Metamage O.C.C.
Created by
Brett Hegr
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The metamage is a magician who specializes in manipulating magical energies
beyond the norm. The art is very uncommon and practioners are limited to
ancient beings, great magicians, evil wizards, and their respective
apprentices. Due to the nature of magical energies, these magicians can
destroy themselves if not careful. Some have not been careful. Only the
best metamages learn the greatest secrets of magic. Once attaining that
power, many succumb to the corruption it brings and give meaning to the
phrase "mad mage." That knowledge makes them one of the most feared, most
powerful, and most dangerous magicians in the known Megaverse.
The metamage is a very powerful O.C.C. with many special abilities. GMs
should certainly modify it if they wish to include it in their campaign
but feel it is too powerful. I created this O.C.C. because I felt the
possibilities of magic had not been explored in this way, and I wanted to
see an O.C.C. out there that could give one lone magician the ability to
take on enemies single handedly and come out on top. Also, this O.C.C.
would give an excellent player a chance to portray a powerful wizard and be
very
creative
with the character's abilities. I would suggest this
O.C.C. be made avaliable only to players that GMs think would do it justice
and
not
become a magic wielding hackn'slasher. The advent of
magic destablization
was an
attempt to try and limit the power of metamages. GMs can use any means
they feel necessary to add to this limit.
Special Abilities of Metamages:
1. Sense Ley Lines and Magic Energy:
Equal in ability to the Ley
Line Walker
tm
O.C.C. powers on page 83 of
the Rifts
R
RPG.
2. Spell Attacks:
This is an extra attack that allows the player to
cast a spell (and only a spell) without taking up hand to hand attacks
(though they can use hand to hand attacks to cast spells also). This spell
attack can only be combined with a hand to hand attack, allowing a mage to
cast a metaspell and a normal spell within the time frame of one normal
attack. Or, conversely, the mage can cast a spell in defense using a spell
attack (maybe using Catchspell or Negate Magic). If a metamage has more
than one spell attack availiable per melee, they may only use one at a
time. With these attacks, metamage can cast more spells faster than other
mages. At level one, a metamage has one spell attack per melee. Add an
additional spell attack at levels four, nine, and fourteen.
3. Damage Boost:
With their extensive knowledge of magic formulae,
metamages can enhance the damage done by their attacking spells. He can
increase a spell's damage by one die per 5 P.P.E.
tm
At first level, the metamage can only increase damage by a maximum of two
dice. Add one more die at levels three, five, eight, ten, twelve, and
fifteen. The
magic skill
of Charging is similar to this ability, but this is much simpler
and less dangerous. GMs might allow the Smoker O.C.C. to possess this
ability also, since it is somewhat appropriate.
4. Extend Spell Duration:
Metamages can bend and warp magical
energy easily. They can also extend it with the same ease. The metamage
spell Extend is similar to this ability, but is much more powerful. Instant
effect spells cannot be maintained, only spells with a duration. Any spell
of a level less than or equal to that of the metamage can be extended to a
duration of five minutes per level of experience. Essentially, drop the
listed spell duration and use this one instead. This ability cannot affect
spells with a duration longer than five minutes per level.
5. Initial Spell Knowledge:
The player may choose two magic spells
from each level one through six, for a total of twelve spells. At least
two selections must be attack spells and two must be illusion spells.
Select any five
metamage spells
except
Nexus Manipulation and Alter Magical Stability. The player may also select
three magic spells from levels 7 to 12. These are usually
metamage spells
but could also be necromancy spells, temporal magic, or normal
spell magic. The metamage begins with an arsenal of twenty spells! For
every additional level of experience gained the mage can select any one
new metamagic spell (except Nexus Manipulation and Alter Magic Stability),
or two common spells of an equal or lesser level than the character.
6. Learning New Spells:
Metamages can learn magic in the normal
fashion, and are also able to learn
any
kind of magic spell that can
be learned. This means biomancy and warlock spells are out (unless the
mage selects Mystic Meditation), but magic circles, diabolism, temporal
magic, and similar forms of magic can be acquired. The mage can also
develop his own spells with the proper
skills
.
7. P.P.E.
tm
:
The metamage is able to
draw upon more P.P.E.
tm
when first starting
than any other magician known, a result of their constant manipulation of
magical energies. They have a base P.P.E.
tm
of 1d6x10+90 in addition to the P.E. attribute, and gain +2d6+3 per level
of experience. They also recover 7 P.P.E.
tm
per hour of rest/ sleep and 12 P.P.E.
tm
per
hour while meditating.
8. Attribute Bonuses:
Add +2 to P.E. and +2 to M.A.
9. O.C.C. Bonuses:
Add +1 to spell strength at levels 2, 4, 6, and
8. Add +1 to save vs magic at levels 1, 2, 4, and 6. Also add a +3 vs
horror factor. More bonuses are gained if the hand to hand form Nikar Lo
is selected.
Attribute Requirements:
An I.Q. of 14 and M.E. of 12
are neccessary to become a metamage. Any race that has full speech
capabilities and can meet the attribute requirements may become a metamage.
Alignment:
Any, but tend to be selfish.
Experience Point Table:
Use the table for Techno-wizards
tm
or the Nightbane
tm
and Guardian table if
you're playing with the Nightbane
tm
RPG.
O.C.C. Skills:
Speak/Literate in Native Language (98%)
Choose one language (+20%)
Math: Basic (+20%)
Lore: Magic (+20%)
Computer Operation (+20%) or Chemistry (+20%) (pick one)
W.P. Staff or W.P. Knife (pick one)
Choose two Science or Technical skills (+20%)
Choose two
Magic skills
(+10%)
Hand to Hand: Basic may be selected at the cost of one other skill, or
Hand to Hand: Nikar Lo
at the cost of three other skills. These are the only avaliable
selections. Physical combat is not the preffered means of dealing with
an enemy for metamages.
O.C.C. Related Skills:
The player may choose seven
skills from the categories listing below and apply the stated bonus. The
player may select one more skill at levels four and eight, which begin at
base level (in addition to the bonus).
Communications: Radio: Basic only (+5%).
Domestic: Any
Electrical: Basic Electronics only.
Espionage: Any except Sniper, Disguise, Impersonation,
and Intelligence.
Magic:
Any (+10%),
but Alchemy and Spellcrafting count as two other skills and Mystic
Herbology counts as three other skills (plus the character must
give up one of his O.C.C. abilities, either #3 or #4).
Medical: First Aid only (+5%).
Mechanical: Basic Mechanics only.
Military: None
Physical: Any except Boxing, Gymnastics, and Acrobatics.
Pilot: Any except Pilot: Robots & Power Armor and Robot Combat skills.
Pilot Related: Any
Rogue: Any
Science: Any (+15%)
Technical: Any (+10%)
Weapon Proficiencies: Any
Wilderness: Any
Secondary Skills:
The player may select four skills from the
category listing above, but may not apply the given bonus.
Standard Equipment:
Two hooded cloaks or robes, a set of dress
attire, a couple sets of travelling clothes, leather boots, knapsack,
backpack, silver cross, mirror, magnifying glass, flashlight, a few blank
log books and some writing implements, three scroll cases, ten unbreakable
specimen containers, a few scalpels, a PC-3000 Hand Held Computer (page
247 of the Rifts
R
RPG) or laptop computer,
and a gas mask or air filter. Contemporary characters get a part-time
job, a nice place to live, either a laptop or a personal computer, and a
non-new vehicle. Both contemporary and Rifts
R
characters have 9+1d6
books
and 3d4x1000
in
magic components
.
Weapons and Armor:
The character begins with a silver-plated
dagger (1d6 S.D.C.
tm
damage), a walking
staff (1d8 S.D.C.
tm
damage), and one energy
weapon and one non-energy weapon of choice (1d4 clips for each). The player
may also choose one suit of light armor. Metamages tend to prefer light
firearms, energy pistols, short swords, knives, and quarterstaves.
Vehicle:
Metamages have no vehicular preferences - they'll ride in
whatever is avaliable but generally prefer magical means of transportation.
They do not start out with a means of transportation.
Money:
A metamage begins with 1d6x1000 in credit and 3d4x1000
credits worth of black market items. Don't forget, these mages have rare
abilities and many are not opposed to using them for personal gain. They
also tend to hoard their valuables, much like dragons do.
Cybernetics/Bionics:
Never get bionics, and few consider
cybernetics to replace lost limbs or organs. Even bio-systems make these
mages wary. Many would rather lose a limb than an ounce of magical power.
