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RIFTS DIMENSION BOOK:
DEMON HEART FALI,ING
By Mike Fer .... ruson
NOTES FROM THE TIME MACHINE
I wrote "Demon Bean Falling" in Ihe winter of 1994/1995, when I was a senior at the University of Notre Dame.
I'd been running a regular RJFTS campaign for my friends since 1990, and had become obsessed with two things:
becoming a writer, and working for Palladium Books. The material in Ihis book (along with the material in its
companion, "The Banwok Hunters") reflect a 101 of the original material I wrote and used in my ongoing RIFTS
campaign during that time.
I submitted both the manuscript for this book and "The Banwok Hunters" to Palladium Books in the spring of
1995. For a while, illooked like Palladium migh1 publish them. Ultimately, they didn't. I learned a lot from that
experience, though, and ultimately it helped me to get published, and to become a better writer.
Both "Demon Heart Falling" and "The Banwok Hunters" were put in storage, and were forgotten. I moved on to
other games, and other things.
Fast-forward just about fifteen years later, to the fall of2009.
While looking for some other old games in the attic, I found one of the original copies of "Demon Hearl Falling"
- probably the only copy still in existence. I'd printed some copies of it for my friends way back in the day,
complete with a cover and comb binding. I'd assumed that all copies - including my own - were long-lost to the
ravages of time. Wrong. Here was the last copy, staring me in the face.
So I re-read it. And liked it.
It's not the greatest book in the world, ('II be honest. For that matter, it's probably not good. It's decent. It's an
excellent reflection oflhe author I was back then - raw, hungry, passionate, and practically exploding wilh ideas. It
lacks a lot of the polish and refinement needed from a more experienced writer, which could've made it into
something far better than what it was. But it's not terrible. It's just a glimpse at the author 1 was, and the author I
would become.
So [present it to you, for your enjoyment. If you can use any of this stuff in your own RIFTS game, awesome.
Let me know about it. Ifnot ... well, I hope you enjoy what you read, and it at least makes you smile.
Warts, naws and all, I'm proud of this one. It told me that I could be a writer.
Mike Ferguson
November 5,2009
"Copyright © 1990. 2005 and 2009 Palladium Books Inc. & Kevin Siembieda: all rights reserved worldwide. No
part of this work may be sold, distributed or reproduced in part or whole. in any form or by any means, without
written permission from the publisher. All incidents, situations, institutions. governments and people areflclional
and any similarity to characters or persom' living or dead is strictly coincidental."
"Rijls®, The Rifler®, RECON®, Splicers®, Palladium Books®. Phase World®, The Palladium Funtasy Role-
Playing Game®, Megaverse®. Nightbane®, The Mechanoids®, The Mechanoid lnvasion®. Coalition Wars® and
Afler the Bomb® are ReJ;istered Trademarks of Palladium Books Inc. Heroes Unlimited, Beyond the Supernatural.
and other published hook titles, names, slogans and likenesses are trademarks of Pal/odium Books Inc. and Kevin
Siembieda. "
rifts dimension book:
demon hear falling
created & written by: mike ferguson
additional concepts & ideas by: john geoghegan, eric meet & rick schmid t
cover artwork by: eric mee
special thanks to: doug cohen, jonathan day, laura ferguson, john geoghegan,
eric mee, rick schmidt, & rich zeitler.
rifts is © and ™ by kevin siembieda and palladium games, in.c. aU rights
reserved.
T BLE Fe TS
The Journals of Taylor Kahl 1
On Spyre's Trail 1
Into the Pit 2
The Ulithlogg 2
Strange Druids 3
A Day of Reckoning 4
Jarnaka 4
Nations of Jarnaka 4
A History of the Planet 5
Dimensional Doorways 8
Reactions from Earth Powers 9
Reactions from Wormwood 10
Reactions from Phase World 10
Reactions from Hrogrythlor 11
Creatures of Jarnaka 11
The Ulithlogg 12
The Assassin's Guild 13
Phasing 14
Ulithlogg Assassin R.C.C. 14
UJithlogg Tinker R.C.C. 16
Ulithtogg Power Armor 17
Kubita Power Armor 18
Zethkonor Power Armor 20
Chianes Power Armor 22
Breythanok Power Armor 23
Scimitar Warriors 25
Other Weapons 27
The Fortunado Armories 28
The Chorrdali
29
Caves of Gethsalij
30
The Scarlet Waters
30
Stone Weapons
31
Chorrdali Soldier R.C.C.
33
Chorrdall Barbarian R.C.C. 34
The Kinsitata
36
The Scarred Gods
37
Korgata Trees
38
The Kinsilata Wanderer 40
The Kinsltata Druid 41
Druidical Spells 43
Druidical Rings 47
Blarnogl 48
Aederond 49
The Swamplands 50
Aederond Gliders 51
The Aederond R 51
Juggernaut S3
Draykonis 54
,The Mogor 56
i
Kunisat 57
Heroes and Villains of Jarnaka 58
Blackfist Torbitak 59
Grand Vernalik Chorrdahsi 60
Vardiba D'Exile 62
Preacher 63
: Offworlders on 64
Cardinal Cray 65
Kirsah 66
Darnizhon 67
Ryoga Dan 68
Cheshire 70
Tristan 71
Artifacts of Jarnaka 73
Bloodsorrow 73
The 75
The Demon 76
Goblinthorne 76
The Armor of Charlemagne 78
Wraith 78
T HE
KA
OUR
L
LSOF A o
CONDENSED EXCERPlrS FROM THE BOOK OF THE
SAME TI LE
CIRCA 106 P .A.
After battling the evil menace of the Banwok for SO long, it seems as though our eHorts
have paid off. Banwok attacks in the NorthAm region have tapered off drastically. and the
number of innocent humans being slaughtered by these sadistic creatures has also been greatly
reduced. Grendel, of course, says that our efforts have aU been for naught. He believes that the
Banwok are merely biding their time until they can assemble greater attack forces than before.
Damn dragon. You can always count on these overgrown rattlesnakes to rain on a parade.
Regardless of the 8anwok. my friends and I have found another menace threatening the
free people of NorthAm. It is only one person, but what a person! From what the compute:r
records of our base indicate. he alone makes the Banwok look like the buzzing of an annoying
fly. His name is Tristan Spyre. A mutant villain from the time before the Coming of the Rifts, he
represents things both wonderful and dangerous for the present. Always in the recorded
histories, Spyre sought nothing less than world domination and total control of all its inhabitants.
I doubt the leopard has changed its spots. It is unclear to us all how Spyre came to our time: the
dimension rift that brought the superheroes Wonder Guy and Feedback to our world was a freak
occurrence. a one-in-a-million occurrence. The how of the matter really is quite unimportant
now, though. What matters is sending him back to his own time ... or killing him. Much as I
abhor murder, it may be our only option.
Our group fought Spyre nearly a year ago, as we both sought to acquire the rune sword
Excalibur in Europe. At the time, we had assumed after our encounter with Spyre that the villain
was dead. I personally dumped over six rounds directly into his body using my Glitter Boy's
boom gun - I figured that was enough to kill any mortal. Apparently not Within the past several
weeks we have come across transmissions indicating that Spyre was alive and well. leading a
terrorist faction against the Coalition called the Church of the Wyrm. While I despise the
Coalition and everything they stand for. I know that a world led by Tristan Spyre would be a
thousand times more foul.
Our group. the Banwok Hunters. conferred on the matter of Spyre, and what we could do
about him. Satan (what an appropriate name for a liar! Damn dragon1 suggested complete
inaction on our part - by his logic. since Spyre has done nothing to us so far. The Apok Sylvain
has swom to slay Spyre and the evil he represents. The rest of us reluctantly came to what I
consider an acceptable compromise - find Spyre, and learn of his true plans. If they threaten the
people oi NorthAm, then we shall destroy his evil designs - and him as well, if necessary.
By tracking down the Church of the Wyrm. our trail led us to the Coalition State oi Lone
Star. It was then that we discovered that Spyre - and his new horde of followers - were not on
the Earth) They apparently had set up operations on a world called Jamaka. With the
Gateway's help, we were able to locale the rift to Jarnaka by the nation of Tolkeen. And so we
entered the strange new world of Jarnaka. .
Ol'J T AIL
Our "borrowed" Coalition APC hit a slight snag shonly after entering the rift - we
appeared in Jarnaka in an expanse of purplish mud. From what our instruments can tell, the
mud is slightly acidic. but not harmful. These fields of mud apparently take up much of the
planet's surface, and often stretch up to several hundred miles in diameter.
We were also attacked shortly after our arrival! resembling a dragon .
. but much larger and with two heads, came out of in an attack and nearly
our APC to shreds. An eye the of a man was in the center of its from
which came blasts of intense bluish flame. While the fire was to off the rest of us
,temporarily. it did not appear to harm my good friend the Undead Slayer.
'Archimedes to enter personal combat with the creature, and only some brutal
,
:fighting on his part was able 10 bring about I Ihat landed the killing blow as he
,,'ouv'ov il in the cenler eye. Grendel swears was not. in fact. a dragon: but
a draykonis - some kmd of prehistoric dragon many sorcerous abilities. The
!flame emitted from the beast's center eye is supposedly called the at SI. Antioch· a lire that
. be only withstood by those of valor and virtue. The look in as he spoke these
words was quite astounding; I saw the dragon view with a new
iPersonally. I really dan', care 100 much what the creature was - draykonis, dragon. or 8anwok -
long as it doesn't come back any time soon.
Using some of the information that we had picked up around we headed for
of caves and expanse of hills just west of the mudlands. we found a vast
passages - as well as one of Tristan Spyre's
ilNTO
Spyre's is a veritable labyrinth. going thousands of into Jarnaka's crust
and caves blend in
is a tribute to
:and possibly spanning a hundred square miles in area. Natural
seamlessly with manmade tunnels and armored laboratories. The
scientific achievement, except for the nagging fact that its creator is a
And everywhere we go, endless numbers of Scimitar Warriors. These robots
'are mechanical harbingers of death that make Coalition skelebots seem friendly.
'Without warning, they appear, guns blazing, attempling to slaughter all they not find matching
recognition codes. Fortunately, Sylvain discovered a weakness in the robot fairly quickly· a
in the lower armor plating of Ihe robot seemed relatively weak and way quickly under
fire, the robot. For the most part, we were able to most of Spyre's
.nfTl"".'" death patrols. but even with only a few limited skirmishes with the
knew that our presence inside Spyre's base couldn't be hidden
In one of the main laboratories, we finally discovered lot
of what we didn't want. We were able to hack into one and
for the takeover of Lone Star by Spyre's terrorist laid oul here
for weaponry rivaling that of Triax, implying that the power to make
if he could turn these weapons from ideas into reality. As we downloaded these
who showed up. You guessed it - Spyre. a powerful wizard and
. and scores of Scimitar Warriors and Ogre Tattooed Warriors! Where the latter
, honeS1ly don't know. but I wasn't in the mood to ask questions either.
to shoot our way out of that one (sad as it may seem. that tends to
for us), but a horrible realization came to us as we " ' = ~ Q " " I , , , " ,
an world. with hundred miles of mud and a relentless
us our home, We would have 10 hide here on Jamaka tor some time if we ever
to see home
we made our way southward to safety in an area of large trees. This forest
although not nearly as magnificent as the Millennium Trees of Camelot What
very notable about this foresl was the first inhabitants we encountered here. Living
fTln,nn·t:T the in mud huts connected to one another by vine bridges were creatures
Ulithlogg. seemed much like humans in some ways, apart from their
the fact they possessed four arms. two on each side instead of just one.
were also very tall . nearly eight feet in height - but barely weighed a hundred
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twenty pounds. For their emaciated appearance. though. they proved to be very strong and
tough. perhaps indicating that they are supernatural in origin.
To be honest. when we first arrived In the Ulithlogg village I was extremely skeptical.
They seemed to be merely primitives, barely capable of counting to ten. To my surprise, I
learned that the language of the Ulithlogg was Dragonese
l
Even more surprising, when that
damned dragon Sal an asked the U.lithJogg to repair our armor, Ihey look us 10 a well-stocked
armory in the base oj one of the trees and were able to complete all repairs to our equipment in
just a lew days. Satan explained to me ' and to the rest of our group - that the Ulithlogg are a
race of idiot savants. capable of accomplishing astonishing feats without understanding what
they are doing. The Ulithlogg believe that they are the only "real" species of creatures in the
universe - everything else is just a hallucination. This makes their sense of morality and ethics
very bizarre. as they feel no moral obligations to illusions. Assisting or helping a non-Ulithlogg is
a whim, not a act of charity.
The lIlithlogg also apparently are well-known as assassins throughout many dimensions,
capable of phasing through solid mat1er in order to reach their prey. Satan also hinted at the faCt
that he has been here several times before, and that the Ulrthlogg were the ones responsible f0r
creating his mysterious Enforcer armor. I wonder. what other secrets has he held from us?
Atter a few weeks of recovery among the Lllithlogg, we noticed several Scimitar robots
on patrol around the perimeter of the foresl. The Hunters were now being hunted, it seemed. It
was time to move onward. Since outside this immense forest meant certain at1ack and possible
death. we elected to move deeper into the unknown regions of the forest. These were places
even the Ulithlogg did not know about. but we felt that our fortune lay with the unknown rather
than with Tristan Spyre.
STR
The sunlight slowly vanished as we headed into the center of the forest. Days passed as
we plodded onward, completely unsure of where we were and where we were going. Not a
creature did we see - the only sound that we could hear was the warm hum 01 our own
equipment and Ihe whispering breeze. We were a JiNle on edge. Even in my shadow, I could
swear that I could see crimson robols and the face of Tristan Spyre.
It is somewhat understandable, then. that we nearly killed the first creatures we met after
two weeks of isolation in these woodlands. Without warning, a small group of four ape-like
creatures came out in front of us. our sensors giving us no warning time at aiL Shots were nearly
fired. but cool thinking by Archimedes and his quickly barked orders kept guns from blazing
away. They looked like a pack of small blue gorillas, no more than four feet in height. and they
held bunches of flowers in their outstretched hands. Suddenly, they fell prostrate in front of
Grendel and Satan, mumbling some form 01 prayer in Dragonese! We were surprised, to say the
least. but decided that they were at least allies
The creatures led us back to their village, a tiny assemblage of thatched cot1ages
located at a nexus of lhree ley lines. No rifts were open that I could see. in talking with the
creatures. we learned that they were called the Kinsitata - Usmall wanderers" in the dragon
tongue. A very superstitious creature, they still seemed fairly smart and possessed much
magical ability. particularly in controlling the elements. Sylvain compared their abilities to those
of the druids of Camelot, which I found a fairly apt analogy.
Apparently, the Kinsitata first believed the dragons of our group to be something called
the Scarred Gods - deities whom they worship but apparently abandoned Jarnaka centuries ago.
Ignorant savages. Their respec1 and willingness to help us, though. was not diminished once
they learned of our real identities. They seem quite friendly, also I do not understand the
connection dragons possess with this world. Perhaps if I asked '. never mind.
After living with the creatures for a tew days, I finally asked the Kinsitata if they coulp
help us return to Eanh. To my continuing astonishment, they knew of Earth and a way to return!
After equipping us With some food, they took our group to one of the larger, hollow trees loca1ed
along one of the ley lines - the Korgata Trees. they call them. Once there, they told us just tb
step inside the tree and we would be back on Earth. I think thaI all of us were tempted to laugh
at them, but experience has taught us to expect the bizarre and the impossible by now. So, we
went along with il. When Archimedes happened to inquire where on Earth we would be. all the
Kinsitata could say was "among their brethren" With our other option being Spyre in a fight we
unprepared for. we said our good-byes and stepped into the Korgata Tree.
ADAY NING
With a flash of pinkish light. we found ourselves outside a different Korgata tree
Somewhere in a high mountain region, The cold air and snow we found there was a complete
to us. but we quickly adjusted. At nightfall, the sky cleared up. and using the stars and
some basic astronomy, we confirmed that we were indeed on Earth. I guessed we were
in the Rocky Mountains of NorthAm - meaning a considerable trek home, but not an
impossible journey.
, Speed is now of the essence. Spyre has had a few weeks to advance even further in his
plans to take over Lone Star. If he ever gains control of a nation of NorthAm and the resources
there. who knows what could happen? While the memories of Jarnaka linger in my mind - the
place seems like a dream now. and I would love to explore it fully someday, that time must wart,
I promised on the grave of my dead father to protect people from evil. I thought the 8anwok
unstoppable. but I persevered.
Tristan Spyre must now faiL
J A
Taylor Kahl, Jr.
(AKA Spitshine)
The world of Jarnaka can be found orbiting the binary star system of Cortius Prime,
located on the fringes of the Three Galaxies. In comparison to the Earth. the world is fairly
young - barely four hundred million years old. The world's evolution, though, was IiteraHy sped
by divine intervention, as will be seen in the histories below. The planet is approximately half
the size of Ritts Earth. and has two uninhabited moons orbiting it, Piohereu and Dilhijas. Also
like Rifts Earth. ley lines and magical energy abound on the planet. Jarnaka has literally
hundreds of ley Jines and nexuses crisscrossing the planet's surlace. Over seventy percent of
Uarnaka's surlace is water. with most of the tresh water supply lying at a large sea al the planet's
Much of the fresh waler supply was destroyed during the U/ithlogg-Blarnogl wars in the
past few hundred years. The atmosphere is an even mix of carbon dioxide. oxygen, and
nitrogen. making the planet quite accessible to travelers from Rifts Earth. The world is typically
in climate except at the polar regions. usually ranging at around sixty degrees Fahrenhert.
I
NAT JARNAKA
i The Kingdom of Chorrdalis is the only formalized country on Jarnaka, and is populated
entirely by the Chorrdali. The other creatures of Jarnaka - the Ulithlogg, the Aederond, and the
!<insitata - are all fairly socially primhive and live in small, simple villages. Like the Chondali,
these species of creatures keep mostly to themselves. Chorrdalis is localed in southern Jarnaka.
Chorrdalis is a fairly large nation, about the size of Atlantis. Its border is a nearly circular
mountain range, called the Mogotu Peaks. This makes Chondalis a difficult place to attack, al
ihe steep peaks form fortress-like walls and vicious demons known as the Mogor eXClusively
inhabit these mountains. Within the Mogotu Peaks, there are mostly grasslands and farmlands,
with six major cities containing most of the population of the Chorrdali. The largest city - the
Nehfarris - only has a population of about forty thousand individuals, though. The
buildings here and in the other cities (Wherther. Behdilna, Oligatis, Mogeril, and Zatgar) are all
made of stone. The technology level of Chorrdalis is about that of fifteenth-century Earth. In
of society. Chorrdalis is much like feudal society. A small elite aristocracy rules over the
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nation. while the 01 the Chorrdali population can be divided into one of four categories·
soldiers. stone or slaves Each city is ruled by a Vernalik (equivalent to a
Duke or while the ruler ot Nehfarris is essentially an Overlord. or Grand Vernalil<. Rule is
hereditary and the social structure of Chorrdalis is fairly rig·lo. The only exceptions to this caste
systems are small of Chorrdali barbarians, who 10 and are considered
enemies of the state, have been historically dillicult to or though. as they
amidst the of known as sacred to all Chorrdali and a place where
violence is forbidden by divine decree
The intelligent races of Jarnaka the Ulithlogg. the Kinsitata. and the
Aederond are very in the structure of their societies. All of these creatures
dwell in wrth populations ranging from to hundred. and all these villages are
by chieftains or of some kind. None of creatures belongs to a "proper" nation and
none of these races has a central leader. All predominantly to themselves. for
different reasons. The Ulithlogg. for believe that all creatures apart from Ihemselves
are either hallucinations or dreams. and not in seeking contact with The
Kinlsi1.ata believe the other races of Jarnaka to be heretics, and want nothing to do with
unbelievers. And the Aederond. frankly, have nasty dispositions and aren't very
The Ulithlogg and the mostly in the northern forests of olose'lo
the Peaks - the lying along the perimeter of these forest
reCllOf'llS while the Kinsitata live in heart of these woodlands. amongst the
su nlight rarely meets the of the forest land. The Aederond live around equator
of Jarnaka, usually on near swamps and jungles. Unlike the other creatures,of
Jarnaka. the Aederond are in nature. constantly moving in search of game or better
shelter.
The 81arnogl Rifts Dimension Book: The Banwok Hunters). while originally from
Jamaka. have almosl universally left planet for the world of Hrogrythlor. few Blamogl
still on Jarnaka are slaves of the Chorrdali. forced to do menial labor for their masters. If any of
these B!arnogl are encountered by player characters, they will ior their freedom and ask for
help. However. slaves are extremely rare and almost never seen in
The unifying of Jarnaka is Dragonese. As can be seen reason for
this is the influence of early in the planet's While the did not stay
long upon Jarnaka, enough oj a significant influence on the other creatures there
for lhem to the as their own. Jarnaka can understand
the creatures Jarnaka well. with a 93°/" few words and
that do not understand usually related to to Jarnaka, which the creatures
there had to words for on their own.
AH
Thousands of years ago. the world of Jarnaka was visited by a powerful
curious A dragon god. to be exact. The name was Corgarith, and was a
creature with an insatiable led it throughout different dimensions
and different worlds for many millennia. Jarnaka. though, Corgarith fell in 10,ve
with the small world and the beautiful it Never before had the dragon gPd
encountered a place where everything was so new. impulsively decided that Jamaka
was his new home, and he would direct its future. All life on Jarnaka would come
Corgarilh.
To aid him in his mission. Corgarith decided to create qa.dllrlqs
godlings would help to shape and mold the world, and the sentient life
creating for the planet as well. would be Ulith, god of the wind; of fire;
Kinsita. goddess of magic; of water; and Korrd, god of the earth. wet
mud from the shores of the into figurines ot small :r.rr'l:Ir'lh took his
figurines and used his sorcerous to bring them to life. These were to new gOO5:of
Jarnaka, his servants. his children. were to be Jarnaka's future,
However, did not the power he dreamed he had. To be sure. the
figurines were brought \0 life. and did have the power of godlings. These godlings. though,
were horribly disfigured, a cracked and dis10rted image of what their creator had envisioned.
Instead of perlect dragons, Corgarrth had created mutated monstrosities which were mere
shadows of what they were supposed to be. Ashamed of his failure, Corgarilh tied Jarnaka,
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never to be seen again. He thought he had des1royed his periect world.
I The new godlings, though, remained. and while they looked physically horrible. they
were exactly as smart and their souls were exactly as gentle as their creator had intended. Like
children left alone, they were unsure of who they were and what they were to do. The
godlings squabbled and fought for a time, but soon realized tllat they were the caretakers of an
world that they were supposed to fill with life. Working together, they each created a race
of creatures for the planet: the Ulithlogg, the 81arnogl. the Kinsitata. the Aederond, and the
Chorrdali. These mortal beings lived at first in harmony with one another and with their gods. the
Scarred Gods, as they came to be known. All was well with Jarnaka for many centuries.
i As time passed, Ihe Scarred Gods became less interested in the development of their
dharges and became more withdrawn from world affairs. Af1er all. their creations seemed to be
handling their own affairs quite nicely. The different races of Jarnaka. meanwhile, also became
more withdrawn. each preferring 10 deal with their own kind instead of the other races of Jarnaka.
Ih particular. the Ulithlogg, a species which had rleavily adopted recreational drugs inl0 its
c.ulture. became extremely reclusive. They had adopled the belief that they were. in fact the
only "real" creatures of Jarnaka. All other creatures and events were eilher hallucinations or
drug-induced dreams.
About six hundred years ago. many Ulithlogg discovered a black gemstone the size of a
numan fist in their torest homeland that seemed very powerful and magical in nature. One of the
cut the gemstone into the shape of a heart, and called it Corgarith's Heart. believing
an object of such magnificence and power could only come from the father of the Scarred
Gods. The jewel had many strange properties. but amongst the most fantastic was its ability 10
give those using it the ability to see into the future. The Ulithlogg viewed this ability as the
enhancement of their hallucinogenic society. and coveted it above all things as a holy
9bject. Corgarith's Heart represented ultimate transcendence to the Ulnhlogg.
i However, the Chorrdali and the Blarnogl had learned of Corgarith's Heart, and were
of the Ulithlogg. They desired the ability to see into the future. and be able to look into
the source of a seemingly omniscient power. Secretly, they agreed to work together to steal the
from the Ulithlogg, and to use Corgarith's Heart for their own purposes. For about a year,
two races amassed their forces in seclusion, merely biding their time. Then, in unison. the
qhorrdali and the Blarnogl attacked the Ulithlogg.
: Initially. the Ulithlogg were stunned by the surprise assault. They had never imagined
that their dreams could hurt them. However. they were hurt quite badly. and the Blarnogl were
to swittly seize Corgarith's Heart and take it into their own possession. The Blarnogl quickly
qackstabbed the Chorrdali. telling their former allies that Corgarith's Heart was only meant for
Blamogl eyes and hands. Enraged. the Chorrdali attacked the Blarnogl, now seeking the
powerlul jewel for their own, The Ulrthlogg also began to attack the Blarnogl, developing deadly
v?eapons at a frightening pace that outmatched anything the Blarnogl or the Chorrdali could
produce. An ugly three-way war ensued that lasted for many years.
I Throughout the years of war. all the races 01 Jarnaka constantly prayed for some form of
qivine intervention, some way for the situation to be resolved peaceably (the Ulilhlogg, Chorrdali.
and Blarnogl all prayed that they would be the sole possessors of Corgarrth's Heart, of course).
However. the Scarred Gods never responded. The mortal inhabitants of Jarnaka, for the most
believed that the Scarred Gods never answered because they no longer cared. In tact, the
Scarred Gods never answered because they were so absolutely disgusted by the greedy, childish
of their marta! charges. Thousands at lives had been lost all for the sake of a material
and the Scarred Gods were disappoirned in the actions of the creatures of Jarnaka. As a
result, most creatures of Jarnaka chose to believe that their gods had abandoned them. Only
I
Kinsitata still believed that the Scarred Gods existed, and still do to this day.
: The war turned when the Blamogl. still in possession of Corgarnh's Heart. decided to
take care ot their problems wijh help from another world. Using the rifts and ley lines of Jarnaka,
Blamogl had managed to find their way 10 Phase World. Contacting the ruthless weapons
dealers there known as Naruni Enterprises. the Blarnogl managed to obtain advanced weapons
called neutrino warheads that they
Ulithlogg and the Chorrdali.
before they were able to use the wt>::.n/"lnc:
were simultaneously attacked by both
source of the whole war - Corgarilh's Heart - was
neutrino weapons were accidentally and
enemies. they did do significant
thousands upon thousands of square miles of
mud. Ultimately, the Blamogl were
Upon learning of the genocidal Jarnaka held a trial for
the entire Blarnogl race. horrified by the Sick crime of which learned. The Kinsitala,
considered fair and impartial by all sides involved, over the II was concluded after
many months of deliberation that the Blarnogl were guilty 01 terrible JamaKa
and the race as a whole was sentenced to permanent exile from Rounded up
and branded as criminals, the Blarnogl were sent off to the world of Hrogrythlor. Secretly. the
Chorrdali kept several 81arnogl as slaves, and in times Ihe covertly trading
with some 01 the Blarnogl from Hrogrythlor, but lor the most part, the were never seen
on Jamaka.
remaining races of Jarnaka all concluded that the source of war and the evil
actions surrounding the war was Corgarith's Heart Rather than hold themselves accountable ft;:lr
their the creatures of Jarnaka decided instead that had, in fact, been
cursed. Renaming the missing magical jewel the Demon the Ulithlogg that the
was evil and should destroyed if ever found The other creatures of Jamaka
10 do likewise, and also renounced the Demon Heart as an of darkness. The
matter was considered to be water under the bridge.
The Kinsitata made a genuine attempt to with the
Chorrdali. the Kinsitata wove many complex spells to restore their world to i1s former
heatth. To some extent, this worked - the Scarlet Waters were created
waters which began 10 run freely in many areas over the lands of however,
served to open new rif1.s to different worlds, particularly at Through these
rifts came the creatures known as the Mogor and the creatures of
destroying anything in their sight. The Kinsitala the coming of these creatures as
punishment by the Scarred Gods. The Chorrdali viewed the /'1"'1'7'1,"""" of these creatures as faulty
by the Kinsitata.
At any rate. Ihe perception of the Demon Heart 1051
about five years ago. That was when the human Tristan
Jarnaka. was a 5upeIViliain genius from early '''I<",n'\J_r,r""
and crimes in that time. Perhaps his most
the city of Old Chicago with a nuclear warhead.
for the city's continued exisience. His were the
and Wonder although apparently at the cost of the heroes' lives. With
on his hands. Spyre became a hunted man every
chose to escape, stealing an experimental lime machine and
Earth.
these
on the pfanet
into future of
seeing the potential for world domination with the previously unknown concept 0f
once more his plans to become supreme leader of Earth. He rebuJl! the ruins 6f
laboratories. and created a genetic construct, a mutant Tyrannosaurus Rex namS,d
Rifts Dimension Book: The Banwok Hunters}, to aid him in his scientific
However. the work was painstakingly slow, and the pace of his plans began to
mad. He knew that he would have 10 look elsewhere in order to boos! the speed of
Entering a rift, traveled to the dimension of Jarnaka. He found himself in one of
the plains of thick purple mud that had once been a battlefield. Using his own unique scanning
Spyre discovered two magical anomalies that conventional scanners would not hav.c
been able to pick up hundreds of meters below Jamaka's surface. Excavating the area,
two The lirs! was the Demon Heart. The second was a sentient obiect known
7
as the Runestati of Judas. Intrigued by his findings. Spyre learned from Judas that both items
possessed immense power. and that he could fully gains the powers of both if he bonded his soul
with that at Judas. Spyre. not believing in souls anyway, agreed to Judas' bargain. Spyre found
that his mutant powers increased nearly tenfold through the bonding. and between Judas and the
Demon Heart he now possessed a wealth of information almost unattainable anywhere tn the
known mu Itiverse.
Spyre proceeded to discreetly contact some of the more dissident Ulithlogg. informing
them that the Demon Heart had returned to Jarnaka and could once more become the source of
their enlightenment. All that would be required to achieve the wisdom of the ages would be to
help destroy the humans in a place called Lone Star. who were somehow restraining the full
power of the Demon Heart. A clever lie by Tristan Spyre, to be sure. but the greedy. renegade
Ulithlogg bought into it completely. Production of the Ulithlogg war machines. which had tapered
0ff for the most part and had mostly become custom jobs for creatures from other worlds and
dimensions. began rolling along at a quick pace once more. Spyre now controlled an army of
Ulithlogg and war machines.
! With the return of the Demon Heart. the potential for war once more looms in the air.
Spyre has discovered that his former servant Jericho has gone rogue. and his megalomania has
?Imost led him to attack Jericho and his forces first, as punishment for his treachery. However.
also knows that his attack on the Coalition State of Lone Star must be a complete surprise,
an attack on Jericho might give away all his potential advantages of surprise. Meanwhile.
Chorrdali have learned that some of the Ulilhlogg have regained possession of the Demon
iT1eart (they are unaware of the existence of Tristan Spyre), and have begun plans to destroy the
ipemon Heart and the Ulithlogg once and for all. Likewise. the Kinsitata have also learned of the
return of the Demon Heart. and have informed the main Ulithlogg councils 01 this tact. The
Ulithlogg have not completely believed the Kinsitata, but have begun investigating the srtuation
for themselves. The situation on Jarnaka at the current moment is very volatile and dangerous.
the source of this evil can be completely attributed to the Demon Heart and its owner. Tristan
Spyre.
plME 510 AL OORW
Jarnaka is connected to Rifts Earth through three main dimensional gateways. The most
commonly used rift between the two worlds can be lound on Earth right outside the free city of
Tolkeen. near the Coalition State of Lone Star. The other end of the rifts opens up right near an
tllithlogg village in the northern most inhabited lorest of Jarnaka. in the center of one 01 the
Blarnogl mud pits. This rift is used frequently by human traders and by the Kittani. who
make a discreet visit to Jarnaka through this rift. The other rift opening up on the
American continent of Ritts Earth appears high amidst the Rocky Mountains. close to
the border of the United States and Canada used to be. The Jarnaka entrance to this rift
be found amidst a forest 01 Korgata trees. right nearby and to the east of Chorrdalis and the
f0ogotu Peaks. This arrangement suits the Kinsitata living nearby just fine, as very few creatures
Rifts Earth live in this area and bother to travel to Jarnaka through the rift. The final main
leading from Jarnaka to Rifts Earth can be found in the New German Republic, near the ruins
0t the old city of Munich. This rifts enters Jarnaka amongst the Mogotu Peaks. well wrthin the
of Chorrdalis. At times. gargoyles and explorers from the New German Republic
'ravel to Jarnaka through this rift, but have to face the distinct possibility of being harassed and
attacked by Chorrdali warriors, who are mistrustful olloreigners.
: Only one ritt exists between Phase World and Jarnaka. This dimensional gateway
opens up on the sixth level of Phase City on Phase World, right in the heart of one of the worst
01 the city. The rift opens up on Jarnaka relatively close to the Chorrda!i city of Oligatis,
southernmost city 01 that country. near a heavily guarded gate leading out of the Mogotu
Peaks. Chorrdali patrols travel nearby this rift frequently, and usually attack all D-Bees and non-
of Jarnaka found near this rift without provocation. This is understandable. as many
t:hings seeking to leave this hellish region of Phase City are quite dangerous.
I
I R
AS usual, the ritts from Jarnaka to Wormwood lead to the same place most dimensional
gateways appear on that world· Worldgate. Only two rifts connect the two worlds. The most
frequently used portal between Jarnaka and Wormwood opens up on Jarnaka in one of the
Blarnogl mud plains in the southern regions of Ihe planet. less than a hundred miles from an
Ulithlogg village. This dimensional doorway is a commonly traveled trade route for creatures
between both worlds. The other rift opens up on Jarnaka near the Chorrdali city of Behdilna.
This is much less frequently used by the people of Wormwood. as mistrustful patrols of
warriors regularly patrol this area looking to attack intruders and foreigners as well .
Between the Banwok planet of Hrogrythlor and Jarnaka. there are three connecting rifts.
None are used very otten. as the inhabitants of Jarnaka generally want very little to do with the
new Blarnogl homeworld. One main gateway between the two worlds enters Hrogry1hlor in
Smiorx, the new central Blarnogl city. It was through this dimensional portal that the Blarnogl
were originally banished to Hrogrythlor. This particular rift enters Jarnaka close to a Kinsitata
village in a grove of Korgata trees, about ten miles trom the rift leading to the Rocky Mountains
on Earth. An extremely large rift opens up on Hrogrythlor from Jarnaka nearby the Banwok City
of Gaaaj. which connects to a dimensional portal lying amidst the southernmost regions of the
Mogotu Peaks. Due to the treacherous nature ot the Mogotu Peaks and the homicidally paranoid
military patrols of Banwok on Hrogry1hlor. this rift is almost never used by creatures at either er)d
of the rift The final rift between the two alien worlds can be found on Hrogrythlor just south bf
Smiorx. well outside the mountains and the city, in the middle of uninhabited grasslands. TIle
Jarnaka end of the dimensional doorway is located just inside a forest and an Ulithlogg village
near Chorrdalis and the Mogotu Peaks. This is the dimensional road by which certain Ulithlogg
and the Blarnogl have begun trading once more. No artificial Banwok rifts exist yet between the
two worlds. This is mostly due to the tact that the Banwok only know of Jarnaka as the original
homeworld of the Blarnogl. If anything ever happens to their perception of Jamaka that makes
them perceive that world as a threat. however, then artificial rifts will probably be created arid
exploratory panies sent to Jarnaka I
REACTION S ROM E A RTH OWERS
Due to Jarnaka's relative lack of interaction with other creatures and other worlds, not
too many creatures are aware of the world's existence. However, certain creatures and
individuals from Jarnaka have made their presence known on Rifts Earth. The Coalition is well
aware of Jarnaka's existence, and has been for some time. This is because the Coalition State
of Lone Star has been in contact with the Ulithlogg for a few years. Wandering Ulithlogg coming
through the Tolkeen rift were originally considered to be dangerous, lethal monsters, due to the
firepower that the Ulithlogg invariably brought with them from Rifts Earth. However, by chance.a
Coalition convoy managed to capture a Ulithlogg assassin wearing Kubita Power Armor, and
learned through interrogation that the Ulithlogg were relatively peaceful beings. Coalition
intelligence was shocked and amused to learn that their Ulithlogg captive did not consider the
Coalition. or the rest of the human race for lhat mal1er, to be real. The Ulithlogg considered his
whole experience to be a strange but interesting hallucination. The Coalition also learned at thiS
time that many of the Ulithlogg were deadly and professional assassins, but would only kill for ia
price. Using this information, Lone Star has been contracting Ulithlogg assassins for about'a
year or so. using them to eliminate Coalition resistance leaders and dissidents without the killings
being 1raced back to Lone Star. Lone Star's information has been given to the other Coalitidn
states as well. and Chi-Town and Iron Heart have begun negotiations with certain Ulithlogg
assassins to perform similar tasks for their governments. I
The New German Republic has also learned of Jarnaka - specifically, of the Ulithlogg:-
and have also begun to contract the aliens for their deadly abilities of stealth. Their missions
the Ulithlogg are different from those of the Coalition. however The New German RepubliC,
upon learning of the Ulithlogg and their mercenary nature. have used the Ulithlogg to two main
purposes. The first seNice the Ulithlogg provided for the NGR was to be a new supplier
mega-damage armor for the NGR military. The Ulithlogg have modified their power armor
to work for human pilots and have begun selling them to the NGR at a high price. The secorid
Ulithlogg service provided to the New German Republic was to serve as spies 10
iniormation about the Gargoyle Empire. While cyborgs and robots have done a decent job for
the New German Republic in gaining information about their gargoyle enemies, the Ulithlogg's
ability to phase through solid mat1er and to iight like some of the best mercenaries in the known
have made their services invaluable to the NGR. Unfortunately, the New German
considers the Ulithlogg to be reliable allies The Gargoyle Empire originally considered
the Ulithlogg to be enemies oi the state, but learned from captured Ulithlogg that the aliens will
YV0rk for the highest bidder. Hence, many Ulithlogg double agents are now being contracted by
the New German Republic intelligence agencies. and much misinformation is flowing freely
between both sides.
I Jarnaka has become something of a mylh and legend in the nation of New Dragcona in
America. and is something that country's leader. Melastirth. wants to learn desperately
about. Dragon legends sometimes talk of a distant world named Jarnaka created by the dragon
god Corgari1h, a veritable paradise for dragonkind. This matches Melastinh's vision of a world
ruled and completely controlled by dragons. Mosl dragons who have heard of the legend of
consider the story to be nothing but complete fiction. Melastirth, on the other hand, has
begun hearing of dimensional travelers who have been to the world of Jarnaka, and believes the
legend to be true. He has sent out explorers and mercenaries in earnest, oHering much gold to
?ny being who can prove the existence of Jarnaka and a dimensional portal to the planet. While
most of Melastirth's lieutenants consider their commander's actions to be an act of folly, they say
nothing, knowing that the actual world of Jarnaka, if not necessarily the legend, probably exists
ior real.
REACT IONS ROMW RMWO
The Kingdom of Light comprises the only individuals on Wormwood who have actually
been in contact wi1h creatures from Jarnaka, The Knights of the Order of the Hospital and the
Apoks ot Wormwood have taken to dealing with and trading with the Ulithlogg on a regular basis,
and Chorrdali barbarians from time to time. Both the Chorrdali and the Ulithlogg believe the
Unholy and the Forces of Light to be nothing but abominations, worthy only of death. The
!Jlithlogg call the Unholy by the name "The Wakened" - one who can never dream. To the
WlithJogg, that is a fate worse that death. Both Chorrdali barbarians and the Ulithlogg trade
yveapons to the Hospitaliers, usually only in exchange for food and trinkets catching the aliens'
The Knights of the Order of the Temple consider both the Ulithlogg and the Chorrdali to
?e filthy foreigners. and want nothing to do with the Jarnaka natives. This suits the Ulithlogg and
the Chorrdali just fine, as they consider the Templars to be arrogant fools to stupid to
acknowledge help.
I The Unholy and the Forces of Darkness do not really know much about Jarnaka, and do
00t really wish to learn about the creatures of Jarnaka, either. The Forces of Darkness do know
(hat certain Chorrdali and Ulithlogg are helping the Kingdom of Light in their battles, and that is
all that matters. Under orders from Lord Krikton, all Ulithlogg, Chorrdali. and any other creatures
acknowledge their origin in Jarnaka are to be put to death instantly. This has disturbed the
Goblin Queen Salome to some extem. as she believes the abili1ies of the Ulithlogg could be
\umed to work against the Kingdom of Light. but the Unholy has upheld and confirmed Lord
orders. Creatures of Jarnaka are unwanted by the Forces of Darkness in Wormwood.
;
REACTIO FROM PHAS OR
Naruni Enterprises is the only group ot intelligent beings from Phase World to have had
dealings with the inhabitants of Jarnaka. During the war for the Demon Heart, Naruni
had many business dealings with the 8larnogl, selling them advanced weapons that
nearly allowed the 81arnogl to emerge victorious in this armed conflict. However, Naruni
Enterprises also attempted to engage in possible business dealings wrth the Ulithlogg and the
Chorrdali. It was only when the corporation realized that the Ulithlogg and the Chorrdali had very
I)ttle valuable items to trade for possible weaponry (except for their land - and neither race was
prepared to give that up) that their business agents gave up their sales plans, As time passed,
though, Naruni Enterprises began to hear of the Ulithlogg's prowess as power armor builders and
I
I
;
10
as assassins. Intrigued by this news. the company reopened contact with the Ulithlogg. A new
deal formed between the Ulithlogg and Naruni Enterprises. The galactic syndicate became the
Ulithlogg's exclusive distribution center in the Three Galaxies for their custom suits of power
armor. Naruni Enterprises also began to act as agents for Ulithlogg assassins. providing thei:r
seNices of death to many different worlds. Apart from this. there is very little interaction
between Phase World and Jamaka.
REACT IONS FROM H RO THL R
The Banwok. the dominant creatures of Hrogrythlor. only know that the 81arnogl once
came from Jarnaka. Nothing else about the planet interests them. and they generally have
ignored the world of Jarnaka entirely. However. the 8anwok erroneously believe that there are
still many more 81arnogl still living on Jarnaka. Contingency plans have been made by the
Banwok to investigate Jarnaka thoroughly and then eradicate the planet of all life forms if the
Blarnogl suddenly act in a hostile manner against the Banwok.
The Grynnyak. the wandering hunter-philosophers 01 Hrogrythlor, have encountered
race of creatures that they have become good friends and allies with on Jarnaka. These new
allies are the Kinsitata. Like the Kinsitata, the Grynnyak in the sacred nature of nature
and the wild. Both kinds of creatures have traveled between worlds to meet with each other. and
have talked extensively about restoring Jarnaka back to health, making it a peaceful world which
could possibly become a new home for the Grynnyak away fram the Banwok. For the moment,
though. amiable talks all that have been done.
C REA URES OF A A
The four intelligent native races of Jarnaka still remaining on the planet are the Ulithlogg.
the Chorrdali, the Aederond. and the Kinsitata. All of these creatures. except for the Kinsnata,
are supernatural in origin and are mega-damage creatures. Through the creation of the mystical
Scarlet Waters, though. the Kinsitata also have gained the capabili1y of becoming mega-damage
beings. All these creatures retain their mega-damage capacity on other worlds such as Rifts
Earth. Apart from these intelligent beings, there are a few forms of strange supernatural life on
Jarnaka as well . Perhaps the most bizarre of these beasts is known as the Juggernaut
Juggernauts are beings of living P.P.E., resembling giant balls of energy that roam the lands and
seas of Jarnaka in search of living beings from which to suck PP.E. energy. They are
considered the most dangerous beings on Jarnaka simply because they are almost impossible to
defeat in combat or run away from. The Kunisat is possibly a cousin of the Kinsitata. not very
intelligent but resembling a far larger and more physically powerlul version of the small Kinsitata.
It is thought that Kunisat wandering through rit1s to the Rocky Mountains of Rins Earth are
responsible for the "Bigfoot " legend. The Draykonis is a form of ancient dragon that roams the
mountains of the Mogotu Peaks. Draykonis dragons are related to dragons in the same way that
humans were once related to Cra-Magnon man. The Draykonis are mentally stunted in
comparison to normal dragons, but their innate magical abilities and physical size make them
more brutal opponent than a normal dragon. if not necessarily a more dangerous opponent. Also
living amongst the Mogotu Peaks are the Mogor . supernatural lizard-like demons with razor:-
sharp tails capable of cutting an armored man in half. They are malevolent and spiteful,
torturing and killing any creature that they mee\. No one is sure exactly where the Mogor came
from, but no one has really cared enough yetta find out.
The other. more normal creatures of Jarnaka are very similar. if not identical. to those
found on Rifts Earth. The two most abundant species, which are commonly hunted as game by
the more intelligent beings of Jarnaka. are the Jhakotay and the Torbitak. Jhakotay are simila:r
to deer. except they are about twice as large, possess shaggier fur and have six powerful
allowing them to reach blinding speeds in a relatively short time. Their main predators are the
Torbitak, two-headed wolves with venomous fangs. Natives of Ritts Earth encountering the
Torbitak have dubbed them the Cerebus Wolves, due to their resemblance to the mythical
i I
; creatu res. 80th these creatures can be usually found roaming the grasslands of Jarnaka. near
the shores of the oceans or on the outskirts of the forests.
Most of the intelligent lifeforms on Jarnaka tend to keep to themselves. avoiding contact
wiih the other races of the planet unless necessary. This is done for different reasons, though.
I The Chorrdah are avoided because of Iheir aggressive, warlike nature. The Ulilhlogg are
i shunned because every other intelligent creature considers the Ulithlogg to be highly unstable. if
inot insane. The small. genlle Kinsitata and Aederond avoid other creatures because they do not
iwish to be at1acked and killed. The plane! has remainM relatively peaceful due to these policies
j of relative isolation. but could change should the Ulithlogg or Chorrdali ever decide to become
I militant once more.
The Ulithlogg are a race of tall, gray-skinned humanoids vaguely resembling the human
! race, save for the fact they have four arms and are extremely tall and emaciated. Most Uliihlogg
i are between eight to nine feet in height, but weigh only one hundred to one hundred and fifty
I
· pounds. Their supernatural origins. however. give them exception strength and quickness which
,is not apparent in their appearance. The Ulithlogg have long, pointed fangs capable of doing
mega-damage. They typically wear nothing but a loincloth, and wear their hair in long dread lock-
like braids that stretch down to their waist. The lifespan of an Ulithlogg is only about thirty years,
but Ulithlogg are physically and mentally mature by the age of six_ Ulithlogg also possess the
innate ability to phase through solid matter. also they can only do this for limited periods of time.
The normal Ulithlogg cannot considered to be inteiligent by normal standards. Rather,
they are instead a race comprised mostly of idiot savants. The Ulithlogg Tinkers are the best
examples 01 this. Ulithlogg Tinkers are capable 01 creating incredibly sophisticated weaponry
and suits of power armor, but are completely incapable of explaining the theories and mechanics
behind their amazing inventions. They do not understand how they do things; rather, they just
!do them without comprehending what they are doing. Ulithlogg are notoriously rotten in giving
iexplanations for their actions, because they often do not understand what they are doing. either.
jSubconsciously, the Ulrthlogg can be considered geniuses, but on an interactive, conscious level
:they often look and act like morons.
Ulithlogg villages generally have no social structure at all, which suits the Ulithlogg just
,fine. They do not steal 1rom each other or kill one another. because t h e ~ 1 do not see a point to
those actions. Their society is communal, which everyone working to support themselves first
and everyone else who needs help next. All their needs are found in the forests - namely. food
and shelter - and aU other needs and wants can usually be found with relative ease. The only
diHicully the Ulrthlogg had acquiring in the past was metal ore for building power armor and
equipment. However. with their new contracts with Naruni Enterprises, this need has been easily
~ fulfilled. A chieftain, or Draygok. technically rules each U!ithlogg during a time of crisis and will
I be obeyed unhesitatingly during such situations, but qenerally never exercises power otherwise.
[The position of Draygok is hereditary. Most Ulithlogg are farmers, cultivating small field of crops
ioutside their forest villages. A select few Ulithlogg have become armorers. known to the
. Lllithlogg and other creatures as the Tinkers. Ever fewer Ulifhlogg have become assassins.
iThey maintain an organization similar to an Assassin's Guild that is fairly secretive, but has
: many contacts both on Jamaka and other worlds.
1 The most unique aspect of the Ulithlogg is their drug culture. Many strange herbs and
!weeds infest the forests of Jarnaka, which all creatures of Jarnaka avoid but the Ulithlogg. The
I Ulithlogg distill these strange plants into liquids, which they drink on a regular basis. The result
1
of this is that the Ulithlogg tend to have many hallucinatory experiences. These experiences
normally do not interfere with the rest of their lives. as they will never take drugs during times of
:working or during a crisis. However, constant drug use over the centuries has blended their
!sense of reality with their world of hallucinations. They believe that they are the only real race of
lcreatures in existence, Nothing else - humans, Chorrdali. Kinsitata, et cetera - are real. They
:are all just hallucinations manifested by the mind. The Ulithlogg call such creatures the
'Wakened. or those not of their dream-like world of existence Hence, the dealing of the Ulithlogg
12
with other mtelligent creatures tends to be a bit bizarre. Since the Ulithlogg do not believe sucm
creatures are real anyway, they treat their relations with other creatures on impulses and whims.
They have lillie concept of danger. either - an attack by other creatures upon an Ulithlogg is
considered 10 be the equivalent of a bad drug experience. (Note: the drugs of Jarnaka are
highly toxic and almost always lethal to non-natives of Jarnaka. Use of Ulithlogg drugs by
humans or other foreigners in Jarnaka requires a s1andard saving throw against poisons and
toxins, with failure resulting in instant death. A successful save means the user is violently ill for
24-72 hours, and receives none of the hallucinatory effects of the drugs.)
THE ASSASSIN' S G UILD
The Ulithlogg Assassins are organized in a formell group known as Psoddiahk - the
Hands of the Many. All Ulithlogg Assassins belong to the Hands of the Many. The Hands are
led by one of the most infamous Ulithlogg killers of all time, Blackfist Torbitak. He originally
organized the Hands when he recognized that the few UlithloQg assassins were often working at
cross purposes, and Ulrthlogg society was beginning to suffer due to these freelance artists.
With the formation of the Hands of the Many, the numbers of the Ulithlogg Assassins began to
grow steadily, and ti1eir contracting with other worlds became larger and more consistent.
Ulithlogg AssaSSins no longer found themselves accidentally battling against each other.
Although Blackfist did not intend this, the Hands of the Many also has wound up being one of the
most profitable businesses on Jarnaka.
The Hands of the Many seNes several purposes. The primary purpose is to be a central
contracting agency for Ulithlogg Assassins. The Ulithlogg no longer bother to flaunt their
seNices of death, as their reputation now has already generaled more business than they can
handle. Most potential clients contract the Ulithlogg through established contacts, such as
Naruni Enterprises or the Coalition. If not, they must contact the Hands of the Many on their
own, as the networ'K of killers remains secretive, and most Ulithlogg feign ignorance if asked
about the assassin's guild. Even if the Ulithlogg Assassins are contacted. some jobs are
summarily turned down anyway. The lIlithlogg like to be sure that a potential mission does nqt
interfere with an already contracted mission unless there is extremely good reason or profit
involved. Once contracted, though, the Ulithlogg Assassins are readily accessible and willing to
deal with their new allies. The Hands of the Many never accepts cash payments for their
contracts, preferring instead to barter for equipment. Depending on a mission, the price for an
assassination or spy mission usualJy ranges somewhere between the equivalent of two to twenty
Coalition credits.
The other main purpose of the Hands of the Many is to provide a source of supplies and
information tor Ulithlogg Assassins. Most of the information about other worlds and alien species
of creatures is held by the Hands of the Many, These databanks hold much intelligence about
the New German Republic and the Coalition, as well as data about the enemies of these
fac1ions. This information allows the lIlithlogg to learn about potential targets, as well as their
strengths and weaknesses. Ulrthlogg Assassins returning from a assignment are required to
place mission logs in the central databank, so that the information learned can potentially be
used by other lIlithlogg Assassins at a later time. The Hands of the Many also acquired armor
and weapons for assassins that otherwise might prove difficult 10 obtain on short notice. Besides
obtaining priority orders from the Ulithlogg Tinkers of the Fortunado Armories, the Hands of the
Many usually is able to acquire nearly any form of necessary equipment imaginable from Naruni
Enterprises. The price of this equipment is normally a mission for Naruni Enterprises, executed
by the top Lllithlogg Assassins of the Hands of the Many_
Blackfist Torbilak is the undisputed leader of !he Hands of the Many. While m o ~ t
decisions are made by majority vote of all present Uli1hlogg Assassins present when a judgment
about a potential assignment is to be made, Blackfist's word is always final. Should one of the
members of the Hands of the Many betray the trust of the assassin's guild or attempt to go
freelance, Blackfist's standing orders are that such assassins have joined the Wakened and a r ~
to be hunted and terminated with extreme prejudice. The Hands of the Many represents to the
Ulithlogg an ordered way in which to conduct their arts of surveillance and murder, and betrayal
is equivalent to desecrating their art. '
PHASI G
All Ulithlogg possess the innate ability to phase through solid matter. To put it simply,
they are able to place their molecular structure out of sync with the rest of the normal material
j
world. Moving through solid matter for the Ulithlogg becomes as simple as floating through air.
They also gain the ability to move on a vertical plane. either through air or through matter,
!floating much like a balloon. However. this primitive mode of flight is very slow, as Ulithlogg can
: only move up or down twenty feet per round in a phased state. Phasing is also fairly costly in
iterms of P P.E. to the Ulithlogg. An Ulithlogg needs to spend 5 P.P.E. per round in order to
I maintain a phased state. If the Ulithlogg runs out of P.P .E. while still phased within solid matter,
ithe Ulithlogg materializes, and is killed instantly (no saving throw)
! Phasing is what makes the Ulithlogg Assassins so deadly. In a phased state. the
: Ulithlogg are invisible to normal sight. and cannot be detected by conventional sight. In fact, the
only way to learn of a phased Ulithlogg's whereabouts is to use scrying magic o( psionics. This
allows Ulithlogg Assassins to infil1rate and locate t;lrgets in a normally well-defended location
with little difficulty. Both the New German Republic and the Coalition States, realizing this
problem. have begun research into new ways of possibly detecting UJithlogg Assassins. To date,
the research of both nations has yielded no results.
. The Ulithlogg. however, are extremely vulnerable to certain attacks in their phased state.
r Psionic or magical attacks directed against a phased Ulithlogg do double normal damage. In
I additional, electrical attacks do double damage to a phased Lllrthlogg. This makes phasing
I
Ulithlogg extremely wary of phasing through buildings. vehicles. and power armor, as they do not
I wish to move through power lines by accident. Regula( power lines conducting electricity
I
through mechanical equipment does' 06 M.D. per round to an Ulithlogg phasing through the
line. Multiple power lines equate to multiple damage, each consecutive line adding another D6
iof mega-damage.
I Most Ulithlogg do not treat their ability to phase lightly. They reseNe their supernatural
!power for times of emergency or when stealth is necessary. Even Ulithlogg Assassins phase
!only when they absolutely have to. preferring instead to use conventional methods of covert
: movement to infiltrate a place. Ulithlogg Assassins also like to use the Fortunado Armories'
:Chianes Power Armor, which can augment their ability to phase and allows non-Ulithlogg the
:ability to phase. Non-Ulithlogg using this particular suit of armor follow the same hazards
iinvolved in phasing listed above that the Ulithlogg do, however. The Ulithlogg are fully aware of
!the advantages that phasing allows them, and treat their unique abilities with a sense of awe and
: respect.
lTHE ULI HLOGG ASSAS
: (Optional Player Character)
i
! Alignment: Any selfish or evil alignment. Usually aberrant.
!Attributes: I.Q. 2D6, M.E. 406, MA 206. P.S. 506 (supernatural), P.P. 606, P.E. 3D6, P.B.
'2D6, Spd 4010+20
I Hit Points: None
M.D.C.: 1010"' 0+50, with an additional D6 per level.
LS.P.: 4D6, with an additional D6 per level.
Horror Factor: , 0
i P.P.E.: D6"1 0, with an additional 06 per level.
Weight: '00 to 150 Ibs
Height: 8 to 9 feet
IAverage Experience Level: 104 for NPCs.
!Natural Abilities: Can see in the infrared spectrum.
iCombat: Typically hand to hand: assassin. The number of attacks varies with the level of
iexperience and combat skills.
14
Damage: punch 606 S,D .. full punch or kick 406 M,D" power punch 706
M,D, (counts as two atlacks). bite 1 D4 M,D,
+2 on initiative, +610 strike/parry, +4 to
save versus horror faclor. + 1 to save versus
Magic: None,
Psionics: None,
R.C.C.
Pick
Computer
Computer
Computer
Prowl {+20%)
Wilderness
Track Animals
Hand 10
W,P, Knife
Wp, Sword
W,p, l-f'lorf11\'
W,p,
WP, Heavy
R.C.C. Related
Select seven plus one other skill at nine, and twelve, All new skills
slart al level one proficiency,
Communications: Any
Domeslic: Any
Electrical: BaSIC electronics only
Espionage', Any 0%)
Mechanical: Any
Medical: Firsl aid holistic only
Military: Any
Physical: Any
Pilot: Any
Pilot Related: Any
Rogue: Any
Science: Advanced
Technical: Any
W,p,: Any
Wilderness: Any
Secondary Skills: gets to select five from the previous liSt,
These are additional areas of knowledge that do not receive any of the possible bonuses listed i,n
parentheses (). All skills start at their base level. skill availability is limited as
previously indicated in Ihallist (any, only, none),
Weapons: Can pret1y much use anything, Typically to use Ulithlogg weaponry. and
normally carries two knives and two energy pistols at all timAs: the Ulithlogg Skullknives and the
Ulilhlogg Shatterguns,
Vehicles: None, lor Uli1hlogg Power Armor.
Money: None, with preferred weapons as listed
Cyberneiics/Bionics, Will refuse to ever
15
I
!Additional Notes: Ulithlogg Assassins are dedicated killers. always obeying their contracts of
I
· death to their fullest extent, even if it means their own destruction. For the most part, they are
. honorable. considering assassination to be a game performed with panache and style. Most
~ never stoop to unnecessary cruelty towards their victims. preferring the thrill of a dean. quick kill
!instead All sanctioned Ulithlogg Assassins belong to a guild on Jarnaka known as the Hands of
[the Many. Rogue assassins are despised as criminals and hunted down. Ulithlogg Assassins
lare curious by nature, and love to learn about the new worlds in which they travel.
I
ITHE ULITHLOGG TINKER R.CoC .
!cOptional Player Character)
,
iAlignment : Any. Usually unprincipled or anarchist
,
:Attributes: LO. 4D6, M.E. 406. MA 206. P.S. 3D6 (supernatural) , P.P. 406, P.E. 3D6, P.B.
i2D6. Spd 2010+20
!Hit Points: None
!M.D.C.: 1010'10+20. with an additional D4 per level.
: Horror Factor: 10
,
;P.P.E.: D6'1 O. with an additional 04 per level.
iI. S.
p
,: 6D6, with an additional D6 per level.
lWeight: 100 to 150 Ibs
IHeight: 8 to 9 feet
' Average Experience Level: 1 D8 for NPCS.
Natural Abilities: Can see in the infrared spectrum.
Combat: Typically hand to hand: expert. The number of attacks varies with the level of
iexperience and combat skills.
!Damage: Restrained punch 306 S.D., full strength punch or kick 2D6 M.D., power punch 306
iM.D. (counts as two a1tacks). bite 104 M.D.
IBonuses: +1 on initiative, +4 to strike/parry. +2 to dodge. + 1 to rolilfall with punchlimpact , +8 to
'Isave versus horror factor .
Magic: None.
;Psionics: None.
iR.C.C. Skills:
iBasic and Advanced Math (+10%)
:Basic Electronics (+10%)
!Radio: Basic (+5%)
jElectrical Engineer (+5%)
; Robot E leclran ics (+ 1 0%)
!Mechanical Engineer (+5%)
:Robot Mechanics (+5%)
!Weapons Engineer (+ 10%)
'Computer Operations
:Computer Programming
iLanguage: Oragonese
[Hand to Hand: Expert
[W.P. Knife
I\ W.P. Energy Pistol
W.P. Energy Rifle
I(Hand to Hand: Expert can be changed to Hand to Hand: Martial Arts at the cost of one "other"
Iskill. or assassin. if of an evil alignment, for the cost of two "other" skiJls.)
: R.C.C_ Related Skills:
:Select eight other skills. plus one other skill at levels three. six, nine, and twelve. All new skills
[start at level one proficiency.
[6
Communications Any
Domestic: Any
Electrical: Any (+10%)
Espionage: None
Mechanical: Any (+ 10%)
Medical: First aid and holist'lc only (+5%)
Military: Any
Physical: Any
Pilot: Any
Pilot Related ' Any
Rogue: None
Science: Any (+5%)
Technical: Any (+5%)
W.P. : Any
Wilderness: Any
Secondary Skills: The character gets to select six secondary skills from the previous liSt .
These are addrtional areas of knowledge that do not receive any of the possible bonuses listed in
parentheses (). All secondary skills start at their base level. Also, skill availability is limited as
previously indicated in that list (any, only, none) .
Weapons: Can pretty much use anything. Typically prefers to use Ulithlogg weaponry, and
normally carries two knives and two energy pistols at all times: the Ulithlogg Skullknives and Ih'e
Ulithlogg Shatterguns.
Vehicles: None. except for Ulithlogg Power Armor.
Money: None. Starts w'lth preierred weapons as listed above.
Cybernetics/Bionics: None. Will refuse to ever acquire such equipment.
Additional Notes: Ulithlogg Tinkers are true idiot savants. Their 1echnical skill abilities refer to
their abilities to perlorm tasks, not explain theory and facts to other people. Ulithlogg Tinkers
can never explain why or how they are able to do things, they just know they have certain gifts 0f
invention. Ulithlogg Tinkers usually work together in armories known as the Fortunado Armories
far below Jamaka's surface, far below their villages. so as not to disturb the other UIi1hlogg.
They are otten like children, pouting when things do not work as they planned and inventin'g
things out of whim rather than practicality. Many of their inventions are completely useless. If
given the opportunity to examine new machines. vehicles. and weapons, UIi1hlogg Tinkers go
crazy, trying to figure out how and why they work and how they can incorporate new ideas inio
their own inventions. Many Ulithlogg Tinkers will wander through the dimensions in search of
new ideas which they can use back at the Fortunado Armories.
ULITH OGG OWE AR OR
The Ulithlogg did not develop power armor until the war for the Demon Heart had begun.
Ulithlo99 Tinkers had developed some sophislicated equipment prior to this, equivalent to
twenty-first century Earth technology, but had never seen the need to develop weapons. T h ~ y
were able to make do with knives, sword, spears, and the like. The need for advanced weapon!y
came when Ihe Ulithlogg were attacked by the Chorrdali and the Blarnogl. Both these foes had
armaments that completely outmatched anything the Ulithlogg had. Quickly. the UlithloQg
Tinkers set about 10 develop suits of armor like the Blarnogl had. The first of these, the Kubita
Armor, was soon developed. It was basically nothing more that a well-equipped axo-skeleton for
an Ulithlogg, but it served its purpose. The technology edge that the enemies of the Ulithlogg
once possessed was now gone. ;
After the war, the Ulithlogg Tinkers became curious about the possibilities for robOt
armor. They experimented around for a while, and developed the Chianes Armor, a slight!y
more power suit of armor that could also allow a non-Ulithlogg to phase. They also developed at
this time the Zethkonor Armor, an even more powerful suit loaded up with extremely heavy
firepower; and Ihe Breythanok Armor, which would be more accurately described as a robOt
17
:vehicle than as power armor. Similar in appearance 10 the Coalition Spider Skull-Walker, the
I Brey1hanok has a eight-legged base wilh a large pilot's compartment/turre1 resting atop the legs
\
WhiCh looks like a py1hon's head. This was developed as a tactical weapon rather than a weapon
to be used in personal combat.
For the most part. these weapons were nothing but curiosities for the Ulithlogg, used
infrequently by Ulithlogg Assassins who were just given these suits of armor on loan by the
Ulithlogg Tinkers. It was not until Naruni Enterprises came to attempt business negotiations
lonce more with the Ulithlogg that the Ulithlogg Power Armor series became well-known
;throughoul many dimensions. Naruni Enterprises signed a deal with tt1e Ulithlogg Tinkers that
imade Naruni the exclusive galactic dealer of the armor. They would purchase the armor from
ithe Ulilhlogg, and then. be a.ble to sell the armor on Ph.ase World or to any olh.er planet they
I
'chose. The market prices listed under each armor listing reflects the price bemg offered by
Naruni Enterprises. While better deals can probably be had from the Ulfthlogg Tinkers
'Ithemselves (they have very little concept as to the value of their creations), they are also more
difficult to find. Player characters seeking Ulithlogg Power Armor are usually better off, in terms
101 acquiring such armor. dealing with Naruni Enterprises instead,
: The Ulithlogg are capable of building custom suits of armor. If given the schematics for
lany existing suit 01 armor. the Ulithlogg Tinkers can build and modify it to the specs of a
icustomer. The cost of building such armor is 150% of the market value of the copied armor, so
lusually the armor is intended to be customized for the wearer. Ulithlogg Tinkers also can build
joriginal weapons for their customers, giving charac1ers with no skills in building sophisticated
!weaponry an outlet for their ideas. The Ulithlogg, for example, have built scores of Scimitar
;Warrior robots lor the villain Tristan Spyre, allowing him to build up an automated army.
\Ulfthlogg Tinkers are generally fair in their dealings with alien customers, offering new ideas
:constantly to them about how to beller improve and modify their armor. After all. Ulithlogg
!Tinkers take pride in their work.
I
iKUBITA
!Model Type: Ulith001
\Class: Military Assault Armor
ICrew: One
!M.O,C. by Location:
Forearm Mini-Missile Launchers (4) -50 each
Left Upper Forearm Rail Cannon - 100
Head - 35
Lower Arm Blades (2) - SO each
Legs {2} - 90 each
Arms (4) - 75 each
• Main Body - 240
'-Depleting the M.D.C of the main body will shut down the armor. rendering it completely useless
;and unusable.
!Speed:
lRunning: 50 mph maximum
ILeaping: The powertul robot legs can allow the armor to leap up to 20 fee! high or
, across Add an additional twenty feet wi1h a running start.
!Statistical Data:
IHeiqht: 14 feet
IWidlh: 5 feet
:Length: 3 feet
Weight: 0.8 tons fully loaded.
;Physical Strength: Equal 10 a PS. 30,
!Carao: Minimal cargo space: enough room is available for a hand-held weapon and personal
gear.
IX
nuclear or lechnowizard: energy life is 10 years.
price of the Kubila Power Armor on Phase World is 30 million credits.
Availability is good there. from the Ulithlogg is variable.
Weapon
,. Ullth100 Forearm Rail Cannon:
the upper arm 01 the power armor,
railgun is slung over the left shoulder of
to grab and use the gun when necessary.
When not in use, the gun can be slung back of the robot armor.
Assault
Anti-Armor
1 010
7
10 M.D. for a burst of forty rounds.
Equal 10 Ihe number of the hand to hand attacks of the
3000 feet
hundred rounds of ammunition. allowing ten bursts from the gun before,
reloaded
2. Ulith756 Mini·Missile Launchers: A mini-missile launcher is located right over each of the
robot armor's four each with a of four mini-missiles.
Anti-Personnel
can he used.
of two. four. or eight.
Stilettos: Located underneath the wrist of the robot's two lower arms
titanium normally hidden in a compartment in the lower arm. blades can I:)e
popped out and used in hand to hand combat
Defense
Assault
1 D4"1 0 M.D. per 1 DS"i0 when used (counts as two
attacks.)
4. The Kubita Power Armor can augment an Ulithlogg's ability to The armor
allows both the Ulithlogg pilot and the armor to remain in a phased state for twice the normal
duration that the Ulithlogg piloting the armor normally can phase. While in a state. none
of the Kubita Power Armor's other weapons systems are functional and the armor is equally
vulnerable to certain attacks as a normal Ulithlogg is. the seclion for mor;e
details. Note: only an Ulrthlogg can tl1is feature of the armor.
5. Hand to Hand Combat: Either by blades or more means, the power
armor can be used in hand to hand Because the armor is so unique, the user must
have the Armor: Elite ski/I 10 use the combal bonuses
+ 1 10 +4 10 parry/dodge. +5 to roll wi1h punch or fall/impact.
Restrained 1 M.D., lull strength punch M.. power punch'
406 M.D. judo fliplthrow 104 M.D. I
6, . The Kubila Armor also has important sensory features: ,
A special sensor allows the radiation of warm objects
10 be converted into visual images. 1-01,]1"\"'", the pilot 10 see in the dark. through smoke, and in
shadows. 1800 feet.
!9
2. Infrared/Ultraviolet Optics: This optical system projects beams of ultraviolet and
iinfrared light. allowing the pilot 10 see in those particular spcctn.Jms Note: Others with these
: detection systems will see these beams. allowing them 10 trace the source.
I 3. Ion Beam Tarqetm Applies to the mini-missile launchers and the rail cannon. Adds
: +3 to strike.
iZETHKO 0
POWER AR OR
: Model Type: Ulilh1201
Class: Military Assault Armor .
Crew: One pilot and one co-pilot: can hold an additional three passengers if necessary.
M.D.C. by Location:
Forearm Mini-Missile Launchers (4) - 100 each
Lett Upper Forearm Rail Cannon - 220
Head - 100
Lower Arm Blades (2) - 110 each
Lower Leg Missile Launchers (2) - 140 each
Chest Cannon - 230
Legs (2) - 200 each
Arms (4) - 160 each
"Main Body - 570
"Depleting the M.D.C. of the main body will shut down ~ h e armor, rendering it completely useless
and unusable .
• Speed:
i Running: 130 mph maximum
Leaping; The powerlul robot legs can allow the armor to leap up to 90 feet high or
across. Add an additional one hundred feet with a running start.
iStatistical Data:
I Height: 31 feel 4 inches
iVVidth: 13 feet 6 inches
iLength: 12 feet
IVVeight: 2.3 tons fully loaded.
:Physical Strength: Equal to a P.S. 50.
iCargo: Minimal cargo space: enough room is available for a hand-held weapon and personal
I gear
iPower System: Either nuclear or technowizard; average energy life is 10 years.
I
Black Market Cost: The price of the Zethkonor Power Armor on Phase VVorld is 96 million
credits. Availability is poor there. Cost from the Ulithlogg is variable.
iweapon Systems:
11. Ulith2D10 Forearm Rail Cannon: A high powered railgun is slung over the left shoulder of
Ithe upper arm of the power armor, allowing the pilot 10 grab and use the gun when necessary.
VVhen not in use, the gun can be slung back behind the shoulder of the robot armor.
Primary Purpose: Assault
Secondary Purpose: Anti-Armor
Meaa-Damage: 201 0 ~ 1 0+60 M.D. for a burst of two hundred rounds.
Rate of Fire...; Equal to the number of the hand to hand attacks of the pilot.
Maximum !;ffective Range: 3000 feet
Payload: Four thousand rounds of ammuni1ion. allowing hventy bursts from the gun
before being reloaded.
1
2. Ulith956 Mini-Missile Launchers: A mini-missile launcher is located right over each of the
robot armor's four wrisls, each with a payload of tern mini-missiles.
1
20
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Missile Type: Any type of mini-missile can be used.
Mega-Damaae: Varies per missile.
Varies per missile.
Rate of Fire: One at a lime or in volleys of two. six. twdve. sixteen, m twenty.
Payload: Forty. len per launcher.
3. Ulith958 Short-Range Missile Launchers: Located on each hip ot the Zethkonor Power
Armor is a short-range missile launcher. each with a payload of eight short-range missiles,
Primary PUfl)ose: Anti-Aircraft
Secondary Purpose: Anti-Personnel
Missile Type.,; Any type of short-range missile can be used
Varies per missile
Varies per missile.
Rate of Fire: One at a lime or in volleys of two, four, or eight.
Payload: Sixteen, eight per launcher.
4. Lllith969 Assault Stilettos: Located underneath the wrist of the robol's two lower arms are
titanium blades. normally hidden in a compartment in the lower arm. These blades can be
popped out and used in hand to hand combat.
Primary Purpose: Defense
Secondary Purpose: Assault
Mega·Damaae: 108'10 M.D. per blade, 1012'10 whe" used together (counts as two
attacks.)
5. Ulith 2020 Chesi Ion Ca nno n: A intensely powerfu I Ion cannon is mounted directly into
center of the chest unit 01 the power armor. The cannon is mounted in a stationary manner,
meaning the chest 01 the armor has to be directly pointing at its intended target. The cannon
cannot be swiveled or rotated in any other manner.
Primary Purpose: Assault
Secondary Purpose: Anti-Armor
206"10+10 M,D.
Rate pi Fire: Equal to the number ot the hand to hand attacks of the pilol.
Maximum E;f&t;:;Jive Range: 5000 feet
Payload: Effectively unlimited.
6. Phasing: The Zethkonor Power Armor can augment an Ulilhlogg's ability to phase.
armor allows both the Ulithlogg pilot and the aimor to remain in a phased stale for twice the
normal duration that the Ulithlogg piloting the armor normally can phase, While in a phased
stale, none of the Zethkonor Power Armor's other weapons systems are fUnctional and the armor
is equally vulnerable to certa'in attacks as a normal phased Ulithlogg is. See the Phasing
section for more details. Note: only an Ulithlogg can utilize this feature of the armor. Non-
Ulithlogg passengers will literally fall right out of the armor when it enters a phased state.
7. Hand to Hand Comba1: Either by using its blades or more conventional means, the power
armor can be used in hand to hand combat Because the armor is so unique, the user must
have the Robot Power Armor: Elile skill 10 use the combat bonuses available.
Combat Bonuses: +2 to initiative I +4 to parry/dodge, +6 \0 roll with punch or fall/impactj
Damage: Restrained punch/kick 406 M.D., full strength punch 606 M.D" power punch
i 010·10 M.D. (counts as two attacks), judo fll:Jfthrow 2D6 M.D.
8. Sensor Sys1ems: The Zethkonor Power Armor also has important sensory features:
21
1. Thermoi
fl1
<:loer: A special optical sensor allows the infrared racilalion of warm objects
to be converted into visual images, Enables the pilot to see in dark. smoke. and in
shadows. 4000 feet,
This optical system beams of ultraviolet and
allOWlriQ the pilOI 10 St:'8 in those particular spectrums Note: with these
,dellecllon see these beams. aHowing them 10 trace the source.
LJQ!1 .. Applies to the mini·missile launchers and the rail cannon, Adds
+4 to strike.
Ulith010
ClaiSS: Military As:sal,;lll Armor
!Crew: One pilot: can an additional passenger if necessary
iM.D.C. by location:
i
Forearm Mini-Missile Launchers (4) -80 each
Lett Upper Forearm Rail - 120
Head - 70
Lower Arm Blades (2) - 90 each
Legs
Arms
"Main
- 150 each
- 135 each

!"Depleting the M,D,C. of the main body will shut down the armor, rendelring it completely useless
;and unusable.
90 mph maximum
The powerful robot legs can allow the armor to up to 70 feet high or
across. Add an addilionallifty feet with a running slart.
Sti'ltis;ticaJ Data:
22 feet 6 inches
8 (eet
6 teet 4 inches
1.4 tons fully loaded,
Equal to a P .S. 40.
I\Ai')In1",1 cargo space; enough room is availabie lor 2. hand-held weapon and 1"1""'''/''\1'\,;01
!'-""-'-'-"'......,.'"""""""-'-'" Either nuclear or technowizard; average energy ine is 10 years,
The price of the Chianes Power Armor on Phase World is 55 million credits.
I
Availability ranges from fair to poor there. The COsl (rom the Ulithiogg
Tinkers is variable.
;1. Ullth110 Forearm Rail Cannon: A high powered railgun is slung over each shoulder of the
arms at Ihe power armor. allowing the pilot 10 grab and use both guns when necessary.
rtYhen not in use, the guns can be slung back behind the shoulders 01 the robot armOL The guns
can be used but such an action counts as two attacks
A n1l-Armo r
i D10'10+40 M.D. for a burst of fifty rounds; 3010'10 M.D. for a
svn,chroni:z:ed attack,
number of the hand 10 hand aNacks of the pilot.
3600 leet
Payload: One thousand rounds 01 ammunition. allowing ten bursts from each gun before
being reloaded.
2. Ulith759 Launchers: A mini-missile launcher is located right over each of th'e
robot armor's four wrists, each with a payload ot six mini-missiles.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Missile Type: Any type of mini-missile can be used.
M..!:!..Q.a-Oamage: Varies per missile.
Range: Varies per missile.
Rate of Fire: One al a lime or in volleys of two, six. eight. or twelve.
Payload: Twenty-four. six per launcher.
3. Ulith869 Assault Stilettos' Located underneath the wrist of the robot's two lower arms are
titanium blades. normally hidden in a companment in the lower arm. These blades can be
popped oui and used in hand to hand combat.
Defense
Assault
1 D6"1 0 M D. per blade, 1010'10 when used together (counts as two
attacks.)
4. Phasing: The Chianes Power Armor can augment an Ulithlogg's ability to phase, and also
allow a non-Ulilhlogg the ability to phase. The armor allows both the Ulithlogg pilot and the
armor to remain in a phased stale lor four times Ihe normal duration that the Ulithlogg piloting
the armor normally can phase. A non-Ulithlogg can also phase while using the armor, but only
as it he or she were a normal Ulithlogg. The phaSing rate of a human or other character
equivalent 10 a norma) unarmored Ulithlogg. While in a phased state, none of the Kubita Power
Armor's other weapons systems are functional and the armor is equally vulnerable to cenair..
attacks as a normal phased Ulithlogg is, See the Phasing section for more details.
5. Hand to Hand Combat: Either by using its blades or more conventional means, the powe:r
armor can be used in hand to hand combat. Because the armor is so unique, the user must
have the Robot Power Armor: Elile skill to use the combat bonuses available.
Combat Bonuses: +2 to initiative. +6 to parry/dodge, +710 roll with punch or fall/impact.
Damaae: Restrained punch/kick 206 M.D., full strength punch 406 M.D., power punch
606 M.D. (counts as two attacks), judo flip/throw 106 M.D.
6. Sensor Systems: The Chianes Power Armor also has important sensory features:
1. Thermoimager: A special optical sensor allows the infrared radiation ot warm objects
to be converted into visual images. Enables the pilot to see in the dark. through smoke, and in
shadows. Range: 2800 feet.
2. Infrared/Ultraviolet Optics: This optical system projects beams of ultraviolet and
infrared light. allowing the pilot to see in those particular spectrums. Note. Others wrth these
detection systems will see these beams, allowing them to trace the source.
3. Ion Beam Targeting: Applies to the mini-missile launchers and the rail cannon. Adds
+4 to strike. .
BREYTHANOK POWER ARMOR
The Breythanok Power Armor resembles a snake's head sitting atop the body of a tarantula. It is
extremely adept at moving over rough terrain. The vehicle has become a favorite of Naruni
Enterprises, as it is adaptable to combat on many worlds.
Model Type: Ulith9295
Class: Multi-purpose AII- Terrain Assault Vehicle
23
,crew: One pilot. one co-pilot. and one gunner: can hold an additional eight passengers if
necessary.
M.D.C. by Location:
Rail Cannons (2) - 180 each
Lower Medium-Range Missile Launcher - 260
Shan-Range Missile Launchers (2) - 210 each
Reinforced Crew Compartment - 190
Laser Cannons (4) . 140 each
Searchlights (3) - 60 each
"Main Body· 6BO
Legs (8) - 300 each
"Depleling the M.D.C. of the main body will shut down the Breythanok entirely, rendering it
completely useless and unusable.
;
i
:Speed:
[Running: 160 mph maximum
Not possible.
:Statistical Data:
Height: 24 teet
IWidth: head" is 17 feet wide. the legs extend to about 31 leel wide.
!lenoth: "Snake's head" is 20 feet long.
iWeight: 31.7 tons fully loaded.
iPhysical Strength: Not applicable.
Storage space of about two hundred cubic teet, to be used for additional clothing,
'weapons. supplies, and specimens.
iPower System: Either nuclear or technowizard; average energy life is 20 years.
iBlack Market Cost: The price of the Breythanok on Phase World is ; 08 million
i credits. Availability is poor there. Cost from the Ulithlogg is variable.
'Weapon Systems:
11. Ulith2049 ReCOilless Rail Cannons: Two high powered railguns are mounted on each side
lof the "snake's head" turret of the Breythanok Power Armor. They can be rotated up and down 90
!degrees and from side to side 90 degrees. The railguns can be synchronized to aim
!simultaneously at a singular large! or a1 diHerent targets.
: Assault
Anti-Armor
1: 2D6"10 M.D. lor a burst of one hundred rounds.
Equal to the number of the hand to hand attacks of the pilot.
Maximum Effective Range: 7400 feet
Payload: Six thousand rounds of ammunition. allowil"'!:! 1hirty bursts from each gun
before being reloaded.
Ulith2069 Laser Assault Cannons: Two variable frequency laser cannons are mounted
underneath each rail cannon, with four cannons being mounted on the Breythanok overall. Like
rail cannons, all the laser cannons can be rotated up and down 90 degrees, However, they
fan only be moved from side to side 45 degrees. The laser cannons can be synchronized 10 aim
:simultaneously at a Singular target or at different targets.
i Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: 1 08
k
1 0 M.D. for a burst of one hundred rounds.
Rate of Fire: Equal to the number of the hand to hand attacks of the pilot.
Maximum Effective Range: 1600 feet
Payload: EHectively unlimited.
]A
3. Ulith996 Medium Range Missile L3uncher: A range missile launcher is located
the main body 01 the Breythanok. The launcher has a oayload of twenty-four missiles.
Anti-Aircraft
Anti-Armor
Any type or medium range misSile can be used.
Varies per missile.
Varies per missile.
One at a time or in volleys 01 Iwo. four. or twelve.
Twenty-fouL
4. Ulfth95B Short-Range Missile Launchers: Located directly above each rail cannon of the
Breythanok is a short-range missiie launcher. each wi1h a of eight short-range
Anti-Aircraft
......... =""""-' Anti-Personnel
Any type at short-range missile can be lIsAd.
Varies per missile.
per missile.
One at a time or in volleys two, four. c;, eight.
Sixteen, eight per launcher.
5. Phasing: The 8reythanok Power Armor can an Ulilhlogg's ability to phase. The
armor both the Ulllhiogg pilot and the armor to remain in a phased state tor twice
normal duration that the Ulithlogg piloting the armor normally can phase. While in a
stale, none of the Breythanok Power Armor's other weapons systems are functional and
armor fS equally vulnerable to certain attacks as a normal phased Ulithlogg is. See the
for more delails. Note: only an Ulithlogg can utilize this feature of the armor. Non-
Lllithlogg passengers will literally fall right oul 01 armor when it enters a phased state.
S. Hand to Hand Combat: The BreythanoK is a robot vehicle not designed for direct hand to
hand combat Its only two aHack modes are with inflicts 204 M.D. fOf
twenty miles per hour of speed, and Stomp, with inflict against any object 12 feel or
smaller in height.
7. Systems: The Breythanok Power Armor
A special optical sensor
10 converted into images. Enables the
shadows. Range: 4000 feet
InlraredJUltraviolec..optics:
.... { ..... light, allowing the pilot to see in those
has important sensory features:
the infrared radiation of warm
to see in the dark. through smoke,
projects beams of ultraviolet and
spectrums. Note: Others with
detection systems will see these beams. them 10 trace the source.
:3. Ion BaamTaraeting: Applies to launchers and the cannon. Adds
+2 to strike.
:4. Infrared Searchlights: Apparently the "snake's head" turrets 0; the
Breyihanok Power Armor are three eyes. These are actually infrared searchlights,.
can be used to scan areas in such a way as to avoid detection. Only capable
on scanning infrared light sources will be able to the s8('1(chlights.
SCIMiTAR
(Not available as a player character)
Warriors are combat androids by Tristan Spyre and the Ulithlogg
Tinkers. The Scimitar Warrior the bulk of Spyre's military tore!'!s. The design
was originally used by Spyre during his in twenty·first century Earth, but 10 be a
25
ifailure. due to the poor construction materials of the time. However, wrth a new mega-damage
'capacrty and Ulithlogg lechnology. the robot has proven 10 be a deadly fighter.
Scimitar Warriors resemble demonic skeletons. with bony horns and a tail which can
!Iash out at opponents like a whip. They are dark red in color, making them difficult to see in dark
!conditions. While most Scimitar Warriors are built exclusively for Spyre, the Uhthlogg have
jbeen granted permission from Spyre to build the robots for clients as long as these buyers are
:not from RiMs Earth.
: The robot IS fairly mindless. having only a few programming parameters. When
iactivated. the robOI is told not to attack certain people and certain objects emitting a high
I
freqUency. Spyre's robOls are programmed not to kill or harm himself, his lieutenants, and the
Ulithlogg. This makes the robot extremely limited in its fu nctions, either suited tor guard duty or
direct combat. Hence, the Scimitar Warrior is unavailable as a player character.
I The design of the Scimitar Warriors has one fundamental flaw. Right below the chest
unit is a large ball link holding together the upper and lower body of the android. This area is
:very poorly constructed. and if destroyed renders the entire robot inert. The ball link is fairly
ismall. though. making it a difficult shot to hit. Even a called shot at the link must be made with a
Ipenal1y (-4 to hit). Many of Spyre's foes have discover this weakness, and have utilized this
Iknowledge 10 their advantage.
I
IModel Type: Spyre4
'IClass: Infantry/Assassin Android
Crew: Not applicable.
IM,D.C. by Location:
Arms (2) - 90 each
Whip Tail - 80
"Chest Link - 35
Scimitar 81ade - 75
legs (2) - 100 each
orHead - 90
"Main Body - 310
i'Oepleting Ihe M.O.C. of the main body will completely destroy a Scimitar Warrior.
,""Depleting the M.D.C. of the head or chest link will rendp.r a Scimitar Warrior completely
juseless.
ISpeed:
IRunning: 90 mph maximum
ILeaping: The powerlul robot legs can allow the armor to leap up to 90 feet high or
I across. Add an addi1ional one hundred feet with a running start.
iStatistical D a ~ a :
iHeiqht: 91eel 6 inches
IWidth: 5 feet 4 inches.
!lenath: 4 1eel 9 inches
!Weight: 0.7 tons
IPhysical Strenath: Equivalent to a P.S. 25
!.Q.ru:gQ; Not applicable.
:Power System: Either nuclear or technowizard; average energy life is 6 years.
:Black Market Cost: The price of a Scimitar Warrior on Phase World is 15 million
i credits. Availability is poor there. Cost from the Ulithlogg is variable.
IWeapon Systems:
,1. Scimitar Power Sword: Built into the right hand of the android is a large curved blade.
[When in use, the blade emits a low-level plasma field. making the blade even more deadly.
~ Primary Purpose: Assault
lie.QQL1<:iarv Purpose: Defense
204'10 M.D.
2. Other Weapons: The Scimitar Warrior is capable of us:-;g a variety at other rifles and
energy weapons. Generally, it is equipped with a Coalition (see the Rifts Main
Rulebook), the UlJlhlogg Shattergun. or a Spyre Headhunter Rifle. The Scimitar Warrior is
easily capable of uSing 1hese weapons its one free hand
Below are listed the standard weapons created and used by the Ulithlogg. Almost any
Ulithlogg can easily acquire these weapons. As with other Ulithlogg devices, foreigners to
Jarnaka can only acquire these weapons directly from the Ulithlogg or from the weapons markets
on Phase World. They can be easily modified to accept any form of E-Clip, although the
Ulithlogg provide their own for the weapons.
Ulithlogg weapons. for the most part, resemble standard Rifts Earth weapons. One
major difference, though. is that the trigger mechanisms or the weapons are designed to
depressed with alllhe fingers of one hand. Unless a creature has supernatural S1rength or a P.S.
of over 30. two hands are required to use the weapons properly, Energy weapons, meaning
laser and plasma guns. which are made by the Ulithlogg also have two barrels. These weapons
have a conventional barrel and another barrel slung about six inches below the normal one.
When used in combat. two beams are discharged, converging on the aimed target. If one of the
barrels is somehow damaged or destroyed, the weapon is stiil functional, but only does half
damage.
Ulith324 Shatiergun (Laser Pistol)
Weight: 3 Ibs
Meoa-Oam.agg,; 106+6 M.D.
Rate ot Fire: Sta ndard
.. ang .. . .: 1500 1eet
Payload: Twenty-two shots
Market Cost: 32.000 credits
Ulith327 ShaUerstar (Laser Rifle)
Weight: 81bs
Mega-Damage: 3D6+10 M.D.
Rate of Fire: Standard
Effective Range'. 3600 feet
Payload: Thirty shots
Market Cost: 49,000 credits
Ulith427 Sha1terblaster (Heavy Laser Rifle)
Weight: 12 Ibs
5D10+10 M.D.
Standard
Effective Range: 2700 feet
Payload: Twenty shots
Market Cost: 84,000 credits
Ulith824 Starilare (Plasma Ejection Pistol)
Weight: 5 Ibs
Mega-Damage; 306 M.D.
Rate of Fire: Standard
EHective Range: 900 feet
Payload: Ten blasts
Market Cost 53.000 credits
27
:Ulith825 Starfire (Plasma Ejection Rifle)
:Weiqh1: 9 Ibs
iMega-Damage: 6D6 M.D.
:Rate of Fire: Standard
i.ERective Raom.: 1200 feet
!Payload: Sixteen blasts
!Market Cost: 71,000 credits
IUlith911 Steejfist Railgun)
:Weight: 22 Ibs
IIMeoa-Damage: 106"10+10 M.D.
Rate of Fire: Slandard
iEHeclive 2000 feet
!Pal1oad: Thirty bursts
iMarket Cost 62,000 credits
i
:Ulith944 Dragonfire (Rocket Launcher)
iweighl: 25 Ibs lor the launcher; each mini-missile typically w";ighs 2 Ibs each.
I
Mega-Damage: As per mini-missile type.
Rate of Fire: Only three mini-missiles maximum can be tired each melee round.
iEffec1ive Range: As per mini-missile type; typical range is approximately 2 miles.
iPayload: A stand carrying case (15 M.D.C.) holds eight missi!'::: in all.
iMarket Cost 59,000 credits
:Ulith55 Skullknife (Vibroknife)
Weight: 2.5 Ibs
106 M.D. The blade is also coated with a hinhly lethal venom. If a critical hit is
'made against an unarmored opponent, the opponent must a standard saving throw against
;poison. Failure to save means instant. painful death. A successful save means that the blade
/inflicts an addi1ional 406 M.D. Protection by armor or means (i.e., Armor of lthan)
'means the toxic will have no effect on the wearer or user of sud1 things.
IEHective Ranoe tI/lelee
!Market Cost: 78.000 credits
located far beneath two Ulithlogg villages, one near Kingdom of Chorrdalis and one
:in the nor1hern reaches of Jarnaka. are the centers of Ulitr:ogg technology. These are the
,Fortunado Armories. These are the places where Ulithlogg have banded together to
'make the images in their minds into reality. The Armories are more than a labyrinth-like
;series of cave systems. each cave hewn out into a gigantic combination of a laboratory,
!workshop. and warehouse all in one. Each Ulithlogg Tinker is assigned his own lab, and
,possesses any piece of machining equipment needed to create his inventions. If the Ulithlogg
;Tinker needs something. he usually can build it himself. Ulithlogg Tinkers either mostly build
:armor and weapons for Naruni Enterprises and other customers or are completely independent,
!building whatever whim suits them. The two types of Ulithlogg Tinkers rarely coincide and do
'both. although the more maverick Tinkers are more than willing to help oul those build more
,conventional items.
I In a sense. the Armories are not well-defended just because few warriors inhabit them.
iThe Ulithlogg do not see a pressing need to defend against possible attack. Both Armories,
ithough, contain scores upon scores of advanced weaponry. much of it never tested, and most of
:the Ulithlogg Tinkers know how to use it. Apart from the weapons being built and stored there,
the place has no defense systems. They are not 2rmored, and no form of internal
;security exists.
Custom orders for armor and other items can be built by the Ulrthlogg, but the Tinkers
:have to be reached directly al the Fortunado Armories. will not accept Naruni Enterprises
2R
or anyone else 10 act as intermediaries. Specific schematics usually have to be laid out for ihe
Ulithlogg Tinkers as well, unless il uses things they already understand like conventional power
systems. phasing, and standard armor. Explaining new and complicated ideas to an Ulithlogg
Tinker is usually like explaining quantum physics to il two year old. They will not understand
such concepts until they build it. Once reached and contracted. orders for armor typically takes
six months to a year and the labor is not cheap. The Ulrthlogg Tinkers normally charge bizarre
prices for their services. One Ulithlogg Tinker is known to demand six adult dragon skulls for
every suit ot armor he produces. Another has demanded a suit of Kit1ani Equestrian Armor in
exchange for every surt of armor produced. A lew Ulithlogg Tinkers just ask for money, but not
many. Paying 011 Ulithlogg Tinkers can be incredibly dangerous.
The Fortunado Armories, unlike the Hands of the Many, does nol function as a guild.
There are no leaders of the Armories. and they do not set prices or sanction Ihe more rebellious
Ulithlogg Tinkers. Rather. the place is commune, a haven for new ideas and concepts where the
Ulithlogg Tinkers can pool their resources and create many wonclrous items of beauty and many
instruments 01 destruction at the same lime.
T
The Chorrdali are a race of humanoids that are nearly identical in appearance to
humans The only difference is that they have no hair upon their bodies. Instead. bluish-green
patches of scales cover the top of their heads, their forearms. and their chests. They also have
bright red reptilian eyes O1herwise, they are exactly like humans in terms of their internal
physiology. their lifespans. and their appearance. Chorrdali custom d:ctates that all Chorrdali
wear long robes similar to togas. with the color indicating socia! rank. Ali Chorrdali women are
considered to be part 01 the ruling class, and wear scarlet robes. Women are considered to be
the more powerful sex, and are treated as such. Chorrdali male leaders and soldiers wear azure
robes. the farmers and the merchants wear emerald robes, and the slave class wears coarse
brown robes. Armor is rarely worn in public unless it is deemed absolutely necessary.
Chorrdali are extremely passionate and aggressive by nature. They are quick to anger,
and rarely forget insults or threats made against them. Fighting is a commonplace pastime
amongst the Chorrdali. particularly over women. They usually speak their mind, and are not
afraid to question authority. The entire social structure is based upon the strong surviving and
the weak perishing. The rulers ot the cities, the Vernalik, acquire their position through a trial by
combat If a Chorrdali feels that he or she would be a better ruler than the current Vernalik, that
Chorrdali can challenge Ihe Vemalik to a death match, to be held in the center of the city. The
challenge can never be turned down. No armor may be used in the trial; only stone weapons. If
the Chorrdali kills the Vernalik and wins the death match, then that Chorrdali becomes the new
Vernalik. The Vernalik's word is absolute law - to disobey the words ot the Vernalik means either
to become a slave or be killed by slow torture i1 already a slave. The Grand Vernalik, who leads
the entire country of Chorrdalis. is chosen through a less rigorous process. When a Grand
Vernalik dies, the other Vernaliks elect one of their own to become the new Grand Vernalik. The
vacated position of Vernalik is filled through new challengers in the death matches.
The Chondali live in stone buildings. made from mud but tumed into M.O.C. struC1ures
through the use of the Scarlet Waters (see below). Their towns resemble those of Rifts Earth in
the Old West· a few street of buildings and many farms lying just outside the main city. About
four thousand Chorrdali live in each city, with ten thousand Chorrdali living in the caprtal city of
Nehfarris. Much 01 the milrtary is transient population, constantly moving from one city to
another, patrolling the country and defending against intruders. A large portion of Chorrdaiis'
population is also comprised 01 slaves· as much as 15% are owned by other Chorrdali and used
in menial labor. Not all of these slaves are Chorrdali, though. Captured Blarnogl. humans, and
other weaker races captured by Chorrdali patrols are enslaved to perform the will of the ruling
Charrdali. Custom dictates that slaves are treated kindly and not mistreated. However. slaves
have no rights in Chorrdalis whatsoever. and have no chance at freedom except fOf escape.
The Chorrdali are very loyat to their friends. However. their friends usually are only
Chandali. They distrust all the other races of Jarnaka. with the exception of perhaps the
29
(Kinsitala. They particularly hate the Ulrthlogg. whom :hey consicier to be orugged-out halt-wits
'They are even more paranoid regarding creatures from other worlds. Their general experience
is thaI aliens are out for themselves first and the Chorrdali if at all. Once a Chorrdali
:has found a reason 10 trust someone. Chorrdali or alien. Ihat person is a friend for life whom the
!Chorrdali will completely trust and defend 10 the death
,
leA IJ
I A small minoriiy 01 the Chorrdali. those who believe in freedom and equality tor all
!creatures and who reject the Chorrdali caste system. have flee 10 en area known as the Caves of
jGethsalij. These Chorrdali are called "barbarians" by the rt;St of Chorrdali society, and are
ihunted as criminals 01 1he stale. However. very little can be done Chorrdali Barbarians.
1M0gor roamlhe mountainside outside the Caves. leaving Chcrrdali military patrols with
ilittle desire to attack the Caves. Their position is almost impossi::)e to 3ltack within the Caves.
iand they have little need 10 ever step fool outside.
I Within lhe Caves are literally tons of edible. lichens called derla!. Derial
'contains most 01 the nutrients that the Chorrdali need to survive. The lichen is like a naturally
!I'organic version of military food paste Combined with the catches of infrequent hunting parties
bringing back game 1rom the outside wodd, food and are easily provided for. Also
lrunning beneath the Caves of Gethsalij are the Scailet Waters (!';ee below for further details).
iThe Waters allow the Chorrdali Barbarians to stay healthy and to become powerful like their
IChorrdali soldier brethren. With these resources on their side, Chorrdali Barbarians have
!become powerful in 1heir own right, allowing Ihem to remain independent of the Kingdom of
iChorrdalis
j The Chondali Barbarians in the Caves of Gethsalij are ruled by an infamous former
!Chorrdali slave named Vardiba D'Exile, who killed his mast"?!" and eventually made his way to
!the Caves. Vardiba is a fair and free-minded individual. c:lthough he has a vicious temper.
IVardiba laid down the few laws that exist among the Chorrdali Barbarians. which essentially are
!accepting all persecuted individuals seeking refuge and helping ons another whenever possible.
iVardiba insists that all disputes which cannot be resolved peacefully be resolved by death match
!combat. so most Barbarians try to work oul their diHerences through dialogue. Vardiba has also
'begun talks with a m,m on Wormwood about trade and forming an alliance· Dorsey Pentecost.
:Dorsey sympathizes with the Chorrdali Barbarians. but the rest of the Kingdom of Light is
:distrustlul of Vardiba D'Exile and his followers. Only words exist two for now.
The Chorrdrtli Barbarians rarely travel outside the tJut when they do. they always
;wear S10ne armor (see below) and are armed. They will attack and kill any regular Chorrdali
Imilitia that they encounter on their journeys, and are almost always successful. The form-fitting
jstone armor has led many offworlders to believe that Chorrdali B2rbari2r1S and regular Chorrdali
iare distinct and separate creatures. The Barbarians encourage this belief, as it help them to hide
:their goings-on from the rest of the Chorrdali population. The Chcrrdali could care less it some
ialien told them about strange hulking stone creatures, but care if such aliens told them
iabout odd Chorrdali roaming the countryside. While the Barbarians would dearly love
:to rejoin their brethren, 1hey know that they cannot do so at price of their freedom.
I
5
; In the attermath of the war for the Demon Heart, the Chorrdali and the Kinsitata together
iformed an alliance designed to restore Jarnaka back to its origmal selt The Kinsitata knew of a
ialien dimension known only as Lidzal!e (see the forthcoming Rifts Dimension Book: The
[
Crimson Maelstrom for details), which possessed red healing waters that could supposedly
restore or heal anything. The Kinsitata joined forces with the few Chorrdali wizards in existence,
land opened a rift to lidzalle, trying to draw these healing waters to their own worlds. The effort
!was partially successful. In the northern reaches of Jarnaka (essentially, all bodies of water,
iexcluding the oceans, north of the equator), regular bodies of water began to run red, restoring
imuch of the northern parts 01 Jarnaka to its original form However. the rif1 also brought through
ithe alien creatures known as the Magar and the Juggernauts. \ll'hich sought to destroy all they
"I{)
could find on Jarnaka. The Chorrdali blamed the f'\.lIiISII,i:!ld error. and have
since broken otf all contact with the Kinsitata.
The Scarlet Waters, as lhe known. have many unique
proper1Jes. The obvious one is the ability 10 or otherwise injured
creature drinking from one of the sources 01 the :-..r:::lrl,<=>! Walers is curcc of all physical ailments
instantaneously. Condilions such as Ihough. are nol cured
al all is also nol possible with the liquid. unknown reason. the
C;::",",vl.,,+ are not nearly as eHeclive when removed from and placed in jars or
other contaIners If Scarlel Waters are used after being 1rom the source, they will
only heal 406 S.O.C. or 406 M.D.C atter draining about a altha liquid, depending
on what kind of creature drinks the Scarlet Waters. . doses of the Scarlet Walers will
not have effect unHllwenly-four hours have passed.
The are also capable of turning a S.D.C. creature, such as a
human. Again, this is only to do at the sources
Waters on and Lidzalle - water drained from :i'lese sources and
containers cannot be in this conversion. If a fully S.D.C. creature comJ:llelely
immerses himselT in the Scarlet Waters for over a minute. then all hit and are
converted inlo M.O.C. creatures immersed in no matter how
sligh! the wound, are only cured of their ailments and are not conv8rtecL After
another twenty-jour hours must pass before the creature can erter
become a creature: inlo the waters before ther. has no effect at all.
Ukewise, mega-damage creatures nothing from '';''-;Ie,sion in the waters. For the
most pan. the Chorrdali have this power Scarlet a secret As
S.O.C. crealures, they have been able to an conbat that few
aware of and have used it lor own All Chorrdali and nobles have .rn ..... or"".rl
themselves in Ihp, SCi1rlet and many of middle 10 class citizens have done $.0
as well. Chorrdall slaves are forbidden trom immersion in
The Chorrdali have also discovered that rocks in Scarlet Waters have
become mega-damage and can inflict Crf''''tures. This has led to
the creation 01 their powerful stone weapons weapons cannot be dipped
into the Scarlet Waters and suddenly have m€!oa-dc:lm;8.ae Carl8.Cllty Orly the stones, which are
somewhat limited in supply and have "or decades have these
properties. UnbeknownSI to the majority of the . the Chorrdali Barbarians in
the Caves of Gethsalij have perfected a way into these rocks into a makeshift chainmail
armor (see below). The armor makes the Chorrdali look iike shambling plies of rocks
and mud, and also gives them a lightweight additional form of
Rp,nlll.::lr Chorrdali guard the secrets of the Scarlet W2,.ter·s very carefully, and will never
ot the Scarlet Walers, such as stone to anyone. Chorrdali
on the other hand, have given this information 10 and allies, and have otten
stone weapons and armor to the Kingdom of Light on vVrr:,:, ·,ood. the number
nOlan Jarnaka who know 01 the proper1ies 01 the is a very small
The stone weapons of the Chorrdali have been created from
found in the Waters of Jarnaka. Typically. these weapons
me:ga-dalmclge rocks
01 combat. The Chorrda/i believe honor in battle only lies in the over an
opponent. most weapons are hand to hand weapons, Chorrdali can fight his
opponent man to man Arrowheads have been made as 'ni5sile weapons. but these are
extremely rare.
In making a slone weapons. large numbers at rocks and from the Waters
are magically gratis to bars ot iron or similar metals by Chorrdali If the weapon is to be
refined into something a clUb, such as a mace or sword, other stone are
used to sharpen and reline the 01 these weapons. In thc.! case of the Chorrdali O",,,,-,,;oln
stone armor, 1he stone are to a rough skeleton of ch2.in link armor, and then
31
'limysticallY coated wilh silt from the bottom of the scarlet waters Only the Charrdali Barbarians
know how to make stone armor.
All Stone weapons, save arrowheads, possess 20 M.D.C. Arrowheads possess 5 M.D.C.
Regular Chorrdali hoard these weapons jealously. and almost rever give them away. They will
never sell such weapons. Chorrdali Barbarian are less protective of their weapons, and will sell
or give them away. The market prices listed below are for the Chorrdali Barbarians of the Caves
101 Gelhsalij.
I
!Stone Arrows
O.4ibs
Mega-Damage: 304 per arrow
Rate of Fire: As per user's attacks
,Effective Range: Depends on bow used; Chorrdali 8,vbarian bows a range of 600 leet.
[Market Cost: 300 credits per arrow
i
IStone Club
,weight: 8.1 Ibs
!Mega-DamaqQ; 5D6 M.D.
IEffeG..tive Melfli'l. Can be used to parry attacks.
,Market Cost: 4000 credits
i
jStone Mace
iWeiq ht: 1 0.4 Ibs
606 i\-\. D. On a critical hi!, also has a 20% chance knocking an opponent
!unconscious lor 1 D4 rounds. The opponent has no saving this type of hit.
iEffective Rance: Melee. Cannot be used to parry attacks.
IMarke! Co!;ii; 7000 credits
I
I
IStone Sword
IWeight 9.51bs
iMega-Damage: 6D6 M.D.
iEffective Range: Melee. Can be used to parry attacks and disar:-il an opponent.
'Market Cost: 7900 credits
I
:Stone Halberd
Weight: 20.21bs
Mega-Damage: 506+20 M.D.
RanQ§.; Melee; -, to initiative. Can be used to parry eTIr:':ks and disa,m an opponent.
!Market Cost: 9600 credits
Flail
Weight: 8.9 Ibs
Meqa-Damage: 4D6 M.D. On a critical hit, also has a 60°/" chc:.nce of knocking an opponent
;unconscious lor 1 D8 rounds. The opponent has no saving threw against this type of hit
Effective Range: Melee. Cannot be used to parry attacks.
Market Cost 8000 credits
:Stone Armor
!Stone armor is much like medieval armor except for the fact that it has mega-damage capacity.
ilt cannot be enVironmentally sealed in any way. Due to the 20!Jearance of the armor,
'it has a horror factor of 10. The armor is of a coiGr, giving it some slight
'camouflage in the wilderness.
MDC: 110
271bs
'Mobility: -5% prowl penalty
)
32
Market C051: 66.000 credits
ALI
(Optionai Player Character)
Alignment: Any Usually of selfish alignment.
Attributes: I.Q. 306. M.E. 306, M.A. 306, P.S. 406, P.P. 406. P.E. 606. P.B. 406, Spd 606
Hit Points: P.E. plus 1010 per level
S.D.C. (base): 606 plus any additional bonuses from skills.
M.D.C.: Possible wnh immersion in the Scarlet Waters.
Horror Factor: 8
P,P.E.: 306. with an additional D6 per level.
I.S.P: 2D6. with an additional 06 per level.
Weight: 150 to 240 Ibs
Height: 6107 feet
Average Experience Level: 104 for NPCs,
Natural Abilities: None.
Combat: Typ'lcally hand to hand: expert The number of attacks varies wi1h the level of
experience and combat skills.
Damage: As per combat abilities.
Bonuses: +4 to strike/parry. +3 to dodge, + 1 to roll/fall with punch/impact, +3 to save versus
magic/psio n ics/poisa n.
Magic: None. save for Chorrdali Mages (not available as player characters).
Psionics: Minor psionic; can select a total of six psychic powers from either the sensi1ive,
physical, or healing categories. Super is not available. Select an additional two at fourth level
and another two at ninth level.
R.C.C. Skills:
Radio: Basic 1+10%)
Body Building
Climbing (+ 10%)
Running
Prowl (+5%)
Wilderness Survival (+ 10%)
Language: Dragonese
Hand to Hand: Expert
w.P. Archery
W.P. Sword
W.P. Blunt
W.P. of choice
(Hand to Hand: Expert can be changed to Hand to Hand: Martial Arts at the cost of one "other"
skill, or assassin, if of an evil alignment, for the cost of two "other" skills.)
R.C.C, Related Skills:
Select eight other skills. piuS two other skills at levels three and six, and one other skill at levels
nine and twelve. All new skills start al level Ol1e proficiency.
Communications; Any
Domestic: Any
Electrical: Basic electronics only
Espionage: Wilderness survival only (+5%)
Mechanical. Automotive only
Medical: Holistic and first aid only
Military: Any (+5%)
Physical: Any
Pilot: Any
:n
:Pilol Rela1ed, Any
iRogue: SIre8twise only
!Science: Ma:h only
0echnical: Any
jwP.: Any
i'Nilderness: Any
;Secondary Skills: The character 10 selee! seven secondary skills from the previous list.
iThese are additional areas of do not receive any of tile possible bonuses listed in
Ipareniheses (" All skills start at their base level. Also. sk!ii availability is limited as
'previously indicated in tha11ist only. none),
!Weapons: much use anything. Typically prefers to use Chorrdali
'for all soldiers are a bow, a score of stone arrows, and a stone club.
iVehlcles: None,
,Money: None. with preferred weapons as listed above
None. Will refuse to ever acquire such equipment.
I
Notes: Chorrdali Soldiers are very fierce They will always obey
,he of their commanding Vernalik without question. tor the honor and glory at the
Chondali race. Chorrdali Soldiers tend to distrusl they are willing to listen and
)Jive them a chance to prove their worth. They are open, and do not like anything
involving subterfuge or stealth. They prefer direct to sneak anacks. They despise
Chorrdali Barbarians. and will hunt them down at any While somewhat
poarse by nature. the ChorrdaJi are basically good creatures. Their of tact, though.
has gotten them frequently into large amounts ot trouble, and they generally stay away from
:negotiations or other diplomatic situations so as not to unintentionally cause trouble. Chorrdali
;Soldiers try to defend their country and their from at all times.
THE
(Optional r'I'l,!!:Iot'l::l.l"tor'
Any alignment.
I
:Attributes: 1.0.306. 306. M.A. 306. PS. 506. P.P. 406. P.E. 506. P.B. 406, Spa 606
Hit Points: PE 1 DB per level
(base): any additional bonuses trom skills.
M.D.C.: Possible with in the Scarlet Waters.
Horror Factor: 8, 10 with stone armor
p.P.E.: 3D6, with an additional 06 per level.
Ls.p: 206, with an additional 06 per level.
Weig ht: 150 10 240
Height: 6 to 7 feet
!Average level: 106 for NPCs.
Natural Abiilities: None.
Typically hand to hand: expert. The number of attacks varies with the level 01
eXlper'ierlce and combat skills.
As per combat abilities.
+0 to strikeJparry. +1 to dodge. + 1 to roilifall with punch/impact, +4 to save versus
magic/psio nics/poi son,
Magic: None. save for Chorrdali Mages (not available as player characters).
psionics: Minor psionic; can select a total of six psychic powers from eirher the serlSltilve.
physical. or healing categories. Super is not available, Select an additional two at fourth level
and another two at ninth level.
:R.C.C. Skills:
Malh: Basic (+10%)
Wilderness
Land Navigation
Holistic Medicine
Body Building
Climbing (+ 10"/0)
Running
Prowl (+10'%,)
Preserve Food (+ 1
Faerie Lore (.,.1
Demon Lore
Language:
Hand 10 Hand.
W.P. Archery
W.P Sword
W.P. Blunt
W.P. of choice
(Hand to Hand: can changed to Hand to Hand: Martial Arts at the cost of one
skill.)
R.C.C. Related Skills:
Select nine
nine and twelve. All new
Communications:
Domestic: Any (+ 1
Electrical: Basic """,('nr,,,
Espionage: Any
Mechanical' None
Medical' First aid only
Military: Any OQ/,,)
Physical: Any
Pilol: Any,
Pilot Related:
Rogue Any
Science: Biology and
Technical: Any
W.P.: Any
Wilderness
Secondary
These are
parenlheses ( )
previously indicated in that
Weapons: Can pretty
Standard weapons for most
and a stone club or sword.
Vehicles: None.
two other skills at levels three and six. and one other skill at levels
start at level one proflciency.
and robots
to select six seconrlary skills from the
that not receive of the possible bonuses in
s1art at their base level. Also, skill availability is limited as
(any, only, none).
anything. Typically prefers to use Charrdali weaponry.
barbarians usually include a bow, a score of stone arrows,
Money: None. Starts with
Cybernetics/Bionics: None Will
weapons as
to ever
being tenacious fighters, are less headstrong
primary goal is to protect Ihe rest ot the
However, they are also given to wanderlust,
as well as other dimensions accessible
through the rifts at the planet. also ~ e n d to distrust aliens and other
creatures, but will almost ally instantly with anyone claiming to oppose the Kingdom of Chorrdalis
and its ruling class. They are very open. blunt individuals. and are prone to speaking their mind
35
iat any given opporiuility. They despise the Chorrdali SoldlRn; and other crtizens of Chorrdalis.
:and seek to hinder 1118m at every possible turn. if nol :1.!t>.ck them.
The members of the Kinsitata race physically iesn:nbie the gorillas of Rifts Earth. with
large. forearms. a sloping brow on the lace. and bodies. The Kinsitata. though.
are much sm3i1er thCln gorillas, usually ranging somewhere between three and a half to four feet
lin height and they i1av<'J bluish tufts of fur instead of gray or blade hair. All Kinsitala (both male
land female) can grow beards. and like to grow out and braid tufts of facial hair. Apart from
Ithis. they wear no clothing, as it is not necessary in the humid of Jarnaka. The Kinsitala
lare also muci, more intelligent than the gorillas 01 Rifts Earth, and !1re comparable in this area to
ihumans, They are capable of speech. using the Jarnakan tongue ce Diagonese.
! The Kinsitata are a very genlie, peaceful race of creatures. They keep mostly to
Ithemselves, partly out 01 fear. partly out of shyness. light. not even amongst
ithemselves. The Kinsitata live in small villages located deep in the hearts of the forests of
:Jarnaka. where sunlight rarely makes it past the dense foliage to villages and homes. They
Ihave no leaders or formal tribes. but live together in a loose!y commune, Only the
]Kinsitala Druids are considered to be the heads of communi1ies. b:;t their function in Kinsitata
lsociely is more thai of an advisor and shaman than a leader. The Druids also serve as the
[historians ior each village Nothing is ever written down; instead, the histories are comprised of
isongs. passed down trom generation to generation. It is the duty of a novice Kinsitata Druid to
Ilearn the songs irom his elders. adding on to them during his or her lifetime. Individual Kinsitata
[are free to come and go between villages as they please, but most tend to stay with their families
i in a single village all of their lives. They live in the trees themselves. making simple huts out of
I mud and dead branches from other trees. Their complete respect for life makes them
!vegetarians. and they will never kill unless provoked or attacked tirst The Kinsitala do not even
:believe in eliminating something or someone capable of annihilating them first - they instead just
[hope that their enemies realize the folly ot their ways.
, Kinsitata villages are centered around the Korgata trees, whIch are the sources of power
ifor a Kinsita!a Druid. These trees, which are somewhat inteHigent. provide the Kinsitala with
!Iood. sheller. and certain magical forms of protection (rom evil. Should a Korgata tree die or
:otherwise be destroyed, the Kinsitata village around that tree will immediately disband, going in
isearch 01 another existing village to join or a new Korgata tree. The Kinsitata fervently worship
ithe Korgata Trees, considering them to be tr,eir protectors and 'iriends. They will defend the
itrees to the dGath, il need be. The Kinsitata are also the only race on Jarnaka that still devoutly
ibeliev.es in the Scarred Gods, although the influence ot the Scarred Gods has begun to dwindle
,over time.
" The Kinsitata are very distrustful of the other native races of Jarnaka. and shy away from
[them in any encounter. They will not believe these creatures unless absolute proof of their word
Ican be easily obtained. However, when it comes to other creatures, the Kinsitata are very
lcurious and inquiring. They are very trustful of strange looking creatures that they do not
[recognize. This naive trust comes from the fact that the Kinsitata believe such odd creatures to
ibe messengers of the Scarred Gods, and may represent the return of the gods to Jarnaka.
!Oragons. in particular, are worshipped like deities, and many Kinsitata have been exploited
ishamelessly in recent times by certain cunning dragons. Their simple trusting of others has also
;proven dangerous, i1 not lethal, to many Kinsitala. An entire Kinsrtata village was completely
!destroyed by a Banwok exploration party (see Rifts Dimension Book: The Banwok Hunters
ifar details on the 8anwok). The Kinsitata. greeting the Banwok with open arms, were completely
idecimated by a hail of plasma tire. No su rvivors were lett to tell the tale of the destructive
iBanwok. Upon encountering strange adventurers from other worlds. though. the Kinsitata
istubbornly still Heat all newcomers as their honored guests, offering presents, food. and shelter
,to all travelers. AU they ever ask for in relurn are stories of strange places, which they weave
into their own histories.
the Scarred still exist <1:'-: are alive in the present time.
moved on from their original homeworld 01 .iarnaKa. and now reside and rule
of Qem'Chomudu with an tron {Note: actual slats for the
Gods are not in this section. They will be i:1corp{)rsted inlo the forthcoming
Rifts D1mension Book: Four Keys of While they love the inhabitants 01 Jarnaka
dearly and them their children, they realize tt1at 1"8 creatures of Jarnaka have
abandoned them. they have moved onward,
The . five in number - physically the draconids 01 Phase World,
save for the fact th?'l they are hideously five godlings: Aeda, Blama,
Korrd, and Ulilh normally remain enshrouded in to show themselves
their true appearance 10 others. They all share a 1'; <111,;<:d dragons and dragonkind,
save their own on Jarnaka and esoecially despise Corgarith,
their creator. that he wrongfully abandoned spurning them in
hour of need, have not encountered any creator left them to rot
on Jarnaka, but they encounter a dragon god in the future. it remains likely that they
would unhesitatingly attack that creature in a
After left alone on Jarnaka millennia the Gods, out of loneliness,
decided that their creator's original plan of creating the races ot Jamr::ka would at least give them
something to do. They each attempted to create a race of themselves, but lell far
short of their inlended The current races of none even slightly resembling a
dragon or dragon-like being was the result. Oespi1e this Ihe Scarred Gods were
fiercely proud of their creations. They decide to guide their children through the generations.
intending to turn inlo one of the cultural centers of the universe.
The problem was, the Scarred Gods were about as as their creations. They
squabbled and fought amongst themselves as well as their mortal creations. The creatures of
Jarnaka began to loathe and despise the constant interference of the meddling godlings in their
lives. The worShip and respect that the Scarred once enjoyed began to slowly
dissipate. Eventually. the Scarred Gods began to realize that constant presence amidst the
mortal societies was extremely unwelcome. aback by 1his lealizalion. the Scarred Gods
removed themselves 10 a remole mountain in the Mogatu Peaks, deciding only 10 keep in
contact wilh their creations in times of great need. realized that their mortal charges had
"grown up". so 10 Their one legacy left directly in contact with the mortals of Jarnaka was
created by the godling Ulith. infused a piece of obsidian with the ability to let Ihe bearer see
ever so slightly into the future, hopefully allowing that creature and the other inhabitants of
Jamaka to avoid trouble.
This piece of of course, was the stone now know" as the Demon Heart, Ihe
stone which banished the entire race of the Blamogl to the world of Hrogrythlor and began a
decades-long pianetary war. Intended to help the creatures of Jarnaka. the stone only served to
indirectly slaughter thousands and breed hatred and discord The godlings, who had
noticed the seeds of sown. had foolishly chosen not to interfere and try to prevent
the slaughter, thinking their promise 10 not interfere in the mortal world was more important
than anything else. However. in the aftermath of the bloodshed, Gods realized that
they had made yet another They returned to the mortal seeking to amend the
havoc they had inadvertently brought about.
The Scarred found nothing but hateful races and with most of the rag\,!
being directed their way. people of Jamaka wanted answers to the now-seemingly
senseless slaughter, but there were no answers to be found, The Blarnogl soaked up a
lot of the blame, but the Gods were also blamed to to do anything to stop the
fighting. They were for creating the Demon Heart in the first place. Realizing that
they had finally lost the 01 most of their children. 1he decided to start over
again. They helped morfals of Jarnaka who still believed in them repair the battered
surtace of Jarnaka as COUld. and then left the planet entirely, Traveling aimlessly for a
long period 01 through the cosmos. the Scarred found the dimension 01
Qem'Chomudu, where they still today.
37
The Kinsitata ;:;re the only reason thaI the Scarred Gods:::ii: ir.frequently visit the world
'1of Jarnaka, The little, gentle creatures stili fervently worship believe in the Scarred Gods,
and devou!ly believe that their deities will one day walk ':118i,1 once more. The Kinsitata
ibelieve that the dimension of Oem'Chomudu is really somp. 50r':. of heaven. and !nat their souls
!will join the Scarred Gods after death. The Scarred Gods. while so;71ewhat touched and amused
!by the devout loyalty of the Kinsitata. have no intentionSlf eVf;r per;nanently returning to

They have. 1hough. made eHorts to help the Fi;:fore Jarnak8, they
.Infused the Korgata T:ees (see below) with special 10 ale :n:} Klnsltata DrUids. The
Druids believe thatihe Scarred Gods still grant them their is a false belief. Their
[powers really come irom the Korgata Trees. The Scarrpd al"0 h,we infrequently returned
Jarnaka to directly aid the Kinsitata. although only in times ct d:mger when the Kinsitata
Ipossibly laced extinction. This is proof of their love for the litt!e blue apes. as they could CRie
Iless now if the olher creAtures of Jarnaka lived or died. The ;;re the one connection the
iScarred Gods possess and are proud of between themselves and world cf J2.rnaka.
i The Korgata Trees, in some ways. are similar to Trees of Rifts Earth
F-iowever. while they are magical in nature and possess some intelligonce. they are not nearly as
large or as powerful as the mighty trees found in the vicinity of New Car.lelot.
i Unlike the Millennium Trees. the Korgata and can directly
'communicate wilh creatures possessing that psioniC pO'A!€r Trees. though. usually do
hot have thai much 10 say. Their concerns lie in protecting tht'lir Kinsftata charges and
for the most part They have very litti:t conCBms other matters. If a non-
creature comes within the vicinity 01 a !,-ee has empathic powers
which can determine the general thought and feeling of that C:laracter If the being is evil by
'nature. the Korgata T ref: will do ns best 10 telepathically wam the Ki:'snata in the area of the
preature's nature and do everything within its power to hinder that An especially good and
:friendly being. on the other hand. might prompt the Korgata Tr'J"l; tG that creature a gift.
a bark wand or ring (see below for details), and to tell its Kinsitz:ta friends to help the being.
iThe Korgata Tree. unlike the Millennium Tree. has no means Self-defense, If attack, it must
on its allies to defend it.
i The Korgata Tree resembles a large palm tree with many branches in its upper regions.
1-lsually about fifty feet tal!. They live ior thousands of years; oidest known Korgata Tree is
thought to be nearly ninety thousand years old. and was Corgarith ever stepped
foot on the suriace 01 Jarnaka. It has mega-damage capacity. tree usually serves as the
center 01 a Kinsitata "liII a.ge. its large branches and palm gene,ously extending out over
lhe small huts of the Kinsitata. Occasionally. the Korgata tree wi!! COflate one of its leaves to a
rriend, drooping it o;f of one of its branches. The leaves can cut. using lasers or other M.D.C.
capacity tools. into shields or primitive armor. These leaves have 45 M.O,C. and virtually no
at all (2 Ibs). The trees also all possess hollow trunks. an individual steps into the
hollow center of the tree, that creature is usually in for a big If seeds from a Korgata
!ree are planted on another world besides Jarnaka, the will grow into normal. non-
magical. unintelligent trees, but will serve as a dimensional doorway betvl/een the new world and
the parent tree on Jarnaka. If a Korgata Tree has its seedlings spread out through many worldS,
the doorway within the Korgata Tree has no control over where it can send travelers; creatures
bntering the trunk of the Korgata Tree are literally spit out on worlds.
I Korgata Trees can also bestow a portion of their own personal stores of P.P.E. upon the
Kinsitata Druids. allowing the druids more magical power than norm211y possible. This creates a
link between tree and druid: only one tree and one druid meW be linked at any given
The tree. which normally has no need for its own P,P.E. anyway, will normally give the
as much as possible but 1he tree must maintain a minimum case of 50 P.P.E. in order to
$tay healthy. If more P.P,E. than that is taken. then the tree to also lose 100 MD.C, per
day until the tiee dies, If the tree gives all 01 its P. P. E. to a it will die, and the druid can
only keep the P.P.E. bestowed upon it by the tree for twenty-four hours. The link is also physical
'!n some respects. 11 the tree takes over 100 M.D.C. of damago. ter cny reason, the linked druid
suffers 10 M.D.C. of damage. Damage 10 the has a effect on the tree. Finally.
death for one of lhe link means death on the llnk can be severed al any
time by either party, with both returning 10 their original status. but two must be in physical
contact 10 eilher consummale or Iile relationship. The linK. when established. has an
infinite range, It lasts over thousands 01 miles and through rli"",,,,,,,,'/·,,·,,,
Korgata trees also can their which are Eke cocmmts, to the Kinsita1a or other
creatures considered as It eaton instead of '111e seeds have a twofold
effect Firsl 01 alL they have properties: 1 D4 M or S.O,C./hit points can be
restored to an injured creature, depending on what son of ""ats t'1e s2cd. Eating additional
seeds, If made availabla. will a cumulative healing effect. ii' a heallhy individual
eats a Korgal8. seed. ;: one-shot bonus 01 +1 to the IQ slatislfc is gained by that
creature. Ea1lng will not add to that 10. forcibly taken from a
Korgata tree will die give no benefits whatsoever 10 the person stealing the seeds.
Branches can also be given to a friend of the tree. On their own. bits of
the Korgala Tree have no p::>wer at all. If taken a Kinsrtala Druid. though. the branches
can be inlused with certain powers, and be lormed inlo rings and staffs with limited
powers. are lormed into while small branches are 10.m,::('J into retain
their M.D.C. even after transformation. Typically, a Tre"! will only give and
bralnclhes to the druids alone for this reason
Thfl Kinsitala are very of lhe Korgata trees. consld.c:r the trees to be the
living embodiments ot lhe Gods. as well as friends to If a tree is threatened
in any manner, the Kinsitata will atlempt to defend il as best can. eV"'1l at the cost of their
own lives. "They will (lIsa never allow anyone to take anything from Korqata Tree. To Ihem.
if a person needs from a Korgata Tree and is a oers:m. the tree will know and
will simply give that p"!rson what is needed.
THE AV""-'-::I,'- KOAGATA TREE
1".,,"' ...... "'1 Tree 50 teet plus an additional1D10'10
Always principled or scrupulous can be de!e<:ted
spellS/psionic powers such as see aUi3. sense good/evil. and read (an object read
will delect the alignment when used on the Korgata Tree
P.P.E.: 100+2D4'10 I.S.P: 60 only possesses the lelcpaH\jc
Average M.D,C. by Location:
Note:
Leal Stem - 4 each
leaf - 50 each
Twig (Ring) - 60
Small Branch
Medium
Large Srancil 400 each
Seed" 5 ii has no mega-damage
Main - 1300 (and can at a rate of 2D6"'1 0 per hour)
also have special as follows:
.. slructure: I to normal weapons, and
.. Impel'Vlous to disease and to chemical attacks - does not IN.a:er or clean air to live.
.. Vulnerable to most attacks. lnciuding rail quns, maS1 high-tech
weapons. and sheer brute C't""I"I",th
.. Magic energy attacks. fire and dragon's breath. at alL
.. Blows trom rune weapons and enchanted weapons, damage. The
reasons lor this ar9 unclear.
.. Psionic attacks also double damage.
.. Protected Ihe and other friendS.
,Locations of Known Korgata Trees: Trel:ls are the northern and
,southern regions of Jarnaka. In additional 10 their native world. trl'-!€:S can also be lound
lin a few other dimensions, On Rihs Eanh, lhree Korgata Trees - one in Ihe Rocky
[
Mountains of North America. one in Botswana. and one riaht out:.:'rlc of New Oragcona in South
America, A KorgatR Tree also stands right outside the Banvmk city of Rythar in the dimension of
,Hrogryth/or. In thE', dimension 01 Wormwood, Iwo Korgata trGGS ('!.(e present near Worldgate.
;Addifional trees may exist nearly anywhere else in the cosmos.
Alignment: Any good alignment
!AUributes: 1.0. 2D6, M,E. 306. M.A. 406. P.S. 306, P.P. 406.
!Hit Poinis: None.
IM.D.C.: 208·10
'Horror Faclor: 8
P.P,E.: 60;; .. ·10 W:t:1 cm additional 06 per level.
l.S.P: 3D6. D6 per level,
Weight. 60 to 90
Height: 3104
Average Experience Level: 1 D8 for NPCs.
Natural Abillties: Night vision and acute
P.B.3D4. 4D6
Combat: Typica;ly hand 10 hand: basic. The number of attRcks varies with the level at
eXlperierlce and skills.
pamage: As per combat abilities.
Bonuses: +2 10 strike/parry/dodge. + 1 10 milifall wi1h pun.:.:n/imoact +6 10 save versus
:magicJpsionicsJpoison.
jMagic: None, Only Kinsitata Druids can have spells.
;Psionics: Minor can select a lotal of lour psychic PC"/Fl'!S from either the
physical, or healing categories. Super is not available. Se\"x::t <HI a.ddltional two at third level
'and another thn"e seventh level.
R.C.C. Skills:
:Math: Basic
IWilderness Survival (+20
0
/,,)
ILand Navigation (+ 10%.)
;Holistic Medicine (+5%)
,Identify Plants & Fruits (+15%)
'Prowl
Track. Arllmals
ClimbinQ
Running
Preserve Food ( ... 1
Faerie lore O%)
(+15%)
Dragonese
Hand to Hand: Basic
Archery
W.P. Blunt
W.P. of choice
(Hand to Hand Basic can be changed to Hand to Hand: at the cost af one "other skiil.)
RoC.C. Related Skills:
Select eight oH)m Skills. plus two other skills at level three. anc' oiher skill at levels six. nine.
twelve. All new skills slart allevel one proficiency.
I
40
Communications: Any
Domestic: Any (+5'%)
Electrical: None
Any
None
Medical: First aid only
Military: Any
Physical: Any
Pilal: Any,
Pilot Related:
sp,3cecra,n and robots
Rogue: Any (+10"/0)
Science: Math only
Technical: Any
W,P, Any
Wilderness: Any (+10'%.)
Secondary Skills: The character gets to select seven the previous lisl.
These are additional areas of knowledge that do not receive any ollhe D05iSIbie bonuses listed in
parentheses ( All secondary skills start at their base level. availability is as
preMC)Us.ly lniC1lc:atE:Ci in t hat Ii st (a ny. only, none),
1...11."'"",,. mostly to Chorrdali weapons, which are usunlly traded in exchange for
Korgala with the Chorrdali. Typically armed with a Chondali bow or club.
Vehicles: None.
Money: None, Starts with as listed above.
Cyberneticsi8ionics: None. Will refuse to ever acquire such equipment
Additional Notes: Kinsitata Wanderers are a rare breed who are filled with an insatiable
wanderlust They have no desire to remain in the forest. Instead, they want 10 see everything.
do every1hjng. know everylrling, The problem with is thai are a little naive and trust fa
trust their first impressions of every1hing. If will almost
instantaneously latch on 10 a new group, pestering them a small to
hear about stories and experiences. Wanderers also have a tentde!1cy
places where it doesn't belong. Trouble invariably follows the Kinsitata a
the trouble is never usually life-threatening, it can present trouble for a
companions,
Alignment: Any
Attrlbutes: LQ.
Hit Points: None.
M.D.C .. 308·10
Horror Factor: 8
R .. C .. C ..
P.S. P.P. 3D6, P.E. 4D6. P.B. 3D4, Spd 4D6
P.P.E.: 6D6+10, with an additional D6 per level. May link with a Korgata tree tor additional
energy
I.S.P: with an additional 06 per level.
Weight: to 90
Height: 3to4
Average Level: 1 D4 for NPCs.
Natural Abilities: Night vision and acute hearing.
Combat: Typically hand to hand: basic. The number of attacks varies wi1h level 01
experience and combat skills.
Damage: As per combat abilities.
41
Bonuses: -;-1 to strike/parry/dodge, +2 to rolli/aU with punch/impact, +7 to save versus
magic/psionics/poison.
Magic: Kinsitata Druids can have access to the druidical spells lisled in the next section.
iPsionics: l\fll1or psionic; can select a total of five psychIc powers from either the sensitive,
I
physical. or healing categories. Super is not available. Select an additional two at third level
and another three at ninth level.
'R.C.C. Skills:
Math: Basic
Wilderness SUNival (+15%)
Land Navigation (+5%)
Holistic Medicine ( ... 10%)
Identity Plants & Fruits (+15%)
Prowl
Track Animals (+51.'10)
Climbing (+10%)
Running
Preserve Food (+15"'/0)
Faerie Lore (+ 15%)
Demon Lore (+5%)
Sing (+15%)
Languuge:
Hand \0 Hand: Basic
W. p, Archery
IW.P. Blunt
I(Hand 10 Hand: Basic can be changed to Hand to Hand: Expert at the cost of one "other" skill.)
:R.C.C. Related SI<ills:
iSelect nine other skills, plus two other skills at level three, and one other skill at levels six, nine,
i.and twelve. All new skills start at level one proficiency.
iCommunicatlons: Any
!Domestic: Any (+5%)
Electrical: None
Espionage: Any
:Mechanical: None
,Medical: First aid only
iMilitary: Any
iPhysical: Any (+5%)
Pilot: Any, except spacecraft and robots
IPilot Related: None
:Rogue: Any (+10
0
/0)
:Science: Math only
ITechnical: Any
!W.P.: Any
Wilderness: Any (+10'.)/0)
fSecondary Skills: The character gets to select eight secondary skills from the previous list.
[.These are additional areas of knowledge that do not receive any of the possible bonuses listed in
[parentheses (). All secondary skflls start at their base level. Also. skill availability is limited as
Ipreviously indicated in Ihat list (any, only, none).
I
weapons: Limited mostly to Chorrdali weapons, which are usuafly traded in exchange for
Korgala seeds with the Chorrdali. Typically armed with a Chorrdali bow or club.
!Vehicles: None.
I
Money: None. Sians with preferred weapons as listed above.
jCYbernetiCS/Blonics: None. Will refuse to ever acquire such equipment
(Additional Notes: Most Kinsitata Druids remain solely in their own village for their entire
,lifetime. never leaving the side of their Kinsitata followers and their Korgata trees. They seek to
42
gain wisdom and the beauty of the world of their purpose in
life is to serve as tt.13chers to the other Kinsitata of their villagns. A lew Kinsitata Druids,
however, have made it a personal quest to find the Scarred Gods and the dimension o.f
Qem'Chomudu. which they believe is heaven. This quest lor personal enlightenment consumes
these druids wholly, ;nd they will not rest until their journeys are completf:!d. They teelthat if the
Scarred Gods are iou,',j, their determination will prove to their deities that it is time for them to
relum back to JarnaK;;!.
DRU
The druidical Kif'lsit;ata Zlre a unique type of magic "!hich Kinsitata draw from the
KorgatR iW!c)s. arc only able to be cast by ihe other practitioners
of magic an::! unable to casl these specific spells. cads, godlings, demon
lords. and PO'.'!f)r.ul beings are also able to cast those spells.
Airwater
Range: Touch
Duration: Two per level of experience of the caster
Saving Throw: Not ar.;plicable
P.P.E.: '10
Level: Considmfld a .:;econd level spell.
This spell allows the casler to let someone breath undefl!>.'ater without any sort 01
breathing The spell allows the person affected to moved underwater normally. as if
the person was still on the surface and unhindered in motion by the water. The spell can be
dispelled before the allotted duration by the spellcaster at any time. merely by touching the
recipient at (l'1C!') more.
Drown
Range: 100 teel radius of caster (directed al only one individual)
Duration: One round per level of experience of the caster
Saving ThrO\IJ: Standard
P.P.E.: 170
Level: Consldf'Jff'Jd a tenth level spell.
This offensive spell condenses all the water vapor in a person's body into their lungs,
effectively filling them completely with water A failed saving throw means that the victim loses
all actions and attacks tor the round, as well as one temporary point 01 P.E. Should the spell
continue past one round. all further actions are lost and P.E. continues to drop at the rate of one
point per round unlil tile spell wears off or the victim dies. In even after the spell wears
off. it takes a full round for the victim to recover from the efi!'!cts of the spell. A successful
saving throw means tilat the spell lasts only for one round. and the victim is fully recovered by
the next round.
Flamebarrier
Range: 20 feet radius around caster
Duration: One round per level of experience of the caster
Saving Throw: None applicable
P.P.E.: 45
Level: Considered a sixth level spell.
This spell creates a barrier of magical flame around the caster in the shape of a dome.
The barrier is opaque and cannot be seen through from the outside. but is transparent from the
inside. Individuals to aHack crealures within the flaming dome are at -7 to hit their
targelS. All 10 pa5s lhrl"\'''''h suHer 6D6 M.D. by
passing though the an additional Z06 M.D, per rQU'Ki round after going
ithrough the fire. Thfl' fire has no effect on the castf'f. and by "''''.G,nr!uv, an 5 P.P.E. per
:individual. the caster can make other invulnerable to the Hames
iflamefriend
'jRange: Not::
,Duration: Two PGr level 01 of the caster
ISaving Throw:
P.P£ .. 95
!Level: level spell.
By th::; the casler is abl<"! to temporariiy summon and command a fire
:e(emenlal tile ::lifts Con"/0rsion Book for details). T'Je f:-, elemental is bound to the
Ijdruid'S commands, as long as the commands do not dictate 1hat !';" come 10 serious
harm or possible death. At the end of the spell's duration. the el<>:rnental returns back (0 its
,original dimension. and the caster cannot summon anoiher the next day.
:Furfriend
Range: 10
Duration: Four
,,,,,,,,,,,,r'''''''''-O of the caster
01 the
I •
Saving Throw: No;
p.P.E.: 50
:level; Considered a fourth level spell.
By using thi::: spell. the caster is able to temporarily summon and command one of the
iNild creatures Jarnaka. The creature summoned is dependent upon what is within the
range: there is a 20'% chance of summoning a Draykonis. a 10%, chance of
,summoning a Mogar. and a 70% chance of summoning a Kunisat. When summoned, the
i:reature in question wi!! instantly appear before the druid casting the and will have to obey
all commands of the druid unless they place the life of the creature grave danger. NormalJy,
,the creature that is summoned relurns to its place of origin at end at the spell's duration;
however. if a Draykonis or Mogar is summoned. there is a 5
%
chance that the creature will
remarn, and will be able to be controlled by the druid. These creatures, once free. will
hormally attack the summoner Jmmediarely. Once the spell is finished. the druid cannot cast the
fame spell again untillhe following day.
,Grabgrass
,Range: 100 foot radIus of the caster
puration: O'1e rc-unds per level of experience of the caster
Saving Throw: Standard
P.P.E.: 10
I •
iLevel: ConSidered a second level spell.
I This spell aflows the casler 10 cause the grass and the foliage immediately surrounding
him to grab al all creatures in the area. hindering all their movements. The caster remains
Attacks and movement rales are halved for all creatures failing Ihe saving throw in
the aHecled area: a successful save means that the spell had no eHeet For every round that the
kpeillasts, all creatures in the affected area must make a saving throw 10 determine if they are
or not for thai particular round. By expending an additional 2 P. P .E. per individual. the
caster can lei other individual remain unhindered by the ef1ecis. However. if that
individual leaves area and then relurns 10 it. the given 10 thai person by the
casler are lost and can only be regained by spending another 2
44
Groundstrength
Range: Caster
Duration: One round per level at experience of the caster
Saving Throw: Not applicable
P.P.E.: 16
Level: Considered a third level spell.
This temporarily gives the caster the equivalent of a 50 supernatural
strength. In state. casler is able to inflict 2D6 M.D, with a restrained punch or kick. 406 M.D.
with a normal punch. and 1 D6*1 0 M. D. with a power punch/kick (which would count as two
a!!acks), The power gained here comes from the ground itself; the caster must somehow be
touching natural ground to the powers from the spell. Standing on an artificial floor or other
surface instantly dispells from the spell. and the spell must be recast.
Plantfrlend
Range : Touch
Duration: Four rounds per level of experience of the caster
"';"","1'11'"1 Throw: Not applicable
6
Level: Considered a first level spell.
ThiS spell, unlike flamefriend and lurfriend. is not a summoning spell. it allows
the caster to communicate with Simple questions can be asked of plants which are under
the effects of this spell, usually requiring simple "yes" or "no" answers. Typical questions to be
asked are something like if someone has passed by, or it something has happened in
immediate area. Up to three questions may be asked by the caMer per round.
Rain Call
Range: 10 miles per level of experience 01 the caster
Duration: Two rounds per level of experience of the caster
Sav[rlg Throw: t.Jot applicable
P.P.E.: 14
Level: Considered a third level spell.
caster is able \0 creale a torrential rainstorm through the use of this
storm obscures all Vision within the range of the spell with blinding sheets of rain.
the area ars -S 10 strike unless aided by external means such as power armor, or
psionics. In the lightning generated by this spell has a 10% chance of shorting out any
form of electncal in the area, with no chance for a saving throw. The spellcaster has
no control over lightning will strike. Apart from the eHects mentioned above, the spell
has no significant purpose to create a brief and powerful rainstorm, The storm can be
dissipated instantly by the spellcaster al the dUration 01 the spell is over.
the Wind
Range: Caster
Duration; rounds
Sa"rlna Throw: Not applicable
23
Level: COlnsicjerE1:d a fourth level spell.
The caster is to create gusts of wind that allow the caster 10 fly with this
The caster can travel at to lorty miles per hour and heights up 10 three hundred
above the surface under created winds. No heavy objects or other creatures may
45
be carried by the caster while this spell remains in effect. Because the caster must remain
constantly in motion while in flight. the caster is -5 to hit while in the air. but the caster also
suffers a -3 to hit on personal attack rolls.
Scarthunder
Range: Three hundred feet
Duration: Instantaneous
Saving Throw: Standard
P.P,E.: 28
Level: Considered a fifth level spell.
This spell allows the caster to generate a concentrated sonic blast at an opponent. If the
saving throw is failed by the recipient of the spell, that individual loses half his attacks for the
combat round and sulfers 1010·10 M.D. A successful save means that the victim only takes
406 M.D. Furthennore, regardless of the result of the saving throw, the victim of the spell
suffers a -9 on initiative for an additional 206 combat rounds, unless sufficiently protected
against sonic attacks. This is because the recipient of the spell is caught in the equivalent of a
concentrated blast from a Glitter Boy Boom Gun.
Shadowswarm
Range: Four hundred foot radius around caster per level of experience
Duration: One round per level of experience of the caster
Saving Throw: Not applicable
P.P.E.: 41
Level: Considered a sixth level spell.
Using this spell. Ihe casler is able 10 completely disrupt any sort of electrical or
mechanical equipment. Sensors will read false information, targeting systems will be completely
inaccurate. and data retrieval systems or computer will provide false data. All systems within
this range are affected; the spellcaster cannot control the effect of the spell to specific systems.
The spellcaster also is unable to control what sort of false information the spell will provide for
the electrical equipment and computers caught in the spell.
Thornthrow
Range: Fifty loot radius around caster per level of experience
Duration: One round
Saving Throw: Not applicable
P.P.E.: 13
level: Considered a third level spell.
With this spell. the caster can cause all available vegetation in the area to throw bark.
dead branches. and the like at a single opponent. Because the debris is enchanted, the flying
vegetation causes 306 mega-damage to the creature selected to be hit by the caster. The
caster. however, can opt to have the spell cause standard damage instead, for 506 S.D. instead.
The recipient of the spell cannot dodge or parry this attack in any manner.
Treewalk
Range: Special
Duration: Instantaneous
Saving Throw: Not applicable
P.P.E.: 44
Level: Considered a seventh level spell.
46
This serves as a form of teleportalion. By casting this spell. the caster and up to
two olher man-sized creatures can enter a Kargata Tree and emerge out of any other I\Olfoa!(a
Tree in existence, no matter where it is. The spell works over any distance and through
dimensions. The caster must physically go through the dimensional gateway by the
spell: the spellcaster cannol send others through the magical rift without going himself.
Waterhollow
Range: Ten foot radius around caster per level of experience
Duration: One round per level of experience
Saving Throw: Not applicable
P.P.E.: 24
Level: Considered a fourth level
With this spell, the druid can underwater and create a large pocket of breathable air.
11 al the bottom of a of water, land touched by the spell is instantly made
contains enough breathable air per ten leet of radius for two man-sized creatures to
four rounds. After that. the creatures running out of air begin to lose one of
PE. round until oxygen is had once more. The spell can be al any lima the
DRUIDICAL RINGS AND STAVES
These magical rings and staves are created by the Druids, out of the twigs and
branches given to them by Korgata creating these items costs
approximately 100 P,P,E. and are made in a for two days by the druid. Any1hing
interrupting the ritual will complelely destroy the item is completed. Rings have 60
M.D.C. and staffs 1000 M.D.C.; if more damage than that is inflicted on either of these
rJ!l.n,rlJ!l.·rJ!l.rl inlo All rings and staffs are revered by the Kinsitata as holy
who own these items are either revered heroes or
the Fox
The ring allows the wearer to completely change his or her physical appearance.
Magical, mechanical, or psionic means will not be able to detect the illusion. The ring carmal
generate illusory clothing or garb. though· the wearer has to provide that on his or her own, The
ring also does nol mask thoughts. Telepathic probes or aura reading will still the
1rue nature of Ihe person wea.ring the
Ring of the Serpent
This ring provides two services ior wearer. of it makes the wearer immune to
all forms of poisons and toxins while the wearer the ring. Secondly. it allows the
wearer to spit forth a venomous attack once per A successful standard saving throw
against the spn at1ack means nalhing happens; however, if the victim fails the save, instant
death resul1s. The range on attack is ten leet. The person attacked by the spit attack
must have hit the attack 10 have any effect at all.
of the
This ring acts as a P.P.E. battery for the wearer. Up to 200 additional P,P.E. may be
stored in this item. The ring is unable to replenish i1s own but may restored by
another mage, a Korgata Tree, or at a ley line or a dimensional nexus. wearer can draw
upon this source of P.P.E. at will.
47
Ring of the Weasel
This particular ring gives the wearer one additional at1ack per melee round and +4 to
initiative for as long as the ring is worn. Once the ring is removed. the wearer immediately loses
these benefits.
Staff of the Drag on
This wooden staff is generally caNed at one end to loosely resemble a dragon's head.
By the wielder of the staff expending 5 P.P.E .. a blast of flame reaching 200 feet long emerges
from the head. inflicting 6D6 M.D. The flame automatically hits a single target which the wielder
selects.
Staff of the Harvest
By spending 3 P.P.E., the wielder of this magical staff can create a bountiful meal of
fruits. meats. and wine. This meal is capable of feeding over twenty people with extremely large
appetites. Whatever food is not consumed can be made to vanish at the wielder's command.
Staff of the Hawk
This magical staff allows the wielder to gain the equivalent of the psionic power of
clailVoyance by expending 10 P.P.E. The duration and range of lhis clairvoyance are as per the
psionic power listed in the Rifts Main Rulebook. Generally. the head of this staff is carved to
resemble a hawk in flight.
Staff of the Sleeping Bear
By touching this staff to another creature's bare skin and expending 6 P.P.E., the wielder
can make another creature fall asleep for 2D6 rounds. Nothing except for extreme pain or the
wielder's command can awaken the creature touched by the staff. The being touched is allowed
a standard saving throw: a successful save means that the staff had no effect at all on its
intended victim.
Staff of the Torbitak
By expending 7 P .P.E .. this staff give the wielder an additional two at1acks per round, +3
on initiative. and +5 to strike pany for 2D4 combat rounds. In addition, the wielder temporarily
grows mystical claws and fangs for this same duration; the bite at1ack inflicts 1 D4 M.D. and the
claws inflict 1 D6 M.D, The staff may be wielded as a weapon during this time also, inflicting 3D6
MD. on those it strikes.
THE BLARNOGL
The specific details about the Blamogl race and the Blarnogl R.C.C.s are fully detailed
elsewhere. in the Ritts Dimension Book: The 8anwok Hunters. However, in this section, the
information about the Blarnogl's al1i1udesJopinions towards the dimension of Jarnaka and the few
B!arnogl still residing in Jarnaka are given.
The Blarnogl oj Jarnaka, which number less than ten thousand, are primarily slaves in
the Kingdom of Chorrdalis. Here, they are treated by their Chorrdali masters as the lowest form
of fife imaginable. Cruelty and sadism are the norms in how these Blarnogl are treated. The
dirtiest. most demeaning tasks possible are always given to the Blarnogl slaves. The Chorrdali
do not even consider the Blarnogl to be real living beings; they are instead thought to be like
toys which can be played with, abused, and broken on a whim. Strangely enough, these Blarnogl
slaves still are as proud and arrogant as their ancestors first placed in slavery before them were.
The Blarnogl believe themselves to be far bet1er than the Chorrdali. whom they regard as brutish
idiots. They still are the primary troublemakers in the Kingdom of Chorrdalis, inciting slave riots,
unleashing terrorist-style at1acks at the Charrdali nobility. and just creating mayhem whenever
48
possible. Of course, these actions only serve to anger the Chorrdali even more against the
Blarnogl, and Ihese insolent actions are judged to require harsh retribution. From an objective
viewpoint. it would seem that one of the bast things the Chondali could do be to tree
Blarnogl slaves and force them to leave Chorrdalis. The Blarnogl might a sense of
respe(:,:t for the Chorrdali in this situation, and Ihe Chorrdali would rid themselves the biggel:;t
source of crime present in their kingdom. However, since most Chorrdali and Blarnogl are too
proud and 100 stubborn 10 forgive one another for the sins of the past, such a situation would
probably never happen without outside inter.,rention.
The few Blarnogl who live iii the Caves of Gethsalij easily live among the other Chorrdali
and other beings which are found there. This is because almost all those who rank
among the of Vardiba hate everything that the Kingdom of Chorrdalis stands for.
These free Blarnogl Chorrdali Barbarians, as they believe in Ihe same freespirited
values that Ihey personally believe in as well. Blamogl alsD realize that the Chorrdali
Barbarians represent their best hope for freeing their enslaved brethren. The other residents of
the Caves of Gethsalij believe the Blarnogl warriors amidst their own ranks to be loyal and
courageous lighters. if not also highly emotional and just a little un:5talt:>le.
The Blarnogl which have migrated to the dimension of could care about
what happens on Jarnaka. They are aware that the Chorrdali have other of their own
kind, and they do not really care. Those Blarnogl just happened to be unlucky. This does not.
however. mean that they hate the Chorrdali any less than any other Blarnogl to be found on
Jarnaka. It is just that between their operations of mining sormantine and running the
interdimensional markets of they really do not have the time or the interest in
revenge on the Chorrdali. idea of wiping out the Chorrdali and reclaiming their interests on
Jarnaka is a prevalent one amongst the Blarnogl. but it is one by necessity that has
shelved for future considerations.
The races of the Aederond and the Kinsitata are considered by the Blarnogl of
Hrogrythlor to be "gnorant savages. and they consistently ignore them whenever possible. The
only species of creatures on Jarnaka for which the Slarnogi still have any interest are the
Ulithlogg. While many Ulith!ogg on Jarnaka still have not forgiven the tor their role in
the war for the Demon Heart, a small group Ulithlogg, mostly armorers, that the policy
of forgive and forget means high profits. Several enterprising secretly
trading with some of the Ulithlogg armorers. obtaining Ulilhlogg power armor in for raw
materials and rare items such as sormantine for the Ulithlogg to experiment with.
dealing have remained covert. but already movements among the Ulithlogg have
"oHicially" pardon the BlarnogL The Ulilhlogg, who have begun to regard the war for the f'I"' ..... _R
Heart 10 be just a bad collective dream anyway, have realized the benefits they have realized by
dealing with the BlarnogL Of course, if the Chandali found out about such a relationship. they
would probably to attack both the Ulithlogg and the Blarnogl on Hrogtyth!or just an
principle alone. The even banished from Jamaka, slill remain a catalyst for trouble on
that world. Only what future mischief and mayhem their actions will bring about to
Jarnaka.
TH AEDEROND
The Aederond are physically similar to a cross frogs and humankind. They are
amphibian, they stand erect and resembled humanoids in stature. They typically stand about
live feet and have bright orange mottled skin. usually have darker, more reddish skin,
have brighter. yellowish skin tones. They long, webbed, slender hands.
with cruel talons located on the end of their fingers. They sets of gill as well as
lungs, and are equally comfortable living underwater as Jiving on The Aederond
also have extremely large black eyes located directly apart from other on the ot their
heads, giving them a 360 field of view around them. They usually wear little apart from
rags and tall grasses sewn to resemble tattered togas.
Aederond are highly creatures. They are quick to fight first
and think secondly in a combative are extremely impatient, wanting to see the
49
results of their actions without having to wait. Aederond are notoriously horrible at planning or at
understanding difficult concepts, as they do not like to expend the energy required to think about
a given situatlon. Their explosive temper also does not help their patience. Aederond are slow
to make friends and very quick to make bitter enemies, especially since insults are an art form
among the Aederond people. However, a friend of an Aederond is a friend for life, whether the
other person in question likes it or not.
Aederond do not get along well with each other, let alone the remaining races of
Jarnaka. Aederond are nomadic by nature, either traveling alone or with a mate and possibly a
child. They intensely dislike having to work with others; an Aederond who travels with a group is
a rare individual indeed, The only other race that the Aederond can be said to respect on
Jarnaka are the Kinsitata, whom they believe to love their home planet and the beauty of the
nature as much as they do themselves. The Ulithlogg, Chorrdali, and Blarnogl are considered to
be plotting, plodding (ilth by the Aederond, and they will have absolutely nothing to do with the
creatures of those races unless given no alternative. In general. the Aederond are fairly private
and secretive, and live like hermits, avoiding all others whenever possible.
The Aederond philosophy of life is to experience everything possible. They have a
burning desire to see everything, to create everything to do everything possible within their
lifetimes. As such, most Aederond have tumed out to be jacks-of-all-trade but masters of
nothing. In some ways. they are like children, demanding to do the impossible, especially when
the action is forbidden to them. They are fearless questers of the truth and new things, and
anyone attempting to stand in their way will probably be in for big trouble. Their curiosfty is not
only limited to Jamaka, either; Aederond have been known to travel to Wormwood. Phase
World. Rifts Earth. Hrogrythlor, Qem'Chomudu, and many other assorted worlds and dimensions
as well. The desire to learn and see everything is the guiding instinct which rules the lives of
most Aederond. This. above anything else imaginable. is the most important dimension of their
lives.
THE SWAMPLANDS
The Aederond like to live and travel along the swampy shorelines on the continents of
Jarnaka. known collectively as the Swamplands. These marshes are comprised mostly of
saltwater whh a slight sulfuric content, which does not particularly bother the Aederond but can
make other creatures traveling through the area nauseous. Without proper ventilating gear,
creatures caught in this area are -2 on any initiative roll and -3 on all rotls to strike, parry, and
dodge. The Aederond are equally comfortable living on the land or beneath the boggy waters.
In the past few years, two other groups 01 creatures have begun to make their homes
amidst the Swamplands as well. The first such group are 1he Draykonis, the ancestral oHshoots
of the dragons. Until recently, most draykonis had lived comfortably within the mountains and
caves of the Mogotu Peaks. With the introduction ot the demonic Mogar into these mountains,
though, a pitched battle began for the right to claim the mountains. This is a battle that in recent
years has turned in favor of the Mogor. Being driven out of the Mogotu Peaks. the draykonis
have sought to find a new home in which to establish themselves. The relatively uninhabited
regions of the Swamplands. so far. have served their needs adequately. Unfortunately for the
other creatures of Jarnaka. this means that one of the deadliest creatures imaginable now
predominately inhabits the region of the Swamplands as well.
The Rifts supervillain known as Tristan Spyre has also set up many military outposts
among the Swamplands. While he has maintained his scientific laboratories in more secluded
regions scattered around Jarnaka, his mercenary military bases has been primarily located in
these areas of marshlands. Part of the reason for using the Swamplands as a home base is
because the presence of the draykonis and the noxious fumes serves as a natural deterrent
against unwanted intruders. Also. the harshness of the region helps to toughen up the training of
his mercenary soldiers. Finally, the bases are strategically located near several key strategic ley
line nexuses of Jarnaka. From these locations, Spyre could field a small army at several
locations on Ritts Earth or other dimensions at a moment's notice. The Aederond, so far, have
been the only sentient beings in recent times to traverse the Swamplands with little difficulty. All
other beings have faced some nasty encounters when going through 1he Swamplands.
50
AEDEROND s
The Aederond Gliders are not they are
parasitic creatures living in the The are
large, canvas-like amoebas which by them.
They cannol move on their own: anywhere, they are either by water
currents or have to allach themselves 10 Under normal conditions. they
dormant beneath sand or just below the water's snagging with lightning speed any being
that happens to slep on them. Removing a Glider lrom the skin. once it has firmly latched itself
onto the body. is exceedingly difficult The Glider possesses thousands of microscopic hooks all
Over body, which tightly imbed themselves into the flesh upon initial contact. Only fire directly
applied to the skin of both the parasite and the host can effectively cause the Glider to detach.
This poses no problem for mega-damage creatures who have Gliders attached to them, as
standard flame can the parasites. but normal creatures unfortunately have to suffer in order
to have the Gliders removed. Physically removing the Glider from a person is an extremely bad
idea. The Gliders have known to rip the limbs off of their hosts rather than let go, included
those of mega-damage Their hooks are mystic in nature and virtually indestructible.
Fire is the only relatively way to remove a Glider from its host
The Aederond learned. 1hough, tha1 by placing the Aederond Gliders along the lengths of
their arms and partially running down the lorso. the Gliders could farm viable for a
humanoid. This property. in reality. owes more 10 magic than to physics. By expending a
point of P.P.E. lor each Glider attached to the body. the Glider can allow the host nearly a
day's worth of flight capability. The do not lire: they can function as wings for the
duration of the During this time. the host can fly like a bird, going nearly lour miles into the
sky before the no longer have the to maintain flight and will force the
host downward to a more breathable height. can also allow their host to reach
speeds of 90 mller per hour. and up to one hundred fifty an hour in a downward power
dive. The Aederond. using Gliders. have leamed to travel distances in little time using
Ihese parasites.
Another useful function of the Gliders is that they can be used as shields. Each Glider
possesses 75 M.O.C, They may used to parry aHacks in hand to hand combat. The Gliders
also provided their hosts a bonus to parry in combat. as they have a vested interesl in
keeping their hosts and food alive. Many Aederond have it useful to attach
Gliders to their arms for no other reason but to help defend themselves in case of attack.
The main problem with the is that their are parasites. In to the P,P,E,
they consume by allowing the host to fly, they also will drain 1D4 additional P.P.E. day from
their hosts. If the P.P.E. of the hast is completely drained, then they will begin to out blood
from host instead, causing the host to lose a of P.E. instead for the It
later with P.P.E. or if the Gliders is removed, the lost P.E. will return in
Gliders will continue draining P.E. in the meantime until their host zero.
will die. The Gliders also have a voracious appetite for speifcasting costs. If a
Glider to a spellcaster, the magician in question will lose tour times the l"IfI I"1mJ'l I
amount 01 P.P.E. that a regular person would lose. The are mindlass parasites which
care only about an the P.P.E. of other creatures.
THE AEDEROND R.e"C.
(Optional Player Character)
Alignment: Any.
Attributes: 1.0. 206. M.E. 4D6, MA
2D6, P.P. SDB. P.E. 4D6. P.B. 306, Spd 7D6
HIt None.
M.D.C.: 0
Harral' Factor: 10
51
P.P.E.: 406+6
I.S.P: 3D6
Weight: 100 to 150 Ibs
Height: 4 to 5 feet
Average Experience Level! 106 for NPCs.
Natural Abilities: Night vision. acute hearing. and see the invisible.
Combat: Typically hand to hand: expert. The number of attacks with the level of
experience and combat skills.
Damage: As per combat abilities.
Bonuses: +7 to strike. +5 to parry/dodge. +4 to roil/fall wnh punch/impact. +3 to save versus
magiclpsionics/poison. +9 to save versus horror factor, +2 on initiative.
Magic: None.
Psionic.s: None.
R.C.C. Skills:
Math: Basic
Wilderness Survival {1-5
%
}
land Navigation (+5
0
/0)
Identify Plants & Fruits (+ 1 OO/o)
Preserve Food (+10'%)
Track Animals
Running
1...1\:1111,.111 Lore (+ 15%)
(+15
0
1,,)
Prowl (+5%)
Anthropology (+5'%)
language: Dragonese
Hand to Hand: Expert
W.P. Blunt
W.P. of choice
(Hand to Hand: Expert can be changed to Hand to Hand: Martial Arts or Hand to Hand:
Assassin at the cost of one "other" skill.)
R.C.C. Related
Select six other skills. plus two other skills at levels three, nine. and twelve. All new skills
start at level one proficiency.
Communications: Any
Domestic: Any
Electrical: Any
Espionage: Any (+5
0
/0)
Mechanical: Any
Medical: Firsl aid only
Military: Any
Physical: Any (+5%,)
Pilot Any, except spacecraft and robots
Pilot Related: Any
Rogue: Any (+10%)
Science: Any (+5%)
Technical: Any
W.P.: Any
Wilderness: Any (+SY,,)
Secondary Skills: The character gets 10 select six secondary skills from the previous list.
These are additional areas of knowledge that do not receive any of the possible bonuses listed in
parentheses (). All secondary skills start at their base level. Also, skill availability is limited as
previously indicated in that list (any, only, none).
Weapons: Can preny much use anything. Normally armed with S.D.C. clubs, spears, or other
hunting weapons when traveling through Jarnaka.
52
Vehicles: None.
None. Starts with preferred weapons as lis1ed above.
Cybernetics/Bionics: None. Will refuse to ever acquire such equipment.
Additional Notes: Like the Kinsitata Wanderers, the Aederond are consumed by a desire to
experience everything possible within their lifetime. This means that their lives are often placed
in jeopardy due to their curiosity. and that they also usually do not realize that they are often in
trouble. The Aederond tend to be a little selfish, trying to uphold their interest above everyone
else's, even their friends. The Aederond are usually the first to volunteer to undertake something
that sounds extraordinarily brave and daring (not to mention stupid). Their apparent lack of fear
is controlled by their des'lre to be the best at everything and to learn all about the universe that
they iive in.
T JUGG NAUT
(Not Available as a Player Character)
The Juggernaut is a living, thinking, mass of P,P.E. energy. It floats slowly over the
surface 01 Jarnaka a glowing, ominous sphere, moving along at a plodding pace while arcs
of magical energy spark from Its surface towards the ground and tendrils bum everything in
sight. The Juggernaut has no known point of origin or known purpose. AI! that is known about
their race is tha1 they first appeared on 1he surface of Jarnaka when the Chorrdali and the
Kinsitata strove to bring the Scarlet Waters to Jarnaka. Twelve Juggernauts in all are known to
swarm over the surface of the planet; ~ is unknown if these creatures can reproduce.
The Juggernaut has been known to randomly annihilate random villages of creatures,
The mystical being will slowly hover over an inhabited area, and proceeded to bombard the
entire area with bolts of magical energy until everything once living below the Juggemaut has
died, Much like a magical sacrifice. the Juggernaut is capable of absorbing twice the normal
amount of P,P.E. available to a person at the moment of death. The Juggernaut has been
known to kill hundreds oi individuals at once. absorbing thousands of P,P.E. in mere minutes as
the slaughter continues,
What makes the Juggernaut one of the deadly creatures known in the multiverse is that
it is virtually impossible to kill. II is immune to nearly every form 01 attack. Railguns. hand to
hand weapons capable 01 inflicting mega-damage, and their like have some effect on the
creature, but conventional energy weapons and plasma weapons have no effect on the
Juggernaut. Worse, magical attaCks (even summoned creatures) and psionic effects add to the
strength of the Juggernaut. The appropriate P.P.E. and I.S.P. values of these forms of attacks
are merely added into the P.P. E. total for the Juggernaut. A well-meaning magical attack on a
Juggernaut can actually do more harm than good. However, if the Juggernaut is somehow
drained of all its own P.P.E" it would be slain instantly. Juggernauts also have no known
methods of communication, and cannot be reasoned with. They are simply enigmatic machines
of total destruction.
Class: Juggernaut
Alignment: Aberrant
M.D.C. by Location:
Tendrils (12) - 1300 each 'Main Body - 10.400
WDepleting the main body will completely destroy the Juggernaut creature,
Statistical Data:
53
Height: The Juggernaut is a spheroid creature 700 feet in diameter. Its tendrils are
approximately 200 feet in length.
Width: As per height above.
Weight: Unknown
Speed: The Juggernaut hovers at a height of about 100 feet and constantly moves along at a
speed of 10 miles per hour. It has never been recorded as moving taster than this.
Supernatural Physical Strength: 40
Mega-Damage:
Restrained Slap (Tendrils) - 606 S.D.
Full Slap (Tendrils) - 5D6 M.D.
Power Slap (Tendrils) - 106*10 M.D.
Power Blast (Sphere) - 206*10 M.D. This blast, which emerges from the main sphere of
the Juggernaut much like a bolt of lightning, will also drain double the amount of all
P.P.E. present in a creature if the blast kills the creature in question and adds the P.P.E.
to the Juggernaut's total P.P.E.
Number of Attacks per Melee Round: Six by slap or power blast.
Bonuses: +2 on initiative, +4 to strike, + 1 to parry and dodge.
Horror Factor : 18
Attributes of Note: 1.0., M.E., M.A., and P.E.: not applicable; P.P.: 4D6, P.B.: 1010
Abilities of Note: Absorbs the P.P.E. and I.S.P. of magic and psionic attacks into its own source
of P.P.E.; immune to cold, fire, illusions, poison, mind control, drugs, gases, horror factor, and
energy attacks; takes half damage from physical at1acks.
Maaic Powers of Note: None known. P.P.E.: 4000+10D10
Psionic Powers of Note: None known. ~ 200+1006
tlQ1e..: Normally travels alone.
THE DRA YKONIS
(Not Available as a Player Character)
The race of the draykonis are genetic offshoots of ancient dragons. While the race of
dragonkind became more intelligent and more cultured, the draykonis became more savage,
powerful, and violent. Modern dragons consider the draykonis to be little more than primates. if
they do believe in them at all. The draykonis is thought of as more a creature found in fairy tales
than in life.
However, the draykonis are quite real, and inhabit the world of Jarnaka. They had
inhabited the Mogotu Peaks peaceably for many centuries, but with the intrusion of the Magar in
these mountains, the draykonis have slowly begun migrating to the Swamplands of Jarnaka.
The draykonis are more powertul than the Magar, but are less in number. Only fifty or SO
draykonis inhabn the entire world of Jamaka. A new draykonis is perhaps born every other
century, to the draykonis population is not going to grow substantially any time soon.
The draykonis physically resembles a normal dragon in many ways. The closest breed
of dragon that they resemble in appearance is the fire dragon. However, the draykonis has two
heads, each sprouting from two slender necks stemming in the upper body. The draykonis also
has a large eye imbedded in its chest. about thirty feet in diameter. The eye, according to
folklore, is called the Eye of St. Antioch. Saint Antioch was supposedly a knight kom the
medieval times of the history of Rifts Earth who slew a draykonis in single combat by destroying
the eye with his lance. However, in reality, destroying the Eye on a real draykonis would have
little eHect except to enrage the draykonis. The Eye possesses no power of sight. Instead, it is
capable of unleashing a massive bolt of energy capable of paralyzing as well as hurting its
enemies. Draykonis are also not capable of teleporting by natural means or changing their form.
54
While the draykonis are crafty fighters, they are greedy and sneaky by nature. They
never attack anything outright when they can first steal trom it and slit its throat in the dark of
night. Draykonis love to hoard stolen treasure and other ill-gotten booty in their cavernous lairs.
They regularly lie, cheat and cheat to get whatever they want. A draykonis is never 10 be
trusted. Draykonis are also fairly dumb. Foes of the draykonis have often found it more
beneficial 10 negotiate with the evil creatures rather than fight with them, as the draykonis are
easily duped. Once tricked, though, a draykonis will do all in power to hunt down and kill
those who it believes deceived it.
While not very bright, the draykonis have an instinctual grasp of temporal magic (as per
the book Rifts England). such, they are of and utilizing any temporal spell
they wish at the 14th level ability. They are not of teaching this to anyone
although they might try to trick into Setween their spells, their
physical brawn. and their nature, the are dangerous opponents who should
never be or ignored.
Draykonis
Alignment: Jiabolic or
M.D.C. by location:
Forearms (2) . 360 each
Eye 01 St. Antioch - 700
Tail - 380
Wings (2) . 640 each
'Depleting both heads will kill the Draykonis creature.
Hind Legs (2) - 490
-Heads (2) - 460 each
"Main Body - 1280
"-Depleting the main body will completely destroy the Draykonis creature.
Statistical Data:
Approximately two hundred high and hundred feet long (including tail).
hu ndred twenty
Ninety tons
can move along the ground at reaching sixty miles per hour.
Draykonis can fly at speeds of two hundred per reaching three
hour if in a power dive.
40
ctr,"n<Uf Claw - S.D.
Full Claw . 4D6 M.D.
Claw· 1D6'10+10 M.D. (counts as two an8:CKS
Tail Slap - 6D6 M.D.
Bite - 3D6 M.D.
Flame - 8010 M.O.
Combined (heads) - 10020 M (counts as two CUlCl ....."' ..
Power Blast of Antioch) - 5D10 M.D. Also required attacked individual to
a standard throw; indicates that attacked individual's attacks
for the round are halved.
and UULIUI"I. 10 save versus poisons.
2D6, M 6D6. M.A P.E.10D6, P.P. 406, P.B.: 4D6
Immune to cold, fire (including plasma). and illusions; takes half damage from
energy weapons.
55
As 14th level Temporal (see Ritts England).
1200
Psionic Powers of Nole: None known. 200
Note: Normally travels alone or in
THE GOR
Not Available as a Player Character)
The of the race of the Mogor is completely unknown. It is commonly thought that
they are demons some sort hellish dimension. but no person known been able to
concretely prove any1hing thus What is known is that the Magar now live in Jamaka. and
bring death and mindless destruction wherever they roam on the small planet.
The Mogor were originally brought to Jarnaka quite by accident. In the at1empt to heal
their world, the Chorrdali and the Kinsnata brought over a few alien creatures to Jamaka as
as bringing the cleansing Scarlet Waters through a rift. One kind of these creatures was the
Magar. At first, the Magar did nothing, unsure of they were or for what reason were
brought to Jamaka. When no answers were immediately forthcoming, they decided that they did
not care about the answers to their questions. They began to make their home in the Mogotu
driving outlhe draykonis living there through trickery and through brute force.
Mogor are close to twenty tall, and resemble the descriptions of demons and devils
from ancient lore. They have goat's heads, dark reddish scaly skin. large bat wings which allow
them to fly at incredible speeds. and spiked tails which can fatally poison their foes. The Magar
do they can to encourage the belief that they are indeed demons from hell, as it helps to
intimidate olhers in battle.
In general. the Mogor are brutish. nasty, and just plain vicious, They delight in torturing
innocents taking advantage of those weaker than themselves. They have no sense at
compassion or decency, and simply take what they want from others without considering the
consequences of their actions, They are extremely tough-minded, and love to fight. They
refuse to back down from fights, even ones that will mean their own destruction.
Because of their bloodthirsty, vicious disposition, the Mogor are extremely dangerous opponents
to any adventurer.
Mogar
Alignment: Diabolic or Miscreant
M.D.C. by Location:
Arms (2) • 310 each
Tail - 210
Wings - 330 each
"Depleting the head will kill the Mogar creature.
(2) - 400
·240 each
""Main Body - 810
""'Depleting the main will completely destroy the Mogor creature.
Height: Eighteen feet.
Width: Nine feet.
-'-'-"<..:.l;I.!.= Four tons
The Mogor can move along the ground running at speeds reaching one hundred
per hour. Once airborne. the Magar can fly at of three hundred miles per hour, reaching
four hundred fifty miles hour it engaged in a power
40
56
Mega-Damage:
Restrained Punch/Kick - 606 S.D.
Full Punch/Kick - 506 M.D.
Power Punch/Kick - 106·10 M.D. (counts as two attacks)
Btle - 206 M.D.
Head Butt - 206 M.D.
Tail Slap - 606+ 10 M.D. Also, if the spikes on the tail touch the bare skin of the
oppcnent. that creature must make a standard saving throw. Failure to save means
instantaneous death. A successful save means the opponent takes an additional 06 of
mega-damage.
Number of Attacks per Melee RQund: Six.
Bonuses: +5 on initiative, +10 to strike and parry, +12 to dodge, +8 to save versus drugs,
poisons. and toxins, immune to horror factor.
Horror Factor : 16
Attributes of Note: 1.0. 204. M.E. 5D6, M.A. 2D4, P.E.B012, P.P. 1006, P.B.: 106.
Abilities of Note: Immune to cold and fire (including plasma); takes half damage from energy
weapons.
Maaic Powers of Note: None. P.P.E.; 606+20
Psionic Powers of Note: None. ~ 306+10
Note: Normally travels in groups ranging in size from two to four.
THE KUNISAT
Not Available as a Player Character)
The Kunisat are simian cousins of the Kinsitata. Actually, the Kunisat are probably more
closely related to the African gorillas of Rifts Earth than to the Kinsi1ata. The Kunisat are
typically close to ten feet tall, and also resemble regular in every way except for the fact that
they have dark blue fur. They live mostly in the deepest parts of the jungles of Jarnaka, in even
more secluded areas than the Kinsitata. They live in packs ranging from four to eight
individuals, and rarely travel more than five miles beyond the areas which they call their home
territory.
Unlike the Kinsitata, the Kunisat cannot talk and are not very culturally sophisticated.
However, they are still fairly intelligent, and occasionally display intuitive flashes of brilliance. If
they encounter sentient beings whom they judge to be friendly, the Kunisat will at1empt to
communicate with these individuals by drawing pictures in the dirt or through hand gestures.
The Kunisat still have not developed the use of tools, and still perform all functions of their daily
lives either through the use of their hands or not at alL
Kunisat can be brutal creatures in provoked, but in general are very gentle and shy.
They will approach no other creature at any time, except for other Kunisat, unless they are given
a good reason to believe that strangers will be friendly for some reason. Once they feel they
have befriended a creature, the Kunisat will attempt to help out that being in its own limited form
of understanding. However, once that being leaves the Kunisat's territory, the Kunisat will rarely
follow its new friend beyond those borders. If the Kunisat is betrayed or ;s attacked, though, the
Kunisat will usually run unless others of its kind, particularly young Kunisat, are endangered.
Then, it will defend its friends to the death. The Kunisat is a simple but powerful being which is
one of the brighter aspects of the world of Jarnaka.
Class: Kunisat
Alignment: Unprincipled or Anarchist
M.D.C. by Location:
57
Arr.lS - 1 00 each
'Head 90
Legs (2) - 120
"Main Body - 420
"Depleting head will kill the Kunisat creature.
··Depleting the main body will completely destroy the Kunisat creature.
Statistical Data:
Height: Eight feet.
Width: Six feet.
Weight: Two tons,
Speed: The Mogor can move
remarkably In of
hour.
Punch/Kick - 606
Full Punch/Kick - M.D.
Power Punch/Kick 106"10 M.D.
Bite· 104 M.D.
Head Butt - M.D.
Seven.
or swinging from tree I'\rO,,,,..h to tree branch
Kunisat can reach up to thirty miles
as two attacks)
+1 on initiative, +4 to strike, +6 to parry and dodge, +2 to save versus drugs, I"'\/'\'er\r,c>
and toxins, + 1 to save versus horror
12
106, ME 306. M.A. 406, 6, P.P. 606, P.B.: 304.
half damage from cold fire (including plasma); can see the invisible.
None. . 406
No ne . 406
Normally travels in ranging in from four to
HEROES AND VILLAINS
OFJARNAKA
long ago, all beings of Jarnaka were one. We were the children of the Scarred
Gods, and all things were good. It seems to me as we grew older, as wisdom
replaced our races drifted only by common of one
another. beating heart, a demon heart, drove cold iron spikes through our own souls,
making our world a place of strife instead of happiness.
"Now, as the sands of the fall, grain by grain, we begin not only to other
kinds, but our own kind as well. Vernaliks of Chorrdalis once claimed that slavery
necessity of all If that is indeed the case, then are the of the
hthl.I""IJ"f",-; Of the Aederond? Fortunately. I not have to answer as the most
recent Vernaliks, such as that blackhearted bastard Chorrdahsi. do not even to
such pretentious as excuses for their cruelty. the
of being born into power, that to natural right of would be to
sacrifice the power. I in position, I cannot say that I would
up such power. either.
58
"But I am no!. I am a
"Others like me Chondali, Blarnogl, and
even creatures from other in the common bond of freedom that
unites the souls of all thinking beings. thai the ways of Kingdom 0/
Chorrdalis are but that the people have not this A war. hopefully final war
of this world of ours, must be fought in the name of freedom. For while reigns on
Jarnaka. I cannot be satisfied to know that not all creatures the same autonomy that I
personally have at this very moment.
"The storm of revolution is in the air. It is only a matter of time the firs: of
lightning strikes the ground."
. From the journals of Vardiba D'£xile
contlict on Jarnaka as the current moment exists between the r.hf\rrI1:lli
government and the Barbarians. Some form of revolution is going to be inevitable
between the factions. Also getting involved in this conflict, in one form or another, are the
Blarnogl and the Ulithlogg. This presents several for possible adventures besides the
other hints and presented elsewhere in this Some adventure topics,
whether the player characters are from Jarnaka or not:

player characters are by Chorrdali officials as pan of Vardiba group
are They must either prove their or escape from prison.
• The player characters are contracted by the Ulithlogg to deliver suits of their power armor to
Phase World as a military escort.
• While investigating other things in the Kingdom of Chorrdalis, the player learn of
a to kill one of the Vernaliks.
• The player characters come across a draykonis, which is determined to annihilate a Kinsitata
village for mysterious reasons.
• Encountering a small military of the player characters learn that the Blarnogl
have decided to re-establish a claim to on 1"''' .... .,,1.<·.,.
• The player characters are mistakenly ambushed by Ch,nrrli>lll I:3SlrbsnsrlS who believe the
characters to be spies for the government oi Chorrdalis.
• The that an Ulithlogg Assassin be contracted to kill C!f'In"'lAh,Mv
important in the Kingdom of Chorrdalis. but the person's IrI/:lt'tltv is unknown. The characters
must learn who is to be murdered and the from taking
These concepts can be further out and modified by the GM to bettsr fit into an
individual campaign. now are listed some of the more important NPC residents of
BLACKFIST TORBIT AK
Torbitak Wehjaivaign, Ullthlogg AssaSSin
Alignment: Anarchist
Attributes: LQ.l0, 20, MA 9, P.S. 31, P.P.
Hit Points/M.D.C.: 140
P.P.E.: 145
LS.P.: 39
Horror Factor: 10
O.C.C.:
Level of i 1 th
P.E. IS, P.B. 9, Spd 32.
Na1uraJ Abilities: Phasing. and can see in the inh·",,,,,,,ti spectrum. Blackfist is also a cunning
and resourceful opponent, is never to take
59
Psionic Powers: None.
Magical Knowledge: None.
Combat Abilities:
Melee Round: Six (includes boxing skill)
Bonuses: +2 on initiative, + 10 to strike/parry, +910 dodge, +6 to roH/iall with punch/impact, +8
to save versus horror factor, +210 save versus magicfpsionics/poison.
Skills of Note: Basic Math (98%). Advanced Math (93°/,,) , Land Navigation (98Of.:.). Interrogation
(98%). Radio: (9S%). Radio: Scramblers (98%). Electronics (93%),
Surveillance Systems (98
0
/0). Pick Locks (98%), Forgery (94%). Artist (94"/0),
Intelligence (98%). Computer Operations (98'%). Computer Programming (98"'/0).
Computer Hacking (98%), Weapons Systems (74%.). Prowl (98
0
/0), Boxing, Running,
Streetwise (93%). Wilderness Survival (98°/,,), Track Animals (98%), Horsemanship
(47%). Demon Lore (93
%
), Faerie Lore (93"/0), Body Building, Language: Dragonese
(98%), Language: American (74%). (74°/o) , Robot Armor Elite:
Chianes Power Armor, Robot Armor Hand to Hand: Assassin, W.P. Knife, W.P.
W.P. Blunt, W.P. Submachinegun. W.P. Pistol, W.P. Energy Rifle. W.P.
Heavy Energy Weapons.
Standard Equipment: binoculars, sleeping blanket. traveling
I'lnlh"",," and a week's worth of food rations.
Weapons: Wears Chianes Power Armor in battle. Also usually carries a gun and a
Skullknife at all times.
Transportation: As armor worn
Money: Very little; usually no more than 200 Coalition credits at any given time.
Cybernetics & Bionics: None.
Torbitak Wehjaivaign, better known on Jarnaka and in other dimensions as
Blackfist is one of the known in the multiverse. His unconventional
rnc",nA'"'' of infiltration and attack, with his ability to make trying to stop him
nearly impossible. He is also founder and of the of the Many. the Ulithlogg
Guild. making him one of the covert intelligence of known universe. Very
on politically in world or that Btackfist is not aware of.
most Ulithlogg, Blackfist Torbitak is slightly currently he is
a puppet being controlled by some invisible cosmic god, that soon god will cut his
strings and kill him. Hence, he has a very morbid outlook on that is tempered with an
extremely wicked black sense of humor. He is not really anything or
to accomplish the impossible on a regular basis he only has a
tenuous grasp on reality anyway. only thing that Torbitak treats seriously is the Hands of
Many. This he with an iron hand and is constantly striving to make as
he believe is one legacy he can to other Ulithlogg that can a
Blackfist Torbitak is slightly vain but a seemingly friendly individual.
However. he is very sly and deceitful. He will shamelessly use and exploit to get
what wants. He is very gregarious outgoing. if not a little in his and is
always trying to get people's attention. Torbitak always likes to know what is
him. and will rarely leap into a situation without fully understanding
However. can be impulsive if challenged, and always will try to prove, if
that is the in the multiverse.
GRAND VERNALIK CHORRDAHSI
Chorrdahsi von Ruleghbist, Chorrdali Soldier
Alignment: Aberrant
Attributes; 1.0.15. ME 12. M.A.19, P.S. 20, 17, 30,
Hit Points/M.D.C.: 78 M.D.C. (has bathed in the Scarlet Waters)
P.P.E.: 37
60
13. Spd 30.
· 25
Horror Factor: Not applicable.
C.C.C.: Chorrdali Soldier
Level of Experience: 9th
Natural Abilities: Chorrdahsi is a resourceful opponent who on treachery to obtain his
goals.
PSionic Powers: Minor psionic. Powers include: empathy, telepathy, clairvoyance. see aura,
astral projection, detect psionic, total recall, psychic diagnosis, and hypnotic suggestion.
Magical Knowledge: None.
Combat Abilities:
Melee Round: (includes boxing skill)
Bonuses: to strike/parry. +6 to dodge. +4 to roll/fall with punch/impact, +3 10 save versus
magic/psionics/poison.
of Note: Basic Math (98"/0), Radio: Basic {98'%}, Radio: Scramblers (82'%), Computer
Operation (91'%), Gymnastics Body 8uilding, 80xing, Interrogation (82",10),
Streetwise (98",10), Climbing (9scl/o). Running, Intelligence (87%,), Prowl (98%,), Track
Animals (93%), Wilderness Survival (98%). Pilot: Hovercraft (71%}, Weapons Systems
(82"/,,), Language: Dragonese (98"/0), language: American (71
6
/0), Language: Spanish
(7P/o). Hand to Hand: Expert. W.P. Archery, W.P. Sword, W.P. Blunt, W.P. Energy
Pistol, W.P. Energy Rifle. W.P. Chain, W.P. Heavy Energy Weapons.
Standard Equipment: Radio transceiver. traveling clothes, formal clothing, and two
weeks' worth of food rations.
Weapons: Normally a Club at any gNen time.
Transportation: Has access to of manufacture.
Money: Has much gold. the equivalent of 60,000 Coalition credits.
Cybernetics & Bionics: None.
Chorrdahsi von Ruleghbist is the current ruler of the Kingdom of ChorrdaJis. He is n01
really a despotic leader, but firmly that the traditions and the old customs at Chorrdalis
must be upheld. He is a powerlul speaker who has electrified noble populace with his
about the of Chorrdalis and the dominance of the nobility throughout the
Chorrdahsi is currently married to two noble women and four children.
Chorrdahsi was born into a noble family nearly forty He served for a
long time as of a Chorrdali patrol group. constantly in of c""",aIJC7U
and the Chorrdali Barbarians. It was during this tenure that a strong contempt for
the and for and a passionate hatred for Blarnogl. After his tenure with
Ihe military was over, he that it was time 10 something in political arena. A daring
skilled fighter. challenged the Vernalik of the city of 8ehdilna slew him in one of the
death matches. defending position over fifty in the next ten
gained a reputation for getting things done. for being outspoken, and for being
notoriety eventually gained Chorrdahsi the position of Grand Vemalik four
ago. when Grand Vernalik and the position was vacated. Chorrdahsi was
unanimously chosen by the other Vernaliks.
In his tenure as of the Kingdom of Chorrdaiis, Chorrdahsi has tightened the laws
regarding slavery and the military power of kingdom greatly. say that
Chorrdahsi eventually on warfare, perhaps with the Ulithlogg, but Chorrdahsi simply
in maintaining and displaying the power of the Chorrdali tor the rest of Jarnaka to see.
He believe firmly that the Chorrdali 8arbarians must destroyed, as they threaten the Chorrdali
way of life. Chorrdahsi is a person that is loved or hated by his subjects, and he serves as
a center of controversy that even now is bringing about change in one form or another in the
Kingdom of Chorrdalis.
61
V ARDIBA
Vardiba Uberduervar, Chorrdali Barbarian
Alignment: Unprincipled
Attributes: LQ.11.M.E.15,MA P.P. P.E.
Hit Points/M.D . 91 M.D.C. (has bathed in the Scarlet Waters)
P.P.E.: 41
I.S.P.: 29
Horror Factor: Not
. Chorrdali Barbarian
Level of Experience: 9th
Natural Abilities: Chorrdahsi is a and daring fighter.
12. 33.
Psionic Powers: Minor Powers include: empathy, telepathy, clairvoyance, see aura,
astral projection. psionic, total recall. psychic diagnosis, and hypnotic suggestion.
Magical Knowledge: None.
Combat Abilities: Martial Arts
Attacks per Melee Round: Five (Includes boxing skill)
Bonuses: +8 to strike/parry. +9 to dodge, to roll/fall with punch/impact, +3 to save versus
magic/psionicslpoison.
Skills of Note: Basic Math (98
%
), Advanced Math (91 %), Wilderness Survival (98%), Land
Navigation (98%»), Holistic Medicine (98%). First Aid (91%). Body Building, Boxing,
Climbing (98%), Gymnastics (93"/,,). Running, Prowl (98
0
/0), Streetwise (93%),
Interrogation (91 ,Intelligence (91 Preserve (98%), Faerie Lore (98<%.),
Demon Lore (93%). Dragonese (98
%
), Language: American (76%,).
, ......... """'. Euro (71 "/0). Spanish (71%). to Hand: Martial W.P.
Archery, WP. Sword, W.P. W.P. Pistol, Energy Rifle.
Standard Equipment: Radio transceiver, traveling stone armor. and two to four
weeks' worth of food rations.
Normally only a Sword or Stone Club at any given time.
Transportation: None
Money: Has access to gold, the equivalent of 4000 Coalition credi1s.
& Bionics: None.
Vardiba Uberduervar. a former in the city of Oligalis, become the
mosl hunted criminal in history of the Kingdom of Chorrdalis. Now known as Vardiba
he organized the Chorrdali Barbarians and other runaway into a military
laction capable of challenging the Kingdom's own military forces.
Vardiba was born a slave thirty-three years ago. His master was a cruel and sadistic
man, and often beat young Vardiba and his fellow slaves for no reason at all. The friends of
Vardiba's master were also violent and unnecessarily brutal, and as far as the slave could see,
all slaves were treated as cheap and worthless property. Vardiba learned about pain and
suffering at an early age, and young Chorrdali came to believe steadfastly that no sentient
being should ever suffer in this manner.
At the of twenty, Vardiba decided that he could no longer allow his master to keep
inflicting his cruelties upon others. One night, Vardiba crept up to his master's bed while the
arrogant noble slept, and his throat with a stone knife. Vardiba and three other made
a break for freedom and the city walls, but only Vardiba successfully eluded the Chorrdali
soldiers. other were caught and hung.
Once outside the city. Vardiba wandered aimlessly for several months, always careful to
escape notice of wandering Chorrdali patrol. Eventually, Vardiba discovered the Chorrdali
who welcomed him and allowed him to join their ranks. Vardiba quickly became one
of the outspoken of the and it was his beliefs in freedom and
equality for all that first Blarnogl and other aliens amidst their ranks. It
62
was during this time that one the Barbarians. a cyborg from Rifts named gave
Vardiba the name "Vardiba D'Exile". It was meant as a joke, but the name stuck.
Vardiba is a tenacious fighter who would gladly sacrifice life in the name of freedom.
However. he is not reckless enough to throw his life away in some meaningless attack. He
currently plots to overthrow the of Chorrdalis the Grand Vernalik, biding tima
building his forces until the lime is right. is a humorous and talkative person among
followers, and has won their unwavering loyalty and confidence.
PREACHER FiNDA YLE
Findayfe Makinika, Kinsitata Druid
Alignment: Scrupulous
Attributes: I 18. M.E. 20, MA 15, 14, P.P. 12, P.E. 14, P.B. 9, Spd 20.
Hit Points/M.D.C.: 91 M.D.C. (has bathed in the Scarlet Waters)
P.P.E.: 163
I.S.P.: 31
Horror Facior: 8
a.c.c.: Kinsrtata Druid
Level of Experience: 8th
Natural Night and acute
Psionic Powers: Minor psionic. Powers empathy, telepathy, clairvoyance, see aura,
astral projection, detect psionic. and psychic diagnosis.
Magical Knowledge: Can cas! all Kinsitata druidical spells. Is also linked to a Korgata Tree.
Combat Abilities: Expert
Attacks Melee Round:
. +4 to strike, +5 to parry/dodge, +3 to roll/fall with punch/impact, to save versus
magic/psionics/poison.
Skills of Note: Basic Math (98%), Advanced Math (91%). Wilderness Survival (98
%
), Land
Navigation (95'%). Holistic Medicine (98'%», First Aid (79%), Identify Plants & Fruits
(98<>/0), Prowl (95
%
), Track Animals (98%), Climbing (98°/13), Gymnastics (98%), Running,
Preserve Food (98
%
), Anthropology (79%), Lore (98%,). Demon Lore (98%). Sing
(98%), Play Flute (98%,), Drums (98
%
), Dragonese, Hand to Hand'.
Expert, W.P. Archery. W.P. Blunt, W.P. Sword, W.P. Pistol.
: Traveling clothes. a Ring of the Weasel. a of the Dragon, two
to four worth of food rations.
Weapons: Normally only wields a Club at any given time.
Transportation: None.
Money: None.
& None.
Findayle Makinika is a member of the Chorrdali Barbarians. While he is a pacifist who
only fights when he absolutely to do so, he also believes that the Chorrdali Barbarians and
Vardiba D'Exile are best chances to reunite world of Jarnaka. He is often referred to as
counsel for Vardiba and the other of the Barbarians, as he is a pragmatic and
logical person. Preacher Findayle, as he is affectionately called, a knack for making sense
out of difficult situations.
Preacher Findayle was the druid for a small Kinsnata village for many years. day,
his village was approached by aliens - representative of Naruni Enterprises. These creatures
promised the amazed Kinsitata the chance to see many astonishing and exciting things.
Findayle warned his village not to listen to aliens, his words were ignored. All of the
village, save for Findayle, followed the Naruni their were promptly sold into
a of harsh slavery on World.
63
Alone, began 10 move onward. traveling aimlessly over Jamaka. He
eventually came across some Chorrdali Barbarians. who asked the lonely druid if he would
join their Imrigued by the offer, Findayle traveled 10 Ihe Caves of Gethsalij, where he met
Vardiba the (est of the Barbarians. Seeing their hot tempers and tendencies towards rash
and violent he stayed on with them, serving as the word of caution among their group.
His is well-respected and admired by nearly all the members of the Chorrdali Barbarians.
OFFWORLDERS ON
JA NAKA
I' ..... ,,,"'.o,I"It,,, of freedom and in theory, if not in The
would nice. To think that all are same, are
would mean that world of ours could a utopian It
1"\"' .... "',.,.,. world could be established.
though, are the dreams of liberal idealist who refuse to recognize the
world for what it truly We do not live in a world dominated by intellect and reason, but by
savage Only the strang can survive and rule, and the weak must follow or perish.
Mankind. for all is still nothing but a race of animals. thousand
strife. and warlare preached this obvious lesson. To think is to
fool.
"Alexander the understood the
and Hitler. They strove to unite the weak
direct and control humanity. may call
I call visionaries.
oe<:!,l'\nr:: of power. So did Napoleon, and. Stalin,
of the world under an iron grip of power to better
men despots, dictators, madmen, I
"The time has come once mare for humanity to by a firm hand. I see the
away at the foundations of society - drugs, gang warlare, the iike, The
1"\1'\\/"'." ..... """ .. " of world merely compromise and falter when they these for
they want to everyone. That is the nature of In order to try to benefit the
majority. power must be until it is virtually Once mare, one man must One
man must dOMinate everything, and be trusted to act for the of the world.
"Who would better than myself?
"I possess the raw power and to maintain I will not talter others
have fallen before me. Some may call it but I know beyond a shadow of a doubt that I
am the only man capable 01 guiding the world as its leader. Only I can save the world from
nselfc
"And if I cannot rule the world. then I shall certainly destroy it '''C'''''-:lt't
• from the book -'-=:....<..> ......... """""""-'-"""''''.
an early twenty-first century
autobiography of Tristan Spyrs
Most beings currently residing an Jarnaka originally from Rifts Earth have some
connection with the villain Tristan Spyre. Spyre has developed a small military force, utilizing
Ulithlogg technology, that is mast likely capable of taking over the Coalition State of Lone Star.
However, this is far from the end of Spyre's dreams. The time that he lives in may have
changed, but his plans have not. He still wants to take over the world known as Earth. In fact.
he believes that his task will be even simpler now, as the forces controlling the nations of Rifts
Earth are less powerful and less centralized than in the twenty-first century. He is a man hell-
bent on conquest, and so are his followers. Nothing can change Tristan Spyre's dream for
complete conquest of Rifts Earth. presents ideas for possible adventures besides
64
rn,,,,..,nfC presented ,'""",wn",,,,,, in this book. Some possible adventure topics,
are from or not:
traveling through nation of Tolkeen, learn that followers of a man
Cray been disappearing. them to
• The player characters encounter a group of homicidal crimson robots while exploring
Jarnaka.
• The Coalition government of Lone secretly hires the player characters to locate Spyre's
main base on Jarnaka.
• The player from twenty-first century Rifts
who want to Spyre with the characters' help.
• The player characters discover an apocalyptic cult on either Jamaka or Rifts who
have commit1ing terrorist attacks against Tolkeen for the Wizard Damizhon,
• The player are hired by a mercenary group to hunt down and capture the
cyberkn:ght who is wanted the Coalition government.
• player come across a computer disk partially detailing Spyre's plans to
invade Coalition State of Lone
These concepts can be further fleshed out and modified by the GM to better fit into an
individual campaign. Below now are listed some of the more important NPC oHworlders residing
on Jarnaka.
CARDINAL eRA Y
Cray Donovan, Human Mind Melter
Alignment: Aberrant
Attributes: I 19, M.E. 21, MA 12, P 9, P,P. 12,
Hit Points/S.D.C.: 36/32
P.P.E,: 7
I.S.P.: 240
Horror Faetor: Not applicable.
O.C.C.: Mind Melter
Level of Experience: 7th
Natural Abilities: None.
15, P.B. 15, 25.
Psionic Powers: pSIOniC. Powers empathy, telepathy, clairvoyance, see aura,
projection, sixth sense, alter aura, mind black, detect psionic, total recall, psychic
mind possess others, object read, telemechanics, empathic
ectoplasm, resist fatigue, impervious to poison/toxin, bio·manipulation, and
hypnotic suggestion.
Magical Knowledge: None,
Combat AblHties:
Attacks Melee Round: (includes boxing skill)
Bonuses: +2 to strike, to parry/dodge, +2 to roll/fall with punch/impact. critical strike on roll
of18,19,or20.
Skills of Note: Basic Math (94%), Advanced Math (94%), Wilderness Survival (98
0
/0),
Building, Boxing, Climbing (79'%.), Running, Prowl (64'%), (62%),
Concealment (62''10), Palming (69%), Plck (84
0
/0). Intelligence (74"/0), Faerie
(74"/0), Demon (74"/0), Literacy: American (9a'Yo). Language: (98%),
language: Euro (98%), Language: Spanish (98%), Pilot Motorcycle (98°/",). Pilot
Hovercraft (95
%
), Hand to Hand: W,P. Pistol, W.P. !-1"I"'r""J
Standard Equipment: transceiver, traveling modified
(80 M , Wilk's 447 and two to four worth of food ra1ions.
Weapons: Wilk's 447
: Wastelander Motorcycle
Money: access to 2000 Coalition credits.
Cybernetics & Bionics: None.
Cray Donovan was a petty con ior a lang time before he met with the villain
Tristan Spyre. He is still wanted in all the Coalition Northern and the Free
State of on hundreds at of extortion, fraud. and He was an the run 1rom
Coalition soldiers just outside Lane when to came across a man Spyrs.
The two, atter talking with one another for a while, realized together they could make a
formidable team. It was Spyre's idea to have Cray operating as a religious so as to
convince people utilizing his psychic powers that Coalition government was evil. Cray
currently spends his time shuttling an Jarnaka and home base in
Tolkeen, a place known to majority of the as the of Wyrm. AJlegedly a
church promoting the of brainwashes people into committing
attacks the govemment within Church.
as he is popularly known, is a vain and cowardly man. He would
and to save own hide from danger, is a bully, and
the respect popularity he gained through false church. He is a short man with
long hair pulled into a ponytail, and always wears the clothing he can buy. Cray
avoids lighting whenever possible, preferring instead to manipulate others with his psychic
KIRSAH DAMNED
Lo Kang Sinn. Chiang-Ku Dragon
Alignment: Miscreant
Attributes: 1.0. M.E. M.A. 28, P.S. P.P.17, 19, P.B. 20, 25.
Hit Points/M,D,C.: 1400 human form 12400 dragon from
p, . 700
LS.P.: 80
Horror Factor: 13
D.C.C.: Chiang-Ku Dragon
Level of 8th
Natural Abilities: Impervious to poisons/toxins/drugs, nightvision, see the 1ire and
cold resistant (half damage), bio-regenerate 1 D4"1 0 M.D. five minutes, and
metamorphosis.
Psionic Powers: Major psionic. Powers include: telepathy. clairvoyance, see aura, sixth
sense, alter aura, mind block, psionic, recall, object , resist fatigue,
Magical Instinctive ability to use Also a master tattoo magician.
Magical Tattoos: of Knowledge, Flaming Sword, Heart Encircled by Chains. Silver Cross,
Heart Impaled by a Stake, Cloud in Chains, Three Eyes, Ughtning Batt, Eye with
Dagger, Rose of Healing, Phoenix Rising from the Flames, Skull Encircled by Chains,
Animal: Horse, Simple Weapon: Broadsword, Simple Weapon: Sword. Magic
Weapon: Flaming Shield, and Weapon: Flaming Broadsword with Wings (inflicts
2D6 M.D,. 406 M.D. to other dragons).
Combat Abilities: Martial Arts
Attacks per Melee Round: Four boxing skill)
Bonuses: +4 to strike, +6 to parry/dodge, +4 to rolilfall with punchlimpact,
of 18, 19, or 20, +1 to save versus psionics, +4 to save versus horror
versus magic.
Skills of Note: Cook (85%), Dance (80%), Fishing (90%), Play (85''10), Sewing 90"/0). Sing
85%), Basic Math (98%), land Navigation (78%). Wilderness Survival (80'%), Art (95%),
66
Disguise (80%). Streetwise (62
0
/0). Climbing (90'%), Faerie Lore (90o/c), Holistic Medicine
(7S%) Demon Lore (80'%.). Literacy: Dragonese (98%,). Language: Dragonese (98
0
/0).
Language: American (9B%). Pilol Motorcycle (98°!.:.). Pilot Hovercraft (95"/0).
Horsemanship {72%}. Hand to Hand: Martial W.P. Pistol. W.P. Energy
Rifle, W.P. Heavy Energy Weapons. W.P. Chain. W.P. Sword, W.P. Blunt.
Standard Equipment: Radio transceiver. traveling c!othes. Coalition Firebreather. and two 10
four weeKS' worth of iood
Weapons: Coalition
: Typically rides on horseback. whenever
Money; Has access to 500 Coalition credits.
Cybernetics & Bionics: None.
La Kang Sinn is a megalomaniac Chiang-Ku dragon who has sought to dominate others
tor many millennia. He believes that he should rule over all humans and other lesser creatures
divine rig:-n. The Chiang-Ku dragon. though, always seems 10 have 1ate working against him.
In his attempl to over and subjugate humans. in iourth-century Jerusalem. Lo Kang Sinn
was badly injured a mysterious and powerful wizard. It was during this time that the dragon
developed the name of Kirsah the Damned. Fearing death, the dragon put himself into a
magical slumber. through the centuries as his body slowly healed.
The dragon was two years by Tristan Spyre, who accidentally awoke the
beast while exploring some caves. The two, realizing that they were kindred spirits, decided to
team up. Kirsah became man (or dragon) in his all
command when is from However,
of one another, each plots to betray the is
though. two act as friends.
Kirsah is prone to explosive of often acts
before he thinks. He to in human whenever many of Spyre's
other henchmen do not the true nature of Kirsah. Chiang-Ku dragon is an extremely
violent creature who treats he to inferior as insignificant highly
Kirsah the delights in cruelty trouble. and is a dangerous for
DARNIZHON
Darnizhon Vatek
l
Human Mystic
Alignment: Diabolic
Attributes: 1.0. M.E. 22. M.A. 19,
Hit POinls/S.D.C.: 51/20
P.P.E.: 193
I.S.P.: 104
Horror Factor: Not applicable
C.C.C.: Mystic
Level of 12th
10. 9. 13, 7. 16.
Natural Abilities: Sense supernatural open oneself to the supematural.
Psionic Powers; Major psionic. Powers include: exorcism. clairvoyance, sixth sense. see the
invisible, presence sense. psychic surgery, and bio-manipulation.
Magical Knowledge: to cast and use many mystic spells.
MagIcal Spells: Cloud of Smoke, Death Trance, See Aura, Concealment. Fear, Turn Dead,
Armor of Ithan. Energy Bolt, Paralysis: Lesser. Ignite Shadow Meld. Trance. Magic
Net. Domination. Horrific Illusion, Compulsion, Apparition, Constrain Being, Second
Sight, Metamorphosis: Human, Wisps of Confusion. Protection Circle: Simple. Summon
& Control Canines, Control/Enslave Entity. Mystic Portal, Create Mummy. Create Magic
Scroll, Summon & Control Entity. Create
Combat Abilities: Expert
67
Attacks per Melee Round: Four
Bonuses: +2 ',0 strike, +3 to parry/dodge. +2 to roll/fall with punch/impact, critical strike on roll
of 18. 19, or 20, +410 save versus psionics, +2 to save versus horror factor. +4 to save
versus magic,
Skills Note: (98<'10), Play Guitar (98
%
), Radio: (98%.), Wilderness Survival
(98
0
/0), Athletics (General), Disguise (98'%). Escape Artist (9B%,), Climbing (98'%,),
Lore (9B%,). Anthropology (9B%), Archaeology (98
%
), Holistic Medicine (98%) Demon
Lore (98
%
). Literacy: Dragonese (98%). Literacy: American (98%), Language:
Dragonese (98
0
/0), Language: American (98%), Language: Euro (98%), Language;
(98%), Pilot Motorcycle (98%), Horsemanship (98°/c). Hand to Hand: Expert.
Pistol, W,P. Energy Rifle, W.P. Sword.
Standard Equipment: Radio transceiver, walking staff, normallongsword, and two to four
weeks' worth of food rations.
Weapons: Usually just a or wooden
Transportation: Typically rides on horseback, whenever possible.
Money: None.
Cybernetics & Bionics: None.
Very Idle is known about the past of the Darnizhon, If claims to be
over thousand years and based on his detailed of being significantly involved in
the revolutions. word may true. Darnizhon is a born
troublemaker. delights in anarchy and the current moment, is
indirectly helping on Rifts by forming apocalypse cults, which believe that the end
the world is near. However. has actually never met Spyre or any of his lieutenants.
Oarnizhon serves a demonic entiiy with god-like called the In
ior being granted magical abilities
creates mayhem on many different worlds and ritually human
Voordinaz. Darnizhon is a flippant, individual with little regard for
Hves others. He is more in making trouble than and will do
incredibly or things in the name of creating He is a tall human,
a feet tall, and only wears simple black hooded Damizhon is
his head. bright red and a purple tattoo (non-magical) of a dragon
right his
RYOGA AN
Ryoga Dan, Human Cyberknight
(Original Concept by Eric Mee)
Alignment:
Attributes: I.Q. 14. M.E. 17. MA 10.
Hit Points/S.D.C.: 44/70
P.P.E.: 7
LS.P.: 44
Horror Factor: Not applicable
O.C.C.: Cyberknight
Level of 6th
17, 21.
Natural Abilities: Able to create psi-sword M.D.)
14, P.B. 15. Spd 30.
PSionic Powers: Minor psionic. Powers include: mind block, psi-sword. sixth sense, and
object read.
Magical Knowledge: None.
Combat Abilities: Arts
Attacks per Melee Round: Four
+ 1 to initiative. +5 to strike. +6 to parry/dodge, +2 to roll/fall with punchlimpact.
critical strike on roll of i 8, 19. or +4 to save versus psionics, +2 to save versus horror factor.
+4 to save versus magic.
of Note: Basic Math Advanced Math (75
0
/0), Computer Operation (70%.), Computer
Programming (60'%,), Radio: Basic (75
0
/0), Radio: (65':0;0), Swimming (80%).
Wilderness Survival (98%). Athletics (General). (80'%). Land Navigation (72"'/0).
Escape Artist (60%), Climbing (70%,). Faerie Anthropology Demon Lore
(70%.). literacy: American (BOO/o), Language: (96%), American (96%),
Language: (90'%,), Robots and Power Armor (74%), Robot Power Armor: Basic, Pilot
Motorcycle (84
0
/0), Horsemanship (79%), Hand to Hand: Martial Arts. W.P Energy Pistol, W.P.
Energy Rifle, W.P. Sword. W.P. Chain, W.P. Blunt, W.P. Submachinegun. W.P. Rifle, W.P.
Heavy Energy Weapons.
Standard Equipment: Radio transceiver, gas tinted goggles, tent, knapsack, and two to
four weeks' worth of rations.
Weapons: A normal katana Rifle are usual weapons, in addition to the
Transportation: Typically fIdes on horseback or a Highwayman motorcycle, whenever possible.
Money: Has about 400 Coalition credits.
Cybernetics & Bionics: Cyber-Armor M.D.C.), amplified hearing, mUlti-optic
Ryoga is a troubled man with a troubled past. originally was bam in
formerly known as China, where he his cyberknight abilities to help out and
other Ryoga Dan was a hero.
village was attacked wi1hout warning by four adult dragons. For
reasons he cannot he survived. awoke the with a tattoo of a
dragon's tooth imbedded on his lett arm. Somehow, he that was a symbol of his
ultimate destiny.
After traveling through many worlds for years, Ryoga Dan found
in NorthAm of Rifts mercenary group called Banwok
Hunters at this time Dimension The Banwok Hunters for details). and joined
their He became good friends with the Undead Slayer Archimedes, and became almost
maniacally with destroying the Banwok. whom he believed to be evil incarnate. At
last, Ryoga thought he had found his purpose in li1e.
A ago, the cyberknight was thought slain by his comrades. Fighting several
8anwok on the world of Hrogrythlor. Ryoga Dan was mortally wounded by Banwok laser fire in a
surprise attack, the Banwok Hunters were forced to retreat without the body of their friend.
Watching the battle unbeknownst to all, though, was Tristan Spyre. He had heard of the 8anwok
Hunters - in fact. he had tought them once before - and wanted to see what their capabilities in
combat amounted to. He also wanted to learn about the Banwok. both sides left the
battlefield. Spyre took Ryoga Dan's body, and retumed to one of his bases on Jarnaka. There.
he was to return Ryoga Dan back to life.
With help of Cardinal Cray. Spyre reprogrammed parts of Ryoga Dan's mind. Ryoga
Dan remembers very 1"rt1le regarding the truth of his past. and believes that Spyre is a
attempting to free the people of Rifts from evil factions such as the Coalition,
the Banwok Hunters. Spyrs plans to use the young cyberknight against his former
allies, although has not developed a detailed for doing so. However. while Ryoga
Dan been access to much information regarding true plans, certain
of Spyre and cohorts Ryoga to believe that Spyre is not the benevolent
protector of humanity that he claims to be. The only that Ryoga has confided his
doubts to is of inner circle, a woman Cheshire, whom the cyberknight has
fallen in love with. Both Spyre might be up to something sinister, and are both
quietly trying to find concrete proof of actions,
Ryoga Dan, off the is a cold and calculating who tries to look at all
situations quite logically and analytically. In a fight, he in a berserking rage. fighting with
such a that often scares allies as well as his enemies. He is a short man, though
69
features and long, jet-black hair. He prefers to use his psi-sword in
being a part of Spyre's forces at the moment. is an honorable and good man.
CHESHIRE
Monica GaMble! Mutant Superhero
(Original Concept by Rick Schmidt)
Alignment: Unprincipled
Attributes: La. M.E. 19, MA 11. P.S. 30 (supernatural).
Hit Points/M.D.C.: 800 M.D.C.
P.P.E..: 5
-6
Horror Factor: Not applicable
D.C.C.: Mutant Superhero (from Rifts Conversion Book)
Level of Experience: 7th
29, 34, 19, Spd 71.
Natural Abilities: has several all listed in Rifts Book.
Among these powers are: flight. invulnerability, super-strength. and claws (capable of
inflicting 4D6 M.D.C.)
Psionic None.
Magical Knowledge: None.
Combat Abilities: Arts
Attacks Melee Four
Bonuses: +8 to strike, to parry/dodge, +2 to roll/fall with punch/impact, critical strike on roll
of 18,19. or 20.
Skills of Note: Basic Math (85
0
/0). Advanced Math (85%,), Computer Operation (7S
0
/c), Computer
(65'%). Repair Computer Hacking (50'%.). Chemistry
:1"1,:>,,,,,,,':'1 Analytical (60
0
/0), Cryptography (70%), Basic (80'''10). Radio:
",,,,'-:lIT',h (75"/0). Acrobatics. Gymnastics, Swimming (80%), Prowl (65"/o), Wilderness
Survival (65%), Athletics Land Navigation (65%),
Intelligence (66"/0), Concealment (SSO/o), Artist (60%), Climbing (70%).
Literacy: American (96%), Literacy: Euro (65%), American (96''1.:,), Language:
(85%,), Pilot Motorcycle (88%). Pilot Helicopter (80%), Pilot Automobile (84
0
/0),
Horsemanship Hand to Hand: Martial W.P. Energy Pistol, W.P. Energy
Rifle, . Sword. W.P. Revolver. W.P. Submachinegun, W.P. Rifle.
Standard Equipment: Radio gas tinted infrared binoculars,
jumpsuit. knapsack. and two to four weeks' worth of food rations.
Weapons: Claws. and a NG-Super Pistol/Grenade Launcher
Transportation: Uses her powers of 11ight
Money: Has about 1500 Coalition credits.
Cybernetics & Bionics: None.
Monica Gamble was born in in one of the many parallel dimensions of Rifts
Earth. A bright young woman. she graduated from Cambridge at a fairly young age and worked
as a chemical engineers for a few years. It was at this time that her inborn mutant powers
10 manifest themselves. Seeing a potential to make the world better, Monica abandoned her
normal life and joined the United team of superheroes called U.NJ.STAR.
Adopting name of Cheshire, quickly became one of the most popular heroes of
U.N.LSTAR in Munich. With a flair for the dramatic as well as being beautiful
and stubbom, found suddenly to one of the most popular women on the
planet. She fell in love with the leader of U.N.I.STAR at this time, a daredevil super-
life like some sort of perfect fairy-tale.
The man who this dream existence was the most notorious villain known in
that particular dimension of Rifts Earth: Spyre. In one of his most infamous plots of the
70
a nuclear beneath the city of Chicago, attempting to
blackmaillhe city for billion dollars. U,N.I.STAA was in to aid U.N.I.STAR
America in finding and disarming the device before it could go off. heroes Wonder Guy and
Feedback managed to find the device, but while at1empting to disarm the bomb, they
accidentally opened up a temporary rift, which brought them to the current Rihs Earth. However,
to the public at home, they were thought to be dead.
Wanting vengeance, Cheshire volunteered to hunt down Spyre, who had fled from the
forces of U.N.I.STAR into the future, using an experimental time machine. Unfortunately, when
the time machine brought her to Rifts Earth, she landed unconscious in one of Spyre's bases.
Spyrs seized opportunity, and used Cardinal Cray to her memories. She currently
believes that she and were formerly superheroes from Earth's distant past, and were
accidentally brought to Rifts Earth in a accident. believes that Spyre is trying to work
for 01 humanity, and is completely unaware that both Wonder Guy and Feedback are
on Rifts Earth. However, while Cheshire has been purposely denied access to much
information regarding Spyre's true plans, certain actions of Spyrs and his cohorts led
Cheshire 10 believe that Spyre is not the benevolent protector 01 humanity that he claims to be.
The only person that Cheshire has confided her doubts to is another of Spyre's inner circle, a
cyberknight called Ryoga Dan, whom the heroine fallen in love with. Both that Spyre
might be up to something quite and are both quietly trying to find concrete proof of these
actions_
Cheshire was one 01 the tactical leaders of U.N Europe, and still fights quite
intelligenlly shrewdly. She is a stunningly beautiful woman, with tresses of long, curly red
hair. She normally is qu mischievous and has a sense of humor with her friends, but her
recent time spent with Spyre her a more somber individual. She is a thoughtful
young woman who in protecting the good of humanity, and always acts in
of others, being with at the nn:;;,eDlrn
TRIST AN SPYRE
Tristan Spyre, Mutant Supervillain
(Original Concept by John Geoghegan)
Alignment: Aberrant
Attributes: 1.0. M.E. 24, MA 17, P.S. 40 (supernatural), P.P. 30, P.E.
Hit Points/M.D,C.: 800 M.D.C. (normal). 3200 (with the Heart
P.P.E.: 550 (with the Runes1aff of Judas)
I.S.P.: 6
Horror Factor: Not !:InnJ.!''''
. Mutant Supervillain
Level of Experience: 14th
Rifts Conversion Book)
Natural Abilities: Spyre several super-powers, all in the
Among these "'".,""""= are: flight, invulnerability, magnetism,
telepathy, and emotion control.
Psionic Powers:
Magical Knowledge: Only what is available to him using the Demon Heart and the Aunestaff of
Combat Abilities: Martial Arts
Attacks per Melee Round: Eight (including boxing, and the of Judas)
10 initiative, +8 to strike, +9 to parry/dodge. +2 to roillfall with punch/impact,
strike on roll of 18, ; 9, or 20.
Skills of Note: Basic Math (98°/.,), Advanced Math (98°/.,). Computer Operation (98%), Computer
Programming (98<%), Computer Repair (98'%), Computer Hacking (98"10),
(98%). Chemistry: Analytical (98'%), Anthropology (98%), Astronomy
(98<>/0), (98%), Cryptography Surveillance Systems
71
(98%), Radio: Scramblers (98%). Play Violin (98'%), BasIc Electronics (98%), Electrical
Engineer (98%), Electronics (98%). Aircraft Mechanics (98'%), Mechanical
Engineer (98%,). Robot Mechanics (98
%
), Weapons Engineer (98
0
/,,). Forensics (98%).
Medical Doctor (98
0
/0), M.D. (98%). Demolitions (98%), Acrobatics,
Gymnastics, Boxing. Swimming (98%), Prowl (98%), Wilderness Survival (98C./.:.),
Athletics (General), Land Navigation (98%), Intelligence Delect Concealment
(98'%). Navigation (98%), Read Sensory Equipment
(98%).Escape Artist (98%) , Climbing (98%), Literacy: American
(98'%). Spanish (98
Oc
/o), Literacy: Dragonese Language:
Language: Euro (98"/0), Language: Spanish (98%). Language: Dragonese (98
0
/0),
Motorcycle (98%). Pilot Robots and Power Armor (98%,), Pilot Airplane (98
0
/,,), Pilot
Hovercraft (98%), Pilot (98':>/0), Pilot Automobile (98%), Horsemanship (98%),
Hand to Hand: Martial Arts, Combat: W.P. Heavy Energy Weapons. W.P.
EnEirgy Pistol. W.P. Energy W.P. Sword, W.P. W.P. Submachinegun.
W.P.
Standard Equipment: Radio gas mask, tinted infrared i:unOClllars,
lmn<::iln knapsack, and two to four weeks' worth of rations.
Weapons: The Runestaff ot and special forearm blasters (normally inflicts 606 M.D.; if
in conjunction with magnetic powers, inflicts 3010·10 M.D.)
Transportation: Uses his powers of flight.
Money: Has access to over million Coalition credits.
Cybernetics & Bionics: None.
Tristan Spyre was born in the late twentieth century in a parallel dimension of Earth. His
parents were Antonio and Claudia Spyre, two world-renowned psychologists who taught at Yale
University.' At an early age, Tristan's parents noticed how frighteningly their child was.
They also noticed young Tristan seemed to have no instinctual concept of morals. They
tried to give him a good, sound, moral to draw upon, but somehow it was always flawed.
Tristan Spyre regarded everyone around him as his intellectual inferior, including his parents.
The child quickly passed through school. and gained some notoriety as a child
the age of eleven, he had graduated from M.LT. with a triple doctorate in genetics,
computers, and chemistry with perfect He taught at Yale for a few years after but
quickly grew with the monotony of his existence. he had secretly noticed his
mutant powers, had kept their As soon as he was old enough, he the
military, part of the Airborne He in the military for about
and was discharged as a Captain the Air Force.
time, realized that he was far physically and intellectually to
on the Earth. He decided that it was destiny in life to rule or
destroy the (est of world. formed a group of like-minded supervillains called MAYHEM,
which strove for world domination. this group was almost always thwarted by the
superhero group called U.N.LSTAR, and Spyre served several sentences in jail of this
group (Spyre, though, invariably broke out of prison a months after being incarcerated). He
became known as the world's most dangerous criminal.
a failed attempt to destroy the city 01 cnlca'lO using weapons. though.
found he was being hunted and persecuted to an extreme extent He was thought to
be guilty of the presumed murders of the heroes Wonder Guy and This made it
nearly impossible to exist in his own world. who had been secretly developing an
experimental time machine for several governments in the Middle East, decided to escape into
the future, Using one of machines, Spyre fled hundreds of years into the future. When he
awoke after a long in his time machine, he discovered that he was in the New German
Republic in Rifts Earth.
At first, Spyre attempted to take over the government of the NGR. He augmented a
Tyrannosaurus Rex into genius levels, which became his Jericho (see Ritts
Dimension Book: The Banwok Hunters) for details. However, never developed the forces
to become successful, and was almost killed in a fight with the mercenary
n
called the Banwok Hunters. Regrouping his efforts. Spyre began exploring diHerent dimensions.
Irying to find a way to gain more power. In Jamaka. he found his way. In an ancient Chorrdali
tomb. he found the Demon Heart and of Judas. With these items. he 10
build his forces once more, plotting to lake of the State of Lone Star. which he oell!eVElS
to be a more first target than the New German Reput)llc.
Spyre is not a unnecessarily cruel villain, but will do whatever is to
accomplish his He is a lali, powerfully built man, with long blond hair and a
normally wears a simple black jumpsuit. He is a fearsome fighter, but not overly or
stupid. which makes him extremely dangerous.
ARTIF ACTS OF JARNAKA
Mast of the strange wonderful artifacts on Jamaka did not originally come
from that world. However, their presence on Jarnaka is now known, and these have the
potential 10 make a significant impact on Jarnaka's future.
BLOODSORROW
Magical Power Armor
Model Type: Wolfen3302
Class: Military Assault Armor
Crew: One
M.D.C. by Location:
Forearm Short-Range Missile Launchers (2) - 140 each
Shoulder Medium-Range Missile Launchers - 230 each
Right Rail Cannon - 100 Legs - 190
Head - 100 Arms - 160 each
Ion (3) - 130 Chest Cannon - 270
"Depleting the M.D.C, of the main body will shut down the armor, rendeling it completely U::>!:;"It;.;:,;:,
and unusable.
across.
Statistical Data:
29 feet
15 ieet
7ieet
can allow the armor to up to 20 feet high or
adciiticlnal feet with a rur:rninlQ start.
Y:.!.ff.tlQ.!:!t 2.7 tons fully loaded .
Equa I to a P. S. 30.
=-",,= l\iI"",.....,,1 cargo space; enough room is available for a hand-held weapon and personal
gear.
Power System: the energy life is thought to be well over 200
Black Markel Cost: BloodsofroW armor is unique; the price, it offered for would most
likely be well over one hundred million credits.
Weapon Systems:
73
1. Wolfen Forearm Rail Cannon: A high powered railgun is mounted over the right forearm of
the power armor. When not in use, the gun can be contracted back inside the armor plating.
Primary Purpose: Assault
Secondary Purpose: Anti·Armor
Mega-Damage: 1 0 M.D. for a burst of thirty rounds.
Rate of Fire: Equal to the number of the hand to hand attacks of the pilot.
Maximum Effective Range: 3000 feet
Payload' Three hundred rounds of ammunition, allowing ten bursts from the gun before
being reloaded.
2. Wolfen Chest Ion Cannons: Three small but powerful ion cannons are mounted into the
chest unit of the power armor. These cannons cannot be rotated: the armor must directly face
the intended target to use these weapons against an opponent.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: 2D4*10 M.D. per cannon
Rate of Fire: Equal to the number of the hand to hand attacks of the pilot.
Maximum Effective Range: 1600 feet
Payload: EHectively unlimited.
3. Wolfen Chest Laser Cannon: A large and powerful variable-frequency laser cannon is
mounted into the chest unit of the power armor. This cannon cannot be rotated: the armor must
directly face the intended target to use this weapon against an opponent.
Primary Purpose: Assault
Secondary Puroose: Anti-Aircraft
Mega-Damage: 4D6·10 M.D. per cannon
Rate of Fire: Equal to the number of the hand to hand attacks of the pilot.
Maximum Effective Ranae: 2400 feet
Payload: Effectively unlimited.
4. Wolfen Short-Range Missile Launchers: A short-range missile launcher is located right
over each of the robot armor's wrists, each with a payload of two short-range missiles.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Missile Type: Any type of short-range missile can be used.
Mega-Damage: Varies per missile.
Range: Varies per missile.
Rate 01 Fire: One at a time, or in volleys of two or four.
Payload: Four, two per launcher.
5. Wolfen Medium-Range Missile Launchers: Two large medium-range missile launchers are
located right over each of the robot armor's shoulders, each with a payload of twelve medium-
range missiles.
Primary Assault
Secondary Purpose: Anti-Aircraft
Missile Type: Any type of medium-range missile can be used.
Mega-Damage: Varies per missile.
Range: Varies per missile.
Rate of Fire: One at a time, or in volleys of two, four, eight, or twelve.
Payload: Twenty-four. twelve per launcher.
6. Hand to Hand Combat: Either by using its blades or more conventional means, the power
armor can be used in hand to hand combat. Because the armor is so unique, the user must
have the Robot Power Armor: Elite skill to use the combat bonuses available.
74
+2 to initiative, + 7 to strike/parry/dodge, +6 to roll with or
fall/impact.
Restrained punch/kick 106 M.D., full strength punch 206 M.D., power punch
406 M.D. (counts as two attacks), judo fliplthrow 104 M.D.
7. Sensor Systems: The Bloodsorrow Power Armor also has important sensory features:
1, Thermoimager: A optical sensor allows the infrared radiation of warm
to be converted into visual Enables the pilot to see in the through smoke. and in
shadows. 3000
This optical system projects beams of ultraviolet and
Inlr'::!r,::;,n light. allowing the 10 see in those particular spectrums. Note: Others with these
detection systems will see these them to trace the source.
3. Ion Beam Taraeting: Applies to missile launchers. the ion cannons, the rail
cannon, and the laser cannon. Adds +5 to strike.
The armor called Bloodsorrow was originally created by the (see
Rifts Dimension Book: The Banwok Hun1ers) for its former master Orcas years
ago. Orcas, a lord, wished to have two suits of power armor, one meant for brutal
power. one meant for more covert operations. Bloodsorrow represents sheer force. After Orcas
was slain, the armor lay abandoned until it was discovered by several traveling Chorrdali
Barbarians, who it back with to Jarnaka. While none of the Chorrdali Barbarians
are quite sure how to properly use the armor, they do plan to use the armor in an
attack againsl the Kingdom of Chorrdalis.
THE RUNEST AFF OF JUDAS
(Also known as Damnation Rod; Dark Betrayal)
Iscaras Cursed Rune 51aff
Alignment: Miscreant
Known Powers: Gives the wielder the following 500 P.P.E., 600 M.D.C., the ability to
cast three spells of any level once per day, +2 +2 to 206 M.D.
and kills an unarmored opponent instantly on a roll of a natural
telepathically with its wielder.
Iscaras Freisson was born on the medieval world of Maelstrom now known as Udzalle
the forthcoming Rifts Dimension Book: The Crimson Maelstrom for more details}. An
elven noble a militaristic society. he was ridiculed for his intellee; and his weak
nature. Iscaras grew twisted as grew older, eventually killing his older hrr,th"f
Vanir. the leader of the kingdoms. For his Iscaras was banished from Maelstro:m
to a world called Palladium.
Obsessed with power, Iscaras joined two other wizards - von
a wolfen to be known as Solomon; and Zechiara, a dernenlted
human magician to known as This small referred to itself as the
Storm. In order to control of this Palladium, wizards learned that they
could gain much by killing the known as Merlin on Earth. Storm
journeyed to and fought together
They lost. Merlin trapped the of the three in rune weapons as punishment for their
insolence. For reasons still unknown, Merlin renamed the - Iscaras was renamed Judas -
and placed a curse on the three weapons, should they be reunited. were
then scattered to far comers of the Earth. Judas was found, used, and by many
petty and men for thousands of years, eventually making his way to a tomb in Jarnaka.
There, he was by Tristan Spyre. Judas bargained with Spyre, granting him his powers in
exchange for a chance to help dominate the world. intent on commanding the multiverse
anyway, agr'e9':1.
75
Judas regards most lIving beings as and Thousands of years of hate
have made Judas incredibly smart, knowledgeable, and prejudiced. The only living being
Judas probably has ever respected is Spyre. who is fulfilling Judas' dreams of long ago. He
cares little for Spyre's lieutenants, though, and probably would not aid them if they got into
trouble.
The Runestaff of Judas is carved from mahogany. and is indestructible to any known
means of attack. The walking end of the Staff is capped with gold, and the head of the staff is
carved into a unicorn's head. Along the length of the Staff, carved in Celtic runes. is one word.
repeated over and over again·
THE DEMON HEART
Known Powers: Gives the wielder the following abilities: 1800 M.D.C., bio-regeneration at the
rate of 1010'10 per round, immunity to psionics, and the ability to see into the future
once per day. (GM's note: obviously, the exact future of campaign can never readily be
told. What Demon Heart show are not fact, but logical possibilities that the future hold. The
into the fulure that bearer of Demon Heart looks, the more possibilities that can
occur will shown until future is nothing but a ju mess. Make it perfectly to the
should they ever use Demon Heart. that they see are the most probable
outcomes of Also, deliberately in describing the future; use
like "a or "a few" of at cetera. Use your best judgment in trying to
predict the try not to give any too much information.)
The Demon Heart was by the godling called Ulith, who wanted to help his
followers guide their future. Instead, Demon became a catalyst for years of war of
bloodshed. as who learned powers to know the future. stone was thought
lost at the of war for the Heart. but in it was stolen a young Chondali
soldier named Irewarg. Badly wounded in battle. he with his in an
Chorrdali tomb. He died in that tomb next to Runestaff of Judas. never realizing how much
power had been so close to his grasp.
Both the Runeslaff and the Demon Heart were discovered by
preliminary explorations of Jarnaka. The Runestaif told of Demon
Spyre immediately the slone. He currently wears on a titanium chain around his neck.
has never told anyone that actually has discovered the Demon Heart, has hinted to the
Ulithlogg thai he knows where the stone is located in order to gain their help.
The Demon Heart. for all its power, is not sentient. It has no idea of the and
sorrow that it is responsible for. The stone itself is black and heart-shaped, about the of a
human fist and is indestructible to any known means of attack.. Two purple flaws. lines, run
and criss-cross over the surface of the Demon Heart. The magical stone is the most coveted
and holy item known on Jarnaka: thousands would gladly kill in order to possess it.
GOBLINTHORNE
Magical Power Armor
Model Type: Wolten 0502
Class: Military Assault Armor
Crew: One
by
Upper Short-Range Launchers
Shoulder Mini-Missile Launchers (2) - 100
Forearm Laser (2) - 110
Head - 80
Chest Ion Cannons (2) - 130 each
76
-140
(2) 150 each
Arms (2) - 130 each
*Main Body - 490
'Depleting the M.D.C. of the main body will shut down the armor, rendering it completely useless
and unusable.
Speed:
.:...=:..:..:..:..:.:..:.= 50 mph maximum
.b.e.;aQ!Jo.g,,; The powerful robot legs can allow the armor 10 up to 20 feet high or
across. Add an additional twenty leet wi1h a running start.
Statistical Data:
18 feel
8 feet
5 feet
1.5 tons fully loaded.
Equal to a P.S. 30.
("; space; enough room is available for a hand-held weapon personal
gear.
Power System: Technowizard; the energy is thought to be well over 200
Black Market Cost· The Goblinthorne armor is unique; the if offered for would most
likely be well over one hundred million credits.
Weapon
1. Wolfen Chest Ion Cannons: Two small but powerful ion cannons are mounted into the
chest unrt at the power armor. These cannons cannot be the armor must directly face
the intended to use these weapons an opponent
Assa u It
Defense
204 '10 per cannon
Rate of Fire: to the the hand to hand attacks of the pilot.
Maximum EHective Range: 1600 feet
Payload: Effectively unlimited.
2. Wolian Chest Laser Cannons: Two large and powerful variable-frequency laser cannon are
mounted into the of the armor. When not in use, guns can be contracted
the armor plating.
cannon
'"'"'''''''' of the hand to hand atta:cks of the pilot.
2000 feet
4. Wolten Short
4
Range Missile Launchers: A pair of short-range are
located on each thigh of the power armor, each with a payload of six short-range missiles.

of missile can
per missile.
missile.
at a time, or in volleys of two, or twelve.
six per
5. Wolfen Mini-Missile Launchers: Two small retractable .. launchers are located
right over each of the robot armor's shoulders, each with a payload of mini-missiles.
77
at a time, or in volleys of four, or
'--"".L!-"':"'""'-t Thirty-six, launcher.
S. Hand to Hand Combat: Either using blades or more conventional means, the power
armor can used in hand to hand combat. Because the armor is so unique, the user must
the Robot Power Armor: Elite skill to use the combat bonuses available.
+4 to initiative, +9 to strike/parry/dodge, +13 to roll with punch or
fall/impact
Restrained punch/kick 1 06 M.D .. full strength punch 206 M.D., power punch
406 M.D. (counts as two attacks), judo fliplthrow 104 M.D.
7. Sensor Systems: The Goblinthome Power Armor also has important sensory features:
A special optical sensor allows the infrared radiation of warm objects
to into images. pilot to see in the dark, through smoke, and in
shadows. Range: 6000 feet.
optical syS1em projects beams of ultraviolet and
infrared light. allowing the pilot to see in those particular Note: Others with these
\I""U"<:O will see allowing to trace the source.
Applies to all the the ion cannons, the rail
+9 to
armor called Goblinthorne was originally created the
Rifts Dimension Book: The Banwok Hunters) for its former master Orcas about thirty
Orcas, a vampire lord, wished to two suits power armor, one meant for brutal
power, one mean1 for more covert operations. Bloodsorrow represents a more subtle approach
to combat. After was slain, the armor lay abandoned until i1 was discovered by several
traveling Chorrdali Barbarians. who brought it with them to Jarnaka. While none of the
Chorrdali Barbarians are quite sure how to properly use the armor, they do eventually plan to use
the armor in an attack against the Kingdom of Chorrdalis.
THE ARMOR OF CHARLEMAGNE
Known Powers: Grants the wielder the following abilities: an additional 350 M.D.C., +1 on
initiative, +2 attacks, and immunity to spells. If the M.D.C. is depleted, the armor is
completely destroyed.
The Armor of Charlemagne was thought to be a mythical suit of armor used thousands
of ago by the warrior Roland. In fact, it is quite real. The armor was recently discovered
on Rifts Earth by the Undead Archimedes (see Rifts Dimension Book: The Banwok
Hunters), was to the armor on armor was found
again by chance, by a patrol of Chorrdali soldiers. gave this armor to the Vernalik
Chorrdahsi as Chorrdahsi takes great pride in this armor, and now wears it into battle.
The armor may only wam by a honorable man, and while Chorrdahsi is an extremely
prejudiced individua1, does have honor. The armor is an enchanted suit of medieval plate
mail armor, weighs virtually n01hing at all. On the chest of the armor is a faded, painted
crest of a German
WRAITH
(Also known as the Axe of Vampires)
7H
Josiah Wraith, Cursed Battle Axe
Alignment: Diabolic
Known Powers: Gives the wielder the following abilnies: able to teleport as per the teleport:
spell once day, inflicts triple on a critical hit, and can automatically parry any
it or missile. not to magical psionic
1 D1 0-1 0+50 M.D. Can communicate telepathically with wielder. The axe possesses
600 M.D.C.
- finis -
previously published:
rifts dimension book: the banwok hunters (hrogrythlor)
forthcoming:
rifts dimension book: four keys (qem'chomudu)
rifts dimension book: crimson maelstrom (liclzalle)
79
NDERONE
''where reality and fantasy become one"

NOTES FROM THE TIME MACHINE

I wrote "Demon Bean Falling" in Ihe winter of 1994/1995, when I was a senior at the University of Notre Dame. I'd been running a regular RJFTS campaign for my friends since 1990, and had become obsessed with two things: becoming a writer, and working for Palladium Books. The material in Ihis book (along with the material in its companion, "The Banwok Hunters") reflect a 101 of the original material I wrote and used in my ongoing RIFTS campaign during that time. I submitted both the manuscript for this book and "The Banwok Hunters" to Palladium Books in the spring of 1995. For a while, illooked like Palladium migh1 publish them. Ultimately, they didn't. I learned a lot from that experience, though, and ultimately it helped me to get published, and to become a better writer. Both "Demon Heart Falling" and "The Banwok Hunters" were put in storage, and were forgotten. I moved on to other games, and other things. Fast-forward just about fifteen years later, to the fall of2009. While looking for some other old games in the attic, I found one of the original copies of "Demon Hearl Falling" - probably the only copy still in existence. I'd printed some copies of it for my friends way back in the day, complete with a cover and comb binding. I'd assumed that all copies - including my own - were long-lost to the ravages of time. Wrong. Here was the last copy, staring me in the face. So I re-read it. And liked it. It's not the greatest book in the world, ('II be honest. For that matter, it's probably not good. It's decent. It's an excellent reflection oflhe author I was back then - raw, hungry, passionate, and practically exploding wilh ideas. It lacks a lot of the polish and refinement needed from a more experienced writer, which could've made it into something far better than what it was. But it's not terrible. It's just a glimpse at the author 1 was, and the author I would become. So [present it to you, for your enjoyment. If you can use any of this stuff in your own RIFTS game, awesome. Let me know about it. Ifnot ... well, I hope you enjoy what you read, and it at least makes you smile. Warts, naws and all, I'm proud of this one. It told me that I could be a writer.

Mike Ferguson November 5,2009

"Copyright © 1990. 2005 and 2009 Palladium Books Inc. & Kevin Siembieda: all rights reserved worldwide. No part of this work may be sold, distributed or reproduced in part or whole. in any form or by any means, without written permission from the publisher. All incidents, situations, institutions. governments and people areflclional and any similarity to characters or persom' living or dead is strictly coincidental." "Rijls®, The Rifler®, RECON®, Splicers®, Palladium Books®. Phase World®, The Palladium Funtasy RolePlaying Game®, Megaverse®. Nightbane®, The Mechanoids®, The Mechanoid lnvasion®. Coalition Wars® and Afler the Bomb® are ReJ;istered Trademarks of Palladium Books Inc. Heroes Unlimited, Beyond the Supernatural. and other published hook titles, names, slogans and likenesses are trademarks of Pal/odium Books Inc. and Kevin Siembieda. "

rifts dimension book:

demon hear falling

created & written by: mike ferguson additional concepts & ideas by: john geoghegan, eric meet & rick schmid t

cover artwork by: eric mee

special thanks to:

doug cohen, jonathan day, laura ferguson, john geoghegan, eric mee , rick schmidt, & rich zeitler.

rifts is © and ™ by kevin siemb ieda and palladium games, in.c. aU rights reserved .

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The Journals of Taylor Kahl On Spyre's Trail Into the Pit The Ulithlogg Strange Druids A Day of Reckoning Jarnaka Nations of Jarnaka A History of the Planet Dimensional Doorways Reactions from Earth Powers Reactions from Wormwood Reactions from Phase World Reactions from Hrogrythlor Creatures of Jarnaka The Ulithlogg The Assassin's Guild Phasing Ulithlogg Assassin R.C.C. UJithlogg Tinker R.C.C. Ulithtogg Power Armor Kubita Power Armor Zethkonor Power Armor Chianes Power Armor Breythanok Power Armor Scimitar Warriors Other Weapons The Fortunado Armories The Chorrdali Caves of Gethsalij The Scarlet Waters Stone Weapons Chorrdali Soldier R.C.C. Chorrdall Barbarian R.C.C.

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The Kinsitata The Scarred Gods Korgata Trees

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The Kinsilata Wanderer The Kinsltata Druid Druidical Spells Druidical Rings Blarnogl Aederond The Swamplands Aederond Gliders The Aederond R Juggernaut Draykonis .The Mogor i 40 41 43 47 48 49 50 51 51 S3 54 56 Kunisat Heroes and Villains of Jarnaka Blackfist Torbitak Grand Vernalik Chorrdahsi Vardiba D'Exile Preacher : Offworlders on Cardinal Cray Kirsah Darnizhon Ryoga Dan Cheshire Tristan Artifacts of Jarnaka Bloodsorrow The The Demon Goblinthorne The Armor of Charlemagne Wraith 57 58 59 60 62 63 64 65 66 67 68 70 71 73 73 75 76 76 78 78 .

he alone makes the Banwok look like the buzzing of an annoying fly. From what our instruments can tell. It is unclear to us all how Spyre came to our time: the dimension rift that brought the superheroes Wonder Guy and Feedback to our world was a freak occurrence. The how of the matter really is quite unimportant now.. Our group fought Spyre nearly a year ago. and often stretch up to several hundred miles in diameter. it seems as though our eHorts have paid off. then we shall destroy his evil designs . but what a person! From what the compute:r records of our base indicate. You can always count on these overgrown rattlesnakes to rain on a parade. leading a terrorist faction against the Coalition called the Church of the Wyrm. and the number of innocent humans being slaughtered by these sadistic creatures has also been greatly reduced. as we both sought to acquire the rune sword Excalibur in Europe. With the shifte~ Gateway's help.I figured that was enough to kill any mortal. conferred on the matter of Spyre. but not harmful. we had assumed after our encounter with Spyre that the villain was dead. the Banwok Hunters. It is only one person. . Grendel. I doubt the leopard has changed its spots. I personally dumped over six rounds directly into his body using my Glitter Boy's boom gun . By tracking down the Church of the Wyrm. our trail led us to the Coalition State oi Lone Star. Regardless of the 8anwok. and what we could do about him. Our group. he represents things both wonderful and dangerous for the present. While I despise the Coalition and everything they stand for. . What matters is sending him back to his own time . my friends and I have found another menace threatening the free people of NorthAm.and him as well. we were able to locale the rift to Jarnaka by the nation of Tolkeen. Banwok attacks in the NorthAm region have tapered off drastically. though. I know that a world led by Tristan Spyre would be a thousand times more foul. since Spyre has done nothing to us so far. and learn of his true plans. If they threaten the people oi NorthAm. Always in the recorded histories. These fields of mud apparently take up much of the planet's surface. says that our efforts have aU been for naught. of course. After battling the evil menace of the Banwok for SO long.T HE OUR LSOF A o KA L CONDENSED EXCERPlrS FROM THE B OOK OF THE SAME TI L E CIRCA APRIL~ 106 P .find Spyre. His name is Tristan Spyre. It was then that we discovered that Spyre . He believes that the Banwok are merely biding their time until they can assemble greater attack forces than before. Apparently not Within the past several weeks we have come across transmissions indicating that Spyre was alive and well. Satan (what an appropriate name for a liar! Damn dragon1 suggested complete inaction on our part . if necessary. Spyre sought nothing less than world domination and total control of all its inhabitants.. Damn dragon.by his logic. Ol'J SPY RE~ S T AIL Our "borrowed" Coalition APC hit a slight snag shonly after entering the rift . the mud is slightly acidic. A mutant villain from the time before the Coming of the Rifts. Much as I abhor murder. or killing him. it may be our only option.were not on the Earth) They apparently had set up operations on a world called Jamaka. a one-in-a-million occurrence.we appeared in Jarnaka in an expanse of purplish mud. And so we entered the strange new world of Jarnaka. At the time. The rest of us reluctantly came to what I consider an acceptable compromise . The Apok Sylvain has swom to slay Spyre and the evil he represents.A.and his new horde of followers .

nearly eight feet in height . or 8anwok long as it doesn't come back any time soon. implying that if he could turn these weapons from ideas into reality. came out of in an attack and nearly our APC to shreds. but I wasn't in the mood to ask questions either. it did not appear to harm my good friend the Undead Slayer. they appear. care 100 much what the creature was . Natural seamlessly with manmade tunnels and armored laboratories. a powerful wizard and .'ouv'ov il in the cenler eye.some kmd of prehistoric dragon many sorcerous abilities.We were also attacked shortly after our arrival! resembling a dragon . . I really dan'. We would have 10 hide here on Jamaka tor some time if we ever to see home we made our way southward to safety in an area of large trees. were also very tall . apart from their the fact they possessed four arms. we were able to most of Spyre's . Living fTln. we found a vast passages . These robots friendly..draykonis. and only some brutal 'Archimedes to enter personal combat with the .temporarily. The look in as he spoke these with a new words was quite astounding. We were able to hack into one and laid oul here for the takeover of Lone Star by Spyre's terrorist the power to make for weaponry rivaling that of Triax. Sylvain discovered a weakness in the robot fairly quickly· a in the lower armor plating of Ihe robot seemed relatively weak and way quickly under fire. seemed much like humans in some ways. except for the nagging fact that its creator is a And everywhere we go. While the fire was . This forest although not nearly as magnificent as the Millennium Trees of Camelot What very notable about this foresl was the first inhabitants we encountered here. be only withstood by those of valor and virtue. honeS1ly don't know. You guessed it . dragon.Spyre.but barely weighed a hundred 2 . :fighting on his part was able 10 bring about I Ihat landed the killing blow as he . An eye the of a man was in the center of its from to off the rest of us which came blasts of intense bluish flame. to shoot our way out of that one (sad as it may seem. the robot. As we downloaded these who showed up. For the most part. Fortunately. two on each side instead of just one.'" death patrols. Grendel swears was not.. Antioch· a lire that !flame emitted from the beast's center eye is supposedly called the . guns blazing.". 'are mechanical harbingers of death that make Coalition skelebots seem not find matching 'Without warning. but even with only a few limited skirmishes with the knew that our presence inside Spyre's base couldn't be hidden In one of the main laboratories.as well as one of Tristan Spyre's ilNTO into Jarnaka's crust Spyre's is a veritable labyrinth. in fact. attempling to slaughter all they recognition codes..nfTl"".nn·t:T the in mud huts connected to one another by vine bridges were creatures Ulithlogg. we finally discovered lot of what we didn't want. going thousands of and caves blend in :and possibly spanning a hundred square miles in area. I saw the dragon view iPersonally.but much larger and with two heads. creature. a dragon: but a draykonis . that tends to for us). endless numbers of Scimitar Warriors. and scores of Scimitar Warriors and Ogre Tattooed Warriors! Where the latter . but a horrible realization came to us as we "'=~Q""I. an world. The at SI. with hundred miles of mud and a relentless us our home. we headed for Using some of the information that we had picked up around of caves and expanse of hills just west of the mudlands. The is a tribute to scientific achievement.

Ignorant savages. mumbling some form 01 prayer in Dragonese! We were surprised. Perhaps if I asked '. we noticed several Scimitar robots on patrol around the perimeter of the foresl. then. we learned that they were called the Kinsitata . but experience has taught us to expect the bizarre and the impossible by now. The Hunters were now being hunted. Satan also hinted at the faCt that he has been here several times before. Without warning. but we felt that our fortune lay with the unknown rather than with Tristan Spyre. we elected to move deeper into the unknown regions of the forest. they took our group to one of the larger. I could swear that I could see crimson robols and the face of Tristan Spyre. A very superstitious creature. a small group of four ape-like creatures came out in front of us. no more than four feet in height. completely unsure of where we were and where we were going. Sylvain compared their abilities to those of the druids of Camelot. hollow trees loca1ed along one of the ley lines . they still seemed fairly smart and possessed much magical ability. Apparently.deities whom they worship but apparently abandoned Jarnaka centuries ago. Even in my shadow. when we first arrived In the Ulithlogg village I was extremely skeptical. I learned that the language of the Ulithlogg was Dragonese l Even more surprising. So. but cool thinking by Archimedes and his quickly barked orders kept guns from blazing away. We were a JiNle on edge. These were places even the Ulithlogg did not know about. not a act of charity. Not a creature did we see . also I do not understand the connection dragons possess with this world.everything else is just a hallucination. STR The sunlight slowly vanished as we headed into the center of the forest. the Kinsitata first believed the dragons of our group to be something called the Scarred Gods . perhaps indicating that they are supernatural in origin. I finally asked the Kinsitata if they coulp help us return to Eanh.Usmall wanderers" in the dragon tongue.the only sound that we could hear was the warm hum 01 our own equipment and Ihe whispering breeze. It was time to move onward. to say the least. they proved to be very strong and tough. Once there. The lIlithlogg also apparently are well-known as assassins throughout many dimensions. Ihey look us 10 a well-stocked armory in the base oj one of the trees and were able to complete all repairs to our equipment in just a lew days. Suddenly. After living with the creatures for a tew days. No rifts were open that I could see. was not diminished once they learned of our real identities. it seemed. they fell prostrate in front of Grendel and Satan. Assisting or helping a non-Ulithlogg is a whim. a tiny assemblage of thatched cot1ages located at a nexus of lhree ley lines.twenty pounds. never mind. I think thaI all of us were tempted to laugh at them. we . they call them. and they held bunches of flowers in their outstretched hands. Their respec1 and willingness to help us. To my continuing astonishment. that we nearly killed the first creatures we met after two weeks of isolation in these woodlands. I wonder.that the Ulithlogg are a race of idiot savants. Since outside this immense forest meant certain at1ack and possible death. Days passed as we plodded onward.lithJogg to repair our armor. though. For their emaciated appearance. The Ulithlogg believe that they are the only "real" species of creatures in the universe . our sensors giving us no warning time at aiL Shots were nearly fired. To my surprise. They seemed to be merely primitives. but decided that they were at least allies The creatures led us back to their village. as they feel no moral obligations to illusions. and that the Ulrthlogg were the ones responsible f0r creating his mysterious Enforcer armor. capable of accomplishing astonishing feats without understanding what they are doing. It is somewhat understandable. To be honest. though. They looked like a pack of small blue gorillas. particularly in controlling the elements. capable of phasing through solid mat1er in order to reach their prey. They seem quite friendly. which I found a fairly apt analogy. in talking with the creatures. Satan explained to me ' and to the rest of our group . they told us just tb step inside the tree and we would be back on Earth. when that damned dragon Sal an asked the U. barely capable of counting to ten.the Korgata Trees. they knew of Earth and a way to return! After equipping us With some food. what other secrets has he held from us? Atter a few weeks of recovery among the Lllithlogg. This makes their sense of morality and ethics very bizarre.

but we quickly adjusted. we found ourselves outside a different Korgata tree Somewhere in a high mountain region. In comparison to the Earth. and using the stars and some basic astronomy. and is populated entirely by the Chorrdali. who knows what could happen? While the memories of Jarnaka linger in my mind . as will be seen in the histories below.barely four hundred million years old. but I persevered. we confirmed that we were indeed on Earth. with six major cities containing most of the population of the Chorrdali. The cold air and snow we found there was a complete ~hock to us. Much of the fresh waler supply was destroyed during the U/ithlogg-Blarnogl wars in the past few hundred years. Piohereu and Dilhijas. ADAY NING With a flash of pinkish light. Nehfarris . Chorrdalis is localed in southern Jarnaka. Speed is now of the essence. al ihe steep peaks form fortress-like walls and vicious demons known as the Mogor eXClusively inhabit these mountains. Behdilna. . The planet is approximately half the size of Ritts Earth. Its border is a nearly circular mountain range.the ~apital.the Ulithlogg. the sky cleared up. usually ranging at around sixty degrees Fahrenhert. The technology level of Chorrdalis is about that of fifteenth-century Earth. Chorrdalis is much like feudal society. The largest city . these species of creatures keep mostly to themselves. we said our good-byes and stepped into the Korgata Tree. though. with most of the tresh water supply lying at a large sea al the planet's ~quator. The world is typically ~arm in climate except at the polar regions. Within the Mogotu Peaks. A small elite aristocracy rules over the 4 . At nightfall. and has two uninhabited moons orbiting it. Jr. located on the fringes of the Three Galaxies. If he ever gains control of a nation of NorthAm and the resources there. making the planet quite accessible to travelers from Rifts Earth.meaning a considerable trek home. When Archimedes happened to inquire where on Earth we would be. In ~erms of society. Oligatis. This makes Chondalis a difficult place to attack. I promised on the grave of my dead father to protect people from evil. ley lines and magical energy abound on the planet. was IiteraHy sped ~p by divine intervention. that time must wart. Like the Chondali.are all fairly socially primhive and live in small. and nitrogen. Tristan Spyre must now faiL Taylor Kahl. Over seventy percent of Uarnaka's surlace is water. The other creatures of Jarnaka .only has a population of about forty thousand individuals. the world is fairly young . and the !<insitata . oxygen. Jarnaka has literally hundreds of ley Jines and nexuses crisscrossing the planet's surlace. I guessed we were ~mewhere in the Rocky Mountains of NorthAm . I thought the 8anwok ~ere unstoppable. The buildings here and in the other cities (Wherther. Chorrdalis is a fairly large nation. The atmosphere is an even mix of carbon dioxide. there are mostly grasslands and farmlands. Spyre has had a few weeks to advance even further in his plans to take over Lone Star. all the Kinsitata could say was "among their brethren" With our other option being Spyre in a fight we ~ere unprepared for. Mogeril. simple villages.the place seems like a dream now. and Zatgar) are all made of stone. the Aederond. I NAT i JARNAKA The Kingdom of Chorrdalis is the only formalized country on Jarnaka. but not an impossible journey. Also like Rifts Earth. about the size of Atlantis.went along with il. The world's evolution. (AKA Spitshine) J A The world of Jarnaka can be found orbiting the binary star system of Cortius Prime. and I would love to explore it fully someday. though. called the Mogotu Peaks.

and want nothing to do with unbelievers. wet Kinsita. If any of ior their freedom and ask for these B!arnogl are encountered by player characters. To be sure.rr'l:Ir'lh took his figurines and used his sorcerous to bring them to life. These godlings. have almosl universally left still on Jarnaka are slaves of the Chorrdali. for lhem to the as their own. impulsively decided that Jamaka was his new home. albe~ for different reasons. which the creatures there had to words for on their own. Corgarith decided to create qa. As can be seen reason for this is the influence of early in the planet's While the did not stay enough oj a significant influence on the other creatures there long upon Jarnaka.ve with the small world and the beautiful it Never before had the dragon gPd encountered a place where everything was so new. and did have the power of godlings. The Aederond live around equator of Jarnaka. Rifts Dimension Book: The Banwok Hunters). amongst the tre~s su nlight rarely meets the of the forest land. AH Thousands of years ago. The Ulithlogg. though. Unlike the other creatures. The name was Corgarith. have nasty dispositions and aren't very mostly in the northern forests of olose'lo The Ulithlogg and the the Peaks .the lying along the perimeter of these forest reCllOf'llS while the Kinsitata live in heart of these woodlands. or Grand Vernalil<. And the Aederond. forced to do menial labor for their masters.ata believe the other races of Jarnaka to be heretics. and all these villages are by chieftains or of some kind. and was a led it throughout different dimensions creature with an insatiable and different worlds for many millennia. constantly moving in search of game or better Jarnaka. few Blamogl Jamaka. Jarnaka. and Korrd. the Aederond are shelter. goddess of magic. of water. None of creatures belongs to a "proper" nation and none of these races has a central leader. These were to new gOO5:of Jarnaka. as they hi~e amidst the of known as sacred to all Chorrdali and a place where violence is forbidden by divine decree The intelligent races of Jarnaka the Ulithlogg. The only exceptions to this caste systems are small of Chorrdali barbarians. stone while the ruler ot Nehfarris is essentially an Overlord.dllrlqs godlings would help to shape and mold the world. All predominantly to themselves.hr'''''~>c that do not understand usually related to to Jarnaka. All of these creatures Aederond are very dwell in wrth populations ranging from to hundred. . slaves are extremely rare and almost never seen in The unifying of Jarnaka is Dragonese. the Kinsitata. they will help. Corgarith fell in 10.nation. have been historically dillicult to or though. were to be Jarnaka's future. the world of Jarnaka was visited by a powerful curious A dragon god. Rule is Duke or hereditary and the social structure of Chorrdalis is fairly rig·lo.of in nature. did not the power he dreamed he had. his children.". frankly. Jarnaka can understand the creatures Jarnaka well. his servants. of fire. god of the earth. However. the figurines were brought \0 life. while the 01 the Chorrdali population can be divided into one of four categories· or slaves Each city is ruled by a Vernalik (equivalent to a soldiers. However. usually on near swamps and jungles. would be Ulith. god of the wind. and the in the structure of their societies. with a 93°/" few words and . though. and not in seeking contact with The Kinlsi1. to be exact. while originally from The 81arnogl planet for the world of Hrogrythlor. To aid him in his mission. and he would direct its future. who 10 and are considered enemies of the state. for believe that all creatures apart from Ihemselves are either hallucinations or dreams. All life on Jarnaka would come Corgarilh. mud from the shores of the into figurines ot small :r. and the sentient life creating for the planet as well.

Contacting the ruthless weapons dealers there known as Naruni Enterprises. their creations seemed to be handling their own affairs quite nicely. and while they looked physically horrible. a species which had rleavily adopted recreational drugs inl0 its c. childish ~ntjcs of their marta! charges. The godlings squabbled and fought for a time. Ih particular. He thought he had des1royed his periect world. merely biding their time. the Ulithlogg. developing deadly v?eapons at a frightening pace that outmatched anything the Blarnogl or the Chorrdali could produce. the qhorrdali and the Blarnogl attacked the Ulithlogg. i As time passed. Af1er all. The Ulithlogg viewed this ability as the ~Itimate enhancement of their hallucinogenic society. a cracked and dis10rted image of what their creator had envisioned. but soon realized tllat they were the caretakers of an ~mpty world that they were supposed to fill with life. Instead of perlect dragons. and the Scarred Gods were disappoirned in the actions of the creatures of Jarnaka. They had adopled the belief that they were. Working together. believing I~at an object of such magnificence and power could only come from the father of the Scarred Gods. telling their former allies that Corgarith's Heart was only meant for Blamogl eyes and hands. The jewel had many strange properties. Chorrdali. the Scarred Gods never responded. and called it Corgarith's Heart. the Ulithlogg were stunned by the surprise assault. The mortal inhabitants of Jarnaka. In tact. most creatures of Jarnaka chose to believe that their gods had abandoned them. and the Blarnogl were ~ble to swittly seize Corgarith's Heart and take it into their own possession. One of the ~lInhlogg cut the gemstone into the shape of a heart. each preferring 10 deal with their own kind instead of the other races of Jarnaka. Using the rifts and ley lines of Jarnaka. of course). Corgarilh tied Jarnaka. they were hurt quite badly. : The war turned when the Blamogl. Ashamed of his failure. became extremely reclusive. Then. Corgarrth had created mutated monstrosities which were mere shadows of what they were supposed to be. t~e Blamogl had managed to find their way 10 Phase World. For about a year. they were unsure of who they were and what they were to do. they agreed to work together to steal the j~wel from the Ulithlogg. as they came to be known. the Scarred Gods never answered because they were so absolutely disgusted by the greedy. The Blarnogl quickly qackstabbed the Chorrdali. meanwhile. : Initially. they were exactly as smart and their souls were exactly as gentle as their creator had intended. in fact the only "real" creatures of Jarnaka. Secretly. and Blarnogl all prayed that they would be the sole possessors of Corgarrth's Heart. in unison. They desired the ability to see into the future.were horribly disfigured. the Chorrdali and the Blarnogl had learned of Corgarith's Heart.ulture. all the races 01 Jarnaka constantly prayed for some form of qivine intervention. the Aederond. now seeking the powerlul jewel for their own. All was well with Jarnaka for many centuries. Like ~mall children left alone. and be able to look into the source of a seemingly omniscient power. still in possession of Corgarnh's Heart. and still do to this day. and were j~alous of the Ulithlogg. Only I t~e Kinsitata still believed that the Scarred Gods existed. Corgarith's Heart represented ultimate transcendence to the Ulnhlogg. they each created a race creatures for the planet: the Ulithlogg. i However. An ugly three-way war ensued that lasted for many years. I Throughout the years of war. The different races of Jarnaka. the Scarred Gods. and coveted it above all things as a holy 9bject. for the most ~art. t~e two races amassed their forces in seclusion. As a result. the Kinsitata. All other creatures and events were eilher hallucinations or drug-induced dreams. some way for the situation to be resolved peaceably (the Ulilhlogg. Enraged. These mortal beings lived at first in harmony with one another and with their gods. and the Chorrdali. remained. I never to be seen again. the Blarnogl managed to obtain advanced weapons of . the Chorrdali attacked the Blarnogl. though. They had never imagined that their dreams could hurt them. many Ulithlogg discovered a black gemstone the size of a numan fist in their torest homeland that seemed very powerful and magical in nature. also became more withdrawn. but amongst the most fantastic was its ability 10 give those using it the ability to see into the future. and to use Corgarith's Heart for their own purposes. Ihe Scarred Gods became less interested in the development of their dharges and became more withdrawn from world affairs. believed that the Scarred Gods never answered because they no longer cared. However. Thousands at lives had been lost all for the sake of a material o~ject. I The new godlings. decided to take care ot their problems wijh help from another world. About six hundred years ago. The Ulrthlogg also began to attack the Blarnogl. the 81arnogl. However.

That was when the human Tristan Jarnaka.called neutrino warheads that they Ulithlogg and the Chorrdali. the Blamogl were Upon learning of the genocidal Jarnaka held a trial for learned. and in times Ihe covertly trading were never seen with some 01 the Blarnogl from Hrogrythlor. over the II was concluded after many months of deliberation that the Blarnogl were guilty 01 terrible JamaKa and the race as a whole was sentenced to permanent exile from Rounded up and branded as criminals. before they were able to use the wt>::. the Chorrdali kept several 81arnogl as slaves. were the for the city's continued exisience. the Kinsitata wove many complex spells to restore their world to i1s former heatth. stealing an experimental lime machine and into future of Earth. Ultimately. particularly rifts came the creatures known as the Mogor and the creatures of destroying anything in their sight.Corgarilh's Heart . the work was painstakingly slow. to aid him in his scientific However. The Kinsitala the coming of these creatures as punishment by the Scarred Gods. The Chorrdali viewed the /'1"'1'7'1. With these every on his hands.c been able to pick up hundreds of meters below Jamaka's surface. two The lirs! was the Demon Heart. at Through these served to open new rif1. remaining races of Jarnaka all concluded that the source of war and the evil actions surrounding the war was Corgarith's Heart Rather than hold themselves accountable ft.:lr their the creatures of Jarnaka decided instead that had.n/"lnc: were simultaneously attacked by both source of the whole war . been cursed. He found himself in one of the plains of thick purple mud that had once been a battlefield.rI'E!~cjs and crimes in that time. The Kinsitata made a genuine attempt to with the Chorrdali. He rebuJl! the ruins 6f laboratories. a mutant Tyrannosaurus Rex namS. was a 5upeIViliain genius from early '''I<". Spyre became a hunted man on the pfanet chose to escape. and created a genetic construct.the Scarlet Waters were created waters which began 10 run freely in many areas over the lands of however. He knew that he would have 10 look elsewhere in order to boos! the speed of Entering a rift. the Blarnogl were sent off to the world of Hrogrythlor. Ihe perception of the Demon Heart 1051 about five years ago. Secretly.n'\J_r. horrified by the Sick crime of which considered fair and impartial by all sides involved. and the pace of his plans began to mad. in fact. Renaming the missing magical jewel the Demon the Ulithlogg that the was evil and should destroyed if ever found The other creatures of Jamaka 10 do likewise. His and Wonder although apparently at the cost of the heroes' lives. The Kinsitala. The matter was considered to be water under the bridge. seeing the potential for world domination with the previously unknown concept 0f once more his plans to become supreme leader of Earth. and also renounced the Demon Heart as an of darkness. Perhaps his most the city of Old Chicago with a nuclear warhead.r"" lc. Excavating the area."""" of these creatures as faulty by the Kinsitata. this worked . they did do significant thousands upon thousands of square miles of mud. At any rate.s to different worlds. The second was a sentient obiect known 7 .was and neutrino weapons were accidentally enemies. Using his own unique scanning Spyre discovered two magical anomalies that conventional scanners would not hav. but lor the most part. traveled to the dimension of Jarnaka. To some extent. the entire Blarnogl race. the on Jamaka.d Rifts Dimension Book: The Banwok Hunters}.

and between Judas and the Demon Heart he now possessed a wealth of information almost unattainable anywhere tn the known mu Itiverse. well wrthin the ~oundaries of Chorrdalis. Spyre found that his mutant powers increased nearly tenfold through the bonding. near the ruins 0t the old city of Munich. in the center of one 01 the Blarnogl mud pits. but have begun investigating the srtuation for themselves. but the greedy. This dimensional gateway opens up on the sixth level of Phase City on Phase World. This rifts enters Jarnaka amongst the Mogotu Peaks. Spyre has discovered that his former servant Jericho has gone rogue. This is understandable. This rift is used frequently by human traders and by the Kittani. who were somehow restraining the full power of the Demon Heart. Production of the Ulithlogg war machines. This arrangement suits the Kinsitata living nearby just fine. but have to face the distinct possibility of being harassed and attacked by Chorrdali warriors. With the return of the Demon Heart. the Kinsitata have also learned of the return of the Demon Heart. near the Coalition State of Lone Star. the potential for war once more looms in the air. Tristan Spyre. ~he Chorrdali have learned that some of the Ulilhlogg have regained possession of the Demon iT1eart (they are unaware of the existence of Tristan Spyre). Spyre proceeded to discreetly contact some of the more dissident Ulithlogg. ~e also knows that his attack on the Coalition State of Lone Star must be a complete surprise. renegade Ulithlogg bought into it completely. as punishment for his treachery. gargoyles and explorers from the New German Republic 'ravel to Jarnaka through this rift. Intrigued by his findings. Likewise. and that he could fully gains the powers of both if he bonded his soul with that at Judas. : Only one ritt exists between Phase World and Jarnaka. the source of this evil can be completely attributed to the Demon Heart and its owner. and have begun plans to destroy the ipemon Heart and the Ulithlogg once and for all. However. Chorrdali patrols travel nearby this rift frequently. close to ~here the border of the United States and Canada used to be. The other end of the rifts opens up right near an tllithlogg village in the northern most inhabited lorest of Jarnaka. and his megalomania has ?Imost led him to attack Jericho and his forces first. and have informed the main Ulithlogg councils 01 this tact. Spyre now controlled an army of Ulithlogg and war machines. The situation on Jarnaka at the current moment is very volatile and dangerous. right nearby and to the east of Chorrdalis and the f0ogotu Peaks. Spyre learned from Judas that both items possessed immense power. Meanwhile. ! plME 510 AL OORW Jarnaka is connected to Rifts Earth through three main dimensional gateways. ~nd an attack on Jericho might give away all his potential advantages of surprise. not believing in souls anyway. The other rift opening up on the ~orth American continent of Ritts Earth appears high amidst the Rocky Mountains. agreed to Judas' bargain. The Ulithlogg have not completely believed the Kinsitata. At times.as the Runestati of Judas. The rift opens up on Jarnaka relatively close to the Chorrda!i city of Oligatis. informing them that the Demon Heart had returned to Jarnaka and could once more become the source of their enlightenment. right in the heart of one of the worst ~Iums 01 the city. which had tapered 0ff for the most part and had mostly become custom jobs for creatures from other worlds and dimensions. as very few creatures ~rom Rifts Earth live in this area and bother to travel to Jarnaka through the rift. The Jarnaka entrance to this rift ~an be found amidst a forest 01 Korgata trees. The final main ~ift leading from Jarnaka to Rifts Earth can be found in the New German Republic. t~e southernmost city 01 that country. I I R . and usually attack all D-Bees and non~atives of Jarnaka found near this rift without provocation. The most commonly used rift between the two worlds can be lound on Earth right outside the free city of Tolkeen. All that would be required to achieve the wisdom of the ages would be to help destroy the humans in a place called Lone Star. to be sure. Spyre. as many t:hings seeking to leave this hellish region of Phase City are quite dangerous.onally make a discreet visit to Jarnaka through this rift. who ~ccas. near a heavily guarded gate leading out of the Mogotu Peaks. who are mistrustful olloreigners. A clever lie by Tristan Spyre. began rolling along at a quick pace once more.

No artificial Banwok rifts exist yet between the two worlds. the ritts from Jarnaka to Wormwood lead to the same place most dimensional gateways appear on that world· Worldgate. The first seNice the Ulithlogg provided for the NGR was to be a new supplier ~f mega-damage armor for the NGR military. I The New German Republic has also learned of Jarnaka .specifically. The Coalition also learned at thiS time that many of the Ulithlogg were deadly and professional assassins. This particular rift enters Jarnaka close to a Kinsitata village in a grove of Korgata trees. The Ulithlogg considered his whole experience to be a strange but interesting hallucination. this rift is almost never used by creatures at either er)d of the rift The final rift between the two alien worlds can be found on Hrogrythlor just south bf Smiorx. about ten miles trom the rift leading to the Rocky Mountains on Earth . however. Only two rifts connect the two worlds. Coalition intelligence was shocked and amused to learn that their Ulithlogg captive did not consider the Coalition. This is because the Coalition State of Lone Star has been in contact with the Ulithlogg for a few years. or the rest of the human race for lhat mal1er. but would only kill for ia price. The Ulithlogg have modified their power armor su~s to work for human pilots and have begun selling them to the NGR at a high price. Lone Star has been contracting Ulithlogg assassins for about'a year or so . of the Ulithlogg:and have also begun to contract the aliens for their deadly abilities of stealth. however The New German RepubliC. to be real. well outside the mountains and the city. the new central Blarnogl city .a Coalition convoy managed to capture a Ulithlogg assassin wearing Kubita Power Armor. One main gateway between the two worlds enters Hrogry1hlor in Smiorx. and Chi-Town and Iron Heart have begun negotiations with certain Ulithlogg assassins to perform similar tasks for their governments. TIle Jarnaka end of the dimensional doorway is located just inside a forest and an Ulithlogg village near Chorrdalis and the Mogotu Peaks. Due to the treacherous nature ot the Mogotu Peaks and the homicidally paranoid military patrols of Banwok on Hrogry1hlor. and learned through interrogation that the Ulithlogg were relatively peaceful beings. Wandering Ulithlogg coming through the Tolkeen rift were originally considered to be dangerous. which connects to a dimensional portal lying amidst the southernmost regions of the Mogotu Peaks. Between the Banwok planet of Hrogrythlor and Jarnaka. The other rift opens up on Jarnaka near the Chorrdali city of Behdilna. due to the firepower that the Ulithlogg invariably brought with them from Rifts Earth . However. Lone Star's information has been given to the other Coalitidn states as well. then artificial rifts will probably be created arid exploratory panies sent to Jarnaka I REACTIO N S ROM E A R TH OWERS Due to Jarnaka's relative lack of interaction with other creatures and other worlds. by chance . The Coalition is well aware of Jarnaka's existence. This is the dimensional road by which certain Ulithlogg and the Blarnogl have begun trading once more. This is much less frequently used by the people of Wormwood. in the middle of uninhabited grasslands. less than a hundred miles from an Ulithlogg village. This is mostly due to the tact that the Banwok only know of Jarnaka as the original homeworld of the Blarnogl. This dimensional doorway is a commonly traveled trade route for creatures between both worlds. have used the Ulithlogg to two main purposes . lethal monsters . as the inhabitants of Jarnaka generally want very little to do with the new Blarnogl homeworld. It was through this dimensional portal that the Blarnogl were originally banished to Hrogrythlor. there are three connecting rifts. Their missions f~r the Ulithlogg are different from those of the Coalition. None are used very otten. If anything ever happens to their perception of Jamaka that makes them perceive that world as a threat. using them to eliminate Coalition resistance leaders and dissidents without the killings being 1raced back to Lone Star.AS usual. certain creatures and individuals from Jarnaka have made their presence known on Rifts Earth. An extremely large rift opens up on Hrogrythlor from Jarnaka nearby the Banwok City of Gaaaj. Using this information. not too many creatures are aware of the world's existence . as mistrustful patrols of Chorrd~li warriors regularly patrol this area looking to attack intruders and foreigners as well . upon learning of the Ulithlogg and their mercenary nature. The most frequently used portal between Jarnaka and Wormwood opens up on Jarnaka in one of the Blarnogl mud plains in the southern regions of Ihe planet. The secorid Ulithlogg service provided to the New German Republic was to serve as spies 10 gath~r . However. and has been for some time .

a veritable paradise for dragonkind. and want nothing to do with the Jarnaka natives . Naruni Enterprises also attempted to engage in possible business dealings wrth the Ulithlogg and the Chorrdali. knowing that the actual world of Jarnaka. The Forces of Darkness do know (hat certain Chorrdali and Ulithlogg are helping the Kingdom of Light in their battles. and is something that country's leader. the New German ~epublic considers the Ulithlogg to be reliable allies The Gargoyle Empire originally considered the Ulithlogg to be enemies oi the state. Dragon legends sometimes talk of a distant world named Jarnaka created by the dragon god Corgari1h. Hence. Chorrdali. but learned from captured Ulithlogg that the aliens will YV0rk for the highest bidder. they say nothing. as she believes the abili1ies of the Ulithlogg could be \umed to work against the Kingdom of Light. The !Jlithlogg call the Unholy by the name "The Wakened" . worthy only of death. either. This has disturbed the Goblin Queen Salome to some extem. Melastirth. 10 .and neither race was prepared to give that up) that their business agents gave up their sales plans. has begun hearing of dimensional travelers who have been to the world of Jarnaka. usually only in exchange for food and trinkets catching the aliens' ~ancy. and much misinformation is flowing freely between both sides. probably exists ior real.one who can never dream. Melastirth. many Ulithlogg double agents are now being contracted by the New German Republic intelligence agencies. the Ulithlogg's ability to phase through solid mat1er and to iight like some of the best mercenaries in the known ~niverse have made their services invaluable to the NGR. I The Unholy and the Forces of Darkness do not really know much about Jarnaka. Both Chorrdali barbarians and the Ulithlogg trade yveapons to the Hospitaliers. that is a fate worse that death . Creatures of Jarnaka are unwanted by the Forces of Darkness in Wormwood . He has sent out explorers and mercenaries in earnest. During the war for the Demon Heart. While most of Melastirth's lieutenants consider their commander's actions to be an act of folly. all Ulithlogg. though. Both the Chorrdali and the Ulithlogg believe the Unholy and the Forces of Light to be nothing but abominations. As time passed. Unfortunately. oHering much gold to ?ny being who can prove the existence of Jarnaka and a dimensional portal to the planet.iniormation about the Gargoyle Empire. REACTIO FROM PHAS OR Naruni Enterprises is the only group ot intelligent beings from Phase World to have had ~xtensjve dealings with the inhabitants of Jarnaka. REACT IONS R OMW RMWO The Kingdom of Light comprises the only individuals on Wormwood who have actually been in contact wi1h creatures from Jarnaka. This suits the Ulithlogg and the Chorrdali just fine. if not necessarily the legend. While cyborgs and robots have done a decent job for the New German Republic in gaining information about their gargoyle enemies. and that is all that matters. . Mosl dragons who have heard of the legend of ~arnaka consider the story to be nothing but complete fiction. Naruni Enterprises began to hear of the Ulithlogg's prowess as power armor builders and I I . The Knights of the Order of the Temple consider both the Ulithlogg and the Chorrdali to ?e filthy foreigners. However. To the WlithJogg. This matches Melastinh's vision of a world ruled and completely controlled by dragons. Under orders from Lord Krikton. and believes the legend to be true . Naruni ~nterprise had many business dealings with the 8larnogl. and any other creatures ~hich acknowledge their origin in Jarnaka are to be put to death instantly. wants to learn desperately about. but the Unholy has upheld and confirmed Lord ~rikton's orders. and Chorrdali barbarians from time to time . on the other hand. as they consider the Templars to be arrogant fools to stupid to acknowledge help. The Knights of the Order of the Hospital and the Apoks ot Wormwood have taken to dealing with and trading with the Ulithlogg on a regular basis. and do 00t really wish to learn about the creatures of Jarnaka. I Jarnaka has become something of a mylh and legend in the nation of New Dragcona in ~outh America. It was only when the corporation realized that the Ulithlogg and the Chorrdali had very I)ttle valuable items to trade for possible weaponry (except for their land . selling them advanced weapons that nearly allowed the 81arnogl to emerge victorious in this armed conflict.

and the Kinsitata. REACT IONS FROM H RO THL R The Banwok. energy. Apart from this.E. there is very little interaction between Phase World and Jamaka. The Draykonis is a form of ancient dragon that roams the mountains of the Mogotu Peaks. The Kunisat is possibly a cousin of the Kinsitata. have encountered ~ race of creatures that they have become good friends and allies with on Jarnaka. The galactic syndicate became the Ulithlogg's exclusive distribution center in the Three Galaxies for their custom suits of power armor. All of these creatures.E. the Grynnyak be[j. and they generally have ju~t ignored the world of Jarnaka entirely .as assassins . torturing and killing any creature that they mee\. which are commonly hunted as game by the more intelligent beings of Jarnaka. except for the Kinsnata. though. Apart from these intelligent beings. All these creatures retain their mega-damage capacity on other worlds such as Rifts Earth. the Aederond. two-headed wolves with venomous fangs. the dominant creatures of Hrogrythlor. more normal creatures of Jarnaka are very similar. but their innate magical abilities and physical size make them ~ more brutal opponent than a normal dragon. resembling giant balls of energy that roam the lands and seas of Jarnaka in search of living beings from which to suck PP . the company reopened contact with the Ulithlogg. and have talked extensively about restoring Jarnaka back to health. but no one has really cared enough yetta find out. amiable talks all that have been done. are supernatural in origin and are mega-damage creatures. the wandering hunter-philosophers 01 Hrogrythlor. making it a peaceful world which could possibly become a new home for the Grynnyak away fram the Banwok. The two most abundant species. the Chorrdali. due to their resemblance to the mythical iI . Jhakotay are simila:r to deer. The other. The Draykonis are mentally stunted in comparison to normal dragons. though. allowing them to reach blinding speeds in a relatively short time . It is thought that Kunisat wandering through rit1s to the Rocky Mountains of Rins Earth are responsible for the "Bigfoot" legend. Draykonis dragons are related to dragons in the same way that humans were once related to Cra-Magnon man. the Kinsitata also have gained the capabili1y of becoming mega-damage beings. A new deal formed between the Ulithlogg and Naruni Enterprises. Contingency plans have been made by the Banwok to investigate Jarnaka thoroughly and then eradicate the planet of all life forms if the Blarnogl suddenly act in a hostile manner against the Banwok. Their main predators are the Torbitak.~ve in the sacred nature of nature and the wild. only know that the 81arnogl once came from Jarnaka. No one is sure exactly where the Mogor came from. Also living amongst the Mogotu Peaks are the Mogor . C REA URES OF A A The four intelligent native races of Jarnaka still remaining on the planet are the Ulithlogg. They are malevolent and spiteful. Naruni Enterprises also began to act as agents for Ulithlogg assassins. Intrigued by this news. Natives of Ritts Earth encountering the Torbitak have dubbed them the Cerebus Wolves. For the moment.P. supernatural lizard-like demons with razor:sharp tails capable of cutting an armored man in half. there are a few forms of strange supernatural life on Jarnaka as well. However. except they are about twice as large. They are considered the most dangerous beings on Jarnaka simply because they are almost impossible to defeat in combat or run away from.. These new allies are the Kinsitata. Nothing else about the planet interests them. Like the Kinsitata. to those found on Rifts Earth. if not identical. Through the creation of the mystical Scarlet Waters. The Grynnyak. Perhaps the most bizarre of these beasts is known as the Juggernaut Juggernauts are beings of living P. not very intelligent but resembling a far larger and more physically powerlul version of the small Kinsitata. if not necessarily a more dangerous opponent. the 8anwok erroneously believe that there are still many more 81arnogl still living on Jarnaka. are the Jhakotay and the Torbitak. providing thei:r seNices of death to many different worlds. possess shaggier fur and have six powerful leg~. Both kinds of creatures have traveled between worlds to meet with each other.

The IUlithlogg distill these strange plants into liquids. Chorrdali. A select few Ulithlogg have become armorers. genlle Kinsitata and Aederond avoid other creatures because they do not iwish to be at1acked and killed. also they can only do this for limited periods of time. The small. Nothing else . they just !do them without comprehending what they are doing. The lifespan of an Ulithlogg is only about thirty years. et cetera . but Ulithlogg are physically and mentally mature by the age of six_ Ulithlogg also possess the innate ability to phase through solid matter. as they will never take drugs during times of :working or during a crisis. A chieftain. iThey maintain an organization similar to an Assassin's Guild that is fairly secretive. conscious level :they often look and act like morons. warlike nature. or those not of their dream-like world of existence Hence. They typically wear nothing but a loincloth. though. However. They :are all just hallucinations manifested by the mind. but are completely incapable of explaining the theories and mechanics behind their amazing inventions. 80th these creatures can be usually found roaming the grasslands of Jarnaka. because they often do not understand what they are doing. however. or Draygok. The Ulithlogg are a race of tall.fine. and wear their hair in long dread locklike braids that stretch down to their waist. Ulithlogg villages generally have no social structure at all. they are instead a race comprised mostly of idiot savants. food and shelter . These experiences 1normally do not interfere with the rest of their lives. All their needs are found in the forests . which suits the Ulithlogg just . give them exception strength and quickness which I not apparent in their appearance. [The position of Draygok is hereditary.humans. The Ulithlogg have long. The Ulithlogg call such creatures the 'Wakened. avoiding contact wiih the other races of the planet unless necessary. 1 The most unique aspect of the Ulithlogg is their drug culture. Their society is communal. Most of the intelligent lifeforms on Jarnaka tend to keep to themselves. but could change should the Ulithlogg or Chorrdali ever decide to become I militant once more. Rather. The normal Ulithlogg cannot considered to be inteiligent by normal standards. Their supernatural origins. either. technically rules each U!ithlogg during a time of crisis and will I be obeyed unhesitatingly during such situations. They do not steal 1rom each other or kill one another.Lllithlogg and other creatures as the Tinkers. but weigh only one hundred to one hundred and fifty ·pounds. near the shores of the oceans or on the outskirts of the forests. The Ulilhlogg are i shunned because every other intelligent creature considers the Ulithlogg to be highly unstable. They do not understand how they do things. This is done for different reasons. Kinsitata.namely. The Ulithlogg Tinkers are the best examples 01 this. but on an interactive.is mega-damage. cultivating small field of crops ioutside their forest villages. Many strange herbs and !weeds infest the forests of Jarnaka. but has :many contacts both on Jamaka and other worlds. if inot insane. I The Chorrdah are avoided because of Iheir aggressive. The result of this is that the Ulithlogg tend to have many hallucinatory experiences. The only diHicully the Ulrthlogg had acquiring in the past was metal ore for building power armor and equipment.are real. which all creatures of Jarnaka avoid but the Ulithlogg. creatu res. They believe that they are the only real race of lcreatures in existence. Ulithlogg Tinkers are capable 01 creating incredibly sophisticated weaponry and suits of power armor. which they drink on a regular basis. with their new contracts with Naruni Enterprises. gray-skinned humanoids vaguely resembling the human ! race. rather. Ulithlogg are notoriously rotten in giving iexplanations for their actions. known to the . which everyone working to support themselves first and everyone else who needs help next. jSubconsciously. Most Uliihlogg i are between eight to nine feet in height. constant drug use over the centuries has blended their !sense of reality with their world of hallucinations. save for the fact they have four arms and are extremely tall and emaciated. However. the Ulrthlogg can be considered geniuses. Ever fewer Ulifhlogg have become assassins.. The plane! has remainM relatively peaceful due to these policies j of relative isolation. the dealing of the Ulithlogg 12 . because the~1 do not see a point to those actions. pointed fangs capable of doing . but qenerally never exercises power otherwise.and aU other needs and wants can usually be found with relative ease. Most Ulithlogg are farmers. this need has been easily ~ fulfilled.

Since the Ulithlogg do not believe sucm creatures are real anyway. as well as data about the enemies of these fac1ions. the price for an assassination or spy mission usualJy ranges somewhere between the equivalent of two to twenty Coalition credits. either . and most Ulithlogg feign ignorance if asked about the assassin's guild. Once contracted. These databanks hold much intelligence about the New German Republic and the Coalition. They have lillie concept of danger. and Ulrthlogg society was beginning to suffer due to these freelance artists. as their reputation now has already generaled more business than they can handle. as the networ'K of killers remains secretive. With the formation of the Hands of the Many. The Ulithlogg no longer bother to flaunt their seNices of death. so that the information learned can potentially be used by other lIlithlogg Assassins at a later time. Ulrthlogg Assassins returning from a assignment are required to place mission logs in the central databank. the Ulithlogg Assassins are readily accessible and willing to deal with their new allies. Most potential clients contract the Ulithlogg through established contacts. Blackfist's word is always final. they treat their relations with other creatures on impulses and whims. If not. such as Naruni Enterprises or the Coalition. Ulithlogg AssaSSins no longer found themselves accidentally battling against each other. the Hands of the Many also has wound up being one of the most profitable businesses on Jarnaka. Should one of the members of the Hands of the Many betray the trust of the assassin's guild or attempt to go freelance. Blackfist Torbitak.the Hands of the Many. the numbers of the Ulithlogg Assassins began to grow steadily. All Ulithlogg Assassins belong to the Hands of the Many. The primary purpose is to be a central contracting agency for Ulithlogg Assassins. executed by the top Lllithlogg Assassins of the Hands of the Many_ Blackfist Torbilak is the undisputed leader of !he Hands of the Many. While mo~t decisions are made by majority vote of all present Uli1hlogg Assassins present when a judgment about a potential assignment is to be made. The other main purpose of the Hands of the Many is to provide a source of supplies and information tor Ulithlogg Assassins. Although Blackfist did not intend this. The Hands are led by one of the most infamous Ulithlogg killers of all time. though. Besides obtaining priority orders from the Ulithlogg Tinkers of the Fortunado Armories. The price of this equipment is normally a mission for Naruni Enterprises. The Hands of the Many represents to the Ulithlogg an ordered way in which to conduct their arts of surveillance and murder. This information allows the lIlithlogg to learn about potential targets. the Hands of the Many usually is able to acquire nearly any form of necessary equipment imaginable from Naruni Enterprises.with other mtelligent creatures tends to be a bit bizarre. with failure resulting in instant death. they must contact the Hands of the Many on their own. The Hands of the Many also acquired armor and weapons for assassins that otherwise might prove difficult 10 obtain on short notice. and betrayal is equivalent to desecrating their art.) THE ASSASSIN'S G U ILD The Ulithlogg Assassins are organized in a formell group known as Psoddiahk . and receives none of the hallucinatory effects of the drugs. Blackfist's standing orders are that such assassins have joined the Wakened and ar~ to be hunted and terminated with extreme prejudice. ' . as well as their strengths and weaknesses. (Note: the drugs of Jarnaka are highly toxic and almost always lethal to non-natives of Jarnaka. Depending on a mission. The lIlithlogg like to be sure that a potential mission does nqt interfere with an already contracted mission unless there is extremely good reason or profit involved. A successful save means the user is violently ill for 24-72 hours. Use of Ulithlogg drugs by humans or other foreigners in Jarnaka requires a s1andard saving throw against poisons and toxins.an attack by other creatures upon an Ulithlogg is considered 10 be the equivalent of a bad drug experience. Even if the Ulithlogg Assassins are contacted. The Hands of the Many seNes several purposes. The Hands of the Many never accepts cash payments for their contracts. He originally organized the Hands when he recognized that the few UlithloQg assassins were often working at cross purposes. and ti1eir contracting with other worlds became larger and more consistent. Most of the information about other worlds and alien species of creatures is held by the Hands of the Many. preferring instead to barter for equipment. some jobs are summarily turned down anyway.

3D6. The Ulithlogg are fully aware of !the advantages that phasing allows them.B. as Ulithlogg can : only move up or down twenty feet per round in a phased state.E. as they do not Iwish to move through power lines by accident. Non-Ulithlogg using this particular suit of armor follow the same hazards iinvolved in phasing listed above that the Ulithlogg do. P. however. while still phased within solid matter. 14 . MA 206.E. preferring instead to use conventional methods of covert : movement to infiltrate a place. They reseNe their supernatural !power for times of emergency or when stealth is necessary. If the Ulithlogg runs out of P.E. . Spd 4010+20 IHit Points: None M. with an additional D6 per level. lTHE U LI HLOGG ASS AS :(Optional Player Character) i ! Alignment: Any selfish or evil alignment. r Psionic or magical attacks directed against a phased Ulithlogg do double normal damage.: D6"1 0. LS. In a phased state.P. Even Ulithlogg Assassins phase !only when they absolutely have to.: 4D6.D. 0 i P. To put it simply. have begun research into new ways of possibly detecting UJithlogg Assassins.E. In I additional. I Most Ulithlogg do not treat their ability to phase lightly. with an additional D6 per level. they are able to place their molecular structure out of sync with the rest of the normal material world. the research of both nations has yielded no results. 506 (supernatural).P. and is killed instantly (no saving throw) ! Phasing is what makes the Ulithlogg Assassins so deadly. this primitive mode of flight is very slow. realizing this problem. Phasing is also fairly costly in iterms of P P. Ulithlogg Assassins also like to use the Fortunado Armories' :Chianes Power Armor. However. Regula( power lines conducting electricity I through mechanical equipment does' 06 M. An Ulithlogg needs to spend 5 P. '2D6.E. This makes phasing Ulithlogg extremely wary of phasing through buildings. In fact. either through air or through matter. The Ulithlogg. and power armor. the only way to learn of a phased Ulithlogg's whereabouts is to use scrying magic o( psionics. Weight: '00 to 150 Ibs Height: 8 to 9 feet IAverage Experience Level: 104 for NPCs. The number of attacks varies with the level of iexperience and combat skills. P. P. each consecutive line adding another D6 iof mega-damage. Usually aberrant. 406. and cannot be detected by conventional sight.lrgets in a normally well-defended location with little difficulty. electrical attacks do double damage to a phased Lllrthlogg. ithe Ulithlogg materializes.D.P. however.P . the : Ulithlogg are invisible to normal sight.E. and treat their unique abilities with a sense of awe and :respect. P. Moving through solid matter for the Ulithlogg becomes as simple as floating through air. to the Ulithlogg. per round to an Ulithlogg phasing through the Iline. !Natural Abilities: Can see in the infrared spectrum. M.C. which can augment their ability to phase and allows non-Ulithlogg the :ability to phase. per round in order to I maintain a phased state. jThey also gain the ability to move on a vertical plane. !Attributes: I. 2D6. 606. Horror Factor: . vehicles.S.P.PHASI G All Ulithlogg possess the innate ability to phase through solid matter. Both the New German Republic and the Coalition States. To date. with an additional 06 per level. Multiple power lines equate to multiple damage.: 1010"' 0+50.Q. are extremely vulnerable to certain attacks in their phased state. This allows Ulithlogg Assassins to infil1rate and locate t. !floating much like a balloon. iCombat: Typically hand to hand: assassin.

Will refuse to ever as 15 . l-f'lorf11\' W. Communications: Any Domeslic: Any Electrical: BaSIC electronics only Espionage'. Any 0%) Mechanical: Any Medical: Firsl aid holistic only Military: Any Physical: Any Pilot: Any Pilot Related: Any Rogue: Any Science: Advanced Technical: Any W.p. Weapons: Can pret1y much use anything. full M. Pick Computer Computer Computer Prowl {+20%) Wilderness Track Animals Hand 10 W.C.. Vehicles: None.Damage: punch 606 S.D. (counts as two atlacks). lor Uli1hlogg Power Armor. skill availability is limited previously indicated in Ihallist (any. +2 on initiative. All skills start at their base level.P.p.D" power punch 706 R. + 1 to save versus Magic: None. none). Knife Wp. All new skills Select seven slart al level one proficiency. only. These are additional areas of knowledge that do not receive any of the possible bonuses listed i. Typically to use Ulithlogg weaponry. Money: None. +4 to save versus horror faclor. and twelve. with preferred weapons as listed Cyberneiics/Bionics.p. and normally carries two knives and two energy pistols at all timAs: the Ulithlogg Skullknives and the Ulilhlogg Shatterguns.n parentheses ().: Any Wilderness: Any Secondary Skills: gets to select five from the previous liSt. Psionics: None.D. Heavy R.C. WP.D . punch or kick 406 M. Related plus one other skill at nine.C. bite 1 D4 M.C. +610 strike/parry. Sword W.

full strength punch or kick 2D6 M . with an additional D4 per level. (counts as two a1tacks). . MA 206. iAlignment : . if of an evil alignment. !Damage: Restrained punch 306 S. with an additional 04 per level.D.P. lWeight: 100 to 150 Ibs IHeight: 8 to 9 feet 'Average Experience Level: 1 D8 for NPCS.S. always obeying their contracts of death to their fullest extent. bite 104 M. All new skills [start at level one proficiency . +4 to strike/parry.E.C. preferring the thrill of a dean. Any .: 6D6. 406 . +8 to 'Isave versus horror factor . and twelve . considering assassination to be a game performed with panache and style.C. · I I ITHE U LITHLOGG TINKER R. .C. i2D6. Ulithlogg Assassins lare curious by nature. Combat: Typically hand to hand : expert. iR. nine.D. +2 to dodge.B. they are . even if it means their own destruction. Skills: iBasic and Advanced Math (+10%) :Basic Electronics (+10%) !Radio : Basic (+5%) jElectrical Engineer (+5%) .. six. Energy Pistol W. Spd 2010+20 !Hit Points: None !M.) :R. :Horror Factor: 10 .D.: 1010'10+20. p . 4D6. + 1 to rolilfall with punchlimpact . C !cOptional Player Character) .Psionics: None.: D6'1 O. Knife I\ W.P . Most ~ never stoop to unnecessary cruelty towards their victims. IBonuses: +1 on initiative .E. iI.P. quick kill !instead All sanctioned Ulithlogg Assassins belong to a guild on Jarnaka known as the Hands of [the Many.I !Additional Notes: Ulithlogg Assassins are dedicated killers . Rogue assassins are despised as criminals and hunted down . for the cost of two "other" skiJls. and love to learn about the new worlds in which they travel. For the most part. Magic: None . 406 .P. plus one other skill at levels three . with an additional D6 per level.D. M.. The number of attacks varies with the level of iexperience and combat skills .D. P. Usually unprincipled or anarchist :Attributes: LO .Co . [6 . Natural Abilities: Can see in the infrared spectrum. P. Energy Rifle I(Hand to Hand : Expert can be changed to Hand to Hand: Martial Arts at the cost of one "other" Iskill. S. honorable .P. power punch 306 iM. 3D6 (supernatural) . 3D6. P.C_ Related Skills: :Select eight other skills.C.P. or assassin.Robot E leclran ics (+ 10%) !Mechanical Engineer (+5%) :Robot Mechanics (+5%) !Weapons Engineer (+ 10%) 'Computer Operations :Computer Programming iLanguage: Oragonese [Hand to Hand: Expert [W .E. P.

spears. a slight!y more power suit of armor that could also allow a non-Ulithlogg to phase. Will refuse to ever acquire such equipment. : Any Wilderness: Any Secondary Skills: The character gets to select six secondary skills from the previous liSt . UIi1hlogg Tinkers go crazy. an even more powerful suit loaded up with extremely heavy firepower. They are otten like children. The need for advanced weapon!y came when Ihe Ulithlogg were attacked by the Chorrdali and the Blarnogl. but had never seen the need to develop weapons. pouting when things do not work as they planned and inventin'g things out of whim rather than practicality . The first of these. Ulithlogg Tinkers usually work together in armories known as the Fortunado Armories far below Jamaka's surface. All secondary skills start at their base level. trying to figure out how and why they work and how they can incorporate new ideas inio their own inventions. Ulithlogg Tinkers can never explain why or how they are able to do things. It was basically nothing more that a well-equipped axo-skeleton for an Ulithlogg. They also developed at this time the Zethkonor Armor. . vehicles. They experimented around for a while. only. and developed the Chianes Armor. and normally carries two knives and two energy pistols at all times: the Ulithlogg Skullknives and Ih'e Ulithlogg Shatterguns. Weapons: Can pretty much use anything. These are addrtional areas of knowledge that do not receive any of the possible bonuses listed in parentheses (). none) . far below their villages . which would be more accurately described as a robOt 17 . except for Ulithlogg Power Armor. not explain theory and facts to other people. Their 1echnical skill abilities refer to their abilities to perlorm tasks. After the war. The technology edge that the enemies of the Ulithlogg once possessed was now gone. skill availability is limited as previously indicated in that list (any. they just know they have certain gifts 0f invention . but it served its purpose.Communications Any Domestic : Any Electrical: Any (+10%) Espionage: None Mechanical: Any (+ 10%) Medical: First aid and holist'lc only (+5%) Military: Any Physical: Any Pilot: Any Pilot Related ' Any Rogue : None Science: Any (+5%) Technical: Any (+5%) W. the Ulithlogg Tinkers became curious about the possibilities for robOt armor. Ulithlo99 Tinkers had developed some sophislicated equipment prior to this. U L ITH OGG OWE AR OR The Ulithlogg did not develop power armor until the war for the Demon Heart had begun . Also. Th~y were able to make do with knives. so as not to disturb the other UIi1hlogg. was soon developed. and weapons. Both these foes had armaments that completely outmatched anything the Ulithlogg had . Additional Notes: Ulithlogg Tinkers are true idiot savants. Many of their inventions are completely useless. Quickly . Typically prefers to use Ulithlogg weaponry. Vehicles: None. the UlithloQg Tinkers set about 10 develop suits of armor like the Blarnogl had. Money: None. Cybernetics/Bionics: None. Starts w'lth preierred weapons as listed above . sword. the Kubita Armor. If given the opportunity to examine new machines. and the like. equivalent to twenty-first century Earth technology.P. and Ihe Breythanok Armor. Many Ulithlogg Tinkers will wander through the dimensions in search of new ideas which they can use back at the Fortunado Armories.

D. the I Brey1hanok has a eight-legged base wilh a large pilot's compartment/turre1 resting atop the legs WhiCh looks like a py1hon's head. After all. The cost of building such armor is 150% of the market value of the copied armor. the Ulithlogg Tinkers can build and modify it to the specs of a icustomer. While little concept ascan the value of their creations). by Location: Forearm Mini-Missile Launchers (4) -50 each Left Upper Forearm Rail Cannon . used infrequently by Ulithlogg Assassins who were just given these suits of armor on loan by the Ulithlogg Tinkers.100 Head . giving charac1ers with no skills in building sophisticated !weaponry an outlet for their ideas. be a. Naruni Enterprises signed a deal with tt1e Ulithlogg Tinkers that imade Naruni the exclusive galactic dealer of the armor.75 each • Main Body . !Speed: lRunning: 50 mph maximum ILeaping: The powertul robot legs can allow the armor to leap up to 20 fee! high or . They would purchase the armor from ithe Ulilhlogg. The Ulithlogg.throughoul many dimensions. allowing him to build up an automated army. in terms 101 acquiring such armor.Warrior robots lor the villain Tristan Spyre.90 each Arms (4) . !Carao: Minimal cargo space: enough room is available for a hand-held weapon and personal gear.35 Lower Arm Blades (2) . \Ulfthlogg Tinkers are generally fair in their dealings with alien customers.SO each Legs {2} . : The Ulithlogg are capable of building custom suits of armor. I iKUBITA !Model Type: Ulith001 \Class: Military Assault Armor ICrew: One !M.O.ase World or to any olh.Physical Strength: Equal 10 a PS. . and then. they are also more to 'Ithemselves (they have very difficult to find.8 tons fully loaded.and unusable. For the most part. This was developed as a tactical weapon rather than a weapon \to be used in personal combat. for example. Similar in appearance 10 the Coalition Spider Skull-Walker. It was not until Naruni Enterprises came to attempt business negotiations lonce more with the Ulithlogg that the Ulithlogg Power Armor series became well-known . offering new ideas :constantly to them about how to beller improve and modify their armor.C. Ulithlogg Tinkers also can build joriginal weapons for their customers. these weapons were nothing but curiosities for the Ulithlogg.:vehicle than as power armor. Ulithlogg !Tinkers take pride in their work. 30. across Add an additional twenty feet wi1h a running start.er planet they 'chose. IX .ble to sell the armor on Ph. rendering it completely useless . Player characters seeking Ulithlogg Power Armor are usually better off. If given the schematics for lany existing suit 01 armor. The market prices listed under each armor listing reflects the price bemg offered by better deals probably be had from the Ulfthlogg Tinkers INaruni Enterprises. dealing with Naruni Enterprises instead. !Statistical Data: IHeiqht: 14 feet IWidlh: 5 feet :Length: 3 feet Weight: 0. so lusually the armor is intended to be customized for the wearer.C of the main body will shut down the armor. have built scores of Scimitar .240 '-Depleting the M.

. through smoke.D.I-:"'=">=~ Anti-Armor ~=>:~="'-L!.. sensor allows the radiation of warm objects 10 be converted into visual images. 1800 feet. Stilettos: Located underneath the wrist of the robot's two lower arms ar~ titanium normally hidden in a compartment in the lower arm.:.D. 1-01. per 1DS"i0 when used (counts as two attacks. allowing ten bursts from the gun before. or eight. The Kubila !9 .!~~!. While in a state. from the Ulithlogg is variable. 5.==-".D. Ulith756 Mini·Missile Launchers: A mini-missile launcher is located right over each of the robot armor's four each with a of four mini-missiles. none of the Kubita Power Armor's other weapons systems are functional and the armor is equally Ulithlogg is.==. the pilot 10 see in the dark. the upper arm 01 the power armor.L'-"".. The Kubita Power Armor can augment an Ulithlogg's ability to The armor allows both the Ulithlogg pilot and the armor to remain in a phased state for twice the normal duration that the Ulithlogg piloting the armor normally can phase. +5 to roll wi1h punch or fall/impact. Note: only an Ulrthlogg can tl1is feature of the armor. of the robot armor. power punch' 406 M.D.~ + 1 10 +4 10 parry/dodge. lull strength punch M.i.) 4. I Armor also has important sensory features: . Equal 10 Ihe number of the hand to hand attacks of the ~~~~~~'-"-"'~~~ 3000 feet hundred rounds of ammunition..:.. the gun can be slung back .l~= 1 010 10 M..e vulnerable to certain attacks as a normal details. blades can I:)e popped out and used in hand to hand combat Defense Assault 1D4"1 0 M.. Weapon railgun is slung over the left shoulder . price of the Kubila Power Armor on Phase World is 30 million credits.><. and in shadows..-..]1"\"'". Availability is good there. four. Anti-Personnel can he used.nuclear or lechnowizard: energy life is 10 years.. -'-'--'-'-'.-'L-'-""~= Assault =~~C!. .:.!~!. for a burst of forty rounds.. Restrained 1 M. the seclion for mor. of two.!. reloaded 7 of 2. When not in use. Ullth100 Forearm Rail Cannon: to grab and use the gun when necessary. the power armor can be used in hand to hand Because the armor is so unique. judo fliplthrow 104 M.D. the user must have the Armor: Elite ski/I 10 use the combal bonuses =.c A special 6.. Hand to Hand Combat: Either by blades or more means..

Jms Note: Others with these : detection systems will see these beams. the gun can be slung back behind the shoulder of the robot armor. allowing the pilot 10 see in those particular spcctn. for a burst of two hundred rounds. iZETHKO 0 POW ER AR OR : Model Type: Ulilh1201 Class: Military Assault Armor .100 Lower Arm Blades (2) . The powerlul robot legs can allow the armor to leap up to 90 feet high or across. iCargo: Minimal cargo space: enough room is available for a hand-held weapon and personal I gear iPower System: Either nuclear or technowizard.D. 1 1 20 . Crew: One pilot and one co-pilot: can hold an additional three passengers if necessary. allowing them 10 trace the source. Availability is poor there.. Chest Cannon .S. VVhen not in use.. Black Market Cost: The price of the Zethkonor Power Armor on Phase VVorld is 96 million credits.220 Head . Adds : +3 to strike. Infrared/Ultraviolet Optics: This optical system projects beams of ultraviolet and iinfrared light.230 Legs (2) . Add an additional one hundred feet with a running start. average energy life is 10 years. M. Ulith2D10 Forearm Rail Cannon: A high powered railgun is slung over the left shoulder of Ithe upper arm of the power armor. 50. iStatistical Data: IHeight: 31 feel 4 inches iVVidth: 13 feet 6 inches iLength: 12 feet IVVeight: 2. Ulith956 Mini-Missile Launchers: A mini-missile launcher is located right over each of the robot armor's four wrisls.2.ffective Range: 3000 feet Payload: Four thousand rounds of ammuni1ion. allowing hventy bursts from the gun before being reloaded.D.C. Maximum !.160 each "Main Body .200 each Arms (4) .570 ~he armor. Ion Beam Tarqetm Applies to the mini-missile launchers and the rail cannon. Cost from the Ulithlogg is variable. Rate of Fire.3 tons fully loaded.140 each "Depleting the M. each with a payload of tern mini-missiles. Primary Purpose: Assault Secondary Purpose: Anti-Armor Meaa-Damage: 201 0~1 0+60 M. I iweapon Systems: 1 1.100 each Lett Upper Forearm Rail Cannon .110 each Lower Leg Missile Launchers (2) . by Location: Forearm Mini-Missile Launchers (4) .. Equal to the number of the hand to hand attacks of the pilot. rendering it completely useless •Speed: i Running: 130 mph maximum Leaping. I 3. of the main body will shut down and unusable . 2. allowing the pilot 10 grab and use the gun when necessary.C. :Physical Strength: Equal to a P.D.

D. judo fll:Jfthrow 2D6 M. Mega-Damaae: Varies per missile. Rate of Fire: One at a lime or in volleys of two. I 8. These blades can popped out and used in hand to hand combat.f&t. m twenty. 1012'10 whe" used together (counts as two attacks. Rate of Fire: One at a lime or in volleys of two.. six. twdve. See the Phasing section for more details. Lllith969 Assault Stilettos: Located underneath the wrist of the robol's two lower arms are titanium blades. the user must have the Robot Power Armor: Elile skill 10 use the combat bonuses available. Any type of short-range missile can be used Meqa-Dam~ Varies per missile Varies per missile. len per launcher. 6. full strength punch 606 M. The cannon cannot be swiveled or rotated in any other manner.D" power punch i 010·10 M. each with a payload of eight short-range missiles.Primary Purpose: Anti-Personnel Secondary Purpose: Defense Missile Type: Any type of mini-missile can be used. +6 \0 roll with punch or fall/impactj Damage: Restrained punch/kick 406 M. Ulith958 Short-Range Missile Launchers: Located on each hip ot the Zethkonor Power Armor is a short-range missile launcher.) be 5. Phasing: The Zethkonor Power Armor can augment an Ulilhlogg's ability to phase. eight per launcher. Maximum E.:.Jive Range: 5000 feet Payload: Effectively unlimited. Note: only an Ulithlogg can utilize this feature of the armor. the power armor can be used in hand to hand combat Because the armor is so unique. 3. Primary PUfl)ose: Anti-Aircraft Secondary Purpose: Anti-Personnel Missile Type. none of the Zethkonor Power Armor's other weapons systems are fUnctional and the armor is equally vulnerable to certa'in attacks as a normal phased Ulithlogg is.D. per blade. 7. (counts as two attacks).. While in a phased stale. Payload: Sixteen. Varies per missile. Th~ armor allows both the Ulithlogg pilot and the aimor to remain in a phased stale for twice the normal duration that the Ulithlogg piloting the armor normally can phase.. Primary Purpose: Assault Secondary Purpose: Anti-Armor Mega-Oama~ 206"10+10 M. sixteen.D. normally hidden in a compartment in the lower arm. four. Payload: Forty.D. Ulith 2020 Chesi Ion Ca nno n: A intensely powerfu I Ion cannon is mounted directly into th~ center of the chest unit 01 the power armor. Combat Bonuses: +2 to initiative +4 to parry/dodge. 4. meaning the chest 01 the armor has to be directly pointing at its intended target. Primary Purpose: Defense Secondary Purpose: Assault Mega·Damaae: 108'10 M. NonUlithlogg passengers will literally fall right out of the armor when it enters a phased state. Rate pi Fire: Equal to the number ot the hand to hand attacks of the pilol. Sensor Sys1ems: The Zethkonor Power Armor also has important sensory features: 21 . The cannon is mounted in a stationary manner.D. or eight. Hand to Hand Comba1: Either by using its blades or more conventional means.

Y![QQ~ An1l. . 3600 leet .D. of the main body will shut down the armor. ~~.70 Lower Arm Blades (2) .. allowing the pilot 10 grab and use both guns when necessary.!.. Sti'ltis. Availability ranges from fair to poor there.lll Armor !Crew: One pilot: can an additional passenger if necessary iM.C.lSJt.ticaJ Data: 22 feet 6 inches ~= 8 (eet ~~u.Armo r i D10'10+40 M. Equal to a P .s~1OLL'3.B1!!1!Jg.135 each <~50 Forearm Mini-Missile Launchers (4) -80 each Lett Upper Forearm Rail .LE...... by i location: Legs Arms "Main .a. Thermoi fl1 <:loer: A special optical sensor allows the infrared racilalion of warm objects to be converted into visual images.150 each .1 cargo space.. LJQ!1.~If.D.!JIL~. number of the hand 10 hand aNacks of the pilot..!!l!l!.D. Applies to the mini·missile launchers and the rail cannon. for a burst of fifty rounds.91!l. ~~.. 4000 feet. and in shadows. ~~~ 90 mph maximum The powerful robot legs can allow the armor to up to 70 feet high or across. rendelring it completely useless . This optical system beams of ultraviolet and allOWlriQ the pilOI 10 St:'8 in those particular spectrums Note: with these .C. ~~ I\Ai')In1". the guns can be slung back behind the shoulders 01 the robot armOL The guns can be used but such an action counts as two attacks ~gQ. I .4 tons fully loaded.1. Adds +4 to strike. Ulith010 ClaiSS: Military As:sal.01 Either nuclear or technowizard.lm.!!!.li!::!J.l~""-'-'~"" The price of the Chianes Power Armor on Phase World is 55 million credits.. for a svn. average energy ine is 10 years.. 3010'10 M.. The COsl (rom the Ulithiogg Tinkers is variable. Add an addilionallifty feet with a running slart..chroni:z:ed attack.90 each !"Depleting the M. Ma.fml£..'"""""""-'-'" 1"1""'''/''\1'\. rtYhen not in use. Ullth110 Forearm Rail Cannon: A high powered railgun is slung over each shoulder of the ~pper arms at Ihe power armor. hand-held weapon and !'-""-'-'-"'.120 Head ... aHowing them 10 trace the source.D. Enables the pilot to see in dark.dellecllon ~vc::IAn1~ see these beams.!litt. 40. enough room is availabie lor 2.S.1. smoke..~D. 6 teet 4 inches 1.and unusable.

Hand to Hand Combat: Either by using its blades or more conventional means. allowing the pilot to see in those particular spectrums. +710 roll with punch or fall/impact.D. Ulith759 Mjni~Missile Launchers: A mini-missile launcher is located right over each of th'e robot armor's four wrists. through smoke... (counts as two attacks). the user must have the Robot Power Armor: Elile skill to use the combat bonuses available. allowing them to trace the source. +6 to parry/dodge. and also allow a non-Ulilhlogg the ability to phase. It is extremely adept at moving over rough terrain. full strength punch 406 M. A non-Ulithlogg can also phase while using the armor. Range: 2800 feet. 2. 6. or twelve. The armor allows both the Ulithlogg pilot and the armor to remain in a phased stale lor four times Ihe normal duration that the Ulithlogg piloting the armor normally can phase.Q. Range: Varies per missile. BREYTHANOK POWER ARMOR The Breythanok Power Armor resembles a snake's head sitting atop the body of a tarantula. each with a payload ot six mini-missiles.Payload: One thousand rounds 01 ammunition.D. six per launcher. M. 2. Because the armor is so unique. Others wrth these detection systems will see these beams. and in shadows. allowing ten bursts from each gun before being reloaded. the powe:r armor can be used in hand to hand combat.!:!. power punch 606 M. Primary Purpose: Anti-Personnel Secondary Purpose: Defense Missile Type: Any type of mini-missile can be used. Defense Assault 1D6"1 0 M D. Model Type: Ulith9295 Class: Multi-purpose AII. Ion Beam Targeting: Applies to the mini-missile launchers and the rail cannon. Damaae: Restrained punch/kick 206 M. Phasing: The Chianes Power Armor can augment an Ulithlogg's ability to phase. per blade. Payload: Twenty-four. These blades can be popped oui and used in hand to hand combat.Terrain Assault Vehicle 23 . 1010'10 when used together (counts as two attacks. Combat Bonuses: +2 to initiative. as it is adaptable to combat on many worlds. eight.D. 3. See the Phasing section for more details.. Thermoimager: A special optical sensor allows the infrared radiation ot warm objects to be converted into visual images. Infrared/Ultraviolet Optics: This optical system projects beams of ultraviolet and infrared light. Adds +4 to strike. normally hidden in a companment in the lower arm.D. The vehicle has become a favorite of Naruni Enterprises. Enables the pilot to see in the dark. The phaSing rate of a human or other character i~ equivalent 10 a norma) unarmored Ulithlogg. Rate of Fire: One al a lime or in volleys of two. 3. six.. but only as it he or she were a normal Ulithlogg. attacks as a normal phased Ulithlogg is. . Note. none of the Kubita Power Armor's other weapons systems are functional and the armor is equally vulnerable to cenair. judo flip/throw 106 M. Ulith869 Assault Stilettos' Located underneath the wrist of the robot's two lower arms are titanium blades. While in a phased state.) 4.. Sensor Systems: The Chianes Power Armor also has important sensory features: 1. 5.a-Oamage: Varies per missile.

lor a burst of one hundred rounds.D. Ulith2049 ReCOilless Rail Cannons: Two high powered railguns are mounted on each side lof the "snake's head" turret of the Breythanok Power Armor.210 each Reinforced Crew Compartment . iPhysical Strength: Not applicable. M. The railguns can be synchronized to aim !simultaneously at a singular large! or a1 diHerent targets. of the main body will shut down the Breythanok entirely. :Speed: [Running: 160 mph maximum Not possible. iPower System: Either nuclear or technowizard. !lenoth: "Snake's head" is 20 feet long.60 each "Main Body· 6BO Legs (8) . 08 million i credits. 140 each Searchlights (3) . Maximum Effective Range: 1600 feet Payload: EHectively unlimited. and specimens. rendering it completely useless and unusable. iBlack Market Cost: The price of the Breythanok on Phase World is .260 Shan-Range Missile Launchers (2) .C. Maximum Effective Range: 7400 feet Payload: Six thousand rounds of ammunition. with four cannons being mounted on the Breythanok overall. and one gunner: can hold an additional eight passengers if necessary.D. .crew: One pilot. ~ Storage space of about two hundred cubic teet. by Location: Rail Cannons (2) . k ]A . However. 'weapons.190 Laser Cannons (4) . Rate of Fire: Equal to the number of the hand to hand attacks of the pilot. allowil"'!:! 1hirty bursts from each gun before being reloaded. Like ~he rail cannons. Ulith2069 Laser Assault Cannons: Two variable frequency laser cannons are mounted underneath each rail cannon. one co-pilot. Equal to the number of the hand to hand attacks of the pilot. iWeight: 31.7 tons fully loaded. i Primary Purpose: Anti-Personnel Secondary Purpose: Defense Mega-Damage: 1 08 10 M. i :Statistical Data: Height: 24 teet IWidth: ~Snake's head" is 17 feet wide. for a burst of one hundred rounds.D. average energy life is 20 years. Availability is poor there. Cost from the Ulithlogg is variable.C. all the laser cannons can be rotated up and down 90 degrees. they fan only be moved from side to side 45 degrees. supplies.. : Assault ~:~~~~~ Anti-Armor 1: 2D6"10 M.300 each "Depleling the M. ~. to be used for additional clothing. They can be rotated up and down 90 !degrees and from side to side 90 degrees. 'Weapon Systems: 11.D.180 each Lower Medium-Range Missile Launcher . the legs extend to about 31 leel wide. The laser cannons can be synchronized 10 aim :simultaneously at a Singular target or at different targets.

S. Phasing: The 8reythanok Power Armor can an Ulilhlogg's ability to phase.. These are actually infrared searchlights.. Twenty-fouL 4."... Ion BaamTaraeting: Applies to launchers and the cannon. Note: only an Ulithlogg can utilize this feature of the armor.. Varies per missile. each wi1h a of eight short-range Anti-Aircraft ""'-"'~"""'"""-'-. InlraredJUltraviolec. has important sensory features: the infrared radiation of warm to see in the dark..1--""""''''''''''~ Anti-Armor =~"'-. and Stomp.=""""-' Anti-Personnel Any type at short-range missile can be lIsAd.. four. eight. Adds +2 to strike. none of the Breythanok Power Armor's other weapons systems are functional and armor fS equally vulnerable to certain attacks as a normal phased Ulithlogg is. SCIMiTAR (Not available as a player character) Warriors are combat androids by Tristan Spyre and the Ulithlogg Tinkers. Range: 4000 feet . One at a time or in volleys two. can be used to scan areas in such a way as to avoid detection.D. See the for more delails.. against any object 12 feel or smaller in height. ~"'.. {. four. :4.. Systems: The Breythanok Power Armor A special optical sensor images.~.. Note: Others with detection systems will see these beams. Ulith996 Medium Range Missile L3uncher: A range missile launcher is located the main body 01 the Breythanok... Anti-Aircraft ~==:.rI light..u=:. them 10 trace the source..:. One at a time or in volleys 01 Iwo.3. Varies per missile. c. the Breyihanok Power Armor are three eyes. Any type or medium range misSile can be used... The Scimitar Warrior the bulk of Spyre's military tore!'!s.. The launcher has a oayload of twenty-four missiles. 5. Ulfth95B Short-Range Missile Launchers: Located directly above each rail cannon of the Breythanok is a short-range missiie launcher. While in a stale.. The design in twenty·first century Earth.. Hand to Hand Combat: The BreythanoK is a robot vehicle not designed for direct hand to hand combat Its only two aHack modes are with inflicts 204 M.. per missile.. through smoke. The armor both the Ulllhiogg pilot and the armor to remain in a phased state tor twice normal duration that the Ulithlogg piloting the armor normally can phase. 7. Only capable on scanning infrared light sources will be able to the s8('1(chlights. eight per launcher. or twelve. ~~~!~~!Lc Varies per missile.. NonLllithlogg passengers will literally fall right oul 01 armor when it enters a phased state. Sixteen. allowing the pilot to see in those spectrums. with inflict ~·?D..optics: projects beams of ultraviolet and ..". :3. fOf twenty miles per hour of speed. Infrared Searchlights: Apparently the "snake's head" turrets 0. but 10 be a was originally used by Spyre during his 25 . Enables the 10 converted into shadows.

D. Even a called shot at the link must be made with a Ipenal1y (-4 to hit). : The robot IS fairly mindless.90 each Whip Tail . They are dark red in color.D. wrth a new mega-damage 'capacrty and Ulithlogg lechnology.ru:gQ. of the head or chest link will rendp. by Location: Arms (2) . When iactivated. having only a few programming parameters. :Black Market Cost: The price of a Scimitar Warrior on Phase World is 15 million i credits.310 i'Oepleting Ihe M. . average energy life is 6 years.S. This makes the robot extremely limited in its fu nctions.7 tons IPhysical Strenath: Equivalent to a P. of the main body will completely destroy a Scimitar Warrior. Add an addi1ional one hundred feet with a running start. the blade emits a low-level plasma field. iStatistical Da~a: iHeiqht: 91eel 6 inches IWidth: 5 feet 4 inches.35 Scimitar 81ade . making them difficult to see in dark !conditions. and have utilized this Iknowledge 10 their advantage. IM. Cost from the Ulithlogg is variable. and if destroyed renders the entire robot inert. Spyre's robOls are programmed not to kill or harm himself. . making the blade even more deadly. This area is :very poorly constructed.r a Scimitar Warrior completely juseless. ~ Primary Purpose: Assault lie.Q.C. either suited tor guard duty or I direct combat. the robOI is told not to attack certain people and certain objects emitting a high freqUency. the Scimitar Warrior is unavailable as a player character. Right below the chest unit is a large ball link holding together the upper and lower body of the android. Scimitar Warriors resemble demonic skeletons. !lenath: 4 1eel 9 inches !Weight: 0.90 "Main Body . The ball link is fairly ismall. I IModel Type: Spyre4 'IClass: Infantry/Assassin Android Crew: Not applicable.C.75 legs (2) .""Depleting the M. and the Ulithlogg. with bony horns and a tail which can !Iash out at opponents like a whip. :Power System: Either nuclear or technowizard. [When in use.C. Not applicable. While most Scimitar Warriors are built exclusively for Spyre. Availability is poor there. IWeapon Systems: Scimitar Power Sword: Built into the right hand of the android is a large curved blade. ISpeed: IRunning: 90 mph maximum ILeaping: The powerlul robot legs can allow the armor to leap up to 90 feet high or I across. 25 !.100 each orHead . making it a difficult shot to hit. Hence.80 "Chest Link . due to the poor construction materials of the time. However.QQL1<:iarv Purpose: Defense .O. though. the Uhthlogg have jbeen granted permission from Spyre to build the robots for clients as long as these buyers are :not from RiMs Earth.1.ifailure. I The design of the Scimitar Warriors has one fundamental flaw. Many of Spyre's foes have discover this weakness. his lieutenants. the robot has proven 10 be a deadly fighter.

Rate of Fire: Standard Effective Range'.000 credits Ulith427 Sha1terblaster (Heavy Laser Rifle) Weight: 12 Ibs ~g.000 credits Ulith327 ShaUerstar (Laser Rifle) Weight: 81bs Mega-Damage: 3D6+10 M. Other Weapons: The Scimitar Warrior is capable of us:-. 106+6 M. Rate of Fire: Standard EHective Range: 900 feet Payload: Ten blasts Market Cost 53.000 credits 27 .. Energy weapons. is that the trigger mechanisms or the weapons are designed to depressed with alllhe fingers of one hand. 306 M.. which are made by the Ulithlogg also have two barrels. resemble standard Rifts Earth weapons. As with other Ulithlogg devices.D.: 1500 1eet Payload: Twenty-two shots Market Cost: 32. One major difference. although the Ulithlogg provide their own for the weapons.D.a:~maQ. Generally. The Scimitar Warrior is easily capable of uSing 1hese weapons w~h its one free hand Below are listed the standard weapons created and used by the Ulithlogg. Ulith324 Shatiergun (Laser Pistol) Weight: 3 Ibs Meoa-Oam. or a Spyre Headhunter Rifle. Ulithlogg weapons. converging on the aimed target.~. If one of the barrels is somehow damaged or destroyed.g a variety at other rifles and energy weapons. for the most part..~ 5D10+10 M.ang. They can be easily modified to accept any form of E-Clip. the UlJlhlogg Shattergun. but only does half damage.204'10 M.agg. of over 30. These weapons have a conventional barrel and another barrel slung about six inches below the normal one. Standard Effective Range: 2700 feet Payload: Twenty shots Market Cost: 84.D. it is equipped with a Coalition ~ireb(eather (see the Rifts Main Rulebook). foreigners to Jarnaka can only acquire these weapons directly from the Ulithlogg or from the weapons markets on Phase World.D. meaning laser and plasma guns. 3600 feet Payload: Thirty shots Market Cost: 49. two beams are discharged. two hands are required to use the weapons properly. 2.S. When used in combat. Rate ot Fire: Sta ndard Ef1ectiv~B.D. Almost any Ulithlogg can easily acquire these weapons.. the weapon is stiil functional. though.000 credits Ulith824 Starilare (Plasma Ejection Pistol) Weight: 5 Ibs Mega-Damage. Unless a creature has supernatural S1rength or a P.

I In a sense. !workshop. Ulithlogg Tinkers either mostly build :armor and weapons for Naruni Enterprises and other customers or are completely independent.D. Custom orders for armor and other items can be built by the Ulrthlogg. Failure to save means instant. and most of :the Ulithlogg Tinkers know how to use it. contain scores upon scores of advanced weaponry. Both Armories. Protection by armor or means (i.ighs 2 Ibs each.ERective Raom. the place has no defense systems. 106 M. The blade is also coated with a hinhly lethal venom.security exists. These are the places where Ulithlogg have banded together to 'make the images in their minds into reality.C. They are not 2rmored. The two types of Ulithlogg Tinkers rarely coincide and do 'both. Mega-Damage: As per mini-missile type. iThe Ulithlogg do not see a pressing need to defend against possible attack. ~lhough. Armor of lthan) 'means the toxic will have no effect on the wearer or user of sud1 things...possesses any piece of machining equipment needed to create his inventions.D. each cave hewn out into a gigantic combination of a laboratory.e. These are the . iPayload: A stand carrying case (15 M.: 1200 feet !Payload: Sixteen blasts !Market Cost: 71. If a critical hit is 'made against an unarmored opponent. ithough. the opponent must ma~.5 Ibs 'M~a-Damaoe.poison. Each Ulithlogg Tinker is assigned his own lab.000 credits located far beneath two Ulithlogg villages. painful death. !building whatever whim suits them. Kingdom of Chorrdalis and one :in the nor1hern reaches of Jarnaka. The Armories are more than a labyrinth-like .:Ulith825 Starfire (Plasma Ejection Rifle) :Weiqh1: 9 Ibs iMega-Damage: 6D6 M. A successful save means that the blade /inflicts an addi1ional 406 M.Fortunado Armories.conventional items.) holds eight missi!'::: in all.D. Apart from the weapons being built and stored there. each mini-missile typically w". IRate of Fire: Only three mini-missiles maximum can be tired each melee round. he usually can build it himself. much of it never tested. the Armories are not well-defended just because few warriors inhabit them. one near ~hp.000 credits IUlith911 Steejfist \S~andard Railgun) :Weight: 22 Ibs IIMeoa-Damage: 106"10+10 M. and warehouse all in one. Rate of Fire: Slandard iEHeclive Ra~ 2000 feet !Pal1oad: Thirty bursts iMarket Cost 62. If the Ulithlogg .D.Tinker needs something. IEHective Ranoe tI/lelee !Market Cost: 78. and no form of internal .:. but the Tinkers :have to be reached directly al the Fortunado Armories. typical range is approximately 2 miles.e a standard saving throw against .000 credits :Ulith55 Skullknife (Vibroknife) Weight: 2. and . iEffec1ive Range: As per mini-missile type. although the more maverick Tinkers are more than willing to help oul those build more .series of cave systems. are the centers of Ulitr:ogg technology.D.000 credits i :Ulith944 Dragonfire (Rocket Launcher) iweighl: 25 Ibs lor the launcher. :Rate of Fire: Standard i. iMarket Cost 59. will not accept Naruni Enterprises 2R .

However. T The Chorrdali are a race of humanoids that are nearly identical in appearance to humans The only difference is that they have no hair upon their bodies. made from mud but tumed into M. who leads the entire country of Chorrdalis. No armor may be used in the trial.to disobey the words ot the Vernalik means either to become a slave or be killed by slow torture i1 already a slave. and they do not set prices or sanction Ihe more rebellious Ulithlogg Tinkers. humans. the farmers and the merchants wear emerald robes. and are treated as such. their forearms. and standard armor. They also have bright red reptilian eyes O1herwise. Specific schematics usually have to be laid out for ihe Ulithlogg Tinkers as well. and rarely forget insults or threats made against them. Paying 011 Ulithlogg Tinkers can be incredibly dangerous. Once reached and contracted. their friends usually are only Chandali. the place is commune. Fighting is a commonplace pastime amongst the Chorrdali. patrolling the country and defending against intruders. though. When a Grand Vernalik dies. with ten thousand Chorrdali living in the caprtal city of Nehfarris. with the exception of perhaps the 29 . Their towns resemble those of Rifts Earth in the Old West· a few street of buildings and many farms lying just outside the main city. and wear scarlet robes. About four thousand Chorrdali live in each city. unlike the Hands of the Many. particularly over women. and have no chance at freedom except fOf escape. slaves have no rights in Chorrdalis whatsoever. a haven for new ideas and concepts where the Ulithlogg Tinkers can pool their resources and create many wonclrous items of beauty and many instruments 01 destruction at the same lime. and other weaker races captured by Chorrdali patrols are enslaved to perform the will of the ruling Charrdali. The entire social structure is based upon the strong surviving and the weak perishing. with the color indicating socia! rank. There are no leaders of the Armories. Not all of these slaves are Chorrdali. does nol function as a guild. constantly moving from one city to another. but not many. only stone weapons. and their appearance. The vacated position of Vernalik is filled through new challengers in the death matches. and the slave class wears coarse brown robes. One Ulithlogg Tinker is known to demand six adult dragon skulls for every suit ot armor he produces. Women are considered to be the more powerful sex. Another has demanded a suit of Kit1ani Equestrian Armor in exchange for every surt of armor produced.C. The rulers ot the cities. The Grand Vernalik. The Chorrdali are very loyat to their friends. If the Chorrdali kills the Vernalik and wins the death match. unless il uses things they already understand like conventional power systems. A lew Ulithlogg Tinkers just ask for money. A large portion of Chorrdaiis' population is also comprised 01 slaves· as much as 15% are owned by other Chorrdali and used in menial labor. is chosen through a less rigorous process. acquire their position through a trial by combat If a Chorrdali feels that he or she would be a better ruler than the current Vernalik. Instead. Rather. Captured Blarnogl. They will not understand such concepts until they build it. Chorrdali custom d:ctates that all Chorrdali wear long robes similar to togas. They usually speak their mind. Chorrdali are extremely passionate and aggressive by nature. Chorrdali male leaders and soldiers wear azure robes. then that Chorrdali becomes the new Vernalik. The Chondali live in stone buildings. The Fortunado Armories. Explaining new and complicated ideas to an Ulithlogg Tinker is usually like explaining quantum physics to il two year old. The Ulrthlogg Tinkers normally charge bizarre prices for their services. The challenge can never be turned down. The Vernalik's word is absolute law . their lifespans. and their chests. struC1ures through the use of the Scarlet Waters (see below). the other Vernaliks elect one of their own to become the new Grand Vernalik. the Vernalik. orders for armor typically takes six months to a year and the labor is not cheap.O. bluish-green patches of scales cover the top of their heads. They are quick to anger. they are exactly like humans in terms of their internal physiology. They distrust all the other races of Jarnaka. However. phasing. and are not afraid to question authority. that Chorrdali can challenge Ihe Vemalik to a death match. Armor is rarely worn in public unless it is deemed absolutely necessary. to be held in the center of the city. Custom dictates that slaves are treated kindly and not mistreated.or anyone else 10 act as intermediaries. Much 01 the milrtary is transient population. Ali Chorrdali women are considered to be part 01 the ruling class.

very little can be done to~he Chorrdali Barbarians. trying to draw these healing waters to their own worlds. However. I Within lhe Caves are literally tons of edible. is thaI aliens are out for themselves first and the Chorrdali ~S'cond. In the northern reaches of Jarnaka (essentially. The form-fitting jstone armor has led many offworlders to believe that Chorrdali B2rbari2r1S and regular Chorrdali iare distinct and separate creatures. which essentially are !accepting all persecuted individuals seeking refuge and helping ons another whenever possible. The lichen is like a naturally !I'organic version of military food paste Combined with the catches of infrequent hunting parties bringing back game 1rom the outside wodd. iexcluding the oceans. :Dorsey sympathizes with the Chorrdali Barbarians. IVardiba laid down the few laws that exist among the Chorrdali Barbarians. the Chorrdali and the Kinsitata together iformed an alliance designed to restore Jarnaka back to its origmal selt The Kinsitata knew of a ialien dimension known only as Lidzal!e (see the forthcoming Rifts Dimension Book: The Crimson Maelstrom for details). These Chorrdali are called "barbarians" by the rt. leaving Chcrrdali military patrols with ilittle desire to attack the Caves. they always . Derial 'contains most 01 the nutrients that the Chorrdali need to survive. but Barbarians would dearly love iabout odd Chorrdali roaming the countryside. whom :hey consicier to 'They are even more paranoid regarding creatures from other worlds. restoring imuch of the northern parts 01 Jarnaka to its original form However. but the rest of the Kingdom of Light is :distrustlul of Vardiba D'Exile and his followers. 1M0gor roamlhe mountainside outside the Caves. regular bodies of water began to run red.ee below for further details). Once a Chorrdali a friend for life whom the leA I IJ A small minoriiy 01 the Chorrdali. food and shel~er are easily provided for. and are almost always successful. 1hey know that they cannot do so at price of their freedom. The effort !was partially successful. those who believe in freedom and equality tor all !creatures and who reject the Chorrdali caste system. Their position is almost impossi::)e to 3ltack within the Caves. iVardiba insists that all disputes which cannot be resolved peacefully be resolved by death match !combat. The Chorrdrtli Barbarians rarely travel outside the tJut when they do. the rif1 also brought through ithe alien creatures known as the Magar and the Juggernauts.m on Wormwood about trade and forming an alliance· Dorsey Pentecost. allowing Ihem to remain independent of the Kingdom of iChorrdalis j The Chondali Barbarians in the Caves of Gethsalij are ruled by an infamous former !Chorrdali slave named Vardiba D'Exile. iand they have little need 10 ever step fool outside. who killed his mast"?!" and eventually made his way to !the Caves. lichens called derla!. Chorrdali Barbarians have !become powerful in 1heir own right. iThe Waters allow the Chorrdali Barbarians to stay healthy and to become powerful like their IChorrdali soldier brethren. Also lrunning beneath the Caves of Gethsalij are the Scailet Waters (!'. have flee 10 en area known as the Caves of jGethsalij.(Kinsitala. The Kinsitata joined forces with the few Chorrdali wizards in existence. Chorrdali or alien. With these resources on their side. Ihat person is !Chorrdali will completely trust and defend 10 the death . Vardiba has also 'begun talks with a m. In the attermath of the war for the Demon Heart. The Chcrrdali could care less it some care if such aliens told them ialien told them about strange hulking stone creatures. While the :to rejoin their brethren. so most Barbarians try to work oul their diHerences through dialogue.St of Chorrdali society. and are ihunted as criminals 01 1he stale. land opened a rift to lidzalle. c:lthough he has a vicious temper. be orugged-out halt-wits Their general experience at all. \ll'hich sought to destroy all they "I{) . if :has found a reason 10 trust someone. north of the equator). which possessed red healing waters that could supposedly [restore or heal anything. Vardiba is a fair and free-minded individual. They particularly hate the Ulrthlogg. I 5 .wear S10ne armor (see below) and are armed. as it help them to hide :their goings-on from the rest of the Chorrdali population. all bodies of water. Only words exist between~he two for now. The Barbarians encourage this belief. They will attack and kill any regular Chorrdali Imilitia that they encounter on their journeys.

and will never ot the Scarlet Walers. and also gives them a lightweight additional form of Rp. are only cured of their ailments and are not conv8rtecL After IfllIlrl~'<: another twenty-jour hours must pass before the creature can erter become a creature: inlo the waters before ther. The obvious one is the ability 10 or otherwise injured creature drinking from one of the sources 01 the :-. The armor makes the Chorrdali look iike shambling plies of rocks and mud. which are wF~2rs "or decades have these somewhat limited in supply and have properties. In making a slone weapons.sion in the waters. have many unique proper1Jes.".could find on Jarnaka. . unknown reason.. these weapons 01 combat. In thc.-. this is only to do at the sources Waters on and Lidzalle .C atter draining about a altha liquid.C. The Chorrda/i believe honor in battle only lies in the fI""r"'l"'lrl~1 over an opponent. large numbers at rocks and s~ones from the Waters are magically gratis to bars ot iron or similar metals by Chorrdali If the weapon is to be refined into something a clUb. as lhe known.O.C. doses of the Scarlet Walers will not have effect unHllwenly-four hours have passed.O. and have otten stone weapons and armor to the Kingdom of Light on vVrr:. Again. such as a mace or sword. creatures immersed in no matter how sligh! the wound. and then 31 .lIiISII. then all hit and are converted inlo M.. are nol cured al all is also nol possible with the liquid. The stone weapons of the Chorrdali have been created from me:ga-dalmclge rocks found in the Waters of Jarnaka. the number nOlan Jarnaka who know 01 the proper1ies 01 the is a very small . has no effect at all..oln used to sharpen and reline the stone armor.rl aware of and have used it lor themselves in Ihp.in link armor.::lr Chorrdali guard the secrets of the Scarlet W2.ood.C.C.::". Condilions such as Ihough.Ie. creature comJ:llelely immerses himselT in the Scarlet Waters for over a minute. For the most pan. the C.<=>! Walers is curcc of all physical ailments instantaneously.. 1he stone are to a rough skeleton of ch2.D. such as a human.Cllty Orly the stones..O.. they will only heal 406 S.! case of the Chorrdali O". If a fully S. The are also capable of turning a S.nlll.r:::lrl.ae Carl8.i:!ld fc~ un:ct~unale error.''-. such as stone to anyone. most weapons are hand to hand weapons.8. but these are extremely rare.. the Chorrdali have this power of~he Scarlet a secret As S. crealures. or 406 M.. mega-damage creatures nothing from ''. Ukewise. The Chorrdali blamed the f'\. and have since broken otf all contact with the Kinsitata. depending on what kind of creature drinks the Scarlet Waters. other stone are 01 these weapons.water drained from :i'lese sources and containers cannot be in this conversion.rn.:.D. . have given this information 10 and allies.C. UnbeknownSI to the majority of the . creature.ter·s very carefully.0 as well..+ \l\/~tpf. Chorrdali R::Irh~iri. Typically. wh~~e Chorrdali can fight his opponent man to man Arrowheads have been made as 'ni5sile weapons. ·. The Scarlet Waters." are not nearly as eHeclive when removed from and placed in jars or other contaIners If ~he Scarlel Waters are used after being 1rom the source. SCi1rlet and many of middle 10 class citizens have done $.D. they have been able to an conbat that few own All Chorrdali and nobles have or"". the Chorrdali Barbarians in the Caves of Gethsalij have perfected a way into these rocks into a makeshift chainmail armor (see below). Chorrdall slaves are forbidden trom immersion in The Chorrdali have also discovered that rocks in t~le Scarlet Waters have become mega-damage and can inflict me!9a·d<:lm(~ge Crf''''tures.vl.:inc:: on the other hand. This has led to weapons cannot be dipped the creation 01 their powerful stone weapons into the Scarlet Waters and suddenly have m€!oa-dc:lm. .

'limysticallY coated wilh silt from the bottom of the scarlet waters Only the Charrdali Barbarians know how to make stone armor. All Stone weapons, save arrowheads, possess 20 M.D.C. Arrowheads possess 5 M.D.C. Regular Chorrdali hoard these weapons jealously. and almost rever give them away. They will never sell such weapons. Chorrdali Barbarian are less protective of their weapons, and will sell or give them away. The market prices listed below are for the Chorrdali Barbarians of the Caves 101 Gelhsalij. I !Stone Arrows ~l O.4ibs Mega-Damage: 304 per arrow Rate of Fire: As per user's attacks ,Effective Range: Depends on bow used; Chorrdali 8,vbarian bows haVf~ a range of 600 leet. [Market Cost: 300 credits per arrow

IStone Club
,weight: 8.1 Ibs !Mega-DamaqQ; 5D6 M.D. IEffeG..tive Rilnqe~ Melfli'l. Can be used to parry attacks. ,Market Cost: 4000 credits

i

i
jStone Mace iWeiq ht: 10.4 Ibs

606 i\-\. D. On a critical hi!, also has a 20% chance !unconscious lor 1 D4 rounds. The opponent has no saving iEffective Rance: Melee. Cannot be used to parry attacks. IMarke! Co!;ii; 7000 credits
I I

knocking an opponent this type of hit.

IStone Sword IWeight 9.51bs iMega-Damage: 6D6 M.D. iEffective Range: Melee. Can be used to parry attacks and disar:-il an opponent. 'Market Cost: 7900 credits
I

:Stone Halberd Weight: 20.21bs Mega-Damage: 506+20 M.D. ~Effective RanQ§.; Melee; -, to initiative. Can be used to parry eTIr:':ks and disa,m an opponent. !Market Cost: 9600 credits

~tone Flail
Weight: 8.9 Ibs Meqa-Damage: 4D6 M.D. On a critical hit, also has a 60°/" chc:.nce of knocking an opponent ;unconscious lor 1D8 rounds. The opponent has no saving threw against this type of hit Effective Range: Melee. Cannot be used to parry attacks. Market Cost 8000 credits

:Stone Armor
!Stone armor is much like medieval armor except for the fact that it has mega-damage capacity. ilt cannot be enVironmentally sealed in any way. Due to the 20!Jearance of the armor, 'it has a horror factor of 10. The armor is of a coiGr, giving it some slight 'camouflage in the wilderness. MDC: 110 ~ht: 271bs 'Mobility: -5% prowl penalty
)

32

Market C051: 66.000 credits

ALI
(Optionai Player Character)
Alignment: Any Usually of selfish alignment. Attributes: I.Q. 306. M.E. 306, M.A. 306, P.S. 406, P.P. 406. P.E. 606. P.B. 406, Spd 606 Hit Points: P.E. plus 1010 per level S.D.C. (base): 606 plus any additional bonuses from skills. M.D.C.: Possible wnh immersion in the Scarlet Waters. Horror Factor: 8 P,P.E.: 306. with an additional D6 per level. I.S.P: 2D6. with an additional 06 per level. Weight: 150 to 240 Ibs Height: 6107 feet Average Experience Level: 104 for NPCs, Natural Abilities: None. Combat: Typ'lcally hand to hand: expert The number of attacks varies wi1h the level of experience and combat skills. Damage: As per combat abilities. Bonuses: +4 to strike/parry. +3 to dodge, + 1 to roll/fall with punch/impact, +3 to save versus magic/psio n ics/poisa n. Magic: None. save for Chorrdali Mages (not available as player characters). Psionics: Minor psionic; can select a total of six psychic powers from either the sensi1ive, physical, or healing categories. Super is not available. Select an additional two at fourth level and another two at ninth level. R.C.C. Skills: Radio: Basic 1+10%) Body Building Climbing (+ 10%) Running Prowl (+5%) Wilderness Survival (+ 10%) Language: Dragonese Hand to Hand: Expert w.P. Archery W.P. Sword W.P. Blunt W.P. of choice (Hand to Hand: Expert can be changed to Hand to Hand: Martial Arts at the cost of one "other" skill, or assassin, if of an evil alignment, for the cost of two "other" skills.) R.C.C, Related Skills: Select eight other skills. piuS two other skills at levels three and six, and one other skill at levels nine and twelve. All new skills start al level Ol1e proficiency. Communications; Any Domestic: Any Electrical: Basic electronics only Espionage: Wilderness survival only (+5%) Mechanical. Automotive only Medical: Holistic and first aid only Military: Any (+5%) Physical: Any Pilot: Any

:n

:Pilol Rela1ed, Any iRogue: SIre8twise only !Science: Ma:h only 0echnical: Any jwP.: Any i'Nilderness: Any ;Secondary Skills: The character 10 selee! seven secondary skills from the previous list. do not receive any of tile possible bonuses listed in iThese are additional areas of Ipareniheses (" All skills start at their base level. Also. sk!ii availability is limited as 'previously indicated in tha11ist only. none), !Weapons: much use anything. Typically prefers to use Chorrdali fla~dard 'for all soldiers are a bow, a score of stone arrows, and a stone club. iVehlcles: None, ,Money: None. with preferred weapons as listed above ~berneticsJBionics: None. Will refuse to ever acquire such equipment. I ~ddltional Notes: Chorrdali Soldiers are very fierce They will always obey ,he of their commanding Vernalik without question. tor the honor and glory at the Chondali race. Chorrdali Soldiers tend to distrusl they are willing to listen and )Jive them a chance to prove their worth. They are open, and do not like anything involving subterfuge or stealth. They prefer direct to sneak anacks. They despise ~he Chorrdali Barbarians. and will hunt them down at any While somewhat poarse by nature. the ChorrdaJi are basically good creatures. Their of tact, though. has gotten them frequently into large amounts ot trouble, and they generally stay away from :negotiations or other diplomatic situations so as not to unintentionally cause trouble. Chorrdali ;Soldiers try to defend their country and their from at all times.

THE

(Optional ~I::'Ilv~r

r'I'l,!!:Iot'l::l.l"tor'

~lignment: Any I :Attributes: 1.0.306.

alignment. 306. M.A. 306. PS. 506. P.P. 406. P.E. 506. P.B. 406, Spa 606 Hit Points: PE 1 DB per level ~.D.C. (base): any additional bonuses trom skills. in the Scarlet Waters. M.D.C.: Possible with Horror Factor: 8, 10 with stone armor p.P.E.: 3D6, with an additional 06 per level. Ls.p: 206, with an additional 06 per level. Weig ht: 150 10 240 Height: 6 to 7 feet !Average Ynl:>ri~'nt'~,p level: 106 for NPCs.

Natural Abiilities: None.
Typically hand to hand: expert. The number of attacks varies with the level 01 eXlper'ierlce and combat skills. As per combat abilities. +0 to strikeJparry. +1 to dodge. + 1 to roilifall with punch/impact, +4 to save versus magic/psio nics/poi son, Magic: None. save for Chorrdali Mages (not available as player characters). psionics: Minor psionic; can select a total of six psychic powers from eirher the serlSltilve. physical. or healing categories. Super is not available, Select an additional two at fourth level and another two at ninth level.

:R.C.C. Skills: Malh: Basic (+10%)

Wilderness Land Navigation Holistic Medicine Body Building Climbing (+ 10"/0) Running Prowl (+10'%,) Preserve Food (+ 1 Faerie Lore (.,.1 Demon Lore Language: Hand 10 Hand. W.P. Archery W.P Sword W.P. Blunt W.P. of choice (Hand to Hand: can changed to Hand to Hand: Martial Arts at the cost of one skill.) R.C.C. Related Skills: two other skills at levels three and six. and one other skill at levels Select nine start at level one proflciency. nine and twelve. All new Communications: Domestic: Any (+ 1 Electrical: Basic """,('nr,,, Espionage: Any Mechanical' None Medical' First aid only Military: Any OQ/,,) Physical: Any and robots Pilol: Any, Pilot Related: Rogue Any Science: Biology and Technical: Any W.P.: Any Wilderness to select six seconrlary skills from the Secondary of the possible bonuses in that not receive These are s1art at their base level. Also, skill availability is limited as parenlheses ( ) previously indicated in that (any, only, none). anything. Typically prefers to use Charrdali weaponry. Weapons: Can pretty barbarians usually include a bow, a score of stone arrows, Standard weapons for most and a stone club or sword. Vehicles: None. Money: None. Starts with weapons as Cybernetics/Bionics: None Will to ever being tenacious fighters, are less headstrong primary goal is to protect Ihe rest ot the However, they are also given to wanderlust, as well as other dimensions accessible through the rifts at the planet. also ~end to distrust aliens and other creatures, but will almost ally instantly with anyone claiming to oppose the Kingdom of Chorrdalis and its ruling class. They are very open. blunt individuals. and are prone to speaking their mind

35

Their complete respect for life makes them !vegetarians. They are very trustful of strange looking creatures that they do not [recognize. The Kinsitata fervently worship ithe Korgata Trees. Their simple trusting of others has also . greeting the Banwok with open arms. going in isearch 01 another existing village to join or a new Korgata tree. more intelligent than the gorillas 01 Rifts Earth. the Kinsitata are very lcurious and inquiring. " The Kinsitata are very distrustful of the other native races of Jarnaka.t their function in Kinsitata lsociely is more thai of an advisor and shaman than a leader. light. offering presents. making simple huts out of mud and dead branches from other trees.over time.lf~se tufts of facial hair.to all travelers.!t>. I . An entire Kinsrtata village was completely !destroyed by a Banwok exploration party (see Rifts Dimension Book: The Banwok Hunters ifar details on the 8anwok). The Kinsitata. usually ranging somewhere between three and a half to four feet lin height and they i1av<'J bluish tufts of fur instead of gray or blade hair. although the influence ot the Scarred Gods has begun to dwindle . All Kinsitala (both male land female) can grow beards. which they weave into their own histories. and many Kinsitata have been exploited ishamelessly in recent times by certain cunning dragons. if nol The members of the Kinsitata race physically iesn:nbie the gorillas of Rifts Earth. They will defend the itrees to the dGath. and shelter . whIch are the sources of power ifor a Kinsita!a Druid. partly out of shyness. which are somewhat inteHigent. They are capable of speech. and like to grow out and braid t. and other crtizens of Chorrdalis. :and seek to hinder 1118m at every possible turn. They will not believe these creatures unless absolute proof of their word Ican be easily obtained. sheller.es in the Scarred Gods. but live together in a loose!y commune. large. No su rvivors were lett to tell the tale of the destructive iBanwok. and shy away from [them in any encounter. The Kinsitala lare also muci. were completely idecimated by a hail of plasma tire.ck them. They keep mostly to Ithemselves. and are much sm3i1er thCln gorillas. and they will never kill unless provoked or attacked tirst The Kinsitala do not even :believe in eliminating something or someone capable of annihilating them first . as it is not necessary in the humid of Jarnaka. ! The Kinsitata are a very genlie. and certain magical forms of protection (rom evil. and may represent the return of the gods to Jarnaka. peaceful race of creatures. they wear no clothing. Individual Kinsitata [are free to come and go between villages as they please. though. using the Jarnakan tongue ce Diagonese. the Kinsitata village around that tree will immediately disband. passed down trom generation to generation. It is the duty of a novice Kinsitata Druid to Ilearn the songs irom his elders. provide the Kinsitala with !Iood. b:. This naive trust comes from the fact that the Kinsitata believe such odd creatures to ibe messengers of the Scarred Gods. instead.they instead just [hope that their enemies realize the folly ot their ways. are worshipped like deities. The Druids also serve as the [historians ior each village Nothing is ever written down. when it comes to other creatures. Upon encountering strange adventurers from other worlds. the Kinsitata istubbornly still Heat all newcomers as their honored guests. . Should a Korgata tree die or :otherwise be destroyed. :1. pow~rful forearms. They despise the Chorrdali SoldlRn. Apart from Ithis. They Ihave no leaders or formal tribes. They live in the trees themselves. to many Kinsitala. but most tend to stay with their families i in a single village all of their lives. The Kinsitata are also the only race on Jarnaka that still devoutly ibeliev. considering them to be tr. not even amongst ithemselves. a sloping brow on the lace.proven dangerous. food. AU they ever ask for in relurn are stories of strange places. il need be. These trees. The Kinsitata.iat any given opporiuility. where sunlight rarely makes it past the dense foliage to th~ir villages and homes. adding on to them during his or her lifetime. The Kinsitata live in small villages located deep in the hearts of the forests of :Jarnaka. with bodies. in particular. !Oragons. Kinsitata villages are centered around the Korgata trees. though. Only the ]Kinsitala Druids are considered to be the heads of communi1ies.eir protectors and 'iriends. partly out 01 fear. the histories are comprised of isongs. i1 not lethal. However. and !1re comparable in this area to ihumans.

They were for creating the Demon Heart in the first place. the Scarred Gods removed themselves 10 a remole mountain in the Mogatu Peaks. infused a piece of obsidian with the ability to let Ihe bearer see ever so slightly into the future. who had indirectly slaughter thousands and breed hatred and discord noticed the seeds of sown. Korrd. the Scarred found the dimension 01 Qem'Chomudu. They each attempted to create a race of themselves. The problem was. realized that their mortal charges had "grown up". Blama. <111. The worShip and respect that the Scarred once enjoyed began to slowly dissipate. but they encounter a dragon god in the future.<:d dragons and dragonkind. but lell far short of their inlended The current races of none even slightly resembling a dragon or dragon-like being was the result. the Scarred Gods were about as matur~~ as their creations.the Scarred still exist <1:'-: are alive in the present time.iarnaKa. save for the fact th?'l they are hideously five godlings: Aeda. people of Jamaka wanted answers to the now-seemingly senseless slaughter. Traveling aimlessly for a long period 01 through the cosmos. Eventually. aback by 1his lealizalion. Ihe stone which banished the entire race of the Blamogl to the world of Hrogrythlor and began a decades-long pianetary war. They will be i:1corp{)rsted inlo the forthcoming Rifts D1mension Book: Four Keys of While they love the inhabitants 01 Jarnaka dearly and them their children. abandoned them. Realizing that 01 most of their children. Intended to help the creatures of Jarnaka. 1he decided to start over they had finally lost the again. five in number physically the draconids 01 Phase World. They helped morfals of Jarnaka who still believed in them repair the battered surtace of Jarnaka as COUld. they realize tt1at 1"8 creatures of Jarnaka have they have moved onward. and now reside and rule of Qem'Chomudu with an tron {Note: ~h~ actual slats for the Gods are not in this section. their creator. save their own on Jarnaka and esoecially despise Corgarith. so 10 Their one legacy left directly in contact with the mortals of Jarnaka was created by the godling Ulith. but there were no answers to be found. hopefully allowing that creature and the other inhabitants of Jamaka to avoid trouble. out of loneliness. They decide to guide their children through the generations. Gods realized that they had made yet another They returned to the mortal seeking to amend the havoc they had inadvertently brought about. and Ulilh normally remain enshrouded in to show themselves their true appearance 10 others. the Scarred Gods began to realize that constant presence amidst the mortal societies was extremely unwelcome. in the aftermath of the bloodshed. was the stone now know" as the Demon Heart. The . They squabbled and fought amongst themselves as well as their mortal creations.! being directed their way. However.. the stone only served to The godlings. it remains likely that they would unhesitatingly attack that creature in a After left alone on Jarnaka millennia the Gods. The Scarred found nothing but hateful races and with most of the rag\. deciding only 10 keep in contact wilh their creations in times of great need. have not encountered any ~hejr creator left them to rot on Jarnaka. decided that their creator's original plan of creating the races ot Jamr::ka would at least give them something to do. Oespi1e this Ihe Scarred Gods were fiercely proud of their creations. They all share a 1'. This piece of of course. had foolishly chosen not to interfere and try to prevent the slaughter. but the fighting. intending to turn inlo one of the cultural centers of the universe. The Blarnogl soaked up a Gods were also blamed to to do anything to stop the lot of the blame. thinking their promise 10 not interfere in the mortal world was more important than anything else. 37 . where they still today. moved on from their original homeworld 01 . The creatures of Jarnaka began to loathe and despise the constant interference of the meddling godlings in their lives. and then left the planet entirely. that he wrongfully abandoned spurning them in hour of need.

1hough. P. If more P.1 once more. tree usually serves as the center 01 a Kinsitata "liII a. have no intentionSlf eVf.D.P. This is proof of their love for the litt!e blue apes.we infrequently returned ~o Jarnaka to directly aid the Kinsitata. 11 the tree takes over 100 M. This creates a ~ymbiotic link between tree and druid: only one tree and one druid meW be linked at any given ~ime. for the most part They have very litti:t conCBms other matters. and was b~~i')re Corgarith ever stepped foot on the suriace 01 Jarnaka.ge.C. usually do hot have thai much 10 say. while they are magical in nature and possess some intelligonce. but will serve as a dimensional doorway betvl/een the new world and the parent tree on Jarnaka. I Korgata Trees can also bestow a portion of their own personal stores of P. into shields or primitive armor. the Korgata Tref: will do ns best 10 telepathically wam the Ki:'snata in the area of the preature's nature and do everything within its power to hinder that An especially good and :friendly being.-ee has empathic powers which can determine the general thought and feeling of that C:laracter If the being is evil by 'nature. it must ~ely on its allies to defend it. although only in times ct d:mger when the Kinsitata Ipossibly laced extinction. iThe Korgata Tree. capacity tools. allowing the druids more magical power than norm211y possible. than that is taken. that creature is usually in for a big If seeds from a Korgata !ree are planted on another world besides Jarnaka. and to tell its Kinsitz:ta friends to help the being.:fore lea~ing Jarnak8.C.lelot. If the tree gives all 01 its P.E. bestowed upon it by the tree for twenty-four hours. the doorway within the Korgata Tree has no control over where it can send travelers.P. The Kinsitata ibelieve that the dimension of Oem'Chomudu is really somp. and devou!ly believe that their deities will one day walk amongs~ ':118i. to a it will die. i Unlike the Millennium Trees. If a Korgata Tree has its seedlings spread out through many worldS. The Scarrpd al"0 h. drooping it o. the linked druid . These leaves have 45 M. The little. which normally has no need for its own P. The link is also physical '!n some respects. an individual steps into the hollow center of the tree. They live ior thousands of years.ously extending out over lhe small huts of the Kinsitata. tG that creature a gift. i The Korgata Tree resembles a large palm tree with many branches in its upper regions.E. The trees also all possess hollow trunks.frequently visit the world '1of Jarnaka. 1-lsually about fifty feet tal!. though. nonmagical. its large branches and palm leav~s gene.nanently returning to l~arnaka. then the tree to also lose 100 MD. are similar to f. Their concerns lie in protecting tht'lir Kinsftata charges and ~hemselves. of damago. and !nat their souls !will join the Scarred Gods after death.r per. has no means o~ Self-defense. oidest known Korgata Tree is thought to be nearly ninety thousand years old. ~uch ~s a bark wand or ring (see below for details).P.'r~!!eC1nium Trees of Rifts Earth F-iowever. might prompt the Korgata Tr'J"l.f of one of its branches. the Korgata tree wi!! COflate one of its leaves to a rriend. Fi. and the druid can only keep the P.. 50r':.:l~:. creatures bntering the trunk of the Korgata Tree are literally spit out on worlds. The .P. the Korgata Tr~es and can directly 'communicate wilh creatures possessing that psioniC pO'A!€r Trees. E. Their [powers really come irom the Korgata Trees. If a non~elepalhic creature comes within the vicinity 01 a !. will normally give the ~ruid as much as possible but 1he tree must maintain a minimum case of 50 P.C. l i The Korgata Trees. using lasers or other M.E. It has mega-damage capacity. anyway.The Kinsitata . The tree. in order to $tay healthy. gentle creatures stili fervently worship believe in the Scarred Gods. They have. ter cny reason. of heaven.E.E. If attack. they are not nearly as large or as powerful as the mighty trees found in the vicinity of New Car.O.71ewhat touched and amused !by the devout loyalty of the Kinsitata.P.:. unlike the Millennium Tree.Infused the Korgata T:ees (see below) with special powcr~ 10 ale :n:} Klnsltata DrUids. The Scarred Gods. unintelligent trees.re the one connection the iScarred Gods possess and are proud of between themselves and world cf J2.D. The leaves can cut. the will grow into normal. while so. in some ways.C. they .re the only reason thaI the Scarred Gods:::ii: ir. on the other hand. as they could CRie Iless now if the olher creAtures of Jarnaka lived or died.rnaka. per day until the tiee dies. made eHorts to help the Kinsi:. and virtually no ~eight at all (2 Ibs). Occasionally. upon the Kinsitata Druids. The Druids believe thatihe Scarred Gods still grant them their bu~ t~~is is a false belief.

..m.. "They will (lIsa never allow anyone to take anything from Korqata Tree. The reasons lor this ar9 unclear. has an infinite range. if a person needs from a Korgata Tree and is a oers:m.. fire and dragon's breath..KOAGATA TREE 50 teet plus an additional1D10'10 Always principled or scrupulous Th~ . will a cumulative healing effect./hit points can be restored to an injured creature.~I!"nrnl'>nt can be de!e<:ted read (an object read spellS/psionic powers such as see aUi3. also have special r'\rr'r'\£'.::('J into retain their M.60 Small Branch Medium Large Srancil Seed" 5 Main 400 each ii has no mega-damage ca~)aclt\·} . If made availabla. "'1 Tree Twig (Ring) .. bits of the Korgala Tree have no p::>wer at all. The linK. of damage. Damage 10 the has a effect on the tree. sense good/evil.a:er or clean air to live. when established.E. .D.1300 (and can at a rate of 2D6"'1 0 per hour) Note: .. seed..P.C.: 100+2D4'10 I.. It lasts over thousands 01 miles and through rli"". depending on what son of ""ats t'1e s2cd.C. but two must be in physical contact 10 eilher consummale or Iile relationship. Psionic attacks also double damage."' . .. .: one-shot bonus 01 +1 to the IQ slatislfc is . Vulnerable to most attacks.does not IN.O. the tree will know and will simply give that p"!rson what is needed. though.c:r the trees to be the living embodiments ot lhe Gods.. at alL Blows trom rune weapons and enchanted weapons. Protected Ihe and other friendS.4 each leaf . t:~t>ds forcibly taken from a Korgata tree will die give no benefits whatsoever 10 the person stealing the seeds.'/·.~'>r~nanenlly gained by that creature..·.. are lormed into while small branches are 10. and Impel'Vlous to disease and to chemical attacks ... . consld. a Tre"! will only give and bralnclhes to the druids alone for this reason Thfl Kinsitala are very of lhe Korgata trees. Korgata trees also can their which are Eke cocmmts... On their own. eV"'1l at the cost of their own lives. .D.C. If taken a Kinsrtala Druid. with both returning 10 their original status.r1i~.C. .S. the branches can be inlused with certain powers..P: 60 only possesses the lelcpaH\jc Average M. ii' a heallhy individual eats a Korgal8.'. damage.. death for one er~d of lhe link means death on the llnk can be severed al any time by either party.50 each 1". by Location: Leal Stem .l. Eating additional seeds. THE AV""-'-::I. the Kinsitata will atlempt to defend il as best can. to the Kinsita1a or other creatures considered as It eaton instead of '111e seeds have a twofold effect Firsl 01 alL they have properties: 1 D4 M or S. To Ihem. Branches can also be given to a friend of the tree.. ..th Magic energy attacks. lnciuding rail quns.suffers 10 M. maS1 high-tech weapons.. and be lormed inlo rings and staffs with limited powers.D.. even after transformation. Finally. Ea1lng will not add to that 10. Typically.~ as follows: slructure: I to normal weapons.. as well as friends to If a tree is threatened in any manner. and sheer brute C't""I"I". and will delect the alignment when used on the Korgata Tree P..

Natural Abillties: Night vision and acute h""~l'"l""n Combat: Typica. ~"d twelve. and one riaht out:. Iwo Korgata trGGS ('!. one in Botswana. 4D6 !AUributes: 1. 60 to 90 Height: 3104 Average Experience Level: 1 D8 for NPCs. Only Kinsitata Druids can have spells. lin a few other dimensions. M. Blunt W. Related Skills: Select eight oH)m Skills. 1 Faerie lore O%) ~ing (+15%) ~anguage: Dragonese Hand to Hand: Basic ~. . pamage: As per combat abilities.P. plus two other skills at level three. IM.E. nine. 2D6.Identify Plants & Fruits (+15%) 'Prowl Track.P. + 1 10 milifall wi1h pun.Locations of Known Korgata Trees: Trel:ls are the northern and trl'-!€:S can also be lound .) RoC.C.southern regions of Jarnaka. .E. anc' oiher skill at levels six. P. l.C.B.0. . physical. 406.·10 W:t:1 cm additional 06 per level.: 60.) ILand Navigation (+ 10%. lhree Korgata Trees . In thE'.one in Ihe Rocky Mountains of North America. !Hit Poinis: None.ly hand 10 hand: basic.. Bonuses: +2 10 strike/parry/dodge.A.C.:'rlc of New Oragcona in South America. Archery W. Se\"x::t <HI a. or healing categories. 306.(e present near Worldgate..Addifional trees may exist nearly anywhere else in the cosmos.ddltional two at third level 'and another thn"e ~'it seventh level.S. Alignment: Any good alignment P. 406.Holistic Medicine (+5%) .al skills. Skills: :Math: Basic IWilderness Survival (+20 0/.:n/imoact +6 10 save versus :magicJpsionicsJpoison. In additional 10 their native world. P.P. R.P. Arllmals ClimbinQ Running Preserve Food (.3D4..P.Psionics: Minor can select a lotal of lour psychic PC"/Fl'!S from either the sens~ive. ~ddilional D6 per level. M.~. 306.D. All new skills slart allevel one proficiency..: 208·10 'Horror Faclor: 8 P. On Rihs Eanh. I 40 . Weight. Super is not available. A KorgatR Tree also stands right outside the Banvmk city of Rythar in the dimension of [ .P: 3D6.Hrogryth/or. jMagic: None...:. dimension 01 Wormwood.C. of choice (Hand to Hand Basic can be changed to Hand to Hand: at the cost af one "other skiil. The number of attRcks varies with the level at eXlperierlce and CCi11.) .S.

C . May energy I.) Secondary Skills: The character gets to select seven ~A('.E. P. know everylrling. only.B. Trouble invariably follows the Kinsitata a m~('1n. mostly to Chorrdali weapons. Starts with as listed above.11. none). they want 10 see everything.. Wanderers also have a tentde!1cy places where it doesn't belong. These are additional areas of knowledge that do not receive any ollhe D05iSIbie bonuses listed in All secondary skills start at their base level. sp.. Any Wilderness: Any (+10'%..::!'\I~linn companions.S. Typically armed with a Chondali bow or club.3cecra. 4D6. Cyberneticsi8ionics: None. availability is as parentheses ( preMC)Us. R .P. Will refuse to ever acquire such equipment Additional Notes: Kinsitata Wanderers are a rare breed who are filled with an insatiable wanderlust They have no desire to remain in the forest... Vehicles: None. which are usunlly traded in exchange for Korgala with the Chorrdali.Communications: Any Domestic: Any (+5'%) Electrical: None Any None Medical: First aid only Military: Any Physical: Any Pilal: Any.. with an additional D6 per level. pestering them a small to hear about stories and experiences. 3D6. Spd 4D6 Horror Factor: 8 P. Alignment: Any Attrlbutes: LQ.mdiAr~~r tr. link with a Korgata tree tor additional Weight: to 90 Height: 3to4 Average Level: 1D4 for NPCs.: 6D6+10. 3D4. M.P. Money: None...ly lniC1lc:atE:Ci in t hat Ii st (a ny.P.1-"'1I'\J the previous lisl. 1. Combat: Typically hand to hand: basic.S. it can present trouble for a W.n. P. do every1hjng. If will almost instantaneously latch on 10 a new group..n and robots Pilot Related: Rogue: Any (+10"/0) Science: Math only Technical: Any W. A~so.P: with an additional 06 per level. Natural Abilities: Night vision and acute hearing.C . Hit Points: None.D. The problem with is thai are a little naive and trust fa trust their first impressions of every1hing. 308·10 P. level 01 41 . P..Q! the trouble is never usually life-threatening. Instead. C ."'"". The number of attacks varies wi1h experience and combat skills. Damage: As per combat abilities.E.

'10) Climbing (+10%) Running Preserve Food (+15"'/0) Faerie Lore (+ 15%) Demon Lore (+5%) Sing (+15%) Languuge: Dragom~se Hand \0 Hand: Basic W. All secondary skflls start at their base level. except spacecraft and robots IPilot Related: None :Rogue: Any (+10 0 /0) :Science: Math only ITechnical: Any !W.-1 to strike/parry/dodge. none). p.These are additional areas of knowledge that do not receive any of the possible bonuses listed in [parentheses (). or healing categories. I jCYbernetiCS/Blonics: None. never leaving the side of their Kinsitata followers and their Korgata trees. only. weapons: Limited mostly to Chorrdali weapons. They seek to 42 . +2 to rolli/aU with punch/impact. i. Blunt I(Hand 10 Hand: Basic can be changed to Hand to Hand: Expert at the cost of one "other" skill. Also. nine..) :R. Related SI<ills: iSelect nine other skills. Archery IW.Bonuses: -. Select an additional two at third level and another three at ninth level. and one other skill at levels six. iCommunicatlons: Any !Domestic: Any (+5%) Electrical: None Espionage: Any :Mechanical: None . Magic: Kinsitata Druids can have access to the druidical spells lisled in the next section..C.C. !Vehicles: None.Medical: First aid only iMilitary: Any iPhysical: Any (+5%) Pilot: Any. Mone y: None. Sians with preferred weapons as listed above. plus two other skills at level three. [.C. Super is not available. iPsionics: l\fll1or psionic. which are usuafly traded in exchange for IKorgala seeds with the Chorrdali.C.and twelve. Typically armed with a Chorrdali bow or club. skill availability is limited as Ipreviously indicated in Ihat list (any. I 'R.)/0) fSecondary Skills: The character gets to select eight secondary skills from the previous list.lifetime. 10%) Identity Plants & Fruits (+15%) Prowl Track Animals (+51. +7 to save versus magic/psionics/poison.P.: Any Wilderness: Any (+10'. can select a total of five psychIc powers from either the sensitive. physical.P. All new skills start at level one proficiency. Skills: Math: Basic Wilderness SUNival (+15%) Land Navigation (+5%) Holistic Medicine (. Will refuse to ever acquire such equipment (Additional Notes: Most Kinsitata Druids remain solely in their own village for their entire .

ata Zlre a unique type of magic "!hich Kinsitata draw from the KorgatR iW!c)s. however.econd level spell. demon of magic an::! r.E.: '10 Level: Considmfld a . and PO'. .:.P.: 45 Level: Considered a sixth level spell. as if the person was still on the surface and unhindered in motion by the water. This spell allows the casler to let someone breath undefl!>. In even after the spell wears off. Individuals to aHack crealures within the flaming dome are at -7 to hit their .: 170 Level: Consldf'Jff'Jd a tenth level spell.E. DRU The druidical Kif'lsit. The spell can be dispelled before the allotted duration by the spellcaster at any time.plicable P.P.ul beings are also able to cast those ". This spell creates a barrier of magical flame around the caster in the shape of a dome.'. but is transparent from the inside. This quest lor personal enlightenment consumes these druids wholly. and the victim is fully recovered by the next round.P. recipient at 1hr~ Drown Range: 100 teel radius of caster (directed al only one individual) Duration: One round per level of experience of the caster Saving ThrO\IJ: Standard P.:. A successful saving throw means tilat the spell lasts only for one round.j. A lew Kinsitata Druids.:ka~ their purpose in life is to serve as tt.E. as well as one temporary point 01 P. effectively filling them completely with water A failed saving throw means that the victim loses all actions and attacks tor the round.!.E.'!f)r. godlings. lords.'''U'~r1! spells. it takes a full round for the victim to recover from the efi!'!cts of the spell. s~)!:!lIs arc only able to be cast by ihe other practitioners cads.13chers to the other Kinsitata of their villagns. They teelthat if the Scarred Gods are iou.gain wisdom and the beauty of the world of Jam. This offensive spell condenses all the water vapor in a person's body into their lungs.!~lv unable to casl these specific spells. their determination will prove to their deities that it is time for them to relum back to JarnaK. have made it a personal quest to find the Scarred Gods and the dimension o. Should the spell continue past one round. all further actions are lost and P. Airwater Range: Touch Duration: Two per level of experience of the caster Saving Throw: Not ar. Flamebarrier Range: 20 feet radius around caster Duration: One round per level of experience of the caster Saving Throw: None applicable P.. continues to drop at the rate of one point per round unlil tile spell wears off or the victim dies.E.nd they will not rest until their journeys are completf:!d. The barrier is opaque and cannot be seen through from the outside.(llmnll<".'ater without any sort 01 breathing apparalu~.f Qem'Chomudu. The spell allows the person affected to moved underwater normally. merely by touching the (l'1C!') more.. which they believe is heaven.

" :~If. When summoned. .lmental come 10 serious harm or possible death.. targelS. Once the spell is finished. iflamefriend 'jRange: Not:: ppIjC.~~. the caster is able to temporarily summon and command one of the iNild creatures Jarnaka...Range: 100 foot radIus of the caster puration: O'1e rc-unds per level of experience of the caster Saving Throw: Standard iLevel: ConSidered a second level spell. a 10%.G. however. The caster remains ~naffected.All G(ea:ur~::'.E. This spell aflows the casler 10 cause the grass and the foliage immediately surrounding him to grab al all creatures in the area..the creature that is summoned relurns to its place of origin at end at the spell's duration.Duration: Two PGr level 01 ISaving Throw: experi~nce of the caster P.P..E.. will hormally attack the summoner Jmmediarely. P .E. By expending an additional 2 P. and by "''''.P£ . the druid cannot cast the fame spell again untillhe following day. and the caster cannot summon anoiher eleCT'~r:t?ll1ntil the next day. the i:reature in question wi!! instantly appear before the druid casting the and will have to obey commands of the druid unless they place the life of the creature grave danger. the el<>:rnental returns back (0 its . Attacks and movement rales are halved for all creatures failing Ihe saving throw in the aHecled area: a successful save means that the spell had no eHeet For every round that the kpeillasts.r'''''''''-O of the caster ex!)~~!erlCe a~". . :Furfriend Range: 10 Duration: Four I • Saving Throw: No. T'Je elemental is bound to the Ijdruid'S commands. the caster can make other invulnerable to the Hames wi~il. By th::. and will be able to be controlled by the druid. by passing though the an additional Z06 M.!:>ilc. hindering all their movements. chance of . per individual. the casler is abl<"! to temporariiy summon and command a fire :e(emenlal tile ::lifts Con"/0rsion Book for details).D. if a Draykonis or Mogar is summoned. and a 70% chance of summoning a Kunisat.summoning a Mogar.P. At the end of the spell's duration. all creatures in the affected area must make a saving throw 10 determine if they are ~nlangled or not for thai particular round.. as long as the commands do not dictate 1hat !'..P.d ~'1 level spell. 10 pa5s lhrl"\'''''h suHer 6D6 M.: 10 • 44 .able 01 the cas~er p. Considered a fourth level spell. the caster can lei other individual remain unhindered by the ef1ecis. if that individual leaves area and then relurns 10 it.D.. f:-.!I~ . there is a 5% chance that the creature will remarn. Thfl' fire has no effect on the castf'f. 95 !Level: Cnn~idll'!lr"..original dimension. However. The creature summoned is dependent upon what is within the ~ummoning range: there is a 20'% chance of summoning a Draykonis. an ~ldditional 5 P.. per :individual. all .nr!uv. once free. the given 10 thai person by the casler are lost and can only be regained by spending another 2 I I P. per rQU'Ki round after going ithrough the fire.: 50 :level. These creatures.E.Grabgrass .. By using thi::: spell. NormalJy.

with a restrained punch or kick. The power gained here comes from the ground itself. Up to three questions may be asked by the caMer per round. usually requiring simple "yes" or "no" answers. rounds Sa"rlna Throw: Not applicable 23 Level: COlnsicjerE1:d a fourth level spell. the Wind Range: Caster Duration. 406 M.D."1'11'"1 Throw: Not applicable 6 Level: Considered a first level spell. or it something has happened in immediate area. The spellcaster has no control over lightning will strike. is not a summoning spell."".Groundstrength Range: Caster Duration: One round per level at experience of the caster Saving Throw: Not applicable P. with a normal punch.: 16 Level: Considered a third level spell. with no chance for a saving throw.P. The caster is to create gusts of wind that allow the caster 10 fly with this The caster can travel at SPE~edls to lorty miles per hour and heights up 10 three hundred above the surface under created winds. and the spell must be recast. it allows the caster to communicate with Simple questions can be asked of plants which are under the effects of this spell. Plantfrlend Range : Touch Duration: Four rounds per level of experience of the caster "'. casler is able to inflict 2D6 M. D. and 1D6*1 0 M. Standing on an artificial floor or other surface instantly dispells from the spell. the area ars -S 10 strike unless aided by external means such as power armor.D. No heavy objects or other creatures may 45 .: 14 Level: Considered a third level spell. Typical questions to be asked are something like if someone has passed by. In form of electncal in the area. the caster must somehow be touching natural ground to the powers from the spell.P.Jot applicable P.E. In state. Apart from the eHects mentioned above.E. the spell to create a brief and powerful rainstorm. caster is able \0 creale a torrential rainstorm through the use of this storm obscures all Vision within the range of the spell with blinding sheets of rain. with a power punch/kick (which would count as two a!!acks). Rain Call Range: 10 miles per level of experience 01 the caster Duration: Two rounds per level of experience of the caster Sav[rlg Throw: t. The storm can be has no significant purpose dissipated instantly by the spellcaster al the dUration 01 the spell is over. or the lightning generated by this spell has a 10% chance of shorting out any psionics. unlike flamefriend and lurfriend. ThiS spell. This temporarily gives the caster the equivalent of a 50 supernatural strength.

Ihe casler is able 10 completely disrupt any sort of electrical or mechanical equipment. the spellcaster cannot control the effect of the spell to specific systems.: 41 Level: Considered a sixth level spell. the caster is -5 to hit while in the air.E. A successful save means that the victim only takes 406 M. the caster can cause all available vegetation in the area to throw bark. for 506 S.: 28 Level: Considered a fifth level spell. The recipient of the spell cannot dodge or parry this attack in any manner. Scarthunder Range: Three hundred feet Duration: Instantaneous Saving Throw: Standard P.be carried by the caster while this spell remains in effect. unless sufficiently protected against sonic attacks.: 44 Level: Considered a seventh level spell. Treewalk Range: Special Duration: Instantaneous Saving Throw: Not applicable P.P.E.P.D.E. Because the debris is enchanted. Thornthrow Range: Fifty loot radius around caster per level of experience Duration: One round Saving Throw: Not applicable P. All systems within this range are affected. This is because the recipient of the spell is caught in the equivalent of a concentrated blast from a Glitter Boy Boom Gun. With this spell.D. the flying vegetation causes 306 mega-damage to the creature selected to be hit by the caster. but the caster also suffers a -3 to hit on personal attack rolls. Shadowswarm Range: Four hundred foot radius around caster per level of experience Duration: One round per level of experience of the caster Saving Throw: Not applicable P.D. however. The spellcaster also is unable to control what sort of false information the spell will provide for the electrical equipment and computers caught in the spell. This spell allows the caster to generate a concentrated sonic blast at an opponent. regardless of the result of the saving throw.P. the victim of the spell suffers a -9 on initiative for an additional 206 combat rounds. and the like at a single opponent. Furthennore. targeting systems will be completely inaccurate.: 13 level: Considered a third level spell. and data retrieval systems or computer will provide false data. that individual loses half his attacks for the combat round and sulfers 1010·10 M.P. instead.E. 46 . Using this spell. The caster. Because the caster must remain constantly in motion while in flight. can opt to have the spell cause standard damage instead. Sensors will read false information. dead branches. If the saving throw is failed by the recipient of the spell.

47 . must have hit of the This ring acts as a P. mechanical. The will still the ring also does nol mask thoughts. By casting this spell.D. The ring carmal generate illusory clothing or garb. The person attacked by the spit attack death resul1s.E. Magical. of it makes the wearer immune to all forms of poisons and toxins while the wearer the ring. the caster and up to two olher man-sized creatures can enter a Kargata Tree and emerge out of any other I\Olfoa!(a Tree in existence.P. Rings have 60 M. The range on the attack 10 have any effect at all. Waterhollow Range: Ten foot radius around caster per level of experience Duration: One round per level of experience Saving Throw: Not applicable P. though· the wearer has to provide that on his or her own. however. if the victim fails the save.P.C. Secondly. Up to 200 additional P. and staffs 1000 M. of water. if more damage than that is inflicted on either of these rJ!l. The caster must physically go through the dimensional gateway by the spell: the spellcaster cannol send others through the magical rift without going himself. wearer can draw upon this source of P. or at a ley line or a dimensional nexus.rl inlo All rings and staffs are revered by the Kinsitata as holy Non·Kins~ata who own these items are either revered heroes or the Fox The ring allows the wearer to completely change his or her physical appearance.rlJ!l. or psionic means will not be able to detect the illusion.P.E.ring the Ring of the Serpent This ring provides two services ior wearer.P.C. the creatures running out of air begin to lose one round until oxygen is had once more. After that. Any1hing interrupting the ritual will complelely destroy the item ~t is completed. DRUIDICAL RINGS AND STAVES These magical rings and staves are created by the Druids. may be stored in this item.: 24 Level: Considered a fourth level With this spell. land touched by the spell is instantly made contains enough breathable air per ten leet of radius for two man-sized creatures to of four rounds. instant attack is ten leet. battery for the wearer. The ring is unable to replenish i1s own but may restored by another mage. Telepathic probes or aura reading 1rue nature of Ihe person wea.·rJ!l. the druid can underwater and create a large pocket of breathable air.This serves as a form of teleportalion. out of the twigs and branches given to them by Korgata creating these items costs approximately 100 P. no matter where it is. The spell can be al any lima the 11 al the bottom of a PE.E.n.P. The spell works over any distance and through dimensions..D. and are made in a for two days by the druid. at will. a Korgata Tree. it allows the wearer to spit forth a venomous attack once per A successful standard saving throw against the spn at1ack means nalhing happens.E.E.

. and just creating mayhem whenever 48 .P.D. most demeaning tasks possible are always given to the Blarnogl slaves. The being touched is allowed a standard saving throw: a successful save means that the staff had no effect at all on its intended victim. the information about the Blarnogl's al1i1udesJopinions towards the dimension of Jarnaka and the few B!arnogl still residing in Jarnaka are given. the wearer immediately loses these benefits. Strangely enough.E. inflicting 3D6 MD. Once the ring is removed.P. the wielder can make another creature fall asleep for 2D6 rounds. Here.. Generally. these Blarnogl slaves still are as proud and arrogant as their ancestors first placed in slavery before them were. abused. and +5 to strike pany for 2D4 combat rounds. the head of this staff is carved to resemble a hawk in flight. THE BLARNOGL The specific details about the Blamogl race and the Blarnogl R.P.. the wielder of this magical staff can create a bountiful meal of fruits. inciting slave riots. This meal is capable of feeding over twenty people with extremely large appetites. Staff of the Harvest By spending 3 P. in the Ritts Dimension Book: The 8anwok Hunters.C.Ring of the Weasel This particular ring gives the wearer one additional at1ack per melee round and +4 to initiative for as long as the ring is worn. this staff give the wielder an additional two at1acks per round. The Blarnogl believe themselves to be far bet1er than the Chorrdali. The Blarnogl oj Jarnaka. are primarily slaves in the Kingdom of Chorrdalis. Nothing except for extreme pain or the wielder's command can awaken the creature touched by the staff. which number less than ten thousand. they are instead thought to be like toys which can be played with. Staff of the Torbitak By expending 7 P . Staff of the Sleeping Bear By touching this staff to another creature's bare skin and expending 6 P.. In addition. Staff of the Drag on This wooden staff is generally caNed at one end to loosely resemble a dragon's head. inflicting 6D6 M. Staff of the Hawk This magical staff allows the wielder to gain the equivalent of the psionic power of clailVoyance by expending 10 P.C.E . Cruelty and sadism are the norms in how these Blarnogl are treated. However.E. +3 on initiative. They still are the primary troublemakers in the Kingdom of Chorrdalis. the bite at1ack inflicts 1D4 M.D.D. By the wielder of the staff expending 5 P. unleashing terrorist-style at1acks at the Charrdali nobility.E . the wielder temporarily grows mystical claws and fangs for this same duration. and broken on a whim. The dirtiest.s are fully detailed elsewhere. The staff may be wielded as a weapon during this time also.E. The Chorrdali do not even consider the Blarnogl to be real living beings. on those it strikes. The duration and range of lhis clairvoyance are as per the psionic power listed in the Rifts Main Rulebook. and the claws inflict 1 D6 M.P. Whatever food is not consumed can be made to vanish at the wielder's command.P. whom they regard as brutish idiots. meats. and wine. a blast of flame reaching 200 feet long emerges from the head. they are treated by their Chorrdali masters as the lowest form of fife imaginable. in this section. The flame automatically hits a single target which the wielder selects.

but it is one by necessity that has shelved for future considerations. rags and tall grasses sewn to Aederond are highly creatures. This does not. if the Chandali found out about such a relationship. yellowish skin tones.. who have begun to regard the war for the f'I"' . f!=!rr. and Ihese insolent actions are judged to require harsh retribution. wanting to see the 49 . a small group Ulithlogg. It is just that between their operations of mining sormantine and running the interdimensional markets of they really do not have the time or the interest in A\{j::\~il'\l"l revenge on the Chorrdali. and Ihe Chorrdali would rid themselves the biggel:. they would probably to attack both the Ulithlogg and the Blarnogl on Hrogtyth!or just an principle alone. they stand erect and resembled humanoids in stature. since most Chorrdali and Blarnogl are too proud and 100 stubborn 10 forgive one another for the sins of the past. However. Several enterprising secretly trading with some of the Ulithlogg armorers. The even banished from Jamaka. They sets of gill as well as lungs. obtaining Ulilhlogg power armor in for raw materials and rare items such as sormantine for the Ulithlogg to experiment with. TH AEDEROND The Aederond are physically similar to a cross frogs and humankind. This is because almost all those who rank hate everything that the Kingdom of Chorrdalis stands for. more reddish skin.possible. They are aware that the Chorrdali have other of their own kind. webbed. usually have darker. The Blarnogl might respe(:..::!I~~<:: have brighter. giving them a 360 field of view around them. as they believe in Ihe same freespirited values that Ihey personally believe in as well.. slill remain a catalyst for trouble on that world. Only what future mischief and mayhem their actions will bring about to Jarnaka. _R Heart 10 be just a bad collective dream anyway. idea of wiping out the Chorrdali and reclaiming their interests on Jarnaka is a prevalent one amongst the Blarnogl. The few Blarnogl who live iii the Caves of Gethsalij easily live among the other Chorrdali and other beings which are found there. however. mean that they hate the Chorrdali any less than any other Blarnogl to be found on Jarnaka. The only species of creatures on Jarnaka for which the Slarnogi still have any interest are the Ulithlogg. dealing have remained covert.. Blamogl alsD realize that the Chorrdali Barbarians represent their best hope for freeing their enslaved brethren. if not also highly emotional and just a little un:5talt:>le. that the policy of forgive and forget means high profits. slender hands. these actions only serve to anger the Chorrdali even more against the Blarnogl. with cruel talons located on the end of their fingers. The races of the Aederond and the Kinsitata are considered by the Blarnogl of Hrogrythlor to be "gnorant savages. They typically stand about live feet and have bright orange mottled skin. They usually wear little apart from resemble tattered togas. They are quick to fight first and think secondly in a combative are extremely impatient. They are amphibian. The other residents of the Caves of Gethsalij believe the Blarnogl warriors amidst their own ranks to be loyal and courageous lighters. have realized the benefits they have realized by dealing with the BlarnogL Of course. From an objective viewpoint. They long. Of course. The Blarnogl which have migrated to the dimension of could care about what happens on Jarnaka. among the of Vardiba These free Blarnogl Chorrdali Barbarians.rention.t source of crime present in their kingdom. mostly armorers. such a situation would probably never happen without outside inter. and they consistently ignore them whenever possible. it would seem that one of the bast things the Chondali could do be to tree a sense of Blarnogl slaves and force them to leave Chorrdalis.. and are equally comfortable living underwater as Jiving on The Aederond also have extremely large black eyes located directly apart from other on the ot their heads. but already movements among the Ulithlogg have "oHicially" pardon the BlarnogL The Ulilhlogg. While many Ulith!ogg on Jarnaka still have not forgiven the tor their role in the war for the Demon Heart. Those Blarnogl just happened to be unlucky. and they do not really care.:t for the Chorrdali in this situation.

However. The desire to learn and see everything is the guiding instinct which rules the lives of most Aederond. THE SWAMPLANDS The Aederond like to live and travel along the swampy shorelines on the continents of Jarnaka. Without proper ventilating gear. Their curiosfty is not only limited to Jamaka. This. especially when the action is forbidden to them. his mercenary military bases has been primarily located in these areas of marshlands. and dodge. With the introduction ot the demonic Mogar into these mountains. to create everything to do everything possible within their lifetimes. Qem'Chomudu. above anything else imaginable. and live like hermits. most Aederond have tumed out to be jacks-of-all-trade but masters of nothing. Aederond have been known to travel to Wormwood.results of their actions without having to wait. Their explosive temper also does not help their patience. and many other assorted worlds and dimensions as well. whom they believe to love their home planet and the beauty of the nature as much as they do themselves. this means that one of the deadliest creatures imaginable now predominately inhabits the region of the Swamplands as well. Aederond are nomadic by nature. These marshes are comprised mostly of saltwater whh a slight sulfuric content. In general. Rifts Earth. The first such group are 1he Draykonis. The only other race that the Aederond can be said to respect on Jarnaka are the Kinsitata. This is a battle that in recent years has turned in favor of the Mogor. parry. The Ulithlogg. While he has maintained his scientific laboratories in more secluded regions scattered around Jarnaka. 50 . The Rifts supervillain known as Tristan Spyre has also set up many military outposts among the Swamplands. so far. Unfortunately for the other creatures of Jarnaka. the ancestral oHshoots of the dragons. as they do not like to expend the energy required to think about a given situatlon. In some ways. so far. Hrogrythlor. either. is the most important dimension of their lives. Part of the reason for using the Swamplands as a home base is because the presence of the draykonis and the noxious fumes serves as a natural deterrent against unwanted intruders. The Aederond. In the past few years. especially since insults are an art form among the Aederond people. Aederond are notoriously horrible at planning or at understanding difficult concepts. They have a burning desire to see everything. Aederond are slow to make friends and very quick to make bitter enemies. and anyone attempting to stand in their way will probably be in for big trouble. an Aederond who travels with a group is a rare individual indeed. the harshness of the region helps to toughen up the training of his mercenary soldiers. have been the only sentient beings in recent times to traverse the Swamplands with little difficulty. and they will have absolutely nothing to do with the creatures of those races unless given no alternative. They intensely dislike having to work with others. demanding to do the impossible. either traveling alone or with a mate and possibly a child. have served their needs adequately. creatures caught in this area are -2 on any initiative roll and -3 on all rotls to strike. Aederond do not get along well with each other. Phase World. the Aederond are fairly private and secretive. Spyre could field a small army at several locations on Ritts Earth or other dimensions at a moment's notice. They are fearless questers of the truth and new things. the bases are strategically located near several key strategic ley line nexuses of Jarnaka. plodding (ilth by the Aederond. the draykonis have sought to find a new home in which to establish themselves. two other groups 01 creatures have begun to make their homes amidst the Swamplands as well. a friend of an Aederond is a friend for life. known collectively as the Swamplands. they are like children. All other beings have faced some nasty encounters when going through 1he Swamplands. though. avoiding all others whenever possible. Until recently. Chorrdali. As such. a pitched battle began for the right to claim the mountains. The relatively uninhabited regions of the Swamplands. The Aederond philosophy of life is to experience everything possible. let alone the remaining races of Jarnaka. From these locations. Also. The Aederond are equally comfortable living on the land or beneath the boggy waters. most draykonis had lived comfortably within the mountains and caves of the Mogotu Peaks. Being driven out of the Mogotu Peaks. and Blarnogl are considered to be plotting. which does not particularly bother the Aederond but can make other creatures traveling through the area nauseous. Finally. whether the other person in question likes it or not.

that a regular person would lose.E.ntE~d later with P. they are either by water They cannol move on their own: Under normal conditions. day from their hosts. The Gliders possesses 75 M. will return in zero. Spd 7D6 51 . they also will drain 1D4 additional P.D. The main problem with the they consume by allowing the host to fly. 306. they currents or have to allach themselves 10 dormant beneath sand or just below the water's snagging with lightning speed any being that happens to slep on them. as standard flame can the parasites.E. in the meantime until their host will die.E.C.P.E. the Glider can allow the host nearly a do not lire: they can function as wings for the day's worth of flight capability. Only fire directly applied to the skin of both the parasite and the host can effectively cause the Glider to detach. If the P. have leamed to travel distances in little time using dive. Attributes: 1.E. those of mega-damage Fire is the only relatively way to remove a Glider from its host The Aederond learned. They may bonus to parry in combat. In to the P. SDB. tha1 by placing the Aederond Gliders along the lengths of their arms and partially running down the lorso. included Their hooks are mystic in nature and virtually indestructible. The are mindlass parasites which an the P. 4D6. P. going nearly lour miles into the duration of the sky before the no longer have the to maintain flight and will force the can also allow their host to reach host downward to a more breathable height. in reality. Physically removing the Glider from a person is an extremely bad idea.P. the magician in question will lose tour times the l"IfI I"1mJ'l I Glider attalche~s amount 01 P.P. lor each Glider attached to the body. Many Aederond have it useful to attach keeping their hosts and food Gliders to their arms for no other reason but to help defend themselves in case of attack. the host can fly like a bird. care only about THE AEDEROND R. is that their are parasites.E.: 0 Harral' Factor: 10 2D6.E. M.P. once it has firmly latched itself onto the body. The Gliders also have a voracious appetite for speifcasting costs. If a to a spellcaster.P.C. anywhere. as they have a vested interesl in also provided their hosts a alive.E. the Gliders could farm viable for a humanoid. 206. By expending a point of P. is exceedingly difficult The Glider possesses thousands of microscopic hooks all Over body.AEDEROND s The Aederond Gliders are not they are The are parasitic creatures living in the large. MA HIt None. the lost P.0. speeds of 90 mller per hour. This poses no problem for mega-damage creatures who have Gliders attached to them. 1hough. (Optional Player Character) Alignment: Any.P. then they will begin to out blood from host instead. which tightly imbed themselves into the flesh upon initial contact. Each Glider used to parry aHacks in hand to hand combat. 4D6. but normal creatures unfortunately have to suffer in order to have the Gliders removed. This property.P.E.E. using Ihese parasites. Removing a Glider lrom the skin.B.e"C.P. canvas-like amoebas which by them. or if the Gliders is removed. The Aederond. instead for the It su~)pIElrnE. of the hast is completely drained. and up to one hundred fifty an hour in a downward power Gliders. causing the host to lose a of P.O. P. owes more 10 magic than to physics.E. The During this time. M. Gliders will continue draining P. Another useful function of the Gliders is that they can be used as shields. P. The Gliders have known to rip the limbs off of their hosts rather than let go.E. of other creatures.

) Pilot Any. Combat: Typically hand to hand: expert. R.C. none). only.C.P. Psionic. Bonuses: +7 to strike.P: 3D6 Weight: 100 to 150 Ibs Height: 4 to 5 feet Average Experience Level! 106 for NPCs.) Prowl (+5%) Anthropology (+5'%) language: Dragonese Hand to Hand: Expert W. Weapons: Can preny much use anything. +3 to save versus magiclpsionics/poison. 52 . skill availability is limited as previously indicated in that list (any. Also. All secondary skills start at their base level.C. Communications: Any Domestic: Any Electrical: Any Espionage: Any (+50 /0) Mechanical: Any Medical: Firsl aid only Military: Any Physical: Any (+5%.C.E.P.D.: Any Wilderness: Any (+SY.P. start at level one proficiency.. Skills: Math: Basic Wilderness Survival {1-5 % } land Navigation (+5 0 /0) Identify Plants & Fruits (+ 1OO/o) Preserve Food (+10'%) Track Animals Running 1. or other hunting weapons when traveling through Jarnaka. All new skills Select six other skills. Damage: As per combat abilities.: 406+6 I. +9 to save versus horror factor.111 Lore (+ 15%) (+15 01.P.1\:1111. acute hearing..) R.P. spears. The number of attacks with the level of experience and combat skills.S.C. and twelve..) Secondary Skills: The character gets 10 select six secondary skills from the previous list. These are additional areas of knowledge that do not receive any of the possible bonuses listed in parentheses (). of choice (Hand to Hand: Expert can be changed to Hand to Hand: Martial Arts or Hand to Hand: Assassin at the cost of one "other" skill.. +4 to roil/fall wnh punch/impact. and see the invisible. clubs.s: None. Natural Abilities: Night vision. plus two other skills at levels three. +5 to parry/dodge. Magic: None. Normally armed with S. Related nine.. Blunt W. +2 on initiative. except spacecraft and robots Pilot Related: Any Rogue: Any (+10%) Science: Any (+5%) Technical: Any W.

total for the Juggernaut. and that they also usually do not realize that they are often in trouble. moving along at a plodding pace while arcs of magical energy spark from Its surface towards the ground and tendrils bum everything in sight.E" it would be slain instantly. Will refuse to ever acquire such equipment. A well-meaning magical attack on a Juggernaut can actually do more harm than good. Worse. trying to uphold their interest above everyone else's. What makes the Juggernaut one of the deadly creatures known in the multiverse is that it is virtually impossible to kill. The mystical being will slowly hover over an inhabited area.E. by Location: Tendrils (12) .E.C. and I.P. The Aederond tend to be a little selfish. However. but conventional energy weapons and plasma weapons have no effect on the Juggernaut. Railguns. Juggernauts also have no known methods of communication. absorbing thousands of P.10. thinking. Much like a magical sacrifice. Cybernetics/Bionics: None.E. E.E. Additional Notes: Like the Kinsitata Wanderers.400 WDepleting the main body will completely destroy the Juggernaut creature. It floats slowly over the surface 01 Jarnaka a glowing. Statistical Data: 53 . The Juggernaut has been known to kill hundreds oi individuals at once.P. Their apparent lack of fear is controlled by their des'lre to be the best at everything and to learn all about the universe that they iive in. the Aederond are consumed by a desire to experience everything possible within their lifetime. the Juggernaut is capable of absorbing twice the normal amount of P. ~ is unknown if these creatures can reproduce. available to a person at the moment of death. This means that their lives are often placed in jeopardy due to their curiosity.P.S. The Juggernaut has no known point of origin or known purpose. The Juggernaut has been known to randomly annihilate random villages of creatures. if the Juggernaut is somehow drained of all its own P. II is immune to nearly every form 01 attack.P. energy.P. mass of P. They are simply enigmatic machines of total destruction. T JUGG NAUT (Not Available as a Player Character) The Juggernaut is a living. and cannot be reasoned with. in mere minutes as the slaughter continues.P.1300 each 'Main Body . magical attaCks (even summoned creatures) and psionic effects add to the strength of the Juggernaut. Starts with preferred weapons as lis1ed above. hand to hand weapons capable 01 inflicting mega-damage. and their like have some effect on the creature. AI! that is known about their race is tha1 they first appeared on 1he surface of Jarnaka when the Chorrdali and the Kinsitata strove to bring the Scarlet Waters to Jarnaka. Twelve Juggernauts in all are known to swarm over the surface of the planet.P. None. Class: Juggernaut Alignment: Aberrant M. and proceeded to bombard the entire area with bolts of magical energy until everything once living below the Juggemaut has died. The appropriate P. even their friends. The Aederond are usually the first to volunteer to undertake something that sounds extraordinarily brave and daring (not to mention stupid).Vehicles: None. values of these forms of attacks are merely added into the P. ominous sphere.D.

Only fifty or SO draykonis inhabn the entire world of Jamaka. Power Slap (Tendrils) . However.A. Instead. the draykonis has two heads. poison. but with the intrusion of the Magar in these mountains. immune to cold. takes half damage from physical at1acks. but are less in number. drugs. Modern dragons consider the draykonis to be little more than primates.E.106*10 M. M. Weight: Unknown Speed: The Juggernaut hovers at a height of about 100 feet and constantly moves along at a speed of 10 miles per hour.D.E.E . However. Antioch. Supernatural Physical Strength : 40 Mega-Damage: Restrained Slap (Tendrils) .: 4D6. the draykonis are quite real.P. will also drain double the amount of all P. Full Slap (Tendrils) . Maaic Powers of Note: None known. The draykonis physically resembles a normal dragon in many ways.P . This blast. illusions.D. +1 to parry and dodge. 54 . the draykonis became more savage.E.5D6 M.. Its tendrils are approximately 200 feet in length.P. to the draykonis population is not going to grow substantially any time soon.E . to the Juggernaut's total P. and energy attacks. gases.P. However. in reality. Width: As per height above.: Normally travels alone. horror factor. about thirty feet in diameter. A new draykonis is perhaps born every other century.P .. if they do believe in them at all. The eye. ~ 200+1006 tlQ1e. It has never been recorded as moving taster than this.Height: The Juggernaut is a spheroid creature 700 feet in diameter.E. of magic and psionic attacks into its own source of P.B. is called the Eye of St. The draykonis is thought of as more a creature found in fairy tales than in life.P.E. powerful.206*10 M.. The Eye possesses no power of sight. Number of Attacks per Melee Round : Six by slap or power blast. THE DRA YKONIS (Not Available as a Player Character) The race of the draykonis are genetic offshoots of ancient dragons.P . P. which emerges from the main sphere of the Juggernaut much like a bolt of lightning. Bonuses: +2 on initiative.: 4000+10D10 Psionic Powers of Note: None known.S. While the race of dragonkind became more intelligent and more cultured.606 S. The draykonis are more powertul than the Magar.D. fire. Saint Antioch was supposedly a knight kom the medieval times of the history of Rifts Earth who slew a draykonis in single combat by destroying the eye with his lance.. Power Blast (Sphere) . The closest breed of dragon that they resemble in appearance is the fire dragon. Draykonis are also not capable of teleporting by natural means or changing their form .D. P. and P. Horror Factor : 18 Attributes of Note: 1. each sprouting from two slender necks stemming in the upper body.P. it is capable of unleashing a massive bolt of energy capable of paralyzing as well as hurting its enemies.: not applicable .: 1010 Abilities of Note: Absorbs the P. according to folklore. present in a creature if the blast kills the creature in question and adds the P. and I..0. The draykonis also has a large eye imbedded in its chest. and inhabit the world of Jarnaka. M. destroying the Eye on a real draykonis would have little eHect except to enrage the draykonis.E. +4 to strike. mind control. and violent. They had inhabited the Mogotu Peaks peaceably for many centuries. P. the draykonis have slowly begun migrating to the Swamplands of Jarnaka.

10 save versus poisons. takes half damage from energy weapons. and their nature.i1[ruJ."n<Uf Claw S.D. M. such. Combined (heads) .3D6 M. 360 each Eye 01 St. and UULIUI"I. A draykonis is never 10 be trusted.700 Tail .460 each "Main Body . Also required attacked individual to a standard throw. Full Claw .1280 'Depleting both heads will kill the Draykonis creature. P..!!:aL1::~~J. 406. They never attack anything outright when they can first steal trom it and slit its throat in the dark of night.. a draykonis will do all in power to hunt down and kill those who it believes deceived it..D. Statistical Data: "-'-"'~"" Approximately two hundred hundred feet long (including tail). by location: Forearms (2) .O.D. 40 ctr. Draykonis can fly at speeds of two hundred per reaching three hour if in a power dive.D. they are greedy and sneaky by nature.380 Wings (2) . though. Claw· 1D6'10+10 M. "-Depleting the main body will completely destroy the Draykonis creature. M 6D6. fire (including plasma). indicates that attacked individual's attacks for the round are halved. While not very bright.D. They are not of teaching this to anyone although they might try to trick into Setween their spells. P.D. .P. and illusions.6D6 M.!Jt.. 4D6 M."'.A Immune to cold. the are dangerous opponents who should never be or ignored..490 -Heads (2) .5D10 M. their physical brawn. cheat and cheat to get whatever they want. Once tricked. 55 . (counts as two an8:CKS Tail Slap .C. Power Blast of Antioch) . Antioch . Draykonis are also fairly dumb. Draykonis love to hoard stolen treasure and other ill-gotten booty in their cavernous lairs.10020 M (counts as two CUlCl .E.8010 M. ~!Sill!Sill. as the draykonis are easily duped.D. Bite . Draykonis Alignment: Jiabolic or M.B.10D6. P.. they are of and utilizing any temporal spell they wish at the 14th level ability. They regularly lie.While the draykonis are crafty fighters. high and hu ndred twenty Ninety tons can move along the ground at reaching sixty miles per hour.. Flame .. the draykonis have an instinctual grasp of temporal magic (as per the book Rifts England). Foes of the draykonis have often found it more beneficial 10 negotiate with the evil creatures rather than fight with them.D. 640 each Hind Legs (2) .: 4D6 2D6.

by Location: Arms (2) • 310 each Tail . and love to fight.330 each (2) . Mogor are close to twenty tall. and spiked tails which can fatally poison their foes.210 Wings . the Mogor are extremely dangerous opponents to any adventurer. At first. They mean their own destruction. It is commonly thought that hellish dimension. In general. The Magar do they can to encourage the belief that they are indeed demons from hell.C. They consequences of their actions. They have no sense at compassion or decency.D. When no answers were immediately forthcoming. dark reddish scaly skin. they decided that they did not care about the answers to their questions. the Magar did nothing. nasty. as it helps to intimidate olhers in battle. -'-'-"<. They began to make their home in the Mogotu driving outlhe draykonis living there through trickery and through brute force. but no person known been able to they are demons some sort concretely prove any1hing thus What is known is that the Magar now live in Jamaka. They have goat's heads. Height: Eighteen feet. vicious disposition. reaching hour it engaged in a power four hundred fifty miles ~~~~~~~~~~~ 40 56 . the Magar can fly at of three hundred miles per hour. unsure of they were or for what reason were brought to Jamaka. In the at1empt to heal their world. and just plain vicious. the Chorrdali and the Kinsnata brought over a few alien creatures to Jamaka as as bringing the cleansing Scarlet Waters through a rift. Width: Nine feet. ""'Depleting the main will completely destroy the Mogor creature. One kind of these creatures was the Magar. and bring death and mindless destruction wherever they roam on the small planet.:. Once airborne.l. and simply take what they want from others without considering the are extremely tough-minded. The Mogor were originally brought to Jarnaka quite by accident. They delight in torturing innocents taking advantage of those weaker than themselves.I.M9~B~!§Jill:!. large bat wings which allow them to fly at incredible speeds.!.. refuse to back down from fights.= Four tons The Mogor can move along the ground running at speeds reaching one hundred per hour.400 ·240 each ""Main Body .810 "Depleting the head will kill the Mogar creature.Q!!~ As 14th level Temporal 1200 200 Psionic Powers of Nole: None known. Note: Normally travels alone or in (see Ritts England). even ones that will Because of their bloodthirsty. the Mogor are brutish. THE GOR Not Available as a Player Character) The of the race of the Mogor is completely unknown. and resemble the descriptions of demons and devils from ancient lore. Mogar Alignment: Diabolic or Miscreant M.

606+20 Psionic Powers of Note: None. Also. +10 to strike and parry. +12 to dodge. and occasionally display intuitive flashes of brilliance. However. the Kunisat are probably more closely related to the African gorillas of Rifts Earth than to the Kinsi1ata. they are still fairly intelligent. by Location: 57 . Full Punch/Kick .506 M.D. Once they feel they have befriended a creature. Head Butt .B .206 M. takes half damage from energy weapons. Tail Slap . the Kunisat will usually run unless others of its kind.A. They live mostly in the deepest parts of the jungles of Jarnaka. Failure to save means instantaneous death.106·10 M.D.. 1006. are endangered. the Kunisat will attempt to help out that being in its own limited form of understanding .Mega-Damage: Restrained Punch/Kick . They will approach no other creature at any time. A successful save means the opponent takes an additional 06 of mega-damage. THE KUNISAT Not Available as a Player Character) The Kunisat are simian cousins of the Kinsitata. P. They live in packs ranging from four to eight individuals. Maaic Powers of Note: None. M. the Kunisat will at1empt to communicate with these individuals by drawing pictures in the dirt or through hand gestures. The Kunisat are typically close to ten feet tall. that creature must make a standard saving throw.D. The Kunisat still have not developed the use of tools.E. Unlike the Kinsitata.606+ 10 M. (counts as two attacks) Btle . M. and toxins. in even more secluded areas than the Kinsitata. If they encounter sentient beings whom they judge to be friendly. If the Kunisat is betrayed or . Number of Attacks per Melee RQund: Six .D. Abilities of Note : Immune to cold and fire (including plasma). Actually.E. but in general are very gentle and shy. Horror Factor : 16 Attributes of Note: 1. 2D4. Power Punch/Kick . The Kunisat is a simple but powerful being which is one of the brighter aspects of the world of Jarnaka. 5D6. immune to horror factor. P. and also resemble regular in every way except for the fact that they have dark blue fur.B012. and rarely travel more than five miles beyond the areas which they call their home territory . though. poisons.D. Bonuses: +5 on initiative.C. P. Then. Class: Kunisat Alignment: Unprincipled or Anarchist M. it will defend its friends to the death. +8 to save versus drugs. 204. unless they are given a good reason to believe that strangers will be friendly for some reason.D. P.D.P. particularly young Kunisat.s attacked. the Kunisat will rarely follow its new friend beyond those borders.P.E.: 106. except for other Kunisat. and still perform all functions of their daily lives either through the use of their hands or not at alL Kunisat can be brutal creatures in provoked. the Kunisat cannot talk and are not very culturally sophisticated. However.0. ~ 306+10 Note: Normally travels in groups ranging in size from two to four.206 M. if the spikes on the tail touch the bare skin of the oppcnent. once that being leaves the Kunisat's territory.606 S.

necessity of all If that is indeed the case.\. ME 306..~.I""IJ"f".!li[. Bite· 104 M.D. Power Punch/Kick 106"10 M. +2 to save versus drugs.lo<.c> and toxins.tl!... as two attacks) ~.606 Full Punch/Kick M..U~~ Seven.100 each 90 Legs (2) .P. or swinging from tree Kunisat can reach I'\rO.D. drove cold iron spikes through our own souls.:!.!.420 "Depleting ~he head will kill the Kunisat creature. ··Depleting the main body will completely destroy the Kunisat creature.D.. 58 .!~~:. 406 L::!i1Q!]!.. either. we begin not only to other Vernaliks of Chorrdalis once claimed that slavery kinds. half damage from cold fire (including plasma). but our own kind as well. making our world a place of strife instead of happiness. +4 to strike..!:<""-!..A. I not have to answer as the most recent Vernaliks... . that to natural right of I in position. such as that blackhearted bastard Chorrdahsi.!. Of the Aederond? Fortunately.. ~~~~~~~~ None. 406...: 304....i~!.:.!. the would be to of being born into power. up such power. Width: Six feet.I.. I cannot say that I would sacrifice the power. as the sands of the fall. It seems to me as we grew older. "Now.D. +6 to parry and dodge.!.. beating heart. Weight: Two tons. Speed: The Mogor can move remarkably In of hour..lS 'Head .. +1 to save versus horror ~w. then are the of the hthl..h to tree branch up to thirty miles Punch/Kick ..!. 6. Head Butt M.B. as wisdom replaced our races drifted only by common of one another.. do not even to such pretentious as excuses for their cruelty. 406 Normally travels in ranging in from four to HEROES AND VILLAINS OFJARNAKA long ago.. and all things were good. M..120 "Main Body .-. P.l. 606...J::.L!. can see the invisible. Statistical Data: Height: Eight feet.Qltli~LQ1.w 12 106.. I"'\/'\'er\r. grain by grain.><. P. We were the children of the Scarred Gods.::::.. ~'"""""'~ +1 on initiative. a demon heart. all beings of Jarnaka were one.lo:. No ne .Arr.~::!.

P. Encountering a small military of the player characters learn that the Blarnogl have decided to re-establish a claim to on 1"'''. Spd 32. I cannot be satisfied to know that not all creatures the same autonomy that I personally have at this very moment.C.P.S. now are listed some of the more important NPC residents of BLACKFIST TORBIT AK Torbitak Wehjaivaign. Blackfist is also a cunning and resourceful opponent. are the Blarnogl and the Ulithlogg. P. thai the ways of Kingdom 0/ Chorrdalis are but that the people have not this A war. Some form of revolution is going to be inevitable between the ~wo factions.l0. 9. . and can see in the inh·".. While investigating other things in the Kingdom of Chorrdalis.. The player characters are contracted by the Ulithlogg to deliver suits of their power armor to Phase World as a military escort. The player characters are mistakenly ambushed by Ch. P. "The storm of revolution is in the air. is never to take 59 ... Ullthlogg AssaSSin Alignment: Anarchist Attributes: LQ.C. The that an Ulithlogg Assassin be contracted to kill C!f'In"'lAh.<·. From the journals of Vardiba D'£xile contlict on Jarnaka as the current moment exists between the r. The characters the from taking must learn who is to be murdered and These concepts can be further out and modified by the GM to bettsr fit into an individual campaign. and even creatures from other in the common bond of freedom that unites the souls of all thinking beings. hopefully final war of this world of ours. MA 9.Mv important in the Kingdom of Chorrdalis."But I am no!..nrrli>lll I:3SlrbsnsrlS who believe the characters to be spies for the government oi Chorrdalis. whether the player characters are from Jarnaka or not: • • • • • • • player characters are by Chorrdali officials as pan of Vardiba group are They must either prove their or escape from prison.. This presents several for possible adventures besides the other hints and presented elsewhere in this Some adventure topics.D.hf\rrI1:lli government and the Barbarians. 20. For while reigns on Jarnaka.C..P.: 39 Horror Factor: 10 O." . The player characters come across a draykonis.. the player ch~ua(jel's learn of a to kill one of the Vernaliks.. which is determined to annihilate a Kinsitata village for mysterious reasons.E..E.ti spectrum.: 145 LS.1. P. 31. Blarnogl.: 140 P.B.P. IS. but the person's IrI/:lt'tltv is unknown.. I am a "Others like me Chondali.. Hit Points/M. Also getting involved in this conflict.: Level of i 1th Na1uraJ Abilities: Phasing. It is only a matter of time the firs: bo~ of lightning strikes the ground. must be fought in the name of freedom.. in one form or another.

/0). M. the Ulithlogg Guild.P. 30. Land Navigation (98Of. better known on Jarnaka and in Blackfist is one of the known in the multiverse.D. Surveillance Systems (980 Pick Locks (98%). most Ulithlogg. His unconventional rnc". Hence.P. (has bathed in the Scarlet Waters) P. Also usually carries a gun and a Skullknife at all times. Computer Operations (98'%).). and will rarely leap into a situation without fully understanding However. Blackfist Torbitak is slightly currently he is that soon god will cut his a puppet being controlled by some invisible cosmic god. Track Animals (98%).0. sleeping blanket. Interrogation (98%). Streetwise (93%). ME 12. +8 to save versus horror factor. and always will try to prove. Very on politically in world or that Btackfist is not aware of.P.15. Pistol. This he with an iron hand and is constantly striving to make as he believe is one legacy he can to other Ulithlogg that can a Blackfist Torbitak is slightly vain but a seemingly friendly individual.:.nA'"'' of infiltration and attack..E. Weapons Systems (74%. Energy Rifle. Spd 30. Torbitak always likes to know what is him. Advanced Math (93°/. Electronics (93%). Hit Points/M. 20. he has a very morbid outlook on extremely wicked black sense of humor. Wilderness Survival (98°/. Demon Lore (93% ). P. Chorrdali Soldier Alignment: Aberrant Attributes. that GRAND VERNALIK CHORRDAHSI Chorrdahsi von Ruleghbist. Cybernetics & Bionics: None. Computer Programming (98"'/0). Intelligence (98%).C. W. W. (74°/o) .19. 60 . Computer Hacking (98%). if is the in the multiverse. Language: American (74%). Radio: (9S%). W. Prowl (980 Boxing. /0). However. He will shamelessly use and exploit to get what wants. he is very sly and deceitful. Body Building. if not a little in his and is always trying to get people's attention." and a week's worth of food rations. W.D.C. W.A. +6 to roH/iall with punch/impact. traveling Standard Equipment: I'lnlh"". Submachinegun.P.)... 1. Language: Dragonese (98%). +210 save versus magicfpsionics/poison.) .: 78 M. 17. making him one of the covert intelligence of known universe. Transportation: As armor worn Money: Very little. Robot Armor Hand to Hand: Assassin.: 37 13. Running. Blunt. Robot Armor Elite: Chianes Power Armor. Weapons: Wears Chianes Power Armor in battle. only thing that Torbitak treats seriously is the Hands of Many. can be impulsive if challenged. Heavy Energy Weapons. binoculars. He is very gregarious outgoing. + 10 to strike/parry. W. Radio: Scramblers (98%). Combat Abilities: Melee Round: Six (includes boxing skill) Bonuses: +2 on initiative.P.P. Magical Knowledge: None. Horsemanship (47%). Knife. other dimensions as Torbitak Wehjaivaign.). Skills of Note: Basic Math (98%).P. Artist (94"/0). W. He is not really anything or he only has a to accomplish the impossible on a regular basis tenuous grasp on reality anyway. that is tempered with an strings and kill him.S. He is also founder and of the of the Many. Forgery (94%). usually no more than 200 Coalition credits at any given time. Faerie Lore (93"/0).P. with his ability to make trying to stop him nearly impossible. +910 dodge.Psionic Powers: None.

Interrogation (82". say that regarding slavery and Chorrdahsi eventually on warfare. Gymnastics (93~%).C. challenged the Vernalik of the city of 8ehdilna slew him in one of the death matches. W. Wilderness Survival (98%). Cybernetics & Bionics: None.10). PSionic Powers: Minor psionic. when Grand Vernalik and the position was vacated.· 25 Horror Factor: Not applicable.P. Track Animals (93%). noble family nearly forty He served for a Chorrdahsi was born into a of a Chorrdali patrol group.P. Powers include: empathy. Blunt. 61 .10).aIJC7U long time as and the Chorrdali Barbarians.C. Standard Equipment: Radio transceiver. A daring skilled fighter. clairvoyance. He is a powerlul speaker who has electrified noble populace with his "'1'\~'t:I"'ln""".P. constantly in of c""". Energy Rifle. (7P/o). defending position over fifty in the next ten gained a reputation for getting things done. Climbing (9scl/o ). He is n01 really a despotic leader. Pilot: Hovercraft (71%}. Chorrdahsi von Ruleghbist is the current ruler of the Kingdom of ChorrdaJis. as they threaten the Chorrdali way of life. Streetwise (98". He believe firmly that the Chorrdali 8arbarians must destroyed. W. for being outspoken. Energy Pistol. Sword. and for being notoriety eventually gained Chorrdahsi the position of Grand Vemalik four ago. Computer Operation (91'%). C. W. formal clothing. 80xing. and hypnotic suggestion. he that it was time 10 something in political arena. astral projection. see aura. Language: Dragonese (98"/0). and he serves as a center of controversy that even now is bringing about change in one form or another in the Kingdom of Chorrdalis. psychic diagnosis.P.: Chorrdali Soldier Level of Experience: 9th Natural Abilities: Chorrdahsi is a resourceful opponent who on treachery to obtain his goals. traveling clothes. Prowl (98%. detect psionic. W.000 Coalition credits. Chorrdahsi has tightened the laws the military power of kingdom greatly. Radio: Scramblers (82'%). Hand to Hand: Expert. Body 8uilding. Heavy Energy Weapons. Archery. and two weeks' worth of food rations. Combat Abilities: Melee Round: (includes boxing skill) Bonuses: to strike/parry. perhaps with the Ulithlogg. W. Chorrdahsi is a person that is loved or hated by his subjects. telepathy. the equivalent of 60. Chain. Money: Has much gold.P. but Chorrdahsi simply in maintaining and displaying the power of the Chorrdali tor the rest of Jarnaka to see. Radio: Basic {98'%}.). It was during this tenure that a strong contempt for and for and a passionate hatred for Blarnogl.).P. Running. +3 10 save versus magic/psionics/poison. Intelligence (87%. total recall.P. W. Weapons: Normally a Transportation: Has access to of manufacture. Club at any gNen time. In his tenure as of the Kingdom of Chorrdaiis. Weapons Systems (82"/. about the of Chorrdalis and the dominance of the nobility throughout the Chorrdahsi is currently married to two noble women and four children. of Note: Basic Math (98"/0).). W. language: American (71 6 Language: Spanish /0). +6 to dodge. +4 to roll/fall with punch/impact. After his tenure with the Ihe military was over. Magical Knowledge: None. Chorrdahsi was unanimously chosen by the other Vernaliks.. but firmly that the traditions and the old customs at Chorrdalis must be upheld.

Faerie Lore (98<%.P. W. astral projection. Skills of Note: Basic Math (98 % ) . /0). Body Building. Energy Rifle. Holistic Medicine (98%). Pistol. & Bionics: None.. """'.E.. Vardiba decided that he could no longer allow his master to keep inflicting his cruelties upon others. Eventually...MA P. Vardiba Uberduervar.P.Intelligence (91 Preserve (98%).P. P. and two to four weeks' worth of food rations. Transportation: None Money: Has access to gold.. Vardiba discovered the Chorrdali who welcomed him and allowed him to join their ranks. psychic diagnosis.). always careful to escape notice of wandering Chorrdali patrol. Advanced Math (91 %).P.: 41 I. Sword. Spanish (71%).S.P. Demon Lore (93%). 91 M. Hit Points/M. Magical Knowledge: None. Archery. Normally only a Sword or Stone Club at any given time.11. total recall.). traveling stone armor. Vardiba quickly became one beliefs in freedom and of the outspoken of the and it was his equality for all that first Blarnogl and other aliens amidst their ranks. Vardiba crept up to his master's bed while the arrogant noble slept. WP. First Aid (91%). to Hand: Martial W. Gymnastics (93"/. Vardiba and three other made a break for freedom and the city walls. Euro (71 "/0). Climbing (98%).: 29 Horror Factor: Not . Interrogation (91 . Vardiba learned about pain and suffering at an early age.D. 33. +9 to dodge. Language: American (76%. Psionic Powers: Minor Powers include: empathy. Chorrdali Barbarian Alignment: Unprincipled Attributes: LQ.E.V ARDIBA D~EXILE Vardiba Uberduervar. Now known as Vardiba he organized the Chorrdali Barbarians and other runaway into a military laction capable of challenging the Kingdom's own military forces.M. One night. but only Vardiba successfully eluded the Chorrdali soldiers. and young Chorrdali came to believe steadfastly that no sentient being should ever suffer in this manner.. Prowl (98 0 Streetwise (93%). and sl~ his throat with a stone knife. +3 to save versus magic/psionicslpoison.. It 62 . Running. Vardiba wandered aimlessly for several months. other were caught and hung. telepathy.. Boxing. (has bathed in the Scarlet Waters) P. Standard Equipment: Radio transceiver.). His master was a cruel and sadistic man.D . Dragonese (98 % ).C. a former in the city of Oligalis. Once outside the city. Chorrdali Barbarian Level of Experience: 9th Natural Abilities: Chorrdahsi is a and daring fighter. and hypnotic suggestion.15. see aura. . 12. At the of twenty. Vardiba was born a slave thirty-three years ago. Land Navigation (98%»). W.E. clairvoyance. Wilderness Survival (98%).P. the equivalent of 4000 Coalition credi1s. Combat Abilities: Martial Arts Attacks per Melee Round: Five (Includes boxing skill) Bonuses: +8 to strike/parry. to roll/fall with punch/impact. all slaves were treated as cheap and worthless property. The friends of Vardiba's master were also violent and unnecessarily brutal. psionic.. and as far as the slave could see.. become the mosl hunted criminal in history of the Kingdom of Chorrdalis. and often beat young Vardiba and his fellow slaves for no reason at all.

Skills of Note: Basic Math (98%). and has won their unwavering loyalty and confidence.C. Magical Knowledge: Can cas! all Kinsitata druidical spells. & None. Identify Plants & Fruits (98<>/0). Money: None.D. PREACHER FiNDA YLE Findayfe Makinika.P. (98%). 14. Prowl (95% ). Weapons: Normally only wields a Transportation: None. he also believes that the Chorrdali Barbarians and Vardiba D'Exile are best chances to reunite world of Jarnaka. He is often referred to as counsel for Vardiba and the other of the Barbarians.E. his village was approached by aliens . 20. telepathy. +3 to roll/fall with punch/impact.P. clairvoyance. P.representative of Naruni Enterprises.E.B. two to four worth of food rations. Club at any given time. 14. he is not reckless enough to throw his life away in some meaningless attack.: 163 I. +4 to strike.: Kinsrtata Druid Level of Experience: 8th Natural Night and acute Psionic Powers: Minor psionic. All of the Findayle warned his village not to listen to village.P. a of the Dragon. It was meant as a joke. Hand to Hand'. biding tima building his forces until the lime is right. aliens. Lore (98%. astral projection. He currently plots to overthrow the of Chorrdalis the Grand Vernalik.P.: 31 Horror Facior: 8 a. see aura.). Track Animals (98%). a knack for making sense out of difficult situations. is a humorous and talkative person among followers. P. Blunt. : Traveling clothes. Preacher Findayle was the druid for a small Kinsnata village for many years. Combat Abilities: Expert Attacks Melee Round: . a cyborg from Rifts named gave Vardiba the name "Vardiba D'Exile". P. Pistol. his words were ignored.D. First Aid (79%). Advanced Math (91%). Dragonese. a Ring of the Weasel. M. Archery. W. Spd 20. MA 15. Powers empathy. as he is a pragmatic and logical person.P. Land Navigation (95'%). Holistic Medicine (98'%». Wilderness Survival (98% ).E. as he is affectionately called. W.). but the name stuck. Vardiba is a tenacious fighter who would gladly sacrifice life in the name of freedom. 12. These creatures promised the amazed Kinsitata the chance to see many astonishing and exciting things. Sing Preserve Food (98 % ). While he is a pacifist who only fights when he absolutely to do so. W. +5 to parry/dodge.C.S. W. However. save for Findayle. Findayle Makinika is a member of the Chorrdali Barbarians.: 91 M. Preacher Findayle.c. Anthropology (79%). Hit Points/M. 9.P. Running. Kinsitata Druid Alignment: Scrupulous Attributes: I 18. (has bathed in the Scarlet Waters) P. Demon Lore (98%). Sword. to save versus magic/psionics/poison. 63 . and psychic diagnosis. Expert.P. detect psionic.was during this time that one the Barbarians. Is also linked to a Korgata Tree. followed the Naruni their were promptly sold into a of harsh slavery on World. day.c. Climbing (98°/13). Play Flute (98%. Drums (98% ). Gymnastics (98%).

. world could be established. and.. Stalin.. To think that all would mean that world of ours could a utopian It 1"\"' .. who asked the lonely druid if he would Imrigued by the offer. this is far from the end of Spyre's dreams.drugs... one man must One majority. then I shall certainly destroy it '''C'''''-:lt't I' . That is the nature of Once mare."""""""-'-"""''''..Alone. .. he believes that his task will be even simpler now.. Nothing can change Tristan Spyre's dream for presents ideas for possible adventures besides complete conquest of Rifts Earth. His is well-respected and admired by nearly all the members of the Chorrdali Barbarians. madmen. . if not in The are same. They strove to unite the weak may call direct and control humanity... Findayle traveled 10 Ihe Caves of Gethsalij." of world merely compromise and falter when they these for In order to try to benefit the they want to everyone. Only I can save the world from nselfc "And if I cannot rule the world..o.. I I call visionaries. He still wants to take over the world known as Earth. The time that he lives in may have changed. savage is still nothing but a race of animals. "The time has come once mare for humanity to by a firm hand. began 10 move onward. for all strife. where he met join their Vardiba the (est of the Barbarians.." . though. The 1"\1'\\/"'." " " ... To think is to fool. understood the oe<:!. traveling aimlessly over Jamaka. and be trusted to act for the of the world. Seeing their hot tempers and tendencies towards rash and violent he stayed on with them. dictators. are would nice..l'\nr:: of power. the iike.. men despots. utilizing Ulithlogg technology.. 64 . "Who would better than myself? "I possess the raw power and to maintain I will not talter others but I know beyond a shadow of a doubt that I have fallen before me. I see the away at the foundations of society .. an early twenty-first century autobiography of Tristan Spyrs Most beings currently residing an Jarnaka originally from Rifts Earth have some connection with the villain Tristan Spyre.. gang warlare. serving as the word of caution among their group. and warlare preached this obvious lesson... Spyre has developed a small military force. thousand Mankind.. power must be until it is virtually man must dOMinate everything."'. as the forces controlling the nations of Rifts Earth are less powerful and less centralized than in the twenty-first century.. • from the book -'-=:. "Alexander the of the world under an iron grip of power to better and Hitler. He eventually came across some Chorrdali Barbarians. are the dreams of liberal idealist who refuse to recognize the We do not live in a world dominated by intellect and reason. Some may call it am the only man capable 01 guiding the world as its leader. but by world for what it truly Only the strang can survive and rule. and so are his followers.. but his plans have not.<. that is mast likely capable of taking over the Coalition State of Lone Star. and the weak must follow or perish.I"It. OFFWORLDERS ON JA NAKA of freedom and in theory.."'. In fact..>. So did Napoleon.. However. He is a man hellbent on conquest....

Hand to Hand: W.: 7 I.. Plck (840 Intelligence (74"/0). object read. critical strike on roll of18. impervious to poison/toxin. Concealment (62''10). Climbing (79'%.. projection.. clairvoyance.P. +2 to roll/fall with punch/impact.19. Language: (98%). player come across a computer disk partially detailing Spyre's plans to invade Coalition State of Lone These concepts can be further fleshed out and modified by the GM to better fit into an individual campaign.C. Powers empathy. telemechanics.). M.P. W. see aura. traveling modified (80 M . Building. to parry/dodge. total recall. and hypnotic suggestion. Magical Knowledge: None. Boxing. P 9. Pilot Motorcycle (98°/". P. Psionic Powers: pSIOniC.D. Literacy: American (9a'Yo). Skills of Note: Basic Math (94%). Pilot Hovercraft (95 % ).. Palming (69%).P. them to The player characters encounter a group of homicidal crimson robots while exploring Jarnaka. The player from twenty-first century Rifts who want to Spyre with the characters' help.P. Attributes: I 19. resist fatigue. learn that followers of a man Cray been disappearing..nfC presented . 15. The player characters discover an apocalyptic cult on either Jamaka or Rifts who have commit1ing terrorist attacks against Tolkeen for the Wizard Damizhon.rn..E. Wilk's 447 and two to four worth of food ra1ions. bio·manipulation. (74"/0). 21. The player are hired by a mercenary group to hunt down and capture the cyberkn:ght who is wanted the Coalition government. sixth sense. !-1"I"'r""J Standard Equipment: transceiver. empathic ectoplasm. CARDINAL eRA Y Cray Donovan. Pistol. Below now are listed some of the more important NPC oHworlders residing on Jarnaka. The Coalition government of Lone secretly hires the player characters to locate Spyre's main base on Jarnaka.: 36/32 P. detect psionic. Demon (74"/0). Weapons: Wilk's 447 . (62%). Prowl (64'%). O. psychic mind possess others.. P.. mind black. Language: Spanish (98%).S.: Mind Melter Level of Experience: 7th Natural Abilities: None. alter aura. telepathy.C. Hit Points/S.wn"... Some possible adventure topics. language: Euro (98%). 25.).P. Running. Advanced Math (94%). MA 12.C. Human Mind Melter Alignment: Aberrant 15. Faerie /0). Combat AblHties: Attacks Melee Round: (includes boxing skill) Bonuses: +2 to strike. Wilderness Survival (980 /0). 12.B.'""".E. in this book. are from or not: • • • • • • traveling through nation of Tolkeen.or20..: 240 Horror Faetor: Not applicable.

Play (85''10). Cybernetics & Bionics: None. 406 M. a place known to majority of the as the of Wyrm. He is still wanted in all the Coalition Northern and the Free State of on hundreds at of extortion. atter talking with one another for a while. sixth sense. or 20. recall. preferring instead to manipulate others with his psychic KIRSAH DAMNED Lo Kang Sinn.: 80 Horror Factor: 13 D.E. +4 to save versus horror versus magic. Cray long avoids lighting whenever possible. see the 1ire and cold resistant (half damage). 25. P. Cray convince people utilizing his psychic powers that currently spends his time shuttling an Jarnaka and home base in Tolkeen.: Chiang-Ku Dragon Level of 8th Natural Abilities: Impervious to poisons/toxins/drugs. nightvision. object . Powers include: telepathy. and always wears the clothing he can buy. M. P. Art (95%). He is a short man with the respect popularity he gained through hair pulled into a ponytail. Magical Tattoos: of Knowledge.17. Simple Weapon: Weapon: Flaming Broadsword with Wings (inflicts Weapon: Flaming Shield. psionic.B. mind block.: 1400 human form 12400 dragon from p. The two. M. 19. Skills of Note: Cook (85%). . Eye with Dagger. Simple Weapon: Broadsword. +1 to save versus psionics. Wilderness Survival (80'%). land Navigation (78%). Combat Abilities: Martial Arts Attacks per Melee Round: Four boxing skill) Bonuses: +4 to strike. Silver Cross. Magical Instinctive ability to use Also a master tattoo magician.D. is a bully. Psionic Powers: Major psionic. bio-regenerate 1D4"1 0 M. Sword. Cloud in Chains.0. P. Dance (80%). Phoenix Rising from the Flames. Cray Donovan was a petty con ior a lang time before he met with the villain Tristan Spyre. and He was an the run 1rom Coalition soldiers just outside Lane when to came across a man Spyrs. +4 to rolilfall with punchlimpact. and metamorphosis..: Wastelander Motorcycle Money: access to 2000 Coalition credits. Heart Impaled by a Stake. It was Spyre's idea to have Cray Coalition government was evil. Sing 85%).C. see aura. 28. Basic Math (98%).D. Sewing 90"/0).P. Magic Animal: Horse. Rose of Healing. Ughtning Batt. as he is popularly known.C. alter aura. 700 LS. and 2D6 M. five minutes.A. Chiang-Ku Dragon Alignment: Miscreant Attributes: 1. to other dragons). Flaming Sword. of 18. Hit Points/M. 20.C.P.S. He would and to save own hide from danger. is a vain and cowardly man. Skull Encircled by Chains.D. 19. clairvoyance. 66 . fraud. and false church. Heart Encircled by Chains. resist fatigue.D. Fishing (90%). realized together they could make a operating as a religious so as to formidable team. Three Eyes. +6 to parry/dodge. AJlegedly a church promoting the of brainwashes people into committing attacks the govemment within Church.

Disguise (80%). He believes that he should rule over all humans and other lesser creatures divine rig:-n. in iourth-century Jerusalem.0.: 193 I. Language: American (9B%). Major psionic. Apparition. It was during this time that the dragon developed the name of Kirsah the Damned. through the centuries as his body slowly healed. M. though. Create Mummy. M. two act as friends.). Turn Dead. Heavy Energy Weapons. Energy Rifle. The two. Magical Knowledge: to cast and use many mystic spells. always seems 10 have 1ate working against him. W.). Chiang-Ku dragon is an extremely he to inferior as insignificant highly violent creature who treats Kirsah the delights in cruelty trouble. Literacy: Dragonese (98%. Trance. Language: Dragonese (980 /0). 19.P. Kirsah became man (or dragon) in his all command when is from However. see the invisible. Hit POinls/S.P. Faerie Lore (90o/c).E. 9. sixth sense. Protection Circle: Simple. Hand to Hand: Martial W. Concealment. Lo Kang Sinn was badly injured a mysterious and powerful wizard.P.P. Wisps of Confusion. 22. the dragon put himself into a magical slumber. Holistic Medicine /0). In his attempl to over and subjugate humans. La Kang Sinn is a megalomaniac Chiang-Ku dragon who has sought to dominate others tor many millennia.:. Paralysis: Lesser.C.P. Standard Equipment: Radio transceiver. W. Cybernetics & Bionics: None.: 104 Horror Factor: Not applicable C. Horsemanship {72%}. each plots to betray the though. Compulsion. Blunt. Create Combat Abilities: Expert 67 . whenever Money. MagIcal Spells: Cloud of Smoke. (7S%) Demon Lore (80'%. and two 10 four weeKS' worth of iood Weapons: Coalition : Typically rides on horseback. He to other henchmen do not the true nature of Kirsah. by Tristan Spyre.S.P. Metamorphosis: Human. Fear. W. presence sense. 13. Coalition Firebreather. Chain. of often acts Kirsah is prone to explosive in human whenever many of Spyre's before he thinks.P. W. Summon & Control Canines.D. Death Trance. The Chiang-Ku dragon. psychic surgery.C. decided to team up. Energy Bolt. and is a dangerous for DARNIZHON Darnizhon Vatek l Human Mystic Alignment: Diabolic Attributes: 1. Shadow Meld. Horrific Illusion. Control/Enslave Entity. 16. Powers include: exorcism. Streetwise (620 Climbing (90'%).P. Psionic Powers. Fearing death. Magic Armor of Ithan.E. W. Ignite Net. Pistol. Has access to 500 Coalition credits. traveling c!othes. Create Magic Scroll. realizing that they were kindred spirits. Second Sight. 10. Constrain Being. Domination. 7. Sword.: 51/20 P. Mystic Portal. Pilol Motorcycle (98°!.C. Pilot Hovercraft (95"/0).). who accidentally awoke the The dragon was two years beast while exploring some caves. clairvoyance.A. Summon & Control Entity. is of one another.: Mystic Level of 12th Natural Abilities: Sense supernatural open oneself to the supematural. See Aura. and bio-manipulation.

Hand to Hand: Expert. Combat Abilities: Arts Attacks per Melee Round: Four . 15. W. critical strike on roll of 18. is indirectly helping on Rifts by forming apocalypse cults. 14. W. psi-sword.). P. He is more in making trouble than and will do incredibly or things in the name of creating He is a tall human. 21.C. Pilot Motorcycle (98%). Anthropology (9B%). Language: Euro (98%). Sword. has actually never met Spyre or any of his lieutenants.E. Play Guitar (98% ). (98%). Literacy: American (98%).P. Language. 19. Weapons: Usually just a or wooden Transportation: Typically rides on horseback. Archaeology (98 % ).) PSionic Powers: Minor psionic.Attacks per Melee Round: Four Bonuses: +2 strike.). (98 /0). '. Radio: (98%.P. 14. +2 to save versus horror factor. Holistic Medicine (98%) Demon Lore (98 % ). and object read.P.0 Darnizhon. +4 to save versus magic.D. which believe that the end the world is near.: 44 Horror Factor: Not applicable O.: 44/70 P. Oarnizhon serves a demonic entiiy with god-like called the In ior being granted magical abilities creates mayhem on many different worlds and ritually human individual with little regard for Voordinaz. +410 save versus psionics. normallongsword. Wilderness Survival 0 Athletics (General). Standard Equipment: Radio transceiver. Spd 30. Disguise (98'%). Darnizhon is a born troublemaker.: Cyberknight Level of 6th Natural Abilities: Able to create psi-sword M.C. bright red and a purple tattoo (non-magical) of a dragon right his RYOGA AN Ryoga Dan. and only wears simple black hooded Damizhon is his head. However. delights in anarchy and the current moment. Darnizhon is a flippant. Hves others. and two to four weeks' worth of food rations. Human Cyberknight (Original Concept by Eric Mee) Alignment: Attributes: I. a feet tall. Horsemanship (98°/c). +3 to parry/dodge. Climbing (98'%.). whenever possible. Energy Rifle.C. or 20. sixth sense.B. If claims to be Very Idle is known about the past of the over thousand years and based on his detailed of being significantly involved in the revolutions. M. Dragonese (980 Language: American (98%). Lore (9B%. Skills Note: (98<'10). walking staff. Hit Points/S. MA 10. Escape Artist (9B%. +2 to roll/fall with punch/impact. 17.Q.P. word may true. Pistol.).E. Powers include: mind block. Literacy: Dragonese (98%). Language: /0). 17. Money: None.: 7 LS. Magical Knowledge: None. Cybernetics & Bionics: None.D.

in fact. +2 to save versus horror factor. he had tought them once before .). Language: (96%).).P Energy Pistol. A ago. awoke the with a tattoo of a that was a symbol of his dragon's tooth imbedded on his lett arm. where he his cyberknight abilities to help out and other Ryoga Dan was a hero.C. attempting to free the people of Rifts the Banwok Hunters. both sides left the battlefield. Climbing (70%. Robot Power Armor: Basic. For reasons he cannot he survived. W. off the is a cold and calculating who tries to look at all situations quite logically and analytically. Ryoga Dan was mortally wounded by Banwok laser fire in a surprise attack. though. +5 to strike. W. Ryoga Dan remembers very 1"rt1le regarding the truth of his past. After traveling through many worlds for years. Advanced Math (750 Computer Operation (70%. At last. although has not developed a detailed for doing so. Energy Rifle. Fighting several 8anwok on the world of Hrogrythlor. Spyrs plans to use the young cyberknight against his former allies. fighting with such a that often scares allies as well as his enemies. Faerie Anthropology Demon Lore (70%. was Tristan Spyre. tent. Computer /0). Watching the battle unbeknownst to all. However. Hand to Hand: Martial Arts. Robots and Power Armor (74%). in addition to the Weapons: A normal katana Transportation: Typically fIdes on horseback or a Highwayman motorcycle. the Banwok Hunters were forced to retreat without the body of their friend. Sword. Land Navigation (72"'/0). Motorcycle (840 Horsemanship (79%). There. Ryoga Dan found in NorthAm of Rifts mercenary group called Banwok Hunters at this time Dimension The Banwok Hunters for details). Athletics (General). W. Submachinegun. critical strike on roll of i 8.). Escape Artist (60%). Blunt. while Ryoga Dan been access to much information regarding true plans. 19. W. W. and are both quietly trying to find concrete proof of actions. and believes that Spyre is a from evil factions such as the Coalition. he ultimate destiny. +4 to save versus magic.P. He also wanted to learn about the Banwok.).P. originally was bam in formerly known as China. Both Spyre might be up to something sinister. and two to rations.0). The only that Ryoga has confided his doubts to is of inner circle. Ryoga thought he had found his purpose in li1e. Rifle. Standard Equipment: Radio transceiver. American (96%). Radio: Basic (750 /0). Chain. knapsack. W. he was to return Ryoga Dan back to life. of Note: Basic Math Programming (60'%.P. Radio: (65':0. Heavy Energy Weapons. Language: (90'%. Money: Has about 400 Coalition credits.P. Spyre took Ryoga Dan's body. literacy: American (BOO/o). whenever possible. mUlti-optic Ryoga is a troubled man with a troubled past. Ryoga Dan. Swimming (80%). Pilot /0). whom the cyberknight has fallen in love with. W. village was attacked wi1hout warning by four adult dragons. he in a berserking rage. With help of Cardinal Cray.+1 to initiative. whom he believed to be evil incarnate. though 69 .P. +2 to roll/fall with punchlimpact.). four weeks' worth of Rifle are usual weapons. Somehow. Spyre reprogrammed parts of Ryoga Dan's mind. and joined He became good friends with the Undead Slayer Archimedes.P. (80'%). +6 to parry/dodge. certain of Spyre and cohorts Ryoga to believe that Spyre is not the benevolent protector of humanity that he claims to be.and wanted to see what their capabilities in combat amounted to. gas tinted goggles. Wilderness Survival (98%). the cyberknight was thought slain by his comrades. a woman Cheshire. He is a short man.D.). In a fight. Cybernetics & Bionics: Cyber-Armor M. W. He had heard of the 8anwok Hunters . amplified hearing. and became almost their maniacally with destroying the Banwok.P. and retumed to one of his bases on Jarnaka. or +4 to save versus psionics.

P. Climbing (70%). A bright young woman.. The man who this dream existence was the most notorious villain known in Spyre. critical strike on roll of 18.E.. Cryptography (70%).C. It was at this time that her inborn mutant powers 10 manifest themselves.I.. Standard Equipment: Radio jumpsuit. Adopting name of Cheshire. 19. Spd 71. Acrobatics.C.C. Magical Knowledge: None. Pilot Automobile (840 /0). 34.: Mutant Superhero (from Rifts Conversion Book) Level of Experience: 7th has several all listed in Rifts Book. Skills of Note: Basic Math (85 0 Advanced Math (85%. Wilderness Land Navigation (65%). She fell in love with the leader of U. Language: (85%. and two to four weeks' worth of food rations.D. M.C.:>. Combat Abilities: Arts Attacks Melee Round~ Four Bonuses: +8 to strike. +2 to roll/fall with punch/impact.D.. and claws (capable of inflicting 4D6 M.P.).'-:lIT'.P. Athletics Intelligence (66"/0). 29. Artist (60%). Submachinegun. Swimming (80%).). W. Monica abandoned her normal life and joined the United Nations~sponsored team of superheroes called U.N. Prowl (65"/o). Literacy: Euro (65%).19. Chemistry :1"1. Revolver. or 20. Natural Abilities: Among these powers are: flight. Weapons: Claws. Radio: ". found suddenly to one of the most popular women on the planet. Hit Points/M. W.. Concealment (SSO/o). W. to parry/dodge.NJ. Repair Computer Hacking (50'%. Basic (80'''10). Energy Rifle.P. Survival (65%). (65'%). American (96''1.D. she graduated from Cambridge at a fairly young age and worked as a chemical engineers for a few years.STAR at this time.:. 19. gas tinted infrared binoculars. In one of his most infamous plots of the that particular dimension of Rifts Earth: 70 . CHESHIRE Monica GaMble! Mutant Superhero (Original Concept by Rick Schmidt) Alignment: Unprincipled Attributes: La. /c).C. Pilot Helicopter (80%). Br~ain in one of the many parallel dimensions of Rifts Monica Gamble was born in Earth. With a flair for the dramatic as well as being beautiful and stubbom.. W. is an honorable and good man. Gymnastics.S. Computer Operation (7S0 Computer /0).). Sword. super-strength.: 5 -6 Horror Factor: Not applicable D..features and long. 30 (supernatural).P.) Psionic Powers~ None..P.N. He prefers to use his psi-sword in being a part of Spyre's forces at the moment. knapsack.STAR.E.. Horsemanship Hand to Hand: Martial W.LSTAR in Munich.). P. Rifle. Cybernetics & Bionics: None. Literacy: American (96%). and a NG-Super Pistol/Grenade Launcher Transportation: Uses her powers of 11ight Money: Has about 1500 Coalition credits. Seeing a potential to make the world better. invulnerability.: 800 M.P..h (75"/0). jet-black hair. Energy Pistol. a daredevil superlife like some sort of perfect fairy-tale.':'1 Analytical (60 0/0). quickly became one of the most popular heroes of U. Pilot Motorcycle (88%). . MA 11.

The only person that Cheshire has confided her doubts to is another of Spyre's inner circle.STAR America in finding and disarming the device before it could go off. whom the heroine might be up to something quite and are both quietly trying to find concrete proof of these actions_ Cheshire was one 01 the tactical leaders of U. magnetism. P. +8 to strike. believes that Spyre is trying to work for 01 humanity. +2 to roillfall with punch/impact. Mutant Supervillain (Original Concept by John Geoghegan) Alignment: Aberrant Attributes: 1. they accidentally opened up a temporary rift.: 550 (with the Runes1aff of Judas) I.P. and emotion control. Computer Repair (98'%). but while at1empting to disarm the bomb. Skills of Note: Basic Math (98°/. attempting to blackmaillhe city for billion dollars.: 6 Horror Factor: Not !:InnJ.E. (98%). .P. using an experimental time machine.N. However. (normal). but her recent time spent with Spyre her a more somber individual. Anthropology (98%).S.C.I. certain actions of Spyrs and his cohorts Cheshire 10 believe that Spyre is not the benevolent protector 01 humanity that he claims to be. at home.).D.N.STAA was in to aid U.S.I.STAR into the future.. Computer Operation (98%).). who had fled from the forces of U. +9 to parry/dodge. 9.. they were thought to be dead. However.I. curly red hair. Cheshire volunteered to hunt down Spyre. (98%). Advanced Math (98°/. She is a stunningly beautiful woman. being with at the nn:. a fallen in love with. and always acts in young woman who of others. to the public Wanting vengeance. and were accidentally brought to Rifts Earth in a accident. Computer Hacking (98"10). Astronomy (98<>/0).a nuclear beneath the city of Chicago.E. or 20.P. Mutant Supervillain Rifts Conversion Book) Level of Experience: 14th Natural Abilities: Spyre several super-powers. U. P. telepathy. while Cheshire has been purposely denied access to much led information regarding Spyre's true plans. Computer Programming (98<%). and the of Judas) 10 initiative. Cryptography Surveillance Systems 71 .N Europe.0. Unfortunately.. 24. strike on roll of 18. Psionic Powers: Magical Knowledge: Only what is available to him using the Demon Heart and the Aunestaff of Combat Abilities: Martial Arts Attacks per Melee Round: Eight (including boxing.N. MA 17. heroes Wonder Guy and Feedback managed to find the device.C. 3200 (with the Heart P. 40 (supernatural). Both that Spyre cyberknight called Ryoga Dan.. invulnerability. she landed unconscious in one of Spyre's bases.!'''' .D. Chemistry: Analytical (98'%). Spyrs seized opportunity.eDlrn TRIST AN SPYRE Tristan Spyre.: 800 M. with tresses of long. 30. and used Cardinal Cray to her memories. She currently believes that she and were formerly superheroes from Earth's distant past. M. She is a thoughtful in protecting the good of humanity. and still fights quite intelligenlly shrewdly. P.. and is completely unaware that both Wonder Guy and Feedback are on Rifts Earth. She normally is qu mischievous and has a sense of humor with her friends. which brought them to the current Rihs Earth. when the time machine brought her to Rifts Earth. all in the Among these "'". Hit Points/M.E.""""= are: flight.

/0). Tristan's parents noticed how frighteningly their child was.P. Radio: Scramblers (98%). At first. Language: Spanish (98%).N. Navigation (98%). though.P. and two to four weeks' worth of rations. Pilot Automobile (98%). Spyre fled hundreds of years into the future. with a triple doctorate in genetics. lmn<::iln knapsack. superhero group called U. part of the Airborne He in the military for about and was discharged as a Captain the Air Force.). Literacy: Dragonese Language: AmAril~::!n Language: Euro (98"/0). His parents were Antonio and Claudia Spyre. sound. two world-renowned psychologists who taught at Yale University. Boxing. he discovered that he was in the New German Republic in Rifts Earth. Electrical Engineer (98%). but somehow it was always flawed. Gymnastics. Spyre attempted to take over the government of the NGR. and Spyre served several sentences in jail of this group (Spyre. Tristan Spyre regarded everyone around him as his intellectual inferior. Tristan Spyre was born in the late twentieth century in a parallel dimension of Earth.).P. formed a group of like-minded supervillains called MAYHEM. W. and chemistry with perfect He taught at Yale for a few years after but quickly grew with the monotony of his existence. who had been secretly developing an experimental time machine for several governments in the Middle East. weapons. decided to escape into the future. When he awoke after a long in his time machine. He decided that it was destiny in life to rule or destroy the (est of world. Using one of machines. Forensics (98%). computers. Money: Has access to over million Coalition credits. and gained some notoriety as a child the age of eleven. Motorcycle (98%). Acrobatics. They tried to give him a good.).P. They also noticed young Tristan seemed to have no instinctual concept of morals.P. Wilderness Survival (98C.P.(98%). tinted infrared i:unOClllars. Play Violin (98'%). Athletics (General). though. W. realized that he was far physically and intellectually to on the Earth. Land Navigation (98%). Hand to Hand: Martial Arts. moral to draw upon. this group was almost always thwarted by the which strove for world domination. However. Aircraft Mechanics (98'%). if in conjunction with magnetic powers. Weapons Engineer (98 0/.LT. which became his Jericho (see Ritts Dimension Book: The Banwok Hunters) for details.' At an early age. Energy W.). Read Sensory Equipment (98%). Combat: W.Escape Artist (98%) .) Transportation: Uses his powers of flight. Climbing (98%). W. Prowl (98%). Literacy: American (98'%). EnEirgy Pistol. he had secretly noticed his had kept their As soon as he was old enough. W. Mechanical Engineer (98%. Electronics (98%). time. Spanish (98Oc/o). inflicts 3010·10 M. Heavy Energy Weapons.. Horsemanship (98%).). Pilot (98':>/0).D..:. Swimming (98%). Weapons: The Runestaff ot and special forearm blasters (normally inflicts 606 M. he the mutant powers. never developed the forces nec:es~.ary to become successful.D.LSTAR. Submachinegun.. a failed attempt to destroy the city 01 cnlca'lO using found t~at he was being hunted and persecuted to an extreme extent He was thought to This made it be guilty of the presumed murders of the heroes Wonder Guy and nearly impossible to exist in his own world. invariably broke out of prison a months after being incarcerated). The child quickly passed through school. and was almost killed in a fight with the mercenary n . Sword. Intelligence Delect Concealment (98'%). military. (98%). Pilot Robots and Power Armor (98%. He became known as the world's most dangerous criminal. Cybernetics & Bionics: None. Standard Equipment: Radio gas mask.D. Pilot Hovercraft (98%).P. he had graduated from M. Medical Doctor (98 0 M. Demolitions (98%). Pilot Airplane (98 0/./. Language: Dragonese (98 0 /0). He augmented a Tyrannosaurus Rex into genius levels. including his parents. Robot Mechanics (98% ). BasIc Electronics (98%). W.

Weapon Systems: 73 .tlQ.D. which he oell!eVElS to be a more first target than the New German Reput)llc. l\iI"". Regrouping his efforts.130 Chest Cannon . normally wears a simple black jumpsuit.100 Legs ... it offered for Black Markel Cost: likely be well over one hundred million credits...~nru. rendeling it completely and unusable. can allow the armor to across.au.t 7ieet Y:.wi. Spyre began exploring diHerent dimensions. by Location: Forearm Short-Range Missile Launchers (2) .ff. the energy life is thought to be well over 200 BloodsofroW armor is unique.Ehll.:. he found his way. enough room is available for a hand-held weapon and personal would most gear.. 30. .190 Head .Sl!.!:!t 2..100 Arms ..!. but will do whatever is to accomplish his He is a lali.[!t. but not overly or stupid. potential 10 make a significant impact on Jarnaka's BLOODSORROW Magical Power Armor Model Type: Wolfen3302 Class: Military Assault Armor Crew: One M. Spyre is not a unnecessarily cruel villain. and these future. which makes him extremely dangerous. However.230 each Right Rail Cannon ... U::>!:..7 tons fully loaded .~arld. Statistical Data: 29 feet 15 ieet adciiticlnal up to 20 feet high or feet with a rur:rninlQ start.:.1 cargo space. With these items. their presence on Jarnaka is now known. In an ancient Chorrdali tomb..!. S. the price.called the Banwok Hunters. Irying to find a way to gain more power.= Equa I to a P.160 each Ion (3) .. ~..C. plotting to lake of the State of Lone Star. In Jamaka. ARTIF ACTS OF JARNAKA Mast of the strange wonderful artifacts on Jamaka did not originally come have the from that world. he 10 build his forces once more. He is a fearsome fighter.D. ~~:. powerfully built man. he found the Demon Heart and of Judas. of the main body will shut down the armor. with long blond hair and a gOl~tela..270 "Depleting the M.b.C. =-".140 each Shoulder Medium-Range Missile Launchers . Power System: ectlnc.."It.

Maximum Effective Range: 1600 feet Payload: EHectively unlimited. 2. Mega-Damage: Varies per missile. each with a payload of two short-range missiles. Maximum Effective Range: 3000 feet Payload' Three hundred rounds of ammunition. 4. This cannon cannot be rotated: the armor must directly face the intended target to use this weapon against an opponent. Primary Purpose: Assault Secondary Purpose: Defense Mega-Damage: 2D4*10 M.1. Wolfen Chest Ion Cannons: Three small but powerful ion cannons are mounted into the chest unit of the power armor. Wolfen Chest Laser Cannon: A large and powerful variable-frequency laser cannon is mounted into the chest unit of the power armor. allowing ten bursts from the gun before being reloaded. four. Primary Purpose : Assault Secondary Purpose: Anti·Armor Mega-Damage: 1D8~1 0 M. or in volleys of two. 74 . or twelve. eight. Hand to Hand Combat: Either by using its blades or more conventional means. Range : Varies per missile. Wolfen Forearm Rail Cannon: A high powered railgun is mounted over the right forearm of the power armor. Primary Purpos~ Assault Secondary Purpose: Anti-Aircraft Missile Type : Any type of medium-range missile can be used. Rate 01 Fire: One at a time. for a burst of thirty rounds. Maximum Effective Ranae: 2400 feet Payload: Effectively unlimited. Payload: Twenty-four. Rate of Fire: One at a time . the power armor can be used in hand to hand combat. two per launcher. Primary Purpose: Anti-Personnel Secondary Purpose: Defense Missile Type: Any type of short-range missile can be used. Primary Purpose: Assault Secondary Puroose : Anti-Aircraft Mega-Damage: 4D6·10 M. Wolfen Short-Range Missile Launchers: A short-range missile launcher is located right over each of the robot armor's wrists. per cannon Rate of Fire: Equal to the number of the hand to hand attacks of the pilot.D. Mega-Damage: Varies per missile. 3. Wolfen Medium-Range Missile Launchers: Two large medium-range missile launchers are located right over each of the robot armor's shoulders. Range: Varies per missile. or in volleys of two or four. Rate of Fire: Equal to the number of the hand to hand attacks of the pilot. per cannon Rate of Fire: Equal to the number of the hand to hand attacks of the pilot.D. the gun can be contracted back inside the armor plating . Because the armor is so unique. each with a payload of twelve mediumrange missiles. twelve per launcher. 5. the user must have the Robot Power Armor: Elite skill to use the combat bonuses available. 6.D. Payload: Four. These cannons cannot be rotated: the armor must directly face the intended target to use these weapons against an opponent. When not in use.

power punch 406 M. An elven noble ~n a militaristic society. the leader of the kingdoms..::. eventually killing his older hrr. THE RUNEST AFF OF JUDAS (Also known as Damnation Rod. Dark Betrayal) Iscaras Cursed Rune 51aff Alignment: Miscreant 500 P.D. Sensor Systems: The Bloodsorrow Power Armor also has important sensory features: 1..Iscaras was renamed Judas and placed a curse on the three weapons. eventually making his way to a tomb in Jarnaka.. +2 +2 to 206 M. Note: Others with these detection systems will see these them to trace the source. Merlin renamed the . and his weak ph~lsical nature. and Zechiara. intent on commanding the multiverse anyway. a lord.!Yau~!J"Q. +6 to roll with or fall/impact. granting him his powers in There. Merlin trapped the of the three in rune weapons as punishment for their insolence. Iscaras joined two other wizards von Obsessed with to be known as Solomon. were then scattered to far comers of the Earth.D. Iscaras Freisson was born on the medieval world of Maelstrom now known as Udzalle the forthcoming Rifts Dimension Book: The Crimson Maelstrom for more details}. one meant for brutal power. they do plan to use the armor in an attack againsl the Kingdom of Chorrdalis. 75 . For reasons still unknown. who it back with to Jarnaka. optical sensor allows the infrared radiation of warm oblE~cts Enables the pilot to see in the through smoke. he was exchange for a chance to help dominate the world. Thermoimager: A to be converted into visual shadows.P. For his Iscaras was banished from Maelstro:m to a world called Palladium.. 600 M. Judas bargained with Spyre.. full strength punch 206 M. used. The armor called Bloodsorrow was originally created by the (see Rifts Dimension Book: The Banwok Hun1ers) for its former master Orcas years ago. +7 to strike/parry/dodge. should they be reunited.in'c:f They lost. one meant for more covert operations. Bloodsorrow represents sheer force.~ Qa. agr'e9':1. wizards learned that they could gain much by killing the known as Merlin on Earth.D. petty and by Tristan Spyre.D. Restrained punch/kick 106 M.C. the ion cannons. the armor lay abandoned until it was discovered by several traveling Chorrdali Barbarians. Iscaras grew twisted as grew older. In order to control of this Palladium. 3. and by many men for thousands of years.o:J. Adds +5 to strike. Ion Beam Taraeting: Applies to missile launchers.E. power. and the laser cannon. allowing the 10 see in those particular spectrums. wished to have two suits of power armor.D. and kills an unarmored opponent instantly on a roll of a natural telepathically with its wielder.. and in 7. Judas was found. Orcas.a~ +2 to initiative. judo fliplthrow 104 M. After Orcas was slain. Inlr'::!r. the ability to Known Powers: Gives the wielder the following cast three spells of any level once per day. (counts as two attacks). he was ridiculed for his intellee.. the rail cannon. While none of the Chorrdali Barbarians are quite sure how to properly use the armor. Storm journeyed to and fought together ~l1l:l.~!.n 3000 This optical system projects beams of ultraviolet and light.D. a dernenlted a wolfen human magician to known as This small referred to itself as the Storm.th"f Vanir.!.

run human fist and is indestructible to any known means of attack. (GM's note: obviously. Demon became a catalyst for years of war of bloodshed. He currently wears on a titanium chain around his neck. bio-regeneration at the rate of 1010'10 per round.490 76 . immunity to psionics. and the head of the staff is carved into a unicorn's head.100 Forearm Laser (2) . the more possibilities that can shown until future is nothing but a ju mess. It has no idea of the and of a sorrow that it is responsible for. but logical possibilities that the future hold. use outcomes of like "a or "a few" of at cetera.80 Chest Ion Cannons (2) .C.130 each *Main Body . The Runestaif told of Demon Spyre immediately the slone. that they see are the most probable Also. Instead. has hinted to the has never told anyone that Ulithlogg thai he knows where the stone is located in order to gain their help. is one word. The into the fulure that bearer of Demon Heart looks. never realizing how much power had been so close to his grasp. The magical stone is the most coveted and holy item known on Jarnaka: thousands would gladly kill in order to possess it. Use your best judgment in trying to try not to give any too much information. who is fulfilling Judas' dreams of long ago. He died in that tomb next to Runestaff of Judas. about the lines. the exact future of campaign can never readily be told. The stone itself is black and heart-shaped. The walking end of the Staff is capped with gold.D. The Demon Heart. Make it perfectly to the occur will should they ever use Demon Heart. The Runestaff of Judas is carved from mahogany. and probably would not aid them if they got into trouble.130 each -140 (2) 150 each Arms (2) . He cares little for Spyre's lieutenants. but in it was stolen a young Chondali soldier named Irewarg.. as who learned powers to know the future. GOBLINTHORNE Magical Power Armor Model Type: Wolten 0502 Class: Military Assault Armor Crew: One by Upper Short-Range Launchers Shoulder Mini-Missile Launchers (2) .Judas regards most lIving beings as and Thousands of years of hate have made Judas incredibly smart. What Demon Heart show are not fact. The only living being Judas probably has ever respected is Spyre. actually has discovered the Demon Heart. though. Badly wounded in battle. Two purple flaws. deliberately in describing the future. and criss-cross over the surface of the Demon Heart.110 Head . stone was thought lost at the of war for the Heart. Along the length of the Staff. Both the Runeslaff and the Demon Heart were discovered by preliminary explorations of Jarnaka. who wanted to help his followers guide their future. and the ability to see into the future once per day. and is indestructible to any known means of attack. and prejudiced. carved in Celtic runes. is not sentient. he with his in an Chorrdali tomb.. knowledgeable.) predict the The Demon Heart was by the godling called Ulith. for all its power. repeated over and over again· THE DEMON HEART Known Powers: Gives the wielder the following abilities: 1800 M.

a:Jla. Wolian Chest Laser Cannons: Two large and powerful variable-frequency laser cannon are mounted into the of the armor.. 77 . the if offered for likely be well over one hundred million credits.tI!.Qa..:.m.g.:..terns: personal would most 1. Wolfen Mini-Missile Launchers: Two small retractable mll"_nru<:'~II .aQ!Jo.. ~~~~~~ Equal to a P..a~ 204 '10 per cannon Rate of Fire: to the the hand to hand attacks of the pilot. guns can be contracted the armor plating. the energy is thought to be well over 200 Black Market Cost· The Goblinthorne armor is unique.eJlYJ::lL!l~~ Assa uIt ~. enough room is available for a hand-held weapon gear. Statistical Data: 18 feel 8 feet 5 feet 1. Wolten Short Range Missile Launchers: A pair of short-range are located on each thigh of the power armor.. space. M.D.:.= 50 mph maximum up to 20 feet high or across.. Maximum EHective Range: 1600 feet Payload: Effectively unlimited.=:. missile.. Add an additional twenty leet wi1h .umM~illB. 2.allin. Weapon Sy~.Qj]~Y. (".. The powerful robot legs can allow the armor 10 a running start..e.:.llm~~ Defense .C. each with a payload of mini-missiles. of the main body will shut down the armor. rendering it completely useless and unusable. or in volleys of two.S.arl.:.'Depleting the M.. 2000 feet 4.. cannon '"'"'''''''' of the hand to hand atta:cks of the pilot.M.. 4 ~~~~~:~Anti-personnel of missile can per missile.. Power System: Technowizard. Speed: . 5. When not in use. These cannons cannot be the armor must directly face the intended to use these weapons an opponent .. each with a payload of six short-range missiles.:. at a time. launchers are located right over each of the robot armor's shoulders..!lI!.5 tons fully loaded. six per or twelve.eg. 30.:.b. Wolfen Chest Ion Cannons: Two small but powerful ion cannons are mounted into the chest unrt at the power armor.

+1 on initiative.:.D. On the chest of the armor is a faded. gave this armor to the Vernalik Chorrdahsi takes great pride in this armor.. Sensor Systems: The Goblinthome Power Armor also has important sensory features: ""-'--'-'-""":. four. does have honor. Bloodsorrow represents a more subtle approach was slain.D .. or S. launcher.L!-"':"'""'-t at a time. 7. who brought it with them to Jarnaka. the user must the Robot Power Armor: Elite skill to use the combat bonuses available. The armor is an enchanted suit of medieval plate mail armor. by a patrol of Chorrdali soldiers. it is quite real. (counts as two attacks). The armor was recently discovered on Rifts Earth by the Undead Archimedes (see Rifts Dimension Book: The Banwok Hunters). If the M. one meant for brutal power. was to the armor on armor was found again by chance.. painted crest of a German WRAITH (Also known as the Axe of Vampires) 7H . the rail +9 to armor called Goblinthorne was originally created the Rifts Dimension Book: The Banwok Hunters) for its former master Orcas about thirty Orcas.C. Hand to Hand Combat: Either using blades or more conventional means. ='-'-""~'"""'"'=~ +4 to initiative. After traveling Chorrdali Barbarians. Because the armor is so unique. or in volleys of Thirty-six.'--"". the armor lay abandoned until i1 was discovered by several to combat. power punch 406 M. through smoke.D.D. +2 attacks. pilot to see in the dark. full strength punch 206 M. allowing the pilot to see in those particular Note: Others with these \I""U"<:O will see allowing to trace the source.D. +9 to strike/parry/dodge. and in shadows. THE ARMOR OF CHARLEMAGNE Known Powers: Grants the wielder the following abilities: an additional 350 M.C. The Armor of Charlemagne was thought to be a mythical suit of armor used thousands of ago by the warrior Roland. +13 to roll with punch or fall/impact Restrained punch/kick 106 M. and now wears it into battle. In fact. Chorrdahsi as The armor may only wam by a honorable man.!. wished to two suits power armor. While none of the Chorrdali Barbarians are quite sure how to properly use the armor. one mean1 for more covert operations. judo fliplthrow 104 M. they do eventually plan to use the armor in an attack against the Kingdom of Chorrdalis. is depleted. and immunity to spells.='""""'"~ A special optical sensor allows the infrared radiation of warm objects to into images. the power armor can used in hand to hand combat. a vampire lord. optical syS1em projects beams of ultraviolet and infrared light. Range: 6000 feet. weighs virtually n01hing at all. the armor is completely destroyed.D. and while Chorrdahsi is an extremely prejudiced individua1. Applies to all the the ion cannons.

D. inflicts triple on a critical hit.C. and can automatically parry any it or missile. . Can communicate telepathically with wielder.D. The axe possesses 600 M. Cursed Battle Axe Alignment: Diabolic Known Powers: Gives the wielder the following abilnies: able to teleport as per the teleport: spell once day. not to magical psionic 1D1 0-1 0+50 M.Josiah Wraith.finis previously published: rifts dimension book: the banwok hunters (hrogrythlor) forthcoming: rifts dimension book: four keys (qem'chomudu) crimson maelstrom (liclzalle) rifts dimension book: 79 .

NDERONE ''where reality and fantasy become one" .

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