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N.E.W. I took the plunge. Now What?
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<blockquote data-quote="Reynard" data-source="post: 6983613" data-attributes="member: 467"><p>Here is the extra tough one: the Shaper, the mage PC.</p><p></p><p>SHAPER</p><p>Descriptor: a feeble Shaper that must know all the secrets of the old world.</p><p></p><p>STR 4 (2d6);AGI 5 (2d6);END 4 (2d6);INT 6 (3d6);LOG 6 (3d6);WILL 6 (3d6);CHA 4 (2d6);LUC 4 (2d6);REP 3 (2d6); MAG 6 (3d6)</p><p></p><p>SKILLS</p><p>Ancient Tech: Operation 1 (1d6); Arcane Lore 3 (2d6); Chemistry 1 (1d6); Engineering 1 (1d6); Geology 1 (1d6); Lost History 1 (1d6); Medicine 1 (1d6); Perception 1 (1d6); Physics 1 (1d6)</p><p></p><p>EXPLOITS</p><p>Aim. This is identical to the Feint exploit, but for ranged combat; it grants +1d6 bonus to an attack roll taken in the same turn. The attack action must come immediately after the aiming action.</p><p>Arcane knowledge base. Choose four [magical] skills and one element secret. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill.</p><p>Arcane secrets. You have learned or discovered four arcane secrets.</p><p>Attuned. You are able to detect magic easily. You do not need to make any kind of attribute check to detect magic within 30', and are aware of its existence automatically.</p><p>Jury-rig. You modify a weapon (yours or an adjacent ally's) to either increase its range by 50% or its damage by +1d6 until the start of your next turn.</p><p>Ritual. You can cast a specific spell of 3 MP or less as a ritual; this takes one minute per MP, but costs no MP. (Spell: Abjure Aether creates a stationary 30 diameter zone completely disconnected from the Aether. No daemons may enter or perceive into the area. 3 MP)</p><p>Scientific knowledge base. Choose four [scientific] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill.</p><p></p><p>SHAPING</p><p>Skills: Abjure 3 (2d6); Divine 1 (1d6); Evoke 1 (1d6); Move 3 (2d6); Transmute 3 (2d6)</p><p>Secrets: Aether; Automatons; Daemons; Earth; Electricity</p><p></p><p>TRAIT</p><p>Feeble. You are physically weak and frail, which has taught you the value of brains over brawn. Once per day you may use a LOG check in place of a STR check and accomplish your goal through cunning and ingenuity.</p></blockquote><p></p>
[QUOTE="Reynard, post: 6983613, member: 467"] Here is the extra tough one: the Shaper, the mage PC. SHAPER Descriptor: a feeble Shaper that must know all the secrets of the old world. STR 4 (2d6);AGI 5 (2d6);END 4 (2d6);INT 6 (3d6);LOG 6 (3d6);WILL 6 (3d6);CHA 4 (2d6);LUC 4 (2d6);REP 3 (2d6); MAG 6 (3d6) SKILLS Ancient Tech: Operation 1 (1d6); Arcane Lore 3 (2d6); Chemistry 1 (1d6); Engineering 1 (1d6); Geology 1 (1d6); Lost History 1 (1d6); Medicine 1 (1d6); Perception 1 (1d6); Physics 1 (1d6) EXPLOITS Aim. This is identical to the Feint exploit, but for ranged combat; it grants +1d6 bonus to an attack roll taken in the same turn. The attack action must come immediately after the aiming action. Arcane knowledge base. Choose four [magical] skills and one element secret. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill. Arcane secrets. You have learned or discovered four arcane secrets. Attuned. You are able to detect magic easily. You do not need to make any kind of attribute check to detect magic within 30', and are aware of its existence automatically. Jury-rig. You modify a weapon (yours or an adjacent ally's) to either increase its range by 50% or its damage by +1d6 until the start of your next turn. Ritual. You can cast a specific spell of 3 MP or less as a ritual; this takes one minute per MP, but costs no MP. (Spell: Abjure Aether creates a stationary 30 diameter zone completely disconnected from the Aether. No daemons may enter or perceive into the area. 3 MP) Scientific knowledge base. Choose four [scientific] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill. SHAPING Skills: Abjure 3 (2d6); Divine 1 (1d6); Evoke 1 (1d6); Move 3 (2d6); Transmute 3 (2d6) Secrets: Aether; Automatons; Daemons; Earth; Electricity TRAIT Feeble. You are physically weak and frail, which has taught you the value of brains over brawn. Once per day you may use a LOG check in place of a STR check and accomplish your goal through cunning and ingenuity. [/QUOTE]
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