All the standard Lemurian powers, though their empathy with animals is replaced with one more specifically for sea serpents and similar monsters. Sense serpents within a range of a mile, but it's only a feeling that one is range, not directional. Double damage hitting monsters from behind, an extra attack per melee when fighting all qualifying monsters, dodge bonus and lowered threshold for crits. Magically can cast breathe without air, globe of daylight, impervious to fire, lightblade, magic shield, magic net, armor of Ithan, sense magic, sense evil, tongues and chameleon. Psionically speaking; empathy, telepathy, death trance, resist fatigue, impervious to poison, mind block, TK leap, and levitation.
Serpent Hunters are the only ones who get bio-weapons made with sea serpent essence, MD weapons that hit twice. Once with the edge, once with a fire or electric attack.
![Image](http://terralthra.net/sdnet/rifts/R_ULeviPA.png)
Leviathan Armor is the signature look of Serpent Hunters. Made from their own mount's flesh, the primary advantage is it has a magic-nullification system that yes is vulnerable to overload but is a lot more protection than most get.
327 MDC, immune to dragon fire half damage from magic fire and lightning, TW and Rune weapons and all other dragon breath weapons, can no-sell 3+ (character level) spells/psionic attacks a day regen 4-24 MDC an hour, triple that on a ley line. Can run at 30 mph/48 kph ten times as long as when unarmored, same underwater speed through propulsion systems, max depth of six miles, can jump 8 feet high and 16 long, lift a bit over a ton.
8-30 MD off the claws, the left shoulder has a light-producing area that can serve as a spotlight or a 3-18 MD laser. Got a big stonecaster gun mounted on the off-hand. 60 rounds, 3-18 MD for sediment, 6-36 MD armor-piercing metamorphic and igneous ammo goes 4-24 MD on impact, and hits twice more for 2-12 MD. Serpent hunters will carry two non-integrated melee or ranged weapons, smart Hunters grab one of each.
A given Hunter may ride dozens of Sea Serpents over the course of a career, more. They have stables full though inevitably they will bond with two at a time that are theirs and no one elses. If their bonded mount dies, they grieve for months before being able to form another link. If a rider dies, his mounts are tagged so no one captures them and released into the wild near a Lemurian island or underseas farm, becoming sort of an unofficial reserve to their security. You don't have to be a Serpent Hunter to ride a mount, but it is recommended.
Do recall that these animals usually have living armor of their own, with half as much MDC as they do.
![Image](http://terralthra.net/sdnet/rifts/R_UIcthysaur.png)
Icthyosaurs travel in small groups of 3-9 and sometimes pull down far greater monsters. Air breathers, dive down to two miles, magnetic sense of direction and good senses. Friendly enough they're often used as mounts by non-Hunters. 25-75 MDC to start, add 30-60 every hundred years of the beasts' life. Can live past 400. Swimming speed of 32-38 mph/51-61 kph.
![Image](http://terralthra.net/sdnet/rifts/R_UClion.png)
Saber-toothed Sea Lion, vicious enemy but domesticated they're pretty much huge aquatic puppy-dogs. 114-150 MDC, can also hold their breath 40 minutes and dive down to two miles with a magnetic sense of direction. 30 mph/48 kph swimming speed. Hunters like to ride them surfboard style.
![Image](http://terralthra.net/sdnet/rifts/R_ULThrall.png)
Thrall Serpents are usually the starter mount, the source of the Leviathan armor which a trainee raises by hand. The first life created from whole cloth by Biomancy, endlessly loyal to their masters and harsh towards their master's enemies. Killing or bringing down a rider will drive them berserk. They also rear back to bob and weave and sometimes throw their rider at enemies. 150-300 MDC, regen 3-18 MDC an hour. Speed is 36 mph/58 kph on the ground, 72 mph/115 kph in the sea, and 50% faster on a ley line. Shark-like smell and echolocates.
![Image](http://terralthra.net/sdnet/rifts/R_UPanShark.png)
Panther Shark, or the thing that happens when you ask a Biomancer to forget all other concerns and design a creature solely as an ultrafast delivery system for clawed, toothy death. 114-274 MDC, regen 2-12 MDC an hour. 40 mph/64 kph on land, can jump 40 feet high or long from a standing start, 30 mph/48 kph in the water dive down to five miles. Highly developed sense and aggressive, predatory mindset.
![Image](http://terralthra.net/sdnet/rifts/R_UCLance.png)
Sea Lance, or the unholy fusion of a dolphin, manta and a narwhal with a mostly dolphin personality. 65-115 MDC, regen 1-6 MDC an hour. 36 mph/58 kph on land, 72 mph/115 kph in the wet double on ley lines. Hold breath for 60-70 minutes and dive down to four miles. Can glide about 200 ft. On ley line, double all speeds and add slow flight (36 mph/58 kph).
http://terralthra.net/sdnet/rifts/R_UCSaber.png
Sea Saber, continuing the theme of 'fast and mean.' 90-190 MDC regen 1-6 MDC an hour. Swim/run at 58 mph/93 kph. Fantastic climber, leaper and glider. With strong winds can fly up to a thousand feet in the air and 20 mph above the windspeed, or can use it's biomagic jet engine to fly up to a mile in the air 60 mph/96 kph for 75-100 minutes. Can dive to four miles, much prefers the shallows, likes fresh air better than most mounts.
![Image](http://terralthra.net/sdnet/rifts/R_UCWhip.png)
Sea Whip, so named for it's very long prehensile tail with an armored paddle near the end, rudder, weapon and shield all in one. Also has a bio-jet for very rapid lunges underwater. 140-240 MDC, regen 2-12 MDC an hour. 36 mph/58 kph on land, can jump 40 feet long or high, and 72 mph/115 kph underwater to a depth of four miles. 130 mph/208 kph underwater with the bio-jet running which can go for 5 hours or more.
And I'm very sorry, I shall have to cut this short here.