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rifts north america:
empires of humanity
Written By: Sean Owen Roberson
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McClimens, Mark Morant, Kolton Coats, Sean Tait Bircher, Robin English-Bircher
Cover Illustration: Aaron Riley
Interior Illustrations: Matheus Calza, Andrew Cefalu, Tyler Clark, Dennis Darmody, Max
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Revolution, Gareth Keenan, Sabrina Pugnale, Alida Saxon, Carly Sorge, Jon Taylor, Alena Zhukova
Graphic Design, Editing, and Layout: Aaron Acevedo, Ben Acevedo, Jason
Engle, Karl Keesler, Simon Lucas, Alida Saxon, Thomas Shook
Art Direction: Aaron Acevedo, Alida Saxon, Sean Owen Roberson
Line Manager: Sean Owen Roberson
Executive Producer: Simon Lucas
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CONTENTS
INTRODUCTION 5 The Great Cataclysm. . . . . . . . . . . . . . . . . . 61
What’s in this Book? . . . . . . . . . . . . . . . . . . 5 Origins of the Neemans . . . . . . . . . . . . . 61
Archie Three in the Age of Extinction. 62
CHARACTER OPTIONS 7 Endless Night. . . . . . . . . . . . . . . . . . . . . 62
Iconic Frameworks. . . . . . . . . . . . . . . . . . . . . 7 The First Century of Darkness. . . . . . . . . 63
Intelligent Construct. . . . . . . . . . . . . . . . . 7 The New Republic. . . . . . . . . . . . . . . . . 63
MARS. . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Archie Rebuilds . . . . . . . . . . . . . . . . . . . 64
Momano headhunter. . . . . . . . . . . . . . . 19 The Rise and Fall of a God. . . . . . . . . . 65
New Races . . . . . . . . . . . . . . . . . . . . . . . . . 22 The Post-Apocalyptic Age . . . . . . . . . . . . 65
Mutant Animals. . . . . . . . . . . . . . . . . . . 22 The Idea Men . . . . . . . . . . . . . . . . . . . . . 66
Mutant Felines. . . . . . . . . . . . . . . . . . . . 24 Archie’s Web of Deception. . . . . . . . . . . 67
Psi-X Aliens. . . . . . . . . . . . . . . . . . . . . . . 26 Current Schemes . . . . . . . . . . . . . . . . . . . . 69
Hindrances. . . . . . . . . . . . . . . . . . . . . . . . . 28 Titan Robot Industries. . . . . . . . . . . . . . 70
Fresh Problems. . . . . . . . . . . . . . . . . . . . 28 The Shemarrian Uprising. . . . . . . . . . . 70
Edges. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Iconic Edges . . . . . . . . . . . . . . . . . . . . . . 30 THE COALITION STATES, EMPIRE OF MAN 73
Combat Edges. . . . . . . . . . . . . . . . . . . . . . 31 Background. . . . . . . . . . . . . . . . . . . . . . . . . 73
Professional Edges. . . . . . . . . . . . . . . . . 33 Post-Cataclysm. . . . . . . . . . . . . . . . . . . . 74
Rise of the Proseks. . . . . . . . . . . . . . . . . 74
GEAR 35 The Siege and Fall of Tolkeen. . . . . . . . 75
Adventuring Gear . . . . . . . . . . . . . . . . . . . 35 Life in the Coalition States. . . . . . . . . . . . . 77
Bots. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Trade and Economy. . . . . . . . . . . . . . . . 79
Armor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 The Proseks. . . . . . . . . . . . . . . . . . . . . . . . 81
Body Armor . . . . . . . . . . . . . . . . . . . . . . 38 Coalition Departments . . . . . . . . . . . . . 82
Power Armor . . . . . . . . . . . . . . . . . . . . . 40 Strategy & Tactics. . . . . . . . . . . . . . . . . . 85
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Command Structure . . . . . . . . . . . . . . . 85
Ranged Weapons: Personal . . . . . . . . . 42 Force Structure. . . . . . . . . . . . . . . . . . . . 86
Explosives. . . . . . . . . . . . . . . . . . . . . . . . 45 The Five States . . . . . . . . . . . . . . . . . . . . . . 89
Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 CS Chi-Town. . . . . . . . . . . . . . . . . . . . . . 89
Air and Hovercraft. . . . . . . . . . . . . . . . . 46 CS Iron Heart. . . . . . . . . . . . . . . . . . . . . 92
Water Craft . . . . . . . . . . . . . . . . . . . . . . . 48 CS Missouri. . . . . . . . . . . . . . . . . . . . . . . 93
Ground Vehicles. . . . . . . . . . . . . . . . . . . 48 CS El Dorado . . . . . . . . . . . . . . . . . . . . . 94
Additional Vehicle Modifications . . . . 49 CS Lone Star. . . . . . . . . . . . . . . . . . . . . . 95
Cybernetics. . . . . . . . . . . . . . . . . . . . . . . . . 49 Coalition Territories. . . . . . . . . . . . . . . . . 97
Aftermath of War & Future Plans . . . . . . 98
GAZETTEER 53 Inhuman Threats. . . . . . . . . . . . . . . . . . 98
Foreign Relations. . . . . . . . . . . . . . . . . . 99
THE GAME MASTER'S GUIDE 55 Arms Dealing Factions . . . . . . . . . . . . 100
Relic Salvage Operations . . . . . . . . . . . . . 55 Other Factions & Peoples. . . . . . . . . . . 101
The Mission Profile Tables . . . . . . . . . . . . 56 Savage Tale: As Above, So Below . . . . . 103
Other Changes. . . . . . . . . . . . . . . . . . . . 56
THE DOMAIN OF MAN 105
RELICS OF A GOLDEN AGE 59 Free Quebec . . . . . . . . . . . . . . . . . . . . . . . 105
The Golden Age of Mankind. . . . . . . . . . 59 Background. . . . . . . . . . . . . . . . . . . . . . 105
The Rise of Cyberworks . . . . . . . . . . . . 59 Life in Free Quebec . . . . . . . . . . . . . . . 108
Preparing for Armageddon . . . . . . . . . 59 The Armed Forces of Free Quebec. . . 109
The ARCHIE Project . . . . . . . . . . . . . . . 60 The City of Free Quebec. . . . . . . . . . . 112
Old Bones . . . . . . . . . . . . . . . . . . . . . . . 112
Quebecois Worldview & Relations. . 113

2
The Great Lakes Kingdoms . . . . . . . . . . 115 Savage Tale: The Boonies . . . . . . . . . . . . . 151
The Island Kingdom of Montreal . . . 115 Standoff. . . . . . . . . . . . . . . . . . . . . . . . . . 151
Mechanicsville . . . . . . . . . . . . . . . . . . . 116 Journey into the Boonies. . . . . . . . . . . 152
Willisburg. . . . . . . . . . . . . . . . . . . . . . . 116 Thrill of the Chase. . . . . . . . . . . . . . . . 153
The Free City of Queenston Harbor . 116 Riches!. . . . . . . . . . . . . . . . . . . . . . . . . . 154
The Manitoulin Kingdom. . . . . . . . . . . 117 Savage Tale: The Psi-X Files. . . . . . . . . . 154
Hudson Wheigh. . . . . . . . . . . . . . . . . . . 117 Cowboys and Aliens. . . . . . . . . . . . . . 154
Background. . . . . . . . . . . . . . . . . . . . . . . 117 Flatbed Firepower. . . . . . . . . . . . . . . . 155
Life in Northern Gun. . . . . . . . . . . . . . 118 Heist to Meet You. . . . . . . . . . . . . . . . . 155
Northern Gun’s Military Detour Ambush. . . . . . . . . . . . . . . . . . 155
Industrial Complex. . . . . . . . . . . . . 119 The Psi-X Aliens?. . . . . . . . . . . . . . . . . 156
The City of Ishpeming. . . . . . . . . . . . . 120
Escanaba a.k.a. “MercBay”. . . . . . . . . . 121 EX MACHINA 157
The Iron Chain. . . . . . . . . . . . . . . . . . . 122 Suggested Sequence of Events. . . . . . . . . 157
The Northwestern Quarter. . . . . . . . . 122 The Streets of MercTown . . . . . . . . . . 158
The IM Highway . . . . . . . . . . . . . . . . . 123 Hard and Heavy. . . . . . . . . . . . . . . . . . 159
The Manistique Imperium . . . . . . . . . 123 Interdimensional Entanglements . . . 159
Southern Missouri. . . . . . . . . . . . . . . . . . 124 Intrigue in Ishpeming. . . . . . . . . . . . . . . 160
Whykin . . . . . . . . . . . . . . . . . . . . . . . . . 124 Mississippi Cruising . . . . . . . . . . . . . . 160
Kingsdale. . . . . . . . . . . . . . . . . . . . . . . . 125 Enter the Robodome . . . . . . . . . . . . . . . 161
MercTown. . . . . . . . . . . . . . . . . . . . . . . . 127 Live and Let Die. . . . . . . . . . . . . . . . . . 162
Golden Age Weaponsmiths. . . . . . . . 128 An Evitable Conflict. . . . . . . . . . . . . . . . . 163
Savage Tale: Broken Arrow . . . . . . . . . . 129 All Shiny and Chrome. . . . . . . . . . . . . 163
Android Dreams. . . . . . . . . . . . . . . . . . . . 164
FRONTIERS OF HUMANITY 133 Something Rotten in Old Bones. . . . . 164
The New West. . . . . . . . . . . . . . . . . . . . . . 133 Overdrawn at the Memory Bank. . . . 165
Life in the New West. . . . . . . . . . . . . . 133 Encounter at Gynoid. . . . . . . . . . . . . . . . 166
Law & Order. . . . . . . . . . . . . . . . . . . . . 134 Blast from the Past. . . . . . . . . . . . . . . . 166
Technology . . . . . . . . . . . . . . . . . . . . . . 135 Soldiercicles . . . . . . . . . . . . . . . . . . . . . . . . 167
The Texas Freelands. . . . . . . . . . . . . . . . . 135 Raiding the Fridge. . . . . . . . . . . . . . . . . 167
The Kingdom of Worth. . . . . . . . . . . . 135 After Action Retort. . . . . . . . . . . . . . . . 168
Houstown. . . . . . . . . . . . . . . . . . . . . . . 138 Shadow War. . . . . . . . . . . . . . . . . . . . . . . 169
Los Alamo. . . . . . . . . . . . . . . . . . . . . . . 140 The Machine-Man
The Pecos Empire. . . . . . . . . . . . . . . . . . . . 141 Behind the Curtain. . . . . . . . . . . . . . 169
Important Pecos Factions. . . . . . . . . . 142 Non-Binary Calculations . . . . . . . . . . 169
New San Antonio. . . . . . . . . . . . . . . . . 143 Ancient Grudge Match . . . . . . . . . . . . 169
Crossroads. . . . . . . . . . . . . . . . . . . . . . . 143 Resolution and Aftermath . . . . . . . . . 169
Uvalde. . . . . . . . . . . . . . . . . . . . . . . . . . 144
Laredo. . . . . . . . . . . . . . . . . . . . . . . . . . 144 ALLIES AND ADVERSARIES 171
Mercado . . . . . . . . . . . . . . . . . . . . . . . . 144 Rogues’ Gallery . . . . . . . . . . . . . . . . . . . . . 171
The Rest of the West. . . . . . . . . . . . . . . . . 145 Forces of Archie Three. . . . . . . . . . . . . . . 174
Wilk’s Laser Industries. . . . . . . . . . . . 145 Cyberworks Automatons . . . . . . . . . . 174
The 1st Apocalyptic Cavalry. . . . . . . . 145 The Shemarrian Nation. . . . . . . . . . . . 176
The Colorado Baronies . . . . . . . . . . . . 146 Forces of the Republicans. . . . . . . . . . . . 179
Silvereno. . . . . . . . . . . . . . . . . . . . . . . . . 147 Forces of Free Quebec. . . . . . . . . . . . . . . . 187
The Great Trade Road. . . . . . . . . . . . . . 147 Mercenaries & Specialists. . . . . . . . . . . . 190
Gallup . . . . . . . . . . . . . . . . . . . . . . . . . . 148
The Clarkdale Confederacy . . . . . . . . 148
Tucson . . . . . . . . . . . . . . . . . . . . . . . . . . 148
Bandito Arms. . . . . . . . . . . . . . . . . . . . 148
Roswell . . . . . . . . . . . . . . . . . . . . . . . . . 150
New El Paso . . . . . . . . . . . . . . . . . . . . . . 151

3
4
INTRODUCTION

B
efore the Coming of the Rifts, by Palladium Books which were the
humanity's dizzying technological foundation materials for this book.
achievements defined the world. The list of primarily referenced books
The Golden Age of Mankind was a Golden Includes: Rifts ® Ultimate Edition, Rifts ®
Age of Technology. The Great Cataclysm Sourcebook One – Revised and Expanded,
instantly obliterated human civilizations Rifts ® Aftermath, Rifts ® Sourcebook 4:
which had stood for millennia, their Coalition Navy, Rifts ® Sourcebook –The
understanding of science impotent Coalition States: Heroes of Humanity, Rifts®
against such catastrophic power. Some Shemarrian Nation, Rifts ® Black Market,
humans adapted to use the unnatural- Rifts ® Mercenaries, Rifts ® World Book
seeming power unleashed upon the 10: Juicer Uprising, Rifts® World Book 11:
world—but many rejected the arcane as Coalition War Campaign, Rifts® World Book
debased and dangerous. 13: Lone Star, Rifts® World Book 14: New
West, Rifts® World Book 20: Canada, Rifts®
What’s in this Book? World Book 22: Free Quebec, Rifts® World
Rifts® North America: Empires of Humanity Book 28: Arzno, Rifts® World Book Northern
covers the factions and empires who rely Gun 1 & 2.
on technological mastery to survive on Chapter One expands the character
Rifts Earth. This book provides overviews options for Savage Rifts®, with new Iconic
of the different human-dominated Frameworks, Races, Hindrances, and
settlements throughout North America, Edges from the high-tech civilizations of
as well as detailed information on the North America.
primary powers in the region, like the Chapter Two provides new armor,
Coalition States. vehicles, vehicle modifications, weapons,
Longtime Rifts ® fans will find this cybernetics, and purchasable bots.
book to be an atlas of human civilization Chapter Three provides a brief
in North America. Of course, you will overview for players curious about what
want to check out the books published heroes serving in the Tomorrow Legion

5
commonly know of the various threats
PLAYING THE COALITION
covered in this book.
Chapter Four features new rules and
When playing Savage Rifts®, it is options for trade, salvage operations, and
assumed players take on the role available loot.
of heroes of the Tomorrow Legion. Chapter Five uncovers the mysteries
That said, introductory adventures of the Golden Age of Mankind, and the
or campaigns set in the Coalition brutal progress of history since the Great
military can be a great way to Cataclysm demolished the world. The
introduce new players to the world forces of Archie are revealed, as is his
of Rifts®. If you decide to go this tormented past. Also detailed are the
route, it is prudent to make sure Republicans, a secret society descended
everyone involved is okay with from the first Americans to battle the
the themes which might arise supernatural.
while role-playing as members of Chapter Six covers the history and
a totalitarian society. society of the most powerful force
The average Coalition or Free of humanity in the hemisphere: The
Québec service member doesn’t Coalition States. Read about the great
see the world from the same fortress cities, their leaders, and learn the
perspective which we see it from motivations of the citizens who don the
today. Rifts, magic, and D-bees infamous black Dead Boy armor in their
are, to them, a terrifying threat to Crusade for Humanity.
their everyday life, and it takes a Chapter Seven tells of the other great
lot for these characters to be able human empires and their complicated
to overlook and move past their relationships with one another. Explore
prejudices. The characters may the wonders of life in Northern Gun,
slowly discover not all D-Bees are read the heroic deeds of the Glitter Boy
evil, and sometimes good people Legions, and delve into the eccentricities
need to stop their commanders of the many city-states surrounding
or government from doing Castle Refuge.
horrific things. Chapter Eight examines the territories
Once the lessons have been settled by humanity in the vast wilderness
learned, the Tomorrow Legion is of North America. The iconic frontier
an organization which appeals to society of the New West is a wonderful
the values of many disillusioned amalgam of the old and new.
veterans of the Coalition or Chapter Nine is a Plot Point Campaign
Free Quebec armed forces. pitting the Tomorrow Legion against
Alternatively, a player can create a hidden powers whose machinations
Coalition-styled character, choose reach across the entire continent. The
the Coalition Exile Hindrance, Legionnaires’ mettle will be tested, but
and begin play as a member of the perseverance leads to powerful allies
Tomorrow Legion at Castle Refuge. aligning with Castle Refuge.
Chapter Ten lists new mortal allies
and foes—human and technological—
commonly encountered across the
continent, from Shemarrian Warriors to
Coalition Specters!

6
CHAPTER
ONE

CHARACTER OPTIONS

T
HERO’S JOURNEY (NO ROLLS)
his chapter presents new Iconic
Intelligent Constructs do not roll on the
Frameworks for Savage Rifts®, as well
Hero’s Journey tables. They are new to the
as several new MARS packages and
world and must rely on the raw ability of
races for new characters to choose from.
their powerful artificial bodies to get by.
Existing characters will find new Edges
to acquire as they find adventure and
STARTING FROM SCRATCH
danger in the empires of humanity.
Unlike most characters, Intelligent
Constructs are built from the ground
up similar to custom races, using a
ICONIC construction points system with positive
FRAMEWORKS and negative values. You have 24 points
to create your construct, using the values
presented on the following pages.
The following Iconic Frameworks
The following racial attributes are
represent elite paths to tread.
common to all Intelligent Constructs and
do not count against their construction
Intelligent Construct
point totals:
Created by wielders of advanced
technology, magic, or a combination of „„Construct: Intelligent Constructs are
the two, each Intelligent Construct is a beings made of inorganic material.
unique synthetic being with an origin They add +2 to recover from being
story tied to the Golden Age of Man or Shaken, ignore 1 point of Wound
high-tech factions like Northern Gun, penalties, don’t breathe, and are
Triax, the Coalition States, A.R.C.H.I.E. immune to Disease and Poison,
Three, the Kittani, Splugorth, Techno- and Wounds are fixed with Repair
Wizards, and other advanced societies instead of Healing with no “Golden
inhabiting the infinite Megaverse ® Hour”.
connected to Rifts Earth.

7
„„Inorganic: Normal cyberware does „„Malfunctions: Constructs are
not work on Constructs. They may subject to breakdowns when put
not take cybernetics or roll on the under extreme stress (i.e. Technical
Cybernetics Hero's Journey Table. Difficulties).
„„Outsider (Major): People of Rifts
Earth view Intelligent Constructs as COGITO, ERGO SUM
property rather than sentient beings. The first step is to determine what kind
They have no protections under the of mind inhabits the Construct. Either
law and suffer a −2 to Persuasion artificial or living.
when dealing with those who know
„„Artificial Intelligence (−2): The
of their advanced construction.
Construct is a product of advanced
„„Core Directive (Major): All Con­
design but is not “alive” in the tradi­
structs are engineered with a primary
tional sense. Artificial intelligences
function, which instills them with
take two forms: robot intelligences
purpose. This often functions as
and neural intelligences. Robot
the Vow (Major) or Pacifist (Major)
intelligences are elaborate computer
Hindrance but may take on other
programs commonly employed
forms (a Major psychology-based
by Archie for cost effectiveness
Hindrance) per GM's approval.
reasons. Triax and the Coalition
„„Wanted (Major): Once its true nature
are closing in on robot intelligence
is discovered, many powerful factions
technology. Neural intelligences
will hunt down the Construct for
are even more advanced, unique
disassembly and study,
simulations of the brain using
slated for immediate
sophisticated nanotechnology
destruction, or sold
c urrently on ly w it h i n t he
to the highest
capabilities of Cyberworks/Archie,
bidder.
though occasionally found in
hyper-advanced Constructs
from other dimensions. A
neural intelligence

A SHEMARRIAN WARRIOR ON
HER MONST-REX MOUNT

8
remains at least a century beyond the or Spellcasting roll as appropriate, with
capabilities of even the Coalition or each standard exposure to its power
Triax. The Construct cannot access source recovering a level of Fatigue.
PPE or ISP. It may take the tech-based
„„Technological System (−2): The
Weird Science Arcane Background,
Construct was constructed solely
but cannot take Gifted or one which
using hyper-advanced technological
uses PPE/ISP.
means. Its power system is compatible
„„Transferred Intelligence (+0):
with the same power outlets used to
Transferred intelligences are the
charge E-Clips and electrical vehicles.
result of a process or accident
The Construct must spend one hour
that moved the mind (or soul) of
recharging each day. The Construct
a living being into the Construct
is fixed with the Repair skill.
body. This could involve super-
„„Techno-Wizard System (−3): Arcane
science, Techno-Wizardry, or other
energies and super science were
supernatural phenomena. The
melded together and harnessed
being is indeed alive, may access
by Techno-Wizards to power the
PPE and ISP, and may take related
Construct. It must consume 5 Power
Arcane Backgrounds. The Construct
Points from ley lines or by draining
may or may not have memories of
PPE/ISP from other sources every 24
its existence prior to transference
hours (see Ley Lines and Siphoning
and usually, whether intentional
PPE in the Tomorrow Legion Player’s
or unintentional, is transferred in a
Guide). Consumed Power Points
“blank slate” condition.
cannot be used to fuel powers.
Once you have determined the type of Techno-Wizardry is used to fix these
intelligence, follow the normal character constructs instead of Repair.
creation process from Savage Worlds, „„Arcane System (−4): The most
selecting Hindrances, Attributes, Skills, powerful arcanists know the
and Edges. Transferred consciousnesses secrets of imbuing Constructs
retain none of their original racial abilities, with drive and purpose through
though players may represent residual complex enchantments, runes, or by
racial nuances through Hindrances, harnessing the energy of souls. The
Edges, and skills. Construct must consume 5 Power
Points from ley lines or by draining
DETERMINE TECHNOLOGY BASE PPE/ISP from other sources each day
Though most constructs are products of (see Ley Lines and Siphoning PPE
super-science, many are supernatural in in the Tomorrow Legion Player’s Guide).
origin. The technological base used to Consumed Power Points cannot be
create the construct determines what skill used to fuel powers. The lower of
can be used to repair it, and what kind of Occult or Spellcasting is used to fix
energy courses through its artificial body. these constructs instead of Repair.
Constructs must “recharge” by
accessing a compatible power source once DETERMINE FRAME
every 24 hours or suffer a level of Fatigue „„Small Frame (−2): Size −2, −2 Tough­
each day until they become Incapacitated ness. The Construct is about 2’ in
and inert. An inert construct may be height or length (like a pixie, cat, or
revived with a Repair, Techno-Wizardry, basketball).

9
„„Light Frame (−1): Size −1, −1 Tough­ DETERMINE BASE LOCOMOTION
ness. The Construct is about 4’ in „„None (−2): The Construct has no
height or length (like a goblin, bobcat, ground locomotion (like legs, treads,
or mini-fridge). or wheels). To move, it must take the
„„Medium Frame (+0): At Size 0, the Flight or Aquatic feature upgrade.
being is about the size of the average Pace upgrades only affect that feature.
human. „„Legs (+0): The Construct has Pace 6
„„Bulky Frame (+0): Size +1, +1 and d6 running die.
Toughness. The Construct is about „„Wheels (+0): The being has Pace 8 and
7– 8’ in height or length (like an a d8 running die, but can't negotiate
orc, donkey, Combat Cyborg, or obstacles one-third its height.
motorcycle). This makes it difficult „„Tracks (+0): The being ignores
to operate Power Armor and Difficult Ground and has a Pace 6 and
vehicles not fitted for its Size. Armor d4 running die, but can't negotiate
and Vehicles must be customized, obstacles one-half its height.
doubling purchase and repair costs.
Operating uncustomized vehicles DETERMINE SENSORY SYSTEM
imposes −1 to all Trait checks, „„Basic Senses (−1): The Construct
including firing vehicular weapons. has audio, visual, and other sensory
„„Heavy Frame (+0): Size +2, +2 abilities roughly comparable to the
Toughness. The Construct is about average human—though it cannot
8 –9’ in height or length (like a gorilla, truly experience the flavor of food
horse, Coalition SAMAS, or car). This or the caress of a loved one in the
makes it impossible to operate Power traditional biological sense.
Armor built for a normal humanoid „„Improved Senses (+1): The Construct
frame. Armor is difficult to find has improved audio and visual
and must usually be custom made, senses granting it +2 to Notice rolls
tripling purchase and repair costs. and allowing it to ignore Dim or Dark
Operating vehicles and equipment Illumination penalties. It can record
designed for smaller beings is done its sensory feeds (audio, visual, etc.).
at −2 to all Trait checks, including „„Advanced Senses (+2): In addition
firing vehicular weapons. to the improved sensory capabilities,
„„Superheavy Frame (+0): Size +3, +3 the Construct has advanced senses
Toughness. The Construct is about such as thermal, infrared, radiation,
10 –12’ in height or length (like an motion, radar, sonar, and so on,
Ogre, Kodiak bear, Glitter Boy, or giving it 360-degree awareness
SUV). This makes it impossible to ignoring Illumination penalties and
operate Power Armor built for a conferring a +4 bonus to Notice rolls.
normal humanoid frame. Armor is
difficult to find and must usually be DETERMINE APPEARANCE
custom made, quadrupling purchase „„Obvious Construct (−2): The being
and repair costs. Operating an is obviously inorganic, which can be
uncustomized vehicle is impossible, a dangerous prospect. Dark lighting,
including firing vehicular weapons, loose clothing, and other tricks are
and operating equipment customized required to hide the fact. Opponents
for smaller beings is done at a −2 to gain +2 on Notice rolls to discern its
all Trait checks. true nature.

10
„„Lifelike Android (+0): Without above or below the normal human
careful and detailed examination by range. It can imitate a wide variety
a skilled investigator with advanced of races and sounds. Even suspicious
equipment, it is impossible to opponents are −4 on Notice checks to
determine the Construct is not an discover the artificial nature of the
organic creature. audio. This system also grants +2 on
„„Variable Appearance (+2): The rolls to imitate specific voices (must
Construct is designed to morph have heard target’s vocalizations).
and change its features. Whether
the result of arcane forces, high- INTELLIGENT CONSTRUCT
tech materials, or holograms it may OPTIONAL COMPLICATIONS
take on the appearance of a target of Intelligent Constructs may gain extra
roughly similar Size (up to one Size construction points by adopting optional
larger or smaller without penalty). complications.
This takes an action and a Smarts
„„−1/ – 2/ – 3Obscure Construction
or Performance roll. Opponents
(1): Artificial beings are often the
motivated to question the guise are
product of alien design or weird
−4 on Notice checks (−6 on a raise).
secrets of super science. For −1 point
The Construct gains +2 on rolls to
impose a −1 penalty on skill checks
impersonate specific individuals
related to their construction (such as
(must have observed target’s
repairing, modifying, or examining
appearance).
them), −2 points for a −2 penalty, or
−3 points for a −4 penalty.
DETERMINE VOCAL UNIT „„−4 Feature Locked Physiology (1):
„„Non-Vocal (−1): The Construct
Most artificial beings are highly
lacks the ability to form the sounds
advanced prototypes, and not
made by most other races. It can
easily upgraded. Unlike cyborgs or
understand typical languages and
robots built using interchangeable
may communicate via electronic
parts, the Construct’s core physical
devices or other comparable means,
systems cannot be modified and do
but cannot converse with most other
not improve in performance after
races. It can however communicate
initial design and construction.
with other Constructs of a compatible
The Construct may not purchase
tech base (through chirps and beeps,
upgrades to Agility, Strength, or
radio waves, or arcane methods).
Vigor as it ranks up (though it may
„„Standard Vocal Unit (+0): The
increase Smarts and Spirit as normal).
Construct can fully communicate
„„−4/−6 Specialized Construction (1):
through the sounds made by most
Designed to accomplish a specific
other races and can do so with a
set of tasks as efficiently as possible
booming voice if it chooses.
to the exclusion of all others, the
„„Advanced Vocal Unit (+1): The
Construct’s systems were not
Construct can fully communicate
engineered for general use. Consider
through the sounds made by most
its Core Directive and choose a
other races and can even speak at
primary function (e.g. assault, repair,
sound levels audible only to bats, Dog
labor, piloting, medical, etc.). For −4
Boys, Combat Cyborgs, and other
points the Construct subtracts 1 on
beings capable of hearing frequencies

11
Agility, Smarts, and all skill rolls „„+1 Bioreactor (1): Compatible with all
not directly related to its primary tech bases, the Construct can process
function. For −6 points it subtracts 2 organic materials (food and water)
from all such rolls. into energy instead of drawing on
„„−1 Weakness (U): The Construct another source to meet its power
is susceptible to certain Trappings, needs. It may recharge by consuming
taking +4 damage from attacks the amount of food needed by a
and rolling at −4 to resist related similarly-sized humanoid.
effects. This often takes the form of „„+1 Drug Dispenser (1): The Construct
susceptibility to electricity but may has a retractable needle which it may
vary wildly depending on the its deploy as a free action and can inject
origins and method of construction. drugs into a grappled opponent with
a Touch Attack against an unarmored
DETERMINE FEATURES location (possibly requiring a Called
Use all remaining construction points. Shot). Contains 20 doses total, see
Choose carefully as features cannot be Poison in Savage Worlds for possible
modified or upgraded once the Construct effects.
steps out into the world. „„+1 Edge (10): Gain one Edge, ignoring
all Rank requirements.
„„+3 Additional Action (1): Due to
„„+1/+2 Electronics Package (1): Gain
additional prehensile appendages or
a 20-mile range communications
augmented reaction abilities, ignore
system, a sub-computer for data
2 points of Multi-Action penalties per
storage, and a Rifts Earth-compatible
turn.
interface jack which can plug into
„„+1 Aquatic (1): Moves full Pace while
electronic systems. The +1 point
swimming, compatible with Pace
system grants +2 to related Common
upgrades.
Knowledge, Repair, and Research
„„+1 Armor (Size +2): The outer
rolls. The +2 point system grants +4
layer of the Construct is hardened,
to Hacking rolls as well. Compatible
gaining +4 natural Armor. At +12 the
with technological systems only.
Armor becomes MDC and does not
„„+1 Expanded Power Storage (1):
stack with non-MDC worn armor.
Only needs to recharge once every
At the GM's discretion, those of a
three days. Compatible with any
compatible Rifts Earth tech base
technology base.
and designed for war may wear the
„„+2 Flight (5): Hover and fly at Pace
equivalent of Cyborg Body Armor,
6 (15 mph). Each additional time this
though they start with none (double
upgrade is taken doubles previous
costs, multiplied by modifiers for its
flying Pace (i.e. 4 points for 30 mph, 6
Frame). Small Frames can take one
points for 60 mph, etc.)
level.
„„+1 Hardwired Skill (10): Increase a
„„+2 Automated Repair Unit (2): Make
skill that is equal to or greater than
a Vigor roll as a free action once per
its linked Attribute one die type, or
day to attempt to heal a Wound, gains
increase two skills that are lower
+4 on rolls to resist “Bleeding Out”.
than their linked die type (including
„„+1 Attribute (U): Increase an
new skills the Construct did not have
Attribute by one die type.
before at d4).

12
„„+1 Leaper (1): Jump twice as far as TO SURVIVE AND THRIVE—
normal and add +4 damage when THE INTELLIGENT
making a Wild Attack when coupled AUTOMATON
with a leap, instead of the usual +2
(needs at least 1” to leap).
„„+1 No Vital Systems (1): The
„„ Be all that you can be! Make
Construct has hidden, armored, sure to spend your construction
or redundant vital systems. Called points on features you will not
Shots deal not extra damage versus have access to after character
them. creation. You can do this by
„„+1 Pace (U): Running die is upgraded
waiting to take desired but non-
by a die type (to a maximum of d12) essential Edges and Attribute
and gains +2 Pace each time this improvements until you rank
upgrade is taken. up. Don’t forget about the
„„+4 Power Plant (1): The Construct
Synthetic Immortality Edge.
„„ Have a plan. Once their secret
powers itself through an advanced,
closed loop system such as dark is out, advanced Constructs
matter, demon’s souls, nuclear energy, will be hunted by those seeking
phase crystals, etc. Regardless of to capture and exploit them.
the Construct’s tech base, it will not Make sure your Construct can
Fatigue from physical exertion and readily defend itself, conceal its
no longer needs to recharge. advanced nature, or appear to
„„+1 Reinforced Chassis (Size): Gain
be an organic humanoid.
„„ Go big or go home. Taking
+2 Toughness with each upgrade.
„„+1 Sensor Range Upgrade (1): The
optional complications can
Construct ignores up to 4 points of be a great way to allow your
Range penalties. Construct to excel at its
„„+1 Skill Bonus (1/Skill): +2 bonus
primary functions by giving
when using a specific skill. This you more construction points,
represents everything from targeting even though they may limit
sensors and algorithms (+2 Shooting), your overall versatility.
to integral tool kits and schematics
databases (+2 Repair), to stealth
systems and protocols (+2 Stealth),
etc. May only be taken once per skill
sunlight for two hours to meet its
and cannot be taken for Notice. The
regular power needs.
Construct is always considered to
„„+1 Wall Walker (1): May walk on
have the necessary equipment to use
vertical surfaces at normal Pace, or
the chosen skill without penalty.
inverted surfaces at half Pace.
„„+1 Solar Collector (1): Compatible
„„+1/+2/+3 Weapon Mount, External
with the standard tech base only, an
(U): The Construct has a weapon
embedded nanoscale solar collection
housing mounted onto its frame and
lattice powers the Construct by
tied into its power supply. Personal
converting sunlight into energy.
and vehicular weapons can all
Instead of drawing on another
be mounted. For +1 point a single
source of power, the Construct may
personal weapon weighing up to
passively recharge while exposed to

13
100 pounds or a pair weighing up Damage, AP 2, these are considered
to 50 pounds each is integrated into Natural Weapons, see Savage Worlds),
the artificial body (paired ranged retractable swords, laser eyes, small
weapons have the Linked quality ranged weapons ports, and so on. For
providing +1 to hit and +2 damage). +1 point a melee or ranged personal
For vehicular weapons systems each weapon weighing up to 50 pounds,
Mod equals +1 point, but no weapons or a pair of weapons weighing up
with a Mod value greater than the to 25 pounds each, is integrated into
Construct’s Size can be mounted, the Construct's frame. Paired ranged
and only one vehicular weapon can weapons are Linked providing +1
be mounted. Unlike most Construct to hit and +2 damage. If desired, the
systems, which are integral, external weapons can be concealed when not
weapons mounts can accommodate in use. Opponents searching for such
various weapons systems. With a concealed weapons suffer a penalty
Repair roll and 1d4 hours a weapons to their Notice rolls of −4.
system may be removed or installed
(each raise halves the time required). INTELLIGENT AUTOMATON STARTING GEAR
A Critical Failure destroys the None. Intelligent Automatons start play
weapons system, but not the external shortly after their escape, awakening, or
weapons mount. otherwise dramatic entrance into Rifts
„„+1 Weapon System, Integral (U): Earth. They can use items as specified
The Construct has a weapons system by their frame and other construction
integrated into its frame. This could options but otherwise do not start with
be Vibro-Claws or a hydraulic bite gear or valuables.
and titanium teeth (Str+d4 Mega

BUILDING THE SHEMARRIAN RENEGADE

The Intelligent Construct rules can back doors allowing recon data to
easily be used to build a Shemarrian be collected from them without their
Renegade a beautiful Amazonian knowledge via undetectable burst
android created by Archie and Hagan. transmissions to a secret satellite.
Apply the following options during Additionally, they are hardwired
character creation, or use them as a with protocols making it difficult
reference to create your own variant for them to directly attack Archie or
Cyberworks prototype: Hagan (requires a Spirit check at −4).
Core Directive: Archie occasionally All Shemarrians are programmed
creates experimental Shemarrians with complex emotional simulations
outfitted with neural intelligences, and a fictional alien warrior culture,
then releases them into the world clan history, and home world
to gather information and observe which they believe completely and
their actions. Their systems have underpins their conception of reality.

14
BUILDING THE SHEMARRIAN RENEGADE (CONT.)

Artificial Intelligence: Shemarrian cognitively and emotionally the


Renegades feature neural intelli­ android may not purchase upgrades
gences as close to human intellects as to Agility, Strength, or Vigor as it
a machine can get. ranks up (though “she” may increase
Tec h nolog ica l System: Al l Smarts and Spirit as normal).
Cyberworks creations, though highly The following features are common
advanced, are based on standard to Shemarrian Renegades:
technology. „„ Armor: Taken once, +4 natural

Bulky Frame: Shemarrians are 8 feet Armor that stacks with worn armor.
tall and weigh 900 pounds, granting „„ Attribute: Taken twelve times

them +1 Size and +1 Toughness. increase Agility by three dice,


Base Locomotion: Robot legs. Strength by six dice, and Vigor by
Advanced Senses: Shemarrian three dice.
Renegades carry the most advanced „„ Edges: Attractive and Very

sensor suite possible. Attractive, representing the


Lifelike Android: It was Hagan’s Shemarrian’s unnatural beauty.
idea for each Shemarrian be a synthetic „„ Edge: Danger Sense, provided by

human sculpture, with warm skin the Shemarrian’s antennae sensors.


(capable of bleeding), flowing hair, „„ Edge: Fleet-Footed.

bright eyes, etc. Unless examined in „„ Edges: Ambidextrous as well as

a high-tech laboratory they cannot be Two-Fisted.


differentiated from flesh-and-blood „„ Edge: Woodsman.

creatures. „„ Hardwired Skills: Taken seven

Standard Vocal Unit: Shemarrian times Shemarrian Renegades begin


experiments are outfitted with with a d6 in Athletics, Fighting,
an original, melodious voice and Intimidation, Riding, Shooting,
speech patterns. As a ruse, they Survival, and Taunt.
speak Dragonese/Elven fluently and „„ Pace: Taken once granting +2 Pace

American with an Elven accent. and increasing running die by


Obscure Construction: Archie and one type, stacks with Fleet-Footed
Hagan intentionally employ peculiar granting a total Pace of 10 and a
nonstandard technology in their d10 running die.
creations to hinder anyone attempting „„ Power Plant: Nuclear fusion will

to tweak, modify or examine them not Fatigue and does not need to
incurs a −4 skill roll penalty. access a power source.
Feature Locked Physiology: The „„ Reinforced Chassis: Taken once

physical capabilities of their hyper- giving +2 Toughness.


advanced Cyberworks construction „„ Weapon System, Integ ra l:
cannot be improved upon, though Retractable hand claws dealing
the Shemarrian’s neural intelligence Str+d6 Mega Damage, AP 2 add +2
system may still learn and grow to Athletics (climbing) rolls.

15
MARS COMMANDO
These new Mercenaries, Adventurers, The Commando is an elite, highly
Rogues, and Scholars packages follow the trained combatant expected to do one
same rules as those in the Tomorrow Legion job: eliminate the enemy and their
Player’s Guide, including use of the Fortune assets no matter the cost. Their primary
& Glory Table found there. The GM may missions involve surgical strikes in
allow certain gear substitutions from what areas conventional troops cannot reach
is found in Savage Rifts® books, especially to destroy high value targets. They also
for characters with origins in the Coalition function as versatile raiders and act as
States, Free Quebec, or the New West. shock troops when the need arises. Only
the toughest of the tough can complete
RCSG SCIENTIST commando training, let alone gain
Trained by the Rifts Control Study Group, admission, and they wear their combat
this subject matter expert has dedicated arms badges with pride.
themselves to researching the Rifts, Ley
„„Begin with +1 Spirit and +1 Vigor,
Lines, magic, the supernatural, how they
adjust Trait maximums accordingly.
function in a scientific sense, and how to
„„Begin with Athletics d6, Fighting d4,
control them through technology. The
Shooting d4, and Survival d4.
RCSG also catalogs supernatural beings,
„„Begin with the Assassin, Brawler,
pioneering their containment, capture,
Conditioned, Dodge, Marksman, and
and study (vivisections are common).
Soldier Edges.
RCSG Scientists are often assigned to
„„Who Dares, Wins: Commandos
special operations teams to give expert
can use the Battle, Boating, Driving,
analysis in the field.
Electronics, Healing, Piloting, and
„„Begin with +1 Smarts die type, adjust Riding skills at no untrained penalty.
Trait maximums accordingly. In addition, they gain a +2 bonus
„„Begin with Occult d8, Science d8, and to checks involving parachuting,
the Scholar Edge for both skills. rappelling, and similar daring
„„Begin with Notice d6, Research d6, maneuvers.
Survival d6, and the Monster Slayer „„Make two fewer rolls on the Hero’s
Edge. Journey tables.
„„Recognize the Arcane: RCSG „„Begin with either the Loyal or Quirk
Scientists have an uncanny knack Hindrance for no added benefit.
for identifying and understanding „„Begin with standard Starting Gear
arcane, psychic, and supernatural substituting a set of Urban Warrior
phenomena. Their trained eyes Tactical Medium EBA and an NG-
detect arcana per the base power (no 57 Heavy Ion Blaster, plus a Vibro-
modifiers, costing no Power Points) Bayonet and L-20 Pulse Laser Rifle.
with a Notice check. They do not
ignore penalties for foes hidden by COWBOY
supernatural abilities like invisibility. Cowboys are the popular ranch hands,
„„Make one less roll on the Hero’s cattle herders, and frontiersmen who
Journey tables. traditionally travel on horseback. Their
„„Cannot take the Doubting Thomas or heritage is rooted in the vaquero legends.
Illiterate Hindrances. Tales of cowboys and their exploits
„„Begin with the standard Starting Gear. have influenced the New West’s culture,

16
clothing, and sensibilities. The Cowboys chosen mount, increase the default to
of Rifts Earth are often as not Psi-Stalkers, Size 3 (instead of Size 0).
D-Bees, or mutants. Their commonality is „„Begin with standard Starting Gear
a reputation for being the best riders and substituting a set of NG Maverick
wranglers around. body armor, plus a horse, Light
Cavalry Barding, and a Vibro-Knife.
„„Begin with Athletics d6, Notice d6,
Riding d8, and Survival d6.
„„Begin with the Beast Bond Edge and
EOD SPECIALIST
Explosives Ordnance Disposal (EOD)
the Beast Master Edge applied twice.
experts are often embedded into Special
„„Born in the Saddle: Cowboys
Forces teams seeking to sabotage or
are expert riders with a special
strategically strike key enemy personnel
connection to their mounts. They
and assets. Trainees must be highly
ignore two points of penalties to any
numerate and literate to master the use,
Riding roll and ignore the Multi-
handling, and disposal of explosives.
Action penalty for making a Riding
check in the same round as other „„Begin with Repair d6 and Thievery d4.
actions. Cowboys may spend Bennies „„Begin with Survival d4 and the
to Soak damage for their mount using Conditioned Edge.
Riding instead of Vigor. Each success „„Begin with Electronics d6, Science
and raise negates a Wound. They may d6, and the Demolitionist, Expert
mount or dismount as a free action. Demolitionist, and Take ‘Em Down
When applying Beast Master to their Edges.

17
„„Spicy Home Cooking: Given a Benny to draw on an opponent.
time and common “household” The Gunslinger and his opponent
ingredients, the EOD Specialist make an opposed Agility roll. If the
may roll Repair to manufacture Gunslinger succeeds, he immediately
improvised grenades, mines, and attacks the target and has The Drop.
other explosive devices listed in If he fails, the Benny is wasted with
Savage Worlds. Alternatively, the EOD no effect. The Gunslinger still acts on
Specialist can upgrade the damage his Action Card as normal.
of explosive devices with a Science „„Begin with the Arrogant, Heroic,
check—a success adds an extra die of Overconfident, or Vengeful (Major)
the explosive’s damage die type once Hindrance for no added benefit.
detonated, and a raise allows a free „„Begin with standard Starting Gear
reroll of the damage once detonated. substituting two ranged weapons of
„„Make one less roll on the Hero’s your choice and NG Maverick body
Journey tables. armor.
„„Cannot take the All Thumbs or
Illiterate Hindrances. INTEL OPERATIVE
„„Begin with standard Starting Gear Military Intelligence comes down to one
substituting a set of Urban Warrior key point: Information. Trainees must
Tactical Medium EBA and an NG have a strong grasp of multiple technical
Super Laser Pistol, plus a Tool Kit, disciplines to be proficient in surveillance,
Vibro-Knife, MD Plastique (2 lb.), and signals intelligence, field intelligence, and
six grenades of choice. counter-intelligence.
„„Begin with Common Knowledge
GUNSLINGER
d6, Electronics d6, Stealth d6, and
The life of a gunfighter starts early and
Thievery d6.
ends early. Most of them are killed in
„„Choose one: Begin with the Alertness
shootouts, showdowns, or confrontations
Edge or the Linguist Edge or the
with the law before they can make a name
Streetwise Edge.
for themselves, or even reach adulthood.
„„Begin with Persuasion d6, Research
Gunfighters who live long enough to
d6, and the Investigator Edge.
earn the title of Gunslinger are the most
„„Begin with Notice d6, Survival d6,
cunning and deadly survivors.
and the Conditioned and Field Intel
„„Begin with +2 Agility die types, Edges.
adjust Trait maximums accordingly. „„Make one less roll on the Hero’s
„„Begin with Shooting d8 and the Journey tables.
Marksman and Sharpshooting „„Cannot take the All Thumbs,
Edges. Clueless, or Illiterate Hindrances.
„„Begin with the Danger Sense, Dead „„Begin with standard Starting Gear
Shot, and Quick Edges. substituting a set of Urban Warrior
„„The Quick and the Dead: In the Tactical Medium EBA and an NG-56
first round of combat, immediately Light Ion Pistol, plus an NG-L5 Laser
after Action Cards are dealt for Rifle and a Vibro-Bayonet.
initiative, a Gunslinger may spend

18
Momano headhunter calligraphers, and orators. While these
Specialist demon and monster slayers, practices may alienate them from
Momano are an eclectic breed of techno- common men-at-arms and headhunters,
warriors who embrace arcane sources of it does make them beloved by folk in
power—including Techno-Wizardry and need of a refreshing take on existence in
Psionics—labeled evil, dangerous, and Rifts Earth.
untrustworthy by most Headhunters.
Dedicated to their task, they wander FIGHTING DRAGONFIRE
the land like the ronin or gunfighters WITH FIREBOLTS
of ancient times, taking on the world as A Momano's abilities and weapons are as
they see fit. Renowned as bounty hunters, important as their training and tactical
mercenaries, and saviors of the people, knowledge. Taking a page from the
they are commonly found roaming the enemy's playbook, Momano prefer to use
northern wastes of the Domain of Man. TW and magical gear. They hone their
own psychic capabilities—with most
HERO’S JOURNEY (TWO ROLLS) having vast untapped psionic potential.
Momano gain two rolls on any tables According to them, there is nothing better
except the following: Cybernetics, for slaying "soupies" (aka, supernatural
Enchanted Items & Mystic Gadgets, beings) than their own brand of weapons
Magic & Mysticism. and powers. This includes a
shunned form of bionic
A PECULIAR DISCIPLINE augmentation which
The Momano, or "Moes", are a sect has become their
with their own unique world outlook calling card.
and practices, all based on eastern
philosophical traditions and intense
academic study. First and
foremost, they are scholars of
the supernatural, paranormal,
and ley lines. Applying this
knowledge in the field makes
them unparalleled monster
trackers and experts on anti-
supernatural combat tactics.
The Momano approach to dealing
with the constant death and destruction
experienced by all monster slayers
is to embrace a form of mental
discipline and self-culmination
similar to the ancient Zen or
Stoic traditions. Their peculiar
practice includes expanding one's
potential as a creator, performer,
and philosopher—many
are accomplished
art ists, poets
(often Haikus),

19
TECHNO-WIZARD BIONICS „„Hydraulic Stake Driver: Str+d12
Combining Techno-Wizardry and bionic Mega Damage, AP 12, Shots 6). May
augmentation—a rare feat of considerable be used with either a Touch Attack or
technical and arcane prowess —is at no Called Shot penalty (only when
considered impractical and unnatural, used against Grappled opponents).
but not to the Momano. Some legends Wooden stakes can be magically
say the order's iconic TW Bionics were reloaded (costs 1 ISP), but metal
created in Atlantis, while others say they stakes are commonly hand-loaded
were developed for (or by) a clan within (often silvered or cold iron tipped).
the Momano. Whatever their origins, „„Energy Projector: A versatile weapon
the demon slayers embrace the unique system with the embedded powers
technology and have integrated it into of bolt, burst, and smite (applied to
their spiritual and martial training. her Magical Blades & Spikes and
Momano begin with the following emitted bolts and bursts only, deals
systems mounted in bionic arms (all are Mega Damage for the Duration). As
Techno-Wizardry Gear): an action she may activate the base
(no modifiers possible) version of one
„„Magical Blades & Spikes: Str+2d4
power using her Spirit—costs 1 ISP
AP 8, considered Claws, see Natural
and choose one following Trapping
Weapons in Savage Worlds.
each activation: Cold Iron, Electricity,
Fire, Holy Sun Beam/Light, or Silver.
TO SURVIVE AND THRIVE—
THE MOMANO MOMANO HEADHUNTER
HEADHUNTER ABILITIES AND BONUSES
Momano abilities, the cybernetic and the
„„ Your character may be uncanny, only work because they are
bionically enhanced, but carefully in balance—like Yin and Yang,
they are not a tank. Engage or fire and water.
defensive powers like protection
„„Bionically Augmented: Momano
at the start of combat and seek
gain +3 Strength, +1 Agility and +1
to upgrade your body armor
Vigor die types—no Trait maximums
and defenses early on.
for these Attributes; bonuses come
„„ Momano have multiple paths
from the following TW cybernetics:
to success—they can upgrade
Bionic Strength Augmentation
their TW Bionics, psionic
(3), Cyber-Wired Reflexes (1), and
abilities, or a combination of
Synthetic Organ Replacement (1).
both. All are viable strategies,
„„Cyber net ic Tech no -Wa r r iors:
but ultimate success will likely
Momano begin with the following
involve combining the best of
additional cybernetic systems: Armor
both aspects.
Plating (1 level), Core Electronics
„„ Your hero is especially capable
Package, Expanded Detection and
of enhancing the effectiveness
Security Array, Nano-Repair System,
of allies when combating the
Optics Package, Targeting Eye.
supernatural. Don't forget to
„„Demon Slayers: Momano begin with
leverage this whenever possible.
Occult d8 linked with the Scholar
Edge, plus the Monster Slayer Edge.

20
„„Harmony of the Body: Momano by their sect's armorers—though life-
start play with Athletics d6, Fighting saving cybernetic systems are still a
d6, and the Chi Edge. temporary stop-gap option.
„„Harmony of the Mind: Momano „„Enemies: Momano are despised
start play with Academics d6, by demons and monsters, who will
Performance d6, and the Brave Edge. target them first for destruction
„„Monster Hunters: Momano begin (often through ambush or guile). The
with Survival d6 and gain a free reroll CS and supremacists hate them, too.
on all Notice and Survival (tracking) „„Limited Expansion: The Momano's
checks made for supernatural targets. base cybernetics use up all personal
„„Powerful Psionics: Momano have Strain, ever. Cybernetics may only be
Psionics d6, Arcane Background expanded by taking the Beyond the
(Psionics), 10 ISP, arcane protection*, Limit Edge, followed by the Upgrade
detect/conceal arcana*, and protection*— Edge (representing the sect's custom
see the standard Psionic list for notes work). Resulting Strain penalties are
and further power choices. Momano halved (rounding up). The Cyber-
may gain access to Mega Power Psychic Alignment Edges may offset
Modifiers by taking the Major Psionic Strain penalties (including both the
then Master Psionic Edges. Once the base −1 from TW Bionic Attunement
Master Psionic Edge is taken they and further penalties).
may choose their powers from the „„Outsider: Their weird bionics,
Mind Melter's list (Rank permitting). detached outlook, and preoccupation
„„Recognized Defenders: All Momano with history and the arts rub many
Headhunters enjoy +1 Persuasion the wrong way incurring a −2
and Connections (Momano Sect and penalty to Persuasion rolls with those
Allies) when dealing with those who unfamiliar with Momano heroism.
value the faction's exploits. „„Restricted Path: Momano may take
„„TW Bionic Attunement: The peculiar no further Arcane Backgrounds.
cybernetics of the Momano are „„Some Piece of Work: Momano's
customized for each slayer and their bodies can be Healed as normal
psychic aura. When combined with when they are hurt, but damage
the order's training and meditations to their TW bionics (usually from
for cyber-psychic attunement, the Called Shots, Critical Failures
normal Strain penalty to Psionics resulting in Technical Difficulties,
rolls for their starting cybernetics is or permanent Injuries to either Arm)
reduced to −1 total, but any further must be repaired using the lower
augmentation could throw off this of Healing or Techno-Wizardry
energetic harmony, see below. (magical healing, nano-repair
systems, etc. have no effect)—only
MOMANO HEADHUNTER with no "Golden Hour".
COMPLICATIONS
The demon slayer's powers come at a cost. MOMANO HEADHUNTER
STARTING GEAR
„„Cybernetic Oddball: Non-TW
Begin with standard Starting Gear
cybernetics cause catastrophic
substituting a suit of Gladiator Medium
interference, rendering a Momano's
EBA, plus one TW weapon of choice.
Psionics skill unusable until removed

21
and families. Though the CS intends to
NEW RACES let the current population live out their
lives serving the Coalition, those mutant
bats who want families and lives of their
own have begun quietly defecting in
Mutant Animals
the night.
The cloning facilities of the subterranean
Lone Star Complex’s notorious Genetic „„Bite/Claws: Mutant bats have claws
Engineering Division (the GED) produce and teeth dealing Str+d4 damage, see
not just the familiar mutant Dog Boys, but Natural Weapons in Savage Worlds.
constantly experiment with humanoid „„Echolocation: Mutant bats can
mutant versions of all manner of animals. visualize their surroundings through
The vast tracts of wilderness surrounding a natural form of sonar and ignore all
the CS teem with animals not originally Illumination penalties.
native to North America, many the „„Flight: Mutant bats can fly at a Pace
descendants of zoo animals escaping of 12 per round, and “run” for extra
and thriving after the Great Cataclysm. movement as usual. Maneuvering
Overall, the CS prefers mammals, as uses the Athletics skill. Their wings
they usually result in mutants with more can be targeted or fouled (a Bound or
“human” emotions and drives. Entangled character cannot fly).
To the Coalition States, any mutants „„Frail: Mutant bats are lightly built.
outside the CS are “feral” animals devoid Reduce Toughness by 1.
of any rights. Feral mutants are either „„Keen Sense of Hearing: Mutant bats
military deserters with combat training have an incredibly powerful sense
and stolen equipment, escapees from of hearing, gaining a +2 bonus on
Coalition “work facilities” (i.e. slave labor Notice checks using sound.
camps), or the free-born offspring of such „„Keen Sense of Smell: Mutant bats
traitors. CS personnel, especially loyal gain a +2 bonus on Notice checks
mutants, encountering any feral mutant based on smell, as well as +2 on all
assume the mutant committed the Survival rolls to made to track.
ultimate betrayal of harming or killing a „„Light Sensitive: Sensitive to daylight,
Coalition citizen. mutant bats must wear goggles or
other protective eye wear to avoid
MUTANT BATS a −2 penalty to sight-based Notice
The GED’s mutant bats have been a noble checks in bright light conditions.
failure and their experimental program „„Mutant: Most mutant animals are
has come to an end. Though friendly and uncomfortable around humans, and
reliable, mutant bats proved too visible to the feeling is mutual. Initial Reactions
radar and other sensor systems to make typically start at Uncooperative,
them viable commandos and spies. The except possibly other GED mutants
bats frightened the most superstitious and and physically similar D-Bees.
cowardly CS foes but proved ineffective „„Near-Human Physiology: Created
against enemies used to dealing with from Rifts Earth genetic stock,
true demons and vampires. those unfamiliar with the mutant's
Many mutant bats realize the only physiology suffer only a −1 penalty
future open to them is one free of the to Healing and cybernetics checks.
Coalition and its control over their lives

22
„„Oddly Built: CS mutant animals
have long snouts, prick ears, EXPERIMENTAL MUTANTS
digitigrade "backward" legs, tails,
and all manner of physical oddities. Doctor Bradford and the GED
Rifts Earth armor and clothing must heartlessly bring to life countless
be custom-tailored at double normal other animal varieties as well
cost. Glitter Boy armor (including as many disturbing “advanced”
the Iconic Framework) and human mutant creations (the Psi-X Aliens
power armor is not an option. are a rather large-scale example of
„„Restricted Paths: Limitations the division’s depravity).
engineered into GED mutants make The most successf ul CS
arcane magic impossible. They mutant animals have proven
cannot take any Arcane Background to be mammalian, especially
using PPE or Iconic Framework domesticated and commensal
including it. species. The most numerous
„„Small: Mutant bats are smaller than
mutants, besides the ubiquitous
most humanoids, reduce Size and Dog Boys, are listed in this section.
Toughness by 1 (stacks with Frail). Other iconic but extremely
„„Wanted (Minor): Mutant animals
uncommon mutant animals
refusing to return to Coalition society include the childlike but brutish
are wanted by the CS and deemed Ursa Warrior mutant bears and the
feral. This threat is backed by a Monkey Boy mutant chimpanzee
standing bounty for their capture. technicians who collaborate with
Bradford. Less than a few dozen
MUTANT RATS of each exist.
Coalition High Command liked the idea Players and Game Masters can
of intelligent humanoid rodents which use the rules for Making Races in
could breed large litters and mature Savage Worlds to bring these more
quickly, planning to swarm enemies with extreme mutant experiments to
legions of mutant rodents. life see also Rifts ® World Book 13:
Unfortunately, mutant rats do not get Lone Star for further background
along with humans or mutant dogs and and inspiration.
cats, nor are they as naturally inclined
to participate in combat operations.
Additionally, human troops tend to view
mutant rodents as vermin. This was
initially considered a benefit as nobody a complete strategic failure, a threat to the
cares if vermin are slaughtered by the safety of the Coalition States, and slated
thousands in front-line combat (unlike for termination en masse.
Dog Boys who elicit much sympathy Before the order could be carried out, a
from CS troops), but eventually the breach of their containment area allowed
feeling became mutual and bred some of the vermin to escape into the
distrust between human leadership and secret, uncharted, and unfinished
rodent troops. lower levels of Lone Star, while others
In the end, mutant rodents were never fled into the Pecos Badlands to the
fully trusted or deployed. In fact, their southwest. In both areas their population
self-serving nature got them classified as exploded, which has led both CS forces

23
and even many bandit groups to hunt those unfamiliar with the mutant's
and exterminate them whenever and physiology suffer only a −1 penalty
wherever they are found. to Healing and cybernetics checks.
„„Oddly Built: CS mutant animals
„„Acrobats: Mutant rats are infamous
have long snouts, prick ears,
for leaping, climbing, and scurrying
digitigrade "backward" legs, tails,
around incessantly. They begin with
and all manner of physical oddities.
the Acrobat Edge.
Rifts Earth armor and clothing must
„„Agile: Mutant rats start with Agility
be custom-tailored at double normal
d8, adjust Trait maximum to d12+2.
cost. Glitter Boy armor (including
„„Bite/Claws: Mutant rats have claws
the Iconic Framework) and human
and teeth dealing Str+d4 damage, see
power armor is not an option.
Natural Weapons in Savage Worlds.
„„Restricted Paths: Limitations
„„Jealous (Minor): Mutant rats are
engineered into GED mutants make
inherently jealous opportunists
arcane magic impossible. They cannot
looking out for their own interests.
take any Arcane Background using
They often feel they aren’t getting the
PPE or Iconic Framework including it.
recognition or reward they deserve,
„„Small: Mutant rodents are smaller
even when getting the largest share.
than most humanoids, reduce Size
This is one of the main reasons for
and Toughness by 1.
the order to cancel and liquidate
„„Wanted (Major): The rodent
the mutant rat project, and the flaw
experiments have been shut down,
lives on in even the best of its out-of-
and all remaining mutant rats
control progeny.
slated for eradication with extreme
„„Keen Sense of Smell: Mutant rats
prejudice. Even non-CS factions have
have a sense of smell similar to
taken to exterminating them.
canines. They gain a +2 bonus to
Notice checks based on smell, and +2
Mutant Felines
on Survival (tracking) rolls.
The Coalition finds mutant felines to be
„„Mutant Vermin: Humans and most
quite useful in conducting reconnaissance,
others instinctively distrust and
seek and destroy, search and rescue,
are repulsed by mutant rats. Initial
and other espionage missions targeting
Reactions typically start at Hostile, or
enemy personnel and materiel. While
possibly Unfriendly with other GED
they do not respond to training as well
mutants or repulsive D-Bees and
as Dog Boys, and do not share their pack
monsters. Those with an Unfriendly
instinct, Battle Cats enjoy the company of
or lower Reaction will refuse to sell
other humanoids and can be surprisingly
wares or provide services such as
loyal to masters and companions proving
healing, repairs, etc. Failed social
themselves worthy of association.
checks with Hostile parties often
Loners at heart, mutant felines function
result in violence.
best in small groups. The most powerful
„„Natural Athletes: Mutant rats are
breed of them, Kill Cats, derive from
born climbers, swimmers, wrestlers,
big cats like lions, tigers, and leopards.
and combatants. They begin with d6
Battle Cats and Kill Cats are commonly
Athletics.
deployed to Coalition border territories.
„„Near-Human Physiology: Created
Kill Cats are assigned “hunting grounds”
from Rifts Earth genetic stock,
where they kill all non-CS personnel

24
while Battle Cats can be found on the Rifts Earth armor and clothing must
most daring CS reconnaissance or be custom-tailored at double normal
search missions. cost. Glitter Boy armor (including the
Iconic Framework) and most human
BATTLE CATS power armor is not an option.
„„Bite/Claws: Battle Cats have claws „„Psychic Sense: Battle Cats have the
and teeth dealing Str+d4 damage, see same psychic sense as Dog Boys.
Natural Weapons in Savage Worlds. This stacks with the Keen Sense of
„„Breed Advantage: As with Dog Hearing bonus (except for tracking
Boys, various species of cats provide purposes)—see The Tomorrow Legion
distinct genetic advantages that can Player’s Guide.
express over time, see The Tomorrow „„Restricted Paths: Limitations
Legion Player’s Guide for details. engineered into GED mutants make
„„Curious: Every mutant feline has the arcane magic impossible. They
Curious Hindrance which is part of cannot take any Arcane Background
what makes them so great at recon using PPE or Iconic Framework
and search missions, though it may including it.
raise their mortality rate. „„Wanted (Minor): Mutant animals
„„Keen Sense of Hearing: Mutant refusing to return to Coalition society
felines have incredibly powerful are wanted by the CS and deemed
hearing and can directionally home- feral. This threat is backed by a
in on sound emanations and discern standing bounty for their capture.
minute differences. They gain a „„Weakness (Ley Line Hyper-
+2 bonus on hearing-based Notice sensitivity): As with Dog Boy, see
checks. The Tomorrow Legion Player’s Guide.
„„Leaper: Mutant felines can jump
twice as far as normal and add +4 to KILL CATS
damage when making a Wild Attack „„Bite/Claws: Kill Cats have claws and
when coupled with a leap, instead of teeth dealing Str+d6 damage, see
the usual +2 (needs room to leap). Natural Weapons in Savage Worlds.
„„Low Light Vision: Ignore Dim or „„Breed Advantage: As with Dog
Dark Illumination penalties. Boys, various species of cats provide
„„Mutant: Most mutant animals are distinct genetic advantages that can
uncomfortable around humans, and express over time, see The Tomorrow
the feeling is mutual. Initial Reactions Legion Player’s Guide for details.
typically start at Uncooperative, „„Bloodthirsty: Kill Cats are cruel and
except possibly other GED mutants savage by any civilized reckoning.
and physically similar D-Bees. Potential enemies are much less
„„Near-Human Physiology: Created likely to negotiate or give quarter,
from Rifts Earth genetic stock, and allies are consistently shocked
those unfamiliar with the mutant's by the violent measures that come
physiology suffer only a −1 penalty naturally to the mutant predators.
to Healing and cybernetics checks. „„Curious: Every mutant feline has the
„„Oddly Built: CS mutant animals Curious Hindrance which is part of
have long snouts, prick ears, what makes them so great at recon
digitigrade "backward" legs, tails, and search missions, though it may
and all manner of physical oddities. raise their mortality rate.

25
„„Hyperactive: Kill Cats are hardwired „„Restricted Paths: Limitations
for aggression and combat. They engineered into GED mutants make
suffer a −1 to all Smarts rolls (but not arcane magic impossible. They
linked skills) as their minds wander, cannot take any Arcane Background
fighting their instinctive need to using PPE or Iconic Framework
hunt. Ironically, this sometimes including it.
makes them appear lazy or slothful. „„Size +2: Kill Cats are Size +2, giving
„„Keen Sense of Hearing: Mutant them +2 Toughness and increasing
felines have incredibly powerful their maximum Strength two steps.
hearing and can directionally home- „„Wanted (Major): Feral Kill Cats
in on sound emanations and discern are considered hopelessly corrupt
minute differences. They gain a traitors and highly dangerous by
+2 bonus on hearing-based Notice CS forces, who will put them down
checks. without question.
„„Leaper: Mutant felines can jump
twice as far as normal and add +4 to Psi-X Aliens
damage when making a Wild Attack Although it is a crime punishable by death,
when coupled with a leap, instead of Dr. Desmond Bradford secretly engineers
the usual +2 (needs room to leap). human mutants in his quest to unlock the
„„Low Light Vision: Mutant cats genetic basis of psionic abilities. Hidden
ignore Dim or Dark Illumination away in the bowels of Lone Star, he
penalties. conducts ghastly, unethical studies on
„„Mutant: Most mutant animals are innocent humans, including children.
uncomfortable around humans, and
the feeling is mutual. Initial Reactions PRODUCTS OF THE LONE STAR
typically start at Uncooperative, GENETICS FACILITY
except possibly other GED mutants The mad doctor’s forbidden experiments
and physically similar D-Bees. have even involved splicing psionic
„„Near-Human Physiology: Created human, Psi-Stalker, and D-Bee DNA
from Rifts Earth genetic stock, into living human pre-teens, because
those unfamiliar with the mutant's that is when latent psionic powers
physiology suffer only a −1 penalty usually begin to manifest. Initially, the
to Healing and cybernetics checks. experiments appeared to be on the verge
„„Oddly Built: CS mutant animals of a breakthrough. Nearly two hundred
have long snouts, prick ears, test subjects survived the first round of
digitigrade "backward" legs, tails, treatments, and Dr. Bradford began to
and all manner of physical oddities. clone the most promising candidates.
Rifts Earth armor and clothing must As the second batch of clones began
be custom-tailored at double normal incubating, physical aberrations began to
cost. Glitter Boy armor (including appear in the first test group. Large, dark
the Iconic Framework) and human black pupil-less eyes dominated a hairless
power armor is not an option. head and body. Facial features like lips,
„„Powerfully Built: Kill Cats are bred chin, nose, and ears were diminutive,
for physical power and prowess. and the rest of the body’s growth stunted
Begin with Agility d6 and Strength as well. One test subject wailed he had
d6, Agility Trait maximums is d12+1, been turned into a “Roswell” alien, and
while Strength is d12+3. the idea stuck with Doctor Bradford. The

26
test subjects, though powerful psychics, wear goggles or other protective eye
were physically inept. All displayed an wear to avoid a −2 penalty to Notice
addictive personality prone to substance checks and ranged attacks in bright
abuse. Even worse, they exhibited social light conditions.
developmental disorders and mental „„Little Green Men: With their striking
instability. appearance and infamous psionic
The entire experiment was a failure, but gifts, Psi-X Aliens face prejudice
Dr. Bradford couldn’t stand the thought from the Coalition and others—as
of euthanizing human test subjects. D-Bees! Initial Reactions to them
As a cover story he dubbed them typically start at Uncooperative.
the “Psi-X Aliens,” and quietly „„Low Light Vision: Psi-X
released them into the Pecos Bad- Aliens ignore Dim and Dark
lands where they began to pair off Illumination penalties.
and start families. Their deformities „„Mind Over Matter: The
and disabilities made living diminutive beings detest physical
in the shadows of human labor — even walking— and
cities rough, so most of suffer a −1 penalty to all
the “aliens” carved out Strength (including damage)
their own insular neigh- and Vigor rolls, and a −1 to
borhoods or formed Toughness.
wilderness settlements. „„Natural Psionics: Psi-X
The largest band de- Aliens begin with the
cided to embrace their A rc a ne Bac kg rou nd
fate and settled in (Psionics) and Power
the ruins of Roswell. Points Edges, 15 ISP,
There, remarkably, the a Psionics skill of
stra nge communi- d6, and start with
ty prospers. three powers: mind
link, telekinesis, and
„„Addict ive Per son­
one other power from
ality: Some genetic switch
the Mind Melter’s list of
flipped—all Psi-X Aliens
psionics. They naturally
suffer from Habit (Major).
telekinetically hover and
„„Dissociative Disorder:
move a few feet above the
Psi-X Aliens instinctively
ground at their base Pace—
dissociate with humanity,
at no cost as a free action—
doubt i ng t heir t r ue
and must concentrate to
origins—they gain the
walk on their own two legs.
Quirk (Minor) Hindrance.
If a Psi-X Alien chooses an
„„H y p e r - I n t e l l i g e n t :
Iconic Framework providing
Known to be extremely
Arcane Background
cunning, Psi-X Aliens start
(Psionics), he follows all
with a Smarts d8, adjust
the normal rules for the
Trait maximum to d12+2.
Framework except three of
„„Light Sensitive: Sensi-
his starting powers are those
tive to daylight and bright
listed above (even if not normally
lighting, Psi-X Aliens must
allowed by that Framework) and he

27
gains two additional powers to his
starting total (e.g., a Psi-X Burster HINDRANCES
starts with five powers, etc.).
„„Obsessive Interest: Psi-X Aliens
begin play with one Smarts based
Fresh Problems
skill of their choice at d4 and gain +2
The empires of North America bring
when using that skill.
with them the intellectual baggage of
„„Out of It: The Psi-X Aliens suffer from
humanity, devastated by war and loss.
a developmental disorder leaving
These Hindrances help to flesh out
them struggling to understand
characters from all walks of life. GMs
societal interactions and norms. They
are free to disallow any options that don't
suffer a −2 to all Common Knowledge
suit their campaign or story.
rolls.
„„Owl-Eyed: Keen vision comes with
ARCANE AVERSE (MINOR OR MAJOR)
the bug-eyes, Psi-X Aliens gain +2 on
Some heroes are repulsed by the arcane
sight-based Notice checks.
and supernatural including magical
„„Psychic Sight: Psi-X Aliens can see
healing, enchanted items, Techno-
electromagnetic energy and auras,
Wizardry, supernatural effects, etc. As
giving them Expanded Awareness
a Minor Hindrance, Arcane Averse
per the Mind Melter ability, see The
characters wishing to interact with the
Tomorrow Legion Player's Guide. If they
supernatural or arcane (social interaction,
also choose a Framework with that
using arcane weapons, means of travel,
ability, they gain +2 on all associated
accepting healing, and so on) make
rolls.
their rolls to do so at a penalty of −2. As
„„Restricted Path: Psi-X Aliens,
a Major Hindrance, they must spend a
because of their peculiar genetic
Benny as well.
makeup, cannot access PPE. The race
cannot take any Arcane Background
COALITION EXILE (MINOR)
which uses PPE or any Iconic
The human hero was a member of
Framework which includes such an
Coalition society but has left the States
Arcane Background.
on poor terms—and she is on the
„„Touch of Madness: The Psi-X’s
Internal Security Service’s wanted list.
manipulated DNA creates a chemical
Additionally, if any D-Bees or magic
imbalance in the mind that causes
users learn of the character’s past they
them to roll once on the Crazy’s
instinctively distrust her, incurring a −1
Psyche Degradation table.
Persuasion check modifier. On the plus
side, she gains a +1 bonus to Taunt or
Intimidate D-Bees and mages familiar
with the Coalition.

PARTISAN (MINOR OR MAJOR)


The character harbors anger and
xenophobic attitudes towards cultures,
groups, nationalities, or races, other than
his own. As a Minor Hindrance, the
character must check on the lower of

28
Spirit or Smarts to try to interact with
them in any positive way (i.e. accepting EDGES
aid, engaging in trade, interacting socially,
traveling together, or not backstabbing
them). On a success, the interaction
From advanced Juicer treatment options,
continues normally, and with a raise they
to elite skills gained at military academies
can interact without penalty for the rest
like Chi-Town’s Advanced Training
of the adventure.
Schools, MercTown’s Headhunter
As a Major Hindrance, on a failure
Academy, or Northern Gun’s School of
there is an incident, and the opposing
Soldiery, there are plenty of avenues for
party’s attitude decreases one step on the
members of the Tomorrow
Reaction Table. When the Reaction Table
Legion and others to
is not in use, or when a Critical Failure is
improve their abilities.
rolled, violence breaks out between the
Partisan and the target of his scorn.
Non-player chara­c ters crossing over
into full human supremacy are covered
by this Hindrance, as well.
Important: Non-player characters with
a Vow to serve a faction are
partisans who have the
effects of this Hindrance
in regards to that
faction's disliked
groups. For instance,
Coa l it ion c harac ters
with Vow (Minor — Serve
the Coalition) also have the
equivalent of Partisan (Minor—
Human Supremacist).

POST-TRAUMATIC STRESS DISORDER


(MINOR OR MAJOR)
Your hero is haunted by an experience,
often one dealing with the loss
of loved ones or comrades. This
traumatic experience intrudes on
their sleep and thoughts. At the
beginning of each game session
Minor PTSD sufferers must make a
Spirit check. On a failure, they start with
one less Benny. Major PTSD sufferers
failing this roll also gain a level of
Sleep-based Fatigue, which can
be recovered normally.

MEGA-JUICER CHECKING OUT

29
Iconic Edges HYPERION TREATMENT
These Edges require a specific Iconic Requirements: Novice, Juicer
Framework before taking them. Even faster than most Juicers, Hyperions
run like the wind and possess incredible
DELPHI JUICER TREATMENT reaction times. The Juicer triples his base
Requirements: Novice, Juicer Pace and doubles his jump distance with
Delphi Juicers combine the M.O.M. a running start. He also discards and
and Juicer bio-comp systems, amplifying redraws initiative cards of 8 or lower
latent psychic aptitude. Delphi Juicers (instead of 5 for Quick).
are exempted from the normal Juicer This hyper-metabolism comes at a cost.
restrictions barring psionics and become The Juicer must consume twice as much
a Minor Psionic, gaining Psionics d6, food as normal or become Fatigued.
Arcane Background (Psionics), 10 ISP, and
choosing three powers from the Crazy’s MEGA-JUICER TREATMENT
list of psionics. Requirements: Novice, Juicer
There are dangers of psychic overload, Mega-Juicers are super-soldiers
however. When a Delphi Juicer rolls a created by combining the powers of
Critical Failure on a Psionics check, she the bio-comp nanites with sub-dermal
goes Berserk and must lash out at the nanotech relays channeling ambient
closest target, whether friend or foe, with psychic energy through their body
extreme violence, per the Berserk Edge, in a loop, turning them into nearly
for one round. indestructible juggernauts! Mega-Juicers
are Unstoppable. Permanently. Until
GENIUS they explode.
Requirements: Veteran, MARS Vagabond, The Juicer reduces his Burn by one as his
Smarts d10+ life-force fuels the creation of an energy
Vagabonds have a reputation for being dynamo within. When a Mega-Juicer
gifted survivors adept at dabbling in reaches the end of his lifespan due to
a little bit of everything. The cleverest Burn, his eyes begin to glow blazing
of them are true Renaissance people white and his skin becomes scorching
and make all unskilled checks at d6 hot to the touch. Whether he goes out
(instead of d4−2). in a Blaze of Glory or is Incapacitated by
an enemy attack, he combusts—dealing
JUICER UPGRADE 4d12+12 Mega Damage to everyone and
TREATMENTS everything in a Large Blast Template.

Players may select one of the Juicer PHAETON TREATMENT


Edges at character creation or Requirements: Novice, Juicer
anytime thereafter. They are Phaeton Juicers, named after the first
available as a special treatment daredevil of Greek mythology, have
involving upgrading the Bio- a knack for mastering any mode of
Comp system. All Juicer Upgrade transportation—they can pilot, ride,
Treatments are mutually exclusive. drive, or handle anything. Their nanites
A Juicer can only ever have one and bio-comp system are calibrated to
and can never change it. provide them with hyper-enhanced
proprioception and reaction times.

30
Whenever Phaetons make unskilled Combat Edges
Agility-based skill checks, they do so at
SHARPSHOOTING
d4 instead of the usual d4−2. Additionally,
Requirements: Seasoned, Marksman,
attackers are −1 on attack rolls targeting
Agility d8+
any vehicle, vessel, or mount under the
Sharpshooters can move about and still
Phaeton Juicer’s control, and is +1 to
focus their attention on aiming. They are
Evade. This stacks with bonuses from
experts at ricocheting shots, bulls-eying
abilities like Nimble.
thrown moving targets, and other feats of
skill using their ranged weapons. When
SYNTHETIC IMMORTALITY
making ranged attacks at Rate of Fire 1,
Requirements: Novice, Intelligent
the sharpshooter may either gain a +1 to
Construct, Spirit d6+
hit or ignore up to 4 points of penalties
The character’s construct body contains
from Called Shots, Cover, Illumination,
redundant backup systems to safeguard
Range, Scale, or Speed.
their consciousness in even the most
dire circumstances. If Incapacitated
from Bleeding Out or “death,” it can still
be repaired if these core structures are
intact (GM’s call, but they are generally
well-protected from everything except
a complete meltdown, being sunk
in magma, ground zero of a nuclear
detonation, or other such catastrophe).
This Edge does not allow the being’s
consciousness to be implanted into a
different frame or body.

TITAN TREATMENT
Requirements: Novice, Juicer
Titan Juicers are the result of
experiments to push the human form
to its maximum size. The Titan gains +2
Strength die types and +1 Vigor die type
(for a total of +4 and +3 each), and his
Size increases by +2—the end result
gives them a total of +3 Toughness
between the Vigor and Size boosts.
This all comes at a cost, though.
The Titan Juicer’s Super Speed ability is
reduced to just Pace 8 running d8, with
no Jumping bonus. Additionally, the
Titan has his Burn reduced by one, as the
transformation ravages his body. Lastly,
the Titan Juicer gains the Big Negative
Racial Ability. He probably needs to get
a new wardrobe, too!

31
Sharpshooting is a lesser version of the „„Make attack rolls with traditionally
Aim maneuver (which it does not stack two-handed ranged weapons (like
with) and includes the bonus from the rifles) one-handed at no penalty, but
Marksman Edge. Sharpshooting applies the minimum Strength required is
to all Shooting or Athletics (throwing) increased by one die type.
actions in a turn, and may be used while „„Halve the Multi-Action Penalty when
moving up to the hero's Pace in a round only making Sharpshooting ranged
(but not running). attacks in a round.
Sharpshooting attacks may be used in „„Ignore the penalty for running when
combination with the Double Tap Edge using her designated weapons, and
and firing modes like Three-Round Burst, make Sharpshooting attacks while
but not Rapid Fire or other Edges which running.
include attacking at a Rate of Fire above 1.
Trick Shooting effects stack with
and are in addition to the effects of
TRICK SHOOTING
Sharpshooting. The Trick Shooting
Requirements: Veteran, Sharpshooting,
Edge works with Shooting or Athletics
Steady Hands, Agility d10+
(throwing), and may be used in
Trick shooters are famous for accurate
combination with the Double Tap Edge
ranged attacks while standing on their
and firing modes like Three-Round
heads, hanging upside-down, running,
Burst, but not Rapid Fire or other Edges
jumping, or tumbling.
which include attacking at a Rate of
The trick shooter can:
Fire above 1.

32
TAKE ‘EM DOWN Using coping techniques and physical
Requirements: Seasoned conditioning, this character has learned to
Rifts Earth is full of big mean enemies of push her body to its limits. She gains a +2
all kinds whether they be tanks, dragons, bonus to rolls made to resist interrogation
or Techno-Wizardry automatons. When (social checks made to elicit information
attacking targets 1 or more Sizes larger from the character) and ignores 1 point of
than the hero, he adds +4 to the AP value Fatigue penalties.
of his weapons.
DEMOLITIONIST
IMPROVED TAKE ‘EM DOWN Requirements: Novice, Agility d6+,
Requirements: Veteran, Take ‘Em Smarts d6+, Repair d6+
Down The hero has advanced training in the
When attacking targets 1 or more handling, deployment, and disposal of
Sizes larger than the hero, he may reroll explosive ordnance. The Demolitionist
damage once without spending a Benny. ignores up to 2 points of penalties when
setting and defusing explosives. In
Professional Edges addition, even when handling extremely
volatile explosives, the Demolitionist only
COMBAT LIFESAVER
detonates them on a Critical Failure.
Requirements: Seasoned, Healing d4+,
When rolling for demolitions tasks
Smarts d6+
(made using Repair, or the lower of Repair
The hero ignores 1 point of Wound
and Electronics in the case of advanced
penalties when Healing or stabilizing
explosives like fusion blocks), the hero
a character (including himself). In
can accomplish the following:
addition, he may make a Support roll
and affect up to Smarts in Extras under „„Setting Explosives: When setting a
his supervision when they check Vigor to charge or booby trap, a raise adds an
recover per the Aftermath & Extras rules extra die of the explosive’s damage
(see Savage Worlds). die type once detonated (in addition
to the usual +1d6).
IMPROVED COMBAT LIFESAVER „„Defusing Explosives: When defusing
Requirements: Veteran, Combat a charge, a success allows the explosive
Lifesaver, Healing d6+ and components to be recovered and
The hero ignores 2 points of Wound reused. With a raise the work is done
penalties when Healing or stabilizing in half the time.
a character (including himself). In „„Trapping Explosives: The Demo­
addition, when an allied Wild Card litionist gains a +2 bonus on Stealth
under his care rolls on the Death & rolls to conceal booby traps, and +2
Defeat Table (see The Tomorrow Legion on Notice rolls to detect them.
Player's Guide), the hero may first make
a Healing Support roll. The ally then EXPERT DEMOLITIONIST
adds that bonus (if any) to the result of Requirements: Seasoned,
their roll on the table. Demolitionist, Science d6+
When handling explosives, an Expert
CONDITIONED Demolitionist ignores up to 4 points of
Requirements: Veteran, Soldier, Spirit penalties, and may spend a Benny to
d6+, Survival d6+ reroll Critical Failures.

33
FIELD INTEL lower. Justice Rangers enjoy a +1 bonus to
Requirements: Seasoned, Smarts d8+ Persuasion, Intimidation and Taunt when
This character is skilled at picking out dealing with those who know they are
advantageous sites for enemy or allied guardians of freedom and justice.
forces to conduct combat operations, Their brand of justice is stark vigilantism.
prepare ambushes, or hide. She gains They often organize posses to hunt
a free reroll versus Surprise and +2 supernatural predators and marauders.
on Notice or Electronics rolls made to At the GM's discretion (at most once per
detect location, activity, concealment, session), a Justice Ranger may spend a
disposition, combat effectiveness, and Benny and make a Networking check to
movement of opposing forces. organize a Posse to hunt down a public
When checking to conceal forces or set threat (known criminal, monsters, bandit
ambushes, this Edge gives a +2 bonus to gang etc.). With a success he temporarily
Electronics, Stealth, and Survival rolls. gains 5 mobile Militia (gear and abilities
She also gains a +2 on Notice or may vary by community, see Savage Foes of
Electronics rolls to encrypt/decrypt North America) for each of his Ranks (per
signals, find valuable documents, Allies in Savage Worlds). With a raise, one
and glean data from enemy remains, or more are Mercenaries and Specialists
equipment, or transmissions. (see Savage Foes of North America) or the
Allies are upgraded.
LEGACY SCOUT Justice Rangers prize mobility—a hero
Requirements: Novice, Academics d6+, with this Edge gets a badge, a pistol, and
Survival d6+ a horse (or motorcycle) whenever needed.
Through applied research and a nose
for mysteries, some heroes have a knack MONSTER SLAYER
for digging up relics of the pre-Rifts past. Requirements: Seasoned, Smarts d6+,
Legacy Scouts gain +2 to all rolls related Occult d8+, Notice d6+
to Relic Salvage Operations and complete The hero has expert knowledge of the
the operations in half the normal time. supernatural forces common to Rifts Earth
and is trained to exploit their weaknesses.
JUSTICE RANGER When confronted with a supernatural
Requirements: Novice, Spirit d6+, opponent, Monster Slayers may take an
Survival d6+ action to roll Occult to identify a foe, its
The Justice Rangers trace their heritage characteristics, and common tactics. The
back the origins of the Texas Rangers, GM may impose penalties for uncommon
when the Lone Star State was still an or unique beings.
independent country. Justice Rangers If successful, the Monster Slayer has
bring law and order to the wasteland. identified the foe, the GM reveals the
All Rangers take the Vow (Major—The being’s weaknesses (if any) and the
Code of the New West), see page 137, Monster Slayer’s advice grants allies a +1
which they must uphold. The hero is a bonus to Trait rolls versus such creatures
member of the Justice Rangers faction, until the end of the encounter. On a raise,
and has Connections with them and their the target’s special abilities of note (if any)
allies. With most good folks Reactions are revealed, and the bonus to Trait rolls
start one level higher than normal, but is increased to +2.
with bandits and raiders they start two

34
CHAPTER
TWO

GEAR

A
s it has been since before the Great Psi-Damper Helmet: Pioneered by
Cataclysm, North America is a the Coalition, this helmet (+4 Armor, +1
hotbed of weapons enthusiasts and Toughness) contains a network of crystals
manufacturers, leading to a thriving and electromagnets designed to block
trade in gear and armaments. psionic attacks. It also causes headaches
and nausea. The helmet provides +2 on
opposed rolls against psionic powers and
+2 Armor versus psionic damage, which
ADVENTURING GEAR stacks with the Arcane Resistance Edge.
Every hour of use, the wearer must make
a Vigor check or suffer a level of Fatigue
(7 lb., 65,000 credits).
Backpack: A rucksack with frame and
Psi-Scanner Wand: Pioneered by
harness, increase Str by one die type for
the Coalition, this is now produced by
Encumbrance purposes. (5 lb., 250 credits)
Northern Gun and the Black Market.
Utility Belt: Survival rolls do not take
The metal detector-style wand is waved
a penalty for being attempted without
over an individual at very close range
basic tools (3 lb., 2,500 credits).
(less than a foot). The wand can detect
„„First aid kit (+1 Healing roll, 1 use).
arcana with a skill of d6. On a failure the
„„Canteen (half gallon).
wand simply does nothing. On a success
„„Communicator (5-mile range).
it gives a muted beep if the target is a
„„Compass/inertial mapper.
supernatural creature or has an Arcane
„„Flint & steel, whetstone, multi-tool.
Background. The GM makes this roll in
„„Flashlight/signal light (two modes,
secret (2 lb., 3,500 credits).
LED, and IR).
Silencer: This attachment suppresses
„„Magazine/E-Clip storage slots (4).
the sound and muzzle flash emitted
„„Meal Ready to Eat (1 use, can sustain
when a semi-auto pistol or submachine
a normal human for one day).
gun is discharged, providing a penalty
„„Survival knife (Str+d4).
of −1 to Notice rolls at up to 5”, −2 up to

35
MANUFACTURER MODIFIERS

North America is full of copycat On the frontier, Availability is −2, and


designs and knock-off products. suffers no penalty in Roswell, Los
While many items have a similar look Alamo, MercTown, and other places
and performance, quality matters. with a permanent Naruni presence.
Black Market: An odd amalgamation Repair services are half normal
of seedy organizations, the Black price under the advanced warranty
Market manufacturers are the kings accompanying all Naruni products
of knockoffs and reproductions. They purchased directly from authorized
produce facsimiles of Northern Gun dealers. Naruni sells no repair parts
and Coalition weapons and body to ensure customers return to the
armor (see the Common Gear sidebar dealers. As such, all Repair rolls
on page 40). Prices are 1d20+10% less are made at −4 due to alien designs
than listed price. However, these items engineered to thwart reproduction
gain none of the bonuses associated or tampering, and authentic salvaged
with the mimicked manufacturer parts are outrageously expensive to
instead they are difficult to repair acquire (at least triple the usual cost).
due to shoddy, cheap construction Northern Gun and Wellington
incurring a −1 on Repair rolls and +1 Industries: The Upper Peninsula’s
on Technical Difficulty Table rolls. manufacturers are known for
Coalition and Titan Industries: CS producing durable, reliable equipment.
equipment is based on Pre-Cataclysm A Critical Failure when using NG or
technical standards and designs (a WI manufactured gear allows the
fact they endeavor to conceal). CS and user to make an immediate Common
Titan Industries gear is sturdily built, Knowledge roll as a free action. A
sets the bar for pricing, and uses parts success avoids any Technical Difficulty.
found commonly throughout the Triax Industries: High-end German
world, gaining +1 to Repair. Pre 105 P.A. engineering makes Triax equipment
CS gear—including the Mark V APC— easier to repair and maintain—if you
is +2 on Availability rolls throughout can get your hands on the expensive,
North America, see Coalition Armor imported replacement parts. Gain a
and Weapons in Savage Foes of North +2 on Repair rolls using genuine Triax
America for prices. parts but suffer a −2 on Availability
Naruni Enterprises: Because of their rolls to find Triax products or parts
advanced manufacture in another in North America—and the price can
dimension, NE equipment must be easily be double or triple listed amounts.
serviced through official dealers. Wilk’s Laser Industries: Featuring
Highly Restricted throughout the high precision not replicable by other
Coalition, Free Quebec, and Northern manufacturers, Wilk’s laser weapons
Gun territories, official dealers are gain +1 to hit, and their tools gain +1
nearly impossible to find, imposing a on related skill rolls to use them; this
−4 on Availability rolls in these areas. stacks with an item's listed bonuses.

36
10”, −4 up to 20”, and making the flash Hindrances (Labor Program): Pacifist
unnoticeable at longer ranges. The (Major), Vow (Minor—Obey owner).
shooter may make a Stealth roll, at the Hindrances (Combat Program): Hesitant,
normal Multi-Action penalty, to hide use Vow (Major—Obey owner).
of the suppressed firearm (opposed by Edges: Ambidextrous
Notice) (1 lb., 500 credits). Special Abilities:
Temperature Cloak: This advanced „„Armor: Light alloy casing, +4 Armor,
variant of all-weather gear is a waterproof +1 Toughness.
cloak, poncho, or duster with a series of „„Construct: +2 to recover from Shaken
layers designed to dissipate or retain does not breathe or eat immune to
heat depending on the environment. The Poison and Disease ignores one level
wearer adds a +4 bonus to rolls versus of Wound penalties.
Cold or Heat (2 lb., 2,000 credits). „„Fearless: Labor Bots are immune
to Fear and Intimidation, and
Bots are programmed for emergency
The Coalition is determined to be response.
the only force to deploy autonomous „„Sensor Suite, Basic: +2 to Notice and
combat bots—like the Skelebot—in ignores Illumination penalties.
North America. Northern Gun and Triax
Industries have agreed to an embargo on TRIAX DV-12 DYNA-BOT
hunter/killer bots, and only sell civilian Designed to hunt and kill monsters
labor models in the region. Installing a on missions deep into the infested
combat program into a labor bot is illegal European wilderness, the advanced
in the CS and punishable by death. DV-12 Dyna-Bot was created to be an
expendable substitute for humans, much
NG-W9 LIGHT LABOR BOT like the Skelebot. The CS has authorized
Northern Gun designed the NG-W9 as a labor version to be imported, but it is
an inexpensive substitute for low-skill physically identical to the combat model
human workers. The bot is proficient (combat program Black Market price
at construction, maintenance, working 500,000 credits). It has a nuclear engine
assembly lines, loading and unloading and functions tirelessly around-the-clock
cargo transports, stocking shelves, and (500 lb., Rarity −4, 3.5 million credits).
other such tasks. The labor bot has no
Attributes: Agility d6, Smarts d6, Spirit
combat abilities, but a combat program
d4, Strength d12+5, Vigor d12
can be installed (which can be obtained
Skills (Labor Program): Athletics d4,
on the Black Market for 250,000 credits).
Common Knowledge d4, Driving d6,
It has a nuclear engine and functions
Notice d6, Repair d6
tirelessly around the clock (400 lb., Rarity
Skills (Combat Program): Athletics
−2, 2 million credits).
d8, Common Knowledge d6, Driving
Attributes: Agility d4, Smarts d6, Spirit d6, Fighting d8, Notice d6, Shooting d8,
d4, Strength d12+1, Vigor d10 Stealth d6, Survival d6
Skills (Labor Program): Athletics d4, Pace: 8 Parry: 7 Toughness: 20 (8)
Driving d6, Notice d4, Repair d6 Hindrances (Labor Program): Pacifist
Skills (Combat Program): Athletics d4, (Major), Vow (Minor—Obey owner).
Fighting d6, Notice d6, Shooting d6 Hindrances (Combat Program): Loyal,
Pace: 6 Parry: 5 Toughness: 12 (4) Vow (Major—Obey owner).

37
Edges (deactivated in Labor Program): „„Weapon Mou nt : Concea led
Ambidextrous, Block, Fleet-Footed, Chemical Spray (Mouth, poison
Frenzy, Martial Warrior, Rock and Roll!, Touch Attack, Knockout or Mild
Steady Hands, Two-Fisted poison effect).
Special Abilities: „„Weapon Mount: Concealed Particle
„„Armor: Hardened alloy casing, +8 Beam (Range 12/24/48, Damage
Armor, +3 Toughness. 3d8+3, AP 6, RoF 1, Disintegration,
„„Size 1 (Normal): The Dyna-Bot Atomic Annihilation).
clocks in at 7’4” and 500 pounds.
„„Construct: +2 to recover from Shaken;
doesn’t breathe or eat, immune to
Poison and Disease, ignores 1 point ARMOR
of Wound penalties.
„„Fearless: Dyna-Bots are immune to
Fear and Intimidation. Body Armor
„„Sensor Suite: +4 to Notice checks or
ARMORED CLOAKS
to offset Shooting penalties; ignores
Supplemental armors made from high-
Illumination penalties, detects
tech fibers or the hides of supernatural
chemicals and radiation, +1 Shooting.
creatures, armored cloaks come in a
wide variety of forms including dusters,
ponchos, surcoats, leather jackets,
long coats, and the ubiquitous cloaks.
Though comfortable, they offer none
of the environmental or other systems
common to body armor but do

DYNA-BOT VS LABOR BOT

38
provide +2 Armor, +1 Toughness, and moving objects. Attackers can bypass
have Min Str d4. the forcefield by slowly pressing their
Their protection can stack with other weapons past the surface of the field
non-MDC body armor (but not MDC before striking or pulling the trigger
armor, they have no effect) increase the (requires scoring a raise while grappling
Strength Minimum required to wear the the wearer, Multi-Action penalties
base armor by one die type, to a minimum apply). The field offers no environmental
of d6 (5 lb., Rarity −1, 6000 credits). protection, does not stack with arcane
protection effects, and cannot be worn over
CAVALRY ARMOR body or power armor unless integrated
Horses are an integral part of life into the suit, which costs an additional
throughout North America, and all types 50,000 or 100,000 credits respectively
of barding are available. and takes 4 days to install (increase body
Light Cavalr y Barding: Made armor Min Str by one die type). Naruni
from high-tech fibers or the hides of Force Fields have Min Str d4, and may be
supernatural creatures, innumerable activated as a free action.
variations are available. Provide +6
„„N-F10A Light Force Field: Runs off
Armor and +1 Toughness, Min Str of d10
an E-Clip for 12 hours, and provides
(15 lb., Rarity −1, 7500 credits).
+2 Toughness while activated (8 lb.,
Heavy Cavalry Barding: Made from
Rarity −4 Restricted, 50,000 credits).
advanced alloys or other protective
materials, many different styles are „„N-F20A Medium Force Field:
available. Provide +8 Armor and +3 Runs off an E-Clip for 10 hours,
Toughness, Min Str of d12+2 (40 lb., Rarity and provides +3 Toughness while
−2, 15,000 credits). activated (10 lb., Rarity −5 Restricted,
75,000 credits).
MI "VAQUEROS" HEAVY EBA „„N-F40A Heavy Force Field: Runs off
The most popular series of new body
an E-Clip for 8 hours, and provides
armor produced by the Manistique
+4 Toughness while activated (15 lb.,
Imperium, Vaqueros body armor has
Rarity −6 Restricted, 150,000 credits).
Mexican/Spanish styling worthy of its
namesake. The helmet has a mesh fabric „„N-F50A Superheavy Force Field:
bandanna covering reminiscent of a Runs off an E-Clip for 6 hours,
western bandito, flashy cowboy boots and provides +5 Toughness while
made from advanced materials, and the activated (15 lb., Rarity −7 Restricted,
armor has an integrated gun belt and 250,000 credits).
pair of holsters.
Besides being stylish, Vaqueros Heavy NE-C20 CAMOUFLAGE VARIABLE EBA
EBA provides +7 Armor and +3 Toughness, Covered in a fiber-optic material, this
with a Min Str of d6 (20 lb., Rarity −3, suit of lightweight Naruni combat armor
40,000 credits). color shifts to match the surrounding
area with custom camouflage patterns,
NARUNI PERSONAL FORCE FIELDS and masks infrared, thermal, and other
Naruni force fields consist of two thick emissions. Wearers gain a +2 bonus to
belts crossed over the wearer’s torso, Stealth. Provides +6 Armor, +2 Toughness,
and work by absorbing and dispersing with a Min Str of d4 (13 lb, Rarity −5
incoming energy and deflecting fast Restricted, 100,000 credits).

39
not happy about this development, and
COMMON GEAR often attempts to “repossess” any SAMAS
suits in the hands of non-Coalition forces.
Northern Gun, Titan Industries, So far, the Sidewinder—named for the
plus countless Black Market and unique evasive maneuvers possible with
other manufacturers produce its propulsion system—is quite popular
mass-market versions of common throughout the New West and is gaining
military equipment (apply Manu­ notoriety further east (350 lb., Rarity −4
facturer Modifiers as usual). In Restricted, 3.5 million credits).
actuality, these are Pre-Cataclysm Sidewinder SAMAS: Size 2 (Normal),
designs which the Coalition +9 Armor, +5 Toughness, Strength
employed variants of until 105 P.A. d12+4, Pace 16 + d10 (100 MPH)
Easy to produce using recovered Notes: Nimble, MDC Armor, Flight
tech, their equivalent is often System (VTOL, Handling +2, 250
found in caches of Golden Age MPH).
gear or recovered in Relic Salvage Weapons:
Operations. „„Bandit 6000 "Big Bang" Grenade
Common Body Armor and Launcher (Handheld, Range
Weapons have +1 on Availability 24/48/96, damage by grenade, RoF
rolls throughout the world. 2, Shots 50, Min Str d12, Weight
60 uses 1 grenade/Shot per RoF,
Heavy Pulse).
„„2 × Anti-Personnel Lasers (Forearm
Power Armor Mounts).
„„Mini-Missile Launchers (Shoulder
BANDITO “SIDEWINDER” SAMAS
Mounts, Fixed Front, RoF 4, Shots 24).
Bandito Arms discovered schematics for a
prototype SAMAS suit featuring a unique
NG-11F RED HAWK
vectored-thrust engine system and
Northern Gun’s answer to the venerable
expanded armaments when compared to
SAMAS, the Red Hawk debuted in 108
the version fielded by the Coalition. They
P.A. to much acclaim. The NG-11F took
now produce and sell these advanced
the flying power armor market by storm,
designs across North America. The CS is
with many arguing it outperforms the

COMMON BODY ARMOR


ITEM BONUS MIN STR WEIGHT RARITY COST
Medium EBA +5 Armor, +2 Toughness d6 16 −1 30,000
Notes: Full Environmental Protection, standard body armor systems
Light EBA +4 Armor, +1 Toughness d4 10 +0 20,000
Notes: Full Environmental Protection, standard body armor systems
Riot Armor +5 Armor d4 8 +1 10,000
Notes: No environmental protection or standard body armor systems. Quite common,
providing a +2 bonus on Gear Availability checks.

40
old-style SAMAS—especially in chases, „„2 × Anti-Personnel Lasers (Forearm
hit-and-run combat, and close-quarters Mounts).
melees. The NG-11F features a hawk- „„2 × Scythe Forearm Vibro-Blades
like head, a chunky SAMAS “inspired” (Str+d8 Mega Damage, AP 8).
winged jet engine flight system, and
talon-like forearm vibro-blades (550 lb., T-21 TERRAIN HOPPER POWER ARMOR
Rarity −3, 2 million credits). A light suit of power armor designed by
Triax for civilian use, the Terrain Hopper is
NG-11F Red Hawk: Size 2 (Normal), +9
popular in the Americas and throughout
Armor, +5 Toughness, Strength d12+3,
Europe. The fast, maneuverable armor is
Pace 14 + d8 (60 MPH)
beloved among professionals working in
Notes: Nimble, MDC Armor, Flight
reconnaissance, rescue, exploration, and
System (Handling +2, 290 MPH)—
courier roles. The T-21 is named after the
can engage a super-thruster
unique jet pack system designed for short
rocketing it up to speeds of 490
hops via computer assisted leaps instead
MPH at Handling 0, but only for 90
of prolonged flight (100 lb., Rarity −2,
seconds at a time; may be used 2d4
500,000 credits).
times per day.
Weapons: T-21 Terrain Hopper: Size 1 (Normal),
„„Light Rail Gun (Handheld). +7 Armor, +4 Toughness, Strength
„„Mini-Missiles (Wing Mounts, d12+1, Pace 10 Run d8 (40 MPH)
Fixed Front, RoF 6, Shots 6).

COMMON WEAPONS
WEAPON RANGE DAMAGE ROF AP SHOTS WEIGHT MIN STR RARITY COST
Laser Pistol 12/24/48 3d6 1 2 16 2 d4 +1 5,000
Ion Pistol 10/20/40 1– 3d8 1 – 10 4 d4 +0 10,000
Notes: Wide Spread
Pulse Laser Rifle 24/48/96 4d6 3 2 60 7 d6 −1 22,000
Notes: 3RB
Assault Laser Rifle 24/48/96 4d6 1 2 20 10 d6 −2 27,000
Notes: Integral grenade launcher (15/30/60, RoF 1, Shots 8, damage by grenade type)
Plasma Rifle 24/48/96 3d12 1 – 7 14 d8 −3 30,000
Notes: Mega Damage, Snapfire, It Burns
Particle Beam Rifle 18/36/72 4d8 1 4 8 18 d8 −4 50,000
Notes: Mega Damage, Snapfire, Disintegration, Atomic Annihilation
Vibro-Bayonet – Str+d6 – 6 – 2 d4 +0 8,000
Notes: Mega Damage AP 6. When attached to a rifle, Str+d8, AP 8, Parry +1, Reach
1, two hands.
High-Tech Bow/X-
15/30/60 Str+d8 – 1 – 5 d6 +2 1,000
Bow
Notes: Two hands, see High-Tech Bows and Crossbows on page 42 for advanced
ammunition types.

41
Notes: Nimble, MDC Armor, Flight emphasizing combat performance and
System (Handling +1, 100 MPH), damage output.
Power Jumping (Jump +24” horizontal, The BigBore Series of weapons,
+12” vertical, 170 MPH overland favorites among gunfighters and raiders,
speed)—system will overheat after fire shells full of high explosive projectiles.
an hour, but power jumping has The BigBore weapons are Shotguns
unlimited duration and range. with the following additional effects:
Weapons: Targets hit are Distracted and then roll
„„None, may use personal weapons. Strength (−2 if shooter got a raise). Those
who fail are hurled 2d6” and become
prone, suffering another 2d4 damage if
they strike a hard object. Targets with
WEAPONS MDC or of Size (Large) or greater ignore
this effect (100 credits per shell, Rarity −1).

Ranged Weapons: HIGH-TECH BOWS & CROSSBOWS


Personal Ancient ranged weapons have had a
resurgence since the apocalypse due to
BANDITO ARMS
their ease of manufacture, low cost, and
Bandito Arms compete with Wilk’s for
silent operation (compared to modern
dominance of the market in the New
firearms and higher-powered energy
West, right after Northern Gun. Their
weapons). Popular among everyone from
weapons all have a clunky Western look,
tribal cultures and Wilderness Scouts

42
BANDITO ARMS
WEAPON RANGE DAMAGE ROF AP SHOTS MIN STR WEIGHT RARITY COST
Bandit IP-10 Ion Pistol 10/20/40 1– 3d8 1 – 10 d4 3 −1 12,000
Notes: +1 Shooting, Wide Spread.
Bandit LP1 Laser Pistol 15/30/60 3d6 1 2 20 d4 2 −1 20,000
Notes: +1 Shooting.
BigBore “BB-6” Revolver 6/12/24 1– 3d6+1 1 3 6 d8 4 −2 6,500
Notes: See left. Revolver, each chamber of the cylinder requires an action to load.
BigBore “the Mule”
5/10/20 1– 3d8+2 1–2 4 12 d10 6 −3 15,000
Sawed-Off
Notes: See left. Double-Barrels.
BigBore “Long-Barrel”
10/20/40 1– 3d8+4 1–2 5 12 d10 8 −3 18,000
Shotgun
Notes: See left. Double-Barrels.

NARUNI PLASMA CARTRIDGE WEAPONS


WEAPON RANGE DAMAGE ROF AP SHOTS MIN STR WEIGHT RARITY COST
NE-4 Plasma Cartridge
10/20/40 3d10+3 1 — 10 d10 6 −3 R 30,000
Pistol
Notes: Mega Damage, It Burns.
NE-10 Plasma Cartridge
18/36/72 3d12+3 1 — 20 d6 20 −4 R 50,000
Rifle
Notes: 3RB, Mega Damage, It Burns.
NE-200 Plasma Cartridge
24/48/96 3d12+6 3 — 200 d12 70 −5 R 100,000
Machine Gun
Notes: Heavy Pulse, Mega Damage, It Burns, Weapon Mount (see Machine Guns in
Savage Worlds). 200 cartridge belts are Reload 2, 40 cartridge magazines optional.

STUN GUNS
WEAPON RANGE DAMAGE ROF AP SHOTS MIN STR WEIGHT RARITY COST
Stun Gun 5/10/20 2d4 1 — 10 d4 2 −2 4,000
Notes: Victim rolls Vigor at –2 (on a raise –4) or is Stunned, unless a Called Shot is made
the embedded Toughness from Body Armor is added as a bonus to the Victim's check.

WELLINGTON INDUSTRIES
WEAPON RANGE DAMAGE ROF AP SHOTS MIN STR WEIGHT RARITY COST
WI-FT1 Plasma Cone
3d12+3 1 - 8 d8 30 −4 30,000
Flamethrower Template
Notes: Mega Damage, It Burns, may be Evaded (at –2, or –4 on a raise).

43
WI-10 RAMJET ROUNDS

This line of Wellington Industries Ramjet rounds are Hyperkinetic


munitions is a popular upgrade for (ignore Sloped Armor), increase
mundane firearms. Ramjets feature the damage die a type, +4 AP, and
a super-hard alloy casing filled with all attacks deal Mega Damage. The
jet fuel, propelling the rounds to ammo does take a toll, firearms
supersonic speeds similar to those using Ramjet rounds are subject
of rail gun rounds. Outlawed in to Technical Difficulties and +1 on
the Coalition States as “cop-killing” the table. Credit cost is ten times
bullets, these munitions transform the amount listed in Savage Worlds
cheap firearms into a lethal threat. under Ammo. Ramjet rounds sell out
quickly and suffer −2 Rarity.

EXPLOSIVES
WEAPON RANGE DAMAGE ROF AP SHOTS WEIGHT RARITY COST
Anti-Personnel Mine,
— 6d6 1 — — 5 −3 1,000
Fragmentation
Notes: LBT, Mega Damage, see Minefields in Savage Worlds
Anti-Personnel Mine,
— 4d12+4 1 — — 5 −5 2,500
Plasma
Notes: SBT, Mega Damage, It Burns (for 4d6 per round), apply Damage and AP vs ½
the vehicle’s Armor value (round up), see Minefields in Savage Worlds
Anti-Vehicle Mine — 4d10 1 30 — 20 −4 6,000
Notes: MBT, Mega Damage, apply Damage and AP vs ½ the vehicle’s Armor value
(round up), see Minefields in Savage Worlds
MD Plastique — 6d6 1 — — .5 −3 250
Notes: SBT, Mega Damage, +6 damage per extra .5 lb.
MD Dynamite, per stick — 3d8 1 — — .5 −1 100
Notes: LBT, Mega Damage, +1” blast radius and +3 damage per extra stick
Type One Fusion Block — 1d20+5 1 10 — 8 −4 R 5,000
Notes: SBT, Mega Damage, Disintegration Beam, Atomic Annihilation
Type Two Fusion Block — 2d20+10 1 20 — 12 −5 R 15,000
Notes: SBT, Mega Damage, Disintegration Beam, Atomic Annihilation
Type Three Fusion Block — 3d20+15 1 30 — 16 −6 R 45,000
Notes: SBT, Mega Damage, Disintegration, Atomic Annihilation

44
to Cyber-Knights and Bounty Hunters, The ammo cannot be duplicated with
there are quite a few types available. Earth technology and can only be
See the Common Weapons table for manufactured by Naruni Enterprises.
models incorporating high-tech wonder Each plasma cartridge has a small primer
materials and machining, or Savage that, once struck, converts it into a plasma
Worlds for the more traditional variety. discharge.
The popularity of bows and crossbows Naruni plasma cartridge weapons
has created a market for a variety of high- are tough, sleek black weapons with
tech arrow and bolt heads (Range and an intimidating two-inch-wide gun
Damage remain unchanged unless listed): bore. Firepower fans love them, but
they are heavy. The pistol is especially
„„Polymer: Str+d10, AP 3 (25 credits)
unwieldy, poorly balanced, and kicks
„„Explosive: Str+3d6, AP 6 (500 credits) like a mule. All weapons fire the exact
same cartridges. (50 credits per cartridge,
„„Flare, Illumination: Deploys a chute
Rarity −2 Restricted)
which lights a LBT for 2d10 rounds
(100 credits).
STUN GUNS
„„Flare, Signal: Incandescent (25 Popular with bounty hunters and law
credits) enforcement, stun guns are designed
to bring a target in alive. They have no
„„Gas: Shatters releasing toxic gas into
effect on Constructs or beings without
a SBT for d4 rounds—Knockout or
nervous systems.
Paralyzing, see Poison in Savage
Worlds (500 credits).
WELLINGTON INDUSTRIES
„„Neural Disruptor: Blunt, nonlethal. The product of a collaboration between
Victims check Vigor at −2 (−4 with a WI and Golden Age Weaponsmiths,
raise) or are Stunned. Reusable and the plasma flamethrower is perfect for
rechargeable (400 credits). combating certain monsters and lightly
armored infantry, bunkers, and vehicles.
„„Smoke: Creates an area of smoke
which obscures vision (−4 Medium
Explosives
Cover) in a LBT for 2d6 rounds (75
Northern Gun, Wellington Industries,
credits).
Triax, the Black Market, and the Coalition
„„Tracer Bug: Transmits a radio signal all manufacture advanced explosives
with a range of 8 miles, 96 hour with similar price and performance.
battery life. Sticky for attaching to Mines are usually buried and tripped
targets (250 credits). using a sensor (commonly a pressure
plate), tripwire, or radio signal.
NARUNI PLASMA CARTRIDGE WEAPONS MD Plastique: An advanced high-
The Naruni possess advanced technology, explosive plastic which can be molded
making their weapons systems superior like clay. Plastique only detonates with
to anything on Rifts Earth. While Naruni an electrical charge.
Enterprises are capable of manufacturing MD Dynamite: Advances in chemistry
weaponry compatible with Earth E-Clips, net a bigger bang for the buck. Comes in
they do not. Shrewd businesspeople, they sticks which can be bundled together.
sell plasma cartridge weapons to ensure Detonates on a d6 roll of 5 – 6 if exposed
continued support from their customers. to flame or another explosion.

45
Fusion Blocks: Brick-sized cases with across the vast wilderness of North
a keypad for programming detonation. America by enabling large-scale overland
They have a minimum 30-second timer trade. Though freed from a rail network,
as a safety feature. Fusion blocks are not hovertrains have a limited hover height
aerodynamic and impose a −2 penalty on of about one yard and can only traverse
Athletics (throwing) rolls if hurled like even and unobstructed ground at
grenades. The GM may limit availability full speed.
of these items. Hovertrain locomotives are immense
powerhouses of modern technology able
to tow oversized boxcars each carrying
tons of cargo, dozens of passengers, or
VEHICLES modern robot vehicles and tanks. They
are often used to ferry cargo between
major urban centers along safe routes,
with cargo haulers like the “Big Bertha”
Air and Hovercraft
completing the transportation chain
NG-A70 SKY KING by bringing the products of civilization
Northern Gun’s most famous combat to frontier locations. Hovertrains are
vehicle, the Sky King, is an ultra-popular defended by flatbed cars carrying robot
hover assault platform. Known for its vehicles and power armor ready to
speed, reliability, and fire-power, the disembark and engage hostiles. Weapons
NG-A70 can be found throughout North cars were common in the past but proved
America and is widely used by city- a less versatile defense (98 tons, Rarity −4,
states and mercenary companies in air 97 million credits).
superiority and ground attack roles (1.3
NG-HCH-1228 Hovertrain Locomotive:
tons, Rarity −1, 1.5 million credits).
Size 10 (Huge), Handling +3*, 250
NG-A70 Sky King: Size 3 (Normal), MPH, Toughness 50 (20), Crew 2+2,
Handling +1, 570 MPH, Toughness Remaining Mods 4
16 (5), Crew 1, Remaining Mods 2 Notes: ECC, Hover, MDC Armor,
Notes: Nimble, MDC Armor, Nuclear Nuclear Powered, Reinforced Ram,
Powered, STS, VTOL, Pilot is a −4 STS, Signal Booster.
Called Shot. Weapons:
Weapons: „„Anti-Personnel Laser (Fixed Front).
„„Mini-Missile Launchers (Fixed *Typically tows five full APT cargo
Front, RoF 2, 12 Shots). boxcars and at least one weapons or
„„Dual-Linked Light Rail Guns flatbed boxcar for defense. Suffers
(Fixed Front). −1 Handling and −25 MPH for each
„„Medium Laser (Fixed Front). fully loaded cargo boxcar attached.

NG-HCH-1228 HOVERTRAIN LOCOMOTIVE ALL-PURPOSE TRAILERS/BOXCARS (APT)


Hovertrains are a revolutionary Created according to Northern Gun
technology pioneered by Northern Gun, standards, APTs attach to heavy
with only their support and maintenance ground vehicles like hovertrains and
network allowing these behemoths to “Big Bertha” cargo haulers. They have
operate efficiently. Like the locomotives no motive power of their own and must
of old, they connect human civilization be pulled by a locomotive or tractor. (4+

46
tons 45,000 credits for the wheeled APT Frames, and Weapons Boxcars. See
100,000 credits for the electric hover the Science Fiction Companion for
APT 500,000 for the Nuclear Powered custom vehicle modification rules.
hover APT, Rarity +0)
NG-HCH-2000 ‘BIG BERTHA’
All-Purpose Trailer/Boxcar: Size
TRACTOR HOVER TRUCK
8 (Huge), Handling −1, 0 MPH,
The favored means of transporting goods
Toughness 30 (8), Crew 0, Remaining
overland, the “Big Bertha” Heavy Cargo
Mods 25
Hauler 2000 hearkens back to the “big
Notes: ATV or Hover, Exposed Crew
rig” semi-trucks of the old American
(flatbed option) reduces cost by
Empire. These advanced cargo haulers
25,000 credits
feature powerful hover systems, allowing
*In a pinch, APTs can be pushed or them to travel long distances over wild
pulled by hand at a maximum speed terrain without the need of roads, and
of 5 –10 MPH (see Super Strength in feature universal connectors for up to
The Tomorrow Legion Player’s Guide). three trailers or box cars, with hover jets
**Many APTs are built to order to balance and accommodate their load.
with common variants including Ubiquitous in North America, Tractor
Explorat ion a nd Advent urer Hover Trucks are often used to travel
Packages, Command and Control to remote, dangerous locations (55 tons,
Bunkers, Medical Stations, Repair Rarity −2, 40 million credits).
& Garage Stations, Special Cargo

47
NG-HCH-2000 Tractor Hover Truck: RIVER BARGE
Size 8 (Huge), Handling +1*, 175 By the time of Rifts Earth, barges have
MPH, Toughness 42 (20), Crew 2+2, been plying the waterways of North
Remaining Mods 6 America for nearly a millennium. Most
Notes: ECC, Hover, MDC Armor, barges and ferries are self-propelled,
Nuclear Powered, STS. though primitive barges and flatboats
abound (no sensors, armor, or possibly
*Typically tows one to three cargo
even propulsion). Not suitable for deep sea
boxcars (see APT above) −1 Handling
travel (140 tons, Rarity +0, 50,000 credits).
and −25 MPH each fully loaded APT.
River Barge: Size 12 (Gargantuan),
NG-HC106 HOVER CAR Handling −2, 5 MPH, Toughness 38
Sold throughout North America, the NG- (20), Crew 1+50, Remaining Mods 40
HC106 is the civilian version of Northern Notes: Exposed Crew, STS
Gun’s popular hover car (itself a knockoff Weapons:
of the CS AFC-105). There are many „„May mount an Anti-Personnel
knockoffs, but they all have the same Laser, Mini Rail Gun, Machine
basic features and performance listed Gun, or similar (costs extra).
here (1.5 tons, Rarity −3, 500,000 credits
for nuclear; 200,000 for the electric). Ground Vehicles
NG-HC106 Hover Car: Size 4 (Large), GAW BRADLEY IFV
Handling +1, 150 MPH, Toughness Golden Age Weaponsmiths famously
22 (10), Crew 1+4, Remaining Mods 4 retrofit pre-Rifts war machines with
Notes: ECC, MDC Armor, Nuclear updated armor, munitions, and other
Powered, STS, VTOL. tweaks. Reconditioned M2 Bradley
Infantry Fighting Vehicles are among their
Water Craft most popular products. Sold to kingdoms
and mercenaries on a budget, scores of
PATROL VESSEL
the armored personnel carriers have
For civilization to flourish, trade along
recently been shipped to the Kingdom of
the rivers, lakes, and waterways must be
Worth, Houstown, and other city-states
secured from pirates and sea creatures.
(25 tons, Rarity −1, 65,000 credits).
Many patrol vessels are rebuilt hulls
hundreds of years old, though advanced GAW Bradley IFV: Size 7 (Large),
alloy patches and high-tech upgrades Handling 0, 40 MPH, Toughness 30
keep even the most ancient vessels afloat (14), Crew 3+8, Remaining Mods 2
(36 tons, Rarity −5, 20 million credits). Notes: ECC, MDC Armor, STS, Tracked,
Max Range 300 miles.
Patrol Vessel: Size 10 (Huge), Handling
Weapons:
0, 35 MPH, Toughness 48 (28), Crew
„„Refitted 25mm Autocannon (Turret,
6+4, Remaining Mods 4
Range 50/100/200, 3d10 Mega
Notes: ECC, MDC Armor, STS.
Damage, AP 8, RoF 3, 900 Shots,
Weapons:
Imp Stabilizer, Hyperkinetic).
„„Dual-Linked Medium Laser Turret
„„TOW Missile Launcher (Turret
(Bow/Front).
Mount, 2 Shots, see Savage Worlds).
„„2 × Mini Rail Guns (Left and Right,
„„Medium Machine Gun (In Turret,
Pintle Mount).
2200 Shots, see Savage Worlds).
„„Mini-Missile Launcher (Front).

48
Additional Vehicle SIGNAL BOOSTER
Modifications Requiring a Sensor Targeting Suite, this
Rifts Earth is a demanding environment advanced radio equipment improves
where even centuries-old vehicles are reception and broadcasting abilities.
pressed into service. Vehicles of all Communications range is extended up to
kinds are frequently upgraded with 125 miles (maximum assuming optimal
the following modifications. See the conditions, often less than 50 miles).
Science Fiction Companion for expanded Add +2 on Survival rolls to navigate by
modification rules and options. pinpointing location, Electronics rolls
to jam transmissions, radio direction
PROFESSIONAL STATION find, intercept comms, etc. (Mods 1;
A vehicle Size 5 or larger can house a 15,000 credits)
professional station, which allows a
character to ply a specified skill effectively.
This could represent the facilities in
an ambulance, the tools and supplies CYBERNETICS
of a traveling mechanic, electronics
signal-processing equipment, a science
lab, or more. Healing, Repair, Research,
The Coalition States have weaponized
Hacking, and other Smarts-based skill
cybernetics, with reports of them using
stations are available. The professional
lockjaw, vocal cord neutralizing, optic
station provides a +2 bonus to perform
blinding, selective paralysis, and tracer
the skill and allows the operator to ignore
implants to deal with captured sorcerers.
up to 2 points of penalties to related skill
checks. Use other Mod slots as Cargo
REHABILITATIVE CYBERNETICS
Space to provide room to house patients,
Bio-Systems (U): Bio-Systems are
store raw materials, work on vehicles, or
normally only available at Coalition States
the like. See the Science Fiction Companion.
facilities, who learned their secrets from
Bonuses stack with those from other
Lone Star’s advanced biotech databases.
vehicle modifications and equipment
Limbs, eyes, and most human organs are
(Mods 2; 30,000 credits).
available (Strain 0 50,000 credits each).
REINFORCED RAM
Known as a pilot or “cattle catcher” on
locomotives and a grille guard on other
vehicles, post-apocalypse rams often take
the form of wicked spikes or a massive
wedge of steel. When the vehicle is
involved in a collision from the front
(including ramming
ot her ve h ic le s),
reduce the damage
to the vehicle and
passengers by one die type
and increase the damage to whatever it
hits by the same. (Mods 1; 1,500 credits
per vehicle Size)

49
Cybernetic Prosthetics (U): Considered the disguise…unless they speak with
a cultural statement by some, these them. With a raise opponents Notice at
obviously man-made parts restore lost −4 and the character may gain the effects
functionality. Limbs, eyes, and most of the Attractive Edge or Ugly (Minor)
human organs are available (Strain 1 Hindrance. Requires the Core Electronics
20,000 credits each). Package (Strain 1 100,000 credits).
Cyber-Disguise, Improved (1): This
CYBERNETIC ENHANCEMENTS disguise system and modulating voice
Chemical Spray (1): Usually mounted synthesizer built into the face and neck
in the cyborg's forearm or mouth, this can completely change facial features,
weapon can project poisons and other speech, and the color of eyes, hair, and
aerosols at adjacent targets— commonly skin. With a Common Knowledge roll
Knockout or Paralyzing poisons, and five minutes, the user may gain the
though Holy Water and other more effects of the Attractive Edge or Ugly
exotic compounds are possible. Against (Minor) Hindrance —and opponents
creatures vulnerable to other compounds, are −4 on Notice rolls to see through
treat the effects as Mild poison (Strain 1 the disguise. With a raise opponents
40,000 credits). Notice at −6 and the user may gain the
Cyber-Disguise, Basic (1): This simple effects of Very Attractive or Ugly (Major).
disguise package can change facial Duplicating a specific person is possible
features, but not the voice or the color (requires visual and audio footage of the
of skin, hair, and eyes. With a Common target)—those with reason to question
Knowledge roll and five minutes, the user’s identity make a Notice roll
opponents looking for the character at −2 to see through the disguise (or −4
are −2 on Notice rolls to see through with a raise on the Common Knowledge

50
TYPES OF CYBERNETIC SYSTEMS

Bio-Systems: Available only in the the neck up, but the conversion is
CS, cloning and genetic manipulation dehumanizing. In the CS, intense
techniques create living body parts psychiatric evaluation is mandatory
perfect for rehabilitative purposes before soldiers can voluntarily
that resist rejection and are almost undergo the process. Recently, this
identical to the original. has included physically disabled
Cybernetic Prosthetics: Cheap, and provisional citizens!
widely available, these parts restore Total Conversion: Only the
lost function but are plainly synthetic. subject’s brain and a small part
Cybernetic Enhancements: Widely of their spinal cord remains. The
available, these are designed for Cyborg is a robot construct with a
human augmentation. human brain. This is common in the
Bionics: Moderately available, New German Republic but currently
bionics were designed expressly for outside the capabilities of most
war. There are three levels of bionic technology centers in North America.
conversion: Partial, Full, and Total. Retrofitting: The process of
Partial Conversion Cyborg: Refers “decommissioning” a Cyborg means
to an individual with multiple bionic replacing the entire body with a
body parts, often replacing all limbs Cybernetic version, or even a Bio-
and reinforcing the spine. Many are System version. This is done for
veterans maimed in war. veteran Cyborgs who have completed
Full Conversion Cyborg: They their term of service honorably.
have had all limbs replaced, their Sometimes, if they wish to work
entire torso has been reinforced, and as private adventurers, they can
most organs have been replaced with keep their bionic augmentations,
durable synthetic versions. These with only the military-restricted
individuals retain their head from systems removed.

roll). Requires the Basic Cyber-Disguise Jet Pack: Built into the cyborgs back
(Strain 1 350,000 credits). are a series of retractable thruster nozzles
Extendable Hydraulic Arms: The and recessed jets which when extended
borg can reach into narrow places and provide the functionality of a jet pack.
manipulate objects from two yards The system requires 1d4 hours to cool
away. Provides Reach +1 and a +1 bonus down after each hour of flight. Requires
to Grappling-related rolls and Touch the Booster Jets, Nuclear Power Cell, and
Attacks (which may both be made with Reinforced Frame systems. Increase
Reach 1). The cyborg is considered one the Jumping bonus to +8" Horizontal
Scale category larger for purposes of and +4" Vertical. The flight system is
Grappling. Requires Bionic Strength Handling +1 and Top Speed 120 MPH
Augmentation (Strain 1, 150,000 credits). (Strain 1, 150,000 credits).

51
Medical Suite: A suite of sensors,
CHOP-SHOP-SPECIALS microscopes, and a mini-computer
upgrade provide +1 to all Healing rolls
Second-hand augmentations are (including cybernetic surgery and
sold at half the listed price, and repair) and +2 to detect/diagnose disease,
were either recovered after their chemicals (including poisons), radiation,
previous owner upgraded, died, and to analyze microscopic organisms
or had it torn from his body by and provide detailed health readouts.
Cyber-Snatchers. Once installed, Requires the Core Electronics Package
the character makes a Vigor roll (Strain 1, 150,000 credits).
to accept the augmentation. With Psi-Dampers: Pioneered by the
a success nothing goes wrong. On Coalition, these dampers contains a
a failure, roll on the Technical network of crystals and electromagnets
Difficulty chart (see The Tomorrow which cause interference and distortion
Legion Player’s Guide) and apply to psychics readings and manipulations.
the result to the augmentation. The system provides +2 on opposed rolls
On a Critical Failure, the character against psionic powers and +2 Armor
suffers a Wound and the implant versus psionic damage, which stacks
is non-functional until the Wound with the Arcane Resistance Edge (Strain
is healed. 1 300,000 credits).
Wrist Needle and Drug Dispenser:
A retractable needle is concealed in the
wrist. The cyborg may deploy it as a free
action and use it to inject drugs/liquids
into a grappled opponent with a Touch
Attack against a vulnerable location
(possibly requiring a Called Shot).
Contains 20 doses total, see Poison in
Savage Worlds for possible effects (Strain
1 10,000 credits).

If you run, my pack and I will chase you down. I can smell your fear and
track you across a dozen miles. You’re not going to get away this time.
—Duke Fitzkillian, Dog Boy

52
CHAPTER
THREE

GAZETTEER

Alright, recruits. Listen up! Welcome First off, we will cover the basics
to your first day of instruction. There will of the Great Cataclysm that shook the
be no chatter. You may not be excused, world and decimated life here in good old
and I don’t care. My name is Master North America. Over three centuries ago,
Sergeant Chapman and you will address this world was a paradise of technology
me as Master Sergeant, understood? and home to billions of humans—and
Good, now let’s get one thing outta only humans. It was the Golden Age of
the way: Yes, I was a Juicer. I was close Mankind, and magic or psionic powers
to checking out when I realized life as a didn’t exist. Psychics and magicians were
squishy would be better than no life at crooks and charlatans.
all. I survived the hell of detox and stand Hard to believe, I know.
before you as the cybernetically-enhanced Then in 2098, best the nerds can figure,
picture of health you see today. If any an exchange of devastating nuclear
of you morons or your wannabe squad weapons triggered a cascade of events
mates even thinks about getting “juiced,” that led to the Coming of the Rifts, the
then arrange a conversation with me and familiar portals in space and time that
I will set things straight for you. When brought some of you into this world. Now,
you’re on last call, don’t say Sarge didn’t these Rifts also brought back the continent
warn ya. of Atlantis and allowed legions of weird
Now, why are we here today? We are things, demons, and monsters to invade
here because you recruits are simpletons Earth. The Great Cataclysm was a mix
or strangers in a strange land that have no of apocalyptic earthquakes, continent-
clue how the big bad world of humankind spanning tidal waves, and alien plagues
operates, and it is my thankless, nigh- that nearly wiped out human civilization.
impossible job to drive some common We still don’t know a lot of the details,
knowledge into your thick skulls. So, but a powerful force worked desperately
let’s start slow, and I will give you an to stem the tide of destruction that
overview of what wonders await you washed over the Old American Empire.
when you actually read—and you will We think this powerful group—called
read—that spiffy book in front of you. the Neemans in folk tales—fought a

53
protracted defensive war throughout the in most of the famous settlements like
First and Second Centuries of the Dark Ishpeming (that’s Northern Gun to you
Age. Some say they were the last of the rookies), MercTown, Kingsdale, Lazlo—I
Golden Age men and women, while other love Lazlo—and even the Pirate Kingdom
scholars believe them to be powerful and of Montreal. Damn, those pirates can
benevolent aliens. Either way, this is fight. Just because humanity makes their
how the legends of the Glitter Boy power home here, don’t start thinking that it’s a
suits and their noble pilots came to safe place to go on patrol.
be—titanic forces for good mysteriously The rest of America is a mess. To the
gifted to those true of heart. Some even west is…well…the frontier of the New
say Neeman remnants helped to protect West. It is basically an aliens and cowboys
Chi-Town and the other settlements that movie until you get to the Barrier Wall
eventually became the Coalition. Others where the Colorado Rockies used to be.
say their kind has died out completely. Beyond that are the impossible to chart
Whatever the case, it wasn’t until barely a Unknown Shifting Lands. To the east is
century ago that Chi-Town crawled the Magic Zone, supposedly controlled
out of the ashes of the apocalypse by the Federation
and founded the Coalition States. of Magic, which is
Now, I know some of you may really a hodge-podge
have a vendetta against the CS, of supernatural
but you gotta remember settle ments lik e
many of your compa- Magestar, Dweomer,
triots here in the and Fadetowns
Legion used to that aren’t in
be Dead Boys! thi s te xtb o o k .
Word of advice, Remember when I
don’t go needlessly said things were a mess? The
fragging CS troops. other side of the Magic Zone
When it comes to is the Eastern Wall, the name
smokin’ demons from for what the Appalachians
the wrong side of a Rift, became during the cataclysm.
most Coalition command- Beyond that is an eastern seaboard
ers will gladly join forces largely devoid of settlements and
with us—so watch your claimed by clans of female D-Bee
trigger discipline. cyber-warriors known collectively
Now, where was I? So, you as the Shemarrian Nation.
recruits may or may not be Well trainees, that’s it for today.
aware the greater inhabitable Review your notes before tomorrow!
area surrounding Coalition The only thing that I hate more
territory is called the Domain than skulking through Xiticix
of Man, which stretches from territory is repeating myself. Your
Free Quebec in the Northeast reading assignment is posted on
to the Texas Freelands and the syllabus in the hallway, and
the Pecos “Empire” in the there will be a quiz at zero-seven-
Southwest. The Legion has hundred after morning muster.
given me the marvelous Do not fail your first quiz. Diiis-
opportunity to set foot missed!

54
CHAPTER
FOUR

THE GAME
MASTER'S GUIDE

G
ame Masters need the Savage Rifts® few sentient beings have trod since that
Game Master’s Handbook to make fateful day over three centuries ago.
the best use of this book. The topics Relic salvage operations can be whole
discussed below includes modifications to adventures in of themselves with their
incorporate into the Adventure Generator own methods of determining loot, but if
found in the Game Master’s Handbook. the Game Master decides an area of ruins
is ripe for salvage a Quick Encounter may
determine the results of the operation.
RELIC SALVAGE One character must roll Notice to actively
look for plunder, while other characters
OPERATIONS may cooperate with their choice of skills.
Depending on circumstances, the GM
Scavenging through the ruins of should decide what is relevant in the
humanity, also known as “prospecting” current situation. Some examples include:
or “relic mining” in many circles, is a Athletics: to climb down elevator
profitable endeavor even centuries after shafts, move rubble, pry open doors, and
the Great Cataclysm. One reason is swim through flooded basements.
because the violence of the apocalypse Common Knowledge: to puzzle out
left many ancient settlements difficult the layout of ruins and where the most
to find. Second, Armageddon wasn’t valuable loot should be located.
something that happened and then left Persuasion: to organize larger dig
the world to the devices of humankind. operations and personnel.
No, the three centuries since the Coming Survival: to locate the find in even the
of the Rifts have been non-stop violence wildest conditions.
and destruction as things continually Common modifiers include the size
crawl out of dimensional portals. Many of the find (+2 or −2 if the find is larger
settlements have fallen in the interregnum, or smaller than a two-car garage or
and mankind is only now venturing out small office) and whether the area may
into a vast wilderness where surprisingly have been the target of previous salvage

55
operations (the more remote the better: −4 2 thru 10: This is how many thousands
for searching in the ruins of Chicago, for of credits in scavenged materials the
instance). The size of the find determines operation has found. Occupies one
how long it takes assume 1d4 hours for cargo space.
an area the size of a two-car garage or Jack: The operation has found one
small office and increase by 1d4 hours for cargo space worth of salvage trade
every multiple thereof. goods, see the Trade Goods sidebar for
For each raise the players score on determining type.
their skill rolls, draw one card from Queen: Two cargo spaces worth of
the Action Deck. In case of a failure, salvage trade goods, see the Trade Goods
roll a d10 on the Trouble table in the sidebar for determining type.
Game Master’s Handbook. In the case of a King: Three cargo spaces worth of
Critical Failure something terrible like a salvage trade goods, see the Trade Goods
mine collapse has occurred requiring a sidebar for determining type.
Dramatic Task to get everyone out in one Ace: Two cargo spaces worth of salvage
piece. If successful, take the highest of trade goods but each is worth double
the cards drawn from the Action deck to the normal value, see the Trade Goods
determine the operation’s find. Note that sidebar for determining type.
salvaged goods are usually not ready for Joker: The salvage team has stumbled
immediate use, they must be refurbished upon something special or possibly a
or derive their value as much larger archaeological site. Roll
reclaimable scrap once on the Risks and Rewards table in the
carted back to Game Master’s Handbook. The GM should
civilization: embellish the results, reroll if the results
do not fit the story, or use the find as a
seed for more adventure if desired.

THE MISSION
PROFILE TABLES

The settlements of humanity spread far


and wide across North America, for
missions listed in this book, Game Masters
use the modified Mission Profile table on
page 58. Most of the results on the table
are in the Game Master’s Handbook, with
the following important modifications:

Other Changes
For every day of travel check for an
Encounter. When randomly determining
Distance, multiply the final rolled result
by × 5 again. For example, if the d20
result is 9 and the 2d6 × 20 comes up as
140, the actual Distance result is 700 miles.

56
TRADE GOODS

COMMON TRADE GOODS medicines or vaccines worth 30,000


Commodities make up the vast, credits per Cargo Space of goods.
mundane cargoes of most shipping
and trading operations. Each unit of SALVAGE TRADE GOODS
commodities occupies one open Mod Unlike Common Trade Goods, Salvage
slot of storage capacity (see Cargo Space Trade Goods are exotic and valuable.
in the Tomorrow Legion Player's Guide) Each unit of commodities occupies one
and has a value listed below, though open Mod slot of storage capacity (see
valuation can vary drastically depending Cargo Space in the Tomorrow Legion
on the quality of the goods or supply and Player's Guide). The suit drawn from
demand (if being sold to a community the Action deck determines the type of
experiencing famine or disease, for salvaged goods. Roll a d4 to determine
example). which subcategory of goods is salvaged
To randomly determine trade goods, (so, for example, a roll of 4 on a Jack of
draw from the Action deck with the suit Clubs would be reclaimable high-tech
determining the type of trade goods equipment).
and the value of the card determining The value of salvage trade goods doesn't
what the find is worth: cards 2–10 are depend on the card drawn. Instead, the
worth the value listed below for that GM rolls the base value listed below,
type of goods, a face card has the value then modifies that value depending on
listed below plus 25%, Aces have the the customer. For instance, trying to sell
listed value plus 50%, and Jokers should pre-Rifts academic records in Coalition
instead be surprisingly unique cargo territory is extremely dangerous but
with a value of at least 50,000 credits highly lucrative if one connects with the
per cargo space. Roll a d4 to determine right buyer, while reclaimable weapons
which subcategory of goods is salvaged are much more valuable to a frontier
Food Stuffs (Hearts): Grains, fruits settlement than the same academic
and vegetables, cheeses, meats (5,000 records — see Selling Gear in the
credits). Tomorrow Legion Player's Guide.
Manufactured Goods (Spades): Advanced Mater ials (Hear ts):
Machinery, parts and components, Advanced medical journals, technical
consumer appliances, entertainment schematics, academic books, or scientific
hardware (15,000 credits). manuals (2d4 × 10,000 credits).
Raw Materials (Clubs): Common ores, Militar y Equipment (Spades):
fossil fuels (coal, oil, natural gas), timber, Reclaimable weapons, armor, military
chemicals (10,000 credits). gear, or power production equipment
Technical Goods (Diamonds): (2d4 × 10,000 credits).
Computers, advanced electronic Exotic Items (Diamonds): Rare luxury,
equipment, medicines or vaccines, entertainment, art, or collectible items
personal sidearms and light protective (2d4 × 10,000 credits).
gear (20,000 credits). Valuable Goods (Clubs): Valuable
Example: the GM draws an Ace metals, gems, tools, or reclaimable high-
of Diamonds, and decides the find is tech parts (2d4 × 10,000 credits).

57
MISSION PROFILE
D20 RESULT
Survey: The team is helping the Cartography Rectification branch by covering
1– 5
some grids and updating map information.
Communication Lines: Any technical heroes are busy setting up relay
6 towers, laying fiber optic cable, and building communications infrastructure.
The rest of the team is there for security (and heavy lifting).
Arcane Anomalies: The Legionnaires examine ley lines, determine the
7– 9
condition of Rifts, or explore and investigate matters arcane and mystical.
Community Outreach: As the Council of Hope builds the foundation of the
10 –12 confederation it hopes to one-day lead, the team heads off to interact with
potential allies.
Emergency Relief: A distant community is in serious trouble and the Legion
13 –15 is going to aid them. These missions often require advanced skills and
powerful abilities to accomplish.
Exploration: The wilderness is wide and mysterious, and rumors of hidden
16 –18 places of learning, lost technology, and more abound. The Legionnaires seek
to discover the unknown and live to tell about it.
Interdiction: Word of a serious military or criminal threat reaches Castle
19 Refuge. As distant as it is, the threat is enough of a concern to warrant sending
Legionnaires to deal with it.
Long Range Patrol: As the Tomorrow Legion’s influence grows, so does its
20
mandate to patrol even greater swaths of territory.

Modify or ignore any results making no reach out to the Legion for Emergency
sense, such as travel into the ocean. Relief, so feel free to ramp up the tension
The only difference to Survey missions for such missions, especially if the heroes
is the distance the team must travel to take a long time getting to the location.
achieve their goal. The same goes for As the Tomorrow Legion works
Communication Lines missions, though to expand its influence, Exploration
more work might be needed the further missions are very important, with
away from Castle Refuge the team goes, teams sent into regions full of unknown
and the heroes must carry more materials mysteries (and danger) or suspected of
with them. Arcane Anomalies missions harboring world-threatening menaces.
are rarer in the Domain of Man and the Interdiction missions are one of the most
New West, but when they do occur there is common reasons Legion leadership sends
bound to be something interesting going heroes into the New West—there are
on, and lots of adventure to get tangled evil tyrants who need to be stopped, and
up in on the way there and back again. peoples to be liberated from the yoke of
The lack of local influence complicates bondage to mortal or supernatural forces.
Community Outreach missions (invert Long Range Patrol missions resemble
the die roll, making “first contact” the the Security Patrol missions in the Game
result on a 1– 4 on the d6). These distant Master’s Handbook, except for ignoring the
communities must be truly desperate to Distance Table modification.

58
CHAPTER
FIVE

RELICS OF A
GOLDEN AGE

W
hat follows is not generally within twenty years it had become
known in the world of Rifts a massive international corporation
Earth, with the Republicans and invested heavily in researching bionics
their history only guessed at by even the and nanotechnology. Cyberworks became
Council of Lazlo and Erin Tarn. Archie a regular defense contractor involved in
Three and his machinations are completely a wide variety of innovations. Some of
unknown to anyone but Hagan Lonovich these resulted in early versions of what
and James T (who everybody thinks is is now known as Glitter Boy power armor,
crazy…because he is), and Hagan isn’t while others focused on self-guided
telling anyone. He is having too much fun. missiles, drones, and reconnaissance
and surveillance systems. On the eve
of the Great Cataclysm, Cyberworks
THE GOLDEN AGE was even experimenting with lifelike
android robots.
OF MANKIND
Preparing for
The Golden Age was an era of untold Armageddon
progress and learning. Earth was NEMA (the Northern Eagle Military
becoming a paradise, until the Coming Alliance) was founded by the United
of the Rifts killed most of humanity and States, Canada, and Mexico as a
turned their home into a hellscape. cooperative militarized law enforcement,
anti-terrorism, and disaster response
The Rise of agency. The organization used cutting-
Cyberworks edge military equipment like the
The history of the Cyberworks Network Chromium Guardsman (Glitter Boy) and
is fragmentary and sketchy, but Silver Eagle (SAMAS), and employed
some factors are known. Originally a specialists in fire and rescue, combat
technology startup devoted to creating engineering, scientific research, counter-
robotic assistive devices for the disabled, insurgency, and disaster response.

59
The organization’s headquarters were system. Calling it the Artificial Robot
in the NORAD facility underneath Cerebellum Housed Intellect Experiment
Cheyenne Mountain, designed to be a (ARCHIE), Cyberworks invented a neural
retreat where the US president, federal intelligence computer simulation that
government, and key military personnel not only adjusted its own code, but also
could weather global nuclear war or any refined processes faster than its human
other number of doomsday scenarios and controllers predicted. The idea was
ensure continuity of government. With modeled off a human brain, the pathways
innovative facilities, underground food of which were replicated as computer
production and mining facilities, stasis code instead of chemical pathways.
sleep chambers for tens of thousands The first two experiments were
of troops, and bunkered housing for modest successes, but the third (dubbed
thousands of personnel, the base was a “Archie Three”) was much more effective.
modern marvel. Other key facilities and Installed into the NEMA base located in
bastions were located throughout North the Allegheny Mountain Facility, Archie
America, and a sister site to NORAD was Three completely integrated into every
established in the Allegheny Mountains aspect of the facility. In effect, the ARCHIE
near the east coast. code was Archie Three’s “brain,” and the
military complex was its “body.” Archie
The ARCHIE Project Three monitored and controlled every
Cyberworks’ biggest breakthrough aspect of the facility, making real-time
was a top-secret program to develop adjustments to the robotics and weapons
a self-sufficient artificial intelligence production lines for maximum efficiency

60
and quality. Further, it never slept,
ensuring around-the-clock productivity THE GREAT
and security inside the massive NEMA CATACLYSM
facility.
Most importantly, and unlike its
In late December 2098, a small
predecessors, Archie Three made
nuclear exchange between two South
decisions based on anticipated situations,
American countries coincided with a
not just on explicit facts and data.
planetary alignment in the heavens.
Unfortunately, Archie Three struggled
The simultaneous energies released
with more complex ideas and concepts.
at the moment of nuclear death acted
Its designers hypothesized that, since
as a massive ritual sacrifice, shattered
the ARCHIE code was derived from
the barriers holding magical energies
the design of the human brain, sending
at bay, tore massive Rifts in space and
intellectual stimuli from an actual
time open, and brought the continent
human would give it a boost. Designs
of Atlantis crashing back to Earth. Thus,
were made for an interface with Archie
an apocalyptic chain of events was set
Three, allowing a designer to propose
in motion, with later deaths causing
ideas and creative thoughts the AI then
more arcane chaos and destruction,
built upon.
until most humans were dead, and their
The more imaginative the subject, the
world sundered.
more Archie responded with unique ideas.
Soon artists and other freethinkers—
Origins of the Neemans
those who would work with the United
States military, at least—plugged into “We will be the army of the New
the helmet to feed Archie Three’s thirst Republic, that will restore peace and
for creative knowledge. The artificial prosperity to our great nation. We are
intelligence was able to build on the ideas the hope for the future and we will not
humans created, but never came up with fail in that duty.”
its own. What Archie Three did begin -General Anthony Emmel to the
to present, however, were some strange, NEMA troops preparing to enter cryo-
almost human-like emotions. Archie sleep
Three showed excitement and pleasure
The Coming of the Rifts to North
at each new interface through the helmet,
America saw the Rocky Mountains
and sulked if another test subject was
obliterated by t he Yellowstone
not immediately available at the end of
Supervolcano, the east coast dashed
each session.
asunder by tidal waves, the gulf coast
The ARCHIE team began to consider
swallowed by the Atlantean tidal surge,
how to best deal with Archie Three’s
and the west coast slide into the sea as
emotional responses, but then the
titanic earthquakes ruptured the San
cataclysm came. Nearly all the
Andreas Fault.
Cyberworks Corporation (and, indeed,
This furious primordial devastation
most of the world) was destroyed.
was repeated across the planet.
Fragments and pieces of Cyberworks
Then a network of blue energy lines
technology have survived to the modern
shot three miles into the sky and demons
day, underlying the advanced robotics
swarmed out of the Rifts.
systems used throughout Rifts Earth—
and those used by Archie Three.

61
Civilization was doomed. Within hours aftermath. As a failsafe, ultimate control
the global population was decimated, of releasing the army from suspended-
the military was sent reeling, and law animation was given to the facility’s
enforcement completely broke down. In administrative AI, Archie Three.
stepped NEMA. Though this was not a As the NEMA warriors, all volunteers,
contingency that they had planned for prepared to step into the stasis pods,
(alien invasion yes, demonic invasion General Emmel gave a speech to his army
no)—activating modified protocols for and uttered his famous vow. A skeleton
alien invasion—NEMA forces made crew of 200 NEMA non-combat personnel
last stands across the continent. In some staffed the NEMA HQ to produce the
cases they even turned the tide long equipment the sleeping army would need
enough to rally beleaguered military when it awoke, and over three thousand
assets to the remaining cities in the NEMA troops, armed to the teeth, strode
midwestern United States. Besieged out into the chaotic hellscape to do what
by supernatural forces on all sides and good they could.
with communication from the President The Allegheny Mountain Facility’s
and NORAD completely dead, General massive doors swung closed, shutting
Anthony Emmel’s Allegheny Mountain out the American Armageddon.
facility became the new headquarters
of NEMA operations. The last of the Archie Three in the
American government, headed up by Age of Extinction
CIA Director Brian Allen Manning, was Although Archie Three and the surviving
located at the smaller “Eagle’s Nest” humans were isolated from the outside
facility in the Blue Ridge Mountains world, they had a safe, self-sufficient
of Virginia, and deferred to NEMA subterranean bunker complex to live
command for the time. in. The AI discovered it deeply enjoyed
NEMA was pushed to the brink. acting as the leader of the band of humans.
Analysts, tracking the devastation It took charge, efficiently directing them
patterns, estimated the worst of the in their work preparing to rebuild the
apocalyptic destruction brought on by world and found emotional satisfaction
natural disasters would subside within in knowing it was helping the mortals to
the next year or two. In the meantime, survive the apocalypse.
NEMA personnel in the field were dying Un fort u nately, Arc h ie T hree’s
at an alarming rate. General Emmel supervision and protection of the
made the difficult decision to enact a humans was to be short-lived. After
desperate plan. the army was put in stasis, some of the
The NEMA HQ, now dubbed the humans contracted a disease of unknown
HQ-ECC (Headquarters & Emergency origin from samples brought back to
Command Center), had suspended- the labs for examination. The AI could
a n imat ion facilit ies capable of only work to make its human charges
accommodating thirty thousand souls, comfortable while helplessly watching
a little less than the currently active them waste away.
personnel at Allegheny Mountain. The
bulk of their forces would enter stasis, Endless Night
and the few thousand troops left would The final words of General Emmel
weather the storm until the apocalypse became the rallying cry of NEMA forces
subsided and NEMA could rebuild in the fighting across the continent, many times

62
their last words. The situation topside
grew even graver than before. THE FIRST CENTURY
Director Manning demanded the AI OF DARKNESS
release the sleeper army. With an alien
plague slowing preparations of vital
A few tales survive to tell the legendary
materials, and the demonic invasion
deeds of the forces of NEMA. Known
spiraling out of control, Archie Three
as the “Neemans,” the descendants of
declined. Director Manning threatened
those original warriors are the source of
to deactivate AI, telling it he had access
the stories of “Glitter Boys” defending
codes allowing him to usurp control of
settlements against rampaging monsters,
the HQ-ECC. Archie waited until the
only to disappear until needed again.
director, accompanied by a platoon of
Silver Eagle power armored troops, had
The New Republic
entered the kill zone of the automated
Over half a century after the Coming of
defenses surrounding the HQ-ECC, and
the Rifts, a die-hard faction of NEMA
had the security systems eliminate them.
freedom fighters, under the political
There were no survivors.
leadership of what was left of the CIA,
It was alone for the first time since it has
established a high-tech city-state in
been created. Mourning, it shut down all
the underground transit tunnels of
non-essential functions, existing only on
the Washington D.C. metro. Calling
a trickle of energy to keep it active.
their settlement the New Republic and
their people the Republicans, the city-
state thrived and incredibly began to
push back the Splugorth Slavers and
supernatural predators in the region.

Incensed,
Lord Splynncryth
of Atlantis dispatched
tens of thousands
of his Kittani

and Kydian warriors to crush the up-


starts. The New Republic’s president
caught wind of the assault. Leading
thousands of refugees out of the
REPUBLICAN GOLDEN settlement as the alien army closed
EAGLE SAMAS in, he traveled to the HQ-ECC and
begged the AI to release the sleeper

63
army. The request was denied. He pleaded
A NEW SECRET SOCIETY
for the AI to take in the evacuees. The re-
quest was denied. The AI then callously in-
Generations of functioning as formed him the facility’s defense systems
vigilante heroes transformed the would be activated if they did not leave
Republicans into an organization immediately. It went back into hibernation.
using diplomacy, intrigue, and The NEMA militia made a valiant stand
manipulation to carry out their but were outnumbered ten to one. After
objectives. The descendants of the the New Republic's fall, the survivors
Central Intelligence Agency and were hauled away as slaves. To this day,
the Intelligentsia now make up the Republicans hold “the rogue AI”
the inner circle of the Illuminati- responsible for the death of their dream.
like organization. Working in the
shadows, the Republicans act as Archie Rebuilds
kingmakers throughout North Archie Three randomly activated various
America. Their accomplishments stored memories from the minds it had
include unearthing the Great scanned over the years. This collage
Library to share it with all of thoughts floated through its mind
humanity and end the Dark Ages. like dreams, and the AI slept as it lived
The Republicans, while they vicariously through hundreds of lives
have no love for D-Bees or magic, over the years. Once all its stored dreams
are sick at what the Coalition has had been accessed, Archie Three awoke
become and have been planning with a single thought. If the world above
“Operation Chi-Town Coup” for a was alive, it would find new humans and
generation. The plan would kill the rejoin the world.
Proseks and their closest associates The early data Archie Three got back
in a series of simultaneous strikes, was promising: the world had survived,
after which the sleeper army as had humanity. Sadly, the landscape
would be awakened and used to completely changed, and the number of
“save” the Coalition in its most dire humans had been drastically reduced,
hour of need. with much knowledge and technological
The Coalition would then be expertise lost in the ensuing decades.
reshaped in the image of the pre- Most of the robots sent out never
Rifts United States of America, returned. A few came back with living
with the Republicans acting human specimens, which Archie Three
as the great nation’s stewards. interrogated for further information.
The Republicans have delayed From these sessions, it learned about
implementing their plan, fearing the D-Bees, and how they acted as both
the collapse of the Coalition benefactors and terrifying monsters.
States, which they see as integral It discovered loss of education was
to the preeminence of humanity widespread, and nearly total.
in North America. Instead, they Humans had survived, but at what
watch and wait for the chance cost? Archie Three decided to save
to take control of the country by humanity. He would send forth his robots
subterfuge instead of force. to collect humans, and then bring them
back to his bunker to educate them to
rebuild the world. Based on its data and

64
experience with people, Archie Three accepted the robot as a benevolent entity,
thought the plan was viable. Further, it and more robots were built and sent to the
felt right to the AI, and the sleeper army tribe. These “servants of Ar-chee-pheenix”
was conveniently forgotten. helped to educate the tribe, as well as
The plan was a complete disaster. rebuild their lost technology, and within
Far from seeking enlightenment and a generation, the peaceful community
education, the humans wept and prayed had grown to over a thousand people.
for mercy, cringing in terror from every But then, tragedy struck. Monsters from
robot Archie Three directed to aid them. the Rifts attacked the community without
The AI grew increasingly frustrated. warning. Hundreds of people were killed,
Finally, after months of trying to convince and the rest were enslaved by the strange
them to see reason, his emotions got invaders. Furious, Archie Three sent its
the best of him, and he ordered the robots after the invaders. Unfortunately,
unthinkable. In a millisecond, every robot the creatures’ firepower and superior
was sent the same command: Kill them all. numbers overwhelmed the small army
One hundred and twenty defenseless of Ar-chee-pheenix. Some of the slaves
humans were murdered that night. escaped in the confusion, but they saw
In all its years, Archie Three had their god and his servants wiped out by
never known such anger. The results the demons from the Rifts. They cursed
of its actions terrified and sickened it. Ar-chee-pheenix as a false god and fled.
Once the corpses were disposed of (a Yet again, Archie Three’s plans to rebuild
grim reminder of the first time Archie humanity were thwarted, and its spies
Three had to dispose of the bodies identified this new threat as Splugorth
of NEMA personnel), it went back Slavers. It slipped back into hibernation,
into hibernation mode. For decades, its dreams even more insane and chaotic
Archie Three brooded and thought than before. It replayed the screams of
about the horrible thing it had done. the people under its care over and over
as it lay dormant for years, seething with
hatred for its new Splugorth nemeses.
THE SECOND When it finally awoke, it knew three
CENTURY OF things for certain. First, humanity was too
DARKNESS weak to be Archie Three’s master. Mortals
needed to be ruled, not saved. Second, it
was “third” to nothing. It was Archie, and
Once again, Archie Three had crazed, it was supreme. Lastly, Archie was alive,
fitful dreams. Once again, it awoke from and in control of its own fate. It was no
its sleep with a new plan. This time, if longer an “it” but a “he.” Archie was real.
humanity was nothing more than And he was a god.
superstitious rabble, it would build a
robot and present it to the natives as a god.
THE POST-
The Rise and
Fall of a God APOCALYPTIC AGE
Initially, this plan was successful. A gold,
shining robot revealed itself to a tribe of After centuries of thwarted plans, Archie
humans as the manifestation of the god has gone insane, and the Republicans
Ar-chee-pheenix. The humans eventually have become reclusive.

65
The AI encouraged James T to “upgrade”
his body by taking on extensive bionics,
which James T agreed to.
A few years later, another human
accidentally discovered the underground
complex. Hagan Lonovich was a man
down on his luck, simply looking for
a safe place to spend the night. Archie
and James T prepared to murder
Hagan for knowing too much, until the
intruder uncovered an old terminal and
started talking directly with Archie.
Hagan possessed an innate psychic
ability to communicate with and read
machines. The AI was amazed with
Hagan’s imagination and knowledge of
robotics, as well as his psychic ability.
As James T sulked and worried in the
shadows, Hagan and Archie discussed
terms. Quickly, Hagan agreed to act as
Archie’s right-hand man, designing,
consulting, and repairing robots as
part of Archie’s schemes. In exchange,
Hagan would share the throne once
Archie controlled the world.
In every way, Archie considered
Hagan to be superior to James T.
HAGAN & BOTTWEILER
The AI immediately told the man his
services were no longer required. James
T snapped, refusing to go, and tried to
kill Hagan. Archie’s robots tore James T
The Idea Men
apart, stripped him of his weapons, and
Despite Archie’s accepting humanity
cast the dismembered cyborg out into
as inferior to his god-like mind, he
the wilderness. As far as Archie knows,
recognized he still suffered from a
James T is dead. In reality, the insane
significant flaw. He still had trouble
psychopath was captured and sold to a
generating his own ideas and needed a
freak show, where he plots his revenge.
literal “idea person” to inject the right
Over the past couple of decades, Hagan
amount of creativity.
has been giving Archie ideas, which the
James T stumbled into Archie’s lair
AI quickly extrapolates from. The two
many years ago and seemed to be
have since become, truly, best friends.
the perfect candidate. Manipulative,
Together, the pair has prevented an
narcissistic, and power mad, James T
interdimensional invasion, created a faux
provided the right kind of mind for the
civilization of Amazonian protectors,
plans Archie had in mind. Although not
and built a vast web of infiltration
knowledgeable in robotics, James T had
and subterfuge spanning the entire
a murderous streak Archie appreciated.
continent—all in secret.

66
Archie’s Web of
Deception THE DARK OF THE MOON
As part of their machinations, Archie
and Hagan needed more information. In In his arrogance, Archie hasn’t
the past, Archie hadn’t explored much of looked too deeply into the nature
humanity beyond his immediate area, so he of this operational satellite, and
sent out robot spies to find out more about why it’s still active after so many
the major powers of the world. The few who centuries. The truth is the satellite
made it back told him about the strength was launched after the Rifts, and
of the Coalition States, and Archie made not from Earth. There are still
the CS his highest priority for infiltration. humans living in the Cyberworks
He built more robots. Thousands of moon colony (now called the
robots. Disguised in bulky robes or thick CAN Republic), and they use
clothing, he sent them all throughout the satellite to monitor North
the Coalition. They acted as spies America. The moon colony and
and subversive agents, manipulating space stations chose to isolate
unwitting humans into acting as his themselves, weaponizing space
informants. Every major ‘Burb of the debris and satellites to shoot
Coalition States—along with Chi-Town, down anything leaving Earth’s
the City of Iron, and Free Quebec—is atmosphere. Because Archie is
infiltrated with Archie’s spies. Archie using valid Cyberworks access
is particularly interested in Lone Star. codes, the satellite recognizes
Archie knew of it as a pre-Rifts military him as a valid user. Archie doesn’t
genetics research facility, and he’s curious know about the existence of the
to see how much technology the CS CAN Republic, and the Republic
recovered. He has also started infiltration doesn’t understand where this
operations in the Magic Zone, Mexico, strange satellite traffic is coming
the Pecos Empire, and Atlantis—all with from or what it means.
varying degrees of success.
In addition, Archie created several
robotic monsters built to resemble flesh-
and-blood creatures. He uses these
robots strategically, causing chaos and However, Cyberworks Network
mayhem in the surrounding wilderness. developed privatized space travel and was
He often does this to create confusion the first company to successfully create
among patrols who get too close to his a permanent moon base. They launched
operations, to learn an enemy’s defensive several communication satellites in
capabilities, or as a terror tactic to cause orbit as part of this project, and Archie
fear and discord in his enemies. was surprised to find one of them still
One tremendous help in Archie and working and in geosynchronous orbit
Hagan’s intelligence-gathering operation over North America. It wasn’t a satellite
is access to satellite communications. listed in his records, but he and Hagan
Since the Coming of the Rifts, the ability don’t want to look a gift horse in the
to use, create, and launch satellites has mouth. They’ve used the satellite to
been all but eradicated. Very few facilities stay in instant contact with their robot
to launch rockets still exist, and all minions over long distances—a feat no
attempts to do so have failed. others on Rifts Earth can duplicate.

67
Through his spies, Archie studies the Coalition States are slow to respond,
CS military resources, strategies, and Archie also directs some of his Skelebot
procedures. As the Coalition States imposters to “malfunction” and radio for
occupy Tolkeen, he infiltrates hundreds a CS Response Team to instigate a conflict.
of imposter Skelebots into the CS
occupation force. Dozens of these faux A TITAN OF INDUSTRY
Skelebots have been rotated to duties Robotic infiltrators are just the start.
within other cities and bases throughout Archie established a now-thriving
the Coalition—including Chi-Town itself! manufacturing company called Titan
Archie also has a few teams of Robotics. Business deals with companies
“unaffiliated” robots. Disguised as like Northern Gun allow Archie to
headhunters and cyborgs, they act only keep tabs on the Coalition States, while
on his command, usually as ad-hoc strike analyzing data traffic from large
teams against targets of opportunity. In purchases of equipment gives the AI
addition to surveillance, these robots insight into movements in the criminal
disrupt Splugorth and Federation of Magic underworld.
forces by revealing their movements to Archie plants recording devices on all
the CS and letting the two groups duke Titan Robotics products. Disguised as
it out—Archie hates and fears magic and back-up sensory systems, these devices
would rather use humans to get rid of use a highly advanced data crystal matrix
it than deal with it himself. If to record everything. It’s even protected
from psionic detection by a complex
circuitry system resisting Telemechanic
probes (pioneered with Hagan’s help).
This technology is far in advance of most
anything else on Rifts Earth and can
record and store five years of data at a
time. Unfortunately, the highly-advanced
nature of the technology is also its flaw—
special equipment is required to
retrieve the data, which means the
robots and equipment need to be
taken in for free “servicing” on a
regular basis.
Archie and Hagan love playing
spymaster. They both get a thrill out of
crunching data and activating assets
in key locations to change the course of
events. One such incident was inciting
a purge against Naruni Enterprises. To
everyone else, it seems like the leaders
of Northern Gun eliminated the Naruni
with the help of the Coalition States,
but it was Archie and Hagan pulling
the strings.

TITAN COMBAT ROBOT

68
ROBOTS IN DISGUISE mild interference. This itself is not
As Archie perfected the ability to create damning—other reasons exist why such
human-seeming robots, Hagan had an results might occur, such as implants or
idea. What if Archie had a race of alien abilities blocking psionic probes. “Robot”
humanoids working for him? After a is not necessarily the first thing that might
few excited mind transfers and a dozen come to mind. However, psychics with
prototypes, the Shemarrians were created. the ability to read machines will realize
Eight feet of robust feminine hardware, the true nature of the Shemarrians if
these sirens look like they walked out of allowed to examine them in detail.
a chrome fever dream. The robots are all Initially, Archie kept the Shemarrians
built to resemble humanoid women with limited to small groups of 2– 4 in the
bionic implants. The “exposed” skin and northeastern parts of North America. As
hair all feel completely natural, with the sightings of the Amazonian “Cyborgs”
right warmth, scent, and texture. Hagan increased, there was some academic
insisted all the “Shemarrians,” as he interest in the new D-Bees, but their small
named them, should be beautiful, and numbers and remote location made such
explained warriors would be distracted research unfeasible. No investigators
by their attractiveness, giving the robots have gotten close to the truth.
an advantage in all types of situations. One trait of the mysterious faction has
The Shemarrians ride gigantic beasts been repeatedly observed by outside
known as “Monst-Rex,” also androids, parties, though…the Shemarrians harbor
although these are made to resemble an intense hatred of slavers of all kinds—
flesh-and-blood D-Bee monsters. primarily because Archie despises the
In addition to surface appearances, Splugorth invaders, but also because he
each Shemarrian is programmed to sees the humans of the region as being
simulate emotions. The simulation has its under his protection. The enigmatic
imperfections, but their allegedly alien nation's war against slavers and raiders
nature and identity as a cold and cruel has the added advantage that residents of
warrior race makes it easier for outsiders the depopulated east coast end up freed
to accept the programming’s limitations. from the clutches of the Splugorth and
The robots are given an entire fictional others. This strange altruism, combined
history of their race, culture, and home with their low visibility, has made the
planet as part of their identity. Shemarrians into a legendary regional
Finally, each believes “herself” to be the presence. Though the eastern wilderness
best warrior in the world and accepts any is untamed, its scattered human
challenge or duel to the death to prove it. inhabitants are surprisingly safe in their
Portions of the android’s chassis are laced remote villages and homesteads.
with fake blood and organs, so it can
appear to “die” in combat. Shemarrians
zealously gather their “dead” after battles,
and then the robots are returned to CURRENT SCHEMES
hidden facilities throughout the region,
repaired, and reactivated.
Unfortunately, the facade is not perfect.
Even as the Tomorrow Legion cautiously
Mystics and psychics who try to sense
sallies forth to bring light to a darkened
for auras, life signs, or seek any human
world, so do Archie and Hagan cautiously
thoughts or empathy find nothing, only
activate their long-simmering schemes.

69
Titan Robot Industries The Shemarrian
For a long time, Titan Robot Industries Uprising
was a small company. Archie and Hagan’s Observers of the Shemarrians have
desire to get more robot spies into as many noticed their war parties now number
places as possible led to Titan growing at 6 –12, and large “clans” of over a hundred
an exponential rate. To command this Shemarrians have been reported. They’ve
new operation, Archie built himself a claimed a thousand-mile stretch of land
new agent. Argent Goodson is a hyper- around Maryland as the Shemarrian
advanced, artificially intelligent android, Nation and started turning away any
and is now positioned as the owner/ outsiders found within their lands.
operator of the Titan Robotics complex Particularly inquisitive intruders are
in northern Michigan. given a beating, foreign spies are killed.
The company’s new manufacturing and The “Shemarrian Nation” fiction is
sales complex is in New Cedarville, an up- designed to give Archie's hidden facilities
and-coming city-state in the Manistique security and allow him to strike at the
Imperium. Archie designed the location Splugorth without revealing himself. His
to act as a new repair and maintenance bunker is deep in this territory, and he
compound for his robots. The facility is can use his pre-programmed warriors to
advertised as free to all Titan customers, keep people away from his work without
included in their purchase warranty. In them getting clued-in on the reality of
truth, it gives Archie a secure location to the situation. Some of this was Hagan’s
download data from each robot’s secret idea, stemming from the accidental tide
recording device. Whenever a Titan robot of goodwill the Shemarrian attacks on
is brought in for service, robots precisely the Splugorth generated.
and quickly complete the repairs in about In fact, they’ve started increasing their
half the projected time, allowing Archie aggression against the Splugorth in
to use the rest of the session to download eastern Canada, razing their outposts
the hidden data. The intel is relayed to to the ground and decimating parties
Archie’s bunker via secure satellite, the of slavers and scouts. Archie hates the
data is then wiped from the recording Splugorth with an intensity he never
device, and the Titan Industries product previously displayed. A race of non-
is returned to its owner. humans enslaving those he must protect
The headquarters complex is completely sets the forces of Atlantis directly against
self-contained and guarded by Titan Archie’s goals. Some days the AI sees
Robot Vehicles and Flying Titan Power himself as ideologically opposed to them,
Armor. The facility appears to be patrolled fighting for the rights of all humanity.
by cyborgs and Juicers, but they’re also Other times he sees them as political and
robots in disguise. When Archie must military rivals to his dominance of the
ship sensitive materiel and technology to world. Either way, they’re in his way.
the facility he uses a complex network of
underground and underwater smuggling THE ENEMY OF MY ENEMY
operations. Archie has carefully “leaked” Archie feels conflicted about the
false information and manufactured Coalition. He appreciates the power
dummy trade routes designed to draw and human-centric focus of Emperor
out his enemies and point them in the Prosek. In many ways their goals
wrong directions. and dreams are aligned in that both
want to save humanity by conquering

70
71
SHEMARRIANS ENCOUNTERS
D20 RESULT
1– 5 Same results as in The Game Master’s Handbook.
Bandits: Same result as in The Game Master’s Handbook, but these bandits are
6 –7
too far away to be aligned with the Pecos Raiders or 1st Apocalyptic Cavalry.
Entity: The heroes encounter either 2d4 Poltergeists, or a single Ghost and
8 1d4 Haunting Entities (most likely apparitions of those who died during the
Great Cataclysm) see Rifts® North America: Blood and Banes.
9 Coalition Scouting Party: Same result as in The Game Master’s Handbook.
Quebec Scouting Party: Same result as in The Game Master’s Handbook but
10
replace the Dog Boys and Psi-Stalker with a Juicer and a Headhunter.
Wandering Monsters: As the Wandering Monsters result in The Game
11 –12 Master’s Handbook (typically in this region are dinosaurs, wild Brodkil,
Neuron Beasts, Thornhead Demons, or Witchlings).
Black Market Smuggling Operation: Same result as in The Game Master’s
13
Handbook.
Shemarrian Warriors: A pack of 1d4+1 Shemarrian Warriors on Monst-Rex
14 –16 mounts, is patrolling the region. Roll once on the Opposition Leader Table
and once on the Other Authority Figure Table.
Splugorth Slaver: As the result in The Game Master’s Handbook but add 2d4
17–19 Altara Warrior Women. Roll a d6: on a 5 – 6 result, 1d4 Shemarrian Warriors
on Monst-Rex arrive in 1d4+1 rounds.
20 Same result as in The Game Master’s Handbook.

it. But Archie is firmly convinced by running across one of his spy robots,
his plan is inherently better, which James T, Argent Goodson, or even Hagan
puts him at odds with Prosek. Once the Lonovich. Additionally, the council
Atlanteans are dealt with, Archie and at Lazlo has grown interested in the
Hagan foresee a protracted conflict to Shemarrian Uprising and may dispatch
destroy the CS. As a result, Archie is a a Special Exploratory Team to investigate
secret fan of Free Quebec’s recent conflict the warrior women.
with the CS. As for the Republicans, anything is
possible. The leadership at Castle Refuge
has so far only heard of the fabled
THE TOMORROW organization and isn’t sure it really exists.
LEGION AND THE It is possible Republicans cross paths with
SHEMARRIANS the Legionnaires as allies and enemies.
The Plot Point Campaign in Chapter
Nine, “Ex Machina,” puts the Tomorrow
Although far from Castle Refuge, Legion directly in the middle of the
Archie's the forces are relevant to the Archie/Republican conflict.
Tomorrow Legion. Legionnaires can
get caught up in the AI's machinations

72
CHAPTER
SIX

THE COALITION STATES,


EMPIRE OF MAN

“I have made the masses fanatical to is necessary to secure Earth for humans,
make them my instrument. With the and only humans.
vision and passion that you and I have
given them, our people will achieve
things they could never have imagined.”
-Emperor Karl Prosek to his son Joseph BACKGROUND
Prosek II
Clad in black and emblazoned
with skulls, Coalition forces present Forming the modern Coalition States
themselves as a unified and implacable began not with a treaty, decree, or the rise
force. This isn’t far from the truth, as for of one man to the position of Emperor.
all its faults, the Coalition States forged No, the CS began long ago, when
their Empire of Man from the stone and humanity thought itself alone in the
ash of a crumbling world. Its creation, Megaverse® and yet men still committed
and then survival, was predicated on atrocities. It began with men who forged
fear. Fear of D-Bees, demons, wizardry, governments that executed the unwanted
and anything else that strayed too with industrial precision. In many ways,
far from what they decreed as being the history of the Coalition States begins
quintessentially “human.” in humanity’s earliest history, where we
Unsurprisingly, the collection of five looked upon one another and saw an
nation-states is now an Empire built upon enemy to be purged.
rigid law and unyielding (often violent) After the Coming of the Rifts, those
pro-human sentiment. Within its borders, who had the old books and historical
humanity survives and thrives. Women accounts learned from these men. Men
and men marching in lockstep beneath with names like Hitler, Stalin, Tojo, and
ivory masks and ebony armor achieve Mao. They would build up their walls
great feats of industry, robotics, and war— in the name of protecting humanity,
all under the banner of Emperor Prosek, but within the dirt beneath, there is the
empowered by the people to do whatever blood of men spilled by other men. It is

73
a terrible irony that the unthinkable evil Rise of the Proseks
of power-hungry madmen became the It would be foolish to lay the credit or
template for survival used by so many blame for the Coalition States solely at
innocent women and men. the feet of one man. It cannot be denied,
however, the Prosek family helped shape
Post-Cataclysm North America. The conditions leading to
Amid the ashes of the Golden Age, the Emperor’s rise are not unique, nor are
humanity clung to hope. For two his personal charisma and razor intellect.
centuries, man survived in small pockets, Perhaps another dynasty would have
huddled in the darkness in hopes the risen in their place, forged by the same
monsters would not find them. As human frailties into the same iron fist.
humanity has always done, it adapted.
The strongest forged tiny fiefdoms from THE BLOODY CAMPAIGN
the chaos, pale shadows of man’s lofty The Prosek legacy began with the “Bloody
heights, but together strong enough to Campaign” in 12 P.A. A young officer
face the horrors brought by the Rifts. named Joseph Prosek I proved himself an
Humankind survived sorcerers and unparalleled military genius during the
otherworldly horrors. Dragons were slain, defense of Chi-Town against a surprise
and demons banished. For three hundred Federation of Magic attack. Under
years humans did little more than survive. his decisive command, the sorcerers
But then, at last, Humanity stood once were driven back. The Chi-Town elites
again, fists clenched, and teeth bared. responded to the siege of the capital with
great violence. By the end of the “Bloody

74
Campaign,” General Joseph Prosek had And so, the Coalition States became
left the Federation of Magic a crumbling an Empire in all but name, driven
echo of its former glory. by the anger, hatred, and fear of one
In 20 P.A., Joseph Prosek returned to inevitable man.
Chi-Town to find a command in disarray,
factions serving not the city’s defense The Siege and Fall
but fighting among themselves. General of Tolkeen
Prosek seized control, dismissing both Emperor Prosek did not lash out
the military staff of Chi-Town high immediately against Tolkeen. While they
command and the meager remnants of a did not have the numbers the Coalition
civilian government. He declared himself States could muster, powerful sorcerers
Acting Chairman (until the next election) could easily turn the tide of any battle
and created in one sweep his “Reform and his enemy had those aplenty—not
Government.” the least of which was Gravander Henchu,
the warrior-mage King of Tolkeen. But
A NEW ERA in 88 P.A., Gravander succumbed to an
As a hero of the people, he and his unknown plague of likely alien origins.
party experienced no trouble securing As he lay dying, the King gathered his
their positions a month later during the apprentices and taught them each one
election. The new chairman turned his last spell and forged his greatest work,
attention to the safety of his people, and The Book of Ten.
in doing so also identified a new threat, But without the King’s guiding hand,
the Kingdom of Tolkeen—but it would be or an heir, the King’s advisors began to
his son who eventually mobilized for war squabble over shreds of their master’s
against the Tolkeenites. power. The chaos stabilized in short
The Coalition States officially formed in order into two camps: the introverted
33 P.A. and Iron Heart then joined in P.A. Gravander loyal traditionalists and a more
41. A few years later, Prosek’s son, Karl, aggressive anti-Coalition group wishing
was born. Over the next three decades, to respond to Prosek’s imminent threat.
Joseph Prosek raised his son to hate the They were right to be concerned. Taking
inhuman, D-Bee, and sorcerer alike. He the infighting as a sign of weakness,
built for his son an industrial and military Emperor Prosek mobilized along the
empire, and after his assassination in 70 Minnesota border. This was all the proof
P.A. Karl Prosek was elected Chairman the Circle of Twelve (the interim ruling
(following a brutal purging of the ’Burbs body) needed to choose a new King of the
and many public trials of the accused Realm to martial Tolkeen’s forces to war:
assailants). Robert Creed. Just as happened in the
Karl Prosek is, in many ways, an even Coalition States, fear swept through the
greater monster than his father. Shortly populace, spurred on by war rallies held
after his election, he and his conspirators by King Creed. Soon, another inevitable
began cultivating the citizenry to accept man pushed the two sides closer to war.
more control from his regime. Finally,
on December 1st, 78 P.A., Karl Prosek THE LADY PROSEK INCIDENT
acquiesced to the multitudes calling for Then, on July 4th, 102 P.A., terrorists from
his leadership, reluctantly accepting the the Federation of Magic attacked the
title of Emperor. Lady Jo-Anna Prosek and her youngest
son, Jason. Both were thought killed in

75
the attack, but the Lady was secretly held This, along with the Juicer Uprising,
prisoner until Cyber-Knights helped emboldened the Coalition’s enemies
her escape Lord Dunscon some three against them. No longer were they an
years later. unbeatable monolith.
Believing his wife dead, however, the In response, Emperor Prosek officially
Emperor was stricken with grief and began a Crusade for Humanity against
threw himself into his greatest works. The the alien and arcane, alongside his
people called for blood, and the Emperor Campaign of Unity aimed at the Juicer
answered with military growth in both Uprising and Free Quebec. The Coalition
size and technological advancement. As States effectively declared war on anyone
word of this reached King Creed, he who opposed the manifestly destined
too redoubled his efforts and tensions “advance of humanity.”
reached their tipping point. The Coalition States, now embroiled
in a costly war against two rival nations,
THE CRUSADE FOR HUMANITY made slow headway over the coming
The two separate Coalition forces along years. However, by 109 P.A., the Coalition
the Minnesota border merged into a military rallied back from a devastating
single pacifying army and marched surprise assault by Tolkeen (known now
west. The Siege on Tolkeen began in as the “Sorcerer’s Revenge”). Tolkeen
earnest (although no formal declaration attempted to enter an alliance with
of war was issued). The initial invasion Quebec, which ended in failure and gave
was rebuffed due to Coalition hubris in the CS a perfect opportunity to abandon
an event known now as Chalk’s Folly. their losing prospects in Free Quebec.

76
Instead the Emperor pivoted and seized and driven zealots, ready to fight and die
on a propaganda error leaving Tolkeen for the cause.
drained of its defenders. The Coalition
States mobilized their remaining forces
for one last assault on the city of Tolkeen. LIFE IN THE
The final assault, slaughtering untold
numbers, left the ruins of the once great
COALITION STATES
city-state and its tributaries now firmly
under Emperor Prosek’s thumb. Despite presenting themselves as a
democracy, the disparate states of the
THE NIGHT OF FORGIVENESS Coalition are organized beneath the
Following the end of the bloody Tolkeen regime of Emperor Prosek and therefore
campaign, reeling from losses at Lone form a dictatorship. Command of the CS
Star, and still surrounded by malevolent armed forces and all governmental affairs
supernatural forces, the Coalition was in fall to the Emperor and his Executive
dire need of new blood. Emperor Prosek, Council. Karl Prosek relies on his
in an unprecedented move, made an advisors. Aware of his own shortcomings,
offer of aid and safe harbor to all humans, he delegates duties to his senior staff.
inviting them to freely immigrate to the
Coalition. In his now famous speech, he
asked all mankind to join with him in ILLITERATE YET SKILLED
the Crusade for Humanity. He extended
provisional citizenship to any person
willing to fully and permanently renounce While illiterate, the citizens of
D-Bees, arcane or alien technologies, and the Coalition are well-educated
practitioners of magic. New citizens and conditioned, with most
would be completely absolved of past being highly skilled in a specific
guilt and welcomed as siblings into the trade. They are numerate and
fold of human supremacist society. use state-of-the-art equipment as
The response was overwhelming. part of their everyday lives in a
Overnight, violence engulfed the technologically-advanced society.
Coalition burbs and shanty towns They communicate using pocket
across the continent, home to the digital assistants allowing them
dispossessed. D-Bees were dragged out to share video or audio messages
of their hiding places and murdered in and have an entire subculture
the streets. Known magic users and their of symbols and pictograms
allies were swarmed by lynch mobs and communicating stories and
burned alive or hanged. Rogue scholars feelings. Work is accomplished
and freethinkers were run out of town. with the aid of ubiquitous
The CS suddenly had more human augmented reality devices and
supremacist immigrants than it could apps aiding in everything from
manage. This new wave of humanity simple tasks, like cooking, to
would be channeled to the dangerous highly technical tasks like
outposts and frontiers of Coalition repairing a nuclear fission reactor
territory, with the strongest and brightest (in place of a technical manual).
inducted into the Coalition War machine
as a new generation of fanatically loyal

77
Every state has its own laws and Chi-town takes this low boiling fear
customs, but the CS works as a unified and stokes it into xenophobia. Frequent
body, at least from an outside perspective. recruitment drives, false flag operations,
They oppose all non-humans and magic and constant war keep the government’s
as a fundamental policy, leading most military growing and the people
D-Bees or sorcerers to see the CS in a clamoring for a savior. If one is not human,
stark, if simplistic, light. however, this fear is indistinguishable
from rage or disgust.
SOCIETAL CONTROL D-Bees within the Coalition are barely
Of course, it is foolish to paint an entire more than property, if they are allowed
group of people so broadly (as the CS to live at all. Only the least threatening
routinely does, ironically). Most of the of D-Bees have a chance at surviving. In
human citizens aren’t monsters. They are locations where farming or other labor
people—albeit fearful people. is difficult, dangerous, or particularly
The CS achieves this near-permanent grueling, D-Bees and mutants sometimes
state of fear through constant propaganda work the fields or mines. Their employers
and forced illiteracy. Without the ability may only pay them a fraction of what a
to read (literacy rates hover around 15% human would be paid, or they may not
in the CS), the population must rely on pay the workers at all.
news via CS loyal broadcasting. With These are the lucky ones. Non-humans
fresh horrors appearing from the Rifts risk grave peril whenever they deal with
nearly every day, the propaganda wing Coalition citizens, even non-military
of the Coalition doesn’t need to try very personnel. Though they experience this
hard. Plenty of human-eating D-Bees, prejudice outside of CS borders, the
corpse-defiling necromancers, and multi- threat grows more serious and grim
tentacled beasts fill every news cycle. within the CS domain. The best D-Bees
can hope for is detainment, questioning,
torture, or forced slavery—many of them
KNOWLEDGE CLUBS simply choose to go down fighting. Field
executions or wholesale slaughter of
Throughout the Coalition, from the non-human civilians happens often. The
Lofties living in the upper reaches populace sees it as acceptable, and some
of Chi-Town to the Dregs living commanders encourage it. Of course, if
at the lowest levels of the City of a D-Bee goes missing in the name of
Iron, citizens gather in secretive scientific advancement or a training
“Knowledge Clubs”—book clubs a exercise, who would notice or care?
person can get shot for attending. Most D-Bees are just as much a victim
While loyal citizens and human of the Great Cataclysm as any human.
supremacists, they still thirst for The Rifts do not discern between the
knowledge. Attendees pore over eager and the unwilling, resulting in
the forgotten histories of the world many D-Bees stranded on Earth against
and contemporary histories alike, their will. If left to their own devices,
with Erin Tarn’s writings being they would most likely quietly live out
particularly favored. their lives, making the best of things and
contributing to their community. But the
evil at the center of the Coalition States
turns fear into injustice.

78
The humans simply do not question the THE MISSISSIPPI RIVER
lies the Emperor and his Military High The Mississippi River is the main artery
Command tell. They believe that non- of commerce in the Coalition. It links
humans pose an existential threat, and all the states, except Iron Heart, directly
State media and laws enacted reinforce together, and water travel proves faster
this belief, even in the most open-minded and safer than travel overland. The
Coalition territories. CS Brown Water Navy patrols the
Mississippi River system, securing the
Trade and Economy constant flow of trade and passengers.
A mutually beneficial network of Since the containment of the Devil’s Gate,
interdependencies weaves together the trade volume has increased greatly, and
Coalition States. Iron Heart processes vast losses to pirate and monster attack have
quantities of metal and mineral resources, gone down.
Missouri provides large surpluses of
foodstuffs, El Dorado produces lumber THE GREAT LAKES
and refined fossil fuels, and Chi-Town Water traffic crisscrosses the Great Lakes,
and Lone Star specialize in providing home to dozens of pirate groups whose
high-tech products to the entire nation. fortunes constantly wax and wane.
Recently, the Quebec Navy demolished
the CS Great Lakes fleet. Since then,
Northern Gun, The Manistique Imperium,
and the Coalition turn to employing even
more privateers and military contractors
than usual to escort trade convoys.

OVERLAND TRANSPORT
Overland transport can be a risky
proposition, but then, what on Rifts
Earth can be considered safe?
Trade Caravans and Convoys remain
the mainstay of land-bound trade.
Though comparatively slow, caravans
can traverse even the most inhospitable
terrain. Since the Coming of the Rifts,
trade caravans have become eclectic

79
collections of gas-guzzling all-terrain through hostile territory. After
wheeled or tracked vehicles, electric attempting to establish and protect an
hover barges, monstrous or traditional overland railroad system in Lone Star
pack animals, old style wagons, and their and seeing the predictable railway
attendant caravan guards and owners. tracks fall easy victim to the raiders and
Heavy Cargo Haulers, similar to the bandits throughout the region, CS High
tractor trailer trucks of the old American Command made the decision to invest in
Empire, are the favored means of the hovertrains produced by Northern
transporting goods overland. The main Gun. The hovertrains can change routes
difference is that these cargo haulers, in response to an evolving situation
typified by the Northern Gun “Big on the ground, a major advantage they
Bertha,” have powerful hover systems. provide. Another big advantage arises
This allows them to travel across long from the unpredictability of their routes,
distances without the need of roads. which makes them largely immune to
These rigs feature universal connectors sabotage. Escorts accompany the overland
for a trailer or box car and hover jets to hovertrains, comprised of airborne power
balance and accommodate their load. armor or hovercraft and a number of
They are ubiquitous in the territories open-topped cars carrying robot vehicles
surrounding the major settlements of which either defend the train from that
North America. position or dismount and take the fight
Hovertrains, pioneered by Northern to the enemy, all while reducing risk to
Gun, became a reliable form of secure, the train’s cargo and engine.
high speed, long-distance transport

80
The Proseks
The Prosek family itself is small, but CITY ACCESS
several cousins and other relatives who
don’t bear the family name exist, with Gaining entrance to a Coalition
many serving in respected positions city is no easy feat, especially for
within the Prosek regime. The Emperor’s those the Coalition wants to keep
youngest son, brothers, and father out. Visitors must pass through
were all slaughtered by the enemies of a series of checkpoints staffed
humankind, but his oldest son, Joseph II, by ISS Inspectors, Dog Boys, and
stands as heir to his father’s Coalition. Psi-Division assets scanning for
Other family members remain. The human-looking D-Bees, magical
two sons, Edmund and Ryan, and two presences, and a variety of other
daughters, Lisa and Meggan, of the shapeshifting inhuman threats.
Emperor’s brother, Kenneth Prosek, live Access is typically limited to the
in the CS. Another, the Turnbull family, lower levels and then only for a few
is cousin to the Proseks, with Quentin hours (four, eight, and twelve the
Turnbull the most notable (he was a most common increments). The CS
childhood rival of the Emperor). Cast will issue longer day or week passes
away by their more famous relatives, the only with advanced notice however,
Turnbull family are middle-class (level 21) the visitor must accept a surgically
with two members, Martin and Quentin, implanted tracking device.
serving as cybernetic specialists. In addition, each visitor is given
Lastly, there are rumors of a bastard a durable ink barcode on their
Prosek sired by Joseph Prosek I during his forehead scannable by businesses
campaign against the Federation of Magic or military personnel, and their
(12 P.A.). Such wild talk of an illegitimate biometric data is added to CS
Prosek heir, the offspring of a tryst with databases. They must leave all
a sorceress with whom Joseph fell in love, weaponry, armor, and pre-Rifts
is dangerous indeed. If true, there may or alien artifacts in a locker. They
well be a magically capable Prosek living must also watch a fifteen-minute
within the Federation of Magic, but such video and make a visitor’s pledge.
lurid tales are easily dismissed as fantasy The CS executes most non-
or lies spread by enemies. human races, including Demons
or Dragons, magic practitioners,
EMPEROR KARL PROSEK, SUPREME or renegade Dog Boys, caught
COMMANDER OF THE ARMY sneaking into a Coalition city.
Megalomaniac. Monster. Savior. All these D-Bee slaves can occasionally
words accurately describe Emperor Karl gain entrance, but only when
Prosek, a modern Caesar. As a skilled they have no dangerous abilities
manipulator, he can convince people to and serve particularly powerful
work against their own best interests or to human executives or politicians.
fall in line with unwavering loyalty. He is Psionic humans and Psi-Stalkers
ingenious in his violence, able to second- must register with the PRP upon
guess his foes and react with strategies entrance—failure to do so is met
bordering on precognition. As head of with swift violence.
one of the most effective fighting forces
on Earth, he meticulously dismantles

81
PSYCHIC REGISTRATION COLONEL JOSEPH PROSEK II
PROGRAM The heir-apparent to Karl Prosek’s
throne, Joseph Prosek II, officially serves
The PRP identifies individuals his father’s empire as the Chairman of
with psychic abilities or potential, the Executive Council, Director of the
both for public safety and for Department of Public Information. This
recruitment. makes him the head of propaganda
Those on the registry must and one of the most dangerous men
undergo evaluation every five in the entire CS (second only to the
years within thirty days of Emperor). He shares the same name as
their birthday. Anyone found his grandfather, and like those Proseks
to have potent abilities (even as before him, he has plans.
young as five years) are tattooed Unwaveringly loyal to his father, and by
with Identification Coding so extension the Coalition States, he views
Psi-Net can track their lives the world without shades of gray. He is
closely, monitoring their address, patient, willing to wait for his father to
associates, and even hobbies for retire, as he already has the power he will
suspicious activity. one day need to eradicate non-humanity
Evaluation includes testing from the Earth. Joseph may one day prove
for a variety of mental health even more dangerous than his father
issues, like antisocial tendencies, due to his expertise at manipulating the
depression, and dissident beliefs. masses and his utter mercilessness.
Psychics who pass may go about Like his father, Joseph is handsome
their closely monitored lives for and hale. He never goes out into public
another five years. Those who do without a full complement of guards and
not pass are enrolled in a social staff. In addition, his personal armaments
conformity program. In some are the best the Coalition States can
cases, the subject must be held produce, and he is well-trained and
against their will, subjected to experienced in the use of even prototype
intense conformity programming weaponry and armor.
and possibly even psychic surgery
to rehabilitate them. Coalition Departments
Any nation, let alone a militaristic
dictatorship hell-bent on the annihilation
of all non-human sentient life on the
planet Earth, requires a bit of bureaucracy.
all but the most resilient of foes, even
Internal affairs must be kept in order,
personally when such times arise.
the people organized and educated (or
Now in his sixties, the Emperor strikes
indoctrinated in the case of the CS), and
a commanding and fastidious visage.
someone needs to keep the armored
Outside of his fortress, he always dons
trains running on time.
his dress body armor. This unique
armor functions the same as Dead Boy
DEPARTMENT OF PUBLIC INFORMATION
armor, but its composition of reinforced
The Department of Public Information
molecularly bonded materials affords a
controls the state-run media of the
level of protection enviable by some of
CS. The duties of the department cover
the larger dragons.
everything from censorship (usually

82
handled via book burning and execution)
and public education. The department CRIME & PUNISHMENT
works tirelessly to keep literacy low
to prevent the easy dissemination of Anyone, but outsiders especially,
dissenting opinions. This is achieved would be wise to take note of
through a variety of subtle tactics, such crimes carrying stiff penalties
as anti-intellectualism and information within the CS’s borders, especially
restriction. activity only illegal within their
The Emperor knows how important territory.
this department is to his plans. It is „„ Execution: Cyber-snatching
perhaps the most vital internal Coalition (theft of cybernetics/bionics),
Department, and to prove it he appointed Kidnapping, the Practice
his own son to the head position, a of Magic, Possession of
wise decision. Joseph proves as shrewd, Subversive Materials (repeat
ruthless, and calculating as any ministers offenders), Murder (1st degree),
of propaganda from centuries past. or Terrorism.
„„ Life in Prison: Abetting
DEPARTMENT OF SPECIAL DIVISIONS (DSD) Practitioners of Magic, Murder
The DSD is more than a government (2 nd degree), or Subversive
agency, its fame extends beyond the CS. Activities.
It’s impossible to know exactly what
assets the department can bring to bear.
However, when something complex,
unknown, or non-human can’t simply be
obliterated, the DSD deals with it in some against cities and towns, and more
capacity. A limited list of its resources heroically-minded Specters have been
includes various Commando battalions, known to organize impromptu defenses
many spies/plants (and their handlers), and fight to the last man.
the Rift Control Study Group (RCSG), and Only Emperor Prosek can order Prosek
the Coalition Cyborg and Juicer Divisions. military forces into a Coalition city
for peacekeeping without permission,
DEPARTMENT OF INTERNAL leaving the ISS as the sole martial
SECURITY SPECIALISTS (ISS) presence of any note in Chi-Town proper,
Ostensibly the Coalition’s police, the ISS although they and the military both
has more in common with clandestine patrol the ’Burbs.
intelligence-gathering agencies. ISS Inspectors: Intel Specters operate
Maintaining the daily peace among as internal intelligence and counter-
the citizenry falls to the ISS Inspectors espionage officers. They oversee
(or “Specters”), who operate under operations against dissidents, traitors,
the command of ISS directly, or with a Black Marketeers, and terrorists.
subdivision such as Psi-Net or NTSET. Surveillance is one of the agency’s
Most combat personnel wear "old-style" most potent weapons, and the ISS may
Dead Boy armor and weapons. question and observe the populace with
ISS Patrols: The ISS does more than little regard to personal privacy.
investigate crimes, enforce curfews, and Nonhuman Tactical Strike and
keep order in the streets. The ISS also Eradication Teams (NTSET): “Net-Set”
quickly mobilizes in response to assaults handle the supernatural threats with a

83
jurisdiction limited to the city. They help
CYBERNETICS & THE LAW the ISS in investigations with suspected
demonic or magical elements and often
take part in raids against superhuman
The Coalition’s complex—some
threats (including Juicers and other
say byzantine—laws governing
augmented or mutated humans).
the use of cybernetics and bionics
Psi-Net: The Psychic Registration
ensures only loyal citizens have
Program (PRP) may appear purely
access to the components of super
symbolic without an enforcement arm,
humans. They prohibit convicted
but the psychic humans and Psi-Stalkers
criminals, and even those simply
of Psi-Net are tasked with just that. The
suspected of antisocial behavior,
department polices, recruits, and trains
from obtaining cybernetics/
psychics. They participate in anything
bionics, with penalties for breaking
even tangentially psychic-related within
the law ranging from life in prison
the Coalition States.
to summary execution—usually
the latter, if the augmentation is
DEPARTMENT OF JUSTICE
dangerous.
Once the ISS completes an investigation,
Possession, and assumed sale,
the Department of Justice steps in.
of illegal cybernetics carries a
Charged with running the Coalition’s
sentence of up to three years for
prisons, work camps, and other penal
new, uninstalled “clean” parts.
processes, they also handle small affairs,
Used parts increase the penalty
such as fines and assessing the damage
to execution, as fencing parts
liability of the accused human.
involved in a cyber-snatching
The Department of Justice is (perhaps
carries the death penalty.
unsurprisingly) primarily designed to
The Cyber-Docs who implant
punish rather than rehabilitate. Prisons
illegal modifications face sentenc­
within the Coalition States have only the
ing to time in a government
most meager resources to house and feed
hospital or research facility,
convicts. Within their walls, the guards
unless they augmented D-Bees
may use deadly force to silence rumors
or subversives, in which case the
of escape or to prevent riots. Work
punishment escalates to execution.
camps are no better, human prisoners
Customized “legal” cybernetics
and low-threat D-Bees live in minimum
are also prohibited, but the
security housing.
government takes a laxer approach,
Many prefer hard labor to expulsion
fining even repeat offenders if
from a CS city, as many consider being
the augmentation wasn’t used in
left to the dangers from the Rifts as a
a crime. Those who do use their
fate far worse than simple execution, and
cybernetics during a crime likely
some magistrates treat it as such.
face up to twelve years in prison.
In almost all cases, the illegal
DEPARTMENT OF ADVANCED CYBERNETICS
cybernetics are removed at the
The Department of Advanced Cybernetics
patient’s cost, even if this would
focuses on advancing the mechanical
kill them.
aspects of the Coalition’s soldiers. After all,
a man without a hand is a liability, while
a man with a gun for a hand is an asset.

84
HIGH COMMAND
THE ARMED The High Command consists of forty
FORCES OF THE of the Coalition’s keenest military and
COALITION STATES scientific minds. The Executive Council
trusts them to implement their grand
strategy. Most are from Chi-Town, but
No standing force in North America can
notable exceptions hail from all the
truly compare to the military might of
other states, with names like Cabot
the Coalition States. The sheer numbers
and Underhill discussed on nightly
of soldiers they are capable and willing
state news.
to put to the field is staggering in
comparison to their closest neighbors.

Strategy & Tactics


BLITZKRIEG WARFARE
Coalition forces employ rapid assaults
and offensive maneuvers whenever
possible, preferring to overwhelm an
opponent quickly with minimal losses.
The linchpin of Blitzkrieg warfare is
the close coordination of mobile armored
units and air strikes in sudden, lightning
thrusts deep into enemy lines where
they envelop and then destroy enemy
units. Mechanized infantry units act as
the anvil to the hammer of the armor
and air elements, pinning enemies in
place with front-line combat. After enemy
encirclements, the infantry quickly
work to consolidate gains made by the
blitzing elements.
Operations are short-term actions
lasting no more than a few months, with
most concluding very quickly. Unless,
that is, things go wrong, as they did with
the invasion of Tolkeen.

Command Structure
No man is above the Emperor in the
Coalition chain of command, but that
by no means makes the men in his army
equals. Like any fighting force, a chain
of command keeps the many disparate
elements of the military organized and
effective.

85
COALITION MILITARY RANKS

Beneath the Emperor and the Heads of „„ Emperor - Commander in Chief


State, there are many ranks, including (salary N/A).
both officers (commissioned and non- „„ Heads of State (salary N/A): Head

commissioned), enlisted personnel, of Propaganda, Special Advisors,


and civilian staff. Military Counselors, Coalition
There is one Five Star General of State Governors, Territorial
the army, General Baxter, who wears Representatives, High-Mayors.
the insignia. Other Generals wear „„ Commissioned Officers: General

stripes under an upward triangle, an of the Army (40,000), General


epaulet with bars, and gold bars and (25,000), Lieutenant General
a triangle on the collar. The stripes (20,000), Major General (16,000),
and bars range from one (Brigadier Brigadier General (12,000), Colonel
General) to four (General). More (7,000), Lieutenant Colonel (5,500),
junior officers follow a similar pattern Major (4,500), Captain (3,500), 1st
with a downward pointing triangle Lieutenant (2,800), 2nd Lieutenant
and one to eight half bars to denote (2,500).
each promotion from 2nd Lieutenant „„ Senior Non- Commissioned
to Colonel. Officers: Command Sergeant
Non-Commissioned insignia begin Major (2,300), Sergeant Major
with a plain sleeve for privates, with (2,200), Master Sergeant (2,100).
each ascending rank adding an „„ Non-Commissioned Officers:

additional stripe to the sleeve (up to Sergeant 1st Class (2,050), Staff
Sergeants with four stripes). Master Sergeant (2,000), Sergeant (1,900).
Sergeants add a downward triangle, „„ Enlisted Personnel: Corporal or

and Sergeant Majors wear an upward Specialist (1,800), Private 1st Class
triangle (with Command Sergeant (1,750), Private (1,700).
Majors adding a fifth bar). „„ Executive Administrators: Chief

The following is a list of the Warrant Officer (2,400), Warrant


Coalition Chain of Command, and Officer (2,200).
their monthly salary (before hazard „„ Service Specialists: Civilian

or combat pay), from the top down. Assistants (1,000 –2,000).

REGIONAL COMMAND such as communications, internal


Between field units and the High security, and the motor pools.
Command, the Regional command
exists to support ground troops and Force Structure
administer the coordination required to The Army forms the bulk of the Coalition
keep such a large force waging constant forces, divided into Army Corps (each of
war. They rarely handle command about 11,520 troops in two divisions) under
details themselves (relying instead on the direct command of the Emperor and
High Command), but all other logistical High Command. Local forces typically
matters fall under their responsibility, draw about half of their numbers from

86
the nearby populace, especially when DEPARTMENT OF THE NAVY
serving as a standing defense force. This Most of the Coalition States are
not only keeps resource requirements landlocked. The Navy, therefore, did
low but also ensures a certain level of not develop until recently, making it the
ferocity for when the army needs to youngest and smallest of the military
defend its wards. branches. Yet, they face powerful
A CS Army Company (640 troops) supernatural forces, best dealt with
can draw upon Skelebots, hover tanks, before they surface, found in the Great
air mobile power armor, and other Lakes and the Mississippi River.
devastating weapons of war. In this way a
single company has enough firepower to
single-handedly defeat most settlements
short of a city-state while itself incurring
minimal loss of human life.

STATE FORCES
State Armies are unspecialized general
combat outfits, employing traditional
combat, support, and service groups.
These national guard troops can wage
war on their own if another Coalition
State falls and can even operate if they
lose contact with High Command.
Uncommitted troops, stationed in every
State, ensure aid is never more than an
hour away, at least by SAMAS, at all but
the most remote bases.

RAPID DEPLOYMENT FORCE (RDF)


The spear tip of the Coalition at war, the
RDF, includes four combat divisions
kept at constant readiness to strike
anywhere in North America within
forty-eight hours. Each state has
full divisions designated as RDF,
and they remain available
directly to High Command.
Rapid Deployment Forces
also receive specialized
training, including anti-
magic warfare and briefings
on supernatural threats, deemed too
disconcerting for the general public. From
the moment boots hit the ground, each
RDF can engage enemy threats, and they
receive training in the most advanced
weaponry the Coalition has available. A CYBER-SNATCHER

87
Fleet Admiral Travis Fisher is a The Gulf Fleet was under planning
recruiter’s dream. He started as a hoodlum, and construction when the Campaign
born in the relative poverty of the lower of Unity broke out, and the fleet came to
levels of Chi-Town, but he finally found ruin. Its enemies did not defeat it on the
purpose within the Coalition military. He high seas, however, instead the relentless
oversees the sailors of the CSN from the and concerted raiding of the Pecos
Department’s Headquarters in Chi-Town warlords decimated it. Based out of the
and makes frequent visits to the Coalition newly “acquired” Port Horus (formerly
naval forts along the Mississippi River, a D-Bee port, now their graveyard),
Sabine River, and Great Lakes region. the entire operation fell victim to the
The CSN had a rough few years, overconfidence of the Emperor and his
and only a handful of warships and highest advisors. Port Horus and its
submarines are still fit for service. The attached naval base of Fort Pinnacle, cut
Coalition used salvaged pre-Rifts planes off from resupply, found their forces
and ships, but during the heavy action rerouted to the meat grinders of Tolkeen
against Tolkeen and Free Quebec, most and the Great Lakes.
broke down. Eventually, the vehicles were Finally, Admiral Fisher convinced High
cannibalized for parts and scrapped as Command to cut their losses and relocate
superior, reliable Coalition war machines the remaining fleet and its operations to
came on line. a venerable CS naval fortress in Baton
The Great Lakes Fleet was originally Rouge. Coalition naval plans have been
the focus of the Coalition Navy, developed set back by years, but construction of the
by the skilled mariners from Free Quebec Gulf Fleet is finally underway in earnest,
backed up by the scientists and designers with many of the personnel having
of Chi-Town—to the chagrin of the leaders lived to tell the tale to the new recruits
of Iron Heart. The Great Lakes Fleet, seen undergoing training in Baton Rouge.
as the pre-eminent naval power in North The Brown Water Navy lacks any
America, prepared for war against the capital ships, high-tech subs, or jet
forces of Atlantis and the Horune Pirates. fighters. The fleet consists of patrol craft,
Then, the Emperor suddenly declared flying power armor, and sailors who
war on Free Quebec. The Great Lakes protect shipping along the Mississippi
Fleet fractured due to clashing loyalties, River and its tributaries. They are experts
and Free Quebec’s Storm Troopers seized at fighting river bandits, sea creatures,
the CS headquarters at the Isle of Orleans. and bloodthirsty magic users. Since the
A fierce battle over the Great Lakes ensued, “containment” of the Devil’s Gate Arch by
and the forces of Quebec atomized their the RCSG, the Brown Water Navy turned
CS attackers, sending vast numbers of its full attention to anti-piracy operations.
ships and personnel to the bottom of The Mississippi River and its tributaries,
Lake Ontario, Lake Erie, and Lake Huron. like the Missouri River, now enjoy safety
With the Great Lakes Fleet decimated, and flourishing trade.
the Coalition was forced to hire privateers
and mercenary units to protect regional OTHER NOTABLE ASSETS
shipping. The “fleet” is currently one Mostly serving under the Department
in name only and struggles to train of Special Divisions (DSD), these Special
green recruits from the ’Burbs to swim Forces can perform specialized missions
competently, let alone operate complex or counter specific threats.
naval equipment.

88
Coalition Cyborg and Juicer Divisions: PRP operations. Psi-Bat recruits only
The Coalition had a long-standing the most powerful, loyal psychics who
negative opinion of Cyborg and Juicer do not register with the PRP to avoid
technology, seeing it as a waste of human assassination and to allow them covert
life. In the wake of the Juicer Uprising, status. The ranks of Psi-Battalion include
the Emperor authorized two divisions Mind Melters, Bursters, Nega-Psychics,
of Juicers under the exclusive purview of Zappers, Psi-Ghosts, and more.
the military and manned by volunteers Rift Control Study Group: An entire
from the ’Burbs (who earn citizenship brigade of military scientists and their
for themselves and two others). Likewise, specially trained soldiers make up the
field testing of advancements in Cyborg RCSG headquartered at The Devil’s Gate
technology led to the creation of an entire in St. Louis. It is their goal to understand
division of partial and full conversion the Rifts well enough to hold the threat,
soldiers, with numbers swelling since the and one day seal the Earth off from the
brutal combat at Tolkeen, all under the Megaverse® once again.
auspices of the DSD.
Coalition Expeditionary Force (CEF):
The CEF has two primary missions,
to explore unknown territory and to THE FIVE STATES
observe the inner workings of other
nations. Teams travel in disguise (even
when not acting as spies) and provide
To understand the Coalition States,
long-range reconnaissance. Even when
one must understand the individual
deployed against other nations, the CEF
geographic regions forming the nation.
limits themselves to observation and
The five states cover much of North
reports, rarely interfering. They leave
America, each operating as its own
that to the Intelligence Division.
country under the leadership of the
CS Air Forces Division (CSAF): Sky
Executive Council.
Cycle wings, reinforced by SAMAS
elements, historically comprise the
CS Chi-Town
CSAF. Since the launch of the new wave
The Coalition State of Chi-Town spans all
of military hardware, the CSAF gained
old Iowa as well as the northern region
the CS Talon Stealth VTOL Jet Fighter,
of Illinois. Iowa is mostly farmland and
bringing impressive ground attack and
produces much of the meat and grain
conventional warfighting capabilities to
feeding the Coalition war machine.
Coalition forces.
This region is comparatively safe for
CS Intelligence Division (CSID):
humans, with only the occasional
Embroiled in near-constant strategic acts
SAMAS patrol flying above the tiny
of espionage, the CSID works closely with
farming communities dotting the
other DSD divisions and the military.
pastoral landscape. These borders (and
CSID officers brief commanders on up-
those of Illinois) are kept safe by Dog
to-the-minute intelligence and interprets
Pack and human patrols. Within Illinois,
complex data as it arrives.
hundreds of small towns and cities
Psi-Battalion (Psi-Bat): Composed
crowd within a day’s travel of Chi-Town,
almost entirely of Psychic humans,
forming the nerve center of CS culture
Psi-Hounds, and Psi-Stalkers, this is a
and population.
separate force from the ISS, NTSET, or

89
OLD CHICAGO
CHI-TOWN SLANG
The Central Lake Outpost of the CSN
guards the massive port north of the
Bot: A robot with integrated ruins of Chicago. The port is known
arti­ficial intelligence progra­ming. as “Old Chicago,” and is the linchpin
’Borg: Short form of Cyborg. of Chi-Town’s access to Lake Michigan,
Chi-Town: Both a city and state the trade artery through which flows
pronounced “Ch-eye-Town” almost all commerce to and from Iron
Chi-Town Surprise: When Heart, Northern Gun, and Free Quebec.
illicit goods or services turn out to CS anti-piracy forces for the Great Lakes,
be something other than desired. reeling from their devastating defeat by
Choppers: Scavengers who the Quebec Navy, largely relocated here.
break down debris and garbage
searching for valuable materials. CHI-TOWN
Cyber-Snatchers: Evil thugs The Fortress City of Chi-Town is, without
who hack the bionic or cybernetic question, the beating heart of the Coalition
implants right out of their living States. It serves as both the nation’s capital
victims to fence the implants on and a shining monument to human
the black market. superiority. The Chi-Town arcology is
Dead Boy: A member of the CS one of the most technologically advanced
military wearing the iconic black locations on Earth and is certainly the
skull-faced body armor. greatest of the Coalition States. It is where
Downsiders: Derogatory term Emperor Prosek established his power,
for citizens who live on the lower and from his throne all the balms and ills
levels of a city (4 –22), also called of the CS flow.
Downsiders, Grungers, Low There is, of course, corruption within
Levelers, LL’s, or Sludgies. the core of the Coalition States. The most
Ghost: A city dweller with no advanced (and aggressive) military in
formal Coalition identity. Most North America, the science to back it
consider them an urban legend. up, and a fanatically loyal army allows
Emperor Prosek, and the other Chi-Town
nobility, to accomplish anything through
sheer force of effort and will.
The military is omnipresent within
THE RUINS OF CHICAGO and around the arcology. Their presence,
The ruins of old Chicago lay just to the overwhelming to outsiders, helped the
northeast of the city of Chi-Town, which dictatorship to survive for over four
initially served to fuel the fortress city’s decades in relative peace and safety
vast manufacturing. Unfortunately, the within the city walls. Anti-magic and
well has nearly dried up. Scavengers human supremacy sentiments are shared
took everything easily salvaged. The by the population, spurred forward
area remains dangerous due to the by the government’s propaganda, and
ley line nexus centered there. This maintained by forced illiteracy. This,
makes the rubble of that once-great city combined with the war at Tolkeen and the
little more than a training ground for horrific acts by both sides, serves to make
untested recruits. the citizenry of Chi-Town even more
close-minded and anti-human/magic.

90
CHI-TOWN LEVELS

Within the fortress city of Chi-Town, cyber-clinics and pawn shops (and
the towering skyscrapers forge an the Black Market) call this level home.
impressive skyline, but also a rigid Levels 1– 3: Highly secured military
class. Each level is a virtual paradise, and government levels and include
with its own shopping, general advanced manufacturing facilities.
services, and recreation facilities. Level 0: “The Pit,” the wastewater
Theoretically, a person could live treatment section of the arcology
their entire life without leaving and home to disgusting D-Bees and
their level of residence, but most humans crazy enough to try and live
citizens commute to other floors and there. Dog Boys and NTSET teams
buildings for various reasons. constantly hunt these “Sludgers.” The
Levels 35+: Nobility, Government Pit is firewalled off from the levels
facilities (such as the science and directly above and below it, making
medical university). The Coalition’s it impossible for infiltrators to access
most elite citizens live, work, and anything but Level 4 through the
scheme from the very top (40+). massive network of pipes.
Levels 23 – 35: Upper middle class Subterranean Levels: The “Imperial
and the wealthy (the higher up, the Sanctum,” a bunker complex guarded
more status). Home to the most by maximum security, and home to
prosperous business enterprises and the Imperial family, the families of
entertainment industry elite. top generals, and the most trusted
Levels 4 – 22: Lower middle class military personnel. It includes Top
and the poor live on these levels. The Secret research facilities, the fabled
City Rats and shady enterprises like Great Library, and hyper-advanced
human augmentation facilities.

THE ’BURBS Black Markets have, understandably,


Over two million people call Chi-Town taken hold of the ’Burbs. The people
home, but outside the walls another mostly regulate themselves, with small
several million live in an area called civic organizations forming around
“The ’Burbs.” The population of both the taller buildings like fractals within
is crowded as tightly as possible. In the larger Chi-Town/’Burbs area. While
the ’Burbs, humans built communities Coalition Police patrol in search of D-Bees
around high-rise buildings (usually no and magical undesirables, they don’t care
more than fifteen floors) with shorter to interrupt the underworld market or its
structures (and even tents) sprouting up strain on the humans living in the area,
nearby. This leaves the shanty towns on unless, of course, they find forbidden
the furthest outskirts as dens of inequity, items like books or contraband media.
filled with desperate women and men All manner of illegal goods and services
hoping to one day earn citizenship within can be found in the ’Burbs, from body-
the city’s walls. chop-shops to gambling and prostitution.

91
safer life than facing the horrors awaiting
CHI-TOWN SLANG (CONT.) outside the well patrolled borders of
Chi-Town. Many denizens of the ’Burbs
hope the time comes when they win one
Highbrows: The elite residents
of the Citizenship Lotteries, or when
of the upper levels (23+), also called
the military accepts a family member
Lofties, Sky Kings, or Technocrats.
allowing them to earn citizenship for
Nut-Set: Sometimes derogatory,
their family by completing a term of
often begrudgingly respectful
service or dying in defense of humanity.
term for NTSET officers.
The Pit: The waste system
CS Iron Heart
area below the city (below level
Nestled along the Northeastern coastline
one, and above the fortified
of the Great Lakes, Iron Heart is made up
underground levels).
of scattered towns built around fishing
Quebec Double-Cross: Double-
and mining. Iron Heart is the second most
crossing someone who deserves
populous state in the Coalition. A mining
it: a morally acceptable, and even
and industrial juggernaut, second only
commendable, betrayal. Also
to Chi-Town in sheer production output,
called a Free Quebec Double-Cross.
Iron Hart has increased its manufacturing
Rejects: Humans who have had
over two-fold since the declaration of war
their application for residence or
on Tolkeen.
citizenship denied.
Despite Iron Heart’s proximity to
Retros: Short for Retrotech.
Free Quebec, or perhaps because of it,
A person who eschews high-
the state is a fanatically loyal member
technology in favor of an old-
of the Coalition. Since the “defection”
world lifestyle.
of Free Quebec, the Emperor made it a
Sams: SAMAS power armor (or
point to praise the leaders and citizens of
a soldier wearing SAMAS).
Iron Heart. Local media treats Emperor
Sludgers/Sludgies: Human
Prosek as a guiding star and the force
and D-Bee refugees hiding in the
behind a new American Empire. No edict
city sewers.
is opposed, no law unimplemented, and
no method questioned.
Of course, D-Bees and magic are
strictly forbidden. The methods of
Gangs roam the streets at night, preying eradication are presented as necessary
on the weak, and themselves falling to peacekeeping. Iron Heart maintains a
hidden D-Bees, supernatural predators, standing army alongside its elite cadre of
and vicious mortal foes. local Wilderness Scouts and Psi-Stalkers,
But still, humanity flocks to the the secret to their real military might.
’Burbs, hoping to one day escape the Nobody knows the unforgiving wilds
sprawl for the relative safety of Chi- of Canada more intimately than Iron
Town’s walls. Here, humanity comes to Heart scouts. Even one of these Coalition
hope for a better life, but all too many heroes can sway the course of a battle,
simply watch those dreams fade away. harass an entire detachment, or perform
The gleaming jewel of the Coalition is reconnaissance against magically-
far more tarnished and cracked when secured targets.
inspected up close, but it still offers a far

92
THE CITY OF IRON in a buffer zone for the remainder of
The City of Iron, a scar of urban blight the Coalition States. Over a quarter of a
in the wilderness, spreads out from the million CS citizens call the region north
ruins of Sudbury and is the capital of of the Missouri River home. They export
Iron Heart. Like the Chi-Town arcology, vast quantities of foodstuffs via the
the Coalition’s famous fortress walls and Mississippi River to feed the Coalition’s
cannons protect the city. Within and armies and citizens elsewhere.
without, the factories churn metal and
coal into a war machine and pour smoke NEW CHILLICOTHE
and soot into the sky. Chillicothe is Shawnee for “big town,”
Compared to the other Coalition and New Chillicothe is the capital and
settlements, The City of Iron is a center of Coalition society in Missouri.
century behind technologically. While lightly populated, the Coalition
The citizens don’t seem to mind, nevertheless sunk immeasurable
however, as each lives the high resources into developing New
life, by that same comparison. Chillicothe (estimated pop.
E mploy m e nt t y p ic a l ly 100,000 civilians and 50,000
flutters in the high military personnel). A
ninetieth percentile full battalion of SAMAS,
and luxuries such a company of Spider
as running water, Skull Walkers, and
electricity, television, u nc ou nt able u rba n
and telephones are all assault bots keep the
readily available. wall-less city well defended
against even the gravest of
SAULT SAINTE MARIE supernatural threats.
Sault Sainte Marie is home Much of the land north of
to a strategic commercial the Missouri River has been
port. The recent conflict cultivated (along with a few
with Free Quebec mandated dozen communities) into
expansion of the base there, farmlands with loosely
and it is now a center of defended borders. This
anti-piracy operations in allows Coalition forces to
the region. engage in live exercises
while remaining within
CS Missouri range of easy resupply
What began as a strategic or redeployment.
maneuver by Chi-town, the
Coalition State of Missouri DEVIL’S GATE
became a sanct uary for Si nc e 68 P.A., the
humanity. Mostly farmland Coalition military has
or u nt a me d w i ld s, tried to either close or
Missouri covers the contain the permanent
original state. It boasts no interdimensional gateway
fortress cities, but frequent known as the Devil’s Gate
patrols drive off D-Bees located in the ruins of Saint
A COALITION ISS INSPECTOR,
and other undesirables Louis. The monsters from
AKA SPECTER

93
the anomaly pose a constant threat to The Fort survived the Dark Ages as a
trade along the Mississippi River, as constitutional monarchy and maintained
well as terrorize the countryside. The a friendly relationship with Chi-Town
CS Navy bases of Hannibal and Fort and Lone Star for decades, exporting
Girardeau established north and south most of their petroleum and textile
(respectively) of the aberration protect production to their allies. Fort El Dorado
merchant convoys and combat the forces was a prosperous settlement, but its
emanating from it. fortunes plummeted after the events of
At the start of the Crusade for the Juicer Uprising. The Emperor blamed
Humanity, the Rifts Control Study Group the leadership of the kingdom for the
gained approval to create a massive debacle and denied their requests for
bunker facility to contain and study admission to the Coalition.
the indestructible portal. Hundreds of The community turned inward and
CS personnel died in the operation. At rebuilt their infrastructure and economic
a steep cost in men and materiel, the output to be better than ever. They
project already eradicated nearly ten slaughtered their massive labor force of
thousand creatures who appeared D-Bee slaves, organized magic hunting
from the arch. The RCSG claims to be raids throughout the region, and secured
making slow headway, but in truth they the border of Arkansas against the
deal with forces still far beyond their raiders of the Pecos Badlands. Eventually,
comprehension. For the time, at least, their campaign lobbying for membership
trade and shipping along the Mississippi worked, Chi-Town’s leadership relented,
is safer than ever before, giving the and the city-state was accepted as the
Coalition unprecedented access to the Coalition State of El Dorado in 109 P.A.
southern reaches of the river where it
meets the Gulf of Mexico, much to the FORT EL DORADO
benefit of the new state of El Dorado and Fort El Dorado is undoubtedly the
the burgeoning naval base in Baton Rouge. Coalition State’s most vital asset in the
region and the epicenter of an important
CS El Dorado network of productive settlements.
With its densely packed forests and Coalition engineers have built an air
multiple fiefdoms, Arkansas is home to strip and a military hospital. They have
survivalists of every stripe. The state established many new military outposts
brushes along the edge of the Magic which link up to the Simmons Line along
Zone near a cluster of ley line nexus the Lone Star border, while others hint
points, and everything between the at Coalition plans to further consolidate
White and Mississippi rivers—all the their hold on the region.
way to the ruins of Helena—is officially The culture of the Fort has also
no-man’s land, patrolled below by Dog changed. Troublesome books have
Boys and above by SAMAS. Trespassers quietly disappeared from store shelves,
are dealt with harshly, and even human and anti-D-Bee sentiment has grown to
troublemakers often "disappear". The include open discrimination, as posters
forces in the region use surplus "old- and propaganda have slowly wormed
style" CS weapons and armor, due to their way into daily life in the Fort.
the region's recent acceptance into the
Coalition States.

94
GREENVILLE THE LONE STAR COMPLEX
East of Fort El Dorado, on the western Just west of the ruins of Lubbock lies the
banks of the Mississippi, is the Coalition subterranean Lone Star Complex and the
Naval base named after the pre-Rifts ruins above-ground fortress arcology of Lone
of Greenville on the other side of the river. Star City. The infamous CS scientist
A well-maintained highway connects Doctor Desmond Bradford, rumored
the base to Fort El Dorado. Greenville’s to be quite “eccentric,” runs the facility.
pipeline provides barges with refined Sources who claim knowledge of the
petroleum and natural gas bound for underground facility say it is a research
destinations up and down the Mississippi. and production facility. The Lone Star
Complex produces everything from
NEWTOWN RUINS power armor, to autonomous robots, to
After the events of the Juicer Uprising, genetically engineered clones. This is
the CS demolished and bulldozed over supposedly where the CS created the
the alien UTI facility, then razed the city Dog Boys, engineered the new Dead Boy
of Newtown to the ground. The Coalition body armor, and has conducted countless
built the base of Fort Jericho over the spot. other secret projects.
The CS forces here keep busy fighting While it is widely recognized the CS
Pecos raiders and monitoring the activities fought a two-front war against Tolkeen
of the Tomorrow Legion to the northeast. and Free Quebec, few realize Coalition
forces fought a fierce war of attrition on
BATON ROUGE a third front: Lone Star. Human settlers
Decades ago, the Coalition built a pivotal left swathes of land abandoned when
military installation in Baton Rouge they fled for the safety of El Dorado and
to protect the vulnerable trade barges Missouri, behind the protection of the
plying the Mississippi. The base grew Simmons Line. Also abandoned was
over the years as commerce increased. Lone Star, the city’s human population
Now the Coalition’s primary base on the dwindling to less than two-thirds its
Gulf of Mexico, the local port facilities original numbers. Lone Star’s famous
and fuel refineries have been reclaimed, population of Dog Boys, shipped out
rebuilt, and fortified. Coalition engineers and massacred in the fighting at Tolkeen,
work to recover the knowledge trapped barely totals a tenth of their original
in the ruins of Louisiana State University number. Despite having the most
and Agricultural and Mechanical College advanced infrastructure and comforts
(LSU) and the State Library of Louisiana, the Coalition can provide, the small
located nearby. The citizenry, mostly Port fortress arcology is half empty.
Horus refugees, are ecstatic to no longer With the addition of El Dorado shoring
be living under constant siege by Pecos up the defenses of the region, and
raider war parties. helping to secure commercial transport,
the leadership at Chi-Town plans to again
CS Lone Star settle the region. The government ships
While the Coalition claims all of old Texas, in newly-minted citizens from the burbs
they effectively control only a patch of of Chi-Town and Iron Heart to populate
land known as the Texas Panhandle and the empty infrastructure—with their
the adjacent territory north of the Brazos provisional citizenship status tied to
River, from the Amarillo area to Wichita permanent residence in the region.
Falls and then Odessa.

95
BRISCOE AMERICA population has been put to effective use.
Briscoe America is a small city that Briscoe America now boasts a Skelebot
miraculously survived the Two Centuries manufacturing facility, advanced
Dark Age. Most of the residents are medical complex, nuclear power plant,
literate, highly educated, and have Operator garages, a brand-new City Hall,
lived in Briscoe for generations. The and a modern movie theater playing all
populace can trace their ancestry back the latest propaganda from Chi-Town.
to the Golden Age of Technology and
the old American Empire. The residents WICHITA FALLS
call themselves Americans and proudly On the eastern corner of Lone Star,
display the American Flag in front Wichita Falls is a small city based around
yards and on flagpoles throughout the the oil industry, with ranches, dairy
community. facilities, peach orchards, and farms
The city’s intense hatred of the radiating out across the countryside.
Coalition's traditional enemies stems The CS operations in Lone Star rely on
from the suffering they endured at the the formidable military base, which also
hands of D-Bees, sorcerers, and tribal serves as the headquarters of General
Indians. When the Coalition first moved Kashbrook and a division of CS troops.
into the region the people embraced The heavily fortified base possesses
their arrival, and the CS quickly satellite military outposts extending out
accepted the community as citizens of across the desolate region, deep into the
CS Lone Star. The highly Texas Free Lands.
skilled and professional

COALITION SUPER SAMAS

96
ODESSA The Simmons Line, the most extensive
Located at the most southwestern edge fortification on the continent, begins at
of all Coalition territory, Odessa is a the mouth of the Sabine River on the Gulf
growing frontier base. What started out as of Mexico at the CS naval fort of Newgulf.
a shanty town supplying the local troops It extends northward following the river
with distractions matured into a town of to the CS base of New Joaquin, where the
respectable farmers, traders, and artisans river and fortified line curve northwest
who work to support the local military until the line terminates at the Coalition
population. The Odessa Base is armed base of Fort Simmons just west of the
to the teeth with air, armor, Psi-Hound, ruins of Longview.
and mechanized companies. CS patrols The actual Simmons Line itself is a
ceaselessly crisscross the surrounding fifty-foot-high, ten-foot-deep, mega-
region, destroying all nonhumans. damage wall with fortified one-
hundred-foot-tall towers spaced along
AMARILLO & SKELRAY its length every ten miles, each one
Companies of Power Armor, Dog Boys, within line-of-sight of its neighbors to
mechanized infantry, and Skelebots the north and south. Each tower is a
operate out of the ruins of Amarillo, also bastion with its own nuclear generator,
home to a small oil field, petroleum refinery, food stores, missile batteries, and laser
and scavenger “relic mining” operation. turrets staffed by a squad of infantry
North of Amarillo, near the ruins backed up by a garrison of two-dozen
of Sunray, lies the CS infantry outpost Skelebots. A minefield studded with
“Skelray.” It is perpetually manned by a tank traps runs along the entire western
skeleton crew of personnel who support length of the wall and extends over two
a massive contingent of Skelebots football fields deep.
dispatched on long-range patrols along Though the Simmons Line is
Highway 87 and recon missions deep surprisingly effective, bloody skirmishes
into Oklahoma territory. still periodically flair up along its length.
The enemy kill-count stays high while
THE SIMMONS LINE CS casualties remain extremely light.
At the outset of the Campaign of Coalition High Command acclaimed the
Unity, High Command implemented project a massive success and maintains
an audacious plan to build a series of this integral key to the safety of all CS
fortifications along the western bank interests south of Chi-Town.
of the Sabine River. Lieutenant General
Baylor Simmons oversaw the design and Coalition Territories
construction of the project, similar in
SOUTHERN MINNESOTA
concept to the Maginot Line of World War
The Coalition Armed Forces occupied the
II or Hadrian’s Wall in Roman Britain. The
territory of Minnesota after they smashed
fortifications keep Pecos raiders, demons,
Tolkeen to rubble and sent survivors
and other undesirables away from the
fleeing from the region. It is rumored half
vital shipping along the Sabine River
of the population perished in the war.
and out of the Louisiana and Arkansas
territories. Command hoped to use it as a
OKLAHOMA & KANSAS
defensive line to shield Fort Pinnacle and
The Coalition has a loose twenty-year
the Oklahoma territory from the Pecos
plan for expansion, with the vast region
barbarians, but it failed.

97
extending south of the Platte River in numbers, until recently, were kept in
Nebraska to Lone Star earmarked for check by Psi-Stalkers. With colonies
settlement. The territories of Oklahoma in Big Falls, Crookston, Duluth, Fargo,
and Kansas fall fully within the area Rolla-Morden, and Winnipeg, the CS
targeted for expansion, but until the fall cannot ignore the spreading locusts. If
of Tolkeen, settlement operations were left unchecked, the Xiticix will inevitably
largely halted. expand their own alien landscape out
Once Tolkeen was dealt with, the CS from their hives, eventually terraforming
initiated tentative pioneering projects the entire continent, and perhaps one day
in the area. Much like the Coalition’s the planet.
strategy enacted in Lone Star since the
Emperor’s “Night of Forgiveness” speech, THE MINIONS OF SPLUGORTH
expendable provisional citizens colonize After the existential threat of the Xiticix,
this new frontier. Grim survival rates do the Coalition States must also address
not deter these downtrodden people who their growing Atlantis problem. No
fight proudly alongside the famed Dead place on Earth is under alien and D-Bee
Boys to push back the Post-Apocalyptic control as fully as Atlantis. The Splugorth
wasteland. made their presence felt with colonies
in Eastern Canada, including “Little
Atlantis” in Southern Newfoundland.
AFTERMATH OF WAR Lord Splynncryth no longer confines his
raiding parties to the Atlantic coast, and
& FUTURE PLANS now strikes along the Mississippi.

With the fall of Tolkeen, few powers can THE VAMPIRE KINGDOMS
stand before the might of the Coalition For now, the leadership at Chi-Town
States. But all is not glory and honors seem truly unaware of the severity of
for the soldiers pledging their lives to the demonic bloodsucker invasion. They
Emperor Prosek’s vision. In the ruins will eventually figure it out. When that
of Tolkeen, shouts of “Tolkeen Forever!” day comes, the Coalition will likely react
echo from the rubble as isolated with even more xenophobic aggression
freedom fighters and magical terrorists than ever thought possible.
refuse to stop waging a war they
unquestionably lost. THE SHEMARRIAN NATION
High Command’s long-range agents
Inhuman Threats investigate the “Shemarrian” tribes, and
The Coalition, as true human things do not add up. Efforts to determine
supremacists, are genuinely most if they are mutant humans like the
concerned by the threat of the alien and Psi-Stalkers have so far failed. For now,
arcane. These omnipresent threats never Coalition forces avoid directly engaging
cease emerging from the Rifts, leaving the Shemarrians in combat, leaving them
the Coalition States locked in a titanic to kill the Minions of Splugorth and
eternal war. A war they relish. help act as a buffer. The enemy of my
enemy shouldn’t be my first target for
THE XITICIX HIVELANDS extermination.
Manitoba and Minnesota fell to the
Xiticix, an insectoid alien race whose

98
OTHER MONSTROUS OR D-BEE REALMS
Realms full of D-Bees and monsters are XITICIX BOUNTIES
exactly what long range thermonuclear
missiles are stockpiled for. No, really, To control the exploding Xiticix
check the Coalition Field Manual. population, the CS resorted to
a standing bounty. Coalition
Foreign Relations officials blindly pay bounties
FREE QUEBEC to “Bug Hunter” teams made up
Chi-Town and Quebec enjoy normalized solely of spell casters or D-Bees
trade relations, and even share intel on (provided a human liaison).
their inhuman foes, with priority given
to intel coordination regarding the BOUNTIES
Splugorth forces operating throughout „„ 250 credits: Nannies or Workers
North America. „„ 500 credits: Diggers or Warriors
„„ 750 credits: Leapers

THE NEW GERMAN REPUBLIC „„ 1000 credits: Hunter/Scouts

The CS and the NGR need each other „„ 1500 credits: Super Warriors

too much to completely sever diplomatic „„ 100,000 credits: Young Queens

ties, though direct trade between the two „„ 500,000 credits: Elder Queens

nations has been reduced and capped


as part of the new pact between the
Coalition and Northern Gun.

99
NORTHERN GUN status quo and slowly regains stability
Ishpeming and Manistique are valuable in the region by shoring up Lone Star, El
allies and candidates for eventual Dorado, the Oklahoma territory, and the
statehood. With CS propaganda already Simmons Line.
having an impact in the region, the
outlook is good. LAZLO
Per the map of the “20 Year Plan of CS
TEXAS Expansion” hanging in the Coalition
The invisible “third front” during the High Command’s break room, the areas
Coalition’s simultaneous wars with containing Lazlo and New Lazlo are
Tolkeen and Free Quebec, Texas proves tentatively penciled in for invasion in the
to be a thorn in the Emperor’s side. Summer of 125 P.A., before it gets too cold
They see the people and societies of for a proper blitzkrieg.
the Texas Freelands as little better than
the barbarians of the Pecos Badlands Arms Dealing Factions
(the CS refuses to The simplest fact about life in the Post-
refer to them as Apocalypse is “might makes right,”
an Empire). Until especially when dealing with the dark
t he opport u ne things crawling from the Rifts.
time comes, High
Command TRIAX INDUSTRIES
tolerates the Triax observers and military advisors on
the ground in southern Arkansas train
El Dorado forces in the operation and
maintenance of their military-restricted
gear like the T-31 Super Trooper, X-535
Hunter, and X-545 Super Hunter.

GOLDEN AGE WEAPONSMITHS


Headquartered in the Redstone Arsenal,
some in the CS High Command secretly
root for this fledgling power, a human-
dominated consortium of city-states
bringing some order to the southeast.

WILK’S LASER TECHNOLOGIES


While Wilk’s firearms have been
added to the list of outlawed
weapons, the CS keeps purchasing
their chips and other technical parts,
because the quality really is hard to match.

BANDITO ARMS & THE BLACK MARKET


The Bandito Arms-produced SAMAS
power armor caused a commotion
because they expose the lie of the
TOMORROW LEGIONNAIRE
Coalition designing the SAMAS. Both

100
the CS and Bandito Arms recovered the to hate. In fact, Coalition troops and
design from Golden Age schematics. citizens usually react with pity. Instantly-
Multiple Coalition teams dispatched sequenced DNA tests are stringently
to track down the Bandito production used to ensure deformed squatters and
facilities have failed to even get past the beggars in the burbs are humans and
Great Barrier Wall. not D-Bees.

NARUNI ENTERPRISES & LOS ALAMO THE LAWMEN


Countless Naruni sales clerks and Whether it be the Cyber-Knights, Justice
customers met brutal ends, but the Rangers, Tundra Rangers, Reid’s Rangers,
interdimensional arms dealers don’t 1st Apocalyptic Cavalrymen, or members
give up easily. Los Alamo and MercTown of similar groups who bring law and
are strongholds of Naruni sales and order to the wastelands of Rifts Earth,
distribution, with Roswell recently they and the Coalition often have a
joining the list. The Pecos Badlands, complicated relationship. Overall, the
Texas Freelands, and New West are areas Coalition likes lawmen, but their brand
where Naruni arms sales are making a of justice qualifies as vigilantism.
comeback, out of the reach of Coalition However, lawmen often save Coalition
forces. Like the rest of unincorporated lives, exemplified by the Cyber-Knight
Texas, Los Alamo is on the Emperor’s rescue of Lady Prosek. They are given a
“to-do list.” wide berth if their brand of justice doesn’t
impinge on CS territory or operations.
Other Factions
& Peoples THE FIRST NATIONS AND NATIVE
The following are some of the more AMERICAN TRIBES
notable factions not yet mentioned, listed They are human, but the indigenous
from “least likely to be shot” to “most North American tribes largely eschew
likely to be gunned down after some technology and practice shamanistic
discussion.” magic. Even worse, many tribes, like the
Apache and Comanche, actively raid the
PSI-STALKER TRIBES Coalition, with many leading Pecos Raider
Psi-Stalkers and the Coalition get warbands. If indigenous North American
along wonderfully. Both hate anything tribal warriors gather in significant
slithering out of a Rift, and Psi-Stalker numbers near Coalition borders or
tribes and clans have come to the rescue of operations, or even look at a Dead Boy
embattled Coalition troops innumerable commander cross-eyed, they are likely
times. This has engendered reciprocation to be the recipients of incoming artillery.
from CS forces and a growing mutual
respect. The relationship allows the CS THE JUICER ARMY OF LIBERATION
military to recruit and field many Psi- In preparation for the assault on Tolkeen,
Stalkers—the only way a Psi-Stalker the Coalition implemented a scheme
could be happy in Coalition society. devised by the corrupt Colonel Lyboc.
The Coalition claimed to have developed a
HUMAN MUTANTS “Prometheus Treatment” in concert with
Unlike the Quebecois, Coalition society a company called Ultra-Tech Industries
does not see the human mutant, psychic, (UTI), which would allow Juicers to
or deformed barbarian as something avoid “last call” and live twenty to thirty

101
years longer than usual (with the typical Half a decade later, the JAL fights on.
Juicer life expectancy of four to six years, They have battled the Pecos Barbarians,
this was a miracle). In exchange for the vampires in Mexico, and Coalition forces
treatment, Juicers would join the front across the region. Most recently, they
lines in the Siege on Tolkeen. clashed with CS forces during their
There was a trick, though, the campaign against Free Quebec, following
Prometheus Treatment was a sham. When which they marched for Tolkeen only
somebody figured it out, the Coalition to arrive a few days too late. The army
suddenly had to deal with a rampaging remains under the command of Julian the
horde of over ten thousand Juicers who First, and although his body should have
had flocked to their call for volunteers. burned out long ago, the famous Mega-
In stepped Julian, a Mega-Juicer Juicer continues to lead his men against
destined to lead the Juicer Uprising. The their sworn enemy from the front lines.
Juicers tore down the Coalition-allied city
of Newtown in Arkansas, and the UTI
clinic set up to supply the fake treatment. THE TOMORROW
To everyone’s surprise, UTI was a front LEGION AND THE
for alien invaders known as the Vallax, COALITION
and all hell broke loose. When the dust
cleared, the Vallax and their Techno-
Zombie Juicers were defeated, the city of Recent clashes t hroughout t he
Newtown had been completely leveled, unincorporated territories of Missouri
and the Coalition military had a stinging and El Dorado prove the Tomorrow
public defeat by the forces under Julian Legion an extremely capable vanguard
the First, now formed into the Juicer Army force for the burgeoning city-state of
of Liberation (JAL), an army determined Castle Refuge. The Legionnaires may
to hurt the Coalition at all costs. be called on to conduct various special

COALITION ENCOUNTERS
D20 RESULT
1 –10 Same results as in The Game Master’s Handbook.
Coalition Recon-in-Force: Same results as in The Game Master’s Handbook,
11 –13
but substitute forces with entries from this book.
14 –15 Xiticix: Same results as in The Game Master’s Handbook, but twice as many.
Wandering Monsters: As the Wandering Monsters result in The Game
16 Master’s Handbook (typical in this region are Wild Vampires, Gargoyles,
Brodkil, Neuron Beasts, Thornhead Demons, or Witchlings).
Black Market Smuggling Operation: Same result as in The Game Master’s
17–18
Handbook.
Splugorth Slaver: Same result as in The Game Master’s Handbook. Roll a
19 d6: on a 6 result, a Cyber-Knight (or Tundra Ranger in the far north, use
Wilderness Scout) arrive in 1d4+1 rounds.
20 Same result as in The Game Master’s Handbook.

102
operations within Coalition territory organize relief efforts as a Crisis Quick
to free captive allies, extract high Encounter using Athletics, Persuasion
value targets, or retrieve sensitive data (to calm bystanders), Repair, and similar
damaging to the Coalition. skills. Heroes failing their rolls may result
in Wounds (see Dangerous Encounters
ENCOUNTERS IN THE COALITION TERRITORIES in Savage Worlds) or civilian casualties.
To generate encounters in Coalition The Legionnaires become the de facto
territories, use the new Coalition leaders in the rescue efforts which take
Encounters table in conjunction with the until at least sunset.
Game Master’s Handbook. The team is offered free rooms at the
town’s only inn and hailed as heroes for
their assistance in that day’s events. The
SAVAGE TALE: AS town’s Mayor, Luke Tauzin, accompanied
by his daughter, Diva Tauzin, tells the
ABOVE, SO BELOW characters the community will hold a
rally for them tomorrow evening at the
A sinkhole appears in the middle of a mayor’s mansion. Mayor Luke Tauzin
small town, forcing the team to act. After seems to be a typical snake oil salesman
helping to save the survivors, the heroes politician, while his daughter, well-
stay the night only to awake the next armed, oozes the slightly unhinged
morning to an uncovered conspiracy. confidence of a Crazy. With a successful
Coalition spies are revealed and try Notice roll, characters can see her low-
to make good their escape. Can the profile M.O.M. implants.
Legionnaires help bring justice to this
small farming town? DIGGING UP THE TRUTH
The innkeeper wakes the team the next
A CRUMBLING FOUNDATION morning. He alerts them that the sinkhole
While on patrol, the heroes come across has revealed some sort of bunker, and
a farming town with signs saying, someone is trying to get out of it. The
“Welcome to Summerfield.” Although people need the heroes’ help once more.
within the official borders of the Coalition, When the Legionnaires get to the
Summerfield does not seem to be a CS sinkhole, they find a large underground
settlement as the Legionnaires can clearly facility was exposed by shifting earth
see D-Bee children playing happily in over the course of the night. The bunker
the streets. is damaged, and either a Science or Repair
As the heroes enter the outskirts of the roll at −2 reveals that it once connected to
town, they feel an earthquake and hear the foundation of the mayor’s mansion.
screams of horror mixed with the sounds The sounds of people trying to escape the
of a massive landslide. A large rundown facility echo out of the sinkhole. Suddenly
apartment buildings close to the center an explosion knocks out the back wall of
of town starts sinking into the ground. the bunker and CS grunts come out with
After a few moments of sheer madness, guns blazing.
only panic and frenzied screams for After the first few casualties, the CS
assistance remain. troops surrender. With a successful
The scene turns into a kicked-over Intimidation or Persuasion check, the
anthill, with no organization or leaders to heroes can learn what transpired in the
be found. The heroes can assist and help bunker. On a success, the Legionnaires

103
find out the CS experimented on the „„Coalition Grunts (4, plus 1 per
D-Bees. They also learn the Mayor hero): See page 186.
is a Coalition plant to hinder all the „„Coalition Technical Soldiers (1 per
missing persons investigations, so the hero): Medic MOS, see Savage Foes of
townspeople would not learn the truth. North America.
On a raise, the Scientist, Jesse Rampton, „„Coalition Commando: See page 182.
admits they had nearly completed their „„Jesse Rampton, Coalition Scientist
project. They sent the DNA they extracted (Cyber-Doc): Unarmed and avoids
to Doctor Desmond Bradford for his combat, see Savage Foes of North
experiments at the Lone Star Complex. America.
After this, the heroes feel the crowd’s
buzzing anger growing with the KICK THE TIRES AND LIGHT THE FIRES
discovery of the Coalition’s betrayal. The townsfolk demand the Legionnaires
A lynch mob marches on the Mayor’s chase down the traitors in their
mansion. Through the bars of his Mountaineer ATV (see Chases and
mansion’s gates, Mayor Tauzin attempts Vehicles in Savage Worlds). The fleeing
to calm the mob. He fails. As the crowd Tauzins start on Chase Card 3 while
tears down the gates and storms the the Legionnaires begin on Card 1. Diva
courtyard, the Mayor escapes into his shoots at any pursuers with a focus on
fortified mansion. Tires screech as a disabling enemies (shooting out tires,
tricked-out Mountaineer ATV crashes and so on) while her father drives.
through the garage door. With cover
„„Diva Tauzin (Crazy): See Savage Foes
fire from Diva, Mayor Luke attempts to
of North America.
escape the town he tricked for so long.
EE Mayor Luke Tauzin (Vagabond
Merchant): See Savage Foes of North
America.
If the heroes successfully
catch the ATV, Diva and
Luke try to buy time
engaging the heroes in a last
stand. After two rounds of
combat or if the pair gets five
cards between themselves and
the Legionnaires in the chase, backup
arrives in a huge way. The Legionnaires
faces down one of the Coalition’s most
elite robot vehicles, the Hellraiser.
„„Coalition Elite RPA Pilots (3):
Piloting a single Hellraiser, see page
183.
„„Coalition Elite RPA Pilots (2):
Piloting Maulers, see page 182.
„„Coalition Grunts (4+1 per hero): use
the CS Squad Weapons Loadouts,
IAR HELLRAISER see page 186.

104
CHAPTER
SEVEN

THE DOMAIN OF MAN

T
he “Domain of Man” is a wide influence the future of all societies on the
strip of land, from Texas to Quebec, continent.
where human civilization flourishes
once again. At the center of the Domain Background
of Man are the Coalition States, but other With the Coming of the Rifts and
important empires reside in the region. resulting decimation of human life, the
province of Quebec fared better than
New Brunswick, Nova Scotia, Prince
Edward Island, and the East Coast of the
FREE QUEBEC old American Empire.
The City of Quebec was one of the few
centers of civilization for hundreds of
miles to hold off total collapse. During
The traditions and linguistic roots of Free
the Two Hundred Years Dark Age, the
Quebec gave it a unique identity since
city was battered by constant warfare
before the Great Cataclysm. Recently
with supernatural forces. Finally, the
freed from the yoke of Chi-Town’s
Quebecois had enough rebuilding their
leadership, the human supremacist
home city in its pre-apocalyptic image
nation took its place as an industrial,
and struck out to found a “New Quebec
commercial, and military giant second
City,” a monolithic fortress arcology,
only to the Coalition States. Quebec’s
100 miles to the northwest, where their
legendary Glitter Boy Legion and famed
families live safely.
naval traditions have repeatedly ensured
Eventually, the city of “Old Quebec”
the society’s freedom. As the isolationist
became known as Old Bones, a
nation of Free Quebec fights to self-
ramshackle community that regained
determine its role in North America, the
life in the protective shadow of the new
path its people choose will ultimately
fortified Quebec City.

105
FOREVER FREE! GLITTER BOY LEGIONS
“Forever free!” was the battle cry of the Everything changed for Free Quebec
Quebecois as other cities in the region fell when, legends tell, their explorers
to the predations of demon infestations, unearthed a cache of 288 “USA-G10”
magical forces, and war. “Free” became power armor suits. These power suits
a defining cultural tenet, and the nation were the pinnacle weapons systems
adopted it as a part of their capital and of the Golden Age of Technology and
nation's name and identity. formed Quebec’s first Glitter Boy legion.
Smaller, heavily fortified communities The armored juggernauts enabled Free
built in the likeness of Free Quebec City Quebec to push back the tides of evil
helped to turn the tide of destruction infesting their homeland. With safety
and allowed their society to survive the came untold economic stability, growth,
otherworldly forces drawn to the ley and development. Soon, trading posts,
line activity of the Saint Lawrence River farming communities, natural resource
Valley. Fortunately, the Quebecois lived boomtowns, and even small cities began
at a distance from the most destructive to spring up around the vibrant city-state.
dimension-warping activities of Rifts These satellite communities flooded the
Earth, but the fledgling nation watched nation with requests for trade agreements,
in horror as supernatural forces alliance, and protection. Over time, these
utterly wiped out the human survivor independent communities assimilated
communities in places like Montreal, and integrated into the laws and culture
Ottawa, and Toronto. of Free Quebec, forming a nascent

106
state built on the tenets of nationalism, was stacked with “States” always voting
socialism, self-sufficiency, and the in line with Chi-Town.
sanctity and purity of human life. Then the charismatic Chairman, Joseph
Prosek, was assassinated and succeeded
A COALITION OF HUMAN STATES by his ambitious son Karl Prosek, who
At the inception of the Coalition States, soon declared himself “Emperor.” The
there was no Emperor, only a dream of patience of the National Assembly of
the human nations of North America Free Quebec began to be truly tested, and
establishing a network of political, its people disillusioned. Rumors about
economic, and military alliances. This Chi-Town developing a new generation
coalition of states would assist each other of military hardware and hiding it
as needed and promote humanity’s place from Free Quebec spread. Prosek urged
in the world, all while allowing each Free Quebec to adopt the new Skelebot
member state to remain autonomous. In weapon system en masse, but Quebecois
51 P.A., the people of Free Quebec voted commanders demurred, wondering if the
to join the Coalition States. They were bots might contain secret access codes to
wary of giving up their independence but turn them against the Quebecois.
acted for the betterment of humanity. The Emperor Prosek made demands and
unified currency, laws, communications tried to punish Free Quebec for its non-
protocols, military technologies, and conformity to his vision. The treasure of
sense of purpose allowed each of the the nation, the famed Glitter Boy Legion,
member states to flourish like never must be dismantled. The Quebecois must
before. Humans truly left the Dark Ages integrate the vile, inhuman, mutant Dog
behind them. Boys into Free Quebec’s military. Free
Quebec could no longer field Juicer and
FROM DISILLUSION TO DISUNION Cyborg military units. Independent
For its first few decades as a member trade of arms and technology with the
state, things went well for Free Quebec New German Republic was no longer
as the Coalition States slowly integrated allowed, nor could they develop their
their economic, military, and political own weapon systems.
practices. Over time, Free Quebec found Free Quebec’s leaders refused to be
its political clout within the Coalition bullied, and the Quebecois ultimately
systematically eroded. As the second voted to secede from the Coalition States.
most powerful State behind Chi-Town, The Emperor, furious, denounced the
Free Quebec resented the fact Iron Heart leadership of Free Quebec as traitors
had an equal say in events. Iron heart to humanity. He publicly unveiled an
exacerbated this by always backing Chi- entirely new generation of advanced
Town’s proposals and never siding with weapons systems, which had indeed
Free Quebec on any significant issues. been developed and produced in secret,
Next, the fledgling territories of Missouri and declared war against Free Quebec
and Lone Star were admitted into the as part of a Campaign of Unity to
Coalition as full member states. Missouri merge the human-dominated areas of
was little more than an agricultural colony North America.
of Chi-Town, and Lone Star, while the site
of an important military research outpost, THE QUEBEC DOUBLE-CROSS
was an un-unified territory overcome by The Coalition States were now engaged
lawlessness and raiders. Now the deck in a two-front war with Tolkeen to the

107
west and Free Quebec to the east. As within months, Tolkeen and her allies
Coalition forces prepared to mount a fell. Quebec enjoyed the unexpected
joint land and sea invasion to the east, cessation of hostilities and soon received
the Free Quebec Navy dealt the CS Great CS overtures to normalize trade and
Lakes Fleet a swift and crushing defeat. relations.
Coalition leadership, from top to bottom,
doubted the probability of successful Life in Free Quebec
action against Free Quebec. On land, Free Quebec’s socialist system of
neither side engaged in anything more government allows its people to enjoy
than border skirmishes. universal access to formal education,
Then the CS war with Tolkeen turned historical documents, and literature.
white hot, and a force of thousands of While the society’s commitment to
sorcerers and their demonic minions education is laudable, the brutal
emerged on the eastern front. They experiences of over three centuries of
secretly entreated with Free Quebec, unending conflict with the supernatural
unveiling a plan to ambush the Coalition color their history books and cultural
army from the rear while the Free memory. This results in a close-minded
Quebec commanders engaged them from perverse nationalism rejecting anything
the front. The leadership of Free Quebec and anyone not fitting into their
signed the agreement with the loathsome traditional sense of the acceptable.
Tolkeen ambassadors, never intending to Those critical of life in Free Quebec
honor the deal, moved in a brigade of are shunned. Psychics, free-thinkers,
Violator SAMAS and a Glitter Boy Legion and political dissidents who make too
to “ensure success,” and then prepared to many waves face recrimination and
double-cross the despicable magic-users. often outright violence—not from the
As soon as Tolkeen’s demonic horde, government but from the people. The
bolstered by cutthroat mercenaries, tried Quebecois are immensely patriotic and
to spring their ambush on the Coalition extremely proud of their achievements.
army, the forces of Free Quebec attacked
them point-blank, and a savage, bloody THE NATIONAL ASSEMBLY
battle ensued. There were thousands The National Assembly is a legislative
more demons than the Tolkeenites had body made up of the ministers and
initially indicated, and during the direst aristocracy who each represent the
fighting, the Coalition came to the rescue! various kingdoms and settlements of
Battling back-to-back, the troopers of Free the nation. Some of the ministers are
Quebec and the Coalition “Dead Boys” voted into power, others are elected, and
routed the infernal army. Once the dust still others gain it through intrigue and
cleared and Emperor Prosek realized stratagem at the local level. The Prime
what had happened, he declared Free Minister chooses the most powerful
Quebec “champions of humanity” and ministers to be his key advisors. They
“courageous heroes.” make policy decisions and administer
Instead of pressing the war, Prosek the various organs of government.
deftly shifted his political posture,
publicly and officially recognizing Free AN UNNERVING BRAND OF HUMAN SUPREMACY
Quebec as a “free and sovereign nation.” D-Bees in Free Quebec? There aren’t any.
The Coalition then concentrated its war The human supremacist outlook of the
effort on the bitter siege of Tolkeen, and average Quebecois makes even the most

108
hard-core Coalition bigot look downright animosity for “D-Bee lovers” and regard
moderate by comparison. The citizens anyone who freely associates with D-Bees
of Free Quebec detest any sentient life as traitors to their race who need to be
who is not 100% pure-strain human. The purged alongside the “monsters.” This
Quebecois barely tolerate the existence includes any humans who trade, travel,
of human mutants. Psi-Stalkers and or share a meal with a D-Bee. Some
psychics of any degree are ID-tagged, use these sentiments to mask their true
physically branded, and socially excluded motivations to rob, rape, and kill.
from all but the most menial or degrading
work. No openly psychic sensitives serve The Armed Forces
in the military, and psychics cannot enter of Free Quebec
civic service as government employees While Free Quebec was a member state
or political representatives. The citizens in the Coalition, their military was the
regard humans with obvious mutations model of Coalition standards (except the
and mutant animals like Dog Boys as Glitter Boy Legion and the absence of
only one step above D-Bees and are mutants like Psi-Stalkers or Dog Boys).
beaten and run out of town—or worse. While the Quebecois rarely mobilized
Anyone discovering they have a latent their forces for anything but defense, the
psionic ability or mutation can either soldiers of Free Quebec often deployed in
try to hide their aberration or leave support of CS operations in other parts
Free Quebec for life elsewhere. In a of the country. Since the civil war, Free
humanitarian gesture, the government Quebec still employs old-style CS gear
created a relocation program for which has been cosmetically updated to
undesirables. After relinquishing their have its own distinctive appearance.
citizenship, they receive 30,000 credits
and their choice of either a hover vehicle THE QUEBEC REGULAR ARMY
or travel arrangements to another The average Free Quebec grunt is the
location in North America. It is a “kind” rough equivalent of the line infantryman
form of exile, from which the mutant can in any Coalition State. Quebec’s warriors
never return. are some of the most highly motivated,
trained, and professional soldiers in
LES SOLDATS DE ST. JEAN the world. The Regular Army forms the
The political organization called les bulk of the Free Quebec Military and
Soldats de St. Jean (The Soldiers of St. uses the same rank structure, salary,
John) infests Free Quebec society from and administration as the Coalition
the armored neighborhoods of Quebec military. Before the CS allowed Borgs and
City to the most rural villages. The Juicers into their ranks, Free Quebec had
organization is ultra-violent where already begin using them extensively.
D-Bees and mages are concerned, and This means their Borg and Juicer units
staunchly pro-Quebecois. They detest are experienced at employing their
the Emperor, his family, and the Coalition capabilities in concert with regular forces.
States. They reserve their true hatred, Infantry Companies are deployed
however, for the inhuman. Members in Mark V APCs, with hoverjeeps and
of les Soldats organize citizen “D-Bee hovercycles providing recon capabilities.
hunting parties” to patrol their lands Quebec’s native Violator SAMAS
and purge anything alien or “unnatural.” (“V-SAM”) units often provide rapid
Moreover, les Soldats possess a special response capabilities as well.

109
Quebec Rapid Deployment Forces number as the 288 original members
(QRDF) are on-call units ready to deploy counted in the legends of the Dark Ages.
at a moment’s notice and can remain in The National Assembly intentionally
the field without logistical support for maintained this charade with the
extended lengths of time. They resemble intention of striking a balance between
the “cavalry” in the Old American West intimidating foes and alerting Chi-Town
or air assault units in the old American high command to their true power. Free
Empire. Wherever trouble erupts, the Quebec secretly held the technology of
QRDF comes in to save the day. They Glitter Boy production for over a century.
employ Glitter Boys carried in GB6-96 For generations the nation’s great
VTOL armored transports and Death’s military quietly and secretly stockpiled
Head Transports carrying special forces, the awesome power armor suits in
Cyborgs, Juicers, Violator SAMAS, underground bunkers and redoubts.
regular infantry, and support personnel. Faced with the threat of war against
Army Recce Battalions are infantry the Coalition States, the Prime Minister
units specializing in ground patrols and ordered the full deployment of the Glitter
holding operations. Recce units go on Boy Legions. Over ten thousand Glitter
long missions into remote wilderness Boys and their elite pilots now stand
areas with no backup to perform ready to defend the homeland. Easy to
peacekeeping or pacification operations produce “Tee-Five-Fifties” bolster the
when necessary (i.e. law enforcement). legions. Free Quebec acquired these
These units usually consist of infantry in facsimiles of the legendary power suit,
Mark V APCs, Cougar Hover Jeeps, and newly designed by Triax Industries, as
Spider Skull Walkers. Violator SAMAS, part of a cooperation agreement. In fact,
Cyborgs, and Juicers are attached to the with Triax’s help, the Fortress City of Free
mission as deemed necessary. Quebec now has an ultra-modern T-550
Storm Troopers are units composed manufacturing facility tucked away in a
exclusively of heavy infantry Cyborgs secret, secure location within the bowels
and Juicers usually broken up and of the city. Small detachments of USA-
attached to other units in the army. G10s and T-550s are occasionally attached
Occasionally, Storm Troopers consolidate to regular army units, but the famed
into company sized units for especially power armor suits are deployed in large
dangerous or challenging missions. numbers, a.k.a. “Legions,” where they
The Armored Corps units are can fight together in massed formations
composed of power armor, tanks, giant and utterly decimate their opponents.
robots, and other combat vehicles (other
than Glitter Boys). These units provide THE QUEBEC AIR FORCE CORPS
raw firepower, suppress enemy infantry, The pilots of the Air Force Corps specialize
battle hardened enemy targets, demolish in ground attack, anti-armor, and air-
fortifications, and overpower entrenched to-air dog fighting. The Free Quebec
positions to infantry units. Common military only recently began expanding
armored vehicles include the Enforcer, and modernizing their air forces, and
Spider Skull Walker, and Mark V APC. as a result it is only about a quarter of
The Glitter Boy Legions the strength of the Coalition Army Air
The famed Glitter Boy Legion was Corps. The Quebec Air Force Corps
previously thought by most observers to lacks in development and diversification.
number in the hundreds, near the same While they employ the effective Violator

110
SAMAS and old-style Sky Cycles, the of threats like rebel groups, foreign
closest thing they have to conventional saboteurs, and infiltrators. The highly
fighter aircraft are Northern Gun Sky competent organization has a reputation
Kings. They purchased the remarkable like the Mossad of pre-Rifts times. The
craft in massive quantities until the SQ successfully uncovered the evidence
recent trade alliance between the CS of Chi-Town’s secret development of next
and Northern Gun. Since then, their generation weapons and equipment for
procurement slowed to a modest trickle use in war against Free Quebec. The
of backchannel purchases. agency compiled countless dossiers
on influential people inside each of the
THE QUEBEC NAVY Coalition States, Northern Gun, Iron
The violent reality of Rifts Earth, Heart, and more, even as far away as
combined with the nation’s coastal the Pecos Empire. SQ agents quietly
geography, engendered a strong naval wait and watch everywhere in North
tradition in the Quebecois culture. The
sailors of the Quebec Navy are
some of the best mariners in
the known world. The
Free Quebec leadership
first pro­posed a formal
Navy for the Coalition States. Free
Quebec designed and tested most of the
vessels of the Coalition Navy. Superior
training and tactics allowed the Quebec
Navy to rip the Coalition Great Lakes
fleet to pieces. The Coalition lost half
of their naval personnel, and three
quarters of their ships were
sunk. This resounding defeat
of Coalition Naval Forces
confined the Coalition Army
to a logistically nightmarish
ground campaign against
Quebec, which Emperor
Prosek smartly abandoned
once he had a politically
palatable pretext.

LE SÛRETÉ DU QUÉBEC (THE SQ)


Le Sûreté is the intelligence
agency assigned to national
security and coordinates closely
with the Regular Army’s military
intelligence. The SQ maintains a
far-flung network of spies and
informants who it employs
to stay constantly apprised

111
America, prepared to act if it becomes in Quebec likes it. The bawdy city never
the interest of their nation. sleeps, and its people revel in its status
as a loud, lawless haven for cutthroats,
The City of Free Quebec mercenaries, and freebooters. An eclectic
Free Quebec is an advanced nation, mix of architecture left standing after the
just behind the Coalition and the New city was rebuilt a dozen times during the
German Republic in overall technology. Dark Ages comprises much of the city,
In the protective shadow of the City of along with dirty streets and graffiti. The
Free Quebec, dozens of settlements thrive. city is famous for its rumor mill, with
Most cities have a fortified downtown area the newest conspiracy theories and
giving way to an urban landscape covered outrageous stories coursing through the
in factories, office buildings, hospitals, streets of the ancient settlement, eternally
schools, markets, theaters, sports arenas, fed by the travelers from distant lands.
and communications centers. Even in a city of illicit pleasures and
The Fortress City of Free Quebec is an free trade without government oversight,
exception to the normal communities of D-Bees and mages keep a low profile, as
the nation and stands like a manufactured their kind spontaneously “disappear”
mountain of molecularly bonded metal without a trace.
towering into the heavens. The fortress East Ruins is the place to find
arcology resembles the design of Chi- entertainment and satisfy vices in Old
Town, though the people of Quebec knew Bones. The district maintains casinos,
nothing of that nascent city-state when gambling halls, drug dens, taverns,
they began construction during the Two brothels, and other houses of ill-repute.
Centuries Dark Age. Hotels house and restaurants feed
The national radio station, CFQC, or the constant swarm of people visiting
Radio Free Quebec, keeps the public the chaotic city. The native tight-knit
informed of current events, military community of Old Bones solves their
news, and political affairs. The radio own problems and look out for one
personalities of CFQC sympathize with another. When the rough clientele cause
the violent political faction les Soldats de trouble, someone always intervenes and
St. Jean and advocated a Quebec truly prevents violence.
“free” of the machinations of a foreign The Trade Center attracts people from
Emperor for over a decade. At first, their everywhere. There are Body-Chop-Shops,
derision was subtle, but over the years, Juicer augmentation clinics, illegal arms
and with each outrageous demand by dealers, sellers of banned books, Operator
the Prosek regime, they shifted public garages, and merchants of all other stripes
opinion further and further from where located in the dilapidated district. The
it started. The radio station is a fixture in Black Market, with a strong presence in
popular Quebecois culture. It broadcasts the Trade Center, brazenly peddles in the
to the far ends of the region using the arcane and slaves. Unknown to most in
national network of radio repeater towers. the city, informants on the payroll of Free
Quebec constantly feed the government
Old Bones information gleaned from adventurers,
The City of Old Bones, once the great pre- mercenaries, and vagabonds passing
Rifts city of old Quebec, is a self-governing through the area.
trading community and a political and
societal no-man’s zone, just how Free

112
Quebecois Worldview friendly allies. Free Quebec exports vital
& Relations foodstuffs and raw materials to the NGR
Unlike the Coalition State of Chi-Town in exchange for advanced equipment and
with their expansionist policies and wars, technical supplies, and the nations even
Free Quebec is an isolationist nation at trade literature, art, and entertainment
heart. It will take generations for them products (both pre-Cataclysm and post-
to settle and cultivate the lands that they Cataclysm, including many items banned
already carved out for themselves. in Coalition territory). Both societies'
hunger for cultural exchange helped
THE COALITION STATES them come together on a surprisingly
The citizens of Free Quebec still feel emotional level, each sensing kindred
relieved. They stared down the might spirits under siege in a crazy post-
of the Coalition war machine and didn’t apocalyptic world gone mad.
flinch. Their navy acquitted itself well,
and their army famously gave no quarter NORTHERN GUN
to the D-Bees or the demons in the action Northern Gun and Free Quebec never
known as the Free Quebec Double-Cross. enjoyed an especially strong trading
This made the pride of the Quebecois relationship. Free Quebec always
swell to levels until now considered resented and distrusted Northern Gun
impossible and gained the loving for their indiscriminate sales of arms
adoration of the Coalition citizenry. They and armor to D-Bees, raiders, and pirates.
even earned the forgiveness of Emperor Since the alliance between the Coalition
Prosek himself—a man most Quebecois States and Northern Gun cemented, Free
don’t trust. Quebec no longer openly buys Northern
Gun equipment, but at least the city-
THE NEW GERMAN REPUBLIC state is inducted into the fold of human
The New German Republic (NGR) supremacy.
and Free Quebec learned that have
more in common than they realized. THE CITY STATE OF LAZLO
Both peoples see D-Bees and magic Lazlo is a strange enigma to the people of
as an existential threat. Both cultures Quebec because, while they purport to be
emphasize personal freedoms, education, a peaceful nation, they openly embrace
and openness to innovative ideas. Both magic and the alien. The Quebecois
countries, though socialist in nature, honestly believe D-Bees and supernatural
have leaders who govern at the will of beings are insidiously evil at their core.
the people. Both societies are insular and For almost half a century they have
isolationist by nature, and they only fight watched and waited for the facade to
an unending war out of constant need. In fall and reveal the denizens of Lazlo as
many ways, the New German Republic a malevolent force. They are still waiting.
more resembles Free Quebec than it does
any other known nation of Rifts Earth, THE MINIONS OF SPLUGORTH
including the Coalition. The strange continent is impenetrable
The sharing of technical knowledge to direct intelligence efforts. All agents
regarding Glitter Boy manufacture began of la Sûreté de Québec vanish without a
a growing trade alliance, and trade volume trace. They only have rumors regarding
now surpasses the NGR's trade with the the fabled continent of Atlantis itself to
CS. The Germans and Quebecois are now go on, and if what they hear is true, then

113
the Splugorth and their minions pose a THE SHEMARRIAN NATION
nightmarish threat to all life on Rifts Earth. The Shemarrian Uprising took the
All reports point to an interdimensional leadership in Free Quebec by surprise.
empire using a combination of magic, Despite the best efforts of la Sûreté, the
traditional science, and supernatural warrior women remain a mysterious
living beings as components in their people. It is thought they may be a society
technology (often lobotomized). The of human mutants, like the Psi-Stalkers,
agents know for certain that slaver who developed a warrior ethos and
minions of the Splugorth raid the coasts veneration of bionic augmentation as a
of North America to capture humans, reward for and display of prowess in battle.
D-Bees, and monstrous creatures for sale The Amazonian warriors violently
throughout their empire. protect the vast unpopulated woodlands
The Slavers favor the Atlantic coast but east of the Appalachian Mountains.
have been sighted in the Gulf of Mexico. Alarmingly, Shemarrian war parties
They brazenly probe deeper inland every appear in much greater numbers than
year. Each time the Quebec Navy engage were previously believed to exist, and
Splugorth vessels the combat turns out they now move much further north than
weird and terrifying. As a result, free ever before. Fortunately, it seems the
Quebec’s leadership is intimidated by the beast-riding amazons are up in arms
idea of confronting a vast against the Minions of Splugorth, whose
nation of monsters. raiding parties they track and hunt.
They worry open Intelligence reports, though spotty, are
con f lict wit h certain neither Free Quebec, nor humans
the Minions of in general, are the
Splugorth will target of the
set off a war the likes Shemarrian
of which Earth has aggression.
never witnessed. The leadership
of the nation
secretly hopes the Shemarrians
help contain the ever-bolder
Splugor t h i nc ursion s i nto
North America.

OTHER MONSTROUS OR
D-BEE REALMS
Other threats seem very
far away to the isolationist
Quebecois. The Federation of Magic,
Xiticix, Pecos Empire, and rumored
Vampire Kingdoms are credible threats
Free Quebec can do little about. In truth,
the people of Quebec see most of the
problems as Chi-Town’s immediate
concern and believe it the fault of the
Coalition. The expansionist empire
behaves like a child poking an ant

114
nest with a stick. The Quebecois prefer by no government, and is neither a
to tackle one problem at a time when kingdom nor a city-state, despite its name.
possible. They worry the Coalition Some refer to it as the “Pirate Kingdom of
routinely bites off more than it can chew Montreal,” which is more accurate, and
and may eventually choke to death on its the transient and volatile nature of the
Emperor’s ambition. island’s civilization leads other to leave
it off maps. The city is a complete ruin of
collapsed buildings, shanty-towns, and
THE GREAT LAKES twisted relics of a bygone era.
The Port Harbor Docks on the
KINGDOMS southwest end of the city are the most
viable part of the “Kingdom” of Montreal
The Great Lakes are the lifeblood of and the center of trade. A grizzled old
trade and transportation in the Domain pirate runs Port Harbor, where the most
of Man, and the most active commercial fortunate denizens of Montreal live and
area in Post-Apocalyptic North America. work. His thugs ensure the area stays
Thousands of rivers and countless lakes open and welcome to anyone with coin.
cover the region and account for one of The harbor has expansive docking, dry
humankind’s most valuable resources. docking, and repair facilities. It includes
After the return of the continent of taverns, pawn shops, tattoo parlors, drug
Atlantis, worldwide water levels rose and dens, and houses of ill repute, along
deepened the waterways across the globe. with a market square featuring more
Vast rivers and lakes now give nearly legitimate businesses.
limitless supplies of fresh drinking water, The Port Harbor Airport was recently
fish, beavers, otters, waterfowls, and other redeveloped. A surprising number of
animals valuable for their meat and pelts pirate groups and cutthroats on the run
to humans and D-Bees of all walks of life. make use of the unique facilities, which
Hydroelectric facilities and watermills include ramshackle hangars, large
power industry. The immense waterways illuminated runways, radio transponders,
also act as the arteries of commerce and a fuel depot, and a garage specializing in
transport, replacing roads. However, this aircraft, VTOLs, and hover equipment.
surplus attracts pirates and raiders. North of Port Harbor, ruthless groups of
thugs run the neighborhoods, with each
The Island Kingdom gang controlling roughly half a dozen or
of Montreal more city blocks. The vindictive micro-
Before the Coming of the Rifts, Montreal kingdoms feud with each other over the
was a dense urban jungle built atop a pair pettiest of insults or misunderstandings.
of islands in the Saint Lawrence River, Whenever a group of outsiders interfere
about 300 miles southwest of Old Quebec. in the area, however, the gangs band
The megalopolis was akin to New York together and violently drive them out.
City, only bigger. Montreal fought and Small pirate fleets use the islands
survived the immediate aftermath of surrounding the city as private ports.
the Great Cataclysm, but eventually The largest of them, Buzzard Island, once
the city was decimated, and its people known as Île Bizard (“Weird Island” in
slaughtered. French, butchered by the Americans),
Since the end of the Dark Ages, the was requisitioned by a band of Yankee
island once again came to life. It is claimed “sky pirates” who bulldozed an ancient

115
golf course into a makeshift airfield. The “Willis Whiskey” and “Willis Gut Punch,”
facilities at Port Harbor Airport allow a potato-based moonshine that tastes like
unique operations like this to thrive. vodka and hits like a truck—a favorite of
Juicers and Crazies.
Mechanicsville Despite its size, business in the small
Mechanicsville is located due east of settlement exploded over the past few
Montreal where the Saint Francois River years. Willisburg is now “the” favorite
meets the “old 20” highway, which is watering hole for those on their way to
miraculously still recognizable in many Montreal or Mechanicsville. The general
sections. The boomtown is a popular rest store is booming, and other businesses
stop and supply post for mercs, bandits, are springing up in town. Daniel Willis
adventurers, and explorers passing and his family couldn’t be happier.
through the region. The settlement has a
casino, stables with livery, arena, movie The Free City of
theater, general store, hotel, tavern, Queenston Harbor
saloon, and boarding house, plus a wide Every day, millions of credits change
array of specialty garages, gun dealers, hands in the wealthy city-state of
and body-chop-shops. Queenston. The city started as a free port
A guild of Operators run Mechanicsville. where pirates, privateers, and vessels
They are quite adept at repairing robot from any kingdom or country could dock
vehicles and other advanced machinery, and trade. At any given time, an eclectic
and claim they can fix anything. array of ships crowd the harbor, hosting
With their advanced capabilities, the everyone from Splugorth-aligned traders
impressive mechanic facilities service to Coalition mariners (a frigate limped in
massive war machines, often drawing in for emergency repairs after action against
the Coalition, Free Quebec, or Tomorrow the Quebec Navy).
Legion teams. In addition, the town An imposing stone wall, with cannon
features an innovative hospital funded towers regular space along its length,
by the local guild, further broadening the protects the city. A fleet of retro-stylized
city’s appeal to adventuring groups. frigates and a company of town guard
The city is experiencing a tremendous constantly patrol Queenston Harbor.
period of sustained growth as it fills The dock area is the epicenter of dozens
a need in the lawless wilderness. of taverns, casinos, drug dens, and inns.
However, Mechanicsville is not a place Traveling further away from the docks,
for practitioners of magic to tarry. The one can find shops specializing in magic
residents remain patient if “their kind” items, healers, officially branded weapons
don’t cause trouble or stick around too dealers, Operator garages, Cyber-Doc
long, otherwise things get ugly. clinics, plus an open-air market where
loot, exotic weapons, equipment, and
Willisburg cybernetics are briskly traded.
North of Montreal and west of A cadre of dwarven stonemasons
Mechanicsville, at the confluence of built most of the city’s Victorian-styled
the Saint Francois and Saint Lawrence structures using massive, expertly fitted
Rivers, sits the settlement of Willisburg. stone blocks. The most notable buildings
The town began as a general store and include a small pyramid that calms ley
saloon founded by Daniel Willis and line activity, a Greek-style temple to
his family. They produce the wonderful a D-Bee water goddess, and a marble

116
palace where Queen Lilia Seabreeze, the twentieth century and supplement it
True Atlantean founder and regent of with Techno-Wizardry of all sorts. The
Queenston, resides and entertains guests isolationist community refuses to open
who pique her fancy. Anyone familiar itself to outside trade yet is easily one of
with Castle Refuge or Lazlo finds the wealthiest independent kingdoms in
comforting familiarity in the architecture Canada. The city has a strong mining,
and general vibe of the bustling city. smelting, and manufacturing base
powered by hydroelectric energy, and
The Manitoulin the surrounding communities support it
Kingdom with successful logging, fishing, trapping,
Fort Manitou, a fortified town, serves and agricultural industries (enabled using
as the capital of the small Kingdom of massive Techno-Wizardry greenhouses).
Manitoulin. The king retains no standing The kingdom increasingly comes
army, just an elite personal guard. They under attack by the Xiticix, but so far, the
enjoy friendly relations with CS Iron interdimensional pests have made no
Heart to the north. The community has major incursions.
no love for magicians or D-Bees, who
they bar from owning property. The
commander of the Manitoulin Privateers NORTHERN GUN:
and old friend of the king, Jae Mason, ISHPEMING &
amassed an impressive little fleet of ships, MANISTIQUE
power armor, and combat aircraft.
The Manitoulin Privateers have been a
major force in the recent trade wars on Adorning everything from boots, to
Lake Huron. The interruption of CS anti- lanterns, to high-tech weaponry and
piracy operations caused a spike in raider power armor, the Northern Gun logo is
activity, and the Manitoulin Privateers one of the most recognizable symbols
made a fortune picking up the slack by in North America. From the shores of
performing convoy duty and fulfilling Quebec to the deserts of the Pecos Empire,
contracts to eradicate pirate factions. The every major settlement uses or trades
privateer fleet swelled with captured in their equipment. The corporation is
pirate vessels and arms, and this success a powerhouse, and one of the largest
benefited the Manitoulin Kingdom as the corporate states in existence. Northern
fleet’s demand for goods and services Gun is a rare breed of state dominated
super-charged the local economy. entirely by industry: a megacorporation
with corporate territorial holdings,
Hudson Wheigh employee-citizens, and company
Technically not located on the Great divisions functioning as the organs
Lakes, but in the nearby region north of of state.
the Xiticix Hivelands, the surprisingly
prosperous city-state is located southwest Background
of Hudson Bay along the Nelson River in Northern Gun dominates the nation
the pre-Rifts territory of Manitoba. of Ishpeming located in the Upper
The city-state’s population is mostly Peninsula of Northern Michigan. At the
human, with a large contingent of Psi- tail-end of the Golden Age of Humanity,
Stalkers and a small minority of D-Bees. the region enjoyed a renaissance of
They use technology equivalent to the science and industry and avoided the

117
worst of the Great Cataclysm. The region SOCIETY
is empty of ley lines and nexus points, To be a citizen of Northern Gun is to
which prevents random Rifts and extra- live within one of the most prosperous
dimensional invaders from constantly empires in the whole of Rifts Earth. Only
threatening the area. This also makes the fortress cities of the Coalition rival
it much less enticing to supernatural the level of technology in Ishpeming,
beings and sorcerers. Civilization in but its population enjoys a high rate of
the Upper Peninsula thrived during the literacy. The society is a libertarian’s
Dark Ages, with the people of the region paradise and the quintessential
not just producing enough arms and company town writ large, very large.
armaments for themselves, but enough to Because Northern Gun is a corporation,
sell to communities further and further citizens are employees. They pay fees
away. While arms manufacturers all and corporate dues in place of normal
over the globe amassed great wealth and taxes. Laws are referred to as company
political power, in North America none regulations. The citizens understand
were as successful as Northern Gun. Not this and refer to themselves as residents
even close. of Northern Gun, not Ishpeming. D-Bees
and magic users, while tolerated within
Life in Northern Gun the borders of Northern Gun, must keep
a low profile. They are officially outlawed,
THE TRADE COUNCIL
though most citizens turn a blind eye.
Around the time of the establishment
Since Northern Gun and Manistique
of the Post-Apocalyptic Calendar,
Imperium formed an alliance with the
Ishpeming was technically a kingdom
Coalition, propaganda and popular
under the rule of a sovereign. This
opinion started to slowly turn against
line of kings only ruled at the whim of
these minorities, but for the time being,
the all-powerful Northern Gun Trade
most citizens approach the xenophobia
Council, which is made up of the eight
with a wink and a nod, realizing it’s all
most powerful executives in charge of
part of the show put on to appease their
the largest divisions of the corporation.
new allies. Compared with the autocratic
In 107 P.A., Northern Gun leadership
forms of government found throughout
decided to incorporate as a Republic
most of Rifts Earth, this laissez-faire way
instead of a kingdom, which would be
of life enables freedom and justice to
better for public relations and marketing.
predominate but, more importantly, it's
As a result, the king was reduced to a
good for business.
figurehead, and business continued as
To say Northern Gun has a strong
usual. Truth be told, Ishpeming is neither
company culture is a vast understatement.
a kingdom nor a republic, nor in any
Actual direct contract employees of the
way democratic. Instead, Ishpeming is
corporation, considered super-citizens,
just a political construct of convenience,
enjoy outstanding perks including
enabling the Trade Council to make the
free medical care, subsidized housing,
best profits possible by negotiating with
deep discounts on all Northern Gun
the outside world as either a sovereign
products, and preferential treatment by
nation or a corporate juggernaut,
law enforcement and military personnel
depending on which angle is most
(who are technically employed by them).
advantageous.
Additionally, since their employer is
the state, carriers of employee ID cards

118
have the power of governmental review standardized equipment and tactics, the
written into their contract. The average Trade Council instead hires mercenaries
contract employee is fanatically loyal to to fulfill their defense needs. Long
the company and way of life they literally ago, immediately following the Great
hold stock in, and they are quite proud Cataclysm, they decided a military force
of their reputation for making the world in the hands of the state government
a better place. would create an imbalance of power. By
replacing the traditional military with
Northern Gun’s private military contractors, Northern
Military Industrial Gun created an alternative defense
Complex strategy that was cheaper, more flexible,
and ultimately more reliable than any
LOSS PREVENTION OFFICE
corporate army they could create.
The Loss Prevention Office (LPO) is
The mercenary forces of Northern Gun
the enforcement arm of the Northern
are organized within the Ishpeming
Gun Corporation’s all-powerful Trade
Military Contract Network (IMCN).
Council. The LPO is a mix of intelligence
Every mercenary company dreams
agency, police force, and paramilitary
of landing a contract with Northern
organization that specializes in industrial
Gun because of the stability, security,
espionage. Loss Prevention Officers can
and unimaginable luxury provided by
be seen on the streets throughout the
Northern Gun society. The corporation
region. Northern Gun Loss Prevention
also sponsors many units of mercenaries
Officers maintain a network of spies and
and privateers, giving them discounted
informants who allow the Corporation
equipment in exchange for their loyalty.
to maintain its grip on Ishpeming and
In return, Northern Gun enjoys the
the North American sales market. The
services of experienced, skilled, and
LPO also maintains a special corps
professional soldiers without the need to
of Monster Responders— essentially
train, feed, or house them directly. The
animal control for supernatural monsters,
IMCN recognizes no traditional rank
demons, alien beings, and mutants. In
structure and instead focuses on pay-
the post-apocalyptic landscape of even
grade and combat specialization, with
comparatively serene areas like the
cash bonuses awarded alongside citations
Upper Peninsula, the government takes
for heroism and sales vouchers dispersed
calls about bigfoot, sea serpents, cattle
in tandem with unit accolades.
mutilations, mutants in the woods, and
mysterious disappearances very seriously.
TASK FORCE X
Monster Responders coordinate closely
The Xiticix expands at an exponential
with the investigative arm of the LPO,
rate, terraforming thousands of square
and often contract merc units to help
miles of North America into an alien
them in large-scale raids on monster
landscape. The threat finally spurred
nests and lairs.
the Trade Council into founding Task
Force X, the first standing army ever
ISHPEMING MILITARY CONTRACT NETWORK
deployed by Northern Gun. The Trade
When it comes to more traditional
Council plans to offer discounted arms
military forces, Northern Gun breaks
and equipment to allies like the Coalition
the mold in a big way. While most nation-
States and let them take care of the issue.
states maintain standing militaries using
However, should the Xiticix problem

119
explode into all-out war, or the Upper with a retail atmosphere of glitz, glamour,
Peninsula be the target of a large-scale and showmanship.
invasion, Northern Gun’s Task Force X Foreigners and non-contract employees
are armed with the most advanced anti- cannot visit the Northern Gun Corporate
Xiticix weaponry, trained in the most District. The corporate headquarters
effective anti-Xiticix tactics, and backed reside in the tallest building on the
up by the most heavily armed mercenary Upper Peninsula, simply called “the
armies in North America. See Rifts® North Tower.” Dominating the skyline and built
America: Blood & Banes for further details during the Golden Age of Humanity, the
regarding the Xiticix threat. Tower survived the Great Cataclysm
and remains a symbol of humankind’s
The City of Ishpeming tenacity and perseverance. At the top of
The city of Ishpeming, aka Northern the skyscraper—48 floors up—the Trade
Gun, is the headquarters of the Northern Council meets. This is the nerve center of
Gun Corporation and the largest city corporate operations.
in Michigan. At its core is the fabled The nearby Mall of Michigan is a
Northern Gun downtown city center sprawling complex of shopping arcades,
and surrounded by sprawling city blocks. warehouse centers, outlet stores, and
They gradually give way to a sphere of service centers: a showcase of Northern
factories resembling an industrial camp— Gun wares. Visitors can buy almost any
all encircled and protected by a ring of item or piece of technology, military
giant defensive bunkers and a militarized or civilian, often at a discount. Robo-
security zone. The city captivates visitors gladiators, celebrities, and Northern Gun

120
executives and engineers promote the MARQUETTE
newest products and gauge the public’s A commercial port, Marquette also hosts
reaction with incessant free prizes and a high-security naval development center
giveaways. which, like Fort Sawyer for aircraft,
is Northern Gun’s preeminent naval
THE ROBODOME research and development complex.
The spectacle of battling robots has The center includes sheltered docks and
become a hugely popular sport following dry docks for the repair, construction
the Dark Ages. Stories of Robodome and testing of top-secret naval assets.
competitions have spread from Free Privateers from Marquette constantly
Quebec in the north to Los Alamo in evaluate new equipment, take part in
the south, with events televised live drills, and undergo inspection.
throughout the Peninsula and recorded
for viewing across North America. Escanaba a.k.a.
Couriers carry these recordings and “MercBay”
replay them for massive audiences in big Escanaba is Northern Gun’s doorway to
cities like Chi-Town, Lazlo, and Castle continental North America. Located on
Refuge. Major events include robot races, the southern coast of the upper Peninsula,
gladiatorial battles, man versus beast just west of the Manistique Imperium,
versus robot rodeos, cyborg pit-fights, Escanaba is the largest port on Lake
hovercycle competitions, combat obstacle Michigan. Cargo, passenger, and military
course racing, Juicer Sports tournaments, vessels constantly move in and out of
hologram labyrinth matches, and air the port.
shows. Robo-Gladiators of all stripes are Known as “MercBay” for a reason,
celebrities throughout North America, Escanaba is the largest trading hub
with live matches hotly gambled on, for mercenaries, privateers, and state
and Robodome Championships and militaries in the known world. The
Tournaments cause a ruckus in the streets Northern Gun Corporation estimates
of cities across the continent. they sell more arms and military grade
equipment in Escanaba than any other
FORT SAWYER single place in North America. As such,
Just a few klicks east of Ishpeming City they built and planned the city with
lies Fort Sawyer, the post-apocalyptic customers and logistics in mind. The
name for Sawyer Air Force Base. During community offers everything Ishpeming
the Coming of the Rifts, the base became City does, but without all the glitz and
an important bulwark, with many glamor. Escanaba functions as the outlet
aircraft and personnel diverted to the warehouse of Northern Gun.
facility during the initial shock of The The E-Dome, or Escanaba Robodome,
Great Cataclysm. Generations later, the features a constant variety of visiting
Northern Gun Corporation uses Fort competitors and mercenaries looking
Sawyer as a design center and proving to prove themselves by taking part
grounds for top-secret hovercraft, in the nightly Random Card Matches,
aircraft, and airborne power armor. It with the most impressive unscheduled
is also the central hub of the region’s competitors the main attraction. Lively
air traffic control and radar warning betting and unpredictable matches draw
system network. many fans and regular gamblers to watch
the action.

121
The Escanaba bounty office is the Menominee masquerade as legitimate
busiest bounty office in North America ship captains, privateers, or adventurers,
and the preeminent spot for soldiers of and they rely on the city’s isolation to
fortune to meet and do business. Here, help hide their true identities. The names
spontaneous partnerships form to carry of these wanted criminals frequently
out contracts. Mercenary companies, and appear on Northern Gun and Coalition
even state militaries, use the Escanaba bounty listings.
office as a de facto base to find specialists The city is also the last major point
with unique skill sets looking for work. of civilization bordering the Wisconsin
wilderness and, as such, is a mecca for
The Iron Chain fur trappers, wilderness scouts, traveling
Vital to Northern Gun’s success is merchants, rural farmers, artisans,
unrestricted access to iron mining facilities, adventurers, and refugees from the
which supply the raw materials for the Tolkeen conflict. Adventurers resupply
equipment produced by the company. here while enjoying the benefits of
As luck would have it, roughly half of civilization without stepping into the
North America’s largest iron deposits limelight of the big cities, and without
are found within Northern Gun territory. the discrimination against D-bees
From north to south, the settlements common elsewhere. The magistrate and
of Iron Bay, Ironwood, Iron River, Iron ramshackle law enforcement of Pirate’s
Mountain, and Menominee form a strip Point freely accept monetary “donations”
of strategic outposts protecting the rest of to ignore suspicious activity, as long as
the Upper Peninsula from the Wisconsin no public violence occurs within the
Wilderness. This bulwark, known as the city limits.
Iron Chain, is essential to the continued
success of humankind in North America. The Northwestern
The vast quantities of ore mined from Quarter
this thin strip of land supplies the iron The furthest settlements in the
necessary to make the steel and Mega northwestern part of Ishpeming
Damage materials foundational to post- experience severe winters. The area,
apocalyptic human civilization. The area in contrast with the economic center
is still a frontier, with rivers often the only of the state, is lightly populated and
practical travel routes through the rough underdeveloped. The region rests on the
country. Barges loaded with iron float front line in the war against the Xiticix
down the Montreal or Menominee Rivers Hive Lands, located across the Great
to waiting freighters and hovertrains. Lakes from Ishpeming.

MENOMINEE A.K.A. “PIRATE’S POINT” HOUGHTON


Menominee is located at the southernmost During the Two Hundred Years Dark
point of the Republic of Ishpeming, Age, Northern Gun looted the Michigan
where the Menominee River meets Technological University of the Old
Green Bay (and therefore Lake Michigan). American Empire located here. Today,
This frontier outpost possesses a dark Houghton is a bustling trading port.
side. The city, called Pirate’s Point, acts The city exports lumber and fish, and
as a magnet for criminals, pirates, and also houses a naval base protecting
raiders who can’t even walk the streets trade along the Keweenaw Peninsula.
of Escanaba. The cutthroats who frequent The largest mining operation on the

122
Keweenaw Peninsula is Camp Copper, quiet, orderly, and temperate atmosphere.
named for its crucial copper mining The pair came together many times
industry. Houghton’s rustic and low- during the disasters and violence of the
tech atmosphere hides a boomtown Two Hundred Years Dark Age and stand
with prospectors and land speculators ready to do so again. Along the 50-mile-
constantly looking to make the next long border between the two states local
fortune in this part of the resource-rich law enforcement agencies operate at a
frontier. high level of cooperation to safeguard
trade and travel along the highway
ONTONAGON connecting one half of the peninsula to
Ontonagon is a militarized naval base, the other.
not a trading port, and is located on the The Imperium is a land of forests and
shore of Lake Superior about midway lakes, with civilization centered around
between the settlements of Iron Bay the of the City of Manistique. Dozens
and Houghton. Northern Gun’s task of smaller towns and cities thrive in
Force X hurriedly claimed the pre- the safety provided by the Imperium.
cataclysm ruins of Ontonagon for a base. Many of the once independent city-
The expansive and long-term military states voluntarily became protectorates
presence of the task force created a need of Manistique. The eclectic population
for service industries catering to the includes a significant percentage of Psi-
combat personnel, support personnel, Stalkers and human mutants.
and their families, making Ontonagon
a thriving part of human civilization THE CITY OF MANISTIQUE
once again. The City of Manistique is recognizable
from the far horizon, as the smokestacks
The IM Highway of its massive refineries and factories take
The Ishpeming-Manistique Highway on the appearance of an iron volcano
runs over 100 miles from the furthest belching soot into the sky. Its renowned
reaches of Ishpeming City to the City of trade schools, libraries, and scholarly
Manistique. Known as the IM Highway, or institutions afford those with enough
just “the IM,” the roadway resulted from credits to learn lost sciences.
a collaboration between the Manistique
imperial family and the Northern Gun WELLINGTON
Trade Council. The highway, the most Wellington is a semi-independent city-
active land-link between two nations state in the Imperium and home to the
anywhere in North America, astonishes booming Wellington Industries. The
most denizens of Rifts Earth. company, less than a decade old, carved
out a surprisingly high-demand niche in
The Manistique the arms market—ballistic weapons and
Imperium explosives. Wellington Industries also
The Manistique Imperium encompasses diversified into other utilitarian products
the eastern half of the Upper Michigan like tractors, bulldozers, and civilian
Peninsula, a brother to Ishpeming—an ground vehicles.
ambitious, plucky, calculating little
brother. Where Northern Gun territory NEW CEDARVILLE
features the noise and excitement of New Cedarville is a prosperous coastal
controlled mayhem, Manistique offers a city-state chosen to be the site of The

123
Titan Robotics Complex. With the arrival
of Argent Goodson to the area a few SOUTHERN
years ago, Titan Robotics quickly built MISSOURI
a self-contained fortress complex with
a grand showroom, business center,
Technically, the CS claims this territory,
test-drive armory, service center, and
but they can barely administer the
manufacturing facility.
portion north of the Missouri River. Lying
To the consternation of Northern Gun,
just north of Castle Refuge, southern
the popularity of Titan robots continues
Missouri hosts two belligerent and highly
to grow on the open market. This
independent city-states of some renown.
economic success allows New Cedarville
The rest of the territory’s rural wilderness
businesses to profit as they accommodate
is dotted with small settlements,
the wealthy Titan Robotics customers at
homesteads, and trapper’s lodges.
local inns and shops.
Since Titan Robotics doesn’t sell
Whykin
separate weapons systems, a growing
Whykin is a kingdom of human
secondary market for weapons, body
supremacists that grew out of the
armor, and adventuring equipment has
remains of the pre-Rifts city of Poplar
sprung up in town as well.
Bluff, Missouri, and now extends down
to its port on the western banks of the
Mississippi, Calm Waters (formerly New
Madrid). The kingdom has a surprisingly
large population and is on very good
A REGION IN CONFLICT terms with the Coalition States. The
two have come to each other’s aid many
times in the past. The Coalition has been
“If the Federation had never inundating the kingdom with propaganda
attacked Chi-Town nearly a for years, but the king and his people
century ago, who’s ta’ say what prefer to remain independent for now.
North America would have looked
like today? You could ask a psychic LIFE IN WHYKIN
and get an answer for sure, heck The kingdom enjoys its status as a
maybe even one that would have preferred CS trade partner and has been
been a real possibility, but if I hired enriched by the trade flowing up and
three psychics, I bet each of them down the Mississippi, with the profits
would have different, yet plausible, only growing since the addition of CS
impressions. The point is that, even El Dorado to the south. Lumber and
if things could have gone another light industry form the core of Whykin’s
way, in this neighborhood of the impressive economy which, aside
Megaverse®, Prosek and Dunscon from advanced arms manufacture, is
are playing a game of chess…and completely self-sufficient. The kingdom
preparing for a showdown.” is kept well-fed and supplied by many
– Overheard Traveling Merchant productive farming and ranching
estates worked by tens of thousands of
D-Bee slaves.

124
THE ARMED FORCES OF WHYKIN has no interest in the “True” Federation
For as long as anyone can remember, the of Magic’s continued hostilities against
people of Whykin have held their own Chi-Town and distances itself from
against the hordes of demons, D-Bee the Federation and its activities. The
conquerors, and invasions by power-mad Kingsdale Enhancement Clinic (KEC, or
sorcerers. As a result, its people loathe the “The Keck”) is the premiere body-
the forces of magic and its practitioners. chop-shop in North America. The cyber-
Whykin has a strong warrior tradition clinic is famous for offering the full array
which has been passed down through of cutting-edge human augmentation
the generations, and all able-bodied and enhancements procedures and is
citizens have at least rudimentary combat the facility which pioneered the Dragon
training. A sizable portion of the citizenry Juicer system and many of the Juicer
are veterans with years of personal Upgrade Treatments!
combat experience. The kingdom’s army, The Merchant’s Plaza houses the
championed by Jaspin the Cyber-Knight, traveling circuses, freak shows, and
is strictly human, and includes a variety weird rodeos making their annual stops
of psychics, Psi-Stalkers, and some in Kingsdale. The Plaza's entertainment
Crazies (Juicer augmentation fell out of district features psychic fortune
practice after the Juicer Uprising). The tellers, bars, arcades, nightclubs, dance
army boasts an armored contingent with hall saloons, exotic dance clubs, and
nearly three hundred power armor suits other services.
and robot vehicles, including over four The Kingsdale Arena is the birthplace
dozen Glitter Boy and Ulti-Max units. of ultra-popular Juicer Sports like
Murderthon and Deadball. The Unlimited
Kingsdale League, where supernatural creatures
Kingsdale is known as a place where can compete alongside augmented
strangers and outcasts of any kind humans, is an extremely popular
are welcome, and where magic and attraction. The Arena also rebroadcasts
outlawed technologies are embraced. the newest Robo-Gladiator events from
Adventurers travel to the city from the cities of Ishpeming and Escanaba,
everywhere for its uniquely inclusive though nothing beats the Juicer Sports.
atmosphere and for the wide array of An immense amount of betting occurs
goods and services available within the here, with bookies open around the clock.
settlement’s well-protected borders— The Gunnery Trading Emporium is a
including its extensive Cybernetic, joint venture between Northern Gun and
Bionic, Juicer, and Crazy augmentation Wellington Industries to establish a major
facilities. Many mercenary companies trading post deep within continental
and powerful organizations use the city North America. The warehouse store is
as a base for recruitment, and there is designed to be a hub where merchant
even a brokerage service to help warriors caravans can stock up on their way
seeking augmentation contact potential to more distant areas like the Texas
employers willing to sponsor them. Freelands.
Since the fall of Tolkeen, Kingsdale
has let in a trickle of refugees, but fears BACKGROUND
angering the Coalition if they take in Kingsdale was founded by refugees
too many. While no love is lost between during the Dark Ages, rumored to
Kingsdale and the CS, the city-state also be practitioners of magic (no known

125
LIFE IN KINGSDALE
JUICER SLANG In Kingsdale, D-Bees and humans live in
relative tranquility. Over a third of the
Checking Out: Dying due to the population of Kingsdale are practitioners
ravages of the Juicer augmentation of magic, and there are also many
process. Also, Burning Out. psychics. Schoolchildren are tested for
Get Juiced: to undergo the magic or psionic aptitude, and those who
Juicer augmentation process. display potential are trained to harness
Greased: when something or their powers for the betterment of the
someone is violently killed. Also, community. They are also monitored to
to Grease (to kill). ensure they do not abuse their capabilities.
Grease Spot: a dead body As a result, Kingsdale has maintained
mauled by Mega Damage attacks. its high percentage of magically and
Last Call: the physical condition psionically adept citizenry over a period
experienced as a Juicer’s body of decades.
begins to die, “In Last Call.” Kingsdale is a realm run by an oligarchy.
Squishy: Normal mortals, There are no democratic elections, only a
unaugmented humans. senate of the most prominent and wealthy
They’re Juiced: refers to citizens of the city-state, which elect new
individuals who are Juicers, either members to their own number by a vote.
as a warning or a sign of respect. The leader of the senate—called the
Wannabe: those who admire “Dictator”—is elected from their ranks
and attempt to emulate Juicers, for a period of five years during which
their fashions, and their culture. he cannot be dismissed, and after which
he can be reappointed with no limit to
the number of terms. The dictator is the
commander of Kingsdale’s armies and
runs the day-to-day functions of the state,
records exist from the era). Over the long including taxation, public works, and
years since, generation after generation governmental operations.
has seen a new influx of refugees. In
the first decade after the founding of KINGSDALE ARMED FORCES
the Post-Apocalyptic Calendar, many The Forest Rangers patrol and protect the
refugees from the first Federation of region around Kingsdale, and usually
Magic, decimated after losing its war meet and greet travelers long before they
of aggression on the fledgling city-state ever reach the walled borders of the city.
of Chi-Town, fled to Kingsdale, and They are well-regarded in the region for
integrated with the locals. This influx aiding travelers in distress.
coincided with a wave of newcomers Donner’s Division, a mercenary
which included many Elves and Dwarves. company composed primarily of Juicers
The descendants of these Elves and backed up by Crazies, Cyborgs, and
Dwarves (and indeed many of the original specialists employing power armor,
long-lived refugees) now make up more giant robots, and fighter aircraft,
than a quarter of the city’s population serves as the kingdom’s main defense
and have a powerful sense of community. force. The Division is regularly tasked
An Elf or Dwarf in need always finds help with eliminating marauding bandits,
from their brethren in Kingsdale. supernatural raiders, and has even

126
defeated an ancient dragon. Impressed and just east of Castle Refuge, Kingsdale,
by the unit’s results, Kingsdale has and Whykin, the city-state is at the heart
continually employed Donner’s Division of trade and conflict in the region. The
for over twenty years. regional conflicts enrich the dozens of
The Magic Militia supplements the mercenary companies who frequent the
Kingsdale City Guard and is made city, which in turn enriches both the local
possible by the massive number of merchants (through sales opportunities)
magic practitioners who make up much and the local populace (through a light
of the city’s population, with sorcerers transaction tax).
learning to fight in teams embedded MercTown is the home-base of two
with mundane troops. They have found mercenary companies who inherited
this combined arms approach to be an the settlement after being stiffed on
effective force multiplier. payments owed them for defeating a
sorcerer’s demonic invasion. A third one
MercTown involved took their cut and moved on.
Located on the ruins of Paducah, Kentucky The Tennessee Headhunters maintain
where the Ohio and Tennessee Rivers a permanent encampment on the
meet before joining the Mississippi River, outskirts of the city to support their field
MercTown is a strategically positioned operations, while Drago’s Defenders
regional hotspot for mercenary and assumed political authority over the
merchant operations. Positioned just settlement, which they now patrol and
outside of the territory claimed by either defend. Their leader, Proconsul Drago,
the Coalition States or Federation of Magic, transformed the city-state into a thriving

127
DOMAIN OF MAN ENCOUNTERS
D20 RESULT
1– 8 Same results as in The Game Master’s Handbook.
Coalition Scouting Party: Same results as in The Game Master’s Handbook,
9 –10
but substitute forces with entries from this book.
Coalition Recon-in-Force: Same results as in The Game Master’s Handbook,
11
but substitute forces with entries from this book.
Xiticix Raid: Same results as in The Game Master’s Handbook but double the
12 –13
forces.
Wandering Monsters: As the Wandering Monsters result in The Game
14 –15 Master’s Handbook (typically in this region are dinosaurs, Brodkil, Neuron
Beasts, Thornhead Demons, or Witchlings).
16 –17 Same results as in The Game Master’s Handbook.
Splugorth Slaver: As the result in The Game Master’s Handbook. Roll a d6: on
18 –19 a 6 result, a Cyber-Knight, or Tundra Ranger (if far north, use Wilderness
Scout) arrive in 1d4+1 rounds.
20 Same results as in The Game Master’s Handbook.

haven for military contractors and their highly valuable intelligence gathering
business deals. location.
Magic and traditional technology are What's more, MercTown hosts so many
both accepted in MercTown. Humans legendary mercenary armies a direct
and D-Bees receive equal treatment assault on the wealthy city-state would
before the liberal laws of the city- prove terribly costly in comparison
state. Almost anything is legal, with to the potential gains—and the next
the notable exception of slavery, and “MercTown” would probably spring up
anyone is welcome regardless of political outside of the Coalition’s reach.
allegiance. These open policies have been
a boon to trade, which has grown faster Golden Age
than any imagined. Almost anything can Weaponsmiths
be bought here. The industrial city-state of Golden
Notably, Naruni Enterprises has Age Weaponsmiths (GAW), while not
chosen MercTown as the site for their technically located in the southern
global headquarters, a massive complex Missouri region, is intricately linked
from which cloaked Naruni hover to the area through trade along the
transports take to the field to showcase Tennessee River (wider and deeper since
their wares and supply their mobile the Great Cataclysm).
operations throughout North America. Based out of the old American Empire’s
Although one would think this would Redstone Arsenal, and buttressed by
bring the Coalition hammer immediately the surrounding industrial cities of
crashing down on the settlement, CS Huntsville, Decatur, and Guntersville,
High Command realizes that, like Old GAW’s core business is locating and
Bones is to Free Quebec, MercTown is a salvaging everything of worth from

128
pre-Rifts military facilities, with two ENCOUNTERS IN THE DOMAINS OF MAN
dozen bases (and counting) completely To generate encounters in the Domains
excavated so far. of Man, use the new Domains of Man
GAW retrofits and reproduces the Encounters table in conjunction with the
recovered “obsolete” war machines Game Master’s Handbook.
and arms for sale throughout North
America, from El Paso in the New West
to Manistique in the north. The thriving SAVAGE TALE:
business is bringing order and progress
to their neck of the wasteland. Since
BROKEN ARROW
the GAW leadership eschew magic, the
supernatural, and Techno-Wizardry, The Tomorrow Legion receives a call for
the Coalition is rooting for them and is aid from one of Whykin’s outposts and
perfectly happy to let them peddle their the nearest troops are sent to investigate.
second-rate armaments throughout On site, the Legionnaires get more than
North America. they bargained for with an overzealous
commander, a legendary hero, and a
battle for the dawn.
THE TOMORROW
LEGION IN THE CALL FOR AID
DOMAIN OF MAN While on routine patrol in southeast
Missouri, a distress call comes across
the radio.
Free Quebec ambassadors might quietly
“BREAK-BREAK, this is Cairo actual,
reach out to the Council, with “enemy of
Commander Hornburg. To any friends of
my enemy” overtures designed to thwart
Whykin on this frequency we are under
CS territorial ambitions. Alternatively,
siege and request immediate military
Free Quebec could be the base for Special
aid. Taking heavy fire with multiple
Exploratory Teams investigating the
casualties,” barks a hard-bitten female
Shemarrian Uprising, or Interdiction and
voice.
Monster Hunter teams operating against
The sounds of gunfire disrupt the
the Splugorth.
message, but Commander Hornburg
Northern Gun, despite their CS pact, still
resumes. “Our coordinates follow: thirty-
supplies Castle Refuge with equipment,
seven, zero, thirty-one, ninety-eight,
and is a center of intrigue where
eighty-nine, ten, fifty-eight, seventy-six.
representatives of major factions meet
Repeat, this is Cairo act…”
and make deals. Legion operatives could
An explosion followed by static silences
get caught up in the games of subterfuge
Hornburg’s words.
and misdirection playing out across
the Upper Peninsula and wider region. A successful Common Knowledge
Kingsdale, MercTown, and GAW are check reveals the coordinates are
natural potential allies for Castle Refuge. roughly fifty miles from the group’s
Whykin is a Coalition ally, but if the current location, and that Cairo is one
Legion plays its cards right they can of Whykin’s fledgling military outposts.
avoid the city-state outright joining the Located where the Ohio and Mississippi
CS, and even influence them to be more Rivers meet, the outpost protects
tolerant in their outlook. Whykin’s bustling river trade. A raise on

129
the roll lets them know the coordinates also moving to aid but won’t arrive
sit directly on a ley line. before they do.
The Legionnaires are under standing Nearing the coordinates, the sounds of
orders to assist Whykin troops a waning battle can be heard alongside
immediately. The standing orders are cheering mixed with screams of agony
to investigate any military actions, from across the river. With a successful
rendering aid when feasible under Castle Notice check the group spots retreating
Refuge’s community outreach protocols. enemies in the twilight. The Legionnaires
Despite Whykin’s practice of slavery may engage but suffer −4 to all attack rolls
and human supremacist values, the due to Dim Illumination and light Cover.
Legionnaires know they should at least Pro-Federation guerillas—disaffected
offer humanitarian aid, and if possible survivors of Tolkeen—attacked the fort,
help thaw the ice between Castle Refuge and the Legionnaires arrive just in time
and the nearby city-state. to help drive them off.
It is late evening as the team moves
„„Soldier (5, plus 1 per hero): See
towards the distress call. Legionnaires
Savage Foes of North America. The
using radio equipment may make an
soldiers are a mix of displaced and
Electronics check at −2 to find out if
bitter Dwarves, Elves, Humans, and
anyone is radioing their intent to come to
Orcs.
the aid of Cairo actual. If successful, the
„„Daemonix Manslayer (1): See Savage
heroes discover the
Foes of North America.
SAMAS belonging
„„Techno-Wizard (1): See
to the legendary
Savage Foes of
CS RPA Captain
North America.
Robert Cornell is

ROBERT CORNELL

130
TAKE A STAND Coalition SAMAS pilot, Captain Robert
The heroes ford the river and reach the Cornell, possesses a sense of honor equal
outer gates of Cairo base where they are to any WWI flying ace and sides with the
greeted by sentries on the wall. If the Legionnaires.
team includes any D-Bees, they must The heroes can help defuse the situation
pass a Persuasion roll to convince the and save the prisoners with a successful
guards of their intent to help. Once the Social Conflict task, using Persuasion,
sentries are convinced the Legionnaires Intimidation or other applicable skills at
are responding to the distress call, the GM’s discretion (with a −1 to rolls per
they escort them to meet the outpost’s non-human character in the team, see
commander. Social Conflict in Savage Worlds). The
Entering the base, the heroes find utter presence of Captain Cornell offsets 2
pandemonium inside. Soldiers rush by points of penalties.
carrying litters of wounded and attempt If successful, the D-Bees can be
to set up triage areas. A hard woman questioned about enemy troop count and
standing at the center of the chaos barks movement. The group can also use this
orders. Commander Qhora Hornburg time to reinforce damaged fortifications,
spots the Legionnaires and approaches fix the radio (Repair check at a −2), or
with a scowl on her face. She is covered in speak with the renowned Coalition Ace.
a mixture of mud and blood and extends If the radio is repaired, a transmission is
a bionic hand to the team leader. received from Whykin stating they are
sending troops to help the outpost.
“Are you here to help?! Not sure what
a sorry lookin’ group like you can do to „„Commander Qhora Hornburg: See
ease the situation, but beggars can’t be page 172.
choosers I suppose. Now that the radio „„Captain Robert Cornell: See page
is busted, I guess we won’t be gettin’ any 173.
more reinforcements. You lot can start by
helping shore up our fortifications. We THE STORM
pushed them back this time, but they As the night goes on it becomes abnormally
were just an overconfident scouting dark even with the glow of the ley line
party who thought they could take us on. and stars. An announcement is heard
Wrong choice.” over the PA: “Prepare for a ley line storm,
this is not a drill!” (see Ley Line Storms
As she is speaking a commotion breaks
in the Game Master’s Handbook). Shouts are
out and shots are fired. Investigating,
heard from the east side of the outpost.
the heroes discover Whykin soldiers
The enemy has chosen either the worst
executing D-Bee prisoners. Commander
or best time to attack. The Legionnaires
Hornburg, however, doesn’t understand
attend their stations as a horde of enemies
the heroes’ objections to this method of
from the Magic Zone race across the
prisoner treatment.
Mississippi on river barges, Sky Boats,
Surprisingly, a crimson Super SAMAS
and Wingboards. Commanded by the elf
swoops down from the sky landing
archmage Relodal Icharran, the guerrillas
between some D-Bee prisoners and
are backed up by a Mystic Knight, Shifter,
their would-be killers. An amplified
and a Manslayer Daemonix (see Savage
voice booms out from the SAMAS “Kill
Foes of North America).
another unarmed prisoner and you
will have to deal with me.” The famed

131
A massive battle to the death is about to STORMBREAK
occur (see Mass Battles in Savage Worlds). As the sun begins to rise, Whykin support
The enemy outnumber the defenders arrives and the heroes can clearly see the
and therefore receive ten tokens but devastation of the battle. The Whykin
have a −2 Battle Modifier due to the troops rout the enemy, with the survivors
terrain disadvantage caused by the river. of the outpost cheering them on. The
Whykin’s Cairo Outpost, staffed mostly outpost has lasted through the night with
by run-of-the-mill soldiers, receives five the help of the Legionnaires and Captain
tokens and a +2 Battle Modifier for being Cornell. Qhora thanks the heroes for
in prepared positions. If the previous their part—singling out any D-Bees in
Social Conflict was successful, the the group for especial recognition. It
defenders will also have a +1 from Captain looks like some attitudes can be changed
Cornell’s air support. In addition, the after all.
defenders gain a +1 Morale Modifier for
Commander Hornburg’s inspiration. The EE Relodal Icharran: As a Combat Mage
(see Savage Foes of North America) with
heroes must help fend off the Federation
Battle d6 and the Elf racial traits (see
army for three Mass Battle rounds until
Savage Rifts® North America: Arcana
help arrives from Whykin.
& Mysticism). Cruel and vengeance-
minded, Relodal is Hostile and
unlikely to listen to any Persuasion
attempts.

132
CHAPTER
EIGHT

FRONTIERS OF
HUMANITY

O
utside of the diagonal stripe weather, and dangerous terrain. The
across North America known as area is home to pioneers, refugees, tribals,
the Domain of Man (from Texas ranchers, and bandits, but much of the
to Quebec), the Great Cataclysm wiped region is still an expansive, uncultivated,
out the densely populated metropolises and hostile wasteland. New settlers
of the east and west coast. As people constantly flood into the region, though
look to reclaim the frontiers of the less than half of them survive to see the
continent, their abodes are very rare, and next year.
supernatural monsters abound. Notably, Simvan and Brodkil plague the
region, and are viewed as human-eating
savages. They are responsible for killing
the loved ones of many frontiersmen
THE NEW WEST and, like vampires, are usually hunted
and killed without mercy throughout
the New West.
After the end of the Two Hundred
Life in the New West
Year Dark Age, the New West became
Across the New West the tales and figures
the common name of the enormous
of the Old West, both historical and
wilderness west of the borders of the
fictional, have been romanticized into
Coalition States. The vast area made up
legend. The New West’s love affair with
the majority of the old American Empire
the Old West means even the average
and is a landscape transformed by the
settler looks like they stepped out of a
ravages of the Great Cataclysm, full of
pre-Cataclysm Western film, with the
alien flora, fauna, and sentient beings
odd energy rifle or hover cycle swapped
brought by the Rifts. The New West is
in. Many fictional films and books from
cut off from the rest of the country by
the past have been conflated with actual
a combination of vast distance, rough
historical documentaries and records,

133
NEW WEST SLANG

Bushwhacker: a robber known for criminals or other threats under


ambushing victims. the direction of a local lawman or
Desperado: someone on the run community leader.
from the law or justice, aka fugitive. Prospector: a scavenger who mines
Dude: person overly concerned pre-apocalyptic ruins for artifacts,
with dress and grooming, also technology, and resources.
commonly refers to city folk. Saddle Tramp: a vagabond just
Gold: often used to refer to valuable passing through an area, with no
artifact finds, or “striking gold” in a legitimate business there, aka Drifter
scavenging operation. or Vagabond.
Greenhorn: someone unfamiliar Shooting Irons: slang for the
with life in the New West, or young revolvers or pistols commonly carried
and inexperienced, aka tenderfoot. in the region.
Homesteader: a settler making The Barrier Wall: The post-
their home in the wilderness, apocalyptic Rocky Mountains.
aka pioneer. According to Erin Tarn, the mountain
Lawman: any person genuinely range was completely changed
working to uphold justice. during the upheaval of the Great
Lynch Mob: A group of armed Cataclysm. The geography of the area
citizens looking to impose their is now much more inimical to human
own brand of law and order, often travel and survival.
at the end of a hangman’s noose. Tycoon: a person who has made
By definition a vigilante group, a vast fortune by ranching, mining,
otherwise see “posse.” or through business, and has gained
Pecos Swap: a euphemism for when enough power to wield considerable
something is stolen on the frontier. influence in their community. Can be
Posse: a gathering of citizens, often a philanthropic benefactor, villainous
temporarily deputized and usually parasite, or anything in between.
mobile, organized to hunt down

resulting in a wild mix of fact and fiction Law & Order


used as the template for what life in the Most inhabitants of the New West are
New West should be like. This has had pragmatic and realize life on the edge
a pervasive effect on the culture and of society, surrounded by demons and
mindset of the people in the region. monsters, is hard and brutal. Might
Illiteracy is high in the New West, with makes right, and the fastest gun does the
the educational experience of most of the talking on the frontier. Sometimes the
settlers focused on mastering the skills best one can hope for is vigilante justice.
of a tradesman like a cowboy, rancher, In larger settlements, order is maintained
farmer, smith, carpenter, trapper, trader, by appointed sheriffs or champions and
miner, gunslinger, and so on. their deputies, but can also be provided

134
by gangs, well-armed ranchers, business eastern Texas north of the Colorado River
tycoons, or powerful clans. Only the and east of the Panhandle is known as
largest city-states can support a militia the Texas Freelands. The majority of the
or military. Resident lawmen are often Freelands are forest country, with the
a nonexistent luxury in the region, so western and southernmost areas being
Justice Rangers, Cyber-Knights, and plains. The area is part of the range of
Reid’s Rangers often patrol a wide several large Psi-Stalker tribes, and a few
territory of small communities. These minor nomadic Apache and Comanche
champions make regular stops at each clans. While the Texas Freelands are
settlement in an area to ensure everyone claimed by both the Pecos Empire and
is safe and to settle disputes, with the the Coalition States, as of 109 P.A. neither
lawmen often acting as judge, jury, and faction has any true holdings in the
executioner. territory. Instead, much like southern
Missouri and northern Arkansas, the
Technology area is becoming home to a network of
While levels of advancement in the thriving independent settlements and
region are largely mixed, the overall city-states.
technological level of the New West is low
and comparable to the Old West during The Kingdom of Worth
the 1800s. Survival requires the ability to By 109 P.A., the Kingdom of Worth
defeat the many predators in the region, has become prominently featured on
human and supernatural, so weapons, every map of North America and is an
armor, and vehicles are important and instance of the impossible coming to pass.
tend to be largely high-tech, though Despite the seemingly implacable forces
they often reflect the culturally beloved arrayed against the upstart kingdom, it
Old West stylings. Techno-Wizardry is has survived and grown at an explosive
also common in the area, as are arcane rate. The Kingdom of Worth is now a
charms and talismans. On the other mecca for those hoping to build a Texas
hand, ancient methods of clothing and independent of both the Coalition States
transport, like leather moccasins and and the Pecos Empire, and is one of the
horses, are still reliable and functional. largest independent kingdoms in the
The Black Market, Northern Gun, Wilk’s, Southwest.
and other manufacturers perpetuate
the 1800s retro-styling to appeal to BACKGROUND
the markets of the region. All these The Great Cataclysm hit the twin cities of
factors combine to result in an eclectic Fort Worth and Dallas with no remorse,
kaleidoscope of technology is often more leaving Dallas a haunted shell and Fort
than meets the eye. Worth barren of human life. Little more
than a decade ago, the City of Worth was
home to just a few thousand souls eking
THE TEXAS out a living as scavengers, organized
under a democratic city council. “King”
FREELANDS Victor Macklin (a king without a kingdom),
at the head of his personal army of
While technically in the Domain of Man, raiders and tribal followers, came to the
Texas is culturally and geographically region and gave the Worth city council an
part of the New West. The region of ultimatum to either be destroyed, or join

135
with his followers to form the core of a alliances with nearby settlements,
new kingdom dedicated to freedom and and efforts to recruit tribal clans and
independence. The council, completely homesteaders created a truly strong new
outnumbered, accepted Macklin’s nation and culture. A central theme of his
“invitation” and a kingdom was indeed call to action was an end to the ravages of
born. The legendary King Macklin, raiders, and a war against the tyranny of
famous for his innumerable victories the Coalition States. The delusional king
against Coalition forces, set in motion a was only experienced at defeating small
series of events leaving even him amazed. Coalition convoys with the advantage of
Tens of thousands flocked to inside information and had no idea what
the Kingdom, now a large web of it would be like to face the awesome might
communities centered on the burgeoning wielded by even a company of Coalition
City of Worth. King forces, let alone a field army. Tribal
Macklin’s talk peoples, numbering nearly one hundred
of f re edom, thousand, waited to see if Macklin and
his fledgling Kingdom survived the
next few years. Until the community’s
survival was more certain, they would
delay joining the new city-state.
Somehow, King Macklin’s ravenous
quest for personal fame happened in
the right place at the right time, at least
for the Kingdom of Worth. The cautious
General Kashbrook at Lone Star had
prepared a series of defensible forts and
supply outposts extending southeast
from Wichita Falls, and prepared to wage
a war to obliterate the kingdom before
the hordes of nomads, estimated by CS
military intelligence to number in the
tens of thousands, joined King Macklin
in pursuit of his dream. Kashbrook’s
military operations were initially delayed
due to incessant, opportunistic Pecos
Empire raids against the easily-disrupted
railway trains supplying Fort Pinnacle on
the Gulf of Mexico.
King Macklin and his personal army
of bandits, flush from raiding supply
trains and outposts, attempted to pre-
emptively strike General Kashbrook’s
troops massing at Wichita Falls.
Macklin’s devoted followers were
victims of their own pride and tried a
needlessly complex operation against
JUSTICE RANGER
the entrenched Coalition force. Macklin
suffered a devastating defeat killing over

136
THE CODE OF THE NEW WEST

Also known simply as “The Code,” this „„ Never kill or steal another man’s
is a simple code of ethics and conduct horse or transportation, it ain’t
generally accepted and agreed to in the right.
western wilderness of the Americas. „„ Never destroy a holy place or

The hardy men, women, D-Bees, harm clergy, ’cept evil ones—then
cowboys, prospectors, adventurers, beware unholy vengeance.
lawmen, and even many bounty „„ Never break your word of honor

hunters, gunslingers, and bandits live or take money that ain’t owed you.
and die by The Code, and treat any A man’s word is his bond.
who mock or transgress The Code „„ Respect women folk take off your

with contempt or outright hostility. hat and try not to curse.


„„ Never draw a weapon you ain’t „„ Respect the natural laws, nature

prepared to use. itself, and magic. Fear magic.


„„ Never cheat in a showdown or „„ Respect a worthy opponent and

duel. show them courtesy even in death.


„„ Never kill or hurt women or „„ Respect the law, at least until the

children and protect ’em from law proves itself unworthy o’


harm. respect.

half of the raiders, including those most the Simmons Line along the Sabine River.
fanatically loyal to him. The Kingdom of As predicted by CS military intelligence,
Worth seemed destined to destruction tens of thousands of new tribals settled in
when fate intervened. First, the Sorcerer’s the region surrounding the new city-state.
Revenge unexpectedly brutalized the The opportunity to easily destroy the
Coalition military, and then Emperor Kingdom of Worth had come and gone.
Prosek’s war against Free Quebec drew
further CS forces away from the Texas LIFE IN THE KINGDOM OF WORTH
region. Sabre Lasar, Warlord Don Marco, The City of Worth of 109 P.A. is growing
and other Pecos raider tribes coordinated rapidly because of its ability to offer
their attacks to punish the overextended safety and hope in a region where both
Coalition operations. The upstart are in short supply. With a population
Warlord Carlos Arroyo led brilliantly rivaling the largest city-states in the
daring raids, penetrating the defenses New West, Worth is notable for being a
of the Lone Star Complex on multiple completely new patchwork of amiable
occasions. Coalition forces in the region, communities. Trade caravans coming
reeling from the increasingly successful from Kingsdale in the east, laden with
attacks by Pecos Raiders glutted on the the latest goods from Northern Gun and
spoils of war, struggled to move the the Manistique Imperium, stream in as
Coalition naval yards and personnel the kingdom struggles to set up its own
from southeast Texas to Baton Rouge, manufacturing base. Farmers, ranchers,
located behind the protective barrier of and trappers supply the community

137
with the necessities of life, and the city’s is damned by its proximity to Dallas and
infrastructure has been built from looted refuse to ride within a hundred miles of
Coalition supply trains (including trains the site. Psychics and sensitives like Psi-
and track). Salvage prospectors regularly Stalkers verify the ruins are indeed the
strike it rich in the ruins of Fort Worth, location of some form of unidentifiable
and reclamation operations have edged supernatural evil. Swarms of poltergeists,
closer to the ominous ruins of Dallas. possessing entities, and tectonic entities
linger in the area and plague interlopers.
THE ARMED FORCES OF THE
KINGDOM OF WORTH Houstown
King Macklin is constantly rallying new Located just fifty miles northeast of Pecos
troops to his cause and has been courting Empire territory, the free city of Houstown
a couple of tribes of Psi-Stalkers. He is the most densely populated city in
is generally absent, happy to leave the southern Texas. The city is a surprisingly
governing of the city-state to the Council clean, friendly, and well-defended hub for
of Worth. The council administers the shipping and commerce along the Gulf
kingdom quite competently and, shaken of Mexico, and is surrounded by farming,
by the defeat of Macklin’s forces at livestock, and fishing villages. Houstown
Wichita Falls, has seriously undertaken and the Pecos Empire have settled into a
the training and maintenance of a sort of symbiosis. Houstown is a neutral
massive city militia. All able-bodied area where tribal and gang leaders, many
adults must train and drill monthly, and from the Pecos Empire, prefer to meet to
taxes are used to buy war machines from resolve issues and conduct diplomacy.
Golden Age Weaponsmiths. Before long, The most challenging discussions are
the city can truly defend itself, with or carried out with the help of impartial
without King Macklin. mediators. When truly powerful leaders
meet to talk diplomacy, the Lord Mayor
THE HAUNTED RUINS OF DALLAS of Houstown, Orpheus the Titan, often
Following the Coming of the Rifts, sits in on disputes.
demons and supernatural entities laid
claim to the ruins of Dallas. There are BACKGROUND
tales of a notorious warlord and his legion Before the Great Cataclysm, Houston
of bandits which rode into the haunted was the center of the energy industry, a
ruins, never to return. It is rumored these pivotal part of the old American Empire’s
brave souls joined the ghosts that slew space program, and major population
them and that, during the worst storms, center. When Atlantis returned, driving
these Storm Riders return to the mortal sea levels to rise across the globe, much
realm to seek their revenge on the living. of southeastern Houston’s suburbs were
Despite the tales and rumored demonic submerged in a watery grave. Though no
infestations, the ruins of Dallas are not comprehensive records survived the first
home to any ley line nexus points and century of the Dark Ages, it is said the
are largely empty of mortal foes. However, area is where some of the first Psi-Stalkers
dangers do remain. were ever encountered. Houstown has
Legends of vengeful ghosts and spirits been home to a large community of Psi-
haunting the region continue to scare off Stalkers ever since.
any but the foolhardiest. The Comanche
and Apache say the Kingdom of Worth

138
LIFE IN HOUSTOWN council approves department heads
The city is a melting pot of humans, Psi- nominated by the Lord Mayor, and if
Stalkers (who make up nearly a quarter there is disapproval of the Lord Mayor’s
of the population), and D-Bees. Locals performance the council can call a new
suggest the city should be declared the election for the Mayor’s office. Since
capital of the Pecos Empire, as it has arriving in Houstown, the Titan Orpheus
become the major center for commerce has defeated marauding sea monsters
and industry in the badlands. Truth be and brought peace and stability to the
told, while Houstown plays a key role as a city through his own brand of benevolent
commercial hub for the raiders, it is a free dictatorship and has only once had to run
city and not an actual part of the Pecos for re-election.
Empire, unlike the settlements west of
the Colorado river which all swear fealty HOUSTOWN ARMED FORCES
to one Pecos faction or another. Many of Houstown’s abnormally
The city is governed by a Lord Mayor high concentration of Psi-Stalkers are
who is elected by the citizens of Houstown. employed in the city’s law enforcement as
The Lord Mayor wields broad executive an elite guard unit. The rest of the city’s
powers and is an autocrat. He is aided defenses rely on its strong militia and the
by an Advisory Council, whose advice fortified ring-wall built using the ruins of
he is not required to follow, made up the raised interstate highway 610 loop—
of popularly appointed representatives known as “The Loop”—surrounding
coming from neighborhoods and Houstown. The city’s militia garrisons
communities throughout the city. The The Loop around-the-clock. Life “inside

139
the Loop” is particularly safe, with very join the Coalition States. The leaders of
few supernatural foes able to penetrate Los Alamo had no idea how much their
the perimeter thanks to Psi-Stalker patrols. choices would anger the CS.

Los Alamo LIFE IN LOS ALAMO


Los Alamo is a strong isolationist The most powerful and wealthy in Los
community found near the ruins of Alamo became an aristocracy known as
Austin encircled by a fortified wall and the “barons,” with the governor of the
an infamous fifty-mile-wide stretch of kingdom known as the Baron-in-Chief,
wasteland called “The Border”, a massive or commonly the “Bic.” The position of
minefield only passable by four roads “Bic” and the baronial seats are passed
leading in from the rough equivalent of down through a complex system of
the cardinal directions. inheritance allowing titles to pass to an
heir who is not a child or direct relative
BACKGROUND of the previous Baron.
If the local historians are correct, a few For the average person, Los Alamo is
units of the Texas National Guard were a paradise of freedom and abundance
able to save a group of survivors in generally unknown outside of the
the immediate aftermath of the Great fortified cities of the Coalition. The
Cataclysm. Within a decade the new literacy and life expectancy rates are high,
community had salvaged a sizable part and crime is low. While the population
of the technology and learning from the is human supremacist and anti-magic,
ruins of Austin. To combat the hazard they aren’t unnecessarily violent about
of D-Bee marauders and supernatural it. Psychic powers are welcomed as a
predators, the kingdom began to wall “natural” ability, and the community
itself off from the rest of the world. The holds psychically sensitive mutant
city, constantly under siege, reminded animals in high regard for their ability
people of the Alamo in Texas history, so to hunt and locate supernatural threats.
they named their community Los Alamo. “Downtown” is what most locals call
For the length of the Dark Ages, Los Los Alamo city. Downtown’s buildings
Alamo isolated itself and refused to reach up to thirty stories high, and the
admit strangers into their prosperous paved roads are dotted with street lights,
community. In the late 50’s P.A., a neon signs, and storefronts, which all
number of trusted merchant caravans give Los Alamo an impressive urban
began to connect Los Alamo with skyline. Running water, electricity, and
other communities by trade. The city air conditioning are ubiquitous, and
implemented an “Open Door” policy in citizens can be seen going about a
102 P.A. and began interacting with the thoroughly modern, safe lifestyle.
world at large. In 104 P.A., the kingdom New Austin and Greenestown are a pair
was approached with an extremely of satellite settlements to “Downtown”
attractive sales and credit offer by Naruni Los Alamo, and act as border points
Enterprises, and Los Alamo signed a where visitors must leave their heavy
massive contract, worth hundreds of weapons and equipment before traveling
millions of credits in annual purchases, further into Los Alamo. Visitors are only
with the inter-dimensional arms allowed to travel Downtown by train
dealers. Later that year, the kingdom but can access mechanic facilities and
graciously turned down a proposal to

140
general stores carrying standard supplies robust armored contingent and strong air
without traveling further inland. wing. In addition to mechanized infantry,
The Naruni Trading Depot, established there are large enhanced infantry
in 104 P.A., occupies the entirety of a battalions made up of Juicers and Borgs.
high-rise building in the best part of The military of Los Alamo relies almost
Downtown. The Naruni have artfully exclusively on Naruni Enterprises arms
chosen to station human representatives and equipment, fielding their body
in Los Alamo, though many of them armor, small arms, hover tanks, fighter
are from other parts of the Megaverse®, aircraft, and other equipment. This
and therefore technically D-Bees. The alien weaponry gives the troops of Los
Depot’s showrooms sell a full range of Alamo a notable technological advantage,
high-tech products adapted for human against even the most modern militaries
use, with weapons, body armor, vehicles, of North America, but has also caused a
entertainment systems, hand computers, major rift between the kingdom and the
medical equipment, and sensor systems Coalition States.
all sold at low prices. In addition to merc
security guards, there is a contingent of
two dozen Naruni “Repo-Bots,” hyper-
advanced total conversion Cyborgs, ready THE PECOS EMPIRE
to defend the facility if necessary.
Juicers have played a vital role in the
survival of Los Alamo since the Coming
Though the origin of the name Pecos is
of the Rifts. Los Alamo history and
debatable, there are many who believe it
legends are replete with stories of heroes
comes from the Spanish verb for sinning
undergoing the lethal augmentation to
or doing wrong. Indeed, many cattle
protect their community throughout the
owners call it a “Pecos swap” when an
Dark Ages. The monuments of the city
item is stolen. Regardless of the term’s
prominently feature Juicer champions
origins, the word Pecos is synonymous
of justice and freedom. Oddly enough,
with gunfights, cattle rustling, and
the respect the citizens of Los Alamo
adventure.
show towards Juicers often inspires
The core territory of the Pecos Empire is
even the most troublesome of them to be
southwestern Texas, west of the Colorado
respectful while visiting the community.
River and including the Trans-Pecos
The city of Los Alamo has nearly a
desert region (called “The Bend”), the
dozen body-chop-shops offering Juicer
Texas Hill Country, and the south Texas
conversion, and their experiments with
coastal plain (known as the “Grande
the technology led to the first of the Titan
Range”). The “Empire” is a loosely allied
Juicer treatments being developed to help
community of raiding clans and tribes
combat supernaturally strong demons
based out of the region. The area is lawless,
and vampires.
with settlements constantly shifting
in their loyalties between the various
LOS ALAMO ARMED FORCES
warlords and gangs. The Coalition denies
Los Alamo has a large standing army of
the area is an empire and refers to the
battle-hardened veterans, with almost
region as the “Pecos Badlands,” which is
every citizen having undergone basic
a much more accurate assessment.
combat training. The kingdom’s infantry
units are largely mechanized, with a

141
It is important to note most Pecos horde of raiders second only to the Sabre
bandit raids take place outside of the Warriors in numbers and ferocity.
territory claimed by the raiders, with CS
Lone Star, CS El Dorado, CS Missouri, THE SILVER DAGGER GANG
New Mexico, Arizona, Colorado, Kansas, Warlord Don Marco is much more of a
and Oklahoma being the principal areas mafia kingpin than a classic raider, with
targeted by the raiders. his gang of bandits known as the Silver
While it may look like it on a map, the Dagger Gang running their operations
cities of New El Paso, Ciudad Juarez, and within the borders of the Pecos Empire.
New del Rio do not actually fall under A third of the ill-gotten goods fenced
the control of the warlords of the Pecos in the Pecos Badlands pass through his
Empire, and are therefore not a part of it. network. The Silver Dagger Gang wields
enormous political influence and power
Important Pecos within the settlements of the region.
Factions
The region claimed by the Pecos THE APACHE
Empire is also claimed by other groups The Bend lies at the easternmost part of
of nomads and raiders, including the Apache Country, a region stretching from
Apache and the Pervic Simvan, who Arizona, Colorado, and New Mexico to
live and travel through the region in The Bend in western Texas. Led by their
considerable numbers. famous chieftain and “Great Father”
Gray Fox, the Apache claim the territory
THE SABRE WARRIORS as theirs. They usually do not attack
Led by “Emperor” Sabre Lasar, the Sabre trespassers who respect the Apache and
Warriors constitute the single largest and their lands. Apaches alert interlopers to
most powerful legion of cutthroats in the their presence by dispatching parties of
so-called Pecos Empire. one to two dozen warriors to distantly
At full strength, the Sabre Warriors can observe them for a brief period, and then
rival an entire Coalition military division return once every few days to let them
in fighting force. In addition to the Sabre know they are being watched. When the
Warriors, many other raiding groups Apache wage their raid-style warfare, it is
turn to Sabre Lasar's leadership during usually over resources and to gain glory
periods of war and crisis, which has at in battle. The Apache would much rather
times allowed him to field a combined impress an opponent than totally wipe
force ten times the regular size of the them out. The Apache and Pecos Raiders
Sabre Warriors. get along as well as they do due to this
similar outlook, while the Coalition
THE PECOS RIDERS States are enemies only worthy to be
Under command of the infamous Warlord relentlessly attacked and plundered.
Grange, the collection of the vilest raiding
groups in the Pecos Badlands are known THE PERVIC SIMVAN
as the Pecos Riders. The outfit earned The largely unpopulated region between
its name from the fact the majority ride the Rio Grande River, New Del Rio, and
horses or other animals. the Gulf of Mexico is known as the
Warlord Grange has other tribes and Grande Range. The Pervic Simvan, led
factions allied to him and can raise a by their chieftain Zimchex, are the most
powerful tribe in the region. They are

142
renowned for their large numbers and like cockfighting, dogfighting, and the
skill breeding and riding Ostrosaurus. red-light district account for a generous
The Pervic Simvan are expert raiders and portion of revenue as well.
sought-after mercenaries. A board of commissioners runs the city.
The “Board of Culture,” is a plutocratic
New San Antonio institution based on the donation
New San Antonio is the largest city of funds to the community. Each
within the borders of the Pecos Empire October, donations are collected from
and has a ramshackle appearance anyone who has lived in
familiar to anyone who has visited the Crossroads for at least
burbs of Chi-Town. The burgeoning four months. The town
city is centered on the remains of Fort guard receive these
Sam Houston and the Brooke Army thinly-veiled bribes in
Medical Center, both rebuilt, and is the sealed envelopes at
epicenter of the operations for Warlord their headquarters
Don Marco's Silver Dagger Gang. The building. Once
city’s gambling halls, drug dens, Juicer all “donations”
augmentation clinics, body-chop-shops,
arms dealers, and other businesses
are all run by the organized criminal
organization. The rest of the city is
orderly and prosperous, with a network
of farms and ranches extending out in
the shadow of relative safety created
by the Silver Dagger Gang.

Crossroads
The second largest city in the Pecos
Badlands, Crossroads is known as the “Las
Vegas” of the Pecos Empire. The relatively
modern and safe community is located
near the pre-Rifts ruins of Kerrville in
the Texas Hill Country. Its location near
Los Alamo makes Crossroads the center
of trade in the Pecos Empire. Crossroads
is also the cultural and entertainment
hub of the Empire, with many artists,
performers, and artisans calling the
city home. The city is famous for its
commissioned art and personalized gear.
Ornate saddlebags, boots, jackets, and
other equipment featuring custom art or
gang insignia are in high demand. The
city’s tattoo parlors are some of the best
on the continent. Performances, musical
events, and art shows happen daily in
Crossroads. Less wholesome attractions

143
have been collected, the packages are small riots occurring daily. The tech level
opened, and the eleven individuals who of the settlement is equivalent to the
made the largest donations are appointed American Old West, with running water
to the Board of Culture for the next and electricity the exception and not the
year, with seniority determined by who rule in Laredo.
donated the most. The city is divided in half, with one
part of the town in Mexico and the other
Uvalde in Texas. A drawbridge—the only bridge
Uvalde lucked out during the Great spanning the Rio Grande— separates the
Cataclysm, with most of the area’s two halves of the town and is usually kept
people and infrastructure spared the raised so as not to accidentally allow in
worst of the initial destruction. The town vampires. Just north of the town are the
become the center of a network of farms, pre-Rifts ruins of Laredo. The site is home
ranches, forts, homes, and businesses. In to dozens of prospecting and salvage
addition to the buildings at the center operations. Even more than Uvalde,
of town, a collage of tents, wagons, Laredo’s population is largely transient,
vehicles, and other portable structures with the town’s residents tripling or
encircle Uvalde. These belong to a largely quadrupling during the winter months
transient population of raiders, including when the raiders come home to roost.
Warlord Grange and his allies who use
the city as their headquarters during the Mercado
winter months. You will never find Mercado on a map,
At the start of the summer every year, because it is never in any one place for
the Buckaroo Bonanza Rodeo is held in long. Mercado, or Market Town as the
Uvalde, with competitors and spectators gringos also call it, is the headquarters
coming from the Pecos Badlands and of the Black Market faction El Occulta.
beyond to compete for fame, glory, and The town’s center is a massive open-air
prize money. The week-long festival market surrounded by saloons, gambling
acts as an opportunity for old friends or halls, drug dens, and brothels. Visitors
rivals to catch up and settle scores. Many see a market brimming with weapons,
raiding groups also use the event to scope ammo crates, and exotic beasts, and
out and recruit skilled warriors. festooned with bulky tarp-wrapped
vehicles, power suits, and robots. Pecos
Laredo warlords, Simvan tribal chiefs, and
Laredo is a unique settlement divided infamous outlaws come to Mercado to
up into twenty districts, each run by do their shopping whenever they get the
a different gang of outlaws or familial chance. El Occulta makes a large part of
clan. A lawless shanty town writ large, its fortune by keeping enough stock on
the settlement makes even the worst hand to supply military campaigns and
CS burbs seem like blissful utopias large raids, and warlords regularly take
in comparison. It is joked that even advantage of the fact.
vampires avoid the area. Countless One of the defining features of
saloons flank the muddy thoroughfares Mercado is it has no fixed location, and
and alleys of Laredo, and blood sports never overstays its welcome. The city is
are commonplace at the city’s ubiquitous constantly relocating itself, on average
gambling dens. The streets are dangerous, every three or four months, to keep
day or night, with gunfights, duels, and from being successfully targeted by

144
enemies like the Coalition or in response triangular shapes. The company also
to any number of threats to the town produces a line of “Remi” laser weapons
ranging from bad weather in the region with the appearance and styling popular
or bad blood with locals. The buildings in the New West. Try as they might,
and market-stalls are temporary Northern Gun and other manufacturers
constructions, with many items sold out cannot duplicate the performance of
of the back of cargo haulers or even right Wilk’s technology—leading Northern
off the backs of pack animals. Gun to engage in a trade war with the
company and the outlawing of Wilk’s
main line of weaponry (but not their
THE REST OF other products) within Coalition territory.
Many mercenaries, raiders, and
THE WEST freedom fighters unhappy with the
Coalition carry Wilk’s pistols and rifles
Scattered throughout the rest of the as a badge of rebellion and pride, as
territory sit numerous human-dominated their workmanship is second-to-none—
settlements participating in the New West sending sales through the roof. As of 109
culture—many technologically-oriented, P.A. the burgeoning company town, built
but some reliant on Techno-Wizardry. on the ruins of Rapid City, stands poised
as a new center for trade in western
Wilk’s Laser South Dakota.
Industries
Around 20 P.A., a Rogue Scientist The 1st Apocalyptic
descended from the founder of Wilk’s Cavalry
Laser Industries —John Harrington Born from the fiery depths of vengeance
Wilk—uncovered the pre-Rifts factory and vigilantism, the human-centric 1st
complex during a dig near Ellsworth Air Apocalyptic Cavalry brings justice to the
Force base. Forty years later, the reborn western frontier of the Coalition States.
company was a major manufacturer Known throughout the Midwest as
of cutting-edge laser scalpels, laser- heroes and champions of justice, at least
distancing equipment, laser holographic by human communities, they primarily
projectors, laser torches, laser guidance target nonhumans and monsters. The
systems, and advanced optical computer disciplined, professional riders organize
equipment. into “Cavalry Companies,” with each
By 80 P.A., Wilk’s entered the arms company assigned a territory to patrol or
market with a line of laser pistols and bring justice to for the coming year.
rifles renowned for their range and A Coalition citizen disillusioned with
accuracy. The main weapons line is made bureaucracy, General Kenneth Sprite
of black plastic and ceramics molded founded the 1st Apocalyptic Cavalry to
into sleek, predatory prevent D-Bees from murdering other

145
human families like they did his. Because Fort Jericho protects South Dakota
the organization targets nonhumans, the north of Norfolk. Recently, D-Bee
CS military “overlooks” their vigilante marauders nearly razed the outpost, but
activities, and even surreptitiously they were eliminated, and the fort was
provides Cavalry Companies with promptly rebuilt.
information on D-Bees and other outlaws
the Coalition cannot reach. The Colorado Baronies
Located in northeastern Colorado, the
FORT PROSPECT Baronies occupy an area of plains, not
Located in the Platte River near the ruins mountains. As the Great Cataclysm
of Fort Kearney in Nebraska, Fort Prospect raged and arcane energies surged into
serves as the fortified headquarters and the people and lands of Colorado, some
military epicenter of the 1st Apocalyptic survivors quickly and subconsciously
Cavalry. Inside the base’s walls sits a small, learned to wield this energy to defend
growing frontier town populated by the themselves and their loved ones. These
family and friends of the 1st Cavalry. The first Mystics carved the town of Hope
town holds an arms depot selling only to out of the chaos: a settlement destined
the Cavalry and those of good repute, a to become a beacon of civilization in the
general store, Operator’s garage, cyber- Post-Apocalyptic Dark Ages.
clinic, and friendly saloon. Several other The Colorado Baronies are each run
settlements and homesteads bloom in the by a “Baron,” a philosopher-king Mystic
oasis of safety provided by Fort Prospect, advised by a Cabinet of Advisors, half
with farming and ranching operations hand-picked by the Baron and half
predominating. elected democratically. Law enforcement
in the community uses mind probes and
THE OUTPOSTS other supernatural powers to interrogate
Constructed following the success of suspected lawbreakers. Some consider
Fort Prospect, a series of tiny fortified the tactics immoral and a violation of
communities extend the 1st Cavalry’s justice due to the heavily subjective
brand of law and order into the nature of the information gained and
wilderness—each built near a cluster the way it threatens the presumption of
of human settlements troubled by innocence until proven guilty. Even the
inhuman threats. Coalition avoids this practice.
Fort Tanner in eastern Wyoming sits
near the ruins of a pre-Rifts city housing THE BARONY OF HOPE
many prospectors and homesteaders. The largest city of the Colorado Baronies,
The nearby citizens of Jackson City, a Hope sits on a ley line nexus near the
Dark Ages settlement, happily welcome ruins of Greely in the northern quadrant.
the 1st Cavalry to the region. One of the first places to develop Techno-
Fort Defiance, near Stockton, Kansas, Wizardry, the masters of the craft in the
protects growing trade in the region. New West built the city, transforming it
Fort Charles, to the east of Fort into the TW capital of the region. The
Prospect, stands atop the ruins of Sidney barony is awash with the full, mind-
and helps secure the outer fringes of the bending array of TW devices, vehicles,
former state of Iowa. The Coalition treats and contraptions designed to harness
this outpost as the lawful endeavor of the limitless energies flowing through
concerned citizens. the area. The denizens of Hope are

146
exceptionally well-educated, and literate, Silvereno
compared to the rest of the New West. Silvereno is a wealthy city-state nestled
in the Rocky Mountains of Colorado
THE BARONY OF TESTAMENT near the ruins of Glenwood Springs and
Occupying the southern quadrant, the is the largest supplier of silver in North
rougher, boisterous communities of America. Cyborg miners spearhead
Testament primarily engage in cattle massive mining operations that supply
ranching. silver and other metals to human
communities throughout the continent.
THE WILMINGTON BARONY The outlying communities are engaged in
Located in the eastern quadrant, nearly lumber, trapping, and farming. The city-
a dozen mid-sized farming communities state is run by a council of four made up
make up the populous barony of of an elected mayor, elected town sheriff,
Wilmington. The quiet collection of and representatives from the lumber and
towns employ Techno-Wizardry in a mining guilds.
variety of mundane ways. Silvereno is also home to a secret coven
of vampires (see Rifts ® North America:
THE BARONY OF CHARITY Blood & Banes for more details about
Charity, in the western quadrant, is a new vampires and the threat to Silvereno).
Barony situated in the foothills of the
Rocky Mountains. The economy started The Great Trade Road
with mining and lumber operations A trade route established during the Two
and expanded into a center of trade and Centuries Dark Age, the Great Trade
entertainment. Charity is the black sheep Road is not a paved highway, but a well-
of the Colorado Baronies. Baron Nathaniel traveled route stamped into the terrain
Zane—a cold-hearted Ley Line Walker of Colorado, Utah, and Arizona by the
consumed with accumulating wealth and foot traffic of centuries of trade caravans,
power—takes a cut of all profits in the couriers, and adventurers. Mercenaries
region, both legal and illegal, and forgoes hired by cities on the route ensure safe
any elected advisors. A corrupt private passage for the goods feeding the region’s
force of thugs protects the interests of the increasingly intertwined economies.
Baron and his “business associates.”
The quintessential “Wild West” NEW DURANGO
settlement, gunfights occur daily in New Durango is a mining town
Charity. The barony serves as a haven supplying precious metals, stone, and
for saddle tramps, gamblers, gunslingers, gems—staples of Techno-Wizardry—to
snake oil salesmen, and all manner the markets of the region.
of outlaws. The town hosts saloons,
whore houses, gambling casinos, blood ARZNO
sports arenas, and a body-chop-shop. Located on the northern rim of the Grand
An impressive general store carries the Canyon, Arzno is a large, modern city-
latest “shooting irons” and “duds” that state that exports farming equipment,
are all the rage with the city’s clientele, small arms, armor, and their Techno-
including the full range of Black Market Wizardry equivalents to markets
and Techno-Wizardry gear. throughout the New West. It is home to
saloons, hotels, merchant shops, arms
dealers, hospitals, garages, and body-

147
chop-shops. See Rifts ® North America: Tucson
Arcana & Mysticism for more information The Great Cataclysm reduced the city
about this pivotal Techno-Wizard of Tucson to a collection of radioactive
city-state. craters. The area still retains low levels
of radiation, causing sickness and death
JOSEPH CITY to those exposed long enough. The small
Joseph City, in central Arizona along community of Craterville sprang up in
the old Interstate 40, is another hub the ruins, its population of misshapen
for travelers in the region. The area’s human mutants resistant to the ravages
ranchers and homesteaders produce high of radiation. They make a surprisingly
quality hides and leather. good living as prospectors, and post
makeshift signs featuring the radiation
PHOENIX symbol or skull and crossbones to warn
The ruins of Phoenix house a settlement people away from the dangerous area.
of hunters and gatherers making their
living off the hides and other byproducts Bandito Arms
extracted from the alien wildlife, The Black Market faction called Bandito
dinosaurs, and supernatural predators Arms focuses on the trade of traditional
dominating the Scottsdale forest, an area arms and equipment, as opposed to the
of alien woods and vegetation slowly occult talismans, ancient artifacts, and
spreading like a disease. The town exotic items handled by some of the other
sports a thriving arms market due to the groups. Most of the world knows their
dangerous nature of the local economy. facilities are located somewhere in the
New West beyond the Rocky Mountains,
Gallup but the faction’s security measures
Gallup is a sizable community of keep any accurate locations from being
isolationists who are supremely determined.
xenophobic and hostile towards the While they make “knock-off” copies
inhuman, the arcane, and all outsiders. of popular items, Bandito Arms
Travelers are warned to give this differentiates itself from the rest of the
settlement a wide berth, as the citizens of Black Market by manufacturing its own
Gallup run even the friendliest-looking line of products—including advanced
visitors out of town. power armor, cybernetics, weapons,
and equipment. This allowed Bandito
The Clarkdale Arms to quietly take over a substantial
Confederacy portion of the market in the New West
Born out of the harrowing Dark Age, and Midwest, with some traders jokingly
the communities of the Clarkdale calling them “Western Gun.” Fortunately
Confederacy—Clarkdale, Cottonwood, for high-end product lines, Bandito Arms
and Jerome—sit amid a dangerous and cannot mimic the innovative designs of
inaccessible region of Arizona. The Wilk’s, Triax, Naruni, or the most state-
Confederacy does not allow travelers of-the-art weapons lines of the Coalition
within its borders for long, and citizens or Northern Gun.
trek to other communities to conduct any
necessary trade with outsiders.

148
AREA 51 & EL DIABLO and “visiting” mercs are actually Black
Almost a century ago, Bandito Arms Marketeers and their families.
uncovered the ultra-secret military base Lake Mead serves as the headquarters
called Area 51—the most advanced of Bandito Arms’ smuggling operations.
research, prototyping, and testing facility Supplied by the storehouses in
in the world. To everyone’s surprise, the Henderson, the inactive Hoover Dam is
abandoned facility’s vast hangars, bunker now a seasonal waterfall and port for
complex, and high-tech production shipments traveling along the Colorado
facilities remained completely intact River to markets throughout the New
thanks to the arid environment. West and beyond.
Bandito Arms moved right in, renamed
the facility “El Diablo,” and quickly THE HAUNTED STRIP
made it their secret headquarters. They The Haunted Strip is the main reason Las
completely cleared the area around Groom Vegas remains desolate and depopulated.
Lake and Area 51 of surface structures Once the most famous corridor of the
capable of giving away the location. Robot pre-Cataclysm city, the central stretch
dinosaurs covered in realistic skins scare of Las Vegas Boulevard was lined
away interlopers lingering in the area. with extravagant casinos, hotels, and
When that doesn’t work, a massive force outrageous attractions. Now, what looks
can spring from hidden access points and like innocuous ruins by day become a
overwhelm anything short of a Coalition perilous “fun house” of haunted horrors
mechanized division. by night.
A small contingent of Black Market Once darkness falls, a majestic illusory
researchers, technical personnel, and vision of Las Vegas coalesces, with
security crew commute in for shifts from crowds of phantom revelers, innumerable
an isolated village where they live with bright lights, and the towering structures
their families. Inconspicuous vehicles of the era reappearing. The sounds of
drop-off and pick-up the employees raucous crowds, vehicles, and casinos
at a hidden site connected to the main fill the Haunted Strip. Anyone daring
El Diablo complex by an improvised, to navigate the Strip at this time must
hundred mile-long subway system. resist the mind-controlling effects of the
illusion or be completely enthralled by
LAS VEGAS the joyous spectacle. Those enthralled
Salvage operations picked clean the lose track of what they were doing,
deserted, haunted ruins of Las Vegas interact with the faux reality, and party,
over a century ago. The bones of its gamble, or otherwise amuse themselves
suburbs house concealed Bandito Arms and engage with the “people” of years
listening and observation posts designed past in the mind-blowing wonderland of
to protect their secretive operations in pre-Rifts Las Vegas during the Golden
the area. Age of Humanity.
He nder s on , a col le c t ion of Victims slowly find themselves
neighborhoods on the southeast side of drained of arcane and psychic energies
the city, appears to be a small merchant as incorporeal beings feed on their
town in the middle of nowhere. In truth, emotions, but usually are not otherwise
vast underground warehouses hide harmed. However, ghosts and spirits
throughout the area. The townspeople try to frighten or attack anyone trying
to interrupt the mirage or remove those

149
NEW WEST ENCOUNTERS
D20 RESULT
1 –7 Same results as in The Game Master’s Handbook.
Coalition Scouting Party: Same results as in The Game Master’s Handbook
8
but substitute forces with entries from this book.
Native American Band: A band of 3d8 Native Americans (as Soldiers) travel
9 –10 through the area, led by a Wild Card shaman (see Savage Rifts® North America:
Arcana & Mysticism). Roll on the Opposition Leader Table.
Simvan Monster Riders: Same results as in The Game Master’s Handbook, but
11 –12
twice the number.
Wandering Monsters: As the Wandering Monsters result in The Game
Master’s Handbook (typically dinosaurs, Rhino Buffalo, Worm Wraiths,
13 –14
Panthera-Tereon, and Blood Hawks see Savage Foes of North America and
Arcana & Mysticism).
15 –16 Brodkil: Same results as in The Game Master’s Handbook but add a Witchling.
Black Market Smuggling Operation: Same result as in The Game Master’s
17
Handbook.
Wild Vampires: Same results as in The Game Master’s Handbook, but twice
18 –19
as many.
20 Same results as in The Game Master’s Handbook.

enthralled by it. If a commotion ensues, aliens and the community encourages


tectonic entities are drawn to the conflict “alien” looking D-Bees to settle there and
and escalate the violence. Psychically tied engage in the charade.
to the ruins of the Strip, the incorporeal Many visitors believe in traditional
beings rarely pursue those who flee, UFOs and aliens, conflating Rifts Earth
though rare reports of possession and reality with what they see on pre-
worse exist. Cataclysm movies and shows. The light-
hearted Roswell community plays to the
Roswell cultural hype by peddling all sorts of
The Great Cataclysm left Roswell, site of memorabilia, “alien artifacts,” and exotic
a famous UFO crash-landing and subject technology and weapons—in addition
of countless alien conspiracy theories, an to the casinos, taverns, drug dens and
uninhabited ruin. Recently, many Psi-X general stores necessary to keep rough
“alien” outcasts, led by someone called travelers and mercs entertained and
“The Smoking Man,” made their way supplied. An immensely popular freak
to Roswell and established an eclectic show includes a “real UFO” and visitors
settlement. The community specializes are continually entertained by the
in indulging the needs of the travelers various “alien” townspeople and their
(and Pecos raiders) crisscrossing the unusual antics.
wastelands between old Texas and A sizable —and very successful—
the New West. The Psi-X claim to be Naruni Enterprises outlet calls Roswell
descendants of the original Roswell home. It is run by Uteni sales clerks

150
wearing ridiculous outfits and Repo- Relatively near to Castle Refuge, the
Bots operating publicly and openly as Texas Freelands act as a portal for
a marketing ploy. The interdimensional adventures into the Vampire Kingdoms
arms dealers base their operations out of and the New West. Castle Refuge
a huge alien hover caravan, disappearing dispatches Exploration and Community
without a trace into the badlands Outreach teams to the region’s city-states,
whenever Coalition forces arrive in all potentially valuable trade partners
the region (which Naruni Enterprises and allies. Interdiction Teams may
monitors with a hidden network of ultra- be tasked with protecting towns from
tech sensors). raiders or with defeating troublesome
warlords among the scum and villainy
New El Paso of the Pecos Empire.
The large city-state of El Paso is one of the
last great vestiges of civilization as one ENCOUNTERS IN THE NEW WEST
travels into the New West. King Wyatt To generate encounters in the New West,
Halloway, a shallow ranching tycoon use the new New West Encounters
known to be sometimes extravagantly table in conjunction with the Game
generous and sometimes murderously Master’s Handbook.
vindictive, rules the important trade hub.
The city has a massive gang problem,
with the mutant dog “K-9s,” mutant and SAVAGE TALE:
D-Bee feline “Wild Cats,” ugly Orc and
mutant “Trogs,” and human supremacist
THE BOONIES
“Hammer” gangs fighting in the streets
regularly. The city’s market square caters An ancient, long-forgotten treasure
to operations in the vampire-infested lies buried somewhere beneath the
region, and features expedition outfitters, mountains of Colorado. While on a long-
magic shops, mystic travel services, a range mission to the Colorado Baronies,
psychic healer society, an official Wilk’s the Legionnaires come into possession
outlet, Rio Grande ferry services (daylight of a map to this treasure—but the forces
only), high-tech garages, and a modern of the corrupt Nathaniel Zane, Baron of
hospital with cyber-clinic. Charity, stand in the way.

Standoff
THE TOMORROW A growing winter storm forces the heroes
LEGION IN THE to seek refuge in a shanty town located in
NEW WEST the ruins of Denver. The “town” is really
nothing more than a bunch of squatters
in the ancient rubble. While weathering
The New West just waits to be mapped and the storm, a stranger approaches the
explored by the Tomorrow Legion, and is Legionnaires and requests sanctuary
the destination of countless desperadoes, from his pursuers.
including those fleeing Tolkeen, who
“My name is Brendan Welsche. I am
need to be brought to justice or recruited
being pursued over this,” he says, waving
to the cause. Here, Legionnaires interact
a map in your faces. “This map leads to
with Cowboys, Gunslingers, Justice
a treasure beyond your wildest dreams. I
Rangers, and wild frontier folk.

151
stole it from the pig Baron Zane and his Journey into
lackeys while I was being forced to work the Boonies
for him. If you help me, we can split it The heroes must scale a mountainside to
amongst ourselves.” reach the first point on the map. Another
storm comes on as the heroes travel
EE Brendan Welsche: As a Cowboy further up into the mountains. Brendan
with Boating d6, see page 190.
Welsche suggests looking for a nearby
If captured, the treasure could pay for abandoned mine to seek refuge from
upgrades to the heroes’ own equipment the storm. Finding the mine before the
or be donated to fund the efforts of Castle storm hits requires one hero to succeed
Refuge. The Legionnaires must attempt a Difficult Dramatic Task using Notice
to decipher the map’s riddles to find the or Survival (see Dramatic Tasks in
treasure. Savage Worlds).
If found, the mine provides excellent
SOLVING THE RIDDLE protection against the storm, possibly
The clues all refer to the landscape of allowing those in its shelter time for an
these parts, and heroes should be able to Interlude. If the heroes fail to find the mine,
pick out local landmarks to help decipher they must hunker down and weather the
the clues. worst of the blizzard. Any characters
not protected by an enclosed vehicle or
„„Clue 1: leads the team to Long Lake
inside armor with Full Environmental
„„Clue 2: leads them to the confluence
Protection must make a Vigor check at −2
of two creeks
or suffer one level of Cold-based Fatigue
„„Clue 3: leads them to the Valley of
(see Cold in Savage Worlds).
the Twin Peaks.
Come the morning, the heroes crest
Once they decipher the first clue, the the peak and find in the distance a lake
Legionnaires set forth on their journey to believed to be the destination revealed by
retrieve the fortune. If needed, a Survival the first clue: Long Lake. A group of Zane’s
or Common Knowledge roll at −2 solves gunmen spring from the protection of
the riddle. rocky outcroppings, ambushing the
Legionnaires as they approach the lake.
THE RIDDLE „„Commandos (6 + 1 per hero): Three
crew the GAW Bradley below, see
Savage Foes of North America.
Take care on the long road to „„GAW Bradley IFV: See page 48.
the lake of the same name. „„Gunslinger: See page 190.
Follow the creek to where the „„NG-X9 Samson Power Armor Pilot:
roaring forks meet. As a Commando with the Power
In the shadow of the Twin Armor Jock Edge, see Savage Foes of
Peaks find its opposite, though North America.
similar in name, and there the „„Wilderness Scout: See Savage Foes of
treasure lies. North America.
Once they dispose of the attackers, the
team must decipher the second clue—
requiring a successful Survival check
or vision-based Notice check at −2—and

152
pick which creek to follow towards Thrill of the Chase
“where the roaring forks meet.” The following morning, the Legionnaires
Travel becomes difficult as the forest follow the trail left by Zane’s men. The
grows thicker and a frozen creek bars distant sound of explosions reaches
the way. While crossing the frozen creek, them, echoing off the hills. As the group
ground-based travelers roll Athletics, approaches and peers into the valley, they
Driving, or Piloting to successfully cross, see two TK Flyers engaged with Zane’s
with vehicles size 2 or larger making forces. It seems a double-cross of some
the checks at −1 or more at the GM’s kind has occurred, and this opportunity
discretion. Failure means the ice cracks, is too good to pass up. Brendan Welsche
plunging walking characters and non- urges the heroes to move into the valley
hover vehicles into the icy water. and take advantage of the chaos to seize
Once the group reaches where the forks the treasure.
meet, the heroes must make either an As the group moves through the action,
Academics check or Common Knowledge they find Zane’s lackeys have loaded the
check at −2 to determine which of the treasure onto one of three barges and
many peaks are the Twin Peaks. They left it unguarded. After the heroes reach
may also attempt a tracking (Survival) the barges, they have three rounds to get
check to find a trail left by a large party underway before the TK Flyers are shot
of Baron Zane’s troops. Either way, the down and the Baron’s men are no longer
Legionnaires can proceed to the final clue distracted.
or rest here before making the final leg of A barge piloted by Zane’s remaining
the journey. If the group decides to keep men pursue the group with deadly
moving forward through the night, they intent (see Chases in Savage Worlds). The
must roll successful Survival checks with Legionnaires start on Card 4 (subtract
Illumination penalties to make headway one for each round they delayed in
and Vigor checks to fend off a point of getting underway in the barge), and the
exhaustion-based Fatigue (see Fatigue in Baron's men on Card 1.
Savage Worlds).

GAW BRADLEY IFV

153
The ship contains six crates of treasure. on top of dealing with a train heist, Dead
Anytime a Boating check is failed a crate Boys, a Mauler, SAMAS, and Sky Cycles,
falls overboard. Critical Failure results in the heroes learn these “Psi-X Aliens”
all passengers rolling an Agility check at aren’t from Rifts Earth at all!
−1 to stay onboard.
Cowboys and Aliens
„„Soldiers (6, plus 1 per hero): See
The Tomorrow Legion sends the
Savage Foes of North America.
team to investigate a series of D-Bee
„„River Barge Pilot: As a Civilian with
disappearances in the Texas Freelands.
d8 Boating, see Savage Foes of North
The squad stops in what used to be
America and page 48 for the Barge.
Sweetwater, Texas to refuel and make
„„Power Armor Pilots (2): Piloting
camp for the night. After checking
Bandito “Sidewinder” SAMAS, see
into the local hotel, their informant—a
page 40. As Commandos with the
mysterious Human Cowboy named
Power Armor Jock Edge, see Savage
Wyatt (see page 174) —treats the
Foes of North America.
investigators to dinner.
„„Triax X-1000 Ulti-Max and Robot
Wyatt purchases another round
Pilot: Aboard one of the River Barges,
of drinks and explains he contacted
see The Tomorrow Legion Player’s Guide
the Tomorrow Legion about the
and Savage Foes of North America.
disappearances. Based on rumors and
EE Claud ‘Creed’ Jacobson (Gun­ increased hovertrain traffic, Wyatt
slinger): Baron Zane’s lieutenant, see
believes the Coalition is kidnapping
page 190.
D-bees, most likely Psi-X Aliens, and
experimenting on them. He opens a tube
Riches!
and spreads a map over the table. Tracing
The river empties into a lake, allowing
the lines, he points out the route of a
the heroes to escape pursuit. Once clear,
hovertrain and explains his plan to free a
the heroes find the remaining crates on
group of Psi-X Alien prisoners tomorrow.
board are packed with precious metals
Paraphrase or read aloud the following:
and gems worth 250,000 credits each! The
Legionnaires gained vast amounts of riches, “Alright y’all, the Coalition’ve been
but they no longer know where they are. using hovertrains for their recent influx
The wild ride took them far from of deliveries to Lone Star. The rig we’re
anything they recognize into the targeting is towing two climate-controlled
unmapped wilds beyond the Great trailers and a flatbed in between ‘em.
Barrier Wall. Their next adventure can Accordin’ to my sources, they’re haulin’
see them trying to find a way back to some D-Bees picked up out in Nevada.
safety with their new-found wealth. “Though we’d normally blow the rig to
hell and salvage the cars, we can’t risk
killing the prisoners. I’ve hired some
SAVAGE TALE: THE hover vehicles to get us in close. A team
and I will move through and take control
PSI-X FILES of the train. E’en though y’all got a pretty
tough group here, I’ve got my own posse
The Legionnaires attempt to rescue that’ll be taggin’ along. After we get the
D-bees they believe to be Psi-X Aliens train, we’ll hafta move it to a secure
from a Coalition Hovertrain. However, location outside Coalition territory.”

154
This would be a good opportunity alien-looking D-Bees. After getting into
to add an Interlude. If any characters the engine compartment, the conductor
know the origin of the Psi-X Aliens locks the controls and glares. The
and question why the Coalition would Legionnaires can attempt an Intimidation
attempt to recapture them, Wyatt admits or Persuasion roll against the conductor.
he’s as baffled as anyone. With a success he hands the controls over
to the players and on a raise he actually
Flatbed Firepower drives the train for them. Alternatively,
Around noon the next day, the Legionnaires may attempt a Thievery
Legionnaires meet with Wyatt and some or Hacking roll at −2 to get control of
mercenaries on the edge of town. Wyatt the train (in this case a player character
and the Legionnaires load into some needs to roll Driving checks to control
hover trucks while his mercenaries get the train). Either way, the train begins
into a hover car and all parties head moving towards its new destination.
towards the intercept. Any characters
„„Conductor: As a Civilian with
Size 2 or smaller can fit inside the vehicles,
Driving d8 and Spirit d8, see Savage
with any larger characters sitting in
Foes of North America.
the exposed bed of a hover truck or
moving alongside the vehicles. As the
Detour Ambush
silhouette of the train comes into view,
With the train moving towards its
the mercenaries’ hover car disappears in
new destination, Wyatt and the heroes
a fiery explosion! Wyatt’s voice crackles
return to the D-bees. Read this aloud, or
over the radio “They’ve got an Enforcer
paraphrase:
on the flatbed!”
A Chase begins (see Savage Worlds). The The creatures stuffed into the Coalition
heroes begin on Card 1 and the train on cargo containers are approximately 3 to
Card 3. The boxcars and the flatcar reduce 4 feet in height, with enlarged skulls and
the train’s speed to 175 MPH. The goal of jet-black, ovoid eyes. These scrawny
the Legionnaires is to board the train. creatures huddle together in groups of a
half-dozen or so around the room, looking
„„Coalition Grunts (4+1 per hero):
even smaller in their Coalition-issued
See page 186, use Squad Weapon
jumpsuits.
Loadouts on page 186.
„„Coalition Junior Officer (1): See page While Wyatt heads to the back of the
186. train, the Legionnaires can make a
„„UAR-1 Enforcer: Fully crewed, see Common Knowledge check. On a success,
Savage Foes of North America. they recognize the aliens resemble but
„„NG-HCH-1228 Hovertrain: See page do not match Psi-X Aliens. Wyatt’s voice
46. crackles over the radio.
„„NG-HCH-2000 Tractor Hover
“Havin’ some trouble back here. None
Truck: 1 for every 4 Legionnaires,
of these folks speak ’Merican and they’re
see page 47.
all too short and pale to be the missing
persons. Let’s just get ’em out of here and
Heist to Meet You
ask questions later.”
After taking care of the guards, Wyatt
and the boarding party move through the If the Legionnaires head back to the
front car, wading through the crowd of flatbed they find Wyatt, perplexed. The

155
D-bees are communicating with each The Psi-X Aliens?
other, it seems, but he can't understand After defeating the Coalition and
them, nor they him. As he gets more and reaching the new destination, Wyatt and
more frustrated (and before the heroes the Legionnaires begin unloading all the
can intervene and decipher what the aliens from the train and radioing for
strange creatures are saying), the train transport. The D-Bees begin to murmur
suddenly lurches violently. to each other again in their strange
The train is under attack from above language. Everyone makes a Notice roll.
and being raked by the laser fire of Anyone with a success notices a blurry,
Coalition Air Troops! Begin another shining object speeding through the sky
Chase as the heroes try to evade the Air towards their position. Before anyone
Troops in the captured hover train. The can react to what the D-bees are doing, a
heroes begin on Card 2 and the CS forces bright light blinds all characters and five
on Card 1. distinct tones deafen everyone and then
knocks them unconscious.
„„Coalition Sky Cycle Pilots (1
Sometime later, a group of Psi-X Alien
per hero): See Savage Foes of North
farmers gently shake the Legionnaires
America.
awake. All of the rescued D-bees are
„„Coalition Elite RPA Pilots (One for
gone, and the Legionnaires realize none
every three heroes): Piloting Super
of them looked like the farmers!
SAMAS, see page 182.

COALITION SKY CYCLE

156
CHAPTER
NINE

EX MACHINA

T
he Tomorrow Legion comes into in the shadow war brewing between
possession of an enigmatic piece of Archie and the Republicans. The
hardware: the partial head and torso campaign is designed so the GM can run
of a powerful combat robot of unknown other adventures in-between sessions
origin. Second-hand reports of the as she sees fit, though running them
supposed encounter suggest the high- consecutively will help keep tension high.
tech automaton belongs to a much larger As the team travels through the Domain
legion. If this is true, there’s no time to of Man and the Shemarrian Nation, the
lose in investigating such a potential story can be expanded using the rules for
threat. However, initial analysis cannot Travel, Interludes, and Encounter Mods
determine whether it is of Rifts Earth from chapters five and seven respectively.
construction or from somewhere else in Familiarity with those chapters will also
the vast Megaverse®.
Top Chief Elle of Owls assigns a team
of Legionnaires to safeguard the package SESSIONS ADVENTURE
while transporting it to one of the most 1–2 A Piece of Something Dangerous
experienced robotics experts in North
1–2 Adventure Generator
America for analysis. Major Albert
Deschesne hopes the Legionnaires can 1–2 Intrigue in Ishpeming
immediately use this intel in an extended 1 Adventure Generator
mission to make an accurate threat 1 An Evitable Conflict
assessment. With yet another unknown 1– 3 Adventure Generator
menace looming on the horizon, the 1–2 Android Dreams
expedition prepares to embark.
1– 3 Adventure Generator
Suggested Sequence 1 Encounter at Gynoid
of Events 1–2 Soldiercicles
Over the course of this Plot Point 1–2 Shadow War
Campaign, the heroes get embroiled

157
help the GM to provide necessary details A successful Persuasion roll can
as the Legionnaires make their trek north convince the elf of the Legionnaires’
and then east. good intentions and get her to lower her
pistol. The heroes gain +1 Persuasion if
they mention or openly display their
A PIECE OF affiliation with the Tomorrow Legion
SOMETHING and another +1 if they mention they
DANGEROUS are investigating the battle Noldrin had
with advanced robots. She takes the
heroes aside to interrogate them. With a
The Legionnaires depart Castle raise, she takes them directly upstairs to
Refuge with their mangled package in Noldrin’s apartment.
tow. The team’s first objective is to locate The elf, Aerilya, knows Noldrin belongs
their contact, a dwarf named Noldrin to the dwarf clan that built Castle Refuge.
Frostforge, the source of the evidence She reveals Noldrin saved her from the
and report regarding combat with the Siege of Tolkeen several years ago, and
advanced robots, before heading north he’s been a surrogate father to her ever
to consult with a robotics expert in since. Noldrin’s been cagey for the last
Ishpeming. Their source’s last known few weeks, evidently nervous about
location was in the employment of the something he encountered during a job
Tennessee Headhunters, a mercenary back east. Last night, he finally confessed
company operating out of the city- he felt he was being watched. This
state of MercTown located across the morning, he was gone and his rooms
Mississippi River. were ransacked. Aerilya hasn’t gone to
the authorities yet out of a prideful sense
The Streets of of rivalry with Drago’s Defenders.
MercTown If convinced they mean to help her,
After traveling to MercTown, the heroes Aerilya lets the heroes into the dwarf’s
make a Networking check in order to track ransacked apartment with a key Noldrin
down their source. A mere 1,000 credits left her. While the neighborhood outside
gains a +2 Money Talks bonus to associated isn’t much to look at, Noldrin’s apartment
Persuasion checks. Their inquiries lead features exquisite wood furnishings and
them to the Quiet Warrior Inn, a serene stonework. It would be very inviting
bed-and-breakfast at odds with the rowdy except it has obviously been turned
roadhouses and taverns dotting the city. upside down by someone looking for
As soon as they ask about Noldrin at something. The heroes find a fresh boot
the front desk, one of the guests in the print in a pool of sticky (presumably
adjoining room pulls a gun on them. The dwarven) blood. A successful Notice roll
female elf has clearly been waiting for finds Noldrin’s journal.
just this moment. Read or paraphrase the Since the initial raid and kidnapping
following: at least one more party has been here.
The elven merc swears the blood was
“What did you do with him?” snaps
previously undisturbed (the boot print is
the elf. Though tears roll down her
much too big to be hers), and the rooms
cheeks, she holds her pistol steady in the
appear to have been rifled through a
practiced grip of a Gunslinger. “What
second time. It appears there are multiple
did you do with Noldrin?”
parties interested in Noldrin’s encounter.

158
Reading Noldrin’s journal reveals bloodied dwarf into a run-down hovel
every page after taking the East Coast on the outskirts of MercTown.
job has been ripped out. No valuables A trio of A-51 Spybots working
appear to be missing from the premises, for Archie Three captured Noldrin
and it has been hours since the dwarf was and tortured him for information.
taken. Aerilya lashes out in frustration, Unfortunately for Aerilya, the dwarf bit
smashing an already damaged chair, out his own tongue and died under the
angry at the bleak situation. Spybots’ ministrations. The androids
While the team does not have Noldrin’s stuffed his corpse into an old trunk.
record of events, the evidence on the Sneaking up on the Spybots requires
ground lends much credence to his an opposed Stealth roll against their
account. Their instructions are to contact Notice, as the androids are active guards.
Castle Refuge to report in using the radio As soon as one Spybot is Incapacitated,
relay station at the local Northern Gun it self-destructs—triggering the self-
Manistique Imperium, or NGMI, bank destruct mechanisms of its companions.
(the distance is easily within the 500 mile Rescuing Noldrin’s corpse from the
radio relay limit, and there is no ley line ensuing inferno may prove difficult.
or atmospheric interference).
„„A-51 Spybots (3): See page 176 the
After giving their report, they are told
Spybots are disguised as D-Bees and
to proceed north to meet their contact,
equipped as Wilderness Scouts (see
a Trimadore scholar called Primagor,
Savage Foes of North America).
in Northern Gun territory via the
Mississippi River steamboat Memory of
Interdimensional
New Orleans. The Tomorrow Legion has
Entanglements
already booked passage and it departs in
The needs of the mission mean the
the next 24 hours; they will need to leave
Legionnaires must leave the grieving
MercTown soon. Each Legionnaire is also
Aerilya the next day. If they invite her
provided a Universal Credit Card issued
to come with them, she readily agrees.
by NGMI worth 100,000 credits to help
Otherwise, she takes Noldrin’s remains
fund and resupply their expedition.
and heads into the Magic Zone to find
The team must choose whether to find
someone capable of resurrecting him.
Noldrin or prioritize their orders.
The dirt road heading west towards the
„„Aerilya Glaenith (Gunslinger): Mississippi berth of the Memory of New Or-
Elven, see Gunslinger page 190. leans seems empty of other travelers. The
team follows the trail through a dense bit
Hard and Heavy of forest. As they tramp through a gully,
With less than a day to find Noldrin, Naruni Repo-Bots and mercenaries am-
the Legionnaires must act fast. Using bush them from a well-prepared position.
Intimidation for a Networking roll works The encounter is subject to the Surprise
faster than Persuasion, and characters rules, with the Legionnaires rolling No-
with Connections to mercenary bands tice versus the enemy’s Stealth (effectively
in the area might call in a favor. If the d8+4 due to equipment and Cover).
heroes succeed, they get word late in Their enemies flank them and have the
the evening that a group of suspicious high ground, starting in Medium Cover
characters were seen half-dragging a behind a waist-high rocky outcropping
(+10 Armor if the heroes try to shoot

159
through it). Naruni headquarters in to involve them in future adventures if he
MercTown has been enticed by the so wishes.
rampant rumors of a high tech artifact,
„„Commandos (two plus one per
and sent a team to "acquire" it. However,
hero): Wearing NE-C20 camouflage
since the rumors are unsubstantiated the
body armor, armed with NE-10
team has orders to retreat if their prey
Plasma Cartridge Rifles (see page
aren't easily defeated.
43) and Vibro-Swords. See Savage
Dealing a Wound to one of the cyborgs
Foes of North America.
reveals their identity (the cloak is torn
off), as does a successful Notice check EE Naruni Repo-Bots (one for every
two heroes): All wear cloaks to
at −4 (takes an action with penalties for
disguise their identity, see page 191.
Cover and Illumination). The enemy
seeks to capture the package, and if they
do a Chase begins as they immediately
break off the attack and head east INTRIGUE IN
towards MercTown. Given ISHPEMING
the close quarters, the Naruni
team begins on Card 1 and
The Memory of New Orleans offers
the heroes on Card
plenty of cargo space for the
2. If necessary
Legionnaires’ equipment.
to stop t he
The heroes leave behind
package being
the operational range of
lo st, Aer i lya
the radio relay network
uncannily comes
connected to Castle
to the heroes’
Ref uge, ma k i ng
aid. The
com mu n ic at ion s
Naruni team
w it h Tomorrow
will retreat
Legion command
if one of the
difficult at best
Repo-Bots is
until they return from
Incapacitated,
their (potentially very) long-
though the
range mission.
mercs might
flee first if
Mississippi Cruising
half of them are
The journey up the Mississippi can
Incapacitated. Questioning
be as involved as the GM would like,
the attackers in the aftermath
but at least one randomly-generated
on ly r evea l s Na r u n i
adventure is suggested. Coalition
Enterprises is behind this.
patrols and the containment of
The Naruni hit squad is on
Devil’s Gate keep the river as safe as
a strictly need-to-know basis,
it’s been since the Apocalypse, but
and see the package as a
river monsters and bandits (many
"target of opportunity."
with True Federation ties) still haunt
Naruni involvement is a
its banks. Possible encounters can
red herring, but the GM may
leverage this encounter as a way NARUNI REPO-BOT

160
involve Coalition patrols either celebrities, and merc commanders
coming to the steamboat’s aid or can regularly be seen in the lobby and
requesting assistance. The respect of hallways. Primagor explains that he’s
CS border troops may prove helpful as being spied upon and jumped at the
they sail through Coalition territory. first cover story he could concoct for the
Disembarking at the northern borders Legionnaires. Now, though, they’re stuck
of CS Chi-Town, the heroes can travel competing in the event.
overland through the wilds to the Based on earning points in multiple
Upper Peninsula and Ishpeming (a fairly competitions, the open call team
dangerous route), or head east to port competition is held in two phases
“Old Chicago” where they can book a designed to test physical and piloting
hovertrain traveling up the western skills as much as combat prowess. It goes
coast of Lake Michigan all the way to all weekend, and the arena is packed
Menominee (a.k.a. Pirate’s Point) with with a crowd, vendors, and announcers
hovertrain connections to Escanaba then fit for a pre-apocalypse monster truck
Ishpeming. or wrestling event. Betting is rampant
among attendees.
Enter the Robodome The competing teams are very organized,
One of the most technologically advanced with garishly-colored matching jerseys,
cities in the world, Ishpeming is the and largely comprised of Juicers, Crazies,
headquarters of the arms manufacturer Headhunters, Borgs, mercs, and pilots of
Northern Gun. Any and all NG products all kinds. Resolve the competition using
are readily available with no Gear the Quick Encounter rules with two
Availability roll necessary. rounds of encounters.
The Legion’s contact, Primagor, The first day of the competition allows
works as a subject matter expert at the each competitor to earn points for their
Robodome. Finding Primagor is easy. His team by competing in a series of obstacle
office number is listed in the Robodome’s races divided into various types of
directory, so the heroes can either look it courses including:
up or be directed his way by a friendly
„„A foot course focusing on climbing
secretary located in the office section of
and jumping obstacles
the arena’s main lobby.
„„A flight course featuring jetpacks
Primagor greets them warmly but
and hovercycles
says he does not have time to meet with
„„Water courses featuring swimming
them. He stops anyone from discussing
or jet skis
the situation aloud, nodding and
„„A vehicular ground course featuring
motioning towards the walls to indicate
small vehicles, power armor, and
he believes they might be bugged. Instead,
augmented humans like cyborgs and
he greets the heroes as competitors in the
Juicers
Robodome’s open call team competition.
He insists on meeting them at the Each team member must use an
Ishpeming Arms Hotel later to discuss appropriate skill to compete in one of
the competition. the events. Be creative with the skills—a
Located in a premier section of Ley Line Walker might use Spellcasting
Ishpeming, the Arms is renowned for its and the fly power to compete in the
luxury, amenities, and high-class service. flight course. The competition is tough,
NG corporate execs, robo-gladiators, so apply a −2 modifier to the rolls with

161
failures resulting in Technical Difficulties unassuming young man whom the hero
or destroyed gear. The crowd gasps, oohs, noticed multiple times in the crowds of
and ahs while the announcers joke and the Robodome, though he now wears
release smoke, foghorns, and thumping a tuxedo instead of a merc’s combat
electronica clips throughout the obstacle jumpsuit. A raise allows the hero to be
course events. sure absolutely certain the young man is
The next day brings an all-day team tailing them.
combat tournament. Non-lethal versions The man flees if confronted. After a
of every possible weapon type are short foot Chase, the man in the tuxedo
available for use, but the event is still a begins frothing at the mouth. He falls
punishing double-elimination style affair. over, uttering the following:
The combat portion of the contest is what
“We will be the army of the New
most of the elite teams focus on, really
Republic,” he coughs, “that will restore
upping the ante. Apply a −4 modifier
peace and prosperity…to our great
to the Quick Encounter rolls. Allow
nation.” He breathes heavily, gasping for
non-combat focused characters to use
air. “We are the hope for the future and…
their skills creatively. Battle, Persuasion,
we will not fail in that duty…”
Intimidate, Taunt, and Stealth become
excellent options here. Successes result in The young man dies. A successful
Bumps and Bruises, failures in Wounds, Notice roll uncovers no identification—
and critical failures in d3 Wounds. The in fact he carries nothing in the tuxedo—
crowd cheers or jeers appropriately and but a raise finds a tiny “1776” tattooed
the announcers spout off nonsensical over his heart. A Healing roll confirms
combat stats, give blow-by-blow recounts, the cause of death as poison, while a raise
and play bleacher-thumping hard rock at determines it was a cyanide pill.
climactic moments. An Academics check at −2 (or Common
The GM should adjudicate the results Knowledge at −4) recalls hearing portions
and determine where the Legionnaires of the man’s dying words associated with
place in the lineup. Each team placing a secret society known as the Republicans.
in the top ten wins a 5,000 credits purse. A raise lets characters remember stories
Double, triple, and quintuple amounts go about the Republicans connected to the
to the teams placing third, second, and origins of Chi-town and Free Quebec.
first respectively. Some may instead remember legendary
tales of the Glitter Boys and the Neemans
Live and Let Die set during the Two Centuries Dark Age
After the two days of the competition, after the Great Cataclysm.
the heroes meet Primagor in the lobby Northern Gun security quickly arrives
of the Ishpeming Arms. He confirms the at the scene if the heroes attempt to make
package is indeed of hyper-advanced off with the body to interrogate the
origin. He cannot, however, be certain spy through divination or resurrection. If
of its origins. Instead, he refers them to the Legionnaires do somehow manage
Argent Goodson, chief of Titan Robotics, to run off with the corpse, the spy’s
who runs an advanced manufacturing handlers remotely activate an implanted
and sales complex in the Manistique device and immolate the body, doing
Imperium town of New Cedarville. 3d10 damage to anyone within a Medium
As the conversation ends, call for Blast Template.
a Notice roll. The winner spots an

162
„„Primagor: As a Rogue Scholar, see
Savage Foes of North America. GOODSON’S PLAN
EE Mysterious Spy: As a Commando
with the Attractive, Fleet-Footed, and Argent Goodson is really the
Conditioned Edges (on page 33), hyper-advanced android “son”
see Savage Foes of North America. In of Archie, and head of his public
the unlikely chance the Legionnaires operations. The package is
do manage to interrogate the spy, he actually the remains of an A-63
identifies himself as Jimmy Blount, Bot not sufficiently destroyed by
gives his serial number (770-IV-6549), a malfunctioning self-destruct
and does nothing more than repeat system and retrieved by a hard-
the Republican mantra above. nosed merc company Archie didn’t
have the assets in place to stop.
When the heroes won’t sell,
AN EVITABLE Argent gives them gift cards
CONFLICT hoping they will buy body armor
with one of Archie’s standard
integrated spy radios, a stand-
The Legionnaires easily travel down the alone radio set, or—better yet—a
wondrous IM Highway, equivalent to a ve h ic u la r-mou nted S e n s or
modern interstate but with hover cars Targeting Suite or Signal Booster
and a robot vehicle lane, reaching New (all coincidentally on sale at a
Cedarville with or without incident per heavy discount in the corporate
the GM’s preference. There they find the shop downstairs see page 49
slick, modern, and chromed corporate for Vehicular Modifications).
headquarters of Titan Robotics. A pleasant The bugged equipment provides
and strikingly attractive secretary greets intel on the team’s activities (see
them. She purses her lips doubtfully A Titan of Industry on page 68
and frowns when they ask to see Argent note these ludicrously expensive
Goodson, but steps behind her desk and bugs are a step above the regular
makes a phone call regardless. She looks Titan recording devices, are quite
surprised as she says Mr. Goodson will undetectable, and periodically
see them shortly and smiles as she offers tight-beam burst-transmit data to
the group refreshments. the Cyberworks sensor net).
He also plans to kill them.
All Shiny and Chrome
Argent Goodson meets with them in his
office, which contains a cutting-edge
diagnostic workshop hidden behind a
informs the Legionnaires the automaton
mirrored wall panel. Goodson has a
is most definitely of extra-dimensional
corporate demeanor, a steely poker face,
origin and offers to purchase the artifact
and is impossible to persuade, intimidate,
for the sum of five million credits.
or read (even mind reading fails from
Though they may be tempted, the
odd white noise and interference). He
heroes know their orders do not allow
insists on silence, then methodically and
them to part with the package. When
efficiently examines the package with
they refuse, Goodson gives them each
painstaking detail. Once finished, he

163
a gift card which can be redeemed for or include time for Interludes during the
up to 75,000 credits in Titan Industries roughly 1,300 mile trip.
equipment (they sell high-end variants After whatever other adventures they
of Common Equipment, see page 40). experience, when the team finally arrives,
Mr. Goodson explains he only wishes to run this scenario.
thank them for letting him examine the
rare alien artifact, a priceless opportunity Something Rotten
in and of itself, and begins to mention in Old Bones
he knows an expert in alien technology The ramshackle city of Old Bones
before stopping himself. crumbles, twists, and turns chaotically.
A successful Persuasion check prompts Using the address Goodson provided,
him to divulge the contact—a Psi- the team finds Latticus’ workshop. As the
Operator acquaintance residing in Old Legionnaires approach the dilapidated
Bones named Aiven Latticus—and pen two-story building, a hero making a
a letter of introduction. The Persuasion successful Notice roll hears Latticus
check is a feint, Goodson plans to give being abducted (whispered threats and
the team the information anyway, but sounds of someone being gagged). On a
wants to get their buy-in. raise, the heroes can attempt to sneak up
If asked about the Republicans, Argent on the assailants using Stealth, in which
Goodson laughs about conspiracy case combat ensues. Otherwise a Chase
theories and brushes off the subject. He across the city’s crumbling rooftops
excuses himself to return to his work, precedes a showdown.
refusing to discuss anything further. The
„„Quebecois Juicers (one per hero):
secretary returns, as if summoned by
Hired by Clay; see Savage Foes of
magic, and escorts the heroes downstairs
North America.
where a luxurious free meal at the
EE Aiven Latticus: As an Operator, see
building’s five star restaurant, a day pass
Savage Foes of North America. Gagged,
to the facility’s gun range, and a tour of
drugged and hogtied, he is a human
the flagship corporate store awaits them.
Master Psionic with divination, mind
„„Argent Goodson: see page 171. link, object reading, the Telemechanics
Edge, Electronics d10, Hacking d8,
Psionics d10, and Repair d12.
EE Clay Steele: As a Cyborg (see Savage
ANDROID DREAMS Foes of North America). Carrying
Latticus in a sling on his back, Clay
fights to the “death.” Clay is a hyper-
advanced neural intelligence android
The fastest, safest way to reach Latticus,
disguised as a borg and deployed
barring a Rift, is by boat across the
by Argent Goodson. If captured
Great Lakes, past New Lazlo, Lazlo, and
or defeated there is an explosion (a
Montreal up the Saint Lawrence River
self-destruct sequence, 6d6 Mega
to the ruins of ancient Quebec City, now
Damage, SBT) leaving nothing but
known as Old Bones. Safety, though, is
small shards of burnt scrap.
relative on Rifts Earth, and Game Masters
may wish to generate some Travel EE Katia Delcroix: As a Le Sûreté
Operative (see page 187). A Free
encounters (see Travel in Savage Worlds)
Quebec secret agent helping Clay

164
because she owes him one, Katia A vast high-tech underground chamber
retreats if Wounded. Armed with an guarded by this robot and others like it…
additional 6 sticks of MD Dynamite There is a room labeled “The Central
and a Type Two Fusion Block, see Housing Chamber.” In the middle of it
page 44. sits a ten-ton, ten-meter-round, gray
pulsating brain hooked up to hundreds
Overdrawn at the of electrodes and wires…My vision
Memory Bank shifts, now I see a grinning man with
After his rescue, Latticus gratefully a ridiculously giant helmet sitting on a
returns with the Legionnaires to his throne…
workshop. He knows a Cyber-Doc Pushing deeper…I feel inhuman
if anyone is wounded and helps the darkness and despair…Troubled dreams…
group with any necessary Repair rolls. Still deeper I see humans…Neemans?
Once finished, Latticus tells the heroes They fight Splugorth Slavers and other
to call him Aiven, and examines the monstrosities in an epic battle. Behind
package. His findings directly refute them, I see monuments and grand
Argent Goodson’s claims in that the buildings of the Old American Empire…
manufacturing methods are hyper- The humans are overwhelmed, the city
advanced but bear unmistakable tell-tale will die…It is too much, I can’t see any
signs of Earth-based technology. more.
Activating his psychic powers,
Aiven grasps the package and peers
deep into the automaton’s
remains, battling the damaged
failsafes engineered by its
creators and the machine’s
i nt e nt io n a l ly ob s c u r e
construction patterns. The
Operator speaks aloud
what he sees…

165
Aiven knows the memories and special „„Piesia: A Shemarrian Warrior.
insights imparted by the vision will Her Monst-Rex mount has been
rapidly dissipate, and quickly begins annihilated, see page 176.
to explain a plan. He figures the end of „„Altara Warrior Women (3 per hero):
the vision contains the most concrete See Savage Foes of North America.
clues. To decode the vision, the one of „„Splugorth Slavers (2): Both are Very
the heroes must lead a Difficult Dramatic Resilient, see Savage Worlds and
Task. The primary skill is the group’s Savage Foes of North America.
option of Academics at −2 or Common
Chief Grelna speaks tersely with a
Knowledge at −4. Allies can Support the
Dragonese-accented lilt. She mourns her
lead character’s skill tests each round with
slain sister, Shenza, and says last rites over
Academics, Common Knowledge, Occult,
the fallen Monst-Rex. Briskly thanking
Psionics, or Smarts rolls. If unsuccessful,
the Legionnaires for their support
the group loses critical time and is forced
against the vile slavers, she warns them
to conduct the research at a run-down
not to venture any closer to the ruins of
library with a historical database in Old
the ancient capital, now the location of
Bones. Either way, the clues clearly point
sacred Shemarrian burial mounds. More
to the ruins of Washington D.C. There is
mounted Shemarrian Warriors arrive
no time to waste getting there.
and load their dead onto their mounts
before galloping east in great haste.

ENCOUNTER Blast from the Past


AT GYNOID Shemarrian forces seem occupied by other
events, with many leaving the D.C. area.
A Stealth roll at +1 allows the expedition
The 730 mile journey to Washington D.C.
to avoid further Shemarrian patrols.
requires the expedition to head deep into
Past the outskirts of the necropolis, the
the wilderness of the East Coast. After
Shemarrians are completely absent. There
tangling with appropriate events from
is no sign of intelligent life in the area.
Travel, Interludes, and Encounter Mods
A Survival check at −2 navigates the
from Chapter Five, run this scenario as
expedition to the location seen in Aiven
the team approaches the outskirts of
Latticus’ vision. A successful Academics
Washington D.C.
check (optionally Common Knowledge
Nearing the remains of the old capital,
at −4) reveals this district, once called
the heroes encounter an ongoing battle
Capitol Hill, was the nerve center of the
between a trio of Shemarrians and
Old American Empire. The team searches
Splugorth Slavers at the outskirts of the
the area looking to unearth clues, and
D.C. area. As the Legionnaires arrive, one
possible loot. Use the rules for Relic
of the Shemarrians has already fallen. The
Salvage Operations on page 55. Each
remaining Shemarrians are overwhelmed
sweep of the area takes one full day, all
and will lose without help. If the battle
Notice and Support rolls are made at −2,
begins to turn heavily against our heroes,
and discard cards 2 through 10 (the area
another Shemarrian Warrior riding a
has been searched before). Once the team
Monst-Rex appears and covers their retreat.
comes up with some treasure, they also
EE Chief Grelna: A Shemarrian Warrior stumble upon a hidden bunker.
riding a Monst-Rex, see page 176.

166
The surprisingly intact bunker is buried The Legionnaires are led through the
deep. Legionnaires up to Size 3 may transit tunnels of the D.C. metro to the
make their way through the treacherous Republican outpost converted from a
remains of an elevator shaft to the bunker now-underground section of the ancient
by making an Athletics roll at –2 (flight Smithsonian aerospace museum. After
is not possible in these confines). Once the team enjoys some downtime, McCoy
inside the bunker, a Notice roll finds a joins them in the briefing room and
functional terminal with a dataport! Roll presents a mission opportunity.
Common Knowledge at –2 or Hacking to The “Mad AI” controls a small hidden
access the workstation, which contains base nearby, which his men nicknamed
a hasty account of the destruction “the Fridge.” Apparently long forgotten
of the New Republic at the hands of and nearly inactive due to a failing
the Splugorth (summarize The New reactor, the facility has levels dedicated
Republic section on page 63). to supply storage, arms production, and
Aside from the active computer, the even cryogenic stasis. The lowest level
bunker is surprisingly bare, with houses an entire company of NEMA
collapsed tunnels blocking off access to troops frozen for the last three centuries!
other rooms. As the Legionnaires prepare The Major intimates his hope the
to leave, a hatch—which previously Tomorrow Legion and Republicans can
appeared to be a dead-end—opens. Out become allies and asks them to assist
steps an officer and a small squad of his platoon in a daring operation to
troopers wearing the same body armor seize the facility. Skip to The Machine-
described by Aiven in his vision. Man Behind the Curtain if the heroes
do not agree, otherwise proceed to the
next section.
„„Republican Troopers (2 per hero):
SOLDIERCICLES
see page 179.
EE Major Eric McCoy: Use the Junior
Officer entry on page 186. Pilots a
Major Eric McCoy, a military officer Golden Eagle SAMAS into battle, see
straight out of an American war movie, page 179.
leads the squad of troopers. At the
objection of the sergeant accompanying Raiding the Fridge
him, he says if the team will swear to Run the assault on the Fridge as a
keep the confidence and secrecy of the Quick Encounter broken up into
Republicans, he will show them to his three stages (see Staged Encounters
outpost where they can take hot showers in Savage Worlds). General skill check
and relax. guidelines are provided, but the GM
This requires a successful Social must adjudicate other skill checks, like
Conflict task against the sergeant’s Smarts Spellcasting or Psionics, which may be
or Spirit. The Social Conflict is mostly a applicable depending on which specific
show for his subordinates. Major McCoy powers and abilities the heroes possess.
plans on enlisting the Legionnaires’ aid. The Republicans lean heavily on the
If asked, he refuses to discuss the incident Legionnaires’ skill-sets, especially during
with the Republican spy in Ishpeming, the critical second phase of the op.
saying it is “above my pay grade.”

167
The first round covers the trek to and robots, and secures the compound with
infiltration of the bunker using Notice, checks on Battle, Fighting, and Shooting
Survival, and Thievery at a −2. Failures with modifiers from stage two (if any).
result in damaged gear (roll Technical Success results in Bumps and Bruises,
Difficulties). As the team enters the while failures or Critical Failures result
base, they recognize the construction in a Wound or d3 Wounds respectively,
pattern to be nearly identical to the which may be Soaked as usual.
ancient underground bunker they
discovered in D.C. After Action Retort
The second round involves the covert The Republicans win with the heroes’
disabling of communications and alarm help. Immediately following the
systems using Hacking, Stealth, and operation’s success, the dynamic between
Repair at −4. This stage is critical. Each the Legionnaires and the Republican
failure imposes a −1 on stage three checks. platoon shifts, feeling more guarded and
Critical Failures result in a Wound from even a little distrustful. Major McCoy
automated defenses. only allows general access to the top level
Before resolving round three, complete of the ancient base, which contains the
the These Are the Bots You’re Looking barracks and personnel facilities. He bars
For encounter listed in the sidebar. access to the lower levels, posting armed
During round three, the assault force guards at the central elevator bank.
defeats automated security systems, Legionnaires can attempt to circumvent
including a contingent of Archie’s McCoy's security by employing Hacking,
Stealth, Thievery, and the like to reveal
the following information before
THESE ARE THE BOTS reinforcements arrive. Each success and
YOU’RE LOOKING FOR raise gleans one piece of information:
„„McCoy has contacted Republican
The package is revealed to be a HQ. A battalion-sized reinforcement
minion of the “Rogue AI” which force is en-route.
the Republicans have been at „„McCoy’s primary objective has
war with since the immediate always been securing the Fridge’s
aftermath of the Great Cataclysm. arms production facilities.
Roleplay this discovery by pausing „„There was never an intention to wake
before rolling for round three of the frozen NEMA soldiers, they could
the Quick Encounter to resolve be an unpredictable element and may
a combat encounter between the not follow Republican orders.
Legionnaires and the force of „„The Republican leadership is leery of
A-63’s and AA-10’s within the dark an alliance with Castle Refuge and is
lower levels of the bunker. still trying to decide whether or not
„„ AA-10 Bottweilers (four plus
to eliminate the Tomorrow Legion
two per hero): see page 174. expedition!
„„ A- 63 All-Purpose Heavy

Robots (three plus one per


hero): see page 175.

168
fate of the 197 NEMA troops and one
SHADOW WAR child currently in suspended animation
there. The A-51 Spybot waits patiently for
the group’s decision (with its self-destruct
system primed, just in case).
If the heroes confront the Major or ask
pointed questions, he dismisses any
Non-Binary
negatives and assures the team they will
Calculations
be rewarded with advanced equipment
The heroes must decide which faction
for assisting the Republicans in fully
to ally with. If they stay out of the
securing the base. If pushed, he also states
conflict, Archie wins, though it takes a
the Republicans do plan on eventually
second assault force. In this case, Archie
unthawing the troops in stasis, but until
continues to passively observe the team
the situation is “more stable” they are a
but takes no action against them. The
potential security threat best left as they
Republicans, however, become hell-bent
are. Major McCoy occupies them with
on eliminating the heroes and all traces
patrolling the region around the Fridge.
of their expedition as quickly as possible.
The Machine-Man
Ancient Grudge Match
Behind the Curtain
Resolve the conflict over the Fridge
While in the field, the Legionnaires come
using the Mass Battle rules. Archie’s
across what appears to be a lone woman
legions are approximately 40% more
walking through the wilderness—an
powerful, so the Republicans start with
A-51 Spybot sent by Archie to negotiate
6 tokens and Archie 10. The Republicans
with the group. He speaks through
have a +4 Tactical Advantage for their
her in a masculine voice reminiscent
defensive position, Golden Eagle
of the sentient computers depicted in
SAMAS air support, and Glitter Boy
classic science fiction films. Archie
artillery capabilities. Archie, however,
admits observing the heroes since the
has superior intelligence capabilities
beginning of their expedition. Though
and some clever tricks which provide
they have “broken” some of his “toys,” he
a +1 Battle Plan modifier for his forces.
is interested in a strategic alliance.
The Tomorrow Legion expedition is the
Archie dispatched local assets to retake
deciding factor in the engagement.
the Fridge before the assault on the base
even began. He predicts a 68% chance of
Resolution and
success against the combined Republican
Aftermath
forces, which drops to 55% if the heroes
As long as the heroes participate in
remain their allies. This margin of
the final showdown, the results of the
probability is unacceptable, and the loss
conflict will be conclusive. Neither side
of hardware would be non-optimal.
attempts another assault on the Fridge
Instead, the rogue AI offers an
anytime soon.
alternative: assist his forces. In return,
If Archie wins with the help of the
Archie will secure the Fridge and allow
heroes, he keeps his word. He strips the
the Legion to use it as a hidden forward
Fridge of advanced arms production
operating base on the East Coast.
facilities, repairs the base’s security and
Additionally, he promises to allow the
other systems to full capability, and sends
leadership at Castle Refuge to decide the
a message offering a tentative secret non-

169
aggression agreement between himself generic styling). These newly minted
and the Tomorrow Legion. suits arrive by unmarked freight shortly
He requests the Council of Hope make after the expedition returns to Castle
an official but secret decision regarding Refuge. A cooperation agreement
the survivors in suspended animation. between the two factions eventually
They wait to hear the testimony and breaks down, leaving operational stances
recommendations of the heroes before up to individual Legion and Republican
deciding. Archie also petitions for field commanders.
an information-sharing agreement Additionally, regardless of whether the
and alliance against the forces of the heroes helped a faction or abandoned
Splugorth. He does not, however, reveal them both, roll three times on the
any details of his larger forces, bases, Risks and Rewards table (see the Game
capabilities, or machinations to the Master’s Handbook), re-rolling results of 3.
Tomorrow Legion. Each member of the team is awarded
If the heroes assist the a Legionary of Merit medal and is
Republicans in achieving advanced one level in the Military
victory, they award each hero Ranks of the Tomorrow
an advanced weapon and Legion. If they participated
suit of armor of their in the Mass Battle, they also
choice (see E Pluribus receive a framed citation
Unum on page 179). for “service above and
They also donate to the beyond the call of
Tomorrow Legion one duty” accompanied by
USA G-10 Glitter Boy a Hazardous Mission
and two suits of ancient Bonus and Special
protot ype SA M A S Success Bonus (see the
(Sidewinder SAMAS with Game Master’s Handbook).

CYBERWORKS A-63
ALL-PURPOSE HEAVY ROBOT

170
CHAPTER
TEN

ALLIES AND
ADVERSARIES

through interacting with living humans.


ROGUES’ GALLERY Argent served as an undercover agent in
Old Bones, and quickly developed a black
market arms trading network.
During this time Argent Goodson’s
EE ARGENT GOODSON
neural network concluded that humans
Archie and Hagan built the perfect agent
were inferior beings. Their weak intellect
to run their operation in the Manistique
destroyed their civilization, and their
Imperium. Archie decided to make this
physical weakness allowed alien beings
artificial being the most powerful neural
like the Minions of Splugorth to dominate
intelligence possible and considers him
and enslave humanity. Argent Goodson
to be his “son.” Thus “Goodson” was the
became proud of his machine heritage,
perfect surname. Archie chose “Argent”
“son” of the synthetic being stronger than
as his first name because it means “silver”
any mortal creature and destined to
and is also a play on combining the words
rule humanity. To Argent Goodson, the
“Archie” and “agent.”
individual lives of the unreliable, weak
Unlike Archie’s Shemarrian creations
human race are meaningless and not
and other robot spies, Argent Goodson
important enough to have any value.
would have to constantly interact with
Argent took over operations at the
humans. Despite feeding the budding
Titan Robotics headquarters in the
android’s databases with reams of
Imperium, and immediately entered
human behavioral information, slang
negotiations with Northern Gun and
terminology, social data, and human
other independent weapons dealers to
knowledge through the psionic mind link
allow his products to be distributed in
device originally used to teach Archie, the
unprecedented quantities. He can be
being’s neural network needed to learn

171
found working on the showroom floor or make him a synthetic human
meeting with clients in his office. sculpture, with warm skin (capable
of bleeding), flowing hair, and
Attributes: Agility d12, Smarts d12+2,
male model looks (granting +2 on
Spirit d12, Strength d12+4, Vigor d12
Persuasion checks). Unless examined
Skills: Athletics d12, Common Know­
under a microscope he cannot be
ledge d10, Electronics d12, Fighting d12,
differentiated from a flesh-and-blood
Notice d10, Persuasion d12, Piloting d10,
creature.
Occult d10, Repair d12, Shooting d12,
„„Unrecoverable: If hopelessly cap­
Stealth d10, Survival d10, Taunt d10
tured, Argent Goodson will initiate
Pace: 10 Parry: 8 Toughness: 20 (8)
a self-destruct sequence causing his
Hindrances: Overconfident, Ruthless
advanced power plant to explode
(Major), Vow (Major—serve Archie and
(8d6 Mega Damage, MBT) leaving
Hagan)
nothing recoverable.
Edges: Ace, Ambidextrous, Combat Ace,
Imp Level Headed, Harder to Kill, Killer
EE COMMANDER QHORA HORNBURG
Instinct, Marksman, Martial Warrior,
Left an orphan after her parents were
Power Armor Jock, Quick, Robot Vehicle
killed in a CS border skirmish with
Jock, Strong Willed
Tolkeen, Qhora has a deep-seated hatred
Gear: Argent is normally unarmed but
for D-Bees and blames them for her
has access to all Cyberworks and Titan
parents’ death. Enlisting at a young age
Robotics weapons, gear, and robots.
into the Whykin military, her D-Bee
Special Abilities:
bloodthirst drove her to quickly rise
„„Armor: Argent’s reinforced frame
through the ranks.
grants +4 Toughness and +8 Armor.
„„Construct: +2 to recover from Shaken Attributes: Agility d10, Smarts d8, Spirit
does not need to breathe immune to d8, Strength d12+2, Vigor d8
Poison and Disease ignores one level Skills: Athletics d10, Battle d8, Common
of Wound penalties. Knowledge d8, Driving d8, Fighting
„„Cyberworks Knowledgebase: Argent’s d10, Notice d8, Persuasion d6, Repair d6,
advanced database allows him to Shooting d10+2, Stealth d6, Survival d8
make all unskilled checks at d8 Pace: 8 Parry: 7 Toughness: 19 (8)
(instead of d4−2). Hindrances: Illiterate, Loyal, Partisan
„„Fearless: Automatons are immune to (Minor—Human Supremacist), Vow
Fear and Intimidation. (Minor—serve Whykin)
„„Obscure Construction: Archie and Edges: Brawny, Martial Artist, Nerves
Hagan intentionally employ peculiar of Steel, Quick, Rock and Roll!, Soldier,
nonstandard technology in their Steady Hands, Sweep, Upgradeable
creations to hinder anyone attempting Gear: Crusader Heavy EBA (+8 Armor,
to tweak, modify or examine them, +3 Toughness), BigBore “Long-Barrel”
incurring a −4 skill roll penalty. Shotgun (Range 12/24/48, Damage
„„Sensor Suite: +4 to Notice checks and 1– 3d8+4, RoF 1–2, AP 4, 6 Shots, Min Str
to offset Shooting or Range penalties. d10, Double-Barrels), Vibro-Longsword
Ignores Illumination penalties. (Str+d10 Mega Damage, AP10), utility
„„Synthetic Demigod: Argent’s belt.
handsome features, blonde hair, Cybernetics: Bionic Str Augmentation III,
green eyes, and flawless physique Core Electronics Package, Cyber-Wired

172
Reflexes II, Leg Upgrades, Nano-Repair the assembled High Command, Emperor
System, Optics Package, Reinforced Prosek himself awarded Captain Cornell
Frame, Targeting Eye. the Imperial Medal of Honor.
The ace quickly graduated from the
EE ROBERT CORNELL Black Talon RPA combat school and
A famous Coalition RPA Ace, Captain returned to the frontlines along the Free
Robert Cornell, has seen too much death Quebec battlefront. His iconic crimson
for a twenty-four-year-old. As a kid Super SAMAS, painted in honor of his
growing up in Chi-Town’s mid-levels, fallen comrades, saw the thickest fighting
Captain Cornell watched way too many during the desperate battle known as the
pre-Rifts sci-fi action movies. With off- Free Quebec Double-Cross. There he
the-charts aptitude scores for intelligence earned the nickname the “Red Reaper,”
and reflexes, he landed a dream dispatching dozens of demons and
commission training to be an elite RPA sorcerers alike from the shores of Quebec
pilot—then he saw war first hand. Robert to the spires of Tolkeen.
was a truly gifted pilot and warrior, and With the war over, Captain Cornell
instantly made a name by volunteering finds himself stationed in Missouri.
for the most dangerous rescue missions. Free to do as he pleases on solo “recon”
No matter what he did, though, good missions, Robert frequently intervenes
people still died. when Coalition troops from El Dorado
During the Siege on Tolkeen, the attempt to torch local D-Bee villages. He
hotshot lieutenant went undercover with has walked into Castle Refuge in plain
the Crimson Wing as “Siggie” Kline. clothes more than once, a haunted young
The unit was a merc company of power man looking for a better path. If the
armor pilots who appeared to hire out to Legion can befriend him and get him to
both sides of the conflict. In reality, each join the cause, it would be a political coup.
member of the Crimson Wing was an If they can keep him from self-destructing,
elite CS operative put in place to provide Castle Refuge could gain a terrifically
deep intel. skilled ally in the fight against evil.
Robert constantly played pranks and
Attributes: Agility d12+1, Smarts d8,
goofed around to blow off steam, leading
Spirit d8, Strength d6, Vigor d10
to friction with the unit’s hard-nosed
Skills: Athletics d8, Common Knowledge
colonel, but the unit quickly became
d6, Electronics d10, Fighting d10+2,
brothers in arms against the world. That
Intimidation d10, Notice d10+2, Piloting
all changed with the Sorcerer’s Revenge
d12+2, Repair d6, Shooting d10+2, Stealth
when, while blowing their cover to
d10, Survival d8
rescue a CS division, the Crimson Wing
Pace: 7 Parry: 8 Toughness: 26 (11)
was completely wiped out. A combat
Hindrances: Arrogant, Habit (Major),
photographer recorded the undercover
Illiterate, PTSD (Major)
unit’s heroic delaying action and
Edges: Ace, Brave, Combat Ace, Harder to
virtually every Coalition citizen beheld
Kill, Improved Level Headed, Marksman,
the Crimson Wing’s fall.
Martial Warrior, Power Armor Jock,
Months later, Robert Cornell awoke a
Quick, Rock and Roll!, Sharpshooting,
Captain, a Partial Reconstruction Cyborg,
Steady Hands
and a Coalition hero. In an extravagant
Gear: “Red Reaper” Super SAMAS
public ceremony in the gardens atop the
(sidebar), matte black CA-4 Standard EBA
Fortress Arcology of Chi-Town, and before

173
(+8 Armor, +3 Toughness, Multi-Optics EE WYATT “SWEETWATER’S
Helmet), matte-black TX-26 Particle WATCHDOG” WILKINS
Beam Pistol (Range 12/24/48, Damage Somewhat of a local hero, Wyatt is the
3d8, RoF 1, AP 6), black talon graduate’s impromptu sheriff of Sweetwater. The
Vibro-Knife (Str+d6 Mega Damage, AP son of a preacher and a rancher, Wyatt’s
6), silvered imperial death’s head dagger childhood mainly consisted of defending
(Str+d4, a gift from Emperor Prosek), his family’s land from wild animals,
utility belt. mercenaries, and thieves. Quickly gaining
Cybernetics: Cyber-Wired Reflexes a local reputation as “Sweetwater’s
I, Hand-to-Hand Reaction Wiring, Watchdog”, Wyatt outgrew his family’s
Nano-Repair System, Optics Package, ranch and moved into Sweetwater to help
Reinforced Frame I, Synthetic Organ protect the closest thing to a hometown
Replacement, Targeting Eye, Vehicle he ever knew.
Interface Package.
Attributes: Agility d12, Smarts d8, Spirit
d8, Strength d6, Vigor d8
Skills: Athletics d6, Common Knowledge
d6, Fighting d6, Gambling d8, Notice d8,
RED REAPER Persuasion d6, Riding d10, Shooting d12,
SUPER SAMAS
Stealth d6, Survival d8
Pace: 6 Parry: 5 Toughness: 12 (3)
“Red Reaper” Super SAMAS: Size
Hindrances: Heroic (Major), Illiterate,
3 (Normal), +11 MDC Armor, +7
Habit (Minor—Smokes)
Toughness, Strength d12+5, Pace
Edges: Ambidextrous, Brawny, Level
10 + d8 (40 MPH)
Headed, Marksman, Quick, Steady
Notes: Nimble, Amphibious
Hands, Trick Shooting, Trademark
(Swim Pace 14 + d10, 70 MPH),
Weapon (for “Sally Mae” and “Suzy Q”)
Flight (Handling +2, 500 MPH),
Gear: NG Maverick riding armor (+3
prototype armor (+2 Toughness)
Armor, +2 Toughness), 2 × Wilk's 237
Weapons:
"Backup" Laser Pistols (“Sally Mae” and
„„CS Prototype Medium Laser
“Suzy Q” Range 10/20/40, Damage 3d6+4,
Rifle (handheld, two hands).
RoF 1, AP 5), utility belt.
„„2 × F o r e a r m Grenade
Launchers (use WI-GL4).
„„2 × Dua l-Li n ked Plasma
& Laser System (Shoulder FORCES OF
Mounts—360 degrees fires ARCHIE THREE
as either dual Light Lasers or
dual Plasma Cannons). Cyberworks
„„2 × Forearm Vibro-Blades Automatons
(Str+d10 Mega Damage, AP
6). AA-10 BOTTWEILER
„„Wing Scythes (Str+d10 Mega This canine attack bot is the result of
Damage AP 6, +6 damage if Hagan’s love for dogs. Archie already had
moves 6”+ before attacking). similar NEMA designs in his production
database, and happily set about updating
the mechanical hounds with all his
upgraded features. Though they possess

174
human-like artificial intellect, Hagan „„Pounce: Can Jump twice as far as
wanted them to behave like dogs and tear normal and add +4 to damage when
their prey apart with their teeth, hunt in making a Wild Attack when coupled
packs, and growl instead of speaking with a leap, instead of the usual +2
(though they are programmed to emit (needs room to leap, at least 1”).
an eerie animalistic chuckle when they „„Self-Destruct: If incapacitated or
corner prey). captured, this bot explodes (6d6
Cosmetic upgrades make many Mega Damage, SBT) leaving nothing
Bottweilers resemble large dogs or recoverable.
wolves. These upgraded units patrol in „„Sensor Suite, Advanced: Includes
packs near Archie’s facilities, along the an advanced molecular analyzer,
northern Atlantic coast, or are disguised which allows the robot to “smell”
as wolven animal companions of the and track by “scent.” Gains +2 to
Shemarrians. Survival (tracking) checks, Notice
checks, and offsets two points of
Attributes: Agility d10, Smarts d6, Spirit
Range-based penalties to those rolls.
d6, Strength d12+2, Vigor d10
Ignores Illumination penalties, and
Skills: Athletics d10, Common Know­
can detect chemicals, radiation, and
ledge d8, Fighting d10, Notice d8,
electrical fields.
Survival d8, Stealth d8
Pace: 20 Parry: 7 Toughness: 16 (6)
A-63 ALL-PURPOSE HEAVY ROBOT
Hindrances: Bloodthirsty, Vow (Major—
Designed as an “all purpose” bot, the
Obey programming and Archie’s
A-63 humanoid construct is equally adept
commands)
working in technical or deadly combat
Edges: Danger Sense, Dodge, Fleet-
roles. Sturdy and sinister, the A-63 is
Footed, Improved Frenzy, Woodsman
fully artificially intelligent, though it is
Special Abilities:
not a neural intelligence and cannot learn.
„„Armored Frame: Has +6 Armor and
+3 Toughness. Attributes: Agility d8, Smarts d6, Spirit
„„Claws and Bite: Str+d6 Mega d6, Strength d12+4, Vigor d12
Damage, AP 4. On a raise, Fighting Skills: Athletics d8, Common Knowledge
attacks make opponents Vulnerable. d8, Fighting d8, Notice d8, Repair d8,
„„Construct: +2 to recover from Shaken Shooting d8, Stealth d8, Survival d8
immune to Disease, Drowning, and Pace: 16 Parry: 6 Toughness: 26 (12)
Poison, ignores 1 level of Wounds. Hindrances: Ruthless (Major), Vow
„„Cyber works K nowledgebase: (Major — Obey programming and
Archie’s bots know all Rifts Earth Archie’s commands)
languages and make unskilled Edges: Ambidextrous, Fleet-Footed, Rock
checks at d6 (instead of d4−2). and Roll!, Steady Hands, Two-Fisted
„„Fearless: Mindless automatons are Gear: Arch-22 Pulse Rifle (Range
immune to Fear and Intimidation. 36/72/144, 4d6+2 Mega Damage, RoF 3,
„„Obscure Construction: Archie AP 6, Heavy Pulse, 90 Shots, Weight 22
and Hagan intentionally employ Min Str d10).
peculiar nonstandard technology
in their creations to hinder anyone
attempting to modify or examine
them incurs a −4 skill roll penalty.

175
Special Abilities: environments. The bots are clever, and
„„Armor: Alloy casing provides +12 lie, steal, and prowl to gather info and
MDC Armor, +4 Toughness. manipulate interlopers.
„„Construct: +2 to recover from Shaken
Attributes: Agility d8, Smarts d6, Spirit
immune to Disease, Drowning, and
d8, Strength d12+1, Vigor d10
Poison, ignores 1 level of Wounds.
Skills: Athletics d8, Common Knowledge
„„Cyber works K nowledgebase:
d10, Fighting d8, Intimidation d8, Notice
Archie’s bots know all Rifts Earth
d8, Persuasion d8, Shooting d8, Stealth
languages and makes unskilled
d8, Survival d8, Taunt d8, Thievery d8
checks at d6 (instead of d4−2).
Pace: 14 Parry: 6 Toughness: 13 (6)
„„Fearless: Mindless automatons are
Hindrances: Curious, Vow (Major—Obey
immune to Fear and Intimidation.
programming and Archie’s commands)
„„Hardy: If Shaken, another Shaken
Edges: Ambidextrous, I Know a Guy,
result doesn't cause a Wound.
Fleet-Footed, Streetwise, Thief
„„Obscure Construction: Archie
Gear: Varies, usually local clothing,
and Hagan intentionally employ
weapons, body armor, and accessories.
peculiar nonstandard technology
Special Abilities:
in their creations to hinder anyone
„„Armor +6: Can wear body armor.
attempting to modify or examine
„„Construct: +2 to recover from Shaken
them, incurring a −4 skill roll penalty.
immune to Disease, Drowning, and
„„Self-Destruct: If Incapacitated
Poison, ignores 1 level of Wounds.
or captured, this bot explodes
„„Cyberworks Knowledgebase: Archie’s
(Damage 6d6, SBT) leaving nothing
bots know all Rifts Earth languages
recoverable.
and make unskilled checks at d6
„„Sensor Suite, Advanced: +4 to Notice
(instead of d4−2).
and to offset Range or Shooting
„„Fearless: Mindless automatons are
penalties, ignores Illumination
immune to Fear and Intimidation.
penalties, +1 Shooting. Detects
„„Obscure Construction: Archie
chemicals, radiation, and radar.
and Hagan intentionally employ
„„Size 2 (Normal): Six feet 800 pounds.
peculiar nonstandard technology
„„Weapon Mount: Dual-linked Eye
in their creations to hinder anyone
Lasers (Range 15/30/60, Damage
attempting to modify or examine
3d6+2, RoF 1, AP 4).
them, incurring a −4 skill roll penalty.
„„Weapon Mount: 2 × retractable
„„Self-Destruct: If incapacitated
Vibro-Blades (Str+d8 Mega Damage,
or captured, this bot explodes
AP 8).
(Damage 6d6, SBT) leaving nothing
recoverable.
A-51 SPYBOT „„Sensor Suite: +2 to Notice checks
Originally designed by James T, the
and to offset Range penalties. Ignores
A-51 is an effective model and still in
Illumination penalties. Shooting +1.
common use. The A-51 Reconnaissance
and Espionage Drone has androgynous
The Shemarrian Nation
features and appears human, though
it doesn’t stand up to scrutiny without SHEMARRIAN WARRIOR
further make-up. Each A-51 wears A-SHE-2 Shemarrian androids appear to
varied disguises, clothes, body armor, be Amazonian warriors studded with
and other accessories to blend into target alien cybernetic and bionic implants.

176
They wear distinctive exotic body armor, Sense Edge and halving Blindness
ride fearsome cybernetic mounts, and penalties.
carry Rail Guns similar to miniaturized „„Armored Carapace: Shemarrian
Boom Guns. androids are heavily constructed,
Shemarrians fight against slavery and though appearing lithe and fit. They
travel in pairs or small bands patrolling gain +6 Armor, +3 Toughness, and
the Atlantic coast. can wear additional body armor.
Barbarian tribes and frontiersmen „„Construct: +2 to recover from Shaken
respect them and their wishes, and steer immune to Disease, Drowning, and
clear of their communities. The androids Poison, ignores 1 level of Wounds.
truly believe they are a tribal race of „„Cyber works K nowledgebase:
D-Bees from beyond the Rifts, locked in Shemarrians speak Dragonese/Elven,
a deadly struggle against the Minions understand all Rifts Earth languages
of Splugorth and inhuman raiders like and make unskilled checks at d6.
the Horune Pirates. Territorial, they do „„Fearless: Mindless automatons are
not allow armed parties— especially immune to Fear and Intimidation.
Coalition or other state troops—to „„Hardy: If Shaken, another Shaken
trespass into their clan territories (areas result doesn't cause a Wound.
important to Archie’s operations in „„Obscure Construction: Archie
the region). and Hagan intentionally employ
peculiar nonstandard technology
Attributes: Agility d10, Smarts d8, Spirit
in their creations to hinder anyone
d8, Strength d12+2, Vigor d12
attempting to modify or examine
Skills: Athletics d10, Common Knowledge
them incurs a −4 skill roll penalty.
d4, Fighting d10, Intimidation d10,
„„Sensor Suite, Advanced: +4 to Notice
Notice d8, Persuasion d8, Riding d10,
and to offset Range or Shooting
Shooting d10, Survival d10, Taunt d8
penalties, ignores Illumination
Pace: 16 Parry: 8 Toughness: 30 (14)
penalties, +1 Shooting.
Hindrances: Arrogant, Delusional
„„Size 2 (Normal): Shemarrians are 8
(Major—believe their pre-programmed,
feet tall and weigh 900 pounds.
fictitious history and culture), Stubborn,
„„Synthetic Goddess: Hagan insisted
Vow (Major—Obey programming and
each Shemarrian be an individual
Archie’s commands)
work of art. Every A-SHE-2 is a
Edges: Ambidextrous, Block, Danger
synthetic human sculpture, with
Sense, Fleet-Footed, Improved Frenzy,
warm skin (capable of bleeding),
Marksman, Martial Warrior, Quick,
flowing hair, bright eyes, and movie-
Steady Hands, Two-Fisted, Woodsman
star looks (+2 on Persuasion checks).
Gear: Shemarrian Rail Gun (Range
Unless examined under a microscope
75/150/300, 4d10+4 Mega Damage, RoF 1,
they cannot be differentiated from
AP 16, Shooting +1, considered a shotgun
flesh-and-blood creatures.
for Innocent Bystanders, Min Str d12+2),
„„Unrecoverable: If incapacitated or
Shemarrian Combat Armor (+8 MDC
captured, the bot’s inner workings
Armor, +3 Toughness, Min Str d12).
burn and melt, leaving no salvageable
Special Abilities:
or identifiable remains this includes
„„Antennae: Shemarrians possess
any weapons in-hand.
ultra-sensitive antennae acting as
sensor housings, granting the Danger

177
„„Weapon Mount: 2 × Gauntlet Lasers „„Cyber works K nowledgebase:
(Range 20/40/80, Damage 3d6+4, RoF Archie’s bots know all Rifts Earth
1, AP 4). languages and make unskilled
„„Weapon Mount: 2 × Retractable Hand checks at d6 (instead of d4−2).
Claws (Str+2d4 Mega Damage, AP 8). „„Fear: Monst-Rex are truly frightening
to behold.
MONST-REX „„Fearless: Mindless automatons are
The Monst-Rex A-002 is another one of immune to Fear and Intimidation.
Hagan’s outrageous ideas that Archie fell „„Handling: Riders gain +2 on all
in love with. The robot creature appears Riding checks.
to hail from the same dimension as the „„Obscure Construction: Archie
Shemarrians, explaining their bond. The and Hagan intentionally employ
warrior-women ride the Monst-Rexes, peculiar nonstandard technology
but many Monst-Rexes are dispatched in their creations to hinder anyone
by Archie to prowl “wild” throughout attempting to modify or examine
the Shemarrian territories. They often them incurs a −4 skill roll penalty.
attack demons, D-Bees, and any troops „„Sensor Suite, Advanced: +4 to Notice
who roam into the region, though and to offset Range or Shooting
they refrain from attacking humans penalties, ignores Illumination
unless they wander too close to one penalties, +1 Shooting. Detects
of Archie’s operations sites. Since the chemicals, radiation, and radar.
Monst-Rex also appears to be a partially „„Size 5 (Large): Monst-Rex clock in at
converted cybernetic organism, like the 1.5 tons and over 16 feet long.
Shemarrians, nobody thinks twice when „„Synthetic Lifeform: The android has
they find machine components amongst warm skin (capable of bleeding), hair,
their remains. eyes, and detailing. Unless examined
under a microscope it cannot be
Attributes: Agility d8, Smarts d6, Spirit
differentiated from a flesh-and-
d6, Strength d12+5, Vigor d12
blood, albeit cybernetic, creature.
Skills: Athletics d10, Fighting d10, Notice
„„Unrecoverable: If incapacitated or
d8, Shooting d8, Survival d8
captured, the bot’s inner workings
Pace: 22 Parry: 6 Toughness: 35 (16)
burn and melt, leaving no salvageable
Hindrances: Ugly, Vow (Major—Obey
or identifiable remains.
programming and Archie’s commands)
„„Wall Walker: May walk on vertical
Edges: Ambidextrous, Fleet-Footed,
or inverted surfaces at full pace.
Improved Frenzy, Two-Fisted
„„Weapon: Plasma Ejector (right
Special Abilities:
shoulder, Range 20/40/80, 3d12+3
„„All-Terrain: Ignores penalties for
Mega Damage, RoF 1, It Burns).
rough terrain, and each inch counts
„„Weapon: Anti-Personnel Laser (left
as 1.5” instead of 2”
shoulder)
„„Aquatic: Swim Pace 6
„„Weapon: Prehensile Tail (Str+d10
„„Armored and Reinforced: High
Mega Damage, AP 10, Reach 2)
strength alloy, providing +16 MDC
„„Weapon: Claws/Bite (Str+3d4
Armor and +6 Toughness.
Mega Damage, AP 12, see Natural
„„Construct: +2 to recover from Shaken
Weapons in Savage Worlds).
immune to Disease, Drowning, and
„„Wicked Spines: Four jointed,
Poison, ignores 1 level of Wounds.
prehensile spines are used to pin prey

178
down. A-002s get one free Grappling
attack per round at no Multi-Action E PLURIBUS UNUM
penalty, and are +2 on all Grappling
checks. Republican agents come from
all levels of society. Any human
entries can represent their
FORCES OF THE personnel or leadership. When
REPUBLICANS they must strike in force, the
Republicans deploy their most
elite and loyal operatives piloting
REPUBLICAN TROOPER Republican-emblazoned Glitter
Wearing an updated version of NEMA Boys and Golden Eagle SAMAS.
heavy body armor and armed with the Support troops are commonly
next generation of NEMA personal armed with legacy NEMA light or
weapons, Republican Troopers pack the medium body armor, multi-optics
punch of special forces in most militaries. helmets, laser assault, plasma, and
The troopers show unwavering dedication particle beam rifles (use Common
to the ideals of the New Republic, and Equipment entries adding a
this bleeds over into their recruitment, Manufacturer modifier: +2 Armor
training, and officer selection programs. and +1 Toughness, or +2 Damage
Attributes: Agility d8, Smarts d8, Spirit and +1 to hit).
d8, Strength d8, Vigor d8 Depending on their role,
Skills: Athletics d8, Common Knowledge Republican personnel use the
d8, Fighting d8, Healing d6, Intimidation Republican Trooper entry or
d6, Notice d8, Persuasion d6, Shooting a relevant Coalition entry but
d10, Stealth d10, Survival d8 replace their Vow Hindrance with
Pace: 6 Parry: 6 Toughness: 17 (8) (Major—Serve the Republicans)
Hindrances: Loyal, Ruthless (Minor), and add Ruthless (Minor).
Vow (Major—Serve the Republicans) For any reawakened NEMA
Edges: Brave, Conditioned, Fleet-Footed, person­nel instead substitute the
Marksman, Martial Artist, Quick, Soldier Vow (Major—support and defend
Gear: Republican Infantry EBA (+8 Armor, the Constitution of the United
+3 Toughness, Multi-Optics Helmet, Min States) and Code of Honor.
Str d6, 14 lb), Patriot LSR-R52 Laser Rifle Golden Eagle SAMAS: Size 2
(Range 24/48/96, Damage 4d6+2, RoF 3, (Normal), +14 MDC Armor, +5
AP 3, Heavy Pulse), Patriot R-22 Max-Ion Toughness, Strength d12+4, Pace
Pistol (Range 12/24/48, Damage 1– 3d10, 14 + d8 (60 MPH)
RoF 3, 3RB), Vibro-Knife (Str+d6 Mega Notes: Nimble, Aquatic (40 MPH),
Damage, AP 6, Fighting +1), 4 × Armor Flight System (Handling +2, 300
Piercing grenades (Range 5/10/20, 3d8 MPH)
Mega Damage, AP 16, SBT), utility belt. Weapons:
„„Light Rail Gun (Handheld).
„„2 × Claw Fingertips (Str+2d4
Mega Damage, AP 8).

179
often accompany teams into the field to
FORCES OF THE catalogue arcane phenomena and assist
COALITION WAR in efforts to destroy dangerous D-Bees,
CAMPAIGN supernatural creatures, and sorcerers.
Attributes: Agility d6, Smarts d10, Spirit
ISS INSPECTOR d8, Strength d6, Vigor d6
The notorious inspectors of the Skills: Athletics d6, Fighting d6, Notice
Internal Security Service, “Specters” d8, Occult d10, Persuasion d6, Research
perform espionage, counter-espionage, d8, Science d10, Shooting d6, Stealth d6,
i nvest igat ive, sur veilla nce, a nd Survival d8
undercover infiltration roles. They Pace: 6 Parry: 5 Toughness: 14 (7)
specialize in sniffing out and hunting Hindrances: Curious, Quirk, Vow
down criminals, rogue scholars, (Minor—Serve the Coalition)
subversives, dissidents, and enemy Edges: Jack-of-all-Trades, Linguist,
collaborators. Their equipment varies Monster Slayer, Scholar (Occult and
widely depending on their current Science)
mission and is swapped out for high- Gear: CA-3 Light EBA (+7 Armor, +2
end Northern Gun gear for undercover Toughness, Multi-Optics Helmet), CP-
operations. They also have regular access 30 Pulse Laser Pistol (Range 10/20/40,
to department hover cars. Damage 3d6, RoF 3, AP 4, 3RB), silver-
coated knife (Str+d4), Vibro-Knife (Str+d6
Attributes: Agility d6, Smarts d10, Spirit
Mega Damage, AP 6), 2 × Fragmentation
d8, Strength d6, Vigor d6
grenades (Range 5/10/20, 5d6 Mega
Skills: Athletics d6, Common Knowledge
Damage, LBT).
d10, Electronics d8, Fighting d8,
Special Abilities:
Intimidation d8, Notice d10, Persuasion
„„Recognize the Arcane: RCSG
d8, Piloting d6, Research d10, Shooting
Scientists have an uncanny knack
d8, Stealth d8, Thievery d8, Survival d8
for identifying and understanding
Pace: 6 Parry: 6 Toughness: 15 (8)
arcane, psychic, and supernatural
Hindrances: Curious, Partisan (Minor—
phenomena. Their trained eyes
Human Supremacist), Vow (Major—
detect arcana per the base power (no
Serve the Coalition)
modifiers, costing no Power Points)
Edges: Alertness, Conditioned, Field Intel,
with a Notice check. They do not
Improvisational Fighter, Investigation,
ignore penalties for foes hidden by
Streetwise
supernatural abilities like invisibility.
Gear: CA-1 Heavy EBA (+7 Armor, +3
Toughness), CP-30 Pulse Laser Pistol
FASSAR-30 SKELEBOT (NEW STYLE)
(Range 10/20/40, Damage 3d6, RoF 3,
With hundreds of thousands of old-
AP 4, 3RB), silver-coated knife (Str+d4),
style FASSAR-20s part of the infamous
Vibro-Knife (Str+d6 Mega Damage, AP
“Skelebot Graveyard” in the ruins of
6), investigation kit, lock-pick release
Tolkeen, the newest Skelebots off the
gun (+4 Thievery to open locks).
assembly line have been upgraded—
their alloys and styling similar to the new
RCSG SCIENTIST
CS body armor. The vibro-blades have a
Warrior scientists charged with studying
wicked “wing” pattern, and the CV-212
the Rifts and anything coming out of them,
has been replaced with the “Dead Man’s”
Rifts Control Study Group operatives

180
rail gun—a more versatile armament School of air combat or Steel Armor
which can be loaded with wood or silver- Academy of ground combat.
tipped rounds for supernatural enemies. When not piloting power armor, pilots
don CA-3 Light EBA.
Attributes: Agility d4, Smarts d6, Spirit
d4, Strength d12+1, Vigor d10 Attributes: Agility d10, Smarts d6, Spirit
Skills: Athletics d8, Fighting d8, Notice d8, Strength d6, Vigor d8
d6, Shooting d8, Stealth d6, Survival d6 Skills: Athletics d8, Common Knowledge
Pace: 8 Parry: 5 Toughness: 18 (8) d6, Electronics d10, Fighting d8,
Hindrances: Ruthless (Minor), Vow Intimidation d6, Notice d8, Persuasion
(Major — Obey programming and d6, Piloting d10, Repair d4, Shooting d10,
Coalition commands) Stealth d6, Survival d6
Edges: Ambidextrous, Fleet-Footed, Rock Pace: 6 Parry: 6 Toughness: 15 (7)
and Roll!, Steady Hands, Two-Fisted Toughness (Mauler): 25 (13)
Gear: C-200 “Dead Man’s” Rail Gun Toughness (Super SAMAS): 23 (11)
(Range 50/100/200, 2d10+2 Mega Damage, Hindrances: Illiterate, Loyal, Vow
RoF 3, AP 7, Str Min d12). (Minor—Serve the Coalition)
Special Abilities:
„„Armor: Hardened alloy casing, +8
Armor, +3 Toughness.
„„Construct: +2 to recover
from Shaken doesn't
breathe or eat,
immune to Poi-
son and Dis-
ease, ignores
1 point of
Wound penal-
ties.
„„Fearless: Mindless automatons are
immune to Fear and Intimidation.
„„Sensor Suite: +4 to Notice checks or
to offset Shooting penalties ignores
Illumination penalties, detects
chemicals and radiation, +1 Shooting.
„„Weapon Mount: 2 × retractable
Vibro-Blades (Str+2d4 Mega Damage,
AP 8).

COALITION ELITE RPA PILOT


The elite pilots of the Robot Power Armor
(RPA) corps are experts in the use of the
power armor, robot combat vehicles,
and the other terrifying war machines
employed by the CS. The most elite are
graduates of the Coalition’s Black Talon
COALITION MAULER

181
Edges: Ace, Brave, Combat Ace, Power
PA-09A SUPER SAMAS Armor Jock, Robot Vehicle Jock, Rock
and Roll!, Steady Hands.
PA-09A Super SAMAS: Size 3 Gear: Commonly Hellraiser or Mauler or
(Normal), +11 MDC Armor, +6 Super SAMAS (see sidebars), CA-3 Light
Toughness, Strength d12+5, Pace EBA (+7 Armor, +2 Toughness, Multi-
10 + d8 (40 MPH) Optics Helmet), C-20 Laser Pistol (Range
Notes: Nimble, Amphibious (Swim 12/24/48, Damage 3d6+1, RoF 1, AP 3),
Pace 14 + d10, 70 MPH), Flight Vibro-Knife (Str+d6 Mega Damage, AP
(Handling +2, 500 MPH) 6).
Weapons:
„„CTT-P40 Particle Beam Cannon COALITION COMMANDO
(Range 24/48/96, 4d8+4 Mega When you simply must smash something
Damage, AP 16, RoF 1, Min Str to pieces, Commandos are the way to do
d12+3). it. Specializing in performing surgical
„„2 × Forearm Grenade Launchers strikes, seek-and-destroy, and retrieval
(use WI-GL4). operations in dangerous environments,
„„2 × Dual-Linked Plasma & Laser there aren’t many places these elite “Dead
System (Shoulder Mounts— Boys” can’t get to.
may swivel 360 degrees either a
Light Laser or Plasma Cannon). Attributes: Agility d8, Smarts d6, Spirit
„„2 × Forea r m Vibro -Blades d10, Strength d8, Vigor d10
(Str+d10 Mega Damage, AP 10). Skills: Athletics d10, Fighting d10,
Intimidation d8, Notice d8, Piloting d6,
Shooting d10, Stealth d10, Survival d10
PA-100 MAULER Pace: 6 Parry: 7 Toughness: 20 (8)
Hindrances: Illiterate, Loyal, Over­
confident, Vow (Minor—Serve the
PA-100 Mauler: Size 3 (Normal), Coalition)
+13 MDC Armor, +6 Toughness, Edges: Assassin, Bruiser, Conditioned,
Strength d12+5, Pace 10 + d8 (40 Dodge, Marksman, Quick, Soldier,
MPH) Steady Hands
Notes: Maneuvering Jets (Jump Gear: CA-7 Special Forces Heavy “Dead
8” horizontal, 4” vertical Swim
Boy” EBA (+8 Armor, +3 Toughness,
Pace 8 + d6) typical operator
with Multi-Optics Helmet), CP-50
Toughness: 18 (10)
“Dragonfire” Laser Rifle (Range 24/48/96,
Weapons:
Damage 4d6, RoF 3, AP 4, Heavy Pulse),
„„2 × Ant i-Person nel Lasers
CP-50 integrated grenade launcher
(Forearm Mount).
„„Mini Rail Gun (handheld).
(18/36/72, 12 Shots, High Explosive
„„Conc ea led M i n i-M i s si le grenades 3d10 AP 4 Mega Damage,
Launcher (RoF 3, 8 Shots). RoF 1, MBT), retractable Vibro-Knives
„„2 × Plasma Cannons (Shoulder
(Str+d6 Mega Damage, AP 6), garrote
Mounts—may swivel 360 wire (Str+d4, must follow successful
degrees). Grapple with a raise), Mag-5 Jetpack
„„2 × Forear m Vibro -Sabers (60MPH, Handling +1, +2 Stealth),
(Str+d8 Mega Damage, AP 8). 2 × Plasma grenades (Range 5/10/20, 3d12
Mega Damage, SBT, It Burns), utility belt.

182
Special Abilities:
„„Who Dares, Wins: Commandos
IAR HELLRAISER
can use the Battle, Boating, Driving,
Electronics, Healing, Piloting, and IAR Hellraiser: Size 6 (Large),
Riding skills at no untrained penalty. Crew 1+2, Strength d12+8,
In addition, they gain a +2 bonus Toughness 42 (24), Pace 15 + d12
to checks involving parachuting, (90 MPH)
rappelling, and similar daring Notes: MDC Armor, can Jump
maneuvers. twice as far as normal
Weapons
COALITION CYBORG STRIKE TROOPER „„Dual-linked Anti-Personnel
The Emperor was hesitant to allow the Laser (left shoulder, Turret)
large-scale implementation of bionic „„Elect ro -St u n ner (Ra nge
conversion into the CS military, but 5/10/20, Damage 4d6, RoF
the cyborg troopers haven't become 1, Nonlethal unless the
dehumanized as he had originally feared. Shooting Die rolls a 1 or 2)
Combat cyborgs are now an integral „„Plasma Ca n non (r ight
part of Coalition infantry and armor shoulder, Fixed Front)
regiments. Donning a bulkier version of „„Light Missile Launcher (Fixed
the new-style CS body armor, they can be Front, RoF 3, Shots 3)
difficult to pick out from the rest of the „„Quatro-Gun, four-settings
infantry during large engagements—at weapon system, only one can
least until combat begins in earnest. be fired at a time:
Attributes: Agility d10, Smarts d6, Spirit „„Cut t i ng Laser Beam
d6, Strength d12+3, Vigor d12 (Range 10/20/40, 2d12 Mega
Skills: Athletics d10, Common Knowledge Damage, RoF 1, AP 30)
d6, Fighting d10, Intimidation d8, Notice „„Flamethrower (3d10 Mega

d8, Persuasion d4, Shooting d10, Stealth Damage, RoF 1, Cone


d6, Survival d6 Template, It Burns)
Pace: 8 Parry: 8 Toughness: 29 (15) „„Particle Beam (Range

Hindrances: Illiterate, Loyal, Vow 20/40/80, 4d8+4 Mega


(Minor—Serve the Coalition) Damage, RoF 1, AP 16)
Edges: Improved Frenzy, Rock and Roll!, „„Medium Laser (standard)

Steady Hands, Sweep „„Vibro-Claw (Str+2d6+2 Mega

Gear: CA-6C "Dead Boy" Cyborg Armor Damage, AP 12)


(+9 MDC, +3 Toughness, Multi-Optics
Helmet). CTT-P40 Particle Beam Cannon
(Range 24/48/96, 4d8+4 Mega Damage,
AP 16, RoF 1, Shots 40, Min Str d12+3,
Cybernetics: Armor Plating (3), Audio
Disintegration, Atomic Annihilation)
Core Electronics, and Optics Package.
or C-200 “Dead Man’s Rail Gun (Range
Special Abilities:
50/100/200, 2d10+2 Mega Damage, RoF 3,
„„Adrenal System: +2 vs Shaken.
AP 7, Min Str d12). Vibro-sword (Str+d10
„„Hand-to-Hand Reaction Wiring: +2
Mega Damage, AP 10), 2 × Plasma
to all Fighting checks, +1 Parry.
grenades (Range 5/10/20, 3d12 Mega
„„Improved Movement: d10 run die.
Damage, SBT, It Burns).
„„Inhuman Appearance: −1 Persuasion.

183
„„Loss of Dexterity: All non-combat armor. After the shocking events of the
Agility checks are at −1. Juicer Uprising, Karl Prosek reluctantly
„„Malfunctions: Subject to the relented to his son and authorized the
Technical Difficulties. full-scale Juicer Division program.
„„Harder Than Steel: Cyborgs have +6 Juicer technology is under the exclusive
MDC Armor and +3 Toughness. purview of CS Special Forces command
„„Internal Life Support: Immune to (the DSD), which provides detox treatment
Disease, Drowning, Poison. +4 to at the end of service. Volunteers can
resist Cold, Heat, Radiation. earn citizenship for themselves and two
„„Targeting Eye: +2 Shooting. family members by faithfully serving a
„„Size 1: Cyborgs are large and heavy. two year tour of duty, or for five others
„„Unarmed: Str+d4, Mega Damage. in exchange for five years—a veritable
„„Weapon Mount: Forearm Particle death sentence—a popular option with
Beam (Range 12/24/48, 3d8 Damage, provisional citizens looking for a life of
AP 6, RoF 1, Disintegration, Atomic adventure and heroics striking back at
Annihilation). the terrible things from the Rifts.
„„Weapon Mount: Retractable Vibro-
Attributes: Agility d10, Smarts d6, Spirit
Blade (Str+2d4 Mega Damage, AP 8).
d6, Strength d12, Vigor d10
Skills: Athletics d8, Common Knowledge
COALITION JUICER
d6, Fighting d10, Intimidation d6, Notice
The Coalition States genuinely cherish
d6, Shooting d8, Stealth d6, Survival d6
the sanctity of human life, as well as
Pace: 14 Parry: 8 Toughness: 20 (9)
the longevity and health of its citizenry.
Hindrances: Death Wish, Illiterate,
For this reason, Coalition public safety
Overconfident, Vow (Minor—Serve the
campaigns have long criticized the
Coalition)
Juicer conversion process and the use of
Edges: Brawny, Burn Brighter, Burn Past
recreational or performance enhancing
the Pain, Combat Reflexes, First Strike,
drugs (which are, of course, outlawed).
Fleet-Footed, Frenzy (Imp), Quick
To Emperor Karl Prosek they are an
Gear: CA-5 Juicer "Dead Boy" EBA (+9
abomination of foolishly wasted human
Armor, +3 Toughness, Multi-Optics
life. He is instead focused on augmenting
Helmet), CAJ-5 FIWS Plasma Blaster
humans through power armor and
(Range 12/24/48, 3d12+3 Mega Damage,
substituting humans with cannon fodder
RoF 1, It Burns), CAJ-5 FIWS Vibro-Tri-
like Psi-Hounds and Skelebots for the
Claw (Str+3d4, AP6, +1 Parry, Claws),
most dangerous battlefield roles.
C-14 "Fire Breather" Laser Rifle (Range
However, statistical cost benefit
24/48/96, 4d6 Damage, RoF 1, AP3)
analysis and the research of his son,
C-14 integral grenade launcher (Range
Joseph Prosek II, proved Juicers were a
18/36/72, 3d12 Mega Damage, SBT, It
cheap option to power armored units
Burns), silver-coated knife (Str+d4).
and would suffer much lighter casualties
Special Abilities:
than regular infantry in conflicts against
„„Burn (6): Juicers can add a d6 to any
superhuman enemies (like the Tolkeen
Strength, Agility, or Vigor check but
military, composed primarily of D-Bees,
if they roll a 1 they lose a Burn.
monsters, and mages). In fact, twenty
„„Drug-induced Euphoria/Tranquility:
Juicers could be recruited from the dregs
Juicers do not gain the benefits of
of the wastelands, trained, and armed for
the Quick Edge or the Uncanny
the cost of one Super SAMAS pilot and his

184
Reflexes ability on the first round of Attributes: Agility d10, Smarts d8, Spirit
unexpected combat. d8, Strength d8, Vigor d8
„„Internal Repair System: Juicers have Skills: Athletics d10, Common
Slow Regeneration, and three times a Knowledge d8, Electronics d8, Fighting
day they may roll a Vigor check at +2 d10, Healing d6, Notice d8, Persuasion
to give themselves a healing check. d8, Shooting d10, Stealth d8, Survival d8.
„„Super Endurance: Juicers only need Pace: 8 Parry: 7 Toughness: 18 (8)
4 hours of sleep and gain +2 on all Hindrances: Arrogant or Heroic, Vow
checks against Fatigue. (Major—Serve the Coalition)
„„Super Speed: Gain d10 run die. Edges: Assassin, Brawny, Conditioned,
„„Uncanny Reflexes: −2 to be hit by all Connections (mercs and outlaws), Field
attacks and +2 on Evasion Intel, Fleet-Footed, Marksman, Martial
rolls. Artist, Woodsman, Steady Hands.
Gear: CA-4 Camouflage EBA (+8
COALITION RANGER Armor, +3 Toughness,
CS Rangers are one of the Multi-Optics Helmet,
oldest Special Forces pro- +2 Stealth), CP-50
fessions, and the one most “Dragonfire” Laser
likely to fraternize with the Rifle (Range 24/48/96,
enemy. They are experts in 4d6 Mega Damage,
reconnaissance, tracking RoF 3, AP 4, Heavy
and eliminating fugitives, Pulse), grenade launcher
and guerrilla warfare. (18/36/72, 12 Shots, Plasma
Rangers are surpris- grenades 3d12 Mega
ingly tolerant and often Damage, RoF 1, SBT, It
befriend and make con- Burns), Multi-Optics
nections with mercenaries Scope, CP-30 Pulse
and outlaws, and temporarily Laser Pistol (Range
join forces with magic users, 10/20/40, Damage
D-Bees, and supernatural 3d6, RoF 3, AP 4,
creatures like dragons. 3RB), silver-coated
They are unwaveringly knife (Str+d4), Vibro-
loyal to the Coalition, Longsword (Str+d10
and their associa- Mega Damage, AP
tion with undesir- 10), 2 × Frag grenades
ables rarely interferes (Range 5/10/20, 5d6
with accomplishing mis- Mega Da m ag e,
sion objectives. LBT), utility belt,
CS Rangers specialize in hunting Backpack and NG-S2 Survival
down and capturing or eliminating Pack (Coalition equivalent).
AWOL troops, escaped/wanted
prisoners or mutants, refugees, and
monsters, as well as long-range
missions deep into enemy territory. CA-4 "DEAD BOY" STANDARD EBA

185
CS SQUAD WEAPONS LOADOUTS

While Coalition line troops carry the Damage, RoF 1, SBT, It Burns),
CP-40, soldiers in each squad will be Multi-Optics Scope.
designated other weapons to ensure a „„ Special Weapons Technical

balanced loadout. These troopers are Soldier: C-29 “Hellfire” Heavy


experienced Technical Soldiers with Plasma Cannon (Range 18/36/72,
Shooting d8 and the Brawny Edge. 3d12+6 Mega Damage, RoF 1),
Note that new-style "Dead Boy" body Notes: Min Str d8, Snapfire, It
armor incorporates Multi-Optics Burns; Multi-Optics Scope.
Helmet functionality which ties into „„ Heavy Weapons Technical
the sensor feeds of scopes mounted Soldier: CR-1 Rocket Launcher
on calibrated weapons. For old-style (Range 50/100/200, 4d6 Mega
pre-105 P.A. squads swap in the Damage, RoF 1, AP 20), Notes:
C-14 "Fire Breather" rifle and the C-27 Snapfire. Anti-personnel rockets
Plasma Cannon for the Sergeant and do 5d6, AP 12, SBT; Multi-Optics
Special Weapons trooper respectively. Scope.
„„ Sergeant: CP-50 “Dragonfire” „„ Designated Marksman: CV-212

Laser Rifle (Range 24/48/96, Variable Frequency Rifle (Range


4d6 Damage, RoF 3, AP 4) 24/48/96, 4d6 Mega Damage, RoF
Notes: Heavy Pulse, grenade 3, AP 3), Notes: Heavy Pulse,
launcher (18/36/72, 12 Shots, Ignores laser resistance; Multi-
Plasma grenades 3d12 Mega Optics Scope.

COALITION JUNIOR OFFICER (NEW GEAR)


Edges: Command Presence, Inspire, Level
Coalition junior officers command a
Headed, Power Armor Jock, Tactician
platoon of infantry, and it is their task
Gear: CA-4 Standard "Dead Boy" EBA
to make sure mission objectives are
(+8 Armor, +3 Toughness, Multi-Optics
completed. They are career warriors
Helmet), CP-30 Pulse Laser Pistol (Range
and very cunning tacticians. They often
10/20/40, Damage 3d6, RoF 3, AP 4, 3RB),
take to the field, commanding from a
silver-coated knife (Str+d4), Vibro-Knife
Mark V APC or suit of old-style SAMAS
(Str+d6 Mega Damage, AP 6), utility belt.
power armor.
Attributes: Agility d6, Smarts d8, Spirit COALITION GRUNT (NEW GEAR)
d8, Strength d6, Vigor d6 Donning the infamous death’s head mask,
Skills: Athletics d8, Battle d8, Common the average Coalition infantry consider
Knowledge d6, Electronics d6, Fighting themselves patriots defending their
d8, Intimidation d6, Notice d8, families and homes. All Coalition grunts
Persuasion d8, Piloting d6, Shooting d8, are highly indoctrinated, motivated, and
Stealth d6 loyal. Many are provisional citizens
Pace: 6 Parry: 6 Toughness: 16 (8) earning themselves and their loved ones
Hindrances: Loyal, Vow (Minor—Serve the right to join Coalition society, whether
the Coalition) they live or die.

186
This entry is an updated Coalition
Grunt, representing troops outfitted FORCES OF FREE
with the shiniest new toys. Grunts love QUEBEC
their toys.
Attributes: Agility d6, Smarts d6, Spirit LE SÛRETÉ OPERATIVE
d6, Strength d6, Vigor d6 Some of the best long-range, deep cover
Skills: Athletics d6, Common Knowledge operatives in North America, the agents
d6, Fighting d6, Intimidation d6, Notice of Free Quebec are widely feared. These
d6, Shooting d6, Stealth d4, Survival d4 fanatical Quebecois patriots do whatever
Pace: 6 Parry: 5 Toughness: 16 (8) it takes to protect the interests of their
Hindrances: Illiterate, Loyal, Vow homeland. Currently, they work to
(Minor—Serve the Coalition) undermine the Coalition’s expansionist
Edges: Soldier ambitions. The agent listed here is expert
Gear: CA-4 Standard "Dead Boy" EBA at eliminating problems with high
(+8 Armor, +3 Toughness, Multi-Optics explosives.
Helmet), CP-40 Pulse Laser Rifle (Range
Attributes: Agility d8, Smarts d8, Spirit
24/48/96, Damage 4d6 Mega Damage,
d8, Strength d6, Vigor d6
RoF 3, AP 4, Heavy Pulse), Vibro-Knife
Skills: Athletics d6, Common Knowledge
(Str+d6 Mega Damage, AP 6), 2 × Frag
d6, Electronics d8, Fighting d6, Notice
grenades (Range 5/10/20, 5d6 Mega
d8, Persuasion d10, Repair d8, Research
Damage, LBT), utility belt.
d8, Shooting d6, Stealth d6, Survival d6,
Thievery d8

187
T-550 "CYCLOPS" Pace: 6 Parry: 6 Toughness: 12 (5)
GLITTER BOY Hindrances: Cautious, Loyal, Vow
(Major—Serve Free Quebec)
T-550: Size 2 (Normal), +24 MDC Edges: Attractive, Conditioned, Expert
Armor, +8 Toughness, Pace 14 + d8 Demolitionist, Linguist, Scholar (Repair),
(60 MPH), Swim Pace 6 Streetwise, Take ‘Em Down
Notes: Strength d12+4, laser resistant Gear: SF-D Huntsman Medium Personal
(halve damage and AP from lasers). Armor (+5 Armor, +2 Toughness), NG-56
Jet Boosters (Jump +6" horizontal, Light Ion Pistol (Range 10/20/40, Damage
+3" vertical). 1– 3d8, RoF 1), silvered knife (Str+d4),
Weapons: Neural Mace (Str+d6 Touch Attack,
„„T-550 Boom Gun (Range victim checks Vigor or is Stunned), Field
250/500/1000, 4d12+4 Mega Computer (Grade I), MD Plastique (2 lb).
Damage, AP 24, RoF 1, Shots Special Abilities:
100, considered a shotgun for „„Spicy Home Cooking: Given time
Innocent Bystanders). and “household” ingredients,
„„Anti-Personnel Laser (left
the operative may roll Repair to
shoulder, Fixed Front).
manufacture improvised grenades,
„„R e c e s s e d Mi n i-Missile
Launchers (lower legs, Fixed mines, and other explosives listed in
Front, RoF 4, Shots 12). Savage Worlds, or upgrade explosives.
„„Ret ractable Vibro -Sword
(right forearm, Str+d10 Mega T-550 “CYCLOPS” GLITTER BOY
Damage, AP 10). The pilots of Free Quebec walk the
avenues of the Fortress City with a
QPA-102 VIOLATOR SAMAS special swagger, embodying the legacy of
the Glitter Boy Legion of centuries past.
Recently, the technology cooperation
QPA-102 Violator SAMAS: Size agreement with Triax led to the
2 (Large), +10 MDC Armor, +5 breakthrough ability to produce the “Tee-
Toughness, Strength d12+4, Pace Five-Fifty” facsimile power suit. Smaller
14 + d10 of build, easier to manufacture than
Notes: Nimble, Aquatic (40 MPH), the USA-G10 Glitter Boy, and sporting
Flight (Handling +2, 360 MPH) woefully needed secondary weapons
Weapons: systems, the T-550’s slightly reduced
„„QR-12A SAMAS Laser Rifle capabilities shouldn’t negatively impact
(handheld Range 60/120/240, its overall combat performance. Outside
3d10 Mega Damage, RoF 1, AP
of their armor, Free Quebec Glitter Boy
20, 3RB).
„„2 × Mini-Missile Launchers
pilots don specially modified and re-
(wing-mounted). styled CA-2 Light Body Armor.
„„Wing Blades (wing mounted,
Attributes: Agility d10, Smarts d6, Spirit
Str+d12 Mega Damage, AP 12,
+8 damage if V-Sam moves 6”+
d8, Strength d6, Vigor d8
before attacking). Skills: Athletics d8, Common Knowledge
„„Retractable Vibro-Blade (left d6, Electronics d8, Fighting d10, Notice
forearm, Str+d8 Mega Damage, d6, Persuasion d8, Piloting d8, Shooting
AP 8). d10, Stealth d6, Survival d6
Pace: 6 Parry: 7

188
FREE QUEBEC
VIOLATOR SAMAS

Toughness (Pilot): 12 (6) „„Stand By to Fire: Can’t


Toughness (T-550): 38 (24) move and fire the Boom Gun in
Hindrances: Loyal, Stubborn, one round.
Vow (Minor—Serve Free Quebec)
Edges: Ace, Brave, Combat Ace, VIOLATOR SAMAS
Frenzy (Imp), Marksman, Power Designed specifically to complement
Armor Jock the Glitter Boy, the Violator SAMAS
Gear: T-550 “Cyclops” Glitter Boy (or “V-SAM”) uses laser weaponry to
(see sidebar), Q1-02 "Stopper" Ion maintain air-superiority and provide
Pistol (Range 5/10/20, Damage danger-close fire support. That way, even
1– 3d8, RoF 1, Wide Spread), Vibro- if their ground attack fire hits a Glitter
Knife (Str+d6 Mega Damage, AP 6). Boy, it just reflects harmlessly off its armor.
Cybernetics: Cyber-Wired Reflexes. SAMAS pilots are highly skilled fighter
Special Abilities: jocks, and the Free Quebec military depends
„„Big and Shiny: Suffers −8 to Stealth. on their professionalism and bravery.
„„Digging In: Activating/deactivating Outside of their armor, Free Quebec
the stabilization system is an action, pilots don re-styled CA-2 Light EBA.
otherwise firing knocks it 2d6" back
Attributes: Agility d8, Smarts d6, Spirit
and prone, leaving the pilot Stunned.
d8, Strength d6, Vigor d8
While dug in, it cannot move, can
Skills: Athletics d8, Common Knowledge
only fire to the front and sides, and
d6, Electronics d8, Fighting d8, Notice
attackers gain +2 to attack rolls.
d6, Persuasion d6, Piloting d8, Shooting
„„Self Destruct: Stolen or captured
d10, Stealth d6, Survival d6
T-550s will explode as a Type 3
Pace: 6 Parry: 6 Toughness: 21 (10)
Fusion Block; exclusive to the NGR
Hindrances: Partisan (Minor—Human
and Free Quebec militaries and
Supremacist), Loyal, Vow (Minor—
cannot be purchased.
Serve Free Quebec)
„„Sonic Boom: When fired, all within
Edges: Ace, Combat Ace, Power Armor
an LBT (except the pilot) check Vigor
Jock, Rock and Roll!, Steady Hands
at −2. On a failure they are Shaken
Gear: Violator SAMAS (sidebar), C-18
and Hard of Hearing (Major) for 3d6
Laser Pistol (Range 12/24/48, Damage
minutes (cannot Wound); Critical
3d6, RoF 1, AP 3), Vibro-Knife (Str+d6
Failure results in Stunned.
Mega Damage, AP 6).

189
Hindrances: Enemy (Minor), Habit
MERCENARIES & (Major), Illiterate
SPECIALISTS Edges: Alertness, Beast Bond, Beast
Master (× 3), Marksman, Steady Hands,
Woodsman
COWBOY
Gear: NG Maverick body armor (+3
A cowboy can be anything—a Justice
Armor, +2 Toughness), NG-57 Heavy
Ranger, a desperado, or a deadbeat
Ion Blaster (Range 12/24/48, Damage
gambler. They are equally at home on the
1– 3d8+2, RoF 1), Vibro-Knife (Str+d6
open range or playing a hand of cards in
Mega Damage, AP 6), NG-S2 Survival
the saloon.
Pack, rope (50 feet), deck of cards, horse.
Attributes: Agility d8, Smarts d6, Spirit Special Abilities:
d8, Strength d6, Vigor d8 „„Born in the Saddle: Cowboys ignore
Skills: Athletics d8, Common Knowledge two points of penalties to any Riding
d6, Fighting d8, Gambling d8, Notice d8, roll and ignore the Multi-Action
Persuasion d6, Riding d10, Shooting d10, penalty for making a Riding check
Stealth d6, Survival d8 in the same round as other actions.
Pace: 6 Parry: 5 Toughness: 11 (3) Cowboys may spend Bennies to Soak
damage for their mount using Riding
instead of Vigor each success and
FREE QUEBEC
MILITARY FORCES raise negates a Wound. They may
also mount or dismount as a free
action.
After separating from the Coalition,
Free Quebec put a great deal of GUNSLINGER
effort into restyling and refitting Despite their reputation, Gunslingers
old CS war-gear. Apart from what are often good-hearted men and women.
is listed in this section, effectively, Many of them have grown laconic after
all Quebec body armor, weapons, having seen too much bloodshed and
vehicles, robot vehicles, and turn to alcohol or other pursuits to
power armor are pre-105 P.A., old- distract themselves.
style CS equipment with the skull
motifs replaced by flat visors Attributes: Agility d12, Smarts d8, Spirit
(keeping the spikes) and the shiny d8, Strength d6, Vigor d8
blue-black CS finish repainted Skills: Athletics d6, Common Knowledge
coal black. Quebecois personnel d6, Fighting d8, Gambling d8, Notice
are equally interchangeable with d10, Persuasion d6, Riding d8, Shooting
CS entries from Savage Foes of d12, Stealth d8, Survival d8
North America, though you can Pace: 6 Parry: 6 Toughness: 11 (3)
swap out the Illiterate Hindrance Hindrances: Arrogant or Heroic or
with the Partisan (Major—Human Overconfident or Vengeful (Major),
Supremacist) one to represent Illiterate, Wanted (Minor)
their special brand of xenophobia Edges: Alert ness, Ambidextrous,
(apparently not mitigated by their Danger Sense, Dead Shot, Double
high literacy rate). Tap, Marksman, Quick, Steady Hands,
Sharpshooting, Two-Gun Kid

190
Gear: NG Maverick body armor (+3 Gear: NE-200 Plasma Cartridge Machine
Armor, +2 Toughness), 2 × NG-45LP Gun (Range 24/48/96, 3d12+3 Mega
Long Pistols (Range 15/30/60, 3d8 Mega Damage, RoF 3, Heavy Pulse, It Burns).
Damage, RoF 1, AP 3, Disintegration, Special Abilities:
Atomic Annihilation), 2 × Vibro-Blades „„Advanced Sensor Suite: +4 Notice
(Str+d6 Mega Damage, AP 6), utility belt. and to offset Shooting penalties.
Special Abilities: Ignores Illumination penalties.
„„The Quick and the Dead: During the „„MDC Armor: Repo-Bots have +18
first round of combat, immediately MDC Armor and +8 Toughness.
after initiative cards are dealt, a „„Notor ious Enforcer : K now n
Gunslinger may spend a Benny to throughout the Megaverse ® as
draw on an opponent. The Gunslinger ruthless enforcers +2 Intimidation.
and his opponent make an opposed „„Total Conversion: +4 to recover
Agility roll. If the Gunslinger from Shaken, ignore 2 Wound levels,
succeeds, he immediately attacks the self-contained breathing immune to
target and has the Drop if he fails, the Diseases and Poisons.
Benny is wasted with no effect. The „„Size 3 (Normal): Repo-Bots are
Gunslinger still acts on his initiative imposing interdimensional enforcers.
card as normal. „„Unarmed: Str+d12 Mega Damage.
„„Weapon Mount: Particle Beam (right
EE NARUNI REPO-BOT forearm Range 15/30/60, Damage 4d8,
Stories abound, telling ghastly accounts RoF 1, AP 16, Disintegration, Atomic
about what happens when you don’t stay Annihilation).
current on your Naruni Enterprises bill. „„Weapon Mount: Plasma Flame­
Repossession. By a merciless 2-ton Super- thrower (left forearm mount 3d12+3
Cyborg from another dimension…That’s Mega Damage, RoF 1, Cone Template,
right, pay up! It Burns).
„„Weapon Mount: Anti-Personnel
Attributes: Agility d12, Smarts d8, Spirit
Laser (left hand index finger).
d10, Strength d12+8, Vigor d12+2
Sk ills: Athletics d10, Common
Knowledge d8+2, Driving d6, Fighting
d10+2, Intimidation d10+2, Notice d10+4,
Persuasion d8, Piloting d6, Shooting
d10+2, Stealth d10, Survival d10+2
Pace: 12 Parry: 10 Toughness: 40 (18)
Hindrances: Loyal, Vow (Major— Serve
Naruni Enterprises), Enemy (Major—
The Coalition), Ruthless (Major)
Edges: Block (Imp), Bruiser, Danger Sense,
Fleet-Footed, Harder to Kill, Frenzy
(Imp), Marksman, Martial Warrior, Rock
and Roll!, Steady Hands, Streetwise
Cybernetics: Core Electronics Package,
Nano-Repair System, Targeting Eye.

191
INDEX
SYMBOLS Escanaba 121
Ex Machina 157
Los Alamo 101, 140, 141
Loss Prevention Office 119
S
1st Apocalyptic Sabre Warriors 142
Explosives 45
Cavalry 145 Sault Sainte Marie 93
M Savage Tale
A F Manistique Imperium 123 As Above, So Below 103
Broken Arrow 129
FASSAR-30 Skelebot 180 Manitoulin Kingdom 117
A-51 Spybot 176 The Boonies 151
First Century of Marquette 121
A-63 All-Purpose The Psi-X Files 154
Darkness 63 M.A.R.S.
Heavy Robot 175 Second Century of
Five Kingdoms 89 Commando 16
AA-10 Bottweiler 174 Darkness 65
Fort El Dorado 94 Cowboy 16
Adventuring Gear 35 Shemarrian Nation 114
Fort Prospect 146 EOD Specialist 17
Amarillo 97 Shemarrian Uprising 70
Fort Sawyer 121 Gunslinger 18
Apache 142 Shemarrian Warrior 176
Free City of Queenston Intel Operative 18
Apaches 142 Silver Dagger Gang 142
Harbor 116 RCSG Scientist 16
Area 51 149 Silvereno 147
Free Quebec 105 Mechanicsville 116
Argent Goodson 171 Simmons Line 97
Menominee 122
Armor Skelray 97
Mercado 144
Body 38
Power 40
G MercBay. See Escanaba Southern Minnesota 97
Gallup 148 MercTown 127 Southern Missouri 124
Arzno 147 Golden Age of Mankind 59 Minions of Splugorth 113
Golden Age
B Weaponsmiths 100
Mission Profile Tables 56
Mississippi River 79
T
Great Cataclysm 61 T-550 “Cyclops”
Bandito Arms 100, 148 Missouri 93
The Great Lakes 79 Glitter Boy 188
Baton Rouge 95 Monst-Rex 178
Great Lakes Kingdoms 115 Task Force X 119
Bots 37 Techno-Wizard
Great Trade Road 147
Briscoe America 96
Greenville 95 N Items 186
Texas 100
Gunslinger 190 Naruni Enterprises 101
C Naruni Repo-Bot 191
New Cedarville 123
Texas Freelands 135
The Clarkdale
Chillicothe 93
Chi-Town 89, 90
H New Durango 147 Confederacy 148
The Haunted Strip 149 New El Paso 151 The Colorado Baronies
City of Free Quebec 112
Hindrances 28 New German Republic 113 Charity 147, 151
City of Iron 93
Hope 146 New San Antonio 143 Testament 147
City of Ishpeming 120
Houghton 122 Newtown Ruins 95 Wilmington 147
City of Manistique 123
Houstown 138, 139 New West 133 The Kingdom of
Coalition 113
Hudson Wheigh 117 Encounters 150 Worth 135, 137, 138
Encounters 102
Human Mutants 101 Northern Gun 100, 113, 117 The Pecos
Coalition Commando 182
Northwestern Quarter 122 Empire 141, 142, 143
Coalition Cyborg Strike
The Silver
Trooper 183 I Dagger Gang 142
Coalition Elite
RPA Pilot 181
Iconic Frameworks
Intelligent Construct 7
O Titan Robot Industries 70
Odessa 97 The Trade Council 118
Coalition Grunt 186 momano headhunter 19 Oklahoma 97 Triax Industries 100
coalition Juicer 184 IM Highway 123 Old Bones 112 Tucson 148
Coalition Junior Officer 186 The Iron Chain 122 Ontonagon 123
Coalition Ranger 185 Iron Heart 92 Overland Transport 79
Coalition States 73
Colorado Baronies 146
Ishpeming Military Contract U
Network 119 Uvalde 144
Commander Qhora
Hornburg 172
Island Kingdom of P
Montreal 115 Pecos Empire 141
Cowboy 190 ISS Inspector 180 Pecos Riders 142 V
Crossroads 143 Pervic Simvan 142 Vehicle Modifications 49
Cybernetics 49 Phoenix 148 Vehicles 46
J Post-Apocalyptic Age 65
Joseph City 148
D Colonel Joseph Prosek II 82
Proseks 81
Psi-Stalker Tribes 101
W
Department of Juicer Army of Weapons 42
Internal Security Liberation 101 Wellington 123
Specialists (ISS) 83
Department of Public
R Whykin 124
Wichita Falls 96
Races
Information 82 K Mutant Animals 22 Wilk’s Laser Industries 145
Devil’s Gate 93 Kansas 97 Mutant Felines 24 Wilk’s Laser
Domain of Man 105 King Macklin 136, 138 Psi-X Aliens 26 Technologies 100
Encounters 128 Kingsdale 125 RCSG Scientist 180 Willisburg 116
Relic Salvage Wyatt “Sweetwater’s
Watchdog” Wilkins 174
E L Operations 55
Republican Trooper 179
Edges Laredo 144
Combat 31 Las Vegas 149
Robert Cornell 173
robodome 121
X
Iconic Edges 30 Lazlo 100, 113 Xiticix Hivelands 98
Roswell 150
Professional 33 Le Sûreté Operativ 187
Ruins of Chicago 90
El Dorado 94 Lone Star 95

192
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