Post by Bagels on Jul 2, 2017 1:38:47 GMT -5
Huron Farnsley
Quote
There is nothing which man should not see.
Age: 82
Height: 5'10"
Weight: 160
Background
Attributes
Might: 2D
Agility: 2D
E-Tether 3D
Wit: 4D
Occult 5D
Science 5D
Technology 6D
Charm: 2D
Influence 2D+1
Perks
Professor (5) you have a Ph.D., maybe more than one. You've been published in all the relevant journals in your field, have tenure at some ivory tower university, give lectures, conduct research and so on. You are a respected member of academia. Add +1 to each of Investigation, Intuition and Influence. Once per session you may double any roll pertaining to your field of expertise. You have the Perk “Knows Somebody" in academia and add +1D to your Funds. You have 4D to divide amongst Arcane, Knowledge, Language, Science, and Technology or any of their Specialties.
Knows Somebody (0) you have a contact who will give you information or pull some strings. They will not put themselves at risk for you and occasionally might try to angle for a little somethin' in return. OPS this person can be called upon to help you out. The Somebody need not be specified when you buy the Perk, but the organization or context under which you know them must be specified.
Alchemist (3) Same as Sorcerer, but you specialize in physical components of spells. Also grants access to Divination and Favor Prayers, but character must use Faith, not Alchemy skill, to create them. You don't cast spells, but mix them in your spare time (see our Making Magic Items page), for throwing, pouring, or consuming later. As with the Simple Magic System, Potions cost half as much time and money to make. However, you do not spend CP to make potions/components. You can make any potions that you know how to "cast". When you mix potions, you do it in batches and get 1d6 potions every time. You may also create 5D explosives by mixing any two potions together for a TN10 Alchemy roll. Recommended you take the "I have just the thing" perk, so you can pull potions you might not have brought out of your satchel.
Artificer (3) Get +1D to Artificing, Crafting, or similar skill. Choose 2 spells at creation of TN 23 or less that you can cast at-will, that you created a device for, with a complication for each (like Vulnerable item or burnout maybe). You do not need to roll the spell TN to cast, however you may need to roll an appropriate skill (e.g. Wand of Fireball would use Target) to use your item. Learning new spells works the same as making new magic items on Page 10 (see our Making Magic Items page), but the cost in CP is equal to the spell's TN.
Wealthy (1 to infinity) you have more money than most. Increase your Automatic, Average, and Luxury purchase ranges by 10. Each extra level of Wealthy adds +1D to Funds.
Complications
Elderly
Curiosity
Unlucky
Alignment
Chaotic Good
|Block 6 | Dodge 6 | Parry | Soak 6 |
Funds
5 D |Auto<15 |Avg 16-25 |Lux 25+ |
Equipment:
extensive
Inventions
Prism Gateway, Aether Bulb-lantern, Lightning slugs, E-tether cane, vortex grenade
Quote
There is nothing which man should not see.
Age: 82
Height: 5'10"
Weight: 160
Background
Attributes
Might: 2D
Agility: 2D
E-Tether 3D
Wit: 4D
Occult 5D
Science 5D
Technology 6D
Charm: 2D
Influence 2D+1
Perks
Professor (5) you have a Ph.D., maybe more than one. You've been published in all the relevant journals in your field, have tenure at some ivory tower university, give lectures, conduct research and so on. You are a respected member of academia. Add +1 to each of Investigation, Intuition and Influence. Once per session you may double any roll pertaining to your field of expertise. You have the Perk “Knows Somebody" in academia and add +1D to your Funds. You have 4D to divide amongst Arcane, Knowledge, Language, Science, and Technology or any of their Specialties.
Knows Somebody (0) you have a contact who will give you information or pull some strings. They will not put themselves at risk for you and occasionally might try to angle for a little somethin' in return. OPS this person can be called upon to help you out. The Somebody need not be specified when you buy the Perk, but the organization or context under which you know them must be specified.
Alchemist (3) Same as Sorcerer, but you specialize in physical components of spells. Also grants access to Divination and Favor Prayers, but character must use Faith, not Alchemy skill, to create them. You don't cast spells, but mix them in your spare time (see our Making Magic Items page), for throwing, pouring, or consuming later. As with the Simple Magic System, Potions cost half as much time and money to make. However, you do not spend CP to make potions/components. You can make any potions that you know how to "cast". When you mix potions, you do it in batches and get 1d6 potions every time. You may also create 5D explosives by mixing any two potions together for a TN10 Alchemy roll. Recommended you take the "I have just the thing" perk, so you can pull potions you might not have brought out of your satchel.
Artificer (3) Get +1D to Artificing, Crafting, or similar skill. Choose 2 spells at creation of TN 23 or less that you can cast at-will, that you created a device for, with a complication for each (like Vulnerable item or burnout maybe). You do not need to roll the spell TN to cast, however you may need to roll an appropriate skill (e.g. Wand of Fireball would use Target) to use your item. Learning new spells works the same as making new magic items on Page 10 (see our Making Magic Items page), but the cost in CP is equal to the spell's TN.
Wealthy (1 to infinity) you have more money than most. Increase your Automatic, Average, and Luxury purchase ranges by 10. Each extra level of Wealthy adds +1D to Funds.
Complications
Elderly
Curiosity
Unlucky
Alignment
Chaotic Good
|Block 6 | Dodge 6 | Parry | Soak 6 |
Funds
5 D |Auto<15 |Avg 16-25 |Lux 25+ |
Equipment:
extensive
Inventions
Prism Gateway, Aether Bulb-lantern, Lightning slugs, E-tether cane, vortex grenade