Alignment: Miscreant (60%), Diabolic (30%), or Aberrant
Weapons, Armor & Equipment: Standard Threno Bat-Thing
(10%).
annor: 140 M.D.C.; love TW and magic items
Attributes: I.Q. 106+ 14, M.E. 106+ 10, M.A. 106+6, P.S.
106+10 (supernatural), P.P. 106+10, P.E. 106+14, P.B. 104,
Value: None.
Spd. 306+30 running (22-33 mph/35 to 53 Ian).
Habitat: Any, but like environments that are dark or have many
M.D.C. by Location:
places to hide.
Head-160 Enemies: Potentially everyone. Has no love for mortal beings,
Anns (2) - 90 each
Ears (2) - 50 each dragons or most life fonns, even other evil creatures (highly
Main Body: 200 +P.E. attribute number. competitive and aggressive).
P.P.E.: P.E. attribute number x IO. Allies: None per se, they see everyone as a potential victim or
I.S.P.: M.E. attribute number x20. food.
Horror Factor: 14
Size: 7-10 feet (2.1 to 3 m) from its rump to the tip of its ears. Note: Speaks in a wheezy and snarling voice. Always seem
Hovers about 7-10 feet (2.1 to 3 m) off the ground, making dark, sinister and dangerous. Most humans never feel comfort
them seem larger than they really are. Weight: 1.5 to 2 tons. able around one of these things.
Life Span: 700-900 years.
Experience Level (average): Equal to a 7-lOth level Mind Wind-Water Sail Ray
Melter. NPC villain only.
Natural Abilities: Nightvision 2000 feet (610 m), can see in to This giant beast closely resembles the ocean rays of Earth in
tal darkness, see the invisible, track by smell (70%, +20% to its general body shape but has a dorsal fm toward the back and a
follow a blood scent), can smell blood, death/decay up to one ridged tail. The most startling differences besides their size is
mile (1.6 Ian) away, incredible range of hearing equal to that the animals' gem-like eyes (all nine of them), the eight mouth
of the bionic Ultra-Ear and Amplified Hearing, bio-regener tentacles and the fact that the Sail Ray can swim through the air
ation 306 M.D.C. per hour and will regrow missing limbs as effortlessly as it swims through the water. Speaking of water,
(ears included) in six weeks, impervious to disease, resistant this exotic animal is equally at home in fresh or salt water, feed
to cold (half damage) and magically understands and speaks ing along the bottom on plants, fish and other small sea animals
all languages (95%). like crustaceans and jellyfish.
R.c.c. Skills: Equivalent skills of Basic and Advanced Math These creatures are found along the Mississippi River, its
many tributaries, and the Gulf of Mexico. They are highly intel
(95%), Speaks all languages (95%), Interrogation Techniques ligent and gentle animals easy to control even by human train
(90%), Streetwise (80%), Prowl (70%), Land Navigation ers. Those people with psionics or a natural affmity to animals,
(80%), Wilderness Survival (80%), Medical Doctor (75%), such as the Simvan and Psi-Stalker, can tame and tum the Sail
Pathology (65%), Biology (80%), Identify Plants & Fruits Ray into a riding animal in a matter of minutes. Of course, they
(90%), and Brewing (80%). ride the beasts bareback and treat them with kindness and re
spect. Gentle and empathically attuned to its surroundings, the
Select four Secondary Skills for Rifts Earth from the cate Sail Ray will often become attached to a particular group of
gories of Domestic, Medical, Technical, or Wilderness. people and let itself be used as a riding animal or beast of bur
Combat Training: Natural combat ability. den. All along the Mississippi and its tributaries one can fmd
Attacks per Melee: Six by hand to hand or psionics. bold and enterprising fanners riding the great ray bareback with
Bonuses (does not include attribute bonuses): +6 on initia a plow or wagon hitched to it. The Sail Ray doesn't mind plow
tive, +4 to strike, +2 to parry, +5 to dodge, +6 to pull punch, ing fields or pulling wagons so long as it is not corralled and is
+2 to roll with impact, +2 to save vs magic, +6 to save vs allowed to leave (coming back the next morning to "play" some
poison, + I to save vs psionic attack, +9 to save vs posses more). Communal creatures, they are often found in loose knit
sion, and +8 to save vs Horror Factor. schools of 10-40, or small family clans of 106+2.
Mega-Damage: As per Supernatural P.S. Typically 306 S.D.C.
on a restrained punch or 106 M.D. on a full strength punch, The Techno-Wizards and Warlords have taken the use of Sail
106 M.D. from a bite, and 206 M.D. from a power punch Rays as riding animals several steps farther, attaching sensor
(counts two melee attacks). wands, airtight environmental bubbles and even missile racks to
the creatures. The Sail Rays do not mind having these artificial
Vulnerabilities: Sonic attacks do double damage, and ordinary contraptions applied to them too much (the appendages are de
silver weapons inflict their equivalent damage as M.D.C. (Le. signed not to impair or hann the beasts). What they hate is being
a dagger that does 106 S.D.C. does 106 M.D.). corralled, unable to leave for the river or sea, and being forced
into combat situations. Sail Rays are not very aggressive and
Magic/Spell Knowledge: Understands and appreciates magic, tend to avoid violence whenever possible. Forcing them to par
loves Techno-Wizard devices, and has considerable P.P.E., ticipate in "war" not only assails their senses but frightens and
but has no spell casting abilities. hurts them. If left to their own devices they would flee the Min
nesota region completely until the fighting is over (as other
Psionics: All Healing and Physical abilities plus the following: wild Sail Rays have done).
Object Read (6), Read Dimensional Portal (6), Sense Dimen
sional Anomaly (4), Sense Magic (3), Sense Time (2), Te
lepathy (4), Telekinesis (10+, Super), Telekinetic Force Field
(30; Super), Mind Bolt (varies), and Mind Block (4).
Healing powers are actually used to torture more often than
heal.
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