The Unionizer
knows that it's always better to have friends to
back up a play. Part of an organization, guild, brotherhood, coven, or
some other grouping of fellow practitioners, the Unionizer Sorcerer has
allies to call upon, but in return must do his part for the group as well. |
Unionizers are fun to play because the are
hooked in to the setting, and might have all sorts of adventures stemming
from agendas of their organization in addition to furthering their own
ambitions. |
Cost |
Ability |
55 |
Sorcerer
Package |
15 |
Sorcerer MPP 3rd Level: MP, 60-point reserve,
(60 Active Points); Spontaneous Casting Discount (-1 1/2), 6 Charges (-3/4),
Variable Limitations (requires -1 worth of Limitations; -1/2); all slots
Extra Time (Delayed Phase, -1/4) |
19 |
Guildmember
Package |
4 |
+2 with Spellcraft |
2 |
WF: Sorcerer Group (Short
Blades, Light Crossbow, Mace) |
15 |
15 points in Spells |
110 |
Total Cost of Abilities |
Value |
Disadvantages |
0 |
None |
+110 |
Total Cost of Package |
The Sorcery Magic System is
detailed
here. |
Unlike Wizards, Sorcerers naturally have a basic understanding or gift for Magic. All the theory, history, and facts surrounding the use of Magic is
nice (if you're into that sort of thing), but a Sorcerer doesn't really
need to know all of that nonsense. It's all just intended to get less
talented Spellcasters to where the Sorcerer already starts out. Sorcerers
have a
flexible grasp on the application of Spells that serves them well in the
often-times dangerous world that they live in. |
If in a University, a Sorcerer student is the sort that
sleeps thru or skips all the lectures, fails the written, but aces every
practical making the other students look simpleminded in the process. If
taught by a mentor the Sorcerer's seeming inability to grasp instruction in
the nuances of the Art and then turn around and work Magic as well as or
better than other Apprentices tends to drive their instructors up the
wall. |
Outside of environments of formalized training it's quite
possible that an individual Sorceror developed their talent by themselves at
the GM's discretion. |
Cost |
Ability |
6 |
Sorcerer MPP 0 Level: MP, 15-point
reserve, (15 Active Points); 6 Charges (-3/4), Variable Limitations
(requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed
Phase, -1/4) |
10 |
Sorcerer MPP
1st Level: MP, 30-point reserve, (30 Active Points); 6 Charges (-3/4),
Variable Limitations (requires -1 worth of Limitations; -1/2), Spontaneous
Casting Discount (-1/2); all slots Extra Time (Delayed Phase, -1/4) |
13 |
Sorcerer MPP
2nd Level: MP, 45-point reserve, (45 Active Points); Spontaneous Casting
Discount (-1), 6 Charges (-3/4), Variable Limitations (requires -1 worth of
Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4) |
10 |
Multipower
Slots |
15 |
Spellcraft 11- |
1 |
Literacy w/
Native Language |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
+15 |
Sorcerer MPP 3rd Level: MP, 60-point reserve,
(60 Active Points); Spontaneous Casting Discount (-1 1/2), 6 Charges (-3/4),
Variable Limitations (requires -1 worth of Limitations; -1/2); all slots
Extra Time (Delayed Phase, -1/4) |
+17 |
Sorcerer MPP 4th
Level: MP, 75-point reserve, (75 Active Points); Spontaneous Casting
Discount (-2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of
Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4) |
2 |
WF: Sorcerer Group (Short
Blades, Light Crossbow, Mace) |
-15 |
Psychological Limitation:
Self Centered (Common,
Strong) |
-10 |
Rivalry with
other Magic Users (More Powerful, Group, Professional, Unaware, Outdo) |
Some
people
belong to formalized Guilds or some other kind of formalized organization,
such as Merchant Houses, Mercenary Companys, organized Religion, and
Wizard's Guilds. Simply add this package to a character that
is a member of such a group and define what kind of Guild it is. |
NOTE:
This Extention Package places some assumptions upon the GM and the setting;
in order for your character to be a member of a Guild, an organization that
may not otherwise exist must be added to the setting. Check with your GM
first to ensure that they approve of the concept you have in mind and also
to see what Guilds or other membership-oriented organizations exist that you
may be a member of. |
Cost |
Ability |
3 |
Rank: Journeyman in a Guild |
12 |
Membership has its
priveleges: Contact (Contact has: very useful Skills or resources,
Good relationship with Contact), Organization Contact (+2) (12 Active
Points) 8- |
2 |
PS: Guild Profession (GEN) |
2 |
KS: Guild Law (GEN) |
19 |
Total Cost of Abilities |
Value |
Disadvantages |
-5 |
Social Limitation: Duty to
Guild (Infrequently, Impairing) |
+14 |
Total Cost of Package |