Gnome Samaritan | |
Cost | Ability |
0 | Rock Gnome |
No Illusions: Lack Gnomish Illusions Power | |
Find the Path: Detect Way Out, Discriminatory, Underground Only (-1) | |
Walk the Path: Bump of Direction, Underground Only (-1) | |
95 | Samaritan |
10 | Divine Favor: Combat Luck 6 PD/6 ED; Only Usable While In Good Standing With Faith (can't be removed; -1/4) |
9 | Well Traveled: +9 points in Contacts, Area Knowledges, and Languages |
19 | Powerful Faith: +1 Spell Level (15 Pool) |
2 | Trained: WF: Priest Group (Mace, Hammer, Morning Star) |
125 |
Total Cost of Template |
Rock Gnomes | |
The most common type of gnome by far in most settings, Rock gnomes typically live in rocky hills and outcroppings close to the surface and in pockets rich in gems further down. What the Dwarves are to metal crafting, the Rock Gnomes are to gems and jewelry. One of the most interesting things about Gnomes is that almost all of them have some capacity to work simple Illusions Magic innately. Some Gnomes have quite a few different illusionary tricks up their sleeves in fact. | |
Cost | Ability |
3 | Deft: +1 DEX |
2 | Durable: +1 CON |
2 | Clever: +2 INT |
10 | Small & Dodgy: +2 DCV |
5 | Doughty: Power Defense: 5 |
8 | Poison Resistance: Immunity to Poisons, Activation 15- (-1/4) |
3 | Perceptive: +1 PER All Senses |
5 | Infravision: Infrared Perception |
3 | Longevity: LS: 1000 Years |
20 | Gnomish Illusions: Sight Group and Normal Hearing Images, +/-5 to PER Roll, Increases Size (8" radius; +3/4) (49 Active Points); Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4), Delayed Phase (-1/4), Increased Endurance Cost 2x END (-1/2) (10 Endurance), Notes: Illusion (Glamer) |
Value | Disadvantages |
-20 | Normal Characteristic Maxima |
-5 | Distinctive Feature: Gnome (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures) |
-5 | Physical Limitation: Short (3.5 ft - 4.5 ft; 100 to 150 lbs) |
-10 | Reputation: Practical Jokers & Illusionists 11- |
-2 | Slow: -1" Running |
-1 | Dense Flesh: -1" Swimming |
-1 | Spindly: -1 STR |
-2 | Odd looking: -2 COM |
+15 |
Total Cost of Package |
Gnomish Options | |
With the GM's permission you may upgrade the Gnomish Package Deals listed above with options selected from the list below, where appropriate at Character Creation. You may not later add any of these abilities to the existing Package Deal, though you may buy them seperately. The GM must approve all additional Disadvantages take for a given package; simply loading up on extra Racial Emnitites and similar should only be allowed if valid for the character's background. | |
Cost | Ability |
5* | Increased Resistance: +5 Power Defense |
7 | Gnomish Illusion Master: KS: Illusion +2 |
17 | Mage Sight: Detect Magic [No Sense Group], Discriminatory, Range, Sense |
15 | Speak with Animals: Beast Speech {Telepathy 5d6 (Animal Class of Mind), Reduced END (0 END; +1/2); No Range (-1/2), Communication Only (-1/4), Incantations (throughout; -1/2), Visible (-1/4)) |
19 | Illusionary Seeming:
Shapeshift (Sight Group; Instant Change, Variety of Shapes : Limited Group
of Shapes), Costs END Only To Activate (+1/4), Persistent (+1/2) (44 Active
Points); Extra Time 1 Turn (Post-Segment 12), Only to Activate Constant or
Persistent Power (-3/4), Concentration 0 DCV (-1/2) (4 END, only to
Activate) Notes: Illusion (Glamer) |
24 | Invisibility Sphere: Invisibility to Sight Group, No Fringe, Usable Simultaneously (x4 Number of Targets +1) (60 Active Points); Only When Not Attacking (-1/2), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4), Delayed Phase (-1/4) (6 END); Notes: Illusion (Glamer) |
25 | Ventriloquism: Hearing Group Images, +/-5 to PER Roll, Increases Size (32" radius; +1 1/4) (45 Active Points); No Range (-1/2), Only to Project own voice (-1/2), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4), Delayed Phase (-1/4) (4 END); Notes: Illusion (Figment) |
20 | Shadow Manipulation:
Mental Illusions 14d6 (70 Active Points); Extra Time Full Phase (-1/2),
Delayed Phase (-1/4), Eye Contact Required (-1/2), Increased Endurance Cost
2x END (-1/2), Does Not Provide Mental Awareness (-1/4), Normal Range
(-1/4), Concentration 1/2 DCV (-1/4) Notes: Illusion [Shadow] Generally must acheive EGO +30 to do damage and have the target remember the damage as real; +10 more for big explosions and similar effects. (14 END) |
18 | Pattern Spray: (Total: 40 Active Cost, 18 Real Cost) Pattern Spray to the Eyes: Flash 4d6 (Sight Group) (20 Active Points); Linked to Pattern Spray to the Brainpan (-1/2), No Range (-1/2), Extra Time Delayed Phase (-1/4) (Real Cost: 9) plus Pattern Spray to the Brainpan: Ego Attack 2d6 (20 Active Points); No Range (-1/2), Linked to Pattern Spray to the Eyes (-1/2), Extra Time Delayed Phase (-1/4) (Real Cost: 9), (4 END) Notes: Illusion (Pattern) [Mind Affecting] |
32 | Pattern Wide Spray: (Total: 80 Active Cost, 32 Real Cost) Pattern Spray to the Eyes: Flash 4d6 (Sight Group), Area Of Effect (5" Cone; +1) (40 Active Points); Linked to Pattern Spray to the Brainpan (-1/2), No Range (-1/2), Extra Time Extra Segment (-1/2) (Real Cost: 16) plus Pattern Spray to the Brainpan: Ego Attack 2d6, Area Of Effect (5" Cone; +1) (40 Active Points); No Range (-1/2), Linked to Pattern Spray to the Eyes (-1/2), Extra Time Extra Segment (-1/2) (Real Cost: 16), (8 END) Notes: Illusion (Pattern) [Mind Affecting] |
+5 | Superior Gnomish Illusions: As Gnomish Illusions, but without x2 END (5 END) |
10 | Gnomish Illusions Magic Reserve: 50 END Reserve 5 REC |
4 | Find the Path: Detect Way Out, Discriminatory, Underground Only (-1) |
1 | Walk the Path: Bump of Direction, Underground Only (-1) |
6 | Stoneworker: KS: Stonework; PS: Mason |
8 | Stone-eyes: Detect Concealed Stone\Rock Features, Discriminatory |
4 | Underground Senses: Detect Depth & Slope Information, Discriminatory, Underground Only (-1) |
15 | Blindfighting: Combat Sense 11- |
2 | Gnome Weapons Group: WF: Pick, Hammer, Short Spear, Off Hand Shield |
* May take Multiple Times | |
Value | Disadvantages |
-1 | Poor Jumper: -1" Leap |
-1 | Really Poor Swimmer: +1" Swim |
-10 | Psychological Limitation: Practical Joker (Uncommon, Strong) |
-15 | Psychological Limitation: Dangerously Curious (Common, Strong) |
-20 | Lack Gnomish Illusions Power |
-15 | Psychological Limitation: Obsessed with Food (Common, Strong) |
Samaritan | |
Samaritans are kind souls that travel the lands looking for people to help, doing good deeds, assisting the common folk and the uncommon folk equally. Often well loved and respected by the common folk, Samaritans do what they can when they can. Their faith is personal; if some folk are inspired by their good deeds and this brings them to worship at the same altar, then thats a very fine thing, but it's not the Samaritan's driving goal -- they do good deeds simply because its the right thing to do. | |
Samaritans are fun to play because they are not as overbearing or as intense as some Priests; they have a much more middle of the road approach to life. | |
Cost | Ability |
55 | Mendicant Package |
20 | Healing Domain Package |
20 | Travel Domain Package |
95 | Total Cost of Abilities |
Value | Disadvantages |
0 | None |
+95 |
Total Cost of Package |
Mendicant | |
The Dominine Magic System is detailed here. | |
This Package Deal is for Domini using the Prepared Model | |
Mendicants travel around in the pursuit of their duties, whether as missionaries, because they have taken a vow of pilgrimage, or a host of other reasons. The Mendicant comes into contact with a lot of different people and cultures in their travels, often speaks a host of languages, and know their way around a surprising number of places. It is also not uncommon for Mendicants to have friends in both high and low places, and people favorably disposed towards them from prior visits in many places. | |
Mendicants often extend their lingual and geographical knowledge, and build strong ties with people everywhere they go. Mendicants are fun to play because they have a great deal of worldly knowledge combined with spiritual strength. | |
Cost | Ability |
37 | Prepared VPP (30 Pool) |
3 | Power Skill: Faith (EGO) |
1 | Literacy w/ Native Language |
3 | Traveler |
3 | Linguist |
3 | Well Connected |
5 | Area Knowledges, Languages, Contacts (5 points worth) |
Value | Disadvantages |
0 | None |
+55 | Total Cost of Package |
Cost | Options |
*19 | Higher Spell Level Pool: +15 Pool |
var | Well Liked: Favors |
var | Well Traveled: Contacts |
3 | KS: General Religion |
6 | Unshakeable: +10 Mental Defense; Requires a Faith Roll (-1/2), Only Usable While In Good Standing With Faith (can't be removed; -1/4) |
10 | Resolute: +5 EGO |
20 | Willfull: +10 EGO |
5 | Battle Trained: AF: Medium Armor, AF: Shield, Penalty Skill Levels: +1 to Offset DEX and DCV Penalties of Armor |
2 | WF: Priest Group (Mace, Hammer, Morning Star) |
-5 | Social Limitation: Religion at Odds with Governement (Hassled by local officials, gaurdsmen, patriots, etc) (Frequently; Minor; Not Limiting In Some Cultures) |
-10 | Rivalry with other Priests (More Powerful, Group, Professional, Unaware, Outdo) |