Dabbler O.C.C.
Created by Brett Hegr
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Note: I was sent an e-mail that this O.C.C. was too powerful -
and I agree. I'm revising it right now to drop down the power level.
These magicians are the men and women who got a taste of magic and have
spent years developing and studying any kind of magic they could acquire.
Some become experts with spell magic, warlock magic, runes, or the
fabrication of magic items. Their art form is still largely a secret,
because the battle for magical power thrives on secrecy.
Nearly every culture has variants that are found more often than others.
Cultures in the orient have more magical masters of Chi than the Slavic
lands, with their common practice of necromancy. Some become modern day
magicians and sell their skills as prophets, entertainers, teachers, and
even mercenaries! All this in secret, of course. Dabblers have the
capability to learn all magic, which is a terribly dangerous power.
Fortunately, most don't take the time to learn all that they could.
The difference between these characters and metamages
is simple - these guys just focus on learning magic, not on manipulating it.
Some dabblers choose to focus just on the usage of two or three kinds
of magic (one is so... restricting!) and on ways in which these favorite
magics can get mixed. Techno-wizardstm
could do interesting things with rune magic, and a dabbler with powers
over the Blue Flame and fire warlock magic would be a force to be
reckoned with! Maybe a necromancer and Shadow Warlock combination? A Ley
Line Walkertm style magician with actual
Nazcan line magic spells? How about a bio-mancer necromancer character?
I can think of all sorts of fun combinations.
O.C.C. Abilities and Bonuses:
1. See and Sense Magic: This ability has a range of one mile
per level of experience, plus can accurately locate specific types and
surges of energy (like a nexus point or powerful necromantic object) with
a skill of 20% plus the M.E. attribute as a base, +5% per additional level
of experience. The dabbler's ability is not as developed as other
magicians. The dabbler can also see magic energy in people, animals, and
places as long as more than 30 P.P.E.tm is
present. This gives the dabbler a 35% base skill +5% per additional level
chance to see the invisible (line of sight, about a 1000ft range).
2. Initial Magic Knowledge: Select six common magic spells from
magic levels one through four, and one spell from level five and
one from level six, for a total of eight spells. These spells may be
selected from any source on magic, whether temporal magic
from Rifts® England, Chi spells from Mystic Chinatm,
runes or circles from the Palladium Fantasy RPG®, or even line magic
or Blue Flame spells out of Rifts® South America book two. Make sure
the character has the learning of this knowledge worked into his
character's background - this is the only time he'll get this much
variety in spells he selects. The choices the player makes for the
special powers will determine what further knowledge can be gained
easily. Good roleplaying might get the character more options later
on...
The character also has several magic skills (see the O.C.C. skills),
knows a a couple areas of magic well, knows all simple and elemental
power words, and has a small supply of magical goods (see equipment).
The dabbler is well prepared with magic.
3. Special Powers: Dabblers choose two paths of
alternate/ additional study at the time of character creation. The same
path cannot be chosen twice. Also note that in many paths of study there
is selection of spells or other new abilities and skills as the character's
level increases - all selections are cumulative. Alternately, GMs might
let characters give up one path of study to acquire three selections from
the Sorcerous Proficiencies on page 24 of Through the Glass Darkly. Through
an epic ordeal, great roleplaying, and character study time GMs might
consider letting the player select an additional field of study in the
later levels:
Circle Knowledge: The character can pick one power circle (except
Permanence and Power Matrix), two protection circles, and two other
simple circles (summoning, protection, or otherwise). He can also
figure out one more simple circle every even numbered level of
experience, but must give up the spell learned at that level. A power
circle cannot be figured out - they must be discovered.
Runic Knowledge: Select eight common or simple runes and three
complex or powerful ones at level one. Every additional level of
experience the character can learn a new simple rune, but to do this
the gained spell must be given up. Complex runes must be
discovered or taught.
Psionic Powers: Consider the character a major psionic. Select
six powers from one of the minor categories or four from among all
three at level one. At levels three, five, and eight
select either three more minor powers from a single category, one super
psionic power, or two phase powers (page 32 of Rifts® Phase
Worldtm). The I.S.P.tm base is equal to the M.E. plus 4d6+6, plus
another 1d6+1 at each additional level of experience. Also add a +2 to
save vs possession.
The Principles of Force and Resistance: Through study alongside a
Smoker (page 51 of Rifts® Manhunter®),
the character picked up the ability to cast all offensive and defensive
spell magic at half P.P.E.tm cost (round
down). The character also automatically gets Hand to Hand: Expert, one
two W.P.s of choice, and two additional spells (from levels one to
eight) from this file. He can
choose Battle Mage spells at level one and as he advances in levels.
Magic Tattoos: The player may select any three magic tattoos (see
page 83 of Riftstm Atlantistm.
The character can get one more tattoo at levels four, eight, and
twelve if so desired. He is acquainted with a friendly magic tattoo
artist - but that artist probably requires someting for the
tattoos. This might be a quest, a trade of knowledge, a test of skill,
or some necessary components.
Seven or more magical tattoos will destroy his magic casting ability.
Remember that these tattoos will require twice the normal P.P.E.tm
expenditure, and that the allowed races are restricted to ogres, humans,
and a few others.
Operate and Repair Machines: The character was probably an
apprentice to a Techno- Wizardtm (or
Psi- Mechanictm if a psychic) at one
point in his life. He learned how to operate the devices and can even
repair them. He has acquired the skills of Basic Mechanics, Basic
Electronics, Mechanical Engineering, and Electrical Engineering with a
+10% bonus to each. The mage can also select from the Mechanical and
Engineering categories with no restrictions (or O.C.C. skill bonuses).
He cannot, however, create magic or psionic machines until he reaches
level eight (becomes equivalent to a 0th level Techno- Wizardtm
at that point). At that point, he can continue to progress as a Dabbler
or decide to pursue his Techno- Wizardtm
abilities. Switching back and forth between the classes should be
moderated by the GM. The character begins with one magic energy converted
weapon or a suit of light armor with one Techno- Wizardtm
enhancement added. Though the character cannot create the
items early on, he does not suffer the half- strength magic casting
penalization of the TW character class.
Martial Art Powers: The character must have Hand to Hand:
Martial Arts before this course of study can be selected. You'll
need a copy of Ninjas and Superspiestm
and Mystic Chinatm. The player may
learn from among a variety of Oriental mysticism. The character may
choose five selections (multiple ones are valid and probably
neccessary) from the following list:
- One martial art power from either the Atemi, Chi Mastery, or
Zenjoriki powers (including the advanced ones, so long as any
prerequisites are taken care of). The ability can be used only
with Hand to Hand: Martial Arts, or something more advanced. See
page 114 of N&S and page 152 of MC for the descriptions.
- One complex Mudra (anything with a Chi cost higher than 15, page
103 of MC).
- Two simple Mudras (all other ones, page 103 of MC).
- Two simple Chi spells (page 72 of MC, under level four).
- One complex Chi spell (page 79 of MC, between levels five and eight).
Base Chi is the P.E. +5, plus 1d4 at each additional level of
experience. The character can use his additional spell at each
level to learn a Chi spell with no problems and the usual
restrictions. Simple Mudras can be learned at each additional
level also but the spell must be sacrificed. Additional martial art
powers and complex Mudras can only be developed at odd numbered
levels after the first, and the levle- up spell must again be
sacrificed.
Magical Endurance: In S.D.C.tm
worlds the character has double the normal hit points, has an extra
50 S.D.C.tm, and a natural A.R. of 8.
For Rifts®, drop the S.D.C.tm
and double the hit points (they become a mega-
damagetm equivalent). If already an
M.D.C.tm creature, add a 25% bonus.
In either environment add a +3 to save vs poisons and toxins,
another +1 to save vs magic and +1 to save vs psionics, and all
stun attacks (physical and otherwise) are ineffective!
Necromantic Power: Select one of the Necromancer O.C.C.'s (see
Rifts® Africa) powers, numbered #1, #2,
or #3. At level four, select a second necromancer power and at level
ten, the character gets the last of the three abilities. However, each
time one of these necromantic powers is gained the character has to
sacrifice the new spell gained that level and one common spell he
knows (he forgets it!)
He also knows any four necromancer spells (mine are here)
of choice (from levels one to eight) at first level. The magic energy
cost to cast them is not doubled as it is for non- necromancer
magicians. The dabbler can of course select more under normal
restrictions as he progresses in experience.
Elemental Tampering: The character has been able to learn a bit
of elemental magic without bondage to the forces that true warlocks must
undergo. Select one elemental force and choose one spell from each level
one through five. At each even numbered level of experience pick one more
elemental spell from the chosen category of a level less than or equal
to the character's (but sacrifice the common magic spell for that level).
The character can also see all elementals and speak with elementals
of the force he has skill in - not that he'll get the repsect a warlock
would afford. By studying elemental and spell magic, the
character has a good chance of converting a few elemental spells into
spell incantations (for whatever purpose).
Shadow Powers: Similar to the Shadow Warlock (page 113 of
Nightbanetm Nightlands), the player has
a mystic link to darkness and shadows, and have actually acquired a few
Nightbanetm talents (page 106 of the
Nightbanetm RPG)!
Unlike Nightbanestm, P.P.E.tm
cannot be sacrificed to gain additonal talents. Note that some of the
talents might not be avaliable (like those that involve shaping or
warping the Morphus). Players who want this ability must select
the spells of Nightvision and Shadow Meld with their initial skill
selections as proof of their dedication to the Path of Shadows.
Those that follow the Path of Shadows get two talents of choice at
level one, and gain one more talent at levels two, five, nine, and
twelve. No magic spell is learned at these levels. The magic strength
of these talents begins at 12 and must be increased with the special
spell strength bonus. The character also gets three spells of choice
from this file. The spells picked
at first level must be level 8 or under, but the dabbler can of course
select more under normal restrictions as he progresses in experience.
Rift Study: The character can rift home (as per Shifter power #5,
for 150 P.P.E.tm), manipulate ley lines
and nexuses into forming rifts to to specific times, places, or events
(like the Riftweaver skill)
with a base skill of 10% plus the character's M.E. attribute, plus 3%
per level of experience, and can also sense rifts, ley lines, nexus
points, and cosmic phenomena that alters P.P.E.tm
flow with 100% accuracy in a 30 mile +5 miles per level radius.
Magical Powers: The mage has somehow gained the ability to use one
spell from levels one through three at will. It functions exactly
like the spell does. Instant effect spells and offensive use spells can
be used up to three times per melee. Any spell with a duration can be
used without limit, but there must be a one melee period of non-use
between uses. Each use of the spell ability counts as one melee action,
and only requires one half of the normal P.P.E.tm
activation cost (round down, minimum cost of 1 P.P.E.tm)
At levels three, six, nine, and twelve, the player gains similar "automatic"
usage of one more spell of a level less than or equal to half their own
level (so at level eight you could pick a spell from levels one to four).
There is a small change in how the dabbler gets P.P.E.tm
- he doesn't gain more at levels four, six, ten, and twelve because that
energy is burned up in the new spell abilities. At first level, the
character gets a bonus of +15 P.P.E.tm
Additional Magic Knowledge: The dabbler has somehow learned eight
spells of very high level, selected from levels seven through thirteen.
Even temporal magic, necromancy, and metamage
spells can be chosen,
as could any other kind of magic spell, ritual, or incantation. However,
the player may suffer a few problems in casting spells that are of
an alien/ foreign magic type (such as Chi Spells).
Rare Magic Knowledge: The mage has full understanding of one strange
and alien form of magic (such as Nazcan Line Magic, Biomancy, Blue Flame
magic, necromancy, Chi Spells, etc.) Thus, he can cast it without any
penalty or restriction. The character knows four spells of level 6
strength or less and two spells of level 7-10 strength (or four
simple incantations and two difficult ones) of the special magic in
question. The character doesn't have any penalties when casting the magic
- thus, a dabbler with understanding of Nazcan Line Magic casts it without
halving the strength level. As the character advances in level, he can
select from the spells or incantations of the alien magic.
Magical Understanding: The character can select any three skills
(except Spellcrafting, Herbology, and Alchemy) from the Magic category
with a +15% bonus to each! He also gets to select an additional two
other skills from any category except Magic skills, which
should help in taking care of any skill requirements that might have to
be fulfilled first. Also add +20 P.P.E.tm,
a +1 to spell strength, and +2 to save vs magic!
Alchemy Talent: The character has the Magic skill of Alchemy (add
+15%), plus all the skills necessary to obtain it. The character also
has an additional 5d4x10,000 in special and rare magical components
already purchased and magical potions that he has already developed.
Herbology Talent: The character has the Magic skill of Mystic
Herbology (add +15%), plus all the skills necessary to obtain it. The
character also has an additional 5d4x10,000 in special and rare magical
components already purchased and magical potions that he has already
developed.
Spellcrafting Talent: The character has the Magic skill of
Spellcrafting (add +10%), plus all the skills necessary to obtain it.
The mage has also has four spells that he has created on his own.
Three must be of levels 1-4 strength, but the other one can be of any
strength from level 5-8 (approximately). The player and GM must work
together to design the spells. Stronger versions of common spells can
also be chosen, too. The dabbler's library has an astonishing value
of 250,000 gold pieces, American dollars, or Phase Worldtm
credits (or 500,000 credits in Rifts®,
where prices are almost double).
4. Learning New Magic: Can be learned via meditation with mystics
or through hermetic study. One new common magic spell can be learned
per additional level of experience. This spell must be forgone in order
to learn anything else, such as a new rune, magic circle, Battle Mage
spell, Chi Magic spell, or whatever. Only one new piece of
mystic knowledge can be gained per level of experience (not including
what the GM provides for during roleplaying).
If the GM allows it, the character could also select Mudras and other
cool martial arts mysticism from Ninjas & Superspiestm
and again Mystic Chinatm. Some special
paths of learning bring with them additional fruits of labor (more magic
knowledge).
Also, be aware of the Principles of Magic skill. This is what a
dabbler must roll against when he is trying to learn/ develop a
type of magic that is currently unknown to him. When learing something
totally new (avaliability of which is up to the GM) the player
should roll against at least a -25% penalty. Roll once per
week of study. Three successes are necessary to gain a basic
understanding, then four more for a working knowledge (able to
cast spells), and another five are required for advanced understanding
(creating spells). As the knowledge grows it should become more
difficult to become better at a 'dabbled' form of magic. These
rolls should be made only for new magic forms learned after the
first level.
As for learning Aspect
Magic, that story doesn't change much. Dabblers can learn Aspects
but don't get any special dispensation - the level and energy
requirements are the same. Further, a lot of Dabblers don't like
Aspect magic. To give up magical energy permanently is a choice
that most don't make.
5. P.P.E.tm: The character begins
with a P.P.E.tm base of their P.E. plus
1d4x10+40. Add another 1d6+4 at each additional level of experience.
6. Save Throw Bonuses: Add a +1 vs magic at levels one, four, eight,
and twelve, a +1 to save vs psionics at levels two and six, a +1 vs
possession at levels three and seven, and add a +1 on perception at levels
two and seven. Also add a +3 vs horror factor.
7. Magic Strength Bonuses: Special!! The dabbler gains a
+1 to his magic strength at every level of experience, but he must
decide how his magic power is augmented. The dabbler can cast spell
magic and ritual magic automatically, but can only cast other kinds
of magic dependent on what magical abilities he selects. Each level he
must decide which kind of magic he uses gets a bonus. So, for the
first four levels of experience, a dabbler could put all four bonuses
into his spell strength for a +4 bonus (strength 16) or could give all
four of his magic types a +1 bonus (strength of 13). The maximum spell
strength a dabbler can achieve in any magic form is 18 (so thats a +6
spell strength bonus maximum, a +4 for rune magic and circle magic,
and a +2 for ritual magic).
If the dabbler can also create magical potions and/or objects, he can
spend his magic strength bonus and put it into the creation of an object
- the sacrifice of the one point bonus gives the dabbler a permanent
+25% bonus to success rolls to fabricate a specific type of magical item,
potion recipe, or class of spell. So a first level dabbler might decide
to forgo the magic strength bonuses and take a +25% bonus to create
spells that deal with the elemental force of earth.
Attribute Requirements: An M.E. of 15 or better is the only
requirement. A high P.E. and I.Q. never hurts either.
Alignment: Any, but tend toward selfish.
Experience Point Table: Use the Techno- Wizardtm
table on page 17 of the Rifts® RPG. First
level is 0 - 2300 experience points if you don't have the book and need
to use a comparable table.
O.C.C. Skills:
Speak/Literate in Native Language (98%)
Math: Basic (+20%)
Math: Advanced (+10%)
Research (+10%)
Lore: Magic (+20%)
Principles of Magic (+15%)
Choose one Magic,
skill (+10%) but it cannot be Alchemy, Mystic Herbology, or Spellcrafting.
Choose one Technical or Science skill (+15%)
Choose one additional Lore or Language skill (+15%)
Hand to Hand: Basic can be selected at the cost of one other skill, Expert
for two other skills, or Martial Arts (or Assassin) at the cost of three.
More advanced forms can be selected, but have varying requirements and
costs.
O.C.C. Related Skills: Select six, but at least
two must be selected from among the Magic and Technical skill categories.
Choose one more other skill at levels three, five, nine, and eleven.
Communications: Radio: Basic only (+5%).
Domestic: Any (+5%)
Electrical: Basic Electronics only.
Espionage: None
Magic: Any (+5%) except
Alchemy, Mystic Herbology, and Spellcrafting (see above).
Mechanical: Basic Mechanics only.
Medical: Paramedic (+10%) or Holistic Medicine (+5%) only.
Military: None
Physical: Any except Acrobatics, Boxing, Gymnastics, and Wrestling.
Pilot: Any execpt Tanks & APCs, Robots & Power Armor, and Combat Pods.
Pilot Related: Any (+5%)
Rogue: Any
Science: Any (+10%)
Technical: Any (+10%)
W.P.: Any
Wilderness: Any
Secondary Skills: Select four secondary skills
but do not apply any bonus other than an I.Q. bonus.
Standard Equipment: A personal computer, a fair collection of
occult texts and materials (1d6+6 books
and 3d4x1000 in magic components), a
reliable (but not new) vehicle, and personal possessions totaling
3d6x100.
Rifts® characters only have 1d6+3 books, 2d4x1000 in components,
and no vehicle. They do, however, get all of the gear listed under the
Ley Line Walkertm.
Weapons and Armor: Most keep a small weapon or two hidden on
their person. This weapon just might be a magic ring or other object -
magic is a fair weapon. Either choose one relatively common magical
item and one mundane weapon or select a mundane weapon for each
W.P. that is known. Also select a form of light body armor.
Money: Modern day dabblers begin with 4d6x100 in cash and
possessions. Most often their day job is at a bookstore, library,
museum, college campus, or some other institution of learning and
enlightenment.
Rifts® style dabblers will have
4d4x1000 in black market items and 1d4x1000 in credits, plus their
valuable magical goods (see equipment).
Cybernetics and Bionics: As usual, these magicians will not
select any form of cybernetic or bionic enhancement. Only bio-
prosthetics (magical healing is preferred) will be used in the case
of disfigurment or critical injuries.