Mage (6 FP)
Why? Because magic, that’s why.
Height: Any
Weight: Any
Speed: 10 ft.
Unarmed Dice: 1d2
Magic (6 FP): A Mage can do magic. They define what they want to happen and how long it will take to make it happen. The Game Master determines the DC, which they must beat with a Casting Check (1d12 + Smart Ass). The DC can be lowered by increasing the casting time or reducing the power of the effect.
Optional Features
Smarter Ass (4 FP): The Mage’s Smart Ass increases by +1. This cannot increase Smart Ass over 12. This Feature can be taken multiple times, its effects stacking upon themselves.
Magical Talent (3 FP): The results of Casting Checks are increased by 1. This Feature can be taken multiple times, its effects stacking upon themselves.
Arcane Specialization (1 FP): The results of Casting Checks to achieve a specific variety of effects are increased by 1. An example of such a variety of effects would be healing and flesh shaping, scrying on events or magic object creation. This Feature can be taken multiple times, its effects stacking upon themselves.
Arch Mage (1 FP): Some Mages train to guide the arcane power of other Mages, rather than simply perform workings of their own.
When they make a Casting Check, another creature within 10 ft. per Smart Ass can make a Casting Check to increase their Casting Check. For every 6 of its Check, including increases from Magical Talent or Arcane Specialization, the result of their Casting Check is increased by 1.
The creature must use the same number of actions to perform its Casting Check as them, and any number of creatures can aid a single Casting Check. The effects stack.
For 2 additional FP, aiding creatures increase the Casting Check by 1 for every 2 of the creature’s Casting Check.
For another 3 additional FP, aiding creatures increase the Casting Check by the results of their own Checks.
Resource Dependence (-4 FP): Some varieties of Mage rely on a particular limited resource to fuel their magic. The difficulty of maintaining a supply of their resource is up to the Game Master to determine, but should be appropriately difficult for the cost of this Feature.
A specific quantity of this resource gives them 1 Resource Point (RP). They cannot have more than 10 per Smart Ass RP at a time. Whenever they make a Casting Check, they must also pay a RP cost determined by the Game Master. Even if the Casting Check fails, they still lose the expended RP.
