Jump to content

Magic Question/Game Balance


PESchulze

Recommended Posts

Another Arcanis Magnicus practitioner; this one's more powerful than the previous comparison characters.

Combat Information Page

Character Name: Thranto Neone

Alternate Identities: Prendarfod

Player Name: NPC

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
13 STR 10 3 13/33 12- / 16- HTH Damage 2 1/2d6/6 1/2d6 END [1]
13 DEX 10 9 13 12- OCV 4 DCV 4
13 CON 10 6 13 12-
13 BODY 10 6 13 12-
13 INT 10 3 13 12- PER Roll 12-
13 EGO 10 6 13 12- ECV: 4
10 PRE 10 0 10 11- PRE Attack: 2d6
10 COM 10 0 10 11-
             
             
3 PD 3 0 3/7   3/7 PD (0 rPD)
3 ED 3 0 3/7   3/7 ED (0 rED)
3 SPD 2.3 7 3   Phases: 4, 8, 12
6 REC 6 0 6  
26 END 26 0 26  
27 STUN 27 0 27    
8" Running 6 4 8"    
2" Swimming 2 0 2"    
2 1/2"/1"" Leaping 3 0 2 1/2"/6 1/2" 44 Total Characteristics Points
attachment.php?s=&postid=284498
EXPERIENCE POINTS
Total earned: 135
Spent: 135
Unspent: 0
Base Points: 50
Disad Points: 100
Total Points: 285
MOVEMENT
Type Total
Run (6) 8" [16" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 2 1/2"/6 1/2"
V. Leap (1") 1"/3"
Flight 0"/30" [0"/240" NC]
Teleport 0"/30" [0"/60" NC]
APPEARANCE
Hair Color:  Balding; Dark Brown
Eye Color:  Black
Height:  6' 2"
Weight:  145 lbs
Description:
A weathered, normal looking man in his late 30's. Dresses practically with a few understated ornamentations. Carries an attractive magic staff and a dagger.

DEFENSES
Type Amount Notes
Physical Defense 3/7 Current BODY:
Res. Phys. Defense 0  
Energy Defense 3/7 Current END:
Res. Energy Defense 0  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 4 DCV: 4
 
Combat Skill Levels: +4 Overall , +6 with DCV, 6 Continuing Charges lasting 20 Minutes each (Spell Level Gestalt; +0) (30 Active Points); Incantations (-1/4), Gestures (-1/4), Visible (-1/4) Real Cost: 17
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
157 Wizardry: VPP (Magic Pool), 105 base + 52 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (235 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (w/ Spell Book & Study Time) (-1/2), Arcane Magic Only (-1/2), Variable Limitations (requires -1/2 worth of Limitations; Extra Time, Concentration, Incantation, Gesture, Limited Range, or RSR: Magic Skill vs. Spell Resistance; -1/4), Limited Known Spell List (-1/4)
0
1) Eyes of Darkest Night: Nightvision, Discriminatory, Increased Arc Of Perception (240 Degrees), 6 Continuing Charges lasting 1 Century each (Spell Level Gestalt; +0) (12 Active Points); Incantations (-1/4), Gestures (-1/4) Real Cost: 8
Notes: Collegium Comprium, NEW
[6 cc]
0
2) Detect Magic: Mystic Awareness, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (15 Active Points); 6 Continuing Charges lasting 1 Minute each (Spell Level Gestalt; -1/2), Incantations (-1/4), Gestures (-1/4), Nonpersistent (-1/4) Real Cost: 7
Notes: Collegium Comprium
[6 cc]
0
3) Light: Sight Group Images Increases Size (4" radius; +1/2), 6 Continuing Charges lasting 20 Minutes each (Spell Level Gestalt; +0) (15 Active Points); Only To Create Light (-1), Set Effect (-1), OAF (Focus (Object Touched); -1), Incantations (-1/4), Concentration (1/2 DCV; -1/4) Real Cost: 3
Notes: Collegium Comprium [Light]
[6 cc]
0
4) Looming: Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 263 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide), 6 Continuing Charges lasting 1 Minute each (Spell Level Gestalt; +0), Persistent (+1/2) (15 Active Points); Gestures (-1/4), Incantations (-1/4) Real Cost: 10
Notes: Collegium Comprium
[6 cc]
0
5) Mage Hand: Telekinesis (5 STR), Invisible Power Effects (Fully Invisible; +1) (15 Active Points); 6 Continuing Charges lasting 1 Turn each (Spell Level Gestalt; -3/4), Affects Whole Object (-1/4), Limited Range (4" + 1" /15 Points in VPP) (-1/4), Incantations (-1/4), Gestures (-1/4) Real Cost: 5
Notes: Collegium Comprium, Wish
[6 cc]
0
6) Read Magic: Detect Meaning of Magical Writings 12- (Sight Group), Discriminatory, Analyze, 6 Continuing Charges lasting 20 Minutes each (Spell Level Gestalt; +0) (15 Active Points); Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4), Nonpersistent (-1/4), Requires Light To Use (-1/4) Real Cost: 7
Notes: Collegium Comprium
[6 cc]
0
7) Combat Flight: Flight 15" (30 Active Points); 6 Continuing Charges lasting 1 Minute each (Spell Level Gestalt; -1/2), Gestures (-1/4), Incantations (-1/4) Real Cost: 15
Notes: Collegium Fugium
[6 cc]
0
8) Lesser Blink: +6 with DCV, 6 Continuing Charges lasting 20 Minutes each (Spell Level Gestalt; +0) (30 Active Points); Incantations (-1/4), Gestures (-1/4), Visible (-1/4) Real Cost: 17
Notes: Collegium Fortensium, Teleportation
0
9) Lesser Invisibility: Invisibility to Sight Group , No Fringe, 6 Continuing Charges lasting 20 Minutes each (Spell Level Gestalt; +0) (30 Active Points); Incantations (-1/4), Gestures (-1/4) Real Cost: 20
Notes: Collegium Comprium
[6 cc]
0
10) Minor Fire Fan: RKA 1d6 (vs. ED), AOE (4" Cone; +1) (30 Active Points); 6 Charges (Spell Level Gestalt; -1 1/4), No Range (-1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4) Real Cost: 8
Notes: Collegium Potensium, Fire
[6]
0
11) Minor Mystic Bolts: EB 3d6+1 (vs. ED), Variable Advantage (+1/2 Advantages; Limited Group of Advantages (Affects Desolid, No Range Modifier, Explosion, AoE 1 hex Accurate); +3/4) (30 Active Points); 6 Charges (Spell Level Gestalt; -1 1/4), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), No Knockback (-1/4) Real Cost: 8
Notes: Collegium Potensium, Force
[6]
0
12) Spell Deflection: Missile Deflection (Any Ranged Attack), Trigger (When An Offensive Ranged Spell Is Incoming; +1/2) (30 Active Points); Spells Only (-2), 6 Charges (Spell Level Gestalt; -1 1/4), Incantations (-1/4), Gestures (-1/4) Real Cost: 6
Notes: Collegium Fortensium
[6]
0
13) Detect Invisible: Spatial Awareness (no Sense Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Range, Rapid (x10), Telescopic (+1 versus Range Modifier), 6 Continuing Charges lasting 6 Hours each (+0) (43 Active Points); Only To Detect Invisible & Concealed Physical Objects (-1 1/2), Gestures (-1/4), Incantations (-1/4) Real Cost: 14
Notes: Collegium Comprium
[6 cc]
0
14) Immolation: Energy Blast 9d6 (vs. ED) (45 Active Points); 6 Charges (Spell Level Gestalt; -1 1/4), Incantations (-1/4), Gestures (-1/4) Real Cost: 16
Notes: Collegium Potensium [Fire]
[6]
0
15) Improved Wizards Armor: Armor (10 PD/10 ED), 6 Continuing Charges lasting 1 Day each (Spell Level Gestaltt; +0), Hardened (x2; +1/2) (45 Active Points); IIF (Focus (Piece of Cured Leather); -1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 26
Notes: Collegium Fortensium, Force
[6 cc]
0
16) Lesser Dimensional Hop: Teleportation 20", Position Shift (45 Active Points); 6 Charges (Spell Level Gestalt; -1 1/4), LOS Only (-1/2), Incantations (-1/4), Gestures (-1/4) Real Cost: 14
Notes: Collegium Fugium, Teleportation
[6]
0
17) Sense Thoughts: Telepathy 3d6 ( Human class of minds), Invisible Power Effects (Fully Invisible; +1/2), Cumulative (x2 max.) (36 points; +3/4), Lingering up to 1 Minute (+3/4) (45 Active Points); 6 Continuing Charges lasting 1 Minute each (Spell Level Gestalt; -1/2), Receive Only (-1/2), Stops Working If Mentalist Is Stunned (-1/2), Does Not Provide Mental Awareness (-1/4), Requires A Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests Magic Skill vs Spell Resistance; -1/4), Concentration (1/2 DCV; -1/4) Real Cost: 14
Notes: Collegium Comprium
[6 cc]
0
18) Dispel Magic -- Arcane: Dispel Arcane Magic 13d6, Any Arcane Magic Effect 1 at a time (+1/2) (58 Active Points); 6 Charges (Spell Level Gestalt; -1 1/4), Gestures (-1/4), Incantations (-1/4), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll Magic Skill vs Magic Skill of Caster; -1/4) Real Cost: 19
Notes: Collegium Fortensium
[6]
0
19) Improved Mystic Bolts: EB 6 1/2d6 (vs. ED), Variable Advantage (+1/2 Advantages; Limited Group of Advantages (Affects Desolid, No Range Modifier, Explosion, AoE 1 hex Accurate); +3/4) (58 Active Points); 6 Charges (Spell Level Gestalt; -1 1/4), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), No Knockback (-1/4) Real Cost: 16
Notes: Collegium Potensium, Force
[6]
0
20) Distance Flight: Flight 15", x8 Noncombat, 6 Continuing Charges lasting 6 Hours each (Spell Level Gestalt; +1/2) (60 Active Points); Gestures (-1/4), Incantations (-1/4) Real Cost: 40
Notes: Collegium Fugium
[6 cc]
0
21) Fireball III: Energy Blast 6d6 (vs. ED), Area Of Effect (3" Radius; +1) (60 Active Points); 6 Charges (Spell Level Gestalt; -1 1/4), Incantations (-1/4), Gestures (-1/4) Real Cost: 22
Notes: Collegium Potensium [Fire]
[6]
0
22) Spell Reflection: Missile Deflection (Any Ranged Attack), Missile Reflection, Trigger (When An Offensive Ranged Spell Is Incoming; +1/2) (60 Active Points); Spells Only (-2), 6 Charges (Spell Level Gestalt; -1 1/4), Incantations (-1/4), Gestures (-1/4) Real Cost: 13
Notes: Collegium Fortensium
[6]
0
23) Superior Wizards Armor: Armor (16 PD/16 ED), 6 Continuing Charges lasting 1 Day each (Spell Level Gestalt; +0), Hardened (x2; +1/2) (72 Active Points); Gestures (-1/4), Incantations (-1/4) Real Cost: 48
Notes: Collegium Fortensium, Force
[6 cc]
0
24) Protection From Fire: FF (18 ED), 6 Continuing Charges lasting 20 Minutes each (Spell Level Gestalt; +0), Hardened (+1/4), Trigger (Incoming Fire Attack; +1/4), Persistent (+1/2), IPE, Hide effects of Power (Fully Invisible; +2) (72 Active Points); Only vs Fire/Heat (-2), Gestures (-1/4), Incantations (-1/4) Real Cost: 20
Notes: Collegium Fortensium
[6 cc]
0
25) Protection From Axes: FF (18 PD), 6 Continuing Charges lasting 20 Minutes each (Spell Level Gestalt; +0), Hardened (+1/4), Trigger (Incoming Fire Attack; +1/4), Persistent (+1/2), IPE, Hide effects of Power (Fully Invisible; +2) (72 Active Points); Only vs Picks & Axes (-2), Gestures (-1/4), Incantations (-1/4) Real Cost: 20
Notes: Collegium Fortensium
[6 cc]
0
26) Protection From Arrows: FF (18 PD), 6 Continuing Charges lasting 20 Minutes each (Spell Level Gestalt; +0), Hardened (+1/4), Trigger (Incoming Arrow Attack; +1/4), Persistent (+1/2), IPE, Hide effects of Power (Fully Invisible; +2) (72 Active Points); Only vs Slings & Arrows (-2), Gestures (-1/4), Incantations (-1/4) Real Cost: 20
Notes: Collegium Fortensium
[6 cc]
0
27) Instill Fear: Drain PRE 4d6+1, Delayed Return Rate (5 Points per Minute; +1/4), Ranged (+1/2) (75 Active Points); 6 Charges (Spell Level Gestalt; -1 1/4), Incantations (-1/4), Gestures (-1/4), Requires A Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests Magic Skill vs Spell Resistance; -1/4) Real Cost: 25
Notes: Collegium Comprium, Mind-Affecting, Compulsion, Fear
[6]
0
28) Teleportation Gate: Teleportation 10", x2 Increased Mass, Usable By Other (+1/4), Area Of Effect (One Hex; +1/2), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1km (+1/4), Continuous (+1) (87 Active Points); Gate (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), 6 Continuing Charges lasting 1 Minute each (Spell Level Gestalt; -1/2), Incantations (-1/4) Real Cost: 32
Notes: Collegium Fugium, Teleportation
[6 cc]
0
29) Chimeracal Bolt: RKA 3d6 (vs. ED), Variable SFX (Limited Group of SFX; +1/4), Lingering up to 1 Minute (+3/4) (90 Active Points); 6 Continuing Charges lasting 1 Minute each (Spell Level Gestalt; -1/2), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll Magic Skill vs Spell Resistance; -1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 40
Notes: Collegium Portensium, VSFX, New
[6 cc]
0
30) Body Of Metal: (Total: 90 Active Cost, 34 Real Cost) Armor (18 PD/18 ED) (54 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Weight becomes 800kg; -1/2), 6 Continuing Charges lasting 1 Minute each (Spell Level Gestalt; -1/2), Visible (-1/4), Incantations (-1/4), Gestures (-1/4) (Real Cost: 20) plus Knockback Resistance -4" (8 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Weight becomes 800kg; -1/2), 6 Continuing Charges lasting 1 Minute each (Spell Level Gestalt; -1/2), Incantations (-1/4), Gestures (-1/4) (Real Cost: 3) plus +20 STR (20 Active Points); No Figured Characteristics (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Weight becomes 800kg; -1/2), 6 Continuing Charges lasting 1 Minute each (Spell Level Gestalt; -1/2), Incantations (-1/4), Gestures (-1/4) (Real Cost: 7) plus +4 PD (4 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Weight becomes 800kg; -1/2), 6 Continuing Charges lasting 1 Minute each (Spell Level Gestalt; -1/2), Incantations (-1/4), Gestures (-1/4) (Real Cost: 2) plus +4 ED (4 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Weight becomes 800kg; -1/2), 6 Continuing Charges lasting 1 Minute each (Spell Level Gestalt; -1/2), Incantations (-1/4), Gestures (-1/4) (Real Cost: 2) Real Cost: 34
Notes: Collegium Fortensium, Metal
0
31) Darkness: Darkness to Sight Group 7" radius, Personal Immunity (+1/4) (87 Active Points); 6 Continuing Charges lasting 1 Minute each (Spell Level Gestalt; -1/2), Incantations (-1/4), Gestures (-1/4) Real Cost: 43
Notes: Collegium Comprium, Shadow
[6 cc]
0
32) Resilient Sphere: Entangle 6d6, 12 DEF (90 Active Points); 6 Charges (Spell Level Gestalt; -1 1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 33
Notes: Collegium Portensium [Force]
[6]
0
33) Chain Lightning II: Killing Attack - Ranged 3d6 (vs. ED), Area Of Effect (10" Any Area; +1 1/4) (101 Active Points); 6 Charges (Spell Level Gestalt; -1 1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 37
Notes: Collegium Portensium [Electricity]
[6]
0
34) Superior Dispel Magic -- Arcane: Dispel Arcane Magic 23d6, Any Arcane Magic Effect 1 at a time (+1/2) (103 Active Points); 6 Charges (Spell Level Gestalt; -1 1/4), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll Abjuration Skill vs Magic Skill of Caster; -1/4), Incantations (-1/4), Gestures (-1/4) Real Cost: 34
Notes: Collegium Fortensium
[6]
0
35) Diamond Screen: Killing Attack - Ranged 2d6 (vs. ED), Uncontrolled (+1/2), Area Of Effect (30" Line; +1), Continuous (+1) (105 Active Points); 6 Continuing Charges lasting 1 Minute each (Spell Level Gestalt; -1/2), Incantations (-1/4), Gestures (-1/4) Real Cost: 52
Notes: Collegium Portensium
[6 cc]
0
36) Blistering Beam: Energy Blast 6d6 (vs. NND), Does BODY (+1), AVLD (Flash Defense Sight; +1 1/2) (105 Active Points); 6 Charges (Spell Level Gestalt; -1 1/4), Beam (-1/4), Requires A Magic Skill vs Spell Resistance Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll -1/4), Incantations (-1/4), Gestures (-1/4), No Knockback (-1/4) Real Cost: 30
Notes: Collegium Portensium [Positive], NEW
[6]
0
37) Minor Incendiary Cloud: Energy Blast 6d6 (vs. ED), Uncontrolled (+1/2), Area Of Effect (8" Radius; +1), Continuous (+1) (105 Active Points); 6 Continuing Charges lasting 1 Minute each (Spell Level Gestalt; -1/2), Incantations (-1/4), Gestures (-1/4) Real Cost: 52
Notes: Collegium Portensium, Fire, New
[6 cc]
157 Total Powers Cost
EQUIPMENT
Equipment END
Equipment
1) Bedroll: Bedroll: for up to 1 Active Points (0 Active Points)
Notes: Body 1_Def 1
0
2) Ink (1 ounce, in glass vial): Ink (1 ounce, in glass vial): for up to 1 Active Points (0 Active Points)
Notes: Body 1_Def 1
0
3) Quill: Quill: for up to 1 Active Points (0 Active Points)
Notes: Body 1_Def 0
0
4) Rations (1 weeks): Rations (1 weeks): for up to 1 Active Points (0 Active Points)
Notes: Body 1_Def 0
0
5) Sealing Wax: Sealing Wax: for up to 1 Active Points (0 Active Points)
Notes: Body 1_Def 1
0
6) Spellbook,Small: : for up to 1 Active Points (0 Active Points)
Notes: Body 1_Def 1
0
7) Tent, Canvas: Tent, Canvas: for up to 1 Active Points (0 Active Points)
Notes: Body 1_Def 1_ Holds 2
0
Lokolarpali: Multipower, 50-point reserve, all slots Reduced Endurance (0 END; +1/2) (75 Active Points); all slots Independent (-2), OIF Unbreakable (-1/2)
Notes: A respectibly powerful magical weapon created by the Mage Lokolar 650 years ago (an anceastor of Thranto's). It gives off emanations of Magecraft/Witchery, and of offensive magics.
1) Bludgeon: Hand-To-Hand Attack +10d6 (50 Active Points); Independent (-2), Hand-To-Hand Attack (-1/2), OIF Unbreakable (-1/2)
0
2) Smash: Killing Attack - Hand-To-Hand 3d6+1 (4d6 / 5d6+1 w/STR) (vs. PD ) (50 Active Points); Independent (-2), OIF Unbreakable (-1/2)
0
3) Witchblast: Energy Blast 10d6 (vs. ED ) (50 Active Points); Independent (-2), OIF Unbreakable (-1/2)
Notes: Sonic
0
4) Wide Witchblast: Energy Blast 6 1/2d6 (vs. ED ), Explosion (Cone; -1 DC/2"; +1/2) (49 Active Points); Independent (-2), No Range (-1/2), OIF Unbreakable (-1/2)
Notes: Sonic
0
5) Rapid Witchblast: Energy Blast 4d6+1 (vs. ED ), Autofire (3 shots; +1/4), Non-Standard Attack Power (+1) (49 Active Points); Independent (-2), OIF Unbreakable (-1/2)
Notes: Sonic
0
Long Dagger: LIGHT (1D6), 8 STR Min, 1 handed, -2 to Conceal; Piercing: +1 OCV to hit; +1 damage per die vs Chain Armors (up to the total DEF of the armor); -1 OCV to Block with, Stabbing: If Attack roll made by half, Attack is Double Penetrating, Hurled: May be thrown; Range Based On Strength 0
PERKS
Cost  Name
3 Wizard Rep: Reputation: Powerful Wizard (Wizards of Vorgaanese Lands) 14-, +3/+3d6
3 Prendarfod (Deathstick): Reputation: Great Enemy of the Kor-vashi (The Kor-vashi, particularly closer to the Kor-Hus lands) 14-, +3/+3d6
6 Total Perks Cost
TALENTS
Cost  Name
5 Lightning Reflexes: +3 DEX to act first with All Actions
5 Total Talents Cost

SKILLS
Cost  Name
40 Human Adaptability: +4 Overall
5 CuK: Lanolyan Region (INT-based) 14-
0 Language: FOLGETOVAN (fluent conversation) (2 Active Points)
0 Language: IESHALI (fluent conversation) (2 Active Points)
1 Language: TRAVENSPENOVA (fluent conversation) (2 Active Points)
1 Language: USVERANATHOVA (idiomatic; literate) (5 Active Points)
0 Language: VESERNOTHOVA (fluent conversation) (2 Active Points)
0 Language: VORGAANESE (fluent conversation) (2 Active Points)
5 PS: Wizard (INT-based) 14-
8 Penalty Skill Levels: +4 vs. Range Modifier with Spells
3 Scholar
2
1) Collegium Comprium: KS: Utility Spells (INT-based) (3 Active Points) 12-
2
2) Collegium Fortensium : KS: Defense Spells (INT-based) (3 Active Points) 12-
2
3) Collegium Fugium : KS: Movement Spells (INT-based) (3 Active Points) 12-
2
4) Collegium Potensium: KS: Attack Spells (INT-based) (3 Active Points) 12-
2 WF: Short Blades, Staffs
73 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
5 DF: Human (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 DF: Mage (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
10 Hunted: Random Bounty Hunters (Kor-Hus tribe of Kor-vashi has a price on her head) 8- (As Pow, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Normal Characteristic Maxima
25 Psych. Lim.: Vengeance Seeker (Very Common, Total)
15 Reputation: Kor-Vashi Slayer, 14- (Extreme; Known Only To A Small Group)
10 Soc. Lim.: Exiled from Home Country of Lanolyan (Occasionally, Severe, Not Limiting In Some Cultures)
5 Unluck: 1d6
100 Total Disadvantages Cost
Height: 6' 2" Hair: Balding; Dark Brown
Weight: 145 lbs Eyes: Black
Appearance: A weathered, normal looking man in his late 30's. Dresses practically with a few understated ornamentations. Carries an attractive magic staff and a dagger.
Personality: Like most of the Durodad, Thranto seeks revenge on the Kor-Hus tribe specifically and the Kor-vashi in general.
Quote:"Rifiniami cin Kasaad presti Koros; Devi macellare ancira Kor-Hus!"; (translated: "Let us finish with Kasaad soon Koros; I need to slaughter Kor-Hus again!")
Background: Thranto is the product of a long line of Magic Users; his family line contains many Witches (practitioners of Witchcraft/Magecraft; they prefer the term "Mages" in the modern day) including the Witchlords Uster, Vearanak, and Larovar, the post-Vorgaanese Mage Lokolar (who was a national hero in his day), and more recently his grandfather Kiroman was one of the earliest Lanolyan practitioners of Wizardry, helping to found the Arcanis Magnicus branch of Wizardry along with the nine other members of the storied Magni Grandidieci -- the Ten Great Magni.

 

Two decades ago Thranto was a graduate, like his father before him, of the Collegium Potensium (Guera subschool) which his grandfather founded, based in Valenezia, a frontier fortress/city on the Vandolor River near the border with the lands claimed by the Kor-Hus tribe of Kor-vashi. He was a practitioner of the Guera sub-school, which is to say that his studies focused on war magic and between his skills and impressive pedigree he easily acquired a job with the cities standing guard of Magic users, the Magni Forti, a sought after and lucrative position.

 

He fell in love with a female captain named Umalia among the Valenezian cavalry and after a courtship the two were married. However his promising future was cut short as soon thereafter the war with the Kor-Hus broke out and a mere 8 months into the struggle Umalia's unit was ambushed while riding out to support a town that had sent for aid. Her despoiled corpse, along with those of her unit, were found a few days later by a patrol. Heartbroken Thranto vowed to dedicate his life to killing the Kor-vashi in retribution, and noone could accuse him of forsaking it over the better part of the llast two decades.

 

After a new peace treaty was signed between Lanolyan and Kor-Hus and aggressions ceased, Thranto refused to quit fighting and joined a group of about 40 other bitter and hardend veterans lead by Koros, the Hooded Man, which came to be called the Durodad (DOOR-oh-DODD; roughly translates to difficult to stop or hard to kill depending on context). While the Durodad's actions originally went unremarked upon by Haerengeth Thrandero, the thirty-ninth Lord Valenz, after the Durodad killed Guromak, son of Giromedd, Cheiftan of the Kor-Hus tribe the Kor threatened war again if the transgressors were not punished. The Lord Valenz was forced to exile the members of the Durodad, though it was done without heat. The lot simply went across the river into Quirrian lands and continued their guerrilla raids from a small Quirian town called Fiuguado barely 5 miles from Velenezia. They suffered some loses in the process to battle as well as those who had their fill and quit, and eventually their numbers were reduced to a mere 18 hardened champions.

 

Finally the Kor took drastic measures. Giromedd, chief of the Kor-Hus, put prices on the heads of the remaining 18 Durodad, 250 gold circlets for the head of each one. Would-be assassins and bounty hunters soon converged in the Fiuguado area and after several small scuffles a group of those looking to collect on the Durodad's heads banded together for a single major attack. One bloody night later 10 of the Durodad remained alive, Fiuguado was a smoking ruin, and the survivors were no longer welcome in Quiria.

 

Barred from both Quiria and Lanolyan, the survivors options were extremely limited. They decided that their best chance of survival was to ride the Vandolor River south out of the region into the southlands, even though this would take them near and through the lands of numerous tribes of Kor. The surviving 10 were further whittled to 7 in the ensuing journey, but they eventually arrived in Kasaad. Needing to make a living for themselves, the final seven have become a small but elite mercenary company operating out of Kasaad and it's environs. They typically are hired to guard caravans and fight off Kor attacks on the journey north to Daelanthanor and the Nordlands.

 

The Kor-Hus call him Prendarfod (pren-DAR-foh; roughly translated: Death-stick; more precisely: "He who carries the staff which makes people die", with connotations of respect and anger).

Powers/Tactics: Flexible Magni Wizard.
Campaign Use: Potential Ally or enemy, background character, Magic System comparison point.
Character created with Hero Designer (version 2.27)
Link to comment
Share on other sites

Wow

 

Killer, you are prolific man!

 

How do you deal with Familiars? I know there is something on it in the beastiary but I don't have a copy of that.

 

I've been working on a package deal for familiars bought as followers. One of my players was thinking of doing them up as a summon but I am leary on that idea. They can summon some pretty powerful creatures, though, cheaper than a follower would cost. However I've nixed it. I've also ruled that a summoned creature can be dispelled which disuaded them from that approach.

 

Do you have a template you use or do you not use familiars?

 

--Pete

Link to comment
Share on other sites

Re: Wow

 

Originally posted by CorpCommander

Killer, you are prolific man!

 

How do you deal with Familiars? I know there is something on it in the beastiary but I don't have a copy of that.

 

I've been working on a package deal for familiars bought as followers. One of my players was thinking of doing them up as a summon but I am leary on that idea. They can summon some pretty powerful creatures, though, cheaper than a follower would cost. However I've nixed it. I've also ruled that a summoned creature can be dispelled which disuaded them from that approach.

 

Do you have a template you use or do you not use familiars?

 

--Pete

Well, its true that Im not a big fan of familiars, but I dont discourage others from using them. I handle them as Followers, and there is an Extention Package ideally suited for starting off with a familiar.

 

 

The Summon Familiar "Spell" is just a placeholder 0 Level Spell that does absolutely nothing save make people hung up on direct map conversions from xD&D happy. Personally I ignore it -- if a character wants a follower I dont care if its a cat, toad, or three headed dragon so long as they pay the correct points for it ;) They are still beholden by the normal rules for keeping Followers happy, and Followers fall into GM-land anyway.

 

As a side note, another Magic System that is on the docket to be fleshed out is Riftmagery, which is a summoner variant that has some Skill-based background Spells, but focuses on entering agreements with one or more extraplanar entities who serve the Riftmagi in the material plane and are bought as Followers. Kind of Shiar-esque at the high end, but lesser powered Followers are more Familiar-esque at the low end.

 

 

Link to comment
Share on other sites

Now that is neat

 

Physical Limitation: STUN Feedback with Familiar (Frequently, Greatly Impairing)

 

Hmmm, didn't think of that. I like that a lot!

 

I think since the familiar that the player wants is 15 points I will combine them taking this additional disadvantage PLUS a dangerous quest to get the follower.

 

--Pete

Link to comment
Share on other sites

Re: Now that is neat

 

Originally posted by CorpCommander

Physical Limitation: STUN Feedback with Familiar (Frequently, Greatly Impairing)

 

Hmmm, didn't think of that. I like that a lot!

 

I think since the familiar that the player wants is 15 points I will combine them taking this additional disadvantage PLUS a dangerous quest to get the follower.

 

--Pete

Just glad to be of help. :)

 

When the character is all written up, post him with a brief description of the Magic System the character uses. :D

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...