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Re: Just some templates I made
Other Lenses
Acolyte [25 or 50]
Spoiler:
Acolyte [25]
You have minimal magical training or ability. All but the weakest Greater effects are probably beyond your modest abilities. You need a specially consecrated space to work rituals, and the process takes considerable time. Most magic users are at this level of ability.
Advantages: Magery 0 [5]; 10 points from Magical Talents [5/level], Magery +1 [10], Magical Traditions [5/level], Ritual Mastery [1/ritual], or additional points in Thaumatology or Path skills.
Skills: Thaumatology (IQ-1) [4], 6 points in Path skills.
Acolyte [50]
You may not be capable of rituals as quickly as a true Occultist, but your workings begin to approach the Occultist’s power. You may even be competent enough to work magic outside of a consecrated space. Few magic users ever reach this level of competence.
Advantages: Magery 1 [15]; 21 points from Magical Talents [5/level], Magery +1 or +2 [10/level], Magical Traditions [5/level], Ritual Adept (Space) [10], Ritual Mastery [1/ritual], or additional points in Thaumatology or Path skills.
Skills: Thaumatology (IQ-1) [4], 10 points in Thaumatology +1 [4] or Path skills.
Blessed [25 or 50]
Spoiler:
Luck or Fate is consistently on your side. Certain spirits- especially the Norns and the Muses- are capable of granting this type of blessing, but it also occasionally occurs for no apparent reason with no obvious source. Either way, those who carry the blessing are consistently at the center of momentous events.
Blessed [25]
Advantages: One of Luck [15], Serendipity 1 [15], or Daredevil [15]; 10 points from Destiny [5 or 10], Charisma [5/level], Gizmos [5/level], Hard to Kill [2/level], Hard to Subdue [2/level], Signature Gear [1/level], Weapon Bond [1], or Equipment Bond [1].
Blessed [50]
Advantages: 30 points from Luck or Extraordinary Luck [15 or 30], Serendipity 1 or 2 [15/level], or Daredevil [15]; 20 points from Destiny [5, 10, or 15], Charisma [5/level], Gizmos [5/level], Hard to Kill [2/level], Hard to Subdue [2/level], Signature Gear [1/level], Weapon Bond [1], Equipment Bond [1], or traits from the previous list.
Boienhanced [25 or 50]
Combatant [25 or 50]
Spoiler:
You are exceptionally competent with blades, guns, or your fists. This lens overlaps with the Swordsman, Marksman, and Pugilist: If you want to be better with the weapons your Occupational Template already specializes in, take the Dedicated lens listed under that template.
Combatant [25]
Advantages: 15 points from ST +1 [10], HT +1 [10], HP +1 to +3 [2/level], FP +1 to +3 [3/level], Per [5/level], Combat Reflexes [15], Fit or Very Fit [5 or 15], High Pain Threshold [10], Signature Gear [1/level], or Weapon Bond [1/weapon].
Skills: One of Guns (Rifle, Pistol, or Musket) (DX+3) [8], Boxing (DX+2) [8], Wrestling (DX+2) [8], or any Melee Weapon skill [8], One of Fast-Draw (Any) (DX+1) [2], any from the previous list at the 2 point level, or 2 points in any of the techniques listed on the Swordsman, Marksman, or Pugilist templates.
Combatant [50]
Advantages: 30 points from ST [10/level], DX +1 [20], HT [10/level], HP +1 to +3 [2/level], FP +1 to +3 [3/level], Per [5/level], Combat Reflexes [15], Fit or Very Fit [5 or 15], High Pain Threshold [10], Signature Gear [1/level], or Weapon Bond [1/weapon].
Skills: One of Guns (Rifle, Pistol, or Musket) (DX+4) [12], Boxing (DX+2) [8] and Wrestling (DX+1) [4], or any Melee Weapon skill [12], 8 points in Fast-Draw (Any), any skills from the previous list, or any of the techniques listed on the Swordsman, Marksman, or Pugilist templates.
Deceptive [25 or 50]
Spoiler:
You are skilled in misdirection, stealth, thievery, espionage, or similar skillsets. Like the other lenses, it doesn’t include disadvantages, but those who intend to use it for illegal purposes should take Social Stigma (Criminal Record) as a personal disadvantage.
Deceptive [25]
Advantages: 15 points from Per [5/level], Basic Move [5/level], Charisma [5/level], Flexibility [5], High Manual Dexterity [5/level], or Craftiness [5/level].
Skills: Stealth** (DX+1) [4], Three of Fast-Talk (IQ) [2], Lockpicking* (IQ) [2], Climbing (DX) [2], Filch (DX) [2], Acrobatics (DX-1) [2], Acting** (IQ) [2], Camouflage** (IQ+1) [2], Knot-Tying* (DX+1) [2], Pickpocket* (DX-1) [2], Sleight of Hand* (DX-1) [2], Shadowing** (IQ) [2], Traps (IQ) [2], or Holdout** (IQ) [2].
Deceptive [50]
Advantages: 30 points from DX +1 [20], IQ +1 [20], Per [5/level], Basic Move [5/level], Charisma [5/level], Flexibility or Double-Jointed [5 or 15], High Manual Dexterity [5/level], Craftiness [5/level],Danger Sense [15], Intuition [15], or Perfect Balance [15].
Skills: Stealth** (DX+1) [4], Lockpicking* (IQ+1) [4], Six of Fast-Talk (IQ) [2], Climbing (DX) [2], Filch (DX) [2], Acrobatics (DX-1) [2], Acting** (IQ) [2], Camouflage** (IQ+1) [2], Knot-Tying* (DX+1) [2], Pickpocket* (DX-1) [2], Sleight of Hand* (DX-1) [2], Shadowing** (IQ) [2], Traps (IQ) [2], or Holdout** (IQ) [2].
Psionic [25 or 50]
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