A rough and
ready sort, the Metruvian Adventurer has a solid mix of physical acumen and
Metruvius 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 Metruvian
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 |
Metruvian Apprentice Package |
13 |
+13 Points more Famillia and
Facillia |
2 |
Mana Pool: +10 END, +1 REC |
2 |
WF: Metruvian 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 |
-5 |
DF: Metruvian (Not Concealable;
Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses;
Not Distinctive In Some Cultures) Disadvantage Value: -5 points |
+100 |
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 Metruvian Magic System is
detailed
here. |
Metruvians study a
practical and efficient type of Magic called Metruvius. They tend to have a smaller complement
of flexible Spells rather than an array of very specific and narrowly
focused Spells, but they make up for their lack of breadth with the ability
to cast Spells as long as their fatigue level permits. |
Cost |
Ability |
15 |
Famillia: 20 Points of
Famillia (minimum of five different ones required) |
15 |
Facillia: 20 Points of
Facillia (minimum of one required) |
3 |
Mana Pool: Endurance Reserve (20
END, 1 REC) |
1 |
Metruvian Lore: Power
Skill 8- |
1 |
Literate:
Literacy w/ Native Language |
Value |
Disadvantages |
0 |
None |
+35 |
Total Cost of Package |
Cost |
Options |
5 |
Magesight (FH pg 106) |
10 |
Brilliant: +10 INT |
4 |
Bright: +5 INT |
10 |
Capable:
+1 Overall Level |
2 |
WF: Metruvian Group (Blades, Staff,
Thrown Daggers) |
var |
Long Lived: Longevity |
-15 |
Psychological Limitation:
Self Centered (Common,
Strong) |
-10 |
Rivalry with
other Magic Users (More Powerful, Group, Professional, Unaware, Outdo) |
-5 |
Social Limitation: Disreputable Master (Master is generally scorned,
disrespected, or has a questionable past -- this colors peoples perception
of character) (Frequently; Minor;
Not Limiting In Some Cultures) |
-5 |
DF: Metruvian (Not Concealable;
Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses;
Not Distinctive In Some Cultures) Disadvantage Value: -5 points |