Warlock OCC
Warlock O.C.C.
A warlock is a man or woman who draws his magic powers from a supernatural, elemental intelligence.
Like the mystic, priest and witch, there is no true knowledge of spell casting or the mystic arts, instead the warlock, through his link with the elemental intelligence, can draw upon certain spell-like powers. Note: A warlock is not a male witch. One might assume that warlocks are closely attuned to nature, and in some ways they are, but not in the ways one might think.
They are not spiritualists like the druids who try to live in harmony with their environment, instead, the warlock functions on a more primeval level. They appreciate the forces of nature, but bend them to their will. Warlocks tend to be concerned with power, change and anarchy, for their world view is a picture of seething, unrestrained forces, freedom, and change. As such, a warlock will rarely bind himself to a king or god, he is a free spirit to wander the universe, and to observe and instigate change. A warlock can become the head of State or even Emperor of a kingdom, or spend his life adventuring or as a wandering philosopher, or all three during different times.
Life, adventure, power and freedom are all important to this character. Many kingdoms, such as Bizantium and Timiro, have towns and cities where warlocks play an Important role in the communities' defenses, manufacturing and commerce. These mages are especially sought after by seafaring people since their powers can be used to calm the seas, dispel storms and strike at opponents with devastating power (water, air and fire warlocks can be especially effective in ship combat).
Although there are places with comparatively large communities of warlocks (typically ranging from 50-100, but some, like those in Bizantium, can have 100-400 in any one guild; typical experience level is 1-6), these practitioners of magic never preach the ways of magic, never try to convert anybody to their way of thinking, seldom discuss their philosophies, and most have no formal religious or political leader or allegiance. Each group of warlocks will be independent of the other. Despite the lack of a supreme leader or formal laws and doctrines, warlocks all share the same basic orientation and the notion that one is born a warlock. A birthright that brings power, respect and responsibility.
Most warlocks believe it is their duty to use their magic powers, whether it's to help others, destroy evil, or for personal gain. They also believe that all warlocks are somehow bound together like a scattered family. Thus, they consider fellow warlocks to be part of a universal fraternity or brotherhood and show each other great respect and courtesy.
Even warlocks who are deadly rivals will first have a polite meeting to discuss the situation and to proclaim each other' s intentions. Such meetings will inevitably end with a statement such as, "So my brother, regrettably, I must destroy you and any who stand with you, be they brother or sister warlocks or valiant heroes." To which the other warlock responds, "Just as the wind and waves erode the mighty mountain, so must we clash, my brother."
The two are likely to enjoy a meal together, shake hands or hug, and depart, but from that moment on, the line has been drawn and there shall be no mercy nor quarter given by either when that line is crossed. The blood and destruction caused by warring warlocks can be horrendous.
Warlocks & Armor
Most warlocks tend to prefer leather armor because it offers excellent maneuverability, stealth (no jingling or clunking of metal parts), and because it is more comfortable than the heavy, cumbersome and confining types.
Furthermore, covering oneself in metal has the strange effect of hampering the channelling of magic energy!
If more than 50% of the character' s body is covered in metal (chain mail, scale, plate, etc.) the warlock must spend 20% more P.P.E. to cast a spell and both range and duration of the spell is reduced by 20%!
Of course, a warlock may elect to use/wear any type of armor he or she desires, but with the considerations above and the usual encumbrance penalties : -15% to prowl and -20% to climb/scale walls or swim in full splint or plate armor. -10% to prowl, swim or climb in chain or scale mail, and -5% in studded leather. Most practitioners of magic prefer to wear leather armor (studded leather does not interfere with spell casting) or better yet, magic body armor, charms and talismans.
Warlock Powers & Information
1. Choosing an Elemental Force.
All four of the elemental forces are acknowledged and revered, but the warlock must choose one or two specific elemental forces to tap into.
Once the elemental force is selected it cannot be changed and becomes the character's life sign and source of power. Warlocks may worship and/or honor and respect other forces, deities, religions, and laws, but most tend to be carefree and independent.
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2. Magic and Spell Casting.
A warlock derives his magic powers and spells directly from his elemental lord/force in much the same way as the spell casting priest gets his/her powers from a supernatural allegiance to a particular god or pantheon of gods. The elemental being that represents the warlock's chosen life sign gives him the ability to commune with elemental beings and cast elemental magic.
The spell casting ability is not learned (like wizardry), but endowed by the elemental deity. The spell is cast by invoking the elemental power word(s) in a simple chant. Otherwise, warlock magic works like the spell casting of the wizard. Each spell requires a certain amount of P.P.E. and once that energy is temporarily expended, no more spells can be cast.
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3. Initial Spell Knowledge and Learning New Spells
A warlock has no power until an elemental force is chosen, and once chosen it cannot be changed. Select air, earth, fire, or water. Once the character has bonded with one elemental force of choice, he will be able to select three (3) new spells for every level of experience, starting with level one.
Choosing two elemental forces is allowed, but the character must have an I.Q. of 12 and an M.E. of 14, or higher. The advantage of selecting two elemental life signs is that the warlock has a greater range of selection for his magic. This character can select one (1) spell from each of the two elemental magic categories to which he is allied. The disadvantage is that the character only gets two spell selections per level of experience instead of three, and they are divided between the two dIfferent elemental life signs. For example: A warlock having chosen fire as his one elemental force will be able to command only the forces of fire, but will have a larger number of fire spells available to him than a warlock who may have fire and air. At third level the fire warlock has nine fire spells, while the fire and air warlock has three fire spells and three air spells (six total). Both possess elemental magic , but the warlock with one elemental life sign has greater mastery of his one elemental force. The fire and air warlock has a greater diversity of magic , but less mastery in each category.
Note: The warlock also knows the power words for the four elemental forces: Cherubot-kyn (air), Ariel-Rapere-kyn (earth), Seraph-mytyn (fire), Tharsis-mycn (water) , and yin (a linking word like "and") ; as well as the mystic symbols of the four elements and the six stone symbols for elemental forces (see the Diabolist O.C.C. for details).
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4. Choosing and Gaining spells
At first level, the warlock with one life sign can select a total of three (3) spells from the first level spells offered by his elemental master. Every time the warlock reaches a new level of experience, he selects three new spells. The level of the spells available for selection is limited to the experience level of the warlock. This means a warlock cannot select an elemental magic spell above his own experience level. For Example: A first level water warlock (having one elemental lord) can select any three first level water elemental spells. At second level, the warlock can choose another three water spells, but can make selections listed under first and second level warlock magic . Upon reaching third level, the character can again choose three water spells, but this time he is able to make selections from warlock water magic listed under levels 1, 2 and 3.
When a warlock reaches eighth level or higher, he can choose spells from any level, one through eight. Note: Warlocks with two elemental masters gain and choose spells in the exact same manner, except that they can only choose one spell from each of the two elemental magic categories per level. For Example: A third level fire and air warlock selects one fire spell from fire warlock magic levels 1 , 2, or 3 , and one air spell from warlock magic levels 1, 2 or 3 . Under no condition can a warlock learn any spells other than those provided by his elemental deity.
Warlocks have no knowledge of spell magic or any other magic, because their powers are given to them by a supernatural force, not learned.
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5. P.P.E
The disciple of one elemental force gets 2D4x10+20 P.P.E. , in addition to the P.E. attribute number. Add 2D6 P.P.E. for each additional level of experience.
The disciple of two elemental forces gets 2D4x10+40 P.P.E., in addition to the P.E. attribute number, and gets 2D6 P.P.E. for each additional level of experience.
Unlike most practitioners of magic the warlock cannot draw P.P.E. from other living creatures, but can draw it from elemental beings related to his life sign, ley lines, nexus points, and magic storage cells like certain talismans.
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6. Magic Bonuses
+2 to save vs horror factor (+6 against elemental beings)
+1 to save vs magic
+1 to save vs possession
+1 to spell strength at levels 3, 6, 10, and 14.
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7. Speak Elemental
All elementals communicate in a strange language that is a combination telepathy and the spoken word. All warlocks can speak and understand this language at 92% efficiency, but to all others this language is incomprehensible. Elementals do not have a written language.
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8. Sense Elementals
Warlocks are so attuned to true elemental forces that they can sense the presence of an elemental within a 120 foot radius (36.6 m) automatically.
Base Skill: 25% +5% per each level of the warlock's experience. If elemental forces appear to be at work, the warlock can deliberately try to sense an elemental's presence and enjoys a +20% sensory bonus and doubled sensing range (240 ft/73.2 m).
Furthermore, a warlock will intuitively recognize/sense a fellow warlock and instantly know which elemental force(s) he or she is allied to; experience level, alignment, etc. are not revealed.
There is also a 75% chance that a warlock can see an invisible elemental despite its nature of invisibility, including air elementals, Spirits of Light, and the demonic jinn.
Warlocks know and understand as much about elementals as humanly possible. See the section on Elemental Beings for a detailed description of elementals.
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9. Sense the Nature of the Life Sign
A water warlock can sense the location and direction of a body of water, river, lake, etc, within 100 miles (160 km 62% +2% per level of experience. They can also accurately calculate the amount of moisture in the air and predict the likelihood of rain, fog, snow, etc . , and when a storm will hit (accurate within 6D6 minutes).
When crossing a body of water they can sense the shallowest, deepest, and/or safest path to cross , as well as tell whether the water is contaminated by taking a tiny sip. 30%+5 % per level of experience.
Earth warlocks can recognize virtually all natural minerals from gold to iron with amazing accuracy; 62% +2% per level of experience. They can also sense tremors in the earth from quakes, explosions, heavy equipment and similar seismic disturbances within a 40 mile area (64 km).
More importantly, they can sense danger located in the earth like loose rocks, quicksand, mud, mud slides, and even pit traps. 32% +4% per level of experience. Underground, the earth warlock has a keen sense of direction; 80% +2% per level of experience.
Air warlocks can tell the direction of the wind and accurately teIVsense time by observing the heavens; 62% +4% per level of experience. They can also sense the coming of rain, snow, hail, lightning and wind storms, ley line storms and other atmospheric disturbances at 30% +5% per level of experience.
They can also sense impurities in the air (soot and ash from fire, pollution, gas, etc . ) and know if the contaminants are hazardous. 30%+5 % per level of experience.
Fire warlocks can sense the presence, general direction and distance of fires as small as a campfire within a 40 mile diameter (64 km a raging forest fire can be sensed as far away as 100 miles (160 km). Success ratio is 62% +2% per level of experience. The warlock can accurately sense air and surface temperatures and changes in air temperature.
This power can extend to touching the charred remains of a burnt building or campfire and telling how recently it was active/hot (accurate within 6D6 minutes). This heat sensitive touch can also accurately measure a person's body temperature to tell whether he has a fever. Success ratio is 30% +5 % per level of experience.
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10. Special abilities
Water: The character can instinctively swim at a proficiency of 65% or gets a bonus of +20% if the swimming skill is selected. He can also hold his breath for up to five minutes.
Earth: The character can instinctively perform holistic medicine at 50% proficiency and identify plants & fruit at 65% . Or gets a bonus of +12% if either is selected as a learned skill.
Air: The character instinctively knows astronomy at 65%, or gets a +20% bonus if selected as a learned skill. Can also hold breath for up to 10 minutes.
Fire: The character radiates a protective aura the makes him, his clothes, and body armor (does not protect vehicles or other people) impervious to normal fires (do no damage), but magic (and mega-damage) fires do half damage.
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11. The Brotherhood - Etiquette Between Elemental Forces
No elemental will hurt their little mortal brothers (warlocks) unless absolutely necessary, provoked, or attacked first. This is the result of the warlock's mysterious bond to elemental beings.
Even if the elemental has been commanded/forced to kill a warlock as part of its quest, it will first warn the warlock of its mission, apologize, and state that it understands that the warlock may feel compelled to fight back. After these formalities, the elemental will attack without hesitation or mercy.
If a warlock encounters an elemental that is guarding a passageway or object that he must use/get, the elemental will warn the warlock that it must kill him if he persists, and will do so without hesitation if he does.
Likewise, if a group of adventurers engage an elemental in combat, it will destroy all of them except the warlock in the group. Only when the warlock confronts the elemental will the elemental strike back, but only after inquiring "Why do you oppose me, little brother?" An appropriate response would be something like "Because I must," or "Because I must pass," and so on.
Elementals do not understand the concept of friendship, so a warlock saying that he protects a group because they are friends would be an explanation falling upon deaf ears. The elemental will accept, "I must." If the little brother "must," he must, just as an elemental does as it must.
However, the warlock can stop the battle, discuss the situation, find out who is responsible for the elemental's mission, and slay that person, which usually (but not always) frees the elemental from its commitment. Or the elemental may tell the warlock of a different entrance or way to get the item without a direct confrontation (provided it knows of such things).
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12. Summon Elementals
A warlock can summon only the type of elemental that is his chosen life sign. This means a fire warlock can only summon a fire elemental and only lesser elementals will respond.
When the warlock is high level, 9th or better, he may be able to summon a greater elemental at half the normal success ratio. The summoning process can be attempted only once a day (24 hour period) as it is very emotionally and physically taxing. A physical symbol of the elemental force must be present as the focal point of concentration.
The symbol of the elemental must be scrawled on the floor in charcoal or in dirt/dust and two hours of concentration and chanting is required (On Rifts Earth, that time is dramatically reduced to 2D6 minutes!).
Only a warlock may summon an elemental in this way. Success ratio: 5% per each level of the warlock's experience, +10% on a ley line, and +20% at a nexus.
Once summoned, the warlock is able to request the elemental to aid him in battle or any activity for an unlimited length of time. The elemental will generally obey only the warlock and will follow any command without question, including fighting to the death. Such commands should be kept simple and as clear as possible, because elementals are alien beings who do not understand human and animal life, their frailties, language or laws.
Although there is no formal time limit to how long an elemental will obey his warlock brother, the creature will want to go back to its own world after a day or two. Only the summoning warlock can release it so it can return to its own dimension. The elemental will become increasingly insistent about being released with the passing of each day. This will change to anger and hostility at an accumulative rate of 12% per week.
The usual etiquette between elemental and warlock is lost when pressed into slavery and the percentage number indicates the degree of its hostility and the likelihood of it killing the warlock (roll once for every week that passes).
If the roll falls under the hostility percentage, the elemental will be angry enough to attack and kill the warlock. HOWEVER, it will first warn the warlock that it will kill him if he does not release it, "now! " Elementals never bluff, so the warlock will realize he's pushed his luck to the limit.
Summoning Note Number One: Only a warlock who is the foulest of the foul will intentionally allow an elemental brother he has summoned to die. Even the most minor of elementals, like the phantom, should not be allowed to die if it can be helped.
One means of preservation is to release the elemental from its bondage of summoning. With the words, "I release you," the elemental instantly disappears, dimensionally teleporting back to its home dimension, for it is only the warlock and his will that binds it to this realm of existence.
Summoning Note Number Two: The warlock may also be able to summon minor elementals and fragmented essences from an elemental intelligence by means of elemental magic. These are even less powerful beings than a lesser elemental, but can be released in the same way.
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13. Warlocks and Weapons
Warlocks are not limited in any way to the selection and use of weapons. However, most have minimal combat training. They seem partial to weapons made of wood or metal and weapons that shoot projectiles.
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14. Colors and Clothing
All warlocks wear colors and clothing that is indicative of his or her particular elemental life sign.
Air: White or light pastel colors. Earth: Brown, black, grey or green. Fire: Red, orange, gold or yellow. Water: Any shade of blue.
Brown is the universal color symbol of elemental forces and can be worn by a warlock allied to any elemental force. The traditional dress for a warlock is a hooded robe the color of his chosen element; any armor is worn underneath the robe.
Jewelry will also correspond directly to their elemental life sign. Air is represented by the diamond or sapphire; earth is onyx; fire is a ruby or topaz; and water is the emerald or pearl.
Notes about Elementals
It is very important to stress that elemental beings generally have absolutely no regard for the lives or activities of mortal creatures. They will step on a baby or destroy a town if so commanded, in anger, out of ignorance or negligence. To an elemental, creatures of this dimension (including all intelligent races) are just bugs without value. It is not because elementals are evil, there is no ill will or evil intent, elementals are so completely different that they have no comprehension of life as we know it.
Likewise, the creatures have no concept of law, right and wrong, or good and evil. In this regard, the elemental pays no heed to the harm or damage it may cause in its attempt to obey a warlock's command.
For example: Telling a fire elemental to go into town and to get something or somebody will send it stomping through the streets, perhaps stepping on innocent people, smashing through buildings and setting the place on fire. Only a warlock can freely converse with an elemental without being ignored, torn limb from limb, or needing some kind of protection (circle, charm, ward, etc.).
An elemental will not accept someone because he is the friend, kin, or lover of a warlock. They will accept and cooperate ONLY with warlocks, no others. In fact, elementals are so friendly toward warlocks that they have been known to stop in the middle of a massacre to converse. Note: This applies only to true elementals and not Spirits of Light, demons or other supernatural beings who wield elemental powers.
Most elementals (98%) never leave the elemental dimension which is their home, unless impressed against their will into some activity by a magic-user, usually a Summoner, Diabolist, or Warlock, occasionally others. As a slave, especially to non-warlocks, they show their enslaver little loyalty. This means an enslaved elemental will tell a brother warlock everything they know about their mission or any other subject that he may inquire of them.
Elementals and warlocks share a great kinship between each other in a strange metaphysical way, and both will always try to help each other. Both man and monster are uncommonly courteous and friendly toward each other, unless that warlock is known as a cruel or destroying enslaver of elementals. If the latter is the case, the warlock will be treated as if he were an enemy and attacked if he continues to pester or threaten an irate elemental.
Of course, any warlock worth the title will sincerely offer his aid to help an elemental with any quest, duty, or dilemma to ease its burden. Often, being courteous and generous to their little mortal brothers, the creatures will decline the offer, but many warlocks will aid their elemental brethren anyway.
Along this line of thought, warlocks are aware that elementals don't like to stay away from their home dimension. Elementals pressed into service (and often carelessly destroyed) by uncaring Summoners, Shifters and other practitioners of magic, will beg a warlock to free them.
Unless the warlock is true scum or the forces he must face to win the elemental's freedom are far too powerful for him, the warlock will try to help, especially if the creature is the same as his chosen life sign. This is true of both good and evil aligned warlocks. Furthermore, most warlocks are extremely diligent in their efforts not to kill any elemental that they have summoned. If an elemental is left to guard something, the warlock will usually put in the condition that at the point that the elemental senses its imminent destruction, it is free to return home.
Warlock O.C.C.
Alignment: Any. Although the elemental forces to which the warlock is linked may be very chaotic and freewheeling, the character can be any alignment. Remember, the concept of alignments and laws are unfathomable to true elementals who are generally of an anarchist alignment.
Attribute Requirements: I.Q. 6 or higher, M.E. 10 to choose one elemental force, or I.Q. 1 2 and M.E. 14 to choose two elemental forces.
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O.C.C. Skills
- Speaks two additional languages (+10% )
- Literate in one language of choice (+10% )
- Lore: Demon & Monster (+10%)
- Lore: Faerie Folk (+5 %)
- Land Navigation (+10%)
- Wilderness Survival (+10%)
- W.P.: Select two of choice.
- Hand to Hand: Basic
Hand to hand: basic can be changed to hand to hand: expert at the cost of two "other" skills, or martial arts for the cost of three "other" skills.
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O.C.C. Related Skills
Select eight other skills of choice at level one, plus select one additional skill at levels three, six, nine and twelve. All new skills start at level one proficiency.
- Communications: Any
- Domestic: Any (+10%)
- Espionage: Disguise, Escape Artist and Intelligence only (all +5%).
- Horsemanship: General or Exotic only.
- Medical: Any
- Military: None
- Physical : Any; except Acrobatics, Gymnastics, Boxing & Wrestling.
- Rogue: Any
- Science: Any (+10%)
- Scholar/Technical: Any (+10%)
- Weapon Proficiencies: Any, except the Lance and Long Bow.
- Wilderness: Any (+5%)
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Secondary Skills
The character also gets to select three secondary skills from the previous list at level one, and two additional skills at levels two, five, seven, ten and thirteen.
These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.
Standard Equipment
Two sets of clothing, an appropriately colored hooded robe, bed roll, backpack, 1D4 small sacks, one large sack, water skin, flint and tinder box, 1D4 candles, a wooden cross, small mirror, 1D4 sticks of charcoal and 1D4 items that represent the warlock's elemental symbol.
Armor
Starts with soft leather (A.R. 10, S.D.C. 20).
Weapons
A knife and one additional weapon of choice. All are basic S.D.C. weapons of good quality. Magic weapons and additional items must be acquired later. Favorite weapons among warlocks include iron or wood staves, morning stars, maces, swords and cross bows.
Money
The character starts with 150 in gold. Additional money will come from payment for services rendered and/or the acquisition of booty. Warlocks are often sought after by sailors and pirates for sea battles and long voyages, as well as by royalty, merchants, wealthy travelers, and the military as mercenaries for special assignments (same as the wizard).
Experience Levels
