Pillars of Faith


Mercenary Mage
Mercenary Mage
    "People hire me for a specific purpose, combat.  I do what needs to be done.  No more, no less.  I am not a thief, nor an assassin.  Though my job may require that I steal from, or kill people at times, my main objective is to complete the mission I signed on for.  How I do that is up to me.  I carry out the mission as I see fit."
Commentary:  The battlefield of the Sixth World would not be complete without the trained specialist in magic.  Magic is highly adaptable and can serve as well to gather information as to lend firepower to the front lines.  The Mercenary Mage can fulfill a variety of roles on the battlefield switching from one area to another with ease.  A definite asset, he knows his worth and doesn't hesitate to point it out.
Attributes
    Body
    Quickness
    Strength
    Charisma
    Intelligence
    Willpower
    Essence
    Magic
    Reaction

   3
   4
   2
   1
   4
   5
   6
   6
   4
   Skills
      Car
      Conjuring
      Etiquette (Military)
      Firearms
      Magical Theory
      Military Theory
      Sorcery
      Stealth
      Throwing Weapons
      Unarmed Combat

   2
   3
   2
   4
   3
   2
   6
   4
   1
   3
Initiative   4+1d6 (4+4D6)*
Dice Pools
    Combat   6
    Magic   6
Contacts
    Choose (2) contacts
Cyberware
    None
Gear
    Middle lifestyle
    Beretta Model 101T
    Ares Alpha Combat Gun
    Smartgoggles level II (with low-light and thermographic imaging)
    Secure Jacket 5/3
    Binoculars
    Micro-transceiver
    Doc Wagon Basic contract
    Elemental Conjuring Materials (3 units)
    Expendable Fetishes
        20 Combat
        20 Detection
        20 Healing
    Spell Lock (Increase Reflexes +3 Dice/2 successes)
    Ford Americar
Spells
    Combat
       Fireball: 5
       Ram: 4
       Sleep: 5
    Detection
       Clairvoyance: 3
       Combat Sense: 3
    Healing
       Increase Reflexes +3 Dice: 2
       Treat: 3
Starting cash:  3d6x1,000¥
Notes:  *Initiative only applies while spell lock is active.