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Savage Foes
of North America
Written By: Sean Patrick Fannon and Sean Owen Roberson
Additional Material: Clint Black, Shane Hensley, Ross Watson
Cover Illustration: Matheus Calza
Interior Illustrations: Paul Abrams, Chris Bivins, Matheus Calza,
Dennis Darmody, Garrie Gastonny, Ross Grams, Irina Kuzmina, Aaron
Riley, Martin de Diego Sádaba, Alida Saxon, Gunship Revolution’s
Brian Valeza, Justine Cruz, Timothy Terrenal and Oliver Morit
Art Direction: Aaron Acevedo, Alida Saxon, Sean Owen Roberson
Graphic Design, Editing, and Layout: Aaron Acevedo, Matthew
Cutter, Jason Engle, Simon Lucas, Jessica Rogers, Thomas Shook
Line Manager: Sean Owen Roberson
Executive Producer: Simon Lucas
Rifts® Created By: Kevin Siembieda of Palladium Books®
Savage Worlds Created By: Shane Lacy Hensley

Playtest and Advice: the Houstown Revengers: Hyrum "Smalls" Moore, Kimberley Moore, Caleb James Nelson,
Joshua "Jorod" Rosenberg; John "Venatus Vinco" Stevens and the savagerifts.com community; the illustrious
playtesters of the official Pinnacle feedback forums

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Savage Worlds is © 2019 and TM Pinnacle Entertainment Group. All Rights Reserved. © 2019 Palladium Books Inc.
All rights reserved, worldwide. Rifts® and Megaverse® are Registered Trademarks of Palladium Books, Inc. All
character names and likenesses are copyright and trademarks owned by Palladium Books, Inc. and used under
license.
CONTENTS
USING SAVAGE FOES Cyber-Knight . . . . . . . . . . . . . . . . . . . . . 58
OF NORTH AMERICA 3 Cyborg. . . . . . . . . . . . . . . . . . . . . . . . . . . 60
The Game Master’s Handbook . . . . . . . . . 4 Glitter Boy. . . . . . . . . . . . . . . . . . . . . . . . . 61
Headhunter Techno Warrior . . . . . . . . 63
DENIZENS OF NORTH AMERICA 5 Juicer . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
The Coalition States. . . . . . . . . . . . . . . . . . . 5 Ley Line Walker. . . . . . . . . . . . . . . . . . . 63
Coalition Armor and Weapons . . . . . . . 6 Militia. . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Coalition Personnel. . . . . . . . . . . . . . . . . . 7 Mind Melter . . . . . . . . . . . . . . . . . . . . . . 64
Savage Tale: Mindless Minion . . . . . . . . . . . . . . . . . . 65
No Zealot Like a Convert. . . . . . . . . . 17 Mystic . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
The Federation of Magic. . . . . . . . . . . . . . 20 Operator . . . . . . . . . . . . . . . . . . . . . . . . . 66
Federation and Magic Zone Entities. . 20 Pilot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Daemonix . . . . . . . . . . . . . . . . . . . . . . . . 30 Rogue Scholar. . . . . . . . . . . . . . . . . . . . . 66
Automaton. . . . . . . . . . . . . . . . . . . . . . . . 35 Soldier. . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Savage Tale: Techno-Wizard. . . . . . . . . . . . . . . . . . . . . 67
Meet the New Boss . . . . . . . . . . . . . . . 37 Vagabond. . . . . . . . . . . . . . . . . . . . . . . . . . 67
The Black Market. . . . . . . . . . . . . . . . . . . . 40 Wilderness Scout . . . . . . . . . . . . . . . . . . . 67
Black Market Enforcer. . . . . . . . . . . . . . . 41
Lifeline. . . . . . . . . . . . . . . . . . . . . . . . . . . 42 MONSTERS AND CREATURES 69
One Good Turn. . . . . . . . . . . . . . . . . . . . 42 Monsters of the World . . . . . . . . . . . . . . . 69
Black Market Expeditor . . . . . . . . . . . . 42 Brodkil. . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Rift Runner. . . . . . . . . . . . . . . . . . . . . . . 43 Dragon. . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
1st Apocalyptic Cavalry . . . . . . . . . . . . . . 44 Fury Beetle . . . . . . . . . . . . . . . . . . . . . . . 73
1st Apocalyptic Cavalry Horse. . . . . . . 44 Gargoyle . . . . . . . . . . . . . . . . . . . . . . . . . 74
Robot Horse . . . . . . . . . . . . . . . . . . . . . . 44 Rhino-Buffalo. . . . . . . . . . . . . . . . . . . . . 76
1st Apocalyptic Cavalry Soldier. . . . . . 46 Simvan Monster Rider . . . . . . . . . . . . . . 77
The Pecos Empire. . . . . . . . . . . . . . . . . . . . 46 Ostrosaurus. . . . . . . . . . . . . . . . . . . . . . . 78
Pecos Raider. . . . . . . . . . . . . . . . . . . . . . 49 Wild Vampire. . . . . . . . . . . . . . . . . . . . . 79
Atlantis. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Witchling. . . . . . . . . . . . . . . . . . . . . . . . . . 81
Altara Warrior Woman. . . . . . . . . . . . . 52 Xiticix. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Sunaj Assassin . . . . . . . . . . . . . . . . . . . . 53 Savage Tale: Amok. . . . . . . . . . . . . . . . . 83
Mercenaries & Specialists. . . . . . . . . . . . . 56 Creatures from the Rifts. . . . . . . . . . . . . . 86
Bandit. . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 It Came From a Rift. . . . . . . . . . . . . . . . 86
Burster. . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Classic Rift Creatures . . . . . . . . . . . . . . . . 90
City Rat. . . . . . . . . . . . . . . . . . . . . . . . . . . 57 Demon. . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Civilian . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 Huge Flying Swarm Things. . . . . . . . . 92
Cyber-Doc. . . . . . . . . . . . . . . . . . . . . . . . 58 Savage Tale:
Commando. . . . . . . . . . . . . . . . . . . . . . . 58 The Enemy of My Enemy. . . . . . . . . 93
Crazy. . . . . . . . . . . . . . . . . . . . . . . . . . . . 58

Note: Foes have some stats modified without noting the specific source, such as powers listed
without the New Power Edge or Power Point totals without the Power Points Edge.

2
CHAPTER
ONE

USING SAVAGE FOES


OF NORTH AMERICA

T
he world of Rifts Earth is one of infinite THE “CAN I PLAY ONE OF
possibilities—a crossroads where all THOSE?” QUESTION
other worlds might connect—but there
are many iconic and established inhabitants
almost any traveler or adventurer is likely Long-time Rifts ® fans may begin
to encounter. Centuries mark the space of lobbying to take one of the non-human
time since the coming of the Rifts, and in races or iconic archetypes detailed
that time, factions developed their forces here and make a player character
and aggressors carved out their territories. out of it. Don’t worry—future
Between the army of the Coalition, the releases will feature many of these
terrifying servants of Lord Dunscon’s for players to craft characters around.
ambitions for the Federation of Magic, and Until then, use the Making
the nigh-endless parade of bandits and Races section of Savage Worlds in
marauders roaming the countryside in combination with the Custom Races
search of prey, heroes have every reason to section of The Tomorrow Legion
keep their ammo supply at high levels and Player’s Guide to create and play any
their eyes peeled for danger. D-Bees players desire. With a setting
Chapter Two provides profiles and game like Savage Rifts ®, pretty much
statistics for a large number of folks likely to anything a player or Game Master
be encountered in the part of North America finds in another Savage Worlds book or
the Tomorrow Legion inhabits. Most are can imagine (and can craft from the
likely foes, combat-ready and ruining the Making Races and Custom Races
day for unwary heroes. There are more than rules) could be found in the world.
a few folks, however, who could act as foils As for new Iconic Frameworks,
outside of combat situations, or even step up theres the Savaging Your Favorite
as allies against a greater threat. Rifts ® Ideas PDF, which provides
There are also dangers unknown pouring real guidelines on how to create
out of active Rifts all over the world. Such things in a way that fit the game and
dangers can appear just about anywhere, the setting, as well as the Personal
but they are more prevalent in the farther Concept Option for MARS characters.
reaches away from civilization. Chapter
Three not only provides information and

3
stats for well-known monsters and terrors of
ANYTHING GOES the world, there’s also a set of tables a Game
Master can use to generate random creatures
and related threats from any open Rift.
One of the more fascinating aspects
of bringing the Rifts ® setting to
Savage Worlds is the capacity for
Game Masters to tap into the THE GAME MASTER’S
enormous library of settings and
source material—a GM can grab
HANDBOOK
pretty much anything from any
source and use it in Savage Rifts®. The Savage Rifts ® Game Master’s Handbook
When using established settings, is intended to be used side-by-side
modifications may be necessary with this book. Specifically, the Savage
to make the encounter adequately Rifts ® Adventure Generator section
challenging. An easy trick is to arm refers to entities in this book for many
dimensional travelers from other potential encounters.
realms with local weapons and armor, A number of folks in the Contacts,
or make sure arcanists tap into the Allies, and Outfitters section can also
extra power available on Rifts Earth. be readily found on the following pages,
especially those for whom you would most
likely need stats.

4
CHAPTER
TWO

DENIZENS OF
NORTH AMERICA

W
hile the utter chaos of Rifts® makes
the concept of any kind of normalcy THE COALITION
almost ludicrous, in North America STATES
certain types of opposition forces are
more likely to be encountered than others.
Much of this chapter deals with the most Millions of humans live in North America
populated areas, roughly the center of what thanks to the efforts of the military forces
was once the United States. The farther east of the Coalition. There are countless
or west one travels from the heartland areas, displaced, maimed, and dead—humans and
the less-populated and far more dangerous D-Bees alike—thanks to that same military
the territory becomes. machine. While it would be relatively
The Tomorrow Legion, in particular, easy to treat encounters with all CS forces
finds itself dealing with both Coalition similarly to fighting stormtroopers from
and Federation of Magic forces more often other popular media and history, you may
than not. Essentially sandwiched between find some use in adding a bit of depth to
two Coalition States—Missouri and Fort El some Coalition encounters.
Dorado—with the Federation not far to the To put it another way, instead of treating
east and greedily encroaching westward, the the entire CS military like World War II SS
Legion plays a very difficult game defending from the pulps, using the entire German
free folk from both while trying not to draw military of that time may be a more apt
too much direct attention to Castle Refuge. comparison. Not all Coalition soldiers are
Other threats plague the Legion and its fanatical exterminators, eager to gun down
protectorates, though, like raiders from the anything that gets in their pure-human
Pecos Empire, menaces from the Rifts, as way. Many genuinely believe they’re trying
well as the ever-opportunistic Black Market to save humanity against foes they’ve been
and Atlantean slavers. taught and drilled to fear and mistrust.
More than a few wear the uniform because
that’s the only way they had a chance to take
care of their families.
There are hundreds of thousands, possibly
millions of soldiers and other personnel
serving the Coalition Military machine.

5
Yes, some of them are enthusiastic servants have not received the most recent upgrades.
of an evil regime, enjoying the power they It is important to note that this “old-style”
have over the average living being. There’s gear is in wide circulation throughout
certainly nothing wrong with running North America, and with the exception of
many CS encounters as straight-up firefights SAMAS power armor and other advanced
against well-armed, evil, and ruthless foes. war machines, can be freely bought and sold
Just don’t overlook the opportunity to without risking the ire of CS forces.
occasionally humanize some of the self- Please see Rifts® North America: Empires of
ascribed defenders of humanity. Humanity for the majority of the upgraded
“new style” (post-105 PA) gear and unit entries.
Coalition Armor
and Weapons STANDARD CS INFANTRY ARMOR
Coalition stat blocks below include various CA-1 “Dead Boy” Heavy EBA: The standard
arms and armor used by their forces. These issue to Coalition soldiers circa 101 PA and
are presented in normal format for stat blocks, still one of the finest combat suits to be found
but for those who salvage any CS gear from in service anywhere. With the upgrade
their enemies, this section contains detailed currently underway to advanced models
information for much of what is found in the within the CS military, more older Dead
armory or after a firefight. Boy suits are finding their way to the Black
Several references are made to the Market. They have built-in mini-computers
Coalition’s military hardware upgrade, for basic functions; a communications
an ongoing process across the empire’s system with a 10-mile range; public-address
armies. The troops presented in this book loudspeakers; and thermal vision mode.
all wear and use original-issue (pre-105 PA) The CA-1 model is full Environmental Body
gear, as most of those encountered by the Armor providing +7 Armor, +3 Toughness,
Tomorrow Legion are part of outfits which d6 Min Str. (18 lb, 45,000 credits)

STANDARD CS INFANTRY WEAPONS


WEAPON RANGE DAMAGE ROF AP SHOTS MIN STR WEIGHT RARITY COST
C-18 Laser Pistol 12/24/48 3d6 1 3 10 d4 3 +2 12,000
C-10 Light Laser Rifle 24/48/96 4d6 1 2 30 d4 5 +1 16,000
Notes: Integrated Multi-Optics Scope.
C-12 Heavy Laser Rifle 24/48/96 4d6 3 3 30* d6 7 +0 20,000
Notes: Heavy Pulse, Integrated Multi-Optics Scope.
*Special: Shots +30 when a reserve E-Clip slot is loaded; this reserve is Reload 3.
C-14 “Fire Breather”
24/48/96 4d6 1 3 20 d6 10 −1 30,000
Assault Laser Rifle
Notes: Integral grenade launcher (18/36/72, Shots 12, damage by grenade type), Integrated
Multi-Optics Scope.
CR-1 Rocket Launcher 100/200/400 4d6 1 20 1 d6 14 −2 18,000
Notes: Reload 2, Multi-Optics Scope; standard Armor Piercing load listed, also commonly
use Plasma (7d6 Mega Damage, SBT, It Burns). Six missiles can be carried in a hip pack.
CV-212 Variable Light
24/48/96 4d6 3 3 30 d6 8 −5 50,000
Frequency Laser Rifle
Notes: Heavy Pulse, Integrated Multi-Optics Scope, Ignores any laser resistance.
C-27 Plasma Cannon 20/40/80 3d12+3 1 — 10 d8 12 −3 32,000
Notes: Mega Damage, It Burns.

6
CA-2 “Dead Boy” Light EBA: Lighter ultra-tech body armor and is armed with
weight and easier to wear, the CA-2 was the CS’s best personal weapons.
primarily used by pilots, scouts, and
Attributes: Agility d8, Smarts d10, Spirit d12,
police forces before the massive upgrade
Strength d8, Vigor d8
program. It provides the same basic
Skills: Academics d12, Athletics d8, Battle
electronic and environmental systems. The
d12, Common Knowledge d10, Electronics
biggest attraction is the lighter weight and
d10, Fighting d8, Intimidation d10, Notice
greater mobility—providing +6 Armor, +1
d10, Persuasion d12, Piloting d8, Research
Toughness, d4 Min Str. (9 lb, 35,000 credits)
d10, Shooting d10, Stealth d8, Survival d8
DPM 101 “Dog Pack” Light Riot
Pace: 6; Parry: 6; Toughness: 19 (10)
Armor: Issued primarily to Coalition Dog
Hindrances: Arrogant, Loyal, Vow (Major—
Boy soldiers, this armor has none of the
Bring all of humanity under his rule,
electronic or environmental systems of CA
destroy all perceived threats)
suits. It is lightweight and certainly easier
Edges: Alertness, Brave, Charismatic, all
to find and acquire. +5 Armor, d4 Min Str. (8
Leadership Edges, Elan, Famous, Filthy
lb, 14,000 credits)
Rich, Investigator, Iron Will, Level Headed
(Imp), Linguist, Marksman, Martial
Coalition Personnel
Warrior, Scholar (Academics, Battle)
Gear: Emperor’s Body Armor (+10 MDC
EEKARL PROSEK, SUPREME COMMANDER, Armor, +3 Toughness, EBA), CP-40 Pulse
EMPEROR OF THE COALITION STATES Laser Rifle (Range 24/48/96, Damage 4d6+1,
The terrible truth of the Coalition States:
RoF 3, AP 4, Heavy Pulse), CP-30 Pulse
they are ruled by a cunning, ruthless
Laser Pistol (Range 10/20/40, Damage
megalomaniac who sincerely thinks Earth’s
3d6+1, RoF 3, AP 4, 3RB), silver-coated
most brutal regimes had it mostly right. An
knife (Str+d4), Vibro-Knife (Str+d6 Mega
avid student of history, Karl believes he is
Damage, AP 6), 2 × frag grenades (Range
the best evolution of ancient leaders like
5/10/20, 5d6 Mega Damage, LBT).
Genghis Khan, Julius Caesar, Napoleon
Bonaparte, and Adolph Hitler. He views war
as his finest tool to execute political policy,
EECAPTAIN JONAS SHRIKE
Based out of Fort El Dorado, Captain Jonas
and with his son, Joseph, serving as head
Shrike is one of the officers tasked with
of the Department of Information, also uses
pacifying and integrating the middle and
war as a primary method of manipulating
northern parts of Arkansas into the newest
the domestic population.
Coalition State. He’s completely dedicated
A fit, healthy man in his sixties, Prosek’s
to the task, being one of the original militia
sociopathic mental state hasn’t stopped
leaders of the Kingdom of Fort El Dorado
him from becoming utterly beloved by his
who most advocated joining the Coalition.
people and respected—or at least reverently
Shrike hates D-Bees, and he hates magic
feared—by every political and military
and those who wield it even more. He
leader within the CS. Cunning and clever
had a brother who died in the war with
in matters both military and political, the
Tolkeen, making every confrontation with
Emperor is thus far avoiding all of the
the enemies of the Coalition States rather
mistakes of those he reveres from antiquity.
personal for him. He’s trained the troops
He holds himself as humanity’s savior, and
under his command to feel as strongly
he’s grooming his son to continue in his
about their enemies as he does (and he
footsteps when the day finally comes. This
goes out of his way to cull any soldiers
makes the Prosek Dynasty one of the most
who show remotely sympathetic or “soft”
dangerous in all of human history.
attitudes, sending them back to Fort El
If ever encountered, either in the city, or
Dorado with scathing reports). For all the
on the very rare occasion he goes into the
hatred and loathing he has for D-Bees
field, the Emperor is surrounded by a huge
and magic-wielders, Jonas is a strong
and deadly force of personal guards and
other military units. He wears custom-made,

7
commander who asks nothing of his troops with this has a real fight on their hands, as
he won’t do himself. it’s very tough and festooned with weaponry.
While at a command base point, he wears
Attributes: Agility d10, Smarts d8, Spirit d10,
CA-1 Heavy EBA, but while out in the field
Strength d8, Vigor d8
or on a specific mission, he wears a suit of
Skills: Athletics d10, Battle d8, Common
SAMAS flying power armor (see below).
Knowledge d8, Electronics d8, Fighting d10,
Shrike’s command vehicle is a Coalition
Intimidation d8, Notice d10, Persuasion
Mark V APC. Any team of heroes tangling
d8, Piloting d8, Shooting d10, Stealth d6,
Survival d8
COALITION Pace: 6; Parry: 7; Toughness: 16 (7)
MARK V APC Hindrances: Ruthless, Vengeful (Minor),
Vow (Serve the Coalition—Major)
Most mercs and adventurers in North Edges: Command Presence, Hard to Kill,
America dream of one day having a Inspire, Marksman, Power Armor Jock
Mark V to call their own. A machine Gear: CA-1 Heavy EBA (+7 Armor, +3
designed for combat zones, this eight- Toughness), C-14 “Fire Breather” Assault
wheeled monster normally loads up Laser Rifle (Range 24/48/96, Damage 4d6,
20 infantry troopers, 4 SAMAS, and RoF 1, AP 3), C-18 Laser Pistol (Range
2 Sky Cycles—with enough cargo for 12/24/48, Damage 3d6, RoF 1, AP 3), Vibro-
weeks in the field. Gunners operate Knife (Str+d6 Mega Damage, AP 6), 2 × frag
the rail gun and laser turrets, while a grenades (Range 5/10/20, 5d6 Mega Damage,
comms tech operates sensors and the LBT).
driver and co-driver handle the auto-
cannons and missiles. It’s highly COALITION GRUNT
illegal to own one with the full The foundation of the Coalition war
armament compliment anywhere machine, every soldier who wears the
near Coalition territory, though a infamous “Dead Boy” armor is taught he
stripped-down model (lasers only) is a patriot of the human race. While barely
will normally only get the hairy 15% have even a rudimentary education,
eyeball from Coalition authorities. (21 each Coalition soldier is highly trained and
million credits, Restricted, −5 Rarity; goes through intense indoctrination. The
10 million stripped down, –3 Rarity) vast majority believe they are the last hope
of innocent human civilians, ready to fight
Coalition Mark V Ar mored
against vile sorcerers, horrific monsters
Personnel Carrier: Size 8 (Huge),
from the Rifts, and invading alien D-Bees.
Handling +0, 90 MPH, Toughness
On some occasions, however, grunts balk
50 (30), Crew 5+26
at wholesale slaughter of unarmed sentient
Notes: ATV, ECC, MDC Armor, STS,
beings, or at least have a profound sense of
Nuclear, one Cargo Space.
remorse and reconsideration after the fact.
Weapons:
Most are found out and “re-educated,” but
„„Dual-linked Medium Rail Gun
those who escape their superiors’ notice find
„„Dual-linked Medium Laser
ways to try and change things, leading to
„„2 × Dual-linked Anti-Personnel
more than a few ex-Coalition Grunts taking
Lasers (left pintle mount)
on new careers.
„„2 × Dual-linked Anti-Personnel
As with nearly all Coalition military
Lasers (right pintle mount)
personnel, grunts carry basic outdoor
„„2 × Mini-missile Launchers
survival gear into the field, including
(fixed front, RoF 8, Shots 20)
signal flares, gas masks (for out-of-suit
„„2 × 40mm Cannon (fixed front,
emergencies), basic radios, and a canteen.
Shots 30, HE rounds)
See Rifts ® North America: Empires of
Humanity for an updated CS Grunt entry
using post-105 PA equipment.

8
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge
d4, Fighting d6, Notice d6, Persuasion d4,
Shooting d6, Stealth d4, Survival d4
Pace: 6; Parry: 5; Toughness: 15 (7)
Hindrances: Illiterate,
Loyal, Vow (Minor—
Serve the Coalition)
Edges: Soldier
Gear: CA-1 Heavy EBA
(+7 Armor, +3 Toughness),
C-12 Heavy Laser Rifle (Range
24/48/96, Damage 4d6, RoF
3, AP 3, Heavy Pulse), Vibro-
Knife (Str+d6 Mega Damage, AP
6), 2 × frag grenades (Range 5/10/20,
5d6 Mega Damage, LBT).

COALITION TECHNICAL SOLDIER


This category includes a number of different
specialists that fulfill the many technical
and related needs of a massive military
machine. Most are junior enlisted, although
those of particularly advanced training and
specialization are likely sergeants.
All Technical Soldiers have the core stats
of the Coalition Grunt, with the following
alterations: all wear CA-2 Light EBA and
carry either a C-18 Laser Pistol sidearm
or C-10 Light Laser Rifle. Unless acting
as vehicle crew, Gunners typically wear
CA-1 Heavy EBA and carry a CR-1 Rocket
Launcher or C-27 Plasma Cannon, with
one to two embedded per infantry squad.
All Technical Soldiers have their Smarts
raised to a d8. Based on specialization, select
one of the MOS packages below:
„„Demolitions MOS: Electronics d6
Repair d8, Notice d8
„„Gunner MOS: Electronics d6, Notice
d8, Shooting d8
„„Mechanic MOS: Electronics d8, Repair
d8, Science d4
„„Medic MOS: Healing d8, Science d6,
Survival d6
„„Technician MOS: Electronics d8,
Hacking d6, Repair d4
„„Vehicle Operator MOS: Boating d8 or
Driving d8 or Piloting d8, Electronics
d6, Survival d6

9
COALITION JUNIOR OFFICER COALITION MILITARY SPECIALIST
Coalition junior officers command a platoon Part commando, part intelligence officer,
of infantry, and it is their task to make sure and part long-range scout, the Coalition
mission objectives are completed. They are Military Specialist represents a serious
career warriors and very cunning tacticians. opponent for anyone working against the
They often take to the field, commanding CS Empire. All such operatives are at least
from a Mark V APC or SAMAS suit. Lieutenant in rank, and almost all have
some cybernetic enhancements.
Attributes: Agility d6, Smarts d8, Spirit d8,
Military Specialists are often expected to
Strength d6, Vigor d6
go on long-range missions, either in small
Skills: Athletics d8, Battle d8, Common
groups or solo. In addition to combat gear,
Knowledge d6, Electronics d6, Fighting d8,
they carry anything vital to the mission
Intimidation d6, Notice d8, Persuasion d8,
assigned. They also pack out with sensory
Piloting d6, Shooting d8, Stealth d6
and recording gear, added survival gear, and
Pace: 6; Parry: 6; Toughness: 15 (7)
are assigned whatever vehicle they might
Hindrances: Loyal, Vow (Minor—Serve the
need to make the journey (and survive it).
Coalition)
Edges: Command Presence, Inspire, Level Attributes: Agility d8, Smarts d8, Spirit d8,
Headed, Power Armor Jock, Tactician Strength d8, Vigor d8
Gear: CA-1 Heavy EBA (+7 Armor, +3 Skills: Athletics d6, Battle d6, Common
Toughness), C-18 Laser Pistol (Range Knowledge d8, Electronics d8, Fighting d8,
12/24/48, Damage 3d6, RoF 1, AP 3), Vibro- Healing d4, Intimidation d8, Notice d10,
Knife (Str+d6 Mega Damage, AP 6), 2 × frag Persuasion d8, Piloting d8, Shooting d8,
grenades (Range 5/10/20, 5d6 Mega Damage, Stealth d8, Survival d8
LBT). Pace: 6; Parry: 6; Toughness: 16 (7)

10
Hindrances: Loyal, Vow (Minor—Serve the COALITION
Coalition) PA-06A SAMAS
Edges: Brave, Martial Artist, Power Armor
Jock, Marksman
Cybernetics: Core Electronics Package, The SAMAS is one of the most
Cyber-Wired Reflexes, Environmental famous power armor suits in North
Sensors, Optics Package (+2 sight-based America, and represents the CS
Notice), Range Data System (reduce military’s dominance of air and
Shooting penalties by two), Wilderness ground warfare. Since 105 PA, suits
Scout Package (+2 Survival). have found their way into the Black
Gear: CA-1 Heavy EBA (+7 Armor, +3 Market—they get snatched up fast.
Toughness), C-14 “Fire Breather” Assault (2 million credits, −4 Rarity Restricted)
Laser Rifle (Range 24/48/96, Damage 4d6, PA-06A SAMAS: Size 2 (Normal),
RoF 1, AP 3) grenade launcher (Range + 10 MDC Armor, +5 Toughness,
18/36/72, 3d12 Mega Damage, SBT, It Burns), Strength d12+4, Pace 10 + d8 (60
C-18 Laser Pistol (Range 12/24/48, Damage MPH)
3d6, RoF 1, AP 3), Vibro-Knife (Str+d6 Mega Notes: Nimble, Flight (Handling +2,
Damage, AP 6), 2 × frag grenades (Range 300 MPH)
5/10/20, 5d6 Mega Damage, LBT). Weapons:
„„Light Rail Gun (handheld)
COALITION SAMAS PILOT „„Mini Missile (Forearm, RoF 2,
SAMAS stands for Strategic Armor Military Shots 2, Reaction Fire)
Assault Suit, and it’s one of the core weapon-
and-armor systems in the Coalition military
arsenal. It’s a one-man high-speed assault
vehicle configured as a formidable suit of
battle armor. Pilots are one-part fighter jock,
one-part heavy assault soldier, and they’re COALITION
among the most iconic and dangerous AFC-023 SKY CYCLE
elements of the Coalition military.
Attributes: Agility d8, Smarts d6, Spirit d8, A longtime mainstay of the Coalition
Strength d6, Vigor d6 military, Sky Cycles are often used in
Skills: Athletics d8, Common Knowledge patrol, recon, and rapid reaction roles.
d6, Electronics d8, Fighting d8, Notice Fantastic speed and maneuverability
d8, Persuasion d4, Piloting d8, Repair d4, make them desirable and hard to
Shooting d10, Survival d6 find, even for the cost. (2 million
Pace: 10; Parry: 6; Toughness: 20 (10) credits, −3 Rarity Restricted)
Hindrances: Illiterate, Loyal, Vow (Minor—
Serve the Coalition) AFC-023 Sky Cycle: Size 3 (Normal),
Edges: Ace, Combat Ace, Power Armor Jock, Handling +3, 520 MPH, Toughness
Rock and Roll!, Steady Hands 18 (8), Crew 1
Gear: SAMAS (sidebar), C-18 Pistol (Range Notes: Nimble, Exposed Crew, STS,
12/24/48, Damage 3d6, RoF 1, AP 3), Vibro- VTOL, MDC Armor, Nuclear
Knife (Str+d6 Mega Damage, AP 6). Powered
Weapons:
COALITION SKY CYCLE PILOT „„Dual-linked Light Lasers

One of the key components of the Coalition „„2 × Mini-Missile Launchers

military’s air force, the one-man AFC- (fixed front, RoF 5, Shots 10)
023 Sky Cycle is an adrenaline junkie’s
dream and a safety officer’s nightmare. As
dangerous as it is, the CS has no shortage of
volunteers for the duty. Sky Cycle Pilots are

11
brash, daring, and willing to do whatever COALITION
the mission calls for. There are few vehicles UAR-1 ENFORCER
in the air capable of challenging them, but
other flying dangers (such as dragons) often
spell instant doom for an unlucky squadron. This venerable robot vehicle remains
in extensive use throughout the CS,
Attributes: Agility d8, Smarts d6, Spirit d8, though more are finding their way
Strength d6, Vigor d6 (repainted and modified, of course)
Skills: Athletics d6, Common Knowledge onto the Black Market every year. A
d6, Driving d6, Electronics d6, Fighting quirk of its design is that its sensors
d6, Notice d8, Persuasion d4, Piloting d10, are located in an external pod cluster.
Repair d4, Shooting d8, Survival d8 (28 million credits, Rarity −3)
Pace: 6; Parry: 5; Toughness: 12 (6)
Hindrances: Illiterate, Loyal, Vow (Minor— UAR-1 Enforcer: Size 7 (Large), Crew
Serve the Coalition) 1+1, Strength d12+7, Toughness 42
Edges: Ace, Combat Ace, Quick (20), Pace 14 + d8 (60 MPH)
Gear: Sky Cycle (see sidebar), CA-2 Light Notes: MDC Armor, shoulder STS
EBA (+6 Armor, +1 Toughness), C-18 Laser cluster −4 to hit and 18 Hardness.
Pistol (Range 12/24/48, Damage 3d6, RoF 1, Weapons:
AP 3), Vibro-Knife (Str+d6 Mega Damage, „„Medium Rail Gun (right
AP 6), 2 × frag grenades (Range 5/10/20, 5d6 shoulder, fixed front)
Mega Damage, LBT). „„2 × A nt i-Person nel La s ers
(above-shoulder turrets)
„„Medium Missile Launcher (left
shoulder, RoF 4, Shots 6)
„„2 × Light Missile Launchers
(shoulders, RoF 4, Shots 5)
„„Mini-Missile Launcher (chest,
fixed front, RoF 4, Shots 20)

12
UAR-ENFORCER PILOT Hindrances: Illiterate, Loyal, Vow (Minor—
At nearly 20 feet tall and designed to look Serve the Coalition)
like a giant suit of Dead Boy armor striding Edges: Ace, Combat Ace, Robot Vehicle Jock
across the battlefield, the Enforcer robot Gear: UAR-1 Enforcer (see sidebar), CA-2
vehicle is bound to make anyone think twice Light EBA (+6 Armor, +1 Toughness), C-18
about fighting the CS. Enforcer pilots tend to Laser Pistol (Range 12/24/48, Damage 3d6,
be overconfident, and often arrogant to the RoF 1, AP 3), Vibro-Knife (Str+d6 Mega
point of dismissing anyone not in another Damage, AP 6).
robot vehicle. This usually works out fine
for them, but a determined foe with a heavy SPIDER-SKULL WALKER CREW
weapon can sometimes catch one off guard. Another vehicle combining terror tactics with
When available, there’s a second member practical effects, the Spider-Skull Walker is
of the crew (same stats), who acts as a a common sight for anyone encountering
gunner and operator for sensors and other Coalition heavy patrols, search-and-destroy
electronics. The Enforcer has a huge array units, and assault forces. The robot vehicles
of weapon options, and the operators are can deftly navigate steep inclines, debris
often able to fire at least two at once (at the fields, battlefield wreckage, and ruins
usual penalties for multiple actions). generally impassable to other heavy armor.
The crew are classic “tankers,” soldiers
Attributes: Agility d8, Smarts d8, Spirit d6,
who love their machines and know
Strength d6, Vigor d6
everything about using them for transport
Skills: Athletics d6, Common Knowledge
and combat. As Spider-Skull Walkers
d6, Electronics d8, Fighting d8, Notice
are frequently used to get squads into
d6, Persuasion d4, Piloting d8, Repair d4,
dangerous places (and sometimes out again),
Shooting d8, Survival d4
these crews tend to form solid bonds with
Pace: 6; Parry: 6; Toughness: 12 (6)
the infantry with whom they serve.

13
COALITION while it may or may not have panned out in
SPIDER SKULL WALKER ancient history, the discovery of the Lone Star
Complex by Coalition forces led inevitably
to taking on Dog Boys as highly valued (if
Designed as much for terror as second-class) members of the CS military.
tactics, the CR-003 is a giant death’s- Brave, strong, able to sniff out and track
head-motif hull on six legs, armed down psychic and magical energies, and
with heavy rail guns. At 30 feet utterly loyal to a fault, Psi Hounds are
tall, it towers over most battlefield almost universally cherished by the human
combatants, and the insect-like legs soldiers they work with. Bred to love and
give it exceptional mobility. They’re serve humans, they follow any and all orders,
not part of the phase-out programs and frequently sacrifice themselves without
so few are on the Black Market. (36 hesitation to save human lives. The vast
million credits, Rarity −5 Restricted) majority of CS units on patrol or missions
CR- 0 03 Spider-Skull Walker away from Coalition population centers
Assault Armor: Size 9 (Huge), have a Dog Pack—usually four Dog Boys,
Crew 2+6, Strength d12+8, led by a Psi-Stalker or human “pack leader.”
Toughness 48 (24), Pace 14 + d12 Dog Boys are also used extensively in most
(80 MPH) city security patrols to root out psionic and
Notes: ATV, MDC Armor magical infiltrators.
Weapons: The following stats are for a “typical” Dog
„„2 × Heavy Rail Guns (fixed front) Boy of a relatively strong breed. There can
„„Dual-linked Anti-Personnel be many variations based on which was the
Laser (front chin turret) foundation breed for the individual, as well
„„Dual-linked Anti-Personnel as significant mutations resulting from the
Laser (rear turret) breeding process.
Note that the vibro-blade vambraces
provide “claws” (which is why Dog
Boys favor them).
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d8, Vigor d8
Attributes: Agility d6, Smarts d6, Spirit d6,
Skills: Athletics d8, Common Knowledge
Strength d6, Vigor d6
d4, Fighting d8, Intimidation d6, Notice
Skills: Athletics d6, Common Knowledge
d8, Persuasion d4, Shooting d6, Stealth d6,
d6, Electronics d8, Fighting d6, Notice
Survival d6
d6, Persuasion d4, Piloting d8, Repair d6,
Pace: 8; Parry: 7; Toughness: 12 (5)
Shooting d10, Survival d6
Hindrances: Illiterate, Loyal, Mutant, Near-
Pace: 6; Parry: 5; Toughness: 12 (6)
Human Physiology, Oddly Built, Vow
Hindrances: Illiterate, Loyal, Vow (Minor—
(Major—Serve the Coalition)
Serve the Coalition)
Edges: Alertness, Brave, Brawny, Fleet-
Edges: Ace, Combat Ace, Robot Vehicle Jock
Footed
Gear: Spider-Skull Walker (see sidebar),
Gear: DPM 101 “Dog Pack” Light Armor
CA-2 Light EBA (+6 Armor, +1 Toughness),
(+5), C-10 Light Laser Rifle (Range 24/48/96,
C-18 Laser Pistol (Range 12/24/48, Damage
Damage 4d6, RoF 1, AP 2), C-18 Laser Pistol
3d6, RoF 1, AP 3), Vibro-Knife (Str+d6 Mega
(Range 12/24/48, Damage 3d6, RoF 1, AP
Damage, AP 6).
3), Vibro-Blade Vambraces (Str+2d4 Mega
Damage, AP 8, Parry +1).
COALITION DOG BOY SOLDIER Special Abilities:
At some point before the Great Cataclysm, a
„„Keen Sense of Hearing and Smell: Dog
facility down in what was Texas had major
Boys have a great sense of smell, similar
breakthroughs with genetically altering dogs
to their normal canine counterparts.
to create humanoid hybrids. The intent was
This gives them an additional +2 on all
to craft a super-soldier and labor class, and

14
Notice and Survival (tracking) checks exceptionally valuable assets. Unfortunately,
where smell or sound come into play. their mutant status and generally spooky
„„Low Light Vision: Dog Boys ignore appearance (pasty white skin, hairless, a
Dim and Dark Illumination penalties tendency to file their teeth into points,
„„Natural Weapons: Str+d6, Dog Boys are prominent tattoos and piercings) make them
discouraged from biting, but can do so less than desirable among the Coalition
with great ferocity. population at large.
„„Psychic Sense: Dog Boys have the This suits most of them just fine, as they’d
inherent ability to detect arcana, rather be out in the wilderness, hunting,
interpreting it as a scent. They use the fighting…and feeding. Psi-Stalkers require
Notice skill (with their Keen Sense of very little food or water to survive, sustained
Smell bonus) to detect the presence instead on ISP and PPE energy. Perhaps the
and location of any psychic or magic greatest reason they were so readily recruited
energies, beings, items, etc. or Survival and incorporated into Coalition military and
(tracking) to follow a specific magical security service, Psi-Stalkers are effectively
or psionic entity. This sense works psychic vampires. Their Psychic Vampire
to detect anything psychic, magic, or ability enables them to shut down wielders
supernatural, including invisible and of magic and psionics, which is a handy
astral beings. Psychic Sense doesn’t tactic in any fight against magical forces.
work inside sealed armor or vehicles—
see The Tomorrow Legion Player’s Guide. COALITION DEATH’S
„„Weakness (Ley Line Hypersensitivity):
HEAD TRANSPORT
Dog Boys lose their Psychic Sense when
on or close (within 2” or 4 yards) of a
ley line. Ley Line storms cause them a One of the most terrifying sights in
level of Fatigue from severe headaches the sky is a fully loaded Death’s Head
and distress as for a psychic, but their transport; a single vehicle represents
Fatigue requires an hour to recover a large unit of Coalition soldiers
after the storm ends. capable of taking on entire armies
with ease. The standard compliment
COALITION PSI-STALKER is two Mark V APCs (plus troops),
Throughout the Midwest and middle two UAR-1 Enforcers, a Spider-Skull
portions of Canada, there are dozens Walker, and either a hundred more
(perhaps hundreds) of tribes of human Dead Boys or thirty SAMAS.
mutants called Psi-Stalkers. Intimately A Death’s Head Transport is a
comfortable in the wild and naturally psionic, terrible threat—a thing to avoid
they would typically be just another race on without one seriously fantastic plan.
the Coalition’s hit list of things to eradicate.
Coalition Death’s Head Transport:
However, early encounters happened to
Size 13 (Gargantuan), Handling +2,
be with officers of greater cunning and
670 MPH, Toughness 80 (50), Crew
foresight. So instead, many Psi-Stalkers
9+408
found themselves with an opportunity to
Notes: ECC, MDC Armor, Nuclear
pursue their favorite activities—hunting
Powered, STS, VTOL
and slaying supernatural monsters and
Weapons:
wielders of magic—while gaining respect,
„„Dual-linked Heavy Rail Gun
support, and even pay for doing it.
„„6 × Dual-linked Light Lasers
Like the Dog Boys, Psi-Stalkers have
(three turrets on each side, Anti-
gained great prominence and a measure
Personnel, Reaction Fire)
of acceptance among front-line CS troops.
„„2 × Medium Missile Launchers
Their natural gifts in finding and fighting
(RoF 4, Shots 5)
supernatural threats, combined with
fearlessness and general expertise in the
great wilds most humans avoid, make them

15
For all their feral, apex predator use Survival (tracking) to track a
appearance and nature, Psi-Stalkers enjoy specific magical or psionic entity.
an incredible empathy and affinity with This sense works to detect anything
most animals. They’re naturally good psychic, magic, or supernatural,
riders, and most animals treat a Psi-Stalker including invisible and astral beings.
as one of their own. Psychic Sense doesn’t work inside
sealed armor or vehicles.
Attributes: Agility d8, Smarts d6, Spirit d8,
„„Psychic Vampire: Psi-Stalkers require
Strength d8, Vigor d8
a diet of PPE or ISP directly drained
Skills: Athletics d10, Common Knowledge
from a living being. They gain this
d6, Fighting d10, Intimidation d8, Notice
using the Draining PPE/ISP Setting
d8, Persuasion d4, Riding d8, Shooting d8,
Rule in The Tomorrow Legion Player’s
Stealth d8, Survival d8
Guide, which only works by touch.
Pace: 8; Parry: 7; Toughness: 17 (7)
The Psi-Stalker must cut and draw
Hindrances: Bloodthirsty, Illiterate, Loyal,
blood from an intended victim or
Mutant, Vow (Minor—Serve the Coalition)
donor, which must be supernaturally,
Edges: Ambidextrous, Brawny, Two-Fisted,
magically, or psionically active to
Woodsman
provide sustenance. Psi-Stalkers must
Gear: CA-1 Heavy EBA (+7 Armor, +3
consume at least 5 Power Points (PPE
Toughness), C-12 Heavy Laser Rifle (Range
or ISP) a day or suffer a Fatigue level.
24/48/96, Damage
They starve to death after a week of
4d6, RoF 3, AP
being Incapacitated by lack of “food.”
3, Heavy Pulse),
Each 5 PPE/ISP drained restores one
2 × C-18 La s e r
level of Fatigue. Consumed Power
Pistols (Range
Points cannot be used to fuel spells
12/24/48, Damage
or psionic powers.
3d6, RoF 1, AP 3),
„„Racial Enemy: Many Psi-Stalker
2 × Vibro-Knives
and Simvan tribes have been
(S t r + d 6 Mega
at war for years and will
Damage, AP 6),
generally attack each other
2 × frag grenades
on sight!
(Range 5/10/20, 5d6
Mega Damage, LBT).
Special Abilities:
SKELEBOT
Eerily resembling
„„Animal Empathy:
a n i m at e d, bl ac k
Psi-Stalkers have
metal skeletons, the
an inherent empathy
Coalition’s Skelebots
with animals. Animals treat them
are a particularly
as one of their own. This effect can
frightful facet of the
be problematic if the animal in
CS military’s ranks.
question is a territorial loner.
Designed as hunter/
„„Fast: Psi-Stalkers have Pace +2
killer m ac h i n e s
and increase their Running die
and programmed
by one die type (usually a Pace
with combat
8 and d8 run die).
computers, Skelebots
„„Psychic Sense: Psi-Stalkers
supplement f ront-
have the inherent ability
line infantry units
to detect arcana, as a sense.
and long-range patrols,
They use the Notice skill
as well as serving in
to detect the presence and
h ig h-r i sk ac t ion s
location of any psychic or
where commanders
magic energies, beings,
wish to s pa r e
or items. They can also
human troops’ lives.

16
Skelebots obey all Coalition commands Savage Tale: No Zealot
from troops ranked sergeant and above, but Like a Convert
otherwise avoid interaction with soldiers Unfortunately for a lot of people who live in
and other humans. They normally only North America, far too many don the armor
attack humans when attacked by them, and insignia of the Coalition States, and
unless specifically ordered or programmed embrace the steady diet of propaganda fed
to attack everyone and everything in an area. to them. They believe entirely in eradicating
Skelebots sometimes take cover, but “threats to humanity,” including anyone
usually just run forward, weapons blazing, who looks weird or who dares meddle
attacking all viable targets. Though they with the demonic forces of magic. The CS
don’t express thoughts or desires, they are Military encourages this thinking, offering
capable of limited verbal responses like, commendations, medals, and bonuses to
“Halt, do not move,” and, “Identify.” those who show the proper fervor and
Note the CV-213 rifle is a variant of the commitment to the cause.
infantry CV-212 tied into the bot's nuclear Fort El Dorado is the most recent addition
power pack and designed to overcome laser- to the Coalition; the soldiers coming out of
resistant armor; in combat against a Glitter that region are among the most die-hard
Boy—or any enemy with laser resistance— anti-D-Bee and anti-magic zealots in the
all Skelebots in the area share targeting data Empire. They have something to prove to
and are able to inflict full damage with their the rest of the Coalition, and they intend to
weapons against the suit. do so covered in the blood of everyone and
everything that doesn’t fit what they see as
Attributes: Agility d4, Smarts d6, Spirit d4,
right and proper in the Arkansas region.
Strength d12+1, Vigor d10
Such troops are on a direct collision course
Skills: Athletics d8, Fighting d8, Notice d6,
with the Tomorrow Legion or anyone who
Shooting d8, Stealth d6, Survival d6
opposes genocide.
Pace: 8; Parry: 6; Toughness: 17 (7)
Hindrances: Ruthless (Minor), Vow (Major—
Obey programming and Coalition
CENTRAL ARKANSAS, NO MAN’S LAND
The entirety of what was once Arkansas is
commands)
claimed by the Coalition State of El Dorado.
Edges: Ambidextrous, Fleet-Footed, Rock
In reality, only the far south of the state
and Roll!, Steady Hands, Two-Fisted
falls firmly under their control. The rest
Gear: CV-213 VLF Laser Rifle (Range
is a mixture of wilderness and scattered
24/48/96, 4d6 Damage, RoF 3, AP 4; Heavy
settlements possessing varying degrees of
Pulse, tied into the bot's power supply),
technological capacity.
one per squad typically also carries a CR-1
To the far north, Castle Refuge’s growing
Rocket Launcher and a hip case of reloads.
influence emboldens communities with
Special Abilities:
populations anathema to Coalition policies.
„„Armor: Hardened alloy casing, +7
Across the middle of the state, a mix of
Armor, +3 Toughness.
towns adhering to El Dorado’s new CS-
„„Construct: +2 to recover from Shaken;
driven edicts and those in defiance thereof
doesn’t breathe or eat, immune to
are found along every road and path.
Poison and Disease, ignores 1 point of
New officers — recently graduated
Wound penalties.
from accelerated training programs and
„„Fearless: Mindless automatons are
indoctrinated in Coalition propaganda—
immune to Fear and Intimidation.
are eager to break in their shiny new armor
„„Sensor Suite: +4 to Notice checks or
and their commissions on the backs of any
to offset Shooting penalties; ignores
D-Bees and magic practitioners they can
Illumi nat ion penalt ies, detects
find. Second Lieutenant Andrea Carmichael
chemicals and radiation, +1 Shooting.
is one such officer, and she’s decided to take
„„Weapon Mount: 2 × retractable Vibro-
her long-range patrol far outside its assigned
Blades (Str+d8 Mega Damage, AP 8).
pattern in hopes of finding enemies worthy of
a first lieutenant’s bar, or even captain’s rank.

17
SLASH AND BURN warning, or devising a plan to prevent the
The Onyx Logging Camp, in the middle- Coalition force from finding the camp at all.
western part of the state, is mostly populated
by peaceful, industrious D-Bees who supply ONYX LOGGING CAMP
Castle Refuge with lumber and other If the team heads to camp, they arrive only
resources. The vast majority of the camp’s shortly before another CS patrol gets there.
population is made up of hairy, vaguely There’s enough time to reach the camp leader,
beaver-like humanoids who call themselves a Hoorian named Agaetia. As discussions
Hoorians. The Tomorrow Legion sends ensue about what to do, gunfire erupts as
frequent patrols to check on them, as well three Dead Boys and four Skelebots come
as to carry messages and place orders for across a pair of camp watchmen.
specific needs. The heroes’ team is on its The CS troops retreat the moment they
way to the camp when the smoke of burning encounter stiff resistance, leaving the
wood—and bodies—reaches them first. Skelebots to cover their escape. If they get
An outlying lumber operation, about five far enough away, they are able to radio a
miles from the camp, lies in ruin. Human message to the main force.
and Hoorian bodies are strewn everywhere.
„„Coalition Grunts (3): See page 8.
The obvious culprits are the still-present
„„Skelebots (4): See page 16.
squad of Coalition Skelebots and the two
„„Camp Defenders (2): Use Militia stats
Fort El Dorado soldiers overseeing them;
(page 56).
the latter two pick through the wreckage
and loot corpses before they call in to report Following this skirmish, an argument ensues
to their commander. The corporal is more between the villagers: some wish to stand
than ready for a fight. If things go badly, the and fight while others want to evacuate.
private surrenders if given half a chance. Legionnaires can influence the discussion
one way or another with Persuasion rolls.
EE Corporal Billy Evenrude: Coalition If the settlement chooses to fight, up to 12
Grunt (page 8). He uses a C-14 “Fire
armed camp defenders join the heroes as
Breather” Laser Rifle with plasma
allied Extras (as Bandits, page 56).
grenades in the attached launcher.
The team might stay at the camp and
EE Private 1st Class Gus Peters: Coalition prepare for an attack; even if they stopped
Grunt (page 8).
all three CS soldiers from getting away and
„„Skelebots (5): See page 16.
reporting, eventually the Dog Boys track
A couple of the loggers barely cling to life, their people to the camp. This situation
and they express genuine fear for the greater allows for a classic prepare-the-town
camp. If either or both of the CS troops are sequence, perhaps with some cool tricks and
captured, questioning reveals a larger unit traps set by the heroes and loggers using the
not far away, led by 2nd Lieutenant Andrea Dramatic Task rules in a race against time.
Carmichael. The two soldiers had not yet Alternately, the Legionnaires may decide
reported in, hoping to score some personal to take the fight directly to the Lieutenant
loot before being ordered back to the bivouac. and her force, or perhaps try to lure the
Further questioning gives the team a Coalition soldiers away from the camp with
solid sense of the unit’s makeup—another hit-and-run tactics—use the Chase rules
24 Coalition Grunts (some also on smaller in Savage Worlds.
recon patrols), 15 more Skelebots (again,
some assigned to those patrols), three Dog EVACUATION
Boys, a Psi-Stalker, a UAR-1 Enforcer with Should the heroes advise an evacuation,
a single pilot, Sergeant Beauregard Jenkins, Agaetia and her people need some time. The
and the aforementioned 2nd Lieutenant. Legionaries have to figure out how best to
The Legionnaires have a few choices. accomplish that goal. A direct confrontation
Options include continuing to Onyx to or hit-and-run tactics are both options here;
ensure everyone is OK and give them ample let the players determine the course of events.

18
BOUND FOR GLORY wielder is detected, she tries to hammer the
One way or another, Lieutenant Carmichael group with all she has.
discovers the existence of the Onyx Logging She and Sgt. Jenkins likely fight to the
Camp. She sees it as the first step on her death. The rest of her force surrenders if
ascent to glory. Left alone, she leads her force the tide turns enough, and the Legion has
on a direct path for the camp, expecting no standing orders to take prisoners when
significant resistance. What’s left of her possible, bringing them back to Castle
Skelebots and Dog Boys surge ahead, while Refuge to be dealt with (and, hopefully,
the main force follows. They intend to smash rehabilitated).
into the camp and slaughter the D-Bees and
EE 2nd Lieutenant Andrea Carmichael:
any sympathizers who fail to surrender.
Coalition Junior Officer (page 10).
If, instead, the heroes take the fight to the
EE Sergea nt Beau rega rd Jen k i ns:
CS bivouac, only half (12) of the Coalition
Coalition Grunt (page 8), but with
Grunts and none of the Skelebots are present.
Quick, Fighting d8, and Shooting d8.
Carmichael treats the Psi-Stalker as a kind
EE Klaive: Coalition Psi-Stalker (page 15).
of bodyguard, insisting he stay close and
„„UAR-1 Enforcer (1): 1 pilot (page 13).
defend her to the death.
„„Coalition Dog Boys (3): See page 14.
If the team tries for a less direct approach,
„„Coalition Grunts (12 or 24): See page 8.
Carmichael sends out the Dog Boys and
„„Coalition Skelebots (15): See page
half her remaining men to run down
16.
“interlopers.” If she has a clear idea what
she’s up against and realizes she’ll need
all of her forces to fight them, she does so
AFTERMATH
If the team faces only part of the CS force, they
without hesitation. For example, if a Glitter
may wish to track down and deal with the
Boy, Combat Cyborg, or powerful magic
various recon patrols Carmichael sent out.

19
Federation and
THE FEDERATION Magic Zone Entities
OF MAGIC EELORD ALISTAIR DUNSCON
Lord of the City of Brass, ruler of the
Kingdom of Dunscon, Alistair Dunscon is
In many ways, the Federation is a massive
the Federation of Magic’s presumptive and
feudal kingdom, comprised of a combination
virtually undisputed leader. That is to say,
of absolutely loyal lords, tentative alliances
many dispute what the Federation is—in
with other city-states, and other population
terms of land and population—but few
centers that operate independently of (or
deny Dunscon’s rule of it all.
even in total opposition to) Lord Dunscon
In his own mind, all of the Magic Zone
and his “True Federation.” The whole
must bow to his authority, and ultimately,
region known as the Magic Zone—which
the world will be his to rule once he is done.
is to say all of the Ohio Valley and then
His father, Nostrous Dunscon, founded
some—is claimed by Dunscon. But much
the original Federation, which at one
like the Coalition, he only truly controls
time promised to be a grand alliance of
what he can effectively patrol and exert force
magical powers across the North American
over. For a very long time, this was only a
continent. Unfortunately, the elder
fraction of the region.
Dunscon’s megalomania, delusions, and
In the days following the fall of Tolkeen,
ruthlessness led to fractures in an already
his influence over the lands increased
strained alliance; when the Coalition States
considerably. Well over 50 percent of the
came to do battle, he stood without the help
populated areas of the Magic Zone now
of such kingdoms as Tolkeen and the City of
ally directly with the City of Brass under
Dweomer, and he and his family were slain.
the banner of Lord Alistair Dunscon. In
Only his young son, Alistair, survived.
addition to all of the entities listed below,
After years of travel, first as a fugitive
many creatures found in the Monsters of
through the Magic Zone, and then long
the World section—Brodkil, Gargoyles,
journeys through the Rifts, out among the
Neuron Beasts, Witchlings, and more,
Megaverse®, an eternally youthful Alistair
beginning on page 69—can be found in
Dunscon returned to the region, claimed his
direct service to Dunscon, attacking anyone
birthright as the rightful ruler of the True
he deems an enemy.
Federation of Magic, and began building
Even with his newfound power and
his kingdom. Far more than ruthless and
influence, there remain massive swaths
power-hungry, Alistair embraces evil and
of wilderness and even civilized areas
rage for all they are worth. He wants to
Dunscon knows nothing about, nor has any
rule, certainly, yet he also craves painful,
influence over. There are, however, plenty of
devastating vengeance against all who
mages, sorcerers, necromancers, and even
abandoned his father, as well as those who
non-practitioners of magic willing to carve
directly or indirectly had a hand in the
out a kingdom or city-state for themselves.
destruction of his family.
There are also terrifying regions given over
To this end, he draws the most hate-filled
to hordes of cultists, monsters, demons, and
and vengeful survivors of the destruction
spirits. The Magic Zone is a dangerous place
of Tolkeen to him; he welcomes the most
for all, especially the uninitiated. Those who
vile practitioners of the darkest of magics;
oppose Dunscon invite more concentrated
he takes council with greater demons, devil
forms of aggression from the forces loyally
lords, and diabolical supernatural beings—
serving his mad dream.
he is even said to be in league with the
horrid Splugorth who control Atlantis. In
short, Lord Alistair Dunscon is an evil man
who seeks to rule a kingdom on the bones
and blood of his enemies. Frighteningly, he
may have the power to succeed.

20
The Skin of the Demon scale mail armor Rituals, ignore 4 points of penalties for
Dunscon wears is crafted from the body Improved Duration.
of a living demon (no longer sentient, but „„Communication Rift: By concentrating
still technically alive). Daemonfist is his staff for a full round Shifters can open micro-
crafted from jade, carved in the form of two Rifts across space and dimensions,
intertwined snakes, and the Bands of Denial just large enough to send and receive
protect him from enemy evocations. spoken messages; costs 15 PPE near a
ley line, or 50 PPE away from one.
Attributes: Agility d8, Smarts d12, Spirit d12,
„„Dimension Sense: With a Spellcasting
Strength d6, Vigor d10
check, determine the following about a
Skills: Athletics d6, Common Knowledge
dimension: environmental conditions,
d6, Academics d10, Fighting d10, Healing
magic poor or rich, temporal shifts,
d6, Intimidation d12, Research d10, Occult
whether it is a parallel dimension, etc.
d12, Notice d12, Persuasion d10, Shooting
„„Dimensional Teleport Home: Once
d4, Spellcasting d12+2, Stealth d8, Taunt d6
per day for 25 PPE, a Shifter can teleport
Pace: 6; Parry: 7; Toughness: 23 (16)
himself home regardless of distance.
Hindrances: Arrogant, Mania (Major—
„„Expanded Awareness: Shifters detect
Diabolical Megalomania), Vengeful (Major)
arcana as an Innate Ability. With a
Edges: Arcane Background (Magic),
Notice roll, they sense supernatural
Brave, Charismatic, Elan, Filthy Rich,
beings or dimensional manipulations.
Investigator, Iron Will, Level Headed (Imp),
„„Immortality: Transformed by his
Ley Line Gate, Ley Line Phasing, Master
travels through the Megaverse ®,
(Spellcasting), Master Blaster, Master of
Dunscon is immortal and immune to
Magic, Rapid Recharge, Soul Drain, Wizard
most Hazards as well as all possession.
Powers: Arcane protection, banish, barrier,
„„Ley Line Phasing and Ley Line Gate:
beast friend, blast, bolt, boost/lower Trait,
See The Tomorrow Legion Player’s Guide.
burst, conceal arcana, darksight, deflection,
„„Ley Line Magic Mastery: See The
disguise, dispel, drain Power Points, entangle,
Tomorrow Legion Player’s Guide.
environmental protection, farsight, fear, fly,
„„Psychotically Brave: A Legendary
illusion, intangibility, invisibility, light/
Shifter, Dunscon gains +5 to Fear checks
darkness, mind link, protection, puppet, sloth/
and subtracts 5 from Fear Table results.
speed, slumber, smite, sound/silence, speak
„„Regeneration: Dunscon’s immortality
language, stun, summon ally, telekinesis,
also confers rapid healing—make a
teleport, and warrior’s gift. PPE: 50
Vigor check every hour to heal wounds.
Gear: Skin of the Demon (+16 MDC Armor;
„„Sense Rifts: Shifters can sense
half damage from heat-based attacks;
dimensional anomalies within 50 miles
Environmental Immunity Heat and fire),
(direction, type, general location), or
Daemonfist (Str+2d6 Mega Damage, +2
anywhere along a ley line’s length.
Parry, Reach 1, +2 Fighting, +2 Spellcasting,
„„Shift Reality: Shifters get a free reroll
+4 to summon and control demons), Bands
(can't reroll Critical Failures) on all
of Denial (+12 Toughness vs. damaging
Spellcasting rolls related to: banish, boost/
magical powers and effects).
lower Trait, drain Power Points, illusion,
Special Abilities:
intangibility, invisibility, light/darkness,
„„Bind the Summoned: A Shifter can
sloth/speed, sound/silence, summon
bind summoned beings to their service
ally, teleport, and +4 to open, close, or
for an extended period of time. He does
manipulate Dimensional Portals.
this by reducing his maximum PPE by
„„Weakness (Sacrifices): The price for
the amount needed when using summon
Alistair Dunscon's immortality is the
ally. The creature remains bound to his
sacrificial death of a sentient being once
service until released or Incapacitated.
a week, from whom he must drain the
At Legendary Rank, he may retain up to
life essence at the moment of death.
five summoned allies. Bound allies have
the Resilient ability. When using Magic

21
EEZARGUS THE GREAT Attributes: Agility d8, Smarts d8, Spirit d10,
In an effort to expand his influence across all Strength d6, Vigor d6
of the Magic Zone, Lord Dunscon dispatches Skills: Athletics d6, Common Knowledge
special agents of great magical ability and d8, Fighting d8, Intimidation d10, Occult
diverse skills to see to his interests. They are d10, Notice d8, Persuasion d8, Shooting d6,
always accompanied by a significant force Spellcasting d10, Stealth d8, Taunt d10
of guards and skilled subordinates, and Pace: 8; Parry: 6; Toughness: 13 (6)
their mission is to gather information, exert Hindrances: D-Bee, Greedy (Minor), Loyal,
control over weaker populations, and lure Alien Physiology, Oddly Built, Stubborn,
more powerful beings and communities Suspicious (Minor), Vow (Major—serve
under the Federation’s sway. Lord Dunscon)
Zargus—a D-Bee from a world steeped Edges: Arcane Background (Magic),
in magic—is one such agent, selected Charismatic, Danger Sense, Extraction,
specifically for the far southwest region of the Harder to Kill, Humiliate, Level Headed,
Magic Zone and its surrounding areas. He Master of Magic, Rabble-Rouser, Soul
is crafty, charming, and disarming, which Drain, Streetwise, Wizard
conceals his utter disdain for lesser beings Powers: Arcane protection, deflection, dispel,
and those who do not possess adequate growth/shrink, illusion, intangibility, protection,
magic ability or significant strength. His slumber, speak language, teleportation. PPE: 25
specific task is to scout out the region, Gear: Armor of the Beguiler (+6 Armor, +2
determine potential threats to Dunscon’s Toughness, invisibility at the base −4 level
greater plans for expansion (eliminating as an Innate Ability), TW Iceblast Shotgun
those he feels he and his troops can handle), (Range 12/24/48, Damage 1– 3d8+1, on a
and offering membership in the Federation raise target iced per sloth, Double Barrels),
to any communities he deems worthy. TW Whip of Pain (Str+d4 Mega Damage,
Zargus has gleaming, golden-scaled skin, AP 2, Reach 2. Cost 1 PP, successful strikes
great emerald-colored orbs for eyes, and a deliver stun against the target).
blazing red crest of fur running from the Special Abilities:
top of his of his forehead along his scalp and „„Aura of Allure: Zargus’s species has
down his spine. He’s got four long, tapered a combination of pheromones and
fingers on each hand, and tall, oddly-bent translucent, glittering scales that grant
legs that suggest his race wasn’t always empathy as an Innate Ability.
bipedal. He stands about seven feet tall, but „„Long Stride: Those strange legs carry
his build is quite slender. Zargus quickly—Pace +2 and run die
He is called “the Great” because he d8.
chooses to be, and woe be unto anyone who „„Low Light Vision: Zargus’s species
challenges his right to the honorific. His ignores Dim and Dark Illumination.
style of magic is a form of sorcery, involving „„Magically Inclined: His species is
formulaic invocations that alter reality to his magically gifted—a bonus of +10 PPE
whims and needs. He is more than capable for whatever magical path they pursue.
of defending himself, but prefers to rely on „„Weakness: Disinclined to use their
his security detail and special agents to muscles, Zargus’s species suffer a −1 to
handle most of his dirty work. all Strength rolls (including damage).
Zargus’s team includes two Combat
Mages (see page 22), a dozen Brodkil COMBAT MAGE
(page 69; four have cybernetics), three Steeped in magic as it is, the Magic Zone
Corrupt (page 23), and at least half a encourages those of arcane inclination to
dozen mercenaries of varying specialties focus their studies and efforts on learning
(select from the Mercenaries & Specialists how to manipulate such power to the fullest.
section, starting on page 56). He is in But the world is a dangerous place, so many
regular contact with a band of Grim Reaper such practitioners concentrate on the combat
fanatics (page 27) in the region and often applications of magic to defend themselves,
calls on them for special missions. their families, and their communities.

22
As well, Lord Dunscon and the authorities 3, Reload 2, 5 PPE to reload), TW Flaming
of the Federation of Magic greatly encourage Sword (Str+d12 Mega Damage, AP 6, It
the training and fielding of Combat Mages, Burns), 2 × frag grenades (Range 5/10/20,
both to defend the territories and to prepare 5d6 Mega Damage, LBT).
for war against the Federation’s foes. In many Special Abilities:
other small kingdoms and communities, „„Arcane Marksman: If the caster doesn’t
combat magic training is undertaken with move and activates no more than a
great zeal and effort. single bolt or similar attack power as
Combat Mages eschew such areas her first action, she may add a +1 bonus
as alchemy, rituals, and enchantments, to her Arcane Skill roll, or ignore up to
instead focusing on rapid invocations and 2 points of penalties from Called Shots,
maximizing their spells’ attack and defense Cover, Range, Scale, Size, or Speed.
potential. They are Masters of Magic,
granting them Mega Power Modifiers for CORRUPT
all powers they know. Some forms of evil spawn from the spirit
Combat Mages train to fight in small of angry vengeance—where a being was
units, accompanied by soldiers of more created wantonly, a series of terrible life
mundane capabilities. Many who serve choices were made, or somebody had
the Federation are seen in the field with one really horrible day. Other forms,
squads of lesser demons (like Brodkil), such as the Corrupt, come from
Mystic Knights, or worse. something deeper and far
more vile. No one knows
Attributes: Agility d8, Smarts
for certain what terrible
d8, Spirit d8, Strength d8,
force of the cosmos
Vigor d8
the Corrupt give their
Sk i l ls: At h let ics d8,
lives and their souls to,
Common Knowledge d6,
but there can be little
Fighting d8, Healing d4,
doubt it is an ancient
Intimidation d8, Occult
evil seeking only
d8, Notice d8, Shooting
malevolence and
d8, Spellcasting d10,
destructive chaos.
Stealth d6, Survival d4
It offers enormous
Pace: 6; Parr y: 6;
power and a
Toughness: 14 (6)
freedom from
Hindrances: Loyal,
weakness and
Overconfident,
emotional pain
Vow (Serve lord or
in exchange for
community, Minor)
committing heinous
Edges: Arcane Background
and murderous atrocities
(Magic), Blaster, Channeling,
across the globe.
Extraction, First Strike,
Whatever the being
Master of Magic, Wizard
truly is, the Corrupt
Powers: Bolt, deflection,
call it the Liberator: it
dispel, protection, smite.
frees them from all
PPE: 20
emotions causing
Gea r : TW Combat
them pain, guilt, or
Mage Heavy EBA (+6
empathy. Instead,
Armor, +2 Toughness,
they are driven
+2 Strength die type,
to destroy, torture,
darksight, farsight), TK
and terrorize with
Machine Gun (Range
abandon. The
30/60/120, Damage
on ly t i me
4d6, RoF 4, AP
they feel joy

23
is when they serve their own worst instincts. „„Claws: Str+d10 Mega Damage, AP 6
Corrupt are also physically transformed, (includes Bruiser bonus).
becoming larger, bulkier, and horrifying. „„Euphoric Bloodlust: In combat, Corrupt
They gain scaly dark skin, glowing eyes, automatically enter a state granting
and vicious talons. They are clad in a them the benefits (and penalties) of the
black carapace festooned with spikes and Berserk Edge. They may only end their
straps—the latter actually a part of them, rage when the battle is over. Note this
rather than the armor it appears to be! state does not prevent Corrupt from
Though the Corrupt venerate no gods or using firearms or casting spells!
masters other than the Liberator, they are „„Fast Regeneration: Corrupt make
permitted to work with those who grant a natural healing roll every round
them opportunity to ply their trade, so unless the Wounds were caused by a
to speak. This is why many Corrupt are Weakness.
found among the forces of the Federation of „„Fear (−1): Corrupt invoke a Fear check
Magic—Dunscon’s willingness to unleash at −1 when they are encountered.
them on his enemies feeds their burning „„Fearless: Nothing in the Megaverse ®
need for destruction and torment. frightens a Corrupt—they’ve bonded
For all intents and purposes, the Corrupt to the most terrifying entity there is.
are monstrous humanoids, similar to „„PPE Vampire: Whenever a Corrupt
demons, except they were once humans or kills someone, he automatically gains
human-like D-Bees who gave their bodies 2 × their Spirit die in PPE for himself.
and souls to an ancient, cosmic evil. Rumors „„Special Senses: Corrupt ignore
abound of a sub-class of Corrupt, called the Illumination penalties. They Notice
Elites. Outwardly, the Elite maintain their thermal signatures and invisible
original appearance (though they tend entities at no penalty, ever.
towards darker, sinister clothing and armor), „„Supernatural Form: Half-damage from
but their souls are just as black and, when Fire, Heat, and Cold; immune to Disease,
angered or entering battle, they transform Poison, and most other Hazards.
into similar horrors as their regular „„Weakness (Holy Attacks): Supernatural
Corrupted brethren. evil beings, the Corrupt take +4 damage
from holy attacks and weapons.
Attributes: Agility d10, Smarts d6, Spirit d8,
„„Weakness (Life Energy): Food and
Strength d12+2, Vigor d10
drink mean nothing to a Corrupt; they
Skills: Athletics d10, Common Knowledge
must slay and consume the life energy
d6, Fighting d10, Intimidation d8, Notice
of sentient beings to feed.
d8, Occult d8, Shooting d8, Spellcasting d10,
Stealth d8, Survival d8, Taunt d8
Pace: 8; Parry: 7; Toughness: 26 (12)
MYSTIC KNIGHT
In a land steeped in magic and ruled by
Hindrances: Bloodthirsty, Overconfident,
arcane masters, the need for warriors with
Vow (Major—Serve the Liberator)
more power than ethics is high. The Order
Edges: Alertness, Ambidextrous, Arcane
of the Mystic Knights serves that need in full,
Background (Magic), Brawny, Brute,
and they do so for money, vengeance, and
Bruiser, Dodge (Imp), Hard to Kill, Fleet-
the opportunity to commit acts of mayhem
Footed, Overrun, Quick, Two-Fisted
and murder. The term “knight” is an insult
Powers: Blind, boost/lower Trait, invisibility,
to others who take the title—intended, no
smite, stun. PPE: 20
doubt—because there is no true honor, no
Gear: NG-E4 Plasma Ejector (Range 24/48/96,
chivalry, and no mercy in the wretched
3d12+3 Mega Damage, RoF 1, It Burns).
souls of those who take up this mantle.
Special Abilities:
What little code the Mystic Knights do
„„Armored Hide: What looks like strange
have revolves around themselves and
leather-wrapped, spiky plate mail is
signing on with a master or employer for
actually the Corrupt’s body; +12 MDC
a time, accomplishing whatever they are
Armor, +4 Toughness.
hired to do as effectively as possible. While

24
in someone’s employ, Mystic Knights make a
show of deference and respect to that person MYSTIC KNIGHT CODE
or group. That’s as far as it goes, however,
and anyone who doesn’t fall in the limited
category of employer or master is subject The scholar Erin Tarn once recorded
to abuse, torment, or outright murder. No the code of the Mystic Knights as it
one hires the Mystic Knights lightly, for was told to her by one of their more
wherever they go, when the bloodshed starts, talkative and social members:
massacre is a goal rather than a consequence. „„ The end justifies the means.
In many ways, the Mystic Knights are the „„ Know thy enemy and never
antithesis of the Cyber-Knights, and more underestimate him.
than a few scholars opine there is some „„ Dead enemies tell no tales, nor
twisted connection between the two groups, come back to haunt you, except
going back centuries. in your dreams.
„„ The weak are meant to be
Attributes: Agility d8, Smarts d8, Spirit d10,
Strength d10, Vigor d10 dominated by the strong. This
Skills: Athletics d10, Common Knowledge is a basic principle of nature and
d6, Faith d10, Fighting d10, Healing d6, leadership.
„„ Seize opportunity without regret
Intimidation d10, Occult d8, Notice d8,
Persuasion d6, Psionics d8, Shooting d8, or recrimination. It is an obliging
Stealth d6, Survival d6, Taunt d10 enemy who turns his back or
Pace: 8; Parry: 7; Toughness: 17 (7) bares his throat.
„„ Eye for eye, a life for a life—
Hindrances: Mean, Ruthless (Major), Vow
(Major—Code of the Mystic Knights) revenge is sweet.
„„ Patience is a virtue—think before
Edges: Alertness, Arcane Background
(Miracles), Arcane Background (Psionics) you act. Opportunity comes to
Brave, Danger Sense, First Strike, Fleet- those who wait. Revenge that
Footed, Frenzy (Imp), Martial Artist, must wait tastes all the sweeter,
Provoke like a fine, aged wine, when that
Powers (Miracles): Bolt, deflection, protection, time finally comes.
„„ Respect and honor he who pays
sloth/speed, smite. PPE: 30
Powers (Psionics): Arcane Protection, and employs you, at least until a
darksight, telekinesis. PPE: 30 new master replaces him.
„„ Loyalty and word of honor
Gear: Mystic Knight Armor (+7 Armor, +3
Toughness), TW Katana (Str+d8+4 Mega have their merits and lead to
Damage, AP 8, +2 Fighting, +1 Parry), TW employment and opportunity.
„„ The Mystic Knight has but one
Fireburst Rifle (Range 24/48/96, 4d6 Mega
Damage, RoF 3, AP 2, SBT, It Burns, Shots true ally, the Eternal Order of the
20), 2 × frag grenades (Range 5/10/20, 5d6 Mystic Knights from which he
Mega Damage, LBT). was created. Respect and serve
Special Abilities: the Order and its loyal members,
„„Expanded Awareness: Mystic Knights and it will serve you. Never
detect arcana as an Innate Ability, and betray your own.
sense supernatural beings with Notice.
„„Invulnerability: Mystic Knights gain
+20 MDC Armor versus all arcane and
mundane energy sources (including
electricity, fire, ion, lasers, particle
beams, and plasma). They ignore the
AP of all damage from mundane energy
sources (but not arcane ones).

25
„„Ley Line Magic Mastery: see The while retaining the unbelievable power
Tomorrow Legion Player’s Guide). to which they were now addicted. This is
„„Ley Line Phasing, Rejuvenation, and where the worshipers of Death seized an
Sense: see The Tomorrow Legion Player’s opportunity to create far more devastating
Guide). servants than the typical zombie.
„„Onslaught: Mystic Knights have access They designed blood rituals and other
to the bolt Mega Power Modifiers of arcane rites to prepare the body of a Juicer
Greater Bolt and Onslaught—which to maximize undying power. In order to
they fire as beams of dark energy from receive this “upgrade,” a Juicer must first
their hands or eyes. find the Grim Reapers and convince them
„„PPE Channeling: Mystic Knights to accept him. If they do, he must spend his
can expend PPE to power or recharge remaining time alive committing countless
mundane items such as flashlights, murders—both to serve the greater goals
computers, and batteries for no of the Grim Reapers (and, very often, the
appreciable PPE, and can recharge Federation of Magic, with whom the cult is
E-clips for 1 PPE per shot. strongly allied) and as acts of faith to the
„„Steal Ley Line Energy: Mystic Knights dark god known as Death. As the “Last Call”
can, as an instant reaction, Siphon PPE is sensed, the chemicals within the bio-
drawn by any other caster from a ley comp are replaced with alchemical
line during rituals. A Knight must compounds. Finally a ritualistic
be within Spirit × 2 and make an human sacrifice is conducted at the
opposed arcane check, Juicer's agonizing moment of Last
pitting her Faith skill Call, transforming him into
against that of the a vessel ready to receive
other caster at the everlasting life…and
final round of the eternal hunger.
ritual's Dramatic The Juicer’s
Task. death throes
a re hor r ible,
MURDER WRAITH pa i n f ul, a nd
Most people re- often maddening.
vile necromancy, What rises up is a monster;
and the Murder one who remembers his
Wraiths are a humanity and retains his
shining exam- personality, yet is driven
ple of exactly by hunger and the inescapable
why. Combining need to serve the necromancer
the altered biology and neu- who raised him. He is now a
rological makeup of a Juicer Murder Wraith, possessed of
with the powers of undeath is even more power than he had
a nightmare recipe of epic pro- in life, but no choice other than
portions. Unfortunately, the to serve evil and darkness for all
necromancers of the Federa- eternity…or until someone or
tion’s Grim Reaper cult accom- something puts him down.
plished this terrifying feat. Murder Wraiths are one of the
It all began with the more powerful forms of undead
inevitable desire of some in the world, yet they have their
Juicers to find a way to defeat weaknesses. They depend on
the death sentence their upgrades both the life essence and the flesh
imposed upon them. The dangers of sentient living beings, and their
and utter loss of detoxification days in the sun are effectively
were unacceptable; there had over. They appear not quite
to be a way to keep going alive —sunken eyes, sallow

26
or pale complexion—and exude a sweet same fate—accomplished by touching
smell of death. Whatever decency may have a victim who is in pain (which makes
existed in the mind or soul of a Murder torturing victims or eating them alive a
Wraith is corrupted, leaving only the most favorite pastime). They can store up to
evil and sadistic parts of the persona. 10 weeks of sustenance ahead of time
by gorging the necessary amount of
Attributes: Agility d12, Smarts d6, Spirit d8,
flesh and PPE.
Strength d12+4, Vigor d12
„„Weakness (Sunlight): Murder Wraiths
Skills: Athletics d12, Common Knowledge
suffer −2 to all Trait rolls during daylight
d6, Fighting d12, Intimidation d8, Notice d8,
hours, even if they are indoors or in the
Persuasion d4, Shooting d12, Stealth d10
shade, while direct sunlight imposes a
Pace: 16; Parry: 8; Toughness: 19 (5)
staggering −4 but does no damage.
Hindrances: Bloodthirsty, Overconfident
„„Weakness (Bond of Servitude): Murder
Edges: Brawny, Charge, Combat Reflexes,
Wraiths serve the commands of the
First Strike, Fleet-Footed, Frenzy (Imp),
necromancer who raised them. If they
Hard to Kill, Quick
wish to deny their creator, they must
Gear: Juicer Assassin Plate Medium Armor
succeed in an opposed Spirit roll at −2.
(+5 Armor, +3 Toughness), JA-9 Laser Rifle
On a success, it gains a single round of
(Range 30/60/120, 4d6 Damage, RoF 1, AP
action to try and kill its master, while a
3; Heavy Beam, ignores laser resistance,
raise grants five rounds. If the master is
Multi-Optics Scope), Vibro-Longsword
killed, the wraith is freed…yet must live
(Str+d10 Mega Damage, AP 10).
on as the monster it is.
Special Abilities:
„„Fast Regeneration: Roll Vigor to recover
Wounds each round, and gain +2 to
NECROMANCER
The Federation of Magic is one of the few
recover from Shaken.
realms in North America where the dark
„„Invulnerable: Murder Wraiths can only
practice of death magic is not only tolerated,
be truly damaged by arcane magic and
but encouraged. Lord Dunscon counts
silver (Cyber-Knight abilities count as
thousands of Necromancers as servants
magic for these purposes). They can
and allies, adding to his prodigious arcane
only be shaken by other attacks, even
might. Most significant among those
those as powerful as a Glitter Boy’s
Necromancers are the Grim Reapers, an
Boom Gun or a Burster’s flame bolt.
ever-growing cult dedicated to the worship
„„Uncanny Reflexes: Like Juicers, Murder
of Death incarnate and the creators of the
Wraiths are −2 to be hit in combat, and
Murder Wraiths (see above).
+2 to Evade. No longer dependent on
Necromancers are powerful and capable
the bio-comp, they start any combat
spellcasters on par with Ley Line Walkers,
situation with this ability.
with some rather significant special abilities
„„Undead: +2 Toughness; +2 to recover
derived from their willingness to tamper
from being Shaken; no additional
with the primal forces of life and death. Chief
damage from Called Shots; ignores
among them is the power to raise the dead as
1 point of Wound penalties; doesn’t
servants and soldiers, and to gain valuable
breathe; immune to Disease and Poison.
information from the spirits of the dead.
„„Weakness (Holy and Magic Attacks):
Attacks from holy or blessed sources Attributes: Agility d6, Smarts d10, Spirit d10,
or weapons—such as those by Mystics Strength d6, Vigor d8
and Cyber-Knights— and magic do +4 Skills: Athletics d6, Common Knowledge
damage to Murder Wraiths. d6, Fighting d6, Healing d8, Intimidation
„„Weakness (Flesh Hunger): A Murder d8, Occult d10, Notice d8, Persuasion d6,
Wraith must consume at least a pound Shooting d6, Spellcasting d10, Stealth d6
of sentient flesh a week or turn to goo Pace: 6; Parry: 5; Toughness: 13 (5)
and die. It must also drain at least 5 PPE Hindrances: Curious, Outsider
from a victim each week or suffer the

27
Edges: Alertness, Arcane Background such reserves available, even Novice
(Magic), Artificer (pretty macabre), Danger Necromancers can raise a squad of
Sense, Master of Magic, Rapid Recharge, zombies from a single graveyard.
Soul Drain „„Spiritual Awareness: Necromancers
Powers: Bolt, boost/lower Trait, darksight, attune to the spiritual world, gaining
deflection, drain Power Points, fear, healing, detect arcana as an Innate Ability with the
intangibility, protection, puppet, sloth/speed, reduced Power Points cost from both the
slumber, wall walker, zombie. PPE: 20 Range (Self) and Aspect Limitations.
Gear: Ley Line Walker Medium Armor (+5 They can sense supernatural beings and
Armor, +2 Toughness, +4 vs Poison and see ghosts, ethereal beings, and anyone
Disease), TW Shard Pistol (Range 15/30/60, using the invisibility power within line
3d4 Mega Damage, RoF 3, AP 4, 3RB, of sight with a Notice check.
targets hit suffer lower Trait vs. Vigor, and „„Undead Link: A Necromancer’s link
with a raise Hinder). to the cycle of life and death grants
Special Abilities: her a natural healing roll once per day.
„„Necromantic Prodigy: Necromancers In addition, a Necromancer cannot be
get a free reroll (can't reroll Critical turned into a vampire against her will
Failures) on all Spellcasting rolls related and receives a +2 bonus to resist the
to: boost/lower Trait, divination, drain puppet power of vampires.
Power Points, fear, slumber, zombie.
„„Phylactery: All Necromancers craft SKELETON
an enchanted memento mori to store The power of magic on Rifts Earth renders
siphoned PPE. These phylacteries can lowly skeletons and zombies tougher and
hold up to 3 × the Necromancer’s Spirit more powerful than those encountered
as a PPE reserve. Phylacteries become elsewhere in the Megaverse®. Necromancers
even more important to a Necromancer go out of their way to arm as many of their
should he decide to become a lich. undead soldiers as possible, usually with
„„Raise the Undead: A far greater the arms they died holding or carrying.
version of the zombie power, enabling
Attributes: Agility d8, Smarts d4, Spirit d6,
a Necromancer to summon up a small
Strength d8, Vigor d8
army for extended periods of time.
Skills: Athletics d8, Common Knowledge
It takes an hour to perform the ritual
d4, Fighting d8, Intimidation d6, Notice d6,
(which can be done concurrent with the
Shooting d8, Stealth d6, Survival d6
siphon PPE ability), and considerable
Pace: 8; Parry: 6; Toughness: 13 (5)
blood sacrifice is required. At the end
Edges: Fleet-Footed
of the ritual, the Necromancer expends
Gear: Decrepit Armor (+5 Armor), Laser
1 PPE for each zombie or 2 PPE for each
Rifle (Range 24/48/96, Damage 4d6, RoF 1,
skeleton he wishes to raise, and the
AP 2), Vibro-Knife (Str+d6 Mega Damage,
zombies can include the people he just
AP 6).
murdered. There is no upward limit,
Special Abilities:
save how much PPE he has to expend,
„„Bony Claws: Str+d4.
although there must be a corpse or
„„Fearless: Mindless undead are immune
skeleton within 2 × his Spirit for each
to Fear and Intimidation.
being he wants to raise. Undead raised
„„Undead: +2 Toughness; +2 to recover
this way are under his absolute control,
from being Shaken; no additional
and last until they are destroyed.
damage from Called Shots; doesn’t
„„Siphon PPE: Necromancers can drain
breathe; immune to Disease and Poison.
mystical energy as per the Siphoning
PPE Setting Rule in The Tomorrow
Legion Player’s Guide. Necromancers
ZOMBIE
Zombies are strong and tough, but slow.
can use this extra energy to supplement
There tend to be far more bodies available
their own PPE, storing extra power
for zombies than for skeletons, which is
using their Phylactery ability. With

28
why they are much more plentiful in a summoned and commands one or more
Necromancer’s forces. beings to fight the heroes.
Attributes: Agility d6, Smarts d4, Spirit d6, Attributes: Agility d6, Smarts d10, Spirit d10,
Strength d10, Vigor d10 Strength d6, Vigor d8
Skills: Athletics d4, Common Knowledge Skills: Athletics d6, Common Knowledge
d4, Fighting d6, Intimidation d6, Notice d4, d6, Fighting d6, Intimidation d8, Occult
Shooting d6 d10, Notice d10, Persuasion d10, Shooting
Pace: 4; Parry: 5; Toughness: 14 (5) d6, Spellcasting d10, Stealth d6, Survival d6
Hindrances: Hesitant Pace: 6; Parry: 5; Toughness: 13 (5)
Edges: Brute Hindrances: Curious, Overconfident
Gear: Decrepit Armor (+5 Armor), Laser Edges: Arcane Background (Magic),
Rifle (Range 24/48/96, Damage 4d6, RoF 1, Charismatic, Level Headed, Master of
AP 2), Vibro-Knife (Str+d6 Mega Damage, Magic, Rapid Recharge, Soul Drain
AP 6). Powers: Banish, boost/lower Trait, dispel, drain
Special Abilities: Power Points, illusion, intangibility, light/
„„Bite: Str+d4. darkness, sloth/speed, summon ally, teleport.
„„Fearless: Mindless undead are immune PPE: 35
to Fear and Intimidation. Gear: Ley Line Walker Medium Armor (+5
„„Undead: +2 Toughness; +2 to recover Armor, +2 Toughness, +4 vs Poison and
from being Shaken; no additional Disease), TW Shard Pistol (Range 15/30/60,
damage from Called Shots; doesn’t 3d4 Mega Damage, RoF 3, AP 4, 3RB,
breathe; immune to Disease and Poison. targets hit suffer lower Trait vs. Vigor, and
„„Weakness (Head): Called Shots to a with a raise Hinder), silver dagger (Str+d4).
zombie’s head do the usual +4 damage. Special Abilities:
„„Bind the Summoned: Shifters can bind
SHIFTER summoned beings to their service for an
Arcane practitioners who manipulate extended period of time. They do this
dimensional energies and summon by reducing their maximum PPE by the
creatures from beyond, many Shifters wind amount needed when casting summon
up corrupted by their practices. While a ally. The creature remains bound to
Ley Line Walker focuses his internal mystic the Shifter's service until released or
energies on interaction with ley lines and Incapacitated. The Shifter may retain
Rifts, a Shifter prefers to tear holes in reality up to one summoned ally per Rank (a
through these phenomena and drag things Veteran Shifter may bind three beings).
kicking and screaming into the world, Bound allies have the Resilient ability.
forced to do his bidding. When using Magic Rituals, ignore 4
There are a number of parallels and points of arcane skill roll penalties for
shared abilities between Shifters and Ley Improved Duration.
Line Walkers, especially where reading and „„Communication Rift: By concentrating
manipulating Rifts, ley lines, and related for a full round Shifters can open micro-
phenomena are concerned. At the same Rifts across space and dimensions,
time, Shifters have powerful abilities of just large enough to send and receive
their own when it comes to interacting with spoken messages; costs 15 PPE near a
supernatural creatures from other realms. ley line, or 50 PPE away from one.
This makes them highly valuable to Lord „„Dimension Sense: With a Spellcasting
Dunscon and other magical tyrants. roll, Shifters can determine the following
The Shifter’s abilities described below about a dimension: environmental
are for when a Game Master wants to deal conditions, whether magic poor or rich,
with the full process of summoning and if there’s a temporal shift, whether it is
controlling beings as part of the story. For a parallel dimension, etc.
the sake of convenience in a given tale, you
should simply decide the Shifter successfully

29
„„Dimensional Teleport Home: Once per looking for yet another advantage to turn the
day and for 25 PPE, a Shifter can teleport tide of the war, discovered their existence,
himself home regardless of distance. they undertook a daring plot to free the lot
„„Expanded Awareness: Shifters detect of them and bring them to Rifts Earth.
arcana as an Innate Ability. With a Once on this side, the Tolkeenites actually
Notice roll, they sense supernatural offered the Daemonix a choice—serve with
beings or the manipulation of time or Tolkeen to save the city from the horrible
dimensional energies. Coalition Empire, or seek their fortunes in
„„Ley Line Phasing and Ley Line Gate: the new, wide world they’d been brought
See The Tomorrow Legion Player’s Guide. to. While the gesture seems noble on the
„„Ley Line Magic Mastery: See The surface, most understand it was a highly
Tomorrow Legion Player’s Guide. calculated risk, and a clever manipulation
„„Psychotically Brave: Shifters gain +1 to by those who conducted the rescue. With an
Fear checks and subtract 1 from Fear offer to unleash their glorious, destructive
Table results per Rank; i.e. a Veteran might against an army, and the opportunity
Shifter would be +3 and −3 respectively. to be armed with magical devices to make
„„Sense Rifts: Shifters can sense them even more powerful and grand in this
dimensional anomalies within 50 miles new world, there was little doubt the vast
(direction, type, general location), or majority of the Daemonix would assent to
anywhere along a ley line’s length. the request to join Tolkeen’s army.
„„Shift Reality: Shifters get a free reroll While the sub-demon Daemonix are
(can't reroll Critical Failures) on all practically walking PPE batteries, most
Spellcasting rolls related to: banish, boost/ have neither the natural ability to use
lower Trait, drain Power Points, illusion, their energies for magic, nor the capacity
intangibility, invisibility, light/darkness, to learn the intricacies of spellcasting.
sloth/speed, sound/silence, summon The Techno-Wizards of Tolkeen, however,
ally, teleport, and +4 to open, close, or came up with a brilliant solution after
manipulate Dimensional Portals. just a bit of experimentation on their new
allies. Something of the unique nature of
Daemonix the Daemonix physiology, as well as their
As the war between Tolkeen and the Coalition mystical makeup, allows for arcane bionics
heated up, the leadership of the magical to be installed in their bodies—Techno-
kingdom made some very questionable, Wizard weapons and devices drawing upon
very dark decisions. They were choices their natural PPE reserves, and to which
made strictly for the sake of victory against their bodies naturally and easily adapted.
an implacable, powerful foe, but their Though the influx of the Daemonix initially
consequences not only spelled the ultimate helped turn the tide in Tolkeen’s favor, the
doom of the kingdom, but left dangerous war was ultimately lost. In the wake of the
and even catastrophic consequences in the disastrous aftermath, the Daemonix fled
wake of the war. The rescue and recruitment with many others. Thanks to the cunning
of the Daemonix ranks very high on the list efforts of Lord Alistair Dunscon’s agents, a
of the Federation’s greatest mistakes. great many Daemonix found their way to
Where they come from, the Daemonix the Brass City and into Dunscon’s direct
were the lowest rung of a demonic hierarchy service. Still others fled into the Magic
where they served as slaves and worse. As Zone, drawn to its inherently powerful
a species, they spent many thousands of properties. Thanks to their aquatic nature,
years tormented, abused, and treated as the Daemonix had little trouble crossing
a disposable resource by their demonic the Mississippi river and swarming into the
masters and the dark gods who frequently Zone despite the Coalition’s best efforts.
summoned them for terrible purposes.
When a team of Shifters from Tolkeen,

30
BASAL „„Fear: Alien and creepy, Daemonix cause
“He who shall be obeyed” is the translation Fear checks when first encountered.
for the name of this breed of Daemonix, „„Immunity: Any form of possession.
who are also called the Overmasters by the „„Size 6 (Large): Even the smallest of the
others of the broader clan. With a massive Daemonix is a big critter.
head flowing into the “torso with eyes,” „„Slow Regeneration: All Daemonix gain
and two huge arms over a second pair of a natural healing roll once per day.
smaller, spindlier ones, the Basal asked only „„Techno-Wizard Devices: Unlike
for legs (of a very specific design) from their other Daemonix, the Basal breed only
Techno-Wizard benefactors. Otherwise takes on a six-legged mobile platform
consigned to a slug-like lower body, they upgrade. Not only does this system
enjoy standing taller and the significantly provide an amazing Pace (with a d10
increased mobility. run die), it also gives the Basal the
Basal Daemonix are invariably assigned ability to perform a standing leap of 4”,
to any demon unit as its commander, high or long—6” with a running start.
which is the natural order of things for all
involved. They are egotistical, calculating, FECULENCE
and demand obedience from servants and “He who is most foul and cunning” is the
respect from all others. They are the greatest translation for what the Daemonix call this
source of worry for anyone who dares to ally particular breed. They are the smallest of
with the Daemonix over a period of time. the demon species, though they still tower
The main reason the Basal avoid any over humans at 12–15 feet tall and stretch
more TW bionics beyond their legs is their to well over 20 feet in length. Their basic
impressive array of psionic powers. They form is a nightmarish cross of crab, dolphin,
fear more upgrades would interfere with and crayfish, with the sickly white or pale
this natural, powerful advantage. gray skin of all Daemonix. Almost all of the
Feculence out of Tolkeen had most of their
Attributes: Agility d8, Smarts d10, Spirit d12,
limbs, including their main legs, replaced
Strength d12+3, Vigor d12
with TW bionics. They are also typically
Skills: Athletics d8, Common Knowledge
armed with a couple of laser rifles and at
d8, Fighting d8, Intimidation d10, Notice d8,
least two melee weapons.
Persuasion d8, Psionics d10, Shooting d6
Feculence demons excel at missions of
Pace: 20; Parry: 6; Toughness: 26 (12)
scouting, at least in comparison to their
Hindrances: Arrogant, Hesitant, Outsider
larger brethren, but their true specialty is
Edges: Alertness, Ambidextrous, Arcane
interrogation and torture. If Daemonix are
Background (Psionics), Calculating, Frenzy
instructed to capture prisoners from enemy
(Imp), Master Psionic, Mentalist, Psi-Blade,
forces, such captives are always turned
Sixth Sense
over to a Feculence demon for information
Powers: Boost/lower Trait, confusion, damage
gathering (and, usually, disposal).
field, deflection, detect/conceal arcana, healing,
illusion, mind link, mind reading, puppet, speak Attributes: Agility d8, Smarts d8, Spirit d8,
language, telekinesis. ISP: 50 Strength d12+1, Vigor d12
Gear: None; they eschew anything beyond Skills: Athletics d8, Common Knowledge
their psionic powers. Note that the psi- d6, Fighting d8, Intimidation d8, Notice
blade of a Basal does Str+Spi Mega Damage, d10, Psionics d8, Shooting d8, Stealth d8,
AP 10. Survival d8
Special Abilities: Pace: 10; Parry: 6; Toughness: 31 (14)
„„Armor +12: Tough demon hide. Hindrances: Curious, Mean, Outsider
„„Aquatic: Pace 6. Edges: Alertness, Ambidextrous, Arcane
„„Environmental Immunity: Cold, Background (Psionics), Giant Killer, Major
Disease, Fire, and Heat. Cold or heat- Psionic, Mentalist, Steady Hands, Two-Gun
based attacks inflict half damage. Kid, Two-Fisted

31
Powers: Detect/conceal arcana, farsight, mind Spirit roll (they are living PPE batteries
link. ISP: 30 and never run out of power for these
Gear: 2 × L-20 Pulse Laser Rifles (Range devices): blind, bolt, burst, confusion,
24/48/96, Damage 4d6, RoF 3, AP 2; Heavy entangle, fear, light/darkness, mind reading,
Pulse), 2 × Vibro-Swords (Str+d10 Mega puppet, slumber, smite.
Damage, AP 10). „„Tentacles: With six articulated
Special Abilities: tentacles, the Feculence may make two
„„Aquatic: Pace 6. tentacle actions each round.
„„Demon Hide: Feculence have +14 „„Weakness (Heat/Fire): Feculence suffer
Armor and +4 Toughness. +4 damage from arcane Fire or heat-
„„Environmental Immunity: Cold, based attacks.
Disease, Electricity, and Poison. Cold-
based attacks inflict half damage. HANGDOG
„„Fear: Alien and creepy, Daemonix cause “He who serves, the lowest of the low”—the
Fear checks when first encountered. translated name for this rather pathetic (in
„„Low Light Vision: Feculence ignore relative terms) breed of Daemonix. The
Dim and Dark Illumination. leaders of Tolkeen made a minor attempt,
„„Size 5 (Large): Even the smallest of the when the Daemonix first came through the
Daemonix is still a big critter. summoning portals, to elevate the breed.
„„Techno-Wizard Devices: Various This was nearly disastrous as the
leg and arm replacements grant each other breeds threatened
Feculence the following powers as rebellion and the Basals
Innate Abilities, activated with a who were handling

32
initial negotiations explained that changing „„Size 6 (Large): Hangdogs are only
the caste order of their species was simply about 11 feet tall, but nearly 20 feet in
impossible. The Hangdogs are little more length—truly massive.
than moderately intelligent beasts of burden, „„Slow Regeneration: All Daemonix gain
and while they complain constantly about a natural healing roll once per day.
their lot in life, they seem utterly disinclined „„Tracking Scent: Hangdogs gain a +2
to change anything about it. to all Survival (tracking) checks based
Hangdog Daemonix are huge, vaguely on scent. If the target is bleeding, the
rhinoceros-like creatures with huge heads bonus increases to +4.
and massive horns. They have four legs
and two almost comically large arms of IMMOLATOR
immense strength. They are accustomed “He who destroys” This translated
to tasks such as mining and pulling large phrase refers to the Immolator branch
cargo, but they’ve adapted to the role of war of the Daemonix species. It fits in direct,
mounts with great capacity. unmistakable ways, as the Immolators seek
only battle, eradicating all living things and
Attributes: Agility d6, Smarts d4, Spirit d6,
every standing structure in their way. Little
Strength d12+7, Vigor d12+2
else in life means anything to them; when
Skills: Athletics d8, Common Knowledge
they aren’t in battle, they become quiet—
d4, Fighting d8, Intimidation d6, Notice d6,
almost docile—and morosely await their
Survival d6
next call to wage war.
Pace: 10; Parry: 6; Toughness: 33 (15)
Over 20 feet tall with thickly muscled
Hindrances: Loyal, Outsider
arms and legs, an Immolator’s head is very
Edges: Alertness, Ambidextrous, Charge,
like that of a whale, with the exception of
Fleet-Footed, Frenzy (Imp)
sword-like, razor sharp teeth in its gaping
Gear: None for themselves, but most
maw. These walking weapons of mass
Hangdogs ridden into battle have an
destruction usually sacrifice their hands
elaborate Techno-Wizard platform cinched
and legs to the Techno-Wizard upgrades
on, which gives the main rider dual fire-
promised their species on arrival, making
linked TW cannons (Range 80/160/320,
them even more devastating.
4d8 Mega Damage, RoF 1 AP 8) and a rear
“tail gunner” seat with a TK Machine Gun Attributes: Agility d8, Smarts d6, Spirit d8,
mounted (Range 30/60/120, Damage 4d6, Strength d12+6, Vigor d12+1
RoF 4, AP 3). Skills: Athletics d10, Common Knowledge
Special Abilities: d4, Fighting d10, Intimidation d8, Notice d6,
„„Bite, Claws, or Horn: Str+2d8 Mega Psionics d6, Shooting d8, Survival d6
Damage, AP 16. Pace: 8; Parry: 7; Toughness: 37 (20)
„„Burrowing: Hangdogs can dig through Hindrances: Impulsive, Outsider
even solid rock at their Pace. Edges: Alertness, Ambidextrous, Arcane
„„Demon Hide: Hangdogs have +15 Background (Psionics), Sweep (Imp), Major
Armor and +3 Toughness. Psionic
„„Environmental Immunity: Cold, Powers: Detect/conceal arcana, telekinesis.
Disease, Fire, and Heat. Heat-based ISP: 20
attacks inflict half damage. Gear: TW laser (Range 40/80/160, 4d6 Mega
„„Fear: Alien and creepy, Daemonix cause Damage, RoF 3, AP 5), TW lightning wand
Fear checks when first encountered. (Cone Template, 2d12 Mega Damage, AP 4),
„„Gore: If the Hangdog moves at least TW rod (Str+d12 Mega Damage, AP 6).
5” before attacking, it gains +4 to the Special Abilities:
damage total. „„Aquatic: Immolators can breathe
„„Immunity: Hangdogs are immune to underwater and move their Pace in
cold-based attacks. water.
„„Low Light Vision: Hangdogs ignore „„Bite or Stomp: Str+2d6 Mega Damage,
Dim and Dark Illumination. AP 12.

33
„„Demon Hide: Immolators have +20 MANSLAYER
Armor and +3 Toughness. “He who battles.” As the Immolators might
„„Environmental Immunity: Cold, be considered the “armor” of the species,
Disease, Fire, and Heat. Heat-based Manslayers are its infantry. They live to
attacks inflict half damage. fight, often battling amongst themselves—
„„Fear: Alien and creepy, Daemonix cause or with anything else they can pick a
Fear checks when first encountered. fight with—if they aren’t kept fairly active
„„Low Light Vision: Immolators ignore against enemy forces.
Dim and Dark Illumination. A Manslayer’s amphibian-like head,
„„Size 6 (Large): Immolators are 20 –24 complete with giant bulging eyes, sits atop
feet tall and mighty in build. a humanoid body with large powerful arms
„„Slow Regeneration: All Daemonix gain and short, muscular legs. Spiny tendrils
a natural healing roll once per day. flow from the back of a skull containing a
„„Techno-Wizard Devices: Various leg massive maw full of huge teeth.
and hand replacements, as well as
Attributes: Agility d8, Smarts d6, Spirit d6,
head implants, grant each Immolator
Strength d12+4, Vigor d12
the following powers as Innate
Skills: Athletics d8, Common Knowledge
Abilities, activated with a Spirit roll
d4, Fighting d8, Intimidation d6, Notice d6,
(they are living PPE batteries and
Psionics d6, Shooting d8, Survival d6
never run out of power): protection,
Pace: 8; Parry: 6; Toughness: 29 (14)
barrier, bolt, dispel, drain Power Points,
Hindrances: Bloodthirsty, Outsider
entangle, fear, havoc, sloth/speed.

34
Edges: Alertness, Ambidextrous, Arcane Automaton
Background (Psionics), Major Psionic The City of Dweomer, ruled by The Three
Powers: Relief, telekinesis. ISP: 20 (alien, godlike arcane beings), is technically
Gear: TW fire cannon (Range 25/50/100, a part of the Federation of Magic, but the
Damage 3d12 Mega Damage, RoF 1, It relationship between its leadership and that
Burns), TW lightning gun (Cone Template, of Lord Alistair Dunscon is cool and distant.
4d6+1 Mega Damage, AP 4), TW frostblade For the most part, Dweomer sees to its own
(Str+2d8 Mega Damage, AP 8). affairs and stays out of Dunscon’s way,
Special Abilities: which works…for now. In the meantime,
„„Aquatic: Manslayers can breathe Dweomer‘s military forces continue to
underwater and move their Pace in build toward the day the concealing magic
water. of the city isn’t enough to hold off a major
„„Bite or Stomp: Str+2d4 Mega Damage, attacking force, such as the Coalition, or
AP 10. any army Dunscon might throw at them
„„Demon Hide: Manslayers have +14 when he finally determines they must be
Armor and +2 Toughness. brought to heel.
„„Environmental Immunity: Cold, One of the most important parts of
Disease, Fire, and Heat. Heat-based Dweomer’s military might is the stockpile
attacks inflict half damage. of Automatons its High Mages create and
„„Fear: Alien and creepy, Daemonix cause deploy. Effectively the arcane answer to
Fear checks when first encountered. heavy power armor, robot vehicles, and
„„Immunity: Manslayers are immune to armored vehicles, the Automatons are giant
cold-based attacks. animated forms of metal, stone, and other
„„Infravision: Manslayers ignore two materials designed for combat. They require
points of penalties from bright lights a controller, usually one specially trained for
and flashes, and can see the heat patterns the task, though Techno-Wizards are fully
of living things—halve Illumination capable of taking command of one that’s
penalties when attacking warm targets otherwise not bonded to a specific person
(including invisible beings). (or whose controller has died).
„„Low Light Vision: Manslayers ignore Unfortunately, the swirling arcane storm
Dim and Dark Illumination. of magic within an Automaton makes
„„Size 5 (Large): Manslayers are an it impossible for a controller to enjoy its
impressive 18 feet tall. full defenses by riding inside. Instead,
„„Slow Regeneration: All Daemonix gain most operators ride on top of the head,
a natural healing roll once per day. using various crown-like edifices or other
„„Techno-Wizard Devices: Various leg structures for cover (−4 from any attacks
and hand replacements, as well as from ground level, but only −2 from airborne
head gear, grant each Manslayer the attacks). Such controllers need to wear body
following powers as Innate Abilities, armor or have some other kind of protection
activated with a Spirit roll (they are to survive heavy combat.
living PPE batteries and never run out The link between controller and arcane
of power for these devices): protection, machine is pretty impressive, allowing each
fly, invisibility, sloth/speed. to see and sense what the other experiences.
Those who go through the bonding ritual
can actually control their Automatons at a
distance of their Spirit × 2; otherwise, the
operator must be in physical contact with
the arcane golem. For a typical pilot, use
the stats of the Combat Mage (page 22),
and assume she has Piloting d8 and the
Automaton version of the Robot Vehicle Jock
Edge. In combat, Automatons are vehicles
following the same rules as robot vehicles.

35
BATTLELORD EARTH THUNDER
A mighty, reliable Automaton, highly A considerably more common model,
popular among those who operate such the Earth Thunder’s simplistic bipedal
golems, the Battlelord is a hulking metal construction—smooth stone skin, a block-
powerhouse 24 feet tall. Made of gleaming like head with shining eyes—is nonetheless
metal with ornate crafting and a gargantuan imposing on the battlefield. It has a pilot
sword, the Battlelord suggests a fantastic compartment carved into its back, which
temple’s guardian statue come to life. The grants the riding operator considerable
operator has a fine command compartment cover (though he must rely on the
atop the head, with ram horns and a roaring Automaton’s senses to see anything). Most
lion edifice to provide cover, and he can use controllers, preferring personal mobility,
the Battlelord’s tremendous, booming voice walk alongside the arcane machine if they
to shout across the battlefield as needed. have the bonding link with it.
Though the vast majority of Battlelords Earth Thunders are around 12 feet tall,
remain in the control and service of making them relatively small in the “arcane
Dweomer, there are a few out there that robot” category. But they are solid, reliable,
were either given to their operators, or were and plenty dangerous to any foe.
stolen. A handful are in the possession
Earth Thunder: Size 4 (Large), Handling
of Dunscon’s forces, which is of great
+1, Pace 10 + d8 (40 MPH), Toughness 26
concern to The Three.
(8), Crew 1, Strength d12+3
Battlelord: Size 7 (Large), Handling +1, Notes: MDC Armor
Pace 12 + d8 (50 MPH), Toughness 46 „„Spellcasting: The operator can cause
(22), Crew 1, Strength d12+6 the Earth Thunder to cast the following
Notes: MDC Armor spells, using the lower of his Piloting or
„„Fear: Battlelord Automatons cause Fear Spellcasting skills. These spells draw
checks when encountered. on the Automaton’s PPE store of 30 (the
„„Spellcasting: The operator can cause operator can also substitute his own
the Battlelord to cast the following PPE), and all can be cast using their
spells, using the lower of his Piloting Mega Power Modifiers: barrier, bolt,
or Spellcasting Skill. These spells draw burst, deflection, detect/conceal arcana,
on the Automaton’s near-unlimited PPE telekinesis.
store, and all can be cast using standard „„Special Qualities: The Earth Thunder
and mega Power Modifiers: barrier, has permanent darksight and farsight,
darksight, deflection, detect/conceal arcana, shared with its controller. It also has
entangle, farsight. Fast Regeneration (at d12 Vigor), but the
„„Special Qualities: The Battlelord has operator must spend his own 10 PPE to
Arcane Resistance (Imp), which it activate it, and it only lasts five rounds
shares with its controller. This can be per activation.
activated and deactivated as an Innate Weapons:
Ability. It also has Fast Regeneration (at „„Magic Sword (Str+2d6 + 2 Mega
d12 Vigor), but the operator must spend Damage, AP 12, Reach 1).
his own 10 PPE to activate it, and it only
lasts five rounds per activation.
Weapons:
„„Magic Two-Handed Sword (Str+2d12
Mega Damage, AP 24, Reach 2).
„„Lightning Blasts (Range 80/160/320,
3d10 + 3 Mega Damage, RoF 1, AP 20).
„„Eye Beams (Range 120/240/480, 4d6
Mega Damage, RoF 4, AP 5, Anti-
Personnel).

36
Savage Tale: Alternately, should the whole team come
Meet the New Boss across together, the Murder Wraith attacks
Wickliffe, in what was once the state of them all. However the conflict occurs, other
Kentucky, is one of the most distant towns enemies are drawn to any loud noises,
with which Castle Refuge has regular clarifying that the town’s been taken over
contact. Tomorrow Legion teams must by members of the Grim Reaper cult!
cross difficult territory—including a swing
EE Murder Wraith: See page 26.
by the CS-friendly city-state of Whykin—to
„„Grim Reaper Juicers (2): Use Juicer
reach the Mississippi river port town, but
stats (page 63); both are on Last Call
the effort is worthwhile. Folks in Wickliffe
with only 3 Burn each (d8 Burn Die).
have a fairly strong sense of what’s going on
„„Mercenary Soldiers (4): Use Soldier
in the Magic Zone, thanks to regular trade
stats (page 66).
along the river and otherwise.
The team, carrying messages and some
vital medicines, must evade or deal with
OCCUPIED WICKLIFFE
The team’s usual contacts, including Mayor
the usual challenges (feel free to throw in
Anthony Graele, are either dead or in hiding.
an encounter with a Coalition patrol on the
In fact, Anthony’s head adorns the lintel
way). They have no reason to expect any
over the main entrance to the town’s city
particular trouble once they reach Wickliffe.
hall. There the new, self-appointed ruler
However, a very unpleasant surprise awaits
of Wickliffe, Ambrosia Skyler, rules what’s
them when they arrive, shortly after sunset.
left of the population with an iron fist and
Wickliffe’s modest docks handle a decent
sadistic glee. Ambrosia is in Last Call, and
amount of river traffic and trade. But the
her final days are truly upon her. She awaits
first sign of trouble is the lack of the usual
her transition into a Murder Wraith, living
ferry to convey passengers to the east bank.
out a vicious hedonistic fantasy between
In fact, the docks look nearly abandoned,
bouts of spasms and delirium. Townspeople
and no one on that side of the river is
have been turned into slaves to serve her
paying attention for the usual signal—a lit,
every whim. The city building is a twisted
oversized lantern—to call for the ferry.
melding of nihilistic nightmare and non-
stop, drug-fueled rave.
CROSSING THE MISSISSIPPI The sheer noise coming out of the building
The river is about 3,000 feet (over half a mile,
is likely the only thing that didn’t bring
or about 500 game inches) across at the
more of her people running to the fight on
point where the team normally takes the
the docks, giving the Legionnaires a chance
ferry. The heroes need a plan to cross, which
to scout out the situation and make a plan.
might include finding an abandoned boat
There are entrances to the building in the
somewhere north or south of them on the
front and back, both guarded by four mercs
west bank; the use of magic to fly everyone
and two Murder Wraiths. There’s also a
across or allow them to swim/walk on the
staircase on one side leading to a basement
riverbed; or one team member crossing to
entrance, guarded by two Juicers.
retrieve the abandoned ferry, and bringing
(If the heroes decide, for some reason, to
it back to the rest of the group.
wait until daylight hours to act, the Murder
In the last case, whoever makes it to the
Wraiths disappear inside, replaced by one
docks must make a Notice check, opposed
Juicer each. Notably, the creatures go around
by the Murder Wraith patrolling the area.
to the basement entrance and enter there.)
If the hero is particularly sneaky about
To keep the momentum going, and give
his efforts, he may make a Stealth check,
all sorts of skills and plans a chance to shine,
opposed by the Murder Wraith. It’s possible
run this portion of the adventure as a Quick
neither entity notices the other, in which
Encounter. Use the Dangerous level of
case nothing happens. Otherwise, whoever
Encounter Results for heroes using a more
went to get the ferry is in for a nasty surprise
"wetwork" approach against the guards (see
and possibly an ugly fight all on his own,
Quick Encounters in Savage Worlds).
unless he retreats.

37
GLITTER BOYS AND The building’s interior is awash in
ROBOT VEHICLE PILOTS pounding, thundering techno music. All
hearing-based Notice checks are at −4. The
lighting is pretty crappy, as well, imposing
A lot of the combat in this scenario Dim (−1) penalties on attack rolls for anyone
happens inside, with innocents as without some kind of offsetting enhancement.
potential bystanders. This makes it
pretty close to impossible to take a EE Ambrosia Skyler: a Juicer (page 63)
Glitter Boy or robot vehicle into the armed with a WI-C8 "Juicer Chainsaw"
fight. This is one of those scenarios (see The Tomorrow Legion Player's Guide),
where the pilots need to rely on their on Last Call with 1 Burn left (d12 Burn
other abilities and gear to get through. Die), which she will spend!
That’s OK, and should happen EE Murder Wraiths (1 per two heroes,
every once in a while, as a balancing rounded up): See page 26, all are on
factor against their otherwise the second floor.
devastating role in most conflicts. „„Grim Reaper Juicers (1 per hero): Use
the Juicer stats (page 63); all are on
Last Call with only 2 Burn each (d10
Burn Die). Half are on the first floor, the
rest are on the second floor.
„„Mercenary Soldiers (2 + 1 per hero):
CITY HALL use Soldier stats (page 66), both floors.
There are innocents inside; if the team
watches for any reasonable length of time,
they see men and women (humans and
IN THE BASEMENT
The real leader of the operation is a Grim
D-Bees) being dragged out of the place,
Reaper Necromancer by the name of Oliver
obviously exhausted and terribly mistreated,
Breckinridge. He’s made his lair in the
wearing ruined clothing. More are gathered
basement of the Wickliffe City Hall. He’s the
up from nearby buildings (where they
one Ambrosia is linked to, who brings her to
are being held captive in larger groups)
full Murder Wraith status once she finally
and hauled back in. This makes any plan
dies. He’s hoping to set himself up in the
involving simply leveling the building
local area as a powerful warlord, taking firm
with explosives or heavy-weapons fire
control of this outlying region of the Magic
problematic, to say the least.
Zone to curry favor with Lord Dunscon and
On the first floor, among the various
the more highly-placed Grim Reapers in
people passed out, dancing, drinking, or
the City of Brass.
otherwise occupied with party activities,
He’s been preparing ritual tables for
there are armed mercs and more Grim
Ambrosia, with preliminary work for the
Reaper Juicers. Ambrosia is on the second
other Juicers in his service for when they
floor, “holding court,” with the rest of the
get closer to the time as well. There are
Juicers and Murder Wraiths (even if it’s
numerous cages full of people he plans to
daytime, when they suffer penalties). Again,
sacrifice to generate power for the rituals.
there are innocents everywhere, including
Oliver keeps a handful of zombies and
a handful of males and females chained
skeletons on hand to defend him, as well as
to the makeshift throne she’s had crafted
some Murder Wraiths.
for herself—use the rules for Innocent
Bystanders in Savage Worlds. EE Oliver Breckinridge: a Necromancer
Given half a chance, Ambrosia taunts the (page 27).
heroes first, letting them know her immortal EE Murder Wraiths (1 per hero ): See page
godhood is at hand, and they’re just in time 26.
to witness it. When she launches herself „„Zombies (1 + 2 per hero): See page 28.
into combat, it’s with total abandon—she „„Skeletons (2 + 1 per hero): See page
intends to die in this fight, and she spends 28.
the last of her Burn unleashing on the team.

38
39
addition to the special agents detailed below,
mercenaries and specialists (page 56) are
THE BLACK MARKET regularly employed to handle all kinds of
troubleshooting.

In the world of Rifts Earth, the Black Market is EEGilbert Fairchild,


no longer simply a term for the mechanisms Captain of the
by which folks attain contraband and goods Razorback Crew
otherwise not available openly or readily. With the addition of Fort El Dorado to the
While this definition still holds true, there Empire of the Coalition, all kinds of new
is an actual global structure to the concept opportunities blossomed in the Missouri
now, whereby well-organized and very and Arkansas region. Gilbert Fairchild is a
powerful criminal organizations form a vast, Chicago Network agent sent into the area
wealthy network dedicated to the pursuit of to exploit the new opportunities, as well as
credits and power. scout out potential new smuggling routes.
In North America, the greater organization Gilbert came up through the ranks as
known as the American Black Market is a soldier and enforcer, but he studied
ruled by five factions—Bandito Arms (the everything he could get his hands on
criminal manufacturing cartel of the New about how the various businesses and
West); the Chicago Network (the reorganized operations of the Black Market run. He
Mob, overseeing business throughout asked questions, watched experts at work,
the cities of middle and eastern America); and showed initiative at every opportunity.
El Oculta (the darkest and most violent He was determined to be more than
cartel, working throughout the American muscle, looking forward to the day he’d
Southwest and Mexico); the Immortal Hand have his own territory and operations,
(an arcane-oriented faction based primarily with agents, soldiers, enforcers, and more
in the Magic Zone); and Le Marche Noir serving under him.
(the Canadian arm, dealing primarily with His ambition and initiative paid off, and
Free Quebec). While these five factions now he has a crew of his own. Granted,
constantly vie with each other for power, it’s fairly small for now, but he has the
influence, and market share, they agree on framework to build upon what the Chicago
greater matters such as tradition, rules of Network fronted him for the operation,
commerce and interaction, and keeping the and he fully intends to maximize his
trade goods and money flowing. They also opportunities, no matter what it takes. He
work together against common threats, such set up shop in Fayetteville, Arkansas, in
as Coalition security forces, depredations the restored ruins of what was probably a
from the Federation of Magic, and bandits university of some kind. His team took the
and predators across the continent. name “Razorbacks” from some old sports-
Meanwhile, the average person still oriented paraphernalia they found while
interacts with what she understands to be cleaning out and rebuilding some of the
the Black Market, including sales agents, buildings in the area.
backroom dealers, smugglers, enforcers, The community quickly figured out
and other foot soldiers and operatives who Gilbert’s people were not to be messed with.
do the day-to-day business. Any given Black At the same time, he ensures his people
Market outfit operates fairly independently, treat the locals with respect and fairness.
in a cellular fashion. If something happens to Establishing rapport and friendly relations
it, the damage to the greater cartel to which with the neighbors, especially this far away
it belongs is usually slight, and damage from major metropolitan centers, is just
to the American Black Market Network is good business. Folks understand they can
practically nil. Nonetheless, the bosses of get a lot of supplies and even luxury items
this vast network of criminal enterprises they never had access to, thanks to the
take any damage to their enterprises poorly, Razorbacks. As well, Gilbert’s foot soldiers
and retribution is often swift and final. In and mercs ensure Fayetteville is fairly

40
well protected against monsters, bandits, Black Market Enforcer
and other threats. The Black Market employs thousands of
Meanwhile, the Fayetteville Trade Market soldiers, mercenaries, and specialists on
is rapidly becoming known as a source of both temporary and permanent bases,
supplies and commerce. It’s just one more but the bosses and captains greatly count
step in Gilbert Fairchild’s rise to power, upon Enforcers to ensure things get done
which makes him a potentially useful contact, (and correctly). Enforcers are powerful
ally…or enemy to the Tomorrow Legion. combatants, certainly, but they are also
His time as a Black Market soldier, and expected to think on their feet, analyze
then Enforcer, made Gilbert Fairchild a the needs of the organization, and provide
very tough customer. He’s also smart and leadership in a crisis. Those who reach the
educated about things that matter to his plans. rank of Enforcer in the Black Market are
highly valued, but they also face strict and
Attributes: Agility d10, Smarts d8, Spirit d8,
even deadly consequences for failure.
Strength d12+1, Vigor d10
Skills: Academics d6, Athletics d10, Attributes: Agility d8, Smarts d6, Spirit d8,
Common Knowledge d10, Fighting d10, Strength d8, Vigor d8
Gambling d6, Intimidation d8, Notice d8, Skills: Athletics d8, Common Knowledge
Persuasion d10, Shooting d10, Stealth d6, d6, Fighting d8, Intimidation d8, Notice
Survival d6, Taunt d6, Thievery d8 d8, Persuasion d4, Shooting d8, Stealth d8,
Pace: 6; Parry: 7; Toughness: 20 (8) Thievery d6
Hindrances: Greedy (Minor), Loyal, Pace: 6; Parry: 6; Toughness: 15 (6)
Vengeful (Major) Hindrances: Greedy (Minor), Loyal, Vow
Edges: Bruiser, Combat Reflexes, Command (Major—Serve the Black Market)
Presence, Connections (Black Market), Edges: Brawler, Command, Connections
Dodge, First Strike, Hard to Kill, Level (Black Market), Dirty Fighter, Strong Willed
Headed, Natural Leader, Steady Hands, Gear: Bushman Medium EBA (+6 Armor, +2
Strong Willed, Tricky Fighter Toughness), L-20 Pulse Laser Rifle (Range
Gear: Branaghan EBA and armored duster 24/48/96, Damage 4d6, RoF 3, AP 2; Heavy
(+8 Armor, +3 Toughness), NG-LG6 Laser Pulse), Vibro-Longsword (Str+d10 Mega
Rifle (Range 24/48/96, Damage 4d6, RoF Damage, AP 10), 2 × frag grenades (Range
1, AP 2) and Launcher (18/36/72, 3d12 MD, 5/10/20, 4d6 Mega Damage, LBT).
SBT, It Burns), NG-57 Heavy Ion Blaster
(Range 12/24/48, Damage 1– 3d8+2, RoF 1),
Vibro-Longsword (Str+d10 Mega Damage,
AP 10).
Cybernetics: Bionic Strength Augmentation
II, Core Electronics Package, Cyber-
Wired Reflexes, Optics Package (+2 sight-
based Notice), Range Data System (offset
Shooting penalties by two), Synthetic
Organ Replacement I.

41
LIFELINE Black Market
ADVENTURE SEED Expeditor
Outside the regular security and
combative elements, many thousands of
Lifeline specialists in the Black Market serve to
A town within the Castle Refuge ensure smooth daily operations, as well
alliance suffers from an outbreak of as seek out and exploit new opportunities.
a serious disease. A supply of vital Expeditors are well-rounded agents
medicine on its way was hijacked by who combine the various skill sets
assailants unknown. The team is sent to valued by the organization to maintain
Fayetteville, where rumors say a Black and expand the business. They aren’t
Market operation is set up that may have afraid to get their hands dirty and take
medicine to replace what was stolen. direct action, either.
As it turns out, Gilbert just bought Such agents are often placed in charge
the medicine from the thieves, which of specific tasks and limited operations,
he intends to mark up considerably. rather than running a permanent
However, if the team negotiates well and gang or facility. An Expeditor often
in good faith, he actually offers to sell has one or two Enforcers as well as
them the medicine at a slight loss. The numerous soldiers and specialists to
catch? He wants them to owe him a favor, call upon if needed. However, when
which has very specific connotations muscle and enforcement are called
within Black Market culture. for, most Expeditors feel they’ve made
a mistake. The exception, of course, is
One Good Turn when interlopers stick their noses into
While stopped at a trading post to an operation and muddy the waters,
exchange information and resupply, at which point the Expeditor is all too
the team sees two men purchasing happy to see the irritant removed.
what turns out to be weapons from
an independent Northern Gun dealer. Attributes: Agility d8, Smarts d8, Spirit
Just as they are loading the cases of d8, Strength d6, Vigor d6
weapons onto a mule-drawn wagon, a Skills: Academics d6, Athletics d6,
handful of bandits (page 56) attempt Common Knowledge d8, Electronics d8,
to relieve the men of their purchase. Fighting d6, Hacking d6, Intimidation
If the heroes intervene, they discover d8, Notice d8, Persuasion d8, Shooting
the men are militia for a group of d6, Stealth d8, Taunt d8, Thievery d6
farming settlements desperate to Pace: 6; Parry: 6; Toughness: 12 (5)
defend themselves against bandits and Hindrances: Greedy (Minor), Loyal,
monsters. Unfortunately, the bandits Vow (Major—Serve the Black Market)
were hired by Gilbert Fairchild, who is Edges: Charismatic, Connections (Black
quite put out with the team’s interference Market), Dodge, Extraction, I Know a
with his efforts to stymie Northern Gun Guy, Scrounger, Strong Willed, Thief
direct sales. He wants the weapons Gear: Urban Warrior Tactical Medium
returned, and lets the heroes know this EBA (+5 Armor, +2 Toughness), Wilk’s
through an intermediary. If they owe 237 Backup Laser Pistol (Range
him a favor (from Lifeline, above), this 10/20/40, Damage 3d6+3, RoF 1, AP 4),
is when he calls in his marker. Should Vibro-Knife (Str+d6 Mega Damage, AP
the team fail to accede to his demands, 6), 2 × frag grenades (Range 5/10/20, 5d6
there are no immediate repercussions… Mega Damage, LBT).
but Fairchild has a long memory and a
vengeful streak.

42
Rift Runner „„Ley Line Walker Abilities: Rift
The Black Market’s Immortal Hand faction Runners share the following Ley Line
relies heavily on wielders of magic and Walker special abilities—Ley Line
supernatural beings to operate within and Magic Mastery, Ley Line Rejuvenation,
around the Magic Zone. They’ve cultivated Ley Line Sense, Ley Line Transmission,
specialized operatives known as Rift and Ley Line Walking (see Ley Line
Runners— effectively Ley Line Walkers Walker in The Tomorrow Legion Player’s
who focus their magic on smuggling, stealth, Guide).
communication, and travel. Most Rift „„Magic Bag: Rift Runners learn a very
Runners have little interest in raw power, special application of the invisibility
combat dominance, or political influence; power which allows them to designate
rather, they’re in it for the money, wielding a single carried container (backpack,
their amazing magic capabilities to earn fat satchel, suitcase, etc.) and all of its
paychecks and juicy perks. contents unseen by normal vision. As
This doesn’t mean a Rift Runner won’t long as the Rift Runner has at least
put up a nasty fight if cornered. The best one PPE in reserve, he can maintain
of them are known for finding what is this effect indefinitely. This ability is a
required, accomplishing the job, and getting closely guarded secret, only taught to
goods to market, regardless of how it's done. those Ley Line Walkers who
Rift Runners are also frequently employed serve the Immortal Hand.
as thieves, snatching magic artifacts,
alchemical supplies, or anything else their
bosses want to sell elsewhere.
Attributes: Agility d8, Smarts d10, Spirit d8,
Strength d6, Vigor d8
Skills: Athletics d6, Common Knowledge
d6, Fighting d8, Hacking d6, Notice d10,
Occult d8, Persuasion d8, Research d8,
Shooting d8, Spellcasting d10, Stealth d8,
Survival d6, Thievery d8
Pace: 6; Parry: 6; Toughness: 10 (3)
Hindrances: Greedy (Minor), Loyal
Edges: Arcane Background (Magic),
Extraction, Investigator, Ley Line
Observation Sphere, Ley Line Phasing,
Master of Magic, Rapid Recharge, Thief
Powers: Blind, confusion, darksight, deflection,
disguise, intangibility, invisibility, light/
darkness, speak language, sloth/speed,
teleport, wall walker. PPE: 25
Gear: Ley Line Walker Light
Armor (+3 Armor, +1 Toughness,
+4 vs Disease and Poison, −2 to
Notice rolls to detect the armor.),
TW Telekinetic Revolver (Range 12/24/48,
3d6 Mega Damage, RoF 1, AP 3), silver
dagger (Str+d4).
Special Abilities:
„„Expanded Awareness: Rift Runners
detect arcana as an Innate Ability. With
a Notice roll they sense supernatural
beings.

43
Although Missouri is a Coalition State,
1ST APOCALYPTIC Sprite still sends forces into the region
CAVALRY regularly, knowing the CS Missouri military
is stretched thin and primarily focused on
the larger agricultural estates north of the
The 1st Apocalyptic Cavalry was founded Missouri River. This means any D-Bees
nearly 30 years ago by a young, distraught in the area are at risk of being accused of
man named Kenneth Sprite. One of only crimes (falsely or justly) when the Cavalry
seven survivors of the D-Bee raid that left rides through, possibly placing them in
Connelly, Missouri razed, Sprite began a direct confrontation with the Tomorrow
quest for vengeance that day. Over the years Legion. Also, there are a few bad apple
it evolved into a movement, then an army patrol and raid leaders who don’t much
with a series of forts, and then a crusade. care who they maraud if they want to grab
These days, there’s at least a couple resources or money before heading home—
thousand dedicated soldiers who ride with though if caught they will be brought before
and support the Cavalry, all loyally serving General Sprite himself for judgment.
under General Kenneth Sprite. Many Speaking of rides, a great many of the
sincerely believe they're doing good work, Cavalry soldiers ride horses. General Sprite
ending the threat of monsters and D-Bee goes out of his way to collect the best
marauders against humanity. Many more combat-trained mounts for his troops, with
simply enjoy the opportunity to ride wild, a number of ranches serving this purpose.
pick fights, kill non-humans, and collect the
spoils in the name of the 1st Apocalyptic 1st Apocalyptic
Cavalry’s justice. Hundreds of communities Cavalry Horse
and throngs of people —humans all—
Attributes: Agility d6, Smarts d4 (A), Spirit
throughout Missouri, Kansas, Nebraska,
d6, Strength d12+1, Vigor d10
and Iowa consider the soldiers of the Cavalry
Skills: Athletics d8, Fighting d8, Notice d6
heroes and saviors, holding the General in
Pace: 10; Parry: 6; Toughness: 19 (6)
nearly deific regard. Many thousands more
Edges: Fleet-Footed
know them as violent, murderous, thieving
Gear: Barding (+6 Armor, +3 Toughness).
human-supremacists, at least when dealing
Special Abilities:
with communities or travelers where
„„Kick: Str+d4, to the front or rear.
suspected D-Bee fugitives are found.
„„Size 3 (Normal): Bred for a mix of
In the past, the Coalition actually
stature and speed.
attempted to recruit General Sprite’s forces
as a special unit. Sprite was having none of Robot Horse
it—he never really forgave the CS for failing
A large number of Sprite’s cavalrymen ride
to help or avenge his village in the aftermath
robot horses or hovercycles, giving them
of its massacre. As well, he and his soldiers
extraordinary speed and combat capabilities.
greatly enjoy their freedom to serve a greater
Based on the mustangs of old, these robot
master in the guise of Emperor Prosek. After
horses are of a strong, compact model.
Tolkeen’s fall, Coalition forces provide tacit
support and information to the Cavalry RH100 Robot Horse: Size 2 (Normal),
as a means of seeing to the wanted D-Bee Handling +2, Top Speed 75 MPH, Toughness
refugees escaping into the states they patrol. 24 (12), Crew 1+1, Remaining Mods 3.
Though there are those who ride various Notes: ATV, Exposed Crew, Nuclear-
vehicles, the majority of the 1st Apocalyptic Powered, STS.
Cavalry earn the name honestly by riding Attributes: Agility d8, Smarts d6, Spirit d6,
robot horses, hovercycles, and even real Strength d12+5, Vigor d12
horses. This keeps them highly mobile in Skills: Athletics d8, Fighting d6, Notice d6,
rough wilderness, which comprises vast Survival d6
swaths of the territories they patrol. Weapons:
„„Kick (Str+d6 Mega Damage).

44
EEGeneral EESergeant Olivia
Kenneth Sprite Rodriguez
The man inspires incredible loyalty, watches Sergeant Rodriguez is the leader of C-Troop,
over the human communities he claims 4th Company for the 1st Apocalyptic Cavalry.
under his protection, and truly cares about Her unit is often sent into the far southern
his troops. For all that, Kenneth Sprite’s heart reaches of Missouri, and frequently enters
is virtually without mercy when it comes into Arkansas. Like General Sprite, she has
to the “inhuman monsters” who killed his cause to hate D-Bees, though her hate is even
family and any who try to destroy the lives more vicious. Nearly her entire extended
of good people throughout the Midwest. family was wiped out by vampires near the
Still, there are Native Americans who call Mexican border, and those who escaped
him “Crying Death,” for he often sheds tears were killed by a band of D-Bee marauders.
after administering his harsh justice. They left a four-year-old Olivia to die in the
Though there are mercenary-hearted men elements, which was their worst mistake.
and women who serve under his banner, Olivia was rescued by a group of
General Sprite does all he can to discourage merchants. As soon as she was able, she ran
banditry, thievery, and greed among his off to join up with General Sprite. At 11, she
soldiers. He truly believes he serves a was too young to start riding, so she did
righteous cause, no matter how bloody and everything she could to serve, learning all
dirty the job is. If any under his command she could from whoever would teach her.
can be proven to have harmed innocent Finally, General Kenneth Sprite saw her
humans, Sprite takes terrible and swift out-riding, out-shooting, and out-fighting
vengeance against them. In his heart and everyone around her, so she got her spurs
mind, however, injustices against D-Bees at the age of 14 and never looked back.
aren’t really possible —they shouldn’t Sergeant Rodriguez and her troops share
be here, anyway. a desire to make the land safe for humans
again, and are highly motivated to seek out
Attributes: Agility d10, Smarts d6, Spirit d10,
any D-Bees they can eliminate. She prefers
Strength d8, Vigor d12
to focus on those who put up a fight, and
Skills: Athletics d8, Battle d8, Common
generally only harasses and takes resources
Knowledge d8, Fighting d12, Intimidation
from D-Bees and communities who harbor
d8, Notice d8, Riding d10, Persuasion d10,
them if no one actually stands up to her or
Shooting d12, Stealth d6, Survival d8
her men. Olivia rides into the field astride
Pace: 6; Parry: 8; Toughness: 22 (8)
her robot horse, Firebrand.
Hindrances: Driven (Major—kill D-Bees
and monsters), Loyal, Ruthless (Minor) Attributes: Agility d10, Smarts d6, Spirit d8,
Edges: Ambidextrous, Brawny, Bruiser, Strength d6, Vigor d8
Charismatic, Combat Reflexes, Command Skills: Athletics d8, Common Knowledge
Presence, Elan, Harder to Kill, Inspire, d6, Fighting d10, Intimidation d8, Notice
Level Headed (Imp), Marksman, Natural d6, Persuasion d6, Piloting d6, Riding d10,
Leader, Nerves of Steel, Steady Hands, Shooting d10, Stealth d6, Survival d6
Tactician, Two-Gun Kid, Woodsman Pace: 6; Parry: 7; Toughness: 12 (3)
Gear: Branaghan EBA and armored duster Hindrances: Loyal, Stubborn, Vengeful
(+8 Armor, +3 Toughness), 2 × Wilk’s- (Major)
Remi “Six-Shooter” Laser Pistols (Range Edges: Attractive, Brawler, Combat Reflexes,
15/30/60, Damage 3d6+3, RoF 1, AP 4), Marksman, Steady Hands, Woodsman
BigBore Sawed-Off Shotgun (Range 5/10/20, Gear: NG Maverick Riding Armor (+3 Armor,
Damage 1– 3d8+2 Mega Damage, RoF 1–2, +2 Toughness), Wilk’s-Remi 157 “Judgment
AP 4), NG-P7 Particle Beam Rifle (Range Day” Rifle (Range 30/60/120, Damage 4d6+1,
18/36/72, 4d8 Mega Damage, AP 8, RoF RoF 3, AP 3, Heavy Pulse), NG-45LP Long
1, Disintegration, Atomic Annihilation), Pistol (Range 15/30/60 3d8 MD, RoF 1, AP
silvered survival knife (Str+d4). 4, Disintegration, Atomic Annihilation),
Cybernetics: Core Electronics Package. Vibro-Knife (Str+d6 Mega Damage, AP 6).

45
1st Apocalyptic
Cavalry Soldier
The troops under General Sprite’s command
THE PECOS EMPIRE
aren’t allowed to go into the field without
knowing how to ride a horse and pilot a
hovercycle, and they need to be able to The southern two-thirds of Texas, though
fight and shoot while mounted and moving. ostensibly on the map as part of the Coalition
All ride into battle by some means of State of Lone Star, is in reality the territory
transportation. of the Pecos Empire. Most outsiders laugh
at the designation of “empire,” and it’s even
Attributes: Agility d6, Smarts d6, Spirit d6,
a source of some amusement within the
Strength d6, Vigor d6
ranks of its denizens. Nonetheless, the vast
Skills: Athletics d6, Common Knowledge
majority of those living in the region stand
d4, Driving d6, Fighting d6, Notice d6,
firm on calling it that, if for no other reason
Persuasion d4, Piloting d6, Riding d6,
than to show a united front against the
Shooting d6, Stealth d6, Survival d6
Empire of the Coalition, the greatest single
Pace: 6; Parry: 5; Toughness: 10 (3)
threat to the territory.
Hindrances: Greedy (Minor), Loyal
Emperor Sabre Lasar is the powerful
Edges: Steady Hands
leader and personality responsible for the
Gear: NG RA15 Cannonball Ride Armor
coalition of raider gangs, nomads, and far-
(+3 Armor, +2 Toughness), Wilk's-Remi 147
flung communities around what was once
Laser Rifle (Range 24/48/96, Damage 4d6,
Texas falling under a united banner. He’s
RoF 1, AP 2), Wilk’s-Remi “Six-Shooter”
the warlord of the strongest gang in the
Laser Pistol (Range 15/30/60, Damage 3d6,
region, and while he would be capable
RoF 1, AP 3), Vibro-Knife (Str+d6 Mega
of crushing almost any other group and
Damage, AP 6).
forcing submission, he instead lets all of
the various factions go about their business
ROAD BOSS and do as they will. He only calls for unity
COMBAT CHOPPER when a true crisis threatens everyone, and
he provides effective and dominating
leadership at such times. When the crisis
A product of Wellington Industries, passes, he relinquishes his overriding
the Road Boss is a low-slung retro- authority and lets things get back to normal.
styled "chopper" touring motorcycle… Normal for the Pecos Empire tends to be
with a flex-fuel system, heavy armor a mix of mostly agricultural communities
plating, high-tech interface goggles, continuing the eternal struggle to strive
and an over-the-shoulder assault and thrive, while gangs of bandits and
cannon (200,000 credits, Rarity +0). raiders roam the Midwest and Southwest,
W.I. Road Boss: Size 3 (Normal), plying their criminal and violent trade
Handling +2, 185 MPH, Toughness against anyone they can exploit. The CS
19 (9), Crew 1 and others tend to view the people of the
Notes: ATV, Exposed Crew, STS, Max Empire as barbarians, hell-bent on denying
Range 725 Miles, MDC Armor. civilization for the sake of their own sense
Weapons: of freedom and criminal ways. There are
„„"Catapult" 40mm Cannon (fixed those who see the potential someone like
front, Shots 30, HE rounds) Sabre Lasar represents, hoping he one day
„„Anti-Personnel Laser (front arc) actually unites the people into something
„„Mini-Missiles (RoF 4, Shots 16) more stable and less threatening.

46
EEEmperor troops be who they are and do what they do,
Sabre Lasar stopping them just short of excessive murder
While most folks smirk or even laugh when or other atrocities. Encounters with Sabre
the phrase “Pecos Empire” is used with Warriors do not need to result in combat,
any seriousness, few deny Sabre Lasar his but they won’t hesitate to throw down with
self-appointed title of Emperor. Too many anyone who interferes with their business.
times, he’s successfully stepped up, rallied The stats presented are for Sabre Lasar
the various clans, tribes, and gangs, and when he’s in his human form (which is almost
fought off challenges to the sovereignty always). Should he take on his dragon form
of the region and serious dangers to its (which would only be in a truly desperate
people. When he speaks of a land that situation, and never around anyone who
will one day be a shining example of what knows him), use the Flame Wind Dragon
could be in this new world, even the most (Young Adult) write-up on page 72. Even
cynical of his followers harbor a deep hope in this form, he is insanely powerful and
he might be right. Such is the charisma and tough (though he does all he can to act like
leadership of the man… he’s not quite that indestructible or strong).
…who is no man, as it turns out. In truth,
Attributes: Agility d12, Smarts d10, Spirit
Emperor Sabre Lasar—leader of the most
d10, Strength d12+8, Vigor d12
powerful armed force in the area once
Skills: Athletics d12, Common Knowledge
known as Texas—is a young adult dragon.
d10, Fighting d12, Intimidation d8, Occult
He never lets down his guard or his disguise,
d10, Notice d10, Persuasion d10, Psionics
however, having learned how to maintain
d10, Shooting d10, Spellcasting d10,
his human form indefinitely. He’s happy
Survival d6, Stealth d8, Taunt d8,
to let rumors abound about why he is so
Pace: 8; Parry: 8; Toughness: 20 (9)
insanely strong (“He’s not a Juicer; no bio-
Hindrances: Cautious, Loyal, Secret (Major)
comp wires or cables. A Crazy, maybe, or a
Edges: Alertness, Arcane Background
mutant, or some kind of D-Bee?”), and many
(Magic), Arcane Background (Psionics),
believe he has a magic amulet giving him
Brave, Charismatic, Elan, First Strike,
additional armor on top of what he wears.
Frenzy (Imp), Level Headed (Imp), Jack-
Though he can be cold and merciless to
of-All-Trades, Killer Instinct, Linguist,
true enemies, Sabre is known for his good
Marksman, Master of Magic, Mentalist,
nature and code of honor. He dislikes the
Steady Hands, Strong Willed, Wizard
Coalition and has no love for tyrants or
Powers (Magic): Arcane protection, banish,
bullies, yet he never allows his feelings to
barrier, blast, boost/lower Trait, deflection,
drive him to foolish encounters or to risk his
dispel, entangle, light/darkness, intangibility,
men needlessly. He definitely wants to unite
protection, sloth/speed, slumber. PPE: 40
all of the tribes and gangs of the Pecos Empire
Powers (Psionic): Beast friend, confusion,
into a unified whole—a true kingdom, one
detect/conceal arcana, healing, mind link, mind
of enlightenment and diversity—but he’s
reading, puppet, relief, telekinesis. ISP: 20
playing the long game and isn’t pushing
Gear: Modified "new-style" Dead Boy EBA
too hard or too fast. In the meantime, he’s
(+9 Armor, +3 Toughness), C-29 “Hellfire”
enjoying playing the hero, secretly soaking
Plasma Cannon (Range 18/36/72, 3d12+3
up the “great man” accolades he receives
Mega Damage, RoF 1, Snapfire, It Burns,
even as he tries to humbly demure.
Multi-Optics Scope), 6 × plasma grenades
For all his public demeanor (and public
(Range 5/10/20, 3d12 MD, SBT, It Burns)
relations efforts), neither Lasar nor his
Vibro-Knife (Str+d6 MD, AP 6).
personal army, the Sabre Warriors, are
Special Abilities:
particularly good at heart. While they aren’t
„„Darkvision: Sabre can see heat
wanton in their destruction, they are still
signatures so well, he ignores all
bandits and raiders who primarily live by
Illumination penalties.
taking what they want or need from others.
„„Environmental Immunity: As a
Sabre avoids targeting folks closest to
dragon, Sabre is immune to Cold, Fire,
where he resides and roams, but he’ll let his

47
Heat, and virtually all mortal Poison EEWarlord Jakuul
and Disease. The Pecos Empire welcomes all beings,
„„Expanded Awareness: Sabre Lasar can so long as they play along with Lasar’s
detect arcana as an Innate Ability, and authority. Magic is accepted, and D-Bees
with a Notice roll sense supernatural have all the opportunities humans enjoy
beings. if they are clever or strong enough to seize
„„Fast Regeneration: Sabre makes a them—preferably both. Jakuul is one such
natural healing roll every round. being from beyond the Rifts, combining
„„Impervious to Fire: No fire or heat intelligence and power to secure himself a
of any kind—natural or magical, role of authority and increasing wealth.
environmental or as an attack—harms Jakuul appears vaguely similar to a
Sabre Lasar. Grackle Tooth, though he is green and much
„„Invisibility: Sabre can use the invisibility more reptilian. He is also far less amiable
power on himself as an Innate Ability, than most Grackles, instead coming across
no roll required. He only gains the base as cold and calculating. Most Pecos Empire
success level (−4 to be detected, −4 to be raiders who ride with him keep their
attacked). He uses this very sparingly, distance; only a handful seem to have his
not wishing to appear cowardly or to trust and confidence. Still, he takes good
give away all his secrets. care of his people. A recent series of highly
„„Ley Line Walker Abilities: Sabre has successful raids against CS Fort El Dorado
the following Ley Line Walker special forces has them singing his praises and
abilities: Ley Line Magic Mastery, Ley ready for more action.
Line Rejuvenation, Ley Line Sense, The so-called Warriors of Jakuul
Ley Line Transmission, and Ley Line frequently cross the border into southern
Walking (see Ley Line Walker in The Missouri and Arkansas, which puts them
Tomorrow Legion Player’s Guide). on a likely collision course with Tomorrow
„„Metamorphosis: As a dragon, Sabre Legion personnel. Such an encounter
may change his shape and size as an doesn’t necessarily need to end in violence,
action, appearing as any living creature but if the Legion folks interfere with a raid,
from the size of a house cat to anything avoiding bloodshed is unlikely.
his natural size and weight. He can
Attributes: Agility d8, Smarts d8, Spirit d8,
maintain any such form indefinitely,
Strength d12+1, Vigor d12
even while sleeping. The dragon
Skills: Athletics d10, Battle d8, Common
gains no special properties of what he
Knowledge d8, Fighting d10, Intimidation
mimics, only the size and appearance,
d8, Notice d8, Persuasion d8, Shooting d8,
but he retains most of his own abilities
Stealth d8, Survival d8
except those only usable in dragon form
Pace: 10; Parry: 7; Toughness: 23 (7)
(Armored Hide, Claws/Bite, Fear, Fire
Hindrances: Greedy (Minor), Overconfident,
Breath, Flaming Scales, Tail Lash, etc.),
Stubborn
see The Tomorrow Legion Player's Guide.
Edges: Brawny, Bruiser, Charge, Combat
„„Nigh-Immortality: Unless killed,
Reflexes, Command, Fervor, Fleet-Footed,
Sabre can live anywhere from 6,000 to
Frenzy (Imp), Harder to Kill, Marksman
12,000 years, and requires only magical
Gear: Juicer Assassin Plate Armor (+5 Armor,
energy to sustain himself—eating and
+3 Toughness), C-14 “Fire Breather” Laser
drinking simply for pleasure.
Rifle (Range 24/48/96, Damage 4d6, RoF 1,
„„Teleportation: Sabre can use teleport as
AP 3) grenade launcher (Range 18/36/72,
an Innate Ability, rolling Spirit for the
3d12 Mega Damage, SBT, It Burns), Impact
check and drawing on his PPE to fuel
Hammer (Str+2d6+2, +2 damage to break
the attempt.
objects), 2 × frag grenades (Range 5/10/20,
5d6 Mega Damage, LBT).

48
Special Abilities: Pecos Raider
„„Armor +2: Jakuul has natural Armor. Trained in hit-and-run tactics, Pecos Raiders
„„Claws: Str+d6; +2 Athletics (climbing). are far more inclined to strike fast and grab
„„Infravision: Jakuul halves Illumination all they can carry rather than dig in for a
penalties against warm targets. prolonged fight. Most flee a truly capable foe,
„„Size 2 (Normal): Jakuul is big and unless a strong leader demands they stay
imposing. and fight. Things are different when they
„„Slow Regeneration: Jakuul gains a defend a place they consider home. All ride
natural healing check once per day. into battle by some means of transportation.
„„Weakness (Cold): Jakuul’s reptilian
Attributes: Agility d6, Smarts d6, Spirit d6,
species suffers +2 damage from cold
Strength d6, Vigor d6
attacks, and −2 on Fatigue checks to
Skills: Athletics d6, Common Knowledge
resist Cold Hazards.
d4, Driving d6, Fighting d6, Intimidation
d6, Notice d6, Piloting d6, Riding d6,
Shooting d6, Stealth d6, Survival d4
Pace: 6; Parry: 5; Toughness: 12 (5)
Hindrances: Greedy (Major), Loyal, Mean
Edges: Extraction, Steady Hands
Gear: Huntsman Medium Personal
Armor (+5 Armor, +2 Toughness),
L-20 Pulse Laser Rifle (Range
24/48/96, Damage 4d6, RoF 3,
AP 2; Heavy Pulse), 1 × frag
grenade (Range 5/10/20,
5d6 Mega Damage, LBT),
Vibro-Knife (Str+d6
Mega Damage, AP 6).

49
The Devil’s Sea (what was once called
the Bermuda Triangle) remains a nearly-
ATLANTIS impassible barrier for anyone wishing to
travel in from the west, which is just as
well—anyone not of sufficient power, to
One of the most profound events connected include all humans and most D-Bees, is
to the Coming of the Rifts was the return likely to be destroyed or enslaved and put
of the continent of Atlantis to this reality. up for sale in the Interdimensional Market
True to ancient myth, Atlantis was the first of Splynn, a shopping bazaar serving as a
advanced civilization of Rifts Earth, and Megaversal crossroads where anyone can
only through a series of costly magical buy or sell anything.
experiments did the people of Atlantis lose Atlantis is ruled by the hideous and god-
all they developed and held dear. The very like Splugorth (specifically, one named
mystical energies the Atlanteans mastered Splynncryth). Those who serve with any
eventually drew too many enemies and too status are known as Splugorth Minions. All
much uncontrollable Rift-driven energy, others are subjects, visitor, or slaves; the
shattering the realm and casting it into latter actually make up the vast majority
dimensional limbo. of the population in Atlantis. Most such
Now the continent once again lies in its beings never leave the continent, but there
original place, not far from what is left of is a subset of entities frequently sent to
Florida, yet large enough to also be close the North American lands (and elsewhere)
to South America, Africa, and Europe. to explore, raid, and return to Atlantis

50
with whatever slaves and treasures can Powers: Arcane protection, blind, bolt, burst,
be attained. Encounters with Minions of confusion, deflection, dispel, fear, invisibility,
the Splugorth cannot help but result in light/darkness, speak language. PPE: 40.
spectacular violence, for they are truly evil, Gear: Forearm Plasma Blaster (Range
monstrous beings who see humans and 30/60/120, 3d12+6 Mega Damage, RoF 1,
most other sentients as slaves, food, or worse. It Burns), Barge-Mounted Stun Blaster
(Range 18/36/72, MBT, targets check Vigor,
EESplugorth Slaver at −2 with a raise, to avoid being Stunned),
Easily the most recognizable Atlantean Head Laser (Range 24/48/96, Damage 4d6+1,
monster on foreign shores, the Slaver is RoF 1, AP 5, Anti-Personnel), Staff of Eylor
demonic, with dark-gray skin, eight writhing (Str+d12, AP 6, Mega Damage, Reach 1).
tentacles, a huge mouth with dozens of Special Abilities:
shark-like teeth, and massive arms ending „„Aquatic: Pace 12 with a d6 run die.
in viciously clawed hands. Via bio-wizard „„Barge Shielding: The barge is usually
methods the creature is fused into an arcane covered in a dome-like energy shield
floating barge, which has five giant eye orbs that functions like the barrier power,
embedded about its circumference and with Hardness 20 (MDC) which protects
another five floating nearby in levitating anyone aboard. If damage breaks this
spheres (usually within 5”, though they can shield, it’s temporarily knocked down
be sent off for miles in any direction). until the start of the Slaver’s next turn,
Splugorth Slavers are sadistically cruel returning to full strength at that time.
predators, happy to torment and eat anyone The shielding does not block attacks
who they deem unfit for capture. Sent so far originating within the barge, so
away from home, they are armed with many occupants can fire at opponents.
magical tools and weapons of Splugorth „„Bio-wizard Slime: Slavers have +12
bio-wizardry origin; a vile form of arcane Armor and +7 Toughness.
practice that even other evil magic wielders „„Claw/Bite: Str+2d6 Mega Damage, AP 6.
tend to avoid, as it involves turning living „„Fear (−2): Slavers are terrifying, causing
beings (more than a few sentient) into Fear checks at −2 when encountered.
permanently-enslaved mystic tools. „„Flight: The Slaver's barge body can
Note that any Splugorth Slaver silently levitate at Pace 12 with a d6 run
encountered has at least four, and usually die up to a maximum height of 500 feet.
six, Altara Warrior Women (see below) „„Floating Eyes System: Between the five
aboard their barges. His various magic emplaced eyes and the five separate
powers come directly from the barge, his spheres, the Slaver gains +4 to all Notice
Staff of Eylor, and the various eye-spheres and Survival (tracking) checks; can see
he has under his command. even fully invisible creatures; and has
the darksight and farsight powers active
Attributes: Agility d10, Smarts d6, Spirit d12,
at all times, with raise effects.
Strength d12+6, Vigor d12
„„Ley Line Transmission: Slavers can
Skills: Athletics d10, Common Knowledge
send and receive spoken messages
d6, Fighting d10, Intimidation d10, Notice
along ley lines over any distance.
d8, Persuasion d6, Shooting d8, Spellcasting
„„Size 5 (Large): Splugorth Slavers, atop
d10, Stealth d8, Survival d8
their great floating barges, are massive
Pace: 8; Parry: 9; Toughness: 32 (12)
at 14 feet in height; they gain a fourth
H i nd r a nce s : Blo o dt h i r st y, Mea n ,
Wound level and +5 Toughness.
Overconfident, Outsider, Ugly
„„Slow Regeneration: Splugorth Slavers
Edges: Arcane Background (Magic), Block
make a natural healing roll daily to
(Imp), Command Presence, Danger Sense,
recover Wounds, or Injuries once all
Fervor, Hard to Kill, Level Headed (Imp),
Wounds are healed.
Master of Magic, Nerves of Steel, Steady
„„Symbiotes: Splugorth Slavers carry
Hands, Sweep (Imp), Woodsman
dozens of bio-wizardry crafted
symbiotes and parasites with them,

51
useful for binding and controlling lack of sight. There are no males of the
slaves as well as healing. Assume all species; they clone themselves via a very
captured slaves are under the effects of personal form of highly advanced asexual
puppet (opposed by a skill roll of d12), reproduction. Most of these beings are
and the Slaver can use the healing power fully conditioned to follow orders without
at a skill roll of d12 as well. hesitation and with enthusiasm. A large
„„Telepath: Slavers use mind link as an percentage, however (some believe as many
Innate Ability, rolling their Spirit. They as 25%), are actually desperate for a chance
also gain +2 to resist mind-affecting to break free from their captors.
powers, such as mind reading and puppet. In full combat against heavily armed
„„Tentacles: The Splugorth has two foes, Warrior Women use their ranged
tentacle actions and a Reach of 3. Bound weapons from behind the barge’s shielding.
or Entangled prey may be bitten as When ordered to engage in melee, or to
usual. round up slaves, the Altarans leap out and
„„Tracking Scent: Splugorth Slavers can gracefully launch themselves into battle.
track by blood scent, giving them a +2 Many who encounter them believe they
on Survival (tracking) checks. may be a form of Crazy or Juicer. They are
neither, but instead the result of extensive
Altara Warrior bio-wizard modifications and extreme
Woman training techniques.
These rather infamous slave warriors are
Attributes: Agility d10, Smarts d8, Spirit d8,
seen in the company of Splugorth Slavers
Strength d12+1, Vigor d10
on raids throughout the world. Generally
Skills: Athletics d10, Fighting d10, Healing
silent—they can speak, but rarely do —
d6, Notice d8, Shooting d10, Stealth d8,
these naturally blind, cloned slaves are
Survival d6
always female, always stunningly beautiful,
Pace: 10; Parry: 7; Toughness: 21 (12)
and always deadly. Descended from human
Hindrances: Death Wish, Overconfident
stock on another Splugorth conquered
Edges: Combat Acrobat, Alert ness,
planet over 2,000 years ago, these beings
Ambidextrous, Arcane Background
were experimented on with extensive bio-
(Psionic), Attractive, Combat Reflexes,
wizardry and ultimately turned into yet
Dodge, First Strike, Fleet Footed, Frenzy
another vision of “perfect warriors.”
(Imp), Quick, Two-Fisted
Altara Warrior Women have numerous
Powers (Psionic): arcane protection*, detect/
other sensory abilities to overcome their
conceal arcana*, and empathy. ISP: 40

I am not your “Darling,” and if you don’t leave me alone, you’ll never meet
this “Darling” you seek. Now then, if we can get to the matter of the
upcoming mission, this conversation shall go much more smoothly.
—Krayya, Altaran “Blind Warrior Woman”

52
Gear: Altara Combat Armor (+4 Armor, +2 Sunaj Assassin
Toughness), Magic Amulet (+8 Armor), Clad in black armor with helmets shaped
2 × Wrist Blasters (Range 18/36/72, Damage in monstrous visages, the Sunaj Assassins
2d12+2, RoF 1, AP 4), Mental Incapacitator are another tool used by the Splugorth to
(Range 12/24/48, targets check Vigor, at −2 execute their will across the Megaverse®.
with a raise, to avoid being Stunned, SBT), They are believed to be a monstrous, evil
Slaver's Net Gun (Range 10/20/40, targets race who entangled themselves with the
check Agility, at −2 with a raise, to avoid Splugorth in some supernatural, dark pact
being Bound; −4 to break free, 12 MDC having to do with their homeworld or
Hardness), 2 × Vibro-Daggers (Str+d6+2 another planet. Here on Rifts Earth, they
Mega Damage, AP 8). continue to pay their debt to the powerful
Special Abilities: race through covert and deadly services.
„„Bad Reputation: Altara are infamous The truth is something far more sinister,
as servants of Splugorth Slavers and more heartbreaking. The original
worldwide. The average person hates Atlanteans—evolved humans who mastered
and fears Altara—they suffer a −2 sorcery and science, who built a truly
Persuasion penalty with most folks advanced civilization before all others—are
who discover who and what they are. not gone. In fact, many of them, scattered
„„Blind: Although created blind, this is across the Megaverse®,
only a minor drawback for the Altara,
as they have a natural radar ability
extending out 1,200 feet (200”) which
compensates for the penalties. They still
cannot read, see colors, or otherwise
detect purely visual information.
„„Instilled Ignorance: Taught only
what they need to serve their masters,
extreme brainwashing is used
to dampen Altara curiosity,
leaving them naive about the
world; −2 to all Common
Knowledge rolls (a total
untrained penalty of d4−4)
and don't start with d4 in this
core skill.
„„Near-Human Physiology:
Altara were modified
through Splugorth bio-
wizardry, giving those
unfamiliar with their
biology a −1 penalty to
Healing rolls.
„„Stor m- Fou led Sen ses:
I n i nc le me nt we at h e r
or conditions where the
environment is greatly disturbed
(sand storms, fires with lots of
smoke), the Altara suffer a −2 penalty
to Notice, Fighting, Shooting, and
Athletics (throwing) checks.

53
look to the return of their original realm Powers (Tattoo Magic): Arcane Protection,
with great sadness, and a determination to darksight, detect/conceal arcana, fly, healing,
do even more good in the various worlds protection. PPE: 34
to make up for the evil pouring out of Powers (Psionic): Disguise, mind link,
Splynncryth’s Atlantis. Unfortunately, their telekinesis. ISP: 20
largest clan, numbering over a million Gear: Sunaj Assassin Plate (+9 Armor, +3
across the many realities, has a different Toughness, EBA), NG-P7 Particle Beam
plan. The Aerihman clan of True Atlanteans Rifle (Range 18/36/72, 4d8 Mega Damage,
wants nothing less than a full restoration of AP 8, RoF 1, Disintegration, Atomic
their original empire, and the road to that Annihilation), TW Flaming Sword (Str+d12
dream is paved with the corpses of the Mega Damage, AP 6, It Burns), Telekinetic
rest of their race! Submachine Gun (Range 15/30/60, 3d6
To this end, they have made a pact with Mega Damage, RoF 3, AP 2), 2 × silver
Splynncryth, one which he finds delicious throwing knives (Range 3/6/12, Damage
in every way. He’s determined to help them Str+d4).
achieve their goal, the destruction of the rest Special Abilities:
of the original Atlantean clans, all the while „„Atlantean Transformation Immunity:
extracting from the so-called Sunaj all the True Atlanteans cannot be forcibly
dark and terrible service he can. One day, transformed by magic or other means.
when their terrible secret is at last exposed, „„Ley Line Walker Abilities: True
he and his kind will revel in the tragic fall Atlanteans have the following Ley
of those they long ago defeated and whose Line Walker special abilities—Ley Line
stolen realm they now rule. Sense and Ley Line Phasing (see Ley
Like all True Atlanteans, Sunaj are nearly Line Walker in The Tomorrow Legion
superhuman in form to begin with, and they Player’s Guide).
are also masters of Tattoo Magic. Covering „„Magic Weapon Tattoo: By activating
their bodies in totems of arcane power. smite for 3 PPE, a flaming sword appears
Sunaj are ruthless, efficient, and utterly in the bearer's hands. This weapon deals
dedicated to their cause. They would destroy Str+d8 Mega Damage, plus the effects of
themselves rather than risk any chance their smite (with Greater Smite applied).
secret might be revealed. Sunaj Assassins „„Sense Vampires: True Atlanteans
are used as agents across the Megaverse®, can roll Notice to detect any vampires
and are frequently sent into regions where within line of sight.
the Splugorth wish to learn more about „„Tattoo Magic: A special form of magic,
potential enemies. based out of Atlantis, using arcane
tattoos to activate various powers and
Attributes: Agility d10, Smarts d8, Spirit d10,
abilities. Some Magic Tattoos imbue
Strength d10, Vigor d10
specific abilities and protections, others
Skills: Athletics d10, Common Knowledge
powers, all activated using the bearer's
d8, Fighting d10, Healing d6, Intimidation
Spirit. Activating a Magic Tattoo is an
d8, Notice d8, Persuasion d8, Psionics d10,
Innate Ability.
Shooting d10, Stealth d10, Survival d6,
„„Tattoo Resilience: Their magical tattoos
Thievery d8, Taunt d8
give Sunaj Assassins +8 Toughness.
Pace: 8; Parry: 8; Toughness: 27 (9)
„„Vampire Protection Tattoo: By
Hindrances: Loyal, Vengeful (Minor), Vow
activating the tattoo for 2 PPE, the
(Major—Serve the clan)
bearer gains +4 Armor vs. attacks from
Edges: Arcane Resistance, Combat
vampires and +8 to resist any vampiric
Acrobat, Alertness, Arcane Background
powers for the next hour, even if
(Psionics), Assassin, Block, Charismatic,
Incapacitated.
Counterattack, Dodge, Extraction, First
Strike, Fleet-Footed, Frenzy (Imp), Rapid
Recharge (Imp), Major Psionic, Martial
Artist, Quick, Thief

54
55
Burster
MERCENARIES & For sheer terrifying destructive capacity,
SPECIALISTS Bursters are highly popular as mercenaries.
Bursters are also popular in communities
where fire is a concern, thanks to their
These are the types of people heroes might ability to control and extinguish flames as
meet under any number of circumstances. well as create them.
They could be allies, rivals, enemies, or Mercenary Bursters tend to be less
just the residents of a given town. They concerned with money and more concerned
might have useful information or a set of with opportunities to use their powers.
desperately needed skills. They might have Raiders and aggressive forces employ
an agenda that runs counter to what the Bursters to create as much distraction and
heroes are out to accomplish. Whatever the collateral damage as possible, especially
circumstances of meeting them, these are when dealing with opposition forces in
the folks who do things and make things defensive positions.
happen in the world of Rifts Earth.
Attributes: Agility d6, Smarts d6, Spirit d10,
The most common use for many of these
Strength d6, Vigor d8
denizens is that of additional soldiers
Skills: Athletics d8, Common Knowledge
serving as backup to any number of
d6, Fighting d8, Intimidation d10, Notice
villains, bandit leaders, masterminds, and
d6, Persuasion d6, Psionics d10, Shooting
opportunists presented throughout this
d6, Stealth d6, Taunt d6
book (and elsewhere).
Pace: 6; Parry: 6; Toughness: 6
Hindra nces: Overcon fident, Quirk
Bandit
(Constantly plays with fire), Stubborn
Low-brow rough-and-ready types armed
Edges: Arcane Background (Psionics),
with scavenged gear, these characters are
Blaster, Improved Flame Bolt, Major Psionic,
ready for a fight if they think they can win
Martial Artist
with either surprise, treachery, or sheer
Powers: Arcane protection, deflection*, mind
numbers. These are the types of thugs
link, protection*, telekinesis. ISP: 20
and miscreants usually found raiding and
Gear: Bursters don’t normally bother with
tormenting nice folks who are trying to
armor or weapons.
scrape a living out of this dangerous world.
Special Abilities:
Attributes: Agility d6, Smarts d6, Spirit d6, „„Everything Burns: The fires started by
Strength d6, Vigor d6 the Burster are some of the most intense
Skills: Athletics d4, Common Knowledge possible and can set almost any material
d4, Gambling d4, Fighting d6, Intimidation aflame. When a Burster scores a raise on
d4, Notice d4, Persuasion d4, Shooting d6, a damage-causing attack roll using one
Stealth d4, Survival d4, Taunt d4 of their abilities, the target catches fire
Pace: 6; Parry: 5; Toughness: 11 (5) taking 3d6 damage until doused (see
Hindrances: Greedy (Minor), Habit (Minor), Fire in Savage Worlds).
Illiterate, Quirk „„Fiery Aura: As an action (no roll or
Edges: Scavenger ISP required) a Burster can surround
Gear: Piecemeal Salvaged Armor (+5 Armor, himself with a damage field of flame and
+1 Toughness), Ancient Assault Rifle heat, causing 3d6 damage to adjacent
(Range 24/48/96, Damage 2d8+1, RoF 3, foes at the end of each of his rounds, and
AP 2, 3RB), spiked club/bat (Str+d6, AP 1), providing +6 Armor to himself (stacks
1 × stick of MD dynamite (Range 3/6/12, 3d8 with protection and natural armor, but
Mega Damage, LBT, +1” blast radius and +3 not worn armor). This fiery aura also
damage per extra stick), 2 extra assault rifle adds 1d6 damage to any Fighting attack
magazines. he makes. If the Burster spends 3 ISP
when activating Fiery Aura, for the next
five rounds the damage becomes Mega

56
Damage and the Armor provided gains ignore Illumination penalties), Targeting
the MDC quality. Fiery Aura goes away Eye (+2 Shooting).
whenever the Burster is Incapacitated Gear: Huntsman Medium Personal Armor
or is otherwise unconscious. (+5 Armor, +2 Toughness), 2 × Wilk’s 237
„„Fire Mastery: The Burster has the Innate "Backup" Laser Pistols (Range 10/20/40,
Ability to create, control, and eliminate Damage 3d6+3, RoF 1, AP 4), 2 × Uzi SMGs
minor fire, heat, and smoke effects using (Range 12/24/48, Damage 2d6, RoF 3, AP 1),
elemental manipulation for no ISP. As an 2 × Vibro-Knives (Str+d6 Mega Damage, AP
action, she may activate the Elemental 6), 2 extra E-clips/mags each firearm.
Fury or Exalted Manipulation modifier Vehicle: NG-300 "Speedster" Hovercycle.
costing no ISP.
„„Firewalker: Bursters are immune to Civilian
Heat environmental Hazards, fire/flame The tough, common folk of Rifts Earth.
damage, plasma damage, and gain
Attributes: Agility d6, Smarts d6, Spirit d6,
+4 on rolls to resist heat-based arcane
Strength d6, Vigor d6
effects. Bursters take −4 damage from
Skills: Athletics d4, Common Knowledge
lightning or electrical attacks as well as
d6, Fighting d4, Notice d4, Persuasion d4,
laser, ion, and particle beam weapons.
Shooting d4, Stealth d4, Survival d4
„„Flame Bolt: The Burster can hurl forth
Pace: 6; Parry: 4; Toughness: 6 (1)
a flaming bolt of 3d6 Mega Damage
Hindrances: Illiterate, Quirk
(4d6 on a raise) for one ISP at Range
Edges: Improvisational Fighter
Smarts × 2, or an Improved Flame Bolt
Gear: Heavy clothing (+1 Armor),
5d6 Mega Damage (6d6 on a raise)
Medium Improvised
for two ISP at Range Smarts × 3.
Weapon (Ra nge
Additional Power Modifiers may be
2/4/8, Damage
used as normal.
Str+d6).
City Rat
Urban experts with a penchant for
cybernetics and fast vehicles, City Rats
are the specialists for anyone wanting
to deal with a large town or city. Most
have a gift for larceny, and they certainly
know where to find things and who to
talk to. City Rats also tend to be brave and
brazen to a fault.
Attributes: Agility d10, Smarts d8, Spirit d8,
Strength d8, Vigor d8
Skills: Athletics d10, Common Knowledge
d8, Electronics d8, Fighting d10, Hacking
d8, Intimidation d8, Notice d8, Persuasion
d10, Piloting d8, Shooting d10, Stealth
d10, Thievery d8
Pace: 6; Parry: 7; Toughness: 13 (5)
H i nd ra nces: G r e e dy ( M i n o r),
Overconfident, Wanted (Minor)
Edges: Acrobat, Ambidextrous, Brave,
Scrounger, Streetwise, Thief, Two-Gun Kid
Cybernetics: Core Electronics Package (+2
to linked Common Knowledge, Electronics,
Hacking, Research, and Repair checks),
Optics Package (+2 sight-based Notice,

57
Cyber-Doc Crazy
Taking a medical expert with you into the Despite the issues involved in working with
wasteland, or even for a walk in the ‘Burbs, is someone with an unstable psyche, Crazies
never a bad idea. Cyber-Docs are sometimes combine super-soldier capabilities with
benevolent healers, and other times crooks psionics. Most have figured out how to
running the seediest body-chop-shops in maintain combat effectiveness, but many
league with gangs of cyber-snatchers. become dangerous lunatics
Attributes: Agility d8, Smarts d10, Spirit d6, Attributes: Agility d10, Smarts d6, Spirit d8,
Strength d6, Vigor d6 Strength d10, Vigor d10
Skills: Athletics d4, Common Knowledge Skills: Athletics d10, Common Knowledge
d8, Electronics d8, Fighting d6, Healing d6, Fighting d10, Notice d6, Persuasion
d10, Notice d6, Persuasion d8, Repair d8, d6, Psionics d8, Shooting d10, Stealth d6,
Shooting d6, Science d10, Stealth d6 Thievery d6, Taunt d8
Pace: 6; Parry: 5; Toughness: 12 (5) Pace: 12; Parry: 7; Toughness: 16 (7)
Hindrances: Greedy or Code of Honor, Hindrances: Delusional (Major), Loyal,
Quirk, Vow (Minor—Hippocratic Oath) Overconfident, Stubborn
Edges: Healer, Level Headed, Streetwise Edges: Acrobat, Arcane Background
Gear: Huntsman Medium Personal Armor (Psionics), Gun Nut, Nerves of Steel, Quick
(+5 Armor, +2 Toughness), Laser Pistol Powers: Arcane protection*, detect/conceal
(Range 12/24/48, Damage 3d6, RoF 1, AP 2), arcana, fear, mind link, warrior's gift*. ISP: 15.
bio-analysis kit, trauma kit, dosimeter. Gear: Gladiator Medium EBA (+7 Armor, +2
Special Abilities: Toughness), 2 × Wilk’s 237 "Backup" Laser
„„Cyber-Doc: Gain a free reroll on all Pistols (Range 10/20/40, Damage 3d6+3, RoF
Healing and Science (biology) checks. 1, AP 4), TW Flaming Sword (Str+d12 Mega
Damage, AP 6, It Burns), 2 × frag grenades
Commando (Range 5/10/20, 5d6 Mega Damage, LBT).
These hombres aren’t your typical soldier; Special Abilities:
they’re highly trained and motivated. „„Bio-Regeneration: Crazies make a
natural healing roll once per day.
Attributes: Agility d8, Smarts d8, Spirit d10,
„„Distinctive Appearance: In addition
Strength d8, Vigor d10
to the protruding Mind-Over-Matter
Skills: Athletics d10, Common Knowledge
(M.O.M.) nodules on their heads,
d8, Electronics d6, Fighting d10, Healing
most Crazies are readily identified by
d6, Intimidation d8, Notice d10, Persuasion
their extraordinary number of tattoos,
d6, Piloting d6, Shooting d10, Stealth d8,
piercings, and other body modifications.
Survival d8
„„Enhanced Endurance: Crazies need 4
Edges: Assassin, Brawler, Dodge, Marksman,
hours of sleep and gain +4 vs Fatigue.
Steady Hands, Woodsman
„„Heightened Senses: Crazies gain +2 to
Pace: 6; Parry: 7; Toughness: 17 (6)
Notice and Survival (tracking) rolls, and
Gear: Explorer Heavy EBA (+6 Armor, +3
ignore two points of Range penalties.
Toughness) with Falcon 300 Jet Pack
„„Losing It: As an action, Crazies can go
(Handling +0, 120 MPH), NG-LG6 Laser
Berserk (per the Edge). While Losing It
Rifle (Range 24/48/96, Damage 4d6, RoF 1,
they are immune to Fear or Intimidation,
AP 2) and Launcher (18/36/72, 3d12 Mega
and can't use psionic abilities or
Damage, SBT, It Burns), NG-57 Heavy
anything requiring concentration.
Ion Blaster (Range 12/24/48, Damage
„„Needs Action: Bored Crazies suffer −1
1– 3d8+2, RoF 1), large Vibro-Shortsword
Persuasion and −1 to all Trait rolls until
(Str+d8 Mega Damage, AP 8), 2 × smoke
some high alert status or action kicks in.
grenades, 2 × stun grenades (Range 5/10/20;
„„Uncanny Reflexes: −2 to be hit by any
LBT; targets roll Vigor, −2 with a raise, or
attack they are aware of and +2 Evasion.
Stunned).

58
Cyber-Knight Special Abilities:
Crusading warriors of every species and „„Cyber-Armor: A techno-organic
gender unique to the world of Rifts Earth, shell that when summoned grants +2
Cyber-Knights are post-apocalyptic paladins Toughness and ignores Gritty Damage.
wandering the world helping those in need. „„Cyberkinetic Combat: −2 to be hit by
Rarely is more than one encountered at a electronic-tech based attacks, such as
time, often standing against impossible odds laser rifles, vibro-blades, etc.
she could probably use help facing. When „„First Into Battle: Increased Pace, stacks
a group of Cyber-Knights is encountered it with Fleet-Footed for a d12 run die.
foretells of a dire threat to all life. „„Psi-Sword: As a free action, Cyber-
Knights can summon a blade doing
Attributes: Agility d8, Smarts d6, Spirit d10,
Str + Spirit ×2 Damage with AP equal
Strength d10, Vigor d10
to Psionics (or two blades at half
Skills: Athletics d10, Common Knowledge
Psionics)—in this case 3d10 AP 8.
d8, Fighting d12, Healing d6, Intimidation
„„Revered Protector: Status and bearing
d6, Notice d8, Persuasion d8, Psionics d8,
grant Cyber-Knights +1 Persuasion.
Shooting d8, Survival d6
Pace: 10; Parry: 10; Toughness: 17 (6)
Hindrances: Code of Honor, Heroic, Loyal
FALLEN CYBER-KNIGHTS
There have always been a few Cyber-
Edges: Block (Imp), Champion, Fleet-Footed,
Knights, here and there, who either fooled
Frenzy (Imp), Sweep (Imp)
their mentors and trainers into thinking
Powers: Deflection*, detect/conceal arcana,
they were worthy in the first place, or who
healing*, smite*, speak language. ISP: 15
lost their way due to some tragedy along the
Cyber-Knights use powers marked asterisk
way. However, the war for Tolkeen created
(*) on themselves as an Innate Ability.
a terrible rift in the ranks of the Cyber-
Gear: Cyber-Knight Medium EBA (+6
Knights, leading many of them to become
Armor, +2 Toughness, TW), Laser Rifle
Fallen Cyber-Knights. Too many, going
(Range 24/48/96, Damage 4d6, RoF 1, AP 2)
against Lord Coake’s express wishes, stayed

59
THE CYBER-KNIGHT in service to Tolkeen even as horrific demons
CODE OF CHIVALRY were summoned to commit atrocities in the
name of defeating the CS. Others simply
became disillusioned after seeing the
1. To Live horrors of war, walking away from the code
Live one's life so that it is worthy of to find another way through life.
respect and honor. Most Fallen Cyber-Knights are loners, no
Live for freedom, justice, and all that is good. longer identifying with the organization,
2. Fair Play yet they still use what gifts they retain to
Never attack an unarmed foe. try and do something worthwhile in the
Never use a Psi-Sword on an opponent not world—Fallen Cyber-Knights have the same
equal to the attack. abilities, but lose their Champion Edge and
Never charge an unhorsed opponent. the Revered Protector bonus.
Never attack from behind. A large (and growing) number of them
Avoid cheating. have become Blackg uards — Robber
Avoid torture. Knights, Justiciars, and Despoilers. These
3. Nobility are truly evil individuals who exploit the
Exhibit self-control. innocent, revel in violence and murder, and
Show respect to authority. seek to use their gifts for their personal
Obey the laws if they do not supersede the aggrandizement and power. Despoilers, in
rights of life. particular, go out of their way to ruin the
Administer justice. good name of Cyber-Knights.
Administer mercy. Blackguards regain the Champion status,
Protect the innocent. but in reverse; they are Champions for evil,
Respect women. gaining bonuses against supernatural forces
4. Valor of good such as beings of light, order, etc.
Exhibit courage in word and deed.
Defend the weak and innocent. Cyborg
Fight for an ideal, like freedom. Built for combat and heavy work, Cyborgs
Fight with honor. are popular mercenaries and hired muscle.
Avenge the wronged. There’s just enough living being left in a
Never abandon a friend, ally, or noble cause. Cyborg to make him want for good food,
5. Honor good drink, and leisure distractions of
Always keep one's word of honor. various kinds, which means money is
Always maintain one's principles. a motivator. Ongoing maintenance and
Never betray a confidence or comrade. expensive repairs when things go badly in
Avoid deception. battle means money is a serious motivator.
Respect life.
Honor all life. Attributes: Agility d10, Smarts d6, Spirit d6,
Respect all views of life. Strength d12+3, Vigor d12
6. Courtesy Skills: Athletics d8, Common Knowledge
Exhibit manners. d6, Fighting d10, Intimidation d8, Notice
Be polite and attentive. d6, Persuasion d6, Repair d6, Shooting d10
Be respectful of host, women, and honor. Pace: 8; Parry: 7; Toughness: 26 (10)
7. Loyalty Hindrances: Greedy (Minor), Overconfident,
To one's principles and heart. Stubborn
To one's friends and those who lay Edges: Fleet-Footed, Frenzy (Imp), Iron Jaw,
their trust in thee. Rock and Roll!, Steady Hands, Sweep
To the Code of Chivalry. Gear: Cyborg MI-B2 Medium Infantry
Plate (+4 MDC Armor, +4 Toughness, −2 to
all Agility-linked non-combat skill rolls),
NG-303 Mini Rail Gun (Range 30/60/120,
2d10+2 Mega Damage, RoF 3, AP 6), Vibro-

60
Greatsword (Str+d12 Mega Damage, AP contained breathing; immune to
12), 2 × Armor Piercing Grenades (Range Disease and Poison.
5/10/20, 3d8 Mega Damage, AP 16, SBT), „„Size 1 (Normal): Combat Cyborgs are
tool kit. big and heavy.
Cybernetic Systems: Adrenal (+2 vs „„Unarmed Combat: Combat Cyborgs
Shaken), Audio (+2 hearing-based Notice), deal Str+d4 Mega Damage in unarmed
Core Electronics (+2 to linked Common combat and are considered armed.
Knowledge, Electronics, Hacking, Research,
and Repair checks), Optics (+2 sight-based Glitter Boy
Notice, ignore Illumination penalties), Most Glitter Boy pilots honor their heroic
Targeting Eye (+2 Shooting). history, though the suit can be used for
Special Abilities: good or ill. Of course, should other Glitter
„„All Those Moving Parts: Cyborgs must Boys discover someone besmirching their
be Repaired instead of Healed. good name and history, there’s likely to be
„„Harder than Steel: Cyborg construction a conflict of rather epic proportions. Glitter
provides +6 MDC Armor, +3 Toughness. Boy mercs command exorbitant fees.
„„High-performance Legs: Cyborgs have
Attributes: Agility d10, Smarts d6, Spirit d6,
+2 Pace and d10 run die.
Strength d6, Vigor d8
„„Inhuman Appearance: Cyborgs suffer
Skills: Athletics d8, Battle d6, Common
−1 to Persuasion.
Knowledge d6, Electronics d8, Fighting
„„Loss of Dexterity: Cyborgs aren’t
d10, Notice d6, Persuasion d6, Piloting d10,
designed for delicate or common use—
Repair d6, Shooting d10, Survival d6
non-combat Agility checks are at −2.
Pace: 6; Parry: 7; Toughness: 12 (5)
„„Malfunctions: Cyborgs are subject
Toughness (Glitter Boy): 41 (25)
to the Technical Difficulties rules
Hindrances: Greedy or Loyal, Heroic or
(Tomorrow Legion Player’s Guide).
Overconfident, Stubborn
„„More Machine: +2 to recover from
Edges: Marksman, Power Armor Jock
Shaken; Ignore 1 Wound level; self-

61
Gear: Glitter Boy Armor Suit (see sidebar),
Battlefield Light EBA (+5 Armor, +1 GLITTER BOY ARMOR
Toughness), Wilk’s 237 "Backup" Pistol
(Range 10/20/40, Damage 3d6+3, RoF 1, AP
4), Vibro-Knife (Str+d6 Mega Damage, AP USA G-10: Size 3 (Normal), +25 MDC
6), tool kit. Armor, +10 Toughness, Pace 14 +
Special Abilities: Run d8 (60 MPH), Swim Pace 6
„„Big and Shiny: −8 to Stealth rolls due to Notes: Strength d12+5, laser resistant
the GB's reflective coating. (halve damage and AP from lasers),
„„Digging In: Activating/deactivating built-in language translator and
the stabilization system is an action, depth gauge. Jet Boosters (Jump
otherwise firing the Boom Gun knocks +6" horizontal, +3" vertical).
the Glitter Boy 2d6" back and prone, Weapons:
leaving the pilot Stunned. While dug in, „„Boom Gun (Range 250/500/1000,
it cannot move, can only fire to the front 5d10+5 Mega Damage, AP 25,
arc (180 degrees), and attackers RoF 1, Shots 100; +1 Shooting,
gain +2 to attack rolls considered a shotgun for
against it. Innocent Bystanders)
„„Heroic Legacy: A „„Melee (Str+d4 Mega Damage,
Glitter Boy pilot gets considered armed)
+1 Persuasion.

„„Sonic Boom: Firing the RG-14 causes a


sonic boom affecting everyone (except
the pilot) within a LBT who must check
Vigor at −2. On a failure, the victim is
Shaken and Hard of Hearing (Major)
for 3d6 minutes (this may not cause
a Wound). On a Critical Failure the
victim is Stunned instead of Shaken.
„„Stand By to Fire: USA G-10s can't move
and fire the Boom Gun in the same
round.

62
Headhunter Techno Optics Scope), WI-C6 "Chain Sword"
Warrior (Str+3d4+3 Mega Damage, AP 4, raise adds
The warriors known colloquially as d12 damage, Critical Failure hits the user).
“Headhunters” are filled to the gills with Special Abilities:
almost all the machinery their meat „„Burn (6): Juicer may add a Burn Die to
can stand. This makes them valuable as any Agility, Strength, or Vigor-based
mercenaries and bounty hunters. Trait roll. The Burn Die is a d6 that
cannot Ace, and if the Burn Die result
Attributes: Agility d10, Smarts d6, Spirit d6,
is a one, he reduces his Burn Rating.
Strength d12+2, Vigor d12
„„Drug-induced Euphoria/Tranquility:
Skills: Athletics d10, Common Knowledge
Juicers do not gain the benefits of the
d8, Fighting d10, Intimidation d10, Notice
Quick Edge or the Uncanny Reflexes
d10, Persuasion d4, Repair d6, Shooting d10,
ability on the first round of combat.
Stealth d6
„„Internal Repair System: Juicers have
Pace: 8; Parry: 7; Toughness: 20 (8)
Slow Regeneration. Three times a day
Hindrances: Illiterate, Mean
they can make a healing check at +2.
Edges: Brawny, Iron Jaw, Quick, Rock and
„„Super Endurance: Juicers only need 4
Roll!, Soldier, Steady Hands, Upgradeable
hours of sleep and are +2 vs Fatigue.
Gear: Crusader Heavy EBA (+8 Armor, +3
„„Super Speed: Juicers double their Pace,
Toughness), NG-303 Mini Rail Gun (Range
and have a d10 run die.
30/60/120, 2d10+2 Mega Damage, RoF 3,
„„Uncanny Reflexes: −2 to be hit by any
AP 6), NG-57 Heavy Ion Blaster (Range
attack they are aware of and +2 Evasion.
12/24/48, Damage 1– 3d8+2, RoF 1), Vibro-
Longsword (Str+d10 Mega Damage, AP
Ley Line Walker
10), 2 × Armor Piercing Grenades (Range
For many in the world of Rifts Earth, Ley
5/10/20, 3d8 Mega Damage, AP 16, SBT).
Line Walkers are the ultimate expression
Cybernetics: Bionic Strength Augmentation
of arcane might and mastery. Their overall
III, Core Electronics Package (+2 to linked
magical power is truly impressive, and their
Common Knowledge, Electronics, Hacking,
knowledge of and talent with ley lines is
Research, and Repair checks), Cyber-Wired
often vital to successful missions, and even
Reflexes I, Synthetic Organ Replacement II.
survival. Unsurprisingly, they command
high prices as arcane specialists.
Juicer
As Masters of Magic, Ley Line Walkers
Ready to die, but only if something
call upon primordial energies to challenge
awesome or glorious can be accomplished
the strongest armor and most devastating
in the moment, Juicers are powerful allies
weapons. Whenever possible, Walkers
and dangerous foes. Juicers are popular
arrange to do battle near a ley line, where
as mercenaries, especially if a particular
they enjoy devastatingly enhanced power.
job is dangerous and holds a high
likelihood of combat. Attributes: Agility d6, Smarts d10, Spirit d8,
Strength d6, Vigor d6
Attributes: Agility d10, Smarts d6, Spirit d6,
Skills: Academics d6, Athletics d6, Common
Strength d12+1, Vigor d10
Knowledge d6, Fighting d6, Occult d10,
Skills: Athletics d10, Common Knowledge
Notice d10, Research d8, Shooting d6,
d4, Fighting d10, Intimidation d8, Notice
Spellcasting d10, Stealth d6, Survival d6
d6, Persuasion d4, Shooting d10, Stealth d8
Pace: 6; Parry: 5; Toughness: 12 (5)
Pace: 16; Parry: 7; Toughness: 16 (5)
Hindrances: Curious, Quirk, Stubborn
Hindrances: Death Wish, Overconfident
Edges: Arcane Background (Magic), Level
Edges: Brawny, Combat Reflexes, First Strike,
Headed, Ley Line Phasing, Master of Magic,
Fleet-Footed, Frenzy (Imp), Quick
Rapid Recharge, Wizard
Gear: Juicer Assassin Plate (+5 Armor, +3
Powers: Blast, bolt, boost/lower Trait, deflection,
Toughness), JA-9 Laser Rifle (Range
dispel, entangle, fly, healing, illusion, invisibility,
30/60/120, 4d6 Damage, RoF 1, AP 3; Heavy
sloth/speed, speak language, teleport. PPE: 40
Beam, ignores laser resistance, Multi-

63
Gear: Ley Line Walker Medium (+5 Armor, Attributes: Agility d6, Smarts d6, Spirit d6,
+2 Toughness, +4 vs Poison and Disease), Strength d6, Vigor d6
TK Revolver (Range 12/24/48, Damage 3d6, Skills: Athletics d4, Common Knowledge
RoF 1, AP 3), silver dagger (Str+d4). d6, Fighting d4, Notice d4, Persuasion d4,
Special Abilities: Shooting d6, Stealth d4, Survival d4
„„Disconnected: Walkers are awkward Pace: 6; Parry: 4; Toughness: 10 (4)
with "normal" people; −1 Persuasion. Hindrances: Illiterate, Quirk and/or Habit
„„Expanded Awareness: Walkers detect Edges: —
arcana as an Innate Ability. With a Gear: Plastic-Man Light EBA (+4 Armor,
Notice roll they sense supernatural +1 Toughness), Light Laser Rifle (Range
beings. 24/48/96, Damage 4d6, RoF 1, AP 2), survival
„„Ley Line Walker Abilities: Arcane knife (Str+d4, +1 Survival).
Academic, Ley Line Magic Mastery,
Ley Line Rejuvenation, Ley Line Sense, Mind Melter
Ley Line Transmission, and Ley Line When a leader or faction wants the most
Walking—see The Tomorrow Legion powerful psionic capabilities available,
Player’s Guide. the Mind Melter is the specialist of choice.
There are none stronger in matters of the
Militia mind, and Mind Melters are equally useful
Prepared folk who will defend their families in overt combat situations and covert
and communities…or start a lynch mob! infiltration and information-gathering

64
operations. Of course, they are also masters Hindrances: Vow (Minor—serve a master)
of psychological warfare. Edges: —
Mind Melters can demand extraordinary Gear: —
wages for all of the reasons above, and Special Abilities:
also because they are without question „„Armor +8: Mindless minions are tough.
the best asset a unit can have in counter- „„Claws/Bite: Str+d6, AP6.
psionic warfare.
Mystic
Attributes: Agility d6, Smarts d10, Spirit d10,
Most Mystics are generally good and decent
Strength d6, Vigor d6
folk, interested in aiding those in need and
Skills: Athletics d6, Common Knowledge
defending the weak from danger. Some
d6, Fighting d8, Intimidation d8, Notice d8,
Mystics, however, ally with evil forces,
Persuasion d8, Psionics d10, Shooting d6,
making them terrifying enemies. A few
Stealth d8, Survival d6
follow spiritual paths guiding them to
Pace: 6; Parry: 6; Toughness: 12 (5)
self-interest, more than willing to sell their
Hindrances: Arrogant or Curious, Loyal or
services as mercenaries.
Stubborn, Quirk
Combining raw power with subtle
Edges: Arcane Background (Psionics),
manipulations, Mystics excel in supporting
Danger Sense, Killer Instinct, Master
their teammates. A Mystic’s ability to call
Psionic, Mentalist, Possession
upon spiritual connections for guidance
Powers: Arcane protection, bolt, empathy, havoc,
often helps weight the dice to their favor.
mind link, mind reading, mind wipe, protection*,
puppet, smite*, stun, telekinesis. ISP: 40 Attributes: Agility d6, Smarts d8, Spirit d10,
Gear: Huntsman Armor (+5 Armor, +2 Strength d6, Vigor d6
Toughness), Laser Pistol (Range 12/24/48, Skills: Athletics d6, Common Knowledge
Damage 3d6, RoF 1, AP 2), Vibro-Knife d6, Faith d10, Fighting d6, Healing d8,
(Str+d6 Mega Damage, AP 6). Notice d8, Occult d8, Psionics d10, Shooting
Special Abilities: d6, Stealth d6, Survival d6
„„Alter Aura: Melters have conceal arcana Pace: 6; Parry: 5; Toughness: 10 (4)
as an Innate Ability, and can mimic the Hindrances: Arrogant or Heroic, Loyal or
supernatural "signature" of any being Stubborn, Quirk
desired, from a child to a demon. Edges: Alertness, Arcane Background
„„Expanded Awareness: Melters detect (Miracles), Arcane Background (Psionics),
arcana as an Innate Ability. With a Danger Sense, Healer, Holy/Unholy
Notice roll they sense supernatural Warrior, Master of Magic, Rapid Recharge
beings. Powers (Miracles): Arcane protection, bolt,
„„Feared: Most folks are terrified of Mind boost/lower Trait, dispel, entangle, healing,
Melters. They suffer −2 Persuasion. light/darkness, smite, sound/silence. PPE: 15
„„Master of Psionics: Mind Melters get a Powers (Psionics): Empathy, mind link, mind
free reroll on all Trait rolls when using reading, object reading, relief. ISP: 15
psychic abilities and their Psionics skill. Gear: Adventure Survival Light Armor (+4
„„Mental Resistance: +4 on opposed Armor, +1 Toughness, +2 vs all Hazards),
checks to resist psionic effects, +4 armor Laser Pistol (Range 12/24/48, Damage 3d6,
versus psionic damage. RoF 1, AP 2), silver dagger (Str+d4).
Special Abilities:
Mindless Minion „„Cosmic Confluence: Exchange ISP for
These followers take many forms, but low PPE, and vice-versa, at a 1-for-1 rate.
intellect and ferocity are common to all. „„Expanded Awareness: Mystics detect
arcana as an Innate Ability. With a
Attributes: Agility d6, Smarts d4 (A), Spirit
Notice roll they sense supernatural
d6, Strength d10, Vigor d10
beings.
Skills: Athletics d8, Fighting d8, Notice d6,
„„Mystic Awareness: +2 to sense
Shooting d6, Stealth d6
supernaturally evil energies and beings.
Pace: 6; Parry: 6; Toughness: 15 (8)

65
„„Spiritual Channel: Mystics can use Gear: NG RA15 Cannonball Ride Armor
divination for no ISP/PPE. Each time he (+3 Armor, +2 Toughness), Wilk’s 227 Pulse
uses it, he must make a Vigor roll to Laser Pistol (Range 15/30/60, Damage 3d6,
resist gaining a level of Fatigue. RoF 3, AP 2, 3RB), Field Repair Kit.
Vehicle: NG-X9 Samson, or Triax X-500
Operator Forager Battlebot, or other of choice.
Like Techno-Wizards, Operators command
huge fees as specialists. Expert operation and Rogue Scholar
repair of the technology so many depend Some people just can’t help but become
on is a rarity throughout a world where political dissidents; it's in their blood. Rogue
education and training are difficult to come Scholars are always on the run from the
by. Many Operators enjoy the opportunity Coalition because their knowledge and
to travel far and wide, exploring the lands as insight into the world is a threat to the
they find plenty of work to be done. regime’s carefully-crafted social controls.
Attributes: Agility d8, Smarts d10, Spirit d6, Attributes: Agility d6, Smarts d10, Spirit d8,
Strength d6, Vigor d6 Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge Skills: Academics d10+2, Athletics d4,
d8, Boating d6, Driving d6, Electronics Common Knowledge d10, Electronics d8,
d10, Fighting d6, Hacking d6, Notice d8, Fighting d6, Hacking d10, Notice d8, Occult
Persuasion d8, Piloting d6, Repair d10, d10, Persuasion d6, Research d10, Science
Shooting d8, Survival d4, Thievery d6 d10+2, Shooting d6, Stealth d6, Survival d6
Pace: 6; Parry: 5; Toughness: 12 (5) Pace: 6; Parry: 5; Toughness: 12 (5)
Hindrances: Greedy and/or Overconfident Hindrances: Big Mouth, Curious, Wanted
Edges: Ace, Combat Ace, McGyver, Mr. Fix It (Minor)
Gear: Urban Warrior Tactical EBA (+5 Edges: Alertness, Investigator, Scholar
Armor, +2 Toughness), Wilk’s 227 Pulse (Academics, Science)
Pistol (Range 15/30/60, Damage 3d6, RoF 3, Gear: Huntsman Medium Personal Armor
AP 2, 3RB), Field Repair Kit, Wilk's Laser (+5 Armor, +2 Toughness), Laser Pistol
Torch (4d4+4 Mega Damage, AP 16, Parry (Range 12/24/48, Damage 3d6, RoF 1, AP 2),
−1, Cauterize). Vibro-Blade (Str+d6 Mega Damage, AP 6),
Vehicle: Mountaineer ATV with a Heavy Field Computer (Grade II).
Laser Cannon and Mini-Missiles.
Cybernetics: Core Electronics Package (+2 Soldier
to linked Common Knowledge, Electronics, These professional soldiers serve in
Hacking, Research, and Repair checks). various armies of Rifts Earth. Many turn
to freelancing as mercs once their term of
Pilot service to a faction or city-state has ended.
Anyone with a vehicle of war and the skill to
Attributes: Agility d6, Smarts d6, Spirit d6,
pilot it is in demand. Most pilots are highly
Strength d6, Vigor d6
skilled to ensure they have an edge in the
Skills: Athletics d6, Common Knowledge
kind of combat that can level a city.
d6, Electronics d6, Fighting d8, Healing
Attributes: Agility d10, Smarts d8, Spirit d8, d4, Notice d6, Persuasion d6, Shooting d8,
Strength d6, Vigor d6 Stealth d6, Survival d6
Skills: Athletics d6, Common Knowledge Pace: 6; Parry: 6; Toughness: 13 (6)
d6, Electronics d10, Fighting d10, Notice Hindrances: Driven or Greedy, Illiterate,
d8, Persuasion d4, Piloting d10, Repair d6, Quirk or Habit
Shooting d10, Survival d4 Edges: Soldier
Pace: 6; Parry: 7; Toughness: 10 (3) Gear: Bushman Medium EBA (+6 Armor,
Hindrances: Greedy and/or Overconfident +2 Toughness), L-20 Pulse Rifle (Range
Edges: Ace, Combat Ace, Elan, Power Armor 24/48/96, Damage 4d6, RoF 3, AP 2; Heavy
Jock, Robot Vehicle Jock Pulse), Vibro-Knife (Str+d6 Mega Damage,

66
AP 6), 2 × frag grenades (Range 5/10/20, 5d6 merchants, entertainers, or renaissance men
Mega Damage, LBT). and women looking for a worthy cause to
champion or goal to pursue.
Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d8,
Their inherent mastery of machines
Strength d6, Vigor d6
and electronics makes Techno-Wizards
Skills: Athletics d6, Common Knowledge
incredibly valuable as specialists. Many
d4, Fighting d6, Notice d8, Perform d10,
military-oriented outfits use them as combat
Persuasion d10, Shooting d6, Stealth d6,
engineers, responsible for dealing with
Taunt d10
technical and mechanical challenges as well
Pace: 6; Parry: 5; Toughness: 12 (5)
as maintaining the unit’s gear and vehicles.
Hindrances: Driven or Greedy, Habit or
Attributes: Agility d8, Smarts d10, Spirit d8, Loyal, Stubborn.
Strength d6, Vigor d6 Edges: Charismatic, Elan, Hard to Kill,
Skills: Athletics d6, Common Knowledge Humiliate, Luck, Rabble-Rouser, Retort,
d6, Electronics d10, Fighting d6, Notice d8, Streetwise, Strong Willed
Occult d10, Piloting d6, Repair d10, Science Gear: Huntsman Medium Armor (+5 Armor,
d10, Shooting d8, Techno-Wizardry d10 +2 Toughness), Laser Pistol (Range 12/24/48,
Pace: 6; Parry: 5; Toughness: 10 (4) Damage 3d6, RoF 1, AP 2), Vibro-Blade
Hindrances: Curious, Stubborn, Quirk (Str+d6 Mega Damage, AP 6).
Edges: Arcane Background (Techno- Special Abilities:
Wizardry), McGyver, Mr. Fix It „„Gifted: Vagabonds make all unskilled
Powers: Boost/lower Trait, detect/conceal arcana, checks at d4 (instead of d4−2).
protection, sloth/speed, warrior's gift. PPE: 20
Gear: Adventure Survival Light Armor (+4 Wilderness Scout
Armor, +1 Toughness, +2 vs all Hazards), Scouts make excellent early-warning
TK Revolver (Range 12/24/48, Damage 3d6, operatives, as well as pathfinders for those
RoF 1, AP 3), Field Repair Kit and devices. traveling across the most dangerous parts
Special Abilities: of the world—which is pretty much most
„„Arcane Machinist: Half her Smarts die of the world. They also tend to be excellent
per session, as an action, the Techno- hunters…and snipers.
Wizard produces a Gadget replicating
Attributes: Agility d10, Smarts d8, Spirit d8,
any power available to Techno-Wizards
Strength d8, Vigor d10
(and Power Modifiers available to the
Skills: Athletics d10, Common Knowledge
creator); with a TW skill check at −2 per
d8, Fighting d8, Notice d10, Persuasion d6,
Rank the power is above her own. TW
Shooting d10, Stealth d8, Survival d10
Gadgets have their own PPE pool equal
Pace: 8; Parry: 6; Toughness: 16 (6)
to half their creator’s; with a raise the
Hindrances: Arrogant or Heroic, Cautious,
device gains +5 PPE. Once the PPE is
Stubborn
used up it ceases to function.
Edges: Assassin, Brawny, Fleet-Footed,
„„Machine Maestro: A Techno-Wizard
Marksman, Steady Hands, Woodsman
can interface with machines by touch;
Gear: Bushman EBA (+6 Armor, +2
+1 to Common Knowledge, Electronics,
Toughness), JA-11 Energy Rifle (Range
Hacking, Research, Repair, and
30/60/120, Damage 4d6, RoF 1, AP 4; Heavy
Thievery. With TW gear, the bonus is +2.
Beam; Multi-Optics Scope; can fire ion beam
He can't control intelligent machines,
as an NG-IP7 or fire a bullet as a Hunting
cybernetics, vehicles, or weapons.
Rifle with 1 Shot), Wilk’s 237 "Backup" Laser
Pistol (Range 10/20/40, Damage 3d6+3, RoF
Vagabond
1, AP 4), Vibro-Shortsword (Str+d8 Mega
Vagabonds are tough loners and often
Damage, AP 8).
capable warriors as well. Many are
demagogues, troublemakers, con-men, and
drifters. Others are legitimate traveling

67
68
CHAPTER
THREE

MONSTERS AND
CREATURES

A
mong the inescapable truths of life Brodkil
on Rifts Earth is this: monsters Nine feet tall, hulking bodies, enormous
are real, and they are a constant mouths with bone-crushing jaws—Brodkil
danger. Truly advanced cities have are a terrifying race of sub-demons in their
plenty of defenses against most of them, natural forms. Their love of cybernetics
and yet even urban dwellers are not makes them all the more dangerous, and
immune to the danger a vicious, hungry, they frequently sell their considerable
and malicious beast (or horde of them) talents for mayhem in order to gain one or
represents. For those who live outside more bionic implants.
of the great cities, or who travel the Brodkil are mostly found in North America
wilderness between civilized realms, the and Europe, and are believed to have arrived
threat is constant and terrifying. in overwhelming numbers during the Great
Cataclysm. Most of them wander the land in
cannibalistic nomadic tribes, though many
happily sell their services as mercenaries—
MONSTERS OF especially to the evil factions like the True
THE WORLD Federation of Magic.
Brodkil have bronze skin and no hair
(aside from a tuft at the back of their skull).
All the creatures that follow are found in They love high tech, even though they
the wilds of North America; many are have no capacity for industry or crafting.
also encountered across the planet. There Instead, they trade their services for
are many wild animals and rapacious such, or scavenge what they can from the
creatures, driven merely to feed or to bodies of their foes. In the case of snatched
defend their territories. Many are native cybernetics, they take whatever they can
to Earth, while many more hail from alien and find an unscrupulous cyber-doc to
worlds across the dimensions. This section, install the purloined pieces.
however, deals with the much more Following is a brodkil without any
horrifying threats of monsters driven by a implants, carrying fairly typical gear. Note
will to conquer and kill, seeking power or brodkil have a natural ability to turn invisible,
the sheer visceral thrill of bringing more which is lost when they take on one or more
misery into the world. cybernetic enhancements.

69
Attributes: Agility d8, Smarts d4, Spirit d6, BRODKIL WITH CYBERNETICS
Strength d12+1, Vigor d10 Use the above, with the following adjustments:
Skills: Athletics d8, Common Knowledge
„„IncreaseStrength to d12+3 (cybernetic
d4, Fighting d8, Intimidation d8, Notice d6,
arms).
Shooting d8, Stealth d6, Survival d6
„„Add +2 for all Notice checks and
Pace: 8; Parry: 6; Toughness: 19 (8)
Shooting rolls (cybernetic eye).
Hindrances: Bloodthirsty, Mean
„„Add +4 Armor (plating).
Edges: Brawny, Brawler
„„Add +2 Pace and increase the run
Gear: L-20 Pulse Rifle (Range 24/48/96,
die to d8 (cybernetic legs) or ignore
Damage 4d6, RoF 3, AP 2; Heavy Pulse).
2 points of Multi-Action penalties
Special Abilities:
each turn (extra cybernetic arm).
„„Armor +8: Brodkil have armored hides.
„„Remove the invisibility Special Ability.
„„Bite/Claws: Str+d6 Mega Damage, AP
6.
„„Environmental Immunity: Cold, Fire,
Heat, and mortal Poison and Disease.
„„Fear: All demons cause Fear checks
when first encountered.
„„Infravision: Brodkil halve
Illumination penalties for
warm targets.
„„I n her ent ly Mag ic a l :
Brodkil possess a natural
pool of 10 PPE and can use
TW devices.
„„Invisibility: Brodkil
can become invisible
as an Innate Ability
activated without a
roll (at the base −4
level). Brodkil use
this to ambush
foes, but rarely
remain invisible
once combat
is underway,
instead relying
on their horrific
presence to
unnerve foes.
„„Size 2 (Normal): Brodkil
are significantly taller
and tougher than the
average human.
„„Slow Regeneration:
Brodkil make a natural
healing roll once per day.
„„Weakness (Holy Attacks):
Demons take +4 Mega
Damage from holy attacks.

70
EEBRODKIL LEADER Dragon
Most dangerous are the brodkil vicious Cosmic powerhouses of immense
enough to control a pack of their own kind— supernatural might, dragons are drawn to
they are festooned with cybernetic trophies. Rifts Earth in droves thanks to the unlimited
sources of nourishment provided by ley
Attributes: Agility d10, Smarts d6, Spirit d8,
lines and Rifts. Some dragons are benevolent
Strength d12+5, Vigor d12
protectors, some are self-interested loners,
Skills: Athletics d10, Battle d8, Common
and more than a few seek power through
Knowledge d6, Fighting d12, Intimidation
sheer terror or even outright worship from
d10, Notice d8, Repair d4, Shooting d10,
“lesser” beings.
Stealth d8, Survival d8
Even hatchling dragons are forces to be
Pace: 8; Parry: 8; Toughness: 28 (14)
reckoned with. They know little of the world
Hindrances: Bloodthirsty, Greedy (Minor),
or how to live in it, but are experts with
Mean
their natural abilities and capable of at least
Edges: Brawny, Bruiser, Berserk, Charge,
moderately intelligent action. Hatchlings
Hard to Kill, Steady Hands, Sweep (Imp)
emerge from their shells alone, and they
Gear: Plasma ejector (Range 24/48/96,
tend to imprint upon the first sentient
3d12+3 Mega Damage, RoF 1, It Burns), TW
beings they encounter, adopting the social
Flaming Sword (Str+d12 Mega Damage, AP
and ethical mores of those beings over time.
6, It Burns), 2 × frag grenade (Range 5/10/20,
There are many species of dragons, but
5d6 Mega Damage, LBT).
the most famous are the fire-breathing
Cybernetics: Armor Plating (+6 MDC
types below. They have red scales (although
Armor), Extra Arms (ignore 2 points of
a wide range of red is possible); long,
Multi-Action penalties each turn), Optics +
sinewy bodies; massive wings; and a long,
Targeting Eye (+2 to all sight-based Notice
serpentine, prehensile tail. Of course, this
and Shooting rolls).
is in their natural form—dragons are quite
Special Abilities:
fond of using their Metamorphosis ability to
„„Armor +8: Brodkil leaders have MDC
look like the humans or D-Bees they enjoy
armored hides.
spending time with (either as friends, or in
„„Bite/Claws: Str+d6 Mega Damage, AP 2.
order to study their prey).
„„Environmental Immunity: Cold, Fire,
Heat, and mortal Poison and Disease.
„„Fear: All demons cause Fear checks
EEFLAME WIND DRAGON (HATCHLING)
Attributes: Agility d8, Smarts d8, Spirit d8,
when first encountered.
Strength d12+4, Vigor d8
„„Infravision: Brodkil halve Illumination
Skills: Athletics d6, Common Knowledge
penalties for warm targets.
d4, Fighting d8, Intimidation d6, Notice d6,
„„Inherently Magical: Brodkil possess a
Persuasion d4, Psionics d6, Shooting d4
natural pool of 10 PPE and can use TW
Pace: 8; Parry: 6; Toughness: 36 (18)
devices.
Edges: Arcane Background (Psionics),
„„Size 3 (Normal): Brodkil leaders are
Frenzy
significantly taller and tougher than the
Powers: Arcane protection, mind link, speak
average human.
language. ISP: 10
„„Slow Regeneration: Brodkil make a
Special Abilities:
natural healing roll once per day.
„„Armored Hide: The hatchling has +18
„„Weakness (Holy Attacks): Demons take
MDC Armor with +6 Toughness.
+4 Mega Damage from holy attacks.
„„Claws/Bite: In dragon form deal
Str+3d4 Mega Damage, AP 6; bite has
Reach 1.
„„Environmental Immunity: Cold,
Heat, Hunger, Thirst, Disease, Poison,
Drowning, Electricity, and Radiation.
„„Expanded Awareness: Dragons detect
arcana as an Innate Ability. With a

71
Notice roll they sense supernatural may be Evaded, those who fail suffer
beings. Str+d8 Mega Damage.
„„Fear: In dragon form, Hatchlings cause
Fear checks. EEFLAME WIND DRAGON (YOUNG ADULT)
„„Fire Breath: As an action using its Attributes: Agility d10, Smarts d10, Spirit
Athletics skill in dragon form, a d10, Strength d12+8, Vigor d12
Hatchling can breathe a bolt of flame Skills: Academics d10, Athletics d10,
at Range 12/24/48 dealing 4d6 Mega Common Knowledge d8, Fighting d10,
Damage—on a raise it deals 5d6 and Healing d6, Intimidation d10, Notice d10,
targets catch fire, dealing 2d6 damage Occult d10, Persuasion d8, Psionics d10,
until doused. Alternately, the fire Shooting d6, Spellcasting d10, Stealth d8,
breath can manifest as a Cone Template Survival d6, Taunt d8
emanating from its mouth. Either attack Pace: 8; Parry: 7; Toughness: 50 (26)
may be Evaded, reducing the damage Edges: Alertness, Arcane Background
one die (from 5d6 to 4d6, for example) (Magic), Arcane Background (Psionics),
with success, or two dice with a raise. Brave, Charismatic, First Strike, Frenzy
„„Flight: In dragon form fly at Pace 12 (Imp), Jack-of-All-Trades, Level Headed
and "run" for extra movement as usual. (Imp), Ling uist, Master of Magic,
„„Impervious to Fire: Heat-based attacks Mentalist, Strong Willed, Wizard
(including plasma weapons) do not Powers (Magic): Banish, barrier, blast, boost/
affect Flame Wind Dragons. lower Trait, deflection, dispel, entangle, light/
„„Infravision: Halve Illumination darkness, intangibility, slumber. PPE: 30
penalties for warm targets. Powers (Psionic): Arcane protection, confusion,
„„Inherently Magical: Hatchlings know healing, mind link, speak language. ISP: 20
no magic spells, but have a natural pool Special Abilities:
of 10 PPE and can use TW gear. „„Armored Hide: The dragon has +26
„„Limited Metamorphosis: A dragon MDC Armor with +8 Toughness.
begins life able to adopt a single human „„Claws/Bite: In dragon form deal
or humanoid form for a limited amount Str+3d4 Mega Damage, AP 16; bite has
of time each day. He can maintain this Reach 2.
humanoid form for a number of hours „„Environmental Immunity: Cold,
equal to his Spirit die before needing Heat, Hunger, Thirst, Disease, Poison,
at least six hours of rest. He gains no Drowning, Electricity, and Radiation.
special properties of what he mimics, „„Expanded Awareness: Dragons detect
only the size and appearance, but arcana as an Innate Ability. With a
retains all of his abilities except those Notice roll they sense supernatural
only usable in dragon form. beings.
„„Nigh-Immortality: Dragons are „„Fast Regeneration: Make a natural
sustained by passively absorbing healing roll each round.
ambient magic energy, eating and „„Fear (−2): In his natural form, a Dragon
drinking simply for pleasure. causes Fear checks at −2.
„„Size 6 (Large): In their natural forms, „„Fire Breath: As an action using its
Hatchlings are 15 –20 feet from snout Athletics skill, a Dragon in natural form
to tail-tip, and weigh 7 tons. They gain can breathe a bolt of flame at Range
a fourth Wound level and, when not 12/24/48 dealing 4d8 Mega Damage—
using Metamorphosis, +6 Toughness. on a raise this increases to 5d8 and
„„Slow Regeneration: Make a natural targets catch fire dealing 2d6 damage
healing roll daily, can regenerate limbs. until doused. Alternately, the fire
„„Tail Lash: A Hatchling in dragon form breath can manifest as a Cone Template
can attack all opponents adjacent to its emanating from its mouth. May be
rear or side as an action using Athletics; Evaded, a successful Evasion reduces
this attack ignores Scale penalties and the damage one die (from 5d8 to 4d8,
for example), or two dice with a raise.

72
„„Flaming Scales: In natural form as an „„Nigh-Immortality: Dragons are
Innate Ability, Flame Wind Dragons sustained by passively absorbing
can emanate fire from their scales. Treat ambient magic energy, eating and
this as a damage field, but causing 3d6 drinking simply for pleasure.
Mega Damage; targets may catch fire. „„Size 8 (Huge): Adult dragons are 40 – 50
„„Flight: In dragon form fly at Pace 24 feet from snout to tail-tip, and weigh up
and "run" for extra movement as usual. to 15 tons; gain a fifth Wound level.
„„Impervious to Fire: Heat-based attacks „„Teleportation: Dragons can use the
(including plasma weapons) do not teleport power, rolling their Spirit for the
affect Flame Wind Dragons. check and drawing on their PPE.
„„Low Light Vision: Ignore penalties for „„Tail Lash: A dragon in its natural form
Dim and Dark Illumination. can attack all opponents adjacent to its
„„Metamorphosis: The dragon may rear or side as an action using Athletics;
change his shape and size as an action, this attack ignores Scale penalties and
appearing as any living creature from may be Evaded, those who fail suffer
the size of a house cat to anything Str+d8 Mega Damage.
his natural size and weight. He can
maintain this form indefinitely, even Fury Beetle
while sleeping. The dragon gains no Most monsters encountered on Rifts Earth
special properties of what he mimics, are named locally based on their appearance
only the size and appearance, but he and behavior. The Fury Beetle is a classic
retains most of his own abilities except example of this: it looks at least somewhat
those only usable in dragon form beetle-ish (if a beetle were 10 feet tall and 20
(Armored Hide, Claws/Bite, Fear, Fire feet long!) and moves like an insect. Agitated
Breath, Flaming Scales, Tail Lash). or in battle, a Fury Beetle skitters around
rapidly, emitting a horrible wailing noise.

73
Though not normally aggressive, Fury Gargoyle
Beetles are easily startled and lash out at Sub-demons from a hellish dimension, the
anything that disturbs them. The “fury” gargoyles predominantly settled in Europe
part of their name comes from their where they clash constantly with the New
determination to fight to the death, unless German Republic. However, plenty can
an opponent flees—or “plays dead,” which be found in North America, especially
has been known to work in a number of since the Tolkeen war. The sorcerers of the
encounters. Despite their armored hide kingdom called forth any supernatural
(which many hunters use to make effective entities they could lure to battle, including
armor) and many legs, Fury Beetles are thousands of gargoyles.
more animal than insect, and have been In the aftermath of the war, small gargoyle
hunted and even domesticated in some tribes can be found in great numbers in
places as a food source. the Federation of Magic, happily serving
The Simvan (page 77) favor Fury Lord Dunscon and his fellow mages. Many
Beetles as riding animals, a practice other others wander the lands in packs (or flocks),
cavalry-oriented nomads have adopted as preying on anyone weaker or in possession
well. Wild Fury Beetles challenge anyone of things they desire. Gargoyles have
who stumbles across them, whether the y developed an appreciation of technology,
are hunting for food—they are omnivores— especially where weapons are concerned.
or protecting their domain. They consider most mortals to be fine eating.
While there are a number of sub-
Attributes: Agility d8, Smarts d4 (A), Spirit
species—including the diminutive wingless
d6, Strength d12+7, Vigor d12+2
Gurgoyles—the typical gargoyle stands
Skills: Athletics d8, Fighting d8, Notice d8
around 15’ tall, is powerfully muscular, and
Pace: 12; Parry: 6; Toughness: 27 (12)
has an enormous bat-like wingspan. Though
Edges: Alertness, Charge, Frenzy
reptilian in appearance and hatched from
Special Abilities:
eggs, gargoyles are actually warm-blooded.
„„Armored Shell: Fury Beetles have +12
They have huge beak-like maws with sharp
MDC Armor and +2 Toughness.
fangs, glowing yellow eyes, and skin tones
„„Claws/Bite: Str+2d8 Mega Damage, AP
ranging from dark green to gray.
10. Fury Beetles can gut tanks.
One in roughly every one hundred
„„Full-Spectrum Vision: Able to see in
gargoyles is a lord, their natural leaders.
the infrared and ultraviolet spectrums,
Gargoyle Lords are of royal lineage, and
as well as sense thermal patterns and
possess greater stature, intelligence, and
possessed of full night vision, the
powerful supernatural abilities. They lead
Fury Beetle ignores all Illumination
the gargoyle and gurgoyle social hierarchy,
penalties.
deciding when to go to war, migrate,
„„Psionic Senses: Fury Beetles have
settle a region, or ally with other groups.
natural psionic sensory gifts. They can
Gargoyles have strong social bonds and
make a Notice check to psychically
are always loyal to their community, even
find water or sense arcane or psionic
if it is an adopted "tribe" largely composed
energies.
of non-gargoyles.
„„Rapid Movement: All those legs give
the Fury Beetle exceptional Pace, with
a d10 Run die.
GURGOYLES & GARGOYLES
„„Size 4 (Large): Fury Beetles grow up to Attributes: Agility d10, Smarts d4, Spirit d6,
20 feet long and half that in height. Strength d12+4, Vigor d10
„„Slow Regeneration: These creatures Skills: Athletics d6, Common Knowledge
gain a natural healing roll once per day d4, Fighting d8, Intimidation d6, Notice d8,
and can regenerate lost limbs over time. Shooting d6, Stealth d6, Survival d6
Pace: 6; Parry: 6
Toughness (Gurgoyle): 24 (12)
Toughness (Gargoyle): 30 (12)

74
Hindrances: Greedy (Minor), Loyal Hindrances: Arrogant, Greedy (Major),
Edges: Brawler Ruthless (Minor)
Gear: Usually none. One in five may have Edges: Arcane Background (Psionics),
one of the following: Mini Rail Gun (Range Brawny, Bruiser, Frenzy, Linguist
30/60/120, 2d10+2 Mega Damage, RoF 3, AP Powers: Arcane protection*, detect/conceal
6), Plasma Ejector (Range 24/48/96, 3d12+3 arcana, mind link. ISP: 20
Mega Damage, RoF 1, It Burns), Impact Gear: Usually none, though they covet
Maul (Str+2d8+4, Parry −1, Two Hands, +4 treasure including artifacts, gems, precious
damage to break objects). metals, as well as weapons and armor.
Special Abilities: Special Abilities:
„„Armored Hide: +12 natural Armor, +2 „„Armored Hide: Gargoyle Lords have
Toughness; Gargoyles are +5 Toughness. +14 natural Armor, +6 Toughness.
„„Beak/Claws/Horns: Str+2d6 Mega „„Beak/Claws/Horns: Str+2d8, AP 8,
Damage, AP 6, Natural Weapons. Mega Damage; Natural Weapons.
„„Environmental Immunity: Cold, Fire, „„Environmental Immunity: Cold, Fire,
Heat, and mortal Poison and Disease. Heat, and mortal Poison and Disease.
„„Fear: All demons cause Fear checks „„Fear (−2): Gargoyle Lords cause Fear
when first encountered. checks at −2.
„„Flight (Gargoyle only): Flying Pace of „„Fiery Breath: As an action using its
12" and may "run" with a d8 run die. Athletics skill, a Lord can breathe a
„„Size 2 (Normal— Gurgoyle only): bolt of flame at Range 12/24/48 dealing
Gurgoyles weigh one ton. 4d6 Mega Damage—on a raise this
„„Size 5 (Large — Gargoyle only): increases to 5d6 and targets catch fire
Gargoyles weigh nearly two tons; gains dealing 2d6 damage until doused.
an extra Wound level. „„Flight: Flying Pace of 12" and may "run"
„„Slow Regeneration: Make a natural with a d8 run die.
healing roll daily, can regenerate limbs. „„Invisibility: Lords can become invisible
„„Superior Vision: +2 to all vision- as an Innate Ability activated without a
based Notice checks and have low roll (at the base −4 level).
light vision (ignoring Dim and Dark „„Size 7 (Large): Weighs over two tons;
Illumination). With a Notice roll they gains a fourth Wound level.
sense supernatural beings and the „„Slow Regeneration: Make a natural
arcane. healing roll daily, can regenerate limbs.
„„Tail: While not fully prehensile, it can „„Stone Form: Gargoyle Lords may
pack a wallop of Str+d6. May make one transform into living stone as an Innate
attack per round at no Multi-Action Ability. While in this form the Lord's
penalty using Athletics. natural armor becomes MDC, and it
„„Weakness (Holy Attacks): Demons take gains a bonus of +8 more Armor. While
+4 Mega Damage from holy attacks. in this form flight Pace is halved, and
the Gargoyle Lord is Unstoppable (see
EEGARGOYLE LORD The Tomorrow Legion Player's Guide).
„„Superior Vision: +2 to all vision-
Attributes: Agility d12, Smarts d6, Spirit d8,
based Notice checks and have low
Strength d12+6, Vigor d12
light vision (ignoring Dim and Dark
Skills: Academics d6, Athletics d8, Battle
Illumination). With a Notice roll they
d6, Common Knowledge d6, Fighting d10,
sense supernatural beings and the
Intimidation d10, Notice d8, Persuasion
arcane.
d8, Psionics d8, Shooting d8, Stealth d6,
„„Tail: While not fully prehensile, it can
Survival d8, Taunt d8
pack a wallop of Str+d6. May make one
Pace: 6; Parry: 6
attack per round at no Multi-Action
Toughness (standard): 38 (14)
penalty using Athletics.
Toughness (Stone Form): 46 (22)
„„Weakness (Holy Attacks): Demons take
+4 Mega Damage from holy attacks.

75
EENeuron Beast „„Claws: Str+2d6, AP 10. Its talons and
One ton, 20 feet tall, possessing four arms spiked tentacles are sharp.
and over a dozen tentacles beneath a spiky, „„Environmental Immunity: Cold, Fire,
horrific body, the Neuron Beast (so named Heat, and mortal Poison and Disease.
for its similarity to a cluster of nerve „„Fear (−2): Neuron Beasts cause Fear
endings) is another alien demon to plague checks at −2.
human civilization since the dawning of the „„Flight: These creatures naturally hover,
Rifts. Psychic vampires who feed on strong and are able to fly at their Pace.
emotion, most Neuron Beasts are not only „„Four Arms: This monster suffers no off-
drawn to conflict, they manipulate situations hand penalties and ignores 2 points of
and beings to create and promote conflict. Multi-Action penalties each turn. It can
Though capable of engaging in direct summon a Psi-Blade for each hand.
combat, Neuron Beasts much prefer to hover „„Size 5 (Large): Neuron Beasts are 20'
nearby, soaking in the psychic energies tall; gaining a fourth Wound level.
generated when factions engage in an „„Slow Regeneration: Make a natural
argument or battle. Not every Neuron Beast healing roll daily, can regenerate limbs.
is evil, but most regard humans and D-Bees „„Tentacles: Neuron Beasts have four
as lesser beings and will callously use them tentacle actions at Reach 4. A hit from
without compunction. a tentacle (Shaken or Wounded), causes
Neuron Beasts are immensely curious, a Vigor roll against paralyzing Poison.
engaged in the constant exploration and „„Weakness (Cold): These creatures suffer
study of life and cosmic nature throughout +2 damage from cold-based attacks, and
Rifts Earth. Many wander the lands looking −2 to resist other Cold effects (such as on
for people or factions to manipulate, posing Fatigue checks against extreme cold).
as demon lords or godlings ready to grant „„Weakness (Holy Attacks): Demons take
wishes for the services they seek. +4 Mega Damage from holy attacks.
Attributes: Agility d8, Smarts d12+2, Spirit
Rhino-Buffalo
d12, Strength d12+1, Vigor d10
It’s easy to see how this Rift-delivered beast
Skills: Academics d8, Athletics d8, Common
got its name, as it certainly looks like a
Knowledge d10, Fighting d8, Healing d10,
gargantuan buffalo and a giant rhinoceros
Intimidation d12, Notice d10, Occult d12,
managed to breed true and create a
Persuasion d10, Psionics d12, Science d10,
devastating predator. Their favored prey
Spellcasting d12, Stealth d8, Taunt d10
is dinosaurs, which should tell the wary
Pace: 8; Parry: 6; Toughness: 36 (16)
traveler something about how wide a berth
Hindrances: Arrogant, Curious, Ruthless
to give a Rhino-Buffalo. As apex predators,
(Major)
the creatures rarely travel in groups larger
Edges: Alertness, Arcane Background
than four, and most are solitary.
(Magic), Arcane Background (Psionics),
Rhino-Buffalos range from 18 –25 feet
Charismatic, First Strike (Imp), Level
in height, and up to 40 feet long, weighing
Headed (Imp), Jack-of-All-Trades, Linguist,
multiple tons! More than one robot pilot
Major Psionic, Master of Magic, Mentalist,
has reported being charged by one of
Psi-Blade, Sixth Sense, Scholar (Occult),
these monsters, clearly looking to answer a
Strong Willed, Wizard
challenge or acquire food. Rhino-Buffalos
Powers (Magic): Beast friend, banish, bolt,
are another favored mount for Simvan
dispel, entangle, light/darkness, invisibility,
Monster Riders (see below).
speak language. PPE: 40
Powers (Psionic): darksight*, deflection*, detect/ Attributes: Agility d8, Smarts d4 (A), Spirit
conceal arcana, empathy, mind link, mind d8, Strength d12+6, Vigor d12
reading, puppet, smite*, stun. ISP: 40 Skills: Athletics d6, Fighting d8, Notice d8,
Special Abilities: Survival d6
„„Armored Hide: Neuron Beasts have +16 Pace: 12; Parry: 6; Toughness: 42 (20)
MDC Armor and +8 Toughness. Edges: Charge, Fleet-Footed, Frenzy, Sweep

76
Special Abilities: Simvan Monster Riders are almost never
„„Armored Hide: These beasts have +20 encountered without their mounts, all of
MDC Armor and +7 Toughness. which are dangerous in their own right.
„„Bite/Claws/Horn: Str+2d6 Mega Simvan often raid communities distant
Damage, AP 12,. Rhino-Buffalos can gut from their own, and they particularly enjoy
giant robots with ease. attacking groups of mercenaries or well-
„„Gore: When moving at least 6” before equipped travelers who have the kinds of
attacking, they add +4 to their damage. weapons and armor they like. In addition
„„Hardy: No additional Wounds from to the Fury Beetle (page 73) and the
being Shaken more than once. Rhino-Buffalo (page 76), the Ostrosaurus
„„Leap: Their powerful legs allow Rhino- (see below) is a favorite mount—in fact,
Buffalos to leap up to 6” (12 yards)! it’s the most common monster the Simvan
„„Size 7 (Large): Rhino-Buffalos are train and ride.
large enough to treat dinosaurs as their
favored prey! One extra Wound level.

Simvan Monster Rider


Originally arrived through the infamous
Calgary Rift, the nomadic Simvan are
a race of D-Bees who, by and large, see
only themselves as worthy of respect and
life. Most other beings—humans, D-Bees,
supernatural entities,
and so forth—tend
to be rivals, enemies,
and prey. There are
plenty of exceptions, in
the form of Simvan who
understand more about
the world they’ve come to
inhabit. A few tribes trade
with non-Simvan communities
for technology and other items
they need or want.
However, the population overall
is aggressive, sometimes to the point of
brutality, with other societies and people.
The fact that humans and humanoids make
fine meals to the cannibalistic Simvan
doesn’t help matters at all.
They are known far and wide as the
Simvan Monster Riders due to their
preternatural ability to capture, tame, and
ride creatures considered dangerous and
monstrous by others. In fact, perilous
challenges are a daily goal for most Simvan,
who revel in and excel at combat, hunting,
and living as one with the land around
them. Natural cavalry warriors, the Simvan
Monster Riders use exceptional tactics to
challenge enemies far greater in number
and technological capacity.

77
Attributes: Agility d8, Smarts d6, Spirit d6, EEThornhead Demon
Strength d8, Vigor d8 Wicked, cruel, and territorial, a Thornhead
Skills: Athletics d8, Common Knowledge Demon is a terrible thing to encounter in
d6, Fighting d8, Healing d6, Intimidation the wilderness. Though not brilliant by any
d6, Notice d6, Psionics d6, Riding d10, stretch, they are sentient and capable of
Shooting d8, Stealth d6, Survival d6 negotiating with those unfortunate enough
Pace: 6; Parry: 6; Toughness: 13 (5) to pass within their domain—which is
Hindrances: Bloodthirsty, Mean usually marked with corpses and skeletons
Edges: Alertness, Arcane Background hung from trees or poles. Sufficient amounts
(Psionics), Beast Bond, Beast Master, of alcohol have been used to buy a group’s
Woodsman way out of a fight, though usually the
Gear: Huntsman Armor (+5 Armor, +2 Thornhead Demon demands something (or
Toughness), Laser Rifle (Range 24/48/96, someone) to eat.
Damage 4d6, RoF 1, AP 2), Vibro-Knife Thornhead Demons are 12 feet of
(Str+d6 Mega Damage, AP 6), hunting gear. supernatural evil, with a horrifying face
Powers: Beast friend, detect/conceal arcana, full of spiky teeth, gargantuan antlers, four
healing, mind link. ISP: 15 glowing eyes, and spikes and muscles all
Special Abilities: over. Their most terrifying feature may be
„„Instinct Over Intellect: Simvan act on the two cyclopean serpent-like tentacles
instinct, intellectual pursuits are not extending out from either side of their
common. They suffer −1 to all Smarts mouths; each thing has its own set of vicious
rolls, but not Smarts linked skills. teeth and seems to move of its own will!
„„Low Light Vision: Simvan ignore Dim Like most demonic beings, Thornheads
and Dark Illumination penalties. enjoy dominance over what they see as
„„Monstrous Beast Affinity: When using lesser beings. More than a few villages
beast friend, Simvan pay half the cost and communities have found themselves
for a creature’s Size (round up) and it forced to “worship” a Thornhead Demon,
affects “unnatural” beasts (see the list providing sacrifices of living things and
above of common riding animals). precious items as tribute. The demons
hoard anything deemed of value to others,
Ostrosaurus even when such things are useless to the
Similar to dinosaurs, the Ostrosaurus stands monster…and the skulls of their most
12–15 feet tall on its powerful hind legs, with impressive victims.
a similar stance as that of a T-Rex. Its arms,
Attributes: Agility d8, Smarts d4, Spirit d6,
however, are considerably longer and more
Strength d12+3, Vigor d12
useful. Ostrosaurus are alien, feathered
Skills: Athletics d10, Common Knowledge
carnivorous predators, with impressive
d4, Fighting d10, Intimidation d8, Notice
animal intellect and high speed—which is
d6, Spellcasting d8, Stealth d6, Survival d6
why the Simvan love them.
Pace: 10; Parry: 7; Toughness: 30 (12)
Attributes: Agility d8, Smarts d6 (A), Spirit Hindrances: Bloodthirsty, Jealous (Major),
d8, Strength d12+3, Vigor d10 Thin-Skinned (Minor)
Skills: Athletics d6, Fighting d8, Notice d8, Edges: Alertness, Arcane Background
Survival d6 (Magic), Frenzy (Imp), Master of Magic
Pace: 10; Parry: 6; Toughness: 22 (10) Powers: Banish, blast, bolt, dispel, environmental
Edges: Alertness, Fleet Footed protection, fear, flight, invisibility, puppet, speak
Special Abilities: language, zombie. PPE: 25
„„Armored Hide: An Ostrosaurus has +10 Special Abilities:
Armor and +2 Toughness. „„Armored Hide: Thornhead Demons
„„Claws/Bite: Str+2d6 Mega Damage, AP have +12 MDC Armor, +7 Toughness.
6. „„Bite/Claws/Antlers: Str+2d6 Mega
„„Leap: An Ostrosaurus can leap 4”. Damage; Natural Weapons.
„„Size 3 (Normal): Large and powerful.

78
„„Environmental Immunity: Cold, Fire, sunken and bugged-out, and they reek of
Heat, and mortal Poison and Disease. rotten meat. They speak rarely, snarling and
„„Fear (−2): A terrifying demon, howling as they lope along, and go berserk
Thornheads cause Fear checks at −2. at the slightest provocation. Wild Vampires
„„Low Light Vision: Ignore penalties for delight in causing pain, and while primal
Dim and Dark lighting conditions. in nature, they can be cunning and enact
„„Metamor phosis: As an action, plans beyond mere hunting and feeding.
Thornheads can shape change into any Some retain just enough presence of mind
insect native to the area it resides in to take leadership of a pack, and if there’s
(such as a beetle, wasp, or centipede). any talking to do, it’s with such a leader.
„„Size 3 (Normal): Thornhead Demons
Attributes: Agility d8, Smarts d4, Spirit d6,
tower over most beings.
Strength d12+2, Vigor d10
„„Slow Regeneration: Thornheads heal if
Skills: Athletics d10, Common Knowledge
left alive. They make a natural healing
d4, Fighting d10, Intimidation d6, Notice d6,
roll each day and can regenerate limbs.
Psionics d6, Stealth d8, Survival d8
„„Tentacles: Each of the two serpent-like
Pace: 8; Parry: 7; Toughness: 10
mouth tentacles acts independently,
Hindrances: Bloodthirsty, Impulsive
attacking each round without incurring
Edges: Arcane Background (Psionics),
Multi-Action penalties. The tentacles
Brawler, Fleet-Footed, Free Runner
have Reach 1, bite for Str+d4 damage
Gear: Various melee weapons (Str+d8).
(using the demon’s Strength), and when
Powers: Beast friend, detect/conceal arcana,
a target is struck (Shaken or Wounded)
empathy, mind link, puppet, slumber. ISP: 10
they must check Spirit or suffer the
Vampire Psionic powers are Innate Abilities.
effects of one of the following: blind,
Special Abilities:
puppet, slumber, stun.
„„Bite: Str+2d4 Mega Damage AP 12.
„„Weakness (Holy Attacks): Demons take
Grappled prey may be bitten as usual;
+4 Mega Damage from holy attacks.
Shaken or Wounded victims must
check Vigor or suffer a level of Fatigue.
Wild Vampire
„„Change Form: With an action and a
The vampires of Rifts Earth represent both
Psionics roll vampires can shape change
the classic notion of vampires from myth
into a wolf or bat (or change back again).
and history, as well as a strange, devastating
„„Claws: Str+d8 Mega Damage, AP 6.
alien threat. The origins of the vampire
„„Fast Regeneration: Vampires roll Vigor
“curse” are found across the dimensions,
every round to heal damage— even
unknown to all but a few experts and
after being “killed.” A success heals one
scholars. A race of incredibly ancient cosmic
Wound, two with a raise. Silver or wood
monstrosities reach out to corrupt souls or
in the heart, sunlight and holy water
evil beings, offering eternal life and power.
(see below) bypass this ability.
They infect those who accept with a shard of
„„Fear (−1): Cause a Fear test at −1.
their own essence—and a master vampire
„„Immunities: Vampires are immortal
is born. From there, the mystical disease
and ignore Poison, Disease, Fire,
is intentionally spread until an army of
Cold, Radiation, and virtually all
undead, blood-sucking monsters is created.
other sources of mundane damage or
Thanks to extensive efforts on the border
negative effects. They need no food or
with Mexico, vampires are fairly rare in
water (only blood, the lack of which
North America. Unfortunately, they’re being
drives them insane).
created by the thousands, and those known
„„Invulnerable: Attacks— even those
as Wild Vampires (by far the most numerous)
causing Mega Damage—which don't
are encountered with increasing frequency.
use one of the Vampire's vulnerabilities
Wild Vampires are gaunt, horrific
can only Shake them.
parodies of humanity, with extended jaws
„„Mist Form: Can turn into mist with an
full of fangs and sharp teeth. Their skin is
action and a Psionics roll at −2.
stretched and pale, their eyes dramatically

79
„„Perfect Night Vision: Vampires ignore damage). Magic weapons can damage
all Illumination penalties. them but have the same restrictions.
„„Thrall: Targets Incapacitated by a A sunlight Trapping on light does no
vampire's bite are under its control (if damage but the fiends cannot enter the
not outright killed, usually the case for area of effect and any within must leave.
Wild Vampires). They are permanently „„Weakness (Silver and Wood): Silver
under the puppet power until the objects burn for 3d4 fire damage,
controlling vampire is destroyed. and Vampires suffer +4 damage from
„„Turn: Instead of creating a thrall, the purely wooden or silver weapons, or
vampire can turn a victim of its bite. a combination of the two. A successful
When a Wild Vampire attempts to create Called Shot to the heart (−4) forces
a new vampire, the victim makes a Vigor vampires to make a Vigor check
check after being Incapacitated (either against the damage total. If successful,
by the damage or Fatigue). The roll is they suffer damage normally and
made with all the penalties appropriate are Stunned; if they fail, they are
to damage done and Fatigue inflicted. Incapacitated, enter a stasis-like state,
On a failure, the victim dies. On a and become vulnerable to all normal
success, the victim makes a Spirit roll sources of damage. However, the
at the same penalty. Failure means she vampire is not destroyed, see Weakness
is now a Wild Vampire; success means (Decapitation and Burning) above.
she somehow resists and is still alive. „„Weakness (Sunlight): Vampires suffer
„„Undead: +2 Toughness; +2 to recover an automatic level of Fatigue during
from Shaken; Called Shots do no extra daylight hours and catch fire if any part
damage (with exceptions noted below). of them is exposed to sunlight (clothing
„„Wall Walker: Vampires move their Pace doesn't help, they must be completely
on walls, half Pace on ceilings. shielded). A vampire's Pace is 2 and
„„Weakness (Decapitation and Burning): their powers don't work while exposed
Vampires Incapacitated via silver or to sunlight—they burn for 2d10 damage
wood (see below) become vulnerable every round they are exposed and
to normal damage and fire. Only once vampires Incapacitated this way are
they have been decapitated, the head destroyed by turning to ash.
and body burned in separate pyres, and „„Weakness (Supernatural Attacks):
the ashes scattered, are they destroyed. Vampires can be damaged by the
„„Weakness (Garlic and Wolf’s Bane): natural attacks of other vampires,
A vampire must check Spirit to cross werebeasts, demons, and supernatural
through or into an area protected by beings. However, they are not destroyed
these herbs, and attack at −2 to bite unless a Weakness is used.
anyone wearing either herb. „„Weakness (Water): Vampires have a
„„Weakness (Holy): The holy symbols of phobia of bodies of water and cannot
any religion that reveres goodness and cross them (even if flying) unless there
light over dark hold vampires at bay. is a physical bridge, and even then
Vampires must win an opposed Spirit must check Fear at −4. Holy or natural
check to attack. With a successful Touch bodies of water damage them like acid.
Attack (Fighting +2), the holy symbol Immersing vampires (in a waterfall,
causes 3d4 fire damage to the vampire, flash flood, pond, river, lake, sea) deals
who must check Fear. Holy attacks can 3d10 damage a round. Holy water is
damage Vampires but not destroy them. blessed with the Faith skill as an action.
„„Weakness (Magic and Psionics): Small sources of holy water (a bucket, a
Vampires can be affected and harmed squirt gun) do 1d10 damage, medium
by magic and psionics, but all effects sources (a hose, a “super soaker”) deal
are halved and they cannot be destroyed 2d10, and large sources (a fire hose) deal
unless the power is Trapped with 3d10. Vampires Incapacitated this way
water or sunlight (wood/silver deal full melt into slime and are destroyed.

80
Witchling Xiticix
Supernaturally evil creatures of magic, The insectoid race called the Xiticix is one of
Witchlings are truly malevolent beings who the great dangers to all other beings in the
crave two things: personal power and the world. Some believe them to be the greatest
suffering of others. Witchlings belie the danger to life and civilization the world
usual assumption that monsters, demons, has ever known, possibly fulfilling a rather
and other supernaturally evil beings prefer famous Doomsday Prophecy—potentially
solitude; they actually enjoy working with naming them the Seventh Demon and
others for a greater common cause. They the Fourth Danger.
hold deceit and treachery to be the ultimate Erupting from a Rift almost 300 years
forms of art, and appreciate kindred spirits. ago, during the Dark Ages, a horde of
Grotesque, hag-like creat ures in these “Bug Men” set up many Hivelands
disheveled tatters and rags, Witchlings have in the remote regions of Minnesota and
scaly gray skin, tiny black eyes, and vaguely Manitoba. Wherever they settled, the very
elfin ears. They have no legs, floating above terrain rapidly transformed into an alien
the ground instead. Witchlings are cunning, landscape inherently hostile to anything
treacherous, and fond of inflicting pain and not Xiticix. Worse, they’re expanding at a
suffering. They are disinclined to fight to geometric rate, and expert scientists are
the death, preferring to run away and plot convinced they will be unstoppable within
revenge, or simply find a better opportunity. 10 –20 years if a massive effort to cull them
isn’t undertaken soon.
Attributes: Agility d6, Smarts d8, Spirit d10,
Though they are most threatening far north
Strength d6, Vigor d8
of the region where the Tomorrow Legion
Skills: Athletics d6, Common Knowledge
operates, warrior scouts are frequently sent
d6, Fighting d6, Intimidation d10, Notice
across the continent in search of likely places
d10, Occult d8, Persuasion d10, Spellcasting
to establish new colonies. The wilderness
d10, Stealth d10, Survival d6, Thievery d8
offers easy opportunities to establish a hive
Pace: 8; Parry: 5; Toughness: 6
and place a queen, which could easily spell
Hindrances: Cautious, Suspicious (Major)
the end of all life in the area if such activities
Edges: Arcane Background (Magic),
aren’t spotted and stopped. The two types of
Extraction (Imp), Master of Magic, Wizard
Xiticix likely encountered in such parties are
Powers: Bolt, lower Trait, burst, darksight,
Hunters and Warriors.
detect/conceal arcana, entangle, growth/shrink,
Both types are humanoid in structure,
healing, light/darkness, puppet, slumber, speak
though with wings and extra limbs as well
language, telekinesis. PPE: 40
as alien insect heads with multiple large,
Special Abilities:
multifaceted eyes. Warriors are gray in color,
„„Environmental Immunity: Cold, Fire,
while Hunters are green. All Xiticix have low-
Heat, and mortal Poison and Disease.
level inherent psionic ability, enabling them to
„„Fear: Terrifying and ugly. Any who
wield most Techno-Wizard items (including
encounter them make a Fear check.
special ones created by their queens).
„„Flight: Witchlings can hover and fly in
any direction at their Pace.
„„Invisibility: As invisibility, but for no
XITICIX HUNTER
Attributes: Agility d10, Smarts d8, Spirit d6,
PPE cost, using Stealth as the skill roll.
Strength d10, Vigor d8
„„Ley Line Transmission: Per the Ley
Skills: Athletics d8, Battle d6, Common
Line Walker’s ability (see The Tomorrow
Knowledge d4, Fighting d10, Notice d8,
Legion Player’s Guide).
Shooting d10, Stealth d10, Survival d8
„„Slow Regenerations: Witchlings make
Pace: 6; Parry: 7; Toughness: 15 (8)
a natural healing roll once per day.
Edges: Alertness, Ambidextrous, Danger
Sense, Extraction, Two-Fisted, Woodsman
Gear: 2 × Xiticix hooked short swords
(Str+2d4, AP 6, Mega Damage), TK Rifle
(Range 40/80/160, 4d6 Mega Damage, AP 4)

81
Special Abilities: „„Armor +8: Hunters have tough
„„Acid Spit: Range 3/6/12, 3d4 Mega exoskeletons.
Damage, AP 8. Most Xiticix can spit a „„Death Scent: If a Xiticix dies violently,
glob of acid capable of eating through it releases a distinctive scent, barely
even MDC armor, using their Shooting noticeable unless one possesses
skill. The acid continues to damage extraordinary scent abilities (like a Dog
whatever it hits for 1d6 rounds, unless Boy). This scent can reach other Xiticix
it’s removed by some means (salt water within four miles!
is an effective neutralizer). „„Extraordinary Senses: Xiticix Hunters
„„Antennae: Xiticix can operate by gain a +4 to Notice and Survival
motion sense and sound, thanks to (tracking) rolls.
their highly developed antennae. They „„Flight: Fly at Pace 12 with a d10 run die.
suffer no lighting penalties for attacks „„Low Light Vision: Even when their
or actions, even in Pitch Darkness. antennae are neutralized, Xiticix eyes see
This ability is negated if a source of into the ultraviolet and infrared ranges.
white noise or extreme sonic effect is They ignore Dim and Dark penalties.
introduced into the area. „„Marking Spray: Hunters seek out those
who channel PPE in some fashion, as
they are valuable to the hive. Xiticix
use beings strong in PPE to create
a special sludge that accelerates
the growth of their young. To tag a
potential target, the Hunter makes
a Shooting roll (Range 4/8/16); on a
success, no damage is done, but the
target is now detectable by other Xiticix
and can be tracked by them from two
miles away. It takes two weeks to wear
off, unless an alchemist, herbalist, or
someone very knowledgeable helps the
target wash it off; check Survival at −6,
one attempt only.
„„Natural Camouflage: Hunters can
alter their color schemes to fit their
backgrounds, granting them +2 on all
Stealth checks.
„„Psychic Senses: Hunters can make
a Notice check to sense PPE and
supernatural entities.
„„Size 1 (Normal): 7 feet tall.
„„Slow Regeneration: Xiticix make
a natural healing roll daily, and can
restore lost wings, limbs, and antennae.
„„Trail Scent: Xiticix leave a scent trail
easily followed by other Xiticix.
„„Ultrasonic Communication: Xiticix
communicate with each other at
frequencies most beings cannot detect.
„„Wall Walker: Most Xiticix can move at
their normal Pace on vertical surfaces
and even hanging upside-down.

82
XITICIX WARRIOR „„Slow Regeneration: Xiticix make a
Attributes: Agility d10, Smarts d6, Spirit d8, natural healing roll daily, and can
Strength d12, Vigor d10 restore lost wings, limbs, and antennae.
Skills: Athletics d6, Fighting d10, Notice d6, „„Trail Scent: Xiticix leave a mild scent
Shooting d10, Stealth d6, Survival d6 trail that is easily followed by their
Pace: 6; Parry: 7; Toughness: 14 (6) kind.
Edges: Alertness, Ambidextrous, Danger „„Ultrasonic Communication: Xiticix
Sense, First Strike, Frenzy (Imp), Steady communicate with each other at
Hands, Two-Gun Kid, Two-Fisted frequencies most beings cannot detect.
Gear: 2 × Xiticix long swords (Str+d10 Mega „„Wall Walker: Most Xiticix can move at
Damage, AP 8), Xiticix spear (Str+d8 Mega their normal Pace on vertical surfaces
Damage, AP 6, Reach 1), TK Rifle (Range and even hanging upside-down.
40/80/160, 4d6 Mega Damage, AP 4).
Special Abilities: Savage Tale: Amok
„„Acid Spit: Range 3/6/12, Damage 3d4 Harry Mayborn III wanted to be a Techno-
Mega Damage, AP 8. Most Xiticix can Wizard. He loved technology and gadgets,
spit a glob of acid capable of eating was great at working on the cars and tractors
through even MDC armor, using their around his home town, and even built a
Shooting skill. The acid continues to pretty sweet computer from spare parts. He
damage whatever it hits for 1d6 rounds, wanted to take his natural arcane gifts and
unless it’s removed by some means (salt apply them to his passion. It was not to be,
water is an effective neutralizer). however, for Harry’s father was a Shifter, as
„„Antennae: Xiticix can operate by motion was his father before him.
sense and sound, thanks to their highly So Harry took up the study and practice
developed antennae. They suffer no of tearing holes in quantum space and
lighting penalties for attacks or actions, yanking extradimensional beings from their
even in Pitch Darkness. This ability is homes to serve at his command. He has no
negated if a source of white noise or passion for it, but he did well enough in his
extreme sonic effect is introduced into core studies that his father declared him
the area. a Shifter and bade him go into the world
„„Armor +6: Tough exoskeleton. and “Do something with your profound,
„„Bite: Str+2d4, AP 4. If the target is at hereditary gifts!”
least Shaken, he must check Vigor Harry wandered for a while, never once
against Mild Poison (see Savage Worlds). really practicing his true gifts and getting by
„„Death Scent: When a Xiticix dies on his other magic abilities and knowledge.
violently, it releases a distinctive scent, However, the fateful day came when
barely noticeable unless one possesses someone recognized the surname Mayborn
extraordinary scent abilities (like a Dog and insisted on hiring the young Shifter of
Boy). This scent can reach other Xiticix such a prestigious family line to summon
within four miles! a particular demon, Rozarre the Rancorous.
„„Extraordinary Senses: Xiticix Warriors She’d had previous dealings with the demon
gain a +2 to all Notice and Survival in question and was keen to renew her
(tracking) rolls. acquaintance, her family having fallen on
„„Flight: Pace 12 with a d10 run die. hard times due to debts owed to Stormspire.
„„Four Arms: Xiticix Warriors suffer no Harry had never before summoned a
off-hand penalties and ignores 2 points greater demon. Certainly, he knew the
of Multi-Action penalties each turn. process well enough, but this wasn’t
„„Low Light Vision: Even when their something he was comfortable with. He’d
antennae are neutralized, Xiticix eyes see always managed to forestall his father’s
into the ultraviolet and infrared ranges; requests to call forth a being of terrible
they ignore Dim and Dark penalties. supernatural evil by, instead, showing
„„Size 1 (Normal): 7 feet tall. off his ability to bring other interesting
beings from other realms. Harry’s mother

83
intervened and ultimately kept her son from „„Lesser Demons (2 per hero): Fly as an
that onerous task, but the Lady Gabriene was Innate Ability, see page 90.
having none of it. Unless he was prepared to „„Brodkil (1 per hero): See page 69.
answer to his father for failing to live up to One or two have cybernetics.
the family’s reputation.
ENTER HARRY
DEMON HUNTERS Near the end of the fight, magical help
A large troupe of demons are amok in an comes from an unexpected source as Harry
area protected by the Tomorrow Legion, steps in and banishes one of the Lesser
and someone needs to deal with them. One Demons. He helps the heroes fight whatever
village has already been razed. The team is monsters are left, and asks to talk to them
dispatched eastward from Castle Refuge when the battle is over. Cyber-Knights or
to the area where reports last placed them, other characters with supernatural senses
with the mission to track and destroy the can tell Harry has residual demonic “taint”
monsters. Resolve this as a Challenging on his aura, though he doesn’t read as fully
Dramatic Task using Survival (tracking), supernatural evil.
with other applicable skills to Support
“Yes, I am the one responsible for the
(such as Occult). If successful, one less
demons — well, the bat-winged ones,
village is destroyed before they catch up
anyway. Not sure where the Brodkil came
with the demons.
from, unless he’s recruiting…oh, dear.”
Ultimately, the heroes come upon a
community under attack. Grotesque, bat- Harry comes across as someone in
winged demons are tearing the place apart, over his head, and very unhappy about
accompanied by Brodkil. circumstances as they are. He won’t lie, but
he’s hoping to minimize how bad he looks

84
to these people—he’s very much afraid ROZARRE THE RANCOROUS
they’re going to kill him when they discover The gigantic leather-winged demon called
what he’s done. Rozarre the Rancorous leaves a path of
flaming destruction nearly impossible to
“You see, I’m a Shifter, and I was hired to
miss, leading any who would dare to follow
summon a specific demon lord for this lady
him to Tiptonville, Tennessee. There, he’s
who claimed to have the requisite means to
gathered a small but growing army of his
bind him. She did not, however, and neither
own Lesser Demons, along with a couple
did I, so…look, I am really very sorry about
of Daemonix and some Gargoyles who seek
this, I never meant to get this far down my
to join his new kingdom. Rozarre has many
father’s path. I just wanted to make a little
plans for this new world, where he expects
money, try not to embarrass him too much.
to be worshiped and feared!
I just…look, I want to help, OK?”
The local population has fled, is in hiding,
Assuming the party hears him out, Harry or is already dead at the monsters’ hands. A
explains Rozarre the Rancorous is a running battle pits the firepower and gifts
particularly powerful demon of the classic of the heroes (who may be trying to keep
variety, with the unfortunate ability Harry alive as they fight) against a swarm
to summon Lesser Demons under his of supernatural monsters Hell-bent on
dominion. He can only summon a few each destroying them before they reach Rozarre.
day, but if he’s not stopped, he’ll soon have Give Harry to one of the players to run
an army of unspeakable power to command. for the combat. He's a Wild Card with
Rozarre is exceptionally tough, and two Bennies. He is cautious using his PPE,
promises to be extremely difficult to wanting to ensure he has enough for the
put down—among other things, being confrontation with Rozarre.
invulnerable to non-magical weaponry. The fight eventually leads to the ruins of
However, Harry managed to extract (he the Northwest Correctional Complex, a one-
won’t say how) some important information time maximum security prison. Rozarre
from Lady Gabriene, and he believes he wants to build his palace atop these ruins,
can banish Rozarre if the heroes help him as they are still steeped in psychic misery.
get near enough.
EE Rozarre the Rancorous: Invulnerable
If the heroes agree to this plan, the next
except for arcane attacks or those
step is to find Rozarre the Rancorous and
effecting a Weakness. Use Greater
get Harry within 10” of the demon lord
Demon stats on page 90.
(the range for his banish spell). Because of
EE Harry Mayborn III: Use Shifter stats on
what he learned from Gabriene, he only
page 29. Remember that Shifters gain
needs a simple success on the opposed roll
+2 with banish spells.
against Rozarre’s Spirit to send the Greater
EE Feculence Daemonix: See page 31.
Demon away, which also banishes any
EE Immolator Daemonix: See page 33.
remaining Lesser Demons.
„„Gargoyles (1 per hero): See page 74.
Although Harry should come off as
„„Lesser Demons (2 per hero): page 90.
somewhat sympathetic, suspicions about
him and his capabilities are more than After all is said and done, if Harry is still
reasonable. He summoned the demon in alive (and he strives very hard to be), the
the first place, and it’s clear he didn’t think group needs to decide what to do with him.
through the consequences. He wants to get He’d just as soon be left to continue his
things under control, but altruism is only a wanderings, preferably far away from his
part of the picture. The truth is, he’s far more father. If someone decides to try to recruit
concerned about his reputation and what him to the Legion, he asks what kind of
his father will think of him for his failure. Techno-Wizard training he could receive…

85
CREATURES FROM THE RIFTS

Rifts Earth is a cosmic crossroads for the NUMBER


Megaverse ® —pretty much anything can Roll to determine if the Rift disgorges a
come through a Rift to wander the planet. single entity, a group, or a horde. The dice
in parentheses is number in the group.
It Came From a Rift
Perhaps someone tinkered with a ley line NUMBER
nexus, or you want to see what interesting
D6 RESULT
elements you can generate and craft a scenario
around. Whatever the case, grab some dice 1–2 Single Entity
and see what strangeness comes about! 3–4 Small Group (2d6)
5 Large Group (3d12)
ESSENTIAL NATURE
Roll to determine the entity’s nature. 6 Horde
Natural means it has inherent abilities,
while Magical or Technological indicate Once you get a result here, roll on one of
other sources of power. the three following sets of charts—Single
Entity, Group, or Horde—that fits the result.
ESSENTIAL NATURE
SIZE FOR SINGLE ENTITY
D6 RESULT
1–2 Natural D6 RESULT
3–4 Magical 1 Gargantuan (Size = 1d4+8)
2 Huge (Size = +8)
5–6 Technological
3 Large (Size = 1d4+3)
This chart approximates the appearance of 4–5 Normal (Size = 1d4−1)
the entity—choose or modify as you see fit. Small (Roll 1d6: 1– 4, Size –1; 5 – 6,
6
Size –2)
GENERAL APPEARANCE
D8 RESULT SIZE FOR GROUPS
Horrifically ugly and terrifying D6 RESULT
1
(Fear −2)
1 Huge (Size = +8)
Bizarre, alien, and disturbing
2 2 Large (Size = 1d4+3)
(Fear)
3–5 Normal (Size = 1d4−1)
Odd, somewhat alien, off-putting
3 Small (Roll 1d6: 1– 4, Size –1; 5 – 6,
(Persuasion −2) 6
Size –2)
4–6 Humanoid and relatively normal
Attractive, alluring, captivating
6
(Persuasion +2)
Unearthly beautiful and
8
mesmerizing (Persuasion +4)

86
HORDE of the Typical Strength Range listed on the
A horde is a large enough population of Size Table in the Savage Worlds Bestiary.
beings that an exact count is pointless.
There are anywhere from dozens to ATTRIBUTE
thousands coming through, indicating a
D12 RESULT
long-term problem or challenge for those
encountering the visitors. 1 d4
Roll on the following chart to get the size 2–5 d6
of the beings in the horde.
6–8 d8
SIZE FOR HORDES 9 d10
10 d12
D6 RESULT
11 d12+1
1 Large (Size = 1d4+3)
12 d12+2
2–3 Normal (Size = 1d4−1)
Small (Roll 1d6: 1– 4, Size –1; 5 – 6,
4–5 Roll 1d4 to determine how many times to
Size –2)
roll, which determines one or more roles
6 Swarms the entity fulfills (and thus what skills and
Edges it has). Ignore and re-roll when the
For the Swarms result, roll 2d8 to determine same result is rolled. If any of the results
how many hang around the immediate area come up as Mindless Intruder, immediately
and must be dealt with by whoever is there. stop rolling and ignore all previous results
Dozens (or hundreds) more Swarms spread from this chart; if an entity is a Mindless
out rapidly throughout the region. Swarms Intruder, that’s all it is.
are found in Savage Worlds.
If you want to make the Swarms WHAT ARE THEY?
particularly awful, increase their damage
D12 RESULT
to 2d6 and make it Mega Damage! Then
increase their Toughness to 10. 1–2 Mindless Intruder
3–4 Commander
ENTITY ABILITIES 5 Explorer
The following series of charts help you
build the stat block for the entity or entities 6 Psionic
encountered. When dealing with a group or 7 Scientist/Scholar
a horde, you may wish to create a special 8 Spellcaster
entry for one or more leaders, and a separate 9 Trader
entry for the rank-and-file soldiers or others
who accompany the leaders. Near the end of 10 –12 Warrior
this section, there is a Follower Type Table
you can roll for or choose from. Where skills are granted multiple times
For a single entity or the leader of a group (from rolling more than once above), take
or horde, roll five times on this chart to the highest indicated result. You should also
determine the die type for each of the five tinker with the final write-up to make sure
Attributes (Agility, Smarts, Spirit, Strength, they make sense in the end.
Vigor). For Large entities, add +2 to the roll
for the being’s Vigor. For Huge entities, add MINDLESS INTRUDER
+4 to the result for Vigor. Traits and Edges: Smarts d4 (A), Fighting
For Large and Huge beings, don’t roll for and Shooting set at Agility level (minimum
their Strength. Instead, use the maximum d6), Notice d6, Frenzy, Sweep.

87
Special: Natural ranged attack (Range TRADER
20/40/80, Damage 3d8, RoF 1, AP 2, Mega Traits and Edges: Smarts d6 (minimum),
Damage), 1d4+2 additional rolls on the Spirit d8 (minimum), Gambling set at
Special Abilities Table. Smarts level, Persuasion set at Spirit level,
Followers: Group or Horde followers are Streetwise, Charismatic.
automatically Mindless Minions (page 65).
WARRIOR
COMMANDER Traits and Edges: Agility d8 (minimum),
Traits and Edges: Battle d8, Fighting Strength d8 (minimum), Vigor d8 (minimum),
d8, Notice d8, Shooting d8, Command Athletics and Fighting set at Agility level,
Presence, Hold the Line! Healing d6, Shooting set at Agility level,
Followers: Group or Horde followers are Survival d6, Frenzy, Marksman.
Bandits or Soldiers (ignore other results), see
page 56 and page 66. After determining the basics for the
leader(s) above, roll on the following table to
EXPLORER determine the core stat block for any group
Traits and Edges: Smarts d8 (minimum), or horde followers:
Fighting d6, Healing d6, Notice d8, Shooting It’s important to be creative with these
d6, Stealth d6, Survival d8, Woodsman. followers. Gear can be of any genre—fantasy,
steampunk, sci-fi, etc.—and style, or it may
PSIONIC not be gear at all, instead representing
Traits and Edges: Smarts d8 (minimum), some natural ability or bio-attachments.
Spirit d8 (minimum), Fighting d6, Where civilians are concerned, they should
Notice d8, Psionics set at Smarts level, probably have a number of skills related to
Arcane Background (Psionics), Master the nature of who they are and where they
Psionic, Mentalist. come from, and especially who they follow.
Powers: Detect/conceal arcana, mind For example, if their leader is a Trader, they
link, mind reading, protection, puppet, speak may be merchants, farmers, and the like. If
languages, telekinesis. ISP: 30. their leader is a Spellcaster, they may be
apprentices, acolytes, or worshipers.
SCIENTIST/SCHOLAR Finally, it’s time to determine what kind of
Traits and Edges: Smarts d8 (minimum), special abilities the entity or entities possess.
Healing set at Smarts level, Knowledge Whatever is rolled on this chart should
Skills (choose three, all set at Smarts level), apply to any leaders and followers, since
Notice set at Smarts level, Repair set at they’re expected to be from the same place
Smarts level, Research set at Smarts level, and probably related, species-wise.
Survival d6, Scholar. Either choose how many times you wish
to roll, or roll a d4+1 to determine how many
SPELLCASTER rolls to make. As always, ignore and re-
Traits and Edges: Smarts d8 (minimum), roll anything you don’t like or that doesn’t
Spirit d8 (minimum), Fighting d6, Notice make sense. Most of the abilities below are
d8, Spellcasting set at Smarts level, found in the Monstrous Abilities section
Arcane Background (Magic), Master of Savage Worlds.
of Magic, Wizard.
Powers: Bolt, detect/conceal arcana,
dispel, invisibility, protection, slumber, speak
language. PPE: 30.

88
WHY ARE THEY HERE?
This chart is optional (even more optional SPECIAL ABILITIES
than the others), because you may have a
D20 RESULT
strong idea of how you want to use what
you generate, or maybe you’re really only 1 Aquatic
looking for it to be a mighty knock-down, Armor (1d4+1 points of natural
2
drag-out fight. However, if you’d like some armor)
inspiration leading to a more involved 3 Burrowing 12”
scenario, this table provides the inspiration.
4 Construct
WHY ARE THEY HERE? Elemental (Roll 1d4—1: Air, 2:
5
Earth, 3: Fire, 4: Water)
D8 WHY ARE THEY HERE?
Ethereal (Roll 1d6—1– 4: Innate
Hungry, looking for food and 6
1 Ability; 5 – 6: permanent)
shelter.
7 Fearless
2 Escaping, looking for refuge.
8 Flight 12”
Exploring, looking for new
3 9 Hardy
discoveries.
10 Infravision
Ambitious, looking for new
4 Immunity (Choose one or more
opportunities. 11
conditions)
Good, looking to bring light to a
5 Invulnerability (Must choose
new world.
12 at least one Weakness, as per
Evil, looking to torment and
6 Monstrous Abilities)
terrorize a new world.
13 Low Light Vision
7 Angry, just looking for a fight.
14 Paralysis
Confused and have no idea why
8 Poison (Choose one from the
they are here. 15
Hazards section of Savage Worlds)
FOLLOWER TYPE Regeneration (Roll 1d6—1– 4:
16 Slow Regeneration; 5 – 6: Fast
D6 RESULT Regeneration)
1 Civilians (page 57) 17 Stun
2 Bandits (page 56) 18 Undead
3 Mindless Minions (page 65) 19 Wall Walker
4–6 Soldiers (page 66) 20 Select one Edge

89
„„Environmental Immunity: Cold, Fire,
CLASSIC RIFT Heat, and mortal Poison and Disease.
CREATURES „„Fast Regeneration: A Greater Demon
makes a Vigor roll every round to heal
damage— even after being “killed.”
Demon A success heals one Wound, two with
As it turns out, the Chinese had it right a raise. Certain Weaknesses (below)
along—there’s more than one hellish realm prevent this effect.
from which truly evil supernatural beings „„Fear (−2): The appearance and
hail. Demons are frighteningly common supernatural aura of the Greater Demon
on Rifts Earth, frequently summoned by causes all opponents to make a Fear
Shifters and other arcane practitioners for check at −2.
any number of purposes. There are plenty „„Fearless: Nothing in the Megaverse ®
who simply come through the Rifts to a frightens a Greater Demon, and they’re
playground awash in chaos and strife, to also immune to Intimidation.
which they are all too happy to add. „„Infravision: Demons reduce all
The following are stats for classic demonic Illumination penalties by half (round
beings, but the exact appearance and down) when fighting beings with body
manifestations of their powers can vary heat.
wildly for each encounter. Use them for „„Size 6 (Large): At 18 feet tall and a
Shifter summonings or as foot soldiers in couple of tons, a Greater Demon is
any evil arcane force. massive. Gains a fourth Wound level.
„„Weakness (Holy Attacks): Demons are
EEGREATER DEMON vulnerable to holy attacks and weapons
This is the kind of monstrosity that prefers wielded by those who are considered
to be treated as a god (and it’s hard to argue holy opponents, such as those with
with them). They are powerful opponents the Champion or Holy Warrior Edge.
for most groups. Cyber-Knights and Mystics who follow
any kind of “path of light” spiritually
Attributes: Agility d12, Smarts d10, Spirit
fall into this category. Such attacks
d12, Strength d12+6, Vigor d12+4
inflict +8 Mega Damage to Greater
Skills: Athletics d12, Battle d8, Common
Demons and Wounds caused by such
K nowledge d10, Fight i ng d12+2,
attacks cannot be regenerated.
Intimidation d10, Notice d10, Persuasion
„„Weakness (Silver): Silver weapons and
d10, Spellcasting d12+2, Taunt d10
attacks have the same effect as Holy
Pace: 8; Parry: 15; Toughness: 39 (20)
Weapons, inflicting +8 Mega Damage
Edges: Arcane Background (Magic), Block
and negating demonic regeneration.
(Imp), Brawny, Champion, Charge, Combat
Reflexes, Frenzy (Imp), Sweep (Imp),
Master of Magic, Master (Fighting), Master
LESSER DEMON
This is the rank-and-file demon soldier,
(Spellcasting)
sent in great numbers against enemies
Gear: Enchanted demonic armor (+10
of summoning casters and demon lords.
MDC Armor), giant enchanted flaming
They are hulking, powerful, and not
sword (Str+d12+4 Mega Damage, AP 12,
particularly bright, but they love causing
+2 Fighting), enchanted demonic bracers
damage and mayhem.
(Parry +4).
Powers: Banish, blast, bolt, burst, detect/ Attributes: Agility d6, Smarts d4, Spirit d6,
conceal arcana, disguise, dispel, growth/shrink, Strength d10, Vigor d10
invisibility, puppet, sloth/speed, smite, speak Skills: Athletics d8, Common Knowledge
language, summon ally. PPE: 40 d4, Fighting d8, Intimidation d6, Notice d4
Special Abilities: Pace: 6; Parry: 6; Toughness: 24 (12)
„„Demonic Hide: +10 Armor (stacks with Edges: Arcane Resistance, Brawny, Charge,
their demonic armor) and +2 Toughness. Frenzy

90
Gear: Demonic armor (+4 Armor, +2 Wounds caused by such attacks cannot
Toughness), demonic melee weapon be regenerated.
(Str+2d4 AP 6), small shield (+1 Parry, +2 „„Weakness (Silver): Silver weapons and
Armor vs. ranged damage). attacks have the same effect as holy
Special Abilities: weapons, inflicting +4 Mega Damage
„„Armor +8: Armored hide. and negating demonic regeneration.
„„Environmental Immunity: Cold, Fire,
Heat, and mortal Poison and Disease. EEGigantic Raging
„„Fear: Even Lesser Demons are terrifying Monster
when first encountered, causing Blessedly rare, such beasts nonetheless
opponents to make a Fear check. represent potential extinction-level events
„„Infravision: Reduce all Illumination for any region where they emerge from a
penalties by half (round down) when Rift. They can look like anything—massive
fighting beings with body heat. dinosaurs, titanic kaiju, enormous and
„„Size 2 (Normal): Lesser Demons are angry gorillas, towering elder horrors from
hulking monsters. beyond the stars—so feel free to get creative
„„Weakness (Holy Attacks): Demons are or even use a favorite picture of something
vulnerable to holy attacks and weapons you want to scare your players with.
wielded by those who are considered Such beasts are usually no more than
holy opponents, such as those with the mindless sources of destruction, though
Champion or Holy Warrior Edge. Cyber- occasionally one may be smarter and more
Knights and Mystics who follow any aware than it first appears, with an agenda
kind of “path of light” spiritually fall the players must try to figure out. Most of
into this category. Such attacks inflict the time, however, the only way to deal with
+4 Mega Damage to Lesser Demons and such a terror is to bring out the big guns,

91
lure it away from civilization, and blow it to areas and use massive and area-effect
bits before it kills everyone. attacks to wipe them out before they do the
same to the entire region. This may be more
Attributes: Agility d6, Smarts d4 (A), Spirit
than a little difficult, since such creatures
d10, Strength d12+12, Vigor d12+4
most often are encountered by the dozens,
Skills: Athletics d8, Common Knowledge
or even hundreds!
d6, Fighting d8, Intimidation d10, Notice d6
Pace: 20; Parry: 6; Toughness: 58 (30) Attributes: Agility d6, Smarts d4 (A), Spirit
Edges: Berserk, Frenzy (Imp) d4, Strength d6, Vigor d6
Special Abilities: Skills: Athletics d6, Fighting d6, Notice d6
„„Armored Hide: The monster has +30 Pace: 8; Parry: 5; Toughness: 7 (2)
natural MDC armor and +6 Toughness. Special Abilities:
„„Bite/Claws/Horns: Str+2d12 Mega „„Armor +2: Chitin or other protective
Damage, AP 25, Natural Weapons. carapace provide natural armor.
„„Fear (−4): The monster causes Fear „„Claws/Bite: Str+2d4, AP 8.
checks at −4. „„Flight: Pace 8, run die d8. Rapid-
„„Fearless: Unaffected by Fear and beating wings or some other form of
Intimidation. propulsion.
„„Hardy: These monsters are never hurt „„Poison (Optional): Some such creatures
by a second Shaken result. poison their victims when they attack.
„„Massive Attack: Using a stomp, tail If the Stinger causes a Wound or a
lash, or slam, the monster may attack Shaken result, the victim is injected
all targets in a Medium Blast Template with a venomous poison; he must make
with an opposed Athletics vs Agility a Vigor check, and if he fails, he dies in
roll (defenders roll individually), those 2d6 minutes. With a success, he suffers
who fail suffer Str+2d6 Mega Damage, one Wound and the Exhaustion level of
AP 10, adding its Size (minus the fatigue. Even on a raise, he suffers the
target’s Size). Exhaustion effect. See Savage Worlds for
„„Single-Minded: The creature adds its rules on treating Poison.
Size to Smarts and Spirit rolls to resist „„Size 8 (Huge): Huge Flying Swarm
powers. Things make easy targets, but also gain
„„Size 12 (Gargantuan): A Gigantic two extra Wound levels.
Raging Monster from the Rifts is at least „„Stinger: With a raise on an attack, the
100 feet tall, but some are even larger creature strikes with its stinger (or extra-
(though usually no more than Size 20). long needle tongue, or similar) instead,
Add +1 Strength for each +1 Size, and dealing Str+d10 damage, AP 6. As an
over Size +16, increase the Massive option, you can decide the creatures
Attack to a Large Blast Template. have some kind of special acid or their
„„Unstoppable: After making any rolls stingers are made of something truly
to Soak, Unstoppable targets can never devastating, making such an attack
suffer more than one Wound from a inflict Mega Damage.
single attack. „„Swarm Attack: These creatures are
expert at swarming an opponent; they
Huge Flying may gain up to a +6 for the Gang Up
Swarm Things bonus.
Another opportunity to get creative with
descriptions, this could be any kind of flying
terror from anywhere in the Megaverse®.
Dog-sized insects, alien bloodsucking
horrors, or organic-metal parasites are
all great ideas to play with. Regardless of
appearance, the tactics are generally the
same—try to get them away from civilized

92
Savage Tale: The CS MISSOURI, PUPPET STATE OF CHI-TOWN
Enemy of My Enemy By the accounting of many in and out of the
Despite the Coalition’s position against non- Empire of the Coalition, Missouri is little
humans and magic use, plenty who wear more than an extension of the CS Chi-Town
the uniform of the CS military are decent, regime, though it functions bureaucratically
honorable people just trying to do their jobs. as an independent state. Aside from the fairly
Many truly believe they’re trying to save sizable city of New Chillicothe, there are no
humanity, not necessarily understanding major urban centers in Missouri. There are a
many of the magic practitioners and D-Bees handful of small-to-large military installations,
they’re attacking are, themselves, decent including a fairly major army operation in
beings who also want to save and help people. St. Louis where the permanent Gateway
Then there are the veterans—the ones Arch Rift (aka “The Devil’s Gate”) poses a
who know the truth is somewhere outside constant threat. There are quite a few naval
Chi-Town “official policy.” There are plenty posts on the banks of the Mississippi as well.
of monsters, demons, and outright evil Most of Missouri is either dangerous
beings out there threatening civilization, wilderness or extensively managed
yet not every caster of a spell or non-human agricultural estates. The rest of the Coalition
sentient is an enemy of the state. Careful to Empire depends heavily on Missouri as
conceal their sympathies and their open- a breadbasket region, providing a huge
minded perspective, these CS troops are the amount of the food needed to feed the
ones most travelers and dwellers outside of populations of the other states and the ever-
Coalition influence hope to meet. expanding military. Much of the armed
Unfortunately, most units of CS troops forces present in Missouri are dedicated to
tend to have something of a mix of protecting agricultural assets, a duty many
reasonable folks and those who drink deep of the soldiers stationed there have been
from the well of Coalition propaganda. engaged in for many months, or even years.

93
Many of the unit commanders, not wishing If, however, the group simply arrives
to provoke armed conflicts at every turn, in town as they might normally—not
have developed a pragmatic attitude about expecting a Coalition presence —both
just which magic practitioners and D-Bees sides soon become aware of each other. A
they need to enforce rules and regulations grunt radios Sergeant McAllister right
upon in their comings and goings. off, while Corporal Willem Hatfield—who
really hates magic wielders, having lost
A TENSE ENCOUNTER IN LONGRUN a couple of friends in combat against evil
To the northeast of Castle Refuge, not far sorcerers—is more than a little mouthy if
over the Missouri border, is a small town anyone in the team is obviously arcane or
called Longrun. More a trading post and mystical in nature.
refueling station than anything, it’s also a Sergeant McAllister comes out to the
stopping place for Tomorrow Legion patrols street to see what’s going on. Given half a
who venture into Missouri to look after chance, he’s willing to discuss matters—
the folks the CS military mostly ignores even if there are obvious D-Bees or magic
this far south. wielders in the group. If things get tense,
Unfortunately, the team encounters one he’s the one to point out,
of the rare Coalition patrols to make it
“We don’t want any of these nice folks
down this far. The patrol is led by Sergeant
getting hurt, so let’s tone it back a notch,
Brandon McAllister, a man who’s seen more
OK?
action and more death than most of his unit.
“Technically, this is CS Missouri territory,
He’s not interested in fighting anyone, and
so if anyone needs to leave, I’d ask it to be
he’s only in Longrun as part of an extended
you folks. If we can avoid any needless
“show the flag” tour to remind folks this far
unpleasantness, I am OK with you topping
south they still reside in the area claimed by
off your supplies and handling whatever
the Coalition State of Missouri. He escorts
business you came here for, first.
a civilian who collects nominal taxes as
“And no more attitude from you, Hatfield.
well, though nothing like a shakedown is
Let it be!”
occurring. In fact, many folks in the region
are pleasantly surprised that a sufficient Assuming the heroes are willing to let things
display of hard luck relieves them of go at conversation and parting company,
any tax burden. that seems to be the end of it. Whether they
As the Legionnaires arrive on Longrun’s leave town shortly thereafter, or remain to
outskirts, advance scouting or observation keep an eye on the CS force (which doesn’t
reveals a squad of Dead Boys and a couple do much more than hang around the town
of Coalition-marked all-terrain vehicles hall while McAllister and the accountant
parked outside the main trading post (which finish up business inside), there’s no more
also serves as the town hall when anything conflict unless the heroes start it.
resembling government matters comes up).
EE Sergeant Brandon McAllister: Use
There are civilians everywhere, mostly
Coalition Grunt stats on page 8. He
gawking at the CS troops, but some are
uses a C-14 “Fire Breather” Laser Rifle
simply going about their business.
with plasma grenades loaded in the
If any heroes are in a “shoot first, ask
attached grenade launcher. He also has
questions later” mood, this winds up as
Combat Reflexes and Marksman.
nothing more than a bloody firefight which
EE Corporal Willem Hatfield: Use
could have been avoided. Be sure to point
Coalition Grunt stats on page 8.
out the enormous opportunity for collateral
„„Coalition Grunts (7): See page 8.
damage and innocent bystander casualties.
„„Coalition ATVs (2): Toughness 25 (10
If the team employs cautious tactics in
MDC), Handling +1, 150 MPH, Medium
approaching the town, the Dead Boys may
Laser Turret (Range 150/300/600, 3d10
not even know they’re around. From that
Mega Damage, RoF 1, AP 20).
point, the Legionaries need to decide what
they want to do, if anything.

94
BIG UGLY MONSTER During the fight, Hatfield tries to create an
About an hour after the team arrives, any Ley opportunity for some “friendly fire” against
Line Walker in the group becomes aware of any magic users on the team. You need to
a surge of energy nearby. A couple of ley determine if McAllister or any of the other
lines run into each other approximately grunts witness this. Should the sergeant
three miles to the east of the town, and a observe it, he shoots Hatfield himself. If the
Rift just opened up! Even without a Ley other CS troops don’t witness the act, and
Line Walker in the group, the team notices the heroes take action against Hatfield, it
violent atmospheric disturbances off to the threatens their unified efforts and may
east, with the kind of blue-white lightning cause a knockdown fight unless someone
promising Rift activity. endeavors to negotiate (perhaps using the
The team, having been in the area, also Social Conflict rules) to fully defuse the
knows there’s a mid-sized farming estate situation. Of course, all negotiation must
in the area, and the residents are bound wait until the giant monster and its parasites
to be in serious danger from whatever is are dealt with!
happening. Should they choose to head
EE Gigantic Raging Monster: See page 91.
that way, those with advanced hearing
„„Huge Flying Swarm Things (5 per
of any kind start picking up horrifying,
hero): See page 92. They have the
monstrous roars, and once within about a
Poison option for their stingers.
mile, the ground shakes as something truly
gargantuan stomps about!
Even closer, the heroes catch glimpses of a AFTERMATH
giant monster laying waste to the landscape Depending on how things go, the team
and everyone around. Humanoid in general has gained—in the guise of Sergeant
makeup, the thing is thickly muscled with McAllister—anything from an implacable
mottled green-and-gray skin, a massive, foe to a tacit ally in the CS Missouri forces.
vaguely saurian head, tiny eyes, and horns If they fought well together and there
and spiky protrusions all over its body. It wasn’t much in the way of true antagonism
stands over 100 feet tall, its massive feet and between the forces (except on the part of
hands feature talon-like claws, and it has a Corporal Hatfield), this squad of Dead Boys
tail capable of smashing sturdy buildings! won’t have anything official to say to their
Worse, there are smaller, flying superiors about the heroes. There may even
creatures buzzing all around it, apparently come a day when they call in the team for
symbiotically connected to the thing help with something really dangerous.
somehow (possibly as parasites). These
creatures look like a grotesque mash-up of
a warthog and a wasp!
Even as the team closes into combat range
with the monster, they observe one of the
Coalition ATVs they saw back in Longrun
barreling headlong into battle with the
thing. Sergeant McAllister’s brought most of
his men—leaving only two back in the town
with the accountant and the other ATV. If
there’s communication, he’s clear about
his willingness to coordinate efforts, so it’s
up to the heroes if they are willing. If they
agree, feel free to parcel out the Coalition
Grunts as allied Extras for the fight, but
keep the sergeant and Corporal Hatfield
under your control.

95
INDEX
Spider Skull Walker 14
SYMBOLS G UAR-1 Enforcer 12
1st Apocalyptic Cavalry 44 Gargoyle 74 Robot Pilot 66
Gigantic Raging Monster 91 Rodriguez, Sergeant Olivia 45
Glitter Boy 61
A Grunt, Coalition 8
Altara Warrior Woman 52 S
Automaton 35 SAMAS Pilot, Coalition 11
Battlelord 36 H Savage Tales
Earth Thunder 36 Headhunter Amok 83
Techno Warrior 63 Meet the New Boss 37
Horse No Zealot
B 1st Apocalyptic Cavalry 44 Like a Convert 17
Bandit 56 Robot 44 The
Bandit, Pecos Empire 49 Huge Flying Enemy of My Enemy 93
Black Market Enforcer 41 Swarm Things 92 Shifter 29
Black Market Expeditor 42
Shrike, Captain Jonas 7
Black Market, The 40
Brodkil 69
J Simvan Monster Rider 77
Juicer 63 Skelebot 16
Leader 71
Skeleton 28
with Cybernetics 70
Sky Cycle Pilot, Coalition 11
Burster 56 L Soldier 66
Lasar, Emperor Sabre 47 Soldier, 1st
C Ley Line Walker 63 Apocalyptic Cavalry 46
City Rat 57 Spider-Skull Walker Crew 13
Civilian 57 Splugorth Slaver 51
Coalition States, The 5 M
Military Sprite, General Kenneth 45
Armor and Weapons 6 Sunaj Assassin 53
Combat Mage 22 Specialist, Coalition 10
Commando 58 Mindless Minion 65
Corrupt 23 Mind Melter 64 T
Murder Wraith 26 Technical Soldier, Coalition 9
Crazy 58 Techno-Wizard 67
Cyber-Knight 59 Mystic 65
Fallen 59 Mystic Knight 24
Cyborg 60 V
N Vampire, Wild 79
Necromancer 27 Vehicles
D Neuron Beast 76 AFC-023 Sky Cycle 11
Daemonix 30 Death’s Head Transport 15
Basal 31 Mark V APC 8
Feculence 31 O Wellington Road Boss
Hangdog 32 Operator 66
Combat Chopper 46
Immolator 33 Ostrosaurus 78
Manslayer 34 W
Demon 90 P Warlord Jakuul 48
Greater 90 Pecos Empire, The 46 Wilderness Scout 67
Lesser 90 Pilot Witchling 81
Thornhead 78 UAR-Enforcer 13
Dog Boy Soldier, Coalition 14 Power Armor
Dragon Coalition X
Flame Wind, Hatchling 71 Xiticix 81
Flame PA-06A SAMAS  11 Hunter 81
Wind, Young Adult 72 Prosek, Emperor Karl 7 Warrior 83
Dunscon, Lord Alistair 20 Psi-Stalker, Coalition 15

Z
F R Zargus the Great 22
Fairchild, Gilbert 40 Rhino-Buffalo 76 Zombie 28
Federation of Magic, The 20 Rift Runner 43
Fury Beetle 73 Robot Armor

96
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