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Sure, I can try to write a sample mage career path for you.

Here is one possible example:

Healer
Healers are mages who specialize in using magic to heal wounds, cure diseases, and restore vitality. They are often found in hospitals, clinics, or
temples, where they offer their services to those in need. Some healers also travel the galaxy, seeking out new forms of life and healing magic.

Qualification: Int 7+ or Edu 7+

Skills and Training:


 Personal Development: 1. +1 Str 2. +1 Dex 3. +1 End 4. +1 Int 5. +1 Edu 6. +1 Soc
 Service Skills: 1. Athletics (any) 2. Drive (any) 3. Medic 4. Persuade 5. Science (Life) 6. Survival
 Specialist Skills: 1. Advocate 2. Diplomat 3. Language (any) 4. Magic (Healing) 5. Magic (Rituals) 6. Magic (Spellcasting)
 Advanced Education: (Edu 8+) 1. Admin 2. Art (any) 3. Magic (Enchanting) 4. Science (Biology) 5. Science (Medicine) 6. Streetwise

Survival: Int 7+ or Edu 7+

Events:
 Roll twice on the Life Events table.
 Roll on this table:
d6 Event

1 You save the life of a prominent person with your healing magic. Gain an Ally or an Enemy (your choice).

You discover a new form of healing magic or a rare medicinal plant. Gain a level in Magic (Healing) or
2 Science (Life).

3 You are involved in a medical emergency or a disaster relief operation. Gain a level in Medic or Persuade.

You join a religious or humanitarian organization that uses healing magic for good causes. Gain a level in
4 Diplomat or Magic (Rituals).

You encounter a hostile or dangerous creature that is immune to conventional medicine. Gain a level in
5 Athletics (any) or Survival.

You learn a secret or a forbidden technique of healing magic from a mysterious source. Gain a level in Magic
6 (Spellcasting) or Magic (Enchanting).

Benefits:
 Roll twice on the Service table.
 Roll on this table:

d6 Benefit

1 Weapon

2 +1 Int

3 +1 Edu

4 Healing Kit

5 Contact

6 Magic Item

Warrior
Warriors are mages who use magic to enhance their combat abilities and to harm their enemies. They are often found in the military, mercenary
groups, or criminal organizations, where they use their skills to fight for a cause or a profit. Some warriors also seek out challenges and glory,
testing their magic against other foes.

Qualification: Str 7+ or Dex 7+

Skills and Training:


 Personal Development: 1. +1 Str 2. +1 Dex 3. +1 End 4. +1 Int 5. +1 Edu 6. +1 Soc
 Service Skills: 1. Athletics (any) 2. Drive (any) 3. Gun Combat (any) 4. Melee (any) 5. Recon 6. Stealth
 Specialist Skills: 1. Explosives 2. Heavy Weapons (any) 3. Leadership 4. Magic (Combat) 5. Magic (Spellcasting) 6. Tactics
 Advanced Education: (Int 8+) 1. Engineer (any) 2. Magic (Enchanting) 3. Magic (Rituals) 4. Pilot (any) 5. Science (Physics) 6. Zero-G

Survival: End 7+ or Dex 7+

Events:
 Roll twice on the Life Events table.
 Roll on this table:
d6 Event

You are involved in a major battle or a violent conflict with your magic. Gain an Ally or an Enemy (your
1 choice).

You discover a new form of combat magic or a powerful weapon. Gain a level in Magic (Combat) or Heavy
2 Weapons (any).

You are wounded or captured by your enemies and have to escape or recover with your magic. Gain a level
3 in Athletics (any) or Stealth.

You join a military or mercenary unit that uses combat magic for special missions. Gain a level in Leadership
4 or Tactics.

You encounter a rival or a nemesis who is also a combat mage. Gain a level in Gun Combat (any) or Melee
5 (any).

You learn a secret or a forbidden technique of combat magic from a dangerous source. Gain a level in Magic
6 (Spellcasting) or Magic (Enchanting).
Benefits:
 Roll twice on the Service table.
 Roll on this table:

d6 Benefit

1 Weapon

2 +1 End

3 +1 Dex

4 Armor

5 Contact

6 Magic Item
Scholar
Scholars are mages who use magic to study and understand the mysteries of the universe. They are often found in universities, research
institutes, or libraries, where they pursue their academic interests and share their knowledge. Some scholars also explore the galaxy, seeking out
new sources of information and magic.

Qualification: Edu 7+ or Int 7+

Skills and Training:


 Personal Development: 1. +1 Str 2. +1 Dex 3. +1 End 4. +1 Int 5. +1 Edu 6. +1 Soc
 Service Skills: 1. Admin 2. Art (any) 3. Computers 4. Language (any) 5. Science (any) 6. Trade (any)
 Specialist Skills: 1. Advocate 2. Investigate 3. Magic (Knowledge) 4. Magic (Spellcasting) 5. Magic (Rituals) 6. Streetwise
 Advanced Education: (Edu 8+) 1. Engineer (any) 2. Magic (Enchanting) 3. Medic 4. Pilot (any) 5. Science (any) 6. Zero-G

Survival: Edu 7+ or Int 7+

Events:
 Roll twice on the Life Events table.
 Roll on this table:
d6 Event

You publish a paper or a book on your field of study with your magic. Gain an Ally or an Enemy (your
1 choice).

You discover a new form of knowledge magic or a rare piece of information. Gain a level in Magic
2 (Knowledge) or Science (any).

You are involved in a scholarly debate or a controversy with your magic. Gain a level in Advocate or
3 Investigate.

You join a prestigious or secretive academic society that uses knowledge magic for its purposes. Gain a level
4 in Admin or Streetwise.

You encounter a puzzle or a mystery that requires your magic to solve. Gain a level in Computers or Trade
5 (any).

You learn a secret or a forbidden technique of knowledge magic from an ancient source. Gain a level in
6 Magic (Spellcasting) or Magic (Enchanting).
Benefits:
 Roll twice on the Service table.
 Roll on this table:

d6 Benefit

1 Weapon

2 +1 Int

3 +1 Edu

4 Library Data

5 Contact

6 Magic Item
Trickster
Tricksters are mages who use magic to deceive, manipulate, and entertain others. They are often found in the entertainment industry, the
underworld, or the fringes of society, where they use their skills to amuse, swindle, or evade. Some tricksters also travel the galaxy, seeking out
new opportunities and challenges for their magic.

Qualification: Dex 7+ or Soc 7+

Skills and Training:


 Personal Development: 1. +1 Str 2. +1 Dex 3. +1 End 4. +1 Int 5. +1 Edu 6. +1 Soc
 Service Skills: 1. Art (any) 2. Deception 3. Drive (any) 4. Persuade 5. Stealth 6. Streetwise
 Specialist Skills: 1. Carouse 2. Gambling 3. Magic (Illusion) 4. Magic (Spellcasting) 5. Magic (Rituals) 6. Sleight of Hand
 Advanced Education: (Soc 8+) 1. Advocate 2. Diplomat 3. Magic (Enchanting) 4. Pilot (any) 5. Science (Psychology) 6. Zero-G

Survival: Dex 7+ or Soc 7+

Events:
 Roll twice on the Life Events table.
 Roll on this table:
d6 Event

1 You perform a spectacular or notorious trick with your magic. Gain an Ally or an Enemy (your choice).

You discover a new form of illusion magic or a clever device. Gain a level in Magic (Illusion) or Sleight of
2 Hand.

3 You are involved in a scam, a heist, or a prank with your magic. Gain a level in Deception or Gambling.

You join a circus, a gang, or a cult that uses illusion magic for its activities. Gain a level in Art (any) or
4 Streetwise.

5 You encounter a rival or a mark who is also a trickster mage. Gain a level in Persuade or Carouse.

You learn a secret or a forbidden technique of illusion magic from a trickster master. Gain a level in Magic
6 (Spellcasting) or Magic (Enchanting).

Benefits:
 Roll twice on the Service table.
 Roll on this table:

d6 Benefit

1 Weapon

2 +1 Dex

3 +1 Soc

4 Disguise Kit

5 Contact

6 Magic Item

Explorer
Explorers are mages who use magic to travel and discover new places, cultures, and phenomena. They are often found in the frontier, the
wilderness, or the unknown, where they use their skills to survive and learn. Some explorers also seek out ancient secrets and hidden treasures
with their magic.
Qualification: End 7+ or Int 7+

Skills and Training:


 Personal Development: 1. +1 Str 2. +1 Dex 3. +1 End 4. +1 Int 5. +1 Edu 6. +1 Soc
 Service Skills: 1. Athletics (any) 2. Drive (any) 3. Navigation 4. Recon 5. Survival 6. Vacc Suit
 Specialist Skills: 1. Animals (any) 2. Astrogation 3. Magic (Travel) 4. Magic (Spellcasting) 5. Magic (Rituals) 6. Sensors
 Advanced Education: (Int 8+) 1. Engineer (any) 2. Magic (Enchanting) 3. Pilot (any) 4. Science (any) 5. Trade (any) 6. Zero-G

Survival: End 7+ or Int 7+

Events:
 Roll twice on the Life Events table.
 Roll on this table:

d6 Event

1 You explore a new planet, system, or dimension with your magic. Gain an Ally or an Enemy (your choice).

2 You discover a new form of travel magic or a useful gadget. Gain a level in Magic (Travel) or Engineer
d6 Event

(any).

You are involved in a first contact, a diplomatic mission, or a cultural exchange with your magic. Gain a level
3 in Language (any) or Trade (any).

You join an expedition, a survey team, or a research group that uses travel magic for its objectives. Gain a
4 level in Astrogation or Science (any).

You encounter a hazard, a trap, or a mystery that requires your magic to overcome. Gain a level in
5 Navigation or Sensors.

You learn a secret or a forbidden technique of travel magic from an explorer legend. Gain a level in Magic
6 (Spellcasting) or Magic (Enchanting).

Benefits:
 Roll twice on the Service table.
 Roll on this table:
d6 Benefit

1 Weapon

2 +1 End

3 +1 Int

4 Vehicle

5 Contact

6 Magic Item

Artist
Artists are mages who use magic to create and express their artistic vision. They are often found in the creative industry, the media, or the high
society, where they use their skills to impress and influence others. Some artists also experiment with new forms and styles of magic, pushing
the boundaries of their art.
Qualification: Dex 7+ or Soc 7+

Skills and Training:


 Personal Development: 1. +1 Str 2. +1 Dex 3. +1 End 4. +1 Int 5. +1 Edu 6. +1 Soc
 Service Skills: 1. Art (any) 2. Carouse 3. Deception 4. Persuade 5. Steward 6. Streetwise
 Specialist Skills: 1. Advocate 2. Diplomat 3. Magic (Creation) 4. Magic (Spellcasting) 5. Magic (Rituals) 6. Perform (any)
 Advanced Education: (Soc 8+) 1. Admin 2. Magic (Enchanting) 3. Medic 4. Pilot (any) 5. Science (Psychology) 6. Zero-G

Survival: Dex 7+ or Soc 7+

Events:
 Roll twice on the Life Events table.
 Roll on this table:

d6 Event

1 You create a masterpiece or a scandal with your magic. Gain an Ally or an Enemy (your choice).

2 You discover a new form of creation magic or a rare material. Gain a level in Magic (Creation) or Art (any).
d6 Event

You are involved in a competition, a festival, or a show with your magic. Gain a level in Deception or
3 Perform (any).

You join a guild, a studio, or a patron that uses creation magic for its projects. Gain a level in Advocate or
4 Steward.

5 You encounter a critic, a fan, or a rival who is also an artist mage. Gain a level in Persuade or Carouse.

You learn a secret or a forbidden technique of creation magic from an artist mentor. Gain a level in Magic
6 (Spellcasting) or Magic (Enchanting).

Benefits:
 Roll twice on the Service table.
 Roll on this table:
d6 Benefit

1 Weapon

2 +1 Dex

3 +1 Soc

4 Artwork

5 Contact

6 Magic Item

Hunter
Hunters are mages who use magic to track and kill their prey. They are often found in the law enforcement, the bounty hunting, or the hunting
industry, where they use their skills to capture or eliminate their targets. Some hunters also pursue rare or dangerous creatures or criminals with
their magic.
Qualification: End 7+ or Int 7+

Skills and Training:


 Personal Development: 1. +1 Str 2. +1 Dex 3. +1 End 4. +1 Int 5. +1 Edu 6. +1 Soc
 Service Skills: 1. Athletics (any) 2. Drive (any) 3. Gun Combat (any) 4. Melee (any) 5. Recon 6. Survival
 Specialist Skills: 1. Animals (any) 2. Investigate 3. Magic (Detection) 4. Magic (Spellcasting) 5. Magic (Rituals) 6. Stealth
 Advanced Education: (Int 8+) 1. Engineer (any) 2. Magic (Enchanting) 3. Pilot (any) 4. Science (Life) 5. Tactics 6. Zero-G

Survival: End 7+ or Int 7+

Events:
 Roll twice on the Life Events table.
 Roll on this table:

d6 Event

1 You hunt down a notorious or elusive target with your magic. Gain an Ally or an Enemy (your choice).

2 You discover a new form of detection magic or a useful tool. Gain a level in Magic (Detection) or Engineer
d6 Event

(any).

You are involved in a chase, a stakeout, or a raid with your magic. Gain a level in Gun Combat (any) or
3 Melee (any).

You join a team, a squad, or a network that uses detection magic for its operations. Gain a level in Investigate
4 or Tactics.

You encounter a threat, a trap, or a surprise that requires your magic to deal with. Gain a level in Athletics
5 (any) or Stealth.

You learn a secret or a forbidden technique of detection magic from a hunter master. Gain a level in Magic
6 (Spellcasting) or Magic (Enchanting).

Benefits:
 Roll twice on the Service table.
 Roll on this table:
d6 Benefit

1 Weapon

2 +1 End

3 +1 Int

4 Tracker

5 Contact

6 Magic Item

Dreamer
Dreamers are mages who use magic to manipulate and explore the realm of dreams. They are often found in the psychic, the mystical, or the
artistic fields, where they use their skills to influence and inspire others. Some dreamers also venture into the nightmares, seeking out hidden
truths and dangers with their magic.
Qualification: Edu 7+ or Soc 7+

Skills and Training:


 Personal Development: 1. +1 Str 2. +1 Dex 3. +1 End 4. +1 Int 5. +1 Edu 6. +1 Soc
 Service Skills: 1. Art (any) 2. Deception 3. Language (any) 4. Persuade 5. Science (Psychology) 6. Streetwise
 Specialist Skills: 1. Advocate 2. Carouse 3. Magic (Dream) 4. Magic (Spellcasting) 5. Magic (Rituals) 6. Perform (any)
 Advanced Education: (Edu 8+) 1. Admin 2. Magic (Enchanting) 3. Medic 4. Pilot (any) 5. Science (any) 6. Zero-G

Survival: Edu 7+ or Soc 7+

Events:
 Roll twice on the Life Events table.
 Roll on this table:

d6 Event

You create or enter a remarkable or dangerous dream with your magic. Gain an Ally or an Enemy (your
1 choice).
d6 Event

2 You discover a new form of dream magic or a rare symbol. Gain a level in Magic (Dream) or Art (any).

You are involved in a seduction, a deception, or a revelation with your magic. Gain a level in Deception or
3 Persuade.

You join a cult, a club, or a movement that uses dream magic for its goals. Gain a level in Advocate or
4 Carouse.

You encounter a friend, a lover, or a foe who is also a dreamer mage. Gain a level in Language (any) or
5 Perform (any).

You learn a secret or a forbidden technique of dream magic from a dreamer master. Gain a level in Magic
6 (Spellcasting) or Magic (Enchanting).

Benefits:
 Roll twice on the Service table.
 Roll on this table:
d6 Benefit

1 Weapon

2 +1 Edu

3 +1 Soc

4 Dreamcatcher

5 Contact

6 Magic Item

Summoner
Summoners are mages who use magic to conjure and control various beings and forces. They are often found in the occult, the military, or the
criminal fields, where they use their skills to command and exploit their minions. Some summoners also seek out new and powerful entities to
summon with their magic.
Qualification: Int 7+ or Edu 7+

Skills and Training:


 Personal Development: 1. +1 Str 2. +1 Dex 3. +1 End 4. +1 Int 5. +1 Edu 6. +1 Soc
 Service Skills: 1. Animals (any) 2. Drive (any) 3. Gun Combat (any) 4. Melee (any) 5. Recon 6. Survival
 Specialist Skills: 1. Explosives 2. Heavy Weapons (any) 3. Magic (Summoning) 4. Magic (Spellcasting) 5. Magic (Rituals) 6. Tactics
 Advanced Education: (Int 8+) 1. Engineer (any) 2. Magic (Enchanting) 3. Pilot (any) 4. Science (any) 5. Trade (any) 6. Zero-G

Survival: Int 7+ or Edu 7+

Events:
 Roll twice on the Life Events table.
 Roll on this table:

d6 Event

1 You summon a loyal or a treacherous minion with your magic. Gain an Ally or an Enemy (your choice).

2 You discover a new form of summoning magic or a rare artifact. Gain a level in Magic (Summoning) or
d6 Event

Engineer (any).

You are involved in a fight, a siege, or a sabotage with your magic. Gain a level in Gun Combat (any) or
3 Explosives.

You join a faction, a company, or a cabal that uses summoning magic for its agenda. Gain a level in Heavy
4 Weapons (any) or Trade (any).

You encounter a rival, a master, or a target who is also a summoner mage. Gain a level in Melee (any) or
5 Tactics.

You learn a secret or a forbidden technique of summoning magic from a summoner legend. Gain a level in
6 Magic (Spellcasting) or Magic (Enchanting).

Benefits:
 Roll twice on the Service table.
 Roll on this table:
d6 Benefit

1 Weapon

2 +1 Int

3 +1 Edu

4 Minion

5 Contact

6 Magic Item

Received message. Sure, I can write another mage career path for you. Here is another possible example: # Summoner Summoners are mages
who use magic to conjure and control various beings and forces. They are often found in the occult, the military, or the criminal fields, where
they use their skills to command and exploit their minions. Some summoners also seek out new and powerful entities to summon with their
magic. ## Qualification: Int 7+ or Edu 7+ ## Skills and Training: - Personal Development: 1. +1 Str 2. +1 Dex 3. +1 End 4. +1 Int 5. +1 Edu 6.
+1 Soc - Service Skills: 1. Animals (any) 2. Drive (any) 3. Gun Combat (any) 4. Melee (any) 5. Recon 6. Survival - Specialist Skills: 1.
Explosives 2. Heavy Weapons (any) 3. Magic (Summoning) 4. Magic (Spellcasting) 5. Magic (Rituals) 6. Tactics - Advanced Education: (Int
8+) 1. Engineer (any) 2. Magic (Enchanting) 3. Pilot (any) 4. Science (any) 5. Trade (any) 6. Zero-G ## Survival: Int 7+ or Edu 7+ ## Events: -
Roll twice on the Life Events table. - Roll on this table: | d6 | Event | |----|-------| | 1 | You summon a loyal or a treacherous minion with your
magic. Gain an Ally or an Enemy (your choice). | | 2 | You discover a new form of summoning magic or a rare artifact. Gain a level in Magic
(Summoning) or Engineer (any). | | 3 | You are involved in a fight, a siege, or a sabotage with your magic. Gain a level in Gun Combat (any) or
Explosives. | | 4 | You join a faction, a company, or a cabal that uses summoning magic for its agenda. Gain a level in Heavy Weapons (any) or
Trade (any). | | 5 | You encounter a rival, a master, or a target who is also a summoner mage. Gain a level in Melee (any) or Tactics. | | 6 | You
learn a secret or a forbidden technique of summoning magic from a summoner legend. Gain a level in Magic (Spellcasting) or Magic
(Enchanting). | ## Benefits: - Roll twice on the Service table. - Roll on this table: | d6 | Benefit | |----|---------| | 1 | Weapon | 2 | +1 Int | 3 | +1 Edu
| 4 | Minion | 5 | Contact | 6 | Magic Item |
10of20
Can you write another mage career path?
Sent message. Can you write another mage career path?
Sure, I can write another mage career path for you. Here is another possible example:

Seer
Seers are mages who use magic to perceive and manipulate the flow of time and fate. They are often found in the divination, the prophecy, or the
gambling fields, where they use their skills to foresee and influence the future. Some seers also tamper with the past or the present with their
magic.

Qualification: Edu 7+ or Soc 7+

Skills and Training:


 Personal Development: 1. +1 Str 2. +1 Dex 3. +1 End 4. +1 Int 5. +1 Edu 6. +1 Soc
 Service Skills: 1. Art (any) 2. Deception 3. Gambling 4. Persuade 5. Science (Psychology) 6. Streetwise
 Specialist Skills: 1. Advocate 2. Diplomat 3. Magic (Fate) 4. Magic (Spellcasting) 5. Magic (Rituals) 6. Stealth
 Advanced Education: (Edu 8+) 1. Admin 2. Magic (Enchanting) 3. Medic 4. Pilot (any) 5. Science (any) 6. Zero-G

Survival: Edu 7+ or Soc 7+

Events:
 Roll twice on the Life Events table.
 Roll on this table:

d6 Event

1 You foresee or alter a significant or a trivial event with your magic. Gain an Ally or an Enemy (your choice).

2 You discover a new form of fate magic or a rare instrument. Gain a level in Magic (Fate) or Art (any).

You are involved in a prediction, a manipulation, or a paradox with your magic. Gain a level in Deception or
3 Gambling.

You join a sect, a faction, or a conspiracy that uses fate magic for its plans. Gain a level in Advocate or
4 Stealth.
d6 Event

5 You encounter a friend, a foe, or a stranger who is also a seer mage. Gain a level in Persuade or Diplomat.

You learn a secret or a forbidden technique of fate magic from a seer master. Gain a level in Magic
6 (Spellcasting) or Magic (Enchanting).

Benefits:
 Roll twice on the Service table.
 Roll on this table:

d6 Benefit

1 Weapon

2 +1 Edu

3 +1 Soc
d6 Benefit

4 Crystal Ball

5 Contact

6 Magic Item

Shaper
Shapers are mages who use magic to transform and manipulate matter and energy. They are often found in the engineering, the manufacturing,
or the mining fields, where they use their skills to create and modify various objects and substances. Some shapers also experiment with new and
exotic forms of matter and energy with their magic.

Qualification: Int 7+ or Edu 7+

Skills and Training:


 Personal Development: 1. +1 Str 2. +1 Dex 3. +1 End 4. +1 Int 5. +1 Edu 6. +1 Soc
 Service Skills: 1. Drive (any) 2. Engineer (any) 3. Gun Combat (any) 4. Melee (any) 5. Trade (any) 6. Vacc Suit
 Specialist Skills: 1. Explosives 2. Heavy Weapons (any) 3. Magic (Shaping) 4. Magic (Spellcasting) 5. Magic (Rituals) 6. Science (any)
 Advanced Education: (Int 8+) 1. Engineer (any) 2. Magic (Enchanting) 3. Pilot (any) 4. Science (any) 5. Sensors 6. Zero-G
Survival: Int 7+ or Edu 7+

Events:
 Roll twice on the Life Events table.
 Roll on this table:

d6 Event

You create or destroy a valuable or a dangerous object with your magic. Gain an Ally or an Enemy (your
1 choice).

You discover a new form of shaping magic or a rare material. Gain a level in Magic (Shaping) or Engineer
2 (any).

You are involved in a construction, a demolition, or a repair with your magic. Gain a level in Trade (any) or
3 Explosives.

You join a corporation, a guild, or a syndicate that uses shaping magic for its business. Gain a level in Heavy
4 Weapons (any) or Sensors.
d6 Event

You encounter a challenge, a problem, or a mystery that requires your magic to solve. Gain a level in Science
5 (any) or Vacc Suit.

You learn a secret or a forbidden technique of shaping magic from a shaper master. Gain a level in Magic
6 (Spellcasting) or Magic (Enchanting).

Benefits:
 Roll twice on the Service table.
 Roll on this table:

d6 Benefit

1 Weapon

2 +1 Int

3 +1 Edu
d6 Benefit

4 Toolkit

5 Contact

Arcanist
Arcanists are mages who use magic to study and manipulate the fundamental forces of reality. They are often found in the arcane, the scientific,
or the mystical fields, where they use their skills to understand and harness the secrets of the cosmos. Some arcanists also explore the boundaries
and the paradoxes of magic, seeking out new and impossible phenomena.

Qualification: Int 8+ or Edu 8+

Skills and Training:


 Personal Development: 1. +1 Str 2. +1 Dex 3. +1 End 4. +1 Int 5. +1 Edu 6. +1 Soc
 Service Skills: 1. Computers 2. Engineer (any) 3. Language (any) 4. Science (any) 5. Trade (any) 6. Zero-G
 Specialist Skills: 1. Astrogation 2. Magic (Arcane) 3. Magic (Spellcasting) 4. Magic (Rituals) 5. Science (any) 6. Sensors
 Advanced Education: (Edu 8+) 1. Engineer (any) 2. Magic (Enchanting) 3. Pilot (any) 4. Science (any) 5. Science (any) 6. Zero-G
Survival: Int 8+ or Edu 8+

Events:
 Roll twice on the Life Events table.
 Roll on this table:

d6 Event

You uncover or reveal a profound or a dangerous secret with your magic. Gain an Ally or an Enemy (your
1 choice).

You discover a new form of arcane magic or a rare phenomenon. Gain a level in Magic (Arcane) or Science
2 (any).

You are involved in a research, a experiment, or a breakthrough with your magic. Gain a level in Engineer
3 (any) or Astrogation.

You join a institute, a academy, or a order that uses arcane magic for its research. Gain a level in Computers
4 or Sensors.
d6 Event

You encounter a anomaly, a paradox, or a mystery that requires your magic to explain. Gain a level in
5 Language (any) or Trade (any).

You learn a secret or a forbidden technique of arcane magic from an arcanist master. Gain a level in Magic
6 (Spellcasting) or Magic (Enchanting).

Benefits:
 Roll twice on the Service table.
 Roll on this table:

d6 Benefit

1 Weapon

2 +1 Int

3 +1 Edu
d6 Benefit

4 Arcanum

5 Contact

6 Magic Item

Technomage
Technomages are mages who use magic to interface and manipulate technology. They are often found in the hacking, the cybernetics, or the
robotics fields, where they use their skills to control and modify various devices and systems. Some technomages also experiment with new and
advanced forms of technology and magic, creating and enhancing their own cyberware.

Qualification: Int 7+ or Edu 7+

Skills and Training:


 Personal Development: 1. +1 Str 2. +1 Dex 3. +1 End 4. +1 Int 5. +1 Edu 6. +1 Soc
 Service Skills: 1. Computers 2. Drive (any) 3. Electronics 4. Engineer (any) 5. Gun Combat (any) 6. Melee (any)
 Specialist Skills: 1. Comms 2. Magic (Cyber) 3. Magic (Spellcasting) 4. Magic (Rituals) 5. Remote Operations 6. Sensors
 Advanced Education: (Int 8+) 1. Engineer (any) 2. Magic (Enchanting) 3. Medic 4. Pilot (any) 5. Science (any) 6. Zero-G

Survival: Int 7+ or Edu 7+

Events:
 Roll twice on the Life Events table.
 Roll on this table:

d6 Event

You hack or enhance a powerful or a dangerous device with your magic. Gain an Ally or an Enemy (your
1 choice).

2 You discover a new form of cyber magic or a rare gadget. Gain a level in Magic (Cyber) or Electronics.

You are involved in a cyberattack, a heist, or a sabotage with your magic. Gain a level in Computers or
3 Comms.
d6 Event

You join a network, a gang, or a corporation that uses cyber magic for its operations. Gain a level in Engineer
4 (any) or Remote Operations.

You encounter a rival, a friend, or a target who is also a technomage. Gain a level in Gun Combat (any) or
5 Melee (any).

You learn a secret or a forbidden technique of cyber magic from a technomage master. Gain a level in Magic
6 (Spellcasting) or Magic (Enchanting).

Benefits:
 Roll twice on the Service table.
 Roll on this table:

d6 Benefit

1 Weapon
d6 Benefit

2 +1 Int

3 +1 Edu

4 Cyberware

5 Contact

6 Magic Item

Sure, I can generate some spells for technomages. Here are some possible examples:

 Data Blast: A spell that sends a burst of corrupted data to a target device or system, causing damage or malfunction.
 Cyber Sense: A spell that allows the caster to perceive and analyze the signals and data of nearby devices and systems.
 Hack: A spell that allows the caster to bypass the security and access the functions of a target device or system.
 Override: A spell that allows the caster to take control of a target device or system, overriding its normal operation.
 Encrypt: A spell that allows the caster to protect their own or an ally’s device or system from hacking or detection.
 Decrypt: A spell that allows the caster to break the encryption or protection of a target device or system.
 Firewall: A spell that creates a barrier of magic around a device or system, blocking or deflecting incoming attacks or signals.
 Virus: A spell that infects a target device or system with a malicious program, causing various effects such as damage, malfunction, or
data theft.
 Upgrade: A spell that enhances the performance or functionality of a device or system, granting it new or improved features.
 Debug: A spell that repairs or restores a damaged or malfunctioning device or system, removing any errors or glitches.

Sure, I can create stats for these spells. Here are some possible examples:
 Data Blast: Range: 10 meters, Duration: Instant, Effect: 1d6 damage per Magic (Cyber) level to a device or system, resisted by its
Electronics skill.
 Cyber Sense: Range: Self, Duration: Concentration, Effect: The caster can sense and identify the signals and data of devices and systems
within 10 meters per Magic (Cyber) level. The caster can also make Magic (Cyber) checks to analyze or interpret the information.
 Hack: Range: 10 meters, Duration: Concentration, Effect: The caster can attempt to hack a device or system within range, making a
Magic (Cyber) check opposed by its Electronics skill. If successful, the caster can access and use the functions of the target as if they had
its password or authorization.
 Override: Range: 10 meters, Duration: Concentration, Effect: The caster can attempt to override a device or system within range, making
a Magic (Cyber) check opposed by its Electronics skill. If successful, the caster can control the actions and output of the target, ignoring
its normal operation or commands.
 Encrypt: Range: Touch, Duration: 1 hour per Magic (Cyber) level, Effect: The caster can protect a device or system from hacking or
detection, granting it a bonus equal to the caster’s Magic (Cyber) level to its Electronics skill when resisting such attempts.
 Decrypt: Range: 10 meters, Duration: Instant, Effect: The caster can attempt to decrypt or break the protection of a device or system
within range, making a Magic (Cyber) check opposed by its Electronics skill. If successful, the caster can bypass or remove the
encryption or protection of the target.
 Firewall: Range: Touch, Duration: 10 minutes per Magic (Cyber) level, Effect: The caster can create a barrier of magic around a device
or system, blocking or deflecting incoming attacks or signals. The barrier has an Armor value equal to the caster’s Magic (Cyber) level
and can absorb damage or interference up to that amount before collapsing.
 Virus: Range: 10 meters, Duration: 1 minute per Magic (Cyber) level, Effect: The caster can infect a device or system with a malicious
program, making a Magic (Cyber) check opposed by its Electronics skill. If successful, the caster can choose one of the following effects
for the virus:
o Damage: The virus causes 1d6 damage per round to the target.
o Malfunction: The virus causes the target to malfunction randomly, making it unreliable or unusable.
o Data Theft: The virus steals data from the target and sends it to the caster.
 Upgrade: Range: Touch, Duration: 1 hour per Magic (Cyber) level, Effect: The caster can enhance the performance or functionality of a
device or system, granting it a bonus equal to the caster’s Magic (Cyber) level to one of its skills or attributes.
 Debug: Range: Touch, Duration: Instant, Effect: The caster can repair or restore a damaged or malfunctioning device or system, restoring
up to 1d6 points of damage per Magic (Cyber) level and removing any errors or glitches.
 Data Shield: Range: Self, Duration: Concentration, Effect: The caster can create a shield of data around themselves, granting them a
bonus equal to their Magic (Cyber) level to their Armor value and their Electronics skill when resisting cyber attacks or signals.
 Cyber Link: Range: Touch, Duration: Concentration, Effect: The caster can establish a mental link with a device or system, allowing
them to use it without any physical interface or input. The caster can also communicate with the device or system as if it had a
personality and intelligence.
 Hack Blast: Range: 10 meters, Duration: Instant, Effect: The caster can send a blast of hacking energy to a target device or system,
making a Magic (Cyber) check opposed by its Electronics skill. If successful, the caster can choose one of the following effects for the
blast:
o Disable: The blast disables the target for 1d6 rounds, making it unable to function or communicate.
o Hijack: The blast hijacks the target for 1d6 rounds, making it obey the caster’s commands or signals.
o Backfire: The blast backfires the target for 1d6 rounds, making it harm itself or its allies with its actions or output.
 Cyber Scan: Range: Self, Duration: Concentration, Effect: The caster can scan and identify the devices and systems within 10 meters per
Magic (Cyber) level. The caster can also make Magic (Cyber) checks to detect any hidden, encrypted, or protected devices or systems.
 Data Storm: Range: 10 meters radius, Duration: Concentration, Effect: The caster can create a storm of data in an area, affecting all
devices and systems within range. The storm causes 1d6 damage per round and imposes a penalty equal to the caster’s Magic (Cyber)
level to their Electronics skill when resisting cyber attacks or signals.
Elementalist
Elementalists are mages who use magic to control and manipulate the four classical elements: fire, water, earth, and air. They are often found in
the environmental, the industrial, or the elemental fields, where they use their skills to shape and harness the forces of nature. Some elementalists
also specialize in one or more elements, mastering their power and secrets.

Qualification: End 7+ or Int 7+

Skills and Training:


 Personal Development: 1. +1 Str 2. +1 Dex 3. +1 End 4. +1 Int 5. +1 Edu 6. +1 Soc
 Service Skills: 1. Athletics (any) 2. Drive (any) 3. Gun Combat (any) 4. Melee (any) 5. Survival 6. Vacc Suit
 Specialist Skills: 1. Animals (any) 2. Magic (Elemental) 3. Magic (Spellcasting) 4. Magic (Rituals) 5. Science (any) 6. Trade (any)
 Advanced Education: (Int 8+) 1. Engineer (any) 2. Magic (Enchanting) 3. Pilot (any) 4. Science (any) 5. Sensors 6. Zero-G

Survival: End 7+ or Int 7+

Events:
 Roll twice on the Life Events table.
 Roll on this table:
d6 Event

You control or unleash a powerful or a dangerous element with your magic. Gain an Ally or an Enemy (your
1 choice).

You discover a new form of elemental magic or a rare substance. Gain a level in Magic (Elemental) or
2 Science (any).

You are involved in a disaster, a rescue, or a construction with your magic. Gain a level in Athletics (any) or
3 Engineer (any).

You join a group, a company, or a cult that uses elemental magic for its activities. Gain a level in Animals
4 (any) or Trade (any).

You encounter a creature, a phenomenon, or a challenge that requires your magic to deal with. Gain a level in
5 Survival or Vacc Suit.

You learn a secret or a forbidden technique of elemental magic from an elementalist master. Gain a level in
6 Magic (Spellcasting) or Magic (Enchanting).
Benefits:
 Roll twice on the Service table.
 Roll on this table:

d6 Benefit

1 Weapon

2 +1 End

3 +1 Int

4 Elemental Focus

5 Contact

6 Magic Item

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