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) |