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Battle Mage
Battle Mages are the military's answer to magic on the battlefield. Battle Mages typically hold Warrant or Commissioned Officer rank in the military force they are serving in.
Magic Abilities of the Battle Mage: These represent the best combat magic abilities I have seen to date.
1. Aura of Power: After receiving intense training at the hands of the military, the young Battle Mage learns to manipulate his personal magical aura for a distinguishing sense of power and respectability. Horror Factor: 10+1 per three levels of experience. This aura does not extend to other Battle Mages and does not affect them.
2. The Principles of Force and Resistance: Throughout the years of magical study, the Battle Mage is inducted into a form of mystical pseudo-religious training as the Principles of Force and Resistance. This magical training allows the mage to cast destructive and defensive spell magic at half the usual P.P.E. cost.
3. See Magic Energy: The Battle Mage is so in tune with the forces of magic, that he can see magic energy radiating from people, creatures, objects and areas, as long as more than forty (40) P.P.E. is present. The sensing ability is so acute that the character can see things made invisible by magic and invisible things that are magic, including supernatural creatures. Range: 500 feet (152.4m).
4. Sense Magic in Use: The expenditure of magic in the form of spells can be felt, if not seen, up to 50 feet (15.24m) per level of experience. The Battle Mage will not know the location or the source, but will be able to feel the energy within his range.
5. Initial Spell Knowledge: The Battle Mages are known to have one of the most dangerous repertoire of spells. They tend to concentrate on regular spell magic because of the amount of time required to cast rituals. A first-level Battle Mage may select three spells from each magic level one through four, for a total of twelve spells (three from each). At each additional level of experience, the Battle Mage may select or learn one spel equal to his own level of experience. Note: Spells selections are based on which game is used for magic selection, i..e. BTS, NB, HU2, PF2, Rifts, etc, only Invocation spells can be selected.
6. Learning New Spells: Additional Spell Magic spells may only be learned from other Battle Mages.
7. Magic Bonuses: +6 to save vs Horror Factor.
8. Battle Mage Combat Table
1st: Can cast TWO spells per melee*
2nd: +1 to save vs spell magic
3rd: Can cast One additional spell per melee*
4th: +2 is added to destructive & defensive magic spell strength**
5th: +1 to save vs spell magic
6th: Can cast One additional spell per melee*
7th: +1 is added to destructive & defensive magic spell strength**
8th: +2 to save vs circle magic
9th: Can cast One additional spell per melee*
10th: +1 to save vs psionics
11th: +1 is added to destructive & defensive magic spell strength**
12th: Can cast One additional spell per melee*
13th: +1 to save vs spell magic
14th: +1 is added to destructive & defensive magic spell strength**
15th: Can cast One additional spell per melee*
*The casting of a spell counts as one action/attack and will take the place of a hand to hand attack. The spell caster can have more magic attacks than hand to hand; it simply means physical combat that melee is out of the question. The mage can mix magic and physical combat with no difficulty.
**Raises the requirement needed to save vs magic. As a spell caster grows in experience and expertise, the strength or power of his spells also increase. This increase is indicated as a spell strength bonus listed in the wizard magic combat table. This bonus is added to the base magic attack strike (saving throw) of 12. Thus, a +2 spell strength makes a magic attack/strike of 14.
Attribute Requirements: I.Q. 10 and P.E. of 10
Starting Age: 28
Base S.D.C.: 10
Martial Art Styles: Choose either Hand to Hand Martial Arts (Agent) or Hand to Hand Assassin (Agent). At the GM's option the character can trade the three Military skill programs for one martial art style from the following list: Aikido, An Yin, Ba Gua, Bak Mei, Bok Pai, Ch'a Ch'uan, Chao Ta, Chi Hsuan Men, Chin-Na, Choy-Li-Fut, Gui Long, Han Yu, Hsing-I, Lee Kwan Choo, Li Chia, Liang Hsiung, Mien Chuan, Moo Gi Gong, Pao Pat Mei, Sankukai Karate, Shan Tung, Shih Ba Ban Wu Yi, Snake Style, Tai Chi Chuan, Taido, Tang Su, Te, Tong Lun, Triad Assassin, Yu Sool, and Zanji Shinjinken Ryu. If the GM allows, a non-Exclusive style from the PMAN may be selected.
Educational Level: Military Academy Graduate.
Superspy Modifications Available: None.
Base Minimum Skills: Basic Math, Speak Native Language, Literacy: Native Language.
Character automatically receives the Basic Military Skill Program with the Basic Military Mage Skill Program (new). The character also selects three (3) Military Skill Programs and any one (1) Basic Skill Programs.
Secondary Skills: Select any five (5).
Money: $5,000
Income: Base of $400 a week from an agency.
Level Advancement Bonuses: Receive one new Secondary Skill at 3rd, 5th, 7th and 10th levels.
Social Contacts: The character keeps track of both sides of the magic war, both the magic organizations, and the military and magical forces of the various governments. As a result character can recognize most prominent spell caster along with the major commanders of anti-magic and magic units (30%). Keeping a very low profile, the character has a 2% chance of ever being recognized.
Basic Military Mage Skill Program
Detect Ambush (+15%)
Tactics (+5%)
Select four (4) Lore skills from the following list, with a +10% bonus for each: Demons & Monsters, Entities & Ghosts, Faerie & Creatures of Magic, Geomancy/Lines of Power, Magic, Magic Arcane, Mythology, Paranormal & Psionics, Religion, and Superstitions.
Take two (2) Weapon Proficiencies from the following list: W.P. Knife (for claw attacks and/or staking vampires), W.P. Axe (for decapitating monsters), W.P. Crossbow (for shooting wooden bolts, or silver-tipped quarrels), W.P. Flamethrower (ironically, usually useful against all types of undead), W.P. Grenade (sometimes monsters need a lot of killing), W.P. Black Powder (sometimes older weapons work better), W.P. Energy Rifle , W.P. Energy Pistol (both for miscellaneous weapons that might be used), W.P. Dart Pistol (for those annoying military "capture the monster" missions), and W.P. Shotgun (generally useful).

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