I know you thought no one was going to get you the Christmas Gaming Gift of your dreams, but here I am bringing you a totally playable first level Ley Line Walker for your post apocalyptic campaigning. And given how long it takes to figure out how to do anything with Rifts and dig through half a dozen books just to get the hang of the basics, I am sure you will be glad I did. After all, this game is not going to play itself!
Check it out:
Alignment: Principled
Attributes: IQ 13, ME 17*, MA 8, PS 13, PP 10, PE 12, PB 14, Spd 18
Hit Points: 15
S.D.C.: 35
P.P.E.: 122
Experience Level: First level Ley Line Walker
Bonuses: +1 to save vs. psionic attack*, +1 to save vs. insanity*, +4 to save vs. Horror Factor, +2 to save versus possession & mind control, +3 to save vs. curses, 4 attacks/actions per melee round**, +2 to pull punch**, +2 to roll with punch/fall**, +3 to roll with impact ** ***, +1 to parry/Dodge***
O.C.C. Skills: English 98%, Latin 75%, [Some weird esoteric/demonic language] 75%, Climbing 50%/40%, Math: Basic 60%, Land Navigation 44%, Wilderness Survival 45%, Pilot 69%, Lore: Demon & Monster 45%, Lore: Faerie 40%, Lore: Magic 40%, Lore: Psychic & Psionics 40%, Lore: Religion 45% 4 Lore, Hand to Hand: Basic**
O.C.C. Related Skills: Astronomy & Navigation 55%, Excavation 40%, Intelligence 41%, Mathematics (Advanced) 60%, Prowl 30%, Spelunking 45%, Streetwise 24%
Secondary Skills: Athletics (general)***, Body Building & Weightlifting, W.P. Knife, W.P. Axe, W.P. Hand guns, W.P. Energy Pistol
Weapons: Survival knife, hand axe, automatic pistol, energy pistol
Equipment: Cape, travel clothes, knapsack, backpack, 1 small sack, 1 large sack, six wooden stakes, mallet, canteen, binoculars, tinted goggles, air filter and gas mask, flashlight, 100 feet of cord and grappling hook, pencils and notepad.
Gear/Money: Off Road Motor Cycle, Light Concealed Ley Line Walker Armor (31 M.D.C.) (Rifts Ultimate p. 113), Portable Short-Range Radar System (GM Guide p. 187), and 4,000 credits.
First Level Invocations: Cloud of Smoke (2), See the Invisible (4), Thunderclap (4)
Second Level Invocations: Befuddle (6), Fear (Horror Factor: 16) (5), Levitation (5)
Third Level Invocations: Armor of Ithan (10), Invisibility: Simple (6), Impervious to Fire (5)
Fourth Level Invocations: Astral Projection (10), Carpet of Adhesion (10), Fire Bolt (7)
The important thing to know here is Armor of Ithan grants 10 M.D.C. of protection per character level and takes half damage from magic fire, lightning, and cold. The Fire Bolt is +4 to strike and does 4d6 M.D.C. damage.
As far as new spells go, he will automatically pick up one moderate level Ley Line spell each time he levels– this will cost half the normal P.P.E. amount. This is the stuff that makes this class what it is, so don’t forget to look these up in your copy of the Rifts Book of Magic when you level up for the first time!
The Ley Line Walker’s signature ability is that he can learn any spell of and level at any time he wants. The prices for these are so steep, it is more likely that the character will perform a quest in exchange for a midlevel spell before he could acquire the credits to pay for it. (A level five spell costs 50,000 credits… if you can find a seller!) On the other hand, the prices on the equipment listings are even higher for typical soldier gear, so maybe the players can actually come into this kind of money somehow.
The O.C.C. abilities of the Ley Line Walker are impressive. He can sense ley lines, rifts, magic use, and magical energy. He can use ley lines for communication, travel, rejuvenation, reconnaissance, and defense. There are all essentially super powers that go far beyond what typical spells can do. But they only work when you are at a ley line.
A note about the attribute requirements for a Ley Line Walker: they are actually hard to qualify for! They only need an IQ of 10 and a PE of 12, but it took me nine tries to get that. Five qualified for Cyber-knight. Six qualified for Glitter Boy. One qualified for Headhunter and Robot Pilot. Seven qualified for Body Fixer. Two qualified for Cyber-Doc. Seven qualified for Operator. Four qualified for Rogue Scholar. Three qualified for Rogue Scientist. One qualified for Wilderness Scout. Four of those qualified for Mystics. Three qualified for Shifters and/or Techno-Wizards. (Combat Cyborg, Crazies, Juicers, Merc Soldier, City Rat, Vagabond, Elemental Fusionist, Burster, Dog Boy, Mind Melter, Psi-Stalker, and Dragon Hatchling have no attribute requirements.) The Robot Pilot being the hardest to get into is a real surprise here!
Rifts does not have endless amounts of dungeon adventure scenarios for players to wear themselves out on. Its source material details a vast overworld full of insane power players where nearly everyone is overpowered compared to the typical D&D character. You can see from the above that a measly first level wizard type guy in Rifts is pretty much a mid-level magic-user… with outright super powers in addition to a laser pistol. This is what the ground floor looks like in this game.
Rifts doesn’t have any sort of wilderness travel rules or random encounter system, so the referee is pretty well left to make everything up whole cloth. From what I gather, this guy should be performing missions for some kind of patron outfit, heading out to a leyline on his motorbike, zapping himself along the lines some how, and then maybe spelunking down into some cave complex in Kentucky, fighting some demon creatures, retrieving an artifact, and then hightailing it back to Ohio.
Can you do that without having any sort of random tables or monster manual to do the heavy lifting for you? I’m sure you could! Long story short, though, when this guy gets back to base he is going to want a new spell that is suitable for the amount of risks and adventure he managed to win through. And you as the Game Master are going to give it to him, too– even if it is a fairly powerful mid to high-level spell!
Some people might debate that, sure. But around here… this is the true meaning of Riftsmas.
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