The
Adept
An
Adept is one who has been touched by the Universe itself, often in
the form of “gods” or their minions. Able to channel these raw
divinities, the Adept follows a path that leads him or her further
into the divine mysteries, towards legendary paths that broaden and
deepen their understanding. Valuable as medicine men and folk
magicians, the adept also has the ability to put up a good fight in
defense of their growing religious beliefs. Wanderlust often hits the
Adept early in life and some are pushed out of their homes when too
many choose the path. These mercenary Adepts join with others and are
well paid for their services. Their experience with the world makes
them great assets to their particular religion.
In
General. An Adept is an acolyte or initiate of a religious or
philosophical organization. They may begin as trainees or merely
helpers of the local priest or priestess, but there is a divine spark
within them. Whether purposely or by accident, this spark grows until
a real divine connection is created. In your campaign, this can be a
devotion to a god or goddess, a secular organization that taps into
the latent power of humanity (or elf kind, what have you), or
anything the MP decides.
On
Priemordon. The Adepts of Priemordon are typically children who
have seen “The Serpent”. At the center of the world is the great
Serpent who holds all wisdom in its venom for mortals to partake. It
acts as a conduit for the powers of the Old Daemor, the Heathen Gods,
or the power of the Demagogues. As in all things, knowledge carries
with it a price and the venom and elixirs imbibed by the Adepts of
Priemordon often lead to odd and debilitating effects. Many die
before they can fully give themselves to their particular religion.
Those
that survive however, become powerful heroes for their cause and find
great renown in their chosen vocations. The Adept can choose to
follow the path of the Priest or the path of the Templar.
Abilities By Level
General
Abilities
Physical Defense:
0
Magical Defense:
+3
Wounds: 50 + 1d6
per level
Stamina: 50 +2d6
per level
First
Level Adept Abilities
Spark
of Life & Light. An Adept gains the ability to turn Stamina
into spell power. Each spell will require a different amount of
stamina. For spells that require an attack or activation roll, the
Adept uses his or her Willpower in addition to any bonuses of the
spell itself. Some spells do not require rolls to activate.
Activation (Attack) Roll
1d20
+ WP + Spell Power
Adept
Spells. The Adept may choose three (3) spells that he or
she knows. These are chosen from the Adept Spell list.
Combat
Skills. The Adept chooses two (2) weapons that he or she
has trained in. These should be chosen from the Commoner Weapon
List. An Adept is also trained in Dodge.
Armor
Skills. The Adept is trained in Hide,
Leathers, and Quilted
armors.
General
Skills. The Adept is trained in Medicine, Religion,
and three (3) other skills of his or her choice.
Imbibe
Venom. An Adept may imbibe snake or plant venom to power their
spells. Each time the venom is taken in, it gives the Adept 2d6 free
“Stamina” that can only be used to cast spells. Once gone, it
does not regenerate like normal Stamina would. The extra Stamina
stays around for 1 hour per Adept or Priest level. In
addition, the Adept loses 1 Wound and 1 Stamina permanently.
Second
Level Adept Abilities
Adept
Spells. The Adept may learn two (2) spells from the Adept
Spell list.
Seer
of Five Senses. An Adept may prepare a circle and cast the Ritual
of Five Senses. He or she may choose a particular sense and enhance
it to great levels. Then they may choose a time within one day in the
past or future and they will get information based off of that sense.
Activation of the ability is based on Willpower. The Adept gets a
bonus of +1 per Adept or Priest level.
The
MP decides on difficulty based on time difference and may give a
bonus based on location or the abilities of those who could be sensed
by the Adept.
- 6 Hours or Less +3 Difficulty
- 7 to 12 Hours +6 Difficulty
- 13 to 24 Hours +9 Difficulty
Third
Level Adept Abilities
Adept
Spells. The Adept may learn two (2) additional spells from
the Adept Spell list.
General
Skills. The Adept may learn two (2) additional General
Skills.
Roll
the Bones. For the cost of 10 Stamina, an Adept may Roll The
Bones. He or she uses a divination method (of choice) and may ask the
MP a Yes or No, Weal or Woe question about the character's or party's
actions. The player rolls all dice in a set of polyhedral dice (or
any combination of seven dice the MP wishes to use) and as long as no
die rolls a 1, the answer is genuine. If one or more dice roll 1s,
the answer may or may not be accurate. If the player wishes he or she
may sacrifice 1 permanent Stamina per “1” to turn it into a “2”.
This twisting of fate allows the character to have confidence in his
or her prophecy.
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