Meefman's Rifts OCC Page!!!
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Ok this is where all the OCC's I have made up are, I only have a few, but send me some of yours and I'll post them here with credit to you! What do you have to lose?
WARMAGE OCC
The WarMage is a magic using warrior. They specialize in being adept at magic and the use of weapons. A WarMage would just as readily shoot you as fry you with a spell. They are skilled with weapons, magic, and are quick learners. The WarMage Guild was created by Ars Concerda, a 5th level LeyLine Walker and a 5th level Headhunter. There is a guild hall in New Lazlo, Stormspire, and Lazlo. The training takes 10 years usually, the last 4 are used to master weapons and hone combat skills. The first 6 years are spent training in magic. WarMages love Techno-Wizard weapons and armor. They like heavy assault weapons and explosives. When it comes to magic they prefer stealth and infiltration spells, such as Shadow Meld, Invisibility: Simple, and Chameleon. They also like enhancement spells such as Fly as The Eagle, Armor of Ithan, and Superhuman Speed. The guild trains prospective members for free. However, there is a 75% failure rate and a 5% death rate! Such is the intensity of their training. Once they complete training they serve the guild for 1 year, then they are free to do as they wish. The guild also acts as a mercenary outfit, hiring out the services of their members and those who remain with the guild can get merc jobs through the guild if they want it. Some WarMages will travel the land helping those in need and dispatching villians and dictators. Others join the military of budding kingdoms being soldiers or city guards. Others travel the land seeking adventure. Evil WarMages will sometimes conquer small cities or kingdoms and try to raise a small army and dream of conquest. It varies wildly from WarMage to WarMage.
ALIGNMENTS: Any
RACES: Any
ATTRIBUTE REQUIREMENTS: PE 12, PP 14, and PS 14. A high ME is suggested but not mandatory
OCC SKILLS: 2 ancient WPs of choice, 2 modern WPs of choice, Lore: Demons/Monsters (+15%), 2 physical skills of choice, Hand-To-Hand: Martial Arts form of choice, Radio: Basic (+15%), Detect Ambush (+11%), 2 pilot skills of choice, 2 languages of choice (+10%), Climbing (+6%), Land Navigation (+5%), Wilderness Survival (+10%), Math: Basic (+10), Weapon Systems (+11%), Read Sensory Equipment (+10%), and Literacy (+5%)
OCC RELATED SKILLS: Select 6 other skills, all with a +2% bonus. No restrictions, any skill is valid. This is because the guild has many instructors with wide varieties of skills
SECONDARY SKILLS: Select 5 secondary skills
STANDARD EQUIPMENT: A suit of medium or heavy armor MDC armor, 3 non-magic weapons of choice. Select half the equipment of the Leyline Walker and half the gear of the Headhunter, your choice of which items out of the halves
MONEY: Starts with 1d6x100 credits and a black market item worth 1d6x1000 credits
CYBERNETICS/BIONICS: None! Will avoid them
PPE: 2d6x10+10 plus PE, add 3d6 per level
INITIAL SPELL KNOWLEDGE: 3 spells from levels 1 to 3 each and four level 4 spells, 12 spells total
LEARNING NEW SPELLS: Same as Leyline Walker
MAGIC BONUSES: +4 vs Horror Factor, +1 vs magic at levels 3,6,9,11, and 14, +1 to spell strength at first level, spell strength goes up in levels as the Leyline Walker
SPECIAL ABILITIES: All the Leyline Walker abilities and +1 attack per melee
EXP TABLE: Use the Techno-Wizard experience table
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