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RIFTS® IS © 1983, 1987, 1988, 1990 KEVIN SIEMBIEDA; © 1995 PALLADIUM BOOKS, ALL RIGHTS RESERVED WORLD WIDE. NO PART OF THIS WORK MAY BE REPRODUCED IN PART OR WHOLE, IN ANY FORM OR BY ANY MEANS, WITHOUT PERMISSION FROM THE PUBLISHER. ALL INCIDENTS, SITUATIONS, INSTITUTIONS, GOVERNMENTS AND PEOPLE ARE FICTIONAL AND ANY SIMILARITY TO CHARACTERS OR PERSONS LIVING OR DEAD IS STRICTLY COINCIDENTAL.
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NOTE: Arguing that the armor isn't completely sealed because it recirculates air from the environment isn't enough. The character has to have an opening at least a foot big (size of the head) to cast magic on his environment.
Regarding the Coalition / NGR view on magic, it is important to keep in mind that all creatures have P.P.E. All humans, no matter what occupation or belief they have, have a P.P.E base, even Borgs!
A point that I feel isn't stressed enough in the main book is that the drawing of P.P.E. is instantaneous and not subject to any time-lag.
Action: | Effect: |
Attempting to draw P.P.E.: | The victim automatically rolls a save with 12+ as the target. If the save is successful, no P.P.E. was drawn. If the save failed, the wizard can draw up to half the P.P.E. of the victim. |
Total no. of people: | The wizard can draw P.P.E. from as many as 2 persons per level of experience. |
Range: | 10 ft. (3 m) |
Action: | Effect: |
P.P.E. Available: | 70% of all P.P.E. from the subject(s). |
Total no. of people: | No limits to the number of people that can band together (join hands etc.) as long as they all give P.P.E. willingly. |
NOTE: All enemies in combat are considered unwilling targets.
Site | Range | Time | P.P.E. | Effect | Dur. |
Ley-Line | <2 miles | any | none | Increases range and duration of a spell by 50% | Constant |
Ley-Line | On it | any | 10 / l / 12 H | Doubles range, duration and damage of a spell. | Constant |
Recover 10 P.P.E. / 0.5 H without meditation | Constant | ||||
Nexus Point | <200 ft. or at | any | 30 / l / 6 H | Triple range, duration and damage of all spells. | Constant |
Recover 30 P.P.E. / 0.5 H without meditation | Constant | ||||
+2 save vs. Magic and HF | Constant | ||||
+1 spell strength | Constant | ||||
Nexus Point | <200 ft. or at | 12:00 / 24:00 | 50 / l / Dur | Same as above | 15 minutes |
Nexus Point | <200 ft. or at | Equinox | 100 / l / 6 H | 30% chance of a Rift opening | 1 / hour |
Vernal (spring) Equinox | Daylight hours | ||||
Autumnal Equinox | Night hours | ||||
Nexus Point | <200 ft. or at | Solstice | 100 / l / 6 H | 40% chance of a Rift opening | 1 / hour |
June 21st / December 21st | day / 24 hours | ||||
Dawn | 300 / l / 6 H | 70% chance of a Rift opening | 5 minutes | ||
- Will remain open for 3D4 hours | |||||
- Something bad will definitely come | |||||
Sunset | 200 / l / 6 H | 55% chance of a Rift opening | 5 minutes | ||
Nexus Point | <200 ft. or at | Lunar Eclipse
(1 per year) |
400 / l / Dur | 77% chance of a Rift opening | 90 minutes |
Nexus Point | <200 ft. or at | Partial Solar Eclipse
(1 per 10 years) |
1000 / l / Dur | 88% chance of a gargantuan Rift opening | 2D4 minutes |
Spells are 10 x more effective | |||||
+6 save vs. magic. | |||||
Recover P.P.E. at 50 / minute | |||||
Nexus Point | <200 ft. or at | 3 planets in straight line
(1 per 20 years) |
1000 / l / Dur | 88% chance of a gargantuan Rift opening | 2D4 minutes |
Spells are 10 x more effective | |||||
+6 save vs. magic. | |||||
Recover P.P.E. at 50 / minute | |||||
Super Nexus Point | <200 ft. or at | Special | Double std. | Double the P.P.E. of a usual nexus even at peak hours. | |
94% chance of a Rift opening | Peak hours |
Site: Describes the location of effect. Effect: What happens (short version). |
Range: Range to the site. Duration: Duration of all effects or that particular one |
Time: What time of day or date or event. P.P.E: Ammount of P.P.E / per level / per time dur. |
A character doesn't have to say the spell in order for it to be cast. The spoken word is just a medium of concentration. The character does however use double the normal time to cast the spell.
When entering combat, the player must declare if he/she is going to fight with magic or conventionally/psionically!
The reason for this is that casting magic cannot be put to a general
rule (f. ex. casting a low-level spell costs 2 attacks etc.), since suddenly
characters will start casting and channeling magic much quicker than even
intelligences! Therefore the player must decide if he/she will use magic
in that melee or not.
Spell level | Number of spells per time |
1 - 6 low level | 2 per melee (15 s) |
7 - 10 medium level | 1 per melee (15 s) |
11 - 15 high level | 1 per 2 melees (30 s) |
Casting low level spells happens instantly, but the character has to spend one action between each invocation. The action represents the time the character needs to gather himself. The number of actions the character can dodge equals the total number of actions the character has minus the actions used to chant/cast the spell.Casting medium and high level spells is something of another nature. Spells are cast the first action after the required casting time. During the casting time, the character cannot dodge, parry or strike. If the character is forced to strike / parry / dodge during the casting time the spell is forfeited (automatically cancelled) without the loss of any P.P.E. This means that characters casting medium to high level spells must have someone to keep trouble away from caster.
+1 to spell strength at levels 3, 7, 10 and 13. |
E.x. Johny the mystic (6th level) casts the 2nd level spell "Heavy breathing" on an antagoniser. Johny has +1 on the spell strength, meaning that the antagonizer has to roll a save vs. magic at 13+ (spell = 12+, Spell strength +1 gives a save at 13+).
The greater level of experience the caster has, the greater the ability he/she has to complete the spell when hit by a shot/punch. The greater mental endurance / willpower is used in the spell, the better it will work.
The chance of disruption percentage is decreased with half the ME bonus
value (the bonus to save vs. Psionics etc.).
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E.x.1 Johny the mystic (5th level) is an elf (SDC creature). He is wearing a body armor with 80 MDC and is hit for 6 MD points. That means that his spell has a 36% chance of failure (6 x 6%).
E.x.2 Johny the mystic (5th level) is hit by 9mm bullet fire while out of his armor. He is hit for 12 points of damage. That translates into a disruption chance of 72% (12 x 6%).
E.x.3 Johny the mystic (5th level) is hit for 1 MD point while out of his armor. Disruption is 100% since Johny is a smear of blood.
E.x.4 David the Titan (7th level) is an MDC being. He is hit by 9mm fire for a total of 30 points. Disruption chance is 120% (e.g. auto fail). David doesn't take any damage, but then again he doesn't know if the bullets being fired are MD or SD (ramjet/explosive or standard).
E.x.5 David the Titan (7th level) is hit for 9 MD points. This gives him a fail chance equal to 36% (9 x 4%).
E.x.6 Johny the mystic in his 80 MDC armor is hit for 13 MD points. Using the armor penetration rules (combat section) gives us 5 points of SDC damage penetrating the armor. This gives Johny a fail percentage of 108% ( (13 + 5) x 6%).
E.x.7 Oliver has an ME of 26. This gives him a save bonus of +6 due to his high ME. Thus, at level 1 he had a fail chance at (10 - 6/2)= 7 instead of 10! This also means that at level 8 he will be able to cast spells short of being killed.
Method: | Gain: |
Rest or sleep: | 5 points per hour |
Meditation: | 10 points per hour |
NOTE: 1 hour meditation = 1 hour sleep.
Site | Range | Time | Effect |
Ley line | >2 miles | any | Increase range and duration of all psionic powers (not damage) with 50%. |
Nexus Point | >1 mile | any | Double range, duration and damage of all psionic powers (forcefields double their M.D.C.) |
1 psionic attack/activation costs 1 action.
There are of course exceptions to this rule. Certain powers have a Length of Trance indicating the time the character needs to prepare him/herself for the power (ex. Exorcism takes 30 minutes + 6D6 minutes preparation with the animal/person).
Method: | Gain: |
Sleep / total relaxation: | 2 I.S.P. per hour |
Meditation: | 6 I.S.P. per hour |
1 hour meditation = 2 hours sleep to the physical body