I’ve played an Earth/Air Elemental Fusionist in the past, and she quickly became one of my favorite characters. It was easy to pour my own personality onto the page, and the combination of opposite elements and their powers have truly made it one of my favorite caster O.C.C.s in all of Rifts. Fusionists do not begin play with a salary or much in the way of credits, but given her occupation, I figured a small working wage was applicable. Given the nature of her job (mining, excavations, and underground rescue) and her power class, it’s a relatively easy and quick way to make some extra cash, plus she often gets to keep any gemstones she uncovers. She also begins play with two insanities, one to start with and the other a result of childhood trauma (detailed in her backstory.)
Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts Book of Magic.
Recommended Setting: Any starting level adventuring group, though it is not recommended she be played in a group/campaign which takes place in or frequents cities, or one which is pro-CS.
Exp. Level: One
Experience Table: Elemental Fusionist
O.C.C.: Elemental Fusionist
Invoke Trust/Intimidate: Not applicable.
Health Points: 19 (+1D6/lvl)
S.D.C.: 46 (+1D6/lvl)
M.D.C.: Not applicable.
P.P.E.: 119 (+1D4+4/lvl)
I.S.P.: Not applicable.
Chi: Not applicable.
Horror Factor: Not applicable.
PS: 21 (Lift/Carry: 840/420 lbs.)
SPD: 16 (Run: 10 mph.)
Hand to Hand: Expert
+Strike: None (Automatic knockout on a natural 20 [victim will remain unconscious for 1D6 melees], player does not have to announce they are attempting a knockout before rolling.)
+Restrain Punch: 2
+Perception: +3 in the wild, -2 in small towns, -4 in large towns, -6 in cities or places shut off from nature (see Insanity for Anxiety penalties/bonuses.)
Fist Punch 1D4
Power Punch 1D4x2 (counts as 2 attacks)
Power Kick 1D8x2 (counts as 2 attacks)
Karate Punch 2D4
Karate Kick 2D6
Body Flip/Throw 1D6, the victim loses initiative and 1 melee attack.
Racial Natural Abilities
Occupational Natural Abilities
Elemental Resistance: The Elemental Fusionist is made up of two conflicting elements, and as a result has a natural resistance to those elements (Earth/Air or Fire/Water) and are less likely to suffer ill effects. At level 1, the Fusionist has a 25% resistance to both of the elements which they can influence. This resistance increases to 50% at level 4, 75% at level 8, and full immunity at level 12; reduce damage and penalties accordingly.
Speak Elemental They can converse with any Elemental that represents one of the forces that they hold within (Earth/Air or Fire/Water.) This ability is similar to a warlock’s, but the Elemental considers the Fusionist to be a fellow force of nature. They converse as equals, and the Elemental may be convinced to leave or to go to a particular place to perform a favor for the Fusionist; the Elemental cannot be commanded or forced to obey, nor can they be summoned by the Fusionist. Base Skill: 60% +2%/lvl.
Sense Elementals Fusionists can sense Elementals of their power class (Earth/Air or Fire/Water) to within a 100ft radius.
Increased Healing Heals at ×2 the normal rate when in a remote area of the wilderness, ×3 in mountainous regions!
P.P.E. Supplementation Fusionists cannot draw P.P.E. from ley lines or other living beings like other mages, but the can draw extra P.P.E. from willing Elementals of their power class (Earth/Air or Fire/Water); up to 30 P.P.E. per melee round from an Elemental who is willing (and they usually are.)
P.P.E. Recovery Spent P.P.E. recovers at a rate of 5 points per hour of sleep or rest. Meditation recovers 10 points per hour, and 1 hour of meditation is equal to 2 hours of sleep for the Fusionist in regards to recovery from fatigue and physical restedness.
Horsemanship: General Knows basic riding skill as well as general care of a horse, is not trained for combat. Combat Bonuses: +1 parry/dodge, +1D4 S.D. from attacks from melee weapons or kicks, a charge attack with polearm/spear +1D6 S.D./M.D. (depending upon the weapon damage, rider must roll successfully under the second percentile to prevent being knocked from horseback upon impact, counts as 2 melees), and horse attack is possible with no bonuses. All bonuses are in addition to applicable combat bonuses and only apply to the rider while on horseback, not the horse.
+Ritual Magic: None
+Harmful Drugs: None
+Horror Factor: None
+Mind Control: None
R.C.C. Related Skills:
Language: Native: American 88% +1%/lvl
Language: Other: Spanish 65% +3%/lvl
Language: Other: Dragonese/Elven 65% +3%/lvl
Climbing 75%/65% +5%/lvl
Horsemanship: General 40%/20% +4%/lvl (See Occupational Abilities.)
Lore: Demons and Monsters 35% +5%/lvl
Lore: Faeries and Creatures of Magic 35% +5%/lvl
Intelligence 42% +4%/lvl
Acrobatics* (No fear of heights.)
– Sense of Balance 65% +5%/lvl
– Walk Tightrope/High Wire 65% +3%/lvl
– Climb Rope 85% +2%/lvl
– Backflip 65% +5%/lvl
Track and Trap Animals 40%/50% +5%/lvl
Track Humanoids 35% +5%/lvl
Land Navigation 56% +4%/lvl
Swimming 55% +5%/lvl
Wilderness Survival 55% +5%/lvl
O.C.C. Related Skills: (+1 skill at levels 3, 6, 9, and 12.)
First Aid 45% +5%/lvl
Prowl 40% +5%/lvl
Gemology 30% +5%/lvl
Secondary Skills: (+1 skill at levels 3, 7, 10, and 13.)
Leatherworking 40% +5%/lvl
Masonry 40% +5%/lvl
Mining 40% +5%/lvl
Skin and Prepare Animal Hides 30% +5%/lvl
Axe (+1 strike/parry 2, 5, 8, 12, 15. +1 strike when thrown 5, 8, 12, not designed for throwing.)
Blunt (+1 strike/parry 1, 3, 6, 9, 12. +1 strike when thrown 5, 10, 15, not designed for throwing.)
Handgun (+1 strike 2, 4, 6, 8, 10, 12, 14.)
Warhammer 2D6, carved of stone, metal handle.
Pick Axe 2D6, metal with a wooden handle.
Damage: 6D6 S.D.
Effective Range: 140ft.
Payload: 6, ×12 extra ammo.
Gear (All located in backpack unless stated otherwise.)
Animal Skin Clothing ×2
Cold Weather Clothing
Soft Deerskin Gloves
Trail Rations ×21 days
Wooden Stakes ×5
Wooden Cross (6in)
Hunting Knife (1D6)
Woodcutter’s Axe (1D6)
Hand Axe (1D4)
Small Mallet (1D4)
Salary 400 credits per week.
Black Market Items 600 credits worth in tradeable animal skins, gemstones, etc.
Other Currency None.
Magic (P.P.E. Cost) (+1 spell from the Earth/Air spell list on page 101 of RUE per level [many of these spells are only found in the BOM]. +2 spells from the Earth/Air spell list on pages 102-104 of RUE at levels 3, 6, 9, and 12.)
Alter Earth (3) Range: Touch. Duration: Instant results, lasts for 1 hour or for as long as the Fusionist concentrates to keep it so (after which, the soil returns to its original state.) Area of Effect: 1 tonne per level. The ability to change the consistency of the earth with imperceptible air vibrations and the currents running through it. Can turn hard packed earth into loose, soft ground for easy digging and burrowing, or soft ground into hard earth to make digging more difficult.
Air Hammer (4) Damage: 2D6 M.D., +1D6 M.D. at levels 2, 5, 8, 11, 13, and 15. May also be reduced to a lighter 5D6 S.D. blast. When used for digging, each blast displaces a 3×3×3ft volume per level. Range: 5ft per level. Duration: Area of Effect: Unleases a hammering blast of air that can be used to blast and shape earth and stone to cut a path in a mountain, create a drainage ditch, clear a path (fallen tree, boulder, rockslide, etc.), dig a pit, carve a tunnel/cave in stone, and similar uses. It is equally effective against M.D. opponents, robots, and vehicles. The caster must point or make a hammering gesture with their fist to unleash the hammer.
Dig (8) Range: Immediate area/touch. Duration: Instant, 5 minutes per level. This spell unleases a force that will dig a hole or tunnel for the caster. It can dig through 10ft of dirt, or 5ft of clay, or 2ft of stone (must be somewhat loose) per melee. A solid wall of stone and mortar cannot be dug through, nor does it effect Elementals or Golems.
Earth Feed (3) Range: Self or by touch. Duration: Instant results. They can draw nutrients from the earth and air to feed themselves. This ability can also be used to feed another person or restore a malnourished plant or animal to health by touch.
Earth Lungs (1) Range: Self. Duration: Unlimited, as long as necessary. The Fusionist can be buried alive or burrow through loose soil like a mole and continue to breathe unimpaired.
Hurl Earth Objects (1/2) Damage: 1D4 damage +1 point per level (the character chooses whether this is S.D. or M.D., a M.D. attack costs 2 P.P.E..) Range: 100ft per level. Duration: One melee round, each thrown attack counts as 1 melee action. Saving Throw: Oponents can attempt to dodge, but are at a -6 penalty. Fusionist can launch any object made of natural earthen materials (wood, stone, clay, gemstones, etc.) such as an arrow, spear, stone, brick, wrench, iron spike, etc. from their hand with tremendous force. They must take a pitching action to throw the item, only upon its release it rockets from their hand like a bullet and is able to deal M.D..
Iron Hide (3) M.D.C. Protection: P.E. attribute +15 M.D.C. per level; impervious to S.D. weapons and fire. Still vulnerable to poison, magic, psionics, fatigue, and M.D. fire or attacks, but damage comes off of their Iron Hide M.D.C.. Range: Self only. Duration: 10 minutes per level. The Fusionist can turn their skin into hide as tough as M.D.C. iron.
Psionics (I.S.P. Cost)
Not applicable, in fact, if they ever receive any bionic or cybernetic implants, they immediately lose their elemental abilities; they will avoid at nearly all costs, sometimes even death.
Power Armour/Robot Vehicles
True Name: Nicole Forrester
Height: 5′ 9″
Weight: 152 lbs.
Description: Light brown skin, green eyes, and very short, curly hair. She has a tattoo of her Father’s likeness on her upper arm (typically covered), but no other ink/piercings or noticeable scars. Her build is tall, muscular, and very memorable with her animal skin clothing that she normally wears (more suited to her lifestyle, so she says). She’s always contending with her anxiety and emotions (sometimes she’s shakey, which always prompts her to leave), but is friendly with those she knows well enough, and is surprisingly charming (always trying to distract herself and deflect from her anxiety with wit or a laugh.)
Insanity(s): Anxiety (see Vulnerabilities), Phobia: Coalition Soldiers.
Sentiments Toward Coalition State: Fear, she will avoid any roads and towns frequented by the CS, even to the point that if a rumor puts them nearby, she will immediately change course; they’d kill her the instant her powers were discovered, and even if thsy didn’t, if they found out who she really was, she’d be equally dead.
Sentiments Toward D-Bees: Friendliness, she believes in the rights of all living things, whether they came from this world or not, so long as they are not being aggressive. D-Bees are also less likely to have ties to the CS; though she has a very hard time trusting Dog Boys (even freeborn individuals) for their innate connection to it.
Sentiments Toward Humans: Indifference; humans, especially in larger numbers, are more likely to have opinions about magic and CS connections, but as she rarely enters towns, she simply keeps her powers hidden unless around those she knows she can trust.
Mutations: Not applicable.
Nature Hermit Elemental Fusionists are best suited surrounded by nature or their elements, and when in nature, receive a +3 bonus to perception. However, when they are in even a small village or town they suffer a -2 penalty to perception. This penalty increases with the presence of civilization; -4 in a large town or village, and -6 in cities or places cut off from nature (such as fortified CS cities or Atlantis.)
Anxiety Roll percentile every 8 hours to determine anxiety level, a stressful situation does not typically worsen anxiety. 01%-25% Mild Anxiety: -5% skill performance, -1 perception/Save Vs. Horror Factor. 26%-50% Moderate Anxiety: -15% skill performance, -2 perception/Save Vs. Horror Factor. 51%-75% Severe Anxiety: -30% skill performance, -3 perception, -4 Save Vs. Horror Factor, and may miss blocks of their short term memory. 76%-00% No Anxiety: Feeling good! No penalties and +1 to perception.
Background: Nicole grew up in a large CS town, she had the markers for anxiety from an early age, which made her antisocial and awkward, and she was obviously uncomfortable with the noise and hustle of city life. Her parents recognized this need for open space, and spent a lot of their free time taking her to the park for the day or spending many nights in seeking each other’s company; once her Mother became pregnant, they realized that they would have to save up and move to a more rural area, for both of their children’s benefit. At 9, Nicole was walking home early from school with her parents due to a severe bout of anxiety, she was overwhelmed by the crowded streets and loud cars and bolted for home far ahead of her parents. A passerby grabbed her, trying to hold her still and calm her down, but this only panicked her further. Her innate, elemental powers activated and the sidewalk rose up to crush him against the wall. Her parents had caught up to their nearly catatonic Daughter, who was immediately scooped up by her pregnant Mother and rushed back home, the entire crowd too stunned and horrified to move. Her Father stayed behind to check on the victim and to buy them time to go home to collect their savings and run; they had discussed the possibility of magic running in their family, as members of her Father’s family were magical, and knew that their children would not survive in this town if that were the case. The pair traveled for several weeks, hitching rides where they could and eventually buying a horse, before finally stopping in a small town with a large population of D-Bees; obviously unrecognized by the CS, or at least infrequently visited. It was their home for 3 years, her Brother, Jake was born there and they lived in a quiet cabin in the nearby woods. Then they heard a radio program put out a call to arms with their real names in relation to Nicole’s original fit of magic. They sold their house, driving until they were settled again in a different, non-CS state outside a mining town; there were magic practicioners, psychics, and D-Bees, and thus they breathed a bit easier. Nicole was finally able to learn her elemental magic from a mage in town, eventually utilizing it in the mines for excavating and rescue. Though she has become more social, her anxiety and magic fits kept fairly under control through psychiatric help, she is still wary (almost paranoid) of strangers and only ventures into town every few days. She is content in her mountain cottage.
Family Tree: Father, Garth Forrester, was a Cyber-Doc and is presumed dead. Mother, Caroline, has earned and worked enough that, with some leftover savings, she now owns and operates the tavern (she visits every week). Her Mother remarried a mountain of a man after a couple of years living in the safe mining community, his name is Hugo Dunn and he’s a former mercenary who settled down and became a mechanic; they get along well enough, he’s nice. Younger Brother, Jacob, is also showing the signs of some magic ability (perhaps that of a Shifter), and visits with her almost every day. She has an estranged Aunt, presumed to be an eccentric Techno-Wizard, who travels the country, though they don’t know much about her and have never met.
Jadesky the Human (Unprincipled, 1st level Elemental Fusionist O.C.C.)
IQ: 13 ME: 18 MA: 13 PS: 21 PP: 15 PE: 19 PB: 16 (30% charm/impress) Spd: 16 HP: 19 SDC: 46 PPE: 119 Attacks: 5
Arms: Warhammer: 2D6. Pick Axe: 2D6. Magnum Revolver: 6D6.
Abilities: Elemental Resistance (25% Earth/Air), Speak Elemental, Sense Elemental, ×2 healing in nature, ×3 healing in mountains, Anxiety (insanity), Phobia: CS Soldiers (insanity).
Spells: Alter Earth (3), Air Hammer (4), Dig (8), Earth Feed (3), Earth Lungs (1), Hurl Earth Object (1/2), Ironhide (3).
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