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Packages

Unless otherwise specifically altered or contradicted in these house rule pages, the rules found in the 5th Edition Hero System apply at all times.

Racial Packages

Dwarf Package (2 Points): All Khazak and Durindan characters are required to take this package.

  • Strength +3 (3)
  • Constitution +3 (6)
  • Body +3 (6)
  • Darksight: Nightvision (5)
  • Dwarven Longevity: Life Support: Longevity (400 Years) (2)
  • Dwarven Sense: Bump of Direction (3)
  • Dexterity -3 (-9)
  • Running -2" (-4)
  • Physical Limitation: Short and Stout (-5)

Halfling Package (2 Points): All Ostrali and Nerulk characters are required to take this package.

  • Dexterity +3 (9)
  • Hard to Hit: Combat Skill Level: +2 with All Combat - DCV Only (-¼; 13)
  • Moves Quietly: Skill Level: +2 with Stealth (4)
  • Strength -4 (-4)
  • Constitution -3 (-6)
  • Running -3" (-6)
  • Physical Limitation: Small Creature (-5)

Orc/Half-Orc Package (2 Points): All full-blood and half-blood orc characters are required to take this package.

  • Strength +3 (3)
  • Constitution +3 (6)
  • Body +3 (6)
  • Darksight: Nightvision (5)
  • Dexterity -2 (-6)
  • Intelligence -3 (-3)
  • Physical Limitation: Large and Unwieldy Size (-5)

Occupational Packages

Assassin Package (20 Points): Trained killers who hire their skills to those who will pay for them, who are not also priests of Gabinius, are rare in the Young Kingdoms.  There are no organized guilds or agencies for such people, though in every large city there are ways of finding, and hiring, such killers.

  • Acting (3)
  • Analyze Security Arrangements (3)
  • Bribery (3)
  • Concealment (3)
  • Disguise (3)
  • Lockpicking (3)
  • Knowledge Skill: Poisons (3)
  • Professional Skill: Assassin (3)
  • Security Systems (3)
  • Shadowing (3)
  • Stealth (3)
  • Streetwise (3)
  • Survival (Urban)(2)
  • Weapon Familiarity: Dagger (1)
  • Weapon Familiarity: Garrote (1)
  • Social Limitation: Occupation (Assassin)(-15)

Blacksmith Package (14 Points): Blacksmithing is the craft of forging metal tools and equipment from iron.  A blacksmith can also change iron into steel.  They aren't armorers or weaponsmiths, in general, though any blacksmith worthy of the name can create rough, unskilled weapons and armor.  Most blacksmiths get the majority of their trade by creating tools (plow blades, hammers, nails, and so on) and shoeing horses.

  • Strength +3 (6)
  • Constitution +2 (4)
  • Knowledge Skill: Forgecraft (3)
  • Knowledge Skill: Smithing Techniques 11 or less (2)
  • Professional Skill: Blacksmith (3)
  • Professional Skill: Farrier (3)
  • Science Skill: Metallurgy (3)
  • Trading (3)
  • Weapon Familiarity: Hammer (1)
  • Psychological Limitation: Always Seeking to Improve His Craft (-10)

If the blacksmith specializes in forging weapons and armor, he adds the following to the package.  This changes the cost of the package to 21 points.

  • Armorsmith (3)
  • Professional Skill: Armorer (3)
  • Weaponsmith (Muscle-Powered Hand-to-Hand Weapons)(2)

Bounty Hunter Package (7 Points): Bounty hunters pursue criminals and other fugitives for whom a reward is offered.  For the most part, they do not care about the guilt or innocence of their prey... only that they get paid for fulfilling the bounty.

  • Bribery (3)
  • Professional Skill: Bounty Hunter (3)
  • Knowledge Skill: Rope Use (3)
  • Security Systems (3)
  • Shadowing (3)
  • Stealth (3)
  • Streetwise (3)
  • Tracking (3)
  • Social Limitation: Mercenary Mentality (-15)

Cat Burglar Package (11 Points): Cat burglars, thieves who specialize in the unobtrusive entry into residences, shops, stores, and so on, are one of the most common type of ne'er-do-well found in the larger cities.

  • Breakfall (3)
  • Climbing (3)
  • Concealment (3)
  • Contortionist (3)
  • Environmental Movement: Supreme Balance (3)
  • Lockpicking (3)
  • Professional Skill: Appraiser 11 or less (2)
  • Professional Skill: Cat Burglar (3)
  • Security Systems (3)
  • Stealth (3)
  • Social Limitation: Occupation (Cat Burglar)(-15)

Calafian Militia Package (7 Points): In times of war, the Kingdom of Calafia relies on a small army of volunteer militia made up of commoners, led by a corps of officers  who belong to the nobility.  Local militias train with weapons and armor one day out of every three weeks.

  • Combat Skill Level: +1 with Spear (2)
  • Knowledge Skill: Calafian Local Laws 11 or less (2)
  • Knowledge Skill: Calafian Banner Signals 11 or less (2)
  • Knowledge Skill: Calafian Bugle Signals 11 or less (2)
  • Knowledge Skill: Drill and Muster 11 or less (2)
  • Knowledge Skill: Basic Weapon Care 11 or less (2)
  • Professional Skill: Militiaman 11 or less (2)
  • Tactics 11 or less (2)
  • Weapon Familiarity: Dagger (1)
  • Weapon Familiarity: Mace or Weapon Familiarity: Hand Axe (1)
  • Weapon Familiarity: Spear (1)
  • Social Limitation: Subject to Mustering (-10)

While the officers in the Calafian militia are all members of the nobility, nearly all hold no rank above that of Knight. Calafian Militia Officer add the following to the package; this addition increases the package cost to 10 points.

  • Knowledge Skill: Heraldry (3)
  • Nobility: Knight (1)
  • Oratory (3)
  • Riding (3)
  • +2 with Tactics (4)
  • Social Limitation: Occupation (Military Officer)(-10)

Farmer Package (3 Points): Outside of scattered mining communities, the fishing-and-commerce port cities of the Tan Lemenar islands, and centers of commerce and manufacturing like Povero, farming is the primary "industry" of the Young Kingdoms.  Farms and farm products form the basis for the world's economy.

  • Animal handler (3)
  • Knowledge Skill: Animal Husbandry 11 or less (2)
  • Knowledge Skill: Farming Techniques 11 or less (2)
  • Knowledge Skill: Crop Plants (3)
  • Knowledge Skill: Weather Prediction (3)
  • Professional Skill: Farmer (3)
  • Trading (3)
  • Psychological Limitation: Kinship with the Land (-15)

Fisherman Package (7 Points): This package addresses the large-scale "industrial" fisherman who goes onto the water in a big boat fully crewed in order to pull his livelihood from the grasp of the water.  Fishermen can be found in the coastal areas, as well as on the towns bordering the larger lakes, especially Lake Kalaif, the Sea of Storms (which is actually the largest freshwater lake in Taranche), and other "inland seas".

  • Knowledge Skill: Fish (3)
  • Knowledge Skill: Fishing Techniques 11 or less (2)
  • Knowledge Skill: Rope Use 11 or less (2)
  • Knowledge Skill: Weather Prediction (3)
  • Navigation (3)
  • Professional Skill: Fisherman (3)
  • Professional Skill: Sailor (3)
  • Trading (3)
  • Transport Familiarity: Small Windpowered Boats (2)
  • Psychological Limitation: Kinship with the Sea (-15)

Grifter (26 Points): Grifters, shills, and confidence men ply their trade across the Young Kingdoms, fooling other people into giving the grifter their money in the hope of some highly profitable, yet totally imaginary, return.

  • Acting + 1 (5)
  • Analyze Motive and Intentions (3)
  • Bribery (3)
  • Conversation (3)
  • Cramming (5)
  • Deduction (3)
  • Disguise (3)
  • Forgery (3)
  • High Society (3)
  • Mimicry (3)
  • Oratory (3)
  • Persuasion (3)
  • Professional SKill: Appraiser 11 or less (2)
  • Seduction (3)
  • Sleight of Hand (3)
  • Social Limitation: Occupation (Grifter)(-15)

Healer Package (2 Points): Healers are practiced in the medical arts.  They use the land around them as a pharmacopia, and apply that knowledge to healing the sick and curing injuries.

  • Knowledge Skill: Remedies and Medicines (3)
  • Paramedic (Healing) + 1 (5)
  • Professional Skill: Healer (3)
  • Science Skill: Natural Philosophy 11 or less (3)
  • Science Skill: Physiology (3)
  • Psychological Limitation: Must Help Those in Need (-15)

Khazak Pentitent Package (9 Points): Criminal justice among the Khazak dwarves is generally swift and harsh.  Mutilation, branding, and death are the most common punishments for crimes against other Khazak.  But in some cases (especially in cases of blasphemy), the individual Khazak is given a chance to atone for his crime.  These Khazak become penitents, sworn to seek out the enemies of his race and kill them and kill them and kill them until there are either no more enemies or his last drop of blood has been spilt trying to kill them.  He is fearless, unsubtle, and in some cases more of a danger to any companions he might have than he is to the enemy he is hunting.  (When constructing the character, the player must choose one of the following as the chosen enemy: Dragons, Giants, Goblins, Kobolds, Ogres, Orcs, or Trolls.

Penitents are marked as such by the extensive tatooing across the upper part of their faces, their neck and shoulders, and the tops of their shaven heads.  In addition, their beards have been permanently burned off with a flame, leaving the bottom of their faces scarred.

Other dwarves (including the Durindan) look on a penitent with a mixture of disdain at the thought of the crime the penitent must have committed, and respect for the penitent's wish to redeem himself through combat.  No penitent will ever divulge the nature of his crime; asking about it is considered rude at best and insulting at worst.

  • Constitution +3 (6)
  • Ego +3 (6)
  • Berserk Fury (16 Points)
  • Combat Skill Level: +4 with Hand-to-Hand Combat - Only When Fighting Chosen Enemy Species (-½) (13)
  • Defense Maneuver IV (10)
  • Fringe Benefit: May Demand Shelter and Food From Any Dwarven House (3)
  • Knowledge Skill: Chosen Enemy Species +1 (5)
  • Rapid Attack: Hand-to-Hand (5)
  • Tracking (3)
  • Psychological Limitation: Seeks Death In Combat Against His Chosen Enemy (-20)
  • Psychological Limitation: Utterly Fearless (-20)
  • Social Limitation: Beardless (-5)

Knight Package (10 Points): Mounted knights form the elite fighting forces of several of the Young Kingdoms.  Each Order of Knighthood is distinct in their training and vows.

Order of the Banner and Sceptre: Knights of the Banner are members of an old, distinct, and traditional order.  All of its members are blooded nobility of ancient lineage dating back to the early days of the Empire.

Order of the Blue Rose: The members of this order of knighthood are the defenders of the status quo in Soravia.  They are elitists, and tend to look down on those of inferior station with disdain and ridicule.  While they take their vows of honor and justice seriously, their definition of who is worth of honor and justice excludes most commoners.

Order of the Griffin: Knights of the Griffin are sword defenders of Calafia, and the personal guard of the king.  They differ from most other orders of knighthood in that most of them began life as commoners and were elevated in reward for acts of heroism in service to the Kingdom.

  • Combat Skill Level: 8 points of Combat Skill Levels spent as determined by the player. (8)
  • High Society (3)
  • Knowledge Skill: Heraldry 11 or less (2)
  • Knowledge Skill: Orders of Knighthood 11 or less (2)
  • Language Skill: Literacy in His Primary Language (1)
  • Nobility: Knight (1)
  • Riding +2 (7)
  • Weapon Familiarity: Common Melee Weapons (2)
  • Weapon Familiarity: Lance (1)
  • Choose Two:
    • Conversation (3)
    • Paramedic (Healing) (3)
    • Oratory (3)
    • Persuasion (3)
    • Riding (3)
    • Seduction (3)
    • Tactics (3)
  • Social Limitation: Expected to Follow Their Order's Code of Conduct (-10)
  • Social Limitation: Member of the Nobility (-10)

Note that the paladinic orders of such deities as Ausonius, Artorus, and Lampronus are all considered orders of knighthood as well.

Lemenari Sailor (10 Points): The Lemenari are renown for their ability as seaman, using the sealanes to trade from the entire length of the Sea of Horses as far south as the southern edge of the Burning Sands and as far north as the Ice Islands.

  • Swimming +2" (4)
  • Climbing (3)
  • Combat Sailing (3)
  • Language Skill: 6 Points of Language Skills (6)
  • Martial Arts: 12 points of Maneuvers from Lemenari Knife Fighting (12)
  • Navigation (Oceanic Navigation) (3)
  • Professional Skill: Rope Use 11 or less (2)
  • Professional SKill: Sailor 11 or less (2)
  • Weapon Proficiency: Knives (1)
  • Transport Familiarity: Four Points of Transport Familiarities related to Watercraft. (4)
  • Choose One:
    • Concealment (3)
    • Gambling (3)
    • Professional Skill: Smuggler (3)
    • Professional Skill: Predict Weather (3)
    • Streetwise (3)
    • Trading (3)
  • Psychological Limitation: Looks Down on "Landlubbers" (-10)
  • Psychological Limitation: Superstitious (-10)
  • Social Limitation: Seen as Pirate, Whether He Is or Not (-10)

Merchant Package (8 Points): Merchants and traders are the economic lifeblood of the Young Kingdoms.  If someone in one place wants something that can only be acquired somewhere else, you may rest assured that a merchant is on his way to bring it to his new customer.

  • Area Knowledge: Trade Routes +1 (4)
  • Contacts: Any Three Business-Related Contacts at 11 or less (6)
  • Knowledge Skill: Trade Laws and Regulations 11 or less (2)
  • Knowledge Skill: Research Techniques 11 or less (2)
  • Professional Skill: Apparaiser +1 (4)
  • Trading +1 (5)
  • Well Connected (3)
  • Choose Three of the Following:
    • Area Knowledge: Specific City (3)
    • Bribery (3)
    • Concealment (3)
    • Contact: Highly Placed Official 8 or less (3)
    • Credential: Membership in an Appropriate Merchant's Guilds and Contact: Any One Contact at 11 or less (3)
    • Forgery (3)
    • High Society (3)
  • Psychological Limitation: Profit Driven (-15)
  • Reputation: Would Do Anything to Make a Predes 11 or less (-10)

Philosopher Package (8 Points): In the Young Kingdoms, a philosopher is not only one who thinks deep thoughts about the human condition (in other words, the modern idea of a philosopher), he's also a scientist, scholar, artist, and inventor in the tradition of Aristotle, Eratosthenes, Bacon, Galileo, and Da Vinci.

  • Conversation (3)
  • Deduction (3)
  • Oratory (3)
  • Players Choice: 9 Points of Knowledge Skills or Science Skills, in Any Combination (9)
  • Professional Skill: Philosopher (3)
  • Professional Skill: Scribe (3)
  • Scholar (3)
  • Choose: Three points spent as the player chooses on the following (3):
    • Animal Handler
    • Artistis Skill (Player's Choice)
    • Bureaucratics
    • Inventor
    • Persuasion
  • Psychological Limitation: Gets Arrogant When His Conclusions Are Questions by the Ignorant (-5)
  • Psychological Limitation: Scientific Curiosity (-15)

Slave Package (5 Points): Slavery is common in Soravia, some parts of the Broken Kingdom, in some of the city-states along the Lost Coast, among the Chayk, and in some of the Border Cities.  The Social Limitation can be changed to Freed Slave or Escaped Slave, as appropriate, with no change in the point value.

  • Constitution: +3 (6)
  • Endurance: +10 (5)
  • Knowledge Skill: One Form of Simple Entertaiment (Nine Men's Morris, Draughts, Mumblepeg, etc.) 11 or less (2)
  • Professional Skill: Laborer 11 or less (2)
  • Professional Skill: One Specific Type of Manual Labor (Stonecutting, Farming, Blacksmithing, etc.) 11 or less (2)
  • Workhorse (4)
  • Social Limitation: Slave (-15)

Sorcerer Package (50 Points): As spellcasters, sorcerers differ from wizards in that their spellcasting ability is gained through a natural talent rather than study and understanding of arcane formulae.  Sorcerers gain this talent through a connection to some supernatural entity in their family line.  The exact nature of that supernatural entity determines the details of the Sorcerer package.  Once a particular bloodline package has been taken by a specific character, that character may not take another.

The base Sorcerer's package is common to all bloodlines and contains the following:

  • Knowledge Skill: Magical Research 11 or less (2)
  • Knowledge Skill: Spellcraft (3)
  • Professional Skill: Sorcerer (3)
  • Talent: The Gift (10)
  • Sorcerer's Spell Pool: Variable Point Power Pool (40) - No Skill Roll Required (+1), 0 Phase to Change Spells (+1)(100 Active Points); Only Arcane Magic (-½), Very Limited List of Spells Known     (-¼), Variable Limitation (-¼; each spell must take -½ of limitations from Extra Time, Concentration, Incantation, Gesture, or Limited Range in any combination at a minimum) (67 Points)

In addition to the base package, all sorcerers are required to select one (and only one... no character ever has more than one) bloodline types.  The appropriate spell-like abilities and disadvantages are then added to the Package.

Angelic Bloodline: One of the character's distant ancestors was native to one of the heavenly realms.  Such characters are likely to be tall for their race, and physically beautiful and impressive.  They are almost always goodly in nature, though this is by no means certain.  Angelic sorcerers are decisive, compassionate, and determined.  They tend to start adventuring out of an urge to combat evil, aid others, and sometimes both.

  • Combat Skill Level: +1 OCV with Light-Based Spells (3)
  • Create Light: Sight Group Images - Increased Size (16" radius; +1), 0 Endurance Cost (+½), (Active Cost: 25 Points); 1 Continuing Charge Lasting 20 Minutes (-½), Only to Create Light (-1), Delayed Phase (-¼), Concentration (½ DCV; -¼)(8)
  • Physical Limitation: Incapable of Casting Necromantic Spells (-15)
  • Psychological Limitation: Once A Decision is Made, The Decision is Stuck To (-15)
  • Vulnerability: 2 x Effect from Darkness-Based Magics (-10)

Diabolic Bloodline: One of the character's distant ancestors was native to one of the hellish realms.  Such characters tend to be darker in coloration, and tend to be more hirsute than normal for their race.  Diabolic sorcerers are almost always evil in nature, though this is by no means certain.  They can be prone to greedy and lustful behavior, and have no compunctions about bending or even breaking the law to their own benefit.  The evil inside of them tends to drive such characters: those that are trying to overcome their darker impulses are haunted and adventure out of a sense of restless longing for peace.  Those that accept their nature often simply enjoy killing and the adventurer's life is a perfect outlet.

  • Combat Skill Level: +1 OCV with Darkness-Based Spells (3)
  • Create Darkness: Darkness to Sight Group, 2" radius - Personal Immunity (+¼) (25 Active Points); No Range (-½), 1 Continuing Charge Lasting 20 Minutes (-½), Concentration (½ DCV; -¼), Delayed Phase (-¼), Gestures (-¼)(8)
  • Physical Limitation: Incapable of Casting Light-Based Spells (-15)
  • Psychological Limitation: Amoral (-15)
  • Vulnerability: 2 x Effect from Light-Based Spells (-10)

Draconic Bloodline: One of the character's distant ancestors was a dragon.  Such characters tend to be proud, and of noble bearing if not birth.  Others sometimes see them as arrogant and obsessive, but the Draconic sorcerer tends to feel his attitudes are justified.  Draconic sorcerers love knowledge and beautiful items, and they often adventure to acquire one or the other.

  • Combat Skill Level: +1 OCV with Battle Magic Spells (3)
  • Comprehend Languages: Universal Translator - 1 Continuing Charge Lasting 6 Hours (+0) (20 Active Points); Extra Time, Only to Activate Constant or Persistent Power (1 Turn (Post-Segment 12); -¾), Concentration (0 DCV; -½)(8)
  • Physical Limitation: Incapable of Casting Spells Based on an Elemental Type (Air, Earth, Fire, Water) of the Player's Choosing (-15)
  • Psychological Limitation: Arrogant (-15)
  • Vulnerability: 2 x Effect from Spells Based on Their Forbidden Elemental Type (-10)

Elemental Air Bloodline: One of the character's distant ancestors was a creature of elemental air.  The character is likely to be pale in complexion, with wild, unkept hair and light blue eyes.  Air Sorcerors tend toward gentleness and a strong appreciation for beauty, but are moody and have terrible tempers if provoked.  Restless, characters with this bloodline often start adventuring out of a need for doing something and going somewhere different.

  • Combat Skill Level: +1 OCV with Air-Based Spells (3)
  • Obscuring Mist: Darkness to Sight Group, 2" radius - Personal Immunity (+¼) (25 Active Points); No Range (-½), 1 Continuing Charge Lasting 20 Minutes (-½), Concentration (½ DCV; -¼), Delayed Phase (-¼), Gestures (-¼)(8)
  • Physical Limitation: Incapable of Casting Spells Involving the Element Earth (-15)
  • Psychological Limitation: Moody (-15)
  • Vulnerability: 2 x Effect from Spelled Involving the Element Earth (-10)

Elemental Earth Bloodline: One of the character's distant ancestors was a creature of elemental earth.  The character probably has a hardy, solidly built body and dark coloration.  Earth sorcerers are often considered by others to be hidebound and unchanging; while there is some truth to this, its more correct to say that earth sorcerers are simply comfortable with the way things are.  They are also tough, determined, and unwavering in their goals.  They generally enjoy being underground, so they like to delve into caves and dungeons and other subterranean areas.

  • Combat Skill Level: +1 OCV with Earth-Based Spells (3)
  • Fist of Stone: Hand Attack: +4d6 - Costs Endurance to Turn On (-¼), Hand-to-Hand Attack (-½), 1 Continuing Charge Lasting 20 Minutes (-½), Delayed Phase (-¼)(8)
  • Physical Limitation: Incapable of Casting Spells Involving Element Air (-15)
  • Psychological Limitation: Headstrong (-15)
  • Vulnerability: 2 x Effect from Spelled Involving the Element Earth (-10)

Elemental Fire Bloodline: One of the character's distant ancestors was a creature of elemental fire.  The character is likely to have either fiery red or coal black hair and either smoky gray or golden eyes.  Usually hot-tempered and unpredictable, fire sorcerers can be ruthless, passionate, egotistic, and prone to destructive behavior.  They usually adventure for the chance at personal fame and glory.

  • Combat Skill Level: +1 OCV with Fire-Based Spells (3)
  • Plume of Fire: Ranged Killing Attack 1d6 - Area Of Effect (4" Cone; +1) (30 Active Points); 1 Charge (-2), Gestures (-1/4), Requires Both Hands (-1/4), No Range (-1/2), Concentration (½ DCV; -¼)(8)
  • Physical Limitation: Incapable of Casting Spells Involving the Element Water (-15)
  • Psychological Limitation: Ruthless and Unpredictable (-15)
  • Vulnerability: 2 x Effect from Spelled Involving the Element Water (-10)

Elemental Water Bloodline: One of the character's distant ancestors was a creature of elemental water.  The character is likely to be pale complected, with blue or green tinges.  They are adaptable, quick witted, and hard to fool or surprise, but sometimes seem cold and distant to others.  Water sorcerers are often driven to always move forward and overcome any obstacle.

  • Combat Skill Level: +1 OCV with Water-Based Spells (3)
  • Water Breathing: Life Support (Expanded Breathing: May Breath in Water) - 1 Continuing Charge Lasting 6 Hours (+0), Persistent (+½), Usable By Others (x8 Number of Targets +1) (12 Active Points); Concentration (0 DCV; -½)(8)
  • Physical Limitation: Incapable of Casting Spells Involving the Element Fire (-15)
  • Psychological Limitation: Ruthless and Unpredictable (-15)
  • Vulnerability: 2 x Effect from Spelled Involving the Element Fire (-10)

Fey Bloodline: One of the character's distant ancestors was a faerie creature.  Fey-blooded characters have widely varying appearances, but usually have some unusual feature that marks them as such, such as strange hair or eye color.  Fey sorcerers possess keen intellects, but tend to be rash and impulsive, and are sometimes fickle.  They are quick to laugh, though, and have pleasant senses of humor.  They adventure primarily out of a sense of alienation, seeking some place that they truly belong.

  • Combat Skill Level: +1 OCV with Enchantment Spells (3)
  • Glamour: Shape Shift vs. Sight Groups, Any Shape (37 Active Points) - Costs Endurance Only to Change Shape (+¼); No Gross Anatomical Changes (Only to Change Details About the Character's Features (Hair Color, Eye Color, Skin Tone, Hair Length, Etc., Rather Than Body Shape)(-1½), Delayed Phase (-¼), Concentration (½ DCV; -¼), Character's Reflection Retains Natural Appearance (-¼), Character's Appearance Reverts Automatically If The Character Comes Into Contact With Cold Iron (-½), Gestures (-¼)(8)
  • Physical Limitation: Incapable of Casting Necromantic Magic Spells (-15)
  • Psychological Limitation: Rash and Impulsive (-15)
  • Vulnerability: 2 x Effect from Necromantic Spells (-10)

Spellsinger Package (20 Points): Spellsingers are the most unique of all the types of spellscasters, and also perhaps the most limited.  Their magical power comes from harnessing sound and music as a magical force.  Among all of the spellcasters, only priests are more widely accepted among the common folk.

  • Artistic Skill: Musical Intstrument (3)
  • Artistic Skill: Singing (3)
  • Artistic Skill: Spellsinging (3)
  • Ear for Music: Perfect Pitch (3)
  • Knowledge Skill: Music + 1 (4)
  • Language Skill: Musical Notation (Written Only) (1)
  • Professional Skill: Spellsinger (3)
  • Spellsong Multipower: Multipower with a 40 point pool, built with the following limitations: Spells Must Have Music-Related/Sound Related Special Effects (-0), Incantations (-½), Gestures (Throughout, Both Hands; -¾), OAF: Musical Instrument (Fragile; -1¼), Requires an Artistic Skill: Spellsinging Roll   (-½) and an additional 10 points worth of spell slots, chosen by the player.  (20)
  • Psychological Limitation: Fascinated with Music (-15)

Troubadour Package (13 Points): Troubadours are traveling musicians and storytellers.  They wander the land, always seeking a new story or tale and bringing the news with them as they travel.  They tend to adventure for the love of a good story; being in the company of heroes tends to generate tales as a side effect.

  • Conversation (3)
  • High Society (3)
  • Knowledge Skill: Legends and Lore (3)
  • Knowledge Skill: Tales and Stories (3)
  • Language Skill: Literacy in their Primary Language (1)
  • Musical Talent: 12 Points of Music- and Storytelling-related Knowledge, Artistic, and Professional Skills (12)
  • Oratory (3)
  • Persuasion (3)
  • Seduction (3)
  • Choose Four:
    • Acrobatics (3)
    • Acting (3)
    • Breakfall (3)
    • Climbing (3)
    • Contact: Three Points of Contacts as Defined by the Player (3)
    • Cramming (3)
    • Disguise (3)
    • Gambling (3)
    • Jack-of-All-Trades (3)
    • Linguist (3)
    • Lip Reading (3)
    • Lockpicking (3)
    • Mimicry (3)
    • Perfect Pitch (3)
    • Sleight of Hand (3)
    • Streetwise (3)
    • Ventriloquism (3)
    • Well-Connected (3)
  • Psychological Limitation: Lives for the Tale (-15)
  • Psychological Limitation: Natural Wanderer (-15)

Wizard Package (39 Points): As spellcasters, wizards differ from sorcerers in that their spellcasting ability is gained through study and understanding of arcane formulae rather than through a natural talent.  Wizards gain this understanding while apprenticed to other, more experienced and skilled wizards.  Such apprenticeships are never easy, and when they are through the wizard has more than earned his place among his fellow mages.

  • Analyze Magic 8 or less (1)
  • Knowledge Skill: Arcane Lore (3)
  • Knowledge Skill: Magical Research (3)
  • Knowledge Skill: Single Type of Magic (3)*
  • Power Skill: Single Magic Type (3)*
  • Power Skill: 12 Points of Magic-Related Power Skills (12)
  • Professional Skill: Wizard (3)
  • Professional Skill: Scribe 8 or less (1)
  • Wizardly Knowledge: 12 Points of Magic-Related Knowledge or Science Skills (12)
  • Wizard's Spell Pool: Variable Point Power Pool (40) - Only Arcane Magic (-½), May Only Change Spells With A Spell Book and Study Time (-½), All Spells Must Have 1 Charge (-¼), Variable Limitation (-¼; each spell must take -½ of limitations from Extra Time, Concentration, Incantation, Gesture, or Limited Range in Any Combination at a Minimum)(48)
  • Psychological Limitation: Fascinated with Magic (-15)
  • Psychological Limitation: Elitist Attitude (-15)
  • Rivalry: Professional Rivalry with Other Wizards (-10)

* These two skills must involve the same type of magic.

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The Young Kingdoms PBEM Universe and the World of Taranche are copyrighted to Jack and Rebecca Butler, and is their solely owned property.  The Young Kingdoms PBEM Universe and the World of Taranche, and all of the campaigns therein, are works of collaborative fiction.  All the characters and events portrayed here are either products of the authors' imagination or are used fictitiously.  Except where otherwise specifically noted, the Young Kingdoms PBEM Universe and the World of Taranche, all Young Kingdoms characters, and all stories included therein are Copyright 1999, 2000, 2001, and 2002 by Jack and Rebecca Butler with all rights reserved under International Copyright Convention.  Submitting material (such as but not limited to character submissions, background information, and artwork) for inclusion in the Young Kingdoms PBEM Universe and the World of Taranche grants Jack and Rebecca Butler the right to use that material as they wish, in perpetuity, within the confines of the Young Kingdoms PBEM Universe and the World of Taranche. The submitter does not give up the right to use the material in ways unconnected to the Young Kingdoms PBEM Universe and the World of Taranche.  This website was designed by Jack Butler, and is maintained by Jack Butler. Unless otherwise and specifically noted and with the exception of player characters which are the creations of their respective players, all material on this site is the creation of Jack and Rebecca Butler.  No material on this site may be posted or published elsewhere without the express written permission of Jack and Rebecca Butler.  Fantasy Hero and the Hero System are registered trademarks of and are copyrighted by Hero Games, Inc.  No challenge to any trademark or copyright is made or implied by this site.