The Showman is a performer of
great skill that is able to inspire and rally others with their
entertainment. Clever and possesed of a certain flair, Showmen are often
encountered on the move, traveling from place to place to ply their trade
and assuage their curiosity for unusual events. |
Showmen are interesting to play
and can often contribute to an adventuring group. |
Cost |
Ability |
24 |
Performance MPP: MP, 30-point reserve, (30 Active Points); all slots
Requires A Performance Skill Roll (Active Point penalty to Skill Roll is -1 per 20
Active Points Power Skill (PRE); -1/4) |
2 |
1) Presense: +30 PRE (30
Active Points) |
1 |
2) Countersong:
Suppress 2d6, any SONIC power one at a time (+1/4), Personal Immunity
(+1/4), Reduced Endurance (0 END; +1/2), AOE (2" Radius; +1) (27 Active
Points); No Range (-1/2), Concentration, throughout (1/2 DCV; -1/2),
Incantations (throughout; -1/2) |
1 |
3) Inspire
Greatness: Succor 1d6 (standard effect: 3 points), Reduced Endurance
(1/2 END; +1/4), AOE (2" Radius; +1), Selective (+1/4), all Primary
Characteristics simultaneously (+2) (22 Active Points); Incantations
(throughout; -1/2), Concentration, throughout (1/2 DCV; -1/2) |
7 |
Power Skill (PRE):
Performance +2 |
3 |
Quick Witted:
+3 INT |
3 |
Glib: +3 PRE |
3 |
Alert: +1 All
PER |
10 |
Puissant: +1
Overall Level |
1 |
WF: Short
Blades |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
1 |
Literacy w/ Native Language |
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 Sorcery Magic System is
detailed
here. |
The Sorcerer Savant is a Sorcerer that developed their
abilities naturally, without training, or perhaps received only partial
instruction.. |
The Sorcerer Savant
Package is useful for any character concept
that is primarily focused on some other profession but has some Magical
ability, or even for a
"multiclass" character that split their time between Magic and some other
pursuit. Also, a Character built on the Sorcerer Savant can always improve their
Magic capabilities as they progress, so its a good starting point for mixed
background concepts. |
Cost |
Ability |
6 |
Sorcerer MPP 0 Level: MP, 15-point
reserve, (15 Active Points); 6 Charges (-3/4), Variable Limitations
(requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed
Phase, -1/4) |
10 |
Sorcerer MPP
1st Level: MP, 30-point reserve, (30 Active Points); 6 Charges (-3/4),
Variable Limitations (requires -1 worth of Limitations; -1/2), Spontaneous
Casting Discount (-1/2); all slots Extra Time (Delayed Phase, -1/4) |
9 |
Multipower
Slots |
15 |
Spellcraft 11- |
Value |
Disadvantages |
0 |
None |
+40 |
Total Cost of Package |