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?
ARCANE MASTER OCC
This OCC is not recommended to be an OCC available to players/characters. The Arcane Master is the True Master of the arcane arts. He is familiar with runes, (palladium's, not rune magic), wards, symbols, and circle magic. The Arcane Masters are linked to magic and their essence is infused with mystic energy. The Arcane Master knows how to most efficiently have their body store PPE and how to channel it. The founder of the guild is Arcanus, a 15th level Arcane Master and is 15th level in 18 other OCC'S!
ATTRIBUTE REQUIREMENTS: IQ 20+, PE 20+, ME 20+
ALIGNMENTS: Any
RACES: Any that meet the attribute and life span requirements
SPECIAL ABILITIES: All leyline walker special abilities, every 5 points of damage done by energy, magic, and psionics will restore 1 PPE to them. Instead of only 2 spells a melee and higher level spells take longer, an Arcane Master may cast 4 spells per melee regardless of the spell's level, they can cast ritual versions of spells in half the time it usually takes. See the level chart for other abilities. Can learn necromancy and other types of magic and doesn't have to pay the usual x2 PPE cost to cast them. Can convert spells on scrolls into spells like the Wizard OCC in Palladium FRPG, 20% +IQ bonus +4%/level chance of success.
INITIAL SPELL KNOWLEDGE: Knows all spells of Levels 1 and 2, (spells from Rifts, Federation of Magic, and Palladium FRPG), Plus 5 spells from levels 3, 4, and 5 each, 15 spells total. Each level above first, the Arcane Master learns 2 new spells that can be chosen from any level up to his experience level+2. They start out knowing all runes, wards, and symbols and are capable of using and making them. They can get +50% PPE from eclipses and equinoxes, etc. Start with 2 circles of each category, learn a new circle from each category every level
LEARNING NEW SPELLS: As Leyline Walker OCC
BONUSES: +2 attacks per melee, +2 spell strength at level 1, and all the Leyline Walkers magic bonuses
PPE: 4D6x10+50, add 4D6+2 PPE per level above first
LIFESPAN REQUIREMENTS: Must be able to live at least 250 years because the training is 200 years! Although Arcanus has spells and items to prolong life, and will train in the astral plane to avoid aging, he rarely does this for humans and other short-lived races unless they have superpowers, ie: Heroes Unlimited characters, or if they have other special powers that makes them worth the effort
OCC SKILLS: All lore skills +35%, speaks and is literate in Demongogian, Dragonese, Faerie, English and 1 more of choice all at 98%, Mystic Herbology +20%, H2H of choice, Carpentry/Carving +35%, Astronomy +25%, Mathematics: Basic & Advanced +40%, Pilot: 2 of choice +20%, 2 pilot related skills +5%, 3 WP of choice, and Land Navigation +15%
OCC RELATED: Pick 7 from any category except Mechanical, Military, and Medical. Select 2 more at levels 3, 6, 9, and 12 all at +10%. All related skills are +10% at first level
SDC: Use Men of Arms SDC
SECONDARY SKILLS: Select 8 with the related skills category restrictions
LEVEL CHART: (Powers gained upon reaching a new experience level)
01: MDC Transformation, SDC+HP/2=MDC
02: See The Invisible, constantly on
03: Become Invisible at will as the spell Invisibility: Superior
04: +4 save vs poisons/toxins/chemicals in addition to PE bonuses
05: Becomes mentally faster, +4 IQ and +2D10 PPE
06: Gains Horror Factor of 10, (+3 if they already have one), +4 save vs Horror Factor
07: Regenerates 3D6 MDC/minute, will grow back limbs and organs in time, cumulative with bio-regeneration if their race possesses it
08: Half damage from fire/heat/cold, including MD sources
09: Regains 40 PPE/hour instead of 20 PPE/hour like at first level
10: Sense supernatural creatures and Sense Supernatural Evil, always on
11: +60 MDC, becomes immune to all types of mind control
12: Strength turns supernatural and is +7
13: Magic and energy do half damage
14: Psionics do 1/2 damage, becomes immune to possession
15: Kinetic attacks do 1/2 damage, unless from a magic weapon
STANDARD EQUIPMENT: A cloak or cape, light to medium MD armor, knapsack, backpack, 1D4 small sacks, large sack, 6 wooden stakes, silver mallet, canteen, binoculars, sunglasses, 100' rope, grappling hook, notebook, 20 pens and pencils, small pencil sharpener, weapons include one energy weapon of choice and 2 magic weapons of choice, 4 E-Clips, hand axe, an SDC firearm of choice with 1D10+10 clips of ammo
STARTING CREDITS: 4D6x1000
WEAKNESSES: Rune/Holy/Millenium weapons do x2 damage. Iron and silver weapons that are 95% pure will be able to damage them
RESTICTIONS: 100% loyal to the Arcane Master Guild led by Arcanus, any traitors will be hunted down and killed, and may even be attacked by Arcanus himself, a formidable opponent indeed. They aren't allowed to willingly divulge information on the Arcane Masters or Arcanus, can't train other people to become Arcane Masters, only Arcanus can, not allowed to help the CS or help the Splugorth, but may work as mercanaries for Atlantis as long as they don't kill another Arcane Master or an ally of one, and may not kill or attack another Arcane Master, offenses are punishable by death!
EXPERIENCE TABLE: Use the Vampire experience table
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