Starting offConditionsWISDOM 13+ CHARISMA 12+ CURIOSITY 6+ SUPERSTITION 3- As always you may take the following only as an addition to ease your hero generation, if you do not like it, do not pay attention. Origin (Roll a D 20)
Hair colour (Roll a D20)
1,60+D20+3D6 (1,64-1,98 m, i.e. 5"5' to 6"7') Life energy 25 Astral energy 30 |
Clothing and weapons
Let it spring from their lack of mystery or their own vanity, magicians
often want to present themselves as such by clothing. High hats, horned
caps, cloaks with lots of ornaments on them and a silky inside cover are
the general dress of nearly all magicians - their festival dress is even
more hilarious. They always wear their sign of honour, the magic wand,
which is about shoulderhigh and does not lack of runes. The magic wand
is indestructible from the first day magicians performed the ritual on
their day of examination. If they loose it they will have to perform the
ritual again, but this is not part of the basic rules. A magic wand is
a normal staff in combat.
Most adepts are also taught in the basic arts of fencing. You will also quite frequently find ritual daggers that may be employed during combat or in recent times even some foils. The ritual sword that is needed for some magical rituals may not be employed as a weapon. Heavier weapons and armour are disliked by most magicians, because they give a handicap in casting spells since they got a lot of iron inside (again: not part of the basic rules). A magician may well be found in watted tunics in times of danger, but otherwise they stick to their magic power. Note As already noticed above, magicians do not use heavy weapons and armour, i.e. any weapon employed by magicians may not have more than RP 2 or HP 1D6+2. A magician's foil is a foil with HP 1D6+2, the rest stays the same. Particularities are also the bonus on MR and their improvement by level. Further notes on magic and magicians may well be found in the future somewhere on these pages. |