Tuesday, April 21, 2020

Borchardbriar: Unseen Principalities and Unclean Spirits


ARCANE BACKGROUND (Bard)
ARCANE SKILL: Performance (Spirit)
STARTING POWERS: 3
POWER POINTS: 10
Bards are highly skilled performers but they're more than simple musicians. Scraps of power hide in the shanties, stories, and songs echoing through pubs and churches. A bard coaxes these echoes, drawing on their legendary feats or offering a balm to their comrades.

Suggested Powers: boost trait, darksight, deflection, fear, healing, protection, quickness, speak language, succor, summon ally, warrior's gift
Backlash: Drawing on the Distant Past can leave an open door for phantoms to come forward and relive their glory days. 1 Ghost per Wild Card appears, make reaction rolls for each ghost. This is in addition to normal Backlash.

ARCANE BACKGROUND (Chimeric Might)
ARCANE SKILL: Bend Shape (Strength)
STARTING POWERS: 2
POWER POINTS: 15 
Chimeras tap into the land's Wild Magic, flexing an immaterial set of muscles to alter their forms to grow quills, massive size, or a sticky tongue as needed. Many live on the fringes of city and town, hesitant to expose themselves to Wyldbreakers.

Note: A chimera's powers are limited to targeting themselves unless they pay for Additional Recipients or it makes narrative sense.

Suggested Powers: burrow, damage field, entangle, farsight, fly, growth, shape change, and anything else you can work out with your GM.
Backlash: The Wild Magic slips through your grip and runs rampant. All trees, grass, ivy, etc. in a league suddenly grow large, aggressively biting into any buildings, roads, or walls in the vicinity. This is in addition to normal Backlash.

ARCANE BACKGROUND (Sorcery)
ARCANE SKILL: Spellcasting (Smarts)
STARTING POWERS: 3
POWER POINTS: 10
Sorcerers understand the World is patchwork stitched together by unseen forces and high powers. Through practice they learn the rituals, gestures, and words in the Watchers' Blue Tongue to command the little needles, producing magical effects when invoked.

Suggested Powers: banish, blind, boost/lower trait, clairvoyance, deflection, detect/conceal arcana, dispel, divination, elemental manipulation, puppet, slow, slumber, teleport, wall walker
Backlash:  There's a catch or snag when you release the spell, the ripping and tearing fundamentally alters the area (large template) until the next full moon. Water is not wet. Fire does not burn. Air chokes. Earth floats into the sky. This is in addition to normal Backlash.

THE YONDER & ITS INHABITANTS
Everybeast has heard a similar tale: a beast has stopped breathing, pulled from a river or similar accident, and thought to be dead. When they cough up the water, or what-have-you, they recover quickly. Nonetheless they were lost to us for a time.

And where were they while not-quite-dead? Stuck as the soil beneath our paws. The Golden Meadow or Dark Forest promised by the Abbey? No. They tell us of a blue expanse full of chill light.

Show me a beast who claims ignorance of this place and I will show you a liar. They've been to the Yonder, an Otherworld arching over our heads we all visit briefly on the cusp of sleep. Which is important to remember. Unlike the Watchers, we're just passing through.

Clutch that Saint's medallion close when you sleep, lest the witch-birds swoop in and steal your good dreams. Those oddities of churning wings and fiery eyes have long memories and witness everything. I bet they remember before Reynard ruled Castle Borchardbriar.

Is it any wonder Sorcerers build towers to entreat them for secrets, power, and patronage?
Bartering the bones of our dead for their greed.

- Crait, Retired Meow Street Runner

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