Journeyman Stoburan
An experienced student of Stoburu making his way in the world in pursuit of earning recognition as a Master in his own right, the Journeyman Stoburan is competant and capable but still has a long way to go and much to learn. Able to lend the weight of his Magic to a fray, the Journeyman Stoburan is a key addition to most adventuring groups.
Stoburans are fun to play because their Magic System is simple, powerful, and flexible. They are very effective adventuring spellcasters, particularly in campaigns where multiple encounters per "game day" are common. Stoburu also combines nicely with other ability sets for characters with multiple careers or mixed concepts.
NOTE: What constitutes Master status for a Stoburan will vary from campaign to campaign and setting to setting, but as a rule of thumb a Stoburan with a 16- Stoburan Lore Skill (or equivalent including Skill Levels), at least 200 Active Points in their item's effects (including the means of calculating Framework Active Points defined in the Stoburu System document), and at least 100 Real Cost worth of Stoburu items should be considered a Master. Higher mastery is simply a function of more effects and more powerful effects; this is not a subtle art.
Cost Ability
55 Apprentice Stoburan Package
30 +30 Real Cost in Stoburu items
17 Combat Casting Package
1 WF: Stoburan Group (Blades, Staff, Rod (Club))
103 Total Cost of Abilities
Value Disadvantages
0 None


Total Cost of Package

Basic Package Deals
Apprentice Stoburan
The Stoburu Magic System is detailed here.
Stoburans study a practical and efficient type of Magic called Stoburu. They are a breed well adapted to the rigors of an adventuring lifestyle but also find reasons to spend time in centers of learning. Tending to have a small complement of personal magical items that contain a diverse collection of effects rather than an array of very specific and narrowly focused Spells, Stoburans are generally able to activate their abilities in heightened circumstances simply by brandishing their items or as an act of will rather than complex incantations and gestures and so forth (though some of their effects may also require such), making them effective combatants.
Cost Ability
3 Stoburan Lore: Power Skill (INT Based)
30 Apprentice Stoburan: 30 Real Cost in one or more Stoburu items
5 Willpower: Endurance Reserve (40 END, 1 REC)
5 Magesight (FH pg 106)
10 Capable: +1 Overall Level
1 Literate: Literacy w/ Native Language
1 Weapon Familiarity: Staff
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
5 Brilliant: +5 INT
+1 WF: Stoburan Group (Blades, Staff, Rod (Club))
var Long Lived: Longevity
var Perceptive: Improve Magesight in various ways
-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: Magic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) Disadvantage Value: -5 points

Extention Package Deals
Combat Casting
Some Spellcasters are taught how to use their Spellcasting in violent circumstances. Simply add this package to a character that has received this sort of training.
Cost Ability
12 Combat Spellcasting (+3 All Combat, Only for OCV, Only with Spells)
5 +1 DCV or (AF: Light Armor plus +2 Penalty Skill Levels, Only to offset Armor Casting Penalty)
Value Disadvantages
0 None


Total Cost of Package