|It's magic, bucko.|
For no particular reason, today, I start off planning by focusing on a professional template that require a lot of attention because it encompasses great detail but I want to keep point values low: a magic user. Let's see if I can manage to make an economically viable version that won't take too much flexibility from my players.
Shaman or Witch
- Higher Purpose
|Attributes: ST-1[-10]; IQ+4; HT-1[-10]|
|Secondary Characteristics: HP+1; FP+1; Will-3[-15]; Per-3[-15]|
|Advantages: Magery 0; Natural Caster 1 Choose 10 points worth of talents with no overlapping paths between them, or 2 levels of the same from Pyramid #3/66: Ritual Path Specialists: Anatomist[5/lvl], Conduit[5/lvl], Crafter[5/lvl], Dark Walker[5/lvl], Insight[5/lvl], Introspection[5/lvl], Mentor[5/lvl], Mortalist[5/lvl], Mystic[5/lvl], Neuromancer [5/lvl], Nourisher[5/lvl] Pararchaeologist[5/lvl], Tempered by Fire[5/lvl], True Traveler[5/lvl];|
|Skills: Path of Body, Path of Chance, Path of Crossroads, Path of Energy, Path of Magic, Path of Matter, Path of Mind, Path of Spirit, Path of Undead, and Thaumatology all (VH) IQ-2-12|
Beyond choosing anatomist and introspection, I'd recommend raising both to level 3 as well to give what I consider minimum competency in what I consider to be 4 of the most important jobs for the task. Besides that, advantages and skills for interacting with spirits and the undead, as well as healing are probably important, and those talents and Natural Caster give a lot of bonuses to skills like esoteric medicine, exorcism, and surgery. Finally, ritual mastery for a few key rituals, or one extra point in a few of the favorite paths can help a lot for getting that much more energy per gather/soaking penalties if using effect shaping instead. For a (99/-50) character, you can afford 16 in 4 paths without buying a single level of magery beyond 0, and still have... 1 point + potentially 50 more from disadvantages + 5 more from quirks to personalize it a bit.