In the modern world a Dabbler is anyone who has awakened to the flow of mana but only learnt minor magic through reading various books or scrolls. He has never been taught by a true mage and most likely never will.

Step 1: Attributes
Roll attributes as normal but raise INT to 15, or if already over 15 add +1. Hit points = CON +4, +4 per level.
Step 2: Skills
Choose skills in the normal manner but also gain the following free ones;
Concentration
Knowledge Ancient History
Knowledge Artifacts
Knowledge Geomancy
Knowledge Magic
Knowledge Mythology
Step 3: Abilities
Dabblers gain all the following free;

Spellcast - The only sphere the Dabbler can learn from is Common, he just doesnt have the aptitude for it. . He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 4 spells +4 per level. Dabblers can tap into the world’s natural mana at a rate of INT + WIS x4. +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. 5

Additionally Dabblers start with 50 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Absolute Sense Of Direction 5 The character knows exactly where he is within an WIS x10 metre radius. The character perceives a mental map in front of him which perfectly details his current location as a map and his position on it. The map of course only covers the radius limit.
Absolute Sense of Time 5 The character always knows exactly what time it is in relation to his current time zone. He can adjust to new time zones with minimal effort.
Contact 5 The player may have 1 contact per 5 CHA and this may be in any country. The player should determine this with the GM. Add an equal amount of contacts each time rebought.
Familiar Link 10 Somehow by some fluke of luck the Dabbler got a familiar. He is permanently psionically linked with a companion of the GMs choice, traditionally it is a small animal. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact. He may only gain a familiar once.
HP Bonus 5 CON +6 HP instead of 4, +6 per level.
Meditate 10 Once per day per 5 INT per level the Dabbler can meditate for one hour and recover all his mana.
San Bonus 5 +1 Sanity save each time bought.
Save Bonus 10 This is the cost for each additional +1 added to the character's spell save.
True Sight 10 Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic.
Will Bonus 5 +1 Willpower each time bought.
Step 4: Careers
Possible related careers include; Librarian, Antique seller, Archaeologist, Museum representative, Historian, Stage Magician and Academic Researcher (specialising for instance in artifacts, etc).

 

 

Modern Classes