| Cost |
Name |
| 6 |
+2 with Combat Casting |
| 0 |
Everyman: Acting 8- |
| 0 |
Everyman: AK: Vanien Mountains 8- |
| 6 |
Animal Handler (Camels/Llamas/Chirras, Equines, Megafauna, Riding Birds, Sheep & Goats) 12- |
| 3 |
Breakfall 12- |
| 3 |
Climbing 12- |
| 0 |
Everyman: Concealment 8- |
| 0 |
Everyman: Conversation 8- |
| 3 |
Deduction 13- |
| 3 |
Scholar |
| 1 |
1) KS: Asterian Imperial Infantry Magic (2 Active Points) 11- |
| 1 |
2) KS: Martial Art: Combat-casting (2 Active Points) 11- |
| 2 |
3) KS: Occult Lore (3 Active Points) 13- |
| 1 |
4) KS: Spatial Magic (2 Active Points) 11- |
| 2 |
5) KS: Storm-Dragon Magic Style (3 Active Points) 13- |
| 0 |
Everyman: Language: Common Tongue (basic conversation; literate) (2 Active Points) |
| 1 |
Language: Elven (Literacy Only) |
| 0 |
Everyman: Language: Vanar (Native; literate) |
| 2 |
Language: Yamato (; literate) |
| 3 |
Paramedics 13- |
| 3 |
Persuasion 12- |
| 3 |
Storm Dragon Magic: Power 13- |
| 3 |
Jack of All Trades |
| 0 |
1) Everyman: PS: Shepherd 11- |
| 2 |
2) PS: Cook (3 Active Points) 13- |
| 2 |
3) PS: Leatherworker (3 Active Points) 12- |
| 2 |
4) PS: Weaver (3 Active Points) 12- |
| 0 |
Shadowing 8- |
| 3 |
Stealth 12- |
| 3 |
Survival (Mountain, Temperate/Subtropical Forests) 13- |
| 3 |
Teamwork 12- |
| 2 |
TF: Carts & Carriages, Chirras, Small Wind-Powered Boats |
| 5 |
WF: Common Melee Weapons, Off Hand, Sling, Staffs |
| 68 |
Total Skills Cost |
| Cost |
Name |
| 1 |
Fringe Benefit: Mercenary Guild Membership |
| 1 |
Total Perks Cost |
| Cost |
Name |
| 8 |
Combat Luck (6 PD/6 ED) (12 Active Points); Nonresistant (-1/2) |
| 3 |
Cast Iron Stomach: Resistance (+3 to CON roll) vs. ingested toxins, diseases, and parasites |
| 11 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 0 |
Sense Power: Detect Power 13- (Unusual Group), Custom Adder, Sense | 0 |
| 3 |
Duskvision: +2 PER with Sight Group (4 Active Points); Only vs. Darkness Penalties (-1/2) | 0 |
| 2 |
Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); Normal Human Ranges (-1) | 0 |
| 3 |
Scales of Memory: Teleportation: Floating Fixed Location (2 Locations) (10 Active Points); 2 Charges (-1 1/2), VOAF (-1/2) | [2] |
|
| |
| 5 |
Magus Mastery: Elemental Control, 10-point powers | |
| 5 |
1) Comprehend Magic: (Total: 10 Active Cost, 10 Real Cost) Discriminatory with Detect Power (Real Cost: 5) plus Range with Detect Power (Real Cost: 5) | 0 |
| 4 |
2) Featherfall (Inherent): Gliding 7", Persistent (+1/2) (10 Active Points); no Noncombat movement (-1/4) | 0 |
| 7 |
3) Semi-Armor Piercing (+1/4) for up to 75 Active Points of Lightning Attacks (19 Active Points); Only vs. Targets in Water (-1) | 2 |
|
| |
| 50 |
Storm Dragon Magic: Multipower, 75-point reserve, (75 Active Points); all slots Gestures (-1/4), Incantations (-1/4) | |
| 3u |
1) Dispel Magic: Dispel 13d6, any Magic power one at a time (+1/4) (49 Active Points); Gestures (-1/4), Incantations (-1/4) | 5 |
| 4u |
2) Cantrip Pack: (Total: 72 Active Cost, 37 Real Cost) Change Environment 4" radius (+1 Points of Telekinetic STR) (15 Active Points); No Range (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 7) plus Energy Blast 1d6, Area Of Effect (4" Radius; +1 1/2) (12 Active Points); Only vs. Vermin, Wicks, and Exposed Tinder (-1/2), No Range (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 5) plus Minor Transform 1d6 (Dirty to Clean, Getting dirty again), Area Of Effect (One Hex; +1/2) (15 Active Points); Gestures (-1/4), Incantations (-1/4) (Real Cost: 10) plus Force Wall (2 PD/2 ED; 6" long and 1" tall), Reduced Endurance (0 END; +1/2) (30 Active Points); Only vs. Weather Effects (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 15) | 3 |
| 1u |
3) Forcast Weather: Detect Approaching Weather 15- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Telescopic: +30 (35 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Concentration (0 DCV; -1/2), Gestures (-1/4), Incantations (-1/4)Notes: -2 PER at 128 KM | 0 |
| 3u |
4) Lightning Bolt: Energy Blast 10d6 (50 Active Points); Gestures (-1/4), Incantations (-1/4) | 5 |
| 3u |
5) Lightning Cavalcade: Energy Blast 6d6, Explosion (+1/2) (45 Active Points); Gestures (-1/4), Incantations (-1/4) | 4 |
| 2u |
6) Call Lightning: Energy Blast 10d6, Indirect Fire (OCV 0 to 10" range, Full OCV to 16", -2 per range delineation after that.; +0) (50 Active Points); Extra Time (Full Phase, -1/2), Increased Clearance x2 (Attack arcs up a range equal to that of the target; -1/4), Gestures (-1/4), Incantations (-1/4) | 5 |
| 1u |
7) Call Lightning Long Cast: (Total: 20 Active Cost, 8 Real Cost) Energy Blast 1d6 (5 Active Points); Extra Time (Extra Phase, -3/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 2) plus Energy Blast 1d6 (5 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 2) plus Energy Blast 1d6 (5 Active Points); Extra Time (1 Turn + 1 Phase (Post-Segment 16), -1 1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 2) plus Energy Blast 1d6 (5 Active Points); Extra Time (2 Turns (Post-Segment 24), -1 1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 2) | 4 |
| 4u |
8) Wind Crescent Razor: Energy Blast 6d6, Armor Piercing (+1/2), Area Of Effect (One Hex; +1/2) (60 Active Points); Gestures (-1/4), Incantations (-1/4)Notes: Troels can downgrade the power to cast Wind Dart (Standard Effect, no AoE) if needed for plot purposes. | 6 |
| 3u |
9) Freezing Sleet: Entangle 4d6, 6 DEF (50 Active Points); Gestures (-1/4), Incantations (-1/4) | 5 |
| 3u |
10) Freezing Rain: Change Environment 8" radius (-1 Temperature Level Adjustment, -5 to Dex Roll to cross or fall), Reduced Endurance (1/2 END; +1/4) (44 Active Points); Gestures (-1/4), Incantations (-1/4) | 1 |
| 2u |
11) Sudden Gale: Telekinesis (20 STR), Area Of Effect (7" Cone; +1) (60 Active Points); No Range (-1/2), Only to Push Away (-1/2), Affects Whole Object (-1/4), Gestures (-1/4), Incantations (-1/4) | 6 |
| 5u |
12) Weather Manipulation: Change Environment 1" radius (-2 to Sight Group PER Rolls, -2 to Smell/Taste Group PER Rolls, -2 to Hearing Group PER Rolls, +2 Temperature Level Adjustment, -2 Temperature Level Adjustment, Long-Lasting 1 Hour), Variable Special Effects (Limited Group of SFX: Weather; +1/4), MegaScale (1" = 1 km; +1/4), Can Be Scaled Down 1" = 1km (+1/4) (73 Active Points); Gestures (-1/4), Incantations (-1/4) | 7 |
| 2u |
13) Dragon's Enthralling Voice: Entangle 2d6, 1 DEF, Reduced Endurance (1/2 END; +1/4), Based On EGO Combat Value (Mental Defense applies; +1), Area Of Effect (8" Cone; +1) (49 Active Points); No Range (-1/2), Targets Freed If Caster Ceases Incantation (-1/2), Gestures (-1/4), Incantations (-1/4) | 2 |
| 3u |
14) Lesser Dragon Gate: Teleportation 5", Position Shift, x4 Increased Mass, Safe Blind Teleport (+1/4), Area of Effect 1" (+1/2), Continuous (+1) (69 Active Points); Gate (-1/2), Gestures (-1/4), Incantations (-1/4) | 7 |
| 2u |
15) Draconic Majesty: Suppress 3d6, EGO & PRE simultaneously (+1/2), Personal Immunity (+1/4), Explosion (-1 DC/4"; +1 1/4) (45 Active Points); No Range (-1/2), Gestures (-1/4), Incantations (-1/4) | 4 |
| 2u |
16) Draconic Aura: (Total: 30 Active Cost, 17 Real Cost) Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 136 kg, +0 DCV, +0 PER Rolls to perceive character, 1 m tall, 1 m wide) (10 Active Points); Gestures (-1/4), Incantations (-1/4) (Real Cost: 7) plus Physical Damage Reduction, 25% (10 Active Points); Costs Endurance (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 5) plus Energy Damage Reduction, 25% (10 Active Points); Costs Endurance (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 5) | 3 |
| 2u |
17) Inscribe Dragon Rune: Smash: Energy Blast 8d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +1/4), Area Of Effect (One Hex; +1/2) (70 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), No Range (-1/2), Gestures (-1/4), Incantations (-1/4) | 7 |
| 2u |
18) Locate Gate Terminus: Detect A Single Thing 13- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range, Targeting, Telescopic: +30, Tracking (43 Active Points); Variable OAF, Bulky or Immobile (-3/4), Gestures (-1/4), Incantations (-1/4)Notes: -2 PER @ 130 km | 0 |
| 1u |
19) Featherfall: Gliding 5", Usable Simultaneously (up to 8 people at once; +1), Area Of Effect (8" Radius; +1 3/4) (19 Active Points); no Noncombat movement (-1/4), Gestures (-1/4), Incantations (-1/4) | 0 |
| 1u |
20) Wind Barrier: Change Environment 2" radius (+1 to Ego Roll to Resist Intimidation, +3 DCV) (25 Active Points); Only vs. Material-based Ranged Attacks (-1/2), No Range (-1/2), Gestures (-1/4), Incantations (-1/4) | 2 |
| 1u |
21) Orb of Borealis: Sight Group Images Increased Size (4" radius; +1/2), +/-2 to PER Rolls, Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2) (40 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Only To Create Light (-1), Gestures (-1/4), Incantations (-1/4)Notes: Must be cast upon an object. Creates a multi-colored light half as strong as sunlight. Caster must expent 1 END per hour of duration. Does not count as either Sunlight or Jewel-light. | 0 |
| 1u |
22) Battlefield Borealis: Sight Group Images 1" radius, +/-2 to PER Rolls, MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (28 Active Points); Only To Create Light (-1), No Range (-1/2), Outdoors Only (-1/2), Gestures (-1/4), Incantations (-1/4) | 3 |
| 1u |
23) Inscribe Sowil?, Svell, Watn, Slyngva: Variable Special Effects (Lighning/Thunder, Ice, Water, Wind; +1/4), Usable By Other (+1/4) for up to 40 Active Points of Energy Blast, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +1/4) (25 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Gestures (-1/4), Incantations (-1/4) | 2 |
| 3u |
24) Manifest Storm Familiar: Summon 165-point creatures, Loyal (+1/2) (49 Active Points); Gestures (-1/4), Incantations (-1/4) | 5 |
| 134 |
Total Powers Cost |
| Equipment |
END |
| Demi-Wyrm (River) Leather Armor: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2), Real Armor (-1/4) | 0 |
| Demi-Wyrm (River) Leather Armor: +5 PD (5 Active Points); Water Only (-1) | |
| Demi-Wyrm (River) Leather Armor: +10 ED (10 Active Points); Fire Only (-1) | |
| | |
| Casting Rod: +2 with Ranged Combat (10 Active Points); OAF (-1), Real Weapon (-1/4) | |
| Casting Rod: Penalty Skill Levels: +4 vs. Range Modifier with All Attacks (12 Active Points); OAF (-1), Real Weapon (-1/4) | |
| Casting Rod: +6 REC (12 Active Points); OAF (-1), Real Weapon (-1/4) Notes: Reduces END cost of all magic used by up to 2 per phase. | |
| Casting Rod: Huefinder: Detect: Exact Color name A Single Thing 12- (Unusual Group), Discriminatory (11 Active Points); OAF (-1) | 0 |
| | |
| Hat of Clear Vision: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) | 0 |
| Hat of Clear Vision: +4 PER with Sight Group (8 Active Points); OIF (-1/2), Only vs. Environmental Penalties (-1/2) | 0 |
| | |
| Spirit House Brooch: Mind Link: Wil the Storm Familiar , One Specific Mind, Simple Verbal Communication Only (+0) (5 Active Points); OIF (-1/2) | 0 |
| | |
| Dueling Wand: Multipower, 20-point reserve, (20 Active Points); all slots OAF (-1), Real Weapon (-1/4) | |
1) Brass Needle: Energy Blast 4d6 (20 Active Points); OAF (-1), Real Weapon (-1/4) | 2 |
2) Dueling Wand Guard: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) | 0 |
| Dueling Wand Guard: +2 with Block, Bind, Disarm, Takeaway (Custom Adder) | |
| Dueling Wand Guard: Armor (2 PD/2 ED) (6 Active Points); Hand Only (-2) | 0 |
| | |
| Ring of Curse Resistance: +2 with DCV (10 Active Points); Only vs Curses (-1 1/2), IIF (-1/4) | |
| Ring of Curse Resistance: Power Defense (5 points) (5 Active Points); IIF (-1/4) | 0 |
| | |
| Ring: Power Stone: Ring: Power Stone: Healing Endurance 3d6 (standard effect: 11 points) (30 Active Points); 1 Charge (-2), IIF (-1/4) | [1] |
| Cost |
Maneuver |
| 4 |
Cautious Shot: 1/2 Phase, +0 OCV, +2 DCV, Range +0, Strike |
| 5 |
Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike |
| 5 |
Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove |
| 4 |
Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC |
| 2 |
Weapon Element: Sling, Spells, Wands |
| 20 |
Total Martial Arts Cost |
|