and entertainment. While magic is a major part of Lemurian life and the foundation of their technology, the average Lemurian takes it for granted as a "science" rather than mystical; an estimated 20% of Lemurians practice magic. The optimistic Lemurians tend to be naive and trusting of other people, and they try to accept everyone. Experience on Rifts Earth has taught the open and friendly Lemurians to try to be more wary of new people and unknown magicks, but that is difficult for these beings. Once someone has earned their trust and friendship, most Lemurians are loyal and protective of them to a fault. Their empathic natures also make Lemurians courteous and kind. It is rare to encounter a Lemurian who is demeaning, arrogant or impatient. Their high regard for all life and philosophical points of view prevents them from seeing themselves as better than the next human or D-Bee, just different. Experience: Non-player characters may range from levels 1-8 (2D4) or as the Game Master desires. Player characters should start at first level and advance in experience as per their chosen o.c.c. Natural Abilities Common to ALL Lemurians: High amount of base P.P.E., perfect color and underwater vision, Nightvision 100 feet (30.5 m), keen sense of hearing, resistant to cold (half damage), heals twice as fast as normal humans, and can breathe underwater (gills are located just behind back of jaw near the ears). Though they can move their mouth to speak underwater, they cannot speak words, but can create noises much like a dolphin and speak in tones, clicks and songs much like dolphins and whales. Depth tolerance of one mile (1.6 km). To go deeper requires environmental body armor, Bio-Skin, Bio-Armor, magic or vehicle. Note: While all Lemurians can swim, they must learn the skill just as human children must learn to walk. Of course, they take to it like a duck to water, and most learn to swim before they can walk. Also see Psionics (below) and Special Lemurian R.C.C. Abilities (above). Skills Known by All Lemurians: Language: Lemurian and Oceania at 96%. Literacy: Lemurian at 85% + 1% per level of experience. Mathematics: Basic 82% + 1% per level of experience. Swimming at 78% +2% per level of experience. Common O.C.C.s: As with any civilization, there is a great diversity of occupations and a Lemurian can be any O.C.C. HOWEVER, a Lemurian player character is likely to be one of the Adventurers & Scholars, Lemurian Men-At-Arms, a Biomancer Gene-Mage (or other Practitioner of Magic) or a Psychic 0. C. C. described in this book. Attacks per Melee: As per hand to hand combat from O.C.C. The average citizen (65%) has no combat training. Player characters are the exception and combat skills are as per O.C.C. Magic: Lemurians have a high affinity and natural aptitude for the use of magic. At least 20% of the Lemurian population are practitioners of magic. Psionics: Modification to Lemurian DNA insure that all Lemurians have at least Minor Psionics, including the following abilities: Empathy (4), Mind Block (4), Telepathy (4), and two Physical or Sensitive psionic abilities of choice. Note: The Lemurian Men-at-Arms and some other Lemurian O.C.C.s provide a specific set of psionic abilities different from those listed 50 here; use only those listed for that O.C.C., do not add them to those listed here. I.S.P. Base for Lemurian Minor Psychics: Equal to the character's M.E. attribute number+ 1D6 I.S.P. per level of experience. I.S.P. Base for Lemurian Major Psychics: Equal to the character's M.E. attribute number +8, +2D4 I.S.P. per level of experience. I.S.P. Base for Lemurian Master Psychics: As per psychic O.C.C. If the character is a Master Psychic, a specific Psychic Character Class such as the Mystic or Mind Mage should be selected. Table for Random Determination of Psychic Abilities: 01-60% Lemurian Minor Psychic. Powers as noted above. 61-90% Lemurian Major Psychic. Empathy (4), Mind Block (4), Telepathy (4), and a total of four additional psionic abilities of choice selected from Healing, Physical and/or Sensitive Categories (7 total), or the abilities specifically named above, plus two of choice from one of the following categories: Healing, Physical or Sensitive, or one Super Psionic Power. 91-00% Lemurian Master Psychic. Roll on, or pick one from, the table below or select any desired Psychic O.C.C. Note: If the player does not want to play a Master Psychic, then give the character Major Psionics and pick a non-psychic O.C.C.; ignore the rest that follows. Players who want to play a Master Psychic for their Lemurian character can select any Psychic O.C.C. from this book, Rifts® Ultimate Edition or Rifts® World Book 12: Psyscape. Or roll on the table below for random determination: 01-10% Mind Melter (see Rifts® Ultimate Edition) 11-30% Spouter (in this book) 31-50% Shrieker (in this book) 51-60% Psi-Druid (see Psyscape) 61-70% Psi-Healer (see Psyscape) 71-80% Psi-Ghost (see Psyscape) 81-90% Zapper (see Psyscape) 91-00% Burster (see Rifts® Ultimate Edition) Note: As a special option, the Lemurian character with Major Psionics may trade three of these psionic abilities for ONE of the following Super-Psionic powers: Bio-Manipulation (10), Bio-Regeneration (20), Electrokinesis (varies), Empathic Transmission (6), Hydrokinesis (varies), Psychic Body Field (30), or Psionic Invisibility (10). Magic: As per O.C.C. Bionics & Cybernetics: None, ever. Money: As per occupation (or O.C.C.). Lemurian Ring-Tailed Lemur A Common Pet and Familiar Lemurians have an deep fondness for lemurs. Just as surface dwellers keep cats and dogs as pets, many Lemurians have a lemur. There are several varieties oflemurs, but the Ring-Tailed Lemur is the most preferred. Attractive, clever and curious animals to begin with, Lemurian Biomancers have tweaked the animal to make it more domesticated, loyal and smart - as smart as a chimpanzee. The subtle re-design has worked so well that lemurs are the favored Familiar of Lemurian Biomancers and other mages. In the wild, Ring-Tailed Lemurs associate in groups, called "troops," of 20-40 individuals. The females and young form the core while the males move from group to group. The females are dominant over the males and both genders have scent glands,
which they use to mark their territories. These lemurs are active throughout the day, with most of their time being spent on the ground. They feed on fruit, leaves, bark, grass and resins/sap. Females produce one young after a gestation period of about five months. Alignment: Considered Anarchist in the wild, but domesticated lemurs are, generally, the equivalent of Scrupulous (20%), Unprincipled (45%) or Anarchist (30%), but can be any. Attributes of Note: I.Q. 1D6+6 high animal intelligence, M.E. 1D6+5, M.A. 1D6+14, P.S. 1D6+2, P.P. 1D6+14, P.E. 2D6+7, P.B. 2D6+ 11, Spd 2D6+ 12 on the ground and climbing, double running and swinging through trees, and swimming is half running speed. Size: Body is 18 inches (0.4 m) long, plus a long, bushy tail that adds another 22 inches (0.56 m). Weight: 3-7lbs (1.3 to 3.1 kg). Hit Points: 1D6+7. S.D.C.: lD6+9. A.R.: Not applicable. P.P.E.: 2D6+4 Disposition: Inquisitive, playful and loyal. Average Life Span: 7-10 years in the wild, but Familiars and domesticated lemurs live 2D6+ 15 years. Natural Abilities: Acrobatics 90%, Climbing 95%, Nightvision 200 feet (61 m), swim 55%, can leap 8 feet (2.4 m) high and 12 feet (3.6 m) across, heightened sense of smell (can track by scent 45%, detect or find plants by smell 65% ), exceptional 51 sense of hearing, good daytime vision, and sensitive to the supernatural and magic much like canines, cats and other animals. Attacks per Melee: Three. Damage: Bite does 1D4 S.D.C. Bonuses: + 3 on Perception Rolls, + 2 on initiative, + 1 to strike, +4 to dodge, and +4 to roll with impact/fall. Value: As a pet, 100-200 credits, as food or fur/tail, 30 credits. Habitat: Forests, jungles and Lemurian cities. Range: Used to be found only in and around Madagascar and the African Coast, but can now be found throughout parts of Africa and India, and, of course, all Lemurian cities and outposts. Allies: As an animal, none per se, but are favored by Lemurians and some humans as pets and Familiars. Enemies: Are hunted by many large predators, dislike the supernatural and are wary of people. Lemurian Aquatic Lemur A Common Pet and Familiar The Aquatic Lemur is the product of Biomancy genetic engineering. The little fellow resembles the Ring-Tailed Lemur but with somewhat different markings. The most obvious differences are the animal's webbed feet and hands, short fin on its back, gills behind the jaw, and a long tail that looks more like the smooth body of an eel than the fluffy tail of a land lemur. Like its Lemurian pet owners, the Aquatic Lemur can breathe on land and in water, and is equally comfortable in both environments. Even with a fin on the top of its head and back, and a hairless tail, Aquatic Lemurs are clever, cute and playful.
Also Known As: Water Lemur, Ocean Lemur and Sea Monkey. Alignment: All Aquatic Lemurs are domesticated and live among Lemurians whom they regard as the leaders of their pack. Generally, the creature is the equivalent of Scrupulous (30% ), Unprincipled (50%) or Anarchist (15% ), but can be any. Attributes of Note: I.Q. 1D6+ 7 high animal intelligence, M.E. 106+5, M.A. 2D6+12, P.S. 106+2, P.P. 106+14, P.E. 2D6+8, P.B. 206+12, Spd 2D6+10 on the ground and climbing, 50% faster running and swinging through trees, and double Spd when swimming. Size: Body 18 inches (0.4 m) long, plus a long, hairless tail that resembles an eel and adds another 22 inches (0.56 m). Weight: 4-8 lbs (1.8 to 3.6 kg). Hit Points: 106+7. S.D.C.: 106+10. A.R.: Not applicable. P.P.E.: 2D6+ 7 Disposition: Inquisitive, playful and loyal. Average Life Span: 4-7 years in the wild, but Familiars and domesticated lemurs live 2D6+ 14 years. Natural Abilities: Acrobatics 80%, Climbing 75%, Nightvision 300 feet (91.4 m) and can see in murky water, swim 97%, can leap 5 feet (1.5 m) high and 8 feet (2.4 m) across, can dive 100 feet (30.5 m), heightened sense of smell (can track by scent 40%, detect or find plants by smell 60% ), exceptional sense of hearing, good daytime vision, resistant to cold (half damage), and can survive depths of up to 8 miles (12.8 km). Aquatic Lemurs are also sensitive to the supernatural and magic much like canines, cats and other animals. Attacks per Melee: Three. Damage: Bite does 1D4 S.D.C. Bonuses: +2 on Perception Rolls when on dry land, +4 to Perception Rolls underwater, +3 on initiative, +2 to strike, +4 to dodge and + 2 to roll with impact/fall. Value: As a pet, 100-200 credits among Lemurians, to the outside world 500-1,000 credits as an exotic pet or oddity. Habitat: Lives among the Lemurians as pets and Familiars; not found in the wild. Allies: Lemurians, upon whom they are dependent. Enemies: The enemies of Lemurians. Meran R.C.C. Outsiders do not know whether the Merans are a successful experiment on humans (or Lemurians?) or a friendly, aquatic D-Bee race that has won the confidence and favor of Lemuria. Whatever the truth, the two races don't share that information with outsiders. What is known is that Merans (mermaids and mermen to the outside world) have been spotted on Earth and other worlds for millennia, coexist with nature and are protectors of the sea. Merans are a race of aquatic humanoids with the upper body of a humanoid and the lower body of a fish, including a tail. Male Merans are typically blue, green, gray, or a combination of those colors with yellow, red or black markings. Female Merans are a myriad of different bright colors such as white, yellow, orange, and light green with dark red, purple or blue markings. For brief intervals of time, both genders of Merans can transform into bipedal form as a sort of "fish person," or can, for a shorter period of time, assume a completely Lemurian or human appearance. This transformation into full human form, with legs, provides Merans the ability to walk on land and, if so desired, among humans without being no52 ticed. Their only limitation is dependence on seawater; without it a Meran will dehydrate, become ill and eventually die. Earth Merans have thrived as a largely unknown aquatic species, appearing in human records only as myths and stories about "mermaids." They have kept their existence and society a secret for millennia by living in the depths of the oceans, mostly unseen by the people of the surface world. Whether they are D-Bees who arrived on Earth or evolved as a sentient aquatic species, or might
even be a forgotten sect of Lemurians who "evolved" themselves further into a truly aquatic species, is unknown. What is known is that they have been around since the rise of the Greek and Egyptian empires dating back at least 8,000 years. The current monarch of the Merans is Queen Jennara, who inherited the throne upon her father's death 50 years ago. Though the Meran population has never been large, their numbers have been severely reduced since the Coming of the Rifts and appearance of the Lord of the Deep. Those who reject the evil god are hunted down and destroyed, and the noble and fiercely independent Merans have suffered at his tentacles. Queen Jennara rules what is left of the small Meran kingdom with compassion and competence. Their realm stretches across what was once known as French Polynesia in the South Pacific. With the advent of the Rifts and the rising sea levels, the tropical islands that once populated the area have been submerged, creating a vast undersea paradise of new reefs, underwater mountains and a plethora of fish and other sea life that the Merans have come to cherish. Meran civilization, though ancient, is not what surface dwellers would consider to be "advanced." Most Merans inhabit small to medium-sized villages (1D4x1,000 is a common population range) and live simple lives. The average Meran village is a collection of stone dwellings underwater. The villagers go to the surface to fish, hunt and gather fruits and vegetables, or to interact with landlubbers. While they appreciate some technology, most of what they use has been salvaged from shipwrecks or acquired through trade with the Lemurians and other aquatic people. They survive by hunting, gathering and undersea farming. It is important to note that unlike Lemurians, who are making contact with the surface world as well as fellow aquatic people, Merans are reclusive and do not trust outsiders, even other aquatic people. Their friendship with Lemurians since the Great Cataclysm is unusual for them. The Merans' high moral standards combined with their love for nature and harmonious existence have made them immediate and easy allies ofLemurians. The two civilizations get along famously, and often refer to each other as "brother" and "sister." Meran females give birth to one live young underwater and newborns can immediately breathe water and swim. However, though the young have the ability to also breathe air and transform themselves to walk on land or look completely human, most need to be shown this ability and it seldom manifests before age three or four. Merans speak underwater with dolphin-like high-frequency calls, but can speak in air atmospheres without difficulty, and are able to understand and speak any language after being exposed to them for only 1D4 days. Meran Stats Optional Player Character or NPC Also Known As: Mermaids, Mermen and Merfolk. Alignment: Any, but tend to be Principled (30% ), Scrupulous (30%), Unprincipled 10%) and Anarchist (10%). Attributes: I.Q. 3D6, M.E. 3D6, M.A. 3D6+3, P.S. 3D6+8, P.P. 3D6+2, P.E. 2D6+6, P.B. 1D6+7 (+6 additional in human or Lemurian form), Spd 3D6+32 swimming, reduce by half on dry land/running. Size: 6 feet (1.8 m) +1D4+3 feet (1.2 to 2.1 m) additional for their tail as Merans. 6 feet + 1D6 inches (1.85 to 1.98 m) in Lemurianlhuman form. Weight: 200-270 lbs (90 to 121.5 kg), all muscle and they look tall and lean in human guise. 53 M.D. C.: Since the Coming of the Rifts Merans have been transformed into M.D.C. beings. M.D.C. is P.E. attribute number x4 +2D6 per level of experience. Additional M.D.C. can be added by wearing M.D.C. armor or the use of magic, however, Merans prefer not to wear armor, not even Lemurian Bio-Armor. (In S.D.C. environments, Hit Points are P.E. attribute number x2 + 1D8 per level of experience, and 1D4xl0 S.D.C. plus those from certain skills and O.C.C.) Horror Factor: None. P.P.E.: 5D6+25 Disposition: Merans are creatures of the sea who prefer to live in the ocean depths rather than interact with surface dwellers. A curious race by nature, they love to explore and learn about the people around them. However, curiosity has killed many a Meran, so most do so by watching from a safe distance or in human disguise, avoiding direct contact with humans and D-Bees; Lemurians are the exception to the rule. Otherwise, they tend to be brave, noble, and heroic people who are reclusive and voyeuristic beings that keep to themselves or hang with Lemurians. Average Life Span: 1D6x10+100 years. Natural Abilities: Swimming 98%, Nightvision 1,000 feet (305 m), keen normal and underwater vision, extraordinary sense of hearing, depth tolerance of 5 miles (8 km), breathe underwater or in air, resistant to cold (half damage), and recover lost M.D.C. at a rate of 1D6 per 12 hours, double at ley lines and at stone pyramids. Echolocation System: Merans can also hear and discern the reflections or echoes they make using clicks and sounds, like a dolphin, to sense objects around them. While not as precise as a whale or dolphin's echolocation sense, it does help them navigate underwater and detect unseen objects in darkness (reduces penalties for being blind or fighting invisible foes by half, instead of the usual -10). Base Skill: 30% +3% per level of experience. Range: 500 feet (152 m). Metamorphosis: Humanoid: Merans may have evolved from humans/Lemurians, which could explain why they are born with the ability to shape change into bipedal imitations of them to travel on land. Merans have two humanoid forms. The "fishroan" retains his natural, fish-like appearance and scales, but turns his tail into humanoid legs. In this form a Meran can stay on land and out of water for 24 hours per level of experience and maintains all his attributes, M.D.C. and natural ablities. By focusing just a little harder, Merans can take on the appearance of a Lemurian, True Atlantean or human. However, in this "human" guise, reduce M.D.C. and P.S., P.P. and P.E. attributes by 40%, depth tolerance is reduced to one mile (1.6 km), and the human form can only be maintained for two hours per level of experience. When a Meran is forced to stay on dry land beyond his humanoid limit, the character returns to his normal, fish form, with tail, cannot change back into a human for 48 hours after he has been revitalized by water (assuming he survives), and suffers penalties from dehydration: Reduce the M.D.C., attributes and abilities of his previous humanoid form by half, attacks per melee round and all combat bonuses are also reduced by half, and crawling speed on land in fish-man form is 1D4+3. Reduce M.D.C. by half for each additional24 hours denied submersion in water. Being placed in a tank of water restores the Meran by 25%, but the individual must be released back into the sea to recover completely (full abilities within 1D6 hours and recov-
ers lost M.D. C. as usual, but cannot transform into a humanoid for 48 hours). Ultrasonic Communication: Besides being able to hear into the ultrasonic sound range, Merans can also create high-frequency noises to communicate just like the cybernetic Inaudible Frequency Transmission implant. They use this ability to communicate underwater with whales, dolphins, Lemurians and other Merans. R.C.C. Skills: Swimming 98%, Fishing 88%, Underwater Navigation 85% and Undersea Survival 70%. Available O.C.C.s: 60% of Merans are Wilderness Scouts of one variety or another, 15% an Adventurer O.C.C. or Vagabond, 11% Oceanic Guardsmen (or the equivalent), and 10% are practitioners of magic (Ocean Wizard, Sea Druids, Sea Inquisitors and Whale Singers being the most common, though there a few Biomancer Gene-Mages). Only 4% of the Merans select a technology based O.C.C. like the Salvage Expert, Operator, Scientist, Body Doc, etc., or join up with Tritonia or other outsiders, and are typically viewed with suspicion in Meran society. Experience Level: 1D6 or as set by the Game Master for NPCs. Player characters should start at first level. Experience table as perO.C.C. Attacks per Melee: As per Hand to Hand Combat skill. Damage: As per combat skill, weapon or magic. Bonuses: +2 on sound based Perception Rolls, +1 on initiative, +2 to parry and dodge, +3 to automatic dodge underwater only, +2 to disarm and pull punch, +1 to save vs magic and psionics. Vulnerabilities: Merans need seawater to keep their skin hydrated and their bodies functioning properly; without it they die. Psionics: None. Magic: By O.C.C. only; uncommon. Standard Equipment: As per O.C.C. Money: As per O.C.C. Cybernetics and Bionics: None to start. Though Merans are not afraid of bionic enhancement, any bionic system installed on the tail or legs will be rejected during shape-changing. Habitat: Merans are found throughout the oceans of the world, though they tend to avoid the Mid-Atlantic due to the presence of the Minions of Splugorth, particularly Conservators, Slavers and Metztla. These days, they are found mainly in the Pacific and Indian Oceans and among Lemurians. The main Meran colony is in and around the group of sunken islands once known as French Polynesia, though only a handful of those islands pierce the surface today. Their kingdom is an aquatic paradise just below the waves. As curious and adventurous people, over the centuries, thousands of Merans have traveled to other ocean worlds, many making new homes in those dimensions. Alliances and Allies: The Merans consider Lemurians to be their brothers and sisters, and both people would lay down their own lives to save the other. As a result, one seldom encounters a group of one without the other being present. Whales, dolphins and Sea Druids are generally considered friends and allies, while Ichthyleans are regarded as friendly rivals. Amphibs, Junk Crabs, the New Navy and other outsiders are viewed with suspicion and caution, but not enmity. Enemies: For Merans, the invading Naut'Yll are seen as the most dangerous and hated of enemies, as the two have clashed many times, and Merans fear the threat they represent is underestimated by Lemurians and most other people. The Minions of 54 Splugorth, the Lord of the Deep and his minions, Davey Jones, the Milu undead, demons and anyone who threatens Merans, Lemuria or the oceans, round out the list of enemies. Merans are suspicious of human Tritonians, dislike and distrust them, and believe Amphibs are their dupes and second-class citizens. As close allies of Lemuria, the enemies of Lemuria are the enemies of most Merans. Meanwhile, surface dwellers, in general, are viewed as unpredictable and potentially dangerous people judged on an individual basis. New& Notable Skills Aquatic Skills Advanced Fishing (30% +5%) Horsemanship: Aquatic Animals (40%/20% +4%) Horsemanship: Sea Monsters (30%/20% +4%) Horsemanship: Serpent Hunter (70%/50% +3%) Language: Cetacean (30% +4%) Language: Ichthylean!Milu (Ick-thih-lee-an!Me-loo)(15% +2%) Language: Lemurian (50% +5%) Language: Oceanic (50% +5%) Lore: Sea Creatures (25% +5%) Marine Biology (35%/25% +5%) Ocean Geographic Surveying (15% +5%) Sea Holistic Medicine (20% +5%) Swimming & Fatigue Note Track & Hunt Sea Animals (35%/25% +5%) Undersea Farming (35% +5%) Underwater Navigation (30% +4%) Undersea Salvage (30% +5%) Undersea & Sea Survival (25% +5%) Physical Skill Hand to Hand: Demon Combat (Kapu Kuialua) (Ka-poo Koo-eeah-loo-lah) Piloting Skills Advanced Deep Sea Diving Pilot Related: Navigation Submersibles (40% +4%) Symbiotic Conduit Vehicles Combat (60%+2%) Warships & Patrol Boats (40% +4%) Water Scooters (50% +4%) Water Skiing and Surfing (40% +4%) Weapon Proficiencies W.P.Net W .P. Harpoon & Spear Gun W.P. Torpedo W.P. Trident Note: The following skill descriptions are either new or reprinted from Rifts® Underseas™ for your convenience.
Aquatic Skills Advanced Fishing (Also a Technical Skill): The normal Fishing skill has to do with the recreational sport of fishing with a hook, pole and line. Advanced Fishing is the knowledge of commercial fishing techniques, including the use of nets, cages (for lobsters and crabs), trolling, explosives, harpoon guns and other methods and techniques used in commercial fishing of mass catches from the ocean. It also includes a knowledge of baiting, as well as cleaning, preparing, storing and preserving catches for transport to market. Base Skill: 30% +5% per level of experience. Note: -15% when dealing with alien creatures and mutants. NEW: Horsemanship: Aquatic Animals: This skill is fundamentally the same as Horsemanship: General except the riding animals are not horses, but aquatic animals such as giant manta rays, giant stingrays, sea turtles and other large aquatic beasts of Earthly, otherworldly and Biomancy origin. Note: This skill also applies to riding cetaceans (dolphins and whales), except these mammals are intelligent and can only be ridden when the cetacean agrees to let a humanoid ride on its back. Base Skill: 40%/20% +4% per level of experience ( +20% on a cetacean that is willing to let one or more people ride on its back). NEW: Horsemanship: Sea Monsters: This skill is fundamentally the same as Horsemanship: Exotic Animals except the riding animals are not horses, but large to massive aquatic monsters and sea serpents of Earthly, otherworldly and Biomancy origin. Note: This skill also applies to riding sea dragons, other types of dragons and sentient monsters that willingly agree to let humanoids ride on their backs. Base Skill: 30%/20% +4% per level of experience ( + 20% if the monster is intelligent and is willing to let one or more people ride on its back). NEW: Horsemanship: Serpent Hunter: This skill is fundamentally the same as Horsemanship: Cyber-Knight except it applies to any large aquatic animal, sea monster or sea serpent. Base Skill: 70%/50% +3% perlevel of experience(+ 10% if the monster is intelligent or a serpent, and is willing to let the Serpent Hunter ride on its back). NEW: Language: Cetacean. This is the language used by dolphins, whales and pneuma-biforms through their ultrasonic communication. It can be learned and spoken by any race with the ability to hear and communicate into the ultrasonic range, including Lemurians, Merans and cyborgs with the Ultra Ear and Inaudible Frequency Transmission implants. Each species of whale, dolphin and porpoise has a distinct "dialect" as does each family group, but for game simplicity it is assumed to be one common language spoken by all cetaceans. Understanding or speaking this language is impossible without the ability to hear into the ultrasonic range or create ultrasonic tones/sounds. Some legends speak of pre-Rifts scientists creating a device that enabled them to learn the Cetacean language and communicate with dolphins and whales, but any such device is presumed to have been lost in the Great Cataclysm. Base Skill: 86% + 1% per level of experience for characters with whom this is a "native" language (this includes Lemurians and Merans). Characters learning it as an additional language have a base of 30% +4% per level of experience. Provides a +5% bonus to learn Ichthylean!Milu. NEW: Language: Ichthylean (includes Milo). All Ichthyleans communicate underwater using Telepathy, chemical exchanges, clicks, chirps, thumps and body language; out of water they also use gurgling noises. Their chemical/gurgling language is referred to as Ichthylean and thus far, can only be spoken by Ichthyleans, 55 though humans and other races have tried to understand and mimic the sounds to communicate with them. Base Skill: 88% + 1% per level of experience for Ichthyleans. All others attempting to learn it as an additional language have a base of 15% +2% per level of experience. As a result, Ichthyleans communicate with humans and most sentient life forms via Empathy and Telepathy. NEW: Language: Lemurian. This is an ancient form of Polynesian (which later expanded into the seven main Polynesian cultures of Aotearoa, Hawai'i, Rapa Nui, Marquesas, Samoa, Tahiti and Tonga) with a few root words that have been carried over into Chinese, Indian/Hindi and some African tribal dialects. Base Skill: 88% + 1% per level of experience for Lemurian native speakers; -20% to speak other dialects and forms of Polynesian. Non-Lemurians may take this skill as an additional language and start at a Base Skill of 50% +5% per level of experience. NEW: Language: Oceanic. This is a blending of several Southeast Asian and Pacific Rim languages (much like Euro) that share a common root. In essence it is a blend of Thai, Malaysian, Indonesian, Vietnamese, Chinese and Polynesian. Base Skill: 88% + 1% per level of experience for native speakers; those learning it as an additional language have a base of 50% +5% per level of experience. Those who speak Lemurian enjoy a+ 10% bonus when they take this language skill as well. NEW: Lore: Sea Creatures. General knowledge and practical information about the sea and sea life from seaweed, reefs, crustaceans, fish, aquatic mammals and other animals, to stories, myths and legends about sea monsters, sea serpents, Lemurians, Merans, Milu, the Lord of the Deep and his minions, as well as the New Navy. Includes tips about watching your step in certain areas of the beach and lagoons, being careful of poisonous or sharp/stinging fish, mollusks and other sea life, as well as first aid treatments such as urinating on jellyfish stings to relieve the pain and symptoms, to what to do when one encounters a shark, how to stay alive and what to do during a shark feeding frenzy. Base Skill: 25% +5% per level of experience. Marine Biology (Also a Science Skill): This skill is a general knowledge of the ecology of oceans and seas, with an emphasis on undersea habitats, environments, and the types of fish and sea animals living in such places. This skill also gives the character the knowledge of where to look for particular types of sea creatures (e.g. in coral reefs, under rocks, inside caves, warm water, cold water), the types of food sea animals eat/prey upon, migration patterns of fish and sea mammals, and a knowledge of tides, water composition, and ocean plant-life. The Marine Biology skill also gives the character specific medical and scientific knowledge about the behavior, habits, evolution, physiology, cells, anatomy, and genetics of fish, marine mammals and other types of sea life. This knowledge enables the character to perform surgery, remove glands and sacs of poison or chemicals, prepare antidotes to poisons (from sea creatures only) and the care, keeping, and medical treatment of marine animals, including dolphins and whales. Basic Skill: 35%/25% +5% per level of experience. The first number is the character's general knowledge. The second number is specific medical and scientific applications, including making antidotes to poison, capturing animals without killing them (+10% to hunt/kill), surgery (sea animals only; -60% on humanoids), and the care, keeping and medical treatment of marine animals. Note: -30% when dealing with alien and mutant life forms. Requirements: Biology, Advanced Mathematics and Chemistry.
Ocean Geographic Surveying (Also a Science Skill): The methods and ability to identify natural geographic formations (mountains, trenches, coral reefs, etc.), identify wreckage and underwater cities, identify Earth minerals, damage caused by earthquake and earthquake zones, determining depth, accurate map making, accurate map reading and geographic photograph identification and evaluation, as well as a basic knowledge of geology and oceanography. Base Skill: 15% +5% per level of experience (+15% to read maps). Sea Holistic Medicine (Also a Medical Skill): Training in the recognition, preparation, and application of natural medicines derived from aquatic plants/seaweed and animals, including ink, blood, poisons and other secretions and chemicals. This skill also includes the knowledge of where to find the necessary plants or animals, how to extract the necessary components and some knowledge of legends as they pertain to the healing properties of the sea and sea animals. Otherwise, the skill is fundamentally the same as the standard Holistic Medicine skill. Note: The standard skill does NOT include medicines derived from the oceans and seas, likewise, the sea holistic knowledge does NOT include most of the land herbs and plants (only a handful of the very most common and basic items). Base Skill: 20% +5% per level of experience. A failed roll means the treatment or concoction did not work. Swimming & Fatigue Note: For humans and similar surface dwelling D-Bees, the act of swimming on the surface has the same fatigue rate as running and medium to heavy exertion, especially at great speed or very long periods of time. Swimming underwater with S.C.U.B.A. equipment or other underwater equipment is considered to be light activity, unless extremely active, involved in combat or fast swimming (in which case it is considered strenuous or heavy activity). For most aquatic life forms, including Amphibs, Naut'Yll, Lemurians, aquatic D-Bees and mutants, sharks, dolphins, whales, and sea mammals, underwater activities such as fast swimming, diving, playing and underwater acrobatics are considered light activities and can be conducted for hours without fatigue. Pulling a heavy load and combat are both considered medium to heavy activity. Remember that the buoyancy of water reduces the weight of most items by 30% when used/carried underwater. This means the fatigue rate for carrying a heavy load is reduced by 30% or 30% more can be carried at the normal fatigue rate. Characters can also lift 30% heavier weights. Track & Hunt Sea Animals (Also a Wilderness Skill): General knowledge of the oceans and seas, with an emphasis on undersea habitats and environments, and the types of fish and animals that live in such places. The character knows where to look for particular types of fish and sea creatures (i.e. in coral reefs, under rocks, inside caves, in warm water, cold water, etc.), the types of food the sea animals eat/prey upon, migration patterns of fish and sea mammals, and notable types of seaweed and their uses (edible, poisonous, etc.). Basic Skill: 35%/25% +5% per level of experience. The first number is the general knowledge, and the second is the character's ability to locate and capture small and large undersea creatures (crustaceans, fish, eels, sea mammals, etc.). Note: -20% when dealing with mutants and alien creatures. Undersea Farming (Also a Science Skill): The knowledge of cultivating undersea plants, algae, and/or breeding aquatic animals/ fish for harvesting and production. Undersea Farming includes, but is not limited to, growing crops (either through hydroponics or on the ocean floor), lobster farms, oyster beds, and fish hatcheries. Base Skill: 35% +5% per level of experience. Underwater Navigation (Also a Wilderness Skill): This skill is the deep sea version of Land Navigation. The character can identify his whereabouts, direction, traveling speed, and stay on course by means of observation. This method includes mentally marking and recognizing underwater landmarks (mountain ranges, reefs, sunken wreckage, cities, animal habitats, etc.), as well as noting the direction of currents, tides, determining the time of day, recognizing sounds, surface landmarks, the positions of the stars and sun, and other navigational tricks. The character should roll once for every ten miles (16 km) traveled in order to stay on track. A failed roll means he is drifting off course by 1D6x100 yards/ meters. Consecutive failed rolls means the individual does notrealize that he's off course and continues in the wrong direction. His course can only be corrected when he makes a successful roll. Base Skill: 30% +4% per level of experience. Penalty: -25% when in deep ocean waters away from the bottom of the sea where there are no discernable underwater landmarks, only water. Undersea Salvage (Also a Technical Skill): The character knows how to locate and identify objects (ships, armor, gold, etc.), recognize salvageable components and materials (valuable parts, electronic equipment, E-Clips, weapons, coins, magic items, precious metals and gems, etc.), retrieve (with minimal damage and effort), evaluate (estimate approximate resale value based on the item's condition), clean/restore (restoration gets top salvage price), and sell salvaged underwater artifacts, equipment, parts, and scrap metal. The skill also offers methods of exploiting and capitalizing on some of the simple resources under the seas, including rudimentary mining, excavation, and gathering coral, rocks, seaweed, sponges, clams, oysters, and starfish. The character is also familiar with underwater cutting tools, cranes, pulleys, and tow lines, and can strip/cut apart and retrieve wreckage and machinery for use as scrap metal. Those with Mechanical Engineering can salvage working parts, make repairs on slightly damaged items, and even raise small sunken ships, subs, and 'bots! Base Skill: 30% +5% per level of experience; add a bonus of +5% if a mechanical engineer. Undersea & Sea Survival: Methods and information for surviving in an underwater environment or lost at sea (on the water's surface). Includes a basic knowledge of what sea animals and fish are edible and easiest to find and catch, how to make simple fishing hooks and lines, dangerous predators and D-Bees to avoid, how to protect oneself from the sun, water and food rationing, and fundamental survival techniques. Base Skill: 25% +5% per level of experience. Note: At the G.M.'s option, this can be included as part of a character's basic Wilderness Survival skill rather than as a separate skill. This is especially likely of Navy men, Sailors, Pirates, Sea Druids, Ocean Wizards, Lemurians and aquatic D-Bees. 56 Hand to Hand: Demon Combat NEW! Hand to Hand: Kapu Kuialua: Also known as Pa Kuialua or Lua or Lemurian Demon Combat, this martial art form was created by the Mauian Order and roughly translates as "Forbidden way to fight," but its secrets leaked outside of the order and the martial art has been adopted by Lemurian Ocean Guardsmen and Serpent Hunters. Though it may, in theory, be learned by anyone, few ordinary Lemurians, let alone outsiders, learn Kapu Kuialua. First, it is one of the Lemurians' less shared secrets. Second, the practitioner must have a reserve ofP.P.E. he can call upon in order to inflict Mega-Damage to the supernatural. Third, the mastery of the demon slaying martial art requires intense mental focus, many
physical demands, and years of practice and training. Though practitioners of magic have more than enough P.P.E. most lack the physicality, stamina and time necessary to master magic and this demanding martial art. Thus, Biomancers never learn Kapu Kuialua, and rarely do other mages, such as Ocean Wizards, learn this martial art. When a practitioner of magic does learn Kapu Kuialua, his personal P.P.E. number, O.C.C. bonuses and starting number of spells are reduced by half compared to other mages of the same O.C.C. Likewise, the usual Kapu Kuialua bonuses listed below are also reduced by half when learned by a mage. Kapu Kuialua was developed by the Mauian Order using their knowledge of the supernatural and, some say, dark and forbidden arts from other worlds. It is a form of physical martial arts that draws upon magic energy and the fighter's chi (inner spirit) to inflict physical damage against supernatural creatures impervious or resistant to ordinary weapons and attacks. Furthermore, the focus and training hardens the fighter, physically and mentally, against supernatural attacks. As a result, Kapu Kuialua fighters are able to inflict M.D. to flesh and blood supernatural beings and creatures of magic with their bare hands, but not to man-made M.D.C. structures (i.e. body armor, robots, vehicles, walls, etc.). This is due, in large part, to the focus of the combat training, which is to slay the supernatural and dangerous creatures of magic like dragons. To engage in Kapu Kuialua Mega-Damage combat, the trained warrior needs one full melee round (15 seconds) to focus and prepare himself for battle. Then, he draws upon his chi and expends 13 points of P.P.E. For the next minute or several minutes, the human warrior is able to fight, parry and inflict M.D. to his inhuman adversary via punches, kicks and other martial arts maneuvers. Though not a magic spell, this martial art requires its user to draw upon his P.P.E. base or ambient P.P.E. such as the energy of a ley line or stone pyramid. P.P.E. must be spent to make M.D. attacks via Kapu Kuialua. Without sufficient P.P.E., the fighter's combat bonuses remain, but he only inflicts S.D.C. damage. Furthermore, even when Kapu Kuialua combat is in force, only Hit Point/S.D.C. damage is inflicted against mortal (Hit Points/S.D.C.) opponents. Mega-Damage attacks are only possible when leveled against M.D.C. supernatural enemies and creatures of magic; no damage to man-made M.D.C. armor or D-Bees, though the Kapu Kuialua fighter can parry attacks from Mega-Damage opponents with his bare hands. Range: Empowers self only. Mega-Damage: The character's usual S.D.C. punch and kick damage does Mega-Damage (M.D.) when it is directed against supernatural and magical creatures. Each S.D.C. point becomes M.D., including P.S. and skill bonuses to damage. For example, if the character's normal punch or kick does 1D6+7 S.D.C. damage (the "bonus" corning from skill and/or P.S. attribute bonuses), it now does 1D6+ 7 M.D. to the supernatural and creatures of magic. If the warrior is aD-Bee who already does M.D. damage (a rarity), then increase his normal M.D. by 50%. (In an S.D.C. setting, a fighter trained in Kapu Kuialua does double damage to supernatural beings and creatures of magic, and a Critical Strike goes direct to the monster's Hit Points.) The martial artist can also parry the M.D. punches, kicks, claw strikes and other attacks of man-sized Mega-Damage opponents (beings under 10 feet/3 m tall), but he may need some type of M.D.C. armor or magic to survive any attacks that get past his defenses. Note: The bonuses and M.D. of Kapu Kuialua combat do not apply to handheld weapons such as clubs, knives, swords, 57 etc. Damage is either inflicted by the bare hand martial art or by the M.D. of the weapon, not both. Duration: One minute per level of experience; double at a ley line, stone pyramid or Lemurian ziggurat, quadruple at a nexus point. P.P.E. Cost: 13 points must be expended to engage in Kapu Kuialua Mega-Damage combat with supernatural opponents. Limitations: Developed by Lemurians and seldom taught to outsiders. Only a character dedicated to martial combat and possessing at least 16 P.P.E. points can learn Kapu Kuialua. Even among Lemurians, the practitioners of the martial art are limited to Oceanic Guardsmen (60% ), Serpent Hunters (36% ), select members of the Mauian Order (2%) and others (2% ). Level 1: The following techniques and maneuvers are known at first level. Body flip/throw, body block/tackle, holds, roll with impact, pull punch, disarm, punch (1D4 damage), knee and elbow strikes (1D6 damage), kick attack (2D4 damage), plus the usual strike, parry and dodge. Note: Whenever an attack or saving throw indicates the word "demon," this includes all types of supernatural beings, including demons and Deevils. Starts with four attacks/actions per melee round, + 1 to roll with impact and +2 to pull punch. Damage Against the Supernatural: As described above, normal punch and kick damage inflicts M.D. to supernatural beings and creatures of magic when the necessary focus and 13 P.P.E. are spent. Duration: One minute/four melee rounds per level of experience. Hardened Against the Supernatural: + 1 on Perception Rolls and+ 1 to save vs Horror Factor. Level2: + 1 on initiative and+ 1 to strike. Damage Against the Supernatural: Snap kick (1D6 damage) and knife hand (2D4 damage). Hardened Against the Supernatural: +2 to save vs Seduction. Level 3: + 1 to disarm, + 1 to entangle and + 1 to save vs Horror Factor. Damage Against the Supernatural: Snap kick (1D6 damage) and knife hand (2D4 damage). Hardened Against the Supernatural: +2 to save vs demonic possession (does not apply to psionic attacks). Level 4: One additional attack per melee and + 1 to parry. Damage Against the Supernatural: Karate kick (2D6 damage). Hardened Against the Supernatural: + 3 to save vs insanity and magic-based illness. LevelS: + 1 to strike and disarm, and+ 1 to save vs Horror Factor. Damage Against the Supernatural: +2 to punch and kick damage, and+ 1D6+ 1 points to the character's base P.P.E. Hardened Against the Supernatural: +2 to save vs demonic mind control and +5% to save vs coma and death. Level6: + 1 to dodge, and Critical Strike on a Natural18-20. Damage Against the Supernatural: Palm strike (2D6 damage), and Critical Strike from attacks made from behind. Hardened Against the Supernatural: +2 to save vs attacks directed at the soul. Level 7: Paired weapons, + 1 to strike and+ 1 to save vs Horror Factor. Damage Against the Supernatural: Stone fist strike (3D6 damage). Hardened Against the Supernatural: Stone hands enables the warrior to grapple, hold or parry beings and weapons made of or covered in fire or energy. Level 8: One additional attack per melee and + 1 to disarm. Damage Against the Supernatural: Palm strike (2D4+2 damage).
Hardened Against the Supernatural: Impervious to demon fire, heat blasts and lava attacks, as well as dragon fire breath attacks. Note: Magic fire from spells and magic weapons, as well as manmade weapons, still do full damage. Level 9: + 1 on initiative, + 1 to strike, and + 1 to save vs Horror Factor. Damage Against the Supernatural: +3 to punch and kick damage, +2D6+2 to the character's base P.P.E. Hardened Against the Supernatural: +3 to save vs curses (including magical curses), +2 to save vs dark magic, including Demon Magic, Necromancy, Soulmancy, and magic that changes alignments, corrupts, compels or dominates/controls. LevellO: + 1 to Perception Rolls and +2 to pull punch. Damage Against the Supernatural: Stun Kick, a special move and type of kick that is either directed at the head or spine. The kick does 3D6 damage and if the roll to strike was a Natural 15 or greater, the supernatural opponent is momentarily stunned/impaired/slow to react: reduce the monster's bonuses and remaining number of attacks for that one melee round by half. Recovers by the next melee round. Hardened Against the Supernatural: +2 to save vs all forms of possession (including psionic) and insanity. Level 11: + 1 to strike and entangle, and + 1 to save vs Horror Factor. Damage Against the Supernatural: Lightning Kick- two rapid-fire kicks, each doing 2D6 damage ( 4D6 total), but counts as one melee attack. On a roll of a Natural19 or 20 the victim is also stunned and loses 1D4s attack that melee round. Hardened Against the Supernatural: Impervious to demonic petrification. Level12: +2 to body flip/throw and +1 to pull punch. Damage Against the Supernatural: Double damage to the undead, including vampires, zombies and the animated dead (skeletons, etc.). Hardened Against the Supernatural: Breathe Without Air (same as the third level Spell Invocation) and impervious to vampire mind control and Trance magic and psionic attacks. Level 13: Death Blow! See core rule book for details. Triple damage on a Natural Twenty and the creature's body cannot RioRegenerate the damage inflicted by the Death Blow for 1D4 hours. + 1 to save vs Horror Factor. Damage Against the Supernatural: Double damage to Lesser Demons. Hardened Against the Supernatural: +3 to save vs illusion magic and SeduCtion, and impervious to demonic cold attacks. Level14: + 1 attack per melee round and+ 1 to strike. Damage Against the Supernatural: Double damage to Greater Demons. Hardened Against the Supernatural: The warrior using Kapu Kuialua can erect a light, magical force field, reminiscent to Armor of Ithan, that has 1D4+3 M.D.C. per level of experience. Duration is five minutes or until all M.D.C. is gone. P.P.E. cost to erect this magic force field is 6 points. LevellS: Critical Strike on a Natural17-20, +1 initiative, and + 1 to save vs Horror Factor. Damage Against the Supernatural: Triple damage to the undead, including vampires, zombies and the animated dead (skeletons, etc.), and can hit and inflict normal punch and kick damage (no damage bonuses) to ghosts/Entities, Astral Beings and other ethereal and energy beings. 58 Hardened Against the Supernatural: Impervious to possession and + 15% to save vs coma/death. Piloting Skills Advanced Deep Sea Diving: Skill in the methods, techniques and equipment used in deep sea diving and exploration. Includes the use of most types of diving suits, diving pods (attached to tethers/life lines) and light to medium power annor! It does not include combat models. Pilot Related: Navigation Note: Navigating marine vessels is an aspect of the standard Navigation skill. The basic skill described in the Rifts® core rule book enables the character to pilot ships, war ships and other water vessels that ride on the surface of the water by charting the stars and landmarks and using instruments. Likewise, the character can navigate submersibles using instruments and other data, but does so with a -10% penalty. Submersibles: The knowledge and skill of piloting all types of submersibles, including underwater sleds, mini-subs and most types of submarines, including military submersibles. For Lemurians, this skill offers +20% to pilot Cloud Wind, Cloud Shell and Scuttler units underwater and is necessary to pilot Wave Shadow submarines. Base Skill: 40% +4% per level of experience. Note: -20% when using alien or unusual submarines. Does not include power armor or deep sea diving suits. Symbiotic Conduit Vehicle Combat: Lemurian combat vehicles are powered and controlled via a link to an organism known as the Symbiotic Conduit. In theory, most anyone can pilot these vehicles as they virtually fly themselves, but Lemurian warriors with this skill get the following bonuses. Base Skill: 60% +2% per level of experience (plus any O.C.C. bonus). Combat Bonuses for Trained Lemurian Pilots:+ 1 on initiative, +2 to strike using the vehicle's weapon systems, +2 to dodge, half the usual penalty for evasive maneuvers, stunt flying and crash landings, and + 1 attack per melee round at levels 2, 4, 8 and 12. Note: All bonuses are in addition to the pilot's own hand to hand combat training and attribute bonuses. They do not apply to the pilot's physical abilities outside the vehicle. Pilot: Warships & Patrol Boats: Special training in the use of military warships, combat hydrofoils, patrol boats and amphibious beachcraft/transports. Includes a basic idea of how to use sonar and targeting equipment, depth charges, torpedoes, and other common weapon systems, as well as evasive maneuvers and piloting. Base Skill: 40% +4% per level of experience. Note: Characters with the Boat: Motor or Boat: Ships skill can also pilot these vessels, but at a -12% penalty. Pilot Water Scooters: The knowledge and skill of piloting all types of one- and two-man water sleds (underwater) and jet skis (surface sleds). Base Skill: 50% +4% per level of experience. Pilot: Water Skiing & Surfing: All water skiing techniques, methods and use of most types of recreational forms of "riding the waves," including skis, ski jet boots, water boards, surfboards and sail boards. Base Skill: 40% +4% per level of experience. Weapon Proficiencies W.P. Net: Usually thought of as a gladiator or slaver's skill, the net is used by many aquatic people and fishermen. As a weapon, it is used to parry, trip and snare/entangle. To trip an opponent the net is slung in such a way that it hooks the foot, ankle or leg, followed by a quick, strong tug that knocks the opponent off his feet or stumbling to keep his balance (loses initiative and one melee
attack). When used like a whip, a net does 1D4 S.D.C. damage. Bonuses: +1 to strike at levels 2, 5, 8, 11 and 15. +1 to entangle at levels 2, 5, 8, 11 and 15. +1 to parry at levels 2, 4, 6, 9 and 12. Bonuses are in addition to those gained form other skills such as Hand to Hand Combat. There are two other types of attacks possible with a net: 1. Snaring an opponent's weapon: The weapon becomes entangled and is pulled out of the opponent's hand. A natural, unmodified (no bonus) roll of 18, 19 or 20 will disarm an opponent in this way, unless he can roll an equally unmodified high parry (no bonuses). 2. Snare/entangle an opponent by throwing or looping the net over him. The intended victim must dodge or be netted. Only characters with a spear, pole-arm or staff can parry a thrown net attack. If caught in the net, the victim is -8 to strike, -10 to parry and dodge, and running is impossible. If netted underwater, the trapped individual is unable to swim and immediately begins to sink at a rate of 6 yards (6 meters) per melee round (15 seconds). It takes 1D4+1 melee rounds to cut free of a net provided the trapped individual has a cutting tool or weapon and that his adversary doesn't press his attack to slay or further bind and incapacitate the netted character. If the character dodges or the net thrower misses, it is the net wielder who may suddenly find himself weaponless. Even if the net has a drawstring attached to it, the thrower needs one melee action/attack to pull it back to him or to grab a different weapon. The throwing of a net to capture an opponent requires the use of two hands (no bonuses to strike or entangle when thrown with one hand). However, if the net is being used to parry, entangle or whip an opponent, it can be used with one hand, while the other wields a sword or other weapon; parry the same as usual. Using the net as a whipping weapon does 1D4 Hit Point/S.D.C. damage. Underwater Note: Cannot be "thrown" underwater more than 10 feet (3 m) unless the net is being tossed down to a lower depth, but the attacker is -2 to strike targets at a further distance. W.P. Harpoon & Spear Gun (Rifle-Size): Proficiency with the harpoon gun. The weapon can be used either with a plain pointed end (2D6 S.D.C. damage) or with an explosive head (4D6 M.D.). Bonuses: +1 to strike at levels 2, 4, 7, 10 and 15. Range: 700 feet (213.3 m) in the air, halfthat range underwater. W.P. Torpedo: Maintenance and a keen understanding of a torpedo's speed, range, trajectory, and most effective use. Bonuses: + 1 to strike at levels 2, 6 and 12. + 1 to strike with a depth charge at level four. W.P. Trident: The practiced use of the trident as a weapon. The Trident is a spear-like weapon with three sharp points similar to a "pitchfork." It is especially useful underwater because it can jab, stab and slice, as well as being an exceptional weapon for disarming and pinning opponents. "Catch" or "Pin" an opponent's arm, hand, foot or weapon between the prongs: + 1 at levels two, five, ten and fifteen. If a limb is caught or pinned, the trident user can twist and swing the trident with a quick movement that forces the "pinned" opponent to follow the movement and be "flipped" off his feet or upside down underwater. The victim of a body flip is thrown to the ground/ down/over and loses initiative and one melee action/attack. An underwater victim is flipped upside down or out of the way and loses initiative and one melee action/attack. A trident can also be used to pin an opponent by snagging the hand or ankle between the prongs or through an article of clothing and stabbing the business end of the weapon into a coral reef, a sunken boat, floor, wall, etc. to hold 59 his opponent in place. The pinned appendage is stuck until the trident is pulled out. If the attacker lets go of the trident the pinned victim needs 1D4+ 1 melee rounds to pry the trident loose due to lack of leverage. Of course, the attacker has a distinct advantage if he abandons the stuck trident and presses his attack with another weapon or even his bare hands. Typical damage is 3D6 S.D.C. or 3D6 M.D. depending on what it is made of or whether it is a magic weapon. It can be thrown 50 feet (15.2 m) in the air or 30 feet (9 m) underwater. Bonuses: + 1 to strike and parry at levels 1, 3, 7, 11 and 15. Underwater Combat (Optional) By Matthew Clements Fighting underwater is far different from fighting on land. Visibility is dramatically reduced, speed and accuracy are both affected and the reality of fighting in a three-dimensional space is difficult for surface dwellers to get used to. A different fighting style must be adopted, and those with no experience in underwater combat will see themselves at a significant disadvantage. Restricted Vision: The biggest differences underwater are in vision and propulsion. Humans and most humanoid D-Bees are simply not equipped with the fins, flaps and webbing necessary for moving through water. Our eyes are also designed to see in air, and even with goggles or masks, the maximum visibility in most water, especially deep water, is 100 feet (30.5 m) or less. Underwater Combat Penalties for Surface People: Nonaquatic races like humans suffer penalties of -2 on initiative and Perception Rolls and -2 to strike, dodge or parry when fighting in close combat underwater. Accuracy with ranged weapons is unchanged. Amphibious races like Lemurians, Splugorth Slavers, the Naut Y'll and Amphibs are unaffected, and fight equally well on land or underwater. Fatigue: In addition to the listed penalties, humans and other land dwellers also fatigue at twice their normal rate in water. Cold Waters: In cold water less than 50 degrees Fahrenheit (F) or 10 degrees Celius (C) with no wetsuit or armor, humans and humanoid D-Bees will be unconscious in 4D4xl0 minutes, and likely to be dead 2D6x10 minutes after losing consciousness. In water near or below freezing (32 degrees F/zero C), unconsciousness or exhaustion generally sets in within 3D6+ 15 minutes, and death follows within 1D4xl0+25 minutes of exposure. Penalties: Double combat penalties, above, for humanoids in cold water less than 50 degrees F (10 C), and triple penalties in freezing water less than 32 degrees F (0 C). Of course, none of this is applicable to those in power armor, Bio-Armor or protected via any number of magic spells, including Swim as a Fish and Armor of Ithan. Even full environmental body armor can keep its wearer warm (and breathing)for five hours; indefinitely if an external source of oxygen is available. Underwater Weaponry Combat beneath the waves requires different weapons and fighting techniques. Thrown weapons are almost useless underwater. However, throwing a spear, trident or similar weapon works to a limited degree. The attack is -2 to strike, and the spear will slow down until it is no longer a threat after traveling one third its normal surface throwing distance, but such attacks are possible.
Firearms. Modem bullets may be able to fire underwater, but guns are designed for air in between their moving parts, not water. Bullets are also not suitably hydrodynamic, and will slow dramatically once they leave the barrel, making them non-lethal beyond 15 feet (4.6 m). Hollow-point rounds break into pieces becoming ineffective after only five feet (1.5 m). Traditional firearms are not very common on Rifts Earth. Rail guns are operational underwater, as they rely on electrical current running between rails to push their projectiles, not chemical explosions. However, reduce rail gun range by half. Different types of energy weapons all perform at various levels underwater. Normal lasers work, albeit at half range. Blue-green lasers are specifically made for aquatic use; full damage and range. Ion weapons work as well underwater as in air, and are popular amongst pirates, salvagers and divers. Plasma and particle beams both boil their way through the water in front of them, throwing up clouds of bubbles and superheated liquid that can make it difficult for the shooter to see. It also reduces their range and damage by 70%. Weapons that Work Underwater • Punches, kicks and most close combat attacks. • Knives, hatchets and short swords. • Vibro-Blades. • Spears, harpoons and tridents. • Spear guns and harpoon guns. • Ion weapons. • Blue-green lasers. • Magic spells that are not fire based. Weapons with Reduced Effect Underwater • Laser weapons: 50% normal range, full damage. • Rail guns: 50% normal range, full damage. • Particle beam and plasma weapons: 30% normal range and damage, and each blast obscures the shooter's vision (-3 to strike on all shots fired for 1D4 melee rounds after the first shot). • Crossbows: 40% normal range, full damage. • Electrical weapons: 30% normal range and inflicts 20% of normal damage as an area effect to everything (including the shooter!) within 25 feet (7.6 m). Includes magic electricity. • Conventional firearms: Full damage at point-blank range (under 5 feet/1.5 m); half damage from 6-15 feet (1.8 to 4.6 m); no damage past 15 feet (4.6 m). • Hand grenades and most explosives will explode and do full damage to their full radius. HOWEVER, they cannot be thrown underwater. Dropping a grenade downward is -4 to strike, and sinks slowly so the person dropping it will get caught in the spherical blast radius unless quickly swims in the opposite direction. This is why shaped charges used underwater, placed exactly where wanted, and detonated remotely or on a timer. Weapons That Do Not Work Underwater • Flying kicks, leap kicks and body throws (still deprives target of initiative/melee attacks, but inflicts no damage). • Most blunt weapons like bats, clubs, war hammers and staves. • Thrown weapons, including darts, shuriken and throwing knives. • Bows and arrows, including compound bows. • Flamethrowers and fireballs. • Slings, slingshots and whips. • Magic fire and magical flight capabilities. 60 Lemurian O.C.C.s of Note By Greg Diaczyk and Kevin Siembieda There are a wide range of occupations and character classes in Lemuria, from academics and experimenters, to a variety of practitioners of magic, but the O.C.C.s presented in this section are the most likely to go forth into the world, go on adventures, join adventurer groups, fight evil and make excellent player characters. Lemurian Practitioner of Magic Biomancer Gene-Mage Lemurian Men-At-Arms Birdman Warrior Oceanic Guardsman Sea Sentinel Serpent Hunter Lemurian Adventurer Lemurian Scout Lemurian Psychic Spouter Lemurian Practitioner of Magic O.C.C. Biomancer Gene-Mage By Greg Diaczyk and Kevin Siembieda Inspired by the source material found in Rifts® World Book 6: South America, created by C.J. Carella and Kevin Siembieda. The Biomancer Gene-Mage practices a more developed and advanced version of the Biomancy known to the Jungle Elves of South America. Lemurian Gene-Mages have learned to use Biomancy to create living weapons, tools, armor, and riding animals to meet most of their and Lemurian society's needs without using machines or killing living beings. Since Lemurian Biomancers inhabit both the terrestrial and underwater environments, they have tailored many Biomancy spells for life both undersea and on dry land. Biomancy is one of the most powerful systems of magic ever devised, but it is also one of the rarest and is virtually unknown throughout most of the Megaverse. The main reason for this is the
61 fact that the users of Biomancy must have a very close relationship to nature and an incredibly high regard for life - all life. So while in theory, Gene-Mage Biomancy can be learned by anybody, few are able to embrace the natural world enough to do so. For Lemurian Biomancers, it means becoming vegetarians, giving up city ways and big city comforts, forsaking the use of machines, electronics and technology, and becoming absorbed with the preservation of nature, wildlife and living in harmony with the environment. Things most people are not willing to do. This mindset is much more difficult to achieve than one might suspect, and it greatly limits who can and cannot wield Gene-Mage Biomancy. This is why beings like the Splugorth have given up trying to learn the mystic art and mock and trash-talk its practitioners. Many Lemurian Gene-Mages are so committed to the natural world that they will not enter a city or civilized area unless absolutely necessary. For many Biomancer Gene-Mages this includes Lemurian cities, which are often more like botanical gardens than what most surface dwellers would consider to be cities. Likewise, self-contained underwater habitats and submersibles with hydroponics or botanical gardens are entered with a bit of reluctance. This disdain for all things mechanical, technological and cities is due to the fact that such things often harm, if not destroy, large expanses of nature, pollute the air and water, play havoc with wildlife and ecosystems, and create an ugly, unnatural, artificial environment. For many Lemurians, not just Biomancer Gene-Mages, technology is viewed with distrust, disgust and as an unholy alliance with "dead" things. From their perspective, reliance on machines and technology is to become cut off from the natural world and become partially dead oneself. By Lemurian standards, the Coalition States with their megalithic fortress cities, squalid 'Burbs, massive war machines, Dead Boy armor, and Skelebots are the poster child for how not to live. The only known dimensions where Biomancy exists are the Green World from which the Jungle Elves migrated, and now, Rifts Earth, which has been influenced by the Lemurians and Jungle Elves. Biomancy is life. Biomancy is based on life, healing and living. As a result, Biomancy is the direct magical and philosophical opposite of Necromancy and practitioners of these two schools are deadly enemies. Biomancy should not be confused with Splugorth Bio-Wizardry, which also affects living beings, but is intrusive, enslaving and damaging to both the recipient of the magic and the organisms used in it. To most Biomancers, Splugorth Rio-Wizardry is a mockery of life that creates abominations via a synthesis of dark magic, enslavement, and monstrous symbiotes and parasites used for foul purposes. Biomancer Gene-Mages also abhor the creation of Rune Weapons, and never use them. After all, Rune items are powered by the life force of innocent victims forever enslaved within the weapon. Three Schools of Biomancy There are three basic "schools" ofBiomancers. They are known as the Acceptors, the Patient Ones and the Defenders. The O.C.C. abilities and skills are fundamentally the same for each. It is the view of the world and the Biomancer's relationship within it that defines the three different philosophies. The Acceptors, like their name indicates, tolerate the crimes committed by sentient beings against nature as part of the process of evolution. They only object to the most extreme acts of inhumanity, pollution and deforestation; many Merans and a few Lemurians and Biomancer Gene-Mages are Acceptors. The Ac-
ceptors can be found in or near cities and are not above traveling in vehicles, living in artificial houses or using technological items. However, they avoid cybernetics, Techno-Wizardry, Bio-Wizardry and Rune Weapons and exhibit an obvious respect for life and nature. These characters are often vegetarians and will not hunt or kill any animal or plant except in self-defense. The Patient Ones do not accept crimes against nature. They prefer to live away from such people and the stench of their cities in remote all-natural communities. They take no action against the misguided destroyers and polluters, except to try to repair the damage they have inflicted and to defend the land or sea they have claimed as their domain. Patient Ones are close to nature and use technology and Techno-Wizard items only as a temporary, last resort. They absolutely abhor Bio-Wizardry, Rune Weapons and other forms of magic that enslave or damage any life form. Most Lemurians, Ichthyleans and Biomancer Gene-Mages are Patient Ones. Many are vegetarians and abstain from eating, hunting or harming animals, even fish and insects. Patient Ones get along best with characters who have a high regard for all life. They find the use of robots, cybernetics, bionics and artificial augmentation distasteful and treat such characters coolly or with open disdain or revulsion. The Defenders are the most militant and extreme of the Biomancers. Not only do they reject technology, machines and the "ways of death" used by most civilized sentient species, but they also take an active role in stopping damage to nature by others. They reject all technology as evil and unnatural and only use it under the most extreme circumstances, and sometimes not even then. Many have gone so far as to declare war on city people of all levels of technology, destroying polluting factories, sabotaging mining and lumber operations, and sometimes killing those responsible. Most will not hesitate to punish or slay anyone who dares to damage forests or slay animals or kill their fellow beings in their presence. The most brutal and extreme punishments are reserved for those who kill or destroy deliberately for pleasure or profit without regard for people, fauna or the land. An estimated 7% of Lemurians and Biomancer Gene-Mages are Defenders, and 30% of the members of the Mauian Order. Defenders are always vegetarians and abstain from eating, hunting or harming animals, fish, insects and even plants. They inflict brutal retribution upon those who exhibit no respect for nature or life. Biomancer Defenders try to avoid associating with meat-eaters, supernatural beings, scientists, cyborgs, Robot Pilots, TechnoWizards, Operators and other tech-based individuals, and find City Rats, Headhunters, Cyborgs, robots, Crazies, Juicers, and others who use cybernetics, bionics, robotics or artificial augmentation to be absolutely repugnant. Many even frown upon the Acceptor Biomancers who are regarded as too tolerant, and Patient Ones for being weak (but acceptable). The most hated of all are the undead, the Milu, Necromancers, demons and Deevils (both of whom thrive on hate, enslavement, torment, war and the destruction of life), the Splugorth, their minions, Bio-Wizards and the makers of Rune Weapons/items. Defender Biomancers get along best with other Biomancer Defenders, Serpent Hunters, Patient Ones, Faerie Folk, wilderness people and characters dedicated to defending life and preserving and nurturing nature. The Lemurian Philosophy of Life. Many Lemurian civilians in other walks of life fall into one of the three philosophical outlooks described above. They tend to see sea creatures, plants and animals as their "brothers" worthy of the same respect, honor and right to live as any human being. The Lemurians and their Bio62 mancer Gene-Mages understand that living creatures must eat and use plants and other animals to survive. They recognize that the way of the predator is part of the circle of life, and an aspect of nature. Thus, while they may be disappointed and unsupportive of hunters and cattlemen, and their practice of slaying and eating animals and wearing their skins, most Lemurians do not consider such people to be monsters or criminals. The same is true of the Serpent Hunters and their sea serpents, who the Biomancer Gene-Mages feed with fish and try to minimize their impact on other species. However, sentient beings who kill only for sport, pleasure or for one small part of the animal (fins, oils, skin, tusks, feet, teeth, etc.) and discard the rest or take only trophies are seen as monsters and despoilers of nature. The Lemurians' high regard for life makes them patient and tolerant of other life forms and their unpleasant ways, but they don't like it. When they can, they try to teach people to live in harmony with nature, and hope their own good example will inspire others to live better. The only beings Lemurians have learned to destroy without mercy are vampires and other undead, demons and evil supernatural beings. They have learned the hard way that such wicked beings are born filled with hate and driven by vile instincts to torture, harm and destroy all that is good, beautiful and natural. Lemurians have taken an "attack first and ask question later" approach when dealing with such loathsome creatures. Their link to nature helps them sift out evil supernatural despoilers from the native Earth and alien life forms that now call Earth home. Lemurians, especially Biomancer Gene-Mages, try to never become destroyers themselves. Slavery of any kind is despised and Biomancer Gene-Mages, Oceanic Guardsmen, Sea Sentinels, Spouters, Scouts and Serpent Hunters are quick to rescue and free the enslaved, and slay any enslavers who try to stop them. This judgment includes cruel Shifters, Bio-Wizards, masters of Rune Magic, and the Lord of the Deep and his minions. They have little respect or appreciation for robots, artificial intelligences and automated machines. (Should they ever find out about A.R.C.H.I.E. Three, they'll freak out and want to hunt it down and destroy it.) Plant P.P.E. and Biomancer Gene-Mages Plants, like all living creatures, gather and store ambient P.P.E. as a natural part of life. Unlike animals, humans and D-Bees, the amount of P.P.E. held within a plant is comparatively tiny, but nonetheless, it still exists. Most practitioners of magic consider the amount negligible and subconsciously ignore what little P.P.E. is available, preferring to draw their energy from ley lines, nexus points, human volunteers or blood sacrifices. Another reason why plant P.P.E. is often ignored is the difficulty in extracting it. Most plants are unwilling to give up their P.P.E. freely (as well as have a natural immunity to P.P.E. loss due to the intrinsic properties of the plant's cells), and cutting them down won't kill them quickly-- so their P.P.E. remains intact and lingers for a long time (many species of plants can be plucked and replanted or at least continue to live if placed in water). Only completely destroying a plant, typically by fire, kills it quickly and releases the doubled amount of its P.P.E., which still is miniscule. However, the Biomancer Gene-Mage's connection with plants enables him to get past the plant's natural resistance and encourage it to share its available P.P.E. with the Gene-Mage. They can draw P.P.E. from one acre of land at a time. Most grasses, flowers, ferns, small shrubs, patches of algae, seaweed and other small plants can typically offer 1D4 P.P.E.
from one acre (43,560 square feet/4,047 square meters) a day; add 2 P.P.E. if the plants are bearing some kind of fruit. Coral is not a plant, but P.P.E. can be drawn from it in a similar way as plants. In this case, the Gene-Mage coaxes coral into sharing up to 3D6 P.P.E. from one acre (43,560 square feet/4047 square meters) a day. The Great Barrier Reef off the coast of Australia is an exception as it is not true coral, but a mysterious being, much like the Millennium Trees. Its stats, magical artifacts and communities of creatures that live in and around it will be detailed in a future sourcebook. Medium to large shrubs, small trees and columns of seaweed can provide 1D6 P.P.E. from one acre (43,560 square feet/4047 square meters) per day; add another 1D6 P.P.E. if the plants are bearing some kind of fruit. Fully grown trees provide 3D6 P.P.E. from one acre (43,560 square feet/4,047 square meters) per day; add another 1D6 P.P.E. if the plants are bearing some kind of fruit. Large (over 100 feet/30.5 tall), ancient (over 200 years) trees and giant trees (like the Redwoods of British Columbia, Canada) and similarly long-lived or gigantic plants may provide as much as 2D4+ 1 P.P.E. per each tree; add 1D4 P.P.E. per 1,000 years of age. The Gene-Mage can draw upon 1D4+1 large or ancient trees at a time when channeling the trees' P.P.E. In the case of smaller plants and coral, the Biomancer Gene-Mage can tap into one acre at a time. As always, once the P.P.E. has been channeled from those plants and spent by the Biomancer Gene-Mage, it is no longer available until 24 hours have passed. Add one additional acre of P.P.E. at levels 4, 8 and 12. Note: Only the Biomancer Gene-Mage can tap into and draw upon the negligible amounts of P.P.E. in plant life. Also note that Lemurian stone pyramids and ziggurats are almost always covered in fruit bearing plants and trees, providing additional P.P.E. for Gene-Mages to tap into, as well as for the aesthetics, fruit, nuts and vegetables. O.C.C. Abilities and Bonuses of the Biomancer Gene-Mage: 1. Life Sense: Like all Lemurians, the Biomancer Gene-Mage can sense the presence of the living through his connection with nature. However, the Gene-Mage's sensitivity is twenty times greater than the average Lemurians. If given a moment (counts as one melee action), the Gene-Mage can focus his concentration to pinpoint a specific type of animal or plant within his sensing range. Of course, if the animal is hiding, he may feel that it is near, but remain unable to locate it. The Biomancer Gene-Mage can also tell if a living creature or plant is dying and why (old age, injury, sickness, etc.), and roughly how long it has left to live. The presence of the undead and evil supernatural beings is like a bullhorn broadcasting the creatures' presence, proximity and general location. Also see #2, Sense Death and the Unnatural. Range: 500 foot (152m) radius plus 50 feet (15.2 m) per level of experience. Base Skill: 35% +5% per level of experience to locate/track/find a specific type of animal or plant (+5% when in an underwater environment), and adds a + 10% bonus to Tracking, Hunting and Identify Plants and Fruit skills. 2. Sense Death and the Unnatural: The Biomancer GeneMage's awareness of all "living" things around him in the "natural" world makes him keenly sensitive to supernatural evil, the undead and death in general. The mage can also sense major disturbances and destruction in nature, be it caused by people or natural phe63 nomena. Thus, the Biomancer Gene-Mage can sense a dead forest, deforestation, strip mining, poisoned or polluted water, radiation zone, and similar areas of blight and destruction. Anything that interferes with the natural order of life is felt by the Biomancer Gene Mage. They radiate their alignment and foul intentions, which the Biomancer Gene-Mage senses like a sickening nausea. This ability is automatic, meaning the character does not have to concentrate nor expend P.P.E. or I.S.P. to feel death or unnatural forces at work. (Remember, Lemurians consider magic to be a force of nature.) The sensation is very general, especially at first, alerting the Biomancer Gene-Mage to the presence of death, destruction or supernatural evil, and a general direction, but without any other information. The closer the Gene-Mage gets to the source of the disturbance in nature, the stronger the sensation gets, but he still lacks specific data. All that might change is a sense that the destruction or death is minor, serious, major or horrific. In the case of the supernatural, the Biomancer Gene-Mage may be able to sense that the creature is a lesser, greater or deific level of evil and power, or that there are few, many or very many present. The mage can also tell if the supernatural evil is near or far, approaches, waits or is leaving the area. Range: 500 feet (152m) plus 100 feet (30.5 m) per level of experience. Quadruple the range to sense the presence of extraordinarily powerful evil creatures such as the Lord of the Deep or the Reachers of the Deep. This also applies to any other Alien Intelligences or god-like beings of malevolent nature, like the Splugorth. 3. Psionic Empathy with Animals: Same as all Lemurians. 4. Communicate with Plants and Animals: The Biomancer Gene-Mage (and a few other Lemurian O.C.C.s) can make contact with nearby terrestrial and aquatic animals and plants. This form of communication does not occur in words, but in a manner similar to Empathy. The Biomancer gets flashes of past or ongoing events involving the animal or plant, but the flashes of insight and images are limited to the creature's senses and perception. For example, a tree notices when a man climbs it. It feels his weight and touch, just as it will feel heat if someone shoots an energy weapon near its trunk or branches, or sets fire to it, but the tree is not able to "see" the individual or identify his features. This means the tree can only relate what it knows to the Gene-Mage and a face is not part of that information. HOWEVER, plants hear and respond to sound, so it may know a name, or some other identifying sound. Or know that one hand was hard and not made of flesh, and may be able to offer the approximate weight, size and shape, as well as smell. The communication also allows the mage to calm down enraged animals, but only if he can project a sense of peacefulness towards the creature. Chance of Success: The communication is automatic, and the attempt to calm the animal has a base chance of 40% plus 5% per level of experience (does not work against supernatural monsters). Range: 120 feet (36.6 m). In the case of the Lemurian Biomancer Gene-Mage, he can make contact with terrestrial and aquatic plant and animal life, from sea mammals and fish to mollusks, crustaceans, coral, plankton, algae and similar sea life. Plankton, krill and beds of algae and seaweed can fill several square miles and such colonies may be able to provide information as to the directional bearing of a boat or swimmer, or whether the target or traveler is still within its body or colony. The same applies to coral reefs. For example, a coral reef notices if a boat goes screaming by overhead and feels the waves and engine vibrations. If the boat is still traveling along the length of the reef, it can give the Gene-Mage a good idea of its location and the direction the boat is traveling. Likewise, the coral
reef knows if people or items were dropped from the boat and are resting on the reef or where they may be swimming within the reef's frame of reference. However, the coral reef is unable to see what kind of boat it is or how many people are aboard, what it is carrying, etc. Animals are a different story as they see things, and so visual information should be available to the Gene-Mage. However, the images come in "flashes" and the impressions are from the animal's point of view. The ability to communicate with animals also enables the Biomancer Gene-Mage to calm down enraged or frightened creatures, but only if the mage can project a sense of peacefulness toward it. This may be impossible if the animal is reacting to having already been attacked or if it is injured (reduce Chance of Success by half). Creatures that take an aggressive or defensive posture or are consumed by pain are nearly impossible to communicate with, and the only information one can get from them is pain, hostility and a desire to strike out and kill in retaliation. Animals locked into a hunting bloodlust or feeding frenzy, like sharks, can only be calmed down if the source of blood and death that has made them frenzied is removed or sealed up, but the chance of success is only one-quarter the normal rate. Chance of Success: Communication with plants and animals is automatic. The attempt to calm an animal has a base chance of 35% +5% per level of experience ( + 10% for Biomancer GeneMages communicating with sea creatures). Half if the animal is alien to Earth, a quarter if the animal is in the throes of a blood frenzy or is injured and in pain. This ability does not work on supernatural monsters, creatures of magic or intelligent beings, such as humans and other sentient beings. Range: 60 feet (18.3 m) plus 10 feet (3 m) per level of experience, increase by 50% for Lemurian Biomancer Gene-Mages when underwater (unchanged on dry land). This ability combined with the Lemurian' s natural psionic ability of Empathic Connection with Animals provides the Lemurian Biomancer Gene-Mage a bonus of+ 15% to any skill that relates to, or interacts with, animals such as Horsemanship and Animal Husbandry. 5. Healing Tonch: The Biomancer Gene-Mage can manipulate the tissues of living things, repairing damage from wounds, bums, bruising, poisons, etc., with but a touch and a focused desire to heal. The touch restores 1D6 S.D.C./Hit Points or 1D4 M.D.C. points per level of experience to any one plant, animal or person. The Biomancer Gene-Mage can also use this healing power on himself. This ability requires no expenditure of P.P.E. or I.S.P. but can only be performed three times per 24 hours at first level experience, then four times a day at 5th level, five times a day at lOth level, and six times a day at 15th level. 6. Gifts of Nature: All Biomancers can convert living organic matter into edible food! By concentrating and expending 8 P.P.E., the Biomancer can convert any part of a living plant into a fruitlike organ (the "Gift") with enough nutritional value to keep a person fed for one day. This applies to plants above and below the waves. As a result, Biomancer Gene-Mages can tum seaweed and algae into a delicious, edible fruit. The magic only works on trees, bushes or larger plants, or in the case of seaweed and algae, a patch that is at least 10 feet (3m) in diameter. The transformation can only be done on one plant a set number of times. As a rule of thumb, a bush will only provide one Gift, a man-sized plant 1D4 Gifts, a medium-sized tree 1D4+2, and so on, with the largest trees able to provide 1D6xl0 Gifts. In the case of seaweed and algae, a dense, 10 foot in diameter patch produces one Gift of fruit. Trying to exceed a plant's limit (the 64 Biomancer senses exactly how many times he can ask for a Gift) inflicts 2D6 S.D.C. damage to the tree/plant and generates a psychic backlash that does 1D4x10 S.D.C. to the mage (or M.D. to a Mega-Damage being or Biomancer clad in Bio-Armor). Note: This power cannot be used on Millennium Trees or any sentient plant life. When tried on a Millennium Tree, the attempt results in temporary injury to the Tree and a Mega-Damage explosion to anybody near the tree (see Rifts® World Book 3: England for details about the energy releases of the Millennium Tree). 7. Gift of Peace: The Biomancer's unique link to the ecosystem gives him an aura that protects him from most animals and even some monsters. Animals from mosquitos to elephants never attack the Biomancer, except in self-defense. Undersea this includes fish, jellyfish and sharks - even sharks under the effects of a blood frenzy. Most of the time, the animals get out of his way or swim around him. Creatures affected by a blood lust/frenzy, like sharks, carry on with their normal frenzied behavior, but do not attack the Biomancer, even if he is the source of the blood. Even predatory animals and some alien monsters with animal intelligence, like mutant sharks and dinosaur-like creatures, will not attack the Biomancer Gene-Mage unless the animal is cornered, injured or attacked first, or is extremely hungry and desperate, or the Gene-Mage is unable to defend himself. Intelligent creatures, supernatural monsters, demons, creatures of magic and people are unaffected by the Gift of Peace. 8. Create Rio-Constructs: Biomancers can create weapons, armor and equipment by magically altering living matter. The process is somewhat similar to Eco-Wizardry and Bio-Wizardry, but it affects living animals and plants without hurting them. The magic essentially creates a symbiotic union between the animal(s) and the Biomancer and allows him to form a Bio-Construct he can wear or use. The more advanced creations of the Biomancer GeneMage often take a higher degree of scientific knowledge and understanding ofliving organisms (biology and genetics) to facilitate the creation of complex weapons, armors and symbiotic unions. The most elaborate creations like Bio-Armor and genetically-engineered war steeds are brought to life by powerful, high-ranking Gene-Mages with the help of assistants and special facilities. The rituals necessary for their development are carefully guarded secrets reserved for masters of the art, and not available to standard player characters. See Standard Equipment at the end of the stat block for the range of Symbiotic Bio-Constructs, Bio-Weapons and Bio-Skins to start. 9. Bonuses: +4 on Perception Rolls involving Biomancy, symbiotic organisms and genetic manipulation (half involving other magicks and nature),+ 1 to save vs magic at levels 4, 7, 10, 12 and 15, +2 to save vs Horror Factor, +20% to save vs coma/death, +3 to save vs Bio-Manipulation magic (including Agony, Blind, Mute, Life Drain, Sickness, Curses, Metamorphosis and Transmutation), and + 1 to save vs disease. The Gene-Mage also gains a + 1 to Spell Strength (the number others must save against when you cast a spell) at levels 3, 6, 9 and 12. 10. P.P.E.: 3D6x10 plus P.E. attribute number to start, +3D6 P.P.E. per each additional level of experience. The Biomancer Gene-Mage can also draw P.P.E. from ley lines, nexus points, and other people the same as the Ley Line Walker and other mages, as well as plants (see Plant P.P.E., above). 11. Initial Spell Knowledge: The Biomancer Gene-Mage's understanding of magic comes from his link with nature and develops much like a Mystic. As the mage grows in experience he is able to hone and master his magical abilities, and develop Biomancy
talents that go beyond spell casting and simple manipulations of plants and animals. At the highest levels, (NPC) Biomancer GeneMages can manipulate their subjects on a molecular level, adjusting D.N.A. or what they call the "Code of Life," from modifying and improving existing creatures to creating living armor and monstrous life forms -as reflected in some of the new, higher level Biomancy spells, Bio-Armor and Riding Beasts. Selecting Magic Spells: At first level, the Biomancer GeneMage selects a total of six Biomancy spells from levels 1-4, plus three Ocean Magic spells. Biomancer Gene-Mages learn at least a handful of Ocean Magic spells. At level two the Biomancer Gene-Mage gains four new spells selected from levels 1-5 Biomancy or Ocean Magic spells. At level three the Biomancer Gene-Mage gains a total of four new Biomancy spells from levels 1-6 and two Ocean Magic or common Invocation spells. At level four and every level after that, the character gains two new Biomancy spells that can be selected from any level up to four levels higher than his own current level of experience. Biomancer Gene-Mage O.C.C. Also Known As Pauu Goltar, Lemurian Biomancer, Lemurian Gene-Mage and just Gene-Mage or Biomancer. Alignment Restrictions: Any, but Principled (30% ), Scrupulous (35%) and Unprincipled (12%) are most common. Attribute Requirements: A minimum I.Q. and M.A. of 14 or higher are required, a robust P.E. (13 or higher) is suggested, but not required. Race Restrictions: Gene-Mage Biomancy has been developed by Lemurians so it is known only to Lemurians and the handful of people with whom they associate. The Biomancer Gene-Mage is nearly exclusive to Lemurians (94%) and nobody is better at it than they. However, a few other beings have been taught the secrets. They include Merans (5%) and a handful of rare others (1% ), including a few humans. Note: Lemurians only share the secrets of Gene-Mage Biomancy with individuals they believe have the potential to do great good with the magic and share their philosophy of life. Skills Known by All Lemurians: Language: Lemurian and Oceanic at 96% +0.5% per level of experience. Literacy: Lemurian at 86% + 1% per level of experience. Mathematics: Basic at 82 +2% per level of experience. Swimming at 76% +2% per level of experience. O.C.C. Skills: Biology (+20%) Botany ( + 30%) Chemistry ( + 10%) Language: Other: Two of choice ( + 10% ). Literacy: One of choice (+20%). Lore: Animals/Cattle (+25%) Lore: Demons and Monsters ( + 15%) Lore: Sea Creatures (+20%) Lore: Vampires (60% +3% per level of experience) Marine Biology (+30%) Mathematics: Basic (+20%) Mathematics: Advanced ( + 15%) Sea Holistic Medicine (+25%) Undersea and Sea Survival ( + 10%) W.P.: Two of choice (any). 65 Hand to Hand: Basic, which may be upgraded to Expert at the cost of two O.C.C. Related Skills, Martial Arts at the cost of three and Hand to Hand: Kapu Kuialua at the cost of four O.C.C. Related Skills. O.C.C. Related Skills: Select four skills at level one. Plus select one additional skill at levels 4, 8, 10 and 14. All new skills start at level one proficiency. Aquatic: Any ( +5% ). Communication: Any, but the following skills in that category get a + 10% bonus: Barter, Creative Writing, Language, Literacy, Performance, Public Speaking and Sing only. Cowboy: None. Domestic: Any ( +5% ). Electrical: Basic only. Espionage: Detect Ambush, Detect Concealment, Intelligence and Tracking only. Horsemanship: General or Exotic Animals only ( + 10% ). Mechanical: Basic only. Medical: Any ( + 15% ), except Cybernetic Medicine. Military: None. Physical: Any, except Boxing and Acrobatics. Pilot: Boat: Paddle, Boat: Sail, Jet Pack (Squid Pack), Water Skiing & Surfing all get a+ 10% skill bonus. Other Pilot skills, except military ones, can be taken but with a penalty of -10%. Pilot Related: Any. Rogue: Gambling, Imitate Voices and Sounds, Palming, Seduction and Tailing only. Science: Any ( + 10% ), except Artificial Intelligence. Technical: Any ( + 10% ), except Computer Operation, Programming, Cybernetics: Basic and Jury-Rig. W.P.: Any, except Heavy Weapons. Wilderness: Any ( + 10% ). Secondary Skills: The character also gets to select three Secondary Skills from the Secondary Skills list in Rifts® Ultimate Edition, page 300, plus one additional Secondary Skill at levels 3, 5, 9 and 13. These are additional areas of knowledge that do not get any bonuses, other than any possible bonus from having a high I.Q. All Secondary Skills start at the base skill level. Standard Equipment: Special and/or additional weapons and gear may be assigned for special situations and missions. See the Bio-Construct section elsewhere in this book for the full range ofBio-Armors, Bio-Weapons, symbiotes and gear. Bio-Constructs: Bio-Armor: ANY; select two; one is kept in stasis/suspended animation until needed. Also has access to all types of Bio-Skins. Bio-Constructs: Symbiotes: ANY. Starts with a Living Saddle, Morphic Riding Bio-Barding, Sea Doctor and 1D4+1 other Symbiotic Bio-Constructs of choice, which may include other non-lethal types of weapons. Bio-Constructs: Bio-Weapons: ANY. Starts with one BioConstruct melee weapon and one long-range weapon of choice (any). Lemurian War Steed: ANY; starts with 1D4 War Steeds, but can only use one at a time and is extremely unlikely to lend them out to others, especially outsiders. Plus one animal companion, usually an Aquatic Lemur. Miscellaneous: A knife, 1D4 ceremonial robes, a set of dress clothing and casual clothes, a set of traveling clothes, a cloak, backpack, duffle bag or satchel, bedroll, utility belt, canteen or water skin, box of wooden matches, mess kit, small flashlight, pocket mirror, sunglasses, goggles, compass, an air filter and
gas mask, language translator, distancing binoculars, laser distancer, magnifying glass, 20 feet (6.1 m) of rope/cord, 1D4+1 small specimen jars, 2D6+6 plastic specimen bags, sketchbook, pocket notebook, 2D4 pencils, a small sack, a medium sack, a large sack, and various common personal items. Fanatically anti-tech Gene-Mages will forsake things like binoculars and gas masks, replacing them with symbiotes or magical equivalents. Cybernetics: None. Lemurians have no interest in bionics, not even Bio-Systems. Money: Monthly salary of 3,200 credits or trade goods; starts off with 2D6xl,OOO credits in savings. Most Biomancers have a family estate and live there in one of the floating cities, or Lemurian Gardens, but many also establish several homes and getaways in remote parts of the world above and below the waves. Those working with the Lemurian military can also use barracks for extended stays or special assignments that require long periods of time of being on duty. The typical barracks has room for two Biomancers, one lavatory and a sitting room. Lemurian MenAt-Arms O.C.C.s Only the following Men-At-Arms O.C.C.s are available to Lemurian characters. There are no mercenaries, cyborgs, Juicers, robot pilots or other tech-based soldiers among Lemurians. Birdman Warrior The "Tangata Manu" (Birdmen) of Easter Island This ancient order of warriors dates back to before the Atlantean disaster. Much like the newer warrior caste, the Tangata Manu were not aggressive soldiers in search of conquest, but rather the protectors of Lemuria. They were chosen from a cult of Lemurians who admired birds and had a unique identification with birds and birds of prey. For a time, the Tangata Manu worshiped nature and birds, and it is said that it was Stone Masters among this clan who invented the Maoi Stone Guardians. Later, they invented a bird inspired suit of flying Bio-Armor. Only the bravest of the Tangata Manu clan would apply to become Birdman Warriors. In these ancient times, once every year, as part of their initiation into the order of Lemurian Birdmen defenders, new initiates climbed down a steep cliff on Rapa Nui (Easter Island) and swam out into shark-infested waters to a small island just off the coast named Motu Nui to bring back a bird' s egg from the fabled Sooty Tern. The lucky initiate who succeeded, without having to be rescued and pulled from the water, would raise the hatchling as his own and upon completion of his combat training and the maturing of the hatchling into an adult Sooty Tern, would bond with the bird in the same manner as some practitioners of magic bond with a Familiar. Ready for combat, the high Biomancer of the clan would bestow upon the new Birdman a suit of Bio-Armor specifically designed for him. Upon receiving his Avian Bio-Armor, the young protector of the realm would join the ranks ofthe Birdman Warriors. To hone the warrior's sense of humility and connection and respect for others, he would be thrust 66
into a position of leadership over a small local village. For one year, it would be his responsibility alone to protect and help the people of the village in all matters. The following year, he would be relieved of his responsibility by the next initiate and join a position within the Birdman hierarchy of peace-loving defenders. It was the responsibility of the Birdmen to help keep the peace, resolve disputes without violence and defend Lemuria and her people against supernatural threats, creatures of magic, monsters and any who might seek to enslave, hurt or destroy them. The Birdmen served as the lone protectors of Lemuria for nearly one thousand years. It was the Birdmen who began the tradition of warrior poets and philosophers as defenders of civilization. It has only been since returning to Rifts Earth that the Oceanic Guardsmen, Sea Sentinels and Serpent Hunters have been formed as additional fighting forces in a world swarming with supernatural invaders and demonic enemies hungry for Lemurian blood. Birdmen are considered elite warriors from a long line of heroes entrusted with the protection of Lemuria. They might be considered the Lemurian air force since the Birdmen are more at home in the sky than under the waves. The main force of Lemurian Birdmen are based at Easter Island, where the first of their kind took wing so many millennia ago. The most trusted and heroic of them are among the few allowed to command the Moai Stone Guardians and often fight the most dangerous supernatural threats in tandem with the Moai. Birdman Special O.C.C. Abilities & Bonuses: 1. Special R.C.C. Abilities Common to Lemurians: See the Lemurian racial description for full details. Life Sense: Same as all Lemurians. Range: 25 foot (7.6 m) radius plus 5 feet (1.5 m) per level of experience. Base Skill: 20% +5% per level of experience to locate/track/find a specific type of animal or plant, +5% when in an underwater environment. Empathy with Animals: Same as all Lemurians. An automatic affinity with animals of all kinds, except monsters, predators and sentient creatures. Ley Line Powers: Same as all Lemurians; heals and recovers P.P.E. twice as fast as a normal human when on a ley line or at stone pyramids. Swim 25% faster when along ley lines. Natural Abilities: Same as all Lemurians. Pets and Familiars: Same as all Lemurians. Birdmen occasionally keep pets and Familiars or make use of flying riding animals, usually taking in birds and other airborne creatures. Ultrasonic Communication: Same as all Lemurians. Hears and creates high frequency noises to communicate. Range of Communication: 2,000 feet (610 m) underwater, 400 feet (122m) on the surface/in the air. 2. Communicate with and Control Moai (exclusive to Birdmen): The Birdmen all have a natural1ink to the Moai and can intuitively feel when one reacts to the presence of supernatural evil. This connection enables the Birdmen to instantly know where the supernatural threat is located as well as give them a good idea of the nature of the threat and the level of danger (low, medium, high). It also tells the Birdmen when a Moai is under attack, how many enemies it faces and its exact location. When fighting together with a Moai, the link between the Birdmen and the Stone Guardian provides the following additional bonuses to the avian warriors: + 1 on Perception Rolls,+ 1 on initiative and +2 to automatic dodge (the act of dodging does not use up a melee attack/action). 67 A select handful of trusted and combat proven Birdmen possess the secret words to activate and pilot Moai. This is a rare and high honor among Lemurian warriors. It is a privilege bestowed to more Birdmen than any of the other fighting classes of Lemuria. (See Moai in the section on Easter Island for details about these , massive stone automatons.) 3. Ride the Moai: Though designed for flight, aerial combat, aerial reconnaissance and search and rescue operations, Lemurian Birdmen can also "fly" underwater with a maximum depth tolerance of two miles (3.2 km). However, when Birdmen perch themselves on the top or sides of the head of a Moai and hang tight, they are covered in a thin crust of hardened lava that makes them a temporary part of the Moai. When this happens, the Birdmen warriors can function as observers carried to great depths (as deep as 6 miles/9.6 km) on the back ofthe Moai. They must remain connected to the Moai and can take no action of their own nor disengage from the Stone Guardian until they are at a survivable depth of two miles (3.2 km) or less. To disengage from the Moai at greater depth is to be crushed by the incredible pressure of the deep ocean. 4. Psionics: Standard as per all Lemurians. 5. Birdman O.C.C. Bonuses: +6D6 S.D.C., +1 on Perception Rolls, +2 to automatic dodge (the act of dodging does not count as a melee attack), + 1 to save vs Horror Factor at levels 2, 4, 8, 12 and 15, + 1 to save vs magic at levels 3, 8 and 12, and +2 to save vs possession. 6. Manutara Companion: The Birdman is linked to a "manutara" - a Sooty Tern bird Familiar. Once the "manutara" (bird Familiar) has reached full maturity, the animal is bound to the warrior and functions as his companion and Familiar. Sooty Tern Stats: This marine bird nests on rocky or coral islands, laying 1-3 eggs. It feeds on small fish, which it plucks from the surface or shallow waters. Its wings and deeply forked tail are long, having a white underside with dark gray upper parts and a black bill and legs. Babies are scaly gray all over. Size: 13 to 14.2 inches (33 to 36 em) in length, with a 32.3 to 37 inch (82 to 94 em) wingspan. Attributes of Note: Speed: 8 on dry land, 12 in the water, 55 flying (35 mph/56 km). Hit Points: 1D8+2. S.D.C.: 2D6+2. A.R.: Not applicable. P.P.E.: 2D4+ 1 Natural Abilities: Fly, Swim 90%, depth tolerance 10 feet (3m), keen hawk-like vision and exceptional endurance - have been known to fly or glide out at sea for 3-10 years at a time! +2 to save vs toxins and magic, and resistant to cold (half damage). Attacks per Melee: Two. Damage: Bite or peck does 1D4 S.D.C., claws do 1D4 S.D.C. Bonuses for the Bird: + 2 to Perception Rolls, + 1 on initiative, + 2 to strike and + 5 to dodge. Note: A seagull or most any aquatic bird can be substituted, but tradition among the Birdmen is to bond with the Sooty Tern. Birdman Warrior O.C.C. Stats Also Known As: Lemurian Birdmen, Birdmen of Easter Island and Rapa Nui's Warriors. Alignment: Usually Principled or Scrupulous. Attribute Requirements: M.E. P.P. and P.E. of 12 or higher. Racial Requirements: So far, all Birdmen are Lemurians from the Tangatu Manu clan.
Skills Known by All Lemurians: Language: Lemurian and Oceanic at 98%. Literacy: Lemurian at 85% +2% per level of experience. Mathematics: Basic at 82 + 1% per level of experience. Swimming at 86% + 1% per level of experience. O.C.C. Skills: Acrobatics or Boxing (pick one). Climbing (+5%) Intelligence ( + 10%) Land Navigation ( + 15%) Language: Oceanic ( +20%) Lore: Faeries and Creatures of Magic (+20%) Lore: Demons and Monsters (+20%) Navigation (+20%) Prowl (+10%) Tracking (+15%) Wilderness Survival (+15%) W.P. Ancient: One of choice (Sword is common). W.P. Energy Pistol or Energy Rifle. W.P.: Two of choice, any (Ancient or Modem). Hand to Hand: Martial Arts. Can be changed to Hand to Hand: Kapu Kuialua at the cost of two O.C.C. Related Skills. O.C.C. Related Skills: Select five skills at level one, plus one additional skill at levels 3, 5, 7, 9, 11 and 13. All new skills start at level one proficiency. Aquatic: Any (+5%). Communication: Any; Barter, Creative Writing, Language, Literacy and Public Speaking are at +5%. Cowboy: None. Domestic: Any (+5%). Electrical: None. Espionage: Any (+5%). Horsemanship: General or Exotic only. Mechanical: None. Medical: Animal Husbandry, Brewing, First Aid or Holistic Medicine (+5%). Military: Camouflage, Find Contraband, Military Etiquette, Naval History, Naval Tactics and Recognize Weapon Quality only (+10%). Physical: Any. Pilot: Any, excluding military, power armor and robots. Pilot: Boat (any type) and Jet Pack are at+ 10%. Pilot Related: Any (+5%). Rogue: Tailing ( + 15%) only. Science: Astronomy & Navigation and Mathematics: Advanced only (+10%). Technical: Any ( +5% ), except Computer Operation, Computer Programming, Cybernetics: Basic and Jury-Rig. W.P.:Any. Wilderness: Any (+10%). Secondary Skills: The character also gets to select two Secondary Skills from the Secondary Skills list in Rifts® Ultimate Edition, page 300, plus one additional Secondary Skill at levels 3, 6, 9 and 12. These are additional areas of knowledge that do not get any bonuses, other than any possible bonus from having a high I.Q. All Secondary Skills start at the base skill level. Standard Equipment: Avian Bio-Armor (described in the RioArmor section), one weapon for every W.P. (+3 extra clips where applicable; may include Biomancy Weapons), 1D4+1 symbiotes of choice, two Rio-Construct Weapons, survival knife, canteen, bedroll, backpack, a few sets of clothes and 68 some personal items. They also have access to all Bio-Skins and may be assigned additional weapons, gear or symbiotes for special missions. Birdmen may also be assigned as aerial troops on any but the smallest Lemurian stone vehicle and submarines. Cybernetics: None. Lemurians have no interest in bionics, not even Bio-Systems. Money: Monthly salary of 2,000 credits or trade goods, double for squadron leaders; starts off with one month's pay. Even low ranking warriors often have a spacious apartment or small family home in one of the floating cities or at Easter Island. There are also barracks for extended stays or special assignments that require long periods of time of being on duty. The typical barracks has room for three Birdmen, one lavatory, a sitting room, study and small kitchen. Oceanic Guardsman The Oceanic Guardsmen may be thought of as warrior-poets or philosopher soldiers. These noble warriors are the first line of Lemuria' s defense. All have had tremendous experience fighting the minions, monsters and undead of the Lord of the Deep, Milu and other supernatural forces of evil, as well as pirates and other threats. The Oceanic Guardsmen fill the roles of infantry shock troops, sentries, power armor pilots (clad in heavy Bio-Armor), police and protectors of the people. Though some might think of them as "grunts," they are well trained and skilled combatants with a broad range of skills and experience. Many Lemurians, though not the Guardsmen themselves, insist they are the bravest of the brave, for it is the Oceanic Guardsmen who rush out, first in line, to meet all enemies and face all dangers. Lemurian society is so polite and considerate of each other that there is little crime and even fewer acts of violence, so there is little need for police as we think of them. Instead, Oceanic Guardsmen are very much "servants and protectors," first to Lemurians and their allies (including animals), and second, to all sentient beings. Oceanic Guardsmen are also first responders in times of disaster. Thus, all Guardsmen are happy to help, comfort and assist any person in trouble and are quick to protect them from every sort of danger. Being Rifts Earth, there seems to be no end to the number of threats from the outside world, even underwater. Some common threats include monsters from the Rifts, the undead of the Milu, the minions of the Lord of the Deep, the Naut'Yll invaders, Minions of Splugorth, slavers, pirates, raiders, sea monsters and a host of others. Though skilled and deadly warriors, Oceanic Guardsmen are compassionate and merciful, without being fools or foolish. They show mercy where mercy is deserved, and battle the forces of evil with ruthless resolve. Their humanity, nobility and valor have earned the best of these warriors the position of Royal Guardsmen, the highest honor in Lemurian society for men-at-arms, and they are revered by the people above all other Lemurian fighting forces. Oceanic Guardsmen also have special forces teams, reconnaissance specialists and civil and military investigators, making them one of the most versatile military forces around. Special O.C.C. Abilities and Bonuses of the Oceanic Guardsmen: 1. Special R.C.C. Abilities Common to Lemurians: See the Lemurian racial description for full details.
Life Sense: Same as all Lemurians. Range: 25 foot (7.6 m) radius plus 5 feet (1.5 m) per level of experience. Base Skill: 20% +5% per level of experience to locate/track/find a specific type of animal or plant, +5% when in an underwater environment. Empathy with Animals: Same as all Lemurians. An automatic affinity with animals of all kinds, except monsters, predators and sentient creatures. Ley Line Powers: Same as all Lemurians; heals and recovers P.P.E. twice as fast as a normal human when on a ley line or at stone pyramids. Swim 25% faster when along ley lines. Natural Abilities: Same as all Lemurians. Pets and Familiars: Same as all Lemurians. Lemurian Guardsmen are likely to be accompanied by an Aquatic Lemur and have a designated Lemurian War Steed (player's choice). Ultrasonic Communication: Same as all Lemurians. Hears and creates high frequency noises to communicate. Range of Communication: 2,000 feet (610 m) underwater, 400 feet (122m) on the surface/in the air. 2. Trained in Combat and Rescue. The Guardsmen's training includes combat and weapons, but also rescue and helping others in all situations. Their O.C.C. Skills reflect this wide range of training. 3. Psionics (Guardsman): Death Trance (2), Empathy (4), Intuitive Combat (10), Mind Block (4), See the Invisible (4), Stop Bleeding (4), Suppress Fear (4), and Telepathy (4).1.S.P.: 1D6x10 plus M.E. attribute number to start, +2D4 I.S.P. per level of experience. Considered a Major Psychic. No other psionics are available to this character. 4. O.C.C. Bonuses (Oceanic Guardsman): +2 to P.S., + 1 to P.P., +3D6 to S.D.C., +2 on Perception Rolls in general and in69 volving plants and nature, +1 attack per melee round, +2 to pull punch, + 1 to save vs Horror Factor at levels 2, 4, 6, 8, 10, 12 and 14, +1 to save vs possession and mind control, plus any bonuses gained from high attributes and certain skills. Oceanic Guardsman O.C.C. Stats Also Known As: Maku Toa and Lemurian Guardsman. Alignment: Any, but most are Principled ( 40% ), Scrupulous (35%), Unprincipled (15%) or Aberrant (3%; honorable). Attribute Requirements: Minimum P.S. 14 and P.E. of 11 or higher, other high physical attributes and I.Q. are also suggested, but not required. Race Restrictions: Lemurians (85%), Merans (8%), Ichthyleans (6%) and assorted other species (1 %) have become Oceanic Guardsmen. Skills Known by All Lemurians: Language: Lemurian and Oceanic at 96%. Literacy: Lemurian at 85% + 1% per level of experience. Mathematics: Basic at 82 + 1% per level of experience. Swimming at 80% +2% per level of experience. O.C.C. Skills: Boxing Climbing ( + 10%) Detect Ambush ( + 12%) Detect Concealment ( + 10%) Excavation ( + 10%) Firefighting ( + 15%) Land Navigation ( +5%) Language and Literacy: Lemurian (Native) at 98%. Language: Two of choice ( + 12% ).
Law (+15%) Literacy: Lemurian at 96%. Literacy: One of choice ( +20% ). Mathematics: Basic (+20%) Military Etiquette ( + 10%) Paramedic ( + 10%) Tailing ( + 10%) Undercover Ops (+10%) Undersea and Sea Survival ( + 10%) Underwater Navigation ( +8%) W.P. Energy Rifle W.P. Spear or Sword (pick one). W.P. Ancient: Two of choice. W.P. Modem: Two of choice. Hand to Hand: Expert, which may be upgraded to Hand to Hand: Martial Arts at the cost of one O.C.C. Related Skill or Hand to Hand: Kapu Kuialua at the cost of two O.C.C. Related Skills. O.C.C. Related Skills: Select five skills at level one, plus select one additional skill at level3, 5, 7, 9, 11 and 13. All new skills start at level one proficiency. Aquatic: Any (+10%). Communication: Barter, Creative Writing, Language, Literacy, Performance, Public Speaking and Sing only (+5%). Cowboy: None. Domestic: Any (+5%). Electrical: None. Espionage: Any (+10%). Horsemanship: General or Exotic only. Mechanical: None. Medical: Animal Husbandry, Brewing, First Aid, or (Sea) Holistic Medicine ( +5% ). Military: Camouflage, Military Etiquette, Military Fortifications, Naval History, Naval Tactics, Recognize Weapon Quality and Trap/Mine Detection only (+10%). Physical: Any. Pilot: Bicycling, Boat (sail or paddle type only), Jet Pack (Lemurian Squid Packs), Jet Aircraft (Lemurian only), Submersibles (Lemurian only), Water Skiing & Surfing only (+5%). Pilot Related: Any (+5%). Rogue: Any ( +5% ), except Computer Hacking, Roadwise, Safe-Cracking and Streetwise. Science: Astronomy & Navigation and Mathematics: Advanced only (+5%). Technical: Any (+5%), except Computer Operation, Programming, Cybernetics: Basic and Jury-Rig. W.P.:Any. Wilderness: Any (+5%). Secondary Skills: The character also gets to select three Secondary Skills from the Secondary Skills list in Rifts® Ultimate Edition, page 300, plus one additional Secondary Skill at levels 3, 5, 9 and 13. These are additional areas of knowledge that do not get any bonuses, other than any possible bonus from having a high I.Q. All Secondary Skills start at the base skill level. Standard Equipment: Special and/or additional weapons and gear may be assigned for special situations and missions. Bio-Constructs: Bio-Armor: Select one of the following BioArmors: Chitin, Coral, Dolphin, Kelp, Wood or Shark; a growing number (currently 17%) select Shark Rio-Armor which is exclusive to Guardsmen. The type of Bio-Armor often reflects the Guardsman's personality and assignment; Chitin, Coral and 70 Crustacean Bio-Armor is typical for defensive positions, guard duty or front-line combat, while Kelp Bio-Armor is used for stealth, reconnaissance and scouting, Dolphin for patrols and quick response, and Shark Bio-Armor for special operations and all types of combat, and so on. Also has access to all types of Bio-Skins. Bio-Constructs: Symbiotes: Living Saddle, Morphic Riding Bio-Barding and any three Symbiotic Bio-Constructs of choice, which may include one other non-lethal type of weapon. Bio-Constructs: Bio-Weapons: Stonecaster Pistol is the standard sidearm, plus one Bio-Construct melee weapon and longrange weapon of choice (any). Spears, staves and pole arms are especially popular among Royal Guardsmen. Lemurian War Steed: All Guardsmen have a specific war steed assigned to them, but may be given access to others depending on their assignment. Miscellaneous: Organically grown and woven clothes (uniforms, dress/formal wear, and combat clothes; most are conducive to underwater use), backpack, utility belt, water skin, rope and other common personal items. Cybernetics: None. Lemurians have no interest in bionics, not even Bio-Systems. Money: Monthly salary of 2,100 credits or trade goods, double for Royal Guardsmen and top officers; starts off with one month's pay. Even low ranking Oceanic Guardsmen often have a family estate and live there in one of the floating cities. There are also barracks for extended stays or special assignments that require long periods of time of being on duty. The typical barracks has room for four Guardsmen, one lavatory, a sitting room, study and small kitchen. Sea Sentinel Sea Sentinels are the Lemurians' equivalent to naval fighter pilots. These are the men and women who pilot Stone Flyers - stone combat vessels that fly through the air'like jets and cruise through water like submarines. Sea Sentinels are also known as the "Rann-gii" (Ran gee) named after the man who founded this defense force and designed the first water-to-air flyers. It was his crazy idea of using ley line energy and stone magic to create the flying submersibles, and it was he who designed and built the very first Stone Flyers. The idea was to make small, fast fighters able to outmaneuver the Reachers from the Deep and even withstand a few direct hits from them. Their addition to the Lemurian defense force has been vital in countering attacks from the Lord of the Deep, the Milu undead, other supernatural terrors and high-tech invaders from the surface. Commander Rann-gii led this bold, new defense force until his untimely death at the tentacles of the Lord of the Deep. The loss of Commander Rann-gii, however, has only seemed to strengthen the Sea Sentinels' determination to protect Lemuria and all people from the wrath of dark gods and supernatural horrors everywhere. Sea Sentinels are committed to the protection of Lemuria, the protection of all innocent people, and the preservation of nature. However, not unlike the flying aces of World War I, Sea Sentinels share an unbreakable camaraderie among their fellow flyers, and have developed a sense of elitism among their forces. Many see themselves as swashbuckling heroes to whom the rules do not always apply. Their quest for speed, excitement and the opportunity to tangle with evil supernatural forces threatening Rifts Earth has
led many Sentinels to engage in daring and dangerous operations. Sea Sentinels are becoming known for taking ridiculous risks to rescue the innocent, exhibiting no fear against impossible odds, and engaging in high-speed chases, death-defying maneuvers and heart-stopping dogfights above and below the waves. When questioned or reprimanded for their feats of daring-do and crazy antics, a Sea Sentinel is likely to smile and retort with a wink, "Apologies, Sir, but there was no risk. We make our own luck." As arrogant as such a statement may sound, most Sea Sentinels have an uncanny aptitude for flying and diving at shattering speeds, and are able to fly circles around most of their aerial and aquatic adversaries. It is almost as if they were born to glide through water and the air. Though the amphibious stone vehicles of Lemuria are the Sea Sentinels' favorite vessels, they find all submersibles, aircraft and flying power armor fascinating, and like to try their hands at piloting the vehicles of other people. Through the use of Telemechanics and Object Read, Sea Sentinels are able to fly almost any kind of aircraft, but at a penalty of -15% to their usual piloting skill and -1 attack/action per melee round. This interest in non-Lemurian technology has led some Sea Sentinels to fall from grace in the eyes of their Biomancer brethren who fear that flying tech-aircraft and submersibles may lead the Sentinels astray and cause them to lose their connection with nature and Earth Energy (magic). Special O.C.C. Abilities and Bonuses of the Sea Sentinel: 1. Special R.C.C. Abilities Common to Lemurians: See the Lemurian racial description for full details. 71 Life Sense: Same as all Lemurians. Range: 25 foot (7.6 m) radius plus 5 feet (1.5 m) per level of experience. Base Skill: 20% +5% per level of experience to locate/track/find a specific type of animal or plant, +5% when in an underwater environment. Empathy with Animals: Same as all Lemurians. An automatic affinity with animals of all kinds, except monsters, predators, and sentient creatures. Ley Line Powers: Same as all Lemurians; heals and recovers P.P.E. twice as fast as a normal human when on a ley line or at stone pyramids. Swim 25% faster when along ley lines. Natural Abilities: Same as all Lemurians. Pets and Familiars: Same as all Lemurians. Sea Sentinels may be accompanied by an Aquatic Lemur or other pet and some may even have a personal riding animal (player's choice). Ultrasonic Communication: Same as all Lemurians. Hears and creates high frequency noises to communicate. Range of Communication: 2,000 feet (610 m) underwater, 400 feet (122m) on the surface/in the air. 2. Born to Soar! Can Pilot Any Aircraft or Submersible: When piloting any Lemurian stone vehicle, submersible or Stone Flyer, the Sea Sentinel does so at a base skill of 80% +2% per level of experience, and gets a bonus of+ 1 attack/action per melee round, +2 on initiative, +2 to automatic dodge, and reduced penalties for evasive and trick maneuvers. Furthermore, the usual penalties for aerial acrobatics, dog fighting, evasive action, and trick maneuvers are half to begin with and -1% per level of the pilot's experience (the latter is subtracted from the penalty, lessening its severity).
Sea Sentinels are natural born pilots and their focus on fast flying and amphibious vehicle combat enables the characters to pilot any human, D-Bee and even alien aircraft, submersibles, amphibious vehicles, and suits of power armor that have air and/or underwater capabilities. However, when flying technology based machines not made of stone or powered by magic, the Rann-gii flyers suffer the following penalties: -15% to piloting skills, all the standard penalties for trick maneuvers apply, and they are -1 attack per melee round. 3. Machine Awareness: Much like the Zen Combat Abilities of the Cyber-Knights, Sea Sentinels are keenly aware of machines, sensors and targeting devices functioning around them. This awareness enables them to react to the combat vehicle and all mechanical devices and tech-weapons used by one specific opponent, including targeting systems, radar and tracking systems, Vibro-Blades, Neural Maces, handheld guns, weapons and targeting systems built into environmental body armor, power armor, cyborg, robot or robot vehicles, combat vehicles and other combat/ targeting war machines. Basically, any combat machine with moving parts or that uses electricity and/or a computer chip (which is virtually an advanced peoples' entire armory) is felt by the Sea Sentinel when it targets or tracks him. This awareness lets the Sea Sentinel know the very instant a targeting computer or radar locks on, the moment he falls into the cross-hairs of a gun, when a trigger is about to be squeezed, when an energy cell charges to fire, a cybernetic muscle tenses or a turret begins to aim at him. More than that, the Sea Sentinel can actually feel the weapons and war machines as they come online or are drawn to be used against him. It is like he can see them as clearly as if the weapon were being pointed in his face. Bonuses & Abilities Against Weapons and Technology: • Negates any bonuses his attacker might have from the weapon! machine/targeting device he is operating. • The Sea Sentinel knows what his opponent is doing the same instant his opponent does it, enabling the warrior to react a split second faster: + 1 on Perception Rolls involving machines and technology, +1 on initiative and +1 to automatic dodge against attacks from "manned" guns, weapon systems and machines (bionics, power armor, vehicular weapon systems, etc.), double against "automated" attackers such as artificial intelligences, computers and unmanned robots like Skelebots and automated defense systems. • At first level of experience, the Sea Sentinel can only focus and be aware of one opponent and all the weapons and weapon systems of that one, primary opponent. The number of opponents he can "sense" and react to increases by + 1 at levels 4, 8 and 12. Note: A Sea Sentinel can also sense when a robot or automated optic system is targeting, watching, videotaping or following him. He may not be able to locate the surveillance device if it is well hidden or concealed, but he'll know it is present and watching. 4. Ley Line Powers: Though the Sea Sentinels have no spell casting abilities, their constant exposure to magic energy, ley lines and unique relationship with the symbiotes inside all Lemurian stone vehicles have given them a few unique magic abilities in relation to their duties as fighter pilots. Increase the speed of any Lemurian stone aircraft, submersible or amphibious vehicle by 50% without strain or damage to the vehicle when traveling along a ley line. Can only increase the speed of man-made tech vehicles by 10%. 72 Increase range of weapons built into Lemurian vehicles by 5% per level of the Sea Sentinel's experience. Not applicable to manmade tech vehicles. Increase damage of weapons by 1D6 when on a ley line (or as stated under specific weapon systems). Erect a magical force field with 206+10 M.D.C. per level of experience around the vessel once per every six hours, but possible only when traveling along a ley line. Duration: Ten minutes per level of experience or until the field is reduced to zero M.D.C. Miracle crash landing. The vehicle takes the entire force and all the damage in a crash landing, enabling the pilot (and any passengers) to walk away unscathed when the landing takes place on or within two miles (3.2 km) of a ley line. 5. O.C.C. Psionics and Intuitive Machine Operations: Sea Sentinels possess Telemechanics and other psionic abilities which enable them to understand and use the machines and technology of other people. All Sea Sentinels develop the following psychic abilities, including an understanding of machines that is uncharacteristic to most Lemurians: Empathy (4), Machine Ghost (12), Meditation (0), Mind Block (4), Object Read (6), Sense Time (2), Telemechanics (10), Telemechanic Mental Operation (12), and Telepathy (4). I.S.P.: 2D4x10 plus M.E. attribute number to start, +2D4 I.S.P. per level of experience. Considered a Major Psychic. No other psionics are available to this character. 6. O.C.C. Bonuses: +1 to M.E. and P.P. attributes, +2D6 S.D.C., +2 to roll with impact, + 1 vs Horror Factor at levels 2, 5, 7, 9, 11, 13 and 15, and loves speed and excitement. 7. Penalties: Most Sea Sentinels develop a psychological need for speed and excitement. They thrive on action and are bored, fidgety and irritable when not on patrol, racing, adventuring, engaged in rescue operations, combat, sports or other competitive or exciting activity. Sea Sentinel O.C.C. Stats Also Known As: Rann-gii Flyers, Rann-gii and just Sentinels. Alignment: Any, though most are Principled (20%), Scrupulous (40%), Unprincipled (20%) or Anarchist (10%). Attribute Requirements: A minimum I.Q. and P.P. of 12 or higher is required, a high M.E. is suggested, but not a necessity. Race Restrictions: Exclusive to the Lemurians, no other race is permitted. Skills Known by All Lemurians: Language: Lemurian and Oceanic at 96%. Literacy: Lemurian at 85% + 1% per level of experience. Mathematics: Basic at 86 + 1% per level of experience. Swimming at 76% +2% per level of experience. O.C.C. Skills: Astronomy & Navigation (+20%) Land Navigation (+10%) Language: Two of choice ( + 10%) Literacy: One of choice ( + 15%) Literacy: Techno-Can (+10%) Mathematics: Advanced (+20%) Navigation (+30%) Pilot (special): Can pilot any aircraft, submersible or amphibius vehicle (the latter can be water-to-air, water-to-ground, or all· environment); see Special Abilities, above. Sensory Equipment (+15%) Underwater Navigation (+20%) Weapon Systems (+10%) Wilderness Survival (+10%)
W.P.: One of choice (any; typically a melee weapon or pistol). Hand to Hand: Basic, which may be changed to Expert at the cost of one O.C.C. Related Skill, or Martial Arts at the cost of two O.C.C. Related Skills. O.C.C. Related Skills: Select five skills at level one, plus select one additional skill at level 2, 5, 8, 11 and 14. All new skills start at level one proficiency. Aquatic: Any (+5%). Communication: Any (+5%). Cowboy: None. Domestic: Any. Electrical: None. Espionage: None. Horsemanship: General or Exotic only. Mechanical: None. Medical: First Aid ( +5%) only. Military: Camouflage, Military Etiquette, Military Fortifications, Naval History, Naval Tactics, Recognize Weapon Quality and Trap/Mine Detection only ( + 10% ). Physical: Any. Pilot: Bicycling, Boat (sail or paddle type only), Jet Pack (Lemurian Squid Packs), Jet Aircraft (Lemurian only), Submersibles (Lemurian only), Water Skiing & Surfing only (+5%). Pilot Related: Any (+5%). Rogue: Gambling and Tailing only. Science: None. Technical: Any (+5%), except Computer Operation, Programming, Cybernetics: Basic, and Jury-Rig. W.P.:Any. Wilderness: Any. Secondary Skills: The character also gets to select two Secondary Skills from the Secondary Skills list in Rifts® Ultimate Edition, page 300, plus one additional Secondary Skill at levels 3, 5, 9 and 13. These are additional areas of knowledge that do not get any bonuses, other than any possible bonus from having a high I.Q. All Secondary Skills start at the base skill level. Standard Equipment: Special and/or additional vehicles, weapons, and gear may be assigned for special situations and missions. Combat Vehicles: All Sea Sentinels are assigned a Sea Dart Interceptor (depicted in the illustration), but can be assigned different vehicles depending on the pilot's mission and available vessels. The pilots' dependence and connection to their amphibious stone vehicles means they don't need much else in the way of other weapons. Rio-Constructs: Bio-Armor: Select one of the following light Rio-Armors: Barnacle, Dolphin, Kelp or Wavestrider. Also has access to all Bio-Skins. Rio-Constructs: Symbiotes: A Sea Doctor and one of choice. Rio-Constructs: Rio-Weapons: One melee weapon and one short-range weapon of choice (any), but tend to select small, compact weapons that can fit in the cockpit of most vehicles. Miscellaneous: Organically grown and woven clothes (uniforms, dress/formal wear, and combat clothes; most are conducive to underwater use), backpack, utility belt, water skin, rope and other common personal items. Cybernetics: None. Lemurians have no interest in bionics, not even Rio-Systems. Money: Monthly salary of 2,300 credits or trade goods, double for squadron leaders; starts off with one month's pay. Even low ranking Sea Sentinels often have a spacious apartment or fam73 ily home in one of the floating cities. There are also barracks for extended stays or special assignments that require long periods of time of being on duty. The typical barracks has room for three Sea Sentinels, one lavatory, a sitting room, study and small kitchen. Serpent Hunter Lemurian Serpent Hunters have captured the imaginations of most surface dwellers and the outside world. They are the warriors who specialize in the fighting, capturing and taming of sea serpents, dragons and sea monsters. Moreover, Serpent Hunters always have one or more sea serpents or other exotic, Biomancy enhanced riding animals of their own, and are said to be able to tame and ride any sea serpent or monster. Serpent Hunters are comparable to what surface dwellers think of as paladins, both in spirit and fighting ability, but instead of a grand warhorse to carry them into battle, they ride upon the backs of giant sea serpents and other monsters. It is the Serpent Hunter who captures sea serpents in the wild, tames and trains them, or when necessary, slays them. Biomancer Gene-Mages have mutated several creatures to create an interesting array of Lemurian War Steeds that most outsiders would consider "monsters." Indeed, War Steeds are living weapons, and in the hands of the Oceanic Guardsmen, and especially Serpent Hunters, they are combat partners that can be dismounted to attack the enemy on their own, or watch their warrior partner's back, or to carry civilians out of harm's way. Spurred on by new challenges of magical genetic engineering, Biomancer Gene-Mages have created stranger and stranger creatures for Serpent Hunters to ride. While a large range of War Steeds are available to Serpent Hunters, each warrior has two that are specifically his and no one else's. Serpent Hunters have perfected their natural psychic abilities and know so much about handling monstrs, that the creatures are almost a living extension of the warrior. The symbiotic relationship between man and monster is so strong, the two can even separate yet still fight in tandem. The mental and physical training to achieve such unity and discipline is unparalleled in Lemurian society. When a Serpent Hunter dies, his two riding animals are tagged to insure no other Lemurian ever rides them and are set free in the wild or let loose at a Lemurian Garden to graze, but also serve among the Garden's protectors. If an animal is slain, the Serpent Hunter mourns for weeks before selecting and taming a new one. Serpent Hunters are renowned for their fighting acumen and legendary bravery. Young, brash and strong-willed Lemurians dream of becoming Serpent Hunters, but only the most worthy earn a position among these heroes - protectors of the oceans and defenders of the traditions, honor and people of Lemuria. Serpent Hunters are selected for their aptitude in combat and general physical fitness, but also for their mental stability, sense of honor, duty and ability to work as a member of a team. Serpent Hunters inspire trust and respect, and most warriors are willing to follow one even into the most harrowing combat situations. Though not every Serpent Hunter is a natural leader, it is the Hunters' job to rally the troops and lead the charge into battle. It is interesting to note that the training and mettle of the Serpent Hunters is such that few are arrogant or boastful glory hounds. Rather, the typical Serpent Hunter is humble and down to earth. They care about people and have a high regard for life, be it the life of surface dwellers, Lemurians, or noble sea creatures. This makes
them gentle, kind and compassionate when dealing with civilians in need. However, you'd never know it on the battlefield, where Serpent Hunters fight with merciless tenacity and have no qualms about destroying enemies and monsters. They are especially ruthless when facing the minions of the Lord of the Deep, the Milu and the undead, their three most hated of enemies. Special O.C.C. Abilities of the Serpent Hunter: 1. Special R.C.C. Abilities Common to Lemnrians: See the Lemurian racial description for full details. Life Sense: Same as all Lemurians. Range: 25 foot (7 .6 m) radius plus 5 feet (1.5 m) per level of experience. Base Skill: 20% +5% per level of experience to locate/track/find a specific type of animal or plant, +5% when in an underwater environment. Empathy with Animals: Limited; replaced with Empathy with Serpents and Monsters, see #2, below, for details. Ley Line Powers: Same as all Lemurians; heals and recovers P.P.E. twice as fast as a normal human when on a ley line or at stone pyramids. Swim 25% faster when along ley lines. Natural Abilities: Same as all Lemurians. Pets and Familiars: Same as all Lemurians. Lemurian Guardsmen are likely to be accompanied by an Aquatic Lemur and have a designated Lemurian War Steed (player's choice). Ultrasonic Communication: Same as all Lemurians. Hears and creates high frequency noises to communicate. Range of Communication: 2,000 feet (610 m) underwater, 400 feet (122m) on the surface/in the air. 2. Empathy with Serpents & Monsters: The Serpent Hunter's Empathy with Animals is replaced by a more specific Empathy with Serpents & Monsters. As a hunter, the usual Lemurian's aura of peace, harmony and animal brotherhood does not apply nor work. However, the Hunter's intense study, familiarity and experience in dealing with serpents, sea serpents, sea monsters, snakes, large reptiles, predators and other monsters provides them with great insight into the personality, behavior and handling of these magnificent beasts. (Note: Dinosaurs fall into the "monster" category.) Furthermore, Serpent Hunters have the ability to approach predators and monsters without them feeling threatened or immediately attacking. If the Serpent Hunter makes a successful empathic connection (roll under skill percentage), the serpent or monster is wary and watchful of him, but does not attack. If the hero moves slowly and makes no threatening gestures, the monster will allow him to draw it away from prey, let him touch/pet it, handle it, examine it, clean a wound, groom it, extract venom, enter the creature's lair, share its food and sit with it or stay in its presence/proximity, without fear of attack or violence. This all establishes a tenuous sense of trust, rapport and acceptance by the creature. Base Skill: 80% + 1% per level of experience, +8% when the animal/monster is an actual serpent. A failed skill roll means the creature growls a clear warning to back off. Failure to do so causes it to attack. Dominance and Control: Once a rapport is established, as noted above (takes 1D4 melee rounds of grooming and petting), the Serpent Hunter can use the Empathy with Serpents & Monsters to establish dominance. Base Skill: 70% + 1% per level of experience, + 10% when the animal/monster is an actual serpent of some kind, and +15% when the animal is already a tamed War Steed or domesticated animal. -20% when dealing with sentient monsters with even low human equivalent I.Q., and not applicable to true dragons and greater supernatural beings. A failed dominance roll means the creature growls a clear warning to back off. Failure to do so causes it to attack. 75 Successful dominance means the creature accepts the Serpent Hunter as his equal or superior- but not its master. This enables the Serpent Hunter to play and wrestle with the beast (and its young!), care for its young, handle it roughly, hunt alongside it, have it accompany him as an ally/brother, and ride on its back. The Serpent Hunter can even ask or encourage the serpent/monster to attack and fight with him against humanoids and other monsters/prey; an offer most predators are apt to accept. However, the animal cannot be forced to fight or made to do anything it does not want to do. In life and death situations or against a foe or force that the animal is ordinarily afraid of, the animal can decline to fight or even serve as a steed or companion, and leave. However, the monster may hang back and watch what unfolds from a hiding place or safe distance, joining the battle when it senses an advantage or easy kill. Or not. 50150 chance. Penalty Handling Other Animals: Ironically, Serpent Hunters do not have the Lemurian's usual Empathy with Animals and suffer a -20% penalty to riding and other skills that involve all other types of animals, even domesticated ones, from cattle to bunny rabbits. 3. Horsemanship: Serpent Hunter (Ride Sea Monsters & Sea Serpents): Like any knight of the realm, the warrior needs a war horse, but in this case, that steed is a sea monster or sea serpent. Training includes riding and fighting with a saddle and bareback, as well as the skills necessary to dismount and continue to fight together but separately in a coordinated combat. The warrior also knows how to maneuver across the entire length of his sea monster, swinging from spines and fins, avoiding tentacles and natural weapons of the animal, riding from the side or tail, hiding under a fin, upside down or even inside the creature's mouth! Base Skill: 70%/50% + 3% per level of experience ( + 10% when theW ar Steed is one of the Hunter's two personal War Steeds, and +10% if the monster is intelligent and willing to let the Serpent Hunter ride on its back or is an actual serpent of some kind). 4. Sense Sea Serpents, Sea Monsters and Aquatic Monsters: Centuries of spending time hunting sea serpents, dragons and aquatic monsters has given the Serpent Hunter a knack for locating his quarry and sensing when such creatures are near (within one mile/1.6 km) or the beast is stalking him. Of course, finding such creatures and capturing or slaying them are two different things. Base Skill: 50% +4% per level of experience, -20% on dry land. 5. Dragon, Sea Serpent and Sea Monster Slaying: Years of training to hunt and slay sea monsters has given the Serpent Hunters knowledge of weak points and the best strategies and tactics to kill monsters. Special Bonuses: + 1 attack per melee when battling serpents, dragons and monsters. +2 to automatic dodge when battling serpents, dragons and monsters; the act of dodging does not use up a melee attack. Double damage from behind. Critical Strike (double damage) on a Natural (unmodified roll of) 19 or 20 at level one. Critical Strike (double damage) on a Natural (unmodified roll of) 18-20 at level Four. Critical Strike Death Blow (triple damage) on a Natural (unmodified roll of) 18-20 at level eight. 6. Spell Knowledge (Limited): While magic is not their true focus, Serpent Hunters understand how magic works and are
taught a handful of magic spells to help them hunt, capture and fight sea serpents, dragons and monsters. Serpent Hunter Spell Knowledge: Breathe without Air (5), Globe of Daylight (2), Impervious to Fire (5), Lightblade (20), Magic Net (7), Magic Shield (6), Armor of Ithan (10), Sense Evil (2), Sense Magic (4), Tongues (12), and Chameleon (6). Note: The Serpent Hunter is limited to this initial spell range and may not learn new spells. P.P.E.: P.E. attribute number x2 to start, plus 2D6 per level of experience. 7. Psionics (Serpent Hunter): Death Trance (2), Empathy (4), Impervious to Poison (4), Levitation (varies), Mind Block (4), Resist Fatigue (4), See the Invisible (4), Telekinetic Leap (8), and Telepathy (4). I.S.P.: 1D6xl0 plus M.E. attribute number to start, +2D4 I.S.P. per level of experience. Considered a Major Psychic. No other psionics are available to this character. 8. O.C.C. Bonuses: + 1D4 to M.E., P.S. and P.E., +4D6 S.D.C., +2 on Perception Rolls dealing with snakes, serpents, sea serpents, dragons and monsters, +1 attack while riding a War Steed or sea serpent, + 1 to strike, parry and dodge while riding a sea serpent or War Steed, +2 roll with impact, +3 to save vs Horror Factor (+6 vs H.F. when fighting serpents, sea serpents, dragons and aquatic monsters). Serpent Hunter O.C.C. Stats Also Known As: Serpent Riders and Serpent Bringers. Alignment Restrictions: Any, but most are Principled and Scrupulous. Race Restrictions: Lemurians (95%), Ichthyleans (2%), Merans (1 %), humans and others (2%) can learn the Way of the Serpent Hunter. Attribute Requirements: A minimum M.E., P.S. and P.P. of 15, a high P.E., I.Q. and other attributes are recommended, but not required. Skills Known by All Lemurians: Language: Lemurian and Oceanic at 96%. Literacy: Lemurian at 85% + 1% per level of experience. Mathematics: Basic at 82 + 1% per level of experience. Swimming at 90% + 1% per level of experience. O.C.C. Skills: Horsemanship: Aquatic Animals ( + l 0%) or Exotic Animals Horsemanship: Sea Monsters ( +25%) Language and Literacy: Lemurian at 98%. Language: One of choice ( + 10% ). Literacy: One of choice (+10%). Lore: Demons and Monsters (+5%; +25% when dealing with serpents and sea monsters). Lore: Faeries and Creatures of Magic ( +5%, + 15% when dealing with dragons) Track and Hunt Sea Animals ( + 20%) Undersea and Sea Survival (+20%) Underwater Navigation ( + 15%) W.P. Energy Rifle W.P. Spear or Pole Arm (pick one). W.P. Trident W.P.: Three of choice (any). Hand to Hand: Martial Arts or Hand to Hand: Kapu Kuialua at the cost of one O.C.C. Related Skill. O.C.C. Related Skills: Select four skills at level one. Plus select one additional skill at levels 3, 6, 9, 12 and 15. All new skills start at level one proficiency. Aquatic Skills: Any (+5%). 76 Communication: Barter, Creative Writing, Language, Literacy, Performance, Public Speaking and Sing only ( +5% ). Cowboy: Any (+5%). Domestic: Any (+5%). Electrical: None. Espionage: Any ( +5% ). Horsemanship: None, other than O.C.C. Skills. Mechanical: None. Medical: Animal Husbandry or First Aid only ( + 10% ). Military: Camouflage, Military Etiquette and Recognize Weapon Quality only ( +5% ). Physical: Any (+10% where applicable). Pilot: Boat (sail or paddle type only), Jet Pack (Squid Packs), Water Skiing & Surfing only (+10%). Pilot Related: None. Rogue: Imitate Voices & Sounds, Prowl and Tailing only (+10%). Science: Anthropology, Archeology, Astronomy & Navigation, Mathematics: Advanced, Ocean Geographic Surveying and Undersea Farming only ( +5% ). Technical: Any ( +5% ), except Computer Operation, Programming, Cybernetics: Basic, and Jury-Rig. W.P.:Any. Wilderness: Any (+5%). Secondary Skills: The character also gets to select four Secondary Skills from the Secondary Skills list in Rifts® Ultimate Edition, page 300, plus one additional Secondary Skill at levels 3, 5, 9 and 13. These are additional areas of knowledge that do not get any bonuses, other than any possible bonus from having a high I.Q. All Secondary Skills start at the base skill level. Standard Equipment: Special and/or additional vehicles, weapons, and gear may be assigned for special situations and missions. Lemurian War Steed: The Serpent Hunter is assigned a Thrall Serpent or Serpent Seahorse, and one other "serpent" as his two, personal War Steeds. However, the warriors can usually get access to any Lemurian War Steed depending on availability and the mission; sometimes serpents don't make the best steeds on land operations. Bio-Constructs: Bio-Armor: Leviathan Bio-Armor is standard issue, but a few of these warriors prefer other Bio-Armors (any); also has access to all Bio-Skins. Bio-Constructs: Symbiotes: 1D4 Talisman Shells and one other type of Bio-Construct of choice. Bio-Constructs: Bio-Weapons: A Serpent Blade and Serpent Trident, and two other Lemurian Bio-Weapons of choice (any). Miscellaneous: Organically grown and woven clothes (uniforms, dress/formal wear, and combat clothes; most are conducive to underwater use), backpack, utility belt, water skin, rope and other common personal items. Cybernetics: None. Lemurians have no interest in bionics, not even Bio-Systems. Money: Monthly salary of 2,300 credits or trade goods, double for squadron leaders; starts off with one month's pay. Even low ranking Serpent Hunters often have a has a spacious apartment or family home in one of the floating cities. There are also barracks for extended stays or special assignments that require long periods of time of being on duty. The typical barracks has room for three Serpent Hunters, one lavatory, a sitting room, study and small kitchen.
Lemurian Adventurer O.C.C. Lemurian Scout By Kevin Siembieda & Matthew Clements As the Lemurians make their presence known to the world at large, they have a growing need for information about the rest of the planet, especially the surface world. Whether the job is to investigate neighboring aquatic species or make daring runs up to the surface, it is Lemurian Scouts who function as their eyes and ears. While they are proficient in the depths of the ocean, Lemurian Scouts spend a lot of time on the surface, where they interact with surface dwellers. They have learned to mask their true identity and assume the role of a D-Bee or alien visitor amongst most outsiders. When they do not wish to be seen at all, however, Lemurian Scouts disappear beneath the surface of the waves or vanish into rivers and lakes. A large portion of Lemurian World Trekkers pursue their love of nature and knowledge by traveling the oceans and surface of the world in search of adventure and experiences. Along the way, they help those in need, battle monsters, slay the undead, and save lives one ecological incident at a time. They rely on Bio-Weapons and Bio-Armor for protection and survive on the bounty of nature. Some use symbiotes as well and/or collect the occasional tool, weapon or useful salvaged artifact from the surface world. But the World Trekker's most valuable commodities are his intelligence and resourcefulness. Most of these Lemurian Scouts are hardy, rough-and-tumble types (much like their surface dwelling counterparts), who have learned to adapt quickly to changing circumstances and environments. They live by the seat of their pants, are open to D-Bees and new cultures and ideas, and find everything about nature and travel exciting. Lemurian Scouts always have a high regard for life, living to the fullest and marveling at nature. Though predominantly individuals and loose bands of explorers and travelers, the Lemurian Scouts have formed an unofficial brotherhood and have created a network of information exchanges. Haumia-tiketike leads this group and reports their findings to the King of Lemuria directly. Special O.C.C. Abilities and Bonuses of Scouts 1. Special R.C.C. Abilities Common to Lemurians: See the Lemurian racial description for full details. Life Sense: Same as all Lemurians. Range: 25 foot (7 .6 m) radius plus 5 feet (1.5 m) per level of experience. Base Skill: 20% +5% per level of experience to locate/track/find a specific type of animal or plant, +5% when in an underwater environment. Empathy with Animals: Same as all Lemurians. An automatic affinity with animals of all kinds, except monsters, predators, and sentient creatures. Ley Line Powers: Same as all Lemurians; heals and recovers P.P.E. twice as fast as a normal human when on a ley line or at stone pyramids. Swim 25% faster when along ley lines. Natural Abilities: Same as all Lemurians. 77 Pets and Familiars: A Lemurian Scout is likely to be accompanied by one small and one medium to large animal companion. A lemur or Aquatic Lemur and a land animal such as a dog, fox, wolf or predatory feline (puma, lynx, lion, etc.) are likely choices. Also has a Lemurian War Steed capable of both land and water travel (player's choice). Ultrasonic Communication: Same as all Lemurians. Hears and creates high frequency noises to communicate. Range of Communication: 2,000 feet (610 m) underwater, 400 feet (122 m) on the surface/in the air. 2. Trail Blazing: The ability to cut and mark trails through the wilderness for others to follow. Lemurians use normal trail markings, enchanted signals and psychic traces to designate trails. Base Skill: 45% +5% per level of experience. A failed skill roll means the trail cannot be followed by others as intended. 3. Cross-Country Pacing: Scouts are known for pacing themselves for cross-country traveL This not only includes pacing their physical exertion and speed, but also pacing their food and water intake, enabling them to cover great distances on foot, mounted or by propulsion pack for a maximum speed that can be maintained for days. This skill, combined with Undersea or Land Navigation, also enables the Lemurian Wilderness Scout to accurately predict how long a trip will take (for him alone or with others in tow - the latter always taking at least twice as long) within 2D6x10 minutes, 6D6 hours if unfamiliar with the area. This makes the Scout an excellent messenger between parties, able to cut across country avoiding sea lanes and other well trafficked areas, in favor of little known canals, crevasses, waterways and shortcuts, often ensuring secrecy and safety for traveL These guys come and go without anyone knowing how, when or where they've been. Once a Scout travels out of sight, he seems to simply vanish into the wilderness. Note: A Scout never reveals his most secret and favorite routes to clients or strangers accompanying him unless it is an absolute emergency. On foot, this skill enables the character to move at full running speed cross-country for a time equal to his P.E.x5 in minutes without overexerting himself. In the water, the character can swim at full speed for a time equal to his P.E.x6. Taking a more relaxed pace of 50% his maximum speed can be maintained, with proper breaks, food and water, for days on end. Base Skill: 35% +5% per level of experience. 4. Cartography: The specialized art of mapmaking, Cartography is one of the most important skills that a Scout learns. Characters with this skill can produce highly accurate maps with a wide variety of tools, including pen and paper, computer plotting and even advanced holographic displays. (Computer mapping requires a character to have the Computer Operation skill.) The Cartography skill also includes the rudiments of mathematics. A character with the Cartography skill has the equivalent of the Basic Math skill at a fixed base of 50%, plus any applicable bonus for an exceptional LQ. attribute, or provides a bonus of +5% to Math: Basic if it is also selected as an O.C.C. Related SkilL (This mostly just applies to non-Lemurians, as all Lemurians already have a strong foundation in Basic Mathematics. Base Skill: 40% +5% per level of experience. A successful roll means the map is not only accurate and easy to use, but elegant and aesthetically pleasing. A failed roll indicates that some details are wrong, other details have been left out, and the scale and specified locations are off by 1D 10 miles. 5. O.C.C. Bonuses (Scout): +2D6+6 to physical S.D.C., +1 to P.S. and +2 to P.E. attributes, +2 on Perception Rolls involving
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nature, hunting and tracking, + 1 on initiative, + 1 to pull punch, + 2 to roll with impact, + 3 to save vs poison and disease, + 10% to save vs Coma & Death, and + 1 to save vs Horror Factor at levels 2, 4, 7, 9 and 13. Lemurian Scout O.C.C. Stats Also Known As: World Trekkers, Out-Reachers and Lemurian Wanderer. Alignment: Any, as per Lemurians, so typically good. Attribute Requirements: I.Q. 8 and P.E. 12 or higher, a high P.S. and M.E. are helpful but not mandatory. Racial Requirements: None. Skills Known by All Lemurians: Language: Lemurian and Oceanic at 96%. Literacy: Lemurian at 85% + 1% per level of experience. Mathematics: Basic at 82 + 1% per level of experience. Swimming at 76% +2% per level of experience. O.C.C. Skills: Language: Other: Two of choice ( + 15% ). Climbing ( + 10%) Cooking (+15%) Fishing ( +25%) Horsemanship: General (+5%) or Pilot Paddle-Type Boats. Horsemanship: Sea Monsters ( + 10%) Identify Fruits and Plants ( +20%) Land Navigation ( + 10%) Lore: Sea Creatures ( + 15%) Undersea Survival ( + 15%) Underwater Navigation ( +20%) Pilot: Water Scooters ( + 10%) or Submersibles ( + 10% ). Wilderness Survival (+15%) W.P. Ancient: One of choice. W.P. Modem: One of choice. O.C.C. Related Skills: Select three skills of choice from the available categories listed below, +1 at levels 2, 5, 8, 11 and 14. All new skills start at level one proficiency. Aquatic: Any ( + 10% ). Communications: Barter, Language (any; +10%), Literacy (any), Performance, and Public Speaking only. Cowboy: Any. Domestic: Any (+10%). Electrical: None. Espionage: None, except as a part of a Speciality Skill Package. Horsemanship: Exotic Animals (+5%) only. Mechanical: Basic Mechanics only. Medical: First Aid ( + 10%) or Holistic Medicine ( +20% ), but the latter counts as two skill selections. Military: Camouflage ( + 10%) only. Physical: Any, except Acrobatics (+5% when applicable). Pilot: Any, except robots, power armor, military or large, noisy vehicles. Pilot Related: Any, except military vehicles and giant robots. Rogue: Gambling, Imitate Voices & Sounds, and Tailing only (+5%). Science: Any. Also see Speciality Skill Packages. Technical: Any (+10% bonus applies only to Art, Breed Dogs, Lore (any), Rope Works, Recycling, Salvage and Whittling & Sculpting). W.P.:Any. Wilderness: Any (+15%). 79 Area of Specialty Skill Package (Pick One): Lemurian Scouts tend to be more educated, interested in science, and are more specialized than the Wilderness Scout known to the surface world.· As a result, the Scout specializes in a particular type of scouting and investigation. These include exploration, naturalistic/botanical studies, salvage/treasure hunting, zoological/animal studies, and rescue/tracking. PICK ONE of the following skill sets: Explorer Specialty Skill Package: This is the all-purpose explorer who enjoys traveling and exploring new places, and discovering and meeting new people, places and wildlife. This character is most at home and alive in the wilderness. Anthropology (+20%) Barter (+10%) or Archaeology (+15%). Carpentry ( + 20%) or Escape Artist ( + 10% ). Excavation (+10%) or Spelunking (+10%). Prowl ( + 10%) or Boat Building ( +20% ). Track & Hunt Sea Animals (+15%) or Track & Trap Animals (+20%); pick one. Tracking (people; +10%) Hand to Hand: Expert, but can be changed to Martial Arts (or Assassin if evil) for the cost of two O.C.C. Related Skills. Naturalist Specialty Skill Package: This is an individual whose focus is on the study of flora and fauna, with an emphasis on plant life, herbs, medicinal uses of plants, and exotic and previously unknown plants and wildlife. Animal Husbandry (+15%) Botany (+20%) Brewing ( +20%) Brewing: Medicinal (+15%) Dowsing ( + 20%) Chemistry ( + 10%) or Biology ( + 10% ). Holistic Medicine ( + 20%) or Entomological Medicine (+20%). Preserve Food (+20%) or Undersea Farming (+10%). Hand to Hand: Basic, but can be changed to Expert for the cost of one O.C.C. Related Skill. Ranger Specialty Skill Package: A Ranger Scout often engages in search and rescue operations and assists military forces, governments and industry to explore, gather information on a particular region or people, establish trails and supply lines, observe indigenous people and map the wilderness. Detect Ambush ( +20%) Camouflage (+15%) Intelligence ( + 16%) Ocean Geographic Surveying (+10%) Undersea Salvage (+10%) Tracking (people; +20%) W.P.: Any, two of choice. Hand to Hand: Expert, but can be changed to Martial Arts for the cost of one O.C.C. Related Skill, or one of the above. Treasure Hunter Specialty Skill Package: This Scout is a treasure hunter who specializes in finding and collecting salvage and valuables from sunken ships, crashed cargo vehicles, and ancient ruins. They love uncovering hidden treasure, ancient relics and artifacts, and salvage for fun and profit. This character may also establish trade with other people, outposts and civilizations, with an eye for exotic herbs, spices, animals and goods.
Archaeology ( + 10%) Appraise Goods ( + 20%) Barter (+10%) Excavation ( + 15%) Gemology (+15%) Ocean Geographic Surveying ( + 10%) Salvage ( +20%) Undersea Salvage ( + 10%) Hand to Hand: Basic, but can be changed to Expert for the cost of one O.C.C. Related Skill. Zoologist Specialty Skill Package: This is an individual whose focus is on the study of flora and fauna, with an emphasis on animals, particularly exotic and previously unknown animals, mutants, aliens and wildlife. Biology (+20%) Marine Biology (+20%) Skin & Prepare Animal Hides ( + 10%) Track & Hunt Sea Animals ( + 20%) Track & Trap Animals (+20%) Veterinary Science (+15%) Zoology (+20%) Xenology (+10%) or Medical Doctor (+5%). Hand to Hand: Basic, but can be changed to Expert for the cost of one O.C.C. Related Skill. Secondary Skills: These skills are replaced by the Area of Specialty Skill Package, above. Standard Equipment: Special and/or additional weapons and gear may be provided for special assignments and missions. Bio-Constructs: Bio-Armor: Select one of the following BioArmors: Barnacle, Dolphin, Wood or Wave Strider. Also has access to all types of Bio-Skins. In the alternative, the Scout may wear "human" body armor. Bio-Constructs: Symbiotes: Living Saddle and any 1D4+ 1 Symbiotic Bio-Constructs of choice that are not weapons. Bio-Constructs: Bio-Weapons: Waterjet Gun, Bio-Weapon Wood Staff or Walking Stick or other wood weapon. Lemurian War Steed: One animal suitable for land and water travel. In the alternative, may have a horse or similar conventional surface animal and a pack horse or mule. Plus two animal companions as noted above. Miscellaneous: One "surface dweller" sidearm, one knife or sword, a set of traveling clothes, a poncho or cloak, wide brim hat, baseball cap, backpack, duffle bag or satchel, bedroll, utility belt, canteen or water skin, box of wooden matches, cigarette lighter, mess kit, fishing kit and collapsible pole, small flashlight, pocket mirror, sunglasses, goggles, compass, an air filter and gas mask, language translator, distance binoculars, laser distancer, magnifying glass, 20 feet (6.1 m) of rope/cord, 1D4+ 1 small specimen jars, 2D6+6 plastic specimen bags, digital camera, sketchbook, pocket notebook, 2D4 pencils, a small sack, a medium sack, and various common personal items. Cybernetics: None. Lemurians have no interest in bionics, not even Bio-Systems. Money: 1D6xl,OOO in Universal Credits, gems and/or trade goods for travel. Savings: 2D6x1,000 credits worth of artifacts, works of art and items from other cultures; all probably tucked safely away at home. If working for the Lemurian government or military, the Scout gets a monthly salary of 1,500 credits or trade goods. Otherwise, lives off the land, sleeps under the stars, picks fruits and berries and hunts for food. 80 Lemurian Psychic O.C.C. Spouter Spouters are Master Psychics with influence over water. In fact their control is so impressive that 50% of them are employed by the Lemurian military defense force, where they are known as Spouter Guardsmen, though they do not share the same degree of respect or accolades as Oceanic Guardsmen. About 25% work as Lemurian scouts and explorers, and the rest in various roles from farmers to builders to healers and teachers. Spouters who spend a lot of time on dry land in the surface world find their hydro kinesis powers make them well suited as vampire hunters. Against undead Milu, water powers mean little, but against the vampires and undead of the surface world, Spouters are vampire slaying dreadnaughts. Of course, they must be careful in picking their battles and making sure there is plenty of water for them to draw upon. A Spouter out on the prairies or in a desert is out of his element. The majority of the Spouter' s powers require the presence of large amounts of water, which some people might see as a vulnerability, but which Spouters see as a challenge. Like most Master Psychics, the Spouter has less education and fewer skills than others. This is due to having spent much of his time learning and mastering his Hydro-Psionic powers, and exploring the underwater environment in ways that even aquatic life can't. This also means Spouters rely on their psionic powers and wits more than book learning. This makes them even more connected to the aquatic environment than other Lemurians. The typical Spouter loves everything about water, both while deep in its embrace and on dry land. To them, water is the elixir of life. Whether it's cruising a beach, surfing and riding the waves with or without a surfboard, or fighting sea monsters in the deep or the undead on the surface, Spouters use and enjoy water. And though they claim to enjoy the peace and quiet of nature as much as any Lemurian, Spouters relish excitement and thrive in dangerous environments. They think quickly on their feet, adapt well to new and frightening situations, and love to use their powers. That includes having fun with them and going out and "playing" much like an impetuous teenager. To most Spouters, everything is an adventure or challenge, and they love both, which is why so many become warriors, scouts and explorers. Special O.C.C. Abilities of the Spouter: 1. Special R.C.C. Abilities Common to Lemurians: See the Lemurian racial description for full details. Life Sense: Same as all Lemurians. Range: 25 foot (7 .6 m) radius plus 5 feet (1.5 m) per level of experience. Base Skill: 20% +5% per level of experience to locate/track/find a specific type of animal or plant, +5% when in an underwater environment. Empathy with Animals: Same as all Lemurians. An automatic affinity with animals of all kinds, except monsters, predators, and sentient creatures. Ley Line Powers: Same as all Lemurians; heals and recovers P.P.E. twice as fast as a normal human when on a ley line or at stone pyramids. Swim 25% faster when along ley lines.
Natural Abilities: Same as all Lemurians. Pets and Familiars: A Spouter is likely to be accompanied by one small animal companion, typically an Aquatic Lemur, but can be anything. Also has a Lemurian War Steed capable of both land and water travel (player's choice). Ultrasonic Communication: Same as all Lemurians. Hears and creates high frequency noises to communicate. Range of Communication: 2,000 feet (610 m) underwater, 400 feet (122m) on the surface/in the air. 2. Traditional Psionic Abilities: Starts with Empathy (4), Hydrokinesis (varies), Impervious to Cold (2), Meditation (0), Mind Block (4), Resist Thirst (6), Sense Time (2), and Telepathy (4). I.S.P. Base: 2D6x10 +M.E. attribute number and 1D6+41.S.P. for each additional level of experience. 3. Water Based Psionic Powers (new): Spouters are Master Psychics with dramatic Hydrokinetic abilities, influence over water and related psychic abilities via the medium of water. A Spouter cannot create water but can use existing sources of water. This requires water to be available to him within the range of the particular Hydro-Psionic ability being used. Hydro-Psionic Abilities to Start: Hold Breath (2), HydroPropulsion (7), Sense Water (2), and 1D4+1 of choice, and one Hydro-Super-Psionic ability at level one. Additional Hydro-Psionics: Select one Hydro-Psionic ability for each new level of experience. Also select one Hydro-SuperPsionic power at levels 3, 5, 8, 10 and 13. 81 Alphabetical Listing of Hydro-Psionics: Hold Breath (2) Hydro-Ice Skate (3) Hydroplane Skating (5) Hydro-Propulsion (7) Psychic Purification: Liquid (7) Resist Dehydration (4) Sense Water (2) Water Breakout (2) Water Levitation (8) Water Telekinesis (varies) Water Telekinesis Attack (M.D.) (10 or 20) Water Telekinesis Bolt (S.D.C.) (6) Water Telekinesis Punch (7 or 21) Water Telekinesis Rain (5) Water Walk Telekinesis (6) Alphabetical Listing of Hydro-Super-Psionics: Hydro-Magnet (10) Hydration (15) Water Breathing (8) Water Pressure Endurance (12) Water Shield (30) Wave Attack (10 or 20) 4. The Influence of Ley Line Energy: The duration and range of the Spouter' s water abilities and other psychic powers are increased by 50% whenever near (within one mile/1.6 km) or on a
ley line. The duration, range and damage of his powers are doubled when at a ley line nexus. 5. Other Bonuses: +2D6 S.D.C., +3 to Perception Rolls involving water and psionics, + 1 to parry and dodge while in the water or using water, + 1 to save vs magic illusions and possession, and+ 1 to save vs Horror Factor at levels 1, 3, 6, 9, 12 and 15. Spouter Psychic O.C.C. Stats Also Known As: Hydro-Warriors and Water Psychics. Alignment Restrictions: None, but tends to lean strongly toward good (Principled or Scrupulous) or selfish (Unprincipled or Anarchist). Attribute Requirements: None, though a high M.E. or a high P.E. as well as an I.Q. of 8 or higher is suggested, but not required. Race Restrictions: Most common among Lemurians (64%), Merans (11 %), lchthyleans (11 %), Humans (8%), Elves (3%) and a host of other aquatic and non-aquatic D-Bees (3% ). Essentially, any psionic capable race, though most that do develop it have a connection to water, the sea or oceans. Skills Known by All Lemurians: Language: Lemurian and Oceanic at 96%. Literacy: Lemurian at 85% + 1% per level of experience. Mathematics: Basic at 82 + 1% per level of experience. Swimming at 90% + 1% per level of experience. O.C.C. Skills: Brewing ( + 10%) Fishing ( + 10%) Language: One of choice ( +5% ). Pilot: Water Scooters (+15%) Pilot: Water Skiing & Surfing (+20%) Undersea & Sea Survival (+15%) Underwater Navigation ( + 10%) W.P. Trident or Spear (pick one). W.P.: Two of choice (any). Hand to Hand: Basic, which can be changed to Expert for the cost of one O.C.C. Related Skill, Martial Arts (or Assassin if an evil alignment) for the cost of two, or Kapu Kuialua at the cost of three O.C.C. Related Skills. O.C.C. Related Skills: Select five other skills. Select an additional skill at level4, 8 and 12. All new skills start at level one proficiency. Aquatic: Any (+10%). Communication: Any (+10%). Cowboy: None. Domestic: Any (+10%). Electrical: Basic Electronics only. Espionage: Wilderness Survival only. Horsemanship: General or Exotic only. Mechanical: Basic, Automotive and Submersible Vehicle Mechanics only. Medical: First Aid, Brewing and (Sea) Holistic Medicine only (+5%). Military: None. Physical: Any. Pilot: Any, except Robots, Power Armor and Military Vehicles. Pilot Related: Any (+5%). Rogue: Any. Science: Astronomy and Math only ( +5% ). Technical: Any. 82 W.P.: Any, except Heavy Weapons. Wilderness: Any (+5%). Secondary Skills: The character also gets to select four Secondary Skills from the Secondary Skills list in Rifts® Ultimate Edition, page 300, plus one additional Secondary Skill at levels 3, 5, 9 and 13. These are additional areas of knowledge that do not get any bonuses, other than any possible bonus from having a high I.Q. All Secondary Skills start at the base skill level. Standard Equipment: Special and/or additional vehicles, weapons, and gear may be assigned for special situations and missions, especially for Spouters in the military. Bio-Constructs: Bio-Armor: Select one of the following BioArmors: Dolphin, Kelp, Wood or Wave Strider. Also has access to all types of Bio-Skins. In the alternative, the Spouter may wear "human" body armor. Bio-Constructs: Symbiotes: Living Saddle and any 1D4 Symbiotic Bio-Constructs of choice that are not weapons. Bio-Constructs: Bio-Weapons: Two of choice. Lemurian War Steed: One animal suitable for land and water travel. In the alternative, may have a steed that is predominantly or entirely a sea creature. Miscellaneous: One weapon for each W.P., a survival knife, surface dweller gun as a sidearm (probably an ion weapon), a set of traveling clothes, a poncho or cloak, wide brim hat, baseball cap, backpack, duffle bag or satchel, bedroll, utility belt, canteen or water skin, box of wooden matches, cigarette lighter, mess kit, fishing kit and collapsible pole, small flashlight, pocket mirror, sunglasses, goggles, an air filter and gas mask, language translator, distance binoculars, laser distancer, silver cross, walkie-talkie, compass, magnifying glass, 20 feet ( 6.1 m) of rope/cord, 1D4+ 1 small specimen jars, 2D6+6 plastic specimen bags, digital camera, sketchbook, pocket notebook, 2D4 pencils, a small sack, a medium sack, and various common personal items. Cybernetics: None. Lemurians have no interest in bionics, not even Bio-Systems. Money: Monthly salary of 2,000 credits or trade goods, double for high ranking officers in the military. Otherwise, 2D4x1,000 in credits, gems and/or trade goods in savings. Those with regular jobs earn 2D4x100+900 credits as monthly salary or may be a vagabond or adventurer type of person, making money from odd jobs and exploration. Most Spouters don't mind living in the wild in the ocean depths, or exploring and living under the stars on dry land. New Water-Based Psionics Hydro-Psionics exclusive to the Spouter By Kevin Siembieda, inspired by Greg Diaczyk and Alex Marciniszyn Hold Breath Range: Self. Duration: Ten minutes + 1 minute per level of experience. I.S.P.: 2 This is a form ofBio-Manipulation in which the psychic is able to breathe in a maximum amount of air into his lungs and reduce his body's consumption of oxygen to hold his breath for a long period of time. Ideal for short dives into lakes, rivers and seas.
Hydro-Ice Skate Range: Self. Duration: Five minutes per level of experience. Limitations: Ice must already exist, and the character can only follow the path of the ice covered surface. I.S.P.: 3 The Spouter can walk, slide and skate across any ice covered surface in shoes, boots or bare feet, at triple his running speed and without fear of breaking through even the thinnest of ice. Hydroplane Skating Range: Self. Duration: Three minutes per level of experience; double when raining. Limitations: Water must be available. I.S.P.: 5 The Spouter simultaneously causes a thin film of water, drawn from an existing water source (rain, morning dew, swimming pool, sewer drain pipes, toilet, sink, pond, lake or other body of water up to 1,000 feet/305 m away), to create a path of water that is always just in front of him, and which he can slide across as if he were skating on a sidewalk of ice. Hydroplane Skating speed is twice the character's running speed. The water path must be a relatively level surface, but can flow up hills and inclines up to a 45 degree angle, and up and over parked vehicles and debris piles that have a low starting point no higher than two feet (0.6 m); cannot skate straight up the sides of fences and walls or the sides of buildings, nor upside down. Hydro-Propulsion Range: Self. Duration: Five minutes per level of experience. Limitations: A body of water large enough and deep enough to swim in must be available. I.S.P.: 7 The psychic can travel on and under water at a good speed. Underwater Torpedo. Increases the forward speed of water in a horizontal path to carry the Spouter forward at considerable speed. Underwater the Spouter is rocketed through water like a human torpedo. Ride Waves. On the surface of water, it's as if the pyschic is riding an invisible surfboard or a wave. In both cases, the psychic can change direction with a thought, but it is always sharp turns; cannot go sideways. To travel in a circle requires greater concentration, speed is half, and it uses up all but one attack/action in a melee round. Each change of direction counts as one melee attack/action. Speed is 5 mph (8 km) per level of experience whether riding on the surface of water or underwater. Psychic Purification: Liquid Range: Touchs Duration: Permanent results in one melee round. Limitations: Half a gallon (1.9liters) per level of experience. I.S.P.: 7 The Pyschic must place his hands on a container of water or other drinkable liquid (milk, broth, juice, wine, etc.) and channel his psychic energy to cleanse and purify the liquid for human consumption. It takes one full melee round (15 seconds) and kills all 83 dangerous bacteria, parasites and germs. For twice the I.S.P., the psychic can tum salt water into drinkable, desalinated water. Resist Dehydration Range: Self. Duration: 2 hours when on the move; six when sitting still and meditating. I.S.P.:4 A mind over matter discipline which slows the dehydration process by half when the psychic continues to exert himself. This requires moving at a slow, measured pace- half Spd, and in combat is -2 on initiative and -2 attacks per melee round. However, if sitting still and meditating, even in the blazing hot sun, the body's metabolic rate is slowed and dehydration is slowed to a crawl, 10% its usual amount, though the psychic feels very thirsty and will suffer from sunburn unless he is covered (even sunburn is reduced by half). Sense Water Range: Self up to a distance of a 1,000 foot (305m) radius +100 feet (30.5 m) per level of experience. Duration: 2 minutes per level of experience. I.S.P.: 2 The psychic can sense the presence and general location of sources of water, whether they are natural bodies of water (pond, swamp, lake, river, sea, ocean, underground spring, etc.) or a manmade storage or means of water conveyance (swimming pool, filled bathtub, toilet, water tank, fountain, drain, sewer, reservoir, etc.) within a 1,000 foot (305 m) radius + 100 feet (30.5 m) per level of experience. He can also sense if the water is clean, pure and drinkable, impure but drinkable, foul and unsafe to drink, fresh or sea water, and whether it is has dangerous parasites or disease. Water Breakout Range: 15 feet (4.6 m) per level of experience; line of sight required. Duration: Instant result. Limitations: The liquid filled container must be available. I.S.P.: 2 Saving Throw: To avoid being sprayed, dodge at -2. The Spouter can cause sealed containers of water and other thin liquids (broth, soda, coffee, tea, juice, milk, alcohol, cleaning solutions, and similar) to disgorge their contents in a spraying burst. Think a shaken can of carbonated soda pop. Likewise, he can cause a faucet to release a burst of water as if someone had turned it on full blast for one second. The spray hits everyone within a four foot (1.2 m) diameter. Note: Does not affect petroleum products (oil, gasoline, etc.), or thick solutions like mud, stew, paint or paste. Has no effect on open containers, glasses, bowls, etc., the container must be closed, capped or covered with a lid to "breakout." This ability may be used to startle, distract, confuse and frighten the people, especially the unsuspecting. It may also be used to create enough water for the Spouter to use one of his other abilities, or to momentarily impair an opponent. A bursting container is going to draw the attention of everyone in the immediate area and cause them to look in that direction. Those in a 10 foot (3m) radius are -2 on Perception Rolls, -2 on initiative and pause to see what's going on or move out of the way. Double these penalties to anyone splashed by the liquid, and they also loses one melee attack/action. In addition, depending on circumstances, splash victims may be
further distracted and preoccupied if they feel the need or desire to clean themselves up, or dry off, or to change their clothes. If the liquid was hot, caustic or burns when splashed in the eyes (as most soaps and cleansers, alcohol, and chemicals will do), those victims caught in the spray or hit directly in the face get no Perception Rolls, lose initiative, lose two melee attacks and fight blind (-10 on all combat rolls) until the substance is washed from the eyes. In the case of hot water, the penalties last 1D6+ 1 melee rounds before the eyes recover enough to see. Water Levitation Range: Affects the Spouter or another person weighing up to 200 pounds (90 kg), raising him/it up on a pillar of water to a height of 10 feet (3m) per level of experience. Goes straight up only, but water can be drawn from an existing water source (rain, swimming pool, sewer pipes, water drain, toilet, sink, pond, lake or other body of water) up to 100 feet (30.5 m) away per level of experience. Duration: 3 minutes per level of the psychic. Limitations: Water must be available. I.S.P.: 8 The Spouter rides a pillar of water that can be made to rise up and out of a body of water. In the alternative, the water can flow from a body of water, up to 100 feet (30.5 m) per level of experience, over land and then made to levitate upward with the Spouter or another person. Water Telekinesis Range: Throw/Hurl Water: 60 feet (18.3 m) away; double underwater. Flow Water: 100 feet (30.5 m) per level of experience; double underwater. Duration: Two minutes per level of experience. Limitations: Can only move water and watery liquids, and a water source must be available. Flowing water moves at a pace of 50 feet (15.2 m) per melee round, unless it is already flowing from a source at a faster pace. A Water Blast/Pulse is telekinetically hurled water and an instant attack the same as any thrown object. I.S.P.: 12 to flow an unlimited amount of water (in two minutes), provided there is a source for it; when the water runs out, no more can be flowed across surfaces. Throwing water varies. 3 I.S.P. for a small amount of water (half gallon/four pints/1.9 liters); 5 I.S.P. for a medium amount (up to one gallon/3.8 liters); or 5 I.S.P. for a large amount (5 gallons/19 liters per level of experience). Saving Throw: Dodge with a penalty of -2. Telekinesis is the ability to move objects without any means other than directed psychic energy. In the case of the Spouter and Water Telekinesis, that force uses water as the medium for the psionic power. Water Telekinesis can make water flow backward, up the side of a building and walls, across the floor or ceiling, up steep vertical inclines, and in specific patterns, shapes and even write words using water and thin, watery liquids. It can also stop the flow of water at a specific point or area specified and maintained by the psychic, causing the water to flow around, or back up into (and possibly fill up) an area. The psychic can also stop water from flowing out of a faucet, into a hose or container, or direct the water coming out directly into a container or at a specific target. Water Telekinesis can also draw water out of a faucet or hose when the tap is turned off (though at a slow pace), or any open container. 84 In order to move water, it or its source (sink, drain, bowl, etc.) must be clearly visible and within the psychic's range. As usual, the psychic must concentrate on what he's doing, so each telekinetic feat counts as one of his melee attacks. The total number of attacks is equal to the character's number of physical attacks per melee. Throwing Water/Water Pulse: Water Telekinesis can hurl pulses or bursts of water from a bowl, bucket, toilet, sink, puddle, pool, drain, and other sources of water, making it seem to leap from its place and fly through the air to hit a person or target with the intent of getting it wet/soaked (does 3D6 damage to vampires). Water Blast: Water Telekinesis can blast a burst of water with such force as to inflict one S.D.C. point of damage from a small amount, 1D4 from a medium amount, and 2D4 S.D.C. from a large amount of water. In this latter case, anything five gallons or more, regardless of how much more, does a total of 2D4 S.D.C. (The large amount does 5D6 to vampires, all lesser amounts do double normal damage.) Water Telekinesis Attack (M.D.) Range: 30 feet (9.1 m) +10 feet (3 m) per level of experience. Double range underwater. Duration: Instant. I.S.P.: 10 for S.D.C. damage, 20 for Mega-Damage. Saving Throw: Dodge or parry; -2 underwater. The psychic summons up a whirling vortex of water from a nearby body of water to slam into an opponent with the force of a sledgehammer. Damage: 1D6x10 S.D.C. when 10 I.S.P. are spent, 2D6+2 M.D. when 20 I.S.P. are spent. 2D6x10 or 4D6x10 Hit Points to vampires or double damage to other creatures vulnerable to water. Water Telekinesis Bolt (S.D.C.) Range: 10 feet (3 m) per level of experience. Double range underwater. Duration: Instant. LS.P.: 6 Saving Throw: Dodge or parry, -2 underwater. The psychic summons up a small, whirling vortex of water from a nearby body of water and fires it at an opponent with enough force to inflict 3D6 S.D.C.; double damage to vampires and other creatures vulnerable to water. Water Telekinesis Punch Range: Touch or one foot (0.3 m) per level of experience. Duration: One melee round; each punch counts as one melee attack. I.S.P.: 7 underwater. 21 on dry land, but water must be nearby. Saving Throw: Dodge or parry, -2 underwater. The psychic summons up a small, whirling vortex of water around his fist from a nearby body of water to slam into an opponent with enough force to inflict 2D6 S.D.C./Hit Point damage plus P.S. damage bonus (if any); double damage to vampires and other creatures vulnerable to water. Water Telekinesis Rain Range: 10 foot (3m) diameter per level of experience around the psychic or up to 30 feet (9.1 m) away from him per level of experience.
Duration: One melee round per level of experience. Limitations: Must have sufficient water available. I.S.P.: 5 The ability is used to send water droplets up in the air and release them to drop down to water or shower an area. Ideal for making an area wet, watering crops, dowsing small fires, and showering. Equivalent to a light rain (inflicts 1D4 Hit Points per melee round to exposed vampires.) Water Walk Telekinesis Range: Self. Duration: Five minutes per level of experience. Limitations: Must have sufficient water available. I.S.P.: 6 By increasing the surface tension of the water, the psychic can walk on its surface or ride the waves as if on an invisible raft. Speed is the character's normal walking/running speed or the speed of the waves, allowing him to ride the wave like a raft. This means he can only go as fast as the waves and is carried in the direction of the tide/waves, and not any faster. Walking against the tide and into the waves, or sideways/cross-grain to the waves is done at one quarter his normal walking speed. Hydro-Super-Psionics Hydro-Magnet Range: Self. Duration: Three minutes per level of experience. Limitations: Water must be available. I.S.P.: 10 The wielder can cause water in a 50 foot (15.2 m) radius, per level of experience to flow to him and keep coming, up to 100 gallons/378 liters (think two full bathtubs of water) per level of experience, per melee round. The water starts to cover and soak a 20 foot ( 6.1 m) diameter around him. If in a room or vehicle that is not water/airtight, it starts to fill up. If in a boat or a room on a boat, it starts to fill up, and depending on its size, could be in jeopardy of sinking. This is usually done to create panic and confusion, chase people away, or dowse a fire, but depending on the circumstances, can sometimes be used to drown people and certainly to chase vampires away. Hydration Range: Self, or one other by touch. Duration: Instant results. Limitations: Water must be available. I.S.P.: 15 A mind over matter and bio-feedback discipline that restores the dehydrated psychic or another by touch, to a healthy level of hydration within a matter of 1D6+ 1 minutes. All penalties and impairments from dehydration are removed and 2D6+ 11 Hit Points (or 2D4 M.D.C.) are restored at the end of this healing period. The victim of dehydration must be placed in a bath of water or covered in soaking wet blankets for re-hydration to work. If being performed on someone other than the psychic, the Spouter must place his hands on the subject to be healed, meditate the entire period and channel his own psychic energy into the dehydrated being to stimulate that person or animal's own psychic energy. 85 Water Breathing Range: Self. Duration: 10 minutes per level of experience. I.S.P.: 8 The name says it all, the Spouter is able to draw oxygen from the water he is in, feels completely at ease in any water environment, and is able to endure depths 25% greater than normal. Water Pressure Endurance Range: Self. Duration: 10 minutes per level of experience. I.S.P.: 12 The Spouter can survive double his normal depth tolerance without any protective gear. Living Bio-Armor or symbiotes worn by/attached to the psychic are also affected, enabling them (and the Spouter inside) to survive depths 30% greater than their normal capacity. Water Shield Range: Self or up to a distance of 40 feet (12.2 m) per level of experience within line of sight. Duration: 10 minutes per level of experience on the surface of water, on dry land, or underwater. M.D.C. of the Shield: 25 M.D.C. per level of experience when created on the surface of water or on dry land, but it takes half damage from heat, fire and plasma attacks. 35 M.D.C. per level of experience when created underwater. Limitations: There must be sufficient water ( 10,000 gallons/3 7, 850 liters, minimum) within 100 feet (30.5 m) of the Spouter in order to create a Water Shield. Saving Throw: -5 to dodge. I.S.P.: 30 This is, in effect, a version of Telekinetic Force Field channeling and using water. See the Rifts® Ultimate Edition RPG for the complete description. When cast on the surface of water, the Water Shield remains on the surface of water. When created underwater, the shield hangs in the water at the same level/depth, but floats on the tide. On the surface or underwater, the Water Shield absorbs incoming attacks just like a force field, however, heat, fire and plasma attacks do half damage to it and vampires take 3D6 damage, themselves, if they touch the Water Shield. Wave Attack Range: 50 feet (15.2 m) per level of experience. Duration: Instant. Limitations: Water must be available and counts as two attacks. Saving Throw: -3 to dodge. LS.P.: 10 for S.D.C. damage, 20 for M.D. The Spouter causes a wave to rises up (six feet/1.8 m tall per level of experience) and slam into the intended target in a slapping motion. The wave can be made small or as wide as 12 feet (3.6 m). Knockdown Wave Attack (S.D.C.): Victim loses 1D4 melee attacks and initiative, loses Perception, and is carried 2D4 yards/ meters away). Damage is 4D6 S.D.C., but even Mega-Damage beings and robots weighing less than two tons are knocked off their feet and carried off for a few yards. Damaging Wave Attack (M.D.): Victim loses 1D4+1 melee attacks and initiative, loses Perception, is carried 3D6 yards/meters
away and suffers 5D6 M.D. Even Mega-Damage beings, robots and vehicles weighing less than four tons are knocked off their feet and carried off for a few yards. Note: If the Spouter should desire to do so, he can ride the Wave Attack. He is not harmed when the wave strikes, but he is right there to continue to run past the target being struck by the wave or to press the attack while the victim is down. He is vulnerable for 3-4 seconds as the wave rises and slams forward, but to be hit, the attacker must announce a "Called Shot" and the shooter is -3 to strike. Riding a Wave Attack is not possible if it is slamming into a wall or cliff (the Spouter would take double damage). Experience Tables Birdman & Junk Crab 1 0,000--2,100 Gene-Mage & Milu 1 0,000--2,450 2 2,101-4,200 3 4,201-8,400 4 8,401-17,250 5 17,251-25,500 6 25,501-35,900 7 35,901-51,000 8 51,001-71,000 9 71,001-96,000 10 96,001-131,700 11131,701-181,900 12 181,901-232,200 13 232,201-282,400 14 282,401-342,500 15 342,501-403,000 2 2,451-4,900 3 4,901-9,800 4 9,801-19,600 5 19,601-29,000 6 29,001-39,000 7 39,001-55,000 8 55,001-75,000 9 75,001-102,000 10 102,001-142,000 11142,001-195,000 12 195,001-240,000 13 240,001-295,000 14 295,001-360,000 15 360,001-420,000 Oceanic Guardsman & lchthyleans Sea Sentinel & Lemurian Scout 1 0,000--2,130 2 2,131-4,260 3 4,261-8,520 4 8,521-17,040 5 17,041-25,040 6 25,041-35,040 7 35,041-50,040 8 50,041-70,040 9 70,041-95,040 10 95,041-130,040 11130,041-180,040 12 180,041-230,040 13 230,041-280,040 14 280,041-330,040 15 330,041-380,040 Serpent Hunter 1 0,000--2,140 2 2,141-4,280 3 4,281-8,560 4 8,561-17,520 5 17,521-25,520 6 25,521-35,520 7 35,521-50,520 8 50,521-75,000 1 0,000--2,100 2 2,101-4,200 3 4,201-8,400 4 8,401-17,200 5 17,201-25,400 6 25,401-35,800 7 35,801-51,000 8 51,001-71,200 9 71,201-96,400 10 96,401-131,600 11 131,601-181,800 12 181,801-232,000 13 232,001-282,200 14 282,201-342,400 15 342,401-402,600 9 75,001-101,100 10 101,101-136,200 11 136,201-186,300 12 186,301-246,400 13 246,401-306,500 14 306,501-366,600 15 366,601-416,700 Spouter 1 0,000--2,050 2 2,051-4,100 3 4,101-8,250 4 8,251-16,500 5 16,501-24,600 6 24,601-34,700 7 34,701-49,800 8 49,801-69,900 9 69,901-95,000 10 95,001-130,100 11130,101-180,200 12 180,201-230,300 13 230,301-280,400 14 280,401-340,500 15 340,501-400,600 Lemurian ~ Biomancy "' llr:r ~ /.' cS:>\ By Greg Diaczyk, Kevin Siembieda and Matthew Clements Lemurians believe they are the most sophisticated and advanced practitioners of Biomancy on Rifts Earth, and perhaps throughout the Megaverse. There can be no doubt that they know more Biomancy spells than even the Jungle Elves of South America. Lemurian Biomancy Spells Alphabetical Listing Accelerate Plant Growth (5, 10, or 20)- 3rd Level- pg. 92 Algae Bloom ( 4)- 1st Level (New)- pg. 87 Amphibious (6)- 2nd Level (New)- pg. 89 Amplified Scent (21)- 5th Level (New)- pg. 97 Animal Phantom (20) - 5th Level- pg. 97 Animal Weaponry: Simple (6)- 2nd Level- pg. 89 Animal Weaponry: Major (20)- 4th Level- pg. 95 Animal Weaponry: Poison (10) -3rd Level (New) -pg. 92 Animate Plants: Minor ( 4)- 2nd Level- pg. 89 Animate Plants: Major (20) - 5th Level (New) - pg. 97 Animate Plants: Superior (25)- 7th Level (New)- pg. 101 Bait Ball ( 6) - 2nd Level (New) - pg. 90 Barnacle Armor (24 or 85)- 6th Level (New)- pg. 99 Bioluminescence (7)- 2nd Level (New) - pg. 90 Birth Giver (20)- 5th Level (New)- pg. 98 Bio-Blast (15)- 6th Level- pg. 99 Bio-Electric Touch (4 or 10)- 2nd Level (New)- pg. 90 Bio-Energy Weapon (60)- 9th Level (New)- pg. 104 Bio-Field ( 100) -lOth Level (New)- pg. 105 Bio-Scan (4) -1st Level (New)- pg. 87 86 Bio-Scan: Plants ( 3) -1st Level (New)- pg. 88 Chitin (15)- 3rd Level- pg. 92 Commune with Nature (2)- 1st Level (New features)- pg. 88 Coral Menace (60)- 8th Level (New)- pg. 102 Coral Growth ( 8) - 3rd Level (New) - pg. 92 Coral Whispering ( 30) - 6th Level (New) - pg. 99 Creature of the Forest (70)- 9th Level (New)- pg. 104 Creature of the Sea ( 100)- lOth Level (New)- pg. 105 Electrolocation ( 10) - 3rd Level (New) - pg. 93 Filter Feeder ( 10)- 2nd Level (New)- pg. 90 Fish Skin ( 10 or 35) - 3rd Level (New) - pg. 93 Forest Camouflage (15)- 4th Level- pg. 95 Forest Walk (195) -12th Level (New)- pg. 106
Harvest (5, 8 or 15)- 2nd Level (New)- pg. 90 Heal Plants (5, 10 or 20) -1st Level (New)- pg. 88 Heal the Earth (200) - 9th Level- pg. 104 Immune System Push (18 or 80)- 6th Level (New)- pg. 100 Ink Cloud (3) -1st Level (New)- pg. 88 Insect Brother ( 11)- 5th Level (New)- pg. 98 Insect Chemical Trail (5)- 2nd Level (New)- pg. 91 Insect Climb (8)- 3rd Level (New)- pg. 93 Insect Leap (5)- 2nd Level- pg. 91 Insect Signals (3)- Ist Level (New)- pg. 89 Insect Silent Walking ( 10)- 4th Level (New)- pg. 95 Life Link ( 8, I 5 or more)- 3rd Level (New)- pg. 93 Mimic Animal or Plant (500) -12th Level (New)- pg. 106 Metamorphosis: Plant (30) - 5th Level- pg. 98 Nutrient Bath (8) -3rd Level (New) -pg. 94 Nutrient Feed ( 15)- 6th Level (New)- pg. 100 Nutrient Push: Soil (I 80)- I lth Level (New)- pg. 105 Plankton Bloom (8)- 2nd Level (New)- pg. 91 Plant Virtual Sight (6)- 2nd Level- pg. 91 Reconfigure Rio-Armor (100)- 9th Level (New)- pg. 104 Reconstruction (675) -12th Level (New)- pg. 106 Re-Hydrate (10)- 4th Level (New)- pg. 96 Remove Parasites (50)- 8th Level (New)- pg. 103 Remove Symbiotes (I 50) - 11th Level (New) - pg. 105 Repel Sharks ( 10)- 3rd Level (New)- pg. 94 Restore Rio-Armor ( 40) - 7th Level (New)- pg. 101 Reverse Undead ( 100) -lOth Level (New)- pg. 105 Revitalize Plant Life (15) -5th Level (New) -pg. 98 Safe Fire (7) -4th Level (New)- pg. 96 Scent Cloak ( 11)- 4th Level (New)- pg. 96 Seaweed Bloom (20)- 5th Level (New)- pg. 98 Seaweed Bridge (40 or 240) -7th Level (New) -pg. 101 Seaweed Floating Platform ( 10)- 4th Level (New)- pg. 96 Seaweed Lift ( 14) -5th Level (New) - pg. 99 Seaweed Net (9)- 3rd Level (New)- pg. 94 Seaweed Path (24 or 48)- 6th Level (New)- pg. 100 Shape Plants (4)- 1st Level- pg. 89 Shrink Plant (10 or 200)- 3rd Level- pg. 95 Strengthen Plant (varies)- 4th Level- pg. 96 Suspended Animation (80)- 8th Level- pg. 103 Suspended Animation: Rio-Armor ( 40)- 7th Level (New)- pg. 101 Touch of Life (varies)- 8th Level- pg. 103 Tracking Barnacle ( 14)- 3rd Level (New)- pg. 95 Tree Phasing (22)- 7th Level- pg. 102 Tree Teleport (20)- 6th Level- pg. 100 Tree Warrior (30) -7th Level- pg. 102 Tree Whispering (30)- 6th Level (New)- pg. 100 Undo Undead (25) -7th Level- pg. 102 Weaponize Sea Anemone ( 12)- 3rd Level (New)- pg. 95 Weaponize Eel (16) -4th Level (New)- pg. 96 Weather Sense (1)- 1st Level- pg. 89 Weave Plants (15)- 2nd Level- pg. 91 Whale Speak (4) -1st Level (New)- pg. 89 A note on new Biomancy Spells. If the Game Master so desires, any of the new Biomancy spells can be made available to the Biomancers living in South America (see Rifts® World Book 6: So~th America), however the ocean/water based Biomancy spells avmlable to Lemurian Biomancers are only available to them and not the Jungle Elves/Biomancers of South America nor Ocean Mages. The same is true of the spells concerning Bio-Armor. 87 Level One Algae Bloom (New) Range: 50 foot (15.2 m) bloom radius per level of experience, double along a ley line, quadruple size at a ley line nexus. The spell is cast on the magic user's location, and the caster himself will be affected unless the mage swims away from the area. Duration: It takes 1D4 melee rounds for the algae to bloom. The multiplied amount of algae is permanent, and dissipates into the ocean or other body of water over time. Saving Throw: None. P.P.E.: Four Algae must already be present in order to create a "bloom." The algae bloom can be used to block sunlight and "muddy" the water, impairing vision much like an underwater fog or cloud of smoke. Anyone caught inside an algae bloom is blinded ( -10 to strike, parry, dodge and other combat moves) until they can manage to swim out of the area of effect. Algae is not dense enough to impair movement or swimming, though it may (01-25% chance) clog air hoses, vents and small light motors. An algae bloom may also be created to feed aquatic animals. Bio-Scan (New) Range: Touch or up to 5 feet (1.5 m) away for a full scan, 20 feet (6.1 m) for monitoring vitals. Duration: Two melee rounds per level of experience; a complete scan takes 1D6 melee rounds. However, the Gene-Mage Biomancer can engage in continuous monitoring of one specific patient for 30 minutes per level of experience. Saving Throw: None for animals. Standard for sentient beings, but only if the subject does not want his vitals to be read. Does not work on supernatural beings or creatures of magic. Automatic success for willing subjects. The use of a Mind Block or Alter Aura adds a bonus of + 3 to save vs Bio-Scan. A successful save means the spell caster is unable to get a reading of that person and cannot read any of his vitals. Beings who are unconscious or out of their head with fever, pain, etc., do not get a saving throw and the spell is an automatic success. Beings who are asleep are -2 to save vs magic. P.P.E.: Four . The sp~ll enables the Biomancer to conduct in-depth diagnost~cs .of se~tlent or animal patients. The spell also establishes a mystic hnk Wlth one specific subject so the mage can continue to monitor his vital signs. The spell cannot look into the mind or read the thought.s or emotions of the patient, nor can it be used to identify mental illness unless it has a physical root cause (e.g. chemical imbalance in the body, brain tumor, etc.). Doing a magical Bio-Scan reveals the following about a patient/subject: • Vital bio-stats such as heart rate, blood pressure, respiration, body temperature and similar. The spell caster recognizes when the subject is at rest and relaxed, or in pain, having a heart attack, anxiety attack, seizure or suffering other types of physical distress. • Indicates tissue and muscle damage, broken bones, hairline fractures, sprained and pulled muscles, damage to organs, organ failure, internal bleeding, and other types of physical trauma. • Detects/locates bullets, fragments and other foreign objects in the subject's body.
• Indicates the presence of foreign chemicals in the body, including poison, toxins, recreational drugs, alcohol, and chemical imbalance in the body which may indicate a more serious or chronic disease (diabetes, cancer, etc.). • The presence of disease, infection, parasites, symbiotes, and other invading organisms in the patient's body. Does not reveal the presence of supernatural, magical or mental possession. • Detects/locates cybernetics and bionic implants, including BioSystems. Though the enchantment cannot diagnose or help the Biomancer repair "machine parts," it can indicate if the surrounding connective tissue and nerve endings have been injured/damaged due to trauma to the body or from the implant. • Identifies the source of physical pain and nerve damage. • Unique to the Gene-Mage Biomancer only: Able to review and examine sections of the Code of Life (DNA) and be alerted to the presence of genetic anomalies, defects and disease. Note: The Bio-Scan spell provides a wealth of information to the Biomancer, but that information is useless unless the individual understands biology and medicine. The Bio-Scan does not magically find and diagnose disease and physical trauma, but provides the Biomancer with enough information that he can make an accurate diagnosis and take appropriate action to remedy the problem. Using this spell provides +30% to diagnose the problem and +20% to treat disease and injury. Bio-Scan can not be used as a lie detector or to treat plants. Bio-Scan: Plants (New) Range: Touch or up to 5 feet (1.5 m) away for a scan, 30 feet (9.1 m) for monitoring vitals. Duration: Two melee rounds per level of experience; a complete scan takes 1D6 melee rounds. However, the Gene-Mage Biomancer can engage in continuous monitoring of one specific patient for 30 minutes per level of experience. Saving Throw: None for ordinary plants. Standard for sentient plant-beings, but only if the subject does not want his vitals to be read. Automatic success for willing subjects. The use of a Mind Block or Alter Aura adds a bonus of +3 to save vs Bio-Scan. A successful save means the spell caster is unable to get a reading of that person and cannot read any of his vitals. Beings who are unconscious or out of their head with fever, pain, etc., do not get a saving throw and the spell is an automatic success. Beings who are asleep are -2 to save vs magic. Does not work on supernatural beings or creatures of magic, such as a Millennium Tree, Memory Tree, or similar plant life forms. P.P.E.: Three This spell enables the Biomancer to conduct in-depth diagnostics of his plant patients. The spell also establishes a mystic link with one specific plant or patient, enabling the mage to continue to monitor that one specific plant's vital signs. The spell cannot look into the mind or read the thoughts or emotions of the patient/ plant, nor can it be used to identify mental illness unless it has a physical root cause (i.e. chemical imbalance in the body, brain tumor, etc.). Doing a magical Bio-Scan reveals the following about a plant-patient/subject: • Monitors vital bio-stats such as hydration, C02 consumption, photosynthesis, pollen, and access to light, water and proper nutrients. • Indicates the presence of disease, infection, toxins, rot, mold, blight, parasites, insect infestation, animal habitation/nests, 88 symbiotes, and other invading organisms in the plant's body. Does not reveal the presence of supernatural, magical or mental possession. • Indicates physical trauma such as broken limbs, dead leaves and branches, damaged tissue, burnt areas, dehydration, cell wall damage, root damage, and the effects of herbicidal poisons and other chemicals dangerous to plants. • Identifies the source of damage, dead parts, distress and cell damage. • The Biomancer is able to review and examine sections of the Code of Life (DNA), be alerted to the presence of genetic anomalies, defects and disease. • Provides all the same information as the Bio-Scan spell when used on sentient vegetative and plant beings. Bio-Scan: Plants only provides information to the Biomancer. The spell itself does not have healing properties, and actual treatment requires an applicable skill such as Botany or Gardening. Using this spell provides +30% to diagnose the problem and +20% to treat disease and injury. Bio-Scan can not be used as a lie detector or to treat animals. Commune with Nature Range: One mile (1.6 km) radius per level of experience. Duration: Instant. Saving Throw: None. P.P.E.:Two The Biomancer meditates and receives a general feeling for the surrounding ecosystem. On land, the spell informs the character if the ecosystem is unbalanced or damaged and why, such as a drought, flooding, storm/tornado/hurricane, extensive pollution, deforestation, fire, war, etc. Likewise, the spell indicates any ley lines within sensing range. Aquatic: Underwater, the spell reveals changes in water temperature, salinity, toxicity, currents and other characteristics. The character understands the ecosystem and its threats, from pollution to over-fishing, de-oxygenation, volcanic activity, invasive alien species or reef die-offs. The spell also reveals if there is Earth Energy/ley lines within sensing range. Heal Plants Range: One tree or 10 foot (3m) area per level of experience. Duration: Permanent. Saving Throw: None. P.P.E.: Five, Ten or Twenty P.P.E. depending on the size of the plant, with the most applicable to trees. If a plant has a broken or damaged stem, branch, or trunk, this spell heals the break or damage to normal and increases the usual S.D.C. by 10%. The effects are immediate and the magic is used to repair and heal repair damage to plants and trees. Ink Cloud (New) Range: Self. Duration: 1D4 melee rounds + 1 per level of experience (half in strong currents). Saving Throw: None. P.P.E.: Three Note: Also available as an Ocean Magic spell for the same P.P.E. cost.
The spell caster projects a cloud of dark, blinding ink around himself, just like the defense mechanism of the octopus. The Ink Cloud covers a 50x50x50 foot (15x15x15 m) area (double area of effect at levels 5, 10, and 15). Those inside the Ink Cloud are blind (-10 to strike, parry, dodge, disarm or entangle, etc.) and lose their sense of direction. Insect Signals (New) Range: Self. Duration: 10 minutes per level of experience. Saving Throw: None. P.P.E.: Three The spell caster is able to understand the sounds, scents and actions of any insects he can see or hear. For example, he will be able to tell if an insect is agitated, frightened or hostile (which means it is likely to attack if bothered or touched), or whether it is content/ happy (as happy as an insect can be, of course), hungry, hunting or foraging for food, mating, calling others to its location, leaving a trail for others of its kind to follow, or is sounding a warning, and so on. If a warning, frightened or hostile, the mage is able to tell if the warning has to do with a threat specific to the insects or a danger to the wider area and environment. Shape Plants Range: Touch. Duration: Permanent. Saving Throw: None. P.P.E.: Four The Biomancer can reshape a tree limb or small plant at will. He can alter its position and even bend, twist and reform the trunk and branches of a small tree, bush or plant without fear of harming it. Large trees and intricate designs, such as sculpting a normal tree into a humanoid or animal shape, requires multiple castings of the spell with each creating one minor effect. Sculpting a large tree or kelp frond takes 1D4+8 castings. This power only works on living or freshly cut trees and plants. Weather Sense Range: One mile (1.6 km) radius per level of experience. Duration: 24 hours. Saving Throw: None. P.P.E.: One The spell caster knows what the weather will be for the next 24 hours. The spell provides a reliable weather report: cloud cover, wind direction and speed, temperature highs and lows, humidity, weather fronts moving into the area, the likelihood of precipitation or foul weather, and approximately (within 5D6 minutes) when it will arrive and how long it will last. Note: The spell cannot forecast weather changes caused by magic or ley line disturbances during that period, but if the weather does not tum out as reported, the mage will know an outside force is responsible. Whale Speak (New) Range: One mile (1.6 km) per level of experience. Duration: 15 minutes per level of experience. Saving Throw: None. P.P.E.: Four Note: Also available as an Ocean Magic spell for the same P.P.E. cost. 89 Whale Speak grants the spell caster the ability to communicate with cetaceans, including whales, dolphins and orcas. The spell is not telepathic communication, and the caster must call out to the cetacean he is speaking with using high-frequency clicks and whistles for dolphins and orcas and low-frequency whale songs for most large whales. Other cetaceans and those with the Cetacean language skill will be able to understand and overhear the speaker if he or she is not careful. Level Two Amphibious (New) Range: Self or one individual or animal per spell casting. Duration: 20 minutes per level of experience, triple duration along a ley line. Saving Throw: None. P.P.E.: Six Note: Also available as an Ocean Magic spell for the same P.P.E. The spell gives fish and other sea creatures that cannot ordinarily function out of water the ability to temporarily breathe air and walk, slither or crawl on land (Speed: 1D6+6; double for octopus and other creatures with tentacles or legs). When cast upon a land animal or humanoid, fingers and toes become webbed, being in water feels natural, and the individual can breathe and swim underwater for the duration of the spell. Max depth is one mile (1.6 km) and swimming Spd is the same as the running Spd attribute number. Being amphibious means the enchanted person or animal can function both on land and in the water with equal ease for the duration of the magic. Animate Plants: Minor Range: 60 feet (18.3 m) per level of experience. Duration: One melee round (15 seconds) per level of experience. Saving Throw: None. P.P.E.: Four The Biomancer can cause one plant as large as an average tree to move. The plant remains rooted to the spot, but can be made to move its limbs/branches or stems, bend over, seem to bob and dance, and so on. Animated trees make a lot of noise when they flail their limbs, rustling leaves and rattling branches. The mage can also make a tree or branch bend and rise back to its original position to assist him in climbing, hold a package, or to provide camouflage. The animated plant/tree can nQJ; attack, entangle or hinder people, but its movement and sound can distract, frighten or appear threatening to people not expecting the plant to move or, with proper forewarning, entertain and delight observers. Horror Factor: Seeing a large tree suddenly move its branches or bend as if to bow calls for a save vs Horror Factor 10. Perception Rolls: The animated movement of a plant, bush or tree is distracting if not outright threatening, reducing the Perception Rolls of all people watching the plant by half. Animal Weaponry: Simple Range: Self. Duration: One minute per level of experience. Saving Throw: None. P.P.E.: Six
The spell caster alters his own body to make his fingers transform into animal-like claws or bird-like talons, or his teeth into fangs. Damage: Claws inflict a bonus of 3D6 S.D.C. damage in addition to normal punch damage and any applicable P.S. damage bonus. Sharp, pointed teeth or fangs inflict 2D6 damage and can be used to chew through rope, plastic and similar S.D.C. materials. Bait Ball (New) Range: 100 feet (30.5 m) per level of experience, line of sight, double along a ley line. Duration: Takes 1D4 melee rounds for the bait ball to form and lasts for two minutes (8 melee rounds) per level of experience. Saving Throw: None. P.P.E.: Six Note: Also available as an Ocean Magic spell for the same P.P.E. cost. This spell makes a school of fish or plankton cluster into a tight ball instead of swimming in a loose school to evade potential predators. This is done to attract, feed or distract an animal predator, but may also be used to catch vast numbers of fish by causing them to ball and then netting them or moving them into a pen/cage. As a balled school of fish, there is only the one type of fish, not an array of different species typical of traditional net fishing. The number of fish in the ball is 1D6x10 (1D4x1,000 if plankton), but works only on small fish (less than two feet/0.6 m long) and plankton, not crustaceans, large fish, aquatic mammals or sentient beings. Chance of success using Bait Ball: 84% when predators have been seen and known to be in the area. 62% in an area known to be inhabited by or visited by the type of predator one is looking to attract (shark, sea serpent, etc.). 33% when the area is unknown to the mage. Note that a predator other than the one desired is likely (55% chance) to be attracted instead or as well as the target animal. Bioluminescence (New) Range: 30 feet (9 .1 m) per level of experience. Duration: 5 minutes per level of experience. Saving Throw: Standard. P.P.E.: Seven Note: Also available as an Ocean Magic spell for the same P.P.E. cost. The spell caster's body lights up with a highly noticeable glow. Bioluminescence is used by creatures that live in the darkest depths of the ocean to communicate, attract prey and make their presence known. Mages may use it for the same purposes, as well as to mark targets. When the spell is cast upon an opponent or target such as the front or end of a submersible, the glow becomes a giant sign calling out for people to take notice. The intense glow also washes out the facial features of the person or animal it is cast upon, making clear identification of the individual impossible unless seen within 15 feet (4.6 m). The light is bright enough to read a book or see details on a sunken ship, illuminating everything within 20 feet (6.1 m) of a person aglow with Bioluminescence. Unobstructed, the glow can be seen underwater for at least 650 feet (198m). Bio-Electric Touch (New) Range: Touch only. Duration: Instant. Damage: 3D6 S.D.C. or 1D6 M.D. per touch. Saving Throw: None. 90 P.P.E: Four for the S.D.C. attack, Ten P.P.E. for the M.D. touch. Note: Also available as an Ocean Magic spell for the same P.P.E. cost. Bio-Electric Touch is an electrical attack that inflicts 3D6 S.D.C. damage or 1D6 M.D., as desired by the spell caster and when sufficient P.P.E. is spent. Underwater, the main target of the "touch" takes full damage, but everything within a 5 foot (1.5 m) radius of the electrical discharge takes 1D4 S.D.C. damage or 1 M.D. in the case of the Mega-Damage Bio-Electrical Touch. The touch can also be used as a defibrillator, restarting the heart when it has stopped. (01- 25% chance of success when used by someone who doesn't know what he's doing, 65% when performed by a doctor, Biomancer or someone directed by a character knowledgeable in biology or medicine.) The touch can also recharge S.D.C. batteries, providing them an additional 1D6+4 minutes of life, or ')ump" starting a weak car battery. Filter Feeder (New) Range: Self or others by touch. Duration: 15 minutes per level of experience. Saving Throw: None. P.P.E.: Ten Note: Also available as an Ocean Magic spell for the same P.P.E. cost. The Filter Feeder spell enables the enchanted individual to feed upon, and gain nourishment from plankton, like certain whales and fish, by swimming around and magically absorbing the plankton in the water. It only takes 1D6+8 minutes for the average human or human-sized D-Bee to eat their fill. For larger creatures, feeding requires 1D6+8 minutes per 100 lbs ( 45 kg) of their overall mass. Harvest (New) Range: Touch. Duration: 2D4 melees to perform, but the result is permanent. Saving Throw: None. P.P.E. Cost: Five for small plants, Eight P.P.E. for medium-sized plants, Fifteen for trees and plankton blooms. The spell is able to coax a plant to give up a portion of its body as a "harvest gift." The gift can be bearing 1D4 pieces of fruit, nuts or vegetables in a matter of seconds even when out of season, or a small balloon-like pouch, about the size of a man's fist, containing 1D4+5 ounces of seeds, syrup, sap, root, leaves, petals, blossoms, pollen, or plant extract such as poison or chemicals that are something the plant normally can produce. Such "harvest gifts" are often used in medicine, cooking and magic, and are "harvested" without harming the plant. For 30 P.P.E. the spell can compel insects and simple animals, like snakes, that have poison, chemicals, teeth or quills that the creature can secrete, fire or remove without injury to itself, to give up 1D4 of them (or 1D4 doses of chemicals) and put them in the hand or a container without attacking or hurting the spell caster. This spell can also tum non-edible plants, grass, seaweed, leaves, stalks, flowers, berries and roots, as well as plankton and mashed insects, into a thick, nutritious soup or paste (like poi or porridge) that is surprisingly good tasting and packed with protein, vitamins and fiber. One spell makes enough food for one humansized person per level of experience for the cost of 8 P.P.E. or two people per level at the cost of 15 P.P.E. May be used in conjunction with the various "Bloom" spells.
Insect Chemical Trail (New) Range: Self only. Duration: 10 minutes per level of experience. Scent lingers for 28 hours +2 hours per level of experience. Reduce the duration of the scent by half during or after rain; reduce by 90% in snow that is deeper than three inches (7.6 em) or in a downpour. Saving Throw: None. P.P.E.: Five Many insects can secrete chemicals to mark their territory, leave a trail or warn of danger. This spell enables the spell caster to mark such an invisible chemical trail on everything he touches- the path he walks upon, every leaf he brushes against, every tree he touches with his hands, and so on. The scent is left behind whether touched by the mage's bare skin, armor or clothing. Only other Biomancers using the Chemical Trail spell, Insect Signals and/or Commune with Nature can detect the unique insect scent and recognize what it is, what it means and follow the trail. (Base Skill: 90%, reduce by half in a downpour or snow deeper than a couple inches). Note: Insects and Insectoids like the Xiticix can also follow the chemical trail. Canines and other beings with superior sense of smell can NOT detect the Insect Chemical Trail. The scent is used by Biomancers to mark an invisible trail they can follow back later, or for other Biomancers to follow after. Insect Leap Range: Self. Duration: Instant; one leap. Saving Throw: None. P.P.E.: Five This spell enables the character to make an enormous grasshopper-like leap. This can be either a broad lengthwise leap or a high jump upward. A broad jump for distance carries the character 50 feet (15.2 m) plus 10 feet (3.0 m) per level of experience from a standing still position. High jumps, leaping up rather than for distance, are 10 feet (3m) plus 6 feet (1.8 m) per level of experience. An Insect Leap counts as one melee attack/action. Plankton Bloom (New) Range: 90 foot (27 .4 m) radius per level of experience, double along a ley line, quadruple the size at a ley line nexus. Duration: Takes 1D6 melee rounds for the plankton to bloom and grow in volume. The multiplied amount of plankton is permanent. Saving Throw: None. P.P.E.: Eight Note: Also available as an Ocean Magic spell for twice the P.P.E. Plankton Bloom causes an explosion of plankton - the tiny, floating creatures found in the waters of the ocean and that make up the bottom of the ocean food chain. Unlike the dense cloud of algae created by the Algae Bloom spell, plankton are more dispersed. Plankton must already be present in order to create a "bloom" and can be used to block sunlight and "muddy" the water, impairing vision much like a light underwater fog. Anyone caught inside a Plankton bloom has their vision obscured (-5 to strike, parry, dodge and other combat moves) until they can manage to swim out of the area of effect. Plankton is not dense enough to impair movement or swimming, though it may (01-30% chance) clog air hoses, vents and small, light motors. In their mystically-enhanced blooming frenzy, plankton swim and wriggle into every crack and 91 crevice of technological items. Any piece of technology, vehicles, weapons and underwater tech with water intakes has a 30% chance of failing. Only taking apart the item, cleaning and reassembling it restores it to its working state. In the case of vehicles, running the engine at a high speed for 2D4+ 1 melee rounds should clear them without needing a overhaul. The Plankton Bloom spell is also used to feed aquatic animals, has a 01-33% chance of attracting certain types of whales, rays and other plankton eaters, and can be used in conjunction with the Harvest spell to create food edible for humans. Plant Virtual Sight Range: 100 feet (30.5 m) per level of experience. Duration: One melee round (15 seconds). Saving Throw: None. P.P.E.: Six The spell caster can "see" from the vantage point of any plant, be it a blade of grass low to the ground or the tallest treetop. For instance, a character needing to see past a jungle's heavy canopy could use this spell to magically move his eyesight to the top of a tree. This spell can also be used on seaweed in the water to see underwater or on plants floating on the surface to see what rests on the surface of water. The spell caster has to specify the angle and the direction he intends to look and cannot change direction once the virtual sight is established. Weave Plants Range: Touch. Duration: Permanent. Saving Throw: None. P.P.E.: Fifteen The spell enables the mage to take portions of a plant (never the whole plant, but small pieces like leaves, vines, fibers, strips of bark, and so on) and magically reform them into a plant fiber that is lightweight, resilient and waterproof to create a fabric suitable for making cloth and clothing. The resulting material is like a cross between plastic and cotton. Color is manipulated by the selection of the base materials. Fabric made of bark, branches and roots are shades of brown; leaves and vines are shades of green; grains make yellow and orange colored fabric, while flower petals and fruits make the color of the petals or the skin of the fruit. As the Biomancer weaves the plant fiber, he or she can shape it into clothes, sheets, strips, belts, bags, ropes or any article that can be made out of fabric or weaving. However, the Sewing skill is necessary to make a functional set of clothes (any style). Characters without the Sewing skill can only make simple cloaks, robes, blankets, sheets of material, sacks, rope and other simplistic articles. Each casting creates three square feet (0.3 square meters) of material per level of experience. Seaweed works perfectly well to make clothing, rope, nets, rigging, and sails. Note: Coral is a collection of a variety of different animals and cannot be transformed via this spell. S.D.C. armor can be made by using bark or roots and layering and interlacing several layers of the material. Such armor has 1D6+45 S.D.C. and an A.R. of 13. Note: The Ironwood spell can be used to tum S.D.C. bark or wood armor into M.D.C. armor (1D6+45 M.D.C.). Mend M.D.C. armor. This spell can be used to mend M.D.C. wood or plant armor, including Lemurian Bio-Armor, Millennium
Tree bark and leaf armor, and other M.D.C. wood or plant-based armor, restoring.five M.D. C. every time the spell is cast. Level Three Accelerate Plant Growth Range: Touch. Duration: Permanent. Saving Throw: None. P.P.E.: Five for a small plant, Ten for a small tree and Twenty for a large tree. The Biomancer can speed up the normal growth of a plant. Fullgrown plants sprout a full year's worth of output in a melee round (including fruit production) and a sapling will grow up into a fullsized adult plant. Adult trees grow another 4D6% of their current size. A seed needs two castings, one after the planting to create a sapling and another spell to make the plant reach full size. Animal Weaponry: Poison (New) Range: Self. Duration: One melee round per level of experience. Saving Throw: None. P.P.E.: Ten The spell is an add-on effect to the Animal Weaponry: Simple and Major spells. This requires the Animal Weaponry: Simple or Major spell to be cast first. When this spell is cast next, the Biomancer' s claw and bite attacks also release a poison that has one of the following effects. While casting the spell, the Biomancer must decide which type of poison his Animal Weapons will release: paralyzing, lethal or feverish. The ability to poison with bites and claw strikes lasts for one melee round per level of experience. Paralyzing Toxin: A successful strike that cuts an opponent inflicts a poison that paralyzes the appendage (hand, arm, leg, wing, tentacle, etc.) that is cut or bitten, causing it to immediately go numb for 1D4 melee rounds. In the case of a hand or arm, the victim cannot use the numb limb to fight, use a weapon or even hold or carry an object. Skill performance requiring that limb is -40%. When a leg is paralyzed, reduce speed by 50%, kick attacks are impossible and the performance of skills requiring that limb is reduced by half. The victim must roll to save vs non-lethal poison (16 or higher) each time he is cut or bitten. (Note: Bite and claw damage as per the Animal Weaponry spell.) A failed save means paralysis. A successful save means the limb feels cold and tingles, but retains enough feeling for continued function but at -1 on all combat rolls (strike, parry, etc.) and -5% on skill performance. Each additional paralyzing strike to the same limb adds 1D4 melee rounds of paralysis to the duration unless the character manages to save (no extension of duration nor additional penalties). Roll to save for each successful poisoning attack. Paralyzing attacks made to the head, neck and torso affect the main body by making the victim sluggish with accumulating penalties for each successful paralyzing claw or bite attack. In this case, a successful roll vs poison means no damage or penalties. However, each failed roll to save vs non-lethal poison (15 or lower) inflicts the following penalties: reduce Spd by 5%, -1 penalty on initiative and dodge, and -5% to skill performance with accumulating effects per each attack. When Spd is reduce by 60% 92 the victim also sees his attacks per melee and all other bonuses reduced by half. Fever Poison: The victim of this attack must make a save vs non-lethal poison (16 or higher). A failed roll means the victim suddenly suffers the effects of high fever for 1D4+ 1 melee rounds. The victim finds it difficult to concentrate and focus, vision is blurry and he is -25% on the performance of all skills, reduce Spd by 30%, -1 melee attack, -2 on all combat moves, -4 on Perception Rolls and has no initiative. Penalties and fever last for 1D4 melee rounds. A successful save means no penalties whatsoever. Lethal Poison (Hit Points): A successful strike that cuts an opponent inflicts poison and requires the victim to make a save vs lethal poison (14 or higher). A failed roll means the victim suffers 2D6 damage direct to Hit Points from each poisonous strike that is successful. A successful save vs poison means the character only suffers 1D4 damage to his S.D.C.; when S.D.C. is gone, damage is applied to Hit Points. Lethal Poison (Mega-Damage): For twice the P.P.E. cost, the lethal poison can affect Mega-Damage beings and inflicts 2D6 M.D. A successful claw strike or bite inflicts poison and requires the victim to make a save vs lethal poison (14 or higher). A failed roll to save means the victim suffers full damage. A successful save means only 1D4 M.D. is inflicted. Non-M.D. targets take Hit Point damage rather than M.D. Note: Damage from poison is in addition to the usual claw or bite attack. Damage from the actual claw strike or bite can be reduced by the attacker if he rolls to pull punch, in which case a successful pulled punch inflicts one point or one die of damage rather than the full amount. The poison still has full effect. Chitin Range: Self or other by touch. Duration: 10 minutes per level of experience. Saving Throw: None. P.P.E.: Fifteen The character's skin is magically covered in a hard, insect-like exoskeleton that is a dark, vaguely organic substance that looks like melted wax with short spikes at the joints and shoulders. This mystical chitin protects the spell caster, or one person by touch, with 40 M.D.C. +5 M.D.C. per level of experience. Chitin body armor is the equivalent of living, light body armor that has little impact on the ability to swim or climb (-5% Prowl and movement penalties). No other armor can be worn over Chitin, but it can be concealed under a cape, cloak, poncho or robe. The Chitin-clad individual can be easily mistaken for a monster or D-Bee. The spikes on the chitin inflict an extra 1D6 S.D.C. in hand to hand combat- 1D6 M.D. if this spell is combined with the spell Animal Weaponry: Major. Coral Growth (New) Range: 50 foot (15.2 m) radius of growth per level of experience. Duration: Permanent. Saving Throw: None. P.P.E.: Eight Live coral or the living organisms that create coral must already be present in order to "grow" coral. The spell stimulates and speeds up the growth of coral by 100 times their natural growth rate to repair damage to coral reefs, enlarge or spread such reefs or to create new ones.
Electrolocation (New) Range: Self, with a sensing range of 100 feet (30.5 m) per level of experience. Duration: Two minutes per level of experience. Saving Throw: Standard. P.P.E.:Ten Note: Also available as an Ocean Magic spell for the same P.P.E. cost. Many fish use electrical receptors to locate prey buried in the sand or hidden in muddy waters. All living things produce a small electrical field, and keying in on that allows the spell caster to find people and animals in complete darkness, silt-laden rivers, intense blizzards, magical illusions and other visual impediments. The spell caster sees visual traces of bioelectricity indictating the presence and location of life forms and electrical energy, including wiring and conduits. Can judge the actual position to within five feet (1.5 m) even in total darkness and reduces the penalties for being blind by half. The spell also enables the enchanted individual to sense strong lines of electromagnetic energy and magnetic north. Fish Skin (New) Range: Touch. Duration: Permanent. Saving Throw: Not applicable. P.P.E.: Ten or Thirty-Five This spell is similar to the Weave Plant invocation, only the Biomancer accelerates the growth cycle of one or two large fish or a school of 1D4x10 small fish to shed a layer of skin and scales, which are then magically molded together to form a fabric that is like the skin of a fish. The "Fish Skin" is lightweight, flexible, waterproof and reminiscent of a rubber diving suit or heavy spandex. Color depends on the fish used to acquire the fish skin and can range from white, silver/gray and black to yellow, orange, red, violet and blue. This magic can be used on monsters and sea serpents with fish-like skin to similar effect. As the Biomancer creates the Fish Skin, he can shape it around himself or another person to create a skintight, second skin similar to a diving suit. This second skin is used to stay warm at colder depths underwater and as a simple armor without movement penalties. S.D.C. Armor: For the cost of 10 P.P.E. the Fish Skin has an A.R. of 14 and 30 S.D. C. +5 per level of experience. M.D.C. Armor: For the cost of 35 P.P.E. the Fish Skin has 10 M.D.C. +5 M.D.C. per level of experience. Unlike many spells that provide a temporary suit of armor, Fish Skin is permanent and remains a functioning suit of armor until the armor is destroyed (loses all its S.D.C. or M.D.C.). Insect Climb (New) Range: Self or another person by touch. Duration: Two melee rounds (30 seconds) per level of experience. Saving Throw: None. P.P.E.: Eight The spell enables the recipient of this magic to climb any but the most smooth or icy of surfaces like a bug, including walls and ceilings. Base Skill: 98%, -30% when climbing faster than 75% of the character's full running speed, -60% when trying to climb on glass, ice or similar slick or smooth surfaces. The spell lasts for a 93 brief time, so it is often used to get to a particular ledge or perch before the spell wears off. Life Link (New) Range: Self or other by touch. Once the link has been established, the affected individual can travel up to 3,000 miles (4,800 km) away and remain in contact with the animal or area to which he is linked. The spell caster can end the connection at any time. A link to an area picks up the general feelings and sensations of everything within a 100 foot (30.5 m) radius or may be limited to one specific animal or plant. Duration: Five minutes per level of experience. Saving Throw: Standard for animals and people. P.P.E.: Eight to link to a specific animal or plant, Fifteen for an area link. Double the P.P.E. cost and triple the duration when the mage links himself to an individual, animal or area to monitor and protect it. This unusual spell can be used in a few different ways. In all cases, the mage can break the link at will. 1. To monitor. The mage may link himself to a specific animal, person, plant/tree or 100 foot (30.5 m) area of nature to monitor it. He cannot read its mind nor see through its eyes, but does feel the animal, plant or area's general emotions and will instantly know when it feels relaxed, content, fearful, hostility or pain and suffering. Any of these emotions indicate the general state of the animal, person or environment, and a sudden change may indicate play, rest or the appearance of someone special, an enemy, imminent danger, and being attacked/hurt or killed. Note: Remember, the emotions of plants and wild animals will be different from people. For example, a flower, bush or tree is not likely to fear the appearance of a monster (or an army of monsters) unless it is uprooting, setting fire to, or destroying vegetation. Penalties: While linked in this manner, the mage or other recipient is distracted and suffers the following penalties: -4 on Perception Rolls, -2 on initiative, reduce all combat bonuses by half, and -20% to skill performance. 2. Relaxation and meditation. In the alternative, a Biomancer may link himself or another to a healthy, beautiful area of nature or a vibrant animal so he may experience the splendor, majesty and joy of nature. Same disorientation and penalties apply as in #1 above, but gets the benefits of being in a relaxed state similar to meditation and Lemurians and Biomancers are + 10% to commune with nature. 3. To teach a lesson. The Life Link spell may also be used as a teaching tool to make despoilers of nature understand the consequences of their actions. In this case, the spell links a person other than the spell caster to a particular animal or plant, or to a specific wilderness area. Whenever that plant or animal is hurt (or a 100 foot/30.5 m radius of a specific wilderness area) the linked individual feels every emotion and every ounce of pain or discomfort to which he is bound. The recipient of the link is not physically injured or harmed, even if the creature he is linked to is hurt or dies. However, feeling the emotions and pain of the suffering animal/environment is a powerful experience. It often brings about an awakening and awareness as to the consequences of one's actions. Penalties: While linked to the suffering animal or carnage to an area, the linked individual is flooded with sensations that make fighting and skill performance difficult: reduce the number of attacks and combat bonuses by half, he has no initiative or Perception Rolls, and skills suffer a penalty of -50%.
Optional: At the G.M.'s discretion, have the target of the link make a save vs Insanity (15 or higher). A failed roll means roll for one of the following results: 01-05% Hateful. Good or evil, the experience does nothing to change the individual's ways, except now he has a lasting hatred of all Biomancers. He'll never trust them or their cursed magic and looks for ways to make them suffer as payback for what was done to him by this spell; +2 to save against this spell in the future. 06-10% Callous. Good or evil, the individual likes the suffering or carnage he's unleashed and does not change his ways in the least. In fact, he may even become more callous, cruel or destructive. Repeat exposure to this spell is a pleasant experience that reinforces his callous attitude. 11-30% No lasting effect. Good or evil, the individual feels remorse for a while (1D6 days), but falls back to his old ways. Roll on this table again if subjected to this spell in the future. 31-50% Changed. Good or evil, the individual's eyes are opened and he tries to be more aware and considerate of the environment in the future. He is less careless and callous, and much more humane and concerned about the welfare of animals and the environment. Repeat exposure to this spell reinforces the "Changed" attitude, nothing more. 51-70% Self-Enlightenment. Good or evil, the individual's eyes are opened and he tries to be much more aware about the humane treatment of animals and responsibility to the environment. He, himself, is never cruel to animals nor careless or destructive to the environment. Repeat exposure to this spell reinforces the "SelfEnlightened" attitude, nothing more. 71-90% Crusader. Good or evil, the individual's eyes are opened and he becomes a crusader for the humane treatment of animals, appreciates nature and fights for the preservation of the environment. He is now prone to lecturing others on the matter, condemning foolish and dangerous behavior that could cause damage to the environment or the inhumane treatment of animals, and may even threaten and punish (beat up, humiliate, sabotage, etc.) offenders who ignore his words. Repeat exposure to this spell reinforces the "Crusader" attitude and may make him even more proactive and/or violent toward those who do not share his view. 91-00% Obsessed. The individual sees the world through new eyes and no longer wishes to pursue his careless, callous or deliberate ways of destruction. He is now obsessed with trying to right his past wrongs. He is part Crusader (see above) and quite zealous in his views. The character is likely to give up the hunting and eating of animals (or seldom eats the meat of any animal), and is likely to threaten, beat up and even kill offenders who ignore his words. Repeat exposure to this spell reinforces the "Obsessed" attitude and may make him even more proactive and/or violent toward those who do not share his outlook. Bonuses: +5% to all skills involving the care, breeding and riding of animals, and +5% to the Botany, Gardening, I.D. Plants & Fruits and Recycling skills. Nutrient Bath (New) Range: 12 feet (3.6 m) per level of experience. Duration: Roughly 2 minutes (8 melee rounds). Saving Throw: None. P.P.E.: Eight Note: Also available as an Ocean Magic spell for twice the P.P.E. Nutrient Bath creates a bubble of water around the mage or a specific target that is infused with nutrients and vitamins. The enchanted water scours the target's skin and infuses into his or her 94 body, scrubbing away dirt, mud, algae, seaweed, skin parasites and skin disease and healing bums, minor cuts, scrapes and abrasions. The spell straightens wrinkles, evens skin tone and removes acne and blemishes, providing+ 1 to P.B. for up to a month after its application (can only be done once per month). The spell can also be used to clean and care for riding animals like sea monsters, purify sick or rotten fish/squid for consumption and to clean plants of rot and disease. Repel Sharks (New) Range: 10 foot (3 m) radius per level of experience around the spell caster. Duration: Five minutes per level of experience. Saving Throw: Standard. P.P.E.: Ten Note: Also available as an Ocean Magic spell for the same P.P.E. cost. Sharks and rays hunt using the ability to sense electrical activity in the water produced by living prey and muscle movement. This also makes them extremely sensitive to overloads of electricity, especially since water is an excellent conductive medium. This spell creates a low level electrical field around the caster. Any shark, ray or other S.D.C. creature able to sense electricity is likely to stay outside the range of the electrical field. Those that come within the spell's radius suffer 1D4 S.D.C. damage and must save vs Horror Factor 17. A failed H. F. roll shocks and compels the creatures to leave the area, swimming 1D6x1000 yards/meters away.It has the same effect on spell casters using the Senses of the Shark spell and those who have taken on the form of a shark or ray. No effect on M.D.C. sea monsters, sea serpents, demons, supernatural creatures or beings not sensitive to electricity. Seaweed Net (New) Range: Net appears in the spell caster's hands and can be thrown 20 feet (6.1 m) with surprising accuracy (magically assisted). Duration: One melee round per level of experience (half when removed from water or cast on dry land). Saving Throw: Dodge vs the attacker's toss of the net; high roll wins. Note: Counts as two melee attacks/actions; one to make the net and one to throw it. P.P.E.: Nine The spell creates a net out of available seaweed that can then be thrown to snare as many as four human-sized victims or large fish/ animals within an 8 foot (2.4 m) radius. Normal weapons can cut the seaweed netting, but the damage is instantly repaired and the netting magically restored. Only damage greater than 18 M.D.C. inflicted at one time can destroy the netting, causing it to fall apart. A Dispel Magic Barriers spell also causes the net to fall apart, freeing its captives. Those caught in the net are temporarily immobilized (down to one physical attack without benefit of bonuses and applicable only when someone comes close enough to be struck by the netted victim) until the net is destroyed, the captured are released or the duration of the spell elapses. The spell caster can cancel the net at any time. Seaweed netting may also be strung up to create a light, temporary barrier or pen. Note: If there is no seaweed within a 100 foot (30.5 m) radius of the spell caster, the hetting cannot be created.
Shrink Plant Range: Touch. Duration: One minute per level of experience or permanent. Saving Throw: Standard; supernatural plants get a +6 to save. P.P.E.: Ten temporary or Two-Hundred for permanent shrinking. This spell shrinks any one plant by as much as 90%, reducing a 30 foot (9.1 m) tree to a mere 3 feet (0.9 m). The spell caster can determine the degree of shrinkage in gradations of 10% to a maximum of 90%. Once shrunk, the spell cannot be used on that plant again to make it any smaller. Expending 200 P.P.E. points makes the reduction in size permanent. Tracking Barnacle (New) Range: Self by touch or up to 30 feet (9.1 m) away; line of sight required. Duration: One hour per level of experience. Saving Throw: None. P.P.E.: Fourteen The Biomancer summons a mystic barnacle with a special link to him. The barnacle can be attached by hand to a vessel, object or large creature, or cast from a distance up to 30 feet (9.1 m) away. In either case, the barnacle attaches itself securely to the target and assumes the color of the object/vessel to which it is attached. As per the magic, the spell caster can sense the general direction, distance and location of the barnacle, no matter the distance between them. Note: Works best underwater and stops working after 15 minutes when taken out of water. Weaponize Sea Anemone (New) Range: Self or other by touch. Limitations: The Biomancer can transplant and weaponize two anemones per level of experience. Duration: 30 minutes per level of experience. Saving Throw: None. P.P.E.: Twelve The Biomancer takes an anemone, a little creature with poisonous tentacles that lives attached to rocks and coral, and gently coaxes it off its perch. The anemone can then be magically transplanted to another underwater object and location. This can include a door, doorknob, chest/container, weapon or other object, and even to Mega-Damage or S.D. C. armor or the flesh of the Biomancer. Once attached, the sea anemone lives and functions as it would at a coral reef, stinging fish and people with its poisonous tentacles when they come too close or touch the anemone. Any bare skin that comes in contact with the anemone suffers 1D4 S.D.C. damage. In combat, that means sparring and grappling with an anemone covered opponent causes pain and damage from 1D4 anemones every time the opponent tries to grab, hold, parry, punch or touch a part of the body that has anemones on it. Even accidentally brushing up against the anemone while engaged in combat inflicts 1D4 S.D.C./ Hit Point damage per touch. Note: Each anemone has 1D6+ 1 Hit Points, but can only be killed when the attacker specifically intends to do so and strikes with the purpose of killing the anemone, not the person, armor or object to which it is attached. An anemone is typically the size of a tangerine or small apple and its tentacles are much too tiny, short and weak to grab an opponent or a weapon. 95 Level Four Animal Weaponry: Major Range: Self. Duration: One minute per level of experience. Damage: Mega-Damage as described below. Saving Throw: None. P.P.E.: Twenty The Biomancer alters his own body by making his fingers magically elongate into bony animal-like claws and/or his teeth into large fangs. The character can even make a pair of horns or antlers grow out of his head. The Major spell makes these growths MegaDamage weapons. Claws inflict 2D6 M.D. in hand to hand combat and are + 1 to strike and parry. Horns or antlers do 2D6 M.D. and are+ 1 strike with head butt and ram attacks. Fangs inflict 1D6 M.D. per bite and can be used to chew through S.D.C. material and light M.D. C. cord, chains and very thin metal (i.e. has less than 12 M.D.C.). Forest Camouflage Range: Self. Duration: Two minutes (8 melees) per level of experience. Saving Throw: None. P.P.E.: Fifteen The Biomancer can blend into any plant-covered or seaweedfilled landscape, becoming totally invisible! Unlike the Chameleon spell, the mage can move around without cancelling the cloaking capabilities of the spell. Not even the See Invisible spell or creatures with that ability are able to see the Forest Camouflaged character as long as he stays among the trees or scrub (bushes, tall grass and/or weeds, and other tall vegetation). Nor can he be detected by any technological imagers, motion detectors or heat sensors. While the spell is in effect, the character has an effective Prowl skill of 60% (or +20% to an existing Prowl skill, whichever is greater), and as long as he stays still and among tall vegetation, he cannot be located. The Biomancer's location/hiding place is revealed only when he calls attention to himself by making noise, talking/shouting, waving, stepping out of tall vegetation or attacking. Once revealed, the spell is broken. Similarly, this spell can be cast upon a parked vehicle with it's engine and other noise making devices turned off, crates, bundles, tents, gear, etc., to make them camouflaged. Someone would literally have to bump into or trip over the item to find it. Remember, the spell only works in places where trees and tall vegetation are present and numerous: forests, jungles, city parks, gardens and fields with tall grass, weeds, flowers or scrub. In the case of fields with tall vegetation, the Biomancer must crouch low for the spell to work; standing above the vegetation reveals him. The spell does not work at beaches, deserts, rocky landscapes, lawns or fields where the grass and brush is shorter than four feet (1.2 m) nor areas devoid of plant life. Insect Silent Walking (New) Range: Self only. Duration: Five minutes per level of experience. Saving Throw: None. P.P.E.: Ten
The enchantment enables the Biomancer to walk silently, even across squeaky floorboards, dry leaves, gravel, and through underbrush without making a sound, provided he doesn't move faster than half his maximum running speed/Spd attribute. Moving faster negates the magic and generates the normal amount of noise. Insect Silent Walking provides the equivalent of the Prowl skill at 70%. If the mage already has the Prowl skill it functions at 94% and leaves a minimal trail to be followed (-25% penalty to the Tracking skill of those trying to follow character's trail). Re-Hydrate (New) Range: Touch or 20 feet (6.1 m) per level of experience; line of sight required. Duration: Permanent. Saving Throw: None. P.P.E.:Ten Re-Hydrate completely restores water levels within one large plant or one human-sized living creature or 1D6+2 small animals (lemur or squirrel size or smaller). For humans and similar D-Bees, going two or three days without fresh water is life-threatening. ReHydrate not only stakes the thirst and provides them with a full normal allotment of water, but it also heals the ravages of dehydration, from a cracked and parched tongue and mouth to dangerously dried-out brain and body tissue. Plants are much more resilient and many can go for long stretches without water. Even though the plant may look withered and nearly dead, as long as the plant is still alive, Re-Hydrate will bring it back to its full glory, no matter how dried out and dessicated it appears. The spell can be used on one large tree, two medium trees, 1D4+2 saplings, or a 10 foot (3m) radius of plants, flowers, crops, bushes and shrubs, or double that size of grass. Safe Fire (New) Range: Touch or up to 10 feet (3m) away; line of sight required. Duration: 30 minutes per level of experience. Saving Throw: None. P.P.E.: Seven The spell creates a magic campfire suitable for cooking and keeping a small area warm. The fire does not spark or flare, even in a high wind, and when it goes out, it is instantly cold and dead; there is no hot ash or embers that could accidentally start a forest fire. Scent Cloak (New) Range: Self or others by touch. Duration: 15 minutes per level of experience. Saving Throw: None. P.P.E.: Eleven Water carries scents and traces of blood, oil and chemicals for many miles, and most marine predators are adept at tracking by smell. Scent Cloak completely masks the smell of those enchanted by this magic, making them impossible to track by scent on land or in the water, and indistinguishable from the normal chemistry of the water or air. As long as the spell is active, those cloaked by the spell produce no scent whatsoever and can only be tracked by sight or other means. 96 Seaweed Floating Platform (New) Range: 6 foot (1.8 m) radius per level of experience. Duration: 12 hours per level of experience. Saving Throw: None. P.P.E.: Ten Note: Also available as an Ocean Magic spell for twice the P.P.E. The spell causes seaweed within a mile (1.6 km) radius to come together to create a soft, spongy platform strong enough for a person or several people to stand upon, walk across or ride upon like a semi-submerged life raft on the surface of the water. Although those on the seaweed platform will get wet, and receive no protection from the elements, the soggy seaweed raft prevents its passengers from sinking and drowning. The platform cannot be summoned out of nowhere, so there must be seaweed present in the area for the spell to work. To keep the platform from eventually falling apart, the spell may have to be recast, and the spell caster responsible can cancel the magic at any time. Strengthen Plant Range: One tree or 10 foot (3m) area per level of experience. Duration: One minute per level of experience or permanent. Saving Throw: None P.P.E.: Temporary effects: Blades of grass, a shrub or bush 20 P.P.E., a small tree 30, an adult tree 40 or a giant redwood type tree 60 P.P.E. 400 P.P.E. will permanently transform a living plant of any size into a Mega-Damage structure. This spell transforms normal trees and plants into M.D.C. structures! A blade of grass has one M.D.C. point (and is like stepping on a nail, pointed end up), small shrubs and bushes acquire 4D6 M.D.C., larger bushes and small trees have 1D6xl0 M.D.C., good sized trees have 4D6xl0 M.D.C. and trees towering 200 feet (61 m) or higher have 1D6xl00+ 100 M.D.C.! Some biomancers use rituals and ley line energy to permanently transform whole forests into living Mega-Damage structures. This is especially effective in foiling logging operations and turning seaweed and kelp into deadly obstacles for ships. In addition to their new Mega-Damage strength, transformed plants are immune to disease, insects and to normal fires. M.D. and magic/psychic fire inflict normal damage. Once a Mega-Damage plant or tree is cut down/killed, however, it reverts back to normal S.D.C. wood and fiber, so people trying to exploit the capabilities of the strengthened plants by killing them get nothing for their troubles. Weaponize Eel (New) Range: Self or others by touch. Duration: 15 minutes per level of experience. Saving Throw: None. P.P.E.: Sixteen Similar to the Weaponize Sea Anemone spell, the Biomancer is able to attach and use eels. The eel can be a Moray or other large, aggressive, S.D.C. type of eel. The Biomancer convinces the animal to join with him or her, affixing the animal to his armor or own skin, often along the forearm and shoulders. The eel(s) remains docile until the mage enters combat, at which point the eel(s) snaps at opponents independently (has two attacks per melee round) and bites anyone who comes within range or tries to grapple with or strike the Biomancer.
Moray Eel: The animal has 3D6 Hit Points/S.D.C., its bite does 1D6 S.D.C. damage, and it is + 1 to strike and dodge. Electric Eel: The animal has 3D6 Hit Points/S.D.C., its bite does 1D4 S.D.G. damage and the electric shock does 2D4 S.D.C. damage and hlll\ -a 01-50% chance of stunning fish and animals smaller than a foot (0.3 m) in length. Unleash Eels: At any time, the mage can unleash one or more of the eels attached to him, point at an adversary and have the eel(s) attack him. The eels fight for one melee round per level of the Biomancer or until they are slain, whichever comes first. Level Five Amplified Scent (New) Range: 50 feet (15.2 m) per level of experience. Duration: 10 minutes per level of experience. Saving Throw: Standard. P.P.E.: Twenty-One The spell caster enchants a person, animal or object to amplify its natural scent. Whether on land or submerged, any animal or individual attempting to track the enchanted individual/target by scent receives a +35% bonus. The enhanced scent is highly noticeable, even for those with a poor sense of smell, and the scent is just as strong in water as it is in the air. Those in the presence of the enchanted creature or object will find the scent so strong as to be unappealing and probably want to stay away and downwind of him/it. Animal Phantom Range: 10 feet (3.0 m) per level of experience. Duration: One minute per level of experience. Saving Throw: Standard. P.P.E.: Twenty This spell, also known as Animal Ghost, can be used along a game trail, a drinking spot, or any place frequented by animals. The spell creates a seemingly real image of any one animal that is known to the area. The phantom animal appears real, especially from a distance, and it behaves as one might expect the normal animal to do. A duck would swim, fly, waddle and quack, a rabbit hop and eat greens, a deer would run and leap, a bear forage for food and stand up threateningly and roar when startled before dropping to all fours and running off, and so on. Many Biomancers use this spell to trick and lure hunters into an ambush or away from the real game animals. Animate Plants: Major (New) Area of Effect: 40 feet (12 m) plus 5 feet (1.5 m) per level of experience. Duration: One minute per level of experience. Saving Throw: None. P.P.E.: Twenty This spell enables the Biomancer to mentally manipulate all the plant life within a 40+ foot area in front, behind or around him. Thus, he can cause vines, weeds, seaweed, shrubs or trees to tangle and ensnare animals or people or bend and reposition to cover and camouflage an object/vehicle or to create cover for him or others to hide. The mage can also make the larger plants attack using 97 their branches or bodies/trunks to hit, swat or grab and hold an opponent, and vines to strike like a whip. Although the limbs of trees can be made to move like hands and arms, they are still restricted by the fact that they are hard wood, lack true fingers and human dexterity and are rooted to one spot. However, while incapable of articulated movement, trees hit with great force and mass and can block, grab and hold opponents and even vehicles in their arms/ branches, as well as trip and entangle with their roots. Attacks per Melee: Those of the spell caster +2 ( + 1 more at levels 5, 10 and 15). Each attack by a tree or area of vegetation counts as one of the Biomancer's own as he turns, points and waves his arms and hands like a conductor directing an orchestra, except he's directing the action of the plants and tree attacks. This spell requires the full concentration of the Biomancer, preventing him from casting any other spells as long as he is orchestrating the attacks of plants. Damage: Damage can be M.D. due to the mass of the tree branch used to strike. Tree branches are much larger and heavier than one might expect when looking at them from the ground up. Add the force of momentum, weight and Supernatural equivalent strength of trees, and it strikes with significant force. Of course, the tree also takes damage, but it is incidental (5% of what it inflicts) and probably appears as a shower of leaves and broken twigs and small branches. Not applicable for seaweed; see Entanglement. • Whip attacks from a vine inflict 2D6 S.D.C. damage. • Underbrush, bushes and saplings (trees 12 feet/3.6 m and smaller) inflict 2D4 S.D.C. damage strike. • Medium-size adult trees (15-30 feet/4.6 to 9.1 m) inflict 5D6 S.D.C., 1D6x10 S.D.C. or 1D4 M.D. depending on the amount of damage desired by the mage controlling the tree. • Large adult trees (35-90 feet/10.6-27.4 m) inflict 6D6 S.D.C., 2D4x10 S.D.C. or 2D4 M.D. depending on the amount of damage desired by the mage. • Massive, giant trees taller than 100 feet (30.5 m) or with a trunk thicker than 10 feet (3 m) in diameter- rare- inflict 2D4x10 S.D.C., 3D4 M.D. or 4D4 M.D. depending on the amount of damage desired by the mage. Note: The heaviest damage is done by the largest, thickest branches or the trunk of the tree which can be made to bend down in a pummeling hammer strike or baseball bat-like sideswipe. Entanglement: • Short weeds, grass, flowers and soft plants grab and entangle the feet and legs to impair movement, reducing speed by 15% (20% for seaweed) • Tall weeds and/or tall grass, light vines and seaweed impair movement and reduce speed by 30% ( 40% for seaweed). • Many and/or thick vines reduce speed by 40% and there is a 01-40% chance of becoming completely tied up or tied down to one location when one remains in one spot for more than two melee rounds. To break free of the vines in two melee actions requires a combined P.S. of 40 or Robotic or Supernatural P.S. of at least 18, otherwise it takes 1D4+ 2 melee actions to cut free of the entangling vines (60% for seaweed). • Dense scrub and sapling trees reduce speed by 45% (65% for a dense mass of seaweed). • Small to average-sized trees impair movement, reducing speed by 60% (70% for seaweed). • Large trees (or a clump of seaweed) impair movement, reducing speed by 85%. Trees can be made to lean and bend to block a
path with a dense weave of branches to make places difficult to nearly impossible to pass through without going around, climbing through or chopping or blasting through the mass of branches (takes two melee rounds to blast through 20 feet/6.1 musing M.D. weapons or tools). Characters who try to climb through the weave of branches may suddenly find themselves 20-50 feet (6.1 to 15.2 m) above ground if the controlling Biomancer has the tree rear back up with its branches reaching up into the air. Being thrown or shaken out of a tree does 3D6 S.D.C. fall damage with a 01-75% chance of losing initiative and two melee attacks from the fall. Birth Giver (New) Range: Self only. Duration: As long as the birth takes. Saving Throw: None. P.P.E.: Twenty This enchantment enables the spell caster to assist in the birth of any living animal, from a hamster or horse to a human or DBee. The enchantment lasts until the young is born and enables the Biomancer to handle most birth related medical procedures and emergencies (breached birth, etc.). Though the mage can handle most complications in birth like a seasoned professional, the magic imparts no lasting medical knowledge or skill. The Birth Giver spell empowers the Biomancer to help females (and certain unisex aliens) through childbirth, but the magic also has a soothing effect on the mother, keeping her calm, reducing pain and, as a rule, preventing serious complications. As a result, the birthing process takes half as long as usual and there are seldom complications for the mother or child during or after birth. Insect Brother (New) Range: Self or one or two others by touch. Duration: Ten minutes per level of experience. Saving Throw: None. P.P.E.: Eleven The spell creates an aura and pheromones that make insects and arachnids see the enchanted individual as one of their own kind. As such, the individual is ignored by insects and arachnids, and is able walk among them, even through a cloud of angry bees, hornets, etc., without fear of getting attacked. All insects see the individual as one of their own and will not bite or attack, not even mosquitos. This also means the enchanted individual can handle poisonous insects and arachnids without fear. However, if the insect is startled or believes it is about to be attacked by its Insect Brother, it will fight back and bite or sting him. This spell does not make a character immune to insect poison and he will suffer the full effects. Note: This spell can be used to mask the "scent" of humans and D-Bees to make them undetectable to Xiticix and other insect beings. However, Xiticix and intelligent insectoids immediately know they are being fooled the instant they make visual contact with humanoid intruder(s). 98 Metamorphosis: Plant Range: Self only. Duration: 5 minutes per level of experience. Saving Throw: None. P.P.E.: Thirty The Biomancer can transform himself into a plant. The size can range from a shrub to a tree. While in this state, the Biomancer cannot move, attack or use magic (except to end the spell), but remains in control of all his senses other than speech. Turning into a shrub or tree temporarily gives the character 60 additional S.D. C. for normal plants or 200 S.D.C. for a large tree or kelp frond. Revitalize Plant Life (New) Range: Touch or up to a casting distance of 50 feet (15.2 m) per level of experience; line of sight required. Area of Effect: 25 foot (7 .6 m) radius per level of experience. Duration: The effects take 1D6 melee rounds to become apparent, but are permanent once the spell has been cast. Saving Throw: None. P.P.E.: Fifteen Channeling his or her magic power into the local environment, the Biomancer restores all the plant life within the area of effect to their normal level of vitality and health. Plants within the area appear healthy and hydrated. Damage which may have been caused by drought, heat, flooding, bad weather, frost, toxic spills/exposure to chemicals and trampling are all undone. The spell does not actually replace or regrow grass, trees or seaweed, but restores those still present to a healthy state. Seaweed Bloom (New) Range: 60 foot (18.2 m) bloom radius per level of experience, double along a ley line, quadruple size at a ley line nexus. The spell is cast at the magic user's location, and he will also be affected unless he swims away from the area. Duration: It takes 1D4 melee rounds for the seaweed to bloom. The multiplied amount of vegetation is permanent, and dissipates into the ocean or body of water over time. Saving Throw: None. P.P.E.: Twenty Seaweed, whether it is kelp, sargassum or other type of plant, must already be present in order to create a "bloom." The seaweed bloom is used to block sunlight, impair vision and create an underwater barrier. The thick tangle of seaweed clogs the engines and entangles and binds the propellers of most vessels going faster than two miles per hour (3.2 km/1.7 knots). Any motorized sea vessel trying to pass through the bank of seaweed at faster speeds will grind to a halt until the seaweed can be removed from the engine or prop (2D6 minutes). Power armor units, swimmers and animals can travel through the thick seaweed at a speed of 6 mph (9.6 km/5.2 knots) with minimal difficulty, but even they find it difficult to navigate or see through the thick tangle of seaweed. Visibility is 1D6+ 10 feet ( 11- 16 feet/3.3 to 4.9 m) and those trying to Prowl or hide in the seaweed enjoy a+ 15% bonus. However, even at this ponderous speed they are -5 to Perception Rolls, -3 to initiative, -4 to strike using ranged weapons, -35% to Underwater Navigation and lose their sense of direction. Double the penalties when moving faster than 6 mph (9.6 km/5.2 knots) with a maximum swimming speed that is half when swimming through the floating mass of seaweed (reduce
speed by 50%) and the character also loses two melee attacks/actions as he literally fights his way through the mass of weeds. Seaweed Lift (New) Area of Effect: Creates a four foot (1.2 m) diameter platform per level of experience. The spell caster can control the size of the platform. Range: Self, with the range of movement for the platform being 10 feet (3 m) per level of experience. Duration: One minute per level of experience, double at a ley line or within a ley line triangle like the Demon Sea/Bermuda Triangle. Limitations: Can lift/move a maximum of two tons per level of experience. Saving Throw: None. P.P.E.: Fourteen Note: Also available as an Ocean Magic spell for twice the P.P.E. The spell causes seaweed within a mile (1.6 km) radius to come together to create a soft, spongy platform strong enough for one or more people or cargo to rest upon. While this may sound similar to the Seaweed Floating Platform, the difference is, the Seaweed Lift is able to rise up from the water like an elevator and carry the spell caster and passengers, or cargo, up into to the air (or through the water) 10 feet (3 m) per level of the mage's experience. The Seaweed Lift can also be made to move side to side, forward and backward as long as the movement is within the spell's range of movement. The platform does not fly, but is rather lifted up and out of the water by a long, woven length of seaweed with a relatively flat surface platform at the top. The platform can be made to go up and down as fast as it can be offtoaded and reloaded for the duration of the spell. Of course, the speed at which it moves is slow, equal to a Spd attribute of9. The platform cannot be summoned out of nowhere, there must be enough seaweed present in the area for the spell to work and to reach whatever height and distance the spell caster requires. To keep the platform from eventually falling apart, the spell must be recast before the duration of the previous one ends. The spell caster can cancel the magic at any time. Note: Only the spell caster can make the Seaweed Lift move, so he must either be on the platform or within 20 feet ( 6.1 m) of its base in the water to control it. Level Six Barnacle Armor (New) Range: Self or one person by touch. Duration: Permanent. Saving Throw: None. P.P.E.: Twenty-Four or Eighty-Five The Biomancer summons forth a magical confluence of barnacles that the mage shapes around himself, or another person, to create a surprisingly mobile, outer covering that serves as body armor. Moments after the armor has formed, the barnacles turn rock-hard, but remain lightweight. This hard, second skin is used to stay warm at colder depths underwater and as a tough, simple armor with slight movement penalties (-10% to skills such as Acrobatics, Climbing, Gymnastics, Prowl, Swimming and Tailing). S.D.C. Barnacle Armor: For the cost of 24 P.P.E. the Barnacle Armor has an A.R. of 18 and 48 S.D.C. +10 per level of experience. 99 M.D.C. Barnacle Armor: For the cost of 85 P.P.E. the armor has 24 M.D. C. +8 M.D.C. per level of experience. Unlike many spells that provide a temporary suit of armor, Barnacle Armor is a permanent Biomancy creation and remains a functioning suit of armor until the armor is destroyed (loses all its S.D.C. or M.D.C.). It can be taken off in pieces like man-made armor. Barnacle Armor Repair: After a Biomancer creates a suit of Barnacle Armor for himself, the mage can repair his armor with 40 S.D.C. or 16 M.D.C. per 24 P.P.E. spent on repairs (never more than the starting amount for the armor). Repairs can only be made as long as the suit of armor has at least 25% of its S.D.C. or M.D.C. remaining. Barnacle Projectile Attack: After a Biomancer creates a suit of Barnacle Armor for himself, he can spend 4 P.P.E. to fire a single volley of 1D4+4 hardhitting barnacles that inflict 5D6 S.D.C. damage or 12 P.P.E. to inflict 2D6 M.D. per blast. Each blast costs 4 or 12 P.P.E. depending on the level of damage unleashed. Range: 20 feet (6.1 m) per level of experience underwater, 40 feet (12.2 m) per level of experience out of water. Rate of Fire: Each blast/spell casting counts as one melee attack/action. Bio-Blast Range: 100 feet (30.5 m) per level of experience. Duration: Instant. Saving Throw: None, except dodge, but the victim must know the attack is coming and must roll an 18 or higher to dodge. P.P.E.: Fifteen The Biomancer fires a bolt of life energy at a target, disrupting living beings and destroying inanimate objects. The blast does 2D6 S.D.C./Hit Point damage and causes neural disruption to living creatures. Victims lose initiative and their number of melee attacks and combat bonuses are reduced by half for one melee round. Against inanimate objects, such as weapons, robots, vehicles, machines, rock and buildings, the blast inflicts 1D6 M.D. per level of the Biomancer; double damage against vampires, other undead and supernatural monsters. The Bio-Blast can be fired from the fingertips or eyes of the spell caster. Coral Whispering (New) Range: Self. The link is limited to a 300 foot (91.4 m) diameter per level of the spell caster. Duration: Five minutes per level of experience. Saving Throw: None. P.P.E.: Thirty The underwater equivalent of Tree Whispering, the Coral Whispering spell allows the Biomancer to commune with a local coral reef, or even just sparse outgrowths of coral. There are both shallow, tropical reefs and deep-water coral that can grow in colder temperatures and less light. The Biomancer can pose simple and basic questions to the reef or simply sense its general condition and outlook, using it as a source of information and direction. The coral may be able to tell the Biomancer who has passed by recently or what the seabed is like around and below it. See the Tree Whispering spell also in this level of Biomancy spells for more details.