Valdemar D20 Part III – Building Heralds and Companions

So what about game statistics? Well…

Companions:

Statistics for Companions are actually almost irrelevant. Companions aid, support, and advise their Heralds – but they don’t straighten out their love lives, or offer divine guidance, or make their decisions for them, or use direct magic on their own. They’re COMPANIONS, not protagonists – and generally aren’t player characters. When a Herald is dealing with human stuff, or holding a war conference, or in a building, or at court… their Companion is out in a field, or getting carrots from kids, or off being a horse. Companions live like horses, eat like horses, run around and play like horses, fight like horses (or a little better), and – for that matter – breed like horses. They don’t even go looking for most of the privileges and diversions that a normal human would look for if they were stuck in a horses body. Many of them can’t even mindspeak enough to participate in conferences, even if they have no problem communicating amongst themselves.

They’re not a character attribute either. They’re independent, free willed, allies. They choose to bond with people who are Altruistic, Energetic, Faithful, Helpful, Honest, and Principled (often to the point of being hopelessly unrealistic, which is one reason why they tend to pick youngsters) and recruit them into service to Valdemar. They then encourage those traits – which is one reason why most Heralds don’t live to retire. They aren’t a class feature, or mystic mount, or anything else you buy with character points or feats. They are looking for particular Character Traits – even if they’re masked by circumstances – and so fall under the (admittedly, rarely-used) Character Traits and Granted Powers option in Eclipse (Pages 153 and 154).

Companions are basically Modified Light Warhorses.

  • Intelligence and Charisma are both 2d6+6. This doesn’t exactly have a cost; companions may be smart and good-looking, but their options for applying either are pretty slim. This also makes them incredibly conspicuous. It’s very hard to disguise a Companion for long.
  • Spell/Power Resistance (6 CP). They don’t seem to have a lot, but they seem to have some. Ergo, the basic level.
  • Mindspeech, Corrupted for Increased Effect (Can provide +/-3 on Trait Checks, can get people to forget details about themselves) / only effective according to the GM’s whims for each Companion (6 CP).
  • Tireless (6 CP). No reasonable amount of work will Fatigue or Exhaust a Companion.
  • Innate Enchantment: All Caster Level One, Unlimited Use Use Activated. +2 to Str, Con, and Dex (4200 GP), Immortal Vigor I (+12 + 2 x Con Mod HP, 1400), and Know Direction (700 GP) (7 CP). Companions are better and tougher than normal warhorses and never get lost.
  • Improved Celerity: +20′ Ground Movement (9 CP).
  • Immunity/Having to know a language to understand it (Uncommon, Minor, Trivial, 1 CP).
  • Occult Sense / Personality Traits (6 CP).
  • Usual Disadvantages: Dies with chosen Herald (Counts as two), Very Restricted on when they can intervene (-10 CP).
  • Specific Knowledge / Heraldic Traditions (1 CP).

Net Total: 32 CP / +1 ECL. Companions are pretty formidable against normal animals, but they aren’t built for independently fighting monsters.

While all Companions are supported by the Crown, they’re also all in Service to the crown – so this is essentially just having a job. They have little use for money anyway.

Grove-Born Companions only show up for major figures of destiny, and not all of them. Given that player characters make their own destinies, there is no reasonable way that one of them will ever have such a companion. If you happen to need attributes, they get…

  • +2 to All Attributes (36 CP).
  • Add Force Shield I (1400 GP), Sustenance (1400 GP), and Endure Elements (1400 GP) to their Innate Enchantments (4 CP).
  • 2d6 Mana with Spell Enhancement, Specialized / Only for Spell Enhancement (6 CP) and Rite Of Chi 1/Day, Specialized/only to recharge Spell Enhancement Pool (3 CP).
  • Blessing (Specialized and Corrupted / only to lend Mana and Spell Enhancement to his or her Herald (2 CP).
  • Privilege/Recognized by other Companions as their natural leader. Also, extremely fertile (3 CP).
  • Occult Sense / Finding their Destined Rider (I’m counting this as Specialized and Corrupted, since it really doesn’t do much of anything helpful (2 CP).
  • Specific Knowledge / Theology of the responsible god or goddess (1 CP). (No, I don’t know which one it is).
  • Specific Knowledge / Valdemar (1 CP).
  • Any one Bonus Feat. Each Grove-Born is at least a little different straight out of the Grove (6 CP).

Net Total: 64 CP, so another +2 ECL for a total of +3 ECL.

Heralds:

Gifts are another problem. Heralds don’t usually seem to use them for mere convenience, so there’s probably a cost to using even the most basic functions. Yet they use those same basic functions freely when it’s convenient for the plot – so that cost cannot be very high. Higher order abilities, of course, are quickly exhausting to use. In a game, of course, the players will have their characters use their gifts whenever it’s even remotely likely that they will help – and they will try to use them in all kinds of weird and wonderful ways. On the other hand… Heralds aren’t notably superhuman in any other fashion. Most obviously, an arrow, bolt, or sword stuck in some critical bit of anatomy can kill them instantly. They don’t have the kind of superhuman resistance to injury that even mid-level d20 characters do and it’s hard to blame the players for wanting to use whatever special powers they do have to the limit. It’s also notable that most Heralds gain their Gifts very early on. They gain more control with training – but are generally reasonably skilled by the time they are out of school and are often as powerful as they are ever going to get. Gifts tend to turn up at level one, or even level zero – so they can’t be all that expensive.

So: your basic Gift will look something like this.

  • Shaping, Specialized for Increased Effect (Level Zero Effects) and Corrupted for Reduced Cost / Only to produce effects in a very narrow field (4 CP).

And, for quite a lot of Heralds (and even more non-Heralds) that is where it stops. A Firestarter can light (and possibly extinguish) candles, torches, and fires, craft small images out of flames, treat nasty cases of frostbite, make bright flashes of light, send up smoke signals, keep warm in cold weather, heat tea, and do a lot of other things. If the game master is agreeable, he or she might even be able to “remove fire” from things and cool them or protect himself or herself against a bit of fire damage.

So what about more powerful gifts in general and Lavan Firestorm in particular?

Well, for that buy

  • 1d6 Mana with Spell Enhancement (+1 level per mana spent), Specialized and Corrupted / only to enhance Gifts, only applies to one gift per purchase even if the user has more of them, may only spend one point per time this is purchased, three, or (Cha Mod) points (whichever is least) on enhancing a Gift (2 CP per time taken).

With that, a Herald can occasionally use his or her gift for higher level effects – and with rest and meditation can recover two points of Mana per day, so if they burn themselves out it may take days to recover but they can use a higher-powered effect once or twice a day consistently.

  • A Healer can work a lot of healing cantrips, although the general Path Of The Dragon rule that they start losing effect after 2d6 per patient per day still applies – but even the Hedge Wizardry spells like “relieve illness” and “relieve poison” are going to be limited use. Epidemics are not going to be easily stopped.
  • A Telekinetic can guide arrows, move small items, and play a multitude of tricks – but major blasts of telekinetic force are not going to be particularly common.
  • And so on, for all the other gifts. Gamers will doubtless come up with a lot more than grace the original books.

Mage-Gift:

For Mage-Gift… Well, Mages draw on external energies, and – according to some of the books – don’t need to use their own energies until those external sources are exhausted. On the other hand, most of them seem to know very few spells and there are plenty of examples of mages exhausting themselves simply using the available power. They need more training to use their powers effectively, so they are generally of higher level.

  • Their basis is Occult Talent (6 CP) and/or Improved Occult Talent supplemented with Mana. Thus they can take spells (anything that the game master is willing to allow) that require Mana expenditure to cast. Apprentices may have 6 CP worth of Occult Talents, Journeymen 12, Masters 18, and Adepts 24 – but you don’t HAVE to have more than the basics.
    • Apprentices or “Hedge Wizards” have no Mana.
    • Journeymen generally have 1d6 Mana, may spend 1 Mana to reduce the level of a spell for casting purposes, and may use Rite Of Chi once per day to recharge from Ambient Mana.
    • Masters have 2d6 Mana, may spend 2 Mana to reduce the level of a spell for casting purposes, and may use Rite Of Chi twice per day – once to recharge from Ambient Mana and once more if a Ley Line is available.
    • Adepts have 3D6 Mana may spend 3 Mana to reduce the level of a spell for casting purposes, and may use Rite Of Chi three times per day – once to recharge from Ambient Mana, once to draw energy from a Ley Line, and once to draw energy from a Node.
  • Journeymen through Adepts also have Magesight (Occult Sense/Magic, 6 CP).

As noted in Part II, Final Strikes seem to be available to everyone, so they’re presumably a World Law.

To price this, buy…

  • 1d6 Mana with Spell Enhancement (+1 level per mana spent), Specialized and Corrupted / only to enhance Occult Talents, may only spend one point per time this is purchased, three, or (Int Mod) points (whichever is least) on enhancing a Spell (2 CP per time taken). So that’s 2, 4, or 6 CP spent on Mana for Journeymen, Masters, and Adepts.
  • Rite Of Chi with +2 Bonus Uses, Specialized and Corrupted / Only to recharge the Occult Talent enhancement pool, only to tap the energy sources permitted by the characters level of mastery / number of dice of Mana purchased or to recharge through blood sacrifice, may not be bought up further (3 CP).

So being a Hedge Wizard or Apprentice costs 6 CP, being a Journeyman costs 11 or 17 CP, being a Master costs 19-31 CP, and being an Adept costs 21-39 CP. Throw in some disadvantages – lingering pain from having your “channels” blasted open and emotional distress due to a broken lifebond perhaps? – and you can easily have a child who just so happens to be a basic adept even if they don’t know many spells yet. You could even put that, and a handful of basic Gifts, into a +1 ECL Template and drop it on some unfortunate kid.

Really skilled mages may know either Ritual Magic, Hedge Wizardry, or Create Relic (all 6 CP) as well – but not more than one of those.

  • Ritual Magic tends to be the mark of blood mages or archmagi, and can be used to craft mighty mystical weapons, create new species, make permanent gates bound to nodes of power, raise mighty towers, and summon demons (a speciality of evil mages).
  • Hedge Wizardry (from The Practical Enchanter) tends to be the mark of low-powered but very practical magi, who have learned a multitude of practical spells across the years.
  • Create Relic tends to be the province of mage-smiths and artificers, such as the creator of Need. It’s most often used to make focus-stones, which allow +1 use of Rite Of Chi daily. These have no CP cost, because that would only cost 2/6 CP – and so rounds down to zero.

If Spirit Magic is in play, that’s another 24 CP – but, as noted earlier, it vanished from the system very early on. It was just too flexible and potentially too powerful for easy writing. And while it can be a lot of fun in a game… it will seriously overshadow Gifts if you let it in.

  • For mages, the common spells are Light (L0), a basic Shield (Immediate Action, L1 in a L0 slot so 1 Mana, blocks 15 points of damage), various forms of energy attacks (L2 Scorching Ray, 1-2 Mana depending on slot), and a couple of utility effects. Vanyel, for example, has one that transfers mana from his Magical Pool over to his Gifts (given that he’s got only one brain, probably a L0 effect to start with). He also had Dispel Magic and… I can’t recall if he could make Gates (L4 thanks to all their limitations) or not. I’ll say he can – so that makes five effects. He could be a minimum-cost adept. Throw in Ritual Magic for his various ritual workings, and we pretty well have him covered.

This also explains why Mages and Herald-Mages tend to spend a lot of time with the military. A “normal” Herald may have some tricks – but they’re very limited use and take a good deal of time to recover. Great for special missions, riding circuit, and espionage, but not so good for a military campaign. A Herald-Mage can use his or her magical powers to their full extent EVERY DAY – and two or three Fireballs a day can make an enormous difference in a war where the troops are mostly made up of first or second level people with swords, spears, lances, and bows.

  • Characters on Velgarth should generally use the Low-Level Adventurer Template. People there just do not achieve godlike levels of power – and even action movie hero levels (6+) are pretty exceptional.
  • Most Heralds are decent fighters (helped a lot by riding intelligent warhorses) and have a lot of skills. They’re not much for armor, massive, heavy, weapons, or exotic martial arts or other oddities. They do tend to have a lot of skills and some royal authority and are good at parrying attacks. Some of the tricks from the Dark Ages Man At Arms may be appropriate.

And really… that’s about it for Heralds and Companions. They’re a lot more mortal, and more limited, than a standard-issue high level d20 character.

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Valdemar D20 Part II – Gifts And Spells

For Part I, go HERE.

So what sort of powers do the books actually show Mages and Heralds using? Looking at the books, for Heraldic Gifts and Spells we have…

  • Animal Mindspeech: You can “speak” with animals. That’s pretty basic.
  • (The) Bardic Gift: Rather ill-defined, but it seems to be able to convey feelings, suppress pain, and convey impressions – so possibly subtle, internally-directed illusions. One of the few gifts that can directly affect a crowd though.
  • Bonding: You can bond with something. Like a Hawk. Or Warsteed. Or Companion. Or Firecat. Or Lover. Or Twin or other Sibling. Or you can settle for a lesser version and fall in Love with pretty much anyone. This seems to be pretty much universal. Bonding with a Companion seems to allow the use of Truthspell – but that also relies on Vanyels old web-spell which creates a link with the Vrondi.
    • Personally, I’d forget about the Truthspell in any game setting. Heralds in the books often refrain from using it out of political considerations, or respect, or being forgetful, or not wanting to give people the impression that they aren’t trusted. Gamers will FIND an excuse to use it ALL THE TIME – and there go all your intrigue and manipulation plots. Mistaken identity? Falsely accused? Hidden traitors? We’ll have none of THAT.
  • Channeling: The ability to act as a pipeline for raw magical energy that other people can direct or use. Rare and generally useless until the author decides that it’s needed as a plot device.
  • Earthsense: You can vaguely detect damage and disturbances that affect the land and the creatures that live there. If they are suffering, you will do so as well.
  • Empathy: Picking up emotions, truthsensing, and – for those with powerful gifts – the ability to compel weaker-willed individuals to speak the truth. Powerful empaths may be able to cause mental damage, which is best represented as some sort of curse.
  • Farsight: Clairvoyance. When controllable, it seems to be fairly short ranged. It also shows visions to suit the plot.
  • Final Strike. You can ramp up your power enormously by dying. Of course, EVERYONE with ANY kind of special power seems to be able to sacrifice themselves for a big boost when they want to save others, or take revenge at any cost, or whatever. Probably a world law or bit of divine assistance in recognition of your sacrifice or some such.
  • Gift Of Tongues: Companions have this, but it’s rare among humans. You understand all languages but can’t bypass speech impediments (such as having a horses voicebox). So… a L2 version of comprehend languages?
  • Mage-Gift: The ability to sense and manipulate the flow of life-energy about you. Doesn’t let you pick up the presence of living things nearby though. Why not? Because it would make mages hard to ambush. Comes in three stages – ability to handle ambient magic, ability to handle ambient magic and ley lines, and ability to handle ambient magic, ley lines, and ley line nodes. A good focus-stone seems to help somewhat in making things less tiring. Now here we have the good stuff! Generate Lightning! Make reasonably bright lights! Uhm… What other spells do we see?
    • Make a tent nice and warm! Or you could carry blankets with your adventuring supplies. Just Sayin.
    • Make a willing male gryphons body temperature stay low long enough for them to produce fertile sperm! Or sit in a cold bath for a while.
    • Summon Elementals! Abyssal, Air, and Fire elementals are mentioned – although they are quite small, none seem especially powerful, and most are timid.
    • Make new magical creatures or golem-things! Presuming that you are a master biologist as well as an uber-archmage or a blood mage villain, and even then it takes decades or centuries to make new creatures, they rarely reproduce well, and most of them have quite a lot of serious flaws and weaknesses. Golems and Frankenstein-constructs are easier, but are full of weaknesses and can never reproduce.
    • Open Gates / Teleportation Portals! Well, if you have some major power sources to draw on. Like being an adept using a node, killing a lot of people for blood magic, or having a big team of very well-trained mages. And you don’t mind being exhausted afterwards. And have time for it, since it often seems to call for a ritual. And there are no major magical disturbances in the area to disrupt your gate.
    • Summon Magical Creatures! If there are some about anyway. And you have enough raw power to gate them in (see Gates). And controlling them is quite another matter.
    • Make amplifiers for magic or other gifts! Which are expensive, unreliable, and take a lot of charging up – which is why they’re terribly rare.
    • Make a big magical greenhouse! If you have a node to tie it to, help in setting it up, and a lot of time. This may also provide some defense against divination, if only in the same way that a houses walls help against people spying on you from afar.
    • Summon or drive off magical entities! Given time, knowledge, and various rituals.
    • Make Videophone Calls! Well, if the people on both ends happen to be Adept or Masterclass mages of the White Winds school and they don’t mind throwing up a beacon of “here I am”, opening themselves to magical attack, and getting drained or exhausted in the process.
    • You can perform a ritual that will allow those betrayed unto death by an Oathbreaker to come back as spirits and take vengeance! If you’ve already captured and restrained the target, and have the help of a Priest, a Mage, and a Common Man of Goodwill who have all been betrayed by the Oathbreaker, and have lots of time, and the targets oathbreaking has resulted in other deaths. Or you could stab them a few times. Again,I’m just sayin…
    • Entrap other Mages in constraints that reflect their own magic back at them! If you have it all set up in advance for your targets and they don’t know how to get out. Given that the inventor made sure to spread knowledge of the spell around after using it, so that everyone WOULD know, this makes it a lot less useful.
    • You can Create Daggers Of Light! They last for a few moments after you let go of them, so you can throw them at people. Their effects are… exactly identical to those of any other decent dagger. You will always have a backup weapon though.
    • Throw various forms of Energy Blasts. Lightning. Fire. Er… maybe Force. I can’t recall much in the way of Cold, Sonic, or Acid blasts though. Usually targeting an individual or a small group. For a lot of “mages” this is about their only combat technique.
    • Spells Of Mass Compulsion! You can brainwash and compel entire armies! If you don’t mind being an irredeemably evil blood mage and performing lengthy rituals of human sacrifice. This also makes you a prime target for assassination of course.
    • Start Fires! Like with a match/tindertwig! Or, in advanced cases, like Alchemists Fire!
    • Hide Your Magic! So that the extremely rare people with Mage-Gift can’t automatically notice it if they look. Also, this only works if you’re an adept. Mostly only turns up in the Vows & Honor series before the magic system changed but I think that it got mentioned later.
    • Create Illusions! Well, this one is a bread-and-butter effect in many places, mostly being used for disguises. Larger scale, combat, or beyond-the-visual illusions seem to be much rarer. About the biggest combat effect seems to be the “Blur” spell.
    • Slow or Reverse Aging! Well, mages can live a long time; it comes of tapping into extra life energy. Few of them seem to die of old age though and getting younger seems to involve stealing other peoples lives or bodies. How often do RPG characters die or old age anyway?
    • Reincarnate! Like normal, except that you get to keep more of your memories at the cost of stealing one of your descendants bodies, driving yourself madder and madder, being evil, and being judged by the gods or possibly having your soul annihilated at some point.
    • Put low-resistance people to sleep! Like… you know, a Sleep spell!
    • Create an Adept Manifestation! Basically a Psychic Construct. If you happen to be an adept and are willing to put so much power into it that you endanger yourself if it is destroyed. Yet another effect that is used once in an early book and never really comes up later except to show “I am an adept!”. Mostly only turns up in the Vows & Honor series before the magic system changed.
    • Summon small Whirlwinds! Like… Dust Devil or Wall Of Wind. Mostly only turns up in the Vows & Honor series before the magic system changed, and so may be an air elemental effect.
    • Make Walls of Fire! Like… Wall Of Fire, but generally smaller and weaker. Probably a third level version.
    • Perform minor Divinations, drawing on notions of Sympathy and Contagion! Mostly only turns up in the Vows & Honor series before the magic system changed. Perhaps an air elemental effect?
    • Create a Dueling Circle, which contains your own attacks and prevents outside magical interference. Turns up in the Vows & Honor series (once I think) before the magic system changed and did not prevent multiple forms of cheating and external interference.
    • Empower your other Gifts with energy from Ley Lines and Nodes! If you’re Vanyel Askevron, and have had all those magic and gift “channels” blasted open in a horrible magical accident. Otherwise this doesn’t seem to happen much at all.
    • Project your spirit into the void between gates! Where there is… well, where there normally isn’t anything at all except a massive energy drain. Unless a mega-adept has hidden something there – which turns up ONCE – this is effectively “I can sink into a trance I might not awaken from and accomplish nothing!”.
    • Create a country-wide alert/spy system connected to all the other Heralds! Using the help of several other mages, a node focused through a Heartstone, and a small legion of divinely-empowered plot-device Companions… So no, this isn’t going to work for you.
      • Advanced Masters can set spells on triggers, to go off later. Almost like they know a bit of Metamagic.
  • Mind-Healing. Well, this is SUPPOSED to cover a boosted understanding psychology, calming emotions, treating traumas and mental control effects, and so on. In the actual books it’s more heard of then seen, because stories about mentally healthy, well-adjusted, sensible people tend to be BORING.
  • Precognition: This usually comes in a specialized variant; tactical precognition that gives you bonuses in a fight is very different from dreaming the distant future – and neither have much relationship to being able to predict the weather weeks in advance.
  • Psychometry: Ability to “read” information and impressions from objects. Like that minor psionic discipline.
  • Pyrokinesis: Mostly limited to the equivalent of “throw alchemists fire” if you can do anything beyond getting along without a cigarette lighter or match. A few people with this as a major gift show up, and can do things like start forest fires very quickly or perhaps throw fireballs.
  • Shields: Pretty much all Heralds are taught to stabilize their mind and resist being influenced by effects resembling their own gifts. In d20 terms, they invest a bit in Will Saves. A lot of the more subtle stuff apparently automatically fails against anyone with a decent will save bonus. Mages use the same technique to help them resist magical attacks. Like… you know, buying up your saving throws.
  • Summoning Rituals: What little is left of the old “call on entities from other planes” magic system. Mostly minor, easily turned back on the user, and dangerous. Mostly used by bad guys to summon “demons”. Since “Demons” never actually put in an on-stage appearance in most of the books beyond the Vows & Honor series – and that was before the magic system changed – we know little or nothing about them save that “they are bad”.
  • Telekinesis: Usually minor, but handy for guiding missiles, snagging cell keys, and similar tricks.
  • Telepathy: Usually fairly short range, but some few can check in on people they know at great distances. Often limited to either receiving or projecting, but it’s not too uncommon to do both. Stronger gifts can be used to cause insanity, charm people, make suggestion effects, and so on.
  • Teleportation: Usually short range and of small objects to and/or from the user. Under great stress, and with a powerful gift, you can move something as large as a small person a short distance. Like a one-shot blink or very short range, low-capacity, Dimension door.

In case it wasn’t sufficiently obvious… most Gifts basically cover first level stuff. The occasional Major Versions of those Gifts cover a rather limited selection of stuff of up to level three or four. We aren’t talking vast cosmic power here. Next time around I’ll look at actually building this stuff.

Valdemar D20 – Part I

Today it’s a question about Mercedes Lackey’s Valdemar / Velgarth setting – how to build Heraldic Gifts and Companions in Eclipse D20.

The first thing to remember about the Valdemar / Velgarth setting is that – like the vast majority of fantasy novels and novel series settings – it’s a low-magic world.

What’s that you say? Most of the major characters have magical gifts?

Yes. Yes they do. Yet there are large groups that have very little magic. Magical devices are extremely rare, and what magic there is tends to be low powered, at least by d20 gaming terms.

For example, we have Healing Magic / Gifts (Psionic Magic). What can be done with this?

  • Resurrection from a centuries-old fragment of bone? No.
  • Raise the recently dead? No. Gods can do it, but, they generally aren’t protagonists and they don’t hand out this kind of power; it’s a special miracle.
  • Instantly wipe away major wounds? No.
  • Instantly Neutralize Poison? No.
  • Instantly Cure Blindness, Deafness, or Disease? No.

In Velgarth the most powerful healers can accelerate natural healing, slow the progress of poisons while looking for an antidote or treatment, and bolster the bodies resistance to disease. Maybe they can do some equivalent of vaccinations. They can usually compound and administer medicines, although that’s training not magic. In the books, even with healer assistance, recovery from major injuries can require months. Plenty of people suffer long-term crippling effects.

In D20? Any injury you can survive will generally heal completely, and without any complications, scarring, or long-term effects, within a weealk, even without any help beyond – perhaps – applying some bandages. In d20 terms, the most powerful mystical Healers in Velgarth simply have a reasonable bonus on their heal skill.

There are excellent reasons why most fantasy fiction limits things that way – and it’s not just so that injuries are actually threatening hindrances to the characters (although that is another reason) since it tends to apply to all magic.

It’s because every time you introduce another magical power, you need to keep track of it. You need to consider it’s effects on the setting. You need to out-think all your readers, because if that power could be used to solve a problem that you put in later, then a lot of readers will wonder why it wasn’t so used. After all, if they could think of using it (even at leisure and under no stress) why couldn’t that spellcaster who’d devoted much of his or her life to the study of magic think of it under pressure?

You certainly don’t want to wind up considering the ramifications of a level fifteen d20 Wizards spell load-out, or even a Sorcerers. Sure, you can have major magical events – but they’re going to be the result of divine intervention, or ancient megawizards, or otherwise safely out of reach of the main characters. Just like that continent-spanning magical cataclysm that apparently even the gods cannot just step in and stop and all those magically-spawned species.

In d20 terms… you generally don’t want anyone to have even reasonably reliable access to Raise Dead, Heal, Plane Shift, Polymorph Other, Create Undead (at least not with anything less than MAJOR rituals and fetch-quests), Teleport, easy Scrying, Awaken, Battlefield Spells, Bestowing Curses, Werecreature Transformations, Mass Burrow, Call Avalanche, Call Nightmare, Cloudkill, Commune, Contact Other Plane, Contagious Touch, Control Winds, Dimension Door… The list goes on and on. All of those effects can easily wreck plots and foul up your setting.

What you want is very limited access to a modest selection of level five and six effects via major rituals limited to near-archmagi, well-organized teams of lesser ritualists with access to major sources of power, and to cheaters calling on dark powers and blood magic that the heroes won’t want to use.

  • REALLY powerful grand master mages may have access to a modest selection of level three and four spells – carefully leaving out most of the more problematic effects.
  • Master Mages can have access to a lot of the second level stuff, although any given mage will usually only actually know a limited part of whatever is available. The kind of stuff that generally isn’t all that multipurpose, is effective but not overpowering, and only affects a limited number of targets at a time. That gives them some pretty amazing super powers without making them unmanageable in the story.
  • Journeyman Mages get access to most of the first level stuff – although any given Journeyman will probably only know a dozen or so notable spells.
  • Apprentices get Cantrips – the level zero stuff. In a low-magic setting that’s still pretty impressive. Summon water in the desert? Remain buoyant in a storm? Produce a knife when you’ve been disarmed? Create light in the darkness? Start a fire with wet wood in the freezing cold? Mitigate pain? Stop someone from bleeding to death? All potentially lifesaving,

So now that we know what we’re looking for, it’s on with the details.

The first detail is the magic system from the Vows and Honor trilogy. It involved…

  • Mind-Magic – personal psionic powers that were generally inborn. Noted as being used in Valdemar, up north.
  • Life-Energy Based Magic, which was later divided up into Personal Energy Magic (used by Apprentices and up), Ambient Magic (used by Journeymen and up), Ley Line Magic (used by Masters and up, dangerous if you weren’t talented enough to use it), and Node Magic (Used by Adepts, fatal if you weren’t talented enough to use it). Most user’s were limited by their (mostly fixed) level of Mage-Gift / Natural Talent / Ability to Sense Magical Energy and by their level of Training.
    • Blood Magic was a variant that wasn’t so limited. It didn’t even call for Mage-Gift, since you knew that – when something died – a big burst of power would be there to harvest and use. Of course, since things die all the time, contributing their energies to the ambient level – which flowed into ley-lines and nodes – all Journeymen and up used some level of blood magic. Personally I always wanted to see a blood-mage healer, who lived by a slaughterhouse and said “What? That’s the way my powers run! Why shouldn’t I use the life energy released by the slaughtered cattle’s as well as eating them? They’re dying anyway!”.
  • Otherplanar Magic involved exchanging favors with the creatures of the four Elemental Planes, the “Ethereal Plane” (roughly equivalent to d20’s “Positive Energy Plane”; it’s creatures – fey like things and possibly the “Tribal Totems” that were brought up later – could not be compelled or bound, but would trade), and the Abyssal Plane (roughly equivalent to d20’s Negative Energy Plane, the home of demons and abyssal elementals. They could be compelled to serve with raw willpower or bribed with evil acts and blood sacrifices).
  • Low Magic, which apparently used the “natural” magical properties of herbs and such. It seemed that “High Magic Constructs” were especially vulnerable to such countermeasures because it showed one character that Scholars were very useful to have around.
  • Priestly Magic was basically “any of the above” with a religious theme or asking the gods for minor miracles – which were fairly commonly granted. The gods tended to respond if you were in their service or desired to enter it and what you asked for was sensible and reasonable, even if they sometimes demanded a price for it.
  • There were also adept-duels over adept status (how this worked was never really explained).

The vast majority of that was quietly dropped quite quickly. There are a few mentions of elementals and demons later on, and not-quite-divine Tribal Totems granting some powers got mentioned, but that system had too many undesired real-world “occult” associations and was far too complicated to keep up with. We never even really got to see what kinds of magic otherworldly creatures might provide outside of assisting in combat against other such creatures.

If you want to include otherplanar magic in your version of Velgarth, you’ll probably want a version of the Shamanic Magic package:

  • Path of the Dragon / Shaping (Specialized: only as a prerequisite, 3 CP)
  • Path of the Dragon/ Pulse and Heart of the Dragon: The user may make pacts with, and call upon the services of four of the seven different types of Elemental Spirits, channeling their powers into the physical world. Pulse of the Dragon brings in one spell level worth of magical energy per round, while Heart of the Dragon allows it to be shaped into level one effects. Corrupted: The user must call on the six types of elemental spirits for magic other than Spirit Sight and Spirit Contact effects. Each type of spirit may only be called on for a total of (Cha Mod + Level/2) spell levels worth of magic before the user must rebuild his or her “pool” of “favors”. Fortunately, if the user fails to manage a spell for some reason, it doesn’t use up any of his pool of favors. Specialized: The user may only renew such “pools” slowly. The user regains [Cha Mod + Level/2] points per day through minor rituals and respect for their spiritual patrons. They user may also regain [Cha Mod] points by:
    • Fulfilling a special request from the Spirits. For example, fire spirits might want the user to arrange a fireworks display, while water spirits might want a spring cleaned out and purified. The user may simply ask the GM each day about possible tasks; there will usually be two or three available, but there’s no guarantee that any of them will be even remotely practical.
    • Enacting a ritual in honor of some type of spirits. You might sit out in a storm meditating on it’s power for a night in honor of the air spirits, burn rare woods, incense, and oils in honor of the fire spirits, or conduct a religious ceremony in honor of outer-planar spirits.
    • Promising to undertake a later mission for the appropriate group of spirits. It’s wise to take a few rounds to find out what they’re going to want you to do, but sometimes people are just desperate.
    • Talking the spirits into it. This requires 1d4 hours of quiet meditation and a DC 18 Diplomacy or Knowledge/Religion check and can only be done once per day.
  • In any case, the saving throw DC’s against such effects are based on the user’s Charisma and they overcome magic resistance with a roll of (1d20 + caster level + Cha Mod). Exorcisms (“Turning”) are L2, creating minor supplies costs 1 SL/2 GP and is permanent, and counterspells are always specifically tuned, requiring a spell of only (target spell level – 2).

This has a base cost of 24 CP, 8 CP after being Specialized and Corrupted to reduce the cost. As the character goes up in level he or she can spend another 8 CP to turn the Specialization from “Halved Cost” to “Doubled Effect” and call on the spirits for second level spells – and still later, another 8 CP to turn the Corrupted modifier from “Reduced Cost” to “1.5x Effect” and get third level spells. Unfortunately, that’s as far as you can go with this on Velgarth.

I usually say that…

  • Air spirits deal with Intelligence, Movement, Thought, and Divination.
  • Animal (Totem) spirits deal with Shapeshifting, Enhancements, Senses, and Adaption.
  • Positive Energy spirits deal with Charisma, Purification, Truth, and Life.
  • Negative Energy spirits deal with Strength, Negation, Death, and Compulsion.
  • Earth spirits deal with Constitution, Plants, Healing, Binding, and Stasis.
  • Fire spirits deal with Dexterity, Light, Energy, and Transformation.
  • Water spirits deal with Wisdom, Animals, Absorption, and Emotion.

This system was dropped before it showed what the author thought was appropriate, so you’ll have to either go with my ideas or come up with something. There’s no canon to go on.

Divine Powers aren’t worth discussing, simply because they are literal miracles, are in no way under the protagonists control, and bail the characters out of impossible jams however the plot demands. Characters don’t USE them, they get used BY them.

Partially under this category we have the Heraldic Companions – magical spirit-horses that choose the Heralds of Valdemar, boost their powers, and provide both transportation and companionship throughout the series.

So what do we know about Companions?

Well, they’re horses. Intelligent, constantly bleached-white, horses with pretty hooves, some special powers, and memories of prior lives – but physically they’re basically horses. As for those special powers…

  • They draw on magical energy to be far more enduring and heal more quickly than normal horses. Of course, everything in d20 is more enduring and heals more quickly than any normal creature. Maybe they’ve got the Tireless ability (6 CP / 1 Feat), or they could just have higher-than-normal Constitution scores.
  • They’re mostly reincarnated ex-Heralds or fragments of divine powers. They understand various languages and have various skills from their prior lives, even if they can’t speak or use most of them with hooves. Some books say that they have the Gift of Tongues, and can understand things spoken in any language – still without being able to talk to humans. They don’t admit this though. We’re told in early books that many of them can’t communicate with their Heralds at all except when first bonding with them or through the use of a deep trance – but in later books the notion that they have trouble communicating becomes less and less prominent, and they start mentally communicating with anyone when they need to. That’s not too surprising since writing mute characters is a horrible nuisance.
  • They can inflict laser-guided amnesia on their Heralds and possibly on others to keep their true origins, their semi-divine-messenger status, and other bits of troublesome or socially-distorting information secret. Why? Because it would ruin the setting if the people in it ever started to put all the clues together and making the primary characters all selectively stupid on the details about the most important things in their lives makes for lousy storytelling.
  • Some Companions have claimed to have known from the beginning what partnering with a given individual would lead to. On the other hand, Heralds and companions often seem to die in stupid and readily-avoidable ways. Others have to do a lot of hunting for their partners. This may be a comforting lie told to Heralds, or it might be a special power of individual Companions, but it certainly isn’t a general ability.
  • They travel more quickly than horses. Mostly they’re just fast and enduring, a very few seem to use a short-range teleportation effect to speed up even more. On the other hand even those few never seem to be able to just bypass hazards or simply teleport to where they need to be even if it’s quite nearby. They don’t even dodge attacks with a Blink effect. Their “teleporting” is only for faster out-of-combat overland movement. In d20 terms this is just a boost to movement. It can’t be too big a one either; Valdemar is not really that huge, and allowing Companions to cross it in a day or twos easy run (Say twice the speed of a horse, kept up for twenty hours since they are effectively tireless… five hundred miles a day would be quite possible) messes up the stories quite a lot. You could cross a CONTINENT in a week that way, much less a rather small and isolated kingdom.
  • They normally live as long as their Herald does – although none of them in the books have partnered up with anything but humans. Would they live as long as an Elf? Who knows?
  • Some (Most? All?) of them can feed energy to their Heralds. This may explain why a Heralds Gifts tend to get stronger after they are chosen by a Companion. On the other hand… most Gifts are fairly minor things. Sure, you can point at Lavan Firestorm – but his greatest achievement was losing control and spewing enough fire around in a (highly flammable) pine forested mountain pass to start a big forest fire, killing both himself and the enemies who were trying to get through. So… Fireballs and maybe a few Walls Of Fire? It should be no surprise that we’re back at level three and four effects again.
  • They have some way of picking good Herald-prospects – decent people with at least a little psionic potential who will be of use to Valdemar. It can turn out badly though, so this is hardly infallible. It could even be a disadvantage; “bound to destiny” is very, VERY, much a thing in the setting. Trying to implement that in a game where a bunch of unpredictable players are doing things instead of a single author? That won’t work so well.
  • The bond with their Herald is so vital to them that they will die if they must repudiate their Herald or he or she dies. This is loosened up a bit for Grove-Born Companions, but then they seem to be direct divine emissaries anyway. Those are kind of expected to break the rules.
  • They may be somewhat magic resistant.
  • They’re generally a bit better all around than a normal horse. In d20 terms, that’s probably slightly boosted physical attributes.
  • They may have individual mental powers, but most of whatever they had as a Herald does not seem to automatically carry over.

And… that’s about it. And while they HELP their Herald, they’re freewilled and independent. You don’t get them with a Feat or as a class feature. They picked you – and that isn’t exactly an unmixed blessing.

You have been selected by a Companion to be a Herald Of Valdemar! You will be supported by the crown and nobody will care how randy you are, but you will have no free time and will almost certainly die young doing something stupidly heroic! Really experienced Heralds are very rare!

Continuum II – The Character Quiz

The Quiz is really the core of your character. The attributes, numbers, abilities, skills, and disciplines may describe what you’re good at, but the quiz defines who you are. What you want. How you’re going to put those abilities to use. There’s no need to go into exhaustive detail unless you want to – but most of the questions deserve at least a moments consideration. It’s also a good way to give the game master a handle on your character. The quiz can be filled out first or as you create the character. In either case, it’s common to think of more things to put on it later.

As a rule, characters should be able to answer the twelve “basic” questions, and at least three of the optional ones. If any of the basic questions just don’t apply to the character one of the optional questions should be substituted. Game master’s are encouraged to give an extra talent point to characters with excellent quizzes, to charge one for a lousy job, and to charge two for not bothering at all.

Both Game master’s and players should be flexible. It’s not at all unreasonable for it to take several sessions to get enough of a “feel” for your character to finish up the quiz. Better late then dull!

Basic Items :

1) What does/did your family/clan/whoever brought you up do? Are/were they especially noted for something ? Do you resemble them or not? Do you maintain ties with them? Were they your real parents?

2) Name, and provide a few notes on, three relatives; One you like, one you dislike – and one you just know. Characters without families may substitute members of whatever group played a similar role in their life. Other kids from the orphanage, some of the older mercenaries in the company, whoever.

3) Name three simple, ordinary, things or situations that you just can’t stand.

4) Name three simple, ordinary, things that you like, and would go out of your way for.

5) Select your hair and eye color, height and build, and general description.

6) Name three things you like to do for fun.

7) What would you say your occupation is ?

8)

a) Where were you born? Was anything odd about it? Were you legitimate?
b) Where were you raised? What was it like? Did you have any notable playmates or friends ? Did you behave? Were your parents intimate or distant ?
c) Where, if anywhere, do you live now?
d) Who, what, or where has a claim on your loyalty?
e) Where did you get your education? If it was from a specific teacher, who was he, she, or it?

9) Rate yourself on a scale of 1 to 5 (1 = very low and 5 = very high) for; Bravery, Loyalty, Rationality, and any four additional traits. Possibilities include, but are not limited to; Piety, Altruism, Calm, Gullibility, Curiosity, Skepticism, Lust, Materialism, Honesty, Greed, Vengefulness, Romanticism, Egotism, Diplomacy, Sloth, Kindness, Thrift, Optimism, Pragmatism, Cultured, Introversion, Gregariousness, Honor, Patience, Enthusiasm, Emotionalism, Frivolity, Caution, Hedonism, Literal-mindedness, Ethics, Stoicism, Stubbornness, Morality, Organization, Loquaciousness, and their opposites. Characters may rate traits at “6” or “7” – but even a “6” indicates a major motivation – something central to a characters personality, which will intrude itself into everything which he or she does. A “7” indicates some sort of obsession – something which the character will hold more important then his or her life.

10) Name three additional minor quirks, behavior tags, traits, talents, hobbies, fears, old guilts, fetishes, or other distinguishing features.

11) What are your personal, long-term, goals? Is there something you have to finish? Some major interest? Are these overwhelming or obsessive goals?

12) Why are you hanging around with all of these weird people anyway? (Answering this question often has to wait for a bit).

AS A NOTE :

“I’m Playing In Character” is no excuse for being a perpetual pain in the rear. YOU’RE THE ONE WHO CAME UP WITH THE CHARACTER. Characters who can’t fit into the group, are endlessly obstructive, who are impossible to involve in scenarios, keep destroying vital clues, are terminally indecisive – or who are simply more trouble then they’re worth – will be, quite rightly, abandoned by the group, and by the Game master. There is no sign on your head saying; “I’m a player-character. You have to take me!”. If your character keeps interfering with other people’s ability to play the game, invent a reason for him to grow, change, and get along – OR TAKE HIM AWAY.

Optional Items :

1) Do you have any kids? Siblings? Surviving parents or grandparents? How did/do you get along with them?

2) Have you “gone adventuring”, or worked with anyone of significance, before? Who? Why did you leave?

3) Do you have a personal symbol, colors, or dress in a particular fashion? A nickname or “title” which you like to use? What are they?

4) Describe; a major turning point, tragedy, or event in your life which made a major impression on you.

5) Do you have a companion, students, mentor, spouse, lover, or other major involvement? If so, who? If not, did you? What happened?

6) Account for the origin of your major talent(s) and disadvantages. If inborn, when did you first discover it/them, and what was the reaction of those about you?

7) As a small child, did you lose something that was precious to you at the time? A pet? A favorite toy? A keepsake? What was it, how did you lose it, and why was it important to you?

8) Give three scenes from your personal history that you recall vividly due to shock, wonder, weirdness, or some strong, associated, emotion.

9) Describe a place where you spend a great deal of your time. Why do you spend it there?

10) How do other people see you? How do you see your- self? How do you try to make them see you?

11) Describe your personal apartments or home. How do you have them decorated? Do you have any heirlooms or personal souvenirs lying around? A view? How do you like the location and the surrounding area?

12) If you could have any kind of pet you wanted, what would it be? What it that you like about that type of creature? What qualities and traits does it represent to you? If it’s a practical creature, why don’t you have one? If you do, what’s it’s name and how long have you had it? Where did you get it?

13) What’s your religious background ? How strong are your beliefs, how do they affect your behavior, and what do you think of those who believe otherwise? What are people – and what is the universe? Does either or both have a destiny?

14) Sketch yourself. Is this how you usually look, the way you’d like to look, or was this a bad moment? (The terminally unartistic can select, or modify, a picture from another source).

15) What is your great secret? Why is it so important to you? How far will you go to keep it hidden?

16) Provide three typical, personal, quotes.

17) Name someone who has greatly influenced your life. How? Inspiration? Teaching? Example? Friendship? A casual contact you found deeply meaningful?

18) What notable organizations (Guilds / Faiths / Clubs / Cabals / Societies / Whatever) do you belong to? Why? How did you join? How deeply are you involved?

19) Provide a brief personal timeline for yourself. It might include military and underworld experience, travel (and why), imprisonment, and involvement in great events.

20) Do you have any impractical romantic ideals? What would you look for in a lover or spouse?

21) Name three easy ways that you can be roped into an adventure/subplot. How does your presence make things easier for the Game Master?

A free hint. This is a major survival mechanism here. Game master’s hate to kill off characters who’ve become integral to their plot.

22) What are your views on violence, and what would it take to change them? How have they worked out for you in the past? (For weird characters; Have you ever been killed? Was it interesting?)

23) Give a bit of your recent history. How did you get to where you will be entering the game?

24) Do you have a “Secret ID”? Which is the real you?

25) Name, and give a few provocative or descriptive bits about, some acquaintances. What makes them notable? Are they enemies, old allies, or simply people you know? Is there a significant figure you like and trust as well or one you dislike and distrust? Why?

These don’t have to be anyone important – but they ought to be interesting enough to make good NPC’s, and to act as potential plot hooks. The Game Master will love you.

26) What’s your status in your family and society? Have you been involved in any major events? What? Are you especially known for anything? Some trait or deed?

27) What is there about yourself that you really like? Don’t like? What are you trying to improve? How have you changed over the years? Have you learned any major lessons about life?

28) Is there anything notable, and known, about you? Some trait or deed? Were you involved in any recent historical event(s)? How?

29) What have you got in the way of personal ethics? How do you see people and the universe?

30) What’s your status in your home – or the local – society? Are you wanted or highly trusted? Been hailed as a hero or villain? Do you have a title or position? Are you popular or outcast? Do you have a record or a high security clearance? Would you be recognized? Why? Were you judged fairly or unfairly? Would you have some sort of legacy coming? Do you want it? Are you a recognized arbitrator, messenger, or other “neutral”?

This, of course, is the original Continuum II fantasy character quiz from more than thirty years ago – but versions of it have made their way through many of the tabletop games since. It’s become a bit less important for online gaming – the players who are inclined to provide details tend to put up blog posts and lengthy chunks of backstory and those who aren’t so inclined are difficult to persuade to come up with so much detail – but it’s still the heart of what makes a character  interesting, and more than a sheet full of numbers. I may put up a few examples, simply because – when it comes to having a really good game – this sort of thing really is a lot more important than optimizing your build. 

 

Dark Ages “Classes” – The Man-At-Arms

You know those guards who are always getting tossed around by the monsters, overrun by bandits, and trampled by opposing forces yet who manage to turn up mostly unwounded after the mighty heroes deal with things? Well, that’s these guys Except there aren’t any mighty heroes to come to the rescue; they’ll just have to get organized and do it themselves. On the other hand, in a low-magic low-technology setting there’s a lot to be said for understanding how to avoid being hurt. Wounds heal slowly, if at all. They can leave lingering damage. They can get infected. Even a minor wound can kill.

Just as importantly… Men-At-Arms spend a LOT more time on guard duty, maintaining their armor and weapons, practicing, teaching local militias how to poke at real fighters with farming tools without killing each other, and being intimidating, than they ever spend in combat. And when they do fight…

  • Prisoners are wonderful. They can be put on trial or held hostage for political purposes, ransomed for financial purposes, interrogated for military purposes, pressed into service as laborers, and more. They are all-purpose loot, who can – at worst – be sold as slaves or killed later. And if you helped capture them you usually got a share.
  • Injured or maimed opponents are good too. It’s often easier than a kill, they’re demoralizing for the enemy, an injured opponent who needs to be cared for takes another soldier out of battle with him to get him to the healers, wounded men continue to drain the enemies resources while contributing nothing to their cause, and all too often they never recover enough to return to battle. After all, in the Dark Ages there is very little magic and not a lot of medical skill.
  • Dead opponents? They get buried or burned, and then their relatives or companions often want revenge. There’s not a lot of profit in THAT. Sure, you can steal everything they had IF you hold the field after the battle and no one dragged them away – but you can do that with prisoners too and nobody pays much to ransom a dead body. At worst, you have to waste your own time and effort burying them. Corpses are downright useless.

So the tactics are different.

The equipment is different too.

As far as this “Dark Ages” (Maybe 600-1000 AD) setting is concerned the vast majority of the available armor is getting classified as what D20 calls “light armor”. There are several reasons for this.

  • Many of the “heavy” armor types hadn’t been invented yet. A lot of early armor consisted of padding, leather, and tough cloth, sometimes with bits of mail or metal plates attached to it to protect more vulnerable areas. About the best you could do was the full-out roman legionnaire armor or various forms of “Mail” – all of which were somewhat flimsy compared to later armor of similar encumbrance and offered relatively limited coverage. Few actual examples have survived and there’s been little (or no) actual testing so there’s a lot of guesswork here – but d20 is full of approximations anyway. Ergo, I’m placing most early “Mail” as being roughly equivalent to a chainmail shirt from later centuries.
  • While it doesn’t get a lot of attention, technology did advance over the centuries. For armor and weapons… the metals, designs, and crafting techniques all slowly improved. They still do; that near-legendary Damascus steel was a product of Wootz steel ingots shipped in from India (which happened to carry a useful combination of trace elements, improving the alloy – although no one at the time knew that) and local techniques. It was very good for it’s time, but was still inferior to many modern steels. Rather than introduce a debatable set of inferior period armors – especially when the presence of even minor magic makes what little actual data we have on the topic pretty much irrelevant – simply shortening the table is at least as good an approximation as the rest of d20 combat.
  • Major wars might bring the troops of many nobles together for a time, but the vast majority of conflicts were far smaller squabbles between a handful of noblemen, their personal retainers, and a few squads of reluctant peasant militiamen – but not too many because you needed those workers if you wanted to eat next year. That meant poorly organized skirmishes, where wearing armor heavy enough to slow you down too much was just asking for three or four of the enemy to gang up on you. A horse would help – but getting dismounted was all too common.
  • The more elaborate armor was hideously expensive stuff. You needed a set of skilled craftsman with several relatively rare sets of skills, expensive materials, and a lot of time to make it – and the import networks had pretty much fallen apart. If you wanted mail… you went to a specialist ship in the city, not your local blacksmith. You got in line. you paid extravagantly, and it still wasn’t all that great. You might well be better off investing some of that cash in bodyguards instead.

So: Proficiency with Light Armor (3 CP) and Shields (3 CP). That saves them some points. That’s good, because without magical healing around they are going to need them.

  • Personal weapons weren’t all that varied either. You basically got minor variants on Axes, Swords, Daggers and Knives, Clubs, Maces, and Spiky Maces, Morningstars and Flails, War Hammers, Horseman’s Picks, Spears/Pikes, Staves, and Pole Arms (blades and hooks on sticks, often improvised from agricultural implements), Lances, Throwing Axes, Javelins, Crossbows, and (non-composite) Bows* – and the selection was even more limited in any given area and time. For game purposes… Proficiency with All Simple and a Limited Set Of Martial Weapons (6 CP) will pretty much cover it.

*Samples recovered from the wreck of the Mary Rose suggest that war-bows had a normal draw of 150-160 pounds – applied to each arm. About three times the draw of a heavy hunting bow today. A trained longbowman could fire 10-12 times per minute (although six a minute conserved their strength much better) – equivalent to bench-pressing (and briefly holding) 300-320 pounds at that rate. Now such Longbows (and several of the other weapons on our list) were a little late for our period, but we’re allowing the Bombardier (even if they are using magic), so that’s not a big worry.

So rather than using exotic enchanted weapons and getting ever-better armor, Men-At-Arms in our period focus on getting the most out of what they have.

The Build:

Basic Attributes: As with any physical combatant, physical attributes take a leading role here – but the emphasis leans more towards Constitution and Dexterity then raw Strength. They’ll probably want to avoid any major penalties on Intelligence and Wisdom if they can; both skill points and awareness of their surroundings help when your goal is to avoid injury rather than charge in, smite your opponents, and get healed later.

Available Character Points: 48 (Level One Base) +10 (Three Disadvantages. Men-At-Arms commonly have various Obligations (Owing fealty and occasional services, having a family to care for, teaching or students to look after), being Aged (and thus semi-retired, thus having time for adventuring), Healing Resistant (There isn’t much healing in the Dark Ages to be resistant too, but this counts for Men-At-Arms due to having more regular need of what there is), Poor Reputation (Mostly for mercenaries, who are rarely trusted), Stigmata or Accursed (representing poorly-healed old wounds), and Valuable (for younger noble sons and such who can expect to be ransomed if captured)) +2 (Duties, normally to a liege lord) +12 (Human and First Level Bonus Feat) = 72 CP.

Basics (42 CP):

  • Base Attack Bonus: +1 BAB (6 CP), additional +1 BAB (Specialized in either Missile or Melee combat, Corrupted for a limited group of favored weapons only, 2 CP).
  • Hit Points 12 (L1d12 HD, from Fast Learner, Specialized in Buying Larger Hit Dice, 6 CP, automatic d12 at L1, d6 thereafter) + (Con Mod).
  • Saving Throws: +2 Fortitude (6 CP). Between diseases and infected wounds Men-At-Arms need at least a modest boost to their Fortitude checks.
  • Proficient with Light Armor, Shields (Corrupted / Not Tower Shields), and all Simple and a limited Set of Martial Weapons (11 CP).
  • Skill Points: 4 SP (Purchased, 4 CP), get Human Fast Learner up to +2 SP/Level but Corrupted / only for maximizing Adept skills (+1 CP), Adept (A martial art for a favorite weapon, Profession / Man-At-Arms (covers armor and weapon maintenance, elementary protocol, basic guard and investigative procedures, known threats, basic military organization, tactics, and logistics, and constructing field fortifications), Intimidate (one of a Man-At-Arms major duties), and one skill of choice, 6 CP. All are effectively automatically maximized).

The Martial Art is normally Specialized for Increased Effect (One ability per level) / May never include Synergy, Toughness, Breaking, Crippling, or any Occult Techniques, requires dedicated training time each week to maintain proficiency, only usable when wearing light or no armor and proficient with armor. The first priority is normally on bonuses to Defense and Attack, but the ability to inflict nonlethal damage is a close second.

Men-At-Arms commonly invest their available skill points in Heal, Ride, and/or Perception.

Other Abilities (30 CP):

  • Tis Only A Flesh Wound!: Damage Reduction 3/-, Specialized / only versus physical injuries, Corrupted / damage prevented by this should be tracked, since it represents bruising, strains, minor flesh wounds, and similar non-critical damage. As long as any remains, half the characters healing will be devoted to removing it (2 CP). Unlike the purely positive-energy based “hit points” of standard d20, a Dark Ages character actually has meaningful biology. With them, being stabbed ten times in the foot for one point of damage per blow is not at all equivalent to being hit in the head once with an axe for ten points of damage. Major wounds will blow right past this resistance, but they can take lots of minor ones. Sadly, this may not be upgraded.
  • Armor Expertise: Defender, Specialized and Corrupted for Reduced Cost / only while wearing a favored kind of light armor, bonus does not increase with level, 2 CP).
  • Weapon Expertise: Skill Emphasis (Their Martial Art), Specialized for Increased Effect (+4 Bonus) and Corrupted for Reduced Cost / May never include Synergy, Toughness, Breaking, Crippling, or any Occult Techniques, requires dedicated training time each week to maintain proficiency, only usable when wearing light or no armor and proficient with armor, only works with one specific weapon at a time, user must practice with the new weapon for at least a week to change weapons, weapon must be of “masterwork” quality (2 CP).
  • Practiced Evasion: Grant of Aid (Unrolled 10-point Variant) with +4 Bonus Uses, Specialized and Corrupted for Reduced Cost / hit points only, only to reduce the damage from a single incoming attack not to heal injuries, only takes effect after damage reduction and other defenses, cannot reduce the damage by more than 50%, rounded down (4 CP). A character with this ability may opt to suffer only half damage from an attack inflicting up to twenty points of damage, although half-points are always rounded in favor of damage. Attacks inflicting more than twenty points of damage have their effects reduced by ten points.
  • Military Caste: Minor Privilege, Corrupted / only applies when in service to a local noble (2 CP). Men-At-Arms are generally employed; basic armor and weapons are supplied, they have some law-enforcement privileges, and they may wear armor and bear weapons in most situations with no complaints.
  • Combat Feats (18 CP): Men-At-Arms have 18 CP remaining, with which they may buy additional “feats” – specialized combat abilities. While you can build an endless array of such abilities in Eclipse, here are a few to pick from to get you started.
    • Advanced Armor Expertise: An additional +1 AC may be purchased as Defender (+1 AC Option), Specialized only while wearing a favored kind of light armor (3 CP per +1 AC) or it can be Corrupted as well / each +1 increases the effective encumbrance of the users armor by 25% (2 CP per +1 AC).
    • Maiming Strike / Trick: may inflict a Bestow Curse, Cause Blindness, or Cause Deafness effect on a critical hit (6 CP). Such injuries may be mitigated to some extent with time and the care of a reasonably skilled healer but some small penalty or effect will usually remain.
    • Flashing Strike: Bonus Attack (With speciality weapon). Make two attacks, albeit at -2 penalties (6 CP).
    • Critical Master: Luck, Specialized in Critical Confirmation (6 CP). The user may roll twice to confirm critical hits.
    • Weapon Master: Martial Arts (6 CP). Increase the weapons damage die size.
    • Legionnaire (6 CP): Gain bonuses to Attacks, AC, Reflex saves when working with others with this ability.
    • Terrible Mein: With: Opportunist. User may attempt to persuade, or intimidate, opponents into surrendering or fleeing as a free action up to twice per battle. This is most likely to work if they are obviously overmatched (6 CP).
    • Sneak Attack: Augment Attack +2d6 (6 CP).
    • Grand (Weapon) Master (6 CP):
      • +4 bonus on all checks to resist being disarmed. Immunity/Uncommon, Minor, Minor (2 CP).
      • May use a weapon against a grappling foe without penalty and without first making a grapple check. Immunity/Uncommon, Minor, Trivial (1 CP).
      • May draw a weapon, make a sudden strike, or fight defensively as an immediate action three times per day. Reflex Training (three action per day variant), Corrupted / only for weapon actions (4 CP).
      • May make Disarm attempts without provoking an Attack Of Opportunity. Evasive (3 CP).
      • Gain a +2 Bonus to Initiative. Improved Initiative (3 CP).
        • All of these abilities are Specialized / only with the characters favored weapon, giving Grand (Weapon) Master a total cost of (6 CP).
    • Armor Mastery (6 CP):
      • Increase the Maximum Allowed Dexterity Bonus: Immunity/Penalties for wearing armor (Very Common, Minor, Trivial, Corrupted / only to raise Dexterity Bonus Caps). Increase the maximum allowed Dexterity Bonus by +2 (3 CP).
      • Make it an Effective Weapon: That’s Martial Arts (1d4 damage), Corrupted/must be wearing gauntlets and limb protection (2 CP). With this you can use your armored limbs, fists, and head as effective maces and are always considered armed, including while grappling.
      • Make you more Intimidating and harder to “read”: Augmented Bonus/Adds (Str Mod) to (Cha Mod) with respect to Charisma-Based Skills, Corrupted/only for Intimidation and Bluff (4 CP).
      • Reduce it’s Encumbrance: Immunity/the base weight of armor (Uncommon, Minor, and – for light armor – Trivial, 1 CP).
      • Negate the Armor Check Penalty: The “Smooth” modifier for Light Armor Proficiency (3 CP).
        • All of these abilities are Specialized / only with the characters favored armor, giving Armor Mastery a total cost of (6 CP).

A low-level Man-At-Arms is really a somewhat better combatant than a low-level standard fighter. That’s partly because standard fighters really aren’t that good a build, partly because their job is to solve problems not to be meat shields who keep the enemy off the spellcasters, partly because they rely on skill instead of magic, and partly because they need to be able to function on their own – without a healer, or a mage to do the heavy lifting.

Star Trek Relics in Eclipse

And for today it’s a couple of relics. Unfortunately, unlike most relics, a character needs to be able to use very high-level technology to create or use these – and will need proficiency in Informational Combat to use the Tricorders full abilities. Still, if you just happen to hail from a Star Trek universe, here are a couple of the most popular toys.

Phaser (15 CP / 2 Point Relic):

  • Innate Enchantment: Specialized and Corrupted / only 1750 GP (35,000 Credits or Purchase DC 31) to duplicate the functions of a particular technological item or set of interlinked items with a common theme. The Phaser (or Plasma Laser) is a combination of…
    • Early Plasma (Laser) Pistol With Heavy Stun (4500 CR).
    • Early Plasma (Laser) Rifle with Autofire Module (2250 CR).
    • Plasma Launcher : Minigrenade Launcher (2000 CR) with 20 Fireflush Grenades (24,000 CR).
    • Plasma (Fusion) Torch (120 CR).
    • 30 extra Power Packs (2100 CR)
      • Total: 34,970 Credits. All items from d20 Future rules.
  • With 1d6+2 (6) Mana, Specialized and Corrupted for Increased Effect / only for Reality Editing, only for edits related to the devices Innate Enchantment effects or to the device itself, maximum of major edits (9 CP).
    • Common Minor Edits (1 Mana): Device is recharged/reloaded, an attack on it turns into a stunning energy discharge in a 10′ radius, produce an effect that is almost reasonable for the device in question (using a plasma gun to heat a room, flash-weld a door closed, attack a small area or double the damage or an area effect, hit automatically, or run a steam engine for some time).
    • Common Notable Edits (2 Mana): Device affects a small area rather than an individual target or a greater than usual area, device can be repaired as a standard action, produce an effect which is only remotely possible for the device in question (using a plasma gun to blast a sizeable area, create a wall of fire, hit and crit automatically, disrupt electrical apparatus rather than doing damage.
    • Common Major Edits (3 Mana): Make a plasma gun shoot cold, completely ignore range limitations, fire an overload blast for triple damage, carve out a tunnel, use the gadget to power up other systems, get things to work where they have no business doing so (for example, using a plasma beam under water).
      • Note that, if the device user is also using reality-editing technobabble, the effects are cumulative. Just sum up the total effective mana expenditure to determine the level of the edit.
  • Rite of Chi with +4 Bonus Uses, Specialized and Corrupted / only to recharge the Mana Pool above, takes several minutes of tinkering, requires a roll? (4 CP).

A phaser isn’t one of the most powerful weapons out there – but it can keep firing almost indefinitely, has a “stun” setting for when you don’t want to kill people, and can be used for all kinds of tricks as well as just shooting people. So why do most minions just flash and vanish when shot with a phaser set to “kill”? It’s because they’re MINIONS, and – in a Sci-Fi universe – generally only have a few hit points. That’s why pretty much ANYTHING kills them.

Tricorder (8 CP / 1 CP Relic):

The universal instrument pack would probably be best written as “Privilege: user gets to be the one to relay the plot-relevant information to the group after the game master has decided what he wants the party to know” – but most players would prefer a gadget that actually has some worthwhile effect. For them, we have the Classic Tricorder.

  • Sensor Suite: Shaping, Specialized and Corrupted for Increased Effect (level zero and weak level one effects) / Only for Divinations, requires at least one full round spent fiddling around with the gadget (6 CP).
    • Such effects include Detect (Magic, Psionics, Poison, Disease, Life, Time, Location, Dimensional Disturbances, Metal, Ores, Radiation, Secret Doors, Snares And Pits, Nutritional Value, Undead, Electrical Activity, Bugs, and so on), Find (Fish, Game, Forage, Campsite, Water, Oil, Gold, Personal Items), Know (Diagnosis, Direction, Numbers, Age, Origin, Creature Classification, Plant Classification, Immediate Past, Weather), Assay (Purity, Creature, Plant), and speeding up a search (Sift).
  • Innate Enchantment, Specialized and Corrupted for Reduced Cost / only 500 GP Value (2 CP).
  • “Card Computer”: Small PC with various programs. 175 GP.
    • Holorecorder (5 GP).
    • Motion Sensor (20 GP)
    • Piercing Visor (25 GP).
    • Power Backpack (4 GP). (for powering the “detailed scan” below).
    • “Detailed Scan” / “Disintegrator” (250 GP). 3d8 Nonspecific Energy Damage, 30′ Base Range, Crit 20/x2. Specialized and Corrupted for Increased Effect / Informational Combat Weapon. “Damage” is tracked separately. As it is inflicted, the user gets more and more information about the target. If the target is “killed” the user’s information is reasonably complete. If the user reduces a target to (-hit points) via informational damage he or she is entitled to use technobabble to explain it’s weaknesses and how it can be exploited – and have such explanations often turn out to be correct, even if they weren’t at all correct before / does no actual damage, exposes the user to informational feedback (a free counter-attack from the target) against his or her own hit points / “informational integrity” which can induce a variety of mental and physical problems, ranging up to incapacitation if the user’s informational damage total exceeds his or her hit points.

The Tricorder can detect all sorts of things – but at relatively short range and it often takes a good deal of time to “decipher what the readings mean”. Things can get much stranger if the user actually knows Informational Combat however, since with that… he or she can technobabble whatever is being scanned into complying with his or her ideas of how the universe is supposed to work. That’s why a skilled sensor operator can find a weakness in the enemy shields, or a way to bypass Borg immunities, or or a crack in the event horizon. They’re basically bludgeoning the universe into going along with their version of the “observer effect” and being the way they want it to be. (Unless, of course, the universe wins the informational battle and gets it;s own way). More mundanely… a Tricorder is a high-quality personal computer which can generate maps, spot hidden creatures, and record in various modes. It also has unspecified data libraries (a complete copy of Wikipedia perhaps?), which can be used to try and get back to the world that ought to be, if only Spock can collect enough stone knives and bearskins.

Beragrave The Fallen, Eclipse D20 Sniper-Assassin

He meant well. A dying wife, a sickly child, and none to help him. An old story, played out again and again. Unlike most, however, Beragrave would indeed do ANYTHING to help them. Anything at all.

And a power took note of that, and answered. The power to craft Charms and Talismans of black magic was a small, small, gift – but the seed of corruption easily took root in Beragrave’s flawed heart.

A Bloody Bowl saw to his families health. What matter it if a passing street urchin or two was sacrificed for that? They were doomed anyway, and their lives purchased the time his family needed for a natural recovery.

A Horned Amulet let him support his family in better style. It came at the expense of those about him, but they had not aided him when his family needed help, and so Beragrave paid no heed to the increased burdens he was inflicting upon them.

A Blood Spider and some Necromantic Elixir did in a few travelers – and left Beragrave and his family surprisingly well-off.

By the time his son moved out to start his own family – he and his mother still ignorant of Beragrave’s multitudinous sins – Beragrave had committed hundreds of dark crimes in exchange for additional powers, and served his demonic master with dedication.

Available Character Points: 48 (Level One Base) +10 (Disadvantages; Accursed, Secret, ) +2/Level (Duties; making black magic charms and talismans available and encouraging evil) +1/Level (Restrictions: May not willingly accept the services of good clerics or paladins) +12 (L1 and Human Bonus Feats) = 73 CP.

Basic Attributes: Str 12, Dex 14 (+2 Human = 16), Con 14, Int 14, Wis 10, and Cha 13 (Pathfinder 20 Point Buy).

The Basics (29 CP)

  • Warcraft +2, Specialized and Corrupted for Reduced Cost / Only for Missile Attacks, only for his Spirit Weapon (4 CP).
  • Hit Points: 8 (L1d8, 4 CP) +2 (Con Mod) +15 (Bear Cloak) = 25. By the time his “adventuring” career started, Beragrave had been in more than a few fights. Tending bar will lead to that.
  • Proficiency with Simple Weapons (3 CP) and Composite Bows (3 CP).
  • Armor Class: 10 (Base) +4 (Shimmermail) +3 (Dex) = 17
  • Initiative: +3 (Dex).
  • Save Bonuses: Will +2 (6 CP). Net Save Bonuses: Reflex +3, Will +2, Fortitude +2.
  • Skill Points: 6 (Purchased, 6 CP) +8 (Upgraded Human Fast Learner, 3 CP) +8 (Int) = 22.

Special Abilities (44 CP):

  • Seed Of Darkness: Equipage with Purchasing, Specialized and Corrupted / only to obtain charms and talismans (especially those of black magic), poisons, torture implements, unholy water, smoke bombs, and similar evil supplies (4 CP). This small ability allows Beragrave to simply “buy” small items on the spot. If a whim strikes him to poison someome, or pour acid into a prisoners eyes, or gift some child with a bit of black magic. he can indulge that whim on a moments notice.
  • Bane Of Heroes: Ranged Spirit Weapon (Composite Longbow, 1d8, 20/x3, 110′ Range Increment, 9 CP), Inflicts Nonmagical Fire Damage (+0 CP), two attacks each round are Touch Attacks (+12 CP), Exotic Appearance (Infernal Hellfire, +3 CP), Switch x2 (Stun and Unholy Damage, 6 CP), Augment Attack (Silencing, +6 CP), Augment Attack (Dirty Trick Master, 1d4+1 Rounds, +12 CP), Augment Attack (+1d8 Damage with Spirit Weapon, 8 CP) – all Specialized and Corrupted for Reduced Cost: Must ritually sacrifice an innocent intelligent being at least once per week, must regularly undertake missions for his demonic masters, and must gratatiously spread evil and corruption. If he does not do so, this power will soon start to fail. Failing for several weeks in a row will negate this power until he Atones (see the Atonement spell) for his failures (19 CP).
    • At the moment, Beragrave’s infernal blast is a +6/+6 (+2 BAB +3 Dex +3 Martial Art -2 Multishot) ranged touch attack with a 110′ range increment that inflicts (2d8 + 2 ((Str Mod)) fire, stun, or unholy damage, Crits on a 20 for an extra 1d8. A hit also silences the victim and inflicts a Dirty Trick effect for 1d4+1 rounds. He can upgrade this in a wide variety of ways, just like any other archer.
  • Demonic Tutelage: Adept (6 CP): Bow Martial Art, Diplomacy, Disguise, and Stealth.
  • Embracing The Darkness: Shaping, Corrupted and Specialized for increased (level one and possibly weak level two) effects/can only produce the effects for which the user has the appropriate foci ready, can only support a limited number (seven and three) of minor charms and more notable talismans at one time, they take some time to attune for use, at least three Charms and two Talismans must be Black Magic (6 CP).
  • Stolen Years: Immunity / Aging (Uncommon, Severe. Minor, 4 CP). Beragrave has already earned several extra centuries of life. Who knows what having that much time
  • Track (Urban) (3 CP)
  • A Sigil of Dark Fortune (1 CP): See Eclipse II. A minor Relic that allows one to either reroll or “take 20” in advance up to 12 times – but which can only be recharged though ritual murder.
  • Calling On The Dark Lord: Specific Knowledge: Ritual Of Consulting His Demonic Master (1 CP). This isn’t strictly necessary – presumably they can get in touch with HIM – but it can be convenient.

Charms and Talismans:

  • Personal Charms: Horned Amulet (Black Magic), Serpents Tongue (Black Magic), Wraith Guantlets (Black Magic Undead Version), Vanishing Cloak, Phylactory Of Whispering Shadows, Merasian Vapors, Hidden Pocket (to hide his minor supplies).
  • Personal Talismans: Bloody Bowl (Blask Magic), Black Bear Spirit Cloak (+15 HP), Shimmermail (Demonhide Version).
  • General Charms: As needed.
  • General Talismans: As needed.

Skills (22 SP):

  • Bow Martial Art: +4 (2* SP) +3 (Dex) = +7. +3 Attack and Multishot.
  • Climb +2 (2 SP) +2 (Str) = +4
  • Disguise: +4 (2* SP) +1 (Cha) = +5 (+10 using Merasian Vapors).
  • Diplomacy: +4 (2* SP) +1 (Cha) = +5
  • Perception +4 (4 SP) +0 (Wis) = +4
  • Profession (Innkeeper / Slumlord): +4 (4 SP) +0 (Wis) = +4
  • Stealth: +4 (2* SP) +3 (Dex) = +7
  • Use Magic Device +4 (4 SP) +1 (Cha) = +5

Further Advancement:

Each Level gains 24 CP (Base) +2 CP (Duties) +1 (Restriction) = 27 CP and +4 SP (Int and Fast Learner).

  • (2 CP) Between Adept and buying +2 SP/Level he can add +1 to each of his skills each level.
  • (2 CP) Buying a d6 Hit Die each additional level.
  • (3 CP) +1 on a selected Saving Throw.
  • (2 CP) +1 BAB with Bane Of Heroes
  • (1 CP) +1 level of the Ranger Spellcasting Progression, Specialized for Reduced Cost / Spells are weekly, not daily (Int-Based, Prepare Ranger Spells From List).
  • (1 CP) +1 Level of the Ranger Spellcasting Progression, Specialized for Reduced Cost / Spells are weekly, not daily (Int-Based, Perpare Assassin Spells From List)
  • (2 CP) +1 Caster Level, Specialized and Corrupted for Reduced Cost / Only for the Ranger Spellcasting Progression, blatant black magic, will not work on holy ground.

That gets him a reasonable set of skills, a reasonable number of hit points for someone who specializes in ranged strike-and-retreat, excellent attacks – touch attacks combined with a BAB of (Level + 1) and other bonuses should hit most of the time – and a pretty good selection of tracking, archery-boosting, stealth, and assassin-utility spells. It also leaves some 14 CP/Level to spend on other things. Spend some of those on…

  • Bane Of Heroes is his primary attack – and is Specialized and Corrupted for Reduced Cost – so you can easily add more d8’s (2.67 CP Each), Archer-Style “Feats” (2 CP Each), additional Touch Attacks (2 CP each) once his BAB is high enough to support them, and various archer-style boosts. You’ll obvious want Imbuement (to give it magical boosts), possibly more types of damage, Far Shot, Enhanced Strike (Focuses), Double Damage (Versus Paladins perhaps?), Precise Shot, and similar benefits.
  • Stealth and General Combat boosts are also in order – Cloaking (6 CP) to conceal his dark powers, Reflex Training (Extra Actions Version) to allow swift escapes or extra strikes (6 CP), Awareness and Flankless (6 CP Each) to avoid sneak attacks and most precision damage, Augmented Bonus (to boost his hit points, 6, 12, or 18 CP), Defender (to raise his AC, 6 CP), Imbuement (Armor, 6+ CP), Opportunist (Hide In Plain Sight. 6 CP),

For miscellaneous purchases…

  • A few more Languages or skills never hurt anyone.
  • An Enhanced Demonic Familiar (12+ CP) can be very handy.
  • Rite of Chi with +4 Bonus Uses (Specialized for Reduced Cost / Only to restore spell levels, 6 CP) will enable him to renew some spells given a few minutes out of combat.
  • Innate Enchantment (Hat Of Disguise (1800 GP), Amulet Of Tears (2300 GP), Healing Belt (750 GP), and 650 GP worth of necessary gear – perhaps an unholy symbol for his spellcasting (so that he doesn’t really need one), a spell component pouch if he needs one, and so on, Making some of his Black Magic Charms (10 GP) and Talismans (25 GP) into Innate Powers is a great way to keep them from being discovered. 6 CP). Alternatively, or in addition, a set of the convenient first-level archery boosters could be quite handy.
  • Leadership or Companion (6-12 CP). Beragrave is a family man, so when something happens to his wife – or if he’s just outlived her – he’s all too likely to marry a Hag, or a lesser Succubus, or something. He might also use this as a way to get a few disposable troops to keep a group from coming straight for him when he starts blasting them.
  • Returning (6 CP) – at least in the form of “mysteriously disappearing and reappearing later” – is probably a good trick for any villain that you want to have around for more than one fight scene.
  • Witchcraft: Even a few points invested here can provide access to The Adamant Will – preventing mind-reading and mind control – and a few other useful tricks.

For Items… He’s primarily going to want tools for infiltrating, burst damage, and escaping, A Cloak Of Mysterious Emergence (13,000 GP) is a WONDERFUL tool for escaping, if a bit pricey.

Beragrave is – in general – a long-range sniper-assassin. He pops up somewhere, starts blasting his target(s) (attempting to silence spellcasters and using dirty tricks to hinder everyone else) – and gets out if the opposition proves to have too much long-range firepower or is closing in on him. Being pretty optimized he can be a serious threat to good-guy characters. if only because “I’m getting my powers on the cheap because they rely on sacrificing lots of people to demons” is an approach that good-guy characters are often reluctant to take. After all, players are often reluctant to commit their characters to anything at all.