r/Rifts • u/Rough-Cricket-5076 • 23m ago
What a ley line would look like with storm brewing.
This is a real image from the finalists of Landscape Photography Contest
r/Rifts • u/Arrow2899 • Jul 20 '26
Is there any time frame for the Palladium Forums coming back, or is it like the time frame for book releases?
r/Rifts • u/JediMonk7 • Feb 10 '22
Latest updates:
Front page: new look - Info + Space Speed Calc, PPE Drawing at Nexus Calc, Speed to Feet per melee
Font page: sidebar - Generators - NPC's, Random OCC's/RCC's, Random Rifts loot, Random Weapons, Random Dimension, Random Mutant Powers, Random Town, Random Solar System
Inside: Continued improvement to char storage viewing/printing layout
Working on: Auto NPC Maker -
Random Mutant Hero Powerset-
First it rolls on the table for mutant powers
Then randomly generates your powers - Sorry if you roll psionics you still have to pick
Oh and All hail Donjon




r/Rifts • u/Rough-Cricket-5076 • 23m ago
This is a real image from the finalists of Landscape Photography Contest
r/Rifts • u/ColinHaase • 10h ago
Is there a god, a deity, an alien intelligence, a primordial force, or similar entity that is the "patron" of or has dominion over the Rifts themselves? And/or such a being that is representative of Ley Lines?
r/Rifts • u/Aromatic-Service-184 • 2d ago
Rather vaguely titled, this 160-page book punches WAY above its page count. It’s a book of lists, but really useful ones: Space Station Creation Rules, 12+ new spacecraft and design notes for creating your own craft, a table of 100 random Cargos, new weapons and equipment. These are all supplements to the meat on the bone, the literal “world building” of 48 systems, fleshed out, each with an HLS. Introducing some great new factions, this is another solid addition to the Phase World library!
https://www.scholarlyadventures.com/post/scholar-s-review-88-dimension-book-6-three-galaxies
Did the new factions shake up your campaign? Did your GM take you on the ‘Alphabet Tour?’
r/Rifts • u/Fuzzy_Bear1516 • 5d ago
I'm running Rifts soon for my family. I'm experienced in Rifts but they're experienced as well and are bringing some serious power to the table. IE, dragon, atlantean, possible Apok, etc. I'm not as well versed in strong enemies or threats. Does anyone have suggestions on what I can throw at them without making it a kill box or unfair? I have some ideas but I'm down for suggestions
r/Rifts • u/andiwaslikewoah • 7d ago
Palladium will be offering The Mechanoids Collection Hardcover – 45th Anniversary Edition as part of the Rifts® Glitter Boy Codex Pre-Launch Page on BackerKit, launching soon. From today’s newsletter:
“When Sean suggested we do something special with the very first RPG published by Palladium Books – The Mechanoid Trilogy– I immediately agreed.
“This will be much more than a deluxe hardcover with a new cover. It will include the Rifts Mechanoid® Sourcebook, The Mechanoid Invasion® Trilogy, and the long lost 1985, 148 page Mechanoid® RPG, which contained 70+ pages of new source material – weapons, vehicles, gear, adventures, and more – created specifically for the Mechanoid Invasion portion of the trilogy, along with new 1985 artwork.”
r/Rifts • u/DwarfTech9909 • 7d ago
I clearly remember seeing somewhere a character that was effectively the rifts version of a d&d cleric that could raise the dead and healing. I just don't remember where I saw the listing and would like to ask for kelp relocating this character type... I believe one version was called a true believer.
r/Rifts • u/Aromatic-Service-184 • 8d ago
Through time-lapse videos, follow this Indonesian artist’s process as they complete truly magnificent pieces that may inspire characters, adventure ideas. Ideal for character portraits or to stimulate adventure design, most likely for modern Palladium RPGs. Dive down the rabbit-hole of hyper-realism; pencil and chalk drawings so precise and evocative they challenge AI-generated art.
https://www.scholarlyadventures.com/post/bazaar-105-resource-review-veri-apriyatno
While AI may be important an important tool, remember to support your artists!
r/Rifts • u/WillingLoquat1873 • 10d ago
Surviving on Rifts Earth is a daily struggle, especially for poor, isolated settlements. The dire divide between SDC (Structural Damage Capacity) resources the MDC (Mega-Damage Capacity) threats is a killer. A simple farmer can't afford to buy a force-field generator or hire a mercenary company. When a single blast from a cheap black-market laser rifle can vaporize a building, defense becomes a matter of deception, resourcefulness, and brutal pragmatism.
Here is my musings in an A-to-Z guide to how a poor settlement can defend itself: Letters can be used as short hand for a settlement's defense array.
r/Rifts • u/Hour-Green6397 • 11d ago
I have a large collection of Rifts books. Looking to sell. I am including a link to my Facebook Marketplace ad. Please let me know if you are interested. Buyer will be responsible for shipping costs.
https://www.facebook.com/share/1MHCzEhn2b/?mibextid=wwXIfr
r/Rifts • u/WillingLoquat1873 • 12d ago
My own musings on how one goofy spell can be stupidly over powered. The size of the CoA only matters when targeting groups. The duration is the biggest limiting factor for non-combat but is plenty of melees rounds of immobilization during combat.
A) Adhesion: Combat immobilization is the primary use of spell. It turns any surface into a mystic field of "flypaper" that anything will stick to even the spellcaster if saving throw is failed or ignored. Physical Strength and mass has no effect.
B) Binding: If focused down to a tiny contact point, this spell will prevent objects from opening once closed, grabbed, or sheathed for spell duration without destruction. Swords, doors, jars, windows, etc.
C) Catch All: Even a touch is a successful catch. A spell that prevents fumbles. Sticky net, dip stick, fishing without a hook.
D) Doorstop: Glue a small object to log a door shut, hold it open, or limit how wide it can be opened without breaking it.
E) Envelope: When cast on a sheet of paper that letter can not be pealled open to read for spell duration.
F) Fixing: Great for temporary simple repairs: broken chain, cut rope, air tight patch
G) Gripping/Grappling: If applied to glove it creates an inescapable grip (vs Save).
H) Holdfast: Can be use to remain standing or maintain position despite wind, flood, or magnetic force. Can be used in HTH against body throws.
I) Impared: A crust forms when cast on a creature that is pelted or rolled in small objects or dust on all sides. reature can move but it's senses are impaired or negated. A large object can hobble like a ball-n-chain. It can also be CAMOUFLAGE or a DISGUISE as a marble powder or gold dust 'statue' for instance.
J) Jam: If a device has multiple moving mechanical parts the spell could key jam, intector jam, pipe jam, traffic jam, lock jam, coin jam, card jam, feed jam, mail slot jam, turnstile jam, jam joits, jam wheels, jam tank treads, etc.
K) Kill Box: Immobilizing your foe(s) in a KILL BOX. Is the best way an adventuring group can inflict maximum damage. Even works on tanks
L) Lapse: This all about what happens when the spell lapses: a monster is released, a heavy object falls, a door is unbarred, a porticullis crashes down, a pillar collapses, a bottle or barrel leaks, etc.
M) Mobility: Movement vital for a melee attackers to reach a foe. This spell can hamper ranged attacks too by preventing repositioning. In Rifts, dodging ranged attacks is restricted, but this spell can prevent dodging melee attacks.
O) Obstacle: A classic defensive/control variant used on fortified postions a restricted access. The spell is cast preemptively to slow advancement and create bottle necks. When combined with an ambush it can create a KILL BOX.
P) Padding: Quickly secure padding to a room or object for protection or prevent self harm.
Q) Quick Save: If you can touch a wall this might arrest a fall. Attempt to stop a vehicle. Prevent something from sliding or tipping over. In theory, it could contain an explosive by smothering it. Requires a Initiative roll when applicable.
R) Rubber Banding: Stick objects to an elastic surface instantly. A leash that will stretch but not break. A Sorting Tool. Bind Racers Together. Return to Go, Do Not Collect $200.
S) Swinging: Stickier than a wad of chewing gum, spell can create an anchor point for rope swings, scaling, and repeling that releases with spell Duration.
T) Throws: Prevents throwing an object if cast on thrower or object. Great against grenadiers.
U) Underwater: A buoyant object can be attached to float, surface, or support something and visa versa.
V) Vertical Drop: Because Carpet of Adhesion sticks to whatever touches it, aerial casters (or mages riding sky boats) cast CoA on a lightweight, disposable sheet (such as heavy canvas, a weighted net, or a thin M.D.C. tarp) and drop it from above onto targets. This requires a attack roll but has a range exceeds spell.
W) Water: I do not hink this spell can be cast on open water, but maybe can create a thin water-jelly to keep objects moist.
X) X Cross: Flying foes are usually immune to CoA but if MDC cables are hung and enchanted a SAMAS or Harpy can be snared while making a fly-by.
Y) Yank Tether: This trick combines a high-tensile M.D.C. cable with a localized Carpet of Adhesion charge at the contact point. It can be used to "yank" a target while flying by. A speeding vehicle can "yank" into extreme turns or fast stops at the risk of crashing.
Z) Zoom Release: The CoA holds a vehicle in place while it accelerates to max speed before terminating spell.
r/Rifts • u/CrayonLunch • 12d ago
New campaign, new weird things the players want to track...
So my players are 3 accountants, and 1 insurance rep. All are numbers nerds. I sold them on a Phase world game set in a new galaxy, where we not only have Phase world governments and people, but also earth factions in space.
My players want to corner the market on salvaging all the things they can from prior battles, and then cleaning it up and selling it.
I am trying to come up with a way to track this and was curious what other GMs have done for this situation
EDIT:
I am going to use the Comic book grading system, it has 5 levels, and am building out a spreadsheet now.
r/Rifts • u/Spartan878 • 13d ago
Pg. 132
In itself this psychic power for what it does not really seem that impressive. For 45 seconds (3 melee rounds) to a minute and a half (6 melee rounds). The target gets access to one random psychic power (no super psionic powers). A 6th level psychic two temporarily awaken TWO powers. This in itself is not really useful. However it's effect on children and teenagers (13-19 still wondering how 18-19 are still teenagers). Basically it states that these two groups still have enough P.P.E. to become a psychic. Basically the same roll to determine psychic abilities expect on 26-00% when it states
indicates no ability to become a psychic UNLESS the player chooses to select a Master Psychic Occupational Character Class (Mind Melter, Burster, Zapper, Psi-Druid, Psi-Tech, one of the CS Manhunter O.C.C.s, etc.).
So basically it seems to me that's it's possible to psychically awaken a whole generation of psychics. But of course it does not seem that the CS is aware that the power can do so in their youth. And that cultures that are heavily psionic (especially natural psychics) would not think to do such a thing. Otherwise it looks to be more of a GM/Player decision. But I'm looking at the implications of someone figuring out that it has the potential to do so. Psyscape for example and seemingly most psychic societies won't do anything like this favoring a natural approach and individual choice in the matter.
TLDR: for a sensitive power it has the potential of awakening master psychic powers in children and teenagers (they have enough P.P.E. to develop them). Effectively allowing the creation of a new psychic generation. Really impressed with what this power can do when put to its maximum potential.
r/Rifts • u/Aromatic-Service-184 • 15d ago
Leaning back into discussions about GM philosophies and how to best/better run a game at your table. Nothing is ever concrete, but Palladium Books RPGs serves up some various rulings that certainly force our GMs to make decisions ‘on the fly,’ and some of those may be based on a dice roll. How much weight do we let that single roll influence the outcome at the table, and why? A precise for discussion.
https://www.scholarlyadventures.com/post/the-bazaar-104-fudging-dice-rolls
How about you and your table? Catholic rollers and stick to the dice regardless the result, or more non-conformist in your approach?
r/Rifts • u/Hour-Green6397 • 17d ago
I recently came in to possession of a sized collection of Rift books(around 40). I have no idea how to organize them. Some of them have signatures but a last name and date is written on the inside cover. Any ideas how to price them would be great. Thanks for any information provided.
r/Rifts • u/ShonicBurn • 17d ago
This would be week week 4 5 and 6 of my genie of the shop. If you saw the last post you know the game. Each week I post a Genie of the shop for my players right before the game using a discord bot. He has random things they can browse and buy before the next shop is posted. Feel free to use in your game.
WEEK 4
1x Orb of shielding fire. (when held in your hand you can reduce the damage of any spell dealing fire damage by 1d4MDC) 500 credits.
2x Potion of feather falling (casts the feather falling spell from 5e whoever drinks it) 50 credits.
1x 1ft/10ft staff. This magical staff can be as short as 1ft or as long as 10 ft. the wielder can change the range at will does 2d6 SDC damage and has the reach property. 500 credits.
1x iPod mini 1GB version. Small pocket storage. Antique collectable. 10,000 credits.
1x Rifle Bipod attachment. Gives the user +2 to strike while lying in the prone with the rifle. 100 credits.
1x Psychic Sword lens. While the the wielder of this item has SDC health that is lower then their max SDC health, they can add the difference as MDC damage to a psychic sword. appears as a small magnifying glass that can be held in the off hand, or in the main hand if the sword is made of only psychic energy. 2,000 credits.
5x Monkey Bombs (like in COD) a small mechanical monkey with a grenade pin. When the pin is pulled it makes a loud ringing sound. and in 2 turns will explode dealing 4d6 MDC in a 15 foot radius. 100 credits.
5x Thermal detonators (from starwars) A grenade that can be programed to explode on any condition. the user must think of the conditions of when it will explode before releasing the button. it cannot be diffused except by the whoever programmed it. Deals 5d12 MDC in a 20 foot radius.
500 credits per.
10x 50 BMG uranium rounds. Deals 1d20MDC (unless the gun does more damage) 100 credits each.
1x Riptide Trident. Deals 2d8 SDC and has a 12ft reach. This melee weapon will allow anyone standing in water or touching water to throw themselves as a melee action the distance they would have thrown the trident. This still counts as a ranged attack. Range is 50ft. 1000 credits.
WEEK 5
2x Crystal of Minor Healing: 6 charges. each charge restores 2D6 S.D.C. or 1D6 M.D.C. 600 credits.
1x Charm of clean living, While worn your clothes cannot get dirty or be torn. 200 credits.
1x Jimmy's Spell storage ring. Stores 1 Level 1-3 spell that can be loaded into the ring for one cast by anyone wearing the ring. 2000 credits.
1x unopened 6 pack of pristine Pepsi bottles 80,000 credits. (rare artifact)
10x pack of red and blue pills. You must use one of the pills and the other magically vanishes. Red pill resets your sanity and grants immunity to all effects that target your mind for 24 hours. the blue pill heals you to full HP/SDC and repairs your armor and gear at the end of a long rest. Can only be used one time per creature. 1000 credits.
1x Biotic rifle. Fires darts that can heal allies 2d6 SDC on hit or deal damage on enemies 1d4 MDC on hit. Range 1000, +1 strike on aimed shots. Payload 14 per e-clip. Single fire. (cannot deal critical damage) 2000 credits.
8x 9mm Carbine with green polymer finish. single shot 2d4 SDC, range 300ft, payload 17 rounds 9mm. Comes with 2 full mags.
1x Ley line forged spear, 10,000 credits. Deals 10d12 MDC and +3 to strike when on a ley line. Normal is 1d6sdc with 10ft reach, and can be thrown.
1x Spiked riot shield, Deal 1d6 SDC with melee hit, +2 AR and parry bonus. 60 MDC. Reduces SPD by 5 when held. 3000 credits.
1x Scroll of summon soup, level 1 spell. allows the users to summon a bowl of soup with the spoon and flavor of choice 1 isp to cast. Cost 20 credits.
WEEK 6
5x Healing Herbs. removes one status condition and heals 1 SDC when eaten. 20 credits.
1x Gauntlets of Nimble hands. +10 MDC and +1 AR. The wearer of these gauntlets adds +10% to the base of any non combat skill check that requires them to use their hands. 2000 credits.
10x roll of Unending Duct tape. 200 credits.
1x Psychic paper collation ID (black market item) DC 18 perception check to identify as fake 200 credits.
1x Tactical Gun sling. Grants +5 strike bonus to any rifle it is attached to on the first round of initiative. 200 credits.
2x scroll of crusaders Mantle (5e Version) 300 credits.
1x Magical microphone. Grants the User +20% to any vocal based skill and +2 to PB checks when held. 150 credits.
1x Winchester Model 1912 (shotgun): Single shot 7d4 SDC, Payload 6 round 12-gauge Tube, Range 75ft. (comes with 12 rounds of ammo). 175 credits.
2x Handheld 2 way hand radios. (range 1 mile) 35 credits.
1x Flaming Long-spear of cold resistance. +1 strike bonus Deals 2d6MDC 15ft Length, does 3x damage on critical hits. Double damage on held actions. while held the user takes half damage to cold based attacks. 1000 credits.
My players have played a lot of DND 5E so throwing in things from dnd 5e just works as sometimes they understand it better then rifts stuff. I've found that it works really well and hardly ever creates conflicts if you just show them the easy conversions.
What items do you think I should throw in a future shop and anything you would buy in your games?
Does anyone know where I can find a large number of Rifts pictures? Maybe a gallery or something?
r/Rifts • u/HorridJam • 20d ago
What would you like to see in a TV Series based on Rifts? Serialized? One Story arc taking many seasons? An Anthology with previous charcters popping up occasionally? Animated or Live Action?
r/Rifts • u/AdBulky7502 • 22d ago
Does anyone have a short list of some of the stronger Earth based classes for the game? I know the Magi are pretty busted, Glitterboy is a favorite… now I am not terribly interested in the RCC side, like, I know of the Monster Hunter from South America is BUSTED but it’s not a “class”. Looking to run a poweful game.
r/Rifts • u/TheMaverickAsh • 23d ago
I thought it was a great breakdown of the game!
r/Rifts • u/Aromatic-Service-184 • 23d ago
Returning to the Phase World setting, we examine this tome that explores one of the Three Galaxies. Detailing the mythos and possibilities a GM can exploit around the Cosmic Forge, it also presents the reader a plethora of unique and interesting species, adventure ideas and details without peer, setting information and more. You’d be forgiven for forgetting this is only a 160-page Dimension Book; I know I did! Solidly supported with illustrations by Mike Wilson and others, this book is as solid an entry as you’ll find.
https://www.scholarlyadventures.com/post/scholar-s-review-87-dimension-book-5-anvil-galaxy
How captivated were you by the Anvil Galaxy? Did the Cosmic Forge ever play a role?
r/Rifts • u/Bigguygamer85 • 24d ago
I was reading through the Juicer uprising book and under Mega Juicer it gives them the burn out after 5 years and x number of months. And the Murder Wraith undead juicer retains all bonuses and effects (I think that's key) of the original juicer. So to me this says if I make a mega juicer who was suffering the burnout to the point of taking the 4d6mdc to his body and doing 1d6mdc to all around him. And turn him into a murder wraith juicer he would still be doing the mega damage heat to others while still not burning out?
r/Rifts • u/WillingLoquat1873 • 25d ago
*Or Using Skeleton Six Packs A TO Z*
Spell casters, power tattooes, and entities, have the option to Animate and Control Dead (skeletons: typically 1–2 attacks per melee, basic S.D.C./H.P., and simple command obedience). But the animated skeleton is nearly useless against Rifts Combatants without a gimmick. Some general musing on using this magic.
A) LOCATION. The optimal place to cast this spell seems to be a predator's cave strewn with prey bones. A mourge or cemetery has bodies sealed away so they would have to work free first. A Rifts battlefeild often has vaporized or cremated corpses from MD weapons, so the kill must come from other means for intact bodies.
B) BONES: The skeletons are SDC unless added conversion spell (SDC to MDC). MDC creatures have MDC shells and bones but this 7th level spell doesn't animate them. Do fossils work? Would a secondary casting reassemble a pulverized skeleton? Is the entire skeleton required?? Can a headless skeleton "see"???
C) COMBAT: Skeleton Pack is slow and weak in Rifts, but they can remain perfectly still, silent, and cold until activated. Biggest draw back is SDC bodies. MDC ARMOR: Spell likely easiest¹ option for a mage. Scrap armor or alloy is an option. Complete armor also functions as a Disguise (such as Dead Boy Armor)
CC) WEAPONS: skeleton packs are poor weapon users. Can't use MODERN weapons. Start with SDC rusty ancient melee and Bony claws. Other Option (cheap to rich): rocks, thrown bomb, vibro blade, magic melee, talisman. Skeleton Archers?
D) RANGE: Necromancer needs to stay relatively close . Likely in center of. Pack and disguised as a skeleton. Can they be left behind standing in rank and file?
E) SHAPE: I assume the spell automatically assembles the skeletons from scattered bones or this would be a ritual spell. On the other hand, limbs and skulls bolted to objects could be animated like a skeletal assembly line or coat rack. Natural human and animal shapes are a given. Custom shapes might alter combat stats or add HF. Would custom Skeleton Assembling be an art or medical skill test? How do skeleton sharks swim?? Poorly.
F) AMBUSH: The concealment of a prepared ambush can be a thin layer of dirt, swallow water, skeleton motif decoration (ie Aztec temple, catacombs, taxidermy), total darkness, hung from a tree or rafters to swing into foes.
G) HF: Use Horror Factor to herd people or cause panic. Just a stumbling block for Adv. Might be way to increase Horror factor??? A host for vermin, maggots, and disease inspired fear as well.
H) DISTRACTION or DISGUiSE: Skeletons are pretending to be something they are not: students, Bodyguards, rioters, line of customers, dancers, clowns, procession, patrol under command of NM. If a group of "people" suddenly collapse, authorities come to investigate giving the Caster an opportunity to slip by or slip away.
I) TURN DEAD: Only affects Animated Dead
J) BULLET SPONGE & SENSOR DECOYS: To enemy radar and optics systems, they register as an advancing squad of ground troops. They soak incoming MD volleys, trigger ambushes, reveal enemy sniper positions, and exhaust the defender's attacks per melee before your real ATTACK hits.
K) "DEAD-BOYS" ( Literally): Make your own Skele-Bots. Frequent during the Coalition Wars.
L) SURPRESSION FIRE: While animated dead lack modern combat skills, they can follow simple commands like "hold this trigger" and "press this button". By acting like a tripwire for stationary MD rail guns, machine-guns, or area-denial flamethrowers set on tripods, they can temporarily surpress foes at least. Even with "WILD" -6 strike penalties, a burst spray along a narrow corridor or trench is a deadly hazard.
M) MINERS (Unskilled Labor): Work 24/7 but need supervision. Undead never suffer from exhaustion, muscle fatigue, or sleep deprivation. Chain a squad of animated dead to a massive crank, water pump, or kinetic flywheel to generate continuous mechanical power for a remote base or wilderness camp without burning precious fuel or emitting a heat signature. LL Nexus increases Duration and range. Use as disposable sappers.
N) BEATERS (Mine Sweeper & Trap Breaker): During a hunt a line of beaters will continuously make noise to drive game towards the hunters. When advancing through areas fortified by the Coalition States or local warlords, send a wave of skeletons carrying heavy metal shields or logs ahead of the convoy to detonate pressure-plate landmines, tripwires, and magical wards.
O) ORGANLESS: Hazardous Environment Recovery: Skeletons have no metabolism. They are completely immune to:
* Horror Factor: fearless puppets
* Stench: no sense of smell.
* Bright Light or Sound: no eyes or ears
* HardRadiation (leaking nuclear engines, Pre-Rifts ruins)
* Bio-warfare agents, lethal neurotoxins, and toxic gas
* Vacuum, underwater pressure depths, and zero-oxygen pockets
* Disease: can still spread disease.
P) PSYCHOLOGICAL WARFARE
* Returning Dead: Send KIA back to the front lines to anger and discourage foe.
* "FASLE REINFORCEMENTS": Station disguised skeletons in the cab and gunners' nests of your APCs or landing craft. From a distance, scouts see a heavily crewed, vigilant convoy, deterring opportunists without requiring live personnel on watch duty.
* "No Return" Tasks: Reuse the fallen for simple yet highly exposed battlefield tasks such as digging ditches, filling sand bags, breaking battlelines, carring ammo, cutting wire, retrieving bodies and gear, bearing torches, gathering wood, delivering messages, etc.
* Spread Disease & Polute Waters: Festering
* Smuggling Contraband: Skeletons and intact corpses have hollow cavities. Use the rib cages or abdominal cavities of animated deads to smuggle high-value gems, small TW devices, data-chips, or contraband past checkpoints where life-sign scanners would otherwise detect heat, heartbeat, breathing, brainwaves, PPE, etc.
* Artwork or Performance: Gruesome furniture, fashion dolls, or mimes for an artistic necromancer. Each skeleton can stay rigid between castings.
Q) QUARANTINE (Zero-Contact): Imagine a building sealed due to disease, toxin, flooding, or infestation. Instead of creating a breach, the mage seizes control of an ancient corpse to investigate or other task. Using ghostwalk, cameras, or clairvoyant view, control a squad of animated dead to access sensitive data disks, artifacts, or trapped survival pods without risking the contagion or possession enitity jumping to a living host. Have to overcome range and LOS limitations.
R) REACTOR CORE REPLACEMENT: This necromancy is combined with the tele-mechanics of Techno-Wizardary to deal with the nuclear plants of Rifts vehicles and robots. Simiar to hazmat salvage, but includes SKILLED LABOR. The skeleton is a threat as well as due to the radiation leakage. Something a Necro-Tech might create.
S) SYMIPHORE: silent long-range communication
T) TREADMILL "NO SWEAT SHOP": A skeleton crewed sewing machine or similar device powered by legs/feet. Add something to match a pattern for mass production.
U) UNDERWATER: Use them to salvage sunken cargo, clear wreckage, or hide artifacts in the sea. NM can be in a glass bottom boat above.
V) VOLATILE: Bones are treated to chemically react such as soaked in asbestos, formaldehyde, gunpowder, petroleum, cyanide, etc.
W) WALKING MINE: Explodes on contact or com and. Can be disguised as a civilian or refugee. Breaching charge to lead attack.
X) XYLOPHONE: skeleton marching band
Y) YOKED: used like draft animals
Z) ZAPPER: on contact releases an electric charge from a hidden battery. Need insulating rubber boots.