you can escape the consequences (ex: immediately recover 1 Wound, ignore the injury roll, or treat the botch as a normal failure). Each time you do this, reduce your starting Bennies by 1.
OPPORTUNISTIC
REQUIREMENTS - Novice, Agility D8
When you outnumber your opponent, roll an additional D8 for damage and drop the lowest. Add the [Underhanded] tag to your Kith.
POT-VALOR
REQUIREMENTS - Veteran, Vigor D10, Spirit d8
After 3 shots of Snakebite, you back down from no one and no thing. Ignore 2 points of penalties to tests and increase your Strength die by one size.
PUISSANT
REQUIREMENTS - Arcane Background (Sorcery), Strength D8
When you deal damage with a spell, roll an additional die of the appropriate type and discard the lowest.
TUNNELER
REQUIREMENTS - Mole
You can burrow through the earth at your full Pace leaving a tunnel behind for others. It might be a tight squeeze though. You can also Run while burrowing but the tunnel collapses behind you..
UNDERFOOT
REQUIREMENTS - Roden
Non-Roden Folk suffer a -1 to hit you in melee combat. You lose this benefit when you're Entangled or Bound. If you have the Thief Edge, then add +1 when squirming out of bonds or through tight spaces.
UMBRAL CABINET
REQUIREMENTS - Novice, Spirit d8
You have a panel of 3 ghostly advisors to confer with. You can table talk with your fellow players who aren't present in the scene for 1 Fatigue level. If you have an Arcane Background then add +1 to activate powers dealing with spirits.
WARRANT
REQUIREMENTS - Seasoned, Arcane Background (Sorcery) -or- Persuasion D8, Connections
You hold a license to perform sorcery, regardless of your actual ability. Reduce the rarity of potent herbs, magical reagents, and sorcerous contraband by one category. The Wyld Breakers might still come knocking on your door if they have a reason.
ADDITIONAL SETTING RULES YOU MIGHT WANT TO USE*: Born A Hero, Dynamic Backlash, Wound Cap
*I use all of these.
NEW EDGES
BALLADEER
REQUIREMENTS - Seasoned, Performance D8, Arcane Background (Bard)
At the start of the session, roll 2 of your Perform dice and set them aside. You can replace any resist roll so long as you're Performing. Additionally you can use Perform instead of Taunt for tests and add the [Inspiring] tag to your Kith.
CUSTODY
REQUIREMENTS - Umbral Cabinet, Spirit d10
Throw back some Snakebite and let your ghost advisors take the wheel Once per session, you can add +4 to any skill the GM agrees is in line with one of your umbral cabinet's experiences.
DEMAGOGUE
REQUIREMENTS - Seasoned, Persuasion d8
You're able to gather Furred Folk to your cause with relative ease. Reduce the amount of Food needed to upgrade your cell by 1. Your cell cannot benefit from more than one Demagogue at a time.
FERVENT
REQUIREMENTS - Novice, Spirit d8
When you're outnumbered, add +2 damage and gain +1 Armor. Add the [Messy] tag to your Kith.
GLAMOUR
REQUIREMENTS - Seasoned, Bend Shape D8, Arcane Background (Chimerics)
You can alter minor details of your appearance with a Spirit roll (ie: fur pattern, coloration, etc). Also you can attract the attention from someone with only a glance. A botch calls attention from Above.
HUNTER'S EYE
REQUIREMENTS - Novice, Notice d10
With a successful Notice roll you can ask the GM a question about a given enemy and they must provide an honest answer. Each Raise gives you an additional question. Add the [Sharp Eyes] tag to your Kith.
NINE LIVES
REQUIREMENTS - Cat
When you would die, suffer an injury, or botch a roll then you can escape the consequences (ex: immediately recover 1 Wound, ignore the injury roll, or treat the botch as a normal failure). Each time you do this, reduce your starting Bennies by 1.
OPPORTUNISTIC
REQUIREMENTS - Novice, Agility D8
When you outnumber your opponent, roll an additional D8 for damage and drop the lowest. Add the [Underhanded] tag to your Kith.
POT-VALOR
REQUIREMENTS - Veteran, Vigor D10, Spirit d8
After 3 shots of Snakebite, you back down from no one and no thing. Ignore 2 points of penalties to tests and increase your Strength die by one size.
PUISSANT
REQUIREMENTS - Arcane Background (Sorcery), Strength D8
When you deal damage with a spell, roll an additional die of the appropriate type and discard the lowest.
TUNNELER
REQUIREMENTS - Mole
You can burrow through the earth at your full Pace leaving a tunnel behind for others. It might be a tight squeeze though. You can also Run while burrowing but the tunnel collapses behind you..
UNDERFOOT
REQUIREMENTS - Roden
Non-Roden Folk suffer a -1 to hit you in melee combat. You lose this benefit when you're Entangled or Bound. If you have the Thief Edge, then add +1 when squirming out of bonds or through tight spaces.
UMBRAL CABINET
REQUIREMENTS - Novice, Spirit d8
You have a panel of 3 ghostly advisors to confer with. You can table talk with your fellow players who aren't present in the scene for 1 Fatigue level. If you have an Arcane Background then add +1 to activate powers dealing with spirits.
WARRANT
REQUIREMENTS - Seasoned, Arcane Background (Sorcery) -or- Persuasion D8, Connections
You hold a license to perform sorcery, regardless of your actual ability. Reduce the rarity of potent herbs, magical reagents, and sorcerous contraband by one category. The Wyld Breakers might still come knocking on your door if they have a reason.