Wizards Revisited

New Advantages and Changes

by Jeff Zitomer
Illustrated by Lorelle Ahlstrom


New Advantages and Changes

Ace: Cost - Variable

For three CGPs, the character is naturally gifted with one specific skill. This skill may be improved up to 6 levels, not 4, using CGPs. For five six or seven CGPs, the skill is also considered one difficulty level easier, minimum of Easy, for purposes of improvement. The cost is 5 for a Normal skill, 6 for Difficult, 7 for Impossible

Berserker: Cost - 6 (5 for Elves)

The character is a fighting machine. In melee, instead of parrying and attacking, this character may make two attacks, instead. Remember, consecutive attacks on the same target receive a +1 bonus to hit. See page 69 in the basic rules for rules on the order of attacks.

Big: Cost = 5

The character is a giant among his own kind. The player may purchase 1 Size level beyond the normal +25% limit.

Common Sense: Cost = 3 (PCs only)

The player may ask the GM if they are about to do something incredibly stupid. The GM should only answer with a yes or no, and not provide advice. This is a useful advantage for beginners.

Cool: Cost: Variable

Avatar: "I'll tell you, if you think you can handle it."

For three CGPs, the character is the epitome of self-confidence. He is always in control and remains calm even when stressed out. He gains a +1 bonus to resist Fast Talk, Interrogate and Seduce attempts. For six CGPs, the character is a human rock. He also gains a + 1 bonus to resist the effects of panic or torture.

Destiny: Cost = Variable

(Only Faeries and major NPCs)

"She [Elinore] told them she would return as queen of Montagar, her father's death avenged and herself, a full-fledged fairy. "

This is a major theme in Wizards. Even history is destined to repeat itself as the horrors of the Second World War are replayed on a future battlefield. Because of dreams, obligations or expectations, the course and outcome of the character's whole life has been predetermined.

However, the future is not immutable, and the character may always change their mind once the times comes. For example, Elinore decided not to become the queen of Montagar at the end of the film. This advantage costs 1-5 CGPs, depending upon the value and importance of this future event.

Becoming a decorated war hero might be worth 3 CGPs, but being crowned king is worth 5 CGPs. A character who completes their established goals should merit the appropriate advantage(s).

Eagle Eye: Cost = 3

(Example of a failed roll) Sean: "Assassins! Get dow . . ." BLAM!

The character gains a bonus of +2 with any awareness roll relying upon eyesight.

Fearless:

This advantage should be chosen as an anti-phobia. It cannot be taken in conjunction with combat, magic or technology, which falls under the No Technological Stigma advantage.

Good Arm: Cost = 4

If baseball still existed, you'd be pitching in the major leagues. The character can throw a standard projectile 5 times his Might in yards and gains a +1 bonus at medium range.

Good Hearing: Cost = 3

Weehawk: "I sense something... ~

The character gains a bonus of +2 with any awareness roll relying upon hearing.

Hangers-On: Cost = 4

"He [Blackwolf] built a small following of frog-like creatures, but needed more troops for his evil plans."

The character has an NPC who follows him everywhere. Maybe the NPC wants to become an apprentice, pin the rebellion, or bask in the glory of their hero--whether he likes it or not. This NPC may be annoying and somewhat incompetent (double experience cost to improve attributes and skills), but followers normally don't come free.

This one does. Although he'll do the character's bidding, he isn't stupid or suicidal. The character gains one-tenth the experience earned by the NPC, unless the NPC drops dead. The points spent on this advantage are lost unless the GM decides to provide a suitable replacement. Remember this before using him as a shield!

High Alcohol Tolerance: Cost - 2

Avatar: "I wonder if I packed my scotch?"

The character can hold his booze. +3 bonus to Resistance when indulging in alcohol.

Honored Name: Cost = 2

(Only Red and Yellow Elves)

The clannish Red and Yellow Elves revere and honor the spirits of their fallen brethren. The most promising young warriors are awarded their names in the ritual coming-of-age. It is believed that the act will inspire them to even greater feats of glory and infuse them with some of the greatness of the fallen spirit.

Weehawk is sure to be a powerful name in future generations. The character receives a +1 CHA bonus when dealing with the other members of his tribe. In fact, the ross is such an important part of their society that these beasts are often named after heroic and faithful predecessors.

Inheritance: Cost = 4

The character is filthy rich, but not necessarily a snob. His clothing and supplies are of the best possible quality and he probably has acquaintances among "high society" (not as valuable as Contacts). He starts with an additional 100 GP worth of supplies and a ross (if appropriate), and may pick up an additional 50 GP whenever he retums home.

Lucky: Cost = 5

Pretty self-explanatory. Once per game session, the player may opt to either:

  • Reroll a failed roll, unless it was a Blunder; or
  • Force an NPC to reroll a success, unless it was an Ace.

    Players should be cautious when invoking this advantage, because whether the second roll stays--for better or worse.

    Magical Immunity: Cost - 4

    For some reason, magic energy does not flow freely through the character. The character gains +3 Spirit for defensive purposes only. However, the character's Spirit is reduced by 3 when casting spells. Consequently, very few of these individuals ever learn to use magic efficiently.

    Mentor: Cost - Variable

    Elinore: "'Banish trim!?!' But Father, who will teach me all the magic I have left to learn?"

    This is a variation on the Contacts advantage. The character is still on good terms with his mentor/trainer. For two CGPs, the character's mentor will render advice, aid and free training whenever available. As an experienced NPC, this character must have the relevant professional skills with a score of 10 or more (including the Instruction skill), and at least 3 points higher than the player. For four CGPs, the character's mentor also has the Status or Renown advantage at no cost.

    Mount: Cost = Variable

    Weehawk: "The mission is nearly over, Westwind. But now it's time for one, final run."

    For 4 (3 for elves) CGPs, the character owns a very loyal mount, probably a ross. If necessary, it will sacrifice itself for the character. It has an above-average intelligence for the species and will respond to vocal commands.

    The mount has learned one attack maneuver at its DEX base +5 (modified by the difficlity of the maneuver). Naturally, the character is very attached to the mount and would be devastated if it died. For 6 (5 for Elves) CGPs, the mount is a superior specimen and gains a +1 CON and +1 MR.

    Natural Leader: Cost = 3

    Blackwolf: "Attention, leaders of tomorrow's master race!''

    When the character speaks, people listen. So long as the character seems sincere and knowledgeable, he gains a +1 bonus with Leadership and Oratory.

    Nightvision: see Racial Advantages: Dwarves.

    No Technological Stigma: (See Disadvantages) Cost = 4

    Elinore: "Magic and technology?!?!"

    For whatever reason, your character feels comfortable around technology and has no moral difficulties using it. Technology can be a wonderful tool when used properly, but some of your contemporaries may not be as "enlightened," and may take offense to your casual attitude.

    When you consider that most faeries believe that technology destroyed the world, it's not too tough to understand why they wouldn't want to have it around.

    Renown: Cost = Variable

    Abdul: "Avatar, you old fool, you've come! Oh, our father's returned!"

    Word has spread about some positive aspect of the character, either his skills, personality or past deeds. Depending upon the audience, this could result in any number Of benefits to the character, from respect to free lodging. For three CGPs, the character will be recognized on a successful Charisma roll. The audience will react with vague interest or appreciation. For five CGPs, the character will be recognized with a +3 modifier. Word will have spread to places the character hasn't even heard of. People will want to know all about him and may ask for demonstrations or stories. For eight CGPs, the character is instantly recognized worldwide, and may have become the stuff of legend. Avatar has this advantage at this level.

    Spell-Like Powers: Cost = 5 for Fairies, 7 for Elflings

    Avatar: "Stop this childish display! Why, even at elves' houses I've seen more sophisticated magic!"

    This advantage is only available to Fairies and Elflings. These are innately magical creatures and many develop spell-like powers without any formal instruction in the complexities of magic.

    To reflect this, the character may select one spell, either from the list of common magic or a customized spell. This spell is cast according to the magic rules, but the character's current Spirit is used as the skill base. This power can be practiced according to the rules on page 78.

    Superior Equipment: Cost = 3

    The character owns one superior weapon or suit of armor--probably a family heirloom or special gift. The character purchases the equipment at normal cost, except the weapon will do +2 damage, and armor will absorb +2 SP. Both have -1 Might.

    Time Sense: Cost = 2

    The character has no need for a sundial or a watch--they simply know what time it is. They can also predict the time of dawn and dusk. A useful ability for the outdoor types.

    Tough:

    Both levels may be purchased for four, points.

    Visions: Cost = 6

    King Dolan: "We have been sent death images and humans, each with a different story."

    The character may be "sent" symbolic visions while relaxed and meditating or sleeping. It is up to the GM to decide when they will occur. These visions may be of the character, someone he knows or someone he will meet. The content of the vision may refer to the past, present or future.

    The future, however, is not set in stone and may be altered if the character strives to do so. A PER roll is required to understand the symbolic significance of the vision. The better the roll the clearer the GM should describe the vision. These insights never lie, but may not come to pass, either. If the roll fails the experience is interpreted incorrectly. A blunder indicates that the meaning is completely confused--possibly backwards.

    Wizard Blood: Cost = 15 (Faerie characters only)

    "The older faerie instantly knew that these were not ordinary twins, but magical wizards."

    The character is probably the result of one of Avatar s earlier "exploits." The character is extremely long-lived; the new lifespan is ld6 x 1000 years! In addition Magic is considered a Difficult skill for purposes of improvement, but not initial generation. Finally, the character may also learn Technomancy, but may not necessarily begin with the skill. It should also be noted that Blackwolf would almost certainly put a bounty on the character's head.

    Worldly: Cost = 4

    Abdul "Misty moons ago, he strode this planet like a messiah. curing radiation sickness from man and bird."

    This character probably spent most of his childhood traveling from place to place. Evenly divide the character's initial lore skill (see Common Skills on page 23) among three different Area Lore or City Lore skills.

    More Wizards


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