[X] Male
[X] Amongst the ruins of a great city, hiding in shadows and secret byways, hunting the treasures and hiding from the monsters that still stalk this site of long-forgotten tragedy. (Level 2 Sneaking/Level 2 Survival)
[X] Street Urchin. You've lived in the shadows your whole life, picking at the pockets and the scraps of those above you. (Level 2 Thievery/+1 Sneak Level)
[X] Sorcerer. Wizard comes from 'wise'. Wisdom does not fill your belly, or protect you from things that prowl beyond the firelight. To be a sorcerer is to accept that you tamper with forces born of evil, and bend them to your will. You will not die of old age. Your craft will betray you. (+10 Magecraft Points)
Male
[Sneaking 3] When you want to be, you can be utterly, almost unnaturally silent. Your clothes don't brush each other, floorboards don't creak, and you can almost move at a slow walk while you do it, rather than a creep.
[Thievery 2] Weak locks are easy enough to break through, and the unwary are easy marks.
[Survival 2] You know how to spot the markings of animals' or monsters' territory and how to trace the paths they've taken. You know where to seek shelter from storms and fierce creatures.
Combat Points: 12
Magecraft Points: 25
Other Points: 21
COMBAT
Swordsmanship
[-2] You know the basics to defend yourself with a sword, the regimented strikes and defences, the footwork. You can't do anything flashy, but at least you can put up some resistance against an attacker.
[-2] You would match over half the footmen in the town watch in single combat, were you to duel them with blades only. You know some dirty tricks and tricky maneuvers, but you're still very much a novice compared to a blademaster.
[-2] In the town watch, you would match the best of them in combat, and that includes those who have been at it for decades. Not only that, you can take on two average footmen at a time and emerge victorious.
[-3] Your skill is what makes champions. Were a challenger wish to fight every blademaster in the known world, you can be assured he would knock at your door lest his task remain unfinished. Your blade is quick, your motions fluid. Rumour has it that you could draw your sword and kill a man before he had even seen you move.
[-5] You are a legend, the swordsman of a generation. You strike like lightning, and every movement has the grace of a dancer. It is said that you once cut through the flames of a Drake mid-exhale and struck off it's head. Nonsense, of course. The roof of the mouth is thinner between the sixteenth and seventeenth tooth, and on the other side is the sac where the Drake keeps the flammable gasses under pressure. You simply nicked it with the tip of your sword to stop it breathing fire on you then beheaded it in three strokes.
Archery
[-2] You can string a bow, store it properly, and even shoot it. Sometimes you even hit the target. Realistically speaking, you can hunt large game with some small success.
[-2] You are an archer who can confidently go out each day and come back with food, and maybe even kill the odd monster if you see it coming. Average, thy name is you.
[-2] You are one of the most skilled archers in the town, capable of consistently hitting your target from fifty meters away and even specific parts of the body. You also boast a fairly impressive rate of fire, at around eight arrows a minute. Well aimed arrows.
[-3] If you had time or inclination to taking part in frivolous games, you can be sure you would do well in them. You can hit birds in midair, provided you have a good angle at them, and you once nailed a charging barghest between the eyes from over a hundred meters away, and it was skill rather than luck.
[-5] With a bow in your hands, you are the deadliest archer they ever saw. You can loose an arrow every five seconds with phenomenal accuracy. Never let it be said that you don't fire them with force, either. You once shattered the skull of a bone walker from fifty meters, and they aren't slouches in the magic department when it comes to protection. Then there is the brigand you nailed in the throat to keep him from screaming when he was on watch, and the griffin you hit in the air mid-dive...
Hand to Hand
[-2] You're a brawler, and not a very good one. You might even break your hand if you got in a life or death fight.
[-2] You can hold your own in a barfight, but you had best be careful not to go up against anybody too big.
[-2] Down at the watering hall admiring stories are told about your right hook every now and then. Or the time you knocked out those two drunkards double-teaming you cold when you were completely smashed yourself.
[-3] You get a respectful distance given to you wherever you sit, and you have your own fighting style that lets you take down men slight or burly - and even a few of the more alarmingly humanoid creatures. Still, it's generally not a good idea to get into a tangle with them.
[-5] You can break doors off their hinges with a kick, snap bones between your hands, and you once ripped the fangs of a giant spider right out of it's face and stabbed it in (two) of its eyes with them. It expired rather rapidly after that. Considering it was mid-leap and you did so before it hit the ground, you get awed whispers when you pass by.
Throwing Weapons
[-2] You can throw a dagger, or a throwing knife. Whether it hits pointy end it a matter of luck, but at least you can roughly aim with it.
[-2] With some effort you can generally hit a target roughly ten meters away fairly consistently.
[-2] Dead on accuracy at close range, and you always hit point first.
[-3] Daggers? Easy. Axes? Oh yes, those too. So long as an object is even roughly aerodynamic (and sometimes not even then!) you can throw them with incredible accuracy and force. You can even arc weapons to hit even further away.
[-5] You once killed a bandit with a wooden fork through the eyesocket. From thirty meters away when he was only in your peripheral vision. Through the glare of a campfire.
MAGECRAFT
Elementalism
Elementalism is command over fire and heat, and extending that command to others. Air is the easiest, but skilled elementalists can work through any medium. It is the domain of the Fire King.
[-2] You can light small flames or quench them, provided they are within a few meters.
[-2] With contact, you can cool surfaces down to the point frost forms, or burn them terribly without harming yourself.
[-2] You throw magic as frost or flame in the form of a jet or ball. You can be safely said to be the most skilled in the town. Well...the most skilled one still alive.
[-3] You have reached the point where you can summon small bolts of lightning as you desire from your hands. Your flame is white hot, and your cold freezes flesh and bone solid.
[-5] You command your magic as the elements made form. Great gouts of flame erupt from the ground at your will, ice frosts over entire buildings and shatters them, lightning leaves circles of melted, molten stone.
Thaumaturgy
Thaumaturgists are sometimes called 'Shapers', and they consider themselves to be masters of the 'purest' magic. It is chaos made manifest, shaped by will. It desires to change things, but is a thinning force on reality, and the source of all other magic. It is the domain of He Who Shapes.
[-2] Thaumaturgy is raw magic given shape, and you can use it to create small lights or trace heat.
[-2] You can throw raw magic, causing serious pain and burns when it hits. Serious exertion can cause minor transmogrification.
[-2] You can create blinding light, and your power is sufficient to cause random transmogrification as you desire it to your targets.
[-3] You are a master of thaumaturgy. You can petrify monsters, use it (wastefully) as an expression of raw force, and even 'melt' stone. Magic of this power doesn't play nice with matter.
[-5] Golden light erupts at your command, disintegrating and transmogrifying. The walls of reality scream as you force your will upon it. You can literally turn your detractors into frogs. You've accidentally summoned a few tentacled things in your time, and set them packing again
Force
Force is an easy, instinctive magic for observers to grasp, but it is deceptively complex for the practitioner. Mathematics is a useful background, though hardly required, but it favours the analytical mind. It is the domain of the Darkness That Devours.
[-2] You can move small pebbles or stones, but not at any great speed.
[-2] With refined control, you can reduce the weight of something you are carrying by continually pushing up on it, or the opposite. You must be in contact with it.
[-2] You can now exert force on objects at range, pulling them, pushing them, tugging them in different directions...you can stop people walking or even running forward.
[-3] With a wave of your arm, you can send grown men hurtling into the sides of buildings, or use rocks the size of your head like a slinger uses pebbles.
[-5] Wooden buildings don't stand a chance, and merely shatter under the force you exert on them. Even stone crumbles. You can tear monsters like werewolves limb from limb with a few gestures, and cave in skulls with only a little effort. You can even wrench up solid rock from the ground.
Runecraft
Runecraft is the art of 'active' magic, stored for later use, and also conditional effects. While incapable of the kind of permanent effects which remain the hallmark of enchantment, they are nonetheless capable of extremely impressive feats of magic, albeit over a very short period. Unfortunately the power of runes are limited by the durability of the material in which they are inscribed. Wood can manage a burst of fire before combusting, while granite could produce a flamethrower-like effect. This is the domain of the Bonewalker.
[-2] With runecraft being the most 'controlled' magic, you can carve runes into stone and create basic effects like heat, slipperiness, cold, etc, once you channel magic into them.
[-2] Your power and accuracy is sufficient to carve runes into wood instead.
[-2] You can express more advanced concepts, such as 'protection' and 'barrier' in your runes. You are much in demand for warding doors and the gates alike! You can combine them to create new and strange effects, only limited by the power you can put into them.
[-3] You can now create conditional effects for triggering runes, allowing you to imbue them with power and wait for another force to set them off - stepping on it, for example.
[-5] Such is your mental mastery that you can sketch runes in the air itself with magic, and create complex conditional enchantments in a single rune made up of many. Runes which hang unseen in mid air for hours then vomit a jet of searing flame when when a non-human passes it are entirely possible.
Enchanting
Enchanting is the art of enhancement, of both yourself and other items. The limitation is the power of the effect and the size of the object - it is easier to enchant a needle to cause instant death with a prick than, say, a sword. This is an innately human, but long-lost magic that has long slumbered in the spirit of the people, but the arrival of the other Schools has revitalized the skill.
[-2] That which is hard, you can make harder. That which is sharp you can make sharper. You can enhance an inanimate object's properties in subtle ways.
[-2] You can slightly improve your own physical abilities, though not enough to equal the beasts that walk the wastes. You can sharpen a sword enough that it will chip away at the blade of another that would normally be its equal.
[-3] You can render a stone wall unbreakable by most conventional means, or your own flesh sturdy enough to survive the claws of a bone walker, or your arms strong enough to crush one to dust. You can confer minor effects to other living beings.
[-5] You can channel the effects of other magic you are able to perform and affix them to inanimate objects. You can confer major effects to other living beings. You can create enchantments that will last many years before they are exhausted.
[-7] You are able to enchant yourself and others with magical effects that you can produce through other schools (Runic tattoos, avatar of fire, etc.). You can casually punch your way through a stone wall, or cut steel with a loose hair.
OTHER
Medicine
[-2] You know the basics of where to apply medicines for known maladies.
[-2] You can make some basic efforts at diagnosis and give the appropriate response.
[-2] You have some skill in correctly identifying what ails you or others, as well as the best option to treat it.
[-3] Medicines? Bah, you make your own, and they are better for it.
[-5] You have your own little theories on the cause of injury and disease, and some experience at what does what. You've even made a few of your own concoctions that are dramatically more effective than the orally passed down poultices and tinctures that you were brought up knowing.
Languages
[-2] If you squint, you can see where languages are similar to yours and maybe pick up a few grammar-butchering phrases.
[-2] With some serious effort over the space of several months, you can speak the basics of a language well enough to function with other speakers. Writing is more difficult, but possible.
[-2] You're good with languages - very good. If somebody doesn't understand a merchant, they come to you, and you can usually get a rough understanding given a day or so, at least enough to complete a business transaction.
[-3] Picking up languages and local dialects has never been difficult for you. With a week, you can speak serviceably any new language you come across.
[-5] You live and breathe languages. You can read them, speak them, create them. Give you a week with a fluent speaker, and they'll think you're a native. You once convinced a neighbouring town that you were from the Far North by combining four different dialects of two languages into one natural flow that a local native speaker understood most of.
Sneaking
[-2] You can move soundlessly over floors that occasionally creak, but you're pretty obvious when you do it.
[-2] You're decently accomplished at sneaking about, and can usually surprise people by popping up alongside them.
[-2] When you want to be, you can be utterly, almost unnaturally silent. Your clothes don't brush each other, floorboards don't creak, and you can almost move at a slow walk while you do it, rather than a creep.
[-3] Forget slow walking. You can practically do a stride while sneaking along, though it helps to wear dark clothing.
[-5] Once you just walked past a sleeping colony of ripping bats, and considering their ears are about twice the size of their head, that is no small feat. Nobody dares make small talk about you, even in private, just in case you're actually in the room somewhere. Well...nobody who knows you personally, anyway.
Acrobatics
[-2] You have decent balance.
[-2] You know how to shift your weight and keep your grip on otherwise precarious surfaces where others would slip and fall.
[-2] You've got the best balance of anybody in town, able to walk across the top of a slick wall and climb by your fingertips. Nobody can catch you, what with all the slipping across the top of walls without the slightest loss of momentum.
[-3] Parkour? It's how you get around. You can do handstands, backflips, all the usual stuff. But the improvisation with objects, and hyperawareness of your surrounding space and obstacles is quite impressive.
[-5] People quietly murmur that your grace and skill is supernatural. More than once you have been subtly 'tested' with salt in your drink, or accidentally given a silver coin instead of a copper. You've passed them all. You really are that good. Although it is somewhat alarming to see you hop off a wall, up onto a dividing wall, then backflip onto a balcony in the space of one or two seconds.
Thievery
[-2] You know the theory of pickpocketing and lockwork. The theory. In practice, you aren't very good at it.
[-2] Weak locks are easy enough to break through, and the unwary are easy marks.
[-2] You're one of the best in town, and the underworld knows it. Only the most expensive and intricate locks can deter you, while it takes a truly alert soul to feel your fingers dip into their pockets.
[-3] No lock can stop you (save the really, really big ones) and even then you can break into them given enough time. Secret doors hold no secrets. Steel doors cannot stop you, so long as they have a keyhole.
[-5] You once stole a sword off a guardsman right out of his sheath. Then there was that time you pickpocketed the mayor in the middle of two guardsmen. Or when that lady didn't notice her necklace was missing until hours later. You're like a ghost with sticky fingers.
Smithing
[-2] You are a passable smith, able to create everything from horseshoes to daggers, and some serviceable blades. You would qualify as an apprentice, a useful helper at the forge.
[-2] You are a qualified smith in your own right, able to turn out weapons of quality good enough for the army, as well as some armor.
[-2] You are a master smith. You can create weapons conventional and strange, plate armor to outfit the greatest knight, and your mark is well known enough to carry weight when your creations are sold.
[-3] You are the subject to toasts (and envious looks) of other smiths wherever you go. You can create swords and armor fit for a king, gilded with gold and gems which do nothing to blunt the efficacy of your work.
[-5] You have reached the highest pinnacle of the smiths art. With every stroke of your hammer, you breathe intent and power into these works. They will never shatter, not even under the stroke of a warhammer. They will not dull, so long as they are wielded as they were meant to be. This is a weapon for a specific purpose. Betray that purpose, and it will be just another hunk of metal.
Survival
[-2] You know which berries will kill you and which ones won't. You can set a basic snare, with time and patience. And you can start a fire to cook what you catch.
[-2] You know how to spot the markings of animals' or monsters' territory and how to trace the paths they've taken. You know where to seek shelter from storms and fierce creatures.
[-2] You can fashion your own weapons from a wood or ruin, and you've hunted bear for meat and furs more than once. You can set traps good enough to catch a big predator or a man.
[-3] You could walk into a sandstorm and walk back out not looking much worse for wear. You can pick paths where even experienced woodmen and climbers wouldn't see them.
[-5] They say you can draw water from a stone. They say that apex predators think twice before entering your territory. They say you tracked, trapped and killed a blaze shrike by yourself. They're not wrong. The rock was very porous, the trick is to maintain eye contact, and blaze shrikes are actually rather stupid.