TEXT: By Greg Diaczyk
  & Kevin Siembieda
  Palladium Books® Presents: Rifts® World Book 32:
  
  1
  Warning!
  Violence, War, Magic & the Supernatural
  The fictional worlds of Rifts® are violent, deadly and filled with aliens, war and supernatural mon-
  sters. Other-dimensional beings often referred to as “demons,” torment, stalk and prey on humans. Alien 
  life forms, monsters, vampires, ghosts, ancient gods and demigods, as well as magic, insanity, psychic 
  powers and combat are all elements in this book. All of it is fiction.
  Some parents may find the violence, magic and supernatural elements of the game inappropriate for 
  young readers/players. We suggest parental discretion.
  Please note that none of us at Palladium Books® condone or encourage the occult, the practice of 
  magic, the use of drugs, or violence.
  An epic sourcebook for the Rifts® series.
  Compatible with the entire Palladium Books® Megaverse®
  
  2
  PDF Edition – October 2016
  No part of this publication may be scanned, OCRed, reproduced or distributed in any way for electronic publication on the web/internet 
  or any other medium.
  Copyright 2012 Palladium Books Inc. & Kevin Siembieda
  All rights reserved, worldwide, under the Universal Copyright Convention. No part of this book may be reproduced in part or whole, 
  in any form or by any means, without permission from the publisher, except for brief quotes for use in reviews. All incidents, situations, 
  institutions, governments and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is strictly 
  coincidental.
  Rifts®, The Rifter®, Megaverse®, The Mechanoids®, The Mechanoid Invasion®, Phase World®, Splicers®, Coalition Wars®, After 
  the Bomb®, RECON®, Nightbane®, The Palladium Fantasy Role-Playing Game® and Palladium Books® are registered trademarks 
  owned and licensed by Palladium Books Inc. and Kevin Siembieda.
  Anti-Monster, Archie-Bot, Archie Three, Arzno, Bio-Armor, Biomancy, Biomancer, Bio-Constructs, Biomancer Gene-Mage, Bio-
  Wizard, Blind Warrior Women, Birdmen of Easter Island, ‘Bot, ‘Borg, ‘Burb, Brodkil, Chaos Earth, Captain Nemo II, Chi-Town, City Rat, 
  Coalition States, CS, Coalition State of El Dorado, Colorado Baronies, Combat Cyborg, Coming of the Rifts, Crazy, Cyber-Doc, Cyber-
  Knight, Deluded Vampire, Doc Reid, Dog Boy, Dog Pack, Dinosaur Swamp, Dyna-Bot, E-Clip, Emperor Prosek, Erin Tarn, Federation 
  of Magic, Flooper, Free Quebec, Gargoyle Empire, Ghost Dragon, Glitter Boy, Great Cataclysm, Headhunter, Horune Pirates, Hydro-
  Psionics, Juicer, Jungle Elves, Junk Crab, Lazlo, Lemurian, Ley Line Walker, Lord Splynncryth, Madhaven, Magic Zone, Master Vam-
  pire, Meran, Metztla, Milu, Mind Melter, Naruni, Naruni Enterprises, Naut’Yll, NGR, New German Republic, New Navy, Northern Gun, 
  Oceanic Guardsmen, Octodragon, Panther Shark, Psi-Stalker, Psyscape, Psykes, Reid’s Rangers, Rifts Earth, Sea Saber, Sea Sentinel, Sea 
  Whip, Seal Serpent, Serpent Seahorse, Serpent Hunter, Secondary Vampire, Shadow Serpent, Shark Panther, Shemarrian, Shifter, Simvan, 
  Skelebot, Splynn Dimensional Market, Splugorth, Minions of Splugorth, Splugorth Slavers, Stone Magic, Stone Masters, Tattooed Man, 
  Techno-Wizard, Tolkeen, Triax, True Atlantean, Undead Slayer, Vampire Kingdoms, Rifts® Game Master Guide, Rifts® Book of Magic, 
  Rifts® Atlantis, Rifts® Underseas, The Warm Dark of Cold Death, Wild Vampires, Wilk’s, Xiticix, Mega-Damage, M.D.C., S.D.C., 
  I.S.P., P.P.E., and other names, titles, initials, characters, character likenesses, and slogans are trademarks owned and licensed by Kevin 
  Siembieda and Palladium Books Inc.
  Palladium Online: www.palladiumbooks.com – also visit us at facebook.com/PalladiumBooks
  Rifts® World Book 32: Lemuria™ is published by Palladium Books Inc., 39074 Webb Court, Westland, MI 48185-7606. Printed in the 
  USA.
  Dedication from Greg
  To Jenn, my best friend, my wife, who despite her significant disdain for my hobby, did the best she could to support my work and of-
  fered her support and encouragement in any way!
  To my three boys Caleb, Joshua and Noah who love to eat junk food and play with my coloured dice at our gaming nights.
  To Harry, my hero and above all else my father! His words of encouragement, support and understanding even transcend the bonds of 
  father and son.
  To my gaming buddies who not only game with me on a regular basis, but were equally excited and enthusiastic about play testing and 
  gaming with the Rifts® Lemuria material for the first time! Dennie Lutes (also my proofreader and concept check guy), Eric Lanctot (also 
  my content check guy), Martin Scaiano, Chris Salter and Ryan McConanchie.
  And last, but not least to Kevin, for creating a gaming system that has entertained me for nearly two decades, fighting with every last 
  breath to keep Palladium Books alive and for offering a bunch of freelancers (myself included) the opportunity to make our own contribu-
  tion to his work!
  – Greg Diaczyk
  Special Dedication
  To G.A.M.E., Visioncon and Joe W. Ryan for their dedication to the role-playing game hobby and passion for Palladium Books and all 
  things gaming. May they all prosper and game on.
  – Kevin Siembieda
  The cover, by John Zeleznik, depicts a Lemurian floating city nestled on the floor of an ocean or sea. A surface dwelling visitor to Le-
  muria rides a Mega-Ray, while a couple of Lemurian allies known as Merans scout the perimeter.
  
  3
  Palladium Books® Presents:
  Rifts® World Book 32:
  Lemuria
  Conceived by: Greg Diaczyk
  Written by: Greg Diaczyk and Kevin Siembieda
  Additional Writing & Ideas: Matthew Clements
  Editors: Alex Marciniszyn
   
  Wayne Smith
   
  Matthew Clements
   
  Kevin Siembieda
  Proofreader: Julius Rosenstein
  Cover Painting: John Zeleznik
  Interior Artists:
   
  Amy L. Ashbaugh
   
  Nicholas Bradshaw
   
  Kent Burles
   
  Allen Manning
   
  Brian Manning
   
  Michael Mumah
   
  Charles “Chuck” Walton II
  Additional Creatures & Armor Concepts: Charles Walton II
  Maps: Greg Diaczyk
  Art Direction: Kevin Siembieda
  Typography and Layout: Wayne Smith
  Based on the RPG rules, text, characters, settings,
  concepts and Megaverse® created by Kevin Siembieda.
  Special Thanks to Greg Diaczyk for his inventiveness and breathing life into a project long shelved; to John 
  Zeleznik for an elegant and evocative cover; to Chuck Walton for his inspiring Bio-Armor and monster designs; 
  to Kent, Mike, Nick, Brian, Allen and Amy for kicking it up a notch, and to the intrepid Palladium crew, Alex, 
  Wayne, Kathy, Julius and Matthew, each one a hero and a friend. And to the 359 Megaverse Insiders whose sup-
  port helped make this book possible.
  – Kevin Siembieda, 2012
  
  4
  Megaverse® Insiders
  Inside Help
  Nathaniel Baker, Joshua Bambrick, Anna Barrett, Ben Bingham, 
  Vernon Atsumasa Brown, Alex Bunten, Phillip A Compher, Kimihiro 
  Hamaura, Paul Herbert, Greg Hermann, A. Leonard Hogan, James 
  Holt, Damian Kavanaugh, Christopher Kavanaugh, Rick Kelley, Lee 
  Kleint, Joshua Krebs, Matt Krebs, Jennifer R. Levenson, Sophia A. 
  Levenson, Jeffery S. Levenson, Robert M. Levenson, Frank Loose, 
  Kat MacDougall, Jason Martin, Jeremy McKenna, Jonah Lucas Pa-
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  In Memoriam
  Fred J Allman, Jim “Angus” Blakley, Anne “Dementer” Brett, 
  Lee “Navigator” Carroll, Rebecca Ann Cloer, Toumani Dembele, 
  Gregory Fordham, Chris Joas, Richard Newman, Azariah Perez, 
  Peter Porcaro Sr, Orville Rose, Paul Selice, Richard C Steele, Pearl 
  Steele, Melvin Terrill, James Howard Thomas, Boyd Tracy, Tom 
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  ‘DeskTopTrooper’ SeyfertSluw, Dollop the Dragon, Felix, Gabriel 
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  Spencer, Damien Titchener, Chad Trantham, H. E. Werkheiser, Jef-
  frey White, Jason Williamson, Jeff Woodman, Frank Wrege
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  tian Weidelman, Steven “Chief Executive GM” Yeung
  Top Insiders
  Jamey Adams, Eric Auger, Chris Axtell, Ryan Bacon, Brent 
  Casavant, Anthony Castorino, Jonathon E Conroy, Robb F Dunn, 
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  ert Steiner, Tracy Sykes, Brian Terrill, Jason Volinsky, J. Patrick 
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  Benjamin Barton, Derek Boudreaux, Lucas Buck, Charles Buck-
  lew, David Dunham, Todd Flippo, Federico Franceschi, Ryan Fuerst, 
  Travis Guerrero, Shawn Johnson, John Kelley, Scott Kendrick, John 
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  Robinson, Douglas Rood, Anthony Santaferra, Jonathan Scolam-
  iero, Leonard Smith, Ed Surrett, Kevin Valonis, Brad Whitcomb
  
  5
  Contents – Rifts® Lemuria
  A Note from the Author .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8
  The Lemurians .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 9
  True Atlanteans and Lemurians  . . . . . . . . . . . . . . . 9
  Global disaster came without warning .  .  .  .  .  .  .  .  .  .  .  . 9
  The Lord of the Deep  . . . . . . . . . . . . . . . . . . . 11
  The Lemurian People  . . . . . . . . . . . . . . . . . . . . . 13
  The Lemurian Navy  . . . . . . . . . . . . . . . . . . . . 14
  Lemurian Technology .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 14
  Lemurian Caste System & Government  . . . . . . . . . . . 15
  The Mauian Order .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 15
  Secret quest for the Blade Eternal  . . . . . . . . . . . . . 17
  Maui-Tikitiki, Leader  . . . . . . . . . . . . . . . . . . . 17
  Lemurian Floating Cities  . . . . . . . . . . . . . . . . . . 21
  The City of Mu .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 21
  Key City Design Elements  . . . . . . . . . . . . . . . . . . 23
  Outer Ring of Ziggurats  . . . . . . . . . . . . . . . . . . 23
  Inner Ring of Ziggurats  . . . . . . . . . . . . . . . . . . 24
  Master Ziggurat  . . . . . . . . . . . . . . . . . . . . . . 25
  Other Locations  . . . . . . . . . . . . . . . . . . . . . . 25
  City Defenses  . . . . . . . . . . . . . . . . . . . . . . . 26
  Garden Valley  . . . . . . . . . . . . . . . . . . . . . . . . 26
  Finding Lemuria .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 27
  Easter Island  . . . . . . . . . . . . . . . . . . . . . . . . . 28
  Moai, Stone Guardians  . . . . . . . . . . . . . . . . . . . . 29
  Lemurian Agriculture & Food  . . . . . . . . . . . . . . . 32
  Lemurian Food Vats  . . . . . . . . . . . . . . . . . . . . . 33
  Hunting  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
  Biomancer Gardens  . . . . . . . . . . . . . . . . . . . . . 34
  Carnivorous Blue Fruit Trees  . . . . . . . . . . . . . . . . . 34
  Crystal Trees  . . . . . . . . . . . . . . . . . . . . . . . . . 35
  Dark Seed Kelp  . . . . . . . . . . . . . . . . . . . . . . . . 37
  Mana Limu Magic Algae  . . . . . . . . . . . . . . . . . . . 37
  Missile Anemones .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 38
  Sun Seaweed  . . . . . . . . . . . . . . . . . . . . . . . . . 38
  Sungrass Seaweed .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 39
  Tangleweed  . . . . . . . . . . . . . . . . . . . . . . . . . . 39
  Tree of Knowledge  . . . . . . . . . . . . . . . . . . . . . . 39
  Wizard Wrap Kelp  . . . . . . . . . . . . . . . . . . . . . . 40
  Aquatic Races  . . . . . . . . . . . . . . . . . . . . . . . . 41
  Ichthylean R.C.C.  . . . . . . . . . . . . . . . . . . . . . . . 41
  Junk Crab R.C.C.  . . . . . . . . . . . . . . . . . . . . . . . 43
  Creating an Armored Techno-Shell  . . . . . . . . . . . . 45
  Lemurian R.C.C.  . . . . . . . . . . . . . . . . . . . . . . . 47
  Special R.C.C. Abilities  . . . . . . . . . . . . . . . . . . 48
  Lemurian Stats .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 49
  Lemurian Ring-Tailed Lemur .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 50
  Lemurian Aquatic Lemur  . . . . . . . . . . . . . . . . . . . 51
  Meran R.C.C.  . . . . . . . . . . . . . . . . . . . . . . . . . 52
  New & Notable Skills  . . . . . . . . . . . . . . . . . . . . 54
  Aquatic Skills  . . . . . . . . . . . . . . . . . . . . . . . . . 55
  Advanced Fishing  . . . . . . . . . . . . . . . . . . . . . 55
  Horsemanship: Aquatic Animals  . . . . . . . . . . . . . 55
  Horsemanship: Sea Monsters  . . . . . . . . . . . . . . . 55
  Horsemanship: Serpent Hunter  . . . . . . . . . . . . . . 55
  Language: Cetacean  . . . . . . . . . . . . . . . . . . . . 55
  Language: Ichthylean/Milu  . . . . . . . . . . . . . . . . 55
  Language: Lemurian .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 55
  Language: Oceanic .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 55
  Lore: Sea Creatures  . . . . . . . . . . . . . . . . . . . . 55
  Marine Biology  . . . . . . . . . . . . . . . . . . . . . . 55
  Ocean Geographic Surveying  . . . . . . . . . . . . . . . 56
  Sea Holistic Medicine  . . . . . . . . . . . . . . . . . . . 56
  Swimming & Fatigue Note  . . . . . . . . . . . . . . . . 56
  Track & Hunt Sea Animals  . . . . . . . . . . . . . . . . 56
  Undersea Farming  . . . . . . . . . . . . . . . . . . . . . 56
  Underwater Navigation  . . . . . . . . . . . . . . . . . . 56
  Undersea Salvage  . . . . . . . . . . . . . . . . . . . . . 56
  Undersea & Sea Survival  . . . . . . . . . . . . . . . . . 56
  Physical Skill  . . . . . . . . . . . . . . . . . . . . . . . . . 56
  Hand to Hand: Demon Combat  . . . . . . . . . . . . . . 56
  Piloting Skills  . . . . . . . . . . . . . . . . . . . . . . . . . 58
  Advanced Deep Sea Diving  . . . . . . . . . . . . . . . . 58
  Pilot Related: Navigation  . . . . . . . . . . . . . . . . . 58
  Submersibles .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 58
  Symbiotic Conduit Vehicle Combat .  .  .  .  .  .  .  .  .  .  .  . 58
  Warships & Patrol Boats .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 58
  Water Scooters .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 58
  Water Skiing and Surfing  . . . . . . . . . . . . . . . . . 58
  Weapon Proficiencies  . . . . . . . . . . . . . . . . . . . . . 58
  W.P. Net  . . . . . . . . . . . . . . . . . . . . . . . . . . 58
  W.P. Harpoon & Spear Gun  . . . . . . . . . . . . . . . . 59
  W.P. Torpedo  . . . . . . . . . . . . . . . . . . . . . . . 59
  W.P. Trident  . . . . . . . . . . . . . . . . . . . . . . . . 59
  Underwater Combat (Optional)  . . . . . . . . . . . . . . 59
  Lemurian O.C.C.s of Note .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 60
  Biomancer Gene-Mage  . . . . . . . . . . . . . . . . . . . 60
  Three Schools of Biomancy .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 61
  Plant P.P.E. and Biomancer Gene-Mages .  .  .  .  .  .  .  .  .  .  . 62
  O.C.C. Abilities and Bonuses .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 63
  Biomancer Gene-Mage (Stats)  . . . . . . . . . . . . . . . . 65
  Lemurian Men-At-Arms O.C.C.s .  .  .  .  .  .  .  .  .  .  .  .  .  . 66
  Birdman Warrior  . . . . . . . . . . . . . . . . . . . . . . . 66
  Oceanic Guardsman .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 68
  Sea Sentinel  . . . . . . . . . . . . . . . . . . . . . . . . . . 70
  Born to Soar  . . . . . . . . . . . . . . . . . . . . . . . . 71
  Machine Awareness  . . . . . . . . . . . . . . . . . . . . 72
  Serpent Hunter  . . . . . . . . . . . . . . . . . . . . . . . . 73
  Empathy with Serpents & Monsters .  .  .  .  .  .  .  .  .  .  .  . 75
  Lemurian Adventurer O.C.C. .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 77
  Lemurian Scout  . . . . . . . . . . . . . . . . . . . . . . . . 77
  Lemurian Psychic O.C.C.  . . . . . . . . . . . . . . . . . . 80
  Spouter  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
  New Water-Based Psionics (Hydro-Psionics)  . . . . . . . 82
  Hold Breath  . . . . . . . . . . . . . . . . . . . . . . . . 82
  Hydro-Ice Skate  . . . . . . . . . . . . . . . . . . . . . . 83
  Hydroplane Skating  . . . . . . . . . . . . . . . . . . . . 83
  Hydro-Propulsion  . . . . . . . . . . . . . . . . . . . . . 83
  Psychic Purification: Liquid  . . . . . . . . . . . . . . . . 83
  Resist Dehydration .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 83
  Sense Water  . . . . . . . . . . . . . . . . . . . . . . . . 83
  
  6
  Water Breakout  . . . . . . . . . . . . . . . . . . . . . . 83
  Water Levitation  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 84
  Water Telekinesis  . . . . . . . . . . . . . . . . . . . . . 84
  Water Telekinesis Attack  . . . . . . . . . . . . . . . . . 84
  Water Telekinesis Bolt .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 84
  Water Telekinesis Punch .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 84
  Water Telekinesis Rain  . . . . . . . . . . . . . . . . . . 84
  Water Walk Telekinesis  . . . . . . . . . . . . . . . . . . 85
  Hydro-Super-Psionics .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 85
  Hydro-Magnet  . . . . . . . . . . . . . . . . . . . . . . . 85
  Hydration .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 85
  Water Breathing  . . . . . . . . . . . . . . . . . . . . . . 85
  Water Pressure Endurance .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 85
  Water Shield  . . . . . . . . . . . . . . . . . . . . . . . . 85
  Wave Attack  . . . . . . . . . . . . . . . . . . . . . . . . 85
  Experience Tables  . . . . . . . . . . . . . . . . . . . . . . 86
  Lemurian Biomancy .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 86
  Alphabetical listing  . . . . . . . . . . . . . . . . . . . . . . 86
  Level One  . . . . . . . . . . . . . . . . . . . . . . . . . 87
  Level Two  . . . . . . . . . . . . . . . . . . . . . . . . . 89
  Level Three  . . . . . . . . . . . . . . . . . . . . . . . . 92
  Level Four  . . . . . . . . . . . . . . . . . . . . . . . . . 95
  Level Five  . . . . . . . . . . . . . . . . . . . . . . . . . 97
  Level Six .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 99
  Level Seven  . . . . . . . . . . . . . . . . . . . . . . . 101
  Level Eight .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  102
  Level Nine  . . . . . . . . . . . . . . . . . . . . . . . . 104
  Level Ten  . . . . . . . . . . . . . . . . . . . . . . . . 105
  Level Eleven  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  105
  Level Twelve .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  106
  Invocations available to Biomancers  . . . . . . . . . . . . 106
  New Ocean Magic Spells  . . . . . . . . . . . . . . . . . 108
  Biomancy Bio-Armor  . . . . . . . . . . . . . . . . . . . 110
  Features Common to All Bio-Armor  . . . . . . . . . . . . 110
  Avian Bio-Armor  . . . . . . . . . . . . . . . . . . . . 111
  Barnacle Bio-Armor  . . . . . . . . . . . . . . . . . . . 113
  Chitin Bio-Armor  . . . . . . . . . . . . . . . . . . . . 114
  Coral Bio-Armor .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  115
  Crustacean Bio-Armor .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  119
  Dolphin Bio-Armor  . . . . . . . . . . . . . . . . . . . 120
  Kelp Bio-Armor  . . . . . . . . . . . . . . . . . . . . . 121
  Leviathan Bio-Armor  . . . . . . . . . . . . . . . . . . 123
  Shark Bio-Armor .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  126
  Wood Bio-Armor  . . . . . . . . . . . . . . . . . . . . 128
  Wave Strider Body Armor .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  129
  Lemurian Bio-Weapons  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  131
  Features Common to Melee Bio-Weapons  . . . . . . . . . 131
  Barracuda Bio-Blades  . . . . . . . . . . . . . . . . . . 131
  Bone & Shell Bio-Weapons  . . . . . . . . . . . . . . . 131
  Coral Bio-Weapons  . . . . . . . . . . . . . . . . . . . 132
  Shark Tooth “Serpent Slayer” Bio-Weapons  . . . . . . 132
  Wood “Undead Slayer” Bio-Weapons .  .  .  .  .  .  .  .  .  .  132
  Serpent Bio-Weapons  . . . . . . . . . . . . . . . . . . 133
  Other Bio-Weapons  . . . . . . . . . . . . . . . . . . . . 133
  Crab Claw Gauntlet  . . . . . . . . . . . . . . . . . . . 133
  Serpent Entangler Net  . . . . . . . . . . . . . . . . . . 134
  Tentacle Sword .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  134
  Lemurian Ranged Weapons .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  134
  Bio-Energy Bow  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  134
  Clamshell Pistol  . . . . . . . . . . . . . . . . . . . . . 134
  Ink Gun .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  135
  Lava Projector  . . . . . . . . . . . . . . . . . . . . . . 135
  Nematocyst Paralyzer  . . . . . . . . . . . . . . . . . . 135
  Sea Urchin Spike Launcher  . . . . . . . . . . . . . . . 135
  Sonic Blast Staff  . . . . . . . . . . . . . . . . . . . . . 136
  Stonecaster Pistol  . . . . . . . . . . . . . . . . . . . . 136
  Stonecaster Rifle  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  136
  Waterjet Gun .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  136
  Bio-Construct Symbiotes  . . . . . . . . . . . . . . . . . . 136
  Living Saddles  . . . . . . . . . . . . . . . . . . . . . . 136
  Morphic Riding Bio-Barding  . . . . . . . . . . . . . . 137
  Bio-Skins .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  137
  Breathers .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  138
  Fin Pack  . . . . . . . . . . . . . . . . . . . . . . . . . 138
  Octo-Arm  . . . . . . . . . . . . . . . . . . . . . . . . 139
  Sea Doctor  . . . . . . . . . . . . . . . . . . . . . . . . 139
  Sea Eye .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  140
  Squid Lock .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  141
  Squid Pack  . . . . . . . . . . . . . . . . . . . . . . . . 142
  Talisman Shell  . . . . . . . . . . . . . . . . . . . . . . 143
  Lemurian Transportation .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  144
  Bubble Pack  . . . . . . . . . . . . . . . . . . . . . . . 144
  Serpent Saddle  . . . . . . . . . . . . . . . . . . . . . . 144
  Lemurian Symbiotic Combat Vehicles .  .  .  .  .  .  .  .  .  .  145
  Features Common to Lemurian Symbiotic Vehicles  . . . . 145
  Sea Dart Interceptor  . . . . . . . . . . . . . . . . . . . 145
  Cloud Shell .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  147
  Cloud Wind  . . . . . . . . . . . . . . . . . . . . . . . 148
  Wave Shadow Submarine  . . . . . . . . . . . . . . . . 150
  Scuttler Submersible Tank .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  152
  Wind Seer (Probe)  . . . . . . . . . . . . . . . . . . . . 153
  Enemies of Lemuria  . . . . . . . . . . . . . . . . . . . . 154
  Map  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
  Milu  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
  Living Milu  . . . . . . . . . . . . . . . . . . . . . . . 155
  Mahiki Milu, Vampires  . . . . . . . . . . . . . . . . . . . 158
  Path Walkers .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  157
  Undead Zombie Servant  . . . . . . . . . . . . . . . . . 158
  Davey Jones .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  158
  Davey Jones’s Locker  . . . . . . . . . . . . . . . . . . 159
  City of Bones .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  159
  Davey Jones, NPC Villain  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  161
  Other Enemies .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  162
  Lord of the Deep .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  163
  Splugorth of Atlantis .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  163
  Lemurian Relations with Other Peoples  . . . . . . . . . . 165
  New Navy  . . . . . . . . . . . . . . . . . . . . . . . . 166
  Tritonia .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  166
  Exotic Creatures of the Sea  . . . . . . . . . . . . . . . . 167
  Blue Otter  . . . . . . . . . . . . . . . . . . . . . . . . 167
  Death Hunter Fish  . . . . . . . . . . . . . . . . . . . . 168
  Giant Sea Slug  . . . . . . . . . . . . . . . . . . . . . . 170
  
  7
  Ichthyosaur .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  171
  Jonah’s Fish  . . . . . . . . . . . . . . . . . . . . . . . 173
  Kilmoran’s Eel .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  174
  Line Ray  . . . . . . . . . . . . . . . . . . . . . . . . . 176
  Mega-Ray  . . . . . . . . . . . . . . . . . . . . . . . . 178
  Narcassai Swordfish  . . . . . . . . . . . . . . . . . . . 179
  Saber-Toothed Sea Lion  . . . . . . . . . . . . . . . . . 180
  Sea Dragon Turtle  . . . . . . . . . . . . . . . . . . . . 182
  Storm Crab .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  184
  Terror Eel  . . . . . . . . . . . . . . . . . . . . . . . . 186
  Twisted Treasure Seahorse  . . . . . . . . . . . . . . . 187
  Sea Monsters & War Steeds .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  189
  Panther Shark  . . . . . . . . . . . . . . . . . . . . . . 189
  Sea Lance  . . . . . . . . . . . . . . . . . . . . . . . . 191
  Sea Saber .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  193
  Sea Whip .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  195
  Seal Serpent  . . . . . . . . . . . . . . . . . . . . . . . 197
  Serpent Seahorse .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  199 
  Shadow Serpent  . . . . . . . . . . . . . . . . . . . . . 201
  Thrall Sea Serpent  . . . . . . . . . . . . . . . . . . . . 203
  Tiger Serpent .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  205
  Sea Dragons  . . . . . . . . . . . . . . . . . . . . . . . . 208
  Leviathan .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  208
  Ghost Dragon  . . . . . . . . . . . . . . . . . . . . . . 211
  Hydros Dragon .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  214
  Octo Dragon  . . . . . . . . . . . . . . . . . . . . . . . 216
  Sand Dragon  . . . . . . . . . . . . . . . . . . . . . . . 219
  Maps  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221
  Indian Ocean Surface Ley Lines  . . . . . . . . . . . . . . 221
  Indian Ocean Underwater Ley Lines  . . . . . . . . . . . . 221
  Indian Ocean Territories  . . . . . . . . . . . . . . . . . . 222
  Easter Island .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  222
  Recent & Coming Releases .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  223
  Quick Find
  Bio-Armor .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  110
  Bio-Construct Symbiotes  . . . . . . . . . . . . . . . . . . 136
  Bio-Skins  . . . . . . . . . . . . . . . . . . . . . . . . . . 137
  Bio-Weapons  . . . . . . . . . . . . . . . . . . . . . . . . 131
  Biomancy, schools of  . . . . . . . . . . . . . . . . . . . . . 61
  Biomancy, Plant P.P.E.  . . . . . . . . . . . . . . . . . . . . 62
  Biomancy Trees & Plants .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 34
  Biomancy Spells (new and old) .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 86
  Biomancer Gene-Mage  . . . . . . . . . . . . . . . . . . . . 60
  Biomancer Gene-Mage Abilities  . . . . . . . . . . . . . . . 63
  Sense Life  . . . . . . . . . . . . . . . . . . . . . . . . . 63
  Sense Death & the Unnatural  . . . . . . . . . . . . . . . 63
  Empathy with Animals .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 63
  Communicate with Plants & Animals  . . . . . . . . . . . 63
  Healing Touch  . . . . . . . . . . . . . . . . . . . . . . . 64
  Gifts of Nature  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 64
  Gift of Peace  . . . . . . . . . . . . . . . . . . . . . . . . 64
  Create Bio-Constructs  . . . . . . . . . . . . . . . . . . . 64
  P.P.E. .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 64
  Initial Spell Knowledge  . . . . . . . . . . . . . . . . . . 64
  Selecting Magic Spells .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 65
  O.C.C. Skills & Other Data  . . . . . . . . . . . . . . . . 65
  Biomancer Gene-Mage Bonuses  . . . . . . . . . . . . . . . 64
  Biomancer Gene-Mage Create Bio-Constructs .  .  .  .  .  .  .  . 64
  Birdman  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
  Birdman Familiar (see Manutara Companion)  . . . . . . . . 67
  Code of Life (also see Biomancy)  . . . . . . . . . . . . . . 13
  Dark Warmth of Cold Death, The .  .  .  .  .  .  .  .  .  .  .155 & 159
  Davey Jones .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  158
  Davey Jones’s Locker .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  159
  Easter Island .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 28
  Easter Island: Birdmen of .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 66
  Easter Island: Moai, Stone Guardians .  .  .  .  .  .  .  .  .  .  .  .  . 29
  Experience Tables .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 86
  Hydro-Psionics  . . . . . . . . . . . . . . . . . . . . . . . . 82
  Lemur, Aquatic  . . . . . . . . . . . . . . . . . . . . . . . . 51
  Lemur, Ring-Tailed  . . . . . . . . . . . . . . . . . . . . . . 50
  Lemurians .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 47
  Lemurian Abilities Common to All .  .  .  .  .  .  .  .  .  .  .  .  .  . 48
  Lemurian Cities, see Mu  . . . . . . . . . . . . . . . . . . . 21
  Lemurian Combat Vehicles (stone) .  .  .  .  .  .  .  .  .  .  .  .  .  145
  Lemurians Leave Earth, see Lord of the Deep  . . . . . . . . 11
  Lemurians R.C.C. Stat Block  . . . . . . . . . . . . . . . . . 49
  Lemurians Return, see Coming of the Rifts .  .  .  .  .  .  .  .  .  . 12
  Lemurian Ring-Tailed Lemur .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 50
  Lemurian Aquatic Lemur  . . . . . . . . . . . . . . . . . . . 51
  Lord of the Deep, Trapped on Earth  . . . . . . . . . . . . . 11
  Lord of the Deep, Enemy  . . . . . . . . . . . . . . . 12 & 163
  Mahiki Milu, Vampires  . . . . . . . . . . . . . . . .157 & 158
  Mauian Order, The  . . . . . . . . . . . . . . . . . . . . . . 15
  Mauian Order Leader  . . . . . . . . . . . . . . . . . . . . . 17
  Milu  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
  Milu, City of Bones  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  159
  Milu General, Davey Jones  . . . . . . . . . . . . . . . . . 158
  Milu god, The Dark Warmth of Cold Death  . . . . . . . . 159
  Milu Undead/Vampires  . . . . . . . . . . . . . . . . . . . 157
  Milu Undead Zombie Servant .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  158
  Milu, Human & D-Bee Vampires (see Path Walkers)  . . . 157
  Moai (Stone Statues of Easter Island) .  .  .  .  .  .  .  .  .  .  .  .  . 29
  Moai Riding (see Birdman Warrior)  . . . . . . . . . . . . . 67
  New Biomancy Spells Start .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 86
  Ocean Magic Spells (new)  . . . . . . . . . . . . . . . . . 108
  Path Walkers (non-Milu Vampires) .  .  .  .  .  .  .  .  .  .  .  .  .  157
  Rapa Nui, see Easter Island .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 28
  Skills  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
  
  8
  A Note from the Author:
  Like many of the fans of Rifts® I have been an avid reader 
  of every world book published, curious and excited to read about 
  the next amazing place it will take me and my adventuring group. 
  However, not every aspect of Rifts Earth gets covered as quickly 
  as our imaginations can explore. Many such places are left unex-
  plored or not revealed in official canon and are left up to G.M.s 
  to create on their own (which isn’t a bad thing). Then there are 
  books that for some reason are envisioned but fizzled out due to 
  lack of commitment from the writer who volunteered to work on 
  it. Rifts® Lemuria was once such book. It was vividly hinted at 
  in Rifts® World Book 7: Underseas and all of us gamers were 
  tantalized and teased with the possibilities of seeing just what it 
  was the Lemurians were all about. Some of us had our own pre-
  conceived ideas, but nonetheless, would accept the awe-inspiring 
  thoughts that are often the end result of Kevin’s brainchild (or his 
  conglomerate of like-minded freelancers). Rifts® Lemuria was 
  unfortunately scrapped due to the freelancer being unable to carry 
  through with his original proposal and the book was shelved in-
  definitely.
  Like all gamers who had been awaiting details on this part of 
  the world, I was understandably crushed. So as the old adage goes, 
  “if you want something done, do it yourself!”
  So I started writing down ideas that I thought should have been 
  in the book, and my thoughts coalesced into a rough outline of 
  what I was thinking of sending to Palladium Books as a proposal. 
  Only having one Rifter® article under my belt at the time, and the 
  “recent” news that Palladium Books was no longer accepting un-
  solicited manuscripts from outsiders, my hopes dropped even fur-
  ther. I decided to keep up my work however, sending in a couple 
  more Rifter® articles and managed to get them published. It was 
  during this phase that I decided to do something with my ragtag 
  set of notes, and I thought about submitting a small article to the 
  Rifter® about the Lemurians in hopes of getting the approval to 
  whip up a full-scale World Book. It was about this time that I no-
  ticed that a number of other Rifter® freelancers were getting some 
  of their own books, so I took a giant leap of faith and sent in a let-
  ter to Kevin, letting him know my ideas and what I had outlined 
  for a Rifts®: Lemuria World Book. To my amazement, Kevin was 
  equally surprised and excited that a freelancer wanted to tackle the 
  project and, after some banter back and forth, we hammered out a 
  decent outline... the resurrection of Rifts® Lemuria was well on 
  its way. The rest is essentially what you are about to read. I hope 
  you enjoy the book and have as much fun reading it and using the 
  material presented here as I had writing it.
  – Greg Diaczyk, 2009
  
  9
  The Lemurians
  Lemuria originally emerged during the same prehistoric era 
  as Atlantis and Nazca, and like the other two civilizations, mys-
  teriously disappeared into myth and legend, leaving a murky but 
  lasting legacy. Lemuria rose as a world power far more advanced 
  than the majority of her primitive neighbors. During the king-
  dom’s original reign, it dominated much of the coastal regions in 
  and around the Indian Ocean, and it is the place Lemurians still 
  consider the cradle of their civilization.
  For the most part, Lemurians have always been a people of a 
  high moral fiber, tending to the needs of the individual as much as 
  to the needs of the community. At the pinnacle of their early civi-
  lization they had mastered many different sciences, practiced ad-
  vanced holistic medicine, harnessed the Earth and magic to power 
  and operate their cities, tamed the wilderness and brought peace 
  and prosperity even to their barbaric neighbors.
  True Atlanteans and Lemurians shared a deep friendship, 
  and with it, the secrets of Stone Magic and the creation of stone 
  pyramids to channel and control the mystic energy of ley lines. 
  In fact, there was some friendly debate between the two civiliza-
  tions as to which first invented the ancient craft. While both claim 
  to have originated Stone Magic and pyramid technology, neither 
  knows for certain if their claim is accurate. Regardless of which 
  civilization was the first to develop the magic and implement the 
  use of pyramids, Stone Masters of both great civilizations learned 
  to tap into, channel and manipulate what they called “Earth Ener-
  gy” (P.P.E./magic). This involves the making of giant stone struc-
  tures, pyramids and stone megaliths. Unlike the Atlanteans, who 
  focused on reaching into the heavens and piercing the inter-dimen-
  sional barrier with pyramid technology, the Lemurians turned their 
  efforts inwards. Instead of plain stone pyramids, Lemurians built 
  thriving ziggurats teeming with gardens, hydroponics, waterfalls 
  and water fountains. Such places were natural refuges for a host 
  of wild and exotic birds, insects and animals. The harmonious 
  and friendlier stone ziggurats offered Lemurian mages a different 
  range of powers than the pyramids of Atlantis. Instead of inter-
  dimensional travel, Lemurian edifices had the power to rejuvenate 
  and heal, aiding the Lemurians in their quest to understand the 
  mechanics of life.
  Though Lemurians are said to have originated as ordinary hu-
  man beings, their mastery over Biomancy and understanding of bi-
  ology enabled them to transform themselves into something more 
  than human. Lemurians always loved exploration and nature. Af-
  ter having explored many parts of the surface world, they began 
  to wonder what wonders existed below the waves. Oceans and 
  seas dominated more than two-thirds of the planet, and Lemurians 
  found themselves craving to be part of the bigger, unseen world 
  underwater. To explore the oceans, Lemurian Biomancers geneti-
  cally altered their people to survive above and below the waves. 
  Their cities, powered by energies of the Earth (P.P.E./magic), were 
  already designed to float on the waves and in the air, now they 
  were made to float underwater as well. Lemurian cities, even ones 
  as vast as the City of Mu, could travel over land or sea or un-
  der the waves with comfortable ease and good speed. Traveling 
  and spending time underwater also kept the peaceful Lemurians 
  safe from the rise of aggressive, human civilizations given to war 
  and conquest. One of the Lemurians’ greatest achievements was 
  the construction of the enormous City of Mu. Mu was the total 
  sum of Lemurian mystic knowledge and achievement of the time. 
  From this magnificent city, Lemurians explored the world around 
  them and collected samples of flora and fauna, above and below 
  the waves. Wherever the great floating city traveled, they collected 
  new specimens of life and added them to their already impressive 
  areas of knowledge, medicine and science, all of which were care-
  fully guarded secrets.
  One such secret was the Code of Life. A blueprint found in 
  all living creatures that dictated their form and function. (Modern 
  surface dwelling humans call this “Code of Life” DNA.) Through 
  several centuries of in-depth research, Lemurian Biomancers and 
  scientists were able to change, copy and create new codes from 
  pieces of other code, building chimeras, tweaking existing genetic 
  designs and improving the quality of life for their people and oth-
  ers.
  Global disaster came without warning. The Atlantean civili-
  zation vanished, continent and all, and most of the planet’s magic 
  energy vanished with it. The Lemurians called magic “Earth En-
  ergy” because P.P.E. or magic energies radiated from the very 
  planet. These lines of Earth Energy had become the basis of Le-
  murian technology as well as a renewable source of clean energy. 
  Suddenly, that energy all but vanished. Somehow, the global loss 
  of magic coincided with the disappearance of Atlantis. Several 
  Lemurian floating cities had received distress calls from Atlantis 
  before communications went dead. Like any good friend, the Le-
  murians gathered their cities and went to investigate and rescue 
  survivors. Details of Atlantis’ fate were pieced together from the 
  little physical and anecdotal evidence that could be found. Other 
  bits of information were filled in by a tiny handful of Atlantean 
  survivors gathered by the floating cities. Even without it, the Le-
  murians would have guessed what happened.
  Their Atlantean friends had always been fascinated with di-
  mensional travel to other realities. Something clearly went terribly 
  wrong during one of their dimensional experiments, taking the en-
  tire continent of Atlantis with it. Nobody knew where Atlantis had 
  vanished to, or whether it even existed anywhere, anymore. The 
  number of survivors from a continent that had a population in the 
  millions, were a terrifying few thousand.
  The disappearance of Atlantis sent shock waves across the 
  planet. With the continent gone – just gone – (accidentally sent 
  to another dimension until the Splugorth brought her back after 
  the Great Cataclysm), water levels and coastlines changed, people 
  died, and the world was irrevocably altered. Lemurians felt the 
  loss on a personal level, as their long time friends, allies and trad-
  ing partners had vanished in the blink of an eye. The many small 
  Atlantean coastal colonies located on other continents and islands 
  were wiped out by the changing seas and Ley Line Storms that 
  erupted when Atlantis disappeared.
  And the catastrophe was not over.
  The level of magic energy plunged to terrifying lows never be-
  fore experienced. Ley lines that had once roared with energy like a 
  mighty river were reduced to a mere trickle. Demons and monsters 
  went on the warpath, and dimensional travelers like dragons and 
  the sphinx found themselves stranded on Earth without enough 
  magic energy to open a portal to leave.
  Things were no better on the mainland. Without levels of 
  magic strong enough to cast spells and work magic, overnight the 
  old power base of Druids, priests and sorcerers found themselves 
  nearly powerless and very, very vulnerable. Suddenly, those who 
  had used magic to keep barbarians and warlike primitive people 
  at bay were without means to defend themselves. Yes, magic still 
  existed, but reduced to pathetic power levels. Civilizations that 
  
  10
  
  11
  had risen to power before the Sumerians and Egyptians crumbled 
  and faded without ever being recorded in the pages of history. 
  The worldwide loss of magic energy also had an impact on true of 
  creatures of magic like dragons, as well as Deevils, demons and 
  all manner of supernatural beings. Though the magic powers and 
  spell casting abilities of such creatures had been reduced to almost 
  nothing, these monsters still possessed brute strength and enough 
  physical and/or psionic power to haunt, hunt and battle human-
  kind for millennia. The last dragons did not perish until the middle 
  ages, some 14,000 years after the disappearance of Atlantis and the 
  obliteration of magic. Many mythic creatures lingered on Earth for 
  thousands of years before being wiped out completely or forced to 
  hide from the growing civilizations of humanity that would rise in 
  the centuries that followed. Many ancient “myths” about dragons, 
  vampires, demons and monsters are based upon real creatures that 
  existed in considerable numbers until the Atlanteans made magic 
  all but vanish. However, the truth and specific details about these 
  beings became jumbled and forgotten as the growing numbers of 
  humans wiped them out and science became the new magic. By 
  the 20th Century, the truth about these creatures was indeed lost to 
  myth, and few believed they had ever truly existed.
  As magic continued to wane, the floating cities of Lemuria, 
  whether above or below the waves, began to float slower and the 
  infrastructure and machines that ran on Earth Energy began to 
  grind to a halt. Lights, heat and fuel to run the machines had all 
  been based on magic. Without it, everything began to shut down. 
  Eventually, Lemuria’s floating cities would have come crashing 
  down, perhaps ending their glorious civilization then and there, 
  had it not been for the massive reserves of Earth Energy contained 
  within their stone ziggurats. Still, it was only a matter of time, 
  counted in months, before their floating cities would have to settle 
  on a final resting place and stop moving. Magic was dying and 
  with it, the Lemurian way of life.
  Perhaps because the floating cities of Lemuria, of which the 
  City of Mu was the greatest, still contained dwindling magic en-
  ergy within their mighty ziggurats, supernatural horrors began to 
  besiege them in an attempt to get at that magic. Many of the super-
  natural and magic creatures hoped to steal enough P.P.E. to escape 
  Earth and go home, or at least to another dimension with natural 
  reserves of mystic energy. To evade the clamoring supernatural 
  hordes, the Lemurians went underwater. There, concealed and 
  much less accessible, Lemuria’s greatest minds formed a plan. To 
  stay on Earth meant forfeiting magic and the sciences of magic. 
  Life below the waves without magic seemed a viable solution, but 
  it would be a very different way of life and long-term survival was 
  not assured. However, if they could find a portal to another Earth-
  like world with enough magic energy to sustain their machines, 
  they could travel to it and continue to live as always.
  It was a risky proposition, so the choice was made voluntarily. 
  Mu and the majority of cities decided it was a chance worth taking. 
  A few Lemurian cities opted to stay behind and resettle on land. 
  A few would remain underwater. While those that stayed behind 
  would survive for centuries, some contributing to new megalithic 
  and stone pyramid societies of other human civilizations, each 
  would eventually perish.
  Those looking for a way out traveled to one of the most power-
  ful underwater nexuses the Lemurians had uncovered in their past 
  explorations. In the Pacific Ocean years earlier, mages had detect-
  ed great magic and dimensional energy among a trio of massive 
  and powerful ley lines in the Marianas Trench. Lemurian psychics 
  also felt the presence of danger and supernatural evil, so they did 
  not linger to explore much of it. Thus, it was an unknown quantity, 
  but they had gleaned enough information to know there was an 
  open portal to another dimension present. They also knew it led 
  to an alien realm of water and magic much like their own beloved 
  Earth. Acting quickly, the floating cities gathered with the hope of 
  going through the Rift and making a new life.
  Upon returning to the Marianas Trench, the mages of the float-
  ing cities found the portal floundering and fading. Lemurians 
  quickly assessed the Rift and determined it could collapse at any 
  time. It was a miracle it was still there at all. In fact, the mages 
  determined it was only the efforts of an unknown outside force that 
  was somehow enabling the shriveling ley lines to hold the portal 
  open. It was now or never. There was no time to send probes or 
  reconnaissance teams through the portal. They had to take a leap of 
  faith and go. As the first two cities passed through the dimensional 
  Rift, something attacked the third, destroying it in minutes. Feel-
  ing they had no other choice, the other floating cities made a mad 
  dash to the open portal. Each time such a massive object with so 
  many people on board passed through it, the Rift shuddered and 
  threatened to close. Meanwhile, the force that destroyed the city 
  went on to attack two others. It was madness. As the City of Mu 
  went through the dimensional portal, after making certain a few 
  smaller cities were able to slip through before it, the Rift collapsed.
  Without sufficient energy left to reopen the massive Rift, the 
  Lord of the Deep was trapped on Earth where it would languish 
  as an angry shadow of its true self for thousands of years. Perhaps 
  needless to say, this has earned the Lemurians the monster’s eter-
  nal enmity. The Lemurians had no idea the Lord of the Deep ex-
  isted, nor that the Rift was his means of escape. All they knew was 
  that an evil force had destroyed at least two of their cities and clung 
  to one other, preventing it from going through the Rift. The sur-
  vivors could only imagine that those left behind were destroyed.
  The good news for the Lemurians who made it through the Rift 
  was that the new dimension was almost exactly like Earth. What 
  the Lemurians could not have known was they had not gone to 
  an alien world, but to a kind of pocket dimension created by the 
  Lord of the Deep. An ocean-like space capsule the size of a small 
  ocean that could maintain the evil Alien Intelligence as it traveled 
  to other worlds in the Megaverse. For every thousand years that 
  passed on Earth, one decade passed for the Lemurians, but that’s 
  still 150 years from then to the present day.
  If not for the Coming of the Rifts, the Lemurians might have 
  been trapped in the Lord of the Deep’s private, dimensional ocean 
  forever. When the Rifts came, and magic flooded back more power-
  fully than ever, the Lord of the Deep’s dimensional portal to Earth 
  reopened and the contents of the pocket dimension were disgorged 
  into the Atlantic Ocean, including the floating cities. Half-asleep 
  and disoriented by the sudden surge of renewed energy, the Lord 
  of the Deep was too distracted to take immediate action against 
  the returning Lemurian population, but the monster did close the 
  underwater Rift. Confused and frightened themselves, the Lemu-
  rians fled into the larger ocean around them. It would take decades 
  before they realized that they (and Atlantis) had been returned to 
  Earth 15,000 years in the future, and that the planet Earth was, 
  once again, in upheaval because of Earth Energy.
  This was a much more hostile and alien Earth than the one 
  known to their ancestors. The Lemurians spent most of their first 
  250 years back on Earth hiding, adapting and battling the forces 
  of chaos and the wrath of the vengeful Lord of the Deep. Most 
  of that time was spent underwater, where things seemed less tu-
  multuous and safer than the surface world. Lemurians again found 
  
  12
  themselves exploring the oceans and seas of the world, learning 
  about the new underwater realm and developing new magicks, de-
  fenses and armies to ward off frequent attacks by the Lord of the 
  Deep, Naut’yll, Horune Pirates and other monstrous forces. It also 
  took time to figure out and learn to live within the Earth’s new 
  ecosystem. During this period of survival and adaptation, Lemu-
  rians were kept on their toes and the loss of life was high. Still, 
  they made new developments in Biomancy magic, weapons and 
  armor, as well as the development of Symbiotes and methods to al-
  ter the genetic structure of their sea mounts. It has only been in the 
  last 50 years that the Lemurians have felt they can hold their own 
  against the monsters of the deep and keep their people safe. With 
  that accomplished, they have once again begun to quietly explore 
  the underwater and surface world in greater depth. Lemurians are, 
  overall, thrilled to be “back home” even if Earth is a very, very 
  different place. In the last decade, Lemurians have decided to take 
  a much more active role in this bold, new Earth. They are hiding 
  less and have begun to send out individuals and small squads to 
  “walk among the new people of Earth” and make contact with sen-
  tient life forms below and above the waves. This is why, for many, 
  rumors about an aquatic species of humanoids calling themselves 
  Lemurians have only started to surface over the last few decades.
  For the most part, life is good for the average Lemurian. They’ve 
  even come to terms with having to deal with the wrath of a venge-
  ful god like the Lord of the Deep and have become more militaris-
  tic to survive. The Lord of the Deep is the Lemurians’ arch-enemy. 
  The supernatural monstrosity hates them above all others and will 
  not rest until every last Lemurian is slain. To that end, the fiend 
  sends members of the Cult of the Deep, monsters, minions, sea ser-
  pents, demons, evildoers, dupes, and trouble their way whenever 
  it can. For this reason, Lemurian floating cities never stay in one 
  place for long. Instead, they are constantly on the move, spending 
  equal time underwater, floating on the water’s surface and floating 
  in the air. They are so elusive that most surface dwellers aren’t 
  sure if the Lemurians are real or myth, and few know when, where 
  or how to find them. More often than not, it is the Lemurians who 
  decide when they make contact with people on the surface.
  Lemurians are fond of helping others, and have a reputation 
  for assisting floundering ships, rescuing people from storms and 
  drowning, and saving people from pirates and sea serpents, espe-
  cially from the clutches of the Lord of the Deep. Half the time, 
  however, surface dwellers are unaware that Lemurians have inter-
  vened on their behalf. Until very recently, the Lemurians operated 
  in secret, using magic from a distance to help those in trouble. 
  Tales of “miracles” at sea, storms mysteriously stopping or chang-
  ing direction, rough seas suddenly becoming calm, being pulled to 
  the surface by an unknown force or animals, and encounters with 
  “mermaids”, helpful “aliens” or “Elemental beings” are more than 
  likely to have been Lemurian rescuers. They don’t identify them-
  selves nor wait for a thank you, they just appear out of the blue and 
  quietly vanish when people are safe.
  Long ago, Lemurian society developed a great respect for life 
  – all life – from plants and animals to sentient beings – as well as 
  a keen sense of responsibility to other life forms and the environ-
  ment. To the average Lemurian, all life is precious and all intel-
  ligent beings are responsible for the care and nurturing of Mother 
  Earth. Lemurians take that sense of responsibility several steps 
  farther than most people and see themselves as the caretakers and 
  protectors of the planet Earth and the environment. That is why 
  Lemurians try to live in harmony with the planet and everyone in 
  it. There was a time when no Lemurian would raise a finger to hurt 
  another creature. Not to harm a fellow human being, swat a fly or 
  cut down a tree. Over time, the secrets of Biomancy enabled them 
  to mold and manipulate plant and animal life on a genetic level, 
  and even their own bodies. Ancient Lemurians were the first to use 
  methods of conservation, hydroponics (and magic) to grow crops, 
  and have always tried to replenish forests and replace whatever 
  resources they take. It has only been their return to Rifts Earth and 
  the constant onslaught from the Lord of the Deep that has turned 
  Lemurians into warriors and a much more proactive force for good.
  Other people with the knowledge and power of the Lemurians 
  might have become embittered and vengeful, or aggressive and 
  militant, conquering other civilizations or destroying their en-
  emies. Not Lemurians. Though they have become skilled fight-
  ers and warrior mages, they revere the life and freedom of other 
  people more than ever. They battle the Lord of the Deep only to 
  escape his onslaughts with minimal loss of Lemurian life. They 
  fight primarily in self-defense, and their first priority is always to 
  avoid collateral damage to innocent people and the environment. 
  Whenever they can flee without confrontation, they do so.
  However, there is one big change in Lemurian philosophy: they 
  are not hesitant or afraid to take the life of an evildoer to protect 
  themselves, innocent people everywhere and the environment. 
  While Lemurians do not go looking for trouble or conflict, they 
  will not turn their backs on someone in need. Not when they are 
  in a position to do something about it. They have also come to 
  accept that the forces of supernatural evil are real and not going 
  away. That there are supernatural creatures whose very reason for 
  existence is to cause suffering, sorrow and death. That the Lord of 
  the Deep is one such being, demons and Deevils another two. The 
  verdict remains out on the Splugorth and their mortal minions.
  There is one type of vile creature Lemurians have never balked 
  at destroying: the undead. Lemurians (and Atlanteans) see the un-
  dead, living dead, walking dead and similar beings that defy death 
  and prey upon the living, as the very antithesis of life. From their 
  point of view, vampires and other types of undead are the equiva-
  lent of what anti-matter is to matter – anti-life – monsters who 
  enslave, torment and destroy the living, and who thrive in darkness 
  and shun life as the natural world knows it. To allow the undead 
  to exist is to endanger all sentient life forms. As far as the Lemuri-
  ans are concerned, these unnatural, anti-life monsters must be de-
  stroyed wherever they are found. Likewise, Necromancy is seen 
  as a type of anti-life magic, which is why its practice is forbidden 
  and repulsive to Lemurians dedicated to protecting the planet.
  The dramatic changes to the Earth since the Coming of the Rifts 
  have made the planet a nexus to infinite worlds across the Mega-
  verse, introducing new life forms into the planet’s ecosystem. The 
  alien people (D-Bees), flora and fauna are all embraced by the Le-
  murians, who see life as constant change and motion. However, 
  the Rifts have also unleashed the undead and wicked monsters of 
  countless variety into the world. The undead, along with any vile 
  supernatural being or creature of magic who threatens the innocent 
  or the environment, are seen as the Enemies of Life. Enemies to be 
  driven away, back through a Rift, or destroyed. That kind of think-
  ing and commitment has led current day Lemurian people to think 
  of themselves as Protectors of the Earth. A new and unfamiliar 
  role they are trying to figure out.
  Lemurians are becoming increasingly bold about visiting and 
  exploring the surface world to get a better understanding of the 
  many diverse people and cultures that now claim Earth as their 
  home. Ever curious about new ideas, people, places and life forms, 
  Lemurians have also begun to bring surface dwellers down into 
  
  13
  the watery depths of the oceans. Surface dwellers are given aquat-
  ic capabilities via the use of magic, Symbiotes, special herbs and 
  sometimes, machines, all of which enable land dwellers to func-
  tion underwater as if they were fish.
  Even with greater contact among other civilizations of Rifts 
  Earth, Lemurians remain an enigma, and to most people, the stuff 
  of myth. Reports of underwater cities floating through the oceans 
  or even in the sky are dismissed as hallucinations and fairy tales 
  by most surface people. So far, Lemurians have kept their num-
  bers and magic a secret, preferring to make tenuous forays into the 
  surface world and picking when, where and with whom they make 
  contact. Their main area of operations has been the waters of the 
  Pacific Ocean, avoiding the Atlantic and the Minions of Splugorth, 
  whom they fear.
  Lemurians have adapted to the higher levels of magic across 
  the face of the planet since the Great Cataclysm. They have made 
  Lemurian magic, their bio-constructs and stone creations more 
  powerful than they ever were in the past (i.e. S.D.C. to Mega-Dam-
  age). Even with this advantage, the Lemurians still find themselves 
  faced with surviving in a chaotic and dangerous environment with 
  enemies like the Lord of the Deep hounding their every move. 
  They now find themselves grasping at any and all means to rout the 
  monster and its evil servants, and are even entertaining the idea of 
  seeking assistance from surface dwellers and the mysterious Cap-
  tain Nemo and his New Navy. Clever enough to avoid the wrath of 
  more than one dark god or powerful nation at a time, Lemurians 
  are careful about open opposition to the Vampire Kingdoms, the 
  Xiticix, the Splugorth of Atlantis, and the Yama Kings, but fear 
  they may all represent grave danger to the future of Mother Earth 
  and her people.
  The Lemurian People
  Long ago, the Lemurians were completely human. However, 
  they have used Biomancy to genetically re-engineer themselves 
  for a dual life above and under the sea. This means they have the 
  ability to breathe air as well as gills to breathe underwater. Their 
  “ascension” to their current state has been brought about by mil-
  lennia of tweaking and fine-tuning their Code of Life (DNA). The 
  current genetic structure of Lemurians has not changed in centu-
  ries, and most Lemurians agree that they have found the perfect 
  level of physical development for their people. As one might ex-
  pect, this means Lemurians are tall, physically fit, attractive people 
  free of genetic illnesses and immune to most disease.
  Though Lemurian ancestry probably goes back to the people 
  of Southeast Asia, genetic modification has made Lemurians look 
  quite different. Most surface dwelling people assume Lemurians 
  look like a mermaid with the upper body of a human and the tail of 
  a fish, but that is not the case. Lemurians have chosen to keep their 
  human bodies. As a result, they are an attractive, graceful people 
  with muscular bodies, slight builds, and delicate features. Lemuri-
  ans have two arms and legs, their fingers are not webbed, they have 
  human faces with a nose, lips, two almond-shaped eyes, a pair of 
  small, pointed ears, and a thick mane of hair on their heads, usually 
  grown long. Other than their eyebrows and the hair on their heads, 
  Lemurians have no other body hair and cannot grow mustaches 
  or beards. Gills for breathing underwater are located just behind 
  back of the jaw near the ears. The skin color of Lemurians ranges 
  from gold to a warm grayish brown with flecks of iridescent blue 
  or green along the sides of the neck and shoulders and down the 
  tops of the forearms. The color on the throat, underarms, inner leg 
  and belly is 10-20% lighter than the rest of their body and has faint 
  hints of blue, green or yellow. Lemurians have a wide range of hair 
  color from light brown, blonde (almost golden), red, copper, violet 
  and purple to shimmering silver and white hair with streaks or tints 
  of light blue, light green, dark green or dark blue. Though they 
  can move their mouths underwater to speak, they create noises 
  and sonic impulses like dolphins and whales. To actually vocalize 
  words they must be on the surface. Lemurians can also use Telepa-
  thy and Empathy to communicate.
  Underwater, Lemurian warriors dress in any number of dif-
  ferent types of Biomancy living armor. Otherwise, citizens and 
  most people wear a wide range of different clothing. Casual wear 
  for men may range from a pair of swimming trunks or trousers to 
  shirt and pants. Women may wear the equivalent of a bikini to a 
  light silk blouse and skirt. Others wear organic clothing that more 
  resembles a second skin or a weave of seaweed. Lemurian women 
  have a thing for wispy scarves, capes and cloaks that sometimes 
  appear to be gossamer wings or the frilly-fins of a Lion Fish that 
  flow as they swim. The material used in such clothing for both 
  males and females often looks and feels like silk, but is actual-
  ly spun from a variety of marine plants that creates a fabric that 
  is lighter than silk, but several times stronger and more durable. 
  Many Lemurian women wear sexy, exterior waist garments that 
  resemble ornate corsets, some of which appear to be made of fine 
  or large fish scales, others appearing to be made of leather cov-
  ered in pearls or fish bone, or gems or seashells. Men tend to stay 
  away from jewelry, but Lemurian women enjoy rings, necklaces, 
  bracelets, anklets, earrings, hair combs and tiaras. Pearls are very 
  popular, as is jewelry made of seashells, coral and, of course, gem-
  stones. Bare feet, partial nudity and minimal clothing are common-
  place and completely acceptable in Lemurian society, especially 
  
  14
  when underwater or swimming. Lemurians are accustomed to the 
  tactile feel of the water on their bodies and say it makes them feel 
  at home. That having been said, boots are very common, especially 
  among males, while females seem to prefer sandals or short boots 
  that resemble pixie boots. Long hair is the fashion whether the 
  Lemurian is a child, male, female or a soldier, and Lemurians do 
  not lose their hair as they age. Of course, genetic manipulation and 
  magic have made it so Lemurians look youthful even when they 
  are ancient. An elder Lemurian in his hundreds seldom looks older 
  than a human in his thirties, forties or early fifties.
  On the surface, Lemurians tend to cover their bodies more, but 
  when not wearing living body armor, still prefer airy, loose fitting 
  clothing that resemble the togas and light silk gowns and blouses 
  reminiscent of the ancient Egyptians, Greeks, Romans and Persians. 
  On the surface, males and females may wear baggy pants that tuck 
  into boots or end below the knee. Short and long cloaks, capes and 
  hooded robes are also very popular. Some Lemurians choose to wear 
  the clothing of other cultures, be it China or Chi-Town. Lemurian 
  adventurers out in the world tend to wear clothing that is suitable 
  for travel and exploration, and which fits in with the local culture. 
  Adventurers and warriors may also wear one of the many different 
  suits of living, environmental Biomancy body armor.
  The Lemurian navy is an unconventional force of warriors 
  that use a wide range of weapons, armor and equipment that com-
  bine high-technology, magic and living weapons and symbiotic 
  constructs. Most soldiers are Oceanic Guardsmen which make up 
  40-50% of their armed forces. Psychics such as Zappers or Spout-
  ers make up elite combat troops in Special Forces, and represent 
  20% of their troops. Lemurians prefer hit and run and other gue-
  rilla tactics instead of full frontal assaults, which is more suitable 
  to the powers of psychics, mages and Special Forces. Experienced 
  Master Psychics, mages and hardened combat veterans make up 
  the majority of leaders and ship commanders. The rest can be al-
  most any adventurer and men-at-arms O.C.C. including Lemurian 
  Scouts (many with Major Psionics), Biomancer Gene-Mages and 
  support personnel.
  Occupations that serve or call upon the supernatural such as 
  Witches, Shifters, Necromancers and even Priests and Warlocks are 
  frowned upon by most Lemurians who see these people as “tainted” 
  by inhuman and otherworldly beings. Those who choose to select 
  any of these O.C.C.s are looked upon with worry and distrust, even 
  revulsion, and some, like Necromancers and Witches, may be cast 
  out for their beliefs and pursuit of evil magic. To counter this nega-
  tive image, Lemurian Priests try to associate with benign and aquatic 
  deities such as Poseidon/Neptune. Warlocks find greater acceptance 
  if they dedicate themselves to the elemental forces of Water (50%) 
  or Air (20%), though any element may be selected.
  Dark magicks go against the Lemurian culture and way of life. 
  Shifters, Temporal Wizards, Necromancers, and any magic that 
  enslaves, harms or kills the living as a matter of practice are very 
  rare among Lemurians, who generally revere life and freedom. 
  Only outcasts and evil individuals practice these dark types of 
  magic in secret. A few Shifters and Temporal Wizards are known 
  to practice within Lemurian society, but most avoid making a link 
  to the Supernatural and focus on inter-dimensional magic and trav-
  el rather than commanding sinister, evil beings. However, after the 
  Atlantean Catastrophe, dimensional travel and manipulation of the 
  Rifts and dimensional energy are considered too unpredictable and 
  dangerous, and best to be avoided like the plague. Moreover, its 
  practice within city limits, where an “accident” or magic “gone 
  wrong” could unleash demons and monsters or dimensional forces 
  that could hurt or kill scores of innocent people, is forbidden. This 
  is seldom a problem as less than 0.32% of Lemurian practitioners 
  of magic pursue Temporal or dimensional magic. Stone Magic, 
  Biomancy, Warlock/Elemental, Ley Line Magic, Invocations, Wiz-
  ardry and other types of spell casting are the most common and 
  popular of the mystic arts among Lemurians.
  Lemurian Technology
  Lemurian “technology” is magic, and most devices, vehicles 
  and everyday utilities run on Earth Energy (P.P.E.) stored up in 
  stone pyramids and ziggurats. Biomancy and Stone Magic are the 
  two major magic arts used in creation and building, control and 
  dispersal of energy, and are combined with other sciences from 
  botany and farming to the manufacture of weapons, armor and 
  clothing. Lemurian technology is a synthesis of magic, nature and 
  technology, even when it comes to the making of cities, vehicles 
  and everyday items, but in a very different way from Techno-
  Wizardry. Many Lemurian devices are alive or made of stone and 
  other natural materials such as plant fiber. As a result, Lemurian 
  technology is considered alien technology to most outsiders (-40% 
  skill penalty to understand and use it, -50% to copy or repair it; 
  half those penalties for Atlanteans and the Splugorth). This also 
  means very few Lemurians learn to master conventional science 
  as practiced by the Coalition States, Triax and other human na-
  tions, so O.C.C.s like Scientist, Operator and Technical Officer are 
  uncommon among Lemurians. Biomancers are the scientists and 
  Stone Masters the builders in their civilization.
  Biomancy and Stone Magic are the cornerstones of Lemurian 
  technology, but other magicks also play a role. Ancient Lemurians 
  learned how to manipulate stone with Stone Magic to better har-
  ness and control Earth Energy (magic/P.P.E.), ley lines and nexus 
  points, as well as to stabilize dimensional anomalies and quell Ley 
  Line Storms and other ley line related concerns. Unlike other uses 
  for magic, Lemurians direct Earth Energy to build, heal, nurture 
  and understand and protect nature. This has led to an in-depth un-
  derstanding of the genetic codes and structures of plants and ani-
  mals that are the keys to life, and in the case of the Lemurians, the 
  creation of living armor, weapons, and even vehicles and houses 
  made of living coral, woven from living plants and creatures, or 
  castaway fibers, resin and other natural materials. Thus, Lemurians 
  have unlocked many secrets of genetics and use Biomancy to mod-
  ify their environment, the living creatures around them and even 
  their own bodies. They have learned to live in harmonious syn-
  ergy with the natural world. So while one might classify the stone 
  megaliths, pyramids and ziggurats as “technology,” and the cre-
  ation of fantastic, new animal life forms as “genetic engineering,” 
  the Lemurians see them simply as extensions of the Earth and life 
  – even if they were designed and altered by Lemurian Biomancer 
  Gene-Mages into their current configuration and functionality.
  Lemurians rely heavily on their gene-tweaked psionic abili-
  ties to communicate with the animals and Symbiotes they create 
  and tame, and use Biomancy Bio-Constructs to meet their daily 
  needs (tools, equipment, weapons, armor, vehicles, food, medi-
  cine, clothing, companions, etc.). While a surface dwelling warrior 
  might rely on a suit of power armor, an M.D. laser rifle, cyber-
  netics and computers, a Lemurian warrior uses living Bio-Armor, 
  Bio-Weapons, Biomancy altered animals and his own psionics and 
  aptitude for magic. Plant and animal byproducts (fruits, plant fi-
  ber to make fabric and cords, resins, herbs, extracts, etc.) are also 
  used in eco-safe Lemurian manufacturing. Even some of the stuff 
  
  15
  one might classify as “technological,” like Lemurian aircraft, are 
  actually an amalgamation of Biomancy and Stone Magic – a stone 
  construct/structure that houses a living organism which functions 
  with a Lemurian pilot to make it work.
  Much of the Lemurians’ “technology” melds Earth Energy 
  (magic/P.P.E.) with living plants and animals that serve the purpose 
  of a machine or piece of equipment. As their technology advanced 
  via Biomancy, Lemurians (who still think of themselves as human) 
  changed themselves, the living organisms they use and their envi-
  ronment to fit their needs. Magic and technology have been taken 
  to the point that it is, in effect, genetic engineering. Biomancy and 
  bio-manipulation improves the quality of life and creates living or-
  ganisms and animals that help Lemurians safeguard their people, 
  preserve nature, and protect the Earth. They are used to fight mon-
  sters, dark magic and evil supernatural forces that would enslave 
  and harm people, and destroy the natural environment. Lemurians 
  are so resolute about this that even ordinary citizens believe it is 
  their destiny to destroy the evil supernatural horrors that run rampant 
  across the planet. If the Coalition States didn’t consider Lemurians 
  to be “magic using D-Bees,” Emperor Prosek would hang a medal 
  on them and welcome Lemurians into the CS with open arms. Un-
  fortunately, Lemurians, though human in origin, are much too alien 
  and mysterious to be accepted by the Coalition. Furthermore, the 
  culture clash between these two would be catastrophic (Lemurians 
  are educated, tolerant and open to all people; the CS is notoriously 
  intolerant and closed to all of the above).
  Creatures the Lemurians call “Bio-Constructs” – living armor, 
  living weapons, living vehicles – as well as symbiotic organisms 
  and animals used for riding, labor and other purposes, pose no 
  threat to the environment and are biodegradable resources. They 
  draw upon renewable Earth Energy/ley lines, the P.P.E. of individ-
  uals, and I.S.P. (psionic energy and force of will). Lemurian Sym-
  biotes and Bio-Constructs are altered on a biological and genetic 
  level to serve the specific needs of Lemurian society. Since the 
  relationship between man and organism is symbiotic, both accept, 
  need and draw upon each other and there is no resistance between 
  the symbiotic organism and its user. Both meld and benefit from 
  the union and function as one. To that end, the control and proper 
  use of living Symbiotes and Bio-Constructs usually requires a 
  minimum of P.P.E. or inner strength (I.S.P.) and at least minor 
  psionics, such as Empathy, Telepathy and/or Empathic Connec-
  tion with Animals (an ability that is much like the Psi-Stalkers and 
  Simvans’ power to communicate and control animals) or the Bio-
  mancer power of Communicate with Plants and Animals. Note: 
  The psionic power of Telemechanics does NOT work to control or 
  operate any Lemurian living armor, weapon or machine.
  For Lemurians, magic and psionics are not only part of every 
  day life and abilities possessed by them all, but the very founda-
  tion of their ecosystem, technology and civilization. Without them, 
  they would be lost.
  Lemurian Caste System
  & Government
  The Lemurian caste system bears some similarities to the Japa-
  nese and Hawaiian caste systems of ancient times.
  Ali’i: At the top of the list are the Ali’i, Lemurian families that 
  have achieved near mythic status for generations of humanitar-
  ian efforts and legendary contributions to Lemurian civilization. 
  These families are highly educated, wise and live to serve the Lem-
  urian people in positions of leadership and guidance. They can be 
  considered “royalty,” and only a member of this class is worthy of 
  taking the position of King. The King is the ultimate leader within 
  Lemurian society, with his Ali’i family members as his court, advi-
  sors and other members of the ruling body. However, unlike many 
  societies, there is little corruption or abuse of power and position. 
  The Ali’i truly live to serve and see their position as an honor and 
  privilege.
  The Ali’kili, or “King,” is the head of government, chief repre-
  sentative of the citizenry and is said to be the “soul of the people.” 
  As such, he has only the best interests of the populace at heart. 
  When the Ali’kili finds his task too daunting or boring, he may 
  step down, appointing another member of the royal family in his 
  place as the new King (or Ali’i aimoka/Queen). After several de-
  cades of leading the people, most will volunteer to step down and 
  pass the mantle to another worthy member of the Ali’i while the 
  former King/Queen goes off to pursue other humanitarian or edu-
  cational efforts, or engage in personal pursuits. The current Ali’kili 
  is Tangaroa, however, his older twin brother, Rongo, passed on 
  the mantle of leadership to him because he felt that Tangaroa was 
  better suited for the job. And it seems he was correct, as Tangaroa 
  is proving to be a kind and capable leader, as well as a clever mili-
  tary strategist and tactician in the campaign against the Lord of the 
  Deep and other enemies.
  Kahuna: The Kahuna are what one could call the master or 
  professional class. Each member of this caste is typically an edu-
  cated specialist and well-trained individual who strives to master 
  his profession and attain a degree of perfection. Biomancer Gene-
  Mages, Stone Masters, Ocean Wizards and most practitioners of 
  magic, psychics, healers, engineers, architects, writers, artists, phi-
  losophers and academics are of this class.
  Maka’ainana: This is the working class occupied by farmers, 
  laborers, builders, salvage experts, Wilderness Scouts, Psi-Druids, 
  entertainers, explorers, Vagabonds and the occasional Biomancer 
  Gene-Mage whose focus is on tending to crops and the care of 
  animals. Warriors/soldiers – seen as servants of the people and 
  protectors of the Earth – also fall into this class, the intention being 
  to keep warriors and heroes grounded and humble.
  Kauwa: Outsiders/non-Lemurians. These are, as a general rule 
  of thumb, visitors, friends and associates who do not seek citizen-
  ship nor necessarily share Lemurian values. However, because 
  Lemurians value all people, surface-dwelling humans and D-Bees 
  who wish to become citizens of Lemuria may achieve any position 
  within Lemurian society, except for the office of Ali’kili (King).
  Maui-Kau: Criminals, Outcasts, traitors and evildoers. Mem-
  bers of the Mauian Order fall into this category, as do Lemurians 
  and outsiders who exhibit no respect for life and murder, enslave 
  or torment others.
  The Mauian Order
  The enemy within
  Lemurians were shocked and horrified by the sudden disap-
  pearance of Atlantis and the profound impact it had on the entire 
  planet. In the aftermath of the disaster, most Lemurians felt a great 
  sense of grief, fear and uncertainty. Their world had changed over-
  night. The disappearance of Atlantis caused a massive depletion of 
  magical Earth Energy. What had been a small but steady stream of 
  Earth Energy turned into a minuscule trickle. Atlantis’ folly had 
  transformed the world. Magic was virtually gone, and with it, the 
  
  16
  Lemurians’ way of life. Without sufficient magic, their machines 
  would soon stop working and their floating cities would fall from 
  the sky. Atlanteans had not only doomed themselves, but Lemuria 
  as well. The catastrophe was beyond belief and emotions ran hot. 
  Faced with a world without magic, the Lemurians would have to 
  change and adapt to the world of ordinary men (most other people 
  of that era were barbarians and savages) or flee to a different plan-
  et. One with sufficient magic energy to support their magic based 
  technology and lifestyle. As already recounted, most Lemurians 
  chose to leave Earth.
  Despite the shock and raging emotions, the vast majority of 
  Lemurians felt sorrow over the destruction/disappearance of their 
  Atlantean friends. They wondered about their fate and prayed that 
  a few had somehow survived. Most Lemurians did not hold ill-
  will toward the Atlanteans. Rather they felt a deep loss, sadness 
  and sympathy. Lemurians treasure life and considered True At-
  lanteans to be their closest friends and allies – a mirror image of 
  themselves. As a result, the vast majority of Lemurians understood 
  that people make mistakes, and they forgave their friends for the 
  disaster that now threatened their own existence. Magic is a tricky 
  tool. Dimensional magic is the trickiest. If anything, the disaster 
  that caused Atlantis to vanish, and all but erased magical energy 
  from the planet, was a lesson to the Lemurians that taught them to 
  be very careful with their own pursuits in the mystic arts. It served 
  as a cautionary tale that would curb their own magical experimen-
  tation and make them careful to be sure their own actions did not 
  have dire consequences for their entire civilization, other people or 
  their beloved planet.
  Not all Lemurians were so forgiving.
  A small group calling themselves the Mauian Order blames 
  the Atlanteans for all the woes that have befallen their civiliza-
  tion and damaged Mother Earth for thousands of years. These bit-
  ter misanthropes are determined to see True Atlanteans and their 
  Chiang-Ku dragon mentors pay for their crimes against the planet 
  and its inhabitants. Pay in blood.
  The Mauian Order was founded under a charismatic leader by 
  the name of Maui-tikitiki (pronounced: mow-wee-teek-key-teek-
  key), and they live for a simple agenda of revenge: destroy every 
  last True Atlantean and Chiang-Ku as punishment for the unfor-
  givable sins of their fathers. Some have even convinced them-
  selves that as long as any Atlantean lives, there remains the danger 
  that another mistake that damages the flow of magic or alters an 
  entire world could take place. Though Lemurian society condemns 
  such madness and embraces True Atlanteans as ancient allies, the 
  Mauian Order will not listen to reason. To them, any Lemurian 
  who chooses to stand in the way of their punishment of Atlanteans 
  is a fool and shall pay a harsh price for their misplaced loyalty.
  Though the Mauian Order is few in number – believed to be 
  no greater than one thousand total – they are zealots dedicated 
  to the destruction of all True Atlanteans and the Chiang-Ku. The 
  cult’s leader, Maui-tikitiki, is a man consumed with hatred and 
  fueled by self-righteous indignation. He has a brilliant mind, but 
  is hardened by hate and consumed by unreasoning paranoia, anger 
  and an unrelenting need for revenge. Maui-tikitiki is so twisted by 
  hate and imagined fears that he regards his fellow Lemurians as 
  blind fools for not condemning Atlanteans as he and his followers 
  have. According to Maui-tikitiki and the members of the Mauian 
  Order, what the Atlanteans did, accident or not, is unforgivable 
  and must be punished. The Mauians insist Atlanteans have not suf-
  fered enough for their hubris and crimes against the Earth itself. 
  To them, Atlanteans are monsters who must be destroyed before 
  they cause more harm to the Earth and, perhaps, the Megaverse. 
  They insist Atlanteans have learned nothing from the destruction 
  of Atlantis or the damage they did to the Earth 15,000 years ago. 
  If anything, they are worse than ever, traversing the Megaverse 
  and interfering in the lives of countless humanoid civilizations and 
  provoking trouble with such powerful beings as the Splugorth. 
  Someone has to put a stop to the insanity, and that someone is 
  Maui-tikitiki and his followers.
  The Mauian Order believes that the arrogant, dimension-trot-
  ting Atlanteans might one day shatter the very fabric of reality 
  across the dimensions. They even blame them for the Minion War 
  (as well as many other wars and troubles the Atlanteans had noth-
  ing to do with) and believe they must be stopped at all costs. As 
  a result, members of the Mauian Order have become dimensional 
  travelers themselves and consort with the enemies of True Atlan-
  teans, including the Splugorth, Deevils, demons and other evil be-
  ings. If fellow Lemurians are injured by the Mauians’ actions, they 
  consider it unfortunate collateral damage.
  While this may sound like utter madness to a rational person, 
  Maui-tikitiki is adored by his followers, who revere him as a vi-
  sionary and a living god. They accept everything he tells them as 
  truth and obey his every command. All members of the Order are 
  willing to lie, cheat, steal, murder and die for him and their cam-
  paign of genocide. To that end, the members of the Mauian Order 
  are willing to trick and manipulate anyone to do their dirty work. 
  They don’t care if their actions may jeopardize their own people or 
  allow evil to triumph, provided Atlanteans or Chiang-Ku dragons 
  are made to suffer and die in the process.
  The Mauian Order and their leader believe all dragons are a 
  danger and a scourge upon the Megaverse. No dragon is ever to 
  be trusted, and when the opportunity presents itself, it is best to 
  destroy them. The Chiang-Ku – allies of True Atlanteans and the 
  creators of Tattoo Magic – are regarded as the worst of the worst 
  and top the list of dragons to be wiped from existence. In fact, 
  some people believe the Mauian Order’s efforts to destroy the fa-
  bled dragons have been so successful over the last 300 years, they 
  have helped bring the species to the edge of extinction, at least on 
  Rifts Earth.
  Obsessed with hatred for the Atlanteans, Maui-tikitiki and 
  some of his followers have mastered magicks that allow them to 
  travel to other worlds and dimensions. Most Lemurians (99%) 
  avoid dimensional travel and Temporal Magic, but Maui-tikitiki 
  believes he must master such mystic arts to fight fire with fire and 
  to track down and destroy True Atlanteans wherever they hide in 
  the Megaverse. Thus, members of his inner circle include Shift-
  ers, Temporal Wizards, Ley Line Rifters, Necromancers, Demon 
  Mages, Witches, Fire Warlocks, Soulmancers, Blood Mages and 
  other practitioners of dark magicks forbidden by Lemurian soci-
  ety. They also recruit Serpent Hunters to become destroyers of the 
  Chiang-Ku and other dragons deemed by the Mauian Order to be 
  dangerous or untrustworthy. In fact, it was Maui-tikitiki, before he 
  fell from grace within Lemurian society as a madman, who orga-
  nized and trained the very first Serpent Hunters.
  Since then, Maui-tikitiki has given up on Lemurian civiliza-
  tion, and he and his Mauian Order continue to track down and 
  slay Chiang-Ku dragons and True Atlanteans at a relentless pace. 
  A large part of the knowledge Maui-tikitiki and his men have col-
  lected across the Megaverse deals with uncovering the secrets of 
  dragons, True Atlanteans and other “monsters,” so that they might 
  better hunt and destroy them.
  
  17
  In a bid to win over new recruits and allies, the Mauian Or-
  der accepts select outsiders into their secret society. They have 
  even gone so far as to teach a few fledgling civilizations many 
  of the Lemurian philosophies and teachings to make the world a 
  better place. Of course, such potential acts of kindness are always 
  twisted with the sordid tale of what the Atlanteans have done to 
  the Earth, how they are responsible for the Great Cataclysm and 
  the Coming of the Rifts, and why they should be feared, hated and 
  destroyed. The most notable civilization to be heavily influenced 
  by the Mauian Order is the Jungle Elves of South America. These 
  beings have accepted the Mauian Order’s teachings, believe the 
  lies about Atlanteans and dragons, and have been so steadfast in 
  the teachings of the Order that some consider Maui-tikitiki to be a 
  sort of demigod.
  The Mauian Order represents a danger not only to the beings 
  they have targeted for eradication, but to Lemuria itself. First, the 
  actions of the Order may reflect badly on the rest of Lemuria. After 
  all, the Order proudly kills in the name of Lemuria and makes no 
  bones about being Lemurians.
  Second, the Mauian Order’s campaign of hate is corrupting 
  fledgling civilizations and people of Rifts Earth, like the Jungle 
  Elves of South America and a number of tribal people in Polyne-
  sia, to fear, hate and murder True Atlanteans, dragons and other 
  targets designated by the Mauian Order. There are Lemurian out-
  casts, terrorist groups and secret members of the Order scattered 
  across Rifts Earth and the Megaverse who spread lies, corrupt na-
  ive individuals and entire cultures to engage in acts of murder and 
  genocide. There are also members of the Mauian Order who travel 
  the Megaverse in search of dark secrets, new magicks, and ancient 
  artifacts, as well as Chiang-Ku dragons and True Atlanteans to 
  murder in their sleep.
  Third, the Order is a menace within Lemurian civilization. As a 
  “secret society,” no one knows how many members of the Mauian 
  Order exist, who they are or where they operate. As with any secret 
  society, the membership is exclusive, elite and very secret. Secret 
  members of the Mauian Order use their positions within Lemurian 
  society to influence and manipulate people, events, laws and at-
  titudes to further the Order’s own agenda. This includes painting 
  the Chiang-Ku and True Lemurians in a bad light, locating them 
  for extermination, interfering with diplomatic relations with them 
  (along with their allies, and dragons in general), and creating gen-
  eral unrest in matters involving them. This means that a senator or 
  social leader, war hero or businessperson or hard-working laborer 
  could be a secret member of the Mauian Order quietly pushing 
  their agenda or using his or her influence to cover up their activ-
  ity, bankroll their operations and help the Order in any number 
  of ways. Though it is believed their numbers are small, nobody 
  knows for sure. Try as they might, the leaders of Lemurian society 
  have not been able to completely root out the Mauian Order.
  Each member of the Mauian Order has his or her given name 
  and a chosen name within the Order. The chosen name almost al-
  ways starts with ‘Maui’ in respect to their illustrious leader, Maui-
  tikitiki. So Klayn Valotiki may be Maui-valto or Maui-Valiant – 
  something similar, or something completely dissimilar, to his true 
  name. At this time, 95% of the members of the Mauian Order are 
  Lemurians. The Mauian Order is essentially a full-blown terrorist 
  cult, fully rooted within Lemurian society, with operatives working 
  on the surface world and within Lemuria. Their continued efforts 
  and covert operations have allowed the Mauian Order to keep in 
  touch with the supernatural forces that hate True Altanteans, which 
  include the Splugorth and their minions, Deevils and demons. 
  They are known to associate with members of the Federation of 
  Magic, the Jungle Elves of South America, the Blood Druids of 
  France, Temporal Raiders, the Yama Kings and others of question-
  able character. Rumor has it that Maui-tikitiki’s secret base of op-
  erations is on Splugorth-occupied Atlantis, is safeguarded by one 
  of Lord Splynncryth’s elite squads, and that Maui-tikitiki has the 
  ear of the Lord of Atlantis himself. And that cannot possibly be a 
  good thing for anyone.
  Secret quest for the Blade Eternal
  While on one of his many dimensional travels, Maui-tikitiki has 
  come across information that may be a piece to the Current-Riders’ 
  enigmatic prophecy. He has heard stories about an ancient magic 
  sword said to be in the possession of a powerful aquatic creature on 
  an alien water world. The weapon is known as the Blade Eternal 
  and is said to burn even in the depths of the sea, where it radiates a 
  heat so intense that it boils the water around it. The weapon is also 
  said to be indestructible (probably an ancient, Greater Rune Weap-
  on), able to fire a beam of heat so hot that it can even burn demons 
  and Deevils (does 1D6x10 M.D., double damage to Lords, evil 
  gods and Alien Intelligences; 2,000 foot/610 m range), make its 
  wielder impervious to both fire and cold, and enable that person to 
  survive in any environment as long as the Blade Eternal remains in 
  his possession (in hand or on his person). Moreover, legend claims 
  the Blade Eternal can cut through anything. Only the Sun Scab-
  bard can contain the Blade Eternal’s fiery essence without radiat-
  ing heat and fire. Some legends say the Blade Eternal was made 
  from the heart of a sun, others claim it was forged by a powerful 
  engine of creation in a distant galaxy. The Mauian Order believes 
  the sword may indeed be the Eternal Flame Blade described in the 
  infamous prophecies known to the Current-Riders, and the Order 
  wants to get their hands on the magical item for Maui-tikitiki. They 
  have information that points to a half dozen planets that might be 
  the actual water world where the blade might be located, the planet 
  Earth among them.
  The Mauian Order is on the constant lookout for this fabled 
  blade and rumors about it, as well as other legendary magic items. 
  They are seriously thinking about hiring several groups of trust-
  worthy mercenaries and adventurers to go looking for it. Their 
  concern is that to hire outsiders is to share the existence of the lost 
  relic with other people, and worry that if the lords of Hell learn 
  about the weapon, they will try to find it for themselves. Thus, cau-
  tion and secrecy are of the utmost importance.
  Maui-Tikitiki, Leader of the Mauian Order
  Maui-tikitiki is an aging Lemurian who, unlike most of his 
  kind, has rough looks, scars and an aura of confidence and danger 
  about him that many people find quite chilling. He has traveled the 
  Megaverse in search of power, the secrets of magic and dark arts 
  for two centuries. The acquisition of such power has made him a 
  formidable mage – a Shifter – and won him an unusual amount 
  of mystic energy (P.P.E.). However, this acquisition of power 
  and forbidden knowledge has marred his Lemurian good looks, 
  scarred his body, and some say, his very soul. He has shoulder-
  length, white hair braided with seaweed and seashells into dread 
  locks. His beard is white with hints of blue, and his athletic body 
  is “decorated” with a number of deep scars he wears like badges 
  of honor. Each scar has a story. Many represent narrow escapes 
  from death, while some are the marks of power won from dark and 
  deadly sources.
  
  18
  Once, long ago, he was filled with high ideals and an insatiable 
  lust for knowledge. His hatred and resentment of the Chiang-Ku 
  dragons and True Atlanteans has warped his sense of right and 
  wrong, but it has been his pursuit of forbidden magic that has 
  turned him into a twisted monster. While his physical appearance 
  has changed to the point where few would mistake him for a hand-
  some Lemurian, it is his heart that has changed most of all. Not 
  only is he a cold, calculating killer bent on the genocide of True 
  Atlanteans and Chiang-Ku dragons, but he has decided that he 
  knows what is best for Lemuria and should be the leader of his 
  people. Worse, he has grown to see ordinary Lemurians as dull-
  witted weaklings – sheep – instead of tigers and sharks who should 
  conquer and rule over the lesser people like “humans” and D-Bees. 
  Maui-tikitiki believes Lemurians have risen above their human an-
  cestry and are now superior beings with the knowledge and power 
  to reclaim and rule the planet Earth. They just lack the will and 
  proper leadership. Leadership he could provide if only they would 
  stop being pacifists and listen to him. Thankfully, only a tiny num-
  ber of Lemurians share his sense of superiority, and most of them 
  are already members of his Mauian Order.
  Those who knew Maui-tikitiki in his youth insist that it has 
  been the corrupting influence of the demons and monsters he com-
  mands as a Shifter that has turned his heart black. Others say it 
  is the dimensional travels he has taken that have not only cast a 
  shadow over his soul but driven him quite mad. The truth is, both 
  are certain to have contributed to the corruption of a brilliant mind, 
  but Maui-tikitiki always had a dark side going back to his youth 
  and stemming from his bitter, abusive father.
  So it is, Maui-tikitiki is almost the opposite of his Lemurian 
  brethren. He lacks compassion and empathy for the human condi-
  tion and shares little appreciation for life. He is a sociopath con-
  sumed with the acquisition of power and a need to prove he is 
  better, smarter and more fit to rule than any Lemurian. Though he 
  has his own twisted code of honor, he is a monster with an agenda 
  of misplaced retribution against True Atlanteans and Chiang-Ku 
  dragons, both of whom he seeks to destroy. Though he and the 
  Mauian Order take action to destroy all enemies of Lemuria (At-
  lanteans and Chiang-Ku first among them), the Dark Son of Lem-
  uria seeks to undermine Lemurian civilization so he may one day 
  step in as a hero and seize the position of King.
  The long reach of Maui-Tikitiki. During his travels across the 
  face of the Earth and through many dimensions, Maui-tikitiki has 
  made many questionable and dangerous friends and associates. 
  People and beings he can call upon for help and information when 
  he really needs it. The least of them include fellow Biomancers, 
  Ley Line Walkers, Ley Line Rifters, Mind Melters, Mystics, Stone 
  Masters, Shifters, Temporal Raiders, Wizards, Wilderness Scouts 
  and Jungle Elves. Among the more powerful and least human al-
  lies are various dragons, the Minions of Splugorth, the Splugorth 
  themselves, and, some say, dark gods. If such rumors are true, one 
  or more of the Yama Kings may be a friend and ally of Maui-
  tikitiki. It is also rumored that Maui-tikitiki has visited the fabled 
  Green World (probably as a favor from his vile Splugorth allies), 
  and knows secrets of Biomancy that are not known to Lemurians 
  or Jungle Elves. Still other rumors warn that within the Lemurian 
  elite there are some Biomancers who are more loyal to him than to 
  Lemuria, and work, in secret, on his behalf. Some circles whisper 
  that his campaign to slay the wise Chiang-Ku has much less to do 
  with revenge than the acquisition of power via the dark arts and the 
  blood sacrifice of the ancient dragons.
  Maui-Tikitiki, NPC Villain
  Also Known As: Maui-Mu, the Lone Traveler, and the Dark Son 
  of Lemuria.
  Alignment: Once, long ago, he was Scrupulous, but his extreme 
  views, prejudice and arrogance have turned him Aberrant evil.
  Attributes: I.Q. 25, M.E. 29, M.A. 22, P.S. 22, P.P. 23, P.E. 24, 
  P.B. 9 (was once 21), Spd 30.
  Hit Points: 74
  S.D.C.: 53
  Size: Five feet, eight inches tall (1.7 m); 135 lbs (60.7 kg).
  Age: 329; looks to be in his early 50s.
  P.P.E.: 548
  Level of Experience: 15th level Shifter O.C.C. and founder of the 
  Mauian Order. Some say he also derives power and knowledge 
  from one or more dark gods who serve as his benefactor(s) (or 
  does he serve them as an agent of darkness?), but most believe 
  this is merely a tall tale.
  Natural Abilities: As per all Lemurians, plus supernatural level 
  of P.P.E. and extensive knowledge of forbidden magic; most 
  notably Shifter, Ley Line Magic and Temporal Magic.
  Psionic Powers: As per all Lemurians: Empathic Connection with 
  Animals, Empathy (4), Mind Block (4), Object Read (6), See 
  the Invisible (4), Speed Reading (2) and Telepathy (4). Consid-
  ered a Minor Psychic and has 79 I.S.P.
  Magic Knowledge: As a 15th level Shifter, Maui-tikitiki is well 
  versed in transdimensional and anti-supernatural magic. He 
  possesses the following Shifter abilities: Dimensional Sense 
  98%, Dimensional Travel, Communication Rift, Dimensional 
  Teleport Home (Rifts Earth), Sense Rifts and Familiar Link 
  (Iki the Lemur). Despite the rumors to the contrary, he does not 
  have a “link” to the supernatural, as he considers such things 
  vile and a tainting of the pure and noble human spirit. However, 
  he associates and makes deals with the Splugorth and other dark 
  gods and powerful forces of supernatural evil.
  Summoning and Minions: While Maui-tikitiki claims dis-
  dain for supernatural creatures and demons, and clearly treats 
  them as the scum of the Earth, he makes an exception in associ-
  ating with their Lords and the deities who rule over them. This 
  means he has no qualms about summoning and using demons 
  and supernatural beings to do his bidding and fight his enemies. 
  He calls it “fighting fire with fire.” The Shifter also surrounds 
  himself with powerful animals, sea monsters, sea dragons and 
  sea serpents, using them as his minions, protectors, mounts and 
  pets (any in this book or Rifts® Underseas™).
  Maui-tikitiki knows many spells, but those listed below are 
  among his favorites and most often used: All Ley Line Magic 
  spells, Animate and Control Dead ((20), Annihilate (600), Ar-
  mor of Ithan (10), Aura of Power (4), Banishment (65), Be-
  fuddle (6),Blinding Flash (1), Breathe without Air (5), Calling 
  (8), Call Lightning (15), Calm Storm (200), Carpet of Adhesion 
  (10), Circle of Travel (600), Cloud of Smoke (2), Compulsion 
  (20), Constrain Being (20), Control and Enslave Entity (80), 
  D-Step (50), Desiccate the Supernatural (50), Dimensional Por-
  tal (1,000), Dimensional Teleport (800), Dispel Magic Barrier 
  (20), Distant Voices (10), Domination (10), Energy Disruption 
  (12), Energy Sphere (120), Expel Demons (35), Forcebonds 
  (25), Influence the Beast (12), Invisibility: Simple (6), Ley Line 
  
  19
  Transmission (30), Locate (30), Magic Pigeon (20), Magic Net 
  (7), Magic Warrior (60), Metamorphosis: Animal (25), Meta-
  morphosis: Insect (60), Meteor (75), Multiple Images (7), Mys-
  tic Alarm (5), Mystic Portal (60), Negate Magic (30), Phantom 
  Mount (45), Plane Skip (65), Power Bolt (20), Protection Circle: 
  Simple (45), Protection Circle: Superior (300), Repel Animals 
  (7), Re-Open Gateway (180), Reality Flux (75), Reduce Self 
  (20), Rift to Limbo (160), Rift Teleportation (200), Sanctum 
  (390), See Aura (6), See the Invisible (4), Sense Evil (2), Sense 
  Magic (4), Shadow Meld (10), Sheltering Force (20), Summon 
  Ally (600), Summon and Control Animals (125), Summon and 
  Control Canines (50), Summon Fog (140), Summon and Con-
  trol Sea Serpents (350), Summon and Control Rain (200), Sum-
  mon and Control Storms (300), Summon and Control Rodents 
  (70), Summon Shadow Beasts (140), Sustain (12), Tame Beast 
  (30), Teleport: Lesser (15), Teleport: Superior (600), Time 
  Hole (210), Time Slip (20), Tongues (10), Trance (10), Turn 
  Dead (6), Watchguard (10), and Wink-Out (20+).
  Maui-tikitiki also knows the following Temporal Spells: At-
  tune Object to Owner (30), Dimensional Pocket (20 or 140), 
  Dimensional Envelope (60 or 380), Remote Viewing (45), 
  See Dimensional Anomaly (30), Sense Dimensional Anomaly 
  (30), T-Dep: Time Deprivation (20), Time Warp: Slow Motion 
  (45+), Temporary Time Hole (100), and Time Warp: Fast For-
  ward (75).
  And not to stray too far from his aquatic lineage, Maui-tikiti-
  ki knows the following Ocean Magic spells: Armor of Neptune 
  (20), Coral Armor (10 or 45), Metamorphosis: Fish (50), Meta-
  morphosis: Crustacean (60 or 120), Metamorphosis: Shark (90 
  or 160), Mystic Sea Horse (15), Strength of the Whale (20), and 
  Summon Sea Friend (40).
  Combat Skill: Hand to Hand: Kapu Kuialua.
  Attacks per Melee: Seven.
  Bonuses: +6 on Perception Rolls, +5 on initiative, +9 to strike, 
  +8 to parry and +9 dodge, +7 to roll with impact, +4 to pull 
  punch, +3 to disarm, +11 damage, +1 to body flip/throw, +1 
  body block/tackle and a Critical Strike from behind on a Natu-
  ral 17 to 20, +7 to save vs magic, +5 to save vs poisons, +9 to 
  save vs psionics, +11 to save vs Horror Factor, 70% to Trust/
  Intimidate and 45% to Charm/Impress.
  Skills of Note: Language & Literacy: Lemurian, Dragonese/Elven, 
  English/American, Spanish and Chinese; Language: Cetacean, 
  Demongogian, Faerie Speak and Oceanic; Astronomy, Basic 
  and Advanced Mathematics, Computer Operation, Horseman-
  ship: General and Exotic, Lore: Demons & Monsters, Lore: Di-
  mensions, Lore: Magic, Lore: Cattle and Animals, Lore: Sea 
  Creatures, Lore: D-Bees, Lore: Faeries and Creatures of Magic, 
  Undersea and Sea Survival and Underwater Navigation, all at 
  98%.
  Weapon Proficiencies: W.P. Blunt and W.P. Trident at 15th level, 
  W.P. Sword and W.P. Knife at 6th level proficiency.
  Weapons of Note: He has access to pretty much any weapon cre-
  ated by the Lemurians, but the ones of note are:
  T-Club (also known as Te Kauae Maro Muri-ranga-whenua 
  (Jawbone Club of Muri-ranga-whenua). This simple looking 
  Bio-Weapon looks like a paddle with a very short handle and 
  was created by Maui-tikitiki’s ancestor Muri-ranga-whenua. 
  She presented it to Maui-tikitiki on his first voyage, and it was 
  her stories and insight into magic that sparked his curiosity 
  about the Megaverse beyond Earth.
  The club inflicts 3D6 M.D. as a melee weapon, but does 
  double damage to temporal creatures and those using Temporal 
  Magic, including Temporal Wizards, Temporal Warriors, and 
  Temporal Raiders (as well as Prometheans, Phase Adepts and 
  Phase Mystics). It also provides the wielder with a +1 to save vs 
  any kind of Temporal Magic.
  Guardian Staff. No one knows where Maui-tikitiki got this 
  magical staff, but many are well aware of its power and abili-
  ties, especially when fighting against the supernatural. Those 
  who dare speculate as to its origins point to its cold stone ap-
  pearance and gem facets to indicate that it might be some kind 
  of Rune Weapon. The staff is a long, octagonal cross-sectioned 
  staff with strange patterns and carving down its length. The 
  head of the staff is also octagonal in shape but is twice the diam-
  eter of the base of the staff. Each face on the staff’s head holds 
  a colored gem; red, orange, yellow, green, teal, blue, purple and 
  violet. From each of the crystals emerges a glowing, colored 
  energy ball which then circles the staff while Maui-tikitiki uses 
  that particular feature or power. When it is not in use, the ball 
  of light returns to the staff and turns off. Activating a gem or 
  changing to a new gem uses one action, but otherwise each at-
  tack counts as one of his own. When used as a blunt weapon it 
  does 4D6 M.D. to most foes, but 6D6 M.D. against supernatural 
  opponents, including creatures of magic.
  Red: Unleashes a crimson beam not unlike a laser that inflicts 
  4D6 M.D. and has a range of 4,000 feet (1,219 m).
  Orange: Unleashes a stream of fire that does 5D6 M.D. and has 
  a range of 300 feet (91 m). Does NOT work underwater.
  Yellow: Launches a golden orb made of telekinetic energy that 
  hits with the force of a cannonball, does 2D6 M.D. and has a 
  range of 1,000 feet (305 m).
  Green: Launches a green orb up to 200 feet (61 m) that causes 
  plants/trees and living coral to grow and entangle anything or 
  anyone within 12 feet (3.6 m) of it. Requires a 16 or greater to 
  dodge out of the way of the growing tendrils and takes 1D4+3 
  melee rounds to pull or chop free of the entangling vegetation, 
  or until the end of the magic’s duration. If fired at a mortal hu-
  manoid or large mammal, the specific individual is bestowed 
  with life energy and gets an extra 2D6+10 Hit Points (or is 
  healed of equivalent H.P. or S.D.C. damage). Duration: 2D4+3 
  melee rounds.
  Teal: This one launches an orb that soaks an individual with 
  water and does 1D6x10 damage to vampires, 1D6x10 M.D. 
  to Fire Elementals and other creatures vulnerable to water, or 
  douses a 12 foot (3.6 m) diameter of fire.
  Blue: Fires a beam of cold that does 2D6 M.D.; double damage 
  to beings vulnerable to cold or ice.
  Purple: Launches an orb of darkness that conceals the wielder 
  and creates a Horror Factor of 12 up to 300 feet (91 m) away.
  Violet: Fires a beam that cauterizes wounds, stops bleeding and 
  purges poisons (immediately stops further damage). The beam 
  restores 1D6 Hit Points, S.D.C. or M.D.C. per wound that is 
  healed.
  Armor of Note: Barnacle or via magic.
  
  20
  
  21
  Lemurian 
  Floating Cities
  The City of Mu
  A template for all Lemurian Floating Cities
  Location: Mobile, always changing; seldom stays at the same 
  locale for more than 2D4 days and may spend days, weeks and 
  months at a time slowly floating from one place to another or just 
  drifting.
  Speed: Maximum Speed Underwater: 70 mph (112 km/60.8 
  knots); increase by 50% along ley lines.
  Maximum Speed on the Surface of Water: 70 mph (112 km/60.8 
  knots); increase by 50% along ley lines.
  Maximum Speed Flying: 320 mph (512 km); maximum altitude 
  is 22,000 feet (6,705.6 m); increase by 50% along ley lines.
  Favorite Resting Places: The heart of the Indian Ocean (30º00’S 
  87º13’E), the bottom of the world’s oceans, seas, and large, deep 
  lakes, as well as remote mountaintops and other remote places.
  Estimated Population: 375,000
  Racial Breakdown:
  90% Lemurians.
    5% Merans.
    2% Ichthyleans.
    2% Pneuma-Biforms, dolphins and whales.
    1% Other, mostly Amphibs, humans and mutants.
  The ancient city of Mu dates back to when Lemurians were still 
  completely surface dwelling humans. The city was the product of 
  their highly advanced civilization and drew upon the Lemurians’ 
  vast knowledge of Stone Magic and the use of ley lines and other 
  magic in its construction. It would eventually become the template 
  for all the cities that followed. Today, it remains the jewel of the 
  Lemurian civilization and is the biggest of the floating cities. It can 
  glide along ley lines without drawing on the P.P.E. reserve held in-
  side its own stone pyramids and ziggurats, and can teleport the en-
  tire city from one ley line nexus to another anywhere in the world. 
  While drifting along a ley line or loitering at a ley line nexus, the 
  city’s pyramids draw upon the ambient magic energy, funneling it 
  into their ziggurats and pyramids to recharge and restore the city’s 
  energy reserves. This way, Mu can float and maintain operations 
  for up to 1D4+2 weeks away from available Earth Energy along 
  ley lines. These same stone edifices provide all the energy through-
  out the city, from streetlights to heating. As a monument to peace 
  and exploration, Mu carries no obvious built-in armaments or for-
  tifications. Mind you, it is not completely defenseless. The stone 
  pyramids and ziggurats are Mega-Damage structures with walls 
  several feet thick and contain vast reserves of P.P.E. with which 
  to cast a dazzling array of magic defenses and offensive spells. 
  The pyramids also harness the energy collected from ley lines and 
  channel it throughout the city as the primary renewable energy. 
  This means magic can be worked from all the stone ziggurats to 
  erect magic defenses, calm or create Ley Line Storms, and work 
  a wide range of magic to defend the city and protect the innocent. 
  Remember, all Lemurian cities have a large population of practi-
  tioners of magic (20-30%) as well as a contingent of elite warriors 
  who can leap into action to fend off an attack or rain down destruc-
  tion upon invaders.
  The City of Mu is the largest and most beautiful of them all. 
  Like all Lemurian cities, there are streets lined with trees and the 
  city is dotted with manicured parks, gardens and courtyards. Parks 
  with trees, flowers and sculpted gardens, or urban farms are also 
  found on the rooftops of almost every building in the city, and 
  small, private gardens are seen crowning or dangling from most 
  terraces, trellises and down the sides of some buildings. As a re-
  sult, the city is teaming with birds, woodland creatures, butterflies, 
  insects and plants of all kinds. However, as a center for the arts, 
  education and magic, Mu is also filled with works of artistry, from 
  paintings and mosaics to sculptures and architectural wonders. 
  Every building seems to be adorned with engravings, sculptures, 
  wall paintings, mosaics and all sorts of tasteful carvings and artis-
  tic touches that are pleasing to the eye. The architecture of the city 
  is equally delightful, making the city seem welcoming and itself a 
  giant, sprawling work of art. Mu, like most Lemurian cities, feels 
  like it is part city and part nature preserve, or a city built within 
  a forest without imposing its profile upon the beauty of the wild-
  lands. All Lemurian floating cities travel the world studying other 
  people and life forms, collecting specimens, learning about the 
  mysteries of life, and developing new ways of living in harmony 
  with the planet, and Mu is no different.
  Lemurian floating cities each have a large central or “Master” 
  ziggurat (pyramid) that functions as the central nervous system 
  and main power hub for the city. Dozens of smaller ziggurats (ter-
  raced pyramids) that encircle the main one are found in straight 
  lines away from the central ziggurat. As the city travels along a 
  ley line or rests on a nexus, the city orients itself to maximize the 
  collection of energy into the central ziggurat. That energy is then 
  channeled to the smaller stone pyramids until all are filled to maxi-
  mum capacity and stored. While perched over a ley line, the pyra-
  mids of the floating city maintain absolute control over that ley 
  line. This grants the Lemurians the ability to sense dimensional 
  anomalies, open and close Rifts, and prevent Rifts from opening 
  while the city is at the nexus point, as well as the ability to control 
  the weather, wind and sea currents around the city and along the 
  ley line, calm rough seas and inclement weather, adjust water tem-
  perature and perform a wide range of magic boosted by the energy 
  of the ley line or nexus. Even severely depleted energy reserves 
  are brought to full power levels within 24 hours and can power a 
  floating city for 1D4+1 months depending on the level of energy 
  use. However, the leaders of floating cities seldom let power levels 
  drop below 60% before taking measures to power up.
  Most surface dwellers assume Lemurian cities are submerged 
  and filled with water like a ceramic castle in a fish bowl. The truth 
  is, all Lemurian cities are dry and filled with a renewable, tempera-
  ture controlled, breathable atmosphere. The city is enveloped by a 
  great, transparent Bio-Skin that is virtually invisible underwater. It 
  covers the city like a giant, semi-visible membrane, giving the hab-
  itat something of a giant jellyfish appearance when the city rises up 
  out of the sea and into the air. The membrane lets in sunlight, and 
  removes oxygen from the water and circulates it into the city via 
  Biomancy magic to purify existing air. The vast amount of vegeta-
  tion in each city also helps to purge toxins and produce breathable 
  air. The magical process that cleans and creates the breathable at-
  mosphere also collects carbon dioxide, methane and other toxins 
  from the city and releases them into the sea. Magic circulates the 
  
  22
  
  23
  air, and the entire process is powered by renewable Earth Energy 
  (magic). Like so many things in Lemurian civilization, the mem-
  brane is a Mega-Damage structure (200 M.D.C. per 10 foot/3 m 
  diameter) and a living organism that “heals” from damage inflicted 
  to it (recovers 1D4x10 M.D.C. per hour, double on a ley line). 
  Condensation can sometimes create a light fog on city streets, or a 
  mist in the air. Once in a while, water even falls from the top of the 
  membrane like a light spring shower.
  A network of water-filled tubes, tunnels, channels, canals and 
  pools run throughout the city to accommodate aquatic allies and 
  Lemurian citizens who prefer water as a method of travel. These 
  manmade waterways are also the way in and out of the city, with 
  exits to the sea located at various locations. The actual “door to the 
  sea” is a somewhat thicker membrane that works like an airlock. 
  Biomancers and the Lemurian Warrior caste, Oceanic Guards-
  men and Sea Sentinels (including their combat vehicles) can use 
  these exits, but also have the ability to pass right through the living 
  membrane that encloses the rest of the city.
  Vehicles are uncommon in Mu and most Lemurian cities, as 
  most people walk or swim everywhere. The city’s mass transit 
  system uses pressurized transport tubes filled with water that car-
  ry passengers much like a modern day subway. People can wait 
  for a transit car, swim through these tubes or ride the current to 
  their next destination. The tubes are made of transparent Bio-Skin 
  which lets travelers see where they are and where they are going. 
  When ready to leave, the individual can press through the tube 
  membrane to exit without spilling more than a small amount of 
  water. Ley Line Phasing and using the ziggurats to teleport from 
  one location in the city to another are also common ways of getting 
  around town, particularly by mages and city authorities, though 
  using a ziggurat requires the aid of a Stone Master or Ley Line 
  Walker. There are also roads and walking paths throughout the 
  city and its many parks. Most parks appear to be natural forests 
  and jungle habitats with clear paths and places to sit along the way. 
  Such places are likely to harbor wild animals. Lemurians with their 
  empathy with animals and nature have nothing to fear from the 
  wild beasts of these habitats, but human and D-Bee visitors must 
  exercise caution, and are recommended to stay on the paths and 
  not stray into the thicket. Other parks are well manicured botanical 
  gardens with areas for specific species of plants, trimmed hedges, 
  flower gardens, courtyards with places to sit, fountains, statues, 
  mosaics and other works of art. Art and decorations are found ev-
  erywhere, indoors and out. The many gardens and courtyards are 
  open to everyone and are used as places to sit, relax and meditate.
  Rising up from the top of the central ziggurat is the communi-
  cations center in the form of a tower, usually making the central 
  ziggurat, located in the heart of the city, the tallest building. Mean-
  while, laboratories and animal habitats designed to operate entirely 
  underwater or to hold aquatic animals are located in the thick base 
  of the floating city.
  The city is fully capable of travel underwater or floating on the 
  surface of the water at a maximum speed of 70 mph (112 km/60.8 
  knots), or rising off the ocean floor, breaking the surface of the 
  water and floating into the air. Maximum altitude is 22,000 feet 
  (6,705.6 m), with a maximum flying speed of 320 mph (512 km). 
  Be it on water or in the air, however, the floating city usually mo-
  seys along at a much more relaxed pace of 20-40 mph (32 to 64 
  km). It can also hover in place, make a dead stop in water, or per-
  form a vertical ascent or descent, making it a truly all-terrain, mo-
  bile habitat. Note: Travel speeds in the air, on the surface of water 
  or underwater can be increased by as much as 50% when traveling 
  along a ley line.
  It is the versatile, all-environment capabilities of Lemurian cit-
  ies that has kept them from falling to the Lord of the Deep and 
  other supernatural enemies. It is also what has kept Lemurian cit-
  ies concealed from land dwellers and rendered Lemuria the stuff 
  of myth and legend for centuries. One story reports the city on 
  the floor of the Indian Ocean, another floating through the waters 
  of the South Pacific, the next claims it was drifting through the 
  air above Africa or Australia, and the next reports the city resting 
  on a mountaintop in Tibet. Since most people (99%) do not real-
  ize Lemurian cities are mobile with naval, submersible and flight 
  capabilities, reports of such “airborne” and “underwater cities” are 
  dismissed as hallucinations, myths and lies. The Lemurians are al-
  ways on the move, spending time underwater, then on the surface 
  of oceans or in the air, sometimes resting on the bottom of the 
  sea or atop mountains or hovering over land, so that the Lord of 
  the Deep and other supernatural enemies cannot find them. Being 
  always on the move keeps their enemies guessing and confused as 
  to their numbers, resources and whereabouts. It is a tactic that has 
  worked for the last three hundred years.
  Key City Design Elements
  Mu was the first and foremost of the floating cities, and served 
  as the design template for all that followed. Thus, unless noted oth-
  erwise, all Lemurian floating cities, regardless of size and popula-
  tion, have the following key locations and elements of city design. 
  Only size, scope and population vary.
  Outer Ring of Ziggurats
  There are a total of 16 other ziggurats (pyramids) in two rings 
  around the main ziggurat at a radius of 4-8 miles (6.4 to 12.8 km), 
  depending on the size of the city. Each of the ziggurats is aligned 
  on one of the eight cardinal directions (N, NE, E, SE, S, etc.). 
  These peripheral ziggurats align with ley lines visited by the city, 
  typically four along one axis while traveling along a ley line. At a 
  ley line nexus the city is oriented so that the maximum potential 
  number of ziggurats are in line with the intersecting ley lines to 
  collect as much magic energy as possible in 24 hours or less. The 
  way the network of ziggurats is set up allows all of them to tap 
  into the pyramid powers which are normally associated with stone 
  pyramids on a ley line or nexus. The network also channels and 
  stores mystic energy in all the ziggurats for trips away from ley 
  lines. All of the ziggurats on the outer ring (eight total) straddle 
  the Bio-Skin barrier, acting as passageways/airlocks into the city. 
  That means they function as defensive bunkers as well, housing a 
  large number of troops in barracks style fortifications to respond 
  to attacks, regulate and monitor the flow of traffic, especially by 
  outsiders, and to deal with trouble outside the city and monitor 
  the surrounding area. They are also set up to receive guests (not 
  that the Lemurians get too many) with royal reception chambers 
  to meet with ambassadors and allies; Lemurians don’t let any non-
  Lemurians into the main, central ziggurat. Each outer ziggurat also 
  has a small contingency of labs and research facilities, quarantine 
  areas and holding cells.
  “Hale Atua” – The Halls of Lemuria: In each of the outer ring 
  ziggurats there is a reception area. Some are set up as trade centers 
  where aquatic races who find or are invited to the ancient city of 
  Mu can trade, share news and meet with Lemurians. Ambassadors 
  
  24
  can also be seen and invited to a more secure area within the ziggu-
  rat to meet with council members, or the King himself, in private.
  “Hale Ua” – The Oceanic Guard Barracks: Each of the zig-
  gurats is protected by a contingent of Oceanic Guardsmen. Many 
  are housed in the same ziggurats they protect while others operate 
  from one ziggurat but travel all over the city or outside to engage in 
  military operations, protect outposts, and perform search and res-
  cue missions. As a rule, 100 Oceanic Guardsmen are posted at an 
  outer ziggurat, 40 (a platoon) at each inner ziggurat and over 200 
  at the central ziggurat. An additional 200 elite Oceanic Guardsmen 
  (1D4+6 level) serve as the Royal Guard, staying with the King 
  and his council wherever they go. The King always lives in the 
  City of Mu. The other cities have regents who oversee and run city 
  operations.
  “Hale Mana” – Healing Centers: All of the outer ziggurats 
  have healing centers where psychics, doctors, Biomancers and oth-
  er mages can offer wounded troops, adventurers, visitors and citi-
  zens medical care. “Visitors” are always taken to an outer ziggurat 
  to keep them away from the heart of the city. A host of pyramid 
  powers, healing as well as Biomancers, Bio-Constructs and related 
  magic, can be made available to guests at healing centers.
  Inner Ring of Ziggurats
  The inner ring of ziggurats are not as heavily guarded, relying 
  on the protection of the outer ring, the Bio-Skin and defenders to 
  keep the city safe and invaders out. A small contingent of Oceanic 
  Guardsman, Spouters and Zappers watch over the inner ziggurats 
  and their operations. This second tier of pyramids is where the 
  bulk of Lemurian Biomancy and other magical and scientific re-
  search is conducted. Live specimens, medical experiments, genetic 
  engineering and magical experiments and pursuits are conducted 
  within the safety of the inner pyramids.
  “Hale Ua” – The Oceanic Guardsmen Barracks: While es-
  sentially identical to the barracks on the outer ring of ziggurats, 
  the guards here are often more relaxed and less experienced (level 
  1D4+2). While their duties are still strict and a high degree of pro-
  fessionalism is required, they get the chance to try out and work 
  with many of the new Biomancer creations, including Bio-Armor, 
  Bio-Weapons, Bio-Symbiotes, and new animals created as pets, 
  riding animals and other applications.
  “Hale Mana” – Research Centers: Each of the inner ring 
  ziggurats houses a massive, multi-level research center. Many of 
  these centers are interdisciplinary and one can find mages from 
  a variety of walks of life – Biomancer Gene-Mages, Line Walk-
  ers, Ocean Wizards, Sea Druids, Whale Singers, etc. Each ziggurat 
  usually focuses on one specific area or one specific problem, so 
  that all related minds can work together, share notes and study is-
  sues as a diverse team to meet their research objectives. While the 
  term “research” is used, the methods are less scientific and more 
  metaphysical - as is the way of Lemurians.
  Northern Ziggurats (NE and N): The northern ziggurats house 
  mages and researchers studying and mapping the genetic struc-
  tures of newly discovered M.D.C. animals. Live specimens of 
  these “new” animals (both young and ancient, predatory and oth-
  erwise) are kept onsite at the facilities in special habitats.
  Southern Ziggurats (SE, S and SW): More genetic and scien-
  tific research and studies take place at these locations. One project 
  conducted at such facilities is the attempt to unravel the secrets 
  behind a mysterious animal gene dubbed the “Primordial Gene.” 
  This gene is believed to be present in dinosaurs, dragons, some 
  ancient species of reptiles, fish, and sea serpents, and a few giant-
  sized mammals. The elusive “Primordial Gene” is believed to be 
  responsible for transforming these megalithic beings into M.D.C. 
  creatures and providing them with Supernatural Strength. Some 
  have theories that the Primordial Gene responds to the high ambi-
  ent level of magical energy in magic rich environments like Rifts 
  Earth. Here, the return of magic is believed to have triggered the 
  gene and somehow channels and redirects Earth Energy (P.P.E.) to 
  make a creature into an M.D.C. being. Put those same creatures in 
  a low magic environment (which are most common throughout the 
  Megaverse) and they revert to S.D.C. beings in a matter of min-
  utes. Lemurians hope to someday isolate the gene sequence that 
  does this to alter their own genetic structure and become M.D.C. 
  beings. However, such a mystery is likely to take centuries or eons 
  to unravel, if ever, and years more to figure out the means to trans-
  form humans.
  Western Ziggurats (NW and W): The study and application of 
  the mind, psionics, and dimensions in the understanding of life, 
  human nature and the working of the human brain. Everything 
  from scientific studies, philosophical debate and metaphysical 
  studies are pursued at these facilities. The ultimate goal: to better 
  understand the human animal, psychic phenomena, the Megaverse 
  and humanity’s place in it. Another is to learn how Lemurians 
  can find greater harmony with the Megaverse and bring balance 
  to their lives. Other areas of study include psychic research about 
  the Astral Plane and other dimensions, dimensional travel using 
  the mind, reaching out to the minds of other sentient beings, psy-
  chic imprinting, developing and expanding psychic abilities and 
  using psionics to better communicate with and fight supernatural 
  beings. This includes how and why some extra-dimensional ener-
  gies can mutate and make super-monsters as well as dimensional 
  phenomena like the Bermuda Triangle, Fade Towns, the Rifts and 
  other anomalies. While the results and hypotheses portions of di-
  mensional research take place at these ziggurats, any actual ex-
  periments and field testing are conducted outside and away from 
  the city. It is interesting to note that the King of Lemuria and the 
  Council of Elders are uneasy with this research and even mental 
  exercises about the nature, function and use of dimensions and di-
  mensional travel; they allow it as a necessary evil.
  The Eastern Ziggurat (E): The research here is cataloging and 
  understanding new and alien species that are foreign to Rifts Earth. 
  While no dramatic biological experiments are performed here, 
  there are laboratory experiments, and a small degree of medical 
  research, as well as practical applications of the use of new species 
  and their genetic material in curing alien-spawned diseases, com-
  bating the supernatural and discerning native Earth species from 
  alien species and mutations.
  Hale Papa’a – Learning Centers/Training and Knowl-
  edge Centers: While all the ziggurats contain at least one Tree 
  of Knowledge, learning centers have several and function like a 
  traditional university with students, young and old, who come to 
  study and learn a wide range of subjects from a wide range of 
  educators and scholars that include mages, psychics and Trees 
  of Knowledge. The most popular subjects are Lemurian history, 
  magic, psionics, communing with nature, farming, botany, biol-
  ogy, ocean sciences, medicine, meditation, philosophy, ethics and 
  the arts. Students can seek the wisdom of elder Lemurians and 
  engage in their own research and extrapolations. Those studying 
  magic enter into an apprenticeship program.
  
  25
  The Master Ziggurat
  Also known as the Royal Ziggurat
  When on a ley line, ALL stone pyramids/ziggurats collect and 
  store Earth Energy (P.P.E.), but it is the Master Ziggurat that chan-
  nels and distributes that energy throughout the city, charging up 
  the reservoirs of all ziggurats and redirecting energy wherever it is 
  needed across the city. In some respects, the stone pyramids func-
  tion like power plants, with the Master Ziggurat being the main 
  plant and primary point of control and distribution. This provides 
  the floating city with weeks of energy even when away from ley 
  lines or nexus points. A central control chamber in the Master 
  Ziggurat is where all energy distribution of the city takes place, 
  with reserves for powering lights, heat and city systems, as well 
  as automated energy management systems. From this location, the 
  ebb and flow of energy of all other pyramids is managed, and in 
  the case of an emergency, the Master Ziggurat can drain, direct, 
  redirect, and even cut off the flow of energy to any pyramid or part 
  of the city. Consequently, there are many failsafes and defenders 
  in place, and only the most trusted mages and engineers handle 
  Master Operations.
  Heiau – Master Control Chamber: The mages in this room 
  control every aspect of the city, from flight, speed of travel and 
  defenses (i.e. ley line storms and other magicks) to the mundane, 
  as well as monitor all sections of the city and areas just outside 
  the city’s protective membrane. A central platform big enough for 
  up to a dozen practitioners of magic is used to channel and di-
  rect pyramid energy, (and/or the P.P.E. of the mages) to perform 
  any of the normal powers and functions of a Stone Pyramid or 
  to cast spells within the city and its exterior. The Master Control 
  Chamber is heavily guarded and the pyramid itself prevents invad-
  ers from Teleporting, Rifting or using Ley Line Phasing to appear 
  at or within any of the ziggurats. Those using magic or dimen-
  sional power to appear in the city or at a ziggurat find themselves 
  magically redirected into a heavily guarded and sealed off location 
  known as the Central Reception Area, away from the Master Zig-
  gurat. Here, “visitors” are greeted by Oceanic Guardsmen, mages 
  and psychics where they are questioned and if necessary, subdued. 
  Violence and aggression is met in kind and any perceived threat or 
  hostile forces are “neutralized” and “pacified.” Translation, forced 
  into submission and placed in confinement for additional question-
  ing, or exterminated.
  Hale Ali’i – Royal Annex: This is where the King and his coun-
  cil members meet to discuss matters of city policy, politics, edu-
  cation, defense, exploration, city services, transportation and the 
  needs of the city and its citizens. The King and the Council of 
  Elders often reside in the Master Ziggurat, each with their own 
  spacious and luxurious quarters fit for a prince. No one save the 
  King, his direct family and the council members and their imme-
  diate families have access to the Royal Annex within the Master 
  ziggurat.
  Hale Ua – The Royal Guard Barracks: A permanent contingent 
  of 144 Oceanic Guardsmen (levels 1D6+5) who have earned the 
  position of “Royal Guard” live on site inside the Master Ziggurat. 
  They are on call 24 hours a day and are regarded as heroes and 
  the best of the best. An additional 1D4x100 Oceanic Guardsmen 
  (levels 1D4+2) can be called upon for additional support and have 
  a response time of 1D4+1 minutes. Any excursions made by the 
  King or any royal council member is escorted by at least a pair of 
  the Royal Guard; at least 8 for the King and the immediate mem-
  bers of his family (function like the Presidential Secret Service).
  Other Locations
  The Archive of Omatu: A subterranean complex built into 
  a circular ring directly around the Master Ziggurat contains the 
  sum of Lemurian knowledge, including several ancient Trees of 
  Knowledge, many heralding back to the days before the city was 
  even built. These ancient trees bear the original memories and 
  knowledge of many of the first Lemurians and the way things were 
  before the Atlantean Catastrophe or the Coming of the Rifts. Be-
  sides the wealth of knowledge stored in the mystical trees, is a vast 
  library of books, parchments, stone tablets, pre-Rifts artifacts and 
  data files that have been recovered and restored. The keeper of 
  these archives is an ancient Lemurian academic named Puta Toa. 
  It is said that he knows everything there is about Lemurian civili-
  zation as well as a great depth of knowledge about Mother Earth.
  Serpent Hunters’ Citadel: A large, stone citadel in the center 
  of the southwestern quadrant is home to the Serpent Hunters and 
  their Thrall Sea Serpents. Their ideal location near the southern 
  ziggurat enables them to help regulate the large variety of dino-
  saurs, sea serpents and riding animals in this quarter of the city. 
  The citadel is part castle (the upper level) and part network of tun-
  nels and caves. There is a huge underground complex of caves, 
  labyrinths and dwelling places for sea serpents and other exotic 
  riding animals. Of course, there are several transit tubes that link 
  to the rest of the city and others that provide a quick, secret exit 
  and entry in and out of the city for the Serpent Hunters and their 
  monstrous riding animals.
  The Garden: The most illustrious section of the city is a large, 
  beautiful, terraced botanical garden filled with trees, flowers, fruit, 
  vines, patches of vegetables gardens and exotic plants native to 
  Earth and other worlds. Much to the surprise of many surface 
  dwellers, the Garden is also home to a wide range of insects, birds 
  and a host of exotic creatures. Many Lemurians work long and 
  hard managing this wondrous site and their love for their work and 
  devotion to nature is apparent at a moment’s glance. Many art-
  ists, philosophers and mages come to the Garden to meditate and 
  absorb the quiet splendor. Others come to play, rest or eat lunch 
  or dinner. The Biomancer groundskeepers make their home right 
  in the Garden, bending trees to form their homes and furniture – 
  enclosing and decorating their sectioned off area with flowers and 
  designs that bloom all year round to their own personal preference. 
  The power of the stone pyramids is said to increase the average 
  lifespan of those who sleep under and within them, and that feature 
  also applies to the Garden. Many believe it is because the Garden’s 
  plants are interwoven and linked to the ziggurats of the city and 
  help to bolster the reservoirs of magic energy held in each ziggu-
  rat, which then allows the plants to draw on that energy to create a 
  magical garden paradise in the floating cities.
  Private Habitats, Realms and Oases: Though the Garden is 
  the largest and most impressive collection of flora in the city, almost 
  all homes and places of business have their own flower gardens, 
  vegetable gardens and plant-filled courtyards. In fact, trees, vines 
  and gardens are found on the roofs, ledges, terraces and balconies 
  of even the tallest buildings. In addition to private gardens there are 
  dozens of city parks, gardens and courtyards filled with flora and 
  fauna from around the world. These mini-ecosystems are like an 
  oasis containing many different ecosystems, some isolated (such 
  as the arctic chamber) while many others are open to everyone. 
  The more exotic habitats are controlled by magic and Biomancer 
  communication to keep specific species in one particular location. 
  However, wildlife is found throughout all Lemurian cities. Since 
  
  26
  the Lemurian people can commune with nature and, in effect, talk 
  to plants and animals, there is seldom a problem with what surface 
  dwellers would consider “wild animals,” though predators are kept 
  to a minimum. While Lemurians take this closeness to nature in 
  stride as the harmonious way to live, outsiders may be startled to 
  have deer run by or leap over the park bench they are sitting on; 
  probably a natural stone or tree, vine or plant woven into a seat. 
  Even more startling is to see an ocelot, lion, wolf or something 
  more exotic like a dinosaur or alien animal. Again, most animals 
  stay in their fenceless habitat without bothering people, and do not 
  attack unless threatened. However, such animals may be encoun-
  tered almost anywhere in a Lemurian floating city.
  City Defenses
  Lemurian floating cities have come to rely upon moving and 
  hiding above and below the waves to avoid conflicts and attacks. 
  The ability to remain concealed and unnoticed is their first line of 
  defense. To that end, the Lemurians have developed a number of 
  powerful ley line spells/magicks that enable them to use the ley 
  lines and nexus points to hide, shelter and defend their underwater 
  cities. Everything from creating magical illusions and camouflage 
  to ley line avatar defenders have been used to deter and confuse 
  would-be invaders. When one of the cities does fall under attack 
  – usually by undead and/or demonic forces, Nauty’ll, Minions of 
  Splugorth and the servants and pawns of the Lord of the Deep – 
  they rely on magic, ley lines and their elite warriors to fight back. 
  Enemies and assailants should not forget that the floating cities of 
  Lemuria are populated by people with Minor to Master Psychic 
  abilities, and at least one third are practitioners of magic. Mag-
  es, psychics and warriors often command sea monsters and sea 
  dragons, and all floating cities are defended by a standing army 
  with unique abilities and Biomancy weapons, armor, vehicles and 
  monsters at their command. Furthermore, Lemurians are friends of 
  cetaceans and other aquatic people and sea creatures who are quick 
  to come to their aid and defense.
  Lemurian floating cities, with all their pyramids and ziggurats, 
  contain Earth Energy (magic) on a scale not known to most sur-
  face dwellers (with the possible exception of the Splugorth’s At-
  lantis). This means the Lemurian cities have the powers of stone 
  pyramids at their command, are capable of controlling and sum-
  moning Ley Line Storms, the weather, casting Ley Line Magic 
  and other magicks, and when actually on a ley line, possess even 
  greater power, range and resources. When on a ley line nexus, a 
  Stone Master or Rifter can Rift the entire city to any location along 
  the interconnecting ley lines or to another, known ley line nexus. 
  (Note: Takes two melee rounds to prep and costs 1,500 P.P.E. 
  from each of the 16 stone pyramids to jump the entire floating city 
  from one location to another, half if it is to a location on the same 
  ley line).
  Each Lemurian stone pyramid/ziggurat can fire a directed bolt 
  of magical energy much like a Ley Line Storm’s lightning bolt. 
  The blast is too slow to strike small, fast and maneuverable targets 
  like power armor or a vehicle the size of a van, but it is quite effec-
  tive against large warships, buildings, marching troops and other 
  large, slow or stationary targets. Note: In most circumstances the 
  blast does 1D4x100 M.D., but increases to 1D6x100 M.D. when 
  on a ley line, and 2D4x100 M.D. when drawing upon the energy 
  of a nexus point. Range is 4,000 feet (1,219 m), increase by 30% 
  when on a ley line, and 50% greater at a nexus. Each ziggurat/
  pyramid can fire once every minute (4 melee rounds).
  Garden Valley
  According to rumor, not all Lemurian cities and outposts are 
  mobile. One such exception is known as the Garden Valley, said 
  to be nestled in an undersea mountain valley at a secret location 
  someplace on the ocean floor.
  In reality, the “Garden Valley” is several, sprawling, underwa-
  ter farm settlements concealed in the valleys of a particular ocean 
  mountain range. All manner of plants are grown at the Garden 
  Valleys. Biomancy magic helps these fields of aquatic plants to 
  flourish with rich, dense crops for food, but also for the making 
  of fabric, clothing and other material (rope, netting, paper, etc.). 
  These rich underwater farms, in turn, attract a large array of fish 
  and other aquatic animals that are used for food, riding animals and 
  other purposes.
  Wildlife. A host of fish and sea creatures are attracted to the 
  lush fields of the Garden Valleys, but others are kept and raised for 
  food and as riding animals.
  Exotic crops. In addition to plants native to Earth, there are 
  crops that have come to Earth from alien worlds carried in from 
  the Rifts, as well as genetically engineered plants created by the 
  Biomancer Gene-Mages. A few are noted here, but also see the 
  Biomancy Gardens in the comprehensive section on Biomancy.
  Gardens of kelp and aquatic plants nurtured by ley line ener-
  gy rather than sunlight are grown and used as the base for a variety 
  of Lemurian foods as well as Bio-Construct rituals.
  Bioluminescent Forests are vast underwater farms of aquatic 
  plants that bear fruit that are glowing bulbs. Besides their obvious 
  light producing properties, Lemurians use them for many magical 
  rituals and healing.
  The Lemurians’ fabled Crystal Gardens are found at some of 
  the Garden Valley locations, creating forests of gems, crystals and 
  the mystical Crystal Trees.
  Animal ranges are also scattered throughout the mountains and 
  are considered part of the Garden Valley complex. Some animals 
  are kept for research and study, others are raised for food and the 
  big sea serpents and monsters are trained as riding animals. The 
  latter are often ferocious looking beasts, though many behave like 
  puppies in the hands of their Lemurian trainers and riders. The 
  training of sea monsters means there is always a strong presence of 
  Serpent Hunters and Oceanic Guardsmen picking out or training 
  their combat steeds along with the Biomancer Gene-Mages who 
  alter and raise them. Such animals and training centers are usu-
  ally outdoors, but there are a number of massive training areas and 
  habitats built inside the mountains and within ocean canyons.
  Merans. An underwater village of Merans live near the Garden 
  Valley complex. They have been trusted allies for centuries and 
  share in all the secrets of the Garden Valley. In fact, the Merans 
  work some of the Lemurian farms for a share of the crops and en-
  joy life among their Lemurian friends as complete equals. When 
  danger appears, Merans are quick to lure interlopers away and 
  come to the Garden Valley’s defense.
  Concealment of the Garden Valley. Though these farms are 
  out in the open, they are nestled in remote, undersea mountain 
  valleys and ravines where even aquatic people are not likely to 
  stumble across them. In addition to the natural concealment of the 
  ocean and mountains, Lemurian Ocean Wizards, Biomancers and 
  Ley Line Walkers use magic to shroud and hide the Valley from 
  those who might discover it.
  A common tactic is to lure underwater explorers and outsiders 
  who are getting too close to one of the Valley Gardens away from 
  
  27
  them. This can be done by Lemurians or Merans, via magic or il-
  lusion, or schools of fish, blooms of algae, strange lights or noises, 
  the appearance of Lemurian vehicles, and even direct contact in 
  which the outsiders are met by one or more Lemurians and taken to 
  the surface or an underwater outpost, or even a floating city, that is 
  away from the Garden Valley. If the interloper is a surface dweller, 
  the natural inclination is to head for the surface under the guise that 
  the landlubber feels more comfortable and safe there.
  A lure can include having the intruders chase a mermaid, a 
  group of Lemurians or Merans riding sea monsters, a Lemurian 
  vessel, strange noises, magic phenomena, a school of exotic ani-
  mals and so on. If a lure fails to draw the intruders away from a se-
  cret outpost or garden, one or more whales, sharks or sea serpents 
  (an entire school of them if necessary) can be sent out to scare and 
  chase the unsuspecting interlopers out of the area. If they don’t de-
  part, or put up too much of a fight, Lemurians and/or Merans will 
  attack with the intention to disable the intruders’ underwater capa-
  bilities and vessels to the point where they must flee, or be towed 
  away to someplace safe and far away by the Lemurians. These 
  tactics are, of course, reserved for innocent travelers, adventurers 
  and explorers who happen to get dangerously close to stumbling 
  across one of the Garden Valleys. Enemies, especially the undead 
  minions and evil henchmen of the Lord of the Deep, are destroyed 
  when a lure fails to work. However, if the Lemurians can remain 
  hidden or if the outsider can be lured or chased away, even an en-
  emy will be spared destruction.
  Hidden within. There are thousands of miles of tunnels within 
  the mountains of the Garden Valleys that lead to chambers, living 
  areas, storage bays and animal habitats hidden inside and under the 
  mountains. Some tunnels also lead to the valley farms of aquatic 
  plants and crops. In the event of a mass attack by an enemy, people 
  can be evacuated through the secret labyrinth under the sea floor 
  and through the mountains. Tunnel Hubs are intersections and 
  connection points where several interconnecting tunnels intersect. 
  Depending on the tunnel, it may lead to one of the valley farms, 
  animal training areas, storage or to the ocean deep. In mountain 
  chambers that are kept dry and contain breathable air, the tunnels 
  lead to an airlock-like structure controlled by an aquatic Symbiote 
  that opens and closes huge rolling stone doors or organic mem-
  branes that allow people to pass from water to airlock to the dry 
  chamber. Such chambers range from living quarters, storage facili-
  ties, labs and work areas, to massive air-filled chambers that serve 
  as training areas, stadiums, animal habitats and even farms and 
  parkland with vegetation you would expect to find on dry land, not 
  under the sea.
  Finding Lemuria
  Many an adventurer has asked, “If Lemuria is real, how does 
  one get there?”
  The easy answer is, by accident or when someone from a Lemu-
  rian city wants to be discovered and makes contact.
  There are some things to keep in mind when dealing with the 
  question of finding Lemuria.
  Lemuria is unlike any other nation or civilization on Earth. 
  Though other people of the world don’t realize it, Lemuria does 
  not occupy any one continent or location anywhere on the planet. 
  Lemuria is divided into several, massive floating cities that are 
  constantly on the move. In that sense, Lemuria is nowhere and 
  everywhere. This fits with their philosophy that all of Mother Earth 
  is their home and the home of all sentient beings who embrace the 
  Earth Mother. All of the floating cities are pieces of “Lemuria” and 
  represent the Lemurians’ culture and civilization. The city of Mu is 
  where the King of Lemuria resides, but he and his family visit and 
  stay at the other floating cities from time to time for days, weeks 
  and sometimes, months at a time.
  As a civilization composed of many floating cities that are al-
  ways on the move and call no land (above the waves) home, it is 
  nearly impossible to find, track or follow even one city for long, let 
  alone locate and keep tabs on several of them. Even the Lemurian 
  cities themselves are often separated by hundreds of miles of sea, 
  land and air. Large enemy fleets and armies have an even harder 
  time coming up on a Lemurian city, because they are detected by 
  the floating cities while they are still many miles away. If a Le-
  murian floating city sees trouble coming, it can usually escape the 
  incoming combat force by going deep underwater, high into the 
  air, over land, up into the mountains, back down into the water, can 
  use magic to cloak or defend themselves and ley lines and nexus 
  points to teleport the entire city to a new, unknown location with 
  less than a minute of preparation.
  If, by some miracle, a Lemurian floating city is encountered by 
  outsiders, peaceful visitors of any race and species are welcomed. 
  Attackers are met in kind, and usually held at bay, chased off or de-
  stroyed. In the event that a massive invasion force is successful in 
  attacking a Lemurian city, destroying it will take a lot of firepower. 
  And if a floating city is destroyed, it is a tragedy limited to that one 
  city. The rest of Lemuria remains hidden, safe and on the move.
  So far, only the Lord of the Deep has been successful in de-
  stroying a few Lemurian floating cities. However, if they could 
  keep eyes on one long enough and muster the proper force of 
  Metztla and minion warriors, the Splugorth of Atlantis have the 
  power and resources to destroy Lemurian floating cities as well. So 
  far, however, the Splugorth and their minions have been satisfied 
  with raiding, capturing and enslaving Lemurians and their exotic 
  array of riding animals, rather than launch an all-out attack to de-
  stroy them or conquer and enslave the entire civilization.
  To keep safe, Lemurians do not tell even their most trusted 
  friends and allies exactly how many floating cities and outposts 
  exist, nor the names of the cities. Those with some knowledge of 
  Lemurians believe there to be at least one dozen and as many as 
  two dozen cities as well as a handful of small outposts. There are 
  rumors about the Garden Valley, but no one seems certain if it re-
  ally exists, and no one knows that there are actually many Garden 
  Valleys. As for the names of specific cities, the only one known to 
  most outsiders is the City of Mu, however, even they do not realize 
  Mu is the capital city of Lemuria. It is interesting to note that when 
  outsiders are welcomed to a Lemurian floating city, they are told, 
  “Welcome to Lemuria,” regardless of the specific city’s name. The 
  true name of the city is seldom revealed, and most outsiders don’t 
  think to ask. They hear “Lemuria” and think that is where they are. 
  Remember, most surface dwellers (99.9%) have no idea Lemuria 
  even exists, and certainly don’t know Lemurian cities are mobile, 
  all-terrain environments capable of any type of travel.
  Small raiding parties, groups of adventurers, pirates and lone 
  ships have had the best luck at stumbling across a Lemurian float-
  ing city. However, finding that same city again – sometimes even 
  after only a few hours – is near impossible unless the Lemurians 
  want to be found. Seafarers and adventurers who make it publicly 
  known through as many channels as possible that they desire to 
  meet with Lemurians out at sea may get lucky and encounter a 
  floating city, but only because the curious Lemurians sought them 
  
  28
  out and allowed their city to be seen. Even under such circum-
  stances, it is likely that a Lemurian scouting party would make 
  contact with the outsider, not the entire city. It would be only after 
  a careful assessment of the people seeking them out that the Lemu-
  rian Scout might consider taking the outsiders to a city underwa-
  ter. If this is the case, the outsiders will be blindfolded, and after 
  some travel or via magic, simply appear at a Lemurian city resting 
  someplace below the waves. When Lemurians allow an outsider to 
  visit one of their cities, it is almost always done underwater with 
  the city settled on an undersea mountain or the ocean floor to give 
  visitors the idea that the city is a fixed location just like any sur-
  face city. They don’t want people to know their cities are mobile 
  and especially not that they can fly in the air. Even the Splugorth 
  don’t realize Lemurian cities can float and fly, but suspect they use 
  magic to teleport to different locations on the floor of the ocean or 
  may straddle two different dimensions to make themselves unde-
  tectable. As a rule, the vast majority of announcements by outsid-
  ers requesting to meet with Lemurians are simply ignored.
  Surface dwellers are much more likely to meet a Lemurian or 
  small group of Lemurian adventurers in their own lands. Few real-
  ize Lemurians are amphibious and can function as well as any hu-
  man on dry land. As a result, they don’t expect to meet a Lemurian 
  in the Chi-Town ‘Burbs, fighting vampires in the plains of Mexico 
  or in the mountains of Tibet. The fact that Lemurians look reason-
  ably human, especially when they want to pass for “Joe Adven-
  turer,” means most people don’t realize they have even met one. 
  As Lemurians begin to make their existence known, it is they who 
  are going out into the surface world in Biomancy armor or riding 
  the backs of exotic animals, and saying, “Hello, I’m a Lemurian, 
  may I help you?” Even then, Lemurians seldom talk about their 
  home or their history. They may cheerfully discuss life under the 
  waves and how beautiful it is, but they do not talk about their cities 
  moving from one place to another, nor that the entire city can pick 
  up and float or fly anywhere. They leave the impression that their 
  cities are located on the floor of the ocean and that Lemurians are 
  an aquatic people. They don’t often lie outright, but avoid provid-
  ing details that could compromise Lemurian security, and dodge 
  direct questions of that nature. This can be very easy because they 
  simply let people make erroneous assumptions about cities and life 
  under the sea without correcting them. If these Lemurian explorers 
  see any value in taking a new surface friend to a floating city, they 
  may arrange it, but as noted previously, all “visitors,” even trusted 
  ones, are blindfolded and taken to the city at an underwater loca-
  tion they cannot easily identify.
  Lemurians are famous for coming to the rescue of people out 
  at sea. This includes saving sinking ships, shipwrecked castaways 
  and vessels under attack from monsters or villains like pirates, 
  the Naut’Yll and the Minions of Splugorth. However, if they can 
  avoid bringing seafarers and refugees to their city, they will. Even 
  though the Lemurians are a bit paranoid (with good reason) and 
  tend to have a bit of an isolationist leaning, they are very caring 
  and helpful by nature and feel it is their duty as protectors of the 
  Earth to help people in trouble, especially victims of the Lord of 
  the Deep and those left to the mercy of the sea.
  Lemurians can be encountered pretty much anywhere, but are 
  most often found in the Pacific Ocean, Indian Ocean, South Atlan-
  tic and Mediterranean Sea as well as places and with people fight-
  ing the undead, demons, the Lord of the Deep, Naut’Yll and other 
  dark forces. Lemurians frequent the northern Atlantic Ocean the 
  least due to the strong presence of the Splugorth and their minions.
  Easter Island
  Lemurian Outpost: Rapa Nui
  Location: 27º09’S, 109º27’W.
  Size: 63.9 sq. miles (163.6 km2) pre-Rifts, 75 sq. miles (192 km2) 
  on Rifts Earth.
  Estimated Population: 52,000
  Racial Breakdown:
  54% Lemurians.
  43% Tangata Manu (Lemurian Birdmen).
    3% Other.
  One of Lemuria’s few fixed outposts is the island of Rapa Nui, 
  more famously known as Easter Island. Easter Island was a Le-
  murian city-state 15,000 years ago when Atlantis vanished, taking 
  Earth magic with it. The island was one of the places where some 
  Lemurians remained behind to build a new life apart from magic. 
  They did well for a while, but without magic, the island kingdom 
  was eventually abandoned, and Lemurians were assimilated into 
  the people of South America and except for myths and legends, 
  forgotten.
  Easter Island has always been one of those places of mystery. 
  No one knows its true history, but many cultures have made an 
  impact on the area. The standing stones and giant stone heads 
  have intrigued explorers for centuries, without any of them ever 
  understanding what they really represent or who built them – the 
  Lemurians.
  Easter Island is located on one of the most powerful ley line 
  nexus points on the planet. Long ago, the ancient Lemurians 
  sensed this was a special place and set out to make it one of three 
  sanctuaries to guard against the supernatural. That included erect-
  ing several circles of standing stones similar to Stonehenge and 
  999 magical stone guardians called Moai. The magic used to cre-
  ate the circles of stone and the Moai involved magic known only to 
  an elite sub-cult of Stone Masters. The magic used by the ancient 
  Lemurians was so secret and so powerful that only a handful of 
  elite mages in the royal family knew its secrets. It made the island 
  itself completely free from the influence of the supernatural, and 
  it would be only the first of many. Only they knew how to make 
  the Moai and work such magic. When that news leaked out to dark 
  forces, they conspired to destroy the Stone Masters with that spe-
  cial knowledge, and succeeded. No more Moai or Sanctuary Is-
  lands could be made.
  The Moai’s sole purpose was to wait for supernatural invaders 
  and upon the proper orders, come to life to battle them. The meth-
  ods to create these stone guardians were lost a few hundred years 
  before the Lemurians left Earth, and no one knows how to make 
  new Moai. However, Lemurian Stone Masters know how to acti-
  vate and command the behemoths to battle supernatural evil. For 
  now, the Moai remain a Lemurian secret weapon, with only one or 
  two being activated from time to time.
  Of the 999 Moai originally placed on the island, 887 Moai 
  Stone Guardians have survived the ages. And unknown to any but 
  the Lemurians, an additional 317 Moai are buried in the earth on 
  the ocean floor around the island.
  Today, a small contingent of Lemurian Stone Masters, Bio-
  mancers, Ocean Wizards, researchers and their families live on 
  Easter Island and in the small underwater village of Mataveri, 
  which was formed partially by adding onto the old lava tunnels be-
  
  29
  neath the island. They have spent a great deal of effort restocking 
  and rebuilding Easter Island’s ecosystem after the cataclysm. Now 
  the island is a lush jungle paradise sculpted by the Biomancers, 
  transforming the new plant life into living homes woven from trees 
  and plants. Meanwhile, many of the Stone Masters and researchers 
  try to rediscover the magical processes by which the fabled Moai 
  Stone Guardians were made. Besides the village of Mataveri, the 
  Lemurians have built three lookouts on the peaks of the three high-
  est points of the island: Terevaka, Tuutapy and Puhi. Each lookout 
  allows Lemurian Birdmen a good overview of the island and the 
  surrounding oceans. Their avian Bio-Armor enables the Birdmen 
  to travel quickly between lookouts or anywhere else on the island 
  and at rocket speeds along ley lines.
  The island’s two ley line triangles not only provide ample ener-
  gy to supercharge all the Moai, but also provide plenty of ambient 
  Earth Energy (P.P.E.) for all kinds of mystic studies, experimenta-
  tion and research. Thus, it is home to many mages. Intense volca-
  nic activity during the Great Cataclysm has raised and enlarged the 
  island, and covered the entire island and everything within a two 
  hundred mile (320 km) radius with a coating of ash 100-200 feet 
  (30.5-61 m) deep. However, the magical nature of the Moai caused 
  them to rise to the surface of the ash, where they continue peering 
  out at the waters around them. Magic also erected any Moai that 
  had fallen, and any damage was restored by magic to make the gi-
  ant stone sentinels look like new. In fact, it was this magic restora-
  tion that made accurate dating of the Moai in the past impossible 
  and erroneous.
  The volcanoes on the island raged for decades after the Coming 
  of the Rifts, but have settled down over the last 200 years. Still, the 
  two eastern volcanoes, Rana Roratka and Puakatike continue to 
  emit streams of smoke and rumble whenever supernatural forces 
  gather at the edges of the supernatural free zone. Both volcanoes 
  are under the complete control of the Lemurian mages, as are the 
  ley line triangles that are located at Easter Island. The ley lines also 
  link the island to the mountains of Chile and Peru, South America.
  Moai
  Stone Guardians of Easter Island
  The Moai appear as massive stone figures usually carved out of 
  a single block of volcanic stone. They are sometimes mistaken to 
  be only a massive stone head, especially from a distance, but they 
  have bodies. There are a few reasons for this: 1. The disproportion-
  ate size of the massive head dwarfs the small, stout body. 2. The 
  detail on the body is minimal. 3. The Moai often sink their bodies 
  into the ground, leaving only the head showing from the shoulders 
  up.
  The average Moai (64%) is roughly 13 feet (4 m) tall and 
  weighs 14 tons. Large Moai (34%) are 33 feet (10 m) tall, and the 
  largest, of which there is only one on the island and another 21 bur-
  ied on the ocean floor around the island, is 72 feet (21.9 m) and 150 
  tons. Moai are giant, stone guardians created to protect Lemurians 
  and the Earth from supernatural monsters and the undead. When 
  given the proper command, they come to life to battle supernatural 
  enemies as automatons that follow the verbal or telepathic com-
  mands of a Lemurian commander or can be piloted like a giant 
  robot. Before the Great Cataclysm, the Moai used special pedestals 
  called ahu which siphoned the energy of the island’s ley lines to 
  
  30
  power and recharge the stone sentinels as needed. When the Atlan-
  tean disaster caused magic to fade from the Earth, the Moai lacked 
  sufficient power to function and became inert, giant statues. With 
  the super-charging of Earth’s ley lines since the Great Cataclysm, 
  the Moai are recharged simply by being on Easter Island, and can 
  recharge at a ley line or nexus anywhere in the world.
  Now, fully charged, the Moai are a power to be reckoned with. 
  Among their many abilities, the Lemurian Stone Guardians are 
  robot-like automatons that obey the commands of Stone Masters. 
  Even when simply standing guard, the Moai watch for the pres-
  ence of the supernatural. Upon the detection of the supernatural the 
  Moai start to “sing” a deep, bellowing moan, which reverberates 
  and can be heard clearly throughout the entire island. When asked 
  where the danger lies, the Moai can indicate what the danger is 
  (i.e. the type of supernatural menace), approximately where it is 
  located (within a 1,000 mile/1,600 km radius of the island), and 
  the direction it is heading. When supernatural evil gathers in great 
  numbers, like the Vampire Kingdoms and the Splugorth’s Atlantis, 
  the Moai can sense it up to 5,000 miles (8,000 km) away. If the 
  evil being(s) should somehow manage to reach Easter Island, the 
  Moai would rise up and engage it/them in combat. However, the 
  ancient and forgotten Stone Magic of Rapa Nui is so powerful that 
  no evil supernatural force, not even an Alien Intelligence like the 
  Splugorth or dark god like the Lord of the Deep, has been able to 
  come within 10 miles (16 km) of the edge of the island.
  The Moai Stone Guardians can also be activated by Lemurian 
  Stone Masters and members of the royal family and commanded 
  like obedient robots. When activated, the giant head rises up from 
  the earth and onto its feet. The humanoid body is about the same 
  height as the head, and has two arms and hands, two legs and feet, 
  and its trademark massive, narrow head that tapers at the top. The 
  hands have three fingers and an opposable thumb, the feet, four 
  toes. The body is small and never more than the same height of 
  the massive head that rests on its shoulders. The end result is a tall 
  stone head on a disproportionate, stubby body. Since magic is in-
  volved, the small body never seems to have any problem with car-
  rying the oversized head. Though the body can engage in physical 
  combat, it is the head that wields all the real power. The moment 
  the Moai is activated, the eyes glow with bluish-white energy and 
  streams of energy seem to rise from the head like steam. The glow 
  from the eyes gets brighter and the plumes of streaming energy 
  larger when the Moai is on a ley line and during peek astronomical 
  periods when the energy levels of magic are higher.
  Moai Guardian Statues
  Also Known As: Moai, Guardian Statues, Lemurian Stone Guard-
  ians and Stone Guardians of Easter Island.
  Class: Magical Stone Automaton.
  Crew: Optional. A Stone Guardian can be given commands and 
  sent on its way, led via verbal or telepathic commands, or pi-
  loted by someone inside it.
  The commander or pilot can be a Stone Master of 6th level 
  or greater experience and good alignment, or a member of the 
  Lemurian royal family (regardless of level) or a trained Le-
  murian Moai pilot. In all cases, the pilot must be Lemurian, 
  must be of Principled or Scrupulous alignment (nothing else 
  is acceptable) and the person must know the secret activation 
  and command word sequence. The activation and command se-
  quence is known only to a small number of people, including 
  the most trusted Stone Masters, key members of the royal fam-
  ily, and a few officers among the Birdmen, Sea Sentinels and 
  Royal Guard.
  As automata, one to seven Stone Guardians can be given a 
  command and sent on their mission. However, without direct 
  Lemurian input, the Moai function at a lower level with fewer 
  attacks and lack human decision making capabilities and rea-
  soning. Thus, it is best if the Moai is piloted or accompanied by 
  a Lemurian who issues verbal or telepathic commands. In the 
  alternative, 1-7 Stone Guardians can be led by a single Lemu-
  rian Stone Master (or other, as noted above) who functions as a 
  squad leader, directing the megalithic stone juggernauts. Note: 
  In all cases, the commander of one or more Moai must be a Le-
  murian and Principled or Scrupulous alignment. The Moai will 
  not follow or obey anyone who does not have 100% Lemurian 
  genes and a good alignment.
  Pilot and Passengers: Lemurians and humanoids can climb inside 
  through the mouth or back of the head (magically opens with the 
  right command) to gain access to the passenger chamber in the 
  head, but all passengers must be of good or at least selfish align-
  ment. Characters of an evil alignment cannot even enter a Moai. 
  The number of passengers varies with the size of the Moai:
  Small Moai (13 feet/4 m; most numerous type): Pilot only 
  (or one passenger who has no influence over the Moai can be 
  carried passively inside).
  Large Moai (33 feet/10 m; second most common): Pilot and 
  two passengers.
  Giant Moai (72 feet/22 m; rare): Pilot and five passengers.
  Sealed Environmental Chamber for Pilot and Passengers: Pi-
  lot and passengers sit inside the head of the Moai. To enter and 
  exit the head of the Moai, a magic phrase must be spoken (or 
  sent via Telepathy) which enables the pilot and passenger to 
  enter through the mouth or an opening that magically forms in 
  the back of the head. Once everyone is inside or the pilot issues 
  the command to seal the chamber, the openings turn into solid 
  M.D.C. stone (takes 245 M.D.C. to blast into the pilot and pas-
  senger chamber though an open mouth or back of the head). 
  Inside the chamber, there are seats made of vines, nothing else. 
  There is no control panel as the Stone Guardian responds to the 
  voice or telepathic commands of the pilot. However, all pas-
  sengers are able to see through the Moai’s eyes as if they had a 
  view screen in front of them.
  M.D.C. by Location:
  Small Moai (13 feet/4 m):
  **Head – 400
  Arms (2) – 110 each
  Hands (2) – 50 each
  Legs (2) – 150 each
  *Main Body – 330
  Large Moai (33 feet/10 m):
  **Head – 1,100
  Arms (2) – 220 each
  Hands (2) – 95 each
  Legs (2) – 300 each
  *Main Body – 900
  Giant Moai (72 feet/22 m):
  **Head – 2,000
  Arms (2) – 330 each
  Hands (2) – 140 each
  Legs (2) – 560 each
  *Main Body – 1,700
  
  31
  * Depleting the M.D.C. of the main body to zero or less causes 
  the Moai to shut down and fall flat on its face. Anyone inside is 
  expelled and the Stone Guardian is reduced to an inanimate stat-
  ue. If the head retains even one M.D.C. point, the Moai can be 
  transported to a ley line, nexus or back to Easter Island, where it 
  regenerates damage to the main body at a rate of 1D6x10 M.D.C. 
  per hour and is immediately reactivated and available for combat 
  with the restoration of the first 10 M.D.C. Of course, it is not rec-
  ommended to send the unit back into action until at least half the 
  M.D.C. has been restored. Note: Any lost appendages and damage 
  to the other parts of the body can be restored to the Moai, with lost 
  limbs seeming to grow out of thin air, but only after all the damage 
  to the main body is restored does any damage to the head and then 
  appendages get restored. Going into combat before all M.D.C. is 
  restored means the Stone Guardian may be vulnerable to attacks, 
  because even if fighting on a ley line, the Moai must be in “rest 
  mode,” not active, in order to regenerate lost M.D.C.
  ** Destroying the head causes the Moai to shatter into 1D6+1 
  pieces. Unless it was shattered on Easter Island or while on a ley 
  line or nexus point, it is permanently destroyed; nothing but the re-
  mains of a statue. However, when destroyed on a ley line or nexus, 
  and if the shattered remains are left on the line, the Moai begins 
  to reform and regenerate after 48 hours. First, the shattered pieces 
  reunite with the body and head, one at a time (one piece per hour). 
  When the Moai is back together, it starts to regenerate 1D6x10 
  M.D.C. per hour to the main body and is immediately reactivated 
  and available for combat with the restoration of the first 10 M.D.C. 
  Any lost appendages regrow. If a Moai is destroyed away from 
  a ley line, it can be restored only if the pieces of the head and as 
  much of the body as possible are returned to Easter Island and 
  the stone undergoes a special restorative ritual by Stone Masters. 
  Note: Since the secrets of making the Moai Stone Guardians are 
  lost to antiquity, if any are completely destroyed, they are gone 
  forever. It is estimated that 10-14 Moai were taken to cities around 
  the world and may be buried among the ruins of certain pre-Rifts 
  historical museums.
  Speed:
  Running: 40 mph (64 km), double along a ley line; same speeds 
  running along the bottom of the ocean.
  Fly in the Air: 60 mph (96 km) in the air, double along a ley line. 
  Maximum Altitude: 5 miles (8 km). The Moai can also hover in 
  air and water.
  Rocket Through Water: 50 mph (80 km/43 knots) underwater, 
  double along a ley line. Maximum Depth: 6 miles (9.6 km). This 
  applies both to the Moai and those who may be inside.
  Statistical Data:
  These unusual, statue-like golems have large heads and small 
  bodies. Some Moai also have a round “hat” or “topknot.” All Moai 
  are infused with magic energy, but most of that is hidden deep 
  within the Moai with the exception of the eyes.
  Size (Varies): There are three sizes of Lemurian Stone Guardians:
  Small (64%) Moai are 13 feet (4 m) tall, 7.5 feet (2.3 m) wide 
  at the shoulders and 6.6 feet (2 m) in length from nose to the back 
  of the head at the neck. Weighs 14 tons and can hold only the pilot, 
  no passengers.
  Large (34%) are 33 feet (10 m) tall, 16 feet (4.9 m) wide at the 
  shoulders, 14 feet (4.3 m) in length from the nose to the back of 
  the head at the base of the neck. Weighs 82 tons and can hold one 
  pilot and two passengers.
  Giant (2%, only 22 Moai) are 72 feet (21.9 m) tall, 34 feet 
  (10.3 m) wide at the shoulders, and 26 feet (7.9 m) in length at the 
  base of the head. Weighs 150 tons and can hold one pilot and five 
  passengers.
  Physical Strength: Small: Supernatural P.S. of 27. Large: Super-
  natural P.S. of 37. Giant: Supernatural P.S. of 47.
  Cargo: None, Moai are combat machines and never used for labor 
  except in the most extreme of emergencies.
  Power Supply: Magic. A small Moai needs to recharge its magic 
  batteries once a month at a ley line by standing motionless in “rest 
  mode” for 8 hours.
  A large Moai needs to recharge once every two weeks at a ley 
  line by standing motionless in “rest mode” for 16 hours.
  A giant Moai needs to recharge at least once every week at a ley 
  line by standing motionless in “rest mode” for 24 hours.
  Note: Reduce recharging time by half when at a ley line nexus 
  or on a ley line triangle.
  Penalties for Low Energy: In all cases, when unable to power 
  up as needed, the Moai is sluggish and functions at half its usual 
  levels – half speed, half damage, half P.S., half the number of at-
  tacks, half range weapons and senses, etc. The Moai can function 
  at this low energy capacity for 1D4+1 days before it freezes up like 
  a statue. If it freezes from lack of fuel/energy, the Moai remains an 
  inanimate statue until it can be recharged. Most pilots power up as 
  often as they can long before the Moai needs recharging.
  Powers & Weapons of a Moai:
  Damage Note: Remember, the Moai is designed to protect 
  against and fight supernatural evil. Thus, in all cases, the Moai lev-
  els the greatest amount of damage against the supernatural forces 
  of evil, not mortal men.
  ALL ATTACKS inflict double damage against Necromancers, 
  animated dead, vampires and all forms of the undead.
  1. Breath Attack: The Moai can unleash a stream of steam from 
  its mouth that does 4D6 M.D. against supernatural evil or 4D6 
  S.D.C. against mortal foes. Range: 100 feet (30.5 m).
  2. Eye Beams: The Moai can fire energy blasts from the eyes.
  Range: 3,000 feet (914 m).
  S.D.C. Damage: 1D6 S.D.C. to 5D6 S.D.C./Hit Points; can be in-
  creased in increments of 1D6 up to 5D6 S.D.C. against mortal op-
  ponents and S.D.C. targets.
  Mega-Damage (varies with size of the Moai): Mega-Damage is 
  inflicted to supernatural evil and other M.D.C. opponents.
  Small Moai (13 feet/4 m; most common): 4D6 M.D. against su-
  pernatural evil, 1D6x10 M.D. against greater supernatural evil and 
  deities. Does 3D6 M.D. against all other M.D.C. opponents.
  Large Moai (33 feet/10 m): 6D6 M.D. against supernatural evil, 
  2D6x10 M.D. against greater supernatural evil and deities. Does 
  4D6 M.D. against all other M.D.C. opponents.
  Giant Moai (72 feet/21.9 m; rare): 1D6x10 M.D. against su-
  pernatural evil, 3D6x10 M.D. against greater supernatural evil and 
  deities. Does 6D6 M.D. against all other M.D.C. opponents.
  Rate of Fire: Four if an automaton or as per the number of attacks 
  of the pilot. Each eye blast counts as one attack.
  Payload: In all cases, the payload is effectively unlimited.
  3. Hand to Hand Combat: As an unmanned robot and piloted by 
  a Lemurian.
  Hand to Hand Combat as Automaton: As an unmanned 
  stone robot, the Moai have four attacks per melee round and 
  inflict damage as per the weapons noted above or via hand to 
  hand combat and Supernatural P.S.
  
  32
  Mega-Damage: Punches, kicks and head butts is per Supernatu-
  ral Strength and does double damage to greater supernatural 
  beings.
  Combat Bonuses Against Supernatural Evil: +5 on Perception 
  Rolls, +3 on initiative, +6 to strike, +4 to parry and +2 to dodge, 
  +4 to pull punch, +2 to roll with impact, impervious to Horror 
  Factor and is impervious to all forms of possession (the Moai 
  itself cannot be possessed and controlled by outside forces, En-
  tities or other supernatural beings, magic or psionics, but the 
  pilot is a different story). Note: Reduce bonuses by half when 
  fighting mortal opponents; round down.
  Hand to Hand Combat by Moai Pilot: When the Lemurian 
  Stone Guardian is piloted, the Moai moves as if it were an ex-
  tension of the pilot’s own body and responds with the speed of 
  thought. All the pilot has to do is think it and the Moai fires its 
  eye beams, throws a punch, dodges, jumps, flies, etc.
  The number of attacks, bonuses and types of moves are the 
  same as the pilot’s plus the following bonuses: +2 attacks per 
  melee round, +2 on Perception Rolls (double against supernat-
  ural evil), +2 on initiative, +2 to strike and parry, +3 to pull 
  punch, +2 to roll with impact, +4 to save vs Horror Factor and 
  +3 to save vs all forms of possession and mind control while 
  inside and piloting the Moai.
  4. Ley Line Healing: As described under the single asterisk (*) 
  and double asterisk (**) in the M.D.C. by Location section 
  above. Requires time to stand motionless and access to a ley 
  line, nexus point energy, or being within a triangle of ley lines 
  like the Bermuda Triangle or at Easter Island.
  5. Resistance to Magic: The enchanted Stone Guardians are resis-
  tant to some magic attacks. Impervious to possession and magic 
  fire, heat and lava attacks. Magic cold does half damage, but 
  electricity/lightning and other magic energy attacks inflict full 
  damage, as do physical attacks, missiles and high-tech weap-
  ons.
  6. Spell Casting Through the Moai via Voice of the Moai: The 
  mouth and voice/singing ability of the Moai enables the pilot 
  and/or passengers who are practitioners of magic to cast spells 
  through the Moai. When they speak, the Moai speaks.
  Most spoken spells and Whale Songs can be cast using the 
  Moai as a conduit. This doubles the range of a spell and increas-
  es the damage of the spell (as cast by that individual) by 50%. 
  Only one mage/person can speak/cast spells through the Moai 
  at a time, so if more than one mage wants to cast spells through 
  the Stone Guardian, they must take turns. Note: The following 
  magic can NOT be used or cast by the Moai even if the pas-
  senger knows the spells: Temporal Magic, rituals, Animate and 
  Control Dead, Create Zombie, Metamorphosis spells, disguise 
  and concealment magic and illusions, nor Necromancy, Demon 
  Magic, Soulmancy or any dark/evil magic. The Moai cannot 
  make Techno-Wizard devices, magic items, wards, circles or 
  other magical constructs, nor perform any task requiring a deli-
  cate touch or small fingers and hands.
  7. Senses:
  Auditory Senses: Equal to that of a human.
  Olfactory Senses: About twice as keen as a human.
  Optics: Moai have full color, supernatural vision and can see a 
  bird on the horizon at 6 miles (9.6 km), can see in absolute dark-
  ness (one mile/1.6 km), and see the invisible (including Astral 
  Travelers and the fragmented essence of Alien Intelligences).
  Touch: Equal to that of a human; Supernatural P.S. as noted 
  above.
  Voice of the Moai: Though a Moai seems almost alive, it is, in 
  effect, a giant robot made of stone and powered with magic. One 
  passenger can speak through the Moai. This is usually the pilot 
  and is done to communicate and issue warnings. The Moai’s 
  voice is a deep baritone. As noted above, speaking through the 
  Moai enables the pilot or passengers to cast spells using the 
  Moai as a conduit that amplifies the power of the spell.
  8. Sense Ley Line Location (special): Range is 30 miles (48 km). 
  A Moai needs to recharge its P.P.E. batteries on a regular basis, 
  so locating ley lines is a necessity.
  9. Sense the Supernatural (special): The Moai can instantly 
  sense the presence of supernatural evil. Upon their detection, 
  the Moai starts to “sing” a deep, resonating moan, alerting their 
  masters to the presence of the supernatural. Upon receiving an 
  order from their master the Moai can then seek out and destroy 
  the supernatural invader. Range: 100 miles (160 km), their 
  “singing” can be heard throughout the island, but only about a 
  mile (1.6 km) out to sea.
  Lemurian
  Agriculture
  & Food
  As masters of the powers of life, the Lemurians are some of 
  the best farmers and planters on the planet. They cultivate whole 
  fields of kelp, kale, sargassum, other seaweed and certain coral, 
  letting them grow in the wild and periodically stopping in to check 
  on their crops. And while Lemurian cities travel continually, they 
  also maintain a continuous link to outposts, settlements and farms. 
  Sites are chosen either for their rich nutrient currents or for being 
  safe and out of sight. Fresh and dried seaweed, kelp, algae, kale 
  and other ocean crops make up a huge percentage of the Lemuri-
  ans’ diet, especially because the vegetarian and vegan outlooks are 
  so prevalent.
  Certain products only grow above the waves, however. The 
  Lemurians have developed gardens and greenhouses within their 
  undersea cities, but space comes at a premium in such places and 
  true farmland is still a necessity. To get around this, they estab-
  lish small garden-islands to grow things like coconuts, bananas, 
  yams, papayas, macadamia nuts, palm trees, pomelos, grapefruits, 
  oranges, limes, lemons, soursops, kiwi, guava, dragonfruit, star-
  fruit and mangoes. The first step is to locate an isolated island or 
  raise one using magical means. Then, Biomancers and agricultural 
  specialists come in and terraform the island, creating jungles and 
  mangroves on barren volcanic outcroppings and coral reefs. From 
  there, the necessary animals and insects are introduced, and finally, 
  the desired crops are planted in organic terraces and patches, very 
  different from the regimented rows found in the farms of surface 
  dwellers. Most garden-islands will focus on three or four primary 
  crops, possibly with small fields or stands of others.
  Unlike most surface farmers, Lemurian agriculturalists do not 
  live alongside their fields. Lemurian cities are always moving, and 
  shifts of farmers, tenders and Biomancers go out on long patrols 
  to bring in the harvest and check up on their efforts. Scouts are 
  usually sent ashore first to make sure the coast is clear. Matters are 
  
  33
  complicated greatly if surface dwellers are found, and the agricul-
  ture team must decide if they should abandon the island, gather 
  their crops by night or under the cover of magic, or call in armed 
  reinforcements to show the intruders who the real property owners 
  are. Surface dwellers who do wash up on the beach will find an is-
  land to be a paradise covered in plentiful edible plants. Across the 
  vast emptiness of the Pacific, however, many Lemurian garden-
  islands go undiscovered for years, if not decades.
  Underwater crops are also grown under the waves, often hid-
  den in mountain valleys and ravines. Most are crops of aquatic 
  plants, but there are also crops of surface plants grown inside caves 
  and enclosures using Biomancy to create an environment with air. 
  The mythical location known as the Lemurian Paradise Garden 
  or simply, “The Garden,” is the most expansive of these undersea 
  gardens.
  Lemurian Food Vats
  The Lemurian diet is similar in many ways to the traditional 
  diet of Japan and Korea. Heavy in seafood, they make use of what-
  ever resources can be found and have several traditional dishes 
  that are made out of seaweed and other base ingredients that have 
  been processed through simple means; drying, smoking, mashing, 
  fermenting, salting. Dried sheets of kale, plankton cakes, algae 
  spread, krill paste and many other concoctions are good examples. 
  Natural sources are sometimes used to make these local delicacies, 
  but many animal products come from the mystical Lemurian food 
  vats.
  The vats are magical nutrient baths that boost the growing prop-
  erties of living things. A bubbling nutrient bath is prepared by a 
  Biomancer or agriculturalist and balanced with just the right types 
  of minerals and nutrient compounds. Introduce a single plankton, 
  krill, egg or shrimp to the baths, invoke the proper enchantments, 
  and the magical growth process will initiate a burst of supernatural 
  development. Using this method, batches of shrimp, caviar, smelt, 
  roe, plankton, algae, krill and sardines can be produced without 
  taxing the local environment. Larger fish are “grown” in smaller 
  tanks that have individual cells and compartments where pieces 
  of fish flesh begin to form. Entire fish are not produced this way, 
  merely cuts and filets, similar to sashimi. Many of the animal prod-
  ucts consumed by the Lemurian people come from the food vats, 
  along with a substantial percentage of their seaweed and plant 
  dishes.
  Hunting
  The Lemurians are a people who have a close connection to 
  life and can sense the pain and distress of all living things. They 
  are also keenly aware of the natural cycle of life, and that death is 
  an integral part of the process. Lemurians never hunt for sport or 
  amusement, and have the utmost respect for animals that give their 
  lives so that they may eat. They make every attempt to use as much 
  of the animal as possible, and give away excess food to the hungry 
  or offer it to helpful animals.
  When Lemurians do decide to hunt, they are careful in their 
  selection of prey. Going for a prized alpha male or female can be 
  dangerous, and is detrimental to the overall health of the species. 
  Fish and other animals that are too sickly and weak to eat are also 
  a bad idea, and will be picked off by some predator eventually, 
  anyway. The ideal target is older or otherwise different from the 
  
  34
  rest of the school, mature enough to have bred and passed on its 
  genes, but not young enough that it will have many more breeding 
  seasons.
  While many Lemurians abhor the idea of killing an animal for 
  any reason, those who live and work outside the cities often do 
  not have the luxury of choice. Lemurian explorers, Scouts, Serpent 
  Hunters, Sea Sentinels and Oceanic Guardsmen may all have to re-
  sort to fishing or hunting when out in the field. Like any Lemurian, 
  they will be considerate and respectful in the act, and will seek to 
  use as much of their kill as possible, and take care not to cause 
  unnecessary pain and suffering of the animal. With their psychic 
  Empathy toward animals, Lemurians can even soothe and calm 
  the animal, ensuring its last few moments are not full of fear and 
  confusion. To use their powers to call animals to them just to be 
  killed is a violation, however. Prey must be hunted honorably, with 
  no use of psychic manipulation and control.
  Biomancer Gardens
  The Lemurians tend to vast acreage of gardens they use to 
  produce food, medicine, Symbiotes and a host of other products. 
  Some are as small as a few square miles, while others are thou-
  sands of miles in size! Most are found on the ocean floor, some in 
  shallower waters to take advantage of the sunlight, while others 
  reside near ley lines and nexus points to siphon magic energy, or 
  are hidden in underwater mountain valleys, and a few are even 
  close to volcanic vents to take in the abundant thermal heat and 
  mineral-rich waters. Below are a list of some of the more interest-
  ing gardens and products grown at them. Most aquatic races with 
  the Sea Holistic Medicine skill will have a passing familiarity with 
  most of these herbs. Game Masters should feel free to expand on 
  these ideas and create their own Lemurian gardens and herbs. Cost 
  Note: The price listed is what the item sells for in Lemuria. In the 
  surface world and elsewhere, the same item is likely to be rare and 
  sell for 5-20 times the listed price.
  Carnivorous Blue Fruit Trees
  The Carnivorous Blue Fruit Tree, more commonly known sim-
  ply as Blue Death, was an early Lemurian Biomancy creation that 
  was later deemed a mistake and abandoned. They are seldom cre-
  ated by Lemurians anymore, but a number of the organisms have 
  gotten out into the ocean where they have multiplied and now exist 
  in the wild. They are also created and grown by evil and rogue 
  Biomancers, including some members of the Mauian Order.
  This uncommon underwater plant and coral hybrid resembles a 
  long field or cluster of coral protruding like giant tendrils or large 
  tubes of grass from the coral bed. Each long, blue stem resembles 
  a tentacle or length of thick plastic tubing. At the base of several 
  such tentacles is a cluster of blue, round fruits about the size of a 
  grapefruit. Each fruit has a faint glow of energy from within it. 
  Magic energy that can be sensed by practioners of magic, creatures 
  of magic, and the supernatural.
  Blue Death was originally created with a number of different 
  applications in mind. One was to harness the P.P.E. generated at 
  death. That’s the energy glowing within the fruit. It was thought 
  the “fruit” could later be gathered and the energy within could be 
  drawn upon by practitioners of magic to power Biomancy ma-
  chines and fuel magic rituals and spell casting.
  Two, the carnivorous plant could consume the remains of the 
  dead, as well as organic waste, making it a natural way to dispose 
  of organic matter, including rotten food, animal remains and the 
  remains of the dead. Though not as effective when feeding on Le-
  murian table scraps or the deceased, the plant could survive on 
  dead organic material. However, Blue Death prefers feeding on the 
  living, be it fish, mammals, humanoids, demons or sea monsters.
  Three, demon and monster slaying trap. The Blue Death’s in-
  stinct to feed on the living, particularly beings that possess high 
  levels of P.P.E., led to the ill-conceived idea of using the coral 
  plant to lure demons and sea monsters into its tentacles and destroy 
  them like a giant Venus Flytrap. The problem is, there is no way to 
  get the Blue Death to discriminate between monsters and people. 
  In short, it ensnares, kills and eats whoever falls into its clutches. 
  Even Biomancers using their psionic and magical Empathy with 
  plants and living creatures cannot stop the ever hungry creature 
  from attacking innocent people and wildlife.
  To feed, the Blue Death first ensnares its prey with its long ten-
  drils. Then it strangles them or drags them into its giant maw con-
  cealed at the base of the plant. The P.P.E. released at the moment 
  of death is channeled into the organism and stored in the blue fruit 
  bulbs of the plant. The fruit from the Blue Death can be picked and 
  eaten for nutrition or to access the 3D6+13 P.P.E. contained inside 
  each fruit. The trick is getting to the fruit without being ensnared, 
  slain and eaten. A difficult task since they lay in clusters at the base 
  of the plant/coral and one must swim through the tendrils to get to 
  them. Touch one of the tendrils, let alone one of the fruits, and the 
  tendrils lash out to entangle and kill.
  Creatures of magic, such as dragons and many sea serpents, as 
  well as supernatural beings and mortals sensitive to magic energy, 
  can sense the P.P.E. energy in the fruit. There is also a sort of mag-
  ical aura that attracts mages and creatures of magic. In this regard, 
  the carnivorous plant uses its fruit as bait to attract unsuspecting 
  victims. In addition, the fruit has a powerful, sweet and alluring 
  scent detectable to most aquatic animals and supernatural beings 
  from miles away. In this way, a steady stream of small fish and 
  aquatic animals are lured to their doom, their energy captured and 
  stored in the blue P.P.E. bulbs. Though sea serpents, dragons and 
  demons, make much more formidable prey, they too can be drawn 
  to their doom, entangled by a dozen or more M.D.C. tentacles, 
  drained of their life essence and/or bitten until they are slain and 
  eventually consumed. When its prey draws near, the plant launch-
  es several tendrils to ensnare it and pull the unfortunate victim into 
  a hidden maw concealed in the coral bed.
  The dangerous and uncontrollable nature of the Carnivorous 
  Blue Death plant has led to their use being discontinued by the Le-
  murians, but they still exist in the wild and are used in remote hide-
  outs by the Mauian Order to prey upon trespassers and enemies. 
  Though one might imagine a bed of bones and skulls around the 
  carnivorous plant, it consumes all remains and no trace is left of its 
  victims or anything fed to it.
  Also Known As: Hungry Blue Fruit Trees (Poloi Uli Hua’ai 
  Kumula’au) and Carnivorous Coral.
  Alignment: Considered evil.
  Attributes: Most attributes are irrelevant as it functions on instinct 
  and reflexes, responding to motion and stimuli (touch, body 
  heat, etc.), but it does have the equivalent of Supernatural P.S. 
  1D4+20 and a P.P. of 1D4+16.
  M.D.C. by Location:
  Tentacles (4D6+13) – 2D6+16 M.D.C. each
  Main Body – 6D6x10
  
  35
  Size: The coral bed stretches over an area 100-200 square feet (9.3 
  to 18.6 square meters).
  Tendrils look to be about 6 feet (1.8 m) long, but can stretch 
  and reach 18 feet (5.5 m).
  Weight: 2,000-3,000 lbs (900 to 1350 kg).
  P.P.E.: 4D6x10 for the coral formation, but each fruit has 3D6+13 
  P.P.E. points. The more frequently the Blue Death eats, the 
  more fruit it bears and the stronger the alluring scent and amount 
  of P.P.E. present. A typical Blue Death Tree is likely to have 
  6D6+13 fruits. A very well-fed one may have twice as many.
  Natural Abilities: Resistant to cold (half damage), unlimited 
  depth tolerance, attractive and alluring scent of fruit six mile 
  (9.6 km) radius, magic energy aura one mile (1.6 km), and ten-
  tacles negate magic by touch (see below for details).
  The plant regenerates 2D6 M.D.C. per hour and regrows lost 
  tentacles with full M.D.C. in 24 hours.
  It senses and locates the presence of the living by motion, 
  touch and heat. The Blue Death’s heightened sense of touch 
  enables it to sense the vibrations, noises and movement of its 
  prey. When something comes within striking distance, 1D4+2 
  tentacles lunge out to entangle the prey. The tentacles constrict 
  to hold tight and may strangle prey, but the tendrils ultimately 
  pull the prey to its hidden, massive mouth. Actually, there are 
  typically 1D4+1 mouths spread across the expanse of its body, 
  each concealed under the sand, rocks or debris until they are 
  needed to attack. More than 80% of the carnivorous tree’s body 
  is buried and concealed, so would-be attackers who think they 
  have destroyed the creature usually succeed only in injuring it 
  enough to escape destruction.
  Attacks per Melee: Three by bite or entanglement, but 1D4+2 
  tendrils strike out to entangle in unison and each holds tight 
  until severed or the victim manages to pull away; needs a com-
  bined Supernatural P.S. of 30 per every three tendrils. For ev-
  ery melee round the prey struggles and pulls, another 1D4+2 
  tentacle-like vines are sent out to hold and drag the prey to one 
  of the mouths.
  Damage: Special Attack: Magic Draining Tendrils. Practitioners 
  and creatures of magic entangled by the monster’s tendrils are 
  prevented from casting spells or activating magical abilities, as 
  the Blue Death absorbs the P.P.E. unleashed by spell casting. 
  To successfully cast a spell, the victim must expend double 
  the usual P.P.E. required, a fact most victims are painfully not 
  aware of. Unable to cast a spell, most beings reliant on magic 
  panic and squirm more, causing the Blue Death to tighten its 
  grip or send out more tendrils to hold the thrashing prey. Fur-
  thermore, each tendril drains the victim of 1D4 P.P.E. per melee 
  round until the victim breaks free or is slain.
  M.D. Bite Attacks: Each bite does 4D6 M.D., but the magical 
  nature of the Blue Death means that damage inflicted can not be 
  Bio-Regenerated until the victim manages to break free of all 
  the magic draining tentacles. Even if ensnared by only one ten-
  dril, Bio-Regeneration is not possible. Blue Death live to feed 
  and will bite and gnaw on an entangled victim for as long as 
  it takes to kill it. Unless the entangled prey is very large, such 
  as a whale or sea serpent, only one mouth can bite at a time. 
  Extremely large prey can be bitten by two or three of the maws.
  Tendril Strikes: A tendril that lashes out as a whip to deliver a 
  striking blow inflicts 2D6 M.D. Such an attack may be used to 
  bat away others trying to pull or cut entangled prey loose. Or 
  1D4+2 tendrils may reach out to entangle them as well and pull 
  them toward a different mouth.
  Bonuses (in addition to possible attribute bonuses): +1 to strike 
  and +4 to entangle with its tendrils, +2 for a tendril to dodge. 
  The creature itself is impervious to Horror Factor, mind control 
  and possession, and usually keeps fighting until all its tentacles 
  are destroyed, the prey manages to escape (gets out of strik-
  ing distance) or the Blue Death is destroyed (reduced to zero 
  M.D.C.). Note: This aggressive plant/coral predator does not 
  respond well to the Empathic nature of Lemurians and often 
  ignores requests to release prey or spare a captive.
  Blue Death Fruit: The fruit of the Blue Death tastes indescrib-
  ably delicious and some people have reportedly paid as much 
  as 8,000 credits for one. A single fruit provides the sustenance 
  of a full meal as well as an energy boost. Those who consume 
  Blue Death Fruit fatigue at half the usual rate and are +1 on 
  initiative, +1 to strike, +2 to save vs vampire bite and undead 
  mind control, and +1 to save vs disease and toxins for 1D6+1 
  hours after eating.
  When plucked from the tree, the fruit keeps fresh for 1D6+11 
  years! The fruits have only 1D4 S.D.C. but seem impervious to 
  bruising, incidental damage, cold and heat, thus they store and 
  travel well even when jostled about and dropped.
  Each fruit also serves as a reservoir of magic energy contain-
  ing 3D6+13 P.P.E. Any practitioner of magic can draw upon 
  the P.P.E. in the fruit as if it were a talisman or amulet. When 
  the P.P.E. is used up, the fruit won’t last long. If eaten after 
  the P.P.E. is drained, the Blue Fruit has only a mild sweetness 
  tinged with an unpleasant metallic taste. If left uneaten, it shriv-
  els up and is inedible within 1D4 hours. Psi-Stalkers and other 
  beings who can draw upon P.P.E. of the living, can also feed 
  upon the P.P.E. in the Blue Death Fruit.
  Cost: 1,000 credits each (much more outside of Lemuria).
  Crystal Trees
  Also known as Sunwater Trees
  Another strange experiment conducted by the Lemurian Bio-
  mancers was an attempt to grow living crystals as an alternative 
  source of mystic energy. Skilled Biomancers and Stone Masters 
  developed a process that enabled them to create precious gems 
  and stones from other natural materials. This allows them to make 
  a supply of gems for the Stone Master to use without the need 
  to mine natural sources of gemstones. The process, however, is 
  extremely arduous, time consuming and requires several different 
  sub-species of a special kind of deep sea bacteria and raw minerals 
  from an active volcano vent to “grow” the crystals to a viable size. 
  This attempt to use this technique to create a living crystal that 
  could harness ambient magical energy came with limited success.
  While the Lemurian Biomancers felt the experiment was a fail-
  ure (i.e. it could not be used as a long-term P.P.E. battery) and 
  abandoned it for other avenues, Stone Masters continued along the 
  path and developed a pseudo-living crystal. Melding the deep sea 
  bacteria into the growth of the crystal’s structure, they were able 
  to make the bacteria use the crystal as a latticework for its own 
  growth. The bacteria were also developed to harness and use the 
  crystal in the production of magical feats, not unlike some of the 
  Stone Masters’ own gem powers.
  The final product of this development is a network of crystal 
  branches, roots and other intertwined structures that resembles a 
  large crystal tree, including vine and leaf-like structures on the end 
  and the occasional “fruit” or crystal orb. These crystal trees radi-
  ate the full spectrum of color and produce a radiant rainbow effect 
  
  36
  when there is light to illuminate them. In the deep darkness of the 
  ocean they are next to invisible, except for a faint magical glow 
  seen only by spell casters and creatures of magic. At least until 
  exposed to light, at which point a single tree can illuminate a 2,000 
  foot (610 m) radius as if it were daylight under the waves. Even a 
  small light, such as a Globe of Daylight or a flashlight, is enough 
  to create this effect. Include other Crystal Trees and one can light 
  up the floor of the ocean for miles.
  The living crystal continues to expand and “grow” on its own as 
  a sort of crystal tree up to 20 feet (6.1 m) tall. But such growth is 
  slow and Crystal Trees of that size are thousands of years old. As 
  they grow, the bacteria generates and stores energy in the walls of 
  the crystal, turning it into P.P.E. conduits and storage receptacles. 
  Thus, each branch of the tree contains a small but usable supply 
  of P.P.E., plus the Crystal Trees possess a handful of spells based 
  on light and stone which the trees use for self-defense. These same 
  spells can be tapped by any practitioner of magic who understands 
  the powers and function of a Crystal Tree. As a result, the branches 
  of the Crystal Tree can be used as magical wands and staves with 
  the same light and magic abilities as the tree, and are particularly 
  effective in fighting the undead and other supernatural creatures 
  vulnerable to sunlight.
  Also Known As: Sunwater Tree (La Wai Kumula’au) and Magic 
  Power Tree (Mana Kumula’au).
  Size: On average 7-12 feet (2.1 to 3.6 m) tall, with the oldest being 
  16-20 feet (4.9 to 6.1 m) tall.
  Weight: 600 lbs (270 kg) per foot of height.
  P.P.E.: Living Tree: Available P.P.E. for an entire tree varies with 
  age and size. A small Crystal Tree sapling (under 5 feet/1.5 m 
  tall) has 1D6x10 P.P.E. available to spend to protect itself.
  A medium tree (5-10 feet/1.5 to 3 m) has 2D6x10 P.P.E.
  A large/adult tree (11-15 feet/3.3 to 4.6 m) has 5D6x10 
  P.P.E.
  An ancient Crystal Tree (16-20 feet/4.9 to 6.1 m) has 
  2D4x100 P.P.E. Note: All trees regenerate 5 P.P.E. points per 
  hour regardless of size or age.
  Staff-Sized Branch: 4D6+7 P.P.E., no P.P.E. regeneration.
  Twig or Wand-Sized Branch: 2D6+5 P.P.E., no P.P.E. regen-
  eration.
  Leaf or Small Gem: 1D6+3 P.P.E., no P.P.E. regeneration.
  Stone Orb/Fruit or Large Gem: 4D6+11 P.P.E., no P.P.E. re-
  generation.
  Natural Abilities of the Living Crystal Tree: Bio-Regenerates 
  1D6 M.D.C. per hour, and is a natural P.P.E. battery which can 
  be used by any who touch it.
  Magic Abilities of the Living Crystal Tree:
  Spell Magic: The tree possesses the following stone and light 
  manipulation spells: Blinding Flash (1), Chromatic Protection 
  (10), Cloak of Darkness (6), Globe of Daylight (2), Lantern 
  Light (1), Life Blast (15), Shatter (5), and Throwing Stones (5). 
  These spell are also available in Crystal Tree wands, staves and 
  stones.
  These powers make a forest of Crystal Trees an ideal barrier 
  for the undead and provide the trees with self-defense capa-
  bilities against attacking anyone who tries to pluck its stones, 
  leaves or branches unless they are Lemurians and select other 
  recognized “friends,” such as Merans. Most other intruders 
  with an alignment of Anarchist or evil are likely to be attacked 
  and chased away.
  Uses of the Crystals as Magic Items: These living crystals pos-
  sess a number of unique, magical properties. Note: Only char-
  acters of a good alignment can use the staves, wands and stones 
  of the Crystal Tree, and even Unprincipled characters have 
  trouble with them (reduce range by half and the P.P.E. cost of 
  casting its spells is 30% greater). The magic of a Crystal Tree 
  wand, staff or stone will not work in any capacity for Necro-
  mancers, Witches, demons or characters of an evil alignment.
  1. P.P.E. reservoir. The P.P.E. contained in the crystal (as 
  noted above) can be drawn upon by practitioners of magic as an 
  extra reserve of P.P.E. energy when needed. Though the spent 
  P.P.E. does not regenerate, the mage can refill it with his own 
  P.P.E. up to whatever the crystal’s original P.P.E. capacity was 
  (see above as per type and size). Furthermore, the item can refill 
  its P.P.E. reservoir when on a ley line or at a stone pyramid at a 
  rate of 1D6+2 points per hour.
  2. Spell casting. The mage wielding a gem, orb, wand or 
  staff of a Crystal Tree can channel his own P.P.E. through it to 
  cast any of the spells listed above possessed by the trees. This 
  includes spells he does not normally know. All he has to do is 
  channel the P.P.E. necessary to cast the spell and think of the 
  desired effect. Of course, it helps if one knows the abilities of 
  the Crystal Tree to begin with, but all Lemurian Biomancers 
  and mages have this knowledge, as do some Lemurian academ-
  ics and farmers. Anyone with knowledge of the Crystal Trees’ 
  light and related abilities and who has sufficient P.P.E. can cast 
  the spells inherent to the Crystal Trees.
  3. Use as a weapon. The leaves/gems, stones and branches 
  of the magical trees can be used as magic items and weapons.
  Crystal Tree Staves inflict 2D6 S.D.C. to mortal opponents, but 
  do 4D6 damage to vampires, other undead and creatures vul-
  nerable to light. They do 2D6 M.D. (or equivalent damage) to 
  other types of evil supernatural beings. The weapon can also be 
  used to cast the spells known to all Crystal Trees. Cost: 50,000-
  70,000 credits (x10 outside of Lemuria).
  Crystal Tree Wands inflict 1D6 S.D.C. to mortal opponents 
  when used as a weapon, but do 2D6 damage to vampires, other 
  undead and creatures vulnerable to light. They do 1D6 M.D. 
  (or equivalent damage) to other evil supernatural beings. The 
  weapon can also be used to cast the spells known to all Crystal 
  Trees. Cost: 25,000-30,000 credits (x10 outside of Lemuria).
  Crystal Tree Gems or Leaves: These are small, often leaf or 
  arrowhead-shaped gemstones. They range from the size of a 
  shelled almond to about the size of a human’s thumb and can 
  be used as an arrowhead, small spearhead or small knife. Dam-
  age as a cutting/slashing weapon is 1D4 S.D.C. to mortal oppo-
  nents, 2D4 damage to vampires and undead, and 1D4 M.D. to 
  evil supernatural beings such as demons. The weapon can NOT 
  be used to cast the spells known to all Crystal Trees. Range: As 
  per usual.
  When stabbed into vampires and other undead, whether 
  fired as an arrow or impaled inside the monster at the end of 
  a spear, the arrow or spear does 5D6 damage and prevents the 
  monster from using metamorphosis until the shaft with the 
  crystal is removed. Cost: 25,000-30,000 credits (x10 outside of 
  Lemuria).
  Crystal Tree Stones or Fruit: These are round or oval-shaped 
  stones that vary from the size of a chicken egg to that of a tennis 
  ball. They can be used as medallions or mounted into the heads 
  of scepters, war clubs or staves made of wood or coral. Weap-
  
  37
  ons that utilize Crystal Tree “Stones” in this fashion function 
  the same as a staff described above (same damage, same spells).
  However, Crystal Tree Stones can also be turned into Amu-
  lets and Talismans (as per the spells), but increase the usual 
  bonuses by 50% for Amulets. As a Talisman that functions as 
  a P.P.E. battery, the Crystal Tree Stone Talisman can hold 100 
  P.P.E., double the usual amount. As a Talisman that contains 
  the ability to cast the same one spell three times, the Crystal 
  Tree Stone Talisman can do the same, plus it can also cast three 
  of the light spells possessed by the trees once (the three light 
  spells are always the same three; pick from those listed under 
  magic, above).
  Dark Seed Kelp
  This mysterious species of seaweed feeds on everything and 
  anything: ambient sunlight, radiant energy from a ley line, heat 
  and mineral currents from volcanic vents, even nuclear radiation. 
  Rumors persist that it can also steal P.P.E. at the moment of death 
  and absorb decomposing organic material left near its roots or in 
  its vines.
  The seaweed is black, dark blue or dark purple in color and 
  produces fist-sized M.D.C. nodules or seed pods reminiscent of gi-
  ant almonds. These nodules are dark purple or black in color with 
  a faint glow of bioluminescence coming from along the seam of 
  the seed. The nodules are the main apparatus for energy absorp-
  tion and draw on whatever ambient energy is in the area to feed 
  the plant. While the nodules themselves are not actually seeds, the 
  plant is a tenacious survivor and a root or a nodule can grow into 
  a full plant when given enough time and energy. Lemurians and 
  other aquatic people harvest these seed pods for their M.D.C. and 
  potent magical properties.
  Also Known As: Black Seaweed (‘Ele’ele Limu) or Black Coco-
  nut Seaweed (‘Ele’ele Niu Limu).
  Horror Factor: 6; the eerie purple bioluminescence often makes 
  it appear evil or scary, despite not radiating such a presence.
  Size: The plant is 6-20 feet (1.8 to 6.1 m) tall, but the roots may 
  creep for several hundred yards/meters under the surface of the 
  ocean floor. The seed pod is the size of a human’s opened hand.
  M.D.C.: Only the seed pod is a Mega-Damage structure with 
  2D4+15 M.D.C. per each pod.
  Weight: 60-180 lbs (27 to 81 kg) for the exposed portion of the 
  plant, but the entire underground root system may be several 
  tons.
  P.P.E.: Negligible for the vines and roots, but the nodules have 
  1D6 each, with your average stalk having 2D6 nodules.
  Natural Abilities: The tenacious and hardy plant needs but a frac-
  tion of itself to survive and re-grow, though its growth rate is 
  slow and highly dependent upon available energy.
  Dark Seed Weapons: Used to make axes, war hammers and 
  spears, such weapons inflict 1D6 M.D. Cost: 1,500-2,000 cred-
  its per weapon.
  Dark Seed Amulet: A crude “magical amulet” can be made from 
  the nodules that provides the wearer with a bonus of +1 to save 
  vs magic and absorbs the first magic attack leveled at the wear-
  er. This absorption of one incoming spell attack is good once 
  every 48 hours. Cost: 10,000 credits.
  Other Uses: The M.D.C. shell of the seed pod may also be used 
  to make non-environmental scale armor, and a variety of items, 
  from spoons and ladles to jewelry (necklaces, armbands, brace-
  lets, mantles, etc.) and headdresses. Cost: Varies. Simple items 
  may cost as little as 300 credits and jewelry depends on the size, 
  quality and number of Dark Seeds used (and additional gems 
  and craftwork), but ranges from 1,000 to 20,000 credits. Scale 
  armor has 4D6+70 M.D.C. and sells for 45,000-60,000 credits.
  Mana Limu Magic Algae
  While the Lemurians have thousands of genetically engineered 
  species of algae and bacteria they use in a variety of herbal rem-
  edies and magical rituals, their understanding of microorganisms 
  and their importance to the environment only emphasizes their 
  mastery of the ecosystem and “science” of Biomancy. One par-
  ticular species stands out due to its general use and widespread 
  application, not only by the Lemurians but by many aquatic races. 
  When Lemurians refer to “Magic Algae” they mean Mana Limu. 
  This algae is found growing in the upper stratum and on the surface 
  of the ocean, but only in so-called “Triangles” like the Demon Sea 
  (also known as the Bermuda Triangle) in the Atlantic Ocean and 
  Dragon Triangle off the coast of Japan in the Pacific. It is green or 
  blue-green in color and resembles green algae, except it is brighter 
  and glows at night. Somehow, Mana Limu is packed with high 
  amounts of P.P.E. and has magical properties. The Magic Algae 
  can be consumed by most species of fish, marine creatures and 
  people, and is harvested by many undersea communities. Eating 
  it promotes health and vitality, and provides a proper balance of 
  vitamins, minerals and nutrition for most people.
  When the proper Biomancy rituals are performed, the follow-
  ing magic products can be created from Mana Limu. Most are very 
  simple processes and common throughout Lemuria. The “cost” 
  listed is the price within Lemurian civilization. On the surface, the 
  same item may sell for 10-20 times more.
  Cure-All Potion: Drinking a four ounce (118 ml) vial of a 
  Manu Lima healing potion reduces the symptoms (and penalties) 
  of most bacteria and virus based illnesses by half, including the 
  common cold and hangover symptoms. The person also recovers 
  in half the time. Drinking multiple amounts of the Cure-All does 
  NOT increase the recovery time or reduction of symptoms. Cost: 
  50 credits per vile.
  Food Supplement: Eating 8 ounces (236 ml) of Mana Limu, 
  whether raw or as a paste, or 12 ounces (354 ml) of soup/broth 
  provides the full nutritional value of a balanced meal and quells 
  hunger. Cost: 10 credits per serving.
  Healing Salve: Applied to cuts, abrasions and burns, the Mana 
  Limu healing salve heals them in 1D4 days and leaves no perma-
  nent scar. Cost: 30 credits per 8 ounce (236 ml) jar. Unless the 
  wound is large, one ounce is usually good for one application.
  Miracle Growth Agar: This gelatinous paste can be created 
  as a food-base for bacterial cultures and seed germination. Its en-
  riched magical properties double the rate of growth of any plants 
  that germinate in it and allow them to produce some of the most 
  delicious fruits and vegetables, as well as a natural resistance to 
  disease. Cost: 15 credits for a one pound (0.45 kg) container.
  Oxygenating Potion: From the algae, a potion can be extracted 
  that grants those who drink it the ability to hold their breath for an 
  extraordinarily long time. Water-breathing species are able to walk 
  on land without suffocating and surface dwellers can swim below 
  the waves or breathe in a toxic environment. Duration: For humans 
  and most D-Bees, the potion provides oxygen for 2D4+6 minutes; 
  2D6+15 minutes for amphibious beings and 2D6+6 for most fish/
  aquatic/water-breathers. Cost: 30 credits.
  
  38
  Note: P.P.E. Booster: Eating a regular diet of Mana Limu (at 
  least one meal every day for a 1D4 years) increases the person’s 
  base P.P.E. by 10%. The bonus fades when the individual hasn’t 
  eaten any in a month. Those who have eaten Mana Limu most of 
  their lives don’t lose the P.P.E. boost until they’ve been deprived 
  of it for 1D6+5 years.
  Missile Anemones
  This strange creature appears to be a transplant from an alien 
  world. Lemurian Biomancer Gene-Mages insist it is not one of 
  their creations and use it with caution. The Missile Anemone has a 
  set of tentacles it can launch like rubbery projectiles at approach-
  ing predators or intruders such as humans (the Lemurians’ com-
  munion with wildlife keeps them safe from attacks unless they 
  threaten the anemone). When large predators like sharks, D-Bees, 
  or sea monsters approach, the anemone launches one of its ten-
  tacles, which swim quickly towards the predator. Most predators 
  are foolish enough to attempt to swallow and eat the approaching 
  tentacle (double damage and no save for stun if the tendril is bitten 
  or swallowed). The projectile unleashes an electrical jolt when it 
  hits that often stuns the victim and serves as a warning to stay away 
  from the anemone.
  The Missile Anemone also has tentacles that cannot be shot out 
  like a torpedo, but they possess the same stun capabilities. The 
  stun attack is used to kill small fish and sea creatures, which the 
  anemone feeds upon.
  Also Known As: Fire Eel Seaweed (Ahi Puhi Limu).
  Attributes: Not applicable for the plant itself, however the de-
  tached tentacles swim at a speed of 68 (46 mph or 74 km).
  S.D.C.: 2D6x10
  Size: Anemone can grow up to six feet (1.8 m) in diameter. Ten-
  tacles are 4-6 feet (1.2 to 1.8 m) long.
  Weight: 100-300 lbs (45 to 135 kg).
  P.P.E.: 2D6
  Number of Missile Tentacles: 3D6+24 and an equal number of 
  appendages that cannot be launched like a projectile.
  Natural Abilities: Resistant to cold (half damage), sense motion, 
  heightened sense of touch, heightened sense of hearing (equiv-
  alent of the cybernetic implants Amplified Hearing and Ultra 
  Ear), Bio-Regeneration 3D6 S.D.C. per 12 hours of healing; 
  Missile Tentacles Bio-Regenerate in 1D4+2 days.
  Attacks per Melee: Two, however it usually fires a volley of 1D4 
  tentacles.
  Damage: Missile Tentacles: The Anemone has 3D6+24 Missile 
  Tentacles which it uses to kill fish and other small prey. Each 
  tentacle travels at a speed of 68 (46 mph or 74 km), is +2 to 
  strike and has 1D6 S.D.C.
  Humanoids and large animals struck by the tentacle(s) must 
  roll a 16 or higher to save vs this non-lethal attack. Mega-Dam-
  age creatures and those clad in M.D.C. body armor are +2 to 
  save. Characters who fail to save take 1D4 S.D.C. damage and 
  are stunned for 1D6+1 melee rounds. A stunned individual is -8 
  on all combat maneuvers (strike, parry, dodge, etc.), and reduce 
  the number of attacks per melee, Speed and the performance of 
  skills by half. The attack kills most small fish, shrimp and other 
  small creatures.
  A successful save means one point of S.D.C. damage from 
  the jolt (per tentacle), the victim loses initiative, and is -1 on all 
  combat maneuvers (strike, parry, dodge, etc.) for 1D4 melee 
  rounds; otherwise the character is fine. Lemurians using Bio-
  mancy or their empathic connection with animals allows safe 
  passage.
  The anemone senses the size and number of approaching tar-
  gets and launches an appropriate number of tentacles (1D4 per 
  target). If the tentacle misses or the target dodges the Missile 
  Tentacle turns around and continues to pursue the target, unless 
  there is easier prey to hit. The Missile Tentacle has two attacks 
  the first melee round it hits a target before becoming inert and 
  sinking.
  Sun Seaweed
  Bioluminescent Seaweed
  These forests of seaweed are made up of a kelp-like plant that 
  bears tennis ball-sized nodules that glow with a warm yellow or 
  orange bioluminescent light. Seeing a forest of this seaweed from 
  afar is reminiscent to seeing a town covered in Christmas lights. 
  Their soft, friendly glow is a beacon to undersea life, and such 
  places are often a refuge from the cold, blackness of the abyss, 
  especially if Lemurians are present. Sun Seaweed is always found 
  in the deeper parts of the ocean where there is a complete absence 
  of sunlight. The leaves and bulbs have minimal value as a food to 
  humans and Lemurians, but are consumed by several species of 
  fish and aquatic animals. The glowing liquid inside the orbs tastes 
  quite bitter and may upset the stomach of humanoids who consume 
  it (33% chance). It is interesting to note that two of the Sun Orbs, 
  about the size of a tennis ball or small apple, contain enough liquid 
  to cover the body of a full-sized man. Any object or person cov-
  ered in the dense liquid (it is heavier than water and sinks when a 
  bulb is punctured) glows for 1D4 hours. Lemurians sometimes use 
  Sun Seaweed to mark a trail or location, send a signal, mark equip-
  ment and even write a message. Puncturing the orbs and letting the 
  yellow glowing liquid slowly drizzle down into the depths is also 
  used to mark an area, signal for help and to lure sea monsters who 
  are attracted to the squiggles of light. Note: Covering one’s body is 
  useful in keeping track of people in a group or their equipment, but 
  in dark waters, the glow attracts large predators and sea monsters, 
  in effect, marking the person as “prey.”
  Each bulb of Sun Seaweed glows a different shade of yellow 
  or orange and gives off the equivalent of a 60 watt lightbulb. A 
  Sun Bulb on a living plant generates light for 2D6+20 days before 
  it fades out. A Sun Orb plucked from the plant but kept in water 
  continues to glow for 2D6+6 days. Taken out of water, the Sun 
  Orb shrivels and its light fades within 1D4 days.
  The Sun Orbs are actually the plant’s seed casings and are meant 
  to be carried away and discarded, allowing the plant to spread. 
  Likewise, puncturing the bulb/orb/seed casing and leaking out the 
  glowing fluid releases the hundreds of tiny seeds inside the liquid. 
  Lemurians grow the plants not only as food, but for their light and 
  medicinal properties. Some elite Lemurian warriors, most notably 
  Serpent Hunters and Oceanic Guardsmen, use the bioluminescent 
  fluid like war paint to mark themselves for battle and look more 
  intimidating (+1 to Horror Factor).
  Also Known As: Sun Seaweed (La Limu), Fire Seaweed (Ahi 
  Lima) and Sunfire Seaweed (La Ahi Lima).
  Size: 6-20 feet (1.8 to 6 m) tall/long.
  Weight: 50-175 lbs (23 to 79 kg).
  P.P.E.: Negligible.
  Natural Abilities: Each of its nodules glows with the vibrancy of 
  a 60 watt lightbulb in a variety of different shades of yellow and 
  
  39
  orange. A typical Sun Seaweed plant has 4D4x10 glowing seed 
  pods/light nodules.
  Sun Orb/Bulb: Used for light or paint. Cost: An individual, glow-
  ing orb costs one credit. Common at all Lemurian cities, out-
  posts and gardens.
  Sun Orb Poison Antidote: The orbs have limited healing prop-
  erties and serve as the antidote to many different poisons, in-
  cluding stingray stings and snake bites. The orb is broken open 
  and the bitter, glowing liquid drank or rubbed into the poisoned 
  wound. One orb is sufficient to stop the effects of most poisons 
  and even restores 1D6 Hit Points/S.D.C. of damage (or one 
  M.D.C.) caused by the poison. It takes 1D4 melee rounds for 
  the Sun Orb’s neutralization to take effect.
  Sungrass Seaweed
  This long, straight, grass-like seaweed is green with yellow, 
  vertical stripes and grows in shallow waters where ample sunlight 
  is present. It is a natural antibiotic and antibacterial agent good 
  for clearing out infected cuts, wrapping wounds and fighting colds 
  and bacterial infection. It is common enough that most undersea 
  inhabitants have access to it.
  Also Known As: La Mau’u Limu (Sungrass Seaweed) and Sun-
  weed.
  Size: 1-4 feet (0.3 to 1.2 m) tall/long.
  Weight: 2 lbs (0.9 kg) per root clustering.
  P.P.E.: Negligible.
  Natural Abilities: Antibacterial.
  Consumed: Eating or chewing on the Sungrass Seaweed imparts 
  its healing properties and provides a +2 to save vs disease or 
  toxins for the next 1D6+2 hours and heals 1D6 Hit Points dam-
  age caused by poison, bacterial diseases and simple toxins, in-
  cluding food poisoning and dysentery. Cost: A single leaf good 
  for 4-8 doses costs one credit.
  Woven Wrap Bandages: Used as strips or woven into sheets, 
  Sungrass Seaweed can be used to wrap and bind wounds as 
  if they were bandages. The natural antibacterial agents in the 
  seaweed prevent further infection and stimulate healing, dou-
  bling the natural rate of healing on the wound wrapped with 
  Sungrass. Cost: Woven bandages sell for 2-5 credits per three 
  inch (7.6 cm) wide and three foot (0.9 m) long strip.
  Tangleweed
  This seaweed is a long, tall and stringy grass that is more like 
  a vine that floats upward in the water. From a distance, the dark 
  green and grey Tangleweed looks like an eerie undersea savanna 
  of extraordinarily tall grass. The real danger is not the sea serpents 
  and large predators that like to sleep and hide in the weed’s em-
  brace, but from the vines themselves. Tangleweed grabs and holds 
  anything from about the size of a child or sea turtle to that of a man 
  or dolphin. It doesn’t bother smaller fish and creatures, nor very 
  large creatures (orca and larger) that are powerful enough to break 
  free or tear the weeds out by their roots, but those in between are 
  fair game.
  Tangleweed entwines itself around man-sized prey, holding it 
  in place until it dies from suffocation or starvation. As the body de-
  cays, the plant feeds on the corpse, absorbing the nutrients through 
  its skin. Boats and other vehicles going through a field of Tangle-
  weed are likely (01-75% chance) to get their propellers entangled 
  and frozen, and engines and intake valves choked and clogged with 
  it. This knocks out the engine and propulsion system until the weed 
  can be removed; a process that can take hours, especially at sea.
  Also Known As: Kapu Limu (Forbidden Seaweed), Grappleweed 
  and Tangled Forests.
  Attributes of Note: I.Q. 2 and P.S. 20 (Supernatural).
  Hit Points: An individual plant has 2D6 Hit Points, but each vine 
  is tough and has 1D6+4 S.D.C. When entangled in one vine, let 
  alone 1D6+6 (which is typical), a P.S. of 18 or higher is needed 
  to break free. When entangled by four or more vines, a P.S. of 
  50 or Supernatural P.S. of 18 is needed to break free. Double 
  the P.S. requirement if the arms are pinned or entangled and the 
  victim lacks leverage. In many cases, someone who is not en-
  tangled must spend time cutting each vine one at a time. How-
  ever, swimming into a crop of Tangleweed puts every character 
  who enters it at risk of becoming entangled as well.
  Size (individual plant): 6-12 inches (15-30 cm) in diameter, while 
  the individual vines are 15-20 feet (4.6 to 6.1 m) long. A typical 
  “patch” or field of Tangleweed is 3D6x100 plants and covers a 
  square mile (2.6 square km). A forest of Tangleweed can stretch 
  2D4 square miles.
  Weight (of the plant): 100-175 lbs (45 to 79 kg).
  P.P.E.: 1D6
  Natural Abilities: None per se. This is a plant, but its stem and leaf 
  system is such that medium-sized creatures and boats get en-
  tangled in the viney mesh. Even M.D. robots and power armor 
  sometimes get stuck in the vines despite their M.D. strength.
  Tangleweed Nets: Harvested Tangleweed enhanced via Bioman-
  cy can turn a hand-woven net using the vines into a net with 11 
  M.D.C. per 10 square feet (0.9 sq m). Cost: 500 credits (much 
  more on the surface).
  Tangleweed Rope: Biomancy manipulation and careful tying of 
  several lengths of Tangleweed can create Mega-Damage cord/
  rope about half the thickness of a grapevine that requires 6 
  M.D. to cut. A P.S. of 50, or Robotic P.S. of 35 or Supernatural 
  P.S. of 20 is needed to break it. Can hold/pull 10 tons without 
  fear of snapping. Cost: 200 credits per 20 foot (6.1 m) length 
  (much more on the surface).
  Tree of Knowledge
  The Tree of Knowledge looks like an ancient oak tree with a 
  thick trunk and roots, its branches spread out wide instead of high. 
  Each branch has oval shaped bulbs that resemble giant, polished 
  stones instead of conventional leaves. Each bulb is blue-green, 
  light blue or purple-blue in color and radiates a cool, refreshing 
  light that soothes and calms all in its presence. Small vines, each 
  covered with blueberry-sized bulbs, also extend from the larger 
  branches like hair or tentacles and float freely in the current or 
  wind. A Tree of Knowledge can grow on the surface or under-
  water, but is always found on a ley line or at a nexus point. Ley 
  lines enable the trees to communicate and share their knowledge 
  with other Trees of Knowledge. Like the Trees of Wisdom and the 
  Jungle Elves’ Memory Trees, a Tree of Knowledge can turn into 
  an acorn-like seed (looks like a smaller version of the blue stone 
  it has in place of leaves) to preserve itself and its knowledge. The 
  seed can then be carried away and planted when the danger has 
  passed. In the event that the tree falls under attack or is about to 
  be harmed or destroyed, it can collect its essence into the seed 
  and launch it up to one mile (1.6 km) in any desired direction to 
  escape and preserve itself. The tree’s body remains as a decoy and 
  
  40
  begins to decay, losing 1D4x10 Hit Points/M.D.C. per minute until 
  it crumbles into sawdust.
  A Tree of Knowledge feeds on mystical energy and needs to be 
  planted along a ley line in order to sprout from a seed and grow. 
  In its seed form, the tree enters a hibernation state that can last for 
  eons. However, in this state the tree is not connected to the network 
  of other sentient trees and only retains the old knowledge of the 
  collective; nothing new is learned since becoming a seed.
  All Lemurian Floating Cities have several Trees of Knowledge, 
  as the trees contain the collective history of the Lemurians and 
  they teach young Lemurians about nature, history, Biomancy and 
  understanding themselves as a people and their place in the world.
  Also Known As: Kahuna Kunela’au (Wizard Tree).
  Attributes: Most physical attributes are meaningless, I.Q. 
  2D6+12, M.A. 2D6+12, M.E. 1D6+20, and P.E. 1D6+18.
  M.D.C. by Location:
  Vines (2D4x10 of them) – 2D6 each
  Main Branches (2D4x10 of them) – 2D4x10 M.D.C. each
  Small Branches (1D4x100 of them) – 2D6 M.D.C. each
  Seed (1, to contain life essence & knowledge) – 1D4x1,000
  Main Body/Trunk – 3D6x100 M.D.C.
  Height: 20-50 feet (6.1 to 15.2 m) tall.
  Weight: 8-25 tons.
  P.P.E.: 2D6x100+200 P.P.E., but can also draw from the ley line 
  or nexus it is planted on.
  Natural Abilities: Sense environment around it without needing 
  vision (unaffected by invisibility or darkness), with a range of 
  1,200 feet (366 m) regarding humans and animals, but 20 miles 
  (32 km) when involving forest fires, floods, storms, droughts, 
  plagues, earthquakes, ley line eruptions, ley line ebbs and 
  flow, Rifts opening and similar natural occurrences. The tree 
  Bio-Regenerates 1D6x10 M.D.C. every minute, is immune to 
  normal fire, heat and cold, and even Mega-Damage and magic 
  heat and cold inflict half damage; impervious to ocean depths. 
  The tree communicates and transmits images and knowledge 
  directly into other minds and absorbs thoughts and memories 
  from other people via a form of Telepathy. This works as a sort 
  of a mental exchange of information. A Mind Block can stop 
  either transmission, and intense fear, hate or a strong desire to 
  close off one’s mind/thoughts also severs and blocks communi-
  cation. Also see Psionics.
  Equivalent Skills: Most Trees of Knowledge have an equivalent 
  of a 98% skill in most skills common to its region, to within 300 
  miles (483 km). This includes Anthropology, Art, Astronomy, 
  Biology, Biomancy, Boat Building, Botany/Plants, Camouflage, 
  Carpentry, Dowsing, Farming/Growing, Firefighting, Fishing, 
  History, Holistic Medicine, Languages, Lores, Mathematics, 
  Navigation, Philosophy, Preserving Food, Wilderness Survival 
  and general knowledge similar to the people around them. They 
  are also quite versed in the principles of magic, how it works and 
  ley lines. A few have even had a chance to study and understand 
  some aspects of technology and the laws of men.
  Bonuses (in addition to possible attribute bonuses): +2 to save 
  vs magic and psionic attacks, +8 to save vs Horror Factor and 
  possession, impervious to mind control and illusions.
  Magic: Most trees are versed in at least one form of magic. The 
  most ancient Trees of Knowledge know two disciplines of mag-
  ic. Choose one (or two if ancient) from the following or roll for 
  random determination:
  01-25% Biomancy
  26-50% Ley Line Walker/Wizard Magic/Spell Invocations
  51-75% Ocean Magic
  76-90% Stone Magic
  91-00% Whale Songs
  Psionics: All Sensitive psionic abilities plus Empathic Transmis-
  sion, Mind Bolt and Hydrokinesis or Radiate Horror Factor for 
  defense. I.S.P.: 1D4x100, double for ancient trees. Trees of 
  Knowledge communicate with humanoids and other creatures 
  using Empathy and Telepathy at no I.S.P. cost (range: 1,200 
  feet/366 m).
  Wizard Wrap Kelp
  This turquoise species of kelp grows in the deep ocean along 
  and within a few miles of ley lines, at nexus points and within ley 
  line triangles, where it feeds off of ambient mystic and dimension-
  al energy, granting it a number of unique properties. It is favored 
  by Ocean Wizards and other practitioners of magic who like to 
  rest in the comforting folds of the kelp. It is also a favorite resting 
  place for sea dragons and creatures of magic such as dragons and 
  Faerie Folk which often make their homes in such pleasant envi-
  ronments near a ley line. A limited market exists for magic ham-
  mocks, sleeping bags and bedding made from the Wizard Wrap 
  Kelp which aid in the recovery of P.P.E.
  Also Known As: Wizard Seaweed (Kahuna Limu).
  Size (of an individual plant): 4-12 feet (1.2 to 3.6 m) tall.
  Weight (of the plant): 100-300 lbs (45 to 135 kg).
  P.P.E.: 1D6
  Natural Abilities: Resistant to cold (half damage) and actually 
  keeps the waters around it still, preventing heat loss and retain-
  ing much of the thermal energy in the cold abyss, like a warm 
  blanket.
  Ley Line Rejuvenation: Those who enjoy the warm embrace of 
  the plants are granted a recuperative ability identical to the Ley 
  Line Walker’s ability of Ley Line Restoration and can use it to 
  recover from injuries while at the ley line. If they also possess 
  Ley Line Restoration, they may use either as a second use of 
  this power to further heal and restore themselves.
  Recuperative Aura: Resting amongst or even wrapping yourself 
  in the kelp doubles the natural rate of recovery for P.P.E., I.S.P. 
  Hit Points and S.D.C.
  Wizard Wrap Sleepware: Harvested kelp can be made into sur-
  prisingly comfortable blankets, quilts, bedrolls, sleeping bags 
  and hammocks that calm the nerves and help the person achieve 
  a deep, restful sleep. While asleep, the mage recovers an extra 
  +1 P.P.E. per hour (+1D4 when also sleeping inside a triangu-
  lar tent also made of Wizard Wrap Kelp). The perfect cure for 
  insomnia. Cost: 500-700 credits each for Wizard Wrap blankets 
  to sleeping bags, 3,000 credits for a Wizard Wrap Tent.
  Wizard Wrap Headgear: Hats, helmets, turbans and headdresses 
  made of Wizard Wrap are said to promote mental calm, focus 
  and imagination. Some Lemurian academics and mages swear 
  by them and insist they provide much greater benefits than the 
  +1% to skill performance they actually grant. Others claim any 
  additional benefits are a placebo effect. Cost: Varies with the 
  style and other accessories to the hat, helm or headdress; 500-
  3,000 credits.
  Wizard Wrap Canteen: Keeps water fresh and pleasantly cool 
  for as long as six months. Cost: 300 credits.
  Wizard Wrap Bandages: Promote increased healing (10% faster) 
  and reduce scarring (33%). Cost: 100 credits for a four foot (1.2 
  m) bandage wrap.
  
  41
  Aquatic Races
  By Greg Diazcyk and Kevin Siembieda
  Ichthylean R.C.C.
  Ichthyleans (Ick-thih-lee-ans) are odd-looking creatures that 
  appear to be half man and half fish; not in the pleasing appearance 
  of the Merans but more like the Creature from the Black Lagoon! 
  Ichthyleans are covered from head to toe with fish scales and pos-
  sess large, clawed, webbed feet and hands. They have webbed 
  spines that run down their backs and a membrane under their arms. 
  Though these fish-men may look eerie they have a heart of gold, 
  are peaceful people and only wish to live a simple life. It is theo-
  rized that they were an experiment by the Lemurians as a possibil-
  ity for their new aquatic form during their descent into the oceans.
  The Ichthyleans have been misunderstood and hunted as a race 
  for centuries. Their frightful appearance and unusual method of 
  communication have made it all the more difficult for them to 
  trade and associate with other people. Misunderstood, especially 
  by surface dwellers, Ichthyleans are often seen as monsters and 
  attacked on sight. Feared and hated anyway, some have resorted 
  to raiding ships at sea as well as villages along waterways, steal-
  ing food, supplies, weapons and gear they desire. However, even 
  Ichthylean raiders don’t kill if they can avoid it nor cause mali-
  cious damage, and otherwise keep to themselves, hidden. Most 
  avoid surface dwellers and associate only with other aquatic races. 
  Tribes and villages are usually found underwater in oceans and 
  seas worldwide, but there are some tribes found in deep freshwater 
  lakes and remote places, including the heart of wilderness swamps 
  and jungle waterways.
  Most Ichthyleans are kind, gentle people among their own kind 
  and with allies. As a rule, they wish to live a quiet, peaceful ex-
  istence. However, Ichthys are quick to fight back when attacked 
  or taken advantage of, and are capable warriors. A provoked Ich-
  thylean or one backed into a corner, protecting loved ones or de-
  fending his or her young, fights like a hungry shark. Most survive 
  as hunters and gatherers, though some also farm and raise live-
  stock. All tend to hunt only enough to satisfy their needs, and use 
  as much of the slain animal as they can.
  Also Known As: Ichthys, Lee-anns and Water Lions.
  Alignment: Any, but most are Principled (15%), Scrupulous 
  (30%), Unprincipled (20%), or Anarchist (15%).
  Attributes: I.Q. 3D6, M.E. 2D6+5, M.A. 1D6+6, P.S. 2D6+18 
  (Robot), P.P. 2D6+6, P.E. 2D6+6, P.B. 1D6+3, Spd 2D6+10 
  running, triple Spd when swimming in water and swimming 
  fatigues Ichthys at 10% the usual rate. P.S. is the equivalent to 
  Robot P.S.
  Size: 6 feet + 2D6 inches (1.8 to 2.1 m).
  Weight: 200-350 lbs (90 to 157 kg); all muscle and blubber.
  M.D.C.: P.E. attribute number x2 to start, +1D6 per level of experi-
  ence. Skills that provide an S.D.C. bonus only add 1D6 M.D.C. 
  to this character. Armor or magic may be used to provide addi-
  tional M.D.C. protection. (On S.D.C. worlds Ichthyleans have 
  Hit Points equal to their P.E. attribute number +1D8 per level of 
  experience, 2D4x10 S.D.C. and a Natural A.R. of 15.)
  Horror Factor: 13 to humans and most D-Bees.
  P.P.E.: 5D6
  Disposition: Ichthyleans are cautious and suspicious of outsid-
  ers and seldom let their guard down around them. Among their 
  own, they are open, friendly, playful and caring. They really 
  only open up their feelings to trusted friends and loved ones 
  and are pragmatic about life. Though peaceful, they are quick to 
  action and willing to fight and kill without hesitation to protect 
  
  42
  their species and defend hearth and home. Most dislike and dis-
  trust surface dwellers, and are wary of any outsider or stranger.
  Life Span: 1D6x10+60 years.
  Gender: Ichthylean males and females look very similar, except 
  females have brighter colors. Males are a rich green with light 
  to deep blue accents and colored fins, while females are a light 
  green with yellow webbing and fins, and the long fin crest that 
  runs from their head, down their spine is twice the size as the 
  males and is orange or red. Females bear 2D4 eggs, which are 
  watched in a nest for four months. Young reach physical matu-
  rity at age 10.
  Natural Abilities: Swimming 98%, Nightvision 1,000 feet (305 
  m), keen normal and underwater vision, depth tolerance of 2 
  miles (3.2 km) and resistant to cold (half damage).
  Amphibious: Survive on Land and Water: The Ichthyleans use 
  gills to extract oxygen from the water. However, unlike most 
  fish, their gills are inside gill sacks within their chest, like lungs. 
  The gill sacks store and funnel water past the gills and out their 
  backs (water goes in through their mouth). When out of the wa-
  ter, the back exhaust section seals up, allowing the Ichthylean 
  to carry oxygenated water with him. Through churning and 
  “gargling” the water every 10 minutes to re-oxygenate it, the 
  Icthylean can survive indefinitely out of the water. On dry land, 
  they use their “gargling” effect to also make noises, grunt and 
  to speak.
  Chemoreceptors/Advanced Sense of Taste: Ichthyleans have 
  a superior sense of smell/taste while in water and can taste/
  sense blood and chemicals in the water up to two miles (3.2 
  km) away. In fact, part of their communication with their own 
  kind involves chemicals by quickly depositing molecules in the 
  water that disperse and speak to their species. Such scents com-
  municate love, joy, anger, fear, concern, caring, welcome, and 
  short messages like join me/us and share, all is well, awarn-
  ing to back off/stand down, a warning to be alert, a warning to 
  hide, a warning of immediate danger, a warning to flee, a call to 
  come, a call for help, and a call to attack.
  Communication: All Ichthyleans communicate using chemical 
  exchanges, gurgling, clicks, sounds, and the occasional words 
  and short phrases as well as Empathy and Telepathy. Their 
  chemical/gurgling language is referred to as Ichthylean and 
  thus far, can only be spoken by Icthyleans and Milu, though 
  humans and other races can try to mimic the sound by gurgling 
  water in their mouth to duplicate the Ichthyleans’ dialect. Ich-
  thyleans can learn to understand and even speak other languag-
  es, however their vocal cords and gurgling noises often make it 
  difficult for them to reproduce certain sounds or be understood 
  by others. All spoken languages are at -15% and they sound like 
  someone trying to talk with their mouth full of water or while 
  gargling water.
  Track by Smell/Taste Underwater (only): Ichthyleans can iden-
  tify blood and most chemicals common to ocean waters and 
  track it to its source at 50% +3% per level of experience (+12% 
  if it’s an Ichthylean scent).
  Vulnerabilities & Penalties: Cannot breathe air directly; see gill 
  sacks above for their limitations and restrictions. -1 to save vs 
  poison and drugs. Tend to be passionate and hot-tempered, 
  which can get them in trouble.
  R.C.C. Skills: The Ichthyleans are a simple wilderness people who 
  enjoy a tribal way of life. They rely on their cunning, physical 
  strengths, natural abilities, psionic powers, and some magic to 
  survive on Rifts Earth.
  Male Ichthylean R.C.C. (97%): Advanced Fishing (+20%), 
  Barter (+12%), Carpentry (+10%), Climbing (+10%), Fishing 
  (+20%), Gardening (+12%), Hand to Hand: Expert, Horseman-
  ship: Aquatic Animals (+10%), Horsemanship: Sea Monsters 
  (+15%), Hunting, Language (Native): Ichthylean/Milu at 90%, 
  Language: Lemurian (+10%, but no bonus to speak it), Lore: 
  Sea Creatures (+20%), Physical Labor, Prowl (+10% on land 
  and underwater), Skin and Prepare Animal Hides (+10%), Tail-
  ing (+10%), Track & Hunt Sea Animals (35%/25% +5%), Un-
  derwater Navigation (+20%), Undersea & Sea Survival (+25%), 
  Wilderness Survival (+15%), W.P. Knife, W.P. Trident, W.P. 
  Ancient (one of choice), and W.P. Modern (two of choice).
  Female Ichthylean R.C.C. (94%): Animal Husbandry (+15%), 
  Appraise Goods (+10%), Camouflage (+20%), Cook (Prepare 
  Food; +20%), Hand to Hand: Basic, Horsemanship: Aquatic 
  Animals (+10%), Identify Plants and Fruits (aquatic and land; 
  +20%), Language (Native): Ichthylean/Milu at 92%, Language: 
  Lemurian (+15%, but no bonus to speak it), Marine Biology 
  (+20%), Preserve Food (+15%), Sea Holistic Medicine (+20%), 
  Sewing, Undersea Farming (+25%), Underwater Navigation 
  (+10%), Undersea & Sea Survival (+15%), W.P. Blunt, W.P. 
  Knife, W.P. Modern (one of choice).
  O.C.C. Note: 3% of males and 6% of female Ichthyleans be-
  come mages, mostly Ocean Wizards and Sea Druids, but some-
  times Biomancer Gene-Mages or other practitioners of magic.
  Experience Level: 1D6+1 or as set by the Game Master for NPCs. 
  Player characters should start at first level. Use the Oceanic 
  Guardsman experience table.
  Attacks per Melee: As per Hand to Hand Combat skill and R.C.C. 
  bonuses.
  Mega-Damage: As per Robot equivalent P.S. or by weapon, +3 
  M.D. from claw attacks and an Ichthy bite does 1D6 M.D. (a 
  nip does 2D6 S.D.C.).
  R.C.C. Bonuses: Males: +1 attack at levels 1, 5 and 10 (this is in 
  addition to those gained from Hand to Hand Combat skill), +1 
  on Perception Rolls (+2 for rolls pertaining to taste/smell in wa-
  ter), +1 on initiative, +2 to automatic dodge underwater only, 
  +1 to disarm and pull punch, and +1 to save vs Horror Factor at 
  levels 1, 3, 5, 7, 9 and 11.
  Females: +3 on Perception Rolls (+5 for rolls pertaining to 
  taste/smell in water and caring for young), +4 to automatic 
  dodge underwater only, +1 to save vs psionics and magic, and 
  +5% to save vs coma/death.
  Magic: Rare, by O.C.C. only.
  Psionics: All Ichthyleans have the following psychic abilities: 
  Empathy (4), Telepathy (4), Telepathy Aquatic Sentient Beings 
  (Special: Can be used indefinitely without any I.S.P. cost to 
  communicate with other members of their own race, Milu, Am-
  phibs, Junk Crabs, Naut’Yll, the Lord of the Deep, Cetaceans, 
  Lemurians, many of the Splugorth Minions and other intelli-
  gent, aquatic beings.), +1D4+1 additional psi-abilities selected 
  from one of these categories: Healing, Physical or Sensitive. 
  Considered Major Psychics. I.S.P. Base: M.E. attribute number 
  x2 +1D6 per level of experience.
  Habitat: Ichthyleans travel the waters of the world, but prefer the 
  Pacific Ocean and other warm waters. Some have even made it 
  into the waterways of the Americas, Africa, India and South-
  east Asia. They tend to avoid the mid-Atlantic where they are 
  stalked by Splugorth Slavers and Metztla. They may be encoun-
  tered as a lone hunter, in pairs or a small family group or hunt-
  
  43
  ers up to 1D6+2. A typical tribe/village has 2D6x10 members, 
  5D6x10 for a large one.
  Allies: They are heavily influenced by the Lemurians and consider 
  them as brothers, which means they share their views and phi-
  losophies, emulate their way with nature, and often live near 
  or with Lemurians. Even those who are not friends or fans of 
  Lemurians consider them to be a friend of their people and the 
  sea. They are also friends with cetaceans (dophlins and whales), 
  but most other people are seen as invaders, rivals or enemies. 
  Merans, Milu, Junk Crabs, Ocean Wizards, Sea Druids, Am-
  phibs and the New Navy, on the other hand, are judged on an 
  individual basis, and generally considered with uneasy indiffer-
  ence. The humans of Tritonia are especially suspect and viewed 
  with disdain and distrust.
  Enemies: The Splugorth and their minions, Horune Pirates, 
  Naut’Yll, demons, undead, and the Lord of the Deep and his 
  minions are among the most hated and feared of enemies. Sur-
  face dwellers are also regarded as wicked and cruel monsters 
  who hate and kill anyone they don’t understand. While their Le-
  murian allies insist not all surface dwellers are evil, most (75%) 
  Ichthyleans are not convinced.
  Cybernetics: None.
  Money: Salvage and trade goods worth 1D4x1,000 credits.
  Junk Crab R.C.C.
  Junk Crabs are among the strangest new life forms on Rifts 
  Earth. Imagine a Hermit Crab the size of a man. Carried on its 
  back is a giant shell 10-15 feet (3 to 4.6 m) tall, but the “shell” is 
  made of junk the creature has gathered and cobbled together. If 
  the word “cobbled” suggests intelligence, you are correct, as Junk 
  Crabs, also known as “Crab People” and “Salvage Crabs,” have 
  human-like intelligence. So now imagine this man-sized crab-
  creature waves you down and offers “free repairs” for your boat, 
  body armor or equipment. Do you accept the offer?
  Junk Crabs are sentient D-Bees from another dimension. They 
  have an average human intelligence, a gift for mechanics, salvage, 
  and recycling, and enjoy tinkering and building weird conglomera-
  tions of, well, everything. They make surreal sculptures, under-
  water bridges and towers to nowhere, and love to gather junk and 
  salvage for later use. They are fascinated by all types of technology 
  though they seem to have difficulty with high-technology and their 
  sense of design and artistic aesthetics is, umm, junk. That being 
  said, Crab People are skilled at making hull repairs to vessels and 
  armor, and building, repairing and maintaining rafts, small boats, 
  and simple machinery. They are happy to try their hand at repair-
  ing just about anything, if only to have a chance to figure out how 
  it works, learn about a new piece of technology and to get some 
  M.D.C. scrap metal, weapons, E-Clips, or other “desirable junk” 
  in trade for their services.
  After one’s initial shock at meeting a giant, talking crab-thing, 
  Junk Crabs can be quite amusing, affable and helpful. They look 
  more animal than human, with four legs and two arms covered in 
  a natural shell-like exoskeleton, a long flexible neck, and a pair 
  of large, round eyes mounted on flexible stalks that can turn 360 
  degrees; so can the neck. The mouth is more like a tiny beak with 
  a pair of small tendrils and a pair of large ones that droop down 
  above the mouth, giving Crab People the appearance of having a 
  mustache. (The “mustache” is smaller on females.) A pair of long 
  feelers rise up from the top of the head, providing more tactile 
  and sensory capabilities. The hands are comparatively small and 
  armored like the rest of the appendages, but have only two, long 
  fingers and an opposable thumb. The part of the Junk Crab that 
  earns them their name is their custom-made shell pieced together 
  from M.D.C. materials, scrap metal, machine parts, old tires, an-
  chors and anything else the Junk Crab finds suitable or decora-
  tive. Of course, to the Junk Crab, pipes, chain, old license plates, 
  tin cans and pieces of glass may be “decorative.” While predomi-
  nantly used for protection and carrying all of their personal effects, 
  including tools, the shell is filled with concealed weapon systems 
  to protect themselves.
  Crab People may look like walking junk piles, but they are a lot 
  smarter than their appearance and behavior suggests. They think 
  differently from humans and what humans consider a “civilized 
  culture,” but are clever and resourceful. Junk Crabs also lack so-
  phistication and social skills, as well as the capacity for spoken 
  language. Their natural language is clicks, barks and hums similar 
  to the Milu (effectively the same), so when they speak human lan-
  guages they tend to speak in phrases and short, simple sentences. 
  This contributes to the misconception that Junk Crabs are dull-
  witted.
  Many Crab People are shy and tentative, especially when they 
  meet strangers. Like young children, they get much more friendly 
  and boisterous after they feel more comfortable with the strang-
  ers. They also get excited about technology, junk, scrap and the 
  chance to fix or build something. Junk Crabs have an eye made 
  for technology and seem to be able to fix just about anything they 
  can get their little claws on, except for really high-tech stuff and 
  Techno-Wizard items. They also seem to understand machines 
  better than they do people. As a result, they tend to blurt out what 
  they are thinking, and say things that may seem outspoken, rude 
  and ill-mannered because they have no concept of culture, deco-
  rum, law, politics or etiquette. However, they do possess a strong 
  sense of what is right and wrong, and try to be friendly and do 
  what’s right. Thus, they behave more like rambunctious children 
  than stuffy adults.
  Though initially shy, they welcome strangers, if for no other 
  reason than to learn about their machines. Visitors from the sur-
  face world and other places means people with more technology. 
  Some Junk Crabs have even set up underwater or floating barges 
  with radio or sonar beacons broadcasting the phrase, “I Fix” or 
  “Free Repairs” to attract people willing to trade technology, scrap 
  and junk with them. And that’s an important point, although Junk 
  Crabs advertise “free repairs” they usually want something in ex-
  change. That trade item may be junk, scrap or something perceived 
  as having little or no value, but it’s still a trade for services ren-
  dered. That having been said, most Junk Crabs will take an I.O.U. 
  or promise to “bring something back the next time I’m in the area.” 
  Furthermore, many are truly willing to do free repairs for people in 
  trouble, heroes and Lemurians, though most people feel obligated 
  to bring them some kind of trinket or scrap to repay the favor. It’s 
  important to note that a Junk Crab may consider a worthless chunk 
  of debris or broken gun as a fair trade for a great deal of work.
  Special R.C.C. Abilities of the Junk Crab D-Bee:
  1. Amphibious Beings: Junk Crabs can breathe water and air, 
  and can survive on dry land for as long as four days without sub-
  merging themselves in water (one third that time in desert envi-
  ronments). However, they prefer to come in and out of the water 
  frequently, and feel at home under the waves in oceans and seas, 
  not on dry land. If kept out of water for more than four days, Junk 
  
  44
  Crabs quickly become weak (reduce all physical attributes, attacks/
  actions per melee round and M.D.C. by half for every additional 
  12 hours out of water) and will die in 1D4 days from dehydration.
  2. Intuitive Mechanical Aptitude: One might think of Junk 
  Crabs as mechanics or machine savants with instinctive abilities to 
  build and repair. See Natural Abilities, Magic, Psionics and R.C.C. 
  Skills.
  3. Create Armored Defensive Shell or “Junk Shell:” These 
  handcrafted armored shells have 5D6x10+35 M.D.C. to start, 
  and are more than just a protective home, they provide additional 
  M.D.C. protection and give the Junk Crabs greater confidence. 
  Maybe it’s the security offered by the armor or the plethora of 
  weapon systems contained within it, but without their shell, Crab 
  People are shy, skittish and tend to avoid contact with outsiders.
  The main shell is made from M.D.C. scrap metal and junk, 
  while the outer covering is adorned with decorations made of any-
  thing the Junk Crab considers to be attractive, artistic or interest-
  ing. Junk Crabs call this housing their “Armored Techno-Shell.” It 
  is designed to allow the Junk Crab to retract completely inside the 
  shell and seal it shut with a sliding door or simply a large sheet of 
  M.D.C. plating. When tucked completely inside his shell, the Junk 
  Crab looks like nothing more than a debris pile. In a ship grave-
  yard, shipwreck or battlefield, the Junk Crab is indistinguishable 
  from the rest of the wreckage until it moves. Looking around while 
  inside is easy, because he can extend one or both of the feelers or 
  eye stalks without being noticeable.
  The Armored Techno-Shell conceals a number of automated 
  weapon systems to defend and protect the Junk Crab, as well as 
  clubs, swords, and handheld guns the D-Bee can pull out from con-
  cealed locations as needed. The shell may be bulky, but it is easy 
  and comfortable enough for the Junk Crab to carry around with 
  his Robot equivalent strength and body built for an outer shell; 
  many add air ballasts and buoyancy mechanisms to make it easier 
  to swim and move quickly underwater, and some even install turbo 
  
  45
  jets to rocket along at 30-40 mph (48-64 km or 26 to 34 knots an 
  hour).
  Creating an Armored Techno-Shell (a.k.a. “Junk-Shell”): 
  Players and Game Masters are encouraged to design their own 
  wacky Junk-Shells using the array of common features listed be-
  low. Pick 1D4+1 weapons (any) and 1D4+4 other features at level 
  one. Add one new feature (weapon or other) for every new level 
  of experience (starting at level 2). The character may elect not to 
  spend all of his selections or save up a new selection upon reaching 
  a new level of experience to add items or additional armor at a later 
  time, or to get a feature that counts as two or three selections. Un-
  less it states otherwise, these features can be selected several times.
  Common Design Features of Junk Crab Shells:
  Concealed Cargo Container: One large container the size of 
  a steamer trunk (4x3x3 feet/1.2 x 0.9 x 0.9 m), or three small ones 
  the size of a tackle box; all can be locked and sealed watertight.
  Concealed Handheld Gun/Energy Assault Weapon: This 
  is a handheld energy pistol or rifle that the Junk Crab has found, 
  waterproofed and modified for use underwater and on dry land. 
  May include Biomancy and Techno-Wizard weapons and wands, 
  scepters and staves that fire energy bolts or have other long-range 
  capabilities, but the Junk Crab cannot make any modifications to 
  magic items. Primary Purpose: Combat and Defense. Range on 
  Dry Land: As per what’s normal for that weapon. Range Under-
  water: One third. Mega-Damage on Dry Land: Standard as per that 
  weapon. Mega-Damage Underwater: Half. Rate of Fire: Each blast 
  counts as one melee attack. Payload: Standard as per that weapon. 
  Rail Gun Note: Rail guns and most projectile weapons have much 
  reduced value underwater, are bulky and require a large, heavy 
  ammo-drum, so they are seldom used by Junk Crabs. Range on 
  Dry Land: As per what’s normal for that weapon. Range Under-
  water: One third. Mega-Damage on Dry Land: Standard as per that 
  weapon. Mega-Damage underwater: Half. Rate of Fire: Each burst 
  counts as one melee attack. Payload: Standard as per that weapon.
  Concealed Melee Weapon: This is a handheld, close-combat 
  weapon that has a concealed housing where it is hidden and stowed 
  until needed. If one looks closely, you might be able to see the 
  weapon’s handle sticking out of the Junk Shell, but that’s all. It 
  may be an M.D. or S.D.C. weapon of any variety, but most Junk 
  Crabs prefer clubs/bludgeons, war clubs, hammers, Neural Maces, 
  axes, knives and swords. They love Vibro-Blades, Techno-Wizard 
  blades, and magic weapons.
  Concealed Extendable & Retractable Laser Weapon: This 
  is a light weapon that may look like a gun/rifle that slides or pops-
  up out of a housing in the shell. The weapon can turn 180 degrees 
  and has a 45 degree up and down arc of fire. Primary Purpose: 
  Defense. Range: 1,000 feet (305 m) underwater, 2,000 feet (610 
  m) on dry land or shooting from the surface of water into the air. 
  Mega-Damage: 2D6 M.D. Rate of Fire: Each blast counts as one 
  melee attack. Payload: 120 shots hooked up to a series of E-Clips 
  or a small generator. If the latter, it recharges at a rate of 30 blasts 
  per hour.
  Concealed Extendable & Retractable Ion Weapon: This is a 
  light weapon that may look like a gun/rifle that slides or pops-up 
  out of a housing in the shell. The weapon can turn 180 degrees 
  and has a 45 degree up and down arc of fire. Primary Purpose: 
  Defense. Range: 500 feet (152 m) underwater, 1,000 feet (305 m) 
  on dry land or shooting from the surface of water up into the air. 
  Mega-Damage: 4D6 M.D. Rate of Fire: Each blast counts as one 
  melee attack. Payload: 60 shots hooked up to a series of E-Clips 
  or a small generator. If the latter, it recharges at a rate of 15 blasts 
  per hour.
  Concealed Extendable & Retractable Power Tools: Any “bi-
  onic” power tool such as a drill, jackhammer, saw, laser torch, etc. 
  can be mounted on a retractable and extendible arm or as a hand-
  held tool. Range: Handheld or 10 feet (3 m) if on an extendable 
  arm. Damage: As per the tool.
  E-Clip Charger: The Junk Crab has an E-Clip charger and por-
  table generator (with a 1D4 year life) built into his shell. A better 
  power supply, like a nuclear one with a 15 year life, is a separate 
  purchase. Note: Counts as two feature selections.
  Electrified Shell: The Junk Crab can activate electrified nod-
  ules on the outside of the shell to deter predators and attackers. 
  The D-Bee must retract completely inside his shell before activat-
  ing. Range: Touch. Damage: The field does 3D6 M.D. every time 
  someone tries to touch the shell and 1D4 M.D. per melee round to 
  anybody who even comes within four feet (1.2 m) of his electrified 
  shell. Note that fish and most other aquatic animals will sense and 
  feel the tingle of electricity at 100 yards/meters away and know to 
  avoid getting too close to the shell. Payload: 12 periods of electri-
  fication. Duration of the Electric Field: 1D4+1 minutes per use. 
  Note: This feature can only be selected once.
  Extra M.D.C. Armor for the Shell: Add 2D4x10+20 M.D.C. 
  every time this feature is selected and increase shell size and 
  weight 10%. Cannot be selected more than five times.
  Fixed Position Laser Weapon: This is a light laser that looks 
  like a pipe or barrel of a rifle sticking out from the Junk Shell. It 
  is locked in a fixed position which means it can only shoot in the 
  direction it is pointing. To change its position, the Junk Crab must 
  tilt, turn and reposition his entire body. For most humanoids, a 
  fixed weapon is mounted in the front of their combat vehicle or 
  armor, however, since Crab People can extend and turn their long 
  necks and eye stalks 360 degrees to see up, down, under, around, 
  and behind themselves, a fixed weapon can be mounted in the 
  front, back, sides, top and underbelly of their shell (each location 
  counts as one selection). Primary Purpose: Defense. Range: 1,000 
  feet (305 m) underwater, 2,000 feet (610 m) on dry land or shoot-
  ing from the surface of water up into the air. Mega-Damage: 2D6 
  M.D. Rate of Fire: Each blast counts as one melee attack. Payload: 
  120 shots hooked up to a series of E-Clips or a small generator. If 
  the latter, it recharges at a rate of 30 blasts per hour.
  Fixed Position Ion Weapon: Same as the Laser, above, except 
  for combat stats. Primary Purpose: Defense. Range: 500 feet (152 
  m) underwater, 1,000 feet (610 m) on dry land or shooting from 
  the surface of water up into the air. Mega-Damage: 3D6 M.D. Rate 
  of Fire: Each blast counts as one melee attack. Payload: 80 shots 
  hooked up to a series of E-Clips or a small generator. If the latter, 
  it recharges at a rate of 20 blasts per hour.
  Hover and Flight Capabilities: Enables the Junk Crab to hov-
  er and fly thorough the air. Requires some sort of E-Clip, battery or 
  generator to provide the power. Speed: Hover, VTOL capabilities, 
  60 mph (96 km) maximum. Maximum Height: 3,000 feet (914 m). 
  Bonus: +1 to dodge when flying. Power Supply: One standard E-
  Clip provides 48 hours of flight before it needs to be recharged. A 
  long E-Clip provides 60 hours of use. A nuclear battery provides 
  unlimited flight. Note: This feature counts as two selections.
  Mini-Missile or Torpedo Launcher: This is a small, two shot 
  launcher that can be built almost anywhere on the shell. Range: 
  One mile (1.6 km). Mega-Damage: As per the type of torpedo or 
  mini-missile. Rate of Fire: One or both torpedoes or mini-missiles 
  
  46
  at a time; counts as one melee attack. Payload: Two, with others 
  carried on its back or belly or in a concealed storage container.
  Nuclear Power Supply: The same type as used in power ar-
  mor. Concealed and fixed energy weapon systems built into the 
  shell are linked to the power supply and have an unlimited pay-
  load. Average life is 15 years. Note: This counts as three selections 
  and can only be selected once.
  Radio, Long-Range and Directional: Range: 700 miles (1,120 
  km) under water, 500 miles (800 km) on dry land or on the water’s 
  surface; multiple communication frequencies.
  Seating for Passengers: Two or three seats on the outside of 
  the shell to accommodate passengers who want to ride on the D-
  Bee’s back. Each seat comes with a seatbelt and shoulder harness.
  Sensor Pod: This item, usually sticking out from the top or the 
  sides, is a sensor pod. The Junk Crab either can control it through 
  his Telemechanics or has a remote control system and display con-
  sole he can pull out of a housing in the chest or underbelly of his 
  shell and control by hand. The sensor pod typically has a combat 
  and targeting computer linked to all integrated weapon systems 
  built into the shell and sonar and radar systems like the types used 
  in aquatic power armor, plus a radiation detector, compass, gyro-
  scope, depth gauge, and temperature gauge. Bonuses: +1 to strike 
  with weapons built into the shell and +2 to dodge. Note: Multiple 
  sensor pods only serve as backup systems, they do not provide ad-
  ditional bonuses.
  Underwater Hover Jet System: Enables the Junk Crab to 
  move slowly through water and hold his position against the cur-
  rent without having to swim. Requires some sort of E-Clip, battery 
  or generator to provide the power. Speed: 12 mph (19.2 km or 
  10.4 knots) maximum. Power Supply: One standard E-Clip pro-
  vides 120 hours of propulsion before it needs to be recharged. A 
  long C-Clip provides 164 hours of use. A nuclear battery provides 
  unlimited use. Can only be added once.
  Underwater Turbo-Jet System: Enables the Junk Crab to 
  rocket through water like a torpedo or across the surface like a 
  speedboat. Requires some sort of E-Clip, battery or generator to 
  provide the power. Speed: 50 mph (80 km or 43 knots) maximum. 
  Power Supply: One standard E-Clip provides 50 hours of propul-
  sion before it needs to be recharged. A long E-Clip provides 66 
  hours of use. A nuclear battery provides unlimited use. Note: This 
  feature counts as two selections and can only be added once.
  Junk Crab Stats
  Also Known As: Crab People, Mechanic Crabs and Salvage Crabs.
  Alignment: Any, but most are Anarchist (50%), Unprincipled 
  (30%) and Scrupulous (10%).
  Attributes: I.Q. 1D6+9, M.E. 1D6+8, M.A. 2D6+11, P.S. 2D6+20 
  (Robot), P.P. 1D6+11, P.E. 2D6+7, P.B. 2D4+1, Spd 2D6+15 
  (double Spd when outside their shell). Robot equivalent P.S., 
  -5 to M.A. and -3 to M.E. and P.B. when seen outside of their 
  junk shell.
  M.D.C. by Location:
  Head & Neck – 40 (triple if the character wears a helmet and 
  armored protection along the neck).
  Hands (2) – 30 each
  Arms (2) – 55 each
  Legs (4) – 115 each
  Main Body (without shell) – P.E. attribute number x2 +1D6 per 
  level of experience.
  *Shell Housing – 4D6x10+35 to start.
  * Think of the armored shell as a portable house or fortified 
  bunker carried on the back of the Junk Crab. This “shell” is 
  not a physical part of the Crab Person’s body, but a construct 
  the D-Bee builds and wears. Thus, he can completely exit the 
  shell when necessary or desired, but that is a rarity. Any M.D.C. 
  damage can be repaired by the character provided he can find 
  the right materials to weld and add to it. Such repairs take 1D4 
  hours. The M.D.C. of the shell can be replaced, but never ex-
  ceeded except for the Extra M.D.C. Armor for the Shell “fea-
  ture” described previously.
  Horror Factor: Not applicable; in fact,they often look comical.
  Size: 5-6 feet (1.5 to 1.8 m) tall from their toes to the top of their 
  heads, but they can stretch their necks an additional 5 feet (1.5 
  m) and the feelers on the top of their heads are three feet (0.9 
  m) long. Furthermore, the armored shells can tower up to 8 feet 
  (2.4 m) tall and 6 feet (1.8 m) in width and length.
  Weight: The Junk Crab himself is rather small and slight when 
  he steps out of his large, bulky shell; 100-150 lbs (45 to 67.5 
  kg), the shell varies but is typically 1,000-2,500 pounds (450 to 
  1,125 kg).
  Average Life Span: 60-90 years.
  P.P.E.: 1D6x10 + P.E. attribute number, +1D6+1 P.P.E. per level 
  of experience. Considered to be a strange sort of D-Bee Mystic 
  (see Magic and Psionics).
  Disposition: All Crab People are socially awkward. They tend to 
  be shy until a piece of technology or something to build or re-
  pair catches their eye, then they behave like a curious, preco-
  cious child with a million questions (“What is that?” “What’s it 
  do?” “How much does it weigh?” “How fast can it go? “What’s 
  the range?” “Can I try it?” “Why not?” “Please?” “Can I take 
  it apart?” “Why not?” “I’ll fix your engine if you let me take 
  it apart.” “I’ll put it back together the right way, I promise.” 
  “Wait! What’s that over there!?”). They also get bored easily, 
  and when bored, they wander off or take something apart or fix 
  something and putter around. They don’t know or care about 
  money or valuables, have no interest in or understanding of 
  politics, and would rather be exploring, meeting people, build-
  ing, fixing stuff and acquiring “cool” tech, scrap and junk than 
  waiting around.
  Natural Abilities: Swimming 88%, Climbing 76%/56%, P.S. is 
  the equivalent to Robot Strength, Nightvision 400 feet (122 m), 
  resistant to cold (half damage, even magic cold does half dam-
  age), tolerate depths up to 5 miles (8 km). Outside their shells 
  they are fast and agile swimmers, but are vulnerable to attack 
  which makes them shy, skittish and prone to avoiding contact 
  with others. In their shell, most are confident and cheerful.
  Chemoreceptors (special): A highly advanced sense of taste/
  smell that lets the Junk Crab detect salinity and toxicity of the 
  water, and they are especially keen at picking up the scent of 
  metal, oil, and other technological byproducts they can track to 
  their source at 68% +2% per level of experience (-20% to track 
  other scents).
  Feelers (special): Their prehensile feelers can be used like 
  hands to feel and figure out shapes and what an object might 
  be. They are also sensitive to light, water temperature, water 
  currents and their direction, scents (see Chemoreceptors) and 
  motion. All this means the penatlies for being blind/functioning 
  in total darkness are only -3 for Junk Crabs.
  Limited Bio-Regeneration (special): Can regrow lost feelers 
  (and mustache tendrils) in 1D4+1 days; regrows an eye and/or 
  
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  eye stalk in 1D4+1 weeks; a hand in 1D4+2 weeks and a leg in 
  1D6+4 weeks. Otherwise, heals twice as fast as humans.
  Prehensile Neck and Eye Stalks (special): The neck is two feet 
  (0.6 m) long to begin with and can stretch an additional 5 feet 
  (1.5 m) when necessary. It is also extremely flexible and can 
  bend to look around, over, under and behind its shell; the head 
  can turn 360 degrees.
  Likewise, the eye stalks can stretch 2 feet (0.6 m) and can 
  also turn 360 degrees to see in all directions. The D-Bee has 
  such control that he can stretch and/or turn just one eye stalk to 
  look in one direction, while the other looks in a different direc-
  tion. This makes the Junk Crab difficult to surprise or attack 
  from behind; see Bonuses.
  Also see Magic and Psionics.
  R.C.C. Skills: All Junk Crabs know the following skills: Barter 
  (+6%), Basic Electronics (+15%), Basic Mechanics (+20%), 
  Boat Building (+20%), Carpentry (+10%), Field Armorer & 
  Munitions Expert (+15%), General Repair and Maintenance 
  (+20%), Jury-Rig (+20%), Mathematics: Basic (+30%), Op-
  tic Systems (+10%), Pick Locks (+10%), Pilot: Water Scoot-
  ers (+12%), Water Skiing and Surfing (+20%), Radio: Basic 
  (+20%), Recognize Weapon Quality (+15%), Recycle (+25%), 
  Salvage (20%), Sensory Equipment or T.V./Video (+10%), 
  Undersea Salvage (+25%), Weapon Systems (+10%), and Wil-
  derness Survival (+20%), plus W.P. Blunt, W.P. Sword, W.P. 
  Energy Rifle, and two W.P.s of choice (any).
  Additional Skills: Junk Crabs are natural builders and mechanics, 
  so one additional skill is chosen from the skill categories of 
  Electrical, Mechanical and Technical Skills (in the latter case, 
  provided they involve building, excavation, making things or 
  working with machines and materials) at levels 2, 5, 7, 10 and 
  13. Each of these skills gets a +10% skill bonus.
  Experience Level: 1D4+3 or as set by the Game Master for NPCs. 
  Player characters should start at first level. Use the Birdman 
  experience table.
  Vulnerabilities: They can survive without their armored shells, 
  but are even worse off socially without them and lose the con-
  fidence to do any kind of mechanical work, with the exception 
  of rebuilding a new shell.
  Attacks per Melee: Three, six if technology is being used.
  Damage: A punch from a closed claw does 2D6 S.D.C., a clawed 
  pinch does 3D6 S.D.C.
  Bonuses (in addition to possible attribute bonuses): +4 on Per-
  ception Rolls (+6 to detect a surprise attack or attack from be-
  hind, and to find salvage or when working with scrap and ma-
  chines), +2 on initiative, +1 to strike, parry, and dodge, +1 to 
  disarm, +3 to pull punch, +4 to roll with impact, and +2 to save 
  vs disease. When outside their armored shell (a rarity), Crab 
  People are +3 to dodge and have the Prowl skill at 64%.
  Magic: Similar to a human Mystic, the Junk Crab’s intuitive 
  understanding of technology enables him to cast the follow-
  ing spells: Frequency Jamming (15), Mend the Broken (10+), 
  Mystic Fulcrum (5), and Negate Mechanics (20). Pick one ad-
  ditional spell from levels one ot two Spell Invocations when the 
  character reaches levels 3, 6, 9 and 12. Base P.P.E.: 1D6x10 + 
  P.E. attribute number, +1D6+1 P.P.E. per level of experience.
  Psionics: An intuitive understanding of technology augmented by 
  the psionic abilities of Object Read (6), Telemechanics (10) and 
  Telemechanic: Mental Operation (12). All enable them to build, 
  repair and operate most machines, devices and make simple 
  structures as well as incorporate them into their armored shells. 
  Base I.S.P.: M.E. attribute number x3 +1D6+3 per level of ex-
  perience. Additional Psionics: Select one new psychic ability 
  from the Physical category at levels 1, 5, 8, 11 and 15.
  Habitat: Junk Crabs may be encountered as lone individuals, pairs 
  and small groups of 3D4 in all the oceans of the world, how-
  ever, nobody knows where they actually live or whether there 
  are large communities of them. Lemurians have found the oc-
  casional village of 1D6x10, but like many tribal people (and the 
  Lemurians themselves), Junk Crabs appear to be nomadic and 
  always on the move.
  Allies: Anyone willing to trade junk, salvage or share technology. 
  Junk Crabs are always quick to offer their services to repair the 
  exteriors of ships, robots, armor and simple or small machines 
  in exchange for M.D.C. scrap metal, salvage, E-Clips, and bits 
  and pieces of technology, oftentimes even if it is broken. Many 
  are also thrilled to take what humans and others might consider 
  “junk.” In other cases, the friendly and tech curious D-Bees will 
  do simple repairs if given the opportunity to simply explore the 
  interior of a submarine, visit the engine room or examine an ex-
  otic artifact or alien device. If a person is in trouble and in need 
  of repairs, but has nothing to trade, a Junk Crab may make the 
  repair anyway, telling the person to pay him the next time they 
  meet, or to bring some salvage to his shop in the future. How-
  ever, a Junk Crab can usually find something he’ll take in trade 
  even if it’s a Vibro-Knife or spent E-Clip in need of recharging.
  Enemies: Junk Crabs do not like pirates, demons, the undead, and 
  the supernatural, and some rumors suggest Metztla hunt and 
  eat them.
  Value: As slaves they are generally useless, giving up and dying 
  as if they could not survive in captivity. However, given a free 
  hand and a chance to “be their own boss” or an “equal partner,” 
  Crab People can be a good ally and become quite the entrepre-
  neur. Many Junk Crabs establish an amphibious repair shop, 
  trading and repairing technological goods near an island, the 
  mainland, Dead Pools or ship graveyards. They don’t under-
  stand the concept of money (or credits) and will fix just about 
  anything to see how it works or for what they (the Junk Crab) 
  consider a “fair trade.” Which, by the way, most surface dwell-
  ers consider a deal in their favor.
  Lemurian R.C.C.
  All Lemurians are well educated, literate (in Lemurian, if noth-
  ing else), versed in mathematics and ethics, open-minded, and 
  never stop seeking knowledge or the attainment of harmony with 
  the natural world.
  Lemurians of Rifts Earth see themselves as the “human” pro-
  tectors and healers of the planet Earth. Most have a high regard for 
  life, are ecologically minded, love nature and wildlife, and care 
  about the well-being of the ocean and all life on Earth. They live in 
  harmony with the environment and value all life forms. They see 
  destructive and wicked supernatural beings such as demons, dark 
  gods and evil Alien Intelligences as their natural enemies and the 
  enemies of mortal beings. Chief among these vile horrors are the 
  undead of the Milu and minions of the Lord of the Deep, but the 
  Minions of Splugorth are also a serious problem. The Lemurians 
  of Rifts Earth see themselves as the safeguards of nature and life in 
  the natural world and have begun to oppose the forces of darkness 
  to defend the innocent and obliterate the undead and supernatural 
  evil from the planet. They see magic as part of the natural world 
  
  48
  and have no enmity toward creatures of magic unless they behave 
  as a force of destruction and evil.
  Genetically altered via Biomancy to what Lemurians consider 
  the peak of perfection, grace and beauty, most are tall, thin, muscu-
  lar and attractive people. They look relatively human even though 
  they are amphibious.
  Special R.C.C. Abilities Common to All Lemurians:
  1. Life Sense: All Lemurians can sense the presence of the liv-
  ing through their connection with nature. If given a few moments 
  (takes one melee round/15 seconds), the Lemurian 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 presence of the 
  undead and evil supernatural beings is like a bullhorn broadcast-
  ing the monsters’ presence and general proximity. Thus, a Lemu-
  rian can feel when a vampire, zombie, other type of undead, or 
  supernatural evil, is nearby and avoid it (or attack it). This ability 
  is even more acute in Biomancer Gene-Mages and a few other Le-
  murian O.C.C.s.
  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 un-
  derwater environment. Adds a +5% bonus to the Tracking, Hunt-
  ing and Identify Plants and Fruit skills when this ability is in play.
  2. Empathy with Animals – equates to being “Animal 
  Brothers:” This ability is similar to those of the Psi-Stalker and 
  Simvan. All Lemurians have an automatic affinity with animals of 
  all kinds. Domesticated animals always take an immediate liking 
  to them and will try their best to please them, which automatically 
  gives Lemurians the ability to ride any horse (wild or tame) or any 
  other non-predatory, terrestrial or aquatic animal at a +10% bonus. 
  The same applies to skills that involve working with any domestic 
  animals.
  Wild animals, with the exception of monsters, felines, sharks 
  and mutant or alien predators, react to a Lemurian as if he were a 
  fellow wild creature and allow him to walk among them without 
  fear or moving away to avoid him. This ability enables Lemurians 
  to operate in the wild without causing animals to react to their pres-
  ence: birds do not fly away, fish do not swim off, animals do not 
  run, crickets do not stop chirping, and therefore, do not indicate the 
  Lemurian’s approach or presence. Even watchdogs do not sound 
  a bark of alarm at their presence unless the Lemurian takes a hos-
  tile action or invades the animal’s territory, and Psi-Stalkers, Dog 
  Boys, mutant bears, Merans, Ichthyleans and Amphibs usually get 
  along with Lemurians.
  This affinity with animals means Lemurians see wildlife 
  as their “brothers” – just as the animals see them as a fellow or 
  “brother” animal. This sense of brotherhood means animals, even 
  predators, take no immediate hostile action toward the Lemurian, 
  provided the person behaves in a nonthreatening manner. That 
  changes the moment the Lemurian takes any action to capture, at-
  tack, kill, or threaten the animal. In the case of pack animals, the 
  dominant animals (usually the males, but in some cases, females) 
  become defensive and hostile if the Lemurian adopts a dominant 
  or threatening posture, let alone any outright aggressive or chal-
  lenging behavior. Aggression by a Lemurian, even the threat of it, 
  causes wild animals to flee or fight depending on their nature and 
  the situation. Bulls will attack to protect the herd, and all animals 
  fight to protect their young and mates.
  The Empathy with Animals only goes so far, and animal preda-
  tors like sharks, sea serpents, sea dragons, felines, intelligent mu-
  tant animals and “monsters” are not welcoming nor accepting of 
  Lemurians. Indeed, Lemurians are seen as fellow hunters, threats 
  and rivals. As such, the creature is likely to target them first in 
  battle, and will not respond to the character in a positive manner 
  regardless of how nice or submissive the Lemurian may behave. 
  Note: Xiticix, other insectoids and all types of undead sense Le-
  murians as natural enemies.
  The Empathy with Animals means Lemurians feel the fear and 
  anguish of animals when they are in distress, scared, ill or injured 
  whether the characters open themselves to such psychic vibes or 
  not. This contributes to their high regard for all living creatures 
  and why Lemurians do not raise livestock for slaughter and con-
  sumption. With the exception of Lemurian Scouts and a few other 
  O.C.C.s, Lemurians seldom hunt animals for any reason and tend 
  to avoid eating meat, especially the meat of higher animals such as 
  birds and mammals. It is one thing to eat fish, shrimp, lobsters and 
  other simple life forms, but mammals, even those surface people 
  consider to be livestock and cattle, are never raised for food by Le-
  murians. Most Lemurians also refuse to eat the highly intelligent 
  octopus and squid, and some don’t even eat fish if they can avoid 
  it. At least 40% of Lemurians are dedicated vegetarians while 50% 
  include fish, crustaceans and other simple animals as part of their 
  diet along with fruit and vegetables, but seldom mammals. Only 
  10% – mainly Lemurian adventurers who explore and travel the 
  surface world – will consider hunting and eating fowl, cattle, live-
  stock, dinosaurs and wild animals to survive in the wilderness and/
  or to fit in with surface dwellers. Lemurian Scouts who hunt do 
  so out of necessity and make a point to use as much of the slain 
  animal as they possibly can. Many offer up a prayer of gratitude 
  and thanks for their “brother” animal’s sacrifice so they may live.
  3. Pets and Familiars: The bond Lemurians share with nature 
  and animals is such that most Lemurians have pets. The term “pet” 
  is used very loosely because the animals are more like friends, 
  helpers and companions than a caged beast or even a house pet. 
  Any animals at a Lemurian’s home are likely to have free reign 
  of the house and yard and be treated like members of the fam-
  ily. A favorite animal companion is the traditional Lemur and the 
  Biomancy tweaked Aquatic Lemur (both described below). Two-
  thirds of all households have at least one Lemur and many have 
  one for each member of the family. Lemurs can be seen running 
  along side or riding on the shoulders of many a Lemurian mage 
  and citizen alike. Mages love lemurs as Familiars, however most 
  animals, from lemur, dog or cat to monkey, lion, tiger or small 
  dinosaur, may serve as a pet or Familiar.
  Lemurian adventurers are likely to be accompanied by a lemur 
  or other animal companion/buddy as well as have a riding animal 
  of some kind. Riding animals can range from the conventional to 
  the monstrous. If given the choice, most Lemurians prefer to ride 
  an animal or walk rather than ride inside of a vehicle. Boats and 
  vehicles that float in or on the surface of water or in the air are the 
  exception, but even then an animal would be preferred.
  4. Ultrasonic Communication (special): Besides being able 
  to hear into the ultrasonic sound range, Lemurians can also cre-
  ate high-frequency noises to communicate just like the cybernetic 
  Inaudible Frequency Transmission implant to communicate under-
  water with whales, dolphins and other Lemurians. This also lets 
  them use the full range of Whale Singer Spellsongs for those who 
  study that form of magic (uncommon). Range of Communication: 
  
  49
  2,000 feet (610 m) underwater, 400 feet (122 m) on the surface/
  in the air.
  5. Ley Line Powers (special): Due to their connection to the 
  Earth and their natural aptitude for magic, all Lemurians heal twice 
  as fast as a normal human when on a Ley Line or at stone pyra-
  mids. They also recover spent P.P.E. at twice the usual rate and 
  swim 25% faster when along ley lines.
  6 R.C.C. Bonuses: +1 on Perception Rolls in general, +2 on 
  Perception Rolls involving plants and nature, plus bonuses gained 
  from high attributes, O.C.C.s and certain skills.
  Also see Natural Abilities.
  Lemurian Stats
  Alignment: Most Lemurians are of a good alignment, Principled 
  (30%) and Scrupulous (38%); some are Unprincipled (10%), 
  Anarchist (7%), Aberrant (5%) and other (10%).
  Attributes: I.Q. 2D6+8, M.E. 2D6+8, M.A. 2D6+9, P.S. 2D6+10, 
  P.P. 2D6+8, P.E. 2D6+10, P.B. 2D6+12, Spd 2D6+14 running, 
  double Spd when swimming in water and Lemurians fatigue at 
  half the usual rate; all Lemurians are genetically engineered to 
  be prime specimens.
  Hit Points: P.E. attribute number x2 to start, +1D6 per level of 
  experience.
  S.D.C.: 3D6 to start, plus those from O.C.C. and some skills.
  M.D.C.: By armor or magic only.
  Height: 5 feet +3D8 inches (1.6 to 2.1 m).
  Weight: 100 lbs to 220 lbs (45 to 99 kg) depending on height, but 
  all muscle. The re-engineered genetic structure of Lemurians 
  makes it difficult for them to become obese, nor do they lose 
  their hair or show signs of aging until quite old.
  P.P.E.: 5D6 + P.E. attribute number is the base P.P.E. of the or-
  dinary Lemurian. This base P.P.E. does not increase with ex-
  perience. Only the P.P.E. of practitioners of magic grows with 
  experience.
  The high amount of permanent P.P.E. is due to Lemurian 
  genetic improvements, pre-disposition for channeling magic 
  and their close relationship with nature. The Lemurians’ high 
  base level of P.P.E., among those who do not take up a magic 
  O.C.C., helps them to bond with Biomancy creations, use Bio-
  Constructs, and though many Lemurians have had little expo-
  sure to Techno-Wizard items (those who have are leery of them 
  and feel the magic is too close to machine technology to be 
  acceptable for general use), can intuitively use TW items. Note: 
  Lemurians who possess Master Psionics have less P.P.E.: 1D6 
  P.P.E. + P.E. attribute number for their base.
  Horror Factor: None. Lemurians look very similar to humans.
  Age: Due to their advances in magic, holistic medicine and their 
  re-engineered genetic structure, the average life span of a Le-
  murian is 300 years, with reports of some reaching 400. Most 
  retain a youthful appearance – look to be in their twenties or 
  thirties – well into their second hundred years, so a Lemurian 
  who looks to be in his forties or fifties is ancient (300 or 400 
  years old).
  Lemurian females may give birth as young as 21 years old 
  and as late in life as 110. Pregnancy is nine months and new-
  born Lemurians have the ability to breathe air or water as soon 
  as they are born. It is commonplace to give birth underwater as 
  it is believed to be much more natural and comfortable for the 
  infant. Lemurian infants, however, cannot swim. Just as human 
  children must learn to walk, Lemurian children must learn to do 
  both. That having been said, most Lemurian children are swim-
  ming by seven months and walking by 16 months.
  Lemurian children start exhibiting their Empathic Connec-
  tion with Animals as early as age three, though most do not 
  use it on a frequent basis until age five or six. Other psionic 
  abilities begin to manifest at the onset of puberty, ages 12-13. 
  Master Psychics may start to manifest psionic powers as early 
  as age ten.
  Disposition: Lemurian culture is dedicated to peace, learning and 
  compassion. They believe in living in harmony with nature, 
  love the outdoors and enjoy all forms of artistic expression. 
  Even their fighting force is made up of compassionate warrior 
  poets. A curious people by nature, they love to explore and 
  learn about everything. Most Lemurians have a curiosity that 
  knows no bounds and they find almost everything interesting to 
  some degree. Most are intrigued by all things having to do with 
  nature, flora, fauna, science, medicine, history, philosophy, arts 
  
  50
  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 esti-
  mated 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 Lemuri-
  ans 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 see-
  ing 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 dol-
  phin 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 ve-
  hicle. 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 diver-
  sity of occupations and a Lemurian can be any O.C.C. HOW-
  EVER, 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 O.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 Lemu-
  rians 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 Le-
  murian Men-at-Arms and some other Lemurian O.C.C.s pro-
  vide a specific set of psionic abilities different from those listed 
  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 charac-
  ter’s M.E. attribute number +1D6 I.S.P. per level of experience.
  I.S.P. Base for Lemurian Major Psychics: Equal to the charac-
  ter’s M.E. attribute number +8, +2D4 I.S.P. per level of experi-
  ence.
  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 Sen-
  sitive 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 Lemu-
  rian 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 Ma-
  jor 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 le-
  mur. There are several varieties of lemurs, but the Ring-Tailed Le-
  mur 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 chim-
  panzee. 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, 
  
  51
  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. Fe-
  males 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%), Un-
  principled (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 run-
  ning speed.
  Size: Body is 18 inches (0.4 m) long, plus a long, bushy tail that 
  adds another 22 inches (0.56 m).
  Weight: 3-7 lbs (1.3 to 3.1 kg).
  Hit Points: 1D6+7. S.D.C.: 1D6+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 do-
  mesticated 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 
  sense of hearing, good daytime vision, and sensitive to the su-
  pernatural 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 super-
  natural and are wary of people.
  Lemurian Aquatic Lemur
  A Common Pet and Familiar
  The Aquatic Lemur is the product of Biomancy genetic engi-
  neering. 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.
  
  52
  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. Gen-
  erally, the creature is the equivalent of Scrupulous (30%), Un-
  principled (50%) or Anarchist (15%), but can be any.
  Attributes of Note: I.Q. 1D6+7 high animal intelligence, M.E. 
  1D6+5, M.A. 2D6+12, P.S. 1D6+2, P.P. 1D6+14, P.E. 2D6+8, 
  P.B. 2D6+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: 1D6+7. S.D.C.: 1D6+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 do-
  mesticated 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 Le-
  murs 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 Percep-
  tion 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 ex-
  periment 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 outsid-
  ers. 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 human-
  oid 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 no-
  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 spe-
  cies, 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 
  
  53
  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 in-
  herited 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 appear-
  ance of the Lord of the Deep. Those who reject the evil god are 
  hunted down and destroyed, and the noble and fiercely indepen-
  dent 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 landlub-
  bers. 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 of Lemurians. 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 Lemu-
  rian/human form.
  Weight: 200-270 lbs (90 to 121.5 kg), all muscle and they look tall 
  and lean in human guise.
  M.D.C.: Since the Coming of the Rifts Merans have been trans-
  formed 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 1D4x10 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 hu-
  man 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 voy-
  euristic 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 underwa-
  ter 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 (re-
  duces 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 “fish-
  man” 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 ap-
  pearance 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 hu-
  manoid 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 suf-
  fers 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 additional 24 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-
  
  54
  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 Fre-
  quency Transmission implant. They use this ability to commu-
  nicate underwater with whales, dolphins, Lemurians and other 
  Merans.
  R.C.C. Skills: Swimming 98%, Fishing 88%, Underwater Navi-
  gation 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 prac-
  titioners 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 tech-
  nology based O.C.C. like the Salvage Expert, Operator, Scien-
  tist, 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 
  per O.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 col-
  ony 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 underesti-
  mated by Lemurians and most other people. The Minions of 
  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 en-
  emies 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-ee-
  ah-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 reprint-
  ed from Rifts® Underseas™ for your convenience.
  
  55
  Aquatic Skills
  Advanced Fishing (Also a Technical Skill): The normal Fish-
  ing 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 clean-
  ing, preparing, storing and preserving catches for transport to mar-
  ket. Base Skill: 30% +5% per level of experience. Note: -15% 
  when dealing with alien creatures and mutants.
  NEW: Horsemanship: Aquatic Animals: This skill is funda-
  mentally 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 fundamen-
  tally 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 funda-
  mentally the same as Horsemanship: Cyber-Knight except it ap-
  plies to any large aquatic animal, sea monster or sea serpent. Base 
  Skill: 70%/50% +3% per level 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 dol-
  phins, whales and pneuma-biforms through their ultrasonic com-
  munication. It can be learned and spoken by any race with the abil-
  ity 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 Milu). 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, 
  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 Polyne-
  sian 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, crusta-
  ceans, 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 crea-
  tures (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 medi-
  cal 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 chemi-
  cals, prepare antidotes to poisons (from sea creatures only) and the 
  care, keeping, and medical treatment of marine animals, includ-
  ing 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.
  
  56
  Ocean Geographic Surveying (Also a Science Skill): The 
  methods and ability to identify natural geographic formations 
  (mountains, trenches, coral reefs, etc.), identify wreckage and un-
  derwater cities, identify Earth minerals, damage caused by earth-
  quake and earthquake zones, determining depth, accurate map 
  making, accurate map reading and geographic photograph iden-
  tification 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 an-
  imals, how to extract the necessary components and some knowl-
  edge 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 underwa-
  ter 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, Le-
  murians, 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 ac-
  tivities 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): Gen-
  eral knowledge of the oceans and seas, with an emphasis on under-
  sea 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 experi-
  ence. The first number is the general knowledge, and the second 
  is the character’s ability to locate and capture small and large un-
  dersea 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 not re-
  alize 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, pre-
  cious 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 rudi-
  mentary 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 sur-
  viving 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 fun-
  damental 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, Pi-
  rates, Sea Druids, Ocean Wizards, Lemurians and aquatic D-Bees.
  Hand to Hand: Demon Combat
  NEW! Hand to Hand: Kapu Kuialua: Also known as Pa Kui-
  alua 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 of P.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 
  
  57
  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 Kui-
  alua, 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 in-
  flict 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. struc-
  tures (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 pre-
  pare 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 inhu-
  man adversary via punches, kicks and other martial arts maneu-
  vers. 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. Fur-
  thermore, 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” coming 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 a D-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 supernatu-
  ral 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, 
  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 Kui-
  alua Mega-Damage combat with supernatural opponents.
  Limitations: Developed by Lemurians and seldom taught to out-
  siders. Only a character dedicated to martial combat and possess-
  ing at least 16 P.P.E. points can learn Kapu Kuialua. Even among 
  Lemurians, the practitioners of the martial art are limited to Oce-
  anic 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 experi-
  ence.
  Hardened Against the Supernatural: +1 on Perception Rolls and +1 
  to save vs Horror Factor.
  Level 2: +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 posses-
  sion (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.
  Level 5: +1 to strike and disarm, and +1 to save vs Horror Fac-
  tor.
  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.
  Level 6: +1 to dodge, and Critical Strike on a Natural 18-20.
  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 war-
  rior to grapple, hold or parry beings and weapons made of or cov-
  ered in fire or energy.
  Level 8: One additional attack per melee and +1 to disarm.
  Damage Against the Supernatural: Palm strike (2D4+2 damage).
  
  58
  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 man-
  made 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 (includ-
  ing magical curses), +2 to save vs dark magic, including Demon 
  Magic, Necromancy, Soulmancy, and magic that changes align-
  ments, corrupts, compels or dominates/controls.
  Level 10: +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/im-
  paired/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 pos-
  session (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 me-
  lee attack. On a roll of a Natural 19 or 20 the victim is also stunned 
  and loses 1D4s attack that melee round.
  Hardened Against the Supernatural: Impervious to demonic pet-
  rification.
  Level 12: +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 Bio-
  Regenerate the damage inflicted by the Death Blow for 1D4 hours. 
  +1 to save vs Horror Factor.
  Damage Against the Supernatural: Double damage to Lesser De-
  mons.
  Hardened Against the Supernatural: +3 to save vs illusion magic 
  and Seduction, and impervious to demonic cold attacks.
  Level 14: +1 attack per melee round and +1 to strike.
  Damage Against the Supernatural: Double damage to Greater De-
  mons.
  Hardened Against the Supernatural: The warrior using Kapu Kui-
  alua 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.
  Level 15: Critical Strike on a Natural 17-20, +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 ethe-
  real and energy beings.
  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 teth-
  ers/life lines) and light to medium power armor! It does not in-
  clude combat models.
  Pilot Related: Navigation Note: Navigating marine vessels 
  is an aspect of the standard Navigation skill. The basic skill de-
  scribed 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 instru-
  ments. 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 Lemu-
  rians, 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 ve-
  hicles 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 at-
  tribute 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 com-
  mon 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 ves-
  sels, 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, fol-
  lowed by a quick, strong tug that knocks the opponent off his feet 
  or stumbling to keep his balance (loses initiative and one melee 
  
  59
  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 en-
  tangled and is pulled out of the opponent’s hand. A natural, un-
  modified (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 char-
  acters with a spear, pole-arm or staff can parry a thrown net at-
  tack. 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 indi-
  vidual 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. Under-
  water 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, half that range underwater.
  W.P. Torpedo: Maintenance and a keen understanding of a 
  torpedo’s speed, range, trajectory, and most effective use. Bo-
  nuses: +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 dis-
  arming and pinning opponents.
  “Catch” or “Pin” an opponent’s arm, hand, foot or weapon be-
  tween 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 fol-
  low 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 un-
  derwater 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 
  his opponent in place. The pinned appendage is stuck until the tri-
  dent 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. Vis-
  ibility is dramatically reduced, speed and accuracy are both af-
  fected 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: Non-
  aquatic 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 un-
  changed. 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 hu-
  manoid D-Bees will be unconscious in 4D4x10 minutes, and likely 
  to be dead 2D6x10 minutes after losing consciousness.
  In water near or below freezing (32 degrees F/zero C), uncon-
  sciousness or exhaustion generally sets in within 3D6+15 minutes, 
  and death follows within 1D4x10+25 minutes of exposure. Penal-
  ties: 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 de-
  gree. 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.
  
  60
  Firearms. Modern 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 dramati-
  cally 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 chemi-
  cal 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 dam-
  age, 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 nor-
  mal damage as an area effect to everything (including the shoot-
  er!) 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 di-
  rection. 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.
  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 prac-
  titioners 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 Bio-
  mancy 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 in-
  habit 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 
  
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  fact that the users of Biomancy must have a very close relation-
  ship 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 pres-
  ervation of nature, wildlife and living in harmony with the envi-
  ronment. 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 abso-
  lutely 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 hydro-
  ponics 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 ex-
  panses of nature, pollute the air and water, play havoc with wildlife 
  and ecosystems, and create an ugly, unnatural, artificial environ-
  ment. For many Lemurians, not just Biomancer Gene-Mages, tech-
  nology 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 be-
  come 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 Jun-
  gle Elves.
  Biomancy is life. Biomancy is based on life, healing and liv-
  ing. 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 Bio-Wizard-
  ry 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 cre-
  ation 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” of Biomancers. 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 pro-
  cess 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-
  
  62
  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-Wizard-
  ry 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 cit-
  ies 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, bion-
  ics 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 Bio-
  mancers. 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, sabotag-
  ing 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, Techno-
  Wizards, 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 un-
  dead, 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 out-
  looks 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 Bio-
  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 ani-
  mals 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 har-
  mony 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” ap-
  proach when dealing with such loathsome creatures. Their link to 
  nature helps them sift out evil supernatural despoilers from the na-
  tive 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 au-
  tomated 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. 
  
  63
  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 simi-
  lar 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 Aus-
  tralia 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 lon-
  ger 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, sick-
  ness, 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 (152 m) radius plus 50 feet (15.2 m) per level 
  of experience. Base Skill: 35% +5% per level of experience to lo-
  cate/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 Gene-
  Mage’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 phe-
  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 in-
  terferes 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 unnatu-
  ral 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, de-
  struction or supernatural evil, and a general direction, but with-
  out 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 (152 m) plus 100 feet (30.5 
  m) per level of experience. Quadruple the range to sense the pres-
  ence 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 en-
  raged 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, plank-
  ton, 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 
  
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  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 ani-
  mal’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 retali-
  ation. 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 Gene-
  Mages 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 su-
  pernatural 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 expe-
  rience, 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 Connec-
  tion with Animals provides the Lemurian Biomancer Gene-Mage 
  a bonus of +15% to any skill that relates to, or interacts with, ani-
  mals such as Horsemanship and Animal Husbandry.
  5. Healing Touch: The Biomancer Gene-Mage can manipulate 
  the tissues of living things, repairing damage from wounds, burns, 
  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 expe-
  rience, then four times a day at 5th level, five times a day at 10th 
  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 fruit-
  like organ (the “Gift”) with enough nutritional value to keep a per-
  son fed for one day. This applies to plants above and below the 
  waves. As a result, Biomancer Gene-Mages can turn 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 (3 m) 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 1D6x10 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 
  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 psy-
  chic 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 ecosys-
  tem 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 in-
  cludes 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 in-
  telligence, 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 Bio-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 Gene-
  Mage often take a higher degree of scientific knowledge and un-
  derstanding of living organisms (biology and genetics) to facilitate 
  the creation of complex weapons, armors and symbiotic unions. 
  The most elaborate creations like Bio-Armor and genetically-en-
  gineered 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 se-
  crets 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, sym-
  biotic 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 un-
  derstanding 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 
  
  65
  talents that go beyond spell casting and simple manipulations of 
  plants and animals. At the highest levels, (NPC) Biomancer Gene-
  Mages can manipulate their subjects on a molecular level, adjust-
  ing D.N.A. or what they call the “Code of Life,” from modify-
  ing 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 Gene-
  Mage 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).
  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, Litera-
  cy, 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, Seduc-
  tion and Tailing only.
  Science: Any (+10%), except Artificial Intelligence.
  Technical: Any (+10%), except Computer Operation, Program-
  ming, Cybernetics: Basic and Jury-Rig.
  W.P.: Any, except Heavy Weapons.
  Wilderness: Any (+10%).
  Secondary Skills: The character also gets to select three Second-
  ary 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 of Bio-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 Bio-
  Construct 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 com-
  panion, 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 
  
  66
  gas mask, language translator, distancing binoculars, laser dis-
  tancer, 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 an-
  ti-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 2D6x1,000 credits in savings. Most Biomancers have a 
  family estate and live there in one of the floating cities, or Le-
  murian 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 Men-
  At-Arms O.C.C.s
  Only the following Men-At-Arms O.C.C.s are available to Le-
  murian characters. There are no mercenaries, cyborgs, Juicers, ro-
  bot 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 Atlan-
  tean 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 Bird-
  men 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 suc-
  ceeded, 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 of the Birdman Warriors. To hone the warrior’s sense of 
  humility and connection and respect for others, he would be thrust 
  
  67
  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 posi-
  tion within the Birdman hierarchy of peace-loving defenders. It 
  was the responsibility of the Birdmen to help keep the peace, re-
  solve disputes without violence and defend Lemuria and her peo-
  ple 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 near-
  ly one thousand years. It was the Birdmen who began the tradi-
  tion 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 consid-
  ered the Lemurian air force since the Birdmen are more at home in 
  the sky than under the waves. The main force of Lemurian Bird-
  men 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) ra-
  dius 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 occasion-
  ally 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 Commu-
  nication: 2,000 feet (610 m) underwater, 400 feet (122 m) on the 
  surface/in the air.
  2. Communicate with and Control Moai (exclusive to Bird-
  men): The Birdmen all have a natural link to the Moai and can in-
  tuitively 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 pro-
  vides 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).
  A select handful of trusted and combat proven Birdmen pos-
  sess 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 toler-
  ance of two miles (3.2 km). However, when Birdmen perch them-
  selves 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 war-
  riors can function as observers carried to great depths (as deep as 6 
  miles/9.6 km) on the back of the Moai. They must remain connect-
  ed 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 “ma-
  nutara” – a Sooty Tern bird Familiar. Once the “manutara” (bird 
  Familiar) has reached full maturity, the animal is bound to the war-
  rior and functions as his companion and Familiar.
  Sooty Tern Stats: This marine bird nests on rocky or coral is-
  lands, 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 cm) in length, with a 32.3 to 37 
  inch (82 to 94 cm) wingspan.
  Attributes of Note: Speed: 8 on dry land, 12 in the water, 55 fly-
  ing (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 (3 m), 
  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.
  
  68
  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 Modern).
  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 ad-
  ditional 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, Lit-
  eracy 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 Edi-
  tion, 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 Bio-
  Armor section), one weapon for every W.P. (+3 extra clips 
  where applicable; may include Biomancy Weapons), 1D4+1 
  symbiotes of choice, two Bio-Construct Weapons, survival 
  knife, canteen, bedroll, backpack, a few sets of clothes and 
  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 fam-
  ily 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 bar-
  racks 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 “ser-
  vants 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 Guards-
  men, 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, recon-
  naissance 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.
  
  69
  Life Sense: Same as all Lemurians. Range: 25 foot (7.6 m) ra-
  dius 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 Guards-
  men 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 Commu-
  nication: 2,000 feet (610 m) underwater, 400 feet (122 m) 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 oth-
  ers in all situations. Their O.C.C. Skills reflect this wide range of 
  training.
  3. Psionics (Guardsman): Death Trance (2), Empathy (4), In-
  tuitive Combat (10), Mind Block (4), See the Invisible (4), Stop 
  Bleeding (4), Suppress Fear (4), and Telepathy (4). I.S.P.: 1D6x10 
  plus M.E. attribute number to start, +2D4 I.S.P. per level of experi-
  ence. 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 in-
  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 suggest-
  ed, 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%).
  
  70
  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. Modern: 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 level 3, 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) Ho-
  listic Medicine (+5%).
  Military: Camouflage, Military Etiquette, Military Fortifica-
  tions, Naval History, Naval Tactics, Recognize Weapon Qual-
  ity and Trap/Mine Detection only (+10%).
  Physical: Any.
  Pilot: Bicycling, Boat (sail or paddle type only), Jet Pack (Lem-
  urian 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, Program-
  ming, Cybernetics: Basic and Jury-Rig.
  W.P.: Any.
  Wilderness: Any (+5%).
  Secondary Skills: The character also gets to select three Second-
  ary 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 Bio-
  Armors: Chitin, Coral, Dolphin, Kelp, Wood or Shark; a grow-
  ing number (currently 17%) select Shark Bio-Armor which is 
  exclusive to Guardsmen. The type of Bio-Armor often reflects 
  the Guardsman’s personality and assignment; Chitin, Coral and 
  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 stan-
  dard sidearm, plus one Bio-Construct melee weapon and long-
  range 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 (uni-
  forms, dress/formal wear, and combat clothes; most are condu-
  cive 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 supernatu-
  ral 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 al-
  ways apply. Their quest for speed, excitement and the opportunity 
  to tangle with evil supernatural forces threatening Rifts Earth has 
  
  71
  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 ques-
  tioned 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 pilot-
  ing 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 tech-
  nology 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.
  Life Sense: Same as all Lemurians. Range: 25 foot (7.6 m) ra-
  dius 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 Commu-
  nication: 2,000 feet (610 m) underwater, 400 feet (122 m) 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 penal-
  ties for evasive and trick maneuvers. Furthermore, the usual pen-
  alties 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).
  
  72
  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, am-
  phibious 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 op-
  ponent, including targeting systems, radar and tracking systems, 
  Vibro-Blades, Neural Maces, handheld guns, weapons and target-
  ing 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 mov-
  ing 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 sys-
  tems 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 ve-
  hicle when traveling along a ley line. Can only increase the speed 
  of man-made tech vehicles by 10%.
  Increase range of weapons built into Lemurian vehicles by 5% 
  per level of the Sea Sentinel’s experience. Not applicable to man-
  made 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 2D6+10 M.D.C. per level of 
  experience around the vessel once per every six hours, but pos-
  sible 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 pas-
  sengers) 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 unchar-
  acteristic 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, en-
  gaged 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 high-
  er 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%)
  
  73
  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 Fortifica-
  tions, Naval History, Naval Tactics, Recognize Weapon Qual-
  ity and Trap/Mine Detection only (+10%).
  Physical: Any.
  Pilot: Bicycling, Boat (sail or paddle type only), Jet Pack (Lem-
  urian 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, Program-
  ming, 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 Edi-
  tion, 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, weap-
  ons, and gear may be assigned for special situations and mis-
  sions.
  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 avail-
  able vessels. The pilots’ dependence and connection to their 
  amphibious stone vehicles means they don’t need much else in 
  the way of other weapons.
  Bio-Constructs: Bio-Armor: Select one of the following light 
  Bio-Armors: Barnacle, Dolphin, Kelp or Wavestrider. Also has 
  access to all Bio-Skins.
  Bio-Constructs: Symbiotes: A Sea Doctor and one of choice.
  Bio-Constructs: Bio-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 (uni-
  forms, dress/formal wear, and combat clothes; most are condu-
  cive 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 Sea Sentinels often have a spacious apartment or fam-
  ily home in one of the floating cities. There are also barracks 
  for extended stays or special assignments that require long pe-
  riods 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 war-
  riors 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 mu-
  tated several creatures to create an interesting array of Lemurian 
  War Steeds that most outsiders would consider “monsters.” In-
  deed, War Steeds are living weapons, and in the hands of the Oce-
  anic 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 relation-
  ship between man and monster is so strong, the two can even sepa-
  rate yet still fight in tandem. The mental and physical training to 
  achieve such unity and discipline is unparalleled in Lemurian soci-
  ety. 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. Ser-
  pent Hunters inspire trust and respect, and most warriors are 
  willing to follow one even into the most harrowing combat situ-
  ations. 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 
  
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  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 ruth-
  less 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 Lemurians: See the 
  Lemurian racial description for full details.
  Life Sense: Same as all Lemurians. Range: 25 foot (7.6 m) ra-
  dius 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 Guards-
  men 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 Commu-
  nication: 2,000 feet (610 m) underwater, 400 feet (122 m) 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 mag-
  nificent beasts. (Note: Dinosaurs fall into the “monster” category.) 
  Furthermore, Serpent Hunters have the ability to approach preda-
  tors and monsters without them feeling threatened or immediately 
  attacking. If the Serpent Hunter makes a successful empathic con-
  nection (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, with-
  out 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 Ser-
  pent Hunter can use the Empathy with Serpents & Monsters to 
  establish dominance. Base Skill: 70% +1% per level of experi-
  ence, +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.
  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 ac-
  company 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. 
  50/50 chance.
  Penalty Handling Other Animals: Ironically, Serpent Hunters 
  do not have the Lemurian’s usual Empathy with Animals and suf-
  fer 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 war-
  rior 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 the War 
  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 Hunt-
  ers knowledge of weak points and the best strategies and tactics to 
  kill monsters.
  Special Bonuses:
  +1 attack per melee when battling serpents, dragons and mon-
  sters.
  +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 (un-
  modified 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 
  
  76
  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), Re-
  sist Fatigue (4), See the Invisible (4), Telekinetic Leap (8), and 
  Telepathy (4). I.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.
  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 Scru-
  pulous.
  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 (+10%) 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 deal-
  ing 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%).
  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 Weap-
  on 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, Program-
  ming, 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 Edi-
  tion, 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, weap-
  ons, and gear may be assigned for special situations and mis-
  sions.
  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 availabil-
  ity 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 (uni-
  forms, dress/formal wear, and combat clothes; most are condu-
  cive 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 bar-
  racks 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.
  
  77
  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 in-
  vestigate 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 outsid-
  ers. 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-Weap-
  ons 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 intel-
  ligence 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 cir-
  cumstances 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 explor-
  ers 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) ra-
  dius 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 Lemurian Scout is likely to be accompa-
  nied 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 Commu-
  nication: 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 mark-
  ings, 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 them-
  selves 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 traf-
  ficked 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 run-
  ning 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, Cartogra-
  phy is one of the most important skills that a Scout learns. Charac-
  ters 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 mathemat-
  ics. 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 I.Q. 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 al-
  ready 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 1D10 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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  79
  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. Modern: One of choice.
  O.C.C. Related Skills: Select three skills of choice from the avail-
  able 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%).
  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, natural-
  istic/botanical studies, salvage/treasure hunting, zoological/ani-
  mal studies, and rescue/tracking. PICK ONE of the following 
  skill sets:
  Explorer Specialty Skill Package: This is the all-purpose ex-
  plorer 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 Ani-
  mals (+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 previ-
  ously 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 engag-
  es 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, ob-
  serve 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 trea-
  sure 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 char-
  acter may also establish trade with other people, outposts and 
  civilizations, with an eye for exotic herbs, spices, animals and 
  goods.
  
  80
  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 Spe-
  cialty 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 Bio-
  Armors: 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 conven-
  tional 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, util-
  ity belt, canteen or water skin, box of wooden matches, ciga-
  rette 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, la-
  ser distancer, magnifying glass, 20 feet (6.1 m) of rope/cord, 
  1D4+1 small specimen jars, 2D6+6 plastic specimen bags, digi-
  tal 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: 1D6x1,000 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 mili-
  tary, 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.
  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 hydrokinesis 
  powers make them well suited as vampire hunters. Against un-
  dead Milu, water powers mean little, but against the vampires and 
  undead of the surface world, Spouters are vampire slaying dread-
  naughts. 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 ex-
  ploring 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 en-
  vironments. 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) ra-
  dius 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.
  
  81
  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 Commu-
  nication: 2,000 feet (610 m) underwater, 400 feet (122 m) on the 
  surface/in the air.
  2. Traditional Psionic Abilities: Starts with Empathy (4), Hy-
  drokinesis (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+4 I.S.P. for 
  each additional level of experience.
  3. Water Based Psionic Powers (new): Spouters are Mas-
  ter 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), Hydro-
  Propulsion (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-Super-
  Psionic power at levels 3, 5, 8, 10 and 13.
  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 in-
  creased by 50% whenever near (within one mile/1.6 km) or on a 
  
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  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 in-
  volving 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 An-
  archist).
  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%), Ichthyleans (11%), Humans (8%), Elves (3%) 
  and a host of other aquatic and non-aquatic D-Bees (3%). Es-
  sentially, 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 addi-
  tional skill at level 4, 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 Me-
  chanics 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.
  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 Edi-
  tion, 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, weap-
  ons, and gear may be assigned for special situations and mis-
  sions, especially for Spouters in the military.
  Bio-Constructs: Bio-Armor: Select one of the following Bio-
  Armors: 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 Symbi-
  otic 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, base-
  ball cap, backpack, duffle bag or satchel, bedroll, utility belt, 
  canteen or water skin, box of wooden matches, cigarette light-
  er, 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 speci-
  men bags, digital camera, sketchbook, pocket notebook, 2D4 
  pencils, a small sack, a medium sack, and various common per-
  sonal 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 of Bio-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.
  
  83
  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 direc-
  tion counts as one melee attack/action. Speed is 5 mph (8 km) per 
  level of experience whether riding on the surface of water or un-
  derwater.
  Psychic Purification: Liquid
  Range: Touchs
  Duration: Permanent results in one melee round.
  Limitations: Half a gallon (1.9 liters) 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 con-
  sumption. It takes one full melee round (15 seconds) and kills all 
  dangerous bacteria, parasites and germs. For twice the I.S.P., the 
  psychic can turn 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 com-
  bat 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 (305 m) 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 man-
  made 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 re-
  quired.
  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 solu-
  tions, 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 con-
  tainer 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 cre-
  ate 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 (3 m) radius are 
  -2 on Perception Rolls, -2 on initiative and pause to see what’s go-
  ing 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 
  
  84
  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 (3 m) 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 experi-
  ence, 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 un-
  derwater. 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 gal-
  lons/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 us-
  ing 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.
  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 teleki-
  netic 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 puls-
  es 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 un-
  derwater.
  Duration: Instant.
  I.S.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 at-
  tack.
  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 op-
  ponent 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 (3 m) diameter per level of experience around the 
  psychic or up to 30 feet (9.1 m) away from him per level of experi-
  ence.
  
  85
  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 re-
  lease them to drop down to water or shower an area. Ideal for mak-
  ing an area wet, watering crops, dowsing small fires, and shower-
  ing. 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 jeop-
  ardy of sinking. This is usually done to create panic and confusion, 
  chase people away, or dowse a fire, but depending on the circum-
  stances, 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 im-
  pairments 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 pe-
  riod and channel his own psychic energy into the dehydrated being 
  to stimulate that person or animal’s own psychic energy.
  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 environ-
  ment, 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/37,850 
  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 channel-
  ing 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 incom-
  ing attacks just like a force field, however, heat, fire and plasma 
  attacks do half damage to it and vampires take 3D6 damage, them-
  selves, 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.
  I.S.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 be-
  ings 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 at-
  tacks and initiative, loses Perception, is carried 3D6 yards/meters 
  
  86
  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 vulner-
  able 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
  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
  Birdman & Junk Crab
  1 0,000–2,100
  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
  11 131,701–181,900
  12 181,901–232,200
  13 232,201–282,400
  14 282,401–342,500
  15 342,501–403,000
  Gene-Mage & Milu
  1 0,000–2,450
  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
  11 142,001–195,000
  12 195,001–240,000
  13 240,001–295,000
  14 295,001–360,000
  15 360,001–420,000
  Oceanic Guardsman
  & Ichthyleans
  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
  11 130,041–180,040
  12 180,041–230,040
  13 230,041–280,040
  14 280,041–330,040
  15 330,041–380,040
  Sea Sentinel
  & Lemurian Scout
  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
  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
  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
  9 69,901–95,000
  10 95,001–130,100
  11 130,101–180,200
  12 180,201–230,300
  13 230,301–280,400
  14 280,401–340,500
  15 340,501–400,600
  Lemurian
  Biomancy
  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 Bio-
  mancy 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) – 10th Level (New) – pg. 105
  Bio-Scan (4) – 1st Level (New) – pg. 87
  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) – 10th 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
  
  87
  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) – 1st Level (New) – pg. 89
  Insect Silent Walking (10) – 4th Level (New) – pg. 95
  Life Link (8, 15 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 (180) – 11th Level (New) – pg. 105
  Plankton Bloom (8) – 2nd Level (New) – pg. 91
  Plant Virtual Sight (6) – 2nd Level – pg. 91
  Reconfigure Bio-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 (150) – 11th Level (New) – pg. 105
  Repel Sharks (10) – 3rd Level (New) – pg. 94
  Restore Bio-Armor (40) – 7th Level (New) – pg. 101
  Reverse Undead (100) – 10th 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: Bio-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 de-
  sires, any of the new Biomancy spells can be made available to the 
  Biomancers living in South America (see Rifts® World Book 6: 
  South America), however the ocean/water based Biomancy spells 
  available 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.
  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 man-
  age 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 Biomanc-
  er 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 spell enables the Biomancer to conduct in-depth diagnos-
  tics of sentient or animal patients. The spell also establishes a mys-
  tic link with one specific subject so the mage can continue to moni-
  tor his vital signs. The spell cannot look into the mind or read the 
  thoughts or emotions of the patient, nor can it be used to identify 
  mental illness unless it has a physical root cause (e.g. chemical im-
  balance 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 at-
  tack, anxiety attack, seizure or suffering other types of physical 
  distress.
  ! Indicates tissue and muscle damage, broken bones, hairline frac-
  tures, 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.
  
  88
  ! Indicates the presence of foreign chemicals in the body, includ-
  ing 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 Bio-
  Systems. Though the enchantment cannot diagnose or help the 
  Biomancer repair “machine parts,” it can indicate if the sur-
  rounding connective tissue and nerve endings have been in-
  jured/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 magi-
  cally find and diagnose disease and physical trauma, but provides 
  the Biomancer with enough information that he can make an accu-
  rate 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 detec-
  tor 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 Biomanc-
  er 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 diagnos-
  tics 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 tu-
  mor, etc.). Doing a magical Bio-Scan reveals the following about 
  a plant-patient/subject:
  ! Monitors vital bio-stats such as hydration, CO2 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, 
  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 treat-
  ment requires an applicable skill such as Botany or Gardening. Us-
  ing 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 tem-
  perature, 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 En-
  ergy/ley lines within sensing range.
  Heal Plants
  Range: One tree or 10 foot (3 m) 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.
  
  89
  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 ac-
  tions 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 fore-
  cast weather changes caused by magic or ley line disturbances dur-
  ing that period, but if the weather does not turn 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.
  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 ordinar-
  ily 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 not 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
  
  90
  The spell caster alters his own body to make his fingers trans-
  form 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 pred-
  ators. 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, mak-
  ing 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 (198 m).
  Bio-Electric Touch (New)
  Range: Touch only.
  Duration: Instant.
  Damage: 3D6 S.D.C. or 1D6 M.D. per touch.
  Saving Throw: None.
  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 dam-
  age, but everything within a 5 foot (1.5 m) radius of the electri-
  cal 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, provid-
  ing them an additional 1D6+4 minutes of life, or “jump” 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, contain-
  ing 1D4+5 ounces of seeds, syrup, sap, root, leaves, petals, blos-
  soms, 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 turn 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 human-
  sized 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 conjunc-
  tion with the various “Bloom” spells.
  
  91
  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 cm) 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 Biomanc-
  ers 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 Bio-
  mancers 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 grasshop-
  per-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 dis-
  tance, are 10 feet (3 m) 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 dis-
  persed.
  Plankton must already be present in order to create a “bloom” 
  and can be used to block sunlight and “muddy” the water, impair-
  ing 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 
  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). Charac-
  ters without the Sewing skill can only make simple cloaks, robes, 
  blankets, sheets of material, sacks, rope and other simplistic ar-
  ticles. 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 col-
  lection 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 layer-
  ing 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 turn 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 
  
  92
  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. Full-
  grown plants sprout a full year’s worth of output in a melee round 
  (including fruit production) and a sapling will grow up into a full-
  sized 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 Bio-
  mancer’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 in-
  flicts 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 pen-
  alties 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 pen-
  alty on initiative and dodge, and -5% to skill performance with 
  accumulating effects per each attack. When Spd is reduce by 60% 
  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 blur-
  ry 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 op-
  ponent 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 re-
  duced by the attacker if he rolls to pull punch, in which case a suc-
  cessful 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 al-
  ready 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.
  
  93
  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 pres-
  ence 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 be-
  ing 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, wa-
  terproof 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, vio-
  let 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 pen-
  alties.
  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 
  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 every-
  thing 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 suffer-
  ing. 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 appear-
  ance 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 conse-
  quences 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 indi-
  vidual 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 ani-
  mal/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 at-
  tacks and combat bonuses by half, he has no initiative or Percep-
  tion Rolls, and skills suffer a penalty of -50%.
  
  94
  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 suffer-
  ing or carnage he’s unleashed and does not change his ways in the 
  least. In fact, he may even become more callous, cruel or destruc-
  tive. 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 en-
  vironment 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 hu-
  mane 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 “Self-
  Enlightened” 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 dam-
  age 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 re-
  inforces 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 deliber-
  ate 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. Re-
  peat 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 en-
  chanted water scours the target’s skin and infuses into his or her 
  body, scrubbing away dirt, mud, algae, seaweed, skin parasites and 
  skin disease and healing burns, 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 ap-
  plication (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, es-
  pecially 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, free-
  ing its captives. Those caught in the net are temporarily immobi-
  lized (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, tempo-
  rary barrier or pen. Note: If there is no seaweed within a 100 foot 
  (30.5 m) radius of the spell caster, the netting cannot be created.
  
  95
  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 maxi-
  mum 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, dis-
  tance 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 poi-
  sonous tentacles that lives attached to rocks and coral, and gen-
  tly 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 Bio-
  mancer.
  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 cov-
  ered 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.
  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 magi-
  cally 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 Mega-
  Damage 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 seaweed-
  filled 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 crea-
  tures with that ability are able to see the Forest Camouflaged char-
  acter 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 liter-
  ally 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
  
  96
  The enchantment enables the Biomancer to walk silently, even 
  across squeaky floorboards, dry leaves, gravel, and through under-
  brush 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. Re-
  Hydrate not only stakes the thirst and provides them with a full 
  normal allotment of water, but it also heals the ravages of dehydra-
  tion, 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 dessicat-
  ed it appears. The spell can be used on one large tree, two medium 
  trees, 1D4+2 saplings, or a 10 foot (3 m) radius of plants, flowers, 
  crops, bushes and shrubs, or double that size of grass.
  Safe Fire (New)
  Range: Touch or up to 10 feet (3 m) 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.
  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 per-
  son 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 protec-
  tion from the elements, the soggy seaweed raft prevents its pas-
  sengers from sinking and drowning. The platform cannot be sum-
  moned 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 (3 m) 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. struc-
  tures! 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 1D6x10 M.D.C., good 
  sized trees have 4D6x10 M.D.C. and trees towering 200 feet (61 
  m) or higher have 1D6x100+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, how-
  ever, it reverts back to normal S.D.C. wood and fiber, so people 
  trying to exploit the capabilities of the strengthened plants by kill-
  ing 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 ani-
  mal 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.
  
  97
  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.C. damage and the electric shock does 2D4 S.D.C. 
  damage and has 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 Bio-
  mancer 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 notice-
  able, 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 ani-
  mal 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 
  their branches or bodies/trunks to hit, swat or grab and hold an op-
  ponent, 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 small-
  er) 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 dam-
  age 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 
  
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  path with a dense weave of branches to make places difficult to 
  nearly impossible to pass through without going around, climb-
  ing through or chopping or blasting through the mass of branch-
  es (takes two melee rounds to blast through 20 feet/6.1 m using 
  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 dam-
  age 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 D-
  Bee. 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 ef-
  fect 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 mosqui-
  tos. This also means the enchanted individual can handle poison-
  ous 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 ef-
  fects. 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).
  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 ap-
  pear 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 actu-
  ally 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 un-
  less 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 under-
  water 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 sea-
  weed 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 
  
  99
  speed by 50%) and the character also loses two melee attacks/ac-
  tions 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 offloaded and reloaded for the dura-
  tion of the spell. Of course, the speed at which it moves is slow, 
  equal to a Spd attribute of 9.
  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 bar-
  nacles 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 Ac-
  robatics, 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 experi-
  ence.
  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. dam-
  age 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, disrupt-
  ing living beings and destroying inanimate objects. The blast does 
  2D6 S.D.C./Hit Point damage and causes neural disruption to liv-
  ing creatures. Victims lose initiative and their number of melee at-
  tacks and combat bonuses are reduced by half for one melee round. 
  Against inanimate objects, such as weapons, robots, vehicles, ma-
  chines, 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 lo-
  cal 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 Whis-
  pering spell also in this level of Biomancy spells for more details.
  
  100
  Immune System Push (New)
  Range: Self or others by touch.
  Duration: Permanent.
  Saving Throw: None.
  P.P.E.: Eighteen for short duration illnesses like the flu or measles, 
  Eighty to cure chronic and life-threatening diseases.
  Immune System Push is an extremely powerful healing spell 
  that restores the immune system to its natural working order. Many 
  debilitating diseases work by suppressing the immune system. 
  This spell strengthens it, allowing the body to fight off disease and 
  disorders by itself. Properly used, the spell can cure AIDS, lupus, 
  cancer and all types of immune system deficiencies. Using it on 
  someone who has a cold, flu or other common disease reduces the 
  length/duration of the illness and its symptoms and penalties by 
  half.
  Degree of Healing for Serious, Chronic Illnesses: Roll per-
  centile dice to determine the level of healing of chronic or life-
  threatening disease. Note: This spell can only be performed on the 
  same person once in his lifetime.
  01-33%: Progress of the disease has slowed to a crawl, reduce 
  severity of symptoms and penalties by half for 4D6+8 years. Life 
  is also extended by at least that amount. At the end of that period, 
  the disease returns in full force.
  34-66%: Progress of the disease has stopped and it has gone 
  into remission for 6D6+15 years. During that time the individual 
  appears to be completely cured. At the end of that period, the dis-
  ease returns in full force.
  67-00%: Gone. Completely cured and health is restored to full 
  in 1D4 weeks.
  Nutrient Feed (New)
  Range: Touch or an area.
  Area of Effect: 30 foot (9.1 m) radius per level of experience.
  Duration: The spell takes about 1D4 melee rounds to complete its 
  work with permanent results.
  Saving Throw: None.
  P.P.E.: Fifteen
  Nutrient Feed channels bio-energy and magically-summoned 
  nutrients into the plants of a given area to provide them with a full 
  day’s worth of nutrients, food and water in under a minute. Nutri-
  ent Feed can be used to feed and boost the health and growth of a 
  single plant by touch or all the vegetation, coral or kelp of a par-
  ticular area. In the alternative, the Biomancer can select one par-
  ticular type/species of plant and only “feed” them with the magic, 
  skipping, for example, weeds or unwanted plants. Edible plants 
  and those with medicinal properties or which bear fruit, vegetables 
  or nuts will have a 50% greater yield when fed via this spell every 
  day for one month. The spell also attracts helpful insects and repels 
  harmful ones.
  Seaweed Path (New)
  Range: The spell can be cast up to 50 feet (15.2 m) away per level 
  of experience, double along a ley line or within a ley line triangle.
  Area of Effect: A length up to 120 feet (36.6 m) long and 15 feet 
  (4.6 m) wide per level of experience, double along a ley line or 
  within a ley line triangle. Also double the length and width when 
  48 P.P.E. are spent. The spell caster determines the direction of 
  the path.
  Duration: Two minutes per level of experience.
  Saving Throw: None.
  P.P.E.: Twenty-Four or Forty-Eight
  Note: Also available as an Ocean Magic spell for the same P.P.E.
  The spell creates a clear path through seaweed to allow quick 
  passage through it. Underwater, this passage is a tunnel up to 15 
  feet (4.6 m) in diameter. On the surface of water, the area clear of 
  seaweed is 15 feet (4.6 m) deep for the entire length of the path. 
  The higher number of P.P.E., which doubles the size of the path, is 
  usually reserved for the passage of ships and submarines. Visibilty 
  beyond the clear path is zero, and the environment and penalties 
  described under the Seaweed Bloom spell apply should an indi-
  vidual venture beyond the path.
  Tree Teleport
  Range: 200 feet (61 m) per level of experience.
  Duration: Instant.
  Saving Throw: None.
  P.P.E.: Twenty
  The Biomancer can temporarily transform himself and up to 150 
  lbs (68 kg) of equipment into bio-energy and “jump” to a nearby 
  tree. The tree acts as a lightning rod for the bio-energy and enables 
  the Biomancer to disappear from one location and reform himself 
  at another; line of sight or knowledge of the area is required. The 
  effect is just like a Teleport spell, enabling the character to pop 
  in, out and around an area without leaving tracks or to surprise or 
  escape an enemy. The spell needs a tree to “ground” itself and to 
  give the spell caster a fixed target location; he appears right next 
  to the target tree.
  If a foolish character attempts the spell when there are no trees 
  in range, he cannot re-materialize! Instead, the character will tem-
  porarily turn into energy and drift randomly for 1D6 minutes, af-
  ter which time he finally reappears next to a tree 1D4x10 miles 
  (1D4x16 km) from his jump point (or the next closest tree if none 
  are within that range).
  Tree 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.
  Restriction: Trees only, not other plants.
  Saving Throw: None.
  P.P.E.: Thirty
  When this spell is cast, the Biomancer can hear the trees as 
  voices whispering in his ear. The spell caster may listen to what the 
  trees have to say in general, or ask specific questions of them. Trees 
  always see a Biomancer as their friend and are happy to comply. 
  The communication is nothing like a true conversation, but rather 
  sensations, words, phrases, and simple sentences repeated until the 
  mage responds, asks a new question or cancels the spell. Only the 
  Biomancer who casts the Tree Whispering spell hears their com-
  munication rather like Empathy and Telepathy combined. This 
  means the Biomancer may see flashes of images and/or sensations 
  as well as words. Ask if a missing girl passed this way and the 
  mage may hear, “Yes, yes,” accompanied by the sounds of her 
  little feet running across the ground, and/or the image of a girl 
  looking frightened or laughing and running through the woods. If 
  she has not come this way, the words, “No, no” may be accom-
  panied by the sound of the wind and an image of deer running 
  by or pheasant flying off into the sky. If looking for something, 
  someone, or someplace in particular, the whispers may say, “this 
  
  101
  way, this way, not far,” accompanied by a flash image of sunlight 
  through the trees to indicate time or direction. Trees sense time dif-
  ferently than people and the use of numbers is minimal, thus time 
  is often represented as “since sunrise,” “since sunset,” “since the 
  full moon,” and so on, or “since yesterday” may be about the best 
  one can get for a moment of time. Numbers are one, two, a few, 
  many, a great many, an army or “there were so many their numbers 
  made the ground tremble.”
  The trees can help the Biomancer find and locate surface and 
  underground water, specific plants and herbs, fruit and edible 
  plants, and even minerals such as silver, gold, coal, etc. They can 
  also reveal things about themselves and their environment, such as 
  what lies directly beneath their roots, the quality of the soil around 
  them, if water is nearby, if edible plants, fruits or nuts are nearby, 
  and what animals live within their branches, trunk or under their 
  roots. They can also reveal if a tree is sick or healthy, troubled with 
  rot, fungus or carpenter ants, and so on.
  The more pointed and simple the question, the better. A vague 
  question such as, “Who has come this way recently?” means noth-
  ing to a tree as many animals have come and gone. Furthermore, 
  what is recent to a tree that can live for centuries? A month, a 
  year, a decade? And ‘who’ is ‘who’ to a tree? A rabbit, a deer or 
  hawk may have as much, or more significance than a person. Un-
  less the individual frequents the area, asking something like “have 
  you seen Coalition Troops?”, or a particular person by name is 
  likely to draw a blank. However, ask if men clad in black metal 
  and adorned in white skulls have passed by since morning, and 
  the trees can answer that question. Ask if a red dragon or fellow 
  Biomancer or child with brown hair has passed by since yesterday, 
  and the trees can answer that too.
  Level Seven
  Animate Plants: Superior (New)
  Range: Affected area is 40 feet (12.2 m) per level of experience.
  Duration: One minute per level of experience.
  Saving Throw: None.
  P.P.E.: Twenty-Five
  This spell might be thought of as possess and animate plants. 
  The Biomancer takes direct control of one large tree or a mass of 
  seaweed and animates it like a puppet. He can manipulate its shape 
  to create a vaguely humanoid body with a face, 2-4 arms, a pair of 
  legs (though they may be very short or it may walk using the roots 
  like the tentacles of an octopus). Unlike previous Animate Plant 
  spells, the Biomancer can uproot the tree (or seaweed) and make it 
  walk like a giant Tree Golem. The magic even lets the spell caster 
  project his voice through the tree to give it a voice (his own voice 
  or something that sounds different and monstrous). Controlling the 
  tree takes all of the Biomancer’s focus and attacks per melee, but 
  the tree is now an extension of himself made to mimic his move-
  ments. However the Biomancer moves, the animated tree emulates 
  as best it can.
  S.D.C. of the Large Tree: 3D6+12x100 (or the equivalent of 
  one M.D.C. per 100 S.D.C.).
  Speed Factor: Five +1 point per level of the spell caster.
  Damage: Same as Large Trees described under Animate 
  Plants: Major.
  Bonuses: Resistant to cold and pain (half damage), impervious 
  to possession and mind control (the tree is already possessed), and 
  +2 attacks per melee and +2 to strike in addition to the number of 
  attacks and bonuses of the spell caster.
  Restore Bio-Armor (New)
  Range: Touch or 15 feet (4.6 m); line of sight required.
  Duration: Instant.
  Saving Throw: None.
  P.P.E.: Forty
  Biomancer Gene-Mages are the creators of Bio-Armor, a type 
  of living power armor. This spell was developed to maintain and 
  repair that armor. Restore Bio-Armor can do any one of the follow-
  ing per spell casting:
  1. Instantly restore 1D6x10 M.D.C.
  2. Instantly repair or regrow any one sensor or weapon system 
  such as an antenna, fin, retractable blade, etc. The item is immedi-
  ately functional but possesses one third its usual M.D.C.
  3. Instantly recharge one weapon system with a full payload.
  See the section on Bio-Armor for more details.
  Seaweed Bridge (New)
  Range: The spell can be cast up to 300 feet (91.5 m) away per 
  level of experience.
  Area of Effect: Up to 300 feet (91.4 m) long and 10 feet (3 m) 
  wide per level of experience.
  Duration: Five minutes per level of experience.
  Saving Throw: None.
  P.P.E.: Forty (240 P.P.E. to make the bridge last one hour per 
  level of experience).
  This spell creates a sturdy seaweed structure that is long and 
  held in place against waves, current and wind. The Seaweed Bridge 
  is not suitable for use as a life raft, and must be anchored firmly to 
  something on at least one end. The bridge formed by the spell can 
  be placed underwater, made to float on the surface of the water, or 
  attached to dry land and suspended in the air (in the latter case, re-
  duce the extended hour duration by half). While it won’t keep your 
  feet dry and has the bounce of a rope bridge, it is strong enough to 
  support vehicles and robots that weigh 30 tons. The spell can be 
  cancelled by the caster at any moment, but there is a 1D4 melee 
  round delay with clear indications that the bridge is unraveling.
  Suspended Animation:
  Bio-Armor (New)
  Range: Touch or 15 feet (4.6 m); line of sight required.
  Duration: Hours to months; up to 30 days per level of experience.
  Saving Throw: None.
  P.P.E.: Forty
  Bio-Armor are a type of living power armor. They are also 
  symbiotic organisms that must be worn at least 1D6+6 hours ev-
  ery week or the suit’s link with its host breaks and the suit dies 
  a few hours later. This can be avoided by wearing the suit often, 
  but sometimes that’s not possible. To avoid the connection being 
  broken and the armor dying, a Biomancer Gene-Mage can place 
  the suit in a state of suspended animation for days to months. This 
  keeps the armor alive for a much longer time until its owner can 
  reclaim possession of it. Suspended Animation: Bio-Armor may 
  also be used to store one type of Bio-Armor while another is being 
  deployed by the same warrior. See the section on Bio-Armor for 
  more details.
  
  102
  Tree Phasing (New)
  Range: A specific direction desired by the spell caster.
  Area of Effect: A 100 foot (30.5 m) length per level of experience 
  in whatever direction the Biomancer is looking. Width of the path 
  is 15 feet (4.6 m) per level of experience.
  Duration: Five minutes per level of experience.
  Saving Throw: None. Spell does not work on sentient plants.
  P.P.E.: Twenty-Two
  Tree Phasing enables the Biomancer and his allies to pass 
  through forests, jungles, living reefs, masses of seaweed and other 
  collections of plant growth as if they were not there. The spell 
  renders the area’s trees and vegetation intangible and semi-trans-
  parent. This allows people and vehicles to pass right through them. 
  However, the Biomancer must remain behind and stay in physical 
  contact/touch with a tree at the start of the area being phased out. 
  This is done by touching a tree (or large plant) with his hand or 
  body (leaning on a tree works just as well). This limits the area of 
  trees and plant life that can be phased out from a distance (see Area 
  of Effect above). As long as the Biomancer remains in contact with 
  a tree at the start of the path to be made intangible, the vegetation 
  along that path becomes and stays intangible (for a maximum of 
  five minutes per level of the spell caster). This however, means the 
  Biomancer and the tree he is touching remain solid the entire time. 
  The moment the mage breaks contact, the trees and vegetation be-
  come solid again.
  Once travelers reach the end of the intangible tree line and wait 
  in a clearing, the Biomancer can let go of the tree and he, himself, 
  is able to move again. However, the Tree Phasing spell remains 
  active, provided the mage keeps his focus and does NOT cast any 
  other magic or perform any skill (walking/moving does not count 
  as a skill). This means the spell caster (and only the spell caster) 
  can walk through trees and brush as if they were still intangible. 
  By placing his hand on another tree when he catches up with the 
  rest of the group and concentrating, he can make another swath 
  of trees and vegetation intangible so the vehicles and people can 
  pass through another stretch of forest. Rendering the Biomancer 
  unconscious or dragging him away from the tree contact point can-
  cels the spell, which may leave the mage’s companions severely 
  entangled in undergrowth.
  In the alternative, the Biomancer can move through trees and 
  underbrush as if he were a ghost (even though it is the trees and 
  vegetation that are momentarily phased out as he passes by) for the 
  duration of the magic. Running through a forest while Tree Phas-
  ing enables the mage to move at full speed as if running across a 
  well manicured lawn with no vegetation to entangle or block his 
  way. However, he must still be careful to avoid stones, boulders, 
  animals, people, vehicles and debris, as they are not intangible and 
  he’ll crash right into them. Similarly, the Biomancer can turn a 
  single tree intangible with a touch, so that he may step through it as 
  if it were not there at all. This can be used to move quickly through 
  a forest or to walk through a tree in order to hide behind it when it 
  becomes solid again.
  Trees and plants under the spell’s effects are semi-transparent 
  and obviously intangible. When contact is broken, cancelled or the 
  duration period runs out, the plants become solid again, requiring 
  people and vehicles to go around trees or crash into them. People 
  and vehicles cannot be trapped inside an intangible tree that be-
  comes solid. However, a vehicle or group may find themselves 
  stranded in the middle of a thick, unnavigable forest or seaweed 
  cluster.
  Tree Warrior
  Range: Immediate area.
  Duration: 30 minutes per level of experience.
  Saving Throw: None.
  Limitations: The Biomancer who created the Tree Warrior can 
  only cast one other spell per melee round as long as the Tree War-
  rior is created, and only one Tree Warrior can be created at a time.
  P.P.E.: Thirty
  This spell enables the Biomancer to animate a tree and imbue it 
  with Supernatural Strength and Endurance. The tree then pulls itself 
  up by the roots and follows the Biomancer to fight his enemies. At the 
  end of the spell, the tree will root itself in the nearest convenient spot 
  (if possible, its original position) and return to normal. The tree can 
  serve as a bodyguard, spy, or scout. Tree Warriors are ideal for am-
  bushes because they can remain immobile like an ordinary tree until 
  an unsuspecting victim/target comes within reach. Biomancers who 
  carelessly cause the death of a tree with this spell have a 10% chance 
  of losing their Biomancy powers until they can somehow redeem 
  themselves! This 10% chance is cumulative, so repeated Tree War-
  rior deaths will most definitely result in the loss of Biomancy powers.
  Tree Warrior
  ! M.D.C.: 200
  ! 8-15 feet (2.4 to 4.6 m) tall, I.Q. 7, P.S. 25, P.P. 17, Spd 16, +3 to 
  strike, +4 to parry and dodge, Bio-Regeneration of 2D6 M.D.C. 
  per melee round and M.D. fire and plasma do half damage.
  ! Can shoot bio-energy bolts inflicting 3D6 M.D., double against 
  vampires and the undead. Range: 100 feet (30.5 m).
  ! Four physical attacks or bio-bolts per melee. Punch inflicts 2D6 
  M.D., power punch does 4D6 M.D. (counts as two attacks).
  ! The Tree Warrior obeys only the person who summoned it. 
  Even then it tends to follow instructions on a literal basis, so it 
  is best to keep them simple.
  Undo Undead
  Range: Touch or 30 feet (9.1 m) per level of experience.
  Duration: Instant.
  Saving Throw: 14 or higher.
  P.P.E.: Twenty-Five
  The Biomancer causes an undead creature to be surrounded by 
  bio-energy that reacts to its necromantic energies like matter does 
  to anti-matter! If a vampire, zombie, animated skeleton, corpse or 
  other undead or animated dead fails its saving throw (14 or higher), 
  the abomination begins to smolder and take damage. The spell in-
  flicts 1D6x10 M.D. or Hit Point damage +2 points per level of the 
  Biomancer’s experience. A successful save means the undead suf-
  fers only 1D6 points of damage and recognizes the dangerous life 
  magic wielded by its opponent. The latter makes Biomancers one 
  of the undead’s primary targets to incapacitate or destroy.
  Level Eight
  Coral Menace (New)
  Range: Immediate area.
  Duration: 20 minutes per level of experience.
  Limitations: The Biomancer who created the Coral Menace can 
  only cast one other spell per melee round as long as the Coral Men-
  ace is created, and only one Coral Menace can be created at a time.
  
  103
  Saving Throw: None.
  P.P.E.: Sixty
  This spell enables the Biomancer to animate a section of coral 
  and imbue it with Supernatural Strength and Endurance, turning it 
  into a living, rock-like monster. A section of coral roughly twice 
  the size of a normal human pulls itself away from the coral reef 
  and follows the Biomancer, fighting by his side, protecting him or 
  attacking designated enemies. At the end of the spell, the section 
  of coral will bind itself to the nearest convenient spot (if possible, 
  its original position) and return to normal. The Coral Menace can 
  serve as a bodyguard, spy, or scout. Coral Menaces are ideal for 
  ambushes underwater because they can remain immobile like an 
  ordinary section of coral, melding into an existing reef or lying 
  dormant on the ocean floor as a coral patch until an unsuspect-
  ing victim comes within reach. Biomancers who carelessly cause 
  the death of the Coral Menace with this spell have a 15% chance 
  of losing their Biomancy powers until they can somehow redeem 
  themselves! This 15% chance is cumulative, so repeated Coral 
  Menace deaths will most definitely result in the loss of their Bio-
  mancy powers.
  Coral Menace
  ! M.D.C.: 300
  ! 10-15 feet (3 to 4.6 m) tall, I.Q. 7, P.S. 40, P.P. 17, Spd 12 
  walking. The Menace is heavy and has a difficult time swim-
  ming, preferring to walk along the ocean floor or on dry land; 
  swimming speed is 6. +3 to strike and parry, +1 to dodge, Bio-
  Regenerates 2D6 M.D.C. per melee round.
  ! Can shoot bio-energy bolts inflicting 3D6 M.D., double against 
  the undead; range 100 feet (30.5 m).
  ! Four physical attacks or bio-bolts per melee round and punches 
  and kicks inflict 4D6 M.D., power punch does 1D4x10 M.D. 
  (counts as two attacks).
  ! The Coral Menace obeys only the person who summoned it. 
  Even then it tends to follow instructions on a literal basis, so it 
  is best to keep them simple.
  Remove Parasites (New)
  Range: Touch.
  Duration: Results are permanent; takes 1D6+1 minutes to remove 
  parasites.
  Saving Throw: None.
  P.P.E.: Fifty
  This spell enables the Biomancer to identify, locate and remove 
  parasites without injury to the infested host body. However, any 
  damage the parasite(s) may have done prior to removal remains. 
  Likewise, any benefit or powers the parasite may have provided 
  is removed along with it. Neither the parasite or the victim are 
  harmed in this procedure. Parasites inside the body are forced out 
  by the magic spell, but the Biomancer must observe the entire pro-
  cess, coaxing them out with strange noises and magical gestures. 
  Cancelling or interrupting the spell early will cause the parasite to 
  dig back into the host body and replant itself. Does not work on 
  symbiotes.
  Suspended Animation
  Range: Self only.
  Duration: Days or years, up to five years per level of experience.
  Saving Throw: None.
  P.P.E.: Eighty
  The Biomancer can place himself in a total state of suspended 
  animation, slowing all bodily functions to a crawl, but remaining 
  alive and nourished for the entire duration, even it if is decades. 
  While in suspended animation, the mage appears to be dead, ex-
  cept his body doesn’t deteriorate. The Biomancer ages one year 
  for every five that he sleeps. While in the suspended state, the Bio-
  mancer cannot cast spells or think, only dream. His physical body 
  is not protected in any way by the spell so he should find a safe, 
  dry, warm place with some form of protection or guardian, as he 
  is vulnerable to attack while asleep. The character can be roused 
  only by a Tree of Wisdom, Memory Tree, Tree of Knowledge or 
  via telepathic or empathic communication, but awakes only if he 
  can be convinced to end his magical sleep. Otherwise, he sleeps for 
  the time period he had in mind (days, months, years) when he went 
  into a state of suspended animation. Awakes with all his senses, 
  abilities and P.P.E.
  Touch of Life
  Range: Touch.
  Duration: Permanent.
  Saving Throw: None.
  P.P.E.: Humans and other sentient beings as well as giant animals 
  (20-80 feet/6.1-24.4 m long): Sixty. Very large animals (12-20 
  feet/3.6 to 6.1 m): Forty. Large animals (African lion to elephant 
  size): Thirty. Animals of moderate size (fox to wolf size). Twen-
  ty. Small animals (raccoon to mouse size): Fifteen. Tiny animals 
  (shrimp to flea size): Ten.
  Permanent P.P.E. Loss: Each time the Touch of Life is used 
  successfully, the Biomancer permanently loses half the P.P.E. re-
  quired to bring the being back to life. Once spent to bring the dead 
  back to life, the P.P.E. is forever gone.
  The Biomancer can revive someone who has died within the 
  last 24 hours by infusing him with bio-energy. The corpse can be 
  no more than one day old (less is better). The chance of success is 
  01-70% plus 1% per level of experience. If successful, the corpse 
  is restored to 1D6 Hit Points above zero and the damage or injury 
  that killed him is magically repaired. The individual will be weak 
  and sick until the rest of his Hit Points are restored. The Touch of 
  Life does not restore missing limbs, heal burns or disease, nor does 
  it cure insanity or remove curses.
  Lasting effects of having died. Victims of death are likely to 
  be traumatized and suffer lasting penalties of having died and re-
  turned to life. Roll on each of the following percentile tables.
  Insanity:
  01-10% Lucked out. None.
  11-20% Phobia: Death (afraid to die and tries to avoid it, takes 
  fewer risks, etc.).
  21-40% Phobia: Of whatever it was that caused the character’s 
  demise.
  41-45% Phobia: Dead bodies, corpses and skeletons, animated 
  or not. Does not include vampires and other undead as they tend to 
  look and behave quite alive, though monstrous.
  46-50% Phobia: Ghosts and Entities.
  51-80% Random Phobia. Roll on the table found in the Rifts® 
  core rule book.
  81-90% Obsessed with revenge or bringing the person/creature 
  responsible for his demise to justice (or to kill him in return). May 
  apply to the type of creature if the thing that slew him was a demon 
  or monster.
  
  104
  91-00% Random Obsession. Roll on the table found in the 
  Rifts® core rule book.
  Permanent Penalties: These are in addition to any obvious loss of 
  limb or disability that may have resulted in the character’s demise.
  01-20% Reduce P.B. by 10%.
  21-40% Reduce Spd by 10%.
  41-60% Reduce all combat bonuses by one point.
  61-80% Reduce Hit Points (or M.D.C. if a Mega-Damage crea-
  ture) by 10%.
  81-00% -2 to save vs vampire mind control and possession.
  Level Nine
  Bio-Energy Weapon (New)
  Range: Self, i.e. a weapon held and used by the spell caster.
  Duration: One melee round per level of experience.
  Saving Throw: None.
  P.P.E.: Sixty
  The Biomancer can summon forth a deadly M.D. weapon by 
  temporarily infusing any weapon made of organic material includ-
  ing wood, coral or bone with Bio-Energy. The common Bio-Ener-
  gy Weapons are staves, spears, war clubs and bludgeons, but can 
  also include blade weapons made of wood or wood and animal 
  teeth, or wood and coral. The Bio-Energy Weapon can be used to 
  fight and kill, or to heal.
  Heal: The energy-filled blade can be gently placed on a wound 
  to negate poison, expel foreign objects (bullets, shrapnel, etc.) and 
  then seal and heal the wound with minimal scarring. The healing 
  effect restores 2D6 Hit Points/S.D.C. or 1D6 M.D.C. per touch; 
  can make one touch per melee round. Touching the bio-energy 
  blade to an unconscious or comatose individual has a 01-70% 
  chance of awakening him or her instantly and provides that person 
  with a +20% bonus to save vs Coma/Death.
  Harm: The energy imbued into the enchanted weapons makes it 
  a Mega-Damage weapon that inflicts 1D6 M.D. per level the Bio-
  mancer’s experience. Against supernatural evil, the weapon does 
  an additional +10 M.D. and against the undead, the Bio-Energy 
  Weapon inflicts double damage! A safeguard in the spell requires 
  the Biomancer to willingly want to harm someone for it to inflict 
  Mega-Damage, otherwise it does only 1D6 S.D.C. Similarly, when 
  facing an S.D.C. opponent, the weapon automatically switches 
  power levels, changing from M.D. to 1D6 S.D.C. per level of the 
  spell caster’s experience. Against inanimate inorganic objects like 
  metal or plastic body armor, robots, vehicles and cyborgs, as well 
  as force fields, the Bio-Energy Weapon inflicts half the usual dam-
  age. Note: Living armor, Lemurian Bio-Armor, and any armor that 
  is alive or made from organic material (wood, coral, plants, bar-
  nacles, etc.) takes full damage.
  Creature of the Forest (New)
  Range: Self.
  Duration: 10 minutes per level of experience.
  Saving Throw: None.
  P.P.E.: Seventy
  This is a hybrid type of metamorphosis that transforms the Bio-
  mancer into a small, forest-dwelling humanoid one third his nor-
  mal size which more resembles a lemur or monkey than a man. 
  As a Creature of the Forest, the Biomancer is covered in fur, has 
  a fluffy tail equal to half his body length, is able to climb, run and 
  swing through tree branches at full running speed as if it were as 
  easy and natural as walking, can leap 10 feet (3 m) high and 15 feet 
  (4.6 m) across (increase by 50% with a running start), is unafraid 
  of heights, Nightvision 300 feet (91.4 m), has the equivalent skills 
  of Acrobatics, Climbing, Rappelling and Tailing, each at 82% +1% 
  per level of experience, Prowl at 58% +1% per level of experience, 
  +10 to running speed, +2 on Perception Rolls from tree branches 
  or an elevated position (rooftop, rafters), +1 on initiative, +4 to au-
  tomatic dodge (the act of dodging does not use up a melee attack), 
  +5 to roll with impact/fall and has a 01-50% chance of landing on 
  his feet and taking no damage from a fall or leap as great as 100 
  feet/30.5 m), and feels at home in the forest and trees. Retains all 
  human memories and skills, and can use any psionic abilities the 
  Biomancer may possess. Other arboreal animals, such as squirrels, 
  raccoons, lemurs, monkeys and apes, accept the Creature of the 
  Forest as one of their own and are not afraid of him.
  Limitations of the Form: Cannot speak full sentences nor cast 
  spells in this form, but can say single words (“run,” “go,” “stop,” 
  “help,” etc.) or short phases (“come quick,” “this way,” “vampires 
  coming,” “follow me,” etc.), and is too small to use weapons, guns 
  or tools, but can press buttons, flick switches, and work a keyboard.
  Heal the Earth
  Range: By touch or up to 1,000 feet (305 m) away; line of sight.
  Area of Effect: 100 foot (30.5 m) radius per level of experience.
  Duration: Permanent.
  Saving Throw: None.
  P.P.E.: Two Hundred
  This spell “heals” the earth, as in the very ground itself, purg-
  ing it of poison, chemicals, pollution, radioactivity, and any other 
  damaging substances, and revitalizes the soil so that it is capable 
  of supporting life again. An area thus treated becomes perfectly 
  suited for the development of life as determined by the region’s 
  ecosystem. If cast on farmland, yields for the area affected will 
  increase by 10% per level of the spell caster’s experience.
  Reconfigure Bio-Armor (New)
  Range: Touch.
  Duration: A ritual that takes 15 minutes.
  Saving Throw: None.
  P.P.E.: One Hundred
  When an owner of Bio-Armor dies, so does the armor. Like-
  wise, the fragile symbiotic organism is connected to its owner. 
  When that connection is broken from lack of use, the Bio-Armor 
  dies. From time to time, Lemurian warriors and explorers either 
  want to switch from one type of Bio-Armor to another, or retire 
  and no longer have a need for their symbiotic partner. Rather than 
  let it waste away and die, a Biomancer Gene-Mage can reconfigure 
  the armor, severing the old link and connecting and configuring it 
  to the exact specifications (and DNA) of the new owner. This is 
  done more often than one might believe, and reconfigured Bio-
  Armor always works as good as new.
  This magic can also be used to re-establish a broken link be-
  tween a negligent existing owner and his disconnected (and soon 
  to die) Bio-Armor. See the section on Bio-Armor for more details 
  about it.
  
  105
  Level Ten
  Bio-Field (New)
  Range: Self.
  Duration: One minute per level of experience.
  Saving Throw: None.
  P.P.E.: One Hundred
  The spell causes the Biomancer to radiate with life-giving en-
  ergy. As he walks, plants and flowers appear in full bloom around 
  his feet, as if by magic. They return to normal a few moments 
  later after he has moved on. While in place, the Bio-Field turns 
  the spell caster’s Hit Points into M.D.C. (in S.D.C. environments, 
  triple the character’s H.P.) and he Bio-Regenerates 6D6 M.D.C./
  Hit Points/S.D.C. once per melee round, including the M.D.C. of 
  any living Bio-Armor or symbiotes he may have on him, as well as 
  his riding animal or animal companion, provided he is riding it or 
  it is at his side. As long as the Bio-Field is in place, the character 
  is also +50% to save vs Coma/Death, impervious to diseases and 
  poison, and +5 to save vs possession.
  Creature of the Sea (New)
  Range: Self.
  Duration: 10 minutes per level of experience.
  Saving Throw: None.
  P.P.E.: One Hundred
  This is a hybrid type of metamorphosis that transforms the Bio-
  mancer into a whale-like humanoid three times his normal size 
  with a whale- or dolphin-like tail. As a Creature of the Sea, he can 
  breathe water (but not air until he changes back to human form), 
  P.S. becomes Supernatural, add 2D6+20 to swimming speed, depth 
  tolerance is 8 miles (12.8 km), Hit Points and S.D.C. are combined 
  to become M.D.C. (regenerates 2D6 M.D.C. every melee round), 
  he has a large maw with sharp teeth that inflict 3D6 M.D. from a 
  bite attack, punches and tail swipes do damage as per Supernatural 
  P.S., has Nightvision 1,000 feet (305 m), and being in water feels 
  completely natural. Other sea mammals and fish accept the Crea-
  ture of the Sea as a fellow aquatic animal.
  Limitations of the Form: Cannot speak full sentences nor cast 
  spells in this form, but can say single words (“run,” “go,” “stop,” 
  “help,” etc.) or short phases (“come quick,” “this way,” “follow 
  me,” etc.), and is too large to use most human weapons, guns or 
  tools, and the webbed fingers are too large and clumsy to press but-
  tons, flick switches, or work machines. Most important, the char-
  acter cannot survive on dry land for more than 1D4 melee rounds 
  without switching back to his true humanoid body.
  Reverse Undead (New)
  Range: Touch.
  Duration: Instant.
  Saving Throw: 18+, Standard.
  P.P.E.: One Hundred
  This powerful spell breaks the influence a vampire has over a 
  living victim via the Killing Bite or undead mind control, and re-
  stores the vampire’s victim to normal and full health. No longer 
  under the vampire’s control, the process to turn said person into an 
  undead must be started all over again.
  Furthermore, a recently created vampire that has yet to feed 
  on the blood of another living humanoid has a 01-75% chance of 
  being changed back to the living via this healing magic. If success-
  ful, roll on the same two tables as found under the Touch of Life 
  spell for permanent side effects, but the character is no longer a 
  vampire. If unsuccessful, the magic fails and the vampire remains 
  one of the living dead.
  This spell can also undo/negate Necromancy magic and turns 
  animated dead or animated body parts back into inanimate, bones 
  and parts.
  Level Eleven
  Nutrient Push: Soil (New)
  Range: 500 foot (152 m) radius per level of experience.
  Duration: Permanent.
  Saving Throw: None.
  P.P.E.: One Hundred Eighty
  The Biomancer plants his or her hands in the earth or sea floor 
  and pumps nutrients and Bio-Energy into it to stimulate the growth 
  of any plants in it. Any crop seeds or young plants in the soil sprout 
  and grow to the point of being ready for harvest in 1D6 minutes. 
  Tree seeds turn into saplings. Saplings become small trees. Mature 
  trees, coral reefs and kelp fronds grow an additional 25% and are at 
  the peak of health. In addition, the soil remains rich and fertile for 
  one year per experience level of the spell caster. Plants that grow in 
  “pushed” soil grow a full 50% larger and yield 50% greater crops 
  for 2D6 years, creating a super-farm or an oasis of life.
  Remove Symbiotes (New)
  Range: Self only.
  Duration: Permanent results, takes one hour to remove a symbi-
  ote.
  Saving Throw: -2 if the removal is wanted, because the symbiotic 
  organism resists the magic. +5 to save if the removal is unwanted 
  by the sentient being to which the symbiote is attached. Unwanted 
  procedures are often painful as well.
  P.P.E.: One Hundred Fifty
  This spell enables the Biomancer to identify, locate and remove 
  symbiotic organisms, including those used in Bio-Wizardry by the 
  Splugorth. Injury to the host body is minimal. However, any dam-
  age done to it by the symbiote prior to its removal remains. More-
  over, removal of a symbiote will almost certainly leave scars and 
  any benefits, bonuses and powers the monster may have provided 
  are removed along with it. In most cases, neither the symbiote nor 
  its host suffers in this procedure, but sometimes removal of a sym-
  biotic organism kills it and/or does permanent damage to the host. 
  Parasites inside the body are forced out by the magic spell, but 
  the Biomancer must observe the entire process, and parasites will 
  quickly retreat back into their host if the spell is left incomplete.
  
  106
  Level Twelve
  Forest Walk (New)
  Area of Effect: 40 foot (12.2 m) radius per level of experience.
  Duration: The plants can walk for 10 minutes per level of experi-
  ence.
  Saving Throw: None, unless the plants are magical or sentient 
  creatures, in which case they may make a standard saving throw of 
  12 or greater vs magic. Millennium Trees and other such powerful 
  plant beings are immune to this spell and move only if they choose 
  to do so.
  P.P.E.: One Hundred Ninety-Five
  This spell “awakens” all the plants in a particular area and en-
  ables them to pull themselves up out of the ground, by their roots, 
  and march to a new location of the Biomancer’s choosing. This in-
  cludes every type of plant from the tallest trees to tiniest blades of 
  grass. Lemurian Biomancers use this spell to uproot areas of plant 
  life to transplant them to a safer, better or different location, and 
  to safeguard them when they need access to the rocks and miner-
  als underneath. This spell can also be used to plant farmland and 
  orchards, to landscape gardens and parks, clear land for roads and 
  development, re-plant land areas decimated by fire or other disas-
  ters, and to change the environment to confuse travelers or to hide 
  secret camps, bases and underground entrances and similar uses. 
  Sometimes, an animated forest is used to frighten and intimate as 
  it can seem like a marching army. However, the plants animated 
  by this spell cannot attack in any way and are still S.D.C. structures 
  easily destroyed by fire and Mega-Damage weapons. For an extra 
  20 P.P.E., the Biomancer can separate the plants by type and com-
  mand each type/species to move to specific locations.
  Mimic Animal or Plant (New)
  Range: Self.
  Duration: 15 minutes per level of experience.
  Saving Throw: Standard if the person does not wish to be trans-
  formed.
  P.P.E.: Five Hundred
  The Biomancer metamorphs into a specific or generic form of 
  almost any animal or plant. The Biomancer must place one hand on 
  the creature or plant he wishes to mimic and then cast this spell. He 
  can either transform into an exact physical duplicate of the origi-
  nal creature or a more general version of the creature’s species. In 
  the case of the general mimicry, the character transforms into a 
  member of that species with all the corresponding racial abilities, 
  powers and attributes.
  A specific mimic transformation turns the spell caster into an 
  exact duplicate, right down to every birthmark, fingerprint and 
  genetic marker. The only thing that does not change is the mind 
  of the character. He retains all of his own memories, personality, 
  skills and mental attributes, but has all the physical attributes and 
  abilities of the species he is mimicking. This spell works on all liv-
  ing creatures that use DNA as their blueprint for life.
  Reconstruction (New)
  Range: Self or other by touch. Can be performed on sentient be-
  ings, animals and plants.
  Duration: Permanent.
  Saving Throw: None, unless the person does not want to be 
  healed, or have something removed/restored, in which case they 
  are +7 to save.
  P.P.E.: Six Hundred Seventy-Five
  This Biomancy spell takes and restores everything natural about 
  the person or animal subjected to the magic. Reconstruction is 
  based on the information in the subject’s Code of Life (DNA). Tat-
  toos (both mystical and mundane), parasites, symbiotes, M.O.M. 
  (Crazies) implants, missing limbs, cybernetics, bionics (even 
  full conversions), Bio-Wizard augmentations, Juicer augmenta-
  tion, chemicals and chemical damage, etc., are all removed and 
  the body, organs, appendages, and tissue restored to their natural 
  state. Full conversion cyborgs will have their bionics expelled and 
  a whole new body regenerated.
  A skilled Biomancer Gene-Mage can use this spell to remove 
  one, several or all such “unnatural” implants/symbiotes/parasites 
  and restore the subject’s body to its natural state of being. Those 
  who have abused their bodies, like Juicers, can have their systems 
  restored to normal without the temptation of addiction or other de-
  pendencies. Crazies and those affected by brain altering chemistry 
  can have their minds mostly restored (keeps only half of any in-
  sanities), but they also lose the powers, bonuses and psionics the 
  M.O.M. implants provided, returning them to a state of normal that 
  may not be desired.
  The spell also heals (without scarring) any damage done in com-
  bat, burns, poisons or chemical exposure and completely restores 
  the recipient to full health (Hit Points and S.D.C. or M.D.C.), and 
  good as new, physical condition.
  Note: This spell does not eliminate emotions, memories, insan-
  ity or curses. Nor can it alter genetic defects or mutations (good or 
  bad), or change the genetic code, only restore the body to what it 
  was.
  Invocations available to Biomancers
  Biomancer Gene-Mages also have knowledge of select Wizard/
  Ley Line Walker Invocations that fit their orientation and connec-
  tion to nature. The available spells are listed below. The P.P.E. cost 
  and spell effects remain unchanged.
  Ocean Magic as an alternative. As Lemurians, Biomancer 
  Gene-Mages may elect to study and select Ocean Wizard spells 
  instead of selecting some of the spell invocations listed below, but 
  not both. The P.P.E. cost and spell effects of Ocean Magic remain 
  unchanged. Note: Ocean Magic is not available to the Biomancers 
  of South America.
  
  107
  See the Biomancer Gene-Mage O.C.C. for details about the 
  number and types of spells he can know.
  Level One
  Death Trance (1)
  Globe of Daylight (2)
  Lantern Light (1)
  See Aura (6)
  Sense Evil (2)
  Sense Magic (4)
  Level Two
  Aura of Power (4)
  Chameleon (6)
  Cleanse (6)
  Climb (3)
  Concealment (6)
  Detect Concealment (6)
  Turn Dead (6)
  Level Three
  Armor of Ithan (10)
  Breathe without Air (5)
  Create Wood (10-20)
  Energy Bolt (5)
  Impervious to Fire (5)
  Invisibility: Simple (6)
  Life Source (2+ Special)
  Light Healing (6)
  Orb of Cold (6)
  Wave of Frost (6)
  Level Four
  Carpet of Adhesion (10)
  Cure Minor Disorders (10)
  Electric Arc (8)
  Energy Field (10)
  Fireblast (8)
  Fist of Fury (10 or 50)
  Magic Net (7)
  Repel Animals (7)
  Shadow Meld (10)
  Swim as a Fish (6)
  Level Five
  Armor Bizarre (15)
  Energy Disruption (12)
  Escape (8)
  Heal Wounds (10)
  Influence the Beast (12)
  Lifeblast (15)
  Sleep (10)
  Superhuman Endurance (12)
  Sustain (12)
  Level Six
  Cure Illness (15)
  Fire Blossom (20)
  Fortify Against Disease (15)
  Impervious to Energy (20)
  Magic Pigeon (20)
  Reduce Self (20)
  Sheltering Force (20)
  Level Seven
  Dispel Magic Barrier (20)
  Fly as the Eagle (25)
  Heal Self (20)
  Invisibility: Superior (20)
  Invulnerability (25)
  Lightblade (20)
  Metamorphosis: Animal (25)
  Purification (20)
  Level Eight
  Commune with Spirits (25)
  Eyes of the Wolf (25)
  Exorcism (30)
  Forcebonds (25)
  Greater Healing (30)
  Lifeward (40)
  Magical-Adrenal Rush (45)
  Metamorphosis: Human (40)
  Negate Magic (30)
  Level Nine
  Metamorphosis: Insect (60)
  Purge Self (70)
  Summon and Control Canine (50)
  Tame Beast (60)
  Water to Wine (40)
  Level Ten
  Metamorphosis: Superior (100)
  Purge Other (100)
  Restore Limb (80)
  Summon and Control Rodents (70)
  Super-Healing (70)
  Level Eleven
  Remove Curse (140)
  Summon and Control Animals (125)
  Level Twelve
  Ironwood (50+)
  Metamorphosis: Mist (250)
  Level Thirteen
  Restore Life (275)
  Sanctum (390)
  Level Fourteen
  Restoration (750)
  Resurrection (650)
  Summon and Control Sea Serpents (350)
  
  108
  New Ocean
  Magic Spells
  Buoyancy Blast (9) – 3rd Level (New) – pg. 108
  Capture Moisture (3) – 1st Level (New) – pg. 108
  Current Curtain (45) – 9th Level (New) – pg. 108
  Depth Tolerance (6) – 2nd Level (New) – pg. 109
  Draw Water (15) – 5th Level (New) – pg. 109
  Light up the Deep (15) – 5th Level (New) – pg. 109
  Manipulate Thermoclines (24) – 6th Level (New) – pg. 109
  Water Shield (20) – 7th Level (New) – pg. 109
  New Ocean Magic Spells
  Buoyancy Blast
  Range: By touch or can be cast 20 feet (6.1 m) away per level of 
  experience.
  Duration: Five minutes per level of experience on inanimate ob-
  jects, two minutes per level on the living.
  Limitations: Can only be placed on one person, animal or object 
  per casting. Weight is limited to 200 lbs (90 kg) +50 lbs (22.5 kg) 
  per level of experience. This limitation means the spell is ineffec-
  tive when used on heavy objects, boats, ships, subs, and most Bio-
  Armor or power armor clad opponents.
  Saving Throw: None for inanimate objects, standard for surface 
  dwellers, +2 to save for aquatic/amphibious people, +3 to save for 
  fish, crustaceans, cetaceans, and other aquatic animals.
  P.P.E.: Nine
  Level: Third
  The spell imparts the properties of buoyancy upon an object or 
  person. This can be used to rescue someone who has fallen over-
  board or to save cargo that would otherwise sink. Handheld me-
  lee weapons and guns being used underwater and affected by the 
  Buoyancy Blast spell are -2 to strike as the weapon bobs and tugs 
  upward, and will float up and away if the holder loosens his grip. 
  Cast upon sunken treasure and salvage that has already been dug 
  out of the silt/ground, or is only resting on the sea floor, and it rises 
  toward the surface without the necessity of ropes and pulleys or 
  carrying it by hand. Of course, anything made buoyant is vulner-
  able to currents and waves.
  If cast on a person underwater, unless he saves vs magic, the 
  individual immediately begins to slowly float up toward the sur-
  face. He can resist this pull by swimming hard against it. However, 
  such intense resistance uses up half the character’s melee attacks/
  actions and inflicts the following penalties: -4 on Perception Rolls, 
  no initiative, -2 to strike, parry, dodge and all other combat rolls, 
  -20% on skill performance and it takes twice as long to perform 
  the skill, and reduce Spd by half unless it is up. If able to hold on 
  to something to keep’s one place, the effect and penalties of buoy-
  ancy are reduced by half, but the enchanted person must hang onto 
  whatever it is that’s preventing him from floating to the surface.
  If cast upon a fast moving target (40 mph/64 km or faster) like a 
  torpedo, harpoon or spear, the mage must roll to strike, and needs 
  a 16 or higher to hit. If he hits, the torpedo/projectile/moving target 
  continues to move forward (if it is a propelled object) but will veer 
  upward and off course 1D4x10 degrees. If he misses, the spell is 
  spent, the P.P.E. is used and the projectile remains on target.
  Capture Moisture
  Range: Self.
  Duration: One minute per level of experience, with permanent 
  results.
  Saving Throw: None.
  P.P.E.: Three
  Level: First
  This spell enables the mage to capture moisture from dew, fall-
  en rain that forms droplets on leaves, even fog and humidity hang-
  ing in the air. The spell caster can then collect it into a container 
  or direct it to coalesce and water a particular plant, tree, or area of 
  plants/crops (5 foot/1.5 m diameter per level of experience). Up to 
  one gallon (3.7 liters) of water per level of experience, per minute, 
  can be gathered in this manner, double within 15 minutes after a 
  rain shower or within 30 minutes after a thunderstorm. All water 
  gathered this way is suitable for drinking or watering crops.
  Current Curtain
  Range: 20 foot (6.1 m) diameter sphere of influence per level of 
  experience, and can be cast up to 100 feet (30.5 m) away per level 
  of experience.
  
  109
  Duration: One minute per level of experience.
  Saving Throw: None. Must fight the current to break free or be 
  pulled out, otherwise the victim is trapped within for the duration 
  of the spell or until the spell caster cancels its effect.
  P.P.E.: Forty-five
  Level: Ninth
  This powerful spell has a few possible effects. One is to create a 
  sphere of influence that is not affected by the current and waves of 
  the waters around him, creating a zone of calm water.
  Another is to create an area of violently turbulent water and 
  powerful, swirling currents. Any animals, people and small boats 
  or mini-subs that enter the sphere are swept up into it and caught in 
  an undercurrent that requires a Robot P.S. of 40 or a Supernatural 
  P.S. of 26 to be able to swim out of the tide, and even that takes 
  1D4 melee rounds. While held and buffeted by the powerful forces 
  of the Current Curtain, victims are -1D4 attacks per melee round, 
  long-range attacks are -5 to strike (including any torpedoes or pro-
  jectiles fired from within the Curtain), all other combat bonuses 
  are reduced by half, -30% to skill performance, and any handheld 
  items/weapons will be swept away unless held tight. Once a victim 
  has swum free or is pulled out, he’ll have to swim around the Cur-
  rent Curtain or get stuck again.
  Torpedoes and projectiles that hit the Current Curtain are 
  slowed down by 30% and knocked 1D4x10% off course, unless 
  they are smart bombs that can course correct after they exit the 
  Curtain. Ships, submarines, and sea monsters that pass through the 
  magic sphere experience shaking and turbulence, sonar and com-
  munications systems go down while in the Current Curtain and 
  speed is reduced by 2D6%, but that’s all.
  Depth Tolerance
  Range: Self or one other by touch.
  Duration: 30 minutes per level of experience.
  Saving Throw: Standard.
  P.P.E.: Six
  Level: Second
  A simplified version of the Impervious to Ocean Depths spell, 
  Depth Tolerance does not allow those under its effects to travel to 
  the bottom of trenches and abyssal plains, but does provide shal-
  lower depth capacity; 50% greater than what is typical for that spe-
  cies (for example, 600 feet/183 m is the normal range for humans) 
  or to a depth of one mile (1.6 km/5,280 feet/1,609 m), whichever 
  is greater. (For humans, that would be one mile/1.6 km.) The spell 
  can only be cast on one individual at a time, and if it wears off 
  while at great depths, the person is in serious trouble.
  Draw Water
  Range: 100 feet (30.5 m) per level of experience.
  Duration: One minute per level of experience.
  Saving Throw: None for the water; -2 to dodge for those targeted 
  for a soaking.
  P.P.E.: Fifteen
  Level: Fifth
  The spell caster can draw water up and around him to be used 
  for a number of different applications. The first is to grab and chan-
  nel that water to soak a target, to put out a fire aboard a ship or 
  wash away garbage or debris. Drawing water and using it against 
  vampires does 6D6 damage per melee attack (counts as two at-
  tacks/actions; one to draw the water, another to direct it at the tar-
  get).
  Another application is to draw up the water and suspend it 
  around the mage, who can then use it to conceal his features (only 
  his shape can be seen), or to wash items or clothing, take a shower, 
  or to create a circular wall around himself to keep biting insects or 
  small animals away, or fire at bay. Any vampire punching through 
  it takes 3D6 damage, (no damage if using a melee weapon.) The 
  simplest use, of course, is to draw water up, like a fountain, from a 
  well or recessed water source to get a drink or fill containers with 
  water.
  Light up the Deep
  Range: Lights up a 50 foot (15.2 m) diameter per level of ex-
  perience and can be cast up to 200 feet (61 m) away per level of 
  experience.
  Cannot be cast on land; underwater only.
  Duration: One minute per level of experience.
  Saving Throw: Standard.
  P.P.E.: Fifteen
  Level: Fifth
  The spell caster summons a magical approximation of the sun’s 
  light. A brilliant sphere of yellow-white light appears, its rays satu-
  rating the area. All living things accustomed to the dark of the deep 
  ocean will flee the area (roll vs Horror Factor 15), and those that 
  stay are blinded for the duration of the spell. While the light will 
  not damage aquatic undead, it will drive them back to outside the 
  spell’s radius. Those beings who can see in light need 1D4 melee 
  rounds for their eyes to adjust, during which time they lose one 
  melee attack and are -5 on Perception Rolls and all combat rolls. 
  Lighting up a light area underwater has no special effect. This spell 
  can be used to help search the ocean depths, read, signal for help, 
  and other practical applications.
  Manipulate Thermoclines
  Range: Affects a one mile (1.6 km) radius per level of experience.
  Duration: 5 minutes per level of experience.
  Saving Throw: None.
  P.P.E.: Twenty-Four
  Level: Sixth
  Thermoclines are layered temperature boundaries found in large 
  bodies of water. Passing through a thermocline creates a noticeable 
  temperature difference, and the various layers of water have an ef-
  fect on sonar and scent currents. Moving a thermocline layer above 
  or below a target will confine their sonar and scent-tracking abili-
  ties to that layer, essentially blinding them to scents and sensor 
  readings from the other side of the thermocline. A thermocline is 
  not a physical wall, however, and anyone or anything with swim-
  ming capabilities can pass right through it. Thermoclines are al-
  ways horizontal in nature and parallel to the water’s surface, and 
  cannot be cast as vertical walls or boundaries that wrap around an 
  object.
  Water Shield
  Range: Self or another person or object by touch or 10 feet (3 m) 
  away; line of sight required.
  Duration: One minute per level of experience to remain dry. In-
  stant drying.
  Saving Throw: None.
  P.P.E.: Twenty
  Level: Seventh
  
  110
  If cast prior to going into water or being exposed to water, the 
  recipient is protected from water by an invisible magic aura. When 
  cast on vampires, other creatures, or objects (paper, electronics, 
  etc.) which can be hurt or damaged by water, they are completely 
  protected by this spell. Those beings or objects protected by a Wa-
  ter Shield can walk through rivers, swim in the water and dive 
  underwater without injury or ill effect (provided they can get over 
  the possible psychological fear/aspect of their condition).
  In the alternative, the Water Shield spell can be used to instantly 
  dry off a person or object. Great for drying waterlogged clothes, 
  books, and items, but any damage done by the water remains. For 
  example, food will be ruined, there is only a 01-45% chance elec-
  tronics will work, paper is permanently wrinkled and warped, the 
  pages of a book are likewise warped and will not close/is bloated 
  to three times the thickness of the original book. 01-90% chance 
  that a dried out gun will work with new ammunition. Note: Has 
  no effect on water beings and does not dry out or dessicate fish, 
  fruit, etc., it simply dries the surface/skin and any apparel worn 
  by a person.
  Biomancy 
  Bio-Armor
  By Matthew Clements, inspired by the ideas of Greg Diac-
  zyk, Kevin Siembieda and the art of Chuck Walton. Addi-
  tional text by Kevin Siembieda.
  Avian Bio-Armor
  Barnacle Bio-Armor
  Chitin Bio-Armor
  Coral (Heavy) Bio-Armor
  Crustacean (Heavy) Bio-Armor
  Dolphin Bio Armor
  Kelp Bio-Armor
  Leviathan (Heavy) Bio-Armor
  Shark Bio-Armor
  Wood Bio-Armor
  (Wave Strider Body Armor – for civilian use)
  Features Common to All Bio-Armor:
  The Bio-Armor Symbiote: Each suit of Bio-Armor is a living 
  construct that has a symbiotic relationship with its owner. This 
  means it needs the host to survive. The suit can be removed (come 
  off completely), but needs to be worn at least 1D6+6 hours every 
  week or the suit’s link with its host will break and the suit dies 1D6 
  hours after the break. As a result, most warriors wear the suit 50% 
  to 90% of the time, only in its concealed mode, covering 25-50% 
  of their body. Because the armor is alive, form fitting and, in effect, 
  a second skin, it is quite comfortable to wear, and most warriors 
  come to forget they are even wearing it.
  After the symbiotic link is broken and the armor dies, a Bio-
  mancer can create a completely new suit of the same type or a dif-
  ferent type. Under the right circumstances, the Biomancer Gene-
  Mage can recreate the original suit of Bio-Armor, provided he was 
  able to get a DNA sample from it before it perished. Likewise, 
  a Biomancer Gene-Mage can reconnect a broken link between 
  the Bio-Armor and its owner before the suit dies by performing a 
  slight variation of the original creation ritual. However, if the suit 
  has been neglected in the past and was close to dying because its 
  owner does not wear it often enough for a second or third time, the 
  armor is less compliant and when the link is reestablished, the Bio-
  Armor has 10% less M.D.C. and all of its other stats and attributes 
  (Spd, P.S., etc.) are also 10% less than before. Note: Biomancer 
  Gene-Mages are able to sense exactly how long a disconnected 
  suit has to live.
  All Terrain Functionality: Bio-Armor can survive and func-
  tion in all terrestrial environments and does not suffer damage out 
  of the water for long periods of time. Whether the wearer has gills 
  or lungs, the Bio-Armor can breathe (intake air) on the surface 
  and underwater for itself as well as provide breathable air to its 
  wearer. Bio-Armor also screens and filters out toxins, gases and 
  pollution, typically providing +3 to save vs air and waterborne tox-
  ins/gas and disease when the armor is sealed and +2 even when 
  the helmet is removed. Most also have an emergency one hour air 
  supply. Bio-Armor also enables the wearer to speak clearly in air 
  and water environments, keeps him warm and comfortable in cold 
  conditions, cool in hot conditions, indicates approximate depth un-
  derwater and warns when they are reaching the limit of its depth 
  tolerance. Bio-Armor is operated via the mental commands and 
  muscle movements of the wearer.
  Custom Fitting: The creation process typically takes 10-30 
  minutes and requires the presence of a Biomancer Gene-Mage, the 
  recipient of the Bio-Armor (can be the Biomancer himself, another 
  Biomancer or someone else) and the creatures enlisted to aid the 
  Biomancer Gene-Tech in the creation of the suit. Each suit of Bio-
  Armor is custom made, linked to its specific owner and cannot be 
  worn by anyone else. If the owner has natural shape-shifting pow-
  ers like the Merans, or is magically transformed, the suit conforms 
  its owner’s new body shape and size as necessary. When the owner 
  dies, so does the armor within 1D6 hours.
  Concealment: All suits of Bio-Armor can retract to reveal the 
  face, head, hands, etc. of the wearer as necessary or desired. The 
  armor can even retract and compact itself enough to be easily con-
  cealed under clothing; it must cover a minimum of 25% of the 
  body, typically retracting to the chest and back or lower body.
  Feeding Bio-Armor: Bio-Armor feeds on natural ambient 
  P.P.E. from the environment and the dead skin that is constantly 
  being shed by its host as well as trace elements and organisms en-
  countered while filtering water and air. Psychics are able to detect 
  the aura of a particular Bio-Armor and it registers on infrared as a 
  living thing.
  Organic Healing: Bio-Armor is alive and heals at a rate of 2D6 
  M.D.C. per hour, double at a ley line, triple at a nexus or Stone 
  Pyramid; its M.D.C. can also be restored via psionic healing and 
  magic.
  P.P.E. of Bio-Armor: Each suit, though alive, has a low 
  amount of P.P.E. (2D6+2) that is not available to its wearer, with 
  the exception of the Barnacle Bio-Armor.
  Suiting Up: To don a Bio-Armor suit takes about 15 seconds 
  (about one melee round). Activation of a retracted suit is nearly 
  instantaneous, taking only a single melee action to completely seal 
  the suit.
  Utility Clasps: All suits of Bio-Armor can extend little tendrils, 
  hooks or arms depending on the creature the armor is based upon. 
  For example, Kelp Bio-Armor has vine-like tendrils of seaweed to 
  hook and hold accessories, while the Crustacean Bio-Armor has 
  
  111
  appendages that resemble little crab claws or legs to strap things 
  to the suit. These “Utility Clasps” are used to hold weapons on 
  the side or back, pouches and bags to the waist, upper leg and 
  chest, and so on. Even a full-sized trident or heavy weapon can be 
  carried and kept neatly out of the way, clasped to the back of the 
  Bio-Armor suit.
  Destroying Bio-Armor: Depleting the M.D.C. of the main 
  body shuts the Bio-Armor down, causing it to retreat into con-
  cealed mode and go dormant. A depleted and dormant Bio-Armor 
  no longer provides its wearer with any M.D.C. protection, bonuses, 
  combat or travel capabilities, Supernatural P.S., or any other armor 
  features and abilities. In fact, the wearer suffers the following pen-
  alties due to the dead weight of the armor and loss of the familiar 
  contact with his symbiotic partner: -1 attack per melee round, -1 to 
  all combat bonuses and maneuvers, and reduce running and swim-
  ming speed by 20%.
  Armor Recovery: HOWEVER, unless the living Bio-Armor 
  has been reduced to 100 points below zero, it remains alive and 
  will recover from its dormant state as soon as it recovers a mini-
  mum of 10 M.D.C. Remember, Bio-Armor heals as at a rate of 
  2D6 M.D.C. per hour, double at a ley line, triple at a nexus or 
  Stone Pyramid. Note: While in the non-responsive dormant state, 
  the Bio-Armor provides no protection to the wearer even though 
  it is still attached to him. For an attacker to inflict additional dam-
  age to the Bio-Armor at its concealed location, an attacker must 
  deliberately target it and make a “Called Shot” with a -4 to strike 
  penalty unless at point-blank range. If M.D.C. is reduced to more 
  than 100 points below zero, the Bio-Armor is completely “killed” 
  and destroyed. There is no recovery.
  Exclusive to the Military: The Warrior’s Legacy. With a few 
  exceptions, most Lemurian Bio-Armor is designed specifically for 
  the warrior castes within Lemurian society, and is not available 
  to the average Lemurian citizen or most other O.C.C.s other than 
  the Biomancer and Scout. Some are exclusive to specific Military 
  O.C.C.s only, and no one else. Even Biomancer Gene-Mages re-
  spect this and never select these “exclusive” armors. Each O.C.C. 
  indicates which armors are available to it.
  Avian Bio-Armor
  Exclusive to Birdmen Warriors
  By Kevin Siembieda and Greg Diaczyk
  The magical creation process enchants a flock of Sooty Terns 
  (other aquatic flying birds can be substituted) into weaving a cov-
  er of feathers around the Birdman. The Biomancy ritual takes 20 
  minutes and must be in an open area along the ocean waters, be it 
  a beach, the shoreline or at the top of a cliff. A flock of sea birds 
  (Sooty Terns are the traditional animal used to make Lemurian 
  Avian Armor) descend upon the Birdman Warrior, completely 
  covering him under their fluttering wings. The recipient of the ar-
  mor must remain as still as possible while immersed in the flock of 
  birds. The enchantment weaves their feathers, essence and energy 
  into a thick blanket of feathers with stringy wisps extending from 
  the back between the shoulders. As the birds fly away, unharmed, 
  the blanket of feathers transforms into a dense mesh that seems to 
  take shape and mold into plates of armor over the chest, shoulders 
  and lower legs. A tough, flexible M.D.C. fabric forms over the 
  rest of the body and extremities. Soon a helmet takes shape over 
  the defender’s head and a pair of wings and tail form on the back.
  When the ritual is completed, the Lemurian Birdman is clad in a 
  suit of magical Avian Bio-Armor, complete with a beaked helmet, 
  hands and feet with bird-like talons, and a pair of wings. The wings 
  fold to be more compact when on the ground. The way they fold 
  gives them a deceptive butterfly-like appearance, but when they 
  unfurl to fly, they very much take the shape of bird wings. The 
  wings can lower, raise and adjust to catch and ride wind currents, 
  but they do not beat up and down like real birds. Avian Bio-Armor 
  is exclusive to the Lemurian Birdmen Warriors. While one might 
  imagine it takes some time to master this unique armor, the affinity 
  the Tangata Manu clan has with birds (all Birdmen Warriors come 
  from this clan) enables them to take wing like they were born to it. 
  Most master the use of the armor within a matter of 2D6 hours of 
  flying time and 1D6 hours underwater.
  Avian Bio-Armor is sealed, environmental armor with a magi-
  cal, independent air supply to protect against pollution and toxins 
  in the air or water. The armor can “breathe” new air as needed, 
  filtering most gases and dangerous substances. Even when tem-
  porarily unsealed, the warrior inside the armor gets a +2 to save 
  vs toxic gases, airborne poisons and diseases. The wearer controls 
  his pair of wings with mental commands and muscle movement. 
  Wings remain folded and compact until they are needed. In the air, 
  the wings fold out like those of a bird or airplane and change posi-
  tion and configuration as needed to ride air currents. Underwater, 
  the wings take on a low profile V-shape to minimize resistance and 
  cut through the water at good speeds. The wings operate by mental 
  command and the suit responds to the pilot as if it were a second 
  skin – which in many respects, it is.
  Until the last 70 years when the heavier Bio-Armors were first 
  designed, Avian Bio-Armor was used in all combat missions. 
  Now, with a wider variety of armor and specialization, the Bird-
  men engage primarily in scouting operations, reconnaissance and 
  intelligence gathering, search and rescue, surprise attacks, stealth 
  attacks, sabotage, espionage and Special Forces operations.
  Lemurian Avian Bio-Armor
  Exclusive to the Lemurian Tangata Manu Clan and select 
  heroes.
  Model Type: Avian Bio-Armor.
  Class: Light Aerial Combat Armor – the Biomancy Gene-Mage 
  equivalent of medium, environmental power armor.
  Crew: One.
  M.D.C. by Location:
  * Head – 110
  Arms (2) – 67 each
  * Clawed Hands (2) – 37 each
  Legs (2) – 122 each
  * Clawed Feet (2) – 70 each
  * Wings (2) – 117 each
  ** Main Body – 257
  * A single asterisk indicates a small or difficult target to hit 
  that can only be struck when the attacker makes a Called Shot, 
  and even then the attacker is -4 to strike. Destroying the head/
  helmet eliminates all forms of optical and sensory enhance-
  ment, leaving the pilot to rely on his own human senses without 
  any of the bonuses granted to him by the Bio-Armor.
  ** Depleting the M.D.C. of the main body shuts the Bio-Ar-
  mor down and Supernatural P.S., all bonuses, combat and spe-
  cial capabilities provided by the armor to its wearer are gone. 
  See Features Common to All Bio-Armor above for full details.
  
  112
  Speed:
  Running: 35 mph (56 km) maximum. The act of running does tire 
  out its wearer, but at half of the usual fatigue rate.
  Leaping: 10 feet (3 m) high or lengthwise from a stationary posi-
  tion, 30 feet (9.1 m) high or across with a running start without 
  actually attaining flight.
  Flying: Can take flight from a standing still position, running start 
  or leap from a height. Avian Bio-Armor can hover stationary in 
  mid-air or fly up to a maximum speed of 100 mph (160 km), triple 
  along a ley line or within a ley line triangle, but cruising speed is 
  considered to be 50 mph (80 km). A power dive in the air doubles 
  the Birdman’s current speed and is always a sharp, downward an-
  gled dive. Maximum altitude of the suit is 20,000 feet (6,096 m), 
  but it is typically used at low altitudes and is so agile and mobile 
  it can fly at treetop level, through a forest (at half speed), through 
  streets and around buildings, and even down hallways and narrow 
  passages. This means it can also hug the ground and slip under 
  enemy radar. Note: As a magical and living construct, Avian Bio-
  Armor is silent (except for the rush of the wind) even when flying 
  at top speed. Unless an enemy looks up he is not likely to notice 
  the Birdman.
  Underwater Capabilities: The Avian Bio-Armor can swim/rocket 
  through water at a maximum speed of 30 mph (48 km or 26 knots), 
  triple along a ley line, and can swim and walk along the bottom of 
  shallow seas at half the running speed. Can make an underwater 
  dive of 300 feet (91.4 m) underwater from the air or the surface of 
  the water. Maximum depth is two miles (3.2 km).
  Mobility: Good; -5% to Prowl or use other Physical skills due to 
  the bulk of the suit’s wings.
  Statistical Data:
  P.P.E. Cost to Create: 570 P.P.E.
  Height: 7-8 feet (2.1 to 2.4 m) with wings folded as small as pos-
  sible.
  Width: 2.6 to 3 feet (0.8 to 0.9 m) at the shoulder.
  Length: 4.5 feet (1.4 m) with wings folded to be upright and com-
  pact.
  Wingspan: 14 feet (4.3 m) with wings fully extended.
  Weight: 200 pounds (90 kg).
  Physical Strength: Supernatural P.S. of 20.
  Cargo: None, though belts, bags and other carrying cases can be 
  strapped to or carried by the Birdman.
  Power System: Magic. The living armor feeds on and is powered 
  by the P.P.E. of its wearer or available ambient P.P.E. As long as it 
  has at least 15 P.P.E. per day, it can function at full capacity.
  Continuous flight can be maintained for two hours per each of 
  the Birdman’s P.E. attribute points. After that he must rest or suffer 
  exhaustion.
  Cost: Exclusive to Lemurians and never sold on the open market, 
  nor are the secrets of its creation ever shared with outsiders, no 
  matter how trusted they may be. Easily worth 6-10 million credits.
  Weapon Systems:
  1. Clawed Gauntlets (2): The gauntlets of the armor end in short 
  claws for slashing and raking attacks. As armored, clawed 
  gauntlets, the Birdman can parry melee weapons with his hands 
  without injury to himself or the gauntlets. They are also useful 
  for scaling the walls of buildings and cliff facings, and hanging 
  onto Moai and the sides of water vessels. Note: The Bio-Armor 
  Gauntlets are damaged only when an attack specifically targets 
  them; requires a Called Shot and the attacker is -4 to strike.
  Primary Purpose: Close Combat.
  Secondary Purpose: Climbing.
  Range: Hand to hand/arm’s reach.
  Mega-Damage: 2D6 M.D. (factors in the Supernatural P.S. of 20), 
  double damage from a Power Strike but counts at two melee at-
  tacks.
  2. Clawed Feet/Boots (2): The boots of the armor end in clawed 
  toes for slashing and raking attacks and inflict more damage 
  from flying rake attacks and kicks. They are also useful for 
  scaling the walls of buildings and cliff facings, and hanging 
  onto Moai and the sides of water vessels. Note: The Bio-Ar-
  mor boots are damaged only when an attack specifically targets 
  them; requires a Called Shot and the attacker is -4 to strike.
  Primary Purpose: Close Combat.
  Secondary Purpose: Climbing.
  Range: Hand to hand/arm’s reach.
  Mega-Damage: 3D6 M.D. (factors in the Supernatural P.S. of 20) 
  from a typical kick, 4D6 M.D. from a flying rake or flying kick.
  3. Side Arms (2; Optional): One or two pistols or Biomancy Pow-
  er Rods can be strapped to the waist and secured to each leg for 
  additional firepower. Likewise, a utility belt with pouches and 
  gear can be hooked around the waist or chest.
  Birdmen may also use any type of Lemurian or outsiders’ 
  rifle or long-range power rod as a third handheld, ranged weap-
  on. Of course, staves, tridents, spears, swords and other melee 
  weapons may be used in addition to or in place of a blaster or 
  gun.
  4. Hand to Hand Combat: Rather than use a weapon, the pilot 
  can engage in Mega-Damage hand to hand combat. The num-
  ber of attacks and bonuses are as per the skills and attributes 
  of the armor’s wearer, plus the following bonuses provided by 
  the armor.
  Avian Bio-Armor Combat Bonuses:
  +1 additional attack per melee at levels 2, 5, 10 and 15.
  +2 to Perception Rolls from the air only.
  +2 to strike and parry, +3 to automatic dodge (the act of 
  dodging does not use up an attack/action), +2 to disarm, +1 to 
  pull punch, +2 to roll with impact, and +2 to save vs toxic gases, 
  airborne poisons and diseases.
  
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  +10% to Climbing, Land Navigation and Prowl skills when 
  the armor is worn.
  5. Sensor Systems & Special Features of Note: These are in ad-
  dition to features common to all Lemurian Bio-Armor.
  Bio-Regeneration of the Armor: The Bio-Armor suit is alive 
  and regenerates 2D6 M.D.C. per hour, double at a ley line, tri-
  ple at a nexus or Stone Pyramid.
  Magic Healing of the Wearer Inside the Armor: One Hit Point 
  or S.D.C. point per hour, double at a Stone Pyramid or at a ley 
  line or nexus.
  Optics: Perfect color vision and telescopic vision 5,000 feet 
  (1,524 m), Nightvision 2,000 feet (610 m), see the invisible 300 
  feet (91.4 m), polarization filters to eliminate glare above and 
  below the waves.
  Resistant to Cold: Suffers one-third damage.
  Sense Altitude, Depth and Wind: The armor enables the Bird-
  man to sense the altitude/height he is flying, depth level under-
  water and limitations of the armor with exact precision. It also 
  enables him to calculate wind direction, strength and speed, up-
  drafts, waves, tide and undercurrents and compensaten for them 
  to maximize speed of travel.
  Barnacle Bio-Armor
  This is an unusual form of Bio-Armor that uses barnacles to 
  create the armor and then invites them to climb aboard for a free 
  ride. In return, the wearer can harness and channel the P.P.E. held 
  and collected by each barnacle! This feature makes Barnacle Ar-
  mor particularly popular among Biomancers, other spell casters 
  and troops armed with magic weapons they can recharge using 
  the suit’s P.P.E. The armor resembles a netting-like mesh of the 
  barnacles’ connective strands and bony shell sections linking key 
  parts of the body armor together (like joints). One can still see the 
  wearer’s skin through the mesh, but the magical properties of the 
  suit protect the wearer completely. The rest of the suit is encrusted 
  with 3D4x10 barnacles. The barnacles’ filtering properties also 
  provide a +6 to save vs toxic gases, poisons and impurities found 
  in the water or air, so Barnacle Armor is sometimes used as a kind 
  of hazmat suit and appreciated for its P.P.E. reserve (1 P.P.E. per 
  barnacle). Note: If the host/armor dies, the surviving barnacles 
  will resume their normal life cycle, settling into the environment.
  Lemurian Barnacle Bio-Armor
  Model Type: Barnacle Bio-Armor.
  Class: Amphibious Combat Armor – the Biomancy Gene-Mage 
  equivalent of light, environmental power armor.
  Crew: One.
  M.D.C. by Location:
  * Head – 90
  Arms (2) – 50 each
  Legs (2) – 85 each
  ** Main Body – 147
  * A single asterisk indicates a small or difficult target to hit 
  that can only be struck when the attacker makes a Called Shot, 
  and even then the attacker is -4 to strike. Destroying the head/
  helmet eliminates all forms of optical and sensory enhance-
  ment, leaving the pilot to rely on his own human senses without 
  any of the bonuses granted to him by the Bio-Armor.
  ** Depleting the M.D.C. of the main body shuts the Bio-Ar-
  mor down and Supernatural P.S., all bonuses, combat and spe-
  cial capabilities provided by the armor to its wearer are gone. 
  See Features Common to All Bio-Armor above for full details.
  Speed:
  Running: 35 mph (56 km) maximum. The act of running does tire 
  out its wearer, but at half of the usual fatigue rate.
  Leaping: 10 feet (3 m) high or lengthwise from a stationary posi-
  tion, 16 feet (4.8 m) high or across with a running start.
  Flying: None.
  Underwater Capabilities: The Barnacle Bio-Armor can swim or 
  rocket through water at a maximum speed of 30 mph (48 km or 
  26 knots), triple along a ley line, and can swim and walk along the 
  bottom of shallow seas at half the running speed. Maximum depth 
  is three miles (4.8 km).
  Mobility: Excellent; no movement penalties.
  Statistical Data:
  P.P.E. Cost to Create: 750 P.P.E.
  Height: 7-8 feet (2.1 to 2.4 m).
  Width: 2.6 to 3 feet (0.8 to 0.9 m) at the shoulder.
  Length: 3.5 feet (1 m).
  Weight: 130 pounds (59 kg).
  Physical Strength: Supernatural P.S. of 20.
  Cargo: None, though belts, bags and other carrying cases can be 
  strapped to or carried by the wearer.
  Power System: Magic. The living armor feeds on and is powered 
  by the P.P.E. of its wearer or available ambient P.P.E. As long as it 
  has at least 20 P.P.E. per day, it can function at full capacity.
  Cost: Exclusive to Lemurians and never sold on the open market 
  nor are the secrets of its creation ever shared with outsiders, no 
  matter how trusted they may be. Easily worth 3-4 million credits.
  Weapon Systems:
  1. Barnacle Grenade: A single barnacle charged with Bio-Energy 
  can be discharged from the surface of the suit, detonating in an 
  explosion of clamshell fragments that distracts opponents and 
  gives the wearer an opportunity to regroup or make a run for it.
  Primary Purpose: Anti-Sea Monster/Anti-Submarine.
  Secondary Purpose: Defense.
  Mega-Damage: 4D6 M.D. to everything within a 4 foot (1.2 m) 
  blast radius.
  Range: 350 feet (106.7 m).
  Rate of Fire: Each launched barnacle counts as one melee attack/
  action.
  Payload: 6 barnacles. The suit recharges at a rate of one explosive 
  barnacle per hour.
  2. Barnacle Fists (2): The armor’s gauntlets feature knuckles with 
  protruding barnacle edges. They are extremely sharp and hard, 
  able to inflict M.D.
  Primary Purpose: Close Combat.
  Secondary Purpose: Defense.
  Range: Hand to hand/arm’s reach.
  Mega-Damage: 2D6 M.D. (factors in the Supernatural P.S. of 20), 
  double damage from Power Strike but counts as two melee attacks.
  3. Side Arms (2; Optional): Any type of side arm or melee weap-
  on may be used; same as the Avian Bio-Armor.
  4. Hand to Hand Combat: Rather than use a weapon the pilot 
  can engage in Mega-Damage hand to hand combat. The num-
  ber of attacks and bonuses are as per the skills and attributes 
  of the armor’s wearer, plus the following bonuses provided by 
  the armor.
  Barnacle Bio-Armor Combat Bonuses:
  +1 additional attack per melee at levels 3, 7 and 11.
  
  114
  +2 to Perception Rolls underwater only.
  +1 to strike and parry, +1 to disarm and +1 to pull punch, 
  +2 to roll with impact, and +6 to save vs toxic gases, airborne 
  poisons and diseases.
  +10% to Climbing, Underwater Navigation and Undersea 
  Salvage skills when the armor is worn.
  5. Sensor Systems & Special Features of Note: All the same 
  common features, except for the following.
  Bio-Regeneration: 3D6 M.D.C. per hour.
  P.P.E. Battery/Reservoir: The 3D4x10+220 barnacles provide 
  a total of 1D4x10+50 P.P.E. at full power. The wearer of Bar-
  nacle Bio-Armor can draw upon the P.P.E. reserve of the suit to 
  use in casting magic. The barnacles, en masse, recover P.P.E. at 
  a rate of 5D6 per hour, so there should be 5-30 P.P.E. available 
  most of the time, even when drawing on the suit on a frequent 
  basis. Note: A barnacle is roughly an inch and a half (4 cm) in 
  diameter, but they do not cover every inch of the armor.
  Chitin Bio-Armor
  The creation process for Chitin Bio-Armor enchants a group 
  of insects into weaving a chitinous substance around the recipi-
  ent of the Bio-Armor. The actual ritual takes about 20 minutes 
  and can take place wherever insects are plentiful, though forests, 
  jungles and marshlands seem to be preferred by most Biomancer 
  Gene-Mages. A swarm of insects arrive and surround the subject 
  of the spell, completely covering him under a solid, living mass of 
  bugs. The insects are temporarily enchanted and able to secrete a 
  gooey substance over the subject from head to toe. The recipient 
  of the armor must remain as still as possible while immersed in 
  the crawling insects and goo. The G.M. might require characters 
  that aren’t Biomancers, Lemurians, psychic sensitives or Jungle 
  Elves to make a save vs a Horror Factor of 10. Failure means the 
  character thrashes around and/or flees and the spell is ruined, no 
  Bio-Armor is created, and the P.P.E. is lost.
  When the ritual is successfully completed, the cloud of insects 
  withdraws to reveal the warrior clad in a suit of insect plate armor, 
  complete with a helmet and transparent eye goggles. Its perfect 
  fit provides excellent mobility (no Prowl or other skill penalties) 
  as well as two sets of unobtrusive wings that fit flush against the 
  body. The Chitin Bio-Armor might not have the same speed or 
  aerodynamics of the Avian Bio-Armor, but its four wings allow 
  it to hover and fly at moderate speed, and it features impressive 
  jumping and combat capabilities. The suit also has a pair of anten-
  nae which are sensitive enough to detect radar and sonar emissions.
  Lemurian Chitin Bio-Armor
  Model Type: Chitin Bio-Armor.
  Class: Amphibious Combat Armor – the Biomancy Gene-Mage 
  equivalent of medium environmental power armor.
  Crew: One.
  M.D.C. by Location:
  * Antennae (2) – 10 each
  * Head – 100
  * Hands (2) – 57 each
  Arms (2) – 95 each
  Legs (2) – 157 each
  * Insect Wings (4) – 35 each
  ** Main Body – 268
  * A single asterisk indicates a small or difficult target to hit 
  that can only be struck when the attacker makes a Called Shot, 
  and even then the attacker is -4 to strike. Destroying the head/
  helmet eliminates all forms of optical and sensory enhance-
  ment, leaving the pilot to rely on his own human senses without 
  any of the bonuses granted to him by the Bio-Armor. Destroy-
  ing one pair of wings makes hovering and flight impossible.
  ** Depleting the M.D.C. of the main body shuts the Bio-Ar-
  mor down and Supernatural P.S., all bonuses, weapons and spe-
  cial capabilities provided by the armor to its wearer are gone. 
  See Features Common to All Bio-Armor above for full details.
  Speed:
  Running: 35 mph (56 km) maximum. The act of running does tire 
  out its wearer, but at one quarter the usual fatigue rate.
  
  115
  Leaping: 20 feet (6 m) high or 40 feet (12.2 m) lengthwise from 
  a stationary position, double with a running start without actually 
  attaining flight.
  Flying: Can take flight from a standing still position, running start 
  or leap from a height. Chitin Bio-Armor can hover stationary in 
  mid-air or fly up to a maximum speed of 50 mph (80 km), triple 
  along a ley line or within a ley line triangle.
  A power dive in the air doubles the wearer’s current speed and 
  is always a sharp, downward angled dive. Maximum altitude of the 
  suit is 10,000 feet (3,048 m), but it is typically used at low altitudes 
  and is so agile and mobile it can fly at treetop level, through a for-
  est, through streets and around buildings, and even down hallways 
  and narrow passages at full speed. This means it can also hug the 
  ground and slip under enemy radar. Note: As a magical and living 
  construct, Chitin Bio-Armor is extremely quiet, even when flying 
  at full speed. The wings do make a distinctive buzzing sound, but 
  the noise is much less than aircraft, hover vehicles, or jet packs. 
  The suit must be within 500 feet (152 m) for the noise it produces 
  to be audible. Silent underwater.
  Underwater Capabilities: The Chitin Bio-Armor can swim/rocket 
  through water at a maximum speed of 30 mph (48 km or 26 knots), 
  triple along a ley line, and can swim and walk along the bottom of 
  shallow seas at half the running speed. Maximum depth is three 
  miles (4.8 km).
  Mobility: Excellent; no movement penalties.
  Statistical Data:
  P.P.E. Cost to Create: 900 P.P.E.
  Height: 7-8 feet (2.1 to 2.4 m) with wings folded as small as pos-
  sible.
  Width: 2.6 to 3 feet (0.8 to 0.9 m) at the shoulder.
  Length: 3 feet (0.9 m) with wings folded flush against the suit.
  Wingspan: 7 feet (2.1 m) with wings fully extended.
  Weight: 180 pounds (81 kg).
  Physical Strength: Supernatural P.S. of 25.
  Cargo: None per se, though belts, bags and other carrying cases 
  can be strapped to or carried by the wearer.
  Power System: Magic. The living armor feeds on and is powered 
  by the P.P.E. of its wearer and available ambient P.P.E. As long 
  as it has at least 20 P.P.E. per day, it can function at full capacity.
  Continuous flight can be maintained for two hours per each of 
  the wearer’s P.E. attribute points (half that underwater). After that 
  he must rest or suffer exhaustion.
  Cost: Exclusive to Lemurians and never sold on the open market 
  nor are the secrets of its creation ever shared with outsiders, no 
  matter how trusted they may be. Easily worth 5-8 million credits.
  Weapon Systems:
  1. Shoulder Beams (2): A “collar”-like ridge along the armor con-
  tains a pair of energy beam emitters. Their reach is limited, but 
  they provide the wearer with long-range weapons while keep-
  ing his/her hands free for fighting hand to hand.
  Primary Purpose: Anti-Personnel.
  Secondary Purpose: Defense.
  Range: 1,600 feet (488 m).
  Mega-Damage: 2D6 M.D. per single blast, 4D6 M.D. for a dual 
  blast.
  Rate of Fire: Each blast or dual blast counts as one melee action.
  Payload: Effectively unlimited as long as the suit is charged with 
  P.P.E.
  2. Serrated Forearm Blades (2): Each of the Bio-Armor’s arms 
  features dual, retractable blades similar to the arms of a pray-
  ing mantis. They pull back when not in use and spring forward 
  when the wearer engages in close combat.
  Primary Purpose: Close Combat.
  Secondary Purpose: Defense.
  Range: Hand to hand/arm’s reach.
  Mega-Damage: 4D6 M.D. (factors in the Supernatural P.S. of 25), 
  double damage from Power Strike but counts at two melee attacks.
  3. Insect Mandibles: The mouth of the Chitin Bio-Armor features 
  insectoid pincers that can be used to bite and snap in melee 
  combat.
  Primary Purpose: Close Combat.
  Secondary Purpose: Defense.
  Range: Hand to hand/arm’s reach.
  Mega-Damage: 2D4 M.D.
  4. Side Arms (2; Optional): Any type of side arm or melee weap-
  on may be used; same as the Avian Bio-Armor.
  5. Hand to Hand Combat: Rather than use a weapon the pilot 
  can engage in Mega-Damage hand to hand combat. The num-
  ber of attacks and bonuses are as per the skills and attributes 
  of the armor’s wearer, plus the following bonuses provided by 
  the armor.
  Mega-Damage: As per Supernatural P.S. of 25. Restrained 
  Punch: 4D6 S.D.C. Punch or Head Butt: 2D6 M.D. Power 
  Punch: 4D6 M.D., but counts as two melee attacks. Kick: 3D6 
  M.D. Leap Kick or Power Kick: 5D6 M.D. Stomp: 1D6 M.D. 
  Body Block/Ram: 2D6 M.D. plus has a 01-50% chance of 
  knocking down opponents up to 14 feet (4.3 m) tall. Victims 
  of knockdown lose initiative for the rest of the melee round and 
  one melee attacks.
  Chitin Bio-Armor Combat Bonuses:
  +1 additional attack per melee at levels 2, 5, 10 and 15.
  +2 to Perception Rolls on land only.
  +2 to strike and parry, +1 to automatic dodge (the act of 
  dodging does not use up an attack/action) at levels 1, 3, 5, 7, 9 
  and 11, +2 to disarm, +3 to pull punch, +2 to roll with impact, 
  and +2 to save vs toxic gases, airborne poisons and diseases.
  +15% to Climbing and Rappelling, +10% to Land Naviga-
  tion and Tailing, and +5% to Prowl when the armor is worn.
  6. Sensor Systems & Special Features of Note: All the same 
  common features, plus those of the Avian Bio-Armor, plus the 
  following.
  Antennae: The Chitin Armor’s antennae can detect radar sig-
  nals at a range of up to 10 miles (16 km) and sonar signals from 
  as far as 20 miles (32 km) away. The antennae tell the wearer 
  the direction and distance of the signals, as well as whether a 
  sonar pulse is biological or mechanical in origin, but they are 
  incapable of determining what exactly is emitting the radar/so-
  nar.
  Coral Bio-Armor
  This suit of Bio-Armor is created with the aid of the tiny or-
  ganisms called polyps found in coral. The Biomancer Gene-Mage 
  must perform this ritual near a living coral reef and the suit’s recip-
  ient must be physically present. While the Biomancer chants the 
  ritual (this takes approximately ten minutes), the recipient of the 
  armor swims near the reef. As the spell progresses, the reef reaches 
  up and engulfs him in a semi-liquid substance made of living pol-
  yps. When the ritual is over, the person is totally encased in coral. 
  For 1D4 minutes he is blind and oblivious to the world. Some find 
  
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  117
  the experience disquieting and those with claustrophobia cannot 
  endure the ritual. Most recipients take the opportunity to engage in 
  deep meditation and enjoy bonding with the coral reef. After the 
  1D4 minute period is over, the reef resumes its natural appearance. 
  Meanwhile, the coral encasing the person continues to transform 
  into form-fitting, rock-like, Mega-Damage armor. The specific 
  design of the armor varies with the Biomancer Gene-Mage and 
  the emotions and temperament of the recipient, but it is always an 
  organic shape with living organisms, colors and shapes that one 
  would expect to find at a coral reef.
  Lemurian Coral Bio-Armor
  Model Type: Coral Bio-Armor.
  Class: Amphibious Combat Armor – the Biomancy Gene-Mage 
  equivalent of heavy, environmental power armor.
  Crew: One.
  M.D.C. by Location:
  * Head – 120
  * Hands (2) – 90 each
  Arms (2) – 180 each
  * Arm Sword – Blades (2) – 60 each
  Legs (2) – 220 each
  ** Main Body – 357
  * A single asterisk indicates a small or difficult target to hit 
  that can only be struck when the attacker makes a Called Shot, 
  and even then the attacker is -4 to strike. Destroying the head/
  helmet eliminates all forms of optical and sensory enhance-
  ment, leaving the pilot to rely on his own human senses without 
  any of the bonuses granted to him by the Bio-Armor.
  ** Depleting the M.D.C. of the main body shuts the Bio-
  Armor down and Supernatural P.S., all bonuses, weapons and 
  special capabilities provided by the armor to its wearer are 
  gone. See Features Common to All Bio-Armor for full details.
  Speed:
  Running: 30 mph (48 km) maximum. The act of running does tire 
  out its wearer, but at one third of the usual fatigue rate.
  Leaping: 5 feet (1.5 m) high or lengthwise from a stationary posi-
  tion, 10 feet (3 m) high or across with a running start.
  Flying: None.
  Underwater Capabilities: The Coral Bio-Armor can swim/rocket 
  through water at a maximum speed of 30 mph (48 km or 26 knots), 
  triple along a ley line, and can swim and walk along the bottom 
  of shallow seas at half the running speed. Maximum depth is four 
  miles (6.4 km).
  Mobility: Fair; -10% to Prowl or use other Physical skills.
  Statistical Data:
  P.P.E. Cost to Create: 700 P.P.E.
  Height: 8.5-10.5 feet (2.6 to 3.2 m).
  Width: 2.6 to 3 feet (0.8 to 0.9 m) at the shoulder.
  Length: 3.5 feet (1 m).
  Weight: 600 pounds (270 kg).
  Physical Strength: Supernatural P.S. of 30.
  Cargo: None, though belts, bags and other carrying cases can be 
  strapped to or carried by the wearer.
  Power System: Magic. The living armor feeds on and is powered 
  by the P.P.E. of its wearer and available ambient P.P.E. As long 
  as it has at least 25 P.P.E. per day, it can function at full capacity.
  Cost: Exclusive to Lemurians and never sold on the open market 
  nor are the secrets of its creation ever shared with outsiders, no 
  matter how trusted they may be. Easily worth 12-15 million cred-
  its.
  Weapon Systems:
  1. Coral Burst: At the user’s will, the Bio-Armor can fire a blast 
  of dozens of tiny, razor sharp coral fragments from its hands 
  and arms; point and shoot.
  Primary Purpose: Anti-Personnel.
  Secondary Purpose: Defense.
  Range: 1,000 feet (305 m) underwater, double in an atmosphere.
  Mega-Damage: 6D6 M.D. per blast from one arm, 1D6x10+6 
  from a simultaneous dual blast at the same target from both.
  Rate of Fire: Each single or dual blast counts as one melee at-
  tack.
  Payload: 60 blasts per arm, per hour.
  2. Retractable Arm Blades (2): The arms of the Coral Bio-Armor 
  sport a pair of extendible and retractable swords. They are used 
  against sea monsters and humanoid opponents alike, and can 
  retract fully into protective mountings when not in use.
  Primary Purpose: Close Combat.
  Secondary Purpose: Defense.
  Range: Hand to hand/arm’s reach.
  Mega-Damage: 5D6 M.D. (factors in the Supernatural P.S. of 
  30), double damage from Power Strike but counts at two melee 
  attacks.
  3. Side Arms (2; Optional): Any type of side arm or melee weap-
  on may be used; same as the Avian Bio-Armor.
  4. Hand to Hand Combat: Rather than use a weapon the pilot 
  can engage in Mega-Damage hand to hand combat. The num-
  ber of attacks and bonuses are as per the skills and attributes 
  of the armor’s wearer, plus the following bonuses provided by 
  the armor.
  Mega-Damage: As per Supernatural P.S. of 30. Restrained 
  Punch: 5D6 S.D.C. Punch or Head Butt: 3D6 M.D. Power 
  Punch: 6D6 M.D., but counts as two melee attacks. Kick: 
  3D6+2 M.D. Stomp: 1D6 M.D. Body Block/Ram: 3D6+2 M.D. 
  plus has a 01-60% likelihood of knocking down opponents up 
  to 15 feet (4.6 m) tall. Victims of knockdown lose initiative for 
  the rest of the melee round and one melee attack.
  Coral Bio-Armor Combat Bonuses:
  +1 additional attack per melee at levels 2, 5, 10 and 15.
  +2 to Perception Rolls underwater only.
  +1 to strike with Coral Burst at levels 2, 4, 6, 8, 10 and 12.
  +1 to strike, +2 to parry and disarm, +3 to pull punch, +2 to 
  roll with impact, and +2 to save vs toxic gases, airborne poisons 
  and diseases.
  +10% to Prowl and Camouflage skills in coral reef environ-
  ments only.
  5. Sensor Systems & Special Features of Note: All the same 
  common features, except for the following.
  Bio-Regeneration: 3D6 M.D.C. per hour, double at a coral reef.
  Razor Coral: Coral reefs are known for their sharp edges that 
  cut careless divers and undersea fishermen. The Coral Bio-
  Armor can temporarily ripple with razor-edged protrusions, 
  making it extremely difficult to fight against the suit in close 
  combat. When activated, anyone who strikes with their hands, 
  feet, tail or body against the wearer takes 50% of the attack’s 
  damage themselves. Attackers who use a close combat weapon 
  (sword, club, etc.) do not take damage, but see the damage they 
  inflict reduced by 20%. Razor Coral lasts for one minute (four 
  melee rounds), and can only be used twice per hour.
  
  118
  
  119
  Crustacean Bio-Armor
  The mighty Crustacean Bio-Armor is the Lemurians’ walking 
  tank and an absolute monster in close combat. The creation process 
  enchants a group of crustaceans (crabs, lobsters and other shellfish) 
  into weaving a bone-like substance around the subject. The actual 
  ritual takes 20 minutes, and must be performed at open sea or on 
  an ocean beach. A swarm of crustaceans arrives and surrounds the 
  subject of the spell, completely covering him under a solid, living 
  mass of critters. The crustaceans are temporarily enchanted and 
  able to secrete a gooey substance over the character. The recipient 
  of the armor must remain as still as possible while immersed in 
  the crawling crustaceans. The G.M. might require characters that 
  aren’t Biomancers, Jungle Elves, Lemurians or psychic sensitives 
  to make a save vs a Horror Factor of 10. Failure means the charac-
  ter thrashes around or flees and the spell is ruined, the armor is not 
  made, and the P.P.E. is lost. When the ritual is completed success-
  fully, the cloud of crustaceans withdraws to reveal the character 
  clad in a suit of bony plate armor, complete with a helmet and mas-
  sive crab claw. Crustacean Bio-Armor has superior air and water 
  filtering capabilities as well as heavy armor and impressive depth 
  resistance. All of which make Crustacean Bio-Armor units perfect 
  for attacks on the Lord of the Deep and other trench-dwellers.
  Lemurian Crustacean Bio-Armor
  Model Type: Crustacean Bio-Armor.
  Class: Heavy Amphibious Combat Armor – the Biomancy Gene-
  Mage equivalent of heavy, environmental power armor.
  Crew: One.
  M.D.C. by Location:
  * Head – 150
  * Hand (1; usually right) – 130
  Pincer Claw (1, usually left) – 350
  Arms (2) – 220 each
  Legs (2) – 310 each
  ** Main Body – 457
  * A single asterisk indicates a small or difficult target to hit 
  that can only be struck when the attacker makes a Called Shot, 
  and even then the attacker is -4 to strike. Destroying the head/
  helmet eliminates all forms of optical and sensory enhance-
  ment, leaving the pilot to rely on his own human senses without 
  any of the bonuses granted to him by the Bio-Armor.
  ** Depleting the M.D.C. of the main body shuts the Bio-
  Armor down and Supernatural P.S., all bonuses, weapons and 
  special capabilities provided by the armor to its wearer are 
  gone. See Features Common to All Bio-Armor for full details.
  Speed:
  Running: 30 mph (48 km) maximum. The act of running does tire 
  out its wearer, but at one quarter of the usual fatigue rate.
  Leaping: Cannot jump from a stationary position, 8 feet (2.4 m) 
  high or across with a running start.
  Flying: None.
  Underwater Capabilities: The Crustacean Bio-Armor can swim/
  rocket through water at a maximum speed of 35 mph (56 km or 
  30 knots), triple along a ley line, and can swim and walk along the 
  bottom of shallow seas at half the running speed. Maximum depth 
  is seven miles (11 km).
  Mobility: Poor, -15% to Acrobatics, Gymnastics, Prowl and simi-
  lar skills requiring agility and movement, but not Climbing or 
  Swimming.
  Statistical Data:
  P.P.E. Cost to Create: 1,000 P.P.E.
  Height: 9-12 feet (2.7 to 3.6 m).
  Width: 4.5 to 6 feet (1.4 to 1.8 m) at the shoulder.
  Length: 4.5 feet (1.4 m).
  Weight: 1,400-2,000 pounds (630 to 900 kg).
  Physical Strength: Supernatural P.S. of 40.
  Cargo: None, though belts, bags and other carrying cases can be 
  strapped to or carried by the wearer.
  Power System: Magic. The living armor feeds on and is powered 
  by the P.P.E. of its wearer and available ambient P.P.E. As long 
  as it has at least 30 P.P.E. per day, it can function at full capacity.
  Cost: Exclusive to Lemurians and never sold on the open market 
  nor are the secrets of its creation ever shared with outsiders, no 
  matter how trusted they may be. Easily worth 18-25 million cred-
  its.
  Weapon Systems:
  1. Sonic Wave: The Crustacean Armor’s hammerhead has the 
  ability to emit piercing sonic energy directed into a broad wave 
  and used as a ranged weapon. Larger targets take greater dam-
  age, while the wave’s size means it can be fired at groups of 
  infantry or small targets as well.
  Primary Purpose: Anti-Personnel.
  Secondary Purpose: Anti-Sea Monster/Anti-Submarine.
  Range: 600 feet (183 m) on the surface, 1,200 feet (366 m) under-
  water.
  Mega-Damage: Large targets (12 feet/3.6 m tall/long or larger) 
  take 1D6x10 M.D. from absorbing the entire sonic wave. Smaller, 
  man-sized targets take 3D6 M.D., but that damage is done to ev-
  erything/everyone within 15 feet (4.6 m) of the point where the 
  wave hits.
  Rate of Fire: Each wave counts as one melee attack/action.
  Payload: Effectively unlimited as long as the suit is charged with 
  P.P.E.
  2. Chest Beam (1): Mounted on the left side of the chest is a beam 
  emitter that fires an energy beam. The damage is limited, but 
  provides the wearer with a long-range weapon while keeping 
  his/her hands free for fighting hand to hand.
  Primary Purpose: Anti-Personnel.
  Range: 1,600 feet (488 m); half underwater.
  Secondary Purpose: Defense.
  Mega-Damage: 2D6 M.D. per single blast.
  Rate of Fire: Each blast counts as one melee action.
  Payload: Effectively unlimited as long as the suit is charged with 
  P.P.E.
  3. Giant Crab Claw: The Crustacean’s most noticeable weapon 
  is its giant, distinctive crab claw. A massively powerful device, 
  the claw can rip through tank armor and the hulls of ships with 
  ease. Crustacean units are often used for boarding parties where 
  they can create their own entrances and exits. For fighting on-
  shore or deep below the waves, the Crustacean is as intimidat-
  ing as any monster it is likely to come up against.
  Primary Purpose: Close Combat.
  Secondary Purpose: Assault.
  Range: Hand to hand/arm’s reach.
  Mega-Damage: 6D6+10 M.D. (factors in the Supernatural P.S. of 
  40), 1D6x10 M.D. for a Power Strike, but counts at two melee 
  attacks.
  4. Side Arms (2; Optional): Any type of side arm or melee weap-
  on may be used; same as the Avian Bio-Armor.
  
  120
  5. Hand to Hand Combat: Rather than use a weapon the pilot 
  can engage in Mega-Damage hand to hand combat. The num-
  ber of attacks and bonuses are as per the skills and attributes 
  of the armor’s wearer, plus the following bonuses provided by 
  the armor.
  Mega-Damage: As per Supernatural P.S. of 40. Restrained 
  Punch: 6D6 S.D.C. Punch or Head Butt: 5D6 M.D. Power 
  Punch: 1D6x10 M.D., but counts as two melee attacks. Crab 
  Claw: 1D4x10+10 M.D. Stomp: 3D6 M.D. Body Block/Ram: 
  6D6 M.D. plus has a 01-78% likelihood of knocking down op-
  ponents up to 20 feet (6.1 m) tall. Victims of knockdown lose 
  initiative for the rest of the melee round and one melee attack.
  Crustacean Bio-Armor Combat Bonuses:
  +1 additional attack per melee at levels 2, 4, 8, 12 and 15.
  +3 to Perception Rolls underwater, +2 on land.
  +2 to strike, +3 to parry, +1 to dodge (underwater only), +2 
  to disarm, +2 to pull punch, +3 to roll with impact, and +6 to 
  save vs toxic gases, airborne poisons and diseases.
  +10% to the Underwater Navigation and Land Navigation 
  skills when the armor is worn.
  6. Sensor Systems & Special Features of Note: All the same 
  common features, except for the following.
  Bio-Regeneration: 1D6x10 M.D.C. per hour.
  Emergency Flotation: Due to the armor’s significant weight and 
  frequent use as a diving suit for combat at great depth, an emer-
  gency flotation feature is built in. When activated, the armor 
  rockets upward towards the surface, moving much faster than 
  its bulk would seem to allow. Granted, the only optional direc-
  tion is straight up, but the Crustacean’s heavy armor protects 
  the user from any adverse effects of rapid pressure change. Op-
  ponents who the Bio-Armor is grappling and hanging onto may 
  not have the same resistance, and ascending a few thousand feet 
  in a matter of seconds could leave them victim to “the Bends” 
  – disoriented, injured or even dead!
  Hammerhead: Users clad in the Crustacean Bio-Armor are 
  bulky and slow to react. To help make up for this, a “hammer-
  head” section on top of the armor has a pair of secondary eyes 
  that allow the wearer to see in an almost 300 degree arc and 
  perform head butts. Except for a small blind spot directly be-
  hind the armor, there is virtually no way to sneak up on the 
  Crustacean Bio-Armor.
  Dolphin Bio-Armor
  Used almost exclusively by Lemurian Scouts and Sea Sentinels, 
  this unusual looking suit of Bio-Armor possesses a full tail and 
  fins. The ritual summons a pod of dolphins, which the Biomancer 
  Gene-Mage then negotiates with, and enlists their aid in creating 
  the suit for the recipient of the armor. If successful, the dolphins 
  then agree to participate in the ritual, giving of themselves freely. 
  The end result is a Bio-Armor suit with a mermaid-like dolphin 
  tail and great speed, power and maneuverability in the water. The 
  tail can be temporarily removed, allowing the Bio-Armor warrior 
  to use his or her own legs. While separated, the tail section swims 
  around like any other sea creature until it is called, recovered or 
  given instructions. Note: Though physically separated, the tail 
  section remains linked to its owner and can wait for an indefinite 
  period of time to be reunited without suffering any ill effect. It is 
  interesting to note that the “tail” can look like the traditional dol-
  phin or whale style of tail, or that of a shark or other type of fish.
  Lemurian Dolphin Bio-Armor
  Model Type: Dolphin Bio-Armor.
  Class: Undersea Combat Armor – the Biomancy Gene-Mage 
  equivalent of light environmental power armor.
  Crew: One.
  M.D.C. by Location:
  * Head – 90
  Arms (2) – 90 each
  Legs (2) – 120 each
  Dolphin Tail Section – 221
  ** Main Body – 195
  * A single asterisk indicates a small or difficult target to hit 
  that can only be struck when the attacker makes a Called Shot, 
  and even then the attacker is -4 to strike. Destroying the head/
  helmet eliminates all forms of optical and sensory enhance-
  ment, leaving the pilot to rely on his own human senses without 
  any of the bonuses granted to him by the Bio-Armor.
  ** Depleting the M.D.C. of the main body shuts the Bio-
  Armor down and Supernatural P.S., all bonuses, weapons and 
  special capabilities provided by the armor to its wearer are 
  gone. See Features Common to All Bio-Armor for full details.
  Speed:
  Running: 40 mph (64 km) maximum. The act of running does tire 
  out its wearer, but at half of the usual fatigue rate.
  Leaping: 10 feet (3 m) high or lengthwise from a stationary posi-
  tion, 20 feet (6.1 m) high or across with a running start.
  
  121
  Flying: None.
  Underwater Capabilities: Dolphin Bio-Armor can swim/rocket 
  through water at a maximum speed of 50 mph (80 km or 43 knots), 
  triple along a ley line, leap out of water 20 feet (6.1 m) high and 
  across, and can swim or walk along the bottom of shallow seas at 
  full running speed. Maximum depth is four miles (6.4 km). With-
  out the dolphin tail attached, swimming speed is reduced by half.
  Mobility: Excellent; no movement penalties.
  Statistical Data:
  P.P.E. Cost to Create: 800 P.P.E.
  Height: 7-8 feet (2.1 to 2.4 m).
  Width: 2.6 to 3 feet (0.8 to 0.9 m) at the shoulder.
  Length: 2.5 feet (0.76 m) in bipedal mode without the tail, 16 feet 
  (4.8 m) including the full length of the tail which is usually about 
  12 feet (3.6 m) long all by itself.
  Weight: 100 pounds (45 kg), +250 (113 kg) with tail attached.
  Physical Strength: Supernatural P.S. of 20.
  Cargo: None, though belts, bags and other carrying cases can be 
  strapped to or carried by the wearer.
  Power System: Magic. The living armor feeds on and is powered 
  by the P.P.E. of its wearer and available ambient P.P.E. As long 
  as it has at least 15 P.P.E. per day, it can function at full capacity.
  Cost: Exclusive to Lemurians and never sold on the open market 
  nor are the secrets of its creation ever shared with outsiders, no 
  matter how trusted they may be. Easily worth 6-10 million credits.
  Weapon Systems:
  1. Energy Bolt: Dolphin Bio-Armor can generate an energy blast 
  from the hands; point and shoot.
  Primary Purpose: Anti-Sea Monster/Anti-Submarine.
  Secondary Purpose: Defense.
  Range: 1,600 feet (488 m), half underwater.
  Mega-Damage: 2D6 M.D. per blast; only single shots are possible.
  Rate of Fire: Each blast counts as one melee attack.
  Payload: Effectively unlimited as long as the suit is charged with 
  P.P.E.
  2. Tail Slap: The muscular tail can deliver powerful tail slaps 
  when used in combat.
  Primary Purpose: Close Combat.
  Secondary Purpose: Defense.
  Range: Hand to hand/tail’s reach which is about 12 feet (3.6 m).
  Mega-Damage: 3D6 M.D. (factor’s in the Supernatural P.S. of 20). 
  Counts as two melee attacks.
  3. Side Arms (2; Optional): Any type of side arm or melee weap-
  on may be used by the armor clad warrior; same as the Avian 
  Bio-Armor.
  4. Hand to Hand Combat: Rather than use a weapon the pilot 
  can engage in Mega-Damage hand to hand combat. The num-
  ber of attacks and bonuses are as per the skills and attributes 
  of the armor’s wearer, plus the following bonuses provided by 
  the armor.
  Mega-Damage: As per Supernatural P.S. Restrained Punch: 
  1D6 M.D. Power Punch: 2D6 M.D., but counts as two attacks. 
  Tail Slap: 3D6 M.D.
  Dolphin Bio-Armor Combat Bonuses:
  +1 additional attack per melee at levels 2, 6, 10 and 15.
  +2 to Perception Rolls underwater only.
  +1 to strike, +2 to parry, +1 to automatic dodge (the act of 
  dodging does not use up an attack/action) at levels 1, 3, 5, 7, 10 
  and 13, +1 to disarm, +2 to pull punch, +1 to roll with impact, 
  and +2 to save vs toxic gases, airborne poisons and diseases.
  +15% to Underwater Navigation, Track & Hunt Sea Ani-
  mals and Prowl skills when the armor is worn. No bonuses on 
  land.
  5. Sensor Systems & Special Features of Note: All the same 
  common features, except for the following.
  Bio-Regeneration: 2D6+2 M.D.C. per hour.
  Dolphin Tail: Part of the Bio-Armor is a large, detachable dol-
  phin tail. The tail provides additional speed and maneuverabil-
  ity in the water, but makes the suit unusable on land. To make 
  up for this, the tail section is removable and when detached, 
  behaves like an independent creature. It can be summoned and 
  commanded to serve as a messenger or a distraction, or simply 
  to wait/hide until the suit’s wearer returns to it or calls it. The 
  wearer of Dolphin Bio-Armor can send out a telepathic call, 
  with the location to meet at up to 3,000 miles (4,800 km) away.
  Kelp Bio-Armor
  A large amount of kelp or other seaweed must be present to 
  initiate the ritual. While the Biomancer Gene-Mage chants (this 
  creation ritual takes 15 minutes), the recipient of the armor stands 
  within the forest of kelp. As the spell progresses, the kelp begins to 
  entangle and cover the recipient, completely engulfing him. When 
  the ritual is over, the person is totally encased in seaweed. For 1D4 
  minutes he is blind and oblivious to the world. Some find the expe-
  rience disquieting and those with claustrophobia cannot endure the 
  ritual. After the 1D4 minute period is over, seaweed that is not part 
  of the suit floats away, while the seaweed covering the individual 
  continues to transform into form fitting, leathery looking, Mega-
  Damage Kelp Bio-Armor. The specific design of the armor is up to 
  the Biomancer Gene-Mage and the temperament and influence of 
  the recipient, although it always has a humanoid shape and organic 
  appearance with many frills and ribbons of seaweed.
  Kelp armor is used by Scouts, Serpent Hunters and ambush 
  teams as its seaweed layers provide excellent undersea camouflage 
  and even help hide the user from sonar. The kelp fronds that make 
  up the suit also assist in climbing, entangling opponents in combat 
  and can be used as a whip or rope as needed.
  Lemurian Kelp Bio-Armor
  Model Type: Kelp Bio-Armor.
  Class: Undersea Combat and Reconnaissance Armor – the Bio-
  mancy Gene-Mage equivalent of medium environmental power 
  armor.
  Crew: One.
  M.D.C. by Location:
  * Head – 100
  Arms (2) – 97 each
  Legs (2) – 130 each
  ** Main Body – 247
  * A single asterisk indicates a small or difficult target to hit 
  that can only be struck when the attacker makes a Called Shot, 
  and even then the attacker is -4 to strike. Destroying the head/
  helmet eliminates all forms of optical and sensory enhance-
  ment, leaving the pilot to rely on his own human senses without 
  any of the bonuses granted to him by the Bio-Armor.
  ** Depleting the M.D.C. of the main body shuts the Bio-
  Armor down and Supernatural P.S., all bonuses, weapons and 
  special capabilities provided to the wearer by the armor are 
  gone. See Features Common to All Bio-Armor for full details.
  
  122
  
  123
  Speed:
  Running: 40 mph (64 km) maximum. The act of running does tire 
  out its wearer, but at one third of the usual fatigue rate.
  Leaping: 10 feet (3 m) high or lengthwise from a stationary posi-
  tion, 20 feet (6 m) high or across with a running start.
  Flying: None.
  Underwater Capabilities: The Kelp Bio-Armor can swim/rocket 
  through water at a maximum speed of 40 mph (64 km), triple along 
  a ley line, and can swim and walk along the bottom of shallow seas 
  at half the running speed. Maximum depth is three miles (4.8 km).
  Mobility: Excellent; no movement penalties.
  Statistical Data:
  P.P.E. Cost to Create: 650 P.P.E.
  Height: 7-8 feet (2.1 to 2.4 m).
  Width: 2.6 to 3 feet (0.8 to 0.9 m) at the shoulder.
  Length: 2.2 feet (0.67 m).
  Weight: 150 pounds (68 kg).
  Physical Strength: Supernatural P.S. of 22.
  Cargo: None, though belts, bags and other carrying cases can be 
  strapped to or carried by the wearer.
  Power System: Magic. The living armor feeds on and is powered 
  by the P.P.E. of its wearer and available ambient P.P.E. As long as 
  it has at least 20 P.P.E. a day, it can function at full capacity.
  Cost: Exclusive to Lemurians and never sold on the open market 
  nor are the secrets of its creation ever shared with outsiders, no 
  matter how trusted they may be. Easily worth 6-10 million credits.
  Weapon Systems:
  1. Kelp Whip: A line of enchanted kelp extends from one of the 
  wearer’s hands to be used as a whip for combat purposes, but 
  is even more useful as a climb-cord and nonlethal weapon. The 
  whip has a mind of its own and can do tricks that no dumb piece 
  of rope is capable of. The whip grabs and holds onto objects 
  with minimal effort on the part of the user, an almost impos-
  sible trick that requires just the right skills and circumstances 
  to perform with a normal whip. It can be used like a grappling 
  hook or lasso to snare handholds when climbing and even pull 
  the warrior up like a towline. The user of the armor doesn’t 
  need to actually climb much at all if he doesn’t wish to; the 
  whip can retract itself automatically and pull him along with 
  it. The whip is fully prehensile, able to grab, hold and release 
  objects at the whim of the wearer. It can also be used to disarm 
  opponents, trip those who try to run, or tie a prisoner’s arms 
  and legs.
  The whip is permanently attached to the suit, however, and 
  cannot be released like a bola or separated for use as a length of 
  rope. The Kelp Whip is instantly responsive and releases itself 
  upon command.
  Primary Purpose: Close Combat.
  Secondary Purpose: Defense/Climbing.
  Range: 15 feet (4.6 m) as a whip, 50 feet (15 m) as a rope/lasso/
  towline.
  Damage: 3D6 S.D.C damage or 2D6 M.D. when charged with Bio-
  Energy (double damage against undead opponents).
  Note: It takes 30 M.D. to cut the whip. If cut, the missing piece 
  grows back at a rate of one foot (0.3 m) per hour until fully re-
  stored.
  2. Kelp Blades: The sheets of overlapping kelp that make up the 
  armor are studded with smaller, blade-like fronds. The Bio-Ar-
  mor warrior can remove one at any time and use it as a throwing 
  knife or melee weapon. Each blade is charged with Bio-Energy 
  to inflict superior damage against undead targets. Most of the 
  blades are concealed and look like just another piece of the ar-
  mor until removed, and captors seldom find all of them when 
  taking a Kelp Bio-Armored warrior prisoner.
  Primary Purpose: Anti-Undead.
  Secondary Purpose: Anti-Personnel.
  Range: 80 feet (24.4 m).
  Mega-Damage: 1D4 M.D. against most M.D.C. opponents, but 
  4D4 M.D. to undead.
  Rate of Fire: Each blade thrown counts as one melee attack/action.
  Payload: 8 blades. Discarded and lost blades regrow at a rate of 
  one per hour.
  3. Side Arms (2; Optional): Any type of side arm or melee weap-
  on may be used; same as the Avian Bio-Armor.
  4. Hand to Hand Combat: Rather than use a weapon the pilot 
  can engage in Mega-Damage hand to hand combat. The num-
  ber of attacks and bonuses are as per the skills and attributes 
  of the armor’s wearer, plus the following bonuses provided by 
  the armor.
  Mega-Damage: As per Supernatural P.S. of 22. Restrained 
  Punch: 3D6 S.D.C. Punch or Head Butt: 1D6 M.D. Power 
  Punch: 2D6 M.D., but counts as two melee attacks. Kick: 2D4 
  M.D.
  Kelp Bio-Armor Combat Bonuses:
  +1 additional attack per melee at levels 2, 5, 10 and 15.
  +1 to Perception Rolls underwater only.
  +1 to strike, +2 to parry, +3 to disarm, +3 to entangle, +1 to 
  pull punch, +1 to roll with impact, and +2 to save vs toxic gases, 
  airborne poisons and diseases.
  +15% to Climbing and Rappelling, +10% to Land and Un-
  derwater Navigation and Prowl skills when the armor is worn.
  5. Sensor Systems & Special Features of Note: All the same 
  common features, except for the following.
  Bio-Regeneration: 2D6 M.D.C. per hour, double when nestled 
  in a kelp patch or coral reef.
  Sonar Masking: The soft, rippling fronds of Kelp Bio-Armor 
  help minimize and break up the user’s sonar profile. Anyone 
  or anything attempting to detect the suit on sonar is -15% to 
  Sensory Equipment.
  Camouflage: The suit’s leafy exterior provides the equivalent of 
  the Camouflage skill at 45% for open areas, 65% for seaweed 
  beds and 85% for kelp forests.
  Leviathan Bio-Armor
  Exclusive to Serpent Hunters
  This rare and exclusive suit of Bio-Armor is only available to 
  Serpent Hunters, as it is as much a symbol of their status and of-
  fice as it is a link to their Thrall Sea Serpents. The armor is created 
  like any other suit of Bio-Armor, but the Biomancer Gene-Mage 
  performs the ritual with the Serpent Hunter and his Thrall Sea Ser-
  pent. The ritual grants the serpent the ability to give up elements 
  of itself to form the suit of armor. The glowing biomass then de-
  scends upon the Serpent Hunter, engulfing him and forming into 
  the iconic suit of armor.
  Whether it is due to the Lemurians’ genetic manipulation of the 
  sea serpent or the sea serpent’s distant relationship to dragons, the 
  Serpent Bio-Armor is formed with a natural resistance to magic. 
  The suit can only absorb a limited number of spells/psychic at-
  tacks before the nullification effect is overloaded, but it does give 
  
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  125
  the Serpent Hunter a huge advantage in combat against dragons, 
  sea serpents, supernatural enemies, sorcerers and psychics. (See #6 
  below for details.)
  Lemurian Leviathan Bio-Armor
  Model Type: Leviathan Bio-Armor, a.k.a Serpent Bio-Armor.
  Class: Amphibious Heavy Combat Armor – the Biomancy Gene-
  Mage equivalent of heavy environmental power armor.
  Crew: One.
  M.D.C. by Location:
  * Head – 140
  * Hands/Gauntlets (2) – 95 each
  Arms (2) – 170 each
  * Shoulder Light/Laser (1) – 35
  Shoulder Cannon (1) – 140
  Legs (2) – 230 each
  ** Main Body – 327
  * A single asterisk indicates a small or difficult target to hit 
  that can only be struck when the attacker makes a Called Shot, 
  and even then the attacker is -4 to strike. Destroying the head/
  helmet eliminates all forms of optical and sensory enhance-
  ment, leaving the pilot to rely on his own human senses without 
  any of the bonuses granted to him by the Bio-Armor.
  ** Depleting the M.D.C. of the main body shuts the Bio-
  Armor down and Supernatural P.S., all bonuses, weapons and 
  special capabilities provided by the armor to its wearer are 
  gone. See Features Common to All Bio-Armor for full details.
  Speed:
  Running: 30 mph (48 km) maximum. The act of running does tire 
  out its wearer, but at one tenth of the usual fatigue rate.
  Leaping: 8 feet (2.4 m) high or lengthwise from a stationary posi-
  tion, 16 feet (4.9 m) high or across with a running start.
  Flying: None.
  Underwater Capabilities: The Leviathan Bio-Armor can swim/
  rocket through water at a maximum speed of 30 mph (48 km or 
  26 knots), triple along a ley line, and can swim and walk along the 
  bottom of shallow seas at half the running speed. Maximum depth 
  is six miles (9.6 km).
  Mobility: Fair; -10% to Acrobatics, Climbing, Prowl, and other 
  skills requiring agility and freedom of movement.
  Statistical Data:
  P.P.E. Cost to Create: 2,000 P.P.E.
  Height: 8.5-12 feet (2.6 to 3.6 m).
  Width: 4 to 6 feet (1.2 to 1.8 m) at the shoulder.
  Length: 4.5 feet (1.4 m).
  Weight: 700 pounds (315 kg).
  Physical Strength: Supernatural P.S. of 30.
  Cargo: None, though belts, bags and other carrying cases can be 
  strapped to or carried by the wearer.
  Power System: Magic. The living armor feeds on and is powered 
  by the P.P.E. of its wearer and available ambient P.P.E. As long 
  as it has at least 25 P.P.E. per day, it can function at full capacity.
  Cost: Exclusive to Lemurians and never sold on the open market 
  nor are the secrets of its creation ever shared with outsiders, no 
  matter how trusted they may be. Easily worth 10-14 million cred-
  its.
  Weapon Systems:
  1. Light Stonecaster Cannon: Mounted on the Serpent Hunter’s 
  off-hand is a large, high-powered version of the Lemurian Ston-
  ecaster infantry weapon. Its versatility takes care of most of the 
  Leviathan’s combat needs, making a secondary ranged weapon 
  unnecessary.
  Primary Purpose: Anti-Armor.
  Secondary Purpose: Anti-Sea Monster.
  Range: 4,000 feet (1,219 m), half underwater.
  Mega-Damage: Sedimentary Rock: 3D6 M.D. to a 15 foot (4.6 m) 
  area. Igneous Molten Rock: 4D6 M.D. on impact and 2D6 M.D. 
  additional for the next two melee rounds. Metamorphic Stone (ar-
  mor piercing): 6D6 M.D.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 60 blasts regardless of type. The weapon can be re-
  charged/reloaded by placing it on a ley line, nexus or stone pyra-
  mid (regenerates one blast a minute), or by having any mage pump 
  60 P.P.E. into the cannon. Otherwise, it regenerates projectiles at a 
  rate of one per hour when no source of magic energy is available.
  2. Shoulder Searchlight and Laser (1): Mounted on the left 
  shoulder is a mechanism with dual purposes. It can be used as 
  a searchlight or as a laser weapon; both have the same range.
  Primary Purpose: Search and Illumination.
  Secondary Purpose: Combat and Self-Defense.
  Range: 1,200 feet (366 m).
  Mega-Damage: None as searchlight, 3D6 M.D. as a laser weapon.
  Rate of Fire: Single shot; each counts as one melee attack.
  Payload: Effectively unlimited.
  3. Clawed Gauntlets (2): Each of the Leviathan armor’s hands is 
  tipped in sharp claws for fighting face-to-face.
  Primary Purpose: Close Combat.
  Secondary Purpose: Defense.
  Range: Hand to hand/arm’s reach.
  Mega-Damage: 4D6+4 M.D. (factors in the Supernatural P.S. of 
  30), double damage from Power Strike, but counts at two melee 
  attacks.
  4. Side Arms (2; Optional): Any type of side arm or melee weap-
  on may be used by the armor clad warrior; same as the Avian 
  Bio-Armor.
  5. Hand to Hand Combat: Rather than use a weapon the pilot 
  can engage in Mega-Damage hand to hand combat. The num-
  ber of attacks and bonuses are as per the skills and attributes of 
  the armor’s wearer, plus the following bonuses provided by the 
  armor, below.
  Mega-Damage: As per Supernatural P.S. of 30. Restrained 
  Punch: 5D6 S.D.C. Punch or Head Butt: 3D6 M.D. Power 
  Punch: 6D6 M.D., but counts as two melee attacks. Kick: 
  3D6+2 M.D. Stomp: 1D6 M.D. Body Block/Ram: 3D6+2 M.D. 
  plus has a 01-60% likelihood of knocking down opponents up 
  to 15 feet (4.6 m) tall. Victims of knockdown lose initiative for 
  the rest of the melee round and one melee attack.
  Leviathan Bio-Armor Combat Bonuses:
  +1 additional attack per melee at levels 2, 5, 7, 9, 11 and 15.
  +2 to Perception Rolls underwater only.
  +2 on initiative, +3 to strike and parry, +1 to dodge, +2 to 
  disarm, +4 to pull punch, +3 to roll with impact, and +3 to save 
  vs toxic gases, airborne poisons and diseases.
  Impervious to dragon fire breath and resistant to other types 
  of dragon breath weapons (frost, acid, etc.), which do half dam-
  age.
  +10% to Land Navigation and Underwater Navigation skills 
  when the armor is worn.
  Also see Spell Nullification, below.
  
  126
  6. Sensor Systems & Special Features of Note: Same as the Avi-
  an Bio-Armor with the following additions.
  Bio-Regeneration: 4D6 M.D.C. per hour, triple at ley lines, 
  stone pyramids and nexus points.
  Magic Resistance: Magic and psionic energy attacks, from fire, 
  lightning and Techno-Wizard weapons to Rune Weapons, in-
  flict half damage. +5 to save vs illusions, +3 to save vs posses-
  sion and mind control. But physical attacks, punches, Teleki-
  netic and other “kinesis” attacks and cold do full damage.
  Limited Spell Nullification: The Leviathan Bio-Armor can be 
  set to stop up to three magic spells and/or psionic attacks per 24 
  hour period, +1 per each additional level of experience. When 
  this automatic defense is switched “on,” the suit protects the 
  Serpent Hunter by canceling or dispelling the incoming mag-
  ic or psionic attack before it has a chance to affect him. The 
  wearer of the armor can pick and choose when he wants to put 
  that magic defense in place, e.g., when he’s going up against a 
  dragon, Greater Demon, evil practitioner of magic, and so on. 
  The Nullification effect recharges at a rate of one every three 
  hours, twice as far at a ley line or within a stone pyramid or ley 
  line triangle (e.g. the Bermuda Triangle).
  varies considerably from warrior to warrior, but most are adorned 
  with ribbing, shark tooth styling, fins, spikes, spines, frills and 
  leafy ribbons. Helmets are often monstrous looking combinations 
  of shark, crustacean and fish, though a “Hammerhead” helmet is 
  very popular, all of which are intended to intimidate the enemy. 
  And the armor is always crimson to blood red.
  Shark Bio-Armor is potentially dangerous for both the warrior 
  wearing it and those around him. The creation process draws upon 
  the killer instincts and blood frenzy of sharks, instilling those who 
  wear it with the shark’s hunger for blood and its cold ferocity. 
  Even the most stable and strong-minded warriors find the aggres-
  sion and bloodlust projected by this Bio-Armor difficult to control 
  and capable of clouding one’s judgement. Sometimes, the warrior 
  becomes consumed by a berserker-like rage that drives him to fight 
  as a relentless killing machine. In the worst cases, he has trouble 
  recognizing his own allies during the heat of battle.
  Many Lemurians have tried to tame the suit, but few outside 
  the Oceanic Guardsmen have proven themselves up to the task. 
  As a result, only elite members of the Oceanic Guardsmen are 
  allowed to use Shark Bio-Armor. Among the most notorious is 
  a Special Forces platoon known as the “Mano Toa” – or Shark 
  Champions – renowned for their fierce courage in combat without 
  succumbing to bloodlust or mindless slaughter. Despite the control 
  exhibited by the Shark Champions and other warriors within the 
  Oceanic Guardsmen, Shark Bio-Armor is not generally allowed 
  even among the other protectors of Lemuria. Those within the 
  Guardsmen who don Shark Bio-Armor are, as a rule, proven veter-
  ans who serve as special operatives assigned to handle search and 
  destroy missions, prisoner rescues, and operations involving sabo-
  tage, surgical strikes and black ops. They often face what others 
  might consider impossible odds and ops where there are usually 
  few innocent people to get hurt from possible collateral damage or 
  unchecked slaughter.
  Lemurian Shark Bio-Armor
  Model Type: Shark Bio-Armor.
  Class: Undersea Combat Armor – the Biomancy Gene-Mage 
  equivalent of medium environmental power armor.
  Crew: One.
  M.D.C. by Location:
  * Head – 135
  * Hands (2) – 55 each
  Arms (2) – 120 each
  Legs (2) – 160 each
  ** Main Body – 255
  * A single asterisk indicates a small or difficult target to hit 
  that can only be struck when the attacker makes a Called Shot, 
  and even then the attacker is -4 to strike. Destroying the head/
  helmet eliminates all forms of optical and sensory enhance-
  ment, leaving the pilot to rely on his own human senses without 
  any of the bonuses granted to him by the Bio-Armor.
  ** Depleting the M.D.C. of the main body shuts the Bio-
  Armor down and Supernatural P.S., all bonuses, weapons and 
  special capabilities provided by the armor to its wearer are 
  gone. See Features Common to All Bio-Armor for full details.
  Speed:
  Running: 50 mph (80 km) maximum. The act of running does tire 
  out its wearer, but at one third of the usual fatigue rate.
  Leaping: 10 feet (3 m) high or lengthwise from a stationary posi-
  tion, 20 feet (6 m) high or across with a running start.
  Flying: None.
  Shark Bio-Armor
  Exclusive to Oceanic Guardsmen
  The creation process for this armor takes 30 minutes, must 
  be performed in ocean waters (deep or shallow) and summons a 
  swarm of bloodthirsty sharks. The animals surround the recipient 
  of the magic, who must cut himself, releasing his blood into the 
  water. This sends the sharks into an immediate feeding frenzy, 
  but they don’t attack the intended recipient of the armor nor the 
  Biomancer(s) conducting the ritual. Instead, they nip each other, 
  releasing more blood into the water, creating an ever wilder frenzy 
  and bathing the intended recipient of the Bio-Armor in their blood. 
  The blood magically engulfs the individual, covering his body as 
  the sharks churn up the water around him until the warrior cannot 
  be seen through the frothing water, red haze of blood and mass of 
  frantic, thrashing sharks. When the ritual is over, the sharks depart 
  to reveal a warrior clad in a suit of blood red Bio-Armor.
  Shark Bio-Armor (depicted under the Oceanic Guardsman 
  O.C.C. and another under the Biomancer Gene-Mage O.C.C.) sel-
  dom resembles the appearance of an actual shark. The closest one 
  gets to “shark” imagery is the plating of the armor which often 
  resembles the shape of shark’s teeth. Otherwise, Shark Bio-Armor 
  
  127
  Underwater Capabilities: The Shark Bio-Armor can swim/rocket 
  through water at a maximum speed of 45 mph (72 km), triple along 
  a ley line, and can swim and walk along the bottom of shallow seas 
  at half the running speed. Maximum depth is five miles (8 km).
  Mobility: Good; -5% to Prowl and perform other Physical skills.
  Statistical Data:
  P.P.E. Cost to Create: 1,200 P.P.E.
  Height: 7-8 feet (2.1 to 2.4 m).
  Width: 2.6 to 3 feet (0.8 to 0.9 m) at the shoulder.
  Length: 2.5 feet (0.76 m).
  Weight: 220 pounds (99 kg).
  Physical Strength: Supernatural P.S. of 25.
  Cargo: None, though belts, bags and other carrying cases can be 
  strapped onto the armor or carried by the wearer.
  Power System: Magic. The living armor feeds on and is powered 
  by the P.P.E. of its wearer and available ambient P.P.E. As long 
  as it has at least 20 P.P.E. per day, it can function at full capacity.
  Cost: Exclusive to Lemurians and never sold on the open market 
  nor are the secrets of its creation ever shared with outsiders, no 
  matter how trusted they may be. Easily worth 7-11 million credits.
  Weapon Systems:
  1. Electric Arc: The Shark Bio-Armor uses a shark’s natural 
  electroreceptors to collect, store and emit bursts of electricity. 
  Emanating from the suit’s head/helm, using the weapon does 
  not require hands and leaves the wearer unencumbered in close 
  combat.
  Primary Purpose: Anti-Personnel.
  Secondary Purpose: Assault.
  Range: 1,500 feet (457 m) in air, 500 feet (152 m) underwater.
  Mega-Damage: 3D6+3 M.D.
  Rate of Fire: Each blast counts as one melee attack.
  Payload: Effectively unlimited as long as the suit is charged with 
  P.P.E.
  2. Shark Bite: While it may appear to be an ordinary helmet made 
  of a smooth piece of armor, or a regular mouth, it can open to 
  reveal a large shark’s maw lined with multiple rows of teeth; 
  with new teeth rotating forward to replace those that are broken 
  in combat.
  Primary Purpose: Close Combat.
  Secondary Purpose: Defense.
  Range: Hand to hand/bite.
  Mega-Damage: 3D6+2 M.D. (Takes into consideration the Super-
  natural P.S.)
  Note: Each bite counts as one melee attack.
  3. Shark Tooth Blades/Spikes. Along the forearm and/or gaunt-
  lets are 2-4 shark tooth-shaped blades or spikes used to slash 
  opponents and parry weapon attacks.
  Primary Purpose: Close Combat.
  Secondary Purpose: Defense.
  Range: Hand to hand.
  Mega-Damage: 3D6 M.D. (Takes into consideration the Super-
  natural P.S.)
  Note: Each bite counts as one melee attack.
  4. Side Arms (2; Optional): Any type of side arm or melee weap-
  on may be used; same as the Avian Bio-Armor. However, war-
  riors clad in this armor have an affinity for weapons made of 
  shark teeth and the teeth of dragons, sea serpents and monsters, 
  as well as magic weapons, spears, pole arms and swords.
  5. Hand to Hand Combat: Rather than use a weapon the pilot 
  can engage in Mega-Damage hand to hand combat. The num-
  ber of attacks and bonuses are as per the skills and attributes of 
  the armor’s wearer, plus the following bonuses provided by the 
  armor, below.
  Mega-Damage: As per Supernatural P.S. of 25. Restrained 
  Punch: 4D6 S.D.C. Punch or Head Butt: 2D6 M.D. Power 
  Punch: 4D6 M.D., but counts as two melee attacks. Kick: 3D6 
  M.D. Leap Kick or Power Kick: 4D6 M.D., but counts as two 
  melee attacks. Stomp: 1D4 M.D.
  Shark Bio-Armor Combat Bonuses:
  +1 additional attack per melee at levels 2, 5, 9, 12 and 15.
  +2 to Perception Rolls underwater only.
  +1 on initiative, +2 to strike, +1 to parry, +3 to automatic 
  dodge (the act of dodging does not use up an attack/action), 
  +1 to disarm at levels 2, 5, 8, 11 and 15, +2 to pull punch, +2 
  to roll with impact, +2 to save vs toxic gases, airborne poisons 
  and diseases, and +1 to save vs Horror Factor at levels 1, 3, 5, 
  6, 8, 10, 12 and 14.
  +10% to Underwater Navigation and Prowl skills when the 
  armor is worn.
  Combat Frenzy/Bloodlust (special): Whenever the wearer of 
  Shark Bio-Armor faces impossible odds, is outnumbered by 
  more than 3 to 1, or when he or an ally is in imminent mortal 
  danger, the character enjoys the following bonuses and penal-
  ties.
  Duration of Frenzy: Until the odds even out, the enemy sur-
  renders or retreats, the mission is accomplished without having 
  to kill everyone, or all who oppose him are dead or unable to 
  fight. Or until the frenzied individual is rendered unconscious 
  or subdued and restrained.
  Frenzy Bonuses:
  A temporary 1D6x10 M.D.C. boost to the Shark Bio-Armor.
  +1 attack per melee round.
  +2 on initiative.
  +2 to strike.
  +3 M.D. to damage with handheld weapons, punches and 
  kicks.
  Critical Strike (double damage) on a roll of 17 or higher.
  Double damage from behind.
  Triple damage on a Natural 20.
  +10% to save vs Coma/Death.
  Frenzy Penalties:
  -9 on Perception Rolls.
  No bonuses at all to dodge, disarm, pull punch or roll with 
  impact; straight die roll only. Obsessed with fighting and de-
  stroying all who oppose him.
  Does not think about using other skills (consumed with com-
  bat) and is -20% if he does.
  Those caught up in a Blood Frenzy will fight any enemy they 
  encounter.
  Roll percentile dice to determine if the frenzied warrior rec-
  ognizes his friends, allies or innocent people. 01-60% means 
  yes, and he is able to stop himself from hurting them. 61-00% 
  means no, and he continues to fight, attacking with the intent of 
  killing or taking down his “next enemy” as quickly and cleanly 
  as possible. Thankfully, the frenzied warrior fights only until 
  this opponent is rendered unconscious/unable to fight (a good 
  time to play dead), surrenders, or runs away. After which, the 
  still frenzied warrior turns to his next adversary. Note: Before 
  the frenzied warrior delivers the “killing blow,” roll again to see 
  if he recognizes his ally or innocent person and stops short of 
  killing him, or not. By the way, in a frenzy, the Shark Warrior 
  
  128
  has no time or interest in taking captives, so he expects any-
  one who surrenders to drop their weapons and leave the field of 
  combat. To do otherwise means combat renews or continues.
  Once the frenzy has run its course, the warrior is weakened 
  and tired from the ordeal and should rest for 15 minutes. If the 
  warrior is required to keep fighting or moving, he does so at -2 
  attacks per melee round, -50% to Spd, -3 on Perception Rolls, 
  -2 to initiative, strike, parry, dodge, disarm, and entangle, and 
  -10% in skill performance.
  6. Sensor Systems & Special Features of Note: All the same 
  common features, except for the following.
  Bio-Regeneration: 2D6 M.D.C. per hour.
  Detect Blood: The Shark Bio-Armor can detect even a few 
  drops of blood in the water from up to 10 miles (16 km) away. 
  On land, the armor can smell blood from a distance of one mile 
  (1.6 km) and can track the blood scent to its source at a base 
  skill of 50% +2% per level of experience.
  Hammerhead (optional): Shark Bio-Armor that has a ham-
  merhead configuration for the helmet has an extra pair of eyes 
  at each end that provide a 300 degree field of view, making it 
  extremely difficult to sneak up on. Whether or not the Blood 
  Frenzy is active, the wearer of Hammerhead Shark armor is +1 
  on Perception Rolls and +1 to parry and dodge, and an extra 20 
  M.D.C. to the helmet.
  Wood Bio-Armor
  To create this Bio-Armor, one very large tree, two large trees or 
  five medium-sized ones must be present for the ritual. Thus, as a 
  rule, this creation ritual takes place in forests or jungles. While the 
  Biomancer Gene-Mage chants the 15 minute ritual, the recipient 
  stands with his back leaning against one of the tree(s) with his eyes 
  closed the entire time. As the spell progresses, the tree(s) reaches 
  out with its limbs stretching toward to the recipient of the armor. 
  Meanwhile, sheets of bark seem to peel or flake off and cover the 
  individual’s entire body, from head to toe. When the ritual is over, 
  the person is totally encased in bark. For 1D4 minutes he must 
  remain still and is blind, deaf and dumb – oblivious to the world as 
  the transformation finishes. People who are claustrophobic find the 
  experience horrifying and cannot endure the ritual.
  When the transformation is complete, the bark falls away to 
  reveal Wood Bio-Armor that looks as if it was sculpted from drift-
  wood. From a distance it resembles high-tech power armor with 
  some aquatic flourishes. As with all Bio-Armor, the exact look of 
  each suit reflects the personality and individual nature of the wear-
  er, thus no two armors are exactly alike. The type of wood also 
  varies depending on the trees used in the creation process.
  Lemurian Wood Bio-Armor
  Model Type: Wood Bio-Armor.
  Class: Amphibious Combat Armor – the Biomancy Gene-Mage 
  equivalent of medium environmental power armor.
  Crew: One.
  M.D.C. by Location:
  * Head – 95
  * Hands (2) – 55 each
  Arms (2) – 95 each
  Legs (2) – 145 each
  ** Main Body – 277
  * A single asterisk indicates a small or difficult target to hit 
  that can only be struck when the attacker makes a Called Shot, 
  and even then the attacker is -4 to strike. Destroying the head/
  helmet eliminates all forms of optical and sensory enhance-
  ment, leaving the pilot to rely on his own human senses without 
  any of the bonuses granted to him by the Bio-Armor.
  ** Depleting the M.D.C. of the main body shuts the Bio-
  Armor down and Supernatural P.S., all bonuses, weapons and 
  special capabilities provided by the armor to its wearer are 
  gone. See Features Common to All Bio-Armor for full details.
  Speed:
  Running: 40 mph (64 km) maximum. The act of running does tire 
  out its wearer, but at half of the usual fatigue rate.
  Leaping: 10 feet (3 m) high or lengthwise from a stationary posi-
  tion, 20 feet (6 m) high or across with a running without actually 
  attaining flight.
  Flying: None.
  Underwater Capabilities: The Wood Bio-Armor can swim/rocket 
  underwater at a maximum speed of 30 mph (48 km or 26 knots), 
  45 mph (72 km/39 knots) on the surface of water, triple along a ley 
  line, and can swim and walk along the bottom of shallow seas at 
  half the running speed. Maximum depth is 4 miles (6.4 km).
  Mobility: Good; -5% to Prowl and perform other Physical skills.
  Statistical Data:
  P.P.E. Cost to Create: 650 P.P.E.
  
  129
  Height: 7-8 feet (2.1 to 2.4 m).
  Width: 2.6 to 3 feet (0.8 to 0.9 m) at the shoulder.
  Length: 2.5 feet (0.76 m).
  Weight: 240 pounds (108 kg).
  Physical Strength: Supernatural P.S. of 22.
  Cargo: None, though belts, bags and other carrying cases can be 
  strapped to or carried by the wearer.
  Power System: Magic. The living armor feeds on and is powered 
  by the P.P.E. of its wearer and available ambient P.P.E. As long 
  as it has at least 20 P.P.E. per day, it can function at full capacity.
  Cost: Exclusive to Lemurians and never sold on the open market 
  nor are the secrets of its creation ever shared with outsiders, no 
  matter how trusted they may be. Easily worth 5-8 million credits.
  Weapon Systems:
  1. Razorshell Launcher: A special projectile weapon is grown 
  onto one of the Wood Bio-Armor’s arms. Capable of firing 
  sharp, flat shells, the weapon’s razorshell ammo can cut through 
  ropes and sails and makes bleeding, incisive wounds that attract 
  sharks and other predators to the target.
  Primary Purpose: Anti-Personnel.
  Secondary Purpose: Assault.
  Range: 2,000 feet (609 m), half underwater.
  Mega-Damage: 2D6 M.D. per single shot.
  Rate of Fire: Each shell counts as one melee attack.
  Payload: 120 shells. The entire payload can be recharged in one 
  hour when on a ley line or at a stone pyramid. Recharges shells 
  at a rate of 1D4x10 per hour when no source of magic energy is 
  available.
  2. Arm Spines: The armor’s other arm mounts a series of sharp 
  spines used to slash at sea monsters as they rush past and to 
  parry enemy attacks.
  Primary Purpose: Close Combat.
  Secondary Purpose: Defense.
  Range: Hand to hand/arm’s reach.
  Mega-Damage: 4D6 M.D. (factors in the Supernatural P.S. of 22), 
  double damage from Power Strike but counts as two melee attacks.
  3. Side Arms (2; Optional): Any type of side arm or melee weap-
  on may be used by the armor clad warrior; same as the Avian 
  Bio-Armor.
  4. Hand to Hand Combat: Rather than use a weapon the pilot 
  can engage in Mega-Damage hand to hand combat. The num-
  ber of attacks and bonuses are as per the skills and attributes of 
  the armor’s wearer, plus the following bonuses provided by the 
  armor, below.
  Mega-Damage: As per Supernatural P.S. of 22, but all do dou-
  ble damage (Hit Point equivalent) to vampires, the undead and 
  other beings vulnerable to wood. Restrained Punch: 4D6 S.D.C. 
  Punch or Head Butt: 2D6 M.D. Power Punch: 4D6 M.D., 
  but counts as two melee attacks. Kick: 3D6 M.D. Leap Kick 
  or Power Kick: 4D6 M.D., but counts as two melee attacks. 
  Stomp: 1D4 M.D.
  Wood Bio-Armor Combat Bonuses:
  +1 additional attack per melee at levels 2, 5, 10 and 15.
  +2 to Perception Rolls on land only.
  +1 to strike, +3 to parry, +2 to disarm, +2 to pull punch, 
  +3 to roll with impact, and +2 to save vs toxic gases, airborne 
  poisons and diseases.
  +10% to Climbing and Land Navigation skills when the ar-
  mor is worn. +15% to Prowl and provides the Camouflage skill 
  at 85% in wooded environments only.
  5. Sensor Systems & Special Features of Note: All the same 
  common features, except for the following.
  Bio-Regeneration: 3D6 M.D.C. per hour.
  Chlorophyll and Solar Energy Boost: On land in open, sunlit 
  areas (grasslands, fields, desert, etc.) or in shallow water (less 
  than 100 feet/30.5 m deep), the Bio-Armor can absorb the sun’s 
  energy to boost its power. Increases the suit’s Supernatural P.S. 
  to 25 and running speed to 75 mph (120 km), and also allows 
  Wood Armor to Bio-Regenerate 1D6 M.D. per minute. Note: 
  These bonuses fade within 1D6 minutes in shade and darkness.
  Thorns: At will, the wearer can exude thorns from the fists, 
  shoulders, elbows, knees and feet of the suit. The spiky protru-
  sions add +1D6 M.D. to all close combat attacks.
  Wave Strider Body Armor
  Light Commercial Lemurian Armor
  The Wave Strider is the primary survival suit used by Lemurian 
  scouts, explorers, sailors, academics and citizens working outside 
  the cities as well as visitors from the surface. While not techni-
  cally a true Bio-Armor, it is made of organic parts using Biomancy 
  processes. The end result is a suit that is not symbiotic in the same 
  manner as full-fledged Bio-Armor, but has some of the same prop-
  erties.
  Wave Strider suits provide protection from damage, cold and 
  pressure, slowly regenerates if given time (2D6 M.D.C. every 24 
  hours), and provide a boost to the user’s swimming capabilities. 
  Most Lemurians use Wave Striders for exploration and travel more 
  than combat, though the suit’s advanced aquatic capabilities are a 
  benefit to both.
  Class: Wave Strider Light, Commercial, Amphibious Body Ar-
  mor.
  Size: Adds 3 inches (7.6 cm) to the user’s height; 9 inches (23 cm) 
  counting the head crest, which can be retracted or folded to lie 
  close to the back of the skull.
  Weight: 19 lbs (8.5 kg).
  Mobility: Excellent; no movement penalties.
  M.D.C. by Location:
  * Head/Helmet – 55
  * Hands (2) – 18
  Arms – 35 each
  Legs – 45 each
  Main Body – 87
  * A single asterisk indicates a small or difficult target to hit. 
  They can only be hit when the attacker makes a Called Shot, 
  and even then the shooter is -3 to strike.
  Special Features:
  Breathe Underwater: The Wave Strider suit enables humans and 
  other air-breathers to breathe underwater for an indefinite period 
  of time.
  Depth Gauge and Compass: A depth gauge and compass are built 
  into the suit to assist in navigation. They are installed in the helmet 
  and can be seen by the wearer at all times.
  Depth Tolerance: 2.5 miles (4 km).
  Enhanced Swimming: +10% to Swimming skill while wearing the 
  suit.
  Flotation System: Normally the armor is kept neutrally buoyant 
  to allow for underwater swimming, but the user can increase the 
  
  130
  
  131
  buoyancy and use the suit like a life preserver to float on the sur-
  face of water.
  Resistant to Cold: Suffers one-third damage.
  Wave Striding: The boots of the Wave Strider armor are enchanted 
  to enhance the surface tension of the water when willed to do so. 
  When activated, they allow the wearer to magically walk or run on 
  top of a body of water. Waves greater than three feet (0.9 m) slow 
  the wearer down 20%, waves up to 9 feet (2.7 m) reduce speed 
  by half, waves 10-20 feet (3 to 6.1 m) by 75%, and larger, more 
  violent waves make walking on the surface of water impossible 
  (float only).
  Webbed Fingers and Membrane: Assist in swimming; see En-
  hanced Swimming, above.
  Cost: Exclusive to Lemurians and never sold on the open market 
  nor are the secrets of its creation ever shared with outsiders, no 
  matter how trusted they may be. However, as they are widely dis-
  tributed amongst the Lemurian population and do not have to be 
  linked to each individual user, Wave Strider suits are much easier 
  for non-Lemurians to acquire from pirates and Splugorth traders 
  than Bio-Armor or other weapons. 120,000-185,000 credits on the 
  black market operating along ocean routes and at Atlantis; rare.
  Lemurian
  Bio-Weapons
  Features Common to Melee Bio-Weapons
  Collapsible Construction: Bio-Weapons are, for the most part, 
  rigid in their design, but a select few, typically the long, cumber-
  some or awkward weaponry, like pole-arms, staves, spears, etc., 
  can retract or fold to one-third their normal length (just the pole 
  section), to a typical overall length of about 2 feet/0.6 m for ease 
  of carrying while swimming, to store during travel or while using 
  another weapon.
  Cost/Market Value of Bio-Weapons: Exclusive to Lemurians 
  and never sold on the open market by Lemurians, nor are the se-
  crets of their creation ever shared with outsiders, no matter how 
  trusted they may be. However, Lemurian Bio-Weapons and gear 
  may be lost and sometimes they are given to friends and allies from 
  the surface world as a reward or in trade for a service or heroic 
  deed (this may include Wave Strider armor and, once in a great 
  while, even Bio-Armor). Bio-Weapons are considered to be magic 
  weapons and are easily worth 50,000-200,000 credits depending 
  on the weapon, amount of damage and special abilities.
  Harm the Supernatural: Bio-Weapons are also charged with 
  Bio-Energy, allowing them to harm creatures only vulnerable to 
  special types of attacks like vampires and werebeasts. The weap-
  ons can inflict increased damage to the undead and the supernatu-
  ral, even those only susceptible to specific substances like silver, 
  wood or bone.
  Proximity to Ley Lines and Nexuses: Close proximity to ley 
  lines or nexus points does NOT, as a rule, increase the potency of 
  direct weapon damage or the weapon’s natural M.D.C. However, 
  the energy aura of enchanted Wood Bio-Weapons, energy aura and 
  energy blasts of Coral Bio-Weapons and the electrical blasts of 
  the Serpent Trident-Spear are doubled on ley lines and tripled at a 
  nexus, as are the payload/number of shots and damage.
  Special Features: Bio-Weapons do not need to be linked to a 
  host and can function on their own. However, to fire energy blasts 
  or use special features in a Bio-Weapon (other than hacking, slash-
  ing of pummeling with the weapon itself) requires the use of Te-
  lepathy, Empathic Connection with Animals or the Biomancer’s 
  natural ability of Communicating with Plants and Animals. Many 
  Bio-Weapons can hold large amounts of P.P.E., but this energy is 
  not accessible to mages or those in possession of the Bio-Weapon 
  for anything other than using the available P.P.E. to power the 
  abilities of the weapon itself (a safeguard put in place by the Bio-
  mancer).
  Super-Tough: Bio-Weapons are extremely strong and durable. 
  Their overall armor capacity varies greatly due to inconsistencies 
  in the construction/growth process, but any individual Bio-Weap-
  on will have 1D6x10+20 M.D.C. if the weapon itself is targeted, 
  and is capable of regenerating 1D6 M.D.C. per minute.
  Barracuda Bio-Blades
  These vicious bladed weapons might seem like silver Vibro-
  Blades with serrated teeth and fin designs on them. They are fa-
  vored by Lemurian and Meran Wilderness Sea Scouts (and de-
  picted on the cover of this book) for both combat and all-purpose 
  functionality in the wild. Barracuda Blades also have alternate uses 
  (as indicated below), but unlike the Bone of Shell Blades, do not 
  receive any throwing enhancement. Creation Cost: 300-440 P.P.E.
  Barracuda Dagger/Knife: Damage: 2D4 M.D. Alternate Use: 
  Often used as a survival weapon, a filtration duct is built into the 
  handle, and the knife can be used to filter salt from water, render-
  ing it fresh and drinkable. Bonuses: Its serrated edge is also use-
  ful as a sawing tool and provides a +2% bonus to Wilderness and 
  Undersea and Sea Survival skills.
  Barracuda Spear: Damage: 2D6 M.D. Alternate Use: A spe-
  cial hook on the blade, its serrated teeth on the opposing side and 
  its unique grip makes it an idea tool for spearfishing and/or dealing 
  with large prey, cutting ropes from a distance and butchering large 
  fish and animals. Bonuses: +2% bonus to the Fishing skill.
  Barracuda Sword: Damage: 2D6+2 M.D. (large), 2D4 M.D. 
  (short). Alternate Use: As depicted on the cover of this book, the 
  sword has a serrated edge along the top, a pry bar-like tool attached 
  to the hilt and a can opener edge on the pommel, making this a ver-
  satile tool for gaining access to sunken ships, locked cabinets and 
  even oysters and clams. Bonus: +2% to the Undersea Salvage skill.
  Barracuda Trident: Damage: 3D6 M.D. Alternate Use: Teeth, 
  indents, ridges and holes in the trident make it an ideal tool for 
  underwater surveying when the trident is held upright with the bot-
  tom end of the trident stuck into the sand. Bonus: +2% to Ocean 
  Geographic Surveying.
  Bone & Shell Bio-Weapons
  All these weapons are made in the same fashion, using verte-
  brates (creatures with backbones) or crustaceans (lobsters, crabs 
  and other shell fish) to create the Bio-Weapons. They typically 
  resemble a jagged sharp edge or rough-cut blade weapon remi-
  niscent of the edge of a crab claw or clamshell. Magic Ability: 
  Bone and Shell Bio-Weapons are enchanted to return when thrown 
  – specific throwing range is indicated for each. Creation Cost: 500-
  650 P.P.E.
  Bone or Shell Club/War Club: Range: 100 feet (30.5 m), Me-
  ga-Damage: 2D4 M.D.
  
  132
  Bone or Shell Dagger/Knife: Range: 200 feet (6.1 m), Mega-
  Damage: 1D6 M.D.
  Bone or Shell Spear: Range: 500 feet (152 m), Mega-Damage: 
  2D6 M.D.
  Bone or Shell Sword: Range: 150 feet (45 m), Mega-Damage: 
  2D6+2 M.D. (large), 2D4 M.D. (short).
  Bone or Shell Trident: Range: 400 feet (122 m), Mega-Dam-
  age: 3D6 M.D.
  Shark Tooth
  “Serpent Slayer” Bio-Weapons
  These serrated weapons are swords and war clubs with saw 
  teeth. Each features one or two rows of shark teeth that inflict 
  Mega-Damage in clubbing, chopping and slashing attacks. They 
  can also be used to saw wood and cut down trees. Magic Ability: 
  Double damage to sea monsters, sea serpents, aquatic and reptilian 
  demons, the Splugorth’s Metztla and dragons! Throwing range as 
  per usual for normal melee weapons of that type. It takes 300-600 
  P.P.E. to make one.
  Battle-Axe (Large): Mega-Damage: 3D6 M.D.
  Dagger or Hand Axe: Mega-Damage: 1D6 M.D.
  Short Sword: Mega-Damage: 1D6+1 M.D.
  Large Sword: Mega-Damage: 2D6+2 M.D.
  Spear: Mega-Damage: 2D4 M.D.
  Trident: Damage: 3D6+3 M.D.
  War Club: Mega-Damage: 3D4+2 M.D.
  Coral Bio-Weapons
  Coral Bio-Weapons are formed in a similar 
  fashion as Coral Bio-Armor, and retain some 
  mystical properties due to coral’s natural abili-
  ties to collect and retain P.P.E. Magic Ability: 
  The Coral Bio-Weapon can fire Bio-Energy 
  blasts five times before the weapon needs to re-
  charge. This can be done by waiting two hours, 
  placing the weapon on a ley line or nexus, or 
  by having a mage infuse the weapon with 21 
  P.P.E. points. When the weapon is charged, it 
  can be used by anybody. Note: W.P. Energy 
  Rifle (spears and tridents) or W.P. Energy Pis-
  tol (sword, dagger, knife and war club) can be 
  used to provide bonuses to strike for ranged 
  Bio-Energy blasts from Coral Bio-Weapons. 
  Costs 550-700 P.P.E. to make such a weapon.
  Coral Dagger or Knife: Range: 200 feet 
  (61 m) above water, 240 feet (73 m) underwa-
  ter. Mega-Damage: 1D4 M.D. in melee com-
  bat, or fire a blast of Bio-Energy that does 1D6 
  M.D.
  Coral Spear: Range: 2,000 feet (610 m) 
  above water, 2,400 feet (731.5 m) underwater. 
  Mega-Damage: 1D6+2 M.D. in melee combat, 
  or fire a blast of Bio-Energy that does 2D6 
  M.D.
  Coral Sword: Range: 1,000 feet (305 m) 
  above water, 1,200 feet (366 m) underwater. 
  Mega-Damage: Short sword 2D4 M.D. in me-
  lee combat, or fire a blast of Bio-Energy that 
  does 3D4 M.D.
  Large sword 2D6 M.D. in melee combat, or fire a blast of Bio-
  Energy that does 3D6 M.D.
  Coral Trident: Range: 2,000 feet (610 m) above water, 2400 
  feet (731 m) underwater. Mega-Damage: 3D6 M.D. in melee com-
  bat, or fire a blast of Bio-Energy that does 4D6 M.D.
  Coral War Club: Range: 1,000 feet (305 m) above water, 
  1,200 feet (366 m) underwater. Mega-Damage: 2D6 M.D. in me-
  lee combat, or fire a blast of Bio-Energy that does 3D6 M.D.
  Wood “Undead Slayer” Bio-Weapons
  Wood Bio-Weapons are made using a single, living tree. Once 
  the ritual begins, the weapon is drawn from the tree like a sword 
  being drawn from its scabbard (in this case, the tree). Magic Abil-
  ity: These weapons inflict S.D.C. damage until the owner wills it 
  (through the use of a mental command using Telepathy, Empathic 
  Connection with Animals or Communicate with Plants and Ani-
  mals) to be imbued with a Bio-Energy field. When charged with 
  Bio-Energy, the wooden weapon inflicts M.D. to Mega-Damage 
  opponents. Each time the power is activated, the energy aura lasts 
  five minutes (20 melee rounds). Activating a Wood Bio-Weapon 
  takes one melee action of concentration. The weapon’s energy 
  aura can be activated up to four times per 24 hours, after that its 
  P.P.E. base must be replenished. This can be done either by plac-
  ing the weapon at a ley line, stone pyramid or ley line nexus for 
  one hour, or by having a mage infuse the weapon with 30 P.P.E. 
  When the weapon is charged, it can be used by anybody. Note: 
  Wooden weapons inflict double damage to vampires and other be-
  ings vulnerable to wood even without an active energy aura. Costs 
  280-460 P.P.E. to make such a weapon.
  Cane or Walking Stick: 1D6 S.D.C. or 1D6 M.D. with the 
  aura activated.
  Dagger or Stake: 1D6 S.D.C. or 1D6 M.D. with the aura ac-
  tivated.
  Javelin: 2D4 S.D.C. or 2D4 M.D. with the aura activated.
  
  133
  Spear: The spear is a single piece of wood, with a pointed end 
  (like a sharpened pencil) or “flat-spearhead” (arrow-like) tip. 2D6 
  S.D.C. or 2D6 M.D. with the aura activated.
  Staff: 2D6 S.D.C. or 2D6 M.D. with the aura activated.
  Short Sword: Available only as a short sword that does 1D6+2 
  S.D.C. or 1D6+2 M.D. with the aura activated.
  Throwing Stick: Range: 80 feet (24.4 m), 2D4 S.D.C. or 2D4 
  M.D. with the aura activated.
  War Club: 2D6 S.D.C. or 2D6 M.D. with the aura activated.
  be made smaller and less cumbersome, however it can reduce itself 
  to one-fifth its normal length (reducing to 2 feet/0.6 m.
  Range: 500 feet (152 m) thrown. 2,000 feet (610 m) per electric 
  bolt.
  Mega-Damage: In its maximum shortened form it can be used as 
  a melee weapon much like a short sword and inflicts 3D6 M.D.
  Trident extended to full length: 5D6 M.D. (more from charge 
  attacks on a riding animal/sea serpent steed; see the Serpent Riding 
  ability/Horsemanship: Serpent Hunters for more details). Note: 
  Does 1D6x10 M.D. to dragons, sea serpents, giant snakes and rep-
  tilian demons and monsters.
  Electrical Bolt: 4D6 M.D. per blast.
  Rate of Fire: Each blast counts as one melee attack.
  Payload: 20 Electric Bolts can be fired before needing to be re-
  charged. Recharging can be done either by placing the weapon at 
  a ley line, ley line nexus or stone pyramid for three hours, or by 
  having a mage infuse the weapon with 70 P.P.E. When the weapon 
  is charged, it can be used by anybody.
  Other Bio-Weapons
  Serpent Bio-Weapons
  These wicked looking Bio-Weapons are created using the 
  Thrall Sea Serpents of the Serpent Hunters. The glowing biomass 
  extracted from the creature descends in front of the Biomancer 
  who shapes it into one of the following. These weapons are ex-
  clusive to Serpent Hunters and given to the occasional Oceanic 
  Guardsman, Birdman and hero of Lemuria (including the rare out-
  sider and surface dweller) for outstanding and heroic service to 
  Lemuria or humanity.
  Serpent Blade (750 P.P.E. to create): This magnificent Bio-
  Weapon is probably the Serpent Hunters’ second favorite weapon. 
  It is an elegant blade with a wickedly serrated inside curve. The 
  weapon itself looks like it could have been pried from the back 
  of some magnificent sea serpent or dragon and radiates a power 
  all its own. As a normal weapon, it inflicts 2D6 M.D., but upon 
  activating the blade the Bio-Energy inside it heats up. The blade 
  itself starts glowing red hot like heated metal, leaving a trail of rip-
  pling water/air wherever it goes/swings. The “heat” is contained to 
  the blade and very little of it leaks out into the surrounding air or 
  water. Upon impact, however, it unleashes heat damage in addition 
  to the cut of its blade.
  Range: Hand to hand combat or heat blast: 100 feet (30.5 m).
  Mega-Damage: 2D6 M.D. normal blade strike; 4D6 M.D. when 
  hot with Bio-Energy. Heat Blast does 3D6 M.D. per shot. Note: 
  Double damage to creatures vulnerable to fire or Bio-Energy, like 
  the undead.
  Payload: Each time the power is activated, the energy aura lasts 
  five minutes (20 melee rounds). Activating the Bio-Energy of a 
  Serpent Blade takes one melee action of concentration. The weap-
  on’s energy aura can be activated up to four times per 24 hours, af-
  ter that its P.P.E. base must be replenished. This can be done either 
  by placing the weapon at a ley line, ley line nexus or stone pyramid 
  for two hours, or by having a mage infuse the weapon with 45 
  P.P.E. When the weapon is charged, it can be used by anybody.
  Serpent Trident (950 P.P.E. to create): This unusual weapon 
  is essentially a lance or long spear with a tri-prong arrangement of 
  blades, the central blade slightly longer than the others. This weap-
  on is typically used by the Serpent Hunters as their main weapon. 
  Like most Bio-Weapon pole arms and spears, it can be retracted to 
  Crab Claw Gauntlet
  This complex living weapon is worn like a glove. Two pincers 
  protrude from the hand harness like a giant crab or lobster claw. 
  On mental command the pincers snap open and shut like scissors, 
  but are sharp on both sides of the pincer blades and can be used 
  to stab, cut or slash an opponent. Each pincer has its own M.D.C., 
  but is only damaged when an attacker targets the pincer itself. As 
  a living creature, the gauntlet Bio-Regenerates damage at a rate of 
  2D6 M.D.C. per hour. Destroying one of the pincer blades reduces 
  the damage by half and the claw cannot be used like scissors. Le-
  murians use the Crab Gauntlets in combat, to board enemy ships 
  and cut through hulls, hatches, and take down rigging, etc., but 
  they can also be used for penetrating other fortifications, excava-
  tion, cutting through wreckage (to rescue people pinned or trapped 
  inside), salvage operations, construction and chopping up scrap.
  Weight: A single gauntlet is 40 lbs (18 kg) and they are typically 
  used by designated warriors and specialists.
  Range: Close combat.
  Mega-Damage: Stab or slash attacks do 3D6 M.D., scissor cuts 
  inflict 5D6 M.D. but count as two melee attacks, and blunt strikes 
  do 2D4 M.D.
  
  134
  Bonuses: +2 to parry and disarm. Crab Claw Gauntlets are good at 
  parrying attacks and can even be used to parry bullets and energy 
  blasts, but are -6 to do so.
  M.D.C. of each Crab Gauntlet: 3D6+50 M.D.C., but they are dam-
  aged only when an attack specifically targets them for destruction.
  Creation Cost: 450 P.P.E.
  Serpent Entangler Net
  This weapon looks like a net with bolas at the end. It is used to 
  capture or contain unruly sea serpents, dragon hatchlings and other 
  targets designated for capture instead of termination. Throwing 
  Range: 200 feet (61 m), magically working equally as well above 
  and below the surface. Damage: None. Bonuses: +2 to entangle. 
  Creation Cost: 400 P.P.E.
  The Serpent Entangler Net has a total of 3D4x10 M.D.C. (this 
  applies only if an attacker targets the weapon itself). Attempting to 
  cut through it to free oneself or a comrade is harder than it looks. 
  To create a hole big enough to escape or untangle requires 3D6+10 
  M.D. (roll for each person or creature entangled). However, the net 
  regenerates 2D6 M.D.C. per melee round. Failure to keep the net 
  damaged enough to escape means the victim is re-trapped in the 
  net! The net also returns after being thrown and missing its mark, 
  to be re-thrown.
  Tentacle Sword
  The Tentacle Sword is a specialized anti-swordsman weapon. 
  With so many different enchanted close combat weapons, the art 
  of sword-fighting and fencing in Lemuria has grown quite sophis-
  ticated. The Tentacle Sword is designed as a sword-breaker for the 
  many bouts of melee combat a Lemurian soldier is likely to face. 
  It has a central blade that is used like a normal sword to thrust 
  and parry, but also features two secondary tentacles that grasp 
  and entangle an enemy’s weapon. There is also a small tentacle 
  at the base of the handle that wraps around the user’s hand and 
  prevents enemies from disarming him/her (attackers are -3 to dis-
  arm). Weight: 4.5 lbs (2 kg). Damage: 2D6+1 M.D. Bonuses: +3 to 
  disarm, +4 to entangle, -3 to be disarmed by an opponent. Creation 
  Cost: 150 P.P.E.
  Lemurian Ranged Weapons
  Lemurians and Guns. Remember, Lemurians leapfrogged 
  through time inside the Dimensional Pocket of the Lord of the 
  Deep. When they left Earth 15,000 years earlier, modern weapons 
  such as pistols and rifles were not even imagined. A peace-loving 
  people, they did not develop weapons during the 150 years locked 
  inside the Dimensional Pocket. When they returned during the 
  Great Cataclysm, though advanced in many ways and magically 
  adept, their concept of war and combat was very much entrenched 
  in the ways of ancient combat with swords and magic, not guns 
  and missiles. It has only been in the last 60 years or so that Lemu-
  rians have begun to compensate for advanced weapons technology 
  and create long-range assault weapons. Despite a growing vari-
  ety of ranged weapons, Lemurians refuse to use land mines, naval 
  mines, heavy explosives/missiles, or weapons of mass destruction.
  Lemurian Weapons on the Black Market. The Lemurians are 
  less militarized than many surface-dwelling societies, and as a re-
  sult, weapons are normally only found in the hands of the military. 
  The average Lemurian citizen may have a Barracuda Blade, Wood 
  Bio-Staff, or other defensive weapon tucked away somewhere, es-
  pecially for venturing out into the hostile oceans and wilderness of 
  Rifts Earth, but most “guns,” Bio-Armor and all symbiote vehicles 
  are carefully monitored and exclusive to the military.
  Outsiders with Lemurian weapons must have procured them in 
  one of very few ways. Lemurians sometimes gift champions and 
  heroes with their precious arms and armor, a just reward for those 
  who stand with them against the many dangers of Rifts Earth. Other 
  weapons may be salvaged from lost Lemurian vessels or taken off 
  the dead after a great battle. Occasionally, stockpiles of weapons 
  are lost in raids and pirate attacks. Horune Pirates, in particular, 
  have learned to keep an eye out for high quality Lemurian weap-
  ons, and Lemurian symbiotes and Bio-Devices fetch an excellent 
  price at the Dimensional Market of Splynn and on other worlds.
  Bio-Energy Bow
  This bow is grown from a living tree or 
  coral and shaped with magic. Unlike a nor-
  mal bow, this weapon has no visible string, 
  yet it is curved in the shape of a strung bow. 
  The bow is armed by a mental command (ac-
  tivated through Telepathy, Empathic Con-
  nection with Animals or Communicate with 
  Plants and Animals) and the gesture of draw-
  ing back an imaginary string. The moment 
  the imaginary string is released, an “arrow” 
  or “bolt” of Bio-Energy is unleashed.
  Weight: 4 lbs (1.8 kg).
  Range: 1,200 feet (366 m), half underwater.
  Mega-Damage: 3D6 M.D., double damage 
  against vampires, the undead, Metztla and 
  Alien Intelligences.
  Payload: 40 energy bolts before needing a re-
  charge by either placing it at a ley line, nexus 
  or stone pyramid for two hours, or by having 
  any wizard spend 35 P.P.E.
  Cost on the Open Market: 35,000-70,000 
  credits.
  Creation Cost: 200 P.P.E.
  Clamshell Pistol
  By Matthew Clements
  A small, compact, defensive weapon, the Clamshell Pistol is 
  a magically-engineered handgun that fires stinging pearl pellets. 
  Typically issued as a backup weapon, the Clamshell Pistol’s grip 
  folds in when not in use to make the gun even smaller and less 
  obtrusive. Controversy surrounds the weapon for its use in sev-
  eral notable assassinations, but it is too handy of a weapon for Sea 
  Sentinels, submarine crewmen and scouts to be put out of service.
  Weight: 0.75 lbs (0.34 kg).
  Range: 500 feet (152 m); half underwater.
  Mega-Damage: 2D4 M.D.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 15 shots. The weapon can be recharged by being placed 
  on a ley line, nexus or stone pyramid for one hour, or having any 
  wizard expend 20 P.P.E.
  Cost on the Open Market: 7,000-15,000 credits.
  Creation Cost: 100 P.P.E.
  
  135
  Ink Gun
  By Matthew Clements
  A combination underwater flare gun and smoke screen launch-
  er, the Ink Gun shoots a magically charged ball of ink at high 
  speed. When it reaches a certain desired distance, the ink ball ex-
  plodes, filling the water with thick, opaque ink. Black or blue ink 
  provides a dark, underwater smoke screen, while bright colors can 
  be used to paint a target, signal for help or draw attention to a 
  specific area. Ink Guns are issued frequently to Sea Sentinels and 
  Lemurian Scouts.
  Weight: 2 lbs (0.9 kg).
  Range: 2,000 feet (610 m).
  Damage: None. The Ink Gun creates a cloud of ink roughly 40 feet 
  (12.2 m) in diameter.
  Rate of Fire: Each blast counts as one melee attack/action.
  Payload: 12 ink charges. Can be recharged by being placed on a 
  ley line, nexus or stone pyramid for two hours, or by having any 
  practitioner of magic expend 20 P.P.E. The weapon can also use 
  spare ink packs when magical recharging is not an option.
  Cost on the Open Market: 5,000-7,000 credits.
  Creation Cost: 80 P.P.E.
  Lava Projector
  By Matthew Clements
  An unusual weapon that uses a form of Stone Magic, the Lava 
  Projector is a long staff or rod that emits blasts of molten rock. The 
  weapon can be set to shower an area with magma, or to shoot more 
  accurate streams. The lava temperature can even be cooled and the 
  liquid stone used as a sealant or filler to plug gaps in ships’ hulls or 
  undersea fortifications.
  Weight: 6 lbs (2.7 kg).
  Range: 50 feet (15 m) for area-effect mode, 600 feet (183 m) for 
  stream mode; half range underwater.
  Mega-Damage: 2D6 M.D. to everything within a 10 foot (3 m) 
  radius on area-effect mode, 4D6 M.D. to a specific target on stream 
  mode.
  Rate of Fire: Each blast/use counts as one melee attack. Using the 
  weapon to seal a crack counts as one use.
  Payload: 12 blasts/uses. The weapon can be recharged by being 
  placed on a ley line, nexus or stone pyramid, or by having any 
  practitioner of magic put 35 P.P.E. into the weapon.
  Cost on the Open Market: 35,000-60,000 credits.
  Creation Cost: 190 P.P.E.
  Nematocyst Paralyzer
  The Biomancer enlists the aid of a school of jellyfish to create 
  a spear gun-like weapon which looks to be made out of semi-clear 
  plastic or glass. This strange looking mini-staff or scepter/rod is 
  reminiscent of a spear gun or pointed club. As a blunt weapon it 
  functions very similar to a neural mace or taser, releasing nema-
  tocysts (exploding spines) that deliver a magical paralyzing toxin. 
  Pointed and aimed like a shotgun or taser, it can fire off small ar-
  row or mini-javelin-like projectiles of magical nematocyst stingers 
  into the victim, paralyzing them from a short distance. The Lemu-
  rians use this Bio-Weapon to capture and incapacitate their sub-
  jects for questioning, or to handle difficult or dangerous creatures 
  they do not wish to kill.
  Weight: 2 lbs (0.9 kg).
  Range: 100 feet (30.5 m).
  Damage: The blast/strike inflicts 1D4 S.D.C. to mortal S.D.C. 
  creatures and one M.D. to Mega-Damage creatures. The victim 
  must make a successful save vs non-lethal poison (16 or higher) or 
  succumb to the stun effects of the weapon: Victims lose initiative 
  and reduce the number of attacks per melee to two, -8 on Percep-
  tion Rolls, -8 to strike and all other combat bonuses, the perfor-
  mance of all skills is -50%, and reduce Spd by 75% for 1D4+2 
  melee rounds. All penalties and duration of the stun effect are half 
  for Mega-Damage creatures.
  Rate of Fire: The weapon regenerates/re-grows a new projectile 
  quickly enough for the user to fire one shot for every melee attack/
  action he has. Note: The weapon will not work through body ar-
  mor, on robots or against bionics.
  Payload: Six shots. The weapon can be recharged by being placed 
  on a ley line, nexus or stone pyramid for two hours, or having a 
  practitioner of magic put 40 P.P.E. into it.
  Cost on the Open Market: 30,000-60,000 credits.
  Creation Cost: 145 P.P.E.
  Note: W.P. Harpoon & Spear Gun is needed to offer any kind of 
  proficiency with this Bio-Weapon.
  Sea Urchin Spike Launcher/Spear Gun
  The Biomancer uses a group of sea urchins to create a spear gun 
  like weapon that looks like a black mini-staff, rod or scepter with 
  a texture/feel reminiscent of a crustacean’s exoskeleton or chitin. 
  The top edge has a couple of spines which, when used as a club, 
  allows the weapon to inflict 2D6 M.D. As a spear gun it launches 
  6-inch (0.15 m) long spikes. The weapon grows/regenerates spikes 
  so quickly that they can be used to fire short bursts from the spear 
  gun (half the normal bonuses to strike) or used as single shots for 
  more accuracy.
  Weight: 3.5 lbs (1.6 kg).
  Range: 800 feet (244 m), 500 feet (152 m) underwater.
  Mega-Damage: Each spike does 1D6 M.D., or 3D6 M.D. for a 
  burst of four.
  Rate of Fire: Each shot or burst counts as one melee attack/action.
  Payload: 30 P.P.E. will provide 12 shots.
  Cost on the Open Market: 20,000-40,000 credits.
  Creation Cost: 200 P.P.E.
  Note: W.P. Harpoon & Spear Gun is needed to offer any kind of 
  proficiency with this Bio-Weapon.
  
  136
  Sonic Blast Staff
  By Matthew Clements
  An area-effect weapon, the Sonic Blast Staff emits a 
  shrieking pulse of sonic energy. Anything within range 
  of the staff is affected, friend or foe, so careful use is 
  advised. The user is protected from the sonic pulse, but 
  any unshielded allies will suffer full damage. Sonic Blast 
  Staves are typically issued to units of Bio-Armored troop-
  ers or practitioners of magic that can protect themselves 
  from sound attacks.
  Weight: 5.5 lbs (2.5 kg).
  Range: 50 foot (15 m) diameter of effect.
  Damage: Everything within 50 feet (15 m) of the staff 
  takes 3D6 S.D.C. damage. Sea creatures and those with-
  out protection from sound waves (including Mega-Dam-
  age beings) suffer -4 on initiative, -2 to parry and dodge 
  and -1 to strike for the next three melee rounds. Penalties 
  are not cumulative.
  Rate of Fire: Each use counts as one melee attack/action.
  Payload: 8 uses. The staff can be recharged by being 
  placed on a ley line or nexus or by having any mage ex-
  pend 20 P.P.E.
  Cost on the Open Market: 15,000-25,000 credits.
  Creation Cost: 100 P.P.E.
  Mega-Damage: Sedimentary: 2D6 M.D. to a 12 foot (3.6 m) diam-
  eter. Igneous: 3D6 M.D. on impact and 1D6 M.D. for each of the 
  next two melee rounds. Metamorphic: 5D6 M.D.
  Rate of Fire: Each shot counts as one melee attack/action.
  Payload: 20 rounds. The weapon can be recharged by placing it 
  on a ley line, nexus or stone pyramid for four hours by having any 
  mage expend 60 P.P.E. Clips of neutral stone projectiles are also 
  issued, and can be loaded into the weapon and then enchanted into 
  whatever ammo type is desired.
  Cost on the Open Market: 80,000-150,000 credits.
  Creation Cost: 300 P.P.E.
  Waterjet Gun
  By Matthew Clements
  The Waterjet Gun is a specialized weapon manufactured as a 
  rod or staff, but sometimes also in a submachine-gun style con-
  figuration. It sprays an extremely concentrated “beam” of water, 
  enough to inflict S.D.C. damage to normal targets and to pulverize 
  vampires.
  Weight: 4.5 lbs (2 kg).
  Range: 800 feet (244 m).
  Damage: 2D6 S.D.C. underwater, 4D6 S.D.C. on land. Vampires 
  take 6D6+6 damage to Hit Points.
  Rate of Fire: Each blast counts as one melee attack/action.
  Payload: Effectively unlimited underwater, 20 blasts on land. The 
  weapon can be recharged at any water source; the gun automati-
  cally “drinks” water when immersed and will recharge in 10 min-
  utes. It can also absorb moisture in the air, recharging 1D4 water 
  blasts per hour; +2 in jungles, forests and humid conditions, half 
  in desert conditions.
  Cost on the Open Market: 30,000-60,000 credits.
  Creation Cost: 194 P.P.E.
  Bio-Construct Symbiotes
  Though technically all Bio-Constructs are symbiotes, these par-
  ticular living items/symbiotic creatures are designated as weapons 
  or armor and have more civilian applications.
  Morphic Riding Bio-Constructs
  a.k.a. “Living Saddles”
  While many Lemurians are quite adept at riding animals bare-
  back, the rider often needs an extra pair of hands or something 
  to hold weapons, secure cargo or even to carry extra passengers. 
  This ingenious Bio-Construct allows for that. All Living Saddles 
  are created using a Biomancy ritual known only to high level Bio-
  mancer Gene-Mages. When the saddle is not needed for riding, 
  it shrinks and reconfigures to be a small, organic “patch” on the 
  animal’s back. If so desired, it can even be removed completely. 
  As with Bio-Armor, however, a living saddle needs to spend time 
  on a host animal at least 2D6+8 hours a week to survive. When a 
  Living Saddle is placed on the animal to be ridden, large tendrils 
  extend to secure the saddle to the animal’s back. The saddle is 
  comfortable for both the rider and the riding animal, and offers a 
  number of advantages to both.
  First, the saddle can extend itself, creating additional saddles on 
  the back of a large creature to accommodate as many passengers 
  as the animal can comfortably carry; typically one additional pas-
  Stonecaster Pistol
  By Matthew Clements
  The primary combat sidearm of Oceanic Guardsmen and Ser-
  pent Hunters, the Stonecaster Pistol uses the most basic properties 
  of Stone Magic to generate several different types of ammunition. 
  Sedimentary rounds fragment on impact and damage a small area. 
  Igneous rounds stick to the target and burn like lava. Metamorphic 
  ammo is hard, dense and has armor-piercing capabilities. No mat-
  ter the situation or the target, the Stonecaster has the right magic 
  projectile for the job. Note: Available as a pistol and as a rod or 
  scepter.
  Weight: 2.2 lbs (1 kg).
  Range: 1,000 feet (305 m).
  Mega-Damage: Sedimentary: 1D6 M.D. to a 10 foot (3 m) diam-
  eter. Igneous: 2D4 M.D. on impact and 1D4 M.D. for the next two 
  melee rounds as the lava continues to burn. Metamorphic: 4D4 
  M.D.
  Rate of Fire: Each shot counts as one melee attack/action.
  Payload: 12 rounds. The weapon can be recharged by placing it 
  on a ley line, nexus, or stone pyramid for two hours, or by having 
  any mage expend 25 P.P.E. “Clips” of blank stone projectiles are 
  sometimes issued to non-magic soldiers, and can be loaded into the 
  weapon and then enchanted into whatever ammo type is desired.
  Cost on the Open Market: 45,000-90,000 credits.
  Creation Cost: 150 P.P.E.
  Stonecaster Rifle
  By Matthew Clements
  As the name suggests, the Stonecaster Rifle is a larger weapon 
  with long-range capabilities. All Stonecaster weapons are highly 
  prized. In Lemuria they are only issued to the military caste.
  Weight: 7.2 lbs (3.24 kg).
  Range: 2,000 feet (610 m), half underwater.
  
  137
  senger for horse-sized creatures, but a dragon or sea serpent could 
  easily accommodate 4-8 passengers depending upon its size.
  Second, the saddle’s tendrils not only attaches the saddle in a 
  comfortable and secure manner, but its tendrils can be used to lash 
  cargo to the back of the mount, allowing the animal to carry its 
  maximum capacity without discomfort. It even redistributes the 
  load and adjusts the cargo when the creature’s back gets sore or 
  stressed; empathetically sensing the feelings of the riding animal.
  Third, a Living Saddle conforms in shape and size to the animal 
  on which it is placed.
  Weight: Roughly 90 lbs (40.5 kg).
  Mega-Damage Capacity: The saddle itself has 1D4x10+40 M.D.C.
  Cost on the Open Market: 15,000-30,000 credits (a third of that in 
  Lemuria).
  Creation Cost: 175 P.P.E.
  Morphic Riding Bio-Barding
  Bio-Barding is part Living Saddle and part living Bio-Armor 
  that covers and protects the belly, neck and head of the riding 
  animal. During the magical creation, the Biomancer Gene-Mage 
  doesn’t stop with the creation of just a Living Saddle, but creates a 
  sort of Bio-Skin, or second skin with heavy-looking organic plates 
  or scales to provide even more protection for the animal’s under-
  belly, neck and head. As the Bio-Barding is damaged, it flakes off 
  like a turtle shedding the plates of its shell or a snake shedding its 
  skin. However, it will regrow quickly. In the case of Bio-Bard-
  ing, the extra armor is created from the animal itself and remains 
  a permanent part of it. The “built-in” saddle appears as needed 
  and can only accommodate one rider and one passenger (two pas-
  sengers for large animals) and minimal gear on the back of the 
  creature(about half the amount usual for the animal).
  Weight: Increase the animal’s weight by 20% and reduce its usual 
  Spd and leaping ability by 10%.
  M.D.C. by Location: Increase the M.D.C. of the animal by 50% 
  over most of its body. Double the creature’s M.D.C. for its under-
  belly, neck and head, as it has larger, thicker scales or flexible plat-
  ing at these locations. Any natural protection or resistance of the 
  creature (impervious to fire, resistance to cold, etc.) also extends 
  to the Bio-Barding itself. Note: Bio-Barding regenerates at a rate 
  of 2D6 M.D.C. per hour, double along a ley line or stone pyramid, 
  triple at a nexus point.
  Cost on the Open Market: Bio-Barding adds 150,000-300,000 
  credits to the cost of the animal.
  Creation Cost: 820 P.P.E.
  Bio-Skins
  While similar to Bio-Armor, Bio-Skins are much more simplis-
  tic symbiotic organisms available to the Lemurian workforce and 
  civilians. In their natural state, Bio-Skins appear to be some type 
  of strange seaweed with one end anchored to the ocean floor and 
  the other swaying with the current. Anyone wanting to use the Bio-
  Skin simply comes up to it and invites it to join them via Telepathy 
  or Empathic Connection with Animals. An accepting Bio-Skin re-
  leases itself from the ground and wraps around the person.
  There are a number of different types of Bio-Skin, each offering 
  its own unique level of protection and abilities, but all function on 
  an instinctive level and maintain their abilities as long as they are 
  worn. Bio-Skin draws power from ambient P.P.E. and filter feeds 
  on small animals and creatures like bacteria, algae and plankton.
  In all cases, Bio-Skin feels so natural that most wearers forget 
  they have it on.
  Cost of Bio-Skin in Lemuria, where they are common, to Le-
  murians is 5% of the Open Market price listed. As with most Bio-
  mancy products and symbiotes, they are seldom sold or traded to 
  surface dwellers or people not among Lemuria’s most trusted of 
  allies. However, they are sometimes traded or given as gifts and 
  rewards to outsiders who have proven themselves to be good and 
  well-intentioned, heroic and merciful, or have done a great service 
  for Lemuria.
  Bio-Skin Gill Suit: This suit is typically reserved for surface 
  dwellers as it enables the wearer to breathe underwater as if he 
  had gills without time limit, protects from cold, keeps the wearer 
  dry and comforatable and enables him to survive depths up to two 
  miles (3.2 km). The Bio-Skin Gill Suit is a medium green in color. 
  M.D.C.: 2D6+22 main body and regenerates lost M.D.C. at a rate 
  of 1D4 points per hour. Cost on the Open Market: 25,000-40,000 
  credits, though most non-Lemurian purchasers don’t know how 
  to care for Bio-Skin and it dies in 2D4+1 days. Creation Cost: 82 
  P.P.E.
  Bio-Skin Dive Suit: This suit of Bio-Skin is used for deep sea 
  excursions, exploration and salvage by Lemurians and their allies. 
  Like the Gill Suit, it enables the wearer to breathe underwater as if 
  he had gills, protects from cold, and enables the wearer to survive 
  depths up to three miles (4.8 km). The skin is a Carribean blue 
  color. M.D.C.: 2D6+33 main body and regenerates lost M.D.C. at 
  a rate of 1D6 points per hour. Cost on the Open Market: 35,000-
  60,000 credits, though most non-Lemurian purchasers don’t know 
  how to care for Bio-Skin and it dies in 2D4+1 days. Creation Cost: 
  98 P.P.E.
  Bio-Skin Protective Suit: This suit of Bio-Skin is obviously 
  thicker and has what looks like a mass the size of an oxygen tank 
  on the back. It is a dark green or green-gray color, and used for 
  deep sea excursion, exploration, salvage and labor by Lemurians 
  and their allies. Like the Gill Suit, it enables the wearer to breathe 
  underwater as if he had gills, and protects from extreme cold (as 
  low as -70 degrees Fahrenheit below zero/-56.6 Celius), heat (as 
  high as 300 degrees Fahrenheit/148.8 C) and from lethal levels of 
  radiation for up to two hours (the Bio-Skin starts to change color 
  from dark to light orange as it reaches the limits of its protection to 
  radiation). It also filters and protects against dangerous chemicals 
  and toxins in the water (the wearer is +5 to save vs poison and 
  disease) and has a depth tolerance of up to three miles (4.8 km). 
  M.D.C.: 3D6+44 main body and regenerates lost M.D.C. at a rate 
  of 2D4 points per hour. Cost on the Open Market: 45,000-80,000 
  credits, though most non-Lemurian purchasers don’t know how to 
  care for Bio-Skin and it dies in 2D4+1 days. Creation Cost: 118 
  P.P.E.
  Bio-Skin Terrain Suit: This suit of Bio-Skin is used by Le-
  muria’s aquatic allies (and sometimes by nervous Lemurians) for 
  travel on the surface world, enabling the wearer to breathe air as 
  if he had lungs, protects from heat/sun, keeping the wearer cool 
  and hydrated for up to seven days (half in deserts or conditions of 
  exposure), and helps to filter airborne and waterborne toxins (the 
  wearer is +1 to save vs poisons, toxins and smoke). In the water, 
  the suit enables the wearer to survive depths up to two miles (3.2 
  km). It is light brown or a green and brown camouflage pattern. 
  M.D.C.: 2D6+22 main body and regenerates lost M.D.C. at a rate 
  of 1D4 points per hour. Cost on the Open Market: 25,000-40,000 
  credits, though most purchasers don’t know how to care for Bio-
  Skin and it dies in 2D4+1 days. Creation Cost: 90 P.P.E.
  
  138
  Breathers
  These unusual jellyfish were created by Lemurian Biomancer 
  Gene-Mages to enable surface dwellers to breathe underwater. 
  They can also be used by Lemurians to filter out dangerous chemi-
  cals in the water (+4 to save vs poison and disease). They are fre-
  quently used by surface-dwelling Sea Druids and Ocean Wizards, 
  as well as other seafaring people (and some pirates) who have fig-
  ured out what Breathers can do and where to find them. (Usually at 
  and near coral reefs, Lemurian Gardens, and Lemurian cities and 
  outposts, but can also be found in the wild, in small numbers, at 
  any location inhabited by other types of jellyfish.
  Breather symbiotes are essentially a basketball-sized jellyfish 
  with the usual array of tentacles. Their upper “shell” is clear and 
  transparent and humanoids who want to wear it as a “breather” 
  simply slide their head into this helmet-like part of the symbiote’s 
  body. Those unfamiliar with opening their eyes underwater see 
  as if they were wearing a helmet, and water is kept out of their 
  face. When placed over the head, the Breather’s tentacles auto-
  matically wrap around the base of the neck to create a tight seal, 
  then it pumps in fresh oxygen from its gills, filling the chamber 
  with breathable oxygen. The Breathers feed/thrive on the carbon 
  dioxide released by their host, as well as ambient P.P.E. and tiny 
  water organisms. Lemurians sometimes wear a Breather when the 
  water (or air) is too toxic to be filtered by other means, because the 
  symbiote provides the wearer with clean and purified air. Note: 
  Breathers themselves can breathe both air and water, but dehydrate 
  and die when kept out of water within 2D4x10+60 minutes.
  When not attached to a host, Breathers float to the surface and 
  use their collected carbon dioxide and seawater to create food 
  (sugar) through an odd form of photosynthesis. This form grabs 
  all available light (including the green spectrum) using the clear 
  “shell” to focus the light like a lens into their mitochondria (energy 
  manufacturing center).
  Attributes of Note: Has a low animal intelligence, a P.S. of 6 and 
  a swimming speed of 6.
  Hit Points: 1D6. S.D.C.: 2D4.
  P.P.E.: 1D4
  Natural Abilities: Swim 60% (kind of bobs around like a jelly-
  fish), resistant to cold (half damage), impervious to poisons, toxins 
  and other chemicals, including the stings of jellyfish, chemorecep-
  tors enable the creature to taste/find hosts (50%), and it also filters 
  toxins from the air and water.
  Depth Tolerance: Three miles (4.8 km) for the Breather itself, 
  but most surface dwellers cannot survive the pressure at more than 
  500 feet (152.4 m) without the additional protection of Bio-Skin, 
  Bio-Armor or a high-tech diving suit/power armor.
  Habitat: Typically in and around Lemurian cities and outposts, 
  coral reefs and wherever other jellyfish are found, particularly in 
  and around the Pacific Rim and Indian Ocean.
  Allies: None per se, but will function with any air breathing spe-
  cies that exhales carbon dioxide.
  Enemies: None per se, most creatures leave them alone as they 
  often hide in and amongst other species of stinging jellyfish.
  Value: To Sea Druids, Ocean Wizards, seafarers and those look-
  ing for a non-technological means of survival underwater, 1,500-
  5,000 credits.
  Fin Pack
  This unusual creature and the Squid Pack (described elsewhere 
  in this section) are symbiotic organisms designed by Biomancy 
  Gene-Mages to assist Lemurians in underwater travel, work and 
  exploration. This creature is essentially a genetically engineered 
  underwater jet pack, based on the abilities of a manta ray or sting-
  ray, or even a flying fish due to its odd “fin” or “wing” placement. 
  Its shell also seems to indicate a possible melding of genetic mate-
  rial from a predatory snail such as the Episcopal Miter. Its compact 
  design, however, requires it to rely more on magic for propulsion 
  than the Squid Pack.
  A large suction cup or snail’s foot is used to secure the symbiote 
  to the host’s back. The Fin Pack – think a small pair of manta ray 
  wings – positions itself over the central nervous system, allowing 
  it to sense the host’s muscle signals and reactions to swim for him 
  in the same fashion as the ray. To engage the Fin Pack, the user 
  must reach out to the symbiote with his mind, willing it to swim. 
  Though the Fin Pack breathes water it can survive out of water for 
  1D6 hours, provided it remains linked to a host.
  Attributes of Note: Has a low animal intelligence, a P.S. of 12 
  and a base swimming speed of 44 (30 mph or 48 kmph or 26 
  knots) using a pair of semi-retractable, ray-like wing-fins. Using 
  its underwater wings and magic propulsion it can carry a human-
  oid weighing as much as 400 pounds (180 kg) for 1D6+8 hours 
  before getting tired (reduce swim speed by half when it tires). A 
  tired Fin Pack needs only an hour of rest to continue at full speed 
  for another 1D4+2 hours, before requiring four hours of rest to get 
  back to full level; half that time when resting at a ley line, nexus 
  or stone pyramid.
  M.D.C.: 3D6+12 M.D.C.
  P.P.E.: 6D6+6
  Natural Abilities: The Fin Pack is protected by a tough M.D.C. 
  hide that feels like smooth rubber. The Fin Pack has a mouth full 
  of sharp teeth to feed on small fish, crusteans and plants, but they 
  are not suitable for combat. A bite does 1D6 S.D.C. damage and 
  the symbiote cannot be sent to attack an opponent.
  Habitat: In the wild, most Fin Packs live in and around Lemurian 
  Gardens, outposts and cities, as well as coral reefs, shallow seas 
  and locations where one would encounter manta rays.
  Allies: None per se, as it is an animal. However, they readily ac-
  cept and obey Lemurians and some friendly psychic races, Psi-
  Druids and Sea Druids with the manta ray or stingray totem.
  
  139
  Enemies: Predatory animals and monsters that prey upon large 
  fish. The Splugorth also covet them as an ingredient for certain 
  types of Bio-Wizardry.
  Value: To anyone who can use them as an underwater jet pack, 
  15,000-30,000 credits. Lemurians who raise them sell them to 
  other Lemurians for 2,000-3,000 credits.
  P.P.E.: 4D6+6
  Natural Abilities: The Octo-Arm looks and functions much like 
  an octopus, eats small fish and crustaceans, as well as plankton, 
  and lives a quiet, leisurely existence. In the wild and detached from 
  a humanoid user, the Octo-Arm can also cast the Chameleon (6) 
  spell on itself at the equivalent of a 4th level practitioner of magic. 
  Each spell casting costs it 6 P.P.E.
  Habitat: Most Octo-Arms live in and around Lemurian Gardens, 
  outposts, and cities, as well as wherever octopus and squid are 
  found.
  Allies: Usually only Lemurians, though some friendly psychic 
  races, Psi-Druids and Sea Druids with the squid or octopus totem 
  may also be able to use them should they win their favor.
  Enemies: They are often mistaken as octopus or squid and are 
  preyed upon by the natural predators of those animals – who often 
  get a nasty surprise – as well as sea monsters. Their M.D.C. bodies 
  make conventional hunting and cooking by humanoids difficult.
  Value: To anyone who can use them as an augmentation symbiote; 
  40,000 to 70,000 credits or more on the open market.
  Sea Doctor
  This unusual little creature looks like a lump of red or violet sea 
  cucumber with nine small tentacles and a mouth at one end, but 
  moves and functions more like a leech. The Sea Doctor feeds on 
  parasites, bacteria, dead tissue, pus, jellyfish stings (nematocyst), 
  and other infections commonly found in wounds and sea injuries. 
  The Lemurians created this little fellow to accompany their people 
  on long journeys and to provide assistance. When not in use the 
  little fellow often curls up into a ball (about the size of a grapefruit) 
  and hibernates until it is needed. They can survive out of the water 
  in the hibernated state for 2D6+4 days, but will eventually need 
  to be returned to salt water. The Sea Doctor is typically activated 
  through the Empathic Connection with Animals ability, however 
  placing a Sea Doctor that is in hibernation near an open wound or 
  infected tissue causes it to awaken within 1D4+1 melee rounds as 
  the smell of “dinner” reaches its senses.
  Attributes of Note: Low Animal I.Q. that runs on instinct, has a 
  swimming speed of 5.
  Hit Points: 1D6
  S.D.C.: 2D6
  P.P.E.: 2D6+11
  Octo-Arm
  This symbiotic organism resembles an octopus that attaches it-
  self to the wearer’s arm to provide a number of unique abilities and 
  enhancements. The Octo-Arm creature has a small, bulbous head 
  about the size of an apple or orange with eight long arms, each 3-4 
  feet (0.9 to 1.2 m) long. To join and use the Octo-Arm, a Lemurian 
  simply uses his Communicate with Plants and Animals ability or 
  Empathy and the Octo-Arm then wraps itself around the extended 
  arm arm.
  Special Abilities provided to the user/wearer:
  1. Bonuses and Extra Attacks: The wearer of the Octo-Arm 
  can use four of the tentacles as an extension of his own arm. It pro-
  vides him with two bonus attacks per melee round, +4 to entangle, 
  +1 to parry and disarm, and +10% to Climbing/Rappelling.
  2. Limited Supernatural P.S. of the Tentacles. The Octo-
  Arm has a Supernatural P.S. of 20 and does 3D6 S.D.C. on a re-
  strained punch/strike, 1D6 M.D. on a full strength strike (cannot 
  do a Power Punch), and can wield melee weapons and simple tools 
  and devices.
  3. Chameleon. The Octo-Arm and its humanoid wearer can 
  change their color and patterns to blend in with the environment 
  to camouflage themselves. This provides a bonus of +15% to the 
  skills Camouflage, Prowl and Tailing.
  4. Enhanced Healing for the Wearer. The user of an Octo-
  Arm heals at a rate of 1D6 S.D.C./Hit Points per hour when wear-
  ing the symbiote, and is +1 to save vs poison, toxins and disease, 
  and +5% to save vs coma and death.
  Attributes of Note: Has an animal intelligence, a P.S. of 20 (Su-
  pernatural) and a basic swimming speed of 14.
  M.D.C.: 3D6+18 for the main body of the Octo-Arm symbiote 
  itself. Each tentacle has 1D6+6 M.D.C. The Octo-Arm Bio-Regen-
  erates at a rate of 1D4 M.D.C. an hour and can completely regrow 
  a lost tentacle in 24 hours.
  
  140
  Natural Abilities: Swim 70%, depth tolerance of 8 miles (12.8 
  km), resistant to cold (half damage), breathes water but can survive 
  in air for up to seven days, impervious to disease, poisons, toxins 
  and other related chemical attacks (including the stings of jelly-
  fish), chemoreceptors enable it to taste/find a wound. Goes into a 
  hibernation state (curls up into a ball) that keeps it from needing to 
  breathe/use its gills.
  Innate Healing Abilities:
  Chemoreceptor Diffuser: When attending to healing under-
  water, the Sea Doctor excretes an enzyme that breaks down and 
  masks the odor of blood and flesh in the surrounding water, hid-
  ing itself and its patient from sensitive predators, like sharks, and 
  has an 80% chance of not being detected or found if administered 
  within one minute of the injury, otherwise the percentage drops 
  5% for every melee round after the first minute.
  Fight Coma & Death: When the Sea Doctor is attached to a sub-
  ject, it instills a boost to fight and survive coma and death; +15% 
  bonus, double on a ley line or at a nexus or stone pyramid.
  Ley Line Rejuvenation: If the Sea Doctor is on a ley line or 
  at a nexus or stone pyramid, it can channel magic energy from it 
  into the host while it is attached. The effect is to minimize scar-
  ring, heal wounds and restore vitality and health to the entire body 
  as long as the symbiote remains attached. 1D6 Hit Points/S.D.C. 
  (or one M.D.C. point) is restored for every hour until the wound 
  is completely healed or healed enough to move on. The Sea Doc-
  tor recovers from injury it may have sustained itself at a rate of 
  1D4 Hit Points or S.D.C. per 20 minutes at a ley line, nexus and 
  pyramid.
  Regenerative Saliva: The saliva of the Sea Doctor is injected 
  into and covered over open or infected wounds to kill infection and 
  increase the natural rate of healing. Within 1D4 melees, the saliva 
  breaks down and transforms into a powerful healing agent that re-
  stores 1D4 Hit Points instantly. It then increases the rate of healing 
  in and around the wound, doubling the subject’s natural rate of 
  healing. This can be performed only once per each wound, healing 
  another 1D4 Hit Points (or S.D.C.) per wound, but the increased 
  rate of healing remains the same and lasts 1D4 days.
  Removes Bacteria, Poisons and Toxins: After attaching itself 
  to an injured or ill subject (humanoid or animal), the Sea Doctor 
  drains him/it of any toxins, poisons, nematocyst and infection in 
  the body, stopping any further deterioration/damage, and reducing 
  any penalties, symptoms and their duration by 50%. The Sea Doc-
  tor feeds on the infection, dead or festering tissue, pus, a little on 
  blood and other particles, which serve as food for it.
  Psionics: In dire circumstances or when trying to heal a creature 
  with a vast amount of Hit Points, S.D.C. or M.D.C., the Sea Doc-
  tor can tap into a hidden reserve of psionic abilities to further heal 
  its host. For the most part, no one except for learned Lemurians 
  know of these abilities; even the Lemurians’ common allies who 
  are given such a gift rarely find out about it. The Sea Doctor is 
  almost constantly using its abilities Mask Psionics and I.S.P. and 
  Alter Aura to conceal its true nature. In its hibernating state, its 
  mind almost completely shuts down and is undetectable (for ei-
  ther psionics, intelligence or any other readings). Lemurians ac-
  tivate these abilities by placing a special request with their ability 
  to Communicate with Plants and Animals/Empathic Connection 
  with Animals, however normal Telepathy can also be used (simply 
  asking for more help is sufficient).
  The Sea Doctor has the following abilities: Mask Psionics and 
  I.S.P., Alter Aura (on constantly), Healing Touch (6), Increased 
  Healing (10), Deaden Pain (4), Induce Sleep (4), Psychic Surgery 
  (14), Psychic Purification (8), and Psychic Diagnosis (4).
  I.S.P. Base: 1D4x10+28
  Habitat: Typically found in and around Lemurian Gardens, cities 
  and outposts as well as at coral reefs. Many are found in Lemurian 
  first aid kits and medic’s bags.
  Allies: None per se, though they like and favor Lemurians, Merans, 
  Ichthyleans who all use the Sea Doctor, as do the occasional Ocean 
  Wizard, Sea Druid, Whale Singer, and Holistic Doctors.
  Enemies: None per se, animal. Seem to have a genetic disposition 
  of avoidance of helping evil creatures such as the Splugorth, their 
  minions and the undead. Otherwise, it has no qualms about helping 
  any creature.
  Value: To travelers, doctors and healers, the medical applications 
  this little thing offers are amazing and can fetch 1D6x100,000 
  credits.
  Sea Eye
  Due to its appearance, some have equated this quaint little sym-
  biote to a Zembahk, however, the symbiote is an animal, not a 
  sentient being. Sea Eyes have a long, thick, cylindrical body with 
  a large, round eye for a head and a flat, flipper-like foot for a tail. 
  They are typically green, brown or gold with green flecks in color, 
  with a large blue eye. When bonded with a humanoid host, the 
  flipper mounts on the shoulder just like a shoulder pad and the 
  worm curls up like a cobra, or a spring, on its flipper-tail/shoulder 
  pad and the head and eye looks around like a second pair of eyes.
  Also Known As: the Shoulder Worm and Eel Eye.
  Attributes of Note: High animal intelligence and strong instincts 
  on par with a monkey or lemur and is very curious and observant, 
  always looking around and keeps an eye on everything that its host 
  is not focusing on. When it is not attached to a host it has a swim-
  ming speed of 12, a crawling speed of 6, and is a filter-feeder.
  M.D.C.: 1D6+4
  P.P.E.: 3D6
  Natural Abilities: Amphibious but prefers life in the sea and sel-
  dom leaves it on its own; breathes water and air, swim 98%, resis-
  tance to cold (half damage), nightvision 1,000 feet (305 m), keen 
  hawk-like vision (can read a sign one mile/1.6 km away), see into 
  the infrared and ultraviolet spectrums of light, sees the invisible 
  and depth tolerance of 6 miles (9.6 km).
  Bond with Host: While bonded with a sentient host, he sees 
  everything the worm does and can even designate targets or where 
  to point the wide beam of light to illuminate an area (see below). 
  Bonuses: +2 to strike.
  Enhanced Perception: Provides the humanoid it is attached to 
  with the following bonuses: +2 on Perception Rolls, +1 on initia-
  tive, +1 to dodge, the humanoid cannot be surprised by attacks 
  from behind or above, and is especially good at detecting danger 
  and provides a +10% bonus on the skills Detect Ambush, Detect 
  Concealment, Trap/Mine Detection, Track and Trap Animals, and 
  Land and Underwater Navigation. Eye Energy Beam: Can also 
  create light, either as a wide beam (like a flashlight) from its large 
  eye or focused into a deadly laser-like beam of white energy. As a 
  weapon, the eye beam does 1D6 or 4D6 S.D.C. and has a range of 
  100 feet (30.5 m) underwater or 200 feet (61 m) in the air, and is 
  +1 to strike on its own.
  Psionics: Unlimited Telepathy and Empathy with its human host/
  partner at no I.S.P. cost, but communications are images, emotions 
  and sensations of danger, warning, happiness, etc. Note: The Sea 
  
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  Eye also experiences the same thoughts, images, excitement and 
  emotion as the humanoid it is linked with and enjoys the rush they 
  supply. In this regard, the Sea Eye is an adrenaline junkie, who 
  enjoys the wide range of emotions its human host provides, as well 
  as the adventure and new sights and experiences.
  Base I.S.P.: 2D6+11
  Actions per Melee: Two; the Sea Eye has its eye beam as a means 
  of attack or defense or it can dodge and hide.
  Bonuses of the Sea Eye: +2 on Perception Rolls, +2 on initiative, 
  +4 to automatic dodge, +2 to roll with impact, resistant to cold,
  Habitat: Prefers interesting places filled with life and activity, 
  including coral reefs, shallow seas, the Demon Sea/Bermuda Tri-
  angle, as well as coastal ports and Lemurian Gardens, cities, and 
  outposts.
  Allies: Tend to like beings of good alignments and kind dispo-
  sitions, including Lemurians, Merans, Ichthyleans, Junk Crabs, 
  Ocean Wizards, Sea Druids, and Whale Singers, but may assocaite 
  with other beings.
  Enemies: Seem to have a genetic disposition to avoid evil, angry 
  and violent beings. Otherwise, it has no qualms about helping or 
  bonding to any other creature.
  Value: Have been known to sell for as much as 1D6x100,000 
  credits.
  Squid Lock
  The Squid Lock is another tentacled creature that uses its ten-
  tacles to bind and hold living creatures. Technically a parasitic or-
  ganism, it then feeds on the life energy and P.P.E. of the creature 
  locked in its embrace, consuming one point of S.D.C. and P.P.E. 
  each per hour. This tiny amount seldom harms its captive, and af-
  ter the Squid Lock has consumed 10 S.D.C./P.P.E. it has its fill 
  and does not feed for another 1D6+6 hours. Lemurians and other 
  aquatic beings use the Squid Lock to secure prisoners. It scrambles 
  and interferes with magic and psionics, making it difficult to focus 
  and cast spells or use psionics – requires a roll of 18 or higher for 
  a prisoner to cast one spell or psionic ability, and can only try once 
  every 2D6+8 minutes.
  To be set free, the Squid Lock must be physically removed, 
  which requires 1D4+1 sets of hands and a combined Supernatural 
  P.S. of 45 or Robot P.S. of 75, or the creature must be destroyed 
  (it will fight back) or it can be asked to let go nicely via Lemurian 
  or equivalent Empathic Connection with Animals or Telepathy. 
  However, Squid Locks are surprisingly smart and know who cares 
  for them and feeds them regularly, answering to that person or 
  persons (e.g. jail-keeper) above all others. All attempts to mind 
  control a Squid Lock are made at -6. Furthermore, trying to pry and 
  pull the animal off a prisoner hurts the captive and does 4D6 M.D. 
  damage per tentacle that is pried away due to its hold and suction 
  cup tentacles.
  The Squid Lock can be placed on the body of a prisoner to 
  bind the hands and arms, the legs, or both. Can also hold and bind 
  tentacles and multiple limbs as the symbiote has eight tentacles of 
  its own. Oddly enough, some Squid Locks look like squids, oth-
  ers like octopus, but all have a light gray or white body with dark 
  blotches.
  Attributes of Note: Has a medium animal intelligence, a P.S. 
  of 30 (Supernatural) but its eight arms and suction cups makes it 
  much more difficult to release its grip than its P.S. would suggest. 
  Swimming speed is 22 (15 mph/24 km or 13 knots).
  M.D.C.: 3D6+20
  P.P.E.: 3D6+6
  Natural Abilities: Drains P.P.E. and S.D.C. at a rate of one point 
  per hour, but also disrupts focus and concentration, disrupting the 
  abilty to cast magic or use psionics. Skill performance is also -30%.
  The Squid Lock also Bio-Regenerates 1D4 M.D.C. of its own 
  per minute and the stubborn creature will not release its prisoner or 
  prey until near death – it reaches 1-4 M.D.C. points, at which point 
  it lets go and swims away to hide until it regenerates. Tentacles 
  regrow to full size in 1D4+1 days.
  Attacks per Melee: As per the number of free tentacles; that’s 
  eight when not locked onto a prisoner or prey.
  Bonuses: +1 on initiative, +3 to strike and parry, +2 to dodge, +6 
  to entangle, +4 to pin and hold, and does 3D6 M.D. from punches 
  and whip attacks with tentacles. Whenever it is attacked while 
  locked on to a prisoner, the Squid Lock is almost always able to 
  fight back with at least two, often 3-4 of its tentacles.
  
  142
  Habitat: Wherever squid and octopus are found, as well as at Le-
  murian Gardens, cities and outposts.
  Allies: Usually only Lemurians, though some friendly psychic 
  races, coastal Psi-Stalkers, Sea Druids and Psi-Druids may also be 
  able to use them.
  Enemies: None, per se. Most predators don’t like being entangled 
  and preyed upon so they avoid them whenever possible.
  Value: 5,000 to 30,000 credits depending on who is using the sym-
  biote and for what purpose; only 10% that price in Lemuria among 
  its military protectors and law enforcers.
  Squid Pack
  This unusual symbiotic animal was created by Lemurian Bio-
  mancer Gene-Mages for speed and underwater travel. While many 
  Lemurians prefer to play and hitch rides from dolphins and whales, 
  or ride a sea animal, the Squid Pack lets those looking for speed 
  and simplicity to travel even faster and for longer periods of time. 
  The Squid Pack is essentially a living underwater jet pack built 
  upon the abilities of squids. The symbiote takes in and outputs 
  great volumes of water to propel itself and its wearer/owner at top 
  underwater speeds. The Squid Pack has four tentacles that it uses 
  to hold onto and carry its rider/owner. It also uses its tentacles 
  when there is no rider, to crawl along the bottom of the ocean at 
  slower speeds and to catch prey; it eats small fish and crustaceans.
  The Squid Pack lands on the host’s back and wraps its four 
  tentacles around him in a similar way that one might strap into a 
  jet pack. Its position over the central nervous system of the host 
  also allows it to sense the rider’s reaction/intentions when trying 
  to swim and assist where it is needed. To engage or activate the 
  
  143
  Squid Pack, the user must reach out to the creature with his mind 
  (Empathic Connection with Animals always works, Telepathy and 
  Empathy also work), but one needs to charm and soothe the Squid 
  Pack as one might a horse (use bonuses from M.A.) for maximum 
  control and cooperation. Though the Squid Pack breathes water it 
  can survive out of water for 1D6 hours, provided it remains linked 
  to a host.
  Attributes of Note: Has a medium animal intelligence, P.S. 20, 
  P.P. 20, P.E. 20, and a normal swimming speed of 22 (15 mph/24 
  km or 13 knots).
  Speed Bursts: Using its water propulsion system, the Squid 
  Pack can rocket up to 66 (45 mph/72 km or 39 knots) underwater 
  carrying a human-sized passenger; half that speed in Bio-Armor. 
  However, unless the passenger is tough (i.e. has high S.D.C. or is 
  M.D.C.), a more comfortable speed of travel is 20 mph (32 km 
  or 17 knots). Maximum speed can be maintained for 1D4x10+60 
  minutes.
  The Squid Pack can also “jump” out of the water (on its own or 
  with its host), reaching heights of 20 feet (6.1 m) with a host and 
  30 feet (9.1 m) by itself. However, the act is a one shot deal, and 
  the host must climb or jump back into the water for the Squid Pack 
  to work again.
  M.D.C. of the Squid Pack: 4D6+40
  P.P.E.: 3D6+9
  Natural Abilities (of the animal): The Squid Pack can alter its 
  own coloration to appear as a normal leather backpack or to match 
  the host’s skin color, armor or preferred camouflage styling (a 
  mottled color). Nightvision 1,000 feet (305 m), resistant to cold, 
  and the animal has a depth tolerance of 7 miles (11.2 km).
  Habitat: Wherever other squid are found, as well as in and around 
  Lemurian outposts, gardens and cities.
  Allies: Usually only Lemurians, though some friendly psychic 
  races, Psi-Druids and Sea Druids with the squid or octopus totem 
  are also able to use them should they win the animal’s favor.
  Enemies: Sea monsters and other predators that feed on large 
  squid and M.D.C. animals as well as hunted by intelligent D-Bees 
  and humans for food; the meat of the Squid Pack is delicious.
  Value: Outside of Lemuria, 10,000 to 30,000 credits depending 
  on who is using the symbiote and for what purpose; only 10% 
  that price in Lemuria. As food, 10-20 credits a pound, the latter in 
  Atlantis where the meat is considered a delicacy.
  Talisman Shell
  These small creatures are reminiscent of clams, snails and mus-
  sel shells. They collect and feed on ambient P.P.E. and have been 
  infused with a biological form of the Talisman spell by Biomancer 
  Gene-Mages. Each Talisman Shell is imbued upon creation with 
  the ability to create one simple spell effect. Magical armor, en-
  hanced attributes, stealth, protection and healing are most com-
  mon, and only spells as high as level seven are possible. Further-
  more, only spell invocations and Ocean Magic (not Biomancy or 
  other types of spells) can be stored inside a Talisman Shell. The 
  spell can be activated three times before it is without power. The 
  magic can be restored by leaving the shell on a ley line for 48 hours 
  or at a nexus for 24 hours, or by a mage pumping 200 P.P.E. back 
  into the shell. Otherwise, the living being inside the shell collects 
  enough ambient P.P.E. to cast one spell after 1D6+18 days.
  To activate the spell, a simple Telepathic request or request 
  with Empathic Connection with Animals is needed.
  The spell-like ability held by the Talisman Shell functions at 
  fifth level spell potency.
  The magical energy stored in the little creatures also transforms 
  them into minor M.D.C. beings with an M.D.C. of 1D4+4. Destroy 
  the M.D.C. and the animal is killed and the Talisman Shell shat-
  tered.
  
  144
  Lemurian Transportation
  Power System: P.P.E. reserve. Holds enough energy to power 
  the pack for two weeks before needing to be recharged with 50 
  P.P.E.
  Ion Blaster: Damage: 2D6+3 M.D. Range: 500 feet (152 m) un-
  derwater, 800 feet (244 m) on dry land/in the air. Payload: 50 
  blasts before needing to be recharged with 100 P.P.E. Recharges 
  in 45 minutes on a ley line, 15 minutes on a nexus, or P.P.E. 
  can be pumped into the device by a mage or anyone with suf-
  ficient P.P.E. and the desire to put his own energy reserve into 
  the Bubble Pack.
  Cost: 10,000 credits in Lemuria, 10x or more elsewhere.
  Serpent Saddle
  Not all Lemurians and undersea dwellers are good with ani-
  mals or magic. Some are perfectly normal people with no con-
  trol over mystical forces. For these types, there are conventional 
  saddles used to direct sea serpents and other riding animals, as 
  well as to add a little firepower.
  Serpent Saddles come with seats for the rider and one passen-
  ger. They have built-in cargo compartments that allow the rider 
  to carry personal possessions and salvage, and sport a pair of light 
  ion cannons that turn their riding animal, be it a giant fish or a sea 
  serpent, into a living attack submarine. The saddle was designed 
  with giant rays, sea serpents and sharks in mind, but is adjustable 
  and can fit almost any sea creature that is at least 18 feet (5.5 m) 
  long.
  Weight: 314 lbs (141 kg).
  M.D.C.: 115
  Cargo: 2x2x4 cubic foot (0.6 x 0.6 x 1.2 cubic meter) cargo lock-
  er behind the seats.
  Power System: P.P.E. Reserve. Holds enough energy to power 
  the two ion cannons for 30 blasts each before needing to be re-
  charged with 160 P.P.E. Recharges in two hours on a ley line, 45 
  minutes on a nexus, or P.P.E. can be pumped into the device by 
  a mage or anyone with sufficient P.P.E. and the desire to put his 
  own energy reserve into the Serpent Saddle.
  Light Ion Cannons (2): The saddle mounts two forward-facing, 
  light ion cannons that the rider can aim and fire from his pilot’s 
  seat. The cannons face forward but can be adjusted in a 45 degree 
  up and down arc of fire.
  Primary Purpose: Anti-Submarine/Anti-Sea Monster.
  Secondary Purpose: Defense.
  Range: 1,500 feet (457 m) in all environments.
  Mega-Damage: 3D6 M.D. for a single blast, 6D6 M.D. for a dual, 
  simultaneous blast at the same target.
  Rate of Fire: Each single blast or dual blast counts as one melee 
  attack/action of the pilot.
  Payload: 30 blasts per each cannon; costs 160 P.P.E. to bring both 
  up to a full payload.
  Cost: 18,000 credits in Lemuria, 10x or more elsewhere.
  Bubble Pack
  The Bubble Pack is a conventional undersea propulsion sys-
  tem that is used by Wilderness Sea Scouts, Lemurian citizens, 
  visiting surface-dwellers, and anyone else who wants a speed 
  boost underwater. Surprisingly, the latter includes Merans seek-
  ing greater speed and/or light weapon capabilities. It is “con-
  ventional,” however, only in the sense that it does not rely on 
  magic. The advanced magneto-hydrodynamic propulsion drive 
  that powers the pack and creates its signature “bubble trail” is 
  an extremely sophisticated system with no moving parts to jam 
  or clog (+10% to resist magic blooms and entanglement in thick 
  seaweed). The Bubble Pack also comes with a mounted ion gun 
  that can be aimed with the user’s own vision thanks to a pair of 
  special goggles with a built-in targeting device.
  The over-the-shoulder placement of the ion blaster and hands-
  free operation of the Bubble Pack is ideal for underwater environ-
  ments where the user has to keep his or her hands free for melee 
  combat, swimming, carrying items and salvage efforts. Bubble 
  Packs are small and compact, and the ion gun can rotate 360 de-
  grees, tilt up and down 45 degrees and fold along the side of 
  the Bubble Pack to minimize its size and drag when not needed. 
  When not in use, the entire unit can be worn like a backpack or 
  in the case of Merans, on the tail. The pack even features running 
  lights that can be turned on or off to make the user more visible 
  in the ocean depths. Note: A Bubble Pack worn by a Meran is 
  pictured in use on the cover.
  Weight: 14 lbs (6.3 kg).
  M.D.C.: 28
  Speed: 70 mph (112 km or 60 knots) maximum.
  Bonuses: +1 to dodge at speeds above 35 mph (56 km).
  
  145
  Lemurian
  Symbiotic
  Combat Vehicles
  Features Common to Lemurian Symbiote Vehicles
  All Are Made of Stone: All Lemurian combat vessels are 
  made of stone, via Stone Magic and the help of the Symbiote 
  Conduit. The symbiote also serves as the magic power source and 
  onboard computer.
  Symbiote Conduits: Living P.P.E. batteries called Symbiote 
  Conduits are the power source for Lemurian combat vehicles. 
  These symbiotes interact with the pilot/crew/passengers using 
  psychic communication and also employ psychic powers as the 
  vehicle’s sensors. This includes the ability to “read” its pilot and 
  tell whether he is in physical or mental distress and able to fly or 
  not. This also means the vessel tends to support the decisions and 
  feelings of its “partner” rather than outside commands, and never 
  overrides him.
  The Symbiote Conduit is a living component of the combat 
  vehicle and might be thought of as a living computer and co-pilot. 
  As such, it helps pilot the vehicle and imparts a basic piloting 
  ability even if the person at the helm has no piloting skill whatso-
  ever. Likewise, if the pilot is knocked unconscious or the symbi-
  ote needs to take over for some reason, it can operate the vehicle 
  by itself at the following level of proficiency: Three attacks per 
  melee round, no combat bonuses, and has the equivalent piloting 
  skill at 60%. (Those without training in piloting Lemurian com-
  bat vehicles do so with the same 60% base ability.) The symbiote 
  can also return to the Lemurian camp, base or city it departed 
  from, patrol a preplanned route or wait until it is called to action.
  The symbiote recognizes its pilot and designated passengers, 
  friendly Lemurians and their allies, and locks anyone else out of 
  the vehicle to prevent theft or sabotage. The symbiote does not 
  respond to commands from anyone who has managed to force 
  their way into the cockpit, unless the symbiote can be dominated 
  via mind control or possession.
  The living Symbiote Conduit can survive indefinitely in or out 
  of the water (breathes both air and water), but is a permanent part 
  of the vehicle. It can fill the crew compartment with filtered air, 
  recycle and purify air or bring filtered, clean water into the pilot 
  compartment depending on what its pilot and passengers prefer to 
  breathe. In the event that the craft is taken into a hostile environ-
  ment (such as outer space, polluted waters, etc.), the symbiote’s 
  magic can sustain itself and a breathable atmosphere for the pilot 
  and passenger for an indefinite amount of time (the pilot and pas-
  senger would die of starvation and dehydration before running 
  out of air). The outer shell of the symbiote is the stone of the 
  vehicle itself. The magical force field provides additional protec-
  tion for the symbiote and those inside, including radiation and the 
  ravages of space and ocean depths.
  Heal Outer Hull and Self: Any damage sustained by the 
  stone vessel can be “healed” by the symbiote inside the vessel 
  via its limited knowledge of Stone Magic. To do so, the symbiote 
  must stop the vessel and hover or float stationary, or land or go 
  to rest on the sea floor, extend one of its tendrils and remold the 
  damaged stone shell. Such repairs restore 2D6 or 3D6 M.D.C. per 
  melee round depending on the type of vessel. The symbiote itself 
  regenerates at a rate of 2D6 or 3D6 M.D.C. per 24 hours (depend-
  ing on vessel type), though magical healing can also be used to 
  the same effect as on any living being.
  Force Fields: Most Lemurian combat vehicles are equipped 
  with a magic force field to offer additional protection. If the force 
  field should be reduced to zero M.D.C. it can only be recharged 
  along a ley line, nexus point or stone pyramid. Force fields re-
  quire three hours at a ley line to recharge or an hour and a half at 
  a nexus or stone pyramid. A depleted force field remains out of 
  commission until it is fully recharged. In the alternative, a mage 
  or being with sufficient P.P.E. can channel his own energy into 
  the force field, restoring it at the cost of two P.P.E. per one Mega-
  Damage point.
  The Lemurian Pilot of Combat Vehicles: Any Lemurian 
  with the Symbiote Conduit Combat Vehicle skill, but most of the 
  time, that’s a Sea Sentinel.
  Sea Dart Interceptor
  Submarine-Aircraft Fighter-Interceptor
  The design of the Sea Dart Interceptor is a uniquely Lemurian 
  amalgamation of stone magic and Biomancy. The hull of the ship 
  is crafted by stone magic that uses a special variation of lodestone 
  polished to a near perfect smoothness. The interior housing is 
  a Biomancy symbiote that is essentially a living component of 
  the ship. It is an all-purpose water and air vehicle that functions 
  as a light attack sub and aerial interceptor, used in search and 
  rescue operations, scouting and exploration, escort and defense. 
  It is designed specifically for Lemuria’s Sea Sentinels, who love 
  high speed and maneuverability. Like all Lemurian craft, the Sea 
  Dart Interceptor can fly in the air, hover, ride the surface of water 
  and rocket through deep water. They are fast and maneuverable 
  underwater and in the air, able to make tight and sharp turns most 
  surface aircraft cannot perform. Furthermore, their small size and 
  low profile makes them difficult to identify as fighters; they tend 
  to read as missiles. Deployed in small “wings” of 3-6 the Lemuri-
  ans call “tridents,” Sea Dart Interceptors are especially effective 
  in air to ship and underwater combat, where they are able to tear 
  apart larger, slower vessels and sea monsters with high-speed hit 
  and run attacks.
  Sea Dart Interceptors are powered by basic symbiotes, using 
  psionic powers as sensors and relying on Stone Magic to self-
  repair the craft. They are simpler versions of the larger, more 
  sophisticated stone vehicles like the Cloud Shell and Cloud Wind. 
  
  146
  All floating cities have many wings of Sea Dart Interceptors and 
  they are also carried by the large Lemurian submarines to per-
  form advance scouting, reconnaissance, pursuit and defense of 
  the larger vessel.
  Class: Flying Submersible Fighter-Interceptor.
  Crew: One. There is no room for a passenger.
  M.D.C. by Location:
  Jet Thrusters (2, back) – 100 each
  Force Field – 80
  * Pilot Compartment/Symbiote – 6D6+30
  ** Main Body – 227
  * The symbiote is inside the vehicle and cannot be targeted 
  until the M.D.C. of the main body and the force field are both 
  destroyed. The only exception is if the vessel opens up to pick 
  up or release the pilot, at which point it can be struck with a 
  “Called Shot.” Destroying the symbiote renders the vehicle 
  inoperable and a new symbiote must be implanted to make it 
  work again.
  ** Depleting the M.D.C. of the main body shuts the vehicle 
  down completely, making it useless. Those in the air plummet 
  to earth, those underwater sink to the bottom of the sea/ocean. 
  If the rear thrusters are destroyed, reduce speed by 60%, but 
  the vehicle can still fly and propel itself through water.
  Speed:
  Land: None.
  Flying: Mach 3 (2,310 mph/3,696 km) is maximum speed. The 
  built-in TK Projectors allow the air-sub to hover and take off and 
  land vertically.
  Surface Speed: The Sea Dart can fly within 3 feet (0.9 m) of the 
  ground or water surface at speeds up to Mach 1 (770 mph/1.232 
  km).
  Water Surface: 120 mph (192 km) on the water’s surface.
  Underwater: 100 mph (160 km) maximum.
  Maximum Depth Tolerance: 5 miles (8 km).
  Statistical Data:
  Height: 6 feet (1.8 m).
  Width: 6.5 feet (2 m).
  Length: 11 feet (3.3 m).
  Weight: 2 tons.
  Cargo: Minimal; room for a pistol, rifle and a basic survival kit.
  Power System: Sea Dart Symbiotic Conduit: 100 year life span. 
  Must spend at least three hours charging on a ley line (or one 
  hour on a nexus or stone pyramid) every seven days or the ship 
  is unable to use its weapons, recharge torpedoes, and is limited to 
  a speed of 300 mph (480 km) in the air, 40 mph (64 km) on the 
  water’s surface and 30 mph (48 km) underwater.
  Cost: 3 million credits to raise the symbiote and prepare the lode-
  stone.
  Weapon Systems:
  1. Ionic Charge Imbalancer: Based on the weapons used by the 
  larger Cloud Shell and Cloud Wind, the ionic charge imbal-
  ancer uses the Sea Dart Interceptor’s magneto-hydrodynamic 
  drive to channel ion pulses at targets. The imbalancer can be 
  fired 360 degrees in any direction with no need to reorient the 
  interceptor itself.
  Primary Purpose: Assault.
  Secondary Purpose: Anti-Aircraft.
  Range: 1,500 feet (457 m) in all environments; double the range 
  when on or within one mile (1.6 km) of a ley line or nexus point.
  Mega-Damage: 5D6 M.D. per blast.
  Rate of Fire: Each blast counts as one melee attack/action.
  Payload: Effectively unlimited as long as the vessel is charged.
  2. Symbiotic Living Torpedoes: Fish-like creatures that live and 
  hibernate inside the vehicle and function as “living torpedoes.” 
  They are linked to the ship and the Sea Sentinel pilot, and 
  follow his orders to the letter. They launch from the bottom 
  of the vessel, activate a magical Bio-Energy Field and rocket 
  through the water to strike enemy vessels with damaging force 
  and magic energy. The Bio-Energy Field generated by these 
  “Living Torpedoes” protects the fish from harm, and enables 
  them to swim back to Sea Dart that fired them. However, as a 
  last resort, the Living Torpedoes can commit suicide by deto-
  nating their reserve of Bio-Energy and doing more damage. 
  The Living Torpedoes are capable of attacking only targets 
  in and under water, but each can be given a specific target 
  to attack or a Sea Sentinel can communicate and redirect the 
  torpedoes (give them a new target) as he desires.
  Bonuses and Stats for Living Torpedoes:
  ! Top speed of 120 mph (192 km/104 knots).
  ! The fish/torpedo has 25 M.D.C. Destroying its M.D.C. kills it 
  and stops the attack, but it is a small, fast target able to dodge 
  incoming attacks; +5 to automatic dodge any attacks leveled 
  against it.
  ! Chase designated target. Being alive, this Biomancy “smart” 
  torpedo can be assigned to target/attack a specific target among 
  several and to “chase” it down for up to 4 miles (6.4 km); +3 to 
  strike. (8 miles/12.8 km to return to their sub.)
  ! Each Living Torpedo has two attacks before needing to return 
  to its Sea Dart to regenerate Bio-Energy for another attack 
  (takes one minute/4 melee rounds to recharge).
  ! Damage (below) can be regulated to inflict a few different 
  amounts.
  ! Unless told to commit suicide and detonate, Living Torpedoes 
  automatically return to their designated vessel. This enables 
  the Lemurians to reuse the same torpedoes many, many times. 
  However, an enemy can use them to follow the torpedoes back 
  to the location of the ship. Yet, these are living beings and they 
  will take action to Prowl (50%) and lose anyone trying to tail 
  them. Do not register on sonar/radar systems; must be tailed 
  visually.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Submarine/Anti-Sea Monster.
  Range: Living Torpedoes can travel roughly 4,000 feet (1,219 m) 
  per melee round. Half this speed to return to the ship to recharge 
  and attack again.
  Mega-Damage: 2D6 M.D. for a warning shot, 4D6 M.D. for a 
  full strength attack, and 1D4x10+2 M.D. for power attacks but it 
  counts as both of the Living Torpedo’s attacks.
  In the event that a Living Torpedo is asked to commit suicide 
  (01-90% likelihood the torpedo complies), the ensuing explosion 
  of magic energy does 2D4x10 M.D. to the target, and the torpedo 
  is destroyed. Note: Most Lemurian pilots ask their torpedoes to 
  sacrifice themselves only when the situation demands it. Torpe-
  does do double damage to the undead due to the Bio-Energy.
  Rate of Fire: Launching a Living Torpedo counts as one of the pi-
  lot’s melee attacks/actions. After that, the creature, itself, has two 
  attacks of its own. When those two attacks are finished, the Liv-
  ing Torpedo returns to its designated attack vessel. Once back on 
  board, spent torpedoes are recharged with Bio-Energy (takes one 
  
  147
  minute/four melee rounds) before being ready to attack again. 
  This means the same Living Torpedoes can be used again and 
  again, for years. If the vessel is not readily available, the “fish” 
  will swim around and wait for 1D4+2 days to be retrieved, before 
  swimming away to live an ordinary life.
  Payload: Two, re-useable, Living Torpedoes.
  3. Sea Dart Symbiote and Repairs: Any damage sustained by 
  the interceptor can be “healed” by the symbiote inside the ves-
  sel via its limited knowledge of Stone Magic. To do so, the 
  symbiote must stop the vessel (hover stationary or land), ex-
  tend one of its tendrils and remold the damaged stone shell. It 
  can repair 2D6 M.D.C. per melee round. The symbiote itself 
  heals 2D6 M.D.C. per 24 hours, though magical healing can 
  also be used.
  4. Sensor System Note: The Sea Dart Interceptor does not use 
  normal sensory devices. Instead, the symbiote relies on psy-
  chic powers for sensory input and has the following psychic 
  abilities used as sensors: Empathy (4), Presence Sense (4), 
  See the Invisible (4), Sense Dimensional Anomaly (4), Sense 
  Time (2), Sixth Sense (2) and Telepathy (4).
  Base I.S.P.: 1D6x10+33.
  Range: 1,000 feet (305 m); double along ley lines.
  Cloud Shell
  Submarine-Aircraft Fighter
  This sleek, almond-shaped craft is the pinnacle of Lemurian 
  ingenuity. The small, one-man flying submersible is the final 
  version of over a century of research and development into high 
  speed and extreme maneuverability. In flight and underwater, it 
  is virtually silent, and the technology proven in this series of craft 
  was carried over into the Sea Dart, Cloud Wind Fighter-Bomber-
  Transport and the Wind Seer Drone.
  The design of the Cloud Shell is a Lemurian amalgamation of 
  Stone Magic and Biomancy. It is similar in design to a clam or 
  oyster, with the top “lid” opening like a clam shell along one side 
  to let the pilot and passengers enter. The hull of the ship is crafted 
  by Stone Magic that uses a special variation of lodestone. The 
  interior housing is a Biomancy created Symbiote Conduit that 
  is essentially a living component of the ship. The symbiote can 
  function on its own, performing basic tasks or following orders 
  given to it by the pilot.
  As a combat vehicle it can cut through water or air like a rock-
  et with its sleek “arrowhead” shape and smooth, wingless exte-
  rior reducing air and drag resistance. It can also stop on a dime, 
  hover, make VTOL (Vertical Take-Offs and Landings), and dive 
  into water at full speed. After the Sea Dart Interceptor, this is the 
  second favorite combat vehicle of the Sea Sentinels.
  Model Type: Ao Pua “Cloud Shell.”
  Class: Flying Submersible Fighter-Interceptor.
  Crew: One. There is room for three human-sized passengers be-
  hind the pilot or two in Bio-Armor, but the area is tight and will 
  be uncomfortable for long trips.
  M.D.C. by Location:
  Stonecaster/Nose of the Vessel – 180
  * Pilot Compartment/Symbiote – 6D6+50
  Force Field – 120
  ** Main Body – 300
  * The symbiote is inside the vehicle and cannot be targeted 
  until the M.D.C. of the main body and the force field are both 
  destroyed. The only exception is if the vessel opens up to pick 
  up a passenger or to pick up or release the pilot, at which point 
  it can be struck with a “Called Shot.” Destroying the symbiote 
  renders the vehicle inoperable and a new symbiote must be 
  implanted to make it work again.
  
  148
  ** Depleting the M.D.C. of the main body shuts the vehicle 
  down completely, making it useless. Those in the air fall to the 
  ground, those underwater sink to the bottom.
  Speed:
  Land: Not possible.
  Flying: Mach 2 (1,540 mph/2,464 km). TK Projectors allow the 
  air-sub to hover and take off or land vertically.
  Water Surface: The Cloud Shell can fly within 3 feet (0.9 m) of 
  the ground or water surface at up to 500 mph (800 km).
  Underwater: 100 mph (160 km or 86 knots) maximum.
  Maximum Depth Tolerance: 5 miles (8 km).
  Statistical Data:
  Height: 8 feet (2.4 m).
  Width: 10 feet (3 m).
  Length: 32 feet (9.8 m).
  Weight: 12 tons.
  Cargo: Without a passenger there is approximately a 4x6x6 foot 
  (1.2 x 1.8 x 1.8 meter) space behind the pilot’s seat for cargo.
  Power System: Cloud Shell Symbiotic Conduit: 100 year life 
  span. Must spend at least three hours charging on a ley line (or 
  one hour and a half on a nexus or stone pyramid) every seven 
  days. Otherwise, the ship is unable to use its weapons or recharge 
  torpedoes, and is limited to a speed of 300 mph (480 km) in the 
  air, 40 mph (64 km) on the water’s surface and 30 mph (48 km) 
  underwater.
  Cost: 7 million credits to raise the symbiote and prepare the lode-
  stone. However, such a vessel would be priceless to interests like 
  the Federation of Magic, Psyscape or Lazlo.
  Weapon Systems:
  1. Stonecaster Gun (Nose Weapon): The Cloud Shell’s prima-
  ry long-range weapon uses Stone Magic to generate and fire 
  heavy rock chips and stone fragments. Set in a fixed forward 
  firing position, the Stonecaster nose gun works well in both 
  aerial dogfights and underwater skirmishes.
  Primary Purpose: Anti-Submarine/Anti-Sea Monster.
  Secondary Purpose: Anti-Ship.
  Range: 4,000 feet (1,219 m), half underwater.
  Mega-Damage: Sedimentary: 4D6 M.D. to everything within an 
  8 foot (2.4 m) blast radius. Igneous: 5D6 M.D. on impact and 2D6 
  M.D. for the next 1D4 melee rounds. Metamorphic: 1D4x10+4 
  M.D.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 60 rounds. The weapon magically regenerates ammuni-
  tion at a rate of two rounds per hour. Double the payload (and 
  rate of regeneration) when inside the borders of a ley line triangle 
  such as the Demon Sea (Bermuda Triangle), and quadruple pay-
  load on a ley line, at a nexus or at a Lemurian stone pyramid.
  2. Ionic Charge Imbalancer: The Cloud Shell propels itself by 
  magnetically pushing/pulling ionized fluids or gases past it as 
  well as controlling direction by alternating which side of the 
  craft produces the ionized molecules and which direction the 
  magnets pull. This ionizing effect can be bumped up in power 
  to shoot an ionized stream – essentially a lightning bolt – 360 
  degrees in any direction around the craft with no need to reori-
  ent the vessel itself.
  Primary Purpose: Assault.
  Secondary Purpose: Anti-Aircraft.
  Range: 1,500 feet (457 m) in all environments; double the range 
  when on or within one mile of a ley line or nexus point.
  Mega-Damage: 1D4x10 M.D. per blast.
  Rate of Fire: Each blast counts as one melee attack/action.
  Payload: Effectively unlimited as long as the vessel is charged.
  3. Symbiotic Living Torpedoes: Same as the Sea Dart Intercep-
  tor, except as follows.
  Rate of Fire: One at a time or in volleys of two or four. Launching 
  one or a volley of Living Torpedoes counts as one of the pilot’s 
  melee attacks.
  Payload: Six re-useable, Living Torpedoes.
  4. Cloud Shell Symbiote and Repairs: Any damage sustained 
  by the vessel can be “healed” by the symbiote inside the vessel 
  via its limited knowledge of Stone Magic. To do so, the sym-
  biote must stop the vessel (hover or float stationary, on land or 
  the sea floor), extend one of its tendrils and remold the dam-
  aged stone shell. It can repair 2D6 M.D.C. per melee round. 
  The symbiote itself heals 3D6 M.D.C. per 24 hours, though 
  magical healing can also be used.
  5. Sensor System Note: Same as the Sea Dart Interceptor, which 
  relies on psychic powers for sensory input, and has the fol-
  lowing abilities: Empathy (4), Presence Sense (4), See the In-
  visible (4), Sense Dimensional Anomaly (4), Sense Time (2), 
  Sixth Sense (2) and Telepathy (4).
  Base I.S.P.: 2D4x10+28
  Range: 1,000 feet (305 m); double along ley lines.
  Cloud Wind
  Flying Submersible Transport
  The Cloud Wind is a troop and cargo transport combat ve-
  hicle, designed with the same magic and symbiotic technology as 
  the Sea Dart and Cloud Shell. It resembles a giant, mechanical, 
  tail-less manta ray made of stone. It functions using the magneto-
  hydrodynamic propulsion system but can position and balance 
  the magnetic field, creating openings to allow small vehicles and 
  troops to enter or exit the craft while the propulsion system is en-
  gaged. This makes the Cloud Wind an ideal troop transport (can 
  disembark when landed or dive out into the air or water while the 
  vessel is moving), Bio-Armor carrier, bomber and cargo hauler. 
  Along with similar weapon systems to the Cloud Shell, it can 
  open up parts of its ionic flow to allow probes, missiles and tor-
  pedoes to be launched.
  One popular tactic is to turn off the propulsion system and lie 
  on the ocean bottom in silt, using the ship as a portable command 
  post, observation point or forward base of operations. In this ca-
  pacity, it also makes for a good field hospital or base for scientific 
  research and study. Cloud Winds can also get into and out of 
  areas that large vessels like Wave Shadow submarines would find 
  impassable, including large inland bodies of water.
  Model Type: Ao Maani “Cloud Wind.”
  Class: Flying Submersible Transport.
  Crew: Six; captain, communication officer (typically a Mind 
  Melter or other telepath), tactical officer or spell caster, pilot, 
  co-pilot and an advisor (Biomancer, Sea Inquisitor, second Mind 
  Melter, Scout, etc.), but can be operated by a crew of as few as 
  three. Note: At least half the members of a full crew, if not all, 
  
  149
  will be clad in Bio-Armor of one type or another which offers 
  additional combat capabilities.
  M.D.C. by Location:
  Front Launch Bay Door – 300
  Rear Cargo Door – 225
  Wings (2; contains torpedoes and missiles) – 250 each
  * Symbiote – 1D6x10+40
  Force Field – 200
  ** Main Body – 920
  * The symbiote is inside the vehicle and cannot be targeted 
  until the M.D.C. of the main body and the force field are both 
  destroyed. The only exception is if the vessel opens up to pick 
  up a passenger or to pick up or release the pilot, at which point 
  it can be struck with a “Called Shot.” Destroying the symbiote 
  renders the vehicle inoperable and a new symbiote must be 
  implanted to make it work again.
  ** Depleting the M.D.C. of the main body shuts the vehicle 
  down completely, making it useless. Those in the air fall to the 
  ground, those underwater sink to the bottom.
  Speed:
  Land: Not possible.
  Flying: Mach 2 (1,540 mph/2,464 km). TK Projectors allow the 
  air-sub to hover and take off or land vertically.
  Water Surface: The Cloud Wind can fly within 15 feet (4.6 m) off 
  the ground or water surface at up to 500 mph (800 km).
  Underwater: 80 mph (128 km or 69 knots) maximum.
  Maximum Depth Tolerance: 5 miles (8 km).
  Statistical Data:
  Height: 30 feet (9.1 m).
  Width: 160 feet (48 m).
  Length: 120 feet (36 m).
  Weight: 50 tons.
  Cargo: Besides basic living quarters for the crew (6 rooms), there 
  are bunk-bed style dormitories for up to 12 passengers in the 
  cargo hold. There is also a small mess hall (seats five at a time), 
  medical station and armory. There is also a cargo bay which can 
  be used to house either a Serpent Hunter and sea serpent, 4 Wind 
  Seer drones, 2 Scuttler tanks or 2 Sea Dart Interceptors, addi-
  tional cargo or an extra 24 passengers or troops (18 if clad in 
  heavy Bio-Armor).
  Power System: Cloud Wind Symbiotic Conduit: 100 year life 
  span. Must spend at least 24 hours charging on a ley line (12 
  hours on a nexus or stone pyramid) every seven days. Otherwise, 
  the ship is unable to use its weapons or recharge torpedoes, and 
  is limited to a speed of 100 mph (160 km) in the air, 30 mph (48 
  km) on the water’s surface and underwater.
  Cost: 30 million credits to raise the symbiote and prepare the 
  lodestone.
  Weapon Systems:
  1. Ionic Charge Imbalancer: The Cloud Wind has a larger and 
  more powerful propulsion system than the Cloud Shell, and 
  can use it to make stronger ionic charges for use as a weapon. 
  Essentially fires lightning bolts 360 degrees in any direction 
  around the craft with no need to reorient the vessel itself.
  
  150
  Primary Purpose: Assault.
  Secondary Purpose: Anti-Aircraft.
  Range: 1,500 feet (457 m) in all environments; double the range 
  when on or within one mile (1.6 km) of a ley line or nexus point.
  Mega-Damage: 1D6x10 M.D. per blast.
  Rate of Fire: Each blast counts as one melee attack.
  Payload: Effectively unlimited as long as the vessel is charged.
  2. Symbiotic Living Torpedoes: Same as the Sea Dart Intercep-
  tor, except as follows.
  Rate of Fire: One at a time or in volleys of two or four. Launching 
  one or a volley of Living Torpedoes counts as one of the pilot’s 
  melee attacks.
  Payload: 12 re-useable, Living Torpedoes.
  3. Mini-Missile Launchers (2): Concealed in each wing is a con-
  ventional, human-tech mini-missile launcher for water surface 
  to air, air to land and air to air strikes.
  Primary Purpose: Anti-Aircraft/Flyers.
  Secondary Purpose: Anti-Missile and Defense.
  Range: One mile (1.6 km).
  Mega-Damage: Varies with missile type, but most pilots favor 
  plasma missiles which inflict 1D6x10 M.D. to a 15 foot (4.6 m) 
  radius.
  Rate of Fire: One at a time or in volleys of 2, 4, 6 or 8.
  Payload: 36 total mini-missiles, 16 in each wing.
  4. Seaweed Chaff: Transports are larger targets than fighters 
  and carry larger crews and numbers of troops inside. In order 
  to provide them with a better defense against torpedoes and 
  troops, the vessel can release a cloud of seaweed that fills a 60 
  foot (18.3 m) spherical diameter. This cloud of seaweed can 
  then be increased in size by the Biomancer onboard casting the 
  Seaweed Bloom spell. Even without the increased “bloom,” 
  any swimmer coming in contact with the cloud suffers the 
  same penalties as the Seaweed Bloom spell (impaired speed 
  and vision, etc.) and motorized vessels are likely to have their 
  propellers entangled and stalled. Furthermore, there is 01-70% 
  chance that any mini-, short-, medium- or long-range torpedo 
  will detonate or lose its target lock when traveling through the 
  mass of weeds. If one torpedo in a volley detonates, there is a 
  01-90% likelihood ALL the others in the volley explode pre-
  maturely as well. (If not, then only 1D4x10% of the torpedoes 
  explode and the rest keep going.) Of course, Seaweed Chaff 
  only works underwater or on the water’s surface. Payload: 8 
  seaweed bundles.
  5. Troops: The troops carried by the Cloud Wind can be released, 
  even as the vehicle is moving (at a reasonable disembarkment 
  speed), to join a fight or launch an attack.
  6. Cloud Wind Symbiote and Repairs: Any damage sustained 
  by the vessel can be “healed” by the symbiote inside the ves-
  sel via its limited knowledge of Stone Magic. To do so, the 
  symbiote must stop the vessel (hover or float stationary, on 
  land or the sea floor), extend one of its tendrils and remold 
  the damaged stone shell. It can repair 3D6 M.D.C. per melee 
  round. The Symbiote itself heals 3D6 M.D.C. per 24 hours, 
  though magical healing can also be used.
  7. Sensor System Note: Same as the Sea Dart Interceptor, which 
  relies on psychic powers for sensory input, and has the fol-
  lowing abilities: Empathy (4), Presence Sense (4), See the In-
  visible (4), Sense Dimensional Anomaly (4), Sense Time (2), 
  Sixth Sense (2) and Telepathy (4) – plus Read Dimensional 
  Portal (6).
  Base I.S.P.: 2D4x10+40
  Range: 1,000 feet (305 m); double along ley lines.
  Wave Shadow Submarine
  The Wave Shadow is Lemuria’s most common class of sub-
  marine, a full-size underwater submarine that can deploy Ser-
  pent Riders, small vehicles and units of armored soldiers. Wave 
  Shadows are the command centers for military operations, silent 
  undersea platforms that bring heavy weapons to bear and can be 
  used against the largest enemy ships and sea monsters.
  Wave Shadows are built like other Lemurian subs, using a 
  specially-grown Symbiote Conduit to power and help construct 
  the shell of enchanted stone. Unlike other vessels, however, the 
  Wave Shadow is powered by several Symbiote Conduits that 
  work together and function redundantly in case one or more are 
  destroyed. With such a big ship, the shell construction process 
  takes almost a year, even with three symbiotes working in tan-
  dem.
  These submarines lurk below the surface, running short and 
  long-duration patrols around Lemurian cities, gardens and oceans 
  around the world. Air-subs and smaller craft stage themselves out 
  of the Wave Shadows and use them as mobile field bases. A sin-
  gle Wave Shadow carries enough troops and vehicles to launch 
  raids and punitive expeditions all by itself; several of the ships 
  working together constitutes a fleet of considerable power.
  The Wave Shadow sub looks like a giant Cloud Shell air-sub 
  with a large, low profile cannon mounted in the front, forward 
  section of the ship, and two smaller cannons behind it.
  Class: All-Purpose Combat Submarine – deep sea patrols, long-
  range reconnaissance, rescue, troop transport, cargo transport, 
  defense and assault.
  Crew: 12; captain, second officer, communications officer, sen-
  sor operator, 2 engineers, 4 gunners and two specialists (Bio-
  mancer, Sea Inquisitor, Mind Melter, Scout, etc.).
  Combat Vehicle Standard Complement: 4 Cloud Shell air-
  subs, 8-10 Sea Dart Interceptors, 6 Scuttler Tanks, 2 Cloud Wind 
  transports and 6 Wind Seer drones. May be reduced by half to 
  two thirds when delivering cargo or on a mission to rescue a large 
  number of people in need.
  Troops, Standard Compliment: Two platoons of infantry 
  (80 warriors in light to medium Bio-Armor), one heavy combat 
  squad (10 warriors in heavy Bio-Armor), one reconnaissance 
  squad (a mix of Scouts, Biomancers and other mages and/or 
  psychics) and 1-4 Serpent Hunters and their sea serpent riding 
  animals. The Serpent Hunters may be replaced by a platoon of 
  medical personnel and a platoon of volunteers for humanitarian 
  rescue missions.
  M.D.C. by Location:
  Main Cannon (1) – 180
  Stonecasters (2) – 135 each
  * Pilot Compartment/Symbiotes (3) – 6D6+60
  Force Field (Main Body) – 200
  ** Main Body: Forward Section – 470
  ** Main Body: Mid-Section – 440
  ** Main Body: Rear Section – 460
  * A Symbiote Conduit is inside each of the main sections 
  of the submarine. They cannot be targeted until the M.D.C. of 
  the main body for that section and the force field are both de-
  
  151
  stroyed. At which point it can be struck with a “Called Shot.” 
  Destroying the symbiote renders that section of the vehicle 
  inoperable and a new symbiote must be implanted to make it 
  work again.
  ** Depleting the M.D.C. of the main body of the forward 
  section knocks out the three stonecasters and torpedo launch-
  ers.
  Depleting the M.D.C. of the mid-section knocks out the ion 
  weapon and dumps 2D4x10% of the troops and cargo carried 
  by the sub into the sea. Also reduce speed by 30%.
  Depleting the M.D.C. of the rear section reduces speed by 
  50%.
  Depleting ALL M.D.C. of each section completely de-
  stroys the submarine, sending it sinking to the bottom.
  Speed:
  Land: Not possible.
  Flying: Not possible.
  Water Surface: 40 mph (64 km).
  Underwater: 60 mph (96 km) maximum.
  Maximum Depth Tolerance: 5 miles (8 km).
  Statistical Data:
  Height: 42 feet (12.8 m).
  Width: 100 feet (30.5 m).
  Length: 340 feet (103 m).
  Weight: 2,200 tons.
  Cargo: Has room for up to 500 tons of cargo, sea serpents and 
  secondary vehicles.
  Power System: Cloud Wind Symbiotic Conduit: 100 year life 
  span. Must spend at least 48 hours charging on a ley line (24 
  hours on a nexus or stone pyramid) every ten days. Otherwise, 
  the ship is unable to use its weapons, recharge torpedoes, and is 
  limited to a speed of 30 mph (48 km) on the water’s surface and 
  underwater. The Wave Shadow has three symbiotes within it that 
  work as a team. All three must be destroyed to shut down the sub.
  Cost: 70-80 million credits to raise the symbiotes and prepare the 
  lodestone.
  Weapon Systems:
  1. Main Gun Stonecaster Cannon (1): An oversized version 
  of the Stonecaster Cannon fires enchanted mini-boulders that 
  deal significant damage to enemy sea monsters, submarines 
  and surface ships. It is mounted on a turret that can rotate 360 
  degrees and has a 90 degree up and down arc of fire.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Submarine/Anti-Sea Monster.
  Range: 4,000 feet (1,219 m), half underwater.
  Mega-Damage: Sedimentary: 6D6 M.D. to everything within a 
  20 foot (6.1 m) blast radius. Igneous: 1D6x10 M.D. on impact 
  and 3D6 M.D. additional for the next 1D4 melee rounds. Meta-
  morphic: 2D6x10 M.D.
  Rate of Fire: Each shot counts as one melee attack/action of the 
  dedicated gunner operating it (typically 4-5 attacks per melee 
  round).
  Payload: 100 shells. The weapon magically regenerates ammuni-
  tion at a rate of two rounds per hour. Double the payload (and 
  rate of regeneration) when inside the borders of a ley line triangle 
  such as the Demon Sea (Bermuda Triangle), and triple the pay-
  load on a ley line, at a nexus or at a Lemurian stone pyramid.
  2. Standard Stonecaster Cannons (2): The Wave Shadow’s 
  secondary guns are smaller stonecasters. The cannons can 
  create different types of rock, useful against a wide array of 
  targets. Each cannon has a dedicated gunner, can rotate 360 
  degrees and has a 45 degree up and down arc of fire.
  Primary Purpose: Anti-Submarine/Anti-Sea Monster.
  Secondary Purpose: Anti-Ship.
  Range: 4,000 feet (1,219 m), half underwater.
  Mega-Damage: Sedimentary: 5D6 M.D. to everything within an 
  8 foot (2.4 m) blast radius. Igneous: 1D4x10 M.D. on impact and 
  2D6 M.D. additional for the next 1D4 melee rounds. Metamor-
  phic: 2D4x10 M.D.
  Rate of Fire: Each shot counts as one melee attack/action.
  Payload: 100 rounds each. The weapons magically regenerate 
  ammunition at a rate of two rounds per hour. Double the payload 
  (and rate of regeneration) when inside the borders of a ley line tri-
  angle such as the Demon Sea (Bermuda Triangle), and triple the 
  payload on a ley line, at a nexus or at a Lemurian stone pyramid.
  3. Symbiotic Living Torpedoes: Same as the Sea Dart Intercep-
  tor, except as follows. Fired by the captain or second officer.
  Rate of Fire: One at a time or in volleys of two or four. Launching 
  one or a volley of Living Torpedoes counts as one of the pilot’s 
  melee attacks.
  Payload: 16 total; eight re-useable, Living Torpedoes in the 
  launcher on each side of the sub.
  4. Underwater Proximity Ionic Charge Imbalancer: The 
  Wave Shadow can redirect its huge magneto-hydrodynamic 
  drive to unleash torrents of ion energy upon nearby opponents. 
  Small subs that try to latch onto the Wave Shadow and anyone 
  trying to board her are in real trouble from this close-range 
  defensive weapon system.
  Primary Purpose: Defense.
  Secondary Purpose: Anti-Submarine/Anti-Sea Monster.
  Range: 100 feet (30.5 m). Double on a ley line.
  Mega-Damage: 5D6 M.D. per discharge.
  Rate of Fire: Each blast/discharge counts as one melee attack of 
  its dedicated gunner.
  Payload: Effectively unlimited as long as the vessel is charged.
  5. Seaweed Chaff: Same enchanted seaweed chaff system as the 
  Cloud Wind.
  Payload: 8 seaweed bundles.
  6. Troops: The troops carried by the sub can be released, even as 
  the vehicle is moving (at a reasonable disembarkment speed), 
  to join a fight or launch an attack.
  7. Shadow Wave Symbiotes and Repairs: Any damage sus-
  tained by the vessel can be “healed” by section via the sym-
  biote located in that specific section of the ship. To do so, the 
  symbiote must slow the vessel to no more than 10 mph (16 
  km) or float stationary or settle on the sea floor, extend one of 
  its tendrils and remold the damaged stone shell. It can repair 
  3D6 M.D.C. per melee round. The symbiote itself heals 3D6 
  M.D.C. per 24 hours, though magical healing can also be used.
  8. Sensor System Note: Same as the Sea Dart Interceptor, which 
  relies on psychic powers for sensory input, and has the fol-
  lowing abilities: Empathy (4), Presence Sense (4), See the In-
  visible (4), Sense Dimensional Anomaly (4), Sense Time (2), 
  Sixth Sense (2) and Telepathy (4) – plus Read Dimensional 
  Portal (6).
  Base I.S.P.: 2D4x10+40
  Range: 1,000 feet (305 m); double along ley lines.
  
  152
  Scuttler
  Submersible Tank
  Amphibious Assault Armored Vehicle
  Used for defending cities, supporting raids and launching am-
  phibious assaults against shorelines, Scuttlers are compact sub-
  marines used more like tanks than the traditional sub. Their heavy 
  armor and slow speed means they must be carried aboard Cloud 
  Wind aircraft or Wave Shadow submarines and deployed directly 
  into battle. This necessity insures that when Scuttlers are seen the 
  Lemurians are on the offensive or a city is close by.
  For propulsion, Scuttlers do not use the complex and expen-
  sive magneto-hydrodynamic drives of other Lemurian craft. In-
  stead, they have a “propulsion skirt” that rings the vehicle, pro-
  viding forward momentum in the same way a cuttlefish swims, by 
  rippling and pushing water behind the tank.
  Scuttlers are amphibious, and can crawl right up out of the sea 
  to mount attacks inland. Out of the water, their propulsion skirt 
  creates a cushion of air below the vehicle and it operates just like 
  a hover tank.
  Class: Submersible Amphibious Armored Vehicle.
  Crew: One, with room for one gunner and two passengers/troops.
  M.D.C. by Location:
  * Stone Cannon – 135
  ** Pilot Compartment/Symbiote – 6D6+50
  Force Field – 120
  *** Main Body – 320
  * A single asterisk indicates a small and difficult target to 
  strike, requiring the attacker to make a “Called Shot”, but even 
  then the attacker is -3 to strike.
  ** The symbiote is inside the vehicle and cannot be tar-
  geted until the M.D.C. of the main body and the force field are 
  both destroyed. The only exception is if the vessel opens up to 
  pick up a passenger or to pick up or release the pilot, at which 
  point it can be struck with a “Called Shot.” Destroying the 
  symbiote renders the vehicle inoperable and a new symbiote 
  must be implanted to make it work again.
  *** Depleting the M.D.C. of the main body shuts the ve-
  hicle down completely, making it useless. Those on land grind 
  to a dead stop, those underwater sink to the bottom.
  Speed:
  Land: 60 mph (96 km).
  Flying: Not possible.
  Water Surface: 60 mph (96 km).
  Underwater: 35 mph (56 km).
  Maximum Depth Tolerance: 4 miles (6.4 km).
  Statistical Data:
  Height: 8 feet (2.4 m).
  Width: 10 feet (3 m).
  Length: 22 feet (6.7 m).
  Weight: 8 tons.
  Physical Strength: TK projector is equal to a Robotic P.S. 40.
  Cargo: Minimal. Enough room for a rifle, pistol and basic sur-
  vival gear.
  Power System: Scuttler Symbiotic Conduit: 100 year life span. 
  Must spend at least two hours charging on a ley line (or one hour 
  on a nexus or stone pyramid) every seven days or the tank will be 
  unable to use its weapons and is limited to a speed of 20 mph (32 
  km) on land or underwater.
  Cost: 4 million credits to raise the symbiote and prepare the lode-
  stone.
  Weapon Systems:
  1. Stonecaster Cannon: The Scuttler’s main gun is a cannon that 
  uses Stone Magic as a weapon. The cannon can create dif-
  ferent types of rock, useful against a wide array of targets. 
  Sedimentary rounds break up on impact and throw stone chips 
  and flying sand into the air. Igneous rounds are pellets of lava 
  that melt when they hit and cause continuing damage. Meta-
  morphic ammo is extremely hard and dense and functions as 
  armor-piercing rounds. The cannon has a dedicated gunner, 
  can rotate 360 degrees and has a 45 degree up and down arc 
  of fire.
  Primary Purpose: Anti-Submarine/Anti-Sea Monster.
  Secondary Purpose: Anti-Ship.
  Range: 4,000 feet (1,219 m), half underwater.
  Mega-Damage: Sedimentary: 5D6 M.D. to everything within an 
  8 foot (2.4 m) blast radius. Igneous: 1D4x10 M.D. on impact and 
  2D6 M.D. additional for the next 1D4 melee rounds. Metamor-
  phic: 2D4x10 M.D.
  Rate of Fire: Each shot counts as one melee attack/action.
  Payload: 100 rounds. The weapon magically regenerates ammu-
  nition at a rate of two rounds per hour. Double the payload (and 
  rate of regeneration) when inside the borders of a ley line triangle 
  such as the Demon Sea (Bermuda Triangle), and triple the pay-
  load on a ley line, at a nexus or at a Lemurian stone pyramid.
  2. TK Defense: The Scuttler is equipped with an experimental 
  Telekinetic Defense system to fight in close combat against 
  monsters and combat robots, punching, blocking and parry-
  ing attacks just like a pair of invisible hands. Note: Cannot be 
  erected as a sustained invisible wall or shield.
  Primary Purpose: Inertial Dampening System.
  Secondary Purpose: Telekinetic Close Combat against giant op-
  ponents 10 feet (3 m) tall or larger; cannot be used against man-
  sized targets.
  Range: 50 feet (15.2 m) in all environments.
  Mega-Damage: 1D6 M.D. per punch, a Power TK-punch does 
  2D6 M.D. but counts as two melee attacks, and a restrained TK-
  punch does 3D6 S.D.C.
  Rate of Fire: Each TK attack counts as one melee attack/action 
  of the pilot.
  Payload: Effectively unlimited.
  Bonus: +1 to strike and parry giant-sized opponents, +1 to block/
  hit a volley of incoming missiles or torpedoes with a 01-33% 
  chance of causing them to explode on impact or make them veer 
  off target, but a deflected volley of missiles/torpedoes may hit an 
  ally or cause collateral damage.
  3. Spined Fins: As part of its role in combat, the Scuttler tank 
  often encounters large sea serpents and monsters up close. 
  To shake off melee attackers and dissuade huge sea monsters 
  from trying to eat the sub, it is equipped with a pair of in-
  ternal spined fin ridges. When activated, they project out of 
  the tank’s armor and make wide, circular cuts almost like a 
  buzz saw. Attackers climbing or holding onto the tank must 
  attempt to dodge or take 1D6 M.D. Sea serpents, squid and 
  giants holding the tank in their jaws, hands or tentacles suffer 
  3D6 M.D. and are quick to let go or jump off.
  
  153
  4. Scuttler Symbiote and Repairs: Any damage sustained by 
  the vessel can be “healed” by the symbiote inside the vessel 
  via its limited knowledge of Stone Magic. To do so, the sym-
  biote must stop the vessel (hover or float stationary, on land or 
  the sea floor), extend one of its tendrils and remold the dam-
  aged stone shell. It can repair 2D6 M.D.C. per melee round. 
  The symbiote itself heals 3D6 M.D.C. per 24 hours, though 
  magical healing can also be used.
  5. Sensor System Note: Same as the Sea Dart Interceptor, which 
  relies on psychic powers for sensory input, and has the fol-
  lowing abilities: Empathy (4), Presence Sense (4), See the 
  Invisible (4), Sense Dimensional Anomaly (4), Sense Time 
  (2), Sixth Sense (2) and Telepathy (4), plus TK Defense (see 
  above, at no additional I.S.P. cost).
  Base I.S.P.: 1D6x10+33
  Range: 1,000 feet (305 m); double along ley lines.
  Wind Seer
  Probe, Sentry and Assassin Drone
  The Wind Seer is essentially an unmanned version of the Le-
  murian Symbiote Conduit in a spherical shape. The Wind Seer 
  is not heavily armed as it is meant for support, tracking, tailing 
  and observing enemy targets or guarding strategic locations and 
  campsites, relaying data to a pilot of one of the larger vehicles. 
  With no requirement for a pilot, Wind Seers are designed to be 
  unobtrusive, silent and have incredible depth tolerance. They are 
  often used for the dangerous mission of exploring and scouting 
  deep ocean trenches, where water pressure, lack of light and the 
  minions of the Lord of the Deep are all serious threats.
  Model Type: “Wind Seer.”
  Class: Unmanned Sensor Probe and Assassin Drone.
  Crew: None; unmanned.
  M.D.C. by Location:
  * Symbiote – 6D6+12
  Force Field – 50
  ** Main Body – 90
  * The symbiote is a hard target to hit; both the force field 
  and the main body of its shell must be destroyed before harm 
  can be done to it. Destroying the symbiote will render the sub 
  inoperative; a new symbiote must be implanted to make it 
  work again.
  ** Depleting the M.D.C. of the main body will shut the 
  vehicle down completely, making it useless.
  Speed:
  Land: Not possible.
  Flying: Mach 1 (770 mph/1,232 km). TK Projectors allow the 
  air-sub to hover and take off or land vertically.
  Water Surface: The Wind Seer can fly within 3 feet (0.9 m) of the 
  ground or water surface at up to 500 mph (800 km).
  Underwater: 100 mph (160 km) maximum.
  Speed Note: When on patrol or observing, the orb’s speed is like-
  ly to be less than 50 mph (80 km).
  Maximum Depth Tolerance: 8 miles (12.8 km).
  Statistical Data:
  Size: 3.5 feet (1 m) in diameter.
  Weight: 550 lbs (248 kg).
  Cargo: None.
  Power System: Wind Seer Symbiote Conduit: 100 year life span. 
  Must spend at least two hours charging on a ley line (or one hour 
  on a nexus or stone pyramid) every seven days or the ship will be 
  unable to use its weapons and be limited to a speed of 100 mph 
  (160 km) in the air and 30 mph (48 km) underwater.
  Cost: 2 million credits to raise the symbiote and prepare the lode-
  stone.
  
  154
  Weapon Systems:
  1. Ionic Charge Imbalancer: Just like its bigger brothers, the 
  Wind Seer drone can use its propulsion drive’s energy as a 
  weapon to fire electric bolts 360 degrees in any direction.
  Primary Purpose: Assault.
  Secondary Purpose: Anti-Aircraft.
  Range: 500 feet (152 m) in all environments; double the range 
  when on or within one mile of a ley line or nexus point.
  Mega-Damage: 2D6 M.D. per blast.
  Rate of Fire: Each blast counts as one melee attack/action.
  Payload: Effectively unlimited as long as the vessel is charged.
  2. Wind Seer Symbiote and Repairs: Any damage sustained by 
  the observation drone can be “healed” by the symbiote inside 
  it via its limited knowledge of Stone Magic. To do so, the 
  symbiote must stop (hover stationary or land), extend one of 
  its tendrils and remold the damaged stone shell. It can repair 
  2D6 M.D.C. per melee round. The symbiote itself heals 2D6 
  M.D.C. per 24 hours, though magical healing can also be used.
  3. Sensor System Note: The Wind Seer relies on a wide range of 
  psychic powers for sensory input: Empathy (4), Mind Block 
  (4), Presence Sense (4), Read Dimensional Portal (6), See the 
  Invisible (4), Sense Dimensional Anomaly (4), Sense Evil (2), 
  Sense Magic (3), Sense Time (2), Sixth Sense (2) and Telepa-
  thy (4).
  Base I.S.P.: 2D4x10+36
  Range: 1,000 feet (305 m); double along ley lines.
  Enemies of Lemuria
  
  155
  Milu
  The Milu are a crab-like humanoid race with one large crab 
  claw arm, a humanlike arm and four crab-like legs all encased in 
  a bony exoskeleton. Eons ago, the Milu rose to prominence on 
  an alien ocean world known as Ka-pa’a-he’o. Their ascension 
  to power came from the development of an alien form of Necro-
  mancy and the worship of an alien Vampire Intelligence known 
  as The Dark Warmth of Cold Death. The Milu had evolved 
  from bottom-feeding scavengers who fed upon carrion, so Necro-
  mancy was an easy fit for them. When The Dark Warmth of Cold 
  Death offered even greater Necromantic power and immortality, 
  the Milu embraced him, worshiped him and let the icy tendrils 
  of Cold Death into their world. The other people of their world 
  had never known of vampires – aquatic or otherwise – and suc-
  cumbed to death. As their numbers and bone kingdoms grew, the 
  Milu went from passive scavengers to an aggressive and warlike 
  people that conquered and enslaved their enemies. Their greatest 
  weapon, the very enemies that fell to them, restored to undead life 
  as vampires or undead Zombie Servants. Other fallen enemies 
  were drained of their blood, eaten by the living Milu, or used as 
  components for the Necromantic arts and their bones as building 
  materials.
  After the Milu and the Mahiki Milu (their vampires) overran 
  their world, The Dark Warmth of Cold Death bid them to seek out 
  worlds to conquer, and happily provided portals to new frontiers. 
  The Dark Warmth was alerted to Rifts Earth during the Great 
  Cataclysm, when the deaths of billions of humans and the surge 
  of incredible magic energy reached out to them even in their alien 
  dimension. An army of conquering Milu arrived through dimen-
  sional Rifts in the ocean where they clashed with another invader, 
  the Naut’Yll, and then the Minions of Splugorth, and other mon-
  sters. These armies, as well as the forces of chaos ravaging the 
  planet, decimated the Milu forces and slammed shut the dimen-
  sional door the Milu had used to arrive on Earth. Despite brutal 
  battles, deadly rivalry, and incredible losses, the Milu, Naut’Yll 
  and Splugorth all managed to survive and carve out their own 
  kingdoms on Earth. The Milu, despite many setbacks and con-
  stant battle with Lemurians, continue to rebuild and regrow their 
  numbers, conquer and kill in a bid to eventually claim dominion 
  over the oceans of Rifts Earth. They are far from defeated, and 
  as immortals (vampires), waiting a few hundred years to gain a 
  permanent foothold is hardly any time at all.
  The Milu people are divided into two main types, the living 
  and the living dead – vampires known as the Mahiki Milu.
  The living Milu are the exalted chosen ones who spend most 
  of their time as dutiful worshipers and death cultists of their god, 
  The Dark Warmth of Cold Death. As such, living Milu do what-
  ever their dark god or the Mahiki Milu tell them to do. The ordi-
  nary Milu are not vampires, but even as living, flesh and blood, 
  mortals, the Milu are walking tanks with natural M.D.C. armor 
  and Supernatural Strength. All living Milu are either death wor-
  shipers (70%) or Necromancers. When Mahiki Milu are reduced 
  in number, living Milu are selected to become new vampires via 
  the Slow Kill Bite of Mahiki Milu. It is a great honor to be chosen 
  to join the Mahiki, and no Milu has ever been known to turn it 
  down.
  Roughly one third (33%) of the Milu population are the Ma-
  hiki Milu – aquatic vampires (described below). The Mahiki Milu 
  vampires are the aristocracy, rulers, and warrior elite. The Mahiki 
  Milu seldom “feed” upon their fellow Milu, but rather they prey 
  upon the people they conquer and enslave, or defeat in battle. Of 
  course, they are careful not to turn such inferior beings (i.e. non-
  Milu) into vampires unless they desire to do so. When a non-Milu 
  vampire (human, Lemurian, Meran, D-Bee) is created, he is al-
  ways a subservient soldier in the Milu army and barely more than 
  a slave and known as “They Who Walk the Path of the Mahiki.” 
  Such inferior “Path Walkers” instinctively know they are undead 
  soldiers who must remain obedient to all Milu, or be destroyed. 
  The Path Walkers have many of the powers of their Mahiki Milu 
  makers, but cannot create other vampires. Instead, they create 
  Zombie Servants, an even more inferior type of undead that is 
  dull of mind and completely obedient to them, the Mahiki Milu 
  and Milu.
  Zombie Servant is the fate of the conquered people taken 
  captive by the Milu and not drained of blood or kept as livestock. 
  Zombie Servants are used as the labor force, guards and cannon 
  fodder. Thousands upon thousands may be sent to besiege an en-
  emy or sent into the (undersea) world to capture or slaughter the 
  enemy. Zombie Servants have no rights in Milu society and are 
  little more than undead killing machines and labor force that ex-
  ists to serve the Milu. As such, they have no memories, emotions, 
  hopes or desires, except to serve and kill.
  Slaves. At the bottom of Milu society, even below the Zombie 
  Servant, are the living slaves. Slaves are always the conquered 
  people defeated and captured by the Milu and their undead le-
  gions. This means slaves are always beings other than a Milu. 
  As the chosen people, a Milu is never enslaved no matter his 
  crime, and would sooner be exiled or executed than placed into 
  slavery. Slaves have no rights and are treated worse than animals, 
  used for labor, sport, torture, feeding and for making into Zombie 
  Servants.
  Animated dead. Mahiki Milu, Path Walkers and Necroman-
  cers can also animate the dead and command them to perform 
  physical labor or attack and kill the enemy. These are true, mind-
  less automatons made from the corpses and skeletons of the dead 
  and controlled by the Necromancer or undead that raised them. 
  They, like the Zombie Servants, are often used to lay siege and 
  soften up the enemy, using their own fallen comrades, murdered 
  slaves and fallen enemy soldiers against the living. It gives the 
  Milu an unfair advantage as they turn the dead against the very 
  people they once fought to protect.
  Mortal henchmen and minions. Milu find all humanoid life 
  forms repulsive and disgusting, but are not beneath tricking, brib-
  ing, hiring or otherwise using them to infiltrate their enemies and 
  engage in specialized work, including sabotage and assassination.
  Living and undead Milu are creatures of the deep, and their 
  domain is the ocean depths. They can come on dry land, but must 
  do so at night, because the sun blinds living Milu and destroys 
  Mahiki Milu, Path Walkers and Zombie Servants. Even entering 
  sunlit water hurts their eyes and does 5D6 M.D. per melee round 
  to Milu undead.
  “Living” Milu – NPC Villain
  Alignment: Diabolic (45%), Miscreant (32%), Aberrant (10%), 
  and Anarchist (10%). Only living outcasts and renegades (not 
  undead Mahiki Milu) can be Unprincipled or Scrupulous.
  
  156
  Attributes: I.Q. 1D6+9, M.E. 1D6+11, M.A. 1D6+7, P.S. 
  2D6+13 (Supernatural), P.P. 2D6+5, P.E. 2D6+7, P.B. 2D6, 
  Spd 2D6+9 running and swimming.
  Height: 7-8 feet (2.1 to 2.4 m), 9-12 feet (2.7 to 3.6 m) wide 
  when legs are fully extended.
  Weight: 600-1,200 lbs (270 to 540 kg).
  M.D.C.: 4D6x10 + P.E. attribute number and +1D6 per level of 
  experience. (On S.D.C. worlds the Milu have a bony exoskel-
  eton that provides Hit Points equal to P.E. attribute x2 +1D6 
  per level of experience, 1D6x10+60 S.D.C., and a Natural 
  A.R. 17. Something about their unusual crustacean physiol-
  ogy makes them M.D.C. creatures and imbues the mortal Milu 
  with Supernatural Strength on Rifts Earth.)
  Horror Factor: 11
  P.P.E.: 6D6
  Age: 90-130 years for the living Milu, but one third of them are 
  the immortal, undead Mahiki Milu.
  Gender: Male and female Milu are almost indistinguishable 
  except females are typically 20% larger. During the mating 
  season the females lay egg sack clusters in a communal birth-
  ing chamber and the males come and fertilize them. The eggs 
  hatch and the Milu are born ready to work. At about 10% 
  of adult size they are sent out to scavenge and collect items, 
  bringing them to city builders, Necromancers or those who 
  have requested specific things. They also quickly learn from 
  others (through observation or direct instruction) and assist 
  until someone takes them on as an apprentice. The lucky ones 
  become Necromancers, learn the Path of the Mahiki and never 
  die. The others become minions or mindless abominations to 
  be summoned and controlled like the rest of the corpses col-
  lected by the Milu at the Dead Pools.
  Disposition: Most Milu are aggressive, cold-blooded and un-
  caring cutthroats who have no regard for other people. They 
  see all non-Milu as nothing but food and opportunity – slaves 
  waiting to be conquered and a resource to turn into undead or 
  zombies. Once they establish a foothold on a new world, their 
  thoughts quickly turn to global domination and the genocide 
  of the indigenous people.
  Among their own kind they work together, but like most 
  vampires and death cultists, have a fatalistic and nihilistic 
  view of life, and care about their own prosperity above all oth-
  ers. When their individual survival or position is jeopardized, 
  many Milu have sacrificed friends, allies and even loved ones 
  to preserve their power base.
  Natural Abilities: Nightvision 3,000 feet (914 m) and underwa-
  ter vision, depth tolerance of 12 miles (19.2 km), resistant to 
  cold (half damage), and even the mortal Milu are tough, strong 
  and possess Supernatural Strength and Endurance.
  Heightened Senses: The Milu have exceptional Nightvision 
  and roughly human level hearing, but the majority of their sen-
  sory input comes from a pair of antennae on the top of their 
  heads. These antennae are highly sensitive to chemicals and 
  tastes in the water, allowing them to “smell” dead flesh, blood 
  and decomposition up to three miles (4.8 km) away; double 
  for Milu vampires. Base Skill: 60% +3% per level of experi-
  ence to identify and track such smells to their source.
  
  157
  They can also sense electrical currents and magnetic field 
  of the Earth via their feelers, allowing the Milu to find the 
  magnetic North and navigate underwater. They are so sensi-
  tive that they also pick up electrical signals from organic crea-
  tures which lets the Milu “see” the silhouette of the creature 
  at a range of 50 feet (15 m) even in complete darkness, murky 
  water or through vegetation, even if that creature is using mag-
  ic invisibility. They are also sensitive to vibrations and can 
  pick up motion up to 200 feet (61 m) away underwater; one 
  third that out of water.
  Milu communicate by reaching out with their antennae and 
  touching each other’s antennae. They also “talk” using a vari-
  ety of chirps, creaks and bubbling noises for longer distances.
  Optional O.C.C.: 30% of the Milu are Necromancers. No other 
  O.C.C. is available. 33% are the undead Mahiki Milu.
  R.C.C. of the Living Milu: These are not vampires, but they are 
  death worshipers who possess considerable power and work 
  hand in hand with the Mahiki Milu vampires.
  The Milu R.C.C. (70% of the living population) has the follow-
  ing skills: Appraise Goods (+30%), Barter (+10%), Begging 
  (+15%), Climbing (+15%), Dance (+20%), Dowsing (+10%), 
  Fasting (+15%), Gambling (+10%), Hand to Hand: Assassin, 
  Sing (+20%), Imitate Voices & Sounds (+20%), Language 
  (Native; roughly the same as the Ichthylean and Junk Crab 
  tongue) at 95%, Palming (+20%), Pick Locks (+15%), Pick 
  Pockets (+10%), Prowl (+20%), Tailing (+10%), Tracking 
  (people; +20%), Underwater Navigation (+10%), Underwater 
  & Sea Survival (+10%), W.P. Knife or Blunt (pick one), W.P. 
  Energy Pistol, W.P. 1D4 of choice (any).
  Vulnerabilities & Penalties: 1. Fair swimmers. Despite being 
  an aquatic race, live Milu are not fast or proficient swimmers.
  2. Sensitivity to light. Milu are sensitive to sunlight, dislike 
  it and avoid it. In sunlight, even on an overcast day, the Milu 
  have trouble seeing in its glare. They can only see 500 feet 
  (152 m) in bright light or sunlight, and are -3 on Perception 
  Rolls, -2 on initiative, -1 on all combat rolls, lose one melee 
  attack, and are -15% on skill performance when exposed to it. 
  Dim to moderate artificial light hurts their eyes, but doesn’t 
  inflict penalties.
  3. Breathing on land. Mortal Milu cannot breathe air and need 
  to extract oxygen from the water like fish. They can, however, 
  store enough water/oxygen in their system to remain out of 
  water for 1D4+6 hours at a time, usually at night. Note: Ma-
  hiki (Milu vampires) can survive on the surface or underwater 
  indefinitely, provided they stay out of sunlight.
  Attacks per Melee: As per Hand to Hand: Assassin.
  Bonuses: +2 on Perception Rolls, +2 on initiative, +1 to strike, 
  +2 to save vs psionics, possession and mind control, +6 vs 
  Horror Factor, +4 to save vs toxins, drugs and disease, +10% 
  to save vs coma/death.
  Mega-Damage: Living Milu have Supernatural Strength and in-
  flict damage as per their Supernatural P.S. The giant crab-claw 
  does an additional 1D6 M.D. from a stab or punch. The claw 
  does 5D6 M.D. from a pincer/scissor-cut attack, or the Milu 
  may use a weapon in the other hand.
  Magic: Only via the Necromancer O.C.C. (See Rifts® Africa, 
  page 99, or Rifts® Mystic Russia, page 83).
  Psionics: None.
  Habitat: Individuals on the prowl, pairs and small groups of 
  1D4+2 Milu or Mahiki Milu can be encountered anywhere, 
  as can any number of their or Davey Jones’s “zombies” (5D6 
  is typical). However, the Milu community/stronghold is found 
  at Davey Jones’s Locker and the City of Bones located in the 
  depths of the Indian Ocean, along the African coast and in and 
  around Madagascar, as well as the many Dead Pools in that 
  ocean. If left unchecked, however, their forces could flourish 
  at a deadly rate!
  Allies: Only their own kind. Any alliance with other evil beings 
  will be short-lived, lasting only as long as it serves the Milu’s 
  purpose. Davey Jones is, in effect, a Master Vampire of the 
  Dark Warmth, a Milu demigod and their General of the Army 
  on Earth.
  Enemies: Lemurians are Enemy Number One as they are one of 
  the Milu’s biggest obstacles in their conquest of Earth. Fol-
  lowed by the Lemurians’ allies, the Minions of Splugorth and 
  vampire hunters. However, Milu and Mahiki Milu consider 
  all sentient life forms to be food, playthings and enemies. The 
  Naut’Yll, Lord of the Deep, the Vampire Kingdoms, Splu-
  gorth and other supernatural forces are enemies of the Milu 
  because they are conquering rivals. The New Navy and Tri-
  tonia have also battled or joined battles against the Milu, but 
  fighting the undead is a bit out of their league.
  Mahiki Milu – Milu Vampires
  The Mahiki Milu is a Milu crab person that has been turned 
  into a vampire by another Mahiki, usually under the direction of 
  their god, The Dark Warmth of Cold Death. They possess all the 
  same basic stats of the Milu, but are transformed into the equiv-
  alent of a Secondary Vampire with the following changes and 
  vampire powers.
  Alignment: Diabolic (45%), Miscreant (35%), Aberrant (13%), 
  and Anarchist (7%).
  Attributes: I.Q. 1D6+13, M.E. 1D6+13, M.A. 1D6+13, P.S. 
  3D6+30 (Supernatural), P.P. 2D6+7, P.E. 2D6+13, P.B. 2D6, 
  Spd 2D6+13 running and swimming.
  M.D.C.: 4D6x10 +66 and +2D6 M.D.C. per level of experience 
  and as vampires, are impervious to most mortal weapons. (On 
  S.D.C. worlds the Mahiki Milu have Hit Points equal to P.E. 
  attribute x3 +2D6 per level of experience, 1D6x10+60 S.D.C., 
  and are impervious to all but weapons made of wood, silver, 
  and sunlight. Magic does half damage.)
  Special Abilities of the Milu Undead/Vampires:
  ! Gift of (Undead) Immortality: The Mahiki Milu can drink 
  the blood of any sentient being, from humans to Merans, to 
  D-Bees and fellow Milu. However, they seldom turn any but 
  the Milu race into vampires – the others are seen as too infe-
  rior, repulsive and unworthy – and when they are turned into 
  a vampire, the non-Milu vampires (i.e. humans and D-Bees) 
  are something less than a Secondary Vampire but more than a 
  Wild Vampire.
  Path Walkers – Non-Milu Undead/Vampires. Mortals 
  such as humans, Lemurians and D-Bees, made into vampires 
  by the Mahiki Milu are known to the Milu as “They Who Walk 
  the Path of the Mahiki,” or “Path Walkers” for short. These 
  mortal humanoids are, in effect, made into a Milu version of 
  an aquatic vampire. They possess the same degree of intel-
  ligence as the classic Secondary Vampire, but are always sub-
  servient to the Mahiki Milu and Milu Necromancers, and nev-
  er threaten or harm a living Milu. In fact, a Path Walker will 
  
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  fight to protect the living Milu as well as their maker and other 
  Mahiki Milu. These humanoid vampires of the Milu have all 
  the basic powers of the Mahiki Milu (described below) and 
  suffer all the same weaknesses. However, though they have a 
  Slow Kill Bite, Path Walkers can NOT create other vampires, 
  they can only create Zombie Servants.
  Create Zombie Servant (also known as Undead Servant): 
  While the Mahiki Milu (and Davey Jones) can make other 
  aquatic vampires, the Path Walker vampires who are not 
  themselves Milu (i.e., humans, Merans, Amphibs, D-Bees, 
  etc.) CANNOT create other vampires. Instead, the Slow Kill 
  Bite of a Path Walker gives unlife to a different type of un-
  dead: a Zombie Servant.
  The undead Zombie Servant is a shadow of the person 
  it was in life. Most memories and emotions are gone, I.Q., 
  M.E., M.A., P.B. and Spd are all reduced by half, and P.P. is 
  reduced by one third. P.S. and P.E., however, get a +2D6 bo-
  nus and become Supernatural. Meanwhile, the zombie’s flesh 
  turns white or light gray and becomes hard as a Milu’s shell, 
  Hit Points and S.D.C. are combined and become M.D.C., and 
  the undead Zombie Servant is impervious to most weapons 
  just like a vampire. The Zombie Servant retains 1D6+3 O.C.C. 
  or R.C.C. skills, but they do not improve with experience, and 
  all other skills are forgotten in the same fog that consumes the 
  identity they had when alive. These dull-witted zombies are 
  fiercely obedient to the one who made them and all Milu, liv-
  ing and undead. They follow orders to the letter, know no fear, 
  and fight to the death without mercy, sorrow or hesitation. In 
  that regard, they are like sharks – aggressive and murderous 
  – but killing machines that have no desires or dreams of their 
  own; undead automatons who live to serve the Milu.
  Vulnerabilities of the Zombie Servants: Same as the Mahi-
  ki Milu’s vulnerabilities to silver, wood, sunlight, magic, and 
  Bio-Energy (see below for details). The same applies to the 
  humanoid vampires who Walk the Path of the Mahiki. Note: 
  Thankfully, the Path Walker (non-Milu Secondary Vampire) 
  can only create one Zombie Servant a week, and must use 
  the Slow Kill process to do so. Path Walkers cannot perform 
  metamorphosis nor summon animals, but can animate 1D4 
  dead and have all the other vampire powers and vulnerabilities 
  of the Mahiki Milu.
  The Mahiki Milu vampire. Think of the Mahiki as Sec-
  ondary Vampires. These aquatic undead possess the M.D.C. 
  and R.C.C. skills of the Milu and the usual powers of Second-
  ary Vampires with the following exceptions and differences.
  ! Vampire Metamorphosis. Can NOT turn into mist or into any 
  type of surface animal. Metamorphosis of the Mahiki Milu is 
  limited to that of a black or dark gray manta ray or shark (any 
  large type) with red eyes. The inferior Path Walkers cannot 
  perform any type of metamorphosis.
  ! Summon Vermin. Mahiki Milu cannot summon land vermin 
  like mice or insects, but can summon crabs of different variet-
  ies. (No giant crabs.)
  ! Summon Wolves of the Sea. Mahiki Milu cannot summon and 
  control wolves or dogs, but can summon sharks or barracudas.
  ! Animate and Control Dead: Mahiki Milu, Milu Necromancers, 
  and their non-Milu humanoid vampires also make extensive 
  use of the recently deceased, animating them like marionettes 
  to build their cities and to attack the living in great swarms 
  of animated corpses. Each Milu Necromancer can raise and 
  command animated dead as per the Animate and Control Dead 
  spell; a Mahiki Milu can animate 1D4x10 undead, and their 
  non-Milu humanoid vampires can raise 1D4 animated dead.
  ! Soil of the Homeland: Not applicable.
  ! Undead Mahiki Milu Vulnerabilities. Same as usual for vam-
  pires (silver, wood, sunlight, holy symbols, etc.), except not 
  running water. Running water does no damage. Holy Water 
  does half damage. Most magic spells and weapons inflict half 
  damage. They are also vulnerable to life-radiant Bio-Energy 
  (double damage), making Lemurians and Biomancers their 
  most hated of enemies.
  Wood, even ordinary S.D.C. wood, penetrates the M.D.C. 
  armored hide of the Mahiki Milu and inflicts Mega-Damage 
  point for point. Thus, if a wood weapon does 1D6 S.D.C. to 
  normal beings, it does 1D6 M.D. to the Mahiki Milu and their 
  Undead Minions. This includes their humanoid vampires and 
  Zombie Servants.
  ! Sunlight hurts, blinds and kills Mahiki Milu and their Undead 
  Minions. The Milu are creatures of the deep. Even the liv-
  ing Milu dislike sunlight and have trouble seeing in its glare. 
  Sunlight and sunlight-based attacks against Mahiki Milu and 
  their undead minions (Path Walkers and Zombie Servants) are 
  devastating. Sunlight does double the usual damage to them as 
  M.D. plus Mahiki Milu, Path Walkers and Zombie Servants 
  are blinded by sunlight (-10 to all combat rolls). The Globe 
  of Daylight does 4D6 M.D. per melee round to them and they 
  cannot bear to enter even dimly sunlit waters (suffer 4D6 M.D. 
  per melee round in dimly sunlit water, and 1D6x10 M.D. per 
  melee round in sunlight). Futhermore, they cannot Bio-Regen-
  erate in the light of day.
  ! Hunger for Blood. Same as it is for all vampires.
  ! Blood Scent. Double the scent capabilities of the Milu (same 
  for Path Walkers).
  ! Vampire Mind Control and Enslavement. Same as it is for all 
  vampires.
  ! Psionics: Standard as per vampires.
  ! Prowl: Underwater: 50% +2% per level of experience; -20% 
  on dry land and impossible in sunlight.
  ! Immortality. Same as it is for all vampires.
  ! Undead. Does not need to breathe or eat, is impervious to dis-
  ease, does not radiate heat, and has all the other basic, com-
  mon features of vampires.
  Note: The Vampire Intelligence of the Milu known as The Dark 
  Warmth of Cold Death is not on Rifts Earth. He resides in 
  another dimension of black water. That’s why killing Davey 
  Jones will break the monster’s connection to Earth and lead to 
  the Milu’s eventual decimation. See Davey Jones for details.
  Davey Jones
  Master Vampire & General of the Milu
  Davey Jones began life as a human during the age of pirates. 
  He did a little privateering and pirating on the open seas before 
  collecting enough loot to retire back home in London, England. 
  There he purchased and opened up a pub with his ill-gotten gains. 
  As Davey spent his money and grew greedier, the cutthroat way-
  layed unsuspecting drunks and patrons at his tavern by adding a 
  sedative to the brew he served them. He’d then lock his victims 
  
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  away in his wine cellar/locker and sell them to discreet pirates and 
  smugglers going out to sea as slave crew and labor. A number of 
  his unfortunate victims made it back to Britain several years later 
  and exacted their revenge upon Davey. They drugged him, took 
  him aboard their ship, and after he gained consciousness, they 
  tortured and tormented him for weeks. Davey was finally made 
  to walk the plank with an iron ball chained to his leg to send him 
  to the ocean’s deep.
  To save himself, Davey Jones offered to serve whatever dark 
  god would have him. As the waves engulfed him, Davey thought 
  he heard a voice in the darkness calling to him. When the pirate 
  reawakened, he was transformed into something no longer hu-
  man. The dark warm voice spoke to him again, this time from 
  the cold, black, ocean depth. It explained that his plea had been 
  heard, that he, Davey Jones, had been chosen and reshaped into 
  a lesser god. A god of vengeance and death destined to lead an 
  army against the forces of goodness and light. Davey would do so 
  by destroying all that was good, raising the dead and helping the 
  dark deity’s chosen people – monstrous beings the voice named 
  the Milu – conquer the world. With Davey Jones to lead them as 
  their General, they would make the oceans of Earth their new do-
  main. Davey’s reward, besides immortality, the title of Supreme 
  General, and the power of a god, was all the treasure and loot he 
  could take. To be granted the power to make this happen, all Dav-
  ey Jones had to do was to forsake humanity and embrace his new, 
  dark god and live as a god among men and Milu. Davey Jones 
  had forsaken humanity long ago, so the choice was an easy one.
  Somehow, Davey Jones didn’t care that his transformation 
  had taken centuries or that the world around him had changed 
  as drastically as he had. Instead, he embraced the chaos, weird 
  aliens and new challenges. In fact, he is often said to laugh and 
  boast how he was made for this new world and dreams of the day 
  when all within it will bow down before him.
  Davey’s savior and master is a rare and ancient type of Vam-
  pire Intelligence that creates undead monsters that live in the sea. 
  This particular Alien Intelligence calls itself The Dark Warmth 
  of Cold Death. In addition to making Davey Jones its Master 
  Vampire and link to Rifts Earth, the Dark Warmth is worshiped 
  by a race of crab people known as the Milu. It was, the Dark 
  Warmth who brought the Milu the secrets of Necromancy and 
  created the Mahiki Milu, a type of aquatic vampire that preys 
  upon the living. The Milu are worshipers of death and the willing 
  minions of The Dark Warmth of Cold Death.
  Davey Jones is, himself, a sort of undead monster and the 
  Milu’s demigod General on Earth. He has spent centuries build-
  ing a vast army of vampires and Zombie Servants, making quite 
  a legend for himself as the demonic General of the Milu army 
  on Earth. He is feared by all aquatic people and seafaring folk 
  of Rifts Earth, and is seen as the harbinger of slavery and un-
  death to the seven seas. Though many have fought him and the 
  Milu’s undead legions, including the Minions of Splugorth, the 
  Naut’Yll, and the New Navy, the Lemurians and their allies have 
  been the scourge of the Milu, Davey Jones and The Dark Warmth 
  of Cold Death. Lemurian Biomancy and life energy are the very 
  antithesis of death and undeath, and the two species have become 
  mortal enemies in a continuing battle between good and evil.
  Constantly harassed and attacked by Lemuria, it took Davey 
  Jones seven attempts and nearly 200 years before he was able to 
  build his “Locker” stronghold to serve as his permanent base of 
  operations, treasure trove, and prison. It is located on the bottom 
  of the Indian Ocean where it has become the cornerstone for the 
  Milu invasion force. Prisoners taken by Davey Jones are able to 
  survive transportation and captivity in his Locker even if they 
  cannot normally survive such depths. Of course, such captivity is 
  said to be a fate worse than death. According to rumor, the pris-
  oners are tortured for the amusement of Davey Jones and used 
  like cattle, drained of their blood just shy of killing them, over 
  and over again by the Mahiki Milu – the vampire Milu. It also 
  said that the Locker is where Davey makes new vampires and 
  prisoners are eventually made into Zombie Servants.
  The Milu leadership on Earth decided to build their City of 
  Bones around the Locker, and with their General’s blessings, 
  have created a city of the damned that seems indestructible. The 
  Lemurians have experienced great success destroying every Milu 
  stronghold and colony they discover, but when they do, the sur-
  vivors limp back to the City of Bones. Though they have tried 
  many times, successfully laying siege to the City of Bones and 
  destroying it has eluded Lemuria. One problem is the depth. An-
  other is the highly defendable trench in which it lies, and that at 
  each ley line nexus in the area amasses a huge Dead Pool, which 
  the Milu use to build their weapons of war and create new undead 
  minions. It is only a matter of time before the Milu and their 
  armies attempt to again push out from the City of Bones into the 
  Indian Ocean and beyond. The Lemurians will do all they can 
  to track down and destroy them, but as long as Davey Jones, his 
  
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  161
  Locker and the City of Bones survive, the Milu and their undead 
  legions will keep trying to conquer more.
  Davey Jones – NPC Villain
  Davey Jones is, in effect, the Master Vampire of The Dark 
  Warmth of Cold Death. Destroy Davey Jones, and the Milu not 
  only lose their cunning and evil General, but they lose their link 
  to The Dark Warmth of Cold Death. When that happens, the Milu 
  and Mahiki Milu on Earth become trapped there and more vul-
  nerable to attack, for without this direct link through Davey to the 
  evil god, new essence fragments of the Intelligence cannot en-
  ter our dimension, and the Milu cannot create new undead. Such 
  is the strange nature of The Dark Warmth of Cold Death. That 
  means the numbers of Milu vampires can no longer be replen-
  ished, and with each of their deaths, the Milu and their undead 
  come one step closer to being completely wiped from the depths 
  of the Earth’s oceans. This also means the Milu and Mahiki Milu 
  do everything in their power to protect Davey Jones from harm 
  and rescue him when in danger. Not one will hesitate to sacri-
  fice themselves or do whatever is necessary to keep Davey Jones 
  alive. A fact the mad general relies upon.
  Davey Jones always takes the appearance of a human clad in a 
  sea captain’s uniform from the bygone pirate era of 18th Century 
  England, including a large hat, long coat, boots, belt, gloves and 
  cutlass. He finds the appearance adds drama and strikes fear into 
  his mortal enemies. If stripped of his uniform, Davey’s body is 
  gaunt, his pale gray skin shriveled around his bones. His face 
  is equally gaunt and skeletal, though it is hard to tell from be-
  neath the brim of his hat and his thick, black beard. His mouth is 
  wide and his smile sinister, though his vampire fangs only display 
  when Davey is angry or ready to feed upon the living. The only 
  part of his body that doesn’t look dead are his icy blue eyes, but 
  they radiate with cruelty, hate and madness.
  Aliases: Davey, David Jones, Duffy Jones, Duffy Jonah and Da-
  vid Jonah.
  Alignment: Diabolic.
  Attributes: I.Q. 14, M.E. 11, M.A. 24, P.S. 23 (Supernatural), 
  P.P. 17, P.E. 14, P.B. 11, Spd 13 running (52 underwater/36 
  mph/57.6 km or 31 knots). P.S. and P.E. are Supernatural.
  M.D.C.: 240, but as a vampire is impervious to most mortal 
  weapons, including Mega-Damage weapons. Vulnerabilities 
  are the same as the Mahiki Milu vampires.
  Size: Six feet tall (1.8 m), 170 lbs (76.5 kg) and looks 40 years 
  of age.
  Horror Factor: 14 when his opponents realize who and what 
  he is.
  P.P.E.: 30
  Disposition: It is impossible to tell whether Davey was this ma-
  licious in life or if it was taking the Path of the Mahiki that 
  further hardened his demeanor. Legends of his life before be-
  coming a Master Vampire made him out to be a ruthless pirate 
  and cruel slaver.
  A monster on Rifts Earth, Davey Jones is even crueler, 
  but just as in life, he possesses a beguiling charm made all 
  the more powerful thanks to his vampire powers. Charm and 
  abilities he uses to trick heroes and to seduce and entice evil 
  henchmen and “partners” to join his schemes and do his bid-
  ding. Davey doesn’t mind that he is the servant of a dark god 
  because he believes he is himself a god, and enjoys his “work” 
  and the power he wields. Despite this, to Davey, power means 
  wealth, and this mad god is a miser consumed by greed, so his 
  treasure trove is never enough, and the need to acquire more 
  treasure drives him to take foolish risks.
  Natural Abilities: Has all the same powers and abilities of the 
  Mahiki Milu vampires; see their description for details. Plus, 
  Nightvision 2,000 feet (610 m; can see in complete darkness), 
  impervious to disease, toxins and poisons, does not need air to 
  breathe, impervious to ocean pressures, physical punches and 
  attacks do no damage, nor do Mega-Damage weapons or M.D. 
  energy attacks (excluding fire), magic and magic weapons do 
  half damage, and Davey Jones Bio-Regenerates 2D6 M.D.C. 
  per melee round.
  Skills of Note: Language: English (Native), French, Portuguese, 
  Dutch, Spanish, and Ichthylean/Milu, Pilot: Sail Boats and 
  Sailing Ships, Barter, Boxing, Brewing, Climbing, Dance, 
  Disguise, Navigation, Impersonation, Palming, Pick Locks, 
  Pick Pockets, Prowl, Public Speaking, Radio: Basic, Rope 
  Works, Swimming, Underwater Navigation, Undersea Sur-
  vival, and Undersea Salvage, all at 98%. W.P. Knife, W.P. 
  Sword, W.P. Handguns, W.P. Energy Pistols and W.P. Paired 
  Weapons, all at 10th level proficiency.
  Experience Level: 13th level Pirate, now a 300-year-old Master 
  Vampire.
  Attacks per Melee: Seven hand to hand attacks.
  Bonuses (including all bonuses): +3 on Perception Rolls, +5 
  on initiative, +5 to strike, +7 to parry and disarm, +6 to pull 
  punch, +5 to disarm, +2 roll with impact, +7 to save vs Horror 
  Factor, 80% to evoke trust or intimidate, and impervious to all 
  forms of mind control, possession, and magic sleep, paralysis 
  and domination.
  Mega-Damage: Restrained punch 4D6 S.D.C., punch or kick 
  2D6 M.D., Power Punch does 4D6 M.D. (counts as two at-
  tacks), bite can do as little as 1D4 S.D.C., but in combat, as 
  much as 2D6 M.D., or by weapon. Davey prefers to use his 
  Slayer Flintlock and his Dirge Cutlass.
  Vulnerabilities: Same as the Mahiki Milu, including S.D.C. 
  weapons made of wood or silver, Bio-Energy, sunlight, and 
  so on.
  Magic: Magic Lore and tales of magical items, which he covets 
  as part of his treasure. Davey owns and knows how to use 
  several magic items in his vast treasure horde but has no actual 
  skill or abilities in the use of magic.
  Psionics: As per all vampires, nothing extra.
  Allies: He commands the Milu, Mahiki Milu and Zombie Ser-
  vants on Rifts Earth, but he also enjoys manipulating, charm-
  ing, and hiring mortal dupes, stooges, and henchmen to do his 
  bidding.
  Enemies: The living in general, and Lemurians most of all.
  Guardians & Servants: Wherever Davey Jones goes, he is al-
  ways accompanied by no fewer than four Mahiki Milu (Milu 
  vampires), 1D4+1 Milu (the +1 being a level 1D6+4 Necro-
  mancer), and 2D6 Zombie Servants. Back at the Locker or the 
  City of Bones, or out on a “pleasure cruise,” Davey Jones likes 
  to surround himself with 2D6+6 mortal servants and slaves 
  (often captives in chains) to serve him and suffer his terrible 
  desires. Like all vampires, he enjoys using the living as his 
  playthings.
  
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  Weapons of Note: Davey retains a love for firearms, particularly 
  pistols, revolvers and old-style flintlocks.
  The Slayer Flintlock: The flintlock pistol is a TW weapon, or 
  something similar, possibly designed for a Vampire Hunter. 
  Range: 120 feet (36.6 m). Damage: Can fire any type of bullet 
  of any size up to an 18 mm ball. Rate of Fire: Each shot counts 
  as one attack. Payload: Despite looking like an old flintlock, 
  it can hold six rounds. For the cost of 20 P.P.E. the weapon 
  generates six silver bullets.
  The Dirge Cutlass: A silver magic sword that does 2D6 S.D.C. 
  to mortal foes, 2D6 M.D. to most Mega-Damage beings, and 
  5D6 M.D. to undead, demons, other evil supernatural beings 
  as well as creatures vulnerable to sonic attacks. This unusual 
  blade “sings” in combat, unleashing an eerie stream of hum-
  ming that sounds like a synthesized guitar.
  Armor: Davey seldom wears armor, but will consider it when 
  he knows he’s entering a major battle. He can wear any armor 
  suitable for humans.
  Vehicles: Whenever he needs or wants one, Davey is fond of 
  raiding and commandeering ocean vessels. He’ll force half the 
  crew to follow his orders or die, replace the other half with 
  Milu and Zombie Servants, and lock the rest up until he’s 
  ready to take them to his Locker or let his Mahiki Milu (or 
  himself) feed on them.
  The City of Bones: Davey Jones’s Locker and the City of Bones 
  are the creations of Necromancy, Milu engineering and the 
  power of The Dark Warmth of Cold Death. His “Locker” is 
  part underground bunker, part macabre palace, part treasure 
  vault and half prison. The City of Bones and the Locker are 
  made of stone and bones using Necromancy magic, slaves and 
  Zombie Servants to construct them. Using the vast resources 
  of the dead and undead, they built their general a nearly im-
  pregnable fortress and their City of Bones around it. Both are 
  a disturbing monument to their undead conquest, eerie and 
  frightful in every way imaginable. Forced back by the Lemu-
  rians, the Milu and their minions continue to gather and col-
  lect the dead from the Dead Pools to build a bigger and more 
  powerful army. Much like the Coalition’s mega-cities and the 
  ‘Burbs, a central impenetrable fortress made from the remains 
  of the dead is surrounded by a crude shanty town of homes and 
  businesses pieced together from the remains of the dead, and 
  inhabited by the lesser members of Milu society, slaves, and 
  Zombie Servants.
  Other Enemies
  Despite the Lemurians’ quest to find peace and harmony in 
  life and nature, they have found themselves cast in the unlike-
  ly role of Earth’s defenders. Though they try to avoid war and 
  unnecessary violence whenever possible, their technology (i.e. 
  Biomancy, Earth Magic/Stone Magic and Bio-Energy) has made 
  them a force to notice and fear, especially by supernatural evil. 
  This has earned Lemurians the deep and lasting enmity of the 
  
  163
  invading Naut’Yll, the undead worshipping Milu, the aggressive 
  Lord of the Deep, the Splugorth of Atlantis, and all their legions 
  of minions, henchmen and monsters. This has forced the peace-
  loving Lemurians to learn to fight or be destroyed. Furthermore, 
  as Lemurians learned more about their demonic enemies and life 
  on Rifts Earth, they have become the self-appointed defenders of 
  the innocent and all people of Earth. To the noble and empathetic 
  Lemurians it was the right thing to do.
  Though they have, so far, restricted most of their efforts to 
  the depths of the oceans and seas, they have been helping fellow 
  underwater people, seafarers and coastal people – often in secret 
  or without credit – since the Great Cataclysm returned them to 
  Earth.
  Horune Pirates. Not only do Horune Pirates hire themselves 
  out to the Splugorth as slavers and henchmen, but they are also 
  independent pirates who raid and plunder humans, D-Bees, Lem-
  urians and anyone who has valuables or things they want. Horune 
  Pirates are the scourge of the seven seas and may associate with 
  evildoers of mortal or supernatural origins, and should never be 
  trusted. They hate Lemurians just on the principle that they are 
  too nice and too good-looking. Lemurian weapons, armor and 
  magic always fetch a high price, making them targets for attacks, 
  kidnaping and ransom.
  The Lord of the Deep: This wicked supernatural being is 
  certainly the Lemurians’ most relentless enemy. The mad god 
  is obsessed with revenge upon the Lemurians by seeing them ut-
  terly destroyed. The monster has a vendetta against them because 
  they unwittingly stole his way off planet Earth in the aftermath of 
  the Atlantis Catastrophe and trapped him on Earth. Without suf-
  ficient magic energy to draw upon, the severely weakened Lord 
  of the Deep was forced to hibernate most of the millennia that 
  followed, awakening only for brief periods to sink a ship or small 
  fleet, before having to vanish back into his trench. This is no way 
  for a god to live even for a short 15,000 years, and even in his 
  dreams the Lord of Deep festered with hatred for the ones who 
  brought him to such an ignoble fate. The Great Cataclysm woke 
  the wicked god and the Earth’s ley lines seething with magic en-
  ergy gave him more power than he had known in many an eon. 
  The Lord of the Deep reveled in the chaos and added to the car-
  nage. He liked this new world.
  The Coming of the Rifts also brought the Lemurians back to 
  Earth as well, and when the Lord of the Deep realized it was 
  they who had made him suffer, he vowed to make them pay. So 
  it has been that a vengeful and hate-filled dark god hunts Lemu-
  rians and plots their slow and painful destruction. However, the 
  Lemurians in the magic rich environment of Rifts Earth are also 
  more powerful than ever, and have managed to not only survive, 
  but thrive. After the first century of constant attacks, hiding and 
  unable to reason with the evil god, they quickly adapted to war. 
  The stronger the Lemurians became, the better they were able to 
  avoid, counter and fend off the Lord of the Deep’s minions and 
  attacks. Two centuries later, the ongoing war with the insane god 
  has turned Lemurians into courageous warriors and heroes who 
  have embraced the job of being protectors of Earth, or at least its 
  oceans. The ongoing war with the Lord of the Deep is an accepted 
  part of Lemurian life and has inspired many of their designs for 
  weapons, armor, riding animals and developments in magic. Not 
  only that, but it was the Lord of the Deep’s campaign against 
  them that made them realize someone had to step up to protect the 
  oceans and all the innocent creatures living in them from horrors 
  such as him.
  It is ironic, but the Lord of the Deep has, in effect, created a 
  force for good that now seeks his destruction and works to thwart 
  his every evil deed. Lemurians are now the Lord of the Deep’s 
  greatest nemesis, hunting down and destroying his minions and 
  battling other dark forces like the Milu and Naut’Yll.
  The Mauian Order has been covered in detail earlier, but 
  bears mentioning again, for they are truly the evil within, and 
  may consider working with any of Lemuria’s enemies to bring 
  down their brothers or rise to power.
  The Naut’Yll. When the Lemurians first encountered the 
  Naut’Yll, they approached them with open arms and the dream 
  of making a new friend and ally. The invading Naut’Yll, bent 
  on conquering Earth’s oceans and mistakenly believing the Le-
  murians to be weak and few in number, unleashed a merciless 
  onslaught upon them. Though most surface dwellers don’t have a 
  clue or care about the people or battles under the sea, the Naut’Yll 
  are alien invaders come to Earth with the express purpose of con-
  quering the entire planet. As fate would have it, the Lemurians 
  were the first to encounter the hostile Naut’Yll and the two have 
  been at odds ever since. The Naut’Yll regard Lemurians as rivals 
  to be conquered and enslaved, or destroyed. Lemurians see the 
  Naut’Yll for what they really are, evil, alien invaders intent on 
  conquering the world. This has resulted in frequent skirmishes 
  over the last 300 years in an ongoing war that has frustrated the 
  Naut’Yll’s relentless efforts to build an army and conquer the 
  people of the oceans and seas. Naut’Yll attack Lemurians when-
  ever they think they have the upper hand, and also engage in acts 
  of sabotage, kidnaping and vindictive assaults designed to hurt 
  and cripple their hated enemy. For the Lemurians’ part, they have 
  come to terms with the fact that the Naut’Yll refuse reason and 
  peace and are yet another monster to be annihilated to protect the 
  people and planet of Earth. They are assisted in this effort by ce-
  taceans, Merans, Ichthyleans, and by Tritonians, the New Navy, 
  and Milu, all of whom also recognize the danger represented by 
  the Naut’Yll and engage them in their own campaigns to wipe out 
  or send the invaders packing. These combined efforts have con-
  tained and diminished the Naut’Yll forces, causing the monsters 
  to lose ground in their scheme of conquest. Unless something 
  dramatic changes soon for the Naut’Yll, their days on Earth are 
  numbered.
  The Splugorth of Atlantis and their Minions. All nations of 
  Rifts Earth know about the Splugorth, their Slavers, Minions and 
  the island continent of Altantis. A place regarded as a dangerous 
  nation of monsters and villainy. But what few people realize is 
  that the Splugorth and their Minions are, themselves, amphibi-
  ous beings equally at home under the sea. They do not realize 
  that they dominate the waters around Atlantis, the Demon Sea 
  (Bermuda Triangle), and the Mid-Atlantic, nor that the Splugorth 
  cities sprawl for miles around Atlantis in the ocean depths. It is a 
  realization that shocks surface dwellers and makes them wonder 
  how they could have been so blind. The large, black “fish eyes” 
  and teeth of Splugorth High Lords hint at their evolution from 
  deep ocean life forms; the Conservators with their six limbs and 
  crab-like exoskeletons are clearly aquatic; the iconic Slavers with 
  their tentacles are further evidence of aquatic origins, but most 
  people don’t realize that detached from their magic barge, the 
  monsters have a long fish tail. The Metztla are perhaps the most 
  
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  165
  primordial and obviously aquatic of the Splugorth’s Minions, liv-
  ing inside a shell and covered in tentacles. Surface people are the 
  least familiar with the Metztla because they are rarely encoun-
  tered, but under the waves, there are vast fleets of these giant 
  monsters inhabiting the waters around Atlantis, and keeping her 
  safe from rivals and enemies.
  For political reasons involving rival Splugorth, dark gods, and 
  other considerations, the Splugorth have refrained from conquer-
  ing Rifts Earth, but their kingdom underwater is expansive and 
  their influence greater than surface dwellers imagine. This means 
  the Minions of Splugorth dominate the Atlantic Ocean, where 
  Metztla and Splugorth Slavers prey upon aquatic people with dar-
  ing impunity. In fact, it is rival supernatural forces like the Lord 
  of the Deep and the Milu, as well as human forces like the New 
  Navy and the Lemurians, that help to keep them in check under 
  the waves. Though not outright “enemies” of Lemuria, Metztla 
  prey upon aquatic wildlife and intelligent life forms, and raid-
  ing parties of Splugorth Slavers and Metztla are found in all the 
  oceans and seas of the world, hunting Lemurians, Merans and 
  other aquatic people and animals for the gladiatorial arena, zoos 
  and slave markets on Atlantis and across the Megaverse. Mean-
  while, High Lords and Conservators perform inhumane Bio-
  Wizard experiments (the dark magic cousin to Biomancy) upon 
  Lemurians and other aquatic people, as well as covet many of the 
  secrets of Lemurian magic. Thus, conflicts between the Minions 
  of Splugorth and Lemurians fall way short of war, but their rela-
  tionship is one of adversarial rivals under the sea.
  Undead of the Ocean: The Threat of the Milu. Undead un-
  der the sea falls into a few categories, including creations spawned 
  in Dead Pools and by the Lord of the Deep (both described in 
  Rifts® Underseas). However, the Milu are the boldest hostile 
  invader to command undead and, perhaps, the gravest threat.
  Milu and Lemurians are polar opposites. The Milu represent 
  death and destruction. The Lemurians, life and peaceful harmony. 
  The two even wield opposing magicks, with the Milu command-
  ing power over Necromancy and the undead and the Lemurians 
  commanding Biomancy and Bio-Energy.
  The Milu undead fight on two fronts, with Davey Jones, the 
  Milu’s Master Vampire General on Earth creating and overseeing 
  legions of undead and Zombie Servants sent against Lemurians 
  and their allies, and the Milu themselves doing likewise, while 
  building secret strongholds, hiding places and their City of Bones 
  on the ocean floor. Lemurians have tried to target and destroy 
  Davey Jones many times, but he always seems to pull an ace out 
  of his sleeve to escape a lasting death time and time again. If they 
  could destroy him, it would leave only the Milu and their legions 
  to deal with in battle.
  Lemurians might not have survived the combined assaults of 
  three powerful enemies, the Lord of the Deep, the Naut’Yll and 
  the Milu, except that they have been joined by other heroic forces 
  to battle them. Tritonia and the New Navy have been relentless 
  against the Naut’Yll. Merans, Ichthyleans, cetaceans, and a host 
  of practitioners of magic and other people oppose the Lord of the 
  Deep. And everyone battles the Milu undead legions. Everyone, 
  including the Minions of Splugorth who see them as the invad-
  ing minions of another Alien Intelligence, the Naut’Yll who also 
  see them as demonic rivals for the conquest of Earth, Merans, 
  Ichthyleans, Amphibs, pirates, heroes and any mortal who learns 
  of their existence stand to destroy the Milu and their undead. For 
  to do otherwise is to accept slavery and death.
  Few captured Lemurians get turned into Milu Undead or zom-
  bies. In most cases, they fight to the death or are rescued by their 
  comrades before it is too late. Due to the threat that the Milu, 
  Davey Jones, and the Lord of the Deep represent, many Lemu-
  rians have dedicated their lives to fighting the evil that grows in 
  the ocean depths.
  Vampires. Lemurians loath undead of every variety and have 
  begun to play a more active role in the exploration and liberation 
  of Mexico. Their plan is to help the human survivors as much as 
  they can to help eradicate the undead that dominate that part of 
  the world. So far, this has included joining and helping vampire 
  hunters in the region to fight the undead, defending villages and 
  helping slaves escape their clutches. Lemurians are trying to get 
  better reconnaissance and intelligence on the full level of power 
  and number of vampires before taking more extreme action. Le-
  murians stand against the undead and anyone who contaminates 
  or destroys the environment or exhibits a disdain for life.
  Lemurian Relations
  with Other Peoples
  Lemurians have few true allies with any real weight or power 
  at this time. The Merans, Ichthyleans, and several dozen bands of 
  adventurers and some coastal communities around the world are 
  chief among their closest friends and allies.
  Amphibs (Friends). These mutants of Tritonia are amphibi-
  ous like Lemurians and Merans. Perhaps it’s because Lemurians 
  and Amphibs encounter each other so often that the two species 
  get along well, despite the politics of their leaders. Lemurians ac-
  cept Amphibs without fear or apprehension and treat them with 
  respect and courtesy. Likewise, Amphibs appreciate the Lemu-
  rians’ harmonious existence with nature and see them as fellow 
  “creatures of the sea.” The two often stop to exchange data, warn 
  each other of danger in the area and come to each other’s aid 
  when in trouble. Amphibs are even welcomed in Lemurian cities, 
  and individuals often strike up lasting friendships. Fun fact: Am-
  phibs were among the first to discover the existence of Lemurians 
  and their floating cities.
  Atlanteans (Friends and Associates). Though Atlanteans 
  and Lemurians were once great friends and allies, that was thou-
  sands of years ago. Other than a shared history and the positive 
  nature of their past relationship, there is no direct contact or po-
  litical relationship between these two civilizations. However, 
  both Atlanteans and Lemurians have many enemies in common 
  and are quick to give the other the benefit of the doubt in a giv-
  en situation. Individual Atlanteans and Lemurians often strike 
  up quick friendships, though the Atlanteans have a darker and 
  more aggressive view of life, and look upon Lemurians as being 
  well-intentioned but innocent and naive to the ways of evil in the 
  Megaverse.
  Pneuma-Biform Cetaceans and Whalesingers (Friends 
  and Allies). As noble creatures of the sea, many have banded 
  together with the Lemurians to fight against the Lord of the Deep 
  and other invaders of the oceans. Both keep each other safe from 
  the clutches of the Lord of the Deep, Milu and Minions of Splu-
  gorth, and a special relationship has formed between the two 
  groups. The Pneuma-Biforms are welcomed guests at all Lemu-
  rian cities, outposts and gardens, and both exchange information, 
  aid and share knowledge.
  
  166
  Lemurians get along well with the intelligent dolphins and 
  whales of Rifts Earth, and both Lemurians and cetaceans regard 
  each other as good friends and allies. However, while they may 
  visit and help each other, they tend to live separate lives, joining 
  forces only when the situation calls for it.
  Merans and Ichthyleans (Friends and Allies). These two 
  simple, tribal people of the ocean are two of Lemuria’s staunch-
  est allies. Lemurians help, watch out for and protect them, and 
  they do the same for Lemurians. Ironically, Merans and Ich-
  thyleans are not fond of each other, and it is their friendship with 
  Lemurians that keeps these two rivals from a more adversarial 
  relationship. Thus, these two allies of Lemuria often consider 
  each other friendly rivals and even friendly enemies, especially 
  between certain tribes. Due to the influence of Lemuria, the ani-
  mosity between these two has softened considerably over the last 
  few generations, and some Merans and Ichthyleans have become 
  true friends of one another. However, the majority of Merans and 
  Ichthyleans (60%) still treat each other like competitive siblings, 
  always trying to outdo the other, or prove they are superior to the 
  other. Lemurians, Merans and Ichthyleans work together to fight 
  their common enemies and build a better life for all.
  As close friends and allies of both of these aquatic people, 
  Merans and Ichthyleans can be found living and working in and 
  around Lemurian Gardens, cities and outposts. Likewise, it is not 
  unusual to see Lemurians living in and visiting Meran and Ich-
  thylean communities. Both people are treated as complete equals 
  by Lemurians and will come to their aid whenever they are in 
  need. Both also trade with the Lemurians and share information 
  on an open basis.
  New Navy (Friends and Associates). Lemurians and the 
  New Navy might be thought of as friendly, good neighbors un-
  der the sea. As neighbors, they smile and wave to each other, or 
  stop to chat whenever they bump into one another. They have 
  both come to like and respect each other, and when one is seen 
  to be in trouble, the other is quick to come to their aid and assist 
  in whatever way they can. In fact, the humans of the New Navy 
  and Lemurians have fought side by side against the Naut’Yll, the 
  Lord of the Deep and many other invaders and monsters of the 
  sea many times, but shortly after the danger has passed, both de-
  parted and go their separate ways. However, there are no official 
  ties nor any lines of direct communication, trade or military alli-
  ance. As a result, one cannot call the other in times of need, and 
  they have no idea of how to contact each other. That having been 
  said, they encounter each other on a rather frequent basis and 
  often stop to exchange information and intelligence about an area 
  or enemy activity, as well as break bread and trade goods and 
  services. It seems only a matter of time before these two make 
  their friendship public and form an official alliance. Then again, 
  this might cause trouble for the New Navy and its friendship with 
  Tritonia, and may be the reason ties with Lemurians have not yet 
  been formalized.
  Ocean Wizards and Other Practitioners of Magic (Friends 
  and Associates). Ocean Wizards, Sea Druids, Sea Inquisitors and 
  many other mages and people with ties to the sea know about 
  Lemurians (rumors if nothing else), what they stand for, and may, 
  from time to time, join forces with them against common ene-
  mies, share information and trade goods and services.
  Surface Dwellers of Polynesia (Friends and Allies). Lem-
  urians have made contact, helped and traded with many of the 
  people of Polynesia for years. They have a good relationship with 
  most of these people and protect them from monsters and invad-
  ers.
  Surface Dwellers of Tech-Based Nations (Distrusted Ri-
  vals). So far, Lemurians have steered clear of most advanced civi-
  lizations. They see most of these governments as unstable, isolat-
  ed, extreme, and dangerous. Virtually all are regarded as savage, 
  brutal and narrow-minded, with little concern for the welfare of 
  nonhumans or the environment. Lemurians understand why the 
  people and nations of Rifts Earth are so polarized and militant, 
  but see most of them as a danger to themselves and others, and 
  have avoided them like the plague. In recent years, however, the 
  Lemurians have started to make forays into the surface world to 
  observe, gather intelligence, and make better assessments about 
  the many fragmented kingdoms there and whether they should 
  make contact with them or not. Such reconnaissance operations 
  are being undertaken in secret and by Lemurian adventurers and 
  explorers curious about the surface world. For now, however, 
  surface-dwellers are regarded with fear, suspicion and distrust.
  Tritonia (Rival and Friendly Enemy). Lemurians under-
  stand what Tritonia is, and have come to the aid of the human 
  community or groups of Tritonian seafarers on several occas-
  sions. However, the two don’t see eye-to-eye and rub each other 
  the wrong way. This has led to a number of disagreements and 
  clashes. Both see each other as arrogant elitists unwilling to ac-
  cept any ideology other than their own. This is not entirely true 
  of either side, but that’s the perception. As a result, the two forces 
  don’t like or trust one another, have no formal relationship, no 
  trade, minimal contact and avoid official interaction. If the New 
  Navy is Lemuria’s friendly neighbor, then Tritonia is the grouchy 
  neighbor best to be avoided.
  Part of the problem between these two is their technologies 
  and ways of life. Tritonia is a typical human civilization that is 
  a polluter, has little regard for the environment, and is set in its 
  ways and unwilling to change. Lemuria may be the opposite, but 
  they are equally unwilling to change or accept Tritonia as it is, so 
  they resent each other and clash. Tritonians also have concerns 
  about Lemurian magic and why they are so secretive and elusive, 
  changing the locations of their cities and always being on the 
  move. This leaves the Triotonians wondering if Lemurians can 
  really be trusted, or whether they have something to hide. Le-
  murians, on the other hand, do not trust the supposed “renegade” 
  and “outcast” Naut’Yll embraced by Tritonia and suspect they 
  are spies and saboteurs out to destroy Tritonia and their allies 
  from within.
  It is ironic then, that individual Tritonians and Lemurians of-
  ten get along well, and are happy to exchange information, trade 
  goods and services and help each other out. It is primarily the 
  leadership, military and politics of the two nations that keep them 
  apart. Also see Amphibs, above.
  
  167
  Exotic Creatures of the Sea
  S.D.C.: 2D6. Note: Hit Points and S.D.C. become M.D.C. when 
  traveling along ley lines and within a ley line triad like the 
  Bermuda Triangle.
  Horror Factor: Not applicable.
  P.P.E.: P.E. attribute number x4, +1D6 per level of experience 
  or every four years of age (whichever the G.M. wants to use).
  Average Life Span: 3D6+12 years.
  Experience Level: Typically 1D4 or as the Game Master desires 
  up to level 9, never more.
  Equivalent Skills: Swimming 98%, Climbing 50%, Prowl 60%, 
  Detect Concealment 30%, Detect Ambush 40%, and Escape 
  Artist 35%. All go up 3% per level of experience.
  Natural Abilities: Hold breath for up to 3D4+10 minutes, night-
  vision 120 feet (36.6 m), impervious to cold (even magic cold 
  and magic ice weapons do half damage), swim and tolerates 
  depths up to 600 feet (183 m).
  Blue Otter
  Death Hunter Fish
  Giant Sea Slug
  Ichthyosaur
  Jonah’s Fish
  Kilmoran’s Eel
  Line Ray
  Mega-Ray
  Narcassai Swordfish
  Saber-Toothed Sea Lion
  Sea Dragon Turtle
  Storm Crab
  Terror Eel
  Twisted Treasure Sea Horse
  Blue Otter
  This peculiar mustelid is highly intelligent, inquisitive and ag-
  ile. The Blue Otter’s nature and personality is reminiscent of the 
  river and sea otter: They are playful, love the company of people 
  and make a great companion or Familiar. They are fascinated by 
  humanoids and seem especially attracted to humans, Lemurians, 
  the mutant Amphibs and other similar D-Bees. Their curiosity 
  is infamous and Blue Otters, like dolphins, have been known to 
  play with swimmers, help mariners in distress and sometimes 
  even try to warn and protect the innocent from danger. Their af-
  fable personality and attraction to humans makes young Blue Ot-
  ters easy to domesticate. They are actually smarter than dogs and 
  become fiercely loyal to their owners.
  The most unique thing about “Blue” Otters is their mystical 
  capabilities. Like the Mystic, the animal possesses several innate 
  magic abilities and psionics. This has led some people to wonder 
  if they might be some kind of Faerie. Their ability to tap into 
  ambient P.P.E. and cast spells makes them a highly sought after 
  commodity as Familiars and companions to Lemurians, Ocean 
  Wizards, Sea Druids and even mainland practitioners of magic in 
  China, Japan, Canada and the Americas.
  Some people believe that the Lemurians developed Blue Ot-
  ters as pets, however, they are animals from an alien world that 
  were drawn through a dimensional Rift and adapted well to Rifts 
  Earth.
  Blue Otter Stats
  Also Known As: Mystic Otters and Blues.
  Alignment: Most are considered to be Unprincipled (80%) 
  though Scrupulous (10%) and Anarchist (10%) alignments are 
  not unheard of.
  Attributes: I.Q. 1D6+8 (high animal intelligence), M.E. 2D6+8, 
  M.A. 2D6+9, P.S. 1D4+6, P.P. 2D6+10, P.E. 2D6+7, P.B. 
  2D6+7, Spd 2D6+7, double in water.
  Size: 4-6 feet (1.2 to 1.8 m) long and weighs 80-120 lbs (36 to 
  54 kg).
  Hit Points: P.E. attribute number +1D6 per level of experience.
  
  168
  Heightened Sense of Smell (special): Enables the animal to 
  track by smell 40% +2% per level of experience and identify 
  foods 60% +3% per level of experience.
  Heightened Sense of Touch (special): Otters also have long, 
  bristly whiskers on the face that detect motion and vibrations 
  in the water and air, alerting them to predators and helping 
  them locate prey. This and other heightened senses reduces 
  penalties from fighting blind or an invisible opponent to -5 to 
  strike, parry and dodge.
  Ley Line M.D.C. (special): Hit Points and S.D.C. become 
  M.D.C. when the creature is traveling along ley lines or within 
  a ley line triangle like the Bermuda Triangle. No P.P.E. cost 
  to become M.D.C., it just happens automatically. Bites still do 
  S.D.C. damage.
  Ley Line Speed Doubler: The same as dolphins, the Blue Otter 
  has the innate ability to swim at twice its normal speed without 
  fatigue whenever swimming along a ley line. Does not work 
  on dry land nor flying in the air; must be in water.
  Sense Ley Line (special): Same as the Ley Line Walker 
  O.C.C. ability.
  Also see Magic for spell casting abilities and Psionics.
  Vulnerabilities: None, per se, except their curiosity and tenden-
  cy to like and trust humans can get them into trouble, captured 
  or killed.
  Attacks per Melee: Three.
  Damage: Bite does 1D6 S.D.C.; claws do 1D4 S.D.C.
  Bonuses (in addition to possible attribute bonuses): +3 to Per-
  ception Rolls, +3 to initiative, +2 to strike, +4 to automatic 
  dodge (the act of dodging does not use up a melee attack) and 
  +4 to pull punch. Note: Reduce all combat bonuses by half on 
  dry land; round down.
  Magic: Born with an intuitive understanding of magic, Blue Ot-
  ters are able to cast the following spells at level one: Armor 
  of Ithan (10), Cleanse (6), Float in Air (5), Sense Evil (2), and 
  Sense Direction Underwater (4). Base P.P.E.: P.E. attribute 
  number x4, +1D6 per level of experience. For each additional 
  level of experience, ONE new spell becomes known to the 
  Blue Otter. Spells may be selected from Ocean Magic and/or 
  from Spell Invocations levels 1-3. Note: Blue Otters tend to 
  develop defensive and helpful magic spells, and seldom com-
  bat or harmful spells.
  Psionics: Blue Otters have Bio-Regeneration (self; 6), Empathy 
  (4), See the Invisible (4), Sense Magic (3), Sense Time (2), 
  Sixth Sense (2) and Stop Bleeding (4). Base I.S.P.: M.E. at-
  tribute number x2, +1D4 per level of experience. Select one 
  additional psionic ability from the Sensitive category per each 
  new level of experience (seldom more than level 4).
  Habitat: Rocky sea coast. Cool climates are preferred, but they 
  can survive in all temperature ranges.
  Allies: Lemurians, humans, and humanoid D-Bees, but prefer the 
  company of easy-going, playful practitioners of magic, Mys-
  tics, and Amphibs most of all.
  Enemies: Those who hunt them, including sea monsters, sharks 
  and Horune Pirates, cruel and wicked people and supernatural 
  evil (including the Lord of the Deep and his undead legions 
  and the Minions of Splugorth).
  Value: As a pet or zoo animal they can fetch a price of 15,000 
  credits. Their magical aptitude is rarely usable by their owners 
  and is pure instinct. Their fur fetches up to 10,000 credits per 
  pelt, however they are highly prized as Familiars and can eas-
  ily sell for over 40,000 credits to the right buyer.
  Death Hunter Fish
  The Death Hunter Fish vaguely resemble barracudas. They are 
  long and slender with a savage looking maw of sharp teeth. They 
  are strong enough to bite through the toughest of bone or armored 
  hide, and are unafraid of the ocean’s other monsters. Their vi-
  cious jaws open wide like many species of snakes, unhinging to 
  gorge on large chunks of dead flesh, other carrion and the undead. 
  While they can survive on carrion, they seem to prefer the taste 
  and challenge of hunting the undead above all else. They have a 
  keen sense of smell and can track the scent of blood, death and 
  decay with pinpoint accuracy, as well as a supernatural sense that 
  allows them to home in on the necromantic energy of the undead 
  and Necromancers.
  Their hunger for dead and decaying things makes these fear-
  some predators threats to the Milu and other undead that lurk at 
  the bottom of the sea. Thankfully, Death Hunters leave the living 
  alone, biting only when they feel threatened or cornered. The one 
  exception is those with the “stink of death” – i.e. the presence of 
  necromantic energy, like Necromancers, Witches allied to gods 
  of death, and those rare few who practice Soulmancy and De-
  mon Magic on Rifts Earth. Death Hunter Fish are, themselves, 
  supernatural and can become Mega-Damage creatures. One ma-
  rine Biologist from Tritonia noted, while performing an autopsy 
  on a specimen, that it contained an elevated level of silver in its 
  system, which is the bane of the undead and may be one of the 
  primary factors explaining their anti-undead abilities. They glis-
  ten with what some have described as a “silvery tint” and their 
  telltale flash when moving to strike has become a thing to fear 
  amongst the undead of the sea.
  Death Hunter Fish Stats
  Also Known As: Keoni I’a – The Righteous (Hunter) Fish.
  Alignment: Considered to be Anarchist.
  Attributes: I.Q. 1D4+2 (animal intelligence), M.E. 1D4+2, M.A. 
  1D4+2, P.S. 1D6+6, P.P. 2D6+2, P.E. 2D6, P.B. 1D4, swim-
  ming Spd 3D6+10.
  Size: 2 to 5.5 feet (0.6 to 1.7 m) long and up to 1 foot (0.3 m) 
  wide.
  Weight: 36 to 103 lbs (16 to 46 kg).
  Hit Points: 3D6+8. S.D.C.: 1D6x10. Natural A.R.: 9, but can 
  temporarily transform into a Mega-Damage creature, see Bio-
  Energy Field below.
  Horror Factor: 10 for most, but 12 for the undead.
  Average Life Span: 2D6+6 years.
  P.P.E.: 2D6+10
  Equivalent Skills: Swimming 98%, Prowl 80% and Underwater 
  Navigation 90%.
  Natural Abilities: Good underwater vision, nightvision 2,000 
  feet (610 m) and tolerate depths up to 7 miles (11 km). Attack 
  in groups of 1D6+4, but swim in schools of 3D4x10 fish.
  Bio-Energy Field M.D.C. Transformation (special): The Death 
  Hunter Fish can focus all of its energy (P.P.E.) to transform it-
  self into a minor M.D.C. creature and cause its natural bite to 
  inflict double normal damage against the undead. This power 
  is used at the start of any attack leveled against the undead, 
  
  169
  turning Hit Points (not S.D.C.) into M.D.C., point for point. 
  With each undead a school of Death Hunter Fish slay, those 
  within a 90 foot (27.4 m) radius of the kill get supercharged 
  by the monster’s P.P.E. at the time of its death, increasing the 
  M.D.C. (or restoring M.D.C. lost in combat) of each fish by 
  1D4+6 points per fish. The M.D.C. transformation remains in 
  place for as long as there is even one undead within a mile (1.6 
  km) of the fish.
  Chemoreceptors (special): A highly advanced sense of taste 
  and smell lets the Death Hunter Fish detect salinity and toxic-
  ity of the water, which enables it to taste and track the scent 
  of blood, decaying flesh and the distinct smell of the undead. 
  Base Skill: 86% to track and locate undead and dead/decay-
  ing flesh; 68% to track and locate source of blood, identify 
  chemicals, toxins or specific creatures by scent trails. Range 
  of Detection: Five mile (8 km) radius.
  Sense Undead (special): In addition to their keen sense of 
  smell, the Death Hunter has a magical sense like a Dog Boy or 
  Psi-Stalker that enables it to detect and zero in on the location 
  of undead creatures by their necromantic energy. Base Skill: 
  95% to track and locate undead. Range of Detection: Two 
  miles (3 km).
  Eat Undead (special): In addition to its hardy stomach and di-
  gestive system that can handle dead and decaying flesh, the 
  Death Hunter Fish can actually harm the undead. Whether this 
  is some kind of innate magical ability or an excessive amount 
  of silver in their system is hard to say. The end result is they 
  can slay and devour the undead. Their digestive enzymes re-
  tard the undead flesh’s ability to regenerate and quickly break 
  down and transform the flesh (and necrotic energy) into usable 
  calories. An undead eaten by the Death Hunter Fish is slain 
  and forever destroyed!
  Any undead foolish enough to bite into the flesh of a Death 
  Hunter, or try to drain the blood from it, is in for a nasty sur-
  prise: A mouthful of meat or blood that burns like acid, inflict-
  ing 4D6 Hit Points/M.D. per bite. Undead that pass through 
  the seeping blood of a wounded or dead Death Hunter Fish 
  also takes 4D6 damage per melee that it is exposed to the 
  blood. Note: On the surface, coating one’s blade or weapon 
  in Death Hunter Fish blood does an extra 1D6+3 points of 
  damage to vampires and other undead. However, the blood 
  loses its potency against the undead 10 minutes after it dries. 
  Splashing or spraying Death Hunter Fish blood on a vampire/
  undead is the same as Holy Water.
  Vulnerabilities: None per se.
  Attacks per Melee: Two.
  Damage: A bite does 3D6 S.D.C. damage to normal, mortal crea-
  tures, a tail slap or butt does 1D4 S.D.C.
  To the undead, however, its bite inflicts 5D6 damage to 
  their Hit Points/M.D.C. to armor worn by undead. Against evil 
  supernatural creatures, the damage of their bite is 1D6 M.D., 
  but demons and other “living” supernatural beings are seldom 
  targeted.
  Tend to attack as lone individuals, pairs, trios and in small 
  groups of 5-10 fish, but may gather and hunt in schools as 
  large as 120.
  Bonuses (in addition to possible attribute bonuses): +2 to Per-
  ception Rolls, +4 on initiative against the undead, +4 to strike 
  and +3 to dodge.
  Magic: None.
  Psionics: None.
  Enemies: Undead of all kinds, especially the undead of the Milu 
  as their prey of choice, as well as humanoids and monsters 
  allied to and empowered by gods of death/the dead/undead, 
  Bonelings, Naga Deevils, Death Demons, Ghouls, Nasu, Soul 
  Catcher demons, Necromancers and Witches, mages and mon-
  sters who wield Necromancy, Soulmancy and Demon Magic.
  Allies: They leave the living alone and most other predatory fish 
  and sea monsters don’t bother Death Hunters. Lemurians love 
  these fish and use their abilities to commune with animals to 
  send them against the undead and to guard permanent under-
  water Lemurian outposts. Lemurians, Merans and Ichthyleans 
  consider seeing one or two small schools of Death Hunters as 
  good luck. However, seeing several or large schools (3D4x10 
  fish) means the presence of the undead or a place of death 
  nearby.
  Habitat: Death Hunters congregate in schools and hunt in and 
  around Dead Pools, recently sunken ships, underwater battle-
  fields and, of course, Milu strongholds and any area dominat-
  
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  ed by the undead. They may show up out of the blue to pick or 
  scavenge from carcasses.
  Value: Lemurians and some aquatic D-Bees and Undead Hunt-
  ers use small packs or even a solo Death Hunter Fish to hunt 
  and track the undead. A trained fish can sell for as much as 
  1D6x10,000 credits, a school of four as much as 4D6x10,000 
  credits. Their flesh is not harmful to mortals, but their con-
  sumption of undead flesh makes their own meat taste fatty and 
  foul.
  Giant Sea Slug
  This unusual creature appears to be a cross between a sea 
  anemone and a normal sea slug. It was originally designed by 
  the Lemurians to feed on garbage and decaying material in an 
  effort to help clean up the ocean. The exotic digestive system of 
  these Giant Sea Slugs enables them to tackle all kinds of noxious 
  substances, even drums of toxic waste, oil and fuel dumped over 
  the centuries by surface dwellers. Whether it was the Lemurians’ 
  original intent or a side effect of feeding on carcinogenic and 
  mutagenic toxins, the slugs grow to enormous sizes. When no 
  garbage, waste or toxic chemicals are available, the Giant Sea 
  Slugs devour whatever they can find, including vast sections of 
  coral reefs, crops of plants, wood, carrion, and even attack sick 
  and injured fish, animals and people!
  Many of these sea slugs have found a safe refuge at Dead 
  Pools, feeding on the dead and discarded equipment and artifacts. 
  Supernatural predators, sea serpents and the undead have taken to 
  feeding on the Giant Sea Slugs, keeping their numbers in check. 
  They start small, about the size of a robin’s egg, but can grow to 
  the size of a house by eating rotting matter, garbage and toxic 
  chemicals. The slug’s hide is a rainbow of color like the toxins 
  they feed upon. They also possess hundreds of thick hairs or ten-
  tacles on their backs which are their gills. Some species of fish, 
  like the clown fish, live in and amongst these tentacles just as if 
  they were sea anemones.
  It has been found that young Giant Sea Slugs can be kept at 
  their small size, making them acceptable as pets and Familiars if 
  they are not allowed to voraciously consume food. If they are fed 
  a steady, conservative diet the slugs remain somewhere between 
  the size of a grapefruit and a watermelon and can rest or cling to 
  their master’s shoulder, hide in a bag or float along the currents.
  Giant Sea Slug Stats
  Also Known As: Living Garbage Disposals, the Devourer and 
  Rainbow Slugs.
  Alignment: Considered to be Anarchist or Miscreant.
  Attributes: Low animal intelligence (basically an eating ma-
  chine); I.Q. of 1D4, M.E. 1D4, M.A. 1D4, P.S. 40+2D6 (Ro-
  botic), P.P. 1D6+5, P.E. 1D6+28, P.B. 2D6 (often brightly 
  colored), Spd. 1D6+2 swimming and 2D4+4 crawling.
  M.D.C.: 1D6x100 M.D.C. (On an S.D.C. World: 3D6x10 Hit 
  Points and 4D6x10 S.D.C., with a Natural A.R. of 9. Small 
  ones, like those used as Familiars, have one-third the Hit 
  Points and S.D.C. of mature wild slugs.)
  Horror Factor: 10
  
  171
  Size: “Giants” range in size from that of an automobile to a semi-
  truck and trailer. Most are 16-24 feet (4.8 to 7.3 m) long, but 
  the largest reach a length of 60 feet (18.3 m) long and 20 feet 
  (6.1 m) tall and wide.
  Weight: 3-5 tons on average, 15-20 tons for the largest.
  Average Life Span: 2D6+40 years. When they do die, a bizarre 
  chemical reaction takes places during decomposition which 
  neutralizes and purifies any toxins in their body, transforming 
  their dead biomass into fertile and usable remains (no longer 
  toxic or harmful to the environment).
  P.P.E.: 2D6. For such a large creature it has very little P.P.E.
  Equivalent Skills: Swimming 50%. The slug wiggles its body in 
  an up and down motion to propel itself. It is not fast or grace-
  ful, nor agile while swimming, preferring to crawl along the 
  ocean bottom.
  Natural Abilities: Impervious to toxins, oil, fossil fuel, chemical 
  toxins, rotten food, and cold (magic cold does one third dam-
  age), resistant to heat (half damage) and tolerates depths up to 
  6 miles (9.6 km).
  Chemoreceptors (special): The Giant Sea Slug can taste tox-
  ins, toxic chemicals and waste material up to ten miles (16 
  km) away. Track by Scent: 80%. Recognize other chemicals, 
  toxins, blood and water salinity at 60%.
  Heightened Sense of Hearing (special): The slug can locate 
  moving objects in water 90% and hear and understand the 
  dangers of various sounds as well as use them to help it find 
  its food. It is drawn to mechanical sounds, as they are often a 
  source of pollution. It can also hear into the ultrasonic range, 
  mostly for mechanical sounds.
  Vulnerabilities: These strange creatures are rarely bothered by 
  natural predators other than the largest sea monsters and un-
  dead, but they do have three notable weaknesses:
  Blind: Giant Sea Slugs have no eyes or other forms of optical 
  sensors, they rely totally on other senses to find food or fight 
  back.
  Breathing Tentacles: The Giant Sea Slug breathes through the 
  tentacles on its back, which serve as a form of external gill. 
  Removing all the tentacles causes the Giant Sea Slug to suf-
  focate and die! Most have 2D6x10 tendrils, and each tendril 
  has 1D6+1 M.D.C.
  Slow and Ponderous: Not very maneuverable, the behemoths 
  rely on their size, rubbery M.D.C. hides and distasteful flesh 
  to keep most predators away.
  Attacks per Melee: Two.
  Damage: Big Tentacle Strike: The two large tentacles at the 
  front of the creature can hit like a pile driver, doing damage 
  as per Robot P.S. (typically 1D6 M.D. on a restrained punch 
  and 3D6 on a full strength attack), or bite attack. Its bite does 
  1D4x10 M.D. and its massive maw filled with rows of sharp 
  teeth can shred and devour just about anything it sinks its teeth 
  into. It is a slow eater, and it is easy to escape from, but objects 
  (especially stationary ones) that are in its path may fall victim 
  to its vicious maw.
  Bonuses (in addition to possible attribute bonuses): +1 to 
  strike with a bite, can sense invisible foes and attack using 
  its sense of hearing alone (no additional penalties for being 
  blind).
  Magic: None.
  Psionics: None.
  Enemies: Almost none, but large animals, sea monsters and oth-
  er monsters sometimes feed on the slug. The undead of the 
  Milu in and around the Dead Pools of the Indian Ocean also 
  feed upon the slugs as they are slow and provide a wonderful 
  source of nourishment (live flesh).
  Allies: None, other than their own kind. Small ones are some-
  times used by Lemurians as pets or Familiars.
  Habitat: Dead Pools, toxic waste dumps, the sites of toxic spills 
  and the occasional coral, animal or person.
  Value: None.
  Ichthyosaur
  Skimming the surface like dolphins, these massive predators 
  were first thought to be another one of the Lord of the Deep’s sea 
  monsters that melded a crocodile and a dolphin together. Howev-
  er, ancient archives and fossil records show the monster is an Ich-
  thyosaur dinosaur that existed long before the Great Cataclysm. 
  Some believe it has come to Rifts Earth through a dimensional 
  anomaly from the past or is a similar species from another world, 
  though there are also those who believe it has been recreated by 
  Gene Splicers or rogue Lemurian Biomancer Gene-Mages.
  In the wild, Ichthyosaurs hunt in small packs of 2D4+1 crea-
  tures, pursuing large fish like tuna and marlin. They are not above 
  taking down a sea monster or supernatural monster if the pack is 
  capable of doing so, and they happily feed upon humanoids and 
  other mammals. While not as intelligent as dolphins or other ce-
  taceans, Ichthyosaurs are quite cunning, using tactics and traps to 
  outmaneuver and kill their prey.
  The Ichthyosaur breathes air, like dolphins and whales, but is 
  covered in thick, smooth scales which give it maximum protec-
  tion and good maneuverability in the water. Its “reptilian brain” 
  makes the creature a calculating hunter, but animals raised by Le-
  murians make reliable, loyal and friendly pets, work animals or 
  riding animals. They are prized companions to many Lemurians, 
  Merans and Ichthyleans who use the creatures as riding animals, 
  watchdogs and attack animals. In fact, those raised by human-
  oids from a young age are very tame and enjoy the company of 
  aquatic humanoids. In the wild, they often travel with and defend 
  dolphins and whales.
  Ichthyosaur Stats
  Also Known As: Mo’o I’a (Lizard Fish), Dolphin Lizard, and 
  Ichthy (pronounced ick thee).
  Alignment: Considered to be Unprincipled or Anarchist.
  Attributes: I.Q. 1D6+6, M.E. 1D6+6, M.A. 2D6+3, P.S. 4D6+6 
  (Robotic), P.P. 2D6+10, P.E. 2D6+11, P.B. 1D6+6, swim-
  ming Spd 3D6+45 (on average 32-38 mph/51.2 to 60.8 km).
  M.D.C.: 1D6x10+15 M.D.C. for juveniles. Add 1D4x10+20 
  M.D.C. for every 100 years of age. (On an S.D.C. World: 
  5D6+10 Hit Points, 1D6x10 S.D.C. and a Natural A.R. of 12; 
  +5D6 Hit Points and 1D6x10 S.D.C. per each 100 years of 
  life.)
  Horror Factor: 10 for juveniles, 12 for adults (looks like a cross 
  between a dolphin and a crocodile).
  Size: Juveniles: 9-15 feet (2.7 to 4.6 m) long.
  Adults (more than 100 years old): 20-30 feet (6.1 to 9.1 m).
  Ancient (more than 400 years old): 35-40 feet (10.6 to 12.2 
  m).
  
  172
  Weight: Juveniles: 600-2,000 lbs (270 to 900 kg). Adults: 5-10 
  tons.
  Average Life Span: 600 years (roll 1D6 for random determina-
  tion). The first 1-100 years is the “juvenile” stage of the mon-
  ster’s life. They start to grow even larger and become much 
  tougher as they pass the 100 year mark.
  P.P.E.: 4D6 to start, +1D6 per 100 years.
  Equivalent Skills: Swimming 98%, Prowl 60%, Underwater 
  Navigation 98%, Track and Hunt Sea Animals 90%.
  Natural Abilities: Tough, scaly hide, nightvision 200 feet (61 
  m), tolerate depths up to 2 miles (3.2 km), resistant to cold 
  (half damage), can locate moving objects in water 90% by 
  keen hearing (can hear prey up to 3,000 feet/914 m away). 
  Sensitive to electromagnetic energy; can follow electrical im-
  pulses, machines, electrical cables/conduits and muscle move-
  ment (no penalties for being blind, even in absolute darkness 
  against living creatures); 3,000 foot (914 m) range.
  Sense Magnetic North: Same as a dolphin; can always tell 
  where magnetic north is precisely located. This is an immense 
  help in navigating the oceans. A powerful blow to the head 
  may temporarily (3D4 minutes) knockout this ability.
  Magnetic Resonance Imaging (M.R.I.) Probe: Same as the 
  dolphin’s Ultrasonic Probe, only it uses electromagnetic en-
  ergy. This probe is so precise that it can detect the thickness of 
  walls, locate weak spots (thin or damaged areas), locate heat 
  sources, sonar and communication arrays, engine rooms, and 
  pinpoint crew location (-40% skill and range when probing 
  large ships or thick armored vessels).
  When used on living beings, it can detect whether or not an 
  animal or humanoid is pregnant, has a cancer or tumor, locate 
  the tumor or cancer, as well as locate bullets, foreign objects, 
  blood clots, and scar tissue; detect and locate bionics or brain/
  M.O.M. implants, cybernetic appendages and even recognize 
  Bio-Systems and artificial skin. This also enables the creature 
  to make positive identification of a species by determining the 
  physiology of the subject being scanned, identify creatures of 
  magic and supernatural beings, and identify shape-changers in 
  disguise (not applicable to magic metamorphosis). Base Skill: 
  65%. Range: 100 feet (30.5 m) or closer for maximum ac-
  curacy. Up to 200 feet (61 m) but at a skill penalty of -20%.
  Dolphin Combat & Maneuvers: The Ichthyosaur can perform 
  many aquatic acrobatics similar to dolphins, such as the fol-
  lowing.
  Dive: A high speed dive straight down, or at a slight angle, 
  at double normal speed. Maximum depth is 500 feet (152 m) 
  +100 feet (30.5 m) per level of experience. Roll to strike if the 
  creature is trying to dive and hit or grab something.
  Mid-Air Leap: Seven feet (2.1 m) for juveniles, 14 feet (4.2 m) 
  for adults. Performed to show off, do tricks and to play.
  Mid-Air Precision Leaping: Seven feet (2.1 m) for juveniles, 
  14 feet (4.2 m) for adults. Performed to grab a fish or object 
  flying close to the surface of the water or to grab or knock an 
  item out of a humanoid’s hand. The player must announce this 
  leap before the dice are rolled and must announce whether his 
  Ichthyosaur is trying to grab or knock the item away. Then roll 
  a 20 sided die to strike as normal (+2 to strike in addition to 
  other bonuses). The character holding the item can use a parry 
  roll to try to pull the item away. The Ichthy can also try to slap 
  an item away or strike a person with its tail while in mid-leap, 
  but gets no bonuses to do so. This move can also be used to 
  leap through hoops, windows, onto boats, etc. Counts as three 
  melee actions.
  Quick Turns & Stops: Roll as if this maneuver was an auto-
  matic dodge or parry. A roll of 14 or higher means success. A 
  failed roll means the creature couldn’t turn or stop in time and 
  either shoots by or slams into something/somebody.
  Speed Burst: Can swim at double its normal speed for one 
  minute. This maneuver can be performed six times per hour 
  before tuckering the creature out too much to try it again. This 
  move is performed for a quick dodge (+2 in addition to other 
  bonuses) or getaway, a quick strike (+2 in addition to other 
  
  173
  bonuses) or to move toward or away from somebody or some 
  place quickly.
  Swim Breaching/Skimming: The Ichthy swims in an up and 
  down motion, breaking the water in short, full body leaps, 
  plunging back into the water and leaping out again in a fast 
  forward motion. This is usually considered fun and playful. 
  Ichthyosaurs can pace ships in this fashion and have been 
  known to play escort with strangers for as a long as two hours. 
  Reduce maximum speed by 20% and speed bursts are not pos-
  sible when skimming the surface.
  Tight Circle/Turn: The monster can make reasonably tight 
  circles and turns in an area as small as 12 feet (3.6 m) in di-
  ameter.
  Vulnerabilities: Ichthyosaurs need air to breathe, but can hold 
  their breath for up to 1D4x10+20 minutes before needing to 
  surface. They can only survive out of the water for 1D4+1 
  hours before their skin dries out and they die from dehydra-
  tion.
  Attacks per Melee: Three.
  Damage: Restrained bite or nip inflicts 3D6 S.D.C., bite does 
  3D6 M.D., ram with nose 3D6 M.D., restrained tail slap does 
  4D6 S.D.C. and full strength tail slap does 1D6 M.D.; double 
  damage for ancient Ichthyosaurs 500-600 years old.
  Bonuses (in addition to possible attribute bonuses): +3 on Per-
  ception Rolls, +2 to initiative, +3 to strike, +2 to dodge, +2 to 
  pull punch and +2 to roll with punch, fall or impact; double 
  bonuses for ancient Ichthyosaurs 500-600 years old.
  Magic: None.
  Psionics: None.
  Enemies: Large marine predators, sea serpents and sea monsters.
  Allies: Fellow Ichthyosaurs, dolphins and whales. Many aquat-
  ic people, including Lemurians, Ichthyleans, Merans and 
  Naut’yll use the creatures as pets, watchdogs, and riding and 
  attack animals.
  Habitat: Oceans around the world wherever dolphins and whales 
  are found.
  Value: The Ichthyosaur is a great pet, underwater companion 
  and riding animal. Tamed and trained animals sell for 20,000-
  40,000 credits and exotic animal shows and arenas. Ichthy 
  M.D.C. hides can be made into light body armor (32 M.D.C., 
  weighs 10 lbs/4.5 kg, no movement penalties).
  Jonah’s Fish
  Moving silently through the deep like an aquatic Trojan horse, 
  the Jonah’s Fish looks like a massive fish the size of a large house 
  or small office building. Little does the unwitting observer know 
  that Lemurians use the creature as a secret transport vehicle to 
  carry them – a hidden cargo of Lemurian warriors – behind en-
  emy lines from within the giant fish. Lemurians hidden inside the 
  great fish travel in silence and without any mechanical sound, 
  sonar or heat signatures to give themselves away. It is a subter-
  fuge that has won them many a battle. In the event that they are 
  discovered (or suspected of being inside), and the fish is attacked, 
  its tough body scales protect the cargo of Lemurian warriors as 
  they make a speedy retreat into deep water.
  The Jonah’s Fish stays afloat through the use of two large 
  air bladders on either side of the body which offset the extreme 
  weight of its own thick hide and natural armor. These air blad-
  ders have a secondary use, allowing the fish to secretly carry Le-
  murians into battle. Inside the fish’s mouth are two muscle flaps 
  leading to the air bladders which the Lemurians can climb into. 
  They then use their ability to commune with animals to have the 
  Jonah’s Fish transport them to their desired location. The Lemu-
  rians have used such fishes to sneak up on enemies or to access 
  the shores of the surface world without detection, using the fish 
  to hide their presence as they are delivered behind enemy lines or 
  onto distant shores. Lemurians also use the fish as floating tanks, 
  ramming into ships and “swallowing” up prisoners and valuables 
  that fall into the water. Those who find hiding inside the belly of 
  a fish distasteful usually construct lashes to ride on the exterior 
  of the fish.
  Jonah’s Fish Stats
  Also Known As: Carrier Fish, Transport Fish, Armored Fish.
  Alignment: Considered to be Unprincipled (70%) or Anarchist 
  (30%).
  Attributes: Low animal intelligence (basically a giant fish); I.Q. 
  1D4+2, M.E. 1D6+6, M.A. 1D6+4, P.S. 2D4+40 (Supernatu-
  ral), P.P. 1D6+6, P.E. 2D6+10, P.B. 1D6, Spd 1D4x10+40 
  swimming (35-55 mph/56 to 88 km).
  M.D.C.: +1D4x100+600 M.D.C. (On an S.D.C. World: 2D6x100 
  Hit Points and 4D6x100 S.D.C. and an A.R. of 16.)
  Horror Factor: 9; looks like a giant, fat, ugly fish.
  Size: Full grown adults reach a length of 100 to 120 feet (30.5 to 
  36.6 m), a width of 30-40 feet (9.1 to 12.2 m), a height of 25-
  30 feet (7.6 to 9.1 m), and weigh 60-70 tons.
  Average Life Span: 2D6+50 years.
  P.P.E.: 5D6
  Equivalent Skills: Swimming 98% and Prowl 70%.
  Natural Abilities: Fast swimmer, Supernatural P.S. and P.E., 
  tough outer scales, low thermal reading (like most fish; the 
  Lemurians inside are concealed and undetectable by most 
  sensors until they exit through the mouth of the giant fish), 
  nightvision 1,000 feet (305 m), resistant to cold (half dam-
  age, even magic cold does half damage), tolerate depths up to 
  8 miles (12.8 km) though it’s Lemurian cargo cannot exceed 
  their usual depth tolerance.
  Air Bladders (special): The air bladders used for buoyancy can 
  also hold 1D6+4 human-sized passengers per bladder and still 
  function. Passengers can remain inside for three days before 
  things become too uncomfortable. Carbon dioxide is removed 
  from the bladder and expelled out of the fish’s gills, while new 
  oxygen is drawn in and stored in the bladders. The Jonah’s 
  Fish surface every three days to clear out its bladders of gar-
  bage and debris, including any Lemurian passengers whether 
  they want to exit or not. The fish’s mouth and a dual-flapped 
  muscle structure act as an airlock, allowing passengers to 
  disembark out of the fish’s mouth while submerged and still 
  maintain the air pressure and buoyancy on the inside. Lemu-
  rians direct the Jonah’s Fish via psionic Empathy and Telepa-
  thy. Since the giant is docile and is seldom used to attack, it is 
  very compliant and willing to travel where directed.
  Cloaking: The Jonah’s Fish’s own biological signature masks 
  anything hiding inside it, even if it is a powerful source of 
  magical energy, making them/it invisible to the outside world. 
  Like most fish, it also swims quietly (natural prowl of 70%), 
  radiates no heat and is often assumed to be an ordinary, dumb 
  animal when it is detected.
  
  174
  Vulnerabilities: Not very smart or maneuverable, it relies on its 
  armor for protection.
  Attacks per Melee: Two, but the Jonah’s Fish is not very ag-
  gressive, eating small fish by swallowing schools of them at 
  a time in its giant maw. It only attacks people and ships when 
  threatened by them or commanded by a Lemurian.
  Damage: Bite 3D6 M.D., tail slap 4D6 M.D., ram 1D6x10 M.D. 
  and counts as two attacks.
  Bonuses (in addition to possible attribute bonuses): +1 to 
  dodge underwater.
  Magic: None.
  Psionics: None.
  Enemies: Sea monsters, sea serpents, Splugorth Metztla, and 
  similar giant monsters eat Jonah’s Fish. Some seafaring and 
  aquatic people, including Horune Pirates, hunt the Jonah’s 
  Fish like whales for its meat, oils and thick skin, using its ar-
  mored hide, bones and teeth to make M.D.C. armor, shelters, 
  boats, tools and weapons. Note: Despite its giant mouth and 
  rows of dagger- to short sword-sized teeth, the Jonah’s Fish 
  feeds on small fish, shrimp, and even plankton and krill, swal-
  lowing them whole.
  Allies: Its own kind and Lemurians. Only Lemurians use the Jo-
  nah’s Fish to hide inside its air bladders and use it like a living 
  transport vehicle. They also use it to pull heavy cargo. This 
  use of the animal compels them to feed and protect it. Some 
  aquatic D-Bees and humans ride on its back, holding onto its 
  fins or gills, or attaching rope and lashes to the great beast. 
  Note: Unlike most fish, Jonah’s Fish don’t often school to-
  gether in large numbers. They are most often encountered as 
  lone individuals, pairs and quartets. A large school of Jonah’s 
  Fish is 8-12 of them.
  Primitive people (not Lemurians) fashion their thick, scaly hides 
  into heavy body armor, tough M.D.C. boats (100-200 M.D.C. 
  for a small boat or raft), huts and shelters (50-200 M.D.C.), 
  and use the bones and teeth to make light M.D. weapons (they 
  inflict 1D4, 1D6 and 2D4 M.D. as spearheads, knives, short 
  swords, and war clubs) and tools. Jonah’s Fish Armor has 140 
  M.D.C. (-15% movement penalty and reduces running and 
  swimming speed by 10%).
  Habitat: The oceans of the world from deep sea to shallow wa-
  ters and coral reefs.
  Value: To Lemurians, who use the creature as a submarine or 
  living transport vehicle as well as a giant work animal haul-
  ing cargo, a tamed behemoth has a value of 50,000 to 75,000 
  credits.
  Kilmoran’s Eel
  Like a ghostly apparition, heard, but seen only out of the cor-
  ner of the eye, the giant Kilmoran’s Eel is a frightening adversary 
  in the confines of a labyrinth, sunken ship or rocky canyon. While 
  these giant eels are fast and deadly in the open sea, they thrive 
  in close quarters where there are ample places to hide. They are 
  highly agile and dart back and forth through crevasses, tunnels 
  and passageways like a snake in its underground burrow. Their 
  namesake comes from an animal handler, Eric Kilmoran, who 
  provided a number of these creatures to several undersea gladi-
  atorial arenas in the South Pacific. Kilmoran marketed them as 
  vicious pit and maze monsters, setting up a glass screen on top 
  so spectators could watch the eels pick apart groups of gladiators 
  sent to hunt them inside the underwater maze. While many have 
  tried to follow in his footsteps, he is still heralded as the man who 
  brought the deadly monster eels to the public.
  Known as Moana Makani Puhi to Polynesians, they move 
  as gracefully and silently as the wind. Renowned Serpent Hunt-
  ers consider these monster eels as one of their favorite non-sea 
  serpent riding animals to try and master. Their agility combined 
  with their own battle prowess has made them a valued mount in 
  confined areas, tunnels, narrow ravines, and underwater cities, 
  something some species of sea serpents have trouble with.
  As fish, they do not survive for very long out of water. How-
  ever, their snake-like bodies give them an advantage over normal 
  fish, allowing them to slither on dry land with surprising speed, 
  
  175
  and they can rear up on their tail, carrying a Lemurian warrior 
  into battle on the land for short engagements.
  Kilmoran’s Eel Stats
  Also Known As: Moana Makani Puhi (The Wind Sea Eel), Giant 
  Eel and Giant Cave Eel.
  Alignment: Considered to be Anarchist (tamed) or Miscreant 
  (wild).
  Attributes: I.Q. 1D4+5 (high animal intelligence), M.E. 2D6+3, 
  M.A. 2D4, P.S. 2D4+29 (Supernatural), P.P. 2D6+12, P.E. 
  2D6+8, P.B. 1D6+4, swimming Spd 2D6+60 (42-48 mph/67 
  to 77 km/36 to 41 knots), and when crawling on land, Spd is 
  28 mph (45 km).
  M.D.C.: 3D6x10+20 M.D.C. (On an S.D.C. World: 1D6x10+20 
  Hit Points, 2D4x10+20 S.D.C. and a Natural A.R. of 12.)
  Horror Factor: 13
  Size: 30-50 feet (9.1 to 15.2 m) long, with a diameter of 3-5 feet 
  (0.9 to 1.5 m).
  Weight: 1,000-3,000 pounds (450 to 1,350 kg).
  Average Life Span: 300-500 years.
  P.P.E.: 6D6
  Equivalent Skills: Climbing 30%, Detect Ambush 80%, Detect 
  Concealment 40%, Escape Artist 45%, Prowl 80%, Swim-
  ming 98%, Track and Trap Undersea Animals 80% and Un-
  derwater Navigation 98%.
  Natural Abilities: Supernatural P.S. and P.E., tough outer skin, 
  natural swimmer 98%, nightvision 2,000 feet (610 m), resis-
  tant to cold (half damage), tolerate depths up to 6 miles (9.6 
  km), and can locate moving objects in water 90% by their 
  keen hearing which can detect prey up to a distance of 3,000 
  feet (914 m).
  Amphibious Nature (special): Kilmoran’s Eels can breathe 
  and travel on dry land for up to 1D4+1 hours before becom-
  ing distressed, 1D6+28 hours in swampy, damp environments, 
  and two hours in deserts and frozen wastelands. After that pe-
  riod, the giant eel begins to suffer, dehydrates and dies within 
  1D4 hours. During this period, reduce the eel’s M.D.C., at-
  tacks per melee and combat bonuses by half for every hour 
  until death. If placed back in the ocean before it expires, the 
  Kilmoran’s Eel completely recovers in 4D6+24 hours.
  Automatic Dodge: These agile creatures can swerve and move 
  their entire bodies to effortlessly dodge incoming attacks and 
  projectiles. An automatic dodge is the ability to dodge so 
  quickly and easily that it does not count as a melee attack.
  Photographic Memory and Land Navigation (special): Not 
  only is the Kilmoran’s Eel good at memorizing the places it 
  has traveled (Undersea Navigation 98%), it has an innate abil-
  ity to understand three-dimensional structures, allowing it to 
  predict where a tunnel might lead, or even how thick a wall 
  is. Coincidentally, the eels never forget a face and will always 
  remember an ally or enemy if encountered again. Land Navi-
  gation (surface and underwater): 95%.
  Quick Turns & Stops: Roll as if the maneuver was an auto-
  matic dodge or parry. A roll of 12 or higher means success. A 
  failed roll means the giant eel couldn’t turn or stop in time and 
  either shoots by or slams into something or somebody.
  Speed Burst: Can swim at double normal speed for one min-
  ute. This maneuver can be performed six times per hour before 
  tiring the monster eel out. This move is performed for a quick 
  dodge (+1 in addition to other bonuses) or get away, or a quick 
  strike (+2 in addition to other bonuses) or to move towards or 
  away from something or someplace quickly.
  Tight Circle/Turn: Can make a reasonably tight circle and 
  turns in an area as small as 15 feet (4.6 m) in diameter.
  Vulnerabilities: Dehydration on dry land, and sometimes too ag-
  gressive in the wild; will sometimes fight to the death. Fire 
  and heat attacks inflict 50% greater damage – Kilmoran’s Eels 
  hate fire and it has a Horror Factor of 11 for them.
  Attacks per Melee: Four.
  Damage: Restrained bite or nip does 5D6 S.D.C., a full strength 
  bite does 4D6 M.D. Ram with nose or body does 1D6x10 
  M.D. but counts as two attacks. Restrained tail slap does 1D4 
  M.D. and a full strength tail slap does 4D6 M.D.
  Bonuses (in addition to possible attribute bonuses): +3 on Per-
  ception Rolls, +3 on initiative, +6 M.D. to bite damage, +2 to 
  strike, +5 to automatic dodge, +4 to pull punch/bite and +2 to 
  roll with impact.
  Magic: None.
  Psionics: None.
  
  176
  Habitat: Prefer tropical and warm oceans, underwater moun-
  tains, and coastal waters, but can be encountered anywhere 
  but the arctic, and found wherever there are Lemurians who 
  use them as guardian and riding animals.
  Allies: Tolerate their own kind, but tend to hunt and travel alone 
  or in pairs, never in schools. Dislike most humanoids, but 
  thanks to the Lemurians’ connection with nature, they have 
  managed to foster a bond with them. The occasional aquatic 
  race has also managed to tame and ride these giants.
  Enemies: Large marine predators, sea monsters, sea serpents and 
  Metztla. In the wild, humanoids are considered easy prey and 
  Line Rays
  These magnificent creatures are believed to be the work of 
  Lemurian Biomancers who wanted to create a powerful under-
  water riding animal that possessed intelligence, grace and agil-
  ity. Line Rays are three to four times the size of a normal Manta 
  Ray, and are an aqua-green color with a creamy white underbelly. 
  They have twin tails to assist in swimming and maneuvering, and 
  which Lemurian swimmers wanting to catch a free ride often 
  grab onto.
  Like a few other animals that have adapted to the high levels 
  of magic energy on Rifts Earth, Line Rays possess innate and 
  instinctive psionic and magic abilities reminiscent of human 
  Mystics, as well as the ability to use ley lines. For Lemurians 
  and Ocean Wizards, their talent for magic and the channeling of 
  magical energy enhances their value many times over. In addi-
  tion, Line Rays are even-tempered, calm under duress and exhibit 
  extreme loyalty to their riders and owners. As if that were not 
  enough, Line Rays are able to “swim through the air” above the 
  waves or on dry land when traveling along ley lines. This gives 
  them limited water-to-air capabilities that can come in handy 
  in many situations, particularly rescue operations, scouting and 
  swooping in undetected on unsuspecting pirate camps, defilers of 
  nature or undead strongholds.
  Line Ray Stats
  Also Known As: Makani Hahalua (Wind Manta Ray), Keheu 
  Hahalua (“Winged” Manta Ray), Ley Line Rays or Flying 
  Rays.
  Alignment: Considered to be Unprincipled (65%) or Scrupulous 
  (35%).
  Attributes: I.Q. 1D6+7 (high animal intelligence), M.E. 2D4+10, 
  M.A. 2D6+9, P.S. 2D6+13 (Supernatural), P.P. 2D4+15, P.E. 
  2D6+15, P.B. 2D6+10, Spd 3D6+21 (15-23 mph/24 to 36.8 
  km or 13-20 knots) swimming underwater (double along ley 
  lines) or in the air.
  M.D.C.: P.E. attribute number x10. (On S.D.C. worlds: 2D4x10 
  +P.E. attribute number for Hit Points and 4D6x10 S.D.C. with 
  an A.R. of 8.)
  Horror Factor/Awe Factor: 11 on their own, but H.F. 13 against 
  the enemies of Lemuria.
  Size: 18-25 feet (5.4 to 7.6 m) long from the front of the face to 
  the rump. The two tails add another 8-10 feet (2.4 to 3 m) and 
  the “wingspan” is 30-40 feet (9.1 to 12.2 m).
  Kilmoran Eels are happy to gobble them up. An aggressive 
  predator, they have even been known to capsize or sink canoes 
  and small boats to get to the people inside. Preys upon fish of 
  all sizes, otters, dolphins, seals, walrus and similar animals up 
  to 10 feet (3 m) in length.
  Value: As a trained riding mount or guardian, they can easily 
  fetch 10,000-20,000 credits among Lemurians, but two or 
  three times more among most other people. Wild, untamed 
  Kilmoran’s Eels sell to zoos and gladiatorial arenas as mon-
  sters for 1D4x10,000 credits.
  
  177
  Weight: 3-5 tons.
  Average Life Span: 120-200 years in the wild, double in the 
  care of Lemurians. It is suspected they gather to mate at ley 
  line locations.
  P.P.E.: 3D4x10+ P.E. attribute number.
  Equivalent Skills: Swimming 98%, Prowl 65%, Underwater 
  Navigation 95% and Land Navigation 80%.
  Natural Abilities: Supernatural P.S. and P.E., Nightvision 1,000 
  feet (305 m), can locate moving objects in water 90% via keen 
  hearing (can hear prey up to 3,000 feet/914 m), sensitive to 
  vibration and can sense movement in the water around them 
  within 60 feet (18.3 m), 10 mile (16 km) depth tolerance and 
  heals twice as fast as humans.
  Limited Amphibious Nature (special): Line Rays can fly in the 
  air along ley lines and breathe air out of water for one minute 
  per P.E. attribute point. Line Rays cannot crawl or walk on 
  land (they flop around like a fish out of water), but can survive 
  out of water for minutes equal to their P.E. attribute number 
  x2 (x5 when along a ley line). After that period, the Line Ray 
  begins to suffer, dehydrates and dies within 1D4 hours. Dur-
  ing this period, reduce the creature’s M.D.C., P.P.E., I.S.P., 
  attacks per melee and combat bonuses by half for every hour 
  until death. If placed back in the ocean before it expires, the 
  Line Ray completely recovers in 3D6+12 hours.
  Impervious to Ley Line Storms (special): Line Rays can ride 
  a Ley Line Storm at triple their normal flying speed and NEV-
  ER get struck by the bolts of energy unleashed during these 
  storms.
  Ley Line Energy Blast (special): Like the dolphin, the Line 
  Ray can mentally create and fire mystic energy bolts.
  Preparation Time: Counts as one melee action/attack.
  Duration: Instant.
  Limitations: The Ray can only create energy bolts as long 
  as it is on a ley line.
  Range: 1,000 feet (305 m) +400 feet (122 m) per level of 
  experience.
  Damage: The Line Ray can create S.D.C. or M.D.C. bolts 
  as desired. It can also regulate the amount of damage in incre-
  ments of 1D6. Damage is up to 2D6 points (S.D.C. or M.D.C.); 
  does not advance with age or experience.
  P.P.E. Cost: One for S.D.C. bolts or five for M.D.C., re-
  gardless of the total amount of damage inflicted.
  Ley Line Flight (special): This power is very similar to the 
  Ley Line Walker’s power of Ley Line Drifting, except that the 
  Line Ray can swim through the water at double its usual speed 
  or “swim through the air” (fly) at its normal swimming speed. 
  Maximum altitude is 1,000 feet (305 m) above the water or 
  ground. The moment the animal leaves the ley line, the power 
  of flight vanishes.
  Ley Line Healing (special): Recovers at a rate of 2D6 M.D. 
  per hour along a ley line and can completely regenerate lost 
  tails in 1D6 days, lost portions of “wings” in 1D6+6 days and 
  an entire wing within 3D6+12 days.
  Ley Line Hopping (special): Again, like dolphins, Line Rays 
  swimming at top speed can mentally create a small dimension-
  al Rift that pops them from one ley line to a neighboring one. 
  In this way, the creature and as many as two passengers/riders 
  can hop from one ley line to the next, sometimes spanning 
  miles in a matter of seconds. The Line Ray can also “Rift” 
  from one location to another on the same ley line.
  Preparation Time: It takes 1D4 melee rounds (15 to 60 sec-
  onds) to mentally focus and create the mini-Rift.
  Limitations: The neighboring ley line cannot be more than 
  three miles (4.8 km) away for young rays, six miles (9.6 km) 
  for adults and ten miles (16 km) for truly ancient rays over 100 
  years in age.
  P.P.E. Cost: 10
  Vulnerabilities: Their dependence on ley lines for the bulk of 
  their special power is a limitation, as is their size and associa-
  tion with Lemurians.
  Attacks per Melee: Three.
  Damage: A flap from a “wing” does 2D6 M.D., a tail swipe does 
  2D4 M.D. and a full speed ram does 3D6 M.D.
  Bonuses (in addition to possible attribute bonuses): +2 to ini-
  tiative, +2 on Perception Rolls (+4 if it pertains to a ley line, 
  such as an oncoming Ley Line Storm), +2 to dodge, +1 on all 
  saving throws.
  Magic: A sort of animal version of a Mystic, the Line Ray has 
  limited magical and spell casting abilities.
  Ley Line Walker Equivalent Abilities: Sense Ley Lines and 
  Magical Energy, Read Ley Lines, and Ley Line Phasing (in-
  cluding any passengers they might be carrying).
  Spell Casting: The Line Ray can work the following magic 
  spells: Chameleon (6), Cleanse (6), Globe of Daylight (2), Ley 
  Line Fade (20), Invisibility: Simple (6), Negate Poison/Toxin 
  (5), See Aura (6), See the Invisible (5), and Sense Evil (2). 
  Does not gain new spells over time.
  Psionics: Has the abilities of Resist Fatigue (4), Resist Hunger 
  (2), Sense Dimensional Anomaly (4) and Sense Time (2). 
  I.S.P. Base: M.E. attribute number +2D6; I.S.P. and abilities 
  do not increase over time.
  Habitat: Oceans around the globe, but prefer tropical and tem-
  perate areas. May be encountered as lone animals, in pairs, 
  trios and small schools of 2D6+4. Often travel with Mega-
  Rays, dolphins and whales.
  Enemies: Like their Lemurian allies, they despise supernatural 
  evil, fear and hate the undead, and consider demons, the Milu, 
  the Lord of the Deep and the Splugorth and their minions as 
  natural enemies.
  Allies: Fellow Line Rays, Mega-Rays, dolphins and whales, 
  Lemurians, Merans, Ichthyeans, and Sea Druids (especially 
  those of the Manta Ray totem), and will associate with and 
  allow themselves to be tamed by other peaceful, nature loving 
  people (mainly aquatic races). They are the preferred riding 
  animal of some Serpent Hunters and many Oceanic Guards-
  men, Wilderness Scouts, Biomancer Gene-Mages and other 
  aquatic practitioners of magic.
  Value: They love to associate with and help Lemurians, and are 
  happy to serve as riding animals. However, it is one thing to 
  willingly help others, it is another to be enslaved and forced 
  into being work or riding animals. When this happens, Line 
  Rays often (01-75% chance) stop eating and die within 2D4 
  weeks of captivity or enslavement. That is, unless the clever 
  and resourceful creature can manage to escape.
  
  178
  Mega-Rays
  Mega-Rays are enormous manta rays that have been sculpted 
  using the powers of Biomancy. Their bodies are now natural Me-
  ga-Damage structures, and they have been given two, long tails 
  to make the distinction between Mega-Rays and Line Rays more 
  difficult to outsiders. Mega-Rays come in a variety of green col-
  ors with a dark underbelly. They have been tamed and incorpo-
  rated into the Lemurian way of life where they are used as work 
  and riding animals by the general public and often equipped with 
  specialized saddles that add weapons and assist normal riders.
  Mega-Rays can feed on fish and normal prey, but their mouths 
  can also be used as filters, and most often the huge animals are 
  found swimming in giant, lazy circles pursuing krill and plank-
  ton. When brought into battle, however, they are almost invis-
  ible on sonar, silent and unafraid to rend enemy sea monsters and 
  submarines with their Mega-Damage teeth. They have limited 
  psionic powers as well, and can use them for defense, stealth and 
  extra-sensory perception.
  Mega-Rays are bred and kept in Lemurian habitations where 
  they are allowed to roam free in vast feeding circuits. They can 
  be called to service via psionics, but some have bonded with their 
  riders and remain near them most of the time. Others have migrat-
  ed out into the open oceans where they live like any other wild 
  animal. Only on occasion is their value as a riding animal and ally 
  understood, but Sea Druids and Ocean Wizards can perceive their 
  power and the Mega-Rays swim with Line Rays, normal rays, 
  dolphins and whales. Note: Two Mega-Rays are depicted in the 
  background on the cover of this book.
  Mega-Ray Stats
  Also Known As: Giant Rays, Sea Kites and Lemurian Manta 
  Rays.
  Alignment: Considered Unscrupulous or Anarchist. The major-
  ity of Mega-Rays are tamed and domesticated creatures used 
  by the Lemurians and other aquatic people.
  Attributes: I.Q. 1D6+3 (high animal intelligence), M.A. 2D6, 
  M.E. 2D6+2, P.S. 2D4+24 (equal to Robot Strength), P.P. 
  1D6+11, P.E. 1D6+16, P.B. 1D6+11, Spd 2D6+33 swimming 
  (on average 30 mph/48 km or 26 knots).
  Size: 25-40 feet (7.6 to 12.2 m) long from the front of the face to 
  the rump. The twin tails add another 10-12 feet (3 to 3.6 m) 
  and the “wingspan” is 40-70 feet (12.2 to 21.3 m) wide.
  Weight: 5-8 tons.
  M.D.C.: 2D4x10+57. (On S.D.C. worlds: 1D4x10 +P.E. attribute 
  number for Hit Points and 2D6x10 S.D.C. with an A.R. of 8.)
  Horror Factor: 12 if it should appear suddenly or make an ag-
  gressive attack. When seen from afar they seem slow, graceful 
  and unthreatening.
  P.P.E.: 1D4x10+8
  Average Life Span: 25-30 years in the wild, 50% greater when 
  cared for by Lemurians.
  Equivalent Skills: Swim 98%, Fishing 88%, Prowl 55%, and 
  Land Navigation 70%.
  Natural Abilities: Nightvision 1,000 feet (305 m), can locate 
  moving objects in water 80% via keen hearing (can hear prey 
  up to 3,000 feet/914 m), impervious to normal cold (magic 
  cold does half damage), and has a depth tolerance of 5 miles 
  (8 km).
  
  179
  Sonar Stealth (special): Mega-Rays’ small cross-sections 
  make them poor reflectors of sound waves. Any attempt to 
  detect a Mega-Ray using sonar is at -30%. They also move 
  without motors or engines, and propel themselves using grace-
  ful, silent wing strokes. Anyone trying to detect a Mega-Ray 
  with superior hearing senses or listening devices is -35% on 
  skills/abilities and -2 on Perception Rolls to detect a Mega-
  Ray passing by or coming in.
  Attacks per Melee: Two.
  Damage: Bite inflicts 1D6+1 M.D., a wing slap does 2D4 M.D., 
  and a full speed ram does 2D6 M.D. but counts as two melee 
  attacks.
  Bonuses (in addition to possible attribute bonuses): +2 on Per-
  ception Rolls, +2 to dodge and +3 to save vs possession/mind 
  control.
  Magic: None.
  Psionics: Bio-Regenerate (self; 6), Empathy (4), Increased Heal-
  ing (10), Presence Sense (4), and See the Invisible (4). Base 
  I.S.P.: M.E. attribute number x3.
  Habitat: As large animals, Mega-Rays prefer open water where 
  they can move unrestrained. As filter feeders, they follow 
  schools of krill and plankton and can often be found cruising 
  over coral reefs or around seamounts. Mega-Rays are most 
  concentrated around Lemurian cities and outposts, but small 
  numbers of them can be found in oceans throughout the world, 
  though they tend to avoid the colder polar seas.
  Behavior: Living in the wild, Mega-Rays are peaceful filter feed-
  ers that fight to defend themselves. After mating, the female 
  carries the eggs internally for up to a year before giving birth 
  to live young. The average litter size is only two, meaning Me-
  ga-Rays are slow animals to breed and are prized by Scouts, 
  Lemurian Biomancers and Serpent Hunters for their stealth 
  capabilities.
  Allies: Lemurians, Merans and Icthyeans. Mega-Rays can read 
  people with Empathy, however, and wild rays may trust any-
  one who does not seek to harm them, passing close by, eating 
  out of their hand and tolerating divers who ride on their backs 
  for short periods.
  Enemies: The Milu, the Lord of the Deep and the Splugorth, who 
  enslave the rays and use them in underwater arenas, use them 
  in labor or incorporate them into horrible Bio-Wizard experi-
  ments.
  Value: Between 75,000 and 150,000 credits as a trained riding 
  animal to outsiders, a quarter of that amount in Lemuria where 
  Mega-Rays are common.
  Narcassai Swordfish
  The Narcassai Swordfish is a large, fast moving and deadly 
  underwater predator that resembles an Earth swordfish, with a 
  few important and deadly distinctions. One, Narcassai are larger 
  than Earth swordfish; two, they have purple and red scales on 
  their body, with a light blue underbelly; and three, they prey upon 
  humanoids as well as small to medium fish, birds and mammals. 
  They also possess a strange ability to phase their sword bill. All 
  of this puts them in the category of sea monster.
  Though many believed the Narcassai Swordfish – also known 
  as Blood Swordfish – to be a creation of the Lemurians, the fish 
  comes from an alien world via the Rifts. Nobody knows where 
  the fish got its name, but it is presumed “Narcassai” is the name 
  of the world (or some version of the name) from which the crea-
  ture originated. The Narcassai behaves in a similar way as Earth 
  swordfish in that they are solitary hunters, swim at great speeds, 
  and use their sword bill to kill. The Blood Swordfish kills its prey 
  by either thrashing about with its head and sword to batter, slice 
  and chop at prey, stunning or killing its target, or by impaling 
  prey with the sword bill. The aggressive predator has even been 
  known to stab through the bottom and sides of boats, picking off 
  human prey as they drown on the sinking vessel or flounder in the 
  water after jumping ship. When man-sized prey is impaled, the 
  Narcassai typically shakes its head side to side or up and down 
  until it severs a limb or cuts its victim in half.
  It is when the sword bill gets stuck or something gets stuck on 
  it, that the fish is able to momentarily (six seconds) make it in-
  tangible, enabling the fish to simply turn and swim away unstuck 
  or unencumbered. The Narcassai Swordfish can swim and dive 
  at high speeds and strikes with its sword like a torpedo. When it 
  finds itself impaled and the sword bill stuck, in prey, objects, a 
  ship or the ocean floor, it can escape in a heartbeat to resume its 
  attack or to swim away.
  Narcassai Swordfish Stats
  Also Known As: Pepehi Kohe-ta áma I’a (Hammering Sheathed 
  Sword of the Burning Light Fish), Blood Swordfish and Phase 
  Swordfish.
  Alignment: Considered to be Miscreant and deadly, like a shark.
  Attributes: I.Q. 1D6+3 (animal intelligence), M.E. 1D6+1, M.A. 
  1D6, P.S. 2D4+24 (Robot equivalent strength), P.P. 1D6+12, 
  P.E. 1D6+10, P.B. 1D6+9, Swimming Spd 4D6+76 (on aver-
  age 60 mph/96 km or 52 knots).
  M.D.C.: P.E. attribute number x10. (On S.D.C. worlds it has 
  6D6+12 Hit Points, 2D4x10 S.D.C., and a Natural A.R. of 9.)
  Horror Factor: 12
  Size: 12-18 feet (3.6 to 5.4 m) long.
  Weight: 1,200 pounds (540 kg) to one ton.
  Average Life Span: 1D6+10 years.
  P.P.E.: 1D6x10
  Equivalent Skills: Swimming 98% and Underwater Navigation 
  90%.
  Natural Abilities: Incredibly fast swimmer, can dive up to 1,000 
  feet (305 m), leap out of water (breaching) up to 15 feet (4.6 
  m) high, has excellent underwater vision, Nightvision 600 feet 
  (183 m), can smell blood up to one mile (1.6 km) away, and 
  can tolerate depths up to 8 miles (12.8 km).
  Phase Shift Sword (special): The Narcassai Swordfish can 
  phase its sword bill out to become intangible, allowing it, for 
  a couple of seconds, to pass through solid matter to remove 
  it after an impaling attack. This requires the expenditure of 5 
  P.P.E. and is only used to make a quick exit or release of the 
  sword.
  Vulnerabilities: The aggressive animal sometimes takes on 
  tougher opponents than it can handle, but being so fast, the 
  swordfish can flee if necessary.
  Attacks per Melee: Three.
  Damage: Striking/hitting with its rock hard, but blunt part of the 
  sword bill inflicts 1D6 M.D., the sharp, pointed end of the 
  sword slashes and cuts to inflict 2D6 M.D., and a tail slap does 
  1D6 M.D. However, a diving or torpedo-like charge, using all 
  three attacks that melee round does 1D6x10 M.D.
  
  180
  Bonuses (in addition to possible attribute bonuses): +1 to Per-
  ception Rolls, +3 on initiative, +4 to strike, and +5 to automat-
  ic dodge (the act of dodging does not use up a melee attack).
  Magic: None.
  Psionics: None.
  Habitat: All Earth’s oceans and seas, but favors Pacific waters.
  Enemies: None per se. The fish considers most creatures smaller 
  than it as potential prey.
  Allies: None. These lone hunters don’t even like to associate 
  with their own species except to mate. Lemurians have tried 
  to tame the beasts, but the Narcassai Swordfish has proven too 
  aggressive, murderous and single-minded (they want to hunt 
  and feed) to be used as a reliable riding animal or compan-
  ion. Still, some Serpent Hunters use the Blood Swordfish as 
  a fast riding animal. However, the fish doesn’t follow orders 
  well and would require considerable Biomancy genetic ma-
  nipulation to be turned into a reliable mount or domesticated 
  animal. Merans, Ichthyeans and even Naut’Yll hate and fear 
  the monster.
  Value: The meat of the Narcassai Swordfish is delicious, but few 
  hunt the beast lest they fall victim to its deadly blade. For rea-
  sons even Lemurians don’t fully understand, the sword bill of 
  the creature does Hit Point equivalent damage to vampires and 
  other undead.
  Saber-Toothed Sea Lions
  Not to be mistaken for a giant walrus, these enormous, sea 
  lion-like creatures have a large, muscular, lower jaw with a set of 
  huge saber-teeth protruding upwards from the mouth. They are 
  tough skinned, muscular and violently territorial. Groups of these 
  marine predators can be found roaming coastal waters, hunting 
  fish and smaller marine mammals such as seals or heading into 
  deeper water in packs to take on larger prey. The Saber-Toothed 
  Sea Lion’s pack mentality makes them amenable to submitting 
  to a strong leader and being riding animals or pets of aquatic and 
  amphibious D-Bees, especially when the animal is raised from a 
  pup. These big lugs can be as loyal as a puppy and as ferocious as 
  a pit bull – a half ton pit bull. Some Serpent Hunters and Oceanic 
  Guardsmen like to ride the Saber-Toothed Sea Lion standing on 
  the creature’s back or in a crouched position like a jockey riding 
  a racehorse.
  Saber-Toothed Sea Lion Stats
  Also Known As: Niho-Peata Sila (Shark Toothed Seal), Saber-
  Tooth Walrus and Saber Seal.
  Alignment: Considered to be Anarchist, though pets and riding 
  animals exhibit a strong sense of pack loyalty and will sacri-
  fice themselves to protect their owner/rider.
  Attributes: I.Q. 1D6+2 (animal intelligence), M.E. 2D6, M.A. 
  2D6, P.S. 2D6+16 (Supernatural), P.P. 2D6+7, P.E. 1D6+18, 
  P.B. 1D6+8, Spd Swimming 2D6+34 (30 mph/48 km or 26 
  knots), 1D6+2 crawling on land.
  M.D.C.: P.E. attribute x6. (On S.D.C. worlds it has P.E. attribute 
  number x2 for Hit Points, 2D4x10+18 S.D.C. and an A.R. of 
  10.)
  Horror Factor: 12 for one or 15 when facing a pack.
  
  181
  Size: 6-8 feet (1.8 to 2.4 m) for adolescents (typically “attack 
  dogs”) but 10-18 feet (3 to 5.5 m) for adults (the preferred 
  sized for riding animals).
  Weight: 500-1,000 lbs (225 to 450 kg) for adolescents, 2 tons 
  for adults.
  Average Life Span: 50-60 years in the wild, but 100 to 120 years 
  in the care of Lemurians.
  P.P.E.: 3D6+5
  Equivalent Skills: Detect Ambush 40%, Prowl 45%, Swimming 
  97%, Track and Hunt Sea Animals 75%, Underwater Naviga-
  tion 98%, and Wrestling.
  Natural Abilities: Hold breath for up to 40 minutes at a time, 
  good vision, keen sense of smell (track by scent 55%), resis-
  tant to cold (half damage), tolerate depths up to 2 miles (3.2 
  km) and Bio-Regenerate 1D6 M.D.C. per hour.
  Sense Magnetic North: Same as Dolphins and Whales.
  Heightened Sense of Hearing: The Saber-Toothed Sea Lion 
  has an extraordinary sense of hearing and can hear into the 
  ultra-high frequency range of sound.
  Sonic Echolocation: Same as a Dolphin.
  Ultrasonic Probe: Same as a Dolphin.
  Ultrasonic Communication: Saber-Toothed Sea Lions com-
  municate with each other through a series of ultrasonic whis-
  tles, clicks, hums and reverberations, but also respond to hu-
  man words and commands like a dog.
  Vulnerabilities: The Saber-Toothed Sea Lion is a creature of the 
  sea, meaning that while it can survive out of water for hours 
  at a time, its flippers, forearms and tail make it clumsy, slow, 
  awkward and vulnerable to attack on land. Sonic based attacks 
  and explosions do double damage.
  Attacks per Melee: Five.
  Damage: A full strength bite or gore attack with its large, saber-
  like teeth inflicts 6D6 M.D., a partial strength bite does 3D6 
  M.D., a swim-by slashing with the teeth does 2D6+2 M.D., a 
  flipper slap, head butt or chest thump does 2D6 M.D., while a 
  tail strike does 3D6 M.D. and the tail can be used to unleash 
  a power punch that does 6D6 M.D., but counts as two melee 
  attacks. A speeding underwater body block/ram also does 6D6 
  M.D. but counts as three melee actions.
  Entangle/Pin (special): Another tactic of the Saber Seal is to 
  pin opponents, especially humanoid opponents on dry land, by 
  knocking them down with the sweep of its tail or fin (does 5D6 
  S.D.C. damage or one M.D.), and then hold the victim down 
  with its tail, under one fin leaning with the weight of half its 
  body, or by sitting on the victim. A successful entangle or pin 
  maneuver holds the victim down and unable to use his arms 
  and weapons on the creature; counts as two melee attacks/ac-
  tions, one to knock the person down (the target gets to dodge) 
  and one to pin (the target gets to dodge again).
  Bonuses (in addition to possible attribute bonuses): +1 on Per-
  ception Rolls (+3 if based on sound), +2 on initiative, +3 to 
  strike, +4 to strike with a knockdown attack/tail sweep, +2 to 
  dodge underwater only, +1 to disarm, +4 to entangle/pin, +3 
  to pull punch and +3 to roll with impact.
  Magic: None.
  Psionics: None.
  Habitat: Coastal waters in cold regions are their preferred hunt-
  ing grounds, but they can be found throughout the oceans 
  hunting big and small prey. Small packs can also be found run 
  by lone Lemurians all over Lemurian territory and sometimes 
  beyond.
  Enemies: Large predators and humanoids, including Horune Pi-
  rates and the minions of the Lord of the Deep.
  Allies: Only other pack members, however Lemurians, Merans, 
  Ichthyeans and a few other aquatic D-Bees have all “tamed” 
  or taken control of a pack, making the rest of the pack fiercely 
  loyal to them.
  Value: Saber Seals make excellent companions and riding ani-
  mals, and are favored by Lemurian scouts, explorers and Oce-
  anic Guardsmen. Merans, Amphibs and Naut’Yll sometimes 
  use them as riding animals but more often as pet companions 
  and watch/attack dogs. As a trained riding animal or guard 
  animal, it can sell for 6,000-12,000 credits in Lemuria, but 
  can get three times that amount among surface dwellers and 
  pirates.
  
  182
  Sea Dragon Turtles
  These majestic and noble creatures resemble a giant sea turtle 
  with a long head crowned by a pair of large, goat-like horns and 
  a wispy beard under its chin. The shell is lined with fins and cov-
  ered in algae. When lazying about and floating on the surface of 
  the water, they may look like a small island. Though Sea Dragon 
  Turtles are not true dragons, their regal appearance and great size 
  certainly create a similar impression.
  By day they bask in the warmth of the sun on the surface of the 
  water or up on shore, using their stiff flippers to climb onto the 
  best places for sunbathing in order to supercharge their unique 
  solar collecting bodies. When done charging up, they slide back 
  into the water and plummet down into the darkness of the abyss. 
  Intelligent and empathic animals from another dimension, Sea 
  Dragon Turtles are Creatures of Light who possess a natural and 
  instinctive hatred of the undead, demons and most supernatural 
  creatures of darkness. Supernatural horrors that retreat from the 
  sun of the surface world are sought out, destroyed and eaten by 
  Sea Dragon Turtles. In the depths below, the mighty turtle brings 
  sunlight to discharge from its stores of solar energy. They also 
  sense the good in people and help and protect them, including 
  Lemurians, Merans, Ichthyleans, Junk Crabs, Amphibs, D-Bees 
  and humans of good alignment as well as dolpins and whales. 
  Of course, this makes Dragon Turtles the natural enemies of 
  Naut’Yll, Horune Pirates, the Minions of Splugorth, the Lord of 
  the Deep and Davey Jones and his undead horde; all of whom try 
  to capture and enslave or kill the noble creatures. A Sea Dragon 
  Turtle will happily allow itself to serve as a riding animal or raft 
  to help or rescue humanoids of good alignment, and will pro-
  tect them from monsters, sharks and evildoers. They have been 
  friends to Lemurians since they reappeared on Rifts Earth and 
  allow themselves to be riding animals, protectors, war steeds and 
  even as heavy combat platforms and royal escorts. Sea Dragon 
  Turtles are the symbol of light, peace and hope to Lemurians who 
  consider them friends and allies rather than as dumb animals or 
  lesser beings. In fact, Lemurians insist the great turtles are nearly 
  as intelligent as humans, but live a simpler existence and have a 
  different perspective of the world.
  Sea Dragon Turtle Stats
  Also Known As: La Mo’o Kea (Sun Lizard Tortoise), Giant So-
  lar Turtles or Sun Turtles.
  Alignment: Principled (40%), Scrupulous (50%), and Unprin-
  cipled (10%).
  Attributes: I.Q. 2D4+8 (generally considered to be high ani-
  mal intelligence), M.E. 2D4+14, M.A. 2D4+10, P.S. 4D4+24 
  (Supernatural), P.P. 2D4+3, P.E. 2D4+20, P.B. 3D4+8, Spd 
  1D4x10+40 (triple along ley lines), 1D4+4 on land.
  M.D.C.: 3D4x100 M.D.C. (On an S.D.C. world the Sea Dragon 
  Turtle would have 1D4x100 Hit Points, 1D6x100 S.D.C. and 
  A.R. 18.)
  
  183
  Horror/Awe Factor: 14
  Size: 40-50 feet (12 to 15 m) long from nose to end of the shell. 
  The tail adds an additional 12-15 feet (3.6 to 4.6 m), and the 
  neck can stretch 15 feet (4.6 m). The Sea Dragon Turtle can 
  tuck its legs close to the body, but they cannot retract fully 
  inside the shell like freshwater turtles; neither can the head. 
  Height is 15-20 feet (4.6 to 6.1 m). Width of the shell is 25-35 
  feet (7.6 to 10.6 m) and the “wingspan” of the legs when fully 
  extended to swim is 50-65 feet (15.2 to 19.8 m) depending on 
  the overall size of the turtle.
  Weight: 12-30 tons.
  Average Life Span: P.E. attribute number 30.
  P.P.E.: 2D4x10 +P.E. attribute number.
  Experience Level: 1D4 +1 per 100 years of existence. Not rec-
  ommended as a player character.
  Equivalent Skills: Swimming 98%, Astronomy and Naviga-
  tion 84%, Dowsing 64%, Identify Plants & Fruit 78%, Land 
  Navigation 70%, Mathematics: Basic 84%, Tailing (underwa-
  ter only) 70%, Underwater Navigation 88%, and Wilderness 
  Survival 88%. Note: All skills except Swimming advance at a 
  pace of 1% per level of experience.
  Natural Abilities: Supernatural Strength and Endurance, nightvi-
  sion 600 feet (183 m), can see in all spectrums of light, includ-
  ing ultraviolet and infrared, has polarized vision (impervious 
  to bright light and glare, and cannot be blinded), extraordinary 
  sense of hearing, resistant to fire, heat and cold (all do half 
  damage even if magical), can tolerate depths up to 8 miles 
  (12.8 km) and Bio-Regenerates 1D4 M.D.C. per melee round.
  Absorb Sunlight (special): The primary source of food and 
  energy of the Sea Dragon Turtles is sunlight and they must 
  sunbathe at least 14 hours a week, whether it is all at once or 
  two hours a day. Most soak up the energy they need for the 
  week in a day or two.
  Amphibious (special): Can survive on dry land or in the water 
  indefinitely, but must come up for air to breathe from time to 
  time; can hold breath two hours per P.E. attribute point.
  Chemoreceptors (special): A highly advanced sense of taste/
  smell that lets the Sea Dragon Turtle detect salty contents 
  and toxicity of the water and taste and track its food source. 
  Base skill to track: 60% +5% per level of experience. Iden-
  tify chemicals, toxins or specific creatures by taste trails: 40% 
  +5% per level of experience.
  Create Sunstone (special): This rough, yellow, stone-like 
  sphere might be thought of as a crude Sea Turtle Dragon 
  pearl, except it is the size of a basketball. As often as once a 
  month, the turtle can cough up and let a Sunstone roll out of 
  its mouth. The stone radiates magic and glows like the sun 
  (same effect as Globe of Daylight; 30 foot/9.1 m radius). The 
  creation requires the Sea Dragon Turtle to expend 40 P.P.E., 
  but the basketball-sized stone radiates sunlight up for 12 hours 
  and can light up a 50 foot (15 m) radius bright enough to read 
  a book at the bottom of the ocean. On top of that, the sphere 
  can be recharged by leaving it in bright sunlight for two hours. 
  If used to strike an evil supernatural or undead creature, the 
  Sunstone explodes in a brilliant flash of sunlight that inflicts 
  1D4x100 Hit Points/M.D. to the undead and blinds those who 
  were not expecting the flash of light and failed to look away or 
  cover their eyes for 1D4 melee rounds. Mortals and supernatu-
  ral creatures of a good alignment are unaffected by the blast. 
  Selfish supernatural creatures feel uncomfortable, but are oth-
  erwise unharmed. A Sunstone has 1D4+4 M.D.C.
  Devour the Undead (special): Sun Turtles can kill and feed on 
  the remains of the undead. Any undead slain and eaten by this 
  creature are permanently destroyed.
  Sense Magnetic Fields (special): Extreme sensitivity to the 
  Earth’s magnetic field (Sense Magnetic North and Undersea 
  Navigation 98%) as well as those given off by electrical ca-
  bling, iron ships and rail guns.
  Sun Aura (special): The Sea Dragon Turtle can radiate light 
  like a nimbus cloud with the sun behind it. To most it is a 
  warm, soothing light that is bright, but not blinding. For the 
  undead and evil supernatural creatures harmed by sunlight, the 
  effects are the same as the Globe of Daylight spell and will 
  keep them 100 feet (30.5 m) away from the Sea Dragon Turtle 
  and anyone swimming along side of it.
  Solar Eye Beams (special): The Sea Dragon Turtle can un-
  leash a powerful laser-like beam of sunlight from its eyes once 
  per melee round. The beam does 4D6 M.D. to most foes, but 
  those harmed by sunlight take 1D6x10 M.D. (or Hit Point) 
  damage per blast. Range of the beam is 3,000 feet (910 m) in 
  an atmosphere, half underwater.
  Also see Psionics.
  Vulnerabilities: The Sea Dragon Turtle is at its best in water, 
  but it can crawl around on land using its flippers to pull itself 
  along.
  Darkness: Powered by solar energy; when the Sea Dragon 
  Turtle is prevented from recharging with 14 hours of sunlight a 
  week, reduce all physical attributes, the number of attacks, eye 
  beam damage, bonuses and P.P.E. by half, and skills are -10%. 
  Furthermore when underpowered, the turtles cannot create 
  Sunstones and become lethargic and sad. When deprived of 
  light for more than two weeks, the Sea Dragon Turtle is unable 
  to generate its eye beams, reduce skills by 30%, its ability to 
  Bio-Regenerate stops and it starts to die of starvation without 
  light at a rate of 1D4x10 M.D.C. a week. Seven hours of sun-
  bathing stops the loss of M.D.C., but 28 hours of light over a 
  week’s time is required to restore its abilities to full.
  Attacks per Melee: Four.
  Damage: As per Supernatural P.S. for all attacks, including bite. 
  A full speed ram with the horns does 1D4x10 M.D., but uses 
  up three melee attacks.
  Bonuses (in addition to possible attribute bonuses): +3 on 
  Perception Rolls, +1 to initiative when fighting undead, +2 to 
  strike, +4 to strike with Solar Beam Eyes, +4 to disarm and 
  pull punch, +2 to dodge when underwater only, +6 to save vs 
  possession and mind control.
  Magic: None.
  Psionics: Empathy (4), Meditation (0), Psychic Diagnosis (4), 
  See Aura (6), See the Invisible (4), Sense Evil (2), Sense Time 
  (2), and Suppress Fear (8). I.S.P. is M.E. attribute number x3 
  +1D4 per level of experience.
  Habitat: Oceans and seas around the world, but as many as 
  2D4x10 can be found around Lemurian outposts, gardens 
  and cities. May travel as a lone individual, but more often in 
  groups of 2 (often a mated pair) or 2D4 turtles.
  Enemies: Supernatural evil and the undead, including zombies 
  and animated dead, but especially the Milu, and the minions 
  and undead servants of the Lord of the Deep, Davey Jones, 
  and the Splugorth.
  
  184
  Allies: Lemurians, Merans, Ichthyleans and all humanoids of 
  good alignment; leery of Unprincipled and distrustful of An-
  archist and evil alignments.
  Value: Most seafaring people regard Sun Turtles as a sign of 
  good luck. Since they are known to rescue people from drown-
  ing and even tow or carry boats and small ships in distress 
  to safe waters, most seafarers of good alignment rarely hunt 
  them. However, Anarchist and evil people, including the Ho-
  rune Pirates and slavers, may hunt the turtles for their M.D.C. 
  shells, horns, tasty meat and oils. A suit of heavy body armor 
  made from Sun Turtle shell has 3D4+90 M.D.C., weighs 60 
  pounds (27 kg) and has a -15% movement penalty to Physi-
  cal skills like Climbing and Prowl, but not Swimming as the 
  buoyant nature of the armor actually makes it easier to swim 
  (+5% to Swimming skill). Suits of non-environmental turtle 
  armor sell for 35,000-45,000 credits.
  Storm Crabs
  Rising up out of the sea in a torrent of mist, lightning and 
  crashing waves, these behemoths can often be seen charging up 
  onto the beach like a tropical hurricane on legs. They are enor-
  mous, tank-like monsters that were designed and raised to be 
  the front-line “battle tanks,” troop carriers and artillery units for 
  the Lemurian Oceanic Guardsmen. These amphibious monsters 
  have marched into the underwater strongholds of the Naut’Yll, 
  have decimated the ranks of Davey Jones’ undead and stormed 
  beaches held by alien invaders and destructive surface dwellers.
  Storm Crabs are slow moving, but can dish-out as well as take 
  incredible punishment. Rumor suggests they are nearly unstoppa-
  ble, which is not true, but they do make a terrifying opponent on 
  the field of battle. Their heavy M.D.C. shells and massive pincer 
  claws make them extremely tough, and combined with the crabs’ 
  Supernatural Strength should make any opponent think twice 
  about confronting one of these things. Underwater, they are scary 
  enough, but as the Storm Crab climbs onto shore it generates a 
  crackling array of lightning bolts that creates a mist that quickly 
  turns into a rolling, mini-thunderstorm. This electrical build-up 
  is used to launch devastating lightning strikes, taking out enemy 
  positions and frying enemy troops. This is why they are known 
  as Storm Crabs. Submerged underwater, the lightning blasts and 
  electrical fog making are rendered useless, but on beaches and 
  dry land, watch out.
  Storm Crab Stats
  Also Known As: Ino Papa’I (Storm Crab) or Hekili ‘ino Papa’I 
  (Thunderstorm Crab).
  Alignment: Considered an Anarchist animal used as a riding ani-
  mal and living war machine.
  Attributes: I.Q. 1D4+3 (animal intelligence), M.E. 2D6+4, M.A. 
  2D6, P.S. 3D6+38 (Supernatural), P.P. 1D6+15, P.E. 1D6+15, 
  P.B. 1D6+1, Spd 2D6+20 on dry land (18 mph on average, 
  29 km), half scuttling across the ocean floor or swimming (9 
  mph/14.4 km or 7.8 knots).
  M.D.C. by Location:
  * Eye Stalks (two, small) – 45 each
  Legs (6) – 300 each
  
  185
  Pincer Arms (2) – 500 each
  Main Body (top) – 1D6x100+760
  Main Body (underbelly) – 1D6x100+150
  * Eye stalks are small and difficult targets to hit with a 
  ranged weapon and the attacker is -6 to strike. Destroying both 
  only inflicts a blindness penalty of only -3 as the creature re-
  lies more on its other senses than its poor eyesight in the first 
  place. Lost eyes grow back in days.
  (On an S.D.C. world the Storm Crab would have 
  1D4x100+64 Hit Points, 2D6x100 S.D.C. and A.R. 17.)
  Horror Factor: 14 underwater, 16 on the surface with the elec-
  trical discharges and rolling fog.
  Size (adult): The body is 50-70 (15.2 to 21.3 m) in diameter, but 
  when the legs are extended for walking/running, Storm Crabs 
  are 100-120 feet (30.5 to 36.6 m) wide. The monster stands 
  30-40 feet (9.1 to 12.2 m) tall and the claws have a reach of 
  25 feet (7.6 m).
  Weight: 120-200 tons.
  Average Life Span: 700-1,000 years.
  P.P.E.: 1D4x100; recovers at a rate of 1D4x10 P.P.E. per hour.
  Equivalent Skills: Climbing 65%, Detect Ambush 45%, Excava-
  tion 55%, Hunting Prowl 40% (underwater only), Swimming 
  60% (Storm Crabs are neither strong nor fast swimmers), Tail-
  ing 60% (underwater only), Track (by sight and smell) 60%.
  Natural Abilities: P.S. and P.E. are Supernatural, can walk and 
  run forward, backward and sideways, leap 40 feet (12.2 m) 
  high and across (counts as two melee attacks/action), breathe 
  water and air, impervious to electricity (including magical and 
  M.D. lightning) and Ley Line Storms, takes half damage from 
  sonic attacks, is resistant to cold (half damage) and can toler-
  ate depths up to 6 miles (9.6 km).
  Amphibious (special): Can survive on dry land or in the water 
  indefinitely.
  Bio-Regeneration (special): 1D4x10 M.D.C. per minute, re-
  generates lost eyes and eye stalks in 1D6 days, lost legs in 
  2D4 weeks, a lost pincer in 3D4 weeks; half that time when 
  staying at a ley line until healed, something Storm Crabs do 
  instinctively.
  Chemoreceptors: A highly advanced sense of taste/smell that 
  lets the Storm Crab detect salinity and toxicity of the water 
  and taste and track its food source in the water 60%. It can 
  also identify chemicals, toxins or specific creatures by taste 
  trails 40% and can “smell” ozone and oncoming storms in the 
  air when it surfaces 60% (+15% to sense Ley Line Storms).
  Create Static Fog: The Storm Crab can create a fog-like mist 
  from the sea, using its potent electrical powers to churn the 
  water and shroud itself (and its Lemurian allies riders). This 
  can only be done when the crab is on the surface of the water 
  and along the shoreline. The fog cloud created by one Storm 
  Crab covers a 200 foot (61 m) radius and up to 60 foot (18.3 
  m) high area. A platoon of Storm Crabs can easily shroud an 
  amphibious army or conceal an outpost or city. The mist stays 
  with the Storm Crab for as long as it deliberately works to cre-
  ate it and for 5D6+6 minutes after it stops. However, a strong 
  wind (25 mph/40 km or stronger) easily blows it away.
  Electrical Discharge/Lightning: The Storm Crab can channel 
  electricity along its massive claws to fire devastating lightning 
  bolts (point and shoot) or to strike with electrified claw strikes.
  Range: 1,200 feet (366 m), hand to hand or proximity at-
  tack.
  Mega-Damage: 4D6+10 M.D. per lightning bolt. An elec-
  trified claw strike as per Supernatural P.S. +10 M.D. It can 
  also unleash a crackling stream of energy along its underbelly 
  for a full melee round. This attack inflicts 2D6 M.D. to ev-
  erything/one underneath the behemoth for every 5 seconds 
  exposed. The crab must wait two melee rounds (30 seconds) 
  before it can do the proximity attack again.
  Rate of Fire: Each blast or claw strike counts as one melee 
  attack. The electrified underbelly is a bonus attack.
  Bonus: +3 to strike with each lightning blast.
  Payload: Each lightning bolt costs 10 P.P.E. to fire. The 
  electrified claw strike and underbelly strike have no P.P.E. 
  cost.
  Electromagnetic Sense: The Storm Crab can sense electro-
  magnetic fields, the flow of electricity and even the bio-elec-
  tric impulses of living creatures, giving it a direct and precise 
  “feel” for everything around it like radar. It can also sense the 
  direction of magnetic north as well as incoming barrages from 
  rail guns.
  Attacks per Melee: Four.
  Mega-Damage: As per Supernatural P.S. or electrical attack. A 
  stomp or kick does +10 M.D., a leaping pounce or ram/body 
  block does +30 M.D. (counts as two attacks) and a pincer cut 
  does P.S. damage +12 M.D.
  Bonuses (in addition to possible attribute bonuses): +2 on ini-
  tiative, +2 to strike, +4 to parry, +6 to pull punch, +2 to roll 
  with impact, impervious to electricity, resistant to cold, +1 on 
  all saving throws.
  Vulnerabilities: Comparatively slow moving, has poor vision 
  (relies on other keen senses), and it is a big, scary target that 
  is likely to draw fire.
  Magic: None, other than the natural and instinctive use of P.P.E. 
  to create electricity and fire lightning bolts.
  Psionics: None.
  Habitat: Though from another world, Storm Crabs have adapted 
  well to Rifts Earth. May be found anywhere in the wild where 
  they are likely to be considered monsters, but most prefer Pa-
  cific waters. Each Lemurian city and secret Garden has at least 
  a dozen to 2D4 dozen of the giants used as living tanks and as 
  heavy construction vehicles for digging, excavation and simi-
  lar work.
  Enemies: Sea monsters and surface dwellers. Both prey upon 
  the giant crabs, especially before they reach full size, and vice 
  versa afterwards. Humanoids sometimes hunt the crabs for 
  their armor, delicious meat and organs, or for use as monsters 
  in the arena. Most creatures under 50 feet (15.2 m) in size are 
  seen as potential prey to these giant animals, especially hu-
  mans and D-Bees who are comparatively tiny. As omnivores, 
  Storm Crabs eat just about anything that can’t eat them, from 
  plants to fish to people.
  Allies: Respectful of certain humanoids, primarily Lemurians 
  and Merans, who raise and tame Storm Crabs for use as work, 
  riding and battle animals. Few other beings have the patience 
  or ability to control these giants.
  Value: As a monstrous pet or mount, they can easily sell for 10 
  million credits, otherwise their M.D.C. plating can be turned 
  into M.D.C. body armor or building materials, provided it is 
  done just right. Letting the crab’s armor just dry out makes 
  it brittle with one-tenth the M.D.C. it should have. Horune 
  Pirates, Metztla, Lemurians and a handful of other people 
  
  186
  know the secret to preserving it. A suit of heavy body armor 
  made from Storm Crab shell has 6D6+120 M.D.C., weighs 50 
  pounds (22.5 kg) and has a -15% movement penalty to Physi-
  cal skills like Climbing and Prowl, but only -10% to Swim-
  ming. Full suits of non-environmental armor sell for 45,000-
  50,000 credits. The meat sells for 20 credits a pound.
  As pack hunters, Terror Eels work extremely well together. Their 
  dark black scales and blood-red eyes only add to their fearsome 
  visage. Elder Terror Eels often develop silver or white streaks in 
  their scale patterns and on their spine fins. This usually accentu-
  ates them from other members of the pack, but in the darkness, of 
  the water, gives them an elusive, ethereal appearance.
  Terror Eel Stats
  Also Known As: Scream Eels.
  Alignment: Considered Miscreant or Diabolic, as the monsters 
  like to torment and play with their food before killing it.
  Attributes: I.Q. 1D4+3 (animal intelligence, but cunning hunt-
  ers), M.E. 1D6+8, M.A. 1D6, P.S. 1D6+11, P.P. 1D6+19, P.E. 
  1D6+13, P.B. 2D6, Spd 2D6+20 swimming (18 mph/29 km or 
  15.6 knots).
  Hit Points: 4D6+6
  S.D.C.: 1D6x10 and has a Natural A.R. of 8.
  Terror Eels
  Terror or Screaming Eels are living banshees who subdue their 
  prey by attacking in small schools and unleashing a shrieking 
  sound to stun and disorient their prey before attacking. A variety 
  of other clicks, whistles and noises are used to lure unsuspecting 
  prey, like dolphins, into their clutches, as well as to taunt, warn 
  and scare other sea animals. Terror Eels swim and hunt in small 
  schools of 1D4+4 and use tag team tactics, taking turns to bite and 
  kill their prey. They are also excellent at team tactics to distract, 
  separate and corral one man-sized or dolphin-sized target from 
  the others in its group, while other eels dart in to take bites and 
  work to slay the prey. Their screams and other scary noises cre-
  ate a Horror Factor of 15. Humans and D-Bees have proven to be 
  easy prey for these hunters and have become a favored meal. As 
  a result, Terror Eels sometimes patrol beaches and areas where 
  they know humanoids are located and even follow boats and 
  ships to hunt humanoids by drawing would-be victims with their 
  sounds, including a call that sounds like a woman or child crying. 
  
  187
  Horror Factor: 10 on their own, but 15 as a pack, making all 
  kinds of scary noises.
  Size: 7-10 feet (2.1 to 3 m) long.
  Weight: 90-130 lbs (40.5 to 58.5 kg).
  Average Life Span: 15-30 years.
  P.P.E.: 1D6
  Equivalent Skills: Imitate Voices (30%) and Sounds 80%, Prowl 
  80%, Swimming 98% and Tailing 85%.
  Natural Abilities: Nightvision 2,000 feet (610 m), resistant to 
  cold (half damage, magic cold does full damage), tolerate 
  depths up to 7 miles (11 km), can locate moving objects in 
  water 90% through their keen sense of hearing (can hear prey 
  up to 3,000 feet/914 m). They themselves are quite fearless 
  and are +6 to save vs Horror Factor. Each Terror Eel knows 
  how to work as a team with others of their kind.
  Terror Shriek (special): Warning Shriek has a Horror Factor 
  of 10, Attack Shriek H.F. 13, Terror Shriek H.F. 15 and hurts 
  the ears of most animals. The Terror Shriek can stun small 
  fish and disorient dolphins, orca and most humans and D-
  Bess (reduce the number of attacks and combat bonuses of the 
  victims by half, they lose initiative, and skill performance is 
  -30%). Furthermore, the Terror Shriek is so painful, that even 
  those using listening equipment must turn it off or suffer the 
  same penalties. Communications equipment is fouled, broken 
  up with bursts of static and ear-piercing squeals, all of which 
  makes communications fragmented at best and incomprehen-
  sible at worse, as well as interfering with sonar systems (-50% 
  to get an accurate reading, -4 to strike using a sonar or sound 
  based targeting system). Vulnerabilities: The Terror Eels can 
  get cocky and may underestimate more powerful prey, rely-
  ing on their ability to create fear. However, such tactics don’t 
  always work, especially on some of the creations of the Lord 
  of the Deep, sea dragons and other powerful, underwater su-
  pernatural creatures.
  Attacks per Melee: Three per eel and the members of the group 
  take turns attacking while maintaining the terror shriek to keep 
  their prey disoriented.
  Damage: Bite does 3D6 S.D.C., nose jab, head butt or tail slap 
  does 2D4 S.D.C.
  Bonuses (in addition to possible attribute bonuses): +2 to ini-
  tiative, +3 on Perception Rolls, +2 to strike, +1 to dodge.
  Magic: None.
  Psionics: Empathy; always on at no I.S.P. cost. They can actively 
  feel the emotions of those around them and become excited in 
  the presence of fear.
  Habitat: Can be found anywhere in the Pacific Ocean and other 
  tropical oceans and seas. Though they can survive at consider-
  able depths, they prefer costal waters and reefs, but are found 
  where prey is plentiful, which includes coastal areas populated 
  by people.
  Enemies: None, per se, they hunt just about anything they think 
  they can kill.
  Allies: Fellow Terror Eels only. The average pack consists of 
  1D6+4 members, sometimes as large as 2D6+6.
  Value: None, per se, though some tribal people eat them.
  Twisted Treasure
  Seahorse
  This large seahorse has a turquoise or blue skin covered in 
  gold lines or veins, and is a favorite Familiar amongst Ocean 
  Wizards and Ocean Druids. The small animals, seldom larger 
  than 12 inches (0.3 m), can be seen hanging from the cloak, neck-
  lace, hair, belt or strap of many a mage or floating at his side or 
  trailing closely behind their master ready to assist; or, perhaps, 
  quietly swimming forward to scout ahead or spy on someone. 
  They get their name from the fact that while they look like an 
  ordinary seahorse, they are M.D.C. beings that possess strange 
  powers. Twisted Treasure Seahorses are very aware of their sur-
  roundings, very alert and perceptive, and Familiars are tied into 
  their master’s emotions on a more sensitive level than any other 
  animal that may be chosen as a Familiar. Many Ocean Wizards, 
  Aquatic Biomancers and even Sea Druids have learned to use the 
  creature’s unique perspective and avoid the pitfalls related to it.
  Twisted Treasure Seahorse Stats
  Also Known As: Kopeka Kura Moana Lio (Twisted Treasure 
  Seahorse) or Whina Moana Lio (Helper Seahorse) or just 
  Treasure Seahorse.
  Alignment: In the wild, they are considered to be Anarchist. As 
  a Familiar, and even a pet, the creature’s alignment mirrors its 
  master’s.
  Attributes: I.Q. 1D6+8 (high animal intelligence), M.E. 1D6+9, 
  M.A. 1D6+9, P.S. 1D6 (Supernatural), P.P. 1D6+7, P.E. 
  1D6+9 (Supernatural), P.B. 2D6+11, Spd 1D6+16 swimming 
  or flying (12 mph/19.2 km or 10 knots).
  M.D.C.: 1D6+6. (On an S.D.C. world it has P.E. attribute num-
  ber for Hit Points, 4D6 S.D.C. and an A.R. 8.)
  Size: 8-12 inches (20 to 30 cm) tall, with a tail that uncurls for an 
  additional 12 to 20 inches (30 to 51 cm).
  Weight: 2-5 lbs (0.9 to 2.3 kg).
  Average Life Span: 200-600 years.
  P.P.E.: 6D6+10
  Equivalent Skills: Detect Ambush 80%, Detect Concealment 
  75%, Detect Traps and Mines 70%, Dousing 90%, Find Con-
  traband 60%, Gardening 65%, Identify Plants & Fruit 80%, 
  Land Navigation 75%, Lore: Demons & Monsters 60%, Prowl 
  70% (+10% underwater), Swimming 98%, Tailing 88%, Track 
  and Hunt Sea Animals 60%, Tracking (Humanoids) 65%, and 
  Underwater Navigation 88%.
  Natural Abilities: Supernatural P.S. and P.E., the ability to swim 
  and fly through the air, can breathe both air and water, resis-
  tant to fire, heat and cold (half damage), tolerates depths up 
  to 4 miles (6.4 km) and Bio-Regeneration (one M.D.C. point 
  per melee).
  Fly in Air (special): Treasure Seahorses can hover, float, glide 
  on the wind and fly under their own power in the air. Maxi-
  mum altitude is 2,000 feet (610 m). Speed is a slow 12 mph 
  (19.2 km), but flying (and swimming) speed is doubled along 
  ley lines.
  Innate Understanding of People and their Emotions (special): 
  This is due, in part, to the Treasure Seahorse’s keen awareness 
  of its surroundings and others, and its psionic nature. The gen-
  tle creature can sense the emotions of others and is attracted 
  
  188
  to goodness, joy, laughter and other positive emotions. This 
  sensitivity to others is strongest when linked to a mage as a 
  Familiar. As a Familiar, the seahorse is loyal, attentive and 
  aware of its master’s every need, sometimes before he knows 
  it himself.
  Light-Up Fin Tips (special): The tips of the fins and frills can 
  be made to glow at will. This light show is enough to create 
  a dim light (roughly equal to a 40 watt lightbulb) for a 4 foot 
  (1.2 m) radius around the seahorse to see in dark waters, or to 
  signal others. Along a ley line they glow automatically and at 
  twice the intensity and three times the range.
  Limited Amphibious Nature (special): Treasure Seahorses can 
  hover and fly in the air out of water for two hours per P.E. 
  attribute point. They cannot crawl or walk on land (they flop 
  around like a fish out of water), but can climb bushes and trees 
  and swing from branches and vines. After the Twisted Trea-
  sure Seahorse has reached the limit it can endure out of wa-
  ter, it must return to the sea or it begins to suffer, dehydrates 
  and dies within 1D6+1 hours. During this period, reduce the 
  seahorse’s M.D.C., P.P.E., I.S.P., attacks per melee and bo-
  nuses by half for every hour until death. If placed back in the 
  ocean before it expires, the seahorse completely recovers in 
  1D6 hours.
  Vision, Full Spectrum: The Twisted Treasure Seahorse can see 
  in the entire spectrum of light including infrared and ultravio-
  let as well as see electro-magnetic energy and magic energy.
  Prehensile Tail: The Twisted Treasure Seahorse has two small 
  “flippers” on its upper body which it uses to swim and fly, but 
  must rely on its long and extremely agile tail to grab and hold 
  onto things. The tail is as agile as that of a monkey but is much 
  stronger and can push buttons, pull levers, turn doorknobs, and 
  carry very small objects as well as large packages, bags, suit-
  cases and parcels that have handles, rope or something for the 
  seahorse to hold onto; can carry up to 100 pounds (45 kg) due 
  to its Supernatural P.S.
  Also see Psionics.
  Attacks per Melee: Two.
  Damage: A tail slap or a crush/squeeze attack with its long, 
  prehensile tail does 3D6 S.D.C. damage with a full strength 
  strike, one M.D. with a power punch (counts as two attacks). 
  A body ram does the same range of damage.
  Bonuses (in addition to possible attribute bonuses): +6 on Per-
  ception Rolls, +1 on initiative, +3 to dodge, +4 to save vs Hor-
  ror Factor, and +7 to save vs illusions.
  Magic: None, but when the animal is a Familiar for a mage, the 
  sorcerer can share draw upon up to two thirds of the animal’s 
  P.P.E. reserve.
  Psionics: Empathy (4), See Aura (6), See the Invisible (4), Sense 
  Magic (3), Sense Evil (2) and Telepathy (4). Has a base I.S.P. 
  of M.E. attribute x3.
  Habitat: Can be encountered in the oceans and seas worldwide, 
  but Treasure Seahorses much prefer tropical coral reefs as they 
  are generally the most vibrant, alive and beautiful of places. 
  They are also found living in Lemurian undersea gardens and 
  in Lemurian cities.
  Enemies: Sea monsters and evil supernatural beings. It dislikes 
  the supernatural and regards the Splugorth, Lord of the Deep, 
  the Milu, demons and undead as natural enemies.
  Allies: Lemurians, Merans, Ichthyeans, and other people who 
  exude good intentions, good alignments and a sense of com-
  
  189
  passion. Since the Treasure Seahorse prefers to spend most of 
  its time underwater, it has limited contact with surface people, 
  but the same conditions apply. Is attracted to goodness and 
  beauty, and likes humans, Lemurians and Merans.
  Value: They make ideal companions and familiars, easily selling 
  for 100,000 to 500,000 or even a million credits. Of course, 
  Lemurians never buy or sell Twisted Treasure Seahorses, but 
  invite them to become an ally or “partner” (i.e. Familiar).
  Sea Monsters & War Steeds
  (captured in the wild or taken from a slain warrior), such amaz-
  ing and trained animals fetch hundreds of thousands of credits. In 
  fact, they can often command 50% to 200% more than the prices 
  listed in the descriptions.
  Panther Shark
  There can be little doubt that the Panther Shark is a Lemurian 
  Biomancer Gene-Mage creation. The massive creature is surpris-
  ingly fast on both land and sea, and possesses obvious, lethal 
  combat capabilities, from a massive maw filled with shark teeth, 
  to claws and excellent agility. On dry land, Panther Sharks can 
  run at great speed, leap, climb and pounce. Their massive front 
  claws can parry and tear opponents apart, the mouth capable of 
  taking off a limb with a single bite, and the underbelly is lined 
  with blade-like spikes to slash and cut. The unusual belly-blades 
  can fold to retract inside a flap of belly skin or extend to slash op-
  ponents as the creature leaps over them or to do additional dam-
  age from a pounce or grappling attack.
  Panther Sharks range in color for light to dark gray with a 
  white underbelly. They are a favorite of Oceanic Guardsmen, 
  Scouts and Serpent Hunters. Unlike some War Steeds, Panther 
  Sharks are very aggressive and love to be on the prowl, stalk-
  ing enemies or prey, hunting or fighting. Their “killer’s instinct,” 
  fearlessness, agility and loyalty to their rider, makes them high 
  performance War Steeds ideal for land operations.
  Panther Shark Lemurian War Steed
  Also Known As: Devil Shark and Running Shark.
  Alignment: Any, but most are considered to be Scrupulous 
  (40%), Unprincipled (30%) or Anarchist (20%).
  Attributes: I.Q. 1D4+5 (high animal intelligence), M.E. 1D6+10, 
  M.A. 1D6+3, P.S. 1D6+20 (Supernatural), P.P. 1D6+18, P.E. 
  2D6+12, P.B. 1D6+6, Spd 2D4+60 running (40 mph/64 km), 
  30 mph (48 km or 26 knots) in water; increase running speed 
  50% and swimming speed by 30% along a ley line. Can run 
  at full speed for 30 minutes (swim for one hour) per P.E. at-
  tribute point before feeling fatigued and necessary to reduce 
  speed to one third for a period half as long, before the steed 
  needs to rest for a minimum of five hours. Can swim or run at 
  a leisurely pace for one hour per P.E. point.
  Size: 14-18 feet (4.3 to 5.5 m) long from snout to rump, plus 
  another 6-8 feet (1.8 to 2.4 m) of tail, and 5-6 feet (1.5 to 1.8 
  By Kevin Siembieda and Greg Diaczyk
  Sea Serpents, Sea Monsters & War Steeds
  Panther Shark
  Sea Lance
  Sea Saber
  Sea Whip
  Seal Serpent
  Serpent Seahorse
  Shadow Serpent
  Thrall Sea Serpent
  Tiger Serpent
  Sea Dragons
  Leviathan
  Ghost Dragon
  Hydros Dragon
  Octo Dragon
  Sand Dragon
  In the case of War Steeds created via genetic manipulation by 
  Lemurian Biomancer Gene-Mage Masters, the animals were cre-
  ated for the specific purpose of serving as riding animals, work 
  animals and war horses for Lemuria. This means they did not ex-
  ist in the wild of Rifts Earth, but were created. However, even the 
  diligent and careful Lemurians could not possibly keep track of 
  every single War Steed, and some, over the years, that lost their 
  rider and failed to find their way back home, have survived in the 
  wild. This means there are some lone War Steeds, mated pairs 
  and small packs/schools/groups encountered from time to time 
  in the wild. These often fall prey to monsters, slavers, pirates and 
  other people who may try to capture them for their own use, place 
  them in gladiatorial contests or kill them out of fear.
  Lemurians take great care in keeping War Steeds safe and well 
  cared for, and as noted elsewhere, consider them to be more like 
  partners and companions than pets or slaves. While they do share 
  War Steeds with some of their aquatic allies, they do so only with 
  the most respected and trusted of individuals. Likewise, Lemu-
  rians may, sometimes, give a War Steed to an outsider/surface 
  dweller who has proven himself to be a kind, caring and trust-
  worthy hero who will take care of such noble animals, but such 
  a grand gesture is a rarity. The Master Biomancy Gene-Mages 
  NEVER share the secrets of their creations with outsiders, and 
  even most Lemurian Gene-Mages do not know the secrets. As a 
  result, when Lemurian War Steeds come on to the open market 
  
  190
  m) wide at the shoulders, and 7-9 feet (2.1 to 2.7 m) tall at the 
  shoulders (shark fin adds another 4 feet/1.2 m).
  Weight: 2-3 tons; females tend to be 25% larger than males.
  M.D.C. 3D6x10+70 M.D.C. +P.E. attribute number. (On S.D.C. 
  worlds, Panther Sharks have 2D6x10+40 Hit Points, 2D4x10 
  S.D.C. and a Natural A.R. of 14.)
  Horror Factor: 14
  P.P.E.: 5D6+5
  Disposition: Aggressive, cunning, natural predator that lives to 
  hunt and battle, but makes a loyal and reliable steed.
  Average Life Span: 1D6x10+60 years.
  Equivalent Skill Abilities: Climbing 88%/55%, Land Navi-
  gation 90%, Tailing 85% (on land and underwater), Track-
  ing (people or animals on land) 65% (+15% to follow blood 
  scent), Underwater Navigation 90%, and learns/understands 
  spoken languages quickly (65%); understands Lemurian and 
  Oceanic at 90%.
  Natural Abilities: Supernatural P.S. and P.E., swim 98%, can 
  breathe air or water with equal ease for an indefinite period, 
  depth tolerance of five miles (8 km), Nightvision 1,000 feet 
  (305 m), excellent day and underwater vision, keen underwa-
  ter sense of smell (track by scent alone, 75% +20% to follow 
  blood scent underwater), resistance to cold (half damage). Can 
  leap 40 feet (12.2 m) high or across from a standing still posi-
  tion, increase by 50% with a running start. Bio-Regenerates 
  at a rate of 2D6 per hour (typically about 120-180 points per 
  24 hours).
  Attacks per Melee: Four.
  Mega-Damage: A nip does 4D6 S.D.C., full strength bite and 
  claw attacks do 4D6 M.D. (cannot do a power bite), power 
  claw strike does 1D4x10+4 (counts as two melee attacks), a 
  belly slash does 3D6 M.D. Tail slap does 2D6 M.D. This War 
  Steed will not do head butts, stomps or ramming attacks.
  Pounce Attack (special): A pounce attack with belly blades 
  extended does 6D6 M.D. and the victim must make or roll 
  with impact to avoid getting “pinned” by the Panther Shark. 
  A failed roll with impact means he is knocked down, loses 
  initiative, loses one melee attack and there is a 01-60% chance 
  that he is pinned down by the War Steed. If pinned, the victim 
  loses half his attacks, is -5 to strike, parry and dodge and the 
  Panther Shark can continue to attack with bites or from its 
  rider.
  Bonuses (in addition to possible attribute bonuses): +2 on 
  Perception Rolls involving blood, hunting and combat, +3 to 
  initiative, +3 to strike, +4 to parry, +4 to automatic dodge on 
  land and water, and +6 to save vs Horror Factor.
  Habitat: Feels equally at home hunting and fighting on land or 
  sea, but the ocean is its home.
  Enemies: Large marine predators, sea serpents, sea monsters, hu-
  manoids, and the enemies of Lemuria.
  Allies: Lemurians, the people who created this War Steed, but 
  they may also be used by humans and aquatic D-Bees. The 
  animal gets along with other sharks, but most mammals and 
  aquatic life forms consider it to be a dangerous predator.
  Value: As a trained War Steed it is worth 500,000 credits. The 
  hide of the Panther Shark cannot be made into body armor or 
  clothing, but the teeth can be made into arrowheads, knives 
  and war clubs, and the belly blades into knives, short swords 
  and spearheads. Its meat is tasty and sells for (whole animal) 
  300-500 credits.
  
  191
  Sea Lance
  The Sea Lance is another Lemurian Biomancer Gene-Mage 
  creation that is all smooth lines, grace and swimming ability. It is 
  the smallest of the Lemurian War Steeds, and the least threaten-
  ing. There is something peaceful and majestic about this steed. 
  In water, it swims with the same motion as dolphins but given 
  greater speed by its “wings.” Like dolphins and flying fish, the 
  Sea Lance can breach the waves and leap into the air in a forward 
  motion. Here the wings add height and distance to the out of wa-
  ter leap, enough to enable them to land on the decks of boats and 
  ships, as well as docks and beaches. They always land on their 
  feet, ready to run or engage in combat. Along ley lines, the Sea 
  Lance can run 50% faster and, if it so chooses, leap into the air 
  and fly. Along underwater ley lines, swimming speed is doubled.
  Though gentle and graceful, Sea Lances are steady and un-
  shakeable in combat. The War Steed will never abandon its rider 
  and have been known to fight to the death to protect him or in-
  nocent people, especially children. Sea Lances are a favorite of 
  Lemurian Scouts, explorers, Biomancers and other practitioners 
  of magic. It has the least natural armor (M.D.C.), so Bio-Barding 
  is often a must.
  Sea Lance War Steed
  Also Known As: Winged Dolphin and Ocean Unicorn.
  Alignment: Any, but most are considered to be Principled (30%), 
  Scrupulous (30%), Unprincipled (20%) or Anarchist (10%).
  Attributes: I.Q. 1D4+7 (high animal intelligence, though not as 
  intelligent as sentient cetaceans), M.E. 1D6+14, M.A. 1D6+18, 
  P.S. 1D6+15 (Supernatural), P.P. 1D6+14, P.E. 1D6+14, P.B. 
  1D6+14, Spd 2D4+50 running (36 mph/57.6 km), double Spd 
  in water (72 mph/115 km or 62 knots); double Spd when run-
  ning or swimming along a ley line, but not flying Spd (see 
  below). Double running and swimming speed along a ley line. 
  Can swim or run at full speed for one hour per P.E. attribute 
  point before feeling fatigued and necessary to reduce speed 
  by half. The reduced pace can be maintained for half as long 
  before the steed must stop and rest for at least five hours. Can 
  swim, run and fly at a leisurely pace indefinitely.
  Flying/Gliding: The Sea Lance can leap out of the water and 
  glide 10-20 feet (3-6.1 m) above the waves for a distance of 
  up to 200 feet (61 m). Or the creature can leap upward to land 
  on a ship deck or other surface above water up to 40 feet (12.2 
  m) high.
  Ley Line Flying: This leap and glide only becomes actual fly-
  ing through the air along ley lines, equal to the animal’s run-
  ning speed, 36 mph (57.6 km). Maximum flying altitude is 600 
  feet (183 m).
  Size: 14-18 feet (4.3 to 5.5 m) long from snout to tail tip, 3-4 feet 
  (0.9 to 1.2 m) wide at the shoulders. Wingspan when fully 
  extended is 18 feet (5.5 m).
  Weight: 800-1,200 pounds (360 to 540 kg); males tend to be 
  20% larger than females.
  M.D.C. by Location:
  Horn (1) – 2D6+6
  Head – 5D6+40
  Large Wing Fins (2) – 1D6x10+45 each
  Small Wing Fins (2, on front legs) – 3D6+22 each
  Legs (4) – 1D4x10+50 each
  Tail – 1D4x10+50
  Main Body – 1D6x10+55
  
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  Horror/Awe Factor: 11
  P.P.E.: 6D6+20
  Disposition: Gentle, easygoing, helpful, cooperative, and caring. 
  Steadfast and calm under duress and combat, fiercely loyal to 
  friends, innocent people, and fellow Sea Lances. When not in 
  combat situations, Sea Lances are playful and loving, and will 
  try to help people in need.
  Average Life Span: 1D6x10+30 years.
  Equivalent Skill Abilities: Land Navigation 80%, Tailing 75% 
  (on land and underwater), Prowl 50%, Underwater Naviga-
  tion 90%, and learns/understands spoken languages quickly 
  (75%); understands Lemurian and Oceanic at 90%.
  Natural Abilities: Supernatural P.S. and P.E., swim 98%, hold 
  breath for up to 30 minutes +2 minutes per P.E. point, depth 
  tolerance of four miles (6.4 km), Nightvision 1,000 feet (305 
  m), excellent day and underwater vision, resistance to cold 
  (half damage). Bio-Regenerates at a rate of 1D6 per hour (typ-
  ically about 80 points per 24 hours).
  Attacks per Melee: Four.
  Mega-Damage: A nip does 1D6 S.D.C., a restrained bite 4D6 
  S.D.C., a full strength bite does 1D6 M.D., stomp or front leg 
  kick does 1D6 M.D., Head butt (blunt) or nose strike 1D6+1 
  M.D. wing strike does 1D6+1 M.D., horn strike or rear leg 
  kick does 2D6+3. Cannot do a power bite or kick. Tail slap 
  does 2D6 M.D. and an underwater ram attack with horn or 
  body does 3D6+3 M.D. but counts as two melee attacks.
  Bonuses (in addition to possible attribute bonuses): +3 on Per-
  ception Rolls, +2 on initiative, +3 to strike, +1 to parry, +4 to 
  automatic dodge in air, water and on land, +3 to pull punch, 
  +3 to roll with impact, +4 to save vs Horror Factor, +1 to save 
  vs illusions and mind control.
  Habitat: Found wherever Lemurians are found, especially 
  among their cities, gardens and outposts. Home is in the ocean 
  with Lemurians, but the Sea Lance does well on dry land, es-
  pecially when there is water to take a nice, refreshing dip.
  Enemies: Sharks and large marine predators, sea serpents, sea 
  monsters, humanoids, and the enemies of Lemuria.
  Allies: Namely Lemurians, the people who created this War 
  Steed, but they may also be used by humans and aquatic D-
  Bees. Gets along with other cetaceans and loves Sea Whips, 
  Serpent Seals and other fun-loving animals and kind people, 
  but most small fish and crustaceans consider it to be a danger-
  ous predator.
  Value: As a trained War Steed it is worth 150,000-200,000 cred-
  its. The hide of the Sea Lance cannot be made into body armor 
  or clothing, only the horn can be used as a stabbing weapon 
  or spearhead (does 1D6 M.D.). Its meat is not very tasty and 
  there is no market for it.
  
  193
  Sea Saber
  The Sea Saber is a Lemurian Biomancer Gene-Mage creation 
  built for speed in all terrains – land, water and air. When stretched 
  out with its legs tucked in for “flight” underwater or in the air, it 
  looks like a long ribbon with teeth undulating in the current and 
  coming up a surprising pace.
  The Sea Saber is part feline, part manta ray and part fish 
  wrapped in fury. Underwater, its large, manta-like wings and 
  tail catch and ride the currents, requiring little effort to swim. 
  When greater speed is desired, the large, clawed front and hind 
  legs push through water in a loping, running motion, while the 
  iridescent fish-fin wings provide additional thrust and lift. When 
  desired, the Sea Saber can rise to the surface and breach the water 
  with one coordinated thrust of its legs and wings. Like a dolphin 
  or flying fish, the Sea Saber hurls out of the water, but unlike the 
  flying fish, its top wings provide greater lift and the kite-like tail 
  catches air currents, enabling the beast to rise as high as 100 feet 
  (30.5 m) above the water’s surface or, if preferred, to skim just a 
  few feet (a meter) above it. When needed, the War Steed can kick 
  it into high speed via a Biomancer Gene-Mage biological air in-
  take system and thrusters in its back behind the shoulders and off 
  to the side of the wings. Underwater the same bio-thrusters propel 
  the War Steed up to 80 mph (128 km or 69.5 knots). On dry land, 
  the thickly muscled, legs take over the job of locomotion, run-
  ning, leaping great distances and even taking wing to leap over 
  opponents, walls and vehicles with the speed of a Cheetah.
  In combat, the saber-toothed War Steed is armed with a pair 
  of tusk-like fangs the length of short swords and massive, wick-
  ed claws to rip enemies to shreds. Its flight capabilities enables 
  the Sea Saber to make quick stops, sharp turns and gliding leaps 
  that can cover half the length of a football field, and even hover 
  in mid-air for a few minutes where it can claw at giant robots, 
  engage flying power armor troops, land on rooftops or low fly-
  ing aircraft, or to get an elevated perspective of the battlefield. 
  The ability to glide comes in handy for leaping over debris fields, 
  fences, walls and areas that may be mined or booby-trapped. The 
  cat nature of the Sea Saber and its retractable claws, gives the 
  War Steed climbing abilities good enough to scale the corners 
  of buildings and sheer cliffs without risk of falling for the first 
  15 stories (150 feet/45.7 m). Nor do they have a problem leaping 
  from rooftop to rooftop in urban environments. Most riders sit in 
  a crouched position, hugging the animal’s body like a racehorse 
  jockey, and use two of the animal’s tentacle-like feelers as reins. 
  This War Steed is a favorite of Oceanic Guardsmen and, when 
  they use one, Sea Sentinels.
  Sea Sabers have a thick, rubbery hide like dolphins that is a 
  mountain lion colored brown or tan, with a cream or light gray 
  colored underbelly. Claws are a darker brown color, the saber 
  teeth an off-white and their eyes a vibrant green. The fish-wings 
  
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  on the back are an iridescent pearl white with a hint of pink and 
  sparkling flecks of white, blue, green and purple.
  Sea Saber War Steed
  Also Known As: Sea Cat and Wind Cat.
  Alignment: Any, but most are considered to be Principled (20%), 
  Scrupulous (30%), Unprincipled (20%) or Anarchist (20%).
  Attributes: I.Q. 1D4+6 (high animal intelligence, though not as 
  intelligent as sentient cetaceans), M.E. 1D6+12, M.A. 1D6+15, 
  P.S. 1D6+24 (Supernatural), P.P. 1D6+14, P.E. 1D6+14, P.B. 
  1D6+14, Spd 2D4+72 running (58 mph/93 km). Can swim or 
  run at full speed for one hour per P.E. attribute point, before 
  feeling fatigued and require a minimum of six hours rest. Can 
  swim or run at a leisurely pace for twice as long. See below for 
  other types of locomotion and speeds.
  Climbing: The Sea Saber can climb a sharp vertical incline 
  or sheer wall at half its running speed for the first 15 stories, 
  reduce to one third the rest of the way.
  Leaping: 60 feet (18.3 m) high and across from a standing 
  position, double with a running start.
  Gliding Leap: Up to 200 feet (61 m); double when leaping 
  into a strong wind blowing in the direction of the leap or on a 
  ley line, and can glide up to 100 feet (30.5 m) high as the result 
  of a leap, though most leaps are a third or half that height.
  Flying: A Sea Saber can ride wind and ocean currents to 20 
  mph (32 km) faster than the wind/current speed. With no wind 
  or light wind, 20 mph (32 km) is the maximum speed possible. 
  Altitude is limited to 1,000 feet (305 m). However, when the 
  wind is stronger than 20 mph (32 km) or the jet bio-thrusters 
  are engaged, the Sea Saber can triple its present air speed and 
  attain an altitude as high as one mile (1.6 km). Needs to leap 
  into the air to take flight, but can stop and hover for 1D4+1 
  minutes. Jet thruster speed can be maintained in the air for 
  five minutes per P.E. attribute point. Note: Increase speed and 
  duration by 50% when along a ley line.
  In Water: The Sea Saber can glide on water currents with 
  minimal effort at whatever the speed of the current (typically 
  under 10 mph/16 km). Swimming under its own power has a 
  maximum speed of 50 mph (80 km or 43 knots). However, 
  when the bio-thrusters are engaged, the Sea Saber can rocket 
  through water at 80 mph (128 km or 69.5 knots). Jet thruster 
  speed can be maintained underwater or on the water’s surface 
  for 10 minutes per P.E. attribute point. Note: Increase speed 
  and duration by 50% when along a ley line.
  Also see Natural Abilities.
  Size: 14-17 feet (4.3 to 5.2 m) long from snout to rump, plus an 
  additional 11-13 feet (3.3 to 3.96 m) for the manta-wing tail. 
  When running, the manta-wings and tail fold up and lay flat 
  against the animals’ body. 4-5 feet (1.2 to 1.5 m) wide at the 
  shoulders, and the manta-wingspan is 12-15 feet (3.6 to 4.6 m) 
  when fully extended.
  Weight: 1-2 tons; males tend to be 20% larger than females.
  M.D.C. by Location:
  Head – 6D6+60
  Manta Tail Section & Wings (2) – 2D4x10+45 each
  Fish-Wings (2, back) – 1D6x10+40 each
  Back Fin (1) – 1D6x10+70
  Legs, Front (2) – 1D6x10+60 each
  Legs, Rear (2) – 2D6x10+50 each
  Main Body – 2D6x10+70
  Horror Factor: 13
  P.P.E.: 1D6x10+35
  Disposition: Alert, quick to take action and aggressive in combat, 
  but otherwise, gentle, easygoing and loyal. Steadfast and calm 
  under duress and combat, fiercely loyal to its rider/partner and 
  fellow Sea Sabers. When not in combat situations, Sea Sabers 
  like to sun themselves on the surface, explore, hunt and play.
  Average Life Span: 1D6x10+30 years.
  Equivalent Skill Abilities: Climbing 95%/70%, Land Naviga-
  tion 90%, Tailing 85% (on land and underwater), Prowl 75% 
  (on land and underwater), Track Animals (on land; 75%), 
  Underwater Navigation 90%, and learns/understands spoken 
  languages quickly (65%); understands Lemurian and Oceanic 
  at 90%.
  Natural Abilities: Supernatural P.S. and P.E., swim 98%, can 
  breathe water and air indefinitely, Nightvision 1,000 feet 
  (305 m), excellent day and underwater vision, resistance to 
  cold (half damage). Bio-Regenerates at a rate of 1D6 per hour 
  (typically about 80 points per 24 hours). Note: Depth toler-
  ance is four miles (6.4 km), however, Sea Sabers much prefer 
  being in much shallower waters illuminated by the sun, as well 
  as skimming the surface like dolphins and flying fish. They 
  also enjoy spending time on dry land more than any other Le-
  murian War Steed, with the possible exception of the Serpent 
  Seahorse.
  Attacks per Melee: Five.
  Mega-Damage: A nip does 2D6 S.D.C., a restrained bite 1D6 
  M.D., a full strength bite does 5D6 M.D., a claw strike does 
  4D6 M.D., kick from the rear legs 6D6 M.D., a pawing blunt 
  attack (claws retracted), 2D6 M.D., a wing strike does 1D6 
  M.D., and a tail slap does 3D6 M.D. Cannot do a power bite 
  or claw strike.
  Bonuses (in addition to possible attribute bonuses): +3 on Per-
  ception Rolls, +3 on initiative, +4 to strike, +3 to parry, +3 to 
  automatic dodge in air, water and on land, +3 to pull punch, 
  +4 to roll with impact and if successful, lands on its feet, and 
  +5 to save vs Horror Factor.
  Habitat: Found wherever Lemurians are found, especially 
  among their cities, gardens and outposts. Home is in the ocean 
  with Lemurians, but the Sea Saber does very well on dry land 
  and likes to explore and hunt on islands and coastal forests.
  Enemies: Sharks and large marine predators, sea serpents, sea 
  monsters, humanoids, and the enemies of Lemuria.
  Allies: Namely Lemurians, the people who created this War 
  Steed, but they may also be used by humans and aquatic D-
  Bees. Gets along with other cetaceans, Sea Whips, Serpent 
  Seals, Serpent Seahorses and other fun-loving animals. Wary 
  of people it does not know and sees most fish and mammals, 
  including people, as potential prey.
  Value: As a trained War Steed it is worth 350,000-600,000 cred-
  its. The hide cannot be made into body armor or clothing. 
  Only the two saber teeth can be used as a stabbing weapon, 
  pick or spearheads (does 1D6 M.D. each). Its meat is inedible.
  
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  Sea Whip
  The Sea Whip is one of the Master Lemurian Biomancer Gene-
  Mages’ most creative concepts for a War Steed. A sleek War 
  Steed inspired by the orca and redesigned for torpedo speed un-
  derwater and excellent combat capabilities and speed on dry land. 
  The animal’s skin is smooth and rubbery like an orca, and skin 
  coloring is gray with a white throat, underbelly and highlights 
  and additional black trim and accents. The barrel-chested beast 
  has powerful forward limbs and hindquarters made for running 
  and leaping. Grown into its back and hindquarters is the Master 
  Gene-Mages most advanced living propulsion system to date. It 
  is capable of rocketing the Sea Whip through water at impressive 
  speeds. At the end of the Sea Whip’s thick, long, prehensile tail 
  is a wide, flat paddle bigger than a surfboard. It is used as both a 
  rudder and a weapon. As a weapon, the big, flat, rock hard plate 
  is used to slap, hammer and pound opponents. The tail is so long 
  and agile, it can be used to strike opponents from behind, above, 
  below, on the sides and even in front of the War Steed’s face. It 
  can even parry attacks and try to bat away incoming missiles. On 
  dry land, the powerful hind legs are capable of big forward leaps, 
  and straight up leaps in which the tail can swing down to whack 
  opponents as the creature soars by overhead. To enemies seeing 
  a four-legged, roaring orca bearing down on them, batting away 
  troops and light vehicles as it charges, the Sea Whip is a living 
  nightmare.
  Despite its frightening visage and tooth-filled mouth, Sea 
  Whips are graceful, playful and can be amazingly gentle. Sea 
  Whips are steady and unshakeable in combat, never abandon 
  their riders and have been known to fight to the death to protect 
  their Lemurian partners or innocent people, especially children. 
  It is a favorite War Steed of Oceanic Guardsmen, first responders 
  and Lemurian Scouts.
  Sea Whip War Steed
  Also Known As: Whip Dolphin and Monster Dolphin.
  Alignment: Any, but most are considered to be Principled (30%), 
  Scrupulous (30%), Unprincipled (20%) or Anarchist (10%).
  Attributes: I.Q. 1D4+6 (high animal intelligence, though not as 
  intelligent as sentient cetaceans), M.E. 1D6+15, M.A. 1D6+15, 
  P.S. 1D6+25 (Supernatural), P.P. 1D6+13, P.E. 1D6+14, P.B. 
  1D6+10, Spd 2D4+50 running (36 mph/57.6 km), double Spd 
  in water (72 mph/115 km or 62 knots); increase running speed 
  50% and double swimming along a ley line. Can swim or run 
  at full speed for one hour per P.E. attribute point before feeling 
  fatigued and require a minimum of five hours rest. Can swim 
  or run at a leisurely pace for two hours per P.E. point. See 
  below for other types of locomotion.
  Leaping: 30 feet (9.1 m) high and across from a standing 
  position, double with a running start.
  Torpedo Speed: The Sea Whip can engage an organic 
  rocket system, and when the bio-thrusters are engaged, the 
  Sea Whip can rocket through water at 130 mph (208 km or 
  112 knots). Jet thruster speed can be maintained underwater or 
  on the water’s surface for 20 minutes per P.E. attribute point. 
  Note: Increase speed and duration by 50% when along a ley 
  line.
  Size: 13-16 feet (3.9 to 4.9 m) long from snout to rump. The pre-
  hensile tail is an additional 18-22 feet (5.5 to 6.7 m) long. The 
  combat paddle/rudder is 8-11 feet (2.4 to 3.3 m) of the tail’s 
  overall length and is 4-5 feet (1.2 to 1.5 m) at its widest point. 
  The barrel chest and broad shoulders are 8-10 feet (2.4 to 3 m) 
  wide, but the animal tapers to 3 feet (0.9 m) wide at the waist 
  where the rider sits.
  Weight: 3-5 tons; females tend to be 10% larger than males.
  M.D.C. by Location:
  Head – 1D6x10+80
  Fins (2, top) – 5D6+20 each
  Thruster Jets (6, back) – 4D6+35 each
  Legs, Front (2) – 1D6x10+70 each
  Legs, Rear (2) – 1D6x10+80 each
  Tail – 4D6x10+350
  Main Body – 2D6x10+120
  Horror/Awe Factor: 14
  P.P.E.: 6D6+20
  Disposition: Confident and aggressive in combat, but gentle, 
  easygoing, and caring toward its rider, people in general and 
  cetaceans. Steadfast and calm under duress and combat, fierce-
  ly loyal to friends, innocent people and fellow Sea Whips and 
  Sea Lances. When not in combat situations, Sea Whips are 
  playful and loving, and much like dolphins, will try to help 
  people in need.
  Average Life Span: 1D6x10+50 years.
  Equivalent Skill Abilities: Land Navigation 80%, Tailing 75% 
  (on land and underwater), Prowl 50%, Underwater Naviga-
  tion 90%, and learns/understands spoken languages quickly 
  (75%); understands Lemurian and Oceanic at 90%.
  Natural Abilities: Supernatural P.S. and P.E., swim 98%, can 
  breathe water and air indefinitely, Nightvision 1,000 feet (305 
  m), excellent day and underwater vision, resistance to cold 
  (half damage). Bio-Regenerates at a rate of 2D6 per hour (typ-
  ically about 140 points per 24 hours). Note: Depth tolerance 
  is four miles (6.4 km), however, Sea Whips much prefer sunlit 
  waters, reefs, and skimming the surface like dolphins and fly-
  ing fish. They also enjoy spending time on dry land more than 
  any other Lemurian War Steed.
  Attacks per Melee: Five.
  Mega-Damage: A nip does 3D6 S.D.C., a restrained bite 3D6 
  M.D., a full strength bite does 5D6 M.D., a claw strike does 
  3D6 M.D., kick from the rear legs 4D6 M.D., head butt 3D6 
  M.D. Tail Strikes: Restrained tail “tap” does 1D6x10 S.D.C., 
  restrained tail strike does 3D6 M.D., full strength hit does 5D6 
  M.D. and a power strike does 1D6x10 M.D. but counts as two 
  melee attacks. Cannot do a power bite or claw strike.
  Bonuses (in addition to possible attribute bonuses): +2 on Per-
  ception Rolls, +3 on initiative, +3 to strike with most com-
  bat attacks (+5 to strike with tail), +3 to parry (+4 to parry 
  with tail), +2 to automatic dodge in water and land, +5 to pull 
  punch, +2 to roll with impact, +5 to save vs Horror Factor and 
  +1 to save vs illusions and mind control.
  Habitat: Found wherever Lemurians are found, especially among 
  their cities, gardens and outposts. Home is in the ocean with 
  Lemurians, but the Sea Whip does well on dry land, provided 
  it has regular access to places it can swim and bathe.
  Enemies: Sharks and large marine predators, sea serpents, sea 
  monsters, humanoids, and the enemies of Lemuria.
  Allies: Namely Lemurians, the people who created this War 
  Steed, but they may also be used by humans and aquatic D-
  Bees. Gets along with other cetaceans, Serpent Seals and other 
  
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  fun-loving animals and kind people, but most small fish and 
  crustaceans consider it to be a dangerous predator. They love 
  being around other animals and people.
  Value: As a trained War Steed it is worth 350,000-500,000 cred-
  its. The hide cannot be made into body armor or clothing, only 
  the tail plate can be used as an M.D.C. material for building. 
  Its meat is not very tasty and there is no market for it.
  Seal Serpent
  These sleek, Lemurian War Steeds are reminiscent of seals 
  with the exceptions of being gigantic, and having a long neck, 
  long body and a long, serpent-like tail. They are a medium to 
  dark green or grayish brown in color with a warm gray or cream 
  colored underbelly. Despite their frightening appearance, Seal 
  Serpents are curious, playful and love chasing and roughhousing 
  with each other and whales. Like dolphin, Serpent Seals have 
  been known to come to the rescue of people at sea, keeping small 
  boats from sinking and sometimes towing them to shallow wa-
  ters and land, or letting humanoids ride on their back to land or 
  until rescue arrives. They enjoy playing with Lemurians, who are 
  quickly adopting them as one of their favorite War Steeds, as 
  well as playing with other sea serpents, marine mammals such 
  as seals, otters, walruses, dolphins and whales, but also have an 
  affinity for humans and human-like D-Bees. Lemurians and other 
  aquatic people have been using them as riding animals, work 
  animals, guardians and pets for centuries. Since even wild Seal 
  Serpents are so friendly and playful, swimmers can grab hold of 
  
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  the tail or a foot/flipper and even hop on the back to hitch a ride. 
  Serpent Hunters and some Lemurian Scouts are so skilled with 
  their Seal Serpent steed that they can ride bareback, hunched in a 
  crouched position like a racehorse jockey, and when on the wa-
  ter’s surface or on dry land, ride standing up.
  Seal Serpents are much slower on land than in the water, but 
  are loyal to their rider and good in a fight. The animal’s bite can 
  inflict good damage, but it is the Seal Serpents clubbing tail that 
  is most dangerous. The tip of its tail is a rock-hard bone append-
  age that can be used to club opponents and sea monsters. On land, 
  the Seal Serpent fights in the same manner as the Stegosaurus 
  dinosaur, with its rear end facing its opponent, tail poised for 
  downward or sideways strikes, while the long neck of the Seal 
  Serpent is cranked to look back at its primary enemy. However, 
  120 degree peripheral vision enables the Seal Serpent to notice 
  any attackers coming at it from the front where it can bite with its 
  mouth or slash with its feet.
  Seal Serpent Lemurian War Steed
  Also Known As: Giant Seal and Monster Seal.
  Alignment: Any, but most are considered to be Scrupulous 
  (55%), Unprincipled (30%) or Anarchist (10%).
  Attributes: I.Q. 1D6+7 (high animal intelligence), M.E. 1D6+10, 
  M.A. 1D6+16, P.S. 1D6+19 (Supernatural), P.P. 1D6+16, 
  P.E. 2D6+9, P.B. 1D6+12, Spd 1D6+12 running (waddles), 
  Spd x4 swimming in water (roughly 40 mph/64 km or 34.7 
  knots), and can swim at full speed for hours equal to P.E. at-
  tribute divided by half. Swim or run at a leisurely speed for 
  one hour per P.E. point.
  Size: 30-35 feet (9.1 to 10.6 m) long from snout to rump, plus 
  another 14-16 feet (3.26 to 4.8 m) of tail; 7-8 feet (2.1 to 2.4 
  m) wide at the shoulder. The neck is 10-12 feet (3-3.6 m) long 
  all by itself.
  Weight: 4-6 tons; males tend to be 25% larger than females.
  M.D.C. 4D6x10 M.D.C. +P.E. attribute number. (On S.D.C. 
  worlds, Seal Serpents have 2D6x10 Hit Points, 1D6x10 S.D.C. 
  and a Natural A.R. of 13.)
  Horror/Awe Factor: 10
  P.P.E.: 5D6+20
  Disposition: Inquisitive, gentle and playful.
  
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  199
  Average Life Span: 1D4x10+70 years.
  Equivalent Skill Abilities: Land Navigation 65%, Tailing 65% 
  (in or under water only), Underwater Navigation 90%, and 
  learns/understands spoken languages quickly (80%); under-
  stands and speaks Cetacean 90%, understands Lemurian and 
  Oceanic 90%.
  Natural Abilities: Supernatural P.S. and P.E., swim 98%, hold 
  breath for up to 30 minutes +1 minute per P.E. point, depth 
  tolerance of two miles (3.2 km), Nightvision 1,000 feet (305 
  m), excellent day and underwater vision, keen sense of smell 
  (track by scent 45%), resistance to cold (half damage). Bio-
  Regenerates at a rate of 1D6 per hour (typically about 80 
  points per 24 hours).
  Attacks per Melee: Four.
  Mega-Damage: Nip does 4D6 S.D.C., full strength bite and 
  claws does 2D6 M.D. (cannot do a power bite or power claw 
  strike), head butt and stomp attack does 1D4 M.D., tail strike 
  (a clubbing or slashing attack) does 3D6 M.D., and a power 
  tail strike does 6D6 M.D. but counts as two melee attacks.
  Bonuses (in addition to possible attribute bonuses): +2 on Per-
  ception Rolls, +1 on initiative, +1 to strike with bite attacks, 
  +3 to strike with tail attacks, +4 to automatic dodge in water 
  (only attribute dodge bonus on dry land), and +4 to save vs 
  Horror Factor.
  Habitat: Found wherever Lemurians are found, especially 
  among their cities, gardens and outposts. In the wild, the crea-
  tures prefer coastal areas in most climates. They love being 
  around other animals and people.
  Enemies: Large marine predators, sea serpents, sea monsters, 
  Milu and their undead, and humanoid hunters from the sur-
  face.
  Allies: It gets along with most aquatic D-Bees, humans, Lemuri-
  ans and marine mammals.
  Value: The hide of the Seal Serpent can be made into waterproof 
  light body armor (1D4x10+7 M.D.C., -5% Prowl and move-
  ment penalty, the armor typically sells for 20,000 credits), 
  the teeth can be made into knives, short swords and spear-
  heads, and the bone tail can be made into an M.D.C. surfboard 
  (5D6+8 M.D.C.). Meat (whole animal) sells for 200-600 cred-
  its and does not taste awful, but is a heavy, greasy and fatty 
  meat.
  Serpent Seahorse
  The Serpent Seahorse is the newest creation of the Lemuri-
  an Master Biomancer Gene-Mage engineers and has only been 
  available for the last four years. It is a fierce yet majestic looking 
  creature that radiates confidence and strength. They are a golden 
  brown color with white and black markings and accents, and gold 
  flecks in their hard, armored hide. The head is that of a giant 
  seahorse with many frilled and spiky fins. The body is also horse-
  like, but more like what if a horse was combined with a bulldog, 
  with a barrel chest and muscular physique. However, the thick, 
  armored legs go beyond any thing that resembles a dog, and the 
  tail is that of an elegant serpent. The biggest innovation, beside 
  the armored hide, are placements for Stonecaster cannons and 
  ion blasters above them that mount right into the armor of the 
  War Steed’s shoulders. Moreover, they draw on the Serpent Sea-
  horse’s P.P.E. to charge/reload.
  There are a few downsides to the innovations, at least on this 
  War Steed. The rider sits up on the neck of the Serpent Seahorse 
  and must lean to one side or the other to see around the head. This 
  makes a large area on the opposite side is a massive blind spot. To 
  get a good view of the battlefield, the rider must frequently lean 
  from side to side. The heavy armor hampers speed and mobility, 
  and the Serpent Seahorse seems to be a bit less reliable than other 
  War Steeds. It obeys its rider and has moments where it shows 
  concern or affection, but most of the time it is aloof and unfriend-
  ly, as if it does what it is asked but is uninterested in much else. In 
  many regards, the Serpent Seahorse is more like a slow moving, 
  living armored tank than the other fast War Steeds that behave 
  and move like animals. On one hand, the sense of connection 
  is less. On the other, the animal makes both an excellent heavy 
  infantry unit and armored troop support. The Serpent Hunters 
  and Oceanic Guardsmen who have ridden the Serpent Seahorse 
  into combat have all given it positive marks for strength, power 
  and increased combat capabilities, especially against technologi-
  cal enemies. It also makes an excellent work animal able to pull 
  heavy loads.
  Serpent Seahorse War Steed
  Also Known As: Armored Seahorse and Gun Horse.
  Alignment: Any, but most are considered to be Scrupulous 
  (15%), Unprincipled (25%) or Anarchist (50%).
  Attributes: I.Q. 1D4+5 (high animal intelligence, though not as 
  intelligent as sentient cetaceans), M.E. 1D6+15, M.A. 1D6+5, 
  P.S. 1D6+30 (Supernatural), P.P. 1D6+12, P.E. 1D6+19, P.B. 
  1D6+17, Spd 2D4+50 running (36 mph/57.6 km), increase 
  swimming Spd in water by 50% (54 mph/86.4 km or 46.9 
  knots); double Spd when running or swimming along a ley 
  line. Can swim or run at full speed for one hour per P.E. at-
  tribute point before feeling fatigued and requires a minimum 
  of three hours rest. Can swim or run at a leisurely pace for 
  twice as long.
  Size: 15-20 feet (4.6 to 6.1 m) tall from the top of its head to its 
  toes, and 17-22 feet (5.2 to 6.7 m) long from snout to rump. 
  The thick, frilly serpent’s is tail 30-33 feet (9.1 to 10 m) long, 
  and the barrel chested steed is 7-10 feet (2.1 to 3 m) wide at 
  the shoulders.
  Weight: 1-2 tons; males tend to be 20% larger than females.
  M.D.C. by Location:
  Head – 1D6x10+130
  Shoulder Fin Shields (2) – 1D6x10+100 each
  Shoulder Stonecasters (2) – 90 each
  Shoulder Ion Guns (2) – 35 each
  Back Fin (1) – 1D6x10+70
  Legs, Front (2) – 1D6x10+160 each
  Legs, Rear (2) – 2D6x10+180 each
  Serpent Tail – 3D6x10+115
  Main Body – 6D6x10+280 (470 on average)
  Horror/Awe Factor: 13
  P.P.E.: 1D6x10 + P.E. attribute number.
  Disposition: Stoic and calm even under heavy fire, this War 
  Steed often keeps its emotions to itself, and is stingy with its 
  displays of affection or what it might be thinking. Compared 
  to the shy normal seahorse, the Serpent Seahorse is very ag-
  gressive, bold and almost defiant, as if unafraid of dying and 
  seems to enjoy combat. Steady as a rock under duress and 
  combat, and appears to be loyal to its rider/partner and others 
  
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  of its species, but indifferent to all others. When not in combat 
  situations, Serpent Seahorse tend to keep to themselves and 
  like to swim around, explore and hunt (they eat small fish).
  Average Life Span: 1D6x10+40 years.
  Equivalent Skill Abilities: Land Navigation 65%, Tailing 60% 
  on land (+5% underwater), Underwater Navigation 85%, and 
  learns/understands spoken languages quickly (65%); under-
  stands Lemurian and Oceanic at 80%.
  Natural Abilities: Supernatural P.S. and P.E., swim 90%, can 
  breathe water and air indefinitely, Nightvision 1,000 feet (305 
  m), excellent day and underwater vision, resistance to cold 
  (half damage). Bio-Regenerates at a rate of 3D6 per hour (typ-
  ically about 180 points per 24 hours). Note: Depth tolerance 
  is four miles (6.4 km), but prefers reefs and gardens, where 
  the Serpent Seahorse always seem to become more friendly, 
  happy and playful. They also enjoy spending time on dry land 
  for a few hours at a time, but feel most at home underwater.
  Also see weapon systems under Mega-Damage.
  Attacks per Melee: Four.
  Mega-Damage: Melee Combat: A nip does 2D6 S.D.C., a re-
  strained bite 1D4 M.D., a full strength bite does 2D6 M.D., 
  front leg kick or tail strike does 4D6 M.D., a kick from the rear 
  legs 5D6 M.D., a stomp or head butt does 3D6 M.D. Cannot 
  do a power bite, kick or tail swipe.
  Stonecaster Shoulder Guns (2): One is built into each shoul-
  der. They can only shoot forward but have a 45 degree up and 
  down arc of fire. The weapons are usually fired by the rider 
  via Telepathic command or a physical signal like three taps 
  on the neck. However, if the rider is incapacitated, slain or 
  dismounted, the War Steed can fire the guns itself.
  Range: 4,000 feet (1,219 m), half underwater.
  Mega-Damage: Sedimentary Rock: 3D6 M.D. to a 15 foot 
  (4.6 m) area. Igneous Molten Rock: 4D6 M.D. on impact and 
  2D6 M.D. additional for the next two melee rounds. Metamor-
  phic Stone (armor piercing): 6D6 M.D. Note: Double damage 
  when the guns in each shoulder are fired simultaneously at the 
  same target.
  Rate of Fire: Each single or simultaneous dual shot counts 
  as one melee attack of the rider, unless the War Steed is in 
  control.
  Payload: 60 blasts regardless of type. The weapon can be 
  recharged/reloaded on a ley line, nexus or stone pyramid (re-
  generates one blast a minute), or any mage can pump 60 P.P.E. 
  into the cannon for an instant reload. Otherwise, it regenerates 
  projectiles at a rate of one per hour when no source of magic 
  energy is available.
  Ion Blasters: Mounted above each of the Stonecasters is a 
  short-range ion blaster. They shoot forward but have a 45 
  
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  degree up and down arc of fire. The weapons are controlled 
  by the rider via Telepathic command or a physical signal like 
  three taps on the neck. However, if the rider is incapacitated, 
  slain or dismounted, the War Steed can fire the guns itself.
  Range: 1,000 feet (305 m) in air and underwater.
  Mega-Damage:
   4D6 M.D. per single blast, 1D4x10 when the guns in each 
  shoulder are fired simultaneously at the same target.
  Rate of Fire: Each single or simultaneous dual shot counts 
  as one melee attack for the rider, unless the War Steed is in 
  control.
  Payload: 30 blasts. The weapon can be recharged/reloaded 
  on a ley line, nexus or stone pyramid (regenerates one blast a 
  minute), or any mage can pump 30 P.P.E. into the blaster for 
  an instant reload. Otherwise, it regenerates at a rate of one 
  blast every three hours when no source of magic energy is 
  available.
  Bonuses (in addition to possible attribute bonuses): +2 on Per-
  ception Rolls, +3 on initiative, +4 to strike, +1 to parry, +3 to 
  automatic dodge in water and on land, +2 to pull punch, +3 to 
  roll with impact, and +6 to save vs Horror Factor.
  Habitat: Found wherever Lemurians are found, especially 
  among their cities, gardens and outposts. Home is in the ocean 
  with Lemurians, but the Serpent Seahorse does very well on 
  dry land and likes to explore and hunt on islands and coastal 
  forests.
  Enemies: Sharks and large marine predators, sea serpents, sea 
  monsters, humanoids, and the enemies of Lemuria.
  Allies: Namely Lemurians, the people who created this War 
  Steed, and Ichthyleans, but they may also be used by humans 
  and aquatic D-Bees. Gets along with other serpents and toler-
  ates most others War Steeds. Wary of people and most other 
  creatures except Lemurians and Ichthyleans (whom they like 
  for some unknown reason). They see most large fish and mam-
  mals, including people, as potential threats and enemies.
  Value: As a trained War Steed it is worth 500,000-650,000 cred-
  its. The Serpent Seahorse’s hide cannot be made into body 
  armor or clothing. Only its spines can be used as spikes, stab-
  bing weapons, picks or spearheads (inflict 1D6 M.D. each). Its 
  meat is inedible.
  Shadow Serpent
  Some people are of the opinion that these mysterious serpents 
  are creatures from the dark abyss or from the same home dimen-
  sion as Shadow Beasts. Others claim they are mutants or aliens 
  who have adapted to the darkness of the abyss and magical en-
  ergies of Rifts Earth. When exposed to light (which is almost 
  never deep underwater), these jet black sea serpents are seen to be 
  covered in large, black, blue-black, or charcoal gray scales, their 
  eerie yellow eyes glowing much like a cat’s. Their hands and feet 
  are webbed and tipped with wicked, black claws, and their tail is 
  covered with spikes like a stegosaurus.
  Whether hunting the shallows in the dead of night or stalk-
  ing in the open darkness of the abyss, these sea serpents feast on 
  a wide assortment of fish and squid. However, sharks, whales, 
  dolphins, humans and D-Bees are their favorite prey. They have 
  a high animal intelligence and enjoy cat-and-mouse style games 
  with their prey, and use hit and run tactics, surprise attacks and 
  ambushes from the shadows. The serpents Shadow Melding 
  powers enables them to completely merge with the darkness to 
  the point where it prevents others locating Shadow Serpents via 
  echolocation and sonar systems. Being exposed to any kind of 
  light, even something as small as a flashlight, illuminates and re-
  veals the Shadow Serpent. However, while cloaked in shadow or 
  darkness, only thermal/infrared systems can detect the serpent, 
  and even then the devices are -30% to accurately pinpoint and 
  register the monster.
  Though many people mistake Shadow Serpents for dragons, 
  the creature is a “sea serpent” – a comparatively dull-witted and 
  weaker cousin to dragons. As such, they are smart, possess the 
  ability to cast a limited number of magic spells and are consid-
  ered creatures of magic, but they live and behave more like wild 
  animals or savage barbarians than people or dragons. Wild Shad-
  ow Serpents are often evil and prey upon other intelligent life 
  forms as well as animals. Lemurians have learned, however, that 
  with the right training and influence, especially when raised from 
  a young age, Shadow Serpents can be become loyal and valiant 
  War Steeds and partners in the defense of Lemuria. In that capac-
  ity, they behave like children or smart animals that can talk. Even 
  tamed and well-intentioned Shadow Serpents remain creatures of 
  passion who need their Lemurian rider/partner to provide their 
  moral compass and rein them in. It is in the serpents’ nature to be 
  cunning, deceitful, treacherous, and brutal. In combat, they like 
  to lay in wait, attack from behind, and lay traps.
  Shadow Serpent
  Available As: NPC Sea Serpent Villain or Lemurian War Steed.
  Alignment: In the wild, most are Diabolic (20%), Miscreant 
  (30%) or Anarchist (30%). Those influenced by good Lemu-
  rians and used as War Steeds are Scrupulous (20%), Unprin-
  cipled (35%) or Anarchist (40%).
  Attributes: I.Q. 1D4+8 (human-like intelligence, but driven by 
  animal instincts and behavior), M.E. 1D6+6, M.A. 1D6+6, 
  P.S. 1D6+24, P.P. 1D6+11, P.E. 2D6+10, P.B. 2D6+10, Spd 
  1D6+18 (15 mph/24 km) on land, Spd in water 2D6+46 (50 
  mph/80 km or 43 knots). Can swim or run at full speed for 30 
  minutes per P.E. attribute point before needing to rest for at 
  least five hours. Swimming or walking at a leisurely pace can 
  be maintained for one hour per P.E. point.
  Size: 20-30 feet (6.1 to 9.1 m) long from snout to rump, the tail is 
  an additional 25 to 30 feet (7.6 to 9.1 m).
  Weight: 8 to 12 tons.
  M.D.C. by Location:
  Head – 1D6x10+120
  Legs, Front (2) – 1D6x10+60 each
  Legs, Rear (2) – 2D4x10+80 each
  Serpent Tail – 3D6x10+120
  Tail Blade (1; tip) – 1D6x10+180
  Main Body 4D6x10+100
  Shadow M.D.C. (Special): While in darkness the Shadow Ser-
  pent receives a bonus of +120 M.D.C. Only daylight or being 
  illuminated in bright light dispels the bonus M.D.C. A flash-
  light or a small Globe of Daylight is not sufficient; however, 
  three or more Globe of Daylight spells or multiple headlights 
  that completely cover the Shadow Serpent will work and 
  eliminate its bonus M.D.C. (On an S.D.C. world, the Shadow 
  Serpent has 1D6x10+40 Hit Points, 4D6x10 S.D.C. +100 in 
  darkness, and a Natural A.R. of 16.)
  
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  Horror Factor: 12
  Average Life Span: 1D6x100+800 years.
  Average Level of Experience: 1D8 for Non-Player Characters 
  or as desired by the G.M. War Steeds of player characters 
  should be first or second level. Use the Dragon Experience 
  Table.
  Disposition: Sneaky, tricky, clever and cunning; driven by pred-
  atory instincts and a natural inclination to be deceitful and 
  self-serving.
  R.C.C. Equivalent Skills: Camouflage 55%, Detect Ambush 
  65%, Detect Concealment 60%, Escape Artist 60%, Land 
  Navigation 80%, Lore: Demons and Monsters 50%, Lore: Sea 
  Creatures 70%, Prowl 50% (+25% when Shadow Melding), 
  Tailing 60% (+20% in darkness or from shadows), Track Ani-
  mals 65%, Track and Hunt Sea Creatures 80%, Underwater 
  Navigation 90%; all skills improve at a rate of +1% per level 
  of experience.
  Natural Abilities: Supernatural P.S. and P.E., natural swimmer 
  90%, resistant to cold (half damage), Nightvision 4,000 feet 
  (1219 m; can see in complete and unnatural darkness), poor 
  day/light vision 400 feet (122 m; double in low light), keen 
  sense of hearing, good sense of smell, can breathe both air 
  and water, and Bio-Regenerates 2D6 M.D.C. per melee round, 
  4D6 M.D.C. in total darkness. Shadow Serpents magically un-
  derstands and speaks all languages
  Blade Tail (special): The last 4-6 feet (1.2 to 1.8 m) of the 
  serpent’s prehensile tail is a bone blade made for stabbing and 
  cutting. On the top side of the blade portion are stegosaurus-
  like spikes that can be used to hit with blunt force or impale 
  with the spikes. The Tail Blade does 4D6+2 M.D. per attack. 
  Blunt tail strike or blunt side of the blade or spikes does 3D6 
  M.D. Spike strike/impaling Attack: 4D6 M.D.
  Depth Tolerance: 7 miles (11.2 km).
  Shadow Meld: As per the spell, the Shadow Serpent can com-
  pletely meld with shadows or darkness. In the depths of the 
  sea this makes them nearly invisible. The Shadow Serpent’s 
  ability is even more powerful than the common spell, allowing 
  them to partially shift into the shadow dimension. This makes 
  them difficult to detect with echolocation (passes right through 
  or reflects a very weak response) and sonar. Only bright light 
  can dispel this completely, partial light (like from a flashlight) 
  will weaken the shift to the shadow dimension enough that 
  they are still hard to see, but can be detected by sonar and 
  echolocation systems. Anyone trying to use echolocation or 
  sonar to detect does so at half the usual skill level and any 
  bonuses are halved (such as the Lemurian’s crude echoloca-
  tion sense, which normally reduces penalties for being blind 
  or fighting an unseen target to -1 to strike, parry and dodge, 
  now becomes a -4 to strike parry and dodge against Shadow 
  Serpents).
  Size Metamorphosis (special): Unlike dragons, Shadow Ser-
  pents cannot shape change to look like other beings, but can 
  reduce their natural size by as much as 60%.
  Also see Magic.
  Attacks per Melee: Four.
  Mega-Damage: Restrained Bite: 1D4x10 S.D.C. Bite attack: 
  3D6 M.D., Claw Strike: 4D6+3 M.D. Also see Blade Tail, 
  above.
  Bonuses (all): +3 on Perception Rolls in darkness only, +1 on 
  initiative, +6 to strike, +4 to parry, +5 to automatic dodge in 
  
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  darkness or shadow, +5 to pull punch, +2 to roll with impact, 
  +1 to save vs psionics and illusions, +3 to save vs magic and 
  poison, +5 to save vs Horror Factor.
  Vulnerabilities/Penalties: Light: The Shadow Serpent really 
  does not like the light; bright light dispels their shadow pow-
  ers and weakens them (less M.D.C.). Bright lights blind the 
  Shadow Dragon (e.g. the Blinding Flash spell, camera flashes, 
  bright sunlight, etc.) with double the duration for penalties. 
  They can operate out in daylight, but squint and shade their 
  sensitive eyes; loses one attack and is -2 to strike, parry and 
  dodge as they block out the sun with one of their hands or tail.
  Magic: Starts with Cleanse (6), Cloak of Darkness (6), Fear (5), 
  and Shadow Meld (10). Instinctively knows one new spell se-
  lected from levels 1-3 of Spell Invocations for each new level 
  of experience. P.P.E.: 1D6x10 + P.E. attribute number, plus 
  2D6 per level of experience.
  Psionics: None.
  Habitat: They prefer the darkness of night or depths of the abyss. 
  However, in their search for prey they often rise to the surface 
  at night and hunt fish, animals, and humanoids in and out of 
  the water; cattle are easy prey as are unsuspecting villagers or 
  sailors. Sometimes they attack coastal communities or ships.
  Allies: None, per se in the wild where they tend to hunt as lone 
  predators or gather in small groups of 1D4+1. Some may ally 
  themselves to evil practitioners of magic and dark forces. 
  Those used by Lemurians as War Steeds are friends and allies 
  of Lemurians, Ichthyleans, Merans, and friends of Lemura. As 
  a rule, Shadow Serpent War Steeds do not hunt humanoids or 
  sentient beings, and stick to fish and animals. Shadow Serpent 
  War Steeds have proven they can be made to care about their 
  riders and other people and show strong loyalty for their hu-
  man “partner.”
  Enemies: Generally view most people and animals as prey. 
  Wild serpents hate creatures of light and those who radiate 
  with light or possess light abilities. (Lemurian War Steeds dis-
  like and distrust them). The creature views other sea serpents, 
  monster and dragons as rivals and potential enemies. Rumor 
  has it that a band of pirates also raise Shadow Serpents as rid-
  ing animals, pets and assassins; of course these serpents are 
  Anarchist or evil.
  Value: 300,000-400,000 credits for one tamed as a War Steed, 
  half that as an attack animal/guardian. The hide of cannot be 
  made into body armor or clothing, but the teeth can be made 
  into arrowheads, knifes and warclubs, and the tail blade can 
  be turned into a giant-size sword, propeller blade, rudder or 
  the blade of a ram prow. Its meat is disgusting and unedible.
  Thrall Sea Serpent
  One might think of the Thrall Sea Serpent as an aquatic Tyran-
  nosaurus Rex. The creature has a large head and massive, tooth-
  filled maw that can bite a Great White Shark in half. Its forearms 
  are short, as are its hind legs, but both end in large claws. The 
  body is long, round and snake-like, and ends with a long, tapered 
  tail that can be used like a whip. The Thrall Sea Serpent was 
  the very first Biomancer Gene-Mage creation, and it remains a 
  favorite of Oceanic Guardsmen, Serpent Hunters and Lemurian 
  Scouts. The monster is especially adept in the ocean, where it 
  has excellent speed and agility. On land, its short legs and long, 
  serpentine body makes it a comparatively large, slow target. Or 
  so it would seem. One of the unique capabilities of the Thrall Sea 
  Serpent is it can rear up on its hind legs, reminiscent of a cobra. 
  In this combat position, it can bob and weave out of the way of 
  incoming attacks, as well as parry and attack with its claws, and 
  make lightning fast (counts as one melee attack) and devastat-
  ing bites. Thralls can also jab and butt with their nose and per-
  form sideways head slaps/butts without harm to their thick-boned 
  skulls. The roar of a Thrall Sea Serpent rearing up like a 30 foot 
  (9.1 m) tall King Cobra is enough to give the most experienced of 
  warriors second thoughts about pressing an attack. Lemurian Ser-
  pent Hunters love this snake attack capability because it allows 
  them to leap off the back of the monster to engage the enemy 
  while their mighty War Steed fights at their side or behind them, 
  taking out other enemies, flying enemies, and those coming from 
  the side, and is very much a fighting companion, that also hap-
  pens to be a War Steed.
  Perhaps the most surprising trait about the Thrall Sea Serpent 
  is they are like giant, loving puppy dogs. Thralls are among the 
  most affectionate and loyal to their rider of all the Lemurian War 
  Steeds. In combat, they are fury unleashed and will stand at their 
  rider’s side till death if necessary. If their warrior falls, the Thrall 
  goes into a killing fury to destroy, and often devour, the enemy 
  responsible. Once the perpetrator has been destroyed/eaten, the 
  Thrall will usually pick up its fallen Lemurian companion in its 
  mouth and try to carry him to a Lemurian base for medical at-
  tention or a proper burial. If their combat partner dies, there is a 
  01-40% chance the serpent stops eating and starves itself to death 
  in grief. Truth be told, the owners of Thralls usually feel the same 
  about their War Steeds, and the loss of one is equal to losing a 
  best friend. When not in combat, Thrall Sea Serpents love to play, 
  chase, fetch, wrestle, perform aquatic acrobatics, have its belly 
  rubbed (they also love having their neck under their jaw rubbed), 
  and sun themselves between romps.
  A hatchling Thrall Sea Serpent is often assigned to a young 
  Lemurian Serpent Hunter (sometimes an Oceanic Guardsman, 
  Biomancer Gene-Mage, or member of the Royal Family) who 
  trains, teaches and cares for his new ally for the rest of his days. 
  Retired Lemurian Serpent Hunters always keep their Thralls as a 
  pet and companions, and many go on to collect and raise Thralls 
  and other sea serpents on small underwater ranches, giving them 
  up at a young age to Lemurian warriors and members of the royal 
  family.
  Thrall Sea Serpents have crimson, orange or reddish brown 
  bodies with dark patches on the nose, head and paws, a light, 
  creamy tan or greenish white underbelly, white teeth and black 
  
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  claws. The texture of their skin is like a thick, rough, wrinkled 
  leather, but their underside is smooth.
  Thrall Sea Serpent
  Also Known As: The Hunter Serpent and Royal Serpent.
  Alignment: Principled (45%), Scrupulous (35%), or Unprinci-
  pled (15%). Few have a darker nature.
  Attributes: I.Q. 1D4+7 (high animal intelligence, though not as 
  intelligent as sentient cetaceans), M.E. 1D6+15, M.A. 1D6+17, 
  P.S. 1D4+30 (Supernatural), P.P. 1D6+15, P.E. 1D6+15, P.B. 
  1D6+8, Spd 2D4+48 running (36 mph/57.6 km or 31 knots), 
  double swimming Spd in water (72 mph/115 km or 62 knots); 
  increase running and swimming speed 50% along a ley line. 
  Can swim or run at full speed for one hour per P.E. attribute 
  point before feeling fatigued and requires a minimum of three 
  hours rest. Can swim or run at a leisurely pace indefinitely.
  Size: 35-40 feet (10.6 to 12.2 m) long from snout to rump. The 
  tail is an additional 22-28 feet (6.7 to 8.5 m) long. Stands 12-
  15 feet (3.6 to 4.6 m) from toes to the top of the head, but can 
  stand on its hind legs in a cobra-like stance, towering 30+ feet 
  (9.1 m). The body is roughly 5-6 feet (1.5 to 1.8 m) in diam-
  eter, and 10-12 feet (3 to 3.6 m) in width at the shoulders and 
  hips; the rider sits above the front legs and up on the neck. The 
  head is 4-5 feet (1.2 to 1.5 m) long and 4 feet (1.2 m) wide.
  Weight: 5-8 tons; males tend to be 15% larger than females.
  M.D.C. by Location:
  Head – 2D6x10+220
  Fins (2, top) – 5D6+20 each
  Legs, Front (2) – 1D6x10+90 each
  Legs, Rear (2) – 1D6x10+100 each
  Tail – 3D6x10+150
  Main Body – 3D6x10+120
  Horror/Awe Factor: 15
  P.P.E.: 6D6+15
  Disposition: A terror on the battlefield, the Thrall Sea Serpent 
  likes to roar and bellow to frighten opponents, but becomes si-
  lent, other than growls and hisses when locked in actual com-
  bat. The serpent enjoys combat, is ferocious and fearless, and 
  never leaves its rider’s side. Away from battle, the monster is 
  a playful puppy, at least with its humanoid partner, but can go 
  from fun-loving to fighting mode in a split second. Gentle and 
  attentive toward its rider, and highly protective of him.
  Average Life Span: 1D6x10+75 years.
  R.C.C. Equivalent Skills: Land Navigation 75%, Tailing 75% 
  (underwater only), Prowl 45% (underwater only), Track and 
  Hunt Sea Creatures 80%, Underwater Navigation 90%, and 
  learns/understands spoken languages quickly (75%); under-
  stands Lemurian and Oceanic at 90%.
  Natural Abilities: Supernatural P.S. and P.E., swim 98%, can 
  breathe water and air indefinitely, Nightvision 1,000 feet (305 
  m), excellent day and underwater vision, resistance to cold 
  (half damage). Bio-Regenerates at a rate of 3D6 per hour (typ-
  ically about 200 points per 24 hours).
  Chemoreceptors (special): A highly advanced sense of taste/
  smell that lets the Thrall Sea Serpent track its prey underwater, 
  detect salinity and toxicity of the water and taste blood in the 
  water like a shark. Can identify chemicals, toxins or specific 
  creatures by taste and smell. Identify chemicals and scents by 
  
  205
  taste: 50%. Track by taste/scent: 70% (+10% to track its rider 
  or blood scent). Range: One mile (1.6 km).
  Crude Echolocation System (special): The Thrall Sea Serpent 
  can also hear and discern the reflection or echoes of sounds 
  they make to sense large objects around them. While nowhere 
  near as precise as a whale, dolphin or bat’s echolocation sense, 
  it helps them navigate underwater and in the dark, and detect 
  unseen objects and creatures; reduces penalties for being blind 
  or fighting invisible foes by half.
  Depth Tolerance: 8 miles (12.8 km).
  Ultrasonic Communication (special): Besides being able to 
  hear into the ultrasonic sound range, Thrall Sea Serpents can 
  also create high frequency noises just like the cybernetic Inau-
  dible Frequency Transmission implant. They use this ability 
  to communicate underwater, with whales/dolphins, Lemurians 
  and other Thrall Sea Serpents.
  Attacks per Melee: Four while running, swimming, or standing 
  and fighting on all fours, but six when the Thrall Sea Serpent 
  takes its “cobra” stance on land.
  Mega-Damage: A nip does 5D6 S.D.C., a restrained bite 3D6 
  M.D., a full strength bite does 5D6+4 M.D., Power Bite does 
  1D6x10+5 M.D. (but counts as two melee attacks), a claw 
  strike does 5D6 M.D., head butt 3D6 M.D. Tail Strikes: Re-
  strained tail “tap” does 1D4x10 S.D.C., restrained tail strike 
  does 2D6 M.D., full strength hit does 4D6 M.D. Cannot do a 
  power tail or claw strike.
  Bonuses (in addition to possible attribute bonuses): +2 on Per-
  ception Rolls, +3 on initiative, +3 to strike with most com-
  bat attacks (+5 to strike with tail), +3 to parry (+4 to parry 
  with tail), +2 to automatic dodge in water and land, +5 to pull 
  punch, +2 to roll with impact, +6 to save vs Horror Factor, +2 
  to save vs illusions and mind control, and +5 to save vs poison 
  and disease.
  Vulnerabilities: Sometimes too fearless and loyal, which may 
  causes it to take on overwhelming odds, take foolish chances 
  and fight to the death at the side of its rider.
  Habitat: Thrall Sea Serpents coexist with Lemurians and fight 
  alongside them. They are wherever Lemurians are found, es-
  pecially among their cities, gardens and outposts. Home is in 
  the ocean, and they can be found in any of Earth’s oceans and 
  occasionally, on land along coastal regions and deep lakes. A 
  number have gone wild and inhabit remote parts of the Pacific 
  Rim and Indian Ocean.
  Allies: Lemurians and their allies. Wild ones can be found alone, 
  in pairs, in small family groups of 3-8, and with pods of ce-
  taceans and other sea serpents. They love being around other 
  animals and people.
  Enemies: The Milu, Lord of the Deep, large marine predators, 
  sea serpents, sea monsters, humanoids, and the enemies of Le-
  muria.
  Value: Lemurians treasure them and the Lemurian Serpent Hunt-
  ers value them as a brother and comrade in arms. As a trained 
  War Steed it commands 350,000-600,000 credits. The hide 
  cannot be made into body armor or clothing, only the teeth can 
  be used to make daggers, spikes, spearheads and jewelry. Its 
  meat is tough and not very tasty and there is no market for it. 
  Besides, the Lemurians typically collect their dead, including 
  slain War Steeds, and especially their beloved Thralls.
  Tiger Serpent
  These magnificent sea serpents are presumed to be creatures 
  from another dimension, though there are some ancient Indian 
  and Chinese myths that suggest they could originate on Earth. 
  Tiger Serpents have a long snake-like body covered with large, 
  orange or golden scales and black tiger-stripe markings on their 
  face, fins and body. The face is very much feline, the eyes a 
  dark green, and its webbed front feet end in tiger-like retractable 
  claws. Tiger Serpents are solitary hunters who prefer to travel and 
  stalk prey alone or in pairs, and seem to prefer ocean reefs, sea-
  weed forests and comparatively shallow, sunlit waters, though it 
  is believed they retreat to lairs in the ocean depths. Tiger Serpents 
  are masters of stealth and like hunting in jungles and forests on 
  land as much as in the ocean. A favorite tactic is to lurk amongst 
  seaweed beds or tall grass, waiting for the right moment to strike, 
  darting out with lightning speed to snag its prey. Like crocodiles, 
  the serpent also likes laying in wait underwater, but near the sur-
  face. When prey or an enemy target comes within range along the 
  water’s edge, the serpent lunges up, grabs hold with its claws and 
  pulls its unsuspecting victim into the water where it, presumably, 
  has the advantage. The animal loves to lay in wait, tail opponents, 
  set ambushes and attack with the element of surprise.
  As a Lemurian War Steed, Tiger Serpents are surprisingly 
  loyal and obedient to the warrior they bond with. The rider can sit 
  anywhere along the length of its body, but the usual place is just 
  behind the shoulders. A Tiger Serpent can rear up on its snake-
  like body, but only for a few melee rounds and remains low to the 
  ground where it can claw, bite and pin its victims. Tiger Serpents 
  also like to coil around prey to hold it underwater until it drowns 
  or to hold it in place while it attacks with tooth and claw. Note: 
  Tiger Serpents cannot perform a cobra stance.
  Tiger Serpent
  Also Known As: Tiger Python and Striped Death.
  Alignment: Any, but in the wild, they are considered Anarchist 
  or evil, animalistic predators. Lemurian trained Tiger Serpents 
  are usually Scrupulous (15%), Unprincipled (20%) or Anar-
  chist (40%).
  Attributes: I.Q. 1D4+6 (high animal intelligence, though not 
  as intelligent as sentient cetaceans), M.E. 1D6+16, M.A. 
  1D6+11, P.S. 1D4+25 (Supernatural), P.P. 1D6+16, P.E. 
  1D6+14, P.B. 1D6+16, Spd 2D4+25 running/slithering like a 
  snake (20 mph/32 km), double swimming Spd in water (40 
  mph/64 km or 34 knots); increase running and swimming 
  speed 50% along a ley line. Can swim or run at full speed for 
  one hour per P.E. attribute point before feeling fatigued and 
  must reduce speed by half, but can continue for another 2D4 
  hours before it is necessary to rest for five hours. Can swim or 
  run at a leisurely pace indefinitely.
  Size: 40-60 feet (12.2 to 18.3 m) long from snout to the tip of the 
  tail. The creature’s body is 2-3 feet (0.6 to 0.9 m) in diameter, 
  but tapers to a point along the tail. 5-6 feet (1.5 to 1.8 m) wide 
  at the shoulders and stands 6-8 feet (1.8 to 2.4 m) tall sup-
  ported by its front legs, its serpentine body trailing off behind 
  it. Rears up to be 10-14 feet (3 to 4.3 m) tall.
  Weight: 3-6 tons; females are 20% larger than males.
  M.D.C. by Location:
  Head – 2D4x10+120
  
  206
  
  207
  Fins (many) – 4D6 each
  Legs, Front (2) – 1D6x10+80 each
  Legs, Rear (none, see Main Body and Tail)
  Main Body & Tail – 3D6x10+220
  (On S.D.C. worlds, the Tiger Serpent has 2D6x10 Hit 
  Points, 2D6x10 S.D.C. and a Natural A.R. of 15.)
  Horror Factor: 14
  P.P.E.: 2D4x10 + P.E. attribute number.
  Disposition: Behaves very much like a cat, showing affection 
  when it wants to and indifference or disdain when it desires to 
  be left alone. Sneaky, observant and quick to respond. Loves 
  to chase, hunt and play cat and mouse games.
  Average Life Span: 2D4x10+100 years.
  Equivalent Skill Abilities: Climbing 85%/60% (performed at 
  half the serpent’s running Spd), Prowl 60% (+15 underwa-
  ter), Land Navigation 80%, Tailing 90% (underwater and on 
  land), Tracking (people; 65% on land only), Track and Hunt 
  Sea Creatures 85%, Underwater Navigation 90%, and learns/
  understands spoken languages quickly (75%); magically un-
  derstands all languages at 70%, but cannot speak.
  Natural Abilities: Supernatural P.S. and P.E., Nightvision 1,000 
  feet (305 m), excellent daylight vision and sense of hearing, 
  natural swimmer 95%, can breathe both air and water indefi-
  nitely, resistant to cold (half damage), and depth tolerance of 
  6 miles (9.6 km). Bio-Regenerates at a rate of 3D6 per hour 
  (typically about 200 points per 24 hours).
  Camouflage: Tiger stripes/plant patterned scales provide +5% 
  to Prowl or hide among fallen trees or seaweed in shallow to 
  medium depth water.
  Lightning Quick Strike or Dart Attack: The Tiger Serpent 
  can lunge up to 15 feet (4.6 m) from a hiding place or from 
  where it seems to be standing to attack with bites and claw 
  strikes or to grab its prey and pull it into the water, much like 
  a crocodile. +2 to strike and the attack is considered a surprise 
  or sneak attack.
  Venomous Bite: The Tiger Sea Serpent has infectious bacteria 
  living in its mouth (similar to Komodo dragons). The bacteria 
  helps the Tiger Serpent break down its food and prepare it for 
  digestion, and does not harm or further infect the Tiger Ser-
  pent. However, those unlucky enough to be bitten and survive 
  an attack must roll to save vs poison (14 or higher), or quickly 
  develop debilitating symptoms as the bacteria engulfs and dis-
  ables the them. A failed roll means within 12 hours the victim 
  begins to suffers with cramps and soreness of joints, reduc-
  ing running and swimming speed by 20%, -1 attack per melee 
  round and -2 to strike, parry and all other combat moves. Fur-
  thermore, all physical skills are performed with a -20% pen-
  alty. The effects last for 2D6 hours as the body fights off the 
  infection, at which point the victim must roll to save again, but 
  with a +2 bonus to save. Another failed roll means the bacteria 
  continues to ravage the body doing 1D4 damage direct to Hit 
  Points (2D4 if an M.D.C. creature) and the cramps, soreness 
  and penalties continue for 3D6 hours. This continues until the 
  victim finally makes a save vs disease or the poison is ne-
  gated via magic, psionics or medication/antibiotics (the latter 
  takes effect and stops penalties within 1D4 hours; magical and 
  psionic cures have an instant effect).
  Attacks per Melee: Four.
  Mega-Damage: A nip does 3D6 S.D.C., a restrained bite 2D6 
  M.D., a full strength bite does 4D6 M.D., a claw strike does 
  4D6+4 M.D., a power claw strike does 1D4x10+4, and a tail 
  strike does 3D6 M.D. Cannot do a power bite or tail strike.
  Bonuses (in addition to possible attribute bonuses): +3 to Per-
  ception Rolls, +5 on initiative, +3 to strike, +4 to parry, +2 to 
  dodge, +4 to roll with impact, +2 to disarm, +3 to pull punch, 
  +8 vs Horror Factor, +1 vs psionics and mind control and +6 
  to save vs disease.
  Magic: None.
  Psionics: None.
  Vulnerabilities: Sometimes too fearless and loyal, which may 
  cause it to take on overwhelming odds, take foolish chances 
  and fight to the death at the side of its rider.
  Habitat: Tiger Serpents are found in the wild and living with Le-
  murians as War Steeds and hunting animals. They are wherev-
  er Lemurians are found, especially among their cities, gardens 
  and outposts. Home is in the ocean, and they can be found in 
  any of Earth’s oceans and seas as well as on land along coastal 
  regions, swamps, jungle and rain forests.
  Allies: Lemurians and their allies. Wild ones are solitary crea-
  tures that can be found alone or in mated pairs.
  Enemies: The Milu, Lord of the Deep, large marine predators, 
  sea serpents, sea monsters, humanoids, and the enemies of Le-
  muria.
  Value: Lemurian War Steeds command 250,000-400,000 credits. 
  Their tough hide can be used to make a decent suit of medium 
  armor. Many pirates and aquatic bandits like the armor for its 
  durability and comparative light weight. A suit of medium Ti-
  ger Serpent Armor has 3D6+55 M.D.C. and a mobility penalty 
  of -7% to Prowl, climb and other physical activities; sells for 
  50,000-65,000 credits.
  
  208
  Sea Dragons
  Most dragons enjoy the water, and are unafraid to explore and 
  live in its depths. However, Sea Dragons feel most at home in 
  water and spend the majority of their time in the oceans and seas 
  of Rifts Earth.
  sledge. He makes the depths churn like a boiling caldron and 
  stirs up the sea like a pot of ointment. Behind him he leaves a glis-
  tening wake; one would think the deep had white hair. Nothing on 
  earth is his equal – a creature without fear. He looks down on all 
  that are haughty; he is king over all that are proud.”
  – Chapter 41, the Book of Job, The Bible
  Leviathans are a feared and ancient race of sea monster that ap-
  pear to be some sort of primordial dragon. It is believed that they 
  are native to Earth and predate the appearance of humans. Some 
  have theorized that they are highly evolved aquatic dinosaurs or 
  a reptilian equivalent to whales or dolphins. Their very presence 
  strikes terror in the hearts of the brave and courageous and their 
  brutality and strength are legendary. The Lemurians, instead of 
  trying to conquer or destroy them, as many have tried and failed, 
  have appealed to the monsters sense of self-importance and have 
  managed to forge a tentative alliance. This is perhaps possible 
  because Lemurians show the Leviathans respect and have ex-
  hibited considerable courage by daring to even approach them. 
  Moreover, the Lemurian Serpent Hunters show bravery and trust 
  by willingly stepping into the maw of the beast and letting it close 
  in order to receive their fabled Leviathan Bio-Armor. As a result, 
  most Leviathans do not hunt Lemurians and these Kings of the 
  Deep assist them by attacking and destroying Milu, Milu undead, 
  Naut’Yll, demons and other evil supernatural forces. Moreover, 
  both Lemurian and monster are able to call upon the other for 
  assistance in these matters, but for the most part, it has only been 
  the Lemurians who have done so – playing up and coddling to the 
  Leviathans’ needs to feel superior and “in charge.”
  New talks have been opened up between the Leviathans and 
  the Lemurian Serpent Hunters, who seem to have a natural un-
  derstanding and connection to the cranky monsters. The discus-
  sion is to have the monster take a more proactive stance about 
  “unnatural” threats represented by the Lord of the Deep, Davey 
  Jones, the Milu and other evil supernatural forces. The Levia-
  thans’ response has been mixed. There is no Leviathan society or 
  one leader, so each of the great beasts must be approached on an 
  individual basis. A few have agreed, while others don’t see why 
  any of this is “their” problem. Who cares what “little things” such 
  as Milu and humans do to each other? As long as there are plenty 
  of sea creatures to prey upon, and the “dark forces” and “undead” 
  stay away from Leviathans, there is no issue between them. Other 
  Leviathans complain that Milu and the Lord of the Deep’s min-
  ions taste bad and undead cannot be digested. That being said, 
  there are a couple dozen of the estimated one hundred or so Le-
  viathans in existence who have agreed, and an equal number who 
  will consider “helping” on a situation by situation basis.
  Meanwhile, most Leviathan do as they please, feeding on sea 
  serpents, sea monsters (including many of the creatures Lemu-
  rian use as War Steeds), whales, dolphins, large fish, and surface 
  dwellers. Anarchist and evil Leviathans may also chase, threaten, 
  attack and prey upon people for amusement or food, including 
  Naut’Yll, Ichthyleans, Merans, Junk Crabs, Amphibs, Tritonians, 
  humans and other people at sea. Some even dare attack Lemuri-
  ans when the mood strikes them. People who anger or annoy the 
  monsters are devoured without hesitation. Sometimes a Leviathan 
  will attack a ship or small fleet of ocean vessels, sinking ships 
  and devouring the crew just for fun or to illustrate their power. 
  The only beings to ever be allowed to ride on the shoulder of a 
  Leviathan is the Lemurian Serpent Hunter, but only if the Hunter 
  The Leviathan
  “If you lay a hand on him, you will remember the struggle 
  and never forget it again! Any hope of subduing him is false; 
  the mere sight of him is overpowering. No one is fierce enough 
  to rouse him. Who then is able to stand against me? Who has a 
  claim against me that I must pay? Everything under the heavens 
  belongs to me. “I will not fail to speak of his limbs, his strength 
  and his graceful form. Who can strip off his outer coat? Who 
  would approach him with a bridle? Who dares open the doors of 
  his mouth, ringed about with his fearsome teeth? . . .
  “When he rises up, the mighty are terrified; they retreat be-
  fore his thrashing. The sword that reaches him has no effect nor 
  does the spear or the dart or the javelin. Iron he treats like straw 
  and bronze like rotten wood. Arrows do not make him flee; sling 
  stones are like chaff to him. A club seems to him but a piece of 
  straw; he laughs at the rattling of the lance. His undersides are 
  jagged potshards, leaving a trail in the mud like a threshing 
  
  209
  asks permission first and the creature allows it. Likewise, people 
  marvel that any Leviathan would allow Biomancer Gene-Mages 
  to create Leviathan Bio-Armor from them, with the compliance 
  of the Leviathans. However, make no mistake, Lemurians hold 
  no thrall nor dominance over the great beasts and are sometimes 
  preyed upon by the monsters themselves.
  Leviathans do not learn nor wield magic and are not as intel-
  ligent as true dragons, but they remain a force to be reckoned 
  with. A reality they are happy to demonstrate to any dragon who 
  cares to try to take a stand against them. Most dragon hatchlings 
  would be wise to avoid Leviathans and should never reveal that 
  they are young dragons. The Leviathans’ fragile ego and need 
  to prove themselves superior, compels them to hunt and devour 
  young dragons that come into their ocean environment.
  Leviathan Non-Player Character Monster
  Alignment: Any, but most are Unprincipled (3%), Anarchist 
  (30%), Aberrant (30%), Miscreant (20%) or Diabolic (15%).
  Attributes: I.Q. 1D4+6 (average human level intelligence, but 
  cunning, devious and perceptive, M.E. 1D6+16, M.A. 1D6+13, 
  P.S. 3D6+40, P.P. 1D6+13, P.E. 2D6+13, P.B. 1D6+4, Spd 
  2D6+38 swimming (on average 32 mph/51 km or 27.8 knots), 
  1D6+9 crawling on dry land (around 8 mph/13 km).
  Size: 100-130 feet (30.5 to 39.6 m) long from snout to rump, 
  plus another 60-90 feet (18.3 to 27.4 m) for the tail! The for-
  ward flippers/arms (which end in a pair of claws) are 50-60 
  feet (15.2 to 18.3 m) long, each, for a combined wingspan of 
  150 feet (45.7 m) fully extended. The smaller, middle flippers 
  toward the rear are about half the size of the front pair, and the 
  rear pair are half again (about 12 feet/3.6 m); the four rear flip-
  pers do not have claws. Width of the Leviathan with flippers 
  flush to the side of its body is 50-60 feet (15.2 to 18.3 m), and 
  the head is 28-33 feet (8.5 to 10 m) wide and 10-15 feet (3 to 
  4.6 m) tall from the bottom to top above the eyes.
  Weight: 60 to 90 tons.
  M.D.C. by Location*:
  Head – 4D6x100 +50 per century of life
  Front Flippers (2) – 2D4x100 each
  Rear Mid-Flippers (2, smaller) – 1D4x100 each
  Rear Flippers (2, smallest) – 2D6x10 each
  Tail (1; long) – 3D6x100 +30 per century of life
  Main Body – 1D6x1,000 +100 per century of life.
  (* All numbers are reduced by half, and rounded down, for 
  Leviathan young.)
  Horror Factor: 18
  P.P.E.: 1D4x100
  Disposition: Arrogant and aggressive. They see themselves as 
  the kings and queens of the oceans, and bow down to no one.
  Average Life Span: 2D6x100+800 years. Leviathans are very 
  long-lived creatures that reach full size and maturity at 100 
  years of age. When there is not enough food (or magic en-
  ergy) available, the creature can spend decades hibernating. 
  Females can give birth to one live young once every 100 years 
  for the first 1,000 years.
  Average Level of Experience: One level per every hundred 
  years of life; 2D4 on average for NPC monsters, or as desired 
  by the G.M. Use the Dragon Experience Table.
  R.C.C. Skills Note (Non-Player Character Monster): Astron-
  omy and Navigation 90%, Languages: Cetacean, Dragonese, 
  Lemurian, Milu and Oceanic, all at 87%, and two Earth lan-
  guages of choice at 70%, Lore: Demons and Monsters 60%, 
  Lore: Sea Creatures 80%, Prowl 50% (+10% in dark waters, 
  not applicable on land), Tailing 70%, Track and Hunt Sea Ani-
  mals 87%, and Underwater Navigation 90%. Skills improve at 
  a rate of +2% per level of experience.
  Natural Abilities: Supernatural P.S. and P.E., natural swimmer 
  92%, Nightvision 2,000 feet (610 m), keen sense of hearing, 
  can breathe both air and water, impervious to fire and heat, 
  electricity and cold do half damage, magically understands 
  and speaks all languages at 85%, and Bio-Regeneration 4D6 
  M.D.C. per melee round.
  Breathes Fire (special): Much like a dragon, the Leviathan 
  breathes fire. The fiery blast is so hot that it can boil through 
  water to scald and burn creatures even underseas. Rate of Fire: 
  Twice per melee round. Range: 60 feet (18.3 m) as a cone (90º 
  spread) or 150 feet (45.7 m) as a stream (hits a single target); 
  half range underwater. Damage: 5D6 M.D. to all inside the 
  fiery cone, 1D4x10 M.D. as a fire stream at a single target. 
  Note: The Leviathan can also shoot out a stream of superheat-
  ed steam same as above, but it does 4D6 S.D.C. and 1D4x10 
  S.D.C., respectively. Steam is used to express annoyance and 
  frustration, and as a warning to leave it alone.
  Chemoreceptors (special): A highly advanced sense of taste/
  smell that enables the Leviathan to track its prey. They can 
  also determine the salt content or toxicity of the water, es-
  pecially useful in locating volcanic vents where they like to 
  sleep, as well as to taste blood in the water like a shark. Base 
  Skill: 70% +2% per level of experience to track. 50% +5% per 
  
  210
  level of experience to identify chemicals, toxins or specific 
  creatures by “sampling” scent trails.
  Sense and See Electromagnetic Energy (Special): Leviathans 
  are highly sensitive to electromagnetic energy and can sense 
  and see it. When available, they can see in all spectrums of 
  light (including the visible range, ultraviolet and infrared) and 
  sense the heat given off by most creatures, underwater volca-
  noes and the slight variation of water temperature called ther-
  moclines (most fish and aquatic life don’t give off heat and 
  blend in with their surroundings, but this is useful for hunt-
  ing aquatic mammals, including humans). They can see the 
  electromagnetic energy of the planet that directs compasses 
  and is what helps them navigate underwater. Leviathans can 
  also see electro-chemical energy emitted by living creatures 
  through their nervous systems and as they contract their mus-
  cles (much like the shark’s electromagnetic sensitivity). This 
  ability lets them see most invisible creatures and hunt in pitch-
  black conditions at the bottom of the ocean. Range: 2,000 feet 
  (610 m).
  Sense and See Magic Energy (special): Leviathans can see and 
  sense magic energy (P.P.E.) just like a Ley Line Walker. This 
  ability lets them sense and hunt the energy-rich supernatural 
  beings and creatures of magic that now inhabit the oceans.
  Attacks per Melee: Five physical attacks per melee, or 2 physi-
  cal and three fire breath attacks (or any combination thereof).
  Bonuses (all): +3 on Perception Rolls, +3 on initiative, +6 to 
  strike, +4 to parry and dodge underwater (half on dry land), 
  +5 to pull punch and bite, +5 to roll with impact, +8 to save vs 
  possession and mind control, +5 to save vs magic, +10 to save 
  vs poison, and is impervious to Horror Factor.
  Mega-Damage: As per Supernatural P.S. (on average 42-50). 
  Biting nip or restrained bite does 1D6x10 S.D.C. or 1D6 M.D. 
  depending on the monster’s intent. Full strength bite attack 
  does 1D6x10 M.D., a power bite 2D6x10 M.D. (but counts 
  as two attacks), claw swipe 6D6+10 M.D., blunt flipper or 
  tail slash 6D6 M.D., full speed ram attack 3D6x10 M.D., but 
  counts as two attacks.
  Vulnerabilities: The monster’s arrogance, fearlessness, aggres-
  siveness and size sometimes works against it.
  Magic: None, though they find it interesting and respect its pow-
  er.
  Psionics: Meditation (0), Mind Block (4), Sense Magic (3), 
  Sense Time (2), and Telepathy (4). I.S.P.: M.E. attribute x2 
  +2D6 per level of experience/100 years of age. Considered a 
  Minor Psychic.
  Habitat: The ocean depths where they enjoy their solitude, but 
  they do swim to higher levels, the surface and even venture 
  onto dry land to hunt and feed – prey upon fish, animals, hu-
  mans and D-Bees alike. Many make their lairs at or near un-
  derwater volcanoes, and enjoy the ambient heat.
  Allies: The Leviathans are feared by almost every creature in the 
  sea, especially people and cetaceans; the Lord of the Deep and 
  Splugorth being two exceptions. Even Davey Jones and the 
  Milu tread carefully around these powerful beasts. The Le-
  murians are the only ones who routinely communicate with 
  them and have established a tentative, if shaky and uncertain, 
  friendly relationship with them.
  Enemies: Leviathans see most smaller and weaker creatures as 
  their inferiors and prey, including sea monsters, sea serpents, 
  Lemurian War Steeds and all people. The Lemurians are an 
  exception, though it’s not entirely clear why this is. It may 
  have to do with the fact that Lemurians have gone above and 
  beyond to reach out to the mighty behemoth, ask for their help, 
  and have never hunted them. Still, there are Leviathans who 
  have no tolerance for Lemurians, and are happy to devour 
  them and their War Steeds.
  Leviathans have an ongoing feud with the Minions of 
  Splugorth who sometimes hunt and slay them, and Leviathans 
  despise the Metzla. Dragons of all kinds are regarded as ar-
  rogant and untrustworthy rivals and showoffs, regardless of 
  their alignment, and are sometimes hunted, slain and eaten by 
  Leviathans, especially hatchlings. Nor do Leviathans hold any 
  love for the Milu or the Lord of the Deep and his minions and 
  monstrous creations, but they tend to leave the Lord of the 
  Deep alone (whom they see as a force of nature like them-
  selves), attacking only the creatures that serve him. Thanks 
  to the Lemurians bringing them to their attention, there is a 
  growing animosity toward the Milu and their undead legions.
  Value: Their skin/hide is lightweight, but extremely tough, able 
  to shrug off blows even from rail guns and torpedoes. Its light, 
  resilient nature makes it sought out for body armor. However, 
  capturing (let alone killing) a Leviathan is nearly impossible. 
  Such skins can make a suit of non-environmental/homespun 
  body armor with 1D6x10+90 M.D.C. (-10% Prowl and move-
  ment penalty and would sell for 80,000 to 120,000 credits just 
  because of its legendary origin). The teeth can be made into 
  knives, swords, spearheads, staves and other weapons, as well 
  as sculptures, works of art and jewelry. The meat is inedible.
  
  211
  Ghost Dragon
  In its natural form, the Ghost Dragon appears as a pale white 
  dragon with a light gray, light blue or light green underbelly and 
  hair. Its head is surrounded by a crown of horns and spikes, with 
  more wicked looking, shark-tooth shaped spikes running down 
  its spine. On its head is a beard, two long, tentacle-like feelers 
  that pass for a mustache, and a shaggy mane of hair that runs 
  down its back. Its eyes are solid white and minus pupils. The 
  Ghost Dragon is more akin to eastern dragons, having a long ser-
  pentine body and short limbs. It has a long tail that resembles that 
  of a fish, but ends with a fan-like cluster of fur.
  The Ghost Dragon earns its name not just from its white color, 
  but also from the fact that four times a day it can become ethe-
  real. In this “ghost” form, the dragon retains its appearance, but 
  is translucent. In mist, fog and water, the Ghost Dragon seems to 
  vanish completely, becoming partial visible, as if made of water 
  or glass, when it is within 10 feet (3 m) of another person. How-
  ever, when you can see the Ghost Dragon in its ethereal form, 
  you’re probably about to be attacked. To attack, using magic, 
  psionics or physical attacks, the Ghost Dragon must become tan-
  gible again, at least for one full melee round (15 seconds). This is 
  when the dragon is most vulnerable, but also at its most deadly.
  The Ghost Dragon is relatively new to Rifts Earth, and is a 
  carrion feeder, thriving on the remains of the dead and decaying, 
  as well as feeding upon the entities that are fostered in such an 
  environment. This means Ghost Dragons are attracted to Dead 
  Pools and many are happy to strike up an alliance with Necro-
  mancers, the Milu, Davey Jones, the Lord of the Deep, and other 
  supernatural beings and people who control or deal with the dead, 
  undead, and animated dead or are involved in war or murder. As 
  a result, sunken ships, ship graveyards, Dead Pools, battlefields, 
  ocean ley line triangles, and similar places are appealing to Ghost 
  Dragons as locations to hunt, lurk and establish lairs. They also 
  like looking for sunken treasure. Gold, gems, magic items and 
  ancient artifacts are all coveted by the dragon. Likewise, they use 
  places reputed to harbor treasure troves as locations to lure unsus-
  pecting adventurers and seafarers to their doom. Though Ghost 
  Dragons prefer to feed upon the remains of the dead, they don’t 
  have a problem with slaughtering the living and letting the bodies 
  rot for a few days before chowing down on their remains. Find a 
  cave or shipwreck full of bloated dead bodies, and you’ve prob-
  ably found the lair or meat locker of a Ghost Dragon. Beware, or 
  you may be added to the meal.
  Ghost Dragons seldom allow themselves to serve humans, but 
  may ally themselves to humans and other beings if it serves their 
  purpose. Though the monsters can be any alignment, they are 
  seldom good, and more often ally themselves with the enemies 
  of Lemuria and mortals, than the good guys. These are one of the 
  dragons hunted and slain by Serpent Hunters. Any Ghost Dragon 
  that allies itself with heroes, especially Serpent Hunters, are ei-
  ther renegades or the union serves them in some way. Heroes 
  need to be careful, because the Ghost Dragon may be manipulat-
  ing them for its own insidious agenda or setting them up for a fall.
  Ghost Dragon
  Also Known As: Spectral Dragon and Sea Mist Dragon.
  Alignment: Any, though most are Anarchist (35%), Diabolic 
  (15%), Miscreant (30%) or Aberrant (10%). However, Hatch-
  lings can start off at any alignment.
  Attributes (Adult Dragon): I.Q. 2D6+12, M.E. 2D6+14, M.A. 
  2D6+12, P.S. 3D6+20, P.P. 2D6+10, P.E. 2D6+10, P.B. 
  2D6+12, Spd 4D6+10 running but most take flight (same abil-
  ity they use to swim) and can travel at a speed of 1D6x10+100. 
  P.S. is considered Supernatural.
  Attributes (Hatchling): I.Q. 2D6+9, M.E. 2D6+5, M.A. 2D6+5, 
  P.S. 2D6+9, P.P. 2D6+5, P.E. 2D6+9, P.B. 2D6+9, Spd 2D6+7 
  running, double swimming speed, or via “Ghost Flight” (see 
  Natural Abilities).
  Size: 20-24 feet (6.1 to 7.3 m ) long from snout to the rump, 
  and an additional 10-15 feet (3-4.6 m) for the tail. The Ghost 
  Dragon stands 7-9 feet (2.1 to 2.7 m) tall from toe to the top 
  of its head, and is 4-6 feet (1.2 to 1.8 m) wide at the shoulders.
  Weight: 3-5 tons.
  M.D.C.: Adult: 4D6x100 +1,300; +1D4x1,000 for ancient Ghost 
  Dragons. (On S.D.C. worlds, the adult has 3D6x10+40 Hit 
  Points, 2D6x100+100 S.D.C. and a Natural A.R. of 12.)
  Hatchling: 2D6x10+100. (On S.D.C. worlds, hatchlings 
  have 5D6+7 Hit Points, 2D6x10+25 S.D.C. and a Natural 
  A.R. 8.)
  Horror Factor: Adult: 14; Hatchling: 10.
  P.P.E.: Adult: 1D4x100. Hatchling: 1D6x10 +10 points per level 
  of experience.
  Disposition: Deceitful schemers, and manipulative backstabbers. 
  Like most dragons, they consider themselves far superior to 
  mere mortals, be they humans, Lemurians or Atlanteans, and 
  love to manipulate and use them to their own ends. Ghost 
  Dragons also enjoy causing mischief, calamity, war and death, 
  and enjoy urging mortals into bloody conflicts so they may 
  feast on those who die.
  Average Life Span: 1D6x1,000+2,000 years, but some have 
  been known to reach 10,000.
  Level of Experience: 2D4 for adult NPCs (Non-Player Charac-
  ters), 1D4 for hatchlings, or as desired by the Game Master. 
  Hatchling player characters start at level one.
  R.C.C. Skills (Hatchling): Advanced Math (+20%), Basic Math 
  (+25%) Barter (+15%), Computer Operation (+10%), Land 
  Navigation (+10%), Literate in Dragonese/Elven (+20%), 
  Lore: Demons and Monsters (+30%), Lore: Faerie & Crea-
  tures of Magic (+20%), Prowl (+20%), Seduction (+20%), 
  and Underwater Navigation (+20%) as well as a total of four 
  skill selections from the following skill categories only: Com-
  munication, Rogue, Technical, Wilderness and Weapon Pro-
  ficiencies. See page 156 of Rifts® Ultimate Edition for more 
  information about playing dragon characters.
  Natural Abilities: Supernatural P.S. and P.E., Nightvision 800 
  feet (244 m), excellent color vision, see invisible (including 
  Astral Travelers, Entities and essences of Alien Intelligences), 
  magically understands and speaks all languages at 90%, turn 
  invisible at will, Bio-Regeneration 1D4x10 M.D.C. per min-
  ute, impervious to cold (does no damage, not even magic M.D. 
  cold), depth tolerance is unlimited (in either form), Teleport 
  Self 80% (+15% if the location is well known), and Dimen-
  sional Teleport 32% +4% per level of experience.
  Breathing: Breathes without air and can survive the pressures 
  of the ocean or the emptiness of space without any difficulties.
  
  212
  
  213
  Breath Weapon: P.P.E. Leech Attack (special): This particu-
  lar breath weapon is a little like a Chinese dragon’s animus. 
  The Ghost Dragon breathes out a white mist that surrounds 
  and attacks those caught in its embrace. The mist covers a 5 
  foot (1.5 m) radius and can be directed at a specific target or 
  group up to 50 feet (15.2 m) away. All those exposed lose 2D6 
  P.P.E. Mages and creatures of magic who are in control of 
  their P.P.E. may make a save vs magic (14 or higher). Success 
  means no P.P.E. is lost, however, failure means they lose 2D6 
  P.P.E. Moreover, the P.P.E. is not so much “lost” as “stolen” 
  and absorbed by the Ghost Dragon. All stolen P.P.E. can be 
  stored for up to one minute per level of experience and used by 
  the dragon to cast its own magic spells. This power can only 
  be used once per melee round.
  Depth Tolerance (special): Unlimited.
  Ghost Flight (special): When in Ghost Form, the dragon can 
  swim and fly at double its usual speed. Flight is limited to an 
  altitude of two miles (3.2 km).
  Ghost Form (special): While most dragons can shapeshift into 
  a variety of forms, the Ghost Dragon can only change into 
  three: 1. A physical, pale human or human-looking being (Le-
  murians, Elves, etc.) with white, blue or green hair but nothing 
  smaller than a cat and nothing larger than its natural form. 2. 
  A small, physical version of itself, up to half its normal size. 
  3. A ghost version of itself. Duration: Six hours per level of 
  experience of any altered state.
  As a “ghost,” the dragon is intangible, allowing it to pass 
  through walls and solid objects, but it is clearly visible as a 
  ghostly, transparent version of itself; it cannot turn invisible 
  in Ghost Form. However, its transparent ghost form cannot be 
  seen in mist, fog and water until it comes within 10 feet (3 m) 
  of a person. Moreover, the dragon can run and swim at double 
  its usual speed when a ghost and can fly in the air. Magic and 
  psionic energy fields are one of the few things it cannot pass 
  through. However, while most weapons and attacks cannot 
  hurt the dragon in Ghost Form, it cannot attack or hurt other 
  people, not even with psionics. Note: The Ghost Dragon must 
  turn into its physical form to harm people in the physical world. 
  Once transformed into a ghost, or from ghost to physical form, 
  the Ghost Dragon must maintain that form for at least one full 
  melee round (15 seconds), before it can change back. Can turn 
  from ghost to physical and back as many times in a day as it 
  desires without spending P.P.E.; natural ability.
  Slay Ghosts and Entities: When in its Ghost Form, the dragon 
  can attack other “spirits,” including Astral Travelers, Enti-
  ties and essences of Alien Intelligences with its claws, teeth, 
  and psionic powers. If slain by the Ghost Dragon, the Entity’s 
  P.P.E. is eaten by the dragon which restores 1D4x10 M.D.C. 
  and makes the dragon feel powerful. The “eaten” P.P.E. cannot 
  be used to cast magic. The Ghost Dragon cannot harm people in 
  the physical world by any means while in Ghost Form.
  Vulnerabilities & Weaknesses: When the Ghost Dragon turns 
  ethereal, it cannot be harmed by most physical attacks, but is 
  vulnerable to weapons that can harm ghosts and Entities, and 
  dragon slaying magic weapons can still hurt them in Ghost 
  Form, but at half the weapons normal dragon damage. Only 
  psionic attacks do full damage to the ethereal Ghost Dragon. 
  Other types of magic weapons and spells inflict half damage 
  and last one third the duration when leveled against an ethe-
  real Ghost Dragon. Magic that summons or protects against 
  spirits, ghosts and Entities will hold ethereal Ghost Dragons 
  at bay, but only while it is ethereal. Otherwise, all attacks (ex-
  cept cold), will do damage to the dragon when it is in physical 
  form.
  Attacks per Melee: Adult: Eight physical attacks per melee or 
  two by magic, or up to four breath weapon attacks.
  Hatchling: Four physical or two by breath weapon attacks.
  Mega-Damage: Varies with Supernatural P.S. The prehensile 
  tail can be used to strike at its enemies like a whip but does 
  half the P.S. damage of a punch and a power tail strike and bite 
  are not possible. A bite attack does punch damage +3 M.D., 
  a claw attack does punch damage +2D6 M.D., or the dragon 
  may use its magic, psionics or a weapon.
  Bonuses (in addition to attribute bonuses): Adult: +3 to Per-
  ception Rolls, +2 to initiative, +4 to strike, +3 to parry and 
  dodge, +5 to pull punch, +3 to roll with impact, +7 to save vs 
  Horror Factor and +2 on all other saving throws.
  Hatchling: +1 to initiative, +2 to strike, +1 to parry and 
  dodge, +2 to pull punch, +2 to roll with impact, +3 to save vs 
  Horror Factor and +1 on all other saving throws.
  Magic Knowledge of an Adult: Most Ghost Dragons learn 
  Ocean Magic (30%), Wizard/Spell Invocations the same as a 
  Ley Line Walker (30%), or Necromancy (40%). The dragons 
  do not like linking themselves to other beings and stay away 
  from the Warlock and Shifter O.C.C.s. An adult is likely to 
  know 3D6+10 magic spells from its chosen area of knowl-
  edge.
  Hatchling: All Dragon Hatchlings are born with a full un-
  derstanding of magic, but they know no spells at level one. 
  They can, however, learn magic and use Techno-Wizard, 
  Biomancy and other magical weapons and devices. See the 
  Rifts® Ultimate Edition, starting on page 156, for rules and 
  guidelines for playing a Dragon Hatchling.
  Psionics: Adult: I.S.P. 3D4x10 + M.E. attribute number and 5 
  I.S.P. for each level of experience. Considered to be a Master 
  Psychic. Psionic Powers: All Sensitive psionic abilities as well 
  as Empathic Transmission (6) and Radiate Horror Factor (8).
  Hatchling: I.S.P. 1D4x10 + M.E. attribute number, +2D4 
  per level of experience. Considered to be a Master Psychic. 
  Psionic Powers: Commune with Spirits (6), Machine Ghost 
  (12), Mind Block (4), Sense Magic, Sense Time (2), and three 
  psychic powers from the Sensitive psionic category. Select 
  one additional at levels 4, 8, 12 and 16, and gets Empathic 
  Transmission (6) at level 8.
  Habitat: Ghost Dragons enjoy the depths of the ocean, especially 
  in and around sunken ships, graveyards and Dead Pools, but 
  can be encountered anywhere. Some have even been known to 
  actively hunt the living to add their corpses and vessels to their 
  personal graveyards and lairs.
  Allies: Evil and Anarchist Ghost Dragons are likely to find the 
  Milu, Lord of the Deep, Minions of Splugorth, the undead, 
  demons, pirates, slavers, Necromancers, and others of selfish 
  and evil alignments to make suitable henchmen, lackeys and 
  associates. As with most dragons, they avoid their own kind.
  Enemies: They see other dragons, even their own species, as 
  dangerous rivals and enemies. Evil and selfish Ghost Dragons, 
  of course, see heroes and people of good alignment as fools, 
  suckers and likely enemies to be manipulated, tricked, cheated 
  and eaten. Entities are the natural enemy and prey of Ghost 
  Dragons.
  
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  215
  Hydros Dragon
  These beautiful dragons are a metallic-looking silver-blue with 
  a silver underbelly and highlights. They are sometimes mistaken 
  for a sea serpent because the creature has no hind legs in dragon 
  form, but a snake-like tail that narrows to a point. Their front 
  legs/arms are powerful and their webbed hands end with deadly 
  silver claws – literally “silver,” making them deadly weapons 
  to supernatural beings vulnerable to the metal. The dragon has 
  “whiskers” or tentacle-like appendages around its mouth that it 
  uses to sense things in darkness and at the bottom of the ocean, 
  though it also has good Nightvision. Most people assume the Hy-
  dros Dragons prefers the water over dry land, but except for des-
  ert environments, they are equally comfortable on land or in wa-
  ter. Their favorite places are beautiful landscapes, such as jungles 
  and forests, coral reefs, lagoons, waterfalls, etc., but they tend to 
  find the beauty in all environments, from the tropics to the arctic.
  Hydros Dragons are highly intelligent and sensitive to beauty 
  and joy, and hate ugliness, cruelty and the suffering of others. 
  Thus, it is no surprise that they often join forces with the Lemu-
  rians and other heroes to combat evil, especially the undead and 
  supernatural evil. This makes them the natural enemy of vam-
  pires, the Milu, the Lord of the Deep and wicked dragons. Hydros 
  also get along well with Merans and sentient cetaceans (dolphins 
  and whales), and love to swim and play with both. Thus, it can 
  be a startling transition to see these noble, gentle and kind drag-
  ons transform into bellowing monsters when engaged in com-
  bat. When the peace-loving Hydros enter battle, they fight with 
  a primordial fury and intensity that can chill the soul, crushing 
  evil without hesitation. Though they are no man’s “war steed” or 
  “pet,” Hydros Dragons have been known to let human and D-Bee 
  heroes ride on them, usually behind the shoulders or on the neck 
  behind the base of the head.
  Hydros Dragon
  Also Known As: Water Dragons or Aqua Dragons.
  Alignment: Any, but tend to be Principled (35%), Scrupulous 
  (30%), Unprincipled (10%), or Anarchist (10%).
  Attributes (adult): I.Q. 2D6+12, M.E. 2D6+15, M.A. 2D6+12, 
  P.S. 2D6+28, P.P. 2D6+10, P.E. 3D6+10, P.B. 4D6+6, Spd 
  1D6+18 on land where it moves like a snake (roughly 15 
  mph/24 km), swimming Spd is 1D6x10+90 (75-80 mph/120 
  to 128 km or 65 to 69 knots) and can swim indefinitely without 
  tiring.
  Attributes (hatchling): I.Q. 2D6+6, M.E. 2D6+4, M.A. 1D6+12, 
  P.S. 2D6+18, P.P. 2D6+6, P.E. 2D6+12, P.B. 2D6+3, Spd 
  2D6+10 crawling like a snake on land or 6D6+30 swimming 
  in or underwater; P.S. is considered Supernatural.
  Size: 36-50 feet (10.9 to 15.2 m) long.
  Weight: 12-20 tons.
  M.D.C.: Adult: 1D6x1,000 +800; +1D6x1,000 for ancient Hy-
  dros Dragons. (On S.D.C. worlds, the adult has 4D6x10+100 
  Hit Points, 3D6x100+200 S.D.C. and a Natural A.R. of 14.)
  Hatchling: 1D6x100.(On S.D.C. worlds, hatchlings have 
  180 Hit Points, 2D6x10+25 S.D.C. and a Natural A.R. 10.)
  Horror Factor: Adult: 14; Hatchling: 10.
  P.P.E.: Adult: 1D6x100+180. Hatchling: 2D6x10 +2D6 points 
  per level of experience.
  Disposition: Peace-loving, compassionate, merciful and pas-
  sionate about life. This dragon appreciates music and the arts, 
  beauty in all forms, and believes in the goodness of sentient 
  beings. Hates ugliness, evil and the demonic and wickedness. 
  Usually kind and caring to those mortals with whom they be-
  come attached.
  Average Life Span: 1D6x1,000 +2,000 years, but some have 
  been known to reach 9,000.
  Level of Experience: 2D4 for adult NPCs (Non-Player Charac-
  ters), 1D4 for hatchlings, or as desired by the Game Master. 
  Hatchling player characters start at level one.
  R.C.C. Skills (Hatchling): Art (+30%), Computer Operation 
  (+15%), Dowsing (+30%), Firefighting (+20%), Gemology 
  (+20%), Land Navigation (+12%), Literate in Dragonese/El-
  ven (+20%), Lore: Demon and Monster (+30%), Mathematics: 
  Basic (+25%), Philosophy (+20%), Pilot: Sail Boats (+20%), 
  Pilot: Water Scooters (+10%), Pilot: Water Skiing and Surfing 
  (+40%), Prowl (+10% in water only), and Underwater Navi-
  gation (+20%), as well as a total of four skill selections from 
  the following skill categories only: Aquatic, Communication, 
  Domestic, Science, Technical and Wilderness. See page 156 
  of Rifts® Ultimate Edition for more information about play-
  ing dragon characters.
  Natural Abilities: Supernatural P.S. and P.E., Nightvision 800 
  feet (244 m), excellent color vision, see invisible (including 
  Astral Travelers, Entities and essences of Alien Intelligences), 
  magically understands and speaks all languages at 90%, turn 
  invisible at will, Bio-Regenerates 1D4x10 M.D.C. per minute, 
  impervious to cold (does no damage, not even magic M.D. 
  cold), Teleport Self 50% +3% per level of experience (+20% 
  if the location is well known), and Dimensional Teleport 24% 
  +4% per level of experience.
  Breathing: Breathes without air and can survive the pressures 
  of the ocean or the emptiness of space without any difficulties.
  Breath Weapon: Cold (special): The Hydros Dragon can un-
  leash a blast of icy mist that inflicts 3D6 M.D. from cold (5D6 
  M.D. from adults). Each blast counts as one melee attack. 
  Range is 120 feet (36.6 m).
  Depth Tolerance (special): Unlimited.
  Metamorphosis (special): This is a natural ability common to 
  most dragons. The Hydros can transform into any type of ani-
  mal or humanoid (with legs to walk on) that is no smaller than 
  a rabbit, and the maximum size cannot exceed its own. The 
  transformation lasts for three hours per level of experience.
  Metamorphosis: Water (special): The Hydros Dragon can 
  transform into a creature of living water. On the surface, this 
  transformation is performed to turn into a puddle to flow un-
  der doors or pour itself through small openings, vents, grates, 
  down a drain and through water pipes to travel or gain access 
  to an area without having to break down a door or alert people 
  to its presence. Speed of travel as water is half its running 
  speed, and NO attacks are possible in this form.
  Underwater, the Hydros Dragon that becomes water is 
  completely invisible to all conventional means of detection 
  including sonar, nightvision, sound, heat/thermal detection, 
  and even see the invisible (because the dragon is not invisible, 
  it’s “water” which just cannot be seen while in other water!). 
  While in water form, the dragon is impervious to physical at-
  tacks but cannot attack by any means itself; it must become 
  physical to attack even with psionics.
  
  216
  Quick Turns & Stops (special): Stops on a dime and can com-
  pletely turn around in tight spaces or areas underwater.
  Sense Magnetic North (special): Same as a dolphin
  Chemoreceptors (special): A highly advanced sense of taste/
  smell that enables the Hydro Dragon to track its prey. They 
  can also determine the salt content or toxicity of the water, as 
  well as to taste blood in the water like a shark. Base Skill: 76% 
  +2% per level of experience to track. 60% +2% per level of 
  experience to identify chemicals, toxins or specific creatures 
  by “sampling” scent trails.
  Vulnerabilities & Weaknesses: Does not like fire, heat and fire 
  attacks; M.D. plasma and magic fires inflict double damage.
  Attacks per Melee: Adult: Seven physical or psionic attacks per 
  melee or four by magic. Hatchling: Four physical or psionic 
  attacks, or two by magic. Or any combination thereof.
  Mega-Damage: Varies with Supernatural P.S. The prehensile 
  tail can be used to strike at its enemies like a whip at does the 
  same damage as a punch; a power tail strike does double dam-
  age but counts as two melee actions. A claw strike does punch 
  damage +2D6 M.D., goring with mouth tusks does punch 
  damage +3D6 M.D., a bite does 5D6 M.D. (+2D6 M.D. from 
  adults). A full strength ram (swimming at close to full speed) 
  does 2D4x10 M.D. (The tusks and bone in the chin add to the 
  damage) but counts as three melee actions.) In the alternative, 
  the dragon may use magic, psionics or a weapon.
  Bonuses (in addition to attribute bonuses): Adult: +2 on Per-
  ception Rolls (but +5 to anything involving water), +2 to ini-
  tiative, +3 to strike and parry, +1 to dodge (+4 to automatic 
  dodge underwater), +5 to pull punch, +4 to roll with impact, 
  +6 to save vs Horror Factor and +2 on all other saving throws.
  Hatchling: +1 on Perception Rolls (+2 to anything involv-
  ing water), +1 to initiative, +2 to strike, +1 to parry and dodge, 
  +2 to pull punch, +2 to roll with impact, +3 to save vs Horror 
  Factor and +1 on all other saving throws.
  Magic Knowledge of an Adult: Most Hydros Dragons learn 
  Ocean Magic (40%), or Wizard/Spell Invocations the same 
  as a Ley Line Walker (30%), or Whale Songs (30%); pick one 
  area of magic. The dragon does not like linking itself to other 
  beings and stays away from the Warlock and Shifter O.C.C.s 
  as well as dark magic like Necromancy. An adult is likely to 
  know 3D6+16 magic spells from its chosen area of knowl-
  edge.
  Hatchling: All Dragon Hatchlings are born with a full un-
  derstanding of magic, but they know no spells at Level One. 
  They can, however, learn magic and use Techno-Wizard, 
  Biomancy and other magical weapons and devices. See the 
  Rifts® Ultimate Edition, starting on page 156, for rules and 
  guidelines for playing a Dragon Hatchling.
  Psionics: Adult: I.S.P. 3D6x10 +M.E. attribute number and 10 
  I.S.P. for each level of experience. Considered to be a Master 
  Psychic. Psionic Powers: All Hydro-Psionic Abilities, plus the 
  Super-Psionic abilities of Group Mind Block (22), Hydrokine-
  sis (varies), Mind Bolt (varies), and P.P.E. Shield (30).
  Hatchling: I.S.P. 1D6x10 +M.E. attribute number, +10 per 
  level of experience. Considered to be a Master Psychic. Psion-
  ic Powers: Empathy (4), Meditation (0), Mind Block (4), and 
  five Hydro-Psionic abilities of choice (see the Spouter O.C.C. 
  for these powers), +1 new Hydro-Psionic ability for each new 
  level of experience and the Hydrokinesis Super-Psionic Power 
  at level 4 and P.P.E. Shield at level 8.
  Habitat: Hydros Dragons enjoy the depths of the ocean, espe-
  cially around coral reefs and other places full of life and beau-
  ty, but can be encountered anywhere. They also enjoy beauti-
  ful environments on dry land, including the arctic, and many 
  make remote, frozen places the location of their secret lair and 
  treasure trove.
  Allies: In general, heroes and beings of good alignment. Several 
  Hydros Dragons have friendly relationships with Lemuria.
  Enemies: The Milu, Lord of the Deep, Minions of Splugorth, 
  Ghost Dragons, the undead, demons, pirates, slavers, Necro-
  mancers, and other wicked and cruel people and beings who 
  enjoy enslaving hurting and killing innocent people. The drag-
  on has a strong fear of fire, so it dislikes and distrusts most 
  fire-based creatures and dragons (fire breathers), and those 
  who practice fire types of magic or have natural powers over 
  fire, like Bursters.
  Octo Dragon
  This bizarre creature is believed to be a monstrosity from an-
  other dimension or an experimental creation/minion of the Lord 
  of the Deep that has gone rogue. Other dragons that have encoun-
  tered an Octo Dragon insist that it is a true dragon as they can 
  sense its presence.
  The Octo Dragon has a long serpentine body and large head 
  that is more reminiscent of a giant, monstrous eel than a dragon 
  or sea serpent. Its massive jaw is lined with two sets of sharp teeth 
  the size of short swords and a tail that ends in a wicked blade 
  used for slashing and stabbing. A row of spines run down the 
  monster’s back from the base of the head to about two-thirds of 
  its body. The hide is covered in tiny, fine scales. Instead of legs 
  or wings, the beast has eight long, octopus-like tentacles, each of 
  which, and the tail, are prehensile, agile and strong. Octo Drag-
  ons swim using their tail and eight limbs, but speed is slow com-
  pared to most other Sea Dragons and sea serpents. Of course, the 
  octopus arms are also used to crawl, climb, carry heavy objects 
  and to grab, hold and manipulate objects. Most Octo Dragons 
  can adjust the color of their skin, including blotchy patterns and 
  markings, to camouflage themselves, just like true octopus and 
  squid, so colors can range from white to black to every color in 
  the rainbow. However, it is believed that their natural coloring is 
  a light brownish gray with a pink underbelly and pink coloration 
  on the underside of the tentacles.
  Octo Dragons are renowned for their short tempers, aggres-
  siveness, their savagery and brutality in combat. They seem to 
  be intolerant of all weaker life forms and regard them as prey 
  or playthings. This dark nature has caused many Octo Dragons 
  to serve the Lord of the Deep who treats them as generals put 
  in charge of lesser minions. Others associate with the Splugorth 
  of Atlantis, with several making Atlantis or the waters around 
  Atlantis their home. Others have established small kingdoms of 
  their own above and below the waves, where the dragon rules 
  over terrified aquatic people or coastal and island people as 
  a tyrant king or self-appointed god. The only advantage such 
  dragon-ruled “kingdoms” (actually city-states with 4D6x100 
  people) enjoy is that the possessive “King” protects them from 
  monsters, invaders and outsiders. However, that is likely to re-
  sult in isolation, and any visitors to the island, other than sanc-
  tioned pirates and traders, are likely to be added to the enslaved 
  
  217
  population. Those who try to escape or stand against the mon-
  ster are beaten into submission or slain and eaten, probably after 
  torture. Most Octo Dragons will have 3D4 evil henchmen who 
  function as managers, spies and enforcers, as well as an associa-
  tion with pirates and other evildoers.
  While most Octo Dragons are evil and do not interact with 
  other races in a peaceful manner, not all are evil. There are some 
  that are simply selfish and those that are good, but even they tend 
  to be short-tempered and quick to violence to resolve a problem.
  Octo Dragon
  Also Known As: Tentacle Dragon and Tyrant Dragon.
  Alignment: Any, though most are Diabolic (25%), Miscreant 
  (40%), Aberrant (10%), or Anarchist (15%).
  Attributes (Adult): I.Q. 2D6+16, M.E. 2D6+16, M.A. 2D6+8, 
  P.S. 2D6+32, P.P. 2D6+16, P.E. 2D6+16, P.B. 1D6+6, Spd 
  3D6+10 slithering like a snake on its belly or using its ten-
  tacles to crawl (15 mph/24 km), swimming Spd is 2D6+20 for 
  an average swim speed of 2D6+36 (around 30 mph/48 km or 
  26 knots); the act of swimming does not tire the dragon out.
  Attributes (Hatchling): I.Q. 2D6+8, M.E. 2D6+8, M.A. 2D6+4, 
  P.S. 2D6+20, P.P. 3D6+8, P.E. 3D6+3, P.B. 2D6+3, Spd 3D6 
  slithering like a snake or using tentacles to crawl. Swimming 
  Spd is 1D6+18 (20 mph/32 km or 17 knots); the act of swim-
  ming does not tire the dragon out.
  Size: 30-40 feet (9.1 to 12.2 m) long from snout to the section of 
  its back where the tentacle end, plus 90-100 feet (27.4 to 30.5 
  m) of tail. The head is 8-10 feet (2.4 to 3 m) in diameter and 
  each tentacle is 30-40 feet (9.1 to 12.2 m) long.
  Weight: 30-50 tons.
  M.D.C.: Adult: 2D4x1,000 +1,600; +1D4x1,000 for ancient 
  Octo Dragons. (On S.D.C. worlds, the adult has 5D6x10+160 
  Hit Points, 3D6x100 S.D.C. and a Natural A.R. of 12.)
  Hatchling: 2D4x100.(On S.D.C. worlds, hatchlings have 
  240 Hit Points, 2D6x10+80 S.D.C. and a Natural A.R. 9.)
  Horror Factor: Adult: 15; Hatchling: 11.
  P.P.E.: Adult: 2D4x100+160. Hatchling: 2D4x10 +2D6 points 
  per level of experience.
  Disposition: Highly aggressive and prone to violence, many of 
  these natural predators are wicked and cruel. They are merci-
  less in combat, and engage in acts of brutality and cruelty for 
  pleasure.
  Average Life Span: 1D6x1,000 +1,600 years, but some have 
  been known to reach 9,000.
  Level of Experience: 2D4 for adult NPCs (Non-Player Charac-
  ters), 1D4 for hatchlings, or as desired by the Game Master. 
  Hatchling player characters start at level one.
  R.C.C. Skills (Hatchling): Camouflage (+25%), Climbing 
  (+30%), Escape Artist (+30%), Gemology (+20%), Intel-
  ligence (+10%), Interrogation (+20%), Land Navigation 
  (+14%), Literate in Dragonese/Elven (+10%), Lore: Demons 
  and Monsters (+20%), Mathematics: Basic (+15%), Pilot: Sail 
  Boats (+20%), Prowl (+20%), Tailing (+20%), and Underwa-
  ter Navigation (+20%), as well as a total of five skill selections 
  from the following skill categories only: Aquatic, Communi-
  cation, Rogue, Technical, Wilderness and W.P. See page 156 
  of Rifts® Ultimate Edition for more information about play-
  ing dragon characters.
  Natural Abilities: Supernatural P.S. and P.E., Nightvision 500 
  feet (152 m), excellent color vision, see the invisible, can see 
  clearly in murky water, magically understands and speaks 
  all languages at 85%, turn invisible at will, Bio-Regenerates 
  1D4x10 M.D.C. per minute, impervious to cold (does no dam-
  age, not even magic M.D. cold), Teleport Self 48% +2% per 
  level of experience (+10% if the location is well known), and 
  Dimensional Teleport 16% +4% per level of experience.
  
  218
  Breathing: Breathes without air and can survive the pressures 
  of the ocean or the emptiness of space without any difficulties.
  Breath Weapon: Ink Cloud (special): The Octo Dragon spews 
  out a dark liquid, much like the ink cloud of an octopus. On 
  the surface the ink turns into a dense, black cloud that shrouds 
  an area of 30x30x30 feet (9x9x9 m) and lasts for 1D4 melee 
  rounds. Everyone caught inside the magical darkness fights as 
  blind until they can exit the cloud (-10 to strike, parry, dodge 
  and all other combat moves). The cloud is a weird ink, not 
  smoke, so infrared and passive nightvision goggles do not 
  work, nor does Nightvision! Underwater, the ink cloud covers 
  an area twice as large; same duration and effects.
  Camouflage Quick Change (special): Like a real octopus, the 
  dragon can change its skin color and patterns to imitate and 
  blend into its surroundings. It takes only one melee action/
  attack to complete the change and can be performed as fre-
  quently as desired. Adds +10% to Prowl and Tailing skills 
  when it is used.
  Chemoreceptors: In its mouth are advanced sense of taste sen-
  sors that enable the Octo Dragon to detect minute changes in 
  the salinity and chemical components of the water. Identify 
  chemicals by taste: 72% +1% per level of experience. Track 
  by taste: 72% +2% per level of experience; range: One mile 
  (1.6 km).
  Depth Tolerance (special): Unlimited.
  Metamorphosis (special): This is a natural ability common to 
  most dragons. The Octo Dragon can transform into any type 
  of animal or humanoid (with two legs and arms, unless the 
  creature it is copying has more limbs, up to eight total) that is 
  no smaller than a wolf, and the maximum size cannot exceed 
  its own. The transformation lasts for two hours per level of 
  experience.
  Vulnerabilities & Weaknesses: Does not like fire. Normal fire 
  does half damage as M.D. (e.g. a fire that does 4D6 S.D.C. 
  does 2D6 M.D. to the Hydros Dragon), while M.D. plasma, 
  fire and magical fire does double damage. Also hates captivity 
  and becomes incredibly angry and violent, thrashing around 
  and bellowing until it is exhausted.
  Attacks per Melee: Adult: Nine physical or psionic attacks per 
  melee round or four by magic.
  Hatchling: Four physical attacks per melee round or two by mag-
  ic.
  Mega-Damage: As per Supernatural P.S. The prehensile tail can 
  be used to strike at its enemies like a tentacle that ends with a 
  giant blade that does 6D6+12 M.D. A blunt tail strike does the 
  same damage as a punch, a power tail strike does double dam-
  age but counts as two melee actions. Bite damage is 1D6x10 
  M.D. Tentacles can also grab and hold opponents or squeeze 
  and crush, doing up to 3D6 M.D. per squeeze. Each squeeze 
  counts as one melee attack.
  Bonuses (in addition to attribute bonuses): Adult: +1 on Per-
  ception Rolls, +4 to initiative (+6 in water), +8 to strike and 
  parry, +8 to disarm and entangle, +3 to dodge, +6 to pull 
  punch, +2 to roll with impact, +8 to save vs Horror Factor and 
  +2 on all other saving throws.
  Hatchling: +1 to initiative (+2 in water), +2 to strike, +4 
  to parry and disarm, +4 to entangle, +1 to dodge, +2 to pull 
  punch, +2 to roll with impact, +3 to save vs Horror Factor and 
  +1 on all other saving throws.
  Magic Knowledge of an Adult: Adult: Octo Dragons are very 
  direct and simple creatures, so the main magic they learn 
  is Wizard/Spell Invocations the same as a Ley Line Walker 
  (90%). Only a few study Ocean Magic (6%) or Necromancy 
  or other dark magic (4%). The dragon does not like accepting 
  anyone as its better, so it avoids magicks that require link-
  ing itself to other beings and stays away from the Warlock 
  and Shifter O.C.C.s. An adult is likely to know 3D6+16 magic 
  spells from its chosen area of knowledge.
  Hatchling: All Dragon Hatchlings are born with a full un-
  derstanding of magic, but they know no spells at Level One. 
  They can, however, learn magic and use Techno-Wizard, 
  Biomancy and other magical weapons and devices. See the 
  Rifts® Ultimate Edition, starting on page 156, for rules and 
  guidelines for playing a Dragon Hatchling.
  Psionics: Adult: I.S.P. 2D6x10+16 +M.E. attribute number and 
  10 I.S.P. for each level of experience. Considered to be a Mas-
  ter Psychic. Psionic Powers: All Physical psionic abilities, 
  plus the Super-Psionic ability of Radiate Horror Factor (8).
  Hatchling: I.S.P. 1D6x10 +M.E. attribute number, +2D4 
  per level of experience. Considered to be a Master Psychic. 
  Psionic Powers: Death Trance (1), Meditation (0), Mind Block 
  (4), and five Physical psionic powers, +1 new Physical ability 
  for each new level of experience, plus Radiate Horror Factor 
  (8) at level 12.
  Habitat: Octo Dragons enjoy the depths of the ocean and can be 
  found anywhere, but because they like to enslave and domi-
  nate lesser beings, many have established their own little des-
  pot kingdom above and/or below the waves, or like to raid and 
  terrorize coastal communities.
  Allies: Evil and Anarchist Octo Dragons find Davey Jones, the 
  Milu, the Lord of the Deep, and the Splugorth and their min-
  ions to be worth “associates” and “allies.” At least a half a 
  dozen to a dozen Octo Dragons appear to serve the Lord of the 
  Deep as the generals of his monstrous legions and/or as elite 
  assassins and henchmen. Similarly, Octo Dragons often find 
  that the undead, demons, pirates, slavers, evil mages and other 
  beings of selfish and evil alignments make suitable henchmen, 
  servants, slaves and worshipers. Only beings who are power-
  ful yet subservient may be treated like an actual trusted associ-
  ate. As with most dragons, they avoid their own kind and see 
  them as rivals and potential enemies.
  Enemies: Evil Octo Dragons despise Hydros Dragons, Sand 
  Dragons, Lemurians (especially Serpent Hunters), creatures 
  of light and heroes. They see other dragons, especially their 
  own species, and Ghost Dragons, as dangerous rivals and en-
  emies. Octo Dragons enjoy terrorizing mortals and see them as 
  potential slaves, worshipers, playthings and food.
  
  219
  Sand Dragon
  These magnificent, though slightly odd, dragons range in color 
  from bone white or cream to gold with a green or red frilled fin 
  skirting the neck and a matching color trail of fins that runs down 
  their spine. Sand Dragons love to play in the sand of beaches, 
  deserts and the sea floor, and have an affinity for building things 
  out of sand. They also love the environment of sandy beaches 
  and love to sunbathe, sleep and relax on them. The dragon’s af-
  finity for sand often starts out with building small sand castles 
  and sculptures, but eventually moves onto grander and grander 
  things. There are rumors that huge underwater sand castles have 
  been put together with ordinary sand, silt and material from the 
  sea floor bottom. These elaborate and beautiful creations can be 
  found on dry land or underwater, and are held together by magic, 
  or would otherwise dissolve with the ebb and flow of the tides 
  and wind. The wind and waves eventually tear down most of their 
  creations, but half the fun for the dragon is rebuilding them again 
  and again.
  Sand Dragons enjoy the depths of the oceans just as much as 
  they do an open desert or sandy beach, and can be found in either 
  locale. They are among the most calm and peaceful of known 
  dragons, and try to avoid taking sides and fighting, in favor of 
  building, albeit, temporary works of art, deep thinking, long con-
  versations with people of all kinds, exploration and enjoying art 
  and nature. Sand Dragons are seasoned dimensional travelers, so 
  their presence on Rifts Earth is a new experience for them and the 
  people of Earth. This means Sand Dragons have no allegiances 
  to anyone and are rather confounded by the level of rivalry and 
  violence seemingly exhibited by everything on the planet. They 
  find Lemurians especially interesting and something of kindred 
  spirits, but even they have a violent side to them and are locked 
  in an ongoing war the Sand Dragon has trouble understanding.
  Sand Dragon
  Also Known As: Sand Masters, Earth Dragons and Castle Build-
  ers.
  Alignment: Any, but tends to be Scrupulous (20%), Unprinci-
  pled (25%), and Anarchist (30%).
  Attributes (Adult): I.Q. 2D6+12, M.E. 2D6+15, M.A. 2D6+12, 
  P.S. 2D6+26, P.P. 2D6+10, P.E. 3D6+10, P.B. 3D6+7, Spd 
  3D6+38 running (around 35 mph/56 km), swimming Spd is 
  4D6+60 (averaging 50 mph/80 km or 43 knots); the act of 
  swimming does not tire the dragon out.
  Attributes (Hatchling): I.Q. 2D6+8, M.E. 2D6+6, M.A. 3D6+6, 
  P.S. 3D6+10, P.P. 2D6+5, P.E. 2D6+9, P.B. 2D6+4, Spd 
  3D6+6 running, swimming Spd is 3D6+30 (averaging 30 
  mph/48 km or 26 knots).
  Size: 20-30 feet (6.1 to 9.1 m) long from snout to rump, plus 30-
  40 feet (9.1 to 12.2 m) of tail.
  Weight: 18-30 tons.
  M.D.C.: Adult: 1D6x1,000 +1,200; +1D4x1,000 for Ancient 
  Sand Dragons. (On S.D.C. worlds, the adult has 5D6x10+120 
  Hit Points, 2D6x100 S.D.C. and a Natural A.R. of 15.)
  Hatchling: 1D6x100.(On S.D.C. worlds, hatchlings have 
  220 Hit Points, 2D6x10+30 S.D.C. and a Natural A.R. of 11.)
  Horror Factor: Adult: 13; Hatchling: 10.
  P.P.E.: Adult: 1D6x100+400. Hatchling: 1D6x10+50 +2D6 
  points per level of experience.
  Disposition: Tend to be easygoing, imaginative, creative and ar-
  tistic. Most welcome strangers and find them and their devices 
  extremely interesting. Natural builders – not of machines, 
  though they find them curious – but of statues, art and build-
  ings, Sand Dragons spend a lot of time making sand constructs 
  for enjoyment. The dragons prefer to avoid physical combat as 
  much as possible, but are not afraid to fight and make deadly 
  combatants when drawn to battle.
  Sand Dragons do not handle criticism about their sand 
  castles, sculptures and creations well, and are easily offended 
  even by well-intentioned constructive suggestions.
  Average Life Span: 1D6x1,000 +2,000 years, but some have 
  been known to reach 10,000.
  Level of Experience: 2D4 for adult NPCs (Non-Player Charac-
  ters), 1D4 for hatchlings, or as desired by the Game Master. 
  Hatchling player characters start at level one.
  R.C.C. Skills (Hatchling): Art (+20%), Calligraphy (+10%), 
  Computer Operation (+20%), Dowsing (+30%), Excavation 
  (+10%), Gemology (+20%), General Repair and Maintenance 
  (+10%), Land Navigation (+16%), Literate in Dragonese/El-
  ven (+30%), Mathematics: Basic (+25%), Military Fortifica-
  tions (+15%), Philosophy (+15%), Pilot: Sail Boats (+20%), 
  Pilot: Water Skiing and Surfing (+12%), Prowl (+10% in sand 
  and water only), Underwater Navigation (+20%), and Whit-
  
  220
  tling and Sculpting (+25%), as well as a total of four skill se-
  lections from any the following skill categories only: Aquatic, 
  Communication, Domestic, Science, Technical and Wilder-
  ness. See page 156 of Rifts® Ultimate Edition for more in-
  formation about playing dragon characters.
  Natural Abilities: Supernatural P.S. and P.E., Nightvision 500 
  feet (152 m), excellent color vision, see the invisible, magi-
  cally understands and speaks all languages at 90%, turn in-
  visible at will, Bio-Regeneration 1D4x10 M.D.C. per minute, 
  impervious to fire (does no damage, not even magic M.D. fire, 
  and it likes to play in hot lava), Teleport Self 60% +3% per 
  level of experience (+15% if the location is well known), and 
  Dimensional Teleport 28% +3% per level of experience.
  Breathing: Breathes without air and can survive the pressures 
  of the ocean or the emptiness of space without any difficulties.
  Breath Weapon: Sand (special): The Sand Dragon can unleash 
  a blast of sand that inflicts 3D6 M.D. and opponents whose 
  eyes are not protected by goggles, a helmet with face plate, 
  armor or magic get grit in their eyes and are blinded until they 
  can rinse them clean with water. (-10 to strike, parry, dodge 
  and other combat moves while blind.) Range is 120 feet (36.6 
  m).
  Depth Tolerance (special): Unlimited.
  Metamorphosis (special): This is a natural ability common to 
  most dragons. The Sand Dragon can transform into any type 
  of animal or humanoid that is no smaller than a fox, and the 
  maximum size cannot exceed its own. The transformation 
  lasts for three hours per level of experience.
  Build with and Fortify Sand (special): The Sand Dragon first 
  enchants an area of sand to build his monument or castle upon. 
  He then goes to work molding the sand into the desired shape 
  (sand castle, sculpture, etc.). When the building or sculpting 
  and the magic ritual is completed, the sand solidifies with 
  channeled P.P.E., becoming as hard as M.D.C. concrete. The 
  whole structure glows dimly with mystical energy and can be 
  sensed by fellow practitioners of magic within 1,000 feet (305 
  m). Each 12 foot (3.6 m) area/section has 10 M.D.C. and the 
  sand structure will last for one week per level of the dragon’s 
  experience. If the sand structure is built upon a ley line it will 
  last for one month per level of experience, or one year per 
  level of experience at a nexus or stone pyramid. Each 12 foot 
  (3.6 m) section requires the expenditure of 25 P.P.E. by the 
  Sand Dragon.
  Vulnerabilities & Weaknesses: Cold attacks do double dam-
  age. Sand Dragons hate dark, ugly places, and being trapped 
  in such an environment makes the dragon depressed (-1 attack 
  per melee, no Perception Roll and initiative bonuses, -20% on 
  the performance of skills, -1 on all combat moves, and reduce 
  Spd by 20%).
  Attacks per Melee: Adult: Six physical attacks per melee or 
  three by magic. Hatchling: Four physical or two by magic.
  Mega-Damage: Varies with Supernatural P.S. The prehensile 
  tail can be used to strike at its enemies like a whip. The tail 
  does the same damage as a punch, a claw strike does the same 
  damage as a punch +1D6 M.D., and a bite does 4D6 M.D. 
  Cannot do a power strike with claws or tail.
  Bonuses (in addition to attribute bonuses): Adult: +4 on Per-
  ception Rolls, +2 to initiative, +3 to strike and parry, +2 dodge 
  (+4 to automatic dodge underwater), +6 to pull punch, +3 to 
  roll with impact, +4 to save vs Horror Factor and +2 on all 
  other saving throws.
  Hatchling: +1 on Perception Rolls (+2 to anything involv-
  ing building), +1 to initiative, +1 to strike, +1 parry and dodge, 
  +2 to pull punch, +1 to roll with impact, +2 to save vs Horror 
  Factor and +1 on all other saving throws.
  Magic Knowledge of an Adult: Most Sand Dragons learn Ocean 
  Magic (25%), or Wizard/Spell Invocations the same as a Ley 
  Line Walker (25%), or Earth Warlock Magic (30%), or Tem-
  poral Magic (20%); pick one. The dragon avoids dark magic 
  like Necromancy. An adult is likely to know 2D6+14 magic 
  spells from its chosen area of knowledge.
  Hatchling: All Dragon Hatchlings are born with a full un-
  derstanding of magic, but they know no spells at Level One. 
  They can, however, learn magic and use Techno-Wizard, 
  Biomancy and other magical weapons and devices. See the 
  Rifts® Ultimate Edition, starting on page 156, for rules and 
  guidelines for playing a Dragon Hatchling.
  Psionics: Adult: I.S.P. 3D6x10 +M.E. attribute number and 10 
  I.S.P. for each level of experience. Considered to be a Mas-
  ter Psychic. Psionic Powers: All Psionic Sensitive or Healing 
  abilities, plus the Super-Psionic abilities of Hydrokinesis (var-
  ies), Telemechanics (10), and Telemechanics Mental Opera-
  tion (12).
  Hatchling: I.S.P. 1D6x10 +M.E. attribute number, +1D6+2 
  per level of experience. Considered to be a Master Psychic. 
  Psionic Powers: Empathy (4), Object Read (6), and five of 
  choice selected either from Healing or Sensitive categories 
  (pick one). Select one new psionic power from that specific 
  category for each new level of experience and gets Telem-
  echanics at level 6.
  Habitat: Sand Dragons enjoy the oceans and seas, and love 
  beaches, deserts and sand to play and build in. However, they 
  are curious by nature and new to Rifts Earth, so they can be 
  found wandering, building and exploring just about anywhere.
  Allies: None per se. Sand Dragons tend to be loners and are con-
  tent as can be off by themselves building giant sand castles or 
  exploring by themselves. When they do associate with other 
  people, they generally like heroes and beings of good align-
  ment. Several Sand Dragons have friendly relationships with 
  Lemuria.
  Enemies: None per se, though the enemies of Lemuria generally 
  assume a friend of Lemuria is an enemy of their’s. The Milu, 
  Lord of the Deep, Shadow Serpents, Ghost Dragons, Octo 
  Dragons, the undead, demons, pirates, slavers, Necromancers, 
  and other wicked and cruel beings usually hate Sand Dragons 
  the instant they meet one. The Splugorth of Atlantis and their 
  Minions are accepting of all dragons. The Sand Dragons have 
  a strong dislike of cold and darkness, so it dislikes and dis-
  trusts most creatures and dragons of darkness.
  
  221
  
  222
  
  223
  Rifts® Path of the Storm™
  – One writer’s vision for the Rifts® movie
  Everyone wants to know what’s going on with the Rifts® 
  movie. Well, this book presents an insight and behind the scenes 
  info on that front by Kevin Siembieda, plus an entire screenplay 
  written on speculation by Matthew Clements as well as game 
  stats and artwork for major characters in the script. Kevin was 
  so impressed with the writer’s screenplay that he had Matthew 
  make changes and improvements and sent the second draft to 
  Jerry Bruckheimer Films for their consideration..
  We thought it would be fun to let Rifts® gamers and Palladium 
  fans see the type of Rifts® movie we at Palladium Books would 
  like to see made. So we are presenting Matthew’s screenplay as 
  a proposed Rifts® movie script and Rifts® sourcebook. The 
  screenplay is a fast, fun adventure story that is sure to please Rifts 
  fans. To make it more fun, the author has statted out the key char-
  acters in the script and gamers can use the heroes, villains and 
  story ideas in their own campaign should they choose to do so.
  ! A complete movie screenplay, with dialog.
  ! A story that captures the look, feel and attitude of Rifts®.
  ! Character stats for inclusion in your own games.
  ! Use the story and ideas in your own Rifts® campaign.
  ! Some concept art and character illustrations.
  ! A fun read and insight to behind the scenes at Palladium.
  ! Cover and interior artwork by Charles Walton.
  ! Written by Matthew Clements. Notes by Kevin Siembieda.
  ! 96 pages – $12.95 retail – Cat. No. 305.
  Rifts® Vampires Sourcebook™
  Unknown to most humans, deep within Mexico the vampires 
  have established entire kingdoms. There they live like tyrants and 
  gods, dominating an underclass of cattle people used as slaves and 
  food stock. Learn more about the vampires, their rivals, allies and the 
  humans who willingly serve their supernatural masters for a chance 
  to join the undead. A must-have guide for those who wish to travel 
  deeper into the Vampire Kingdoms or play as vampire hunters.
  ! More anti-vampire gear including Techno-Wizard weapons.
  ! Magic-based Vampire Hunters and human strongholds.
  ! Profiles for Doc Reid and key Reid’s Rangers.
  ! Fort Reid, an entire city devoted to hunting the undead.
  ! Secret vampire groups that exterminate Vampire Hunters.
  ! The Yucatan Peninsula, overrun by demons and monsters.
  ! The werebeasts of Mexico and Central America.
  ! New O.C.C.s, the return of ancient gods and much more.
  ! $20.95 – 176 pages. Cat. No. 884.
  Rifts® Black Market™
  – A Rifts® Sourcebook
  On Rifts® Earth, the Black Market is the most prevalent trader 
  in weapons, contraband and magic items outlawed by the Coali-
  tion. Explore the day to day business of the market along with 
  its smuggling routes, practices, policies and nefarious products. 
  Encounter the five major Black Market factions in North America 
  Recent & Upcoming Releases from Palladium Books®
  
  224
  and foreign groups like the Yakuza, Green Scarf Sect and the 
  Underground Railroads of Atlantis and the Vampire Kingdoms.
  ! New O.C.C.s like the Con Man, Coyote and Venture Crim-
  inal.
  ! Black Market services, products, practices and customers.
  ! Criminal jobs like the Enforcer, Hit Man and Defense At-
  torney.
  ! Major smuggling corridors and routes through Coalition 
  territory.
  ! Smuggling methods, both magical and conventional.
  ! The Five Factions of North America and other Black Mar-
  ket groups.
  ! More equipment from Bandito Arms and specialized 
  smuggling gear.
  ! Tables for creating Traveling Merchants, Caravans, Mar-
  ket Outlets, Market Towns, Clubs and Bars, Body-Chop-
  Shops and more!
  ! Information on the Coalition prison system and border se-
  curity.
  ! Written by Matthew Clements and Taylor White with 
  additional material by Kevin Siembieda and Alex Marci-
  niszyn.
  ! 192 pages – $24.95 retail – Cat. No. 886.
  Rifts® World Book:
  Northern Gun™ One
  The largest independent manufacturer of weapons, robots and 
  adventure gear in North America is Northern Gun™. Located in 
  Michigan’s Upper Peninsula, they have been the premier outfitter 
  of mercenaries and adventurers for decades, and are a major hub 
  for hiring military contractors. With a whole new product line to 
  offer their customers, the future looks bright for Northern Gun™.
  ! The arms giant Northern Gun profiled for the first time!
  ! The Kingdom of Ishpeming, a puppet-state propped up by 
  NG.
  ! Full 109 P.A. catalog of Northern Gun products!
  ! New weapons, power armor, vehicles, robots and adven-
  ture gear.
  ! The Ishpeming military, essentially a framework for hiring 
  mercenaries and privateers.
  ! The NG Bounty Board, the largest collection of bounties 
  and mercenary contracts anywhere on Rifts® Earth.
  ! Hover trains, supply ships and sales outlets.
  ! Northern Gun’s relationship with the Coalition States, Tri-
  ax Industries, the Black Market and others.
  ! Written by Matthew Clements.
  ! Interior Artwork by Nick Bradshaw, Chuck Walton and 
  others.
  ! 224 pages – $24.95 retail – Cat. No. 887.
  Rifts® Megaverse® in Flames™
  The Minion War spills across Rifts Earth, where demons and 
  infernals hope to recruit allies and use the Rifts as gateways of 
  destruction.
  ! Soulmancer and Blood Magic.
  ! Seven Deadly Plagues and Demon Plagues across the globe.
  ! Battleground: Earth – demons & infernals amass their legions.
  ! Rifts Calgary – also known as Hell’s Pit – described.
  ! Ciudad de Diablo and other notable Hell holes on Earth.
  ! Lord Doom, Pain and other demonic leaders.
  ! Horune treachery, Dimension Stormers and other villains.
  ! Global chaos, notable characters and many adventure 
  ideas.
  ! 192 pages – $24.95 retail – Cat. No. 876.
  Go to www.palladiumbooks.com for weekly updates, news, 
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  © Copyright & Trademarks 2012 Palladium Books Inc. All rights reserved.
  
  ● Imagine Earth transformed into an alien landscape.
  ● Humans exist – barely. And we are not alone.
  ● Aliens and monsters emerge from the Ri�s – holes torn in the fabric of 
  space and �me, connected to countless worlds and reali�es.
  ● Ancient gods, demons and magic have returned.
  ● Magic and technology clash.
  ● Hund
  ● Hundreds of character classes, many inhuman.
  ● Ri�s® Ul�mate Edi�on is the core RPG rule book.
  ● Expansive world se�ng with 90+ sourcebooks to draw upon.
  ● Ri�s®, your portal to endless adventure.
  ● Limited only by your imagina�on.
  Other RPG Worlds from Palladium Books®:
  ● Ri�s® – the ul�mate role-playing experience.
  ● Ri�s® Chaos Earth® – Play the apocalypse as it happens.
  ● Splicers® – Weird science. Bio-tech ba�les insane robot legions.
  ● Robotech® RPG – All eras of the TV show brought to life.
  ● Dead Reign™ RPG – Can you survive the Zombie Apocalypse?
  ●● Palladium Fantasy RPG® – Unique world, monsters as player characters, 
  magic and more.
  ● Heroes Unlimited™ RPG – Play any hero; mutants, aliens, cyborgs, superhu-
  mans, mages, immortals and more.
  ● Nightbane® RPG – Conspiracy, magic, horror and monsters.
  ● Beyond the Supernatural™ RPG – Modern horror and suspense.
  ● Ninjas and Superspies™, and more.
  www.palladiumbooks.com
  © 2014 Palladium Books. Ri�s®, Megaverse®, Nightbane® and other �tles, slogans and likenesses are trademarks of Palladium Books, Inc.    
  Palladium Books - 39074 Webb Court, Westland, MI 48185 USA – 734-271-2903 order line.
  ®
  
  © 2014 Palladium Books. Robotech®, Robotech® The Shadow Chronicles®, Macross® Saga and other �tles and likenesses are trade-
  marks of Harmony Gold USA, Inc. Palladium Books - 39074 Webb Court, Westland, MI 48185 USA – 734-271-2903 order line.
  www.palladiumbooks.com
  ®
  Role-Playing Game and Sourcebooks
  ● Four generations of heroes and mecha ● Giant transformable robots ● Alien 
  invaders ● Battle for control of the Earth ● Combat takes to the stars ● All pre-
  sented in a core rule book and dynamic set of epic sourcebooks ● Easy to learn 
  ● Fun to play ● Quick character generation ● Fast combat ● Captures the action 
  and adventure of the anime TV series ● Isn’t it time you joined the adventure?
  Robotech® “Core Rules” – Shadow Chronicles® RPG Hardcover
  All the rules and informa�on a player needs to start a Robotech® 
  role-playing campaign with Admiral Rick Hunter and the United Earth 
  Expedi�onary Force trekking across the galaxy.
  ● Human mecha: Alphas, Betas, Cyclones & much more.
  ● Five character classes. 25 diﬀerent Military Special�es.
  ● I
  ● Invid mecha, Haydonites, and alien enemies.
  ● Quick roll character tables. Make a character in 15 minutes.
  ● A complete, stand-alone RPG.
  ● 224 pages. Cat. No. 550HC. 8½ x 11 size, hardcover.
  Robotech®: The Macross® Saga Sourcebook – Cat. No. 551
  A treasure chest packed with the iconic mecha, vehicles, weapons and 
  characters that made Robotech® famous. Valkyries, Destroids, ground 
  vehicles, aircra�, spacecra�, weapons, Zentraedi soldiers, Zentraedi 
  mecha, alien invaders, heroes, villains, and more.
  ● All the iconic Macross mecha, vehicles, weapons & characters.
  Robotech®: The Masters Saga™ Sourcebook – Cat. No. 552
  Tons of never before seen stats and descrip�ons for the many 
  weapons, armor, mecha and robots of the Army of the Southern Cross.
  ● The Army of the Southern Cross™ – all 15 branches and their mecha!
  Robotech®: New Genera�on™ Sourcebook – Cat. No. 554
  The ba�le for the libera�on of Earth starts here.
  ● Ki
  ● Kit-bashed mecha combining parts from diﬀerent mecha.
  ● Invid Hives, world overview, key characters and adventure ideas.
  Robotech®: Genesis Pits™ Sourcebook – Cat. No. 555
  The Invid Genesis Pits, their purpose, func�on.
  ● Inorganics and other war machines of the Invid Regent.
  ● Genesis Pit muta�ons and monsters.
  Robotech®: Expedi�onary Marines Sourcebook – Cat. No. 553
   Join the UEEF (United Earth Expedi�onary Force) led by Admiral Rick 
  Hunter as they travel across the galaxy libera�ng planets from the 
  bondage of the Invid Regent, the Robotech Masters and other tyrants.
  ● New mecha, weapons, and character classes of the UEEF Marines.
  ● New alien species and allies. Planet hopping and more.
  
  © Palladium Books Inc. Robotech® is a Registered Trademark of Harmony Gold USA, Inc.
  Palladium Books, 39074 Webb Court, Westland, MI 48185-7606. Order line: 734-721-2903.
  www.palladiumbooks.com
  Zentraedi Glaug Command™ – Cat. No. 55403
  This diverse pack provides your Zentraedi forces with greater tac�cal 
  capabili�es; three game pieces total. $36.95 retail.
  ● 1 Glaug Oﬃcer’s Ba�lepod – the fast and deadly mecha of Zentraedi 
  ﬁeld leaders.
  ●● 1 Quel-Regult Scout Ba�lepod – the stealthy eyes and ears of your 
  Zentraedi ba�le force; electronic warfare capabili�es.
  ● 1 Quel-Gulnau Recovery Pod – enhances the Glaug’s ability to bring 
  in Ba�lepod reinforcements. Note: This ﬁgure has NEVER before 
  been oﬀered by any company.
  Zentraedi Ar�llery Ba�lepods™ – Cat. No. 55402
  Give your Zentraedi legion greater ﬁrepower with these ar�llery and 
  support Ba�lepods; four game pieces total. $36.95 retail.
  ● 4 Zentraedi Support Ba�lepods, each of which can be made into:
  Gluuhaug-Regult – Light Ar�llery Ba�lepod
  Serauhaug-Regult – Heavy Ar�llery Ba�lepod
  TTelnesta-Regult – Experimental Par�cle Beam Ba�lepod
  Four game pieces total.
  Zentraedi Regult Ba�lepods™ – Cat. No. 55401
  Expand your Zentraedi forces with their main infantry ba�le mecha; 
  six game pieces total. $36.95 retail.
  ● 6 Regult Tac�cal Ba�lepods – the lightning quick Regults, armed with a 
  pair of par�cle cannons and auto-cannons, a�ack in wave a�er wave.
  UEDF Spartan/Phalanx Destroids™ – Cat. No. 55203
  Add some long-range power and up-close punch to your army with 
  these valuable Destroids; four game pieces total. $32.95 retail.
  ● 2 Spartan Destroids – civil defense, riot control and deadly in hand to 
  hand combat.
  ● 2 Phalanx Destroids – a walking, long-range missile ar�llery unit.
  UEDF Tomahawk/Defender Destroids™ – Cat. No. 55202
  Expand your Destroid squad with these formidable walking tanks; 
  four game pieces total. $32.95 retail.
  ● 2 Tomahawk Destroids – the main ba�le tank of Destroids, brimming 
  with powerful par�cle beam cannons for arms, and wielding a 
  ba�ery of missiles and an array of other weapons.
  ●● 2 Defender Destroids – a long-range, an�-aircra� juggernaut capable 
  of shoo�ng down incoming Zentraedi Ba�lepods and Gnerl Fighters.
  UEDF Valkyrie Wing™
  – Cat. No. 55201
  Build your ﬂeet of Earth defenders with the Valkyrie Veritech 
  Fighter; six game pieces total. $36.95 retail.
  ● 2 Valkyries in Fighter mode.
  ● 2 Valkyries in Guardian mode.
  ● 
  ● 2 Valkyries in Ba�loid mode.
  ● Mul�ple heads for making the VF-1A, VF-1J, VF-1R & VF-1S.
  Note: Each product contains plas�c game pieces requiring assembly and pain�ng. Glue not included. This is not a toy. Small parts, not suitable for children under the 
  age of 13. Adult supervision advised. Images shown here are not to scale.
  A fast-paced, strategy ba�le game that captures the speed and ac�on of Robotech®. 
  Play Earth defenders or Zentraedi invaders.
  ● Scalable from small squad skirmishes to mass ba�les.
  ● Turn-based system of play and uses D6. Two or more players.
  ● 34 highly detailed game pieces. 6mm scale.
  ● 112 page color rule book with paint guide and index.
  ● 53 laminated, color game cards.
  ● 24 cu
  ● 24 custom dice, two decal sheets and more.
  ● Assembly and pain�ng required. Glue not included.
  ● $99.95 retail – Cat. No. 55100 – shipping now!
  ● Available in North and South America, the EU, Australia & New Zealand.
  Main Boxed Game – Cat. No. 55100 – Available Now!
  
  www.palladiumbooks.com
  Dead Reign™ RPG
  It is the aftermath of the zombie apocalypse. Civilization is gone, the 
  dead reign, and the living fight to survive against impossible odds. Tales 
  of zombies, human survival and horror as a fast-paced, easy to learn 
  game and sourcebooks.
  ● Zombie combat rules, vehicles and equipment.
  ●● Six iconic Apocalyptic Character Classes and Ordinary People 
  with 40+ occupations to choose from.
  ● Seven types of zombies plus the Half-Living.
  ● Secrets of the Dead and tips on fighting zombies.
  ● Death Cults, their Priests, power over zombies and goals.
  ● 101 Random Scenarios, Encounters and Settings.
  ● 100 Random Corpse Searches and other tables.
  ● Quick Roll Characte
  ● Quick Roll Character Creation tables (10 minutes).
  ● A complete role-playing game by Siembieda and others.
  ● $22.95 retail – 224 pages – Cat. No. 230. Available now.
  Civilization Gone™
  Dead Reign™ Sourcebook One
  ItIt has been months since the dead rose to attack the living. Civiliza-
  tion has crumbled. There is no army, no government, no help coming. 
  You are on your own and things are only getting worse.
  ● Madmen and Psychopaths including the Zombie Master, Ghost 
  Walker, Backstabber, Messianic Leader, Zombie Lover, Deathbringer 
  and others.
  ● Bandits and Raiders who prey upon other survivors.
  ● Street Gang Protectors and their mission to save lives.
  ● Phobia and Obsession tables. Many adventure ideas.
  ● House and home resource and encounter tables.
  ● Random encounter and survivor camp creation tables.
  ● Additional world information and survival advice.
  ● $12.92 retail – 64 pages – Cat. No. 231. Available now.
  Dark Places™
  Dead Reign™ Sourcebook Two
  Secrets of survival, including using railroad tracks and the urban 
  underground to travel unseen and undetected by zombies.
  ● Worm Meat, Bug Boy, Sewer Crawler and Impersonator Zombies.
  ● “Live Bait” zombie lures with human beings as bait.
  ●● Traveling the rails and boxcar encounter tables.
  ● Traveling sewer tunnels, steam tunnels & other dark places.
  ● The pitfalls and dangers of the urban underground.
  ● Diseases, infection and additional world information.
  ● Random encounter tables, boxcar content tables, and more.
  ● $12.92 retail – 64 pages – Cat. No. 232. Available now.
  Endless Dead™
  Dead Reign
  Dead Reign™ Sourcebook Three
  The zombie hordes grow in number and strangeness. Can humankind 
  survive? Where is the military?
  ● New types of zombies like Fused Zombies and Walking Mass Grave.
  ● New O.C.C.s including Wheelman and Zombie Hunter.
  ● Info & tables for weaponizing vehicles and vehicle combat rules.
  ●● Random encounter tables for military bases, police stations, gun 
  stores, buildings, suburbs, industrial parks, small towns, farmland 
  and wilderness.
  ● Tables to make Survivor caravans, hideouts, Safe Havens & more.
  ● Timetable for setting zombie campaigns & many adventure ideas.
  ● $16.95 retail – 96 pages – Cat. No. 233. Available now.
  Fear the Reaper™      Graveyard Earth™      Beyond the Supernatural™ RPG      Nightbane® RPG series
  Other horror titles from Palladium Books®
  © Copyright 2012 Palladium Books Inc. All rights reserved. Rifts®, Palladium Books®, Megaverse®, Nightbane®, Heroes Unlimited, Dead Reign and other published book titles, names, slogans and likenesses are trademarks of Palladium Books Inc.
  Can YOU survive the Zombie Apocalypse?
  
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  The Rifter® Series
         170 The Rifter® #70 – $13.95
         171-172 The Rifter® #71 & 72 – $24.95
         173 The Rifter® #73 – $13.95
         174 The Rifter® #74 – $13.95
         175 The Rifter® #75 – $13.95
         176 The Rifter® #76 – $13.95 (Fall)
  Splicers®
         200 Splicers® RPG – $23.95
  Note: Sourcebooks coming soon.
  Dead Reign®
         230 Dead Reign® RPG – $22.95
         231 SB 1: Civilization Gone™ – $12.95
         232 SB 2: Dark Places™ – $12.95
         233 SB 3: Endless Dead™ – $16.95
         234 SB 4: Fear the Reaper™ – $12.95
         235 SB 5: Graveyard Earth™ – $12.95
         236 SB 6: Hell Followed™ – $20.95 (coming)
  Rifts® Novels
         301 Sonic Boom™ – $9.95
         302 Deception’s Web™ – $9.95
         303 Treacherous Awakenings™ – $9.95
         304 Tales of the Chi-Town ‘Burbs™ – $12.95
         305 Rifts® Path of the Storm™ – Screen-
  play & Sourcebook – $12.95
  Weapons Books
         401 Weapons and Armor™ – $8.95
         402 Weapons and Castles™ – $8.95
         403 Weapons and Assassins™ – $8.95
         404 Weapons & Castles of the Orient™ – $8.95
  Palladium Fantasy RPG®
         450 The Palladium Fantasy RPG® – $26.95
         4500HC Palladium Fantasy RPG® 30th 
  Anniversary Hardcover – $50.00
         451 Dragons & Gods™ – $24.95
         453 Old Ones™ 2nd Ed. – $24.95
         454 Monsters & Animals™ 2nd Ed. – $24.95
         455 Adventures on the High Seas™ – $24.95
         458 Island at the Edge of the World™ – $20.95
         459 Yin-Sloth Jungles™ – $20.95
         462 Western Empire™ – $24.95
         463 Baalgor Wastelands™ – $24.95
         464 Mount Nimro™ – $20.95
         465 Eastern Territory™ – $24.95
         466 Library of Bletherad™ – $20.95
         467 Northern Hinterlands™ – $24.95
         468 Land/Damned 1: Chaos Lands™ – $24.95
         469 LoD 2: Eternal Torment™ – $24.95
         470 LoD 3: The Citadel – $24.95 (coming)
         471 Wolfen Empire™ – $20.95
         472 Mysteries of Magic™ One: Heart of 
  Magic – $16.95
         474 Bizantium/Northern Islands™ – $20.95
         475 Garden of the Gods™ – $12.95 (coming)
  Heroes Unlimited™ / After the Bomb®
         500-2 Heroes Unlimited™, 2nd Ed. – $26.95
         5000HC Heroes Unlimited™ 30th Anniver-
  sary Hardcover – $50.00
         501 Villains Unlimited™ Revised – $24.95
         503 After the Bomb® RPG – $24.95
         505 Road Hogs™ (After the Bomb® II) – 
  $9.95
         507 Mutants Down Under™ (AB III) – $9.95
         511 Mutants of the Yucatan™ (AB IV) – $9.95
         513 Mutants in Avalon™ (AB V) – $16.95
         514 Mutants in Orbit™ (AB VI) – $16.95
         515 Aliens Unlimited™ – $24.95
         516 Heroes Unlimited™ G.M.’s Guide – 
  $24.95
         517 Century Station™ – $24.95
         518 Gramercy Island™ – $24.95
         519 Aliens Unlimited Galaxy Guide™ – 
  $24.95
         520 Mutant Underground™ – $16.95
         521 Powers Unlimited® One – $16.95
         522 Powers Unlimited® Two – $16.95
         523 Powers Unlimited® Three – $16.95
         525 Revised Ninjas & Superspies™ – $20.95
         526 Mystic China™ – $24.95
         527 Armageddon Unlimited™ – $20.95
  Robotech® RPG
         550 Robotech® The Shadow Chronicles® 
  RPG (manga size) – $16.95
         550HC Robotech® The Shadow Chroni-
  cles® Deluxe Hardcover RPG – $30.95
         5500HC Robotech® The Shadow Chroni-
  cles® Gold Ed. Hardcover RPG – $70.00
         551 Robotech® Macross® Saga Source-
  book – $16.95
         552 Robotech® The Masters Saga™ 
  Sourcebook (NEW in 8½ x 11) – $20.95
         553 Robotech®: Expeditionary Force 
  Marines Sourcebook – $20.95
         554 Robotech® The New Generation™ 
  Sourcebook – $16.95
         555 Robotech® Genesis Pits Sourcebook – 
  $16.95
  Robotech® RPG Tactics™  (New!)
         55100 Robotech® RPG Tactics™ – $99.95
         55105 Robotech® RPG Tactics™ Rule-
  book – $20.00
         55101 UEDF Dice Pack – $12.00
         55102 Zentraedi Dice Pack – $12.00
         55201 UEDF Valkyrie Wing – $36.95
         55202 UEDF Destroid Pack – $32.95
         55203 UEDF Spartan Pack – $32.95
         55401 Zentraedi Regult Battlepods – $36.95
         55402 Zentraedi Artillery Battlepods – $36.95
         55403 Zentraedi Glaug Command – $36.95
  Rifts® Chaos Earth®
         660 Rifts® Chaos Earth® RPG – $20.95
         661 Rifts® CE Creatures of Chaos™ – $12.95
         662 Rifts® CE The Rise of Magic™ – $12.95
         665 Rifts® Chaos Earth® First Responders™ 
  – $16.95 (coming)
         666 Rifts® Chaos Earth® Resurrection™ 
  – $20.95
  Beyond the Supernatural™
         700 Beyond the Supernatural™, 2nd Ed. 
  – $24.95
         702 Tome Grotesque™ – $20.95 (coming)
         703 Beyond Arcanum™ – $24.95 (coming)
  Nightbane®
         730 Nightbane® RPG – $24.95
         731 Nightbane®: Between the Shadows™ 
  – $20.95
         732 Nightbane®: Nightlands™ – $20.95
         733 Nightbane®: Through the Glass 
  Darkly™ – $20.95
         735 Nightbane® Survival Guide™ – $20.95
  Rifts®
         800HC Rifts® RPG Ultimate Edition – $39.95
         801 Rifts® Sourcebook One Revised – $20.95
         802-E Rifts® World Book 1: Vampire King-
  doms™, Revised – $24.95
         803 Rifts® Conversion Book One™ – $24.95
         804 Rifts® WB 2: Atlantis™ – $20.95
         805 Rifts® Sourcebook 2: Mechanoids™ 
  – $16.95
         807 Rifts® WB 3: England™ – $20.95
         808 Rifts® WB 4: Africa™ – $20.95
         809 Rifts® Dimension Book 1: Worm-
  wood™ – $20.95
         810 Rifts® WB 5: Triax™ – $24.95
         811 Rifts® Pantheons of the Megaverse® 
  – $24.95
         812 Rifts® Sourcebook 3: Mindwerks™ 
  – $16.95
         813 Rifts® Mercenaries™ – $20.95
         814 Rifts® WB 6: South America™ – 
  $20.95
         815 Rifts® WB 7: Underseas™ – $24.95
         816 Rifts® DB 2: Phase World® – $24.95
         817 Rifts® DB 3: Phase World® Source-
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         818 Rifts® WB 8: Rifts® Japan™ – 
  $24.95
         819 Rifts® WB 9: South America Two™ 
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         820 Rifts® WB 10: Juicer Uprising™ – 
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         821 Rifts® WB 11: Coalition War Cam-
  paign™ – $24.95
  
         822 Rifts® WB 12: Psyscape™ – $20.95
         825 Rifts® WB 13: Lone Star™ – $20.95
         826 Rifts® WB 14: New West™ – $24.95
         827 Rifts® WB 15: Spirit West™ – $24.95
         828 Rifts® Sourcebook 4: Coalition 
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         829 Rifts® WB 16: Federation of Magic™ 
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         830 Rifts® DB 4: Skraypers™ – $20.95
         831 Rifts® Index Volume Two™ – $16.95
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         833 Rifts® WB 18: Mystic Russia™ – 
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         834 Rifts® WB 19: Australia 1 – $24.95
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         836 Rifts® WB 21: Splynn Dimensional 
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         838 Rifts® WB 23: Xiticix Invasion™ – 
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         839 Rifts® Coalition Wars®: Sedition™ 
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         840 Rifts® Coalition Wars®: Coalition 
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         841 Rifts® Coalition Wars®: Sorcerers’ 
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         842 Rifts® Coalition Wars®: Cyber-
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         843 Rifts® Coalition Wars®: Shadows of 
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         844 Rifts® Coalition Wars®: Final 
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         845 Rifts® Game Master Guide™ – $26.95
         846 Rifts® Aftermath™ – $24.95
         847 Rifts® DB5: Anvil Galaxy™ – $20.95
         848 Rifts® Book of Magic™ – $26.95
         849 Rifts® Adventure Guide™ – $24.95
         850 Rifts® Bionics Sourcebook™ – $16.95
         851 Rifts® DB 6: Three Galaxies™ – $20.95
         852 Rifts® Dark Conversions™ – $24.95
         853 Rifts® Chi-Town ‘Burbs™ – $9.95
         854 Rifts® The Tolkeen Crisis™ – $12.95
         855 Rifts® The Black Vault™ – $9.95
         856 Rifts® The Vanguard™ – $9.95
         857 Rifts® WB 24: China One™ – $20.95
         858 Rifts® WB 25: China Two™ – $20.95
         859 Rifts® DB 7: Megaverse Builder™ – 
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         860 Rifts® DB 8: Naruni Wave Two™ – 
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         862 Rifts® WB 26: Dinosaur Swamp™ – 
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         863 Rifts® MercTown™ – $20.95
         865 Rifts® Merc Ops™ – $20.95
         866 Rifts® WB 27: Adventures in Dino-
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         867 Rifts® Mercenary Adventure Source-
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         868 Rifts® WB 28: Arzno™ – $20.95
         869 Rifts® WB 29: Madhaven™ – $16.95
         870 Rifts® John Zeleznik Coloring Book 
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         871 Rifts® Machinations of Doom™ – 
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         872 Rifts® DB 10: Hades™ – $24.95
         873 Rifts® DB 11: Dyval™ – $24.95
         MI8006 Cyborgs Pack #1 – $18.00
         MI8007 Simvan & Ostrosaurus Pack – 
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         MI8008 Coalition Skelebots Pack #1 – $18.00
         MI8009 Coalition SAMAS Pack #1 – $22.00
         MI8010 Coalition Sky Cycle Pack – $22.00
         MI8011 Coalition Dog Pack #2 – $18.00
         MI8015 Damaged Skelebots Pack #1 – 
  $12.00
         MI8016 Cyber-Adventurers Pack – $18.00
         MI8017 Rogues & Scout Pack #1 – $18.00
         MI8018 Brodkil & Witchling Pack – $18.00
         MI8019 Damaged Skelebots Pack #2 – 
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         MI8020 Psi-Stalkers & Scouts Pack #1 – 
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         MI8021 Shadow Beast – $12.00
         MI8022 Mystic Knight – $6.00
         MI8023 Lord Magus – $6.00
         MI8024 High Magus – $6.00
         MI8025 Coalition Psi-Stalker – $6.00
         MI8026 Coalition Dog Boy in DPM-D1 
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         MI8027 Coalition Dog Boy #2 – $6.00
         MI8028 Coalition Dog Boy #3 – $6.00
         MI8029 Coalition Dog Boy #4 – $6.00
         MI8030 Coalition Dog Boy #5 – $6.00
         MI8031 Glitter Boy – $20.00
         MI8032 Glitter Boy Pilot – $6.00
         MI8033 Kydian Overlord – $20.00
         MI8034 Dragonsaurus – $10.00
         MI8035 Slaver and Slave (Atlantis) Set – 
  $10.00
         MI8036 Crazy – $6.00
         MI8037 Juicer #1 – $6.00
         MI8038 Juicer #2 – $6.00
         MI8039 Cyborg #1 – $12.00
         MI8040 Cyborg #2 – $12.00
         MI8041 Cyborg #3 – $6.00
         MI8042 Coalition Officer – $6.00
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         874 Rifts® WB 30: D-Bees of North 
  America™ – $24.95
         875 Rifts® DB12: Dimensional Outbreak 
  – $24.95
         876 Rifts® Megaverse® in Flames™ – 
  $24.95
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  Gold Hardcover Edition – $50.00
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         883 Rifts® DB 14: Thundercloud Galaxy™ 
  – $20.95
         884 Rifts® Vampires Sourcebook™ – $20.95
         885 Rifts® WB 32: Lemuria™ – $24.95
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  Gold Edition – $60.00
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  – $22.95
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  Book, Collector’s Masterwork Edition 
  – $125.00
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  ®
  At stores
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  Rifts® World Book 32:
  Rifts® Lemuria™
  Rifts® Lemuria is packed with new magic, weapons, living power armor, monstrous war steeds, weapons, and gear suitable for landlub-
  bers and aquatic adventurers alike.
  The Lemurians are an amphibious people with floating cities and magic-based technology that allows for land and underwater adventures 
  alike. Discover the secrets and people of this lost and forgotten civilization of magic and wonder. Add amphibious capabilities to your Rifts® 
  campaigns and discover new menaces under the sea. Amphibious in nature, Lemurians wage war against the demonic on dry land and under 
  the waves. Their exotic riding animals, weapons, armor and magic are suitable for use on land and underwater.
  ● Lemurian warriors including the Serpent Hunter, Oceanic Guardsman, Sea Sentinel, Spouter and Biomancer Gene-Mage O.C.C.s 
  and special abilities.
  ● 50 new Biomancy spells, new Ocean Magic, and Hydro-Psionic powers.
  ● 50 new Biomancy spells, new Ocean Magic, and Hydro-Psionic powers.
  ● Living Bio-Armor and the Stone Guardians of Easter Island.
  ● Biomancy-created War Steeds that are more monster than steed.
  ● Stone vehicles and floating cities of Lemuria.
  ● Biomancy weapons, Biomancer Gardens, herbs and symbiotes.
  ● Monsters like the Milu and their undead legions.
  ● Symbiotic creatures and Biomancy constructs.
  ● The amphibious Lemurians, their race, history and society.
  ● The amphibious Lemurians, their race, history and society.
  ● A rich, new realm of adventure and gaming resource.
  ● Ideas for adventure, new player characters, and much, much more.
  ● 224 pages written by Greg Diaczyk, Kevin Siembieda and Matthew Clements.
  Unleash your imagination!™
  $24.95
  Cat. No. 885
  ISBN-10: 1-57457-182-6
  ISBN-10: 1-57457-182-6
  ISBN-13: 978-1-57457-182-0
  Rifts® World Book 7: Rifts® Underseas™
  ● Intelligent whales, dolphins, aquatic mutants and D-Bees.
  ● Ocean Wizards, Sea Druids, Whale Singers, and alien 
  invaders.
  ● 40+ Ocean Magic spells, 20 Whale Songs and Dolphin Magic.
  ●● The Lord of the Deep, the New Navy, Tritonia, Triax & tech-
  nology.
  ● Underwater power armor, robots, subs and more. 216 pages.
  Rifts® World Book 1: Vampire Kingdoms™
  ● Everything you need to know about vampires.
  ● Vampire Hunters, vampire slaying weapons & undead combat 
  tips.
  ● Weird creatures, dinosaures, vampire slaves and more.
  ● Ciudad Juarez mapped and described, town creation and 
  encounters.
  ● The Vampire Kingdoms, ideas for adventure and more. 224 
  pages.
  Rifts® Sourcebook 5: Rifts® Vampires™
  ● Reid’s Rangers, Fort Reid, desert survival & traveling shows.
  ● The villains who slay vampire hunters for the undead.
  ● The villains who slay vampire hunters for the undead.
  ● Vampire Hunter Mages, Techno-Wizard weapons and 
  vehicles.
  ● The Yucatan, Camazotz, Werebeasts and more. 176 pages.
  One game system –
  an endless Megaverse® of adventure
  Also from Palladium Books®
  
SOURCE: textdata/thevault/RIFTS/World Books/Rifts - World Book 32 - Lemuria - PAL885P.pdf