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Author Topic: HMACE - Characters and Pregens  (Read 4185 times)
Lex
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« on: July 26, 2012, 03:59:30 PM »

HMACE - Character Creation

Starting Points: 400/-70. Build a complete, playable 400-point HMACE character using the templates provided at least for inspiration and parameters. Don't worry about social advantages yet.

Step 2. Spend 50 more points to sharpen up. Try not to double-down on your main shtick, unless it really needs help (because you were spread too thin already, etc). Add or strengthen fighting skills in a non-combat character*, or give a combat monster a useful non-killing hobby. Add leftovers to the social point pool, below.
* Note that all templates have mandatory Combat Reflexes, and most include Extra Life as an option. Draw from that what you will.

Step 3. Spend 50 points on social traits and lenses.

Base Starting Wealth: $2,000, but see Wealth under social traits.

Campaign Tech Level: Mythic Dark Ages (TL3-4 + Magic).


The Lands of Occident
An important note about the Lands of Occident... they aren't Faerun, the Forgotten Realms, or "Generic DF-Land."

They're closer to Europe at the height of the Inquisition: there is One True Church, the Church of the Holy Light of His Divine Radiance. Denying (or even doubting) the absolute and unerring truth of Church Dogma is grounds for being tortured into a confession and burned at the stake.

Non-humans, magic, the supernatural, and even "infidels" are the stuff of legend and superstition in most places... everyone fully believes in them, but they've been brought up to believe that all such beings and powers are Evil. Whether Faeries, Vampires, or Moors, those who have turned their back on the Holy Light are uniformly wicked and malevolent in the eyes of God-Fearing folks.
« Last Edit: December 11, 2014, 11:08:31 AM by Lex » Logged
Lex
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« Reply #1 on: July 26, 2012, 04:01:13 PM »

Bandit King

Attributes: ST 13 [30]; DX 15 [100]; IQ 13 [60]; HT 13 [30].

Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs.; HP 16 [6]; Will 13 [0]; Per 14 [5]; FP 13 [0]; Basic Speed 7.00 [0]; Basic Move 7 [0].

Advantages: Combat Reflexes [15]; Heroic Archer [20]; Strongbow [1]; Weapon Master (Bow) [20]. • Another 50 points chosen from among improved Attributes and Secondary Characteristics, Absolute Direction [5], Acute Senses (any) [2/level], Alcohol Tolerance [1], Animal Empathy [5], Brave [1], Danger Sense [15], Daredevil [15], Destiny [5 to 15], DR 1-3 (Tough Skin, -40%) [3/level], Enhanced Dodge 1-3 [15/level], Extra Life 1 [25], Fearlessness [2/level] or Unfazeable [15], Fit [5] or Very Fit [15], Gizmos 1-3 [5/gizmo], High Pain Threshold [10], Lifting ST 1-3 [3/level], Luck [15] or Extraordinary Luck [30], Magic Resistance [2/level], Night Vision [1/level], No Hangover [1], Off-Hand Weapon Training [1/skill] or Ambidexterity [5], Peripheral Vision [15], Rapid Healing [5] or Very Rapid Healing [15], Resistant [Varies], Serendipity [15/level], Signature Gear [Varies], Trademark Move [1/move], Weapon Bond [1/weapon], Wild Talent 1 [20], or upgrade Weapon Master: add a single Ranger weapon (Broadsword, Spear, etc.) for 5 points, up to four weapons for 10 points, or all weapons used by the Ranger wildcard for 15 points.

Disadvantages: Social Stigma (Outlaw) [-5]. • Another -65 points chosen from among Alcoholism [-15], Bad Temper [-10], Berserk [-10], Bloodlust [-10], Bully [-10], Callous [-5], Chummy [-5] or Gregarious [-10] or Loner [-5], Code of Honor (Highwayman’s) [-5], Destiny [-5 to -15], Flashbacks [Varies], Greed [-15], Guilt Complex [-5], Impulsiveness [-10], Jealousy [-10], Killjoy [-15], Nightmares [-5], Oblivious [-5], Odious Personal Habits [-5 to -15], On the Edge [-15], Overconfidence [-5], Reputation [Varies], Sense of Duty (Teammates) [-5], Stubbornness [-5], Truthfulness [-5], Wounded [-5], or upgrade Social Stigma (Outlaw) [-5] to (Wolf's Head) [-15] for -10 points.

Wildcard Skills: Ranger! DX+3 [60]; Mercenary! IQ-1 [12]; Wanderer! IQ-1 [12]. • Two of Talker! IQ-1 [12]; Thief! IQ-1 [12]; or spend 12 points to raise either of those or the previous wildcard skills by one level.

Secondary Skills: Brawling (E) DX+2 [4]; Jumping (E) DX [1]; Wrestling (A) DX+1 [4]. • Five of Climbing or Stealth, both (A) DX [2]; Armoury (Melee Weapons or Missile Weapons), Interrogation, Occultism, or Traps, all (A) IQ [2]; Running (A) HT [2]; Intimidation (A) Will [2]; Observation or Search, both (A) Per [2].

Background Skills: Six of Area Knowledge (any), Current Affairs (any), or Gesture, all (E) IQ [1]; Boating (Unpowered) or Throwing, both (A) DX-1 [1]; Carousing (E) HT [1]; Garrote or Knot-Tying, both (E) DX [1]; Gambling (A) IQ-1 [1].


Barbarian Lord

Attributes: ST 18 [72]; DX 14 [80]; IQ 10 [0]; HT 14 [40].

Secondary Characteristics: Damage 1d+2/3d; BL 65 lbs.; HP 23 [9]; Will 13 [15]; Per 14 [20]; FP 14 [0]; Basic Speed 7.00 [0]; Basic Move 8 [0].

Advantages: Combat Reflexes [15]; DR 2 (Tough Skin, -40%) [6]; High Pain Threshold [10]; Temperature Tolerance 2 [2]. • Another 50 points chosen from among improved Attributes and Secondary Characteristics, Absolute Direction [5], Acute Senses (any) [2/level], Alcohol Tolerance [1], Animal Empathy [5], Brave [1], Charisma [5/level], Danger Sense [15], Daredevil [15], Destiny [5 to 15], DR 3-6 (Tough Skin, -40%) [3/level], Enhanced Dodge 1-2 [15/level], Enhanced Parry 1-3 (Combat wildcard) [5/level] or (All Weapons) [10/level], Extra Attack 1 [25], Extra Life 1 [25], Fearlessness [2/level] or Unfazeable [15], Fit [5] or Very Fit [15], Improvised Weapons (Combat Wildcard) [1], Lifting ST 1-5 [3/level], Luck [15] or Extraordinary Luck [30], Magic Resistance [2/level], Night Vision [1/level], No Hangover [1], Off-Hand Weapon Training [1/skill] or Ambidexterity [5], Patrons [10 to 30], Rapid Healing [5] or Very Rapid Healing [15], Resistant [Varies], Serendipity [15/level], Signature Gear [Varies], Striking ST 1-5 [5/level], Trademark Move [1], Weapon Bond [1/weapon], or Weapon Master (One weapon) [20], (Two Weapons) [25], (Up to five weapons) [30], or (Barbarian Weapons) [35].

Disadvantages: Gigantism [0]; Social Stigma (Minority) [-10]. • Another -60 points chosen from among Bad Temper [-10], Bully [-10], Callous [-5], Curious [-5], Destiny [-5 to -15], Flashbacks [Varies], Gluttony [-5], Guilt Complex [-5], Impulsiveness [-10], Nightmares [-5], No Sense of Humor [-10], Oblivious [-5], On the Edge [-15], Overconfidence [-5], Sense of Duty (Teammates) [-5], Stubbornness [-5], Truthfulness [-5], Wounded [-5], or upgrade Social Stigma (Minority) [-10] to (Wolf's Head) [-15] for -5 points.

Wildcard Skills: Barbarian! DX+2 [48]; Wanderer! IQ+2 [48]. • Either Mercenary! IQ [24], or spend 24 points to raise either of those or the previous wildcard skills by two levels, or both skills by one level each.

Secondary Skills: Brawling (E) DX+2 [4]; Climbing and Stealth, both (A) DX [2]; Jumping (E) DX [1]; Running (A) HT [2]; Wrestling (A) DX+1 [4]. • Five of Animal Handling (Dogs or Horses), Armoury (Melee Weapons), Interrogation, Leadership, Occultism, Soldier, or Traps, all (A) IQ [2]; Intimidation (A) Will [2]; Observation or Search, both (A) Per [2]; Riding (Horse) (A) DX [2]; or Tactics (H) IQ-1 [2].

Background Skills: Six of Area Knowledge (any), Current Affairs (any), First Aid, or Gesture, all (E) IQ [1]; Boating (Unpowered) or Throwing, both (A) DX-1 [1]; Carousing (E) HT [1]; Forced Entry, Garrote, or Knot-Tying, all (E) DX [1]; Gambling (A) IQ-1 [1]; or Lifting or Sex Appeal, both (A) HT-1 [1].


Black Knight

Attributes: ST 15 [50]; DX 15 [100]; IQ 12 [40]; HT 13 [30].

Secondary Characteristics: Damage 1d+1/2d+1; BL 45 lbs.; HP 18 [6]; Will 14 [10]; Per 12 [0]; FP 13 [0]; Basic Speed 7.00 [0]; Basic Move 7 [0].

Advantages: Combat Reflexes [15]; High Pain Threshold [10]. • Choose a 50-point Black Knight lens (below). • Another 40 points chosen from among improved Attributes and Secondary Characteristics, additional lens abilities, Alcohol Tolerance [1], Brave [1], Charisma [5/level], Danger Sense [15], Daredevil [15], Destiny [5 to 15], DR 1-4 (Tough Skin, -40%) [3/level], Enhanced Block 1-3 [5/level], Enhanced Parry 1-3 (Combat wildcard) [5/level] or (All Weapons) [10/level], Extra Attack 1 [25], Extra Life 1 [25], Fearlessness [2/level] or Unfazeable [15], Fit [5] or Very Fit [15], Improvised Weapons (Combat Wildcard) [1], Lifting ST 1-3 [3/level], Luck [15] or Extraordinary Luck [30], Magic Resistance [2/level], Night Vision [1/level], No Hangover [1], Off-Hand Weapon Training [1/skill] or Ambidexterity [5], Rapid Healing [5] or Very Rapid Healing [15], Resistant [Varies], Serendipity [15/level], Signature Gear [Varies], Striking ST 1-3 [5/level], Trademark Move [1], Weapon Bond [1/weapon], or Weapon Master (One weapon) [20], (Two Weapons) [25], (Up to five weapons) [30], or (Knightly Weapons) [35].

Disadvantages: Social Stigma (Disowned or Excommunicated) [-10]. • Another -60 points chosen from among Bad Temper [-10], Bully [-10], Callous [-5], Curious [-5], Destiny [-5 to -15], Flashbacks [Varies], Gluttony [-5], Guilt Complex [-5], Impulsiveness [-10], Nightmares [-5], No Sense of Humor [-10], Oblivious [-5], On the Edge [-15], Overconfidence [-5], Sense of Duty (Teammates) [-5], Stubbornness [-5], Truthfulness [-5], Wounded [-5], or upgrade Social Stigma (Excommunicated) [-10] to (Heretic) [-20] for -10 points.

Wildcard Skills: Knight! DX+2 [48]; Officer! IQ [24]. • Either Wanderer! IQ [24], or spend 24 points to raise either of those or the previous wildcard skills by two levels, or both skills by one level each.

Secondary Skills: Brawling (E) DX+2 [4]; Jumping (E) DX [1]; Occultism (A) IQ [2]; Savoir-Faire (Occult) (E) IQ [1]; Wrestling (A) DX+1 [4]. • Three of Armoury (Body Armor or Melee Weapons) or Interrogation, all (A) IQ [2]; Climbing or Stealth, both (A) DX [2]; Intimidation (A) Will [2]; Observation, Search, Survival (Woodlands, etc.), or Tracking, all (A) Per [2]; or Running (A) HT [2].

Background Skills: Five of Area Knowledge (any), Current Affairs (any), or Savoir-Faire (High Society), all (E) IQ [1]; Carousing (E) HT [1]; Forced Entry, Garrote, or Knot-Tying, all (E) DX [1]; Gambling (A) IQ-1 [1]; Sex Appeal (A) HT-1 [1]; or Throwing (A) DX-1 [1].

Occult Dabbler (50 points)
IQ+1 [20].
Will-1 [-5].
Magery 1 [15].
Thaumatology (VH) IQ [8]; one Path skill at (VH) IQ [8], and another 4 points in Path skills.

Unholy Scion (50 points)
60 points in Pact abilities.
Vow (Supernatural Pact) [-10].


Forbidden Scholar

Attributes: ST 11 [10]; DX 13 [60]; IQ 16 [120]; HT 12 [20].

Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP 15 [8]; Will 16 [0]; Per 16 [0]; FP 12 [0]; Basic Speed 7.00 [15]; Basic Move 7 [0].

Advantages: Combat Reflexes [15]; Language Talent (Cunning Linguist) [30]; Magery 3 [35]. • Another 70 points chosen from among improved Attributes or Secondary Characteristics, Autotrance [1], Book-Learned Wisdom (DF4: Sage, p. 8) [5 + 2/point], Brave [1], Charisma [5/level], Common Sense [10], Destiny [5 to 15], DR 1-2 (Tough Skin, -40%) [3 or 6], Eidetic Memory [5] or Photographic Memory [10], Equipment Bond [1/item], Extra Life 1 [25], Fearlessness [2/level] or Unfazeable [15], Fit [5] or Very Fit [15], Gizmos 1-3 [5/gizmo], High Pain Threshold [10], Higher Purpose (Acquire Knowledge) [5], Intuition [15], Language (Fluent) [2/language], Luck [15] or Extraordinary Luck [30], Magery 4+ [10/level], Magic Resistance (Improved, +150%) [5/level], Pitiable [5], Rapid Healing [5] or Very Rapid Healing [15], Resistant [Varies], Ritual Mastery [1/ritual], Serendipity [15/level], Signature Gear [Varies], Single Minded [5], or Wild Talent (No Advantage Requirements, -50%) [30/level].

Disadvantages: Social Stigma (Excommunicated) [-10]. • Another -60 points chosen from among Absent-Mindedness [-15], Alcoholism [-15], Appearance [Varies], Bad Sight (Mitigator, Glasses, -60%) [-10], Bad Temper [-10], Callous [-5], Curious [-5], Destiny [-5 to -15], Flashbacks [Varies], Guilt Complex [-5], Magic Susceptibility [-3/level], Nightmares [-5], No Sense of Humor [-10], Overconfidence [-5], Paranoia [-10], Post-Combat Shakes [-5], Sense of Duty (Teammates) [-5], Shyness [Varies], Skinny [-5], Stubbornness [-5], Stuttering [-10], Truthfulness [-5], Workaholic [-5], Xenophilia [-10], or upgrade Social Stigma (Excommunicated) [-10] to (Heretic) [-20] for -10 points.

Wildcard Skills: Occult Lore! IQ+1 [36].

Primary Skills: Thaumatology (VH) IQ-1 [4]. • Spend 20 points on Path skills, no higher than (VH) IQ-1 [4].

Secondary Skills: Four of Alchemy, Ritual Magic (One tradition - Demonic, Hermetic, Pagan, etc.), or Surgery, all (VH) IQ-2 [2]; Breath Control (H) HT-1 [2]; Diagnosis, Naturalist, Pharmacy (Herbal), or Symbol Drawing (Same tradition as Ritual Magic), all (H) IQ-1 [2]; Esoteric Medicine (H) Per-1 [2]; or Meditation (H) Will-1 [2]. • Three of Brawling, Crossbow, Innate Attack (any), or Knife, all (E) DX+2 [4]; or Axe/Mace, Bow, Broadsword, Shortsword, Staff, Throwing, or Wrestling, all (A) DX+1 [4].

Background Skills: Seven of Climbing, Riding (Horse), or Stealth, all (A) DX-1 [1]; Leadership, Holdout, Teaching, Traps, or Writing, all (A) IQ-1 [1]; Law (Church, Common, or Demonic), or Poisons, all (H) IQ-2 [1]; Scrounging (E) Per [1]; or Observation, Lip Reading, or Search, all (A) Per-1 [1].


Master of Shadows

Attributes: ST 11 [10]; DX 15 [100]; IQ 15 [100]; HT 13 [30].

Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP 15 [8]; Will 15 [0]; Per 16 [5]; FP 13 [0]; Basic Speed 7.00 [0]; Basic Move 7 [0].

Advantages: Combat Reflexes [15]; Intuition [15]; and Photographic Memory [10]. • Another 70 points chosen from among improved Attributes and Secondary Characteristics, Absolute Direction [5], Acute Senses (any) [2/level], Ambidexterity [5], Brave [1], Catfall [10], Charisma [5/level], Common Sense [10], Danger Sense [15], Destiny [5 to 15], Enhanced Dodge 1-3 [15/level], Extra Life 1 [25], Fearlessness [2/level] or Unfazeable [15], Fit [5] or Very Fit [15], Flexibility [5] or Double-Jointed [15], Gizmos 1-3 [5/gizmo], High Pain Threshold [10], Honest Face [1], Languages [2-6/language], Luck [15] or Extraordinary Luck [30], Magic Resistance [2/level], Night Vision [1/level], Perfect Balance [15], Peripheral Vision [15], Rapid Healing [5] or Very Rapid Healing [15], Resistant [Varies], Sensitive [5] or Empathy [15], Serendipity [15/level], Signature Gear [Varies], Silence 1-2 [5/level], Single-Minded [5], Voice [10], Weapon Bond [1/weapon], or Weapon Master (Knives) [20].

Disadvantages: -70 points chosen from among Alcoholism [-15], Callous [-5], Chummy [-5] or Gregarious [-10] or Loner [-5], Compulsive Lying [-15], Curious [-5], Destiny [-5 to -15], Flashbacks [Varies], Greed [-15], Jealousy [-10], Nightmares [-5], Overconfidence [-5], Paranoia [-10], Post-Combat Shakes [-5], Selfish [-5], Sense of Duty (Teammates) [-5], Stubbornness [-5], Trickster [-15], or Xenophilia [-10].

Wildcard Skills: Spy! IQ+1 [36] and Thief! DX+1 [36]. • Spend 12 points to raise one wildcard skill one level.

Secondary Skills: Three of Brawling, Crossbow, Knife, or Thrown Weapon (Knife), all (E) DX+2 [4]; or Bow, Broadsword, Shortsword, Staff, Throwing, or Wrestling, all (A) DX+1 [4]. • Three of Animal Handling (Dogs or Horses), Occultism, Smuggling, Soldier, or Streetwise, all (A) IQ [2]; Poisons or Psychology, both (H) IQ-1 [2]; or Survival (Woodlands, etc.), Tracking, or Urban Survival, all (A) Per [2].

Background Skills: Five of Administration, Architecture, Gambling, or Merchant, all (A) IQ-1 [1]; Area Knowledge (any), Current Affairs (any), or First Aid, all (E) IQ [1]; Carousing or Swimming, both (E) HT [1]; Fast-Draw (any) (E) DX [1]; Hiking or Running, both (A) HT-1 [1]; Riding (Horse) (A) DX-1 [1]; Scrounging (E) Per [1]; or Tactics (H) IQ-2 [1].


Sorcerer

Attributes: ST 11 [10]; DX 12 [40]; IQ 16 [120]; HT 12 [20].

Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP 15 [8]; Will 16 [0]; Per 16 [0]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0].

Advantages: Combat Reflexes [15]; Magery 5 [55]; and Ritual Adept [40]. • Another 70 points chosen from among improved Attributes or Secondary Characteristics, Autotrance [1], Brave [1], Danger Sense [15], Intuition [15], Languages [2-6/language], Luck [15] or Extraordinary Luck [30], Magery 6-7 [10/level], Destiny [5 to 15], Extra Life 1 [25], Fearlessness [2/level] or Unfazeable [15], Fit [5], High Pain Threshold [10], Magic Resistance (Improved, +150%) [5/level], Mind Shield [4/level], Resistant [Varies], Ritual Mastery [1/ritual], Sensitive [5] or Empathy [15], Signature Gear (Grimoires, workspace kit, etc.) [Varies], Single Minded [5], or Telekinesis [5/level].

Disadvantages: Social Stigma (Excommunicated) [-10]. • Another -60 points chosen from among Will -1 to -3 [-5/level], Per -1 to -3 [-5/level], Absent Mindedness [-15], Appearance [Varies], Bad Sight (Mitigator, Glasses, -60%) [-10], Bully [-10], Clueless [-10], Curious [-5], Destiny [-5 to -15], Easy to Read [-10], Gluttony [-5], Greed [-15], Gullibility [-10], Impulsiveness [-10], Intolerance (Religious folk) [-10], Jealousy [-10], Klutz [-5], Loner [-5], Low Pain Threshold [-10], Magic Susceptibility [-3/level], Overconfidence [-5], Overweight [-1] or Skinny [-5], Post-Combat Shakes [-5], Reputation [Varies], Shyness [Varies], Stubbornness [-5], Trickster [-15], Unluckiness [-10], Weirdness Magnet [-15], Xenophilia [-10], or upgrade Social Stigma (Excommunicated) [-10] to (Heretic) [-20] for -10 points.

Primary Skills: Occultism and Research, both (A) IQ [2]; Savoir-Faire (Occult) (E) IQ [1]; Ritual Magic (One tradition - Demonic, Hermetic, Pagan, etc.) (VH) IQ [8]; Symbol Drawing (Same tradition) (H) IQ [4]; and Thaumatology (VH) IQ+1 [12]. • Choose one Path skill at (VH) IQ+1 [12], and spend another 26 points on Path skills.

Secondary Skills: Four of Alchemy (VH) IQ-2 [2]; Breath Control (H) HT-1 [2]; Esoteric Medicine (H) Per-1 [2]; Hidden Lore (Demons, Faeries, Legendary Objects, Mythic Beasts, Sacred Places, or Undead) (A) IQ [2]; Innate Attack (any) (E) DX+1 [2]; or Meditation (H) Will-1 [2]. • Three of Brawling, Crossbow, or Knife, all (E) DX+2 [4]; or Axe/Mace, Bow, Broadsword, Shortsword, Staff, or Wrestling, all (A) DX+1 [4].

Background Skills: Five of Area Knowledge (any), Current Affairs (any), First Aid, or Gesture, all (E) IQ [1]; Body Sense (H) DX-2 [1]; Climbing, Riding (Horse), or Stealth, all (A) DX-1 [1]; Diplomacy, Hypnotism, Naturalist, Poisons, Psychology, or Tactics, all (H) IQ-2 [1]; Hazardous Materials (Magical), Teaching, or Writing, all (A) IQ-1 [1]; Hiking or Running, both (A) HT-1 [1]; Jumping (E) DX [1]; or Swimming (E) HT [1].



« Last Edit: December 11, 2014, 03:51:43 PM by Lex » Logged
Lex
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« Reply #2 on: July 26, 2012, 04:03:43 PM »

Dark Faerie

Attributes: ST 11 [10]; DX 14* [20]; IQ 13* [20]; HT 12* [10].

Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP 15 [8]; Will 13 [0]; Per 13 [0]; FP 12 [0]; Basic Speed 8.00* [10]; Basic Move 8 [0].
* Includes bonus from Sidhe racial template.

Advantages: Sidhe [200]; choose House of Autumn or House of Winter lens (below). • Combat Reflexes [15]; Luck [15]. • Another 100 points chosen from among a 100-point Fae lens (below), improved Attributes or Secondary Characteristics, Fae Gifts, Animal Empathy [5], Brave [1], Danger Sense [15], Daredevil [15], Destiny [5 to 15], DR 1-2 (Tough Skin, -40%) [3 or 6], Eidetic Memory [5] or Photographic Memory [10], Enhanced Dodge 1-3 [15/level], Extra Life 1 [25], Fearlessness [2/level] or Unfazeable [15], Gizmos 1-3 [5/gizmo], High Pain Threshold [10], Intuition [15], Magery 1+ [10/level], Magic Resistance (Improved, +150%) [5/level], Off-Hand Weapon Training [1/skill] or Ambidexterity [5], Peripheral Vision [15], Serendipity [15/level], Signature Gear [Varies], Single-Minded [5], Trademark Move [1/move], Weapon Bond [1/weapon], Wild Talent 1 [20], or upgrade Fit [5] to Very Fit [15] for 10 points, Luck [15] to Extraordinary Luck [30] for 15 points, or Regeneration (Slow) [10] to (Regular) [25] for 15 points.

Disadvantages: -70 points from the Black Knight, Master of Shadows, or Sorcerer templates, or from optional racial disadvantages.

Wildcard Skills: One of Occult Lore!, Officer!, Trickster!, or Wanderer!, at IQ [24]; or two at IQ-1 [12] each.

Primary Skills: Hidden Lore (Fae) (A) IQ [2]; Savoir-Faire (High Society) (E) IQ [1]; Thaumatology (VH) IQ-1 [4].

Secondary Skills: Six of Alchemy or Ritual Magic (Faerie), both (VH) IQ-2 [2]; Acting, Disguise, Holdout, or Occultism, all (A) IQ [2]; Esoteric Medicine (H) Per-1 [2]; Intimidation (A) Will [2]; Meditation (H) Will-1 [2]; or Naturalist, Pharmacy (Herbal), Poisons, or Symbol Drawing (Faerie), all (H) IQ-1 [2]. Alternately, spend 12 points to improve one Wildcard skill above by one level. • Three of Brawling, Crossbow, Innate Attack (any), or Knife, all (E) DX+2 [4]; or Axe/Mace, Bow, Broadsword, Shortsword, Staff, Throwing, or Wrestling, all (A) DX+1 [4]. Alternately, spend 12 points on Fae Knight! to get DX-1 [12] or improve it by one level.

Background Skills: Seven of Animal Handling (Dogs or Horses), Gambling, Leadership, Traps, or Writing, all (A) IQ-1 [1]; Area Knowledge (any), Current Affairs (any), or First Aid, all (E) IQ [1]; Carousing or Swimming, both (E) HT [1]; Climbing, Riding (Horse), or Stealth, all (A) DX-1 [1]; Fast-Draw (any) (E) DX [1]; Hiking or Running, both (A) HT-1 [1]; Observation, Lip Reading, Search, Survival (Woodlands), or Tracking, all (A) Per-1 [1]; or Tactics (H) IQ-2 [1].

Fae Lens: Courtier
DX+1 [20]; IQ+2 [40].
Basic Speed-0.25 [-5].
Either Charisma 2 (Glamour, Will-4, -10%) [9] or Voice (Glamour, Will-4, -10%) [9].
Courtier! IQ+1 [36].

Fae Lens: Knight
DX+1 [20].
Basic Speed-0.25 [-5].
Striking ST 2 (Longsword only, -60%) [4]; Weapon Bond (Longsword) [1]; Weapon Master (Longsword) [20].
Fae Knight! DX+3 [60].

Fae Lens: Witch
IQ+2 [40].
Magery 3 [30]*.
Ritual Magic (Faerie) (VH) IQ-1 [4]; Symbol Drawing (Faerie) (H) IQ-1 [2]; spend 4 points to improve to Thaumatology (VH) IQ [12]; buy one Path skill at (VH) IQ [8], and spend another 12 points on Path skills.
* Includes Magery 0 [5] from Sidhe racial template.


Sidhe (Base template)

Attribute Modifiers: DX+3 [60]; IQ+2 [40]; HT+1 [10].

Secondary Characteristic Modifiers: Basic Speed+1.00 [20].

Advantages: Choose a 0-point House Lens (below). • Appearance (Very Beautiful/Handsome; Glamour, Will-4, -10%) [15]; Doesn't Breathe [20]; Fae Gifts [1]; Fit [5]; Immune to Metabolic Hazards [30]; Injury Tolerance (Unliving) [20]; Magery 0 [5]; Language (English or chosen human tongue, Fluent) [6]; Language (Tuath, Native) [0]; Parabolic Hearing 1 [4]; Reduced Consumption 2 (One meal a week) [4]; Regeneration (Slow) [10]; Sanitized Metabolism [1]; Silence 1 [5]; Ultrahearing [5]. • Another 30 points chosen from among Fae Gifts.

Disadvantages: Code of Honor (Fae Aristocrat) [-10]; Dislikes Christianity [-1]; Divine Curse (True Name) [-5]; Restricted Diet† [-10]; Revulsion (Pure Iron) [-5]; Seasonal Affect‡ [-5]; Skinny [-5]; Social Stigma (Evil Spirit) [-20]; Vulnerability (Pure Iron ¥2) [-10]; Weakness (Contact with Pure Iron; 1d per minute) [-10]. • One of Clueless [-10], Dread (Church bells, scripture read aloud, etc.) [-10], Dread (Religious Symbols) [-10], Easy to Read [-10], Frightens Animals [-10], Intolerance (Total, Non-Fae) [-10], Supernatural Features (Inhuman Reflection or No Reflection) [-10], Supernatural Features (No Shadow) [-10], or Weakness (Contact with holy water and artifacts; 1d per minute) [-10].
† Something specific to your season: dried leaves, etc, for the House of Autumn, ice or snow, etc, for the House of Winter.
‡ Like a mild form of Lunacy (p. B143), but tied to the seasons. In your own season, you act as though you have Congenial and Overconfidence; in your opposite season, you act like you have Laziness and Uncongenial. In the season before yours, you have Congenial and Distractible, while in the season after you have Distractible and Uncongenial. You can't take any of those traits alone.

Features: Affected by True Faith and Path of Spirit (instead of Body/Mind) magic; Cannot use holy items.

House of Autumn
High Pain Threshold [10]; Night Vision 9 [9]; Temperature Tolerance (Cold) 5 [5]; Touch of Harvest [1].
Lifebane [-10]; Odious Personal Habit (Morbid, pessimistic, etc.) [-5]; Supernatural Features (Cold Spot; No Body Heat) [-10].

House of Winter
Chill Touch [1]; DR 5 Limited: Cold/Ice, -40%) [15]; Dark Vision [25]; Temperature Tolerance (Cold) 10 [10]; Terrain Adaptation (Ice & Snow) [10].
Callous [-5]; Lifebane (Frosty Presence) [-10]; Supernatural Features (Cold Spot; No Body Heat) [-10]; Vulnerability (Heat/Fire x2) [-30]; Weakness (Temperatures in excess of 90 degrees; 1d/5 min; Variable, -40%) [-6].


Fae Gifts
• Alternate Form (Cat, Flock of Birds, Hound, or Aspect of the Season; Reduced Time 4, +80%) [27/form].
• Aura of the Season [25/level].
• Charisma (Glamour*, Will-4, -10%) [4.5/level].
• Dark Vision [25], upgrade from Night Vision 9 [9] for 16 points (Autumn only).
• Illusion (Glamour*, Will-4, -10%) [23]; add (Ranged, +40%) [33].
• Flight (Switchable, +10%; Winged, -25% - usually gossamer or insect-like wings) [34] or unmodified [40].
• Mimicry (Glamour*, Will-4, -10%) [9].
• Mind Control (Hearing-Based, -20%; Suggestion, -40%) [20], or without (Suggestion) [40].
• Speak with Animals [25] (requires Animal Empathy).
• Super Jump 1 or 2 [10 or 20].
• Telekinesis [5/level].
• Voice (Glamour*, Will-4, -10%) [9].
• Warp (Only when unobserved, -20%; Range Limit, 20 yds, -45%) [35]; add (Reliable) for [+5/level].
• Upgrade Combat Reflexes [15] to Enhanced Time Sense [45] for 30 points.

Aura of the Season
Control (Seasonal Effects & Weather, Common; Costs Fatigue, 4 FP, -20%; Natural Phenomena, +100%; Nuissance Effect, Obvious, -5%; Takes Extra Time, 2 Concentrate, -20%; Takes Recharge, 1 hour, -30%) [25/level].

Alternate Form: Cat
ST-6 [-60]; DX+4 [48].
Per+1 [5]; Size -3 [0].
Catfall [10]; Claws (Sharp) [5]; Fur [1]; Perfect Balance [15]; Super Jump 1 [10]; Teeth (Sharp) [1].
Quadruped [-35].

Alternate Form: Flock of Birds
ST -8 [-80].
DR 1 [5]; Feathers [1]; Flight (Winged, -25%) [30]; Penetrating Voice [1]; Teeth (Sharp Beak) [1]; upgrade Injury Tolerance (Unliving) [20] to (Diffuse; Body of Swarm) [100] for 80 points.
No Fine Manipulators [-30]; lose Silence 1 [-5], gain Noisy 2 [-4].

Alternate Form: Hound
Acute Smell/Taste 1 [2]; DR 3 (Tough Skin, -40%) [9]; Discriminatory Smell [15]; Fur [1]; Penetrating Voice [1]; Striking ST 3 (Unarmed Only, -60%) [6]; Teeth (Sharp) [1].
Quadruped [-35].

Alternate Form: Aspect of the Season
ST 0 [-130]*.
Full HP [26]*.
Can wear ordinary clothes (DR 0) [1]; Chameleon 4 (Own season or similar colors/environment, -40%) [12]; Touch of the Season (see below) [22]; Upgrade Injury Tolerance (Unliving) to (Diffuse; Infiltration, +40%) for 120 points.
No Manipulators [-50]; Supernatural Presence [-1].
* ST becomes 0, HP stay at their current value. Calculated for ST 13. Adjust as needed for use with different ST values.

Touch of Autumn Decay: Fatigue Attack 2 points (Hazard, Dehydration, +20%; Linked, +10%; Malediction 1, +100%) [14] + Toxic Attack 3 points (Linked, +10%; Malediction 1, +100%) [8].

Touch of Winter Frostbite: Fatigue Attack 2 points (Hazard, Freezing, +20%; Linked, +10%; Malediction 1, +100%) [14] + Toxic Attack 3 points (Linked, +10%; Malediction 1, +100%) [8].



Vampire Lord

Attributes: ST 15* [20]; DX 13* [20]; IQ 11 [20]; HT 13* [10].

Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs.; HP 18 [6]; Will 12 [5]; Per 13* [0]; FP - [0]; Basic Speed 8.00* [10]; Basic Move 8 [0].
* Includes bonus from Vampire racial template, but not from Bloodline lenses.

Advantages: Vampire [200]; choose a Bloodline lens, below. • Combat Reflexes [15]; DR 1 (Tough Skin, -40%) [3]. • Another 100 points chosen from among a 100-point Vampire lens (below), improved Attributes or Secondary Characteristics, Vampiric Gifts, Acute Senses (any) [2/level], Brave [1], Danger Sense [15], Daredevil [15], Destiny [5 to 15], DR 2-5 (Tough Skin, -40%) [3/level], Eidetic Memory [5] or Photographic Memory [10], Enhanced Dodge 1-3 [15/level], Extra Life 1 [25], Fearlessness [2/level] or Unfazeable [15], Gizmos 1-3 [5/gizmo], Intuition [15], Lifting ST 1-5 [3/level], Luck [15] or Extraordinary Luck [30], Magic Resistance† [2/level] or Magic Resistance† (Improved, +150%) [5/level], Off-Hand Weapon Training [1/skill] or Ambidexterity [5], Peripheral Vision [15], Trademark Move [1/move], Weapon Bond [1/weapon], Serendipity [15/level], Signature Gear [Varies], Single-Minded [5], or Wild Talent 1 [20].
† Characters with Magery must take Improved Magic Resistance. Those with Magic Suseptibility can't take Magic Resistance.

Disadvantages: -70 points from the Black Knight, Master of Shadows, or Sorcerer templates, or from optional racial disadvantages.

Wildcard Skills: One of Occult Lore!, Officer!, or Wanderer!, at IQ [24], or Thief! DX [24]; or two at Attribute-1 [12] each.

Primary Skills: Hidden Lore (Undead) (A) IQ [2]; Intimidation (A) Will [2]; Stealth (A) DX [2].

Secondary Skills: Six of Alchemy or Ritual Magic (Faerie), both (VH) IQ-2 [2]; Acting, Disguise, Holdout, or Occultism, all (A) IQ [2]; Esoteric Medicine (H) Per-1 [2]; Meditation (H) Will-1 [2]; or Naturalist, Pharmacy (Herbal), Poisons, or Symbol Drawing (Faerie), all (H) IQ-1 [2]. Alternately, spend 12 points to improve one Wildcard skill above by one level. • Three of Brawling, Crossbow, Innate Attack (any), or Knife, all (E) DX+2 [4]; or Axe/Mace, Bow, Broadsword, Shortsword, Staff, Throwing, or Wrestling, all (A) DX+1 [4]. Alternately, spend 12 points on a Combat wildcard to get DX-1 [12] or improve it by one level.

Background Skills: Seven of Animal Handling (Dogs or Horses), Gambling, Leadership, Traps, or Writing, all (A) IQ-1 [1]; Area Knowledge (any), Current Affairs (any), or First Aid, all (E) IQ [1]; Carousing or Swimming, both (E) HT [1]; Climbing or Riding (Horse), both (A) DX-1 [1]; Fast-Draw (any) (E) DX [1]; Hiking or Running, both (A) HT-1 [1]; Observation, Lip Reading, Search, Survival (Woodlands), or Tracking, all (A) Per-1 [1]; or Tactics (H) IQ-2 [1].

Vampire Lens: Courtier
DX+1 [20]; IQ+2 [40].
Per-2 [-10]; Basic Speed-0.25 [-5].
Appearance (Attractive) [4]; Charisma 1 [5]; Voice [10].
Courtier! IQ+1 [36].

Vampire Lens: Knight
DX+1 [20].
Basic Speed-0.25 [-5].
Striking ST 2 (Longsword only, -60%) [4]; Weapon Bond (Weapon of choice) [1]; Weapon Master (One weapon) [20].
Knight! DX+3 [60].

Vampire Lens: Warlock
ST-2 [-20]; IQ+3 [60].
Per-1 [-5]; Basic Speed-1.00 [-20].
Magery 3* [35].
Ritual Magic (Black Magic) (VH) IQ-1 [4]; Symbol Drawing (Black Magic) (H) IQ-1 [2]; Thaumatology (VH) IQ+1 [12]; buy one Path skill at (VH) IQ+1 [12], and spend another 12 points on Path skills.
* Bathory Vampires have an additional Per-1 [-5] (-2 total) and improve to Magery 4 [45]; since they already have Magery 0 [-5], the lens cost remains the same.


Vampire (Base template)

Attribute Modifiers: ST+3 [30]; DX+2 [40]; HT+2 [20].

Secondary Characteristic Modifiers: Per+2 [10]; Basic Speed+1.00 [20].

Advantages: Choose a 50-point Bloodline Lens (below). • Acute Taste and Smell 5 (Accessibility, Exposed blood only, -60%) [4]; Blood Pool 10 [30]; Can burn HP for extra effort [1]; Doesn’t Breathe [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Unliving) [20]; Night Vision 9 [9]; Reduced Consumption 1 [2]; Sanitized Metabolism [1]; Silence 2 [10]; Unkillable 1 (Achilles’ Heel, Fire, stake, or sunlight, -50%) [25]; Vampiric Bite [30]; Vampiric Gifts [1].

Disadvantages: Divine Curse (Cannot enter a private home without permission) [-5]; Draining (Blood) [-5]; Restricted Diet (Blood) [-10]; Social Stigma (Evil Spirit) [-20]; Supernatural Features (No Body Heat; Pallor; Not after feeding) [-6]; Uncontrollable Appetite (Blood) (12) [-15]; Unhealing (Partial) [-20]; Vulnerability (Heat/Fire ¥2) [-30]; Weakness (Sunlight; 1d per minute; Variable, -40%) [-36]; Weakness (Contact with holy water and artifacts; 1d per minute) [-10]. • Another -20 points chosen from among Bad Smell (Carrion, the Grave, etc.) [-10], Disturbing Voice [-10], Dread (Garlic) [-10], Dread (Religious Symbols) [-10], Dread (Running Water) [-20], Frightens Animals [-10], Lifebane [-10], Nocturnal [-20], Supernatural Features (Inhuman Reflection or No Reflection) [-10], or Supernatural Features (No Shadow) [-10]. Don't take anything that conflicts or overlaps with Bloodline traits.

Features: Affected by True Faith and Path of Undead (instead of Body/Mind) magic; Cannot use holy items; Neither has nor uses FP; Sterile.

Bloodline Lens: Bathory
ST+1 [10]; DX+1 [20]; IQ+1 [20].
HP+1 [2]; Basic Speed-0.25 [-5].
Appearance (Very Beautiful/Handsome; Temporary Disadvantage: Dependency, Blood bath, Monthly, -15%) [14]; Magery 0 [5].
Appearance (Monstrous; Mitigated: Monthly blood bath, -70%) [-6]; Supernatural Features (Inhuman Reflection) [-10].

Bloodline Lens: Lemuri
ST+2 [20].
Charisma 2 [10]; Mind Control (Suggestion, -40%; Hearing-Based, -20%) [20]; Voice [10].
Supernatural Features (No Reflection) [-10].

Bloodline Lens: Lilitu
Obscure 8 (Vision; Defensive, +50%; Extended, Infravision, +20%) [24]; Shadow Form [50]; and upgrade Night Vision 9 [9] to Dark Vision [25] for 16 points.
Prefers to feed on children [-1]; Skinny [-5]; Supernatural Feature (No Shadow) [-10]; Remove (Variable) [-36] from Weakness (Sunlight) [-60], for -24 points.

Bloodline Lens: Nachzehrer
ST+2 [20].
Alternate Form (Reduced Time 4, +80%) [27]; DR 2 [10]; Upgrade Injury Tolerance (Unliving) to (Homogenous, stake-able, -5%) [39] for 19 points.
Magic Susceptibility 1 [-3]; Skinny [-5]; exchange Supernatural Features (No Body Heat, Pallor) [-6] for Appearance (Horrific) [-24], for -18 points. Cannot take Supernatural Features.

Bloodline Lens: Strigoi
ST+1 [10].
Per+1 [5].
Alternate Form (Reduced Time 4, +80%) [27]; Animal Empathy (Children of the night, -40%) [3]; Mind Control (Hearing-Based, -20%; Children of the night, -60%) [10]; Speak with Animals (Children of the Night, -40%) [15].
Dependency (Dirt of the Homeland, Monthly) [-20].


Vampiric Gifts
• Alternate Form (Black Dog, Giant Bat, or Body of Mist; Reduced Time 4, +80%) [27/form].
• Blood Healing: Healing (Injured Only, -20%; Self Only, +0%; Uses Blood Pool instead of FP, +0%)[24].
• Blood Pool (Energy Reserve, usable for anything that Fatigue is, rechargeable only with Vampiric Bite), up to 20 [3/level].
• Claws (Sharp; Switchable, +10%) [6].
• Clinging [20]. • If desired, add Super Climbing [3/level] to bring Clinging Move to parity with Basic Move.
• Discriminatory Smell (Emotion Sense, +50%) [23].
• Mind Control (Suggestion, -40%; Hearing-Based or Vision-Based, -20%) [20], or without (Suggestion) [40].
• Super Jump 1 or 2 [10 or 20].
• Upgrade Combat Reflexes [15] to Enhanced Time Sense [45] for 30 points.
• Upgrade Night Vision 9 [9] to Dark Vision [25] for 16 points.
• Upgrade Vampiric Bite for 5 points per extra HP/turn drained, up to 3 HP/turn.
• Buy off Divine Curse [5], Uncontrollable Appetite [15].

Alternate Form: Black Dog (Hyena, Wolf, etc)
DR 4 (Tough Skin, -40%) [12]; Discriminatory Smell [15]; Fur [1]; Penetrating Voice [1]; Striking ST 3 (Unarmed Only, -60%) [6].
Quadruped [-35].

Alternate Form: Body of Mist
ST 0 [-150]*.
Full HP [30]*.
Can wear ordinary clothes (DR 0) [1]; Chameleon 2 [10]; Flight (Lighter than Air, -10%) [36]; upgrade Injury Tolerance (Unliving) to (Diffuse; Infiltration, +40%) for 120 points.
No Legs (Aerial) [0]; No Manipulators [-50]; Vulnerability (Air/wind-based attacks, x2) [-20].
* ST becomes 0, HP stay at their current value. Calculated for ST 15. Adjust as needed for use with different ST values.

Alternate Form: Giant Bat
ST-5 [-50].
Per+1 [5].
Size -1 [0]; Acute Hearing 5 [10]; Discriminatory Hearing [15]; Flight (Winged, -25%) [30]; Scanning Sense (Sonar) [20]; Ultrahearing [5].
No Fine Manipulators [-30]; Semi-Upright [-5].
« Last Edit: December 11, 2014, 04:31:35 PM by Lex » Logged
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« Reply #3 on: July 26, 2012, 04:06:39 PM »

Wildcard Skills

Combat Wildcards
Used for all weapons commonly associated with a particular warrior archetype, as well as combat athletics (Acrobatics, Acrobatic Stand, Jumping, etc). All applicable weapon techniques are improved to the skill's full level (or their maximum value; no bonus for those that default to Skill+0 or better), including cinematic techniques. Unarmed attacks can use a combat wildcard to hit, but gain no special bonuses as for Brawling, Wrestling, etc.

Barbarian! - Axe/Mace, Broadsword, Knife, Spear, Thrown Weapon (Axe/Mace, Knife, Spear), Two-Handed Axe/Mace, Two-Handed Sword.

Fae Knight! - Bow, Broadsword, Knife, Lance, Shortsword, Spear, Staff, Throwing (Knife, Spear), Two-Handed Sword.

Knight! - Axe/Mace, Broadsword, Flail, Knife, Lance, Throwing (Axe/Mace, Knife), Two-Handed Flail, Two-Handed Sword.

Ranger! - Axe/Mace, Bow, Broadsword, Knife, Shortsword, Spear, Staff, Throwing (Axe/Mace, Knife, Spear).


Other Wildcards

Mercenary/Officer! - Military Wildcard. Animal Handling (Dogs and Horses), First Aid, Intelligence Analysis, Leadership, Merchant, Public Speaking, Riding (Horse), Savoir-Fair (Military), Soldier, Strategy, Tactics, etc.

Occult Lore! - Lore Wildcard. Hidden Lore (Demons, Faeries, Legendary Objects, Mythic Beasts, Sacred Places, or Undead), Occultism, Research, Speed-Reading, Savoir-Faire (Occult), Writing, etc.

Spy! Social wildcard. Acting, Body Language, Detect Lies, Disguise, Fast-Talk, Forgery, Holdout, Interrogation, Lip Reading, Observation, Search, Shadowing, etc.

Thief! Sneaky wildcard. Acrobatics (not in combat), Climbing, Escape, Filch, Forced Entry, Garrote, Gesture, Lockpicking, Pickpocket, Sleight of Hand, Stealth, Traps, etc.

Wanderer! - Outdoorsman Wildcard. Area Knowledge (Trade routes, port cities, etc), Camouflage, Current Affairs (Travel), Fishing (Per), Hiking (HT), Mimicry (Animal Sounds or Bird Calls), Naturalist, Navigation, Survival (Per), Swimming (HT), Tracking (Per), Weather Sense, etc.



Magic
We'll be using Ritual Path Magic, as found in MH1 and Thaumatology: RPM. In brief...

Magery doesn't add to magical Path skills, but caps them at 12+Magery.

Thaumatology is the prerequisite to all magical Path skills, and all Paths default to Thaumatology -6, with an additional -5 for those lacking at least Magery 0. Magical Path skills also can't exceed Thaumatology's level.

Ritual Adept [40] allows a caster to dispense with inconvenient ritual elements; without it, casting is at -5 without a sacred space or magic circle, -5 without a magical connection to the target (via the laws of Sympathy or Contagion), and -5 without a 5 minute ritual to gather energy. Only characters with Magery 4 or better may take Ritual Adept.

Ritual Magic (any) and Symbol Drawing (any) can be used to prepare a magic circle; if both are successful, non-Adepts have no penalty for lacking a sacred space, and Adepts get +2 to their casting skill. Ritual Magic (Hermeticism) allows a caster to use Hermetic/Decanic Astrological modifiers to reap further bonuses.



Pacts
Outside of magic and Racial (Fae/Vampiric) Gifts, supernatural power must be bargained for. Any character may enter into such a bargain, gaining a Vow (Supernatural Pact) [-10], which may entail specific offerings, tasks to be performed, etc ... basically, Reprogrammable in the hands of the pact-holder.

For this, the soul-mortgaged PC may select from the following lists of abilities. All are both Pact-Based (-10%) and Unholy (thwarted by holy powers, sacred ground, etc, -10%). Each named entity requires its own pact, giving the character another 10 points with which to start developing his newfound power. This may seem like a good source of free points, until two demon lords give you conflicting orders, each promising to eat you if you fail them.

All
• Alternate Form (Reduced Time 4, +80%) [24].
• Extra Life [20].
• Resistant to Evil Supernatural Powers (+3) or (+8) [4 or 6].
• Resistant to Good Supernatural Powers (+3) or (+8) [4 or 6].
• Medium (Visual, +50%) [13].
• Spirit Empathy [8].
• Terror [24].


Baphomet
• Detect (Magic and Mages) [16]; (Precise, +100%) [36].
• Evil Eye (Hex) [39].
• Magic Resistance (Improved, +150%) [4.6/level].
• Ritual Adept [32].
• See Invisible (Magic) [12]; or with (True Sight, +50%) [20].


Beelzebub
• Aspect of the Fly: Corrosive Bite [3]; Reduced Consumption 4 (Cast Iron Stomach, -50%) [4]; Supernatural Feature (Fly mouth) [-5]; Universal Digestion [5]. 7 points.
• Clinging [16]; optionally, add Super Climbing [2.4/level] to bring Climbing Move up to Basic Move.
• Evil Eye (Plague) [40].
• Good with Bugs [1]; Speak with Bugs [5].
• Mind Control (Broadcast, +50%; Hearing-Based, -20%; Insects, -80%) [15].


Lilith
• Dark Vision [20].
• Evil Eye (Blindness) [37].
• Obscure 1-10 (Vision; Area Effect, 4 yd, +50%; Defensive, +50%; Ranged, +40%) [4.4/level].
• Shadow Form [40].
• Shadow Step: Warp (Range Limit, 100 yd, -40%; Reliable 2, +10%; Special Movement, must take a step, -10%; Special Portal, must begin and end in Darkness -4 or more, -20%) [20]. Add (Blink, +25%) for 25 points, or increase (Reliable, +5%/+1) up 10 for 5 points per level.


Moloch
• Burning Aura: Burning Attack 1d to 4d (Aura, +80%; Melee Attack, Reach C, -30%) [6.5/level].
• Damage Resistance 1-20 (Limited: Fire/Heat, -40%) [2/level].
• Evil Eye (Spontaneous Combustion) [40].
• Fire Step: Warp (Range Limit, 100 yd, -40%; Reliable 8, +40%; Special Movement, must take a step, -10%; Special Portal, must begin and end in a hex on fire, -50%) [20]. Add (Blink, +25%) for 25 points, or increase (Reliable, +5%/+1) up 10 for 5 points per level.
• Injury Tolerance 2 or 3 (Damage Reduction, Limited: Fire/Heat, -40%) [40 or 60].


Orcus
• Animate Dead (Pyramid 3/50, p. 11).
• Detect (Undead) [8]; (Precise, +100%) [18].
• Eyes of the Dead (MH1, p. 43) [20].
• Mind Control (Undead only, -50%) [15].
• See Invisible (Spirit) [12]; or with (True Sight, +50%) [20].


Evil Eye (Varies)
By conducting a 10-minute hexing ritual over something significant to the intended target (lock of hair, valued possession, etc – anything to establish a connection via the Laws of Sympathy or Contagion), you can prepare a potent curse for that person. Once the ritual has been conducted, you need only lock eyes with the victim, spend 5 FP, and roll a Quick Contest of your Will (normal range penalties) vs. his HT (bonus for resistance to evil); if he loses, he's affected as listed below. Multiple versions of Evil Eye are purchased as Alternative Attacks (p. B61); only one specific curse (with a specific target) may be prepared at a time, and you must select the curse and the target when conducting the preparation-ritual. Once used, even if you fail your Will roll or the target resists, you can't use the Evil Eye again until you obtain another link to the victim, and conduct another preparation ritual.

Evil Eye (Blindness): Affliction 1 (HT; Costs Fatigue, 5 FP, -25%; Blindness, +50%; Extended Duration, Permanent, +150%; Malediction 2, +150%; No Signature, +20%; PM, -20%; Preparation Required, 10 min, -30%; Sense-Based, Vision, -20%; Trigger, magical link to victim, -10%) [37]. • The victim is Blind (p. B124), until he receives a Cleansing ritual, a successful Exorcism, etc.

Evil Eye (Hex): Affliction 1 (HT; Costs Fatigue, 5 FP, -25%; Cursed, +75%; Extended Duration, Permanent, +150%; Malediction 2, +150%; No Signature, +20%; PM, -20%; Preparation Required, 10 min, -30%; Sense-Based, Vision, -20%; Trigger, magical link to victim, -10%) [39]. • The victim is Cursed (p. B129), until he receives a Cleansing ritual, a successful Exorcism, etc.

Evil Eye (Plague): Toxic Attack 1d (Costs Fatigue, 5 FP, -25%; Cyclic, 41x1 hr cycles, +820%; Malediction 2, +150%; No Signature, +20%; PM, -20%; Preparation Required, 10 min, -30%; Sense-Based, Vision, -20%; Trigger, magical link to victim, -10%) [40]. • The victim immediately takes 1d toxic damage (no DR), and contracts a horrible wasting disease (1d toxic per hour, for 41 hours), which will almost certain kill him within days, unless he receives a Cleansing ritual, a successful Exorcism, etc.

Evil Eye (Spontaneous Combustion): Burning Attack 1d (Costs Fatigue, 5 FP, -25%; Cyclic, 6x1 sec cycles, +600%; Malediction 2, +150%; No Signature, +20%; PM, -20%; Preparation Required, 10 min, -30%; Sense-Based, Vision, -20%; Trigger, magical link to victim, -10%) [39]. • The victim bursts into flame for 1d burning damage (no DR) per second, for 7 seconds or until he's extinguished (doused with water, rolled on the ground, etc).
« Last Edit: December 11, 2014, 11:35:01 AM by Lex » Logged
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« Reply #4 on: July 26, 2012, 04:46:16 PM »

Social Traits
• Ally (Henchman; Built on 50% [200 points]; 12 or less, 15 or less, or Constantly) [4, 6, or 8].
• Ally (Minion; Built on 25% [100 points]; 12 or less, 15 or less, or Constantly) [2, 3, or 4].
• Ally (Conjurable/Summonable, +100%) [Varies].
• Contact Group (Mundane; Skill-12, 15, or 18; 9 or less; Somewhat Reliable) [5, 10, or 15].
• Contact Group (Occult/Supernatural; Skill-12, 15, or 18; 9 or less; Somewhat Reliable) [10, 15, or 20].
• Contacts (Mundane; Skill-12, 15, or 18; 9 or less; Usually Reliable) [2, 4, or 6].
• Contacts (Occult/Supernatural; Skill-12, 15, or 18; 9 or less; Usually Reliable) [4, 6, or 8].
• Reputation [Varies].

Wealth
Beyond using Starting Wealth to determine the cost of Signature Gear, we won't be doing much with Wealth in this game. To play a character with access to large financial resources, whether personal, family, or organizational, buy a Patron, using the rules in MH1 (pp. 24 & 53).


Social Stigma
Virtually every HMACE template (excepting the Master of Shadows) includes some form of Social Stigma -- the "heroes" of HMACE tend to be those on the fringes of Occidental society. Generally speaking, a character should take only one Social Stigma, the one with the largest negative value of all that apply.

Disowned: Only relevant for Nobles (Status 2 or higher). At the -5-point level, you're simply not the heir to your family's wealth or prestige, but a second son or daughter who stands to inherit little if anything. Most such non-heirs are sent on Crusade or shuffled off into a cloister, so the firstborn doesn't have to worry about assassination plots. At the -10-point version, you've been formally disowned by your family -- not only will you inherit nothing, you're not welcome on family lands, etc. You may not take your Noble House as a patron. -5 or -10 points.

Evil Spirit: A combination of Excommunicated and Monster -- you're a Creature of Darkness (at least, according to the Church). You're treated like a monster by those who know (and care) what you are, and you have a supernatural aura like that from being Excommunicated. Usually reserved for those with a non-human racial template that includes supernatural abilities, e.g. Dark Faerie or Vampire Lord. -20 points.

Excommunicated: The result of a formal censure by the Church is not only socially damaging, but also forces upon the victim a supernatural aura of "unholiness," which can be detected by those with the means to do so (Detect Evil, etc). -10 points.

Heretic: Beyond "mere" excommunication, a heretic has raised the ire of the authorities enough to get a bounty on their head. They're treated much like a Wolf's Head (below), and have the same aura as the Excommunicated. -20 points.

Minority: Infidels, outlanders, and barbarians -- even ethnic groups within the Lands of Occident who the Church doesn't really like, such as Celts, Gypsies, Jews, Moors, Saracen, etc. -10 points.

Monster: Most non-humans who can't pass as human but who don't have a supernatural aura -- goblins, ogres, and other "non-magical" mythologicals. They have no rights under Church or Common law, and are uniformly considered evil by those who hold to Church doctrine. -15 points.

Outlaw: A minor criminal offense (poaching, debasing currency, etc) will result in some kind of physical mark -- a clipping of the ear, a brand on the face, etc. Such a mark singles one out for distrust from authorities, equivalent to having a criminal record. -5 points.

Second-Class Citizen: Women aren't seen as the equals of men in the Lands of Occident; even noble women are looked down upon by their male counterparts (although a peasant man condescending to a noble woman is likely to receive a whipping if she takes umbrage). -5 points.

Wolf's Head: The step beyond a simple criminal record. Anyone guilty of capital crimes -- banditry, murder of a noble, etc -- is declared a Wolf's Head. Wanted posters with large rewards for their head (attached to their body or not) will appear in any place such a character has been recognized by authorities. -15 points.


Social Skills
The following skills can be purchased with social pool points.

Area Knowledge
• Known World
• Lands of Occident (or other lands — the Holy Lands, the Saracen Empire, etc.)
• Specialized - Holy Sites, Pilgrimage Routes, Ports of Call, Trade Routes, etc.
• Regional - Cerenerian Sea, Five Kingdoms, Land of Nod, etc.
• Specific City or town

Area Knowledge, Otherworldly
• The Four Realms
• Specific Realm or Region - City of Dis, Faerie Realm, Mount Purgatory, etc.

Current Affairs
• Church
• Criminal/Underworld
• News of the Realm
• Nobility
• Occult/Supernatural

Heraldry
• Church Iconography
• Coats of Arms
• Occult Symbols

Hidden Lore
• Angels
• Demons
• Faeries
• Legendary Objects
• Mystic Writings
• Mythical Beasts
• Sacred Places
• Secret Societies
• Undead

Law
• Church
• Fae
• Feudal
• Infernal

Savoir-Faire
• High Society
• Knightly
• Magical/Occult
• Military
• Servant


Nobility
The Lands of Occident are overseen by the Ruling Houses; any member of such a House is by definition a noble. Minor, local houses have less prestige and influence than the Great Houses — Augustin (the Imperial House), Chambers (Prince of the Five Kingdoms), Empreur (rival of Chambers), Gottlieb (former Holy Emperors), and Navarre (Crown of Iberia).

Knight Errant or Minor Noble (20 points)
Patron (Minor House; Large Budget, Light Influence) [20]; Status 2 (Landless Knight or Petty Noble) [10].
Duty (Family/Domain; 9 or less) [-5]. • Either Code of Honor (Gentleman's) [-10], or Code of Honor (Lady's) [-5] and Social Stigma (Second-Class Citizen) [-5].
Area Knowledge (Family Lands), Current Affairs (News of the Realm or Nobility), and Savoir-Faire (High Society or Knightly), all (E) IQ [1]; Heraldry (Coats of Arms) (A) IQ [2].

Great Noble (40 points)
Patron (Great House; Large Budget, Heavy Influence) [30]; Status 4 (Great Noble) [20].
(Disadvantages & Skills as Knight Errant.)

Lost Heir (1 point/“potential” Status level)
All Status is collapsed into Courtesy Rank (up to 8, for an Imperial Heir) [1/level], giving you +1 per level to reactions from supporters of your eventual triumphant return to the throne, but -1 per level from those loyal to the New Regime.


Professionals
Members and representatives of various professional organizations — legitimate and otherwise — wield a measure of social influence, even in spite of the efforts of the aristocratic and ecclesiastic authorities. Thieves' guilds such as the Cours de Miracles in the Five Kingdoms are just as influential as "above-board" merchant organizations like the Hyperborean League, the Medici Circle, and Thurn und Taxis.

Guild Operative (20 points)
Contact Group (Local Criminal Underworld; Skill 15; Unreliable; 12 or less) [10]; Patron (Thieves' Guild; Modest Budget, Light Influence) [10].
Duty (Guild; 9 or less) [-5].
Area Knowledge (Local) and Current Affairs (Criminal/Underworld and News of the Realm), all (E) IQ [1]; Streetwise (A) IQ [2].

League Merchant (25 points)
Contact Group (League Merchants & business contacts; Skill-15; Somewhat Reliable; 9 or less) [10]; Patron (Merchant League; Large Budget, Light Influence) [20].
Duty (League; 9 or less) [-5], and one of Code of Honor (Professional) [-5], Compulsive Behavior (Haggling) [-5], or Workaholic [-5].
Area Knowledge (Trade Routes, Ports of Call, etc.), Current Affairs (News of the Realm), and Current Affairs (One of Church, Criminal/Underworld, Nobility, or Occult/Supernatural), all (E) IQ [1]; Merchant (A) IQ [2].


Secret Societies
With the fires of the Holy Inquisition burning higher and hotter than ever, many secret societies dot the Lands of Occident. Among the more (in)famous are the Benandante (shape-shifting Iberian witches), the Circle of the Raven (heathen necromancers), the Invisible College (academic magi of the Hermetic traditions), the Lovari Tribe (Gypsy witches in the East), the Oneirion (a Classical Mystery Cult), the Scarlet Ring (a network of diabolic and demonic associations), and the Stone-Cutters' Guild (an order of free masons rumored to date back to the Knights of Solomon's Temple). Church doctrine holds that another group -- known only as "The Cabal" -- lurks behind all of them, pulling their strings for some darker grand purposes. Though few will say so out loud, many outside the Inquisition doubt that such a group actually exists.

Minor Secret Society (15 points)
Claim to Hospitality [5]; Contact Group (Society fellows & spirit-allies; Skill-15, Supernatural Abilities; Somewhat Reliable; 9 or less) [15]; Security Clearance [5].
Duty (Order; 9 or less) [-5]; Vow (Oaths of Secrecy) [-5].
Current Affairs (Occult/Supernatural), Current Affairs (Church, Criminal/Underworld, or News of the Realm), and Savoir-Faire (Occult), all (E) IQ [1]; Heraldry (Occult Symbols) (A) IQ [2].

Large Secret Society (25 points)
Claim to Hospitality [10]; Contact Group (Society fellows & spirit-allies; Skill-15, Supernatural Abilities; Somewhat Reliable; 9 or less) [15]; Security Clearance [10].
(Disadvantages & Skills as for Minor Secret Society.)


Alternate Identities
Often useful for those who wish to subvert the fabric of Occidental society, alternate identities each cost 5 points + 1/5 the cost of faked social traits (Legal Enforcement, Rank, Status, etc). Maintaining an alternate identity requires a number of skills to pull off convincingly, but those can often be faked with others like Acting, Fast-Talk, etc; although the skills for each profession are listed, they are not included in the cost of the identity.

Clergy (7 points)
Alternate Identity [5]; Church Rank 2 [2]; Clerical Investment [1]; Status 1 (free from Rank) [0]; False Vow [-1].
Area Knowledge (Local parish) (IQ/E), Current Affairs (Church) (IQ/E), Heraldry (Church Iconography) (IQ/A), Law (Church) (IQ/H), Public Speaking (IQ/A), Religious Ritual (Holy Church) (IQ/H), Theology (Holy Church) (IQ/H).

Crusader Knight (8 points)
Alternate Identity [5]; Church Rank 2 [2]; Social Regard 1 (Respected) [1]; Status 2 (including free +1 from Rank) [1]; False Vow [-1].
Area Knowledge (Holy sites, pilgrimage routes, etc) (IQ/E), Current Affairs (Church/Religious) (IQ/E), Heraldry (Coats of Arms) (IQ/A), knightly skills.

Inquisitor (9 points)
Alternate Identity [5]; Church Rank 2 [2]; Legal Enforcement Powers [2]; Social Regard 2 (Feared) [1]; Status 1 (free from Rank) [0]; False Vow [-1].
Area Knowledge (Holy sites, pilgrimage routes, etc) (IQ/E), Current Affairs (Church; Supernatural/Occult) (IQ/E), Expert Skill (Torture) (IQ/A), Heraldry (Church Iconography) (IQ/A), Interrogation (IQ/A), Law (Church) (IQ/H), Occultism (IQ/A), Religious Ritual (Holy Church) (IQ/H), Theology (Holy Church) (IQ/H).

Mendicant Friar (7 points)
Alternate Identity [5]; Church Rank 2 [2]; Social Regard 2 (Venerated) [2]; Status 1 (free from Rank) [0]; False Disciplines of Faith [-1]; False Vow [-1].
Area Knowledge (Holy sites, pilgrimage routes, etc) (IQ/E), Current Affairs (Church/Religious) (IQ/E), Heraldry (Church Iconography) (IQ/A), Law (Church) (IQ/H), Public Speaking (IQ/A), Religious Ritual (Holy Church) (IQ/H), Theology (Holy Church) (IQ/H).

Knight-Errant (6 points)
Alternate Identity [5]; Status 2 [2]; False Code of Honor [-1].
(See above for skills.)

Great Noble (8 points)
Alternate Identity [5]; Status 4 [4]; False Code of Honor [-1].
(See above for skills.)

« Last Edit: December 11, 2014, 06:10:33 PM by Lex » Logged
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« Reply #5 on: July 26, 2012, 04:55:29 PM »

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« Last Edit: December 10, 2014, 11:14:37 PM by Lex » Logged
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« Reply #6 on: July 26, 2012, 05:09:05 PM »

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« Last Edit: December 10, 2014, 11:14:43 PM by Lex » Logged
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« Reply #7 on: July 26, 2012, 05:31:03 PM »

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« Last Edit: December 10, 2014, 11:14:51 PM by Lex » Logged
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« Reply #8 on: July 29, 2012, 12:50:14 PM »

Kelan Cerdan (300 points)

Looks good -- very villainous, with many of the competencies needed by an Evil Overlord. The Diabolical Voices are an especially nice touch. Just a few nits to pick....


Extra IQ 1 (Affects IQ) [20];

Any reason you did it this way instead of just buying IQ to 16 normally?


Fit [5];

Remember, Fit doesn't speed recovery of FP spent on spells, nor does it ever help recovery of Energy Reserve.


Area Knowledge (local)-16 (IQ+0) [1];

Local area = Land of Nod. Think 'Transylvania.' (The 'Lands of Occident' are basically Europe.)


[...] Major Healing-16 [1]; Regeneration-16 [1]; Restoration-16 [1]; [...]

Standard DF mages can't buy Healing spells other than Lend Energy, Lend Vitality, Minor Healing, and Recover Energy. "True Necromancers" (i.e. Necromancer template from DF9, plus the upgrade from regular Deathliness talent to True Necromancy, above) can, because they use a specialized casting-talent rather than normal Magery.


EDIT: Also, thinking about it, having cast Soul Jar effectively gives him Unkillable 3, which he really ought to pay some points for, in the same way that casting the Lich spell doesn't give you the Lich template for free, but allows you to buy it.

Unkillable 3 with Breakable (DR 2, can't be repaired, -35%; Not carried with him, so can't be targeted in combat); Trigger, Possessable Victim, -5%; and Magical, -10% costs [75]. Spendy, but worth it!

Or, we could say that his previous Soul Jar has been destroyed, and he hasn't cast it again yet ... he needs to gather the proper components (and character points) to cast it again.....
« Last Edit: July 29, 2012, 02:53:10 PM by Lex » Logged
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« Reply #9 on: July 30, 2012, 06:48:37 AM »

Quote
Any reason you did it this way instead of just buying IQ to 16 normally?

Just habit, anything above 15 gets flagged for GM approval this way.

Quote
Remember, Fit doesn't speed recovery of FP spent on spells, nor does it ever help recovery of Energy Reserve.

Yeah, I guess its superfluous.  Its on my basic adventurer template and just didn't delete.

Quote
dard DF mages can't buy Healing spells other than Lend Energy, Lend Vitality, Minor Healing, and Recover Energy. "True Necromancers" (i.e. Necromancer template from DF9, plus the upgrade from regular Deathliness talent to True Necromancy, above) can, because they use a specialized casting-talent rather than normal Magery.

Hmm, I never picked those so it had to be a prerequisite for my soul jar line.  Looking it up, that is actually what it is.  So the only way I could do it with those rules is buy them all with fixed cost or have to dump my air and mind control and go 100% necromancy.

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« Reply #10 on: July 30, 2012, 10:52:52 AM »

Hmm, I never picked those so it had to be a prerequisite for my soul jar line.  Looking it up, that is actually what it is.  So the only way I could do it with those rules is buy them all with fixed cost or have to dump my air and mind control and go 100% necromancy.

You should be fine just getting rid of Major Healing, Regeneration and Restoration ... Soul Jar's prereq chain includes Steal Vitality, Steal Energy, and Minor Healing.

....Although, since Kelan was a Good Guy mage who did a face-heel-turn, I could see him knowing some healing magic. If you want, take an Unusual Background (Former Mage of the Sacred Mysteries) [5] to have learned (and be able to learn) more advanced Healing spells.
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« Reply #11 on: July 30, 2012, 12:04:03 PM »

Oops, didnt see that you could have minor healing.  So I can wipe those others.  Its not like his callous ass is going to heal anyone but himself anyway Grin.  Ill mess with it some more and resubmit.
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« Reply #12 on: July 30, 2012, 12:57:33 PM »

Kelan Cerdan (300 points)
Age 43; Human; 5' 7"; 160; Current host is a merchant
ST 9 [-10]; DX 10 [0]; IQ 15 [100]; HT 12 [20].

Damage 1d-2/1d-1; BL 16 lbs.; HP 11 [4]; Will 14 [-5]; Per 12 [-15]; FP 15
[9].

Basic Speed 6.00 [10]; Basic Move 6 [0]; Block 7 (DX); Dodge 9; Parry 8
(DX).
Social Background
TL: 4 [0].


Languages: Common (Native) [0].

Advantages

Charisma 2 [10]; Eidetic Memory [5];
Energy Reserve (Magical) 5 [15];
Magery 3 [30];
Magery 0 [5];
Unkillable (Soul Jar) 3 (Gadget/Breakable: Cannot repair; Gadget/Breakable: DR 2
or less; Magic Power; Trigger (Possessed Victim) (Common or Very
Common)) [75].

Perks: Honest Face; Penetrating Voice [2].

Disadvantages

Bloodlust (12 or less) [-10];
Callous [-5];
Jealousy [-10];
Megalomania [-10];
Phantom Voices (Diabolical) [-15].

Quirks: Attentive; Careful; Code of Honor; Personality Change; Staid [-
5].

Skills

Administration-14 (IQ-1) [1];
Alchemy/TL3-15 (IQ+0) [8];
Area Knowledge (Lands of Nod)-15 (IQ+0) [1];
Diplomacy-15 (IQ+0) [4];
Hazardous Materials/TL3 (Magical)-14 (IQ-1) [1];
Heraldry-14 (IQ-1) [1];
Hidden Lore (Magical Items Lore)-15 (IQ+0) [2];
Hidden Lore (Undead Lore)-15 (IQ+0)[2];
Intimidation-13 (Will-1) [1];
Leadership-17 (IQ+2) [2];
Meditation-13(Will-1) [2];
Merchant-14 (IQ-1) [1]; Occultism-15 (IQ+0) [2];
Public Speaking-16 (IQ+1) [1];
Research/TL3-14 (IQ-1) [1];
Riding (Equines)-9(DX-1) [1];
Ritual Magic (Necromancy)-12 (IQ-3) [1];
Savoir-Faire (High Society)-15 (IQ+0) [1];
Speed-Reading-14 (IQ-1) [1];
Staff-12 (DX+2) [8];
Strategy (Land)-13 (IQ-2) [1];
Swimming-12 (HT+0) [1];
Tactics-14 (IQ-1)[2];
Thaumatology-17 (IQ+2) [4];
Theology (Church of Holy Light)-14 (IQ-1) [2];
Writing-14 (IQ-1) [1].

Spells

Borrow Language-16 [1];
Compel Lie-16 [1];
Compel Truth-16 [1];
Control Person-16 [1];
Control Zombie-16 [1];
Create Air-16 [1]; Daze-16 [1];
Death Vision-16 [1];
Destroy Air-16 [1];
Devitalize Air-16 [1];
Emotion Control-16 [1];
Entrap Spirit-16 [1];
Exchange Bodies-17 [4];
ExplosiveLightning-16 [1];
Fear-16 [1];
Foolishness-16 [1];
Lend Energy-16 [1];
Lend Language-16 [1];
Lend Vitality-16 [1];
Lightning-16 [1];
Mass Zombie-15 [1];
Materialize-16 [1];
Mental Stun-16 [1];
Mind-Reading-16 [1];
Mind-Sending-16 [1];
Minor Healing-16 [1];
Permanent Possession-15 [1];
Possession-15 [1];
Purify Air-16 [1];
Sense Emotion-16 [1];
Sense Foes-16 [1];
Sense Spirit-16 [1];
Shape Air-16 [1];
Skull-Spirit-16 [1];
Soul Jar-15 [1];
Sound-16 [1];
Steal Energy-16 [1];
Steal Vitality-16 [1];
Steal Wisdom-15 [1];
Summon Spirit-16 [1];
Telepathy-15 [1];
Truthsayer-16 [1];
Turn Spirit-16 [1];
Vexation-16 [1];
Voices-16 [1];
Wall of Wind-16 [1];
Zombie-16 [1];
Zombie Summoning-16 [1].
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« Reply #13 on: July 30, 2012, 03:25:59 PM »

Looking good. You'll want Innate Attack (Beam) skill (DX/E) or Psychic Guidance perk [1/spell] to target your Lightning and Explosive Lightning spells.
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« Reply #14 on: July 30, 2012, 06:17:45 PM »

Yeah I noticed that.  I was trying to scrape 75 points together and forgot.
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