Mutations: none (or energy manipulation; see below)
Sorcerers are the magic-wielders of the Thundarr universe. They are able to draw upon mystical forces, bending, shaping, and warping them to their will. They are able to cast spells of an offensive, defensive, healing, and/or destructive nature. Sorcerers are powerful, yet sometimes feared by humans as they can easily be mistaken for an evil Wizard.
Sorcerers appear to be Pure Strain Humans, although they are usually dressed in better finery than the human survivor rabble encountered in the wastelands. Due to their training and study of the magical arts, Sorcerers gain a +2 when rolling for Intelligence and Willpower. Sorcerers do not have any mutations (unless the ML determines that the ability to cast magic itself is a mutation; see below). Sorcerers are always Lawful or Neutral in nature. Chaotic Sorcerers are better knows as the evil Wizards in the Thundarr world.
Sorcerers seem to have a fascination with Ancient culture. Princess Ariel had extensive knowledge of Ancient history and geography, whereas Merlik the Sorcerer reveled in Old Earth youth slang (though he was bad at it). It is assumed that Sorcerers studied the Ancients during their training in the mystical arts. The ML is encouraged to allow a Sorcerer PC to choose one facet of the Ancients that he has studied (technology, history, language, etc.).
Before we can discuss the abilities of Sorcerers, we need to discuss the nature of magic in the world of Thundarr. Magic is common in this shattered world under the broken moon, but how to explain it? I offer two explanations for the consideration of the Mutant Lord:
- When the runaway planet hurtled between the Earth and the Moon, it unleashed more than cosmic destruction. It also tore open the magical energy stored within the ley lines that crisscross the planet. Magic energies spilled forth throughout the world and those persons attuned to it can harness and channel it. These people eventually became the original Wizards and Sorcerers of the future.
- Magic isn't "real." Rather, Sorcerers and Wizards are actually mutants with the ability to manipulate energy. This energy could be defined as the lifeforce in all things, residual energy in the atmosphere, etc. Regardless, energy manipulation could be considered a mutation and therefore susceptible to anything that would remove or hamper mutations.
- All Sorcerer spells manifest themselves with colorful beams of energy. For example, if the spell is Hold Person, the energy snakes out from the caster's hands and wraps around the target. Charm Person may manifest as a flashing hypnotic pattern. It is left to the PC or ML as to how the spell appears when cast.
- One limitation is that a Sorcerer MUST have at least one free hand to cast spells. If a Sorcerer's hands and arms are bound or otherwise immobile, a spell cannot be cast. Wizards are not, however, bound by this limitation.
NOTE: This character race is inspired by the classic Ruby Spears post-apocalyptic cartoon “Thundarr the Barbarian.” Stay tuned each week for “Thundarr Thursday”! (Posted early this week due to the U.S. Thanksgiving holiday....)