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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 .

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

but a horrible realization came to us as we "'=~Q""I. honeS1ly don't know. guns blazing. Living fTln.but barely weighed a hundred 2 .We were also attacked shortly after our arrival! resembling a dragon .'ouv'ov il in the cenler eye. care 100 much what the creature was . and only some brutal 'Archimedes to enter personal combat with the . an world. endless numbers of Scimitar Warriors. they appear. we finally discovered lot of what we didn't want.. 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.some kmd of prehistoric dragon many sorcerous abilities. attempling to slaughter all they recognition codes. The look in as he spoke these with a new words was quite astounding. but I wasn't in the mood to ask questions either. While the fire was .nn·t:T the in mud huts connected to one another by vine bridges were creatures Ulithlogg. Antioch· a lire that !flame emitted from the beast's center eye is supposedly called the . implying that if he could turn these weapons from ideas into reality. with hundred miles of mud and a relentless us our home. Fortunately. As we downloaded these who showed up. be only withstood by those of valor and virtue. in fact. it did not appear to harm my good friend the Undead Slayer. :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. and scores of Scimitar Warriors and Ogre Tattooed Warriors! Where the latter . to shoot our way out of that one (sad as it may seem. going thousands of and caves blend in :and possibly spanning a hundred square miles in area.. that tends to for us).". 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. apart from their the fact they possessed four arms. 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. came out of in an attack and nearly our APC to shreds.draykonis.nfTl"".. These robots friendly.Spyre. were also very tall . creature. 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. or 8anwok long as it doesn't come back any time soon. 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. dragon. except for the nagging fact that its creator is a And everywhere we go. Natural seamlessly with manmade tunnels and armored laboratories. The is a tribute to scientific achievement. 'are mechanical harbingers of death that make Coalition skelebots seem not find matching 'Without warning. The at SI. we found a vast passages . . Grendel swears was not. You guessed it .but much larger and with two heads. seemed much like humans in some ways. For the most part. I really dan'. 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. a dragon: but a draykonis . the robot. two on each side instead of just one.as well as one of Tristan Spyre's ilNTO into Jarnaka's crust Spyre's is a veritable labyrinth. nearly eight feet in height . we were able to most of Spyre's .'" death patrols.temporarily. I saw the dragon view iPersonally. a powerful wizard and .

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

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

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

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

seeing the potential for world domination with the previously unknown concept 0f once more his plans to become supreme leader of Earth. The Chorrdali viewed the /'1"'1'7'1. horrified by the Sick crime of which considered fair and impartial by all sides involved.d Rifts Dimension Book: The Banwok Hunters}. He knew that he would have 10 look elsewhere in order to boos! the speed of Entering a rift. To some extent."""" of these creatures as faulty by the Kinsitata. they did do significant thousands upon thousands of square miles of mud. particularly rifts came the creatures known as the Mogor and the creatures of destroying anything in their sight. 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. the Chorrdali kept several 81arnogl as slaves. 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. the entire Blarnogl race. That was when the human Tristan Jarnaka. a mutant Tyrannosaurus Rex namS. With these every on his hands. Spyre became a hunted man on the pfanet chose to escape. the Blarnogl were sent off to the world of Hrogrythlor. the work was painstakingly slow. and the pace of his plans began to mad. His and Wonder although apparently at the cost of the heroes' lives. The Kinsitala the coming of these creatures as punishment by the Scarred Gods. 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 second was a sentient obiect known 7 . The Kinsitata made a genuine attempt to with the Chorrdali. 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. Ihe perception of the Demon Heart 1051 about five years ago.n/"lnc: were simultaneously attacked by both source of the whole war . been cursed. and in times Ihe covertly trading were never seen with some 01 the Blarnogl from Hrogrythlor. He rebuJl! the ruins 6f laboratories. Ultimately. Excavating the area. and created a genetic construct. The Kinsitala.r"" lc.rI'E!~cjs and crimes in that time.the Scarlet Waters were created waters which began 10 run freely in many areas over the lands of however. to aid him in his scientific However. the on Jamaka. The matter was considered to be water under the bridge. traveled to the dimension of Jarnaka. was a 5upeIViliain genius from early '''I<". stealing an experimental lime machine and into future of Earth.called neutrino warheads that they Ulithlogg and the Chorrdali. this worked .s to different worlds. before they were able to use the wt>::. but lor the most part.Corgarilh's Heart .c been able to pick up hundreds of meters below Jamaka's surface. were the for the city's continued exisience. the Blamogl were Upon learning of the genocidal Jarnaka held a trial for learned. two The lirs! was the Demon Heart.:lr their the creatures of Jarnaka decided instead that had. and also renounced the Demon Heart as an of darkness. Perhaps his most the city of Old Chicago with a nuclear warhead. the Kinsitata wove many complex spells to restore their world to i1s former heatth.was and neutrino weapons were accidentally enemies. Secretly. in fact. at Through these served to open new rif1. At any rate.n'\J_r.

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

The Coalition also learned at thiS time that many of the Ulithlogg were deadly and professional assassins. TIle Jarnaka end of the dimensional doorway is located just inside a forest and an Ulithlogg village near Chorrdalis and the Mogotu Peaks. Wandering Ulithlogg coming through the Tolkeen rift were originally considered to be dangerous. Between the Banwok planet of Hrogrythlor and Jarnaka. The other rift opens up on Jarnaka near the Chorrdali city of Behdilna. to be real. the ritts from Jarnaka to Wormwood lead to the same place most dimensional gateways appear on that world· Worldgate. well outside the mountains and the city. of the Ulithlogg:and have also begun to contract the aliens for their deadly abilities of stealth. as mistrustful patrols of Chorrd~li warriors regularly patrol this area looking to attack intruders and foreigners as well . which connects to a dimensional portal lying amidst the southernmost regions of the Mogotu Peaks. 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. This dimensional doorway is a commonly traveled trade route for creatures between both worlds. certain creatures and individuals from Jarnaka have made their presence known on Rifts Earth. However. have used the Ulithlogg to two main purposes . Using this information. as the inhabitants of Jarnaka generally want very little to do with the new Blarnogl homeworld. 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. however The New German RepubliC. This is much less frequently used by the people of Wormwood. Only two rifts connect the two worlds. Due to the treacherous nature ot the Mogotu Peaks and the homicidally paranoid military patrols of Banwok on Hrogry1hlor. An extremely large rift opens up on Hrogrythlor from Jarnaka nearby the Banwok City of Gaaaj. One main gateway between the two worlds enters Hrogry1hlor in Smiorx. Coalition intelligence was shocked and amused to learn that their Ulithlogg captive did not consider the Coalition. However. The Coalition is well aware of Jarnaka's existence. but would only kill for ia price. less than a hundred miles from an Ulithlogg village. The first seNice the Ulithlogg provided for the NGR was to be a new supplier ~f mega-damage armor for the NGR military. If anything ever happens to their perception of Jamaka that makes them perceive that world as a threat. upon learning of the Ulithlogg and their mercenary nature. 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. and learned through interrogation that the Ulithlogg were relatively peaceful beings. and has been for some time . however. due to the firepower that the Ulithlogg invariably brought with them from Rifts Earth . there are three connecting rifts.specifically. by chance . No artificial Banwok rifts exist yet between the two worlds. about ten miles trom the rift leading to the Rocky Mountains on Earth . and Chi-Town and Iron Heart have begun negotiations with certain Ulithlogg assassins to perform similar tasks for their governments. lethal monsters . Lone Star's information has been given to the other Coalitidn states as well. It was through this dimensional portal that the Blarnogl were originally banished to Hrogrythlor.a Coalition convoy managed to capture a Ulithlogg assassin wearing Kubita Power Armor. using them to eliminate Coalition resistance leaders and dissidents without the killings being 1raced back to Lone Star.AS usual. The secorid Ulithlogg service provided to the New German Republic was to serve as spies 10 gath~r . Their missions f~r the Ulithlogg are different from those of the Coalition. This is mostly due to the tact that the Banwok only know of Jarnaka as the original homeworld of the Blarnogl. This is the dimensional road by which certain Ulithlogg and the Blarnogl have begun trading once more. I The New German Republic has also learned of Jarnaka . None are used very otten. the new central Blarnogl city . This is because the Coalition State of Lone Star has been in contact with the Ulithlogg for a few years. in the middle of uninhabited grasslands. This particular rift enters Jarnaka close to a Kinsitata village in a grove of Korgata trees. 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. or the rest of the human race for lhat mal1er. Lone Star has been contracting Ulithlogg assassins for about'a year or so . not too many creatures are aware of the world's existence . The Ulithlogg considered his whole experience to be a strange but interesting hallucination.

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

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

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

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

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

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

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

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

allowing him to build up an automated army. !Statistical Data: IHeiqht: 14 feet IWidlh: 5 feet :Length: 3 feet Weight: 0. Ulithlogg !Tinkers take pride in their work. Naruni Enterprises signed a deal with tt1e Ulithlogg Tinkers that imade Naruni the exclusive galactic dealer of the armor. !Speed: lRunning: 50 mph maximum ILeaping: The powertul robot legs can allow the armor to leap up to 20 fee! high or .ble to sell the armor on Ph.C of the main body will shut down the armor. : The Ulithlogg are capable of building custom suits of armor. The cost of building such armor is 150% of the market value of the copied armor. .100 Head .er planet they 'chose. Player characters seeking Ulithlogg Power Armor are usually better off. \Ulfthlogg Tinkers are generally fair in their dealings with alien customers. rendering it completely useless . in terms 101 acquiring such armor. giving charac1ers with no skills in building sophisticated !weaponry an outlet for their ideas. and then. the Ulithlogg Tinkers can build and modify it to the specs of a icustomer.throughoul many dimensions. I iKUBITA !Model Type: Ulith001 \Class: Military Assault Armor ICrew: One !M. they are also more to 'Ithemselves (they have very difficult to find.75 each • Main Body . !Carao: Minimal cargo space: enough room is available for a hand-held weapon and personal gear. by Location: Forearm Mini-Missile Launchers (4) -50 each Left Upper Forearm Rail Cannon .:vehicle than as power armor. these weapons were nothing but curiosities for the Ulithlogg. across Add an additional twenty feet wi1h a running start. so lusually the armor is intended to be customized for the wearer. dealing with Naruni Enterprises instead.C. have built scores of Scimitar . For the most part.240 '-Depleting the M.ase World or to any olh.D.and unusable.SO each Legs {2} . This was developed as a tactical weapon rather than a weapon \to be used in personal combat. used infrequently by Ulithlogg Assassins who were just given these suits of armor on loan by the Ulithlogg Tinkers. After all. IX .Warrior robots lor the villain Tristan Spyre.90 each Arms (4) . While little concept ascan the value of their creations). for example. 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. Similar in appearance 10 the Coalition Spider Skull-Walker. be a. 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.Physical Strength: Equal 10 a PS. They would purchase the armor from ithe Ulilhlogg.35 Lower Arm Blades (2) . 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 . Ulithlogg Tinkers also can build joriginal weapons for their customers. 30. offering new ideas :constantly to them about how to beller improve and modify their armor.8 tons fully loaded. If given the schematics for lany existing suit 01 armor.O. The Ulithlogg.

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

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

These blades can popped out and used in hand to hand combat. eight per launcher. Payload: Forty. 6.D. Primary Purpose: Assault Secondary Purpose: Anti-Armor Mega-Oama~ 206"10+10 M. The cannon is mounted in a stationary manner. Primary Purpose: Defense Secondary Purpose: Assault Mega·Damaae: 108'10 M.D. Phasing: The Zethkonor Power Armor can augment an Ulilhlogg's ability to phase. Payload: Sixteen. judo fll:Jfthrow 2D6 M. 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. Rate of Fire: One at a lime or in volleys of two.D. Note: only an Ulithlogg can utilize this feature of the armor. sixteen. each with a payload of eight short-range missiles. Rate pi Fire: Equal to the number ot the hand to hand attacks of the pilol. full strength punch 606 M.. Varies per missile.. Hand to Hand Comba1: Either by using its blades or more conventional means. 3. NonUlithlogg passengers will literally fall right out of the armor when it enters a phased state. 7.D. Rate of Fire: One at a lime or in volleys of two. Maximum E. twdve.Primary Purpose: Anti-Personnel Secondary Purpose: Defense Missile Type: Any type of mini-missile can be used. Lllith969 Assault Stilettos: Located underneath the wrist of the robol's two lower arms are titanium blades. I 8. (counts as two attacks).. or eight.:.D. Any type of short-range missile can be used Meqa-Dam~ Varies per missile Varies per missile.f&t. 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. normally hidden in a compartment in the lower arm. six. 4. the power armor can be used in hand to hand combat Because the armor is so unique. Mega-Damaae: Varies per missile. the user must have the Robot Power Armor: Elile skill 10 use the combat bonuses available. 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. +6 \0 roll with punch or fall/impactj Damage: Restrained punch/kick 406 M.Jive Range: 5000 feet Payload: Effectively unlimited. per blade. Ulith958 Short-Range Missile Launchers: Located on each hip ot the Zethkonor Power Armor is a short-range missile launcher. m twenty. Sensor Sys1ems: The Zethkonor Power Armor also has important sensory features: 21 . 1012'10 whe" used together (counts as two attacks. The cannon cannot be swiveled or rotated in any other manner. Combat Bonuses: +2 to initiative +4 to parry/dodge. four. Primary PUfl)ose: Anti-Aircraft Secondary Purpose: Anti-Personnel Missile Type. len per launcher. meaning the chest 01 the armor has to be directly pointing at its intended target.D" power punch i 010·10 M. See the Phasing section for more details. While in a phased stale.) be 5.

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

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

Cost from the Ulithlogg is variable. ~. 'Weapon Systems: 11. : Assault ~:~~~~~ Anti-Armor 1: 2D6"10 M. of the main body will shut down the Breythanok entirely. lor a burst of one hundred rounds. Rate of Fire: Equal to the number of the hand to hand attacks of the pilot. iBlack Market Cost: The price of the Breythanok on Phase World is .190 Laser Cannons (4) . ~ Storage space of about two hundred cubic teet. average energy life is 20 years. Ulith2069 Laser Assault Cannons: Two variable frequency laser cannons are mounted underneath each rail cannon. and one gunner: can hold an additional eight passengers if necessary.D. i Primary Purpose: Anti-Personnel Secondary Purpose: Defense Mega-Damage: 1 08 10 M. Ulith2049 ReCOilless Rail Cannons: Two high powered railguns are mounted on each side lof the "snake's head" turret of the Breythanok Power Armor.60 each "Main Body· 6BO Legs (8) . iPower System: Either nuclear or technowizard. iPhysical Strength: Not applicable. Equal to the number of the hand to hand attacks of the pilot. supplies. the legs extend to about 31 leel wide..300 each "Depleling the M. rendering it completely useless and unusable. for a burst of one hundred rounds.D. 08 million i credits. one co-pilot. !lenoth: "Snake's head" is 20 feet long. The railguns can be synchronized to aim !simultaneously at a singular large! or a1 diHerent targets.180 each Lower Medium-Range Missile Launcher . to be used for additional clothing. k ]A . i :Statistical Data: Height: 24 teet IWidth: ~Snake's head" is 17 feet wide. 'weapons. 140 each Searchlights (3) . Maximum Effective Range: 1600 feet Payload: EHectively unlimited. Maximum Effective Range: 7400 feet Payload: Six thousand rounds of ammunition. all the laser cannons can be rotated up and down 90 degrees. with four cannons being mounted on the Breythanok overall. However. The laser cannons can be synchronized 10 aim :simultaneously at a Singular target or at different targets.C. by Location: Rail Cannons (2) . iWeight: 31.crew: One pilot.C.D. M.7 tons fully loaded.260 Shan-Range Missile Launchers (2) . and specimens. they fan only be moved from side to side 45 degrees. Like ~he rail cannons. :Speed: [Running: 160 mph maximum Not possible.210 each Reinforced Crew Compartment . . They can be rotated up and down 90 !degrees and from side to side 90 degrees. Availability is poor there. allowil"'!:! 1hirty bursts from each gun before being reloaded.D.

7. four.optics: projects beams of ultraviolet and ... :4.rI light. Ulith996 Medium Range Missile L3uncher: A range missile launcher is located the main body 01 the Breythanok. Any type or medium range misSile can be used. S. eight per launcher. Ulfth95B Short-Range Missile Launchers: Located directly above each rail cannon of the Breythanok is a short-range missiie launcher.. or twelve. Only capable on scanning infrared light sources will be able to the s8('1(chlights. NonLllithlogg passengers will literally fall right oul 01 armor when it enters a phased state. Varies per missile.. allowing the pilot to see in those spectrums.".3. four. through smoke.:. The Scimitar Warrior the bulk of Spyre's military tore!'!s. has important sensory features: the infrared radiation of warm to see in the dark..u=:. 5. Phasing: The 8reythanok Power Armor can an Ulilhlogg's ability to phase.. These are actually infrared searchlights..". and Stomp. SCIMiTAR (Not available as a player character) Warriors are combat androids by Tristan Spyre and the Ulithlogg Tinkers. ~"'.~.. with inflict ~·?D. against any object 12 feel or smaller in height. See the for more delails.. Infrared Searchlights: Apparently the "snake's head" turrets 0.. Systems: The Breythanok Power Armor A special optical sensor images. Varies per missile. per missile. :3. the Breyihanok Power Armor are three eyes... ~~~!~~!Lc Varies per missile.. eight.... One at a time or in volleys 01 Iwo. Enables the 10 converted into shadows. them 10 trace the source. each wi1h a of eight short-range Anti-Aircraft ""'-"'~"""'"""-'-. Sixteen. Note: only an Ulithlogg can utilize this feature of the armor. c. 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. {.D. 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. One at a time or in volleys two.. InlraredJUltraviolec.1--""""''''''''''~ Anti-Armor =~"'-.=""""-' Anti-Personnel Any type at short-range missile can be lIsAd. While in a stale. fOf twenty miles per hour of speed. Range: 4000 feet . The launcher has a oayload of twenty-four missiles.. but 10 be a was originally used by Spyre during his 25 .. can be used to scan areas in such a way as to avoid detection.... Ion BaamTaraeting: Applies to launchers and the cannon. Adds +2 to strike... 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. Twenty-fouL 4. Anti-Aircraft ~==:. Note: Others with detection systems will see these beams..

wrth a new mega-damage 'capacrty and Ulithlogg lechnology. average energy life is 6 years. However.90 each Whip Tail . and have utilized this Iknowledge 10 their advantage.35 Scimitar 81ade .75 legs (2) .ru:gQ.1. the blade emits a low-level plasma field. :Black Market Cost: The price of a Scimitar Warrior on Phase World is 15 million i credits.310 i'Oepleting Ihe M. either suited tor guard duty or I direct combat.""Depleting the M. making it a difficult shot to hit. While most Scimitar Warriors are built exclusively for Spyre.90 "Main Body . the robot has proven 10 be a deadly fighter.D. Availability is poor there. ~ Primary Purpose: Assault lie.7 tons IPhysical Strenath: Equivalent to a P. with bony horns and a tail which can !Iash out at opponents like a whip. by Location: Arms (2) . making the blade even more deadly. the Scimitar Warrior is unavailable as a player character. making them difficult to see in dark !conditions.r a Scimitar Warrior completely juseless. .100 each orHead . ISpeed: IRunning: 90 mph maximum ILeaping: The powerlul robot legs can allow the armor to leap up to 90 feet high or I across. having only a few programming parameters. Cost from the Ulithlogg is variable.S. his lieutenants.C.C. Scimitar Warriors resemble demonic skeletons.C. Many of Spyre's foes have discover this weakness. [When in use. iStatistical Da~a: iHeiqht: 91eel 6 inches IWidth: 5 feet 4 inches. IM.QQL1<:iarv Purpose: Defense . This area is :very poorly constructed. Add an addi1ional one hundred feet with a running start. This makes the robot extremely limited in its fu nctions.D. Not applicable. though. :Power System: Either nuclear or technowizard. Even a called shot at the link must be made with a Ipenal1y (-4 to hit). I IModel Type: Spyre4 'IClass: Infantry/Assassin Android Crew: Not applicable. Hence. Right below the chest unit is a large ball link holding together the upper and lower body of the android.Q. the robOI is told not to attack certain people and certain objects emitting a high freqUency. and the Ulithlogg. Spyre's robOls are programmed not to kill or harm himself.ifailure. They are dark red in color. !lenath: 4 1eel 9 inches !Weight: 0. 25 !. due to the poor construction materials of the time.O. I The design of the Scimitar Warriors has one fundamental flaw. The ball link is fairly ismall. : The robot IS fairly mindless.80 "Chest Link . When iactivated. the Uhthlogg have jbeen granted permission from Spyre to build the robots for clients as long as these buyers are :not from RiMs Earth. of the head or chest link will rendp. . and if destroyed renders the entire robot inert. of the main body will completely destroy a Scimitar Warrior. IWeapon Systems: Scimitar Power Sword: Built into the right hand of the android is a large curved blade.

One major difference. When used in combat.D. two hands are required to use the weapons properly. If one of the barrels is somehow damaged or destroyed.D. the UlJlhlogg Shattergun.204'10 M.~. for the most part. These weapons have a conventional barrel and another barrel slung about six inches below the normal one. Energy weapons.a:~maQ. 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.. is that the trigger mechanisms or the weapons are designed to depressed with alllhe fingers of one hand.ang.S.D. meaning laser and plasma guns. but only does half damage..: 1500 1eet Payload: Twenty-two shots Market Cost: 32. 306 M.000 credits 27 .D. 2. Generally.agg. Almost any Ulithlogg can easily acquire these weapons. 3600 feet Payload: Thirty shots Market Cost: 49. Rate ot Fire: Sta ndard Ef1ectiv~B. or a Spyre Headhunter Rifle. it is equipped with a Coalition ~ireb(eather (see the Rifts Main Rulebook). the weapon is stiil functional. foreigners to Jarnaka can only acquire these weapons directly from the Ulithlogg or from the weapons markets on Phase World. Ulith324 Shatiergun (Laser Pistol) Weight: 3 Ibs Meoa-Oam.000 credits Ulith824 Starilare (Plasma Ejection Pistol) Weight: 5 Ibs Mega-Damage. resemble standard Rifts Earth weapons.000 credits Ulith427 Sha1terblaster (Heavy Laser Rifle) Weight: 12 Ibs ~g. 106+6 M.. Standard Effective Range: 2700 feet Payload: Twenty shots Market Cost: 84. of over 30. Rate of Fire: Standard EHective Range: 900 feet Payload: Ten blasts Market Cost 53..000 credits Ulith327 ShaUerstar (Laser Rifle) Weight: 81bs Mega-Damage: 3D6+10 M. Other Weapons: The Scimitar Warrior is capable of us:-. Rate of Fire: Standard Effective Range'. Ulithlogg weapons. two beams are discharged. converging on the aimed target. They can be easily modified to accept any form of E-Clip. which are made by the Ulithlogg also have two barrels. As with other Ulithlogg devices. Unless a creature has supernatural S1rength or a P.g a variety at other rifles and energy weapons.D.~ 5D10+10 M. though. although the Ulithlogg provide their own for the weapons.

!building whatever whim suits them. These are the places where Ulithlogg have banded together to 'make the images in their minds into reality. one near ~hp.e a standard saving throw against . the place has no defense systems.:Ulith825 Starfire (Plasma Ejection Rifle) :Weiqh1: 9 Ibs iMega-Damage: 6D6 M. iMarket Cost 59. The blade is also coated with a hinhly lethal venom. each cave hewn out into a gigantic combination of a laboratory.D.conventional items..ERective Raom. Protection by armor or means (i. 106 M.D. although the more maverick Tinkers are more than willing to help oul those build more . If a critical hit is 'made against an unarmored opponent.C. but the Tinkers :have to be reached directly al the Fortunado Armories.000 credits IUlith911 Steejfist \S~andard Railgun) :Weight: 22 Ibs IIMeoa-Damage: 106"10+10 M. These are the . ithough. !workshop. Armor of lthan) 'means the toxic will have no effect on the wearer or user of sud1 things.D. Each Ulithlogg Tinker is assigned his own lab. The two types of Ulithlogg Tinkers rarely coincide and do 'both.security exists. Mega-Damage: As per mini-missile type. IRate of Fire: Only three mini-missiles maximum can be tired each melee round.Fortunado Armories. the opponent must ma~.D. If the Ulithlogg . and no form of internal . and .poison.5 Ibs 'M~a-Damaoe. The Armories are more than a labyrinth-like . each mini-missile typically w". ~lhough.000 credits :Ulith55 Skullknife (Vibroknife) Weight: 2. he usually can build it himself. iPayload: A stand carrying case (15 M. the Armories are not well-defended just because few warriors inhabit them.Tinker needs something. IEHective Ranoe tI/lelee !Market Cost: 78.ighs 2 Ibs each. painful death.D.) holds eight missi!'::: in all. Both Armories. contain scores upon scores of advanced weaponry. typical range is approximately 2 miles. I In a sense.000 credits i :Ulith944 Dragonfire (Rocket Launcher) iweighl: 25 Ibs lor the launcher..e. They are not 2rmored. Apart from the weapons being built and stored there. iThe Ulithlogg do not see a pressing need to defend against possible attack. Custom orders for armor and other items can be built by the Ulrthlogg. A successful save means that the blade /inflicts an addi1ional 406 M.: 1200 feet !Payload: Sixteen blasts !Market Cost: 71.000 credits located far beneath two Ulithlogg villages. iEffec1ive Range: As per mini-missile type.possesses any piece of machining equipment needed to create his inventions. and warehouse all in one. Rate of Fire: Slandard iEHeclive Ra~ 2000 feet !Pal1oad: Thirty bursts iMarket Cost 62. Failure to save means instant. much of it never tested. :Rate of Fire: Standard i. will not accept Naruni Enterprises 2R . Kingdom of Chorrdalis and one :in the nor1hern reaches of Jarnaka.series of cave systems. Ulithlogg Tinkers either mostly build :armor and weapons for Naruni Enterprises and other customers or are completely independent. and most of :the Ulithlogg Tinkers know how to use it.:. are the centers of Ulitr:ogg technology.

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

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

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

'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

the histories are comprised of isongs. greeting the Banwok with open arms. The Kinsitata are also the only race on Jarnaka that still devoutly ibeliev. I . and many Kinsitata have been exploited ishamelessly in recent times by certain cunning dragons. ! The Kinsitata are a very genlie. They are very trustful of strange looking creatures that they do not [recognize. Individual Kinsitata [are free to come and go between villages as they please. as it is not necessary in the humid of Jarnaka. peaceful race of creatures. Their complete respect for life makes them !vegetarians. food. These trees. All Kinsitala (both male land female) can grow beards. but most tend to stay with their families i in a single village all of their lives. !Oragons. to many Kinsitala. pow~rful forearms. partly out 01 fear. which are somewhat inteHigent. Kinsitata villages are centered around the Korgata trees. The Kinsitata. going in isearch 01 another existing village to join or a new Korgata tree. with bodies. making simple huts out of mud and dead branches from other trees. il need be. considering them to be tr. the Kinsitata are very lcurious and inquiring. This naive trust comes from the fact that the Kinsitata believe such odd creatures to ibe messengers of the Scarred Gods. 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 . partly out of shyness. whIch are the sources of power ifor a Kinsita!a Druid. and are much sm3i1er thCln gorillas.!t>. The Kinsitata fervently worship ithe Korgata Trees. they wear no clothing. are worshipped like deities. i1 not lethal. using the Jarnakan tongue ce Diagonese. Apart from Ithis.ck them. instead. They will defend the itrees to the dGath. although the influence ot the Scarred Gods has begun to dwindle . :1. and like to grow out and braid t. light. but live together in a loose!y commune.es in the Scarred Gods. when it comes to other creatures. The Druids also serve as the [historians ior each village Nothing is ever written down.eir protectors and 'iriends. They Ihave no leaders or formal tribes. a sloping brow on the lace. large. Their simple trusting of others has also . and certain magical forms of protection (rom evil. were completely idecimated by a hail of plasma tire. the Kinsitata istubbornly still Heat all newcomers as their honored guests.to all travelers. the Kinsitata village around that tree will immediately disband. and shelter . " The Kinsitata are very distrustful of the other native races of Jarnaka. They will not believe these creatures unless absolute proof of their word Ican be easily obtained. offering presents.lf~se tufts of facial hair. An entire Kinsrtata village was completely !destroyed by a Banwok exploration party (see Rifts Dimension Book: The Banwok Hunters ifar details on the 8anwok). not even amongst ithemselves. Only the ]Kinsitala Druids are considered to be the heads of communi1ies. They are capable of speech. They despise the Chorrdali SoldlRn.proven dangerous. . which they weave into their own histories. passed down trom generation to generation. provide the Kinsitala with !Iood. though. No su rvivors were lett to tell the tale of the destructive iBanwok.they instead just [hope that their enemies realize the folly ot their ways. They keep mostly to Ithemselves. and !1re comparable in this area to ihumans. and may represent the return of the gods to Jarnaka. AU they ever ask for in relurn are stories of strange places.iat any given opporiuility.over time. Should a Korgata tree die or :otherwise be destroyed. b:. more intelligent than the gorillas 01 Rifts Earth. Upon encountering strange adventurers from other worlds. They live in the trees themselves. :and seek to hinder 1118m at every possible turn. adding on to them during his or her lifetime. The Kinsitala lare also muci. The Kinsitata live in small villages located deep in the hearts of the forests of :Jarnaka. The Kinsitata. where sunlight rarely makes it past the dense foliage to th~ir villages and homes. though. in particular. However.t their function in Kinsitata lsociely is more thai of an advisor and shaman than a leader. It is the duty of a novice Kinsitata Druid to Ilearn the songs irom his elders. sheller. and shy away from [them in any encounter. if nol The members of the Kinsitata race physically iesn:nbie the gorillas of Rifts Earth. 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. and other crtizens of Chorrdalis.

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

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

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

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

The problem with is thai are a little naive and trust fa trust their first impressions of every1hing. Natural Abilities: Night vision and acute hearing. Cyberneticsi8ionics: None.1-"'1I'\J the previous lisl. May energy I.P. only. it can present trouble for a W. Any Wilderness: Any (+10'%. Wanderers also have a tentde!1cy places where it doesn't belong.D. pestering them a small to hear about stories and experiences. These are additional areas of knowledge that do not receive any ollhe D05iSIbie bonuses listed in All secondary skills start at their base level.ly lniC1lc:atE:Ci in t hat Ii st (a ny.: 6D6+10. A~so.E.11.E. 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.P. M.) Secondary Skills: The character gets to select seven ~A('.P. level 01 41 ... they want 10 see everything.. Damage: As per combat abilities. P. Instead. Starts with as listed above. Combat: Typically hand to hand: basic. If will almost instantaneously latch on 10 a new group.n.Communications: Any Domestic: Any (+5'%) Electrical: None Any None Medical: First aid only Military: Any Physical: Any Pilal: Any. Spd 4D6 Horror Factor: 8 P. P. R . do every1hjng. know everylrling.P: with an additional 06 per level. link with a Korgata tree tor additional Weight: to 90 Height: 3to4 Average Level: 1D4 for NPCs.. with an additional D6 per level. 308·10 P.n and robots Pilot Related: Rogue: Any (+10"/0) Science: Math only Technical: Any W.::!'\I~linn companions.. sp..3cecra. Hit Points: None. 3D4."'"".B. Alignment: Any Attrlbutes: LQ.mdiAr~~r tr. which are usunlly traded in exchange for Korgala with the Chorrdali.S. Vehicles: None.. P..C . C . 1. Typically armed with a Chondali bow or club... Money: None. availability is as parentheses ( preMC)Us. The number of attacks varies wi1h experience and combat skills. mostly to Chorrdali weapons. 3D6. Trouble invariably follows the Kinsitata a m~('1n. none).Q! the trouble is never usually life-threatening. C .S. 4D6.

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

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

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

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

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

D. a Korgata Tree.n.P.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. at will.E. Magical.: 24 Level: Considered a fourth level With this spell. however. The ring carmal generate illusory clothing or garb. 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. After that. Up to 200 additional P. must have hit of the This ring acts as a P.P.P. may be stored in this item. mechanical. Waterhollow Range: Ten foot radius around caster per level of experience Duration: One round per level of experience Saving Throw: Not applicable P.E. though· the wearer has to provide that on his or her own. The will still the ring also does nol mask thoughts. The range on the attack 10 have any effect at all. wearer can draw upon this source of P. The spell can be al any lima the 11 al the bottom of a PE. the druid can underwater and create a large pocket of breathable air.rlJ!l. By casting this spell. no matter where it is.This serves as a form of teleportalion. instant attack is ten leet.P.ring the Ring of the Serpent This ring provides two services ior wearer. battery for the wearer.C.E. Secondly. and are made in a for two days by the druid.D.. or psionic means will not be able to detect the illusion. Rings have 60 M. The person attacked by the spit attack death resul1s. or at a ley line or a dimensional nexus.C. Any1hing interrupting the ritual will complelely destroy the item ~t is completed.E. of water. it allows the wearer to spit forth a venomous attack once per A successful standard saving throw against the spn at1ack means nalhing happens. if the victim fails the save.E. The spell works over any distance and through dimensions. 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.P. Telepathic probes or aura reading 1rue nature of Ihe person wea. out of the twigs and branches given to them by Korgata creating these items costs approximately 100 P. The ring is unable to replenish i1s own but may restored by another mage. 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. DRUIDICAL RINGS AND STAVES These magical rings and staves are created by the Druids. the creatures running out of air begin to lose one round until oxygen is had once more. and staffs 1000 M. 47 .·rJ!l.

are primarily slaves in the Kingdom of Chorrdalis. Generally. Staff of the Torbitak By expending 7 P . The Chorrdali do not even consider the Blarnogl to be real living beings. THE BLARNOGL The specific details about the Blamogl race and the Blarnogl R. and the claws inflict 1 D6 M. Once the ring is removed. most demeaning tasks possible are always given to the Blarnogl slaves. and just creating mayhem whenever 48 . 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 Blarnogl oj Jarnaka. However. a blast of flame reaching 200 feet long emerges from the head. Staff of the Harvest By spending 3 P.P.P. inflicting 3D6 MD. the bite at1ack inflicts 1D4 M. abused.E.P. Nothing except for extreme pain or the wielder's command can awaken the creature touched by the staff. They still are the primary troublemakers in the Kingdom of Chorrdalis. they are treated by their Chorrdali masters as the lowest form of fife imaginable. on those it strikes.s are fully detailed elsewhere. The flame automatically hits a single target which the wielder selects. the information about the Blarnogl's al1i1udesJopinions towards the dimension of Jarnaka and the few B!arnogl still residing in Jarnaka are given. the wielder temporarily grows mystical claws and fangs for this same duration. The duration and range of lhis clairvoyance are as per the psionic power listed in the Rifts Main Rulebook.C. inflicting 6D6 M. the wielder of this magical staff can create a bountiful meal of fruits. meats. Whatever food is not consumed can be made to vanish at the wielder's command. The staff may be wielded as a weapon during this time also.D. and wine. which number less than ten thousand.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. Strangely enough.E ..E. in the Ritts Dimension Book: The 8anwok Hunters. in this section. and broken on a whim. inciting slave riots.D. The Blarnogl believe themselves to be far bet1er than the Chorrdali.E. the wielder can make another creature fall asleep for 2D6 rounds. Staff of the Hawk This magical staff allows the wielder to gain the equivalent of the psionic power of clailVoyance by expending 10 P. these Blarnogl slaves still are as proud and arrogant as their ancestors first placed in slavery before them were. Here. By the wielder of the staff expending 5 P.D. unleashing terrorist-style at1acks at the Charrdali nobility.E .P... this staff give the wielder an additional two at1acks per round. This meal is capable of feeding over twenty people with extremely large appetites.C.P. Cruelty and sadism are the norms in how these Blarnogl are treated. +3 on initiative. 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. whom they regard as brutish idiots. The dirtiest. they are instead thought to be like toys which can be played with. Staff of the Sleeping Bear By touching this staff to another creature's bare skin and expending 6 P. and +5 to strike pany for 2D4 combat rounds. In addition.. the head of this staff is carved to resemble a hawk in flight.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Demolitions (98%).). Navigation (98%).P.D.). EnEirgy Pistol. realized that he was far physically and intellectually to on the Earth.:. two world-renowned psychologists who taught at Yale University. weapons. Literacy: American (98'%). he had secretly noticed his had kept their As soon as he was old enough. Boxing.P. Money: Has access to over million Coalition credits. (98%). Swimming (98%). W. He augmented a Tyrannosaurus Rex into genius levels.P. Robot Mechanics (98% ). Literacy: Dragonese Language: AmAril~::!n Language: Euro (98"/0).P. Radio: Scramblers (98%). At first. Pilot (98':>/0). formed a group of like-minded supervillains called MAYHEM. They tried to give him a good.P.. 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. When he awoke after a long in his time machine. and chemistry with perfect He taught at Yale for a few years after but quickly grew with the monotony of his existence. time. W. he had graduated from M. Pilot Hovercraft (98%). His parents were Antonio and Claudia Spyre. Land Navigation (98%). Pilot Robots and Power Armor (98%. and gained some notoriety as a child the age of eleven. Cybernetics & Bionics: None.P. this group was almost always thwarted by the which strove for world domination. Gymnastics. with a triple doctorate in genetics. moral to draw upon. They also noticed young Tristan seemed to have no instinctual concept of morals.) Transportation: Uses his powers of flight. W. Prowl (98%). Energy W. superhero group called U. However.LT. Sword.' At an early age. Tristan's parents noticed how frighteningly their child was. Forensics (98%).). Heavy Energy Weapons. sound. Pilot Automobile (98%).). Athletics (General). He became known as the world's most dangerous criminal. Tristan Spyre regarded everyone around him as his intellectual inferior. he the mutant powers. invariably broke out of prison a months after being incarcerated). The child quickly passed through school. Standard Equipment: Radio gas mask. if in conjunction with magnetic powers. Medical Doctor (98 0 M. W. Electronics (98%). Read Sensory Equipment (98%). which became his Jericho (see Ritts Dimension Book: The Banwok Hunters) for details. military. Submachinegun. Language: Dragonese (98 0 /0). He decided that it was destiny in life to rule or destroy the (est of world. BasIc Electronics (98%). though. Pilot Airplane (98 0/. Wilderness Survival (98C. tinted infrared i:unOClllars. but somehow it was always flawed. Acrobatics.N.D. Weapons Engineer (98 0/. Tristan Spyre was born in the late twentieth century in a parallel dimension of Earth. inflicts 3010·10 M. and Spyre served several sentences in jail of this group (Spyre.D. Mechanical Engineer (98%. Spyre attempted to take over the government of the NGR. Horsemanship (98%). including his parents. and was almost killed in a fight with the mercenary n .(98%). though.Escape Artist (98%) . Using one of machines. Intelligence Delect Concealment (98'%). Hand to Hand: Martial Arts. Aircraft Mechanics (98'%). Climbing (98%). and two to four weeks' worth of rations.P./. Weapons: The Runestaff ot and special forearm blasters (normally inflicts 606 M. he discovered that he was in the New German Republic in Rifts Earth. Spanish (98Oc/o). lmn<::iln knapsack. Spyre fled hundreds of years into the future. computers. Language: Spanish (98%). decided to escape into the future. Play Violin (98'%). Combat: W. W.). /0). never developed the forces nec:es~. Electrical Engineer (98%).ary to become successful. Motorcycle (98%). who had been secretly developing an experimental time machine for several governments in the Middle East. part of the Airborne He in the military for about and was discharged as a Captain the Air Force...LSTAR.

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

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

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

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

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

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

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. .D. and can automatically parry any it or missile.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 . Can communicate telepathically with wielder.Josiah Wraith.C. not to magical psionic 1D1 0-1 0+50 M. inflicts triple on a critical hit.

NDERONE ''where reality and fantasy become one" .

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