The Guildsman belongs to an
organization of some sort wherein he gains the benefit of occasional advice
and assistance, but in return is expected to perform certain duties in the
interests of his Guild. With time the Guildsman will rise to power within
the confines of his organization, and can wield great temporal power
depending upon the nature of that organization. In the meantime, the
Guildsman has a steady income and a motivation to gain power. |
A Guildsman is fun to play because it allows for a
Character "hooked in" to the setting, with in-character resources to call
upon and interesting story elements providing the opportunity for
interesting adventures. |
NOTE:
Check with your GM first to determine if there is an appropriate
organization for your Character to belong to, and/or perhaps to help provide
one if your GM is amenable. |
Cost |
Ability |
55 |
Graduate Package |
19 |
Guildmember Package (upgrade KS: Guild Law to INT based, no extra cost
(Scholar)) |
4 |
Scroll-Scribing Package |
4 |
Alchemist-Wizard Package |
5 |
+1 with All Int
Based Rolls |
5 |
Bright: +5 INT |
1 |
Wealth: 1 rank of Money |
93 |
Total Cost of Abilities |
Value |
Disadvantages |
-5 |
Social Limitation: Duty to
Guild (Infrequently, Impairing) |
+88 |
Total Cost of Package |
The Wizardry Magic System is detailed
here.
|
Graduate Wizards learned their profession in an institution dedictated to teaching
the Arcane Art in a standardized fashion. The trade off in individualized instruction
was theoretically compensated for by the rigorous course blocks and least common
denominator instruction techniques employed in a formalized class environment.
|
Graduates tend to have a very solid textbook grasp on the basics of Wizardly Magic
(or they dont graduate) but also tend towards the inflexible. They also usually
have a complete lack of exposure to other types of Magic and their mindset is typically
not capable of applying basic comprehension of theory to deviations from textbook
examples they may encounter in a real world environment.
|
NOTE: Not all students at a University of Magic are necessarily Graduates;
representatives of all five Basic Wizard Packages may be found on campus. For example,
a Journeyman may be a student that is favored by an eccentric professor and receives
more personalized instruction or "do their own thing"; a Gifted student
is the naturally talented type that ignores their instruction, taking only what
they want from it; a Bookworm student would be the geeky over-scholarly type that
misses the bigger picture in favor of the details; a Maven is the type of student
that is really good at certain aspects of the instruction but cannot seem to master
certain others. However, Graduates would likely be the norm at most such schools,
and the ones most likely to maintain their "alumni" status with the school.
|
NOTE: Similarly, the Graduate Package may be taken for a character that did
not attend a University of Magic, but wants to use the Spell School model instead
of Spellcraft; simply switch out the Membership Perk with a 1 point Basic 8- Contact
Perk for the character's mentor.
|
Cost
|
Ability
|
34
|
Wizard VPP (30 Pool)
|
3
|
Scholar
|
16
|
All Wizardly Spell Schools (KS: Abjuration, KS: Conjuration, KS: Divination, KS:
Enchantment, KS: Evocation, KS: Illusion, KS: Necromancy, and KS: Transmutation)
|
1
|
Literacy w/ Native Language
|
1
|
Membership: Graduate of a University of Magic
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
*17
|
Higher Spell Level Pool: +15 Pool
|
5
|
Bright: +5 INT
|
10
|
Brilliant: +10 INT
|
5
|
+1 with All Int Based Rolls
|
2
|
WF: Wizard Group (Dagger, Darts, Staff)
|
-15
|
Psychological Limitation: Self Centered (Common, Strong)
|
-5
|
Social Limitation: Poor Student (Was a notoriously bad student, either thru thick
headedness or poor attendance, etc -- this colors peoples perception of character)
(Frequently; Minor; Not Limiting In Some Cultures)
|
-10
|
Rivalry with other Wizards (More Powerful, Group, Professional, Unaware, Outdo)
|
Some
people
belong to formalized Guilds or some other kind of formalized organization,
such as Merchant Houses, Mercenary Companys, organized Religion, and
Wizard's Guilds. Simply add this package to a character that
is a member of such a group and define what kind of Guild it is. |
NOTE:
This Extention Package places some assumptions upon the GM and the setting;
in order for your character to be a member of a Guild, an organization that
may not otherwise exist must be added to the setting. Check with your GM
first to ensure that they approve of the concept you have in mind and also
to see what Guilds or other membership-oriented organizations exist that you
may be a member of. |
Cost |
Ability |
3 |
Rank: Journeyman in a Guild |
12 |
Membership has its
priveleges: Contact (Contact has: very useful Skills or resources,
Good relationship with Contact), Organization Contact (+2) (12 Active
Points) 8- |
2 |
PS: Guild Profession (GEN) |
2 |
KS: Guild Law (GEN) |
19 |
Total Cost of Abilities |
Value |
Disadvantages |
-5 |
Social Limitation: Duty to
Guild (Infrequently, Impairing) |
+14 |
Total Cost of Package |