Thunderhead VTOL Flyer TW Impervious to Energy Armor of Ithan 4th level p152 black market
FWD Mounted Bandit 5050 Papa Bear Enhanced Bigbore Medium Railgun
2000 ft 2d4sing /4d4 3burst/ 5d6 6 burst 180 shots in ammo drum
Pulls Fancy TW Floater Chariot
2 TW Rocketstaffs on wings
w/ 4 Normal Psi Goblins 1 Vet commander 150 MDC
Lesser Rune Dagger d4x10MD
TK-80 tk machinegun 4000ft 2d4single/3d6/5d6/2d6x10md full melee
1/5/10/50
200rds, 1ppe/rd
Pulls TW Airboat w/ 10 norm 2 vet psigoblins 300MDC
6 TW Rocketstaffs on wings
`
1st
3th
8th
12th
Inate Magic: Death trance Chameleon, invis, globe of daylight, shadow meld, cloak of darkness, horror, influence the beast, frostblade, powerweapon.
Federation Trained in Magic:
Green 3 spells:
Breath Without Air
Armor Bizzare
Mindshade
Level: 5
Range: Self or others by touch.
Duration: Three minutes per level.
Casting Time: One minute
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 15
The recipient of this spell gains a +4 bonus to save vs. psionics and
mind-altering magic, plus becomes impervious to possession. The
character's aura comes up as blank (nothing extraordinary), and he
doesn't radiate any magic or psionic power!
Normal 6 spells:
Deflect
Astral Projection
Impervious to Fire
Fists of Fury
Stationary Illusion
Level: 3
Range: 60ft
Duration: Five minutes per level.
Casting Time: One melee
Damage: None
Saving Throw: -2 penalty
P.P.E.tm Cost: 8
An invocation which creates a replica of a physical object. The object
that is "created" can be no larger than 100 cubic feet (5x5x4 feet) plus
100 cubic feet per level. Thus, anything from your basic easy chair to a
pen can be simulated. The object has no substance, and if it is touched
the spell is broken and the illusion ends. It is most effective when
used to create an illusion of an object that is looked at but rarely
touched (like a mantelpiece, painting, or other aesthetic possession).
As the mage progresses, he can even create illusions of non-moving cars,
shacks, used armor, etc. In order to create an object, the mage must
have a copy to work from, a detailed memory, or a skill involving the
object.
Carrion Shaping
Level: 4
Range: Touch
Casting Time: Two melee rounds.
Duration: One hour per level.
Saving Throw: None - matter is dead.
P.P.E.tm Cost: 5 for initial molding, 15 for every hour afterwards.
The shaman can mold the carrion, which he collects. Vast amounts are
usually gathered, depending on the habitat. The initial molding makes
the carrion mega-damage! After the initial molding, the shaman can add
to the heap whenever he so desires. The carrion has 10 M.D.C.tm per item
created (takes about one hour to create a simple item), or per six by
six square foot area (each area takes a half hour to develop). Weapons
can be created and are also mega-damage structures, but only do S.D.C.tm
damage.
Dried carrion armor typically weighs about 14 lbs and causes a -10%
penalty to prowl, but has an amazing 80 M.D.C.tm (double or triple
according to size for larger and non- humanoid creatures). The Animal
Shaman can create artwork, shelters, walls, shovels, axes, chairs, etc.
Just use the appropriate skill if the GM feels it is necessary. For non-
Rifts worlds the mega-damage values should be replaced with equal
S.D.C.tm
Vet: 24 spells
Implosion Neutralizer
Carpet of Adhesion
Charismatic Aura
Energy Field
Magic Net
Fingers of Wind
Ignite Flame
Fuel Flame
Extinguish Fire
Magic Sheild
See Invisible
Featherlight
Mystic Alarm
Superhuman Dexterity
Level: 5
Range: Self or others by touch.
Duration: Two melees per level.
Casting Time: One melee action.
Damage: None
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 10
The recipient of the spell gains another +3 to strike, parry, and dodge,
one extra attack per melee, +1 on initiative, and +5 points to the
speed attribute. Not effective on cybernetically or chemically enhanced
humanoids, power armor, robots, or vehicles.
Superhuman Endurance
Level: 5
Range: Self or others by touch.
Duration: One minute per level.
Casting Time: One melee action
Damage: None
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 12
The character who receives this strengthening magic gains a P.E. of 30
(+8 vs poison/magic and +30% vs coma/death) and is also impervious to
the effects of knockout and stun attacks. The recipient also gains +30
S.D.C.tm (for supernatural creatures this is M.D.C.tm) for the duration
of the magic. Not effective on cybernetically or chemically enhanced
humanoids.
Resist Magic
Level: 5
Range: Self or others by touch.
Duration: Three minutes per level.
Casting Time: One melee action
Damage: None
Saving Throw: Standard if resisted.
Destabilization: +1d4%
P.P.E.tm Cost: 20
Resist Magic gives a recipient a +1 vs magic per two full levels of
experience of the caster. Any mage levels one through three can give a
+1 bonus, while those 4 and 5 give a +2 bonus, and so on. Casting this
spell multiple times will not increase the bonus, and if two mages cast
this spell on the same target the target uses the higher of the two
bonuses. Lastly, this bonus is the only one that can be used (it is not
added to any existing save vs magic bonuses, natural or artificial,
because it overrides the existing bonuses).
Weapon Talent
Level: 4
Range: Self and touch, or others by touch.
Duration: Five minutes per level.
Casting Time: One melee action
Damage: None
Saving Throw: Standard (roll for the device), but ballistic firearms get
a +1 bonus, energy weapons get a +2 bonus, and vehicle weapon systems
get a +3 bonus.
P.P.E.tm Cost: 10
The casting of this spell gives the recipient an unnatural skill with a
weapon held at the time of casting. If the recipient has no weapon
proficiency with the weapon he gains a +1 to strike and parry with it,
or +1 on an aimed and burst strike for firearms. If the recipient does
have training with the weapon he gains one extra melee attack with the
weapon and a +2 initiative bonus when using it for their first attack in
a melee, in addition to the bonuses of an untrained user of the weapon.
If physical contact with the weapon ends (like if it is knocked away or
dropped) the magic ends immediately.
Curse: Bloodlust
Level: 5
Range: 60 feet
Casting Time: One melee action.
Duration: Two days per level.
Saving Throw: 12 or better (does not change).
P.P.E.tm Cost: 50
This curse is similar to beast eyes, but the victim is overcome with the
homicidal urge to kill and maim, but only at night. When the curse is
first inflicted, the victim will feel nothing save for an unusual chill.
At night, the victim will become a merciless murderer regardless of
alignment.
OCCSkills: Dragonese, Demongogian, American, Literate in Dragonese
Gobbley, Euro
Basic Math, Land Nav, Wilderness Survival Intelligence Interrogation track, escape artist acrobatics climb find contraband
WP Heavy Energy, WP Knife
OCCRelSkills:
Prowl
Streetwise
Gambling
Trap Construction
Demolitions
???1 more
Vet vs Magic
Elite Vs Magic Equipment:
Green Strike
Bonuses: 0
Normal Strike[4]+2pp
Vet Strike [3]+3pp
Elite Stike [8]
Green Parry Bonus: 0
Normal parry[6] +2pp
Vet parry [3]+3pp Elite Parry [9]
Green Dodge Bonus:0
Normal: [3] +3pp
Vet: [9] +3pp
Elite: [10]