Sample Volomancer: Tumakaptkeh Gafka
Sample Thanomancer: Hathsenshef Kemadi
|Adepts (AY-depts) are excellent
complements to most adventuring groups,
adding an impressive array of functionality to a party's capabilities.
|Compared to other professions Adepts
emphasize unstructured Magic and a concentration
on adaptability over raw power.
Adepts generally rely on their
Spellcasting capabilities, lacking a strong
tradition of Magic
Item creation and having few points left over beyond
their Magic Use for other capabilities.
|A player can
expect their Adept to start off fragile, but their
flexibility allows them to have the right Magic for any
circumstance thus extending their survivability.
|Means to Power
|Adepts learn to will
Magical effects into existence, which for
purposes of convenience will be referred to as "Spells", often making use of props such as
incantations, gestures, concentration, and extra time to assist them in the
use of their Magic. As Adepts gain
experience, their ability to manipulate the metaphysical Laws of Magic
broadens, as the mental endurance required to focus their will
Essentially, as they progress their ability to use more
powerful Spells and the
frequency with which they use them improves (assuming Experience Points are
spent to increase them).
|Adepts don't learn set Spell effects,
instead (depending on implementation) they either learn or intuit how to work magic
by will alone, bending reality to suit their imagination or whim. However,
Adeptology is very tiring and an Adept has to be careful to husband their
|The specifics of how this all works are discussed in the
|ADEPT RELATIVE STATUS
|The only true measure of an Adepts status is the size of
their VPP; in their case bigger is just better.
|As a general rule of thumb, each 10 point increment of
Pool represents a meaningful demarcation of basic power, with 70 to 90 Pool
(and up) being the realm of the truly powerful, 40 to 60 Pool being very
respectable, and 10 to 30 Pool being fairly weak.
This option is not available in my campaigns.
|Adepts may have an END Reserve to power
their Spells with, but if they have one all Spells must draw their END from
|The Standard "May Use Either Personal END or END
Reserve" +1/4 Advantage may be used in this case on individual Spells where
desired unless forbidden by the GM.
|By default an END Reserve of this
sort Recovers in the normal fashion, but some GM's might want to place
Limitations on the REC to model various flavors of Magic, such as 1
REC per Day
or some increment of Extra Time.
|However, the following cap should be enforced to limit how many actual points can be spent on such an Endurance Reserve
and its Recovery.
Scaling Capacity Point Cap = Total Character Points / 25
|EXAMPLE: A Character with 250 total points
could spend up to 10 of those points on a Adeptology Endurance Reserve. This
could consist of 50 END and 5 REC or 90 END and 1 REC or anything in between
with a Real Cost of 10 points or less.
|Adepts may take the Mage Sight Talent
as described in Fantasy HERO for 5th Edition, or an equivalent ability,
to make it easier for them to sense and interact with Magic. However, it
is entirely unnecessary for them as anything other than a convenience
since the Cosmic nature of their VPP allows them to will such an effect
into being when they wish it.
|During Character Creation
a Adept character may take Life Support (Longevity) up to any level
the GM allows (including none).
|As described in the
Adeptology System document
Adepts can wear Armor and still use their Magical abilities, but they do
suffer a loss of overall effectiveness when doing so. With GM's
Permission an Adept may take the following Custom Talent multiple times
to offset this penalty.
|This Talent allows an Adept to
more efficiently activate Magical Effects while wearing Armor.
|Armored Casting: Reduce
Armor Percentage Penalty by 10%
|Real Cost: 10 points
the Magnificent has a 80 Pool Adept VPP and has a level of the Armored
Adeptology Talent. If he were wearing Heavy Armor he would normally have 20 Active Points
available to him (25 % of 80), but thanks to having the Armored Adeptology
Talent he instead has 28 Active Points (35% of 80).
|Adepts have a recognizable aura that is detectable by
those with appropriate senses. Adepts should take the following
DF: Adept (Not Concealable; Always Noticed and Causes Major Reaction;
Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
|Disadvantage Value: -5 points
Learning New Spells
|As they use a "Cosmic" VPP, Adepts can change out
magical effects at will and don't have to learn new Spells unless the GM
prefers to impose some restriction in their own campaigns.
Creating New Spells
|Unless the GM is using a set list of Spells, Adepts may
"create" any Spell they can think of on the spot as long as it complies with
the Limitations and Restrictions described in the
Adeptology System document and does not
conflict with any additional restrictions placed upon Available Spells by
|However, as a courtesy to the GM and other players an
Adept's player should take the initiative to design and math-check their
Spells between games sessions and be cognizant of events currently in play
so that they may think ahead and not slow the game to a crawl by constantly
reallocating their VPP or bombarding the GM with last-minute scribbled Power
Constructs. Players that abuse the privilege of a Cosmic VPP should either
not be allowed to play an Adept, or asked strongly to make a new character
in the interests of fairness to the other players (and the GM).
Example: Borlen is played by Tommy. Being a conscientious player Tommy
makes all of the Spell constructs he intends to use ahead of time during the
week prior to a game session and determines Borlen's VPP allocation during other
player's turns when the game is running so that he is ready to take his action
on Borlen's SPEED and DEX without stalling the game.