Battle Magus conversion. (Note that instead of separate OCCs for the
Controller and High Magus, those will be presented as Advancement Edges)
Rifts World Book 16 - Federation of Magic
In Dweomer, The Battle Magus form the front line spell-caster troops. Years of training have honed the Battle Magus into a fearsome battle mage.
HERO’S JOURNEY (FIVE ROLLS)
Battle Magi gain three rolls on any of the
following tables: Enchanted Items & Mystic
Gadgets, Education, Experience & Wisdom,
and Magic & Mysticism.
They also get two rolls on any table of
their choice, except for Psionics.
One with the Body
The Battle Magus must purchase a minimum of d6 in the following skills: Fighting, Shooting, Throwing, and Athletics.
+1 die bonus to Vigor
One with the Mind
Gain the Arcane Resistance and Level-Headed edge.
One with Magic
Arcane Background (Magic)
Battle Magi are arcane wielders. They begin with three powers
from the list above, 10 PPE, and a d8 Spellcasting skill.
TRAINED IN COMBAT MAGIC
Battle Magus as practitioners of combat magic have the following powers available to choose from:
armor, banish, barrier, blast, blind, bolt, boost/lower Trait,
burrow, burst, confusion, damagefield, darksight, deflection,
Master of Weapons
The Battle Magus trains with a pair of one-handed weapons (Swords, Pistols, . With these two weapons, the Battle Magus gains Quick Draw and Two-Fisted. One of the weapons, can actually be the one of the bolded spells.
Battle Magus Edges
Automaton Pilot: Requirements: Seasoned, Battle Magus, d8 Agility
Gain +2 to piloting rolls with Automatons.
Controller Requirements: Veteran, Battle Magus, Automaton Pilot
Become Bonded with Earth Thunder and Infiltrator automatons.
Journeyman Controller Requirements: Heroic, Controller
Become Bonded to Battlelord or Fire Demon automaton (May be taken twice)
Master Controller: Requirements: Legendary, Journeyman Controller, d10 spellcasting
Become Bonded to Kilairgh or Ice Drake automaton (May be taken twice)
High Magus: Requirements: Heroic, Battle Magus, Controller, d12 spellcasting
Gain access to full list of Spells (See Ley Line Walker spell List)
Become bonded to Colossus automaton.
Lord Magus: Legendary, Battle Magus (May not possess the High Magus edge), d12 smarts, d12 spellcasting, Improved Recharge
The Lord Magus becomes a creature of magic. He gains the following abilities and will advance at each Advance along the Lord Magus path. Should become an NPC in service to Dweomer.
Become Invisible at will. Gains Fast Regeneration and Doubles the range of spells.
Advance 1:+10 PPE, Immunity to Possession, ages 1 year in five.
Advance 2: Magic Heat, Fire, and Cold do half damage, becomes MDC Creature
Advance 3: May cast two spells as a single action, See invisible, +1 to Spellcasting.
Advance 4: Supernatural Strength, Double Duration of spells, Immune to Illusion magic.
BATTLE MAGUS COMPLICATIONS
Rifts World Book 16 - Federation of Magic
In Dweomer, The Battle Magus form the front line spell-caster troops. Years of training have honed the Battle Magus into a fearsome battle mage.
HERO’S JOURNEY (FIVE ROLLS)
Battle Magi gain three rolls on any of the
following tables: Enchanted Items & Mystic
Gadgets, Education, Experience & Wisdom,
and Magic & Mysticism.
They also get two rolls on any table of
their choice, except for Psionics.
One with the Body
The Battle Magus must purchase a minimum of d6 in the following skills: Fighting, Shooting, Throwing, and Athletics.
+1 die bonus to Vigor
One with the Mind
Gain the Arcane Resistance and Level-Headed edge.
One with Magic
Arcane Background (Magic)
Battle Magi are arcane wielders. They begin with three powers
from the list above, 10 PPE, and a d8 Spellcasting skill.
TRAINED IN COMBAT MAGIC
Battle Magus as practitioners of combat magic have the following powers available to choose from:
armor, banish, barrier, blast, blind, bolt, boost/lower Trait,
burrow, burst, confusion, damagefield, darksight, deflection,
entangle, environmental protection, farsight, fear, fly,
growth/shrink, havoc, light/obscure, pummel, quickness,
slow, smite, speed, stun, summon ally, telekinesis, teleport,
wall walker, and warrior’s gift.
wall walker, and warrior’s gift.
The Battle Magus trains with a pair of one-handed weapons (Swords, Pistols, . With these two weapons, the Battle Magus gains Quick Draw and Two-Fisted. One of the weapons, can actually be the one of the bolded spells.
Battle Magus Edges
Automaton Pilot: Requirements: Seasoned, Battle Magus, d8 Agility
Gain +2 to piloting rolls with Automatons.
Controller Requirements: Veteran, Battle Magus, Automaton Pilot
Become Bonded with Earth Thunder and Infiltrator automatons.
Journeyman Controller Requirements: Heroic, Controller
Become Bonded to Battlelord or Fire Demon automaton (May be taken twice)
Master Controller: Requirements: Legendary, Journeyman Controller, d10 spellcasting
Become Bonded to Kilairgh or Ice Drake automaton (May be taken twice)
High Magus: Requirements: Heroic, Battle Magus, Controller, d12 spellcasting
Gain access to full list of Spells (See Ley Line Walker spell List)
Become bonded to Colossus automaton.
Lord Magus: Legendary, Battle Magus (May not possess the High Magus edge), d12 smarts, d12 spellcasting, Improved Recharge
The Lord Magus becomes a creature of magic. He gains the following abilities and will advance at each Advance along the Lord Magus path. Should become an NPC in service to Dweomer.
Become Invisible at will. Gains Fast Regeneration and Doubles the range of spells.
Advance 1:+10 PPE, Immunity to Possession, ages 1 year in five.
Advance 2: Magic Heat, Fire, and Cold do half damage, becomes MDC Creature
Advance 3: May cast two spells as a single action, See invisible, +1 to Spellcasting.
Advance 4: Supernatural Strength, Double Duration of spells, Immune to Illusion magic.
BATTLE MAGUS COMPLICATIONS
Battle Magi have trained for so long they have become
distanced from regular humanity. Their power makes them greatly feared and hated
by the Coalition.
Cybernetics: Such technology creates havoc for the flow of energy a Battle Magus relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
Disconnected: Battle Magi constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Warlock has a −2 Charisma penalty in most social situations outside of Dweomer.
Enemies: As with all wielders of magic, Warlocks are “shoot-on-sight” targets for Coalition forces. Those who break the oath fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
Vow: The Battle Magus is a member of the Dweomer Defense Force, he has a duty to the city, though, often Battle Magi are allowed to leave in order to learn and better themselves.
BATTLE MAGUS STARTING GEAR
Battler Light Armor, NG-33 Laser Pistol,
NG-S2 Survival Pack,
1d4 × 1,000 credits.
Automatons
Automatons are magical piloted automatons, the equivalent of robot armor but made by the high Magi of Dweomer. The term automaton is misused as the massive creations are not actually in control of themselves. The most common of these Automaton is the Earth Thunder.
General Information
Control Range 200 feet (Infiltrator 500 feet)
Mega Damage Structural: As magical creations, all automatons are considered to be Mega Damage structures.
Supernatural Strength
Regeneration: Fast Regeneration activated by the pilot, PP Cost = size of the automaton. (Minimum of 2 Power points)
Preservation Mode: If the pilot is knocked out, the automaton will act to retreat from combat.
PPE Battery: Each automaton has a mystic battery of Power Points which regenerates as the edge.
Earth Thunder Automaton: Size 3, Crew 1,
Strength d12+2, Toughness 26 (12), Pace 14
Notes: M.D.C. Armor
Weapons:
Magic Sword (Str+2d8, AP4 Mega Damage, Magical, Reach)
Systems: Eyes magical eyes see invisble, farsight, darksight and Detect arcana
Spells: A Bonded Magus can utilize the Automaton's Battery (20 PPE) to cast the following spells:
pummel, blast (fire trapping), bolt (power bolt), barrier (stone), summon ally(spinning blades), invisibility (chameleon),deflection, telekinesis (throwing stones). If the battery is empty, the Magus may use his own PPE to cast the spells.
Regeneration: The automaton has Quick regeneration (1 heal check per 4 rounds) which can be activated by the controller for 2 PP.
Roll on the Robot Armor critical table for damage inflicted on the automaton.
(In work)
Infiltrator Automaton: Size 0, Crew 0,
Strength d10, Toughness 12 (4), Pace 14
Notes: M.D.C. Armor
Weapons: None, though many carry weapons.
Systems: A Bonded Magus may see through the eyes of the Infiltrator. Eyes magical eyes see invisble, farsight, darksight and Detect arcana.
Spells: A Bonded Magus can utilize the Automaton's Battery (25 PPE) to cast the following spells:
bolt (electric arc), invisibility/burrow (Shadow meld), invisibility (chameleon), invisibility (concealment) detect arcana (detect concealment), negate mechanics, damage field (house of glass), deflection, frequency jamming, summon ally (phantom mount),teleport (mystic portal) If the battery is empty, the Magus may use his own PPE to cast the spells.
Regeneration: The automaton has Quick regeneration (1 heal check per 4 rounds) which can be activated by the controller for 2 PP.
by the Coalition.
Cybernetics: Such technology creates havoc for the flow of energy a Battle Magus relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
Disconnected: Battle Magi constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Warlock has a −2 Charisma penalty in most social situations outside of Dweomer.
Enemies: As with all wielders of magic, Warlocks are “shoot-on-sight” targets for Coalition forces. Those who break the oath fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
Vow: The Battle Magus is a member of the Dweomer Defense Force, he has a duty to the city, though, often Battle Magi are allowed to leave in order to learn and better themselves.
BATTLE MAGUS STARTING GEAR
Battler Light Armor, NG-33 Laser Pistol,
NG-S2 Survival Pack,
1d4 × 1,000 credits.
Automatons
Automatons are magical piloted automatons, the equivalent of robot armor but made by the high Magi of Dweomer. The term automaton is misused as the massive creations are not actually in control of themselves. The most common of these Automaton is the Earth Thunder.
General Information
Control Range 200 feet (Infiltrator 500 feet)
Mega Damage Structural: As magical creations, all automatons are considered to be Mega Damage structures.
Supernatural Strength
Regeneration: Fast Regeneration activated by the pilot, PP Cost = size of the automaton. (Minimum of 2 Power points)
Preservation Mode: If the pilot is knocked out, the automaton will act to retreat from combat.
PPE Battery: Each automaton has a mystic battery of Power Points which regenerates as the edge.
Earth Thunder Automaton: Size 3, Crew 1,
Strength d12+2, Toughness 26 (12), Pace 14
Notes: M.D.C. Armor
Weapons:
Magic Sword (Str+2d8, AP4 Mega Damage, Magical, Reach)
Systems: Eyes magical eyes see invisble, farsight, darksight and Detect arcana
Spells: A Bonded Magus can utilize the Automaton's Battery (20 PPE) to cast the following spells:
pummel, blast (fire trapping), bolt (power bolt), barrier (stone), summon ally(spinning blades), invisibility (chameleon),deflection, telekinesis (throwing stones). If the battery is empty, the Magus may use his own PPE to cast the spells.
Regeneration: The automaton has Quick regeneration (1 heal check per 4 rounds) which can be activated by the controller for 2 PP.
Roll on the Robot Armor critical table for damage inflicted on the automaton.
(In work)
Infiltrator Automaton: Size 0, Crew 0,
Strength d10, Toughness 12 (4), Pace 14
Notes: M.D.C. Armor
Weapons: None, though many carry weapons.
Systems: A Bonded Magus may see through the eyes of the Infiltrator. Eyes magical eyes see invisble, farsight, darksight and Detect arcana.
Spells: A Bonded Magus can utilize the Automaton's Battery (25 PPE) to cast the following spells:
bolt (electric arc), invisibility/burrow (Shadow meld), invisibility (chameleon), invisibility (concealment) detect arcana (detect concealment), negate mechanics, damage field (house of glass), deflection, frequency jamming, summon ally (phantom mount),teleport (mystic portal) If the battery is empty, the Magus may use his own PPE to cast the spells.
Regeneration: The automaton has Quick regeneration (1 heal check per 4 rounds) which can be activated by the controller for 2 PP.
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