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All Wild Card characters are automatically granted the Birthsign Edge and receive the benefits of being born under a particular constellation. It is recommended that the character’s birthsign be determined randomly using the following table:
|1||The Ritual||Morning Star|
|2||The Lover||Sun’s Dawn|
|3||The Lord||First Seed|
|4||The Mage||Rain’s Hand|
|5||The Shadow||Second Seed|
|7||The Apprentice||Sun’s Height|
|8||The Warrior||Last Seed|
|11||The Atronach||Sun’s Dusk|
|12||The Thief||Evening Star|
After rolling on this table, roll a second d12. If it matches the number that you had previously rolled, then the character was born at a time when The Serpent constellation was attacking the constellation that they would have been under. Instead of the intended constellation, they have the birthsign of The Serpent.
Within the stars of Tamriel are thirteen special constellations that cross the path of the sun, each of which are said to determine an individual’s personality and bestow mystical powers to special individuals born under them. When the sun rises near one of the constellations, it is that constellation’s season. Each constellation has a season of approximately one month. The Serpent has no season, for it moves about in the heavens, usually threatening one of the other constellations.
All Wild Card characters are automatically given a birthsign and cannot have more than one. Each birthsign produces a unique power that is often perceived as both a blessing and a curse.
The Warrior is the first Guardian Constellation and he protects his charges during their Seasons. The Warrior’s own season is Last Seed when his Strength is needed for the harvest. His Charges are the Lady, the Steed, and the Lord. Those born under the sign of the Warrior are skilled with weapons of all kinds, but prone to short tempers. Characters with this birthsign receive a +2 bonus to Strength checks (but not damage).
The Mage is a Guardian Constellation whose Season is Rain’s Hand when Magicka was first used by men. His Charges are the Apprentice, the Atronach, and the Ritual. Those born under The Mage have more Magicka and talent for all kinds of spellcasting, but are often arrogant and absent-minded. Characters with this birthsign receive 5 additional Magicka.
The Thief is the last Guardian Constellation, and her Season is the darkest month of Evening Star. Her Charges are the Lover, the Shadow, and the Tower. Those born under the sign of the Thief are not necessarily thieves, though they take risks more often and only rarely come to harm. They will run out of luck eventually, however, and rarely live as long as those born under other signs. Characters with this birthsign receive one additional Benny or Adventure Card each session, cumulative with Luck, Great Luck, and Destiny’s Child.
The Serpent wanders about in the sky and has no Season, though its motions are predictable to a degree. No characteristics are common to all who are born under the sign of the Serpent. Those born under this sign are the most blessed and the most cursed. Characters with this birthsign can make a bare-handed Touch Attack to magically poison their target with the equivalent of Knockout Poison (see page 88 in Savage Worlds Deluxe). But immediately afterwards, the attacking character must make a Vigor check at +2. On a failure, they themselves are instantly knocked out. On a success, they are Exhausted. On a raise, they are merely Fatigued.
The Lady is one of the Warrior’s Charges and her Season is Heartfire. Those born under the sign of the Lady are kind and tolerant. Characters with this birthsign receive a +1 bonus to Spirit rolls to resist Shaken.
The Steed is one of the Warrior’s Charges, and her Season is Mid Year. Those born under the sign of the Steed are impatient and always hurrying from one place to another. Characters with this birthsign have their pace increased by 2. If they ever roll below a 3 on their Running Die, it is counted as a 3.
The Lord’s Season is First Seed and he oversees all of Tamriel during the planting. Those born under the sign of the Lord are stronger and healthier than those born under other signs. Characters born with this birthsign can spend a Benny to automatically heal one Wound, even after the Golden Hour.
The Apprentice’s Season is Sun’s Height. Those born under the sign of the apprentice have a special affinity for magick of all kinds, but are more vulnerable to magick as well. Characters with this birthsign receive +10 Magicka, but a –2 penalty to resist any magical effects.
The Atronach (often called the Golem) is one of the Mage’s Charges. Its season is Sun’s Dusk. Those born under this sign are natural sorcerers with deep reserves of magicka, but they cannot generate magicka of their own. Characters with this birthsign have +15 Magicka, but can only regenerate Magicka while sleeping.
The Ritual is one of the Mage’s Charges and its Season is Morning Star. Those born under this sign have a variety of abilities depending on the aspects of the moons and the Divines. Characters with this birthsign receive the most common ability, Mara’s Gift, which allows a character once per day to spend a Benny and immediately make a Vigor roll to recover wounds via natural healing, ignoring all wound penalties. This must be done during the Golden Hour.
The Lover is one of the Thief’s Charges and her season is Sun’s Dawn. Those born under the sign of the Lover are graceful and passionate. Characters with this birthsign gain +2 Charisma.
The Shadow’s Season is Second Seed. The Shadow grants those born under her sign the ability to hide in shadows. In the Black Marsh, Argonians born under the sign of the Shadow are called “Shadowscales”; they are given to the Dark Brotherhood at birth and are trained to be assassins. Characters with this birthsign are granted the invisibility power and can use it at any Rank.
The Tower is one of the Thief’s Charges and its Season is Frostfall. Those born under the sign of the Tower have a knack for finding gold. Characters with this birthsign can make a Notice check a –2 to get a sense of where gold or other valuables can be found. It is up to the GM how specific this sense is in a given situation, but it is generally more accurate when closer to the treasure.