VR Alchemist

A techno-magical O.C.C. for RIFTS®

The "Virtual Reality Alchemists", or "Virtualizers" as they are more commonly called, are different than the ancient sages they take their name from. Rather than converting base metals into gold, the V.R. Alchemist's talent lies in converting virtual reality into literal reality. The cluttered, eclectic workshops full of reagents and copper tubing is replaced by the cold, sterile realm of cyberspace and programs.

The Virtualizer's main tool is a specially adapted PC-3000/VR hand-held computer. In most cases it is identical to the original, but it has built-in Virtual Reality Assemblers and R & D software. It also comes with a micro-hard drive with 3.2 Gb and active memory of 32 Mb. The VR model does not come with a micro-printer; rather it has a slightly larger full colour, high resolution screen. The PC-3000/VR-G is an alternative model, built into a 20 M.D.C. left-hand gauntlet, which is compatible with most light or medium environment body armour produced in the Americas, Japan and Eurasia. (Note, if the screen and keyboard are open on the gauntlet, a mere 80 S.D.C. damage will destroy it. However, it is a small target, and thus is -8 to hit on a called shot). Lazlo, New Lazlo, Stormspire and The Silver River Republic are the only places known to produce these special units, as well as other devices designed with the V.R. Alchemist in mind (it is rumoured that Ichito will soon produce a superior model).

Unlike other magic-users, the Virtualizer does NOT have the ability to learn or cast any spell or ritual magic, nor can they read scroll or other magic script. They do have the ability to draw upon outside sources of P.P.E., just like any other mage (often essential to create large devices like combat robots and large vehicles).



V.R. Alchemist O.C.C.

Alignments: Any

Attribute Minimum Requirements: I.Q. 12, M.E. 12. A high P.E. is also suggested, but not mandatory

Racial Requirements: Any race capable of learning magic AND using psionics. Races with innate magic or magic-like abilities cannot become V.R. Alchemists. (The technology is very new and unorthodox, so many so-called "older" races will shun it i.e. Titans, Demi-gods, certain Elves, etc.)

Special Abilities
Psionics

. Certain psychic abilities are developed as beneficial to the V.R. Alchemist. These are Speed Reading, Total Recall, Electrokinesis and Magnetic Barrier (described below). The Alchemist is considered a minor psionic, and thus needs a 12 or higher to save vs. psionics.


MAGNETIC BARRIER

Virtual Constructs are very vulnerable to magnetic disruption, so the V.R. Alchemists have developed a special mentally-produced magnetic bubble, so that their creations can be protected from outside magnetic fields. The bubble is always centred around the character, and moves as he does. Range: 1 feet, plus 1ft. radius per experience level. The bubble can be made smaller if desired, even after it has been put up.
Cost: 10 I.S.P. (bubble size can be increased at a cost of 5 I.S.P. per additional 1 feet radius)
Duration: 10 minutes per level. Can be instantly renewed by paying the initial cost again.
Effects: 1. All Virtual Constructs within the bubble are immune to magnetic fields generated outside the bubble. [i.e. enclosing a TRIAX X-10 Predator Power Armor (11 feet tall, 13 feet wide) would cost 35 I.S.P. at first level (10 I.S.P., plus 25 for an additional 5 feet radius for a total diameter of 14 feet -of course, the Alchemist would have to be wearing the armor, or be otherwise centred in it)].

      2. Disrupts radio signals (bubble appears as a round opaque sphere on radar; ID by radar is impossible). Radar and radio equipment located within the bubble is also useless (bubble is opaque from all directions).

      3. Magnetic Rail Gun rounds do 1/2 damage to targets within the field. Magnetic Rail gun rounds originating from within the field are -6 to hit.

      4. If the bubble completely encloses the character (or whatever he is piloting), he can dodge volleys of missiles as if they were a regular burst. Roll a dodge as usual, ignoring the missile volley rules. Note that missiles fired from within the field are also adversely affected; they have NO bonuses to strike, and are automatically a wild shot, not a volley. Smart bombs behave likewise on their first attack, and then will behave normally, locking onto a random target.


I.S.P.: 1D6x10, in addition to M.E. attribute, plus 1D6 I.S.P. per level of experience


Magical Powers
VIRTUAL CONSTRUCTS

These mages have the ability to channel P.P.E. into a computer model, and make a real-life, fully functional replica of the model appear temporarily. To make a construct, the Alchemist needs to call up the appropriate program(s) on his computer (Virtual Reality Models are required for ALL constructs, electrical / mechanical devices require a complete schematic as well). This action takes 1-3 melees (1D4-1, min. 1) per 2 Mb of file size. (Only calling up a virtual reality model requires 1 melee).

Once that is done, creating the construct takes one mere melee action. The Virtualizer simply touches the screen, and looks towards where he wants the construct to appear (must be within 3 feet). Once the appropriate amount of P.P.E. has been channelled into the spell, multiple beams of violet energy shoot out of the character's eyes, and "draw" a 3-dimensional grid in midair. The device "builds" itself virtually within the grid, which then fades except for a single tether strand that links the V.R. Alchemist to his creation. (The tether attaches to the part of the character's body that is closest to the construct, and it moves easily around the body without any hindrance. Maximum length of the tether is 10 feet, plus 10 feet per experience level. If the tether is broken (fairly simple, since it has 1 S.D.C., but it is very hard to hit- only a natural 19 or 20 on a called shot hits, any other rolls miss the tether, character and construct completely!), or if the construct is taken beyond the tether limit, the Virtual Construct is instantly dispersed.

As mentioned earlier, Virtual Constructs are very vulnerable to magnetic disruption. Being within 20 feet of a strong magnetic field will destabilize the construct, turning it into an intangible cloud of 3-D "static". Even if the magnet field shuts off, of goes out of range before the affected virtual construct's duration ends, it will still remain disrupted; however, constructs can be dispelled instantly at will. Additionally, having ones construct disrupted has a detrimental effect on the V.R. Alchemist. He must save vs. toxin (14+), with a -1 on his roll for each construct he has had disrupted within the past 24h. If successful, he is only stunned for 1 (one) melee; otherwise, the stun lasts 1D6+1 melees. While stunned, he has the following penalties: 1/2 attacks/actions, -3 to strike, parry and dodge, no initiative, -10% on all skills. Having more than one construct disrupted at a time (or addition ones disrupted while already stunned) only increases the time of the stun by 1D6 melees each. Note that if multiple constructs are disrupted simultaneously, and all saves are made, the total time of the stun is only 1 melee, not 1 melee per construct.

However, on the plus side, Virtual Constructs are immune to all Electrical attacks, and take � damage from all other energy attacks.

There is no limit to the number of constructs that can be in existence at once. Please note that the Alchemist has no control over his creations except by using / piloting them himself or using electrokinesis. Note that creating constructs like autonomous robots will require that all required programming is either included in the original programs (increasing total file size and load time, as well as requiring successful Computer Programming skill checks), or must be inputted to the device after it is created.


ACTIVATION COSTS

All activation costs are for S.D.C. structures. To make M.D.C. structures, double the activation cost.

Simple Objects, no moving parts
(i.e. ancient weapons, balls, keys, coins, etc.)
File size: 2 Mb (3-D Model only) Duration: 30 minutes per experience level
P.P.E.: 10 lbs or less = 5; +1 P.P.E. per additional 10 pounds up to 100 pounds, +2 P.P.E. per 100 pounds up to 2000 pounds, +5 per additional ton.
NOTE: objects appear in your hand or on the ground within 5 feet of you. They will only appear in midair if the ground is more than 5 feet away and the object is too large / heavy to fit in his hand.

Electrical / Mechanical Devices
File Size: minimum 3 Mb (2Mb model plus 1 Mb for a simple schematic i.e. a lightsource, S.D.C. pistols & revolvers, non-environmental body armor). Basic schematics are 2 Mb (laser / ion pistols & rifles, environmental body armor, generators, guided missiles). Complex schematics are 3Mb (small power armors, S.D.C. rifles, machine guns, rail guns, vibroblades, plasma / particle beam weapons, smart bombs). Extremely complex schematics are 4Mb (large power armors and robot vehicles, IRMSS or RMK units)
Payload: Each device has one full charge / payload / clip of ammo per level of experience.
P.P.E.: -Small objects (hand-held, or lap-top i.e. can fit within a 1.5 ft � 1.5 ft � 1.5 ft cube) = 20, duration 30 + 10 min per experience level.
Up to man-size = 30, duration 25 + 10 min per experience level Small vehicles (2 passenger) and power armor = 55, duration 20 + 10 min per level
Large vehicles (trucks, APC, tanks, robot vehicles) = 75, duration 15 + 10 min per level Large transports (huge robot vehicles like the Behemoth Explorer, large ships) = 120, duration 10 + 10 min per level.
Incredibly huge devices (battle cruisers, juggernauts, battle stations) = 250, duration 10 + 10 min per level.

*NOTE: Power armors, Robot Vehicles, Fighters, etc. are assumed to have 1 (ONE) weapon or special feature (i.e. flight, force field, extended sensory abilities, V/STOL). Each additional weapon or special system costs an additional 20 P.P.E. and increases the size of the schematic by 500 Kb (don't double the additional P.P.E. cost if making the virtual construct M.D.C.; this is in addition to the basic structure)

Virtual constructs disappear when one of the following three things occurs: 1) duration ends, 2) tether is broken or 3) All payload / charges are gone (note: all vehicles are considered to have an electrical power source that lasts the duration of the summoning). The constructs do not automatically disappear if the V.R. Alchemist is asleep or knocked unconscious or comatose.

"Familiar" constructs cost 10% less P.P.E. to cast. An object is considered familiar if he has the skill(s) appropriate to using the object, or if he has created the object more than 10 times. Additionally, every 3 levels of a specific W.P. allows the character to choose one specific weapon within that category that he may "specialize" in. Specialized weapons cost an additional 5% less (for a total of 15% less).


VIRTUAL SELF

At 6th level of experience, the V.R. Alchemist has such an innate understanding of the Virtual to Literal Reality Conversion, that he develops an automatic virtual body, that overlaps his own. In most cases, everyone else is oblivious to the second body, since it is almost never seen. It has the following abilities:

      i) The character's aura, although not changed, now appears "synthetic"; others may think the Alchemist is concealing his aura.

      ii) The virtual body has an S.D.C. equal to the character's S.D.C. and Hit Points, plus 3 per level. If a limb is lost, the virtual limb will remain. Even if the Alchemist is an M.D.C. structure, the virtual body will still only be S.D.C. The virtual limb appears "blocky" and translucent, since it is only semi-solid (A.R. 11; if attacks fail to beat the AR, they pass through harmlessly. This also means that the isn't totally real to the character either. Virtual legs won't suddenly fail to support the character while standing or walking, but if kick attacking (or parrying), the character's unmodified roll must exceed 11 or the limb turns fully intangible for the duration of the action. Likewise with the arm / hand / fingers; they won't drop anything they are currently holding, but if the character attempts to use the limb in combat, or to do a skill, he must roll over 11 on a D20 or else the limb is intangible.) A specific limb can be consciously made intangible; it takes a combat action, if a roll is required (i.e. as a parry) then use natural roll plus any bonuses from Hand to Hand combat skills. However, instead of applying Physical Prowess bonuses, add a bonus calculated as if the Character's I.Q. were physical prowess. If the limb is replaced or regenerated, the virtual limb will overlap the replacement and become indetectable again. If a virtual limb is destroyed, a new one appears in 24h (appears just like any other Virtual Construct, except grid is extruded from limb stump, rather than from eyes). This is an automatic, unconscious action.

*Special Circumstances: If a major organ is severely damaged or destroyed, the virtual organ will continue to operate for 1 day per level beyond level 5, sparing the character any problems until the virtual organ stops or is afflicted / destroyed as well (treat as a normal organ, except it has an AR 11) . I.E. heart, lungs, liver, kidneys, sexual organs (completely fertile for duration of functioning), eyes, larynx.

** If the character's head is destroyed or fatally wounded, the virtual head is very limited. It has 1/6 of the S.D.C. of the virtual body (still AR 11), but it CANNOT operate the physical body. Instead, the Virtual Head automatically seeks out the nearest computer (within 500 feet). It will then remove the virtual body from the alchemist's corpse and travel at the speed of light to the computer. The virtual body becomes an Artificial Intelligence program within that computer (10 Mb + 1 Mb per experience level of character; it will overwrite other data / programs if necessary) and becomes dormant (it has NO control over the computer it occupies). The character is dead; however, in the one action it takes for the virtual head to find a computer, another person can try to save the Alchemist's life by some extraordinary means (i.e. a Restoration spell, resurrection, or other means of drastic healing or reattachment). Otherwise, the artificial intelligence is all that is left. Note that if the damage inflicted to the head even exceeds the virtual head's damage capacity, the character is completely dead - no Artificial Intelligence program is created.

The program can be accessed to find specific facts / opinions the character knew or saw, or it can be installed in a computer-installed system. If installed into a robot, treat this new character as a level one BOT O.C.C. with transferred intelligence (keeps all his old skills, but at level one proficiency. All V.R. Alchemist special abilities are GONE!). The character will have some amnesia; even for them, death is traumatic (65+5% per new experience level chance of recalling a specific event from his former life.)
P.P.E. Cost: NONE

3. SPELL KNOWLEDGE. The V.R. Alchemist does NOT know how to cast spells, nor can he read magic.

4. BONUSES. +2 vs. Horror Factor, +1 vs. poison / toxin at levels 3, 7, 10 and 13

5. INITIAL PROGRAMS. The character begins with 20Mb worth of programs in his PC3000/VR with backups on his full size computer and on 2Mb micro-discs. *Retrieving information off micro-discs or any other peripheral device adds one melee to download time. New programs can be bought, traded, written, stolen or "hacked".

6. P.P.E. 1D6�10 + 20 (in addition to P.E. Attribute) plus 2D8 P.P.E. per level of experience. Like other men of magic, the V.R. Alchemist can also upon P.P.E. from ley lines, nexus points and other people whenever available.

7. SENSE LEY LINES. 10 miles per level. Follow and locate ley line 30 + 5% per level. Sense Ley Line Nexus; once he finds the ley line, the alchemist can follow it to as many nexus points as it intersects 40 + 5% per level. Read Ley Lines- as per Ley Line Walker.
Ley lines affect Virtual Constructs just like they do spells (increasing duration and range (apply bonus to spell range to the tether length), but where the ley energy effects spell damage, if affects the construct's payload i.e. nexus points triples range, duration and number of shots of a laser pistol).

8. LEY LINE REPAIR BONUSES. +5% to any repair roll (electrical, mechanical or computer) if within 50 feet of a ley line; +10% if on a ley line, or within 50 feet of a nexus; +15% on a nexus and +20% at a Super Nexus Point. Additional bonus of +5% during solstice and equinox, +10% during eclipses and major planetary alignments.


O.C.C. Skills:
Literacy (+40%)
Radio:basic (+10%)
Computer Operation (+20%)
Computer Programming (+20%)
Computer Hacking (+15%)
Computer Repair
Basic Electronics (+15%)
Auto Mechanics (+15%)
Read Sensory Equipment (+10%)
Advanced Math (+20%)
Art (+20%)
1 modern WP of choice
2 other WP's of choice
*Hand to Hand: Basic cost one "other" skill; Expert costs 2 skills and Martial Arts / Assassin (if evil alignment) cost 3 "other" skills.

O.C.C. Related Skills: select 12 other skills, plus 2 at level 3, 2 at level 6, and one each at levels 9 and 12. All new skills start at level one proficiency.
Communications: Any (+10%)
Cowboy: None
Domestic: Any
Electrical: Any (+10%)
Espionage: Wilderness Survival ONLY
Mechanical: Any (+10%)
Medical: First Aid ONLY
Military: Any (+10%)
Physical: Any, except Acrobatics, Boxing or Wrestling
Pilot: Any (+12%), including Elite combat skills
Pilot Related: Any (+10%)
Rogue: Any
Science: Any (+10%)
Technical: Any
WP: Any
Wilderness: Any

Secondary Skills: Choose 8 secondary skills from those listed (no scholastic bonuses). All secondary skills start at base skill level.

Standard Equipment: Set of travelling clothes, several sets of nice clothes, sunglasses, tinted goggles, multi-optics band, magnifying glass, pocket flashlight (converts to headband light), large flashlight, 6 flares, mini-tool kit, knapsack, back pack, 1D4 small sacks, 1 large sack, silver cross, 6 wooden stakes and mallet, canteen, binoculars, pocket digital disc recorder / player, PC-3000/VR or PC-3000/VR-G (gauntlet version), plus 12 extra micro-discs, full size computer (128 Mb plus 8.5 Gb hard drive).
Light M.D.C. body armour (usually creates virtual heavy armour when needed)
Weapons include survival knife (S.D.C.) and an energy pistol or rifle
Vehicles. The V.R. Alchemists prefer mechanical vehicles, preferably large enough so he can have his full size computer permanently set up (with backups of software on PC-3000/VR).

Money: starts with 1D6x1000 credits, and 2D6x1000 credits worth of black market items.

Cybernetics: Starts with none and will avoid getting any since it interferes with his magic. However, cybernetic replacements of lost limbs will be considered. (Lazlo and S.S.R. make a cybernetic form of the PC-3000/VR-G as well [3500 cr.]).

NOTE: Lazlo, New Lazlo and S.S.R. also make special hardware usable by almost anybody, but developed with V.R. Alchemists in mind.
1. Radio-modem: comes standard with 2 units. They connect easily to the PC-3000 or either PC-3000/VR models (almost indetectible) and with any other type of full size computer. It allows the character to download files from his main computer into his portable (see downloading from a peripheral device), without any physical connection.; data is sent by micro-waves. Note that the stealth version has an intrinsic 36h power source on the main computer unit, as well as a self-destruct command that can be sent from the PC-3000 unit, preventing the user from being traced if his modem unit is found in places he "accidentally" left it (like on other people's computers). RANGE: 2 miles. COST: 9000cr. (stealth units 2000cr. each unit). AVAILABILITY: poor.
2. Booster chips for the PC-3000 or PC3000/VR. Up to 3 chips can be installed in a computer. Come in 1Mb, 8 Mb and 16 Mb size. COST: 1000 cr. for 1Mb, 10000 cr. for 8 Mb and 25000cr for 16 Mb.

Experience Chart: use Techno-Wizard O.C.C.


P.P.E.™, I.S.P.™, Triax™, Mega-Damage™ M.D.C.™, S.D.C.™, Lazlo™, New Lazlo™, Stormspire™, Silver River Republic™, S.R.R.™, IRMSS™, RMK™ and Techno-Wizard™ are Trademarks owned and licenced by Kevin Siembieda and Palladium Books, Inc.

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