CATALYST O.C.C.
Adapted from the _Darksword Trilogy_, by Margaret Weis and Tracy Hickman
A relatively new form of magic-user, the Catalyst could be considered a super-familiar. Most Catalysts come from the Magic Zone, but can be found anywhere other mages are found, including Lazlo and Tolkeen. The Catalyst credo is "to live is to serve, to serve is to live." This makes them highly desired by all other practitioners of magic. A good aligned Catalyst may serve anyone whose cause he believes in, while a selfish or evil Catalyst may charge for their services, sometimes more than some magicians can afford. In the wilderness, one Catalyst could serve several mages, while the more well-to-do in civilized areas usually have their own personal Catalyst. All Catalysts have scholastic training, given the nature of their abilities. While a Catalyst can give magic to any mage, to ask an unfamiliar Catalyst for magic is considered rude, and possibly insulting to the Catalyst's usual mage.
Special Powers of the Catalyst:
- Sense Ley Line and Magic Energy -- same as the Ley Line Walker
- Ley Line Rejuvination -- same as the Ley Line Walker
- Magic Bonuses: +3 to save vs. Horror Factor, +5 to save vs. Magic, +1 to save vs. psionics. Impervious to mind control.
- P.P.E Battery -- The Catalyst is trained to store P.P.E. better than any other practitioner of magic. Base P.P.E. is 3D6 x 100 + P.E., plus an additional 3D4 x 10 P.P.E. per level. Regenerates P.P.E. twice as fast when sleeping or meditating.
- Instinctively knows the precise amount of P.P.E. stored in his body. This enables them to automatically know when a practitioner of magic is attempting to draw P.P.E. from them, and will instinctively resist.
- Spell knowledge. CANNOT cast spells, but can use Techno-Wizard items and magic circles.
- Can give P.P.E. to other practitioners of magic. To accomplish this, the Catalyst must open a channel to the mage requesting the magic, and gives the mage the precise amount of magic needed.
- A Catalyst can also use the magic channel to drain other practitioners of magic of their P.P.E. This can only be done once before the other mage is aware of it, and counts as a sneak attack. Only the Catalyst can tap the P.P.E. of other mages. Excess P.P.E. over the Catalyst's current base must be expended (read: given to a friendly mage) in 1D4 melees, or the energy will dissipate.
- Enhance Magic Effects. By expending 20 P.P.E., the Catalyst can temporarily enhance a spell-caster's or mystic artifact's spell strength by +1. In addition, the Catalyst can enable a spell's range, damage, and duration to increase by 50% by doubling the amount of P.P.E. needed to cast the spell. For example, a fourth-level Shifter casts Call Lightning, doing 4D6 M.D. to its target, the Catalyst feeds the Shifter an additional 15 P.P.E. to increase the damage by 2D6, bringing the total damage done to 6D6 M.D.
Attribute requirements: IQ 12, ME 12, PE 12.
Alignment: Any, although good and unprincipled are most common.
O.C.C. Skills:
- Speaks Native Language at 98%, and 1D4 other languages at +20%
- Literate in his Native Language and one other at +20%
- Basic Math (98%)
- Advanced Math (+20%)
- Cook (+10%)
- Pilot: Two of choice (+15%)
- Lore: Demons & Monsters (+20%)
- Lore: Faerie (+20%)
- Lore: Magic (+20%)
- WP: 2 of choice
- Hand to Hand: Basic *
- * Can upgrade to Expert at the cost of one "other" skill, or Martial Arts or Assassin (if of evil alignment) at the cost of two "other" skills.
O.C.C. Related Skills: the character starts off with eight other skills, but three must be from Technical or Science. Also can learn two other skills at levels 3 and 5, and one other skill at levels 7, 10, and 13. All new skills start at level one proficiency. Skills are available from the categories listed below:
- Communications: Radio: Basic and Cryptography only (+5%)
- Cowboy: None.
- Domestic: Any (+10%)
- Electrical: Basic only (+5%)
- Espionage: Forgery, Intelligence, and Wilderness Survival only (+5%)
- Mechanical: Automotive and Basic only (+5%)
- Medical: Animal Husbandry (+5%), First Aid (+10%), Holistic (+5%), and Paramedic (+5%) only (Paramedic takes two skill slots).
- Military: None
- Physical: Any, except Acrobatics, Gymnastics, and Wrestling. (+5% where applicable)
- Pilot: Any.
- Pilot Related: Any.
- Rogue: Any, except Computer Hacking, and Safe-cracking. (+15%)
- Scientific: Any. (+10%)
- Technical: Any (+10, execpt Lores, which are +15%)
- WP: Any.
- Wilderness: Any.
Secondary Skills: The character starts with six secondary skills taken from the list above (without bonuses), and can learn two more at levels 5, 10, and 15. All new skills start at level 1 proficiency.
Standard Equipment: Portable compact disc recorder/player and headphones, video disc player, portable language translator, notebook, sketch pad or blank paper, a dozen pens and markers, old-fashion dip pen and ink, magnifying glass, hat, set of travelling clothes, set of dress clothes, survival knife, knapsack, backpack, and personal items. Starting weapons include one energy weapon of choice with two E-clips, and one non-energy weapon of choice with two clips of ammo, if applicable. Either weapon can be a techno-wizard item. One set of light M.D.C. body armor. The vehicle can be anything, but is often either a horse or other living animal, motorcycle, dune buggy, or a hover vehicle.
Money: Wilderness Catalysts will have 1D4 x 100 in credit, and a black market item worth 1D6 x 1000 credits. City Catalysts will have saved 3D4 x 1000 credits.
Catalysts use the Techno-Wizard Experience Table.
Back to the Main OCCs Page