Tailor Mage OCC

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Tailor Mage O.C.C. by Stone Gargoyle

The specialization of the Tailor is creating spells related to clothing. It is his trade and all magic is learned to support his livelihood.

Special Abilities of the Tailor Mage

1. Superior Craftsmanship: Clothing created by the regular methods and not by spell to create them have either an Awe Factor or Horror Factor, depending on the style, of 7 +1d4, increasing by +1 at levels 3, 6, 9, 12 and 15. The Tailor must actively be displaying a suit to draw attention. Everyone watching will have to save, those failing less likely to notice things around them (those sneaking past or around are +15% to their prowl skill). Even being roused by danger or combat they are without initiative, lose one melee attack, and are -1 to all combat actions (-5% to skill performance, too) for 1 melee round.

2. Measuring Eye: The Painter is +4 to Perception rolls.

3. Artistic Ego: The Tailor believes he is greater than he is, but this provides certain bonuses. The painter gains +2 vs. Mind Control and +2 vs. Awe Factor and Horror Factor on top of any other bonuses.

4. Spell Knowledge: Unlike other magic users, the Tailor Mage's magic knowledge is limited to Tailor magic and only a handful of Wizard spells. The mage starts with 8 +1d6 Tailor Magic spells selected from levels 1-4 and 1d4 Wizard spells selected from levels 1-2. At each level of experience thereafter, the mage may select three additional Tailor spells up to two levels above his current level of experience, or two Wizard spells from levels one and two.
Additional types of Available Spell Magic: The Tailor Mage can NOT learn to perform ritual magic, only spell magic, and even then the types of magic he can learn are limited to Tailor Magic levels 1-6, usually learned for the purposes of repairing robes and clothing, Wizard spells from levels 1-6 as well as Wizard spells dealing with cleaning fabric. The Tailor Mage will never learn combat magic of any kind.
Base PPE: PE attribute x3 +3d6. The Tailor Mage will gain 2d6 PPE per level of experience. OCC Bonuses: +1 IQ, +1d4+1 to MA, +2 to ME, +4 to save vs. Illusions, and +1 to save vs. Horror Factor at levels 2, 4, 6, 8 and 12 (in addition to any other attribute bonuses, special abilities, RCC bonuses and any bonuses provided by Artistic Ego.

5. Notes: Each Tailor Mage possesses his own equipment which he does not allow others to use, including special scissors, measuring tape and sewing needles.

6.Alignment: Any, but typically Principled, Anarchist, Aberrant or Diabolic. Attribute Requirements: An IQ of 14 and an MA of 13 or higher. A high ME and PE are useful but not required.

7. Special W.P.: W.P. Scissors: +1 to strike with scissors at levels 1, 3, 7, 10 and 13; +1 to parry with scissors at levels 2, 4, 7, 10 and 13; +1 to throw scissors at levels 4, 8 and 12, scissors not designed to be thrown. A typical pair of small scissors inflict 1d4 damage, medium to large inflict 1d6 damage, and large fabric shears do 2d4 damage.

8. O.C.C. Skills:

Sewing (+30%), professional quality
Art: Drawing (+20%)
Fashion (See Rifter #19; +20%)
Wardrobe & Grooming (RUE; +20%)
Disguise (+20%)
Cosmetology (Rifter #19, +10%)
Socialization (Rifter 19; +10%)
Etiquette (Rifter 19; +20%)
Basic Math (+30%)
Business and Finance (+20%)
Dickering (Rifts China 2; +20%)
Five Domestic skills of choice (+10%)
Four Rogue skillsof choice(+10%)
One additional skill program (+5%)
1d6+5 secondary skills