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:
- 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%.
- 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)
- 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.
- 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.