Frequently
mysterious or outright shifty, Metruvian Lurkers are sneaky and dangerous
types that supplement their more direct abilities of skullduggery with a bit
of Magic. Capable and competent in their own trade, these blackguards are
all the more potent with a well chosen selection of Famillia and Facillia. |
The Metruvian
Lurker may not always be appropriate for all campaigns, but there is no
questioning their effectiveness. |
Cost |
Ability |
59 |
Backbiter Package (upgrade Shadowing and Streetwise to full Skills) |
35 |
Metruvian Apprentice Package |
10 |
+10 points worth of Metruvius
Famillia or Facillia |
1 |
Mana Pool: +10 END |
15 |
Open Lock:
Lock picking (DEX based) + 6 |
120 |
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 |
+115 |
Total Cost of Package |
Backbiters are akin to Warriors in that they train to kill, but unlike the generally
more upfront Warriors, Backbiters take full advantage of shadow and misdirection.
There is no fair or not fair, there is only survivor and deceased. Typically attacking
from hiding or seeking to attack an opponent from behind, there is nothing that
a good Backbiter hates more than a standup fight.
|
Many Backbiters become mercenaries, adventurers, or soldiers of fortune, and are
almost always looking for the easy money. Backbiters tend to increase their stealth
and lethality over all other things.
|
Cost
|
Ability
|
14
|
Deadly Blow (Sneak Attack): 2d6 KA Only With Blows Struck From Behind or Against
Surprised Targets; Real Cost: 7 points (per d6)
|
25
|
Advanced Move Silently & Hide in Shadows: Stealth +1, Concealment +1 (Real Cost:
10) plus Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2)
(34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness
(-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill
Roll is -1 per 20 Active Points -1/4) (Real Cost: 15)
|
1
|
WF: Blades
|
3
|
+1 OCV with Blades
|
4
|
Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
|
3
|
Stealth
|
3
|
Concealment
|
1
|
FAM: Shadowing
|
1
|
FAM: Streetwise
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
3
|
Acrobatics
|
3
|
Breakfall
|
15
|
Adroitness: DEX only for DEX Rolls: +10 DEX (30 Active Points); Only For DEX Rolls
(-1)
|
15
|
Adept: +3 with DEX Based Skills
|
16
|
Well Rounded: +2 with All Non-Combat Skills
|
20
|
Puissant: +2 with Overall
|
10
|
Lightning Reflexes: +10 with One Action
|
4*
|
Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
|
12
|
Fleet: +2" Run (8" Total), Reduced Endurance (0 End, +1/2), Affects Base
|
26
|
Advanced Climb Walls: Climbing +4 (Real Cost: 11) plus Clinging (+15 STR) (15 Active
Points); Cannot Resist Knockback (-1/4), Requires a Climbing Skill Roll (-1/4)
|
15
|
Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense
(Normal Hearing) (Real Cost: 10)
|
25
|
Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze, Discriminatory,
Increased Arc of Perception: 240-Degree, Range
|
2
|
*Sense Traps: Add Sense to above: +2 points
|
15
|
Open Lock: Lock picking (DEX based) + 6
|
30
|
Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power
At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points
return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180
Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take
No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely
reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration
1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill
Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster
-1/4)
|
2
|
Thieves' Cant: (Language; basic conversation; literate)
|
-5
|
Reputation: Backstabber 8-
|
-10
|
Psychological Limitation: Backstabber Mentality (Common, Moderate)
|
-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)
|
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 |