Order of Magisters

Magisters

Magister Knight

by Kings of the Realm
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Magister Knight (Rival)

Knights of the Order of Magisters are masters at fighting the destructive magic of Source. The Order of Magisters stems from Fort Caerdwyn.
Armed with a slender, silvered greatsword, Magisters are trained to quickly deal with Source and Chaos. Their resolve is as strong as their arm, and their punishment swift.

4 3 2 3 4 2
7 16 0 3 2
  • Skills:
    Athletics 1 (cddd),
    Discipline 2 (ccd),
    Knowledge (Forbidden) 1 (cd),
    Melee (Heavy) 2 (ccdd),
    Resilience 1 (cddd),
    Vigilance 2 (ccd),
    Divine 2 (ccd)
  • Talents:
    Adversary 1: Upgrade difficulty of combat checks vs Magister Knight once.
    Magister: The Magister can cast 1 spell per encounter, doing so does not cost Strain. Additionally any magic referencing the Knowledge (Lore) skill, instead uses Knowledge (Forbidden).
  • Abilities:
    • Banish the Chaos [Spell Jam]: The Magister targets a magical effect or implement within Short Range. The Magister makes a Hard (ddd) Divine Check (ccd). If successful the following effects happen.
      • If it is an implement or item, and has an inferior item quality it is destroyed after a successful cast.
      • If the item or implement doesn’t have an inferior rating, the item is damaged by one step of repair category (like the Sunder item quality)
      • If it is a magical effect, the magical effect ends.
    • Chains of the King (Concentration)[Curse]: The Magister selects a target within Short Range. The Magister makes an Average (dd) Divine Check (ccd). On a success the target decreases the ability of any skill checks they make by one (effectively removing d).
      • Veins of Magic (Concentration)[Augment]: The Magister selects a target within Engaged Range. The Magister makes a Hard (ddd) Divine Check (ccd). On a success the target increases the ability of any skill checks they make by one (effectively adding d), and is Hasted, allowing them to make a 2nd Maneuver without gaining Strain.
  • Equipment:
    -Two-H Sword (Silver) (Unnatural) Melee (Heavy) ; Damage 8; Critical 2; Range [Engaged] ; Defensive 1, Pierce 1, Unwieldy 3
    -Two-H Sword (Silver) (Natural) Melee (Heavy) ; Damage 8; Critical 3; Range [Engaged] ; Defensive 1, Pierce 1, Unwieldy 3
    -Plate (Steel): Soak +3, Defense 2
    -Pendent of the Magisters: Reduce b from wearing armor by 1 for Curse and Spell Jam spells

Magister Arbalest

by Kings of the Realm
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Magister Arbalest (Rival)

Whilst not trained in the art of combating Chaos and Source, Magister Arbalests are an auxiliary force to Magister Knights, backing them up from range.

3 4 2 3 2 2
5 13 0 2 0
  • Skills:
    Coordination 1 (cddd),
    Discipline 1 (cd),
    Ranged 2 (ccdd),
    Resilience 1 (cdd),
    Vigilance 1 (cd),
    Perception 2 (ccd)
  • Talents: None
  • Abilities: None
  • Equipment:
    -Chain Mail (Steel): +2 Soak
    -Arming Sword (Steel): Melee (light) ; 6 damage; Critical 2; Range [Engaged] ; Defensive 2
    -Heavy Crossbow (Silver) (Natural): Ranged ; 8 damage; Critical 3; Range [Long] (95ft) ; Cumbersome 3, Pierce 3, Prepare 2.
    -Heavy Crossbow (Silver) (Unnatural): Ranged; 8 damage; Critical 2; Range [Long] (95ft) ; Cumbersome 3, Pierce 3, Prepare 2, Burn 2.
Type
Religious, Holy Order
Capital
Training Level
Professional
Veterancy Level
Experienced
Power Structure
Autonomous area
Economic System
Traditional
Official State Religion
Parent Organization
Location
Controlled Territories


Cover image: by Unknown

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