RPG/Biowarp Mage
Facet Specialty: Magic
Faction: Golden Alliance
Specialty | Magic |
Subjects | Art, Science, Math, History, Gym |
Level | HP | MP | Special Abilities |
---|---|---|---|
1 | 6 | 14 | Biomage Channeling 1/10, Magic Resist 1 |
2 | 12 | 28 | Biomage Channeling 2/20, Overchannel +1 |
3 | 18 | 42 | Biomage Channeling 3/30, BioWarp Punch 1 |
4 | 24 | 56 | Biomage Channeling 4/40, Magic Resist 2 |
5 | 30 | 70 | Biomage Channeling 5/50, Overchannel +2, +1 Vehicle Fire Action |
6 | 36 | 84 | Biomage Channeling 6/60, BioWarp Punch 2 |
7 | 42 | 98 | Biomage Channeling 7/70, Magic Resist 3 |
8 | 48 | 112 | Biomage Channeling 8/80, Overchannel +3 |
9 | 54 | 126 | Biomage Channeling 9/90, BioWarp Punch 3 |
10 | 60 | 140 | Biomage Channeling 10/100, Magic Resist 4, +1 Vehicle Move Action |
Biomage Channeling X/Y: BioWarp mages can use their own MP to boost the power output of a vehicle equipped with BioWarp controls. The amount of their own MP that they can channel into a vehicle each round is equal to X, and Y is the maximum amount of ship MP this provides. BioWarp Mages are limited in how much MP they can provide by the BioWarp controls, as they are listed with a number that reflects the maximum amount of MP they can channel in a single turn, though a BioWarp mage can spend their extra initiative turns to use this ability again, so long as they spend no more than X of their own MP in a single round. For every 1 MP channeled, the ship's reactor gains 10 MP.
BioWarp Punch +X: Though they lack the finesse needed to cast actual magical spells, BioWarp mages can still do something with their leftover magical energy. A number of times per encounter no higher than the character's defense, they may spend up to 5 MP times X before making an attack with a Punchy weapon that uses the Fist base damage or a kick. For every 5 MP spent on this attack, if it hits, they deal 1 additional die of Personality damage. These dice are added, so spending 15 MP on this ability would deal an additional 3+dPer damage. All of the punch's damage is considered magical in nature, but it is non-elemental.
Overchannel +X: A Biowarp mage may consider any vehicle with biowarp controls to have +X to its biowarp controls rating.
Magic Resist X: Biowarp Mages subtract X from all damage dealt by magic spells or any source powered by mahoutech.
+X Vehicle Fire Action: A BioWarp Mage gains +X actions when piloting a vehicle that may go toward Fire actions.
+X Vehicle Move Action: A BioWarp Mage gains +X actions when piloting a vehicle that may go toward Move actions.