So you show up to your regularly scheduled game o' Rifts, and your GM (who absolutely adored your ability to spontaneously play a dragon last time) looks at you and says: "You're playing a Warlock today. Which element do you want? Two ain't an option."
For giggles we'll say you're allowed to start at level 6.
Which would you grab?
(Two ain't an option because I'm too lazy to put that many combinations in the poll. )
Some gave all. Love your neighbor. Know the facts. Know your opinion. Know the difference.
Mack wrote:So you show up to your regularly scheduled game o' Rifts, and your GM (who absolutely adored your ability to spontaneously play a dragon last time) looks at you and says: "You're playing a Warlock today. Which element do you want? Two ain't an option."
For giggles we'll say you're allowed to start at level 6.
Which would you grab?
(Two ain't an option because I'm too lazy to put that many combinations in the poll. )
Water, so I can kill vampires and never need to resupply my hydrogen fuel cell powered bike.
My real world Physics defeats your Quasi-Physics!!! Bubblegum Crisis, best anime/sci-fi/ for totally hot babes in Power Armor.!!!! Magic. Completely screws logic at every opportunity. (credit due to Ilendaver)
My answer: An Air Warlock, for a couple of reasons.
1) I like the overall spell selection better. While most all Elemental spells are lackluster, I find Air to be the least so.
2) A level 5 you get the spell Phantom, which summons a fragment that knows all Air Elemental spells from levels 1 to 4. This is key because the Phantom can in turn cast Phantom Footman up to 5 times, giving you six invisible warriors to command for only spending 30 of your own PPE.
Some gave all. Love your neighbor. Know the facts. Know your opinion. Know the difference.
Earth Warlock: Ironwood, Create Wood and basic carpentry means you have money and a protected home pretty much wherever you go, spells like create steel are also incredibly lucrative and you can do things like make crops grow under just about any conditions.
"If a child shows a particular abundance of pity for fools or an overwhelming disdain for jibber jabber he is plucked from his family and raised by monks in the T-emple."
Earth, I always did like transmute shenanigans. "I cast clay animals, then Transmute Clay to Iron. I now have Iron Panthers!"
Getting a mage to tell you where the hydra is...10,000 gold Hiring a summoner... 40,000 gold Hiring one hundred 10th level mercenaries... 98,567 gold Giving a hydra skull to your necromancer... priceless
Rifter 52 Cannibal Magic Rifter 55 The Ancestral Mystic P.C.C. Rifter 59 The Lopanic Games adventure "The Lion, the Ditch & the Warlock". Illustrations to this adventure can be found here. Rifter 71 & 72 Double Issue Ninjas & Superspies adventure "On a Wing & a Prayer" Rifter 80 Masters Unlimited
Earth, for the ability to eventually cast Earthquake. By the time I would get it, I would already be level 8, the spell lasts 1 melee per level (or 2 minutes just starting off). It does 2d6 x 100!!! MDC per melee!!! Unless it gets dispelled (which takes a dispel magical barriers and stops the quake in 1d4 melees), that is an automatic 1600 MDC to everything on the ground up to 9600 MDC at level 8. Obviously buildings would be included, but it is ambiguous about whether more mobile objects (people, suits of power armor, robot vehicles, etc.) still take this damage. Even still, this one spell is enough to destroy Chi-Town's walls. Maybe not in one casting (even at max damage), but still very potent. Combined with Travel Through Walls, Travel Through Stone, and Chasm can be cast to very potent effect.
Under the Pain of Death I would Stand Alone Against an Army of Darkness And Horrors Unknown
Gotta go with Air on this one; versatility being my main concern.
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
Fire is awesome with the 10 foot wheel of flame, and other offinsive spells.
Water just for the anti-vampire implications.
However, I like the Earth due to the creation of clay and iron (and flesh using certain spells) golems. Plus Earth Elementals are the toughest out of the bunch...
Fire would be a my second choice...something visceral about fire. Plus a lot of critters are vulnerable to being cremated in lava. Fire good.
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
Cinos wrote:Earth, I always did like transmute shenanigans. "I cast clay animals, then Transmute Clay to Iron. I now have Iron Panthers!"
You need to use that power to make Iron Maidens to put Def Leopards into.
>.> This may or may not have already been done.
Getting a mage to tell you where the hydra is...10,000 gold Hiring a summoner... 40,000 gold Hiring one hundred 10th level mercenaries... 98,567 gold Giving a hydra skull to your necromancer... priceless
Cinos wrote:Earth, I always did like transmute shenanigans. "I cast clay animals, then Transmute Clay to Iron. I now have Iron Panthers!"
You need to use that power to make Iron Maidens to put Def Leopards into.
>.> This may or may not have already been done.
actually requires both an earth and an air warlock (or creature that can cast both types of magic). this combo requires breath of life, which is an air spell
anyways, i'd go with earth. air is great utility, and is also wonderful for combat with good offense and defense. earth has great utility, and is wonderful for making obscene amounts of money and living in comfort, and money happens to add a great deal of versatility as well.
I picked air because it has the most useful spells.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Air for versatility, followed by fire for raw damage. Water is too limited and Earth is kinda boring
I want to see from Palladium: Updated Aug 2015 -Rifts: Dark Woods/Deep South, Space 110 PA, Scandinavia -Mechanoids: Space (MDC) -Robotech: Errata for Marines timeline, Masters Deluxe with SC and UEEF gear, Spaceships -Updated Errata for post-2006 printings of Rifts books -Searchable, quality PDFs/E-pubs of current Rifts titles
Earth. While not the best for offensive spells, the wall spells have come in very handy for channeling enemies and providing defense. The new earth spells in MoM are also a nice addition.
Giant2005 wrote:Space Warlock! Oh wait that isn't an option... Earth.
Kinda should be one though. They would serve in the UWW Marines and Armed Forces.
True, too bad there's just the Warlock Marine Magic Specialist and the two classes from the Rifter (so far,) the Celestial Mage and the Celestial Line Rider...
I was ctually talking about the "Space Warlock" class from Three Galaxies. They are pretty much a munched-out Warlock in Space with more PPE and some extra Space Magic Spells above that of a normal Warlock. Also, the way they are written up states they get the Ley Line Walker abilities too but I don't think that is intended for the Warlock types.