Pillars of Faith by William Adams  
Pillars of Faith

Rifts Page Game related stuff for Rifts campaigns.



These are just the PC's and NPC's I have drawings for.  It's here mostly to distribute images from the Player's Gallery.

Rifts PC's


This is a martial arts form designed specifically for cyborgs and inspired by the manga series Battle Angel Alita.  It's a very exclusive martial arts form and I never did get around to specifying what the requirements and costs for learning Panzer Künst were.  If you're considering using Panzer Künst in your campaign you can either have the cyborg take Martial Artist as a secondary O.C.C. or have him spend six of his Secondary Skill choices on Panzer Künst.  To have it at first level you could have him exchange Basic Martial Arts/Judo and four "other" skill selections for Panzer Künst.  Of course the cyborg has to reside in Japan for at least 12 years to be eligible.

Panzer Künst


Here's some Character Classes for Rifts.  Two O.C.C.'s and one R.C.C.  The Martial Artist is an adaptation of the Dedicated Martial Artist O.C.C. from Ninjas and Superspies.  The Metahuman Mutant/Experiment is a catch all category for Heroes Unlimited type characters born in Japan and not transplanted from another dimension.  While the Supersoldier is a different direction for M.O.M. and Juicer augmentation to take in an environment where human augmentation is both necessary and desireable and where scientists have the knowledge to make it work.

Martial Artist O.C.C.

Metahuman Mutant/Experiment R.C.C.

Super Soldier O.C.C.

VR Cybernetics

    The following cybernetics and implants are available in the New Republic of Japan and from the Ichto Corporation.  Second hand cybernetics from other sources will generally be stolen items retrieved from the bodies of dead Cyberoids.

    VR Interface:  Allows full sensory immersion in the virtual realm.  Unless additional hardware and software is possessed the Icon has as many hit points as the operator’s M.E. attribute (M.E. 12 equals 12 hit points for virtual combat.).  All hand to hand combat skills are retained but physical bonuses are lost in VR combat (No bonuses from physical skills or attributes apply to VR combat.).  A person with hand to hand Martial Arts/Judo, Boxing and a P.P. of 17 at level 4 would enjoy the following bonuses in VR combat:  3 attacks, +1 to strike, +2 to parry & dodge, and +3 to roll with blow & pull punch.  However without the appropriate combat programs attacks will not cause damage and any damage taken will immediately destroy his Icon.  Also O.C.C. bonuses to combat do not apply to VR combat unless they are specific to VR combat.  Costs:  2,000 credits, relatively cheap in the Republic of Japan, can cost from 10 to 100 times as much from other manufacturers who are not as adept such as Naruni Enterprises.  Memory modules used to store information and programs can be implanted or external.  When external modules are used all programs that are run from the external module suffer a -2 to initiative in their use.  (Using a Blaster from an external module would mean that the VR warrior would lose initiative if his roll were one or two higher than his opponents.)  Internal memory modules cost 12000 credits while external modules cost 4000 credits each.  Each memory module has space for nine levels of rating in programs or 6 Gigabytes of raw data.
    Internal VR Computer:  A cybernetic translation module that composes the scattered impulses of the human mind into reflex responses like the cerebellum does for the body.  Comes in ratings of one to three.
    •    Rating I:  One additional attack, +2 to initiative, +1 to strike, parry and dodge, 10 S.D.C. Icon.
    •    Rating II:  Two additional attacks, +4 to initiative, +2 to strike, parry and dodge, 20 S.D.C. Icon.
    •    Rating III:  Three additional attacks, +6 to initiative, +3 to strike, parry and dodge, 30 S.D.C. Icon.
Bonuses apply only to VR combat.  The VR Computer has one memory module per level of rating, with enough space for nine levels of rating in programs or 6 Gigabytes of raw data in each one.  Costs:  45,000 credits for Rating I, 135,000 credits for Rating II, and 500,000 credits for Rating III.  Since the VR computer is only used for cyberpiracy it is illegal in most parts of Japan, including Ichto.  Costs for Black Market purchases can be as much as 10 times higher.  Advanced alien races such as the Naruni and Kittani would literally kill for this technology and are fast at work trying to reproduce and understand it.  However it will be decades before they have achieved even a minimal level of accomplishment in VR technology.
    External models are available but must be accessed through a VR interface.  Even then the interface is a backwards connection with the impulse translator outside the VR interface.  External models cost about half as much, can be anywhere from pocket-sized to briefcase sized.  The external models have the following bonuses:
    •    Rating I:  +1 to initiative, +1 to strike, parry and dodge, 10 S.D.C. Icon.
    •    Rating II:  +2 to initiative, +2 to strike, parry and dodge, 20 S.D.C. Icon.
    •    Rating III:  One additional attack, +4 to initiative, +3 to strike, parry and dodge, 30 S.D.C. Icon.

VR Programs
    Programs are essential to VR combat and without them the VR warrior cannot cause damage to his opponents Icon.  Any of the programs below can be written by a Player character with the Computer Programming skill except Viruses which also require the Computer Hacking skill.  To write a VR program the PC must roll his Programming (or Hacking for viruses) skill and achieve two successes out of three rolls for each level of the program.  Each level is rolled individually and failure to achieve two successes on the three rolls means that the Program cannot have that level of rating.  Once failed a program cannot be attempted again until the character has gone up at least one level.  Programming penalties are cumulative per level.  [Example:  A Cyberoid with a Computer Programming skill of 70% is trying to create a level three Prowl.  For the first level of the program he must roll under 66 twice on the percentile dice out of three tries.  His first roll is a 29 and his second roll is a 40.  The program is a Rating 1 Prowl and he can now proceed to attempt the second level.  For the second level he must roll under 62 twice on the percentile dice out of three tries.  His next roll is a 19 and his other roll is a 31.  If he had rolled a 74, a 41 and a 92 then he would have failed and the program would be a rating 1 Prowl until he acquired sufficient experience to try it again.]

    Prowl:  A stealth program that passes the operator's signal off as legitimate programming and erases his data trail.  Comes in levels one to six, Ichto is rumored to be working on a level 7 stealth program.  Base effectiveness: 30%, +7% per additional level of the program.  Bonuses:  +1 to dodge in VR combat per level.  Cost:  Level rating squared times 5000 credits (Level2 X 5000 credits). Programming Penalty: 4% per level of program.
    Blaster:  A combat code program that writes nonsense and conflicting commands into enemy Icons and programs.  Level one Blaster does 1D4 damage and is +1 to strike.  Level two does 1D6 damage and is +2 to strike.  Level three does 2D6 damage and is +3 to strike.  Level 4 does 3D6 damage and is +4 to strike.  Level four is the most advanced Blaster program available on the open market.  However Ichto is rumored to have a level “5” Blaster but it does only 4D4 damage and is +5 to strike.  If the Blaster Icon is shaped to look like an ancient or modern weapon then bonuses to combat from Weapon Proficiencies can be applied to VR combat using that Blaster.  Blaster cannot be used to Parry.  Range is meaningless in VR combat so there are no Point Blank or Extreme range attacks.  Cost:  Level rating squared times 30000 credits (Level2 X 30000 credits).  Programming Penalty: 5% per level of program.
    Search:  An advanced browser that can locate non-annotated files and encrypted data.  Comes in levels 1 to 12.  Base effectiveness:  25% +2% per additional level of the program.  Cost:  Level rating squared times 100 credits (Level2 X 100 credits).  Programming Penalty: 2% per level of program.
    Armor:  Strings of worthless code designed to look like actual Icon core code.  The Icon suffers no ill effect when this dead code is deleted or scrambled by offensive programs.  Comes in ratings 1 to 10.  Provides 10 S.D.C. in addition to VR computer bonuses plus 2 S.D.C. per additional level of the program.  Cost:  Level rating squared times 2000 credits (Level2 X 2000 credits).  Programming Penalty: 3% per level of program.
    Repair:  Diagnostic and Anti-virus software that can repair the S.D.C. of the Icon and purge viruses from a computer.  Restores 1D6 S.D.C. per rating each successful use.  Can be used in VR combat but counts as two melee actions to activate and run.  In normal use it usually runs for 1D4 minutes while effecting repairs and deleting viruses.  This program can be run as many times as desired until the Icon is fully repaired of all S.D.C. damage.  Hit point damage is done to the person and must be healed normally outside of VR space.  Repair comes in levels one to four.  Base effectiveness:  25% + 5% per additional level of program.  Cost:  Level rating squared times 36000 credits (Level2 X 36000 credits)  Programming Penalty: 12% per level of program.
    Tag:  A trace program designed to locate the targets interface point.  Once a person is “tagged” reduce all dodge bonuses in VR combat to zero.  Tag can be countered with Prowl.  Comes in levels one to six.  Base effectiveness:  50% + 3% per additional level of program.  Bonuses:  +1 to strike per level in VR combat, does no damage.  Interface location is revealed when the operator wins three consecutive rolls against the opponents Prowl.  Cost:  Level rating squared times 12000 credits (Level2 X 12000 credits).  Programming Penalty: 6% per level of program.
    Virus:  Viruses infect computer memory and degrades the effectiveness of programs.  Most viruses modified for combat are intended to degrade specific programs to achieve an immediate effect.  Noncombat viruses are more subtle and tend to interfere with the overall performance of the computer system over a period of time.  Viruses degrade a program by one Level of rating for each successful strike.  Long term Memory viruses reduce the VR computer combat bonuses by one and use their rating to resist anti-virus software.  Roll program activation, best two out of three rolls wins.  Comes in levels one to eight.  Base effectiveness:  34% + 2% per level of rating.  Bonuses: +1 to strike per level of rating in VR combat.  Cost:  Variable, a true cyberat wouldn’t be caught dead using a virus he himself didn’t create, less accomplished VR warriors will have to acquire one on the black market.  Prices are generally 1D4 X 1000 credits per level of the virus.  Programming Penalty: 3% per level of program.
    Biofeedback Inducer Programming (Killware):  This combat program induces lethal biofeedback in its victim when it strikes the unprotected VR warrior.  In VR combat when an Icon is reduced to 0 S.D.C. it loses all active status and goes dead, the operator does not receive any information from the VR interface and is effectively blind.  The Icon disappears and cannot initiate any programs or manipulate any information, but the computer interface remains open and until it can be closed by the VR warrior or by his companions it can be used to send signals directly to his brain.  Whenever an Icon is reduced to 0 S.D.C. the operator of that Icon must roll a saving throw vs. harmful drugs to remove the connection.  However since the VR computer is down it provides none of its usual bonuses and additional actions per melee.  During this time the person or computer that defeated him can attack with lethal biofeedback.  If the person loses all his hit points (As determined by ME) then he dies in the physical world, a victim of heart attack, brain aneurysm or internal bleeding.  Those few Brodkill that have ventured into this realm have learned the hard way that being supernatural creatures able to resist Mega-damage offers no protection from virtual death.  Damage is 1D4 hit points plus one hit point per each level starting at level two.  Comes in ratings one to four.  Higher ratings are mere speculation and Net rumors.  Cost:  Generally not available, highly illegal and hard to come by.  Cost:  Level squared times 450000 credits (Level2 X 450000 credits).  Programming Penalty: 14% per level of program.

    Note:  Psychics using the power of Machine Ghost can be engaged in VR combat and slain as if they were in the real world.  The Psychic uses his own physical attributes and Hit points/S.D.C. but even blaster can cause him hit point damage and kill him.  To attack the Psychic must resort to hand to hand combat with his opponents Icon because the physical body will generally be miles away and far outside the range of the Psychics powers.
    Published characters who would posses this equipment and programs would include but are not limited to:  The Cyberoid O.C.C., the Military police officer O.C.C., the Tech Ninja O.C.C. and any Cyborg O.C.C. from Japan.
    Additional bonuses for VR combat by O.C.C. are as follows:
Cyberoid O.C.C.  +2 to initiative, +1 to strike, +1 to parry, +2 to dodge, +1D4X10 to Icon S.D.C.
Cyborg Soldier O.C.C.  +1 to initiative, +1 to strike, parry and dodge, +2D6 to Icon S.D.C.
Dragon ‘Borg O.C.C.  +1 to initiative, +2 to strike, +1 to parry, +10 to Icon S.D.C.
Glitter Force Trooper O.C.C.  +1 to strike, +1 to parry.
Military Police Officer O.C.C.  +1 to initiative, +1 to strike, parry and dodge, +5D6 to Icon S.D.C.
Military Robot Pilot O.C.C.  +1 to strike, +1 to parry.
Military SAMAS Samurai Pilot  +1 to strike, parry and dodge.
Ninja Crazy O.C.C.  +1 to initiative, +1 to strike, parry and dodge, +2D6 to Icon S.D.C.
Ninja Techno-Wizard O.C.C.  +1 to strike, and dodge, +2D6 to Icon S.D.C.
Tech Ninja O.C.C.  +2 to initiative, +1 to strike, parry and dodge, +35 to Icon S.D.C.


Cybernetic and Bionic Systems available only in Japan
    The following cybernetics and bionics are available in the New Republic of Japan and from the Ichto Corporation.  Second hand cybernetics from other sources will generally be stolen items retrieved from the bodies of dead Cyborgs or Techno-ninjas.

    Independent Biosystem:  This is a core environmental system that encloses and sustains the biological components of the cyborg.  When intact the system can sustain the cyborg indefinitely off its own power source.  It uses Nanotechnology to recycle solid and fluid waste into usable energy sources for the biological portions of the cyborg and will filter air even from water.  In a vacuum the Independent Biosystem can maintain the cyborg alive for one hour.  The M.D.C. casing of the Independent Biosystem has 80 M.D.C. if it is breached the cyborg will immediately die, but this is rare because the system is rarely recognized as being functional apart from the rest of the cyborgs bionic systems.  It looks like the upper half of a skull with a spinal column attached to it.  The system comes standard with all Partial and Full bionic conversions.
    Reflex Jumpers:  These microcomputers are similar in function to the VR computer except that they translate the mental impulses of the brain into motive data for the bionic implants of the cyborg.  The implants are called Reflex Jumpers, because they transmit the data directly from the brain along optic cables to the bionic systems, they have been compared to battery jumper cables.  The data transmission occurs at the speed of light and is much faster than traditional electronic cyber interfaces.  Only partial and full bionic conversion cyborgs can benefit from the combat bonuses in hand to hand combat.  Others can use Reflex Jumpers in conjunction with the VR interface to control Giant Robots and other vehicles that have been modified to accept VR controllers with the full combat benefits.  Comes in ratings of one to three.
    •    Rating I:  One additional attack, +2 to initiative, +1 to strike, parry and dodge, +1 to Bionic P.P.
    •    Rating II:  Two additional attacks, +4 to initiative, +2 to strike, parry and dodge, +2 to Bionic P.P.
    •    Rating III:  Three additional attacks, +6 to initiative, +3 to strike, parry and dodge, +3 to Bionic P.P.
    The Rating I Reflex Jumper is simply a computer implanted at the base of the brain connected to optic fiber cables that run throughout the cyborg.  The level two model is more advanced and has subcomputer relay stations all along the fiber optic system that route and optimize the data.  The level three Reflex Jumper is a military model that includes implants in the brain and a more powerful computer implanted at the base of the brain.
    Nanobot Repair Facility:  The Nanobot Repair facility is an implant that stores and produces hybrid Polymer/Protein Nanobots designed to repair cellular damage and even cybernetic and M.D.C. bionic systems.  The Nanobot Repair facility includes Bio-comp and Bio-data implants.  It also requires a Memory module for each Cybernetic implant and Bionic system to be included in its repairs.  The Memory module contains structural data for each implant to effect accurate repairs.  Implants not included in a memory module will be left damaged and will not be repaired.  The Nanobots are always active and repair damage at the rate of 1 hit point or S.D.C. point per minute starting from the moment damage is taken.  The facility repairs cyber implants within two hours and M.D.C. bionics at a rate of 1 M.D.C. per half hour.  The facility cannot repair itself if its main memory module is damaged (the one that also stores DNA and biological data on the host.).  The facility can restore some internal organs and appendages.  Bone structure and muscles are always repaired first and restored the fastest.  The facility can regenerate the hosts lungs, stomach, intestines, liver, kidneys, scrotum, mammaries, eyes, ears, throat (tongue and teeth included), capillaries, bladder and skin within a few hours.  Cardiac arrest and damage to the Heart and major arteries will invariably kill the host before the facility can repair the damage.  Nerve damage and brain damage can be repaired as long as it is not immediately fatal.  In such cases the person automatically goes into a coma as the damage is repaired and must save vs. coma to wake up after three to twelve hours when the nanobots have finished.  The Nanobot Repair Facility adds 5D6X10 years to the life expectancy of the host; including Juicers!  Cost:  3.2 million credits plus 5000 credits per memory module (These are not the same as nor are they compatible with the memory modules of the VR computer.  The main memory module costs 650000 credits by itself.).
    Micro-tendril Muscle Capacitors:  This is another Bionic system that bridges the gap between man and machine.  It replaces the Electromagnetic Hydraulics of the cyborg or robot with strings of Nanobots whose only function is to contract and expand.  The synthetic muscles respond much more naturally than their mechanical counterparts and have proven to be strong as the muscle tissue of supernatural beings.  Conversion cost:  4000 credits per point of P.S.  Additional Strength can be added to most bionic and robot systems but costs 40000 credits per additional point.  Also human sized bionics can only be augmented by 3 points over the maximum.  Giant systems can accept up to 10 additional points of strength enhancement.
    Frame Reinforcements:  Add 100 pounds and 100 M.D.C. points to the main body for each reinforcement done to the frame.  As many as five (5) reinforcements can be done, but each instills a cumulative skill penalty of -10% to prowl.  (Reprinted from the Rifts Sourcebook Book 1.)  Frame reinforcements can also be acquired for robots and power armor but the skill penalty is a cumulative -15% per reinforcement.  Cost:  50000 credits per reinforcement for man sized, 80000 credits per reinforcement for larger and non-humanoid reinforcements.

    Note:  Any of the above systems can be added to any cyborg of the New Republic.  The Nanobot Repair facility in particular is fast becomming standard equipment despite its high production cost and is set to be commercially available to civilians soon. 
    Reflex Jumpers are being fielded at the military and corporate levels but only the rating I model is generally available.  Rating II models are reserved for Cyborg officers and Commander Robot and SAMAS pilots.  The rating III model is still rated experimental and only available to Special Forces operatives.


Sun Cloud
Colossus Series Giant Cyborgs

    Giant Cyborgs are an extension of the ideals and attitudes that led to the creation of Dragon ’Borgs.  Giant humanoid colossi defending the populace from supernatural evil is a notion that appeals to the romantic sense of fair play held by many in the New Republic.  Never mind that most minor supernatural creatures are no match for even the smallest colossi.  Unlike Giant Robots and Power Armor the giant cyborgs are mega damage warriors, virtually immune to magic and psionics, 24 hours a day.  Any spell or psionic power that cannot affect pilots in robots or power armor is likewise ineffective against Colossi cyborgs.
    Candidates for Colossus cyborg conversion are given stringent psychological screening to avoid converting unstable or potentially dangerous individuals.  Even so the chance that a giant cyborg will go insane is about as high as that for a Dragon ‘Borg.  Giant cyborgs tend to see themselves as being unstoppable juggernauts of destruction.  Their lack of physical sensation means that they will fight long after they should retreat for repairs

    All Colossus cyborgs are full conversion and follow all the appropriate rules for bionic conversion.  All Colossi can mount robot weapon systems and will have Micro-tendril Muscle Capacitors.

    Statistical data of the Midget colossus bionic reconstruction:
    P.S. 30/max 36, P.P. 20/max 26, Spd 132 (90 mph/144 kmph)/max Spd 176 (120 mph/192 kmph).  M.D.C. base: 280/max 420.  Average height: 8 to 12 feet tall.  Average weight:  1000 pounds to 2 tons.
    Combat Bonuses:  +3 to strike, +1 to initiative, +2 to roll with blow, +4 to saves vs. magic and +2 to saves vs. Horror Factor.
    Penalties:  Prowl penalty:  -45%, simulated sense of touch is a mere 43%, -1 to dodge.

    Statistical data of the Medium colossus bionic reconstruction:
    P.S. 35/max 40, P.P. 20/max 24, Spd 132 (90 mph/144 kmph)/max Spd 176 (120 mph/192 kmph).  M.D.C. base: 420/max 840.  Average height: 12 to 16 feet tall.  Average weight:  2 to 6 tons.
    Combat Bonuses:  +4 to strike, +2 to initiative, +2 to parry, +4 to roll with blow, +6 to saves vs. magic and +3 to saves vs. Horror Factor.
    Penalties:  Prowl penalty:  -50%, simulated sense of touch is a mere 40%, -2 to dodge.

    Statistical data of the Large colossus bionic reconstruction:
    P.S. 40/max 50, P.P. 18/max 20, Spd 132 (90 mph/144 kmph)/max Spd 176 (120 mph/192 kmph).  M.D.C. base: 800/max 1200.  Average height: 16 to 24 feet tall.  Average weight:  6 to 12 tons.
    Combat Bonuses:  +5 to strike, +2 to initiative, +2 to parry, +5 to roll with blow, +6 to saves vs. magic and +6 to saves vs. Horror Factor.
    Penalties:  Prowl penalty:  -80%, simulated sense of touch is a mere 30%, -4 to dodge.

    Statistical data of the Giant colossus bionic reconstruction:
    P.S. 50/max 65, P.P. 17/max 19, Spd 132 (90 mph/144 kmph)/max Spd 176 (120 mph/192 kmph).  M.D.C. base: 1200/max 2400.  Average height: 24 to 50 feet tall.  Average weight:  12 to 32 tons.
    Combat Bonuses:  +5 to strike, +2 to initiative, +2 to parry, +6 to roll with blow, +8 to saves vs. magic and +8 to saves vs. Horror Factor.
    Penalties:  Prowl is not possible, simulated sense of touch is a mere 25%, -6 to dodge.

    Statistical data of the Dreadnought colossus bionic reconstruction:
    P.S. 60/max 100, P.P. 17/max 18, Spd 132 (90 mph/144 kmph)/max Spd 176 (120 mph/192 kmph).  M.D.C. base: 2000/max 12000.  Average height: 50 to 100 feet tall.  Average weight:  32 to 240 tons.
    Combat Bonuses:  +6 to strike, +2 to initiative, +2 to parry, +8 to roll with blow, +8 to saves vs. magic and +10 to saves vs. Horror Factor.
    Penalties:  Prowl is not possible, simulated sense of touch is a mere 15% and is only felt along fingertips and around head, -8 to dodge.


    Inertial Mass Drive Relays:  These Robot motivator systems can only be added to Giant Robots and Colossus Cyborgs.  They represent the extreme edge of technology available.  Each Mass Driver is essentially a Gravity Well Projector.  The Earth's gravity accelerates mass at .9 meters per second.  A mass driver can produce a similar acceleration in a much more localized area.  The result is smoother, faster motion of the objects than even nanotechnology motors are capable of.  With a Mass Driver weight and size are no consideration allowing super heavy, immense robots to be constructed.  The Mass Driver uses relays to distribute the inertial difference throughout the limbs of the robot.  With the Inertial Mass Driver Relays the robot can easily support its own weight without huge engines and complicated motor systems.  This produces a robot that is heavily armored and immensely strong without sacrificing speed and mobility.
    Very few if any Robots or Colossi are outfitted with the Inertial Mass Drive Relay system even by its creators at Armatech.  The system is of vital importance and is kept strictly confidential.  The Republic of Japan controls all use and development of Mass Drivers and related products with extreme prejiduce.  No leaks are allowed and even the possiblity is dealt with harshly.

M.D. damage table for robots and cyborgs with Micro-tendril Muscle Capacitors.
  Mega strength for Giant robots with Inertial Mass Driver Relays do twice the listed amount of damage and adds P.S. bonuses to damage directly to Mega-damage!
    P.S. 15 or less:  Only inflicts 1D6 S.D.C. on a restrained punch, 4D6 S.D.C. on a full strength punch or 1D4 M.D. on a power punch (counts as two melee attacks).  P.S. bonuses are added to S.D.C. attacks.
    P.S. 16 to 20:  Inflicts 3D6 S.D.C. on a restrained punch, 1D6 M.D. on a full strength punch or 2D6 M.D. on a power punch (counts as two melee attacks).  P.S. bonuses are added to S.D.C. attacks.
    P.S. 21 to 25:  Inflicts 4D6 S.D.C. on a restrained punch, 2D6 M.D. on a full strength punch or 4D6 M.D. on a power punch (counts as two melee attacks).  P.S. bonuses are added to S.D.C. attacks.
    P.S. 26 to 30:  Inflicts 5D6 S.D.C. on a restrained punch, 3D6 M.D. on a full strength punch or 6D6 M.D. on a power punch (counts as two melee attacks).  P.S. bonuses are added to S.D.C. attacks.
    P.S. 31 to 35:  Inflicts 5D6 S.D.C. on a restrained punch, 4D6 M.D. on a full strength punch or 1D4X10 M.D. on a power punch (counts as two melee attacks).  P.S. bonuses are added to S.D.C. attacks.
    P.S. 36 to 40:  Inflicts 6D6 S.D.C. on a restrained punch, 5D6 M.D. on a full strength punch or 1D6X10 M.D. on a power punch (counts as two melee attacks).  P.S. bonuses are added to S.D.C. attacks.
    P.S. 41 to 50:  Inflicts 1D6X10 S.D.C. on a restrained punch, 6D6 M.D. on a full strength punch or 2D4X10 M.D. on a power punch (counts as two melee attacks).  P.S. bonuses are added to S.D.C. attacks.
    P.S. 51 to 60:  Inflicts 1D6 M.D. on a restrained punch, 1D6X10 M.D. on a full strength punch or 2D6X10 M.D. on a power punch (counts as two melee attacks).  P.S. bonuses are added to S.D.C. attacks.
    P.S. 61 to 70:  Inflicts 2D6 M.D. on a restrained punch, 2D4X10 M.D. on a full strength punch or 4D4X10 M.D. on a power punch (counts as two melee attacks).  P.S. bonuses are added to S.D.C. attacks.
    P.S. 71 to 80:  Inflicts 3D6 M.D. on a restrained punch, 2D6X10 M.D. on a full strength punch or 4D6X10 M.D. on a power punch (counts as two melee attacks).  P.S. bonuses are added to S.D.C. attacks.
    P.S. 81 to 90:  Inflicts 4D6 M.D. on a restrained punch, 3D6X10 M.D. on a full strength punch or 6D6X10 M.D. on a power punch (counts as two melee attacks).  P.S. bonuses are added to S.D.C. attacks.
    P.S. 91 to 100:  Inflicts 5D6 M.D. on a restrained punch, 4D6X10 M.D. on a full strength punch or 1D4X100 M.D. on a power punch (counts as two melee attacks).  P.S. bonuses are added to S.D.C. attacks.


Airwolf

This is a drawing of a SAMAS modified for Wolfen.  Never actually came across one in the game, but it was interesting to draw.
Freedom

This is from that Rifts campaign that Geova ran.  We took a Deaths Head troop transport and modified it so that it suited Captain America whom we had revived from an iceberg.  He was sort of an NPC and sort of a part of the group and sometimes he was even team leader.  I bet you can guess that he was Geova's favourite character in Marvel vs. Capcom.  My character designed his armor and made it out of MD materials.
Rifts material © 1983, 1987, 1988, 1990 Kevin Siembieda; © 1995 Palladium Books, All rights reserved world wide. No part of this work may be reproduced in part or whole, in any form or by any means, without permission from the publisher. All incidents, situations, institutions, governments and people are fictional and any similarity to characters or persons living or dead is strictly coincidental."


All Images are Copyright © 2002 William Adams and cannot be reproduced without permission.
Some Characters are inspired by the TV show Buffy The Vampire Slayer and their use here does not represent a challenge to any pre-existing copyrights or trademarks.
Warning: This comic may include adult situations and suggestive dialogue not suited for minors.

Send me an Email

Pillars of Faith is hosted on Keenspace, a free webhosting and site automation service for webcomics.