Priest Warrior Mage of Odin O.C.C.
Odin also known as the Hooded One decided to create a temple and priests of magic dedicated to watching the earth and doing Odin’s bidding due to all the chaos and uprise on rifts earth. Odin created the temple in a dimensional pocket, between the celestial realm and the mortals realm. In the temple priests of Odin do their daily worshipping to him and help in the affairs of the surface, being the whole purpose of the temple. Only Odin’s chosen can get to the base of even know of its existence, no other being can get to this holy site unless Odin himself allows the being to do so. The warrior magus duty is to protect the earth and right the wrongs of Odin’s enemies. Odin has the priests watch each other and govern each of the different orders. There are three known orders of the warrior mages.
The magus are selected to an order by alignment and the orders are as follows. The green order representing the order of good and good characters with a pure being. The red order for selfish alignment characters mostly used for very dangerous missions or battles that require much blood shed. And last the black order of evil alignment characters, only used to hunt down other warrior mages or assassin missions requested by Odin. Due to so many types of situations that is why Odin has allowed all the different priests in his sky temple. If a warrior mage has wronged the order, temple, or Odin himself in some way he will send out a mage to bring the offending priest to justice by Odin’s choosing, often being brought back to the temple to be sentenced by Odin himself, or on some occasions death is dealt by the chosen hunting warrior mage by Odin’s orders.
The temple is made of white stone like substance and is totally indestructible. The temple is structured with many white pillars and altars and statues in the likeness of the great roman empire, in tribute to Odin. There is a main council hall where the three heads of the orders meet. This great hall also holds a magical fountain in which to contact Odin at all times with telepathy at no P.P.E. cost as long as the priest is beside the fountain, in the great hall. Every priest warrior mage has a room that he or she may rest and recover at any time. This is known to the mage as his or her personal room that is only used by that specific priest. Every priest warrior mage has an ability to transform into the immortal form. The immortal form is a blessing by Odin to create the priest into a mega-damage being and bestow him or her with a magical robe and an ancient weapon of choice, as well as some magical abilities (see below). The time in immortal form is limited but the power given is tremendous. The transformation takes one attack to change roughly two to five seconds and is seen as blue lighting streaking down from the heavens engulfing the warrior mage for a moment during the transformation, the mage must raise a hand in the air and say "By Odin’s hand I shall" to trigger the immortal form.
After the transformation period of one attack the lightning ends and the mage is standing in a robe of Odin and holding a magical weapon of Odin. The warrior mage glows with a slight bluish aura and radiates with magic. When the immortal form duration ends the bluish lighting exits the warrior escaping back toward the temple in the sky, actually being the focal point of the priest’s magic from Odin. Every warrior mage is given two special objects that are gifts from Odin to help the mage while not in immortal form. The ring of Odin and the medallion of Odin both given to the mage upon entrance to the temple. To become a priest warrior mage of Odin is a great honor to all and once entered as a priest the being must worship Odin forever until death and then the priest will become apart of Odin’s army of the afterlife used in the battle of final judgment. Many of quests have been know for warrior mages doing dangerous things to reclaim their medallion or ring if lost or stolen.
The temple is safe for all mages and evil acts in the temple are unheard of and any who cross that line are struck down by Odin himself and all form of power removed as well as a warrior mage sent out to find the offending mage and bring him or her to justice by Odin’s request of course, more often than not this penalty is usually, not always, death. Priest warrior mages are a welcome sight to wilderness towns and D-bees of all kinds, they are commonly viewed and liked, like the cyber-knights and are considered protectors of all life including alien or D-bee. The warrior mages are hated by the Coalition and are seen as dangerous magic users that should be destroyed on sight.
Priest Warrior Mage of Odin O.C.C.
Requirements: Must be a S.D.C., Hit Point creature and willing to give one’s self to Odin.
Alignment: Any: Odin has uses for all beings good and evil, the balance is needed.
Psionics: Choose two powers from any category except super. The character gets two more powers at level two. And two powers each level after level two, with a total of 30 psionic powers at 15 level. The warrior mage is a minor psionic, 12 or higher is needed to save vs. psionics. I.S.P. starting is: M.E.+3d6,+1d6 per level including level one.
Magic: Choose two spells from level one starting. The mage gets two more spells per level, with 30 spells max at 15th level. Example: Level one character has two first level spells. When that character reaches level two he or she gets two more spells and can choose from level one or two. P.P.E. starting is 6d6+M.A.,+1d6 per level, including first level. The psionics and magic spells can be used in either form immortal or mortal.
Special Powers and Abilities: Priest Abilities: as priest abilities in rifts Pantheons page 13, the warrior mage gets powers one through seven. 1:Exorcism. 2:Healing Touch. 3:Remove Curse. 4: Resurrection (when level is reached as normal). 5:Turn Dead. 6:Prayer of Strength. 7:Prayer of Communion. Note: Evil mages of the black order can cast these prayers in reverse and are called as follows. 1:Possession. 2:Hurting Touch. 3:Cause Curse. 4:Deresurrection. 5:Raise Dead. 6:Prayer of Strength (unchanged). Prayer of Communion (unchanged). The warrior magus can use their priest abilities in either form immortal or mortal. Immortal Form powers: Taking one attack to transform the priest is blessed with the immortal form when the phrase is said out loud and boldly. The warrior is blessed with Super Powers: Two minor or one major power can be selected and can only be used while in immortal form (see H.Unlimited for super powers lists). A robe that can never be destroyed or torn appears on the warrior, as well as a weapon of magic appears in hand. The robe: is colored in the correct order of alignment, green being good, red being selfish and black being evil, and acts as an armor to protect the warrior. The robe protects the wearer with P.E. x 10 in M.D.C. points and the robe bio-regenerates at the rate of five points every ten minutes. M.D.C. Transformation: while in immortal form the all the warriors S.D.C. and Hit Points plus 100 M.D.C. are added together to create the M.D.C. of the warrior in immortal form. Odin’s blessing: This is another power only usable in immortal form the warrior can Bio-regenerate 1d6x10 per melee while in the immortal form. Duration of Immortal Form: The warrior may stay in immortal form for one minute per P.E. point of his or her character. After the entire duration is used the warrior magus must rest half that time, example: A warrior with a P.E. of 18 must rest for 9 minutes before he or she is allowed back in the immortal ring. The warrior must spend his entire duration time once he or she has transformed and can not under any circumstances turn back to the immortal form until the time needed is rested. Special Weapon: In immortal form a magically created ancient weapon appears in hand with the same color coding as the robe. The weapon is indestructible and must be an ancient style weapon, no missile weapons (ie: bows, guns, crossbows ect), and the weapon will do M.D.C. double that of the S.D.C. version. ie: Claymore: 2d6 S.D.C now does 4d6 M.D.C., the weapon has a great force field that has 300 M.D.C. and bio-regenerates at an amazing 1d8x10 per melee. The weapon may be thrown up to 800’ and magically returns to wielder in one attack. The weapon can also fires a magical energy bolt of the same bluish lighting as the transformation and it does 3d6x10 M.D.C. per strike and acts as neural mace victim must save 16 or higher or suffer same penalties (the stun is not effective on power armor or people in robot vehicles). Range of the blast is 4000’ and the payload is effectively unlimited. Last Power: Teleport 98% to Odin’s base temple in the sky. The warrior needs to only use one P.P.E. or I.S.P. point to teleport himself only to the brotherhood temple, that exists in a dimensional pocket located anywhere in the universe, randomly shifting to avoid being caught by other dimensional beings traveling the mega-verse. The priest may seek shelter or healing if the mage was escaping a hard battle from earth’s surface. Every priest has a cell in which he may rest and recover as long as he or she likes. The temple will then allow any member to teleport to any location free of P.P.E. or I.S.P. none needed. Teleport location is the mage’s choice although time of reentry will be the same second the warrior mage left.
When the mage leaves the immortal form and rests and goes back to immortal form after the resting duration the bio-regeneration will pick up where it left off it does not start at full strength until the bio-regeneration powers allow it to. When the mage leaves the immortal form his hit point and S.D.C. is always back at full strength regardless.
Special O.C.C. Bonuses: +2 to I.Q. : +1d8: M.E. and M.A.: +1d10 P.P. and P.E.: +1d10x10 to S.D.C.: +5 to Strike, Parry, and Dodge, +2 to initiative: +2 melee actions:
O.C.C. Skills: W.P. Sharp Shooting: Language and Literacy: Any at 98%, Language and Literacy: one of choice +20%, Radio Basic:, Detect Ambush:, Sniper:, W.P. Any, W.P. Energy Pistol:, W.P. Any (ancient) for immortal form weapon, double all skill bonuses for this skill only: ex: W.P. sword would be plus two for parry and strike at level one instead of the usual one.: W.P. Any:, W.P. Any:. Wilderness Survival:+20%, Holistic Medicine:+20%:, Boxing:, Basic Math:, Pilot: Any +20%:, Hand to Hand: Martial Arts: or Assassin if evil or any other form except basic at the cost of one extra related skill.
Related O.C.C. skills: The warrior may have eight other skills in any of the following plus bonus. Plus the mage gets two skills at levels 2,4,6,8,10,12,15. Communications:Any: Domestic:Any: Electical:Any: Espionage:Any +20%: Mechanical: Any: Medical: First Aid only +15%: Military:Any +20%: Physical: Any: Pilot: Any: Pilot Related: Any: Rogue: Any: W.P.:Any: Wilderness: Any:+20%, Science:Any: Technical:Any:
Secondary Skills: The warrior also gets eight secondary skills from the previous list excluding the bonuses. Plus one skill at levels 2,5,7,8,10,12,14,15.
Standard Equipment: A suit of M.D.C. armor, Clothes, Magical Ancient weapon and robe armor of Odin while in immortal form, Three other weapons of choice, first-aid kit, backpack, four large sacks, two-man tent, canteen, food rations for two weeks, Special Items: Medallion of Odin: Two super psionic powers are enchanted in the golden medallion of Odin equal in level to the character. Unlimited use no I.S.P. needed. Ring of Odin that has three magical spells enchanted into the small plain looking gold ring of Odin the spells can be of any level and don’t cost the user any P.P.E., and are equal to the characters level in duration and damage ect.!! The ring and medallion are completely indestructible, by all means.
Money: The character starts with 2d6+12x200 credits, Black Market Items:3d6x1000
Cybernetics: None to start, may buy cybernetics or bio-systems later, the mages avoid full bionics due to the interference of their magic.
Experience: Use Mistic experience table.