Sage

(Wayne Imlach)

Basic Information

This is a profession which has some similarity to Chris Loh's Monk profession, and in perhaps the tradition of Monk and Sage, the question begs to be asked: "Which came first, the Monk or the Sage?"

Sages are ascetic Monks - wise in ancient lore, but also skilful in the use of psionic powers, unarmed combat and special weapon techniques. Although more common in the Southern Lands* beyond Coradia*, a few monasteries of the True Faith* train brothers in similar disciplines to go out and carry forth the good word of the Lord*, banishing whatever evil and unholy forces they come across.

Sages are invariably human.

Minimum Requirements

Both Psychic Talent and Intelligence of at least 9.

Basic Statistics

Attack: 12
Defence: 6
Magical Defence: 4
Evasion: 4
Stealth: As Mystic*
Perception: As Mystic*
Health Points: 6+d6 (10)

Advancement

+1 to both Attack and Defence every second rank (2nd, 4th, 6th etc.).
+1 Magical Defence every rank.
+1 Health point every rank.
+1 Evasion at 5th Rank, +1 at 9th, +1 at 14th etc.

Adepthood
Sages also follow Adepthood in the same way as Mystic* characters.

Special Abilities

ESP*
As Mystic* character.

Premonition*
As Mystic* character.

Exorcism
The ability to dispel the Undead*, Ghosts* and other Wraiths* by stifling the paranormal energies that sustains them. This requires concentration, and the Sage cannot perform any other actions while exorcising. Deduct the Magical Defence of the creature from the Magical Defence and Rank of the Sage: he must roll equal to or less than this on 2d10 to affect the energies. A normal success will prevent the creature from approaching the Sage, with a sphere of influence equal to the Sages rank in metres (diameter). Once successful a Sage can hold off the spirit indefinitely, as long as his concentration is not broken. As soon as he performs another action or is distracted (such as taking a wound), the effect will wear off. Furthermore, if the difference between the actual roll and that required is greater than the Magical Defence of the creature, the energies that sustain it will have been completely disrupted, banishing the energies permanently, and destroying the foe. Creatures affected by this ability include: Barghests*, Baraduth*, Blue Men*, Cadavers*, Caitshee*, Death's Head* bodies (but not the Death's Head* itself), Ghosts*, Ghouls*, Grave Gaunts*, Hellions*, Hellrots*, Jumbees*, Necrochor*, Nightmares*, Mummies*, Skeletons*, Skullghasts*, Spectres*, Vampires*, Wights*, Wraiths* and Zombies*.

Telekinesis*
Similar to the Mystic* spell of the same name. The Sage can manipulate objects up to his rank x 10kg in weight, and move them at a speed of his rank X 2 metres per combat round. The range of this effect is limited to his rank in metres. It requires concentration, and to successfully apply the ability, he must roll under his psychic talent on 2d10. This roll must be made each combat round that the ability is sustained. In addition, the ability allows the Sage to perform unusual feats of agility and strength, as he can directly manipulate his own weight and the weight of objects. A successful application of the roll will allow him to add his rank to his reflexes for the purposes of climbing and leaping obstacles, also increasing the maximum distance he can jump by the same amount. When falling he can slow his decent, so that he reduces the damage taken from a long drop. He may reduce the damage taken from any drop by his rank. At higher rank he can even levitate his own body, negating a fall completely and even rising up into the air! A Sage cannot manipulate any living being that does not wish itself to be.

Healing
Through a mystical process of transference, a Sage can heal the wounds of others by exchanging his own life force with another persons. The Sage must be touching the intended recipient, and can heal one point of health per round. For each point healed, the Sage loses one point of his own health. However, a Sage is adept at self-recovery, and does not have to wait four days before recovering lost health points; his recovery will begin immediately the following day.

Mystical Trances*
Sages can slip into the Trances* described for Assassins* in Book 4. Indeed, the Assassin* cult originally learnt their meditation skills from ancient Ta'ashim* Sages. The Trances* are made available at the same rank as for Assassins*.

Mind Control

Sages can attempt to subtly alter the perceptions of intelligent beings, and increase their suggestibility to his wishes. To assert control, the Sage must engage in a conversation with the victim, and with a subtle mix of telepathy, tone of voice and gesture, turn their thoughts to his will. The Sage takes his magical defence and adds his rank. From this is deducted the magical defence of his victim. The Sage must roll less than or equal to this amount on 2d10 to succeed in the manipulation. Note that the Sage cannot force a being to do something that would normally be against its character. An example may be made in the scene from a certain classic film:

"These are not the droids you are looking for. You don't need to see their identification. They can go about their business. Move along."

Telepathy*
The Sage has limited Telepathic* abilities. These are similar to the Mystic* spell of the same name, but the range is equal to the Sage's rank in km. The Sage must concentrate to apply the ability, and cannot perform other tasks while communicating Telepathically*. To establish a Telepathic* link, the Sage must roll under his psychic talent on 2d10. The link may be sustained indefinitely, as long as the Sage remains in a state of relaxed concentration. This Telepathic* ability can be used to fool an opponent into believing he hears something when there is in fact no sound (such as an unusual noise or whisper to distract a guard). This is resolved in the same way as Mind Control, in addition to the roll to establish a Telepathic* link. When linked to a non-receptive character like this, the link will last only one round before being broken.

Paranormal Sight*
The Sage can extend his vision beyond the visual field, and discern objects though soft materials, such as curtains, fog or water. This is also useful in darkness, where normal vision is useless. He cannot see through stone or metal however. The use of this skill requires a roll under the Sage's psychic talent on 2d10, and extends to a range equal to the Sage's rank+10m. As with other Sage skills, concentration is required to activate the skill and it can be sustained as long as the Sage remains free from distraction.

Advanced Combat Techniques

Many Sages use special forms of martial training to hone their mind and body. This includes complex, yet deadly, forms of armed and unarmed combat, which the Sage can use to defend himself from would be assailants.

Unarmed Combat
The Sage uses a d6 for unarmed combat, and inflicts 3 points of damage on a successful strike.

Quarter Staff Techniques
Sages are adept at using the quarter staff combat technique. Any successful strike will ignore 1 point of the opponents armour and will also do 1 point more damage. This will also throw the opponent off balance, halving their reflexes in the next round for the purposes of determining when they strike in combat.

Languages* and Learning

Sage characters are well versed in the Languages* and customs of many cultures. They are automatically literate, gain +6 to additional Language* rolls, and when rolling for ancient Languages*, may roll twice to see if a Language* is understood.

Armour

Sages are uncomfortable in heavy armour, and suffer the same combat penalties as a Mystic* if wearing Chainmail* or Plate*.

Starting Equipment

Use Mystic* starting equipment.

Background

Use the Mystic* background tables.

Note: This profession was originally posted on DragWars.

More pages