Elemental Control - Wereserpent powers - 15 point reserve - Cost 15
A. Armor (Limited Invulnerability) - 20 resistant ED, hardened (+1/2), not vs. magic, psionics or supernatural creatures (-3/4) - Cost 45/17
B. Armor (Limited Invulnerability) - 20 resistant PD, hardened (+1/2), not vs. silver, magic, psionics or supernatural creatures (-3/4) - Cost 45/17
C. Growth - 3 levels, reduced endurance - 0 END persistent (+1), linked to shape shift (-1/2) - Cost 30/10
D. Shape Shift - sight and touch groups, 1 shape, reduced endurance - 0 END persistent (+1), extra time - 1 turn (-1) - Cost 30/7
Elemental Control - Spells - 10 point reserve, incantations (-1/4) - Cost 10/8
A. Aid (Charismatic Aura spell) - 1D6 to COM and 2D6 to PRE, activation on 14 or less (-1/2) - Cost 30/11 (*)
B. Characteristics (Repel Animals spell) - +30 PRE, only vs. non-intelligent animals (-1/2), only to frighten targets away (-1), costs END to activate (-1/4) - Cost 30/7 (*)
C. Drain (Befuddle spell) - 6D6 DEX, returns per minute (+1/4), ranged (+1/2) - Cost 105/76 (*)
D. Invisibility (Death Trance spell) - to detect life signs/paramedic/forensic medicine skills, no fringe, costs END to activate (-1/4) - Cost 20/7 (*)
E. Shape Shift (Metamorphsis: Human spell) - sight and touch, any humanoid shape, costs END only to activate (+1/4), does not effect any equipment or clothes (-1/4), extra time - 1 turn (-1) - 31/8 (*)
F. Universal Translator (Tongues spell)- INT+5 or less, spoken language only (-1/2), costs END to activate (-1/4) - Cost 25/7 (*)
Enhanced Senses - night vision, tracking scent - Cost 15
Healing - 1D6, regeneration, reduced endurance - 0 END persistent (+1), extra time - 20 minute (-2 1/2), self only (-1/2) - Cost 20/5
Images (Chameleon spell) - vs. sight group, costs END only to activate (+1/4), incantations (-1/4), only to conceal things (-1/4) - Cost 12/8 (*)
Images (Distant Voice spell) - vs. hearing group, costs END only to activate (+1/4), increased range (+1/2), incantations (-1/4), only to duplicate the caster's voice at a distance (-1/2) - Cost 9/5 (*)
Quirk - Prefers to spend most of his time in serpent form. - Cost -1
Reputation - magical creature, 11 or less - Cost -10
Vulnerability - to silver weapons, double BODY damage, common - Cost -20
Conversion Notes: The Characteristics, Powers and Skills here represent the minimum found in a wereserpent from Rifts role playing game. The activation roll on the Charismatic Aura spell should be rolled for each person observing the target of the spell, not for the casting of the spell itself. If the roll fails the observer doesn't see the bonus COM and PRE characteristics. The range of the distant voice spell comes out to 750 inches, This write-up uses Champions 5th edition rules. Psionic abilities should draw END from the I.S.P. Endurance Reserve, while spells should draw END from the P.P.E. Endurance Reserve.
The wereserpents are a race of magical shape shifters. They can take on two forms, one human and one of a large serpent, which is considered their natural form. In any form wereserpents can speak, are excellent climbers and can see in almost total darkness.
These magical creatures are renoun for their near invulnerability to convential injury, only silver, magic, psionic abilities and attacks from other supernatural creatures can hurt them, and damage from those attacks heal very quickly. They are particularly vulnerable to silver weapons.
Wereserpents also have limited psionic and magical abilities which allow them to understand and speak languages, blend with their environment, shape shift into other people, frighten away animals, see the invisible, and protect their minds from attack. Unlike most lycanthropes, wereserpents have no hybrid human-animal form and cannot use their magic to gain the forms of other animals.
The natural enemies of wereserpents include vampires, ghouls and spider-demons.
Wereserpents cannot choose an occupation or learn any magic besides that normal for their race.
Note: Also has Remote Viewing psionic ability.
To learn more about the wereserpent, I suggest purchasing and reading the Rifts Conversion Book by Kevin Siembieda.
Champions rules conversion by Mathew R. Ignash - mathewignash@comcast.net.
Last Updated - February, 2004