Arcane Backgrounds

Arcane Background (Wizard)
Arcane Skill: Sorcery (Spirit)
Starting Power Points: 10
Starting Powers: 3
Wizards study the mystical secrets of the universe, researching ancient tomes of knowledge and consulting entities from beyond the walls of reality. To a wizard magic is something akin to a force of nature that can be harnessed and controlled if one knows how. Such knowledge is closely guarded and cabals of mages fiercely protect whatever secrets they glean from their work.

Backlash: Wizards use the Sorcery skill to command the forces of magic to do what they want. However it does not always go as planned. If the Wizard rolls a 1 on his skill die (regardless of what is rolled on the Wild Die), he is automatically Shaken. This can cause a wound.

Available Powers: (28) Armor, Aim, Banish, Barrier, Blast, Bolt, Burst, Damage Field, Deflection, Detect/Conceal Arcana, Disguise, Dispel, Entangle, Environmental Protection, Fly, Havoc, Intangibility, Invisibility, Light/Obscure, Mind Reading, Puppet, Slumber, Smite, Speak Language, Stun, Telekinesis, Teleport, Warrior’s Gift.

Arcane Background (Cleric)
Arcane Skill: Faith (Spirit)
Starting Power Points: 10
Starting Powers: 3
Clerics serve under the purview of one or more gods, serving them on earth and tending to their worshippers. Some clerics are blessed by their patrons with the ability to cast spells in order to better serve the god’s needs and wants. Clerics use the Faith skill which represents their belief in their cause and their god.
There is some debate as to where exactly the powers that clerics wield come from. Not everyone believes that all the gods exist. Some are convinced that they are simply beings of great power who have set themselves up as gods but do not truly deserve such a title. Others believe that many gods exist and that they are constantly battling against one another in realms unseen.

Crisis of Faith: When a Cleric rolls a one on his Faith die (regardless of what is rolled on the Wild Die), he suffers a moment of doubt as his spell fails. He is automatically Shaken. This cannot cause a wound, but it does cause the Cleric to take a -2 penalty to Tests-of-Will until the end of the combat/scene.

Available Powers: (31) Armor, Aim, Banish, Barrier, Blast, Blind, Boost/Lower Trait, Charm, Damage Field, Darksight, Detect/Conceal Arcana, Dispel, Divination, Entangle, Environmental Protection, Farsight, Fear, Greater Healing, Healing, Intangibility, Light/Obscure, Pummel, Quickness, Slow, Slumber, Smite, Speak Language, Stun, Succor, Warrior’s Gift.

Arcane Background (Druid)
Arcane Skill: Spell Weaving (Spirit)
Starting Power Points: 10
Starting Powers: 3
Druids are woodsman who revere nature and seek to preserve it from the relentless march of civilization. Druids don’t necessarily hate cities or even shun them, but they seek to preserve a balance. Civilizations must be contained lest they run roughshod over the very lands and resources that make them great.
To this end druids have attuned themselves with the natural magic given off by the planet. Contrary to the magic used by Wizards, this magic comes solely from this plane and is untainted by other forms of existence.

Primal Flood: Because druids tap into the earth directly they don’t have the protection of controlling words, symbols, etc. So when they make a mistake it goes much worse for them. If a Druid rolls a 1 on his Spell Weaving die (regardless of what he rolled on his Wild Die) then he gains one level of Fatigue until the end of the combat/scene.

Available Powers: (28) Armor, Barrier, Beast Friend, Blind, Boost/Lower Trait, Charm, Confusion, Darksight, Deflection, Drain Power Points, Elemental Manipulation, Entangle, Environmental Protection, Farsight, Fear, Fly, Growth/Shrink, Intangibility, Light/Obscure, Pummel, Quickness, Repel, Shape Change, Slumber, Stun, Succor, Wall Walker, Warrior’s Gift.

Arcane Backgrounds

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