Anti-Mage O.C.C.
The wastelands of Xerxesya, the homeworld of the Chupacabras, are home to little (the size of a quarter) insect-like symbiotes known as Xlrazthgnoramyi Cueioabgdtrjhv (Don't bother to try and pronounce it, it's Chupacabran for "Magic Eater"). The Chupacabra often keep these symbiotes as pets and sometimes, as a practical joke, stick them in each other's food. The effects of this are astounding. When the symbiotes are ingested, they borrow (painlessly) into the stomach and they begin to absorb Potential Psychic Energy. Unfortunately, for some reason this kills the Chupacabra. But what if people from another race was to ingest them? What if humans were? Xliloth, head of the Genetic Engineering Department of Gothix Technical Resources, breeds Xlrazthgnoramyi Cueioabgdtrjhv as a hobby. He just recently (within the last year) decided he would try this experiment. Using his adopted human daughter, Tonya Ramirez, as a subject (with her permission of course), he administered anesthesia to her and surgically put his symbiote into her liver. As soon as he stitched his daughter up, his X-rays showed his something unusual. The symbiote was burrowing from Tonya's liver to her stomach. He then decided to administer the final test. Would it absorb PPE? He then called upon one of his mages and had the mage cast an Energy Bolt spell on still-sleeping Tonya. To Xliloth's and the mage's surprise, the magic had no effect on her! Xliloth wanted another test. He told the mage to cast yet another spell on her, but this time when she was awake. The mage nodded and when Tonya woke up, he cast a Fire Bolt spell at her. Still, no effect whatsoever! Xliloth was pleased, and immediately got to work on more of these Anti-Mages. When an Anti-Mage is created, the go through the same military training as Psilencers. GTR wants every advantage in a battle that it can get, and it will stop at nothing to make this so.
Attribute Requirements: None. O.C.C. Special Powers: 1. Magic is Ineffective: The symbiote inside the Anti-Mage radiates an aura of pure negative magic energy. This makes all magic (spell, ritual, even rune) ineffective when directed at the Anti-Mage. The symbiote can absorb up to 50 (add 2d6 PPE per level) points of PPE within a 24 hour period (i.e. if a spell that costs 5 PPE gets cast on the Anti-Mage, the symbiote will absorb the spell, which causes no damage to the Anti-Mage, and will add it to the rest it has absorbed until it needs to release it). After the maximum amount of PPE has been absorbed, the symbiote must release the stored PPE in the form of bowel movements. (NOTE ON RUNE WEAPONS: The symbiote cannot drain PPE from direct contact by Rune Weapons, however it will absorb the physical damage inflicted by the weapon. At level one, the symbiote can absorb 2d6 MD from a rune weapon, add 1d4 (re-roll if a 1 is rolled) -1 MD per additional level.) 2. Save vs Psionics: Since the symbiote absorbs Potential Psychic Energy, it gives the Anti-Mage an additional +8 save vs psionics. 3. Longevity of Symbiote: The symbiote living inside the Anti-Mage cannot live more than 48 hours without at least absorbing one point of P.P.E. If the symbiote fails to get this one point of PPE, it will die and the Anti-Mage's body will dispose of the now-deceased symbiote (in the form of vomit, urine, defecation, etc). Otherwise, if the symbiote is properly fed, it will live for 4 years and 2d6 months. At this point, a new symbiote can be introduced into the Anti-Mage's body.
O.C.C. Skills: Radio: Basic (+10%) Literacy (+10%) Computer Operation (+5%) Intelligence (+10%) Pilot (3 of choice at +10%) Robot Combat: Elite Read Sensory Equipment (+5%) Weapon Systems (+10%) Running W.P. Energy Rifle W.P. (4 of choice) Hand to Hand: Expert Hand to Hand: Expert can be changed to hand to hand: Martial Arts at the cost of one "other" skill (or assassin if an evil alignment).
O.C.C. Related Skills: Select 8 other skills. Plus 4 additional skills at level 3, 3 at level 6, 2 at level 9, and 2 at level 12. All new skills start at level one proficiency.
Communications: Any (+10%) Domestic: Any Electrical: Basic electronics only (+5%) Espionage: Any (+10%) Mechanical: Automotive only (+10%) Medical: Paramedic only Military: Any (+20%) Physical: Any, except Acrobatics Pilot: Any (+5%) Pilot Related: Any (+5%) Rogue: Any Science: Math and Chemistry only (+10%) Technical: Any (+5%) W.P.: Any Wilderness: Any
Secondary Skills: The character also gets to select 8 secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parenthesis (). All secondary skills start at the base level. Also, skills are limited (any, only, none) as previously indicated in the list.
Standard Equipment: Energy Rifle and 5 other weapons of choice, four extra e-clips for each, survival knife, distancing binoculars, IRMSS, air filter and gas mask, dress clothing, camouflage clothing, backpack, canteen, sunglasses, combat boots, one non-energy weapon of choice, and a suit of personalized light or heavy mega-damage body armor.
Money: Character starts out with 3D4x1000 credits and 1D6x1000 in black market items
Cybernetics: Prosthetics only.
Experience: Uses the Juicer's Experience Tables. (see RIFTS page 17)