Dabbler O.C.C.
These magicians are the men and women who got a taste of magic and have
spent years developing and studying any kind of magic they could acquire.
Some become experts with spell magic, warlock magic, runes, or the
fabrication of magic items. Their art form is still largely a secret,
because the battle for magical power thrives on secrecy.
Nearly every culture has variants that are found more often than others.
Cultures in the orient have more magical masters of Chi than the Slavic
lands, with their common practice of necromancy. Some become modern day
magicians and sell their skills as prophets, entertainers, teachers, and
even mercenaries! All this in secret, of course. Dabblers have the
capability to learn all magic, which is a terribly dangerous power.
Fortunately, most don't take the time to learn all that they could.
The difference between these characters and
is simple - these guys just focus on learning magic, not on manipulating it.
Some dabblers choose to focus just on the usage of two or three kinds
of magic (one is so... restricting!) and on ways in which these favorite
magics can get mixed. Techno-wizardstm
could do interesting things with rune magic, and a dabbler with powers
over the Blue Flame and fire warlock magic would be a force to be
reckoned with! Maybe a necromancer and Shadow Warlock combination? A Ley
Line Walkertm style magician with actual
Nazcan line magic spells? How about a bio-mancer necromancer character?
I can think of all sorts of fun combinations.
O.C.C. Abilities and Bonuses:
1. See and Sense Magic: This ability has a range of one mile
per level of experience, plus can accurately locate specific types and
surges of energy (like a nexus point or powerful necromantic object) with
a skill of 20% plus the M.E. attribute as a base, +5% per additional level
of experience. The dabbler's ability is not as developed as other
magicians. The dabbler can also see magic energy in people, animals, and
places as long as more than 30 P.P.E.tm is
present. This gives the dabbler a 35% base skill +5% per additional level
chance to see the invisible (line of sight, about a 1000ft range). Each
+1 to perception gives another +5% bonus to this skill.
2. Initial Magic Knowledge: Select two spells from each magic level
one through four and one spell from level five and one from level six, for
a total of ten spells. These spells may be selected from any source
on magic, whether temporal magic from RiftsR
England, Chi spells from Mystic Chinatm,
runes or circles from the Palladium Fantasy RPGR,
or even line magic or Blue Flame spells out of RiftsR
South America book two. Make sure the character has the learning of this
knowledge worked into his character's background.
The character also has several magic skills (see the O.C.C. skills),
knows a a couple areas of magic well, knows all simple and elemental
power words, and has a small supply of magical goods (see equipment).
The dabbler is well prepared with magic.
3. Special Powers: Dabblers choose two paths of
alternate/ additional study at the time of character creation. The same
path cannot be chosen twice. Also note that in many paths of study there
is selection of spells or other new abilities and skills as the character's
level increases - all selections are cumulative. Alternately, GMs might
let characters give up one path of study to acquire three selections from
the Sorcerous Proficiencies on page 24 of Through the Glass Darkly. Through
an epic ordeal, great roleplaying, and character study time GMs might
consider letting the player select an additional field of study in the
later levels:
Rune and Circle Magic: This provides the character with a basic
knowledge of the two kinds of magic. The character knows one protection
circle, one summoning circle, and either one power circle or two other
simple circles (protection, summoning, or otherwise) of choice, plus
six common wards of choice. By selecting this, the character has the
skills and experience needed to learn how to cast any kind of
magic, though it may take time to master the skill.
Circle Knowledge: The character can pick two more power circles
and six other simple circles (summoning, protection, or otherwise). He
also figures out one more simple circle every even numbered level of
experience and one more power circle at every odd numbered level of
experience. Some extra study time may be required.
Runic Knowledge: Select another eight common or simple runes and
three complex or powerful ones at level one. Every even numbered level,
the character learns one more common or simple rune. Every odd numbered
level, one complex or powerful one is learned or figured out. Some extra
study time may be required.
Psionic Powers: Consider the character a major psionic. Select
three powers from one of the minor categories and one super psionic
power at levels one, three, six, and nine. The I.S.P.tm
base is equal to the M.E. +30, plus another 2d4 at each additional
level of experience. One Phase Powertm
can be selected at the cost of three minor powers or one super psionic
power (so two such powers could be selected instead of normal psionic
powers). Phase Powerstm are on page 32
of RiftsR Phase Worldtm.
The Principles of Force and Resistance: Through study alongside a
smoker (page 51 of RiftsR ManhunterR),
the character picked up the ability to cast all offensive and defensive
spell magic at half P.P.E.tm cost (round
down). The character also automatically gets Hand to Hand: Expert, one
additional W.P. of choice, and two spells of choice from He can choose more Battle Mage spells
as he advances in levels.
Magic Tattoos: The player may select any four magic tattoos from
the data beginning on page 83 of Riftstm
Atlantistm. The character can get one
more tattoo at levels five and ten (he is acquainted with a friendly
magic tattoo artist) if so desired. Seven or more magical tattoos will
destroy his magic casting ability. Remember that these tattoos will
require twice the normal P.P.E.tm
expenditure, and that the allowed races are restricted to ogres, humans,
and a few others.
Operate and Repair Machines: The character was probably an
apprentice to a Techno-wizardtm or
psi-mechanic at one point in his life. He learned how to operate the
devices and can even repair them. He has acquired the skills of Basic
Mechanics, Basic Electronics, Mechanical Engineering, and Electrical
Engineering with a +10% bonus to each (magically gifted). The mage can
also select from the Mechanical and Engineering categories with no
restrictions or O.C.C. skill bonuses.
He cannot, however, create magic or psionic machines until he reaches
level eight (becomes equivalent to a 0th level Techno-wizardtm
at that point). At that point, he can continue to progress as a dabbler
or decide to pursue his Techno-wizardtm
abilities. Switching back and forth between the classes should be
moderated by the GM. The character begins with one magic energy converted
weapon or a suit of light armor with one Techno-wizardtm
enhancement added.
Martial Art Powers: The character must have Hand to Hand: Martial
Arts before this course of study can be selected. You'll need a copy of
Mystic Chinatm. See pages 103 for Mudras
and 149 for Martial Art Powers. The player may select three martial art
powers from either the atemi, chi mastery, or zenjoriki powers (include
the advanced powers too). The player may also select one power from each
of the two categories he didn't pick from (for example - three atemi,
one chi, and one zenjoriki). The selection of a martial art power can be
sacrificed, and instead one complex or two simple Mudras (page 103 of
Mystic Chinatm) may be learned instead.
Base Chi is the P.E. +10, plus 1d6 at each additional level of experience.
Select a new power from the character's specialized area at level two,
then at each even numbered level beyond that select a power from atemi,
chi mastery, or zenjoriki (or go for the Mudras instead). The character
can also learn Chi Spells without any difficulty.
Magical Endurance: Drop the S.D.C.tm
and the hit points become mega-damagetm
equivalents. If already an M.D.C.tm
creature, add a 25% bonus. In S.D.C.tm
worlds the character has double the normal hit points, has an extra
+100 S.D.C.tm, and an A.R. of 8.
Necromantic Power: Select one of the Necromancer O.C.C.'s (see
RiftsR Africa) powers, numbered #1, #2,
or #3. At level four, select a second necromancer power. At level ten,
the player can elect to get the last of the three necromancer abilities,
but the character has to sacrifice the new spell gained that level and
one spell he knows (he forgets it!) He also knows any four necromancer
spells (mine are here) of choice at first level.
The magic energy cost to cast them is not doubled, but it is for all other
non-necromancer magicians. The spells picked at first level must be
level 8 or under, but the dabbler can of course select more under normal
restrictions as he progresses in experience.
Elemental Tampering: The character has been able to learn a bit
of elemental magic without bondage to the forces that true warlocks must
undergo. Select one elemental force and choose one spell from each level
one through six. At each even numbered level of experience pick one more
elemental spell from the chosen category of a level less than or equal
to the character's. The character can also see all elementals and speak
with elementals of the force he has skill in (not that he'll get the
repsect a warlock would afford). By studying elemental and spell
magic, the character has a good chance of converting a few elemental
spells into spell incantations (for whatever purpose).
Shadow Powers: Similar to the Shadow Warlock (page 113 of Nightbanetm
Nightlands), the player has a mystic link to darkness and shadows, and
have actually acquired a few Nightbanetm
talents (page 106 of the Nightbanetm RPG)!
Unlike Nightbanestm, P.P.E.tm
cannot be sacrificed to gain additonal talents. Note that some of the
talents might not be avaliable (like those that involve shaping or
warping the Morphus). Players who want this ability must select the
spells of Nightvision and Shadow Meld with their initial skill selections
as proof of their dedication to the Path of Shadows.
Those that follow the Path of Shadows get two talents of choice at level
one, and gain one more talent at levels two, five, nine, and twelve. The
magic strength of these talents is equivalent to his spell strength bonus.
The character also gets three spells of choice fromthis
file. The spells picked at first level must be level 8 or under, but
the dabbler can of course select more under normal restrictions as he
progresses in experience.
Rift Study: The character can rift home (as per Shifter power #5,
for 150 P.P.E.tm), manipulate ley lines
and nexuses into forming rifts to to specific times, places, or events
with a skill of 15% plus the M.E. attribute, +4% per level (takes 1d4
hours per attempt), and can also sense rifts, ley lines, nexus points,
and cosmic phenomena that alters P.P.E.tm
flow with 100% accuracy in an amazing 90 mile +10 miles per level radius!
Also add +10% (a +2 bonus on the roll of 1d20) to the character's benefit
when dealing with dimensional rifts and gateways (whether opening, closing,
or using them). Unlike Shifters, the dabblers who study rifts have no
special abilities to link to supernatural forces.
Magical Powers: The mage has somehow gained the ability to use one
spell from levels one through three at will. It functions exactly
like the spell does. Instant effect spells and offensive use spells can
be used up to three times per melee. Any spell with a duration can be
used without limit, but there must be a one melee period of non-use
between uses. Each use of the spell ability counts as one melee action,
and only requires one fourth of the normal P.P.E.tm
activation cost (round down, minimum cost of 1 P.P.E.tm)
At levels three, six, nine, and twelve, the player gains similar "automatic"
usage of one more spell of a level less than or equal to half their own
level (so at level eight you could pick a spell from levels one to four).
There is a small change in how the dabbler gets P.P.E.tm
- he doesn't gain more at levels four, six, ten, and twelve because that
energy is burned up in the new spell abilities. At first level, the
character gets a bonus of +20 P.P.E.tm
Additional Magic Knowledge: The dabbler has somehow learned eight
spells of very high level, selected from levels seven through thirteen.
Even temporal magic, necromancy, and metamage
spells can be chosen,
as could any other kind of magic spell, ritual, or incantation. However,
the player may suffer a few problems in casting spells that are of
an alien/ foreign magic type (such as Chi Spells).
Rare Magic Knowledge: The mage has full understanding of one strange
and alien form of magic (such as Nazcan Line Magic, Biomancy, Blue Flame
magic, necromancy, Chi Spells, etc.) Thus, he can cast it without any
penalty or restriction. The character knows four spells of level 9
strength or less and two spells of level 10 strength or higher (or four
simple incantations and two difficult ones) of the special magic in
question. The character doesn't have any penalties when casting the magic
- thus, a dabbler with understanding of Nazcan Line Magic casts it without
halving the strength level. As the character advances in level, he can
select from the spells or incantations of the alien magic.
Magical Understanding: The character can select any three skills
(except Spellcrafting and Alchemy) from the Magic category with a +15%
bonus to each! He also gets to select an additional two other skills
from any category except Magic skills, which should help in taking
care of any skill requirements that might have to be fulfilled first.
Also add +20 P.P.E.tm, a +1 to spell
strength, and +2 to save vs magic!
Alchemy Talent: The character has the Magic skill of Alchemy (add
+15%), plus all the skills necessary to obtain it. The character also
has an additional 5d4x10,000 in special and rare magical components
already purchased and magical potions that he has already developed.
Herbology Talent: The character has the Magic skill of Mystic
Herbology (add +15%), plus all the skills necessary to obtain it. The
character also has an additional 5d4x10,000 in special and rare magical
components already purchased and magical potions that he has already
developed.
Spellcrafting Talent: The character has the Magic skill of
Spellcrafting (add +10%), plus all the skills necessary to obtain it.
The mage has also has six spells that he has created on his own.
Three must be of levels 1-3 strength, but the other three can be of any
strength from level 1-8 (approximately). The player and GM must work
together to design the spells. Stronger versions of common spells can
also be chosen, too. The dabbler's library has an astonishing value
of 250,000 gold pieces, American dollars, or Phase Worldtm
credits (or 500,000 credits in RiftsR,
where prices are almost double).
4. Learning New Magic: Can be learned via meditation with mystics
or through hermetic study. One new spell, simple circle, simple rune,
or other bit of magic knowledge is gained with each new level of
experience (but only one new thing is learned every level). If the
GM allows it, the character could also select Mudras and other cool martial
arts mysticism from Ninjas & Superspiestm
and again Mystic Chinatm. Some special
paths of learning bring with them additional fruits of labor (more magic
knowledge).
5. P.P.E.tm: The character begins
with a P.P.E.tm base of their P.E. plus
1d4x10+40. Add another 10 at each additional level of experience.
6. Save Throw Bonuses: Add a +1 vs magic at levels one, four, eight,
and twelve, a +1 to save vs psionics at levels two and six, a +1 vs
possession at levels three and seven, and add a +1 on perception at levels
two and seven. Also add a +3 vs horror factor.
7. Magic Strength Bonuses: The dabbler gains a +1 to his magic
strength at every level of experience, but he must decide how his magic
power is augmented. The dabbler can cast spell magic and ritual magic
automatically, but can only cast other kinds of magic dependent on what
magical abilities he selects. Each level he must decide which kind of
magic he uses gets a bonus. So, for the first four levels of experience,
a dabbler could put all four bonuses into his spell strength for a +4
bonus (strength 16) or could give all four of his magic types a +1 bonus
(strength of 13). The maximum spell strength a dabbler can achieve in
any magic form is 18 (so thats a +6 spell strength bonus maximum, a +4
for rune magic and circle magic, and a +2 for ritual magic).
If the dabbler can also create magical potions and/or objects, he can
spend his magic strength bonus and put it into the creation of an object
- the sacrifice of the one point bonus gives the dabbler a permanent
+25% bonus to success rolls to fabricate a specific type of magical item,
potion recipe, or class of spell. So a first level dabbler might decide
to forgo the magic strength bonuses and take a +25% bonus to create
spells that deal with the elemental force of earth.
Attribute Requirements: An M.E. of 14 or better is the only
requirement. A high P.E. and I.Q. never hurts either.
Alignment: Any, but tend toward selfish.
Experience Point Table: Use the Techno-wizardtm
table on page 17 of the RiftsR RPG. First
level is 0 - 2300 experience points if you don't have the book and need
to use a comparable table.
O.C.C. Skills:
Speak/Literate in Native Language (98%)
Math: Basic (98%)
Research (+20%)
Lore: Magic (+30%)
Choose one Piloting, Magic, or Technical skill (+10%, but the
Magic skill cannot be Alchemy, Mystic Herbology, or Spellcrafting)
Choose one additional Lore or Language skill
Choose either W.P. Knife, W.P. Staff, or W.P. Sword
Hand to Hand: Basic can be selected at the cost of one other skill, Expert
for two other skills, or Martial Arts (or Assassin) at the cost of three.
More advanced forms can be selected, but have varying requirements and
costs.
O.C.C. Related Skills: Select six, but at least
two must be selected from among the Magic and Technical skill categories.
Choose one more other skill at levels three, five, nine, and eleven.
Communications: Radio: Basic only (+5%).
Domestic: Any (+5%)
Electrical: Basic Electronics only.
Espionage: None
Magic: Any (+10%) except
Alchemy, Mystic Herbology, and Spellcrafting (see above).
Mechanical: Basic Mechanics only.
Medical: Paramedic or Holistic Medicine (+10%)
Military: None
Physical: Any except Acrobatics, Boxing, Gymnastics, and Wrestling.
Pilot: Any execpt Tanks & APCs, Robots & Power Armor, and Combat Pods.
Pilot Related: Any (+5%)
Rogue: Any (+5%)
Science: Any (+5%)
Technical: Any (+5%)
W.P.: Any
Wilderness: Any
Secondary Skills: Select four secondary skills
but do not apply any bonus other than an I.Q. bonus.
Standard Equipment: A personal computer, a fair collection of
occult texts and materials (20-30 books
and 3d4x1000 in , and a
reliable (but not new) vehicle. RiftsR
characters only have 5-10 books, 2d4x1000 in components, and no vehicle.
They do, however, get all of the gear listed under the Ley Line
Walkertm in addition.
Weapons and Armor: Most keep a small weapon or two hidden on
their person. This weapon just might be a magic ring or other object -
magic is a fair weapon. Either choose one relatively common magical
item and one mundane weapon, or select a mundane weapon for each W.P.
that is known. Also select a form of light body armor.
Money: Modern day dabblers begin with 2d4x1000 in credit, 1d4x1000
in black market items, a place to live with a cost of 400-600 credits a
month, and a part time job that brings in around 500 credits a week
(maybe telling fortunes or entertaining kids). RiftsR
style dabblers will have 4d4x1000 in black market items and 1d4x1000 in
credits, plus their valuable magical goods (see equipment).
Cybernetics and Bionics: Very, very rare.