Occupational Character Classes



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Equipment Fighters RCCs RPA Mechanoids

The following O.C.C.s are available to characters in Rifts:Mechanoids

Atlanteans, Humans, Titans, Lassinikes and Rahumen may be any of the classes available to them in Rifts at the G.M.s discretion. Dragons will be hatchlings with the powers and abilities described in Rifts.

Cyborg

Requirements

Service

Description

Cyborgs are very uncommon in the Corumbrum Military. The main reason for this is the problems that arise due to the cultural background. The main problem with Borgs especially Full-Conversion Borgs is that of Cyber-Psychosis. The onset varies in the four main races between 3 months and 2 years and is fatal to the cyborg between 6 months and 2 years after on set. Most Cyborgs have to be killed either because they become a threat to themselves or in most cases because they become incurable psychopaths. Even amongst humans, who appear to be the least susceptible less than 25% fully adapt to the change with no psychosis or neurosis, and 32% develop Cyber-Psychosis.
All Cyborgs have a construction budget allowing characters to design themselves. The sums available are in millions of credits and are given for Full-Conversion Cyborgs. Partial conversion Cyborgs get two thirds of the amount rolled. Partial Cybernetic reconstruction is the only kind licensed with the Corumbrum, and even then the reconstruction is limited. Partial reconstruction replaces both arms and legs, and strengthens the shoulders, spin, ribs, and pelvis, to accept the new limbs. If the budget allows additional arms or a tail may be added but this is rare. Bionic or Cybernetic Optical replacement is exceedingly rare as is the bionic replacement of the heart and lungs or vocal chords. If replacement is required on medical ground then Bio-Systems will be used. All Borgs automatically get (at no cost):

Partial conversion Borgs have their height increased by 2D4 inches, and their weight increased by 250 + height increase x15 pounds. Partial conversion cost 590,000 credits and provides the following capabilities M.D.C 200, P.S.10 (max = 24 cost 1200/pt), P.P.10 (max = 22 cost 1500/pt), Spd 18 (max = 217 cost 1200/pt)

Skills - Infantry Borg
OCC Other (Select 6 @ +5%) Secondary
Radio: Basic +10% Communication: Any Select 8 from the
Pilot: Jet Pack +10% Domestic: Any catagories under
Pilot: Tank & APC+5% Electrical: Basic Only Other, without
Pilot: Truck +10% Mechanical: Automotive and Basic only benefit of bonuses.
Computer Operation +10% Medical: First Aid
Climbing +5% Military: Any
Swimming +5 Physical: Any except
WP: Energy Pistol Acrobatics, Boxing, Gymnastics, Kick Boxing
WP: Energy Rifle Pilot: Most
WP: Two of choice Pilot Related: Any
HtoH: Basic Rogue: Any
Range Combat: Infantry Science: Math
Lang: Corum +20% Technical: Any
Lang: Racial +30% WP: Any
Lang: choice +20% Wilderness: Any
Literacy Corum +15%
Literacy Racial +15%
Lore - Mechanoids +15%

Notes HtoH:Basic can be changed to HtoH:Expert at the cost of one 'other' skill, or to HtoH:Martial Arts at the cost of two. Range Combat: Infantry can be changed to Range Combat: Special Forces at the cost of two 'other' skills or Range Combat: Sniper at the cost of four 'other' skills.

Skills - Borg Commando
OCC Other (Select 6 @ +5%) Secondary
Radio-Basic +10% Communication: Any Select 8 from the
Radio-Scramb. +5% Domestic: None catagories under
Detect Ambush +5% Electrical: Basic Only Other, without
Detect Conceal +10% Espionage: Any benefit of bonuses.
Climbing +10% Mechanical: Automotive and Basic only
Swimming +10% Medical: First Aid
WP: Energy Pistol Military: Any
WP: Energy Rifle Physical: Any except
WP: Sword or WP:Knife Acrobatics, Boxing, Gymnastics, Kick Boxing
WP: Two of choice Pilot: Most
Pilot: Two of Choice +10% Pilot Related: Any
Demolitions +5% Rogue: Any
Demolitions - Disposal +5% Science: Math
Intelligence +5% Technical: Any
Wilderness Survival +10% WP: Any
HtoH MA Wilderness: Any
Range Combat: Special Forces
Computer Operations +5%
Lang: Corum +15%
Lang: Racial +20%
Lang: choice +10%
Literacy Corum +15%
Literacy Racial +10%
Lore - Mechanoids +15%

Notes Range Combat: Special Forces can be changed to Range Combat: Sniper at the cost of one 'other' skill.

New Features

Additional M.D.C. can be purchased for limbs and/or bodies. Each Reinforcement costs 40,000, adds 25 M.D.C. ,and adds 10 pounds to body weight.

    Legs/Arms 1 reinforcement Maximum to each limb.
    Partial Rec. 5 reinforcements Maximum
    Each reinforce reduces prowl by 5%

Construction Table

Character DM Roll
Roll 01-20 21-40 41-60 61-80 81-95 96-00
01-20 1.0 1.1 1.2 1.3 1.4 1.5
21-40 1.1 1.2 1.3 1.4 1.5 1.6
41-60 1.2 1.3 1.4 1.5 1.6 1.7
61-80 1.3 1.4 1.5 1.6 1.7 1.8
81-95 1.4 1.5 1.6 1.7 1.8 2.0
96-00 1.5 1.6 1.7 1.8 2.0 2.1

Infantry

Requirements

    None.

Service

    Training: 1 Year
    Acitve Duty: 2 Years National Service or 10 Years as a Career

Description

The Infantry make up the bulk of the Alliance ground based planetary forces. About 70% of those in the Infantry are Corumbrum citizens serving out their National Service before returning to non-military careers. National Service Infantry and Regular Infantry are very rarely mixed in squads, and the Regular Infantry gets the better assignments, postings, and duties.

Skills

OCC Other (Select 6) Secondary
Radio: Basic +10% Communication: Any (+5%) Select 6 from the
Pilot: Jetpack +10% Domestic: Any catagories under
Pilot: Tank & APC +15% Electrical: Basic Elec Other, without
Pilot: Truck +10% Mechanical: Automotive and Basic only benefit of bonuses
Computer Operations +5% Medical: First Aid
Body Building Military: Any except Field Armourer*(+15%)
Climbing +5% Physical: Any except Acrobatics
Swimming +5% Pilot: Any
Running Pilot Related: Any (+5%)
WP: Energy Pistol Rogue: Any (+5%)
WP: Energy Rifle Science: Math only
WP: One of choice Technical: Any (+10%)
HtoH: Basic WP: Any
Range Combat: Infantry Wilderness: Any (+5%)
Lang: Corum +15%
Lang: Racial +20%
Literacy Corum +15%
Literacy Racial +10%
Lore - Mechanoids +15%

Notes HtoH:Basic can be changed to HtoH:Expert at the cost of one 'other' skill, or to HtoH:Martial Arts at the cost of two. Range Combat: Infantry can be changed to Range Combat: Special Forces at the cost of two 'other' skills or Range Combat: Sniper at the cost of four 'other' skills. * Field Armourer may be selected if the character's I.Q. is 13+.

Marine

Requirements

    I.Q. 9, P.P. 10, P.E. 13

Service

    Training: 2 Years
    Acitve Duty: 10 Years

Description

The Marines are the elite of the Infantry. They make up about 10% of Planetary ground forces but their primary purpose is to serve on defense stations and ships of the line (Frigates, Cruisers, Battleships, Dreadnoughts, and Cruisers). 99% of Marines are career soldiers but about 1% are Specialists serving out their National Service. No distinction is made between them and regular Marines, and many a Marine has come off worse after picking a fight with one.

Skills

OCC Other (Select 6) Secondary
Radio: Basic +10% Communication: Any (+5%) Select 4 from the
Pilot: Jetpack +10% Domestic: Any catagories under
Computer Operations +5% Electrical: Basic Elec Other, without
Gymnastics Mechanical: Automotive and Basic only benefit of bonuses
Climbing +10% Medical: First Aid
Swimming +5% Military: Any except Field Armourer*(+20%)
Running Physical: Any except Acrobatics
WP: Energy Pistol Pilot: Any
WP: Energy Rifle Pilot Related: Any (+5%)
WP: BattleAxe Rogue: Any (+5%)
WP: One of choice Science: Math only
HtoH: Expert Technical: Any (+10%)
Range Combat: Infantry WP: Any
Zero-G Combat Wilderness: Any
Zero-G Movement
EVA - Boarding
Lang: Corum +15%
Lang: Racial +20%
Literacy Corum +15%
Literacy Racial +10%
Lore - Mechanoids +15%

Notes HtoH:Basic can be changed to HtoH:Expert at the cost of one 'other' skill, or to HtoH:Martial Arts at the cost of two. Range Combat: Infantry can be changed to Range Combat: Special Forces at the cost of two 'other' skills or Range Combat: Sniper at the cost of four 'other' skills. * Field Armourer may be selected if the character's I.Q. is 13+.

Special Forces

Requirements

    I.Q. 12+, M.E. 12+, P.E.10+

Service

    Training: 3 Years
    Acitve Duty: 10 Years

Description

Special Forces troops are the pick of the Marines, and are selected after the first 12 months of training. They are the 'covert' operations branch of the military used for operations behind enemy lines. Special Forces troops usually operate in two or four man squads but occasionally are attached to regular infantry units. In such instances a Major rather than a Lieutenant usually commands the unit.

Skills

OCC Other (Select 5) Secondary
Radio: Basic +10% Communication: Any (+10%) Select 4 from the
Computer Operations +15% Domestic: Any catagories under
Intelligence +20% Electrical: Basic Elec (+5%) Other, without
Pilot Choice +10% Mechanical: Automotive and Basic Only (+5%) benefit of bonuses.
Pilot Robots and Power Armour Medical: Paramedic
Either Robot Combat Elite or Power Armour Combat Elite Military: Any (+15%)
Read Sens. Equ +15% Physical: Any
Weapon Systems +10% Pilot: Any
Atheletics Pilot Related: Any (+5%)
WP: Energy Pistol Rogue: Any
WP: Energy Rifle Science: Math and Chemsitry (+10%)
WP: One of choice Technical: Any (+5%)
HtoH: Commando WP: Any
Range Combat: Special Forces Wilderness: Any (+10%)
Land Navigation +10% Espionage: Any (+10%)
Tracking +20%
Wilderness Survival +20%
Climbing +15%
Swimming +15%
SCUBA
Lang: Corum +20%
Lang: Racial +30%
Literacy Corum +15%
Literacy Racial +15%
Lore - Mechanoids +15%

Notes Range Combat: Special Forces can be changed to Range Combat: Sniper at the cost of one 'other' skill.

Cybernetics

    Select two from Cybernetic (any) and one from Bionic (weapons or appendage).
    See also notes on Cyborgs.

Pilot Elite

Requirements

    I.Q. 11+, M.E. 13+, P.P. 13+

Service

    Training: 3 Years
    Acitve Duty: 15 Years

Description

The Pilot Elite are the Power Armour, Robot, ViRRDS, Fighter, and Shuttle pilots of the Corumbrum Alliance. Each has a primary and Secondary area of knowledge. These are selected from the following skills

    Power Armour Combat
    Robot Combat
    ViRRDS Combat (Qovgem or Corum Only)
    Fighter Combat
    Drop Ship and Shuttle Combat

Fighters in the context of the Corumbrum are either extra-atmosphere or atmospheric. Atmospheric fighters function equally well inside an atmosphere (including underwater) or in space and are all capable of achieving both orbit and in system flight. Extra-atmosphere fighters cannot enter an atmosphere but have the advantage that they are deep space capable and some have FTL capability as well.

Skills

OCC Other (Select 7,3 from Pilot) Secondary
Radio: Basic +10% Communication: Any (+10%) Select 2 from the
Radio: Scrambler +10% Domestic: Any catagories under
Pilot PRI Basic Electrical: Basic Elec (+10%) Other, without
Pilot PRI Elite Espionage : Wilderness Survival Only benefit of bonuses.
Pilot PRI Elite Mechanical: Automotive and Basic only
Pilot SEC Basic Medical: First Aid
Navigation +15% Military: None
Read Sens. Equ.+10% Physical: Any except Acrobatics
Weapon Systems +15% Pilot: Any (+15%)
Running Pilot Related: Any (+10%)
WP: Energy Pistol Rogue: Streetwise
WP: Energy Rifle Science: Any
WP: One of choice Technical: Any
HtoH: Expert WP: Any
Range Combat: Infantry Wilderness: Hunting and Navigation only
Computer Operations +10%
Lang: Corum +20%
Lang: Racial +30%
Literacy Corum +15%
Literacy Racial +10%
Lore - Mechanoids +15%

Notes HtoH:Expert can be changed to HtoH:Martial Arts at the cost of one 'other' skills. Range Combat: Infantry can be changed to Range Combat: Special Forces at the cost of two 'other' skills or Range Combat: Sniper at the cost of four 'other' skills.

Intelligence Officer

Requirements

    I.Q. 12+, P.S. 12+, M.A. 14+, M.E. 12+

Service

    Training: 2 Years
    Acitve Duty: 10 Years

Description

These are the Spies, Intelligence gathers, and Strategists of the Alliance Military. It is not uncommon to find an Intelligence Operative amongst Special Forces units, although they are not frontline combat troops. All Intelligence Officers Select a primary area of mechanized vehicle combat knowledge (as per the Pilot Elite) and a secondary area at fourth level.

Skills

OCC Other (Select 5, 2 must be from Rogue) Secondary
Radio: Basic +10% Communication: Any (+10%) Select 4 from the
Radio: Scrambler +10% Domestic: Any (+5%) catagories under
Laser +10% Electrical: Basic Elec (+5%) Other, without
Surveillance Systems +10% Mechanical: Automotive and Basic Only (+5%) benefit of bonuses.
Computer Operations +15% Medical: First Aid Only (+10%)
Intelligence +30% Military: Any (+20%)
Interrogation Techniques +10% Physical: Any
Athletics Pilot: Any
Pilot PRI Basic Pilot Related: Any (+5%)
Pilot Choice +10% Rogue: Any
Read Sens. Equ +15% Science: Math and Chemsitry
Weapon Systems +10% Technical: Any (+5%)
WP: Energy Pistol WP: Any
WP: Energy Rifle Wilderness: Any (+5%)
HtoH: Expert Espionage: Any (+10%)
Range Combat: Infantry
Land Navigation +10%
Wilderness Survival +20%
Climbing +15%
Swimming +15%
Lang: Corum +25%
Lang: Racial +35%
Literacy Corum +25%
Literacy Racial +35%
Lore - Mechanoids +25%

Notes Range Combat: Special Forces can be changed to Range Combat: Sniper at the cost of one 'other' skill.

Cybernetics

    Select two from Cybernetic (any) and one from Bionic (weapons or appendage).
    See also notes on Cyborgs.

Communications Officer

Requirements

    I.Q. 10+, P.E. 10+, M.E. 11+

Service

    Training: 2 Years
    Acitve Duty: 10 Years

Skills

OCC Other (Select 4) Secondary
Math-Advanced +10% Communication: Any(+20%) Select 4 from the Radio: Basic +10% Domestic: Any catagories under Radio: Scrambler +10% Electrical: Basic and Computer repair Only (+10%) Other, without Laser +10% Espionage: Intelligence and Wilderness Survival benefit of bonuses. Surveillance Systems +10% Mechanical: Automotive, Basic Computer Operations +20% Medical: First Aid Only Computer Programming +10% Military: None Computer Hacking +10% Physical: Any (except Acrobatics) Cyber-Jacking +10% Pilot: Any, except Robots, Power Armour, Fighters, Shuttles (+5%) Cryptography +10% Pilot Related: Any (+10%) Read Sensory Equipment +10% Rogue: Any Pilot: Choice +10% Science: None WP: Energy Rifle Technical: Any (+10%) HtoH: Basic WP: Any Range Combat: Rogue Wilderness: Navigation only Athletics Lang: Corum +20% Lang: Racial +30% Lang: Choice +10 Literacy Corum +15% Literacy Racial +15% Lore - Mechanoids +15%

Notes HtoH:Basic can be changed to HtoH:Expert at the cost of one 'other' skills. Range Combat: Rogue can be changed to Range Combat: Infantry at the cost of two 'other' skills.

Cybernetics

    Head Jack and Ear Implant only. See also notes on Cyborgs.

4.8 Medical Officer

Requirements

I.Q. 11+, P.P. 12+, M.E. 14+

Service

    Training: 5 Years
    Acitve Duty: 15 Years

Description

The Medical Officer is a capable surgeon and healer accustomed to combat conditions and makeshift operating rooms. Despite their dedication to saving lives not taking them, they receive basic self-defense and combat training.

Skills

OCC Other (Select 7,2 from Tech) Secondary
Biology +30% Communication: Radio Basic, Radio Scrambles, Optic Systems Only Select 4 from the Pathology +20% Domestic: Any catagories under Chemistry +10% Electrical: Basic and Electronic (+5%) Other, without Chemistry- Analytical +10% Espionage: None benefit of bonuses. Medical Doctor +20% Mechanical: Automotive, Basic, Mechanical, (+5%) Math-Adv +10% Medical: Any (+10%) Computer Operations +5% Military: None Field Surgery +20% Physical: Any (except Acrobatics, Boxing, Wrestling, Kick Boxing) Pilot Auto +6% Pilot: Any, excepts Tanks,APCs, Robots, Power Armour, Fighters, Shuttles (+5%) WP: Knife (+1 str) Pilot Related: Any (+5%) WP: Energy Rifle Rogue: Streetwise, Palming HtoH: Basic Science: Any (+10%) Range Combat: Rogue Technical: Any (+15%) Lang: Corum +20% WP: Any Lang: Racial +30% Wilderness: Navigation, Identify Plants, Preserve Food only Lang: choice +20% Literacy Corum +15% Literacy Racial +15% Lore - Mechanoids +15%

Notes HtoH:Basic can be changed to HtoH:Expert at the cost of one 'other' skills. Range Combat: Rogue can be changed to Range Combat: Infantry at the cost of two 'other' skills.

Cybernatics

    Player option 1D4+2 from any cybernetic except Multi-Optics, Disguises, Oxygen Cell.
    See also notes on Cyborgs.

Field Engineer

Requirements

    I.Q. 10+, P.P. 10+, P.S.10+

Service

    Training:
      Robotics: 4 Years
      Ground Vehicles: 3 Years
      Air Vehicles: 4 Years
      CG Vehicles: 4 Years
      Comms: 3 Years
      Weapons: 3 Years
      Stellar: 5 Years
      Water Vehicles: 4 Years
    Acitve Duty:
      Robotics: 12 Years
      Ground Vehicles: 10 Years
      Air Vehicles: 12 Years
      CG Vehicles: 12 Years
      Comms: 10 Years
      Weapons: 10 Years
      Stellar: 15 Years
      Water Vehicles: 12 Years

Description

The Field Engineering Corps is made up of dedicated engineers who keep the cogs of a modern mechanized army oiled and maintained. Because of the diverse nature of the equipment in the modern army engineers are forced to specialize in an area of expertise (A.O.E.). It is possible for experience engineers to be expert in two or more areas. Characters gain all the skills listed under an A.O.E. upon selection of that A.O.E.

Skills

OCC Other (Select 4) Secondary
Math - Adv +15% Communication: Any (+10%) Select 2 from the Radio - Basic +20% Domestic: Any catagories under Computer Operations +10% Electrical: Any (+20%) Other, without Electronics Engineer +20% Espionage: None benefit of bonuses. Electrical Engineer +20% Mechanical: Any (+20%) Mechanical Engineer +20% Medical: First Aid or Paramedic Only(+10%) Weapons Engineer +20% Military: Any Weapon Systems +10% Physical: Any (except Acrobatics and Wrestling) Armourer +10% Pilot: Any (+5%) Select A.O.E. Pilot Related: Any (+5%) Running Rogue: Any (+5%) WP: Energy Rifle Science: Any HtoH: Basic Technical: Any (+10%) Range Combat: Rogue WP: Any Lang: Corum +20% Wilderness: None Lang: Racial +30% Literacy Corum +20% Literacy Racial +30% Lore - Mechanoids +5%

Notes HtoH:Basic can be changed to HtoH:Expert at the cost of two 'other' skills. Range Combat: Rogue can be changed to Range Combat: Infantry at the cost of four 'other' skills.

A.O.E. Sets

Robotics Ground Vehicles Air Vehicles
Robot Electronics +20% Automotive Mechanics +20% Aircraft Mechanics Robot Mechanics +20% Pilot Tanks & APCs +10% Aircraft Electronics Pilot Hover Vehicles +10% Pilot Trucks +10% Fighter and Shuttle Mechanics Pilot Robots & Power Armour +6% Pilot Tracked Vehicles +10% Fighter and Shuttle Electronics Robot Combat: Basic Pilot Automobile +10% Pilot Drop Ships and Shuttle Craft Pilot Hover Vehicles +10% Pilot Fighter and Aircraft CG Vehicles Communications Physics +20% Radio-Scrambler +10% Gravitonics +20% Laser +10% CG Engineer (Shuttles & Vehicles) +20% Optic Systems +10% CG Engineer (Stellar Vehicles) +20% Computer Repair +20% Pilot Jet Pack +10% Computer Programming +20% Pilot CG Vehicle +10% Computer Hacking +20% Pilot Drop Ships and Shuttle Craft +10% Pilot Hover Vehicle +10% Weapons Stellar Vehicles Water Vehicles
Demolitions Physics +20% Ship Mechanics +20% Demolitions - Disposal +30% Gravitonics +20% Ship Electronics +20% Select 4 modern WPs CG Engineer (Stellar Vehicles) +20% Submersible Mechanics +20% Add +10% to Armourer Skill Stellar Vehicle Mechanics +20% Submersible Electronics +20% Add +10% to Weapons Engineer Skill Stellar Vehicle Electronics +20% Pilot Hover Vehicle +10% Stellar Vehicle Systems Engineer +20% Pilot Water Scooters +10% Zero-G Movement S.C.U.B.A E.V.A Swimming +5%

Sapper

Requirements

    I.Q. 10+, P.P. 10+, P.S.10+, P.E. 10+

4.10.2 Service

    Training: 4 Years
    Acitve Duty: 12 Years

Description

The Sappers are a specialist branch of the Engineering Corps, who specialize in destroying things rather than repairing them and recovering crashed, sunk, and abandoned vehicles and robots. In addition they are the experts in building river crossings, roads, and military fortifications (bunkers, gun emplacements, etc).

Skills

OCC Other (Select 4) Secondary
Math - Adv +10% Communication: Radio - Scrambler only(+10%) Select 2 from the Radio - Basic +10% Domestic: Any catagories under Computer Operations +5% Electrical: Any (+10%) Other, without Electronics Engineer +10% Espionage: None benefit of bonuses. Mechanical Engineer +10% Mechanical: Any (+10%) Demolitions +30% Medical: None Demolitions Disposal +10% Military: None Demolitions Underwater +20% Physical: Any (except Acrobatics and Wrestling) Military Fortification +30% Pilot: Any S.C.U.B.A +10% Pilot Related: Any Pilot Tracked Vehicle +10% Rogue: Any (+10%) Pilot Diving Pod +10% Science: Any Salvage +20% Technical: Any (+10%) Salvage - Underwater +10% WP: Any Swimming +10% Wilderness: Undersea skills only Camouflage +20% Traps & Mines +20% Traps & Mines - Detection +10% WP: Energy Rifle HtoH: Basic Range Combat: Rogue Lang: Corum +20% Lang: Racial +30% Literacy Corum +20% Literacy Racial +30% Lore - Mechanoids +5%

Notes HtoH:Basic can be changed to HtoH:Expert at the cost of two 'other' skills. Range Combat: Rogue can be changed to Range Combat: Infantry at the cost of four 'other' skills.

Arcanist

Requirements

    IQ 10+, PE 12+, High ME

Service

    Training: 5 Years
    Acitve Duty: National Service 3 Years Career 10 Years

Description

Arcanists are those individuals dedicated to the pursuit of the 'Magic Arts'. Most individuals who claim to be 'Wizards' are charlatans and are found out when they attempt to enter the Special Operations Executive to serve out their National Service. Those with true talent often remain within the Special Operations Executive or transfer to its civilian equivalent after their national service as it allows them greater freedom to pursue their studies. Use of Magic amongst the civilian population is carefully controlled to avoid outbreaks of mass hysteria and witch hunts. Characters wishing to play this character should read the Arcanist/Mage description in Beyond the Supernatural®.

Powers

Sense Ley Line: 1Km per level, Locate 25% +5% per level of experience Sense Ley Nexus: 35% +5% per level of experience Sense Rift: 4 miles +1 miles per level of experience Sense Magic in use 30ft per level of experience, Locate 12% +4% per level of experience See Magic Energy: Range LOS, Person object must have 20+ PPE Interpret Magic Symbolism 70% +4% per level Read Magic Scroll 80% +3% per level Cast Magic As Spell 60% + 5% per level -5% per level of Spell Cast Magic As Ritual 60% + 4% per level -2% per level of Spell Research Spell 31% + 4% per level - 5% per level of spell researched + 4% per week of research. Initial Spells: 3 Spells From each level 1 to 5 (15 total). Magic Bonus: +4 Saves vs Horror, Magic, and Possession PPE: 6D6 plus PE. Add 1D6 per additional level

Skills

OCC Other (Select 8) Secondary
Lang: Corum +20% Communication: Radio-Basic Select 6 from the Lang: Racial +30% Domestic: Any (+10%) catagories under Literacy Corum +20% Electrical: None Other, without Literacy Racial +30% Espionage: Intelligence (+5%) benefit of bonuses. Language (2) +10% Mechanical: None Literacy (2) +10% Military: None Lore - Mechanoids +5% Pilot Related: Any (+2%) Lore - Geomancy +30% Rogue: Any Lore-Demons & Monsters +30% Medical: First-Aid,Paramedic(2), or Holistic. +5% Lore - Faerie +15% Physical: Any Boxing, Wrestling, Lore - Magic +30% Gymnastics or Kick Boxing Lore - Religion +15% Pilot: Any, except Robots, Power Lore - Folk +15% Armour, Fighters, Shuttles, Tanks & Math - Advanced +10% APCs(+2%) Astronomy +20% Science: Any (+10%) Archaeology +20% Technical: Any (+5%) Block P.P.E. Drain# WP: Any Calligraphy Wilderness: Any History: General History: Magic Pilot Choice +10%

Notes HtoH: Basic counts as 'other' skill selection, HtoH:Expert as 2, and HtoH Martial Arts as 4. Range Combat Rogue counts as 2 'other' skill selections and HtoH: Infantry as 4.
Block P.P.E. drain is a skill known by all Arcanists in the Corumbrum. Because of the low P.P.E levels the environment acts as a P.P.E. leach meaning that any Magic-User or wielder without this skill cannot retain more than 50% of their maximum P.P.E. Characters with this skill need to make a skill check once a day at dawn. If they succeed they retain all their P.P.E. otherwise it leeches away leaving them with 50% for the day. Base Skill: 30% +5% per level Bonus: Multiply any M.E. bonus vs Psi save by 5% and add as a skill bonus.




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