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 Volomancer Virtuoso is
talented both mentally and mystically, with a slew of natural advantages
to call upon. Able to wheel and deal, blessed with people skills, and of
course a modest ability to work a little magic, they can be a very effective addition to any adventuring
group. |
Cost |
Ability |
57 |
Volomancer Package;
Upgrade both 1 point Category Talents to 2 points |
12 |
Add all six other category
Talents at the 2 point level. |
2 |
Mana Pool: +10 END and +1
REC |
54 |
Rapscallion (remove
WF: Short Blades) |
2 |
WF: Volomancer Group (Staff,
Hand Crossbow, Dagger) |
1 |
Literacy |
Value |
Disadvantages |
0 |
None |
+125 |
Total Cost of Package |
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) |
Rapscallions
are those who are off the straight and narrow either in fact or in spirit.
Alert to opportunity, quick witted and cagey, Rapscallions have a solid core
of potential allowing them to adapt to whatever course fate presents them. |
They represent both the best and worst of Rogues, for they are naturally
talented but often choose to put that talent to primarily selfish ends |
Cost |
Ability |
6 |
Quick: +2
DEX |
2 |
Fleet: +1" Run |
3 |
Quick Witted:
+3 INT |
3 |
Glib: +3 PRE |
4 |
Determined: +2
EGO |
3 |
Alert: +1 All
PER |
1 |
Hard Bargainer:
+1 to Resist Bargaining |
1 |
Blas: +1 to
Resist Oratory |
1 |
Immovable: +1
to Resist Persuasion |
1 |
Tight-lipped:
+1 to Resist Conversation |
1 |
Resistance: +1
to Resist Interrogation/Questioning |
10 |
Puissant: +1
Overall Level |
3 |
Bribery |
3 |
Conversation |
3 |
Persuasion |
3 |
Streetwise |
2 |
Survival: Urban |
3 |
Trading |
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) |