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Witch/Wizard Abilities

In document 115968867 Spellbound Kingdoms (Page 118-120)

Spellbound. You are spellbound.

Magic style (apprentice). You may use all the spells of a style that are not mastery spells (marked with M). Magic style (master). You may use all the spells and maneuvers of the magic style. You must already be an apprentice of the style.

Familiar. Choose a familiar from the sidebar. The familiar must also be an inspiration (what type is left to the player to decide). No extra inspiration points are awarded, so the familiar must fit within the character’s current inspirations.

This is the way of magic: you may kill and eat your familiar to gain +1 to your magic score. You can never have another familiar again.

Sidebar: Faniliars

A familiar is a small creature that serves its friend and master: you. Unless otherwise noted, famil- iars have 1 Body, Strength 2, and all other characteris- tics 4. Their intellect is roughly equivalent to that of a young human child. Familiars understand but cannot speak their master’s native language. Familiars are spellbound.

The exact benefit conferred by the familiar is as fol- lows:

Mongoose – In combat, once per encounter, you may add a move to any action.

Cat – Increase your organization’s arcana and efficiency scores by one.

Dwarf Bear –Has Str 6, Qck 6, and 2 Body. Dwarf bear plate armor is available in many styles at all quality levels (wealth level = quality level + 3).

Toad – add 1 to your body score.

Floating Skull – Skull knows two history cat- egories of your choice at a level equal to your level.

Raven – Can see through raven’s eyes 1 min- ute/day to a range of 10 miles/magic level.

House Dragon – 1d2 mood increase each week; generate 1’ flame equivalent to a large candle at will.

Note that these species traits, just like character racial traits, can be mixed. Those listed above are the norm. But if you want a familiar that is a toad but has the dwarf bear’s stats, you can have it. This is magic. If a familiar is ever killed or lost – and it cannot be unless your inspiration for it is reduced to zero simul- taneously or beforehand – then you may find another one after a week.

Detect spellbound. Roll your magic vs. a target’s magic. If you win, you know if he is spellbound or not. You can use this once per person per scene. Implement. Once per day, you may use your imple- ment (staff, wand, orb, what have you) to grant one spell a bonus die equal to your magic levels, useable on any one roll. If you lose your implement, you must spend a season replacing it. At 10th level, you may use your implement twice per day.

Vizier. You grant your organization +1 to its efficiency and +2 to one other score.

Arcane supremacy. Whenever you make an attack roll with a spell in a grand style that you have mastered, you cause an additional effect: pick up to three foes in the area casting a spell in a school that he has not mastered. They each must recast.

Warrior

[Martial]

Warriors are soldiers, pit fight- ers, tavern brawlers, mercenaries, and bodyguards. Some warriors are charismatic generals, some are straight-on bashers, and still others are spellbound multi-talents. But all share one trait: their craft is violence. They laugh at those who say that violence never settles anything. Throughout history, nothing has ever settled more issues than raw, brute force.

A warrior:

* charges into combat. * commands and inspires troops on the battlefield.

* masters more fighting styles than any other class of charac-

ter. Paths

Background. Advancement. Adventure Ideas

Gear is important to a warrior, and the desire to acquire sharper weap- ons and stronger armor is always an impetus to adventure. Ultimately, however, there are things far more important to a warrior than gear. Glory and honor motivate some. Many more fight for a cause. Whether this is one of your Inspi- rations or not, you should decide why your warrior risks his life in armed combat.

Warrior adventures are red-blooded and white-

knuckled. Ringing steel, narrow es- capes, and the cries of battle take the

stage in physical, visceral adventures. Not for warriors the niceties and subtle wit of court. Warrior adventures are more likely to feature action:

slaughtering zombies, hunting manticores on the bor- der- lands, and charging enemy lines.

In the Kingdoms

Warriors are the most versatile and abundant armed combatants in the

Kingdoms. They serve in the armies of Marnh and Talisare; they guard the Crypt August in Varteka; they bounce in the glit- ter clubs of Azenahal. It takes gold and time to

train a warrior, and those two investments are

what separate the war- rior from the savage. Warriors are awarded

respect and even friendship by the villagers and com- mon folk of most kingdoms. The commoners respect the force of arms much more than they respect the vicissitudes of magic.

Warrior [Martial]

Level Level Title Powers Gained

1 Fighter Live by the sword. Two fighting styles (apprentice of each). 2 +1 strength or quickness.

3 Talent (martial). Fighting style (apprentice). 4 Warrior Domination. Fighting style (master).

5 +1 body. Fighting style (apprentice). 6 Talent (martial or social).

7 Veteran Battlefield leader. Talent (martial).

8 War stories. Grand fighting style (apprentice).

9 Talent (martial). +1 strength or quickness. Fighting style (master). 10 Hero Demoralization. Troop training. Grand fighting style (master). Battle-

field inspiration. 15 Marshal. Devastation.

20 Combat mastery. Supreme inspiration.

Like all classes, warriors gain a history at each level and a heart increase at every level divisible by five (5, 10, 15, etc.).

At 11th level and every third level thereafter (14, 17, 20, etc.), you gain a new talent (magic or social).

At 12th level and every third level thereafter (15, 18, 21, etc.) you gain apprenticeship in a new fighting style (including a grand style) or mastery of a style you already know at the apprentice level.

At every level not included above or listed on the table, you gain +1 strength or quickness, another war story per social scene (to a maximum of three), troop training, or marshal.

In document 115968867 Spellbound Kingdoms (Page 118-120)