New Magic OCC: Mad Mage (Cycle Mage) These are special mages who regenerate their power in a cycle. Their magic's power (R,Dur,Dam) is x2 on ley lines and x3 on nexuses, but they can draw no MSP from them. During a full moon, the power is x3 even when the moonlight doesn't shine upon them. Their MSP is restored fully upon midnight. This is the only way it is restored other than to draw power from other creatures and objects. The Arcanar moon rises at 11 PM and falls at 9 AM. Midnight is 15 o'clock. So, every thirty hours, their power is restored. If in another plane or on an alien world where the days are different, they will adjust to the new time in three days. They are referred to as mad mages because there is a history of insanity in cycle mages. Any mage who doesn't fulfill the MS requirement can still become a mad mage, but his MS drops by one per level and the mage contracts 1d6 (min 3) randomly rolled insanities per level. Those with a MS of 0 fall into a coma and die. Requirements: IQ 12 / MS 12 OCC Bonus Skills: Speak/Read (Zareth) Troglodyte, Magic Lore MSP: MS+EN+5d6, add 5d6 per level advanced Bonuses: +4 save vs magic, +1 per 2 levels past L1 Natural Powers: Dispell Magic (see Blah 5), Nightvision Learning Spells: They must find spells and learn them. Moon mages can't learn all spells. The game master should use discretion as to what spells the mage can learn. Spell lists that this mage can learn from include Rips magic (by Flagedium), Darkworld sorcery, and AD&D (by TSR). However, they can learn any mad sorcery spell. The beginning mad mage is allowed to start with 3 spells. The DM should allow them to find or provide as treasure 3 spells per level. Abbreviaton: ML (Minimum Level) Spell is unusable by a lower level caster. Mad Sorcery: 1. Body of the Beast: This spell alters the appearence and structure of the spell's subject. The HP/DAP/DDP of the being becomes RDP, and their appearence becomes more beastial. What this means is that it suffers damage from both DAP and DDP on a point for point basis, so 12 DAP inflicts 12 RDP to the being as does 12 DD. Range-12' PL, Dur-4 MPL, Saving Throw: only if the effect isn't desired, MSP 20 2. Claws of the Beast: Claws grow out of each of the spellcaster's fingers. If the mage is inside armor, the claws might rip from the armor ruining any enviromental protection it may provide. Each of the caster's hands now inflict 3d12 RDP from the claws. They are used as WP Knife. Range-12' PL, Dur-4 MPL, Saving Throw: normal if undesired, MSP 20 3. Daggers of the Nightsky: (ML 3), R-300', Duration - 1 melee, This spell enables the caster to direct daggers of starlight from the stars upon a foe. The caster can direct 1 dagger per level. They can be aimed at different targets and each does 1d6 DD per level. The mad mage can reperform this at no extra cost once per action until the melee's end. The mage can do nothing else, not even defend, unless one of the daggers is held in reserve. In which case, the mad mage can parry. This can only be cast when stars are visible in the night sky. MSP 9 (+3 Per Level of Mad Mage) 4. Impervious to Energies: Dur-4 MPL, R-12' PL, The affected being becomes undamagable by all forms of energy. Fire, lasers, lightning, particle beams, and all their kin cannot reach nor harm the being. Body armor and other items carried on oneself are protected as well. If used in conjunction with the runeaura spell, the person protected is slain instantly (obliterated), and the area explodes inflicting 3d6x10 DD to everthing in a 120' radius due to the opposing spell forces. MSP 20 5. Runeaura: Dur-4 MPL, R-12' PL, The affected being (and possessions) becomes impervious to all physical attacks. These attacks such as bullets, punches, explosions, and the like all stop short of hitting one protected by this spell. See impervious to energies for the fatal effect of casting this in conjunction with the that very spell. MSP 20 6. Ion Oscillation: R-10' PL, Dur: 1 action, Dam: 1d10 DD x Level, A globe of energy appears in the caster's hand from which an ion beam can be fired. The blast cannot be saved against, and the caster may hurl it as WP Thrown. MSP 5 7. Moon Blade: R-self, Dur-4 MPL, This creates a glowing sword that inlficts 2d6 DD (+2 DD PL) and that has a bonus to S/P equal to the caster's level. MSP 6 8. Moon Sphere: Range: 30' PL, Dur-1 action, 1d8 DD PL, a glowing sphere 2' wide streaks from the mad mage to the target, no save, caster rolls to hit, use as WP Thrown, produces targeting moonlight (+3 strike), MSP 4 9. Moon Madness: Range: 300', Dur-4 (+1 PLA) melees, roll percentile for effect: 01-20: laugh histerically and fight to the death with minus to S/P/D equal to caster's level, 21-40: run away screaming, 41-60: collapses from fear of death, 61-80: attacks whoever is behind them, believing them to be a backstabber, 81-00: proclaims that everyone else will die and attacks until all allies and enemies are dead; MSP 12 10. Nexus Armor: Range: Self/Touch, Dur-4 MPL, This creates a suit of sealed magic armor (effectively EBA). DDP 25 PL, MSP 12 11. Northstar: R-Self, Dur - 4 MPL, sheds light for 10' radius around caster, This 1" point of light is always on the north side of the caster. MSP 5 12. Rain Darkness: Radius 50' PL, Range 300', This turns night into day. Those who can't see in the dark are only -5 S/P/D because the stars and the moon illuminate the area somewhat. Dur-4 MPL, MSP 12 13. Ray of Blacklight: Range: 30' PL, a black ray fires at the target, blinding them for 1 MPL (-10 S/P/D) if the save is failed, MSP 8 14. Shooting Star: R-300', Blast Radius: 10' PL, Dam: 1d12 DD x Caster Level, Dur-1 action, no save, caster rolls to hit as if a thrown weapon, A point of light is fired that explodes with fiery solar energy. MSP 15 15. Sight: Range: Self/Touch, This reverses the effect of any blinding except physical destruction of the eyes. This allows allows for the ability to see in total darkness and darkness spells. The power to see the invisible is also provided. MSP 6 16. Solar Flare: (ML 6) This spell of power is legendary. R-9 miles per level, Dam-3d6x100 DD (5d6x10 DD if saved against, strikes near target), A tidal wave of fire is drawn from the sun towards the planet. This can only be cast during the day. Most often the caster must draw upon the power of others to cast this, so its usually done in a ritual fashion. MSP 200 (400 to produce a blast radius of 90' per level, full dam. to all) 17. Starfire: R-30' PL, Dur-1 action, This fires a fiery bolt. 1d6x10 DD, +10 DD is added PL advanced, MSP 30 18. Stun: Range: 30' PL, Dur - 1 MPL, This delivers a shock to the victims system leaving them 1/2 their APM (round down) and -5 to S/P/D. MSP 8 19. Sunray: R-300', Dur-1 action, This fires blinding sunlight that is 5' wide for every 5' out it goes from the caster. Those caught in the ray must save or be blinded that melee (-10 S/P/D). Creatures harmed by sunlight are treated as if having spent one minute in the sun (4 melees). MSP 12 20. Stunt Double: R-Self or someone touched, Dur-4 MPL, If the enchanted person is slain during the duration of the spell, the body turns out to be an imposter (who never existed), and the mage is transported to a location of his choosing (teleport spell, cost included in this spell). Those killed by one enchanted by this discover they aren't dead at the spell's end (it was all a special effect, including dismemberments and decapitations). MSP 50 21. Random Act of Mindless Violence: R-150' radius centered on caster, This spell selects one random person within the spell's radius who has taken an offensive action in the melee it was cast (could even be the caster). The target is then attacked by a random attack (missile volley from nowhere, target simply explodes, large badger). The target must save vs magic or dodge (target can only defend with whichever he/she has lowest bonus in). If a strike roll is used, the roll is 16 (+1 per +1 spell strength). The damage from this attack is 1d6x10 DD PL of caster. MSP 20 22. Anti-Shadow Sphere: Radius 50' PL, Range 100' PL, Dur-4 MPL, This spell shoves all shadows outside its radius and prevents any from entering or forming within the protected sphere. Shadowmelded beings are left behind by the shadows shoved away by the sphere (unless the beings are also shadows). MSP 12 The Spellbook The following paragraphs describe how to allow the magic OCCs more spells through the power of a nexus tome spell. The Mage, Clergy, and Necromancer OCC can cast this spell for a paltry 15 MSP, but the cost is permanent until the book no longer exists. They can then pen down spells they don't normally have access to. Of course, the wizard must find a copy of the incantation somewhere. This allows them the ability to cast that spell. Darkworld spells can be written down in the tome, but they must be found like any other spell. Instant spell knowledge only comes to character when they're learning spells for their personal repertoire. If the spellbook is captured or destroyed, they lose their ability to use those spells. The caster can will its destruction (even across dimensions). The book has 15 DDP. They can only cast the spells within when they have looked at the book in the last 30 hours. Mage: Power mages can use any sorcery type spell from Rips or other game systems (provided the game master allows it). Note: Some game systems require the spell caster be of equal level to the spell. Priest: Holy mages can only use holy spells with the nexus tome spell. Games such as AD&D provide specific Cleric spells. Necromancer: Death mages can pen down spells in a nexus tome only if they are specifically necromantic. Other Soceror Sub-Classes Savant Mage: Req IQ 14 / MS 18, MSP: MS+EN, +6d6 PL, They pick a maximum of 2 spells at level one. The MSP cost of their spells is divided by (3 divided by # of spells known) every level (at L1, 2, etc). The cost to cast the spell goes down each level, including the first, but round all fractions up to the nearest whole number. Minimum MSP cost of a spell is 1. Mage savants get a number of spells per level equal to how many they picked at level one. These new spells take 4x the MSP to cast, and their cost isn't reduced in any way. A mage savant must spend 60 MSP to create a spellbook, and spells written in it need 4x the MSP to cast as well. Needless to say, mage savants tend to stick with their original spells. Skills/save bonus: see mage, Special: Dispell Magic Example Savant Mage: Furan, the High Priest of the Holocaust: This savant mage knows the Magebolt and Ragnarok spells which he uses to fulfill the will of the Gods of Doom. Being level 7, he has 157 MSP, and it costs him 8 MSP to cast the weakest form of Ragnarok while Magebolt's most powerful requires only 4 MSP. Crazy Mage: Req IQ 7, MS 12; MSP Same as Mad Mage, but the Crazy Mage only needs to spend 1/4 the MSP to cast any spell. Skills/Save: see mage This variation of the Mad Mage can also learn magic without the required MS but suffers the same insanities as the Mad Mage. The Crazy Mage is a magic-user who has little over which of his spells is cast. When he wants to cast a spell, an appropiate die or dice are rolled to determine which spell is cast from the mage's repetoire. One "benefit" is that the Crazy Mage doesn't need to look in his spellbook (if one is owned) after the spell has been written in. They are all automatically included in his repetoire. There are two things that can save the Crazy Mage from complete randomness. The first thing is that the mage can pick the target of his spell, and the second thing is that an attempt can be made to cast a specific spell. The attempt to cast the specific spell takes two APM and requires a successfull skill roll. The number the mage must roll under on percentile dice is 20% +5% PL. Making an attempt to cast a specific spell requires the Mage to pay 1/2 the normal MSP (it only costs 1/4 when completely random) if the specific spell is successfully cast. If a spell that requires more MSP to cast than the mage has is rolled for a random spellcasting, the spell is still cast, sending the mage into negative MSP which strikes the magic-user into a coma. Negative MSP is handled the same way negative HP are. Suggestion: Roll percentile dice (01-100) for which spell is cast if you run out of dice. Specialist Mage: Req: IQ 12 / MS 12, MSP: MS+EN, +5d6 PL OCC Skills: Speak/Read Zareth, Magic Lore, Save bonus/dispell: see mage Special: These mages pick three spells per level as a normal mage and can create a spellbook if wanted. However, the first six spells picked may always be cast at half MSP cost. All other spells this mage wishes to cast require x2 MSP to cast. A common split for a specialist mage is: 2 offensive, 2 defensive, and 2 miscellaneous spells. Magic Duels: Non-Lethal Mage Duel: This can be done by any spellcaster. One spellcaster normally initiates by starting it. A harmless magical force appears before him, recognizable as the dueling aura by any spellcaster. If another spellcaster uses his dueling aura, then the fight can begin. A roll for initiative is made and strikes and parries are done on the percentile roll which means a successful strike is parried by a successful parry regardless of which is higher. There are no paired weapons, the duel is with a single weapon, the dueling aura. Whoever is struck first loses, but the loser must have his dueling aura in use for this to count. The loser cannot cast a spell for a number of melees equal to the winner's skill percentile. A dispell magic will defeat this effect. The dueling skill is automatic for spellcasters and is 40+5% PL. RCC/OCC: Spellfreak Attr Req: None This individual was born with natural innate powers of magic or psionics. To use them costs the character no ESP or MSP. The use limitation of these powers though are the same as for the Saint and Cross- Dimensional OCC/RCCs when they obtain an innate spell ability. Powers: The spellfreak can choose 3 innate spells (from any combination of magic classifications) and/or psionic powers that are innate. Psi-beast powers will be limited to level for this character rather than ESP because this character uses none. These powers may be used as many times as the character has actions (i.e. unlimited). OR: The spellfreak rolls for 5 Random innate spells and/or psionic powers. Limitations: The spell freak must pick one. 1. Remove 8 dice from amongst the 8 attributes. Every attribute must have at least one die. This is because spellfreak mutation had horribe consequence on the character body and/or mind. 2. Each innate power may be used only once a melee. Skills: The character gains no free skills from this OCC. Optional Spell Rules (Attack,Duration,Drain) Mages and psionicists can choose to make their blasting spells physical rather than purely magical/psionic in which case they don't hit automatically but there is no save against them. The mage guides the blast with his hand to hand strike bonus and WP Thr. The spells/psionics cost x5 the normal MSP to cast this way except lightning bolt. Spells that have a duration that increases PL may be cast to last even longer if they're cast in a ritual fashion. For every extra action the mage spends, the duration is increased by half its normal amount PL. Example: If a spell lasts 4 MPL and a mage uses 3 actions to cast it, the duration is increased by 2 MPL on each of the extra actions (total=8 MPL). Spells with a set duration like 1 melee period cannot be increased this way. The act of casting a spell is somewhat physically draining. The caster is -1 S/P/D for every full 10 MSP of the spell on the action the spell is cast. The same holds true for psionics and ESP. The penalty won't affect rolls that compliment the spell though (no strike penalty when casting a spell that must be thrown as an attack - at least when throwing it). Magic Items Planar Sword: This sword inlficts 3d6+5 DD and will even strike a creature existing primarily in another dimension. A save vs magic must be made or the creature struck is brought into the sword-wielder's plane. On a super nexus, the wiedler can attempt a dimensional teleport once per day. Chance of success is 10% PL that the wielder has had the blade. An attempt to close a rift can be made instead. The chance of success is identical. Chain of Shimmering Armor: This is a icy crystal with a length of crystalline chain attached. The chain's striking head smashes for 3d8 DD, and provides a shimmering mist to the holder in combat that protects against up to 250 DDP but only against blows from evil beings. (Example: A trap isn't evil in itself and neither is someone under control of an evil being. Possession is different. Attacks from the possessed are taken to be coming directly from the malignant force controlling the body.) The shimmering mist regenerates 1d6x10 DDP per 5 minutes. The crystal is indestructable and somewhat intelligent (IQ 3 with principled alignment). The chain has 90 DDP and regenerates indentically to the mist (even if destroyed.) Chains These chains can be of combat value. They can also be part of a necklace or other piece of jewelry to go around the wrist or finger for example. Chains are favorite items to endow with magical items on Arcanar. The troglodytes love to use them. Most of them aren't indestructable. Chain of Fallen Warriors: This chain's power is to make the wearer appear to be dead. Everytime the character is hit for any amount of damage. The chain's magic forces the character into a state not unlike that provided by a feign death spell. To everyone, including the wearer, it appears that he/she has fallen dead. The body shows absolutely no signs of life. Only a sense life force spell or similar powers can divine truth. This state lasts for 1d6x2 minutes. There is a saving throw, but it's 32 or better. The game master should roll because the players shouldn't suspect off hand that the condition is due to magic from an unknown source. Chain of Vanity: The character's LK beauty appears to be doubled to him/herself when they view themselves. This chain also causes them to wear every piece of jewelry they find and to pick up anything they see that looks nice. This won't force characters of good alignments to steal. Chain of Useless Invisibility: Inscribed on this chain in words that change so anyone who can read a language can understand them is the fact that the wearer can turn invisible at will. To the character and friends, the character is invisible, but to the enemy, the character isn't! Wizard Chain: This chain contains one spell per link. A spellcaster who can cast the specific styles of spells in possession of this gains the power to cast the spells within. The wizard must use his own MSP. Magic Stones These stones are covered in runes and are never more than the size of a human fist or baseball. Each has 500 DDP and will regenerate in 3d6 hours unless the small ruby in their center is removed. They must touch the skin of the wearer for them to work. Armor Stone: This provides generally 6 DDP PL of user. This makes DAP characters DDP structures but doesn't work on DDP characters. Roll for the amount of protection: 01-90% 6 DDP PL, 91-93% 8 DDP PL, 94% 10 DDP PL, 95% 12 DDP PL, 96% 15 DDP PL, 97% 20 DDP PL, 98% 25 DDP PL, 99% 50 DDP PL, or 100% 100 DDP PL. Prison Stone: These are always held in a container for they contain an imprisoned mind and soul and are dangerous to touch. Anyone touching one must save vs magic or suffer an agony spell for 4 melees. They must then save again or suffer again unless it has been removed from their person. Each melee of contact drains 1d6 MSP per level of the imprisoned. When MSP is 0 or less, the imprisoned switches bodies with the stone's holder. Powerstone: These stones either add a +4 spell strength to a caster's spells (01-40%); double the spell's effects like damage, range, duration, number affected (41-80%); or do both (81-00%). The stone has 60 MSP which is restored at 10 per minute and can be used by the caster. The stone is destroyed forever if it's MSP is reduced to 0 or less. Wardstone: All incoming magic spells (ranged) are saved against by the wardstone first in an effort to protect the user. The wardstone has +5 to save. This even works on magic blasts that can normally only be parried with shields or dodged. It ineffective against touch spells, but the stone adds +1 save vs magic per 2 levels of user. This stone negates other items which provide save vs magic bonuses (but only that part of the item). Mindstone: This stone adds +5 save vs psionic attacks and negates other items which provide save vs psi bonuses. It also contains 60 ESP which may be tapped by the user. The ESP regenerates at 10 per minute, but the stone is destroyed forever if the ESP is reduced to 0 or less. Guardian Stone: This stone transforms into a stone golem at and under the user's command. It will transform back at the user's verbal command. It inflicts 4d10 DD per punch and has +20 strike. In stone form, two sapphires are visibly embedded in it. Lifeguard Stone: Wearing this makes the user impervious to all lifedraining attacks (like necromancer's kill and lifedrain spell) and death magic (like death arrow and death cloud but not reality rip which affects reality and not life directly). The wearer's attributes, MSP, and ESP cannot be stolen by others. Regeneration Stone: The user heals at 1d6x10 DAP (or 3d10 DDP if DDP/ADP) per melee. If all flesh has been destroyed (fire/acid/disintegration), it won't work. Otherwise, the body can reform from a single scrap of flesh. In that case, it will restore life to the deceased, but that destroys the stone forever. Bondstone: No reality rip spell will function within the radius of this stone's area of effect which is a 20' radius PL of user. Like all other stone's, it will not function without a user. Miscellaneous Spellblade: These swords save against ranged spells for the wielder like a wardstone does. The sword has +10 to save and absorbs the MSP of the spells it saves against. This energy can be fired from the sword (WP Thr) doing 1d6 DD per 3 MSP, or the damage can be added to the sword's slash (energy lost if sword misses). The wielder can control how much MSP is used. A maximum of 3d6x1000 MSP can be stored. This magic blade does 4d6 DD and is made from indestructable arcanite. Unfortunately, it negates a wardstone's protection from ranged spells. Ancient DDP Armor Even though the continent Arck of Arcanar was a primitive land at the time the USD formed, it still had access to DDP weaponry, primitive although it may have been. A few items always managed to find their way there from the Wasteland as well. Here are the stats of low-tech armor made from the naturally occuring taelon alloy: Light Mail: AR 12, DDP 20 (AR 8+1d6, AR 14 = DDP 30) Heavy Mail: Ar 19, DDP 40 (AR 14+1d6, AR 20 = 50 DDP) Spd minus 1/4 Plate Armor: AR 22, DDP 60 (AR 19+1d6) Spd minus 1/2 Speedplate: same AR as plate armor but DDP 30 and no Spd penalty Prowling was only possible in light mail but at -50%. Ancient taelon armor had a rich cost because only DD magic fire and equipment (or equipment from the Wasteland) could shape the DDP alloy. Conventional non-magic taelon weapons inflict DAP (including the black powder weapons), so armor was comparatively more durable in-practice in the distant past than in modern times. However, the import of Wasteland weapons quickly changed that. General Psi-Talents In general, 10% of the population of humans and demi-humans have some form of psi-talent. On a percentile die: 01 are master espers, 02-05 has major psi-talents, 06-10 possesses a minor psi-talent, and 11-00 have no psi-talents that will come out on their own. This section will provide optional rules for untrained espers, and more powers to existing psionic classes. The above chart is so improbable that DW characters who want to may roll on it. Those with a minor psi-talent have ESP=MS+1d4 PL and one power. Those with major psi-talents have ESP=MS+EN+1d6 PL and one power per 2 levels or 4 at L1. Finally, master espers have ESP=MS+EN+3d6 PL. Master espers start L1 with four powers and gain one each additional level. If a master esper is a "normal" with no character class, the character can choose Master Esper as his class. This allows +4d6 ESP PL, a gain of 2 powers per level past L1, and a saving throw vs psi that's +5 (+1 Per 2 levels adv). The non-psionic class minor, major, and master get a save bonus of +2/+3/+5 respectively that doesn't increase per level. Optional Rule: Other Psionic OCCs can develop a general psi-talent at a rate of one power per two levels past L1. Psi-Talents 1. Precognition: Allows the psychic to see a possible future. Used deliberately, this means a minute-long trance with a melee-length vision at the end. Sometimes this power goes off on its own to warn the psychic of danger to himself or loved ones. An involuntary vision can take up one melee action to a full melee. ESP 6 (2 if involuntary) 2. Telepathy: See Sorcery 3. Teleport: See Sorcery 4. Telekinesis: See Sorcery 5. Aurasight: Dur-1 melee, R-sight, From an examined aura, low or high MSP can be measured as can alignment, race, and the presence of a foreign entity within the being. ESP 4 6. Psychometry (Obj Read): R-touch, Dur-1 MPL, Provides the equivalent of an aurareading on the object and the last owner. Past events concerning the object and the identities of previous owners can be sought on following melees. ESP 6 7. Empathy: 10' radius PL, can feel the emotions of others within the radius, can be shut off, ESP None 8. Empathic Broadcast: R-25' PL, The esper can broadcast powerful emotions at a chosen target. Fear will cause opponents to fight with -10 if they don't flee (75%). Anger will cause cause violence and recklessness (+1 hit, -1 P/D). Feelings of love and peace will cause merciful behaviour. Despair will cause a 50% surrender rate and impair fighting with -2. Trust can be broadcast too as well as anything the esper may feel (can share the effects of an agony spell with someone). ESP 6 9. Mind Shield: self, Provides +10 save vs psionics, Dur-4 MPL, ESP 4 10. Psionic Barrier: self + 5' radius PL, +10 save vs psi, Dur-4 MPL, ESP 8 11. Clairvoyance: This allows the clairvoyant to see and hear what's occuring elsewhere. There is no save if you're homing in on a place, but if you're homing in on a person, they get a saving throw to block out your presence if they detect your presence. Only other espers get a save to discover your presence. They get a save every round to discover you but can only block you out if they discovered you on the first round. Dur-1 MPL, ESP 4 per 500 miles 12. Clairaudience: This is like clairvoyance but with only an audio reception. ESP 2 per 500 miles 13. Levitation: self, This carries the psionic upwards at up to 3' per second. Ceiling: 10' PL, Dur-4 MPL, ESP 5 14. Alter Aura: self, Dur-1 hour PL, Save: None, ESP 2 15. Bio-Regeneration: self, This restores 1d6x10+60 HP/DAP (half if DDP) at the end of one melee of concentration. If interrupted, 1/4 through it will restore 3d10, or 1/2 through it'll restore 1d6x10 HP/DAP. For double the cost, all diseases/viruses in the body must save vs psi or be destroyed, and the esper gets another save vs poison if currently poisoned. ESP 8 16. Transfer Health: R-touch, This transfers a predetermined amount of the esper's HP/DAP to another being (convert to half if transferring to DDP, double if other way). If at least 12 of the esper's HP (24 DDP) is transferred, the recipient's diseases must save or be destroyed, and another save vs poison is provided. Note: If the esper is diseased / poisoned, that might accidentally be transferred too. ESP 12 17. Sensory Manipulation: self, can be used to dead pain, pleasure, and/or hot/cold receptors, If all senses except sight, sound, smell are dulled, DX -3. If all senses are increased, DX is +5 for the duration. Eyesight can be improved to the nightsight level. Dur-4 MPL, ESP 6 18. Presence Sense: 60' radius +10' PLA, Dur-5 min PL, All beings within the radius are sensed by the esper. The psionic can tell general direction and distance. ESP 4 19. See the Invisible: R-sight, Dur-4 MPL, ESP 4 20. Speed Reading: Dur-4 min PL, can read at approx 5 pages PL per melee, ESP 2 21. Total Recall: Dur-4 min PL, can recall the exact details of an occurance or the exact content of something once read, ESP 2 22. Evil Eye: R-10' PL, A target must make a EN check (roll equal to or lower on 1d20) or undergo a fatal heart attack. ESP 12 23 + 24. Probe: R-25' PL, Dur-4 MPL, The esper can enter someone's mind and risk no detection unless that person has some psi-talent. A skill roll is necessary to find what is being looked for. Finding the surface thoughts is easy (+20% to skill roll). Any portion of the mind can be probed providing the esper can find it. An esper has a chance to detect an intruder in his mind by making a save vs psi. This can be attempted each melee. Portions hidden by a previous alteration are hard to find. Alter Mind: One of the more insidious aspects of this power is the ability to alter the mind being probed. Parts of the subjects mind can be cut off from access by the mind. This mindwiping requires another expenditure of ESP, but the mind altering power remains in effect for the duration of the probe. Any commands and suggestions implanted this way will be 100% effective providing they don't conflict with the subject's alignments or contradict other memories. ESP: Probe 6, Alter Mind 12 25. Mind Manipulation: R-10' PL, This allows senses to be altered in the target. Each type of manipulation is used as a separate attack. It has Evil Eye penetration (goes through PA/Mecha). ESP 10 Blind: target -10 S/P/D, 3d6 minutes; Pain: -6 S/P/D, 3d6 minutes; Knock-Out: 1d4 melees; Confusion: -4 S/P/D, 3d6 min; Mute: 3d6 min; Deafen: -3 P/D, 3d6 min, rear attacks are big threat; Paralysis: 1 limb, 3d6 min (only works on voluntary systems); 26. Hypnotic Suggestion: R-hearing, Dur-one sentence, This is a verbal suggestion that will act on one's imagination and judgement. Examples: "Did you hear that growling?" or "This really is too expensive!" ESP 2 27. Mind Transfer: R-touch (preferably head), Dur-2 MPL, This switches two peoples' minds. Often the esper wills his own body into a trance if switching with a hostile mind. ESP 24 28. Telemechanics: R-touch, Dur-5 min PL, This provides an understanding of any machine touched. Expertise in it is automatic (skil level is double experience level). Mecha and power armor can be used at elite combat level. Modern wps are mostly coordination thus level is just 1. ESP 12 29. Force Shield: This creates a stationary dome/globe around the esper with 10' radius. It has 50 DDP PL. Dur-4 MPL, ESP 12 30. Psi-Blast: R-25' PL, 1d6 DD PL, ESP 3 (counts as 2 Powers) 31. Psi-Weapon: Dur-4 MPL, This creates psi-energy that the esper can form into a hand to hand weapon. The form is chosen when power is activated, and it remains that way for duration. It does 1d6 DD PL (no save, P/D). A hand-held shield can also be made this way, and if it is, it's indestructable. ESP 12 (2 Powers) 32. Pyrokinesis: (4 Powers) This power confers several abilities that can be done with no ESP expenditure (at will) and several that do cost. These powers are: Small Fires: R-12', can be used to start campfires or to kill, 1d6 DAP PL Fuel Flame: double size per use, R-25' PL Extinguish Fire: R-25' PL, <10' wide DAP fires at will, <10' small DD fires 2 ESP, 1 ESP to extinguish DAP fires in 10' radius PL, 4 ESP to put out DD fire in a 10' radius PL Raise Temp: by 5 degrees per 4 L, 10' radius PL Imp to Fire Aura: Impervious to fire/heat/plasma, Dur-5 min PL, ESP 5 Firestrike: R-25' PL, 2d6 DD x L, +5 str, Save: Parry(w/shield)/Ddg, ESP 6 33. Cryokinesis: (4 Powers): Lower Temp: 5 degrees per 4 L, 10' radius PL, at will Imp to Cold/Ice: Dur-5 min PL, ESP 5 Freeze Water: 50 gallons PL instantly, R-25' PL, 1 ESP Change Rain: to snow, hail, or sleet in 10' radius PL at will. Hail does 1d6 DAP per melee. ESP 6: change hail damage to 1d6 DD PL per melee, can move the center of the radius anywhere within 25' PL, Dur-as long as esper is there to will it to happen (no loss of APM) or until rain stops Frostbite Radius: 5' PL, does 1d6 DAP PL per melee, or can direct at one person within 25' PL, at will Create Sheet of Ice: 10' radius PL, place radius 25' away PL, on the sheet: Crawling/Sitting: -2 S/P/D, Dex Save 2 (if fail slip lose 2 APM); Standing/Nearly Still: Dex Save 5, -3 S/P/D; Walking: Dex Save 10, -4 S/P/D; Faster than SPD 7: Dex Save 14, -5 S/P/D; Running Faster than Spd 12: Dex Save 18, -6 S/P/D; -- ESP 2 Dex Save: Roll above number on 1d20. Add DX bonus as bonus. Encase in Ice: See Sorcery (MSP=ESP), half cost if DAP ice Ice Attack: R-25' PL, 2d6 DD xL, +5 str, Save: Parry(w/shield)/Ddg, ESP 6 34. Electrokinesis: (4 Powers): Lightning Shield: Dur-5 min PL, no electricity can do damage in a 5' radius PL around esper; Lightning is snuffed out. ESP 5 Lightning: R-25' PL, 2d6 DD xL, +5 strike, ESP 6 Static Electricity Field: 10' radius PL, at will Control Electronics: R-50' +5' PLA, can control TVs, light switches, etc by mind alone, at will Mini-Bolt: R-12', 1d6 DAP PL, at will Control Lightning: With a skill roll, the esper can redirect lightning to a new destination. -- at will 35. Necro-Telepathy: Dur-4 MPL, This allows the esper to talk with the dead. A skill roll must be made to find a specific spirit (-50% if hiding, +20% if also trying to make contact, +20% if next to the deceased's body). On a roll of 99-00, a malevolent spirit has been contacted and angered. Contact lasts until the esper breaks it or the duration expires. If the duration hasn't expired, another spirit may be contacted. ESP 6 36. T-Gate: Dur-1 melee, This is just like teleportation except that this power opens a gateway to the desired location, so the destination can be seen beforehand. It is two way, but the gate only works on one side. The gate appears at both locales. There's no weight limit, but there is a time limit. Prerequisite: Teleporation, ESP 20 (or ESP 5 if use lower range of 50' PL) 37. D-Gate: Dur-1 melee, This works like T-Gate/Teleportation, but this opens a gate to another dimension. ESP 40 38. Detect Psionics: This power alerts the esper to all psychics within a 50' radius of the psionic. It is unable to determine if the powers are currently in use. ESP None - active all the time, can't be turned off 39. Aura Armor: 20 DDP PL, R-Self/Touch, The character's aura becomes visible as the psychic energy is strengthened into a tangible DDP field. If destroyed, there is no adverse effect to the aura other than the loss of the extra energy and sometimes the loss of the esper's life (if the damage that broke the aura armor killed him/her). Duration - 4 MPL, ESP 12 (2 Powers) 40. Fire Fury and Fireball (See the DW: Rips OCC Boosters) (4 Powers) 41. Psi-Bolt: 10 DD PL, roll 1d20+8 to strike, ESP 20 42. Powerguard: R-Self or touch, Dur-5 minutes PL, The esper's MSP and ESP cannot be forcefully drained by others while the powerguard is up. ESP 10 If used on someone else, ESP 20 This also makes the esper immune to draining spells such as the necromantic kill, lifedrain, deathcloud, and so on. 43. Inner Strength: R-Self or touch, Dur-4 MPL, This doubles the esper's ST (and EN but only in regard to saving throw bonus) for the duration of the power. Also, the esper character is +2 to non-EN saves. A period of weakness (half ST) lasts after the use of this power for a duration equal to how long inner strength was used. I.Str. used immediately after another one will double the halved ST and be followed by an equal period of one- fourth ST and so on. ESP 12 (24 to unlock the strength in someone else) 44. Detect Lies: While this is used, the esper will know whether or not what hears is true and what is false. Note that if someone is saying something they believe to be true that is actually false, this power will register it as true. So, this sort of actually detects whether or not someone is saying something they believe to be is true or something they believe to be false. This won't work on information written down on paper or info from a computer (unless sentient) because no mental emanations come from them. ESP 1 per melee active 45. Resist Physical Needs: This power causes the psionic to feel no hunger, fatigue (and the need to sleep), cold, or heat. The character suffers no ill effects from heat/cold, but the effects of hunger/fatigue will take effect perhaps severely after the power's use is ended. This will only protect against fire and cold doing up to DAP damage (1 point per 100 DAP, suffers full DD damage, half ADP damage, effects of RDP depend on whether esper is DAP or DDP). The character will starve to death if he/she doesn't eat at all, but will be able to function normally without feeling discomfort until the point where the character dies. ESP 2 per hour 46. Astral Projection: The esper goes into a trance, and the mind travels to the Astral plane, remaining connected to the body by a metaphysical silver cord. Both the cord and the esper's mind have ADP = (mex10) per level. Note that 1 ADP is equal to 50 DAP or .5 DDP. If the mind is destroyed, the esper must save vs death (17+) not to die. If the cord is cut, the esper is -50% to find the way to the body. Travel on the Astral plane is equivalent to thought (MSxlightspeed). Travel is equivalent to lightspeed if the astral body is on the material plane. An Astral body on the material plane is always invisible to the material plane and can only affect/be affected by psionics/magic. The astral body cannot otherwise make itself visible to, speak to, or do other such things to the material plane or things on the material plane. Duration: 15 minutes per level, Finding the way back, a successful skill roll (40%+5%/L) must be made 3x in a row. Each attempt takes 15 minutes. If the duration expires, the cord vanishes, and the body goes into a coma. Now, the duration for each attempt has gone to one hour and is voided if the body is moved from its location. If the body dies, the mind is trapped on the Astral plane. A possession attempt may be made on another being on the material plane if the mind transfer power is had. A success with that throws the other mind into the Astral plane. Equipment doesn't show up on an astrally projected mind body. Physical attacks can be made though, and they do the same DAP or DDP damage that the actual physical body is capable of. Astral beings CAN engage in hand to hand combat with one another. ESP 12 47. Shadowkinesis (4 powers): Nightvisiion: not in total darkness, at will Shadowvision: can see in total darkness and even darkness spells, ESP 2 per 4 MPL Dim: esper can reduce lighting by half in a 10' radius per level around self, at will Nightfall: psionic can create total darkness about self in a 10' radius PL, ( or dim in 20' radius PL), 4 ESP per 4 MPL Reverse Illumninate: This esper can use the reverse of photokinesis's "illuminate" power. Glow: An area can be made to faintly glow by sucking the darkness from it, leaving the few photons present exposed. Radius 5' PL, ESP 2 per 4 MPL Control Shadows: Esper can alter shape of shadows in a 10' radius PL about self, at will, creatures of living shadow can also be manipulated by this power, tearing them apart or such for 1d6x10 DD per 2 levels for 20 ESP Shadowmeld: See Sorcery, Dur 4 MPL, ESP 6 Shadow Infusion Stream: R-50' PL, 2d6 DD xlevel, +5 strike, ESP 12, OR: 5d6 RDP and if hits, save vs magic or be paralyzed for 1d6 melees Teleport Gate Enhancement: If esper has T-Gate, the local T-Gate (50' PL) can be used at no cost while shadowmelded if jumping to another shadow. 48. Photokinesis (4 Powers): Polarized Vision: esper cannot be blinded by bright light, can even look straight into the sun without ill effects, at will Photosight: The eyes emit photons allowing the eyes to see in even total darkness. The eyes don't emit a visible lightstream if the esper can make a successful skill roll (40+5% PL), but the eyes themselves will glow. Cost: 1 ESP per 4 MPL Glow: The area about themself can be made to glow faintly in a 10' radius PL at will. This area can be made as bright as daylight by expending 2 ESP per 4 MPL. With 5 ESP per 4 MPL, the area can be given a glare causing all within it to be -5 S/P/D if susceptible. Using 8 ESP per 4 MPL, can make the area blindingly bright so that have blindable eyes will be -10 S/P/D while within it and one action after that (no save). This brightens a 10' radius PL around it with normal level light. Bend Light: Radius 1' PL, can be used to parry lasers, create a dark zone or a blindingly bright area, holograms (images) may be attempted but the skill check is 20+5% PL with the higher quality being how much the roll is made by, parrying lasers may be made as a normal hand to hand roll, ESP 5 will make the radius 5' PL (less ESP will can increase the radius proportionally less but more ESP cannot be used), making a burst of blinding light within this area costs 1 ESP for a flash of 1' radius PL Invisibility: This is another application of bending light. As this bends the light around the esper, lasers cannot harm him/her. If used only as an anti-laser defense, the esper's image will still be somewhat distorted if not invisible. Dur 4 MPL, ESP 3, x4 cost to extend to entire bend light area as listed under "bend light" (x2 for half that) Laser: R-50 PL, 2d6 DD xlevel, +6 strike, ESP 6 Blinding Light: R-25' PL, Flash Radius 5' PL, everyone within the flash must save vs psi or be blinded for 1 MPL of the esper, blind penalties are -10 S/P/D, ESP 5 (less ESP can be used for a smaller flash) Illuminate: R-50' PL, Glow Radius 5' PL, living/undead get a saving throw if used on them directly, This can be done on an object, being, or area, for a soft glow: 5 ESP for 4 MPL, normal daylight 10 ESP for 4 MPL, for blinding radiance (those within -10 S/P/D if such light would be able to blind their eyes, no save unless used directly on something that can save) 15 ESP for 4 MPL Dim: See Shadowkinesis, The esper accomplishes this by sucking the photons out of an area, but must pay 2 ESP per 4 MPL, power is at half radius size Nightfall: See Shadowkinesis, but must pay 8 ESP per 4 MPL, power is at half radius size 49. Invisibility: This causes the minds of others to not see you. This won't work against a mind that can't be fooled by psionics. All who see one using this are initially allowed a save vs psi to see the user. Opponents are -10 to S/P/D an invisible foe. For half-cost, the esper can make himself only "blurred." This makes opponents -7 S/P/D and -4 to save vs the effect. A blurred esper will still be somewhat visible, but onlookers may doubt if anything is actually seen. A smaller number must be rolled on a 1d20 than <(IQ+MS) divided by 2> in order to see/find the blurred esper initially and after it has moved while not being watched carefully. Dur 4 MPL, ESP 12 MORE ON MAGIC Rare Magic Items: Lamentation Lance: doubles the power of the kill spell, 3d8 DD from a jab, -2 parry with Ninja Mage Weapons: These rare magic weapons have an energy reserve of 20-70 MSP that regenerates as if the it is meditating. They're only usable by ninja mages. Some of them increase the power of certain n.m. spells. A ninja mage should probably have one by Level 8. Blade of the Elflords: one of kind longsword, +7 strike and parry, 6d6 DD, inflicts 1d6+1 DD a melee to the anarchist or evil aligned who touch it, indestructible, +6 to all saving throws Scepter of the Elfking: one of kind, silver and platinum, indestructable, hole in the top, auto-save against magic from evil spellcasters, provides a MR of 17, +10 strike and parry, when wielded an indestructable shield will appear in the holder's other hand knocking out any previous item, 1d8x10 DD, can cast negate magic once a day at a +7 bonus, see above for damage done to unworthy wielders Phials of Elven Light: they're extremely rare, will auto-negate magic if poured onto it, adds +10 to carrier's saving throw vs magic, these six ounce vials will count as 77,777 gallons of holy water if dumped on a demon, fragile: 1 DAP Holy Weapons: A clergy character should have been given one by Level 8 if not sooner. See the Rips Conversion Book or DW's More Magic 2. Secret and Rare Ninja Mage Skills: They can be learned without having to use up picked OCC skills. Speed: SPD attribute x2 Self-Ressurection: 1d8 hours after death 50%, once every full moon thereafter Martial Arts Zenjorike Power: The Vibrating Palm, must be L7 or higher to learn this More MSP: +20 MSP per level Rare and Secret Necromancer Spells: Mindkill: simulates the effect of being brain dead on foe for 1d12 melees x level, Range: 10', MSP: 10 Soul Star: Dur 1 melee per level, attacks 1d6 foes a melee in a 50' radius, if they don't save it tears out their soul, this automatically kills them, The soul star is a 1' wide point of light that moves at 90 MPH and fires out crackling energy, MSP: 200 Grave Beast: requires 10 corpses (of caster's race, if of mixed racial heritage the necromancer must pick one as his/her magical focus for spells such as these), ritual requires 30 hours, it can only be stopped by decapitating it (Neck: 700 DDP) and then putting a dead rat in its mouth (it can then be destroyed), This 10-20' monster has a horror factor of 17, APM 5, Str-prry-ddg +10 (set), IQ 3d6, all other attributes are that of the necromancer who it serves without question, it can learn skills and has 500 MSP, an attack does 5d6 DD, it's +7 save vs magic and psionics, It is undead and cannot be stunned or paralyzed, MSP: 500 More Magic 2 & Ninja Mages More Rare Ninja Mage Skills: Shadowmeld: as per DW Spell Multiple Image: 1d4 images Shadow Travel: see Death Knights, 1x a day per level Deth Star: dur-1 melee per 2 levels, shuriken of energy or matter mentally controlled, uses caster's APM (can move on its own, needs to be commanded for each attack though), 1d12 DD per 2 levels, MSP: 30 Ninja Mage Magic Weapons: They're indestructable mithril and increase the power of certain spells if the n.m. knows them. Feel free to make up new ninja mage weapons or skills if you think it's necessary Arrow Quiver: Arrow Spell: 1d8 DD per level, 10 MSP only; can hold arrows or other equipment Arrow of Defense: AR Spell: now MR 22, +5 save vs magic, reflects all physical/kinetic missile attacks (not including gas, fire and ice breath attacks, energy, etc); does 1d6x10+10 DD if fired Scabbard: Sword Spell: 10 MSP only Throwing Spike: Spikes Spell: now does a set 1d10 DD instead of DAP; does 1d8 DD if thrown NM Spike Ring: Spikes Spell: 1d10 DD PL, 10 MSP, Ring: 1d4 DD on punch NM Sword: Sword Spell: 10 DD PL, Sword itself 5d6 DD Arrow of Offense: does 2d6x10+20 DD fired, Arrow Spell: 2d8 DD x Level for 8 MSP (kinetic); 3x day: 1d10 DD PL x (1d6+6) for 30 MSP (energy) Ancient Weapons of Ancient Wars: Throwing Spike: 1d8x10 DAP, DDP 1, forged from taelon (non-magic) Black Disc: 1' diameter throwing disc, indestructible arcanite, 2d6 DD, returns next action Flaming Sword: This is a magic hilt with a blade of fire. Normally found with a fire impervious scabbard. Damage: 4d6 DD (5d6 2-H) Lightning Lance: This lance is meant for calvalry as are lances in general. Length: 12' (can't be used in hand to hand combat to damage, perhaps to parry though), Damage from Impale: 6d6 DD, Can cast Lightning Bolt 3x/day (add DX bonus only to hit, lance is too big to add other bonuses when throwing the bolt, can fire the bolt when striking with the lance for an assured hit if the lance hits, if no attempt to aim is made it will hit automatically and require a saving throw like most magic) Random Magic Weapons: 1. DDP: Either damage can inflict x10 (01-80) or indestructable 2. Bonuses: A permanent bless spell will add +3 S/P (20%) but 25% of that time it's cursed to be -3 S/P/D or to do damage to the wielder rather than the target on a successful hit, etc 3. Damage: double the normal damage of such a weapon (50%), or (1d10): 1-5: 4d6 DD; 6-9: 5d6 DD; or 10: 6d6 DD. 4. May have innate spell abilities (all will be of same type: sorcery, clerical, or necromantic), 25% chance will have 1-3 spells that can be cast 3x/day at (roll 1d6): 1: L1d6; 2-4: L2d6; or 5-6: L1d12+6 5. Holy Weapons: These will normally have 1d6 innate clerical spells, act as a battery with 50 MSP (for a cleric) that recharges at 10 per 15 minutes, and be blessed (+3 S/P/D). Power Gems: These gems only work when fused into the wrist of the user. The magic gives the holder an urge to press the gem to the wrist. Only one gem per wrist is allowed. If ever severed from the wrist or if the limb is disconnected from the body, the gem is destroyed. Shadowgem: This gem contains 60 MSP with limits identical to the power stone. The user has Flight: Spdx3, Ninja Mage's jump spell multiplies speed by 6 PL. The user can Passmatter: 12 actions/day, user and all possessions become immaterial and can pass through matter. Cannot speak, cast spells, use psionics, or attack on the material plane. User's HP become DDP. It can also be used to summon spiritbeasts. This is identical to the summon shadowdweller mage spell, and the spirit creatures have the same stats as the shadowdwellers. Time of day doesn't matter. Uses it's own or caster's MSP. The user is -10 to control the beasts without a second gem. The gem also confers Supernatural ST. Energy blasts can also be fired, but they take x2 the APM that physical combat does. Blast: R- 90', 2 APM or 4 if a power blast (does Supernatural ST damage). Two Shadowgems: User's DAP become DDP (or double DDP if NA). +10 to control spiritbeasts, Passmatter at will Control Gem: This adds a +10 bonus on rolls made to make something summoned be under control. The user may also cast Enslave 3x/day at L18. Wizardry Gem: The user can summon a spellbook that is magically contained within the gem when not in use. This book has the power to copy the contents of other spellbooks that it comes into contact with if they're of a compatible type. The spellbook will either be (1d6): 1-4 Socery, 5 Clerical, or 6 Necromantic. The user has the ability to cast these spells while holding the book before the eyes and reading from it. No magical expertise is required, but the user must be able to read at least one language. The book will magically translate the spells into a language the user can read. Only the book's MSP may be used to cast the spells. It has no spells or MSP to start off with, but the book gains MSP by absorbing spell energy. When the book is out, it functions as a Spellblade except the stored MSP isn't used for blasting but for casting. More Magic 3 There is only one of each in existance unless otherwise noted. Warhammer of Striking: 1d8+2 DD, can strike with it twice per APM, two strike rolls needed but the defender need only roll one defense roll, the strike rolls that beat the defense roll (if there is one) hit, indestructable arcanite Thunderstrike Warhammer: 2d6+1d8 DD, can strike twice an action if the attacker doesn't use a paired action, a thunderous roar is made upon contact, if only one strike attempt is made in an action and it hits it causes a thunderclap with a Horror Factor of 13, Ind. Arc. Rune Sword: Cleaver (rough translation from dwarven): rune flamberge (2-H sword), Ind., average intelligence, alignment: unprincipled, 6d6 DD, may add the DAP ST bonus of holer as DD to a max of +34 but this extra DD isn't counted as magical damage, DD ST is added normally (it's all counted as magical when cut by the rune sword), 1d8 DAP / 3d6 DD to holders of wrong alignment category (good, selfish, evil), +1 to all of holder's saves, links to owner in 6 months (can sense each other in a 4 mile radius, occasionly drinks diabolic souls (save 14, kills, must draw blood/cut) can make 1d6 attempts a week, telekineses of itself 1x day, dislikes the dark to the point of complaining, communicates with telepathy [All of the generic rune weapon rules here are listed from Flagedium RPG/Rips. Although rare, rune AI intelligences are just as possible as is entrapping dead spirits in them. Cleaver doesn't remember which one it was.] The Longswords: Sword of the Dark Lord: ind. arcanite, black/violet color, 5d6 DD 1-h or 5d6+15 DD 2-handed, inflicts 1d8 DD per melee to non-aberrant holders Earth Sword: Ind., 3d8 DD, cast 1 earth elemental spell a day at L20 Blue Water Sword: Ind., 3d6+6 DD, +2 Strike/Parry, may fire a 50 gallon water blast 1x a day with 60' range Venom Sword: Ind., 3d6 DD, Posion: save or take 1d8x10 poison damage, +2 strike/parry Cold Sword: Ind., its blade is of shimmering blue/white cold, 3d6+6 DD, makes holder impervious to fire, +2 strike/parry Red Sword: Ind., blade of fire, 3d6+6 DD, +2 S/P, makes holder impervious to cold Death Sword: Ind., 2d12+5 DD, drinks souls as a rune weapon, Power Word: Kill as a death knight 1x a day Ring/Amulet of Supernatural Defense: many of these were made, adds +1 (per 2 levels of wearer) to save vs magic or psionics or both, only works for bearers not restricted by its alignment/class restrictions (varies), limited indestructability: disintegrates if touched by one of inappropiate alignment type and/or inflicts upon them anywhere from 1d8-1d6x10 RDP More Magic Four Flagedium Spell Conversion: Death Spell: R-60', Evil Eye penetration, 1d6 RDP PL to biological creatures direct to HP, CT 2, MSP 16 NEW Darkworld Sorcery: Socerous Steeds: R-Immediate Area, Duration 1 hour/level, manifests 4 +1/level magical DDP versions of horses (see Rips Atlantis Book for horse stats), MSP 19 Legendary Magic Items: Helm of Darkness: Indestructable Arcanite, non-intellgent but possesses an evil force, Wearer's Bonuses: +12 to saves, +8 strike, MR 24, turns ST to Supernatural (see Rips Conversion Book); The Helm may at its discretion to protect the wearer, fire out bolts of darkness with a +8 bonus doing 1d6x10 DD to 4d6x10 DD. Good aligned wearers will suffer from throbbing headaches, and their good companions may suffer from unexplained poisoning doing 6d6 direct to HP. Demonic forces may also assist the wearer. Evil wearers can control the Helm's powers. There is an ancient ritual that can destroy this with an Elven Phial of Light. Legion's Shard: This piece of shrapnel from his helmet contains his power to cast this unique spell. It causes natural ground to rise up in a 50'T 40'W 15'Thick slab and fall over on the targets inflicting 2d6x10 DD. It weighs 50-150 tons. The caster must make a punch strike roll to direct the slab. After six days, the owner of this becomes a DD structure with Supernatural ST. Six days later, the owner transforms into an Archfiend (See Rips Conversion Book, demons of Dyval). Shard's DDP: 900 Golem Amulet: Indestructable Arcanite (Creation of the Delven Earth Warlock Tharkian); This provides those willing to learn with the ability to animate stone into humanoid sentinels 5-15' tall and weighing 100 lbs x height. They obey and understand the verbal commands of the wearer. There is no limit on the number that may be created or how often although it takes three melees to summon one into existance from stone. IQ Follow instructions with intent of their creator, ST 2d6x10, Spd 4d6, DDP 10 x Height, APM 4, S/P/D +7, Damage: 2d10 DD (1d10 if 4' or below), +2 DD if using a stone weapon. Disruptor Mace: DDP 200, Damage 2d8+2 DD; On a critical hit, it shatters indestructable items but does x10 damage to normal items and energy beings on a critical hit. More than one exist. Thunderpole: This hammer polearm was created by Tharkian who made but a few. Damage: 5d6+6 DD; Thunder is released with each hit. Proton Axe: This two-handed axe isn't magic, but it's formed of Legas technology so far advanced the USD can't reproduce. It reaches far into the atomic makeup of the megaverse. Damage: 1d4x10+20 DD, DDP 120 Magic Cloaks: AR 19, DDP 250; They'll often have a combination of up to three imperviousnesses and +1s to save vs magic. Some Imperviousnesses are for: Fire, Ice/Cold, Electricity/Lightning, or Laser More Saint Powers: To gain a spell as a natural power (spend no MSP) pay x2 the base MSP cost in ACP. Ablative protection spells must be rested for a time equal to its full duration after each use whether or not they were used for the full duration. Heroes Unlimited RPG Powers: Major Power 50 ACP, Minor 25 ACP. Saints must pay x4 the cost for certain spells (blast reflection and wound mirror) since they are improved versions of astral blast reflection. Saints can also pay 2 ACP to improve either ST or EN by one point. The Astral Saint class shouldn't be allowed magic that totally heals, restores, ressurects, instantly kills, completely incapacitates, or other powers that would unbalance them. Spells that simply blast are often fine, but some of the most powerful ones should probably be kept away from them. Saints can learn mage/soceror spells only (and perhaps some mega-mage). Learning black magic, necromancy, and other magics that might make them more powerful than if they only knew standard spells are cause for a Saint to sacrifice something to use it (like soma charge, impressive psionic powers, 40 ACP, etc). Note: Spells from Rips are always OK. The ressurection spell in that system costs 650 MSP to cost which would balance out with the power of it. For some reason, restoration costs more in that game (750 MSP). Saints Using Their Natural Spell Power: It can be cost within the normal time it takes to cast it (normally 1 APM) without having to spend MSP, or it can be cast using 2 APM, imposing a penalty of -6 to save against Saints (like the -5 the psionic attack imposes). NEW Optional Rules for Saints: Call Nexus Cloth: This ability allows a Mithril or Aranite Class Saint to call upon their own Nexus Cloth. Each Saint has a Cloth of each Class reserved for them on the Astral Plane when they attain the appropiate level of power. In other words, when using this power, the same Nexus Cloth is always called. * Saints without Cloths cannot attempt this * This power requires that the Saint have full MSP. A success means that all MSP is drained and remains at 0 for the duration of the Nexus Cloth's stay. The calling of it also counts as one death towards the character's MS. The chance for success is 10%+5% PL (once L8 Mithril is reached it won't go up, well Nexus can go beyond L9 but then they already have a Nexus Cloth). A failure saps half the Saint's MSP. Each attempt takes 2 APM of concentration. When the Cloth is called, the old Cloth switches places with the new and the Saint now has the 200 ACP worth of power that the new Cloth has rather than any of the Saint's old ACP powers. The Nexus Cloth remains for 5 minutes PL. There can be modifiers for success: +5% for fellow Saint concentrating in support (2 APM), +10% for fellow Saint concentrating and lending MSP as if it were he/she calling it (the supporting Saint's MSP will replenish during the Nexus Cloth's stay), and +2% per Saint calling Cloth from the same source (Saints of the same master). Supporting Saints do not suffer a strain equal to death like the one actually calling it does. The Seven Senses: This allows any Class of Saint to try and focus their power into a powerful blow. The attempt adds +1 APM to their attack cost. The chance of success is 10% +5% PL (progresses as a skill; i.e. L1 Arcanite won't have a 55%) and turns the attack into a natural 20. This requires the full MSP which will be drained to 0 if it is accomplished. Cross-Dimensional Character Extended Options List 29: Regeneration From Death: 14 CP, The character's paid for regeneration will continue working even if the character is dead as long as there's at least one cell left. When the character reaches positive HP, life returns. It still counts against the MS attribute as a death. 30: DDP Regeneration: 1 CP / 5 DDP regenerated per melee, only available to characters who paid to be DDP 31: Use of DD Damage Table: RDP characters can pay 7 CP and use the DD Damage Chart, or they can pay 4 and use the DD damage as RDP. 32: ADP (Astral Damage Capacity) HPs and DAP: 14 CP, HPs and DAP become ADP, and they use the DD Damage Chart except replace the *DD* at the end of each number with *ADP*. 33: Determining Vital Organs: The CD character has vital organs similar to or equivalent to human beings for simplicity. This can be changed with a payment of CPs. 3 CP (can change number of vital organs to as few as two), 4 CP if only one vital organ, 7 CP no vital organs 34: Protoplasm Creature: 20 CP: Character has no vital organs or blood and doesn't need to breathe, eat, or sleep. Character has no skeleton because the protoplasm can hold shape and support itself. If dismembered, the character can reconnect his parts by touching them together. 35: Natural Spell-like Power: To gain a spell as a natural power (spend no MSP) pay x2 the base MSP cost in CP. Ablative protection spells must be rested for a time equal to its full duration after each use whether or not they were used for the full duration. 36: All Body Mind: The character's mind can control all his body parts regardless of dismemberment or distance. The mind can still use the full range of a dismembered part's senses. 4 CP if Protoplasm Creature 7 if not 37: Increase Carry/Lift Ratio: Character from this chart can carry/lift at 50/100x their ST in pounds. 50 is added to the carry ratio for every creation point, and the lift ratio is also twice the lift. So, adding 1 CP would mean a ratio of 100/200. Two CP added would make it 150/300. 38: Combat Bonus: A +1 can be added to either strike, parry, OR dodge for 2.5 CP each. This is the only thing that uses a 1/2 CP, so round up when done paying for combat bonuses. A long range targeting system can be created for the character (LR only, applies to modern wps) with a max of +6 to strike. Range of LR targeting bonus is same as vision. 39: Combat Reflexes: An extra APM can be added to the creature's total for 6 CP each. Note: That beings cannot normally have more than 15 actions a melee round (monks aren't normal) unless they can bend time. For the ability to have more than 15 APM a melee 12 CP must be paid to bend time. An extra APM can be purchased for 3 CP for every 2 arms/tentacles after two. 40: Advanced Battle Training: This supplies the character with autododge, multidodge, multiparry, leap attack, jumpkick, tripkick, paired weapons, dodgekick, parrystrike, powerparry, and super roll with (SRW at +1 per 2 levels). It costs the creature no skills to pick its hand to hand form. It is still limited to the basic four though (basic,expert,martial arts, or ultraviolent). CP: 14 41: OCC: This creature RCC may have an OCC but it costs 50 CP. 42: Super-Powers from Heroes Unlimited RPG: Major 16 CP, 8 CP Optional Way of Doing the Cross-Dimensional Character: Begin with 34 CP and gain 7 at each level beyond the first. Swarkav Techno-Wizardry The Use of the Swamp Crystals The swarkavian race builds their equipment from metal and crystal. The metal (iron,steel,taelon,etc) is constructed to channel the magic energies contained within the crystal. These cystals they use, called murkgems, have facets which are able to contain normally 5 OR 10 charges only. A crystal with 50 facets exists in swarkav legends. Once a murkgem is energized with a purpose, its purpose can never be changed. For a swarkav mage to energize a murkgem, an amount of MSP equal to that which formed it must be expended along with the spell's MSP (divided by mage's level then times number of facets the gem has then) (round up). The name of the spell used is: Murkgem Talisman. For instaneous spells (the effect happens that action and the spell is gone,etc), each use of the item drains a charge. For durations spells, the duration is multiplied by the number of facets, and the gem must be recharged after each duration. Or, each facet of durations may be used separately. The amount of MSP a swarkav must use to recharge the murkgem is equal to the cost of the spell divided by the creator mage's level times 5 and multiplied by the number of facets round up. A gem must be completely depleted before it is recharged, or it will: overload and die, explode, do nothing (no effect), or become a vacuum and drain all the MSP from the source that was trying to recharge it (will drain living beings to 0, not to negative). Example: Gor'tak the 7th Level swarkav mage wants to instill a 5-facet murkgem with a blasting spell that costs 50 MSP. First he gets a gem, he then expends 50 MSP into the gem (how much the gem is worth) and 36 MSP (spell MSP divided by mage's level then times # of facets, round up). The amount of MSP needed to recharge the gem is 8 (spell's 50 MSP, divided by creator's level times 5, multiplied by # of facets, round up). The items listed under the swarkav equipment list are the items tested over the centuries that need only a murkgem and the construction of the metal housing to focus the energy. A non-swarkav must spend 5x as much MSP to recharge the talisman. Swarkav magic-users add their increasing natural base to the amount of MSP gained from the magic-user occupation.