The Irisonian Shapers
The Shapers are the 'shamans' of the Irisonian culture. They believe in a more simple and peaceful way of life. A Shaper is a master of metamorphis and braves the glacier life. They are Irisonians that have chosen they way of their nomadic ancestors. From about early 20s, they begin a slow transformation. After a few years they start to feel the universal energies and can morph. It takes many years to finally master all morphs.
Powers/Abilities: The transformation of the Shapers is through experience and learning. Its the will of the individual to progress like their ancestors did. With each new level, the character changes bit by bit into a creature of magic. A Shaper cannot take/learn another O.C.C. At level 1, the character can morph into other humanoids. See Metamorphises:Human. Duration unlimited. Second level of experience, the Shaper can morph into animals. See Metamorphises:Animal. Duration unlimited. At fourth level, he learns to morph into plants. See Metamorphises:Plant. Duration unlimited. Upon reaching level 7, he can morph into mist. See Metamorphises:Mist. Duration: 1 hour per level. Tenth level, he can morph into any creature. See Metamorphises:Superior. Duration: 1 hour per level.
Initial Spell Knowledge: Shapers have some spell casting ability, but is considered a mystic. They cannot learn magic the conventional ways. These spells are commonly used day to day. At level one, the young Shaper goes through a ritual and learns these spells: Globe of Daylight, Lantern Light, Manipulate Objects, Create Water, Energy Bolt, Fireball, Healself, Sustain, and 3 spells of choice from levels 1-4.Each level. Starting at second level, pick one new spell equal to his/her level or lower. Selections can be made from Common & Blizzard Magic.
P.P.E.: 3D6 x 10 + 20 per level of experience.Shapers can draw extra p.p.e from leylines and through meditation.
Alignments: Unprincipaled, Scrupulous, and Principaled only. Attribute Requirements: I.Q. 16, M.E. 14, and P.E. 14 or higher.
R.C.C. Skills: Speaks ancient tongue (98%) Land Navigation (+15%) Wilderness Survival (applies to cold climates only +20%) Lore:Magic (+10%) Pick 2 Domestic skills (+10) Wp.blunt & Wp.spear or staff Hand to Hand: Expert. Cannot select any other H2H.
Related Skills: Select a total of 8 skills at level one, and 1 at levels 1, 4, 8, & 12. Selections are made from the following; Communications: None. Cowboy: Any. Domestic: Any (+5%). Espionage: Any, except Pick locks & Sniper. Electronics: none. Mechanical: Field Armorer only. Medical: Any, but costs 2 skill selections. Military: none. Physical: Any. Pilot: Horsemanship & Exotic only. Pilot Related: None. Rogue: Concealment, Palming, & Ventriloquism. Science: Astronomy, Biology, & Botany.(+10%) Techinical: Any. Weapon Profiencies: Any. Wilderness: Any (+5%).
Secondary Skills: Pick 4 secondary skills from the list above. Secondary skills do not get the bonus in (*).
Equipment: Backpack, survival knife, winter furs, 100 ft. rope, 2 sets of clothes, water skin, tent, and 2D6 weeks of dried meats/rations. All shapers get a quality riding animal. Weapons include a magical daggar, magic weapon of choice, and 3 ancient weapons of choice. Armor is m.d.c. dinosaur hide 50 m.d.c. Money: Shapers have little use for money other than getting supplies in towns when they are not on the glaciers. They start out with 1D4x100 credits worth of tradable goods.
Experience: 1. 0,000 - 1,875 2. 1,876 - 3,750 3. 3,751 - 7,250 4. 7,251 - 14,100 5. 14,101 - 21,200 6. 21,201 - 31,200 7. 31,201 - 41,200 8. 41,201 - 51,200 9. 51,201 - 71,200 10. 71,201 - 101,500 11. 101,501 - 136,500 12. 136,501 - 186,500 13. 186,501 - 236,500 14. 236,501 - 286,500 15. 286,501 - 326,500
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