Neophyte O.C.C.

Created by Brett Hegr
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Neophytes are apprentice mages who never finished their training. The vast majority of these young mages were anxious kids who lacked the self discipline necessary to master the art of magic. Others are dabblers in the mystic arts, gang members who picked up a few tricks and spells, backstabbing assistants to more knowledgable mages, and even good students whose learning was stopped short due to circumstances beyond their control. The young mages frequently pack up their belongings and roam the world around them. Some search for action and adventure, more magic secrets, a new teacher, profit and fame, and whatever else a young adult might find interesting.

These characters are well-played as brash young magicians, full of attitude and seeming immortality. Usually, these characters range from the age of 16 to 24 and are the epitome of youth. Neophytes can also be an R.C.C. that rarely has the self discipline to be a great wizard. Good examples of these races are the quick-flex aliens and ratlings, whose accelerated metabolism make them get bored easy. Perhaps they just couldn't muster the desire to progress as far as other apprentice mages with the same opportunities. Think of the Neophyte as a city rat with spellcasting powers and you get yet another possible perspective on this O.C.C.

The special abilities frequently reflect the initial training of the Neophyte. Those with powers of the Ley Line Walker O.C.C. probably began their learning underneath a line walker. Young and immature shifters probably learned how to teleport themselves back home, but nothing more. A mage with a necromancer power could have learned a few things from such an evil mage for whom he did a great favor. Major psychic abilities could represent a mystic who didn't have the dedication to develop the same enlightenment as a true mystic. The possibilities are endless.



Becoming a True Magician:

Neophytes can become full-fleged mages after a certain period of time. What this involves is the completion of their training, or the beginning of a new O.C.C. For either one, the Neophyte must seek out a true mage who is willing to teach him. After the Neophyte has gained a few experience levels (level three or four) he can seek out this teacher and complete whatever training he might require. This should take the character out of action (in game time) for a period of 2d6+6 months (8 months to a year and a half). For an O.C.C. that is different from the one that the character is partially trained for, add another ten months. During this time the character meditates and practices his new powers.

After the time period is up the character is now a true mage of whatever O.C.C. he has selected. All his current spells, skills, and abilities remain the same. He also gains all abilities of the O.C.C. he has chosen (except attribute bonuses and bonuses that would have been gained by a person of that O.C.C. with less experience - i.e. don't get munchkin with any spell strength bonuses or anything). Now when the Neophyte gains an experience level, he does so as a member of the new O.C.C. and can select new skills and spells as such. However, not all Neophytes elect this extended study. In fact they tend to never complete their training and seek out magical knowledge on their own, if it suits them. Note that while the character is in training, it should probably not be used by the player. GMs might require the player to use a different character for the duration, or could also opt to give all other characters in a group some extra money, spells, equipment, skills, or whatever to mark the passage of an extended amount of time.



Special Abilities of the Neophyte:

1. Basic Knowledge/Powers: Select one of the following special abilities, representative of the character's initial training: 2. Initial Spell Knowledge: The Neophyte may select two spells from each level one through three, plus three spells from among levels one through four for a total of nine spells. The Neophyte can learn ritual magic, but most don't have the patience.

3. Learning New Spells: Each additional level of experience, the mage gains one more spell from a level equal to or less than his own.

4. Special Knowledge/Powers: By some twist of fate the Neophyte picked up some extra magical knowledge, drank a special magic potion, found his dead teacher's spell manual, etc. Whatever the explanation, the apprentice learned a little something extra. He may select one of the powers from the list in the Dabbler O.C.C.

5. P.P.E.tm: Neophytes begin with a relatively low base. Add their P.E. attribute to 1d4x10+20 to determine their base P.P.E.tm Recovery is normal, and these mages have mastered the basic skill of meditation. Each additional level of experience, add another 2d6 P.P.E.tm

6. O.C.C. Bonuses: Add +1 to spell strength (and all other magic strengths) at levels three and seven. Add +1 to save vs magic at levels two, five, and eight. Also add a +2 vs horror factor. More bonuses are gained if the hand to hand form Nikar Lo is selected.



Attribute Requirements: An I.Q. of 12 is the only requirement.
Alignment: Any.
Experience Point Table: Use the table for the Mystic (first level is 0 - 2050 experience points) or the character race's table, whichever is higher.
O.C.C. Skills:
Speak/Literate in Native Language (98%)
Math: Basic (+25%)
Two Science or Technical skills of choice (+15%)
One Magic skill of choice, except Alchemy and Mystic Herbology (+5%).
One Pilot skill of choice (+25%)
One Physical skill of choice (+20% where applicable, no restrictions)
One W.P. of choice

Hand to Hand: Basic may be selected at the cost of one other skill, Expert at the cost of two, or Martial Arts, Assassin, or Hand to Hand: Nikar Lo at the cost of three other skills. These are the only avaliable selections.
O.C.C. Related Skills: The player may choose ten skills from the categories listing below and apply the stated bonus. The player may select one more skill at levels four and eight, which begin at base level (in addition to the bonus).
Communications: Any (+5%)
Domestic: Any
Electrical: Any except Robot Electronics (+5%)
Espionage: Any except Sniper, Firgery, and Intelligence
Magic: Any, but each selection counts as two skills. Alchemy, Mystic Herbology, and Spellcrafting are not avaliable. (+5%)
Medical: First Aid or Paramedic, but Paramedic counts as two skill selections. (+5%)
Mechanical: Any except Robot Mechanics and Weapons Engineer.
Military: None
Physical: Any except Boxing, Gymnastics, and Acrobatics
Pilot: Any except Pilot Robots & Power Armor and Robot Combat (+10%)
Pilot Related: Any
Rogue: Any (+10%)
Science: Any (+10%)
Technical: Any (+5%)
Weapon Proficiencies: Any
Wilderness: Any
Secondary Skills: The player may select six skills from the category listing above, but may not apply the given bonus.

Standard Equipment: A leather jacket or nice cloak, a set of fatigues, good walking boots, personal items and some clothes in good condition, a Pocket Digital Disc player, flashlight, work gloves, sleeping bag, sunglasses or tinted goggles, and a gas mask or air filter.

Weapons and Armor: One energy weapon and one non-energy weapon of choice, two clips or E-Clips for each firearm, a vibro-knife (1d6 M.D.tm), and a light or medium suit of armor of choice.

Vehicle: Begins with a motorcycle or other land vehicle of choice (no hover vehicles at first level, but neophytes do love them). The machine is reliable, but definitely not new.

Money: 1d4x1000 credits in cash and another 3d4x1000 in black market items.

Cybernetics/Bionics: Possible, but generally avoided. If the player desires, the Neophyte can sacrifice his special power/ knowledge selection for a bionic limb with two weapons or accessories and three cybernetic implants anywhere in his body. This is the maximum number of enhancements a magician can get without sacrificing his magical power. Any more enhancements to his flesh body and all spells, magic abilities, casting level, and P.P.E.tm are cut by half.