Adventuring Merchant | |
Merchants make their living by wandering the world buying low and selling high. In theory anyway, but in a dangerous world plans often deviate from that simple plan and along the way all sorts of adventures have been known to unfold. | |
Cost | Ability |
55 | Savant Package Deal |
15 | Blather Skills Package Deal |
17 | Street Finances Skills Package Deal |
9 | High Sea Skills Package Deal |
1 | Lettered: Literacy w/ Native Language |
3 | Sharp: +1 All PER |
10 | Choose 10 Points of Skills |
110 | Total Cost of Abilities |
Value | Disadvantages |
-15 | Psychological Limitation: Competitive (Common, Strong) |
-15 | Psychological Limitation: Profit Seeker (Common, Strong) |
-5 | Rivalry with other Merchants (As Powerful, Group, Professional, Unaware, Outdo) |
+75 |
Total Cost of Package |
Savant | |
Savants are handy folk to have around, naturally skilled and adept at a wide variety of things. Possessed of a certain flair and panache, Savants are highly skilled or innately talented or both, able to make the impossible look easy. Jacks-of-all-trades, Savants often become adventurers for the sheer challenge and perhaps a relief from the boredom of dealing with normal people. | |
Savants are often motivated by a desire to learn a new thing or two, or to test their wits against a worthy opponent. Savants usually concentrate on picking up new Skills, Perks, and information which might serve them in good stead. | |
Cost | Ability |
4 | Quick Study: WF: Common Melee, Common Missile |
20 | Puissant: +2 with Overall |
6 | Talented: Pick any 2 Skill Enhancers: (Jack of All Trades, Linguist, Traveler, Scholar) |
8 | Athletic: Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor (-1/2) |
17 | Danger Sense (Function as a Sense, Intuitional, Sensitivity: Out of Combat) 11- |
Value | Disadvantages |
0 | None |
+55 | Total Cost of Package |
Cost | Options |
1 | Literacy w/ Native Language |
+10 | Deadly Blow: +1d6 Killing, any circumstance, any weapon (+1d6 HKA; OIF: Weapon of Opportunity (-1/2); Limited Circumstances (-1/2)) |
20 | More Puissant: +2 with Overall |
18 | Fisticuffs: Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls |
5 | *Evasion: (Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove) |
15 | Read Languages: Universal Translator 22- (31 Active Points); Written Only (-1) |
15 | Scroll Use: Scroll Comprehension +5 |
15 | Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense (Normal Hearing) (Real Cost: 10) |
25 | Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze, Discriminatory, Increased Arc of Perception: 240-Degree, Range |
2 | *Sense Traps: Add Sense to above: +2 points |
15 | Open Lock: Lock picking (DEX based) + 6 |
30 | Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration 1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster -1/4) |
25 | Advanced Move Silently & Hide in Shadows: Stealth +1, Concealment +1 (Real Cost: 10) plus Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 15) |
15 | Better Lucky than Good: 3d6 Luck |
15 | Improved Lightning Reflexes: +10 with All Actions |
-10 | Psychological Limitation: Swashbuckler Mentality (Common, Moderate) |
-15 | Psychological Limitation: Curious (Common, Strong) |
-15 | Psychological Limitation: Self Centered (Common, Strong) |
-15 | Psychological Limitation: Competitive (Common, Strong) |
Blather Skills | |
Many characters have mastered the art of talking fast and making things up as they go along in order to grease their way through life. If you can't bedazzle them with brilliance, then baffle them with bullshit. | |
Cost | Ability |
10 | +15 PRE, Requires Conversation Roll |
5 | Conversation +1 |
Value | Disadvantages |
None | |
+15 |
Total Cost of Package |
High Seas Skills | |
Many characters make their living by seacraft, either as smugglers, pirates, corsairs, or even just passengers. Along the way they have learned how to use the unusual environment of the cramped confines and rolling decks of a ship to their advantage. | |
Cost | Ability |
2 | Environmental Movement: Offset Penalties in Rigging of a Ship |
1 | Acrobatics; Only in Riggings (-2) |
1 | Climbing; Only in Riggings (-2) |
2 | Survival (Marine) |
3 | Sea Fighting: +1 All Combat; Only at Sea (-2) |
Value | Disadvantages |
None | |
+9 |
Total Cost of Package |
Street Finances Skill | |
Some characters are adept at wheeling and dealing on the street, finding a good deal on the low down, knowing where to go to fence something, and similar useful things. | |
Cost | Ability |
3 | Bribery |
3 | KS: Black Marketeering (INT-based) |
3 | Persuasion |
3 | Streetwise |
3 | Trading |
2 | Thieves' Cant or Street Lingo: (Language; basic conversation; literate) |
Value | Disadvantages |
0 | None |
+17 |
Total Cost of Package |