

Things like fury beatle armor or dino hide armor appears to be both inexpensive and pretty common so other than not being environmental its not like they are lacking in basic gear availability. So even with no armor and no weapons a fusionist is still pretty strong and dangerous.

Fusionists all have access to powers that automatically engage in danger situations to either give them a force field or turns their health into MDC. Warlocks don't have very good shielding magic so early on before they get some techno wizard do dad or something they tend to be a lot more vulnerable than most casters who can take armor of ithan. Honestly if they have even that limited access to warlock spells they are in some ways better than warlocks at least they start stronger.

One of those spells can wipe out a squad of infantry. Warlocks are probably the best offensive magic users in rifts their level 8 spells they have access to things like earthquake/tornado/tidal wave that effect huge areas for massive amounts of damage. If you give them some basic access to warlock spells even just 1 per level of their choice at level 8 every fusionist would have the ability to take one of the battlefield wrecking powers warlocks have. They have high amounts of PPE and very efficient power costs/spell costs so they keep up with other spell casters pretty well. Cyborgs for the most part start off as strong as they are ever likely to get while all the spell casters follow a more traditional growth in power as they level up. Most spell casters at level one are pretty average compared to things like cyborgs. I honestly think Fusionists should be borderline OP when out in the wilds, especially considering how circumstantial all of their spells are. The Cyborgs would have a field day against a group of rock throwing savages, even with their home field advantage and that doesn't sit right to me. I would expect a group of Elemental Fusionists to destroy a group of Cyborgs in their home setting, but I can't see that. In the BEST POSSIBLE SCENARIO, they can hold their own. With the natural resource armors like dino hide armors or fury beatle armors and the eco wizardy gear there is plenty of items/armor for them to pick up and given every fusionist is either going to have some kind of shielding power or power that turns their normal body into MDC they can hold their own fine as is even without giving them expanded spell casting.īut I see that as kind of a problem. Overall since most campaigns I have ever been in take place mostly out in the wilds fusionists overall are pretty reasonable combatants. I would really love to see a magic oriented source book that expands upon warlocks and fusionists and goes into more depth of their links to each other.

Both are strongly in tuned with the elements and elementals both work with elementals but respect them and do not abuse them. Warlocks would likely see fusionists as a brother or at least a cousin. This keeps them well behind a warlock on pure spell casting but still gives them enough access to really round out their fusionist abilities. If you want to get a bit non cannon power increase for a fusionist would simply be to give them 1 warlock spell per level of their level or lower that they can select from one of their two elemental focuses. They were from the dinosaur swamp so had a fair amount of eco wizardy gear combined with their fusionist powers which have some pretty good attack abilities as well as some very good defensive powers made it so they held their own fine. As for keeping up the one fusionist I saw being used in play seemed overall pretty good. Warlock spells per level are in general both faster to cast, more damaging and more efficient than other casters spells. Honestly even the low level warlock spells they have access to are pretty good. It is along the lines of the native american shamans can they still use their powers away from earth and their spirits? Throwing things at slow speed even heavy things generally in rifts does not do that much MDC.įor the connection to earth that is pretty much a GM call unfortunately as it is not really discussed. The second is pretty consistent with what we see from telekinesis type powers. For the first two points the first case it does not do any MDC it may be big and heavy but it is moving so slowly basically all you would do is knock somebody over if they were wearing MDC armor.
