Adept O.C.C.
by
Matthew L Jinkerson
(jinkerso@student.msu.edu)
 
As a result of one of my players taking a firm grip into the 
magical aspect of MAGE, I developed a new magic O.C.C. more 
suitable for what he requested.  In the course of development I 
tried very hard to create a new mage aspect without going beyond 
the bounds of equality amoung the initial three magic character 
classes.  If for your game you wish to make changes to this O.C.C. 
or have any questions, feel free to make those changes, or write 
me at: jinkerso@student.msu.edu.
 
Experience points/level:  Same table as a Mystic O.C.C.
 
P.P.E.:  P.E.+(2D4*10)+2D6 per level.
 
Standard Skills
2 Languages +15%
Wilderness Survival +10%
Pilot: Hover Craft +5%
Lore: Demons & Monsters +10%
Math: Basic +10%, Literate +10%
 
Plus 7 other skills (req. 1 science,1 technical) available areas 
are: communication (radio only), Electronics (Basic), Medical 
(first aid), Physical (except Wrestling and Gymnastics.), Pilot 
+5%, Pilot related +3%, Rogue, Science +10%, Technical +5%, WP 
(any), Wilderness +5%.  Plus select five secondary skills (without 
plus).
 
Powers:  2D4 spells initially.
 
1.  Sense ley line and magic energy - This power is somewhat 
similar to the psi-stalker and mutant dogs.  The line walker can 
see and feel the presence of magic. Sense ley line nexus - The 
walker is able to feel whether there is a ley line within the area 
of his sensing abilities, 10 miles (16 km) per level of 
experience, and can tell whether it is near or far.  He can also 
follow the feeling to locate the ley line at a skill level of 30% 
+5% per each additional level of experience. Sense a rift - The 
mage will automatically feel the sensation of a rift opening 
anywhere within a 50 mile area (80 km)  +10 miles (16 km) per each 
additional level of experience.  Although he can not tell exactly 
where this rift is, the walker will know whether it is near of far 
and whether it is big or small. Sense magic in use - The 
expenditure of magic in the form of a spell, rifting, or techno-
wizardry can be felt, up to 100 feet (30.5 m) away per every level 
of experience.  The  will not know the location nor be able to 
trace it, but he will feel its energy and know that magic is being 
used in the area of his sensing range.
 
2.  True Sorcery - This unique magic user invents new spells as 
he/she needs them.  Creating spells that may or not be similar to 
those spells listed in the books, if not similar, the GM will have 
to deterime the P.P.E. required, range, damage (if any) and 
description for the spell. Step 1:  Character determines the 
desired effect that he or she wishes to accomplish. Step 2:  The 
GM determines what power, spell, etc... best accomplishes the 
desired effect, and assigns rank (level) to the given power 
(record and save for future reference). Step 3:  Character rolls 
dice to determine the length of time needed to invent the spell.  
The creation time of the spell is directly related to the level of 
the spell wished to be created.  Creation time is 2D4 melees + 
2*(level of the spell) melees extra.  For example if an Adept 
wished to create a spell of 5th level it could take anywhere from 
12-18 melees depending on the roll.  When the Adept begins the 
creation, he/she goes into a meditative trance.  While in this 
state the character cannot take any other action other than a slow 
walk (no dodge, parry, etc...).  However, the Adept is aware of 
his surrondings and can cancel the meditation at any time, 
resuming action normally.  If the meditation is broken at any time 
the Adept shall have to resume his meditation from the beginning, 
as the spell is not imprinted upon the Adept's memory until the 
end of the meditation.  This does allow the Adept to create new 
spells as he/she needs them, provided all spells have not yet been 
chosen, but finding the time to do so in combat can be tricky. 
Step 4:  The Adept casts the newly acquired spell for the first 
time ever. This initial casting requires two times the normal 
amount of time to cast the spell.  If the Adept chooses he/she can 
negate the penalty of the double time in casting the spell, by 
expending 10 P.P.E. extra for the first spell.  All spell casts 
after the initial time can be accomplished at the normal rate of 
time.  Normal casting time for spells:  Levels 1-6:  2 spells per 
melee. Levels 7-10: 1 spell per melee.  Levels 11-15: 1 spell 
every 2 melees. Step 5:  Add the spell to the Adept's personal 
list of spells for future reference which can now be called upon 
like any ordinary spell cast by most magic users.
Limitations:
1.  The character can never learn magic like a normal mage, 
instead he/she must develop a similiar one.
2.  These spells are all personal, they cannot be taught to other 
magic users.
3.  Can only create 2 spells a week plus one per each level of 
experience.
4.  Can only create 4 spells per each level of experience plus one 
for each level of the Adept, per year.  For example if a 1st level 
Adept had not advanced for two years he/she could have up to 10 
+2D4 spells available to him or her.
 
Bonuses to Save:
+2 vs Horror Factor
 
Weapons:  Standard
Other Equipment:  Standard
Vehicles:  Standard
Credits:  Standard