Apprentice O.C.C.s

Created by Xavier Martin
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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.



Special Abilities of the Apprentice


The Line Walkertm apprentice
This is typically an eager student who could not wait to complete his training and got away (or was thrown out) as soon as he had some magical powers. He is far inferior to a true ley line walker but among ``normals'' his magic still makes the difference.
  1. Sense Ley Lines and Magic Energy: Equal in ability to the Ley Line Walkertm O.C.C. power on page 83 of the RiftsR RPG.
  2. Initial spell knowledge: the apprentice may only select three spells from magic level 1.
  3. Learning new spells: Additional spells and (rarely) rituals of a magic level equal or less than the Apprentice can be learned and/or purchased. Serious magic guilds will not accept an apprentice though they might accept to teach him some spells or train him to full Ley line walker status as described on page 164 of the RiftsR RPG. The apprentice's magical knowledge is not sufficient to figure out new spells at each new level on his own.

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.

  1. Psionic powers: same as the Techno-wizard except he only gets Telemechanics at level 4.
  2. Operate TW Machines: the Apprentice can activate and recharge TW objects. When a specific spell is called for to recharge the object, he must channel double the normal amount of P.P.E. instead to compensate for his lack of magical knowledge. The apprentice can also repair damaged TW objects as long as most of the ``circuitry'' is still present.
  3. Mechanical knowledge: the Apprentice has acquired the skills of Automotive Mechanics, Basic Electronics, Computer Operation, Computer Programming and Computer repair with a +10% bonus to each (magically gifted).
  4. Equipment: the Apprentice starts with the same equipment as a true T-Wizard. Since this equipment comes from his teacher, the GM may waive the limitations on the ``Impervious to energy'' and ``Invisibility abilities'', and/or adjust the number of available TW objects.
  5. Duplicate TW objects: at level 8, the Apprentice has picked up enough on Techno-Wizardry that he can pick apart a machine carefully (takes the same time as making the object) and learn how to duplicate that design exactly. The time, P.P.E. and physical requirement for making the objects are then as for a true TWizard.
    Example: the apprentice has found a converted Wilk's 320 Laser pistol and ``unconverts'' it carefully (takes 2D4 hours) to see how it works. From then on he knows how to convert Wilk's 320 Laser pistols to magical energy. He still can not convert othe laser pistols such as a C-18 though. The apprentice then starts by reconverting the Wilk's laser pistol he just ``unconverted'' (takes him 2D4 hours, 8 P.P.E. and he already has all the physical requirements).

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.

  1. Sense rift: as the Ley line walker ability.
  2. Link to the supernatural: same as the Shifter ability, except the six magic spells available can be from magic levels 1-14 and the Alien Intelligence can freely communicate with the Apprentice at Nexuses (to give him advice, tempt him...).
  3. Dimensionally Shift home: same as the Shifter ability but it is granted by the Alien Intelligence. As a result, the Apprentice must succeed a save versus spell (base 12) or be sent to the alien intelligence dimension instead of his own! The Apprentice will discover this quirk the first time he uses this ability (he feels the mental summons of the Alien Intelligence). Generous GM will let the save for this first use succeed automatically.
    Alternatively this ability can be replaced by the spell Dimensional portal (15th level). However, if a save versus ritual is not made, the portal will open to the alien intelligence dimension enabling it or his minion to step through.
    The choice should depend on the Alien Intelligence goals.
  4. Familiar link: as the shifter ability available from level 4.
  5. Demon Lore skill: in addition to O.C.C. skills. The Apprentice is likely searching very hard to identify the Alien Intelligence, his goals, powers...

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.

  1. Body hardening exercises: the character starts with just the basic Mega-damage Body power (Rifts Japantm page 196) which enables him to transform his S.D.C. (not hit points) to M.D.C. for one minute (4 round) at the cost of 5 P.P.E.
    The Apprentice can improve his training at level 6 by gaining Chi-Gung M.D. skin, and at level 12 by completing yet another Body hardening exercise.
  2. Martial arts training: the character starts with Hand to hand combat: Aikido or Jujitsu. No other combat alternatives are allowed. He has W.P. staff, and either W.P. spear or sword. This is in addition to normal O.C.C. skills.
  3. Temple skills: the Apprentice has the skills Begging, Fasting and Meditation (choose Bishamon or Sohei to calculate the base skill) and one Oriental Philosophy skill. These skills are in addition to O.C.C. skills.
  4. M.D. weapon: the apprentice should start with a M.D. weapon. It can be a basic Sohei Millenium Staff of Defense, a magical spear (does 2d6 M.D.) or a vibro-sword.

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.

  1. Magical knowledge: knows the skills Lore: magic, Lore: Demons and Monsters, Religion and Lore: Faerie at (+20%). He also know has Litteracy (+40%) and computer operation at (+15%). This is in addition to O.C.C. skills.
  2. Psychic sensitive: the Apprentice is a Major psychic with sensitive powers. He chooses 8 sensitive powers, receives M.E.+4d6 base I.S.P. plus 1d6+1 I.S.P. per each level and saves versus Psionic with a base of 12. This is the reason why the Apprentice has focused on Magic to begin with. The usual penalty on skills for being a major psychic does not apply to the scholarly apprentice.

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.

  1. initial psionic powers: the mind mage apprentice initially knows 6 psionic powers from the Sensitive, Physical and Healing categories.
  2. new psionic powers: the mind mage apprentice can figure out one new psionic power at each additional level from any category except Super. At levels 4, 8 and 12 the psionic power may be chosen from the Super category.
  3. Base I.S.P.tm: mind mage apprentices receive 1D6x10 I.S.P.tm plus their M.E. The Apprentice gains another 1D6+1 I.S.P.tm per additional level. The Apprentice is considered a Master psionic and needs to roll a 10 to save versus psionics.
If the apprentice gets trained by a Mind Melter, he learns additional psionic powers so that he knows at least three from each of the four psionic power categories (Super included); he learns the following powers: Alter aura (self), See aura, Sixth sense and Mind block if he does not know them yet; he gains +30 I.S.P.; he switches to the Mind Melter 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 and I.S.P. as a Mind melter. He gains one psionic power from each of the four categories at the next level and then two powers from any category (including Super) at each new level.

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.



Attribute Requirements: An I.Q. of 12 is the only requirement. But a high P.E. and M.E. are highly recommended.
Alignment: Any.
Experience Point Table: Use the table for the Mystic (first level is 0 - 2050 experience points) or the character race's table, whichever is higher.
O.C.C. Skills:
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.