Wednesday, December 23, 2015

Star Wars Savage Worlds... Fight!

So cobbling together some of my previous ideas about using Savage Worlds for Star Wars… (And yes there a bazillion other conversions, I just wanted something simpler)

Example Novice Jedi:

Kahma Orikko

Kahma was orphaned on Coruscant when his Jedi parents were killed when ‘Order 66’ was executed.
He has managed to survive in the shadows along with a small number of other half-trained Jedi.

AGILITY: d6     SMARTS: d6     STRENGTH: d6    SPIRIT: d6     VIGOR: d6
PACE: 6  TOUGH: 6(1)   PARRY: 6 with lightsaber

Edges:
Arcane Background: Light Side
Lightsaber Forms

Hindrances:
Wanted(Major): For being a Jedi

Powers:
Telekinesis, Boost Trait, Entangle

Skills:
Force: d6 Light Side: d4 Fighting: d6 Shooting: d6 Streetwise: d6 Stealth: d6
Climbing: d4 Persuasion: d4 Notice: d6

Equipment: Lightsaber (STR+d8+2, AP 12, HW) , Blaster Pistol (12/24/48 2d6 Dam, Shots 100, Semi-Auto, ROF 1), Heavy Clothes (+1)

Kahma was to meet a contact on the lower levels about getting transport for he and his comrades offworld. Unfortunately when he arrived at the  meeting spot, his contact was in Imperial custody.

They really needed that ship and after all, there were only six:

Stormtroopers

AGILITY: d8 SMARTS: d4 STRENGTH: d8  SPIRIT: d4  VIGOR: d6
PACE: 6 TOUGH:  9/7 (4/2)

Edges:
Bodyguard. WC on same side in close proximity can spend a benny to have this character take the hit for him

Skills:
FIghting d6, Shooting d8,  Notice d4, Intimidation d4, Investigation d4

Equipment: Blaster Rifle (15/30/60 2d8 Dam, Shots 100, Semi-Auto, ROF 1), Stormtrooper Armor (+4Ballistic/+2 Energy)

Fortunately they didn’t notice him yet, so he took a moment to greater attune himself to the Force

(Kahma is using Boost Trait, on his Force skill. This would normally be at a -2 if ‘casting’ instantly, but he can afford to use the full two rounds to negate the penalty, and rolls his Force dice, plus his Light Side dice, the latter of which explodes twice, giving him a raise, and boosting his FOrce skill from d6 to d10 for three rounds, so long as he retains focus.   Since Lightsaber parry is based off of the force and fight skill, his effective parry with the lightsaber goes to 8 for the duration)

Round 1

Stepping around the corner, his lightsaber at the ready, he attempts to use the Force to hold (Entangle)
the troops who are gathered around his captured contact. This will be at a -5, as he is not taking his time, and he is maintaining his Boost Trait.
(He rolls a d10 for Force plus a d4 Light Side die. He blows two of his three Bennies to get a 4, which is the target each of the Stormtroopers must beat to not be held. Sadly, three of them are unaffected, while the other three are only slowed and will suffer -2 on pace and trait rolls.)

All six troopers fire at Kahma, he deflects all of the shots, the last trooper rolling a 1, which results in his own shot coming right back to him killing him instantly.

Round 2

Kahma goes first, and runs into the group of troopers, swinging his lightsaber at one of the Stormtroopers that was not slowed, rolling a d10 for his (boosted) Force skill and a d6  for his Fight, he gets a 12, which is a hit and a raise on the ‘unarmed’ Stormtrooper. He rolls 8 damage,his Lightsaber cuts through the armor like butter, ending yet another Stormtrooper.

Two of the troops fall back a bit shooting at Kahma, one managing to bypass his defence hitting him. The other two troops fail to break free of his ‘entanglement’.

The blast is just enough to Shake Khama as he staggers back from the glancing hit,

Round 3

The Stormtroopers go first, and Kahma immediately spends his last Benny to unshake, lest he risk
greater damage from the Stormtrooper’s volley this round.

This turns out to be a good call, as another shot gets through, shaking him.

Kahma manages to make his Spirit roll to unshake, killing another Stormtrooper with his lightsaber.

That is the good news, the bad news his Boost Trait expires at the end of this round.

Round 4

Kahma win initiative, his Force die is back to a d6, which drops his attack to a d6 Fight + d6 Force. This is still enough to hit with a raise against an ‘unarmed’ defender, and the 20 points of damage he inflicts slices another foe in twain.

The two remaining troopers run, firing blindly behind them.

Kahma has freed his contact, but the Stormtroopers will be back, and in greater numbers…   

Friday, December 4, 2015

Setting Idea for Shadow of the Demon Lord



The skies are a leaden gray as the ancient factories belch forth never ending streams of 
smoke and gas. The natural world was conquered ages ago, plowed under with the promises 
of progress and plenty.

The People were pleased.

Over time, the changes wrought to the world were in turn wrought upon the People, changing 
them, some would say disfiguring them to better endure the now wretched air and poisoned waters.

The People were unsure.

Not all changed as some of the People maintained their original form, which forced them to flee to the few untouched areas of the world or die from the poisoned fruits of industry.

The People were divided.

The Orc prospered, living short but 'interesting' lives in the heart of the industrialized sprawl, finding beauty in the sickly unnatural hues of the daytime sky, and the lifeless grey metal leviathans of skyscrapers reaching towards the sky, ancient factories serving a long forgotten purpose, and the rat's nest of clockwork railways stitching them all together.

The last of the Fey, the Goblins also thrived. While iron was anathema to them, the poison air and the oily waters had no effect, making them valuable allies of the People.

The Clockwork, by and large toil on as they  have through the ages, fewer being created with each passing year as the knowledge to create them is slowly being forgotten.

While the people built towards the sky, perhaps in a vain attempt to pierce the eternal shroud of smog that they themselves created, the Dwarves continued to build down, uncovering ancient dooms that would silence entire cities.

Those of the People who were not changed, the Humans, eked out an existence in whatever small swathes of wilderness that they could find, dreaming of tearing down the industrial nightmare that their ancestors had created.

As the ages have marched on, the craft required to build, let alone to maintain this byzantine infrastructure has decayed. Ancient factories go silent, the food-stuffs and goods they produced becoming less and less common. Wilderness has begun to take hold where once industry held sway.

The People were doomed.

Voices in the dark, whole cities swallowed up seemingly overnight and hordes of Humans organizing for the first time in ages under the banner of 'The Green Man' march to tear down the factories and return the world to the clutches of Fey magic and the capricious 'mercy' of the wild.

The world stand to either be slowly choked to death by the poisons unleashed through the ages, or erased by those seeking to undo all that the People have built.





Sunday, November 15, 2015

Dust Adventures: Sample Combat

This is a mock combat I setup while reading the newly released  
'Dust Adventures', the RPG for the alternative WW2 'Dust' and 'Dust:Tactics' line.

And yes I should have been doing something productive... But here we are...
With no more delay, here is our 'protagonist' , a physical giant of a man, albeit
not the brightest:

Micky O’Mally Background: Urban (Brooklyn)
Branch: Ranger/Commando/War Hero

Characteristics:
Mobility: 2    Physique: 4    Mind: 1               Presence: 2
Movement: 6    Initiative: 3    Capacity: 6    Armour 0

Skills:
Athletics 2,Attack:Firearms 3(Shotgun 3), Attack:Melee 3(Knives:3),Awareness 2, Black Ops 1 (Stealth 1, Disguise 1), Interaction 1, Medic 1(First Aid 1), Pilot 1, Special Ability 1, Survival 2 (Navigate 1)

Special Ability:
First Strike 1

Equipment:
Combat Knife (Damage 2)
Shotgun (Range 5 Damage 3 Ammo 4)
, Radio, map, survival kit, codebook, radio kit


It should be noted that in terms of scale, a '1' in a stat is considered human normal. Physique of 4 is monstrous, but even with that he can still be taken out with a lucky burst or shotgun blast.

This is a LETHAL and fast system.


They were certainly following him, Micky had no doubt. Being Irish by way of Brooklyn with a giant guitar case strapped to his back made him stand out a bit in Miami. The five soldiers following him were typical Sino-Soviet Union conscripts from Cuba, not to be underestimated given they had just taken part of Florida from the Allies this past year.
Micky wasn’t the brains of his commando unit, but he was pretty sure the Boss was right that their contact down here was playing both sides. The SSU was obviously alerted to the fact that an Allied sniper was in town looking to hit a VIP.
Micky wasn’t that sniper, but he certainly looked out of place enough. 

 (Rolling his disguise, he gets two dice for Presence, one for Black Ops and One for Disguise. He rolls one ‘Target’ or 5-6  which is shy of the two he needed.)

He slowed his walk to allow them to gain ground, careful to keep his hands away from the guitar case, but rather in his duster… Another fashion accessory that did not help him here, unlike his combat armor which was back at the safe house.
The SSU goons were confident, they had numbers and they were used to having the run of the streets here in Miami,so they weren’t even unslinging their rifles as they got close to Micky...

(All involved roll 5 dice for initiative, and add their successes to their initiative rating, in Micky’s case he gets an additional +1 for his ‘First Strike’ special ability. Micky rolls 2 successes + 3 for initiative + 1 for ‘First Strike’= 6)

Here is what our SSU Conscripts look like:


Characteristics: (1 is ‘Average’)
Mobility: 2    Physique: 1    Mind: 1               Presence: 1
Movement: 3    Initiative: 2    Capacity: 2    Armour 0

Skills:
Athletics 1,Attack:Firearms 1, Attack:Melee 1,Awareness 2, Black Ops 1, Interaction 1, Medic 1, Survival 2

Equipment:
Combat Knife (Damage 2)
AK-45 (Rng 15 Dam 2/1 Rapid Fire,Ammo 5)

Unsurprisingly the conscripts lose initiative to Micky who turns revealing his shotgun that he had concealed under his coat and fires at the lead conscript.

(Micky rolls Mobility + Firearms + Shotgun Specialty, 8 dice and gets 4 Targets. Two is the default difficult, so those extra targets are added to the base damage of 3 the shotgun does to yield 5 points of damage, and nobody here has any armor.)

The lead conscript’s body is almost torn in half by the shotgun blast. Micky smiles and uses his second action to duck into a dark building.

The conscripts use their ONE action (mooks have only one) to run into the building and find Micky waiting for them with his knife drawn.


For inadequately explored plot reasons all involved decide to settle this the honorable way: four men with knives vs one... well three vs one, one of the conscripts is not dropping his rifle.


Micky uses his turn to make obscene gestures and then the conscripts rush in.

Melee is a bit different in that it can be a roll versus a static defence, or the target can actively (and freely) defend, with the defender potentially doing damage if he wins the roll.

Conscript 1 foolishly rushes at the lone knife wielding giant in front of him. 

(rolls 2 dice, 1 for his Physique and 1 for his Attack:Melee skill and gets one target. Micky however rolls 5 dice for Physique, 3 dice for Attack:Melee and 3 more for his Knife specialty for a total of 11 dice, for 3 targets. This gives the base damage of 2 for the knife, plus 2 for the margin of success to the Conscript.)

Micky easily ducks the amateur lunge and casually plants his blade in the conscript’s back, dropping him to the floor.


Conscripts 2 and 3 meet very similar fates as Micky can LITERALLY do this all day.


The last conscript realizes this machismo is getting nowhere and unloads his AK on Micky.

(Typically ‘All in One’ can only be used by those with 2 actions, but in this case fearing for his life after seeing three of his comrades gutted in under 6 seconds we will make an exception.
‘All in One’ burns your magazine, but adds three dice to your shooting pool, which for the conscript means he goes from 3 dice to 6, and in this case gets 2 targets, just enough to do the weapon’s base damage of 2.)

Micky staggers under the volley and then hurls his knife into the conscript, his empty AK hitting the floor shortly before the conscript does.


Micky is still alive, albeit bloody and this gunfire is going to draw SSU troops like Axis troops to a book burning…

The Boss did say to make a good distraction… He wondered briefly who the lucky VIP is (or was) that the rest of the team is going to take care of shortly.

Overall looks to be  a fun, if brutal system as this example didnt touch on healing, action points or a slew of other features (insanity, zombies, combat walkers...).


Sunday, November 1, 2015

Savage Worlds: Wounding and Shaking... Oh My!


One of the things that is always a challenge for me with Savage Worlds after stepping away from it for awhile is the damage model.

Characters can be:

1. Healthy
2. One Wound
3. Two Wounds
4. Three Wounds
5. Worm food
OR
1-4 of the above plus being 'Shaken'

What is Shaken?
Shaken is a catch-all state that can simulate having the wind knocked out of you, a terrible insult
about your ancestry hitting home or a moment of absolute terror.

Example: Gandalf  is facing a Balrog. Balrogs are creatures of primordial terror, but with severe self confidence issues.
Gandalf yells "You Shall Not Pass!" at the Balrog and makes a successful Taunt roll as he understands the Balrog's deep seated psychological issues and intentionally avoids including a trigger warning when he shouts at it.
The Balrog, its self confidence thrown into a downward spiral of self doubt due to Gandalf's stating that the Balrgo was incapable of performing its basic function of passing through and killing all kinds of things is now Shaken.

What is Wounded?
Wounds represent material damage, and starts a 'death spiral' as every skill check you make now has a penalty equal to the number of wounds.
Example: Gandalf wins the initiative draw for the next round, and with deft maneuver, lands a called shot to the Balrog's lad-bits. Even with the called shot, the damage he rolls is only equal  to the Balrog's Toughness which would normally Shake him, however since the Balrog is experiencing an existential crisis and is already Shaken, it becomes wounded. 

What is Soaking?
Important characters, known as Wildcards (players, special enemies) can spend a 'Benny' to attempt to 'soak' damage by rolling their Vigor and removing one wound gained on that attack for every success and raise. (A success is a 4, a raise is every 4 after that.) Wound penalties from previous attacks impact the soak roll as well, so if Gandalf had hit the Balrog in the balls once before, and done damage, that would penalize the Balrog's attempt to shake off this damage.
IF you soak all of your damage, and have no wounds remaining , and if your 'Shaken' condition was caused by this attack, you can lose that for free as well.

Example: The GM spends a Benny to allow the Balrog to save his naughty bits and the Balrog rolls its Vigor of d12 plus a d6 because it is a Wildcard. It rolls a 1 on the d12, but an 8 on the d6 after it 'explodes', Soaking the wound entirely.
The Balrog now has 0 Wounds, but is still Shaken as that wasn't the result of Gandalf fighting dirty... (They didn't call him the Grey for nothin' folks...)

Recovering from Shaken:
On the Shaken character's turn, you make a Spirit roll, if you get a success (4) you are no longer shaken. If you are a Wildcard, or the GM wants to spend a Benny, you can also pay one of those to recover automatically.

Example: The Balrog rolls a d6 for its Spirit, and a d6 for being a Wildcard, and gets a 4 on the Spirit dice. The brief pain experienced was enough to snap its focus back to the annoying Wizard and readied its giant flaming whip to end the irksome thing.
"Balls..." muttered Gandalf.

Also you will have to forgive me if I was a little bit off on how the fight between Gandalf and the Balrog was presented in the fiction. It has been awhile since I read Tolkein, but I'm pretty sure this is what he was shooting for.

Friday, October 23, 2015

Let's Make a Character: Shadow of the Demon Lord Part III


When we left off, Amanda Crowley had gone from a precocious teen cult member to a full blown mistress of the Dark Arts and assassination.

She is starting to manifest some physical signs of her corruption as well...

Name: Amanda Crowley
Ancestry: Human
Novice: Magician
Expert: Assassin
Wealth: Comfortable
Level: 5
Strength 9(-1), Agility 11(+0),Intellect 13(+3), Will 12(+12)
Perception 14, Defense 11, Health 18, Healing Rate 4
Size 1/2, Speed 10, Power 3, Corruption 3
Languages: Common, Dark Speech (Literate)
Professions: Charlatan, Scholar: Occult
Magic
Necromancy*: Hide from the Undead(4), Spectral Grasp(4), Grave Grasp(2), Bone Splinters(1), Cannibalize Magic(1)
Arcana: Magic Dart(4), Arcane Armor(4)
Divination: Eavesdrop(4), Epiphany(4), Truth Ear(1)
Misc: Sense Magic(4)
Talents: Cantrip, Spell Recovery,Assassinate, Quick Reflexes, Disguise Expertise,Determined,Counterspell
Mark of Darkness: Silver Pentagram on Forehead.

Level 6 Assassin:

At level 6 PCs get some more features from their Expert path selection.

Characteristics: Health +3
Manufacture Poison: Basically Amanda may now create poisons with an Alchemists kit. Popular
at parties.

Level 7 Master Path Selection:

At level 7, PCs select one of 64 options for their 'Master Path'. We are going to choose 'Necromancer' as Amanda's destiny is a dark one.

Attributes: Increase three by 1 (Will +1, Intellect +1, Agility +1)
Characteristics: Health +1 , Power +1
Languages and Profession: We choose to have her learn Elvish. Given her Magician background
this also means she can read Elvish.
Magic: Amanda learns a necromancy Spell 'Seal the Underworld's gates' and swaps True Ear for Animate Corpse.

Given the number of dark magic spells she has she is guaranteed another point of Corruption,although she doesn't get a new mark of Darkness, she now makes social interaction rolls with one bane and children may cry around her.

Inured to Death: Immune to disease and poison, and can roll the fate die one more time when incapacitated. 
Command Undead: Learns the Command Undead spell

This is what Amanda looks like at level 7

 Name: Amanda Crowley
Ancestry: Human
Novice: Magician
Expert: Assassin
Master: Necromancer
Wealth: Comfortable
Level: 7
Strength 9(-1), Agility 12(+2),Intellect 14(+4), Will 13(+13)
Perception 14, Defense 12, Health 22, Healing Rate 5
Size 1/2, Speed 10, Power 4, Corruption 4
Languages: Common(Literate), Dark Speech (Literate),Elvish(Literate)
Professions: Charlatan, Scholar: Occult
Magic
Necromancy*: Hide from the Undead(5), Spectral Grasp(5), Animate Corpse(2),Grave Grasp(2), Bone Splinters(1), Cannibalize Magic(1), Seal the Underworld's Gates(1)
Arcana: Magic Dart(5), Arcane Armor(5)
Divination: Eavesdrop(5), Epiphany(5)
Misc: Sense Magic(5), Command Undead(2)
Talents: Cantrip,Spell Recovery,Assassinate,Quick Reflexes, Disguise Expertise,Determined,Counterspell,Manufacture Poison, Inured to Death
Mark of Darkness: Silver Pentagram on Forehead, Social Interactions with 1 Bane... May scare children.

Level 8 Master Magician:

Characteristics: Health +2
Magic: Amanda gains another spell or another tradition... Amanda's experience as an assassin has given her a slow to realize appreciation for Shadow magic, so she chooses that tradition and gets two level 0 spells: Nightfall Blade and Wall of Darkness.
Improved Spell Recovery: Spell Recovery recovers two castings instead of one.

Level 9 Master Assassin:

Characteristics: Health +3
Killer's Eye: Essentially allows you to get a boon on all attacks versus a creature you choose and add 2d6 damage... With some restrictions.

Level 10 Necromancer:

Characteristics: Health +2
Magic: Amanda learns one spell Black Bolts of the Underworld.
Master of Undeath: Double the number of undead Amanda can control... Also they all attack with 1 boon and do 2d6 extra damage.

Amanda started as a teen member of a cult that was bilking good people out of their money for
false hope. She murdered a crusader that would have killed one of her fellow cultists...

His book collection opened her eyes to a wider... and darker world.

Youthful experimentation turned into a lifetime of accruing dark and darker magics... her cult
growing from a small circle of friends to movement whose members would never escape Amanda even in death as she would just call them back...

Here she is at level 10:

 Name: Amanda Crowley
Ancestry: Human
Novice: Magician
Expert: Assassin
Master: Necromancer
Wealth: Comfortable
Level: 10
Strength 9(-1), Agility 12(+2),Intellect 14(+4), Will 13(+13)
Perception 14, Defense 12, Health 29, Healing Rate 5
Size 1/2, Speed 10, Power 4, Corruption 4
Languages: Common(Literate), Dark Speech (Literate),Elvish(Literate)
Professions: Charlatan, Scholar: Occult
Magic
Necromancy*: Hide from the Undead(5), Spectral Grasp(5), Animate Corpse(2),Grave Grasp(2), Bone Splinters(1), Cannibalize Magic(1), Seal the Underworld's Gates(1)
Arcana: Magic Dart(5), Arcane Armor(5)
Divination: Eavesdrop(5), Epiphany(5)
Shadow: Nightfall Blade(5),Wall of Darkness(5), Black Bolts of the Underworld(1)
Misc: Sense Magic(5), Command Undead(2)
Talents: Cantrip,Spell Recovery,Assassinate,Quick Reflexes, Disguise Expertise,Determined,Counterspell,Manufacture Poison, Inured to Death,Improved Spell Recovery, Killer's Eye, Master of Undeath
Mark of Darkness: Silver Pentagram on Forehead, Social Interactions with 1 Bane... May scare children.






Let's Make a Character: Shadow of the Demon Lord Part II


The last post covered creating a chipper little 'hero' named Amanda Crowley:

Name: Amanda Crowley
Background: Amanda is a manipulative 14 year old girl that has found her way with a dark cult whose members identify themselves with a tiny idol of a demon carved in green stone. Amanda recently stopped a zealous crusader for the New God from killing one of her fellow cultists, likely saving the cult (for now) from the tender mercies of the Inquisition.
Ancestry: Human
Wealth: Comfortable
Level: 0
Paths: -
Strength 9(-1), Agility 10(+0),Intellect 11(+1), Will 11(+1)
Perception 11, Defense 10, Health 9, Healing Rate 2
Size 1/2, Speed 10, Power 0
Languages: Common, Dark Speech (Literate)
Professions: Charlatan
Magic: -
Talents: -


In this post we will start to advance her, step by step.

Level 1: Novice Path
At 1st level, PCs have the choice of Warrior, Rogue, Priest or Magician.

Given Amanda's history, it seems that Priest or Magician would be a given. Let's make little
Amanda a Magician to start.

It runs out the would be crusader that she killed had quite the occult book collection, Amanda spends the better part of the next year studying the darker sections.

Attributes: Increase two by 1 (Will and Intellect)
Characteristics: Health +2, Power +1
Languages and Professions: She ca now read all the languages she knows how to speak, and
gets to add one academic scholar profession. We will give her Occult Area of Scholarship for her academic profession. 
Magic: Here we make four 'choices' which are discovering new traditions or adding a new spell for each.

Amanda has learned three new traditions: Necromancy*, Arcana and Divination.

From these she gets two level 0 spells for each due to the 'Cantrip' talent below.
Necromancy: 0: Hide from the Undead*, Spectral Grasp*
Arcana: 0: Magic Dart, Arcane Armor
Divination: 0: Eavesdrop, Epiphany

For her last choice she chooses one level one spell, Grave Grasp from the Necromancy school.

Sadly, learning a dark magic tradition grants her one point of Corruption, and for each dark magic spell she learns she rolls a d6 and if it is under the number of such spells that she knows, she gets another point.

She rolls a two after choosing Grave Grasp, which is under the 3 spells she knows and gets another point of Corruption. She passes her Corruption check and doesn't get a 'Mark of Darkness'.

Cantrip: Every time she uncovers a new tradition she gets and additional level 0 spell.
Sense Magic: She learns the level 0 Sense Magic spell.

At level 1 this is what Amanda looks like:

Name: Amanda Crowley
Background: Amanda is a manipulative 14 year old girl that has found her way with a dark cult whose members identify themselves with a tiny idol of a demon carved in green stone. Amanda recently stopped a zealous crusader for the New God from killing one of her fellow cultists, likely saving the cult (for now) from the tender mercies of the Inquisition.
Ancestry: Human
Novice: Magician
Wealth: Comfortable
Level: 1
Paths: -
Strength 9(-1), Agility 10(+0),Intellect 12(+2), Will 12(+12)
Perception 12, Defense 10, Health 11, Healing Rate 2
Size 1/2, Speed 10, Power 1, Corruption 2
Languages: Common, Dark Speech (Literate)
Professions: Charlatan, Scholar: Occult
Magic
Necromancy*: Hide from the Undead(2), Spectral Grasp(2), Grave Grasp(1)
Arcana: Magic Dart(2), Arcane Armor(2)
Divination: Eavesdrop(2), Epiphany(2)
Misc: Sense Magic(2)
Talents: Cantrip

Level 2: Novice Path (Magician)


Characteristics: Health +2, Power +1
Magic: Here we make two 'choices' which are discovering new traditions or adding a new spell for each.

Amanda has been studying over time and has now learned Bone Splinters from Necromancy and Truth Ear from Divination.

She now has four potentially corrupting spells, but is lucky with the dice and accrues no more Corruption.

Spell Recovery: Use an action to heal damage equal to your healing rate and regain one casting of a spell. (Like most such talents, this can only be used once between rests)

At level 2 this is what Amanda looks like:

Name: Amanda Crowley
Background: Amanda is a manipulative 14 year old girl that has found her way with a dark cult whose members identify themselves with a tiny idol of a demon carved in green stone. Amanda recently stopped a zealous crusader for the New God from killing one of her fellow cultists, likely saving the cult (for now) from the tender mercies of the Inquisition.
Ancestry: Human
Novice: Magician
Wealth: Comfortable
Level: 2
Paths: -
Strength 9(-1), Agility 10(+0),Intellect 12(+2), Will 12(+12)
Perception 12, Defense 10, Health 13, Healing Rate 2
Size 1/2, Speed 10, Power 2, Corruption 2
Languages: Common, Dark Speech (Literate)
Professions: Charlatan, Scholar: Occult
Magic
Necromancy*: Hide from the Undead(3), Spectral Grasp(3), Grave Grasp(2), Bone Splinters(1)
Arcana: Magic Dart(3), Arcane Armor(3)
Divination: Eavesdrop(3), Epiphany(3), Truth Ear(1)
Misc: Sense Magic(3)
Talents: Cantrip, Spell Recovery

Level 3: Expert Path

Level 3 is another big decision point for PCs. There are 16 options, and NO prerequisites in terms
of the Novice path.

Amanda could take some Paladin advancements. Not likely, but it is an option.

Also note that from here on out, some levels will get you Novice path advancements, Expert Path advancements or Ancestry advancements, so Amanda is not done growing as a Magician regardless of which Expert path she chooses.

At Level 7 we will add a Master path, and level 10 is the end game.

Some time has passed, and Amanda has had to dispatch a few more would be crusaders from her growing cult. She has grown quite adept at dispatching foes via subterfuge and deception... And those corpses for her Necromantic studies aren't just going to make themselves.

Amanda's Expert Path is to be an Assassin. (This choice also demonstrates some of the flexibility inherent in the system)

Attributes: Increase two by 1 (Agility and Intellect)
Characteristics: Health +3, Perception +1
Languages and Professions: She can add another language or add a criminal profession. Cultist counts as a criminal profession so we will take that as she is no longer just a 'dabbler'.
Assassinate: If you damage a surprised creature from hiding, it needs a Strength challenge roll or it takes damage equal to its health.

*Ouch*

Disguise Expertise: Can use an action to expend a use from a disguise kit to don a disguise.
Quick Reflexes: You can use a Triggered action on your turn to hide or retreat.

At level 3 this is what Amanda looks like:

Name: Amanda Crowley
Background: Amanda is a manipulative 14 year old girl that has found her way with a dark cult whose members identify themselves with a tiny idol of a demon carved in green stone. Amanda recently stopped a zealous crusader for the New God from killing one of her fellow cultists, likely saving the cult (for now) from the tender mercies of the Inquisition.
Ancestry: Human
Novice: Magician
Expert: Assassin
Wealth: Comfortable
Level: 3
Strength 9(-1), Agility 11(+0),Intellect 13(+3), Will 12(+12)
Perception 14, Defense 11, Health 16, Healing Rate 4
Size 1/2, Speed 10, Power 2, Corruption 2
Languages: Common, Dark Speech (Literate)
Professions: Charlatan, Scholar: Occult
Magic
Necromancy*: Hide from the Undead(3), Spectral Grasp(3), Grave Grasp(2), Bone Splinters(1)
Arcana: Magic Dart(3), Arcane Armor(3)
Divination: Eavesdrop(3), Epiphany(3), Truth Ear(1)
Misc: Sense Magic(3)
Talents: Cantrip, Spell Recovery,Assassinate, Quick Reflexes, Disguise Expertise

Level 4: Expert Human 

At Level 4 you get some more benefits from your Ancestry choice.

For humans:

Characteristics: Health +5
And you get one spell or the Determined talent which lets you reroll a 1 on the boon die.

Let's give Amanda Determined.

Level 5: Expert Magician

At Level 5, your Novice path comes back into play.

Characteristics: Health +2, Power +1
Magic: Here we make one 'choice' which is discovering a new tradition or adding a new spell for each.

Amanda chooses Cannibalize Magic from the Necromancy school. She gains a point of corruption
and sadly fails her Corruption check acquiring a 'Mark of Darkness'.

Rolling on the chart we get: "A silver pentagram appears on your forehead"

That's going to be inconvenient when trying to avoid the Inquisition...

Counterspell: You can use a triggered action to counter another creature's casting. 

So at level 5, here is Amanda, much less helpless and well on her way to damnation:


Name: Amanda Crowley
Background: Amanda is a manipulative 14 year old girl that has found her way with a dark cult whose members identify themselves with a tiny idol of a demon carved in green stone. Amanda recently stopped a zealous crusader for the New God from killing one of her fellow cultists, likely saving the cult (for now) from the tender mercies of the Inquisition.
Ancestry: Human
Novice: Magician
Expert: Assassin
Wealth: Comfortable
Level: 5
Strength 9(-1), Agility 11(+0),Intellect 13(+3), Will 12(+12)
Perception 14, Defense 11, Health 18, Healing Rate 4
Size 1/2, Speed 10, Power 3, Corruption 3
Languages: Common, Dark Speech (Literate)
Professions: Charlatan, Scholar: Occult
Magic
Necromancy*: Hide from the Undead(4), Spectral Grasp(4), Grave Grasp(2), Bone Splinters(1), Cannibalize Magic(1)
Arcana: Magic Dart(4), Arcane Armor(4)
Divination: Eavesdrop(4), Epiphany(4), Truth Ear(1)
Misc: Sense Magic(4)
Talents: Cantrip, Spell Recovery,Assassinate, Quick Reflexes, Disguise Expertise,Determined,Counterspell
Mark of Darkness: Silver Pentagram on Forehead.