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Avgust Ruslan[edit]

Magician (Arcane Ritualist, Prepared Caster, Sage [A]) Level 1 XP 7
Scores and Bonuses
Strength ? Dexterity ? Constitution ? Intelligence 16 Wisdom ? Charisma ?
Weak? Shaky? Sick? Stunned? Confused? Scarred?
STR ? DEX ? CON ? INT ? WIS ? CHA ?
Damage d4 Armor 0 Max HP ? Current HP ?
Alignment

DELETE ALL BUT ONE OF THESE, THEN DELETE THIS INSTRUCTION
Lawful: Exploit the letter of the law (or an agreement) for your own benefit. Lawful: Support the lawful order with your wisdom.

Moves

Consult Sage
When another PC comes to you for advice about something important and you tell them what you honestly think is best, they get +1 forward when following your advice. At the end of a session, if any other PCs benefited from following your advice, you can mark XP.

Ritual
When you draw on a place of power to create a magical effect, tell the GM what you’re trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions:

  • First you must __________.
  • It will require a lot of money.
  • It will take days/weeks/months.
  • The best you can do is a lesser version, unreliable and limited.
  • You and your allies will risk danger from ________.
  • You’ll have to disenchant ________ to do it.
  • You’ll need help from ________.

Cast a Magic Spell
When you release a spell you’ve prepared, roll+INT. On a 10+, the spell is successfully cast and you do not forget the spell—you may cast it again later. On a 7-9, the spell is cast, but choose one:

  • After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.
  • The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you prepare spells.
  • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.

Prepare Magic Spells
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, you lose any spells you already have prepared. Prepare new spells of your choice from your spellbook whose total levels don't exceed your own level+1. Prepare your cantrips, which never count against your limit.

Magic Spellbook
You have mastered several spells and inscribed them in your spellbook. When you gain a level, add a new spell of your level or lower to your spellbook, chosen from those offered by your three schools. Your spellbook is 1 weight.

School Spell Name Level Description
Evocation Light CANTRIP An item you touch glows with arcane light, about as bright as a torch. It gives off no heat or sound and requires no fuel, but it is otherwise like a mundane torch. You have complete control of the colour of the flame. The spell lasts as long as it is in your presence.
Evocation Magic Missile LEVEL 1 Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target.
Divination Identify CANTRIP This spell will tell you what an item that you touch is, if you don’t already know. Only mundane details are revealed.
Divination Detect Magic LEVEL 1 One of your senses is briefly attuned to magic. The GM will tell you what here is magical.
Summoning Unseen Servant CANTRIP ONGOING You conjure a simple invisible construct that can do nothing but carry items. It has Load 3 and carries anything you hand to it. It cannot pick up items on its own and can only carry those you give to it. Items carried by an unseen servant appear to float in the air a few paces behind you. An unseen servant that takes damage or leaves your presence is immediately dispelled, dropping any items it carried. Otherwise the unseen servant serves you until you end the spell.
Summoning Contact Spirits LEVEL 1 Name the spirit you wish to contact (or leave it to the GM). You pull that creature through the planes, just close enough to speak to you. It is bound to answer any one question you ask to the best of its ability.

Note: Max HP = 6+Constitution; Max Load = 7+STR

Race

DELETE ALL BUT ONE OF THESE, THEN DELETE THIS INSTRUCTION
Human: When you make camp in a dungeon or city, you don’t need to consume a ration.
Human: When you arrive at a new settlement, an honourable fighting society will accept you as their guest and provide you with friendship, hospitality, and advice. If you also agree to help them solve a problem they have, take +1 forward.
Human: When another PC comes to you for advice about something important and you tell them what you honestly think is best, they also deal +1d6 damage forward if they follow that advice.

Bonds (Max 5)

FILL IN FOUR OF THESE WITH ANOTHER PC NAME, THEN DELETE THE REST AND THESE INSTRUCTIONS
__________ does not understand me or my culture. I will explain myself to them, no matter how long it takes.
__________ doesn’t think I’m cut out for this life. I’ll show them!
__________ got me involved in a dubious adventure, and now I’m having second thoughts.
__________ has been through hardships that would break me. They can stand against the darkness I see looming over the world.
__________ has seen the lands of my home, more recently than me.
__________ is a friend of a friend, so if they don’t get me out of this mess, they’re going to be in trouble!
__________ owes me a favour.
__________ talked me into it.
I am in love with __________.
__________ has stood by me in battle and can be trusted completely.
__________ is in constant danger, but I will keep them safe.
__________ would benefit greatly from following my path.
__________ has some problems I could help them solve.
__________ is a valuable friend.
__________ is always making fun of me, but they still know who the real boss is around here.
__________ never takes my advice.

Gear (Max Load 7)

Beads (holy, 0 weight)
Cloak (warm, 1 weight)
Backpack
2 x Candles (Light 1, 0 weight)
Dungeon Rations (4 uses, 1 weight)
Adventuring Gear (4 uses, 1 weight)
Lantern (uses oil, Light 3, 1 weight)
Flask of Oil (1 use, 1 weight)
25 coins
Brass Tube?
3 x Torch (1 use, Light 2, 1 weight)
TOTAL WEIGHT: 6

Advanced Moves[edit]

WHEN YOU GAIN A LEVEL FROM 2-5, PICK ONE OF THESE MOVES AND CUT AND PASTE IT TO THE MOVE LIST ABOVE

Buddy Movie
You have a trusty sidekick or partner, who supports you in all that you do. Describe them and give them a name (Adam, Monkey King, or Sarah, for example). They count as a hireling with loyalty +2 and skill points equal to your level+1, with your choice of skills, plus one of the following abilities:

  • When they help you defend, you get +1 hold.
  • When they help you defy danger, take +1.
  • When they help you fight, you deal +1d4 damage.
  • When they help you parley, take +1.

They do not have their own HP. When they take damage, lower your own HP. If you die or refuse Death’s bargain, your buddy can sacrifice their own life so that you may live.

Fount of Knowledge
When you spout lore about something no one else has any clue about, take +1.

I Know This Work
When you encounter an interesting artifact, construction, or device (your call), roll+WIS. On a hit, you can ask the GM questions. On a 10+, ask three. On a 7-9, ask two: How could I make this thing do ________?

  • How is it weak or vulnerable?
  • What’s happened to it recently?
  • What’s it for?
  • What’s it made of?
  • Who made it?

On a miss, it is something beyond your knowledge and understanding.

Quick Study
When you see the effects of an arcane spell, ask the GM the name of the spell and its effects. You take +1 when acting on the answers.

Empowered Magic
Requires: Cast a Magic Spell. When you cast a spell, on a 10+, you have the option of choosing from the 7-9 list. If you do, you may choose one of these as well:

  • The spell’s effects are maximized.
  • The spell’s targets are doubled.

Expanded Spellbook
Requires: Magic Spellbook. Add a new spell from the spell list of any class or archetype to your spellbook.

Prodigy
Requires: Prepare a Magic Spell. Choose a spell. You prepare that spell as if it were one level lower.

Arcane Library
When you spout lore about magical writings, on a 10+, the GM will also ask you a question. Whatever you answer, it is the truth.

Logical
When you use strict deduction or logic to analyze your surroundings, you can discern realities with INT instead of WIS.

Scrying Pool
When you perform a ritual to investigate the doings of someone, and you have a piece of their body or an item that is important to them, roll+INT. On a 10+, ask the GM two questions from the list. On a 7-9, ask one. On a miss, they get to ask two questions about you:

  • How could I get to them, physically or emotionally?
  • What are they really up to?
  • What is their weakness?
  • Who are their allies?
  • Who are their enemies?
WHEN YOU GAIN A LEVEL FROM 6-10, YOU MAY CHOOSE FROM THIS LIST AS WELL AS THE 2-5 LIST

Book of Names
When you meet someone important (your call), say what you’ve heard about them and roll+WIS. On a hit, the GM will tell you more details. On a 10+, the GM’s details will complement yours. On a 7-9, the GM’s details may contradict your own information, and how you discover the truth is your own affair. On a miss, you are wrong about something important.

Evidence of Faith
When you see divine magic as it happens, you can ask the GM which deity granted the spell and its effects. Take +1 when acting on the answers.

Superfriends
Requires: Buddy Movie. Give your trusty sidekick or partner a second ability from the list.

A Wealth of Knowledge
When you spout lore, on a 12+, you ask the GM a question, but the GM will also ask you a question about the subject. Whatever you answer, it is the truth.

Greater Empowered Magic
Replaces: Empowered Magic. When you cast a spell, on a 10-11, you have the option of choosing from the 7-9 list. If you do, you may choose one of the these effects as well. On a 12+, you get to choose one of these effects for free:

  • The spell’s effects are doubled.
  • The spell’s targets are doubled.

Master
Requires: Prodigy. Choose one spell in addition to the one you picked for prodigy. You prepare that spell as if it were one level lower.

Spell Augmentation
Requires: Cast a Magic Spell. When you deal damage to a creature, you can shunt a spell’s energy into them—end one of your ongoing spells and add the spell’s level to the damage dealt.

Astral Scryer
Requires: Scrying Pool. When you use your scrying pool, you can ask an extra question, even on a miss.

Ethereal Tether
When you have time with a willing or helpless subject, you can craft an ethereal tether with them. You perceive what they perceive and can discern realities about someone tethered to you or their surroundings no matter the distance. Someone willingly tethered to you can communicate with you over the tether as if you were in the room with them.

Highly Logical
Replaces: Logical. When you use strict deduction to analyze your surroundings, you can discern realities with INT instead of WIS. On a 12+, you get to ask the GM any three questions, not limited by the list.

Self-Powered
Requires: Ritual. When you have time, arcane materials, and a safe space, you can create your own place of power. Describe to the GM what kind of power it is and how you’re binding it to this place, the GM will tell you one kind of creature that will have an interest in your workings.

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