Mage

AKA: Sorcerer, Wizard, Technomancer, High Priest


Role: Striker
Threshold: 12 + Vitality
Defense: +1 to Willpower
Power Sources: (Choose your primary)
  • Arcane (Intellect)
  • Technology (Intellect)
  • Divine (Wisdom)
Stamina: 5 + Vitality
Trained Skills:
  • Pick 5: Arcana, Charm, Divinity, Insight, Lore, Mechanics, Ranged (One-Handed), Research, Software, Vigilance

Description

“…”

Mages are “magic” users, with one of three power sources. They channel their power source through themselves (as opposed to an external construct, like Sages), releasing it in just the right way.

Arcane

Uses arcane power. Controller secondary.

Technology

Uses implants to ‘hack’ things. Defender secondary.

Divine

By the power of Kord, I smite thee! Leader secondary.

Class Mechanic

When you create your mage choose a tradition, or way your character learned to channel their power source. This choice effects some of the secondary things powers do.

Academic

An academic mage uses thier power source through study and/or apprenticeship. They tend to be more controlled in their usage of power, and therefore, their powers tend to always have at least some effect.

If you chose this Tradition, you gain the Lessons Learned power.

Lessons Learned At-Will Class Feature
Having spent years in training, you are able to quickly recognize your mistake, and make sure never to repeat it.
Incidental Frustration

Trigger: You miss with an attack

Effect: You gain an additional Frustration point.

Birthright

Mages who earn their power source through thier heritage or bloodline tend to be more in tune with thier power source and are often frightening to behold. Some, whose bloodlines include dragons or other magical beasts can take on physical aspects of their ancestors. These mages exude an aura of power that can terrify or frighten even the most stalwart of fighters.

If you chose this Tradition, you gain the Overwhelming Presence power.

Overwhelming Presence Encounter Class Feature
Channeling your inner power, you project an aura of ancient and overwhelming power, kowtowing your enemies.
Incidental Fear Close burst: 3

Recharge: The target is no longer staggered.

Effect: The target is staggered.

Self Taught

Rare individuals are able to learn how to channel a power source without any guidance. These mages tend to be more chaotic in thier application of power, and as such, have wildly varying effects at times.

If you chose this Tradition, you gain the Chaotic Charge power.

Chaotic Charge At-Will Class Feature
Eschewing finess, you pour as much additional power into you attack as you can muster, unsure of the results.
Manuever Arcane

Effect: On your next attack, if the roll generates uncanceled , you deal additional damage. However, if it generates uncanceled , your Threshold is reduced by till the end of your next turn. (The targets still takes damage as normal.)

Powers

Arcane Bolt At-Will Attack
Flavor
Action Arcane, Implement Close burst: 1

Target: Two creatures

Attack: Arcane vs Reflex

Hit: Intellect + damage, and the targets are immobilized till the start of your next turn.

Upgrade
Target:
All enemies in burst.
Upgrade
Range:
Close burst: 2
Upgrade
Hit:
The target takes Intellect + 2 + damage instead.
Lightning Blast At-Will Attack
Flavor
Action Arcane, Implement, Lightning Area burst: 1 within 5

Target: All creatures in burst

Attack: Arcane vs Reflex

Hit: Intellect + damage, and the targets are slid 1 square.

Upgrade
Target:
All enemies in burst.
Upgrade
Range:
Area burst: 2 within 10
Upgrade
Hit:
The target takes Intellect + 2 + damage, and is slide 2 squares instead.
Tracking Device At-Will Attack
Flavor
Action Arcane, Implement, Taunting Ranged: 3

Target: One enemy

Attack: Technology vs Reflex

Hit: Intellect + damage, and the target is taunted.

Upgrade
Range:
Ranged: 5
Upgrade
Hit:
The target takes Intellect + 2 + damage.
Upgrade
Effect:
When the taunting ends, the target is staggered.
Remote Shock At-Will Attack
Flavor
Action Arcane, Implement, Lightning Ranged: 5/10

Target: One enemy

Attack: Technology vs Fortitude

Hit: Intellect + damage, and if the target is taunted by you, it’s threshold is reduced by 1 till the end of it’s next turn, and end the taunt.

Special: This can be used as the attack portion of a Basic Retaliate.

Upgrade
Range:
Ranged: 10/20
Upgrade
Hit:
If the target is taunted by you, the target’s threshold is reduced by 2, instead of 1.