Sample Spells may be found
here. |
The Know It All seems to know a
little bit about everything; no fact to esoteric, no trivia to trivial is
their creed. They also know a thing or two about Magic, with a modest
spellcasting capacity |
Know It Alls are useful
additions to adventuring groups seeking the unknown, unraveling some
intricate intrigue, or hunting for ancient treasures. Their specialzed
knowledge can make them invaluable if well selected by their player. |
Cost |
Ability |
55 |
Jack of all
Trades Package Deal |
33 |
Prodigal
Package |
18 |
+1 Spell Level
(+15 Pool) |
13 |
Loremastery Package |
4 |
+2 w/ Common
Knowledge Power Skill |
100 |
Total Cost of
Abilities |
Value |
Disadvantages |
0 |
None |
+100 |
Total Cost of Package |
A Jack of all Trades is an all
around competent individual that has tried their hand at a variety of crafts
and though they didn't master any of them they're still better than average
at most of them. Often prone to curiosity, Jack's of all Trades sometimes
find themselves traveling and next thing you know, an adventure has caught
them in it's snare! |
A Jack of all Trades is fun to
play because they know a little bit about everything, and have a knack for
trivia and guessing at likely events both. Though they start off somewhat
unsuited for life as an adventurer, they are quick studies and can usually
adapt and overcome to their situation. |
Cost |
Ability |
20 |
Know It All: Retrocognitive Clairsentience (Mental Group), Reduced
Endurance (0 END; +1/2) (60 Active Points); Retrocognition Only (-1), Only
What May Theoretically Be Publicly Known (-1/2), One try per topic (-1/2),
Instant (-1/2), Requires A Common Knowledge Skill Roll (Active Point penalty
to Skill Roll is -1 per 20 Active Points -1/4), Concentration (1/2 DCV;
-1/4) |
3 |
Power Skill (INT): Common Knowledge |
4 |
Bright: +4 INT |
3 |
Jack of All Trades |
6 |
Professional Skills (6 points
worth) |
1 |
Literacy w/ Native Language |
1 |
WF: Short
Blades |
5 |
Favors (5 points worth) |
2 |
Successful: Wealth 2 |
10 |
Puissant: +1
Overall Level |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
3 |
Well Connected |
var |
Contacts |
var |
Favors |
var |
Successful: Money |
var |
Street Credibility:
Reputation Perk |
var |
Established: Base(s) |
var |
Established: Followers |
2 |
Thieves' Cant: (Language;
basic conversation; literate) |
-15 |
Psychological Limitation:
Self Centered (Common,
Strong) |
-5 |
Social Limitation: Prior
Conviction
(Got caught at some point in the past and has done some
time incarcerated or otherwise detained by the Law; known to local Law
Enforcement) (Frequently; Minor;
Not Limiting In Some Cultures) |
-10 |
Rivalry with
other Rogues (More Powerful, Group, Professional, Unaware, Outdo) |
The Wizardry Magic System is
detailed
here. |
The Prodigal may have attended a formal
University of Magic, been instructed by a Mentor, or otherwise received
instuction in the Wizardly Arts (perhaps by a Spellcasting parent) but either
way they received many years of instruction
and then either quit, got kicked out, were given up on by their instructors, or something else occured that
prevented them from finishing their training. Some continue to educate
themselves as best they can. |
The Prodigal
Package is useful for any half-trained Wizard concept, or even for a
"multiclass" character that split their time between Magic and some other
pursuit. Also, a Character built on the Prodigal can always improve their
Magic capabilities as they progress, so its a good starting point for mixed
background concepts. |
Cost |
Ability |
17 |
Wizard
VPP (15 Pool) |
15 |
Spellcraft
11- |
1 |
Literacy w/ Native Language |
Value |
Disadvantages |
0 |
None |
+33 |
Total Cost of Package |