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Tomorrow Legion Field Manual

Written By: Sean Owen Roberson


Additional Material: Sean Patrick Fannon, Darrell Hayhurst, Ross Watson
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Line Manager: Sean Owen Roberson
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CONTENTS
CHARACTER OPTIONS 3 TOME OF DESTINY 47
MARS Options. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Dragon Hatchling Options. . . . . . . . . . . . . . . . . . 4 The Mission. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Forest Runner. . . . . . . . . . . . . . . . . . . . . . . . . . . 4 A Rogue Scholar’s Fate. . . . . . . . . . . . . . . . . . 49
Great Horned. . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Reaching the Campsite. . . . . . . . . . . . . . . . . . 49
Royal Frilled. . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Race to Glimmer Valley. . . . . . . . . . . . . . . . . . . . 51
Snow Lizard. . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Kyxil and the Meganomicon. . . . . . . . . . . . . 51
New Race: Vernulians. . . . . . . . . . . . . . . . . . . . . . 8 The False Walker. . . . . . . . . . . . . . . . . . . . . . . 52
New Edges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 An Awkward Arrival. . . . . . . . . . . . . . . . . . . . 53
Combat Edges . . . . . . . . . . . . . . . . . . . . . . . . . 10 Decision Time . . . . . . . . . . . . . . . . . . . . . . . . . 55
Iconic Edges. . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Fight or Flight. . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Power Edges. . . . . . . . . . . . . . . . . . . . . . . . . . . 11 The Battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Professional Edges. . . . . . . . . . . . . . . . . . . . . . 12 Casting the Spell of Legend. . . . . . . . . . . . . . 56
Weird Edges. . . . . . . . . . . . . . . . . . . . . . . . . . . 12 The Reinforcements Arrive . . . . . . . . . . . . . . 57
The Spell of Legend: Fight. . . . . . . . . . . . . . . 57
GEAR 13 The Spell of Legend: Flight. . . . . . . . . . . . . . 58
Adventuring Gear . . . . . . . . . . . . . . . . . . . . . . . . 13 Aftermath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Powered Armor. . . . . . . . . . . . . . . . . . . . . . . . 14 Dramatis Personae . . . . . . . . . . . . . . . . . . . . . . . 60
Armor & Vehicles. . . . . . . . . . . . . . . . . . . . . . . . . 14
Vehicles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 THE CONTAMINATION PRINCIPLE 63
Robot Vehicles. . . . . . . . . . . . . . . . . . . . . . . . . 16 Valiant Town . . . . . . . . . . . . . . . . . . . . . . . . . . 63
The Hive. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
GM’S TOOLKIT 17 Rift to Beyond . . . . . . . . . . . . . . . . . . . . . . . . . 71
Journeys. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Cleaning Up. . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Journey Tasks. . . . . . . . . . . . . . . . . . . . . . . . . . 17 Further Adventures. . . . . . . . . . . . . . . . . . . . . 76
Journey Modifiers. . . . . . . . . . . . . . . . . . . . . . 19 Dramatis Personae . . . . . . . . . . . . . . . . . . . . . . . 76
Travel Times. . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Overland Travel. . . . . . . . . . . . . . . . . . . . . . . . 19 A FINE SOLUTION 79
Air Travel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Welcome to the world. . . . . . . . . . . . . . . . . . . . . 79
Water Travel. . . . . . . . . . . . . . . . . . . . . . . . . . . 20 It’s a Dead Boy’s Party . . . . . . . . . . . . . . . . . . 79
Barter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Language Barriers. . . . . . . . . . . . . . . . . . . . . . 80
Expanded Wealth . . . . . . . . . . . . . . . . . . . . . . 21 Tough Nut to Crack. . . . . . . . . . . . . . . . . . . . . 81
Supplies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Seriously, Captured?. . . . . . . . . . . . . . . . . . . . 81
Allies and Adversaries. . . . . . . . . . . . . . . . . . . . . 23 Circle of Death. . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Elementals . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Hell Comes to Paragould. . . . . . . . . . . . . . . . 82
Vernulian Extermination Squads. . . . . . . . . . 28 The Mean Streets. . . . . . . . . . . . . . . . . . . . . . . 82
Into the Mine . . . . . . . . . . . . . . . . . . . . . . . . . . 83
MURDERTHON 29 Down Below. . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Aftermath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
The Warmup. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Triangle Trade . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Journey to the Sideshow Arena. . . . . . . . . . . 31 Back-Channel From the Razorbacks. . . . . . . 84
The Arena. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Find the Road. . . . . . . . . . . . . . . . . . . . . . . . . . 84
The Competition . . . . . . . . . . . . . . . . . . . . . . . 34 Break the Chains. . . . . . . . . . . . . . . . . . . . . . . 85
Things to Do in the Arena . . . . . . . . . . . . . . . 34 Where It All Leads. . . . . . . . . . . . . . . . . . . . . . 86
Welcome to the Murderthon!. . . . . . . . . . . . . . . 36 Unwanted Heroes . . . . . . . . . . . . . . . . . . . . . . . . 86
Investigating the Disappearances. . . . . . . . . 38 A Guilty Conscience . . . . . . . . . . . . . . . . . . . . 86
The Murderthon. . . . . . . . . . . . . . . . . . . . . . . . . . 40 One Last Test. . . . . . . . . . . . . . . . . . . . . . . . . . 87
Rules of the Murderthon . . . . . . . . . . . . . . . . 41 Phase Three . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
The Track . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Power Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Running the Murderthon. . . . . . . . . . . . . . . . 42 A Fine Solution. . . . . . . . . . . . . . . . . . . . . . . . . 88
We Have a Winner!. . . . . . . . . . . . . . . . . . . . . 42 Behind Enemy Lines. . . . . . . . . . . . . . . . . . . . 89
The Grand Finale. . . . . . . . . . . . . . . . . . . . . . . 43 Aftermath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Conclusions and Pacing. . . . . . . . . . . . . . . . . 44 Dramatis Personae . . . . . . . . . . . . . . . . . . . . . . . 90
Dramatis Personae . . . . . . . . . . . . . . . . . . . . . . . 45

2
CHAPTER
ONE

CHARACTER OPTIONS

W
elcome to the Tomorrow Legion Field
Manual. The materials and rules MARS OPTIONS
contained herein are designed for
use with the second edition of The Tomorrow
Legion Player’s Guide, Game Master’s Handbook,
This package follows the same rules as
as well as Savage Foes of North America, and
those in the Tomorrow Legion Player’s Guide,
assumes you have access to the following
including use of the Fortune & Glory Table
Savage Rifts ® books: Arcana & Mysticism,
found there. GMs may allow certain gear
Blood & Banes, and Empires of Humanity.
substitutions from the items in this book.
With all-new content, the first chapter
provides players with expanded character
BOUNTY HUNTER
options, the second expands the roster of
Bounty hunters specialize in bringing
exploration vehicles available in North
desperadoes, fugitives, and wanted men
America, and the third contains expanded
or monsters in dead or alive. Combining
rules for venturing into the wild lands
the expertise of wilderness scouts, city rats,
beyond the comparative safety of the
and merc soldiers, these tireless hunters are
Tomorrow Legion’s stomping grounds in
hard men and women driven to tackle the
northern Arkansas and southern Missouri.
toughest prey.
The fourth and subsequent chapters
contain several popular Rifts® adventures, „„Begin with Athletics d6, Notice d6,
revised and updated for the Savage Worlds Occult d6, Research d6, and Survival d6.
Adventure Edition. „„Begin with the Alertness, Free Runner,
As with all things designed for the Rifts® Investigator, and Streetwise Edges.
setting, Game Masters should feel free to „„Take ’Em Alive: Bounty Hunters are
disallow or tweak any options which could skilled at bringing in their quarry
be troublesome for their group. alive; they make all Nonlethal Fighting
Good luck surviving the wasteland, attacks at no penalty. In addition, they
Legionnaires—you’re gonna’ need it… gain a +2 bonus to Trait rolls to disarm,

3
grapple, and restrain targets (includes Forest Runner
handcuffing and similar maneuvers). Smaller and lighter than most other true
Similarly, targets are at an additional −2 dragons, the Forest Runners are swifter
to resist a Bounty Hunter’s Knockout runners than fliers—their beautiful frilled
Blows. wings are more suitable for graceful gliding
„„One of the character’s Hero’s Journey than power and speed. The diminutive
table rolls must be from either the dragons make up for this with powerful legs;
Experience & Wisdom table or they are often seen with their wings folded
Underworld & Black Ops table, but the tightly into their body, sprinting through
Bounty Hunter chooses the result. the safety of the wild forests of Rifts Earth
„„Begin with either the Greedy (Minor), (hence their name). Their coloration is light
Mean, Ruthless (Minor), or Suspicious warm natural hues through to all shades of
(Minor) Hindrance for no added benefit. green, though they can choose to display all
„„Begin with standard Starting Gear, plus but the most garish colors at whim.
a Neural Mace, Stun Gun, and a pair of Forest Runner hatchlings are preyed upon
silver-plated Mega Damage handcuffs. by larger dragons and hunted by slavers
like the Horune Pirates and Minions of
Splugorth, who see them as easier targets
DRAGON HATCHLING for capture and subsequent sale on Atlantis’
interdimensional slave markets. This has
OPTIONS led the Forest Runners to rely on their color
shifting and enhanced metamorphosis
The following dragon species options can be abilities to hide from potential enemies.
used with the standard Dragon Hatchling
„„Chameleon Scales*: Covered in
Iconic Framework. Abilities marked asterisk
dazzling color-shifting scales which
(*) are usable only in dragon form, while
can perfectly mimic the appearance of
those marked dagger (†) commonly vary
flowing water, shifting leaves, or the
between different species of dragons.
pattern and texture of a brick wall in the
twinkling of an eye, opponents are −4
USING OTHER
to Notice the Forest Runner, even while
DRAGON SPECIES
running. This is a true color and texture
shift, not an arcane effect. Held or
To build your hatchling simply worn items are not affected—clothing,
replace the species-specific abilities— jewelry, weapons and other gear will
marked dagger (†) in The Tomorrow stand out to observers.
Legion Player’s Guide—and modify „„Enhanced Metamorphosis: Forest
others as listed below for your Runners begin life able to adopt a single
chosen type of dragon. human/humanoid form or any natural
As your hatchling advances, be animal form, even as hatchlings. They
sure to not take Dragon Iconic Edges can maintain a form for a number of
which list a different species (like hours equal to 2 × Spirit before needing
Flame Wind) in their requirements. at least six hours of rest. All other
Those marked simply “Dragon aspects of the Limited Metamorphosis
Hatchling” may be freely taken by ability are unchanged.
all types of dragons. „„Flight*: Forest Runners only fly for Pace
6 and may “run” for extra movement as

4
normal. Flight is usable in another form Great Horned
if it has wings. These cousins to the Flame Wind dragons
„„Major Psionic: In addition to the tend to be more intellectually developed
standard Dragon Hatchling minor and possess greater arcane potential than
psionic abilities, the Forest Runner may most hatchlings. Great Horned dragons, of
speak language and choose a total of four course, grow impressive horns and have a
other powers. They also begin play with thick hide, even for a dragon. Their hides
the Major Psionic Edge, which increases are typically light to dark browns and other
their ISP to 20 as normal. earthy colors.
„„Mighty†: Forest Runners, though
„„Armored Hide*†: Great Horneds have
smaller than other dragons, are still
+22 MDC Armor and +6 Toughness in
incredibly strong for their size. Begin
dragon form, in addition to Size bonuses.
with a Strength of d12+3 and d6 Vigor.
„„Flame Breath*†: A Great Horned
„„Poison Breath*†: A Forest Runner in
Hatchling in its natural form can
its natural form can breathe a green
breathe flame in a Cone Template
poisonous cloud using the Cone
dealing 3d6 Mega Damage (4d6 with a
Template, or arc a Medium Blast
raise). This may be Evaded as normal
Template sized cloud up to 18” (36
(see Breath Weapons in Savage Worlds).
yards) distant (see Breath Weapons in
„„Horned: True to their namesake, these
Savage Worlds). The poison vapor acts as
dragons have massive horns on their
a supernaturally potent irritant similar
skull which deal the same damage as
in effect to tear gas. Those caught in the
their Claw/Bite as a Natural Weapon,
area of effect without self-contained
and +4 damage and +4 AP at the end
breathing and complete eye and skin
of one Fighting action in which they
protection (like Environmental Body
Run, move at least 5″ (10 yards), and
Armor) must check Vigor at −2 (– 4 with
successfully hit.
a raise) or be Stunned.
„„Inherently Magical: Great Horneds
„„Resistant to Fire and Cold†: These
know no magic spells, but have a
dragons take –4 damage from all heat
natural pool of 15 PPE and can use
and cold based attacks.
Techno-Wizardry gear. Those who
„„Runner: Forest Runners begin with a
take an Arcane Background add this
Pace of 10 and a d10 run die.
starting PPE to any gained from the
„„Size 4 (Large)*: Forest Runners hatch
Edge. Additionally, whenever they take
smaller than most dragons — only
the Power Points Edge, they gain +10
around 12’ long and weighing two tons.
PPE instead of +5.
They are still Large though, gaining a
„„Major Psionic: in addition to the
fourth Wound, as well as +4 Toughness
standard Dragon Hatchling minor
in dragon form. Upon taking the
psionic abilities, Great Horneds begin
Dragon Grows Larger Iconic Edge they
play with the Major Psionic Edge;
experience a growth spurt and catch up
increase their ISP to 20 as normal.
with their larger draconic kin (gaining
„„Mighty†: Great Horned hatchlings
+3 Toughness total for the increase to
are mighty in both body and intellect.
Size 7).
Begin with Strength d12+4, Vigor d8,
and Smarts d6.
„„Resistant to Fire and Cold†: Take −4
damage from heat and cold attacks.

5
Royal Frilled as well as other Edges or abilities which
One of the most fearsome and powerful modify Claw attacks are unchanged.
types of dragons, the Royal Frilled are „„Fear*: Hatchlings are terrifying and
natural masters of the arcane. Their scale cause Fear checks to all who see their
coloration is widely varied, from light dragon form. Additionally, when Royal
greens and blues to fantastic oranges and Frilled dragons extend their frills (a free
reds. This is contrasted by their frills which action), opponents check Fear or resist
are typically a deep violet or royal blue Intimidation at a −2 penalty (stacks with
in color (their namesake), and run along similar effects).
the sides of their torso, limbs, and neck. „„Major Psionic: Instead of the standard
Normally extended when the Royal Frilled minor psionic abilities common to
are angered, the frills are quite intimidating. Dragon Hatchlings, the Royal Frilled
Though widely feared, these dragons begin play with Arcane Background
enjoy the company of humans much more (Psionics), 20 total ISP, the Major Psionic
than most of their kin, and regularly live Edge, Psionics d4, speak language, and
among mortals (and manipulate them) two other powers—one is chosen from
by leveraging their especially potent the standard minor psionic power
metamorphosis and psionic powers. list, and the other is chosen from the
Mind Melter’s list (subject to Rank
„„Eccentric: Royal Frilled dragons hatch
and including any possible Trapping
from the egg already slightly strange.
limitations detailed therein, as normal).
Take the Arrogant, Curious, Suspicious
„„Mighty†: Royal Frilled dragons are
(Major) or Vengeful (Major) Hindrance
incredibly tough and begin with a
for no added benefit; this has no effect
Strength of d12+3 and Vigor d10.
on the dragon’s Untested complication.
„„Resistant to Fire and Cold†: These
„„Extended Metamorphosis: Royal
dragons take −4 damage from all heat
Frilled dragons start life able to adopt
and cold based attacks.
a single human/humanoid form, which
„„Toxic Breath*†: A Royal Frilled in
they can maintain for a number of hours
its natural form can breathe a purple
equal to 3 × Spirit before needing at
poisonous cloud using the Cone
least six hours of rest. All other aspects
Template, or arc a Medium Blast
of the Limited Metamorphosis ability
Template sized cloud up to 18” (36
are unchanged.
yards) distant (see Breath Weapons
„„Inherently Magical: Royal Frilled
in Savage Worlds). The toxic vapor is
hatchlings are imprinted with the
a supernaturally potent neurotoxin.
ability to cast spells. Begin with
Those caught in the area of effect
Arcane Background (Magic), 20 PPE,
without an independent air supply
Spellcasting d4, and three powers
(like Environmental Body Armor,
chosen from the Ley Line Walker’s
filtration systems are ineffective) must
spell list. Additionally, whenever they
check Vigor (–2 with a raise) or be
take the Power Points Edge, they gain
Incapacitated for 1d4 minutes; double
+10 PPE instead of +5.
that with a Critical Failure.
„„Keen Claws*: The hooked claws of
these dragons are especially large and
sharp; gaining +4 additional AP. All
other aspects of the Bite/Claws ability

6
Snow Lizard thinnest ice, slickest frost, or mightiest
Flightless drakes known to inhabit the frigid of blizzards will penalize a Snow
wilds of the northernmost reaches of the Lizard’s movement, vision, or Trait rolls.
Americas, Snow Lizards delight in cold and „„Might y†: Even Hatchlings are
blizzards. Their skins are most commonly a incredibly strong and resilient, Snow
brilliant white or light gray accented with Lizards begin with a Strength of d12+4
icy blue and black highlights. and Vigor d8. Neither attribute has a
maximum limit.
„„Flightless*: Snow Lizards begin with
„„Snowstorm Transformation*†: As an
a Pace of 8 and d8 run die, but cannot
action using its Athletics skill, a Snow
fly like their kin. Flight is not usable in
Lizard can turn into a raging cloud of
another form, even one with wings.
snow or back again. As per intangibility,
„„Frost Breath*†: A Snow Lizard in its
non-magical attacks and weapons pass
natural form can breathe a bolt of icy
straight through the dragon, except
frost at Range 12/24/48 dealing 4d6
for fire-based attacks which deal +4
Mega Damage (see Breath Weapons
damage. In this form, the dragon is
in Savage Worlds). With a raise, this
unable to attack, communicate, or use
increases to 5d6 and targets reduce
powers. It floats along the ground
their Pace by 2, cannot Run, and are
and over obstacles at normal Pace,
Vulnerable until the end of their next
unaffected by Difficult Ground. The
turn. Alternately, the Hatchling’s chilly
dragon can seep through openings not
breath can manifest as a Cone Template.
fully environmentally sealed; it can't,
This may be Evaded, but such is the
become corporeal within someone or
intensity of the dragon’s breath that a
something without room for its normal
successful Evasion reduces the damage
physical form. Those within a Large
one die (from 5d6 to 4d6, for example),
Blast Template centered on the Snow
or two dice with a raise.
Lizard in this form (excepting itself)
„„Impervious to Cold†: Cold-based
are affected by havoc as if cast with the
effects and attacks do not affect a Snow
Greater Havoc modifier and a raise.
Lizard at all. Not even the deepest snow,

7
like small mammals including rabbits, rats,
NEW RACE: and guinea pigs as well as birds—with a
VERNULIANS favorite being chicken.
The serpent beings hail from an advanced
alien civilization in another dimension,
Vernulians, also known as “Serpent People,”
roughly on par with the Coalition pre-105
“V-Snakes,” and in Mexico the “Children of
PA, though most of their technology is
Cihuacoatl,” are massive serpents with four
designed with telekinetic interfaces. Their
fully prehensile, suction cupped, tentacle
society is one dominated by an oppressive,
“arms.” Their salamander shaped heads
militaristic Vernulian regime where the
have eerily human-like eyes and teeth…
strong, opulently wealthy dominate teeming
the beings are quite frightening to behold.
masses of abjectly poor and dispossessed
Vernulians instinctively feed on mammals,
commoners. Over six decades ago Vernulian
and on their home planet they particularly
scientists unlocked the technological
enjoy eating non-sapient bipedal humanoids.
secrets of dimensional teleportation,
This has not gone over well on Rifts Earth,
though connecting to locations other than
and the vast majority of those who now
Rifts Earth seems to have proven
consider Earth their home have forsaken
difficult. Subsequently, our world has
this practice and instead
been the target of ruthless Vernulian
feed on live, warm-
black-ops missions to assess the
blooded animals
planet’s potential (see page 28). It
was determined that Rifts Earth is too
chaotic for invasion and colonization,
instead its primary value is a beachhead
for launching invasions and raids into
other worlds throughout the Megaverse®.
Earth’s secondary value lies
in its most special
resource: unique
alien technologies
from across the
Megaverse ®, including
magic (which is completely
new to the Vernulians).
In 101 PA, a group of Vernulian
political dissenters rioted, overran
a government facility, and
managed to teleport over
a thousand refugees to
Rifts Earth. Other, similar
incidents have followed
the first, with nearly ten
thousand arriving to
spread throughout the
forests of Mexico and the
Yucatan in 105 PA alone.
More recent groups have been

8
arriving in the vicinity of northern Mexico Vernulian reacts to this in their own
along the Rio Grande, often dispersing into way, and starts with the Cautious,
the New West, Pecos Empire, and Texas Mean, Pacifist (Minor), or Suspicious
Free Lands. (Minor) Hindrance for no added benefit.
These refugees, unlike the Vernulian „„Natural Psionics: All Vernulians have
military assets who despise and gladly Arcane Background (Psionics), 10 ISP,
feast on Earth humanoids, largely reject and the following three powers: arcane
their civilization’s violent tendencies and protection*, mind link, and telekinesis.
seek only peace, freedom, and prosperity. Vernulians can manipulate held devices
Many become idealistic pacifists, rebellious telekinetically for no ISP. If a framework
adventurers, or even scholars of their newly prov idi ng Arca ne Backg rou nd
adopted home. (Psionics) is chosen, follow the normal
However, nearly a quarter of the rules except three starting powers are
newcomers maintain the bias of their home the ones above (even if not normally
world and lie, cheat, steal from, and murder allowed). The Vernulian gains two
the lesser warm-blooded life forms—these additional power to his starting total
Vernulians and the agents of their erstwhile (e.g., a Vernulian Burster starts with five
government see humanoids as barely powers, and a Mind Melter with seven).
more than cattle. Only other reptilian „„Non-Standard Build: Vernulian
life forms garner any respect from them, proportions make common equipment
and even then are often viewed as rivals. problematic. Subtract 2 from Trait rolls
Unfortunately, this has led to all Vernulians when using equipment not designed
garnering a reputation as unpredictable, for them (including weapons and
bloodthirsty monsters. vehicles). They cannot wear common
armor or clothing, it must be custom-
„„Bad Reputation (Minor): The “Serpent
designed and fitted—tripling purchase
People” of the Southwest are infamous
and repair costs. Glitter Boy armor
for taking pleasure in abusing, tricking,
(and the Iconic Framework) is not an
and feasting on humanoids; initial
option, neither is most power armor.
Reactions are a level worse than usual.
Equipment and food cost double the
„„Bi zar re Physiolog y: Ver nulia n
listed price. Starting Gear is assumed
physiology is quite bizarre, those
to be custom-built for the character.
unfamiliar are −4 to Healing and
„„Powerful: Begin with Strength d6, raise
cybernetics checks—Juicer and Crazy
Trait maximums accordingly.
augmentations don’t work for them—
„„Prehensile Tentacles: Vernulians can
and compatible cybernetics and medical
leverage their extra limbs and suction
supplies cost double the listed price.
cups in unique ways when swimming,
„„D-Bee (Major): The initial Reactions
climbing, grappling, and performing
to Vernulians typically start at Hostile,
myriad other physical tasks granting
and human supremacists are violent
them +2 on all Athletics checks.
unless a social skill check is successful.
„„Semi-Aquatic: Vernulians can hold
„„Four Arms: Vernulians ignore 2 points
their breath for 15 minutes before
of Multi-Action penalties each turn.
checking for Drowning, and tolerate
„„“It’s A Weird World”: Vernulians are
depths of 600 feet without ill effect.
still struggling to adjust to the odd
„„Size 2 (Normal): Vernulians are 750
realities of Rifts Earth, where they
pounds and rear up 14’ high, on average.
are often attacked as monsters. Each

9
Iconic Edges
NEW EDGES BIO-MANIPULATION
Requirements: Novice, Mind Melter
The Melter has the power of the “evil eye”
Combat Edges and can induce trauma on the nervous system
of his victims, “melting their mind” to cause
QUICK DRAW
great physical suffering, disorientation, and
Requirements: Novice, Agility d8+
even paralysis (Incapacitation).
When on Hold the character adds +2 to
When using blind, confusion, lower Trait,
Agility checks to interrupt an opponent’s
silence, sloth, slumber, or stun against a
action if drawing a weapon, and when
single target, if the Melter activates with
rolling for Surprise may check Agility
a raise and the target fails to resist, the
instead of Notice to act first in the round.
target gains a level of Fatigue in addition to
If the hero has the Danger Sense Edge
any other effects. Such Fatigue can lead to
(including Sixth Sense) it is unchanged,
Incapacitation, and takes 24 hours to recover
simply substitute Agility rolls for Notice
(relief cannot restore).
rolls with the listed bonuses.
Important: MARS Gunslingers auto­
DRAGON CELERITY*†
matically gain this Edge, and the Agility
Requirements: Novice, Dragon Hatchling
check bonus is added when using The Quick
(Forest Runner)
and the Dead, see North America: Empires
Forest Runners are famous for their speed
of Humanity.
and reflexes. The Hatchling increases base
FAST DRAW Pace to 12 with a d12 run die, and is Nimble.
Requirements: Seasoned, Quick Draw,
Agility d10+ DRAGON FROST SCALES*†
As above, but increase the Agility bonus Requirements: Seasoned, Dragon Hatchling
to +4 and the hero may ready up to four (Snow Lizard)
items per turn as a free action. As an action the Snow Lizard's scales emit a
fantastic icy cold per the damage field power

10
with the Hinder power modifier, but dealing Power Edges
3d6 damage for a number of rounds equal to
DIABOLIST
their Spirit. Once used, the dragon must wait
Requirements: Novice (Shifter only) or
10 minutes before reactivating the power.
Veteran, Occult d8+, summon ally
Shifters and other mages can specialize in
DRAGON MASTER PSYCHIC†
summoning demonic allies; non-Shifters are
Requirements: Seasoned, Dragon Hatchling
subject to Corruption. When casting summon
(Royal Frilled)
ally he may use the following ally chart.
The Royal Frilled dragon gains the Master
Psionic Edge and learns one power from DIABOLIC ALLY
the Mind Melter's list. When it takes the
New Powers Edge the dragon chooses one RANK COST DEMON
power from the minor psionic list, and the Novice 2 Lesser Demons, Brodkil
other from the Mind Melter's list (subject to Seasoned 4 Alu*, Deevil*, Gurgoyle
Rank and including any possible Trapping Veteran 6 Shadow Beast*, Gargoyle
limitations detailed therein, as normal). Heroic 8 Greater Demons†
Legend. 10 Fiend*†, Thornhead*
DRAGON SHARP HORNS*†
Requirements: Seasoned, Dragon Hatchling *see North America: Arcana & Mysticism
†only one is summoned, requires a Ritual
(Great Horned)
The Great Horned dragons with this Edge With a Critical Failure the demon runs
add +4 AP to all attacks with their Claws, amok until destroyed or banished and will
Horns, and their Tail Lash ability, which be violently hostile to the caster, seeking to
now deals the same damage as their Claws. either slay him or escape.
A caster may attempt to summon a demon
MASTER ELEMENTALIST rated higher than his current Rank for an
Requirements: Seasoned, Elemental extra +2 Power Points and −2 on the arcane
Fusionist, Elementalist, Life Sign Harmony skill roll for each Rank above his own. In
The Fusionist has embraced his life sign, this case a simple failure results in the
and dedicated himself to understanding and demon running amok as above.
befriending his natural elemental brethren.
He attracts a loyal Minor Elemental ally of ELEMENTALIST
his life sign’s type. The creature is a Wild Requirements: Novice (Elemental Fusionist
Card, starts each session with two Bennies, only) or Veteran, Occult d10+, summon ally
but does not Advance in Rank or abilities. Elemental Fusionists and other arcanists
If the simple-minded friend is dismissed can specialize in summoning elemental
or banished the hero may gain a replacement allies. When using summon ally the hero may
upon returning to a site strong in his life sign. choose to use the following ally chart instead.
If Incapacitated the Master Elementalist has
ELEMENTAL ALLY
the ability to banish the being back to its
home plane with a Dramatic Task regardless RANK COST DEMON
of distance (this is seen as a reward), or Novice 2 Minor Faerie Folk*
may seek to help the creature recover. If Seasoned 4 Minor Elemental
the elemental ally is killed, the hero must Heroic 8 Major Elemental†
complete a task of redemption or revenge
(mutually decided upon with the GM) *see North America: Arcana & Mysticism
† one summoned, at site of element power
before he may seek a replacement.

11
With a Critical Failure the creature roams the base character creation rules—it does
our plane of existence until destroyed or not choose an Iconic Framework and ignores
banished; roll on the Reaction Table to the Born a Hero Setting Rule.
determine its initial attitude. Familiars start each session with one
Benny, share Bennies with their master per
Professional Edges the Common Bond Edge, and may Advance.
The player controls the familiar just like any
BORN TO RIDE
other ally, though it may occasionally cause
Requirements: Novice, Agility d10+
trouble by getting captured, stumbling into
Some heroes live to ride motorcycles,
danger, etc. The player should be aware that
hovercycles, and similar craft. When
this Edge will sometimes act as a Hindrance!
controlling a Size (Normal) vehicle with
The link makes the familiar immune to
Exposed Crew, it gains the Nimble ability—
beast friend, and allows both the familiar
or Uncanny Reflexes if it already has
and master a free reroll to resist puppet.
Nimble—and make a free reroll on checks
The familiar can’t speak. It and the mage
to avoid going Out of Control.
communicate via mind link with unlimited
range—even across dimensions—and by
LIVE TO RIDE
concentrating (no other actions possible) the
Requirements: Seasoned, Born to Ride
master may experience the creature’s senses
When controlling the type of vehicle
as his own. Any magic spells the master
listed above, the hero is instead only hit
casts on himself effect the familiar as well.
on Called Shots (instead of 50% chance for
If the familiar dies the hero is Stunned,
Exposed Crew) and may, if he moves at
Exhausted, must check Vigor or take a
least 6”, deal +4 damage with successful
Wound (two with a Critical Failure), and
Fighting attacks.
must roll on the Crazy’s Psyche Degradation
table. For most heroes, if the Familiar dies
Weird Edges
it isn’t replaced unless they take this Edge
FAMILIAR LINK again, though Shifters may eventually
Requirements: Novice (Shifter only) or replace the familiar once they have
Veteran, Arcane Background (Magic), Occult completed a task—an act of redemption,
d10+, Spellcasting d10+ arcane cleansing, revenge, etc. decided on
Sh if ters a nd ot her mages ca n by the Game Master.
metaphysically bond with an animalistic
creature—either native to Earth or from SUPERNATURAL STRENGTH
another dimension (intelligent mutant Requirements: Strength d10+, Special (see
animals and other sapient beings cannot be below)
familiars). The familiar behaves according The character’s Strength increases by one
to instinct unless commanded otherwise, die type, up to her Race or Framework’s Trait
but even if wild is a loyal pet with its master. maximum. This stacks with the regularly
The hero gains a Novice Rank familiar. allowed once-per-Rank Attribute increase
The familiar is a Wild Card up to Size 3 and may be taken more than once
(Normal) with animal intelligence, and built Any character with a Race or Framework
using the rules for Making Races in Savage providing a starting Strength bonus of two
Worlds and Custom Races per The Tomorrow or more die types (or the equivalent, like
Legion Player’s Guide and must take the Hatchling Dragons) may take this Edge.
Reduced Core Skills (Common Knowledge) Those with no Strength maximum may also
Negative Racial Ability. The familiar uses take this Edge.

12
CHAPTER
TWO

GEAR

PIECEMEAL AND

S
ince the dawn of the second century SALVAGED BODY ARMOR
Post Apocalyptic, exploration missions
to push back the frontiers of North Scavengers, bandits, and survivalists
America have proliferated. Gear designed for will often cobble together or put
the growing number of adventurers follows. “reclaimed” armor back to good use.
These battle-worn and make-shift
armor suits are a much cheaper
option than usual, and less reliable.
ADVENTURING GEAR To represent such armor, reduce
the cost by 20% for sets missing
EBA functions, and/or 10% each for
Electro-Adhesive Pads: These two hand- sets missing helmets or limbs (there
held electrical devices adhere powerfully is no discount for suits that do not
to metal surfaces; +4 to Athletics (climbing) normally include EBA).
checks involving metal (.5 lb, 30,000 credits). If someone probably died in the
Grapnel & Launcher: A grapnel and armor, or for especially battered or
high tensile strength cord (110’, 2000 lb, substitution jobs (scrap metal, tire
Hardness 12) attached to a pressurized tread sections, etc.), there is often an
launcher and reel, these systems are additional 20% discount and a roll on
popular with explorers and city rats, as well the Technical Difficulty table. Unless
as bounty hunters (who often use them in the players are allowed to examine
an unorthodox manner). The grapnel can the armor in great detail, make
be fired at a target up to 18” distant using this roll after the purchase. If they
Shooting, and with a success has securely are allowed to, roll the Technical
hooked its target. By activating the reel as a Difficulty then the player checks
free action the user is pulled in towards the Repair modified by the gear penalty
target—gaining +2 to Athletics (climbing), to successfully analyze the suit.
+4 with a raise—or if lighter than himself

13
and unsecured, pulls the target to him. If wearer can Jump +4” horizontal and +2”
fired at an unwilling target, they make an vertical. However, with a failure the user
opposed Agility check against the Shooting must check Vigor or gain a level of Bumps
roll. If they fail they become Entangled by & Bruises. With a Critical Failure the user
the grapnel, or Bound with a raise (5 lb, suffers a Wound and moves 2d6”, rolling for
2500 credits). Deviation (see Savage Worlds). Can make 20
Lock Pick Release Gun: This automatic jumps per E-clip. May be added to a suit of
system handles just about every form of armor for 2000 credits (8 lb, 30,000 credits).
purely mechanical lock, providing a +4 to
any Thievery (lockpicking) skill check with
such locks (2 lb, 1,800 credits).
MDC Handcuffs: Designed for military ARMOR & VEHICLES
use, they are of bulky, rugged construction
and can easily secure targets up to Size 3
without issue; 20 Hardness (3 lb, 750 credits). The following vehicles have proven popular
Rocket Boots: All the rage with Crazies with Tomorrow Legion teams venturing out
and Juicers, these boots have pressurized into the unknown on exploration missions,
charges built into them. With an action or just looking for the spiffiest gear possible.
and a successful Athletics check at −2, the

Powered Armor
JAPE DEFENDER
A design prototyped by Northern Gun’s R&D department back in 90 PA and shelved
for lack of estimated market demand, the Black Market acquired the blueprints of the
Juicer Apprehension Powered Exoskeleton during a raid on NG facilities shortly before the
Juicer Uprising of 105 PA. Since then, the Black Market has produced and sold an updated
version of the suit throughout North America. Designed to bridge the gap between law
enforcement and augmented humans like Juicers and Crazies, the JAPE II features a variety
of advanced nonlethal systems which make it popular with more humane city-states like
Lazlo and Kingsdale…as well as slavers and kidnappers.
SIZE ARMOR TOUGHNESS STR PACE + RUN (MPH) WEIGHT CREDITS
2 (Normal) +9 MDC +5 d12+2 18 + d10 (120 MPH) 800 1.1 M
Notes: Nimble, Jet Boosters (Jump +24” horizontal, +12” vertical)
Weapons:
„„Neural Disruptor Rifle (Handheld, Reaction Fire, Range 18/36/72. If hit, the target
must make a Vigor roll at −4 (– 8 with a raise), and suffer the following result: target
is Distracted with a raise, Stunned with a success, Incapacitated with a failure, or
Wounded with a Critical Result.
„„2 × Grenade Launchers (Shoulders, Range 18/36/72, RoF 6, Shots 12; 4 each of 3 types)
„„Tear Gas—LBT, targets check Vigor at −2 (– 4 on a raise) or Stunned.
„„Concussion—MBT, targets in the area are affected by havoc per the power.
„„Fragmentation—3d6 Damage, LBT.
„„Anti-Personnel Laser (Right Forearm, Range 24/48/96, Ignores Laser Resistance).
„„Capture Assault System (Left Forearm, Range 36/72/144, Damage 3d4, 10 Shots, targets
make an opposed Agility check against the Shooting roll. If the shooter wins the
target is Entangled, or Bound with a raise. The polymer bolo is Hardness 24).

14
NARUNI MK-PA12 MECHA-KNIGHT
A flashy, heavily built power suit featuring medieval plate armor styling and energy
sword, the Mecha-Knight is a favorite of Cyber-Knights and nostalgic warriors across
North America. The suit’s advanced flight capabilities and powerful particle beam
energy rifle—with shoulder attachment clamp for hands-free brawling—have made the
suit a classic example of what the interdimensional arms dealers can bring to market.
SIZE ARMOR TOUGHNESS STR PACE + RUN (MPH) WEIGHT CREDITS
3 (Normal) +12 MDC +6 d12+4 11 + d8 (45 MPH) 2000 25 M
Notes: Nimble, Flight System (VTOL, Handling +1, 300 MPH)
Weapons:
„„Particle Beam Cannon (Handheld).
„„Energy Sword (Str+3d4 Mega Damage, AP 16, Reach 1, Cauterize).
„„Dual-Linked Anti-Personnel Laser (Right Shoulder, Front).

Vehicles

VEHICLE SIZE HANDLING TOP SPEED TOUGHNESS CREW MODS CREDITS


NG-AT46 Mammoth 8 (Huge) +0 90 MPH 46 (24) 5+20 0* 31 M
APC
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry
limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion
Blasters (Left and Right Sponsons).
WI AHB-2000 Assault 2 (Normal) +1 300 MPH 21 (12) 1 0 900,000
Hover Bike
Notes: Exposed Crew, STS, VTOL, MDC Armor, Nuclear-Powered.
Weapons: Dual-Linked Particle Beam Guns (Front Fixed, Range 20/40/80, 4d8 Mega
Damage, AP 16, Disintegration, Atomic Annihilation), Dual-Linked Anti-Personnel Laser
Pods (Front Fixed, RoF 5, Heavy Pulse), Mini-Missiles (Front Fixed, RoF 6, Shots 6)

Its going to take HOW long? Bo-ring. Cant we take some kind of shortcut?.
—Astrenn, Quindorra "Quick-Flex"r

15
Robot Vehicles
NG EX-20 BULLDOG EXPLORER
Building on the immense popularity of the EX-5 Behemoth Explorer, the EX-20 Bulldog is a
smaller, four-legged exploration robot vehicle featuring a central robot claw for bulldozing,
excavation, and terrain clearance as well as two smaller arms for more detailed work.
Intended as a non-combat mobile explorer’s camp, the Bulldog features four sleeping
compartments with personal lockers, a small laboratory, and tiny shower.
SIZE TOUGHNESS STR PACE + RUN (MPH) CREW CREDITS
7 (Large) 36 (16) d12+7 12 + d8 (50 MPH) 3+5 31 M
Notes: MDC Armor, Crew Quarters and Living Space (4 crew), Lab (+1 on Healing and
Science rolls), Mods 1 (configured as Cargo Space), Tread System (for smooth roads only,
70 MPH).
Weapons:
„„Main Gun (Top Turret, fires as a Light Laser or Light Ion Cannon, Double Barrels. The
gunner is a –6 Called Shot with no ECC benefits).
„„Light Rail Gun (Front Turret).
„„Mini-Missile Launcher (Left Turret, RoF 6, 36 Shots).
„„Giant Hand/Claw (Str+2d6 Mega Damage, Reach 1, −1 Fighting).

NG EXC-17 OGRE EXPLORATION & LABOR ROBOT


A stocky, broad-shouldered robot with a hunched, squat build and massive powerful arms,
the Ogre is designed for strength, stability, and hauling power. The EX-17’s right hand
is articulated to move and manipulate objects, including ripping up trees by their roots,
as well as handle cargo or specimens and includes a camera to document its work. The
claw-like left hand is designed for felling, mining, digging, drilling, excavating ruins,
and recovering salvage. The pilot compartment provides an excellent view for the crew,
but its reinforced windows are a liability in combat—which it wasn’t designed for. The
Ogre steadily handles rivers, lakes, mud slides, flash floods, deep snow, and icy blizzards
without losing traction. It is often employed to rescue damaged or trapped robot vehicles
and heavy equipment, qualities invaluable to exploration teams as well.
SIZE TOUGHNESS STR PACE + RUN (MPH) CREW CREDITS
9 (Huge) 44 (20) d12+12 10 + d6 (35 MPH) 2+3 35 M
Notes: View Ports (+2 sight-based Notice, Hardness 24), MDC Armor, Crew Quarters (4),
Mods 2 (configured as Cargo Space), language translator. Stability bonus +3 Handling,
takes –3d6 ram damage. Winch and cables provide +4 on checks to free or drag targets.
Weapons:
„„Anti-Personnel Ion Blaster (Nose Turret).
„„Mini-Missiles (left shoulder, pop-up turret, RoF 4, Shots 24).
„„Defensive Flare Chaff Launchers (Range 18/36/72, RoF 1, Shots 16, LBT, when activated
enemies must check Vigor (−2 on a raise), or be Stunned—counts as Anti-Missile
Counter Measures and Heavy Cover (– 6) from Smoke in the LBT for 2d4 rounds).
„„Giant Hand (Right Arm, Str+2d6 Mega Damage, Reach 2).
„„Spinning Claw/Drill (Left Arm, Str+3d6 Mega Damage, AP 10, Reach 2).

16
CHAPTER
THREE

GM’S TOOLKIT

T
his chapter contains rules for
Journeys, essentially structured Quick JOURNEYS
Encounters for use in combination
with the Travel rules from Savage Worlds.
Following that is the new Barter rules
Journeys are a kind of Quick Encounter
framework, guidelines for applying the
rolled once for every day of travel, and
Wealth system when resource scarcity
designed to simulate traversing the hostile
becomes important in your campaigns. Be
and largely uncharted wilderness that is
warned, though, that these expanded rules
Rifts Earth. These rules assume the GM is
can be a bit advanced. It is suggested to
familiar with Quick Encounters and Travel
only use them if they fit your game, and
in Savage Worlds.
that game masters new to Savage Rifts ®
Journeys necessitate an intense amount
first master the basic options of the Savage
of focus, with party members dividing up
Worlds Adventure Tool Kit before diving in
critical tasks—those not performing one
too deep. That said, Journeys and Barter can
of the following roles may Support other
add depth and suspense to the escapades of
characters in their efforts. Those traveling
adventuring parties setting off in search of
alone perform the task of Navigator and
what really lies in the wild “terra incognita”
Lookout simultaneously, making each roll at
of Rifts Earth maps—or other odysseys.
a −1 penalty, or –2 penalty if doing so while
Additionally, this chapter features some
acting as a vehicle Pilot—braving the wilds
new creatures and foes for your games, most
of Rifts Earth alone is not suggested.
notably the elemental beings of air, earth,
fire, and water which, along with Faerie Folk
Journey Tasks
(listed in North America: Arcana & Mysticism),
are some of the most common non-hostile NAVIGATOR
creatures of magic found inhabiting the (Made first, a critical action): Each day of
wilderness regions everywhere across travel the Navigator makes a Survival check
Rifts Earth. to guide the party. This critical task informs

17
the following Quick Encounter checks (see „„Failure: Failure means each member of
Turn Order & Critical Actions under Quick the party must check Agility or suffer
Encounters in Savage Worlds). a level of Fatigue from Bumps and
Bruises (or Vehicle Fatigue for those
„„Success: The party is headed in the
driving vehicles). In an area with a
right direction, no extra effect.
Horror Factor of −2 or –3 a Wound is
„„Raise: The following Lookout, Pilot, and
suffered instead (d4 Wounds at Horror
Scout rolls are all made at a +1 bonus.
Factor –4 or worse).
„„Failure: The party wastes time traveling
„„Critical Failure: As a failure, but the
in circles or doubling back, making no
Agility checks are made at a –2 penalty
meaningful headway.
and always result in Wounds.
„„Critical Failure: The group heads in
the wrong direction and becomes lost.
PILOTS
The Navigator must make a successful
(Required for each vehicle): For every six
Survival roll at a −2 penalty to reorient
hours of travel, Pilots must check Boating,
the party at a subsequent date (checked
Driving, or Piloting. This roll is made at
once per day of Travel as usual, only
no penalty for the first six hours of travel,
if they realize they are lost— GM’s
and a cumulative −1 penalty per six hours
discretion).
of travel thereafter, see Vehicle Fatigue in
the Tomorrow Legion Player’s Guide for the
LOOKOUT
ramifications of failing these rolls. Power
(Required): The Lookout makes a Notice
armor clad characters must check Piloting
roll each day of travel to spot threats to the
at the Game Master’s discretion (determined
journeying party.
by the propulsion systems (i.e. flight,
„„Success: You keep a good watch. Draw underwater, etc.) used during a journey).
for Encounters as normal.
„„Raise: The party cannot be ambushed SCOUT
by a random encounter (see Surprise in (Optional): The person responsible for
Savage Worlds). making Stealth checks to reconnoiter the
path ahead of a traveling party.
JOURNEYS „„Success: The party is forewarned of
ARE HARD WORK
what lies ahead. Draw for Encounters
as normal.
Between striking camp, meals, „„Raise: the party may draw two
foraging, maintaining equipment, encounter cards from the Action Deck
and keeping a lookout, most parties and choose the result (see Encounters
shouldn’t be able to maintain more under Travel in Savage Worlds).
than twelve hours of travel a day, or „„Failure: The GM draws two encounter
six in dangerous territory. cards from the Action Deck and chooses
While it may seem harsh, even the result (see Encounters under Travel
expert military units with cutting in Savage Worlds).
edge gear made slow headway „„Critical Failure: The GM rolls on the
through jungle and mountain Trouble table, complicated by a roll of
terrain during the conflicts of the If Things Weren't Bad Enough and
20th century. The Plot Thickens per the Rifts® Game
Master's Handbook.

18
Journey Modifiers
LEY LINES AND TRAVEL
TERRAIN
Traveling through open terrain like plains,
light woods, or gentle hills is done at no Journeying on ley lines or near
penalty, but Difficult Ground (like thick nexus points provides magic-users
woods or overgrown ruins) slows Travel (and psionics) increased powers and
Times by half and provides a −2 penalty to charges most Techno-Wizardry gear,
Navigator and Pilot rolls to traverse the area. but also risks encounters with the
Some terrain is impassable without the right supernatural beings attracted to and
equipment (treacherous swamps require flat- usually inhabit such sites.
bottomed boats, steep mountains require When drawing for Encounters,
climbing gear or specialized vehicles, etc.). Clubs (Obstacles) face cards or
higher often mean Ley Line Storms
VISIBILITY or Rift activity, while all Diamonds
Illumination can affect Journey rolls, as can (Treasure) ace cards or higher should
weather obstacles like fog, rain, etc. be redrawn. Scouting in these
dangerous regions is made at −2.
HAZARDS
Cold, fire, heat, and radiation are examples
of environmental conditions which could
not only be dangerous in and of themselves, badlands—there are no highway signs, GPS
but could also adversely affect Journey rolls. locater, or post-Cataclysm satellite imagery,
Make sure to factor in the combinations of let alone roads (beaten trails if you are lucky).
time of year and terrain, e.g. it should be No, this is a completely off-road, off-the-grid
especially perilous to travel through a desert undertaking. Maps, if available, are often crude
in the height of summer or a mountain pass hand-drawn affairs based on hearsay and
in the dead of winter. conjecture more than careful record keeping.

Travel Times Overland Travel


The unique combination of futuristic and Wilderness journeys have different
fantastic modes of travel, especially when objectives—some might seek to explore
applied in a weird apocalyptic wilderness, new areas, while others focus on reaching a
make travel in Savage Rifts® hard to quantify. destination quickly or tracking down a target.
The landscape of Rifts Earth was also Additionally, advanced gear allows most
completely transformed by the Coming of travelers to be active a bit longer throughout
the Rifts, ancient maps are nearly useless. the day than they might otherwise. For this
Vehicles rarely travel top speed for long and reason, travel times are measured in six
instead are limited by terrain factors. Hover hour increments. Some groups travel twelve
systems need time to cool down, super- hours per day through safer regions, but
tech vehicles need maintenance, and power cautious teams travel around six hours a day.
systems need to be recharged. Additionally, Traveling for more than twelve hours a day
the ever-present threat of monsters from is widely considered reckless and requires
the Rifts or ambush by armed parties slows a Fatigue roll made by each party member,
progress to a cautious pace. with each additional six hours requiring an
Navigation is an arduous task, complicated additional roll at a cumulative −1 penalty.
by ever-shifting unmarked wildernesses and
„„Draw for an Encounter once per day.

19
„„When traveling by air, Draw for an
WASTELAND TRAVEL TIMES Encounter once per hour. Ignore
TRANSPORT MILES/6 HOURS Diamonds (Treasure) face card results,
Foot 12 except for an Ace which is treated
Horse/Mount 15 normally. Clubs (Obstacles) results
All-Terrain Vehicles 18 include inclement weather or other
threatening atmospheric phenomena.
Hovercraft 21
Hovercycles 24
Air Transport 3 ×Top Speed Water Travel
Traveling by water is one of the safest and
Water Transport Special
most secure ways of traversing Rifts Earth
quickly, though it is still fraught with
danger. Sea monsters, pirates, and bizarre
Air Travel
phenomena are all threats. The rate of travel
Traveling by flight is much more dangerous
is usually at a “Cruising Speed” equal to
than overland travel since it attracts the
half the watercraft’s Top Speed, but there
dragons, demons, and raiders. Surface-to-
is no penalty to the Vehicle Fatigue roll for
Air systems use passive sensors and fire
traveling 24 hours a day at this reduced
from complete concealment, getting The
pace; otherwise roll normally.
Drop in an ambush. For this reason, only
those able to fly at relatively high altitude „„Draw for an Encounter for every twelve
or with powerful escorts attempt long-range hours of travel along rivers and lakes,
travel by air, though it covers distances much or once per day when at sea. Ignore
more quickly. The rate of travel is usually Diamonds (Treasure) results, except
at a “Cruising Speed” equal to half of the for an Ace which is treated normally.
aircraft’s Top Speed. If traveling faster, roll Clubs (Obstacles) results include
Vehicle Fatigue at an additional −1 penalty inclement weather or other threatening
for each six hours traveled. atmospheric phenomena.

20
Going Broke: The basics of life are not
BARTER guaranteed, broke characters still need to
hunt, forage, scrounge, or trade services for
food, water, and shelter.
Poor or Rich Characters: In Savage Rifts®
The following rules cover areas of Rifts
the Rich and Filthy Rich Edges do not
Earth where money is either in short supply
provide a modifier to Wealth rolls. Famous
or folks have other priorities. Keep in mind
heroes do gain a bonus to Wealth rolls and
that barter economies rely as much on the
this also applies to characters with a bonus
trading of services, favors, and positions of
to Persuasion from their Iconic Framework,
power as they do swapping valuable goods.
such as a Cyber-Knight or Glitter Boy.
Expanded Wealth
Supplies
Though the Universal Credit is in common
When traveling outside of the relative
use throughout North America and much
comfort and civilization offered in places
of Europe, and variations on the credit are
like the Coalition States, expeditions need
available in other civilized areas of the
to carry sufficient supplies to reach their
world (it is a pre-cataclysm technology after
destination. These rules expand the rules
all), most ordinary people care more about
for Wealth (see Savage Worlds) and allow
gasoline, bullets, and food than complicated
you to track consumables in a convenient,
pieces of plastic.
dramatic way.

BARTER ECONOMY
USING SUPPLIES
All value is measured in “credits” throughout
Supplies are normally tracked as a group,
Rifts Earth, but make sure to note what
though they can be tracked individually if
form valuables take. Precious metals, gems,
desired. A party able to cover their needs for
and non-powered gear will have worth
a week or two has d6 Supplies.
to denizens of even the most primitive
When your party spends a day in an area
settlements, while E-clips or medical devices
where they cannot use normal trade or
may have varying appeal depending on
barter to supply themselves with the specific
people’s needs and local barter economies.
necessity of adventuring (food, water, fuel,
For long-term interactions in an area
and the like), or uses a limited resource (like
where credits hold little value, use the
ammo or spare parts), make a Supply roll
Wealth rules from Savage Worlds with the
modified by a region’s Horror Factor.
following modifications.
As with Wealth dice, Supply works much
like a Trait roll. Success means there is no
BUYING THINGS
change in the Supply die, while a failure
Characters must roll to acquire items costing
means it is reduced one die type. Critical
more than 25 credits × their Wealth die. In
Failure means the Supply is reduced by d4+1
barter economies, advanced (and expensive)
die types (may be due to wastage or other
items like power armor or rune weapons are
narrative factors).
generally not obtainable using Wealth rolls—
they are priceless treasures. Sometimes,
OUT OF SUPPLIES
Supply dice (see below) may be traded in
If the Supply die is reduced to less than
barter as well (exchanging ammo, fuel or
d4, the natural results of not having them
other valuable consumables for needed
ensues. See Kinds of Supplies on page 22.
goods, or the other way around).

21
KINDS OF SUPPLIES „„Food: Provisions and rations, whether
Rations in winter, bullets in a war, gasoline fresh or preserved. If depleted, each
on an expedition, and water in a desert are character is down to personally carried
all examples of common types of Supplies. emergency rations (such as those in
If something is easily replenishable, or an NG-S2 Survival Pack), or they are
“in supply,” then don’t track it. Only track subject to Hunger (see Savage Worlds).
Supplies that may sometime soon become „„Fuel: The vehicle is stranded and
scarce with use. inoperable until refueled.
„„Spare Parts: Whenever you make a
„„Ammo: If Ammo Supplies run out, each
Repair roll for Vehicle Fatigue or a
character is down to their personally
Technical Difficulty (Glitches or Serious
carried ammunition, minus the amount
Problems only), make a Supplies check
listed in Ammo & Power Points under
for your spare parts stockpile. If fully
Mass Battles in Savage Worlds.
depleted, gear needing spare parts
cannot be Repaired. Note: Spare Parts
EQUIPMENT MAINTENANCE do not include the expensive and rare
parts required for major repairs (i.e.
Wounds, Critical Hits, and Severe
Equipment may need regular upkeep. Failures). These parts must be obtained
Normal wear and tear is covered by and tracked separately.
Technical Difficulties and Journey „„Water: Tracked in areas lacking
rules, but if a party is putting gear untainted water sources, like deserts or
to heavy use the GM may call for an irradiated wastelands. If depleted, each
Equipment Maintenance roll. This character is subject to the thirst Hazard.
is usually a Common Knowledge
roll for each party member, though STOCKPILING SUPPLIES
Survival or Electronics is often Raising the Supply die is done by purchasing,
appropriate. Critical Failures cause finding, or being rewarded with supplies.
Technical Difficulties. Failures cause As long as cargo storage and encumbrance
one level of Technical Difficulty, allow, a Supply die may be raised to d12 or
beginning at Glitch (−1 penalty), even higher. Finding Supplies for purchase
which can be Repaired normally. requires a Networking roll, modified by
For example, a party hacking their Gear Availability. Rolls to personally locate
way through a dense jungle checks Supplies—like finding food or water using
Common Knowledge to maintain survival techniques—should be Quick
their machetes and cutting tools. Encounters or Dramatic Tasks as determined
Then, after using their trusty NG-S2 by the GM.
Survival Packs to weather a terrible
storm, they each roll Survival to see SHARING SUPPLIES
how their personal equipment fared. Supplies may be swapped between parties
Used sparingly, this rule can at a rate of one Supply die increase per
make even replacing boots become Supply die decrease —assuming both
a thematic adventure hook, or bent parties are of roughly the same size and
pitons and frayed ropes a narrative would consume the supplies at an equal
event that can drive your story home. rate. For each doubling in party size reduce
the effective Supply die by one die type, and
for each halving of party size increase the

22
TOMORROW LEGION EXPEDITIONS
Contact & Cartography: The team is on a mission of pure exploration and diplomacy.
Courier: Deliver important messages and/or artifacts and possibly assist the receiver.
Rescue: A lost expedition, refugees, or persons of interest must be located and retrieved.
Search & Secure: Investigate a rumor or pacify a threat and secure any related materials.

effective Supply die by one die step. Use the Edges: Arcane Background (Gifted), Block,
same guidelines to adjust a group’s Supply Frenzy, Fleet-Footed
dice when gaining or losing party members. Powers: Bolt, blast, elemental manipulation
(earth), entangle (plant form only), protection.
Power Points: 40
ALLIES AND Special Abilities:
„„Bite/Claw: Str+d8 Mega Damage, AP 8.
ADVERSARIES „„Burrow (8”): Earth elementals can meld
into and out of the ground.
„„Durable Form: Grants +10 MDC Armor
Elementals
and +3 Toughness.
Elementals are supernatural energy beings
„„Elemental: No bonus damage from
from another material plane anchored to our
Called Shots, ignore 1 point of Wound
reality by a physical body reflecting their
penalties, immune to most Hazards.
plane’s base nature. Though their nature
„„Fast Regeneration: Wounded creatures
is quite alien and not fully understood, it
make a Vigor roll every round—even
is believed that minor elementals are naive
after they’ve been Incapacitated. A
independent energy beings while major
success heals one Wound (or removes
elementals are thought to often be shards
Incapacitated status), and a raise heals
of much greater intelligences from their
an additional Wound.
associated elemental planes.
„„Fear: Elementals cause Fear checks.
Elementals are immortal in their native
„„Fearless: Immune to Fear effects and
realms, so fight fearlessly. However,
Intimidation.
elementals can be destroyed here on
„„Hardy: If Shaken, another Shaken
our plane of existence, something only
result doesn’t cause a Wound.
powerful elemental intelligences even
„„Immunity (Earth): Immune to earth-
vaguely comprehend. For those that do, the
based attacks (including rocks or
realization fills them with fury.
powers with earth, mud, stone, or sand
Trappings).
EARTH ELEMENTAL, MINOR „„Mystic Awareness: May use detect
Minor earth elementals are independent
arcana as an Innate Ability and sense
elemental beings that manifest by possessing
supernatural beings with a Notice roll.
a body formed of plants, mud, or rock.
„„Perfect Night Vision: Ignore all
Attributes: Agility d6, Smarts d4, Spirit d6, Illumination penalties.
Strength d12+4, Vigor d12+2 „„Shapeless Ooze (Mud form only): Can
Skills: Athletics d10, Fighting d10, Focus d8, ooze through cracks and openings.
Notice d6, Persuasion d4, Stealth d6 Immune to mundane kinetic attacks
Pace: 8; Parry: 8; Toughness: 25 (10) like ballistic weapons, rail guns, vibro-
Hindrances: Clueless, Ruthless (Minor) blades, etc. Can only be Shaken by

23
kinetic explosions. Arcane water attacks or powers with earth, mud, stone, sand
inflict +4 damage and resulting Wounds Trappings).
cannot be regenerated. „„Mystic Awareness: May use detect
„„Size 3 (Normal): 12’ tall and weigh up arcana as an Innate Ability and sense
to 2000lbs. supernatural beings with a Notice roll.
„„Perfect Night Vision: Ignore all
EE EARTH ELEMENTAL, MAJOR Illumination penalties.
Major earth elementals are fragments of an „„Size 7 (Large): 30’ tall and weighs
even greater other-dimensional intelligence, several tons. Can take an additional
and manifest as vaguely humanoid masses Wound.
of stone and rock. They wield immense
power over the earth and plants. AIR ELEMENTAL, MINOR
Minor air elementals are independent
Attributes: Agility d10, Smarts d6, Spirit d10,
elemental beings that manifest a colored,
Strength d12+10, Vigor d12+4
vaguely humanoid vaporous cloud with
Skills: Athletics d12, Fighting d12, Focus
large eyes and a gaping maw.
d12, Notice d10, Persuasion d6, Stealth d8
Pace: 6; Parry: 10; Toughness: 44 (20) Attributes: Agility d10, Smarts d6, Spirit d6,
Hindrances: Ruthless (Minor), Stubborn Strength d12+2, Vigor d12
Edges: Arcane Background (Gifted), Block Skills: Athletics d10, Fighting d10, Focus d8,
(Imp), Frenzy (Imp) Notice d6, Persuasion d4, Stealth d10
Powers: Barrier, bolt, blast, elemental Pace: —; Parry: 7; Toughness: 17 (4)
manipulation (earth), entangle, protection, Hindrances: Clueless, Ruthless (Minor)
stun, summon ally. Power Points: 100 Edges: Arcane Background (Gifted), Frenzy
Special Abilities: Powers: Bolt, deflection, elemental manipulation
„„Bite/Claw: Str+d12 Mega Damage, AP 24. (air), havoc, sloth/speed. Power Points: 40
„„Burrow (12”): Earth elementals can Special Abilities:
meld into and out of the ground. „„Bite/Claw: Str+d8 Mega Damage, AP 8.
„„Durable Form: Grants +20 MDC Armor „„Durable Form: Grants +4 Armor and +2
and +7 Toughness. Toughness.
„„Elemental: No bonus damage from „„Elemental: No bonus damage from
Called Shots, ignore 1 point of Wound Called Shots, ignore 1 point of Wound
penalties, immune to most Hazards. penalties, immune to most Hazards.
„„Fast Regeneration: While wounded „„Ethereal: Air Elementals can maneuver
make a Vigor roll every round— through any non-solid surface.
even after being Incapacitated. A „„Fast Regeneration: While wounded
success heals one Wound (or removes make a Vigor roll every round—
Incapacitated status), and a raise heals even after being Incapacitated. A
an additional Wound. success heals one Wound (or removes
„„Fear (−2): Major elementals are primal Incapacitated status), and a raise heals
creatures and cause Fear checks at −2. an additional Wound.
„„Fearless: Immune to Fear effects and „„Fear: Elementals cause Fear checks.
Intimidation. „„Fearless: Immune to Fear effects and
„„Hardy: If Shaken, another Shaken Intimidation.
result doesn’t cause a Wound. „„Flight: Fly at Pace 12 with a d10 run die.
„„Immunity (Earth): Immune to earth- „„Immunity (Physical): Impervious to
based attacks (including thrown stones mundane kinetic attacks like ballistic

24
weapons, rail gun blasts, punches, „„Fast Regeneration: While wounded
kicks, vibro-blades, etc. Can only be make a Vigor roll every round—
Shaken by kinetic explosions. Energy, even after being Incapacitated. A
magic, and psionic attacks do full success heals one Wound (or removes
damage. Incapacitated status), and a raise heals
„„Invisibility: Innate Ability of invisibility an additional Wound.
used without a roll (at the base −4 level). „„Fear (−2): Major elementals are primal
„„Mystic Awareness: May use detect creatures and cause Fear checks at −2.
arcana as an Innate Ability and sense „„Fearless: Immune to Fear effects and
supernatural beings with a Notice roll. Intimidation.
„„Perfect Night Vision: Ignore all „„Flight: Fly at Pace 24 with a d12 run die.
Illumination penalties. „„Hardy: Does not suffer a Wound from
„„Size 3 (Normal): 12’ tall and weighs being Shaken twice.
50lbs. „„Immunity (Physical): Impervious to
„„Weakness (Electricity): Suffer +4 mundane kinetic attacks like ballistic
damage from electricity based attacks. weapons, rail gun blasts, punches,
Such Wounds cannot be regenerated. kicks, vibro-blades, etc. Can only be
Shaken by kinetic explosions. Energy,
EE AIR ELEMENTAL, MAJOR magic, and psionic attacks do full
Major air elementals are usually fragments damage.
of an even greater other-dimensional „„Invisibility: Innate Ability of invisibility
intelligence, and manifest as a magnificent used without a roll (at the base −4 level).
glowing white vapor or cloud with inhuman „„Mystic Awareness: May use detect
eyes and a mouth. They wield immense arcana as an Innate Ability and sense
power over the winds, storms, and air. supernatural beings with a Notice roll.
„„Perfect Night Vision: Ignores all
Attributes: Agility d12, Smarts d6, Spirit d10,
Illumination penalties.
Strength d12+8, Vigor d12+2
„„Size 7 (Large): 30’ tall and weighs
Skills: Athletics d12, Fighting d12, Focus
100lbs. Can take an additional Wound.
d12, Notice d10, Persuasion d6, Stealth d12
„„Weakness (Electricity): Suffer +4
Pace: —; Parry: 8; Toughness: 35 (12)
damage from electricity based attacks.
Hindrances: Ruthless (Minor), Stubborn
Such Wounds cannot be regenerated.
Edges: Arcane Background (Gifted), Frenzy
(Imp), First Strike (Imp)
FIRE ELEMENTAL, MINOR
Powers: Bolt, blast, deflection, elemental
Minor fire elementals are independent
manipulation (air), heal, havoc, sloth/speed,
elemental beings that manifest as vaguely
telekinesis, teleport. Power Points: 100
humanoid walking flame with large eyes
Special Abilities:
and a gaping maw.
„„Bite/Claw: Str+d10 Mega Damage, AP
20. Attributes: Agility d8, Smarts d4, Spirit d6,
„„Durable Form: Grants +12 MDC Armor Strength d12+2, Vigor d12
and +7 Toughness. Skills: Athletics d10, Fighting d12, Focus d8,
„„Elemental: No bonus damage from Notice d8, Persuasion d4, Stealth d8
Called Shots, ignore 1 point of Wound Pace: 10; Parry: 8; Toughness: 17 (4)
penalties, immune to most Hazards. Hindrances: Clueless, Ruthless (Major)
„„Ethereal: Air Elementals can maneuver Edges: Arcane Background (Gifted), Fleet-
through any non-solid surface. Footed, Frenzy

25
Powers: Bolt, blast, burst, elemental glowing red pillar of flame or fireball with
manipulation (fire). Power Points: 40 inhuman eyes and a mouth. They wield
Special Abilities: immense power over heat and flames.
„„Bite/Claw: Str+2d6 Mega Damage, AP
Attributes: Agility d10, Smarts d6, Spirit d10,
18, It Burns.
Strength d12+6, Vigor d12+2
„„Damage Field: As the power, but 2d6
Skills: Athletics d12, Fighting d12+2, Focus
damage to all adjacent beings at the end
d12, Notice d6, Persuasion d6, Stealth d10
of the creature’s turns. Nearby objects
Pace: 8; Parry: 9; Toughness: 34 (12)
may ignite, see Fire in Savage Worlds.
Hindrances: Ruthless (Major), Stubborn
„„Durable Form: Grants +4 Armor and +2
Edges: Arcane Background (Gifted), Berserk,
Toughness.
Frenzy (Imp)
„„Elemental: No bonus damage from
Powers: Bolt, blast, burst, deflection, elemental
Called Shots, ignore 1 point of Wound
manipulation (fire), protection. Power Points:
penalties, immune to most Hazards.
100
„„Fast Regeneration: While wounded
Special Abilities:
make a Vigor roll every round—
„„Bite/Claw: Str+4d6 Mega Damage, AP
even after being Incapacitated. A
36, It Burns.
success heals one Wound (or removes
„„Damage Field: As the power, but 4d6
Incapacitated status), and a raise heals
damage to all adjacent beings at the end
an additional Wound.
of the creature’s turns. Nearby objects
„„Fear: Elementals cause Fear checks.
may ignite, see Fire in Savage Worlds.
„„Fearless: Immune to Fear effects and
„„Durable Form: Grants +12 MDC Armor
Intimidation.
and +6 Toughness.
„„Immunity (Physical and Heat):
„„Elemental: No bonus damage from
Impervious to mundane kinetic attacks
Called Shots, ignore 1 point of Wound
like ballistic weapons, rail gun blasts,
penalties, immune to most Hazards.
punches, kicks, vibro-blades, etc. and
„„Fast Regeneration: While wounded
to all forms of fire, heat, and plasma
make a Vigor roll every round—
damage (including arcane sources). Can
even after being Incapacitated. A
only be Shaken by explosions. Non-
success heals one Wound (or removes
heat based energy, magic, and psionic
Incapacitated status), and a raise heals
attacks do full damage.
an additional Wound.
„„Mystic Awareness: May use detect
„„Fear (−2): Major elementals are primal
arcana as an Innate Ability and sense
creatures and cause Fear checks at −2.
supernatural beings with a Notice roll.
„„Fearless: Immune to Fear effects and
„„Perfect Night Vision: Ignore all
Intimidation.
Illumination penalties.
„„Flight: Fly at Pace 12 with a d10 run die.
„„Size 3 (Normal): 12’ tall and weighs
„„Immunity (Physical and Heat):
50lbs.
Impervious to mundane kinetic attacks
„„Weakness (Water): Suffer +4 damage
like ballistic weapons, rail gun blasts,
from water based attacks. Such Wounds
punches, kicks, vibro-blades, etc. and
cannot be regenerated.
to all forms of fire, heat, and plasma
damage (including arcane sources). Can
EE FIRE ELEMENTAL, MAJOR only be Shaken by explosions. Non-
Major fire elementals are usually fragments
heat based energy, magic, and psionic
of an even greater other-dimensional
attacks do full damage.
intelligence, and manifest as a massive

26
„„Mystic Awareness: May use detect „„Mystic Awareness: May use detect
arcana as an Innate Ability and sense arcana as an Innate Ability and sense
supernatural beings with a Notice roll. supernatural beings with a Notice roll.
„„Perfect Night Vision: Ignore all „„Perfect Night Vision: Ignore all
Illumination penalties. Illumination penalties.
„„Size 7 (Large): 30’ tall and weighs „„Shapeless Body (Water form only):
400lbs. Can take an additional Wound. Can flow through cracks and openings.
„„Weakness (Water): Suffer +4 damage Impervious to mundane kinetic attacks
from water based attacks. Such Wounds like ballistic weapons, rail gun blasts,
cannot be regenerated. vibro-blades, etc. Can only be Shaken
by kinetic explosions. Energy, magic,
WATER ELEMENTAL, MINOR and psionic attacks do full damage.
Minor water elementals are independent „„Size 3 (Normal): 10’ tall and up to
elemental beings that manifest by possessing 1200lbs.
a body formed of either liquid water or ice. „„Weakness (Heat): Suffer +4 damage
from heat and plasma based attacks;
Attributes: Agility d10, Smarts d4, Spirit d6,
such Wounds cannot be regenerated.
Strength d12+2, Vigor d12
Skills: Athletics d10, Fighting d10, Focus d8,
Notice d6, Persuasion d4, Stealth d8
EE WATER ELEMENTAL, MAJOR
Major water elementals are usually
Pace: 10; Parry: 7; Toughness: 19 (4)
fragments of an even greater other-
Hindrances: Clueless, Ruthless (Minor)
dimensional intelligence, and manifest as
Edges: Arcane Background (Gifted),
a massive cresting wave or waterfall with
Counterattack, Fleet-Footed, Frenzy
inhuman eyes and a mouth. They wield
Powers: Bolt, blast, elemental manipulation
immense power over water, rain, and ice.
(water), havoc. Power Points: 40
Special Abilities: Attributes: Agility d8, Smarts d6, Spirit d10,
„„Aquatic: Pace 12 with a d10 run die. Strength d12+6, Vigor d12+2
„„Bite/Claw: Str+d8 Mega Damage, AP 8. Skills: Athletics d12, Fighting d12, Focus
„„Durable Form: Grants +4 Armor and +4 d12, Notice d8, Persuasion d6, Stealth d10
Toughness. Pace: 8; Parry: 8; Toughness: 34 (12)
„„Elemental: No bonus damage from Hindrances: Ruthless (Major), Stubborn
Called Shots, ignore 1 point of Wound Edges: Arcane Background (Gifted),
penalties, immune to most Hazards. Counterattack (Imp), Frenzy (Imp)
„„Fast Regeneration: While wounded Powers: Banish, bolt, blast, deflection, dispel,
make a Vigor roll every round— elemental manipulation (water), havoc, heal,
even after being Incapacitated. A stun. Power Points: 100
success heals one Wound (or removes Special Abilities:
Incapacitated status), and a raise heals „„Aquatic: Pace 24 with a d12 run die.
an additional Wound. „„Bite/Claw: Str+d10 Mega Damage, AP
„„Fear: Elementals cause Fear checks. 20.
„„Fearless: Immune to Fear effects and „„Durable Form: Grants +12 MDC Armor
Intimidation. and +6 Toughness.
„„Hardy (Ice form only): Does not suffer „„Elemental: No bonus damage from
a Wound from being Shaken twice. Called Shots, ignore 1 point of Wound
„„Immunity (Water): Immune to water- penalties, immune to most Hazards.
based attacks.

27
„„Fast Regeneration: Wounded creatures VERNULIAN COMMANDO
make a Vigor roll every round—even Part cyborg, part assassin, and part deep-
after they’ve been Incapacitated. A cover scout, these commandos guard their
success heals one Wound (or removes faction’s secrets with their lives—and by
Incapacitated status), and a raise heals taking the lives of others.
an additional Wound.
Attributes: Agility d8, Smarts d8, Spirit d8,
„„Fear (−2): Major elementals are primal
Strength d10, Vigor d10
creatures and cause Fear checks at −2.
Skills: Athletics d10, Common Knowledge
„„Fearless: Immune to Fear effects and
d8, Electronics d8, Fighting d10,
Intimidation.
Intimidation d10, Notice d10, Persuasion
„„Immunity (Physical): Impervious to
d8, Piloting d8, Shooting d8, Stealth d8,
mundane kinetic attacks like ballistic
Survival d8
weapons, rail gun blasts, punches, kicks,
Pace: 6; Parry: 7; Toughness: 17
vibro-blades, etc. Can only be Shaken
Hindrances: Bloodthirsty, Death Wish,
by kinetic explosions. Energy, magic,
Ruthless (Minor), Vow (Major—Serve the
and psionic attacks do full damage.
Vernulian High Command)
„„Mystic Awareness: May use detect
Edges: Arcane Background (Psionics),
arcana as an Innate Ability and sense
Assassin, Brave, Bruiser, Dodge, Power
supernatural beings with a Notice roll.
Armor Jock, Marksman
„„Perfect Night Vision: Ignore all
Powers: Arcane protection*, mind link, and
Illumination penalties.
telekinesis. ISP: 15
„„Shapeless Body: Can flow through
Cybernetics: Core Electronics, Optics (+2
cracks and openings.
sight-based Notice, ignore Illumination
„„Size 7 (Large): 30’ tall and weighs 6
penalties), Targeting Eye (+2 Shooting),
tons. Can take an additional Wound.
Wilderness Scout Package (+2 Survival).
„„Weakness (Heat): Suffer +4 damage
Gear: Energy Field Collar (+6 Toughness),
from heat and plasma based attacks.
2 × Vernulian Blasters (Range 18/36/72,
Such Wounds cannot be regenerated.
Damage 4d6, RoF 1, AP 4), 2 × Vibro-Blade
Vambraces (Str+2d4 Mega Damage, AP 8,
Vernulian
Parry +1, Claws), 2 × frag grenades (Range
Extermination Squads
5/10/20, 5d6 Mega Damage, LBT).
The Vernulian government’s special
Special Abilities:
operations teams at work in North America
„„Four Arms: Vernulians ignore 2 points
are completely top secret, designed to avoid
of Multi-Action penalties each turn.
detection by the Coalition or other Earth
„„Non-Standard Build: Subtract 2
political powers. The government faction of
from Trait rolls when using human
Vernulians has three main objectives they
equipment. Can’t wear most armor, etc.
pursue mercilessly through commando
See The Tomorrow Legion Player’s Guide.
raids and subterfuge.
„„Prehensile Tentacles: Vernulians gain
The first is to establish military posts and
+2 on all Athletics checks.
strategic sites for further hidden operations.
„„Semi-Aquatic: 15 minutes before
The second is to acquire “alien technologies”
checking for drowning.
of all kinds, with a focus on securing “Rift
„„Size 2 (Normal): Vernulians are 750
access.” And the third is the eradication of
pounds and rear up 14’ high, on average.
all Vernulian political refugees, as an Earth-
based rebel faction has been inspiring unrest
across their home world.

28
CHAPTER
FOUR

MURDERTHON

T
his adventure gives the heroes a traditional marathon and obstacle course.
chance to participate in one of the The organizer of this event, Destin Knowles,
most dangerous sports of all—a Juicer has promised a rich prize to the winner.
competition which is part obstacle course, In truth, the Murderthon is a trap;
part marathon, and all mayhem! However, “Destin Knowles” is actually an ambitious
things are far more than they seem in the (and unhinged) necromancer named
arena. The organizer of the Murderthon is Malagant. The necromancer plans to use
using the event as a trap to lure in as many the event to lure more Juicers into his grasp
Juicers as possible so he may transform and transform them into undead murder
them into his undead slaves! Can the heroes wraiths. In addition, Lord Dunscon tasked
figure out this nefarious plan and stop the Malagant to stir up chaos in the region. To
necromancer from assembling an army of that end, the necromancer has invited the
murder wraiths? Tomorrow Legion to take part and ensured
This adventure is for up to six characters of that even the Coalition are taking notice of
Novice or Seasoned Rank. The characters are the event by linking it to the events of the
all assumed to be a Tomorrow Legion patrol. Juicer Uprising.
The heroes arrive at the arena and
Widowmaker accosts them, a cocky and
brash Juicer looking to eliminate some
OVERVIEW competition early—by any means necessary.
The Legionnaires may either talk their
way out of the confrontation or deal with
This scenario is comprised of three parts. Widowmaker then and there.
The Warmup announces a special one- Rumors abound about the event. Some say
night-only Murderthon event on the a few contenders have gone missing under
outskirts of Kingsdale. A no-holds-barred mysterious circumstances. Many blame this
Juicer sport, murderthons combine the on cheating Juicers like Widowmaker. The
mayhem of serious combat with a more truth, however, is Malagant has already

29
begun killing some of the Juicers to create The Murderthon takes place in the
his murder wraiths. arena once more when the heroes confront
In Welcome to the Murderthon! we get Malagant just as the necromancer completes
into the main event: the Murderthon! This his ritual! The Legionnaires have to deal
competition is an unlimited team event, with a power-mad necromancer, the
meaning the entire group participates as murder wraiths, and more…at the climactic
one against another group of Juicers. The moment, an enormous Hangdog Daemonix
event, however, is really just a sideshow burrows up from the floor of the arena to
while Malagant prepares his ritual to create join the battle!
the murder wraiths using the dead Juicers.
After the Murderthon, the heroes have
only a few hours before midnight to
investigate and discover what Malagant is THE WARMUP
really up to. Some of the other contenders
with minor wounds go for treatment and are
never seen again, for example. A “retired” The Legionnaires prepare to set out on
Juicer coach (a Juicer who went through a standard patrol when they meet with
detox) named Carver can point the heroes Dhara Hammerheart, one of the leaders
in the right direction, but only if they can of the Tomorrow Legion. Read aloud or
convince him to help. paraphrase the following:

30
A dwarf with fiery red hair, a sunny However, there is one danger the heroes
smile, and a warrior’s heft to her broad must face before they reach their goal, and
shoulders stands before you. This is his name is Widowmaker. This young and
Dhara Hammerheart, one of the leaders ambitious Juicer heard the Tomorrow Legion
of the Tomorrow Legion. “Greetings, sent a team to take part in the contest, and
Legionnaires,” She hands you what looks he plans to thin out the other competitors
like a flyer advertising some sort of sporting early on. Widowmaker sends one of his best
event. “Something is going on out near men—a Juicer named Kasey—to set up an
Kingsdale; a Juicer sports competition called ambush for the Legionnaires, intending to
a murderthon, and they’ve specifically take them by surprise.
invited the Tomorrow Legion to attend.”
Dhara’s expression is thoughtful. “Juicer KASEY’S AMBUSH
sports in general are bloody, savage One of the Juicers working for Widowmaker,
competitions and nothing we truly want Kasey is a hard-bitten and cynical warrior.
to be involved in. However, I hear this He’s set up himself and two other Juicers in
particular murderthon is going to be more concealment just out of sight of the arena,
restrained.” gambling that the Tomorrow Legion will
Dhara laughs. “I have my doubts, but pass through the area on their way to the
the fact remains that this an unprecedented murderthon.
opportunity for the legion to reach out Kasey and the other Juicers are in cover
and build relationships with nearby amongst a group of trees surrounding a
realms. Kingsdale is a very prosperous clearing. Call for a Notice check against
and influential city-state. We need a closer Kasey’s Stealth roll when the heroes arrive.
relationship with them. This region has a If the Legionnaires fail to spot Kasey, he
history with Juicers ever since the Juicer and the other Juicers have the Drop on the
Uprising.” Legionnaires. Kasey wears a very distinctive
The dwarf nods towards your group. cologne; Notice checks using scent gain a
“Therefore, your team will attend the bonus of +2 against him.
murderthon. Keep your eyes open and As the battle begins, read aloud or
remember you represent all of us. Go show paraphrase the following:
them who we are.”
A tall, broad-shouldered man with a long
Mohawk steps out of hiding, training a laser
Journey to the
rifle on your group. He wears the distinctive
Sideshow Arena
harness and armor of a chemically-
Heading east towards Kingsdale is a
enhanced Juicer! “You’re not going to make
relatively easy trip; on foot or using ground
it to the murderthon, punks,” He says with
vehicles (including horses or other mounts),
a sneer. “Widowmaker’s gang will be the big
the journey takes only a few days. If the
winners… you’re just a bump in the road.”
Legionnaires have access to a flying vehicle
(or other method of long-term flight), they He opens fire. All three of the Juicers have
reach the Sideshow Arena in a matter of 2 Burn and are in Last Call. All three are
hours. In either case, the trip is relatively willing to spend their last point of Burn
uneventful. Although this is still the during the battle, meaning live capture is
wilderness, the region nearest Kingsdale extremely unlikely. If the Legionnaires are
is well-traveled and there are few major particularly powerful or numerous, the
threats along the way. Game Master may add a number of Black
Market enforcers to Kasey’s force. If captured,

31
the enforcers know very little; Widowmaker “Sideshow Arena!” over and over again. A
just hired them to act as backup. large open lot lies nearby, filled with several
ground and air vehicles parked for the
EE Kasey: Use Juicer stats from Rifts ® show. The most obvious vehicle in the lot
Savage Foes of North America with 2 Burn
is a glossy black Mountaineer ATV with
and in Last Call.
the name “Widowmaker” scrawled out in
„„Widomaker’s Gang (2): Use Juicer stats
detailed blue markings across both sides.
from Rifts® Savage Foes of North America
with 2 Burn in Last Call. There is only one visible entrance or exit
to the arena—the front doors. The earth
ARRIVING AT THE ARENA elemental (see page 23 for statistics) is
When the Legionnaires reach the Sideshow busy working on the arena wall and ignores
Arena, read aloud or paraphrase the the heroes, only acting to defend itself if it
following: is deliberately attacked. Widowmaker’s ATV
sits locked but unattended.
The construction ahead of you is
impressively large, if crudely-built. The
The Arena
arena appears made from several large slabs
The immense arena itself and the stands take
of rough stone, arranged in an irregular oval
up most of the Sideshow Arena’s floor space.
shape. The roof of the structure is another,
Each team participating in the competition
darker type of stone—onyx or perhaps slate.
has a small locker room to prepare for the
Its curvature suggests a dome. A bulky
events. The interior of the arena is clearly
humanoid figure made of the same gray
built on some pre-Rifts ruins, most likely
rock that makes up the walls is smoothing
a college stadium from when the area was
the stone underneath its fingers—obviously
once part of West Plains, Missouri.
some kind of earth elemental shoring up the
Detailed below are a number of additional
framework.
important areas:
A large neon sign buzzes and flickers
over the double doors at the front of the
GYMNASIUM
arena. The sign pulses with vibrant pink
One area has set been aside as a
and yellow colors, blinking out the words
“gymnasium,” though any true athlete can
tell at a glance this is merely a token effort.
THE JUICER UPRISING The room contains only the basics—some
old and rusty weights, a bench or two, a
barely-functional treadmill, and a few other
A large group of Juicers assembled scavenged exercise machines. Nevertheless,
in a place called Newtown (not far the room is rarely empty, as Juicers use the
from Kingsdale), looking for a way gym to work out, gossip, or simply show off.
to extend their lifespan offered by a
company called Ultra-Tech Industries. MEDICAL BAY
The offer turned out to be a cruel lie, Cheap plastic curtains divide this room
and the Juicers ended up in a brutal into quarters. In each quarter, there is
fight with the Coalition military. a metal operating table and some basic
For more background on the Juicer medical supplies. A character with the
Uprising, see the Savage Rifts® Game Healing skill can tell at a glance this bay is
Master’s Handbook. not set up for more than minor injuries at
best. The medical area is mostly for show—

32
Malagant intends to kill any injured Juicers The inner portion of the field hosts the
and transform them into murder wraiths smaller events (such as strength or agility
during his necromantic ritual (The Grand competitions). The outer section (closest to
Finale page 42). the stands) comprises the murderthon for
Malagant hides an entrance to the tunnels the main event. Orange cones mark out the
in this room behind one of the medical track, but until the time of the event, tarps
supply carts. The entrance is cunningly cover much of the route to conceal what
concealed. A Notice roll at −4 is necessary challenges lie ahead for the competitors.
to find it, and someone would need to be An announcer’s dais sits within a roped off
searching for something out of the ordinary area in the center of the field. Inside this area,
in the first place! Malagant has concealed his necromantic
ritual circle (see We Have a Winner on
THE STANDS page 42). A character with the detect arcana
The stadium seats roughly 300 people power may reveal the ritual circle. This is
(attendance for the event tops out around an opposed roll against Malagant, since he
150), accommodated in a ring of seats has used the conceal arcana power here to
around the edges of the field. Stairs link the try and cover his tracks. If successful, the
rows and lead down to some rudimentary legionnaire can tell there is a concealed
restrooms. In addition, some entrepreneurs ritual circle here; and a raise reveals it is
from Kingsdale have brought snacks, hot intended to empower necromancy.
food, and other refreshments to sell at
various kiosks scattered around. THE TUNNELS AND MALAGANT’S LAIR
Malagant’s elementals have burrowed out
THE FIELD some tunnels beneath the field and through
A large patch of mostly open ground known the walls of the arena. The necromancer
as “the field” occupies most of the arena. uses these tunnels to capture and transport

33
„„The Chosen: An all-business group
TIMING THE EVENT of mercenary Juicers, the Chosen have
elected Sammael (a Hyperion Juicer)
as the spokesman. The bottom line—
If the Legionnaires show up early
winning the grand prize—interests this
for the murderthon, don’t worry.
group. Everything else is secondary,
Malagant’s true purpose is to use
meaning they are willing to cheat if
the Juicers for his ritual, so he doesn’t
there’s virtually no chance they’ll get
really care about starting things off
caught. In the murderthon, the Chosen
early. Thus, if the heroes show up
compete as a team of three Juicers.
before the murderthon’s scheduled
„„New Lions Pride: Led by a Delphi Juicer
start, he’s more than happy to launch
(still in her first year after conversion)
it right then rather than risk giving
named Eckert, this team is cocky and
the Tomorrow Legion more time to
confident. They are also fair, honorable,
discover his true scheme. In short,
and play by the rules. The New Lions
if the Legionnaires show up before
Pride is the team most likely to come
Sunday, just run the adventure as
to the heroes’ aid if there’s trouble.
normal. All you need to do is have
However, they are also a target for
Malagant (in his promoter guise)
Malagant. By the time the murderthon
explain the schedule has changed!
begins, this team is down to just two
members; Eckert and one other Juicer
named Hines.
„„The Rage Club: This loosely-organized
band of Titan Juicers answers to Enrico,
Juicers to the site of the ritual (see page
an older and scarred Juicer nearing last
43). The hidden entrances to the tunnels
call. True to its name, the Rage Club acts
are in the medical bay and beneath the
as if their main purpose is just to hurt
maze obstacle (see page 41). The tunnels
the other competitors. They have no
converge on Malagant’s ritual preparation
sense of teamwork and are all unreliable
site. This dimly-lit room contains the
glory hounds. The team consists of four
bodies of any Juicers he’s taken during the
Juicers in total.
competition and various necromantic ritual
gear, such as skulls, daggers, chalices full of
Things to Do in
dried organs, and so on.
the Arena
Heroes investigating the events surrounding
The Competition
the murderthon have a number of possible
The other teams taking part in the
encounters detailed in this section.
murderthon are as follows:
Depending on when the heroes arrive,
„„Widowmaker’s Gang: Widowmaker they may have some free time to wander—
heads this group of ambitious Juicers. and the Game Master can use any of the
Like their leader, the rest of the gang following ideas to give the Legionnaires
plan on cheating as much as they can get some excitement!
away with! Showboaters and braggarts,
Widowmaker’s gang constantly talks ROWDY FANS
trash about the other competitors. In the A group of inebriated fans have showed
murderthon, this is the largest group of up to the murderthon event and are
Juicers, consisting of five in total. heckling the competitors. Some of these

34
drunken enthusiasts are also hassling other CHARITY DONATION
spectators, including otherwise-peaceful A small booth has been set up to one side
townsfolk from Kingsdale and other nearby of the stadium seats. Labeled “The Arcadia
settlements. Foundation,” the staff at the booth helpfully
The heroes can deal with these boors in any explain that they represent a charity that
way they choose. A successful Intimidation, provides for the poor and indigent citizens of
Persuasion, or Taunt roll might make them Kingsdale. The booth is accepting donations
calm down. A display of psionic powers or for the charity, and they remind any visitors
magic could have the same effect. These that a portion of the proceeds from events at
rowdy enthusiasts are full of bravado, but the murderthon go to help the needy.
they’re not interested in any serious fighting. Malagant has, in fact, promised a portion
If any of them are seriously attacked, they of the prize money to the charity. He has
head for the exits! no intention of following through with
this, however! The necromancer’s broken
„„Rowdy Fans (2 per hero): Use Bandits
promise costs the charity deeply—they
from Rifts® Savage Foes of North America
had invested a great deal of time and effort
with no gear.
helping to set up and market the murderthon
as a means to get people interested in their
GYM ACCIDENT
cause. Staffers of the charity approach any
Messing about with heavy weights can lead to
Cyber-Knights or heroes in the group with
serious problems, especially in a haphazard
a particularly good reputation and ask for
and dilapidated gym, like the one inside
an endorsement (and a donation or two
Sideshow Arena. While the Legionnaires
wouldn’t hurt, either).
are visiting, one of the Juicers from another
team (see page 34 for a listing of the other
teams involved in the event) is working out
with an enormous barbell. Unfortunately,
the Juicer gets distracted by talking to his
teammate (or possibly in exchanging insults
with the heroes!). The barbell slips out of
his hands, and he risks serious injury as the
heavy bar suddenly drops.
Another Juicer or Crazy has the reaction
time to make a desperate grab for the
heavy bar if they wish. Ask for an Agility
roll—on a success, the hero can grab the bar
before it lands. Next, ask for a Strength roll
at −2 to successfully halt the falling weight.
Otherwise, the bar drops with a nasty
crunching sound, resulting in a badly hurt
Juicer! Characters with the Healing skill
can attempt a check (the Juicer has suffered
one Wound and a level of Fatigue). Any
legionnaire with the healing power can also
try to help.

35
some of the minor events planned by the
JUICER LEGIONNAIRES
Arcadia Foundation:
„„Test Your Might: This is a contest of raw
Juicer culture surrounds the physical strength. The competitors line
Legionnaires in the Sideshow up and lift increasingly heavy weights
Arena. That means most people the above their heads for a set time limit.
group interact with assume any Competitors must make a Strength
Legionnaires who are Juicers are roll, then a Vigor roll. Cull half the
the leader of the team or the group’s competition based on the Strength roll’s
spokesman. Both situations are ripe results, then whoever gets the highest
for interjecting some amusement and result for the Vigor roll wins the event.
fun into the game, especially if the „„Bullseye: This is a sharpshooting
Juicer character(s) in question rarely event. Competitors receive loaned
get a chance to act as the group’s Wilks laser rifles and must hit a target
“face.” Similarly, this adventure is a at medium range. Each competitor
great opportunity for Juicer heroes makes two Shooting rolls, eliminating
to interact with others who share half the competitors with the first shot.
the same abilities, beliefs, and fears The winner is the competitor with the
(especially of mortality). The Game highest of the second Shooting rolls.
Master should take a look at the „„Gym-Kata: A more free-form event,
Hindrances for any Juicer hero and this competition focuses on athletic and
find a way to highlight those in the acrobatic ability. Participants face tests
context of the adventure. of balance, speed, and ability to dodge
various moving obstacles. Competitors
must make an Athletics roll, then an
Agility roll. Cull half the competition
based on the Athletics roll’s results,
COMPETE!
then whoever gets the highest result for
The murderthon is the main event and what
the Agility roll wins the event.
all the spectators came to see! That doesn’t
mean there aren’t some other competitions
planned to warm up the crowd. The Arcadia
Foundation charity has sponsored several of WELCOME TO THE
these minor events, charging competitors MURDERTHON!
1,000 credits each. Half the money goes to
charity whilst the remainder goes to the
When the group enters the Arena, read
event’s winner.
aloud or paraphrase the following:
The heroes can participate in any or all
of these smaller events, which are all Quick The interior of the Sideshow Arena is no
Encounters. The Game Master should use more impressive than the outside and clearly
her discretion about the game’s pacing built on top of the ruins of an older stadium.
and how many of these minor events she You are standing at the edge of a long, oval-
wants to showcase before moving on to the shaped field roughly three hundred yards
murderthon itself. While intended for Juicers, across. There is a ring of seats for spectators
judges can make the events “unlimited” around the outer edge, and doors along the
upon request. This means any character can sides hint there are other areas built into the
take part (it’s for charity, after all!). Here are walls.

36
There is a vid-screen mounted on the wall heads, squishies. This competition has only
directly opposite the main entrance. As the one winner, and that’s me. Get in my way,
doors shut behind you, the screen flickers and we’ll grease you in a hot second.”
on, revealing the face of a human male with
Widowmaker has no interest in sticking
thinning hair and a broad smile. “Welcome
around after delivering his threat. The
to the Murderthon!” He says, grinning.
Mega Juicer plans to simply follow his
“I’m Destin Knowles, the event organizer.
gang into their locker room and get ready
And you must be the competitors from the
for the murderthon. If the Legionnaires
Tomorrow Legion, am I right?”
want to try and engage him in conversation,
In his guise as Destin Knowles, Malagant Widowmaker angrily claims he “has better
greets the heroes via the vid-screen as a things to do,” and leaves.
precaution. He wouldn’t want to be face- This scene introduces the heroes to one
to-face with a group of Cyber-Knights, for of the primary antagonists of the adventure
example! This moment is a great opportunity without resulting in violence. Widowmaker’s
for “Destin” to chat with the heroes, answer too smart to start a fight inside the arena, but
any of their questions, and generally try he’s not above trying to provoke the heroes
to get them excited about the upcoming into disqualifying themselves (see below). If
competition. the situation looks like it is going to become
a fight (including if the heroes try to restrain
A RUN-IN WITH WIDOWMAKER Widowmaker or get in his way), the older
When the conversation with the disguised man steps up between them. Read aloud or
Malagant seems to be slowing down (or at paraphrase the following:
another suitably dramatic moment), read
“Any fighting before the murderthon
aloud or paraphrase the following:
means yer disqualified!” The older man
The doors to the arena bang open once shouts. “Ya came here to compete fer a half-
more, allowing the entrance of a group of million credits, right? Ya gonna throw that
Juicers. These warriors are all dressed in away right here and now?”
glossy black armor, led by a truly herculean
The old man, named Carver, is a former
Juicer with a tall Mohawk dyed a vibrant
Juicer who detoxed years ago. Malagant
purple in color. The mohawked Juicer
hired Carver to oversee the event as a
sneers at your group, flicking his eyes from
referee. The former Juicer isn’t joking, either;
you to the vid-screen and back. Following
if the Legionnaires choose to start a combat
the group is an older human male, his face
inside the arena before the murderthon
gaunt and scarred, wearing a gray track suit.
begins, Carver will disqualify their team.
“What do we have here, boys? Looks like
If cooler heads do not prevail, the Game
some wannabes from the meat boy legion
Master should remind the players about the
decided to show up and spoil our fun.” The
purpose of their mission.
older man in the track suit looks like he’s
If disqualified, the Legionnaires receive
about to speak up, but Destin Knowles cuts
an escort out of the arena. The group may
him off.
either leave the area or just hang around
“Ah, Widowmaker. Allow me to introduce
inside the arena to see who wins the
you to our guests…”
murderthon. If they choose to remain, skip
The mohawked Juicer shoves past the
ahead to We Have A Winner! and The
older man as his cronies enter the arena.
Grand Finale (see page 42) where they
Widowmaker stares at your group with
have one last chance to foil Malagant’s plot.
undisguised malice. “Get this through your

37
EE Widowmaker: See page 46. introduce themselves to Eckert, read aloud
„„Widowmaker’s gang (1 per hero): Use or paraphrase the following:
Juicer stats from Savage Foes of North
“Glad to meet you. This competition
America.
needs more folks like yourselves and fewer
„„Carver: As a Civilian with Elderly,
cowardly show-offs like Widowmaker.”
Death Wish, Athletics d8, Fighting d8,
Eckert laughs. “But keep on your toes.
Repair d6 and a tool belt, see Savage Foes
Something isn’t right around here. I’m
of North America.
going to keep looking for my people, but it
seems like we may have to compete in the
CARVER’S ADVICE
murderthon a few men short. Good luck to
Once the situation with Widowmaker
you.”
resolves, Destin Knowles excuses himself,
saying he “has a lot of things to do to get Once she finishes this conversation, Eckert
ready for the main event.” The vid-screen leaves. True to her word, she spends the rest
turns off directly afterwards. of the time leading up to the murderthon
Carver formally introduces himself to the looking for her lost team-mates. On her
newly arrived team. He offers to show the own, Eckert does not succeed; Malagant
Legionnaires around the arena and explains has hidden his operations too well. If the
the purpose of each of the main areas (with Legionnaires expose Malagant, Eckert offers
the exception of the tunnels—Carver is to join them in the final battle (see page 43).
not aware of Malagant’s excavations). He
also answers any questions about the Investigating the
murderthon and its rules. Carver is fairly Disappearances
helpful, although he should seem aloof The heroes have several options if they
and guarded if the heroes ask about his want to get involved in searching for the
background. He carefully explains the rules missing Juicers. Malagant has taken great
of the murderthon (see page 41). pains to conceal his activities, using both
Once the group has received a brief tour his cunning and his spells. In addition,
(or at a similarly dramatically appropriate many of the attending Juicers, fans, and staff
moment), read aloud or paraphrase the believe any foul play is likely to lead back
following: to Widowmaker (thanks to his infamous
reputation).
A female Juicer with short hair and a
tattooed fleur-de-lis on her cheek approaches
QUESTIONING ECKERT
your group. “Carver!” She calls out angrily.
Eckert is eager to cooperate with the Twilight
“What the hell’s going on here? I got three
Legion. Her main concern is making sure
members of my team gone missing?”
her teammates are alright. Winning the
There’s a palpable tension in the air as she
murderthon is a distant second. However,
approaches the old man.
she doesn’t have much helpful information.
This Juicer is Eckert, leader of the New Lions The last time she saw her teammates,
Pride team. As she says, three Juicers from they had gotten into a fistfight with
her team have vanished since she arrived Widowmaker’s gang, goaded into it actually
24 hours ago. Upset, Eckert is looking by the other team’s insults. Carver broke up
for answers. A successful Persuasion roll the fight, but that’s when Eckert left to pay
from any of the heroes can convince her the resulting fine to Destin Knowles.
to calm down. Once the Legionnaires

38
QUESTIONING CARVER THE ARENA
Carver is gruff, grumpy, and typically at AND KINGSDALE
least a little drunk. He starts out with an
Unfriendly reaction (see Savage Worlds) for This adventure takes place outside
any resulting Persuasion rolls. As an ex- of Kingsdale proper, but definitely
Juicer, Carver tortures himself by staying within the kingdom’s influence.
involved in the Juicer culture after his Malagant was careful to find a site to
detox. He’s all too aware of what he gave up build the Sideshow Arena far enough
in order to live out a more natural lifespan, away that he wouldn’t attract undue
and as a result, he flip-flops between bitter attention from Kingsdale’s defenders,
anger and resigned relief. but close enough to draw in plenty of
The murderthon provided Carver with Juicers from the region.
an amazing opportunity. Destin offered Kingsdale is a prosperous city
him enough money for managing the built on the ruins of West Plains,
event to have a halfway decent retirement and is a remarkably freedom-loving
in Kingsdale. Thus, Carver is extremely enclave of magic-users, D-bees, and
reluctant for anything to mess up that deal— normal humans living together.
even when he knows something strange Citizens of Kingsdale have access
is going on. At heart, Carver is not a bad to good education and excellent
person, just one who feels like he’s due for medical facilities. It is famous for its
some good luck and resists anyone getting enhancement clinics offering Juicer
in the way of that. or Crazy conversions, and top-of-
If the Legionnaires can improve Carver’s the-line cybernetics. Kingsdale has
reaction to Neutral or higher, the ex-Juicer clashed on numerous occasions with
can provide the following information: the kingdom of Whykin and the CS.
„„He did escort the missing Juicers to
the medical bay after their fight with
Widowmaker’s gang. He hasn’t seen
them since.
„„Carver suspects Destin Knowles has
QUESTIONING THE OTHER JUICERS
Widowmaker initially refuses to talk to
something more going on than just a
the heroes (“I’ve got no time for your
sports event. Carver isn’t sure what that
nonsense!”). They can try and talk him into
is, but he’s fairly certain it isn’t good.
cooperating with a successful Persuasion
„„Carver knows there are some hidden
roll, but Widowmaker starts out with a
passages somewhere in the arena, but
Hostile reaction (see Savage Worlds) and
not exactly where.
can’t get improved any higher than Neutral.
When the heroes ask him about the If his reaction does change to Neutral,
disappearances, Carver makes sure to point Widowmaker reluctantly confirms he is not
out the murderthon is a big deal not just for responsible for any missing competitors and
him, but for all the Juicers involved. If the confesses that he thinks “something hinky”
heroes’ investigation threatens the main is going on with Destin Knowles.
event, they could have a serious riot on None of the other Juicer teams know
their hands and possibly endanger people much. However, the Juicers can confirm
in Kingsdale. The ex-Juicer is quick to the list of missing Juicers (see Research,
recommend they wait until after the prize below) is genuine, but the reasons recorded
presentation to make any serious moves. for their absence are not (for example, the

39
Juicers listed as disqualified are a surprise to speak up (for Widowmaker, it’s the prize
to the teams, and the fact some are marked money; for Carver, it’s his future retirement).
“no-show” is clearly a lie). Ideally, any investigation would only
provide a few clues to Malagant’s plan before
USING SKILLS the murderthon, allowing the Legionnaires
Research: A successful use of the Research to take part in the main event before moving
skill means the heroes have managed on to the confrontation. If the heroes seem
to search through some records of the to be moving too quickly towards foiling
competitors signed up for the event, and the necromancer’s schemes, there are some
compared that list with the list of the ways to deal with that in Conclusions and
missing Juicers indicating a number of them Pacing (see page 44).
have gone missing (equal to the number
of murder wraiths taking part in the final
battle —see page 43). The records list
some of these Juicers as disqualified or THE MURDERTHON
as no-shows.
Notice: A successful Notice check (−2) can
locate the hidden entrances to the tunnels The main event begins! The heroes and
built into the arena walls (see page 33). the other Juicer teams head down to the
However, the legionnaire using this skill designated start area on the track. All of
must be within 5” of the tunnel entrance the teams (see The Competition on page
and have some idea of what he’s looking for 34) are participating in the murderthon.
in the first place. For the most part, the Juicers focus on
Networking: A successful Networking the event ahead—with one exception.
check informs the Legionnaires that There’s a simmering tension between the
Widowmaker’s gang has a poor reputation Legionnaires and Widowmaker’s gang. The
as cheaters and showboats, however, they’re Juicers in black glare and sneer at the heroes
not cold-blooded murderers. There’s no until the starting whistle blows.
real involvement with the Black Market Read aloud or paraphrase the following:
for this murderthon, and “Destin Knowles”
You have assembled on the field in the
is a newcomer to the Juicer sports scene.
main arena next to the other teams. Eckert
Altogether, these details make the entire
and the last member of the New Lions Pride
event very suspicious.
give you an encouraging nod, while the rest
of the teams mostly ignore the you. However,
RED HERRINGS
Widowmaker’s gang continues to trash-talk
Widowmaker and his gang are the clear
your group as much as possible before a
suspects in any investigation of the missing
giant vid-screen in the center of the arena
Juicers. This is intentional on Malagant’s
lights up, displaying Destin Knowles.
part—the infamous Widowmaker makes
“The murderthon is about to begin!” The
an excellent scapegoat so the necromancer’s
speakers blare with Destin’s voice. “On
schemes can avoid detection long enough
your marks. Get set.” All of the Juicers
to begin his ritual. The Juicer’s poor people
hunker down and prepare for the event to
skills and superior attitude do nothing
start. A piercing whistle rings out, marking
to allay suspicion directed his way. Only
the official start of the event, echoed by the
Carver and Widowmaker himself believe
speakers thundering with one final word
the disappearances have anything to do with
from the promoter: “GO!”
“Destin Knowles,” and both have reasons not

40
Rules of the PART 1: THE STARTING LINE
Murderthon Action Cards 1 &2 (Hearts): The first
The rules of the event are fairly simple: portion of the murderthon track is straight,
open ground. From here, it is easy to see the
„„The first team to cross the finish line
rest of the track up ahead. This part of the
wins. This means the entire team
event is violent as the Juicers simultaneously
(those who are still competing, as in
take off running and attack one another.
the survivors who are not disqualified)
The Rage Club team is particularly
must cross the finish line to count.
disorganized right off the bat (suffering a
This is why murderthon teams stick
−4 penalty to their maneuvering roll for this
together.
part). Athletics is the maneuver skill for this
„„Teams may attack one another on the
section of the competition.
track.
„„Contestants may not use large-scale
PART 2: ROPE AND WALL OBSTACLES
weapons (blast or cone template attacks).
Action Cards 3 & 4 (Diamonds): Angled
„„Competitors may use magic and
rope nets and a series of wooden walls
psionics, but they may not use them
ranging in height from 1– 6” block this part
against another competitor (for example,
of the track. Getting through or past these
no using the puppet power to cause a
obstacles is a test of strength and teamwork.
team to forfeit). In addition, competitors
Competitors must use either a Strength roll
may not use magic or psionics to move
(at −4) or an Athletics skill roll (at −2) for their
along the track (meaning no use of the
maneuvering Traits to pass.
burrow, fly, speed, or teleport powers).
This is where Tomorrow Legion heroes
„„Vehicles are not allowed. Competitors
can make Support rolls (representing
may wear power armor, but must not
the teamwork part) to aid one another’s
use any movement method other than
maneuver rolls. Each member electing
running on the ground.
to help another must choose Strength or
„„The penalty for rule-breaking is
Athletics to assist, and this is an Action
disqualification. This penalty applies
for this round (which stacks with making
to the individual, not the entire team.
attacks for Multi-Action penalties). These
These rules are a modification of the typical cooperative rolls are in addition to each
Juicer murderthon to allow for anyone character making his own maneuvering roll,
to compete—not just Juicers. In addition, so each hero must decide whether to help
Malagant has modified the rules a bit to another before making any maneuver rolls.
ensure he has access to the Juicers at the
end of the event for use in his diabolical PART 3: MAZE AND BEAM OBSTACLES
necromancy. Action Cards 5 & 6 (Spades): A labyrinth of
4” high wooden walls breaks up the third
The Track section of the murderthon. In addition,
The track itself is 200 yards long (100” for navigating some sections of the maze
combat) and broken up into five distinct requires balancing on narrow, sloping
portions. The murderthon’s goal is to make beams crossing over another section of
one lap around the entire route. Each portion slippery mud. Cunning and coordination
of the track makes up two Chase Action are necessary to successfully navigate this
Cards (see Running the Murderthon). Deal challenge—competitors must use either an
out ten Action Cards of the suit listed below. Agility roll (at −4) or a Smarts roll (at −2) is
the maneuver skill here.

41
The murderthon obstacles prove to be competitors, so none of the Juicers hold back.
too much for the Rage Club in this round, If Widowmaker and his gang are still in the
as the Juicer team gets hopelessly scattered competition, they’re willing to spend Burn
by the maze. Aside from hurling threats at or openly cheat to try and win. As with
the other teams and the promoter, the Rage the beginning, Athletics is the maneuver
Club has no further part to play in the event. skill here.
This team is out of the competition.
Inside the maze is a hidden entrance to Running the
the tunnels built into the arena (see page Murderthon
33). To find it, a hero must succeed at a The event itself is a modified Chase (see
Notice roll with a −2 penalty. Savage Worlds). Deal in the other Juicer teams
each as a single group; they roll collectively
PART 4: THE MUD PIT as a Wild Card. The New Lions team begins
Action Cards 7 & 8 (Clubs): One of the most with a −2 penalty to all maneuver rolls due
difficult features of the murderthon track is to their losses. The rest of the teams are
the mud pit. For more than fifty meters (27”), Juicers, meaning they have an advantage
the ground is entirely composed of slick, in speed and stamina; they begin with a +2
clinging mud more than four feet deep. In bonus to maneuver rolls.
a concession to safety, several ropes have The individual heroes of the Tomorrow
been strung across the pit so struggling Legion team each make their own maneuver
competitors need not fear drowning in roll each round for the competition, while
the muck. The terrain is so poor that the each of the other teams roll and move
maneuver rolls, which are either Agility as a group. A hero or group must check
or Strength, have a −4 penalty applied. In to Change Position each round (unless
addition, just moving across the track otherwise prohibited), and with a success
through the sludge is incredibly tiring; on the maneuver roll move up one Action
competitors must make a Vigor roll or suffer Card, or two with a raise. Failure means the
a Fatigue level. Attacks made in this stage hero or group must roll again in the same
are all at −2. area on the next round.
The Chosen unwisely select this time Determining the winning team really
to insult the other teams. As long as they comes down to the fifth and final section of
are still in the competition, Widowmaker’s the track. Whoever enters Action Card 10
gang and the New Lions Pride combine first, wins. If it is one of the heroes of the
their efforts against the Chosen, literally Tomorrow Legion, the whole team wins.
stomping their opponents into the mud. The true competition here is between the
Outnumbered and demoralized by the player characters and Widowmaker’s gang.
obstacle, the Chosen cannot recover quickly The Game Master should try to keep the
enough to complete the murderthon. This focus on this intense rivalry throughout
team is out of the competition. the event. Involve the other teams when it
is dramatically appropriate (especially if
PART 5: THE FINISH LINE there is a pivotal moment where Eckert and
Action Cards 9 & 10 (Hearts): The final part the New Lions Pride can assist the heroes or
of the murderthon track is much like the hinder Widowmaker).
beginning; flat, open ground running for the
final fifty yards (25”). A red ribbon strung We Have a Winner!
between two poles marks the end point. When the Chase resolves, the arena erupts in
This is the last chance for any remaining cheers from the spectators. Destin Knowles

42
steps out (in person rather than through vid-
screen for the first time) with a microphone.
Read aloud or paraphrase the following:

“Thank you, everyone! Winning team,


please come up and join me on stage. All
other competitors, please assemble in the
marked zone at the center of the arena.” The
promoter excitedly waves to the crowd then
awaits the winners in the spotlight.

It doesn’t take long for everyone to find


their places in the designated positions. The
spectators are chanting the winning team’s
name. The losing teams are grumbling about
their performance in the event. Predictably,
Widowmaker’s gang (assuming they did not
win) is blaming everything but themselves
for their ranking.
Read aloud or paraphrase the following:

Black whips of magic energy erupt from


the ground surrounding the teams of Juicers.
Arcane sigils glow upon the ground around
them, revealing a cunningly-concealed
ritual circle. The Juicers struggle and
cry out, but their limbs are bound by the The Grand Finale
crackling energy until all of them have fallen Deal in the heroes for the final combat.
and are bound hand and foot. More beings There are a number of murder wraiths
emerge from the ground, digging their way equal to half the number of Legionnaires,
up from the dirt—hideous, undead beings plus Malagant himself. The necromancer
who nevertheless wear the distinctive has prepared for this battle by casting his
bio-harness of a Juicer. These are murder protection and deflection powers. Any Juicers
wraiths! in the ritual circle are immobile and unable
Destin Knowles laughs, arcane energies to help until Malagant is dead. As for the
flowing across his body from the ritual site. spectators, they are struggling to get to the
“Allow me to introduce myself,” he taunts. exits as fast as possible and do everything
“I am Malagant, and thanks to these fools, they can to avoid the fight in the center
I shall soon have my own army of murder of the arena. Since the stadium’s seats are
wraiths!” a good distance away from the battle, it is
“In the name of my master, Lord Dunscon, unlikely any stray blasts cause any injuries
you are most welcome…” The promoter’s amongst the fleeing crowd.
grin grows wider and madness swirls The murder wraiths take one action to
in his eyes. His voice grows louder as he ready their weapons and emerge from
dramatically thrusts out his hands, glowing the hidden tunnel beneath the arena.
with dark magic. “Welcome… to DIE!” Afterwards, they engage in combat with
the Legionnaires, ignoring the immobilized
Juicers. If any of the heroes wish, they can

43
try to blast a hole in the arena’s dome to At this time, the Game Master should
open up the area to sunlight, weakening deal in the hangdog daemonix. Carcoryx
the murder-wraiths. The roof is made of focuses his attacks on the largest or most
MDC materials, requiring a Mega Damage threatening-looking enemy on the field.
weapon to damage it. The roof has Hardness
„„Carcoryx: a Hangdog Daemonix, see
of 16. Once breached, the roof begins to
Savage Foes of North America.
crumble apart in large areas, exposing the
arena to sunlight.
Conclusions
EE Malagant: See page 45 and Pacing
„„Murder Wraiths (1 plus 1 per 2 heroes): Upon Malagant’s death, the necromantic
See Rifts® Savage Foes of North America. ritual ends and the other Juicers are free
to join the battle. Most likely, this means
THE DAEMONIX ARRIVES the rest of the fight will be relatively short,
At a dramatically appropriate moment as the vengeful Juicers waste no time in
(usually when the group has triumphed attempting to destroy first the hangdog
over most of the murder wraiths), Malagant daemonix and then the murder wraiths. For
summons Carcoryx, his hangdog daemonix. their part, the murder wraiths attempt to
Read aloud or paraphrase the following: escape rather than fight to the death once
Malagant is gone.
Malagant scowls at your group. “Foolish
The prize money for the murderthon
heroes, you have only delayed your own
is in a satchel located underneath the
deaths! Carcoryx, I call thee! Aid your
announcer’s dais. If he survives, Carver
master!” His shout rings out, echoing
suggests dividing up the money equally
strangely from the walls. In moments, the
amongst the competitors as compensation
ground begins to shudder. A huge mound
for Malagant’s treachery.
of dirt forms like a pressure wave in the
earth, erupting upwards as an enormous
WHAT IF THE HEROES FIND MALAGANT’S LAIR?
misshapen creature enters the battle.
It is possible for the heroes to shortcut right
Vaguely shaped like a rhinoceros, this being
to Malgant’s lair if they find the tunnel
has a huge head and four arms, its eyes
entrances in the arena, although Malagant’s
gleaming with unholy hatred.
surveillance cameras alert him to this fact.
The necromancer prepares to fight the
WHAT IF THE heroes in his lair, resulting in a battle very
HEROES LOSE? similar to the one described in We Have
a Winner on page 42. However, there
is no possibility of bringing in sunlight
If the heroes did not win the
thanks to the position of the necromancer’s
murderthon event, they must stand
underground lair. The hangdog daemonix
in the ritual circle with the other
enters the fight by burrowing through the
Juicers. Malagant wants the spotlight
wall rather than the floor.
all to himself.
One way to handle this is for Malagant
Heroes trapped in the ritual circle
to hold the Juicers hostage and insist the
with the other Juicers may attempt an
heroes take part in the murderthon. If the
opposed Spirit roll against Malagant.
Legionnaires do not compete, the hostages
If they succeed, the heroes escape.
die. Naturally, Malagant is lying—he has no
intention of letting the Juicers live. However,

44
this tactic does give the heroes time to figure
out some way to deal with the treacherous
necromancer…and possibly recruit some
allies amongst the other Juicers!

OTHER POTENTIAL OUTCOMES


The Game Master should try and keep the
adventure focused on the murderthon event.
Carver’s advice that any interference in the
event could result in a riot is an important
tool. Most Legionnaires recognize causing a
major disturbance at the competition could
scuttle the entire mission.
A riot can certainly happen if the heroes
handle the situation poorly. Juicers run
rampant, incidents of violence occur
between Juicers and even the spectators,
and Kingsdale finds many of its citizens are
either injured, robbed at gunpoint, or both.
Kingsdale may acknowledge the Tomorrow
Legion’s assistance, but it’s unlikely any real
friendship springs up between the kingdom
and the Legion as a result.

Missouri! Malagant has an amulet given


DRAMATIS to him by Lord Dunscon, which allows
him to perpetually use detect/conceal arcana.
PERSONAE He also has the loyalty of Carcoryx, a
hangdog daemonix.

EEMalagant Attributes: Agility d6, Smarts d10, Spirit d8,


A powerful and ambitious necromancer, Strength d6, Vigor d6
Malagant is a native of the Federation Skills: Academics d6, Athletics d6, Fighting
of Magic and an ardent follower of Lord d6, Notice d10, Occult d10, Research d6,
Dunscon. He’s also slightly unhinged! Shooting d6, Spellcasting d10, Stealth d6
Malagant came up with the murderthon Pace: 6; Parry: 5; Toughness: 9 (4)
plot as a means to gather several Juicers Hindrances: Arrogant, Bloodthirsty
together without having to battle them all Edges: Arcane Background (Magic), Level
at once. The necromancer has assumed the Headed, Master of Magic, Rapid Recharge,
identity of “Destin Knowles,” a friendly Wizard
and boisterous event promoter in order to Powers: Banish, bolt, boost/lower Trait,
make the murderthon seem more authentic. deflection, dispel, entangle, fear, protection,
In the end, however, Malagant desires slumber, teleport, zombie. PPE: 25
power. An army of murder wraiths under Gear: Ley Line Walker Light Armor (TW)
his command is a fearsome thought, for +3 Armor +1 Toughness Notes: +4 vs
the mad necromancer might just decide disease and poison, –2 to Notice rolls made
to carve out his own kingdom in southern to detect the armor. Enchanted amulet

45
(allows the perpetual use of basic detect/ Attributes: Agility d10, Smarts d6, Spirit d6,
conceal arcana) TK Revolver (Range 12/24/48, Strength d12, Vigor d10
Damage 3d6, RoF 1, AP 3). Skills: Athletics d4, Fighting d10,
Special Abilities: Intimidation d6, Notice d6, Persuasion d6,
„„Necromantic Prodigy: Free reroll on Shooting d10, Stealth d8, Survival d4
rolls to: boost/lower Trait, divination, drain Pace: 16; Parry: 7; Toughness: 17 (6)
Power Points, fear, slumber, zombie. H i nd ra nces: Deat h Wish, Mea n,
„„Phylacter y: Hold up to 3 × the Overconfident
Necromancer’s Spirit as a PPE reserve. Edges: Brawny, Burn Brighter, Burn Past
„„Spiritual Awareness: Can detect arcana the Pain, Combat Reflexes, First Strike,
as an Innate Ability and can sense Fleet-Footed, Frenzy (Imp), Mega Juicer
supernatural beings and see ghosts, Treatment, Quick
ethereal beings, and anyone using the Gear: Juicer Combat Plate (+6 Armor, +3
invisibility power within line of sight Toughness), JA-9 Variable Laser Rifle
with a Notice check. (Range 30/60/120, Damage 4d6, RoF 1, AP
„„Undead Link: Natural healing roll 4, Heavy Beam), Chain Sword (Str+3d4+3
once per day, cannot be turned into a Mega Damage, AP 4, +d12 with a raise).
vampire against his will, receives a +2 Special Abilities:
vs the puppet power of vampires. „„Burn (6): Juicer may add a Burn Die to
any Agility, Strength, or Vigor-based
EEWidowmaker Trait roll. The Burn Die is a d6 that
A young glory hound Mega Juicer, cannot Ace, and if the Burn Die result
Widowmaker plans to make a name for is a one, he reduces his Burn Rating.
himself by dominating the murderthon. „„Drug-induced Euphoria/Tranquility:
He’s also deeply in debt to the Black Market! Juicers do not gain the benefits of the
The grand prize might just be enough to buy Quick Edge or the Uncanny Reflexes
him out of trouble with his loan shark, so ability on the first round of combat.
Widowmaker’s scheme is to ambush some „„Internal Repair System: Juicers have
of the stronger competitors before they even Slow Regeneration, and three times a
arrive at the Sideshow Arena. He is ruthless day they can make a healing check at +2.
and shows contempt toward anyone he „„Super Endurance: Juicers only need 4
feels is weaker—which is nearly everyone! hours of sleep and are +2 vs Fatigue.
He has already gained quite an infamous „„Super Speed: Juicers double their Pace,
reputation by the time the adventure begins. and have a d10 running die.
„„Uncanny Reflexes: −2 to be hit by any
attack they are aware of and +2 Evasion.
„„Unstoppable: Mega Juicers never suffer
more than one Wound from a single
attack; make any Soak rolls before
applying this limit.

46
CHAPTER
FIVE

TOME OF DESTINY

T
his adventure takes the Tomorrow The Legionnaires find a CS force
Legionnaires on a journey to search searching Prescott’s camp. After dealing
for a fabled artifact, once held in the with the threat, the heroes find Prescott
city of Tolkeen. Since the city’s destruction slain, but his research remains. According
by the Coalition military only a few months to Burch’s notes, someone smuggled an
ago, some of these incredibly powerful relics incredibly powerful book of spells known
have traveled elsewhere, occasionally borne as the Meganomicon out of Tolkeen before the
by refugees heading south or west. One of city fell. Prescott believed the Meganomicon
these artifacts was the Meganomicon, a book to be hidden somewhere near the Arkansas
said to contain spells of incredible power. Of border, but CS forces closed in on his
course, the Coalition seeks the Meganomicon, position, preventing further investigation.
intending to destroy the tome lest it fall into Race to Glimmer Valley sees the
the hands of their enemies. Legionnaires in a race with the Coalition
This adventure is intended for up to six to find the location of the Meganomicon.
members of a Tomorrow Legion patrol of Following clues from Burch’s investigation,
Novice or Seasoned Rank. the heroes discover a hidden valley, with
the Coalition following closely behind. They
discover the Meganomicon is in the hands
of Kyxil, a flame dragon hatchling. Kyxil
OVERVIEW studied the tome and became enthralled
with the secrets within, which is how the
heroes find him—busily reading and
This scenario is comprised of three parts. In muttering to himself. Experimenting with
The Mission, the Tomorrow Legion tasks the magic in the book has temporarily
the Legionnaires to check in on Prescott suppressed some of the dragon’s own
Burch, a rogue scholar investigating rumors magical abilities, leaving him weak and
of artifacts making their way south from the relatively defenseless. Kyxil explains to
ruins of Tolkeen. the Legionnaires he intends to take the

47
Meganomicon far away and hide it until
THE TRUE MEGANOMICON? Rifts Earth is ready for the world-shaking
secrets held within. The Legionnaires must
convince Kyxil what he should do with the
This adventure revolves around the
book: flee and hide the book elsewhere, or
Meganomicon, the “McGuffin” that
risk using the secrets within to destroy the
drives the story. If the book is the
Coalition searchers.
actual Meganomicon, it could easily
Fight or Flight features a final battle.
be the centerpiece of an entire Savage
Time is not on the Legionnaires’ side as the
Rifts® campaign. Likewise, making
Coalition forces catch up with them. Kyxil
the tome merely a lesser relic may
asks the heroes to engage the Coalition long
work better for an individual group’s
enough for him to escape.
story. The Game Master should use
her discretion as to whether or not
Kyxil’s tome is the real thing.
THE MISSION
PREPARING FOR THE TRIP
The adventure begins as the heroes prepare
The Game Master should make sure to go out on another patrol. A messenger
the players know this trip could be runs up to the group just as they are about to
lengthy and take them through the leave Castle Refuge and offers a handwritten
savage wilderness of North America. note. The messenger hands the note to the
Any heroes with the Survival skill patrol leader. Paraphrase or read aloud the
should be fine with minimal gear— following:
it is mid-summer, after all, and Legionnaires,
game and water are plentiful. The We have a situation brewing in the Ozark
Legionnaires may also pick up a basic region to the east. Rumor has it powerful
supply pack containing a week’s magical artifacts may have been smuggled
worth of dried rations, a bedroll, out of Tolkeen before the Coalition destroyed
and a canteen before they leave the city. We sent one of our best—a ’rogue
Castle Refuge. scholar’ named Prescott Burch — to
Any who wishes to provide food investigate, but we’ve lost contact with him
and shelter along the way can make and his team. I need your group to check
a Survival roll. On a failure, the things out. I marked down the coordinates
group must mark off the appropriate of Burch’s camp. If Burch is still alive, please
number of rations. If the group did retrieve him. If not, his research could be
not prepare well for the trip and fails vital to the survival of the Tomorrow Legion.
the Survival roll, the Game Master Recover whatever you can and bring it back
should impose a level of Fatigue to Castle Refuge.
upon any character who needs to —Tarn
eat (excluding characters such as
Combat Cyborgs). As mentioned in the note, the message also
contains the location of Burch’s camp site—
far to the east. The journey is likely to take
several days; seven if the team is on foot, or
four if the group has a ground vehicle. If the

48
Legionnaires have access to a flying vehicle,
they can reach the campsite in 24 hours.

A Rogue Scholar’s Fate


What happened to Prescott Burch? The
answer is simple: the Coalition got to
him first. Lieutenant Sebastian Cross
of the Coalition military acquired some
intelligence from the aftermath of Tolkeen’s
fall about numerous magical artifacts taken
out of the city’s ruins. Cross’ orders were to
track down these relics and either destroy
them or bring them back to Chi-Town
for study.
Another intel report pinpointed the efforts
of the Tomorrow Legion—particularly
those of Prescott Burch—to locate one of
these relics. Acting on that intel, Cross and
his men ambushed Burch’s team during a
night attack and wiped out the defenders.
Cross discovered Prescott’s journal
detailing where the relic—a book called the
Meganomicon—might be, and left for that
location with an advance force. Meanwhile,
a Coalition patrol remained behind to secure Any heroes who succeed a Notice roll get an
the campsite during the day and search for accurate count of the CS soldiers. There are
any survivors. Cross suspected someone two Coalition grunts for every Legionnaire
might come looking for Burch. His orders in the group, plus the UAR-1. On a raise, the
were to shoot to kill. hero can tell the campsite looks as if a larger
Coalition force was here recently. There are
Reaching the Campsite several humanoid figures lying still near
The journey itself is largely uneventful, the center of camp—directly next to the
leading the Legionnaires to Burch’s camp. Coalition forces.
The group approaches the camp from the If they wish, the heroes may attempt to get
west. As they get closer to the campsite, closer to the camp without detection. This
paraphrase or read aloud the following: requires a Stealth roll against the Coalition
soldier’s Notice. The Coalition pilot operating
Initially, the campsite seems welcoming.
the UAR-1 gains a further +2 bonus if he is
A column of smoke rises from the center
attempting to spot a vehicle, combat cyborg,
and all seems peaceful. However, the smoke
power armor, or robot running on a power
is suddenly disturbed by the presence of a
plant (the signature is easier to detect using
towering UAR-1 Enforcer robot striding
the UAR-1’s sensors). However, the Coalition
from north to south, its red-lensed sensors
soldiers are not expecting trouble —a
scanning the surrounding forest. Soldiers in
rudimentary distraction, even something as
black spiked armor pace the robot on either
simple as tossing a rock into the woods away
flank. The Coalition military beat you here.
from the camp, gives the player characters a
+2 bonus to their Stealth roll.

49
If the Coalition forces detect the the cover that suggest the Coalition soldiers
Legionnaires at any time, combat begins have read through it already.
immediately as the Coalition forces open fire. Any character who reads the journal finds
many pages torn out. The remaining entry,
„„Coalition Grunt (2 per Hero): See
presented below, explains Prescott’s research
Savage Foes of North America.
on the Meganomicon and where he believes
„„UAR-Enforcer Pilot: See Savage Foes of
the book is now. Once the Legionnaires
North America.
have the journal, they know where they
need to go next—the Valley of Mist in the
LISTENING IN
Magic Zone. The only complication is that
Any heroes who sneak up on the camp or
the Coalition military is clearly after the
able to overhear the patrol hear them making
same prize.
a report to Lieutenant Sebastian Cross.
Paraphrase or read aloud the following: Journal Entr y Seventeen; the
Meganomicon
One of the black-armored guards removes
My hunch has paid off. I believe one of
his helmet to wipe a sweaty brow. The
the artifacts smuggled out of Tolkeen before
helmet’s commlink crackles with static,
the Coalition leveled it is the Meganomicon.
then a firm male voice speaks over the line:
There are any number of stories about
“Patrol Alpha, status?”
this book and what it can do. Some say it
The Coalition soldier taps a key to respond.
is a collection of every known spell, while
“No sign of trouble so far, sir.”
others claim the book can change the very
The voice on the other end sounds pleased.
nature of magic itself. I put more faith in the
“Good. Cross out.”
rumors the Meganomicon contains certain
“The lieutenant's a bit paranoid, isn’t he?”
enchantments of amazing power called
mutters the Coalition soldier as he moves to
Spells of Legend.
put his helmet back on.
The tome was well-hidden. It had to be
to get through the Coalition patrols and
SKIRMISH AND INVESTIGATION make it this far south. Some of the refugees
The heroes can’t get into the camp without I’ve spoken with gave us clues something
dealing with the CS squad. They must either very important was moved down this way,
defeat the soldiers and the UAR-1 robot in then split off from the rest and headed east
combat or lead them out of the area with a into the Magic Zone. Sahil— one of the
decoy. In a fight, the UAR-1 faces off with the wilderness scouts in my team—said he
most dangerous-looking opponent while knew of a secluded spot not far into the
the grunts take cover and flank the enemy. Magic Zone called “the Glimmer Valley,”
Once they secure the campsite, the heroes which would be a very likely destination
can search the area. The bodies glimpsed for someone looking to hide. I’ve marked the
earlier are the corpses of Prescott Burch location on my map.
and others in his Tomorrow Legion team. We’re moving out in the morning, early.
The Coalition forces smashed or looted all Sahil tells me Coalition soldiers have been
Tomorrow Legion gear except for Prescott’s nosing around asking the same sort of
journal. This notebook is very obvious, questions about refugees and smuggled
placed on the remnants of a camp table by relics. If we’re lucky, we can avoid the Dead
the fire pit (no Notice roll required to find Boys and get to the Meganomicon first. Our
it). There are grimy, blunt fingerprints on future may just depend upon it!
—P.B.

50
older dragon, to find he had inspired Kyxil’s
RACE TO GLIMMER rash actions.
VALLEY When Kyxil reached Glimmer Valley with
his prize, he could no longer restrain himself
from taking a peek inside the Meganomicon.
During the journey eastward, call for a
The contents of the book are extremely
Notice roll. On a success, the hero spots signs
complex, and Kyxil spent several hours
of a large Coalition force paralleling the
enthralled by his study of the pages and
Legionnaires’ path. The Coalition column is
the magical knowledge therein. Eventually,
moving much slower than the heroes thanks
Kyxil discovered the Meganomicon contains
to the number of troops involved. A small
at least one unique enchantment of extreme
group like the Legionnaires can travel faster
power—a Spell of Legend—and the young
through the wilderness, while a Coalition
dragon hatchling felt compelled to try it out.
force complete with ground vehicles (such
The experiment failed. Kyxil, to his
as the Spider-Skull Walker) must move more
horror, found himself stripped of many of
cautiously. If a player character gets a raise
on his Notice roll, he can tell the enemy
THE COALITION
troops move roughly half as fast as the
ADVANCE FORCE
heroes unless things change. (In fact, they
will. Once the Psi-Stalker and the Dog Boys
sense Kyxil’s use of the Meganomicon, the Lt. Cross leads a sizable group of
Coalition force presses forward recklessly, Coalition troops into Glimmer Valley
at much higher speed, in time to arrive for to find and destroy the Meganomicon.
the final battle in Fight or Flight.) EE Lieutenant Cross: See page 60.
„„1 Spider-Skull Walker: See Savage
Kyxil and the Foes of North America.
Meganomicon „„6 Coalition grunts: See Savage
The person both the Tomorrow Legion Foes of North America.
and the Coalition are searching for is Kyxil, „„4 Dog-Boys: See Savage Foes of
an insatiably curious flame wind dragon North America.
hatchling. He is responsible for bringing the „„1 Psi-Stalker (the handler for the
Meganomicon (or what he believes is the relic) Dog Boys and useful to track the
out of Tolkeen and down south. Kyxil used path of the Meganomicon): See
his draconic abilities to blend in with the Savage Foes of North America.
refugees moving away from the war zone,
all while struggling against the temptation If the heroes’ group is particularly
to open the book and study it for himself. strong (i.e., Glitter Boys, Combat
Kyxil set out on this journey in an attempt Cyborgs, etc.), the GM should
to impress Plato, a great horned dragon and consider adding in skelebots to
leader of the city of Lazlo. Kyxil heard Plato liven things up. Alternatively, if the
speak about the need to protect the people group is not at full strength or lacks
of Rifts Earth from irresponsibly using sufficient firepower, the GM should
powerful items of magic. Inspired by this, consider removing the Spider-Skull
Kyxil set out to acquire the Meganomicon and Walker. Regardless, the Legionnaires
hide it away until the people of Rifts Earth must deal with this advance force in
are ready to wield such immense eldritch Fight or Flight (see page 56).
might. It would displease Plato, a very wise,

51
his draconic abilities. He could no longer The figure appears female, based on its
shapeshift or teleport. The hatchling slight build, and moves quite smoothly. This
dragon, knowing he is in trouble, has mysterious woman raises an arm and waves,
been desperately searching through the coming to a halt.
Meganomicon for a way to reverse the
Call for a Notice roll at −2. Heroes who
process. When the heroes reach Kyxil’s cave,
succeed notice the “Ley Line Walker” is
the dragon has just completed one more
hovering just above the ground. The
experiment that did not quite work out.
figure’s cloak obscures her limbs, but the
unnaturally smooth method of locomotion
The False Walker
suggests strange magic at work. With a raise
Journeying through the wilderness of Rifts
the hero also notices the figure’s armor looks
Earth is never exactly safe. Traveling near
badly damaged, as if she’d been through a
the infamous Magic Zone is even less so!
serious battle at some point and has yet to
This encounter takes place as the heroes
repair her gear.
journey from Burch’s campsite towards the
The figure on the road is actually an
Glimmer Valley. Read aloud or paraphrase
evil creature known as a witchling. Her
the following:
name is Alixia, and the Legionnaires have
You’ve learned to keep a sharp lookout unwittingly entered her territory. The
while on the move; this close to the Magic witchling wears Ley Line Walker armor she
Zone, there are many dangers to travelers. scavenged from another dead adventurer
The first unusual thing you spot is some months prior. The armor helps conceal
surprisingly mundane—a single humanoid her inhuman nature, and she has learned
figure, walking across the rolling hills many humans—aside from the Coalition—
about forty yards to the right of your trail. let down their guard when they think a
The armored figure wears the distinctive fellow wanderer approaches them.
headgear and cloak of a Ley Line Walker. Alixia is one of Lord Dunscon’s servants
in the Federation of Magic, but she is often
left to her own devices. The witchling
ALIXIA’S TACTICS
believes this is because Dunscon respects
her cunning and her power, but the truth is
more mundane: the leaders of the Federation
The Witchling has a plan if her
have simply forgotten about her.
encounter with the heroes goes badly.
If the heroes approach Alixia or attempt
First, (as a free action) she removes
to engage her in conversation, paraphrase or
her mask, making them roll a Fear
read aloud the following:
check. Second, she turns invisible
and flies away at her full Pace. On The environmental mask built into her
subsequent rounds, she uses entangle armor obscures the woman’s face, but her
and puppet to sow confusion among eyes are dark and tiny. From what little
the group, attacking any obvious you can see of her expression, she seems
threats with bolt. Thanks to her suspicious of you and your group. “What
Improved Extraction Edge, she brings you to this part of the Magic Zone?”
withdraws from any melee combat she asks. Her voice is rough and cracked,
as quickly as possible, preferring to sounding much like an old woman’s, yet still
stay at range and use her powers. very high-pitched.

52
If any of the Legionnaires can sense If the heroes are reluctant to join her at
supernatural evil, Alixia definitely registers her camp (they are in a hurry, after all),
as such. She gambles the group does not Alixia tries to convince them Kyxil is a
scan everyone they meet in such a manner. dangerous threat. Paraphrase or read aloud
Concealed as she is, Alixia’s Horror Factor the following:
ability does not come into play (yet).
“It looks like you’re heading for Glimmer
Valley.” The woman says thoughtfully.
WHAT ALIXIA KNOWS
“You should know there’s a very powerful
The witchling is aware of Kyxil’s presence
and very evil creature using it as his lair. It’s
in Glimmer Valley. She can sense the book’s
some kind of dragon, and he’s working some
immense arcane power, but she doesn’t fancy
very powerful spells there. If you approach,
her chances in tangling with a dragon…even
it’s best to try and take him by surprise…if
a hatchling. Alixia does not know the nature
you give him half a chance to prepare, he’ll
of the relic (i.e., she doesn’t know it is the
tear you all limb from limb!”
Meganomicon, only that it is powerful). She
is also aware Kyxil has been experimenting If the interactions seem a bit awkward,
with some truly epic magic—experiments that’s perfectly fine—as a witchling, Alixia
she knows have not gone well. She is more does not have a complete handle on normal
than willing to trade this information in human socializing. It is, in fact, perfectly fine
return for her freedom if the heroes get the if the heroes suspect something is wrong
better of her. or discover Alixia’s true nature before she
lures them into her camp. If that happens,
ALIXIA’S PLAN simply deal cards for Initiative and engage
The witchling engages the heroes in in combat—Alixia is a tricky, if not very
conversation, pretending to be a friendly robust, opponent.
Ley Line Walker on her way to Magestar—a
settlement in the Federation of Magic. All the EE Alixia: See page 62.
while, she intends to lure the Legionnaires
An Awkward Arrival
into a false sense of security. If they seem
As the heroes arrive in Glimmer Valley, read
comfortable talking to her, paraphrase or
aloud or paraphrase the following:
read aloud the following:
A high, rocky mountain rises up to the
“My name is Alixia,” the woman
North, sheltering a narrow valley beneath.
introduces herself. “It looks like we’re all far
Without specifically looking for it, this valley
from home at the moment. Why don’t you
would be well-hidden by the mountain’s bulk.
join me at my campsite? It’s not far from
The location itself is verdant and overgrown.
here, and it’s a good place to rest. Plenty of
A thin dirt track winds down into the depths
water, and I’ll share what food I have.”
of the area and ends at the mouth of what
The campsite does indeed exist (Alixia looks to be a large cave opening.
maintains it expressly for trapping unwary
When the group approaches the cavern, add:
travelers) next to a small stream of fresh
water. The witchling intends to ambush A flicker of light gleams from within the
the strangers while they sleep, targeting cavern entrance, building to a near strobe-
whomever seems the strongest with a like intensity, as if a lightning bolt struck
use of her puppet power. Once under her and rebounded from the rocks within. There
control, Alixia plans to use her thrall to kill is no accompanying thunderclap, but the air
the others! pressure definitely changes. As the crackling

53
slowly dies down, you all hear a deep, Once alerted to the presence of the heroes,
resonant voice speaking from within the Kyxil warily introduces himself and asks
cave: “Drat. That…did not go as I expected.” what their business is in his cave. As long as
the visitors are not aggressive, Kyxil remains
If any of the heroes use detect arcana, they
polite, yet evasive—he has not encountered
discover the area is rich with chaotic and
(or even heard of) the Tomorrow Legion
undirected magic. With a successful Occult
before. Kyxil soon accepts the Legionnaires
roll, the character understands someone
as allies.
has been experimenting with an extremely
As an ally, Kyxil shares his knowledge of
powerful and complex spell—but the spell
the Meganomicon. If any of the heroes ask
was not cast correctly.
about the unusual incident at the mouth
The result of this failed spell reaches
of the cave, read aloud or paraphrase the
further than the Legionnaires may
following:
suspect. The Psi-Stalker and Dog Boys with
Lieutenant Cross’ advance force sense the The dragon’s expressive face displays
eruption of magic. Suspecting someone is embarrassment. “Ah yes. That…was my
trying to use the Meganomicon’s immense attempt to reverse the effects of an earlier
power, Cross orders his men to increase their failure.” Kyxil scratches at the side of his
speed. As a result, the Coalition advance head with a single claw thoughtfully. “You
force reaches Glimmer Valley sooner than see, the book contains a Spell of Legend—an
expected, setting up the final battle in Fight enchantment beyond any normal sorcery. I
or Flight. tried to cast it, but something went wrong…
and now, some of my draconic abilities are
MEETING KYXIL gone.” Kyxil takes a deep breath. “Perhaps
This part of the adventure requires some forever.”
diplomacy, where the Legionnaires can “So you see,” the dragon continues,
try to influence Kyxil’s next big decision; pointing his claw at the glowing tome, “this
whether he should use the Meganomicon to is a very dangerous book. Its secrets are
escape the valley or stand and fight. exceptional…but it must be hidden away
As the heroes enter the cave, read aloud or until Rifts Earth is ready to handle such
paraphrase the following: power.” Kyxil looks somewhat proud of
himself as he finishes.
Inside the cavern, a warm fire illuminates
the bare rock, revealing a large inner chamber. If the players inform Kyxil the Coalition
Taking up most of the room is a 30-foot long is also interested in the Meganomicon, he
dragon! Its scales are a burnished crimson grows alarmed. Paraphrase or read aloud
in color, its eyes gleam like emeralds, and the following:
it is staring very curiously at a large book
“The Coalition can’t get their hands on
resting open atop a boulder.
this book,” Kyxil protests. “I have to take
The book glows with a soft silver light. It
it away from here…somehow.” The dragon
is clearly a large tome, as hefty and thick as
looks thoughtful. “Perhaps…I could use
several regular books placed together, and
the Spell of Legend. It is such a powerful
strange, pulsing symbols shine out from
enchantment it would all but guarantee our
under the cover. Surprisingly, the dragon
escape or the destruction of our foes. But, it
seems so engrossed in his study of the pages
would take great concentration from me if it
it has not yet noticed your arrival.
is to succeed.” Kyxil looks at the Legionnaires
with a serious expression. “You would need

54
to defend me long enough to complete the „„Kyxil can’t do much more than fly in his
spell.” The dragon pauses. “You know more current state. He will be very vulnerable
of the Coalition force pursuing us than I… to Coalition heavy weapons fire.
what shall we do, friends?” „„Kyxil intends to take the Meganomicon
far away and hide it (he says he knows
USING THE MEGANOMICON a place no one will ever look!). He cites
If one of the heroes is a spellcaster, and his connection to Lazlo and Plato to
suggests using the Meganomicon herself back up his claims.
(rather than Kyxil), read aloud or paraphrase „„The Coalition is on their way, and
the following: will be in the valley soon. There’s not
enough time to simply sneak away.
Kyxil looks alarmed. “I don’t think that’s
„„It is unlikely the group could prevail
a good idea,” the dragon rumbles. “The book
in a fight with the Coalition forces
is mesmerizing and extremely complex. A
(particularly the large group of
minuscule mistake caused me to lose my
reinforcements, rather than the smaller
draconic abilities, perhaps never to return.
advance force) without the Spell of
I can’t in good conscience allow someone
Legend— especially with Kyxil’s
else to take that kind of risk.”
current debilitated state.
Kyxil outright refuses to hand over the
Basically, the choice boils down to two
Meganomicon to anyone else. He considers
options: they can run, or they can fight. Allow
the book his responsibility and would
the heroes some time to talk things over, but
never even consider “letting Plato down”
not too much. The enemy approaches!
by burdening another being with the
dangerous relic.
SURPRISE ATTACK
EE Kyxil: See page 51. Whenever the GM decides the heroes have
had enough time to decide, Cross’ advance
Decision Time force arrives. Read aloud or paraphrase the
The Legionnaires must now make a choice. following:
Either they can stand and fight against
As you debate, there’s suddenly a loud
the oncoming Coalition force, or they can
explosion near the mouth of the cave. Laser
instead buy some time for Kyxil to escape.
blasts and plasma grenades splash against
In either case, they must deal with Cross’
the rocks, bringing down fine rock dust
advance force, which is already moving into
from the ceiling. The Coalition has caught
the valley.
up with you, and if you don’t do something
Kyxil’s experimentation with the
soon, they could bring the entire cave down
Meganomicon has rendered him weak in a
on top of you.
fight. He cannot use the following Special
Abilities: Fire Breath, Flaming Scales, At this point, the heroes are on a time limit.
Invisibility, Metamorphosis, Teleportation. At the end of two combat rounds, the ceiling
Thus, the hatchling dragon plans to use the of the cavern collapses and entombs anyone
Spell of Legend from the Meganomicon to inside under tons of rock.
even the odds.
If the heroes are at all unclear as to what
is at stake, Kyxil is there to remind them of
the pertinent facts:

55
Before dealing cards for Initiative, the
FIGHT OR FLIGHT heroes should make up their minds whether
they wish to fight or flee. If the Legionnaires
don’t reach a decision, the Game Master
should make a choice on behalf of Kyxil
The Coalition advance force has just moved
and continue forward. It is important to
into Glimmer Valley. Once the characters
remember Cross and his men are an advance
exit the cave, read aloud or paraphrase the
force for a much larger Coalition group of
following:
reinforcements.
The black-armored forms of Coalition
soldiers swarm down the gentle hills of the Casting the Spell
valley. A suit of SAMAS power armor soars of Legend
overhead, its loudspeakers broadcasting a Kyxil requires a minimum of three full
determined male voice. “This is Lieutenant rounds to cast the Spell of Legend. At the
Sebastian Cross of the Coalition Military. Game Master’s discretion, the time can be
This is your one chance to walk away from shorter or longer, depending on how the
this alive—give us the book, now!” group is doing in the battle against the
Coalition advance force. If Kyxil has any
Cross does not intend to allow the
Wounds at the end of a round during the
Legionnaires to surrender peacefully. His
casting, the dragon must make a Vigor roll
orders are to recover the book, but he also
or the spell fails catastrophically, sucking
considers the hatchling dragon a monster
Kyxil and the Meganomicon through a Rift.
and a threat to humanity. Thus, even if
The heroes must keep Kyxil safe and engage
the heroes hand over the Meganomicon,
the Coalition forces in order to protect
Cross orders his men to open fire directly
the dragon.
afterwards.

The Battle DEFENDING KYXIL


The dragon hatchling is fairly durable
Cross is a dangerous foe, and not just
(having a high Toughness and Fast
because he operates a suit of SAMAS power
Regeneration), but the weapons on Cross’
armor. In truth, Cross’ best weapon is his
SAMAS (and the Spider-Skull Walker, if
disciplined mind and leadership. Cross has
it is present) are a serious threat. The
been well briefed on magic users, and he can
Legionnaires can try a number of ploys to
typically identify any obvious spellcaster (a
keep the Coalition focused on them rather
character wearing Ley Line Walker armor,
than Kyxil:
for example). Cross directs his men to fire
at targets without Mega Damage Capacity „„The heroes can use defensive powers
(MDC) armor at first, concentrating on such as barrier, protection, or deflection
spellcasters above all others. For any “hard on Kyxil
targets” (enemies with MDC protection), he „„The heroes can use Taunt or Intimidation
orders his men to use their grenades and to ensure the heavy weapons turn on
concentrates his own personal weapons them instead of the dragon
on the MDC targets until they’re down „„The heroes can use tactics such as a
or retreating. Kyxil is one of these “hard flanking maneuver or attacking from
targets,” but Cross prioritizes any visible behind to keep the Coalition forces off-
spellcasters first, then the dragon, then balance
other threats.

56
Generally, the GM should consider any
SPELLS OF LEGEND
reasonable and creative solution to ensure
the dragon gets a chance to cast the Spell of
Legend during the climax of the battle. Capable of extraordinary feats of
magic, Spells of Legend are complex
The Reinforcements and mighty enchantments which
Arrive are extremely difficult to master,
At the beginning of the third round of combat, even for creatures closely attuned
the Coalition reinforcements come into view. to magic (such as dragons). Any
Paraphrase or read aloud the following: knowledge of these enchantments is
very rare, and the number of beings
There’s a brief pause in the battle, during
capable of casting them is very few
which several lights appear on the horizon,
indeed. Thus, there are many stories
growing as they get closer. Sinister, black-
about what Spells of Legend are
armored APCs grind across the landscape,
capable of, and many rumors say
emblazoned with a skull emblem. Another
they represent the absolute pinnacle
enormous skull perches atop segmented
of a spellcaster’s craft. The Spell of
metal legs, heavy cannons jutting from
Legend in this adventure is a unique
either side. Tiny specks moving next to
one, contained only within the pages
these vehicles also darkly gleam like metal,
of the Meganomicon.
most likely armored Coalition soldiers
accompanying the oncoming reinforcements
in the far distance.

The arrival of the reinforcements should


spears, an awesome display of apocalyptic
give the players an “oh no!” moment, to
fury—each bolt of lightning striking one of
heighten the tension and excitement of
the Coalition soldiers or vehicles. The bolts
the final battle. The Game Master should
are so powerful many don’t even have a
emphasize the reinforcements are not yet in
chance to scream, occasionally disintegrating
range to open fire. If he is still alive, Cross
one of the enemy into nothing but a pile of
takes this opportunity to gloat a bit at the
dust quickly dispersed in the wind. Dozens
Legionnaires.
of such bolts rain down upon the battlefield
in rapid succession, wiping out any hope of
The Spell of
a Coalition victory. Although it lasts only
Legend: Fight
seconds, it seems like hours pass before the
At the end of the third round of combat, the
lightning ebbs—leaving only a handful of
Spell of Legend is cast. If the heroes chose
enemies remaining, struggling to regroup.
to fight rather than flee, paraphrase or read
aloud the following:
HARASSING THE REINFORCEMENTS
The Meganomicon glows blindingly The Game Master should ask the player
bright. Kyxil’s chanting voice becomes characters if any of them want to try to harass
almost thunderously loud, echoing across the Coalition reinforcements to ensure a
the battlefield. One by one, the enemy more decisive defeat. The reinforcements
warriors stop fighting, gazing up at the sky are still over fifty yards away, meaning
as enormous clouds swirl out of nothingness, long-range weapons like sniper rifles or the
ominously dark. A split-second later, blast power are the most optimal. Allow the
lightning bolts begin to fall from above like Legionnaires one action each, and to keep

57
things moving quickly, ask only for one roll Black-armored figures stagger across the
(such as the Shooting or Spellcasting roll), battlefield. “Enough! We need to retreat!”
resolving the effect narratively. Below are This shout comes from one of the open APCs
three things the Legionnaires could do to as some of the Coalition soldiers support
make things even worse for the Coalition: the others retreating slowly from the fight.
Smoldering, wrecked vehicles litter the
„„The heroes can attack from long range,
ground alongside dropped weapons and still
as described above
corpses. A voice, scratchy and hoarse with
„„The heroes can use skills like
pain, calls out the command, “Fall back!”
Intimidation or Taunt to sow confusion
The enemy is in no condition to continue
(this works best when combined with a
the battle. You’ve won.
loudspeaker or radio)
„„The heroes can use their abilities A Coalition officer (this is Lieutenant Cross
creat ively (such as a Burster if he is still alive) again barks out the order
manipulating a burning vehicle’s flame to fall back, leaving behind a threat: “This
into a towering humanoid figure, or a isn’t over.”
Juicer using his sniper rifle to shoot an
officer’s weapon out of his hand). The Spell of
Legend: Flight
Even if the heroes fail, the Coalition forces
At the end of the third round of combat, the
are in no mood to continue the fight.
Spell of Legend is cast. If the heroes chose
to flee rather than fight, paraphrase or read
BATTLE’S END
aloud the following:
Read aloud or paraphrase the following:

58
Kyxil’s chanting grows louder, until the SLOWING DOWN THE PURSUERS
very earth seems to tremble with every The player characters have more options
word. That is not a mere manner of speaking, than simply attacking the Coalition pursuit
either—the mountain overlooking the force; there are other ways to fend off their
valley is visibly straining. Threads of magic foes during the Chase. Below are some ideas
spiral out from the glowing Meganomicon, on options the Legionnaires might choose:
piercing into the heart of the mountain
„„The heroes might try to hit the wheels
and pulsing with eldritch energy. With
or legs on a pursuing vehicle to make it
a deafening roar, the top of the mountain
swerve or crash. This is a Called Shot
explodes upwards, raining down shards
(see Savage Worlds), typically at a −2
of rock with glowing red comet-trails. The
penalty.
rain of debris smashes into the Coalition
„„Clever use of powers such as barrier,
reinforcements, sowing damage and chaos
entangle, or slow could add a penalty
among the gathered troops. Molten magma
to the Coalition’s maneuvering rolls
spills from the top of the mountain—now
during the Chase.
seemingly transformed into an active
„„The heroes might use a Mega Damage
volcano—spewing ash and smoke into the
weapon or power to strike the ground
air. The temperature grows uncomfortably
and kick up an obscuring screen of dust,
hot as a pyroclastic flow of lava surges down
adding an Obstacle to the Coalition
the mountainside, cutting off the Coalition
pursuit force’s next maneuver roll.
forces from your group. “Now, we run,”
Kyxil says, the dragon hatchling’s voice If the Coalition pursuit force catches up
sounding incredibly weary. with the heroes, draw cards for initiative
and fight out a standard combat. No further
PURSUIT Coalition reinforcements are able to join in.
A pursuit team from the Coalition If the heroes get away, go to Aftermath.
reinforcements (and any survivors from the
advance force) makes up a group identical Aftermath
in composition to the advance force under Once the Legionnaires have either escaped
Lieutenant Cross (see page 60). The the Coalition force or destroyed it in battle,
heroes and Kyxil attempt to escape the area, paraphrase or read aloud the following:
greatly assisted by the Spell of Legend’s
The threat is over. Kyxil and your group
newly-born volcano. Treat this scene as a
have traveled a significant distance from the
standard Chase (see Savage Worlds). In this
Glimmer Valley, and you all take a moment
case, the Coalition forces suffer a −4 penalty
to rest. The dragon hatchling smiles, and his
to their maneuvering rolls on the first two
emerald eyes gleam with excitement. “That.
Action Cards and a −2 terrain penalty every
Was. Amazing!” he says, shaking his head
Action Card afterwards. These penalties and
in wonderment. “I wasn’t certain I could
the fact that no more than a small group can
cast the Spell of Legend, but, thanks to you,
even try to catch the Legionnaires is the very
my friends…I had the confidence to do what
pleasant result of the Spell of Legend. The
was necessary.”
Legionnaires can congratulate themselves
Kyxil hefts the Meganomicon in one
that dozens of troops and several vehicles
clawed hand. “It is time for me to say
must now figure out how to explain a
farewell. This book is too powerful for the
volcano “just happened” to render them
world as it stands now. Perhaps, someday,
nearly useless.
there will be a place of enlightenment that

59
could use the book’s powers for the benefit Tomorrow Legion) stand in the way of
of all.” The dragon hatchling falls silent for a carrying out his mission.
moment. “I don’t know when that day may
Attributes: Agility d8, Smarts d6, Spirit d8,
come, but until then I must hide the tome
Strength d6, Vigor d6
away where none can find it. When the
Skills: Athletics d8, Battle d6, Electronics
time is right, I will make arrangements so
d8, Fighting d8, Notice d8, Persuasion d6,
someone…perhaps heroes like yourselves…
Piloting d8, Shooting d10, Survival d6
can recover the Meganomicon.”
Pace: 10; Parry: 6; Toughness: 20 (10)
The dragon hatchling grins. “Goodbye,
Hindrances: Loyal, Stubborn, Vow (Minor—
my friends. Remember me, for I shall
Serve the Coalition)
certainly remember you!” With a powerful
Edges: Ace, Combat Ace, Power Armor Jock,
leap, Kyxil takes to the air, his wings
Rock and Roll!
carrying him far away.
Gear: PA-06A SAMAS (see Savage Foes of
The Legionnaires have successfully kept the North America), C-18 Laser Pistol (Range
Meganomicon out of the hands of the Coalition 15/30/60, Damage 3d6, RoF 1, AP 3), Vibro-
and gained a powerful ally. It is possible Knife (Str+d6 Mega Damage, AP 6).
the Tomorrow Legion could benefit from a
better relationship with Lazlo thanks to the EEKyxil
heroes’ actions. In addition, the future of the A flame wind dragon hatchling, Kyxil
Meganomicon itself is still an open question. has found a book he believes is the true
A Spell of Legend could certainly be a great Meganomicon. Kyxil’s plan is to take the
moment in a Savage Rifts ® campaign to Meganomicon and hide it away from the
spring upon a major villain when he least world. He believes no one on Rifts Earth
suspects it! is truly prepared to wield the awesome
power of the Meganomicon’s spells, so the
tome must be kept safe until that changes.
DRAMATIS Kyxil, however, is not immune to the book’s
temptations. Simply studying the pages
PERSONAE within led him to try one of the more
minor enchantments detailed by the tome;
this resulted in a temporary loss of his
EELieutenant draconic abilities. Until his powers recover,
Sebastian Cross
the dragon is with the Meganomicon within
This intense soldier leads the Coalition
Glimmer Valley near the Mississippi River.
forces searching for the Meganomicon. Cross
Kyxil has the same statistics as a flame
is a firm believer in the Coalition’s stance
wind dragon (young adult). See Savage Foes
on magic—it is dangerous, unreliable, and
of North America. His experimentation with
anathema to the Coalition’s way of life. His
the Meganomicon has rendered him weak
orders are to locate the Meganomicon and
in a fight. He cannot use the following
destroy it. Should that prove impossible,
Special Abilities: Fire Breath, Flaming Scales,
Cross intends to take the tome back to
Invisibility, Metamorphosis, Teleportation.
Chi-town where the artifact will reside
with other dangerous relics recovered Attributes: Agility d8, Smarts d8, Spirit d8,
from Tolkeen. Cross is aggressive, stern, Strength d12+4, Vigor d10
and determined—he has no intention of Skills: Athletics d6, Common Knowledge
letting anyone (especially the meddlesome d4, Fighting d8, Intimidation d6, Notice d6,
Persuasion d4, Psionics d6, Shooting d4

60
Pace: 8; Parry: 6; Toughness: 37 (18) emanating from its mouth. Either attack
Edges: Arcane Background (Psionics) may be Evaded, reducing the damage
Powers: Arcane protection, mind link, speak one die (from 5d6 to 4d6, for example)
language. ISP: 10 with success, or two dice with a raise.
Special Abilities: „„Flight: In dragon form fly at Pace 12
and “run” for extra movement as usual.
„„Armored Hide: The hatchling has +18
„„Impervious to Fire: Heat-based attacks
MDC Armor with +6 Toughness.
(including plasma weapons) do not
„„Claws/Bite: In dragon form deal
affect Flame Wind Dragons.
Str+3d4 Mega Damage, AP 6; bite has
„„Infravision: Halve Illumination
Reach 1.
penalties for warm targets.
„„Environmental Immunity: Cold,
„„Inherently Magical: Hatchlings know
Heat, Hunger, Thirst, Disease, Poison,
no magic spells, but have a natural pool
Drowning, Electricity, and Radiation.
of 10 PPE and can use TW gear.
„„Expanded Awareness: Dragons detect
„„Limited Metamorphosis: A dragon
arcana as an Innate Ability. With a
begins life able to adopt a single human
Notice roll they sense supernatural
or humanoid form for a limited amount
beings.
of time each day. He can maintain this
„„Fear: In dragon form cause Fear checks.
humanoid form for a number of hours
„„Fire Breath: As an action using its
equal to his Spirit die before needing
Athletics skill in dragon form, a
at least six hours of rest. He gains no
Hatchling can breathe a bolt of flame
special properties of what he mimics,
at Range 12/24/48 dealing 4d6 Mega
only the size and appearance, but
Damage—on a raise it deals 5d6 and
retains all of his abilities except those
targets catch fire, dealing 2d6 damage
only usable in dragon form.
until doused. Alternately, the fire
breath can manifest as a Cone Template

61
„„Nigh-Immortality: Dragons are EEAlixia
sustained by passively absorbing An evil and conniving creature known as a
ambient magic energy, eating and witchling, Alixia’s goal is to spoil the plans
drinking simply for pleasure. of the heroes, and cause some problems
„„Size 6 (Large): In their natural forms, for Kyxil at the same time. She can present
Hatchlings are 15 –20 feet from snout a challenge to the Legionnaires, but one
to tail-tip, and weigh 7 tons. They gain more of cunning than of raw strength. The
a fourth Wound level and, when not witchling tries to lure the heroes away from
using Metamorphosis, +6 Toughness. their goal and ambush them when they least
„„Slow Regeneration: Make a natural expect it!
healing roll daily, can regenerate limbs.
Attributes: Agility d6, Smarts d8, Spirit d10,
„„Tail Lash: A Hatchling in dragon form
Strength d6, Vigor d8
can attack all opponents adjacent to its
Skills: Athletics d6, Common Knowledge
rear or side as an action using Athletics;
d6, Fighting d6, Intimidation d10, Notice
this attack ignores Scale penalties and
d10, Occult d8, Persuasion d10, Spellcasting
may be Evaded, those who fail suffer
d10, Stealth d10, Survival d6, Thievery d8
Str+d8 Mega Damage.
Pace: 8; Parry: 5; Toughness: 13 (5)
Hindrances: Cautious, Suspicious (Major)
THE MEGANOMICON
Edges: Arcane Background (Magic),
Little is certain about this ancient tome.
Extraction (Imp), Master of Magic, Wizard
Rumor states the Meganomicon contains
Powers: Bolt, lower Trait, burst, darksight,
mind-boggling power. The prevailing
detect/conceal arcana, entangle, growth/shrink,
theory is that it contains numerous spells,
healing, light/darkness, puppet, slumber, speak
including some from across the Megaverse
language, telekinesis. PPE: 40
itself. Others believe the book is merely
Gear: Ley Line Walker Medium Armor (+5
a conduit of power, a totem that focuses
Armor, +2 Toughness, +4 vs Poison and
the individual’s own abilities. At least one
Disease).
school of thought claims the book contains
Special Abilities:
the knowledge to create entirely new
forms of magic! „„Environmental Immunity: Cold, Fire,
Rumors say the Meganomicon was once Heat, Poison, and Diseases.
within Tolkeen, and may have survived „„Fear: Terrifying and ugly. Any who
the destruction of that city at the hands encounter them make a Fear check.
of the Coalition. Few can agree on any „„Flight: Witchlings can hover and fly in
truths regarding its nature and origin, but any direction at their Pace.
Prescott Burch suspects the book taken „„Invisibility: As invisibility, but for no
from Tolkeen is merely an inferior copy of PPE cost, using Stealth as the skill roll.
the true artifact. Kyxil, for his part, is only „„Ley Line Transmission: Per the Ley
partially convinced the tome he possesses Line Walker’s ability (see The Tomorrow
is the actual Meganomicon. Regardless, there Legion Player’s Guide).
is no doubt the book in question contains „„Slow Regenerations: Witchlings make
immense power, making it a target for the a natural healing roll once per day.
Coalition and cementing Kyxil’s desire to
keep the tome hidden.

62
CHAPTER
SEVEN

THE CONTAMINATION
PRINCIPLE

T
he characters are a Special Exploratory Once the xenophobic insects establish
Team for the Tomorrow Legion, a hive, they wipe out all other life within
currently on patrol in the Oklahoma miles, and then spread. If Xiticix are in the
Territory at the southwestern edge of the area the Legionnaires must slow or stop
Legion’s sphere of influence. They are them from establishing themselves by any
wrapping up an uneventful patrol when means necessary until the full might of the
suddenly a short range radio signal crackles Tomorrow Legion can be brought to bear
over their equipment. A man’s voice fades in on the situation. Hopefully the message is
and out through the garbled transmission: either a Coalition trick or a misidentification
caused by sighting some other insectoid
…sighted Xiticix…Red River…before it’s
D-Bee…but there’s only one way to
too late…Valiant…
know for sure.
Then the broadcast ends. A Common
Knowledge check reveals that Valiant is Valiant Town
a known settlement on the Legionnaires’ The trail to Valiant is mostly dirt, with
map. It’s a small human town on the Red patches of broken concrete and pavement
River Trail, a minor route just north of in some sections. In most places it’s wide
Lone Star, and the only town on the map enough for heavy vehicles. Thick forest lines
close enough to be the source of that weak both sides of the trail. There are no visible
signal. The Xiticix portion of the message landmarks, but the trail remains well-worn
is cause for great concern. It’s well known and marked by occasional rusted signs from
that the invading alien lifeforms never stray the old world.
so far south of their primary hives. If the
creatures are actually in the area it could ROADKILL
be a disaster: a new hive unconnected to The Legionnaires encounter a strange
the northern nexus, or a major shift in the carcass as they close within a few miles of
Xiticix’s expansionist behavior. Valiant. At first glance it looks like a very
large bear, about 18 feet tall if it reared up

63
on its hind legs. It’s in shreds. A successful Bird remains, examined once the battle
Survival roll reveals the creature has been concludes, reveal oddities similar to the
dead for around two days. bear’s. Many appear normal, but some have
Closer examination finds oddities with the same patches of chitin or insectoid wings
the body, without any check needed. On rather than feathers. Some have mandibles
some patches of skin fur gives way to a thin as well as beaks, and most have an acid gland
chitinous shell, and its jaw includes a pair of inside their throats. A Common Knowledge
mandibles as well as normal teeth. A Notice roll reinforces the uncomfortable fact that
roll spots something else strange: the bear’s these are all known Xiticix characteristics.
right foot (once it’s finally found) has no
claws on it, but five toes instead. APPROACHING TOWN
The trees finally open up into a wide, open
BIRDS OF A FEATHER plain. Most of the area looks like irrigated
When the Legionnaires proceed they can see farmland. A concrete wall surrounds the
a large mass of hundreds of birds, clustered settlement of Valiant. Inside the wall is a five
in a thick, meandering spiral pattern ahead. foot deep moat of sorts, covered by a steel
The swarm of birds dives down, then shoots grate with irregular bars or pipes across the
upwards forming strange and fascinating top. It’s easy enough to walk or drive across,
patterns. Then the mass pivots and heads but most animals would shy away from the
straight for the heroes. grate or slip and get a leg stuck in it. The
most prominent feature of town visible from
„„Mutated Bird Swarm (2): See page 77.

64
beyond this wall is an old laser defense the Tomorrow Legion, except for Silas who
tower (a Medium Laser). Its housing looks starts as Uncooperative.
intact and viable from this distance.
„„Silas Trent: Silas is the town’s official
Characters with detect arcana or sensitive
drunk and beggar. He has tattoos that
to ley lines or magical and psychic effects
mark him as a former Coalition soldier.
feel something odd about the area. There are
Both his legs are missing, and a bundle
ley lines in the distance, and even a strong
of cloth wraps around his waist like a
nexus where they converge, but those are
diaper. He has little use for either the
too far away to explain the effect happening
Tomorrow Legion or the Coalition at
here. There is an unusual level of ambient
this point, and continually blusters at
arcane energy spread throughout the valley.
either to leave town. Like everyone else
Not enough to tap and use, but definitely
in town, he knows the funeral was for
enough to indicate something out of place.
Glen Carver, a local rancher who was
Psionics sense unsettling, barely audible
found torn to pieces along with most
whispers all around. There is no source or
of his cattle. Silas remains tight-lipped
focus for the energy, but there is a powerful
about Glen’s particulars, or who anyone
mental signature emanating from the same
else in town is, without a successful
direction as the nexus.
Intimidation or Persuasion roll.
No one greets the Legionnaires as
„„Buck Thompson: The owner and
they cross the grate. The most prominent
barkeep of the ”Dirty 30” Saloon. He’s
structures other than the laser tower are a
a tall, friendly blond with an easy smile.
church, a town hall, and a saloon. Nothing
He offers the heroes drinks and food
in town is more than one story tall, perhaps
when they enter. The menu offers only
to give the tower a clear line of sight to the
vegetarian food, plus a variety of local
wall in all directions. As the heroes approach
brews and some imported liquor. Buck
they can see a number of townsfolk gathered
is quick to tell the Legionnaires he saw
outside the church, apparently for a funeral.
a Xiticix south of the wall, and entreats
the heroes to explore that direction
MEET AND GREET
immediately. A successful Smarts roll
The funeral abruptly ends as the
recognizes Buck’s voice from the radio
Legionnaires reach the circle of buildings
transmission, and if pressed he admits
that make up Valiant’s town square. A
he sent the signal to the Tomorrow
woman in a top hat and an eye patch heads
Legion from the transmitter in the
into the town hall, a nervous looking man
town’s laser defense tower. He knows
ducks into the saloon, and a single man
the Xiticix are a threat to the region
remains in the church yard, shoveling dirt
and need wiping out, and directed his
into the fresh grave. Everyone else disperses
message towards the Legion in hopes
to homes or the fields surrounding town. A
that they’d deal with the bugs without
legless beggar perched outside the saloon
investigating Valiant too thoroughly.
during the funeral snarls out a dismissive
He’s certain the CS would round up
warning to the heroes. “Get away from
or exterminate the people of the town.
this place!” Most of the townsfolk are shy
He’s hesitant to speak about the town’s
farmers and ranchers. More prominent
situation even to the Legion, and directs
citizens who the Legionnaires can talk to
questions about that to the Mayor.
about the situation are listed below. They
„„Father Kincaid: If the heroes visit
all start with a Neutral Reaction towards
the church the man shoveling dirt

65
into the grave is actually the town’s The town was initially terrified by these
priest, Owen Kincaid. Father Kincaid changes, but they are growing used to it.
nervously answers any questions about Dahlia even acknowledges some advantages.
Glen Carver, the man he is burying, but The town intends to keep to themselves
redirects questions about the town to since they may as well all be D-Bees now,
Mayor Sawyer. He’s only just started and being a D-Bee is dangerous so near
filling in the dirt for the grave, so it’s Coalition controlled territories.
relatively simple (if rude) to open the Suddenly Dahlia stops and her antennae
casket and see what’s left of Carver’s twitch. She moves to the window, and
body. The wounds are almost identical outside the heroes can see half a dozen
to those suffered by the bear on the figures in Coalition armor surrounding
road. Silas outside the Dirty 30. “Oh no, what’s the
„„Dahlia Sawyer: The young Mayor of Coalition doing here?” she says in despair,
Valiant has dyed pink hair and is still fixing her hat and eyepatch and steeling
wearing a black dress from the funeral. herself to greet them.
The crisp top hat she wears covers a pair
of antennae, and under her eyepatch HERE COMES THE JUDGE
is an unblinking multifaceted Xiticix The Coalition team is an investigative and
eye. She hopes to keep her mutations troubleshooting squad similar to the heroes.
hidden from prying strangers. Dahlia A pale Psi-Stalker crouches uneasily near a
seconds Buck’s tale of spotting a Xiticix pack of equally tense Dog Boys. All of them
warrior to the south, and tries to coax are clearly deferential to an ISS Inspector in
the heroes that direction immediately. heavy Dead Boy armor. An Internal Security
If pressed with a successful Intimidate Services Inspector— or “Specter”—is a
or Persuasion roll she’ll sigh, ask the high ranking detective. Normally Specters
Legionnaires to remain calm, and investigate crimes inside Coalition cities,
remove her hat and eye patch. but some are mobile and bring “justice” to
settlements in contested regions like the
DAHLIA’S STORY Oklahoma Territory. This Inspector, Dolan,
About 3 months ago, after a series of storms pulls the wrappings off of Silas’s waist,
swept through the area something changed exposing nasty little bug legs growing
in town. One of their cattle had grown a underneath.
human ear, and everyone stopped eating
them for fear of tainted meat. Whether it EE Hektor: See Coalition Psi-Stalker from
Savage Foes of North America.
was too late or caused by something else,
Hektor sports the pale skin and sharp
the rest of the town began showing similar
teeth common to most Psi-Stalkers.
symptoms. It varies who manifests what,
He’s worked with Dolan for years and
and where, but everyone has mutations
considers the man a friend. He has a
now. Everyone can psionically ’feel’ one
strong bond with the Dog Boys and
another, even the cattle and some wildlife
reacts savagely if any harm comes them.
to the south. They haven’t seen the Xiticix
„„Coalition Dog Boy Soldiers (1 per
directly, but they are dimly aware of a small
hero): See Savage Foes of North America.
hive due to this connection, and the recent
proliferation of insectoid additions to their EE ISS Inspector Dolan: See page 60
and North America: Empires of Humanity.
mutating flesh. Dahlia can give the heroes
the general direction of the hive, and senses Despite Inspector Dolan’s move against
a strong mental presence towards the nexus. Silas, he isn’t here to hunt D-Bees. He’s

66
following his own leads from within WHAT’S REALLY
Lone Star, and is suspicious a renegade HAPPENING IN VALIANT
Lone Star scientist named Dr. Bradford is
conducting an unauthorized experiment in
The heroes should suspect something
the area. Bradford supposedly works for the
is causing the genetic characteristics
Coalition, but Dolan suspects that Bradford
of species to remix with one another.
is pursuing his own agenda. Depending on
The culprit is spores drifting in from
how the Legionnaires approach him, he and
the nexus to the west, which aren’t
his team might even agree to work together.
visible to the naked eye, but are
He knows the ley lines in the area, and
causing the area's ambient PPE/ISP.
checking out the nexus to the west is his next
When a hero eats a meal in Valiant,
stop. His starting Reaction is Uncooperative,
or drinks a beverage she must
but a Persuasion roll might convince him to
check Vigor. With a Critical Failure
share information for mutual benefit.
she begins to mutate within a day,
If convinced, he’ll suggest the heroes
gaining one additional step of the
check for the rumored hive to the south
Psionics skill, but also suffering
while his team looks into the nexus. He
the Outsider Hindrance due to the
warns them that a high-ranking CS scientist
mutations. This change is gradual,
named Dr. Bradford experiments with
and may be temporary depending
Xiticix and means of killing them, and
on the choices made inside the Rift.
tells them of his suspicion that Bradford
is conducting unsanctioned research near
here. Technically he’s here to investigate
the Xiticix, but his team’s senses are tipping
them off to something big happening at the
Drawn to the area by the Xiticix scent, it
nexus and he wants to get there first.
savagely attacks the humans and animals
If the Legionnaires attack, Dolan and his
it perceives as its programmed prey. Once
team fight back as best they can. After one
engaged the creature fights to the death.
round the Experimental Xiticix-Killer leaps
into town and attacks Dahlia. Any remaining „„Experimental Xiticix-Killer: See page
Coalition forces use the confusion to flee 60.
from town towards the ley line nexus. If the heroes defeat the creature the
remaining townsfolk thank them profusely.
HUNTER KILLER There’s little else to discover in Valiant. The
Whether Dolan and the team strike a deal heroes’ next move is either to find the Xiticix
or not, a deadly creature arrives in Valiant hive, or check out the nexus, and by now
to complete the job it started with Carver. they should be aware of both and have a
It jumps into town, landing near Mayor general direction for either.
Sawyer. It attacks and kills her on its first Dolan’s team heads towards the nexus,
action unless the heroes target it first. Once and the hive seems like the more immediate
attacked the beast acknowledges the group threat. If the team heads to the nexus skip
as a threat and attacks them without mercy. to Rift to Beyond, otherwise move on
This beast is one of Dr. Bradford’s to The Hive.
prototype Xiticix-Killers, engineered with
the power and desire to slay as many of The Hive
the insects as possible. Whether this is a The heroes must cross a medium sized ley
new model or an older prototype is unclear. line on the way south towards the hive.

67
Those sensitive to lines can also feel a ley A CURIOUS STRUCTURE
line storm brewing. The storm front is wide, The storm subsides quickly, and the
and rolling eastward down the line. Just heroes can fix the exact direction the
as it hits a group of Xiticix appears from xiticix approached from. After 10 minutes
the southeast, emerging from the storm at they emerge from the tree line into a wide,
medium range. There is no mistake, the deforested section of riverbank. The Red
presence of these creatures means the entire River snakes around the wasteland. A
region is under threat of doom. Their wings single unusual structure dominates this
flutter aggressively and they leap to attack. open space, looking similar to a smokestack
with a partial dome covering the top.
„„Xiticix Hunters (2): See Savage Foes of
A Notice roll spots a few oddities even at
North America.
this distance. The structure looks more like
„„Xiticix Warriors (2 + 2 per hero): See
a building than a natural structure, with a
Savage Foes of North America.
regular conical tower base and a panel-like
The skirmish takes place on a ley line and construction on top. There is no activity in
during an active ley line storm (see Ley the open space, only the sound of the wind
Line Storms in the Game Master’s Handbook). rasping through the tower and the rushing
There’s no random extra effect rolled for this water of the river. A Survival roll suggests
storm—no lightning or thunder—only a that a proper Xiticix hive would have
kind of interdimensional effluvia detectable multiple towers, and they would be more
once the battle is over. The Xiticix suffer a organic like a termite mound.
−2 on all rolls from Fatigue and interference The eeriness only increases as the
from the storm. After the battle a light group approaches. Throughout the area
coating of spores, invisible to the naked eye are small concrete silos covered in Xiticix
but carrying exactly the same energy as resin with robotic recording equipment
detected around Valiant, covers the area and inside. Opening the silos and
the group. using Hacking
recovers footage
of groups of
Xiticix warriors
turning on one
another. Some
of the creatures
have patches

68
of human flesh or other non-insectoid
characteristics, and appear to flee the hive. WHAT IS THIS PLACE?
Scores of the normal looking Xiticix bring
them down, pulling the wounded and dead Dr. Bradford built the complex as an
back inside. experiment. He introduced a small
colony of Xiticix into what was a
ASCENT AND DESCENT controlled environment to observe
Prominent metal ladders allow an easy their behavior, and how they dealt
climb to the entrances about 50 feet up, with his experimental killer lifeforms.
another irregular feature of this hive. Power Bradford rigged the entire hive
armor and vehicles can’t make the climb or with failsafe explosives designed to
fit through the entrance, but Cyborgs can. wipe out any queens and all their
As the heroes climb they get a good look grubs if things got out of control.
at the construction of the so-called hive: it Then the mutations started, which
is mostly concrete and steel reinforcement Bradford had nothing to do with. They
with layers of artificial resin spackled have the same source as those affecting
over the top. Valiant. The mutations fascinated
At the top of the ladder is a wide entrance Bradford. Rather than terminate
hole, and then a ladder descending back the hive, he let things develop. He
down into darkness on the other side. The recently lost transmissions from
tunnel down seems to be a 10 foot diameter the hive and the ability to detonate
pipe going about 70 feet downward. Quiet the explosives thanks to the queen’s
heroes hear soft clicking sounds from the workers disabling his equipment atop
blackness below. At the base is a tunnel the tower.
network radiating out in three different Bradford is quietly building an
directions, with knee deep mud coating extermination force to eliminate the
the bottom of the tubes. The same cameras hive and recover footage from the
from outside are present inside, built into robotic cameras. His preparations
the walls. tipped off Inspector Dolan that
Whichever direction the explorers choose something was going on in the area
the tunnel opens up into a larger chamber. and prompted an investigation.
At first it appears empty, but within moments
a small horde of Xiticix emerges from the
walls and ceiling to attack!
„„Xiticix Leapers (1 per hero): See North
It leads them down another tunnel and into
America: Blood & Banes.
a chamber with a makeshift resin barricade
„„Xiticix Warriors (2 per hero): See Savage
and guarded by a handful of warriors who
Foes of North America.
let the party pass. A thick fungus grows on
After clearing the chamber the heroes hear the walls here, and sensitive characters note
the clicking noises within the hive grow the same ambient energy they detected in
louder and faster, but before anything else Valiant and after the storm.
occurs a single warrior appears from one of Another tunnel leads downward, and the
the other corridors and waves at the heroes, party find themselves in a chamber twice
beckoning them to follow it. Without any the size of the previous ones. The mud is
checks, the heroes know this is completely deeper, and the same fungus as above covers
unprecedented behavior from a Xiticix! the walls; hollowed out resin craters bubble

69
with dark sludge giving off the same energy. within. She doesn’t remember the hive’s
Dominating the chamber is a massive Xiticix creation, just that she hatched within it and
of a type the heroes have never seen. set to work.
She and the mutants loyal to her fed on
MEET THE NEW QUEEN fungus and Sludge exposed to some outside
The very young queen towers about 15 contaminant, and it altered them. The other
feet tall: small for a queen. Her armor is Xiticix reacted violently to their change.
dark gray with green-hued highlights, The unmutated Xiticix killed her young and
and exposed green entrails glow in her she has only a handful of loyal warriors
abdomen. Her chamber contains pools of left. She and her forces have managed to
Sludge, a high-protein mixture used to temporarily trick the others and avoid total
accelerate Xiticix growth. Over a dozen extinction—for now.
warriors attend her. There are no young or The ordinary queen is keeping most of
other types of Xiticix present. One human her own remaining warriors close to her,
blue eye stares back from under her head- defending her breeding ground until a
crest. Opening her mandible-jawed mouth, new clutch of warriors emerges from their
raspy American emerges. cocoons. If this new generation is free of
“We…I…am no longer Xiticix. I am new. I contamination they will surely wipe out
am other.” This young queen has no name, the rest of the mutants. The mutant queen
such things are alien to the Xiticix, but she hopes the unmutated Queen hasn’t figured
accepts and uses any name the heroes give out the source of contamination, and some
her. She explains this hive is less than a year of the Sludge or fungus has produced more
old, and she is one of two young queens allies for her instead.

70
She points around her chamber where WHAT DO THE
the resin and concrete have been dug up, XITICIX WANT?
exposing wiring and explosives. Once she
realized that the entire hive was not of The simple answer, and one that
Xiticix manufacture she had her forces cut comes readily to the young queen
off the transmitter atop the dome to prevent is the Xiticix want to thrive. Once
whoever built this place from blowing it that’s accomplished there is another
up. If the new generation of warriors aren’t compulsion that only becomes
mutants she intends to dig an escape tunnel active after all available territory is
to the surface and send suicide troops to converted into hive-land.
reconnect the transmitter and hopefully She gets visibly distressed when
destroy her xenophobic kin in the process. trying to think about it and formulate
The Legionnaires may attack this queen words, and finally gives up. She
if they wish. If they do it draws all her eventually states there is something
remaining warriors to defend her. There are else beyond their prime instinct, but
12 warriors in her chamber, and three more it will take her time to process it. She
groups of four warriors each arrive within promises to tell the Legion as soon
1d6 rounds—roll separately for each group. as she can come to grips with it;
A successful Repair or Electronics roll can introspection is quite alien to her kind.
set off the explosives in this chamber, killing
the queen, her forces, and any Legionnaires
within—but the other queen’s chamber
takes no damage from the blast.
her and immediately attempt to reconnect
EE Xiticix Queen—Young (1): See North the detonator at the top of the hive before
America: Blood & Banes.
the next generation of warriors hatches. If
„„XiticixWarriors (12): See Savage Foes of
they opt for the latter skip immediately to
North America.
the Cleaning Up section. The number of
The young queen is keen to form an alliance opponents is the same. If the group agrees to
with the outsiders and find a new way of check out the anomaly the queen’s warriors
life for herself and her altered followers. She escort them safely out of the hive.
answers questions about the Xiticix as best
she can, though many of her statements Rift to Beyond
reflect her mutated consciousness or the fact It’s simple enough to reach the nexus, the
that she matured artificially in laboratory ley line between the hive and Valiant leads
conditions. directly to it if the heroes follow it east. If they
She’s a powerful psychic and can sense just march east they’ll hit a perpendicular
an intelligence miles away at the ley line ley line that intersects as well. At the nexus
nexus. She can’t determine its purpose, but is a stable, open Rift with another world
she considers it a threat and happily points visible on the other side.
the heroes towards it while she waits to see Through the maw the group can see
if the next generation will be her salvation a multi-tiered pyramid rising up from a
or destruction. jagged landscape covered in a thick layer of
dusty webbing. Dual suns, a red giant and
HARD CHOICES smaller yellow surrounded by hazy gases,
The heroes may ally with the mutated are setting behind the temple, bathing the
queen, attack her, or even choose to betray area in a haunting reddish light. Atop the

71
temple is a metallic structure with rotating Psionics hear a constant low death-scream
parts emitting occasional arcs of lightning of millions of voices. This is a world of ghosts.
that feed into the Rift. The outer edge of If the explorers uncover a large enough
the Rift pulses, expanding and contracting section of webbing they find a petrified
slightly as the energy courses into it, making corpse. They only catch a brief glimpse of
it almost appear to be breathing. the pained expression frozen on its twisted
Both sides of the nexus count as being on a face and a body asymmetrical, contorted,
ley line nexus for psionics and mages. Those and covered in seemingly incongruous
sensitive to the psionic link affecting Valiant features. The body then crumbles to dust.
and the hive feel that same ambient energy Only barren rock and more dust is under
in the air here, and strongly concentrated most of the webbing.
in the webbed landscape beyond the Rift’s
threshold. The machine atop the temple THE TEMPLE OF CONVERGENCE
emits a steady and powerful psychic signal. Broad stairs lead from the web covered
A successful Occult roll reveals that ground to the top of the temple. It is split
this is a stable Rift, though it appears the into four tiers, each about three yards high.
structure on the other side is the source of The stairway is steep, and each tier has a
that stability. A mage could collapse the Rift lip about 2” wide at the top. Metallic spires
in the usual way, but it would likely re-open emerge from the penultimate tier, and the
sometime later unless something stops the very top of the structure is a 4” by 4” terrace
energy from the device. A few shots from a with a strange looking helmet resting on an
powerful weapon could destroy the device altar. Psionics can feel the power pulsing
and seal the temple. After the first shot the from the helmet, and sense the temple itself
Temple Guardians (see below) flood out of has a mental presence. The helmet appears
the Rift to stop the attackers. to be some kind of focus.
If ISS Inspector Dolan and his team The machine responds to psionic probing,
survived the encounter in Valiant they stand or the heroes can make contact with it directly
at the threshold of the Rift looking inside. by putting on the helmet. The helmet itself
Depending on how the Legionnaires dealt stores psychic energy, and grants +10 ISP to
with them they either flee inside towards its wearer. This ISP recharges normally on
the temple or agree to explore the Rift with its own. Disjointed thoughts flood the mind
the party. Dolan would rather find out more of anyone who attempts to link up with
about the machine before trying to destroy the temple, but eventually the following
it or collapse the Rift. thoughts become clear in the chaos:
This place is the Temple of Convergence,
ANOTHER WORLD and its original purpose was to bring
If the group ventures inside the Rift the air together the minds and bodies of several
on the other side is hot and dry. The world different species that inhabited this world.
around them is still and lifeless, apart from It accomplished its task. The machine is
a hot breeze back towards the Rift opening still active, and its influence is spreading
and occasional flashes of energy from the out through the Rift, carried by wind and
machine. The webbing that covers nearly storms. A strong enough will can stop the
everything isn’t sticky, and feels almost like process, or even send a signal to reverse
steel wool. Touching it sends clouds of dust it. The images also contain a warning: the
into the air, thick with the contagion that is temple has guardians nearby to respond
affecting Valiant and the Xiticix hive. with deadly force to any tampering.

72
73
GM NOTES: MDC the Temple Guardians awaken and attack
AND WILD CARD both sides.

Players walking through the SWITCHING OFF


adventure too easily? Swap MDC Disabling the temple is a Complex Dramatic
armor for the regular armor on Task where one hero tries to reverse the
the Temple Guardians, and don’t mutation process or simply stop it. Any
forget you can make any foe a Wild psionic can make an attempt using Psionics
Card. And if your players find this with a −2 penalty, or no penalty at all if
adventure too much of a challenge, wearing the helmet. A non-psionic can make
remember foes are considered Extras the attempt only when wearing the helmet,
unless otherwise noted—only one and rolls against Spirit with a –2 penalty
Wound and they’re out! instead. Completing the shutdown requires
8 Task Tokens within 5 rounds.
At the end of the ninth round, the temple
overloads and explodes dealing 4d12 Mega
Damage to everyone still inside the Rift.
DEADLY DILEMMA Each Task Token the hero failed to collect in
Before the heroes attempt to disable or the Dramatic Task reduces this by one round.
destroy the machine give them a chance If the Legionnaires and Dolan's CS forces
to decide what approach to take. Reversing manage to forge an alliance, the two groups
the blending that’s already begun is possible, between them have sufficient firepower
and anyone who puts on the helmet or is to demolish the temple completely with a
psionically sensitive can sense it once they sustained assault over three rounds.
get close to the temple. Doing so restores the Tampering with the temple machinery
people of Valiant back to normal, but it also or attacking it rouses its guardians. They're
dooms the mutant Xiticix to return to their hidden under the webbing around the
instinctive behaviors. temple, but they burst free when the action
If Dolan is still alive he advocates turning starts and attempt to prevent the desecration
off the machine without trying to reverse of their temple.
the process. His curiosity gets the best
„„Temple Guardians (1 per hero): See
of him and he wonders what they might
page 77
learn from the mutated Xiticix. This is a
unique opportunity that could someday Shortly after the heroes disable or
save billions of lives; a worthy sacrifice for destroy the temple the Rift destabilizes and
a handful of humans whose lives would be closes for good.
more difficult—but not impossible!
The discussion could be further Cleaning Up
complicated if anyone in the group is If the Legionnaires haven’t already dealt
already infected. Dolan tries to argue it out with the Xiticix hive, they need to now. They
before resorting to combat. Use a Social can try to clear the hive room by room—a
Conflict (see Savage Worlds) if the characters daunting prospect which leads to every
disagree and wish to bring him around. If creature in the hive (except the queens)
the characters can’t convince him he’ll try swarming them from all directions in the
to use the helmet or make Hektor connect first large chamber. More realistically, the
to the machine while the rest of his team group can try to hack into the disabled
hold off the heroes. If a fight breaks out equipment at the top of the hive and set off

74
the self-destruct mechanisms Dr. Bradford arrive, and on the second round the hive’s
built into the artificial structure. If they sole Super Warrior bursts onto the scene.
went straight to the nexus and reversed Success on the task sets the explosives
convergence they’re in for a tough time with a short timer so the Legionnaires and
since they won’t even know about the self- their allies may escape before the hive is
destruct mechanism unless they get inside completely obliterated. Failure with Clubs
and then spot the strange activity on the for initiative detonates the explosives
ceiling with a Notice roll. immediately dealing 5d12 Mega Damage to
The exact circumstances of this last battle everyone present.
depend on the decisions made up until now:
„„Xiticix Warriors (50 total if conver­
„„If ISS Inspector Dolan and his crew are gence was reversed, 30 total if not):
still alive, they now assist the heroes See Savage Foes of North America. Usually
without hesitation. Distribute them as the warriors spread out and arrive in
followers for the final confrontation. groups equal to the number of heroes.
„„If the heroes reversed the convergence If a queen is directly threatened all
process the Xiticix are reunified and available warriors move to defend her
prepared for the attack. Half the mutant as quickly as possible.
queen’s remaining warriors now bolster EE Xiticix Queen—Young (1 or 2): See
the forces on watch at the top of the North America: Blood & Banes.
hive, and an extra warrior arrives each „„Xiticix Super Warrior (1): See North
round during the battle. America: Blood & Banes.
„„If convergence wasn’t reversed the
mutant queen and her paltry remaining
forces emerge from the hive and repulse
an attack just as the group arrives
on scene. Only a small portion of the
hatching warriors were mutants. The
non-mutant Xiticix slew them almost
immediately. She’s wounded and has
only eight warriors left. She lends each
character one warrior as a follower
for the upcoming battle, and keeps
any remainder for herself as she flees
towards Valiant.

Setting the detonation sequence is a


multi-person Dramatic Task, requiring 12
successes using Repair or Hacking. There is
no round limit on this task, but the hive is
buzzing with activity, and the more time it
takes the more likely the group is eventually
overwhelmed by swarming Xiticix. When
the intruders first reach the equipment at
the top only six warriors are present. At the
start of each subsequent round additional
warriors equal to the number of heroes

75
The survivors return to a hero’s welcome at
Valiant. The townsfolk accept the situation DRAMATIS
whether they remain mutants or not. If the PERSONAE
young queen lives she promises to defend
the community and help it thrive. If Dolan or
his crew still live they don’t intend to report EEISS Inspector Dolan
the situation in Valiant, but they do intend Dolan has an obsession with uncovering
to continue investigating Dr. Bradford’s role the truth, including ugly truths within
in creating the dangerous situation with the the Coalition. He doesn’t speak like it, but
hive in the first place. he’s secretly sympathetic to D-Bees who
don’t pose a direct threat to humanity. His
Further Adventures frightening armor and brusque manners
Several options are open if the group wishes make his motives difficult to discern. He has
to continue exploring the Red River zone: a habit of jotting down things people say on
an electric pad.
„„Dr. Bradford and his Lone Star
scientists are still running questionable Attributes: Agility d8, Smarts d10, Spirit d10,
experiments. They might unleash Strength d8, Vigor d8
an uncontrollable Xiticix-Killer that Skills: Athletics d6, Common Knowledge
poses a threat to the whole region, d10, Electronics d8, Fighting d8,
or send covert operatives to find out Intimidation d8, Notice d10, Persuasion
what happened to the hive and bring d8, Piloting d6, Research d10, Shooting d8,
back “samples” from Valiant. If Dolan Stealth d8, Thievery d8, Survival d8
survived he quickly learns too much Pace: 6; Parry: 6; Toughness: 16 (7)
and needs help from people he can Hindrances: Curious, Vengeful (Minor),
trust. Vow (Minor—Serve the Coalition)
„„Regular Coalition forces begin arriving Edges: Alertness, Conditioned, Field Intel,
in the area. They know Dr. Bradford Improvisational Fighter, Hard to Kill,
was up to something here, and want Investigation, Level Headed, Streetwise
to keep the situation under control. If Gear: CA-1 Heavy EBA (+7 Armor, +3
mutants remain in Valiant these troops Toughness), CP-50 “Dragonfire” Laser Rifle
represent a dire threat to the town’s (Range 24/48/96, Damage 3d6+2, RoF 3, AP
safety. 4, 3RB), CP-50 integrated grenade launcher
„„The old-world ruins northeast of the (18/36/72, 12 Shots, High Ex grenades 3d8
nexus were a military base. There Mega Damage, RoF 1, MBT), CP-30 Pulse
may be valuable salvage there. It’s also Laser Pistol (Range 10/20/40, Damage
possible something escaped from the 2d6+2, RoF 3, AP 4, 3RB), silver-coated
Rift and now lurks there, gathering knife (Str+d4), Vibro-Knife (Str+d6 Mega
strength. Damage, AP 6), investigation kit, lock-pick
release gun (+4 Thievery to open locks).

76
Mutated Bird Swarm Attributes: Agility d10, Smarts d6, Spirit d10,
A thick, aggressive flock composed of many Strength d12+4, Vigor d12
different species. Something is clearly amiss Skills: Athletics d10, Fighting d10, Intimida-
with the maddened throng, but it’s difficult tion d8, Notice d6, Shooting d10
to tell what in the frenzy of flapping wings. Pace: 8; Parry: 8; Toughness: 20 (8)
The birds operate as two swarms, each the Edges: Block, Dodge (Imp), Frenzy, Mighty
size of a Large Blast Template. Blow, Quick
Special Abilities:
Attributes: Agility d8, Smarts d4 (A), Spirit
„„Armored Shell: Temple Guardians
d10, Strength d4, Vigor d6
have thick plating providing +8 Armor.
Skills: Athletics d6, Fighting d6, Notice d6
„„Construct: +2 to recover from Shaken;
Pace: 10; Parry: 7; Toughness: 5
doesn’t breathe or eat, immune to
Edges: Alertness, Danger Sense
poison and disease, ignores 1 point of
Special Abilities:
Wound penalties.
„„Acid Bite: The birds peck, scratch, and
„„Fearless: Temple Guardians are
vomit acid on everyone within the
immune to fear and Intimidation.
template, automatically dealing 3d4
„„Helix-beams: The three ’eyes’ on the
Mega Damage, AP 6 to their victims.
Temple Guardian’s chest emit energy
„„Flight: The swarm has a Flying Pace of
that spiral together into a single
10 and may “run” as normal.
powerful beam (Range 50/100/200, 3d10
„„Psychic Connection: Each swarm
Mega Damage, AP 15).
template has a strong gestalt mind.
„„Jump Jets: Temple Guardians may use
Psionic attacks disrupt this bond and
an action to jump 12+1d10” in place of
count as area effect attacks.
Running. Opponents do not get a free
„„Split: The bird swarms split into two
attack against a Guardian withdraws
smaller swarms when Wounded.
from melee in this way.
Reduce the Blast Template one size after
„„Power Punch: Temple Guardians’
a Wound. Small swarms are destroyed
energized gauntlets deal Str+d6 Mega
if they suffer a Wound.
Damage, AP 4.
„„Swarm: Parry +2; because each swarm
„„Size 4 (Large): Temple Guardians stand
is hundreds of creatures, cutting and
15’ tall, weigh over a ton, and gain a
piercing weapons do no real damage.
Wound level.
Area effect weapons work normally,
and a character can swat or smash to
Experimental
inflict his damage in Strength each
Xiticix-Killer
round.
This hairless genetically engineered beast
has thick tentacles for arms, each with a
Temple Guardian
nasty hook on the end. Its mouth looks like
The Guardians of the Temple of Convergence
two buzz saws with a proboscis between
are hunchbacked robots made of the same
them. It’s a powerful jumper, and prefers
black metal as the machinery that sprouts
to pounce on its prey, grab them with its
form the upper level of the temple. Sickly
tentacles, and then drive its head into the
yellow light projects from three openings
victim, tearing it apart. Its body bristles with
in their chest, perhaps eyes. The same light
hardened spines.
swirls around their massive, gauntleted fists.
These freaky creatures prefer to attack
These creatures have minds swirling with
from ambush, and relish the taste of Xiticix
madness and long forgotten purpose.
flesh, which they feed exclusively on.

77
Attributes: Agility d10, Smarts d6 (A), Spirit „„Jumping Legs: The creature may jump
d12, Strength d12+4, Vigor d12+2 1d12+4” in place of Running.
Skills: Athletics d12, Fighting d12, „„Tentacle Hooks: This Experimental
Intimidation d8, Notice d8, Stealth d10, Xiticix-Killer strikes with natural
Survival d8 weapons dealing Strength+d8 damage.
Pace: 8; Parry: 8; Toughness: 21 (6) If it hits with a raise the target is also
Edges: Alertness, Bruiser, Extraction (Imp), Grappled.
First Strike (Imp), Frenzy (Imp), Sweep „„Shooting Spines: When surrounded
(Imp) the Xiticix-Killer may launch its spines,
Special Abilities: attacking all targets in a Large Blast
„„Armored Hide: The creature is Template centered on itself. Targets may
engineered with a thick, plated hide Evade. Those hit by the spines suffer
providing +6 Armor. 4d6 damage.
„„Buzz-saw Proboscis: The Xiticix-Killer „„Size 4 (Large): This specimen stands
uses its engineered bite (Str+2d8 Mega 15’ tall, weighs over a ton, and gains a
Damage, AP 12, +d12 damage on a raise) Wound level.
on creatures it has grappled. „„Slow Regeneration: The Xiticix-Killer
„„Fear: The monstrous creature causes gains a natural Healing roll once per
Fear checks when first encountered. day.

78
CHAPTER
EIGHT

A FINE SOLUTION

T
his is a series of five adventures, WELCOME TO
originally published as One Sheets™
and connected in a full story arc called THE WORLD
A Fine Solution. This can be used much like
a Plot Point Campaign, simply insert each A Tomorrow Legion team is on patrol in
adventure in at some point over the course the east, near the border between northern
of regular campaign play, allowing the Arkansas and Tennessee. They come across
players to discover the ongoing plot that a family of blue-skinned, elf-like beings
ultimately unfolds. running desperately for their lives from a
Welcome to the World is an adventure for Coalition unit.
Novice heroes. D-Bees arrive via a Rift and
are hunted and captured by the Coalition. It’s a Dead Boy’s Party
The Circle of Death, an adventure for The team is patrolling through the
Seasoned heroes, sees the town oppressed wilderness when they detect a commotion.
and dozens of D-Bees slated for sacrifice; Heightened senses and high-tech systems
looks like a job for the Tomorrow Legion. make it unlikely the group is surprised,
Triangle Trade, is an adventure for Veteran though none will recognize what they see.
heroes. Someone in southern Arkansas is A desperate and frightened family—a
paying top-dollar for captured Faelerin, man, woman, two children, all blue-skinned
and the Black Market is happy to get paid. D-Bees of a type no one’s encountered
Unwanted Heroes, an adventure for before—burst from the trees in a panic.
Heroic characters, sees the Legion closing Anyone scanning them with detect arcana can
in on who’s been capturing Faelerin for the tell they have natural PPE capacity, though
Coalition—and it’s the Vanguard! none seem trained in arcane arts.
Power Play is an adventure for Legendary They speak an unknown language, but
heroes. An outlaw faction of the Coalition is the message is clear from the sounds of
about to make a play for serious power by pursuit just behind them—Coalition forces
murdering millions! are coming!

79
„„Coalition Grunts (1 per hero): One the hands of terrible demons in their world.
is a Gunner MOS with a C-27 Plasma Many of their practiced spell weavers stayed
Cannon, see Savage Foes of North America. behind to cover their escape; although all
„„Skelebots (5, plus 1 per hero): Two are Faelerin are naturally connected to the
armed with CR-1 Rocket Launchers, see flows of magic, almost none of those who
Savage Foes of North America. came through the Rift are practiced in any
significant way.
Language Barriers Further study by anyone with detect arcana
After dealing with the Coalition forces, the reveals that even the children are “living
next step is to find a way to communicate arcane batteries,” possessing 20 natural
with the D-Bees the heroes rescued. Speak PPE. The adults each have 30! Anyone with
language is perfect here, but mind link will an inclination to drain magical energy from
also do just fine (though with less complex living beings would see the entire species as
concepts possible in the “conversation”). an incredible source of energy.
Failing either of those, it takes a bit of good Almost as soon as the Faelerin arrived in
roleplay and clever non-verbal efforts to get this new world, they were set upon by yet
any solid information exchanged. more demons, though very different ones
The rescued D-Bees are grateful to the from those of their world. They scattered
Legionnaires for their rescue, and try their and fled, even as many of their kind were
best to communicate what they can. They are captured and dragged into tunnels in
a species called the Faelerin (see page 91), the mountains back toward the east. The
and they recently came through a “great Faelerin tried to stay together, but at some
hole in the air” to escape certain death at point, they ran afoul of the “black metal

80
skull men”—Coalition forces. Though a few which means any alert requires at least a
were killed, the soldiers and their “undead round of movement before the gunners can
metal minions” (the Skelebots) set about get into the turrets. The rest of the listed
capturing most of them. Another couple of force is scattered unevenly around the APC
families are trapped inside a “giant rolling in small groups of two or three.
metal box” about a half a mile away.
„„CS Grunts (3, plus 1 per hero): One
is a Gunner MOS with a C-27 Plasma
Tough Nut to Crack
Cannon, see Savage Foes of North America.
Assuming the Legionnaires take it upon
„„Skelebots (2 per hero): Two are armed
themselves to check out the “metal box,”
with CR-1 Rocket Launchers, see Savage
they discover a larger Coalition force in a
Foes of North America.
clearing, surrounding a parked Coalition
„„CS Driver and Gunners: One Vehicle
Mark V Armored Personnel Carrier (APC)
Operator and two Gunner MOS; they’re
(see Savage Foes of North America). Due to
wearing CA-2 Light EBA.
Fort El Dorado having more vehicles than
trained personnel to man them, there is EE Lt. Bartholomew Hamilton: See page
90
only one driver and two gunners aboard,
along with the unit leader, Lieutenant
Seriously, Captured?
Bartholomew Hamilton.
Anyone who knows anything about the
Under orders from one Captain Adeline
Coalition — and especially about the
Carter, he’s got numerous squads out
particularly zealous leaders in Fort El
rounding up as many of these blue-skinned
Dorado, the most recent addition to the CS—
elf folks as he can grab. He is to return as
should be particularly confused about why
many as can be captured back to El Dorado,
these soldiers were going out of their way
reporting directly to her when he does. He
to capture the Faelerin, rather than hunting
has no idea why he’s capturing a bunch
them down as easy target practice. For now,
of “filthy magical D-Bee scum,” but he’s
however, there’s recently-rescued folks
been promised due consideration for his
to get back to the safety of Castle Refuge,
effectiveness and his discretion.
and perhaps someone should look into the
Charging the vehicle head on, even as
demons who were snatching these poor
undermanned as it is, could very well be
folks when they first arrived.
suicide for at least some of the team. The
dual-linked rail guns and lasers on the top-
mounted turrets are powerful enough to
threaten even a Glitter Boy. The Legionnaires CIRCLE OF DEATH
will likely want to scout the area and come
up with some kind of tactical approach—
one that doesn’t blow the vehicle to pieces,
Run this adventure after the heroes have
either, since that would surely result in the
reached Seasoned Rank. The Faelerin the
death of the captives they’re trying to rescue
heroes rescued have finally been able to
(who are being held in the storage area in
identify the location of the Rift that brought
the back of the Mark V APC).
them into this world, and the Legionnaires
Arrogantly believing his is the only force
are dispatched to investigate.
of any threat in this Godforsaken wilderness,
The D-Bees known as the Faelerin—
Lt. Hamilton leaves the main hatch open
blue-skinned, elvish in appearance, and
for easy coming-and-going. The driver and
very strongly connected to magic—barely
gunners hang out in the cockpit talking,

81
escaped their home dimension as they While most of the residents of Paragould
retreated from horrible, demonic beings. are decent enough to feel bad about this,
Sadly, they ran immediately afoul of a they are no less grateful that they are not
demon-summoning wielder of magic on this among the sacrifices.
side of the Rift. He’s an acolyte of a goddess
of a demonic pantheon, and he intends to The Mean Streets
use their “arcane battery” nature to bring One approach for the Legionnaires in this
forth her armies to invade this world. is to head into Paragould and talk to the
locals. This is a place for those with Stealth
Hell Comes to to sneak around and see what they can find
Paragould out, or Networking rolls to get folks to talk.
Paragould is a town in the far eastern part of If the heroes don’t take a subtle approach,
Arkansas, located atop a famous geographic they will inevitably run afoul of Kaazak’s
anomaly known as Crowley’s Ridge. The mercenaries, led by a particularly mean-
region went through dramatic physical spirited Headhunter named Hollis.
upheavals during the cataclysms of old,
„„Hollis, the Headhunter Techno
and there’s a lot of mining opportunity in
Warrior: See Savage Foes of North America.
the hills and other formations outside of
„„Commandos (4, plus 1 per hero): Two
the town, which is the key to its growth
are armed with NG-E4 Plasma Ejectors,
and survival.
see Savage Foes of North America.
Unfortunately, the nexus point of ley lines
that formed nearby means the area was If a battle breaks out, enemy escapees make
bound to draw some kind of opportunistic their way to Kaazak’s lair to warn him.
practitioner of magic. Enter Kaazak Garr, a Otherwise, the heroes have a chance to
Shifter and a worshiper of a demon-goddess catch the Shifter by surprise.
he calls Ceyrana, Queen of Glory. He’s Note that, for those who gain benefits from
successfully summoned a few demons from ley lines, the closest one doesn’t run quite
her realm, and he’s working to adjust the near enough to the town to take advantage
nexus into a permanent Rift she can use to of; however, a caster could conceivably
flow out of her realm and invade this world. “juice up” some powers before entering the
When Kaazak came to town, he town; see Rituals and Meditations in The
immediately set about subjugating the Tomorrow Legion Player’s Guide.
populace, and he’s hired a mercenary force A successful encounter with the
to ensure the place remains under his mercenaries terrifies some of Paragould’s
command. The people of the town consider population, but emboldens others. Whether
themselves relatively lucky, since he mostly through subtle means, or by freeing the
leaves them alone to pursue mining and folks from the oppressive rule of the mercs,
other efforts, while he spends most of his the heroes can learn a few important pieces
time deep in the cave complexes he’s claimed of information:
for his work. He used to have his men take
„„Kaazak is deep down one of the old mine
a few locals up into the caves to be used as
tunnels, where the Rift opens sometimes.
slaves or sacrifices, but since the coming of
„„He’s got at least a couple dozen of
the Faelerin, who burst through “his” Rift,
the strange fairy folk (the Faelerin)
he’s not taken anyone from Paragould in
trapped down there, and he’s planning
over a month.
something big.

82
„„A full moon begins the next night, great, cavernous chamber he occupies. The
which tends to be a time when folks try Faelerin are all tied to specially prepared
rituals for greater power. stone columns, arranged in a great circle
„„There are quite a few demons up in surrounding a raised dais hewn from the
the hills patrolling around and even stone floor of the cavern. The dais is at
more down in the mine with him— the very center of the nexus, and the Rift
including one huge, terrifying monster Kaazak wishes to open will erupt right
the mercenaries called “Big Ugly.” above it. Already, there’s enough energy
„„One of the old drunks of the town, Billy coalescing over this point (thanks to some
Richards, claims there’s an old supply initial sacrifices he’s already made) to cause
tunnel that could be used to sneak in an ever-growing ball of blue, luminescent
past the main entrance. energy to form over the spot.
If the Legionnaires managed to find the
This last important rumor should take a bit
secret side tunnel, they can potentially
of conversation and effort to discover, but if
launch a surprise attack against the force
the group succeeds in finding this out, skip
arrayed here. Otherwise, they’re battling in
to Down Below.
against prepared forces, including a Shifter
who’s had a chance to get some protective
Into the Mine
spells cast. Regardless, “Big Ugly” is never
The main entrance to the mine is well-
far from the Shifter’s side, tasked with
guarded by Kaazak’s demon minions. Unless
protecting him at all costs (as his Demon
the group is entirely made of exceptionally
Queen commanded, intent as she is on
stealthy Legionnaires, there’s almost no
Kaazak opening the way for her to this
chance of getting past these guards without
powerful world).
a significant fight. The demons are led by
a Thornhead Demon, Buzrol, who Kaazak EE Kaazak the Shifter: See page 91.
made a pact with. EE “Big Ugly”: See page 92.
„„Lesser Demons (3, plus 2 per hero): See
EE Buzrol, Thornhead Demon: With the Savage Foes of North America.
Hard to Kill Edge and Vengeful (Major),
see Savage Foes of North America.
Aftermath
„„Lesser Demons (5, plus 1 per hero): See
After the great showdown, the Legionnaires
Savage Foes of North America.
has another group of refugees to escort to
Ley lines converge on the mine to form a Castle Refuge. A handful of the rescued
nexus (which is accessible far below, in a Faelerin (some of them have managed to
cavernous chamber long ago hollowed out learn at least a little American) ask if the
due to extensive mining). Magic users and Legionnaires have seen any of their kin.
psionics who can benefit from ley lines will This is an excellent opportunity to call back
be near enough to take advantage of them. to the events of Welcome to the World.
They admit that their inherent mystic
Down Below nature seems to be of great interest to those
Kaazak is preparing his bloody ritual to who wish to manipulate arcane energies.
drain the captured Faelerin—men, women, However, the question as to why Coalition
and children, over two dozen of them—of forces might want to capture such beings
their very life essence. He intends to use has yet to be answered.
this energy to rip open the Rift in the

83
„„They arrange for these beings to be
TRIANGLE TRADE delivered to the “clients” in the Fort El
Dorado region. In turn, those clients are
placing weapons, armor, and other gear
into the hands of Bandito Arms agents—
Run this adventure after the heroes have
mostly surplus Coalition equipment, as
completed several other missions and have
El Dorado slowly gains upgraded gear
reached Veteran Rank.
from central CS supplies.
Thanks to contacts within the Black
„„As Bandito Arms gains more weaponry
Market who would rather have a cordial
and gear to work with and sell, they
relationship with Castle Refuge, the
coordinate with El Oculta to transport
Tomorrow Legion discovers a more ruthless
captured citizenry (arcane practitioners,
faction of the “trade group” is engaged in
persons of note, and artificers), tomes
a reprehensible form of the classic triangle
of knowledge, and artifacts that are
trade scheme. This involves Faelerin and
flowing westward from the ruins of
D’Norr slaves; surplus Coalition States (CS)
Tolkeen. These are put into the Immortal
weaponry and gear; and wanted refugees
Hands’ control, who sell them for a high
and items from the Tolkeen exodus.
profit to the True Federation.
Back-Channel From While Fairchild does not know who
the Razorbacks the clients in Fort El Dorado are, the
Gilbert Fairchild is not a nice man. He is, Legionnaires who’ve been on this path may
however, a smart man, and as the Captain have a fair guess. The Legion’s leadership,
of the Razorback Crew (based out of however, wants something more solid, and
Fayetteville, AR), he understands the utility they want the trade shut down, as well.
in keeping his piece of the Black Market out
of the direct crosshairs of the Tomorrow Find the Road
Legion. He’s also not a huge fan of slavery, The first step for the Legionnaires is
believing those of the extended organization intersecting the trade at some point, which
who delve into that practice invite entirely should allow them to follow the trail to a
too much scrutiny and reprisals. key operation point. The information from
Through various back channels and the Razorbacks isn’t specific; too many go-
mutual connections, he’s alerted the betweens and blind contact points dilute the
leadership at Castle Refuge about a specifics, and Fairchild only had so much
cooperative venture between the Black information to begin with. However, the
Market factions of Bandito Arms, El Oculta, heroes should be able to use their own skills
and the Immortal Hand. These factions are (especially via Research and Networking
engaged in a classic triangle trade scheme, checks) to dig up potential leads in eastern
one tied to a mysterious and dangerous Arkansas and western Tennessee.
group somewhere in southern Arkansas. At some point, one of two things should
The scheme works like this: happen here:
„„The Immortal Hand hunts the Magic 1. They are very successful in asking
Zone for Faelerin as well as D’Norr or the right questions and finding the
similar D-Bees with a strong connection right leads, which allows the heroes to
to arcane forces. Essentially, anyone intercept a group transporting some
who functions as a “living battery” for slaves.
PPE is fair game.

84
2. They make some mistakes and draw of Faelerin, as well as a few other D-Bees like
the wrong kind of attention. This can D’Norr. If, instead, the team is jumped by
still lead to the result they want, so the Black Market unit, they can still discover
long as they leave someone alive for where the slaves they were transporting are
questioning or dig through the right being held. The Expeditor has a small digital
pockets. device that, while heavily encoded with high
security, can be hacked by someone with
In either case, the Legionnaires are on a
decent skills. In the worst case, the team
collision course with a team of Black Market
can take it back to Castle Refuge, where the
operatives.
experts there can crack it.
„„Black Market Expeditor (1): See Savage
Foes of North America. Break the Chains
„„Black Market Enforcers (1 per two Once the information on the device
heroes): See Savage Foes of North America. is decoded, the heroes determine the
„„Soldiers (5, plus 2 per hero): Two have destination for the captured slaves. A
Driving d6 and operate an NG-AT46 semi-permanent camp outside the ruins of
Mammoth APC (see page 15) with a Stuttgart, AR, serves as the transfer point.
cage welded over its cargo area, while There the Black Market takes in the Faelerin
three act as gunners; see Savage Foes of slaves and transfers them over to agents of
North America. the southern Arkansas “clients.”
The Legionnaires now have a much more
If the Legionnaires managed to intercept
difficult mission ahead—figuring out how
this force on the road, they rescue a handful
to take out the camp, rescue the many

85
slaves currently being held there (over but they suspect the clients are connected
100), and gain intelligence on just who the to Fort El Dorado in some way.
faction is that’s buying these slaves, and for If they actually manage to capture either
what purpose. or both of the two leaders, and they manage
Intentionally kept in a ready state to be to use extraordinary means (specifically
mobilized and relocated, the slaver camp mind reading), the heroes learn what they
doesn’t have walls or permanent defenses. may already suspect—someone inside the
There are, however, quite a few mobile Coalition leadership of Fort El Dorado is
assets that will be a serious challenge for directly involved.
the heroes to overcome, including the
Combat Mage leader, Arianne Soulknife,
representing Immortal Hand interests.
There’s also a couple of Mind Melters, UNWANTED HEROES
primarily used to ensure the cooperation
of any difficult slaves, and a Rift Runner on
hand to run messages and gear, thanks to As the Legionnaires go on to conduct other
the ley line running through the area. vital work, the Tomorrow Legion continues
to gather intelligence while interrogators
EE Arianne Soulknife: See page 93. work on their captives to learn more about
EE Garner Grey: See page 93. the Coalition's involvement in this terrible
„„Pilots (3): See Savage Foes of North
trade. When the heroes reach Heroic Rank,
America. Two are operating an NG-V7
run this adventure.
Hunter Mobile Gun, one is piloting a
The Vanguard is a secret, thoroughly
Triax X-1000 Ulti-Max. See The Tomorrow
outlawed band of arcane practitioners who
Legion Player’s Guide for stats on these
nonetheless serve the “greater good” of
vehicles.
the Coalition. While they oppose the anti-
„„Mind Melters (2): On hand mostly to
magic stance of the Coalition States, they
help control the slaves, but ready to
are human supremacists all, and their
fight. See Savage Foes of North America.
organization once served honorably by the
„„Rift Runner (1): If things go badly,
side of other Coalition forces before the war
he’ll use his Ley Line Phasing ability
with the Federation of Magic turned CS
to escape and pass the word about the
society against all use of magic. A faction
attack, see Savage Foes of North America.
of this group is determined to win a place
„„Black Market Enforcers (1 per hero):
for itself through demonstrating a diabolical
See Savage Foes of North America.
end to the D-Bee problem
„„Soldiers (3 per hero): See Savage Foes of
North America.
A Guilty Conscience
The events of Triangle Trade have the
Where It All Leads
leadership of the Tomorrow Legion
At battle’s end, there are papers and digital
struggling with the question “Who in Fort
devices to investigate, and while the identity
El Dorado is working with arcane folks,
of the “clients” cannot be determined from
and why are they collecting magically-
this information, the heroes may be certain
strong D-Bees?” Sending a team directly
they’ve at least temporarily shut down the
into Fort El Dorado is an invitation to open
triangle trade operation. If the Legionnaires
war, something Castle Refuge isn’t ready
manage to capture anyone other than
to contemplate without more information.
Arianne or Garner, they don't know much,
That information is now at hand.

86
Word reaches Castle Refuge of a Coalition CS abolished them decades ago. They’ve got
officer requesting a chance to meet with some kind of plan to use D-Bees as…as a
Tomorrow Legion personnel, claiming power source! Some kind of Techno-Wizard
he has some valuable information which contraption that lets them tap the—you call
the Legion needs to know. His name is it PPE, right? Whatever it is, that’s their
Lieutenant James Beehan, and he has a big plan for convincing the leadership to
history with Tomorrow Legion folks (see The welcome them back in. A way to murder
Garnet Town Gambit for more). His message D-Bees by the thousands, maybe even
includes coordinates for somewhere in the millions, while providing energy for CS
wilderness of middle Arkansas, and the cities.”
heroes are tasked with meeting him and
Beehan further explains that he doesn’t
discovering what he knows.
think he can convince the Fort El Dorado
As they approach the location, rail gun
leadership to act in time, and he’s afraid one
fire and the bursts of eldritch forces reach
or more of the higher-ups may even be in
their senses—Beehan is fighting for his life!
on the scheme. That’s why he reached out
He’s up against Coalition forces, and two
to the Legion, hoping they can act more
of them are wearing Combat Mage Armor
quickly. He’s still loyal to his home, his
featuring Coalition markings!
family, and Fort El Dorado, but he sees this
„„Combat Mages (2): See Savage Foes of entire operation as an affront and an atrocity
North America. that has to be stopped.
„„Coalition Grunts (3, plus 1 per hero): He gives the heroes the location of a
See Savage Foes of North America. testing ground, Crockett’s Bluff along the
„„Coalition SAMAS Pilots (1 per hero): White River. As far as he knows, a final test
See Savage Foes of North America. of the system is planned for sometime very
EE Lieutenant Beehan: Use his write- soon, and once the Vanguard are satisfied
up from The Garnet Town Gambit, or they can collect PPE energy via mass
the Coalition Military Specialist from sacrifice and store it efficiently, they plan to
Savage Foes of North America. move on to what he’s heard called “Phase
Three.” He has no idea what that means, but
The only reason Beehan is still alive when
he’s got a bad feeling about it.
the heroes arrive is the difficulty the
SAMAS pilots have in the dense woods he
One Last Test
chose to camp within. He fights tooth-and-
While arcane casters are well aware of the
nail alongside the heroes, though he focuses
capacity to gain significant extra energy
most of his attacks on the two spellcasters.
by killing someone and draining their life
If Beehan dies during the encounter, the
essence, the idea that mass murder could
Legionnaires find maps and a voice recorder
be used to collect and store such energy for
detailing all he knows. Otherwise, he
long-term purpose takes this to abhorrent
explains the situation after the battle.
new levels. This faction of Vanguard seeks
“Obviously, I greatly appreciate you to do exactly that, using a combination of
coming, and you showed up in the Techno-Wizard machinery developed in
proverbial nick. These folks were part of a Stormspire with additional tech designed
rogue faction out of Fort El Dorado, working by a rogue Coalition scientist.
with an outlaw group of mages called the The facility is a giant converted dairy farm,
Vanguard. Vanguard wizards think they’re with the main part located in what was the
still heroes of the Coalition, even though the milking barn. Vanguard aligned CS forces

87
guard the place, which is also protected by population centers or otherwise store and
another “gift” from their Lone Star contact— make it available to the Empire.
giant mutant Dog Boys, heavily augmented This is the “Fine Solution to the D-Bee
with cybernetics! The entire operation here Problem” this faction of the Vanguard
is led by Evan Cole, a Ley Line Walker, who proposes, and the destruction of the
naturally insisted the facility be located on Crockett’s Bluff facility won’t be the end of it!
a ley line to supplement his power.

EE Evan Cole: Use the Ley Line Walker


from Savage Foes of North America, but POWER PLAY
give him Combat Mage Armor and a
TK Machine Gun.
„„Giant Cyber-Dog Mutants (4): See
Once the heroes reach Legendary Rank,
page 94.
they are ready to confront the evil behind
„„Combat Mages (1 per hero): See Savage
the scheme to exploit the Faelerin.
Foes of North America.
Helena, Arkansas, is a place of ruins filled
„„UAR-1 Enforcer: Fully
with monsters and other D-Bees, almost all
crewed, see Savage Foes
deposited there by the Rifts dotting the re-
of North America.
gion due to the many ley lines criss-crossing
„„Coalition Grunts (3
it. Officially, the Coalition State of Fort El
per hero): Two are
Dorado considers this region off limits,
the Gunner MOS
with long-range patrols (primarily of
armed with C-27
SAMAS troops) on constant hunt-
Plasma Cannons, see
er-killer operations against
Savage Foes of North
non-humans and
America.
mag ic a l prac t i-
tioners. Unofficially,
Phase Three
West Helena is
Careful study of the re-
the home site of
cords recovered from the
one the most
facility reveals the plans
nefarious plans
for Phase Three: vehi-
ever conceived to elimi-
cle-mounted collec-
nate millions of D-Bees
tors, configured
from the world.
to drain the
energ y of
A Fine Solution
the violent-
The events of Unwanted Heroes
ly k i l led
resulted in the Tomorrow
within a mile.
Legion’s leadership putting at
The idea is to bom-
least most of the pieces together.
bard or otherwise
They now know a faction of the
wipe out D-Bee heavy
Vanguard—a banned faction of
population centers,
human-supremacist mages loyal to the
especially within the
Coalition—seeks to regain favor with
Magic Zone, and to
Emperor Prosek by engaging a plan to
transfer this en-
murder D-Bees (especially magically-
ergy to Coalition
attuned ones) by the thousands, and using

88
those deaths to capture and store immense Helena facility. While they cannot send many,
amounts of energy to serve CS cities. To they will send their best (which is why this
that end, they’ve constructed machinery adventure is oriented towards Legendary
to enslave the most mystically connected heroes), using a network of ley lines and two
D-Bees to use as more constant energy highly-trained Ley Line Walkers using Ley
sources, thus creating a slave caste that Line Gate to transport them quickly to the
serves only as organic batteries for the Helena nexus. Unfortunately, those Walkers
citizens of the Coalition. are completely exhausted after the journey,
With the aid of sympathetic (and highly and the heroes are dumped right into one
ambitious) leaders in Fort El Dorado, this of the most dangerous places in Arkansas
Vanguard faction built a factory in the ruins as they’re quickly attacked by both local
of West Helena, one dedicated to mass- monsters and, eventually, a SAMAS hunter-
producing the Techno-Wizard machinery killer team.
and other elements needed for their grand
plan. Large, heavily armed robot vehicles EE Tazzuch, Neuron Beast: See Savage Foes
of North America.
based on the Northern Gun Behemoth
„„Brodkil (6, plus one per hero): Recently
model are under construction. They are to
arrived, none have cybernetics. See
be used to approach D-Bee communities and
Savage Foes of North America.
gather the mass PPE energy released as the
„„Gargoyles (4, plus one per hero): See
populations are exterminated by CS forces
Savage Foes of North America.
and the Vanguard mages and necromancers
„„SAMAS (1 per hero): They arrive shortly
collect the released essence and channel it
before the battle with the monsters
into the “Harvesters.”
ends, firing at all other combatants. See
Another part of the factory is set up to
Savage Foes of North America.
create containment chambers, designed to
hold an arcane-active D-Bee (such as the Fortunately, the SAMAS unit doesn’t
Faelerin), keep them in living stasis, and actually know about the West Helena
constantly drain their PPE for conversion operation (which is run by a Vanguard
to normal energy uses. The plan is to build Necromancer named Armand Detterman),
these “organic power prisons” outside and the area’s heavy ley line activity severely
every major CS city and community, then limits the range of any radio transmissions,
round up such beings by the hundreds of so they can’t alert that facility about the
thousands and put them to eternal use. arrival of non-monsters into Helena.
With the loss of the Crockett’s Bluff However, taking the forces defending the
facility, Operation: A Fine Solution is on factory head-on is nigh-suicidal, requiring
an accelerated ramp-up. The Vanguard incredible daring, excellent tactics, and no
operatives and their Fort El Dorado small amount of luck. The biggest threat—
sponsors are eager to launch an initial wave in a literal sense—is the one fully-functional
of successful demonstrations. They figure Harvester the Vanguard has operational.
a few hundred thousand dead D-Bees and The total listed forces are significant; it will
magic practitioners should gain them the depend greatly on how the heroes approach
ear of Chi-Town and the Emperor! the task as to how many they face of what
threat at any given time. The Harvester and
Behind Enemy Lines most of the machinery is located in a giant
At the risk of open warfare with Fort El hangar/factory combination building.
Dorado, Castle Refuge is prepared to send
a team to do what they can about the West

89
EE Ar mand Detter man, Vang uard Hopefully, the Tomorrow Legion team can
Necromancer: See page 94. get away with at least some evidence of what
„„Murder Wraiths (1 per hero): Armand’s happened, which may eventually find its
personal guard fights to the death, see way to Fort El Dorado and lead to a purge of
Savage Foes of North America. some of the truly worst actors—if Lieutenant
„„Combat Mages of the Vanguard (3, Beehan survived the events of Unwanted
plus one per hero): Their armor sports Heroes he is willing to help make sure
Coalition coloring and markings. See the information gets into the right hands.
Savage Foes of North America.
„„Techno-Wizards (4): They are the
engineers of the whole system, and the DRAMATIS
first to surrender or run away if things
seem to be going badly. See Savage Foes
PERSONAE
of North America.
„„Coalition Grunts (20): Formed into
squads of four scattered around the
EE LIEUTENANT BARTHOLOMEW HAMILTON
Hamilton is from a wealthy family in
facility, they may not all engage at once.
southern Arkansas, and his military
Each squad has one Gunner MOS with
service is a path to glory and status more
a CR-1 Rocket Launcher, see Savage Foes
than anything. He’d much rather be back
of North America.
home, ordering inspections and having his
„„Spider-Skull Walkers (3): Fully
most excellent dinner parties in his fancy
manned and patrolling the outer
dress uniform, but this mission is clearly
perimeter of the West Helena facility.
important for his advancement. Thanks to
See Savage Foes of North America.
his status, Hamilton has the newer, advanced
„„Harvester One: Crewed by three
gear usually only found in Chi-Town units,
additional Techno-Wizards with
see also North America: Empires of Humanity.
Piloting d8 and Shooting d10, who are
extremely loyal to Armand. See page Attributes: Agility d8, Smarts d6, Spirit d8,
95. Strength d6, Vigor d8
Skills: Athletics d8, Battle d4, Common
There are also a few dozen lab technicians,
Knowledge d6, Electronics d6, Fighting d8,
builders, and other workers who are non-
Intimidation d8, Notice d8, Persuasion d6,
combatants. They all flee or seek shelter at
Shooting d8, Stealth d6, Survival d4
the first shot or sign of trouble.
Pace: 6; Parry: 6; Toughness: 17 (8)
Hindrances: Overconfident, Partisan
Aftermath
(Minor —Human Supremacist), Vow
Should the heroes win out against Armand
(Minor—Serve the Coalition)
and the Harvester, any remaining Coalition
Edges: Combat Reflexes, Command,
forces retreat (they’ve been ordered to pull
Marksman
out, rather than risk capture and revealing
Gear: CA-4 Standard “Dead Boy” EBA
the involvement of Fort El Dorado’s
(+8 Armor, +3 Toughness, Multi-Optics
leadership in the scheme). There is a self-
Helmet), CP-40 Pulse Laser Rifle (Range
destruct mechanism, however, and the
24/48/96, Damage 4d6, RoF 3, AP 4, Heavy
heroes need to bail out quickly to not get
Pulse), Vibro-Knife (Str+d6 Mega Damage,
caught up in what amounts to a nearly-
AP 6) 2 × Frag grenades (Range 5/10/20, 5d6
nuclear level explosion of arcane energy.
Mega Damage, LBT), utility belt.

90
FAELERIN Attributes: Agility d6, Smarts d10,
A peaceful race who depended Spirit d10, Strength d10, Vigor d8
on a cadre of warriors and Skills: Athletics d6, Common
powerful druids to protect Knowledge d6, Fighting d6,
them (most of whom Intimidation d8, Occult d10,
were left behind Notice d10, Persuasion
during their exodus d10, Shoot i ng d6,
to this strange new S p e l lc a s t i n g d10,
world), the Faelerin are Stealth d6, Survival d6
very elf-like with pale blue skin Pace: 6; Parry: 5;
and extremely long, pointed ears. Toughness: 14 (6)
They are born with a strong Hindrances: Over­
connection to magic, making confident, Vo w
them living batteries of PPE. (Major—serve Ceyrana)
Most learn one or two psionic Edges: Arcane Background
powers — generally non- (Magic), Charismatic, Level Head-
violent in nature—which ed, Master of Magic, Rapid Re-
they use their Spirit charge, Soul Drain
to activate. Powers: Banish, boost/lower Trait, dispel, drain
Power Points, illusion, light/darkness, sloth/
Attributes: Agility d6,
speed, summon ally, teleport. PPE: 35
Smarts d6, Spirit d8,
Gear: TW Combat Mage Heavy EBA (+6
Strength d6, Vigor
Armor, +2 Toughness, +2 Strength die
d6
type, darksight, farsight), TW Fireburst Rifle
Skills: Athletics d6,
(Range 24/48/96, 4d6 Mega Damage, RoF 3,
Common Knowledge
AP 2, SBT, It Burns, Shots 20).
d4, Healing d4, Notice d6, Persuasion d6,
Special Abilities:
Stealth d6, Survival d6
„„Bind the Summoned: Shifters can bind
Pace: 6; Parry: 2; Toughness: 5
summoned beings to their service for an
Hindrances: Outsider, Pacifist (Major)
extended period of time. They do this
Powers: healing, relief. PPE: 30.
by reducing their maximum PPE by the
Gear: Knife (Str+d4).
amount needed when casting summon
ally. The creature remains bound to
EE KAAZAK, ACOLYTE OF CEYRANA the Shifter’s service until released or
Although a bit mad, Kaazak is a brilliant
Incapacitated. The Shifter may retain
Shifter, crafty, and fully dedicated to his
up to one summoned ally per Rank (a
new goddess. He’s fanatical, and there’s no
Veteran Shifter may bind three beings).
chance of his surrender. He’s convinced his
Bound allies have the Resilient ability.
spirit will live brightly at her side. Given any
When using Magic Rituals, ignore 4
advance warning, he’ll have his protection
points of arcane skill roll penalties for
and deflection spells already going (at the
Improved Duration.
greater levels), and he’ll use intangibility to
„„Communication Rift: By concentrating
confound enemies as he repositions himself
for a full round Shifters can open micro-
for advantage.
Rifts across space and dimensions,
just large enough to send and receive
spoken messages. Costs 15 PPE near a
ley line, or 50 PPE away from one.

91
„„Dimension Sense: With a Spellcasting Hindrances: Arrogant, Ugly, Vow (Major—
roll, Shifters can determine the following serve Ceyrana)
about a dimension: environmental Edges: Arcane Background (Magic), Brawny,
conditions, whether magic poor or rich, Charge, Combat Reflexes, Frenzy (Imp)
if there’s a temporal shift, whether it is Powers: Blast, bolt, dispel, puppet, speak
a parallel dimension, etc. language, telekinesis. PPE: 20
„„Dimensional Teleport Home: Once per Gear: Eerie Demonic Greatsword (Str+2d6+2
day and for 25 PPE, a Shifter can teleport Mega Damage, AP 14, +2 Fighting, two
himself home regardless of distance. handed).
„„Expanded Awareness: Shifters detect Special Abilities:
arcana as an Innate Ability. With a „„Demonic Hide: “Big Ugly” has +10
Notice roll, they sense supernatural MDC Armor and +4 Toughness.
beings or the manipulation of time or „„Environmental Immunity: Cold, fire,
dimensional energies. heat, and mortal poisons and diseases.
„„Ley Line Phasing and Ley Line Gate: „„Fast Regeneration: “Big Ugly” makes
See The Tomorrow Legion Player’s Guide. a Vigor roll every round to heal
„„Ley Line Magic Mastery: See The damage—even after being “killed.” A
Tomorrow Legion Player’s Guide. success heals one Wound, two with a
„„Psychotically Brave: Kaazak gains +2 raise, Weaknesses (below) prevent this
to Fear checks and subtract 2 from Fear effect.
Table results. „„Fear (−2): The appearance and
„„Sense Rifts: Shifters can sense supernatural aura of “Big Ugly” causes
dimensional anomalies within 50 miles all opponents to make a Fear check at
(direction, type, general location), or −2.
anywhere along a ley line’s length. „„Fearless: Nothing in the Megaverse ®
„„Shift Reality: Shifters get a free reroll frightens “Big Ugly” and he is also
(can’t reroll Critical Failures) on all immune to Intimidation.
Spellcasting rolls related to: banish, boost/ „„Infravision: Reduce all Illumination
lower Trait, drain Power Points, illusion, penalties by half (round down) when
intangibility, invisibility, light/darkness, fighting beings with body heat.
sloth/speed, sound/silence, summon „„Size 4 (Large): At 14 feet tall and
ally, teleport, and +4 to open, close, or weighing nearly a ton, “Big Ugly” is
manipulate Dimensional Portals. massive and gains a fourth Wound
level.
EE“BIG UGLY” „„Weakness (Holy Attacks): “Big Ugly” is
His real name is unknown to all but Kaazak, vulnerable to holy attacks and weapons
which is how he prefers things, so he’s wielded by those who are considered
perfectly fine going by the stupid moniker holy opponents, such as those with
the mercenaries came up with for him. By the Champion or Holy Warrior Edge.
most beings’ standards, he’s definitely big— Cyber-Knights and Mystics who follow
14’ tall, in fact—and he’s certainly ugly. any kind of “path of light” spiritually
fall into this category. Such attacks
Attributes: Agility d10, Smarts d8, Spirit d10,
inflict +8 Mega Damage to Greater
Strength d12+4, Vigor d12
Demons and Wounds caused by such
Skills: Athletics d8, Battle d6, Fighting d10,
attacks cannot be regenerated.
Intimidation d8, Notice d8, Spellcasting d8
„„Weakness (Silver): Against “Big Ugly”
Pace: 8; Parry: 7; Toughness: 27 (10)
Silver weapons and attacks have the

92
same effect as Holy Weapons, inflicting EE GARNER GREY
+8 Mega Damage and Wounds caused Arianne’s bodyguard at one time, they
by such attacks cannot be regenerated. eventually became lovers, and he
transitioned to become her second-in-
EE ARIANNE SOULKNIFE command. Garner is a seasoned Juicer who
Though thoroughly trained as a Combat has seen the horrors Rifts Earth has to offer,
Mage, Arianne is now heavily focused on and who has finally found someone worth
leveraging her talents into making as many fighting and dying for.
credits as she can. She’s tired of fighting for
Attributes: Agility d10, Smarts d6, Spirit d6,
causes or the power of others; she’s now
Strength d12+1, Vigor d10
focused on her own desires and needs, and
Skills: Athletics d10, Common Knowledge
woe be unto anyone who gets in her way.
d4, Fighting d10, Notice d6, Persuasion d4,
Attributes: Agility d8, Smarts d10, Spirit d8, Shooting d10, Stealth d8, Survival d8
Strength d8, Vigor d8 Pace: 16; Parry: 7; Toughness: 16 (5)
Skills: Athletics d8, Common Knowledge Hindrances: Death Wish, Loyal, Vow
d6, Fighting d8, Healing d4, Intimidation (Major—serve Arianne)
d8, Occult d8, Notice d10, Shooting d8, Edges: Acrobat, Brawny, Burn Brighter,
Spellcasting d10, Stealth d6, Survival d6 Burn Past the Pain, Combat Reflexes, Fleet-
Pace: 6; Parry: 6; Toughness: 14 (6) Footed, Frenzy (Imp), Marksman, Quick,
Hindrances: Arrogant, Greedy (Minor), Split the Seconds, Woodsman
Vow (Minor—serve the Immortal Hand) Gear: Juicer Assassin Plate (+5 Armor, +3
Edges: Arcane Background (Magic), Blaster, Toughness), JA-9 Laser Rifle (Range
Channeling, Charismatic, Combat Reflexes, 30/60/120, 4d6 Damage, RoF 1, AP 4; Heavy
Elan, Extraction, First Strike, Master of Beam, ignores laser resistance, Multi-
Magic, Wizard Optics Scope), WI-C6 “Chain Sword”
Powers: Barrier, bolt, burst, deflection, dispel, (Str+3d4+3 Mega Damage, AP 4, raise adds
protection, smite. PPE: 25 d12 damage, Critical Failure hits the user).
Gear: TW Combat Mage Heavy EBA (+6 Special Abilities:
Armor, +2 Toughness, +2 Strength die type, „„Burn (6): Juicer may add a Burn Die to
darksight, farsight), TK Machine Gun (Range any Agility, Strength, or Vigor-based
30/60/120, Damage 4d6, RoF 4, AP 3, Reload Trait roll. The Burn Die is a d6 that
2, 5 PPE to reload), TW Flaming Sword cannot Ace, and if the Burn Die result
(Str+d12 Mega Damage, AP 6, It Burns), is a one, he reduces his Burn Rating.
2 × frag grenades (Range 5/10/20, 5d6 Mega „„Drug-induced Euphoria/Tranquility:
Damage, LBT). Juicers do not gain the benefits of the
Special Abilities: Quick Edge or the Uncanny Reflexes
„„Arcane Marksman: Similar to the ability on the first round of combat.
Marksman Edge, grants the Aim bonus „„Internal Repair System: Juicers have
of +2 to any ranged spells if the caster Slow Regeneration, and three times a
doesn’t move on the round. As with day they can make a healing check at +2.
Marksman, this doesn’t apply to any „„Super Endurance: Juicers only need 4
attack with a Rate of Fire greater than hours of sleep and are +2 vs Fatigue.
1 (so it won’t work when throwing „„Super Speed: Juicers double their Pace,
multiple bolt spells, for example). and have a d10 run die.
„„Uncanny Reflexes: −2 to be hit by any
attack they are aware of and +2 Evasion.

93
GIANT CYBER-DOG MUTANTS Gear: Mini Rail Gun (Range 30/60/120,
A failed experiment out of the Lone Star 2d10+2 Mega Damage, RoF 3, AP 6), WI-
Complex, these nearly uncontrollable GL20 Automatic Grenade Launcher (Range
monstrosities roam the Crockett’s Bluff 24/48/96, 3d10 Mega Damage, RoF 3, MBT).
facility on constant patrol. Techno-Wizardry Cybernetics: Audio (+2 hearing-based
collars keep them from attacking Coalition Notice), Core Electronics (+2 to linked
personnel…barely. The cybernetics block Common Knowledge, Electronics, Hacking,
their psychic senses. Research, and Repair checks), Optics (+2
sight-based Notice, ignore Illumination
Attributes: Agility d10, Smarts d6, Spirit d6,
penalties), Targeting Eye (+2 Shooting).
Strength d12+4, Vigor d12
Special Abilities:
Skills: Athletics d10, Fighting d10,
„„Improved Movement: Cyber-Dog
Intimidation d6, Notice d8, Shooting d10,
Mutants have a 10 Pace and a d10 Run
Stealth d6, Survival d8
die.
Pace: 10; Parry: 7; Toughness: 23 (8)
„„Keen Sense of Smell: +2 on smell-based
Hindrances: Loyal, Outsider, Vow (Major—
Notice and all Survival (tracking) rolls.
serve the Coalition)
„„Loss of Dexterity: Cyber-Dogs make all
Edges: Alertness, Brawny, Frenzy (Imp),
non-combat Agility checks are at −2.
Rock and Roll!
„„Malfunctions: These creatures are
subject to the Technical Difficulties
rules.
„„MDC Armor: Cyber-Dog Mutants have
+8 MDC Armor and +3 Toughness.
„„More Machine: +2 to recover from
Shaken; Ignore 1 Wound level; self-
contained breathing; immune to
diseases and poisons.
„„Size 3 (Normal): Over 12 feet tall.
„„Unarmed Damage: Their built-in vibro-
claws do Str+d10 Mega Damage, AP 6.

EE ARMAND DETTERMAN
Operation: A Fine Solution is the brainchild
of Armand Detterman, who spent some time
in Stormspire and learned enough of the
potential of Techno-Wizardry to conceive
this horrible plan. He made the inroads
with a few Fort El Dorado CS leaders and
even some civilians of high status, and he
also managed to make contact with a rogue
scientist at the Lone Star Complex.
He’s prepared to burn the entire Magic
Zone to the ground and completely wipe out
all D-Bee and magical communities in order
to see the Vanguard brought back into the
Emperor’s service. When the battle begins,

94
he makes his way aboard Harvester One can sense supernatural beings and see
and manages things from there. ghosts, ethereal beings, and anyone
using the invisibility power within line
Attributes: Agility d8, Smarts d10, Spirit d12,
of sight with a Notice check.
Strength d10, Vigor d8
„„Undead Link: A Necromancers get
Skills: Athletics d6, Common Knowledge
a natural healing roll once per day.
d6, Fighting d10, Healing d8, Intimidation
In addition, they can’t be turned into
d8, Occult d10, Notice d8, Persuasion d6,
vampires against their will and receive
Shooting d6, Spellcasting d12, Stealth d6
a +2 bonus to resist the puppet power of
Pace: 6; Parry: 7; Toughness: 14 (6)
vampires.
Hindrances: Arrogant, Vow (Major—serve
the Coalition)
HARVESTER ONE
Edges: Alertness, Arcane Background
This is the giant robot vehicle, based on
(Magic), Artificer (pretty macabre), Danger
the original Behemoth model created by
Sense, Level Headed (Imp), Master of Magic,
Northern Gun, heavily modified by Techno-
Rapid Recharge, Soul Drain, Wizard
Wizardry to act as both a weapon of mass
Powers: Bolt, boost/lower Trait, darksight,
destruction and a method of harvesting
deflection, drain Power Points, fear, healing,
the released “death energy” of those killed
intangibility, protection, puppet, sloth/speed,
within a mile of it. Most of the living
slumber, wall walker, zombie. PPE: 40
quarters and storage space is replaced with
Gear: TW Combat Mage Heavy EBA (+6
arcane energy collection and containment
Armor, +2 Toughness, +2 Strength die type,
cells. Armed to the teeth with Techno-
darksight, farsight), Shard Pistol (Range
Wizard vehicle weaponry, this monstrosity
15/30/60, Damage 3d4, RoF 3, AP 2, on a
is designed to destroy all but the most
raise gains Hinder vs target), Draining
fortified and well-defended communities.
Blade (Str+d8 Mega Damage, AP8, opposed
The crew can easily operate all but the
Spirit to resist lower Trait (Vigor) and sloth).
Fireball Launcher from the cockpit.
Special Abilities:
„„Necromantic Prodigy: Necromancers Harvester One: Size 11 (Huge), Strength
get a free reroll (can’t reroll Critical d12+10, Toughness 50 (18), Pace 10 + d8
Failures) on all Spellcasting rolls related (40 MPH), Crew 3+12
to: boost/lower Trait, divination, drain Notes: MDC Armor, Enhanced Sensors
Power Points, fear, slumber, zombie. (+3 to Notice Rolls), Harvester Engine
„„Phylactery: Phylacteries hold 3 × the Weapons:
Necromancer’s Spirit as a PPE reserve. „„2 × Lightning Bolt Cannons (forearms)
„„Raise the Undead: See Savage Foes of „„Fireball Launcher (top turret mount)
North America. „„TK Mini Gun (fixed front)
„„Siphon PPE: Necromancers can drain
mystical energy as per the Siphoning
PPE Setting Rule in The Tomorrow Legion
Player’s Guide. Necromancers can use
this extra energy to supplement their
own PPE, storing extra power using
their Phylactery ability.
„„Spiritual Awareness: Necromancers
attune to the spiritual world, gaining
detect arcana as an Innate Ability, and

95
INDEX
A F P
Acolyte of Ceyrana 91 Faelerin 91 Powered Armor 14
Adventuring Gear 13 A Fine Solution 79
Air Elemental 24, 25 Fire Elemental 25, 26
R
Robot Vehicles 16
Air Travel 20
G
Alixia 62
Garner Grey 93
S
Arianne Soulknife 93 Supplies 21
Giant Cyber-Dog Mutants 94
Armand Detterman 94
T
H
B Harvester One 95
Tasks
Barter 21 Lookout 18
“Big Ugly” 92 I Navigator 17
Bounty Hunter 3 ISS Inspector Dolan 76 Pilots 18
Scout 18
C J Temple Guardian 77
The Contamination Journeys 17
Travel Times 19
Principle 63
K
V
D Kaazak 91
Vernulian Commando 28
Dragon Hatchling Kyxil 60
Vernulians 8
Forest Runner 4
L
Great Horned 5
Lieutenant Bartholomew
W
Royal Frilled 6 Water Elemental 27
Hamilton 90
Snow Lizard 7 Water Travel 20
Lieutenant Sebastian Cross 60
Widowmaker 46
E
Earth Elemental 23, 24
M
Major 24, 25, 26, 27
Edges
Malagant 45
Combat 10
The Meganomicon 62
Iconic 10
Murderthon 29
Power 11
Mutated Bird Swarm 77
Professional 12
Weird 12 O
Elementals 23 Overland Travel 19
Expanded Wealth 21
Experimental Xiticix-Killer 77

96
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