:: I n t e r C i t y :: S A G A ::
:: I n t e r C i t y :: S A G A ::
:: I n t e r C i t y :: S A G A ::
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:: I n t e r C i t y :: S A G A ::

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A Post-Apocalyptic Sci-fi/Fantasy RPG

::INTERCITY:SAGA:: - The Discord - Update: 9-11-2022


 
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 The Mage_____

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PostSubject: The Mage_____   The Mage_____ I_icon_minitimeTue Feb 16, 2021 7:00 pm

The Mage

The Mage_____ 86661d_6782c1430fb4414fb9cdd2aa6c1231d5~mv2The Mage_____ 86661d_ce6bb7e432cc44039fecf259caaf6466~mv2


The world around you is bleeding, the sky above you is falling, the ground beneath your feet is crumbling away and the breeze that blows past your face whispers a cry for help. It is pleading to you to be its savior: it speaks to you and you alone, it promises to give you a power unlike any other, to guide you on your journey through life, to protect you and give you a fighting chance in this strange new world. One day you'll ask yourself, what have you done to deserve this power? How you can honor this bond with the Earth and what favor would the world ask in return for this power, its selfless gift? To which the world responds...

"You will know when the time comes..."

Class Information

The Mages were the first known magic users in this world and odds are they'll be the last. The average elementary school student knows at least one spell, it's usually something along the lines of a stink bomb or a shock spell to pester the substitute teacher. However, in the back of that classroom a child is sitting alone, branded an outcast by the rest of their classmates because something about them is different and everyone knows it; these children were born with a gift. Unlike other schools of combat, fighting styles that can be learned, a choice, an Mage doesn't choose, they are chosen. Think of it like a river, to the non-Mage, there is a certain point in Elemental Arcane Knowledge where their river simply ends; while to the Mage, it empties into an ocean. All were born with ability to see the energy of the world around them, the flow of life, known as Mana, they are able to alter it in a way none others can. The power of the world in the palm of ones hand, what could go wrong?


Attribute Restriction
Arcane: 20
Fate: 20

At Character Creation, a player selecting this class must put at least 20 in both Power and Control Attributes.

Class Bonus & Penalties:
+ The Mage will receive a +1 to rolls involving Elemental Spells, Arcane Spells
+ The Mage will receive two attempts when rolling Intelligence based Knowhow Rolls (Not Tech Related).

- The Mage will receive a -1 to rolls involving Melee & Ranged Combat.


Gear Focus:
These are the weapons/armors/spells that a Mage will receive a +1 to Rolls with and can use Legendary Items of the following. 
They will receive a -1 to Rolls using any Legendary Weapon/Armor/Spells not on list below.
They will be able to use the DMG and AP of Weapons/Armor/Spells.
They will not receive any bonuses for Legendary Items not on the list.

  
Weapon/Spell Restriction:  

Primary Range: Elemental Spells +1 to Rolls, Legendary Gear Allowed
Primary Melee: Staffs, Legendary Gear Allowed
Secondary Range: Arcane, Enchants +1 to Rolls, Legendary Gear Allowed
Special: Potions & Alchemy +1 to Rolls, Legendary Gear Allowed

Legendary Armor Restriction:

Body Over: Cloaks, no tech or metal
Head: Cowls, Hoods, Masks, no tech or metal
Feet: Boots, no tech or metal
Hands: Gloves, no tech or metal



The MageStrand: Arcane - Elemental - Bond


Level Skills:  Pick a Path that best suits you. This does not affect what other skills you may choose down the road.


Level Three Skills

:ARCANE: 

Mana Control - Altering Mana to control the pace of battle


The Mage is able to manipulate the world around him. As if the world were a computer and they are able to hack into it and later it to benefit themselves. The Path of The Arcane Mage is one that is not chosen by many Mage, simply because it is the most dangerous.
Arcane: Reserved - The Mage will only waste 1/2 of MP on non-offensive spells.


:ELEMENTAL:

Battle Mage - Skills to make weak magic users.. powerhouses


Alter the winds, shift the earth, drain the ocean and burn the land - The Mage can do it all. They are a force to be reckoned with.. as long as they attack from a distance. While not the most powerful of fighters, The Mage are amongst the most feared on the battlefield, simply because of what damage they can do.  
Elemental: Unleashed - When an Mage is at full MP, Mage gets two extra attacks. Bonus attacks cost 0 MP.


:BOND:

Lone Wolf - Somewhat selfish, skills only effect the Caster

Nobody else is going to watch your back and the only person you can trust is yourself.. and your minions. The Mage knows that his role on the battlefield is one of offense, but sometimes you run of juice.  The Mage can learn to draw mana from the world around them to restore their Base HP/MP.
Bound: Protected - When an Mage loses all MP. Once Per Quest. They can roll to refill their Base HP/MP.  Can keep trying every four rounds, but can only have it work once per quest.
- Once Per Quest. - Roll Level+Arcane+Fate to fill your MP backup without the aid of potions as well as your Base HP.



Level Six Skills


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::ARCANE::


The fuel that powers the Arcane Magics is known as Mana. Mana is a source of energy that flows inside all beings and within the Earth itself. As Mages are more in touch with that part of the world than many other classes - they have a gift that benefits them when facing off against some forms of magic. 

Arcane: MANAcure - A Mage can absorb magical attacks for an entire round. If the enemy caster is of a higher level, the attacks do half damage, but if the enemy is a lower level, no damage and the Mage's MP gets fully restored. This only works against pure magical attacks, not against a skeleton summoned to beat you to death. On a side note, this skill makes your fingernails looks fantastic for some reason.

Twice Per Quest. - This skill does not need to be rolled for.


::ELEMENTAL::

Elemental: Mastery - Normally, an Mage would have to wait until level 8 before they can learn to combine spells. But then there are the special few that are ahead of the curve. This will greatly effect roleplaying scenarios so players and GM's will have to adapt.  This skill basically just lets you get the ability to do what all Mages will be able to do, but 2 levels earlier.  With this ability you'll also be able to combine Elemental + Arcane Spells together at level 10, whereas other Mages have to wait til level 12.  An example of this type of spell will be like, combining a Lava and a Teleport spell to put the lava into an enemy.. which may cause them to explode like a volcano.


At Level Six, Mages can combine elemental spells by casting each with one hand.. or very fast if they only have one hand.  Below are a list of elemental combo possibilities and their combat and noncombat effects.  It is up to the player to remember these and add them to the description of your attacks.

You may be asking yourself.  Fire + Earth = Lava?  But shouldn't there just be a Lava Spell?  Those are high powered spells, mostly Epic or Legendary.  These types of combinations create their freeware, demo versions.  

One Natural 20 Roll will simply add Level x 10 to total DMG. ie: if you're level 8 you get 80 bonus DMG to Total for round.
Two Natural 20 Rolls will not only do the bonus DMG above but create a bonus effect for the fight.. some below, most at GM Discretion.

Fire + Earth = Lava
- Combat:  Casting a Lava Spell will not only do damage, but create a barrier so that all melee users cannot attack players for a round.
- Non-Combat:  Create molten rock for various purposes: bridges, barricades and buffet food warmers for your side job as a caterer.
- Nat 20x2 Bonus:  Volcano - Creates a mini volcano which erupts and does AOE to all enemies for two rounds.

Fire + Wind = Combustion
- Combat:  Casting a Combustion Spell will not only do damage, but blast an enemy back for around of attacks.
- Non-Combat:  Can create a loud noise, far away as a distraction to draw enemies away from a place.
- Nat20x2 Bonus:  Flamenado - Creates a tornado of flames which will do AOE DMG to all enemies and knock them out a round.

Fire + Water = Steam
- Combat:  Casting a Steam Spell on an enemy will cause them to remove their armor or take x2 DMG next round of attacks.
- Combat:  Can create a geyser underground as a trap, so when enemy steps on it, they take damage.
- Non-Combat:  Can turn a location into an apocalyptic sauna to lure enemies out into the open.
- Nat20x2 Bonus:  Old Faithful - Creates not only steam to blind range rangers, but does continuous damage to anyone who decides to sit still or can't move.  Range users will have to fight hand to hand for two rounds.

Water + Wind = Ice
- Combat:  Casting a Ice Spell on enemy will slow them down as well as doing Damage.  Making them only able to attack twice the next two rounds.
- Non-Combat:  Turn rivers into walk-able paths.  Being chased?  Create ice patch obstacles.
- Non-Combat:  Turn any location in a freezer and force an enemy to retreat or take damage.
- Nat20x2 Bonus:  Ice Wall - All water molecules in the area freeze and the Mage quickly uses them to attack but at the same time it creates a barrier between them and their enemy.  Absorbing all attacks for two rounds.

Water + Earth = Nature
- Combat: Casting a Nature Spell spell creates a plant that can either tangle up an enemy for damage and prevent them for attacking for a round.
- Combat: Casting a Nature Spell to create a plant that shoots a poison at the enemy, doing no damage but knocking them out for four rounds or until they are attacked.
- Non-Combat:  Create a small quicksand pool as a trap for enemies if they're chasing you.
- Nat20x2 Bonus:  Landslide, ends the fight by wiping the enemy out and smothering them with wet earth.



::BOND::

Bond: Circle of Life - When the spirits of nature sense that their protector is weak. The spirits will come to them and replenish their power and restore their health. The Caster must void his round of actions and instead draws a circle around themselves. This circle is a sign to the spirits that control Mana that one of their users is in need of help. As the round goes on, the Caster will take only half damage during attacks. And when the round ends - their HP and MP will be fully restored. Their AP and Armor however.. are still destroyed.

- Once Per Quest. - This does not need to be rolled for.



Level Twelve Skills




:::ARCANE:::

Arcane: MANApause - Not only can Mages sense magic in all its forms, but they are able to alter its flow. Twice Per Quest, an Mage can stop the flow of Mana within an enemy, preventing them from using magic for the rest of the battle. Or they can attempt to get their Mana flow going again if someone did this to them. If the target is a magic user of a higher level they can make an arcane roll to avoid it.

- Twice Per Quest. Roll Level+Fate+Arcane to stop an enemy's magic flow.



:::ELEMENTAL:::

Elemental: Oh, the huMANAity - Having mastered the ability to alter the Elements, the Mage now gains the ability to enchant that flow of energy with its own power. Twice Per Quest, an Mage is able to enchant party member's weapons with some form of elemental spell, which will inflict the Mage's Levelx10 DMG for the rest of the battle.  This is just added on after the attack, not each individual attack.  So even if the party member misses all four attacks, it will still do Mage's Leelx10.  This costs no MP.

- Twice Per Quest. - Roll Level+Arcane+Fate.  Costs no MP and you can many as many attempts as you want.


:::BOND:::

Bond: Golem - The Mage has become so attached to a certain element that the Gods themselves have sent a protector to aid them. For whatever reasons, a spirit has attached itself to a patch of dirt or fire ember or cloud or bucket of water and brought it to life. The Mage can give this being a name and it follows him or her around, becoming a part of the Mage themselves. It doesn't need to be rolled for. It has half the HP/AP and does half the caster's DMG. But, the Elemental Golem can be sacrificed and do Levelx20 Total DMG when it goes kamikaze on an enemy. However, if you do this.. no nature spirit will join you on a quest for a month.

- Once Per Quest. Summon a Elemental Golem.


Achievements
- The First to earn the achievement will earn x2 EXP.
- The first 3 Achievements pertain to one of your Level 3, 6, and 12 Level Skills. You can only earn one of each.
- The rest of the Achievements are available for all Road Warriors to attempt.


Rank One: 100 EXP Reward

The Protector: 
With 'Reserved', go an entire Quest without using a single offensive spell.
Completed By:


Elemental Storm: 
With 'Unleashed', with full MP, Cast 5 Spells. The First is a Nat 20. And the last is a Nat 20. Giving a Caster 7 total Spells for that round.
Completed By:


MANAogomy: 
Use 'Protected' to restore enough of your MP one round and then get the killing blow on an End Boss and be voted Quest MVP.
Completed By:


Rank Two: 200 EXP Reward


The Doorway: 
While using 'MANAcure', have an enemy caster roll at least one Nat 20 against you.
Completed By:

DP Arcane Style: 
With 'Mastery', cast two different element spells and get a Bonus that kills the End Boss an be voted Quest MVP.
200 EXP - Completed By:

The Sacred Circle: 
With 'Circle of Life', fight an End Boss by yourself for a round and win. And be voted Quest MVP.
Completed By:


Rank Three: 300 EXP Reward]


On The Rag: 
Use 'MANApause' to stop a magic using boss from casting spells and then get killing blow on boss. And be voted Quest MVP.
Completed By:

HE'S ON FIRE!: 
Use 'Oh, The HuMANAnity!' to enchant party members.. two of whom roll a Nat 20.
Completed By:

Good Golem!:
Have your Golem deliver the final blow on a boss.
Completed By:


Rank Four: 400 EXP Reward

A River Runs Through It: 
Enter a Mana Stream and create an Epic Spell and then give it away.
Completed By:

Teacher & Student: 
Learn a Legendary Spell from a dying Caster NPC.
Completed By:

Magic Is For Nerds: 
When an Mage' MIFN's somebody.. It's quite funny. Kill a Major NPC Enemy without magic and pass into legend.
400 EXP - Completed By:


Rank Five: 500 EXP Reward


The Time Has Come: 
Reach Level 8, given a task by a voice.. complete it, or else.
Completed By:


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