Difference between revisions of "Talk:Evengar"

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(New Powers: new section)
 
 
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* '''Tunnel Vision''' – Evengar have developed sight in pitch darkness after generations of mining underground.  They can see perfectly well even in the absence of light.
 
* '''Tunnel Vision''' – Evengar have developed sight in pitch darkness after generations of mining underground.  They can see perfectly well even in the absence of light.
 
* '''Landscapers''' – Evengar have clawed hands useful for digging: they receive a +1 on [[Might]] checks to dig with their bare hands.  They also can use these claws as a weapon. Evengar Claws cause 2 Harm, take 3 AP, and use the Hand-to-hand skill.
 
* '''Landscapers''' – Evengar have clawed hands useful for digging: they receive a +1 on [[Might]] checks to dig with their bare hands.  They also can use these claws as a weapon. Evengar Claws cause 2 Harm, take 3 AP, and use the Hand-to-hand skill.
* '''Well Grounded''' – Evengar have a connection to the earth — literally. Their tough feet, paw pads, and claws allow them to traverse difficult terrain at their normal speed; they are immune to the [[hampered]] condition if caused by terrain.  
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* '''Well Grounded''' – Evengar have a connection to the earth — literally. Their tough feet, paw pads, and claws allow them to traverse difficult terrain at their normal speed; they are immune to the [[Condition|hampered condition]] if caused by terrain.  
  
 
'''Origin Powers'''. Choose one of the following.
 
'''Origin Powers'''. Choose one of the following.
* '''Dungeon Delvers''' – It's a piece of cake for an evengar to find their way out of an underground dwelling. They receive a +2 on [[Search]] to navigate when underground. (Consider pairing with [[Manhunter]])
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* '''Dungeon Delvers''' – It's a piece of cake for an evengar to find their way out of an underground dwelling. They receive a +2 on [[Search]] to navigate when underground.
* '''Highlanders''' – Life is tough up in the mountains and they work hard at it. Evengar receive a +2 on [[Stamina]] to resist exhaustion. (Consider pairing with [[Mountain Man]])
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* '''Highlanders''' – Life is tough up in the mountains and they work hard at it. Evengar receive a +2 on [[Stamina]] to resist exhaustion.
  
 
'''Societal Powers'''. Choose one of the following.
 
'''Societal Powers'''. Choose one of the following.
 
* '''Crafty''' – When evengar feel their creative itch, and they sit down to create or repair an object (be it a sculpture, a weapon, a piece of jewelry, or something similar), they receive a +2 bonus on the [[Craft]] check.
 
* '''Crafty''' – When evengar feel their creative itch, and they sit down to create or repair an object (be it a sculpture, a weapon, a piece of jewelry, or something similar), they receive a +2 bonus on the [[Craft]] check.
* '''Moral Compass''' – Evengar place their honor above most everything and keep their impulses in check. They receive a +2 bonus to [[Virtue]]. "Nah, I'm good." (Consider pairing with [[Perspective]])
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* '''Moral Compass''' – Evengar place their honor above most everything and keep their impulses in check. They receive a +2 bonus to [[Virtue]]. "Nah, I'm good."
* '''Warrior Race''' – Yes, it ''is'' a very good day to die. Evengar are ready to go in guns blazing. They receive a +1 bonus to [[Intimidate]] and [[Taunt]]. (Consider pairing with [[Bully]] or [[Oh Snap]]!)
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* '''Warrior Race''' – Yes, it ''is'' a very good day to die. Evengar are ready to go in guns blazing. They receive a +1 bonus to [[Intimidate]] and [[Taunt]].

Latest revision as of 13:34, 4 March 2019

New Powers

  • Tunnel Vision – Evengar have developed sight in pitch darkness after generations of mining underground. They can see perfectly well even in the absence of light.
  • Landscapers – Evengar have clawed hands useful for digging: they receive a +1 on Might checks to dig with their bare hands. They also can use these claws as a weapon. Evengar Claws cause 2 Harm, take 3 AP, and use the Hand-to-hand skill.
  • Well Grounded – Evengar have a connection to the earth — literally. Their tough feet, paw pads, and claws allow them to traverse difficult terrain at their normal speed; they are immune to the hampered condition if caused by terrain.

Origin Powers. Choose one of the following.

  • Dungeon Delvers – It's a piece of cake for an evengar to find their way out of an underground dwelling. They receive a +2 on Search to navigate when underground.
  • Highlanders – Life is tough up in the mountains and they work hard at it. Evengar receive a +2 on Stamina to resist exhaustion.

Societal Powers. Choose one of the following.

  • Crafty – When evengar feel their creative itch, and they sit down to create or repair an object (be it a sculpture, a weapon, a piece of jewelry, or something similar), they receive a +2 bonus on the Craft check.
  • Moral Compass – Evengar place their honor above most everything and keep their impulses in check. They receive a +2 bonus to Virtue. "Nah, I'm good."
  • Warrior Race – Yes, it is a very good day to die. Evengar are ready to go in guns blazing. They receive a +1 bonus to Intimidate and Taunt.