Lunar Mage O.C.C.
The Lunar Mage is a traditional spell casting wizard with one exception: The light of the moon doubles their powers! 
If the moon is out, the Lunar Mage's spells double their spells' range, duration, and halves the cost of the spells' 
P.P.E. Lunar mage's are usually recognized by their dark clothing and pale-skin, as most usually try to avoid the light 
of the sun.

Lunar Mage Magic Powers
1. Lunar Spell Boost
While the moon in out, the following effects the Lunar Mage's spells.
   Doubled Range
   Doubled Duration
   Spells only cost half of normal P.P.E.

2. Lunar P.P.E. Regeneration
Normally, the recovery of P.P.E. points is 5 points per hour of rest or sleep. 
If the moon is out, the character's P.P.E. recovers at a rate of 10 points per hour or sleep.
 Also, a meditative trance during the time the moon is out will replenish 20 P.P.E. per hour, 
as opposed to 10.

3. Initial Spell Knowledge
In addition to his lunar powers, the Lunar Mage is a master of spell magic (tends to avoid ritual magic, 
but can perform ritual magic if need be). At level one experience, players may select 3 spells from each 
magic level 1-4, for a total of 12 spells (3 from each). Each additional level of experience, the character 
will be able to select one new spell equal to his own level of experience.

4. Learning New Spells
Additional Spells and Rituals of any magic level can be learned and/or purchased at any time regardless of
 the Lunar Mage's level of experience.

5. P.P.E.
Like all men of magic, the Lunar Mage is a living battery of mystic energy that he/she can draw on to create magic.
   PERMANENT BASE P.P.E.: 1D6x10 plus P.E. attribute number. Add 2D6 P.P.E. per additional level of experience. 
Of course, the Lunar Mage can draw P.P.E. from ley lines, nexus points, and other people.

6. Magic Bonuses
+4 save vs. Horror Factor. +1 save vs. Magic at levels 3, 6, 9, 11, 
and 14. +1 to Spell Strength 
(the number others must save against when you cast a spell) 
at levels 3, 7, 10, and 13.

Lunar Mage O.C.C.
Attribute Requirements: I.Q.10, P.E. 12 or higher. A high M.E. is also 
suggested but not mandatory.

O.C.C. Skills:
   Astronomy (+20%)
   Mathematics: Basic (+15%)
   Lore: Demon (+15%)
   Lore: Faerie (+15%)
   Language (select 2 additional languages; both are +15%)
   Land Navigation (+10%)
   Horsemanship (+10%)
   Wilderness Survival (+5%)
   Hand to Hand: Basic

Hand to Hand: Basic can be changed to Hand to Hand: Expert at the cost of 
one "other" skill, or Martial Arts (or assassin if an evil alignment) 
for the cost of two "other" skills.

O.C.C. Related Skills: Select seven other skills, 
but two must be selected from the Sceince category 
and one from Technical. Plus select two additional 
skills at level 3, 1 at level 6, 1 at level 9, 
and 1 at level 12. All new skills start at level 1 profinceincy.

   Communications: Radio: Basic only
   Domestic: Any (+10%)
   Electrical: None
   Espionage: Intelligence only (+5%)
   Mechanical: None
   Medical: First Aid or Paramedic (latter counts as 2 skills; both are +5%)
   Military: None
   Physical: Any except Acrobatics and Gymnastics
   Pilot: Any
   Pilot Related: Any
   Rogue: Any (+5%)
   Science: Any (+10%)
   Technical: Any (+5%)
   W.P.: Any
   Wilderness: Any

Secondary Skills: The character also gets to select 6 secondary skills 
from the previous list.
 These are additional areas of knowledge that do not get 
the advantage of the bonus
listed in parenthesis ().

 All secondary skills start at the base level. Also, skills are
 limited (any, only, none) as 
previously indicated in the list.

Standard Equipment: Robe or Cape, dress clothing, traveling clothes, 
light or medium M.D.C. body armor, back pack, canteen, binoculars, 
sunglasses, air filter and gas mask,
 100 feet of light weight cord and grappeling hook, pen or pencils 
and note or scratch pad,
 1 non-energy weapon, 1 energy pistol.

Money: Starts with 1D4x1000 in credits and 3D4x1000 in black market items.

Cybernetics: Starts with none and will avoid getting and cybernetic or any
 other forms of physical augmentation because if interferes with magic. However, cybernetic
 prosthetics will be considered if necessary.

O.C.C. Created by and based on ideas from Joshua-Aaron Haskett
 visit his page