A rough and
ready sort, the Magician Adventurer has a solid mix of physical acumen and
Magecraft fueled Magic and is often a member of some dangerous profession
where a little Magic is helpful, such as a tomb raider, dungeon spelunker,
or battle mage. |
The Magician
Adventurer is a can't fail useful profession, and if adventuring doesn't
work out, such a character can usually find a surplus of willing employers,
eager to pay for their skills. |
Cost |
Ability |
55 |
Extrolithic Package |
25 |
Dilettante Package |
10 |
+10 Points more Spell
Skills |
5 |
Mana Pool: +30 END, +2 REC |
2 |
WF: Magician Group (Blades, Staff,
Thrown Daggers) |
+8 |
Combat Luck (6 PD/6 ED) (12 Active
Points); Not While Wearing Armor (-1/2) |
105 |
Total Cost of Abilities |
Value |
Disadvantages |
0 |
None |
+105 |
Total Cost of Package |
Extrolithics
are students of the unarmed arts that study physical, external, so-called
"hard" arts. They hone their bodies, mastering their physical capabilites.
|
This Package
is ideal for Martial Artists that practice a direct, violent, and physical
art. |
Cost |
Ability |
5 |
Athletic: +5 STR |
10 |
Durable: +5 CON |
10 |
Hardy: +5 BODY |
9 |
Quick: +3
DEX |
10 |
Nimble: +1 SPD |
10 |
Skillfull: +1 Overall |
1 |
Excellent Cardio: Extended
Breathing (1 increment) |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
+2 |
WF: Common
Martial Arts Weapons |
var |
Martial Arts Manuevers (See
Ultimate Martial Artist) |
60 |
My Body My Weapon: MP, 60-point
reserve, (60 Active Points); all slots Requires A Skill Roll (Active Point
penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style";
-1/4) |
3u 1) Strike to Pummel: HA
+5d6, Autofire (3 shots; +1/4), Reduced Endurance (0 END; +1) (56 Active
Points); HA (-1/2), Requires A Skill Roll (Active Point penalty to Skill
Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4) |
4u 2) Strike to Kill: HKA 2d6-1
(2d6 w/STR) (vs. PD), Autofire (3 shots; +1/4), Reduced Endurance (0 END;
+1) (56 Active Points); Requires A Skill Roll (Active Point penalty to Skill
Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4) |
Power Skill (EGO): Martial Arts Style
+1 |
+5 |
Strike to Disable
Slot: Drain DEX 4d6, Reduced
Endurance (0 END; +1/2) (60 Active Points); Requires A Skill Roll (Active
Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts
"Style"; -1/4) |
+3 |
Strike to Stun Slot: HA +4d6, Reduced Endurance (0
END; +1/2), AVLD (MD; +1 1/2) (60 Active Points); HA (-1/2), Requires A
Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points
PS: Martial Arts "Style"; -1/4) |
+2 |
Quivering Palm Slot: Drain BODY 1 1/2d6,
Uncontrolled (Terminates After 1 Phase per 50 Character Points of Monk When
Trigger Set) (+1/2), Trigger (At Will; +1/2), Continuous (+1), IPE (Fully
Invisible; +1) (60 Active Points); 1 Recoverable Charge which Recovers every
1 Week (-1 3/4), Requires A Skill Roll (Active Point penalty to Skill Roll
is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4) |
+3 |
Ki Strike Slot: HA +4d6, Autofire (3 shots;
+1/4), Affects Desol Any form of Desolidification (+1/2), Reduced Endurance
(0 END; +1) (55 Active Points); HA (-1/2), Requires A Skill Roll (Active
Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts
"Style"; -1/4) |
+5 |
Deflect Arrow Slot: (Total: 60 Active Cost, 48 Real
Cost) Missile Deflection (Bullets & Shrapnel), Missile Reflection, Reflect
At Any Target (45 Active Points); Requires A Skill Roll (Active Point
penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style";
-1/4) (Real Cost: 36) plus +3 with Missile Deflection (15 Active Points);
Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20
Active Points PS: Martial Arts "Style"; -1/4) (Real Cost: 12) |
+4* |
Combat Luck (3 PD/3 ED) (6 Active
Points); Not While Wearing Armor (-1/2) |
+3* |
Leap of the
Clouds: +2" Leap, Reduced Endurance (0 End, +1/2) |
+12 |
Fleet: +2" Run
(8" Total), Reduced Endurance (0 End, +1/2), Affects Base |
+6* |
*Extra Fleet: +2" Run,
Reduced Endurance (0 End, +1/2) |
-5 |
Reputation:
Prone to Fights 8- |
-5 |
Physical Limitation: Old
Injury (Infrequently, Slightly Impairing) |
-10 |
Psychological Limitation:
"Kung Fu" Mentality (Common, Moderate) |
-10 |
Rivalry with
other Warriors (More Powerful, Group, Professional, Unaware, Outdo) |
The Magecraft Magic System is
detailed
here. |
The Dilettante may have attended a formal
University of Magic, been instructed by a Mentor, or otherwise received
instuction in Magecrafting (perhaps by a
parent or relative) 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 Dillitante
Package is useful for any half-trained Magician concept, or even for a
"multiclass" character that split their time between Magic and some other
pursuit. Also, a Character built on the Dillitante can always improve their
Magic capabilities as they progress, so its a good starting point for mixed
background concepts. |
Cost |
Ability |
25 |
Magecraft Spell Skills (minimum of 5 Spell Skills) |
Value |
Disadvantages |
0 |
None |
+25 |
Total Cost of Package |