Wyrd Street Tease: Dr. Zuberi Mbogo, the Quack

And so we come to it at last: The great battle of our time The final Iconic Character preview prior to Wyrd Street’s launch.

A title banner for Wyrd Street, an upcoming tabletop RPG by Tyler F.M. Edwards.Zuberi Mbogo grew up in the Firstborn settlements of the Rusty Peaks. Heirs of the very first few humans, the Firstborn value knowledge and self-improvement, and this legacy helped Zuberi become a capable and caring physician.

But what began as a happy life became dogged by tragedy. He lost his wife as she gave birth to their daughter, Subira. Then came the Divine Legion, and the war.

Zuberi fled the conflict and found a new home in Morhold, but life in the city has been a struggle for him and his now-teenaged daughter. Still, he makes the best of things, and he tries to give back to his new home, operating a nameless clinic in the alleys south of Wyrd Street that offers treatment to all, with no questions asked.

While the wealthy of the city look down on Zuberi as a “Quack,” he does the important work of providing care to those with nowhere else to turn.

Like Vigilantes, Quacks are one of the two classes in Wyrd Street to have distinct subclasses, so there is a bit of symmetry to ending this series of teasers here. Specifically, level one Quacks must choose to become either a Chemist or an Anatomist.

Chemists are a support-oriented build that prefers to fight from range. Anatomists can also do some healing and buffing, but where they really excel is damage. Their knowledge of anatomy allows them to deliver devastating blows with just a simple knife.

There are other differences between the subclasses, as well. While neither subclass can regenerate focus very well, Chemists have access to a much larger maximum pool of focus — but unlike Anatomists, they struggle to contribute once their focus has run out.

Another unique feature of Quacks is their systems of concoctions and delivery systems. Many Quack abilities come in the form of alchemical concoctions, but the precise nature and effect of these abilities is determined by the delivery system chosen to enact them.

To use an easy example, Restorative Concoction is used to heal, but how it heals depends on the delivery system. Injection provides strong healing to a single target within melee range, Aerosol delivers weaker healing in an area from a distance, and Dart applies the Renewal Boon, with provides slow healing over time.

All Quacks have access to the Injection delivery system from level one. Aerosol is unlocked later on, and Dart is a unique perk of the Chemist subclass. Both subclasses eventually gain access to all three possible concoctions: Restorative, Corrosive, and Stimulating.

At higher levels, Quacks dabble in increasingly dangerous and untested methodology. Experimental Resucitation provides a boost of healing to a downed ally and is one of the only abilities in the game to restore Vitality as well as health.*

*(Side effects may include bleeding, the Sickened Affliction, and hiccups. Consult your Quack before use.)

Or if you really want to gamble, you can inflict an Overdose on a friend or foe. Overdose provides multiple strong buffs to a character for one round… before causing massive poison damage and inflicting the Sickened Affliction for the remainder of the encounter.

If the stars align just right for you, you could have an ally stun a powerful foe, Overdose them, have a Heretic possess them and use their buffs to devastate your opponents, then leave your foe severely injured and debilitated as the stun, possession, and Overdose all end.

If your GM complains about this strategy, you didn’t hear it from me…

Helpful and inventive, the Quacks of Wyrd Street make the best of any hand they’re dealt, just as Zuberi has.

As the game’s launch approaches, more and more art is being completed, and I’m proud to unveil the completed character art for Zuberi, as it will appear in the rulebook.

Art of Dr. Zuberi Mbogo, the Iconic Quack from my upcoming table-top RPG Wyrd Street.Wyrd Street is scheduled to launch before the end of the year.

Wyrd Street Tease: Burning Grin, the Scoundrel

As summer marches on and progress continues on completing the game, we come to our penultimate deep-dive on one of Wyrd Street’s Iconic Characters.

A title banner for Wyrd Street, an upcoming tabletop RPG by Tyler F.M. Edwards.Known informally in my own mind as “Lakota Batman,” the Plainsfolk orphan Burning Grin has endured a hard life. Following the murder of his parents, he grew up on the streets of Morhold, enduring trials that forged him into a true survivor.

Now that he’s an adult, he has come to find a home for himself in the city that once took everything from him. The people of Wyrd Street have welcomed him as one of their own; he has found a friend in the blacksmith and fellow Plainsfolk Sings to Iron, and a lover in the Tiahnese renegade Bing Li.

The fires of mythical beasts still run hot in the veins of the Plainsfolk, and Burning Grin earns his name from the subtle flames that flicker across his teeth. To his friends, that smile holds warmth and fellowship. For those who would exploit the innocent, that blazing grin is a source of terror, and sometimes the last thing they see.

As I have said before elsewhere, all of Wyrd Street’s classes started as “discount” versions of traditional fantasy classes, and they’re named accordingly. Quack instead of Alchemist, Street Preacher instead of Priest. But here’s a fun fact: I gave very serious thought to keeping the rogue-equivalent as just “Rogue,” and to be honest I’m still not sure that isn’t the way I should have gone. When you think about it, rogue is the one traditional fantasy archetype that can be translated to Wyrd Street’s setting with no changes and not feel out of place.

Thus, it is perhaps not surprising that Scoundrels are pretty much what you’d expect from the archetype. They’re good at sneaking, stabbing, and getting into places where they’re not supposed to be.

That’s not to say they’re entirely vanilla. As I said in my deep-dive on the focus mechanic, Scoundrels have a unique relationship with focus, with rapid regeneration but a low cap, encouraging them to use their most powerful abilities early and often.

Unlike rogues in many other games, Scoundrels are not limited to being purely glass cannons. They can certainly go that route, but they can also be built as capable tanks.

Lacking a high health pool or access to strong armour, Scoundrels instead rely on active abilities to avoid or mitigate damage. By choosing Polearm Expert and Riposte at level one, a Scoundrel can get an early start on surviving enemies, with both abilities allowing the Scoundrel to reduce the damage of incoming attacks. Their mitigation only grows with time, and by late game, they can withstand a truly incredible amount of punishment.

If you want do want to instead go the glass cannon route, Scoundrels excel at “death by a thousand cuts” assaults. This is exemplified by their level one ability Flurry, which allows them to make three Strikes with their weapon as a single action.

And of course, you don’t have to go all the way to one extreme or the other. You can choose a mix of offensive and defensive abilities to create a Scoundrel who is both deadly and resilient.

One other unique feature of Scoundrels makes them stand out. They are the only class with a single choice of ability at level ten. My first ability concept was both so perfect for their flavour and so powerful I knew nothing could ever compete with it.

Relentless Frenzy puts the Scoundrel under the effects of a virtually permanent version of the Frenzy Boon, granting them an extra action or response every round.

Quicker than thought, bold as flame, the Scoundrel is the ideal class for Burning Grin.

Wyrd Street is scheduled to release later this year.