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he has line of sight on his intended target. Spell casters need to speak, 5. Sense Electricity.

5. Sense Electricity. The psychic can sense or feel electricity and


so they cannot cast spells while paralyzed. pinpoint its exact location with fair expertise. Range: 45 feet (13.7 m)
Stun: This attack disorients and confuses its victims. Victims forfeit +5 feet (1.5 m) per level of experience. Duration: 2 minutes of extreme
one attack per melee, speed is cut by half, and the character is -4 to sensitivity when he can pinpoint every source of electricity in the area.
strike, parry, dodge, disarm, and all combat moves. LS.P.: 2 per every two minutes. Base Skill: 55% +5% per each addi-
Tissue Manipulation: Affects the tissue’s connecting nerve fibers tional level of experience. A failed roll means only 1D6x10% of all the
which can cause a variety of effects. By irritating the nerve fibers, a electrical devices/sources of electricity could be sensed.
victim will suddenly feel itchy, as if breaking out in a severe rash.
Through endothermic manipulation the victim can also be made to sud-
denly feel cold or hot while everyone around him feels fine. ALL three Empathic Transmission
conditions are more annoying or frightening than physically impairing. Range: 60 feet (18.3 m).
In cach casc the victims are -1 to strike, parry and dodge. Duration: 2D6 minutes.
Note: Bio-Manipulation will affect an opponent inside M.D.C. en- ILS.P.: 6
vironmental body armor and light power armor (under 220 M.D.C.), Attacks Per Melee: Equal to the individual’s psychic abilities.
but not heavy power armor, giant robots or armored, military vehicles.
Saving Throw: Standard.

This incredible ability enables the psychic to instill a powerful emo-


Bio-Regeneration (Super) tion into another living creature; person, animal or supernatural being.
Each psychic attack/transmission can only affect one creature at a time.
Range: Self.
Several supernatural creatures have this ability or some aspect of it.
Duration: Permanent.
Despair or Sorrow: Invokes great emotional upheaval, deep sorrow
L.S.P.: 20
and a sense of loss. There is a 50% chance of the victim surrendering or
Another bio-manipulation power that enables the psionic to direct leaving without a battle; furthermore, victims are -2 to parry and dodge.
his psychic energies to immediate self-healing. The character must con- Confusion: Disorients the person so badly that he has no sense of
centrate for one full minute while his body instantly heals itself. 4D6 direction, time, or of what is exactly going on. Victims are -3 to strike,
Hit Points and 4D6 S.D.C. points are simultaneously restored at the end parry and dodge, and lose initiative in any combat.
of 60 seconds! As usual. there is no scarring.
Fear: Invokes unreasoning terror in all those affected. Victims are
-3 to strike, parry and dodge, plus there is a 66% chance that those af-
fected will turn and run.
Electrokinesis Hate or Anger: Will prompt those affected to act rashly, charge, at-
Range: Varies. tack, argue violently, etc. Victims are likely (60% chance) to attack,
Duration: Varies. kiil, harm, or betray those they dislike; +1 (yes, that’s plus) to strike, -1
L.S.P.: Varies. to parry and dodge.
Electrokinesis is a psychic power that allows the psychic to exert Love or Peacefulness: Will induce a deep feeling of serenity, dis-
amazing physical control over electricity. pelling anger, hatred, sorrow, and so on. Hostile opponents are likely
1. Electrical Resistance. The psychic can manipulate his body so to (60% chance) to reconsider their actions, deciding not to attack, show
become resistant to electricity. Up to 60,000 volts will inflict no dam- mercy, leave without being overtly cruel or destructive, halt a rampage,
age or ill effect. Currents greater than 60,000 volts, including lightning and so on. It does NOT make its victims docile sheep, but curbs hostil-
and magic electricity, do half damage. Range: Self. Duration: 3 minutes ity.
per level of experience. L.S.P.: 4. Trust: Will make its victims believe everything the psionic tells
2. Electrical Discharge. The character can cause static electricity them, but only while under the empathic influence. Life-threatening
within a six foot (1.8 m) area, as well as emit an electrical discharge by suggestions that go against deep-seated fears, morals or ideals provide
touch. The discharge can be a little jolt or inflict up to 1D6 S.D.C. dam- an additional saving throw against the suggested action; with a bonus
age as often as once per melee. Range: Touch or 2 feet (0.6 m) dis- of +3 to save.
tance. Duration: Instant. I.S.P.: 2 per each discharge.
3. Electrical M.D. Attack. The psychic can fire a light M.D. elec-
trical blast. Range: Touch or 10 feet (0.3 m) per level of experience.
Group Mind Block
Mega-Damage: 1D6 M.D. to 3D6 M.D. Duration: Instant. 1.S.P.: 6 Range: 120 feet (36.6 m).
[.S.P. to inflict 1D6 M.D., 12 L.S.P. to inflict a 2D6 M.D. blast, 18 Duration: 10 minutes per level of experience.
I.S.P. to do a 3D6 M.D. blast. L.S.P.: 22
4. Manipulate Electrical Devices. Through focused thought the The Master Psionic can instantly erect a mental barrier or Mind
psychic can enforce a limited control over electrical devices, such as Block to protect himself and those around him, with in a 120 foot (36.6
turn off and on light switches, computers, televisions, radios, blenders, m) area. The Group Mind Block works just like the individual Mind
microwave ovens, flashlights, toys (battery and plug types), windshield Block power. It can be a means of protecting those around the psychic
wipers, and all types of electrically operated appliances, toys and de- from psionic probes and mind attacks, but it can also be used to prevent
vices. He can also manipulate the controls of the device, such as vol- outside forces (good or evil) from communicating via Telepathy or Em-
ume, channel selection, tuners, speakers, change speed, dim lights, and pathy. Thus, a villainous psychic can use the Group Mind Block for his
so on. A dozen different electrical functions can be manipulated each own evil purposes. Everyone within the 120 foot (36.6 m) area of affect
melee. This can mean flicking the light off and on six times (12 func- will be automatically blocked, but the effect is not detectable so they
tions/6 off, 6 on) or turn on the T.V_, turn its volume up to the max. and are not likely to know that they are being Mind Blocked (a Detect
turn on 10 other appliances (12 functions in all). Range: 45 feet (13.7 Psionics will indicate a Group Mind Block)!
m) +5 feet (1.5 m) per level of experience. Duration: 2 minutes per
level of experience. .S.P.: 4. Note: The character does not need to see
the devices to manipulate them. He can feel their presence.

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Group Trance 3. Water Spout. An ability that enables the psychic to control and
hurl water. The effect can be used to make water bubble (but not
Range: All willing subjects within 20 feet (6 m) of the psychic, +10 heated), shoot straight up like a geyser or a water blast hurling across a
feet (3 m) per level of experience. room like a short, powerful spray from a garden hose. Up to one gallon
Duration: Two minutes per level of experience or until the trance is of water per level of experience can be manipulated and hurled up to a
broken., whichever comes first. distance of 20 feet (6 m). Note: The fluid must be 75% water to be con-
LS.P.: I5 trolled, such as punch, hot coffee, chicken soup, tea, lemonade, etc.
Saving Throw: None for willing participants. Those unwilling to par- Forget about hurling ice (frozen does not count), paint, gasoline, or
ticipate cannot be entranced. cake batter.
There are a couple of different applications for this power. The Making water leap with a life of its own can be startling to others
non-combat use is a sort of shared communication. Everybody en- and can make a great distraction if handled right. Hurling normal water
tranced can share in the psionic experiences of the group leader, the or a cool drink into somebody’s face/eyes will momentarily blind and
character who is using the Group Trance power. First, the entire group surprise the individual, causing him/her to lose initiative and one attack
of willing participants enters into a trance state. While entranced, the that melee. Hurling hot or boiling water on the body (especially the
group is subtly linked to the character using the power. That psychic crotch) will have the same results. Hurling boiling water in the face is
can then perform one or two other psychic communication abilities per horribly painful, causing 2D4 damage, loss of initiative, loss of all at-
melee round. These abilitics are limited to a few forms of psionic com- tacks for 1D6 melees and temporary blindness for 3D6 melees (-10 to
munication (not Healing, Physical or Super-Psionic powers), including strike, parry and dodge). Characters of a good alignment will not hurl
Clairvoyance, Empathy, Telepathy, Object Read, Presence Sense, boiling water in the face unless under an absolutely life and death cir-
Commune with Spirits. Remote Viewing, and Sixth Sense. The cumstance .
thoughts, visions/images. communications received by the lead psychic Hurling Range: 20 feet (0.6 m). Duration: Instant. I.S.P.: 5. Bonus:
are simultancously transmitted via the trance-link to all participants. +1 to strike. Making water bubble or rise up like a fountain can be
They see. know or feel everything he does. maintained for up to 30 seconds (2 melees). Note: The psychic can in-
The other usce of this ability is to willingly pool the 1.S.P. of the fluence up to one gallon (3.8 liters) of water per level of experience up
trance group to make it available to the lead psychic (the one who is us- to 20 feet (6 m) away, whether he can see it or only feel its presence.
ing the Group Trance ability). Once every melee round, the psychic to 4. Sense Water. The character can sense the presence of any water
whom they are linked can draw upon three 1.S.P. points from each psy- exposed to the open air automatically at no cost of I.S.P. Range: 20 feet
chic in the trance group. [.S.P. cannot be drawn from characters who (6 m). Duration: Permanent. 1.S.P.: None. Note: Underground rivers,
don’t have any. These [.S.P. can be used by the lead psychic any way airtight containers, etc. cannot be sensed.
he desires. The others linked to him see, feel and experience whatever
he does. including his rationale, motives and emotions.
In both instances, only the psychic group leader has any melee ac- Hypnotic Suggestion
tions, and he is limited to two psionic actions/attacks while entranced. Range: 12 feet (3.6 m), with eye contact.
All those in the group are simply passive observers and secondary par-
Duration: Varies with each circumstance and subject; rarely more than
ticipants. All participants react calmly toward the events, emotions, and
a few hours maximum.
visions they experience while entranced. The moment the trance ends,
I.S.P.: 6 per idea or attempt to implant an idea.
they are back to normal and can respond as is appropriate. Only the
lead psychic or the genuine fear of death can break the trance. All snap Saving Throw: Standard.
out of it even if only one person breaks the trance. The power of suggestion is a psychically boosted form of simple
hypnosis. The power is limited to relaxing/calming somebody down,
putting a person or animal in a light steep, helping a person to relax and
Hydrokinesis focus on a particular thought (good for helping someone to remember
things) and implanting subtle ideas. The implanting or “suggestion” of
Range: Varies.
an idea must be subtly worked into a verbal comment. The suggestion
Duration: Varies.
must be kept simple and clear, such as “You know you can trust me.”
I.S.P.: Varies. or “You feel like you have a fever.” or “You don’t want to go there.”
This ability enables the character to use psychic energy to sense and The power of suggestion can also be used to make the victim imagine
influence water. sounds and images. “Did you hear that? Listen! Footsteps. You hear the
1. Sense Chemical Impurities. The psychic can sense whether or footsteps . . . yes, you do!” Or, “At midnight the specter appears. Ev-
not water is polluted or contains other substances. The exact nature of erybody who is ever present sees the specter at midnight.” The poor in-
the additive or pollutant may be unknown, but he will know that it is dividual who fails his saving throw will indeed imagine he sees
not completely natural. When sensing water, first roll to determine: 1) something at midnight or hears footsteps.
Pure or Drinkable (nonhazardous/tap water) 70% +5% per each addi-
tional level of experience. 2) Roll for general nature of the pollutant;
this identifies whether it is a chemical/drug (not deadly, but will cause Mentally Possess Others
a reaction if drunk) or poison/toxin (deadly or harmful if swallowed). Range: Touch.
Success ratio in identifying the general nature of the pollutant is 35%
Duration: 5 minutes per level of experience.
+5% per each additional level of experience. Range: Self/six inches
Saving Throw: Standard. Note that a body without its life essence/soul
(0.15 m). Duration: One minute (4 melees). L.S.P.: 2 per minute.
has NO defenses against any type of possession, and the takeover is au-
2. Boil Water. The psychic can increase the temperature of water,
tomatic (no save applicable). That is why the empty body must be pro-
raising it to boiling level within one minute (four melees). Up to one
tected and/or hidden during Astral Projection.
gallon (3.8 liters) can be affected. Once set a boiling, it will take the
usual amount of time to cool. This power can not be made to boil the 1.S.P.: 30
water or blood in a living creature. Range: 8 feet (2.4 m) +2 feet (0.6 The psychic can completely take over and controls another person.
m) per level of experience. Duration: One minute (4 melees). LS.P.: 3 The psychic essence of the controlling mind is transferred into the body
per gallon of water. of another individual. While in the victim’s body/mind, the psionic re-

179
tains all his own knowledge and identity. He can not read the mind of nent, thus the other person would have no reason to make notes or act
the person he now possesses, nor access any knowledge from the vic- quickly before the memories fade.
tim’s memory. Only the physical body can be controlled, like a living Note: Skills and skill bonuses are also temporarily absorbed, mean-
robot. ing that the psychic possesses all of his victim’s skills and skill bonuses
During the period that the victim is possessed, the individual goes (and vice versa). Physical attributes, such as S.D.C. and attribute bo-
into a trance state and remembers nothing about the things that happen nuses gained through physical training, are NOT acquired.
while he is possessed. Meanwhile, the psychic’s natural body falls into Alien or extremely mentally and/or emotionally disturbed minds can
a coma-like state and is vulnerable to attack unless protected by others. permanently impair the psionic’s own mind as a result of the bond. If
The possessing character can return to his own body at any time re- bonded with an alien or extremely disturbed person, roll on the follow-
gardless of distance. When his essence leaves the body of the pos- ing table for a permanent insanity:
sessed, the victim suddenly becomes conscious again, as if suddenly 01%-40%: No Insanity.
being woken up.
41%-80%: Phobia.
81%-90%: Affective Disorder.
91%-00%: Neurosis.
Mind Block Auto-Defense
Range: Sclf.
Duration: Special. Mind Wipe
L.S.P.: Special. Range: Touch.
I'he moment the psychic is mind probed, a personal Mind Block au- Duration: Special.
tomatically snaps into place. It also alerts the character to the fact that L.S.P.: Special.
he or she is being probed or attacked by Empathy or Telepathy. The Saving Throw: Standard; a successful save means the person is unaf-
character must consciously and willingly lower the mind shield and fected and still retains his memory.
open himself to the psi-probes in order to receive them. Otherwise, the
To Mind Wipe an intelligent creature, the psionic must make physi-
automatic defense Mind Block will stay in effect until the probe/attack
cal contact, touching his victim’s temples to erase whatever he desires.
is over. Engages automatically.
This is done by verbal suggestion and can erase any past event, knowl-
The L.S.P. cost is different in that the character must permanently edge, skill, and so on. The process takes about three minutes to com-
give up 14 L.S.P. when this power is selected. However, the Mind plete.
Block will automatically take place whenever under Telepathic and
The loss of memory is temporary, lasting 1D4 days for every 10
Empathic probes or mind control attacks at no additional 1.S.P. cost.
1.S.P. expended. The memory can be permanently erased if the psychic
exerts 50 1.S.P. at once. A psychic can also permanently wipe a mind
Mind Bolt completely blank by expending 50 I.S.P. and four Mental Endurance
(M.E.) points. This is an extremely grueling process for the psychic,
Range: 100 feet (30.5 m) per level of experience. and the loss of the four M.E. points is permanent, even if the opponent
Duration: Instant. successfully saves against the wipe and is not affected.
L.S.P.: Varies.
The psionic can focus his psionic energy into a powerful bolt of
mental force and hurl it at a visible target with amazing accuracy. The P.P.E. Shield
amount of damage the bolt inflicts depends on the amount of energy Range: Self.
expended. :
Duration: 6 minutes per level of experience.
6 1.S.P.: 1D6 S.D.C. damage.
LS.P.: 10
12 1.S.P.: 3D6 S.D.C. damage.
A psionic defense that can be used to prevent P.P.E. vampires, Psi-
20 1.S.P.: 6D6 S.D.C. damage. Stalkers, and mages from siphoning off one’s psychic energy. The
40 1.S.P.: 2D4 Mega-Damage! shield works similarly to a Mind Block, only it prevents others from
Note: All Mind Bolts are +4 to strike, but adding an additional 10 draining one’s P.P.E.
1.S.P. increases the strike bonus to +8 to strike. Remember, ley lines
and nexus points increase the range and damage. This is a physical ai-
tack that inflicts physical damage. It does not effect the mind of its vic- Psi-Shield
tim and will strike the armor of anybody wearing body armor. Range: Self.
Duration: 5 minutes per level of experience.

Mind Bond LS.P.: 30


A companion power to the Psi-Sword, in which the psionic can cre-
Range: Touch.
ate a Mega-Damage shield out of thin air. The shield can be used to
Duration: Special. parry all hand to hand combat attacks, including attacks from robots,
LS.P.: 10 power armor, and magic. The shield can not be use to parry energy
Saving Throw: Standard. blasts or projectiles. Shield M.D.C. is 80.
This creates an instant mind link between the psionic and the victim.
When this happens, each will learn EVERYTHING there is to know
about the other. This includes all skills, secret identities, phobias, etc. Psi-Sword
In both cases, the memory is complete for only 3-12 hours (roll 3D4). Range: Self.
After that, the characters must roll under 15% to recall any particular Duration: 5 minutes per level of experience.
item. A month later, all memories completely disappear. Players should
LS.P.: 30
bear in mind that only the psionic knows the memories are not perma-

180
A Psi-Sword is a Mega-Damage energy weapon that the psychic can With a thought, the psychic instantly surrounds himself with a
mentally will into existence! The sword appears out of thin air, as a telekinetic force field that conforms to the shape of his body and en-
shimmering blade of energy that resembles a glowing sword. The ables him to physically move and fight. It is a Mega-Damage structure
sword’s actual appearance will generally reflect its creator. A character with 10 M.D.C. per level of experience. The field takes the shape of a
who is impressed by strength and power will create a huge Claymore dim, white, transparent aura that completely surrounds and encloses the
sword-like weapon. A character who prides himself on speed and agil- body of the psychic. Items held in his hands, hung from his back, or
ity is likely to create a rapier or saber type blade, while a hero who en- worn on top of his head are not protected.
joys cunning and subterfuge may create a short sword. Each is equally On the downside, the field does not protect against disease, radia-
powerful regardless of its form and size. tion, or toxic fumes, nor magic or psionic attacks other than physical
The creation of the Psi-Sword is a very personal thing and requires ones (energy blasts, fire, etc.). Worse, the TK-force field means the
years of mastery and great psionic power. Like the Cyber-Knight, the psychic loses his sense of touch, because the field is between him and
Mind Melter can change the shape and even the color of the sword to all objects/materials outside the force field. This lack of touch sensation
fit his current mood. but unlike the Knight, he can do so from day one. means the character cannot feel much of anything he picks up or
The Mind Melter ¢an create the Psi-Sword after only a few mo- touches after the field has been erected. This makes the use of skills
ments of concentration (about 15 seconds/one melee) and maintain it that require a sense of touch and manual dexterity -30%, and delicate
for five minutes per level of experience. This means a fifth level Mind items may be accidentally dropped or crushed.
Melter can create and maintain a Psi-Sword for 25 minutes at the cost
of 30 L.S.P.. while a third level character must expend the same 30
I.S.P. but can maintain the weapon for 15 minutes. If the psychic is Psychic Omni-Sight
knocked unconscious, the weapon disappears. Likewise, the character
Range: 500 foot (152 m) radius.
can willingly dispel the weapon with a thought.
Duration: 5 minutes per level of experience.
Psi-Sword damage: 4D6 M.D. at level three (one can not select this
LS.P.: I3
power until level three). Add 2D6 at levels four, seven, nine, twelve,
and fifteen. An advanced form of extrasensory perception that allows the psy-
chic to have a sort of controlled out of body experience. The psychic
The Psi-Sword of the Mind Melter is incredibly powerful, but can
must spend one minute (four melee rounds) in meditation and enter into
be adjusted to inflict a minimum of 2D6 Mega-Damage (M.D.) or in-
a trance state. While entranced, his spirit or essence seems to rise 10-20
creased by increments of 1D6 up to the character’s current maximum.
feet (3-6 m) above his physical body (this is not visible to anybody but
For Example: A fourth level Mind Melter can inflict a maximum of
other psychic sensitives and those who can see the invisible, auras or
61D6 M.D., but the character decides, for whatever reason, to decrease
spirits).
the power to the minimum of 2D6 M.D.; he can, at will, increase the
damage capability of the sword by increments of 1D6 M.D. up to the From this vantage point, combined with heightened awareness, the
maximum of 6D6 M.D. (3D6, 4D6, 5D6, and 6D6). psychic sees through his mind’s eye, without having to use his normal
vision or senses. Psychic Omni-Sight is incredible, enabling the psy-
chic to see in all directions at once, to see radiation, thermal patterns,
Psionic Invisibility the invisible, and to literally see any movement, even of the wind! This
power enables the psychic to guard or survey a campsite for signs of
Range: Line of sight or 100 foot (30.5 m) radius. wayward group members or approaching dangers (maximum range 500
Duration: One minute per level of experience. feet/152 m; this psionic vision is stopped/contained by walls and other
I.S.P.: 10 obstacles). It can also be used to survey an area for things that might
Saving Throw: Potential victims are -2 to save; area effect. otherwise escape normal sight or take much longer to locate and iden-
Psionic Invisibility is the ability to remain undetected when in plain tify.
sight. This is accomplished via a telepathic impulse that convinces by- Special Bonuses & Abilities:
standers that the psychic is not a threat and insignificant — beneath their ® Pinpoints the locations of electrical outlets, electronic “bugs” (spy
notice. Those affected by the impulse are unable to see the character, and surveillance devices), electronic devices and other energy and
and subconsciously avoid colliding with him; they don’t see him on a heat sources, as well as bionic body parts and cybernetic implants
conscious level. Note: This invisibility works only if the character is close to the surface of the skin (not Bio-Systems or artificial internal
“passing through™ or hiding, and honestly has no intention of attacking organs). Such concealed or obscured items can be identified by their
or hurting anybody in the area. The slightest ill intent or act toward per- shape and heat pattern. Success Ratio: 40% +5% per level of experi-
petrating violence instantly cancels the psionic influence. ence.
Individuals watching through video monitors and other sensory This ability can also help the psychic to locate secret compartments
equipment can be similarly tricked into ignoring the psychic, but only if and trap doors. Success Ratio: 25% +5% per level of experience.
within his radius of influence. Those out of range will react appropri- See the infrared and ultraviolet spectrums of light.
ately, and once the psychic has been seen, that person is immune to his See heat signatures: can tell if an engine has been recently used or a
ability to seem invisible. Likewise, while a watch guard may not see or weapon recently fired (within the last 15 minutes), follow recent
react to the psychic, he will be captured and recorded on film and by footprints or vapor trails (within the last five minutes), see heat sig-
sensors. Video cameras, computers and similar devices are never fooled
nature in darkness and so on.
by this power; they are able to notice and record the character as nor-
Hyper-sensitive to movement. The psychic can not be surprised by
mal (some may sound an alarm too).
movement or attacks within the 500 foot (152 m) radius or confines
of the area under psionic scrutiny (may be substantially smaller in-

Psychic Body Field doors; closed off by walls and doors).


Limitations: Although keenly aware and alert while using Psychic
Range: Self. Omni-Sight, the psychic cannot take physical action, not even to speak,
Duration: Two minutes per level of experience. nor use most psionic powers unless he cancels/ends the ability. He can
L.S.P.: 30 awaken the instant the psi-ability ends and leap into action.

181
While entranced by Omni-Sight, the character can only use the fol- likelihood of setting any combustibles they touch ablaze (including
lowing psionic powers: Empathy, Telepathy, See Aura, Empathic Trans- cloth, rugs, curtains, furniture, etc.). Range: Cast up to 30 feet (9 m) +2
mission and Telekinesis. The number of psionic attacks/actions per me- feet (0.6 m) per additional level of experience. Duration: 2 minutes per
lee round are half those normally available when not entranced. level of experience; longer if it sets other things on fire. LS.P.: 20.
6. Fire Ball: Another fire creation ability is the hurling of a fire
ball. Damage: 1D6x10 S.D.C. or 6D6 M.D., Range: 30 feet (9 m) +2
Psychosomatic Disease feet (0.6 m) per each additional level of experience. Duration: Instant.
Range: 10 feet (3 m) and verbal suggestion. Bonus: +2 to strike. LS.P.: 25.

Duration: 1D4 days per level of the psychic. 7. Sense Fire: The psychic can sense or feel the presence of fire and
I.S.P.: 30 pinpoint its exact location. Range: 100 feet (30.5 m) +5 feet (1.5 m) per
level of experience. Duration: 2 minutes of extreme sensitivity when
Saving Throw: Standard.
he/she can pinpoint the exact location of every fire in the area._Base
This power employs the principle of mind-over-matter and mind Skill: 90% success ratio. A failed roll means only 2D4x10% of the fires
control by inducing the victim to believe he suffers from a particular can be located by sensing. L.S.P.: 2 per every two minutes.
disease. although no actual physical cause can be found. It is all in the
victim’s mind.
This is done in a similar way as Hypnotic Suggestion, requiring the
psychic to “suggest”™ that the character looks ill or that a particular dis- Radiate Horror Factor
ease is in the area, as well as mention the name of a specific disease Range: Self; affects all who come within 100 feet (30.5 m) of the psy-
along with the most notable (and debilitating or frightening) symptoms. chic. .
Within 2D6 minutes, the intended victim will begin to come down with Duration: 5 minutes per level of experience.
those symptoms. He will suffer from the affliction with all its pain and LS.P.: 8
penalties, until one of the following occurs: The psychic who caused
Saving Throw: -1 to save vs Horror Factor.
the affliction removes it, the character is healed by a psychic healer, a
successful magical or priestly Remove Curse spell or ritual is per- The psychic can channel his psionic powers, alignment and emo-
formed, or the Psychosomatic Disease runs its course (see duration tions to radiate as an aura of power that is frightening. This aura is
above).
equal to a Horror Factor and perceived on a subconscious level by all
who see the psychic or come within range. The usual H.F. reaction and
In the meantime, the character will suffer from physical trauma and
penalties apply. See the combat section of this book for details on Hor-
symptoms (fever, vomiting, coughing, convulsions, skin rashes, hives,
ror Factor.
etc.) associated with that disease, as well as emotional anguish. In most
cases, the disease is debilitating for days, but sometimes it can be The level of horror varies as follows:
deadly, causing the victim to die from dehydration, starvation, injury, Horror Factor 10 if the character is of a good or Unprincipled align-
etc., brought on by the symptoms and/or fear of the psionic illness. ment.
Horror Factor 10 +1 per every three levels of experience ifthe char-
acter is Anarchist.
Pyrokinesis Horror Factor 12 +1 per every three levels of experience if the char-
Range: Varies. acter is of an evi/ alignment.
Duration: Varies. Add one Horror Factor point to any of the above if the character is
also insane or enraged beyond reason.
I.S.P.: Varies.
Pyrokinesis is a psychic power that gives a character the power to
manipulate fire.
Telekinesis (Super)
1. Fire Resistant: The psychic can endure great heat and fire with
minimal ill effect. Damage is reduced by half. Magic fires do full dam- Range: 100 feet (30.5 m) per level of experience.
age. Range: Self. Duration: 5 minutes per level of experience. [.S.P.: 2. Duration: 2 minutes per level of experience.
2. Spontaneous Combustion: The ability to create a spark that will LS.P.: 10 to lift/move/hurl an object that weighs 100 lbs (45 kg), +10
ignite combustible material, such as paper, old rags, dry grass, gasoline, I.S.P. per each additional 100 lbs (45 kg).
etc. Note: Human hair should not be considered a combustible mate- Damage: 1D4x10 S.D.C. per 100 Ibs (45 kg) of weight. Note: 100
rial. This is a slow fire, starting with a tiny spark and growing. Initially, S.D.C. points equals one (1) M.D. point.
it s not a roaring blaze. Range: Can be ignited up to 30 feet away (9 The power is basically the same as the ability described in the Phys-
m). Duration: Instant; fire will last and spread until it is put out or there ical category of psionic powers, but greatly enhanced. Differences are
is nothing to burn. LS.P.: 2. increased range, and dramatically increased weight and damage. The
3. Fuel Flame: The character can feed the fire with psychic energy, character can use Super Telekinesis to manipulate as many as one ob-
doubling it in size. Affects a 10 foot (3 m) area. Range: Up to 30 feet (9 ject per level of his experience, as long as the combined weight does
m) +5 feet (1.5 m) for each additional level of experience. Duration: In- not exceed his total weight capacity.
stant. .S.P.: 4. ® 13 to strike with Telekinesis; physical/skill bonuses to strike do not
4. Extinguish Flames: The power to instantly put out an area of apply when Telekinesis is used.
fire. Affects a 15 foot (4.5 m) radius of fire. Range: Up to 30 feet (9 m) +4 to parry with Telekinesis by using a controlled object to parry or
away +5 feet (1.5 m) per each additional level of experience. Duration: sheer telekinetic force to block an attack. Counts as a medium heavy
Permanent until set on fire again. L.S.P.: 4. object; costs 8 .S.P.
5. Create Flame: The incredible ability to create fire out of thin air. S.D.C. Damage from Hurled Objects: Very Small: 6 ounces to 1
Can be an 8 foot (2.4 m) pillar of fire affecting a 4 foot (1.2 m) diame- pound (0.2 to 0.45 kg): 1D4. Small: 1.5 to 2 Ibs (0.6 to 0.9 kg): 1D6
ter or a 6 foot (1.8 m) high wall of fire stretching six feet (1.8 m) long S.D.C. Medium Small: 2-4 1bs (0.9 to 1.8 kg): 2D4 S.D.C. Medium:
+1 foot (0.3 m) per each additional level of experience. Damage: 4D6 Sto 10 lbs (2.25 to 4.5 kg): 3D4 S.D.C. Medium Large: 11 to 25 lbs
M.D. from the pillar, 6D6 M.D. from the wall, plus both have a 72% (4.95 to 11.2 kg): 3D6 S.D.C. Large: 26 to 40 Ibs (11.7 to 18 kg):

182
4D6 S.D.C. and add 1D6 damage for each additional 20 Ibs (9 kg) plosions and magical energy attacks, such as Call Lightning, Fire Ball,
up to 200 lbs (90 kg). etc., will hit the Ferce Field, they cannot be made to appear inside the
Mega-Damage from Huge Hurled Objects: M.D. is only possible field. It will also stop area effect magic. For instance, a Carpet of Adhe-
with Super Telekinesis and only when the hurled object is 100 1bs sion will adhere to the force field instead of the people inside, and a
(45 kg) or heavier and is a hard material like wood, stone or metal magic cloud may cover the sphere of force but it does not penetrate the
(not people). Does 1D4 M.D. per 100 pounds (45 kg). protective field. However, Teleportation can be used to pop inside be-
cause the mage can see his destination inside. Likewise, intangible spir-
its and Astral Beings can pass through force fields. Psionic mental
Telekinetic Acceleration Attack attacks, Empathic Transmission and Bio-Manipulation can still be
made to affect the minds of those inside the force field, provided the at-
Range: 50 feet (15 m) +10 (3 m) per level of experience; line of sight. tacker has line of sight. Likewise, any psychic can use his psionic pow-
Duration: Instant. ers on those outside while he is inside the walls of the force field; line
LS.P.: 10 for $.D.C. damage. 20 for Mega-Damage. of sight.
This power works on the same principle as the rail gun but uses Characters inside the force field suffer from the same limitations
telekinetic power rather than electromagnetic force. Rather than use and cannot fire weapons or energy magic from within the force field
Telekinesis to lift and move one or more objects, this Super-Psionic without hitting and damaging their protective bubble, and anyone
power causes a half dozen to a dozen small objects (coins, pencils, caught inside a force field bubble is trapped inside until they blast their
small stoncs. arrows, unloaded bullets, ctc.) to hurl at an incredibly way out (destroying its M.D.C.) or the duration time elapses.
high velocity in a powerful (if short-range) burst of telekinetic energy. Note: A TK Force Field can NOT be used to suffocate someone by
All items strike one target at tornado wind velocity. Damage: If 10 putting an airtight bubble around their head. Force Field requires some
[.S.P.are expended the damage inflicted is 2D4x10 S.D.C. If 20 1.S.P. form of support (even though it is composed of energy) and must be
are expended. the damage 1s 3D6 +4 Mega-Damage! The psychic must created on solid ground. Once created, it can NOT be moved. A Dispel
roll to strike at +1 to do so (no other bonuses apply except any Magic Barriers will not affect a psionic force field (it’s not magical).
0.C.C/R.C.C. psi-power bonus) and the target must be clearly visible.
The psionic attack counts as one of the character’s melee attacks.

Telekinetic Force Field


Range: Self or 40 feet (12.2 m) per level of experience within line of
vision.
Duration: 10 minutes per level of experience.
Saving Throw: Dodge at -6.
LS.P.: 30
The psychic can instantly erect a force field around himself or oth-
ers in the blink of an eye. If the creation of the force field is to parry an
attack, the psionic must roll a successful parry to see if he was able to
create the field before the attack strikes. A successful parry means the
force field beat the attacker’s strike and it absorbs the damage. TK
Force Fields parry incoming attacks (both energy and projectiles) sim-
ply by being created before the attack arrives. Any parries with the
Force Field are done with straight rolls (normal parry bonuses do not PLREZ-TY /
apply). Once created, they have neither bonuses or penalties, they sim-
ply absorb the incoming damage. Telemechanics
The TK Force Field can be made so that it only encircles its creator, Range: By touch or up to 5 feet (1.5 m) away.
or as large an area as a 10 foot (3 m) diameter per level of experience,
Duration: 10 minutes plus 2 minutes per level of psionic.
and can be created yards/meters away, but always within the line of vi-
sion. The smallest force field possible covers about a three foot area
LS.P.: 10
(0.9 m). The field is a Mega-Damage structure with 25 M.D.C. per Saving Throw: None.
level of experience. This ability allows the psychic to mentally communicate and under-
Once one field is created, the psychic can create as many others as stand machines. This psi-power is a bizarre combination of Object
his L.S.P. will allow. All must be in the character’s line of vision. The Read and Telepathy, except that it applies to mechanical devices only.
TK Force Field(s) will remain in place until all its M.D.C. is destroyed By touching any non-artificially intelligent machine, whether it be a
or its creator dispels it. If the psychic is rendered unconscious or killed, bicycle, gun, car or airplane, the psionic will instantly have a complete
the force fields instantly vanish. However, the psychic can choose to (although temporary) knowledge of exactly how the machine operates.
leave the area with his force fields still in place. They will remain untit I must stress that the psychic knows everything about the machine; the
the duration time limit expires. People may be able to move around in- complete schematic diagram and operation knowledge are clearly seen
side a force field, but the force field itself cannot be moved once it is in in his mind’s eye. The level of skill expertise is equal to 80%.
place. The TK Force Field is actually a force bubble and is airtight, When touching an artificially intelligent machine, i.e., computers,
with enough air inside for the duration of the field. the psionic not only understands everything about its operation, repair,
If attempting to cast a Force Field around an unwilling target, they access codes, etc., but can actually communicate with it telepathically.
would get the chance to dodge out before the force field made it com- This means he can tap into a computer’s memory bank without using a
pletely around them, but only if they knew in advance that the entrap- terminal because the information would be sent directly into the psy-
ment attack was coming, and even then they’d be -6 to dodge. chic’s mind. Remember, the telepathic link and memory are temporary
For an attacker to get inside a force field he must destroy all of its abilities (although a Total Recall would be able to call up small bits of
M.D.C. and in so doing, destroy the field itself. Any weapon blasts, ex- info). The psychic’s skill knowledge is equal to an 88% skill profi-

183
ciency and applies to all aspects of the machine, its operation, repair, machine’s “nervous system,” effectively incapacitating it. This means
special codes, programing, etc. the power is only effective against machines that require an energy
source. Simple devices like wind-up toys, scissors, old revolvers and
pistols, swords, knives, crossbows, and similar items cannot be af-
fected. The paralyzed machine freezes in place and does not respond to
any of its controls until the psionic influence comes to an end.
The psychic can use other psionic powers and engage in other activ-
ities, but must maintain some level of mental concentration and contact
to keep the machine inactive. During this period, he is -1 melee attack/
action and -5% on skill performance. He must also stay within range
(40 feet/12.2 m). If he steps out of range or loses concentration, the ma-
chine returns to normal in 1D4 seconds.

Telemechanic Possession
Prerequisite: Psychic must be a master psionic and also have the pow-
ers of Object Read and Telemechanics.
Range: Touch or 10 feet (3 m) per level of experience.
Telemechanic Mental Operation Duration: Two minutes (8 melees) per level of experience.
Prerequisite: Psychic must also have the Telemechanics power. L.S.P.: 50
Range: 20 feet (6.1 m) +5 feet (1.5 m) per level of experience. Saving Throw: Special. Regular, non-intelligent machines cannot save
Duration: 2 melee rounds per level of the psychic. vs Telemechanic Possession. Artificial intelligences (robots like Skele-
bots) need a 15 or higher to save and sentient machines (like Archie-3)
L.S.P.: 12
require a 12 or better to save. Artificial intelligences and sentient ma-
Saving Throw: Special. Regular, non-intelligent machines cannot save
chines also get to save when being forced to do something that is con-
vs Telemechanic Operation. Cybernetics and bionics attached to living
trary to their programing. Cybernetic and bionic devices attached to
flesh, sentient machines and magic items and devices are impervious.
living tissue can NOT be possessed. Neither can magic items, including
This power is a step beyond the mere understanding of machines Rune Weapons and Techno-Wizard devices.
granted by Telemechanics, it allows the psychic to telepathically oper-
This ability is identical to the psionic power, Mentally Possess Oth-
ate machines with his mind! As long as the machine functions, he
ers, in every way, except that the psychic possesses a machine rather
knows how to use it, and it is turned “on,” the psychic can manipulate it
than another person. The character overrides the programming/controls
with his mind as if his fingers were on the controls! This means he can
of the machine, even in the case of sentient machines, and controls it
operate computers, key pads, set/program an alarm clock, change the
like a living robot. Essentially, the possessing psychic is an immaterial
radio station, operate a VCR or television, drive a hover car (even if
pilot who controls the machine as he desires; computers, factory equip-
there is already a driver, but at -30% when usurping the pilot), cook
ment, vehicles, robots, empty power armor, a toaster, etc.
something in a microwave, turn off (or on) a surveillance video camera,
While the psychic possesses the machine, it responds to the charac-
and so on.
ter’s thoughts and does whatever he desires. Of course, physical, me-
The Telemechanic Mental Operation power will only work on ma-
chanical limitations still apply. The machine needs a power source and
chines that have an electronic or other power source. This power does
cannot do anything it is not normally capable of doing. For example,
not work on artificially intelligent machines (i.e. intelligent computers,
the psychic may be able to take possession of an energy rifle and make
robots, etc.), nor on cybernetics, bionics, Techno-Wizard devices, rune
it shoot (or not) seemingly of its own volition, but he cannot make the
weapons or magic items. Note: Also see Machine Ghost and Teleme-
rifle aim, move or hop around. Likewise, if the device is unplugged, or
chanic Possession.
runs out of fuel, the machine is deactivated with no ill effect to the psy-
The psychic can use other psionic powers and engage in other activ- chic, except his possession comes to a premature end. Likewise, if it
itics, but must maintain some level of mental concentration and contact needs wheels to move, destroying the wheels will cripple it, etc.
to keep control of the machine. During this period he is -1 melee at-
If the machine he possesses is destroyed while the psychic’s essence
tack/action and -5% on skill performance. He must also stay within
is still inside it, the character loses one third of his Hit Points (or one
range. If he steps out of range or loses concentration, the machine re-
third of his M.D.C. if a Mega-Damage creature) from the shock and
turns to normal in 1D4 seconds.
pain from the destruction of his surrogate machine body. Furthermore,
he is stunned for 1D4 minutes (reduce attacks per melee, speed, combat
bonuses, and skill performance by half while stunned).

Telemechanic Paralysis During the period that the machine is possessed, the psychic’s natu-
ral body falls into a coma-like state and is vulnerable to attack unless
Prerequisite: Psychic must also have the Telemechanics power. protected by others.
Range: Touch or 40 feet (12.2 m). While in mental possession of a simple machine, the psychic has
Duration: One minute per level of experience. only a vague awareness of his surroundings and can see, hear and feel
LS.P.: 20 things around him but as if in a cloud or haze. However, if the machine
Saving Throw: Special. Regular, non-intelligent machines cannot save has optics and/or sensors, he is able to use them like his own natural
vs Telemechanic Paralysis. Cybernetics and bionics attached to living eyes and senses. The machine, regardless of its capabilities and pro-
flesh, sentient machines and magic items and devices are impervious. gramming, has attacks and actions equal to those of the character pos-
sessing it.
This is a form of techno-manipulation whereby the psychic is able
to psychically bond with the machine and momentarily prevent it from
functioning. The psychic blocks the transmission of signals along the

184
an innate energy, a resource and a tool to be tapped and used, not to be

Magic
feared. He must also accept this energy can only be captured, held and
shaped by the mind. There is no machine or device that can mine it like
oil or natural gas, the depths of magic can only be plumbed by the
mind. That’s why it remained unknown and incomprehensible to
pre-Rifts men of science. After the Coming of the Rifts, with the ley
lines aglow and dragons and demons calling upon its energy, even the
Magic is a natural force that has existed since the dawn of time. It is narrow mind of humans was forced to believe magic was real.
an invisible energy that is found in living beings and coursing through
lines that run along the surface of the Earth. The Geomancers of China
called these lines of magic energy, “Dragon Tracks” and “Dragon Step 2: Conviction
Lines,” the Druids of England called them “ley lines” and others simply Belief is not enough. Everyone on Rifts Earth knows magic is real.
“places of power.” Ancient people marked the lines and the nexus Even Emperor Prosek believes that, but he can’t cast magic spells.
points with earth mounds, standing stone megaliths, and other markers. The next step is belief in yourself. Belief that you are mentally
Where two or more ley lines cross, energy is at its greatest. These strong enough and able to focus your will to grab the elusive energy by
junctions arc called nexus points. They are also places where those who the tail and force it (no, massage and shape it like a sculptor working
know how to do so can open a Rift in space and time. clay) to do what you want it to do. This must be 100% conviction. Any
Before the Great Cataclysm, mystic energy on Earth had ebbed and nuance of doubt will destroy any chance of learning magic.
flowed and finally faded to almost nothing. During our modem age Theoretically, anybody can learn magic; however, it is an extremely
magic was virtually nonexistent, dismissed as a fairy tale. The lines of difficult process that proves to be impossible for most people. The
mystic energy were like dried-up rivers with barely perceptible trickles young student of magic must learn to focus his thoughts and imagina-
of energy still running through them. The magical creatures of myth tion to command the energy all around and within him. More than that,
and legend were long gone, all moved on to greener pastures (other being a practitioner of magic is a way of life, and the student must em-
worlds where mystic energy was strong), and that’s the way it was for brace that life with every fiber of his being.
millennia on Earth. Then wild circumstances and chance made the ley
lines erupt with surging energy. The overflow of magic energy caused
the Great Cataclysm and Rifts tore open out of control to unleash a new Step 3: Choose a Mystic Art
Age of Chaos to wash away the Age of Humankind.
Finding one’s focus means to pick a mystical craft that fits the way
Like magnetism or radio waves, the forces of magic are usually in-
his mind thinks. The magic disciplines presented in this book are the
visible, however, the amount of energy coursing through the ley lines
spell casting Ley Line Walker, the Rift manipulating Ley Line Rifter,
since the Great Cataclysm makes them visible to the naked eye. Even
the natural Mystic, the instinctual Elemental Fusionist, the summoning
three hundred years later, the ley lines surge with unparalleled levels of
and dominating Shifter, and the tinkering inventor/builder, the Techno-
mystic power. That’s why you can see them radiating light blue energy
Wizard. Other forms of magic like Necromancy, Temporal Magic,
at night (the color of magic) and even see them faintly from a distance
Cloud Magic, Ocean Magic, and others, exist, but these are the most
during the day. Parapsychologists of the 20th Century (as fictionally re-
popular, powerful and practiced around the world, but especially in
counted in the Beyond the Supernatural™ RPG) called this energy
North America.
Potential Psychic Energy (P.P.E.) because it is also responsible, they
belicve, for psychic phenomena and the exceptional talents that mani-
fest in some people.
Step 4: Building P.P.E.
Regardless of what pre-Rifts people thought about magic, the peo-
ple of Rifts Earth know it is real and many tap into the ley lines and Magic is an energy that can be controlled and manipulated by the
learn to build their own inner reserve to cast spells and open Rifts. humanoid mind and force of will. It is a fabulous power that can calm a
Practitioners who have rediscovered the art of magic. storm, call lightning, heal the injured, turn people invisible, open doors
to other worlds and much, much more. 1t seems to be an inexhaustible
energy source that continually renews itself and can grow inside you. A

The Principles of Magic force of nature that can be harnessed by a single individual.

The mastery of magic really is more of an art than a science, be- Individual P.P.E. Reserve
cause it is controlled, focused and manifested by the mind. Although Every person has some amount of Potential Psychic Energy
the methods of casting magic have basic methodologies and principles (P.P.E.). Most humans and D-Bees have very little, because they have
behind them with results that can be replicated time and again, each unwittingly spent their P.P.E. on occupational skills, hobbies and other
sorcerer puts his own little touch on the magic. Thus, while a Fire Ball interests.
is a Fire Ball, not all Fire Balls are equal nor look identical. Each is
Permanent P.P.E. Base. The practitioner of magic learns to nurture
shaped and tuned, if ever so slightly (and in some cases, not so
and hold P.P.E. inside of him, becoming a living battery or receptacle
slightly), by the person creating it.
of magic energy. The typical mage will have 10 to 50 times more
The reason? All magic, at least in part, is a physical representation P.P.E. energy than the average person. This energy can be drawn upon
of the practitioner’s own mind, spirit and force of will. That’s also what at will, much like the psychic who draws upon their inner strength
makes magic and spell casting so easy for some people (natural born (1.S.P.), only instead of bringing a psychic ability into play, the mage
wizards?) and impossible (unable to focus their will) for others. uses the energy to work his magic. Note: Each specific Magic O.C.C.
The basic concepts behind magic are simple. will indicate how much P.P.E. the character starts with as his perma-
nent P.P.E. Base, and how much is added to that base with each new
level of advancement. Each amount as per O.C.C. indicates the level of
Step 1: Belief study, mastery and focus for that O.C.C.
The first step is believing that magic is real and that one can master Each magic spell invocation or ritual requires a certain amount of
the knowledge and will to control it. The character must see magic as P.P.E. to perform it. Each spell description indicates how many P.P.E.
points are needed to create that particular magic effect.
185
P.P.E. spell costs range from as little as one point to as much as mals like horses and apes have 5D6 P.P.E. Tiny animals, smaller than a
2000. The most expensive spells tend to have the most spectacular ef- cat, have so little P.P.E. that it does not even register as more than a
fects, but it is actually the less expensive spells that are the most practi- fraction of a single point, making them useless.
cal and helpful in everyday life, staying alive and combat. The prac- Most characters of Principled and Scrupulous alignments will
titioner of magic should be able to summon forth his own impressive NEVER even consider anirhal sacrifices. Note: Only characters of an
amount of P.P.E. to cast most spells. evil alignment will consider the sacrifice of a human or any intelligent
Recovery of P.P.E. Like psionic 1.S.P., the loss of P.P.E. points is life form as a viable means of acquiring extra P.P.E. However, selfish
temporary and they will replenish themselves naturally at the rate of characters may consider animal sacrifices and any alignment may be
about five points for every hour of rest or sleep (or as indicated under able to justify a blood sacrifice for the greater good of others (i.e., sac-
the specific 0.C.C.). rifices a volunteer to work some great good or to save the lives of
Meditation is a skill known and practiced by all practitioners of many, or justify killing an enemy and using his P.R.E. to work some
magic. It 1s used to focus one’s concentration and to relax and open beneficial magic, etc.).
oneself 1o mystic forces. A meditative state will restore expended Ley Lines & Nexus Points. Ley lines are energy conduits tied to
P.P.E. at a rate of 10 per hour (or as indicated by the specific O.C.C.) Earth energy. A matrix of natural Potential Psychic Energy that runs in
and cvery hour of meditation is equal to one hour of relaxing, restor- straight lines at locations across the globe. The source of the energy is
ative sleep. Note that meditation cannot give the mage more P.P.E. than unknown and apparently inexhaustible. At places where two or more
the character normally possesses. That's his Permanent P.P.E. Base. ley lines cross — nexus points — the energy is at its greatest. These
P.P.E. intersections are where Rifts can be opened.
In the world of Rifts Earth the ley line energy is at an all-time high
Other Sources of P.P.E. and offers a seemingly endless source of mystic power for the taking.
Most practitioners of magic can also draw P.P.E. from sources other Practitioners of magic, supernatural creatures, and demons can stand on
than themselves. The ley lines are the obvious one, but also from magic or near a ley line and freely feed on its energy to cast magic as well as
artifacts and other living beings. enhance their magic.
Drawing P.P.E. from magic artifacts. There are some magic arti- Available P.P.E. at Ley Lines: Most magic O.C.C.s can draw 10
facts that act as a portable P.P.E. battery from which a mage can draw P.P.E. once every melee round from a ley line and 20 P.P.E. from a
additional magic energy. These items are uncommon, but immediately nexus point (a Ley Line Walker and Ley Line Rifter can draw double:
recognized by practitioners of magic who can usually sense (and in the 20 from a ley line, 40 from a Nexus). Note: To access the energy the
case of the Ley Line Walker, see) the magic energy contained within character must be standing in the ley line or at the nexus point. Remem-
them. ber, even the thinnest ley line will be at least a few hundred yards/me-
Drawing P.P.E. from other living beings. Every living creature ters wide; most are a mile (1.6 km) wide.
has P.P.E., even if it is only a few points. A practitioner of magic can The following increased levels of P.P.E. are available at a ley line
tap that energy in a variety of ways. nexus at special times.
1. Freely Given P.P.E. The P.P.E. is offered with the character’s ® Double the available P.P.E. for the first 1D4 minutes at dawn (as the
knowledge and consent, enabling the mage to absorb 70% of the P.P.E. sun peeks over the horizon), midday (noon) and midnight.
offered by each person within a 20 foot (6.1 m) radius. The donated ® Triple the available P.P.E. during the daylight hours of the Vernal
P.P.I. may be used all at once, or parceled out to a number of different (Spring) Equinox and the night hours of the Autumnal Equinox.
spell. There is no limit to the number of people who can join in an offer ® Summer Solstice (June 21st) and Winter Solstice (December 21st)
of their encrgy, and if they are all focused via a ritual, the mage can multiple the normally available amount of P.P.E. by x10 from dawn
draw on them all instead of those within only a 20 foot (6.1 m) radius till dusk.
of him. This is the basic purpose behind cults, covens and ritual magic,
® Lunar Eclipse x12. A lunar eclipse happens about once a year. Extra
to get everyone focused on the same goal and willing their P.P.E. to the
P.P.E. is available for 90 minutes. WARNING: There is a 01-77%
master of ceremonies.
likelihood that a random Rift will appear.
Note: Drawing P.P.E. from an unwilling subject is difficult. The un-
® Partial Solar Eclipse x30! A partial solar eclipse happens about
willing participant must first be made aware of the mage’s intentions,
once every 10 years. P.P.E. is available for only 2D4 minutes.
then the unwilling character gets to make a saving throw vs magic with
WARNING: There is a 01-88% likelihood that a random Rift will
a bonus of +4 to save. [f he saves, none of his P.P.E. can be collected;
appear.
it he fails to save, only 1% can be drained because he’s fighting the
® Minor Planetary Alignment. Three or four planets, x10, same as the
process cvery step of the way. It doesn’t matter why the character re-
Solstice, and the P.P.E. is available for 15 minutes starting from the
sists, only that he does.
point they all first line up. This occurs about once every 8 years.
It is impossible to draw P.P.E. from an unwilling practitioner of
® Major Planetary Alignment. Five or more, x30, same as the Partial
magic. These men and women of magic are too attuned to, and in con-
Solar Eclipse, and the P.P.E. is available for 8 minutes starting from
trol of, their magic energies for it to be plundered by others. Of course,
. the point they all first line up. This occurs about once every 22
they can willingly give their P.P.E. away or have it taken in a blood
years.
sacrifice.
2. Blood Sacrifice. The most terrible method of extracting P.P.E.
from a living creature is by killing it. This is where animal and human
Step S: Understanding Magic
sacrifices come into play. For reasons unknown, a living being’s P.P.E. There are four major categories of magic: Spells (spoken), rituals
doubles at the moment of death. An evil mage takes advantage of this (performed), summoning (either), and special O.C.C. powers (exclusive
by murdering his subject and absorbing a// the victim’s doubled P.P.E. abilities).
at the moment of death. He must use this extra energy within the next Spell magic requires spoken incantations and hand gestures that
six minutes per level of the mage, because after that time, the stolen serve as a focus to cast magic. The Base Saving Throw against spell
P.P.E. rapidly leaks away at a rate of 1D10x10 per minute. Only ani- magic is 12. As a mage increases in experience levels he receives bo-
mals of a certain size have enough P.P.E. to make their sacrifice worth- nuses that increase his Spell Strength. For example: The spell of a sec-
while. Cat to small-dog sized: 2D6 P.P.E., medium to large dogs: 3D6 ond level Mystic has a +1 added to his Spell Strength. This means his
P.P.E., cattle (cow, ox, sheep, goat, etc.): 4D6 P.P.E., and certain ani- magic is now more potent and victims of his mystic assault must roll a
13 or higher, instead of the base 12, to save.
186
usually exclusive to that O.C.C. only. Only the Ley Line Walker (and
the variant Ley Line Rifter) can teleport along a ley line without ex-
pending P.P.E.

Magic Terms
Area Effect Magic. Incantations that affect everyone in a given
area or radius of effect. A spell with a 15 foot (4.6 m) radius affects ev-
eryone within the circle of its power and that usually includes anyone
who enters the area affer the magic has been cast. Step into the area,
and wham, you’re under its spell. Manage to make your way out of its
radius of effect and you are free of the enchantment. Those just outside
the area are not affected unless they step into it. In most cases, once the
spell is cast and the area of effect is established it can NOT be moved.
Duration: How long the spell lasts. Some are instant, like Call
Lightning; others, like Charm, or Fly Like the Eagle, or Armor of Ithan,
last for a period of time.
Level of Experience/Spell Caster. This term refers to the experi-
ence level of the person who is casting the magic. This is a very impor-
tant distinction, particularly in a combat situation, because the higher
the experience level of the spell caster, the more powerful the spell.
Many invocations will indicate something like “Duration: 5 melees per
level of experience.” or 1D6 M.D. per level of the spell caster.” and so
on. This means that a third level mage with a spell duration of 4 me-
lees per level of experience can maintain the spell’s effects for a maxi-
mum duration of /2 melee rounds (15 seconds per melee round, for 180
seconds or about three minutes).
Line of Sight. This means the spell caster must be able to see the
person or target area he hopes to affect with his magic. The target/vic-
tim must be within his line of vision. If the target is not seen, is totally
obscured by obstacles, darkness, invisibility, or just not visible (around
Ritual or ceremonial magic usually applies to the higher level the corner, out of visual range, etc.), the spell caster cannot cast his

spell invocations (seventh level and higher). The more powerful the spell on him. Only an area effect spell can be cast to blanket an area
magic, the more it costs in P.P.E. The value of a ritual is that it enables and affect everyone within that area whether they are seen or not. Of
the mage to willingly draw P.P.E. from the ritual participants and/or course, potential victims of magic usually get to make a saving throw.
end the ceremony with a ritual killing and use the combined P.P.E. A successful save mean no effect or a reduced effect from the magic.
(amount given freely plus doubled P.P.E. of the sacrifice) as well as his Range. Indicates the maximum distance the magic can be cast; X
own P.P.E. (or not) to perform powerful (costly) magic. If more P.P.E. number of feet, touch, or radius (area of spell effect). “Range: Self”
is needed then the ritual may be performed at a ley line nexus or at a means the magic works only on the spell caster.
point when the nexus surges with energy. Touch. Means the magic’s effects can only be transmitted through
Rituals frequently require props, components, and the drawing of a physical contact; flesh to flesh or flesh or through gloves and fabric,
circle, triangle or pentagram. Any spell incantation from level seven but not through sealed, environmental M.D.C. body armor or armored
and higher can be cast as a ritual. Spells from levels 1-6 are seldom vehicles (unless the magic is meant to effect the armor).
made into rituals. Spells level 7-10 require ten minutes of ritualizing to Spell Strength. The base strength/attack for spell magic is 12. This
cast, invocations levels 11-15 level take 1D4x10 +15 minutes to com- is the number the victim of magic needs to roll on a D20 to save against
plete as a ritual, but in all cases ritual magic is much more potent, re- magic. This number is higher when a spell is cast by a more powerful
quiring the victims or targets of the magic attack to roll 16 or higher to practitioner of magic; typical range is 13-15. Each Magic O.C.C. will
save vs magic. (Rare Spells of Legend require 1D6x10+30 minutes to indicate at what levels of experience a mage may increase his Spell
perform as a ritual.) Strength.
Summoning Magic. Summoning magic can be spell or ritual, but Base Save vs Ritual Magic is 16. No Spell Strength bonuses usually
often requires a formal ceremony to summon something or to create a apply to rituals, a potential victim of ritual magic always needs to roll a
supernatural force such as a Zombie, Mummy, Golem, etc. Invocations 16 or higher to escape its enchantment.
involving controlling or dominating other intelligent beings always pro-
vide the victims a saving throw (save vs magic) — 12 to 14 against most
spell casters such as the Ley Line Walker and Mystic, 16 to save vs rit- Saving Throw vs Magic
ual magic. In many cases, when magic is used to attack or influence somebody,
The Shifier is a summoning specialist, but any mage with the right that character (or any living creature, including animals) automatically
knowledge can perform a summoning. The physical act of summoning/ gets a saving throw. (Animals are -4 to save.)
making contact in a summoning spell is always successful. It is control- A saving throw is like a mental or magical parry to fight off/block
ling the creature and making it do one’s bidding that is the tricky part. the influence of magic.
Summoning magic is used by predominately evil and Anarchist practi-
tioners of magic. A successful saving throw against magic means the magic has no
(or a reduced) effect on that character.
O.C.C. Powers. Each Magic O.C.C. has a handful of Special
0.C.C. Abilities & Bonuses. These are special areas of knowledge and A failed roll to “save vs magic” means the magic has full effect on
ability that arise out of that practitioner’s occupational specialty and are the victim.

187
Physical magic assaults, such as Cloud of Smoke, Energy Bolt, Fire regenerative powers, which include most creatures of magic, spirits, de-
Bolt, objects hurled by Telekinesis, and similar attacks in which a visi- mons and gods, can not use bionics or implants at all. Such foreign ob-
ble, real, physical force is being used, can NOT be avoided by rolling a jects are immediately attacked and expelled from their bodies. In most
saving throw, but the character can (usually, not always) attempt to cases, they can not even be implanted to begin with because their bod-
dodge out of the way. The spell description will indicate if a character ies heal so quickly.
can roll to save, dodge, or is automatically struck with no chance to do
either (a rarity, but there are a few, like Call Lightning). Of course, Wearing Body armor, from a full suit of medieval chain or plate
non-living objects do not get saving throws. Animals are -4 to save. armor to modern day environmental armor, blocks and interferes with
the use of magic. A sorcerer can not wear more than partial armor, ide-
To save against a magic attack, the player rolls a 20-sided die and
ally covering no more than a third of his body, never more than half.
must match or better the magic attack. Defenders always win ties.
Covering oneselfin metal or man-made materials, including plastic and
Against spells, that save will range between 12-15 depending on the
ceramic plates, has the strange effect of hampering the channeling of
level of the attacker, with 12, 13, and 14 being the most common num-
magic energy. If more than 50% of the body is covered in artificial ma-
ber to save against. To save against a magic ritual, a 16 or higher is
terial the mage must spend 20% more P.P.E. to cast a spell, and the
necessary.
player must roll once on the following table to see if this interference
has an impact on the spell.
Canceling Magic 01-20 Reduce spell damage or effects by 1D4x10%.
The spell caster/creator of the magic can cancel/stop its effect or in- 21-40 Reduce spell duration by 1D4x10%.
fluence instantly at any time. Likewise, the magic-weaver does not 41-60 Reduce the spell’s range by 1D4x10%.
have to create the magic for its full duration, but can impose any 61-80 Reduce both the range and duration of the spell by 20%.
amount of time, as long as it does not exceed the maximum possible 81-00 Lucked out, no additional problems.
duration. The same is true of damage. The spell caster may intention- Armor made of natural materials, such as leather or M.D.C. animal
ally reduce the amount of damage a spell inflicts, but the player must hides, can be worn without interfering with magic. However, bulk and
announce this intention, otherwise it is assumed the FULL damage (or weight can become a serious problem as most practitioners of magic
duration) is used. are not physically conditioned and strong enough to wear heavy and
Interrupting a spell caster, preventing him from completing the even medium body armor, nor are mages used to wearing armor (an ad-
spell. will force the mage to stop and start again, from the beginning. ditional -5% penalty is applied to the usual encumbrance modifier from
No Potential Psychic Energy is lost, so the spell caster can stop reciting wearing full body armor). Thus, practitioners of magic are generally re-
a spell in mid-incantation without expending P.P.E. or causing any side stricted to light body armor. Full armor is typically worn only for the
effect. purpose of disguise. Note: The same considerations and penalties apply
Ritual/ceremonial magic, although more powerful, is also more to power armor, which practitioners of magic won’t know how to oper-
fragile. An interruption of the ritual that lasts for more than 30 seconds ate/pilot.
(preventing the ritual from continuing) will ruin the ceremony, as well
Trying to cast magic from inside a vehicle or giant robot is im-
as cause 30% of the total available P.P.E. that may have already been
possible, causing the magical effect/damage to strike those inside the
collected to leak away unused. Incapacitating the leader for more than
vehicle (can not penetrate the walls of the vehicle; even novice students
30 seconds will have the same effect. Incapacitating the other partici-
of magic are taught this). As a result, the spell caster must at least open
pating members/cultists (rendering them unconscious, pulling them
a window or hatch, and stick his head and upper body out (a nice target
away, etc.) will only reduce the amount of available Potential Psychic
for snipers) to weave his magic. Many spells also require /ine of sight
Energy (basically they aren’t present to give their P.P.E. to the mage
to strike a specific target; the spell caster must be able to see his quarry.
conducting the ritual). If the amount of available P.P.E. is reduced to
below the invocation’s requirement, the ritual can NOT be finished. The exception to the welcomed use of technology comes from su-
The Negate Magic spell or ritual can also be used to cancel/stop the pernatural beings (demons and gods) and creatures of magic like Faerie
effects of long lasting magic. Folk, dragons, the sphinx, and similar. These beings possess such im-
mense natural and magical abilities that the majority rely on them en-
tirely, and reject technology as “man’s machines™ or “toys.”” However,
Technological Effects on Magic even many dragons, especially Hatchlings, and the occasional demon
It is important to point out that unlike the CS who completely re- and even god, will at least consider using bits and pieces of technology
jects magic in all its forms, few practitioners of magic dismiss technol- — for back-up or a surprise attack if nothing else. There are exceptions
ogy out of hand. While it is true most rely heavily on their magic here too. The lowliest of the demon races, known as sub-demons, such
powers and natural abilities, most human and D-Bee sorcerers also use as the Brodkil, Daemonix and Gargoyles, are comparatively powerless
technology. Energy weapons, Vibro-Blades, portable computers, re- in the area of magic, so those exposed to it welcome technology.
corders, cameras, robot medical systems, language translators, radio Brodkil absolutely love Vibro-Blades, heavy energy weapons and par-
communicators, optic systems (binoculars, etc.), partial M.D.C. body tial bionic augmentation, effectively making them Demon Headhunters.
armor, light vehicles, air filters, and goggles are all commonly part of Daemonix clamor for Techno-Wizard devices attached right to their
the magic characters’ gear and equipment. bodies like bionics. Gargoyles and the wingless Gurgoyles avoid
Bionics, with the exception of select Bio-Systems in case of serious bionic augmentation (their bio-regenerative powers reject them), but
enjoy using Vibro-Blades (especially Vibro-Claws and swords), energy
injury, cybernetic implants, and the wearing of environmental body ar-
weapons of all kinds, optic systems (scopes, binoculars, optic bands,
mor (except for disguise) are avoided like the plague, but only because
etc.) and other bits of technology. However, Brodkil or Gargoyles sel-
they interfere with spell casting and the use of magic.
dom use vehicles, unless specifically made for them and designed to
Bionics and cybernetic implants will reduce the character’s P.P.E.
accommodate their large size. The Gargoyles in Europe have a small
by half and prevent his ability to draw on P.P.E. from other sources, in-
armory of high-tech weaponry, including M.D.C. body armor and
cluding blood sacrifices and ley lines! Likewise, all forms of magical
weapons designed specifically for their race.
healing are reduced by half. Furthermore, magical regeneration will
heal the body and reject the bionics, expelling them from the body, un-
less it is a bio-system made of flesh and blood. Beings with natural bio-

188
4. Keeping track of spent P.P.E. The trickiest part of playing a
practitioner of magic may be the strategic use of your spell energy,
P.P.E. Unless a practitioner of magic is on a ley line or nexus, he or she
has a finite (/imited) amount of P.P.E. When it is used up it is gone for
a period of time. (Recovers 5 P.P.E. for every hour of rest or sleep, or
10 P.P.E. per hour of meditation. The exact amount may vary some as
indicated under the specific O.C.C.). The character’s Permanent P.P.E.
Base ALWAYS regenerates, the question becomes, will enough be
available when the mage needs it most? That requires careful and stra-
tegic use of the character’s P.P.E., meditation, and other considerations.
Note: It is usually the player’s responsibility to keep track of how
much P.P.E. a spell costs, how many P.P.E. his character has spent,
what is left and when he runs out. The G.M. may elect to keep track,
but most use the honor system and trust the player will be honest and
not cheat.

Step 7: Magic Combat


Every character has his strengths and weaknesses. The strength of
any Practitioner of Magic O.C.C. is the power of magic. itself. The
character wields amazing power and can make things happen and ap-
pear using his mind, knowledge, internal energy (P.P.E.) and force of
will. The range of spells available to him will depend on what spells he,
the character, studies (and the player selects).
The weakness of spell casting is that even offensive spells have their
limitations in range, damage, etc., and the unspoken limitation that the
spell caster is not the best at one on one combat action. He usually
lacks initiative and is the last to attack/respond in melee combat rota-
tion.
However, the restructuring of the amount of time it takes to cast low
level spells (one melee attack/action to cast any spell levels 1-5) gives
the character a chance to respond quickly and get off his spell as fast or
faster than his opponent may get off a gunshot. This also makes logical
sense, because it is the low level spells that cost the least P.P.E. and are
the most likely to be fired off in a combat or panic situation. The more
powerful mid- and high-levei spells require more time, concentration
and focus, but the low level spells are so familiar to the character (be-
cause they’re used so often) that they are like second nature to cast.
When firing off a Level 1-5 invocation, roll initiative on a D20 as
usual. The high roll wins, meaning whoever has the initiative gets to
fire or attack first. If it is the spell caster, he gets his spell off before his
Step 6: Casting Spells attackers shoot or swing with fists, clubs, blades, flying leap kicks or
chomping teeth or slashing claws. The low level spell counts as ONE of
Once the discipline is mastered and the character has enough P.P.E.
the character’s melee attacks.
built up and stored away inside his internal P.P.E. battery, he is ready
The mid- and high-level spells count as two or three of the mage’s
to use magic.
melee attacks and will require the character to take a step back from the
Casting spells is easy.
action to use his magic to the best strategic purpose. While this may re-
1. The character must know the spell. Players, it’s your responsi- move him from the immediate action of combat, his spell may have a
bility to take note of the spells you get to start, any spell selections, and profound effect on the battle, that’s the trade-off.
the future acquisition of new spells as the character advances in experi- Vulnerable to a pressed attack. With the arguable exception of the
ence and knowledge, and/or acquires additional spell invocations (see Shifter, practitioners of magic are not experts in hand to hand combat.
The Pursuit of Magic elsewhere in this section). A mage can NOT cast Most can handle themselves in a fight, but they aren’t warriors, they
any spell he does not know. The only exception is a spell scroll (very, just aren’t. Furthermore, magic has the disadvantage of requiring con-
very rare on Rifts Earth) in which the scroll is read aloud to cast the
centration and speaking, two things you can’t do while under attack! So
spell, but once it is read the words magically vanish or turn into gibber-
unless the spell being cast is a Level 1-5 invocation that can be popped
ish or a powerless mystic symbol.
off in three or four seconds, the action of parrying, dodging or striking
2. To cast a spell requires verbalization — the speaking of the spell back will break the spell invocation and prevent the mage from casting
invocation. The mantra of the spell must be spoken aloud and with au- his spell (he’ll need a “breather” of 7-10 seconds to cast a higher level
thority. Hand gestures are also usually part of the spell casting process spell). Likewise, getting popped in the mouth or stomach, or getting
that helps focus and direct the mystic energy. knocked down or blinded, or anything that breaks the spell caster’s
3. Time it takes to cast a spell. The speaking/casting of a spell is concentration and makes him stop in the middle of his verbalization of
very quick. Spell invocations levels 1-5 count as one melee attack/ac- the spell prevents him from finishing it.
tion (about 3 seconds). Levels 6-10 count as two melee attacks/actions When a spell is interrupted, the mage must start all over again. He
(about 6-7 seconds). Levels 11-15 and Spells of Legend use up three of doesn’t lose the P.P.E. (that’s not spent until the spell is completed and
the character’s melee attacks/actions (9-10 seconds). cast), but he does lose precious time. (A good rule of thumb is if the

189
mage is hit, it breaks his spell casting, especially if he or his armor change from establishment to establishment, some charging 10% less,
takes any damage from the attack.) others 50% to 200% higher. Remember, the practice of magic frightens
Can’t cast magic when under direct attack. This also means if the many normal people, so it is the rare community outside of the Magic
mage is being hammered by a full press attack (i.c., his attacker keeps Zone that even has a magic shop of any kind; most wilderness towns do
striking at him at every opportunity), even if the sorcerer is successfully not. On the other hand, there is likely to be 1D4 magic shops of some
parrying each attack, he is focused on protecting and defending himself kind (perhaps mobile; and probably only a couple dozen spells from
and cannot get a higher level spell off. The same is true if he is doing Levels 1-4) in one or two of the CS ‘Burbs. Of course, if caught doing
the physical attacking, or running or performing any physical action. business at one or it is really a CS “sting operation,” the character will
To cast a spell the practitioner of magic will need to stop, catch his be attacked or if taken in for questioning and (if a mage or D-Bee) exe-
breath (that should count as one or two of his melee actions/attacks) cuted. Many citizens of the ‘Burbs also fear magic and will call the po-
and then cast his spell (another one or more of his melee actions de- lice if they get suspicious about a person or place. Beware.
pending on the spell level). Trade for Magic. Much more common than purchasing invocations
That’s just how magic works, and a player has to be smart about for credits is trading one’s service (or the service of the group) in ex-
how he uses the magic to take full advantage of the strengths and avoid change for a couple of mid- or high-level spells (Levels 5-9). The more
to the pitfall of the weaknesses. For example, a spell caster who is hid- powerful the spell, the more dangerous the work. The employer? Prob-
den can make a devastating sniper. A mage who is away from the ac- ably a magic guild, cult, agent of the Federation of Magic, demon or a
tion at a strategic position, but can see the battlefield and is defended dragon. The job/quest probably involves retrieval of a person, magic
by a warrior or two. can effectively be a human howitzer firing off Call object, or, really, almost anything. It may also involve murder, sabo-
Lightning or illusions, or Firequakes, or god only knows what! He may tage, framing someone, blackmail, bodyguard work, information, and a
also be able to instantly heal the injured, or summon a fog or storm or host of other things.
monster to cover a retreat, or magically hide or disguise himself (and Demons and other supernatural fiends will sometimes teach magic
others). and the list goes on and on. That versatility and range of power for money or more often, for trade. They may want a magic relic,
is the strength of the spell caster. Focus on those strengths and wish for weapon or information, or other service (spying, murder, etc.). How-
good luck and a helping hand when the mage gets into a jam. ever, it is always dangerous dealing with demons for obvious reasons.
Boons and Grants. Spell invocations are sometimes granted as a
reward by some communities, kingdoms, magic guilds, priests and
Step 8: The Pursuit of Magic gods in trade for the character (or group of characters) performing some
Learning Spells. Practitioners of magic, except for the Mystic, can quest or service as noted previously.
learn and cast spells far above their actual experience level. This means
a second level Ley Line Walker could cast a tenth level spell, providing Magic Guilds & Brotherhoods
he had sufficient magic energy. The Line Walker and Shifter are both
A mage can learn new spells through several different means. One
proficient enough that they can even figure out a new spell incantation
way is to join a magic guild or brotherhood. The brotherhood is usually
every time they reach a new level of experience. However, there are
willing to teach new invocations to its members, but there are a number
still a multitude of incantations one can learn. The trick is learning
of catches. For one, the guild usually demands total allegiance, mean-
them.
ing that the member will donate at least 10% to 20% of his annual in-
It is far easier to learn an already existing incantation than it is to come to the brotherhood/guild and do other things to support (clean,
create one from scratch. This is due, in part, to the knowledge that the build, maintenance, teach) and protect it from enemies. This codicil
existing spell is proven to work. It simply adds to the level of convic- may lead to being sent on quests, research or archaeological expedi-
tion and therefore insures the success of the spell. Remember that spells tions, reconnaissance, and even spying and combat assignments. This
are designed to focus one’s concentration and will so strongly that the could also lead to one’s services being rented out to outside forces,
mage can create a magic effect. This is more difficult than one might such as a local kingdom who needs the talents of a mage for whatever
imagine. reason and is willing to pay the guild or brotherhood handsomely for
the service. Rivalry between magic guilds and individuals or other
Purchasing Magic guilds/brotherhoods can also lead to gang wars and acts of vengeance.
Practitioners of magic can sometimes purchase spell magic from Initiates to a guild are usually given a speech about the benefits of
magic shops, adult or ancient dragons, and elder masters of magic (9th membership (there are some real benefits too, such as low room and
level or higher). Places like Lazlo, the Mystic Quarter at MercTown board, sanctuary from outside forces, access to mystic knowledge and
and some of the cities in the Magic Zone may also have a college or books, and communication with fellow mages, etc.). After the new
guild that sells magic knowledge. In ALL cases, the seller is a practitio- member has offered a reasonable donation, 5,000-10,000 credits is
ner of magic who guards his secrets well and only sells to those whom common, he will be officially accepted and have full benefits of mem-
he knows are brother spell casters. bership. However, spell knowledge is likely to be withheld for a few
The prices are usually quite steep, 5000 credits per each spell invo- months until the newbie has proven to be loyal and worthy. Acts of he-
cation for Level One spells, 10,000 credits per each Level Two spell, raics, dedication, and generosity (big donations) are likely to increase
20,000 credits per each Level Three spell, 30,000 credits for each Level one’s acceptability and status in the organization and earn the character
Four. 40,000 credits for each Level Five spell, 70,000 credits for each the right to be taught a couple new spells (from invocation Levels 1-4,
Level Six spell, 90,000 credits for each Level Seven spell, 120,000 for possibly 1-6).
each Level Eight spell, 180,000 for each Level Nine spell, and 500,000 Spell knowledge is power, thus it is guarded jealously by most
to one million credits for Tenth Level spells and higher (they are rarely mages. Even in friendly and open magic societies like Lazlo, New
available for sale; 01-10% chance). Spells of Legend are never avail- Lazlo, and (the former) Tolkeen, there are some spells that are guarded
able for cash purchase. Note: Add a 10% premium charge for offensive secrets, rarely taught. These generally include most spells above level
spells and add 20% for metamorphosis and summoning spells. Most 10. The easiest spells to find are levels 1-4, followed by levels 5-7. Be-
magic shops and even colleges do NOT offer the full range of spells yond this, the secrets of magic are just that, secret.
(Levels 1-4 are most common) and many shops will not be able to Generally, any action that significantly helps the guild will earn the
teach spells at all! Just because a shop sells magic items and TW de- mage the right to be taught 1D4 new spells of his choice (assuming the
vices docs not mean its proprietors can teach magic. And prices will spells are known by its membership). Spell level is usually kept to

190
magic levels 1-5. An incredible act of heroics or self sacrifice will earn out human intervention, seem to have genuinely opened to other times
the character 1D4+2 spells selected from levels 1-6, or any one spell and parallel Earths as well as alien worlds and realities. It is believed
from any level beyond six. Nonmembers who save or protect the guild that the dinosaurs arrived from Random Rifts during the Dark Age.
at great risk to their own lives are offered guild membership and a re- Time Rifting. Travel forward or backwards in time is believed to be
ward of two spells from levels 1-5 (non-mages will be healed, fed, possible through Rifts, but with the exception of beings like the Tem-
given free room for a week, and 2D6x100 in silver or credits). poral Raider (see Rifts® World Book 3: England) and possibly Alien
Intelligences and certain gods, no mortal sorcerer has been known to
Magic Scrolls have mastered time travel. There are tales of mages accidentally open-
ing a portal to another place and time and managing to return, but never
Magic scrolls are extremely uncommon on Rifts Earth. One reason
on a consistent basis. Opening a Rift in space and to a specific time by
is that most people, including many practitioners of magic, are illiterate
the most talented and experienced Shifters, Rifters or Ley Line Walkers
(about 70%). Another is that few are either skilled enough or willing to
is a success perhaps once in a thousand tries. Even recognized incidents
write a spell invocation down for fear other mages will learn the spell
involving Rifting through time are a matter of debate among practitio-
from the scroll.
ners of magic. Conjecture is whether the person actually traveled
Scroll magic is slightly different because it has a certain amount of
through time or visited a parallel dimension that resembled a past or fu-
magic built right into it. However, a literate mage has a chance of learn- ture time period.
ing spells by translating scrolls. Base Skill: 10% +2% per level of ex-
perience. Note that the spell is instantly activated the moment it is read
aloud and the words then disappear or turn into gibberish or a magic
symbol. Random Ley Line Table
Ley lines represent a natural resource rooted to a narrow strip of
land (a small one being a half mile to about one mile/0.8 to 1.6 km
Ley Lines & Rifts wide and 2-10 miles/3.2 to 16 km long) and run in a straight line. The
only way humans know the lines of energy are present is from the glow
The following is information on ley lines and Rifts. Most of it is put
of blue energy they emit. Although ley lines have been called “rivers of
into Random Tables for quick, easy use.
magic energy,” they do not physically cut through the land like a river
Normally. ley lines are not visible, but the energy is so great on of water, but radiate up from it and flow over it. Ley lines, in and of
Rifts Earth that the lines glow day and night. During the day, the light themselves, are not intrusive, flowing across and over the regional ter-
blue glow of the ley lines is barely noticeable. Travelers from a dis- rain like a transparent mist or the air itself.
tance might see the blue haze of a line in the distance, especially on an
The size and length ofa ley line can vary from as little as a mile or
overcast day, but they are nearly invisible on a sunny day or when actu-
two to several hundred miles. The following table will help Game Mas-
ally on the line in the daylight. (Just like you can’t see the smog when
ters quickly determine the length of a randomly encountered ley line.
you are actually in LA, but you can’t miss it as you approach from an
Most ley lines are about 1D4x1000 feet (305 to 1219.2 m) wide. Only
airplane or riding along the coastal highway.) A night, the ley lines
the largest may be wider, and none are known to be more than two
shine like a lit up highway and can be seen for miles.
miles (3.2 km) wide (rare). Note: One mile is 1.6 kilometers.
When a Rift opens up, it usually happens at a ley line nexus, so a
single doesn’t often have a Rift appear. The only exceptions are a Rift 01-10% 3D4 miles long. 51-60% 4D6 miles long.
opening during a Ley Line Storm or other heavenly event when ley line 11-20% 3D6 miles long. 61-70% 2D4x 10 miles long.
energy peaks (solstice, equinox, eclipse, planetary alignment). The size
21-30% 1D6 miles long. 71-80% 1D6x10 miles long.
of a Rift may vary from pinhole to as tall as a skyscraper. Most start as
31-40% 2D6 miles long. 81-90% 3D6x10 miles long.
a thin line or ripple of energy that appears in the air and begins to grow
vertically. Then it begins to ripple with more energy and the line splits 41-50% 6D6 miles long. 91-00% 5D6x10 miles long.
into two, with both halves moving apart at the center as if someone
were pulling them apart. The Rift opening is usually near or at ground
level (see cover illustration), but sometimes appears high up in the air
Surface Ley Line Storms
(see interior, color illustration, on page 40, of the insect-like Xiticix
streaming out of a massive Rift). However, most “man-made” dimen- Although Ley Line Storms are compared to conventional rain-
sional portals created by magic are typically 7-25 feet (2.1 to 7.6 m) tall storms, there is seldom rain during them, and they are anything but
and 4-12 feet (1.2 to 3.6 m) wide. Most Rifts don’t stay open for more conventional. The sky turns a dark green-grey color, with dark grey to
than a few minutes (1D6) unless they are controlled by a higher power black clouds rolling along the ley line, wind gusts at around 35 mph (56
or part of an unusual dimensional phenomenon. km), and the air turns cold. Bluish white bolts of electrical energy shoot
During the Great Cataclysm and Two Hundred Years Dark Age, down from the sky and everything in the area of the storm crackles
Rifts commonly remained open for hours, days and weeks. Even on with a halo of magic energy.
Rifts Earth today, there are at least a dozen Rifts that are permanently Mystic scholars speculate that the storms recycle ley line energy and
locked open. (Permanently opened Rifts in North America: St Louis help to maintain an even flow of P.P.E. up and down the line. When
Rift/Devil’s Portal — Calgary Rift/Monster’s Gate. The Detroit and there is an overload or surge of energy, a storm occurs, redirecting the
Windsor ley lines had Rifts at their nexus points locked opened for de- excess energy and distributing it elsewhere. Ley Line Storms often pre-
cades during the early part of the Two Hundred Years Dark Age, but cede the opening of a dimensional Rift, particularly Random Rifts.
closed about 130 years BPA — Before the Post Apocalyptic calendar A Ley Line Storm can occur at any time along any ley line, on land
began. Today, Random Rift activity in which Rifts open to various de- or at sea. They occur more often at magic sea triangles than anywhere
monic realms and alien worlds remains high, but they are not locked else because the fluctuation of mystic energy is generally more power-
open and seldom remain open for more than an hour or two (3D4x10 ful and less stable than ley lines on dry land.
minutes). A natural Ley Line Storm will typically last 3D6x10 minutes, while
Random Rifts are shadows from the Age of Chaos and seem to open the worst storms occur at the nexus points and at Ley Line Triangles
and close for no reason, and may open for a few minutes or several and last twice as long. The storm always has a strange and often terrible
hours, or longer. Random Rifts that flare and open on their own, with- effect on practitioners of magic, creatures of magic and spell casting.

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Constant occurrences during a Ley Line Storm: 01-15% Air Lift. Everybody (vehicles too) crackles with energy
1. The effect of magic within the storm area is distorted. Roll per- and rises 10 feet (3 m) above the ground. They are pushed by the wind
centile each time magic is used or a spell cast (this includes the use of along the ley line for 2D6 minutes before dropping to the ground. The
Techno-Wizard devices and magic weapons). power of magic flight will not work under this circumstance. Charac-
01-20% Magic powers are increased! Double range and damage ters in power armor or vehicles with jet propulsion can fly away and
(duration is not increased). The spell caster cannot regulate damage or out of the storm area.
range. The magic is more powerful but less controllable. 16-30% Rolling Thunder! A huge black cloud races low to the
21-40% Magic powers are decreased! Reduce range and damage by ground along the entire width of the ley line. Speed is about 60 mph
half (duration is not decreased). (96 km). Everybody hit by the thunder cloud is drenched with water,
temporarily deafened by the sound of the rumbling thunder, loses all at-
41-60% Magic powers are completely negated!! The P.P.E. is ex-
tacks/actions for one full melee (15 seconds), and is swept off their feet
pended but completely absorbed by the storm! NOTHING magical
with the same consequences as a Wind Rush spell.
works (a temporary predicament).
31-55% Euphoria. Everybody feels good, happy and cheerful.
61-80% Magic powers are completely wrong! The G.M. can switch
Many will start to laugh, sing or act silly, as if intoxicated. Those who
spells at will (anything goes). It is wise not to use magic under these
are wounded will have 2D6 Hit Points restored (2D6 M.D.C. if a
circumstances. Otherwise, the range, damage, effects, and duration of
Mega-Damage creature), and minor illness will disappear. On the
the spell are normal.
downside, the characters feel no fear or hostility toward anything, in-
81-00% Magic discharge. Every time a spell is cast or a magic cluding known enemies. They will not attack unless attacked first, at
weapon is used, there is the sound of thunder and the magic user is which point all combat bonuses are half and they lose one melee ac-
knocked off his feet from a sudden explosion in his face! Loses initia- tion/attack. Euphoria typically lasts 2D4 minutes. .
tive and one melee attack and sutters 2D6 S.D.C. damage (2D6 M.D. if
56-64% Alien, slimy things accompany a light rain. Squishy,
a Mega-Damage creature).
icky, slimy, foul smelling, alien ... things rain from the sky. They could
2. The extra P.P.E. available at ley lines and nexus points cannot be
be worms, or larvae, or slugs ... god knows what! They are about the
tapped during a storm (it is being burned up by the storm).
size of a man’s hand and most are still alive and squiggling around. The
3. Bolts of ley line energy are attracted to anything magic in the slimy things do no physical damage but make the characters stink for
area, including practitioners of magic, creatures of magic, (like drag- 2D6 days.
ons, Elemental Fusionists and Tattooed Men), magic talismans, amu- There is only a 1-20% chance that the things are edible. Eating
lets, Techno-Wizard devices, and magic weapons. The energy bolt non-edible “things” will cause the eater to endure 4D6 Hit Point dam-
looks like a blue-white bolt of lightning. Humans and D-Bees struck by age from poison and suffer from severe stomach cramps, fever, vomit-
the bolt suffer the following consequences: 1D4 S.D.C. damage, lose ing, and diarrhea for 1D4+1 days. Penalties from eating “things”:
initiative and one melee attack, lose 1D6 P.P.E. points, and is
Reduces speed and melee attacks by half, -4 to strike, parry, dodge and
teleported 2D6x10 yards/meters down the ley line (instant and disori- on initiative, and -20% on all skills.
enting). True creatures of magic, like the dragon, Sphinx, Faerie Folk,
65-72% Dimensional Flux! One minute the characters are on
Elementals, many demons/Godlings, Alien Intelligences, etc., lose ini-
Earth, the next moment they’re in limbo. Everything is white and wispy
tiative and two melee attacks, suffer 4D6 M.D. and lose 6D6 P.P.E. as
as if inside a cloud. An occasional distant flash of light can be seen in
the storm temporarily drains them of energy.
the sky, but there is no sign of a storm. After what seems to be only
4. Creatures who are disguised by metamorphosis or magic sud- 1D4 minutes (that’s all the fuel that will have been used), they appear
denly appear to grow or shrink and their features become distorted. back in the exact same spot where they had been when the flux oc-
Getting hit by a ley line bolt may (01-44% chance) transform them into curred. The storm is over and 2D6 hours have passed. Note: May be
their true shape. substituted with a Time Flux (01-33% time slows, 34-66%, time seems
Psi-Stalkers, Dog Boys, all psionic characters and similar creatures to speed up, 67-00% teleported 2D6 hours into the future).
suffer from headaches (-3 on initiative, -1 to strike, parry and dodge) 73-80% Massive ley line energy bolt! Humans and D-Bees struck
and their psionic/sensing powers are scrambled; reduce by half. by the bolt suffer the following consequences: 2D6 S.D.C. damage,
5. Magic illusions disappear. lose initiative and three melee attacks, lose 4D6 P.P.E. points, and are
6. Existing dimensional portals close. teleported 4D6x10 yards/meters down the ley line (instant and disori-
7. All forms of ley line communication during a storm are impossi- enting).
ble. True creatures of magic, like dragons, Faerie Folk, Elementals, and
8. Ley line teleportation is possible, but risky. Costs twice the nor- Alien Intelligences, lose initiative and all attacks for one full melee (15
mal amount of energy, but there is only a 50% chance that the teleport seconds), suffer 1D4x10 Mega-Damage and lose 1D6x10 P.P.E. as the
will send one to the desired location. Roll percentile dice: 01-50% storm temporarily drains them of energy.
means arrived at the right location, 51-75% means the teleport ended 81-00% A dimensional Rift opens! | leave it to the Game Master
halfway, 76-00% means the person appeared 2D4x10 miles (32 to 128 as to whether anything bad, troublesome or annoying comes slithering
km}) off course and away from the ley line! out of the Rift. Don’t be too rough on the characters. This can be
9. Plus random occurrences as listed below. played for humor as well as drama.
Tech-Note: These magical maelstroms also play havoc with elec- Note: See Rifts® Underseas for information on Underwater Ley
tronic equipment, inflicting a -20% penalty to accurately read radar and Lines and Underwater Ley Line Storms.
other sensory equipment. It also reduces the range of such sensor sys-
tems and radio communications by half. Likewise, bonuses to strike
from targeting and computer systems are reduced by half; this includes Understanding Dimensional Rifts
power armor, robots, and vehicles.
Dimensional portals, that is
Random events that can happen during a Ley Line Storm:
By Erick Wujcik with Kevin Siembieda
Roll once for every 30 minutes of the storm when along a ley line or
magic triangle. Once every 15 minutes at a nexus. Unless stated other- On Rifts Earth, the state of each dimensional Rift is a lot more im-
wise, there are no saving throws for any of these occurrences. portant than the latest weather forecast. Below are tables for figuring

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