The Derwydd Advisor is
knowledgable, canny, and skilled at discerning the truth in men's souls.
They make the ideal advisors and are often found as counsels to chiefs,
headmen, and even the occasional young hero with an auspicious future. |
A Derwydd
Advisor is better served as an NPC, but a motivated player could certainly
play one to good effect, particularly in a campaign focusing on politics or
intrigue. |
Cost |
Ability |
55 |
Derwydd Package |
10 |
Verbal Sparring Skills |
12 |
Loremastery (recpoup 1 pt for KS: Nature Lore) |
20 |
Aura Reading |
2 |
WF: Derwydd Group (Staff,
Sling, Sickle, Dagger) |
1 |
Literacy w/ Native Language |
100 |
Total Cost of Abilities |
Value |
Disadvantages |
-10 |
Physical Limitation: May Only Use Derwydd
Spells If In Good Standing With Religious Beliefs (Infrequently, Greatly
Impairing) |
+90 |
Total Cost of Package |
The Derwydda Magic System is detailed
here.
|
NOTE: Practitioners of Derwydda (dur-WEETH-ah) are collectively called
Derwyddon (dur-WEE-thon) collectively, or Derwydd (DUR-weeth) singularly.
|
Derwydda is a form of Nature Magic that focuses on powerful Magics stemming from
a understanding of the Natural World, and channelling the very power of the Universe
itself.
|
Derwyddon are a type of Magic User skilled at working powerful Magics when given
the chance, but not quite as good in tense situations such as combat. An individual
Derwydd isn't particularly good in a combat situation, but given time and a Standing
Stone a Derwydd can work shockingly powerful Magic, and a clutch of Derwyddon working
together can shake the fundaments of the world.
|
Derwyddon are also good at preparing powerful Spell Effects on At Will Triggers
in relative safety, which they can later release for devastating results, which
somewhat compensates for the difficulities they suffer when attempting to cast Spell
Effects in combat.
|
Cost
|
Ability
|
15
|
Derwydd Spell Skills
|
5
|
KS: Nature Lore +2
|
3
|
PS: Create Standing Stone
|
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)
|
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
|
10
|
Strong Willed: +5 EGO
|
7
|
Stamina: +14 END
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
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)
|
var
|
More Spell Skills
|
3*
|
+1 Penalty Skill Level to offset Combat Casting Penalty with All Spells
|
5
|
Bright: +5 INT
|
5
|
+1 with All INT Based Rolls
|
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)
|