Toon Tuesday: The Seeker, a Human Battle Magus Controller (Rifts)


Just when we thought we were able to take a breather from doctors and appointments, our poor toddler has a big dental issue that needs to be taken care of. Thankfully, I’ve already got this character post pretty much ready to go, and in trying to stick with my tentative biweekly schedule, I should have enough of a buffer to get the next one done on time while still meeting my child’s needs. So enjoy this one, it ended up being more fun than I anticipated – especially for a spell caster “robot pilot” type character (those ones are usually a much bigger pain).

Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts: Book of Magic, Rifts World Book 16: Federation of Magic.
Recommended Setting: The Magic Zone is the most common area to find Controllers and their Magus brethren, but they can travel elsewhere (though only typically under certain conditions, like seeking out lost Automatons or deceased Controllers, or pursuing a personal, Lord Magus approved quest). Suited to any good aligned, magic friendly group of starting or mid level, also potentially suited to M.D.C. campaigns (though the character itself is not very durable or powerful without their Automatons). Also suited to combat, seek and capture, or espionage type adventure.

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'A giant golem you say? Well, that's not so unusual for those mage types, you know; always animating something or other to do their dirty work. Headed South toward the forest, right? Trust me, it's probably nothing to worry about and it shouldn't bother you or your town again.' - Keeva the Seeker

General Information
Nickname: The Seeker
Exp. Level: One
Experience Table: Controller Magus O.C.C.
R.C.C.: Human
O.C.C.: Controller (Battle Magus Subset)
Alignment: Scrupulous
Invoke Trust/Intimidate: Not applicable.
Charm/Impress: Not applicable.
Health Points: 20 (+1D6/lvl)
S.D.C.: 52 (+1D6/lvl)
M.D.C.: Not applicable; see Automatons in Power Armour.
P.P.E.: 48 (+2D4/lvl)
I.S.P.: Not applicable.
Chi: Not applicable.
Horror/Awe Factor: Not applicable; the Automatons have their own Horror Factors, however (see Power Armour).

Stats
IQ: 12
ME: 17
MA: 13
PS: 22 (Lift/Carry: 880/440 lbs.)
PP: 17
PE: 20
PB: 13
SPD: 20 (Run: 13.5 mph.)

Combat/Bonuses (See Weapon Proficiencies for combat bonuses when using a particular weapon type.)
Hand to Hand: Expert
Attacks: 4 (+1 at levels 2, 7, and 14.)
+Damage: 7
+Strike: 2 (+2 to strike on an aimed/called shot.)
+Dodge: 3
+Parry: 3
+Roll: 6
+Restrain Punch: 5
+Disarm: 1
+Entangle: None
+Initiative: 3
+Perception: None
+Spell Strength: None (+1 at levels 5, 10, and 15.)

Attacks
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.
Body Block/Tackle: 1D4 (×2 if 8-12ft tall, 3D6 if even larger) and opponent must dodge/parry to avoid being knocked down; if knocked down, they lose initiative for that round and 1 melee attack.
Pin/Incapacitate: On a natural roll of 18, 19, or 20, can hold opponent completely immobile (though the character cannot move without releasing them).
Crush/Squeeze: 1D4 per squeeze attack (×2 if 8-12ft tall, 3D6 if even larger); each squeeze counts as one melee attack.

Racial Natural Abilities
Not applicable.

Occupational Natural Abilities
Extraordinary Mental Focus and Willpower: An exceptional ability to concentrate and focus even through pain, fear, anger, and stress better than any of the Magi. This ability gives the Controller their strong link to their Automatons, as well as the ability to simultaneously control more than one at a time.
Bonuses: Fatigues at 1/3 the normal rate, can hold their breath 2× as long (roughly 4 minutes [16 melee rounds]) as the average human, has exceptional balance (+10%; bonus applied), and can leap 10% farther than average.

Pilot Automatons:The Controller can “pilot” any Automaton (except the Colossus), even those they are not “bonded” to. Under this circumstance, the character must ride the Automaton and only the standard bonuses of the magical construct apply – not the Controller’s bonuses through a link with specific ones. Likewise, the Controller can make the Automaton cast its spells, but they cannot contribute to its P.P.E. battery nor draw on the battery to enhance their own spells.

Magic Link to Automatons: While others can “pilot” an Automaton, Controllers undergo a bonding ritual that physically and mentally “links” them to specific Automatons; man and magical construct become one. This means the Controller sees and hears whatever the Automaton experiences and vice versa, both see and respond through the other’s eyes, and the Automaton responds with a mere thought from the Controller; a reflex action, for it is an extension of their self.
One Master: Any Automaton that has been ritually linked to a Controller can only be animated by that specific character or the High Magus who created it. Any others who try to pilot it, even other Magi, will get absolutely no response, it simply stands motionless like a statue.
Bonuses From the Union:
■ Attacks per melee round: Equal to the number of attacks of the Controller +1 melee attack/action for every 2 levels of the Controller’s experience (starting with level 2).
■ +2 to each of the Automaton’s combat bonuses; do not add the Controller’s own personal bonuses to those of the construct’s.

Spell Magic of the Automaton: Each Automaton possesses innate spell casting abilities that only a Controller, its creator, or the Lords of Magic can call upon. When controlling an Automaton linked with the Controller, the character can pump their own P.P.E. into the Automaton so that it can cast spells even after its own P.P.E. battery has been drained. The Controller can also draw upon the enchantment of the Automaton when casting their own spells to double the normal range, but each such enhancement costs 5 P.P.E. from the battery.
Note: Both the Automaton and the Controller can cast spells (each limited to those available to them), which means between the two, as many as four spells can be cast per melee round! If a Controller is piloting an Automaton they are not linked to, they can still cast the spells, but cannot add their own P.P.E. to it, nor use the Automaton to double their own spell range.

Command Multiple Automatons: A Controller can simultaneously control and direct two or more Automatons with which they are personally linked to; as many as one Automaton for every two levels of experience. When controlling more than one, only the Automaton with whom the character is in direct physical contact gets the benefit of all the Controller’s bonuses. The others fight at their basic piloted level, but foght as a well orchestrated team with the Controller calling all the shots.
Note: A Controller is seldom linked (via a bonding ritual) to more than four Automatons unless a High Magus or Lord of Magic deems them truly stable, loyal (to The Three), and experienced enough (8th level or higher) to handle it. However, even most 8-15th level Controllers are typically linked only to four. One additional Automaton can be linked to the Controller for every two levels of experience.
If one of the Controller’s previous Automatons is destroyed: They can be bonded to a new one at any time. These bonding rituals can only be performed by a High Magus and the character must be worthy.
Control Automaton Without Physical Contact: The distance in which the Controller can maintain contact with additional Automatons is 200 feet, another reason they fight as a tight unit. If one should step out of range, it will instantly shut down, but will spring back to life the moment the Controller steps within range.
Combat Note: When operating one Automaton, the construct has a number of attacks equal to those of the Controller +2. Meanwhile, the Controller retains half of their own attacks/actions per melee round; they can look around to survey the situation and consider other actions or cast their own spells. When the Controller has to divide their attention between two or more Automatons, they lose all but one attack per round and cannot cast spells.

Magic Training: The Controller can also drae additional P.P.E. from ley lines, Nexus Points, and the Automaton they pilot, but not from other people or blood sacrifice. Each subsequent level of experience  (starting with level 2), the Controller can select one additional offensive/combat oriented spell (energy blasts, magic weapons, area of effect spells, augmentation, etc.) And one defensive (shields, walls, repulsion, negation, etc.) or other spell (chameleon, healing, etc.). During the early levels, these spells can be selected from spell levels 1-4, but upon reaching 5th level, the Controller can select spells from each equivalent level corresponding with their experience (i.e., a 5th level Controller can select spells from levels 1-5, and so on).
Note: Most Controllers will not actively seek to learn spells above and beyond those provided through their career, and the few that do seldom pick up more than a handful (1D4+2 maximum). Their power comes from their union with the Automatons; this is their entire orientation and purpose, so they welcome and accept it completely and do not hunger for greater mystic knowledge.

Automaton Assignment By Level: A Controller character starts out by being bonded to a specific Earth Thunder (their personal power armour) and an Infiltrator (the latter is used only on special assignments). At level 3, they are bonded to a Battlelord or Fire Demon. At level 5 or 6, the character is linked to a Kilairgh or an Ice Drake. Choices are usually left to the Controller.

+Save Vs.
+Coma/Death: 25%
+Disease: 2
+Insanity: 1
+Poison/Toxins: 5
+Magic: 4
+Ritual Magic: 4
+Psionics: 1
+Harmful Drugs: None
+Possession: 1 (+1 at levels 3, 5, 6, 7, 9, 11, 13, and 15.)
+Pain: None
+Horror Factor: None (+1 at levels 2, 4, 5, 7, 8, 9, 11, 13, and 15.)
+Fatigue: None (Fatigues at 1/3 normal rate.)
+Illusion: None
+Curses: None
+Mind Control: 1 (+1 at levels 3, 5, 6, 7, 9, 11, 13, and 15.)

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

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

O.C.C. Skills:
Lore: Demons and Monsters 40% +5%/lvl
Language: Native: American 98% (maximum)
Language: Other: Demogonian 65% +3%/lvl
Literacy: Native: American 65% +5%/lvl
Mathematics: Basic 70% +5%/lvl
Boxing
Wrestling
Intelligence 42% +4%/lvl
Tracking: Humanoids/Robots 35% +5%/lvl
Detect Concealment 35% +5%/lvl
Interrogation 40% +5%/lvl
Land Navigation 46% +4%/lvl
Prowl 35% +5%/lvl

O.C.C. Related Skills: (+1 skill at levels 2, 4, 6, 8, 12, and 15.)
Detect Ambush 35% +5%/lvl
Escape Artist 35% +5%/lvl
Undercover Ops 35% +5%/lvl
Fasting 45% +3%/lvl
Wilderness Survival 35% +5%/lvl

Secondary Skills: (+2 skills from the Controller’s O.C.C. Related skills list on page 76 of Federation of Magic at levels 4, 8, and 12.)
Lore: Faeries and Creatures of Magic 25% +5%/lvl
Research 40% +5%/lvl

Weapon Proficiencies
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.)
Blunt (+1 strike/parry 1, 3, 6, 9, 12. +1 strike when thrown 5, 10, 15, not designed for throwing.)
Shield (+1 parry 1, 3, 7, 10, 13. +1 strike with shield 4, 8, 12, no bonus to strike when thrown. See page 327 of Rifts Ultimate Edition for more detail on shields taking damage and use in blocking bullets, energy blasts, thrown weapons, and so on.)
Handgun (+1 strike 2, 4, 6, 8, 10, 12, 14.)

Equipment
Weapons
Lightning Mace TW-1300 (With Silver Spikes): A mace (commercial design) with an amethyst in the top of the head. The striking surface is covered in holes, through which twines about 4ft of heavy duty copper wire, and the weapon can be outfitted with silver spikes.
Standard Damage: 2D4 as an ordinary (magic not activated) blunt weapon or 4D4 Hit Point damage to Vampires (and other creatures vulnerable to silver) if the mace has silver spikes.
Mega Damage: When activated, the TW mace crackles with electricity and does 4D6 M.D. (combined damage from blunt impact and the electrical field). When used to parry, the opponent is jolted by the electrical field and takes 1D6 M.D. even from the successful defensive move.
Ranged Attack: Can also fire an electric blast that does 3D6 M.D. up to 100ft away.
Rate of Fire: Each strike of the mace or electric blast counts as one melee attack.
Bonuses: +1 to strike with the electric blast.
Cost to Activate: Either 12 P.P.E. or 24 I.S.P.
Duration of Magic Charge: 2 melee rounds (30 seconds) per activation.
Black Market Cost: 50,000-80,000 credits, fair availability (good at Arzno).

Shield: Typically in use or kept on back. 1D6 when used as a blunt weapon, 1D4 when used as a thrown weapon. Emblazoned with the Firebrand crest.

Broadsword: 1D8+1.

Magnum Revolver
Standard Damage: 6D6 S.D.
Range: 140 feet.
Payload: 6 shots, hand loaded (×24 extra ammo).

Armour
Battle Mage Controller Body Armour: Unlike much body armour, there is no metal to be found in a Controller’s suit; it is composed of either M.D.C. polycarbonate plates and padding, or of magically created materials (which are just as effective). Not a full environmental suit.
M.D.C. By Location: Main Body: 35. Helmet: 35 (when worn).

Vehicles/Riding Animals
See Power Armour; capable of “riding” Automatons.

Gear (All located in backpack unless stated otherwise.)
Casual Clothing ×3 (worn or in backpack)
Uniform ×2 (military, not taken outside the Magic Zone, in apartment)
Utility Belt (worn)
Canteen ×2 (in knapsack)
Backpack
Knapsack
Sleeping Bag
Travel Rations ×21 days (in knapsack)
Hancuffs (in utility belt)
Rope, Cord ×50ft
Flare ×4 (in knapsack)
Pocket Knife (in utility belt)
Notebook ×2 (in knapsack)
Pocket Notebook (in utility belt)
Pen ×3 (in utility belt)
Soap (in plastic bag, in knapsack)
Toothbrush (in knapsack)
Toothpaste (in knapsack)
Pocket Digital Disc Recorder/Player (in knapsack)
Digital Camera (×1000 images, in knapsack)
Personal Items (a bag of glass marbles, a small dominoes set, a lightweight but sturdy minifigurine that looks like her Earth Thunder Automaton, etc., in pockets or knapsack)

Magic Gear
Homebrew: TW Flashlight (Medium): A simple, camping flashlight with the innards and lens removed and replaced with quartz, created using the Lantern Light spell. This device provides the same amount of light as a flashlight would normally and is turned on and off with the flashlight switch.
P.P.E. Recharge Cost: 5 P.P.E., or either the Lantern Light spell or the Globe of Daylight spell.
Battery Life: Can be used continuously for up to 1.5 hours until needing to be recharged, and can be turned on and off as often as necessary while still retaining its charge.
Note: As most of the inside components (wires, battery casings, etc.) have been removed, there is a small space inside the flashlight case (with a screw top lid) that could serve as small storage – though too much shaking with an item hidden inside could potentially damage the quartz and render the magic useless.

Money
Salary: 600 (universal) credits per month.
Credits: 1,000
Black Market Items: Not applicable; see Magic Gear and Power Armour/Robot Vehicles.
Other Currency/Accounts: Has access to the Firebrand accounts (which are plentiful) through her parents, but requires their express permission.
Other: As a member of the Dweomer Defense Force (DDF, military), the character is provided with a furnished, private, 2 bedroom apartment (1 bedroom is typically used as a study or meditative space), 3 meals daily, ×2 uniforms, and their basic needs/equipment. They also have access to medical/healing, counselling, academic gymnasium, practice arenas, recreation, and other facilities.

Magic (P.P.E. Cost) (Every subsequent level [starting with level 2], +1 combat and +1 defensive/other spell; see “Occupational Abilities: Magic Training” for more detail.)

See the Invisible (4): The character can see Astral Beings, entities, Elementals, ghosts, objects, forces, and creatures that can turn invisible or 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: One minute (4 melee rounds) per level of experience.
Saving Throw: None.

Lantern Light (1): Creates a small sphere of light that is less brilliant but longer lasting than the Globe of Daylight spell. It floats within 10ft of the caster and can be mentally moved to hover at different angles and positions as the mage desires. The intensity of the light can also be mentally adjusted to the equivalent of a 50 to 300 watt light bulb, whatever suits its creator.
Range: 10 feet; can light up a room.
Duration: 30 minutes per level of experience.
Saving Throw: None.
Note: This is not sunlight, so it will not damage vampires nor keep them at bay.

Climb (3): Enables the enchanted individual to climb with exceptional, almost inhuman, skill, speed, and agility. Skill level is 98% to climb normal, rough, climbable surfaces; speed is equal to the Speed attribute. Smooth, presumably unclimbable or extremely difficult surfaces to climb normally can be scaled with a skill level of 60%. Rappelling is possible at 90% skill level.
Range: Self or others up to 40 feet away.
Duration: Five minutes (20 melee rounds) per level of experience.
Saving Throw: None.

Chameleon (6): Enables the enchanted character(s) to seemingly alter the color and pattern of their clothes and physical body, allowing them to blend into the surrounding environment and disappear from sight. Movement destroys the effectiveness of this magic. The character is 90% undetectable if unmoving; 70% undetectable if moving 2ft per melee round or slower; 20% undetectable if moving 6ft per melee round; totally ineffective if moving any faster. Attacking someone automatically negates the effects of the spell.
Range: Self or others by touch.
Duration: Four and a half minutes (18 melee rounds) per level of experience.
Saving Throw: None.
Note: This spell is effective against normal vision, See the Invisible and most optic systems. A thermal imager is likely to reveal the character, especially if they are hiding in a cold environment. However, if the air temperature or a machine they are hiding against is around the same temperature as their body temperature (within 5 degrees), the character is concealed even from it.

Distant Voice (10): Allows two-way communication over great distances. Magic is used to create a doorway for sound between two points within the given range. Voices can pass both ways and be heard as if the speaker were only a few feet away. The only real limits to this spell are that the caster must know the person they are trying to speak with (at least in passing or by their appearance) and that individual must be partially visible, even if only a speck on the horizon. If they have never met, but the character is known to the mage by reputation and photograph, communication is still possible provided there is visual contact. Communication without visual contact can only be done between people who know each other extremely well, but has a vey limited range of 500ft maximum (regardless of experience) and each needs some object that belongs to the other character. Although limited, this form of magical communication can not be easily monitored or traced (no radio wave, electronics, conventional power source, or means of transmission); perfect for a group in hiding. However, a hidden microphone will be sensitive enough to pick up both conversations if in range of one.
Range: 2,000 feet per level of experience; line of sight.
Duration: Five minutes per level of experience.
Saving Throw: Not applicable.
Note: The Federation of Magic uses this spell as its main form of communication.

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.

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.

Tongues (10): This spell enables the recipients to instantly comprehend all languages at a maxium rating of 98% (does not include literacy, but can be paired with the Eyes of Thoth spell to achieve temporary comprehension of both spoken and written languages.)
Range: Self or others by touch.
Duration: 3 minutes (12 melee rounds) per level.
Saving Throw: None.

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).

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.

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.

Charismatic Aura (10): This spell instantly enhances that person’s P.B. by 8 points, and increases their charisma and charm to all who behold them. Although the focal point of the spell is the person on whom it is cast, it affects all within range, who must then roll to Save Vs. Magic. Those who successfully save are not affected at all, those who fail are charmed and respond accordingly. The person with the aura can invoke one of 3 responses listed below:
Friendship/Trust: The first few words spoken will set up the response. Thus, a statement of friendship, peace, or trust will inspire those sentiments in everyone affected.
Power/Fear: A statement of power, anger, strength, or vile intent will strike awe and fear into eveyone affected (i.e., “Lay down your weapons or suffer my wrath!”) Horror Factor of 13.
Successful Deception: This enables the person with the aura to convincingly lie like a master con-man. There is a 01-80% chance that those affected will believe anything they tell them, no matter how outlandish. This response is triggered by a phrase like, “You can trust me completely…” or, “You know I would never lie to you.”
Range: 60 foot radius.
Duration: 6 melee rounds (1.5 minutes) per level of experience.
Saving Throw: Standard Vs. Magic; can be cast upon the spell caster or another person.

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.

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.

Psionics (I.S.P. Cost)
Not applicable.

Familiars
Not applicable; though Controller’s are linked to their Automaton(s) in a similar fashion. See Power Armour for Automaton stats.

Cybernetics/Bionics
None; in fact, a Controller will never get cybernetics or bionics unless there is no other choice (necessary to save their life or as a prosthetic), and then only bio-systems will be used. Bionics/cybernetics interfere with spell casting.

Power Armour/Robot Vehicles
Earth Thunder Automaton:
Body Type: M.D.C. stone or clay; sometimes confused with a golem.
M.D.C. By Location:
■ Mystic Sword: 200.
■ Main Body: 500.
■ Head: 120.
■ Eyes (2): 100 each.
■ Hands (2): 75 each.
■ Arms (2): 140 each.
■ Legs (2): 200 each.
■ Feet (2): 100 each.
Effects of Destroying Parts of the Automaton:
■ Destroying the main body causes the construct to collapse in a heap, but as long as it retains at least 2 M.D.C. points, the Controller can activate the Automaton’s magic regenerative ability by spending 20 P.P.E. of their own. Once activated, the construct regenerates at a rate of 3D6 M.D.C. per melee round; it can regenerate to full strength or 100 M.D.C., whichever is less.
■ Destroying a foot reduces speed by 15%.
■ Destroying an entire leg reduces speed by 50%.
■ The mystic sword requires only the use of one hand, so both hands must be destroyed before the weapon is unusable.
■ Shooting the eyes has no actual effect (requires a Called Shot with a -4 penalty); it can still magically see as long as the Controller is alive and in contact with it.
■ Destroying the head partially exposes the Controller/pilot, but the Automaton still functions normally (it sees through the eyes of its Controller), except that it can no longer use any weapons built into the head.
Crew/Area: One; typically a Battle Magus Controller. Fits into a carved “seat” on the back, between the shoulders (this means the pilot cannot usually see past the construct’s head, but can see through the Automaton’s eyes instead).
Speed: 40 miles per hour.
Leaping: The Automaton is fairly agile, but its bulk limits leaps to short distances and low heights; 20 feet long and 10 feet high.
Climbing: Can climb using its fingers/hands to claw its way up mountains and sheer walls of buildings, provided the structure can hold its weight.
Swimming: Not possible, but it can walk underwater on the sea floor.
Statistical Data: 10-12 feet tall. 4-5 feet long. 5-6 feet wide at the shoulder. Weighs 5-7 tons.
Physical Strength: Equal to a Supernatural P.S. of 30 (lift/carry: 3,000/1,500 lbs).
Power System: Magic; lifetime is unlimited on worlds with high levels of magic energy like Rifts Earth.
P.P.E. Battery: 100; regenerates P.P.E. at a rate of 10 points per hour.
Maximum Control Range: Standard for Controllers; 200 feet without physical contact (see Occupational Abilities).
Black Market Cost: Completely unavailable; would sell for millions if the buyer could activate and use it in any capacity (which only the Magus and Controllers can). May sell as a work of art for several thousand credits.
Weapons/Systems:
Single Edged Sword (1D4×10 M.D.): A huge, magical sword always carried by the Automaton that can be hung in a scabbard at the waist but is usually in hand – it may be thrown or magically manipulated but is never left behind for any reason. Inflicts full damage to creatures of magic, Supernatural beings, and magical armour – it can hack through nearly anything. The weapon does not suffer damage unless an attack is deliberately aimed at it with the intention of destroying it, and can regenerate as a part of the Automaton. 6-7ft long and weighing 500lbs, it has an effective range of a 12ft reach.
Eyes: The sparkling eyes can magically see in any darkness (including magical darkness), see through smoke, see the invisible, see Astral Travelers/beings and spirits. In addition, the Controllerlinked to it has perfect, hawk-like vision (can see a sign post 2 miles away).
Magic Spell Casting Abilities: Only a Controller Magus, High Magus, or the Lords of Magic can make the Automaton cast spells. Each spell draws on the P.P.E. reserve of its internal battery (or that of its willing Controller); total reserve of 120 P.P.E., which regenerates at a rate of 20 P.P.E. per hour.
Spells Available (Cost): See Aura (6), Deflect (10), Chameleon (6; conceals Automaton and rider), Detect Concealment (6), Throwing Stones (5), Mystic Fulcrum (5), Power Bolt (20), Crushing Fist (12), Fireblast (8), Spinning Blades (20; can be applied to its giant sword), Wall of Defense (55).
Hand to Hand Combat (Varies): Can engage in combat using its hands, feet, or sword; having Supernatural strength and being magically endowed, it is better at hand to hand combat than even robots of comparable size.
Attacks per melee round: Equal to those of the pilot (+1 when piloted by a Lord Magus or High Magus, +6 when controlled by a Lord of Magic). Additional attacks apply to a Controller O.C.C. pilot; +1 for every 2 levels, starting at level 2. (See Occupational Abilities.)
Restrained Punch: 5D6+15 S.D.
Punch: 3D6 M.D.
Power Punch: 6D6 M.D. (counts as 2 attacks)
Kick: 4D6 M.D. (not capable of a leap kick)
Body Flip/Throw: 2D6 M.D., plus the opponent loses initiative and one attack.
Stomp: 1D6 M.D.
Combat Bonuses/Features: Horror Factor of 14; +2 on initiative; +3 to strike (+5 with its mystic sword); +4 to parry with its sword; critical strike on a natural 19-20; +2 to pull punch; cannot roll woth impact/fall. The hand to hand bonuses of the pilot are not added to those of the Automaton unless linked to a Controller, in which case a +2 bonus applies to all combat bonuses.

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Infiltrator Automaton: Available for specific assignment only. Designed for espionage and intelligence gathering, it is human sized and cannot be ridden, but must be linked to a Controller to function. Impervious to cold, heat, noxious gasses/poison, radiation, disease, exposure to the element, fatigue, etc., which makes it ideal for going where mortal beings cannot. Furthermore, any information gleaned by the Infiltrator is immediately knkwn to the Controller through their link, even if the construct is destroyed. However, due to the focus required to operate an Infiltrator, the Controller’s attacks per melee round are reduced by half (the Automaton’s retains all of its own).
Body Type: Glass, crystal, or ice (all of which are M.D.C.); always cool (but not cold) to the touch, sometimes confused with a robot or spirit. Retains its glass like appearance even when transformed into a Mega Damage Automaton.
M.D.C. By Location:
■ Main Body: 220.
■ Head: 60.
■ Hands (2): 20 each.
■ Arms (2): 60 each.
■ Legs (2): 110 each.
Effects of Destroying Parts of the Automaton:
■ Destroying the main body causes the construct to collapse in a heap, but as long as it retains at least 2 M.D.C. points, the Controller can activate the Automaton’s magic regenerative ability by spending 20 P.P.E. of their own. Once activated, the construct regenerates at a rate of 3D6 M.D.C. per melee round; it can regenerate to full strength or 100 M.D.C., whichever is less.
■ Destroying an entire leg reduces speed by 50%.
■ Destroying the head (requires a Called Shot with a -3 penalty to hit) reduces its attacks per melee round and all combat bonuses by half; without a head it can still function, but is impaired and will usually return to the Controller. The special regenerative ability (noted above) can be used to regrow a head, but takes twice as long to do so and must restore 90% of all M.D.C. (54 points). When the head is restored, all combat bonuses and attacks per melee round return to normal.
Crew: None; requires a Controller’s link to function, and is effectively directed at a distance.
Speed: Running: 50 mph; can run indefinitely without fatigue, although it will stop should the Controller fall asleep.
Leaping: 10 feet high and 15 feet long; double with a running start.
Climbing: Equal to a Climb/Rappel skill of 95%/85%.
Swimming: Equal to a Swimming skill of 80%; also able to walk along the sea floor up to a depth of 1,000 feet.
Statistical Data: 6-8 feet tall. 3 feet wide at the shoulders. 2 feet long (a bit barrel chested). Weighs 1 ton.
Physical Strength: Equal to a Supernatural P.S. of 38 (lift/carry: 3,800/1,900 lbs).
Power System: Magic; lifetime is unlimited on worlds with high levels of magic energy like Rifts Earth.
P.P.E. Battery: 120; regenerates 10 P.P.E. per hour.
Maximum Control Range: 500 feet (this is double the usual range for an Automaton).
Black Market Cost: Completely unavailable; would sell for millions if the buyer could activate and use it in any capacity (which only the Magus and Controllers can). May sell as a work of art for several thousand credits.
Weapons/Systems:
Weapons and Guns: The Automaton can use any type of weapon familiar to the Controller, from sword to LASER rifle.
Momentary Intangibility (Special; 10 P.P.E. per use): The Automaton can become invisible for approximately 2-3 seconds in order to pass through walls or floors like a ghost (counts as one melee action).
Magic Spell Casting Abilities: Only a Controller Magus, High Magus, or the Lords of Magic can make the Automaton cast spells. Each spell draws on the P.P.E. reserve of its internal battery (or that of its willing Controller); total reserve of 120 P.P.E., which regenerates at a rate of 10 P.P.E. per hour.
Spells Available (Cost): Chameleon (6), Concealment (6), Detect Concealment (6), Reflection (7), Electric Arc (8), Shadow Meld (10), House of Glass (12), Frequency Jamming (15), Mask of Deceit (15), Negate Mechanics (20), Phantom Mount (45), Mystic Portal (60).
Hand to Hand Combat (Varies): Can engage in combat using its hands, feet, or weapons; having Supernatural strength and being magically endowed, it is better at hand to hand combat than even robots of comparable size.
Attacks per melee round: 4; +2 attacks when bonded to a Controller O.C.C.; +4 when controlled by a Lord of Magic.
Restrained Punch: 5D6+13 S.D.
Punch: 3D6 M.D.
Power Punch: 6D6 M.D. (counts as 2 attacks)
Kick: 4D6 M.D.
Body Flip/Throw: 2D6 M.D., plus the opponent loses initiative and one attack.
Combat Bonuses/Features:Horror Factor of 10; +2 on initiative; +3 to strike; +3 to parry; +5 to dodge; critical strike on a natural 19-20; +6 to pull punch; +2 to roll with impact/fall; Prowl skill of 60%. The hand to hand bonuses of the pilot are not added to those of the Automaton unless linked to a Controller, in which case a +2 bonus applies to all combat bonuses.

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Personal Information
True Name: Keeva Firebrand
Gender: Female
Occupation: Automaton Retrieval/Investigator
Age: 26
Lifespan: 78
Height: 6′ 2″
Weight: 181 lbs
Description: Muscular with very tanned skin, tall and broad shouldered in stature, auburn hair kept short in an almost military cut, one hazel eye (right) and one light blue eye (left). Most often wearing her Controller armour and black clothing beneath, still seen wearing mostly dark colors and earth tones casually, will wrap her wrists and palms occasionally. Tattoo on the back of the right hand of her Magi battalion’s insignia (she only covers this if she has to). She also likes wearing an abundance of rings.
Insanity(s): Psycho-Reliance/Luck Fixation: Earth Thunder Minature (see Vulnerabilities).
Sentiments Toward Coalition State: Distaste; the Federation of Magic goes to great lengths to conceal their presence from the CS, and this character will also go out of her way to avoid contact/conflict with them.
Sentiments Toward D-Bees: Indifferent; as long as they are not aggressive or dangerous, she has no qualm with them.
Sentiments Toward Humans: Indifferent; as long as they are not aggressive or dangerous, she has no qualm with them.
Sentiments Toward Magic/Psionics: Respect; as a magic user and a proud follower of the Lords of Magic, she has a great respect for the magic arts. Psionic ability is also respected, though to a lesser degree. Anyone who thinks they’re all powerful for being a mage or psychic, however, is perceived as arrogant and stupid.
Mutations: Not applicable.

Vulnerabilities
Psycho-Reliance/Luck Fixation: Earth Thunder Minature: The character is convinced that their “good fortune” is because of a particular item. The character touches, taps, or kisses the item before entering battle or tackling any difficult situation. If they should lose the item, they suffer the following penalties until the item is either recovered or replaced by another “lucky charm” (as this is all psychosomatic, it is unlikely to be easily replaced): -5% on all skills, -3 to Save Vs. Horror Factor, -3 to initiative, and -1 to all combat moves. Any other coincidental misfortune will be attributed to the loss of the item.

Background: Born of a long line of magical blood, Keeva was the seventh child of ten born to a particular branch of the Firebrand clan. Often during childhood, she felt shuffled off and overshadowed by her many siblings and cousins, who squabbled and scrabbled trying to out perform the others in a magical capacity (or one that would be considered particularly useful to the Lords of Magi). She may have the well known and powerful Firebrand blood flowing through her veins, but she felt no real drive or connection with it; she enjoyed magic and learning new things, but found the study of magic to be very dull and unnecessary (she had 8 other siblings and dozens of cousins learning more spells that were more powerful, so what was the point, really?) Keeva eventually connected not with her magic, kin, or fellow Magi, but with the great Automatons constructed by the High Magus. It wasn’t just magical ability, but tactics and a special bond with the construct that finally drove Keeva to pursue something passionately. There, she found her calling as an Automaton controller, and more specifically, one of the few select occupations which could regularly venture out of the Magic Zone on solo missions. Keeva and her Automatons are regularly traveling in search of stolen, abandoned, or lost constructs and Controllers, using investigative skills to seek out and drag back the precious Automatons (and their wayward or dead masters, if possible) before they may be set upon by the Coalition or left to rot, lonely in the countryside; she is also sent out on espionage/reconnaissance assignments every once in awhile, but these are few and far between and definitely her least favorite of the two types of assignments.

Family Tree: The Firebrand family is of a solid, magical bloodline that goes back several generations in the history of the Federation of Magic and the Magic Zone; descendants of this clan have very big responsibilities to live up to, and there is often much infighting and rivalry between branches. The 7th child of 10 total to her parents (Ordock and Ramona Firebrand), Keeva’s parents were spread thin between the siblings and their own responsibilities. They were simply pleased that Keeva ended up becoming a Magi and not some flunky or dropout wizard; the rest of the family respects her rank amongst the Magi, but there is little admiration for a magic user that doesn’t really “appreciate” the Firebrand name and magical ability. She has occasional contact with her parents and siblings, but very little (positive) contact with any other family members – and she likes it that way (there have been rumors of familial blood spilling over silly things like a High Magus’ favor or a certain assignment). Keeva’s greatest bonds have always been with her Automatons.

Quick Stats
The Seeker, a Human (Scrupulous, 1st level Controller O.C.C.)
IQ: 12 ME: 17 MA: 13 PS: 22 PP: 17 PE: 20 PB: 13 Spd: 20 HP: 20 SDC: 52 PPE: 48 Attacks: 5
Arms: Battle Mage Controller Body Armour: 70 MDC. TW1300 Lightning Mace: 2D4 SD (4D4 Hit Point damage to Vampires)/4D6MD charged/3D6 electric blast 100ft. Shield: 1D6 strike/1D4 thrown. Broadsword: 1D8+1. Magnum Revolver: 6D6, 140ft.
Abilities: Control over an Earth Thunder Automaton and an Infiltrator Automaton (Infiltrator when on assignment only), including use of their spell magic and P.P.E. battery. Fatigues at 1/3 the normal rate, can hold their breath 4 minutes, exceptional balance (+10%; bonus applied), and can leap 10% farther than average.
Spells: See the Invisible (4), Lantern Light (1), Climb (3), Chameleon (6), Distant Voice (10), Globe of Daylight (2), Breathe Without Air (5), Tongues (10), Electric Arc (8), Armour of Ithan (10), Energy Bolt (5), Charismatic Aura (10), Shadowmeld (10), Magic Net (7).
Psionics: None.
Cybernetics: None.

Happy Gaming,
TheDungeonRat

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.

One response to “Toon Tuesday: The Seeker, a Human Battle Magus Controller (Rifts)

  1. Pingback: At the Table: Rifts: Let’s Get This Party Started! (Session 1) | Save Vs. Character Death

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