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Seeyrs

Seeyr is the common term for a person that has undergone a series of changes associated with overexposure to Oyl. Seeyrs are often transformed over time by their own Oyl use, however some are born seeyrs following high concentrations of Oyl in utero. They are marked by a set of distinct physiological and mental differences. Seeyrs have purple hued skin and pale yellow hair. They have an extra set of joints in their hands and feet, with visibly long and boney fingers that extend all the way to the wrist.. Most strikingly, they have no eyes leaving them physically blind. After their eye tissues dissolve, some seeyrs will wear cloth coverings or sew their eyelids shut to protect their empty eye sockets. Despite this, most seeyrs don’t have any issues navigating the world due to their limited prescience. All seeyrs can comprehend up to a few seconds into the future, which is thought to be the origin of their common name. These abilities can be honed with time, practice, and most importantly access to Oyl . With steady consumption of Oyl , seeyrs have been known to live for hundreds of years and do not experience the negative effects of aging on the body. Conversely, without this essential Oyl , they suffer from an induced sickness known simply as the Wythering , that makes them emaciated and strips them of their foresight, until their bodily atrophy results in death. Even during the heights of Oyl research, little was known about the abhuman variant known as seeyrs, and now during this age of superstition and loss, they are viewed both as mystical wonders and terrifying witches.

Seeyr

Blind


You are completely without sight. You suffer a -6 on all physical tasks that require vision (GM's call).

Oyl Dependency


You must consume an amount of Oyl each day in order to survive. Without Oyl, you become Fatigued each day until you are Incapacitated. Beyond that without Oyl and you may perish. While you have enough to consume, you may recover one level of Fatigue each hour.

Frail


You are less durable than other species and have -2 to your Toughness.

Danger Sense


You an sense when something bad is about to happen. When rolling for Surprise, you add +2 to your Notice roll to act in the first round. With a raise, you start the encounter on Hold.
In other situations not covered by the Surprise rule ( a sniper shot, a pit trap, a poisoned drink, etc.) Danger Sense gives you a Notice roll at -2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and you make the Notice roll, the foe doesn't get The Drop against you.

Alertness


Not very much gets by you. You're very observant and perceptive, and add +2 to your Notice rolls to hear, feel, or otherwise sense the world around you.

Prescient Parry


Your innate visions increase your Parry by +2.

Gifts


You gain the following bonus and Powers to represent your innate gift of Foresight. Treat this as the Gifted Arcane Background Edge

Increase Focus to d4


Divination


Object Reading


Detect Arcana


Only the Detect affect, not Conceal Arcana






 

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