BIOMANCER GENE-MAGE O.C.C.
Role: Nature-Lover, Lemurian Mage
PL 7 (151 + Magic)
STRENGTH 3/7 STAMINA 4 AGILITY 2
FIGHTING 5/6 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 1
Skills:
Athletics 4 (+7)
Expertise (Survival) 5 (+8)
Expertise (Science) 6 (+9)
Expertise (Demons & Monsters) 5 (+8)
Insight 3 (+3)
Intimidation 2 (+3)
Perception 5 (+8)
Stealth 2 (+4)
Treatment 2 (+3)
Vehicles 4 (+6)
Advantages:
Equipment 4 (Gear), Ranged Attack 3
Powers:
"Lemurian Physiology"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 1 (Drowning) [1]
Swimming 2 [2]
"Life Sense" Senses 7 (Life Awareness- Acute, Radius & Ranged 2, Supernatural/Undead Awareness- Radius) [7]
Senses 2 (Ultra-Hearing, Low-Light Vision) [2]
Features 1: Communicates in Ultrasonic Frequencies [1]
"Empathy With Animals" Features 1: Animals (non-shark, feline, alien) Accept Lemurians as One of Them [1]
Regeneration 2 (Flaws: Source- Ley Lines & Stone Pyramids) [1]
Immunity 6 (Cold, Cold Damage) (Flaws: Limited to Half-Effect) [3]
"Sense Death & The Unnatural" Senses 3 (Natural Destruction Awareness- Ranged & Radius) [3]
Features 1: May Create Bio-Constructs [1]
"Communicate With Plants & Animals"
Comprehend 2 (Plants) [4]
Enhanced Skills 8: Animal Handling 8 (+9) [4]
Mind-Reading 3 (Flaws: Limited to Surface Thoughts, Limited to Animals) [1]
"Gift of Nature" Transform (Plant Material to Edible Food) 2 (4) -- [5]
- AE: "Healing Touch" Healing 2 (4)
Enhanced Strength 4 (8)
Enhanced Fighting 1 (2)
Protection 6 (6)
"Barnacle Grenade" Blast 11 (Flaws: Unreliable- 5/day) (11) -- (12)
- AE: "Barnacle Fists" Strength-Damage +2 (Feats: Split) (3)
- AE: Swimming +2 (2)
Features 2: Bestows Extra P.P.E. (2)
Immunity 2 (Drowning, Suffocation) (Flaws: Limited to One Hour) (1)
"All-Terrain Functionality" Movement 1 (Environmental Adaptation- Aquatic) (2)
"Utility Clasps" Features 1: Clasps Connect Anything to the Suit (1)
"Organic Healing" Features 1: Slowly Regenerates From Damage (1)
-- (40 points)
"Magic" (6 Biomancy Spells from 1-4, 3 Ocean Magic Spells; multiple spells each level thereafter)
Offense:
Unarmed +5 (+3 Damage, DC 18)
Barnacle Bio-Armor +6 (+7 Damage, DC 22)
Barnacle Fists +6 (+9 Damage, DC 24)
Barnacle Grenade +5 (+11 Ranged Damage, DC 26)
Initiative +2
Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +4, Fortitude +6, Will +4
"Barnacle Bio-Armor" Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +10, Fortitude +6, Will +4
Complications:
Responsibility (One With Nature)- Lemurians love nature, animals and life itself, and rarely take it needlessly. Gene-Mages take this to an even greater degree, often refusing to ever eat meat, use technology for any reason, etc. Some even war with the users of technology!
Power Loss (Magic)- Using Magic requires the use of P.P.E.- even the best Wizards may only use certain spells so many times before they run out of energy.
Total: Abilities: 46 / Skills: 38--19 / Advantages: 7 / Powers: 70 + Magic / Defenses: 9 (151 + Magic)
-Much is made of the rarity, splendor, and power of Biomancy in this book, as these guys have to live the life to such an extent that they avoid big cities, technology, and eating meat, all in an attempt to get closer to the natural world. "Inspired by Rifts South America", these Biomancers are kind of the culmination of the stuff that was added to the forgettable Jungle Elf R.C.C. in that book, as this book adds eighteen freaking pages of new powers to that piddly spell-list. Three different groups of Biomancers are listed, which feels like a Siembiedan touch where he wants to lay out as many stereotypes as possible: The Acceptors (will enter cities and travel in vehicles; consider crimes against nature an unfortunate aspect of evolution that can be surpassed), The Patient Ones (anti-technology hermits who hate Bio-Wizardry & Rune Weapons the most; most Lemurians are Patient Ones), and The Defenders (ardent tech-haters who might even go to war with cities!).
-A HUGE amount of "role playing" stuff is devoted to the "Communicate" power works, with plants and coral reefs only being able to relate to the Gene-Mage what it FELT, not what it SAW (as neither has any eyes). So it might hear a name or feel a boat racing overhead, but can't describe faces- that kind of stuff. They may select ANY kind of Bio-Armor they choose, and keep another in reserve. They also get four Bio-Symbiotes to start, and 1D4 War Steeds!
-This Gene-Mage here stats up using the Barnacle Bio-Armor, said to be favored by Mages for the extra P.P.E. the barnacles on the suit generate. It offers fewer combat options than the other Armors, but Wizards always kinda sucked at combat in Rifts anyways.