BOLETÍN OFICIAL DEL ESTADO
MÓDULO FORMATIVO 9
Most Atlantean cities and colonies are built around a Dimen- sional Pyramid which is the first pyramid to be constructed and serves as the city’s hub. During their construction, the core Di- mensional Pyramid is always placed on a ley line nexus point for maximum power and control of ALL connecting ley lines. Smaller, connected Dimensional Pyramids and Healing and Power Pyramids maybe built nearby within the area of the nexus (ley lines are one or more miles wide so more than one pyramid can be built upon it), but they are versatile enough to be placed elsewhere on a ley line rather than at the nexus point. This means there may be a cluster of stone pyramids at a nexus junction, with satellite pyramids elsewhere. The larger the city or community, the more pyramids there are likely to be scattered along ley lines and other, probably smaller, ley line nexus points. The Dimen- sional Pyramid is always built on the most powerful nexus unless terrain/environment dictates otherwise.
Dimensional Pyramids, as the name suggests, are connected to the Megaversal ley line grid. Atlanteans use Dimensional Pyra- mids to control a powerful network of ley lines and to travel from one location to another on that world as well as from one world or dimension to another. This means the Dimensional Pyramid is the first core structure to be constructed when Atlanteans settle in an area. It connects the colonists or explorers to numerous other Atlantean settlements where a Dimensional Pyramid also exist, and it enables them to bring in supplies, building materials and people from other worlds. Dimensional Pyramids also have a dra- matic calming effect on the ley lines and nexus, and all but elimi- nates random Rifts, dimensional anomalies and Ley Line Storms.
Powers of the Dimensional Pyramid
1. Slows the Aging Process: Sleeping overnight inside a
Dimensional Pyramid removes stress and fatigue, renewing the body and 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 730 days in a pyramid located on a ley line.
2. Healing (Limited): Laying or resting inside a Dimensional
Pyramid for 24 hours will completely remove stress and fatigue and increase healing. Stone Masters heal three times faster than normal and P.P.E. is restored at twice the normal rate. True At- lanteans, humans, Ogres and dragons will heal twice as fast and P.P.E. recovery is 20 points per half hour. Other races will heal at one and a half times faster than usual. P.P.E. recovery is the same as being on a ley line or nexus.
Increased healing occurs at Dimensional Pyramids located on a ley line or nexus point. For treatment of wounds, diseases and other medical needs, True Atlanteans use the Healing Pyramid (described below).
P.P.E. Cost: Negligible – effectively none.
3. Stasis Sleep: Any Atlantean can place themselves into a
state of suspended animation that can last for days, years or de- cades. All they must do is go inside the pyramid, relax and medi- tate; focusing on the amount of time they wish to remain in stasis. During stasis, the Atlantean ages one week for every ten years, requires no food or water, is unaffected by changes in tempera- ture, and is completely healed of any wounds or minor illness.
The character will be woken from the stasis if he or the pyra- mid is attacked. There is no means of protection like a force field. Special arrangements must be made to have some sort of guard- ian. Note: There are often several secret chambers, with some
specifically set up for stasis sleep. They are so well hidden that the average visitor or invader looking for any is -20% to locate them.
Stasis sleep is possible at all Dimensional Pyramids whether it is located on a ley line or nexus.
P.P.E.: Cost: Negligible – effectively none.
4. The Focus and Control of P.P.E.: The Dimensional Pyra-
mid might be thought of as a mystic dam used to harness, control, and direct ley line energy. This means that the energy and bo- nuses of increased power normally available from untapped ley lines is not available from ley lines or nexus point with a pyramid on them. These normal bonuses are available only when actually on or inside the controlling pyramid. Only the Stone Masters en- joy super increased abilities and even they cannot tap that energy unless they actually stand on or inside the pyramid. Ley Lines cannot be tapped either for a range of five miles (8 km) in either direction of the pyramid.
To free a ley line or nexus of the pyramid’s control, it must be destroyed! All Dimensional Pyramids are Mega-Damage struc- tures. Even a small pyramid is typically the equivalent to a five to ten story building (never any smaller). This M.D.C. applies to all pyramid types described below.
Small Pyramid: 100-200 feet (30.5 to 61 m) tall: 2D4x1000 M.D.C.
Medium Pyramid: 300 to 500 feet (91.4 to 152 m) tall: 1D4x10,000 M.D.C.
Large Pyramid: 600-1,000 feet (183 to 305 m) tall: 2D6x10,000 M.D.C.
Huge Pyramid: 1100 feet (335 m) or taller: 2D4x100,000 M.D.C.
5. Harmonious Effect on Ley Line Storms and Random Rifts: The construction of a Dimensional Pyramid directly on a
ley line nexus enables the builders to control the nexus and the two or more ley lines that cross at the nexus point. This has a calming effect on all the connecting ley lines, and reduces the number of Ley Line Storms by 70% and virtually eliminates the
possibility of a Rift randomly appearing (1% chance of an annual occurrence along the ley line or 4% at a ley line nexus).
When a Ley Line Storm does occur, the pyramid’s control- lers are able to change its direction or stall the storm in one spot to avoid population centers and reduce its speed, intensity and duration by half. That part is easy, but a skilled Control Center manager (usually a Stone Master, Voyager, or Ley Line Walk- er) has a 15% chance, +5% per level of experience, of stopping the Ley Line Storm and make it dissipate completely within 1D4 minutes.
The pyramid’s controllers can also close a Dimensional Rift that has begun to randomly open within 2D4 melees (30 to 120 seconds), but must expend 500 P.P.E. to do so. This P.P.E. is tapped from the pyramid’s massive P.P.E. reserve.
6. Increase the Power of Stone Magic: Stone Masters and
Crystal Mages inside or on the outside of a Dimensional Pyramid enjoy a dramatic increase in power, in large part because the pyr- amid is built on a ley line nexus point and it and they tap earth en-
ergy. The increased power level is first used for the construction
of the Dimensional Pyramid and then other buildings and stone pyramids around it. The finished Dimensional Pyramid is used to channel and control the magic energy, manage the weather, bring in building materials and workers from other worlds, and to prevent random Rifts from opening.
A stone pyramid built at a nexus point triples and sometimes quadruples Stone Magic, and doubles the powers drawn from gems and crystals. It doubles and sometimes triples Crystal Mag- ic (usually noted in the specific spell), and doubles the power (duration, range, etc.) of Tattoo Magic.
A stone pyramid built on a ley line, but not at a nexus, doubles the power of Stone Magic and Crystal Magic, but only when the mages are within the radius of the nexus where the stone pyramid rests, or are inside or on the pyramid itself.
Reduce Ley Line Benefits for Most Magic Users. Other
practitioners of magic do not enjoy their usual power boost or the availability of ambient P.P.E. unless they are right at the stone pyramid or the nexus it controls. Here is why: The Dimensional
Pyramid controls and channels that energy like a dam channels and holds water. The ley lines controlled by a stone pyramid no longer radiate with their full strength, greatly reducing the usual level of ambient magic energy that can be used by other magic users. This means spell casters do NOT see an increase in the power, range, duration or damage of their spells and the avail- ability of ambient P.P.E. on a ley line is a meager 1D4 points
per melee round. This also means recovery of P.P.E. and healing
is reduced by half on these tapped ley lines! HOWEVER, when they are within the radius of the ley line nexus (usually a 1D4 mile/1.6 to 6.4 km radius where two or more ley lines cross to create a nexus point), they are able to tap the nexus as usual and are back up to full power. The same is true when they are on or inside the stone pyramid itself.
Important Note: Stone Masters, Crystal Mages, Earth War-
locks, Earth Elemental Fusionists, and Earth Elemental beings
are not affected by the weakened ley lines tapped by the stone pyramid(s). These mages can still draw the full range of ambient P.P.E. and benefits of the ley lines because they draw upon earth
energy (ley lines) for their earth-based magicks. Their link to the
earth keeps them linked to its energies and able to draw upon them regardless of the number of stone pyramids also tapping the same earth energy via the ley lines.
7. Storage Reserve of Potential Psychic Energy (P.P.E.):
All stone pyramids are constantly using P.P.E. to maintain a con- stant flow of energy to provide and maintain many magic effects of the pyramid and surrounding community as previously de- scribed. Even so, the pyramid becomes charged with a reservoir of magic energy. The amount of P.P.E. available on ley lines and nexus points has a natural ebb and flow so there is never a consis- tent amount of energy throughout the day, with even larger spikes during certain times of the year and celestial events.
The range of available extra P.P.E. at any six hour interval is 5D6x100 (that’s 500 to 3,000 points) from each pyramid located on a ley line nexus. 2D4x100 from Dimensional Pyramids lo- cated on a ley line but away from a nexus. Double these numbers when the nexus has three or more ley lines running through it, quadruple if part of an uncommon, ley line triangle.
When the energy reserve is depleted, six hours is required for the stone pyramid to renew its P.P.E. reserve (roll the dice previ- ously indicated). However, none of that new energy is available until the full six hours has passed. In a pinch, P.P.E. energy can be drawn from a Power Pyramid, but for only a limited amount
at a time. 100 P.P.E. per melee round can be drawn to replenish a Dimensional Pyramid’s reserves. No more than 3,000 P.P.E. can be stored and if more than 100 P.P.E. per melee round is trans- ferred, there is a risk of an uncontrolled Rift opening. For every 20 P.P.E. points above 100 there is a 10% chance of creating a huge, uncontrolled Rift.
Note: Depletion of the energy reserve will not negate or less-
en the basic functionality and capabilities of the Dimensional Pyramid (Numbers 1-6), but insufficient P.P.E. may make tele- portation or Rifting impossible. It should also be noted that each different pyramid has a different amount of magical energy is stored. See the specific types for details.
8. Pyramid Defensive Systems: Over the millennia, True At-
lanteans had to evolve from a peaceful society full of high ideals to one that has become more pragmatic and prepared to defend itself. The stone pyramids of ancient Atlantis lacked many of the defenses they have today. The Vampire Scourge helped change that. The following can be considered weapon systems built into the stone pyramid. It should be noted that the P.P.E. cost is the P.P.E. required to activate a specific function. This energy is drawn from the pyramid’s reserve, described under number 7. Additional P.P.E. can be used from those in the pyramid or drawn from a Power Pyramid. See Power Pyramids for specifics.
9. Summon Storms: These defenses can be dangerous as the
stone pyramids are designed to prevent dangerous storms from threatening the pyramid and surrounding community. As a con- sequence, the unleashing of any of these storm attacks directed at the enemy are deployed with great care. Since the Dimen- sional Pyramid is on a nexus or a ley line it can summon a storm from another dimension, or even invoke dangerous dimensional anomalies. Since these storms tend to affect a large area, there is a chance that a portion of the city or pyramid can become damaged, even when the storm is controlled as best as possible. So summoning any type of storms has the likelihood of some collateral damage. The following storm can be summoned for defense.
!
Dimensional Vortex: This is similar to the Displacement Storm in that pyramid controllers can select a 200 foot (61 m) area and 1D6 random Rifts will open. These Rifts have the same effect as a Dimensional Vortex and will suck in every-one around them. Dimensional Vortex is described in Rifts® Dimension Book 7: Megaverse® Builder, page 29.
P.P.E. Cost: 500 and can be activated once every 30 sec- onds (every other melee).
!
Displacement Storm: Pyramid controllers can target a 10 foot (3 m) area where a random Rift teleports all in the area of af- fect into a displacement storm. A saving throw vs ritual magic of 16 or higher can resist the magic. Those who save are not caught in the displacement storm, but are teleported 2D8x100 feet (60 to 488 m) away from the area targeted. They are sent to a random location around the pyramid, but appear on the ground, never hundreds of feet in the air. Displacement storms are described in Rifts® Dimension Book 7: Megaverse® Builder, page 26.P.P.E. Cost: 100 per activation. It can be activated once per melee.
!
Fire Storm: Summoned from the pits of Hades, brown clouds and flickers of fire form in the sky. The smell of sulfur and brimstone fills the air for miles around. Damage is inflicted upon everything in the sky within a 6,000 foot (1828 m) diam- eter. The pyramid controllers can direct this anywhere around the pyramid up to 15,000 feet (4572 m) away from the pyra- mid. Any enemies flying through these low-hanging clouds a mile thick, suffer 1D4 M.D. per melee round.The Atlanteans have such control over the storm that the controller can unleash 1D6+4 massive fire bolts per melee round at a specific target or spread the number of fire bolts out among several targets. Each fire bolt does 1D4x10 M.D.
Fire Rain Option: This is exactly what it sounds like. The Fire Rain from the clouds covers on an area without discrimi- nation, hurting the enemy and innocent people and property alike. Damage is 3D6 S.D.C. per melee round and it rains for 2D6 minutes at a time. There is a 01-45% chance combus- tibles catch fire.
The storm can last for as long as 1D6x10+6 minutes, but can be cancelled at any time.
P.P.E. Cost: 200
!
Ley Line Bolt: It can be directed at larger targets, 10 feet (3 m) long or tall or larger, similar to an artillery shell. Damage to targets on a nexus is 2D6x10 M.D., on a ley line it is 2D4x10 M.D., but 1D4x10 M.D. to targets not on the ley line. Range: 10,000 feet (3048 m). The pyramid can fire a maximum of six attacks per melee round, but the bolts seem to emanate from the tip of the pyramid. There can be up to four different opera- tors firing off Ley Line Bolts, but each one costs 100 P.P.E.P.P.E. Cost: 100 P.P.E. per minute per operator. If there were four gunners it would cost 400 P.P.E. per minute.