Apprentices are mages or psychics who for some reason never completed their training. As a result, they have some of the special abilities of their original O.C.C. but not all. On the other hand, because of their shortened training, they have a little more Skills available.
Apprentice is not an O.C.C. really, but a group of O.C.C.: there is the ley line walker apprentice, mind melter apprentice, TW apprentice... But since the rationale is similar, they are all described under the same title. Of course Apprentice is the name of the O.C.C., the Apprentice himself will often pass himself as the true thing or keep his nature hidden as a trump card.
Note: these O.C.C.s are very similar to the Neophyte O.C.C. The main difference is that the apprentice O.C.C. stick more closely to their original magical or psychic O.C.C.
Becoming a full magician or psychic
An Apprentice can become a full-fledged mage or psychic if he
completes his training. The Apprentice must first seek out a true
mage or psychic of the O.C.C. he partially trained in who is willing
to teach him. This should take at least a few experience levels
(level three or four) otherwise you might as well skip the
apprentice step altogether. The trainer will also ask for a large
amount of money or/and a service(s) since the Apprentice is older, he
will not help as long as a normal beginner and knows just
enough to be bothersome and dangerous.
Completing his training should take the character out of action (in
game time) for a period of 2d6+6 months (8 months to a year and a
half). During this time the character gets formal training, meditates
and practices his new powers. The effects of the change of O.C.C. are
described below.
In many cases however, the apprentice gets enough edge from his powers
that he will not bother with the extra training and thus remains
an Apprentice all his life.
If the apprentice ever completes his training, he gains the Ley line walker abilities 1-7 and 9; he gains only the extra spells necessary to have at least 3 spells from level 1-4; his P.P.E. base is increased by +10 P.P.E.; he receives no extra skills; he switches to the Ley line walker experience table (if that would make him lose a level, raise his experience to the minimum necessary to avoid it) and from now on gains skills, spells, P.P.E. and O.C.C. bonuses as a ley line walker.
The Techno-Wizardtm apprentice
The techno-wizard teacher died while the apprentice was still in the
early stages of his apprenticeship. Still he has picked a few useful
tidbits, is a fair mechanic and inherited most of his master's equipment.
If the technowizard ever concludes his training, he gains Telemechanics (if he does not have it yet); the ability to cast spells, learn spells and create TW objects as a TWizard; the standard initial spell knowledge; he switches to the TWizard experience table (if that would make him lose a level, raise his experience to the minimum necessary to avoid it) and from now on gains skills, spells P.P.E. and O.C.C. bonuses as a TWizard. Two levels later he also gains an extra three spells from level 1-4.
The Shiftertm apprentice
In this case, the career of the apprentice was interrupted very early
by a bad summoning accident which claimed either the life or sanity
of his master. During this accident, the Apprentice accidentally formed
a greater link with an Alien Intelligence without a formal deal being
struck. Note that the alien intelligence probably has a specific (nefarious)
goal in keeping the link with the Apprentice.
It is unlikely the Apprentice will ever become a Shifter as he knows
next to nothing of the trade and is burdened by a dangerous link to an
Alien Intelligence.
However if the Apprentice decides to strike a deal
with the Alien Intelligence at some point, he can become a Witchtm (described in Rifts Conversion Booktm) with the Gift of Magic. The Apprentice
keeps all his Apprentice abilities plus gains a demon familiar (with
100 extra P.P.E. available for the Witch), 6 spells from level one
magic, 4 spells from level two, two spells from level three, one
spell from level four, and switches to the Witch experience table
(if that would make him lose a level, raise his experience to the
minimum necessary to avoid it). From now on, the Apprentice become Witch
gains skills, P.P.E. and O.C.C. bonuses as a Witch.
The monktm apprentice
The character was an apprentice to some monk order in Japan (Bishamon
or Sohei) but never completed his training because it was too hard.
It is unlikely the character will ever finish his training after such
a failure.
The scholarly apprentice
This is a special case as the Apprentice has never actually received
any formal training. But he is fascinated by all things magical and
has learned anything he could put his hands on. Obviously this is an
apprentice who can not switch to a true magical or psychic O.C.C.
The mind magetm apprentice The Apprentice is a wild Master psionic whose full powers have not been unleashed. If he could get formal training from a Mind meltertm, he could become one.
P.P.E.tm: Magician Apprentices work hard at storing them to compensate their lack of formal magical knowledge. Add their P.E. attribute to 1d6x10 to determine their base P.P.E.tm Recovery is normal, as these mages have mastered the basic skill of meditation. Each additional level of experience, add another 2d6 P.P.E.tm The scholarly apprentice and mind mage apprentice receive the normal P.P.E. allotment for their race. The monk apprentice receives P.E.x2 P.P.E.tm plus 1d6 per experience level.
O.C.C. Bonuses: add a +2 vs horror factor.
Speak/Literate in Native Language (98%)
Math: Basic
one additional Language
Land navigation
Wilderness survival
One W.P. of choice
Hand to Hand: Basic may be selected at the cost of one other skill, Expert at the cost of two or Martial arts/assassin at the cost of three other skills. These are the only avaliable selections.
The bonuses for the O.C.C. skills is determined by that of the original O.C.C. of the Apprentice. Scholarly Apprentices use Rogue Scholar bonuses.
O.C.C. Related Skills: The player may choose five skills from the original O.C.C. with half the normal skill bonuses. He must then choose a new O.C.C. among Vagabond, City rat and Wilderness Scout. Five other skills may be chosen from that O.C.C. available skills with half normal bonuses. Add one more skill at levels six and twelve from the secondary O.C.C. available skills.
Secondary Skills: The player may select three skills from their original O.C.C. skill list and another three from their secondary O.C.C. skill list, but may not apply the given bonus.
Standard Equipment: A leather jacket or nice cloak, a set of fatigues, good walking boots, personal items and some clothes in good condition, a Pocket Digital Disc player, flashlight, work gloves, sleeping bag, sunglasses or tinted goggles, and a gas mask or air filter.
Weapons and Armor: One energy weapon and one non-energy weapon of choice, two clips or E-Clips for each firearm, an ancient weapon and a light or medium suit of armor of choice.
Vehicle: Begins with a motorcycle or other land vehicle of choice (no hover vehicles at first level, but Apprentices do love them). The machine is reliable, but definitely not new. Alternatively, a horse may be chosen.
Money: 1d4x1000 credits in cash and another 3d4x1000 in black market items.
Cybernetics/Bionics: No Bionics. Cybernetics are generally
confined to medical use.