Savage Rifts Elemental Fusionists

Main.SavageRiftsElementalFusionists History

Hide minor edits - Show changes to output

Changed line 57 from:
I decided that Arcane Protection should be the one power common to them all. That left three power slots per fusion. So I assigned a power to each element: Air got Fly, Earth got Telekinesis, Fire got Stun, and Water got Relief. This wasn't the original line-up, but I kept trying different powers in each slot until I got a mix that I felt worked for each fusion.
to:
Taking a cute from canon, Arcane Protection became the one power common to them all. That left three power slots per fusion. So I assigned a power to each element: Air got Fly, Earth got Telekinesis, Fire got Stun, and Water got Relief. This wasn't the original line-up, but I kept trying different powers in each slot until I got a mix that I felt worked for each fusion.
Changed lines 11-20 from:
'''Power Shift'''

Add ''blind'' to the list of Fire powers, and add ''disguise'' to the list of Water powers.

!! Elemental Power Lists

These are included here for character-building
convenience. Remember that as a Gifted mutant you ignore Rank requirements and have access to all mega-modifiers.

'''Basic Power List:''' ''barrier, blast, bolt, burst, protection, smite,'' and ''summon ally.''
to:
'''Power Lists'''

Add ''blind'' to the list of Fire powers, and add ''disguise'' to the list of Water powers. This results in the following lists, reprinted here for convenience:

* All fusionists may learn ''barrier, blast, bolt, burst, protection, smite,''
and ''summon ally.''
Changed line 17 from:
These are included here for character-building convenience. Remember that as a Gifted you ignore their Rank requirements and have access to all mega-modifiers.
to:
These are included here for character-building convenience. Remember that as a Gifted mutant you ignore Rank requirements and have access to all mega-modifiers.
Changed line 17 from:
These are included here for character-building convenience.
to:
These are included here for character-building convenience. Remember that as a Gifted you ignore their Rank requirements and have access to all mega-modifiers.
Changed lines 21-24 from:
* Air mastery adds ''deflection, farsight, havoc, ''and'' sound/silence.''
* Earth mastery adds ''beast friend, burrow, entangle, ''and'' wall walker.''
* Fire mastery adds ''blind, damage field, darksight, ''and'' light/darkness.''
* Water mastery adds ''confusion, disguise, intangibility, ''and'' warrior's gift.''
to:
* Air attunement adds ''deflection, farsight, havoc, ''and'' sound/silence.''
* Earth attunement adds ''beast friend, burrow, entangle, ''and'' wall walker.''
* Fire attunement adds ''blind, damage field, darksight, ''and'' light/darkness.''
* Water attunement adds ''confusion, disguise, intangibility, ''and'' warrior's gift.''
Changed line 40 from:
!!!! Air + Water = Bubbles? Bubbles!
to:
!!!! Air + Water = Bubbles!
Changed line 58 from:
For the new fusions, I first drew from original Rifts: Air/Earth was "Stone Trebuchet" and Fire/Water was "Liquid Fire," and the new fusions were taking similar forms. That's when it hit me that if the Savage Rifts fusionist was part warlock, why not get weird with it?
to:
For the new fusions, at first I drew from original Rifts: Air/Earth was "Stone Trebuchet," Fire/Water was "Liquid Fire," and the new fusions were taking similar forms. That's when it hit me that if the Savage Rifts fusionist was part warlock, why not get weird with it?
Changed line 26 from:
!! New Fusions
to:
!! Updated Fusions
Changed lines 35-36 from:
Massive boulders of alien material, appearing from nowhere and flung through the air at ridiculous speed. The Range modifier is common. Grants control over position along with an understanding of the stars. Gain access to these powers: ''arcane protection, divination, fly'' and ''telekinesis.''
to:
Massive boulders of alien material, appearing from nowhere and flung through the air at ridiculous speed. The Range modifier is common. Grants control over position along with an understanding of the stars; gain access to these powers: ''arcane protection, divination, fly'' and ''telekinesis.''
Changed lines 38-39 from:
Not a normal explosion, but the raw concussive force that shakes a target to its core, magnified. The Fatigue modifier is common. This can be channeled for subtler effects as well. Gain access to these powers: ''arcane protection, fly, sloth/speed,'' and ''stun.''
to:
Not a normal explosion, but the raw concussive force that shakes a target to its core, magnified. The Fatigue modifier is common. This can be channeled for subtler effects as well; gain access to these powers: ''arcane protection, fly, sloth/speed,'' and ''stun.''
Changed lines 41-42 from:
Spheres of something weird and shiny, that surround the target and then pop with destructive force. The Selective modifier is common. The uses of these bubbles are wildly varied. Gain access to these powers: ''arcane protection, fly, illusion,'' and ''relief.''
to:
Spheres of something weird and shiny, that surround the target and then pop with destructive force. The Selective modifier is common. The uses of these bubbles are wildly varied; gain access to these powers: ''arcane protection, fly, illusion,'' and ''relief.''
Changed lines 47-48 from:
Moving sludge, capable of nigh-instantaneous rot and decay ''or'' of harmless obfuscation. The Hinder and Shroud modifiers are common. Its knowledge of when to help or hurt implies a quasi-sentience. Gain access to these powers: ''arcane protection, relief, sloth/speed,'' and ''telekinesis.''
to:
Moving sludge, capable of nigh-instantaneous rot and decay ''or'' of harmless obfuscation. The Hinder and Shroud modifiers are common. Its knowledge of when to help or hurt implies a quasi-sentience; gain access to these powers: ''arcane protection, relief, sloth/speed,'' and ''telekinesis.''
Changed line 50 from:
Weaponized time, like acid meets napalm, thin enough to flow into tiny cracks yet strong enough to burn at full strength. The Lingering Damage modifier is common. Yet time heals and reveals all. Gain access to these powers: ''arcane protection, divination, relief,'' and ''stun.''
to:
Weaponized time, like acid meets napalm, thin enough to flow into tiny cracks yet strong enough to burn at full strength. The Lingering Damage modifier is common. Yet time heals and reveals all; gain access to these powers: ''arcane protection, divination, relief,'' and ''stun.''
Changed line 30 from:
The list below makes it possible to combine ''any'' two elements into your character's fusion. That isn't how it worked in original ''Rifts,'' but is arguably more fun. These all receive the usual Fusion Synergy benefits.
to:
The list below makes it possible to combine ''any'' two elements into your character's fusion. That isn't how it worked in original ''Rifts,'' but is arguably more fun. Whichever one you choose receives the usual Fusion Synergy benefits.
Changed line 9 from:
For the purpose of inflicting elemental damage (or avoiding it via Life Sign Harmony), Air attacks do lightning damage (no longer considered a fusion Trapping) and Water attacks do cold/ice damage.
to:
For the purpose of inflicting elemental damage — or avoiding it via Life Sign Harmony — Air attacks do lightning damage (no longer considered a fusion Trapping) and Water attacks do cold/ice damage.
Changed line 9 from:
For the purpose of inflicting elemental damage (or avoiding it via Life Sign Harmony), Air attacks do lightning damage (which is now just an elemental Trapping, not a fusion one) and Water attacks do cold/ice damage.
to:
For the purpose of inflicting elemental damage (or avoiding it via Life Sign Harmony), Air attacks do lightning damage (no longer considered a fusion Trapping) and Water attacks do cold/ice damage.
Changed line 9 from:
For the purpose inflicting elemental damage (or avoiding it via Life Sign Harmony), assume that Air attacks do lightning damage (which is now just an elemental Trapping, not a fusion one) and Water attacks do cold/ice damage.
to:
For the purpose of inflicting elemental damage (or avoiding it via Life Sign Harmony), Air attacks do lightning damage (which is now just an elemental Trapping, not a fusion one) and Water attacks do cold/ice damage.
Changed lines 13-15 from:
Add ''blind'' to the list of Fire powers.

Add
''disguise'' to the list of Water powers.
to:
Add ''blind'' to the list of Fire powers, and add ''disguise'' to the list of Water powers.
Changed line 19 from:
Though completely redundant, these are included here for character-building convenience.
to:
These are included here for character-building convenience.
Added lines 16-26:

!! Elemental Power Lists

Though completely redundant, these are included here for character-building convenience.

'''Basic Power List:''' ''barrier, blast, bolt, burst, protection, smite,'' and ''summon ally.''

* Air mastery adds ''deflection, farsight, havoc, ''and'' sound/silence.''
* Earth mastery adds ''beast friend, burrow, entangle, ''and'' wall walker.''
* Fire mastery adds ''blind, damage field, darksight, ''and'' light/darkness.''
* Water mastery adds ''confusion, disguise, intangibility, ''and'' warrior's gift.''
Changed lines 9-14 from:
For the purpose inflicting elemental damage (or avoiding it via Life Sign Harmony), assume:

* ''
Air:'' Lightning (this is just an elemental Trapping, not a fusion one)
* ''Earth:'' Stone/Metal (kinetic
)
* ''Fire:'' Fire
* ''Water:'' Cold
/Ice
to:
For the purpose inflicting elemental damage (or avoiding it via Life Sign Harmony), assume that Air attacks do lightning damage (which is now just an elemental Trapping, not a fusion one) and Water attacks do cold/ice damage.
Changed line 28 from:
These are unique Trappings. No one can be immune or resistant to them unless they are protected from ''both'' of the underlying elements. Conversely, anyone especially vulnerable to ''either'' of the underlying elements is vulnerable to the fusion!
to:
These are unique Trappings. No one can be immune or resistant to them unless they are protected from ''both'' of the underlying elements. Conversely, any vulnerability to ''either'' of the underlying elements applies to the fusion! (Vulnerability to both doesn't stack; use the worst one.)
Changed line 24 from:
Anyone can have "lightning" and "steam" Trappings — where's the fun in that? In our games, fusionists can manipulate the elements as usual, but when they '''warp them together,''' they produce something unique and bizarre!
to:
Anyone can have "lightning" and "steam" Trappings — should that really be the pinnacle of elemental fusion? Of course not. After all, fusionists are part elementalist, part warlock . . . and when they warp the elements together, they produce something new, something unique and bizarre!
Changed line 24 from:
Anyone can have "lightning" and "steam" Trappings — where's the fun in that? The elements themselves are pretty standard stuff, but when a fusionist warps them together, she produces something unique and bizarre!
to:
Anyone can have "lightning" and "steam" Trappings — where's the fun in that? In our games, fusionists can manipulate the elements as usual, but when they '''warp them together,''' they produce something unique and bizarre!
Changed line 28 from:
These are unique Trappings. No one can be immune or resistant to them unless they are protected from ''both'' of the underlying elements; e.g., a Flame-Wind Dragon is vulnerable to Liquid Entropy despite having immunity to fire. Conversely, however, anyone especially vulnerable to ''either'' of the underlying elements is vulnerable to the fusion!
to:
These are unique Trappings. No one can be immune or resistant to them unless they are protected from ''both'' of the underlying elements. Conversely, anyone especially vulnerable to ''either'' of the underlying elements is vulnerable to the fusion!
Changed lines 24-26 from:
Original ''Rifts'' didn't have "Lightning" and "Steam" as fusion Trappings; they were more unique, weird, and flavorful than that. The list below fixes them, but also adds the option to combine any two elements into your character's fusion. That isn't how it worked in original ''Rifts,'' but is arguably more fun. These all receive the usual Fusion Synergy benefits.
to:
Anyone can have "lightning" and "steam" Trappings — where's the fun in that? The elements themselves are pretty standard stuff, but when a fusionist warps them together, she produces something unique and bizarre!

The list below makes it possible to combine ''any''
two elements into your character's fusion. That isn't how it worked in original ''Rifts,'' but is arguably more fun. These all receive the usual Fusion Synergy benefits.
Changed lines 46-48 from:
Click (:toggle hide show='here to show' hide='here to hide' box4:) under-the-hood notes
to:
----

Click (:toggle hide show='here to show' hide='here to hide' box4:) behind-the-scenes notes.
Changed lines 50-58 from:
The text in this section can be hidden/shown
to:
First a quick note on Fire and Water. I disliked that Air and Earth just flatly had more powers than Fire and Water. Pulling a power for each neglected element (from out of the Warlock list) fixes that, and it doesn't really devalue Warlock. It also meant that when I was revamping fusions, I could set the standard at four added powers, as for Air and Earth.

For the new fusions, I first drew from original Rifts: Air/Earth was "Stone Trebuchet" and Fire/Water was "Liquid Fire," and the new fusions were taking similar forms. That's when it hit me that if the Savage Rifts fusionist was part warlock, why not get weird with it?

The tricky part was coming up with added-powers lists that felt unique. The powers available for fusion trappings were Arcane Protection, Divination, Fly, Illusion, Relief, Sloth/Speed, Stun, and Telekinesis. (Well, plus Speak Language and Zombie, but those didn't fit the fusionist.) The rest were all tied up in existing elements or edges like Warlock.

I decided that Arcane Protection should be the one power common to them all. That left three power slots per fusion. So I assigned a power to each element: Air got Fly, Earth got Telekinesis, Fire got Stun, and Water got Relief. This wasn't the original line-up, but I kept trying different powers in each slot until I got a mix that I felt worked for each fusion.

The remaining powers -- Divination, Illusion, and Sloth/Speed -- each got assigned to an opposed pair (e.g., Air/Fire and Earth/Water). That ensured that no fusion list felt the same; despite being drawn from a relatively small power list, there's very little overlap among the fusions (except for Arcane Protection, of course).
Changed line 46 from:
(:toggle hide box4:) under-the-hood notes
to:
Click (:toggle hide show='here to show' hide='here to hide' box4:) under-the-hood notes
Changed line 46 from:
(:toggle hide box4:)
to:
(:toggle hide box4:) under-the-hood notes
Changed lines 46-47 from:
(:toggle hide box1 button=1:)
>>id=box1 border='1px solid #999' padding=5px bgcolor=#edf<<
to:
(:toggle hide box4:)
>>id=box4 border='1px solid #999' padding=5px bgcolor=#fed<<
Added lines 45-49:

(:toggle hide box1 button=1:)
>>id=box1 border='1px solid #999' padding=5px bgcolor=#edf<<
The text in this section can be hidden/shown
>><<
Changed lines 18-21 from:
* Add ''blind'' to the list of Fire powers.

* Add ''disguise'' to the list of Water powers.
to:
Add ''blind'' to the list of Fire powers.

Add ''disguise'' to the list of Water powers.
Changed line 24 from:
Original ''Rifts'' didn't have "Lightning" and "Steam" as fusion Trappings; they were more unique, weird, and flavorful than that. The list below fixes them, but also adds the option to combine any two elements into your character's fusion. That isn't how it worked in original ''Rifts,'' but is arguably more fun.
to:
Original ''Rifts'' didn't have "Lightning" and "Steam" as fusion Trappings; they were more unique, weird, and flavorful than that. The list below fixes them, but also adds the option to combine any two elements into your character's fusion. That isn't how it worked in original ''Rifts,'' but is arguably more fun. These all receive the usual Fusion Synergy benefits.
Changed lines 18-20 from:
The ''illusion'' power is now a Water ability (rather than a Fire/Water fusion ability).
to:
* Add ''blind'' to the list of Fire powers.

* Add ''disguise'' to the list of Water powers
.
Changed lines 26-30 from:
!!!! Air + Earth = Alien Trebuchet
Massive boulders of unearthly material, appearing from nowhere and flung through the air at ridiculous speed. The Range modifier is common.

''Power List:'' arcane protection, fly, sloth/speed and telekinesis
.
to:
!!!! Air + Earth = Unearthly Trebuchet
Massive boulders of alien material, appearing from nowhere and flung through the air at ridiculous speed. The Range modifier is common. Grants control over position along with an understanding of the stars. Gain access to these powers: ''arcane protection, divination, fly'' and ''telekinesis.''
Changed lines 30-33 from:
Not a normal explosion, but the raw concussive force that shakes a target to its core, magnified. The Fatigue modifier is common.

''Power List:'' arcane protection,

to:
Not a normal explosion, but the raw concussive force that shakes a target to its core, magnified. The Fatigue modifier is common. This can be channeled for subtler effects as well. Gain access to these powers: ''arcane protection, fly, sloth/speed,'' and ''stun.''
Changed lines 33-36 from:
Spheres of something weird and shiny, that surround the target and then pop with destructive force. The Selective modifier is common.

''Power List:'' arcane protection,

to:
Spheres of something weird and shiny, that surround the target and then pop with destructive force. The Selective modifier is common. The uses of these bubbles are wildly varied. Gain access to these powers: ''arcane protection, fly, illusion,'' and ''relief.''
Changed lines 36-39 from:
Super-dense crystals formed in the heart of the Earth, which pierce like uranium rounds or channel arcane might. The Armor Piercing modifier is common.

''Power List:'' arcane protection,

to:
Super-dense crystals formed in the heart of the Earth, which can penetrate like uranium rounds or channel arcane might. The Armor Piercing modifier is common. Gain access to these powers: ''arcane protection, illusion, stun,'' and ''telekinesis.''
Changed lines 39-42 from:
Moving sludge, capable of nigh-instantaneous rot and decay ''or'' of harmless obscurement. The Hinder and Shroud modifiers are common.

''Power List:'' arcane protection,

to:
Moving sludge, capable of nigh-instantaneous rot and decay ''or'' of harmless obfuscation. The Hinder and Shroud modifiers are common. Its knowledge of when to help or hurt implies a quasi-sentience. Gain access to these powers: ''arcane protection, relief, sloth/speed,'' and ''telekinesis.''
Changed lines 42-63 from:
Like acid meets napalm, thin enough to flow into tiny cracks yet strong enough to burn at full strength. The Lingering Damage modifier is common.

''Power List:'' arcane protection, divination, relief, and stun.


!! Ignore

Freely Available:

Arcane Protection, Confusion, Divination, Fly, Relief, Sloth/Speed, Speak Language, Stun, Telekinesis, Zombie

Available but used:

Already Air: Deflection, Farsight, Havoc, Sound/Silence

Already Earth: Beast Friend, Burrow, Entangle, Wall Walker

Already Fire: Damage Field, Darksight, Light/Darkness

Already Water: Confusion, Intangibility, Warrior’s Gift, (added Illusion)

to:
Weaponized time, like acid meets napalm, thin enough to flow into tiny cracks yet strong enough to burn at full strength. The Lingering Damage modifier is common. Yet time heals and reveals all. Gain access to these powers: ''arcane protection, divination, relief,'' and ''stun.''
Changed lines 22-26 from:
Original ''Rifts'' didn't have "Lightning" and "Steam" as fusion Trappings; they were more unique, weird, and flavorful than that. The list below fixes them, but also adds the option to combine any two elements into your character's fusion. That isn't how it worked in original ''Rifts,'' but is arguably more fun!

!!!! Air + Earth = Trebuchet
Massive boulders, flung through the air at ridiculous speed, or dropping
from the sky like a meteorite. The Range modifier is common.
to:
Original ''Rifts'' didn't have "Lightning" and "Steam" as fusion Trappings; they were more unique, weird, and flavorful than that. The list below fixes them, but also adds the option to combine any two elements into your character's fusion. That isn't how it worked in original ''Rifts,'' but is arguably more fun.

These are unique Trappings. No one can be immune or resistant to them unless they are protected
from ''both'' of the underlying elements; e.g., a Flame-Wind Dragon is vulnerable to Liquid Entropy despite having immunity to fire. Conversely, however, anyone especially vulnerable to ''either'' of the underlying elements is vulnerable to the fusion!

!!!! Air + Earth = Alien Trebuchet
Massive boulders of unearthly material, appearing from nowhere and flung through the air at ridiculous speed
. The Range modifier is common.
Changed line 36 from:
!!!! Air + Water = Bubbles
to:
!!!! Air + Water = Bubbles? Bubbles!
Changed lines 51-52 from:
!!!! Fire + Water = Liquid Fire
Imagine napalm
thin enough to flow into tiny cracks yet strong enough to burn at full strength. The Lingering Damage modifier is common.
to:
!!!! Fire + Water = Liquid Entropy
Like acid meets napalm,
thin enough to flow into tiny cracks yet strong enough to burn at full strength. The Lingering Damage modifier is common.
Changed line 20 from:
!! New Fusions (for Elemental Fusionist)
to:
!! New Fusions
Changed lines 27-28 from:
''Power List:'' arcane protection, flight, sloth/speed and telekinesis.
to:
''Power List:'' arcane protection, fly, sloth/speed and telekinesis.
Changed lines 57-59 from:
AVAILABLE POWERS:

Arcane
Protection, Beast Friend, Burrow, Confusion, Damage Field, Darksight, Deflection, Divination, Entangle, Farsight, Fly, Havoc, Intangibility, Light/Darkness, Relief, Sloth/Speed, Sound/Silence, Speak Language, Stun, Telekinesis, Wall Walker, Warrior’s Gift, Zombie
to:
Freely Available:

Arcane
Protection, Confusion, Divination, Fly, Relief, Sloth/Speed, Speak Language, Stun, Telekinesis, Zombie
Changed lines 9-11 from:
For the purpose of each element inflicting damage (or the Life Sign Harmony edge protecting you from that damage), assume:

* ''Air:'' Lightning*
to:
For the purpose inflicting elemental damage (or avoiding it via Life Sign Harmony), assume:

* ''Air:'' Lightning (this is just an elemental Trapping, not a fusion one)
Changed line 13 from:
* ''Fire:'' Fire/Plasma
to:
* ''Fire:'' Fire
Deleted lines 15-16:
-> * This is an Air trapping, not the Air/Earth trapping! See New Fusions below.
Changed lines 22-23 from:
It's just more ''fun'' to allow any combination of two elements as a fusion, so use the list below. Note that this fixes Air/Earth and Fire/Water, which were absolutely ''not'' "Lightning" and "Steam" and shouldn't be. Fusion Trappings should be unique, weird, and flavorful.
to:
Original ''Rifts'' didn't have "Lightning" and "Steam" as fusion Trappings; they were more unique, weird, and flavorful than that. The list below fixes them, but also adds the option to combine any two elements into your character's fusion. That isn't how it worked in original ''Rifts,'' but is arguably more fun!
Changed lines 30-31 from:
Not just explosions, but the raw concussive force
to:
Not a normal explosion, but the raw concussive force that shakes a target to its core, magnified. The Fatigue modifier is common.
Changed lines 35-36 from:
x
to:
Spheres of something weird and shiny, that surround the target and then pop with destructive force. The Selective modifier is common.
Changed lines 40-41 from:
x
to:
Super-dense crystals formed in the heart of the Earth, which pierce like uranium rounds or channel arcane might. The Armor Piercing modifier is common.
Changed lines 44-45 from:
!!!! Earth + Water = Decaying Ooze
x
to:
!!!! Earth + Water = Dark Ooze
Moving sludge, capable of nigh-instantaneous rot and decay ''or'' of harmless obscurement. The Hinder and Shroud modifiers are common.
Added lines 55-72:


!! Ignore

AVAILABLE POWERS:

Arcane Protection, Beast Friend, Burrow, Confusion, Damage Field, Darksight, Deflection, Divination, Entangle, Farsight, Fly, Havoc, Intangibility, Light/Darkness, Relief, Sloth/Speed, Sound/Silence, Speak Language, Stun, Telekinesis, Wall Walker, Warrior’s Gift, Zombie

Available but used:

Already Air: Deflection, Farsight, Havoc, Sound/Silence

Already Earth: Beast Friend, Burrow, Entangle, Wall Walker

Already Fire: Damage Field, Darksight, Light/Darkness

Already Water: Confusion, Intangibility, Warrior’s Gift, (added Illusion)

Changed line 32 from:
x
to:
Not just explosions, but the raw concussive force
Changed line 36 from:
!!!! Air + Water =
to:
!!!! Air + Water = Bubbles
Changed line 41 from:
!!!! Earth + Fire = Superdense Crystal
to:
!!!! Earth + Fire = Crystal Matrix
Changed line 31 from:
!!!! Air + Fire =
to:
!!!! Air + Fire = Blast Wave
Changed line 41 from:
!!!! Earth + Fire =
to:
!!!! Earth + Fire = Superdense Crystal
Changed line 46 from:
!!!! Earth + Water =
to:
!!!! Earth + Water = Decaying Ooze
Changed line 54 from:
''Power List:'' arcane protection,
to:
''Power List:'' arcane protection, divination, relief, and stun.
Changed lines 27-30 from:
Massive boulders, flung through the air at ridiculous speed, or dropping from the sky like a meteorite.

'''Power List:''' arcane protection, flight, sloth/speed and telekinesis.

to:
Massive boulders, flung through the air at ridiculous speed, or dropping from the sky like a meteorite. The Range modifier is common.

''Power List:'' arcane protection, flight, sloth/speed and telekinesis.

!!!! Air + Fire =
x

''Power List:'' arcane protection,

!!!! Air + Water =
x

''Power List:'' arcane protection,

!!!! Earth + Fire =
x

''Power List:'' arcane protection,

!!!! Earth + Water =
x

''Power List:'' arcane protection,

!!!! Fire + Water = Liquid Fire
Imagine napalm thin enough to flow into tiny cracks yet strong enough to burn at full strength. The Lingering Damage modifier is common.

''Power List:'' arcane protection,
Added lines 24-29:
It's just more ''fun'' to allow any combination of two elements as a fusion, so use the list below. Note that this fixes Air/Earth and Fire/Water, which were absolutely ''not'' "Lightning" and "Steam" and shouldn't be. Fusion Trappings should be unique, weird, and flavorful.

!!!! Air + Earth = Trebuchet
Massive boulders, flung through the air at ridiculous speed, or dropping from the sky like a meteorite.

'''Power List:''' arcane protection, flight, sloth/speed and telekinesis.
Added lines 5-21:
!! Elemental Fusionist Notes

'''Damage Trappings'''

For the purpose of each element inflicting damage (or the Life Sign Harmony edge protecting you from that damage), assume:

* ''Air:'' Lightning*
* ''Earth:'' Stone/Metal (kinetic)
* ''Fire:'' Fire/Plasma
* ''Water:'' Cold/Ice

-> * This is an Air trapping, not the Air/Earth trapping! See New Fusions below.

'''Power Shift'''

The ''illusion'' power is now a Water ability (rather than a Fire/Water fusion ability).

Changed lines 23-25 from:
[[ef-temp]]

In progress . . .
to:


Added line 2:
Changed lines 5-10 from:
!!!! Table of Contents

*
[[#MARS | New Mars Packages]]
* [[#HJ | New Hero's Journey Tables]]
* [[#fusions | New Fusions]] (for Elemental Fusionist)

to:
!! New Fusions (for Elemental Fusionist)
[[ef-temp]]

In progress . . .

Deleted lines 11-60:
[[#MARS]]
!! New M.A.R.S. Packages

[[#Controller]]
!!!! Automaton Controller

Automatons are detailed on SFONA pp. 35-36 and A&M pp. 37-41. The controller is likely a renegade from Dweomer, but that isn't a requirement as the secrets of automaton creation have leaked out to other magical communities. The only models disallowed are the Colossus (which are simply not found on Rifts Earth outside of Dweomer) and Infiltrator (which is more "tool" than "magical mecha").

Note that a mage cannot siphon PPE from an automaton; its battery is solely for its own use.

* Begin with Occult d6, Piloting d6, plus the Arcane Background (Magic) and Controller Edges.
* '''Arcane Link:''' When ordering the automaton to cast its spells, the controller may use their ''own'' Power Edges (like Blaster or Wizard), but must pay any PPE surcharge themselves.
* Select one available automaton ''except'' for the Colossus or Infiltrator.
* Begin with standard Starting Gear.

----

[[#HJ]]
!! New Hero's Journey Tables

!!!! Legacy Armor

Some Glitter Boy pilots can trace their suit's history to near or even before the Great Cataclysm. Previous owners have made modifications, increasing the effectiveness of the suit. They may use one or both starting Hero's Journey rolls on the following table, applying the listed enhancement to their power armor. Each benefit can only be applied ''once;'' reroll duplicates.

''With GM permission, other Power Armor Aces can roll here as well, though they must reroll result 11-12 and the GM may need to interpret or reroll other results as well. Created by [[https://www.pegforum.com/forum/savage-rifts%C2%AE/castle-refuge/31590-glitter-boy-legacy-roll-table | Akerbakk]].''

|| border=1
||! &nbsp;&nbsp;&nbsp;d20&nbsp;&nbsp;&nbsp; ||! Upgrade Result ||
||! 1–5 || '''Secondary Weapon:''' You start with a single "sidearm" for when massive overkill is a bad idea. Choose any Mod 1 vehicular weapon adapted for handheld use (TLPG, p. 106) ''or'' a giant vibro sword. You may not sell it back during character creation. ||
||! 6 || '''Heavy Plating:''' Someone wanted to ensure that their suit could survive anything the battlefield threw at it. Add +2 Armor. ||
||! 7 || '''Diagnostics Complement:''' Your Glitter Boy has embedded software which assists the technician in repair. Add +1 to all Repair rolls and reduce the required repair time by half when the system is engaged. ||
||! 8 || '''Optimized Main Gun:''' Your RG-14 has integrated predictive fire systems and/or optimized fire controls. Add +1 to Shooting (+2 total) and +1 to damage. ||
||! 9 || '''Reinforced Frame:''' Your armor was built to protect you from the deadliest assaults. Add +1 Toughness. ||
||! 10 || '''Demon Slayer:''' Someone was keen on fighting the supernatural with their G-10. Silver-plated claws or spikes allow you to damage vampires and other affected creatures with Melee attacks, and a modified forearm design adds +1 to Parry. ||
||! 11–12 || '''Legendary:''' A unique cosmetic feature identifies your Glitter Boy above all others, and a particularly incredible history associated with your suit gives your character an additional +1 to social checks. ||
||! 13 || '''Upgraded Hydraulics:''' Specially enhanced locomotors add +1 to Strength and +2 to ground Pace (increase to 65 MPH). ||
||! 14-15 || '''Expeditionary Upgrades:''' A previous owner spent a lot of time on the road. Your suit comes with a Signal Booster (EOH, p. 51) and a more luxurious interior which grants +1 to all Vigor checks made while in the G-10. ||
||! 16 || '''Integrated Psi Damper:''' Your suit has a built-in Psi-Damper (EOH, p. 54) to prevent some psychic from ruining your day. ||
||! 17-18 || '''Spare Parts and Switches:''' You begin with enough spare parts to affect a Serious repair. Additionally, ergonomic controls grant a +1 to all Piloting checks. ||
||! 19–20 || Choose any one upgrade. ||

----

[[#fusions]]
!! New Fusions (for Elemental Fusionist)
[[ef-temp]]

In progress . . .

----
Added lines 1-62:
Return to [[Savage Rifts]]
----

!!!! Table of Contents

* [[#MARS | New Mars Packages]]
* [[#HJ | New Hero's Journey Tables]]
* [[#fusions | New Fusions]] (for Elemental Fusionist)

----

[[#MARS]]
!! New M.A.R.S. Packages

[[#Controller]]
!!!! Automaton Controller

Automatons are detailed on SFONA pp. 35-36 and A&M pp. 37-41. The controller is likely a renegade from Dweomer, but that isn't a requirement as the secrets of automaton creation have leaked out to other magical communities. The only models disallowed are the Colossus (which are simply not found on Rifts Earth outside of Dweomer) and Infiltrator (which is more "tool" than "magical mecha").

Note that a mage cannot siphon PPE from an automaton; its battery is solely for its own use.

* Begin with Occult d6, Piloting d6, plus the Arcane Background (Magic) and Controller Edges.
* '''Arcane Link:''' When ordering the automaton to cast its spells, the controller may use their ''own'' Power Edges (like Blaster or Wizard), but must pay any PPE surcharge themselves.
* Select one available automaton ''except'' for the Colossus or Infiltrator.
* Begin with standard Starting Gear.

----

[[#HJ]]
!! New Hero's Journey Tables

!!!! Legacy Armor

Some Glitter Boy pilots can trace their suit's history to near or even before the Great Cataclysm. Previous owners have made modifications, increasing the effectiveness of the suit. They may use one or both starting Hero's Journey rolls on the following table, applying the listed enhancement to their power armor. Each benefit can only be applied ''once;'' reroll duplicates.

''With GM permission, other Power Armor Aces can roll here as well, though they must reroll result 11-12 and the GM may need to interpret or reroll other results as well. Created by [[https://www.pegforum.com/forum/savage-rifts%C2%AE/castle-refuge/31590-glitter-boy-legacy-roll-table | Akerbakk]].''

|| border=1
||! &nbsp;&nbsp;&nbsp;d20&nbsp;&nbsp;&nbsp; ||! Upgrade Result ||
||! 1–5 || '''Secondary Weapon:''' You start with a single "sidearm" for when massive overkill is a bad idea. Choose any Mod 1 vehicular weapon adapted for handheld use (TLPG, p. 106) ''or'' a giant vibro sword. You may not sell it back during character creation. ||
||! 6 || '''Heavy Plating:''' Someone wanted to ensure that their suit could survive anything the battlefield threw at it. Add +2 Armor. ||
||! 7 || '''Diagnostics Complement:''' Your Glitter Boy has embedded software which assists the technician in repair. Add +1 to all Repair rolls and reduce the required repair time by half when the system is engaged. ||
||! 8 || '''Optimized Main Gun:''' Your RG-14 has integrated predictive fire systems and/or optimized fire controls. Add +1 to Shooting (+2 total) and +1 to damage. ||
||! 9 || '''Reinforced Frame:''' Your armor was built to protect you from the deadliest assaults. Add +1 Toughness. ||
||! 10 || '''Demon Slayer:''' Someone was keen on fighting the supernatural with their G-10. Silver-plated claws or spikes allow you to damage vampires and other affected creatures with Melee attacks, and a modified forearm design adds +1 to Parry. ||
||! 11–12 || '''Legendary:''' A unique cosmetic feature identifies your Glitter Boy above all others, and a particularly incredible history associated with your suit gives your character an additional +1 to social checks. ||
||! 13 || '''Upgraded Hydraulics:''' Specially enhanced locomotors add +1 to Strength and +2 to ground Pace (increase to 65 MPH). ||
||! 14-15 || '''Expeditionary Upgrades:''' A previous owner spent a lot of time on the road. Your suit comes with a Signal Booster (EOH, p. 51) and a more luxurious interior which grants +1 to all Vigor checks made while in the G-10. ||
||! 16 || '''Integrated Psi Damper:''' Your suit has a built-in Psi-Damper (EOH, p. 54) to prevent some psychic from ruining your day. ||
||! 17-18 || '''Spare Parts and Switches:''' You begin with enough spare parts to affect a Serious repair. Additionally, ergonomic controls grant a +1 to all Piloting checks. ||
||! 19–20 || Choose any one upgrade. ||

----

[[#fusions]]
!! New Fusions (for Elemental Fusionist)
[[ef-temp]]

In progress . . .

----
Return to [[Savage Rifts]]