Aspect Listing Two
Created by Brett Hegr
[ Return to the Magic Section ]
[ Back to Aspect Listing One (57k) ]
P.P.E.tm Cost - Temporary: 20
Bonuses: +3 to P.S., +2 to P.E., +2 to P.P., +5 to Spd.,
+1 on initiative, +1 to strike, +1 to parry and dodge, +2 to save
vs pain, and +2% on all Physical skills and sleight of hand skills
(such as Pick Pockets and Concealment).
Abilities: The character can lift twice as much as a normal
being of his type. He now fatigues at one- half of the normal
rate. In addition, all poisons, toxins, and diseases are half as
effective (half damage, duration, and penalties). Lastly, the
character can enter a near- death state (equivalent to the
first level common magic spell of Death Trance) for up to one hour
per level of experience. When the duration is up the character
awakens and can't return to the trance (or even to normal sleep) for
at least 4d6 minutes. It takes only one melee action to enter or
exit this trance state.
Value (in gold): 60,000
Value (in credits): 80,000
Avaliability: Common (demand is moderately high)
P.P.E.tm Cost - Minor: 15
Bonuses: +1 to P.S., +1 to P.E., +1 to P.P., +2 to Spd.,
+1 to initiative, and +3% on all Physical skills and sleight of
hand skills (such as Pick Pockets and Concealment).
Abilities: Fatigues at half the normal rate, plus gains the
coordination necessary to perform an Automatic Parry, roll with
punch, fall, or impact, and pull punch (useful to mages with no
combat training). If the character is instead already a trained
fighter (has HTH Expert, Martial Arts, or Assassin) then add an
extra melee action.
Appearance Changes: Becomes stronger and healthier. Overweight
characters lose some extra weight while very skinny characters gain
some.
P.P.E.tm Cost - Major: 25
Bonuses: +2 to P.S., +1 to P.E., +1 to P.P., +3 to Spd.,
+1 on initiative, +1 to strike, +1 to parry and dodge, +2 to save
vs pain, and +2% on all Physical skills and sleight of hand skills
(such as Pick Pockets and Concealment).
Abilities: The character can lift twice as much as a normal
being of his type. He now fatigues at one- third of the normal
rate. In addition, all poisons, toxins, and diseases are half as
effective (half damage, duration, and penalties). Lastly, the
character can enter a near- death state (equivalent to the
first level common magic spell of Death Trance) for up to one hour
per level of experience. When the duration is up the character
awakens and can't return to the trance (or even to normal sleep) for
at least 4d6 minutes. It takes only one melee action to enter or
exit this trance state.
Appearance Changes: The body of the magician becomes even
stronger, tougher, leaner, and more athletic looking. Weight becomes
ever closer to normal if it was extreme to begin with.
Penalties: -1 to M.A., because the character starts acting a
bit cocky. He does have a magically enhanced body, after all.
P.P.E.tm Cost - Master: 35
Bonuses: +2 to P.S., +1 to P.E., +1 to P.P., +5 to Spd.,
+1 on initiative, +1 melee action, +2 to save vs pain, and +3 to
save vs possession.
Abilities: The most notable change in the mage is that he
no longer fatigues! Sleep is necessary, but only 4 hours per 24 hour
period is needed to function at peak levels. It is possible to function
up to the P.E.x2 below zero in hit points, with death occuring at
P.E.x3 below zero. The magician is also able to burn off additional
P.P.E.tm (no cost reductions may be
applied) at any time to fuel the development of these body related
powers and enhancements:
Superhuman Dexterity: As per the common magic spell (see
this file), costs 5
P.P.E.tm to perform and requires
a sacrifice of 5 P.P.E.tm to
acquire. Effects are +1 melee action, +3 to strike, parry, and dodge,
+1 on initiative, and +5 on the Spd. attribute. Lasts two melees per
level and is usable only on the caster himself.
Superhuman Speed: As per the common magic spell, costs 5
P.P.E.tm to perform and requires
a sacrifice of 3 P.P.E.tm to
acquire. Effects are a Spd. of 44 (30 mph), a +2 to parry, and +6
to dodge. Lasts one minute per level and is usable only on the
caster himself.
Superhuman Strength: As per the common magic spell, costs 5
P.P.E.tm to perform and requires
a sacrifice of 5 P.P.E.tm to
acquire. The strength is considered superhuman in a
contemporary environment and supernatural in a high magic
energy world. Effects are a P.S. of 30 and a P.E. of 24, 30 extra
S.D.C.tm, and all actions taken
are done without fatigue. Lasts two melees per level and is usable
only on the caster himself.
Swim as a Fish (Simple): As per the fourth level common magic
spell, costs 3 P.P.E.tm to perform
and requires a sacrifice of 3 P.P.E.tm
to acquire. Lasts for 10 minutes per level of experience. For the
duration of the magic the character can swim a distance of P.S.x5
in yards/meters per melee (the books seem to have bad info), he gets
an extra +1 to parry and dodge in water, can swim up to a depth of
3000ft, and has a swimming skill of 96%.
Negate Poisons/Toxins: As per the common magic spell, costs 3
P.P.E.tm to perform and requires
a sacrifice of 2 P.P.E.tm to
acquire. Can only be performed on the caster himself - not an
external target.
Superhuman Durability: Requires a sacrifice of 10
P.P.E.tm to acquire, and is much like
the common magic spell (see this file)
except there is no duration limit.
Regeneration: Requires a sacrifice of 15
P.P.E.tm to acquire, and is much like
the Aspect of Life ability. The character gains a minor regeneration
ability - one hit point and 1d6 S.D.C.tm
(or 1d6 M.D.C.tm) is recovered per hour.
If a regeneration ability is already possessed, combine the two - the
magician learns to enhance his natural healing abilities. Scar tissue
still forms, broken bones must still be set (they heal in a third the
normal time - 15 days on average), and damage from blood loss is no
longer applied (the mage's blood clots quickly and blood vessels are
the first things to heal). Also double the character's normal lifespan,
as long as the character is not a powerful supernatural intelligence,
dragon, god, etc.
Appearance Changes: Appears to be at the peak of physical
perfection, healthy and strong!
Penalties: -1 to M.E., due to a small amount of concentration
required to maintain the constant rebuilding of muscle cells,
periodic flushing of toxins and free radicals, and general mental
maintenance of the magically enhanced biochemical processes.
P.P.E.tm Cost - Temporary: 20
Bonuses: +2 to P.P. and +5 to Spd.
Abilities: Gains the ability to use the 2nd level spell
of Chameleon at will for half P.P.E.tm
cost (a whole three). Functions just like the spell. The character
also gets a save throw against spells like Detect Concealment - a
successful save means the Chameleon ability isn't lost. Failure
means it is rendered inoperative for 1d4 minutes.
Value (in gold): 35,000
Value (in credits): 50,000
Avaliability: Very common (demand is somewhat low)
P.P.E.tm Cost - Minor: 15
Bonuses: +2 to P.P. and +5 to Spd.
Abilities: Gains the ability to use the 2nd level spell
of Chameleon at will for half P.P.E.tm
cost (a whole three). Functions just like the spell.
P.P.E.tm Cost - Major: 25
Bonuses: +15% to the Climbing skill (or instead gets a
rudimentary skill of 25% +5% per additional level) and +5 to Spd.
Abilities: Gains the ability to use the 2nd level spell
of Chameleon at will for one- third the normal P.P.E.tm
cost (a whole two). Functions just like the spell. The character
also gets a save throw against spells like Detect Concealment - a
successful save means the Chameleon ability resists the magic and
keeps the magician hidden. Failure means it is rendered inoperative
for 1d4 minutes. Body heat can also change, to where it can match
room temperature with about a 20 degree Fahrenheit variability.
P.P.E.tm Cost - Master: 35
Bonuses: +2 on initiative, +2 to dodge, Climbing becomes
instinctive (consider it 100% but still penalize for conditions).
Abilities: The Chameleon ability is now automatic (no
P.P.E.tm cost and no duration limit),
plus it becomes even more effective. It is possible for the character
to stand still (-6 penalty on a difficult perception roll), walk at a
Spd. of 12 and remain relatively unseen (difficult perception roll with
no penalty), to run up to a Spd. of up to 20 while partially camouflaged
(challenging perception roll), and to run at Spd. beyond 20 while strange
to see (moderate perception roll). Remember, the ability to see the invisible
is useless against the Chameleon effect.
When fighting, anyone trying to attack/ block/ dodge/ parry the
Chameleon'ed mage must make a moderate perception roll in order
to perform the action - otherwise the Chameleon'ed mage isn't seen.
As an alternative to perception rolls (which could be tedious in
intense combat), GMs could apply a -4 to strike, parry, and dodge
such a Chameleon'ed being.
Note: Techno-wizardstm,
Cybermagestm, Smokers, Cyber- Mystics, and any other
combat or technology oriented magic O.C.C. that wants the permanent
power pays half the normal P.P.E. cost to purchase.
P.P.E.tm Cost - Temporary: Not avaliable
P.P.E.tm Cost - Minor: 20
Bonuses: +1 melee attack, +1 on initiative, +1 to strike, +2
to damage, +1 to horror factor (or gains a base H.F. of 6), and
gains +1 to save vs horror factor. Also add a +1 to strike with any
weapon - mundane, magical, archaic, technological, or weapon system.
Special Skills: Gains the Weapon Systems, Robot Combat Basic
or Power Armor Basic (or some other vehicle combat skill), Computer
Operation, and one Pilot skill of choice at base skill - these skills
are entirely instinctive. Players may instead add a +10% bonus to
each one selected as a skill (if applicable).
Penalties: -1 to the P.B. attribute, since the character's
body takes on a bit more angular and subtly artifical cast, and -1
to the M.A. attribute, since the character becomes more agressive
in general.
P.P.E.tm Cost - Major: 35
Bonuses: +2 on initiative, +2 to to damage, +1 to horror
factor, and gains +2 to save vs horror factor. Also add a +1 to
save vs magic and a +1 to save vs psionics.
Special Skills: Gains the Robot Combat Basic or Power Armor Basic
(or some other vehicle combat skill) and one additional Pilot skill of
choice at base skill - these skills are entirely instinctive. Players
may instead add a +10% bonus to each one selected as a skill (if
applicable).
Appearance Changes: Same as with the Major Aspect of Computing
Technology.
Penalties: Lose another -2 from the M.A. attribute. The
character's personality shift toward a little more bland, non-
biological thinking pattern. Things like food, water, and sex
are less of a priority. Combat, weaponry, robotic vehicles, and
all such things become top priority most of the time.
P.P.E.tm Cost - Master: 50
Bonuses: +1 melee attack, +1 to strike, +2 to damage, +1 to
horror factor, and gains +3 to save vs horror factor. Also add a +1
to strike with any weapon - mundane, magical, archaic, technological,
or weapon system.
Abilities: Can mentally bond with a machine to provide
better response time and use. For 1 P.P.E.tm
per melee round these bonuses are gained: +10% on all Control Rolls
for special maneuvers, +1 melee action with the machine, +1 on initiative,
+2 to pull the punch of the machine, push the machine to 10% beyond the
normal capacity for speed, flight, leaping, and range of non- melee
weaponry, and has the ability to perform all combat moves known as a
human with the vehicle bonded to (if the vehicle is capable - this
obviously refers to robots and power armor).
Special Skills: Gains Robot Combat Basic, Power Armor Basic, or
some other vehicle combat skill (probably a specialization) - this
skill is entirely instinctive.
Appearance Changes: Same as with the Master Aspect of Computing
Technology.
Penalties: Lose another -3 from the M.A. attribute and
another -2 from the P.B. Exactly the same as in the Minor and Major
Aspects, except even more extreme. The character's combative personality
and thinking pattern becomes entirely militaristic - everything is
a test. The sex drive could be considered 100% dead - now only a war
drive exists. Friendships become very strained, unless the goals of
those working with the magician with this Aspect are the same as his.
The character's face and body become streamlined and more angular,
especially around the temples of the head, the chest, and the back.
Note: Techno-wizardstm,
Cybermagestm, and Cyber- Mystics who want the
permanent power pay half the normal P.P.E. cost to purchase.
If instead the full cost is paid by such a focused magician, a
new machine- related psionic power from the same psionic
power category as the Aspect's special ability can be selected.
P.P.E.tm Cost - Temporary: Not avaliable
P.P.E.tm Cost - Minor: 20
Bonuses: +1 to I.Q., +1 to M.E., +2% on all Technical, Pilot
Related, Mechanical, Computer, and Electrical skills, and add a +1
vs possession.
Abilities: Speed Reading, same as the sensitive psionic power,
but fueled by P.P.E.tm instead of
I.S.P.tm
Penalties: -1 to the M.A. attribute, since the character acts a
bit strange.
P.P.E.tm Cost - Major: 35
Bonuses: +1 to I.Q., +1 to M.E., +1 to P.P., all Science
skills get a +5% bonus (these are in addition to any I.Q. skill bonuses),
+3 vs possession, +1 vs psionics, +1 vs magic, and +6 vs mind-
altering chemicals and substances.
Abilities: Total Recall, same as the sensitive psionic power,
but fueled by P.P.E.tm instead of
I.S.P.tm
Appearance Changes: The face and body become more angular
and streamlined. The weight of the character also changes
dramatically - it drops down to normal in the case of overweight
characters and down to skinny in the case of normal sized beings.
Skinny characters are transformed into a nearly skeletal appearance.
Penalties: Lose another -2 from the M.A. attribute. The
character's personality shift toward a little more bland, non-
biological thinking pattern. Things like food, water, and sex
are less of a priority. The character gains a horror factor of
7, as he begins to seem less... human.
P.P.E.tm Cost - Master: 50
Bonuses: +2 to the P.P. attribute, plus all Computer, Science,
and Technical skills progress at twice the normal rate - so if a
Technical skill with a base skill of 35% +5% per level were picked,
it would get the +10% bonus from the Minor Aspect and increase twice
as fast to become a base skill of 45% +10% per level plus any other
skill bonuses. An extra two 'other' skills can be learned per level
of experience gained, as long as a month is spent studying each.
Abilities: Telemechanics, same as the super psionic power,
but fueled by P.P.E.tm instead of
I.S.P.tm
Appearance Changes: As with the Major Aspect, but more extreme.
Eyes glow with electrical energy and the body joints look almost like
machines beneath the skin.
Penalties: Lose another -2 from the M.A. attribute and -2 from
the P.B. attribute. The same as in the Major Aspect, except even more
extreme. The character's intellectual interests become all consuming -
sex drive is minimal and friendships become strained. Body movement is
quick and exact - just like a machine.
P.P.E.tm Cost - Temporary: 25
Bonuses: +1 to M.E., +2 to P.E., +1 to parry and dodge, +1 on
initiative, and +3 vs possession.
Abilities: The magician gains the amazing ability to negate
damage. One point of P.P.E.tm can
be spent to negate one point of S.D.C.tm
damage. In a Rifts® world it costs 1
P.P.E.tm per M.D.C.tm
point of damage and 1 P.P.E.tm per full
100 S.D.C.tm damage prevented. This
damage prevention applies to everything - energy attacks, bladed
weapons, acid, a vampire's bite, punches, kicks, bullets, etc. For
the cost of 5 P.P.E.tm the penalties
of a spell or stun weapon that has taken effect can be negated as
well. Even a neural mace or powerful neurotoxin can be shrugged off!
These abilities can only benefit the magician and one or two other
people hugged closely together - the range is very limited.
Value (in gold): 60,000
Value (in credits): 80,000
Avaliability: Common (demand is moderate)
P.P.E.tm Cost - Minor: 15
Bonuses: +1 to M.E., +2 to P.E., +2 to parry, +1 to Automatic Dodge,
and +1 on initiative.
Abilities: The character achieves a natural awareness of when
danger is afoot plus the ability to dodge attacks with incredible
agility. He has the equivalent to the sensitive psionic power of Sixth
Sense fueled by P.P.E.tm, plus an Automatic
Dodge (uses no melee actions).
P.P.E.tm Cost - Major: 30
Bonuses: +1 to M.E., +2 to P.E., +3 to parry, +2 to Automatic Dodge,
and +1 on initiative.
Abilities: The magician gains the amazing ability to negate
damage. One point of P.P.E.tm can
be spent to negate two points of S.D.C.tm
damage. In a Rifts® world it costs 1
P.P.E.tm per two points of M.D.C.tm
damage and 1 P.P.E.tm per full 200
S.D.C.tm damage prevented. This
damage prevention applies to everything - energy attacks, bladed
weapons, acid, a vampire's bite, punches, kicks, bullets, etc. For
the cost of 5 P.P.E.tm the penalties
of a spell or stun weapon that has taken effect can be negated as
well. Even a neural mace or powerful neurotoxin can be shrugged off!
These abilities can only benefit the magician and one or two other
people hugged closely together - the range is very limited.
P.P.E.tm Cost - Master: 45
Bonuses: +1 to M.E., +2 to P.P., +2 to parry and Automatic Dodge,
+1 on initiative, and +3 vs possession.
Abilities: The magician's protective ability extends to the
creation of a strong defensive aura, much like the Invincible Armor spell
(pg. 144 of Federation of Magictm). This
shield costs 15 P.P.E.tm to create, takes
only one melee action to create, lasts for five minutes per level, and
has a strength of 25 M.D.C.tm (or instead
200 S.D.C.tm +25 per level). Attempts to
eliminate the force field of the mage through negation (or any counter-
armor magic) suffer a -4 penalty.
In the alternative a protective field can be created around other beings
or objects also, up to 60ft away. These fields have no special defense against
magic negation like the mage's personal field does. They also have the
normal protective strength of Armor of Ithan and last for three minutes per
level of the mage.
In either case, the magical force field takes half damage from energy
fire, ice, heat, and cold. The wearer is also impervious to gases (has a
magically sustained air supply). Lastly, if the armor is destroyed it will
absorb all remaining damage from the attack upon disappearing.
Appearance Changes: The character's body is more athletic and
firm, rugged looking. He has an air about him that says 'I already
know.'
Penalties: Add a -2 to the M.A. as the character becomes a
bit paranoid, suspicious, and argumentative. Always on the defensive,
even in the psychological sense.
Note: Any magician with a specialization in curative magic pays
half the normal P.P.E. cost to purchase all the below Aspects. Note that
with this Aspect, the magical healing can only affect other life
forms and not the mage.
P.P.E.tm Cost - Temporary: 24
Bonuses: +1 to P.E., +2 to save vs poisons/ toxins, and +3 to
save vs possession.
Abilities: Can use a healing touch a maximum of once per melee.
3d6 S.D.C.tm and 1d6 hit points (or instead
2d6 M.D.C.tm) can be cured for 10
P.P.E.tm. For 3 P.P.E.tm
it is possible to negate pain for 1d4x10+20 minutes, cure minor infections,
eliminate headaches, cure common colds, alleviate upset stomachs, heal a
sprained joint, etc. A single broken bone, concussion, or torn muscle/
ligament requires an additional 15 P.P.E.tm
to heal.
For the cost of 5 P.P.E.tm the character
can also destroy a poison or toxin in a recipient's bloodstream as per the
spell Negate Poison/Toxin. If the targeted poison or toxin is magical,
psychic, genetically or chemically engineered, or otherwise non- natural
then triple the P.P.E.tm cost.
Value (in gold): 75,000
Value (in credits): 100,000
Avaliability: Common (demand is moderate)
P.P.E.tm Cost - Minor: 20
Bonuses: +1 to P.E., +2 to save vs poisons/ toxins, and +3 to
save vs possession.
Abilities: Can use a healing touch a maximum of once per melee
at the cost of 3 P.P.E.tm per 1d6
S.D.C.tm, 1d4 hit points, or
1 point of M.D.C.tm For 3
P.P.E.tm it is also possible to negate
pain for 1d4x10+20 minutes, cure minor infections, eliminate headaches,
cure common colds, alleviate upset stomachs, heal a sprained joint, etc.
For the cost of 5 P.P.E.tm the character
can also destroy a poison or toxin in a recipient's bloodstream as per the
spell Negate Poison/Toxin. If the targeted poison or toxin is magical,
psychic, genetically or chemically engineered, or otherwise non- natural
then triple the P.P.E.tm cost.
P.P.E.tm Cost - Major: 40
Bonuses: +2 to P.E., +1 to save vs poisons/ toxins, and +3 to
save vs possession.
Abilities: The healing ability of the character increases greatly.
3d6 S.D.C.tm and 1d6 hit points (or instead
2d6 M.D.C.tm) can be cured for 10
P.P.E.tm. It is still possible to heal at
the same decreased rate as with the Minor Aspect (it may be more economical
in some cases). A single broken bone, major infection (such as pneumonia or
strep throat), concussion, or torn muscle/ ligament can be healed for
15 P.P.E.tm and two minutes of concentration.
The hit point and S.D.C.tm damage must be
healed separately.
For 100 P.P.E.tm it is possible to cure serious
diseases and disorders like polio, lupus, elephantitis, malaria, and radiation
poisoning. The mage is also capable of reattaching limbs that were severed (must
have the original limb, no substitutes, and the limb must not have been detached
for more than a day per level of the healer). These advanced healing effects
require five minutes of concentration.
The mage can also remove curses, as often as once per hour, with a base
skill of 60% plus +1% per additional level of experience after channeling
this Aspect. This can be attempted up to three times per curse, per person.
Failure means the mage doesn't have the skill to remove it. Each attempt
requires five minutes of concentration and 15 P.P.E.tm
Appearance Changes: The character looks healthy and people
tend to judge (by appearance anyway) that the character is kind and
caring.
P.P.E.tm Cost - Master: 60
Bonuses: +10 hit points (or add +10% to the character's M.D.C.tm base), +10% to save vs coma/death, +2 on all save
throws vs lethal effects (deadly neurotoxins, death spells, vampire
tranformative bites, etc.), and halve all penalties from sickness, magic
and psionic effects, chemical influence, serious injury, etc.
Abilities: The healing ability of the character increases dramatically!
1d4x10 S.D.C.tm and 4d6 hit points (or instead
4d6 M.D.C.tm) can be healed for 30
P.P.E.tm. This can be performed with a full
minute of concentration. It is still possible to heal at the same decreased
rate as with the Minor and Major Aspects (the may be more economical in some cases).
For 400 P.P.E.tm the healer has enough magic
energy to effect a powerful restoration. This requires 15 minutes of concentration
and has the same effects as the spell Restoration, except that limbs can be
reattached after being missing for up to two days per level of the healer.
For 1500 P.P.E.tm the healer can also perform
a resurrection. The effect is just the same as the 15th level spell, but
the success rate for this gifted healer is 50%. By permanently sacrificing some
of his own life force, the healer can also decrease the magic energy cost. The
cost can be reduced by 250 P.P.E.tm per sacrifice
of 5 P.P.E.tm from the healer's permanent base,
three hit points, or one point of P.E. If others are lending their magic energy
to the resurrection, they can also reduce the cost in the same way for the same
sacrifice.
Appearance Changes: The eyes, body, and/or hands glow with a faint
white light.
P.P.E.tm Cost - Temporary: 25
Bonuses: +1 to M.E., +1 to M.A., +1 on perception rolls (all
kinds), and +5 to save vs illusions (all kinds).
Abilities: If the mage successfuly recognizes something as an
illusion he may spend 5 P.P.E.tm to
dispel it or render it inoperative (an illusion spell would be negated,
the super powers of Darkness Control, Invisibility, and Create Holographic
Image would be oddly 'disrupted,' and a hologram machine could be magically
jammed to the point of uselessness). The targeted illusion spell/ creator
gets a save throw. Failure means it is supressed for one melee per level
of the mage. No range can be specified on this negation power, as it is
within the character's line of sight and trancends the limitation of spatial
distances.
In addition to the ability to negate illusions, the mage can select
one low- level illusion spell effect (levels 2 to 4) or two
first level illusion spell effects that can be created for one- half the
normal P.P.E.tm cost.
Value (in gold): 75,000
Value (in credits): 100,000
Avaliability: Uncommon (demand is moderate)
P.P.E.tm Cost - Minor: 15
Bonuses: +1 to M.E., +1 on perception rolls (all kinds), and
+4 to save vs illusions (all kinds).
Abilities: The character's discriminative powers become
greatly enhanced - illusions of all kinds (psionic, magical, super
powers, or technological) are less effective. The mage may also
select one low- level illusion spell effect (levels 2 to 4)
or two first level illusion spells that can be cost for one-
third the normal P.P.E.tm cost. Most
likely the player will select Invisibility: Simple, Chameleon,
Charismatic Aura, Multiple Image, or Shadow Meld, but could also opt
for Blinding Flash and Ventriloquism. Remember that these are
Aspect magic effects and not spell magic, so the save throw
against them is more difficult and they don't need to be cast like
magic spells normally are.
P.P.E.tm Cost - Major: 30
Bonuses: +1 to M.E., +2 to M.A., +1 on perception rolls (all
kinds), and +4 to save vs illusions (all kinds).
Abilities: If the mage successfuly recognizes something as an
illusion he may spend 5 P.P.E.tm to
dispel it or render it inoperative (an illusion spell would be negated,
the super powers of Darkness Control, Invisibility, and Create Holographic
Image would be oddly 'disrupted,' and a hologram machine could be magically
jammed to the point of uselessness). The targeted illusion spell/ creator
gets a save throw. Failure means it is supressed for one melee per level
of the mage. No range can be specified on this negation power, as it is
within the character's line of sight and trancends the limitation of spatial
distances.
In addition to the ability to negate illusions, the mage can select another
one low- level illusion spell effect (levels 2 to 4) or two
first level illusion spell effects that can be created for one- third the
normal P.P.E.tm cost.
Appearance Changes: The character can alter his own P.B. attribute
by up to -2 or +2, at a cost of 1 P.P.E.tm
per point per half hour. The benefits of illusion!
P.P.E.tm Cost - Master: 45
Bonuses: +1 to M.E., +1 to M.A., and +1 on perception rolls.
The player may also select one of the following: +3 to P.B., a base
Horror Factor of 9, or a +2 to Horror Factor.
Abilities: All illusion magic spells/ rituals can be cast at
half P.P.E.tm cost. If the mage has
a specialized skill in illusion magic, the spells can be cast at
one- third cost with a normal duration and range or instead cast at
half cost with either double duration or double range. If cast
at normal cost, double both the duration and the range of effect.
In addition to the illusion casting cost reductions, the mage can select
another one low- level illusion spell effect (levels 2 to 4) or
two first level illusion spell effects that can be created for
one- third the normal P.P.E.tm cost.
Appearance Changes: The character can alter his own P.B. attribute
by up to -4 or +4, at a cost of 1 P.P.E.tm
per point per hour.
Penalties: Though the M.A. is generally higher, people always have
the impression that the character is hiding something. Suspicious (and
paranoid) characters will tend to be aggrivated by the illusion master.
Magical energy is used to fortify and enhance one's own life energy,
as a pathway to immortality (or at least a very long life). Healing
is also accelerated to phenomenal levels and the mage can survive
much much longer than other living creatures when on the brink of
extinction.
P.P.E.tm Cost - Temporary: 30
Bonuses: +2 to P.E., +5 hit points (or add +5% to the
character's M.D.C.tm base), +10% to
save vs coma/death, can survive up to P.E.x2 below zero when
regenerating in a coma, and +2 on all save throws vs lethal effects
(deadly neurotoxins, death spells, vampire tranformative bites, etc.)
Abilities: The character gains a minor regeneration ability - one
hit point and 1d4 S.D.C.tm (or 1d6 M.D.C.tm) is recovered per hour. If a regeneration ability
is already possessed, combine the two - the magician learns to enhance
his natural healing abilities. Scar tissue still forms, broken bones
must still be set (they heal in a third the normal time - 15 days on
average), and damage from blood loss is no longer applied (the mage's
blood clots quickly and blood vessels are the first things to heal).
Value (in gold): +200,000
Value (in credits): +250,000
Avaliability: Rare (demand is high)
P.P.E.tm Cost - Minor: 35
Bonuses: +2 to P.E., +5 hit points (or add +5% to the
character's M.D.C.tm base), +15% to
save vs coma/death, can survive up to P.E.x2 below zero when
regenerating in a coma, and +3 on all save throws vs lethal effects
(deadly neurotoxins, death spells, vampire tranformative bites, etc.)
Abilities: The character gains a minor regeneration ability - one
hit point and 1d6 S.D.C.tm (or 1d6
M.D.C.tm) is recovered per hour. If
a regeneration ability is already possessed, combine the two - the
magician learns to enhance his natural healing abilities. Scar
tissue still forms, broken bones must still be set (they heal in a
third the normal time - 15 days on average), and damage from blood
loss is no longer applied (the mage's blood clots quickly and blood
vessels are the first things to heal). Also double the character's
normal lifespan, as long as the character is not a powerful
supernatural intelligence, dragon, god, etc.
Appearance Changes: The character looks like a physically
fit member of his species.
P.P.E.tm Cost - Major: 50
Bonuses: +2 to P.E., +2 to P.B., +15% to save vs coma/death,
can remain combat- able up to the P.E. below zero and can survive up to
P.E.x3 below zero when regenerating in a coma, and +2 on all save
throws vs lethal effects (deadly neurotoxins, death spells, vampire
tranformative bites, etc.) Lastly, halve all penalties from sickness,
magic and psionic effects, chemical influence, serious injury, etc.
Abilities: The rate of aging is slowed greatly, and for every
ten years of time that passes while the Aspect is maintained the
character will appear to age only one year physically. The magician
can live 4-5 times longer than a normal member of his race - this is
not applicable to powerful beings like gods, demigods, dragons, demons,
supernatural intelligences, etc. and they only see their life spans
increased by +25%. The regeneration ability accelerates to the recovery
of one hit point and 1d6 S.D.C.tm (or 1d6
M.D.C.tm) per 15 minutes. All scars and
wounds, no matter how disfiguring or critical, will heal without trace
of injury as long as the magician lives. Broken bones, fractures, and
sprains take 1d4+2 hours to recover fully from.
Appearance Changes: The character looks like a physically
perfect member of his species.
Penalties: Add a -2 to the M.A., as the character becomes
somewhat arrogant, aloof, high- and- mighty, etc. Whatever the
player decides to do, the Aspect of Life tends to make magicians
more cocky and daring since they can survive most injuries.
P.P.E.tm Cost - Master: 65
Bonuses: +2 to P.E., +3 to P.B., and can remain combat- able up
to P.E.x3 below zero and can survive up to P.E.x5 below zero when
regenerating in a coma! Obviously, the magician becomes very very
hard to kill.
Abilities: The rate of aging is slowed greatly, and for every
20 years of time that passes while the Aspect is maintained the
character will appear to age only one year physically. The magician
can live 7-8 times longer than a normal member of his race - this is
not applicable to powerful beings like gods, demigods, dragons, demons,
supernatural intelligences, etc. and they only see their life spans
increased by +50%. The regeneration ability is again enhanced to the
recovery rate of one hit point and 1d6 S.D.C.tm
(or 1d6 M.D.C.tm) per five minutes. All
scars and wounds, no matter how disfiguring or critical, will heal without
trace of injury as long as the magician lives. Broken bones, fractures,
and sprains take 1d4x10+20 minutes to recover fully from.
Appearance Changes: The character looks extremely healthy,
athletic, and graceful - enough to make demigods and godlings
jealous!
Penalties: Add a -2 to the M.A., as the character becomes even
more arrogant and 'superior.' Roll a save vs insanity when this
Aspect is finally acquired and once at each additional level of
experience - failure on even one roll means the character becomes
either a megalomaniac, obsessed with power, or obsessed with magic
(pick one). When one of these insanities is finally gained, quit
rolling the save throws at each additional experience level.
Note: Any magician with a specialization in necromantic
magic pays half the normal P.P.E. cost to purchase all the below
Aspects. Since their powers are already much greater, Necromancer
O.C.C. characters do not really need to acquire these Aspects unless
they desire a little more variety (Necromancers pay half the
P.P.E.tm cost. These Aspects are good
for evil, insane, power hungry, and/or horrifying magicians, such as
Planktal- Nakton of Reid's Rangers (remember Vampire Kingdomstm
anybody?)
P.P.E.tm Cost - Temporary: Not available
P.P.E.tm Cost - Minor: 20
Abilities: The character gains four minor abilities. The first
is that he becomes impervious to the transformative bite of vampires
and is also impervious to mind control through vampire powers. Second,
the character can sense all dead life forms within a 120ft radius
(which extends to animated dead and undead), and can also recognize
a creature of death with 100% accuracy. The ability to enter a
Death Trace (equivalent to the first level spell with double the duration
and a P.P.E.tm cost of 1) is the third
ability. Lastly, the character can turn dead as per the second level
common magic spell Turn Dead (same range and a P.P.E.tm
cost of 5).
P.P.E.tm Cost - Major: 35
Abilities: The character gains a horror factor of 6 (or a +1 bonus
to an existing one) and gains a +1 to this every odd numbered level of
experience after the level that this Aspect was gained at.
Stronger necromantic powers are acquired. The character can Command Ghouls
and Object Read the Dead as per the Necro- Magic spells found on page 105
of Rifts® Africa. He can also Drain as per the additional
necromancer spell I created.
Appearance Changes: The skin becomes a little waxy, the hair a
little thinner, the nails are more pasty, etc. the character looks like
he's got one foot in the grave. Perhaps a hand?
Penalties: The horror factor is a kind of penalty, which causes
problems in some situations. Further, the character loses -2 on the
P.B. attribute from the appearance changes.
P.P.E.tm Cost - Master: 50
Bonuses:
Abilities: The character's Turn Dead ability is enhanced to
where 2d6 dead per level (starting at the level at which the Minor
Aspect was gained) are turned with a range of 120ft. Next, the character
can create an Aura of Death (as per the spell on page 134 of the
Federation of Magictm book) at a cost
of 5 P.P.E.tm, duration of one minute
per level.
The last and most disctinctive power of the Necromantic Aspect is
the ability to animate and command the dead! Multiple corpses can
be raised with an ability equivalent to the seventh level common
spell Animate and Control Dead (page 178 of Rifts®) - but instead
three corpses per level can be animated within a range of 160ft +20ft
per level (starting at the one at which the Minor Aspect was gained), all
for just 10 P.P.E.tm One huge corpse can
be animated with Animate and Control Dead: Greater (find it in
this file), but this costs only 25
P.P.E.tm
Appearance Changes: As with the Major Aspect, only more so.
Penalties: The character's aura is imbued with an unmistakable
necromantic taint that tips off anyone who can see auras or sense magic
that the character has necromantic abilities (and most likely an evil
alignment). The magical aura is also +15% easier to find by scrying or
sensing and is difficult to hide or mask (-15% on attempts to do so).
Note: Smokers and any other combat oriented magic O.C.C. that
takes the permanent power pays half the normal P.P.E. cost to purchase.
P.P.E.tm Cost - Temporary: 25
Bonuses: +1 to P.S., +1 to P.P., +1 to P.E., +10 hit points
(or add +10% to the character's M.D.C.tm
base), +1 melee action, +1 on initiative, and +2 to strike.
Abilities: Gains the following combat skills (instinctive) -
Automatic Parry, Roll with Punch/Fall/Impact, Pull Punch, Kick Attack
(2d4, or +1d6 to punch damage for supernatural P.S.), and Power Punch
(2d4, or approx. double punch damage for supernatural P.S., takes two
attacks).
Also select one class of ancient weapons (blades, chains, spears, staves, etc.)
to gain a +1 to strike and parry bonus with. If a modern firearm is selected
(revolvers, automatic rifles, energy pistols, etc.) is chosen add a +1 to
strike.
Penalties: -1 on perception rolls and -1 to the M.A. attribute. The
character becomes more aggressive and less perceptive.
Value (in gold): 90,000
Value (in credits): 120,000
Avaliability: Uncommon (demand is high)
P.P.E.tm Cost - Minor: 20
Bonuses: +2 to P.S., +1 to P.P., +1 to P.E., +1 melee action,
+2 on initiative, and +1 to strike.
Abilities: Gains the following combat skills (instinctive) -
Automatic Dodge, Automatic Parry, Roll with Punch/Fall/Impact, Kick
Attack (2d4, or +1d6 to punch damage for supernatural P.S.), and Power
Punch (2d4, or approx. double punch damage for supernatural P.S., takes
two attacks).
Appearance Changes: Muscle tone and coordinarion improves.
If overweight, the character slims down. If too skinny, the character
gains a little more padding.
P.P.E.tm Cost - Major: 35
Bonuses: +1 to P.S., +2 to P.P., +1 to P.E., +1 on initiative,
+1 to strike, and +1 to Automatic Dodge.
Abilities: The mystical energy fuels a transformation in the
character's biochemical structure. Mortals gain an A.R. of 9 and +20
S.D.C.tm in a low- magic world, but in
a Rifts®-class magic environment their hit points become
M.D.C.tm equivalents (drop the
S.D.C.tm). Supernatural beings instead
gain a +20% S.D.C.tm or M.D.C.tm bonus (depending on the world they're in).
The character also instinctively picks up some additional combat skills.
Select two from among Automatic Body Flip/Throw, Axe Kick, Body Flip/Throw,
Backward Sweep, a Hold of choice, Jump Kick, or Tripping/Leg Hook.
Last, select one Weapon Proficiency to gain a +1 to strike and parry bonus
with. If a modern firearm W.P. is selected add a +1 to strike.
Appearance Changes: Weight falls into the normal range for the
species if it was at an extreme. The muscles become more apparent and
the bones get thicker.
Penalties: -1 on perception rolls and -2 to the M.A. attribute. The
character becomes more aggressive and less perceptive.
P.P.E.tm Cost - Master: 55
Bonuses: +1 to P.E., +1 melee action, +1 to strike, +2 to Automatic
Dodge, +2 to disarm and entangle, and +2 on a move of choice (punch, kick,
throws, tackles, holds, etc.)
Abilities: Gains the following combat skills (instinctive) -
Disarm, Entangle, and Critical Strike on 18-20 (triple damage with hand
to hand or a melee weapon).
The character also instinctively picks up some additional combat skills.
Select three from among Automatic Body Flip/Throw, Axe Kick, Body Flip/Throw,
Backward Sweep, Crescent Kick, a Hold of choice, Jump Kick, Roundhouse Kick,
or Tripping/Leg Hook.
The last, and most dangerous, ability of the Aspect of War is a unique Death
Blow attack. Each time a Death Blow is called costs the magician
20 P.P.E.tm, whether successful or not. The
magical death blow can only be used once per minute. A natural roll of 17 or
better is a success for a hand to hand or melee weapon attack. If using a
modern firearm then the Death Blow requires a natural 19 or 20. The standard
effects apply.
Appearance Changes: As with the Major Aspect, only more so.
Penalties: -2 to the M.A. attribute - the character becomes far more
aggressive than before. Most animals will react with great fear, or at least
restlessness, due to the frightening aura of the character - the aura becomes
one of supernatural danger (not necessarily evil). However, add a +2 to any
Horror Factor (or give one of 8 to those without one) and add a +25% to
invoke intimidation!
P.P.E.tm Cost - Temporary: 20
Bonuses: +1 on visual perception rolls, +2 to initiative,
+2 to parry and dodge, and +1 to strike with an aimed shot (any
firearm or thrown object).
Abilities: Normal senses are enhanced, and provide the bonuses
listed above. The character sees 20% more color and has double the
visual range of a normal human (could read a newspaper at 20ft, see
a human- sized target at a mile away, and clearly see a car at about
two miles distance), can hear breathing and a soft conversation at
150ft away (a third of that in a busy/ loud area), can track by smell
(60% skill), can recognize familiar scents (60% skill, +10% to +20% if
a very familiar one), can act as an unreliable lie detector (64% skill),
can detect slight differences in texture and gets a +10% bonus to any
skills involving a light touch (Lock Picking, Pick Pockets, Concealment, etc.)
In addition to the above normal sense enhancements, the character also
gains the ability to see the invisible (same range as normal vision) and
has nightvision with a range of 300ft. These are constant abilities that
do not require P.P.E.tm Also acquired are
two basic magical senses. The mage can See Auras and has Sixth
Sense, same range and stats as the sensitive psi powers. However, these
are constant abilities that do not require P.P.E.tm
or I.S.P.tm
Penalties: -1 to M.E. The great number of senses at the character's
command lead him to a large amount of stimuli that are sometimes distracting,
making it a little difficult to concentrate.
Value (in gold): 30,000
Value (in credits): 50,000
Avaliability: Very common (demand is low)
P.P.E.tm Cost - Minor: 15
Bonuses: +1 on visual perception rolls, +1 to initiative,
+1 to parry and dodge, and +1 to strike with an aimed shot (any
firearm or thrown object).
Abilities: Normal senses are enhanced, and provide the bonuses
listed above. The character sees 20% more color and has double the
visual range of a normal human (could read a newspaper at 20ft, see
a human- sized target at a mile away, and clearly see a car at about
two miles distance), can hear breathing and a soft conversation at
150ft away (a third of that in a busy/ loud area), can track by smell
(50% +5% per level after the Aspect is gained), can recognize familiar
scents (50% +5% per level after the Aspect is gained, +10% to +20% if
a very familiar one), can act as an unreliable lie detector (60% +2%
per level after the Aspect is gained), can detect slight differences
in texture and gets a +10% bonus to any skills involving a light touch
(Lock Picking, Pick Pockets, Concealment, etc.)
In addition to the above normal sense enhancements, the character also
gains the ability to see the invisible (same range as normal vision) and
has nightvision with a range of 300ft. These are constant abilities that
do not require P.P.E.tm
P.P.E.tm Cost - Major: 25
Bonuses: +1 on initiative, +2 to Automatic Dodge, and +2 to
roll with punch, fall, or impact.
Abilities: The character's visual powers increase greatly. He gains
nightvision - 600ft, infrared/ ultraviolet vision - 300ft, and thermovision
- 100ft.
The mage also gains the combat skill of Automatic Dodge, and if the
character is unskilled in combat he also gains the ability of
Automatic Parry and roll with punch, fall, or impact.
Also acquired are two basic magical senses. The mage can See
Auras and has Sixth Sense, same range and stats as the sensitive psi
powers. However, these are constant abilities that do not require
P.P.E.tm or I.S.P.tm
P.P.E.tm Cost - Master: 40
Bonuses: +3 to save vs possession, +2 on initiative, and +2 to parry.
Abilities: The character acquires magical senses that
emulate some common magic spells and psionic abilities. The mage can Sense
P.P.E.tm and Sense Evil just like
the first level magic spells and has a sensing ability with the same stats
as the Presence Sense sensitive psi- power (remember - this is a
magical power that emulates a psionic one). None of these require
concentration, melee actions, P.P.E.tm,
or I.S.P.tm to use - they are as natural and
easy to the mage as breathing.
The mage can also use spell abilities equivalent to See Wards (60ft range
of vision, lasts four minutes per level, costs 3 P.P.E.tm)
and Sense Traps (6ft range of vision, lasts one minute per level, costs 3
P.P.E.tm, can scan an area or object to
determine if a trap is present - not what kind of trap) See page 193 of
the Palladium Fantasy RPGtm 2nd edition
for complete info on these two spells.
The character can see/sense dimensional anomalies (like a Time
Hole, Dimensional Pocket, or a 4-D creature - see Sense Dimensional
Anomalies on page 41 of Psyscapetm for
info). The character's power is limited to a range of 180ft but he
does it automatically (no I.S.P.tm
or P.P.E.tm costs). Also see page 40 of
Psyscapetm, because the mage can Read
Dimensional Portals (one foot range per level, lasts one melee per level,
costs 3 P.P.E.tm)
Appearance Changes: The ears get a bit larger, the nostrils get a
little bigger, fingers become more slender and delicate, and the eyes
of the character seem sharp enough to hurt!
Penalties: -2 to M.A. The character has a tendency to hear soft
sounds and catch a whiff of mundane smells, and then spend a few seconds
taking in the sensation to analyze it fully. The character's focus on
his senses means he may act odd in a social setting - he might sniff
people from time to time, maybe he is a little paranoid, perhaps he
becomes a poet (a bad one) when he describes what he is sensing, etc.
Note: All warlocks linked to the element of water and any magician
with a specialization in water spells pays half the normal P.P.E. cost to
purchase all the below Aspects.
P.P.E.tm Cost - Temporary: 30
Bonuses: +1 to M.E. and +1 to P.E.
Abilities: Can Breathe Underwater and Swim Like the Dolphin
as per the water elemental magic spells (constant abilities with no
P.P.E.tm expenditure required), can
see underwater for 300ft when light is present or for 50ft in
complete darkness, and is also able to create effects similar to
the spells of Dowsing and Create Water (both cast at half
P.P.E.tm cost),
Circle of Rain (15 P.P.E.tm),
Shards of Ice (5 P.P.E.tm),
and Wall of Ice (15 P.P.E.tm)
Value (in gold): 75,000
Value (in credits): 100,000
Avaliability: Common (demand is moderately high, especially
in vampire infested areas!)
P.P.E.tm Cost - Minor: 25
Bonuses: +1 to M.E. and +2 to P.E.
Abilities: The magician gains the following spell- like
abilities: Sense Direction Underwater, Walk the Waves, Breathe
Underwater, Ride the Waves, Impervious to Ocean Depths, Speak
Underwater, and Swim Like the Dolphin as per the water elemental
magic spells (all are constant abilities with no
P.P.E.tm expenditure required).
The mage can also see underwater for 300ft when light is present
or for 50ft in complete darkness.
P.P.E.tm Cost - Major: 50
Abilities: The following effects can be performed, and are
basically the same as the corresponding water warlock spells:
Dowsing, Salt Water to Fresh, Foul Water, Liquids to Water, Freeze
Water, Resist Fire, Resist Cold, and Create Water (all cast at
half P.P.E.tm cost), and also the
spells of Circle of Rain (15 P.P.E.tm),
Hail (15 P.P.E.tm), Shards of Ice
(5 P.P.E.tm), and Wall of Ice
(15 P.P.E.tm)
P.P.E.tm Cost - Master: 60
Bonuses: +1 to M.E. and +3 to save vs possession.
Abilities: The character gains a resistance to heat and cold
(does not include fire or ice), and takes only half damage from both
whether normal or magical. Extend the seeing distance underwater to
600ft when light is present or for 100ft in complete darkness. The
mage is also able to burn off additional P.P.E.tm
(no cost reductions may be applied) at any time to fuel the development
of these water element related powers:
Whirlpool: As per the water elemental magic spell,
costs 25 P.P.E.tm to perform
and requires a sacrifice of 10 P.P.E.tm
Hurricane: As per the water elemental magic spell,
costs 30 P.P.E.tm to perform
and requires a sacrifice of 10 P.P.E.tm
Rain Dance: As per the water elemental magic spell,
costs 40 P.P.E.tm to perform
and requires a sacrifice of 5 P.P.E.tm
The success ratio is measured starting at the level that this
special Aspect power was gained.
Summon and Control Storm: As per the water elemental magic spell,
costs 75 P.P.E.tm to perform
and requires a sacrifice of 10 P.P.E.tm
Tidal Wave: As per the water elemental magic spell,
costs 45 P.P.E.tm to perform
and requires a sacrifice of 10 P.P.E.tm
Calm Waters: As per the water elemental magic spell,
costs 50 P.P.E.tm to perform
and requires a sacrifice of 5 P.P.E.tm
Creature of the Waves: As per the water elemental magic spell,
costs 50 P.P.E.tm to perform
and requires a sacrifice of 15 P.P.E.tm