Mage (awakened)

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Once upon a time, in ancient Atlantis and Mu, long-gone scholars unlocked the secrets of the universe. They collected esoteric and arcane knowledge, built great wonders, and fought wars using spells that made continents flow like clay. The greatest of them were the Hierarchs, and it was they that in a final act of hubris sought to steal the power of the elder gods for themselves. Not only did they fail, but their failure sank Atlantis, crushed Mu, and obliterated all trace of their previous might.

Mage Origins

Though nearly all mages went mad and died during the final moments of Atlantis, death is not always the end. For someone that has touched the powers of creation ever so briefly, it becomes a rest stop on the road to eternity. Dead mages do not enter the underworld, nor do they go to any heaven or hell. But given time, they will reincarnate, and sometimes their reincarnations awake to the true reality. Awake to become mages once more.

Reincarnated Atlanteans are few and far between, but even more rare are people who manage to awaken by themselves, without previous experience with magic. But once awakened, these new mages will also reincarnate. In the eons since Atlantis, enough people have made this step that but half of all mages today are true ancients.

Mage Society

Mage (Template)

Template Traits

Mage is a template that can be added to any human.

Type: Human (awakened).

Ability Modifiers: Mages get +2 to any one mental ability score.

Advancement: Mages primarily advance by character class, in particular the gnosis power class. They can have all normal and advanced classes not specifically prohibited.

Allegiance: Most mages have an allegiance to their path and order.

Taint: Mages tend to collect taint, but they start their journey clean.

Special Qualities

A mage gains the special qualities described below.

Mage (Power Class)

Must be an awakened human.

Hit Die: 1d6.

Defenses: Reflex +2, Will +4.

Table: Mage Class
Level BAB MR Skills Class Features
1 +1 Basic Quality, Dynamic Magic
2 +1½ +2 1 Basic Quality
3 +2¼ +3 +1 Int, Bonus Feat
4 +3 +4 1 Basic Quality
5 +3¾ +5 Intermediate Quality
6 +4½ +6 1 +1 Con, Bonus Feat
7 +5¼ +7 Intermediate Quality
8 +6 +8 1 Advanced Quality
9 +6¾ +9 +1 Wis, Bonus Feat
10 +7½ +10 1 Advanced Quality

Dynamic Magic

Select a magical tradition. You can use dynamic magic within that tradition.

Basic Qualities

You can pick a basic quality from the list below. You cannot pick the same quality more than once.

TBD.

Intermediate Qualities

At 5th and 7th level, you can pick an intermediate quality from the list below. You cannot pick the same quality more than once, and you must meet any listed prerequisites.

You do not have to take the basic version of a quality before getting the intermediate version, and can choose to acquire an additional basic quality instead of an intermediate one. All these qualities are considered Su (supernatural).

TBD.

Advanced Qualities

At 8th and 10th level, you can pick an advanced quality from the list below. You cannot pick the same quality more than once, and you must meet any listed prerequisites.

You do not have to take the basic or intermediate version of a quality before getting the advanced version, and can choose to take an additional basic or intermediate quality instead of an advanced one. All these qualities are considered Su (supernatural).

TBD.

Bonus Feat

At 3rd level, you can pick a feat for which you have all prerequisites. You can choose one of Action Boost, Authorized Channels (if part of the Technocracy), Black Marketer (if not part of the Technocracy), Improved Defenses, Iron Will, Low Profile, Mental Buffer, Mental Warding, Second Chance, or any Mystic feat.

You can pick another bonus feat at 6th and 9th level.

External Links

Modern Horror

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