Rifts Alchemist O.C.C.
The Rifts Alchemist is a unigue magic class. It was developed by the founders of The NorthWind Magic Guild. The mages are similar to the palladium Alchemist in the sense of making magic items and creating magic, but they learn a bigger variety of magic. Students go through a 7 year period of tutalige. After that they must spend the following year in service of the guild making wares and teaching magic. Upon the end of servitude, they are free to adventure or may stay in the guild. Most Alchemists whom travel still retain strong ties with the guild. This can be a valuable resource to the mages in getting access to magic and help. All Rifts Alchemists are trained in common magic. Additional areas of study will be started during the second half of their learning. Available areas include; Temporal Magic, Phase Magic, Space Magic, Pattern Magic, Blue Flame Magic, Living Fire Magic, Necromancy Magic, Bone Magic, Nature Magic, Diabloism, Summoning Magic, Biomancy Magic, Cloud Magic, and Spirit Magic.Most mages will specialize in two additional areas. This will give the alchemist a great understanding of the magic types they are learning. Some will split up their focus and take five or more additional areas of study. This will give them variety of magic, but not indepth knowledge of their magic. All Rifts Alchemists have a natural understanding of TW Magic. They can convert and create magic items , but it takes them three times longer to make. They also do not get any bonuses to use TW items and vehicles. They do not get any psionics like the TW class. When the Alchemist reaches higher levels, they obtain the ability to learn rare magic. At level 5, the mage will be able to create rune weapons. A rune weapon must first be obtained and studied. After that, he or she will be able to create lesser rune weapons. To learn creation of greater and greatest types, the mage must have examples of each and can only empower spell type effects that they know already. This is when having ties with a guild can be very benificial. At level 10, the alchemist will be experienced to create Magic Tattoos. Many young mages already have one or two magic tattoos. An Atlantean Alchemist shares some of his knowledge when the Rifts Alchemist reaches level 10.
Race Restrictions: None, as long the race is able to learn magic. Alignments: All characters must be Unprincipaled or higher. Once they leave the guild, it is up to the individual to keep their morals. Attribute Requirements: I.Q.14, M.E.12, and P.E.12 or higher.
O.C.C. Skills: Native Language Speaks/Literate in Dragonese and American or Spanish (+20%) Speaks/Literate in additional language of choice (+10%) Basic & Advanced Math (+15%) Astronomy (+10%) Lore:Magic (+15%) Pick one Domestic skill of choice (+5%) Pilot:Horsemanship (+10%) Hand to Hand must be selected as an Other Skill. Basic counts as 1 selection and Expert costs 2.
Related Skills: Select a total of 8 skills at level one, and 2 at levels 3, 5, and 7. Selections are made from the following; Communications: Basic only Cowboy: None Domestic: Any (+5%) Espionage: Intelligence only Electronics: Basic only Mechanical: None Medical: Any, but costs 2 skill selections Military: None Physical: Any, except Wrestling Pilot: Any. Pilot Related: Any Rogue: Any Science: Any (+5%) Techinical: Any (+5%) Weapon Profiencies: Any Wilderness: Any (+5%)
Secondary Skills: Pick 6 secondary skills from the list above. Pick an additional 2 at level 4. Secondary skills do not get the bonus in (*).
Equipment: They get two sets of clothing, usually robes. A m.d.c. dinosaur hide backpack, large bag, 1D6 medium bags, and 3D6 small pouches. Alchemists get a leather waistbelt to hold scabbards and/or pistol hoilsters. Bed roll, winter furs, canvas tent, survival knife, matches, and an axe are included Weapons include, a vibro knife, energy pistol of choice with 1D4 clips, and a magic sword with scabbard or staff. Selections for the magic items must be approved by GM. None will start with Rune weapons.
Money: Rifts Alchemists get 4D6 X 1,000 in credits and 2D6 X 1,000 in gems.
Experience: Use the Hatchling Dragon exp chart.
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