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Gamma World Conversion: Gazilla

Adapted from the original Gamma World animal found at http://www.bigfella.com/newwest.dir/aminals.html. From the biological archives of Lazlo:

Species: Heloderma Suspectum Gigantis Background: One of the most terrifying menaces of the deep deserts, are these gigantic mutant gila monsters. They constantly give off high levels of radiation. They can loose a mighty roar that can shatter M.D.C. materials. Gazilla Monsters hunt giant insects, and will sometimes mistake vehicles for prey animals. They occupy the top of the natural food chain, and only have each other and combat robots to look out for. They are very rarely encountered near settled areas. Rumors are that some Keepers of the Desert have tamed some of these beasts. Since Keepers are immune to radiation this is possible. Gazilla's don't seem capable of reproducton, and are actually a spontanious mutation that occasionally occures among the gila monster population since the coming of the rifts. Appearence: Gazillas look similar to the gila monsters they sprang from, except they can grow over 50 feet long. They also seem to glow from the radiaton they give off.

Game Statistics:
Alignment: None, but are considered anarchist or evil. Attributes: I.Q.: Low animal intelligence. M.E.: 3D6 M.A.: 3D4 P.S.: 2D6+45 P.P.: 3D6 P.E.: 3D6+8

P.B.: 3D4 Spd.: 3D6+12. M.D.C.: 350 plus 1D4x100. Average Life Span: Can live for hundreds of years. P.P.E.: 6d6 Natural Abilities: Gazillas have the equivalent of the major super abilities of Sonic Power and Control Radiation, but only abilities number 1, 3, 4, 8 and 10. R.C.C. Combat: Attacks per melee: Two claws and one bite or tail attack. Damage: Claws do 1D4x10, bite does 1D6x10, tail lash does 1D4x10. Bonuses: +2 to strike with tail lash, +2 to parry and dodge. +5 to save vs. Horror Factor. Magic: None Psionics: None Enemies: Only humanoids and large predators. Allies: None. Value: None, unless a bounty is put on them to by a town that it is terrorizing. Usually it will only attack small parties of humanoids or livestock. Their meat is vile tasting and radioactive. Habitat: Usually found in the Arazona, Texas, and mexico deserts, especially in highly radioactive areas.

Dragon Hatchling R.C.C.: Volcano Dragon


The Asama-Tatsu or Volcano Dragon is a race of dragon associated with Japan, but can exist anywhere in the megaverse. Their natural form is that of a gold-scalled serpent with silver eyes and single spiral horn. While Rifts Japan details the adult Volcano Dragon, these rules allow the creation of hatchling characters.

Alignment: Any Attributes: I.Q: 4D6, M.E.: 3D6, M.A.: 3D6, P.S.: 5D6, P.P.: 3D6, P.E.: 4D6, P.B.: 3D6, Spd.: 3D6+44 wingless flight M.D.C.: 1D4x100+50 Horror Factor: 14 Size: 50 feet long in natural form as a hatchling, but can alter size at will reducing to as little as one fifth normal. Weight: About 3 tons at full size, but reducing size reduces weight. Also as long as they are awake they can fly at will, thus reducing their weight to practically nothing.

Average Life Span: 8000+ years. Considered a hatchling until reaching the age of 600 years. P.P.E.: 1D4x100 R.C.C. Skills: Science: Mathematics - Basic 98% Technical: Language - Any one 98% Technical: Language - Dragonese 98% Six skills of choice from Medical, Pilot Related, Science and Technical. Four additional skills at levels 4 and 8. Natural Abilities: Bio-Regeneration: 1D4x10 M.D.C. per minute. Heightened Senses: Heightened hearing, olfactory and sight. -30% to prowl rolls and penalities for being blinded are half. Impervious to Fire - Takes no damage from heat, fire, even magic fire. Metamorphsis: Limited to changing their size at will from normal to one fifth normal size at will. Nightvision: 1200 feet. See the Invisible: Can see all invisible creatures. Teleport: 28%+2% per level chance of success. Turn Invisible: Three times per day, duration is 5 minutes per level, as the magic spell Invisibility: Superior. Psionics: A major psionic with six physical psionic powers. I.S.P.: 3D4x10 Magic: No spells to start, but may use Techno Wizard items. Can start to learn magic spells at 3rd level. Vulnerabilities: Takes double damage from cold attacks. Combat: As per Hand to Hand Basic plus one attack per melee.

Damage: As per supernatural P.S., but +2D6 from giant talons. Bite does 3D6 M.D. Bonuses: +2 to init., +4 to save vs. HF, +1 to strike, parry and dodge and all saving throws. Allies: None per se. Enemies: No natural enemies, but other dragons, dragon juicers and minions of the Splugorth can cause trouble. Habitat: Any, but more common in Rifts Japan. States.

Dragon Hatchling R.C.C.: Plumed Serpent


An distant dragon relative which appears to be a large bird-like creature with a mane of feathers. Plumed Serpents are generally less powerful than true dragons, but have unique special abilities. They are detailed in Rifts Spirit West mostly as an adult, here are the rules for creating a hatchling character.

Alignment: Any Attributes: I.Q: 3D6, M.E.: 3D6, M.A.: 3D6, P.S.: 3D6, P.P.: 3D6, P.E.: 3D6, P.B.: 2D6, Spd.: 3D6 running on ground, 1D4x10 flying M.D.C.: 100 plus P.E. plus 2D6 per level of experience. Horror Factor: 11 Size: 30 feet long in natural form. Weight: 125 to 250 lbs. Average Life Span: 750-1000 years. Reaches maturity around age 300. P.P.E.: P.E.x10 R.C.C. Skills: Science: Mathematics - Basic 98% Technical: Language - Any one 94%

Technical: Language - Dragonese 94% Six skills of choice from Communication, Domestic, Military, Pilot, Pilot Related, Rogue, Technical and Wilderness. Four additional skills at levels 4 and 8. Note: Skills requireing human hands are at -25% in natural form. Natural Abilities: Bio-Regeneration: 3D6 M.D.C. per minute. Breath Lightning Bolts: 3D6+2 M.D. with 450 feet range. Burrowing: At a rate of 10 feet per melee. Heightened Senses: Heightened hearing, olfactory and sight. -30% to prowl rolls and penalities for being blinded are half. Metamorphsis: Change to humanoid form or natural form. One change per level per day, but unlimited duration. Humanoid form must be chosen when young and is generally reflective of the local human population where the serpent is born, the serpent usually instinctively chooses a good looking, young humanoid form of the same sex. Nightvision: 1200 feet. Turn Invisible: Three times per day, duration is 5 minutes per level, as the magic spell Invisibility: Superior. Psionics: A major psionic with six minor psionic powers. Can choose one super or two minor additional powers at levels 3, 6, 9, 12, 15. I.S.P.: M.E. plus 3D4x10 plus 2D4 per level of experience. Magic: No spells to start, but may use Techno Wizard items. Can start to learn magic spells at 3rd level. Vulnerabilities: Takes double damage from weapons made of dragon bone, demon bone, and Millenium Trees. Combat: As per Hand to Hand Basic plus one attack per melee. Damage: As per supernatural P.S., but +2D6 from giant talons. Bite does 3D6 M.D. Bonuses: +1 to init. and strike, +2 to roll and save vs. poison and disease, +3 to dodge when flying and horror factor.

Allies: None per se. Enemies: No natural enemies. Habitat: Any, but more common to the midwest of the old United States.

Dragon Hatchling R.C.C.: Tiger Salamander


The Tiger Salamander is a supernatural creature believed to be related to dragons by most sages. They appear to be striped multicolored lizards with three fingers and a thumb on each leg. They have several supernatural abilities unique to their species and lack several of the powers of true dragons. They are usually wild and crazy in their actions, but under their seemingly crazed actions is usually some ultimate plan. Note: These creatures are an original creation of mine.

Alignment: Any, but lean tward anarchist. Attributes: I.Q: 2D6+6 (+10), M.E.: 3D6 (+6), M.A.: 2D6+12 (+6), P.S.: 3D6 (+10), P.P.: 3D6 (+6), P.E.: 3D6(+4), P.B.: 4D6, Spd.: 6D6 (+2D6) running on ground, double that swimming, cannot fly. M.D.C.: 80 plus P.E. plus 2D6 per level of experience. (1D4x500 plus 1D4x10 M.D.C. per level of experience) Horror Factor: 10 (14) Size: 10 feet long. (20 feet long) Weight: about 125 lbs. (up to 1000 lbs.) Average Life Span: 750-1000 years. Reaches maturity around age 300. P.P.E.: P.E.x10 R.C.C. Skills: Science: Mathematics - Basic 98% Technical: Language - Any one 98% Technical: Language - Dragonese 98% Physical Swimming: 90%

Six skills of choice from Communication, Domestic, Military, Pilot, Pilot Related, Rogue, Technical and Wilderness. Four additional skills at levels 4 and 8. Natural Abilities: Bio-Regeneration: 3D6 M.D.C. per minute. Breath Under Water: Can survive under water or on dry land for any anount of time. Can safely survive water pressure up to 1 mile deep. Chameleon: Although the Tiger Salamander cannot become invisible, it has a chameleon ability, the same as the spell, that it can activate on itself and possessions at will. Heightened Senses: Heightened hearing, olfactory and sight. -30% to prowl rolls and penalities for being blinded are half. Nightvision: 1200 feet. Teleporting:The Tiger Salamander is a master of line-of-sight teleportation. They can teleport themselves and up to 10 lbs. per level of possessions up to 1 mile away, as long as they have a direct open line of vision to their target and their. This power can be used once per melee round at a cost of only 5 P.P.E. Psionics: A major psionic with six minor psionic powers. Can choose one super or two minor additional powers at levels 3, 6, 9, 12, 15. I.S.P.: M.E. plus 3D4x10 plus 2D4 per level of experience. Magic: No spells to start, but may use Techno Wizard items. Can start to learn magic spells at 3rd level. Vulnerabilities: Takes double damage from weapons made of dragon bone, demon bone, and Millenium Trees. Combat: As per Hand to Hand Basic plus one attack per melee. Damage: As per supernatural P.S., has no claws. Bite does 2D6 M.D. Bonuses: +1 to init. and strike, +2 to roll and save vs. poison and disease, +3 to dodge when flying and horror factor. Allies: None per se. Enemies: No natural enemies.

Habitat: Any. Several are believed to have nested along the shores of the great lakes, others have been reported in Lagarto.

The expanded Gun Brother generation tables


Gun Brothers are not only assassins but also lab animals in testing new forms of augmentation. Many would-be Gun Brothers never survive these experiments, those that do are not always changed for the better. These survivors are put into service as assassins in the Gun Brothers. Here is an more extensive chart then the one found in the Phaseworld Sourcebook.

Roll Percentile once when creating a new Gun Brother bio-borg (Note: If character is not a human, ogre or elf re-roll any results below 31, as only these races can employ magic tattoos.) 01-06 Magic Tattoos: Gains 1D4+2 magic tattoos. 07-11 Magic Tattoos and Minor Mutation: Gains one minor super ability and 1D2+2 magic tattoos. 12-16 Magic Tattoos and Major Mutation: Gains one major super ability and 1D2 magic tattoos. 17-21 Magic Tattoos and Bio-Wizard additions: Gains 1D2 magic tattoos and 1D2 bio-borg additions. 22-26 Magic Tattoos and Bio-Wizard enhancement: Gains 1D2 magic tattoos and add 1D6+2 to 2 physical attributes. 27-30 Magic Tattoo, Minor Mutation, Bio Wizard Enhancement and Additions: Gains one Magic Tattoo, one minor super ability, one bio-borg appendage, and 1D6+2 to one physical attribute. 31-32 Bio-Wizard Symbiot: Gains an Absurr Life Node. 33-34 Bio-Wizard Symbiot: Gains a Chest Amalgamate. 35-36 Bio-Wizard Symbiot: Gains an Elom. 37-38 Bio-Wizard Symbiot: Gains a Talo Mind Worm.

39-40 Super Mutations from Gene-Splicers: Gains one major and one minor super ability. 41-50 Super Mutations from Gene-Splicers: Gains three minor super abilities. 51-52 Deforming mutations from Gene-Splicers: Gains three abilities from the Gigants power table. 53-54 Gene-Splicing from Gene-Splicers: Roll on these Gene Splicers Monsters tables: Number of heads, Type of head, Additional appendages, and Additional Features and abilities. 55-56 Ley Line Mutation (Ley Line Linked): Gains 2D6 to P.E. or M.E., 3D6 P.P.E., and Ley Line Rejuvination, Phasing and Floating as a Ley Line Walker. 58-59 Ley Line Mutation (Mystically Enhanced): Gains 2D6 to M.A. or P.P., 3D6 P.P.E., does not need to eat, breath or sleep and can survive in a vacuum. Ages at half rate. 60-61 Ley Line Mutation (Mind Expansion): Gains 1D6 to I.Q., M.E. and M.A. Psionic of Total Recall and Danger Sense that can be used at will. Can mystically understand any language. 62-63 Ley Line Mutation (Negative Psionic): Gains all the powers of a Nega-Psionic from Beyond the Supernatural and Rifts Conversion Book. 64-65 Ley Line Mutation (Mystically Charged): Gains 2D4x10 P.P.E. gains one spell per level of experience or equal or lesser level. 67-68 Psionetic Implants: Gains 1D2+1 Psionetic implants and one M.O.M. implant. 69-70 M.O.M. Implants: Gains 1D2+1 M.O.M. implants and one Psinetic implant. 71-72 Bio-Wizard Enhancement and Additions - Gains 1D2 bio-borg additions and add 1D6+2 to 2 physical attributes. 74-75 Bio-Wizard Enhancement - Add 1D6+3 to 3 physical attributes. 76-77 Bio-Wizard Additions - Gains 1D2+1 bio-borg additions. 78-79 UNDER CONSTRUCTION 87-88 UNDER CONSTRUCTION

89-90 Mystic Bionics and Cybernetics The Gun Brother gains a single bionic limb with two features and 1D4 cybernetic implants. Stats of limb are equal to the Gun Brothers. These are mystic bionics that can heal and become permanent parts of the Gun Brother. Reduce P.B. in half. 91-92 Brain Transplant: The mind of the Gun Brother's mind is transplanted into a Yrl Tree Climber, Ostrosaurus, Killer Ape or similar common mid-level M.D.C. animal. Only physical powers abilities are gained. 93-94 Rune Tattoos: A successful but non-repeatable experiment to imbed runes on living flesh grants 1D4+2 rune tattoos that cast common magic spells. Roll 1D6 for level for each and choose the spells randomly. Each rune can be used 1D4 times a day, rolled at creation. They also cause the same penalities as magic tattoos used on an elf to the Gun Brother. 95-96 Bio-Bonding Gains the Totem Warrior O.C.C. powers numbers 2-6. 97-98 Witch: Gains none of the regular Gun Brother powers, but gains the powers of a Splugorth witch. 99-00 Maxi-Killer: Gains none of the regular Gun Brother powers and instead is a Bio-Wizard Juicer with the mundane tattoos and skills of a Gun Brother. Notes: Magic Tattoos can only be gained by Humans, Elves and Orges and should be limited to them, except for the experimental tattoos. The character also gains 6 P.P.E and 10 M.D.C. per Magic Tattoo. Also keep in mind that the cost to activate a Magic Tattoo is double for those who are have less than 7 of them, including all Gun Brothers. Make sure to choose Magic Tattoos that the character can actually activate with his P.P.E. Bio-Wizard Additions include all those under Appendages, Powers and Weapons, Bio-Wizard Eyes and Bio-Wizard Sensor Systems. Bio-Wizard Enhancements include gaining P.S. (40 max), P.P. and P.E (21 max), and Spd. (44 max). Super Abilities include all those from Heroes Unlimited, Villians Unlimited and Aliens Unlimited, as well as the ones listed under the Imperial Guardsmans powers. Note the coversions provided in Rifts Conversion Book One for super abilities. Gene-Splicer Mutations can be found in Rifts Underseas. All characters with Gene-Splicer work on them should roll on the deformity table in Mutants In Orbit

1D2 times. Ley Line Mutations are the results of some Splugorth's experiments with the Portal at Azlum and other dimensional annomalies. Basically they just expose the character to massive ammounts of different kinds of Ley Line Energy during an elaborite ritual meant to bond some of that energy to the character. Characters should roll one random insanity who have Ley Line Mutations. Psionetic and M.O.M. Implants can be found in Rifts Mindwerks and are items traded through indirect sources from the Angel Of Death and other sources on Rifts Earth. Bio-Bonding is an experimental Bio-Wizard treatment attempting to duplicate the power of the Lord of the Deep to fuse humanoids and normal animals into a supernatural monster. Unknown to the Splugorth, they have accidentially tapped into the Totem powers used by the American Indians. This forced fusing of animal with humanoid is not natural and causes mental and physical stress on the recipents. Roll the Last Call table in Juicer Uprisings to see what new malidy effects the bio-borg each month. He also gains random insanities just like the Crazy O.C.C. Use the same animals as described in Rifts Spirit West. Remember, to the inhabitants of the three Galaxies these animal are alien creatures.

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