Steam/Technology Mage

The classic Technowizard, using PPE charged crystals and magic to construct strange devices with spell like abilities. Technowizards are a cross between men of magic, and men of science, most of which have only a basic understanding of either field. To avoid confusion, we will refer to the Steam Age Technowizard as a TWizard or Steam Mage.
Special Skills:
  1. Limited Mystic Knowledge - Having recieved mystic training, the Steam Mage can cast spells normally, but such spells are cast at only half the usual potency (range, sdc, duration, damage...). The Steam Mage has the normal Principles of Magic skill at +5%.
  2. Construct Technowizard Devices - The TWizard can construct devices which cast any spell they know. Constructing a device takes 1D4 hours per level of the device for a single use device (destroys itself afterwards), or 1D4 days per level for a permanent device which runs of a PPE battery. Constructing devices requires one Principles of Magic roll for each day the TWizard works on it (thus temporary devices only use one roll), and require having the spells material components to be part of the device (or stored in the device). Building while traveling increases the needed time by 50%.
    Devices constructed by technowizards can only be used by technowizards and men of magic (both of whom have to pump in the half the spell's PPE cost into the device to activate it each time) unless they have a PPE crystal (usually an emerald or diamond). TW-Devices have half the usual casting time when releasing spells, and have a 90% 'Principles of Magic'.
    The Device is the caster of the spell, thus area affect spells like Blinding Flash and Cloud of Slumber may affect the TWizard. Also, the device's spell duration is equal to the creator's level when the device was built. Thus many TWizards re-construct devices after gaining expierience.
    PPE crystals are costly to create, and drain the TWizard of the PPE put into the stone for 1 month. The crystal takes 1 day to create for every 10 points the stone will store (or fraction thereof). Only the Technowizard and TW devices can drain PPE from such a battery. The TWizard can recall the energy at any time by touching the stone and willing it, otherwise the stone returns the energy after 1 month, or it's PPE has been expended. A stone with PPE still in it can be fully recharged by a technowizard by simply focusing the energy into it (draining the TWizard's PPE as a normal spell). When a PPE Battery/Crystal is drained of PPE completely, the Steam Mage regains that storage capability (but must refill at the normal rate).
    All Technowizardry devices require maintenance regularly (1d4 PPE/level of spell channeled into the device from any man of magic will do, or 1d4x10 minutes of tuning by a TWizard) or they will fall apart. Unattended devices will only las 1 month per level of the creator.
    Non-Men of Magic using TW devices drain TWICE the spell's PPE cost from the power crystal with every activation. (Thus an Armor of Ithan amulet requires a 20 PPE power source for a single use, most have 41 so they can be used twice and still easilly recharged)
  3. Initial Spell Knowledge - Decipher Magic, Globe of Daylight (or Lantern Light), Tongues, Eyes of Thoth, Cleanse, and 2 spells from each level 1 through 4. Additional spells may be learned as per a sorcerer/wizard. Additionally, the Steam Mage may "figure out" one spell of his level or lower every four levels.
  4. PPE Base: 2d4x10+10 + P.E., +2d6+3 / lvl.

OCC Bonuses: +2 P.E., +1 M.E. +2 to save vs. magic (+1 every 5 levels), and +2 save vs. Horror Factor.
Alignments: Any,
Attribute Requirements: I.Q.: 10, M.E.: 10
OCC Skills
Principles of Magic (+5)
Lore: Magic (+20)
Basic Mechanics (+10)
Literacy of choice (+10)
Languages: 3 of Choice (+20)
Math: Basic (+20)
Gemology (+10)
WP: one of choice
HtH: Basic

OCC Related skills: Choose 6, another 2 at level 3, and 1 at levels 5, 8, and 13.
Communications: Any (+5)
Domestic: Any
Espionage: any (+5)
Horsemanship: general or exotic only
Medical: First Aid  only
Military: field armorer and recognize weapon quality only (+10)
Mechanical: any
Physical: any, except Plyometrics, Boxing, and Gymnastics
Piloting: any (+5)
Pilot Related: any (+5)
Rogue: find contraband and pick locks only (+5)
Science: any (+10)
Technical: any (+5, +10 to lore)
Weapon proficiencies: any
Wilderness: any (+5 to boat building and carpentry)

Secondary Skills: Select 4.
Starting Equipment: mostly pseudo-mechanical components. Players may have 1D6 devices already constructed, and parts for another 1D4 in storage. 2 weapons of choice, light armor (non-metal), and some money.