Latent Volomancer | |
Volomancers have some capabilities unusual for an Arcanist; for instance they have the capacity to use Healing Magic. And unlike run of the mill Adepts, Volomancers do not accrue Long Term Endurance loss for using their power to its fullest. However, they do have more overhead involved in the cost of their Adept Talents, and further suffer penalties to their Active Point availablity when wearing Armor. | |
The Latent Volomancer has an untapped potential for Volomancy that they have only barely scratched the surface of. With time and experience this talent can be developed into something truly impressive. In the meantime it is a supplement to some other profession. | |
Cost | Ability |
23 | Novice Volomancer Package; Upgrade both 1 point Category Talents to 2 points |
12 | Add all six other category Talents at the 2 point level. |
55 | Any one Basic Package |
Value | Disadvantages |
0 | None |
+90 |
Total Cost of Package |
Novice Volomancer | |
Volomancers use the Volomancy variant of Adeptology. | |
Novice Volomancers have not yet come into their power, but have vast potential waiting to be tapped. | |
Novice Volomancers are able to will Magic into effect based on inborn access to various categories of Powers. Each Novice 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 Novice 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 |
16 | Volomancy VPP (10 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 |
+23 |
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) |