Pillars of Faith


Ork Mage
Ork Mage
    "That's it?  You made me come down here for this?  This is a waste of my friggin' time!  I don't know who told you I'm desperate for cash, but this is ridiculous.  You listen to me breeder, I don't do ten yen runs and I don't like slags who insult my intelligence with offers that are less than a quarter of what I'm worth.
    "Well?  What are you still doin' breathing my air?  Oh you have a better offer do you?  I thought you might see things my way."
Commentary:  Ork Magicians get picked up off the streets by Corps eager to get a Mage on the cheap.  They get rushed through substandard magic programs that barely cover the basics and are long on practical application while being short on theory and practice.  The Corps just want to get them to work as soon as possible.  Ork Mages are put to work in dangerous positions where the corps don't want to place one of their highly paid and very expensive PHD graduate wage mages.  The majority of Ork Mages join a strike team or do some sort of security work.  Naturally, many of those either die at the hands of better trained magicians or wise up and get out of their indentured servitude to run the shadows.  Other Ork Mages pass through an apprenticeship learning at the feet of Street Mages.  These Orks tend to get a better if more eclectic training.  Some however are self-taught and get whatever they can.  What they all have in common is self reliance and that self reliance makes them tougher than your average Wizbanger.
Attributes
    Body
    Quickness
    Strength
    Charisma
    Intelligence
    Willpower
    Essence
    Magic
    Reaction

   4
   5
   3
   4
   5
   5
   6
   6
   5
   Skills
      Conjuring
      Etiquette (Street)
      Firearms
      Magical Theory
      Sorcery

   5
   1
   2
   4
   6
Initiative   5+1d6
Dice Pools
    Astral   8
    Combat   8
    Magic   6
Contacts
    Choose (2) Contacts
Gear
    Savalette Guardian with (50) round regular ammo, concealable holster and (2) spare clips.
    Lined Coat [4/2]
    Elemental Conjuring Materials (3 units)
Spells
    Detect Enemies:  3
    Mana Bolt:  4
    Power Ball:  5
    Treat:  3
Starting Cash:  19¥+(3d6 x1000¥)
Notes:  Has natural Low-light vision.