Intro | Timeline | End | Characters | Races | ||||||
---|---|---|---|---|---|---|---|---|---|---|
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.
M.E. 14+, I.Q. 13+, M.A 13+
Training: 1 Year
Acitve Duty: 2 Years National Service or 10 Years as a Career
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):
Cybernetic Amplified Hearing, Ultra-Ear, and Sound filtration (both ears)
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)
Cybernetic Head Jack & Universal implant.
Cybernetic Gyro-compass.
Cybernetic Clock/Calendar.
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.
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.
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%
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
None.
Training: 1 Year
Acitve Duty: 2 Years National Service or 10 Years as a Career
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.
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+.
I.Q. 9, P.P. 10, P.E. 13
Training: 2 Years
Acitve Duty: 10 Years
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.
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+.
I.Q. 12+, M.E. 12+, P.E.10+
Training: 3 Years
Acitve Duty: 10 Years
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.
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.
Select two from Cybernetic (any) and one from Bionic (weapons or appendage).
See also notes on Cyborgs.
I.Q. 11+, M.E. 13+, P.P. 13+
Training: 3 Years
Acitve Duty: 15 Years
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.
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.
I.Q. 12+, P.S. 12+, M.A. 14+, M.E. 12+
Training: 2 Years
Acitve Duty: 10 Years
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.
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.
Select two from Cybernetic (any) and one from Bionic (weapons or appendage).
See also notes on Cyborgs.
I.Q. 10+, P.E. 10+, M.E. 11+
Training: 2 Years
Acitve Duty: 10 Years
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.
Head Jack and Ear Implant only. See also notes on Cyborgs.
I.Q. 11+, P.P. 12+, M.E. 14+
Training: 5 Years
Acitve Duty: 15 Years
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.
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.
Player option 1D4+2 from any cybernetic except Multi-Optics, Disguises, Oxygen Cell.
See also notes on Cyborgs.
I.Q. 10+, P.P. 10+, P.S.10+
Training:
Robotics: 4 Years
Acitve Duty:
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
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
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.
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.
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%
I.Q. 10+, P.P. 10+, P.S.10+, P.E. 10+
Training: 4 Years
Acitve Duty: 12 Years
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).
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.
IQ 10+, PE 12+, High ME
Training: 5 Years
Acitve Duty: National Service 3 Years Career 10 Years
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®.
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
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.
Intro | Timeline | Top | Characters | Races | ||||||
---|---|---|---|---|---|---|---|---|---|---|
Equipment | Fighters | RCCs | RPA | Mechanoids |