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Peryton Energy Warlock

In the magic rich world of Rifts Earth, many Peryton Energy Wizards have found more and more of their powers surfacing, some Perytonians have even gone as far as to leave the safety of the REF cities and go out to learn & harness more of their magic powers. Those who have done so become the Peryton Energy Warlocks. Most Perytons after becoming the Energy Warlocks leave the REF and become lone wolfs or join groups of adventurers. Of course the seduction of great magic power can corrupt and some Perytonians have left their old ways of fighting for freedom and instead become hungry for power. Should a good and evil Energy Warlock meet,it will be a wizards duel to the death.

Peryton Energy Warlock Abilities

1. Sense Ley Line & Magic Energy. Indentical to Ley Line Walker Ability #1, Rifts RPG pg. 83.

2. Automatic Spells. All Peryton Warlocks start with Globe of Daylight, Swirling Lights, and Levitation.

3. Initial Spell Knowledge. In addition to his sensory powers, the Peryton Warlocks are masters of spell magic. At level 1, players may select 4 spells from each magic level 1-4, for a total 16 (4 from each). Each additional level of experience, the character will be able to figure out/select one new spell up to his level+1.(i.e., a level 2 Warlock can slect 1 spell up to magic level 3.)

4. Learning new spells. Additional spells & rituals of any magic level can be learned and/or purchased regardless of the Warlocks experience level. See Pursuit of Magic, Rifts RPG pg. 164&165

5. Magic Bonuses. +2 vs. HF, +1 to save vs. Magic at levels 2, 4, 6, 9, 11 &14, +1 to spell strength at levels 4, 7, 11, & 14.

6. P.P.E.: 2d4x10+40 in addition to the P.E. attribute number. Add 4d6 P.P.E. for each additional level of experience.

Attribute Requirements: I.Q. 14, M.E. 14, and P.E. 14 or higher. A high P.P. is suggested, but not required.

O.C.C. Skills

* Can upgrade to Expert at the cost of one "other" skill.

Other Skills: Select 12 other skills, plus two at level 4, two at level 8, and two at level 12.

Standard Equipment: Robe, suit of light M.D.C., energy pistol of choice w/ 1d6 extra e-clips, 1 or 2 vibro-knives, mini-PC, flashlight, knapsack, backpack, 1d4 small sacks, one large sack, binoculars, air filter & gas mask, 100ft of lightweight cord & grappling hook, 2 weeks rations.
Will start with one Peryton Vehicle (except the Observation Shuttle). 10% of starting with SOME kind of magic item.
Allies working w/ the REF may also have 1d6 grenades, 1d6 colbalt limpet mines, energy rifle of choice & ammunition, explosives, optical enhancements, surveillance items, communications equipment, and military vehicles.

Money: Starts with 2d4x1000 credits in precious gems and metals.

Cybernetics: Starts with none and will avoid getting any cybernetic or other forms of physical augmentation like the plague.

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