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:

  1. 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.

  2. 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.

  3. 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.

  4. 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).

  5. 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.

  6. 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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