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