Occupational Template: Warmage
WARMAGE
150 points
Attributes: ST 10 [0]; DX 11 [20]; IQ 13 [60]; HT 11
[10].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0];
Will 13 [0]; Per 11 [-10]; FP 11 [0]; Basic Speed 5.5 [0]; Basic Move 5 [0].
Advantages: Warmage Talent 1 [5]. • 35 points chosen from
among ST +1 or +3 [10/level], DX +1 [20], IQ +1 [20], Will +1 to +3 [5/level], Basic
Speed +1.00 [20], Basic Move +1 or +2 [5 or 10], FP +1 to +6 [3/level], Ally
(Familiar) [Varies], Born Soldier 1-3 [5/level], Born Tactician 1-3 [10/level],
Born War-Leader 1-3 [5/level], Claim to Hospitality (Warmage Academy) [5], Combat
Reflexes [15], Contact Group (Warmage Academy) [Varies], Danger Sense [15], Deep
Sleeper [1], Eidetic Memory [5] or Photographic Memory [10], ER (Magic)
[3/level], Fearlessness 1-3 [2/level], Fit or Very Fit [5 or 15], Intuition
[15], Languages (any) [2-6/language], Luck [15] or Extraordinary Luck [30], Magic
Resistance (Improved, +150%) 1 or 2 [5 or 10], Military Rank 1-5 [5/level], Penetrating
Voice [1], Protected Power (Warmage) [5], Status 1 [5], Warmage Talent 2 or 3
[5 or 10], Wealth (Comfortable or Wealthy) [10 or 20]. Any leftover points can
be spent on known spells.
Disadvantages: -40 points chosen from among Bad Temper
[-10*], Bloodlust [-10*], Bully [-10*], Callous [-5], Code of Honor (Soldier’s)
[-10], Curious [-5*], Duty [Varies], Easy to Read [-10], Enemies [Varies],
Fanaticism [-15], Flashbacks [Varies], Greed [-15*], Guilt Complex [-5],
Hidebound [-5], Honesty [-10*], Impulsiveness [-10*], Loner [-5*], Low Pain
Threshold [-10], Nervous Stomach [-1], No Sense of Humor [-10], Obsession
(Become the world’s most powerful wizard, a lich, etc.) [-10*], Overconfidence
[-5*], Pyromania [-5*], Selfish [-5*], Sense of Duty (Adventuring companions or
Nation) [-5 or -10], Skinny [-5], Stubbornness [-5].
Primary Skills: Innate Attack (any) (E) DX+3 [8]-14; Tactics
(H) IQ+1 [8]-14.
Secondary Skills: Innate Attack (any other) and Shield
(any), both (E) DX+1 [2]-12; Strategy (Land or Naval) (H) IQ [4]-13; Thaumatology
(VH) IQ-1 [4]-12. • One of Brawling (E) DX+2 [4]-12, Smallsword (A) DX+1 [4]-11,
and Staff (A) DX+1 [4]-11.
Background Skills: Eight of Alchemy (any) (VH) IQ-3
[1]-10; Airshipman, Area Knowledge (any), Camouflage, First Aid, Gesture, Savoir-Faire
(Magical or Military), or Seamanship, all (E) IQ [1]-13; Armoury (Body Armor, Heavy
Weapons, Melee Weapons, or Missile Weapons), Artillery (Bombs, Cannon, or
Catapult), Cartography, Hazardous Materials (Magical), Heraldry, Interrogation,
Leadership, Navigation (Land or Sea), Occultism, or Soldier, all (A) IQ-1 [12];
Breath Control (H) HT-2 [1]-9; Climbing, Riding (Horse), or Stealth, all (A)
DX-1 [1]-10; Diplomacy, Expert Skill (Military Science), Geography (Political),
Intelligence Analysis, or Strategy (any other), all (H) IQ-2 [1]-11; Fast-Draw
(Potion) or Innate Attack (any other), both (E) DX [1]-11; Intimidation (A) Will-1
[1]-12; Hiking (A) HT-1 [1]-10; Scrounging (E) Per [1]-11; or Swimming (E) HT
[1]-11.
Spells: 30 points in warmage
spells and their associated skills, which will be Hard IQ skills. Each spell
skill should have from 1 to 8 points put into it, and is modified by Warmage
Talent.
* Multiplied for self-control number; see p.
B120.
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