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Multi-Community Occupation: Stone Master Mage
By: Raven Tepes Date: April 25, 2020, 1:37 pm
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[font=georgia]Multi-Community Occupation: Stone Master Mage
[/font]
Stone Masters are practitioners of magic with a special gift:
the talent to mend, shape, sculpt, transport, and commune with
stone, rock, and gems. It is as if the rock were a living
substance psionically linked to the stone master. They are said
to be so attuned to the earth that they can mentally manipulate
stone, causing the rocks to move as if by levitation or
telekinesis. In addition, they can draw magic from gem stones,
and detect underground water and supernatural beings (including
earth elementals).
It was the stone masters who created the Atlantean pyramids with
incredible precision and without the benefit of machines. Stone
masters have been known to build structurally solid tunnels
straight through mountains and erect a 300 foot (91 m) tall
pyramid in a matter of months. It makes no difference to the
stone master whether he works above ground or underground, his
work is always strong and dependable. Unlike warlocks, stone
masters are linked to the Earth itself and not an elemental
entity in another dimension. They cannot communicate with
elementals nor manipulate elemental forces. However, their link
to the Earth also links them to the ley lines. This enables them
to control ley lines through the creation of stone pyramids.
They see the Earth as a giant, natural rock garden filled with
sculptures and crowned with rolling hills and magnificent
mountains. They also see themselves as the privileged sculptors
who are allowed to work in the garden, reshaping its contour and
adding to the sculptures. A stone master sees beauty in a
boulder and the curves of a hill. They have no greater loyalty
other than to protect and promote the beauty of the land. To a
stone master, a sculpture of a Splugorth is as beautiful as the
sculpture of a woman. It is the craftsmanship and love put into
creating the work that they see, not just the image itself. The
same applies to buildings. As long as the building blends into
and/or complements the natural surroundings of an area, the
stone master is satisfied. In old
Atlantis, the cities all grew up around a giant pyramid five
times larger than those of Egypt. The pyramid usually sat on a
ley line nexus to harness its power. That power was used to
build the rest of the city. Often the nexus pyramid was the
heart of the city and a place of healing and power. In ancient
Atlantis, this pyramid towered a thousand feet high and
frequently served as a hospital and/or place of science.
Racial Types: Any mortal race capable of wielding magic and
psionics.
Stone Magic Abilities:
Mold stone: A stone master can mold solid granite or any type of
stone/rock with his bare hands as if it were clay. This power
does not transform the rock to clay! Anybody touching a work in
progress will find the substance to be rock hard, even though
the sorcerer molds it like soft clay! This enables stone masters
to sculpt weapons like stone clubs, and make fabulous statues
without any apparent seams or tool marks . Base Sculpting Skill:
25% + 5% per level of experience. Add 15% to characters with a
skill in art.
The power to mold stone enables the character to create bricks
and blocks of stone from squashing together pebbles or cutting
them out of boulders (using his hands), as well as smooth out
chips and cracks , add rock to a stone structure, remold
statues, and so on.
It takes one round (magic concentration) to gather the magic
needed to mold plus one round to concentrate every one hour.
Molding concrete or plaster (artificial stone) takes two rounds
to gather the magic energy plus one round of concentration every
hour. Asphalt and processed metals are not considered to be a
stone.
Note: A stone master can NOT create stone out of thin air, nor
can he turn clay or any other object into stone. Likewise, he
cannot cause stone to crumble or rupture.
Commune with Earth (Limited): The ability to
magically/psychically “hear” to elements of earth items, such as
rocks or metal, in order to gain information about the area make
up. All elements of physical existence have their own particular
energy and vibrations. This ability allows the user to
magically/psychically hear these vibrations and to focus on one
vibration type at a time. Those users with a basic knowledge of
geology or mineralogy can then identify the basic type of
minerals, rocks, and stones make up the area within the user’s
range. Those with geology or mineralogy skill can identify
specific types of minerals, rocks, and stones by their
individual vibration frequency. Note: Users with a bare basic
knowledge of geology and mineralogy can slowly increase this
ability by learning and remembering the vibration frequency.
Preparation: One round to initiate
Duration: Five minutes per level of experience
Range: 100 yard radius around the user + 100 yards underground
Push Stone: The character can dig through any form of rock
similar to molding stone. In an inexplicable way, he can push,
scoop, and remove areas of stone to create an indentation or
hole in or through a stone structure. By pushing rock out of the
way there is no debris or evidence of construction. The
character can simply push the rock away like a wall of soft
clay. This process can be used to create a peephole, portal,
doorway, or other opening through a stone wall, make a tunnel
through a mountain, and so forth. Much like molding stone, the
process requires physical exertion and activity by the stone
master, an opening does not magically appear nor does the stone
magically disappear. Working quickly, the sorcerer can push or
dig through 500 pounds (225 kg) of rock per minute.
The stone master can use this power to pull or push stone up
from a stone wall or floor to create a solid rock mound or
appendage to block or shut a door behind him. Appendages that
jut out from the floor or wall are easy to break by using force.
Pushing a mound or ridge of rock from a stone floor is a strong
impediment, requiring that the door be removed from its hinges
or destroyed to get through. Making a mound from the floor takes
one full melee (15 seconds); an appendage, two melee
actions/attacks in a melee round .
Pick Up and Carry Incredible Weights of Stone Without
Exhaustion: The character can pick up and carry massive amounts
of weight in stone, including all varieties of rock, shale, and
gems. Weight equal to 1000 times his race’s natural strength. So
a character’s race can pick up 9 pounds maximum could pick up
and carry 9000 pounds (4050 kg) or four and a half tons of rock.
A character’s race can pick up 24 lbs could carry 24,000 pounds
(10,800 kg) or 12 tons, but only of rock. Other substances ,
like wood, cloth, steel, plastic, people, or anything other than
rock/stone have the normal weight, encumbrance and fatigue
elements .
Move Stone Mentally: This power is typically used for
transporting rocks and building. The stone master can pull rocks
out of the ground and/or cause stones to roll along the ground
toward him or to a particular area within 1000 feet (305 m). He
can move the stones to create a design/picture on the ground, a
pile, or a wall of piled rock. Limitations: Earth-bound - rolls
along the ground at a speed of seven and a half mph (12 km). The
character can move up to 500 pounds (225 kg) per level of
experience per minute.
Note: Rolling rocks as an attack is not very efficient. The slow
speed means that a living target can easily move or dodge out of
harm's way. Furthermore, the target of a rolling rock attack
will see and hear the boulder or pile of rocks rolling toward
him well in advance of the rocks reaching him. Rolling rock
attacks are always -75% to strike.
However, this method of moving rocks can cause a landslide,
under the right conditions. Better yet, a floor or area can be
covered with pebbles or small rocks and then they could be
magically made to roll/move around. This makes the surface of
that area difficult to walk on, like a floor of rolling marbles.
Victims of this trick lose two melee actions/attacks, bonuses to
strike, parry and dodge are - 25%, and their speed is reduced by
half.
Range and Area of effect: 1000 feet (305 m)
Levitation and Telekinesis of Stone: The mage can also mentally
levitate rock straight up or down and slowly move them through
the air side to side as if by telekinesis. Levitation and
telekinesis of rock is usually used for building and stacking
and moving bricks, blocks, and materials. The stone mage can
levitate or move a rock platform through the air with somebody
riding on top of it, but the passenger's weight counts as part
of the rock's total weight and the rock must be big enough and
strong enough to support that weight. Limitations: Up to 500
pounds (225 kg) per level of experience per minute can be moved
in this manner. The range of movement up, down or sideways is
limited to 30 feet (9 m) per level of experience.
Note: The rocks move at a ponderous speed of five, about three
and a half miles per hour (5 .6 km). So they do not make very
good vehicles or weapons. However, dropping rocks on people can
be an effective attack if they don't notice a boulder or pile of
rocks floating in the air above their heads. Such attacks also
require excellent timing.
Rock Drop Attacks: Always -10% to strike no matter what.
Sense Water: The stone master can sense the location of water
above and below ground, including surface lakes and ponds,
underground streams and rivers, and underground pockets of
water, sewers, and pipelines. The level of accuracy is 35% + 5%
per level of experience. Limitations: Sensing range is one mile
(1.6 km) per level of experience. The mage can sense water
underground as deep as 200 feet (61 m) per level of experience.
Sense Supernatural Beings Under the Earth: Similar to sensing
water, except the mage can sense the presence of supernatural
beings such as ghouls, nymphs, and elementals within the earth,
but not above ground. The level of accuracy is 30% + 5% per
level of experience. Limitations: Sensing range is half a mile
(0.8 km) per level of experience. The mage can sense underground
beings as deep as 200 feet (61 m) per level of experience.
Locate Secret Passages: The stone master can sense the location
of secret compartments built into stone structures or under the
earth, including pyramids. Base skill is 20% + 5% per level of
experience. Not applicable to wood or other types of material.
Range: 5ft ( l .5m) per level of experience.
Gem Stone Magic Abilities:
Gem Stone Shaping: The character can mentally shape a gem stone
as if it had been cut and polished by a professional, adding
facets and accents as desired. The stone master must be holding
the gem and requires 4 rounds of concentration to "shape" a gem.
Elegant and intricate designs can be accomplished and are
especially desirable for earrings, rings and necklaces. This
power enables the character to cut rough stones into jewelry
quality gems, or to disguise stolen gems, changing their
original appearance. These gems are usually of a superior
quality and will often sell at a higher percentage of the
current market value (typically 50% to 75%).
Note: All cuts and changes are permanent.
Base Skill at Stone Cutting/Shaping: 10% for every level of
experience. Drawing on mystic energy can boost the skill
percentage. Add a skill bonus of one percent per each additional
round of concentration point up to a maximum of 10%. A failed
roll means the stone is ruined - worthless.
Draw Power from Stones: Stone masters can draw magic and psionic
powers from certain precious and semiprecious stones,
particularly crystals. The powers listed are identical to the
psionic or magic spell of the same name.
Requirements: All stones must be free of any serious flaw and
must be cut and polished to have a faceted/crystal appearance.
Chips and slivers cannot be used, only whole stones with a
crystal cut. Only one type of power can be focused and released
from a particular gem at a time. The stones may be made into
rings and other types of jewelry.
Power can be drawn from small gems three times and large gems
six times. After the third or sixth usage, the gem crumbles and
turns to dust. Even after the first use, the gem will become
flawed or discolored (worth half normal value).
Range: Touch; the user must hold or have the gem on his/her
person and mentally concentrate on using the gem(s). If the
power gem is dropped or lost, that particular power instantly
stops and that usage is used up.
Damage and Abilities: Varies with the gem; can activate one gem
power per melee and can combine up to three different
powers/gems.
Duration: One minute/four melees per level of experience. All
bonuses and power are temporary. Attribute bonuses from super
abilities are NOT applicable.
Round Requirements to Activate: 2 rounds to activate worthless
stones like salt and sulfur, 3 rounds to activate a semiprecious
gem or crystal like quartz, agate, or amethyst, and 5 rounds to
activate a precious gem stone like a zircon, aquamarine, ruby,
or emerald.
Penalty: Remaining focused on the use of the power gem(s) means
the user is -25% on initiative and dodging.
Note: Only the stone master can use the magic from the stones,
it cannot be transferred or given to others.
Powers of the Stones:
Agate (red-orange): Heal Wounds.
Amber: Detect Concealment
Alexandrite: Eyes of the Wolf (same as the spell; see Rifts
Ultimate Edition, page 214).
Amethyst Crystal: Any of the following psionic powers can be
drawn
from this crystal : Detect Psionics, Hypnotic Suggestion, and
Meditation.
Aquamarine: Swim as the Fish: Superior (same as the spell; see
Rifts Book of Magic, page 109)
Diamond: Invulnerability or Fly as the Eagle (same as the
spells; see Rifts Book of Magic, page 116 and Rifts Ultimate
Edition, page 212) The diamond must be at least one carat to use
the power of Invulnerability (counts as a large gem). Diamonds
and emeralds can also be used to store magic energy. The gem
must be at least one carat. To charge the gem with energy, the
mage must meditate at a ley line nexus or stone pyramid and
channel some of its energy into the gem. The entire process
takes about 10 minutes. Gems used as magic storage batteries can
be used only as a battery (cannot be drawn upon for magic
powers). The energy can be drawn on at any time by the Stone
Master as long as it is in his possession. The gem can be
charged up to six times before crumbling.
Emerald (green): Invisibility: Superior (same as the spell; see
Rifts Ultimate Ed., page 212).
Garnet: Empathy (same as the psionic power).
Quartz (clear): Globe of Daylight (same as the spell; see Rifts
Ultimate Edition, page 18).
Quartz (rose): Cure Illness (same as the spell; see Rifts
Ultimate Edition, page 210).
Quartz (ruby): Energy Disruption (same as the spell; see Rifts
Ultimate Edition, page 207).
Quartz (smoky): Impervious to Fire (same as the spell; see Rifts
Ultimate Edition, page 202).
Ruby (deep red): Fire Ball (same as the spell; see Rifts
Ultimate Edition, page 210).
Ruby (blue): Wisps of Confusion (same as the spell; see Rifts
Ultimate Edition, page 217).
Sapphire (black): Shadow Meld (same as the spell; see Rifts
Ultim ate Edition, p'age 206).
Star Sapphire: Bio-Manipulation (same as the Super Psionic
power).
Sapphire (most other colors): Empathic Transmission (same as the
Super Psionic power).
Salt Crystals (off-white color): Protection from Faeries, +30%
to resistance against Faerie Magic and Faeries will not come
closer than six feet (1.8 m) from the protected character.
Sulfur Crystals (yellow in color): Cloud of Smoke (same as the
spell; see Rifts Ultimate Edition, page 198).
Topaz (yellow or brown): Negate Poison (same as the spell; see
Rifts Ultimate Edition, page 203 ).
Tourmaline (black): Mind Block (same as the psionic power).
Zircon (clear): Float in Air or Escape (same as the spells; see
Rifts Ultimate Ed., pages 202 and 208).
Zircon (red): Impervious to Energy or shoot Fire Bolt (same as
spells; Rifts Ultimate, pages 210 & 205).
Zircon (yellow, brown or gold): Fool 's Gold or Mask of Deceit
(same as the spells; see Rifts Ult. Ed., p. 205 and 210).
Stone Master Magic Battery: Like all men of magic, the stone
master is a living battery of mystic energy that he can draw on
to create magic . Unlike the other magic users, the stone master
can store and draw on vast amounts of magic through stone
pyramids (explained in the section entitled, Pyramid
Technology). Atlantean Stone Masters have double the amount of
magic energy than normal Atlanteans. Of course the mage can draw
on energy from ley lines, nexus points, gem stones and pyramids,
but not from other living beings.
Non-AtIantean Stone Masters have double the amount of magic
energy than normal magic users of their race equal to a normal,
non stone master Atlantean. Also the mage can draw on energy
from ley lines, nexus points, gem stones and pyramids, but not
from other living beings.
Knowledge: Dimensional Pyramid Design and Construction: Though
all True Atlanteans know how to use the basic powers and
operations of dimensional pyramids, they do not possess the
knowledge how to construct them. Stone Masters are the only ones
with the secret knowledge of dimensional pyramid design and
construction. Dimensional pyramids are all built on what Stone
Masters call “sacred” mathematics and geometry which aids in
their connection to the ley lines and ley line nexuses. They
also know exactly which type of stone that can be used to create
the pyramids of power along with how to invoke every possible
magic use for them. Base Skill: 50% +5% per level of experience
Pyramid Technology: One of the central elements of stone magic
is the power of the stone pyramid. For reasons unknown to even
the stone masters , the pyramids provide human beings and the
stone masters in particular, with increased magic power and
control over magic energy, ley lines, and rifts . Using a stone
pyramid, the sorcerer can increase his powers, eliminate ley
line storm , control the weather, teleport, and
open rifts.
The True Atlanteans and the Splugorth use stone pyramids as a
means to erect entire cities using magic . After a large portion
of the city has been built, the pyramid typically becomes a
critical place within the city and is used for healing, science,
magic, and dimensional travel. One minor pyramid can be placed
on the same ley line every five miles. Placing more pyramids on
the same line does nothing to increase or control the ley line
energy and these late additions have NO mystic powers.
Only one pyramid can be placed on a ley line nexus . These are
the most powerful and coveted locations for a stone pyramid. ALL
the major Splugorthian cities are built around a gigantic
pyramid on top of a nexus.
Applications:
Slow Aging Process: Sleeping overnight inside a stone pyramid
removes stress and fatigue, renewing the body of any creature
within its confines . True Atlanteans are physically rejuvenated
to such a degree that they remain youthful in appearance, and
they actually increase their life span; add one year for every
365 days of sleep in a pyramid located at a nexus, or every 730
days in a pyramid located on a ley line.
Healing: Laying or resting inside a stone pyramid for 24 hours
will completely remove stress and fatigue and increases healing.
Stone masters heal three times faster than normal and magic is
restored at twice the normal rate. True Atlanteans, humans,
ogres, and dragons will heal twice as fast and magic recovery is
50% faster. Other races will heal at one and a half times faster
than usual. Increased healing occurs at stone pyramids located
on ley lines and nexuses.
Stasis Sleep: The stone master can place himself into a state of
suspended animation that can last days, years or decades. All
the mage must do is go inside the pyramid, relax and meditate,
focusing on the amount of time he wishes to remain in stasis.
During stasis, the character ages one week for every ten years,
requires no food or water, is unaffected by changes in
temperature, and is completely healed of any wounds or minor
illness.
The character will be woken from stasis if he or the pyramid is
attacked. There is no means of protection like a force field.
Special arrangements must be made to have some sort of guardian.
Note: If the stone master was one of the pyramid's builders, he
will have his own, personal, secret chamber. These chambers are
typically the size of a large bedroom or den and are always -
20% to be located.
Stasis sleep is possible at all stone pyramids whether it is
located on a ley line or a nexus.
Focus and Control of Available Magic: The stone pyramids stand
on or inside the pyramid. To free a ley line or nexus of the
pyramid's control, it must be destroyed! Unfortunately, all
stone pyramids are mega-damage structures. Even a small pyramid
is typically the equivalent to a five to ten story building
(never any smaller).
Harmonious Affect on Ley Line Storms & Random rifts: The
construction of a stone pyramid directly on a ley line nexus
enables the builder to control that nexus and has a calming
affect on the connecting ley lines. This calming affect reduces
the number of ley line storms by 70% and virtually eliminates
the possibilities of a rift randomly appearing (1% chance of an
annual occurrence along a ley line or 4% at a ley line nexus).
When a ley line storm does occur, the stone master can change
its direction and has a 5% chance per level of experience of
stopping it within 4 minutes.
The stone master can also close a dimensional rift that has
randomly opened within 6 melee rounds, but must expend a large
amount of magic to do so and thus must rest for no less than one
hour afterwards.
Increases the Power of Stone Magic: Stone masters inside or on a
stone pyramid at a nexus enjoy a dramatic increase in power.
Traditionally the increased power was used by True Atlanteans
for constructing other buildings and entire cities around the
pyramid, and controlling the weather and random rifting.
At nexus: Quadruples the duration, range, area of influence,
amount of stone/weight one can affect, damage, and power of
stone magic and triples the powers and effects drawn from
gems/crystals.
A stone pyramid built on a ley line but not at a nexus will
triple the power of stone magic and double powers drawn from
gems and crystals.
Note: Other practitioners of magic do not enjoy the usual
increase of power and the additional availability of magic
energy as they normally are thought of as mystic dams used to
harness, control, and direct ley line energy. This means that
the energy and bonuses of increased power normally available
from untapped ley lines is not available from ley lines or
nexuses with a pyramid on them. These normal bonuses are
available only when actually on or inside the controlling
pyramid. Only the stone masters enjoy super increased abilities
and even they cannot tap that energy unless they actually would
at a ley line or nexus, unless they are actually on or inside
the pyramid.
Storage of Magic Energy: All stone pyramids are constantly using
magic energy to maintain a constant flow of energy used for
other magic affects as previously listed. Even so, the pyramid
becomes charged with a reservoir of energy. The amount of magic
has a natural ebb and flow so that there is never a consistent
amount of energy.
When the energy reserve is depleted, six hours is required for
the stone pyramid to renew itself with magic energy. However,
none of that new energy is available until the full six hours
have passed.
Depletion of the reserve will not negate or lessen the basic
effects (numbers 1-6) of stone pyramids . Insufficient magic may
make teleportation or rifting impossible.
Create and Control a Ley Line Storm: The stone master can
discharge ALL the pyramid's energy reserve to instantly create a
ley line storm. The mage can then control and direct the storm's
movement (limited to traveling along connecting ley lines) and
all of the storm's effects/powers/damage (can turn them on and
off, select specific effects, and direct energy blasts at
specific targets/individuals or area).
The storm will last one minute for every 2 rounds of
concentration spent to create it. The storm's creator can stop
it at any one place or make it disappear at any time. If the
creator is killed or knocked unconscious , the storm runs wild
for the maximum possible duration plus 4 minutes.
Control the Weather Around the Pyramid: The stone master can use
the power of the ley lines to influence the local weather.
Traditionally this was done to protect and help the cities and
communities around the pyramid by creating rain for crops and
water during droughts , preventing damaging storms , and for
general protection. Weather controlling abilities are identical
to the following spells, except the range, area of affect and
duration are increased by four times.
Spells include: Calm storm, summon fog, summon rain, and
extinguish fire.
Pyramid communication: A True Atlantean or stone master can
magically communicate with people at other pyramids. A
holographic-like image will appear to a specific individual or
to everybody present if a general call/message is sent. The
person making the transmission can see and hear the person at
the other pyramid if the message sent to a specific person. The
lines of communication can remain open for five minutes per
level of experience. There is no range limit other than being on
the same planet. A two-way transmission between dimensions is
also possible, but takes three rounds of concentration.
The character making a transmission to another pyramid can also
leave a recorded message. The message plays the moment the
intended recipient arrives at the pyramid (messages will be
stored for 100 years or until received by the intended person,
whichever comes first).
Teleportation via Pyramids: Stone pyramids built on ley lines or
on nexus junctions reconnected by an invisible grid of magic
energy. This means an individual can teleport from one pyramid
to another on the same grid. The only requirements are that the
pyramid be in the same dimension, on the same planet, and the
person teleporting must know the location of the other pyramid.
The process, takes about three seconds regardless of distance.
To travel to a different dimension, a rift must be opened, which
is
also possible with a stone pyramid.
All True Atlanteans know how to teleport using stone pyramids.
The teleportation process is so exact that the individual can
teleport himself, even if standing in a crowd, or take as many
as two dozen people, or 50 tons, along with him.
Teleportation can be conducted inside or outside of a pyramid.
There is no particular chamber or location required to perform a
teleport, as long as the teleporter is standing completely on or
inside the pyramid. Standing at the base of a stone pyramid is
not sufficient.
Dimensional Teleportation via Pyramids: The concept is identical
to the conventional teleport described in number eleven, except
on a dimensional scale. The same type of mystic grid connects
all the nexus pyramids in other-dimensions. If the character
knows
the location of one of these other dimensional pyramids he can
momentarily open a dimensional rift and teleport from one
dimensional plane to another. Typically, a character can find
any dimension he has visited or knows about and which has a
stone pyramid located at a ley line nexus .
An experienced stone master can open the rift, instantly link up
to all the available pyramids, and mentally sense, scan, and
search the dimensions for pyramids connected to a desired
dimension without having ever been to the dimension or having
any prior knowledge about it. The searching process takes two
rounds.
The opening of a dimensional rift to another pyramid takes 30
seconds (one melee rounds). Once opened, the character simply
steps through and the dimensional doorway instantly closes. This
is a very safe way to travel the dimensions, because there is no
risk of opening the rift to the wrong dimension or letting some
undesirable monster into or out of the world you are leaving.
Why? Because the pyramids are linked on a cosmic grid of ley
line energy. The activation of the dimensional rift instantly
activates that link to stone pyramids in other dimensions and
makes them available to D-travelers.
All True Atlanteans understand dimensional teleportation using
stone pyramids. The big difference is that to dimensional
teleport, the person must enter into the rift. Vehicles and
multiple individuals can enter if the rift is held open longer
than a few seconds.
The average True Atlantean can hold the portal open for a
maximum of 30 seconds (one melee round), but a stone master of
any race can hold the portal open for 30 seconds per level of
experience!
Dimensional teleportation can be conducted inside or outside of
a pyramid, but only at the very top of the structure (usually an
open platform outside).
Dimensional Portal/Rift: This is your classic dimensional rift,
a two-way door to another dimension that is NOT linked to any
pyramids . The portal can be opened to a specific world or
random dimension. All the usual dangers and difficulties of
creating a rift apply.
The rift will remain open for 60 seconds per level of the portal
opener. However, there is a 40% chance that the doorway will get
stuck, staying open for 4 minutes longer than the character
desires. There is also a 53% chance that a being from another
dimension may usurp control of the dimensional portal if the
portal connects to the beings home dimension or plane of
existence. This is especially true of powerful alien
intelligence(s) like the Splugorth, vampires , and so-called
demons and gods . Having a rift usurped means that the character
who originally opened the portal has completely lost all control
over it. The alien intelligence who dominates that world
controls the portal and can instantly close it, or keep it open
and/or send its minions into the rift and come into the world
connected by the portal.
Note: All conventional rifts can only connect two worlds at a
time. Multi-dimensional rifts connecting three or more worlds
simultaneously are not possible. The few attempts to link
several worlds by using one rift have been unique experiments
and have always resulted in disaster.
Passive Skills:
Knowledge: Language and Literacy: The ability to speak and read
one or more languages. The two main languages that Stone Masters
learn are their native tongue and Dragonese/Elven.
Artistic Intuition: The ability to possess knowledge and skill
in one or more artistic ways. The user possess great knowledge
and skill in art, such as painting a picture without any
education.
Gemology: This is the skill in identifying and appraising of
precious metals and stones. This skill also enables the person
to be able to identify fakes but at a penalty of -10%.
Geology: This is the skill in identifying, studying, and
appraising different types of rock, stone, minerals, and clay;
sand is made of tiny, microscopic smooth stones. This skill
allows the character to be able to identify the type of rock/
stone or mineral or clay, where it can be found, the approximate
age, how it is created through natural processes, and how it was
naturally moved to the location if from earthquake and volcanic
zones. They can also read the different layers of the ground
when exposed by digging, landslides, or erosion and how long
surfaces have been exposed to the elements of wind and water by
erosion. The character can also tell value and durability of
material which is useful for those planning to sculpt or build.
Masonry: This skill gives an understanding of the principles of
bricklaying and stone construction. The character can recognize
deterioration, improper construction, the intended purpose of
construction, styles of masonry, approximate age or period of
construction, and general data about masonry guilds. The
character can also mend masonry and assist in construction and
demolition.
Research: Training in the use of methods, techniques, and means
of finding information, including public records, libraries,
interviews, surveys, demographics, trade journals, the computer
network, and legal searches. This skill is helpful in locating
information about people, places, and things. The G.M. should
ultimately the availability of accessible, known information
regarding a particular subject. Any character can do research
and ask questions, but the research skill will reduce the amount
of time by half and the character is trained to notice relevant
information that an untrained character is liable to overlook.
Thus, for truly secret or difficult information, you must have
the character with the research skill try to uncover it.
Astronomy & Navigation: The study of the stars and other
celestial bodies, their movements, positions, cycles,
alignments, and interrelations with the planets and each other.
This knowledge can also be used to determine direction,
approximate distances, identify the seasons, and tell the time
of day. Training includes reading maps and star charts, course
computation, following landmarks, and use of navigational
equipment. The skill includes land, air, and water navigation as
well as piloting by the stars and instruments alone. This skill
is ideal for sailors and those who can fly.
Lore: Demons & Monsters: This is the study of demonic creatures
and supernatural monsters common to Earth throughout the ages
and around the world. General knowledge includes legends of
ancient and primitive cultures, Dark Ages tales, and the myths
and legends of vampires and the most famous demons and monsters,
including the dark gods they serve. Specific knowledge is
limited to continent where the character lives/originates this
includes names of demons and monsters common to that part of the
world, appearances, reputed places of demonic habitation and
attraction, and the creatures’ known powers, appearances,
habits, weaknesses, strengths, powers, abilities, demonic
possessions, desires, and goals. A master of this lore may be
able to identify a particular type of monster by hearing its
description or a description of its actions, seeing a drawing or
a photograph, or even by footprints, how it behaved, killed, or
exhibited certain abilities.
Lore: Dimensional Being/Alien: Most dimensional beings (D-Bees
in the 41st century) are just humanoid beings from another
dimension or planet. To be classified as a D-Bee, the creature
must be remotely humanoid in appearance, usually bipedal, have
human-like intelligence, and is NOT a supernatural creature;
must be mortal. Creatures who don’t have a bipedal humanoid body
and are extremely monstrous, animal-like or demonic, or are
supernatural in origin are usually considered monsters or demons
rather than D-Bees.
D-Bee lore is the general study of common alien humanoids, their
most notable beliefs, customs, habits, inhuman abilities, and
the rumors, myths, and legends about how they came to Earth,
their home world, their secret agendas, etc. The skill is often
limited to D-Bees living in a specific region where the
character originates from. The region may be limited to a
smaller geographic locations such as D-Bees of Western America.
D-Bee lore is not a science and is not always accurate,
complete, or in depth.
Lore: Magic: This area of study does NOT give the character any
magic abilities, the ability to use techno-wizard devices, or
the ability to read magic symbols.
This area of study provides general knowledge, theories and
historical reference on how magic works, common magical powers
and spells, their effects, who possesses such magic, notable
creatures of magic, various types of magic users, places of
reputed magical significance and power, and myths and legends
about magic, the most famous magic items, and notorious
sorcerers. Although the character cannot read runes or mystic
symbols, he is likely to be able to recognize whether the symbol
is real magic ward, rune, warning, part of an inscription or
spell, or a fake.
Mathematics: Basic: Knowledge of basic math, including the
ability to count, addition, subtraction, multiplication,
division, and fractions.
Mathematics: Advance: Knowledge of all basic and advance
mathematics including algebra, geometry, trigonometry, calculus,
and techniques for using advance mathematical formulas.
Astrophysics: Knowledge of stellar astronomy and how it relates
to nuclear physics, quantum mechanics, relativity, and other
explanations for the creation of deep space phenomena, like
quasars and black holes.
Jeweler: The skill and knowledge to design and make jewelry
including necklaces, brooches, and rings. The skill allows the
character to make jewelry using any material and precious or
semiprecious stones of professional quality and with next to no
or no flaws. This includes the skill of inlaying stones or other
material into metal.
Weakness: Pyramids in the London/New Orleans/Sin City/Apocalypse
City Universe are at only a 20% chance of success due to how
weak the Earth's magic levels are compared to what it takes to
operate them.
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