Skip to main content

Archetype: Spirit Speaker

Gifted with the ability to speak with the dead, the Spirit Speaker walks a delicate balance. Communicating with the dead strengthens its senses and allows it access to information lost to others, but the expectations of the dead hold the Spirit Speaker accountable. Causing death or telling lies would tarnish the delicate reputation the Spirit Speaker has made for itself. The Spirit Speaker is not fast or physically trained but its connection with the spirits allows it to act quickly in response to danger (through Attribute Substitution).

STRATEGY
The Spirit Speaker excels in social situations and investigation due to its ability to speak with the dead. In combat it is a hesitant combatant, willing to disable or disrupt an opponent but not cause death. It has a Companion spirit that follows it to do its bidding, protecting and defending. The Spirit Speaker can also summon further spirits to do its bidding by using its Summon Shade action.

Attributes: Perception 2, Will 2, Persuasion 2, Presence 3, Entropy 4, Prescience 5
HP: 20
Guard: 16
Toughness: 12
Resolve: 15
Speed: 30'

Feats: Attribute Substitution (Prescience -> Agility) II

Favored Actions:
Spirit Scry (invoke Spying): Prescience v. Resolve
Cold of the Grave (invoke Sickened): Entropy v. Toughness
Banshee's Wail (invoke Deafened): Entropy v. Toughness
Grasp of the Dead (invoke Stunned): Entropy v. Toughness
Spirit Sight (invoke Truesight or Blindsight): Prescience v. CR 20
Wraith Wall (invoke Barrier[Hindering]) Entropy v. CR 16
Summon Shade (invoke Summon Creature): Entropy v. CR 18
SHADE
Agility 1, Fortitude 1, Entropy 2, HP: 4, Guard/Toughness/Resolve: 11
Ghost Touch(Damaging  Attack): Entropy v. Guard




Comments

Popular posts from this blog

Why Play Open Legend and Legends of Today

There are reasons to choose Open Legend as a Role-Playing Game. For new players and new groups, there are so many choices of game to play! In the interest of that, here are some things to think about when you consider Open Legend. For more about Legends of Today, check out What Kind of Game is This? Open Legend benefits 1. It's free and open-source! This gives you a chance to try a game with little up-front cost. You can find all of the rules for the game on the website openlegend.com . There are already good online tools for Open Legend ( openlegend.heromuster.com ) so you can create characters and track things without paper. That means all you need is dice! There are online dice simulators readily available for free, so you could play this game at no expense. But dice are fun! 2. The game encourages you to make the characters you want. You can generate pretty much any character and simulate any genre. The rules are light and consistent. There are no spellbooks and few list...

Campaign Example: The Infiltrators Adventure 1

Last night on twitch.tv/time2tabletop I got the opportunity to start bringing Legends of Today to life! This was a first Open Legend game for all the players and one of the first RPGs ever for 2 of the players. With that in mind I simplified out the magical races and just focused on 'normal' characters. So this was a proof of concept for the modern setting, not the idea of including magic. I learned a few things: 1. Loose notes are good notes. I kept the things the players liked best and skipped anything they didn't. 2. Fights in Open Legend can be brutal! This might be luck, but last time I ran OL, the party ran right over the opposition. This time, I immediately exploded the dice in a big way against a PC. They were knocked unconscious immediately. 3. Unsurprisingly, there is a big difference between a Power Level 7 and Power Level 5. The attacks made at Power Level 7 proved unstoppable against Level 1 players. I took note of the names the players wanted to use bu...

Threats

Threats are everywhere. Legends of Today need Threats to face. Governments While it's simple enough to imagine that governments fear the magical, it's really specific segments of the government that may deal with magical threats. Department of Immigration The natural choice to control magical beings in the country, Immigration has suddenly become faced with beings it has no chance of controlling. Some magicals work with Immigration, especially Trolls who don't think of national politics as such. Bureau of Investigation The BI is in charage of threats to the nation. The sudden return of magic definitely qualifies. Some of its senior members may be magical, or advised by the magical, so this may be more of a targeted witch hunt or vendetta instead. Department of Defense/military Weaponizing magic and the magical would be an incredible coup. Scarier to contemplate is that this government is not the first to bring magic to the battlefield. Corporations Corpora...