Combat Mage OCC

Roll up stats as normal for a human. Humans are the only race
allowed for this OCC. The Combat Mage is a man of magic OCC. The
combat mage must be male. Sort of like a Valkyrie must be female.
Remember to get your GM's approval before using this powerful OCC.
This class can be of any alignment, but only rarely are they evil.

Requirements:

     IQ: 12, ME: 10, PS: 12, PP: 10, PE: 12, Spd: 8


Bonuses (Special)

     +3 to save vs. Horror Factor at Level 1
     +1 to save vs. Horror Factor at levels 3, 5, 8, and 12
     +1 to ME     +2 to PS     +2 to PP     +2 to PE     +1 to SPD
     +3d4x10 SDC
     +5 HP


Psionics


A Combat Mage has the following Psionics:

Healer:     Bioregeneration
Physical:   Impervious to Fire, Impervious to Cold, Summon
            Inner Strength
Sensitive:  Mind Block, See the Invisible

        Plus, chose 2 more from the Physical category and 1 from the
Healer category.

        At Level 5, the Combat Mage gets the Psi Sword super psionic,
but it costs 2x the normal amount of ISP and lasts for only 3
minutes per 4 levels of experience.  At Level 7, the mage gets the
Psi-Shield ability, but it only lasts for 1 minute per 5 levels of
experience and it only ever has 45 MDC.

ISP is 2d4x10+ME at level 1. Add 2 per additional level of
experience. Saves as a Master Psionic.

Magic


At first level, the character has 2d6x10+PE PPE. Add 3d6 per level
of experience. At first level, the character has the following
spells:

     Thunder Clap, Fear, Befuddle, Turn Dead, Armor of Ithan,
     Energy Bolt, Invisibility: Simple, and Fire Bolt.

Also chose 3 first level spells and 1 second level spell at first
level.

        At every Level, a character may chose as many spells as his
new level. He may chose them from the level 1 below his current
experience level. For instance, see the following chart:


          X.P Lvl               # of Spells             Max Lvl

             2           2                1

             3           3                2

             4           4                3

    and so on.

Other Bonuses

     +1 to save vs. Psionics at levels 2, 3, 5, 7, and 13
     +1 to save vs. magic at levels 2, 4, 6, 7, 8, 10, 12, and 14
     +1 to parry and dodge at levels 2 and 7
     +1 attack at levels 3 and 10
     +1 to HTH damage at level 5


The Combat Mage and Vampires


A Combat Mage may never be turned into a vampire. Vampire MD
attacks to SD if they are in direct contact with the Combat Mage.
This means vs. Armor and MDC protection spells and psionics, the
attacks are still full MD, but against the skin of the mage,
they're only SD. Finally, by using all his melee attacks, a  Mage
can permanently remove 1d6 HP/SDC from a vampire. This damage is
never healed back by the vamp., and it can kill a vamp. If the
vamps HP falls below -30, but it would take to long unless the
vamp. is properly restrained. On the same hand, if the vampire
that the  Mage harmed by this method kills the  Mage, it gains
back all the previously permanently lost HP/SD

The Combat Mage and Dragons

When a Combat Mage is fighting a dragon, the dragon's MD attacks
on the mage's skin react just as the vampires MD attacks do, they
convert to SD.

The Combat Mage and Other Supernatural Foes


When other supernatural foes but the above 2 fight a combat mage,
they're attacks against the skin of the C. Mage are reduced by
1/2. The are not converted to SD and the minimum for a MD attack
is 1.

OCC SKILLS


     Radio: Basic (+10%)
     2 Espionage of choice (+15%)
     First Aid (+10%)
     Demolitions (+20%)
     2 Physical(+10% if applicable)
     1 Pilot of choice, excluding Robot and Power Armor (+5%)
     Math: Basic (+15%)
     2 Languages (+45%)
     1 Literacy (+20%)
     2 WP Modern
     2 WP Ancient
     HTH: Expert


OCC Related Skills: Chose 5 from the following list. Chose an
additional 2 at levels 3, 5, 7, and 13:

     All Domestic skills (+5%)
     Basic Electronics (+5%)
     Any Espionage (+10%)
     Automotive mechanics (+5%)
     Demolitions: Disposal (+10%)
     Any Physical {+5% if applicable}
     Pilot: Any but Robots or Power armor
     Pilot Related: Any (+5% on Weapon Systems)
     Any rogue (+5%)
     Science: Any but Archaeology, Botany, and Chemistry: Analytical
     Technical: Any (+5% on Lores)
     WP: Any
     Wilderness: Any (+5%)


Secondary Skills: Chose 3 from the above list, without bonuses.
Chose 1 additional skill at levels 2 and 8

Gear: Suit of LIGHT megadamage armor. Energy Pistol with 3 clips.
Ancient Style Knife, Sword, Staff, or Club (SD ONLY). Canteen. A
pair of sunglasses. Regular everyday clothes, a 2 piece suit, and
a black ninja-type outfit complete with Tabi Boots for Prowling. A
pair of combat boots for everything else and a backpack.

Credits: 2d6x10

Cybernetics: Will never willingly get cybernetic or bionic
implants. They are also rejected by the body and fall off 2d6x10
hours after being implanted. If a stump is left, so be it.

Levels of Experience

      1              0-3,500
      2              3,501-5,000
      3              5,001-9,000
      4              9,001-30,000
      5              30,001-50,000
      6              50,001-90,000
      7              90,001-140,000
      8              140,001-190,000
      9              190,001-250,000
     10              250,001-350,000
     11              350,001-500,000
     12              500,001-700,000
     13              700,001-1,000,000
     14              1,000,001-2,000,000
     15              2,000,001+