GRIFTS - Magic Advantage Conversions

Ley Line Walker
The Mystic

There are four kinds of mages outlined in the main Rifts books that have different abilities. These are the Ley Line Walker, the Mystic, the Shifter, and the Technowizard. The first two are playable in GRIFTS while the last two are special classes not initially available to players (and hence will not be written up here). The reason is to keep the flavor of the RIFTS universe and make it playable in a GUPRS setting so we will be presented two options. The powers of the classes are going to be available (some in modified form) to be purchased either individually or as magical advantages (and hence only available to mages) or as packages. By purchasing a package you are inherently purchasing a character class, and the combined total of the advantages will be at a discount in points.

Additional Advantages to the Magery Skill � In all my GUPRS games I have added additional benefits to those from the books to the Magery advantage with no additional cost. These advantages GRIFTS are the ability to feel spells being cast in a 50 meter radius per level of magery the character has. The mage senses the spell as it is being cast, not as the effects show up, and once cast nothing more is sensed. No other information is imparted than the length of the casting; the direction is not given nor is the power of the caster, etc. So a wizard with magery 2 can sense magic being cast in somewhere within a 100 meter radius but not who is casting or who it is being cast upon. Also, a mage can sense a Ley Line in a 1 mile radius per level of magery, but in this case the relative strength of the Ley Line may be sensed with a perception test at a target of 10 (+1 per level of magery).

Ley Line Walker Advantages (package cost � 60pts.)

Mystic Advantages (Package � 23 pts)

1

Hosted by www.Geocities.ws