Veiled One

A loyal member of the Azurites, the Veiled One has learned all he knows of magic from his contacts within the College of Wizardry. He is part of a network of mages (5th column) and psionicists who assist each other and carry out a secret agenda of working for change in Appollonia. The Veiled One is an urban character, skilled in intrigue and espionage. Veiled Ones often adopt disguises, aliases, and other diversionary measures to maintain their secrecy. These mages conceal their magical ability so they can appear as mundane citizens and decrease their profile.

Role

The Veiled One is a revolutionary in a brutal police state. Above all, he maintains his secrecy. Second to the goal of survival, he tries to advance the agenda of the Azurites. The Azurites of each of the cities vary in their organization, strength, and aggressiveness; some are so powerful they barely disguise their movements, and others have been decimated by the strikes of the Emperor’s soldiers.

Distinctive Appearance

None

Special Benefits

There are several benefits to being a member of the Azurites. First and foremost, the wizard enjoys access to the spells and research of other wizards. He has tutors available to instruct him when he advances in level, he can obtain spell components, and he can pass along his own findings to other wizards in need. Every time a Veiled One gains a level, he may automatically add one new spell to his spellbook, just as if he were a specialist wizard. This is cumulative with the specialist’s bonus, so specialist wizards gain two spells when they gain a level.

The Veiled One has a network of information gatherers and accomplices in place through which he can arrange for safe houses or similar assistance. No matter how much trouble he is in, the character can hide for up to three days with no possibility of the Imperator’s forces finding him. For each day after the third that he holes up, there is a 10% chance that the character’s whereabouts are discovered. To effectively hide, a character must not leave his haven or attempt to contact anyone outside of his shelter. Doing so increases the chance of his being spotted to 50% per day. The character can include one companion per three levels in his hiding place.

Instead of holing up, the character can leave the city. Arranging transport requires 1d3 days, during which the character hides; then the Veiled One may be smuggled out of the city. There is a base 80% chance of success, but the DM may modify this for the intensity of the search and other similar factors. Last but not least, the character has a cover identity that allows him to move around the city and interact with others as a law-abiding citizen. The cover is complete unless the character casts a spell in the sight of others or takes some other action that would arouse suspicion.

Special Hindrances

As noted above, the character has a cover identity that must be carefully maintained. As a rule of thumb, the character must spend half of his time playing the part of his cover - making pots, buying and selling goods, or whatever. A character who neglects his cover (poor potters taking long trips and returning with great wealth, merchants missing opportunities to purchase goods cheaply, etc.) runs the serious risk of becoming outlawed.

Outlawed wizards are among the most sought-after of criminals in any province. There is a 50% chance per day that the law comes so close to the character that he must hole up or leave the city. Failure to do so guarantees an encounter with a soldier sweep for the character. It requires 2d4 months to re-establish a cover after one has been blown.

The character must also honor requests for assistance by his fellow Veiled Ones. From time to time, the character is called upon to perform jail breaks, to test prospective new members for hints of renegade magic, or to hunt down and kill wizards attempting to leave the Azurites and blow their cover. Again, the DM should develop these as very real commitments to the character and give the resolution of these matters a lot of attention. A wizard may not like the idea of blowing his comfortable cover by participating in a prison break, but as long as the wizard is an Azurite, he has to be prepared to obey orders.

Class Wizard

Attribute Requirements

Wisdom of 13

Barred Beliefs

None

Race Requirement

None

Bonus Weapon Proficiencies

They may choose from the following: blowgun, knife, dagger, sling, wrist razor.

Required Weapon Proficiencies

None

Recommended Weapon Proficiencies

None

Barred Weapon Proficiencies

None

Bonus Non-Weapon Proficiencies

Reading/Writing, Disguise, Somatic Concealment. Veiled Ones are required to select at least one craft proficiency relative to their cover identity. These include non-weapon proficiencies such as Carpentry, Cobbling, Leatherworking, Pottery, or Bargaining

Recommended Non-Weapon Proficiencies

History (Ancient), Spellcraft, History (Local), Reading Lips, Sign Language

Equipment

Veiled Ones are required to purchase any equipment necessary to their cover identity. A wizard posing as a potter should have a wheel, clay, and a workshop; a wizard posing as a carpenter needs a set of tools, etc. The DM should decide on the amount of equipment necessary to establish a cover.

Wealth Options

Wealth is as normal for a wizard. However, the character may derive a steady income from a well-developed cover profession.

Homeland Terrain

None

Economic System

None

Recommended Discipline(s)

None

Recommended Devotion(s)

None

Recommended Science(s)

None

Barred Discipline(s)

None

Preferred Schools

School of Alteration, School of Enchantment/Charm, School of Divination, School of Illusion

Barred Schools

None