Physical Adept OCC
"Magic.
"From the time we're little kids, we hear the word 'magic' and inevitably
think of medieval wizards in big, pointy hats with long beards. Either that or
tuxedo-clad charlatans who pull rabbits out of their top hats and saw people in
half.
"That's the lie.
"Here's the truth: Magic is a serious process. It requires hard work,
dedication, training, and belief. Magic is the act of altering the world around
you through the force of your own will. Real wizards don't wear pointy hats, and
they don't appreciate being called 'magicians.' Real wizards don't call
unnecessary attention to themselves. Real wizards work in shadow, dealing with
things that normal people should never have to know about. Real wizards sweat
and hurt and love and bleed... and die... just as much as anyone else. The only
major difference between your average chump-on-the-street and a wizard is this:
"Normal people get out of bed every morning, put on their clothes, and go to
work. At work, they punch numbers and take orders and push pencils. They eat
take-out. Then they go home, watch a little TV, water the plants, and go to bed.
"Wizards get out of bed every morning, put on their clothes, and go to work.
In the course of their work, they punch people and give orders and push pencils
with their minds. They eat take-out. Then they go home, read a few arcane texts,
avoid attempts on their lives, and go to bed.
"Big difference, huh?
"But don't get the impression that all wizards are the same--they're not.
Some are plain old spell-casters, some sculpt living tissue, a few even
manipulate machines or walk through mirrors. I even know of at least one type
that lives and works solely in the Astral Plane, that non-place that surrounds
and penetrates our own universe. There are almost as many kinds of magic as
there are people that practice it. Something new comes along every third day,
and after a while even the new becomes banal. Who knows what to expect next
week? Next month?
"And that doesn't take into account what non-humans or humans living in other
dimensions think up. It also doesn't include folks that channel their magic
energy into activities that aren't obviously magic, like people that have
uncanny luck, or those that read palms and get it right, or the ones that can do
mind-boggling flips and jumps. Magic is just the ability to change the world
around you by concentration--maybe Olympic athletes are just wizards
unconsciously manifesting their powers... and maybe not.
"Very little surprises me anymore."
--A young sorcerer,
Musing on the nature of magic and those that
practice it
Physical adepts are individuals whose naturally high PPE
has manifested itself in a way unlike normal magic. Instead of the capacity to
cast spells or perfom rituals, the physical adept's talents lie in the direction
of augmenting their bodies. This is not done through inner focusing and
meditation as a spell-caster develops his abilities, but rather through practice
and concentration, often making the physical adept himself believe his talents
to be purely natural.
It is only since Dark Day that many of these adepts have begun to realize the
true extent of their power and to harness them for protection against the
Nightlords and their minions. With the extra PPE now coursing through the
planet, the physical adepts are more powerful than ever. Their strength and
endurance have increased to supernatural levels, putting them on par with lesser
supernatural beings and giving them a major advantage over normal humans in
terms of strength and speed.
Most, when learning of their supernatural nature, simply wish to forget about
it and go on with their lives. However, this will become less and less possible
as Moloch and his followers continue their eradication of all humans.
Inevitably, many adepts will step forward to battle the Nightlords and their
minions... and the adepts like their fights up close and personal.
Physical Adept OCC
Alignment: Any, but most are
selfish or good.
Attribute Requirements: None, but high physical
attributes are suggested.
SDC: Adepts have much tougher bodies
than normal humans; 4d4x10 SDC.
Hit Points: PEx2, plus 2d6 per
level.
Magic: None, per se. All magical ability has been
channelled into the development of physical powers.
PPE: PE attribute
plus 1d4x10; plus 1d6 per level
Psionics: The dedication and focus of
the physical adept has resulted in the development of minor psionic abilities.
The following powers are possessed, and no more are ever gained: Sixth sense;
summon inner strength; resist fatigue; resist hunger; resist
thirst.
ISP: ME attribute plus 2d4
Special Abilities and
Bonuses:
- Physical Perfection: All physical adepts have nearly perfect
physical bodies, appearing as something between an Olympic gymnast,
body-builder, and fashion model. This perfection confers the following
bonuses: +4 PS (min. 16); +5 PE (min. 16); +4 PP (min. 18); +10 Spd (min. 20);
+2 PB. Due to their enhanced physiques, physical adepts naturally heal at
three times the usual rate.
- Heightened Senses: Because of their unblemished physiques and
perfect health, Physical adepts' senses are better than those of normal human
beings. Touch is so sensitive that a +10% bonus applies to all skills
requiring manual dexterity (pick locks, pick pockets, etc.). Adepts can hear
noises 15 decibels above and below the human spectrum. Vision is keen enough
to read newspaper print from half a mile. Taste and smell (which are basically
two applications of the same sense) confer the following abilities: Identify
taste/smell (20% +2% per level); identify person by smell (35% +3% per level);
track by smell (5% per level).
Bonuses from keen senses: +5 to perception;
+2 to save vs. poison; +4 to strike, parry, and dodge; +4 to initiative; +2 to
roll with punch.
- Supernatural Augmentation: Physical adepts, through their constant
focusing and intense dedication, have the power to make their attributes
become supernatural for short periods of time, as well as other equally
impressive abilities. All powers require one melee action to activate except
where noted, but multiple powers may be activated at the same time (ie: an
adept can increase his strength and make it supernatural in the same action).
Costs per augmentation follow:
Supernatural Strength and Endurance: The
character's PS becomes supernatural, and healing increases to the unnaturally
high rate of 1d6 SDC/HP per melee. (Rifts Note: In Rifts, this ability causes
the character to become a mega-damage being with MDC equal to their SDC and
hit points added together.) Cost: 20 PPE per minute.
Increased Attributes:
This power adds to the character's physical attributes. (Note: This does not
make PS or PE supernatural; that must be purchased separately.) Cost: 1 PPE
per point per minute for PP and Spd; 5 PPE per point per minute for PE and PS;
10 PPE per point per hour for PB.
Increased Leaping Ability: As the name
suggests, this power allows the adept to jump enormous distances. Cost: 1 PPE
per foot added to the character's normal jumping distance. (Note: Maximum
amount added is 10 feet, plus 5 feet per additional level of
experience.)
Muscle Hardening: While using this power, the character gains
a natural armor rating and extra SDC. Cost: 15 PPE per minute for AR 10 and
+25 SDC; add 5 PPE per additional +1 AR and +5 SDC. Maximum AR is
18.
Increased Healing: This power is similar to the bio-regenerative
abilities of true supernatural beings, but requires a constant input of PPE to
work. This power cannot be used during combat and requires a meditative trance
of 1d4 melees before activation. Cost: 5 PPE per 2d6 SDC/HP restored.
- Combat Mind: Physical Adepts, while obsessed with their own bodies,
seem to have an innate knack for combat that transcends this narcissism and
even their training. All adepts have the equivalent of Hand to Hand: Martial
Arts, and in exchange for two "other" skills, they may select a specific
martial art from Ninjas and Superspies or Mystic China (no exclusive forms).
In addition to whatever bonuses and abilities conferred by their fighting
style, all adepts have the combat maneuvers of automatic parry, automatic
dodge, disarm, entangle, and knockout (19-20).
- PPE: Physical adepts, like other men of magic, are living batteries
of PPE energy. Unlike normal practitioners of magic, however, adepts are only
permitted very limited uses of their energy and cannot siphon any from other
people, ley lines, the Mirrorwall, or blood sacrifice. They can still have
their PPE removed (or give it away) as usual. PPE is equal to the PE attribute
plus 1d4x10, plus 1d6 per level of experience. PPE recovers at the rate of 5
per hour of activity, or 10 per hour of sleep/meditation.
- Other Bonuses: +3 to save vs. magic and psionics; +4 to save vs.
horror factor; impervious to possession and mind
control.
OCC Skills:
Language/Literacy: Native
(98%)
Basic Math (98%)
Climbing (+15%)
Prowl (+15%)
Acrobatics
(+10%)
Gymnastics (+10%)
Swimming (+15%)
Athletics
WP: two ancient
of choice
WP: one modern of choice
Hand to Hand: see above
OCC
Related Skills: Choose eight other skills from the following list at first
level, but at least two must be from the Physical category. Select one more at
levels 3, 6, 9, 12, and 15.
Communications: Radio: Basic and TV/Video
only
Domestic: Any (+5%)
Electrical: Basic Electronics only
Espionage:
Any (+5%)
Mechanical: Basic Mechanics only
Medical: First Aid and
Paramedic (counts as two skills) only (+5%)
Military: Any
Physical: Any
(+10% where applicable)
Pilot: Any (+5%)
Pilot Related: Any
Rogue: Any
except Computer Hacking and Streetwise: Drugs (+5%)
Science:
Any
Technical: Any
WP: Any
Wilderness: Any except Carpentry and Boat
Building
Secondary Skills: Choose four secondary skills from the
above list. These are additional areas of knowledge that do not receive the
bonuses in parentheses.
Equipment: Depending on character
background, the character might have a lot or a little, civilian equipment only
or adventurer equipment as well. It is assumed that the average physical adept
is an individual who just learned about his or her powers since (or on) Dark
Day. As such, he or she may have a medium-sized apartment or small house, a car,
truck, or motorcycle which is 1d6 years old, and 1d4x1000 dollars in furniture,
wardrobe, work-out accessories, and computer equipment (if the character is
interested in that sort of thing). The character may also have 3d4x100 dollars
in adventuring equipment if the GM approves.
Money: 2d4x1000
dollars in a bank account and 1d4x100 dollars in cash
XP: Use the
Sorcerer experience table
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