Artillery Mage
250 points
Damage 1d-2/1d; BL 20 lb; HP 10 [0]; Will 15 [0]; Per 12 [-15]; FP 14 [9].
Basic Speed 6.00 [5]; Basic Move 6 [0]; Dodge 9.
Disadvantages
Clueless [-10]; Oblivious [-5]; Obsession (To become the world's most powerful fire wizard; 12 or less) [-10]; Pyromania (12 or less) [-5]; Sense of Duty (Adventuring companions) [-5].Quirks: _Unused Quirk 1; _Unused Quirk 2; _Unused Quirk 3; _Unused Quirk 4; _Unused Quirk 5. [-5]
Skills
Alchemy/TL3 (VH) IQ [8]-15; Climbing (A) DX-1 [1]-11; Fast-Draw (Potion) (E) DX+1 [2]-13; First Aid/TL3 (Human) (E) IQ [1]-15; Hazardous Materials/TL3 (Magical) (A) IQ+2 [1]-17*; Hidden Lore (Demon Lore) (A) IQ-1 [1]-14; Hidden Lore (Magical Items Lore) (A) IQ [2]-15; Hidden Lore (Spirit Lore) (A) IQ-1 [1]-14; Hiking (A) HT-1 [1]-10; Innate Attack (Projectile) (E) DX+5 [4]-17*; Meditation (H) Will-1 [2]-14; Merchant (A) IQ+1 [4]-16; Occultism (A) IQ [2]-15; Research/TL3 (A) IQ-1 [1]-14; Savoir-Faire (High Society) (E) IQ-5 [1]-10†; Scrounging (E) Per [1]-12; Speed-Reading (A) IQ-1 [1]-14; Staff (A) DX+2 [8]-14; Stealth (A) DX-1 [1]-11; Teaching (A) IQ-1 [1]-14; Thaumatology (VH) IQ-1 [4]-14; Weather Sense (A) IQ+3 [2]-18*; Writing (A) IQ-1 [1]-14.Spells
College of Air (VH) IQ+3 [8]-18*; College of Fire (VH) IQ+5 [16]-20*; College of Sound (VH) IQ-2 [2]-13; Lend Energy (E) IQ [1]-15; Recover Energy (E) IQ [1]-15.Commentary
The artillerist has 19 points in fire spells, 9 points in air spells, and 2 points in sound spells, so this was a pretty easy translation. He didn't have Recover Energy, so I added that because in my experience, all wizards take it. Dropping from 30 points in talents to 15 points in talents really helped here - that was enough to buy Energy Reserve 4. That wasn't entirely intentional (and worse, he could be more point efficient by buying another level of his talent and another level of energy reserve!)In play, he has enough money to buy some grimoires, and enough skill in Fire magic that he need not bother with grimoires for spells with a prerequisite count of 6 or less. He'll probably want simple grimoires for some of the better Air spells, like Explosive Lightning Bolt or Concussion.
So it looks like CRB magic needs to be more expensive. The simplest solution would be to charge a 30 point Unusual Background - same as Trained by a Master - but that would mean there aren't any magic dabblers, which would make me sad. I have a solution that works for me, but I'll write it up tomorrow.
Would it suffice to charge a smaller amount for dabblers? Maybe make it a UB of 5 points per college, max 30?
ReplyDeleteThat's a clever solution. It wasn't what I was thinking of, but it works well enough.
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