Volomancers use the
Volomancy variant of
Adeptology. |
Volomancers are powerful
naturally occuring Arcane Magic Users,
that dont require any training to use their abilities and are able to work their will upon
most situations.
|
Volomancers are able to will
Magic into effect based on inborn access to various categories of Powers.
Each Volomancer has a different selection of Adept Talents; few have all of
them. The Power Categories are Adjustment, Attack, Body-Affecting, Defense,
Mental, Movement, Sense-Affecting, Sensory, and Size.
|
If a Volomancers wants to be
able to use the full Active Points of their Volomancy VPP for Spells based
on Powers belonging to a Category then they must take a 2 point Talent for
that Category at character creation. If they take a 1 point Talent with a
Category then they can use up to half of their VPP for Spells based on
Powers of that Category. If they do not take a Talent for a Category, then
they cannot uses Spells based on a Power in that Category at all. |
Cost |
Ability |
48 |
Volomancy VPP (30 Pool, Arcane) |
3 |
Mana Pool: Endurance Reserve (20
END, 1 REC) |
2 |
Magic Adept (Adjustment,
Attack, Body-Affecting, Defense, Mental, Movement, Sense-Affecting, Sensory,
or Size) |
1 |
Magic Adept (Adjustment,
Attack, Body-Affecting, Defense, Mental, Movement, Sense-Affecting, Sensory,
or Size) |
1 |
Magic Adept (Adjustment,
Attack, Body-Affecting, Defense, Mental, Movement, Sense-Affecting, Sensory,
or Size) |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
var |
Increase END and/or REC of
Mana Pool |
16* |
+10 Pool for VPP |
2* |
Magic Adept (Adjustment,
Attack, Body-Affecting, Defense, Mental, Movement, Sense-Affecting, Sensory,
or Size) |
1* |
Magic Adept (Adjustment,
Attack, Body-Affecting, Defense, Mental, Movement, Sense-Affecting, Sensory,
or Size) |
10 |
Refusal: +10 Power Defense |
10 |
Unshakeable Ego: +10 Mental
Defense |
5 |
Bright: +5 INT |
10 |
Brilliant: +10 INT |
5 |
Charismatic: +5
PRE |
10 |
Magnetic: +10 PRE |
10 |
Resolute: +5
EGO |
20 |
Willfull: +10
EGO |
10 |
Durable: +5 CON |
10 |
Adaptable: +1 Overall Skill
Level |
5 |
Battle Trained: AF: Light
Armor, AF: Shield, Penalty Skill Levels: +1 to
Offset DEX and DCV Penalties of Armor |
1 |
Literacy |
2 |
WF: Volomancer Group (Staff,
Hand Crossbow, Dagger) |
-15 |
Psychological Limitation:
Arrogant (Common,
Strong) |
-15 |
Psychological Limitation:
Egomaniacal (Common,
Strong) |
-15 |
Psychological Limitation:
Self Centered (Common,
Strong) |
-10 |
Rivalry with
other Magic Users (More Powerful, Group, Professional, Unaware, Outdo) |
Savages are warriors from more primitive and / or less civilized lands who rely
on sheer athleticism and moxy rather than fancy or well crafted armaments. Savages
tend to focus on survival and overall fitness.
|
Savages can be somewhat similar to Light Foot but without concentrating overly much
on the mastery of a specific weapon (to a Savage everything is a weapon), and with
more concentration on raw athletic ability.
|
Despite the connotation of the word "savage", Savages are not ravening
brutes by default; they are simply primal and unspoiled by more advanced modicums
of behavior. Many Savages follow a personal or cultural Code of behavior that, while
typically more practical and/or direct, is nevertheless as binding to them as a
well defined Code of Chivalry is to the most hide-bound and chivalrous of Knights.
This is a concept often referred to as "the Noble Savage".
|
Cost
|
Ability
|
3
|
Strong: +3 STR
|
3
|
Quick: +1 DEX
|
10
|
Nimble: +1 SPD
|
6
|
Durable: +3 CON
|
6
|
Resilient: +3 BODY
|
16
|
Choose One:
|
|
- Combat Skill Levels: +2 All Combat
|
|
- Combat Skill Levels: +2 DCV and
+2 OCV w/ Tight Group
|
|
- Skill Levels: +1 Overall Level and
+2 OCV w/ Tight Group
|
|
- Penalty Skill Levels: +4 vs. Range Modifier with All Attacks and
Telescopic Sight: +4 with Normal Sight only to Offset Range Penalties and
Enhanced Perception: +2 PER with Normal Sight
|
2
|
AF: Light Armor Proficiency
|
1
|
AF: Shield Proficiency
|
6
|
WF: Common Melee, Common Missile, Uncommon Melee
|
2
|
Survival: Any 1 Environment
|
55
|
Total Ability Cost
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
12
|
Fleet: +2" Run (8" Total), Reduced Endurance (0 End, +1/2), Affects
Base
|
5
|
Frightening Intensity: +10 PRE; Offensive Use Only (-1)
|
5
|
Fearless: +10 PRE; Defensive Use Only (-1)
|
4
|
Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima
(-1/2)
|
10
|
Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
|
6
|
Shifty: Combat Luck (3 PD/3 ED)
|
4
|
Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing
Armor (-1/2)
|
4
|
Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing
Light Armor (-1/2)
|
5
|
Savage Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent
(+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self
Only (-1/2)
|
10
|
Savage Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post
Segment 12 Recovery In Combat (-2)
|
-5
|
Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
|
-5
|
Psychological Limitation: Savage Code (Define) (Uncommon, Moderate)
|
-10
|
Psychological Limitation: Dislikes Magic & Those Who Use It (Common, Moderate)
|
-10
|
Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
|
-5
|
Social Limitation: Savage (Feared & Discriminated against in cities) (Frequently;
Minor; Not Limiting In Some Cultures)
|