MYSTIC MAGIC O.C.C.
Role: Minor Mage
PL 8 (109)
STRENGTH 1
STAMINA 3
AGILITY 3
FIGHTING 5
DEXTERITY 4
INTELLIGENCE 2
AWARENESS 2
PRESENCE 2
Skills:
Athletics 6 (+7)
Deception 2 (+4)
Expertise (Magic) 4 (+6)
Insight 3 (+5)
Investigation 3 (+5)
Perception 5 (+7)
Persuasion 3 (+5)
Stealth 2 (+5)
Advantages:
Equipment 6 (Gear), Ranged Attack 3, Ritualist
Powers:
"Sense Evil" Senses 3 (Evil Awareness- Ranged, Radius) [3]
Features 1: May Become a Medium For Another Being [1]
"Magic & Psionics"
"Befuddle" Affliction 8 (Will; Dazed & Vulnerable/Stunned & Defenseless) (Ranged, Extra Condition, Limited Degree) (16) -- [29]
- AE: "Blinding Flash" Dazzle Visuals 6 (15ft. Burst) (16)
- AE: "Cloud of Smoke" Concealment 2 (Visuals) (Attack, Ranged) (8)
- AE: "Fear" Affliction 8 (Will; Dazed/Compelled/Controlled) (Ranged, Fear Only) (16)
- AE: "Detect Concealment" Senses 4 (Vision Counters Concealment) (4 points)
- AE: "Turn Dead" Mind Control 8 (Burst, Ranged Only, Limited to Animated Undead) (16)
- AE: "Telepathy" Mind-Reading 4 Linked to Communication 1 (Mental) (Flaws: Limited to Brief Messages) (11)
- AE: "Mind Block" Immunity 20 (Mental Powers) (Flaws: Fades) (10)
- AE: "Sixth Sense" Danger Sense & Uncanny Dodge (2)
- AE: "Clarevoyance" Precognition (4)
- AE: "Astral Projection" Remote Sensing (Vision) 6 (Flaws: Physical Body is Defenseless) (6)
- AE: "Exorcism" Nullify Possession 8 (Reach) (9)
- AE: "Healing Touch" Healing 4 (8)
- AE: "Psychic Purification" Nullify Drugs 6 (6)
Equipment:
"Light Body Armor" Protection 4 (Extras: Impervious 3) (7)
"Energy Rifle" Blast 7 (Multiattack) (21)
Offense:
Unarmed +5 (+1 Damage, DC 16)
Gun +7 (+7 Ranged Damage, DC 22)
Magical Afflictions +7 (+8 Ranged Affliction, DC 18)
Blinding Flash +6 Area (+6 Affliction, DC 16)
Initiative +2
Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +3 (+7 Armor), Fortitude +4, Will +6
Complications:
Enemy (The Coalition)- The CS actively hate Magic, and will kill any sorcerers they can find.
Power Loss (Magic)- Magic requires the internal energies of the Sorcerer to work- too many Spells will wear them out.
Total: Abilities: 44 / Skills: 28--14 / Advantages: 10 / Powers: 33 / Defenses: 8 (109)
-The Mystic is said to be an intuitive, unlearned Sorcerer- one whose spells just COME to them, without any training or learning required. Sort of like D&D's Sorcerer class, but also with a smattering of Psionics. They know only low-level spells at first (the first two levels don't have any damage-dealing properties), but will slowly improve with time, gaining 20+ Spells by the time they reach their maximum. Their base spells are said to reflect the Wizard at that point in their life- greedy sorts will get spells to help thievery, angry men will gain offensive spells, etc. Their Psionics appear to never improve. Mages in
Rifts were notoriously underpowered at first, lacking durability, Force Fields or even much in the way of combat spells. Despite their versatility, a City Rat or Rogue Scholar could still take them out.
-Mystics gain six spells at Level 1, and never change. Every level therafter, they gain additional ones, gaining four, then three, then two for every level after the third, corresponding to their own level (so they have to reach their maximum before getting Level 15 Spells). Their great versatily comes at the cost of Skills, which are VERY minimal, and their armor and weaponry are quite low. But how many D&D Wizards can tank a Rail Gun with their armor?
-My Mystic here chose spells based around "Helping Others"- therefore, he has a lot of disabling Afflictions to target the enemy, as well concealing smoke, Detection spells and other things.