The Sorcerer is a specialist in the realm of the arcane. They use magic as their primary tool in the fight against evil. While not necessarily brave, the sorcerer is cunning, has a good understanding of human nature, and can harness mystic forces to aid the League of Adventure Seekers within the world of the Host Your Own Old Time Radio Drama Roleplaying Game.
Example Character
CHARACTER NOTES
Archetype: Mystic
Specialization: Sorcerer
BASIC STATISTICS
Strength: xxx
Willpower: xxxx
Resistance: xxx
Essence: xxxx
Hero Points: 7
Wounds: 00000 00|00
Piercing Wounds: 00000 00|00
SPECIALIST SKILLS
Esoteric Fire: xxxx
Mystic Shield: xxx
Mystic Sword: xxx
GENERAL SKILLS
Research (Esoteric Knowledge): xx
Careful observer: xx
SPECIAL ABILITIES
ShapeShift: xx
Enslave Monster: xx
Summon Monster: xx
Command Familiar: xx
Fly: xx
Phase through walls: xx
Transfigure: xx
Scry: xx
Astral Travel: xx
FLAW
Don’t get out much (slow): -2x
BASIC EQUIPMENT
Wand
Spell book
Cloak
SKILL NOTES
ESOTERIC FIRE
The ability to throw a ball of flame at a target. This is an area effect that causes 4 wounds of damage to all targets within 8 feet of the impact point.
MYSTIC SHIELD
Reduces the damage received by a target to a maximum of one wound per phase.
MYSTIC SWORD
While in use this sword does 3 points of cold damage per phase to any target hit in that turn.
RESEARCH (ESOTERIC KNOWLEDGE)
The ability to search libraries and ancient tomes in search of specific answers to questions such as “What predators roam the interplanar realm of Thunn?” etc.
CAREFUL OBSERVER
The ability to spot when someone is lying, hiding something, or omitting important information.
SHAPESHIFT
The ability to shift one’s shape into that of a bird or animal of comparable size (for example a giant bat, or a small elephant). The caster gains the benefit of any ability inherent in that shape (eg. flight, claws, bite, trample, etc.). The shape that the caster assumes is fixed by its first use (eg. if the caster turns into a bat the first time they use this ability, they can only turn into a bat thereafter).
ENSLAVE MONSTER
The ability to enslave and command a supernatural creature. This ability places a creature (often over the creature’s strenuous objections) under compulsion to follow a set of commands provided by the caster for the duration of a single combat or the accomplishment of a single task. It also makes the creature available for summoning.
SUMMON MONSTER
The most recently enslaved creature (enslaved by the caster using the Enslave Monster ability) can be summoned to complete a task or fight a combat on the caster’s behalf.
COMMAND FAMILIAR
This ability allows the sorcerer to choose a familiar (animal companion such as a cat, eagle, chimpanzee, etc.) that can be commanded to follow simple instructions. Once chosen, the familiar cannot be changed. It is imbued with 1 point of life from the character and the character will suffer one wound if it dies).
FLY
When activated this ability allows the character to fly and or hover above the ground. They cannot carry more weight when flying than might be contained in a typical backpack.
PHASE THROUGH WALLS
The ability to pass through up to six feet of solid material.
TRANSFIGURE
The ability to turn an individual into an animal, bird or fish of choice. This is a permanent effect but can be reversed by the caster. It can be cast on friend or foe alike.
SCRY
The ability to locate any object or person previously encountered at any distance with absolute precision.
ASTRAL TRAVEL
The ability to take an astral form and visit locations unseen by ordinary mortals. It does not guarantee that the caster will not be seen by individuals with supernatural abilities (such as ghosts, monsters, and mediums). While traveling astrally the physical body is not protected from harm and can be killed (or die of starvation or thirst). The astral form cannot be harmed physically, but damage inflicted in the astral realm reduces the player’s essence.
DOESN’T GET OUT MUCH (FLAW)
This character is very awkward in social situations and always says the wrong thing (either out of cluelessness, or arrogance). They reduce all attempts at persuasion by 2 if they are present, regardless of who is attempting the persuasion.
This character template and associated art is copyright © 2019 Philip Craig Robotham – All rights reserved.