Toon Tuesday: Dustbin Durvin the Dwarf Techno-Wizard (Rifts)

The fact that Techno-Wizards have to use their magic through appropriate technology and enchantments only work with applicable paint jobs, add ons, and so forth is a really nice touch for this class. I like encouraging my players to be creative with things like that. I had thoughts of making a custom magical feature for the vehicle; Charismatic Aura which functions via a righteous mural on the side involving unicorns, guitars, and space scenes most likely. Perhaps once I have a better grasp on Techno-Wizard construction I’ll make a post with some custom enchantments.

As this character comes from a wealthy family of inventors, I saw fit that he should have (limited) access to some hefty funds and a monthly allowance. I’ve also created a homebrew magic item with Dwarven magic and technology in mind; Dwarven Rune Grease. As this is a homebrew creation and not official material, you should seek the DM’s approval before implementing it.

A lot of the Techno-Wizard construction rules got cut from the RUE, which made the vehicles and other gear a huge pain in the neck! I actually had to dig out my old RMB. Just one of those Palladium things, I guess.

Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts: Main Book, Rifts: Book of Magic, Rifts Conversion Book 01.
Recommended Setting: Any starting level advenuring group, also potentially suited for Mega-Damage campaigns (you’d probably want to give him a level or some upgraded gear first). Not good for pro-CS or anti-magic campaigns.


'Yes, I am the youngest of the Anvilmech inventor clan. Legacy? Well, yes, I suppose there's a legacy to live up to, my family is responsible for many technological breakthroughs. No, no, I'm not working on anything currently. Er, nothing important anyway! No, I don't have any schematics...Which class did you say you were researching this for again?' - Durvin Anvilmech

General Information
Nickname: Dustbin McAnvil (this is derogatory and he hates it), Durvin (to his friends)
Exp. Level: One
Experience Table: Techno-Wizard
R.C.C.: Dwarf
O.C.C.: Techno-Wizard
Alignment: Scrupulous
Invoke Trust/Intimidate: Not applicable.
Charm/Impress: Not applicable.
Health Points: 19 (+1D6/lvl)
S.D.C.: 20 (+1D6/lvl)
M.D.C.: Not applicable.
P.P.E.: 279 (+2D6/lvl)
I.S.P.: 35 (+1D4+1/lvl, Minor Psychic)
Chi: Not applicable.
Horror/Awe Factor: Not applicable.

IQ: 16 (+2% one time bonus to all new skills.)
ME: 15
MA: 10
PS: 20 (Lift/Carry: 200/400 lbs.)
PP: 15
PE: 19
PB: 9
SPD: 6 (Run: 4 mph.)

Hand to Hand: Basic
Attacks: 4
+Damage: 5
+Strike: None (+1 when using heavy weapons or vehicular weapons systems.)
+Dodge: None
+Parry: None
+Roll: 2
+Restrain Punch: 2
+Disarm: None
+Entangle: None
+Initiative: None
+Perception: None (+3 on rolls thst involve magic, machines, or any combination thereof.)
+Spell Strength: None (+1 at levels 4, 8, and 12.)

Fist Punch 1D4
Power Punch 1D4x2 (counts as 2 attacks)
Backhand 1D4
Elbow 1D6
Kick 1D8
Power Kick 1D8x2 (counts as 2 attacks)
Knee 1D6
Body Flip/Throw 1D6, the victim loses initiative and 1 melee attack.

Racial Natural Abilities
Dark Vision: Range: 90 feet. Can see perfectly well at night as well as during the day. Can also see in complete darkness (no light source of any kind).

Mechanical Aptitude: All Dwarves have an innate talent for working with mechanics, electronics, and weapons designs. As such, all mechanical, military, electrical, and computer skills taken receive a one time +5% skill bonus (which is in addition to any bonuses granted via their O.C.C..)

Occupational Natural Abilities
The Study of Magic: A Techno-Wizard is primarily interested in energy spells needed to create and power mystic devices, and likely spends much of their time building and tinkering with new devices rather than seeking out new spells. But additional spells and rituals of any magic level can be learned and purchased at any time, regardless of the Techno-Wizard’s skill level. After energy spells, interest will be in physical manipulation that can be applied to devices, such as Invisibility: Simple, Invincible Armour, Teleport: Lesser, Mystic Portal, and related spells. The Techno-Wizard is not usually interested in other areas of magic and never aquires summoning or circle magic.

P.P.E. Supplementation and Recovery: The Techno-Wizard can draw P.P.E. from ley lines, nexus points, and other people wherever available. Spent P.P.E. recovers at a rate of 4 points per hour of sleep or rest. Meditation recovers 8 points per hour, and each hour spent meditating is equal to one full hour of sleep for this character in relation to physical rest and recovering from fatigue.

Ley Line Piloting: Techno-Wizards enjoy a sort of intuitive skill knowledge and ability to pilot any TW vehicle designed to go along ley lines with astounding skill, even if they would normally have no piloting skills whatsoever. This skill only applies to TW devices and not to any regular vehicles. This skill also only applies to Techno-Wizards, other mages must have the appropriate piloting skill to properly operate a TW vehicle.
Skill Level: 74% +2%/lvl.

+Save Vs.
+Coma/Death: 8%
+Disease: None
+Insanity: None
+Poison/Toxins: 2
+Magic: 2 (+1 at levels 3, 7, 10, and 13.)
+Ritual Magic: 2 (+1 at levels 3, 7, 10, and 13.)
+Psionics: None (Need only to achieve a 12 or higher to successfully save.)
+Harmful Drugs: None
+Possession: 2
+Pain: None
+Horror Factor: 2
+Fatigue: None
+Illusion: None
+Curses: None
+Mind Control: 2

R.C.C. Skills:
Language: Native: Dwarven 98% (maximum)
Language: Other: Dragonese/Elven 82% +3%/lvl

R.C.C. Related Skills:
Not applicable.

O.C.C. Skills:
Literacy: Native: Dwarven 57% +5%/lvl
Language: Other: American 67% +3%/lvl
Language: Other: Techno-Can 67% +3%/lvl
Radio: Basic 57% +5%/lvl
Computer Operation 52% +5%/lvl
Computer Programming 42% +5%/lvl
Computer Repair 47% +5%/lvl
Basic Electronics 52% +5%/lvl
Mechanical Engineer 52% +5%/lvl
Techno-Wizardry Construction 87% +2%/lvl
Sensory Equipment 42% +5%/lvl
Mathematics: Basic 67% +5%/lvl
Land Navigation 43% +4%/lvl
Pilot: Motorcycles and Snowmobiles 67% +24%/lvl
Pilot: Automobile 67% +2%/lvl

O.C.C. Related Skills: (+2 skills at levels 3, 6, 9, and 12.)
Weapons Engineer 42% +5%/lvl
Electrical Engineer 52% +5%/lvl
Locksmith 52% +5%/lvl
Literacy: Other: American 37% +5%/lvl

Secondary Skills: (+1 skill at levels 4, 8, and 12.)
Mathematics: Advanced 47% +5%/lvl
Automotive Mechanics 32% +5%/lvl
Appraise Goods 47% +5%/lvl (Taken twice; also covers magic items.)
Lore: Magic 27% +5%/lvl

Weapon Proficiencies any
Sword (+1 strike 1, 3, 6, 9, 12, 15. +1 parry 2, 4, 7, 10, 13. +1 strike when thrown 4, 8, 12, not designed for throwing.)
Energy Pistol (+1 strike 2, 4, 6, 8, 10, 12, 14.)

Survival Knife: 1D6.
Swiss Army Pocket Knife: 1D4, also has filer, screwdriver (multiple heads), can opener, and pick attachments.

TW Converted Wilk’s 320 LASER Pistol: Non-converted e-clips will not function with this weapon as it is fully converted to magical energy blasts only.
Magical LASER Damage: 2D6 M.D.
Range: 1,000ft.
Magical Payload: 10 blasts. Recharge by casting Globe of Daylight and Energy Bolt on the weapon.
Bonus: +2 to strike using aimed shot due to the lightweight nature and superior balance of the gun.

TW Converted Wilk’s 447 LASER Rifle: Non-converted e-clips will not function with this weapon as it is fully converted to magical energy blasts only.
Magical LASER Damage: 3D6 M.D.
Range: 2,000ft.
Magical Payload: 10 blasts. Recharge by casting Globe of Daylight and Energy Bolt on the weapon.

Plastic Man: Full environmental armour, made of lightweight polycarbonate materials.
M.D.C. By Location: Main Body: 35. Helmet: 30. Arms (2): 15 each. Legs (2): 22 each.
Mobility: -10% movement penalty, fair mobility.

Vehicles/Riding Animals
TW Tree Trimmer: A strange, low flying, 1-2 person hover vehicle for ley line cruising; it is basically a bicycle that has two paddles in the front and back instead of wheels.
Device Level: Three.
Crew/Passengers: 1 rider, with room for 1 passenger on the handlebars or rear.
Instructions for Use: The driver pedals, the paddles spin, and the flying bicycle goes. Once the duration ends, the bicycle slowly loses altitude until landing softly or being recharged.
Duration of Charge: 30 minutes, but one can remain aloft longer by providing another 9 P.P.E. or 18 I.S.P.
Recharge: 9 P.P.E. or 18 I.S.P. to initiate takeoff.
Maximum Height: 200 feet.
Maximum Speed: 120 miles per hour.
Black Market Cost: 20,000 credits.

TW Converted Mountaineer ATV: An armoured, 3 wheeled ATV transport vehicle. Magically converted by a Techno-Wizard, see magical features and engine. The entire vehicle is covered in a magically imbued camouflage paint. The cargo area has been converted into a living space complete with a washroom/shower, and small kitchen and sleeping area; it is the character’s home. Has an advanced lock on the doors which can only be unlocked using both a keypad and a retinal scanner.
Crew: 1 pilot, 4 passengers comfortably, plus 10×8×8ft cargo area.
Maximum Speed: 120 mph.
Engine: Originally electric, magically converted.
Recharge: Cast Globe of Daylight on the vehicle; charge lasts for 1 year.
Maximum Range: 600 miles.
Size: 25ft long, 18ft tall, 6 tonnes.
M.D.C. By Location: Main Body: 210. Super Tires (3): 25 each. Reinforced Pilot’s Compartment: 50.
Weapons System: Swivel Mounted L20 Laser Pulse Rifle: 2D6 M.D. single shot or 6D6 M.D.C. 3 shot burst, range of 1760ft, payload of 50, mounted to roof.
Magical Feature: Chameleon Magic is activated by thought and 6 P.P.E. or 12 I.S.P., and works the same as the spell but applies to the vehicle and all passengers, as long as the vehicle and passengers stay motionless.

Gear (All located in backpack unless stated otherwise.)
Work Coveralls (worn, has his family crest on the back)
Clothes, Nice Quality (in ATV)
Jumpsuit, Pilot-Style (has his family crest on the back, in ATV)
Tinted Goggles
Multi-Optics Band
Magnifying Glass (in pocket)
Pocket Flashlight (in pocket)
Flashlight, Large (in ATV)
Signal Flare ×6 (×3 in ATV)
Tool Kit (in ATV)
Mini-Tool Kit
Sack, Small ×4
Sack, Large
Pocket Mirror
Silver Cross
Wooden Stake ×6
Mallet (1D4)
Ait Filter
Gas Mask
Pocket LASER Distancer
Pocket Digital Disk Recorder/Player
Computer, Hand Held
Universal Television Remote (in pocket)
LASER Pointer ×4 (×2 in ATV, ×2 in pocket)
Dwarven Rune Grease, 14oz tub ×4 (see Magic Gear for full description, in ATV)
E-Clip ×8 (does not have any weapons that can use them, but he’s still got ’em…in ATV)
Notebook ×8 (×2 in backpack, ×6 in ATV, filled with various sketches, formulas, schematics, whimsical ideas, always written in Dwarven or code)
Pen ×8 (×3 in pockets)
Pocket Notebook ×3 (×1 in pockets)
Clan Seal (worn, magically bound to finger)

Magic Gear
Homebrew: Dwarven Rune Grease: Originally invented by the Anvilmech clan, often this grease helps seal together the pieces of runic weaponry and other Dwarven magical technology. Intended for Dwarven inventors and enchanters, this thick paste is bright blue that is luminescent when recently charged with magical energy through the Energy Bolt spell. Each charge lasts for 1 hour, during which the paste can be applied; after the paste is applied to the object, the grease loses its glow but maintains its magical properties. It assists the application of magical enhancement and conversion when applied to items. Comes in a 14oz tub or tube. See Gear for quantity.
Bonus: +5% to Techno-Wizard Construction or other forms of magical enhancement when used.

Salary: 3,000 credit allowance from parents each month.
Credits: 600
Black Market Items: 6,000 credits worth.
Other Currency/Accounts: 8,000 credits worth of crystals and gems. 60,000 credit savings account (limited access through his parents).

Magic (P.P.E. Cost)
Armour of Ithan (10): This powerful spell instantly creates an invisible, weightless, noiseless, full suit of mystic body armour upon the caster. Or the armour can be instantly created upon anyone so long as the caster is touching the recipient. Named after the magic armour of the Dwarven King Ithan, it has an M.D.C. rating of 10 per caster level. Magic fire, lightning, and cold attacks do half damage to it.
Range: Self or other by touch.
Duration: 1 minute per caster level.

Blinding Flash (1+): Creates a sudden burst of intense, white light, temporarily blinding everyone in its radius. Victims are blinded for 1D4 melee rounds and are at a -10 penalty to strike, parry, and dodge. The chance of falling is 01-50% for every 10ft.
Range: 10 foot radius; up to 60 feet away.
Duration: Instant.
Saving Throw: Standard; -1 if 3 extra P.P.E. points are pumped into this spell.
Note: Does not affect robotic, bionic, or cybernetic eyes.

Breathe Without Air (5): Enables the character to function normally without air, whether it be underwater or in a vacuum, or in an area with little to no oxygen. Unfortunately, the magic does not protect the character from magic toxins or other types of airborne magics, but it does protect against natural and man-made gases. Two characters total can be given this enchantment simultaneously, provided the caster is touching each at the time that the spell is invoked.
Range: Self or 2 others by touch.
Duration: 3 minutes (12 melee rounds) per level.
Saving Throw: None.

Call Lightning (15): Generates a lightning bolt that can be directed at any specific target within range. The bolt strikes from the sky (even indoors), and always hits the intended target so long as they are within the caster’s line of sight.
Range: 300ft, line of sight.
Duration: Instant.
Damage: 1D6 M.D.C. per level.

Cloak of Darkness (6): Cloaks the spell caster in a field of darkness that follows them everywhere. The mage can see perfectly from within the cloud, but those outside the radius of magic cannot see in or through. At night, it renders the cloaked individual virtually invisible, although they can still be detected by infared, heat sensors, thermo-imaging optics, motion detectors, and other similar sensors. Furthermore, the aura of darkness may noticeably obscure a particular part of the background/area around the caster, making it obvious to visual detection, especially in daylight or when bathed in light – though the magical darkness cannot be dispelled by ordinary light. Consequently, this spell is ideal in darkness for hiding, escape, and in setting up an ambush.
Range: Self plus a 5 foot radius around the character.
Duration: 4 minutes (16 melee rounds) per level.
Saving Throw: None.
In Combat: Opponents who attack a cloaked character from any distance beyong the magic radius are -3 to strike, unless guided by heat based optics systems, and even then are at a -1 to strike. Those who step into the magic cloud for hand to hand combat will see their quarry without difficulty; no penalty unless they step outside the 5ft radius of effect.

Deflect (10): This spell allows the caster to attempt to magically parry and deflect incoming ranged weapon attacks such as arrows, bullets, LASERs, particle beams, rail guns, fire balls, called lightning, and so on. The spell caster gets to roll a 20 sided die, adding +4 for their parry (in addition to any P.P. attribute bonus; other parry bonuses do not apply). If successful, the attack is deflected by a small energy field and harmlessly hits the ground 1D4×10 yards away. Such a deflection may hit an ally or an innocent bystander if used in a crowded area. This spell can also deflect missiles, even volleys, but the caster might get caught in the blast radius and innocent bystanders are likely to get hurt. When missiles or powerful energy blasts (those that inflict 1D4×10 M.D. or more) are deflected, the character must roll a 20 sided die again, but without the benefit of a bonus, to see whether or not the attack is deflected away without harm to others, or if it strikes a bystander. See the following table for deflection results in such scenarios.
■ A roll of 1-4 means the attack is deflected into the ally nearest to the caster!
■ A roll of 5-8 means it hits an innocent bystander!
■ A roll of 9 or higher means the attack was deflected without harm to others, unless the area is densely populated or crowded (in which case innocents are almost certain to be injured).
Range: Self.
Duration: 1 melee “action” per level. If the mage chooses to take some action other than Deflect, they lose that Deflect option (i.e., if 5 Deflect options are available and the mage throws a punch, they lose one Deflect action, leaving them with 4). Each action taken after the spell is cast uses up 1 available Deflect action.
Saving Throw: None.
Note: Area of effect attacks like exploding rockets, missiles, grenades, or rail gun bursts may strike and injure or kill dozens of people; DMs should use their discretion in such situations. The spell caster can not accurately deflect the attack into a specific target or area.

Electric Arc (8): A simple offensive spell, it creates a crackling bolt of blue energy to leap from the caster’s hand(s) to the intended target; point and shoot, +2 to strike.
Range: 30 feet per level.
Duration: 1 melee round.
Saving Throw: Dodge.
Mega-Damage: 2D6 M.D. (each blast counts as 2 melee attacks).

Energy Bolt (5): Creates an energy bolt which the caster can mentally direct by simply looking at their intended target. The bolt may appear to fire from the hand, finger, or eyes, but requires no physical gesture to be cast. Dmage increases to 6D6 on a ley line and 8D6 on a nexus point, but the P.P.E. cost remains the same regardless of the strength of the attack. Only 1 energy bolt can be fired at 1 target per incantation, and each bolt counts as 1 melee.
Range: 150ft.
Duration: Instant.
Saving Throw: Dodge of 18 or higher.
Damage: 4D6 S.D.C. and more.

Energy Field (10): The spell creates a magical force field that surrounds and protects the caster, others nearby, or an object. The maximum area of protection is 8ft., which means it could protect a small room full of 6-8 people. The energy field appears as a semi transparent wall or bubble that shimmers with a bluish white light. The field normally provides a barrier of protection worth 60 M.D.C., but this protection is doubled on a ley line and tripled on a nexus point.
Range: Self or others up to 60ft away.
Duration: 1 minute (4 melee rounds) per level or until it is destroyed.

Fire Ball (10): The spell caster creates a large ball of fire which hurls at its intended target with awesome speed. This offensive spell is magically directed and seldom misses.
Range: 90 feet.
Duration: Instant.
Saving Throw: None except dpdge, but the victim must know the attack is coming and must roll an 18 or higher.
Mega-Damage: 1D4 M.D. per caster level.

Fire Bolt (7): The caster creates and directs a bolt of Mega-Damage fire that is +4 to strike.
Range: 100 feet, +5 feet per level.
Duration: Instant.
Saving Throw: Dodge.
Standard/Mega-Damage: 4D6 M.D. or 1D6×10 S.D. (as chosen by the caster).

Fuel Flame (5): The magic feeds any existing fire, doubling it in size. It can affect a 100ft area up to 100ft away.
Range: 120 feet.
Duration: Instant.
Saving Throw: None.

Fly (15): The spell caster can magically bestow the power of flight to an inanimate object not made of metal or plastic; that object can be used to fly. This spell is the origin of the myth about a witch and their broom and of flying carpets. The object must be large enough to hold onto or sit upon (if the item is small, the mage must hold on for dear life or fall to their doom). The maximum length and width of the enchanted item must not exceed 6ft. This maximum size is spacious enough to accommodate 3 additional adult passengers or 6 children. Maximum altitude is 1,000ft. Maximum speed is 35 mph; the object can be made to hover stationary.
Range: Object by touch.
Duration: 6 minutes per caster level.
Saving Throw: None.
Note: The magic will not work if the object has any metal or plastic on it, including nails, screws, metal bands, and so on.

Forcebonds (25): Transforms ordinary S.D.C. materials (yarn, rubber bands, rope, chain, etc.) into magical restraints that glow with a mystic force. This enchantment is made to restrain and bind in the same way as M.D.C. handcuffs/manacles/cord would and the subject must already have been subdued and bound with the material. A single captive can be bound at the wrists or ankles (to use both restraints this spell must be cast twice), or in 2 bands around the wrists and torso (pinning the arms to the captive’s body, a chair, tree, etc.) Requires a combined Supernatural P.S. of 45 to break free of the enchanted bonds (and 2D4 minutes of trying to do so), or 100 M.D. to destroy them. The Dispell Magic Barrier and Negate Magic spells will remove the enchantment, but the bonds are at a +2 bonus to save. An Anti-Magic Cloud will dispell them instantly, and Metamorphosis: Mist removes them. Even with the Escape Artist skill, the bonds are difficult to break; reduce the skill by half and using it takes ×3 as long. When bound by this spell, the Escape spell funtions as the Escape Artist skill does at 50% max efficiency, and can only be tried once every 5 minutes. Teleporting while bound will teleport the character, but their bindings will remain enchanted. Metamorphising into an animal or insect with legs is ineffective as they remain bound after transformation.
Range: Touch.
Duration: 30 minutes per level.
Saving Throw: Special.

Globe of Daylight (2): A small globe of true daylight is magically created. The light is bright enough to light up a 12 foot area per each level of caster experience. Because it is daylight, it can ward off Vampires and most other types of undead and demons that fear or are hurt by sunlight; keeping them at bay just beyond the edge of the light. The creator of the globe can mentally move it along with themself, of send it up to 30ft ahead. The maximum speed at which the globe can travel is equal to a Spd attribute of 12.
Range: Near self or up to 30 feet away.
Duration: 3 minutes (12 melee rounds) per level.
Saving Throw: None.

Ignite Fire (6): This spell causes spontaneous combustion, igniting any material that can burn. This means the mage could set a chair cushion, a jacket, paper, dry leaves, etc., on fire.
Range: 40 feet; maximum area of effect for the fire is 3 feet.
Duration: Instant (counts only as 1 melee attack); the fires last until they are put out.
Saving Throw: None.
Standard Damage: 2D6 per melee round (beginning after the first 2 melees).
Note: Volatile substances that are contained in something, like gasoline in the gas tank of a car or a container, can not be ignited. Furthermore, the target to be set on fire must be clearly visible. If somebody’s clothes or hair catch fire, they have 2 melee rounds (30 seconds) to get it off or put it out before damage is inflicted; no other combat or action is possible, all energy is used on dowsing the flame. If left to its own devices without being extinguished or running out of flammable materials, the fire will spread and can get out of control.

Impervious to Energy (20): The spell caster can make themself impervious to all forms of energy, including fire, heat, electricity, LASERs, and so on. Energy attacks do no damage whatsoever. Physical attacks, guns, knives, clubs, explosives, etc., do normal damage.
Range: Self or others by ritual.
Duration: 2 minutes (8 melee rounds) per caster level.
Saving Throw: None.

Impervious to Fire (5): An invocation that makes the individual temporarily impervious to fire. Normal, magical, and Mega-Damage fires do no damage to the enchanted individual or to anything that they are wearing or have on their person.
Range: Self or others up to 60 feet away.
Duration: 5 minutes (20 melee rounds) per level.
Saving Throw: None.

Magic Net (7): Creates a net composed of magic fibers that can snare 1-6 human sized victims within a 10ft area. Normal weapons cannot cut through the net; only M.D. weapons, magic weapons, and magic can affect this net. Even then, it requires a full 2 melee rounds to cut or blast out (though Dispel Magic Barriers will remove it immediately). Anyone caught in the net is helpless and unable to attack or defend. The spell caster can cancel the net at any time.
Range: 60 feet.
Duration: 2 melees (30 seconds) per caster level.
Saving Throw: Dodge of 16 or higher.
Note: The net can trap beings larger than human sized, provided the spell does not exceed the normal area of effect. To hurt someone already caught in the net without harming the net itself requires a called shot roll of 16 or higher to strike. Characters caught in the net can Turn to Mist or Teleport out, however this will require a successful Save Vs. Magic. A character who was intangible/mist before the net was cast is not caught by it.

Magic Shield (6): This spell creates a pale white field of energy in the shape of a large round shield. The shield can be used by the spell caster or be given to someone else. It functions as a normal shield to parry melee attacks, with a bonus of +1 to parry. The shield wielder can also attempt to parry against energy blasts and projectiles, but the user has no bonuses and suffers a -8 penalty to parry. The shield takes one quarter damage from all attacks it parries and disappears when all the M.D.C. are used up, the spell duration elapses, or if the user loses contact with the shield.
Range: Self or other.
Duration: 2 minutes (8 melee rounds) per caster level.
Saving Throw: None.
M.D.C.: 60 M.D.C.

See the Invisible (4): The character can see Astral Beings, entities, Elementals, ghosts, objects, forces, creatures, and persons who can turn invisible or who are naturally invisible. Even if the creature has no form per se, the caster will be able to discern the vaporous image or energy sphere that is the being.
Range: 200 feet.
Duration: 1 minute (4 melee rounds) per level.
Saving Throw: None.

Sense Magic (4): User can feel magic emanations and pinpoint their direction, source, and location by following them. Invisible, magical, or supernatural creatures/objects can only be tracked to a general area. Can also sense whether an item has magical properties, if a person/item is under a magic spell/enchantment, when magic is being used in range, and who is casting the spell. Does not sense psionic power.
Range: 120ft.
Duration: 2 minutes (8 melee rounds) per lvl.

Shadowmeld (10): This unique magic enables the caster to slip into the shadows and become totally invisible, even to a See the Invisible spell. The shadow must be at least 5ft tall or long to become an effective hiding place, and it serves as a superior means to remain hidden and move unseen (the caster can walk, run, or otherwise move along the shadow’s length or from shadow to shadow.) While in shadow/darkness, the character moves at 60% Prowl rating (or +15% to their Prowl rating, whichever is higher.) Intense light will dispel the shadow and reveal the caster, though they may flee to another shadow. Feeble light (less than 10 torches or 300 watts) will not generate enough light and simply produce more shadows. While hidden in shadow, the caster is still susceptible to psionic, magic, and physical attacks, but the attacker is at -5 to strike for not being able to see them (area of effect attacks suffer no penalty.) Only infared/thermal vision or imaging is capable of detecting a person concealed by this spell.
Range: Self.
Duration: 2 minutes (8 melee rounds) per level.

Superhuman Strength (10): Magically gives the character a Supernatural P.S. of 30, a P.E. of 24, as well as adds 30 S.D.C. for the duration of the magic.
Range: Self or others by touch.
Duration: 30 seconds (2 melee rounds) per caster level.
Saving Throw: None.

Telekinesis (8): Temporarily empowers the spell caster with the psychic ability to move objects with thought. This power can be used to move or hurl objects, bring them to the caster, open doors, flick switches, press buttons, and so on.
Range: 60 feet.
Duration: 1 minute (4 melee rounds) per level.
Saving Throw: Dodge.
Standard Damage From Hurled Objects:
■ Small: 6 ounces to 1 pound: 1D4.
■ Small: 1.5 to 2.5 pounds: 1D6.
■ Medium: 3 to 4.5 pounds: 2D4.
■ Medium: 5 to 10 pounds: 3D4.
■ Large: 11 to 25 pounds: 3D6.
■ Large and Heavy: 26 to 60 pounds: 4D6.
■ Add 1D6 for each additional 20 pounds of weight.
Rules and Limitations:
■ Maximum total weight is 60 pounds.
■ Attacks per melee using Telekinesis are equal to the number of hand to hand attacks per melee that the character may have. Telekinesis can be combined with hand to hand combat, but does not add attacks per melee round.
■ Bonus to strike is +3 with Telekinesis; physical and skill bonuses to strike do not apply when Telekinesis is used.
■ Bonus to parry is +4 with Telekinesis; physical and skill bonuses to strike do not apply when Telekinesis is used.
■ Object being manipulated must be visible.
■ Influence from ley line energy doubles the amount of weight and range possible; ley line nexus point energy triples it!

Psionics (I.S.P. Cost)
Machine Ghost (12): The psychic goes into a trance as they focus their concentration on entering a computer or most any type of artificial intelligence (not applicable to sentient, self-aware machines; they mentally access the neural network of the active computer and are inside the computer itself, similar to Astral Projection. Can also access information stored by most electronic means, including computer disks, video and audio disks, film or audio tape, and hard drives. Reading these disks and tapes is similar to Object Read, except the character hears and sees the data as if they were playing it on a computer or disk player without needing to use an actual display/device to run the item – and they percieve the information ×10 faster! A character accessing an object in this fashion can break contact any time with a thought, though they will be disoriented for one melee round; reduce combat bonuses and number of attacks by half.
Range: Self; computer by touch.
Duration: 3 minutes per level.
Saving Throw: Not applicable.
Limitations: This power is limited to the acquisition or reading of information only. The psychic cannot input, program, or delete data on the machine. When ghosting into the “Electronic Plane”, the character must learn how to navigate on their own or risk becoming lost and possibly dying when they are expelled from the virtual realm after theor time is up. The character loses all sense of time and reality outside of the data they are accessing, and unless they are protected by a companion, are vulnerable to attack without being able to defend themselves. Pain or being physically shaken will alert the psychic to trouble, but they may choose to awaken or to stay in the virtual world; only Telepathy can reach the character while they are in this state, and it serves as a form of two-way communication.
The “Electronic Plane”: Like Astral Projection, the electronic world of computers take on a virtual world landscape; its programs, viruses, and defense mechanisms will take on a virtual manifestation that can interact, confront, impede, or attack the psychic intruder. A password may appear as a metal door, or a locked filing cabinet that the character has to (seemingly) break open to access what’s hidden inside; the more difficult the code, the stronger/bigger the door/lock. Data is likely to appear as books, diagrams, film, holograms, and so on. The more sophisticated defense measures may be guards (who can appear as sorcerers, CS troops, aliens, etc.) who must be defeated. Viruses and defenses designed to attack an intruder are most typically shown as monsters or demons.
Virtual Combat: Combat in the virtual world seems real and is conducted in the same manner as it would happen in the physical plane. Combat and damage are measured by the character’s perception of their real body armour, weapons, and natural powers. When the psychic loses 70% of their armour or S.D.C./M.D.C., they will feel the urge to flee the virtual world. If they choose to flee, a computer defender will not follow, however a virus will pursue and continue to fight.
Virtual Death: Although any damage is only in the mind of the psychic (no physical damage occurs in the real world), if they die in the virtual world, they can die in the real world as well! The shock to the character’s psyche and body will momentarily stop their heart and they must roll to Save Vs. Coma and Death to survive. In this case, physical treatment is not necessary and the recovery process, if successful, takes less than 1 minute. The psychic must roll 3 times, and the best 2 out of 3 rolls determines life or death. Rolling 2 out of 3 between 01-75% means the heart starts and the character is shaken but fine; feels woozy for 2D4 minutes (reduce Spd 25% and all combat bonuses by half.) Failure to recover from the heart attack means immediate CPR medical treatment is required – Paramedic skill will suffice, provided any protective body armour can be removed in order to administer treatment; rescuers have 10 minutes. In this time, the character must roll to Save Vs. Coma and Death again, and must roll twice under 80% out of 3 rolls to live.
Leaving the Electronic Plane: The psychic can vaguely sense the way they came and must follow it back to the virtual access point. To do so, the player must roll on the following table and roll “definitely certain” to have their character successfully escape. The player must keep trying until they succeed or time elapses (the psychic instinctively knows when they are down to their last 3 minutes). If the character cannot escape virtual space before the duration of this ability elapses, they are flung out in the same effect as the “virtual death” (roll to Save Vs. Coma and Death following the same rules as above).
■ 01%-30%: Hopelessly lost (roll again).
■ 31%-45%: Uncertain (roll again).
■ 46%-65%: Fairly certain on the right track (roll again).
■ 66%-00%: Definitely certain! Whew! Made it back!

Mind Block (4): Can completely close/block their mind from psychic/mental emanations. While blocked, cannot sense anything, use psychic abilities, nor be influenced by others. Does not effect magic.
Range: Self.
Duration: 10mins/lvl.
Bonuses: +1 to save vs. psionic/mental attack.

Speed Reading (2): This is the ability to read and comprehend the writen word extremely quickly, though it requires Literacy in the language written. Speed of reading is 30 pages per minute (4 melee rounds). The psychic will retain the knowledge as they would normally. Highly technical texts will reduce the speed by half (15 pages per minute), and may require two readings to remember in detail.
Range: Self.
Duration: 3 minutes (12 melee rounds) per level.

Object Read (6+): Also known as Psychometry, this uncanny ability enables the psychic to receive impressions and images from an object regarding it use, history, and last owner. This is done by holding the object and focusing on a specific line of thought or opening up to general impressions (the latter is always more vague and random). Just as a psychic must open themself to sense evil or magic, they must open themselves to the object. If successful, they will receive impressions and/or images which reveal bits of information.
Range: Touch.
Duration: Varies; typically 2D6 minutes.
Saving Throw: None.
Skill Levels: Impressions: 56% +2%/lvl. Images: 48% +2%/lvl. Present: 38% +2%/lvl.
Impressions Include: General alignment of its last owner (good/selfish/evil), general emotional state of mind (angry/happy/sad/hate filled/confused/etc.), the objects general purpose/use, whether the last owner is living or dead, and whether the item has been used with/by magic or supernatural forces. It will also conclusively indicate whether the item is currently enchanted or contains a supernatural force/entity (as well as its alignment and emotions.) If the item is possessed, reading it leaves the user totally vulnerable to psychic attack (no bonus to save).
Images Include: This also provides brief snippets of images and events that offer glances to the previous owner and others close to them. Traumatic and emotionally charged events/images are the easies to see. Impressions will accompany the images, adding to the story of the object as it unfolds. Information includes: approximate age, height, weight, build, race, sex, sometimes occupation, hair color and length, special facial or body features (scar/tattoo/beard/etc. – though very often the exact facial features are out of focus, blurred, or obscured), the objects purpose/use, and some special event (usually very traumatic, important, or happy.) Often the event image will be fragmented, but the event will always be one in which the object was involved in some way.
The Success/Failure of an Object Read: Roll percentile dice once each for impressions and images; a failed roll for both images and impressions means the user feels and sees nothing. The reader can fail one roll but succeed at the other, which means they can get no impressions, but still see images (or vice versa.) Once an object has been read it cannot be read again by the same psychic, even if they did not see/feel a thing. Of course, the psychic can attempt to read other items, but each item reading attempt will cost 6 I.S.P.
Reading the Present: The present can be glimpsed, but costs an sdditional 4 I.S.P. to do so with no guarantee of success and cannot be seen unless the user was successful on at least one of the previous read impressions or images rolls. Sometimes the psychic can focus in to see and feel the last owner as they are in that current moment. This will provide and idea of their current state of mind/emotion, appearance, dress, general location (that is to say, a bedroom, office, street, outdoors, etc. – no address or sense of distance away from the reader is provided), general features (shaved their beard, dyed their hair, lost a limb, etc.), and so on. The psychic may be able to identify a place or person by feature if they have seen it before or run into them in the near future.

Telemechanics (10): They can mentally communicate and understand mechanical and electrical machines/devices/objects. Can be used on any non artificially intellegent machine (including but not limited to an airplane, gun, bicycle, etc..) Using this ability gives them complete (though temporary) knowledge of how the object operates; everything from complete schematic diagram to operations and processes is seen in their mind’s eye (equivalent to a skill expertise of 77% with all aspects of the mahine.) Can understand not only repair, programming, and access codes, but communicate telepathically with it (I.e., can access a computer’s memory bank without using a terminal because the information is sent directly into their mind.)
Range: Touch or up to 5ft.
Duration: 10mins +2mins/lvl.
Saving Throw: None.

Total Recall (2): The character remembers every word they read. Specific blocks of written and visual information can be recalled in perfect detail at will. Each block of information costs 2 I.S.P. if recalled successfully. If all I.S.P. have been expended the memory is a little fuzzy, so the exact quotes and details may be impossible to recall. Roll percentile to see how much is retained:
■ 01%-50%: Remembered in full detail, word for word.
■ 51%-80%: Details are forgotten, but the full essence of the ideas are clear.
■ 81%-00%: Can only recall the most basic concepts; no details nor strong comprehension.
Range: Self.
Duration: Permanent.

Not applicable.

Not applicable; Techno-Wizards will usually avoid getting implants unless medically necessary.

Power Armour/Robot Vehicles
Not applicable.

Personal Information
True Name: Durvin Badgravel Anvilmech
Gender: Male
Occupation: Inventor/Enchanter
Age: 86
Lifespan: 281
Height: 3′ 4″
Weight: 166 lbs.
Description: Incredibly short for a human, but tall for a Dwarf, he has a full black beard, dark skin covered in coarse hair, and grey eyes. He keeps the hair on top of his head short and completely shaven on the sides, and braids his long beard. A couple of metal Dwarven clasps hold the braids together and out of his way. He is very broad shouldered, a bit on the chubby side (though not overweight), and with large hands that are often holding a tool or schematic and covered in blue grease – which also stains his work coveralls.
Insanity(s): Obsessive Compulsive About Safety/Security (see Vulnerabilities).
Sentiments Toward Coalition State: Despised; the CS is nearly everything wrong with Earth from his point of view. He avoids CS territory, but will go out of his way to warn a town of approaching patrols.
Sentiments Toward D-Bees: Indifferent; though he easily finds comradeship in those races who have a natural love of technology or magic.
Sentiments Toward Humans: Indifferent; they make powerful allies and have proved to be worthy trade partners for his family.
Sentiments Toward Magic/Psionics: Love; bordering on obsession, he loves using their magic and psionic abilities and has a great respect for skilled casters and psychics.
Mutations: Not applicable.

Casting Limitation: Needs a Spell Conduit: It is not a lack of understanding in magic that limits the Techno-Wizard’s spell casting abilities, but their orientation; magic used in conjunction with machinery. Instead of casting a spell with a word and a gesture, the Techno-Wizard needs an appropriate mechanical device through which to concentrate their thoughts and focus the spell. Though they can cast spells normally, all their spells require a focus object or the Techno-Wizard suffers the spell casting penalty. Using a piece of technology as the focus does not harm the object in any way. Once the spell has ended, the object is as non-magical as it was beforehand; only full Techno-Wizard conversion permanently adds magical capabilities to a device.
For Example: To cast Fire Bolt they need an appropriate delivery system, such as a gun of some sort (it does not have to be magical or inflict Mega Damage) or one of their weird devices. They point the pistol at their target, say the appropriate words, and the Fire Bolt spell would erupt from the pistol. Later, the gun could be used to fire its regular rounds again. However, the Techno-Wizard cannot fire the gun’s regular rounds and the spell atthe same time, it must be one or the other.
The Device: What the device is and how it functions also makes a difference. To use Fire Bolt they need a mechanism like a gun because it was a logical firing energy/bullet firing machine to begin with; it shoots, so it could be used to fire the spell. So if the Techno-Wizard wanted to cast See the Invisible, they would need some type of binoculars, glasses, goggles, or optics system to focus their spell through, and then they could See the Invisible using that item.
Spell Casting Penalty: All spell ranges, durations, M.D.C. or S.D.C., and damage are reduced by half when cast through traditional words and gestures, rather than through an appropriate mechanical device.

Obsessive Compulsive About Safety/Security: Will check to see if a door is locked, a weapon is loaded, that they have their holy symbol(s), have a radio, I.D., and similar 1D6+2 times each. May also insist that their team members use identifying code words and signals to prove they are who they claim or seem to be.

Background: The very wealthy Anvilmech clan has a long history for inventing new technologies and working with runes, and some skilled mages along the line learned to use magic for the same purposes. Though spell casters are a rarer breed amongst Dwarves, excepting runic magics, the Anvilmechs may have several in each generation! Durvin is the youngest of 7 siblings, and as such has always had a lot to live up to in his family; he grew up bearing the full weight of familial ribbing and similar torments, or being outright ignored by others. He had trouble saying his own name as a babe and so some of his elder siblings cruelly took to calling him “Dustbin”. He had a knack for mechanics, like most of his clan, but when his undeveloped Techno-Wizard abilities manifested and fused together items he was working on, he finally stepped out of his siblings’ shadows. He was enrolled in full fledged mage college, to study under the Techno-Wizards there, as there were none available to tutor him within the Anvilmech family. His elder siblings soured at the newfound pride and attentions which Durvin was receiving – he was allowed extra allowances and resources whereas they each had to petition their parents or supervisors for the barest increase.

Early in Durvin’s academic career, a pair of his Brothers (Feenik and Aldrun) paid him a visit. Durvin was working on an item enchantment that was thus unheard of in the magical world; he was the pride of the Anvilmech clan. To douse his spirits and popularity, the elder Brothers made great efforts to ridicule and hinder Durvin, even making a new nickname catch on among his peers: “Dustbin McAnvil”. It was frustrating for Durvin, who’d finally had a chance to succeed, but was only a fraction of the cruelty he endured as a new mage. His fantastic enchantment was set to be presented before the whole school – it would have resulted in his skipping to the advanced courses and his own patent. But when he activated the spell, Durvin discovered that his hard work was sabotaged; the components had been mixed up and his formulas stolen!

He became the laughingstock of the mage college amongst the other students. His teachers took pity on him, and he excelled in his courses, but the event changed him. Durvin became much more guarded and secretive, especially about his inventions and even amongst his family and friends. Now, before he can pursue his more ambitious inventions and risk having them stolen again, Durvin seeks to build a better magical lock for his own (and his family’s) peace of mind.

Family Tree: Heomurr, his Father, is an Operator in a long line of Operators. His Mother is Bynyvarr, an efficient Rune Maker. Durvin has 7 older siblings (listed eldest to youngest); Forgun (Elemental Fusionist, male), Ghyvvor (Mystic, female), Tundar (Operator, female), Feenik (Operator, male), Aldrun (Rogue Scientist, male), Rur (Rune Maker, female), and Kynni (Rogue Scholar, female). Durvin is in semi frequent contact with his parents and some siblings, though he avoids family get togethers with a passion rivaled only by his love for Techno-Wizardry. The Anvilmech clan is well known amongst Dwarves, traders, inventors, and other similar groups. His family seal is that of an anvil surrounded by a large gear, pierced by a long handled hammer.

Quick Stats
Durvin the Dwarf (Scrupulous, 1st level Techno-Wizard O.C.C.)
IQ: 16 ME: 15 MA: 10 PS: 20 PP: 15 PE: 19 PB: 9 Spd: 6 HP: 19 SDC: 20 PPE/ISP: 279/35 Attacks: 4
Arms: Swiss Army Pocket Knife: 1D4. Survival Knife: 1D6. TW Converted Wilk’s 447 LASER Rifle: 3D6 M.D., 2000ft. TW Converted Wilk’s 320 LASER Pistol: 2D6 M.D., 1000ft, +2 aimed shot. Plastic Man: 139 M.D.C.
Abilities: Dark Vision 90ft, Mechanical Aptitude, P.P.E. Supplementation, Techno-Wizard Piloting, and Techno-Wizard Construction.
Spells: Armour of Ithan (10), Blinding Flash (1+), Breathe Without Air (5), Call Lightning (15), Cloak of Darkness (6), Deflect (10), Electric Arc (8), Energy Bolt (5), Energy Field (10), Fire Ball (10), Fire Bolt (7), Fuel Flame (5), Fly (15), Forcebonds (25), Globe of Daylight (2), Ignite Fire (6), Impervious to Energy (20), Impervious to Fire (5), Magic Net (7), Magic Shield (6), See the Invisible (4), Sense Magic (4), Shadowmeld (10), Superhuman Strength (10), Telekinesis (8).
Psionics: Machine Ghost (12), Mind Block (4), Speed Reading (2), Object Read (6+), Telemechanics (10), Total Recall (2).

Happy Gaming,

Any image or information provided pertaining to Rifts is the sole property of Palladium Books and any authors or artists therein. I claim no ownership of content, nor do I claim ownership of any borrowed fan-made creations as may be sourced above. Any homebrew creations are not official material, and are merely intended as creative supplementation.

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