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True Atlanteans

Character information common to most Atlanteans


Alignment: Any; but the majority are principled, scrupulous, or unprincipled.
Attributes: The number of six-sided dice rolled is as designated.
I.Q. 3D6 + 4, M.E. 4D6 + 6, M.A. 3D6 + 4, P.S. 4D6 + 4, P.P. 3D6,
P.E. 3D6 + 6, P.B. 3D6 + 6, Spd. 4D6 + 6
Hit Points: P.E. + 1D6 per level of experience. S.D.C.: 50 plus those gained from O.C.C.s, magic tattoos,
and physical skills. Only Undead Slayers/Tattooed Men are mega-damage creatures.
Natural Armor Rating: None
Horror Factor: 14 if an Undead Slayer or 12 for the average Atlantean. Even humans tend to be
awestruck when they realize they stand with or against a True Atlantean.
Weight: 170 Ibs plus (76.5+ kg)
Height: Start at 6 feet plus 1D4 inches (about 1.8 m). Add one inch for every hundred years of age.
Age: Most appear to be 19 to 35 years old, but can be anywhere from 19 to 250 years old. An Atlantean
that looks to be 40 or 50 years of age is physically 251 to 500 years old. The average life span is 500
years, but time warps caused by dimensional travel can enable the character to span a thousand years,
sometimes more.
Sex: Male or female
Appearance: Entirely human: handsome, dark hair (brown to black) and tall six to seven feet.
Disposition: Typically a headstrong and bold lone wolf, but kind, merciful, noble, honest and brave.
Combat Skills: Typically Hand to Hand: Expert or Martial Arts.
Magic: Depends on O.C.C.
P.P.E. Base: 10, plus the average Atlantean has an additional 12 P.P.E. from the "Marks of Heritage" and
six P.P.E. for each additional magic tattoo. Furthermore, the Atlantean has the P.P.E. from any magic
O.C.C.s; the exact amount varies with each magic O.C.C.
Psionic Powers: Standard, basically the same as humans.
Natural Abilities: Similar to a human's. Extended life span.
Skills of Note: All Atlanteans are educated and literate in three or more languages and may speak several
additional languages. All True Atlanteans know how to use the "Marks of Heritage" and all types of magic
tattoos. Most are experienced dimensional travelers, accustomed to the bizarre and know how to operate
dimensional pyramids and other dimensional teleportation devices. Most are also educated to the dangers
of magic and the supernatural.
O.C.C.s (Rifts): Typically magic or psionic, but can be any. Players can select any Occupational
Character Class, but the most common types of O.C.C.s are as follows. Some specific O.C.C.s are
presented later in this section.
Special Abilities & Characteristics
Common to True Atlanteans
Note: The Undead Slayer and Stone Master are distinctive magic O.C.C.s and as such these abilities are
slightly different (see the section on Tattooed Men and Stone Masters for details).
1. Magic tattoos denote heritage. All True Atlanteans bear the "Marks of Heritage," a pair of magic
tattoos. The marks are always the same, a tattoo of a heart impaled by a wooden stake (no blood) on the
right wrist for protection from vampires and a flaming sword tattoo to create a magic M.D.C. weapon on
the left wrist. The tattoo is placed on an Atlantean child at age five or six. A particular clan's crest may be
part of the sword's hilt. These "Marks of Heritage" are magic tattoos and can be activated at will; the
standard tattoo rules apply.
2. Increased S.D.C. from magic tattoos. An Atlantean may have as many as four additional tattoos
(that's six total), never more. The only exception is the Undead Slayer who is a full tattooed man
dedicated to the destruction of vampires and evil. Each tattoo provides the Atlantean an additional 10
physical S.D.C. points. Note: One to six tattoos do not change the physical structure of an ordinary

human into a mega-damage being like the Undead Slayer. All Atlanteans are taught how to use their
tattoos.
3. Increased P.P.E. from magic tattoos: Each magic tattoo adds six P.P.E. points to the Atlantean's
permanent base amount.
4. Increased P.P.E. Recovery: True Atlanteans replenish P.P.E. at the rate of 10 points for every hour of
rest or sleep, twice as fast as normal humans, or 15 an hour if using meditation.
5. Cannot be physically transformed by any means,including but not limited to the following:
metamorphosis potions and spells, the transformation ritual, vampire transformation, petrification, turn to
mist, growth/reduction spells/potions/super powers, curses, wishes, or any other form of magic or
supernatural transformation
spell or enchantment.
6. Continue to grow as adults. After reaching full maturity at about age 25, True Atlanteans continue to
grow about an inch every century or so, which gives older characters an average height of six feet and six
inches to about seven feet (1.95 to 2.1 meters).
7. Sense vampires. Can sense the presence of vampires and vampire intelligences within a 1000 foot
radius (305 m), but cannot pinpoint exact source/person responsible for the sensation. Recognize
vampires by appearance: 10% per level of experience.
8. Operate dimensional pyramids. All Atlanteans are seasoned dimensional travelers who know how to
operate the pyramids created by the stone masters for the purposes of healing, communication,
teleportation, and dimensional teleportation. Base skill is 30% + 5% per level of experience. Note that the
average Atlantean does not know exactly how stone magic works or how to build pyramids.
9. Sense ley line: The walker is able to feel whether there is a ley line within the area of his sensing
abilities, 10 miles (16 km) per level of experience, and can tell whether it is near or far. He can also
follow the feeling to locate the ley line at a skill level of 30% + 5% per each additional level of
experience.
10. Sense ley line nexus: Once the ley line has been found, the walker can follow the ley line to as many
nexus points as it intersects. Skill level is 40% +5% per each additional level of experience.
11. Sense a rift: The mage will automatically feel the sensation of a rift opening anywhere within a 50
mile area (80 km) +10 miles (16 km) per each additional level of experience. Although he can not tell
exactly where this rift is, the walker will know whether it is near or far and whether it is big or small.
12. Ley Line Phasing. The ley line walker also has the power to instantly teleport from one place on a
specific ley line to another place on the same ley line. To initiate a ley line phase/teleport, the mage must
concentrate, opening himself to the ley line energy and focusing all of his thoughts to the task of
teleporting to a new location. Engaging in conversation or combat, even self defense, will break the
concentration, forcing the mage to start over. The process will require 1D4 melees (15 to 60 seconds)
every time a phase is done. The teleport is always on target, because the line walker is one with the ley
line and will appear exactly at the point along the ley line he desires (whether he has ever been there
before or not). However, there is no way that the walker can know what else is also presently in that area
and he could phase right into the middle of an armed camp. Although the phasing is an automatic ability
common to all line walkers (costs no P.P.E.), it does take its toll on the body. The maximum number of
phasings possible in an hour is four. The maximum number of phasings in a 24 hour period is four plus
one per each level of experience (5 at level one, 6 at level two, etc). More than this is impossible.
13. Other Bonuses: + 2 to save vs magic of all kinds (in addition to P.E. bonuses), +4 to save vs horror
factor.

INNATE WIZARD ABILITIES


The Power of Magic
The spell casting practitioner of magic goes by many different names, wizard, sorcerer, mage, etc., but all
share the fundamental power to draw upon magic energy and cast it as a spell with astonishing ...
magical ... effect. Each time a spell is cast, it will temporarily use a portion of the mage's P.P.E. reserve
(Potential
Psychic Energy). Different spells require different amounts of P.P.E.; each spell description will indicate
the amount necessary to cast it. The higher level the spell, the greater the cost. Likewise, a complete
description of how magic works, P.P.E. cost, magic combat and numerous spells are presented in the
section entitled, Magic Explained, near Psionics and the Super Abilities Description (the idea being to
keep all "power" descriptions clustered together).
P.P.E.: Like all men of magic, the character is a living battery of mystic energy that he or she can draw on
to create magic. The permanent P.P.E. base is 2D4x10+20+P.E. attribute number. In addition, the mage
gets 2D6 P.P.E. per each level of experience. The sorcerer can draw additional P.P.E. from select other
sources, like ley lines and blood sacrifices, as described in the section entitled, Magic Explained. Note:
The mages of Heroes Unlimited Earth are not quite as powerful as those in magic rich environments like
Rifts Earth, Wormwood, or the Palladium World.
Selecting Spells
In a game context, we assume the character has finished his mystic studies, is first (or second) level, and
has learned a small repertoire of spells.
Select four spells from each of the spell levels 1-4, and a total of eight selected from spell levels 5-1 0. All
selections are final. Additional spells must be actively sought out and leamed. Something that many
sorcerers freelancing as "superheroes" (or villains) are not likely to find time to do. To make life easier on
the Game Master and Player, we offer this shortcut that assumes the character has spent some degree of
his personal time pursuing magic
1. Astral Projection:
Range: Self
Duration: Five minutes per level of experience.
Saving Throw: None
P.P.E.: Six
This ability, mastered through years of study and willpower, functions very much like the psionic ability.
2. Familiar Link:
Range: Self and animal; 600 feet (1 83 m).
Duration: Indefinite
Saving Throw: None
P.P.E.: Twenty
At third level, a practitioner of magic is experienced enough to mentally link with a small animal
(mammal, bird or lizard). This link is permanent, producing a rather impressive symbiotic relationship.
No matter how wild or mean the animal may have been, it will instantly consider the mage to be its
friend, companion and master. To him, the animal is always docile and submissive, because the two are
now one; an extension of each other. As such, both man and animal will understand each other
completely. For the mage, the familiar is now a sensory extension enabling him to see, hear, smell, taste
and feel everything the animal experiences.
Thus, familiars make great spies, listening to conversations and prowling into areas not easily accessible
to their masters. Although the familiar understands and obeys the mage, it cannot actually speak to him.

Just as the mage knows what the familiar is feeling, so the familiar knows what its master is experiencing
(on an empathic and telepathic level). If one is in danger, the other will know it. The magical nature of the
union also provides the mage and the familiar both with an additional six Hit Points. However, if the
familiar is hurt or attacked, its master also takes the same amount of damage even if miles apart. If the
familiar is killed, the arcanist permanently loses 10 Hit Points! There is also a 50% chance he will suffer
shock from the ordeal. If he does, he will lapse into a coma for ID6 hours. Another familiar link cannot be
tried again for at least 1 D4 years.
Other Limitations & Notes about the Familiar Spell:
1. Two-way telepathic and empathic communication; maximum range: 600 feet (183 m). Beyond this
range the two cannot communicate but each will know if the other is in danger or hurt regardless of the
distance between them. The animal will also understand spoken commands by its master on an almost
human level. The mage will have a keen understanding and perception of his animal companion's
reactions, growls, noises and body language.
2. The familiar possesses all the abilities common for that type of animal.
3. Familiar Size: 35 pounds (15.7 kg) maximum.
4. Typical animal types used as a familiar include: cats, dogs, coyotes, foxes, weasels, ferrets, rodents,
birds, large lizards, and snakes.
3. Sense Enchantment:
Range: About 90 ft. (27.4 m) maximum.
Duration: Automatic and constant awareness.
P.P.E.: None
Saving Throw: None.
The mage's knowledge and attunement to the supernatural is so complete that he can recognize magic in
almost any form, on sight. This includes magic items, magic weapons, circles, other magic users, and
people controlled or possessed by mystic forces. The exact purpose or power of the enchantment is
usually not known, but that it is rooted in magic is easily identifiable. This is basically an uncomfortable
prickly sensation or specific "feeling" or hunch the wizard gets when looking at a specific person, place,
or item. Base level of perception and correct evaluation: 60% +1% per level of experience.
4. Sense Supernatural Evil:
Range: 90 foot (27.4 m) radius.
Duration: Automatic and constant awareness.
P.P.E.: None
Saving Throw: None, however a psychic mind block or a protection from magic circle will prevent the
spell from working on those under its protection (note that the psychic's ability to sense (evil is not
blocked by the magic circles). This is another sensitivity that the mage develops through his awareness of
and exposure to magic. It enables the mage to feel or sense the presence of supernatural evil, including
evil sorcerers (due to their connection with magic energy), demons, gods, victims of evil possession,
entities, and other evil supernatural forces. It will indicate approximately how many supernatural evil
presences are within the 90 foot (27.4 m) radius: one, a few (2-6), several (7-14), or many (15 or more). It
can also register the intensity of the evil and pinpoint the general location of the source(s) to a particular
room or part of a house/building, an area, possessed object or person, or an approximate distance (very
close, near, far, etc.). Evil emanations from human and most mortal beings are much less distinct and
cannot be sensed unless the source/person has an immediate and intense evil intention (i.e. mass murder)
or is a superbeing who is at least 9th level.
5. Sense Magic
Range: 120 foot (36.6 m) diameter.
Duration: Automatic and constant awareness.
Saving Throw: None

P.P.E.: Four
The practitioner of magic is so familiar with magic energy that he can sense or feel the presence of magic,
especially great magic (i.e. an Enchanted Weapon or Object, other powerful magic item, ley line nexus,
greater demon, demigod, god, or fellow mage who is 8th level or greater, and similar). Like a geiger
counter, the individual can tell if he is near (within 20 ft/6 m), or far (toward the limit of the range) from
the source of the magic. The ability can also indicate whether a person, object or place is enchanted/under
a magic spell, possesses vast P.P.E., is in the process of invoking magic, or if powerful magic is being
used in the area. Note: Practitioners of magic and most supernatural beings do not register as being
magical except when actually casting a spelllusing magic.
6. Special Skills of Magical Lore and Knowledge: The wizard's magical knowledge covers both the
theory and application of magic forces. This includes the information necessary to properly cast spells,
but his store of knowledge is much wider and far reaching than that. Some other areas of instruction all
mages receive include a study and knowledge of historical and contemporary beliefs, myths, legends,
folk-tales, stories and theories regarding magic, the supernatural, and the unexplained. These additional
areas of study and interest include an historical and scientific viewpoint, as well as the less orthodox
opinions. The following paragraphs describe some of the specific areas of study given to the mage.
Spell Translation: The ability to figure out new spells from ancient texts, legends, symbols, and magic
scrolls. Base Skill: 8% +2% per level of experience.
Demons and Monsters: This is a study of demonic creatures and monster lore throughout the ages and
around the world. It includes the beliefs and legends of ancient and mythical cultures in demons,
possession, reputed demonic places of habitation, dragons, faerie folk, their appearances, habits,
weaknesses, strengths and similar data. This knowledge also includes unusual creatures or monsters, past
and present, including the Loch Ness Monster, giants, bigfootlyeti, sea serpents, creatures of magic and
others, along with their habitats, characteristics, and so on. The wizard's knowledge (on a successful roll)
can help the character to recognize what may be a particular type of demon or monster by description,
drawings, photos, footprints, legends, ritual, or action. Dragons, vampires, faeries, and other legendary
creatures are all included in this skill. Base Skill: 30% +5% per level of experience.
Geomancy or Lines of Power: A study of ley lines, burial mounds, places of power, megaliths, and
geomancy beliefs, past and present (See Magic and Spells for greater details). Geomancy and ley lines are
the belief that certain places on earth are polarized with an unknown energy or force known as "magic" or
"Potential Psychic Energy" (P.P.E.). These locations are reputed to heal, cause paranormal phenomena,
attract supernatural forces, or open dimensional gateways. The study includes "known" locations of such
places, such as Stonehenge and the Bermuda Triangle, as well as the many theories behind them and the
legacy of legends, mysteries, disappearances and dangers linked to each. On a successful roll, the skill
will provide the character with insight about the areas and enable himlher to recognize specific, known
places of power, as well as recognize unknown megalithic markers, mystic symbols and signs used to
mark such revered or feared places. Base Skill: 25% +5% per level of experience.
Religion: A comprehensive study of the world's religions, past and present, their beliefs, rituals, holy
places, pantheons of deities and supernatural creatures (demons, spirits, angels), stories of creation, myths
and legends. The skill (when successfully rolled) will help the character recognize specific rituals, their
purpose, the deity(s), icons, and similar information. Base Skill: 35% +5% per level of experience.
Archaeology: In addition to his magical lore skills, the wizard also possesses a trio of other skills that are
a result of his schooling in the mystic arts. Archaeology is one of them. The extensive history of magic is
included in this and gives the character a strong working knowledge of normal history to provide a
framework for the developments of magic. It also helps him to unearth and evaluate ancient artifacts,

books, scrolls and texts. This skill is the same as the one listed in the Skill section, but is in addition to
any Skill Programs and gets a bonus of +l0%.
Chemistry: Chemistry has been a part of magic from the beginning of time and spun into the lost art of
magic that combined magic and chemistry, known as alchemy. This skill is the same as the one listed in
the Skill section, but is in addition to any Skill Programs and gets a bonus of +l0%.
Holistic Medicine: This knowledge involves the use of herbs and potion making for the purpose of
healing. This skill is the same as the one listed in the Skill section, but is in addition to any Skill Programs
and gets a bonus of +lo%.
7. Magic Combat & Bonuses: See the Magic and Spells section for full details. Just as the practitioner of
magic gains P.P.E. and spells during his level advancement, so too does he gain other bonuses that directly
augment the effectiveness of his magical skills. These bonuses are in addition to any applicable attribute
and skill bonuses.
At first level, the wizard is +2 to save against magic of any kind, +1 to save vs possession, +2 to save vs
Horror Factor (if it is used in the game), and others need a 12 to resist his magic (spell strength).
At fourth level, another +1 vs magic is gained and the spell strength is +2 (characters need a 14 or higher
to save against his spells).
Seventh level adds +1 to spell strength (15 or higher to save vs his magic) and +1 to save vs possession
and Horror Factor.
Tenth level adds +1 to spell strength (16 or higher to save) and another +1 vs possession and Horror
Factor.
Thirteenth level adds another +1 to save vs magic, and +1 vs possession and Horror Factor.
Other Stuff for The Wizard
Alignment: Any alignment can be chosen, but heroes should generally be of good alignment.
Level of Education and Skill Selection: Standard; see creating a character; however, the Wizard must
give up one entire Skill Program to reflect the time devoted to learning the knowledge of the mystical
arts. If converting the character to Rifts or Nightbane, the Wizard will have all of the individual Lore
skills.
Hand to Hand Combat: Physical combat skills are not automatic, but must be selected as a learned skill.
Attacks Per Melee (Hand to Hand): As with all superbeings, mystic characters automatically get two
attacks per melee. Additional attacks must be developed through combat skills. See hand to hand combat
and boxing. Note that most mages are "fair at fighting, but seldom experts (i.e. Basic Hand to Hand
Combat).
Weapons and Armor: Unless the character is extremely wealthy, only conventional weaponry and body
armor would be available.
Structural Damage Capacity (S.D.C.): Thirty S.D.C. plus any gained through magic and physical
training.
Available Financial Resources: 1 D6x1000 dollars are available in ready cash. This is in addition to a
possible life savings (See optional rules to rounding out one's character). There is a 01-80% likelihood the
character owns a conventional car. The car is ID4 years old. Presumably, the character has a job,
apartment and reasonable personal possessions.
Other 0ptions: instead of the spell casting mage/wizard described in these pages, the Game Master may
consider the use of any of the practitioners of magic from the Palladium Fantasy Game, Second Edition

(little if any conversions necessary), or Nightbane, or Rifts (these two will require some conversion,
especially Rifts). Use the magical abilities for each magic character class as is presented in their
respective RPG, but substitute modem Earth skills and background.
Note: Game Masters should only consider doing this if they feel comfortable with it, and should make
any modifications they feel necessary! Players should not grumble or pester the G.M. if he or
Step Three: Understanding Magic
Magic is an energy that can be controlled and manipulated by the humanoid mind and force of will. It is a
fabulous power that can calm a storm, create a fire ball, or open a door to another world. It is a force that
requires no physical components, external casing or internal mechanism to use - only the mind and
willpower. It seems to be an inexhaustible energy that continually renews itself. A force of nature that can
be harnessed by a single individual, human or inhuman.
Individual P.P.E.: Every living being has some degree of Potential Psychic Energy (P.P.E.). Adult
humans and most mortal beings have comparatively little P.P.E. (206 points). The average adult has little
of this energy left because he or she has unwittingly used it to develop skills, talents and physical
attributes as helshe grew into adulthood. Consequently, the average child will have 5D6 P.P.E. points,
while the average teenager (more than at any other time in hjs life) typically has 6D6 P.P.E. plus the P.E.
attribute number! What happens is that the P.P.E. energy is directed and used up in one way or another.
This occurs as a person focuses on a particular area of interest, skill or occupation, and could explain the
concept of a "natural talent," and perhaps even the rise in superbeings! A person's focus to develop a
particular interest/skill/talent or physical attribute as he or she enters into adolescence is so strong that the
potential psychic energy is channeled and spent in developing that specific area.
Practitioners of magic, regardless of their race or age, have learned to draw upon, nurture and hold
Potential Psychic Energy (P.P.E.), becoming living batteries of magic energy! The typical mage will have
10 to 40 times more P.P.E. than the average human. This energy can be drawn upon at will, much like
psychic characters who draw upon their psionic Inner Strength Points (I.S.P.) to use their psionic powers.
In fact, psionic powers are just a different focus for P.P.E. that enabled the character to develop psychic
powers. Each magic spell, ritual, ward and circle requires a certain amount of P.P.E. to create or activate.
Each speil description or special magic power, or device will indicate how many P.P.E. points are needed
to perform the magic. P.P.E. costs range from as little as one point to several thousand, with 5-50 being
the most common. The mage should be able to summon forth his own impressive amount of potential
psychic energy to perform most types of magic with relative ease. Only creatures of magic (like faeries
and dragons) and certain supernatural beings (demons and gods) can perform a handful of "natural,"
magic-like powers without expending P.P.E.
Recovery of P.P.E:. Like psionic I.S.P., the loss of P.P.E. points is temporary. They replenish themselves
naturally at the rate of five points for every hour of rest or sleep.
Meditation is a skill known and practiced by all men of magic. It is used to focus one's concentration and
to relax and open oneself to mystic forces. A meditative state will restore expended P.P.E. at a rate of 10
per hour and is equal to an hour of sleep. Meditation will not restore more P.P.E. than the character has
expended.
Selecting Magic Spells: See the Magic Superbeing Category.
Other Sources of P.P.E.
The practitioners of magic have a few options at their disposal in acquiring P.P.E. to use instead of their
own, or as an additional source to supplement their own. These other sources include magical talismans,

ancient artifacts, items created by ancient or alien gods, ley lines, ley line nexus points, and living
creatures, including humans.
Drawing P.P.E. from magic talismans and artifacts. There are some magic artifacts that act as portable
P.P.E. batteries. A sorcerer can draw from the energy stored inside the talisman. These items are quite
uncommon, but immediately recognized by practitioners of magic. In most cases, the energy contained in
these devices are finite and once drained, they remain empty. The only exceptions are the powerful
artifacts presented in the Enchanted Object section and weapons of the gods and demon lords. These
items renew their P.P.E. every 24 hours.
Drawing P.P.E. from other living beings is a fairly easy task. As stated previously, all living creatures
have a certain amount of P.P.E. and taking it from them does no damage (recovers with time, just as the
P.P.E. of the mage). However, there are certain conditions and limitations.
1. Drawing P.P.E. without one's knowledge. The mage can usually draw on anybody's P.P.E. without their
consent or knowledge. The man of magic simply focuses his concentration on the target from which he
intends to plunder the magic energy and tries to absorb it. The intended target(s) automatically gets a save
versus magic attack and must roll a 12 or higher to save. A successful save means that the mage was not
able to draw the energy to him and must try again or abandon the plan. A character's failure to save versus
magic attack means that the mage was successful in absorbing some of his P.P.E. limited to 1 D4 points.
Note: A mage can never absorb more than half of the victim's total P.P.E. without the individual's consent.
Also note that P.P.E. can be drawn from animals as well as people (see the animal list elsewhere in this
section for the P.P.E. of some typical animals. See Monsters & Animals for a comprehensive list of
animals).
The practitioner of magic can attempt to simultaneously absorb P.P.E. from several individuals, as many
as one person per level of level experience. Range: 10 foot (3 m) radius per every level of experience.
Stolen P.P.E. returns at the normal rate of five points per hour of sleep.
2. Drawing P.P.E. from an unwilling subject is impossible. Anyone who is aware that a mage wishes to
absorb P.P.E. can resist and prevent his energy from being used. It does not matter why the individual
resists, whether it's out of fear, hate, anger, dislike, etc., only that he resists is enough. A person who
resists/ refuses to give his P.P.E. will not give up any of his; an automatic save! The mage must look for a
more receptive target.
Note: In a combat situation/melee round, all opponents on the defensive are considered to be unwilling
subjects. Likewise, the P.P.E. of a frightened animal cannot be drawn upon by the mage.
3. Drawing P.P.E. with a person's knowledge and consent. Having willing donors of P.P.E. is much more
effective than trying to steal it from people. What happens when the person is willingly donating his or
her magic energy is that the attempt is an automatic success (no save vs magic attack) and the mage can
absorb as much as 70% of that one person's energy! Better yet, several people can link together by
holding hands and concentrate on giving up their P.P.E and enabling the mage to use 50% from each
person simultaneously. This is why cults are so dangerous. However, in order to draw upon more than 10
people simultaneously, a mesmerizing ceremony (that may involve chanting, prayers, singing, dancing,
etc.) is required, as well as a willingness on the part of all the participants. This mass offering is typically
used by the members of fanatical cults, covens, brotherhoods, tribes and churches.
4. Drawing P.P.E. from another practitioner of magic is impossible! These men and women of magic are
too attuned to and in control of their magic energies for it to be plundered. Years of training has built in
numerous mental defenses. Of course, they can willingly give their P.P.E. or have it taken in a blood
sacrifice.

5. Blood Sacrifices! The most terrible method of extracting P.P.E. from a living creature is by killing it.
This is where animal and human sacrifices come into play. For reasons unknown to scholars and mages
alike, a living being's P.P.E. doubles at the moment of death. An evil mage takes advantage of this by
murdering his subject and absorbing all the victim's doubled P.P.E.!
Note: Only characters of an evil alignment will consider blood sacrifice as a means to acquire magic
energy. Principled and scrupulous alignments will not even consider animal sacrifices.
6. Drawing ambient energy from ley lines. See the section that follows.
Ley Lines, Nexus Points, & P.P.E.
Ley lines are a matrix of natural Potential Psychic Energy that run in straight lines across the globe. The
source of the energy is unknown and apparently inexhaustible. At places where several ley lines cross, the
energy is at its greatest. These P.P.E. intersections are called ley line nexus points. Men of magic can
syphon a fragment of the energy from these lines, especially during certain periods and positions of the
moon and stars. The additional magic energy is often only accessible directly at a ley line nexus and must
be used while it is available. The P.P.E. cannot be saved and used later. This makes timing a critical factor.
Ley lines have the following effects on practitioners of magic when casting a spells or ritual. Ley lines
have no affect on Enchanted Weapons, Enchanted Objects, and Mystically Bestowed characters.
1. Close proximity to a ley line. Being near a ley line, within two miles (3.2 km), increases the range and
duration of spells, wards and circles by 20%.
2. Being at/on a ley line or a half mile from a nexus point increases the range, duration, and damage of
magic spells, wards and circles by 50%. The mage can also draw 10 P.P.E. points from the ambient energy
radiating from the ley line and nexus once per melee round (15 seconds). Furthermore, the character's
own P.P.E. recovers at the increased rate of 10 P.P.E. per half hour130 minutes, without meditation!
3. Being at a ley line nexus point or within 200 feet (61 m) of a nexus point doubles the normal range,
duration, and damage of magic incantations, wards and circles. The mage also enjoys a bonus of +2 to
save vs magic and Horror Factor, plus his personal spell, ward or circle strength is also increased by +l.
The mage can draw an additional 20 P.P.E. points once per melee round. Plus his own P.P.E. recovers at
the incredible rate of 20 points per half hour!!
4. Periods of increased energy at a nexus point. There are periods of time during the day, night and year
that the ley line energies surge and increase dramatically at ley line nexus points. During these periods,
practitioners of magic at a nexus can work their most amazing magic. The following are the additional
amounts of P.P.E. available at specific periods. Note: Other, competing and evil forces may also seek to
use a ley line nexus at these peak moments and may not wish to share the mystic energy (or be seen).
Combat may ensue if someone does not yield to the other, and leave. If more than one mage tries to tap
into the energy, it will be either equally divided between the two, or the mage who casts his magic first
uses the available extra energy before the other can tap it. Furthermore, dimensional anomalies and the
manifestation of supernatural beings also increases at these places and times.
Midday (noon) and midnight: The mage can draw on an extra 10 P.P.E. points per melee round along ley
lines and 20 P.P.E. at a nexus. This bonus energy is available for one minute, from 12:oo to 12:Ol.
Vernal (spring) and Autumnal Equinox: Energy runs high during the daylight hours of the vernal equinox
and the nighttime hours of the autumnal equinox. During this time a mage may draw upon 20 P.P.E.
points per melee round (15 seconds) at a nexus. This amount doubles to 40 points for one minute at dawn,
noon, sunset, and midnight. Note: However, there is also a 01-10% chance that a dimensional portal or
demonic monsters (2D4 lesser demons, deevils, elementals, or entities; or 1 D4 greater beings) will
appear. Roll once at dawn, noon, the setting of the sun, and at midnight.
Summer and Winter Solstice: Solstice occurs twice a year, when the sun is farthest from and closest to the
planet's equator (on Earth, that's June 21st, summer, and December 21st, winter, the longest and shortest
days of sunlight a year). These two days send the ley line nexus junctions boiling with energy! The P.P.E.

available during the 24 hour period is the same as the equinox. At the dawn of a solstice, the nexus erupts
with energy for a five minute period. During this time, the mage can tap into 150 P.P.E. However, there is
a 01-33% chance that a dimensional portal, terrible storm or powerful supematural/alien creature will
appear. At sunset, another, although smaller, five minute energy flare erupts. The sorcerer can draw upon
75 P.P.E. points. This time there is a 01 -1 5% chance that a supernatural event will occur; roll once.
A Lunar Eclipse happens when the Earth is in a straight line between the sun and the moon. A lunar
eclipse occurs once a year and lasts about an hour and a half. Once per melee round (15 seconds)
throughout the 90 minute period, a mage can draw upon 20 P.P.E. points from the nexus, but for one
minute, when the lunar eclipse is at its zenith, a practitioner of magic can tap into an extra 200 P.P.E.!
A Solar Eclipse occurs when the moon passes between the sun and the Heroes Unlimited World, but is
close enough to the planet that the sun is briefly blocked form sight. This rare solar event happens about
once every ten years and lasts for about two to eight minutes (roll 2D4). It has a profound effect on ley
line junctions. During the 2-8 minute eclipse, a mage can draw upon 44 P.P.E. points once per melee
round (15 seconds) and 600 P.P.E. when the eclipse is at its zenith (one melee round)!
Furthermore, during this period of "darkness," necromancers, witches, priests of darkness and evil
sorcerers will enjoy the following bonuses: All spell, ward and circle duration, range, and damage is
increased by three times, circles that summon dark forces are +20% more likely to be successful (mage
can control the forces summoned), and dark mages and evil priests are +6 to save versus magic and
recover P.P.E. at a rate of 20 points a minute!
Practitioners of magic not allied to dark forces will see their spells, wards and circles unaffected (no
increase in power).
There is also a 01-50% chance of a gargantuan, dimensional portal appearing in the sky, unleashing five
times as many monsters as during an Equinox or Solstice. In the alternative, it may make the dead rise
(animated by an evil force) and vampires and/or ghouls and other nocturnal predators to come out during
the day (but only for the 2-8 minute period that the sun is covered). Dark gods and alien intelligences are
also said to be able to enter the world through such a hole in space and time.
Known Places of Magic
There are about two dozen known places of magic in the world where several ley lines intersect to create a
nexus point of unusual magnitude. One such "super-nexus" point can be found in the standing stones of
Stonehenge and the structures at New Grange. The Beyond the Supernatural RPGTM offers extensive
information on the ley lines and nexus points of a modern Earth.
Random Ley Line Table
The size and length of ley lines can vary from as little as a mile or two to several hundred miles. The
following table will help Game Masters quickly determine the length of a randomly encountered ley line.
All ley lines are about a quarter of a mile wide (approximately 1400 feet1426 m). Note: One mile is about
1.6 kilometers.
01-10 3D4 miles long.
1 !-20 3D6 miles long.
21-30 1 D6 miles long.
31-40 2D6 miles long.
41-50 6D6 miles long.
51-60 4D6 miles long.
61-70 2D4x10 miles long.
71 -80 1 D6x10 miles long.
81-90 3D6x10 miles I'ong.
91-00 5D6x10 miles long.
Animals & Magic

All living creatures have Potential Psychic Energy points (P.P.E.). Practitioners of magic, especially evil
ones, may sacrifice an animal to get its potential psychic energy. Remember, the P.P.E. of all creatures
doubles at the moment of death and a sorcerer can capture and use that energy when it is unleashed.
The following is a list of animal types, their P.P.E., and minimal average Hit Points.
Apes - 4D6 P.P.E.; 4D6+6 Hit Points
Bear - 2D6 P.P.E.; 3D.4~10H it Points
Birds (small) - 1 D4 P.P.E.; 1 D4 Hit Points
Birds of Prey - 2D6 P.P.E.; 1 D6 Hit Points
Canine: Small - 2D6 P.P.E.; 3D6 Hit Points
Canine: Large - 3D6 P.P.E.; 4D6+10 Hit Points
Canine: Wolf - 4D6 P.P.E.; 6D6+15 Hit Points
Cat: Domestic - 3D4 P.P.E.; 206 Hit Points
Cat: Wild (Predator) - 3D6 P.P.E.; 6D6 Hit Points
Cat: Large Wild (Lionfliger) - 4D6 P.P.E.; 6D6+20 Hit Points
Cattle - 4D6 P.P.E.; 4D6+10 Hit Points
Fish - 1 D4 P.P.E.; 1 D4 Hit Points
Horse - 4D6 P.P.E.; 6D6+10 Hit Points
Lizard: Small - 1 D6 P.P.E.; 1 D6 Hit Points
Lizard: Large - 2D6 P.P.E.; 2D6 Hit Points
Monkey - 2D6 P.P.E.; 2D6 Hit Points
Mustelid (WeaselIBadger) - 2D6 P.P.E.; 4D6 hit Points
Rodent: Mouse - 1 D4 P.P.E.; One Hit Point
Rodent: Ratlother large rodents - 2D4 P.P.E.; 1 D4 Hit Points

SPELL SELECTION IDEAS


Level 1
- See the Invisible
- Globe of Daylight
- Decipher Magic
- Blinding Flash
- Cloud of Smoke
Level 2
- Levitation
- Mystic Alarm
- Extinguish Fire
- Fear
Level 3
- Breathe without Air
- Invisibility: Simple
- Negate Poison
- Paralysis: Lesser
Level 4
- Fire Bolt
- Multiple Image
- Carpet of Adhesion
- Energy Field
Level 5
- Energy Disruption
- Sleep
- Heal Wounds
Level 6
- Fireball
Level 7
- Metamorphosis: Animal
- Dispel Magic Barriers
Level 8
- Negate Magic
- Exorcism
- Locate
Level 9
- Swords to Snakes
Level 10
- Summon Shadow Beast
- Mystic Portal
- Banishment

MAGIC TATTOOS
Flaming Sword
P.P.E. to activate: 10
Duration: 15 minutes per level of experience or until cancelled.
Power: Creates the weapon illustrated in the tattoo out of thin air. The weapon is lightweight, perfectly
balanced, and indestructible. Vanishes when the magic is cancelled or the duration ends. Does twice
normal damage
Heart Pierced by a Wooden Stake (protection)
P.P.E. to activate: 15
Duration: One hour per level of experience or until cancelled.
Power: The character is impervious to the bite (cannot be turned into a vampire or enslaved), and mind
control powers of vampires and related species of undead.
Note: Although greatly protected, the vampire can hurt and even kill the T-Man by using a killing bite
attack, the brute force of punches, claws, etc., and/or weapons.
S.D.C. Shield
P.P.E. to activate: 4
Duration: 30 minutes per level of experience or until cancelled.
Power: Creates the shield illustrated in the tattoo out of thin air. The shield is lightweight, perfectly
balanced, and has 200 S.D.C. and an A.R. of 13. Vanishes when the S.D.C. is depleted or the magic is
cancelled or the duration ends. The size of the shield is always proportional to the size of the T-Man.
Bonus: -I-1 to parry in addition to any W.P. skill or P.P. bonuses. Note: The user of the tattoo can cancel
the magic at any time with a mere thought and the shield disappears. The shield continues to exist even
when the user is rendered unconscious, possessed, or mind controlled.
Chain Wrapped Around a Cloud (air powers)
P.P.E. to activate: 50
Duration: One minute per level of experience or until cancelled.
Power: Influence the elemental forces of air.
See the invisible, the same as the spell (see Rifts, page 168).
Float in the air, same as the spell (see Rifts, page 170).
Wind rush, same as the spell (see Rifts, page 179).
Call lightning once per melee round/every 15 seconds; same as the spell (see Rifts, page 176).
Calm storms, same as the spell (see Rifts, page 186).
See air elementals.
Communicate with air elementals.