Know It All (Prepared)
Sample Spells may be found here.
The Know It All seems to know a little bit about everything; no fact to esoteric, no trivia to trivial is their creed. They also know a thing or two about Magic, with a modest spellcasting capacity
Know It Alls are useful additions to adventuring groups seeking the unknown, unraveling some intricate intrigue, or hunting for ancient treasures. Their specialzed knowledge can make them invaluable if well selected by their player.
Cost Ability
55 Jack of all Trades Package Deal
33 Prodigal Package
18 +1 Spell Level (+15 Pool)
13 Loremastery Package
4 +2 w/ Common Knowledge Power Skill
100 Total Cost of Abilities
Value Disadvantages
0 None


Total Cost of Package

Package Deals
Jack of all Trades
A Jack of all Trades is an all around competent individual that has tried their hand at a variety of crafts and though they didn't master any of them they're still better than average at most of them. Often prone to curiosity, Jack's of all Trades sometimes find themselves traveling and next thing you know, an adventure has caught them in it's snare!
A Jack of all Trades is fun to play because they know a little bit about everything, and have a knack for trivia and guessing at likely events both. Though they start off somewhat unsuited for life as an adventurer, they are quick studies and can usually adapt and overcome to their situation.
Cost Ability
20 Know It All: Retrocognitive Clairsentience (Mental Group), Reduced Endurance (0 END; +1/2) (60 Active Points); Retrocognition Only (-1), Only What May Theoretically Be Publicly Known (-1/2), One try per topic (-1/2), Instant (-1/2), Requires A Common Knowledge Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4), Concentration (1/2 DCV; -1/4)
3 Power Skill (INT): Common Knowledge
4 Bright: +4 INT
3 Jack of All Trades
6 Professional Skills (6 points worth)
1 Literacy w/ Native Language
1 WF: Short Blades
5 Favors (5 points worth)
2 Successful: Wealth 2
10 Puissant: +1 Overall Level
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
3 Well Connected
var Contacts
var Favors
var Successful: Money
var Street Credibility: Reputation Perk
var Established: Base(s)
var Established: Followers
2 Thieves' Cant: (Language; basic conversation; literate)
-15 Psychological Limitation: Self Centered (Common, Strong)
-5 Social Limitation: Prior Conviction (Got caught at some point in the past and has done some time incarcerated or otherwise detained by the Law; known to local Law Enforcement) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Rogues (More Powerful, Group, Professional, Unaware, Outdo)

Extention Package Deals
The Wizardry Magic System is detailed here.
The Prodigal may have attended a formal University of Magic, been instructed by a Mentor, or otherwise received instuction in the Wizardly Arts (perhaps by a Spellcasting parent) but either way they received many years of instruction and then either quit, got kicked out, were given up on by their instructors, or something else occured that prevented them from finishing their training. Some continue to educate themselves as best they can.
The Prodigal Package is useful for any half-trained Wizard concept, or even for a "multiclass" character that split their time between Magic and some other pursuit. Also, a Character built on the Prodigal can always improve their Magic capabilities as they progress, so its a good starting point for mixed background concepts.
Cost Ability
17 Wizard VPP (15 Pool)
15 Spellcraft 11-
1 Literacy w/ Native Language
Value Disadvantages
0 None


Total Cost of Package

Extention Package Deals
Some characters are experts on various subjects. Simply add this Package to such a character.
NOTE: This Package assumes the Character does not have the Scholar Skill Enhancer; if they do simply remove it and decrease the Package Cost by -3 points.
Cost Ability
3 Scholar
10 Knowledge Skills: 10 points of Knowledge Skills
Value Disadvantages
0 None


Total Cost of Package