Wednesday, October 25, 2017

Savage-Weird Adventures: Julius Amthor, Stage Magician and Crimefighter



Julius Amthor
Race: Human; XP: 0; Rank: Novice

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Knowledge (Arcana), Notice d6, Persuasion d6, Ritualism d8, Stealth d6, Throwing d6
Traits: Pace: 6; Parry: 5; Toughness: 5
Edges & Hindrances: Arcane Background (Ritualism), Martial Artist / Code of Honor, Enemy (The Warlock!), and Quirky

Knife (x6): Str+d4; R: 3/6/12 (Thrown)

Ritualism

-Rituals consume the entire action that a Ritulist is trying to cast. When taking a free action to move, they may only move half of their pace. They require both hands free to cast, otherwise they suffer a -2 penalty to their casting roll.

Power Points: 5

Powers: Confusion (Hypnotic Lights), Detect/Conceal Arcana, Light/Obscure, & Lock/Open

Most spells are found in the Savage Worlds Deluxe book. Some might not recognize the last spell as noted below:

Lock/Open
Cost: 1
Range: Touch
Duration: 1/day or Instant

Lock: The caster magically seals a door from intrusion. Attempts at lockpicking or using the 'Open' spell against a sealed door incur a -2 penalty or -4 penalty to their trait check to open the door. The lock and door gain +2 (+4 with a raise) toughness bonus to resist being kicked or smashed in. The effect lasts 1 day per power point spent. The caster may open said door at will.

Open: The caster magically unlocks a door standing in their way. With a success, any locks or barriers on the door detach and allow the door to freely open. Mundane security measures do not effect this spell, but it is subject to penalties incurred if a Lock spell is placed upon the door as noted above.

-Julius Amthor is an adventuring magician who, like other magicians in the world of Weird Adventures, uses the cover as being a stage magician to pass off his true mastery of magic as mere stage trick and spectacle. He also uses whatever fame he has built up to get him through identification check points or blend in at social gatherings. His stage show tricks are typically governed by a Common Knowledge (Spirit) roll.

-He tends to spend his adventuring career helping the forces of good defeat the ruinous powers of evil. In a party he uses his powers to help open doors, confuse thugs, and combines his magical feats with his Eastern trained martial arts and penchant for throwing knives. He does have a "Code of Honor" to take prisoners who surrender alive to justice.

-His rival is a fellow occultist "The Warlock". A rather fiendish fellow who travels under the guise as a writer of eldritch laden pulp stories. The two were friends until the so-called Warlock decided to take the left path of magic, also known as 'black magic'.

Links

Weird Adventures - the source of inspiration by Trey Causey.

No comments:

Post a Comment