Mage (Generic) | |
A broadbased generalist, the Mage knows a little bit about pretty much all aspects of Wizardry. More of a practical applications type, the Mage typically focuses on end results, believing that the ends justify the means in many cases. | |
Mages are great to play because they have their bases covered, and provide a strong foundation for expansion with experience. | |
Cost | Ability |
55 | Gifted Package |
55 | Savant Package |
110 | Total Cost of Abilities |
Value | Disadvantages |
0 | None |
+110 |
Total Cost of Package |
Gifted | |
The Wizardry Magic System is detailed here. | |
Gifted Wizards have a basic natural understanding of Magic. All the theory, history, and facts surrounding the use of Magic is nice (if you're into that sort of thing), but a Gifted Wizard doesn't really need to know all of that nonsense; it's all just intended to get less talented Spellcasters to where the Gifted already starts out. | |
If in a University, a Gifted Wizard student is the sort that sleeps thru or skips all the lectures, fails the writtens, and then aces every practical making the other students look simpleminded in the process. If taught by a mentor the Gifted's seeming inability to grasp instruction in the nuances of the Art and yet still be able to turn around and work Magic as well as or better than other Apprentices tends to drive their instructors up the wall. | |
Cost | Ability |
34 | Wizard VPP (30 Pool) |
19 | Spellcraft 13- |
1 | Literacy w/ Native Language |
1 | Naturally Gifted Spellcaster: Reputation (A medium-sized group; 8-) +1/+1d6 |
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) |
-10 | Rivalry with other Wizards (More Powerful, Group, Professional, Unaware, Outdo) |
Savant | |
Savants are handy folk to have around, naturally skilled and adept at a wide variety of things. Possessed of a certain flair and panache, Savants are highly skilled or innately talented or both, able to make the impossible look easy. Jacks-of-all-trades, Savants often become adventurers for the sheer challenge and perhaps a relief from the boredom of dealing with normal people. | |
Savants are often motivated by a desire to learn a new thing or two, or to test their wits against a worthy opponent. Savants usually concentrate on picking up new Skills, Perks, and information which might serve them in good stead. | |
Cost | Ability |
4 | Quick Study: WF: Common Melee, Common Missile |
20 | Puissant: +2 with Overall |
6 | Talented: Pick any 2 Skill Enhancers: (Jack of All Trades, Linguist, Traveler, Scholar) |
8 | Athletic: Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor (-1/2) |
17 | Danger Sense (Function as a Sense, Intuitional, Sensitivity: Out of Combat) 11- |
Value | Disadvantages |
0 | None |
+55 | Total Cost of Package |
Cost | Options |
1 | Literacy w/ Native Language |
+10 | Deadly Blow: +1d6 Killing, any circumstance, any weapon (+1d6 HKA; OIF: Weapon of Opportunity (-1/2); Limited Circumstances (-1/2)) |
20 | More Puissant: +2 with Overall |
18 | Fisticuffs: Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls |
5 | *Evasion: (Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove) |
15 | Read Languages: Universal Translator 22- (31 Active Points); Written Only (-1) |
15 | Scroll Use: Scroll Comprehension +5 |
15 | Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense (Normal Hearing) (Real Cost: 10) |
25 | Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze, Discriminatory, Increased Arc of Perception: 240-Degree, Range |
2 | *Sense Traps: Add Sense to above: +2 points |
15 | Open Lock: Lock picking (DEX based) + 6 |
30 | Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration 1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster -1/4) |
25 | Advanced Move Silently & Hide in Shadows: Stealth +1, Concealment +1 (Real Cost: 10) plus Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 15) |
15 | Better Lucky than Good: 3d6 Luck |
15 | Improved Lightning Reflexes: +10 with All Actions |
-10 | Psychological Limitation: Swashbuckler Mentality (Common, Moderate) |
-15 | Psychological Limitation: Curious (Common, Strong) |
-15 | Psychological Limitation: Self Centered (Common, Strong) |
-15 | Psychological Limitation: Competitive (Common, Strong) |