Kraken Navigator and Air Mage
Kraken Air Mage – Novice – 0 XP
Aquatic: Kraken move at their full Swimming skill while in water (-2" per load limit penalty). They can speak and cast spells underwater. They begin play with a d6 in Swimming.
Dehydration: Kraken must immerse themselves in salt or fresh water at least one hour per 24 hours. If not, they are automatically Fatigued each day until they become Incapacitated. The day after, the Kraken dies. Kraken mages with elemental manipulation (water) can use the higher of their Spellcasting skill or Vigor to avoid dehydration.
Natural Talent: Kraken start with 10 extra Power Points, even if not a spellcaster.
Knowledge (Arcana) d6
Knowledge (Navigation) d6
Arcane Background (Magic): Iranthis is an elemental mage who has mastered air spells.
New Power: Iranthis adds elemental protection to his list of powers.
Arrogant (Major): Iranthis thinks very highly of himself and his abilities. Winning a contest is not enough – Iranthis must completely dominate his opposition. He relishes every opportunity to demonstrate that he is better than others.
Squandrous (Minor): Iranthis is particularly loose with his resources, sometimes spending the equivalent of a year’s pay in a single week of drunken debauchery. The cost for carousing is doubled.
Stubborn (Minor): Iranthis always wants his way and never admits he’s wrong. Even if proven wrong, Iranthis will try to justify his position in some way.
Flintlock Pistol: Rng 5/10/20, Dmg 2d6+1, RoF 1, Wt 3, Reload 2
Rapier: Dmg 2d4, Wt 3, Parry +1
Knife: Rng 3/6/12, Dmg 2d4, RoF 1, Wt 1
Power Points: 20
Recovery: 1 per hour
Spells Known: 4
Power Points: Special
Duration: 10 mins (1/10 mins)
Trappings: A gesture of arms
Becalm affects a single sailed-ship of any size, halving its Top Speed and Acceleration for the duration. A ship may be affected by multiple castings of this spell, though neither Top Speed nor Acceleration may ever be reduced below 1.
Becalm also adds +2 to a ship’s Boating totals in a storm, whether magical or natural. The cost in Power Points is equal to one fifth of the vessel’s base Toughness (ignore Armor). A ship with a base Toughness of 16, for example, costs 3 Power Points to becalm. The spell can also be cast on an individual (1 point for Medium size or lower, 2 for Large, and 4 for Huge) who counts any water they are in as calm.
Power Points: 1 per missile
Trappings: A bolt of lightning. The screaming faces of elemental spirits can be seen at the front of the bolt.
Bolt is a standard attack power for wizards. The damage of the bolt is 2d6.
Iranthis may cast up to 3 bolts by spending a like amount of power points. The bolts may be spread among targets as Iranthis chooses. Iranthis may instead cast a single bolt inflicting 3d6 damage at a cost of 2 power points.
Iranthis may add the “Heavy Weapon” attribute by doubling the bolt’s cost.
Power Points: 2
Duration: 1 hour (1/hour)
Trappings: Subject sprouts gills and his hands and feet are webbed.
Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from the crushing depths or the blazing sun as they do.
This power allows the target to breathe, speak, and move at his normal Pace while in one normally harmful environment (due to his elemental mastery of air, he can only use this in environments without air, or where air has become unbreathable). Pressure, atmosphere, air, etc, are all provided for.
This power does not protect against attacks with similar trappings. A fire attack still causes normal damage, for example. With a raise on the Spellcasting roll, maintaining the power becomes 1 Power Point per 2 hours.
Additional Targets: The character may affect up to five targets by spending a like amount of Power Points.
Power Points: 5
Duration: 1 round (0/round)
Trappings: Iranthis stands behind the sails, arms outraised and gently blowing a puff of air that becomes a strong and constant wind.
This is the spell wind mages are most commonly asked to perform. It gently pushes ships along even in a dead calm, and can also improve top speed in normal winds or during deadly combat.
Used for daily travel, the ship automatically increases its Travel Speed by one, or two with
a raise. It can also be used to cancel the spell becalm.
In combat, zephyr improves a vessel’s current Handling by +1 its Acceleration and Top Speed
by 25%. That means a becalmed ship (whose Acceleration and Top Speed are halved), is effectively still down 25%. It may be cast multiple times, though base Acceleration and Top Speed may never be more than doubled.
Caribdus’ mages have discovered another use for this spell as well. It is quite adept at dispersing swarms of razor wings and other small avians. A success Shakes the birds, while a raise disperses them (effectively causing a wound).