Biomancer Chitin Armor


Man in armor.
A few words on Biomancer Chitin Armor: The Chitin Armor detailed in Rifts World Book Six p. 69 gives two types that can be created. These rules allow the creation of custom armor made to order. Except as noted any of these armors are just like Light Chitin Armor in the book.

Biomancer Chitin armor can only be created by a Biomancer, and is custom built for each wearer, who is the only one who can wear the armor. When not in use it flows off the body forming a small lump of inert chitin. When called it flows back on the body. This armor light weight (probably 10-20% the weight of the wearer), has no prowl penalty and automatically adapts to any changes in their body's shape. The armor itself has no market value to anyone except the true owner because it will not work for anyone else. As an optional rule I would allow the original creator to tune an existing armor to someone else for half the original cost of creation in P.P.E. The combined number of powers and weapons that can be added to Chitin Armor is limited to a total of four.


(L) = Used in the creation of classic lesser armor.
(G) = Used in the creation of classic greater armor.

A - Protection - You must choose one.

  • 1. Soft Chitin - 35 M.D.C. (70 S.D.C. low magic worlds) - 100 P.P.E.
  • 2. Medium Chitin - 50 M.D.C. (100 S.D.C. on low magic worlds) - 125 P.P.E.
  • 3. Heavy Chitin - 70 M.D.C. (140 S.D.C. on low magic worlds) - 150 P.P.E. (L)
  • 4. Very Heavy Chitin - 110 M.D.C. (220 S.D.C. on low magic worlds) - 350 P.P.E. (G)
  • B - Weapons - Choose any.

  • 1. None - 0 P.P.E.
  • 2. Retractable Forearm Blades - Add 1D6 M.D.C./S.D.C. to damage in hand to hand combat. - 20 P.P.E. (L)(G)
  • 3. Lesser Bioenergy Weapon - An energy blast can be fired from the armor doing 2D6 S.D.C (or 1D6 S.D.C. on low magic worlds) at the cost of 1 P.P.E. or 2 I.S.P. to the wearer. Range is 300 feet. Does 2D6 Hit Points of damage to vampires. - 50 P.P.E.
  • 4. Medium Bioenergy Weapon - As above but does 2D6 M.D.C., 5D6 S.D.C or 4D6 Hit Points. Range is 600 feet. - 100 P.P.E.
  • 5. Major Bioenergy Weapon - As above but does 4D6 M.D.C, 10D6 S.D.C. or 8D6 Hit Points. Range is 900 feet. - 200 P.P.E.
  • C - Life Support - Choose any.

  • 1. None - 0 P.P.E.
  • 2. Oxygen Storage and Filters - As Light Chitin Armor. - 10 P.P.E. (L)(G)
  • 3. Water Lung - Allows wearer to draw oxygen from fresh or salt water - 20 P.P.E.
  • D - Powers - Choose any.

  • 1. Regenerate Armor: Slow - 1 M.D.C./S.D.C. per day. 0 P.P.E.
  • 2. Regenerate Armor: Medium - 4D6 M.D.C./S.D.C. per day. - 20 P.P.E. (L)
  • 3. Regenerate Armor: Quickly - 2D6 M.D.C/S.D.C per hour - 100 P.P.E. (G)
  • 4. Speed - Increase running speed by 20% and +2 to strike, parry and dodge. - 120 P.P.E. (G)
  • 5. Strength - P.S. 25 or Normal P.S. plus 5, which ever is greater - 150 P.P.E. (G)
  • 6. Supernatural Strength - Armor grants Supernatural P.S. - 150 P.P.E. (G)
  • 7. Wings: Moth-Like - Folding insectoid wings provide flight. S.D.C. or M.D.C. is one tenth that of the main body rounded up. Spd. 20 - 100 P.P.E.
  • 8. Wings: Beetle-Like - As above but Spd. is 40. - 150 P.P.E.
  • 9. Wings: Wasp-Like - As above but Spd. is 80. - 300 P.P.E.
  • 10. Spells - Any biomancer spell up to level six can be imbedded into an armor. It can then be cast by the wearer at the normal P.P.E. cost or double that in I.S.P. Of course if the wearer doesn't have the necessary P.P.E. or I.S.P. to activate the spell then the power is useless. The spell must be known by the Biomancer creating the armor. - 10 times the P.P.E. cost to cast the spell.




  • Created by Mathew R. Ignash, March, 2002 (mathewignash@comcast.net)

    - Back to Matt's Rifts Page.-


    Authored on Amiga.