In today’s article, we will dive into two supernaturally powered paths. First, let’s discuss some mechanics that define the supernatural aspects of the setting of Grimdark West. We will talk about multipathing and how it works with the supernatural paths, and we will discuss the Will attribute and how it works with Talents.
First, Multipath Characters are not only a thing in Grimdark West but are encouraged. You can play just a Gunslinger or a Gunslinger and frontiersman to build a stealthy bounty hunter who is handy with dual pistols. Multipathing allows the Player to define and create unique and fun characters. The only exception to this is the Supernatural Paths.
What’s different with Supernatural paths? I hear you ask. Well, to put it simply, the answer is where the power comes from. In Grimdark West, There are Several sources of otherworldly power. These sources are as follows, along with the path and color associated with them.
First is the Divine, which the Faithful represents, and the color is Yellow. Second is the Natural represented by the Shaman, and the color is Green. Third is the Bound, represented by the Packmaker, whose color is Red. Fourth and last for players is the Self, which the Spellbinder represents, and the color is Blue. The final source is Entropy, which is unrepresented by any path as Players cannot channel the powers of Entropy, whose color is Purple.
Where one gets their powers is a core and defining part of who they are, as any individual may only tap into one power source. In a game sense, a Faithful may not Multipath into a Spellbinder or any other Supernatural Path. There are ways to “Tap” into effects from other supernatural paths; they will usually be at a higher Tier and have different effects that make them unique to their path.
For example, Faithful and Shaman have abilities similar to Nether Step, a Spellbinder movement ability. Both are higher Tier than the spellbinders and have a higher cost. In addition, The Shaman’s ability requires them to walk into a Tree and Exit one Within the Distance they wish to Travel, which means that without Trees or sufficient vegetation, they can’t use the ability. The Faithful version is loud and takes a few turns for them to “shift” into the Nether as they must chant an incantation both before and during their traversal. The Faithfuls version also attracts the attention of any Nether-based entities nearby. Only the Spellbinder is truly a silent movement ability. In addition, a higher tier Talent allows them to take allies with them if a Shadow is present at both the starting and ending locations.
Next is the Will Attribute and how it relates to Talents. Will directly determines the maximum Risk Dice you may use when activating a Talent. In all the previous articles, we listed Talents and gave a numerical number of Risk Dice for the ones that call for them. Some talents have an X, where the number of dice is usually in the Talent description. These Talents allow the Player to use more or less Risk Dice depending on the effect they are looking for.
Most of the Supernatural Paths Talents are X number Talents or have wording that states up to X number of dice, allowing players to decide just how many Risk Dice they choose to use.
What if I have a Will Score that is lower than what a Talent calls for?
If a Talent Calls for 3 Risk Dice and your Will is a 4, then your maximum Risk Dice is Half the Will round up, so 2. In this case, you cannot use the talent until you increase your will using EXP.
We will end with a small taste of the Abilities of the Spellbinder and Faithful.
Spellbinders can take the following Tier 1 Talents. These are only two of the Tier One Talents out of the Five.
Witch bolt: The character spends x risk dice to make one empowered Ranged attack with a range of long and a damage of 1 Empowered per success!
Call the Nether: The character raises the Stress score of the current scene to a maximum of +3. For each point the scene’s Stress Score is increased, they add 1 Risk Dice to the Risk Pool.
The Faithful also gets access to the following on Tier One.
Blessing of the Sword: The character may take x risk dice from the risk pool and give them to allies within 30 feet or six spaces at a max of 1 each. Roll these dice as part of the next attack, and that attack is considered Empowered!
Prayer of Peace: The character may spend x risk dice to bless an ally. The number of dice spent determines the blessing they receive.
1 The target removes the Shaken Condition!
2The Target removes the Panicked Condition!
3 The Target removes the Shaken or Panicked Condition and can’t be targeted until the Faithful’s next turn starts!
As you can see, the Supernatural Paths tend to be Risk Dice heavy and thus are both a great boon to players and Directors alike!
Next Week, we will discuss some of the Entities you will face in the Grimdark West!
*You will notice we have dropped the names of a few paths that have not gotten articles. We have to leave some surprises for the main release and future releases 😉