Phase World / Three Galaxies Techno Wizard
Enchantments & Equipment:
Magical Enchantments on Larger Vehicles:
The magical costs and price payed to purchase techno-wizard additions to larger than normal vehicles is more than from standard sized vehicles. These are for both Rifts Earth and for the Three Galaxies. Enchantments on vehicles larger than 1,200 feet (365.8 meters) are limited to those from the United Worlds Warlock in the Three Galaxies because they will not share the methods that they use for larger vehicle. All costs are subject to addition costs. A normal range for this can be from 10% to 90% beyond listed cost.
Breath Without Air:
Vehicle Length |
Initial Creation Cost in P.P.E. |
Activation Cost in P.P.E. |
Activation Cost in I.S.P. |
Cost to Create |
25 to 120 feet (7.6 to 36.6 m) |
300. |
5. |
10. |
200,000 Credits. |
120 to 250 feet (36.6 to 213 m) |
600. |
10. |
20. |
400,000 Credits. |
250 to 700 feet (76.2 to 213 m) |
1,200. |
20. |
40. |
800,000 Credits. |
700 to 1,200 feet (213 to 366 m) |
2,400. |
40. |
80. |
1,600,000 Credits. |
[1] 1,200 to 4,000 feet (366 to 1,220 m) |
4,800. |
80. |
160. |
3,200,000 Credits. |
[1] Restricted to ships built by the United Worlds Warlock.
Chameleon:
Vehicle Length |
Initial Creation Cost in P.P.E. |
Activation Cost in P.P.E. |
Activation Cost in I.S.P. |
Cost to Create |
25 to 120 feet (7.6 to 36.6 m) |
300. |
6. |
12. |
220,000 Credits. |
120 to 250 feet (36.6 to 213 m) |
600. |
12. |
24. |
440,000 Credits. |
250 to 700 feet (76.2 to 213 m) |
1,200. |
24. |
48. |
880,000 Credits. |
700 to 1,200 feet (213 to 366 m) |
2,400. |
48. |
96. |
1,760,000 Credits. |
[1] 1,200 to 4,000 feet (366 to 1,220 m) |
4,800. |
96. |
192. |
3,520,000 Credits. |
[1] Restricted to ships built by the United Worlds Warlock.
Chromatic Protection:
Vehicle Length |
Initial Creation Cost in P.P.E. |
Activation Cost in P.P.E. |
Activation Cost in I.S.P. |
Cost to Create |
25 to 120 feet (7.6 to 36.6 m) |
400. |
10. |
20. |
20Credits. |
120 to 250 feet (36.6 to 213 m) |
800. |
20. |
40. |
400,000 Credits. |
250 to 700 feet (76.2 to 213 m) |
1,600. |
40. |
80. |
800,000 Credits. |
700 to 1,200 feet (213 to 366 m) |
3,200. |
80. |
160. |
1,600,000 Credits. |
[1] 1,200 to 4,000 feet (366 to 1,220 m) |
6,400. |
160. |
320. |
3,200,000 Credits. |
[1] Restricted to ships built by the United Worlds Warlock.
Cloak of Darkness:
Vehicle Length |
Initial Creation Cost in P.P.E. |
Activation Cost in P.P.E. |
Activation Cost in I.S.P. |
Cost to Create |
25 to 120 feet (7.6 to 36.6 m) |
200. |
6. |
12. |
120,000 Credits. |
120 to 250 feet (36.6 to 213 m) |
400. |
12. |
24. |
240,000 Credits. |
250 to 700 feet (76.2 to 213 m) |
800. |
24. |
48. |
480,000 Credits. |
700 to 1,200 feet (213 to 366 m) |
1,600. |
48. |
96. |
960,000 Credits. |
[1] 1,200 to 4,000 feet (366 to 1,220 m) |
3,200. |
96. |
192. |
1,920,000 Credits. |
[1] Restricted to ships built by the United Worlds Warlock.
Impervious to Energy:
Vehicle Length |
Initial Creation Cost in P.P.E. |
Activation Cost in P.P.E. |
Activation Cost in I.S.P. |
Cost to Create |
25 to 120 feet (7.6 to 36.6 m) |
750. |
20. |
40. |
750,000 Credits. |
120 to 250 feet (36.6 to 213 m) |
1,500. |
40. |
80. |
1,500,000 Credits. |
250 to 700 feet (76.2 to 213 m) |
3,000. |
80. |
160. |
3,000,000 Credits. |
700 to 1,200 feet (213 to 366 m) |
6,000. |
160. |
320. |
6,000,000 Credits. |
[1] 1,200 to 4,000 feet (366 to 1,220 m) |
12,000. |
320. |
640. |
12,000,000 Credits. |
[1] Restricted to ships built by the United Worlds Warlock.
Impervious to Fire:
Vehicle Length |
Initial Creation Cost in P.P.E. |
Activation Cost in P.P.E. |
Activation Cost in I.S.P. |
Cost to Create |
25 to 120 feet (7.6 to 36.6 m) |
500. |
5. |
10. |
170,000 Credits. |
120 to 250 feet (36.6 to 213 m) |
1,000. |
10. |
20. |
340,000 Credits. |
250 to 700 feet (76.2 to 213 m) |
2,000. |
20. |
40. |
680,000 Credits. |
700 to 1,200 feet (213 to 366 m) |
4,000. |
40. |
80. |
1,360,000 Credits. |
[1] 1,200 to 4,000 feet (366 to 1,220 m) |
8,000. |
80. |
160. |
2,720,000 Credits. |
[1] Restricted to ships built by the United Worlds Warlock.
Invisibility Superior:
Vehicle Length |
Initial Creation Cost in P.P.E. |
Activation Cost in P.P.E. |
Activation Cost in I.S.P. |
Cost to Create |
25 to 120 feet (7.6 to 36.6 m) |
450. |
20. |
40. |
450,000 Credits. |
120 to 250 feet (36.6 to 213 m) |
900. |
40. |
80. |
900,000 Credits. |
250 to 700 feet (76.2 to 213 m) |
1,800. |
80. |
160. |
1,800,000 Credits. |
700 to 1,200 feet (213 to 366 m) |
3,600. |
160. |
320. |
3,600,000 Credits. |
[1] 1,200 to 4,000 feet (366 to 1,220 m) |
7,200. |
320. |
640. |
7,200,000 Credits. |
[1] Restricted to ships built by the United Worlds Warlock.
Shadow Meld:
Vehicle Length |
Initial Creation Cost in P.P.E. |
Activation Cost in P.P.E. |
Activation Cost in I.S.P. |
Cost to Create |
25 to 120 feet (7.6 to 36.6 m) |
800. |
10. |
20. |
750,000 Credits. |
120 to 250 feet (36.6 to 213 m) |
1,600. |
20. |
40. |
1,500,000 Credits. |
250 to 700 feet (76.2 to 213 m) |
3,200. |
40. |
80. |
3,000,000 Credits. |
700 to 1,200 feet (213 to 366 m) |
6,400. |
80. |
160. |
6,000,000 Credits. |
[1] 1,200 to 4,000 feet (366 to 1,220 m) |
12,800. |
160. |
320. |
12,000,000 Credits. |
[1] Restricted to ships built by the United Worlds Warlock.
Sustain:
Vehicle Length |
Initial Creation Cost in P.P.E. |
Activation Cost in P.P.E. |
Activation Cost in I.S.P. |
Cost to Create |
25 to 120 feet (7.6 to 36.6 m) |
1,200. |
12. |
24. |
800,000 Credits. |
120 to 250 feet (36.6 to 213 m) |
2,400. |
24. |
48. |
1,600,000 Credits. |
250 to 700 feet (76.2 to 213 m) |
4,800. |
48. |
96. |
3,200,000 Credits. |
700 to 1,200 feet (213 to 366 m) |
9,600. |
96. |
192. |
6,400,000 Credits. |
[1] 1,200 to 4,000 feet (366 to 1,220 m) |
19,200. |
192. |
384. |
12,800,000 Credits. |
[1] Restricted to ships built by the United Worlds Warlock.
P.P.E. Generators:
Because of the high need for magical energy in large vehicle, P.P.E. generators are available to give vehicles a constant store of P.P.E. energy. This magic can be used for techno-wizard additions to the ship, crew spell casting, and other equipment on the ship. The magical generator is keyed to specific individuals and cannot be used by others. As far as it is know, no one other groups other than the United Worlds Warlock can produce these magical generators.
Cost for the P.P.E. Generator equals P.P.E. per hour x 50,000 credits + maximum P.P.E. storage x 10,000 credits. The generator weighs one ton for every million credits of cost of the generator.
Examples:
The generator on an Arcane MK II Patrol ship costs 45,000,000 credits.
(500 * 50,000) + (2,000 * 10,000).
25,000,000 + 20,000,000 =45,000,000.
The generator on a Dwarven Iron Ship costs 500,000,000 credits.
(6,000 * 50,000) + (20,000 * 10,000).
300,000,000 + 200,000,000 = 500,000,000.
Techno-Wizard Enchantments for U.W.W. Starships:
Techno Wizard Teleporters:
An amazing device based on the level fifteen spell Teleport: Superior. The device is a cage constructed of silver, gold, and large collection of various gems. This device is used to transport cargo as well as marines onto enemy ships. The person must have a good image of where the person is being transported to or the transport will usually fail and often kill the people involved in the transport. The advantages is that the system can teleport through force fields as well as starship hulls. The teleporter can only be used to transport objects from the teleporter to another location not back to the teleporter. The teleporter is assumed to be created by a tenth level techno-wizard. This means that the teleporters have a maximum mass of 10,000 lbs (4500 kg). Techno-Wizard U.W.W. destroyers carry two of these teleporters, cruisers carry four of these teleporters, and battlecruisers carry eight of these teleporters. A techno-wizard troop transport might carry four for a destroyer sized and eight four a cruiser sized vessel. These mounts cannot be carried in fighters or runners due to the mount simply being too large. The P.P.E. used in the teleporter can come from mages or from the ship’s P.P.E. Generators.
Chance of Successful Teleport:
|
1. |
Teleporting to another T.W. Teleporter is automatic. |
|
2. |
Teleporting to a familiar location: 99%. |
|
3. |
A place only seen a few times before (two to six times): 85%. |
|
4. |
A place seen in a photo or other image (the image is being looked at during the moment of teleportation): 80%. |
|
5. |
A place never seen before, but described in detail: 58%. |
|
6. |
A place never before visited and known only by name or brief description: 20%. |
Results of an unsuccessful teleport:
|
1-40 |
Appears in the wrong location. 3D6x100 miles off course (can be in any direction.) |
|
41-75 |
Appears in the wrong location. 1D6x100 miles off course (can be in any direction.) |
|
76-98 |
Appears in the wrong location. 1D6x10 feet off course (can be in any direction.) |
|
99-00 |
Teleports into solid object, Generally means instant death. |
P.P.E. Cost: 12,000 P.P.E. to create and 600 P.P.E. to activate.
Range: 3000 miles (4830 km).
Cost: 10 million credits each.
Techno-Wizard Sensors:
United Worlds Warlock warships carry standard technological sensor systems (Such as Radar and Gravity sensors) but these are also backed up by magical sensors in most cases. They are longer ranged than the sensor systems carried on most designs on Rifts Earth. Most U.W.W. ships carry these ships automatically. These systems are also common aboard Splugoth warships as well. Add additional cost for ships that the systems do not come standard. Generally fighter mounts also include mounts carried in Runners and other small vessels.
● See Aura: Slightly different than the spell in that it can scan an entire target such as a ship or station. The enchantment can be used to target a single individual but only have one tenth normal range when being used in that matter. Costs 60 P.P.E. per activation due to extended range. Range: Fighter Mount: 100 miles (160 kilometers) in space and 1 mile (1.6 kilometers) in an atmosphere. Starship Mount: 1,000 miles (1,610 kilometers) in space and 1 mile (1.6 kilometers) in an atmosphere. Effects / Abilities: Gives an approximate count of the number of life forms onboard. Gives the average level of experience, highest level of experience, and lowest level of experience [Given in these terms: Low (1-3), medium (4-7), high (8th and up).] Tells if there is any magic onboard. Gives if there are any psychics onboard (Mind Block will prevent detection), Gives a general count on the amount of P.P.E. the target has (basically the P.P.E. of the crew and any devices which store P.P.E.). Detects if there is any kind of possession. Finally sees if the crew or ship has any unusual aberrations. Cost: 400,000 credits for a fighter mount and 4 million credits for a starship scale mount.
● See the Invisible Sensors: The ships has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: Fighter Mount: 200 miles (320 kilometers) in space and 2 miles (3.2 km) in an atmosphere. Starship Mount: 2,000 miles (3,220 kilometers) in space and 2 miles (3.2 km) in an atmosphere. Effects / Abilities: Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies. Cost: 200,000 credits for a fighter mount and 2 million credits for a starship scale mount.
● Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: Fighter Mount: 20,000 miles (32,200 kilometers) in space and 200 miles (320 km) in an atmosphere. Starship Mount: 200,000 miles (322,000 kilometers) in space and 200 miles (320 km) in an atmosphere. Effects / Abilities: detects the presence of magic if within detection range of ship and gives bearing on magic and basic range although not exact position. Detects active enchantments but will not generally detect spell casters in general. Cost: 500,000 credits for a fighter mount and 5 million credits for a starship scale mount.
● Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: Fighter Mount: 50,000 miles (80,500 kilometers) in space and 500 miles (805 km) in an atmosphere. Starship Mount: 500,000 miles (805,000 kilometers) in space and 500 miles (805 km) in an atmosphere. Effects / Abilities: Detects the presence of Rifts (including those created by Rifts Jump Drives) and unlike when detecting magic gives position very accurately. Cost: 600,000 credits for a fighter mount and 6 million credits for a starship scale mount.
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Writeup by Kitsune (E-Mail Kitsune).
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