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The Old World: Grim and Perilous

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Celestial Wizard

The Magisters of the Celestial Order study the Lore of the Heavens - the magic of the

stars, the upper atmosphere, and the weather. Most commonly referred to as Astromancers,

they are prognosticators, astrologers, and seers without Human peer and

also have power over the weather and other meteorological phenomena.

Azyr’s Magisters are known for their greatest preference for sky and star gazing, and

for this reason they are sometimes called “Celestial Wizards” by some of the less educated

folk of the Empire.

Scholar

Starting Gear

6D10 + 40 Silver Shillings, a Sword, a Journeyman Wand

or a Journeyman Staff

Additional Career Skills

Knowledge (Chaos), Magic (Arcana), Negotiation, Vigilance

Profession

Specialization Progression

Prerequisites

Effects

Journeyman

Wizard

Complete an apprenticeship in

the College of Magic.

Your character can cast spells of the Lore

of the Heavens. They can never cast spells

from other Lores (except Lore of Chaos) or

work miracles.

Magister

Wizard

Lord

Increase ranks in Knowledge

(Chaos) to

Increase ranks in Magic

(Arcana) to .

Purchase the College Wizard

(Improved) talent.

Increase ranks in Knowledge

(Chaos) to

Increase ranks in Magic

(Arcana) to .

Purchase the College Wizard

(Supreme) talent.

Your character upgrades the ability

of social skill checks targeting other

wizards once.

Your character upgrades the ability

of social skill checks targeting other

wizards twice instead of once.

Social Class:

Elite

Species:

Hu

Talent Tree

EXP EXP EXP EXP EXP

College Wizard

Your character reduces the result of any Miscast

they cause by , to a minimum of .

tow #74

Brilliant Casting

When your character casts a spell, you may

spend one Story Point to use this talent to add

a equal to your character’s ranks in Knowledge

(Chaos) to the result.

[Incidental]

A

TOW #79

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

Rule of Azyr (Sup.)

At the beginning of an encounter, your

character may spend a Story Point to perform

Predict magic action as an out of turn

Incidental

[Incidental, oot]

a

tow #101

Dedication

Each rank of Dedication increases one of your

character's characteristics by one.

GCRB #81

P

P

P

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

Combat Training

Athletics or Resilience and Melee (Light) or

Melee (Heavy) are now career skills for your

character.

tow #80

College Wizard (Imp.)

Your character reduces the result of any

Miscast they cause by instead of , to

a minimum of .

tow #85

Grit

Each rank of Grit increases your character’s

strain threshold by one.

GCRB #73

P

P

P

P

Masterful Casting

When casting a spell, spend t to trigger up

to three different effects instead of one. These

effects must be the ones that can be triggered

by spending a or t.

Expert Knowledge

Select an area of expertise. Your character

reduces the difficulty of Knowledge checks

related to the selected area by one.

tow #75

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by .

[Incidental]

A

TOW #82

Rule of Azyr (Imp.)

Your character cannot be disoriented and

gains j to all Negotiation checks. Once per

encounter, spend a Story Point to fly until the

end of the encounter.

[Incidental]

a

tow #89

Prepared Spell

For each rank, decide on a spell consisting of

a particular magic action and a specific set of

one or more effects. Once per enc, cast that

spell with the diff reduced by .

[Incidental]

a

TOW #82

College Wizard (Sup.)

When your character causes Miscast, before

determining its result, you may spend a Story

Point to count the result as if rolled “”

Rule of Azyr

Whenever your character casts an Attack

spell, they always add the Lightning effect to

the spell without increasing the difficulty.

tow #77

Intuitive Casting

Your character adds sh for each rank of

Intuitive Casting to the magic checks they

make in the first round of an encounter.

tow #76

Sixth Sense

Your character may make a Vigilance or a Discipline

check instead of Cool, to determine

Initiative order.

[Incidental]

tow #82

Intuitive Casting

Your character adds sh for each rank of

Intuitive Casting to the magic checks they

make in the first round of an encounter.

tow #76

Deadly Premonition

Once per session, suffer corruption to

expand Cheat Death effect to additional character.

The character must be in visual range

for effect to activate.

[Incidental] [Incidental] [Incidental]

a

a

TOW #95

tow #99

tow #99

P

P

P

A

p

a

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