Enhanced Senses - active sonar, infrared vision, night vision, tracking (scent) - Cost 30
Extra Limbs - prehensile tail - Cost 5
Killing Attack : Ranged (Poison Bite) - 5D6 effect, no normal defense - defense is immunity to poison (+1), does body (+1), charges - 16 (+0), no range (-1/2) linked to bite attack (-1/4), no knockback (-1/4), restrainable (-1/2), limited power - bite must do body to work (-1/4) - Cost 225/82
Knockback Resistance - 3 inches - Cost 6
Life Support - longevity - 400 year life span, breath water, high pressure - Cost 9
Conversion Notes: This package represents the minimum abilities of a water serpent hatchling from the Rifts role playing game. This write-up uses Champions 5th edition rules. Note that the P.P.E. Endurance Reserve is used for spell casting and activation of magic items, where the I.S.P. Endurance Reserve is used for activation of psionic abilities.
The Ukt water serpents have long, snake-like bodies that end in a tail with a
wide web of fins. The length of the body is lined, on both sides,
with small spikes that can cut when the monster slides against or
bangs into an opponent. The entire body ripples with muscles
and can coil, weave, and move with amazing grace, speed and
agility —the tail is prehensile and can be used to entangle, strangle
or strike an opponent. It also has a pair of stout, armored
arms which end in a pair of hands with two thick, webbed fingers,
sharp claws and a stubby, clawed thumb. The chest, arms,
shoulders and neck are covered in tough, armor plates.
The top of the head is also covered in natural plating and small
spines. A pair of long, narrow horns extend from above the eyes,
and fins protrude from behind the cheeks and the sides of the
neck. The eyes are a light, watery blue, and their scaly hide is
black or dark brown with specks of green, or gray-green, with a
light green or tan underside and spines. The mouth holds a row
of small sharp teeth and a pair of snake-like fangs. The Ukt
growls and whines like a wolf or dog, and when they speak, their
voice has a deep growling resonance to it.
Ukt water serpents are surprisingly quick, even on land, and
are excellent climbers of trees, towers, rope and mountains.
They are at home in the water and use a magical sight that combines
thermal sensors, infrared vision and sonar-like echo location
to enable them to see clearly in the murkiest of water. They also have an excellent
sense of smell. Ukt water serpents are found mostly in
large freshwater lakes and rivers, but some make their homes in salty
oceans and gulfs, including the Gulf of Mexico.
The huge creatures are allied to the deep water god, Uktena. According to
legend, the Ukt are his descendants, spawned from mating with a
dragon while in his serpent form, but the true origin of these
creatures is unclear and may be more mundane. Still these water
serpents do have a number of things in common with the deep,
water god, including a preference for deep murky waters, as well
as their long serpentine forms, and an eternal enmity with Thunderbird
and his children.
Thunderbirds hunt water serpents the way eagles fish for
salmon and trout, swooping low over the water to scoop them
out. It is an ages-old enmity whose origins are lost, but most believe
that the two creatures symbolize opposites. The Ukt water
serpent symbolizes the deep, mysterious waters that covered the
Earth in the time before men. By contrast, the Thunderbird is a
symbol of the clear, illuminating light above. Regardless of the
symbolism, these creatures are ancient enemies and will battle to
the death at the mere sight of each other. The Coalition States
and its fledgling Navy have also engaged these monsters on numerous
occasions. Meanwhile, the Splugorth's Minions sometimes
enlist them as native guides, assassins and mercenaries for
spying operations and slave raids.
Water serpents are as dark and dangerous as the waters they
call home. All are evil, scheming creatures that seek the corruption
or destruction of those around them. Although they are unable
to assume a human form for their machinations, they will
use telepathy and other abilities to misguide and doom others.
Humans are usually eaten on sight, unless there are a number of
them, or the serpent knows they will be useful in other ways.
Humans and d-bees are also sometimes captured and enslaved
as playthings or for torture.
After hatching they quickly grow to 60 feet in size, most of which is tail. They have powerful claws and a poison bite. They are powerful spell casters, with a speciality over water elemental spells. Water serpents heal quickly and are completely amphibious.
They hatch knowing their native language and two others common to the region they were hatched, as well as having basic survival skills, probably psionically imprinted by their parents.
Water serpents are all born with 10 minor and 3 super psionic abilities and are considered master psychics.
To learn more about the water serpents, I suggest purchasing and reading Rifts World Book 15: Spirit West by Wayne Breaux Jr.
Illustration by Wayne Breaux Jr.
Champions rules conversion by Mathew R. Ignash - firstname.lastname@example.org.
Last Updated - January, 2004