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The Rifter #65

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100% found this document useful (9 votes)
3K views104 pages

The Rifter #65

Uploaded by

Mathieu Morin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Warning!
Violence and the Supernatural
The fictional worlds of Palladium Books® are violent, deadly and filled with supernatural monsters.
Other-dimensional beings, often referred to as “demons,” torment, stalk and prey on humans. Other alien
life forms, monsters, gods and demigods, as well as magic, insanity, and war are all elements in these
books.
Some parents may find the violence, magic and supernatural elements of the games inappropriate for
young readers/players. We suggest parental discretion.
Please note that none of us at Palladium Books® condone or encourage the occult, the practice of
magic, the use of drugs, or violence.

The Rifter® Number 65


Your Guide to the Palladium Megaverse®!
1
PDF Edition – February 2016

First Printing – January 2014

Copyright 2014 Palladium Books® Inc.

All rights reserved, world wide, under the Universal Copyright Convention. No part of this book may be reproduced in part or whole,
in any form or by any means, without permission from the publisher, except for brief quotes for use in reviews. All incidents, situations,
institutions, governments and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is
strictly coincidental.

Robotech® and Robotech® The Shadow Chronicles® are Registered Trademarks of Harmony Gold USA, Inc.

Palladium Books®, Rifts®, The Rifter®, Chaos Earth®, Coalition Wars®, After the Bomb®, The Mechanoids®, The Mechanoid In-
vasion®, Megaverse®, Nightbane®, Palladium Fantasy Role-Playing Game®, Phase World®, RECON®, and Splicers® are registered
trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc.
The slogan “A Megaverse of adventure – limited only by your imagination,” RPG Tactics, and titles and names such as Armaged-
don Unlimited, Aliens Unlimited, Arzno, Atorian Empire, ARCHIE-3, Beyond Arcanum, Beyond the Supernatural, BTS-2, Brod-
kil, Biomancy, Biomancer, Bio-Wizardry, ‘Burbs, ‘Borg, ‘Bot, Dead Reign, Dimensional Outbreak, Dinosaur Swamp, Dyval, Elf-
Dwarf War, Heroes Unlimited, I.S.P., Land of the Damned, Lazlo, Victor Lazlo, Lazlo Agency, Lazlo Society, Palladium of Desires,
C.A.M.E.L.O.T., Chi-Town, CS, Coalition States, Cosmo-Knight, Crazy, Cyber-Knight, D-Bee, Dark Day, Dead Boy, Doc Reid, Dog
Boy, Dog Pack, Dweomer, Emperor Prosek, Erin Tarn, Fadetown, Free Quebec, Gadgets Unlimited, Gargoyle Empire, Glitter Boy,
Gramercy Island, Hardware Unlimited, Heroes of the Megaverse, Heroes Unlimited, HU2, Juicer, Ley Line Walker, M.D.C., Mecha-
noid Space, Mega-Damage, Mega-Hero, Megaversal, MercTown, Minion War, Morphus, Mutant Underground, Mysteries of Magic,
Merc Ops, Naruni, Naruni Enterprises, NEMA, Ninjas & Superspies, NGR, Northern Gun, The Nursery, P.P.E., Powers Unlimited, Psi-
Stalker, Psyscape, SAMAS, S.D.C., Shifter, Siege on Tolkeen, Skelebot, Skraypers, Sorcerer’s Forge, Splugorth, Splynncryth, Splynn,
Techno-Wizard, Temporal Magic, Temporal Wizard, Three Galaxies, Tome Grotesque, Triax, Vampire Kingdoms, Warpath: Urban
Jungle, Void Runners, Wilk’s, Wolfen, Wolfen Wars, Wormwood, Wulfen, Xiticix, and other names, titles, slogans, and the likenesses
of characters are trademarks owned by Kevin Siembieda and Palladium Books Inc.

Palladium Online www.palladiumbooks.com


Also visit us at facebook.com/PalladiumBooks

The Rifter® #65 RPG sourcebook series is published by Palladium Books Inc., 39074 Webb Court, Westland, MI 48185. Printed in
the USA by McNaughton & Gunn of Saline, Michigan.

2
Palladium Books® Presents:

#65
Sourcebook and Guide to the Palladium Megaverse®
Coordinator & Editor in Chief: Wayne Smith
Editor: Alex Marciniszyn
Contributing Writers:
Max Kautsch
Shawn Merrow
Eric Siems
David F. Smith
Alex Tulloch
Kevin Siembieda
Anthony Uyl
Proofreader: Julius Rosenstein
Cover Illustration: Charles Walton
Interior Artists:
Amy L. Ashbaugh
Nick Bradshaw
Mark Dudley
Allen Manning
Brian Manning
Michael Mumah
Tanya J. Ramsey
Benjamin Rodriguez
Charles Walton
Cover Logo Design: Steve Edwards
Credits Page Logo: Niklas Brandt
Typesetting & Layout: Wayne Smith
Art Direction: Kevin Siembieda
Based on the RPG rules, characters,
concepts and Megaverse® created by Kevin Siembieda.
Special Thanks to all our contributors, writers and artists this issue, especially new contributors. Our apologies
to anybody who may have gotten accidentally left out or their name misspelled.
– Kevin Siembieda, 2014
3
Contents – The Rifter® #65 – January, 2014
Page 6 – From the Desk of Kevin Siembieda Page 19 – Demville Locations
Page 24 – Hollow Road Locations
Publisher Kevin Siembieda talks about 2013, our goals for the
Page 26 – Emma Stats
New Year and the many exciting books and projects coming in
Page 27 – Soul Merchant Stats
2014. That includes Rifts® Northern Gun™ Two and Mega-
Page 28 – Soul Hound Stats
verse® in Flames (be prepared to be wowed by both) in the next
Page 29 – NPC Quick Stats
couple of months, Robotech® RPG Tactics™ this spring, and a
Artwork by Benjamin Rodriguez.
number of long-awaited RPG titles for Chaos Earth®, Beyond
the Supernatural™, and others.
Page 31 – Necromancy and the Power of Death
Page 7 Art – Mark Dudley – Optional source material for Rifts® & others
This superhero extravaganza is by artist Mark Dudley. It fea- New contributor, Eric Siems, serves up a delicious, macabre
tures characters Mark has created over the years for his Heroes tour de force offering 60 new Necromancy spells, plus Necro-
Unlimited™ campaigns or characters inspired by Heroes Un- O.C.C.s, the Bone Merchant NPC and Necromancy-based magic
limited™ for other uses, such as the Candy Coated comic book. items. Wow. Welcome to The Rifter®, Eric.
Mark cut his teeth on Heroes Unlimited and has played HU Page 31 – Spell descriptions start.
games for more than 25 years. Palladium is proud to be a source Page 32 – Levels Two and Three
of fun and inspiration to a few generation of gamers, like Mark. Page 33 – Levels Four and Five
Keep your imaginations burning bright. Page 34 – Level Six
Page 35 – Level Seven
Page 7 – Palladium News Page 36 – Level Eight
Page 37 – Level Nine
This issue’s news talks about what’s boiling behind the scenes Page 38 – Levels 10 and 11
at Palladium and the many game lines we want to support, Kick- Page 39 – Level 12
starters, friends and our plans for conventions. The 2014 Gen Page 40 – Level 13
Con Indy is the big convention of the year for Palladium and Page 41 – Level 14 and 15
we’re already planning all kinds of stuff for it. On that front, it Page 41 – Spells of Legend
looks like Palladium Megaversal Ambassadors and Game Mas- Page 43 – Dread Knight O.C.C.
ters will be running 50+ role-playing gaming events for many dif- Page 44 – Spirit Caller O.C.C.
ferent Palladium settings. An all-time record for Palladium-based Page 46 – Bone Merchant NPC
game events. Read all about it. Page 47 – Necromantic Bone Crafting
Page 47 – Potions
Page 10 – Coming Attractions Page 48 – Jewelry & Lesser Artifacts
New books are finally being released on a more frequent basis Page 48 – Weapons and Armor
as well as special editions and titles back in print. Rifts® Northern Artwork by Tanya J. Ramsey.
Gun™ Two, Rifts® Megaverse® in Flames™, Chaos Earth®
Sourcebook: Rise of Magic™, Robotech®: Expeditionary Page 50 – Rifts® Black Market: Rise to Power
Force Marines™ Sourcebook One, Robotech® RPG Tactics™, – Optional source material for Rifts®
and other cool 2014 releases. Make sure you do NOT miss out on
the Special Anniversary Edition Hardcover for Heroes Unlim- Maxwell Kautsch presents an interesting study of the rising to
ited™ (February) and the Palladium Fantasy RPG® (April). power within the cutthroat arena of the criminal Black Market.
He also introduces the City State of Singer, New York, as a trade
Page 16 – 2014 Rifter® Super-Subscription hub of one such rising faction. All of it setting the stage for ad-
venture and intrigue.
Limited Time Offer Page 51 – Singer, New York
We always encourage Palladium gamers to support their local Page 60 – Singer: Present Day
game store, but if you can’t easily find The Rifter® you should Page 63 – Gang Activity
consider subscribing. And subscribe now when you can get a Artwork by Nick Bradshaw.
FREE gift and increased discount, and get this inspiring source-
book delivered right to your door. And please tell your friends. Page 68 – Once More unto the Breach
Offer expires February 28, 2014. Place your order today. – Optional source material for Heroes Unlimited™
Page 17 – Hollow Road Alex Tulloch offers more adventure ideas, C.A.M.E.L.O.T.
background and a new batch of superhuman heroes, their HQ and
– An adventure for Beyond the Supernatural™ some gadgets for your gaming enjoyment.
Anthony Uyl presents a psychological adventure of deception Page 69 – Cordelia
and horror that chills the soul. And introduces the Soul Mer- Page 71 – Romeo
chant monster. Page 73 – Hotspur

4
Page 74 – Prospero The Rifter® needs new material, especially when it comes to
Page 75 – Rosalind adventures and source material, for all of our game lines, espe-
Page 75 – Ganymede I cially Rifts®, Chaos Earth®, Palladium Fantasy RPG®, Heroes
Page 76 – Ganymede II Unlimited™, Ninjas and Superspies™, Beyond the Supernatu-
Page 77 – Ganymede III & IV ral™, Dead Reign™, Splicers® and Nightbane®.
Page 77 – Hermia Pay is lousy, fame is dubious, but you get to share your ideas
Page 78 – Hermia’s Bike and adventures with fellow gamers and get four free copies to
Page 79 – Team Shakespeare’s HQ show to your friends and family.
Page 79 – Hook, Line & Sinker Adventures
Artwork by Allen and Brian Manning. The Cover
Every 2014 cover of The Rifter® will celebrate the 30th An-
Page 80 – Contemporary High-Tech niversary of the Heroes Unlimited™ RPG. This city scene of he-
Robotics and Other Gadgets roes on patrol is by Palladium artist and fan favorite, Charles
– Optional source material for Heroes Unlimited™ Walton.
David F. Smith presents all kinds of ideas and high-tech de-
vices for use in Heroes Unlimited™ based around a company/
Optional and Unofficial Rules & Source Material
organization known as ICS (Integrated Cyber Systems). Please note that most of the material presented in The Rifter®
Page 81 – Integrated Cyber Systems (ICS) is “unofficial” or “optional” rules and source material.
Page 82 – Artificial Implants and Limbs. They are alternative ideas, homespun adventures and material
Page 83 – Commercial Systems and Drones. mostly created by fellow gamers and fans like you, the reader.
Page 85 – Military Systems and Robots. Things one can elect to include in one’s own campaign or simply
Page 86 – Legionnaire Combat Suit. enjoy reading about. They are not “official” to the main games or
Page 88 – Building Your Own Robot from Scratch. world settings.
Artwork by Mike Mumah. As for optional tables and adventures, if they sound cool or
fun, use them. If they sound funky, too high-powered or inap-
Page 89 – Chaos Eve propriate for your game, modify them or ignore them completely.
– A short story about Chaos Earth® on the eve of All the material in The Rifter® has been included for two
reasons: One, because we thought it was imaginative and fun,
destruction
and two, we thought it would stimulate your imagination with
Shawn Merrow makes his debut as a writer of prose in this fun ideas and concepts that you can use (if you want to), or which
story of the end of the old world and the Coming of the Rifts. might inspire you to create your own wonders.

The Theme for Issue 65


The theme of The Rifter #65 is the secrets of attaining and
www.palladiumbooks.com – Palladium Online
using power. In some cases, like Necromancy and the Soul Mer-
chant, that power may be feared and shunned by others, and used The Rifter® #66
for nefarious purposes. Meanwhile, heroes must learn to use their
powers, magic and special abilities for good. Please note that we The Rifter® #66 will present a nice variety of new
are celebrating the 30th Anniversary of Heroes Unlimited™ all source material for Heroes Unlimited and other Pal-
year. That means every 2014 issue of The Rifter® will contain ladium RPG settings.
something for it. New Heroes Unlimited™ titles should be com- ! Cover by Amy L. Ashbaugh.
ing your way in 2014 and 2015. Fantasy, too. ! Source material for Rifts®.
! Source material for Heroes Unlimited™.
The Rifter® Needs You ! Source material for other settings.
We need new writers and artists to fill the next few decades ! News, coming attractions and much more.
of The Rifter®. You do not need to be a professional writer to ! And maybe YOUR submission. Send us some-
contribute to The Rifter®. This publication is like a “fanzine,” thing and see if you get published.
written by fans for fans. A forum in which gamers just like you
can submit articles, G.M. advice, player tips, house rules, adven-
tures, new magic, new psionics, new super abilities, monsters,
villains, high-tech weapons, vehicles, power armor, short works Bringing you infinite possibilities
of fiction and more. So think about writing up something short
(even something as small as 4-6 pages). Newcomers and regular limited only by your imagination™
contributors are always welcomed.

Celebrating 30 years of Heroes Unlimited™


5
From the Desk of Kevin Siembieda
Happy New Year, 2014. I know this salutation will come to going throughout 2014. Just a few days ago, artist Chuck Walton
most of you 30+ days after the event, but as I write this, New said to me, “Kev, I think Northern Gun™ Two is even better
Year’s Day has just passed. than Northern Gun™ One.” Chuck considers that to be part of
what he calls “the Kevin Siembieda magic.” And that magic con-
2013, a year dominated by Robotech® tinues in Northern Gun™ Two and Megaverse® in Flames™,
The year behind us was a wild one. The success of the Ro- as well as other books yet to be announced.
botech® RPG Tactics™ Kickstarter was as thrilling as you get. I would like to thank Chuck for his kind words, but I don’t
It showed we were correct about Robotech® fans wanting a prod- create that ‘magic’ alone. It boils up from the combined talents of
uct like this, and it put Palladium Books back in the forefront of everyone working on each project. It comes from the writing ex-
gaming excitement. Fantastic. cellence of talent like Matthew Clements, Carl Gleba, Greg Di-
Not so fantastic was the unexpected mountain of work and aczyk, Irvin Jackson, Brandon Aten, Taylor White and others, as
demands placed on our time to manage the Kickstarter and get well as from the artistry of Chuck Walton, Nick Bradshaw, Amy
this product manufactured and released. Ashbaugh, the Mannings, John Zeleznik, E.M. Gist, Kent Burles,
Robotech® RPG Tactics™ is a huge undertaking and has Mike Mumah, Mike Wilson, Mark Dudley and many, many others.
been more challenging to everyone than anticipated. From Palla- (Sorry, I can’t list everybody.) We create magic together. I hope
dium to the team at Ninja Division and the manufacturers in Chi- all my wonderful artists and writers (as well as the welcomed and
na, this has been a complex and time-devouring process. That has often insightful suggestions from fans and friends) inspire me to
resulted in one heartbreaking rescheduling of a release date after push my own imagination and writing to new heights.
another. And the delays keep coming. Gahhhh, it is so frustrating, At the 2010 Creators’ Conference I challenged myself, the
but we refuse to cut corners. As far as Palladium is concerned, Palladium staff, and freelancers to push the envelope and take
Robotech® RPG Tactics™ must be a masterpiece. It must look their craft to new heights. That, my friends, is what you’ve been
great, and satisfy and capture the fun feel of the Robotech® TV seeing, and will continue to see. Enjoy the ride.
show. Palladium has a reputation for delivering quality products While the release of the Robotech® RPG Tactics™ RPG line
and fun games, and we intend Robotech® RPG Tactics™ to will undoubtedly top the news, we hope the other big newsmaker
wow and delight you. will be the number of new titles that actually see release in 2014.
This has also meant considerably higher costs than the original My goal for Palladium’s RPG lines is to release a number
estimates, but we are not going to skimp on a game that we Ro- of long awaited book titles for Robotech®, Chaos Earth®, Be-
botech® fans have wanted for nearly three decades! And that’s yond the Supernatural™ (the sourcebooks Tome Grotesque™
one of the fun and amazing things for us at Palladium Books®: and Beyond Arcanum™, though I’m thinking Tome Grotesque
We are publishing this new game line. We – with the help of is going to turn into Tomes Grotesque – as in an ongoing series
Ninja Division and an army of creative artists, writers and play of BTS monster books), as well as new titles for Rifts®, Splic-
testers – are bringing Robotech® to life in a new area of gaming. ers®, Palladium Fantasy® and Heroes Unlimited™. I’m not
As fan boys ourselves, this is a dream come true. going to announce titles or release dates, or raise expectations.
So, yes, looking back at it now, our unbridled enthusiasm and Let us leave it as a ‘goal’ and wait to see what we manage to ac-
lack of experience led Palladium Books and Ninja Division to complish first.
vastly underestimate the time required to make and release this
2014 Surprises. We have a number of surprises we hope to
product line and do it right. Looking back, it was unrealistic
spring on you in 2014 as well. Some are new title releases you
to think we could release Robotech® RPG Tactics™ and the
know nothing about yet. Others are fun things we’ve already an-
range of game pieces and items in the Kickstarter by November
nounced like the hardcover limited editions for Heroes Unlim-
or December, 2013. Palladium is new to this type of game and
ited™ RPG and Palladium Fantasy RPG® (and at only $40
manufacturing, so we didn’t know. Our apologies, but the bottom
each), and a variety of other things we are kicking around.
line is Robotech® RPG Tactics™ will be epic and all the Kick-
The new year promises to be filled with new releases, fun and
starter components promised to our supporters WILL see release
excitement. We hope you will be part of it all as Palladium Books
in 2014. We are trying to get everything made and released as
makes some bold moves and hopes to release a wealth of product
quickly as possible, but that is just not as fast as we all want. The
to satisfy everyone. Thank you for believing in us through thick
good news is the game rules are fun, fast and intuitive, and the
and thin. Game on and keep those imaginations burning bright.
quality of all game components is top notch. And most of all, it
is a game made by Robotech fans for Robotech fans. We know Lastly, we are celebrating the birthday of the Heroes Unlim-
you’re going to love it. ited™ RPG, which turns 30 years old. Heroes Unlimited™ was
first released in June, 1984, and has never gone a year without
Where’s the Books? being in print. Each issue of The Rifter® will have a Heroes
Unlimited™ cover theme and material for it. Power up and get
2013 was also a year with few new book releases till the end
ready for action.
of the year, but all new releases pleased and impressed. Ah, but
none of them won more raves than Northern Gun™ One, which – Kevin Siembieda, Publisher & Game Designer
exceeded most fans’ expectations. And we plan to keep that trend

6
Palladium News good number of other ideas are also floating around for future
development.

By Kevin Siembieda, the guy who should know The world of Splicers® to grow
Splicers® is a unique setting that pits man and organic tech-
Emphasis on Role-Playing Games nology against machines led by an insane artificial intelligence
that believes she is a god. Several gods, actually. We suspect
As noted in my editorial, the goal of the creative minds at Pal- Splicers® is overlooked by some for two reasons: A retro-look-
ladium Books is to push the envelope and wow you with one ing cover that does not accurately depict the macabre and fasci-
impressive and inspired sourcebook after another. New titles for nating world setting nor Bio-Armor and robotic enemy, and the
many of Palladium’s game lines are coming your way in the new lack of sourcebooks. That is about to change.
year. See the Coming Attractions for descriptions of the most im- Splicers® has developed a cult-like following of dedicated
mediate titles. fans demanding more, including several influential Palladium
creators. Creators who are developing no fewer than six source-
Rifts® Chaos Earth® series expanding books for the game line. Stay tuned.
We’ve talked about it for a while, but the Chaos Earth®
series will be expanded in 2014 with the re-release of Rise of Palladium Fantasy® Unleashed
Magic and the two new sourcebooks: Chaos Earth® Source- Though we hope to release one or two new Fantasy books for
book: First Responders and Chaos Earth® Resurrection. A 2014, we are developing a plan to unleash many more times that

7
over the 2-4 years following it. For too long has Palladium Fan- Gen Con Indy is the BIG one
tasy been left fallow. This is my personal favorite game to play,
so what the heck? With any luck, that will start to change in 2014 Big Palladium Presence at 2014 Gen Con Indy
and in a big way in 2015. We don’t want to reveal too much, but – August 14-17, 2014
wanted you to know what’s boiling behind the scenes.
Palladium is pulling out all the stops for the 2014 Gen Con.
We’ll have a larger exhibitor booth, special display, tons of prod-
2013 was a year for uct, many Palladium creators to sign books, and more.
Kickstarter projects ! 45+ RPG gaming events in a dedicated area. The MOST
ever for Palladium at a Gen Con.
Not only did Palladium host a hugely successful Kickstarter, ! Large booth and special display in the Exhibit Hall.
but so did many of our friends, including a comic book project by ! Robotech® RPG Tactics™ products and demos.
Palladium artist Mark Dudley, another comic by Palladium artist ! A wide range of Palladium RPGs, sourcebooks and other
Mike Wilson, a novel by one-time Palladium writer C.J. Carella, products.
and an online/DVD movie project for Knights of the Dinner Ta- ! Special edition books, prints and original artwork.
ble by Jolly Blackburn as well as other offerings from friends and ! Tentative Line-Up of Palladium Creators: Kevin Siem-
people we know. If managed well, Kickstarter can be a very good bieda, Wayne Smith, Jeff Burke, Chuck Walton (artist), Nick
way to get the support and funding to launch new products that Bradshaw (artist), Mike Leonard (artist), Matthew Clements
fans can really get behind. I find it is fun and rewarding to pledge (writer), Carl Gleba (writer), Brandon Aten (writer), Mark
money and support the people, companies and products you, as Oberle (writer), and others; subject to changes and addition.
a fan, care about. Palladium Books and I have made pledges to ! Get autographs, chat and have a blast.
support a number of friends’ projects. It feels really good when
that item arrives. Palladium will certainly be doing more Kick-
starter funded projects in the future after we satisfy our first one
2015 Palladium Open House
for Robotech®. – Spring, 2015
This is always a big, fan-favorite event for us. It will take
Watch for new Megaverse® Insider place in April or May of 2015. More on it in the next Rifter®, but
Crowdfunding offers in 2014 start planning for it.

Palladium’s Megaverse® Insider crowdfunding inspired of-


ferings have enabled Palladium to make books like Rifts® Le-
muria and Northern Gun One and Two bigger and better than
they may have been without them. They also enabled us to offer
Coming Attractions
supporters additional products such as two different limited edi-
tion hardcover editions, PDF copies, art prints, and even origi-
Palladium’s 2014 Release Checklist
nal artwork available ONLY during the Megaverse® Insider January 2014 Releases
offer. Not to mention getting their names in print in the books as - The Rifter® #65 – Available Now
Megaverse Insiders/supporters, and other good stuff. That’s why - Heroes Unlimited™ RPG – Back in Print
we call them a Megaverse “Insider” offer.
Palladium’s next Megaverse® Insider offer will be for February 2014 Releases
Megaverse® in Flames. And later in the year, for the two, long- - Rifts® World Book 34: Northern Gun™ Two – New
awaited Beyond the Supernatural sourcebooks: Beyond Ar- - Heroes Unlimited™ RPG 30th Anniversary Hardcover –
canum and the first Tomes Grotesque. At least that’s what’s New
bouncing around on the drawing board right now. Keep your eyes - Rifts® Chaos Earth®: Rise of Magic™ – Back in Print
peeled. We’ll make announcements in the Weekly Update and on
the Palladium Books website. March 2014 Releases
- Rifts®: Megaverse® in Flames™ – New
2014 Convention Plans - Palladium Fantasy RPG® – Back in Print
I feel bad. Palladium Books and I have been invited to nu- April 2014 Releases
merous conventions and store appearances, but we have so much
- Palladium Fantasy RPG® 30th Anniversary Hardcover –
work I have had to turn most of them down. Sorry, folks. We will
New
be at the GAMA Trade Show (March), and I think the Dlux En-
- The Rifter® #66
tertainment Expo (a local Ninja Turtles extravaganza in Mount
- Robotech®: Expeditionary Force Marines Sourcebook One
Clements, Michigan, at the end of March), and I think Penguicon
– New
(April; another local event), Origins (June), Gen Con (August),
and Detroit Fanfare (October). Oh, I’m also supposed to run a May 2014 Releases
couple of games at Our House Games on a Saturday this spring
- Robotech® RPG Tactics™ Boxed Game – New (tentative)
(in Monroe, Michigan; April or May, maybe?). Even that feels
- First 6 Robotech® RPG Tactics™ Expansion Kits – New
like a lot, considering how much we want to get done. Nobody
(tentative)
realizes just how much time conventions take up.
8
Also Coming in 2014
- Dead Reign™ Sourcebook 5: Graveyard Earth
- Rifts® Chaos Earth® Sourcebook: First Responders
- Rifts® Chaos Earth® Sourcebook: Resurrection
- Robotech® Expeditionary Force Marines™ Sourcebook 1
&2
- Beyond the Supernatural™ Sourcebook: Beyond Arca-
num™
- Beyond the Supernatural™ Sourcebook: Tomes Gro-
tesque™
- Rifts® sourcebooks
- Splicers® sourcebooks (tentative)
- Heroes Unlimited™ sourcebook (tentative)
- Palladium Fantasy® sourcebooks (tentative)

Palladium RPGs are available in many hobby and game


stores around the world. We encourage people to support their
local stores. Going to a store enables you to see the product be-
fore purchasing it, and many stores are happy to place special or-
ders for you, provided you pay in advance, enabling you to avoid
the cost of shipping and possible damage in the mail.

Ordering from Palladium Books: You can also order direct-


ly from Palladium Books, but you will pay extra for shipping. For
customers with access to a computer, we recommend ordering
online to get the most accurate shipping costs and more shipping
options (or by telephone; 734-721-2903, order line only). For
customers without such access, use the following “mail order”
process.
1. Send the cost of the books or items being ordered. known as the Terror Zombie, as well as Floaters (zombies in wa-
ter) and which zombies can swim. Survival is one thing. Can you
2. In the USA: Add $5 for orders totaling $1-$50 to cover
keep your humanity and be a hero?
shipping and handling. Add $9 for orders totaling $51-$100. Add
$15 for orders totaling $101-$200. Outside the USA: Double ! Comprehensive background on the legendary Road Reap-
the shipping amount for orders going to Canada, and triple it for ers™ – zombie hunters and heroes of the Zombie Apoca-
overseas orders. Any and all additional costs incurred as a result lypse.
of customs fees and taxes are the responsibility of the foreign ! The Road Reaper Way of Life: Living and fighting on the
customer, NOT Palladium Books. road.
3. Make checks or money orders payable to Palladium Books. ! Road Reaper missions, strategies and tactics.
4. Please make sure to send us your complete and correct ad- ! The Road Reapers’ Code – a guide to being a Road Reaper
dress. Note: These costs are for the least expensive and slowest and hero.
method of shipping only. Allow 2-4 weeks for delivery. Order ! Structure and organization of Road Reaper units.
online or call the office for a superior but more costly shipping ! Road Reaper areas of specialty and bonus skills.
method. ! Road Reaper Specializations like the Ex-Con, Road Cap-
tain, Scout and Fix-It Man.
NEW! Dead Reign™ Sourcebook 4: ! More zombie-killing advice from Brad Ashley, the notori-
ous leader of the Road Reapers and author of the Road
Fear the Reaper™ – available now Reapers’ Survival Guide.
This was a December, 2013, release that some of you may ! Notable weapons and gear used by the Road Reapers.
have missed — and shouldn’t. If you play Dead Reign™, you’ll ! Stats for snowmobiles and boats.
enjoy this book.
Like knights mounted on motorcycles, the Road Reapers trav-
! Combat notes and optional character tables.
el the wasteland that Earth has become, searching for survivors, ! Terror Zombie, an amalgamation of horror fused to a
fighting zombies and waging war against the Death Cults that Mock Zombie.
threaten all mankind. ! Zombies in water and which ones can swim!
Fear the Reaper™ explores the nature of heroes and heroism ! Many adventure ideas and random tables.
in the Zombie Apocalypse. It contains the secrets of the fabled ! Written by Matthew Clements.
Road Reapers, their structure, leadership, missions and purpose,
! 48 pages – $12.95 retail – Cat. No. 234. Available now!
as well as gear and combat notes. Plus a horrifying new zombie

9
! Heroes Unlimited™ G.M.’s Guide – with 10 complete ad-
ventures, additional and optional rules, many random tables,
70 more magic spells, new vehicles and equipment, the law,
G.M. tips and more.
! Powers Unlimited™ One – New powers galore! 120+ Minor
Super Abilities, 45+ Major Abilities, 20 more psionic powers
and more.
! Powers Unlimited™ Two – 11 new power categories and
many sub-set types of heroes, symbiotes, weaknesses, and
more.
! Powers Unlimited™ Three – 130 more new powers. ‘Nuff
said.
! Heroes of the Megaverse® – A sourcebook that enables
you to bring your heroes and supermen (and any of the HU2
sourcebook characters, powers and material) into the Rifts®
and/or Phase World®/Three Galaxies™ settings, plus new
powers, heroes, superhuman creation tables, and more.
! And other Heroes Unlimited™ sourcebooks.
BACK IN PRINT!
Heroes Unlimited™ RPG, 2nd Ed.
If you love playing smart games with heroic super beings in
possession of strange and wondrous powers or technology, then
Heroes Unlimited™ is the role-playing game for you. This RPG
has unleashed the superheroes inside gamers for three decades
and counting.
Heroes Unlimited™ RPG is probably most famous for rules
and abilities that enable you to play ALL types of heroes while
capturing the feel of comic books, and for being a thinking-gam-
er’s setting. All of this adds up to super-fun and epic comic book-
style adventure.
! 11 archetypes or categories of heroes, and another dozen
subcategories including Crazy Heroes, those empowered
by magical artifacts, Immortals, geniuses, and heroes
without any super abilities whatsoever.
! 100+ super abilities, plus scores of sub-powers.
! 100+ magic spells plus Enchanted (Magical) Weapons and
Objects.
! 40+ psionic abilities.
NEW! Heroes Unlimited™
! Super-Vehicles, high-tech hardware, in-depth characters 30th Anniversary Hardcover Edition
and more.
! Create any type of hero and superhuman – aliens and mu- – only $40 while supplies last
tants to super-soldiers, martial artists, mages and Mega- The Heroes Unlimited™ RPG turns 30 years old this year.
Heroes. To celebrate, Palladium is releasing a special, commemorative,
! Cover by comic book legendary artist, Jim Steranko. Heroes Unlimited™ 30th Anniversary Hardcover in Febru-
! Interior artwork by Ramon Perez, Scott Johnson, Mark ary, for only $40. The original HU2 hardcover sold for $50 and
Dudley, Paulo Parente, Kevin Long, Mike Gustovich and has since become a collector’s item that sells for $200-$350 on
others. the secondary market.
! Written by Kevin Siembieda. To preserve the value of the “original” Heroes Unlimited™
! A complete role-playing game with many sourcebooks. Gold Hardcover Edition, we have made the HU2 30th Anni-
! Heroes Unlimited™ – celebrating 30 years of heroic ad- versary Edition as visibly different (and cool) looking on the
venture. outside as possible. The material used for the cover is different
! 352 pages – $26.95 retail – Cat. No. 500 – Available now. (not leatherette), the blue is a different, more vibrant shade of
blue, and although the cover is imprinted in gold foil, it features
A few notable Heroes Unlimited™ Sourcebooks: artwork depicting a superhero and the words “Special 30th Anni-
Instantly expand your playing experience with these and other versary Edition.” Even the spine is different looking, and the end
HU2 sourcebooks. sheets are red and without art. The red, white and blue combina-
! Villains Unlimited™ – 80+ villains, rules for creating secret tion represents the United States of America, the birthplace of
organizations, gadgets, adventure ideas and more. superhero comic books, and the colors of costumed heroes.
10
All the elements described above should make the Heroes All the elements described above should make the Palladium
Unlimited™ 30th Anniversary Hardcover impossible to mis- Fantasy RPG® 30th Anniversary Hardcover impossible to
take for the original HU2 signed and numbered HC edition. We mistake for the original signed and numbered HC edition. The
have kept the price an unprecedented, low $40 for a hardcover price is $40 (while supplies last), low for a limited edition of
Gold Edition of this size. We want to give Heroes Unlimited™ its size. We want to give Fantasy fans a crack at purchasing one
fans a crack at purchasing one before the price skyrockets on the before the price skyrockets on the secondary collectors’ market.
secondary collectors’ market. Enjoy and game on! ! Limited to 450 signed and numbered copies.
! Limited to 400 signed and numbered copies. ! Signed and numbered on the credits page by Kevin Siem-
! Signed and numbered on the credits page by Kevin Siem- bieda and the Palladium staff.
bieda and the Palladium staff. We’ll try to get an artist or ! Brown leatherette cover with Elemental Green foil im-
two to sign as well. printing. A completely different cover than the original Crim-
! Blue fabric cover with gold foil imprinting. A completely son Edition.
new and different cover than the original HU2 Gold Edition. ! Interior pages are exactly the same as the current softcover.
! Interior pages are exactly the same as the original HU2 HC ! 30+ different Fantasy O.C.C.s – Mind Mage, Diabolist,
and the current softcover edition. Druid, Wizard, Palladin, Ranger, Thief, Assassin, and
! Create any type of hero and superhuman – aliens and mu- more.
tants to super-soldiers, martial artists, mages and Mega- ! 300+ magic spells.
Heroes. ! 60+ magic wards and 50 magic circles.
! 100+ super abilities, plus scores of sub-powers. ! Psionic abilities and psychic characters.
! 100+ magic spells plus Enchanted (Magical) Weapons and ! Demons, magic items, weapons, world background and
Objects. more.
! 40+ psionic abilities. ! Written by Kevin Siembieda. Cover art yet to be deter-
! Super-Vehicles, high-tech hardware, in-depth characters mined.
and more. ! 352 pages – ONLY $40 retail from Palladium Books only –
! Written by Kevin Siembieda. Cover art by Michael Wilson. Cat. No. 4500GHC – available for pre-order – ships April.
! 352 pages – ONLY $40 retail from Palladium Books only Sorry, this product is not available in stores. Note: The price is
– Cat. No. 5000HC – available for pre-order – ships Feb- only $40 to celebrate the proud event of Palladium Fantasy’s
ruary. At the printer! (Pre-Orders: Though you may place a 30 years of continuous publication and make sure the hard-
pre-order weeks before the product is actually released, your cover is accessible to our core fan base. Enjoy.
credit card is NOT charged until a week or so before the item ! A complete role-playing game with many sourcebooks.
is ready to ship.) Sorry, this product is not available in stores. ! Palladium Fantasy® – celebrating 30 years of wonder.
Note: The price is only $40 to celebrate the proud event of
HU2’s 30th Anniversary and make sure the hardcover is ac-
cessible to our core fan base. Enjoy.
! A complete role-playing game with many sourcebooks.
! Heroes Unlimited™ – celebrating 30 years of heroic ad-
venture.

NEW! Palladium Fantasy RPG®


30th Anniversary Hardcover Edition
– only $40 while supplies last
It doesn’t seem fair to offer a Heroes Unlimited™ Hardcover
Edition and not one for Palladium Fantasy®, so Rifter® subscrib-
ers are the first to get the news that Palladium is releasing a Palla-
dium Fantasy® Special 30th Anniversary Hardcover in April.
The Palladium Fantasy RPG® was released in June of 1983, so
technically the Fantasy Game is still 30 years old until June.
The original Crimson Edition hardcover sold for $50 and has
since become a collector’s item that sells for $250-$400 on the
secondary market. The special, commemorative, 30th Anniver-
sary Hardcover in April will sell for only $40. BACK IN PRINT – Rise of Magic™
To preserve the value of the “original” Palladium Fantasy
RPG® Crimson Edition Hardcover, we have made the 30th A Rifts® Chaos Earth® Sourcebook – February
Anniversary Edition as visibly different looking on the outside The return of magic has empowered humans with strange and
as possible. The material used for the cover is a brown leatherette wondrous powers, unlike anything quite yet seen (and different
imprinted with “Elemental Green” foil, different art on the cov- from most conventional types of magic). This only complicates
er, and the words “Special 30th Anniversary Edition.” Even the things for Earth’s defenders as the line of distinction between
spine is different looking and the end sheets are without artwork. “good guys” and “bad guys” begins to blur.
11
! Chaos Magic, new magic specific to the Chaos Earth® set-
ting.
! More than 100 unique Chaos Magic spells.
! New magic O.C.C.s like the Blue Zone Wizard and Chaos
Wizard.
! New evil magic users like the Chaos Witch and Demon
Caller.
! More on NEMA and the Demon Plagues.
! Written by Kevin Siembieda.
! 64 pages – $14.95 – Cat. No. 662. Ships February 24, 2014.

BACK IN PRINT
Rifts® World Book 18: Mystic Russia™
This book is rich in monsters and magic based on Russian my-
thology and superstition. Rifts Russia is a land unlike anywhere
else. The wilderness abounds with mischievous spirits, shape-
changers and demons unique to Russia (including a comprehen-
sive look at Necromancy).
! 28 Russian demons & spirits.
! Nature and Spoiling Magic. Over 100 new spells.
! Living Fire Magic, Bone Magic & Necromancy.
BACK IN PRINT – Dragons & Gods™ ! Russian Gypsies, their secrets and magic weapon maker.
! Sovietski tanks, war machines and more world info.
For Rifts® and Palladium Fantasy® ! Written by Kevin Siembieda. Cover by Zeleznik.
This is the 3rd printing of a dynamic sourcebook filled with ! $20.95 – 176 pages – Cat. No. 833. Available now.
big ideas and insightful rules for creating gods and their follow-
ers as well as presenting an array of deities and dragons. The
dragon section provides insight to how Palladium Dragons think
and function. Great artwork, too. Co-written with Erick Wu-
jcik. With the Minion War™ soon to erupt on Rifts® Earth via
Megaverse® in Flames™, you may find a book about dragons
and gods to be a very useful sourcebook.
An expansive sourcebook, it presents detailed information
about the mythical dragons and gods common to the Palladium
Fantasy® world, but contains notes for use in Rifts® and is eas-
ily adapted to the Rifts® setting. It includes sections about Drag-
onwright, the Gods of Taut, Elementals, Demon Lords, dragons,
and the forces of light and dark. Suitable for use with the Palladi-
um Fantasy RPG®, Rifts®, Heroes Unlimited™, and Beyond
the Supernatural™, or any fantasy game.
! 14 dragons, including the Hydra, Lo-Dox and others.
! 40+ gods complete with minions, magic weapons & wor-
shipers.
! 20 Demonic Lords, their goals, enemies and powers.
! Elementals and Creatures of Light. BACK IN PRINT – The Rifter® #50
! Deific powers of the gods and how they use them.
! Rune and Holy Weapons. Magic items made from dragons. Special Anniversary Issue
! Information on Alien Intelligences and other godlike be- The Rifter® #50 remains in high demand because it con-
ings. tains all kinds of official source material from an All-Star cast
! Written by Kevin Siembieda and Erick Wujcik. of Palladium’s most popular writers. Back in print because you
! $24.95 retail – 232 pages – Cat. No. 451. Available now. demanded it.
12
! Official Phase World®/Three Galaxies™ source material – ! NG robot haulers and drones.
The Free World Council by Braden Campbell. ! NG power armor suits; an expansive range.
! Official Heroes Unlimited™ source material by Mark ! NG M.D.C. body armor, and combat gear.
Oberle. A look at fame, glory and heroic legacies. ! NG bionics, cybernetic services and other equipment.
! Official Nightbane® source material by Irvin Jackson. The ! NG hovercycles, land vehicles and combat vehicles.
Mortificant O.C.C., also known as the Death Caller. A sort of ! NG jet packs and aircraft.
modern-day Necromancer. ! NG boats, ships and submarines. Pirates and more.
! Official Chaos Earth® source material – Psychics by Jason ! NG Robot Gladiatorial Arena.
Richards. Includes three new Chaos Earth® psychic O.C.C.s. ! Robot Gladiator O.C.C. and robot gladiators.
! Official Splicers® source material by Brandon Aten and ! Written by Matthew Clements and Kevin Siembieda.
Matthew Orr. Includes three new Splicer O.C.C.s (the Gar- ! Interior Artwork by Chuck Walton, Nick Bradshaw, and
dener, the Tormentor and the Geneticist) and their Bio-Armor others.
and Bio-Enhancments. Art by Chuck Walton. ! Wraparound cover by John Zeleznik.
! Official Palladium Fantasy RPG® – Zodiac rules and a ! 192-224 pages – $24.95 retail – Cat. No. 888. February,
type of Elven magic for it, by Carl Gleba. 2014.
! Rifts® Comic Strip by Madman Mike Leonard. It is a short,
but memorable four page comic.
! Rifts® Treasure Trove Logic Problem by Julius Rosen-
stein.
! Rifts® – Optional Construction and Vehicle Rules by Greg
Diaczyk.
! Ninjas & Superspies™ – Expanded Combat Rules by Tay-
lor White.
! FINAL CHAPTER of the Hammer of the Forge! By James
M.G. Cannon.
! News, coming attractions, product descriptions and more.
! Cover by Charles Walton.
! 128 pages – $14.95 retail – Cat. No. 150 – Available now!

NEW! Rifts® World Book 35:


Megaverse® in Flames™
NEW! Rifts® World Book 34: The Minion War spills across Rifts Earth, where demons and
infernals hope to recruit allies and use the Rifts as gateways of
Northern Gun™ Two destruction. Their influence shakes things up across the planet,
especially at locations where demons and Deevils already have
The much anticipated companion to Northern Gun™ One is
a strong presence. Demons, Deevils and supernatural beings run
in final production! Expanded to 192-224 pages and filled with
rampant and wreak havoc across the world.
all kinds of adventuring gear: New environmental body armor,
power armor, hover cycles, robot drones, robot haulers, combat
! Demon plagues and mystic blights.
vehicles, other vehicles, robot gladiators and much more. More
! Soulmancy and Blood Magic revealed.
information about the weapons, vehicles and practices of North-
! Magical and demonic weapons and war machines.
ern Gun, including the new rage of robot gladiatorial combat.
! Demonic armies, strongholds and places of evil.
Expanded page count. Epic adventure.
! Hell Pits and Rune Forges.
! Many Demon Lords, their minions and plans.
13
! Calgary, the Kingdom of Monsters; in detail.
! Ciudad de Diablo, Harpies’ Island and notable Hell holes.
! Lord Doom, Pain and other demonic leaders.
! Horune treachery, Dimension Stormers and villains.
! Notable demonic generals, mercenaries, people and places.
! Global chaos and demonic legions. Adventure ideas galore.
! Written by Carl Gleba. Part of the Minion War “Cross-
over” series.
! 192 pages – $24.95 retail – Cat. No. 876. March, 2014.

NEW! The Rifter® #66 – April


Every issue of The Rifter® is an idea factory that helps play-
Robotech® RPG Tactics™ – Spring 2014
ers and Game Masters to generate new ideas and keep their games This is the game Robotech® fans have wanted for decades.
fresh. It provides useful, ready to go, source material gamers can Robotech® RPG Tactics™ is a fast-paced, tabletop combat
just drop into their ongoing games. A doorway to new possibili- game that captures the action and adventure of the Robotech®
ties and numerous Palladium role-playing worlds. It offers new anime. Two or more players can engage in small squad skirmish-
characters, O.C.C.s, powers, magic, weapons, adventure and es or scale up to massive battles. Relive the clashes of the First
ideas for your games. It presents new villains, monsters and dan- Robotech War, engage in stand-alone tactical games, or use the
gers to battle, and new ideas to consider. Every issue has material dynamic game pieces to enhance your Robotech® RPG experi-
for Rifts® and at least two or three other Palladium game lines. ence. Or simply collect your favorite mecha from an expanding
range of top-notch game pieces.
The Rifter® #66 – April, 2014: Mecha vs Mecha. Take command of the fighting forces of the
! Heroes Unlimited™ source material. United Earth Defense Force (UEDF) valiantly defending Earth
! Optional source material for 3-5 settings. from alien annihilation. Or lead the massive clone armies of the
! News, coming attractions, product descriptions and more. Zentraedi Armada to recover an alien artifact of immense power
! Cover by Amy Ashbaugh. and enslave humankind.
! 96 pages – $11.95 retail – Cat. No. 166. April release.
Robotech® RPG Tactics™ Box Set
! Brought to you by Palladium Books®, created with Ninja
Division (the creative minds behind Soda Pop Miniatures and
Cipher Studios).
! Rules by Alessio Cavatore, David Freeman and Carmen Bel-
laire.
! Full color, softcover rule book; wraparound cover and lots of
new, color artwork.
! 24 Battle Dice, 12 UEDF and 12 Zentraedi.
! 40 color game cards (unit cards, etc.).
! 4x VF-1A Valkyries (in Fighter, Guardian, and Battloid
modes).
! 1x VF-1J “Officer” in all three modes.
! 4x Destroids: 2 Tomahawks and 2 Defenders.
! 12x Regult Zentraedi Battlepods.
! 1x Glaug Officer’s Battlepod.
! 1x Quel-Regult Recon Battlepod.
! 1x Quel-Gulnau Recovery Pod.
! 1/285th scale, high quality, multi-pose plastic game pieces
(40mm to 70mm tall). World-class sculpts from sculptors
NEW! Robotech®: Expeditionary around the world.
! Game rules use D6.
Force Marines Sourcebook One ! Turn-based system of play.
– Name changed from UEEF Marines ! Scalable from small squad skirmishes to mass battles. Can ac-
commodate two to several players.
Robotech®: Expeditionary Force Marines is a sourcebook ! Combat is fast and designed to emulate the anime action.
that we know will wow and please Robotech® fans. ! Measuring tape required to determine targets and distance.
! New mecha and weapons. ! Small parts and some assembly required. Game pieces come
! Aliens and space adventure. unpainted.
! Written by Irvin Jackson. ! Release Date: May or June 2014.
! 160 pages – Cat. No. 553 – $20.95 – April release (tenta- ! $99.95 retail price (tentative).
tive). ! Cat. No. 55100 (Main Box Game).
14
The First Six Robotech® ! New D-Bees and monsters from the Rifts.
RPG Tactics™ Expansion Packs ! First Responder O.C.C.s, skills and special equipment.
The initial expansion packs will also ship at the same time as
! New “average citizen” Occupational Character Classes
(O.C.C.s).
the main box game in May or June. All prices listed are likely, but
may be subject to change.
! New equipment for NEMA “Roscoes” and other emergen-
cy personnel.
! UEDF Valkyrie Wing (2x each, Fighter, Guardian, Battloid)
– Cat. No. 55201 – $36.95 retail.
! Notable rescue vehicles, robot drones, and technology.
! UEDF Destroid Pack (2x Tomahawks, 2x Defenders) – Cat. ! Source information and stats for common Golden Age
technology (weapons, vehicles, medical tech, etc.).
No. 55202 – $32.95 retail.
! UEDF Spartan Pack (2x Spartans, 2x Phalanxes), Cat. No. ! Apocalypse Plagues brought from other worlds to Chaos
Earth.
55203 – $32.95 retail.
! Zentraedi Regult Battlepod Squadron (6x Regults) – Cat. ! Adventure ideas and more.
No. 55401 – $36.95 retail.
! Written by Jason Richards. Additional text by Clements
& Siembieda.
! Zentraedi Support Battlepods (4x Artillery Battlepods) –
Cat. No. 55402 – $36.95.
! 96 pages – $16.95 retail – Cat. No. 665. Spring or Summer.
! Zentraedi Command Pack (1x Glaug, 1x Quel-Regult, 1x
Quel-Gulnau) – Cat. No. 55403 – $36.95 (tentative).
Rifts® Chaos Earth® Sourcebook:
! Additional expansion packs to be released in the Fall. More Resurrection – Coming 2014
will follow.
! Palladium plans to release the mecha and settings for ALL eras In the shattered depths of Wisconsin, survivors are besieged
of Robotech®. Many other details are still in development. by the dead come back to life. Zombies. But not just any type of
! Tournament play support is planned. Ninja Division will help zombie, zombies done Rifts-style. And unless the source of the
Palladium to develop and launch the program. zombie plague can be found and neutralized by NEMA defend-
ers, North America may be overrun by the dead.
This was actually something Taylor White and I have been
Yet to be scheduled 2014 Releases kicking around for years, even before we released the Dead
Reign™ RPG line. We think you’ll love it.
Rifts® Chaos Earth® Sourcebook: ! Something has animated the dead in Wisconsin. It is up
to NEMA heroes to find the cause and stop it before it
First Responders – Coming 2014 spreads beyond control.
! Scrap Zombies of all types.
The Great Cataclysm has devastated civilization, but humanity
! Snatcher Ghouls, Carrion Cleaners, Screaming Puppet
fights for survival. The struggles of civilian law enforcement, fire
Ghosts, Sour Maggot Parasites, and other monsters.
and rescue, and everyday men and women are some of the most
! The Zombie Pox and other dangers.
epic tales to be told in a world gone to hell. They fight monsters,
! Setting background, adventure and adventure idea table.
aliens, the paranormal, the elements, and each other, all with the
! Written by Taylor White.
hope of reclaiming their lives from the Chaos.
! 128 pages – $16.95 retail – Cat. No. 666. Spring or Summer.
15
The Rifter ®

Super-Subscription Offer
! Free gift ! $75.80 – Overseas. That’s $18.95 for each 96 page issue, plus
you get to select a FREE subscriber’s gift (please include $18.00
! Free shipping of each issue in the USA to cover shipping and handling). That’s $93.80 including the gift
item. We are only passing along the additional postage cost, but
! Each issue delivered to your doorstep it is hefty. Our apologies. Postal rates are out of our hands. Like-
! Each issue a sourcebook for the wise, the purchaser is responsible for any duty or customs fee.
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The Rifter® is a quarterly sourcebook series for the entire
fer ends February 28, 2014.
Palladium Megaverse®, written by fans and freelancers. Look-
ing for fresh, bold ideas, adventures or source material for your
games? Then The Rifter® is for you.
A FREE gift worth $22.95 to $25.90
Every issue of The Rifter® presents unofficial and/or official You pay only the cost of shipping and handling ($6.00 in the
source material such as new monsters, magic, powers, weapons, USA, $9.00 Canada, and $18.00 overseas).
hardware, villains, O.C.C.s, adventure, fiction and new ideas for at Gift choice #1: Best of The Rifter® and The Rifter® Num-
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Many out of print issues are coveted collector’s items. (For a while, Gift choice #3: Gramercy Island Sourcebook for Heroes
people were reportedly paying as much as $70 for issue #21.) Unlimited™ RPG ($24.95 value). Celebrate the Heroes Unlim-
The Rifter® is a forum for new talent. A place where “fans” ited™ 30th Anniversary.
and new Palladium talent can cut their teeth while sharing new Gift choice #4: Dragons and Gods for Palladium Fantasy®
concepts and characters. Palladium uses The Rifter® to try new ($24.95 value) – the name says it all; dragons, gods and insight to
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Jason Richards, Greg Diaczyk, Brandon Aten, Apollo Okamura, Gift choice #5: Rifts® and the Megaverse®: The Art of John
Brian and Allen Manning, and many others, all got their start in Zeleznik ($22.95 value) – color art book of one of Palladium’s most
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are in U.S. dollars. ! How to order. Send mail orders with a check or money order
! $39.80 – USA. That’s only $9.95 each, a savings of $8.00, made out to Palladium Books (for $45.80 – including han-
and Palladium pays the shipping! Plus you get to select a dling & shipping of free gift in the USA) to:
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! $61.80 – Canada. That’s $15.45 for each issue of The Rift- com) or by telephone 734-721-2903 (this is an order line only). Order
er®, plus you get to select the FREE subscriber’s gift (please today! And tell a friend! Tell lots of friends!! A limited time offer.
include $9.00 to cover shipping and handling). That’s $70.80 This is a great way to support Palladium and get source mate-
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page sourcebook. Our apologies for the higher cost, but Pal-
ladium Books can not cover the cost of postage to other coun- Offer ends February 28, 2014
tries. We hope you understand. Copyright 2014 Palladium Books. Trademarks and titles are the property of Palladium Books Inc.

16
Hollow Road
range from UFO’s to Bigfoot sightings as well reports of local
cults, strange animal behaviors, haunted Indian burial sites, crop
circles, and something called the “The Hollow Road.”
Of course, player characters are free to pursue these weird
tales, but they’ll turn up nothing at first. And the more the PCs
An Adventure for poke their noses into small-town affairs, the more attention
they’ll draw to themselves. This, in turn, will eventually require
Beyond the Supernatural™ local law enforcement to track them down, confronting them
By Anthony Uyl about their activities in a secluded area of Camport.
The Sheriff will inform the PCs that there have been several
Introducing the Adventure complaints about them at the precinct and he’ll insist that they
stop “harassing” his townsfolk. Any questions about the many
In this adventure, characters are up against multiple evils; not strange occurrences will solicit a nervous smile while he side-
just of the supernatural, but some of the townsfolk themselves. steps their questions.
As the player characters investigate the rumors and stories of the Note: Characters with the Psychology skill, or if a Parapsy-
disappearances along an old land road the locals call the “Hollow chologist is in the group, or a successful Perception roll of 12 or
Road,” they’ll discover that the locals can be just as evil as the higher should be made to be aware of his reaction.
Supernatural in their pursuit for power.
The Sheriff will hide his nervous look behind a pair of mir-
The main protagonist in this adventure is an elderly woman
rored sunglasses while telling the PCs that there’s a land road
who’s made a deal with an evil power and has been sacrificing
outside the small town of Demville the locals refer to as “Hol-
the townsfolk for years, including her own daughter. The player
low Road.” Once he realizes that he’s telling the group exactly
characters will inevitably have to thwart her quest for power,
what they want to hear, he’ll insist that the local stories of Hollow
probably without realizing that she’s the one behind everything.
Road, especially about the “disappearing teenagers,” are just that,
While several of the townsfolk are quick to point fingers at a lo-
stories. The group should note that this is the first time they’ve
cal reading club for the troubles in the town, there’s very little to
heard about the “disappearing teenagers.”
back up their claims. Their small-town superstitions and attitudes
won’t help the cause either. If questioned further with the right methods, such as by char-
acters with a Trustworthy bonus, or by a P.C. who’s also law
enforcement, or using Hypnotic Suggestion while questioning
Introducing the Characters him (“It’s okay sheriff, just calm down and take a deep breath.
Now, I think this “Hollow Road” sounds interesting, don’t you?
The Game Master has a couple of options to bring the player
What else have you heard about it?”), he will reveal more of the
characters into the adventure. The most likely option is for the
stories he’s heard about it. If asked what he thinks of the stories,
characters to already be in the general vicinity for an ongoing
he’ll say that he thinks it’s a madman or some crazed transient
paranormal investigation already (perhaps in one of the neighbor-
that Demville law enforcement hasn’t caught up to yet. After all,
ing towns or the nearby city of Camport). They could pick up on
he claims, “There’s no such thing as ghosts and monsters, so we
the local gossip, rumors, legends and tall tales of the area. This
all know those stories are bogus, right?”
will be a matter of weeding out the stories they hear as they’ll
17
If the characters talk to the other locals in their area about ing. Most will happily talk to the group, incidentally dropping
“Hollow Road,” or do some basic internet research (make a Com- tidbits of the local myths and legends the characters may or may
puter Operation roll), they’ll find a blog called “The Weird, The not have heard already. If the characters have already heard the
Strange, and The Huh?” It’s not a popular blog but a recent post myths and legends of Demville, and about the Hollow Road, then
went up about a story directly related to the “Hollow Road.” The there’s no need to reintroduce them again (unless the characters
blog write up is as follows: ask about them), but rather just follow the directions indicated on
the description of the town’s location and the people in it.

Missing or Lost? Days and Nights in Demville


“Demville, a small town out in the middle of nowhere (the The first day in Demville will pass uneventfully, allowing
closest place of interest is the City of Camport), has many strange the characters to go about and meet the townsfolk freely. Some
stories and legends to spice up its otherwise quiet history. Ac- people will look at them differently (even suspiciously) but will
cording to a couple of Demville residents that were interviewed, otherwise leave them alone. PCs that have visited small towns
one of their greater local legends is of one of the old roads out in before shouldn’t be surprised by getting strange looks.
the country being haunted. Some say its goes through old Indian Once the characters start talking to the Demville residents,
burial grounds. Some say the air is always chilly when traveling they’ll stir up a hornets’ nest. Characters sleeping at 2:00 in the
along the road at night. A few of them even went on record saying morning will need a Perception roll of 15 or higher to be woken
that people have simply disappeared along the road. to the sounds of chanting. The chanting sounds something like
They claim that it’s almost a tradition these days for the local the following: “Eh tu com fha ra.” A successful Lore: Magic
high school kids to head out to the road in the middle of the night roll will understand it to be an arcane phrase, possibly Sumerian
for thrills to amuse their daring minds. Some claim that the road in origin. The meaning of the phrase is unknown, but characters
is paved with nothing more than myths. Although the road has the can research it. If they successfully make a Lore: Magic skill
very look of being creepy at night, no confirmed reports of any- roll at -20% (which may require a Computer Operation skill for
thing strange have ever been found in the forested region itself. online researching if they don’t have adequate Arcane research
Some strange effects have been found in a nearby farmer’s field materials on hand), the PCs deduce the phrase to mean “Praise
that include some kind of bag full of components, with the most to the dark one.”
notable: human bone. But beyond the many “ghost sightings” PCs who hear the chanting for more than 60 seconds will need
and the police breaking up the occasional group of teenagers who to make a Psychology roll. Characters that don’t wake up when
park along it, all that usually happens is illegal drinking and teens the chanting begins need to make a save vs insanity check of
daring each other to do stupid stuff on the road. 12 or higher; those who wake up to the chanting require an 8 or
The real question with all these stories of Hollow Road is this: higher to save. If they fail they will be subjected to a random in-
what’s with the disappearances? Are the rumors of ghosts and sanity from the Random Insanity Table for 2D6 hours. Note: This
spirits somehow related to these events? Although there have is a nightly occurrence and will happen as long as the characters
been no occurrences of this type for many years, the cases re- are in town. The voices always sound disembodied and wherever
main unsolved. Is this a sign that the road is truly haunted? Or the PCs may go, they will always sound like it’s coming from the
was there once a criminal mastermind abducting people? Is the very roofs above them. A faint echo will accompany the voices,
criminal mastermind still there, planning to kidnap people again giving it an unearthly feel. The chanting will always last around
someday? one minute before ceasing.
While many crimes go unsolved, it’s strange that in this small Through the second day, the PCs will be plagued by hin-
community, the disappearance cases have remained unsolved drances and inconveniences. Such things such as tripping over
all these years. The stories of “Hollow Road” stretch on as long nothing, locking their keys in the car, seeing monsters in reflec-
as the road itself. While many have attempted to solve its many tions, seeing shadows move around corners, or suddenly feeling
mysteries, so far nothing has come of their efforts. Will anyone ill even though they’ve not eaten or drank anything that should
ever be able to fully explain the mysteries of Hollow Road? make them sick, are all possible ideas. The Game Master should
add other random events for the characters to have to deal with
The blog does not offer much in the way of information but
that reflects the fears and concern the group already has.
the Game Master may feel it’s worthwhile to photocopy the blog
After a day of these events, the Game Master could ask the
above and hand it out to the players. Characters should, at this
characters to roll another save vs. insanity roll of 9 or higher on
point, take an interest in the case and plan for an investigation at
the Random Insanity Table for 1D6 hours. This last option is
Demville and Hollow Road.
completely up to the Game Master, but it could add more flavor
Another way to draw the characters into the adventure is to to the adventure.
have them stop by in Demville for some rest or to pick up some Additional days spent in Demville will be followed with more
supplies, either before or after a planned investigation. There are inconveniences, and then, potentially dangerous situations. The
various stores and shops that might be of interest to the PCs, such PCs might be attacked by Hauntings (Beyond the Supernatu-
as buying groceries and toiletries, breakfast at the bakery, stop- ral, pages 246-247), Beautiful Ghosts and Harmful Ghosts (Rifts
ping for the night at the hotel, or just getting a cup of coffee. World Book 29: Madhaven, pages 111-114). There’s a 10%
Once they start interacting with the townsfolk, the adventure can chance of one of these entities appearing during each scene or
begin. For a small town in the middle of farm country, many of area the group looks into. This rises to 30% if a player character
its residents may come off as unexpectedly open and unassum- is alone.
18
chology skill roll, or if one of the characters has a Trustworthy
bonus (and the G.M. rolls below his percentage number).
She’ll tell the characters that her daughter went out to that
“Satan infested road” and the woods nearby it twenty years ago
from a dare to spend the night out there and not come back till af-
ter midnight. With teary eyes, Emma will tell the characters that
neither her daughter (Natalie) nor her friends ever came home.
She believes that the kids that dared her did something to them
and have remained silent about it all these years. She also tells
the players not to trust or go anywhere near Eddie (the manager
of the local grocery store) as she’s convinced he had something
to do with it. She also says that if the group is so darn interested
in the Hollow Road, that they should visit the Sheriff’s office in
town and read the file on the incident. She’s convinced that the
police are covering something up since Eddie’s father happens to
be the Sheriff.
Note on Natalie’s Ghost: If she’s ever asked about her daugh-
Demville Locations ter’s ghost showing up to warn kids away from Hollow Road, she
will flatly deny any such claims, saying that her daughter was a
good girl and would never have her soul roaming the world like
1. Emma’s Corner a lost puppy. As far as Emma’s concerned, her daughter is in
This small coffee shop is the only dedicated coffee and snack heaven where she belongs.
shop in the country town of Demville. As can be guessed by the After the PCs have talked to Emma about her daughter and
name, an elderly woman named Emma runs the shop and can leave, the characters will be attacked by a Poltergeist and 1D4
usually be found behind the counter, chatting up anyone that sits Hauntings (Beyond the Supernatural: pages 244-247). Despite
at one of the bar stools along the front counter. She’s a kindly this confrontation happening just outside the coffee shop, no one
looking and very friendly woman who seems genuinely interest- will see this (not even Emma, who was in the back of the shop)
ed in assisting everyone she can. She’s also very knowledgeable and questioning the townsfolk about this event will be responded
about the area. If a P.C. asks her anything about Hollow Road, to with funny looks and shrugging it off, moving about their busi-
she will be sure to say that there is a lot of “hub-bub” about that ness (and might be less cooperative about helping them in the
road being haunted, but she does not put much faith in any of it. future).
But she’s glad to discuss or share some of the local myths and
legends, and encourages them to share the stories with others as 2. Ted’s Bar and Hotel
“curious parties always drums up more business and interesting
As far as roach hotels go, this place ranks as one of the worst,
conversation in my corner. After all, it’s what brought you here,
but it’s the only bar in town. If the characters inquire, others have
right?”
tried to open bars in town, but the locals have stayed loyal to Ted
However, if questioned at all about the ghostly nature of the
and they all eventually close, making Ted’s Bar and Hotel THE
road, she’ll frown and tell the characters that she’s a devout mem-
place in town to drink. The majority of the patrons here are farm-
ber of the Catholic Church in town and believes all such talk to
ers who’ve just come in from the fields, barns, and ranches, so the
be of the devil. She’ll then divert the conversation to a local at-
stench of cattle and manure fills the air. The ceiling fans do little
traction, such as one of the parks or trails just outside of town,
more than circulate the stench (but at least they help thin out the
encouraging them to go and visit them.
cigarette smoke).
Psychology Roll: “Once the discussion of Hollow Road being
Ted, the bartender and owner, welcomes the characters when
haunted had ended, you can’t help but notice that Emma’s no lon-
they enter, asking them “What cha’ thirsting for?” Several of the
ger topping off your group’s coffee cups, and isn’t as interested
patrons will stare at them with funny “out of towner” stares. Ted
in helping you (or even talking to you) like she was when you
will excuse the looks from his customers: “Never mind them, they
first came in.”
don’t mean nuthin’ by it. They may look like a mean bunch, but
Psychic Medium: “The coffee shop is virtually empty of peo-
they’re pretty much harmless.”
ple, but a few entities can be spotted from time to time, sipping
As far as “Hollow Road” is concerned, Ted knows very little
on a cup of coffee and reading a newspaper for a few moments
about it except that it’s a famous destination for the kids in town.
before they fade away as quickly as they came. Their style of
“They all love to head out there to spook each other, seeing who
clothing dictates they’re from a variety of time periods.”
can stay out there the longest.” He sees it all as nothing but myths
G.M. Note: If the characters have already been to Ted’s Bar and stories.
and Hotel and talked to Norm, he will have directed them to talk When Ted shares this information, let the PCs make a Per-
to Emma about her daughter being lost along the Hollow Road ception roll. A 10 or higher succeeds in noticing a couple of the
twenty years ago. Emma will not be happy that Norm revealed farmers further down the bar groaning, rolling their eyes and
this personal information to strangers but she’ll talk about it shaking their heads at Ted before going back to drinking their
nonetheless. If the P.C. haven’t spoken to Norm yet, she might beers. If the characters try to talk to them, they won’t be respon-
let the details of her missing daughter slip with a successful Psy- sive at first, but being persistent, especially by characters with

19
a high mental affinity, a female character with a high physical forest or around the land road. There’s nothing more here for the
beauty or even someone offering to buy them both fresh beers police to go on, and it’s the same for the characters.
will get them somewhere. When asked about any other locals, Sheriff Hantor will simply
They will introduce themselves as Bill and Norm before stat- state that they’re all good people who live by small-town rules.
ing that peculiar things do happen along that road. Bill will ex- They’re mostly farmers or farm hands that make the best go of
plain that he owns the corn fields that run along “Hollow Road” a hard life. He will admit that some of these villagers can be a
and that “it’s not unusual to find dead animals or strange items nuisance at times, but they all mean well and he cannot hold any
in his field.” If asked to elaborate, Bill will say, “Now that I think of them to account for much in the area of wrongdoing. He will
on it, I found this earlier today.” while pulling out a small cloth admit that it’s one of the easiest postings he has ever had and will
bag from a pocket in his overalls, tossing it towards the PCs. “Ya be sad the day the state forces him to retire.
see that there? It’s a witch’s hex bag I tell ya! You can have that The only person he has any further information to offer is
one; I’ve got several more sitting in my trash bins by the barn. Emma from the coffee shop. Sheriff Hantor will mention that she
Along with all the damn empty beer bottles and cans the kids keep runs a private reading group at the local library. “She’s a very
chucking in my field.” private person, and she’s particular about who and how many
A psychic using Sense Evil or Sense Supernatural will imme- she lets into the club. I find it a little strange that she’s created an
diately detect an evil supernatural aura on the bag. If they inspect elitist book club that takes place behind closed doors in a small
the bag, they will find a few mineral stones, dried up grass and town, but it’s popular all the same.” Most of the townsfolk are ea-
most noticeably, some teeth (a Biology skill roll will determine ger to join her reading group as they’ve heard good things about
that they’re human teeth). Bill will use this as proof that there’s it, including Sheriff Hantor. In fact, no one can even sit in on the
something funny happening in the woods behind his fields. Norm group because she makes sure the library is empty and that the
will agree to all this and mention that Emma, a friend of his who doors are locked whenever her group meets. Sheriff Hantor finds
runs the coffee shop in town, had a daughter that went missing in this a little strange but he writes it off as a small-town quirk.
those woods years ago. “They say that her ghost sometimes shows
up on Hollow Road, warning people to get off the road and go
back the way they came.”
4. Pharmacy Shack
Edward Hamm runs this small pharmacy and is also the phar-
macist on duty. There are two other store employees but they
3. Demville Sheriff’s Office mainly run the till and stock shelves. Anything having to do with
This small sheriff’s station sits comfortably on the main road the pharmaceuticals is all handled by Edward. When the player
and usually has one or two cruisers parked out front. The sheriff characters approach, he will introduce himself and immediately
can usually be found here if he’s not out on a case or dealing with ask if they’re new to town, just to make polite conversation. The
someone’s crazy antics. The sheriff (Ralph Hantor) is a friendly characters can tell him whatever they’d like but Edward will
man and easy to talk to. He will make a point of greeting each of wonder if they’re there to fill a prescription or not. Once the char-
the player characters and learning their names. “I’m really good acters tell him they are there to ask some questions, he’ll seem
with names and faces. I’ll remember each one of you, you can be disappointed (if not annoyed) that they’re wasting his time, but
sure of that.” he’ll try to help.
He’s also interested in what brings a group of out-of-towner’s He offers generalized knowledge about the town that anyone
to his office. Once asked about Hollow Road, he will let out an could find out. Any deeper questioning about the townsfolk will
irritated sigh, saying something under his breath like “Here we be met with the statement that he cannot share confidential infor-
go again,” and state that there have been disappearances out on mation. Edward has a habit of speaking out loud however, saying
that road, just like they’ve heard, but that’s all. “I don’t believe in “This reminds me, Emma was supposed to pick up a prescription
ghosts personally, and if that’s why you’re all here, then you’re and she’s never stopped by to get it. Umm... I shouldn’t have
in for a disappointing trip. I’d encourage you all to leave now, said that out loud, but since I did, if any of you happen to stop
but I know Ted’s hotel could use the business.” by her place, can you remind her that her prescription’s ready?”
With a successful Psychology skill roll or a Perception roll Edward will then inform them that he’s overdue for a smoke and
of 10 or higher, the characters will notice he sounds a little sad will leave the pharmacy counter unmanned.
when talking about the road. If a player notices this and inquires The other two employees are teenagers who converse and flirt
further, Sheriff Hantor will confide that his son, who works over with one another, paying little attention to the characters. If de-
at the grocery store, had a girlfriend that disappeared out there sired, the PCs should be able to get behind the counter without
years ago. “Sometimes I’m afraid that my boy still loves that girl, drawing attention to themselves from the employees (add a +10%
even after all this time, and he may never move on. At this rate, attempt to Prowl skill roll). Back here, the PCs can find what
I’ll never be a grandpa.” Emma’s prescription is.
If asked about the police files, Sheriff Hantor willingly tells They’ll find that she’s taking Benperidol. A successful Chem-
them that the police files are all available for anyone to see and istry: Pharmaceutical roll, or a quick online Research or Com-
use. He’ll even encourage the group to look them over, saying, puter Operation skill roll later on will reveal that Benperidol is
“Who knows, maybe you’ll spot something that I’ve been missing the most powerful antipsychotic pharmacy drug on the market.
for the last twenty years. Some fresh eyes might do the case some It won’t say why she’s been prescribed such a potent drug, but
good.” Unfortunately, there’s not much information in the reports a successful Computer Operation skill roll on the pharmacy’s
to go on. The reports state that Natalia went missing on May 16, computer (Edward is clueless to locking his computer while
1992 and that there was no sign of a struggle anywhere in the away) will show records that she’s not picked up a refill in the

20
past year. Once the group has this info, if they don’t exit the back has a very trustworthy vibe and is obviously too smart to reveal
of the counter quickly, Edward will return from his smoke break, anything, and if the group presses on then she’ll block them at
and he’ll be furious at the PCs, threatening to call the Sheriff if every turn.
they don’t leave now, and don’t bother coming back. Once questions about the townsfolk have ceased, she’ll once
If the group is no longer behind the counter when Edward re- again try and get the characters to buy something (or something
turns, he’ll ask them if they need a prescription again. If the group more if they already have). If anything, she has to be admired for
says no, he’ll get annoyed with their loitering in his store and will her zeal in business and her charms; those who chat with her for
ask them to purchase something or leave. If the group purchases more than a few moments should make a roll against her M.A. of
something, his friendly demeanor returns, and he’ll tell the group 18 (50% Trustworthy bonus). A failed roll will result in “She’s
that he appreciates them coming in and hopes that they’ll come such a sweet girl and her energy and positivity is infectious. Buy-
again soon. ing something from her would only makes her more so. What’s
Once the characters emerge from either or both the Sheriff’s the harm in purchasing something” (or something more if they
station and the Pharmacy, the characters will again be attacked by already have)?
1D6+2 Hauntings (Beyond the Supernatural: page 246-247). Whatever they end up buying tastes absolutely fantastic and
No one will be around to witness this attack, and no one will might make them want to go back for more a few times through-
believe them if they tell people. out the adventure. It should also be noted that the group is NEV-
If the PCs ask the teenage employees about the haunting on ER attacked outside the bakery, unless they upset Jackie in some
Hollow Road they will simply laugh and say that they are just way.
silly stories that they use to scare each other. They don’t actually Psychic Diviner: “Jackie’s mixing a bowl of batter by hand
believe there are any ghosts on the road. as she talks to the group. While she mixes the batter, you spot a
series of patterns in the batter, all of which give signs that say this
5. Flora’s Bakery is a place of comfort and warmth. In fact, it’s as if she were being
protected somehow.”
Jackie Flanir runs a small bakery and is a very outgoing and Psychic Medium: “While the bakery smells divine with all the
charming girl. As soon as she welcomes the group into her bak- baked goods, you can’t help but think you’re picking up whiffs
ery, she’ll ask if they would like to sample one of the items she’s of a couple of odors in the background. One of them seems to be
freshly baked. The bakery smells like heaven on a bun and there’s Vanilla, while the other is Sour Milk.”
no reason not to consider trying a sample. If the group refuses, a
Psychology skill roll or a Perception roll of 15 will notice that she
looks hurt at the refusal of her generous offer. She’ll then ask if 6. Post Office and Library
they’re here on business or just passing through, obviously yearn- Being a small town, there is not enough business to keep the
ing to strike up a conversation with the group. post office and library in separate buildings so the municipality
The conversation with her should impress the characters since has merged the two into one office. Although there’s a postal
she’s young, she’s pretty and she’s intelligent, which the PCs clerk behind the desk, he’s gruff and unfriendly, and will not an-
might find rare in this small town. She’s also open with infor- swer any questions from the characters with anything more than
mation about herself (especially if the group samples and buys a grunt or “I’m busy right now.” If they persist, he’ll look visibly
some of her goods), saying that she was born and raised here in annoyed and say that if they’re not sending or receiving anything
Demville, left to attend culinary school, then moved back home to leave him alone.
to open her bakery while staying close to her family. “The bak- Betty, the town librarian, is a different story however, and will
ery’s only a year old, but it’s been doing pretty good. In fact, I’ve openly greet the characters while apologizing for her postal co-
been thinking of expanding a bit and going into making specialty hort’s rudeness. She simply states that “there’s a lot more traffic
birthday and wedding cakes.” moving through here than usual lately, and it’s keeping poor old
Questions about the townsfolk will usually be answered with Earl busier than he would like to be.” She mentions that he’s
an affirmation about how great that particular person is (she’s ready for retirement, but they won’t let him go until they find
a very “the cup is half full” kinda girl) and that she sees them a replacement. Right now, no one’s stepping up to take the job.
in the bakery regularly. She’ll be a little put off however at the She’ll ask them if there’s any book in particular that they’re
mention of either Eddie or the Sheriff, but is overjoyed if any looking for, and will point them to a few good literary options if
talk about Emma or Betty (the town’s librarian) comes up. Given the characters don’t have anything specific to request. She sorts
time, she’ll talk the group’s collective ears off about how much through book and looks somewhat distracted while she talks to
she loves Emma and Betty, and cannot wait till their next reading them, so the characters will have to interrupt her work if they
group meeting at the library, which is in a couple of days. want to get information out of her.
She’ll openly say she’s a part of the reading group, “but I’ve Questions about the townsfolk will be met with indifference,
only just managed to get into it. Emma is particular about who saying that the library gets more foot traffic during Emma’s read-
she lets in and I’m tickled pink that she let me of all people join.” ing group days than the rest of the week combined. “In fact, be-
She admits that it’s taken some time for Emma to invite her in, fore the book club had opened, people were hardly coming in
but once she got in, it has been more than worth it. She’ll not anymore, what with computers and those fancy e-books these
answer any questions about what happens in the reading group, days. And to my surprise, traffic has increased since the club has
blowing them off with casual remarks like “Oh, you know, typical opened, much to Earl’s chagrin.”
book readings and discussions and stuff,” or clever remarks like When asked about “Hollow Road,” she’ll simply state that lots
“First rule of Book Club: Nobody talks about Book Club.” She of interesting things have happened along that road. “The library

21
has a book or two on the local history if you’d like to take a look.” townsfolk will witness this attack. For some inexplicable reason,
If the characters take an interest in the history books she’ll lead there’s never anyone around to witness these random attacks.
the P.C. to their places on the shelves, pull them out and hand Note: The group could go back to Sheriff Hantor about the
them over. One in particular is a fairly old book titled “Demville: blood stains, but he will only say that there’s not enough to go
The Small Town with Large Character,” but it’s a small book and on to write up a search warrant while calling another town to
a quick read, so a successful Read English skill roll lets the reader request a mobile crime lab to come out since Demville does not
finish it in a couple of hours. have one. He would need more evidence of wrongdoing in the li-
Characters who take the time to read through the book (or if brary to make any sort of warrant go through. This does not make
skimming it and making a successful Read English skill roll at him any less interested in what the characters have discovered;
-15%), they’ll find a section dealing specifically with the Hollow he just wants to make sure they are going the right way with their
Road and its haunted past. The book states that the hauntings date investigation. He will now confess that he thinks there’s more
back to the colonization of the area by the British. An American going on with the so called “reading group”; in fact, he’s had his
Indian tribe had once resided near the Demville area, which be- suspicions for a long time. But nothing substantial has ever come
came the site of a brutal battle where many Indian braves were up to back up his suspicions.
killed by the highly trained and better armed British military.
The British had set up a camp, but it was soon abandoned after
numerous ghostly sightings and other strange activities were re-
7. Demville First Anglican Church
ported. They felt that the place was an affront to holy God and no The church looks like it’s a few hundred years old judging by
man should ever reside here. The book also mentions that there its architecture. A successful roll on either Lore: Religion, His-
was hesitation in the early 1800’s to settle the area because of tory, or Architecture reveals that it was likely built in the early
the ghost legends, but it eventually went forward due to its good 1800s. Even so, it’s been very well maintained, leaving little
farmlands and water supply. doubt that the parishioners of the church have kept it funded well
There’s not much more useful information in the book, but enough for the substantial maintenance a church this old would
Betty will answer other general questions about the town’s his- require.
tory, and will then ask if there is anything else she can help them Adjacent to the church is a small graveyard that looks like it
find. If the characters leave, she will wish them a good day and was filled up within a decade of the church being built. Any char-
smile as they leave. acters that take a moment to go through the graveyard will see
Any questions about the “Hollow Road” after reading the book that all the tombstones dates back from the early to mid-1800s.
will simply be dismissed by Betty as strange stories the locals The church itself is locked when the group checks the door,
enjoy telling, referring them back to the book that she gave them but Brother Joseph will answer when the characters knock, ask-
for the real information. If any of the characters take their time ing how he can help them. He will earnestly do his best to answer
and peruse the entire library, a Perception roll of 8 or more with their questions. That being said, he’s very good at diverting a
allow them to notice an unexpectedly large occult section that’s conversation and making it go another way when needed. For
been set aside for special access only and is under lock and key. example, any accusations toward the church will be met with a
Depending on the equipment the characters have on them, it gentle smile and an affirmation that “This is a house of God my
might be difficult to spot anything of use to their investigation. son, evil has no place here. That’s a rather comforting thought,
There’s nothing noteworthy in the library proper. The place is wouldn’t you say?”
very neat and organized, with everything dusted and cleaned to If anyone asks about Emma’s reading group, he will light
perfection. The basement, however, is another story. up and tell them that “Emma has run a very successful reading
With See the Invisible or even with a good black light, charac- group for the last twenty years, and god willing, she’ll keep it
ters will see what look like blood marks on the concrete floor and going for at least twenty more.” If the PCs attack her character,
symbols painted on the walls. A successful roll on Lore: Cults particularly if they bring up the fact that Emma’s on medication,
and Secret Societies will reveal that the predominant symbol is he’ll go on the defensive, saying that it’s all the fault of all those
of an ancient cult that worships demons. Different sects of this silly doctors trying to over-medicate her. He says Emma is in no
cult worship different demons who they claim are their benefac- need of medical attention.
tors, some of which notably deal in trading souls for power. Any questions about Hollow Road will be flat out dismissed.
Investigating the basement kitchen with a successful Crime Joseph reassures them that “There’s no such thing as ghosts, my
Scene Investigation skill roll will reveal that many of the knives son. You seem troubled by these stories; perhaps you’d care to let
in the butcher’s block are also covered in blood and the sink has me hear your confession?”
been used in an attempt to clean the mess up.
Just after the clues in the basement are discovered, Betty will 8. Todd’s Gas and General Store
come down the stairs to see what the characters are doing, and
This store offers the townsfolk all the basic necessities of liv-
she’ll be very insistent that they leave the library once and for all,
ing. It provides goods such as ammunition, clothing, camping
locking the downstairs door behind them after they go back up the
equipment, tools, food, and a variety of gear and equipment to
stairs. If asked about the blood, she will deny that anything bad
help the customer with their farms or their homes. The owner,
ever happens down there, and that they’re no longer welcome in
Todd Phillips, is a burly guy with a beard down to the middle
the library. Once they are outside the library, the door is slammed
of his chest and long, curly hair tucked under a ball cap. At first
shut, locked, and the open sign is flipped over to “closed.”
glance, he looks like he’s ready to eat someone alive, but he re-
The characters will be attacked by 1D4+2 Soul Hounds (see
ally is quite friendly. He’ll welcome the characters when they
below) once they leave the library. Once again, none of the
22
enter the store, but he’ll stay behind the counter. If the characters what he can do for them. If asked about Natalie, he will become
have questions about his merchandise, he’ll simply yell out the visibly upset and wonder why they are asking about her. After an
answer from behind the counter rather than leave it to show them explanation from the characters, Eddie will explain that he loved
what they may be looking for. Natalie and would never have done anything to hurt her. A tear
When approached about the townsfolk or Hollow Road, he’ll will fall from his eye as he says that it was Emma and her reading
laugh and say, “This town is full of good people who enjoy a good group that killed her. “Natalie would never have done anything so
ghost story now and then. Hell, this town was built over a place rash before she became part of that damn reading group! He says
people thought was haunted. Anyone who grew up in this town that Emma and her reading buddies are the real danger, despite
grew up on the ghost stories that come with it.” what she’s been saying about him for years.
He doesn’t deny that strange things happen out in the woods After a minute, when Eddie is able to calm down, he explains
from time to time, but to blame that on ghosts and monsters is ri- that he goes out to the road every year where Natalie disappeared
diculous. “The only thing good to come out of these crazy stories and puts a flower memorial up for her along the tree line. He’s afraid
about monsters in the woods is that I sell a lot of ammo. Then to actually go near the road that leads into the forest, and he avoids
again, the zombie craze at the movies and on TV over the last few it at all costs. He believes there’s something not right about the for-
years hasn’t hurt ammo sales either.” est, but doesn’t elaborate on what it might be. He simply shrugs and
He assumes that since “it’s always the teenagers that report says he has work to do before the owner comes back. The employ-
seeing the ghosts” that they’re probably drunk or high when they ees all seem in shock after hearing him talk about Natalie.
go out to Hollow Road while looking for trouble, and they even-
tually start thinking they’re seeing things. Todd can’t explain the
disappearances along the road, but he says that there are a lot of
10. First Demville Bank
strange people out there, and leaves it at that. This small bank is set up in what appears to have once been
Todd also seems nervous during this whole exchange, con- someone’s house. It’s warm and friendly and the tellers will help
stantly drying off his hands and occasionally, he shivers for a with any banking needs the characters might have. Most of the
brief moment. Any player character that is able to pass a Per- tellers are young, either being still in or just out of high school.
ception check of 10 will be able to pick up signs of Todd’s ner- The older employees are either working in the back or are not
vousness. The Perception check will also allow them to see on working today.
the counter what looks like a leather-bound book with strange Whatever teller the characters approach, he’ll be inviting and
symbols on it and a note pad with symbols for words. It is not in insist on the characters opening a bank account with them and/or
any language the characters would know, making it impossible to to initiate transactions. The characters are free to bank with them
read. When asked about the notes, he quickly shoves them under however they want, but the tellers will know little about Emma,
the desk, claiming they’re some doodles and nothing for them to Betty, Eddie, Ralph or anyone for that matter. They will say that
be concerned with. He then asks the characters if there is any- they are just kids and do not really know much about the adults
thing else he can help them with. If not, then he’s busy and asks in the town. If the characters speak to a manager, the manager,
them to leave. Anne, will arrive, but she too will insist that the townsfolk are all
If the PCs wait till after dark when Todd closes the store, they good people. All the talk about disappearances and things hap-
will be able to break in and find the book still on or under the pening out on Hollow Road are dreadful, but it’s just talk. There’s
desk where the PCs last saw him put it. They’ll notice that it is no evidence either way that anyone, including that nice Eddie
an occultism book that deals with the trapping and transference fellow, was involved.
of souls. If they come back to question Todd about it, he’ll claim The tellers will giggle when asked about Hollow Road and
that he got it from his reading group and will say nothing more they will give some wild stories about ghostly encounters on the
about it, asking the PCs to leave. road; they’ve not seen any of it, but know of people who have.
They are eager to share their stories, hoping that the characters
will have stories to share with them as well. The manager will
9. Kay’s Grocery Store return to a back office. There’s no information to be gained here.
Harold Kay owns this small grocery store, but he’s nowhere to A Perception roll of 10 or more will notice that the teller who
be found when the PCs enter. The characters can tell that he runs was helping them is wearing a pendant around her neck. The
a tight ship, with shelves being well stocked and neat, the floors symbol on the pendant was present in the bottom of the library.
seem to be cleaned regularly, and the employees staying busy. If asked about where she got it, she’ll say Emma gave it to her at
It seems to be the most disciplined place in the country town of the reading group.
Demville.
Once characters enter the store, a couple of employees con-
verge on them quickly, asking if there’s anything they can help
11. Community Pool and Public School
the characters find. The characters should recall that Eddie, Ralph The community pool and public school are tucked away in
Hantor’s son, is the general manager, and was the boyfriend of the back of the community of Demville and are obviously poorly
Emma’s daughter, Natalie. If they ask about Eddie, they will be funded. Some of the windows are boarded up and the pool looks
told to wait right there, and one of the employees will go get him. like it needs work, depending on the time of year the characters
When Eddie approaches, the characters will notice that the visit. If the characters try to enter the school they will be immedi-
employees do their best to look busier. It’s obvious that his staff ately stopped by security, and asked why there are there. The staff
either fears or highly respects Eddie, but either way, they don’t is protective of the children, and are wary about anyone entering
want to upset him. Eddie will greet the characters and ask them the school that’s not supposed to be there.

23
If the characters insist, a staff member will let them speak to selling these two fields and getting land somewhere on the other
the principal, who’s in his office and usually busy. Once he sees side of town.
the characters, Principal George Hollingworth will put down the
phone and invite them in. He’ll wonder why they’re here and will
regard them with caution, unsure of why a group of strangers are
3. Railway
in his school. A railroad track cuts through the corn fields here. The tracks
Mostly, he tries to dodge questions, not wanting to try and are not used very often, seeing use maybe about every two days.
implicate or blame anyone for the problems in town. He says that Characters will find no clues along the railroad that will lead them
the parents seem to be apathetic about the future of their children to any information. Of course there could always be a random
here in Demville, trying to get the characters to agree with him. supernatural occurrence to be found along it.
He says he’s new to Demville and has little information about any
of its long-standing community members. And due to the poor 4. Tree Line
shape of the school building and its grounds, he spends most of
This is the tree line that everyone fears. Nothing of interest has
his time trying to improve it, usually taking his work home with
ever happened in the fields in front of the tree line; the disappear-
him. At present, he has no real social life to speak of.
ances happen beyond the tree line. The trees themselves seem
George does mention that a lot of the students are interested
to be skeletal in appearance. When the characters approach, the
in Hollow Road, asking to work on projects for it all the time.
trees look as if they’re trying to reach out and draw them in. Us-
He does not see the appeal of a “haunted road,” despite what the
ing “Sense Evil” will give a sense of a strong evil within the for-
townsfolk say about it. If the characters have not already been to
est, and the same with “Sense the Supernatural.” Characters will
the library, he’ll direct them to talk to Betty; perhaps she’ll have
almost be overwhelmed with the chilling and oppressive force of
more information. As for him, he’s busy and needs to get back
supernatural evil that’s lurking within the forest.
to work.
A Perception roll of 8 or more will overhear a group of stu-
dents near the front doors of the school on their way out, daring 5. Campsite
each other to go out to the Hollow Road. Some of them will laugh The campsite’s not been used recently. The lack of use makes
nervously, but eventually they will agree and make plans to see the campsite barely noticeable, save for the set of stones set up to
it over the weekend. indicate a fire pit. If this is the first time the characters have been
here, there’s very little to see here.
However, if this is the second time the characters have been
here, they’ll find young Jackie Flanir’s body here, tied between
two trees. Her body looks as if a knife had carved out a section
of her abdomen; blood and other bodily fluids spilled over the
campground. A successful Wilderness Survival roll also indi-
cates that the fire pit’s been used within the last twelve hours.
A Perception roll of 16 will notice that the earth looks like it
has been scuffed out and symbols were drawn around the fire pit.
It’s impossible to tell what the symbols were at this point but it
should be obvious to the characters that some kind of ritual took
place here. A Lore: Magic skill roll will reveal that the ritual that
took place here was Sumerian in origin and related to the chant-
ing that they experienced late at night as detailed in the “Day and
Nights in Demville.” The Lore: Magic skill roll will also reveal
that the ritual was intended to bind a force (which was commonly
Hollow Road Locations used to bind a soul), to an area. This same roll will reveal to the
characters that the ghost sightings on the road are probably bound
souls, and it’s very likely that some creature or being is in the
1. Main Highway 56 area, acting as an anchor and forcing the souls to remain, as is
required by the ritual.
This is the main highway that connects to downtown Dem-
A Psychic Medium could attempt to contact a soul in the camp-
ville, west of Hollow Road. The town itself is about 5 miles (8
site or more specifically, Jackie Flanir. Once contact is made, the
km) from Hollow Road.
soul will only be able to answer basic questions such as “Who did
this?” or “What happened?” The answers to these two questions
2. Hollow Road are Emma and the Soul Merchant for the first question and “They
This road is a single lane road that stretches to another road stole my soul.” If questioned further the soul will just say that it
beyond the tree line. There are corn fields on both sides of the was the ritual that did this to her. Any in-depth questioning how-
road up until the trees. All the crops near the trees seem to be ever will cause the soul to wail and then sever the link.
wilted and/or dying. If the characters ask Bill at the Bar and Hotel Those who are able to pass another Perception roll of 8 or
about the dying crops, he just insists that it’s because of “the evil more will also be able to see some tracks from someone wearing
of this road.” It’s because of this that he’s seriously thinking of boots leading away from the camp towards the road. Once the
tracks reach the road however, it’s difficult to determine where
24
the trail goes off to. If the characters are able to succeed a Track- ability will be able to see that he is actually a powerful super-
ing (people) skill, they will be able to pick up the trail on the natural evil. He will know he has been revealed and then tries to
other side of the road, which leads to Jeremiah’s cabin. converse with the characters and get them to join his cause. He’ll
If the characters contact Sheriff Hantor about the scene, he and explain to them that he deals in souls and there’s big business in
a few deputies will come out to investigate. Hantor will set up the souls amongst his kind. The characters can become more power-
campsite as a crime scene and tell the characters that he will have ful than they ever imagined if they learn from him, and bring him
to take it from here. Chances are he will have to contact the State souls. If/when the characters refuse, he’ll call upon outside help
Police in Camport to send some investigators or else call the FBI, in the form of Soul Hounds (see below) to join him and then at-
which he does not want to do. He will ask them to leave and if tack the characters. One of his favorite tactics is to light an area
they follow any more leads to let him know. on fire (like the cabin) and drag people into it to burn alive.
Hantor will start to become more open to the player charac- Once the characters defeat Jeremiah, they will be able to find
ters’ assistance at this point but will have very little to offer them all the same details that they could find if they had come here the
in the waw of new information that the PCs won’t have picked up day before. The desk contents will all be here as well, and this
themselves by now. time, Jackie’s name in the notebook is crossed out and an addi-
tional tally is beside Emma’s name, totaling twenty-five. When
6. Jeremiah’s Cabin the PCs make it back to town with the notebook and approach
The first day the characters are in Demville, they won’t find any member of the reading group after Emma is dealt with, they
Jeremiah at his cabin. His house is unlocked however, so charac- will confess that the tallies represent each person she has given to
ters (especially those with a selfish alignment or lower) are free Jeremiah. Sheriff Hantor will be eager for the notebook and what
to go inside and look around. Characters with a good alignment the tallies mean.
should have a conflict about entering the house uninvited, but us- Once the Merchant and his minions are defeated, the charac-
ing the “Sense Evil” ability will indicate that the house is drown- ters can continue to look around if desired; there will be informa-
ing in evil, which might relieve their moral obligations about en- tion here that wasn’t there the first time. In the bedroom, a Lore:
tering the house. Magic skill check will show a makeshift altar with the same Su-
The first obvious clue they’ll discover in the house is the many merian symbols found at the ritual site. They’ll find a journal that
symbols drawn all over the windows and inside walls. A Lore: shows the exact dates that other rituals were performed, including
Magic skill check will reveal that the symbols are Sumerian in Emma’s daughter Natalie. The journal heavily implicates Emma
the same relation to the ritual that was performed at the campsite and members of her reading group in the murders and disappear-
(if the characters have gotten that far). There’s not much in the ances, even mentioning that the reading group has been hiding
way of furniture, save for a desk in one of the bedrooms and what the bodies in an abandoned mine shaft a few hours away. Jer-
appears to be an altar in the middle of the living room (on inspec- emiah seems very intent on keeping the details recorded which
tion, it’s not been used recently). will, beyond a shadow of a doubt, show that Emma is more than
If the desk in the bedroom is searched, the PCs are rewarded what she claims. The journal will also show that Emma has made
with finding several books (in a language they can’t understand), a deal with Jeremiah which has bestowed on her some supernatu-
a pencil, and a notebook that lists a series of names, most of ral powers.
which are crossed out. Notable names include Emma’s, Jackie’s Showing this to Hantor will infuriate him and he will say that
and Todd’s. Emma has several tallies marked off beside her Emma always seemed to be such a good person. He will say that
name, but what this indicates is unknown to the characters (al- he is baffled by these revelations but is skeptical about the claims
though they could return to Demville to approach her about it). that she has supernatural powers. He will ask the characters thor-
Emma will deny any involvement with anyone who lives in a oughly about the signs on the walls and windows and will men-
cabin in the woods. What involvement Jackie and Todd have in tion that they do seem to resemble the symbols at the campsite
this strange cabin is also unknown. as well. He will constantly shake his head in disbelief if the char-
If this is the second day that the characters are in Demville, acters try to explain to him anything about the supernatural but
then Jeremiah will be home. He’s an overweight man in shabby he humors the characters anyway. It will be more than obvious
clothing sporting a long, grey beard. He’s also smells like he’s in to the characters that Hantor is eager to get back to town and ar-
dire need of a bath. At first he tries to make small talk with the rest Emma and bring her in for questioning. He will ask that the
group. A Perception roll of 8 or more will reveal that he is con- characters accompany him, just in case there is any truth to these
stantly hiding his hands behind his back. The successful Percep- “ghost” claims as he quotes her powers as being.
tion roll may also reveal to the characters that he’s reaching for a
staff leaning against the table. He will continue to try and engage With a successful Lore: Magic skill roll, the characters will
the characters in small talk, but he will also try to lure the char- also be able to figure out a way to break the ritual that’s been
acters into a position where they can easily be attacked and drive holding the souls to the area. Once the counter-ritual is per-
them off or, if there are not too many characters, try to perform formed, a loud wail will be heard, and a violent gust of wind will
the campsite ritual to trap their souls and increase the amount of blow through the area. If the characters are outside at the time,
souls at his disposal. they will see ghosts and souls being blown away towards a light
Another Perception roll of 16 or more, or a Psychology roll, in the distance. If the Sheriff is present he will just write off the
will reveal that Jeremiah is trying to get them into a position to windstorm as a freak occurrence and the ghosts and souls as a
be attacked or see that Jeremiah is secretly trying to perform the trick of the light. He will refuse to believe that anything super-
same ritual at the campsite. Any character with the “Sense Evil” natural has happened here.

25
Hollow Road saw her flee the characters, so he’ll ask them a few questions, but
will put out a request for an arrest warrant and an APB to nearby
Random Encounters cities and counties to keep an eye out for her.
Eddie Hantor will also find the characters as some point. He’ll
Use the following table to determine any random encounters say that he knew Emma was up to no good, and thanks the char-
the characters may come across while in the forested region of acters for exposing her. He says that he is going to do right by
the Hollow Road. Natalie and see that such evil never takes place in Demville again.
Note: If Emma gets away she will not be happy with the PCs. She
01-50%: No encounter, besides the creepy and uneasy feeling will inevitably want revenge. Even if she is arrested, she may make
of the woods. a good recurring villain if she ever manages to break out of prison.
51-75%: A group of teens trying to scare each other are run-
ning around the woods. The characters probably would have no-
ticed a parked car along the road. They apologize for interfering Demville and Hollow Road
with the characters and run off giggling.
76-90%: A ghost is spotted by all characters and is waving its Villains and NPCs
arms, trying to warn the characters off. The Game Master may
choose, to describe this however they choose but the ghost has
a translucent blue effect and could look like a Native American
Indian, a British Soldier from the 1800’s, a Civil War soldier or
a modern-day person. The Game Master should use this imagina-
tion to come up with a memorable ghost.
91-00%: A group of 1D4 Soul Hounds are encountered. The
characters will be forced to either fight them or flee.

After Jeremiah, the Soul Merchant


When the characters return to Demville after dealing with the
Soul Merchant, the tension of the town and potential for hostility
will increase. Those who belonged to the reading group will out-
right avoid the characters, not wanting to even talk to them, and
threaten to call the police if cornered.
Emma, however, will be militant, declaring that they should
not have interfered. She will proclaim openly that the Soul Mer-
chant had promised her both power and immortality, but the char-
acters have now ruined everything for her. She will say that she
was linked to the Soul Merchant and could feel when he was
defeated. If the PCs attempt to use their Sensitive abilities on her,
they will now be able to detect that she’s actually a pretty power-
ful psychic. The fact that she was able to hide her psychic nature
from the group should be made clear. How she reacts at this point Emma
can go two ways. If the characters have talked to Hantor about the This elderly lady seems like an innocent coffee shop owner,
campsite and the journal at Jeremiah’s cabin, he will move to ar- but in realty, she is more than human now, and has been around
rest Emma and have the characters assist him in the arrest. She’ll for as long as anyone can remember. Sensitive psychics who can
try to resist but is taken into custody. If the characters have not sense it will realize that she’s at least a hundred years old even
contacted the sheriff yet, she’ll run to her reading group, where though she appears to be in her early sixties.
she’ll use them to distract the PCs while she makes a run to get She’s a devout student of the occult, psychic development,
out of town. For her old age, she is surprisingly agile and good at and demonology. Through these fields she’s made deals with de-
fleeing a scene unnoticed. She does not want to engage the char- mons that have made it possible for her to develop significant
acters since she is fairly certain that if they were able to deal with psychic abilities, increase her magical capabilities, and achieve
the Soul Merchant, they could stop, if not kill her. an unnaturally long life and vitality.
At some point after Emma’s either been arrested or flees, To most people in Demville, she’s a sweet old lady who would
Becky, the librarian, and Sheriff Hantor, will approach the char- help anyone in a heartbeat and would serve anyone with as much
acters. The sheriff will explain that Becky confessed to the read- respect as anyone deserves. She pretends to love, interact with, and
ing group’s activities, and made a statement that Emma was in- care about and show concern for people with all the false fervor she
volved with occult practices and was responsible for all of the can. Her high Mental Affinity carries her façade a long way.
murders. She also says that Emma has been alive for a very long
time since she made a deal with Jeremiah and he gave her power Emma – Supernatural Human
to make her able to do his bidding. It made her supernatural, but
Alignment: Diabolic.
Becky didn’t know just how powerful she truly was. The Sheriff
Attributes: I.Q. 15, M.E. 20, M.A. 18, P.S. 11, P.P. 9, P.E. 12,
does not believe the supernatural talk, but he was on his way to
P.B. 10, Spd 13.
arrest Emma for the murders (if he has not done so already) and
26
Hit Points: 47
S.D.C.: 24
Threat Level: x4
Size: 5.5 feet (1.67 meters).
Weight: 120 lbs (54 kg).
P.P.E.: 35
I.S.P.: 80
Skills of Note: Parapsychology 98%, Research 98%, Streetwise:
Weird 80%, Lore: Demons and Monsters 95%, Lore: Entities
and Ghosts 95%, Lore: Magic 90%.
Equivalent Level of Experience: 10
Attack per Melee: 5
Combat Bonuses: +2 to strike, +4 to parry and dodge.
Magic: None.
Psionics: All Healing, Physical and Sensitive psionics along with
Draw Fire (8), Fire Bolt (10), Part Fire (8), Self-Combustion
(12), Steam Blast (5) and Throw Fire (7).
Enemies: Eddie Hantor knows in his gut that Emma’s up to no
good, and would like nothing more than to see her taken down.
He doesn’t have the courage to do anything himself, but will
assist anyone who plans to deal with her.
Allies: Almost everyone in town likes Emma. She’s sincere,
friendly and helpful to everyone she meets, and her reading
group nearly worships her like a god. The Soul Merchant con-
siders her as a tool and a means to an end however. It’s using
Emma and has only granted her powers to help her in her quest
to feed him souls. He has no intention of holding up his end of
the bargain to make her a Soul Merchant one day. He’ll also
cut and run if things go south for him or when Emma gets into
trouble. There are always others willing to make deals with
demons.
Habitat: Emma lives above the coffee shop. When she’s not in
her shop or the apartment above it, she’s usually attending the
reading club or working on her quest to become a Soul Mer-
chant.
Equipment: Besides using her considerable psychic powers,
Emma also carries a light caliber handgun that does 3D6
S.D.C. damage. If caught in the middle of an occult practice,
she’ll also be armed with a ritual dagger/Athamé that does
1D6+1 damage.

Soul Merchant
This evil creature has been around for ages, and wheels and
deals in souls. It has little interest in the things humans consider
valuable, but when dealing with humans, in the beginning it will
demand favors or tokens that may seem trivial. But in time, as
it’s pawns get a taste of the power and what it can get them, the
Merchant’s demands become much more intensive and challeng-
ing, both in body and soul.
The more souls they possess, the greater their power, so it is
not uncommon to find them setting up shop near communities or
in heavily populated areas so they can find pawns to make deals
with as they can provide the souls the beings need. It could trap
the souls itself, but he prefers to manipulate people to do the ritu-
als required for trapping souls for it. It finds it more satisfying to
get others to do the work as it can watch them give way to evil
and corrupting their souls.
The Soul Merchant near Demville has been there for some
time and has managed to hide its true intentions from everyone

27
(including Emma). It’s never shown the withered true form of R.C.C. Skills of Note: W.P. Staff, Interrogation 65%, Lore (all)
a Soul Merchant, preferring instead to look like an overweight 95%, Concealment 60%, History 75% (does not improve with
hermit in the woods. experience).
Equivalent Level of Experience: 2D4
Greater Demon Attacks per Melee: 6
Alignment: Anarchist. R.C.C. Bonuses (in addition to attribute and soul bonuses):
Attributes: I.Q. 21, M.E. 20, M.A. 22, P.S. 16(Supernatural), +3 to strike, +2 to parry and dodge, +4 to pull punch, +1 to
P.P. 16, P.E. 15, P.B. 6 (in true form, 10 when disguised), disarm, +1 to roll with impact, immune to rolls against Horror
Spd 16. Factor. Is impervious to fire, poison, disease and possession.
Armor Rating (A.R.): 16 Use the “Supernatural Damage & Hand Weapons” info on
Hit Points: 50 page 135 of the main book to determine damage with his staff.
S.D.C.: 75 Magic: None.
Discorporation: When slain, the Soul Merchant turns into a Psionics: All Healing, Sensitive and Fire Walker powers, includ-
withered husk of a body that can’t be positively identified. ing Demon Punch (6), Electrokinesis (varies), Mind Block (4)
The soul of the creature can be seen sinking into the ground, and Summon Inner Strength (4).
uselessly clawing around to keep for sinking. The soul goes Enemies: Soul Merchants are hated by many in both the mor-
completely underground within 30 seconds. tal and supernatural worlds for their ability to rip the souls of
Threat Level: x6 people out and use them as a commodity. Most supernatural
Horror Factor: 14 in true form. beings tend to avoid them and only deal with them when abso-
Size: 5-6 feet (1.5-1.8 meters). lutely necessary. Most other supernatural beings see them as
Weight: 100-180 lbs (45-81 kg). a rival for the souls that Soul Merchants try to capture. Other
Average Life Span: Uncertain, most likely immortal. evil beings are often in competition for these souls and often
P.P.E.: 1D6x100 are angered at how the Soul Merchant is able to capture them.
I.S.P.: 5D6x10 Allies: Only the most evil of supernatural beings will associate
Natural Abilities: The Soul Merchant can see in the dark up to themselves with Soul Merchants but only because they want
1000 feet (305 meters) and can immediately detect any crea- part of the power that is available through dealing in souls.
ture that comes within 100 feet (30.5 meters) of it. Usually the great supernatural evils have to trick the Soul Mer-
Soul Abilities: The abilities of the Soul Merchant come chant into sharing its power and greater evil powers are very
from its ability to deal and draw powers from souls. The souls capable of doing that. Soul Merchants are manipulative be-
need to be attached to an area since that is the only way to ings and know that there are always greater beings seeking to
ensure that a significant number of souls can feed the powers overcome them and so they make deals with greater powers to
of the Soul Merchant. For every five souls stored in the area, protect themselves and allow them to ply their trade.
the Soul Merchant gets an additional +1 to parry and dodge. Habitat: Most Soul Merchants do pretty well for themselves, liv-
For every ten souls the Soul Merchant acquires, it gains a +1 ing in high-rises and nice homes. Some prefer to live out in
bonus to strike and a psionic power of choice. the woods where they can ply their trade with very little notice
It can also impart souls to other beings to increase their from the local authorities. It really doesn’t matter where they
powers. Imparted souls that are not stored in an amulet have live as long as there’s little sunlight, and they remain hidden
their bonuses halved, making the parry and dodge bonus in- from the public view and are able to collect their souls.
creasing at every ten souls and the bonus to strike and the
psionic power for every twenty souls. Soul Hound
The Soul Merchant along Hollow Road currently has 25 This hound of hell looks like a lean and boney but well-mus-
souls captured. There is no limit to the number of souls that cled hound with an enlarged snout and sharp teeth. It’s not un-
can be captured in this way. common to see bits of flesh of a recent hunt hanging from their
Shape Change: Their natural state is that of a tan-colored, teeth and jowls, giving a rather disturbing appearance.
withered husk of a body. However, they can change their ap- They’re solitary creatures that only prefer the company of
pearance to look like anything they want. Most Soul Mer- other Soul Hounds and the Soul Merchants who treat them as
chants in heavily populated areas imitate homeless people to their pets and minions. They possess a predatory animal level of
avert attention and suspicion. They are very good at adapting intelligence and a pack mentality, and they see Soul Merchants
to different situations and as such, can easily make themselves as their leaders.
look acceptable for high-class events and situations as well.
It’s not that uncommon for Soul Merchants to look like home- Lesser Demon
less people during the day and then look like a member of
high society, all in an attempt to ply their trade. The façade of Alignment: Anarchist.
a homeless person helps to avert suspicion when high society Attributes: I.Q. 1D4+4 (lesser predator intelligence), M.E. 2D6,
starts asking questions about them and they do not think to M.A. 1D6, P.S. 4D6+6, P.P. 3D6, P.E. 4D6, P.B. 1D6, Spd
look among the homeless. 6D6.
Fire Immunity: The Soul Merchant is immune to any fire Armor Rating (A.R.): 14
attacks made by the PCs, psionic or otherwise. Hit Points: P.E. + 2D6.
Vulnerabilities: Soul Merchants are blinded by regular sunlight S.D.C.: 5D6
and take double damage from magic and psionic attacks.
28
Demville NPC Quick Stats
Ted
Can be found at Ted’s Bar and Hotel.
Alignment: Unprincipled.
Attributes: I.Q. 12, M.E. 11, M.A. 16, P.S. 14, P.P. 12, P.E. 15,
P.B. 13, Spd 10.
S.D.C.: 20. Hit Points: 24.
Combat Skills: Hand to Hand: Basic.
Skills of Note: Business and Finance 50%, Streetwise 32%, W.P.
Blunt.
Level of Experience: 4
Equipment: Baseball bat 1D6.
Description and Disposition: Usually wearing a button-up shirt,
blue jeans and is friendly to everyone.
Bill
Can be found at Ted’s Bar and Hotel.
Alignment: Anarchist.
Attributes: I.Q. 9, M.E. 12, M.A. 10, P.S. 14, P.P. 12, P.E. 17,
P.B. 10, Spd 12.
S.D.C.: 25. Hit Points: 28.
Discorporation: When slain, the Soul Hound disappears in a Combat Skills: Hand to Hand: Basic.
puff of smoke. Skills of Note: Carpentry 35%, Herding 40%, Wilderness Sur-
Threat Level: x2 vival 40%.
Horror Factor: 16 in true form. Level of Experience: 2
Size: 5-6 feet in length (1.5-1.8 meters). Equipment: None.
Weight: 200-240 lbs. (90-108 kg). Description and Disposition: Farmer’s clothes and a tractor
Average Life Span: Uncertain, most likely immortal. themed ball cap. A bit arrogant at times, and likes to share a
P.P.E.: None. little gossip. Otherwise, generally nice.
I.S.P.: None.
Natural Abilities: The Soul Hound has the ability to detect any Norm
creature within 1000 feet (305 meters) by scent. They can see Can be found at Ted’s Bar and Hotel.
in the dark up to 1000 feet (305 meters). Alignment: Scrupulous.
Fire Immunity: The Soul Hound is immune to any fire at- Attributes: I.Q. 14, M.E. 14, M.A. 12, P.S. 10, P.P. 12, P.E. 12,
tacks made by the PCs, psionic or otherwise. P.B. 14, Spd 14.
Vulnerabilities: Soul Hounds are uncomfortable in regular sun- S.D.C.: 15. Hit Points: 22.
light and take double damage from magic and psionics. Combat Skills: Hand to Hand: Basic.
R.C.C. Skills of Note: Hunting, Land Navigation 75%. Skills of Note: Herding 40%, Hunting, Land Navigation 43%.
Equivalent Level of Experience: 1D6 Level of Experience: 2
Attacks per Melee: 6 Equipment: None.
R.C.C. Bonuses (in addition to attribute and soul bonuses): Description and Disposition: Well dressed for a farmer but
+3 to strike, +4 to parry and dodge, +4 to pull punch, +2 to is poorly groomed and has unkempt hair. Likes people and
disarm, +4 to roll with impact, immune to rolls against Horror wouldn’t think of hurting a fly.
Factor. Is impervious to fire, poison, disease and possession.
Magic: None. Sheriff Ralph Hantor
Psionics: None. Can be found at the Sheriff’s Office.
Enemies: Soul Hounds are very territorial and will snarl, bark at Alignment: Scrupulous.
and attack other canine animals without hesitation. Attributes: I.Q. 12, M.E. 14, M.A. 16, P.S. 16, P.P. 14, P.E. 18,
Allies: The only beings that have been able to tame the Soul P.B. 12, Spd 18.
Hounds are the Soul Merchants themselves. The Soul Hounds S.D.C.: 25. Hit Points: 32.
are comfortable in submitting themselves to the Merchants, as Combat Skills: Hand to Hand: Expert.
if they understand in an instinctual way that the Merchants are Skills of Note: Law (General) 60%, Research 65%, Mathematics
their masters, and obey them as such. (Basic) 87%, W.P. Blunt, W.P. Handgun, W.P. Rifle.
Habitat: Soul Hounds usually find dark caves or holes to hide in Level of Experience: 6
during the day and come out mostly at night. However, they Equipment: Police service pistol 2D6, nightstick 1D6.
will come out in the day to defend their territory. They also Description and Disposition: Well-groomed and always in his
require little rest so they’ll patrol their homes and territory police uniform when on duty. Never seen outside his house
regularly. when not working. Well-liked, professional and friendly.

29
Edward Hamm Brother Joseph
Can be found at the pharmacy. Can be found at the First Anglican Church.
Alignment: Anarchist. Alignment: Scrupulous.
Attributes: I.Q. 16, M.E. 12, M.A. 10, P.S. 11, P.P. 10, P.E. 9, Attributes: I.Q. 14, M.E. 12, M.A. 16, P.S. 10, P.P. 9, P.E. 14,
P.B. 12, Spd 10. P.B. 12, Spd 10.
S.D.C.: 10. Hit Points: 24. S.D.C.: 18. Hit Points: 20.
Combat Skills: None. Combat Skills: None.
Skills of Note: First Aid 70%, Toxicology 65%, Business and Skills of Note: Lore: Cults and Secret Societies 65%, History
Finance 60%. 60%, Philosophy 65%.
Level of Experience: 6 Level of Experience: 6
Equipment: None. Equipment: None.
Description and Disposition: Always seen in a pharmacy jacket, Description and Disposition: If not in his priest’s robes, he is
dress pants and tie. Can be pleasant but doesn’t tolerate people wearing a golf shirt and casual pants. He is usually welcom-
wasting his time. ing, calm and peaceful.

Jackie Flanir Todd


Can be found at Flora’s Bakery. Can be found at Todd’s Gas and General Store.
Alignment: Unprincipled. Alignment: Anarchist.
Attributes: I.Q. 14, M.E. 10, M.A. 18, P.S. 9, P.P. 10, P.E. 12, Attributes: I.Q. 9, M.E. 8, M.A. 9, P.S. 16, P.P. 14, P.E. 18, P.B.
P.B. 21, Spd 10. 8, Spd 14.
S.D.C.: 15. Hit Points: 20. S.D.C.: 25. Hit Points: 32.
Combat Skills: None. Combat Skills: Hand to Hand: Basic.
Skills of Note: Cook 40%, Recycle 35%. Skills of Note: Appraise Antiques 45%, Recognize Weapon
Level of Experience: 2 Quality 40%, W.P. Shotgun.
Equipment: None. Level of Experience: 4
Description and Disposition: Always well dressed with clothing Equipment: 12 gauge shotgun (4D6) hidden under the front
some older folks would consider a little revealing. Outgoing counter.
and charming. Description and Disposition: Always seen wearing a hunters
vest with a worn t-shirt and blue jeans. Friendly but little on
Earl the lazy side.
Can be found at the Post Office.
Alignment: Anarchist. Eddie Hantor
Attributes: I.Q. 12, M.E. 9, M.A. 8, P.S. 12, P.P. 9, P.E. 8, P.B. Can be found at Kay’s Grocery Store.
10, Spd 8. Alignment: Principled.
S.D.C.: 10. Hit Points: 14. Attributes: I.Q. 16, M.E. 14, M.A. 16, P.S. 12, P.P. 14, P.E. 16,
Combat Skills: Hand to Hand: Basic. P.B. 14, Spd 14.
Skills of Note: Intelligence 36%. S.D.C.: 20. Hit Points: 30.
Level of Experience: 2 Combat Skills: Hand to Hand: Basic.
Equipment: None. Skills of Note: Business & Finance 40%, Public Speaking 35%.
Description and Disposition: Mostly seen in his postman’s uni- Level of Experience: 2
form. Rarely seen outside the post office or his home. He can Equipment: None.
be friendly but also a little off-putting at times. His post office Description and Disposition: Mostly seen in a shirt and tie and
is his life. ready for work. Friendly but keeps to himself, mostly.

Betty George Hollingworth


Can be found at the Library. Can be found at the Public School.
Alignment: Aberrant. Alignment: Unprincipled.
Attributes: I.Q. 18, M.E. 16, M.A. 16, P.S. 8, P.P. 9, P.E. 10, Attributes: I.Q. 16, M.E. 14, M.A. 16, P.S. 10, P.P. 12, P.E. 14,
P.B. 11, Spd 8. P.B. 12, Spd 8.
S.D.C.: 20. Hit Points: 25. S.D.C.: 25. Hit Points: 28.
Combat Skills: None. Combat Skills: Hand to Hand: Basic.
Skills of Note: Research 65%, Lore: Demons & Monsters 55%, Skills of Note: Research 65%, Mathematics: Basic 87%, Botany
Lore: Entities and Ghosts 55%. 65%.
Level of Experience: 6 Level of Experience: 6
Equipment: None. Equipment: None.
Description and Disposition: Skirt and cardigan with a jacket in Description and Disposition: Always seen in a suit and tie.
the evening. Well-liked, but a bit of a busybody who is careful Friendly, Well-regarded and a bit business-like.
about not telling too much to certain people.

30
Necromancy and the Power of Death
Optional Material for Rifts® and Other Settings
By Eric Siems
Death magic is viewed by many to be an unnatural and vile Level Eight Level Twelve
practice, but it is also one of the oldest forms of mystical study.
Armor of Vaust (35) Ancestral Guardian (250)
Death is something to be feared by all mortal men, so it should
Entropy (40) Circle of Death (200)
come as no surprise that the defiant and the foolish have sought
Spiritual Consumption (30) Earthly Realm (180)
to master it. Through magic, death is a tool, a weapon, and even a
Sword of Vaust (40) Tectonic Power (220)
companion at times. However, in the quest to master death, most
Vengeful Spirits (30)
Necromancers become irrevocably tainted by the powers they
Level Thirteen
command. No matter the noble intentions of some Necroman-
Level Nine Living Pawn (400)
cers, they will always be associated with madness, reckless study,
and a lust for power over life itself. Bone Curse (45) Spirit Host (350)
What follows is a number of Necromancy spells as well as Death Charm (50) Vampiric Familiar (450)
spells from the sub-branches of Bone Magic and Spirit Magic. Swift Wings (55)
These sub-spells can be learned by any Necromancer, but do rep- Thirst of Vaust (45) Level Fourteen
resent a unique form of Necromancy that is not available to every Crown of Bone (600)
variety of death mage. Bone Magic is more involved in the trap- Level Ten Restore Life (500)
ping and harnessing of latent energies present in the remains of Corpse Restore (90)
the dead, not the mastery of the energies of life and death. Spirit Explosive Entropy (70) Level Fifteen
Magic, on the other hand, is focused on spirits, latent memories Reaper’s Blade (80) Everliving Servant (1,000)
trapped within corpses, and time itself. These specialized sub- Tide of Dead (100)
branches are only truly mastered by those mages who choose to Undead Champion (80) Spells of Legend
study them at the expense of other Necromantic lore. The Bone
Merchant is one such class, while the Spirit Caller is another Level Eleven Undead Colossus (750)
(studying Bone Magic and Spirit Magic, respectively). Dark Army (2,500)
Blight Bringer (160) Desecration (250)
Elemental Immunity (110)
New Necromancy Spells by Level Rot (150)
Spirit Familiar (200)
Level One Level Five
Goose Bumps (2) Bone Shield (12) Level One
Lantern of Death (3) Lay to Rest (14)
Sense Death (4) Mist of Shadows (12) Goose Bumps
Self Sacrifice (12) Range: 40 feet (12.1 m).
Level Two Surrogate Flesh (15) Duration: 5 minutes per level of the spell caster.
Family Legacy (4) Saving Throw: Standard.
Flash of Truth (5) Level Six P.P.E.: 2
Knuckle Spikes (6) Death Siphon (20) Considered one of the weakest of all curses, this spell inflicts
Macabre Theater (16) a sense of irrational unease on the victim. For the duration, the
Level Three Serpent Blade (25) character has “the creeps” and will be easier to startle. Victims
Carrion Eater (6) Spiritual Strike (18) are -3 to save vs Horror Factor, but their heightened state of alert
False Life (8) Wall of Bone (15) does grant a +2 on initiative.
Viper Powder (10)
Level Seven Lantern of Death
Level Four Bone Spike (25)
Range: 150 feet (45.7 m) away.
Daywalker (10) Delay the End (20)
Duration: 2 minutes per level of the spell caster.
Dissonance (14) Ethereal Barrier (20)
Saving Throw: Special; see below.
Fire Dust (15) Malevolent Smile (30)
P.P.E.: 3
Successor Skill (12) Siphon Strike (25)
Once cast, this spell creates a magical lantern that emits a sick-
Vision of Death (10) ly blue-purple light. This light is barely enough to see by, but that
is not its main purpose. While lit, the lantern will attract all dead
and undead who see it. Animated Dead will be drawn to it auto-
matically unless their controlling mage is in range to issue them
31
new commands. Undead creatures must make a save vs magic Knuckle Spikes
or be spellbound, unable to do anything but stare at the pretty
light for the duration, or until they are attacked. Greater undead Range: Self.
creatures like Syvan, Master Vampires, Revenants, and similar Duration: 2 minutes per level of the spell caster.
beings are immune to this spell. Damage: +2D6
Saving Throw: Not applicable.
P.P.E.: 6
Sense Death Spikes of bone sprout from the Necromancer’s fists, elbows,
Range: 500 feet (152.4 m) plus 50 feet (15.2 m) per level of the knees, and forearms as needed or desired upon completion of
spell caster. this spell. These spikes are unnaturally strong and can be used to
Duration: 5 minutes per level of the spell caster. parry M.D.C. attacks, but are only -2 to do so. Bonus damage is
Saving Throw: None. S.D.C. unless the character also has Supernatural Strength. Dam-
P.P.E.: 4 age from claws that may be bonded to the Necromancer from
Necromancers are, by nature, attuned to the familiar scent and Augmentation with the Dead are not cumulative with this ability
magical signature of death. Not only does this power allow the (use one or the other).
mage to sense death within the area of effect, but also the dying.
Large amounts of death, like a graveyard or any dying person,
can be tracked at 62% +2% per level of experience. Animated Level Three
dead and undead can be felt within the radius, but only their gen-
eral number will be known. Those who have killed a great many Carrion Eater
people will also be detected, as well as generally how many they
Range: Self.
have killed (a few to mass murderer). This power is an excellent
Duration: Special; see below.
way to uncover graves or track dying enemies that are powerful
Saving Throw: None.
tools for the death mage.
P.P.E.: 6
Carrion Eater is a strange and disturbing spell that allows the
Level Two mage to eat the flesh of the dead. For the duration of the meal, the
mage can eat any dead flesh, even rotted meat, without ill effect.
Family Legacy All diseases within the meat are neutralized and the character will
never get sick from eating spoiled food. The flavor of the meat is
Range: Self. even improved, making it taste fresher, but if uncooked, may be
Duration: 4 minutes per level of the spell caster. difficult for humans to digest without some effort, at least at first.
Saving Throw: Not applicable.
P.P.E.: 4
Viewed as a strange form of divination, this spell allows the False Life
spell caster some connection to his family past. While in use, Range: Touch or 10 feet (3 m).
the spell caster will recognize people, places, and things that Duration: 10 minutes per level of the spell caster.
were known to one or more of his ancestors. This can be used Saving Throw: Standard.
to identify with the past, discover old knowledge, or pick up in P.P.E.: 8
the footsteps of other family members. In addition, this can give Using a form of illusion, undead minions can be granted the
the character insight into magic, monsters, and enemies of their appearance of being alive. Skin will appear smooth and natural,
dead relatives equal to having all Lore skills at 40% and/or +20% the body will feel warm to the touch, and the corpse will appear
to Lore skills known to the character. In this way, the mage can to have a pulse. However, as an illusion, some will see the corpse
learn from his forefathers, almost literally. for what it is if they make their save vs magic roll. False Life is
most effective when used on fresh corpses or vampires which
Flash of Truth appear more “normal” and alive in the first place. Rotted or ex-
tremely putrid corpses impart a +3 to save vs this spell.
Range: 50 foot (15.2 m) radius.
Duration: 1D4 melee rounds.
Saving Throw: -2 to save vs magic. Viper Powder
P.P.E.: 5 Range: Varies.
With a flash of black lightning, all those concealed by illusions Duration: Instant; lasts until used.
and all undead are revealed for what they truly are. Greater un- Damage: Special; see below.
dead and vampires receive a save at -2 vs magic or they are also Saving Throw: Save vs Lethal poison.
revealed as undead monsters. In all cases, the effect only covers P.P.E.: 10
a 50 foot (15.2 m) radius and those affected are only revealed for Using the fangs of poisonous snakes combined with venom
1D4 melee rounds. Lesser undead receive no saving throw. Most and magical energy, the mage can create a poisonous powder.
Necromancers will use this to dramatic effect to make a point or This powder is magical in nature and will affect those who would
for theatrical flair, since suddenly revealing undead horrors will otherwise be immune to normal poisons. The powder can be used
force those who witness them to save vs Horror Factor. in any way desired, from being thrown to being added to food or
drink. Upon a failed save vs lethal poison, the victim will suffer

32
Fire Dust
Range: 40 feet (12.2 m).
Duration: Instant; lasts until used.
Damage: 4D6
Saving Throw: Dodge at -2.
P.P.E.: 15
This bone powder is made using parts from Fire Worms of
Taut. Once created, the mage merely needs to take a handful and
hurl it at an enemy for it to combust and create a short-ranged
fireball. The fact that it can be created and used later allows this
to be a potent weapon that does not adversely affect the mage’s
energy levels in combat.

Successor Skill
Range: Self.
2D6 damage and another 1D6 per minute for 1D4 minutes in ad- Duration: 2 minutes per level of the spell caster.
dition to a debilitating fever and weakness, causing -2 on initia- Saving Throw: Not applicable.
tive, strike, parry, dodge, and -1 attack per melee for 1D6 hours. P.P.E.: 12
Spells or psionics that negate poisons or remove curses will also The Necromancer can use this spell to draw upon the abilities
remove the effects of viper powder. and knowledge of his ancestors, gaining access to their skills.
Once cast, the mage gains one skill their ancestor knew at the
base level of skill or +10% to their own skill level if applicable.
Level Four The knowledge is fleeting and disappears quickly no matter how
many times this spell is used. Obviously, modern skills or alien
skill knowledge is likely to be unknown to any of the character’s
Daywalker ancestors.
Range: Touch or 10 feet (3 m).
Duration: 5 minutes per level of the spell caster.
Saving Throw: None.
Vision of Death
P.P.E.: 10 Range: 120 feet (36.5 m).
Using magic, a mage can shield his minions or himself from Duration: Special.
the damaging or weakening effects of sunlight. Once cast, the Saving Throw: Standard.
target will be immune to the effects of daylight for the duration, P.P.E.: 10
taking no damage and avoiding penalties. This will allow mum- This strange spell causes the target to receive a vision of his
mies and vampires to survive in daylight, and Shadow Beasts to or her future death. The vision is similar to Clairvoyance and is
operate at full strength. Once the duration lapses, the target will remarkably accurate, but like all clairvoyant visions is not 100%
immediately suffer any penalties or damage from exposure as certain. Seeing this traumatic event can be shocking (save vs Hor-
normal. ror Factor of 16) and distracting (-2 on initiative, -1 to parry and
dodge). Enemies who make their save vs magic will not see this
vision, while those who fail their save but succeed vs Horror Fac-
Dissonance tor can gain some useful insight from the vision. Like a clairvoy-
Range: 300 foot (91.4 m) area. ant vision, the victim could use this information to change his
Duration: 10 minutes per level of the spell caster. fate or change the course of events that would lead to his death.
Saving Throw: Standard. Then again, perhaps it is reacting to the vision that leads him to
P.P.E.: 14 his death?
This spell creates a disruptive force that will drive away all En-
tities within the area of effect. Poltergeists and Haunting Entities
will immediately leave (no save), while more powerful haunting Level Five
type Entities (those that linger in one location for long periods)
must save at 12 or higher without bonuses. Other types of Enti- Bone Shield
ties, like the Tectonic or Possessing Entity, receive a normal save Range: Self.
vs magic, which will cause them to leave their possessed bodies Duration: 4 minutes per level of the spell caster.
behind. This makes this spell an excellent alternative to Exor- Saving Throw: None.
cism, though the Entity is now someone else’s problem. Once the P.P.E.: 12
duration ends, the Entities can return, but the emotions that once Using a forearm bone (either one) from an M.D.C. creature,
attracted them will have been diffused, making the area less at- the mage can create a shield in any form desired. This shield is an
tractive than before (and thus less will want to linger). M.D.C. creation with 10 M.D.C. per level of experience and can
parry M.D. melee attacks without damage. The bone to be used

33
The Necromancer can conjure forth a cloud of misty grey and
green that will render all spirits in the radius of effect visible to
all. This spell will reveal all spirits, energy beings, and incorpo-
real beings within its area of effect for as long as they remain in
the radius. This spell is ideal for aiding allies in combating Enti-
ties and other invisible threats, but it has no effect on those made
magically invisible.

Self Sacrifice
Range: 50 feet (15.2 m).
Duration: One melee round.
Saving Throw: None.
P.P.E.: 12
It is unusual for a Necromancy spell to be designed to protect
others, but this spell does exactly that. Once cast on another, for
one melee all damage done to that person will be inflicted on
the spell caster instead. Only physical damage is transferred, not
damage to armor, but damage inflicted to the Necromancer can
be dealt to spell protection first. While at first this power may
seem rather selfless, it is often used to protect weaker allies or in
conjunction with the spell Living Pawn.

Surrogate Flesh
Range: Self or other by touch.
Duration: 5 minutes per level of the spell caster.
Saving Throw: None.
P.P.E.: 15
Using an appropriate body part from a corpse, the mage can
make a hasty replacement for limbs or organs lost in battle. The
body part is temporarily attached and functions just as well as the
original (maybe even better). Once the duration ends, the subject
is held in the mage’s hand and once the spell is cast, the shield is will suffer from all penalties associated with their injury, but this
attached to the mage and is never dropped unless the mage wishes is an excellent battlefield medical technique.
to. Projectile and energy attacks can be parried but the mage does
so without the benefit of bonuses.
Level Six
Lay to Rest Death Siphon
Range: 10 feet (3 m).
Range: Self.
Duration: Instant.
Duration: One minute or until activated.
Saving Throw: Standard.
Saving Throw: None.
P.P.E.: 14
P.P.E.: 20
Using a ritual that takes 1D4 minutes, the mage can lay to
It is common knowledge to any mage that at the moment of
rest the spirit of one who has recently died. This process makes
death a person’s P.P.E. is doubled. Normally, the only way to
resurrection of the dead person impossible and prevents the vic-
capture this P.P.E. is during a ritual sacrifice where the mage is
tim’s use in Necromancer rituals like Everliving Servant, Night
ready to collect the released energy. However, with this spell the
of Vengeance, or similar spells that call upon the victim’s life
mage creates a kind of vacuum that allows the P.P.E. of a victim
force. This spell grants finality to the spirit, which it may resist
killed within 20 feet (6 m) to flow into the mage. This spell must
with a standard save vs magic. If cast as a 13 minute ritual upon a
have been cast before the victim’s death and only the remaining
captured Everliving or Night of Vengeance zombie, this spell can
P.P.E. of the victim is doubled. Once the energy is absorbed the
destroy it, releasing its spirit and preventing its use.
spell expires although the mage could keep recasting this spell to
reap energy from a battleground.
Mist of Shadows
Range: 30 foot (9.1 m) radius per level of the spell caster. Macabre Theater
Duration: 3 minutes per level of the spell caster.
Range: Touch.
Saving Throw: None.
Duration: Special.
P.P.E.: 12
Saving Throw: None.
P.P.E.: 16
34
By touch, the place where a sentient being has died and call-
ing upon lesser spirits, the mage can put on a kind of show. In
Level Seven
this case, the “show” is a recreation of the last 1D4 minutes of
the victim’s life. The spirits will speak and act out the parts of all
those who were within 20 feet (6 m) of the victim during the 1D4
minute period as if the whole thing were a holographic recording.
Only people are represented and even then, only hazy represen-
tations that would require the person to have met the real thing
before in order to recognize them (1-45% chance). The victim is
always the focus of the show and everything he does or says is
clearly seen and heard. It can take some guesswork to understand
everything, but it can be a vital piece of evidence in a case or
murder.

Serpent Blade
Range: Self.
Duration: Indefinite.
Damage: 2D6 +poison.
Saving Throw: Save vs lethal poison. Bone Spike
P.P.E.: 25 Range: 50 feet (15.2 m) per level of the spell caster.
This blade must be carved from a fang taken from a Tri-Fang Duration: Instant.
Worm of Taut. It inflicts S.D.C. to mortals and M.D.C. to super- Damage: 2D6 +3 per level of the spell caster.
natural creatures, plus constantly secretes a deadly poison. This Saving Throw: Dodge at 16 or higher.
poison inflicts 2D6 damage plus 1D6 damage per minute for 2D6 P.P.E.: 25
minutes. In addition, the victim that fails a save suffers from crip- The mage must stab the ground with a piece of bone, such as
pling pain, losing initiative and suffering half combat bonuses for a femur or bone weapon. Shortly thereafter, a spike of bone will
the duration of the poison. Only attacks that hit flesh require a shoot from the ground below the target to strike them by surprise.
save vs poison and the attack must draw blood. This attack is very difficult to dodge, but cannot strike a target
more than 10 feet (3 m) above the ground. Bone Spike cannot
Spiritual Strike be used indoors, but can be used on concrete or some other man-
made surface so long as it is effectively at ground level.
Range: 200 feet (60.9 m).
Duration: Instant.
Damage: 2D6 Hit Points. Delay the End
Saving Throw: Standard. Range: Self.
P.P.E.: 18 Duration: 10 minutes per level of the spell caster.
By consuming a spirit or Entity, the mage can unleash a bolt Saving Throw: Not applicable.
of energy. This bolt is formed out of the Entity’s very essence P.P.E.: 20
and inflicts damage through all forms of protection except those Using a powerful ward against death, the mage can create a
within a circle of protection. When cast, the Entity receives a save form of insurance that will prevent his untimely demise. Once
vs magic to prevent itself from being consumed; if it saves it will cast, the ward will remain on the mage for 1 hour per level of
likely flee unless it is extremely aggressive. If it fails it is com- experience until activated. The ward is activated when the char-
pletely destroyed and becomes an energy bolt which is hurled at acter’s hit Points drops below zero, which would normally render
its intended target. This bolt is hard to aim, but unpredictable, the character unconscious. Instead, the magic of the ward kicks
making it -4 to dodge. This bolt can harm other undead and Enti- in, keeping the character conscious until his Hit Points drop to
ties, and makes an effective weapon against such creatures. P.E. below zero. At that point, the ward is consumed and any ex-
cess damage from that last attack is negated. At P.E. below zero
Wall of Bone the character will fall unconscious and need immediate medical
attention, but the character will be +20% vs coma and death.
Range: 20 feet (6 m) per level of the spell caster.
Duration: 5 minutes per level of the spell caster.
Saving Throw: None. Ethereal Barrier
P.P.E.: 15 Range: 10 feet (3 m).
By throwing a bone and casting this spell, a wall can be creat- Duration: 12 minutes per level of the spell caster.
ed out of pure bone. This wall is 10 feet (3 m) high and 20 feet (6 Saving Throw: Standard.
m) long plus 10 feet to length per level of experience. M.D.C. of P.P.E.: 20
the wall is 30 per level of experience and as bone, can be healed Entities and astral travelers make tight security difficult with
by the Mend Bone spell. This spell is simple, but can be an effec- their natural ability to turn incorporeal. An ethereal barrier is in-
tive defense or screen for the mage’s activities. visible and insubstantial to most people but solid to Entities, As-
tral Travelers, and energy beings. The barrier can be made into a
35
wall 10 (3 m) by 20 feet (6 m) plus 10 feet per level of experience. the armor. Just arterial spray in battle is enough to keep the armor
If desired, the wall can also be made into a box or cube with the in working order, though most Necromancers will deliberately
same amount of coverage. These beings can attack the wall but it cover themselves in gore to repair the armor quickly. Only fresh
has 10 M.D.C. per level of experience and regenerates 10 M.D.C. blood will do, not blood created by spells or stored in containers.
per melee round.
Entropy
Malevolent Smile Range: 150 feet (45.7 m).
Range: 150 feet (45.7 m). Duration: 2 minutes per level of the spell caster.
Duration: Instant; special, see below. Damage: Special.
Damage: Special; see below. Saving Throw: -1 to save.
Saving Throw: Standard. P.P.E.: 40
P.P.E.: 30 The energies of wasting are called upon and directed at the
Once cast, this spell creates a connection between the target’s target of this spell, weakening them against further attack. En-
life force and the spell caster. The next attack used against the tropy is commonly used as a first strike spell against a particularly
spell caster will now rebound onto the target instead. All damage, tough enemy. On a failed save, the victim sees all bonuses to save
effects, and consequences will be suffered by the target of this reduced by half and combat bonuses see a -2 to strike, parry, and
spell. Once cast, the rebounding effect will only remain for one dodge. In addition, any damage resistances the victim possessed
melee round or until the first time an attack is rebounded. Those are removed (they now take full damage). As soon as the duration
who save suffer no ill effects and the Necromancer will know ends, all bonuses come back in full. Those who make their saving
instantly if the spell failed. To encourage enemies, many Necro- throw suffer no ill effect.
mancers will taunt their opponents to encourage them to attack,
hence the spell’s name. Spiritual Consumption
Range: 80 feet (24.3 m).
Siphon Strike Duration: One minute per level of the spell caster.
Range: 200 feet (60.9 m) plus 100 feet (30.4 m) per level of the Saving Throw: Save vs psionics.
spell caster. P.P.E.: 30
Duration: Instant. For the duration, the Necromancer gains the ability to steal
Damage: 2D6 per level of the spell caster. P.P.E. like an Entity. Once per melee, the character can make a
Saving Throw: Standard. draining attack that requires a save vs psychic attack. On a failed
P.P.E.: 25 save, the victim loses 5 P.P.E. or 20 I.S.P. Stolen I.S.P. is con-
This bolt of energy functions much like the Death Siphon verted into P.P.E. at a rate of 1 I.S.P. to 4 P.P.E., but is only taken
power, except in this case, a bolt of energy serves as the kill- if the target has no P.P.E. remaining. This draining attack is a free
ing implement. A victim that dies from the Siphon Strike will action and does not use up the character’s attacks per melee. If
see their remaining P.P.E. doubled at the moment of death and this spell is used on a Ley Line the character can absorb 20 P.P.E.
drawn into the mage just as if a ritual had been used. The damage per melee from the line instead of draining victims.
this spell inflicts will bypass most forms of armor and protective
fields, but a successful save reduces damage by half. Invincible
Armor, Null Sphere, and Death Charm will completely negate
this spell.

Level Eight
Armor of Vaust
Range: Self.
Duration: 10 minutes per level of the spell caster.
Saving Throw: Not applicable.
P.P.E.: 35
Vaust was a legendary Necromancer turned vampire that was
renowned as an unbeatable warrior. His legacy is a series of spells
said to have been created by Vaust. This spell creates a suit of Sword of Vaust
magical plate and chain that covers the user, granting 20 M.D.C. Range: Self.
per level of experience. The armor is immune to cold and ice- Duration: 5 minutes per level of the spell caster.
based attacks (including magic), makes the user immune to gases, Damage: 1D4x10
poisons, illusions, and curses for the duration, and grants +3 to Saving Throw: Parry or dodge.
save vs mind control, Horror Factor, and possession. In addition, P.P.E.: 40
blood can be used to repair the armor at a rate of 2 Hit Points, 4 This sword’s thirst for blood is frightening and its accuracy
S.D.C., or 1 M.D.C. worth of blood to repair 1 M.D.C. point of even more so. It always appears as a serrated, long saber with a

36
blackened and charred brush metal handle. In the hands of even Death Charm
a novice user the blade is extremely accurate, granting a +3 to
strike and a critical strike on a 17-19. On a natural 20, the blade Range: Self or other by touch.
causes triple damage. The weapon does not like to parry how- Duration: 10 minutes per level of the spell caster.
ever, and is -2 to all parry attempts. Saving Throw: Not applicable.
P.P.E.: 50
Necromancers are fond of saying that death smiles on them.
Vengeful Spirits This is almost literally true in the case of the Death Charm. Once
Range: Self; 100 feet (30.4 m) per level of the spell caster. cast, the charm will prevent all siphon-based spells, life drain-
Duration: One melee round per level of the spell caster. ing or leeching attacks, and death spells (like Death Word) from
Damage: Special. harming the character. In general, any spell that does damage
Saving Throw: Standard. direct to Hit Points and has life, drain, or death in the title will
P.P.E.: 30 probably not work.
The Necromancer binds numerous vengeful spirits to himself
which lash out at attacks with vicious intent. For the duration of
the spell, the mage is surrounded in a nimbus of black energy
that seems to coil and writhe around them. Whenever the mage is
struck by an attack, these vengeful spirits will lash out at enemies
with bolts of lesser entropy. These bolts inflict only 2D6 damage
but bypass armor and shields. In addition, the victim struck by the
bolt must make a save vs magic or suffer -1 to all saving throws
and -1 to all combat bonuses. The duration of these penalties is 1
minute per level of the mage. Multiple strikes have no cumulative
penalty but do inflict damage. The bolts can only strike targets
within their range.

Level Nine
Bone Curse
Range: 50 feet (15.2 m). Swift Wings
Duration: One hour per level of the spell caster.
Saving Throw: Standard. Range: Self.
P.P.E.: 45 Duration: 3 minutes per level of the spell caster.
This spell targets the bones of enemies, inflicting often painful Saving Throw: Not applicable.
or debilitating curses upon their bodies. As soon as the duration P.P.E.: 55
expires, all penalties and effects are gone. Each time this spell is Shadowy wings sprout from the mage’s back and allow him
cast, the mage can choose to inflict one of the following curses: to travel in great bursts of speed. For the duration of the spell, the
mage can run at 3x normal speeds. This translates into 3x running
Bone Spurs: Painful bony growths form on the feet, making speed, +1 on initiative, and +2 to dodge while running at max
movement painful. This is an extreme case and causes -10% to speed, which counts as an automatic dodge (only P.P. and auto-
movement speed, -1 on initiative, and -2 to dodge on foot. dodge bonuses apply). Note: Although the character is blazingly
Marrow Disease: Your bone marrow begins to die, causing fast, it is only in short spurts. This means he can run at maxi-
the immune system to weaken. Victims are -3 to save vs disease mum speed for 1 full melee round, but then must slow to normal
and feel tired and weak, and are -1 on all combat rolls. Any other speed for the next melee round, before he can once again run at
diseases gained during this period do not expire at spell’s end. 3x speed for as much as another full melee round (15 seconds).
Swift Wings is an excellent means to close with opponents and
Brittle Bones: Calcium is leeched from the bones, making
avoid enemy fire, but is not ideal for long distance running.
them brittle and more prone to breaks. Any physical blow that
inflicts more the 10% of the character’s S.D.C./M.D.C. has a 25%
chance of breaking a bone, causing 1D6 Hit Points or additional Thirst of Vaust
M.D.C. damage. Other penalties from injuries can be found in the Range: Self or other by touch.
Rifts® or Palladium Fantasy RPG® main rule book. Any bro- Duration: 3 minutes per level of the spell caster.
ken bones are not restored at the curses end and must be healed Saving Throw: Special.
as normal. P.P.E.: 45
Creaking Bones: Every movement creates a series of creaks The mage is instilled with an incredible bloodlust that drives
and pops from the victim’s joints. This makes prowling diffi- him to kill. This battle frenzy is more controlled than a berserker
cult; -20% and causes a small amount of pain and -1 to parry and rage and is only directed against the target’s enemies. The target
dodge. receives +1 attack per melee, +1 on initiative, +3 to strike, +1 to
parry and dodge, +6 to P.S., which becomes supernatural, and
37
gains immunity to Horror Factor. However, every time the mage Tide of Dead
slays an enemy, he must roll vs insanity at 12+ or slip into a
frenzy, attacking friend and foe with equal fervor for one minute Range: One mile (1.6 km) diameter.
until a new save is rolled. During the frenzy, the target gains +2 Duration: One hour per level of the spell caster.
on initiative, but loses the ability to parry and dodge! The frenzy Saving Throw: Not applicable.
will continue until the mage saves or the spell expires. P.P.E.: 100
Tide of Dead is more of a terror spell than an effective com-
bat tool. A 10 minute ritual is conducted in which a false holy
Level Ten symbol (an upside down cross is popular among Judeo-Christian
cultures) is enchanted to act as a source for reanimation. Once the
Corpse Restore ritual is completed, all dead within the area of effect will imme-
Range: Touch. diately become animated just like the spell Animate and Control
Duration: one hour ritual. Dead. Any new dead, such as fresh victims, will also immediately
Saving Throw: Not applicable. become animated until the spell’s duration expires or the false
P.P.E.: 90 holy symbol is exorcized or destroyed. All dead created via this
One of the great limitations to resurrection is the need for seri- ritual can be controlled by the Necromancer as per normal ani-
ous injuries to be addressed. Missing organs or decapitation make mated dead. In the absence of orders, the dead will attack those
bringing back a victim nearly impossible since healing spells do who are either named on the false holy symbol in blood, those
not work on the dead. Corpse Restore will bring the dead back to represented via small idols or dolls, or those who attack the dead.
full S.D.C. and Hit Points (or full M.D.C.), completely restoring
the body to perfect health. Severed limbs and lost organs can be Undead Champion
replaced, but there is always an obvious scar where the injury Range: Self.
occurred. This power adds nothing to any resurrection attempts Duration: One hour per level of the spell caster.
success rate, but does make such attempt’s possible up to double Saving Throw: Not applicable.
their normal window of opportunity for any attempts. P.P.E.: 80
An Undead Champion is summoned to serve the spell caster
Explosive Entropy for the duration. This creature is a Bone Fiend (see the Dark Con-
Range: 100 feet (30.4 m) per level; 30 foot (9.1 m) radius. versions Book), and has the maximum stats for its kind. It will
Duration: Instant. obey any command given to it by the spell caster like a dutiful
Damage: 5D6 plus penalties. soldier and is intelligent enough to receive complex instructions
Saving Throw: Standard. or missions. It will never, unless attacked itself, harm another
P.P.E.: 70 undead. Even if ordered to defend the spell caster from an undead
This insidious spell causes the mystic potential of the dead to attacker, it will fight only to defend itself (parry and dodge). At
be released in an explosion of entropic forces. The target must be a the end of the spell’s duration, the Fiend collapses and turns to
recently (within 1 week) dead corpse or body part at least the size dust.
of a human arm. All those within the area of effect must roll to save
vs magic or suffer damage along with -2 to all saving throws and
combats bonuses for 2D4 minutes. Damage and penalties bypass Level Eleven
all conventional armor and force fields, only striking living tissue.
This means this spell has no effect on the dead or machines. Blight Bringer
Range: 150 feet (45.7 m).
Reaper’s Blade Duration: One day per level of the spell caster.
Range: Self. Damage: Varies.
Duration: 10 minutes per level of the spell caster. Saving Throw: Standard.
Damage: 1D6x10 plus see below. P.P.E: 160
Saving Throw: Standard. The Blight Bringer is actually the real victim of this cruel
P.P.E.: 80 curse. On a failed save, the victim becomes the carrier of a viru-
A large scythe like that wielded by the mythical Grim Reaper lent disease of the mage’s choosing. The disease can be any semi-
appears in the mage’s hand ready for use. The weapon is a cre- lethal virus, but nothing as deadly as Ebola or other fast-acting
ation of magic and both light and unnaturally sharp, granting a killers. That is because as part of the curse, the victim is kept
+1 to strike and parry. The blade gives off an aura of fear (Horror alive and is extremely contagious. All those that come in physi-
Factor of 16) and those struck not only take damage but must roll cal contact with the victim must roll to save vs disease or become
vs magic as well. A failed save means the victim takes damage infected themselves. Those in close proximity (20 feet 16 m) for
direct to Hit Points instead, through any armor or shields. M.D.C. more than a few minutes must roll to save vs disease at +2 to save.
creatures that fail a save take double damage and are stunned, los- Other than the carrier, the diseases that are spread are completely
ing initiative and one melee action. The Reaper’s Blade cannot be normal and can be treated by the usual means. At the duration’s
thrown, but can be made to disappear and reappear for the spell’s end or with a Remove Curse, the victim is completely safe from
duration at the cost of one action. infection, a small consolation for the pain that has been caused.

38
Elemental Immunity can communicate with each other over any distance via telepathy
(unless they go to separate dimensions), but do not gain any kind
Range: Self or two others by touch. of shared senses. An Entity makes a difficult to kill and stealthy
Duration: 20 minutes per level of the spell caster. servant. A mage can have only one Familiar of any type at a time.
Saving Throw: None.
P.P.E.: 110
This powerful spell makes the target completely immune to fire, Level Twelve
cold, ice, lightning, heat, radiation, sunlight, and water- based at-
tacks. Vampires and similar creatures will also lose their vulner- Ancestral Guardian
ability to wood, sunlight, and water, making only magic and silver Range: Touch.
effective against them. They will even lose their inability to cross Duration: 24 hours per level of the spell caster.
water and survive without the soil of their homeland for the du- Saving Throw: Not Applicable.
ration. This spell is also effective on Mummies, Shadow Beasts, P.P.E.: 250
and similar creatures vulnerable to sunlight and light-based attacks. A suit of armor is carved with a number of magical symbols
Magic and Psychic-based elemental attacks still inflict half dam- and runes, then marked by a seal of the mage’s own blood. This
age, but any extra damage from vulnerabilities is ignored. Living seal serves as the basis for calling back a Black Phantom, a pow-
beings will also gain the ability to breathe without air for the dura- erful poltergeist that will imprint on an ancestor of the mage. This
tion, making them immune to airborne toxins and drowning. This ancestor spirit is only loosely based on the real thing, but does
spell does nothing about pressure. Body armor worn by the target genuinely want to help its ancestor and will do its best to help
will be protected, but not power armor or vehicles. the mage. The spirit has an I.Q. of 12 and is intelligent enough
to offer suggestions or help the mage by performing menial tasks
Rot or taking the initiative in a battle. It has 200 M.D.C. and regener-
Range: 100 feet (30.4 m) per level of the spell caster. ates 2D6 M.D.C. per melee round, P.S. is 30 and is supernatural,
Duration: Instant. and the Entity is never tired or loses interest. Its natural state is to
Damage: Special. hover and fly (35 mph/56 km) a few feet above the ground. The
Saving Throw: Standard. guardian has 6 attacks per melee, +3 to strike, parry, and dodge,
P.P.E.: 150 +4 to roll, and is immune to disease, poison, mind control, illu-
This spell causes the target to experience rapid decay as if it sions, possession, Horror Factor, cold, heat, and emotion-based
were rotting or corroding. Living beings receive a save vs magic attacks. The Entity can use weapons that are given to it, but do
or lose one quarter of their current Hit Points, -2 to P.S., P.P., not start with any.
P.E., and Spd (adjust bonuses as needed), -2 attacks per melee, -3
on initiative, -2 to strike, parry and dodge, -3 to roll with impact,
and -2 to save vs disease and poison. The penalties will persist
until the character has completely recovered lost Hit Points. In-
animate objects will lose 1D4x10% of their S.D.C./M.D.C. and
-1 to all combat bonuses. Speed and strength of vehicles will also
be reduced by 20% and sensors will flicker in and out (-20% to
Read Sensory Equipment). Controls of all machines will be slug-
gish, causing a -10% penalty to all associated skill rolls. In order
to recover, the machine must be repaired by at least 10% of its
normal S.D.C. or M.D.C. A Remove Curse will immediately re-
store all bonuses and 10% of lost Hit Points or M.D.C. Machines
or objects larger than 5 tons are immune to this spell, though an
individual system may be affected to cause -10% to that loca-
tion’s M.D.C. and -2 to all appropriately related systems.

Spirit Familiar Circle of Death


Range: 10 feet (3 m). Range: 50 foot (15.2 m) radius.
Duration: Permanent. Duration: 20 minutes per level once cast; lasts 2 minutes per
Saving Throw: Standard. level once activated.
P.P.E.: 200 Damage: 2D6 per melee.
Like the spell Supernatural Familiar, this spell links a super- Saving Throw: Standard.
natural creature to the mage to act as a servant. In this instance, P.P.E.: 200
that creature is always an Entity of some kind. Virtually any En- Like a magic land mine, the Circle of Death activates when a
tity can be used and it always receives a save vs ritual magic living target enters the area of effect. For the rest of its duration,
whether it likes the mage and agrees or not. Once completed, the all those within the area suffer damage and must roll to save vs
mage loses 2D6 P.P.E. permanently, which is consumed by the death. On a failed save, their Hit Points immediately drop to 0
Entity. From this day forward, the Entity must do as commanded and they must roll to save vs coma. Those that save only suffer
by the mage and will serve him to the best of its ability. Both the 2D6 damage per melee round until they leave the circle, but
39
this damage bypasses all armor or energy fields. Victims who fail
a save and fall into a coma have twice the usual time before risk-
Level Thirteen
ing death and while unconscious, do not suffer additional damage
(at least from the circle). Undead and animated dead that enter the
Living Pawn
circle regenerate damage at a rate of 2D6 Hit Points per melee Range: Touch; 5 miles (8 km) per level of the spell caster.
round. Duration: 4 hours per level of the spell caster.
Saving Throw: -1 to save.
Earthly Realm P.P.E.: 400
The victim of this curse is typically bound and chained at some
Range: 100 foot (30.4 m) radius per level of the spell caster. secure location. That is because, for the duration, any damage
Duration: 5 minutes per level of the spell caster. suffered by the mage is transferred instead to the victim of this
Saving Throw: None. curse. Each time damage is transferred, the victim receives a save
P.P.E.: 180 vs magic. If successful, the mage will suffer the damage as nor-
Using raw power, the mage connects this realm to the realm of mal. However, on a failed save, the victim will receive all damage
spirits. This connection allows all spirits and Entities to become and penalties intended for the spell caster! This is a double-edged
corporeal, like physical creatures of the mortal realm. This means sword, however, as the mage will not know the condition of his
that while within the circle, Entities can harm and be harmed by victim, and so may expose himself to unnecessary risks. Damage
physical attacks. While this would seem helpful in combating cannot be transferred to a dead target, nor to an undead one, as
Entities, there is one other major effect. Entities within the circle their lack of vitality makes this link impossible. Another risk fac-
are strengthened by the connection to their home, doubling their tor is that any damage the victim suffers will be transferred to the
M.D.C./Hit Points and gaining +5 to P.S., +2 on all combat bo- mage, making the safety of the target a high priority.
nuses, and +1 on all saving throws.
While in place, other Entities within one mile (1.6 km) will
be attracted to the circle, but will not harm the spell caster un-
Spirit Host
less provoked. In addition, Entities within the circle cannot be Range: 100 feet (30.4 m).
dispelled or banished for the duration. All Entities gain 10 P.P.E. Duration: 30 minutes per level of the spell caster.
or I.S.P. per melee round, and are immune to Horror Factor. Nec- Saving Throw: Not applicable.
romancers and similar mages will see the cost of all Spirit Magic P.P.E.: 350
spells reduced by half while within the circle. The duration of Using a powerful ritual, the Necromancer can summon a large
this spell must end naturally; it cannot be dispelled by any known host of Entities. This host includes 1D4 Entities +1 per level of
means, even by the spell caster! experience. Most often, these Entities are Poltergeists, but there
is a 20% chance of receiving others (roll randomly for each En-
Tectonic Power tity or just assume 20% are of another variety). All Entities sum-
moned are also under the mage’s control for the duration and can
Range: Self. be sent away on short missions or ordered to harass and attack
Duration: 20 minutes per level of the spell caster. enemies. When the spell’s duration ends, there is a 10% chance
Saving Throw: Battle of Wills; see below. that some Entities will not return to their home dimension. For an
P.P.E.: 220 additional 100 P.P.E., the mage can ensure that 50% of Entities
When cast, the mage opens himself to a powerful Tectonic summoned will be of some more powerful variety. The only Enti-
Entity, allowing it to share the caster’s body. However, this is a ties that cannot be summoned with this spell are the Conglomer-
kind of trap as the Entity will be enslaved to serve the caster’s ate Entity and Greater Astral Entity.
will. The caster must win a battle of wills by rolling under his
M.A. attribute 2 out of 3 times. If he fails, the Entity assumes
control and may use his body as his own, which will likely kill
Vampiric Familiar
the spell caster. If he wins the battle of wills, the character gains Range: 10 feet (3 m).
access to the Entity’s ability to build a body out of physical ma- Duration: Permanent.
terial to use like armor. Most mages will prepare a suit of heavy Saving Throw: Special.
magical armor to use, but basic trash and scraps will work as P.P.E.: 450
well (see the Tectonic Entity for the scrap body). For the dura- Through this powerful ritual, a Necromancer can take a Vam-
tion, the mage never tires and has a Supernatural P.S. of 36. pire as his Familiar. The vampire need not be willing for the ritual
In addition, the character gains the I.S.P. and psychic powers to take place, but if it is not, it should be bound by some arcane
of the Entity, including its ability to consume I.S.P. and P.P.E. means. At the ritual’s climax, the mage will drink of the vam-
from enemies. pire’s blood, which will inflict 2D4 Hit Points. Whether willing
If the mage’s outer scrap/armor body is destroyed, he can or not, the Vampire receives a save vs ritual magic to overcome
spend 60 P.P.E. to use nearby materials and recreate it. On a the control of its Alien Intelligence creator. If it saves, the Intelli-
ley line, the mage would become like an unstoppable engine of gence will know someone has just tried to take one of its minions
destruction, requiring massive amounts of ordnance to destroy. and have a general idea of where they are (like which town or city
Since the character is already sharing his body with a possess- they are in). On a failed save, the Necromancer takes possession
ing force, he is immune to other forms of possession for the of the Vampire as if he were its controlling Vampire Intelligence.
duration. The vampire must now obey his lord and can never harm him.

40
The Vampire Familiar has all the normal powers for a vam- Using the body of a recently dead sentient being, the mage
pire, except as they would apply to their old brethren and masters. can create a kind of greater undead. The Everliving are souls or
For all intents and purposes, the vampire is now part of a new perhaps greater spirits that have been bound back into their bod-
family and will not be recognized as part of its old brood (so it ies using powerful magic. When creating an Everliving, the mage
may be attacked by old allies). Since the Necromancer is now the needs the target’s physical body, a sample of the target’s blood,
Vampire’s controlling intelligence, if he dies, his vampire will a personnel item from the target (like a favorite book, weapon,
also likely die. Master Vampires cannot be made into Familiars, or jewelry), and a written contract. This contract must state the
nor can vampires without a master, like Necromancer Vampires mage’s intent to call back the target’s spirit, asks the spirit if it
from the Return from the Grave ritual or Strigoi. would like to live again, and states the purpose which the spirit
will serve. The contract must be clear about the first two sections,

Level Fourteen but the last can be deliberately vague, like stating the need for a
servant but not how the servant will serve. If the spirit declines,
the mage can try again with a different contract that is more spe-
Crown of Bone cific, but since spirits operate in a more fragmented way they are
Range: Touch. easily duped (save at 14 or higher to resist contract).
Duration: Indefinite. Once the spirit accepts, it will fill the body, which will regener-
Saving Throw: Not applicable. ate and appear healthy. However, the Everliving’s emotions will
P.P.E.: 600 become muted and dull, making them act more cold even to those
The Crown of Bone is a powerful creation of Bone Magic that they love. In addition, the Everliving is a servant and must obey the
allows a Necromancer unparalleled control over the dead. The Necromancer who created it. The Everliving has the same stats as
crown must be made from the bones of a master vampire (pre- its living form, but has no Hit Points, takes only S.D.C. from all at-
served using magic that is part of this spell), using the ribs and tacks, and regenerates 2D6 S.D.C. per melee round. As an undead,
part of the spine. Once completed, the wearer of the crown can it is immune to those things that only concern the living, but has no
command vampires just as if he was a master vampire. In addi- special vulnerabilities to speak of other than that if its master dies,
tion, the mage can animate and control 2 more dead per level with so does the Everliving. As a greater undead, the Everliving is unaf-
his animate and control dead power. Random undead will never fected by Turn Dead and Lesser Protection Circles. All skills and
attack the wearer without provocation and will acknowledge the abilities are frozen at the level they were before the person’s death
wearer as a powerful Necromancer (whether he is or not), giving and return as an undead. P.P.E. or I.S.P. is reduced by half, limiting
him an effective M.A. of 20 or +3, whichever is higher. Other the powers the undead servant can still use.
minions or creatures summoned by the wearer will also remain
for twice as long. The crown itself is a Mega-Damage creation
and has 150 M.D.C. and regenerates 10 M.D.C. per hour. Spells of Legend
Undead Colossus
Restore Life Length of Ritual: 13 minutes.
Range: Touch or 10 feet (3 m). Duration: Special; see below.
Duration: Instant. P.P.E.: 750
Saving Throw: None. First the spell caster creates a large magic circle around a mound
P.P.E.: 500 of bodies (20+ corpses). Then the death mage must conduct a 13
Though Necromancy is so often associated with death, it can minute ritual which climaxes with the sacrifice of a sickly bull.
also deal with life as well. Restore Life is a powerful resurrec- Once completed, the mound of bodies will suddenly rise up to cre-
tion spell that can bring the recently deceased (within 24 hours) ate a massive monster made of corpses! The beast will obey the
back to life. This spell will mend all life-threatening injuries and Necromancer much like a golem, but with a murderous hatred for
restore up to 30 Hit Points to the target. Once the 7 minute ritual the living. It will last for 13 minutes, but killing will extend its life
is completed, the victim will awaken with a gasp for fresh air. by one minute per death of a person or large animal.
There is some chance the soul of the victim may have moved Colossus Stats: I.Q. 10, P.S. of 50 (Supernatural), Spd of 30.
on too quickly (20% chance), making a resurrection impossible. Other stats are unnecessary as it is immune to anything that will not
Also, the spells Lay to Rest and Accelerate Decay, or soul steal- harm a greater undead. It has 300 Hit Points and takes 1/3 damage
ing powers, can be used to prevent any resurrection attempts. from physical attacks. Bio-regenerates 1D4x10 Hit Points per me-
Lost limbs will not be restored, nor will damage to organs unless lee and triples that for one melee round per kill. In combat, it has 5
all lost Hit Points are restored when this spell is cast. attacks per melee, +4 to strike, +3 to parry, +5 on all saving throws
it may need to take, and takes no damage from weapons of blood
Level Fifteen or bone. Besides its basic attacks it has 3 special abilities it can use.
Corpse Bomb: Once per melee, it can fire a ball of corpses at its
Everliving Servant enemies with a range of 150 feet (45.7 m). It inflicts 5D6 M.D. and
releases 3D6 animated dead on impact that will attack all living
Range: Touch or 10 feet (3 m). beings they see unless commanded otherwise by the mage. Gore
Duration: Indefinite. Spray: Once per melee, it can fire a spray of burning, putrid slime
Saving Throw: Special. and gore that does 1D4x10 M.D. to everything in a 100 foot (30.4
P.P.E.: 1,000 m) stream. The gore smells horrible (same effect as the Stench of
41
the Dead spell) and continues to burn, doing 2D6 M.D. per melee ral at bay and holy water will burn like a mild acid (doing 1D4
round for 1D4 melees. Animated Flesh: If any part of the creature damage). Desecration can be removed via a powerful exorcism
is cut or blown off, that section will produce animated corpses like ritual from a priest, but the process takes time the victims may
the Corpse Bomb attack. not have.

Dark Army Common or Classic


Range: Special.
Duration: 24 hours.
Necromancy Spells (63)
Saving Throw: Not applicable. Accelerated Decay Stench of the Dead
P.P.E.: 2500 Animate and Control Dead: Strength of the Dead
It is believed this spell originated with the God Anubis and is Simple Summon Insect Swarm
the source for the multitude of undead in and around the Phoe- Armor of Vaust (new) Summon Maggot (monster)
nix Empire. The ritual to cast this requires the death of 4 living Blight Bringer (new) Summon Vampire
mortals at once upon a great summoning circle. This is to both Carrion Eater (new) Summon Worms of Taut
fuel the ritual and to inspire fear in the audience the ritual needs Circle of Death (new) Surrogate Flesh (new)
(around 100 innocent people will do). Death and Fear fuel a por- Command Ghouls Sword of Vaust (new)
tal which opens to a dimension overrun with the Undead, a prison Command Vampire Thirst of Vaust (new)
of sorts. Consume Power & Knowledge Tide of Dead (new)
Once the portal is open, the Undead will pour forth in a great Corpse Restore (new) Undead Champion (new)
horde and will include nearly every variety with the exception Curse of Hunger Vampiric Familiar (new)
of Vampires and Revenants. The portal is only large enough to Curse of Wasting Wear the Face of Another
accommodate 1D4x10 undead per melee round and will remain Curse: Death Wish
open for 1 minute, plus 1 per 10 mortals sacrificed to the circle
(typically taken from the frightened audience mentioned earlier).
Daywalker (new)
Death Bolt Bone Magic
Once the portal closes, the Undead will be under the spell caster’s
control for 24 hours, after which they are free to do as they please
Death Charm (new)
Death Mask Spells (33)
unless the ritual is recast (the P.P.E. is spent, this time with only 4 Death Siphon (new) Animate Body Parts
sacrifices required). If properly prepared, a small cabal could cre- Death Strike Assemble Bones
ate a formidable army of undead that can be hurled against their Delay the End (new) Bone & Joint Bonding
enemies. See the Rifts Dark Conversion book for details about Divining Tombs and Graves Bone Curse (new)
the Undead, including an idea of how common some types are Elemental Immunity (new) Bone of Invisibility
(Festulents, Bone Fiends, and Ghouls will be the most common Entropy (new) Bone Scepter
with Blood Wraiths, Harbingers, and Rawheads being the least Everliving Servant (new) Bone Shield (new)
common). Syvan, Kochei, or similar undead monsters are so rare Explosive Entropy (new) Bone Spike (new)
that they require the G.M. to decide if any appear. Eyes of the Dead Bone Staff
False Life (new) Crawling Bones
Desecration Flash of Truth (new) Crown of Bone (new)
Funeral Dirge Fire Dust (new)
Range: Touch. Funeral Pyre Fragile Bone to M.D.C. Bone
Duration: Instant; 2D4 melee ritual. Goose Bumps (new) Fragile Bone to Stone
Saving Throw: Ritual Magic. Hide Among the Dead Fragile Bone to Wood
P.P.E.: 250 Kill Plants Greater Animated Dead
Many servants of the Gods and other holy men, insist this spell Lay to Rest (new) Grip of Death
doesn’t exist. Through a brief ritual punctuated by the scatter- Living Pawn (new) Knuckle Spikes (new)
ing of innocent blood (often killing the victim), an area can be Maggots (insects) Locking Hand
cleansed of religious influences. Holy Ground, Greater and Less- Malevolent Smile (new) Necklace of Bat Skulls
er Protection circles, Sanctum, and Sanctuary are all removed by Mock Funeral (curse) Necklace of Bird Skulls
this powerful curse. This allows the Necromancer to send in his Necro-Armor Necklace of Dragon’s Teeth
undead minions without these powerful enchantments holding Object Read the Dead Necklace of Goblin Skulls
them at bay. Lesser protections like Holy Wards, Spell Wards, Poison Touch Necklace of Snake Skulls
and wall spells like Impenetrable Wall of Force can also be dis- Reaper’s Blade (new) Rattling Bones
pelled with this ritual and 1D4 Hit Points worth of the Necro- Recognize the Undead Recognize the Master
mancer’s blood. All such protections receive a save vs magic to Restore Life (new) Serpent Blade (new)
resist dispelling. Return from the Grave Skull of Knowledge
Desecrating a person is also possible, and requires the same Rot (new) Skull with Flaming Eyes
ritual listed above with 1D4 Hit Points in blood from the Nec- Self Sacrifice (new) Summon the Dead
romancer. A desecrated person loses all divine blessings, luck Sense Death (new) Talking Bones
charms, and protection from Entities or the undead. In addition, Shadows of Doom (curse) Viper Powder (new)
holy symbols and similar items will no longer hold the supernatu- Siphon Strike (new) Wall of Bone (new)
42
Spirit Magic Spells (30) The methods do not matter so long as the innocent are saved.
That means that while some Dread Knights may appear reckless
Ancestral Guardian (new) Receptacle and dabble with dangerous magic, they never knowingly endan-
Cause of Death Shadows of Death ger the innocent, and have a deep loathing for those who do.
Curse: To Hell and Back Spectral Hand While this would seemingly align them with the forces of good,
Death’s Embrace Spectral Sword most Dread Knights have little patience for lawmen who use “due
Dissonance (new) Spirit Familiar (new) process” and the justice of other men. This puts them at odds with
Earthly Realm (new) Spirit Host (new) the law and “true” knights, who see these Dread Knights as loose
Eternal Rest Spiritual Consumption (new) cannons and dangerous wielders of evil magic. Many see the use
Ethereal Barrier (new) Spiritual Strike (new) of Necromancy as proof of the knights’ true purpose. However,
Family Legacy (new) Stench of the Dead to the Dread Knights, death is a constant companion and source
Ghost Ship Successor Skill (new) of power for their enemies to fear. Death holds no power over
Ghostwalker Swift Wings (new) these men; after all, they were dead once and will die again. They
Haunting Tectonic Power (new) are just making certain to take all of their enemies with them.
Lantern of Death (new) Transfer Life Force
Macabre Theater (new) Vengeful Spirits (new)
Mist of Shadows (new) Vision of Death (new)

Necromancer O.C.C.s
Dread Knight O.C.C.
The Dread Knight is an enigma amongst Necromancers. Though
they practice the dark arts of death and wield its power almost glee-
fully, they are different from their brethren in several ways. For
one, Dread Knights almost never associate with the walking dead,
which includes all greater undead and vampires. They may speak
with or keep the company of spirits or guardians, but have little
tolerance of the supernatural undead monsters other Necroman-
cers surround themselves with. Most Dread Knights also follow
a strange code of conduct (hence their title as “knights”) which
discourages links or pacts with other forces. Most Dread Knights
avoid leadership positions and service to greater powers, instead
following their own compass and pursuing their own goals. It is
this deliberate detachment from authority that gives them a repu-
tation as shady drifters and vigilantes. A traveling Dread Knight
will often help the innocent or downtrodden in exchange for lodg-
ing and supplies. To the surprise of many, they often turn down
work for corrupt barrens and cruel warlords in favor of smaller and
less rewarding pursuits. Why? Reasons for this behavior vary from
knight to knight, but the main driving force behind most Dread
Knights is vengeance. Most of these men and women are in pursuit
of someone or something that has destroyed their world. The typi-
O.C.C. Powers and Abilities:
cal story for these knights goes something like this:
“Once I lived a happy life. I had a loving family, friends, and 1. Suffered: All Dread Knights have experienced the cold
a love I was to marry. But then they (or it) came and destroyed touch of death and numerous terrible experiences before that.
everything. I was forced to watch as those I cared about were tor- Having once seen their world crumble and many of those they
tured and slaughtered, while some suffered fates much worse. At love die or turn against them, they are hardened to the horrors
some point, I too was killed, a merciful release compared to the of the world. Dread Knights are immune to Horror Factor, shell
hell I had just witnessed. Then suddenly I was back, and a man shock, powers that cause fear, and attempts to Intimidate. Noth-
stood over my body. “I have brought you back to seek justice,” ing seems to phase or shock a Dread Knight, and they always
said the man. “Now stand, we have much to do.” respond with cold logic and action. This is a bit unnerving to their
Nearly all Dread Knights had died, only to be resurrected and enemies, especially those accustomed to invoking fear in others,
taken as a squire by another knight. They are vengeful souls, but which imparts a Horror Factor of 12 (+1 at levels 4, 9 and 13).
also tempered weapons. They are taught not only to seek ven- 2. Entropic Link: Through their experiences and resurrection,
geance, but to use that driving force to focus on their training, Dread Knights have gained a strange link to the forces of entropy.
seek out evil, and crush the monstrous without mercy or regret. This connection allows the mage greater access to certain Necro-
43
mancer spells and increases the potency of entropic spells. ALL Physical: Any.
Entropy spells (i.e., those that include the words Entropy, Decay, Pilot: Any (+5%).
or Rot) cost half their normal P.P.E. cost, and have a +1 to Spell Pilot Related: Any (+5%).
Strength in addition to those from this O.C.C. However, as a result, Rogue: Any (+5%).
healing spells used on the character are half as effective unless they Science: Math or Chemistry only.
involve vampiric regeneration or other life-stealing powers. Technical: Any (+10% on Lore).
3. Driven to Revenge: Their incredible drive for revenge W.P.: Any.
pushes the Dread Knight farther than most men would ever dare. Wilderness: Any (+5%).
They almost welcome physical pain and work harder and longer Secondary Skills: The character also gets to select six skills from
than even the most dedicated warriors. This drive to train imparts the Secondary Skills list on page 300 of Rifts®: Ultimate
the following bonuses. Edition. These are additional areas of knowledge that do not
Combat Bonuses: +2 on initiative, +2 to strike, +3 to parry, +2 receive the bonus listed in parentheses. All Secondary Skills
to dodge, +3 to roll, +2 to pull punch, +1 attack per melee, and start at base level.
high resistance to pain and fatigue (half normal). Standard Equipment: Same as the Necromancer O.C.C. for
4. Impervious to Vampires: Necromancers are impervious to standard gear.
the mind controlling bite and mind powers of the vampire. Fur- Weapons include a silver knife, 2D4 wooden stakes, a
thermore, they cannot be turned into a vampire (but can be slain wooden hammer, a palm-size mirror, and 1 weapon for each
by them), and they know all the legends about vampires and other available W.P. skill and 2 clips of ammo for each as needed.
undead, and how best to combat them. Vehicle is limited to any personal means of transportation,
Some Dread Knights use this ability to become vampire slay- excluding power armor. Generally, the Dread Knight prefers
ers and to ingratiate themselves among ordinary people, or to horses, robotic mounts, hover cycles, jet packs, or similar
earn a place among Demon Slayers, warriors and adventurers – common means of transport.
this power is a valuable commodity. Others use this immunity Money: Starts with 2D6x100 in credits and 1D6x1000 in sellable
and knowledge only for self-defense and to eliminate competi- black market items. Dread Knights rarely accumulate wealth
tion from the undead. and tend to be very charitable with the poor and desperate, how-
5. Initial Spell Knowledge: Additional spells can be pur- ever they are not above splurging on the best weapons and gear.
chased or learned as described under The Pursuit of Magic in Experience: Uses the same Experience Table as the Cyber-
Rifts® Ultimate Edition. Knight.
6. P.P.E. Base: 2D6x10 +20 plus the P.E. attribute. Gains 2D6
P.P.E. per level of experience.
7. O.C.C. Bonuses: +16 to S.D.C., +2D4 Hit Points (or +3D6
M.D.C. for Mega-Damage creatures), Immune to Horror Factor,
Spirit Caller O.C.C.
+5 to save vs Poison, +4 to save vs Disease, +2 to save vs Magic, Few Necromancers choose to follow the path of the Spirit
+2 to save vs Psionics, and +4 to save vs Possession and Mind Caller. These strange men and women possess an almost eerie
Control. Dread Knights are tough, both mentally and physically, camaraderie with Entities and spirits of all kinds. They speak to
and bow to no man or monster. these strange beings almost constantly and sometimes allow their
bodies to play host to such forces to gain power and knowledge.
Attribute Requirements: I.Q. 12 and M.E. of 11 or higher.
A skilled Spirit Caller can summon up numerous incorporeal
O.C.C. Skills:
Entities to do his bidding, fuel his magicks, or to dig up lost se-
Language and Literacy: Native Language (+20%).
crets from the dead. In fact, most Spirit Callers are considered
Language: One additional (+10%).
haunted themselves as numerous uncalled spirits will often linger
Lore: Demons & Monsters (+20%)
around the mage or gather to him in places where such creatures
Math: Basic (+5%)
are found. It is this perpetual haunting that has led to the Spirit
Physical: One of choice (except Gymnastics; +10%).
Callers’ undeserved reputation as evil troublemakers.
Tracking: Humanoid (+10%)
Few Spirit Callers are truly evil. Most of the more vile prac-
Wilderness Survival (+5%)
tices of Necromancy are unknown to these spirit mages, and few
W.P.: One Ancient of choice.
consort with the undead or demonic. Instead, most seem to have
W.P.: One Modern of choice.
a kind of distracted apathy. They are more concerned with their
Hand to Hand: Expert; can be exchanged for Martial Arts at
Entities, study, and their own needs than any directed malice or
the cost of one O.C.C. Related Skill.
wanton greed. It is this apathy that allows their Entities to cause
O.C.C. Related Skills: Select six other skills, but at least two
chaos and pain without ever giving a simple command that would
must be selected from Physical or Weapon Proficiencies. Se-
force them to stop. The rare good aligned Spirit Caller will use
lect one additional skill at levels 3, 6, 10 and 14.
his spirits to protect and never allow them to harm others, but to
Communications: Any (+5%).
most people, the mage is still someone to be feared and is unwel-
Domestic: Any.
come in most towns. Evil Spirit Callers are truly vile beings who
Electrical: None.
draw comfort from pain and death and feed their spirit minions
Espionage: Any (+5%).
upon the fear and emotions of their victims.
Mechanical: None.
In any case, the mages are extremely rare, with perhaps only
Medical: First Aid or Paramedic only (+5%).
1,000-2,500 spread across the globe! The greatest concentra-
Military: Fortification, Trap & Mine Detection, Demolitions,
tions of Spirit Callers are in Russia, where they commune with
and Demo Disposal only.
44
the spirits of that land. Their rarity is the result of the fear and a greater Entity (except for the Conglomerate Entity, Madness
misconceptions around them, and the kinds of people that often Ghost, and Screecher, which cannot be controlled).
choose to become Spirit Callers. The typical Spirit Caller is quiet, 6. Initial Spell Knowledge: Begins with Lantern of Death,
withdrawn, antisocial, and often is haunted by his or her past. If Family Legacy, Ethereal Barrier, Spectral Sword, Dissonance,
there is truth to the statement that it is the mage that shapes the and the Necromancy spells of Lay to Rest, Flash of Truth, Death
magic, then what better person to call upon bygone spirits and Mask and the Common invocations of Summon & Control Entity
haunting forces? and Constrain Being. At each level after first, the Spirit Caller can
gain two new Spirit Magic spells or 1 new Necromancy or Com-
O.C.C. Abilities & Powers: mon spell that is available to Necromancers. A Spirit Caller can
1. Commune with Spirits: Spirits regard the mage as one of learn Bone Magic, but only using the normal method of acquiring
them, and would never attack him without provocation. In addi- new spell knowledge as described under the Pursuit of Magic in
tion, the mage can see all Entities, ghosts, and energy beings at all Rifts®: Ultimate Edition.
times and can communicate with them as casually as they would 7. P.P.E. Base: 2D4x10+40 plus the P.E. attribute. Gains
any living person. This power is a natural and constant ability of an additional 2D6 P.P.E. per level of experience after first. The
the mage and requires no concentration or effort on his part. Spirit Caller never develops an impressive magic reserve as they
2. Command Spirits: If the mage chooses, he can force one quickly learn to draw energy from their Entities or through their
Entity in range to obey one command he gives. This command Spirit Magic. They can draw P.P.E. from ley lines, nexus points,
must be kept simple, like “attack that man,” “stop attacking,” or people, and rituals as described in Rifts®: Ultimate Edition.
“leave.” If the Entity is truly angered or enraged, it receives a 8. O.C.C. Bonuses: Immune to Horror Factor, +6 to save vs
save vs magic at 12 or higher to resist. However, since most Enti- Possession, +4 to save vs Mind Control, +1 to save vs Poison and
ties regard the mage as one of their own, they are typically willing Disease, +2 to save vs Magic, +1 to save vs Psychic attack, +1 to
to follow simple commands without this power, or do not resist initiative, +2 on Perception Rolls, can see the invisible naturally
when it is used. This is especially true of lesser Entities like Pol- (see Commune with Spirits above). Surprisingly, Spirit Callers
tergeists. P.P.E. Cost: 5 per command. are more resistant to insanity than their Necromancer brethren.
3. Haunted: While the mage is likely to have a number of sum- They only need to roll on the Necromancer insanity table once at
moned spirits nearby, he also acts as a beacon to other spirits who levels 7 and 12.
just happen to be in the area. 1D4 un-summoned lesser spirits are
Attribute Requirements: M.E. of 14 and a willingness to be
likely to be in the area (500 feet/152.4 m) of the mage. If within
around ghosts all the time.
1 mile (1.6 km) of a ley line, that number will likely increase to
O.C.C. Skills:
2D4 lesser Entities and a 01-10% chance of one mid-ranged Entity
Language and Literacy in native language plus one other of
(Siphon, Gluttonous, Beautiful, or some Haunting Entities). When
choice (+20%).
within 1 mile of a nexus point, 3D4 lesser Entities are likely to gather
Language: One additional (+20%).
around the mage with a 01-25% chance of 1 mid-ranged Entity be-
Lore: Demons & Monsters (+20%)
ing among them. These Entities will never harm the mage and will
Lore: Psychic (+10%)
ignore the mage’s companions if given a stern warning, but other
Math: Basic (+20%)
people are still targets as normal. It is this aspect of the mage that
Pilot Hovercraft (+10%)
gives him great power, but causes him to be shunned and feared.
Wilderness Survival (+5%)
4. Spirit Slayer: The Spirit Caller is immune to all the fear
W.P. Knife or Sword
and mind control abilities of Entities and cannot have his P.P.E.
W.P.: One Energy Weapon of choice.
or I.S.P. stolen by them. All Spirit Callers know all lore concern-
Hand to Hand: Basic can be selected as one O.C.C. Related
ing Entities, including their abilities, powers, and weaknesses.
Skill, Hand to Hand: Expert at the cost of two, or Martial Arts
This makes them excellent exorcists as they often know the best
or Assassin (if evil) for the cost of three O.C.C. Related Skills.
means to extract an Entity from an area or can command it to
O.C.C. Related Skills: Select seven other skills. Plus, select two
leave, which is far quicker than a simple exorcism. In most cases
additional skills at level two, and one at levels 4, 8 and 12. All
however, the Spirit Caller will try to talk the Entity into leaving
new skills start at level one proficiency.
peacefully or attempt to lay the tortured spirit to rest permanently
Communications: Any (+5%).
by resolving its reason for existing.
Domestic: Any (+5%).
5. Willing Vessel: Much like the psychic medium, the mage
Electrical: None.
allows his body to be possessed by an Entity. This is typically
Espionage: Disguise, Forgery, and Intelligence only.
done to allow the spirit to interact physically with the world or
Mechanical: None.
so that lesser spirits can interact with others who otherwise can-
Medical: First Aid only (+5%).
not see or hear them. Unlike the medium however, the mage can
Military: None.
choose to “suppress” the Entity at any time, enslaving it and gain-
Physical: Any except Acrobatics, Gymnastics, Wrestling, or
ing access to its psychic powers. This suppression is frightening
Boxing.
for the Entity unless it willingly allows itself to be used to help
Pilot: Any (+2%).
its friend the Spirit Mage. For the duration the mage has full ac-
Pilot Related: Any (+2%).
cess to the Entity’s special powers, psychic abilities, and I.S.P.
Rogue: Any (+5%).
reserve. Duration: 4 minutes per level of experience. P.P.E.: 10
Science: Any.
to suppress a lesser Entity; 20 for a mid-ranged Entity; 40 for
Technical: Any (+10% on Lore or Writing).

45
W.P.: Any. of Magic. Any natural ability can be gained in this way and used
Wilderness: Any. as normal for that power for 2 minutes per level of the Bone Mer-
Secondary Skills: The character also gets to select six skills from chant. Spells and psionic powers can’t be gained in this fashion,
the Secondary Skills list on page 300 of Rifts®: Ultimate only natural abilities. Abilities related to natural limbs like wings
Edition. These are additional areas of knowledge that do not or a prehensile tail will see the mage form the limb from bone, as
receive the bonus listed in parentheses. All Secondary Skills if erupting from his flesh (no damage). These limbs function with
start at base level. the same strength as the mage but otherwise work like the natural
Standard Equipment: Same as the Necromancer O.C.C. for ability they were copied from.
standard gear. 3. Mystic Preservation: This rare arcane method is used to
Weapons include a silver knife, 2D4 wooden stakes, a preserve the remains of supernatural creatures, most of which
wooden hammer, a pure iron rod (to dispel illusions), an en- vanish from our world when they die. By spending 5 P.P.E. per
ergy pistol with 1D6 E-Clips, and one other weapon of choice. pound of flesh or bone, the mage can anchor remains to our world
Preference is toward magic weapons and devices, especially so they can be used in the mage’s creations. The mage can be se-
Necromancer creations or Techno-Wizardry. lective as to what material is affected, so a bone can be preserved,
Vehicle is limited to non-military means of transportation letting the unwanted flesh simply vanish like normal. If not used
and rarely includes animals, as they are to frightened of the in a creation within three days, this power must be used again or
Spirit Caller’s ghostly companions. the body part will vanish, unless it is preserved in pure alcohol.
Money: Starts with 2D6x1000 in credits and 2D4x1000 in sell- 4. Impervious to Vampires: Necromancers are impervious to
able black market goods. Spirit Callers are less interested in the mind controlling bite and mind powers of the vampire. Fur-
accumulating wealth than their Necromancer brethren and are thermore, they cannot be turned into a vampire (but can be slain
more concerned with knowledge and secrets. That said, mon- by them), and they know all the legends about vampires and other
ey is a good way to discover secrets. undead, and how best to combat them.
Experience: Uses the same Experience Table as the Mystic. Some Necromancers use this ability to become vampire slay-
ers and to ingratiate themselves among ordinary people, or to
earn a place among Demon Slayers, warriors and adventurers –
The Bone Merchant NPC this power is a valuable commodity. Others use this immunity
and knowledge only for self-defense and to eliminate competi-
Not Available as a Player Character tion from the undead. The most daring use it to enslave vampires
and other undead as their servants and slaves.
Of all the Necromancers, it is the Bone Merchant who truly
5. Initial Spell Knowledge: Starts with Assemble Bones,
masters the art of drawing latent power from the dead. Using their
Bone & Joint Bonding, Fragile Bone to Wood, Fragile Bone to
magic, Bone Merchants can shape flesh and bone like clay, imbue
Stone, Fragile Bone to M.D.C. Bone, Bone of Invisibility, Neck-
new power into simple corpses, and even create deadly weapons
lace of Bird Skulls, and 3 common Necromancy spells of choice
or potions from blood and gore. However, this power comes at a
(excluding Spirit Magic).
price. Unlike the other classes of Death Mage, Bone Merchants
At each subsequent level of experience, the mage gains 2
lack a great deal of offensive power. They lack the ability to bond
Bone Magic spells or 1 common Necromancy spell. Additional
with the dead personally, and their ability to raise, command,
spells can be purchased or learned as described under The Pursuit
or animate corpses is extremely limited. Of course, this doesn’t
of Magic in Rifts® Ultimate Edition.
mean the mage isn’t dangerous. On the contrary, Bone Merchants
6. P.P.E. Base: 2D6x10 +30, plus the P.E. attribute. Gains
are feared as cruel traders, offering salvation and power at a terri-
3D6 P.P.E. per level of experience, which may seem like a lot
ble price. They use their creations to hold favor in courts of king-
until you consider that some will be permanently spent on Bone
doms, or lord over various magical guilds. Since their creations
Weapon creations.
rival those of the vaunted Alchemist, but are easier to learn, they
7. O.C.C. Bonuses: +10 to S.D.C., +1D4 Hit Points (or +2D6
are often seen as rivals and compete for the same pupils. While
M.D.C. for Mega-Damage creatures), +4 to save vs Horror Fac-
the Necromancers may have a bad reputation, their offerings are
tor, +6 to save vs Poison, +4 to save vs Disease, +2 to save vs
formidable, and appeal to a great many warriors, monster races,
Necromancy Magic, +1 to save vs other Magic. The Bone Mer-
and others who aren’t afraid to wield the power of death.
chant is known for an iron constitution and a morbid sense of
humor. Most are quite insane. Roll on the random insanity table
O.C.C. Powers and Abilities:
under the Necromancer O.C.C. at levels 3, 7 and 13.
1. Master of Corpses: The Bone Merchant begins with a
large number of Bone Magic spells (see Initial Spell Knowledge) Attribute Requirements: I.Q. 12 and M.E. of 11 or higher.
and gains them quickly over time. In addition, the Bone Merchant O.C.C. Skills:
can craft Bone Artifacts that are much more powerful than the Language & Literacy: Two languages of choice (+20%).
simple offerings of other Necromancers. The process for creating Language: One additional (+20%).
these items is listed below and is exclusive to the Bone Merchant Lore: Demons & Monsters (+20%)
O.C.C. Math: Advanced (+15%)
2. Call Power from Bone: By channeling his power through a Chemistry: Basic (+10%)
piece of bone, the Bone Merchant can use any natural ability pos- Skin and Prepare Animal Hides & Bones (+15%)
sessed by the creature the bone was taken from. This process cost Identify Plants (+10%)
10 P.P.E. for Supernatural creatures and 20 P.P.E. for Creatures Wilderness Survival (+5%)

46
Blacksmithing (+10%) who can unravel their composition and power. Armed with this
W.P.: Two Ancient of choice. knowledge, the mage uses his personal P.P.E. to infuse the dead,
Hand to Hand: Basic can be selected as one O.C.C. Related enhancing what power remains and giving it new form. The result
Skill, Hand to Hand: Expert at the cost of two, or Martial Arts is a powerful kind of magical enchantment that can create many
or Assassin (if evil) for the cost of three O.C.C. Related Skills. useful items. Unfortunately, due to the fact that these items are
O.C.C. Related Skills: Select seven other skills. Plus, select two created literally from the dead, there is a negative stigma sur-
additional skills at level two, and one at levels 4, 8 and 12. All rounding them. Some Bone Merchants have, in fact, engaged in
new skills start at level one proficiency. murder to create suitable materials, or to draw the power needed
Communications: Any (+5%). to perform their enchantments from their victims.
Domestic: Any (+5%). Below is a list of common creations of Bone Crafting, includ-
Electrical: None. ing creation costs, and a guide for creating some of the more
Espionage: Disguise, Forgery, and Intelligence only. powerful Artifacts. Each component includes a P.P.E. cost to the
Mechanical: None. mage which may include permanent investments. P.P.E. spent
Medical: First Aid or Paramedic only (+5%). permanently is never regained, even if the Artifact is destroyed
Military: None. or disassembled to be re-used in another project. Because of this
Physical: Any except Acrobatics, Gymnastics, Wrestling, or permanent investment, most Bone Merchants will charge a great
Boxing. deal for their most powerful creations, often including services or
Pilot: Any (+2%). years of servitude instead of money. Lesser Artifacts that simply
Pilot Related: Any. require temporary P.P.E. are by far the most common and afford-
Rogue: Any (+5%). able, especially if the merchant in question owns a shop and has
Science: Any (+5%). apprentices (rather than traveling merchants).
Technical: Any (+10% on Lore or Writing).
W.P.: Any.
Wilderness: Any.
Potions
Secondary Skills: The character also gets to select six skills from Potions are created from blood and typically, powdered or-
the Secondary Skills list on page 300 of Rifts®: Ultimate ganic parts. Most function very similar to Alchemical potions but
Edition. These are additional areas of knowledge that do not include a few different creations exclusive to Bone Crafting. Un-
receive the bonus listed in parentheses. All Secondary Skills less otherwise stated, all potions last 10 minutes per use. Each is
start at base level. around 2 ounces (59 ml) minimum (one dose for a human).
Standard Equipment: Same as the Necromancer O.C.C. for See the Invisible: Requires blood from any supernatural crea-
standard gear. ture as well as its dried and powdered eyes. Creation Cost: 30
Weapons include a silver knife, 2D4 wooden stakes, a wood- P.P.E. plus components and 1 hour cooking time. Market Cost:
en hammer, a palm-size mirror, around a dozen bones and 2D4 5,000 credits.
jars of body parts, including eyes, ears, tongues, liver chunks, Turn Invisible: Lasts for the entire duration but otherwise as
and brain chunks. Plus the Bone Merchant is likely to have 1 per Invisibility: Simple. Creation Cost: 30 P.P.E. plus powdered
greater bone weapon of choice with 1 greater and 3 lesser en- skin and blood from a creature that can turn invisible. Market
chantments and one lesser item with 2 lesser enchantments. Cost: 10,000 credits.
Vehicle is limited to non-military means of transportation, Chameleon: Nearly identical in creation to the invisibility po-
but typically something with some storage space like a wagon, tion above. Creation Cost: 25 P.P.E. plus skin and blood from
carriage, truck, ATV, or riding animal with saddlebags if trav- a creature with magical chameleon. Market Cost: 6,000 credits.
eling light. Undead Strength: Blood and dried muscle tissue from virtu-
Money: Starts with 2D4x1000 in credits and 3D6x1000 in sell- ally any supernatural creature, and grants a P.S. equal to the super-
able black market items or bone magic materials. Most Bone natural creature it came from. Creation Cost: 35 P.P.E. plus blood
Merchants will spend their money quickly to acquire materials and powdered muscle. In the alternative, can be made into a jerky
to create more powerful items. Even those that sell their cre- type food for the same effect. Market Cost: 15,000-50,000 credits.
ations tend to spend as fast as they create. Tireless Dead: Made in the same manner as the strength po-
Experience: Uses the Dragon Hatchling Experience Table. tion with the same ingredients, it prevents exhaustion for the du-
ration. Creation Cost: 40 P.P.E. plus blood and powdered muscle.
Market Cost: 15,000 credits.
Necromantic Bone Crafting Undead Speed: Same as the spell Swift Wings, but lasts only
This method of enchantment is largely exclusive to the Bone 2 minutes. Creation Cost: 65 P.P.E., plus blood from a bat and
Merchant O.C.C., although elder Necromancers (level 9+) with wings of a fly that was born from maggots that fed on corpses.
the proper knowledge could learn to enchant bones as well. These Market Cost: 50,000 credits.
creations are examples of the power of living souls and the latent Bio-Regeneration: Heal 2D6 S.D.C./Hit Points or M.D.C.
energies they leave behind at death. The trauma of a creature’s per minute for the duration. Creation Cost: 90 P.P.E. plus the
death is so great that some of its natural energies are permanently blood and marrow of a creature with supernatural bio-regenera-
imprinted on their remains. However, these energies are faint and tion. Market Cost: 50,000 credits.
must be infused with additional power in order to reach their full Negate Poison: Uses the blood of a creature with poison at-
potential. This is where the death mage comes in. It is the Nec- tacks to create a potion that negates all poisons for the duration.
romancer who can most easily identify these latent energies and Creation Cost: 50 P.P.E. plus blood. Market Cost: 12,000 credits.

47
Resist Fire: Half damage from all forms of fire, including Ring of Tomb Sense: Divining Tombs & Graves 3x daily.
magical. Creation Cost: 20 P.P.E. plus blood and skin of a crea- Market Cost: 80,000-100,000 credits; poor availability.
ture resistant to fire. Market Cost: 18,000 credits. Vicious Ring: Cast Death Strike 3x daily. Market Cost:
Daywalker: Grants the drinker the effects of the Daywalker 400,000-700,000 credits; poor availability.
spell for 1 hour, and is highly coveted among vampires and other Corpse Burner: Funeral Pyre 3x daily. Market Cost: 100,000-
monsters of the night. Creation Cost: 50 P.P.E. and some blood 150,000 credits; fair availability.
from a vampire. Market Cost: Varies between 300,000 to 450,000
credits a dose, due mostly to demand among monsters. Constant Artifacts
Stench Bomb: The same as the spell Stench of the Dead at 3rd Cold Iron Lantern: One of the simplest and most common
level strength. Used as a gas grenade or burned like a candle. Cre- constant artifacts. This lantern functions the same as Lantern of
ation Cost: 15 P.P.E. plus feces and rotten mucus (yuck). Market Death when lit, equal to 5th level in strength. Creation Require-
Cost: 1,500 credits. ments: An old lantern, and wax made from a smashed beehive.
Delay the End: Works as per the spell of the same name with Market Cost: 30,000-60,000 credits; fair availability.
an active duration of 1 hour. Creation Cost: 25 P.P.E. plus hair The Death Mask: Another simple creation that uses the com-
and blood from a child (non-lethal amounts). Market Cost: 8,000- mon Necromancy spell of Death Mask. This mask functions ex-
12,000 credits, and is popular among warriors and blood sport actly like the real thing, but without a duration. Creation Require-
gladiators. ments: The weathered facial skin of any corpse. Market Cost:
Accelerated Decay: Poured over a body, it functions exactly 120,000-150,000 credits; fair availability.
like the spell. Creation Cost: 20 P.P.E. plus lye and lime (the min- Nemesis Ring: Grants the wearer the effects of the spell Day-
eral). Market Cost: 20,000-50,000 credits since it is most often walker as long as it is worn. Its name comes from the fact that it
used by those trying to conceal a crime. is most often used by vampires and other undead enemies of the
Eyes of the Dead: As per the spell, with 10 minute duration. living. Creation Requirements: The fangs of a vampire combined
Creation Cost: 30 P.P.E. and some eye jelly. Market Cost: 10,000 with its ashes made into a resin. Market Cost: 12-15 million cred-
credits a dose. its. Most Bone Merchants are reluctant to make these items, even
for undead allies.
Jewelry and Lesser Artifacts General’s Mark: Made from the bones of a Bone Fiend, this
These are creations that are not weapons, but that have some ring gives the wearer the ability to Turn Dead (as per the spell),
inherent magical properties that are either “constant” or “replen- and Command Dead that fail a save vs magic at 12 or higher.
ishing.” Constant artifacts provide their powers as long as they The command must be a simple instruction like “attack them,” or
are worn, making them, by far, the most practical. Replenishing “leave this place,” and cannot include attacking its true master.
artifacts regenerate a magical payload over time that can be used However, this item will work on virtually any undead creature
toward their built-in powers. Many of these creations are similar to encountered (except Master Vampires)! Creation Requirements:
Alchemy, but differ in their creation process and the available abil- The finger bones of a Bone Fiend. Market Cost: 1.2-1.8 million
ities. Unless otherwise stated, all function at 6th level in strength. credits; very rare.
Vampire Ward: Protects against the mind control and phero-
Replenishing Artifacts mone powers of vampires, but does nothing to prevent the wearer
from becoming one. Creation Requirements: The tooth of a vam-
Ring of Turn Dead: As per the spell, 3x daily. Market Cost: pire. Market Cost: 120,000-250,000 depending on the area and
100,000-150,000 credits; fair availability. demand; fair to poor availability.
Mark of Summoning: Summon the Dead 3x daily. Market
Cost: 500,000-900,000 credits; rare.
Ring of Undead Strength: Strength of the Dead 3x daily. Weapons and Armor
Market Cost: 300,000-500,000 credits; poor availability. Such items created through Bone Crafting are powerful arti-
Corpsewalker’s Ring: Hide Among the Dead 3x daily. Mar- facts capable of great feats of magic. Though hardly a match for
ket Cost: 30,000-40,000 credits; fair availability. true Rune Weapons, these creations are still impressive to behold
False Life Spike: A stud piercing that works as per the spell even compared to many Alchemical creations. They are heav-
False Life 3x daily. Market Cost: 40,000-60,000 credits; poor ily reliant on what they are created from and as such, can vary
availability. fairly greatly in power level. To aid the Game Master in creating
Stud of Sense Death: Typically made as an earring to Sense these items, they are presented in stages. The first is the Base,
Death 4x daily. Market Cost: 30,000-50,000 credits; fair avail- which makes up the main part of the weapon or armor. Next are
ability. the optional components of Blood and Metal, which add a small
Ring of Gore: Casts Necro-Armor at 5th level strength, 3x amount of power to the item. Finally, there is the Adornment,
daily. Market Cost: 200,000-300,000 credits; poor availability. which includes parts like eyes, teeth, ribs, tongues, and similar
Lifebane Necklace: Casts Elemental Immunity 2x daily. attachments that alter the item’s power.
Market Cost: 150,000-200,000 credits; poor availability.
Animator’s Ring: Casts Animate and Control Dead (lesser) Base Components
3x daily. Market Cost: 300,000-500,000 credits; poor availabil- Most base components include bone and/or horn, teeth, or
ity. shell. These serve as the body of the construct and its main struc-
Deathbringer’s Ring: Animate and Control Dead (greater) ture. An example would be a sword made of bone for the handle,
3x daily. Market Cost: 1.2-1.5 million credits; rare. and a large tooth for the actual blade. All base components must
48
come from at least a supernatural creature that was also Mega- mune to normal lightning and takes half damage from magical
Damage in life. The M.D.C. value of such weapons is generally lightning.
around 50 M.D.C. for knives/hatchet-sized weapons, 120 M.D.C. Iron: The weapon can now dispel illusions by striking them,
for short swords/axes/clubs, 180 M.D.C. for long swords/spears/ and can dispel magical barriers on a roll of 12+, minus any Spell
battle axes, or 240 M.D.C. for pole arms/lances/great swords. All Strength bonuses the barrier may have.
bone weapons regenerate 10% of their M.D.C. every hour and Mercury: This is often stored in the same way as blood, and
can only be damaged by attacks that deliberately target the bone makes the sword slippery and fluid. +2 to parry, and -2 to all dis-
weapon. If the weapon is reduced to zero M.D.C., it will not re- arm attempts against the wielder.
generate and is destroyed. Steel: Runes of steel render the weapon the bane of technol-
Damage is equal to the S.D.C. equivalent of the weapon cre- ogy. Artificial constructs, including enchanted constructs, take
ated, but the bone weapon will inflict S.D.C./Hit Point damage +6 to damage.
to S.D.C./Hit Point beings and materials, and M.D. to M.D.C.
armor, structures and beings. In addition, these weapons receive Adornment
some amount of supernatural help based on the power level of Despite the name, it is the Adornment that determines what
the creature used. Weak supernatural creatures, such as super- exactly the bone weapon’s role is. An Adornment can be used for
natural predators or those without magical abilities, provide only almost anything in the item, but often is part of the cross guard
the base damage. Powerful supernatural monsters like Gargoyles, on swords or pommels. Most Adornments are difficult to acquire,
Brodkil, Spiny Ravagers, or similar, add +1D6 to the weapon’s making them expensive additions, but their value often far ex-
damage. Magical supernatural monsters (i.e. those with magic ceeds their monetary cost. A bone weapon can have only a single
powers) add +2D6 damage. Demons or creatures of magic are Adornment.
more potent, and double the weapon’s base damage. (Note: If Sphinx’s Eye: Grants the wielder the ability to read and write
more than one of these applies, use only the largest bonus.) all languages, and grants the equivalent of the powers Clairvoy-
ance, Speed Reading, and Total Recall 3x each daily.
Blood and Metal Faerie Wings: Used to wrap handles, most often. The wielder
The addition of blood or metal into a bone creation can alter its is immune to Faerie Magic and Foods and gains the equivalent of
basic properties and grant it additional powers. Blood is typically the spell Escape, 3x daily.
applied by soaking it into the hollows of the bone through baking, Demon Horn: The wielder becomes stronger and more fero-
or containing it in sacs or hollows within the weapon like reser- cious. Can cast the equivalent of the spell Magical Adrenaline
voirs. Metal is often inlaid into wards or runes on the weapon, Rush 2x per day with penalties only lasting 1 melee round!
or coating the weapon’s blade. In either case, the type of blood Deevil Hoof: Gains the Devil’s Own Luck. Can cast the
or metal used is what provides specific bonuses. Note: No more equivalent of the spell Beat Insurmountable Odds once per day,
than one type of blood or one type of metal can be added to a and again on a roll under the character’s M.A. with each subse-
weapon. quent attempt, adding +3 to whatever is rolled. (So under M.A.
Blood of a Monster: 1 pint of blood from any supernatural the first time, then die roll +3 for a second casting, die roll +6 for
monster will increase damage done to supernatural beings by +6. a third, etc.)
Vampire Blood: 12 fluid ounces (355 ml) of vampire blood Medusa’s (or Maggot’s) Eye: Once hit, the target must roll to
will increase the damage done to vampires and other undead by save vs magic or become petrified. Maximum weight affected is
+6. 500 pounds (255 kg), but large objects will see portion of them-
Poisonous Blood: 12 fluid ounces (355 ml) will allow a blad- selves turned to stone. Effects last for 1 hour, so in this case, not
ed weapon to poison enemies upon a successful attack that comes permanent.
in contact with the target’s flesh. Victims must roll to save vs Dragon Tooth: Grants the user immunity to dragon breath
lethal poison at 12+ or suffer 2D6 damage direct to Hit Points/ and +2 vs all forms of magic and dragon psychic powers or abili-
M.D.C., and -15% on skill rolls and -2 on all combat rolls for the ties.
next 10 minutes. Subsequent poisoning attacks inflict additional Champion Sword: Created using the lower rib bone of a
damage, but will only increase the duration of the penalties, not Godling. This Adornment grants +2 to P.S., +1 to all other physi-
their severity. cal attributes, and +1 on all saving throws!
Demon Blood: 1 pint (177 ml) of blood from a demon will Mermaid’s Scale: Incorporated into the weapon’s handle.
render the weapon more effective against Deevils. Inflicts double Grants the user the ability to breathe underwater and survive at
damage against all “true” Deevils (not minions). Deevil blood twice his normal depth, for as long as the weapon is held in hand.
has the same effect when used against demons. Vampire’s Fang: The weapon becomes a life-drinker. When-
Faerie Blood: 6 ounces (177 ml) of Faerie blood (can be gath- ever the weapon inflicts damage to a living opponent’s flesh
ered from multiple Faeries) will grant the weapon uncanny speed (NOT armor), some of the damage is transferred to the weapon’s
and precision: +2 to strike and parry in addition to any bonuses wielder as health. If the target is an S.D.C. being and takes at
from other sources. least 10 points of damage, the wielder receives 1D4 S.D.C. or Hit
Dragon Blood: 1 pint (473 ml) of dragon blood will turn the Points of healing. If an M.D.C. target takes at least 10 M.D., the
weapon into a Dragon Slayer, inflicting triple damage to dragons wielder receives 2D4 S.D.C. or Hit Points, or 1D4 M.D.C. if he
and causing them to heal such damage at half their usual rate. is an M.D.C. being.
Copper: Inlaid copper wards grant the user protection from Other Adornments likely exist and could easily number into
lightning attacks. With the weapon held in hand, the user is im- the hundreds, but these are the most common to Rifts Earth and
the Megaverse at large.
49
ity were on a nexus point, it would be appropriate for the Hand to
build a Nexus Hub to protect it. Then, perhaps the Hand would
develop that Nexus Hub into a Market Town, giving the orga-
nization a point of distribution for the company’s products di-
rectly to the consumer. The Market Town’s profits would then
be poured back into Hand operations, helping secure its place
among the Five Factions.
As it turns out, the Hand has executed just such a plan, at the
urging of a particularly visionary High Magus Black Marketeer.
The project has exceeded even their wildest expectations, and the
town known as Singer is now more city state than Market Town.
But Singer’s advent has not gone unnoticed, and its affluence and
relative proximity to Free Quebec make it an enticing target for
the nearby Le Marche Noir. Conflict between the two Black Mar-
ket factions highlights Singer’s urban intrigue.
With that, I thank you for joining me on another foray into the
Rifts North America criminal underground.

On Market Towns
Market Towns are a consumer’s paradise, offering the widest
range of products in one place almost anywhere, save major city
states, MercTown, and the Splynn Dimensional Market. The great-
est beneficiary is, of course, the Market Town’s founding organiza-
tion or organizations, which own the majority of the businesses in
town and have an effectively captive audience for their products.

Rifts® Black Market: Black Market Organization


or Community Builder?

Rise to Power
Despite these apparent advantages, there are few Market Towns
in Rifts North America. Le Marche Noir owns only two, and one
is mobile; Bandito Arms is building just its third Market Town; the
Chicago Network has actually reduced its Market Town holdings
since the Coalition States’ war with Tolkeen; El Oculta has only
Optional Source Material for Rifts® one well-known Market Town; and the only Market Town under
Immaterial Hand control, other than their enterprise near Cincin-
By Maxwell Kautsch nati, became Singer, the city state outlined in these pages.
Although wildly successful given the right plan and sufficient

Part One resources, there are a few reasons why the Market Town business
model is not as prevalent as one might expect. First of all, it is dif-
ficult to find and organize enough trustworthy Black Marketeers
As you probably inferred from the title, I really dug the Rifts®
to even get the project off the ground. The myriad of moving
Black Market sourcebook. As a criminal defense attorney, I have
parts involved with establishing a Market Town, mainly related
come to realize that crime is just second nature to some folks,
to its construction and the associated supplies and labor, make
even in a society based on the rule of law where the consequences
it vulnerable to insider deals and corruption that can doom the
for criminal behavior are laid out in black and white. Criminal-
project from the outset. Only a loyal, well-financed crew has the
ity and vigilantism are even more common in a post-apocalyptic
wherewithal to start such a venture, and those are in short supply.
setting like Rifts Earth, so material dedicated to the bad guys is a
Furthermore, once established, a modicum of decorum, not
great addition to the canon.
a traditionally strong suit for Black Market organizations, is
One of the many things that stood out to me about the Rifts®
required in order for the Market Town to succeed as a seller’s
criminal underworld was how the Immaterial Hand became one
venue. Market Towns are profitable only when consumers can
of the Five Factions of the Black Market only over the last twenty
acquire desired goods safely and at reasonable prices, so it is in
years or so. That relatively quick and recent ascent got me think-
the organization’s interest to install a peacekeeping presence that,
ing about what the Hand could have done to expand its sphere
at minimum, ensures visitors can reasonably expect to be able to
of influence over that time period. Given the relative prevalence
enjoy their purchases (i.e., not get robbed on their way back to
of practitioners of magic within the Hand’s ranks, especially in
their vehicle). Unless the Market Town’s founders have an actual
its earlier days, it seemed natural for the organization to found
interest in law enforcement, the enterprise is little more than a de-
a Techno-Wizard arms company to capitalize on the booming
partment store for rival factions and traitorous Black Marketeers.
weapons market. Further, if the company’s manufacturing facil-
50
So rather than assume its customary role as the enemy of author- out through some combination of backroom dealing, kickbacks
ity, the faction or factions that found a Market Town automati- and retaliatory hits. When a Black Market organization suspects
cally become the authority. or witnesses actions against its interests, the difference between
This distinction may not matter in some facets of Black Mar- getting shot on sight and looking the other way depends less on
ket operations; after all, busting heads in the name of crime or the severity of the crime and more on the “criminal’s” connec-
crime-stopping is all the same to the crew doing the busting, tions. For example, a lone pickpocket or shoplifter may well suf-
and each individual establishment is ultimately responsible for fer execution or exile, even for what could be considered petty
its own security. But the founding organization finds itself in theft, as there is no one to take his part. On the other hand, a major
the counterintuitive position (for criminals, anyway) of desiring conspiracy to heist significant inventory or funds may not mean
to keep the peace and maintain social stability to some extent. death to the conspirators, provided they have the right people
Therefore, rather than make a score against neighbors, local busi- paid off and/or protection from a rival organization.
nesses, or the government, actions that would ordinarily be Black With the death penalty always an option for the generally cut-
Market stock and trade, members of the founding organization throat individuals doling out the sentences, acting against the in-
who reside and work in the Market Town have significant incen- terests of the founding faction is risky business. But desperation
tive to stay loyal and build a real sense of community. begets ingenuity (criminality?), and Market Towns see enough
crime against the authority to justify, at minimum, the Peace-
Temptation Abounds keeping Force referenced in Market Town Step Four: Town
Security.
Some thrive under these law-abiding circumstances (it’s good
to be king!), but others can’t help but get involved in the crimi-
nal activity inherent in the buying and selling of goods in bulk.
Unfortunately, succumbing to that temptation violates the trust
Singer, New York
of the founding organization, resulting in the appropriate penalty
upon discovery. – Immaterial Hand City State
Even so, substantial inventories make Market Towns breed- Although the Immaterial Hand only has one Market Town in
ing grounds for bribery, more often than not with theft as the the Magic Zone, near the ruins of Cincinnati, it founded another on
endgame. For example, paying a security guard at an after-hours an island peninsula off New York’s St. Lawrence Seaway coast-
storage facility for a “give-up” rather than a “holdup,” is a time- line, about fifty miles (80 km) northeast of pre-Rifts Kingston, On-
honored scheme, and quite the temptation for any Market Town- tario. Featuring the Hand-owned Techno-Wizard manufacturing
residing Black Marketeer with questionable loyalty and the right company Artesian Arms, the community that was originally little
connections. more than a glorified Nexus Hub, then burgeoning Market Town,
The likelihood of this sort of action increases if that security is now the thriving independent city state of Singer.
guard happens to owe a large debt, which is, of course, a rather The Hand has benefitted tremendously from Singer over the
typical circumstance in Black Market circles. Easy lending due last quarter century. Its thriving economy continues to churn out
to the readily-accessible Black Market bank, not to mention in- profits from arms sales and ownership interests in various en-
evitable bookmaking operations, means lots of borrowers, and terprises, streamlining the organization’s operations throughout
the loans are subject to steep interest, or “vig.” The prevalence North America. This prosperity, combined with inspired leader-
of these loans naturally results in a certain percentage of Market ship, unique culture, and favorable geography, has resulted in a
Town borrowers unable to pay their debts and often facing immi- remarkably safe and stable city state.
nent consequences at the hands of the founding faction (i.e., you Despite these assets, Singer is far from idyllic, and sees its
can’t go to work with two broken legs). share of conflict, both armed and otherwise. Civil unrest, de-
Making matters worse, many Market Towns are havens for bauchery, discrimination, and political backstabbing are the or-
gamblers, sporting events and gladiatorial contests, further in- der of the day. However, Singer’s educational, recreational, and
creasing the likelihood of loans and delinquent debts. This commercial opportunities make it much more destination than
debtors’ culture creates a climate of desperation that can lead dead end in comparison to most of Rifts Earth. Thanks to the
to strapped borrowers accepting bribes or going along with a Hand, most citizens’ standard of living has steadily improved,
scheme against the interests of the authority, usually for a portion even rivaling that of notable city states such as Lazlo.
of the spoils, just to try to get out of debt, risks be damned.
Racial Breakdown. Although the town that became Singer
Keeping the Peace began as little more than a refugee camp, its population today
exceeds 4,000 permanent residents and may include up to 500
So if town security is necessary to protect the founding fac- (1D4x100+100) transients at any given time.
tion’s financial interest, in some cases literally from itself, how is 40% Humans.
law and order maintained in a city that is one big criminal enter- 41% D-Bees, particularly the races found in Rifts® World
prise? Actual regulation fluctuates widely from Market Town to Book 20: Canada and Rifts® World Book 11: Coalition War
Market Town, depending on the Market Town’s founding faction Campaign, “freeborn” mutant animals, and Elves.
and the whims of its bosses. What is considered illegal in one 10% Other nonhumans, such as dragons, Temporal Raiders,
may be a signature service elsewhere. Sphinx, and other enlightened creatures of magic.
Even if the crime is universally reviled, such as theft, there is a 4% Dwarves, mostly former residents of Kingsdale looking
wide range of possible punishments, which are ordinarily meted for a change of scene.

51
4% Faeries. Only five years ago the Faerie population was Wildlife
twice what it is now.
1% Entities. Animals in the area include deer, moose, wolves, foxes, bea-
vers, raccoons, skunks, squirrels, eagles, hawks, and owls. D-
Occupational Breakdown. In Singer, magic is a way of life, and Bees common to southern Canada and the Eastern Wilds, Native
that attitude is reflected in the residents’ O.C.C.s. About half of tribes, particularly the five that make up the Longhouse Preserve,
the population are also Black Marketeers. and the Ghost Rider Shemarrians (see Shemarrian Nation™,
22% Techno-Wizards. page 23), are the most likely to be encountered in the woods
20% Miscellaneous practitioners of magic, especially Shifters, around Singer. D-Bee monsters such as the Rhino-Buffalo, Nex-
Ley Line Walkers, and Ley Line Rifters. us Knights from Madhaven, and creatures of magic like Neuron
17% City Rats, Operators, and Merchants, most of whom are Beasts might also be found wandering through the northern Hor-
also Black Marketeers. ror Forest at any given time. See Random Encounters in the East-
15% Wilderness Scouts, woodsmen, and similar. ern Wilderness, Shemarrian Nation™, page 94, for some ideas
10% Farmers/Vagabonds, mostly Exempt Citizens. about what adventurers might run into near Singer.
8% Men-at-Arms, particularly Pirates and Headhunters.
5% Rogue Scholars. Government
3% Other.
Like most Market Towns, Singer was originally considered a
Note on Transients: Travelers in the Eastern Wilds are equally benevolent dictatorship. High Magus Rembrandt, the Immaterial
likely to be D-Bees, well-armed humans, traveling Natives, or Hand Boss who took the lead on the Singer project, was the Fist’s
creatures of magic. The vast majority of transients’ O.C.C.s are proxy and de facto leader of the settlement. For over a decade,
some variation on men-at-arms or adventurers. Rembrandt had absolute authority to make decisions on behalf of
and impacting the settlers.
However, his authority was conditional from the very begin-
City Overview ning. The Hand had negotiated the right to settle on what was
Commerce is the name of the game in Singer, and anyone with known in pre-Rifts times as Wellesley Island with the native
money to spend is generally welcome to spend it. Two primary population of Faerie Folk. That agreement, known as the Faerie
commercial districts, along with a bustling nightlife, meet the wants Edict, entrusted the Hand a few more responsibilities than typical
and needs of visitors and Singer natives alike. Parts of town are for a Black Market operation. Certain commercial opportunities
rowdy, and others are downright dangerous, but for the most part, a ordinarily available on the Black Market were declared illegal
customer who keeps his mouth shut and an eye on his purse strings in Singer from its founding, including Body-Chop-Shops, Juicer,
can usually make a purchase and depart without incident. But with Crazy, and other technology-based augmentation, due to the Fa-
the drinking, gambling, prostitution, eclectic arena and bar scene, eries’ distaste for such procedures. Bio-Wizardry, Necromancy,
and unique recreation opportunities, who wants to leave? and the sale of corpses or body parts of intelligent creatures were
likewise strictly prohibited. Violators, then and now, are exiled or
executed on sight, their assets seized in their entirety.
Geography Despite the moderate commercial regulation inherent in the
The tiny city state known as Singer occupies Wellesley Is- Edict, Singer became a haven for Black Market enterprises of
land’s northern peninsula, which juts westward into the Thou- all other kinds, especially Techno-Wizard augmentation, enter-
sand Islands region of the St. Lawrence River. Its territory runs tainment, and arms distribution, so Singer’s population grew rap-
from the portion once known as Grandview Park to the island’s idly. Rembrandt prided himself on approaching problems from a
northeastern shores. The southern half of the island marks the myriad of perspectives, applying the creativity element inherent
northeast edge of the Horror Forest, and is separated from Singer in him as a High Magus to solving the administrative problems
by both a tree line known as the Thickening and the walls of of his burgeoning community. But by 100 P.A., although the
a pre-Rifts castle, which did not exist on the island until more population had seen undisputed improvements in its standard of
recent times. How it arrived is a mystery, but its crest and other living, and perhaps because of Singer’s unique culture and close
clues indicate it was called “Singer Castle.” Whether this castle proximity to Lazlo’s democracy, citizens clamored for a voice in
is related to, or actually is, the castle that existed on nearby pre- the government. This clamor appeared to border on revolution.
Rifts Dark Island (now submerged), is unknown. In response, rather than crushing the rebellion in totalitarian
Before Singer was founded, the Eastern Wilds had fully re- fashion, the Hand attempted to modify the typical Black Market
claimed the island’s gently rolling hills, yielding only to the san- benevolent dictatorship to include the trappings of democracy.
dy shores of the bay and the rocky outcroppings protruding into The Hand officially sanctioned what by then had developed into
the St. Lawrence. A river now known as Eel River flows from its the city’s five neighborhoods, allowing citizens from each neigh-
Lake of the Isles headwaters into Eel Bay, dividing the western borhood to elect a representative to make their interests known
third from the rest of the peninsula. The roadway that used to be at the Town Council. Generally speaking, Singer’s population is
Interstate 81 has been mostly overgrown, and the bridges con- comfortable with this new regime, and is confident (delusional?)
necting the island to the United States mainland and Hill Island, that further change can be effected if necessary.
Ontario, have long been destroyed. The peninsula’s lone nexus These days, Rembrandt is careful to overrule Town Council
point, now known as Nexus Styx, is near the tip of the western decisions only when they are directly contrary to Hand inter-
peninsula, which protrudes far enough into the St. Lawrence to ests, which hardly ever happens. Local scholars are puzzled, but
create a small cove known as Eel Bay.
52
pleased, with Rembrandt’s apparent flexibility, and applaud the Clifques, 5th level mutant dinosaur-turned Rogue Scholar Black
Hand’s stab at democracy. Singer, for the most part, truly is a Marketeer from an alternate universe, whose calculating but fair
safe haven, as citizens current on their tribute and honest about demeanor (Aberrant alignment) has served him well before the
their holdings (which determines the amount of tribute on a case- Lord and Lady. The accused can hire any number of attorneys to
by-case basis) can participate in a society safe enough that every assist in their defense, and lawyers are also available to represent
citizen need not focus the entirety of their resources on survival citizens in complaints against other citizens.
alone; a luxury in Rifts Earth. Instead, citizens are free to con- As in Lazlo, Kingsdale, and other enlightened city states, light
centrate on what is really important to the Black Market: profit. Mega-Damage weapons such as sidearms are permitted within
Today, Singer appears as safe and prosperous as any nation on city limits. Anything larger than a light energy rifle must be
Rifts Earth. As the new regime approaches its first decade of exis- checked at the gate. Most, but not all, individual establishments
tence, and prosperity continues to abound, even Singer’s greatest require patrons to check their weapons at the door. Prostitution,
skeptics seem to forget that Singer’s government could probably gambling, and the sale and use of drugs are all legal, but only in
best be described as “a faux democracy, in the grip of a benevo- the Gametown and Dockside neighborhoods; anyone caught run-
lent but cutthroat dictator.” ning a non-sanctioned operation is subject to immediate exile and
asset forfeiture.
Law and Order
Rembrandt understands that a city state based on a Market Defenses
Town simply has too many Black Market elements to maintain Singer has only one wall, but it’s a doozy, running east to west
authority with an iron fist. He has installed the necessary surveil- and dividing the northern peninsula, Singer’s territory, from the
lance and law enforcement elements, and although he makes it rest of Wellesley Island. Now known as the Southern Wall, the
his business to learn everything he can about Singer’s residents barrier began as a pre-Rifts castle that somehow appeared at the
and his own underlings, he is ordinarily content to let the sys- eastern terminus of Styx Major. Over the years, the Hand has
tem he created resolve issues without his involvement. As a con- added on to the structure, and it now stretches across the penin-
sequence, he mostly pays lip service to Singer’s law and order, sula to protect Singer’s southern city limit. Many of the wall’s
pointing to the considerable funds spent on town security, and battlements feature Interior Defense Force soldiers, one of three
devotes as much energy to his lab as he can. branches of Singer’s military, and all funnel the rare traveler
However, Rembrandt is truly concerned about Le Marche toward a single gate. Visitors are welcome, but are required to
Noir’s increased presence. His sources tell him that the organiza- check any weapons larger than energy rifles at the gate and into a
tion subsidizes at least one street gang, and the recent increase large warehouse where they are tagged until their owner returns
in sophisticated thefts seem to indicate an increased confidence with a valid claim slip. Security checkpoints operated by Singer
among his own people to go behind the back of the authority. Security dot the interior of the town, while Eel Bay and the St.
But as long as the Fist keeps realizing profit from Singer-related Lawrence coastline are well-patrolled by the River Watch. Ves-
revenue, the Hand finds the idea of encroachment from the tradi- sels seeking to land in Singer must communicate with the Eel Bay
tionally isolationist rival faction to be far-fetched. Port Authority in advance, and any passengers or crew seeking to
Singer Security is often the front line of Singer’s law enforce- enter Singer are required to leave anything larger than an energy
ment, and whether a case is even filed in Singer’s court system rife on board their ship. Further, many of Singer’s key buildings
largely depends on how the particular squad handles the encoun- feature Techno-Wizard Defenses such as Energy Absorbers, Im-
ter and whether it’s on the take. Generally, Singer Security pun- age Generators, Defensive Shielding, Cloaking Device, and En-
ishes the most serious offenses without the need for due process hanced Defensive Shielding (see The Rifter® #58, page 26, for
or a trial. These include violations of the Faerie Edict, murder, details on TW Defenses).
rape, acting against the interests of the authority in any way, and
engaging in any revenue-generating activity, from gambling or
arms sales to housecleaning or baking, without paying the Hand
Power Generation
its cut. Suspects are subject to immediate exile or death. Even Singer relies on a minor nexus point as the community’s pri-
petty theft may result in exile or death, but usually only if the mary source of power. Over 90% of the Singer’s homes have
suspect is a Docksider or otherwise unconnected. Failing to make built-in connections to the city’s water supply, sewer system, and
timely payments on a loan usually results in a 30-day grace pe- P.P.E. Channeling Network. With the help of an Atlantean Stone
riod, followed by expulsion and asset forfeiture if the debt is not Pyramid built directly atop Nexus Styx, and also due to Singer’s
brought current in that time frame. small land area and population, the Channeling Network has
For all other crimes, from littering to weapons infractions to completely replaced electricity as Singer’s primary power source.
disorderly conduct, Singer Security, Singer’s police force, will Provided as part of Singer’s Tiered Tribute System to all residents
issue citations to the “defendant” that include the fine amount and in good standing with the Hand relative to their use, the Network
“pay or appear” dates. The majority of the penalties are financial pumps energy needed to light, heat, and power each home. Resi-
in nature; revenue from municipal tickets is one of Rembrandt’s dents are also able to recharge TW devices as easily as they might
favorite rackets. plug an electrical appliance into an outlet; each home receives the
If the defendant disputes the citation, or if citizens have a dis- equivalent of 20 P.P.E. per hour for this purpose, and that P.P.E.
pute between themselves, the issue is taken up with the Lord and cannot be used to cast spells. Each of those homes also include
Lady of Singer, who are usually available to hear cases on a daily an entertainment/information terminal with a monitor capable of
basis. If a crime, the authority is represented by prosecutor Sarius accessing local intranet and local content, mostly produced by the

53
Singer Media Corporation (a subsidiary of the Hand). Drinking years after arriving, the group of settlers abandoned Eel Bay, and
water is supplied from the Eel River, and purified at a TW water moved on to the Pirate Kingdom of Montreal.
treatment plant in the Wellesley Park neighborhood. Only a few Over the years, two or three different bands of settlers have at-
homes in the Dockside neighborhood and on the Outskirts are off tempted to take advantage of the abandoned structures, but never
the grid. The backup power supply is a wind-powered turbine that with any “luck.” By 85 P.A., whispers of haunted houses, curses,
also doubles as a Techno-Wizard Weather Control Station. and rampant Faerie Mounds were common, and the island penin-
sula referred to as Singer was considered, by most, a destination

What Would Become Singer for only the foolhardy or desperate.

In pre-Rifts times, Wellesley Island was a summer vacation High Magus Rembrandt
spot known for its lush state parks and pristine golf courses. It
also served as a border crossing between the United States and and the Immaterial Hand
Canada, although the coming of the Rifts washed the checkpoint Rembrandt Karosh began his journey to Immaterial Hand
that was on the island’s northeastern shore into the river. Many Boss and de facto ruler of Singer as an apprentice High Magus.
of the town’s pre-Rifts residents worked at the park or were oth- He chose that path, or the path chose him, because of his obses-
erwise engaged in the tourism industry, and the population was sive interest in magic from a young age, specifically in synthesiz-
always significantly greater in the summer. Thus, when the Rifts ing magic with technology to design and build weapons. While
came on the Winter Solstice of 2098 A.D., the actual loss of life his peers were playing “guns,” a practice parents certainly en-
was not particularly great. dorsed in a post-apocalyptic world, Rembrandt was more likely
Regardless, the coming of the Rifts exterminated any human underfoot at his uncle’s fledgling Techno-Wizard workshop in
presence on the island, as the rivers and seas, including the St. Stormspire building his own. To no one’s surprise, the Lords of
Lawrence, bucked wildly with ley line energy. As it happened, a Magic issued their call on his 13th birthday.
nexus point flourished near the tip of what was Grandview Park, Those experiences in his uncle’s shop caused him to fall in
less than a half-mile (0.8 km) from the peninsula’s western coast. love with Techno-Wizard weaponry early on. Accordingly, he
Although the nexus point consisted only of two short ley lines, nei- focused much of his High Magus training on the design and
ther longer than three miles, the energy released was catastrophic. construction of such weapons, even though his teachers tried
Once humanity began regaining its foothold in the world, the to discourage that interest as “too human.” Even so, Rembrandt
St. Lawrence River became one of the premier trade routes in diligently studied throughout his teen years, patiently waiting
North America. These economic circumstances allowed piracy to for when he would complete his training and eventually try his
flourish in its waters and along its shores. Pirates were always on hand in what he saw as a potentially burgeoning futures market:
the lookout for new coastal and island hideouts, and that search Techno-Wizard arms sales.
inevitably led to the possibilities afforded by the Eel Bay penin- When the Coalition States declared war on the Federation
sula’s return to its primal, verdant state. Moreover, the spires of of Magic in 12 P.A., Rembrandt, still in training, briefly left his
the nearby castle poking through the overgrown canopy enticed studies and joined the fledgling Immaterial Hand. In its infancy,
pirates and explorers alike. the Hand was as much resistance movement as Black Market or-
The first known attempted settlement began around 20 P.A. ganization. However, the excitement of guerrilla warfare soon
Three pirate bands consolidated their forces for safety, and decided wore off, and as the residents of the Federation retreated to their
the Eel Bay peninsula, with its picturesque landscape and defen- ethereal cities and fading farmland, Rembrandt’s passion cooled.
sible position, made even more so by the castle, would be perfect. Although he, and others, were beginning to fully grasp the bril-
In honor of the remarkable pre-Rifts structure suddenly under their liant market niche the Coalition’s ban had created, he filed the
jurisdiction, the pirates dubbed their settlement Singer. information away and returned to his guild house. After a stern
Unfortunately, the mostly human settlers underestimated two reprimand and more than another decade of study, he concluded
key dangers: the threat of the nexus point and the sheer number his studies and was deemed a High Magus.
of Faerie Folk living in the nearby so-called Horror Forest. As the Though Rembrandt’s idealism had tempered significantly
Faerie population was not quite as pervasive on the peninsula as it since his teen years, his desire to learn had not. Determined to
would become later in the century, the settlers were able to estab- take advantage of the opportunities available to one afforded the
lish something of a permanent encampment without overt interfer- lifespan of a High Magus, he set out on Sojourns in the spring
ence from Faeries. Still, there was a nagging trend of bad things of 25 P.A. that would take him throughout Rifts Earth and the
happening at the wrong times (e.g., fire at the supply shed just after Megaverse itself, seeking to perfect his weapon design and pro-
a rare shipment arrives, winch breaking down just as a job is almost duction techniques. His travels lasted over a half-century, with
done, etc.) that seemed to put every project behind schedule. Refit- occasional returns to his stomping grounds mixed in, and con-
ting the castle was proving especially daunting, as only a select few cluded for good only when he felt he was ready to apply the les-
settlers could even get up the gumption to enter its gates. sons he had learned to the furtherance of his ultimate goal: for the
Then, on the second Vernal Equinox of the settlement’s ex- world to appreciate his creativity.
istence, a rampaging Baal-Rog demon burst through the nexus In the spring of 85 P.A., Rembrandt returned to Federation
point during a Ley Line Storm, overwhelming the town’s defens- territory and made contact with the Immaterial Hand, hoping its
es and exterminating almost half of the population. The surviving infrastructure and resources could jumpstart his plans. The Fist
settlers tried to soldier on, but continued to be thwarted by what had only recently come to power, and Black Market etiquette
appeared to be extreme bad luck. Food would spoil, construction would ordinarily prevent Rembrandt’s return to the fold. Howev-
projects would be sabotaged, and morale faltered. Less than five er, Rembrandt’s founding role in what would only later become a
54
sophisticated organized crime ring, combined with the Fist’s in- he had an inescapable feeling that if he could set up shop at this
terest in acquiring powerful allies, allowed him immediate Hand place, the world, sooner rather than later, would be forced to rec-
membership as an Advisor. ognize him as a master craftsman. He spent some of his carefully
Although the Hand was respected among other black market stockpiled political capital within the organization and convinced
organizations for its area of smuggling proficiency and ingenious the shareholders to explore it further.
system of Nexus Hubs, it was not considered one of the most In August of 85 P.A., a party led by Rembrandt and Fist Boss
influential criminal organizations in 85 P.A. Rembrandt was con- Ava Marcuse made their way via ley lines and horseback to what
vinced that converting one or more Hand Nexus Hubs into Mar- pre-Rifts maps called Wellesley Island and its Eel Bay peninsula.
ket Towns would go a long way toward leveling the playing field What they found was a “free” nexus point in the sense that no hu-
with the Chicago Network, among others, and also enhance the man, D-Bee or criminal organization had established any perma-
opportunity for a creative outlet for himself. The Market Town he nent encampment nearby. The longer ley line, which they named
proposed would be home to a weapons company that would com- Styx Major, ran east and west along the length of the peninsula,
pete for market share with Bandito Arms and Stormspire alike. neatly bisecting the north and south. It began just off the coast
His Market Town would not only be a jumping-off point for and ended less than three miles later, making an “L” with the
smugglers, but would also be the greatest Techno-Wizard arms northernmost ramparts of an apparent pre-Rifts castle, its faded
manufacturer Rifts Earth had ever seen. crest labeled “Singer.” The castle walls ran northeast, almost par-
The Fist took his suggestion to heart, and identified a location allel to the island’s northern shore, and absolutely teemed with
in Cincinnati that seemed perfect for such an upgrade. However, various Entities. The shorter ley line, Styx Minor, ran almost di-
reluctant to incur the expense of full-scale arms manufacturing, rectly north and south for about a mile, placing the nexus point on
the Fist developed the Cincinnati Market Town as a sophisticated the peninsula’s western rocky beaches, a figurative stone’s throw
trading post rather than manufacturing plant. from the largest shipping route in North America.
Though the Cincinnati experiment proved successful in its A few islands, some bigger than others, dotted the horizon
own right, Rembrandt’s vision would not be denied, and his south of Eel Bay, a natural inlet perfect for shipping and recre-
ideas, skills, and collateral he had acquired over the decades gave ation. An inland river, running nearly parallel with Styx Minor,
him a voice in the organization. After some further discussion divided the peninsula from east to west as it flowed into Eel Bay.
with prospective investors from the Hand’s upper echelons, the Inland, the beaches quickly gave way to lush, hilly forest. The
Fist was finally convinced enough to give Rembrandt his oppor- pre-Rifts parkland had renewed itself with such vengeance, en-
tunity. In exchange for a 25% ownership interest in Rembrandt’s twining the castle and the other ramshackle structures in thick
enterprise, the leadership trio agreed that the organization would green, it was no wonder Faerie Folk had made it their home. Any
provide the financing and manpower for what they intended to be intelligent life would have to contend with them, a fact driven
the crown jewel of Hand Market Towns. The company would be home when the party, in spite of its best and ordinarily effective
more than a TW arms manufacturer; it would be a proxy for the efforts at stealth, had separate encounters with a Leprechaun and
Hand at large, responsible for developing the Market Town as a an entire Spriggan feasting party within the first half hour the
whole. In exchange for overseeing those obligations, Rembrandt peninsula was in sight. If they needed more proof, Rembrandt
would retain a 75% ownership interest and be awarded the title of pointed out that the few dilapidated buildings, as well as the cas-
Boss, along with accompanying unilateral authority on behalf of tle, were crumbling due to age and disrepair, not violence – over-
the company. He would be allowed to draw all necessary loans, grown monuments to Faerie dominion.
but agreed to consult directly with the Fist on initial startup ex- From his point of view, the essentially haunted nature of the
penses. Further, he suggested regular shareholder meetings, an peninsula in general, and the castle in particular, was more bless-
act of transparency appreciated by everyone. Optimism was high, ing than curse. For one thing, there was no sign of civilized life
but Rembrandt was well aware that things could easily become to confront. The nearest rival Black Market faction, Le Marche
dicey if he failed to meet expectations. Noir, was cause for some concern, as its territory stretched from
Free Quebec to the St. Lawrence and included a relatively nearby
An Enticing Peninsula Market Town of its own near the ruins of Wingham, Ontario.
However, Le Marche Noir tended to stifle itself with isolationist,
The first step to realizing his goal of building the premier TW Coalition States-centric policies, and the Fist was confident the
arms manufacturing plant and design studio, of course, was to organization would not place a high priority on interfering with
find just the right nexus point, a relatively easy task for the Hand non-aggressive Hand activities south of the Canadian border. The
considering its smuggling methods. Although the Fist proposed Longhouse Preserve and its five tribes, the most established bas-
various existing Nexus Hubs at the first shareholder meeting in tion of humanity in the area, seemed to give the peninsula a wide
July of 85 A.D., Rembrandt was most interested in a minor nexus berth despite their location near pre-Rifts Albany. Any pirates
point on a small peninsula in the St. Lawrence Seaway on the hiding out on the nearby islands appeared to stay off the main-
outskirts of the Horror Forest. Hand operatives had slated the site land. Thus, most of the logistical problems, including Splugorth
for a potential future Nexus Hub, but had so far held off due to Slavers, could be classified as foreign relations.
the high concentration of Faerie Folk. As far as the Hand was That left the domestic concerns. The Entities living in Castle
concerned, Faeries were too unpredictable to negotiate with, and Singer would be a relative cinch to handle for the plethora of
fighting them would simply be bad business. Although Rem- practitioners of magic in the organization, but the Faeries would
brandt shared those misgivings about the current inhabitants (so be another matter. By Rembrandt’s estimation, there were simply
wild and uncontrolled, when creativity requires patience and a too many to uproot, via magic or otherwise, without incalculable
steady hand, powered by a consistent stream of original thought), collateral damage.
55
Still, at the shareholder meeting upon the party’s return, al- the task at hand, especially considering Rembrandt’s contacts, and
most everyone, including the Fist, was in favor of a scorched- at this point, the 50 or so survivors, mostly humanoid D-Bees of all
earth approach. But after hours of discussion, a consensus was ages drawn to the outdoors and agriculturally-inclined races like
reached that exterminating the Faeries in what had become their Fennodi and Elves, would truly be better off elsewhere. They ac-
native land would not only be impossible, as they knew every cepted Rembrandt’s offer, but on the condition that he would not
crevice of an island the Hand had only begun to explore, but also meddle with their negotiations, and with the understanding that the
counterproductive, because the survivors would no doubt harass endgame was to allow civilization to flourish at Singer, not neces-
any new settlers mercilessly. None wanted to rehash the failed sarily to lure the Faeries off the peninsula.
settlements of Singer’s past, so Rembrandt, who had championed With the help of the Hand’s ley line smuggling routes, the ref-
negotiation from the beginning, was naturally charged with the ugees, along with Rembrandt and a heavily-armed contingent of
first attempt at removing the obstacle. Hand enforcers, Ley Line Walkers, Rifters, Shifters and Techno-
Wizards, arrived at Nexus Styx less than two weeks after Rem-
Alliance of Necessity brandt’s initial contact. Although the uninitiated in the party ex-
pected and even hoped to see some of the legendary Faerie Folk
Rembrandt knew better than anyone that the Faerie population immediately, they were disappointed to find little more than what
could foul the whole operation if it wasn’t handled just right. It appeared to be abandoned, albeit in some cases, extremely detailed,
seemed to him that if at all possible, the best-case scenario would Faerie Circles. Experienced and long-lived, Orin, Tessa and Carven
involve an arrangement that would entice the Faeries to leave the had traveled through various Faerie-rich forests in several dimen-
peninsula without any ill will toward those who moved in. He free- sions, so they knew that the intricacy and frequency of the mounds
ly admitted that such a trick would require negotiation skills far and circles indicated a large and entrenched Faerie presence.
beyond his own. Faire Folk just don’t take High Magi seriously; Tessa and Carven made ready to enter the dense forest to the
for example, the Spriggans they met on Singer doubled over in east, while the rest of the party began the initial stages of con-
laughter for more than five minutes after one look at what they re- structing a Nexus Hub. At dusk, Orin, Rembrandt and the others
ferred to as his “super-serious” bioformed visage. Furthermore, the watched as the pair faded into the light woods that seemed to
Hand’s roster didn’t include anyone he trusted to have the patience grow more dense with their every step.
and the basic goodness to appeal to the Faerie Folk. Although some
of the shareholders objected to bringing in outsiders, there was
eventually a consensus that the right negotiator would be better The Faerie Edict
than any internal, and likely heavy-handed, approach. At dawn a week later, August 27, 88 P.A., Tessa and Carven
Rembrandt considered his rather short list of well-meaning returned, excited and triumphant. Amidst the sound of chirping
contacts. Given that dragons and Elves traditionally appeal to Fa- birds, the two of them delivered the terms of the agreement they
eries on a primal level, it didn’t take him long to think of Orin called the Faerie Edict to the small but rapt audience.
and Tessa. After visiting Faerie Folk throughout the region, emphasiz-
Rembrandt had met Orin Steelgaze, a Cyber-Knight of great ing their people’s plight as refugees, Rembrandt’s benevolence,
psionic talent and the son of the god Thoth, and Tessalashpha, a and their own good names, the pair could report a loose consen-
female Ice Dragon, on a Sojourn that had taken him to Tolkeen in sus. The Faeries had agreed not to harass the settlers and their
52 P.A., long before it became the victim of Coalition aggression. construction projects, despite the objections from the more in-
Along with their longtime companion Carven, an elite Elven dependent and territorial of their number. Although it was ac-
Wilderness Scout, the trio had become the protectors of a small knowledged that the most evil and aggressive Faeries would like-
farming community just north of Solomon in what was pre-Rifts ly make it a point to disregard the treaty, and would have to be
Minnesota. In other words, by the summer of 88 P.A., far too dealt with accordingly, most of the rest would either try to bond
close to the Xiticix Hivelands for anyone’s good. with the new arrivals or leave for greener pastures. In exchange,
As fate would have it, Rembrandt’s mystic communication the settlement would be required to create a culture of honor and
to Tessa on August 8 of that year happened to be the day after a respect for Faeries, demonstrated through the construction of
Xiticix swarm had slaughtered over two-thirds the town’s popula- shrines at which to leave offerings such as sweets, shiny things,
tion, seemingly at random. Despite the trio’s prowess, there were and mead, and a pledge to rely on magic energy above traditional
just too many bugs for them to do more than temporarily drive them industry. Furthermore, the settlers could build only on the north-
off. Rembrandt couldn’t believe his luck, perverse as it was, know- ern half of the island, down to a tree line the Faeries called “the
ing that the townspeople would now surely be looking for a new Thickening,” which signaled the beginning of the Horror For-
home. He and the Fist outlined the Hand’s plans for Singer, focus- est in earnest, about a mile south and east from the castle walls.
ing on the desire to build a thriving economy based on the Techno- Finally, and most importantly from the Faeries’ perspective, the
Wizard arms company. He impressed upon them that their people settlers agreed to defend the peninsula against what had proved to
would have job opportunities and would stand on equal footing be an increasingly dangerous threat: Splugorth Slavers.
with Hand families who would make their way to Singer. All the For Orin, Tessa, Carven, and most of the Minnesota refugees,
trio would have to do would be to convince the Faeries to leave. the Edict represented an opportunity to start over. They would be
Orin, Tessa, and Carven had heard of the Immaterial Hand and forever grateful to the Faeries who had stepped aside and allowed
were not naive enough to believe the organization had any goals them to build new lives for themselves in exchange for protection
other than wealth and self-aggrandizement, but the mere fact it was from the Splugorth. They were determined to comply with the
interested in working with the Faerie Folk at all impressed them. Faerie Edict to the letter, and makeshift Faerie shrines began to
Additionally, the three of them were extremely well-qualified for crop up that very night.

56
For Rembrandt and the Hand, the Edict was full of unfortunate was going to “call it even,” giving them a clean slate with the Black
concessions, but obstacles were to be expected. Fist leaders Jacob Market and allowing for individual homesteads of up to 5 acres
Caine and Yull Thedersworn were opposed to confronting the throughout the peninsula’s northeastern quadrant. Although this
Splugorth, regardless of how tacitly, and were also against a long- arrangement would cause the Hand to lose some earning poten-
term partnership with those they considered country bumpkins. But tial, as some of the former refugees were truly isolationist types
Ava’s passion for the plan was overwhelming, and after a heated who just wanted to be left alone on their land, Rembrandt guessed
discussion, the Fist agreed to abide by the terms of the Edict. this tactic might cause others to be lured into future Black Market
Almost immediately, the Hand began to funnel equipment, opportunities, for good or ill, eager to become involved with an
tools, and subcontractors toward the construction and defense organization as benevolent and honest as the Hand. Moreover, it
of the settlement. Grudgingly, the Fist also deployed a handful represented the Hand’s grudging acknowledgment of Orin, Tessa,
of Enforcers to patrol the Horror Forest, as per the Faerie Edict, and Carven’s role in establishing the settlement.
while Orin, Tessa and Carven agreed to volunteer themselves and This exempt status applied to all of the 50 or so original refu-
other qualified refugees to assist in fulfilling that duty. gees, consisting of essentially eight different family or tribal
groups. Going forward, they owned their own estate, the right to
Culture Clash the profit from the sale of any yield the land could produce, and
implicitly, incentive to start or increase their families. However,
As difficult as it had been to convince the Fist to go all in on there was also an understanding that the Hand would continue to
the project, Rembrandt knew the real challenge would be whether operate Singer in its own best interests, and would have no ob-
these two strikingly disparate groups, Tolkeen-area farmers and ligation to obtain consensus from anyone before acting in those
Black Market operatives, could coexist peacefully enough to form interests. Furthermore, unbeknownst to the now former refugees,
the bedrock of the Market Town’s population. At first, the issues Black Market operatives were to be dispatched to identify, re-
of leadership and government paled in comparison to building the cord, and continuously surveil them. As long as their agricultur-
settlement. In those early days, the Minnesota refugees worked ally inclined neighbors went about their business, kept up ap-
to renovate salvageable structures, construct new buildings, and pearances with the Faeries, and sold their crops to the Hand at
clear the light woods from the northeastern quadrant of the pen- reasonable prices, the Hand would allow this unique arrangement
insula for farmsteads. Most kept to themselves. Orin and Tessa to continue. It does to this day.
met with Rembrandt almost daily to coordinate the distribution of Eventually, this special status would develop into an elite so-
resources, which the Hand shared with the refugees in the spirit cial class in Singer, now known as Exempt Citizens (derogatorily
of cooperation and mutual benefit. Meanwhile, Hand operatives, known as Zemps), which would forever be hard-pressed to view the
mostly subcontractors and truly interested parties such as Rem- Hand in a negative light despite the fact that they were essentially
brandt and Ava, focused on developing the fortified encampment subjects in a benevolent dictatorship. While Rembrandt and other
that was to become first a Nexus Hub, then a Market Town. Hand operatives were always cordial, there was no mistaking the
The Minnesota refugees were efficient and productive work- Hand’s authority. There was literally no mechanism for Exempt
ers, utilizing the allocated resources with remarkable efficiency. Citizens or anyone else to directly participate in the town’s gover-
Rembrandt quickly realized that requiring repayment for those nance, as subsequent residents and business owners were simply
resources would prove counterproductive. In a very real sense, subject to the Black Market organizational hierarchy.
the Hand would not be able to occupy prime real estate along the But after a year or two of reservation, the vast majority of
St. Lawrence but for the refugees’ leaders, and by extension, the Exempt Citizens began to relish their amazing turn of fortune.
refugees themselves. Although most would swear they never would have “joined” the
The Fist was not pleased with the thought of failing to recoup Black Market but for their desperate circumstances in Minnesota,
its assets, but not blind to the refugees’ intrinsic value over the their safety and prosperity were beyond anything they had previ-
long term. This group of generally good-hearted humans and D- ously experienced, or hoped to experience. That currency pur-
Bees would help provide the culture of respect for Faerie Folk chased their loyalty far more effectively than any threat or bribe.
the Edict required. Perhaps as importantly, the refugees’ ability
to exploit the potential agricultural resources on Singer’s fer-
tile ground far outstripped the Hand’s, giving the organization Singer Established
a ready-made inroad to self-sufficiency. Rembrandt also under- With a solution to the culture clash in place, the Hand’s fo-
stood that the Hand’s nefarious ways were likely to turn the refu- cus, and the key to Singer’s productivity and long-term viability,
gees against them at some point, and that if the refugees were was to harness the energies of Nexus Styx, preferably via an At-
to become trusted allies, they would need to be simultaneously lantean Stone Pyramid. Fortunately, the Hand counted among its
empowered and deceived. ranks the True Atlantean Stone Master Artemis, a malcontent
who claimed he joined the Hand after abandoning True Atlan-
Exempt Citizens tean society (rumor has it he was exiled). Temple Artesia, under
the auspices of the company that would soon become Artesian
Thus, in recognition of Tessa and Carven’s integral role in set- Arms, was constructed in under six weeks, and a burgeoning
tling the peninsula and the agreement between Rembrandt, Orin, TW-powered infrastructure began to flourish around it. Shortly
and Tessa, the Hand decided against treating the former refugees as thereafter, the company completed a full-scale TW manufactur-
low-level Black Marketeers who were fortunate enough to receive ing plant, just across the street from the Stone Temple itself, and
a favor. Instead, via word-of-mouth decree issued in the winter of by spring of 89 P.A., Rembrandt was finally able to focus on
89 P.A., Rembrandt announced to the former refugees the Hand designing, manufacturing, and marketing his creations.

57
The Birth of Artesian Arms Black Marketeers, the disenfranchised, and sheer weight of num-
bers made Rembrandt apprehensive that revolution could be
Artesian Arms’ first product hit the market in the autumn of brewing. Given the state of social unrest, Rembrandt understood
91 P.A., to rave reviews. The weapons were designed to quickly that although what amounted to bribery had worked to some ex-
incapacitate rather than engage in the long and dangerous process tent with the Exempt Citizens, simply buying off the majority of
of killing a foe, making them ideal for many adventurous psy- the businesses in the Hand’s Market Town was not an option.
chics and practitioners of magic. The company’s first big hit was
the AA-S1 Spinning Sword, an Elemental Fusion between fire
and air known for its wicked, flaming blade and expelling fiery From Market Town to City State
cyclones to engulf its targets at range. Instead, and despite strong misgivings from the Fist, who fa-
After the Spinning Sword was released in 94 P.A., Singer and vored the simplicity of strong-arm tactics, Rembrandt proposed
its weapons company began to snowball. Travelers up and down deviating from standard Black Market protocols and creating
the St. Lawrence Seaway spoke of the idyllic town, safe and pros- the appearance of a representative government. Tantamount to
pering, smack dab in the middle of a Faerie forest. In addition to a city state, he proposed dividing the town along neighborhood
buying up Artesian Arms products for resale elsewhere, merchants lines that had grown up along with the town in the last decade.
found Singer full of willing consumers for their wares. Nearby city Each neighborhood would elect an individual to represent that
states such as Queenston Harbor and New Lazlo brokered deals neighborhood’s interests in the new government, which would,
with the Hand to provide weapons to those cities’ armed forces. of course, have no actual authority over the Hand. He argued that
By 98 P.A., after follow-up products including the Daystar such a construct would provide Singer’s residents a forum for
Multigun (coveted by psychics for its array of cheap, effective registering their complaints that did not involve violence. This
combat-oriented settings), Singer was a boom town with no bust conciliatory stance also would be the perfect opportunity to com-
in sight. Private enterprise, usually in the form of Black Marke- pensate for the ostensible empowerment of Singer’s citizens with
teers throwing in with the Hand and opening their doors to offer the implementation of social institutions such as a widely acces-
a wide variety of wares and services, really began to take off. The sible and subtly invasive communications network, state-spon-
big draws were access to Black Market lines of credit, usually by sored media, and a massive public works project. These overt
taking on the Hand as a 10% co-owner, and a safe, commercially “favors” would also go a long way toward ensuring pliability
viable area in which to do business. As the Black Marketeers, among the predominantly Black Marketeer population. Finally,
other Hand operatives, and independent investors moved in, the it would also establish the necessary governmental framework to
former refugees’ farmsteads were a mere footnote, their owners elevate Singer beyond a mere Market Town to become an actual
no more than potential customers. The number of transients and city state, which could only help the Hand’s reputation abroad
would-be settlers grew at a rapid rate, and just two years later, the and increase profits at home.
town had over 2,000 permanent residents, with another 100-250 Although the Fist scoffed at Rembrandt’s idealism, arguing
transients at any given time. (speciously) that becoming a city state was irrelevant to the bot-
As this wave of development crested in the fall of 100 P.A., tom line, it reluctantly agreed to let him try to squelch the grum-
and as more and more Black Market-owned businesses moved into blings his way. The first step was to put a happy face on Hand
Singer, distinct social classes began to emerge. The ruling class was leadership, so on July 4, 100 P.A., in an almost universally at-
represented by the Hand leadership, and included Rembrandt, his tended ceremony at the newly-completed Artesian Arena, the Fist
functionaries, the Fist, and any of the original investors in Singer, appointed Orin and Tessa the Lord and Lady of Singer to preside
some of whom had taken up residence in town. The upper middle over the Singer Town Council. As the keynote speaker, Rem-
class consisted of Exempt Citizens, who by 100 P.A. numbered brandt told the people of Singer that the Council was created to
just over a hundred. The single largest class was a middle class give Singer’s population a forum to voice its disputes with each
made up of thriving business owners, mostly Black Marketeers, other and with the Hand, and that the Lord and Lady were to be
who flourished despite being subject to the Hand’s Black Market the heads of what he touted as Singer’s “new regime,” and as a
financial policies. Finally, although many businesses flourished in nod to pre-Rifts North American history, each subsequent July 4
Singer, more than a few were unable to repay their loans and found would be celebrated as Regime Day. Revered as real-life heroes,
their property repossessed. Those who remained in town for one and respected by Exempt Citizens and Black Marketeers alike
reason or another made up Singer’s lowest class. for their role in the alliance with Faerie Folk, Rembrandt’s an-
Even though the arrangement between the Hand and the Ex- nouncement of their appointment was met with cheers.
empt Citizens had virtually become common knowledge, the ma- Rembrandt proceeded to tell the crowd that the couple was
jority of Hand business owners and residents were indifferent. As to preside over monthly Town Council meetings consisting of
far as they were concerned, the former refugees had leveraged representatives from each of Singer’s five designated neighbor-
their squatters’ rights into a good deal. Furthermore, few partici- hoods. Anyone wishing to be a neighborhood representative, or
pated in markets other than agriculture, minimizing the competi- N-Rep, had to obtain at least 50 signatures in support of his or
tive advantage inherent in their exempt status. her candidacy and be approved by the Hand. An election would
However, jealousy began to fester among some Black Marke- be held every two years on the Autumnal Equinox, and the can-
teers, both successful and not, who believed allowing “Zemps” didate with the most votes would become the representative of
to operate independent farmsteads, regardless of their contribu- that neighborhood for a two-year term. It would be the duty of
tions to the current status quo, was irresponsible and bordered the N-Rep to host Neighborhood Conclaves on a regular basis in
on insanity. Vandalism of Exempt Citizen property subsequently order to resolve disputes between neighbors and, ostensibly, to
became more prevalent. By 100 P.A., increasing dissent among give the neighbors a mouthpiece to Singer’s leaders. The deci-

58
sion of the N-Rep could be appealed to the Lord and Lady at the mental affairs, and expanded Castle Singer’s walls to become the
Town Council. He concluded by noting that these town bylaws Southern Wall, a massive fortified barrier spanning the southern
would be available in both tangible and electronic review, and edge of Singer’s territory. It retooled the Nexus Styx power grid
was happy to announce that the their adoption marked Singer’s to function nearly on par with the P.P.E. Channeling Network
official transition from Market Town to independent city state. found in the Free State of Lazlo, and would include telephone
Then, Orin and Tessa took the floor, to thunderous applause. and online services. In every home, the Hand installed consoles
They announced that the first act of the new regime would be to connected to the grid, allowing information to travel to and from
help make sure everyone in Singer received the benefits of the every home (and also allowing Rembrandt a window into virtu-
town’s increasing wealth, and to do so, were hereby authoriz- ally every building in town).
ing the Singer Improvement Project of 100 P.A. They declared Hand practitioners of magic worked to banish troublesome en-
the establishment of the Singer Media Corporation, a multime- tities inhabiting Castle Singer and elsewhere on the island, with
dia company charged with keeping the public informed about good success. Private investment was also welcome, and loans
the government’s decisions. They promised that the Nexus Styx for the improvement of Singer were readily available from the
power grid would be upgraded to function on par with the P.P.E. Hand, although borrowers were subject to the standard vig rates
Channeling Network found in the Free State of Lazlo, and would and other obligations. Black Marketeers and others from within
include telephone and intranet services to access content online. the organization took the opportunity to gain a foothold in the
Each house would be fitted with one or more monitors connect- fledgling community, either by investing in a local business,
ed to the network on which to access intranet and Singer Media building a residence, or both.
Corporation (SMC) content. They also announced the founding
of the Singer Games, an annual event beginning each Summer
Solstice and lasting two weeks, that pitted residents from each
Mass Transit
neighborhood against each other in games of skill and combat. The crowning jewel of the Project was an industrial-scale mass
The crowd cheered wildly, but Orin raised his hands for silence transportation system that would not curtail traditional travel via
as Rembrandt returned to the stage. He told those assembled that car, horse, and hovertruck: a TW Iron Horse train network, com-
these amenities would not be free. Artesian Arms was willing plete with physical tracks and depots, mostly about 30 feet (9.1
to commit as much as possible, but it had commitments to its m) above ground, its cars as comfortable on the rails as on ley line
shareholders, and would need some help. He announced the im- energy 1,000 feet (305 m) in the air. It features stations at strate-
position of a the Tiered Tribute System, which dictated that each gic points along the route, providing stops for both commercial
Singer resident would pay monthly tribute in equal proportion to and industrial purposes throughout Singer. Each station is fitted
that person’s real estate holdings. Orin and Tessa had previously with a variety of Techno-Wizard defenses, and Singer Security
advised the Exempt Citizens of this plan, who, for the most part, includes them all in its patrols. Patrons rarely have to wait longer
were aware of the resentment from some quarters and were more than 15 minutes at any given stop before a train arrives, even in
than willing to pay a relatively higher tribute to help offset that the wee hours.
animosity and support Singer at the same time. The crowd’s reac-
tion ranged from ecstatic to indifferent; Singer’s small land area Military
meant lower tribute obligations for everyone but the folks living
Other funds were earmarked for mercenaries to sometimes
in Wellesley Park. Finally, he reminded everyone that the tribute
supplement, but more often replace, volunteers who had guarded
would be waived for any Hand-backed enterprise, the implication
Singer to date, in some cases since the day the Faerie Edict was
being that the burden would fall squarely on the Exempt Citizens.
ratified. In response, the Hand divided the military into three
Thunderous applause ensued, and the town was aglow with rev-
branches. The Interior Defense Force (IDF) was created to scout
elry for the following week. Petitions were drafted and signed all
the Horror Forest and neutralize threats headed for Singer. Singer
around town, and election preparations began almost immediately.
Security consisted exclusively of Hand operatives and drew its
However, the true genius of Regime Day was not that it served
ranks from the network that had been collecting data on Exempt
to resolve disputes more efficiently, or even that it disproportion-
Citizens and other Singer residents for years. Singer Security was
ately taxed the elite class, but that it divided the citizens along lines
primarily responsible for tacitly surveilling Exempt Citizens, en-
other than Black Marketeer and Exempt Citizen, focusing their en-
forcing the payment of tribute, expelling from the city limits any
ergies on civic happenings such as rivalries with adjoining neigh-
business activity unsanctioned by the Hand, and rooting out the
borhoods. A layered electoral and judicial system, the Singer Im-
occasional rogue Faerie. The Hand also founded the River Watch
provement Project, a designated media watchdog, and events such
to defend the community against threats from the St. Lawrence,
as the Singer Games, would further divide and pacify the people.
again mostly replacing fatigued volunteers with well-paid mer-
cenaries. In many instances, the influx of troops was a welcome
Singer Improvement Project reprieve, and more than 85% of the veterans took the opportunity
Remarkably, the Hand followed through on the vast majority to step down from their civic duties.
of its promises to one extent or another. At the outset of the Proj-
ect, Rembrandt devised a simple development plan that would Enter Le Marche Noir
set aside land area for roads and parks, maximizing the relatively
The Hand’s initial read on their rival from Canada, that Le
small amount of land area available for development under the
Marche Noir’s isolationist policies would essentially remove
terms of the Faerie Edict. The Hand built M.D.C. structures to
them from the equation, was correct. But once Free Quebec se-
house the militarized forces, emergency services, and govern-
ceded from the other Coalition States in 105 P.A., Canada’s pre-
59
mier Black Market faction began to enjoy boosts of sales and ex- consider the associated financial burdens simply the cost of doing
pansion into new markets, including the Eastern Wilds of North business.
America. Now able to shift focus away from the Prosek regime, Entrepreneurs granted license to set up shop in Singer are also
it didn’t take long for the organization to realize that Singer was allowed to build a homestead if they choose, but are of course
the primary competition for market share, and the likely reason subject to the annual requirements under the Tiered Tribute Sys-
behind the slow but steady decline of revenue at the Wingham tem commensurate with their holdings. Even though there is little
Market Town over the last few years. In other words, a rival who undeveloped land left in Singer, there is enough turnover in the
was simply too close for comfort. business community that enterprises are regularly moving in and
In response, since early 106 P.A., Le Marche Noir has commit- out of storefronts. The businesses most likely to remain long-
ted significant resources to oppose Singer. Among other things, term usually take on the Hand as a 10% “partner.”
it has successfully inserted sleeper agents in many government Those seeking employment at Singer, or simply to settle down,
institutions, including each of the military branches, although it are required to meet with a Hand representative, usually Rem-
has yet to place an inside source anywhere near Rembrandt; pur- brandt, to obtain permission to build or remodel and negotiate a
chased silent shares in a myriad of businesses throughout Singer, loan or tribute. In the early days, a license was granted to virtually
giving a wide range of insight into Singer’s inner workings and any prospective business who agreed to the terms, as more resi-
how best to disrupt them; and subsidized Singer’s street gangs dents meant more disposable income. At this point, very little of
as a more direct challenge to the Hand’s authority. The faction’s the portion of Wellesley Island available for settlement under the
impact has been undeniable, and it has established a foothold as terms of the Faerie Edict remains undeveloped in some manner.
the “real” black market in Singer. Singer’s safety is renowned region-wide, as there has never
Above all else, Le Marche Noir focuses its energies on steal- been a major armed conflict with any foreign power or civil war
ing. Infiltrating (or owning) shipping companies is a favorite in its history. To its residents, the members of the Interior De-
scheme, allowing access and insight into Singer’s vibrant import fense Force and other branches of the Singer military are heroes,
and export business. One of its favorite tactics is to bribe low-lev- and the primary reason why Singer is safe. The Southern Wall
el Artesian Arms employees to give up information about prod- separates the settlement on the northern half of the peninsula
ucts, security details, and shipping routes, allowing Le Marche from the edge of the Horror Forest on the southern, forcing visi-
Noir the least amount of resistance when it relieves product from tors overland from the south to gain admittance through the only
its owners’ possession. The organization bribes or has an owner- gate to the city. More than half of the town’s buildings are Mega-
ship stake in any number of Singer’s TW modification compa- Damage, and more than half of those also include TW Defenses.
nies, providing either a front to sell or outlet to buy hijacked TW The military branches occupy various outposts throughout the
components, depending on the needs of the particular job. A suc- city, from the bay to the Southern Wall.
cessful heist is a win-win for Le Marche Noir; Singer’s efficiency Although Singer is very clearly a magic-friendly community,
and reputation suffer while the organization profits. the Hand values anything that gets the job done (within the con-
Anti-Singer operations are headquartered at Le Marche Noir’s fines of the Faerie Edict), and has no qualms with using technol-
Market Town near Lazlo, known as Wingham. Rex Oldquist, who ogy. Thus, purveyors of most any kind of good or service, magic
oversees the project, a 7th level, Aberrant, Enforcer Black Marke- or not, are generally welcome in Singer. However, the years show
teer and captain in the organization, was in charge of the Market that enterprises dealing primarily in magic weapons, items, and ser-
Town’s security prior to undertaking this new assignment about vices are more successful than their more traditional counterparts.
three years ago. He is also a degenerate gambler, and had been
disappointed in the decrease in action Wingham seemed to suf-
fer over the last couple of years. The idea of losing market share
No Splugorth in Singer?
(and action) to a D-Bee haven such as Singer has stuck in Rex’s As Le Marche Noir has expanded its sphere of influence over
craw, for although he has no qualms about dealing with whoever is the last half-decade, it has become intimately familiar with the
necessary to get the job done, he is a human supremacist at heart. Splugorth menace, and has sought to provide protection to fishing
Although he tends to run things from Wingham, as his leadership villages and wilderness towns from the threat. Strangely, to Le
style allows for freedom among his trusted (human) crew mem- Marche Noir’s knowledge, Singer had never suffered an attack
bers, he has visited Singer on more than one occasion in order to at the hands of the Splugorth, and its leaders and citizens seem
get a feel for the enemy. So far, Rex’s crew has established a foot- blissfully unconcerned of attacks in the future. Clearly, a deal
hold in Singer, and Le Marche Noir’s presence is an increasing has been struck, but exactly how Singer has apparently achieved
threat to consumers’ faith in Singer and the Hand’s bottom line. protection from the Splugorth through nonviolent means remains
a mystery. Of all Le Marche Noir’s Singer-related schemes, get-
ting to the bottom of why the Splugorth give Singer a wide berth
Singer: Present Day might be the most lucrative.

(Late Summer, 109 P.A.) “Guys, I think it’s just over that ridge,” Cade Willison whis-
pered over his shoulder.
Today, on the surface, Singer is a diverse, well-defended and “Really? Hey, Bobby, how many times have we heard that one
prosperous community. Its shops, recreation opportunities, and this fine evening?” Zak grumbled.
the well-established school of magic make Singer very appealing “I don’t know, six?” Bobby’s face was the picture of irrita-
to most any D-Bee, practitioner of magic, or psychic looking to tion. Zak, nearly stumbling over a partially-buried root, couldn’t
settle down or pass through. Most of Singer’s residents believe help but concur. This wasn’t his first time on one of Cade’s wild
they are lucky to live in such a safe and free-thinking place, and
60
goose chases, and he swore to resist his friend’s impulsiveness “Do you see that?” From the opposite edge of the clearing,
next time. the ominous hiss of a hovering Splugorth Slave Barge heralded
“Shut up, guys,” Cade replied. “Professor Thicketround’s the arrival of a hideous, tentacled Slaver and its cadre of Warrior
lecture today told us just where to find–” Women. The Women hopped down, brandishing what seemed to
“Cade, the Professor also told us this whole freakin’ forest the boys to be some kind of glowing satchel, and dropped felled
past the Thickening was off limits to everyone in Singer but the Faeries within as if they were picking flowers.
Interior Defense Force. Instead, what are we doing?” Cade licked his lips. “OK, I’d say it’s our time to–”
“About to become men, that’s what. Just shut up and follow “Cade, wait.” Zak’s heart leapt with unexpected joy. “Is that
me.” an Interior Defense Force squad out there?!” He felt terrible for
Zak sighed. They were well into the wilds of the Horror For- the Faeries, but with Singer’s legendary military branch to the
est, more than a mile from their rooms at the Artesian Academy of rescue, everything would be fine.
Magic. Sneaking out was a time-honored tradition at the school, “Oh wow! We’re really gonna see some fireworks now,”
conveniently located on the edge of town, with nothing but roll- Bobby gushed. Sure enough, a squad of five heavily armed hu-
ing terrain and light forest between the face of the wall and the manoids, clad in standard-issue IDF camouflaged environmental
Thickening. Besides, school had only just started, and the boys armor, appeared at edge of the clearing.
weren’t quite ready for summer to end. But at this point, Zak was A cheer stuck in Zak’s throat, and a chill came over him. Why
just ready to be done with this little excursion. weren’t their weapons in their hands?
“It’s not like we’re just gonna come up on a bunch of ‘em or “Maybe we should tell ‘em we’re here!” Cade said, beginning
something. They’re pretty good at hiding, especially from human to rise.
lugs like us,” Bobby whispered. Zak grabbed his arm. “Stay down! Let’s think about this.
“The Professor did say the full moon draws them out. It’s a Why...” His questions went unspoken. Why weren’t the troops
full moon tonight,” Zak observed. saving the Faeries? Why weren’t they even pointing their guns at
“Which is exactly why we’re here!” Cade whispered. “Now, the bad guys? A curious sense of dread, more intense in its way
come on!” than the horror of witnessing the ruthless attack, kept Zak’s gaze
The three of them, Cade in the lead, made their way cautiously transfixed on the edge of the clearing where the IDF soldiers had
from a muddy creek bed up the lightly wooded ridge. Though this appeared.
was far from his first time beyond the Thickening, being a teen- “...aren’t they doing anything?” Cade finally finished Zak’s
age boy and all, Zak was still struck by the sheer majesty of the sentence. Sure enough, as the boys remained behind the top of
surrounding trees and wilderness here in the Horror Forest, so the ridge, they saw the humanoids wearing IDF gear slip away
different from Singer’s sculpted parks. After all, most of the wilds from the clearing. The high-pitched whine of Faeries screaming
of Singer had become farmland by the time he’d turned ten. pierced the air. The Warrior Women closed in.
They were almost to the ridge top when Cade held up his hand, The boys looked at each other, their faces mirrors of each oth-
stopping the others in their tracks. “Hear that?” he whispered, a ers’ fear and horror. Wordlessly, they made their way as quickly
slow grin spreading across his face. “They’re singing!” and quietly as possible down the ridge and back to Singer. Would
Not making a sound, their lives spent playing in these woods, they ever think of home the same way again?
the three boys crept to the top of the ridge. In the clearing before
them, bathed in the full moon’s light, not more than 300 feet away, Most curious to Le Marche Noir and others is how Singer
scores of tiny Faerie Folk danced around and on top of a mound of thrives in the Eastern Wilds, an area well-known to be routinely
packed dirt not more than a few feet off the ground and about that patrolled by the Splugorth. The party line from the Hand is that
many feet wide. The mound was ringed with wildflowers and mush- Singer is just too small to warrant any attention from the Splu-
rooms, and gentle, up-tempo music cascaded around the dancers, gorth, but that is rapidly losing credibility as Singer is approaching
from voices and instruments both seen and unseen. regional power status. Speculation runs rampant that Singer has
Zak was floored. “I... I see Greenwood Faeries, Silverbell struck a treaty with the Shemarrian Nation, and believe entire war
Fae–” parties of Shemarrians comb the Horror Forest, protecting Sing-
“Are those Night Elves?” er from Splugorth attack. Others theorize that the Splugorth are
“Wow, a Bogie!” not really that powerful anyway, and wouldn’t have any interest
“We’re going to have quite the story for the kids tomorrow!” in taking over a mostly human town. A few suspect Rembrandt’s
Wide eyed, the boys stared, transfixed at the scene before Stone Master underling is really a spy from Atlantis. Most Singer
them. Even Cade was still, lessons of Faerie Magic lore remind- residents don’t have a good answer, and are just thankful that their
ing even him the clearing was best left alone. little community has apparently escaped Splugorth attention.
But without warning, the music stopped. Every dancer ceased. In reality, certain Slavers have been aware of Singer since
For a brief moment, an eerie stillness filled the air. Zak thought its infancy. However, the Splugorth had little reason to involve
he could see tiny faces contort in fear. themselves at first, as the Faeries displaced from the Wellesley
A high-pitched whine broke the silence, and the Faerie Mound Island peninsula as a result of the Faerie Edict tended to migrate
exploded into a rapidly expanding cloud of smoke. Faeries en- east and into Splugorth traps. Through 98 P.A., Ava and other
gulfed in the smoke simply keeled over. Screams and the chanting perimeter defenders averaged about four Slaver encounters per
of arcane words filled the air. year, and never more than a pair of barges at any given time.
“Ummm, guys, let’s get the hell out of here!” Bobby’s harsh Shortly thereafter, Splugorth contacts began to spike sharply.
whisper snapped Zak out of his shock. But Cade held his finger In the spring of 100 P.A., with Splugorth encounters at an all-
to his lips. time high, a concerned Artemis advised Rembrandt to secure the

61
temple and await a communication from Atlantis. The pair pro- In contrast, Artesian Arms Industrial Park is a bustling in-
ceeded to the temple’s bowels to find Narcophagus, the resident dustrial area and sees the least amount of conflict. Singer Security
Shifter, babbling about “him.” only patrols it in cursory fashion. Much of the population lives at
Once they arrived in the nexus chamber, the voice of Sp- the Artesian Arms complex, which includes full-service living,
lynncryth himself echoed through their minds. The voice said he dining, and recreation quarters for its employees.
was impressed with Singer, but that it had flourished in Splugorth Gametown is the rough-and-tumble entertainment district
territory. His position was simple: as Black Marketeers first and featuring Rogue’s Mall and Carnival, and Artesian Arena. While
foremost, they should be comfortable with the concept of tribute. the action is rowdy at night, the neighborhood is relatively safe
Here, that tribute would be to ignore or assist Splugorth incur- during the day. It features apartment-style living quarters and
sions on the island and allow the slavers to harvest the Faerie more than a few bars, restaurants, and shops. Prostitution, gam-
population, as it had in the decades prior to the construction of bling, and drug dealing are all legal.
Singer. In exchange, Singer would be spared. If his offer was The Eel Bay Market District is the place for much of Sing-
rejected, Splynncryth promised to send whatever force was nec- er’s commercial activity, and is home to the two most vibrant
essary to obliterate the city state. He indicated he would return in shopping districts in the city: Downtown and the Open-Air Mar-
48 hours for Singer’s response. ket. Most active during the day, Singer Security patrols are most
Rembrandt had no love for the Faerie Folk and no qualms concerned with shoplifting, mediating disputes between buyer
about making whatever deal would allow him to keep making and seller, and investigating non-sanctioned commerce. Many of
progress, but he suspected (rightly) that Ava, Orin, Tessa and the shop owners live in apartments above their stores.
Carven would be much more inclined to combat the Splugorth Wellesley Park consists of rolling hills and flourishing farm-
than to make a literal deal with the devil. Rembrandt had no steads. It is larger in land area than the other four districts com-
doubt that the inevitable collateral damage Singer would suffer as bined, and its population is the lowest. Most Exempt Citizens call
a result of such a conflict would destroy everything he had built this neighborhood home. It is an eclectic mix of academic and agri-
over the last decade. To him, there was no choice. He decided to culture, but most everyone values education above everything else.
quietly accept Splynncryth’s terms.
Rembrandt was well aware that if word got out about the agree-
ment with Atlantis, it would be political, and very likely literal,
Singer Loans and Lines of Credit
suicide. The first step would be to relieve any good-hearted vol- For the most part, an essentially free market thrives in Singer.
unteers from their duties protecting Singer’s borders in the Horror The vast majority of businesses, especially in the fields of enter-
Forest. To make that transition politically viable, he hatched the tainment, agriculture, and magic, have reaped the benefits of ready
plan for the massive public works initiative that became the Singer access to Immaterial Hand-backed lines of credit and a steady
Improvement Project, which would not only benefit the communi- stream of growth and tourism fueled by the St. Lawrence. All the
ty, but also allow him to create a state-sponsored military to replace loans listed in Rifts® Black Market on page 75 are available, and
the volunteers currently engaging the Splugorth on the island. Nat- certain enterprises have access to Alternative Black Market Loans.
urally, the vast majority of the new soldiers would be mercenaries Rembrandt himself secretly authorizes lines of credit with more
loyal to the Hand’s money, and ultimately, Rembrandt himself. lenient repayment terms to businesses he considers particularly
Thus, the Singer Improvement Project actually weakened the important to the design and manufacture of TW weapons, or he
Faerie support system while appearing to the public that the Hand considers his pet projects, such as Wayback Mining. He finances
was taking greater steps to ensure Singer’s safety, paving the way any shortfall out of his own pocket, and is content to do so for the
for the Splugorth to discreetly harvest their tribute. foreseeable future to ensure progress in his field.
Whispers of these inequities are beginning to reach Singer’s
streets, and Rembrandt realizes that the variance in these arrange-
Neighborhoods ments is likely to be a source of unrest. To combat this, all loan
When Rembrandt deemed it necessary to create political dis- agreements with the Hand are confidential by law, and anyone
tricts to assist in the appearance of a representative government, suspected of revealing any such terms results in a swift and stern
he wisely divided the city roughly based on the neighborhoods visit from Singer Security. Even so, rumors about incentives
that had developed along relatively natural boundaries over Sing- given to some enterprises and not others have been pervasive
er’s early years. The transition was particularly smooth because throughout Singer’s history.
in most cases, captains, advisors, and other high-ranking Hand Unsurprisingly, there is turnover, as not every business and
operatives tended to have de facto control over the neighbor- resident can keep vig or tribute flowing to the Hand. Singer’s ev-
hoods anyway. These folks usually either became Neighborhood er-increasing population and the Hand’s ostensible no-tolerance
Representatives or closely allied with the N-Rep. policy for debtors has resulted in a growing lower class of poor
Dockside includes Singer’s western coastline, and its inland and disenfranchised. This includes failed business owners and
streets are notorious for conflict with Singer Security. It features their offspring, gamblers who have crapped out, and refugees or
the One Night Stand Flophouse and Campground, a charitable stowaways who make their way to Singer by accident or despera-
(some would say cut-rate) establishment that charges just a few tion, and choose to remain.
credits a night to those looking to pitch a tent on the grounds and While the smart money would seem to be on anyone in debt
a few more to stay in one of the dorm-style rooms. Many of the to the Hand leaving Singer immediately, economic realities of-
“Docksiders” are barely surviving, and many are on the run from ten prevent an exodus. Instead, the poor have gravitated toward
Singer Security, but Dockside also includes Singer’s thriving har- the Dockside neighborhood along the island’s northern, rocky
bor. Prostitution, gambling, and drug dealing are all legal. shores, finding refuge in tent communities, prefabricated home

62
parks, and flophouses. Singer Security regularly patrols the area,
looking for debtors to remove from the city.
Despite the Hand’s investments in the community in the areas
of law enforcement, infrastructure, and emergency services, there
are no apparent allowances made for those who could not pay their
tribute, debts, or vig. The fastest way get crossways with the au-
thorities in Singer is by failing to pay a debt owed to the Hand.
Failing to pay vig results in a visit from a Singer Security squad
at the delinquent’s home or business, who administers a grim re-
minder that failing to get caught up in 30 days would mean a for-
feiture of the person’s real estate, assets and fixtures within Singer.
Although Singer Security is famous for its intimidation tactics, it
rarely roughs anyone up unless that individual has the audacity to
still be there when they return to confiscate the property a month
later. Some of their biggest battles have involved debtors who re-
fused to leave the premises. If the individual is smart and is long
gone, Singer’s armed forces may or may not attempt to track down
the debtor depending on how much value he or she left behind.

Gang Activity
Although the favorable economic circumstances allow many
in Singer to thrive, the nature of the debtors’ culture prevalent in
any community with Market Town roots dictated that others would
fail. It is the growing underclass that may well pose the greatest
threat to Singer’s prosperity. Some of these disenfranchised resi-
dents have sufficient incentive to act against the authority. One
overt way to do so is join one of the many small pockets of dissent
running rampant in Singer. A few are organized enough be consid-
ered gangs, and three of them are outlined here.

The Backhand
One of Rex Oldquist’s first missions as head of Le Marche
Noir’s anti-Singer operations was to take advantage of what he
considered a virtual department store less than 100 miles south
from his headquarters in Wingham. As a closet human suprema-
cist, he felt disrespected that a cadre of practitioners of magic
were flourishing too close to Le Marche Noir territory, and felt
entitled to redistribute some of Singer’s wealth.
He took his time, building his crew from scratch. A handful
of Le Marche Noir operatives eventually made contact with a
few disgruntled Hand Black Marketeers, and an alliance against
authority was formed. The gang focuses on subtle conspiracies
designed to heist inventory, usually wholesale deliveries. These
schemes are relatively simple to execute because there are typi-
cally several individuals, from the item’s arrival to its delivery
at the contracting establishment, who come into contact with the
shipment. The Backhand only has to get to one or two of those
Membership: Between 25 and 30, and growing steadily if not
people to execute the theft and for everyone to have plausible
quickly.
deniability. Furthermore, the presence of another one of the five
Racial Breakdown: 60% human, 40% D-Bee, reflecting
major factions to provide protection bolsters the confidence of
Rex’s racist tendencies.
Black Marketeers who would otherwise have too much to risk in
Common Gang Member Alignments: Anarchist, Miscreant,
acting against the authority.
and Aberrant.
Membership, and value of the scores, is increasing, and Rex
Colors: None. The gang members are essentially Hand double
is happy. Each member is carefully vetted, but he knows it is just
agents disinterested in calling attention to themselves.
a matter of time before the scheme is exposed. He hardly cares,
Weapons: Could be anything depending on the individual
rarely leaving his Wingham headquarters. Until then, the gang he
member’s preference and personal inventory, but often include
has gleefully labeled the Backhand will continue to be a thorn in
light M.D. weapons that are easily concealable.
Rembrandt’s side.
63
Body Armor: Depends on each member’s preference and per- Bionics and Cybernetics: About 10% of the gang has 1D4
sonal inventory. cybernetic implants.
Bionics and Cybernetics: About 15% of the gang has 1D4 Gang Leaders: The 9th level Changeling Rift Runner for-
cybernetic implants. merly known as Landry Mardon was once a trusted member of
Gang Leaders: Although Rex is the Boss, the Backhand’s the Fist’s inner circle, but his gambling nature left him short on
leader on site is Pat’ryn Niblis, 9th level Phlebus Merchant Black vig one too many times, and he was expelled despite his years
Marketeer, longtime Singer resident, and owner of Pat’s Bodega, of otherwise loyal service. Landry had been especially adept at
a popular Dockside restaurant and grocery store. Originally a con negotiating with the Chicago Network and the other major Black
artist from Old Bones, Pat used his winning personality and Le Market Factions, but his successes in that arena did not prevent
Marche Noir-backed funds to get in early on Singer’s boom in the his expulsion from the organization in 106 P.A. when he hit a run
early part of the decade. His establishment is a hub of activity, of bad luck betting on Juicer Football and couldn’t pay his losses.
and Pat has always been in the know. He has parlayed that knowl- Although he begged for leniency in a personal audience with the
edge into his role as Dockside’s N-Rep, winning his election on Fist, he was told in no uncertain terms he had to have the money
sheer name recognition in 108 P.A. The role has given him even in 48 hours or else. So rather than face the Hand Enforcers he
more influence in Singer, and in turn, gives his parent organiza- knew were on their way, he dropped out of sight.
tion a key conduit into Hand operations. In 108 P.A., he moved to Singer under the name of Marco
Gang & Criminal Activity: Theft, usually of goods at the Landries. Though he did not particularly fear being outed, as
point of ingress and egress from Singer. For example, an estab- he and Rembrandt had never crossed paths, he thought it wise to
lishment doesn’t receive a shipment of wholesale goods it or- remain as inconspicuous as possible. He took up residence in the
dered, or saleable goods are hijacked before getting to the estab- One Night Stand Flophouse, and began to mingle with Docksid-
lishment’s point of sale via export. Artesian Arms, which both ers. He quickly concluded that there was enough dissatisfaction
buys wholesale goods and sells retail product, suffers more than with the Hand that he could potentially hone that sentiment into
any other establishment from Backhand activity. a weapon against his former employer. His charisma, charm, and
Notes: Currently, the authority has yet to identify any of Back- attitude make him the gang’s natural leader. He has reinvented
hand’s membership, and the gang has a good little scam going. himself as a self-styled freedom fighter, utilizing his stealthy
Rembrandt is just now starting to grasp the Backhand’s impact on magic abilities to cloak attacks on Hand interests, his knowledge
Artesian Arms’ bottom line. If he discovers the identities of any of Hand protocols to plan such attacks, and his remarkable audac-
actors, he will make a public spectacle of their execution. Although ity and confidence to pull them off. Although he claims his hatred
he is ordinarily above such drama, he would feel compelled to em- of the Hand lies in their brutal economic policies, the truth is that
phasize that such traitorous conduct is severely discouraged. he finds leading the Regulators to be the best way to get back at
the organization he once considered family.
Regulators He has recently established contact with members of the Back-
hand, who in turn put him in touch with their “silent partner.” At
In Singer, many of the underclass have united to form one of this point, Le Marche Noir is not offering the gang its protection,
the major gangs in Singer. They call themselves Regulators, in but happily sells weapons and explosives at cost as another facet
honor of the pre-Rifts populist movement along the East Coast of its anti-Singer operations.
that some say was a precursor to the sentiments that ignited the Gang & Criminal Activity: Their activities include sniping
American Revolutionary War. Its members style themselves as the River Watch when their patrols enter the Wharf, attacking
swashbuckling resistance fighters battling an oppressive govern- Hand establishments and deliveries, and receiving and distribut-
ment, and most blame the Hand for their economic and social ing unsanctioned shipments of aid and weapons to Singer’s poor.
plight. As the natural attrition in the free market increases, the The Regulators run the true “black market” in Singer.
number of failed business owners and disenfranchised residents Notes: Currently, Rembrandt is unaware that the leader of the
grows, rapidly increasing the gang’s ranks. It has also recently hated Regulators is a former Hand operative. If the Hand learns
formed a relationship with rival Black Market faction Le Marche about Landry’s new role and identity, the Fist is likely to take
Noir to assist in the resistance efforts. whatever steps are necessary to root out the Regulators, regard-
Membership: Fewer than 100, but growing fast. less of the consequences for Singer’s population and infrastruc-
Racial Breakdown: Same as Singer proper; membership in ture.
the gang is based on class status, not race.
Common Gang Member Alignments: Anarchist, Unprin- Faerie League
cipled, and Aberrant.
Colors: Inmate garb, such as a jumpsuit, usually dark grey, blue Another faction of dissent in Singer is the Faerie League. Less
or black. The motif represents how the gang believes economic a gang and more a sociopolitical movement, this organization be-
circumstances have trapped them in Singer. The gang insignia is a lieves the government is not doing enough to protect the rights of
“no smoking” sign, except the scales of justice replace a cigarette. Faerie Folk. Its turf is on the opposite side of the peninsula from
Weapons: Usually armed with at least two TW weapons if a the wharf, in the rural areas to the northeast, and the organization
mage or psychic. Otherwise, could be anything, but often include has existed for only the last two years. Many of its members are
light M.D. pistols and explosive devices (perfect for sabotage). Exempt Citizens, and though they owe their lives and circum-
Body Armor: Light M.D. jumpsuits (16 M.D.) are usually stances to the alliance between Orin, Tessa, and the Hand, the
worn underneath Plastic Man or Crusader-type environmental increasing plight of the Faeries has stirred unrest among Singer’s
suits. wealthy.

64
Membership: 118 tion in Singer advocating for a more inclusive political process
Racial Breakdown: 70% human, 30% other, mostly human- where candidates do not have to be approved by the Hand. In the
oid D-Bees who live and work on the farms on the northern half form of missives attributed to obvious pseudonyms, it outlines
of the peninsula. the weaknesses of the Hand’s regime and the strengths of a free
Common Gang Member Alignments: Principled, Scrupu- political process with multiple political parties. These pamphlets
lous, and Unprincipled. have become more prevalent within the last six months, and some
Colors: None. The League hides in plain sight. When on a of the arguments have less to do with reform and more to do with
mission, members are sure to wear helmets or other headgear that revolution. If this continues, Rembrandt is likely to step up at-
obscures their faces. The gang insignia is an image of the Com- tempts to flush out and destroy the League.
mon Faerie. Notes: Although the overall impact on commerce is minor,
Weapons: Usually armed with at least two TW weapons if a Rembrandt is becoming more concerned with the League’s abil-
mage or psychic. Otherwise, could be anything, but often include ity to dissuade commerce. He has his suspicions about the ring-
crossbows, bows and arrows, and explosive devices (perfect for leaders, but is worried about the political implications of using
sabotage). force against Exempt Citizens. For now, he has ordered Singer
Body Armor: Literally anything, depending on what the indi- Security to simply surveil any suspected Faerie League members.
vidual member happens to own. Of course, they are authorized to respond with deadly force if any
Bionics and Cybernetics: Less than 2%. observed League activity threatens Hand interests.
Gang Leaders: Mathis and Suzanne Kellog (see Circle K
Ranch, Notable Place, below), were, and ostensibly still are, long-
time friends of Orin and Tessa, and two of Singer’s most well- Law Enforcement
known Exempt Citizens. Despite having prospered greatly since Singer has about 350 active-duty troops total among the three
participating in the founding of Singer itself, over the years their branches of the military: the Interior Defense Force, Singer Se-
loyalty has shifted from the Black Market organization that en- curity, and the River Watch. Technically, all the forces are mer-
abled their success to the Faerie Folk. Extensively versed in Faerie cenary, as the Hand pays each soldier, but about 20% are Singer
Lore, they were well aware that Faerie life in the Eastern Wilds had natives, and almost 75% are Hand operatives who have lived in
been difficult ever since the advent the Splugorth and their slave Singer for years. The combination of steady income and local
barges generations earlier. They have taken great pride in building pride make for effective fighting units. Military service in Singer
Singer to be something of a Faerie sanctuary, in the spirit of the Fa- is quickly becoming a desirable gig among Hand operatives and
erie Edict. In that same vein, the local Faerie population cooperated throughout the mercenary community in general.
with their human and D-Bee friends in a remarkably amiable and
helpful fashion. To Mathis and Suzanne, the Faeries were at least
as responsible for Singer’s prosperity as the Hand.
Singer Security
Things have been different over the last few years. The Faerie This force is essentially a permanent Primary Location Secu-
Folk do not sing like they used to. There are fewer of them around rity. All of the 144 soldiers in this division are Immaterial Hand
town. Faerie offerings go untouched, even to the point of spoiling. agents, an even mix of Enforcers, muscle-oriented City Rats, and
Even the Kellogs’ cadre of house Faeries has been reduced to a sin- savvy Black Marketeers. These agents are Singer citizens, and are
gle Brownie, most leaving because it just didn’t “feel right” to stay. the Hand’s first line of defense. Their duties include law enforce-
The Kellogs petitioned the Town Council for an explanation. ment, investigation, and operating the city’s checkpoints. Although
Orin and Tessa agreed that the issue was of paramount impor- their alignments range from Anarchist to Diabolic, Singer Security
tance, and ordered an investigation. As far as anyone knows, the operating procedures are, for the most part, tightly regimented, and
results of the investigation are still pending, and Orin and Tessa result in violence only when necessary. The exceptions are if they
always seem to change the subject when Mathis or Suzanne ask are combating known gang members, operators of businesses un-
about it in casual conversation. sanctioned by the Hand, or a homeowner or business owner who
The Council’s failure to adequately address the issue caused has not freely surrendered their property in foreclosure.
the Kellogs to begin meeting with other concerned Exempt Citi- The standard issue for Singer Security is Plastic Man style ar-
zens and others. What started as a series of meetings over lunch mor (35-40 M.D.C.) with built-in radio, an AA-101 Waylaser, and
has become an actual social movement primarily committed to an AA-600 Befuddlemace. The result is a uniform appearance de-
figuring out what’s happening to their Faerie friends. signed to instantly convey authority. A pulse or heavy TW rifle,
Gang & Criminal Activity: Frustrated by the inability of usually not of Artesian Arms make, is often kept in the patrol
the Town Council to effectively resolve the Faeries’ discontent, vehicle, which is often a hovercycle or other small, fast mode of
the Faerie League is taking matters into its own hands. In small transportation. Average level of experience: 10% first level, 15%
squads, its members venture into the Horror Forest, beyond the second, 25% third, 30% fourth, and the rest are 1D4+4 level.
Thickening, in hopes of witnessing the alleged atrocities, or at
least ascertaining the veracity of the IDF’s tales of valorous con- Interior Defense Force
flict with Slavers and inevitable Faerie casualties. They are also
known to sabotage commercial vessels and harass merchants Many of the 160 soldiers Rembrandt hired when he reorganized
from cities such as Queenstown and the Pirate Kingdom of Mon- the city’s defenses and established the IDF were from small, inde-
treal that do not explicitly outlaw Splugorth. One of the more pendent mercenary groups made up mostly of ex-military merce-
subtly subversive acts attributed to the organization is the pub- naries, lured by the promise of steady pay and an opportunity to
lication of the Representative, a pamphlet of irregular distribu- settle down in a secure city state. Consisting of mostly Wilderness

65
Scouts and Headhunters, the soldiers patrol the surrounding wood- First, when an IDF squad happens to consist only of Hunters, that
lands, monitoring invaders, and alerting a larger force if the city squad traps Faeries like a woodsman traps a rabbit, leaving the
itself is threatened. The IDF is also responsible for patrolling the victims helpless until Slavers arrive for the bounty. While certain
wall that separates Singer’s southern flank from the Horror Forest. Faerie elements are beginning to get wise to these tactics, the
From its inception, Singer’s citizens have placed IDF mem- IDF’s ability to effectively isolate each squad has so far allowed
bers on a pedestal above the other military branches. The IDF is rogue agents to proceed with impunity.
heralded for keeping the surrounding region safe for Singer and The other mode of attack is more along the lines of psycho-
the Faerie population. In fact, the IDF’s mission statement in- logical warfare, and involves a mixed squad of agents. A Hunter,
cludes the text of the Faerie Edict itself. Even late in the summer tipped off by Rembrandt or because of his or her own experi-
of 109 P.A., with Faeries leaving the city in record numbers and ence and connections, might intentionally lead the squad into a
rumors of Splugorth and Shemarrian incursion flying, the citizens Splugorth encounter, while keeping the Ranger members of the
still perceive the IDF as the elite military branch because they squad in the dark. The Slaver will attack or otherwise make itself
have been so safe for so long. known to the squad. A firefight ensues, the Splugorth are driven
back, and the rogue agents are heroes. So far, this two-pronged
“What, you’re just going to let them go?!! They just saw ev- approach has kept the loyal agents unaware and the Splugorth
erything!” Ashton Strythorn was livid. satisfied, but for how much longer?
“At least the Splugorth did not see them; that would have truly The leader of the IDF is Infernax, a 7th level Phoenixi (Rifts®
put us in an awkward position,” Ashlyn Strythorn noted, turning a Africa, page 60, I.Q. 17, M.E. 20, M.A. 22, Aberrant), one of
narrowed eye on her younger brother. “And besides, what would Rembrandt’s companions on a foray into Africa decades ago.
you have me do, assassinate the progeny of Exempt Citizens?” Rembrandt selected him because of his proven loyalty, com-
She turned her horse away from the ridge top where the two of manding presence, and inscrutable leadership style. A smooth
them had last seen the boys. “Brother, you should not doubt me so. talker, excellent listener, and master politician, Infernax loves
There will be no record of any IDF patrol in this region; there was the duplicitous nature of the IDF, and is revered by Rangers and
none scheduled, and as far as anyone knows, none ever occurred.” Hunters alike. In fact, his personality is a big reason why the il-
“Yeah, and this is war, and sometimes there are casualties, lusion of the IDF is such a success, as he effortlessly commands
and blah, blah, blah. Some day, that line isn’t going to work any- the loyalty of both Rangers and Hunters alike. Infernax’s most
more, and the folks in Signer are going to start to wonder why trusted Hunters include 6th level former CS Military Specialist
their house Faeries have left, why the crops are suffering like and Minor Psionic, Ashlyn Strythorn, and to a lesser extent, her
never before.” Ashton glared at his sister. “Singer has existed 4th level Fallen Cyber-Knight brother, Ashton.
because the Faeries allow it. These kinds of disruptions to their The standard issue for Singer Security is camo-colored Gladia-
environment will have consequences.” tor style armor (50-60 M.D.C.) with built-in radio, a handgun, rifle
“That may have been true years ago, brother, but now the tables or crossbow/bow with M.D. explosive (Rifts® Sourcebook One,
are turned.” Ashlyn turned away, both sickened and impressed page 58) and magic arrows (Coalition Wars® One: Sedition, page
with how efficiently the Splugorth trapped their prey. “The Faeries 63) and wilderness gear of choice. Other weapons typically include
exist because Rembrandt allows it. Were it not for his protection, an AA-811 Dragonfire Rifle or other long-range TW or pulse rifle.
the Splugorth would have overrun the peninsula long ago.” Like Singer Security, each soldier’s outward appearance is remark-
He eyed her skeptically. “You still have not explained why you ably uniform, but designed more to convey solidarity than author-
let witnesses to what could be construed as treason get away! So ity. Average level of experience: 5% first level, 15% second, 25%
they die on their little curfew-break. That’s not believable?” third, 35% fourth, and the rest are level 1D6+4.
“I will not condone the murder of children, Ashton, and that
is the end of it.” She glared at him, steely-eyed. He met her gaze,
but said nothing. “They are children, they are in shock, no one River Watch
will believe them. Now, let us be gone.” Calling the rest of her The River Watch, with 64 troops, is the smallest arm of the
squad telepathically, the five IDF agents formed up their horses Singer military, and is responsible for ensuring the safety of Eel
and cantered from the clearing. Bay and Singer’s harbor. Its troops deploy in eight-hour shifts,
ensuring a military presence in Eel Bay at all times. The Watch is
While the IDF remains a respected institution in town, in re- also responsible for checking any disembarking visitor for weap-
ality it is a means to Rembrandt’s most sinister end. He care- ons and forcing owners of offending items to return them to their
fully screened all applicants for the high-paying mercenary job, vessels. Refusal results in harsh words, a potential ban, and pos-
and selected about half to become his rogue agents known as sibly a firefight, with Singer Security available for backup.
Rembrandt’s Hunters. In addition to the standard employment Many Watch troops are members of the St. Lawrence Piranhas,
contract, the Hunters agree to stalk Faeries and other creatures a mercenary company which used to make as much money loot-
of magic in the Horror Forest in exchange for additional under- ing as it did on its contracts. But as with the IDF, a secure home
the-table pay. While most of the mercs he chose have no qualms base and steady paychecks have quelled most of the group’s ap-
about the deal, and carry out their work with cold efficiency, the petite for freelance work. The Piranhas still maintain a hideout on
most important Hunters can truly act the part of traditional he- an island off the coast of Eel Bay.
roes, effortlessly mingling with uncompromised IDF agents. The Watch consists mostly of Pirate, Privateer, and Black
Hunter activity began almost a decade ago. While the loyal Marketeer O.C.C.s. Vessels and gear are much less uniform than
agents are on the lookout to protect Faeries from Splugorth in- Singer Security’s or the IDF’s, and this branch of the military is
cursions, the rogue agents have two distinct modes of attack. allowed to be the most freewheeling because of its relatively few

66
encounters with Singer’s actual citizens in the line of duty. Thus, The Pirate Kingdom of Montreal
most of the vessels were in service during the Piranhas’ piracy
days, and range from TW-reconfigured galleons to cigarette-style Another nearby neighbor, Singer residents tend to view it as a
speedboats. Average level of experience: 15% first level, 20% disorganized slum, never able to unify for the greater good. How-
second, 25% third, 25% fourth, and the rest are level 1D4+3. ever, traders, merchants and other travelers from the Pirate King-
dom can often be found passing through Singer. Most have learned
to keep their head on a swivel, as Singer’s gangs are known to
Foreign Relations attack Pirate Kingdom vessels without apparent provocation.
Singer’s sudden regional footprint has attracted the notice of
all the nearby regional powers. Like most Market Towns, Singer Coalition States
is exceedingly receptive to trade and visitors. Visitors come to At this time, Singer is not even on the CS’s radar, as concerns
Singer for TW weapons and gear, recreation, and to blow off with Lazlo, Xiticix, and the Tolkeen Resistance are higher priori-
some steam. The Hand loves to see transients, and their money, ties than an isolated smugglers’ depot.
spend a few days in Singer.
The following is a print ad published by the Singer Media Free Quebec
Corporation that has begun regularly appearing in Warhawk
Journal and other periodicals published in the eastern half of The human supremacist and technology-obsessed leaders of
North America. This is the sort of propaganda responsible for the Free Quebec have little interest in a magic-centric city state be-
Dwarves formerly of Kingsdale and others to flock to Singer over yond their borders.
the last half-decade.
Le Marche Noir & the Five Factions
Singer, New York: A Safe Haven for YOU! On the other hand, the Immaterial Hand’s presence on the border
In the spirit of Kingsdale, MercTown, and other free North of the Le Marche Noir’s domain has become an increasing cause
American city states, Singer welcomes you to a place where you for concern for that organization, as outlined elsewhere. While the
are safe to be yourself. No Splugorth, no Coalition States, no Free Quebec underworld, along with the Chicago Network and
gang violence. A booming community built on the ruins of vir- Bandito Arms, takes advantage of the shipping and commercial
gin parkland, founded on the science of Techno-Wizardry, where opportunities the Hand has extended its counterparts, it alone has
magic devices beyond your wildest dreams await. The Techno- taken subversive action against the Hand’s holdings in Singer. Le
Wizards at Artesian Arms and other fine establishments never Marche Noir would mobilize its forces and seize Singer if it had the
dabble in Bio-Wizardry, so you can be sure the products you buy opportunity, but so far the city state has enjoyed too much prosper-
here are ones you can feel good about. Just be yourself, and visit ity and stability to usurp. Besides, Le Marche Noir operatives like
Singer, a Safe Haven for YOU! to joke that Singer is almost like having a local department store for
thieves. For the time being, Le Marche Noir is relatively content
People of the Eastern Wilds with the status quo as long as Singer never tries to expand north
across the St. Lawrence and into Canada.
The inhabitants of the Eastern Wilds are either simple farm-
ers, trappers, hunters and settlers, or bold adventurers, often of no-
madic, tribal descent. Although Singer has become something of The Federation of Magic
a regional commercial hub, the surrounding Horror Forest is often The Federation, and Stormspire in particular, sees Artesian
too daunting for all but the lost or foolish to reach overland. In any Arms as a threat to market share. Even so, perhaps because Rem-
event, the Interior Defense Force is usually well-aware of any visi- brandt is a Stormspire native, K’zaa and Rembrandt have forged
tors long before they sight the Southern Wall. On the other hand, a respectful relationship over the years. Singer welcomes any and
it is common knowledge that the best way to get from the Eastern all citizens of the Federation of Magic, provided they obey the
Wilds to Singer is to make for the St. Lawrence and hire a boat. laws of the land once they arrive. The city states also have favor-
able trade relations, and Stormspire weapons are the second most
The Iroquois League and the common behind Artesian Arms’ in Singer.

Longhouse Preserve (Albany, NY) Shemarrian Nation


Arguably the closest regional power, the five tribes have sent
It has been only a couple of weeks since the Shemarrian Decla-
envoys and trade caravans to Singer over the last 15 years, and
ration of Sovereignty (Shemarrian Nation™, page 7). Accounts
are on favorable terms with Rembrandt, who the Preserve consid-
of and reactions to the video have dominated local gossip as ques-
ers the de facto ruler of Singer. The Preserve is impressed with
tions about whether Singer has anything to fear given that it is a
Rembrandt’s adherence to the Faerie Edict, respect for the Faerie
kingdom, albeit a small one, and is situated within the northern
Folk, and refusal (so far, at least) to attempt to build beyond the
boundary of the Shemarrian Nation. However, with no reports of
Thickening. However, recent reports about increased Splugorth
any pending Shemarrian incursion, the consensus is becoming
activity and the declining Faerie population have the Preserve
that Singer is too small and has “coexisted” in the Shemarrian
worried. It has sent covert operatives posing as farmhands to try
Nation for long enough to avoid being perceived as a threat.
to gather more information about Singer and its policies. See the
The fascination with the Shemarrians can partly be attributed to
description of the Circle K Ranch next issue for more details.
the fact that so few of Singer’s residents, including the IDF, have
67
ever interacted with them, despite rumors and anecdotes dating more common. Eventually, the merchants’ claims will reach Lil-
back nearly twenty years. As far as anyone knows, no Shemarrian ia’s ears, and then Rembrandt’s. When that happens, he will further
has ever set foot in Singer. Were that to happen, there is no doubt step up Singer Security efforts to flush out the covert gang.
Exempt Citizens and others who respect the Edict would treat them
with the same reverence they show Faerie Folk. However, and un-
beknownst even among the higher-ups in Singer, the Longhouse
Madhaven/Nexus Knights
Preserve acts as a buffer between the Shemarrians and the city Although the Hand has heard rumors over the last decade or so
state. For details on the Iroquois League’s sentiments toward the about the Order of the White Rose, and is well aware of Madhaven,
Shemarrians, check out Shemarrian Nation™, pages 85 and 86. the location of the Nexus Knights’ sanctuary in the Garden has re-
mained secret. Moreover, the Hand has no idea that Professor Rock-
well Westin, resident Ley Line Walker at the Artesian Academy for
Lazlo and New Lazlo the last five years, is a longtime member of the Order. Getting on
These havens of enlightenment are cautiously optimistic about in years, Professor Westin took the position at the school primarily
Singer, despite its Black Market origins. The town has been a vi- to step away from adventuring, and hoped to find relative peace
able trade partner over the last decade, and although the Hand’s in the thriving town committed to education and magic and seem-
control is a given, the Lazlo and New Lazlo governments have ingly devoid of the influence of Mystic Knights. However, he has
concluded that Singer is not a threat. In addition to trade, some noticed the declining Faerie population and the shift in the town’s
wealthy Lazlo and New Lazlo citizens have begun to send their values toward commercialism, and is considering communicating
children to the Artesian Academy due to its more intimate class his concern for the Faerie population to the Knights at the Garden.
sizes and impressive faculty.
Horune Pirates
Queenston Harbor These allies of the Splugorth are one of the few races categori-
Over the last five years, commerce between Singer and the city cally denied entry to Singer. The Horune are well-aware of the preju-
near pre-Rifts Cleveland (see Coalition Navy™, page 123) has dice, and only the extremely arrogant or extremely desperate might
boomed, and Lilia Starbreeze and Rembrandt have become good be found slumming somewhere in Dockside. Generally, any Singer
friends (some say lovers). The prevalence of magic in that com- citizen sighting a Horune will call Singer Security immediately.
munity has made it a ready sales outlet for Artesian Arms. Over the
years, Queenston’s connection to the Splugorth has become com-
mon knowledge, and the basis for outrage among members of the
Faerie League. As a result, Queenston merchants tend to be victim-
To Be Continued...
ized by graffiti, vandalism, and sometimes, outright sabotage. This Tune in next issue for new TW weapons, the Rogue’s Mall
violence is beginning to become a focal point for Singer Security and Carnival, notable places & NPCs, and Hook, Line & Sinker
forces, and clashes between them and the League are becoming adventures!

Once More unto the Breach


Optional Source Material for Heroes Unlimited™
By Alex Tulloch

Introduction government, they will sometimes be called in to aid C.A.M.E.L.O.T.,


the London posthuman crime unit, or help other police forces. They
In the world of Heroes Unlimited, there are few countries that do have operated abroad, though disapproval of foreign policy amongst
not have a super-powered team that is in some way answerable to the some people tends to keep them out of military expeditions, except
government. In military dictatorships, they can be used to suppress for one rescue operation in Afghanistan to free captured civilians.
the people and combat any super-powered rebels and rivals. In more They have worked with the SLJ on two occasions, both in costumes
democratic countries they are more often used as deterrents and crime- and on a covert mission that both governments will always deny they
fighting organizations. Britain currently has several such organizations. were involved in. The two teams have worked well together, except
The role of military deterrent is taken by S.C.R.E.T. U.K. They are a for a few clashes (Hotspur and Minuteman loathe each other, and
relatively large unit of highly trained individuals, most of them wield- Stars is terrified of Prospero). They are also media celebrities, with
ing the best technology the British army can afford. However, their P.R. men and spin doctors working around the clock to help portray
use is strictly in terms of national defense, and they are not deployed them all the time as Britain’s finest heroes.
for anything less than a state of emergency or an invasion by enemies, While S.C.R.E.T. has been continuously active for several decades,
foreign or extraterrestrial. The role of general crime-fighting is taken the current Team Shakespeare is a more recent creation. Still, it has its
up by Team Shakespeare, the British government’s public super team. antecedents in Operation Stratford, a group of super-powered opera-
Like their American counterparts, the Sentinels of Liberty and tives who were used on the front line during the First World War. Late
Justice, they are a well-trained team of heroes, a mix of super-tech, Victorian/early Edwardian Britain saw a flourishing in exceptional be-
experiments and loyal aliens. As well as performing missions for the ings that included an English lord who had been raised by wild beasts
68
the team has had few defeats, and even these have been spun into
less humiliating stories. Eventually, there will be some kind of public
backlash, but for the time being, they are a genuine success story.
The public treat them as celebrities, mobbing them when they make
public appearances and eagerly buying magazines with articles on
them. Cordelia is the most popular, followed by Hotspur, Rosalind,
Romeo, Othello, and Hermia, in that order. Prospero is the only one
who stays clear of the media and remains a mysterious enigma to
most people, and a little scary to many. Despite that, he is still con-
sidered a hero by most, thanks to the PR support.

Cordelia
Cordelia was born Emma Cochrane, only daughter of a senior civil
servant, and enjoyed all the benefits of a privileged upbringing. Unfor-
tunately, like so many others, she began to take all those privileges as
a right instead of a blessing and became the worst kind of spoiled brat.
While she could be outwardly charming and gracious, she had a mean-
ness and arrogance that she would unleash on those who annoyed her.
In those days, she would not be regarded as a nice person.
While her attitude left much to be desired, it could not be denied
that she was a talented girl, both athletically and academically. Her
greatest gift was at riding, representing her country at junior levels
in show-jumping trials. After boarding school, she was accepted into
Oxford University and formed her own little clique there. On the
fringes of this group of friends was a shy engineering student called
Rhiannon Post. The two had wildly different backgrounds and per-
sonalities, but managed to form a friendship based on their mutual
love of motorbikes. Despite being the younger of the two, Rhiannon
was the first to graduate and was recruited by the secret Government
in Africa and the greatest super-sleuth the world of Heroes Unlimited engineering project known as the Foundry.
has ever seen. Since they were often making raids into and behind en- In her last year at university, Emma’s perfect life was finally shat-
emy lines, it was decided to protect them and their families by giving tered. While driving home to her parent’s for Christmas, her bike skid-
them codenames taken from Shakespeare plays (such as Captain Ro- ded and she went careening into the crash barrier at the side of the road.
meo, Lieutenant Macbeth, and so on). They were not costumed heroes When she awoke, she found the crash had paralyzed her, and it was
in the modern sense of the word, since they wore the same uniform as doubtful she would ever walk again. The sudden reversal of fortune
any other officer on the Western Front. When the decision was made shocked her and led her to completely re-evaluate her life. She finished
to create a new super team though, it was shortly after a major TV her course, a year late, and then began to devote her time to charitable
documentary on the use of these super-powered operatives on all sides causes, especially those helping road accident victims like herself.
in World War One and it was decided to resurrect the idea as Team Many of her fair-weather friends deserted her during these years,
Shakespeare. While there is some griping among English professors at finding other social sets to attach themselves to. One of the ones who
the use of the Bard’s works in this way, Shakespeare is still one of the stuck with her was Rhiannon Post, and it was she who approached
few things most people in Britain feel some kind of national pride in Emma with a possibility. In her position at the Foundry, Rhiannon had
(even if few have read his work outside school). been leading a team examining a set of high-tech gauntlets that had
The decision to create the team was made in 2010, and the team once belonged to a mysterious hero called Tintagel. After his death,
made its first appearance early in 2011. It was argued that the country his gauntlets were recovered by the Foundry, which soon came to the
didn’t need another posthuman crimefighting team, but the govern- conclusion that they (and possibly Tintagel) were either from another
ment pressed ahead because they were frustrated by the problems planet, another dimension or (as Rhiannon suspected) another time.
with C.A.M.E.L.O.T. and S.C.R.E.T. C.A.M.E.L.O.T.’s predeces- The technology was light years ahead of anything in production on
sors were compromised by political interference, and its current head Earth. However, from examining the post-mortem on Tintagel, Rhian-
is determined to stay independent of any party politics. He is aided non began to suspect that he had been paralyzed himself but that the
by his director of intelligence, who can play the game of politics gauntlets had somehow used incredibly complex micro-force fields to
and media spin better than most with one arm tied behind his back. enable him to walk. Once she was as sure as she could be about her
S.C.R.E.T. are more than willing to follow orders, but are a military findings, she approached Emma with the possibility of being a test
unit and all manner of legal problems mount up when looking at subject for the experiment. Nervously, Emma agreed.
using them in civilian matters. The founding of Team Shakespeare The effect was extraordinary. Within days, Emma had regained
would give the government the heroes they wanted; controllable, all the mobility she had before, and more. The damage was still there,
able to go into action alongside the police and, best of all, they were but the gauntlets provided a field that acted as a kind of supporting
for the most part, media friendly and publicly acceptable. exoskeleton. Beyond that, they were capable of creating other field-
Like the SLJ, their uniforms use patriotic elements, especially he- objects, including a sword, a shield, and even armor. It was even ca-
raldic symbols of the countries in the Union. The public has taken pable of creating electromagnetic fields in her brain that heightened
to these elements well, especially since some of the more populist her knowledge and awareness. It was able to create all this while
red-top newspapers have remained very friendly to the team. So far,
69
drawing upon some unknown power source. Even Rhiannon was Major Super Ability: Bio-Armor. (Technically, the armor plates
stunned by the sheer power of the gauntlets. are actually extensions of the force fields that keep Cordelia walk-
At the same time as Emma was regaining her ability to walk, the ing. However, they refract light in such a way, they appear to be
decision to create Team Shakespeare was being made. As the daughter copper with red edging.)
of a trusted government employee, Emma was considered a politically Education Level: Bachelor’s Degree.
safe choice for the team. She underwent a period of training for the Skills of Note: Basic Math 80%, Business & Finance 90%, Comput-
team and emerged as one of the best candidates for team leader, along- er Operation 95%, Impersonation 84%/64%, Law (General) 80%,
side Othello. While Othello was considered more experienced and, as Language: Chinese 98%, Language: English 98%, Language:
an ex-soldier, more reliable by the military advisors, the final decision French 98%, Language: German 98%, Language: Italian 98%,
was the Prime Minister’s. Since Team Shakespeare was also a public Language: Russian 98%, Language: Spanish 98%, Photography
relations exercise, he opted for the more photogenic of the two and 90%, Pilot Automobile 74%, Prowl 80%, Research 98%, Writing
Emma, under the new codename Cordelia, was given the job. (Journalistic) 80%, Writing (Poetry) 80%, Writing (Prose) 80%.
Since being placed in command, she has proven to be a good choice. Secondary Skills: Athletics (General), Basic Mechanics 65%,
Clear thinking, able to make the right decisions quickly, and able to get Dance 65%, Horsemanship 98%, Pilot Boats: Sail-type 70%, Pi-
the best out of her team, she has become a hero to the public. There was lot Motorbike 88%, Pilot Race Car 76%, Pilot Truck 60%, Play
some grumbling from the left-wing press at the choice of a member of Piano 70%, Sing 45%, W.P. Sword, W.P. Archery.
the upper classes being placed in charge, but even that died away as she Appearance: Cordelia has a pretty face with short, blond hair and
proved herself time and again. She is happy with her new role in life, soft, green eyes. She wears a red Team Shakespeare uniform with
seeing her crash and paralysis as important steps in making her who a white lion motif.
she needed to be to become the woman and hero she is now. Occupation: Full-time, government sponsored and controlled inter-
national crime-fighter and super agent.
Real Name: Emma Louise Cochrane. Weapons: The gauntlets are able to summon, at will, a sword com-
Aliases: Joanne Corey (used when she wishes to get away from the posed of shaped force fields, which refract light to give the ef-
spotlight for a few days, and comes complete with credit cards, fect of a copper blade with red edging. The blade is completely
documents, passport, etc., in that name). indestructible. The blade offers a further +1 to strike and parry in
Alignment: Scrupulous. addition to the bonuses above. It deals 4D6+6 damage and can
Attributes: I.Q. 15, M.E. 14, M.A. 14, P.S. 10, P.P. 17, P.E. 13, P.B. unleash an electrical discharge that does 5D6+6 damage with a
21, Spd 11. range of 1,000 feet (305 m).
Hit Points: 40. S.D.C.: 62. The gauntlets reduce fire and cold damage by half, grant night-
Height: 5 feet, 7 inches (1.7 m). Weight: 130 lbs (59 kg). Age: 28. vision and the ability to see the invisible (a force field in front of
Disposition: Cordelia is usually a brave, caring, thoughtful young the eyes alters the light entering her eyes to give her these powers),
woman. In action, she is quick-thinking and decisive. She does and give a +3 to save against all magic spells and enhancements
have a tendency to be a little headstrong, pushing aside other peo- (further fuelling speculation that the technology runs on mystic en-
ple’s ideas unless she knows and respects them (she will always ergy). On voice command from Cordelia, they can summon up a
take on ideas from the rest of the team, especially Othello and suit of bio-armour (see above), cloak her from sight (equal to an
Prospero). She cares deeply for the rest of the team and would Invisibility: Superior spell), translate for her (equal to the Tongues
fight to the death for any of them. She sometimes gets frustrated spell), and create an array of force field effects (equal to the Mystic
with Hotspur, coming from the opposite end of the political spec- Shield ability; Heroes Unlimited™, 2nd Edition, page 147).
trum to him, but she still likes him as a person (and secretly fan- The voice-activated commands and the sword-summoning
cies him a little). She is closest with Hermia and Othello. ability require her to be wearing the gauntlets. The others are in
As a result of her education and her family’s background in continuous effect. Should she be separated from the gauntlets for
government, she is one of the most media savvy of the team and more than 72 hours, the powers of the gauntlets will vanish, as
always manages to present the positive sides of her personality to will the fields that enable her to walk. All her physical and pilot-
the public. On occasion she does slip into her old, bitchy side, es- ing skills will be halved and she will be forced to use a wheel-
pecially when frustrated, but these lapses are rare and short-lived. chair. All the benefits of her hand to hand training and sword
Experience Level: Eighth. proficiency will vanish. Her speed will drop to a crawling speed
Combat Skills: Hand to Hand: Expert. of 5. The other members of the team have witnessed this effect
Attacks per Melee: Five. once before and will do all that is in their power to prevent it ever
Bonuses: +2 to initiative, +5 to parry (+8 with sword), +5 to dodge, happening again. Should she lose only one gauntlet, she will keep
+3 to strike (+6 with sword), +3 to roll with punch/fall, +2 to pull all the continuous effect powers, but will be unable to activate any
punch, +2 to disarm, critical hit on 18, 19, or 20. 55% chance to of the voice-command abilities.
charm/impress, paired weapons, karate kick, tripping/leg hook, Vehicles: Cordelia’s favorite means of transport is a Ducati 1098
backward sweep, body throw/flip. motorcycle, which has been tuned by Hermia to give it top perfor-
Super Power Category: Magic: Enchanted Weapon. (Although the mance. She also has a collection of other motorbikes, including
gauntlets and sword are technological in nature, their abilities are an MV Augusta F4 which she will sometimes use. She also has
far beyond known technology. Indeed, they follow Clarke’s Third access to a number of government vehicles.
Law, that any sufficiently advanced technology will be indistin- Body Armor: With the force fields and bio-armor provided by the
guishable from magic. The fact that the force fields were once gauntlets, Cordelia rarely wears conventional armor.
dispelled by a Negate Magic spell has led Hermia to theorize that Money: She’s paid £50,000 a year, but with her family’s money, is
the mysterious energy used to power the gauntlets may actually independently wealthy anyway. As a result, she would be willing
be the same energy used by wizards to cast spells. It may be best to work for less, but accepts the money in order to keep the rest of
to look on the gauntlets as Techno-Wizard artifacts, but about a the team paid equally (well, almost equally).
thousand years more advanced than those on Rifts Earth.)

70
Othello of the Dead Moon project. Despite this, he has come though remark-
ably intact. He does have his mental scars, particularly the gaps in his
memory on the night everything went wrong at Genewerx and the
Jack McGregor was born on the poor side of Edinburgh, the son of nagging thought that he may have briefly become one of the canni-
an aggressive father and an over-proud mother. He hated his home life, bal monsters during those gaps. Under Prospero’s guidance though,
hated the racist abuse from his neighbors, and had no desire to follow he has learned to accept his past for what it is and live in the here and
his father into a series of poorly-paid, hard physical jobs. He ran away now. He has become a much calmer, more balanced individual and
from home several times and did poorly at school. He somehow man- many people see a kind of samurai quality about him now.
aged to avoid drifting into crime though, and as soon as he was able to, Experience Level: Sixth.
he joined the army and moved out. He has never seen his parents since. Combat Skills: Hand to Hand: Basic.
Army life agreed with him and he developed into a good soldier. Attacks per Melee: Eight.
He showed little inclination to advance to the officer class though, Bonuses: +5 to initiative, +8 to strike, +12 to parry, +15 to dodge, +13
and preferred to put his ambition and drive into joining the SAS. to damage, +6 to roll with punch/fall/impact, +2 to pull punch, +4
After three years service, he felt he was ready and put in his applica- to save vs Horror Factor, +2 to save vs possession, +2 to save vs
tion. He was rejected. psionic attack, +2 to save vs insanity, +4 to save vs magic, +4 to
Bitterly disappointed, he lost some of the drive that had served save vs poison, +16% to save vs coma/death. Ambidextrous, Paired
him so well before. His commanding officer noted this and, in an Weapons, Automatic Dodge, Critical Strike on a 19 or 20.
attempt to save a promising soldier, pointed him in the direction of Super Power Category: Experiment (Super Soldier).
another project. This was Dead Moon, a super-soldier project run in Super Soldier Abilities: Increased Physical Agility and Dexterity,
association with a commercial genetics lab called Genewerx. Mc- Physical Transformation, Mind (Strength counts as Extraordi-
Gregor was accepted and reported to the labs for a series of gene nary) and Body Attuned.
therapies and chemical treatments designed to make him stronger, Minor Super Ability: Extraordinary Physical Prowess.
faster and more deadly than ever. Unusual Physical Characteristics: Othello’s eyes continually pro-
Nobody was ever sure about what went wrong. The first warning duce black smoke, obscuring his eyes from view, although his
the authorities had was a call from McGregor saying the subjects had vision is not affected. His canine teeth are also unusually pointed,
gone crazy and were running wild. The army moved in, only to dis- though not inhumanly so.
cover the facility was a disaster area. The civilian scientists were all Education Level: Military.
dead, as were about half the test subjects. Parts of the lab were burn- Skills of Note: Basic Math 70%, Boxing, Climbing 95%/85%, Lan-
ing down, and only McGregor was still in a rational state of mind. guage: English 98%, Gymnastics (sense of balance 85%), Mili-
The other test subjects had become incredibly vicious predators in tary Etiquette 70%, Navigation 85%, Pilot Automobile 80%, Pilot
human form, cannibalistic monsters that tore and clawed at anything Hovercraft 85%, Pilot Motorcycle 98%, Pilot Tank 66%, Prowl
that breathed in that facility. All of them, McGregor included, were 75%, Radio: Basic 80%, Read Sensory Equipment 65%, Running,
marked by a strange, black smoke that drifted from their eyes. Swimming 95%, Weapon Systems 75%, W.P. Automatic Rifle.
The other subjects were captured or killed, though all those who Secondary Skills: Athletics (general), Basic Electronics 45%, Ba-
were caught would later die in captivity as their bodies rejected the sic Mechanics 45%, Body Building and Weight Lifting, Carpen-
enhancements. Only McGregor would prove to be a success, and the try 50%, Computer Operation 65%, Fishing 65%, Pilot Water
whole mess was buried. None of the test subjects had been allowed Scooter 50%, S.C.U.B.A./Advanced Swimming 90%, Sing 60%,
to mention the project to anyone and they were all listed as being Streetwise 40%, Writing (poetry) 50%.
killed in action, with their families being awarded their full military Appearance: Othello is a tall, well-built black man, though his build
pension. Two bodies were never recovered though, and it is an ever- is more that of a gymnast than a bodybuilder. He keeps his hair
present worry for some that there are super-soldiers out there that can short, a holdover from his army days, and keeps himself clean-
be traced back to Dead Moon. shaven. The most striking thing about his appearance is the con-
Following the debacle, McGregor was set to join S.C.R.E.T. tinually smoking black eyes. He wears a blue Team Shakespeare
when it was announced that Team Shakespeare was in the works. uniform with a white unicorn emblem.
The military wanted McGregor on the team and preferably, in Occupation: Full-time, government sponsored and controlled inter-
charge. It was decided though that the black smoking eyes would national crime-fighter and super agent.
not play positively in the media, and the more photogenic Cordelia Weapons: Othello typically uses a pair of police batons (1D6 damage).
was put in charge instead. McGregor, under the name Othello, was Vehicles He has access to a number of government vehicles.
made second-in-command, a position he prefers. He gets on well Body Armor: Othello has Kevlar woven into his uniform (A.R. 10,
with Cordelia, and with most of the team, although he gets irritated S.D.C. 50) to help protect him.
by Hermia (her intelligence reminds him of his poor education) and Money: He’s paid £45,000 a year, which seems like a fortune to him.
by Hotspur (his continual carping about the military annoys him). He is careful to put as much of it away as he can, knowing that he
Surprisingly, he is one of the few beings Prospero will talk to at is in a dangerous line of work that could leave him permanently
length. The two discuss philosophical matters and some see Othello injured without warning.
becoming a more spiritual warrior as a result.

Real Name: Jack McGregor.


Alignment: Scrupulous.
Romeo
Attributes: I.Q. 9, M.E. 18, M.A. 13, P.S. 28, P.P. 28, P.E. 23, P.B. During the final days of World War II, as British and American
14, Spd 44. tanks drove into Germany from the west and Russian troops swarmed
Hit Points: 50. S.D.C.: 92. in from the east, a team of British commandos made a raid on a mys-
Height: 6 feet, 2 inches (1.8 m). Weight: 205 lbs (92 kg). Age: 25. terious hidden facility on the coast of the North Sea. They were ex-
Disposition: Othello has come through some traumatic events, includ- pecting to find Nazi scientists, possibly experimental super weapons,
ing his poor childhood, a tour of duty in Afghanistan and the horrors
71
or maybe even some of the high command trying to escape. The one Attributes: I.Q. 11, M.E. 12, M.A. 19, P.S. 60, P.P. 13, P.E. 23, P.B.
thing they didn’t expect to find was the Nazis’ alien museum. 7, Spd 48.
There were almost a dozen alien corpses in the base, some just Hit Points: 53. S.D.C.: 145.
bones, others pickled bodies. Broken pieces of technology, a few non- Height: 9 feet, 2 inches (2.7 m). Weight: 2,000 lbs (900 kg). Age: 25.
humanoid uniforms, and even some alien art and holograms; all of it Disposition: Romeo is a big kid at heart. He always looks at the
was there. The commandos were stunned and amazed by what they world as if it is a big, fascinating toy, and one he loves to play
found, but nothing prepared them for what was in the lowest level. with. He can become fascinated with the most peculiar everyday
Two giant, dark red-skinned monsters with the strength of dozens of things, just because he was never exposed to them as a child. His
men were kept in the bottom of a pit, the only entrance on a gantry far entire experience of the outside world as he was growing up was
above them. Strong enough to hold a human but too flimsy to take the through television. He is also the team’s joker, constantly mak-
weight of a Drux. At first, it was the aliens weren’t sure what to make ing the worst puns and gags. He seems to have the script of every
of the humans who took them out of the prison, but still kept their guns Monty Python routine memorized.
aimed at them at all times. When a translator was found though, and Experience Level: Sixth.
they were able to explain their story in the stumbling German they had Combat Skills: Special; Physical Training.
learned from their captors, the attitude changed. Attacks per Melee: Six.
The Drux had been a simple agricultural people when the Atorian Bonuses: +3 to strike, +5 to parry, +1 to dodge, +45 to damage, +4 to
Empire had attacked, seeking slave warriors. The Drux had resisted as roll with punch, fall or impact, +36% to save vs. coma and death,
much as possible, before their world fell. But as the Drux were being +2 to save vs. disease, +6 to save vs. toxins and poisons, +4 to
transported to new worlds where they were to be ‘re-educated,’ the save vs, magic, 4 to pull punch, +5 on initiative, +2 to disarm, +2
slave-ships were attacked by a band of Maeus who each took a batch to body flip/throw. Paired weapons, entangle, critical body flip/
of Drux to hide on safe planets. One batch included a mated pair called throw, body block/tackle, punch (2D4 damage), kick (2D6 dam-
L-Hod-K and L-Ban-T. The Maeus who was transporting them was age), snap kick, wheel kick, axe kick, crescent kick, body hold,
still being chased by the Atorians when he got within range of Earth. neck hold, Critical Strike on an 18, 19 or 20, automatic knockout
He put L-Hod-K and L-Ban-T in an escape capsule and launched them on a 20, 55% to trust/intimidate.
to Earth, flying off on his own in a successful bid to distract the pursu- Super Power Category: Alien Physical Training.
ers. The Drux landed safely, only to be captured by the Third Reich. Minor Super Abilities: Superhuman Strength.
They spent eight months as prisoners before being rescued. Education Level: Raised by Drux parents (unique).
The British chose to accept them as refugees and hurriedly trans- Skills of Note: Athletics (general), Basic Math 70%, Body Building
ported them to a quiet part of Northumberland. They were eager to & Weight Lifting, Carpentry 55%, Climbing 75%/65%, Detect
gain all manner of technological secrets from the pair but were dis- Ambush 60%, Identify Plants and Fruits 55%, Impersonation
mayed when they proved to be only monks and farmers, with a grasp 61%/41%, Land Navigation 66%, Language: English 98%, Pre-
of technology lower than those studying them. Writing them off as serve Food 55%, Prowl 65%, Running, Swimming 85%, Track-
a waste of time and resources, they were given a small farm on War ing 55%, Wilderness Survival 55%.
Office property, and allowed to live a quiet life on their own. Secondary Skills: Art (sculpture) 60%, Astronomy 50%, Automotive
The few scientists who were still interested in the Drux were fas- Mechanics 50%, Computer Operation 65%, Cook (professional
cinated as the years passed and the aliens showed little sign of aging. level) 70%, First Aid 70%, Pilot Tractor & Farm Machinery 60%,
Although it took a while to get the Drux to understand the concept Sing 60%, Language: Arabic 50%, Language: Chinese 65%, Lan-
of years, it soon emerged that their average life span is roughly two guage: German 75%, Language: Polish 50%, Language: Welsh
hundred and twenty years. The biggest surprise for the researchers 65% (Drux appear to have a natural talent for learning languages).
though was when L-Ban-T announced she was pregnant. Appearance: Romeo is a huge, powerfully built, humanoid rhinocer-
When L-Brian-X, named after the commando colonel who rescued os. Though he is often seen baring his teeth, this is most frequently
them, was born, he was raised by his parents and the researchers equal- one of his smiles of pleasure. His body is covered with calloused,
ly. Although he took to the training his father gave him in Drux mar- deep red skin that improves the toughness while also offering
tial arts, he showed little interest in the life of the farmer. Instead he grooves through which run the odorless high pH sweat that allows
showed an interest in human life that his parents had never displayed. the Drux to survive their planet’s terrible, acidic winter storms, and
Although he was unable to mix with normal humans, he lived vicari- help give the impression he is wearing a suit of armour. All in all, a
ously through television, and grew to love his parent’s adopted home. terrifying sight with a cheerful spirit behind the fearsome exterior.
When he reached his twentieth year and was released from his parents, He wears a red Team Shakespeare uniform with a lion emblem.
he immediately requested the researchers to find him a way to travel Environment: Abrasive atmosphere.
in the open. Fortunately, one of them had heard about the formation Familiarity with Earth: Native, as good a knowledge as any hu-
of Team Shakespeare and recommended he apply. His request was ap- man.
proved, and he became the third member of the team. Occupation: Full-time, government sponsored and controlled inter-
The only problem came when it was time to choose a name. The national crime-fighter and super agent.
PR people had decided upon Caliban, the monstrous servant from Weapons: None. With his phenomenal strength he chooses not to
‘The Tempest.’ There was no way that L-Brian-X would agree to rely on them.
that. In his eyes he was no monster. Indeed he thought of himself as Vehicles: None. He is too big for most human-sized vehicles. He
a dashing hero, and insisted upon Romeo. With the giant alien giving does have access to a number of other government vehicles if he
them little choice in the matter, the Caliban name was dropped, and wishes them.
it was as Romeo that he was first introduced to the public. Body Armor: Romeo has large amounts of Kevlar woven into his
uniform (A.R. 17, S.D.C. 90) to help protect him. This armor is
Real Name: L-Brian-X. attacked before his Natural Armor and S.D.C. kick in.
Aliases: None needed, he is instantly recognizable. Money: He’s paid £40,000 a year, and spends most of it on gadgets
Alignment: Principled. which he loves. He is a master of internet shopping.
72
Since joining, he has proved to be the most controversial member
of the team to his superiors. He has spoken out repeatedly against
any excesses in the banking community, government cuts in public
services, and controversial foreign policy. While these comments
have inflamed his political masters, they have caught the mood of
many people and it has been impossible to drop him without creat-
ing a backlash of negative public opinion. In action, though, he has
proved to be every bit as heroic as his comrades, and is renowned for
placing himself between any threat and innocent civilians.

Real Name: Russell Collins.


Alignment: Principled.
Attributes: I.Q. 18, M.E. 15, M.A. 15, P.S. 13, P.P. 11, P.E. 12, P.B.
23, Spd 14.
Hit Points: 31. S.D.C.: 35.
Height: 5 feet, 11 inches (1.8 m). Weight: 180 lbs (81 kg). Age: 20.
Disposition: Hotspur is smart, fast-thinking and witty. He has be-
come an articulate speaker and a forthright critic of any perceived
injustices. This has not endeared him to his bosses who regard
him as a political troublemaker. In a fight though, he is constant-
ly making sure ordinary people are safe and looking out for his
teammates, which means that he has become a hero to the public
and respected by his colleagues.
Experience Level: Sixth.
Combat Skills: Hand to Hand: Basic.
Attacks per Melee: Six.
Bonuses: +1 to parry, +1 to dodge (+3 when in flight), +1 to roll with
punch/fall/impact.
Super Power Category: Mutant.
Major Super Ability: Unique combination of Alter Physical Struc-

Hotspur ture: Metal and Alter Physical Structure: Fire. When Hotspur
transforms himself, he assumes a metal form surrounded by a fi-
ery corona. He is unable to assume one form without the other. He
Hotspur is Russell Collins, the powerful mutant son of two uni- goes up to a superhuman P.S. of 38, and drops his speed down to
versity professors. This young man can transform into a powerful, 7. His A.R. is 16, S.D.C. is 700, and he has the defensive benefits
flame-sheathed, metal powerhouse. He has an almost unique abil- of both the fire and metal transformations. He can also fly at 45
ity, able to combine a super-strong metal frame with the projection mph (72.4 km). He suffers from the limitations of both forms as
of high temperature flames and high-speed flight. The first time he well, so he is unable to function underwater or in a vacuum. Aside
discovered his transformation was when he was on holiday in the from that, he uses the rules from both Alter Physical Structure:
coastal town of Filey. He was swimming in the sea when his powers Metal and Alter Physical Structure: Fire.
erupted and in an instant, his fiery sheath created a plume of steam Unusual Physical Characteristics: Angelic, beautiful face.
almost twenty feet high. The beach was evacuated in a panic and the Education Level: Bachelor’s Degree.
police called in a C.A.M.E.L.O.T. unit from London. Russell was Skills of Note: Advanced Math 94%, Anthropology 69%, Archaeol-
questioned by the Intelligence team for several hours. ogy 69%, Astronomy 74%, Basic Math 74%, Chemistry 79%,
His parents were both liberal academics who had met while Computer Operation 89%, Languages: Classical Greek 98%,
protesting against the nuclear missiles at Greenham Common (and English 98%, French 98%, German 98%, Italian 98%, Latin 98%,
which led to his mother’s family disowning her and the mixed-race Norman French 98%, Old English 98%, Spanish 98%, History:
marriage). Unsurprisingly, they were aggressively against the au- 20th Century 98%, History: Ancient Civilizations 79%, History:
thorities interviewing him, and were even more vehemently against Medieval 89%, History: Roman 89%, Pilot Automobile 74%.
their suggestion that he join S.C.R.E.T. when he was old enough. His Secondary Skills: Athletics (general), Cook 64%, Dance 49%, First
parents considered his powers a gift and he did too, especially when Aid 64%, Photography 64%, Pilot Motorbike 84%, Play Bass
he discovered his flight power. While some of the children at his Guitar 64%, Play Drums 39%, Play Guitar 64%, Prowl 54%, Sing
school considered him a freak, all his friends and those that mattered, 64%, Swimming 79%, W.P. Blunt (Othello has recently decided
soon learned he was the same as he’d ever been. to teach him how to use batons).
A few years later, when C.A.M.E.L.O.T. were informed about Appearance: Hotspur is a very attractive young man, with short,
the creation of Team Shakespeare, they were asked to recommend black hair and a neat mustache. His skin is a light brown and he
anyone they thought would be appropriate. One of the Intelligence has a slim build. When he transforms, his metallic face remains
team remembered the powerful young mutant and recommended he recognizable, though his features are sometimes distorted by the
be contacted again. Russell was just applying to university, but was heat haze. He wears a heat resistant, red Team Shakespeare uni-
intrigued by the idea of a non-military way of using his powers to form with a lion emblem.
help. His parents were less keen, but Russell reckoned it would be a Occupation: Full-time, government sponsored and controlled inter-
great way of getting his opinions out into the world. He was accepted national crime-fighter and super agent. He is also training to be
into University College London and arranged to work with the team an archaeologist.
while working towards his archaeology degree.
73
Weapons: None. With his fire powers he chooses not to rely on them. pears to be epigrams, poetical or oracular phrases or parables.
Vehicles: He has access to a number of government vehicles if he Hermia once said in frustration they needed a translation device
wishes them. He also likes to borrow motorbikes from Cordelia. to translate what Prospero’s translation device came out with. It
Money: He’s paid £40,000 a year, and uses it to pay off his student sometimes seems Prospero is trying to say what it knows without
debts. He also donates a fair chunk of his pay to charities like giving too much away.
Amnesty International. Its actions though show it does care deeply about the rest of the team,
having saved their lives on many occasions, even at risk to itself.

Prospero It acts as a mentor and confidant to the others, giving them com-
fort in their darkest moments. It does appear to be wise and cou-
rageous, and is perhaps the most formidable being on the team.
On the day the team were supposed to make their first public appear- Experience Level: Fifteenth.
ance, they were each woken by a security alert, informing them their Combat Skills: None.
brand new headquarters, codenamed the Globe, had been penetrated. Attacks per Melee: Five.
By the time they arrived there they found the intruder, a giant floating Bonuses: +3 to save vs psionics, +4 to save vs insanity, +7 to save
torso, seemingly carved from a dark black wood, in the kitchen sur- vs magic, +6 vs possession, +7 to save vs Horror Factor, Spell
rounded by a squad of Paras, all with their weapons trained on the thing. Strength of 16, +6% to save vs coma/death, +2 to save vs poison.
The soldiers informed the team that the thing had spent all its time cook- Other Bonuses: Immune to psychic powers that are not physical in
ing. The result was breakfast for each of them, every one their favorite. nature, never tires, rarely sleeps, no fear of heights.
When it spoke, it sounded like a deep, yet quiet, warm, paternal Super Power Category: Mega-Hero Alien Wizard.
voice on the wind. No mouth and no speaker could be seen on the P.P.E.: 208
wooden torso, which the voice explained was an exo-suit to enable Spell Knowledge: Prospero knows all spells from levels one to elev-
it to live in Earth’s atmosphere. The team found it hard to agree on en, as well as the following spells; Calm Storm, Sanctum, Summon
how the voice sounded, with the only description they agreed on be- & Control Storm, Impenetrable Wall of Force, Restoration, Dimen-
ing that it was like hearing someone shout from far away, so it could sional Portal, Sanctuary, and Teleport: Superior. Several of these
only just be heard. The being explained it was here to help the team more powerful spells are beyond Prospero’s abilities, unless he is
fight a series of paranormal opponents, the first of which would ar- able to access a Nexus point during a celestial event. He is capable
rive that day. And it said its name was Prospero. of far more dangerous effects in a magic-rich environment. Should
By the end of the day the team had fought an enormous flam- Prospero get to Rifts Earth, he would be a magical powerhouse.
ing giant that erupted from the earth in Trafalgar Square, and their Mystic Knowledge: Astral Projection, 75 minutes duration. Sense
public unveiling included a display of what they did. Despite the fact Enchantment 75%, Spell Translation 38%, Demon and Monster
it was not officially included in the team by the spin doctors, most Knowledge 98%, Geomancy 98%, Religion 98%, Archaeology
newspapers included Prospero as a member in their reports. After a 98%, Chemistry 98%, Holistic Medicine 98%.
few weeks, so did the rest of the team. Prospero was never officially Mega-Hero Abilities: Supernatural P.S. (see Armor below), heals
invited to join. It just acted as if it was from day one. 4 times as fast, increased range on magical detection by 50%,
It has never revealed much of its history or background to anyone, doesn’t need to eat and drink, slow & ponderous.
except maybe Othello, and many people in the press and military have Unusual Physical Characteristics: Unknown.
speculated on whether it is extraterrestrial, extradimensional or pos- Education Level: Mystic Studies.
sibly elemental in nature. It is not even known if it needs the exo-suit Skills of Note: Astronomy 98%, Botany 98%, Cryptography 98%.
or not, or whether it is just an elaborate disguise. It appears to know Secondary Skills: Advanced Math 98%, Art 98%, Basic Math 98%,
much about the team that it shouldn’t, including such things as taste in Business & Finance 98%, Carpentry 98%, Cook 98%, Holistic
food (such as their favorite breakfasts without meeting them), choices Medicine 98%, Identify Plants & Fruits 98%, Research 98%,
in music and some deepest secrets they have never told anyone. It has Writing 98%, and all Ancient Weapon Proficiencies (except Ar-
never revealed what gender it is, or even if it has one. chery and Paired Weapons).
One speculation is that it is psychic, or uses its magic to read Appearance: Prospero has never been seen outside its exo-suit. This
people’s minds. Another is that it has some kind of precognition, and outer casing appears to be made out of hard, black wood, carved
that its information is gleaned from the future. It has also been sug- with swirling Celtic designs. This floats above the ground, with
gested that it comes from a parallel world where it was a member of a occasional winds of purple energy that gust around rune-marked
parallel Team Shakespeare and is trying to prevent this Team Shake- cloth pieces hanging from the body. It has no arms or legs, or
speare from being killed the way its original was. Perhaps the most even a distinct head. Instead it resembles a giant, if oddly formed,
bizarre theory is that at some point in the future, Prospero will travel torso. What Prospero looks like inside, nobody knows.
back in time to the beginning of the team, and therefore is travelling Environment: Unknown, but possibly unlike Earth’s, unless he is
in some kind of endlessly repeating loop. This means it would have lying about the need for the suit.
no beginning and no end. Which of these theories, if any, are true, Familiarity with Earth: Seems to have a phenomenal knowledge of
Prospero isn’t saying. Earth, suggesting he may have been here for some time.
Occupation: Full-time, government sponsored and (they hope) con-
Real Name: Unknown, possibly Prospero.
trolled international crime-fighter and super agent.
Alignment: Principled.
Weapons: None. Prospero relies upon its magic.
Attributes: I.Q. 23, M.E. 21, M.A. 15, P.S. 9 (special, see Armour
Vehicles: None. It is too oddly shaped for most-human sized ve-
below), P.P. 5, P.E. 18, P.B. (exo-suit) 15, Spd 4.
hicles (though it can fit on board Ganymede II). It does have ac-
Hit Points: 59. S.D.C.: 45.
cess to a number of other government vehicles if it wishes them.
Height: (exo-suit) 5 feet, 9 inches (1.75 m). Weight: (exo-suit) 162
Body Armor: Prospero’s exo-suit is unusual, affording it great pro-
lbs (73 kg). Age: Unknown.
tection in a fight, as well as allowing it to float and perform some
Disposition: Prospero says little, explains even less and seems to
telekinetic activity. For many years, it was not known whether it
enjoy being mysterious and enigmatic. Most of what it says ap-
74
was Prospero or its suit that created it. However, recently Hermia Hit Points: 27. S.D.C.: 42.
was able to get some more detailed scans of it and came to the Height: 5 feet, 11 inches (1.8 m). Weight: 145 lbs (62.25 kg). Age: 27.
rather unusual conclusion that the exo-suit was in some way, alive. Disposition: Tameena is an intelligent woman with a love of adven-
The exo-suit is to all intents, Prospero’s Familiar. This bizarre ture who sees the whole crime-fighting job as a way to live out her
creature is capable of continuous use of the Float psychic power fantasies. When she began, she was a lot more timid, and a little
(without any I.S.P. cost). It can also use the Telekinesis power at afraid of the power at her command. Over the last few years, she
will (again, without spending I.S.P.) but the range is reduced to 5 has become a lot more confident, perhaps even over-confident.
feet (1.5 m) and the strength it can lift is equal to the P.S. attribute Although she spends most of her time in action piloting one of the
listed above. It is also reasonably sturdy (Natural A.R. 10, S.D.C. robots, she has recently begun volunteering for more dangerous
80) and once it is aware of an attack, Prospero normally calls up duties outside the suits. Hermia is becoming worried that she is
an Armor of Ithan. It follows all the rules for Familiars on page getting cocky and blind to the danger she puts herself in.
152 of Heroes Unlimited™ RPG, 2nd Edition. Experience Level: Sixth.
Where Prospero found this creature is unknown, or how it Combat Skills: Hand to Hand: Expert.
managed to coax it into being its Familiar. Since Familiars can- Attacks per Melee: 5
not usually be as big as the exo-suit, there is some x-factor in its Bonuses: +3 to roll with punch/fall/impact, +2 to punch, +4 to parry,
relationship with Prospero that allows them to make that mystical +4 to dodge, +2 to strike, +2 to initiative, Critical Strike on 18+.
connection. It is not even known how intelligent the exo-suit is 45% chance to charm/impress.
or if it is plant, animal or something stranger. Any questions the Super Power Category: Robot Pilot.
team ask about the suit are given the usual enigmatic answers Skills of Note: Basic Electronics 78%, Basic Math 78%, Basic Me-
(such as when Hermia asked about its perception and was told, “a chanics 78%, Computer Operations 88%, Computer Program-
soul can know infinity in the expanse of its own breath”). What- ming 78%, Computer Repairs 73%, Electrical Engineer 78%,
ever its story is, Prospero isn’t telling. Language: English 98%, Navigation (Air, Land, Water) 98%, Pi-
Money: Prospero is paid £45,000 a year, and gives it all to charity. It lot Automobile 80%, Pilot Hovercraft 98%, Pilot Jet Fighter 87%,
lives in the Globe, and has a room there which it has turned into a Pilot Motorbike 98%, Pilot Race Car 96%, Pilot Robot Vehicles
perfectly white meditation room. 92%, Read Sensory Equipment 78%, Robot Electronics 78%,
Weapon Systems 88%.

Rosalind Secondary Skills: Advanced Math 78%, Art (crochet) 68%, Ath-
letics (general), Climbing 73%/63%, Dance 63%, Photography
68%, Pilot Airplane 80%, Pilot Truck 70%, Prowl 33%, Research
When Rhiannon Post transferred to Team Shakespeare from the 83%, Swimming 83%, S.C.U.B.A./Advanced Swimming 58%.
Foundry, she brought with her one of her closest friends, a fellow Appearance: Tameena comes from a Sikh family from the Punjab.
tech-head and pilot, Tameena Singh. The two had bonded quickly, She is tall, dark-skinned and athletic, with a dancer’s grace. She
being a similar age and female in an organization that had a high has large, dark eyes that draw everyone’s gaze and which have
proportion of old, white-haired male scientists. While Rhiannon was bewitched many of her fans. She wears a red Team Shakespeare
studying the Tintagel gauntlets though, Tameena was experiment- uniform with a white lion motif.
ing with an elaborate alien mind probe. Her experiments led her to Occupation: Full-time, government sponsored and controlled inter-
believe it was possible to use it, not as a torture/interrogation device national crime-fighter and super agent.
as it was intended, but as a way of linking thoughts with machinery. Weapons: When not using one of the robot vehicles, Rosalind opts
While she was looking at creating a teaching device, she was also at- to carry an ion rod (a farewell gift from Campbell). It has a range
tracted by the idea of the remote use of machinery. She was thinking of 200 feet (61 m), does 5D6 damage and has a 20 shot clip.
it may be useful in dangerous situations like bomb disposal, but her Vehicles: She has access to a number of government vehicles if she
boss, George Campbell, advised her to think bigger. wishes them. She also has a thing for classic vehicles and has her
She was shown several prototypes for C.A.M.E.L.O.T. vehicles own restored Triumph motorbike and Mini Cooper.
that were never put into production for one reason or another, and Body Armor: Rosalind has Kevlar woven into her uniform (A.R.
given the chance to perfect the system. When the system was finally 10, S.D.C. 50) to help protect her.
ready, the hunt for recruits for Team Shakespeare was in high gear. Money: She’s paid £40,000 a year, and uses it to buy classic ve-
Campbell had already lost one of his best scientists to the project and hicles. She also helps out her parents whenever they need it.
was reluctant to lose another, but when Rhiannon asked Tameena to
bring the remote vehicles onto the team, he wasn’t going to deny her
the opportunity. The PR team opted for the character Rosalind for her, Ganymede I
who in the play, pretended to be another character, Ganymede, which Model Type: Ganymede FSPR-I.
the PR team thought was a good metaphor for the remote ops system. Class: Heavy-Duty Combat Robot.
Although she rarely gets involved in person she is always one of Crew: None. Piloted by remote transferred intelligence.
the more prominent members of the team in combat, with the giant A.R. 16
robot of Ganymede I and the heavy transport plane of Ganymede II S.D.C. by Location:
being the most common sights. She is also one of the more public Head – 125
figures on the chat show circuit, being beautiful, articulate, intelli- Arms (2) – 125
gent and witty (as well as being the only Asian on the team). Because Legs (2) – 312
of this she is loved by the PR team. Main Body – 1,250
Speed:
Real Name: Tameena Singh. Running: 60 mph (96 km).
Alignment: Scrupulous. Leaping: Jump jets allow Ganymede I to jump 100 feet (30.5 m)
Attributes: I.Q. 22, M.E. 14, M.A. 16, P.S. 11, P.P. 16, P.E. 9, P.B. straight up or 200 feet (61 m) across.
19, Spd 14.
75
Flying: Cannot fly. Head Butt: 3D4
Statistical Data: 5. Sensor Systems of Note: Basic Listening System, Radio Signal
Height: 18 feet, 7 inches (5.8 m). Scrambler System, Loudspeaker, Single Voice Synthesizer, Basic
Width: 7 feet, 2 inches (2.1 m). Robot Optics.
Weight: 2,000 lbs (900 kg).
Physical Strength: Equal to a P.S. 22.
Cargo: None.
Ganymede II
Power System: Superior Energy Storage Batteries. Operates like a Model Type: Ganymede FSPR-II.
super-solar engine, but recharges from a special facility at the Globe Class: Heavy-Duty Lifting Robot Vehicle.
rather than by solar power. Britain is not famous for its glorious sun- Crew: Can either be piloted by remote transferred intelligence, or by
shine. one pilot and one co-pilot. Flying without a co-pilot (or without us-
Market Price: Not for sale. ing the remote transfer system) is possible but any complicated ma-
neuvering gives a -30% penalty to any piloting rolls. Has space for
Weapon Systems: four passengers (including the oddly-shaped Romeo and Prospero).
A.R. 14
1. Shoulder-Mounted 40mm Grenade Launcher.
S.D.C. by Location:
Primary Purpose: Subdual.
Pilot/Crew Compartment – 400
Although it can be equipped with other types of grenades it nor-
Engine – 300
mally only uses stun/flash grenades or CS/tear gas grenades which
Wings (2) – 500
are deemed acceptable for use when there are civilians around. The
Main Body – 1,400
stun/flash grenades cover a 20 foot (6 m) blast area. All the victims
Speed:
suffer a –8 to strike, parry and dodge, -1 to initiative and lose one
Flying: 100 mph (160 km).
attack for the next 1D4 rounds. The gas grenades cover a 25 foot
Statistical Data:
(7.6 m) radius, although if used outside, the gas will disperse quickly
Length: 34 feet, 2 inches (10.4 m).
(halve the following penalties if used outside with a strong wind
Width: 14 feet, 11 inches (4.5 m).
blowing). Victims of the gas are –10 to strike, parry and dodge, -3
Weight: 12 tons.
to initiative, and lose one attack for the next 1D6+1 melee rounds.
Cargo: None.
Damage: None.
Power System: Liquid Fuel System.
Range: 6,000 feet (1,890 m).
Market Price: Not for sale.
Rate of Fire: Aimed, burst or wild.
Payload: 40
2. Shoulder-Mounted Gravity Bomb Launcher.
Weapon Systems:
Primary Purpose: Incapacitation. 1. Heavy Duty Laser Cannons (2).
Utilizing alien technology, C.A.M.E.L.O.T. uses modified gre- Primary Purpose: Defensive.
nade launchers which can fire what were originally an accident from Damage: 5D6
one of the Foundry’s first experiments with alien anti-gravity tech- Rate of Fire: Equal to the combined number of hand to hand attacks
nology. Rather than achieving anti-gravity however, they were able of the operator (usually Rosalind, occasionally Hermia).
to flood an area with an increased gravity field. A person caught in Maximum Effective Range: 3,000 feet (914 m).
a gravity field feels as if he weighs many times more than he does. Payload: Effectively unlimited.
Speed is reduced to three, half of all melee actions/attacks per round Special Weapon Features: +1 to strike.
are lost, as are all combat bonuses and a –3 penalty is made to all 2. Underslung Net and Towline (6).
combat actions. All skills are –60% to perform. Those with super- Primary Purpose: Capture.
human strength may move at half Speed, have half the attacks, but Damage: 1D3 from impact.
merely halve their bonuses. They get a –30% on all skills. Those Rate of Fire: Equal to the combined number of hand to hand attacks
with supernatural strength get a –3 to Speed and a –30% to skills but of the operator (usually Rosalind, occasionally Hermia).
are otherwise unaffected. The area of effect is 15 feet (4.6 m) wide. Maximum Effective Range: 120 feet (36.6 m).
Damage: None. Payload: 6 (1 for each mounting).
Range: 6,000 feet (1,829 m). Special Weapon Features: Like a spike and towline weapon, except
Rate of Fire: Aimed, burst or wild. the system uses nets that open upon impact. The nets are weighted
Payload: 20 with magnetic balls that snap together when the net strikes. Once
3. Forearm-Mounted Gatling Cannon. that is done, the constrictions are so tight that only a character with
Primary Purpose: Assault. superhuman or supernatural strength can move while trapped in the
Damage: 1D4+2 net. Even then a character with superhuman strength will only move
Rate of Fire: Equal to the combined number of hand to hand attacks at half speed and with a –2 penalty to strike and parry, and a –4 pen-
of the operator (usually Tameena). alty to dodge. To get free requires a combined strength of 42 from
Maximum Effective Range: 300 feet (91.4 m). both the target and up to three other characters who are trying to help.
Payload: 1000 round drum feed. 3. Sensor Systems of Note: Basic Listening System, Wide-Band
4. Hand to Hand Combat: Rather than use a weapon; the pilot can Radio Receiver and Transmitter, Radio Signal Scrambler Sys-
engage in hand to hand combat. tem, Loudspeaker, Single Voice Synthesizer, Advanced Robot
Damage: Optics System, Laser Targeting System, Telescopic Vision, Ex-
Restrained Punch: 2D4 ternal Video and Audio Surveillance System, Video Receiver and
Normal Punch: 3D6+7 Transmitter, Searchlights (3), Maxi-Radar, Radar Detector.
Power Punch: 6D6+7 (counts as two attacks)
Kick: 5D6+7 (not more than once per round)
76
Ganymede III Power System: Superior Energy Storage Batteries. Operates like a
super-solar engine, but recharges from the mains rather than by solar
Model Type: Ganymede FSPR-III. power. Britain is not famous for its glorious sunshine.
Class: Medium-Duty Aerial Combat Robot Vehicle. Market Price: Not for sale.
Crew: None. Piloted by remote transferred intelligence. Sensor Systems of Note: Advanced Audio System, Bug Detec-
A.R. 12 tor, Radar Signal Detector, Wide-Band Radio Receiver and Trans-
S.D.C. by Location: mitter, Radio Signal Scrambler System, External Audio Pick-Up,
Engine – 150 Loudspeaker, Single Voice Synthesizer, Sound Analysis Computer,
Main Body – 700 Advanced Robot Optics System, Video Receiver and Transmitter,
Speed: Chemical Analysis System, Micro-Radar, Radiation Detector.
Flying: Ganymede III has two power systems for differing speeds. It
has a standard Turbo Engine for speeds up to 200 mph (320 km) and
a Turbo-Jet Engine for speeds between 100 mph (160 km) and 750
mph (1,200 km)/Mach one.
Hermia
Statistical Data: Rhiannon Post was always smart, already reading ahead of all
Length: 7 feet (2.1 m). her classmates at the age of five. It was no surprise when she started
Width: 3 feet (0.9 m). missing years and taking exams with children several years older
Weight: 900 lbs (405 kg). than her. Unfortunately, her brains also isolated her from her class-
Cargo: None. mates and so she decided to hold back before heading to Oxford. Fol-
Power System: Turbo Engine for speeds up to 200 mph (320 km) lowing a gap year, she entered university only a year younger than
and a Turbo-Jet Engine for speeds between 100 mph (160 km) and her fellow students, but still feeling like a bit of an outsider amongst
750 mph (1,200 km)/Mach one. them. The only real friendship she made was with Emma Cochrane,
Market Price: Not for sale. who though she was very unlike the shy, kindly Rhiannon, shared
her passion for motorbikes, and the two became close while tinker-
Weapon Systems: ing with Emma’s expensive collection.
In just two and a half years, Rhiannon had finished her course and
1. Centrally-Mounted Particle Beam Cannon.
written her Doctorate thesis. Word was spreading about this wonder
Primary Purpose: Assault.
child and she was inundated with offers, but a trip to the Foundry, the
Damage: 1D6x10+20.
alien technology storage/R&D facility that supported C.A.M.E.L.O.T.,
Rate of Fire: Two.
swung it and she chose to join them. She quickly found herself at home
Maximum Effective Range: 1,200 feet (366 m).
at the Foundry, finally finding a place that operated at her level. After
Payload: Effectively unlimited.
two successful projects, she was given the piece of technology that
2. Wing-Mounted Ion Rods.
would change her life; the Tintagel gauntlets.
Primary Purpose: Assault.
When the gauntlets were able to help Emma Cochrane, who had
Damage: 4D6
since been paralyzed in a motorbike accident, Emma was recruited into
Rate of Fire: Equal to the combined number of hand to hand attacks
Team Shakespeare. When Emma joined them, she asked if Rhiannon’s
of the operator (Rosalind).
brains could be put to use on the team as well. The Foundry was loath
Maximum Effective Range: 660 feet (201 m).
to lose one of its brightest talents, and Rhiannon was unsure about leav-
Payload: 72, 36 per wing.
ing her dream job, but Emma was finally able to convince her friend
Special Weapon Features: +1 to strike.
that she would be able to do more to help the world in Team Shake-
3. Sensor Systems of Note: Basic Listening System, Radio Signal
speare. Since then, she has worked as the team’s technological special-
Scrambler System, Loudspeaker, Single Voice Synthesizer, Basic
ist/information gatherer. She is almost as poor in combat as she was
Robot Optics.
when she began, but in her specialist areas, there are few to match her.

Ganymede IV Real Name: Rhiannon Post.


Aliases: Sian Jones (used when she wants some time to herself, and
Model Type: Ganymede FSPR-IV. comes complete with credit cards, documents, passport, etc. in
Class: Light Scout Robot. that name).
Crew: None. Piloted by remote transferred intelligence. Alignment: Principled.
A.R. 12 Attributes: I.Q. 29, M.E. 7, M.A. 9, P.S. 7, P.P. 11, P.E. 14, P.B.
S.D.C. by Location: 14, Spd 12.
Hover System – 100 Hit Points: 38. S.D.C.: 35.
Main Body – 700 Height: 5 feet, 3 inches (1.6 m). Weight: 110 lbs (49.5 kg). Age: 27.
Speed: Disposition: Rhiannon is a quiet and shy girl from the Welsh val-
Flying: Has a built-in hover system allowing it to hover on the spot, leys. Despite everything she has done in her career as a super hero
or fly at speeds up to 100 mph (160 km). (including achieving her lifelong dream to travel into space), she
Statistical Data: still seems timid and not quite sure she should be there. When it
Height: 2 feet, 7 inches (0.8 m). comes to the crunch, she always comes through for her friends,
Width: 3 feet, 9 inches (1.14 m). but of all the team, she is probably the one most lacking in con-
Length: 6 feet, 4 inches (1.9 m). fidence. She is most comfortable working as a strategist for the
Weight: 400 lbs (180 kg). others, often remaining aboard Ganymede II and piloting it when
Cargo: None. Rosalind switches her mind into one of the more combat-oriented
Ganymede robots. She has a hard time making friends and feels
closest to Cordelia, Rosalind and Romeo (unknown to her, the
77
others care deeply for her and would do anything to keep her safe, connection. She can connect to the computers aboard Ganymede
knowing she is perhaps the least capable fighter in the group). II, and it is from here that Hermia often monitors the team while
Experience Level: Sixth. on missions. Ganymede II can also link to the computers at the
Combat Skills: Hand to Hand: Basic. Globe and Hermia will often use these to inform her teammates
Attacks per Melee: Five. of weaknesses and vulnerabilities of their foes.
Bonuses: +2 to roll with punch fall or impact, +2 to pull punch, +2 to As well as this, most of her equipment can be accessed through
parry, +2 to dodge, +1 to strike, +1 to strike and parry with blunt her neural computer. She can switch on her ear mike radio re-
weapons, +1 to initiative, Critical Strike on a 19+. +15% to skills ceiver and transmitter with a thought, as well as two recording
(included below). devices built into her belt. She regularly carries a bug detector
Super Power Category: Hardware (Electronic & Mechanical). which issues the warning directly into her mind when it spots
Education Level: Doctorate. anything. The same goes for her radar detector, dosimeter, heat
Special Hardware Skills: Building Super Vehicles 111%, Comput- sensor, explosives detector, motion detector and the microphone
er Hacking 103%, Electronics Construction 109%, Evaluate & section of her built-in psychological stress evaluator. She can also
Diagnose Electrical Systems 95%, Hot Wiring 111%, Recognize patch into her bike’s engine readout package.
Vehicle Quality 95%/115%. The neural computer also allows for control over some of her
Skills of Note: Aircraft Mechanics 80%, Automotive Mechanics biological systems. She can switch her senses on and off at will
78%, Basic Electronics 75%, Basic Mechanics 75%, Biology and a software package can inform her of any biological problems
85%, Chemistry 85%, Computer Operation 95%, Computer Pro- as soon as her body gives even the slightest sign. Other software
gramming 80%, Electrical Engineer 85%, Language: English can give her language translation (though she needs to download
98%, Locksmith 80%, Mathematics: Basic 85%, Medical Doc- the more obscure languages when she needs them). Hermia even
tor 98%/98%, Mechanical Engineer 80%, Navigation 98%, Optic has her favorite hacking software set up inside her head, so she
Systems 80%, Pathology 95%, Pilot Airplane 98%, Pilot Auto- can try to infiltrate any computer with an active modem connec-
mobile 85%, Pilot Hovercraft 98%, Pilot Jet Aircraft 90%, Pilot tion with only her neural computer. Her own head is protected
Motorcycles 98%, Pilot Race Cars 95%, Pilot Water Scooters by software of her own design that also alerts her to any attempt
98%, Radio: Basic 95%, Read Sensory Instruments 85%, Robot to access her systems. To access many of the more complicated
Electronics 90%, Robot Mechanics 90%, Surveillance Systems or time-consuming systems, Hermia needs to be stationary and
85%, Weapons Engineer 80%, Weapon Systems 95%. switch off some of her senses (usually her sight) so she can con-
Secondary Skills: Art (sketching) 75%, Astronomy 40%, Card centrate on the virtual screen within her head. She can be quite
Sharp 59%, Dance 70%, First Aid 75%, Language: Japanese vulnerable when concentrating on her neural computer, but it re-
65%, Mathematics: Advanced 85%, Play Keyboard 65%, Pho- mains an invaluable tool to her.
tography 75%, Prowl 45%, Research 90%, Sewing 80%, SCU- Money: She’s paid £40,000 a year, and uses it to upgrade and im-
BA/Advanced Swimming 90%, Swimming 90%, TV/Video 60%, prove her motorbikes. She also has a collection of old maps which
Writing (journalistic) 65%, W.P. Blunt, W.P. Energy Pistol. she spends time and money seeking out.
Appearance: A petite, dark-haired girl with short, bobbed hair, Rhi-
annon would be described as cute rather than stunning. When not
on duty she dresses in a bohemian style, with a tendency to deep
Hermia’s Bike
reds and purples. She wears a white Team Shakespeare uniform Model Type: Triumph Daytona 675.
with a red dragon motif. Class: Light Combat Vehicle.
Occupation: Full-time, government sponsored and controlled inter- Crew: One.
national crime-fighter and super agent. A.R. 14
Weapons: When in combat situations, she uses a sonic disruptor S.D.C.: Main Body: 425.
she was allowed to take from the Foundry. It is identical to the Speed:
one described on page 98 of the Heroes Unlimited™ RPG. The Driving: 210 mph (336 km) with a cruising speed of 100 mph (160
safety on her weapon can only be deactivated by a thought-order km).
from her neural computer (see below). Statistical Data:
Vehicles: She has access to a number of government vehicles if she Length: 6 feet, 7 inches (2.01 m).
wishes them. She shares her friend Emma’s love of motorbikes Width: 2 feet, 4 inches (0.7 m).
and owns a number of customized bikes designed to go fast, as Weight: 417 lbs (188 kg).
well as one designed for combat (see below). Cargo: None.
Body Armor: Hermia has Kevlar woven into her uniform (A.R. 10, Market Price: Not for sale.
S.D.C. 50) to help protect her.
Other Advanced Technology: Hermia has implanted within her Weapon Systems:
brain a nanotech neural computer. This computer is a web of nan- 1. Forward-facing Mini-Missile Launcher Pod.
otech implants spread throughout her brain and which enhances Primary Purpose: Assault.
her mental functions and operates in many of the same ways as Damage: 5D6, 1D6x10, or none.
a normal computer. The neural computer can store images and Rate of Fire: One at a time or in volleys of 2, 4 or 8.
sounds that Hermia sees and hears as files, greatly increasing Maximum Effective Range: 1 mile (1.6 km) or ½ mile (0.8 km).
her memory recall. She can also use the calculating power of the Payload: 8 (usually 4 high explosive, 2 plasma, and 2 smoke mis-
neural computer to increase her basic and advanced mathematics siles).
skills to 98%. In terms of computing power, the neural computer 2. Rear-mounted Oil Slick Spray.
is as powerful as a top of the line laptop computer and can per- Primary Purpose: Defense.
form any function that such a computer could manage. This in- Damage: None.
cludes connecting to other computers through a built-in wireless

78
Rate of Fire: Equal to the combined number of hand to hand attacks the government of the island and he exploits the island’s Common-
of the driver. wealth connections to get Team Shakespeare to fly out and deal with
Maximum Effective Range: 6 feet (1.8 m). this ‘foreign super-powered disruption’.
Payload: 3 G.M. Note: Provide a clue that allows the heroes to realize they
Special Weapon Features: Forces a Piloting roll for any vehicle that were led astray.
passes over and makes contact with the road surface.
3. Special Systems of Note: Self-Seal/Inflating Tires, Engine Read-
out Package, Super Fuel Efficiency.
The Restless Dead
Hook: During a fight, one of the heroes, preferably a mystically

The Globe
inclined one, sees the ghostly figure of a dead friend. The friend
quoted a line of Shakespeare and disappears.
Line: The ghostly figure appears a few more times, each time
– Team Shakespeare’s HQ coming out with a different line. When they track down where the
lines come from, they will realize that each line refers to a different
member of Team Shakespeare. The friend’s ghost seems to be point-
The Globe is Team Shakespeare’s home and base of operations,
ing them to a meeting with Team Shakespeare. (This will work best
sitting on the northern bank of the Thames opposite its namesake and
if they have met before.) Meanwhile, mystical research will find that
predecessor. A ring-shaped building, with an outer shell of glass and
reaching the friend’s spirit is impossible (except at the moments you
steel, it looks like a cross between the original Globe theater and the
let it) as something unusual is occurring with the spirits of the dead.
Gherkin. The glass has a greenish tinge and its position next to the
Sinker: When they get in touch with Team Shakespeare, Pros-
river means it has an ever shifting pattern of light and reflections play-
pero will (in his own vague way) reveal a creature has begun attack-
ing over its face. While it appears decorative though, the glass coating
ing and eating souls from its home on the astral plane. In order to
has been magically tempered by mages from the Queen’s Own War-
combat it, it will be necessary to physically travel to the astral plane.
lock Guard (a secret British Army unit specializing in magic since the
This is normally beyond even Prospero’s abilities but in a few days’
17th century) to be virtually impenetrable. There are several hidden
time, the summer solstice will, at Stonehenge, provide enough power
weapons systems located around the perimeter of the building, includ-
to reach there. The heroes will be invited to join in the attack on this
ing a massive gravity generator that can pin an enemy to the ground,
unusual and dangerous supernatural monster.
a gas ventilation outlet that can flood the area with knockout gas and
a swarm of nanotech machines that can infiltrate a person’s blood sys-
tem and wreak havoc on their body from the inside. Too Close To Home
The Globe is only three stories high and the ground floor is made
Hook: A new mystery villain attacks the family of one of the
up of office space, used mainly by the team’s managers, the PR team
heroes. If the heroes are present or nearby, they may be able to in-
and all the other support and household staff who attend to the team’s
tervene, otherwise one or more relatives of the hero may end up in
every need. While they are protected by the same defenses that run
hospital or worse.
throughout the Globe, there is little to distinguish these from every-
Line: Although the villain is new, there are elements in his cos-
day work offices. The first floor is the team’s operational level, as
tume that suggest he is related to another, more familiar villain; a
well as a communications room that allows the team to stay in secure
suave English criminal, famous for his sense of honor in battle. At-
contact with each other at all time. There is a records room (most
tacking family is contrary to his M.O., but he is the only clue avail-
often maintained and upgraded by Cordelia and Hermia), and three
able. Unfortunately, a deal has just been struck between the British
laboratories (one DNA/forensic analysis lab, and one chemical anal-
Home Office and the U.S. State Department to let Team Shakespeare
ysis/production lab, one ballistics/firearms analysis lab).
come over, capture and deport the villain.
The central hole is used as a launch pad for the Ganymede ma-
Sinker: The heroes have to get to the villain before Team Shake-
chines, and it is an awesome sight to see the massive Ganymede II
speare do, maybe holding them off while they get the bad guy to talk,
lifting out from the Globe on its VTOL rockets. while also fending off more attacks against their loved ones. When
they find him they discover the mystery bad guy is the son of the hon-
Hook, Line & Sinkers orable villain from the future. Thrown back in time by an accident in
the future, he has decided to save his father from his enemies by aban-
Most of these hook, lines and sinkers are designed with American doning the sense of honor he felt doomed his father. Though the heroes
heroes in mind as a way of getting them into contact with these Brit- probably haven’t faced the father before, the son knows they will clash
ish heroes, either as allies, rivals or antagonists. in the future which is why he targeted them using information revealed
about them after their retirement/deaths. With this information, they,
maybe Team Shakespeare and possibly the father (who hates the lack
Ties of Empire of honor in his son’s tactics), can track down the son.
Hook: During their patrols the heroes start discovering an un-
usual number of gang members displaying super-powered abilities. Splashdown
Line: When they investigate this upsurge in powers, they dis-
cover that the gang members are all using a super-power bestowing (Note: This adventure requires an alien character.)
drug that is being peddled by a large criminal organization. As their Hook: The news reports an alien spacecraft has come plummet-
investigation continues, they will uncover the location of the drug- ing down from orbit and splashed down in the mid-Atlantic. Many
making facility on a Caribbean island. groups, both heroes and villains, are heading out there to investigate.
Sinker: As they arrive on the island and attempt to find where on Line: The alien player will have a special reason to join the race
the island the drugs are being manufactured their arrival is noticed. for the ship as it has some special significance to him. Either it is
One of the masterminds behind the scheme has bought his way into one of his race’s craft, or belongs to an enemy of his people. The

79
team will be among the first to arrive but will see Ganymede II will tive work will reveal that the creatures arrived in a packing crate
already be on the scene and will be deploying the rarely seen Gany- sent over from England and they will eventually be able to pin the
mede VI (a submersible design). They will have to work together to transport on a fake company operating out of a large country house
fend off the villains as they arrive, whilst also trying to discover what in the heart of the English countryside.
happened to the ship. Sinker: The country house used to belong to an eccentric profes-
Sinker: The ship is sinking, slowly, so there is a time limit on sor, who was also a member of Operation Stratford during WWI.
their investigations. It is also a trap, set up by an enemy of the alien The dinosaurs the heroes have been fighting were ones he found in
player’s species, to lure out any of the hated species that might be South America and shipped back to be used as terror weapons during
living amongst the humans. If overwhelmed, the alien bad guy will the First World War. Since his death, the house has been sold several
retreat to his ship in orbit, but depending upon how far the crashed times, most recently by a super-villain who wishes revenge upon the
ship has sunk, the only way out may be to follow him there. heroes. He has discovered the cryogenically frozen dinosaurs and is
using them as weapons against his enemies. Whenever the players
Secrets of the Past (with Dinosaurs!) use a modem-connected computer to track down the country house,
there is a 65% chance a sleeper program designed by Hermia will
Hook: The heroes find themselves attacked by dinosaurs. flag up their interest in the place (or anything to do with Operation
Line: Once they have defeated the prehistoric beasts, the heroes Stratford) and set Team Shakespeare on a parallel investigation.
will presumably try to uncover where they came from. Some detec-

Contemporary High-Tech Robotics


(and Other Gadgets)
Optional Material for Heroes Unlimited™ and Other Settings
By David F. Smith
I’ve been playing Palladium games since 1987. Occasionally, I like 2034: Robots performing most household chores.
to go back to some of those first books I owned and compare them 2035: First completely autonomous robot soldiers.
to what we have today and laugh. Heck, looking at what constituted 2038: Even the most complex organs can now be grown on demand.
‘advanced’ technology with regards to computers in the early Rifts 2050: Robot brains that execute 100 trillion instructions per second
books are woefully antiquated in today’s world, much less decades or will start rivaling human brains.
centuries hence. Now (2013), science and technology is threatening to
catch up to and perhaps eventually surpass what was imagined in the What I present here is based on bleeding-edge research and tech-
nineties with regards to cybernetics, bionics and robotics. nologies that are either just becoming available or will be available in
Here’s a projected timeline of bionic, robotic and computer prog- the next 5 to 25 years. I have used the fictional company called ICS
ress that will be outdated by the time it is published. to deliver these advancements for use in your contemporary games.
These items are all suitable for use in Heroes Unlimited (low-end
2013: Human trachea can be grown on demand. technology that is commercially available), Ninjas & Superspies (the
2014: Agricultural robots. most experimental and speculative stuff would be available to agents
2015: Robots start becoming common in South Korean and Euro- right now) and even Beyond the Supernatural (maybe only available
pean households. to those with government connections or as creations of the Genius
One third of the U.S. fighting force will be robots (drones). or even Psi-Mechanic classes).
Light exoskeletons become available to infantry troops. Some- Special BtS2 Note: Characters from the Genius P.C.C. with an
what heavier tethered units become available to logistics personnel. I.Q. of 14 or higher are revolutionary thinkers capable of imagining,
2017: Robots that care for the elderly. designing and then building technology that is more advanced than the
Robots performing low-invasive surgery. currently available cutting-edge technology. However, even for these
2018: Robots routinely carrying out surgery. advanced and creative individuals it can be difficult to make the future
First bio-engineered organs become available. a reality now. Designing technology that is 5 years more advanced has
Human kidneys can now be grown on demand. a -10% to design and -15% to build. Technology that is ten years more
Super computers routinely process 1 exaflop or more of data. advanced has a -20% penalty to design and a -30% penalty to build.
2019: Household robots with full use. Technology that is twenty years more advanced is -40% to design and
2020: Most South Korean and European households have robots. -60% to build. The most that they can push the envelope is by 25 years
Heavy untethered exoskeletons become available to the infan- which has a -50% penalty to design and a -75% penalty to build. Need-
try. less to say, it can take many tries and hundreds if not thousands of
2021: Nano-robots. hours in order to advance new technology.
2022: Intelligent robots that sense their environment, make decisions Of course, such research and development will take millions of
and learn, used in 30% of households and businesses. dollars, a support staff and appropriate facilities in order to succeed.
2030: Robots capable of performing at human level in most jobs. Unless the character is independently wealthy, this will require large
Supercomputers capable of processing 1 zettaflop or more of corporate or government support. This also means that the end result
data. will belong to someone else and that the character will not be able to

80
do whatever they want with it. A character might retain more control the face that can work as a mini-flashlight. The watch is also good
by soliciting private investors or by getting a “Kickstarter” program underwater up to 656 feet (200 m) Cost: $250.
going. Avatar 1.5 ‘Super’ Phone: Basically equal to the most advanced
I would also encourage G.M.s of BtS2 to explore the possibilities phones available on the market. It is completely compatible with most
that various technological items can provide to the horror and super- commercial systems and all other ICS systems. One of the phone’s
natural genres. While many of the things presented in this article will most compelling features is the advanced, interactive, voice controlled
be great assets to player characters, there is potential for mischief from OS that is highly customizable. Advances in technology allow for a
Gremlins or possession by Tectonic Entities. There is also the possibil- new model every two years. Usage fees vary depending on the service
ity that this technology could be used by antagonistic shadow govern- provider. Comes standard with an enhanced camera add-on (twice the
ment agencies, rival Geniuses and Psi-Mechanics, as well as smarter megapixels as the built-in camera), nightvision camera add-on, a smart
supernatural beings using items provided to them by human dupes. card reader, a laser projection keyboard and a video screen projector.
Looking at these fledgling technologies, it is very easy to see how Cost: $500. Each add-on costs an additional $100.
a world like that of Beyond the Supernatural became the world of Matrix Tablet: The Matrix is a cutting-edge tablet that gives
Chaos Earth and Rifts. laptops a run for their money in terms of performance. Cost: $400.
The costs for the below items are based on research I conducted Comes with all the same add-on features as the Avatar phone for an
but I intentionally erred on the expensive side. It is very likely that additional $100 each.
the prices will come down with time. Feel free to adjust them down Oracle Glasses: These glasses can include sunglasses or prescrip-
as the times change. I also tended to provide more capability to the tion lenses or even prescription sunglass lenses. They include an HD
experimental technologies available today to account for future de- video camera, nightvision camera, stereo microphones, ear buds, and
velopments and to postpone the obsolescence of this article. data projection nodes (data is displayed on the lenses). A wireless sys-
tem allows the glasses to view e-mails, texts and other data. They can
also transmit data they see and hear to be stored or processed. The
Integrated Cyber Systems (ICS) glasses respond to voice commands. They are ideally used in conjunc-
Integrated Cyber Systems (ICS) is a high-tech research and de- tion with either the Avatar phone or Matrix tablet. Cost: $1,000.
velopment company that was started by the prodigal genius Matthew Cyber-Net Quantum Super Computer: This super computer uses
Knight when he was 15 years old as a way to manage his high-tech quantum qubits instead of traditional binary bits to make calcula-
patents and royalties. He started by designing software but soon tions. It is a massive system that fills an entire gymnasium. It also
moved onto hardware as well. Eventually, his focus shifted over to processes information at about 12 exaflops (by 2018, this figure will
robotics and artificial intelligences where it has remained for over be out of date, by 2030 it will be laughable). The cost of this com-
twenty years now. puter system is $500 million. While they can be built on demand for
In addition to robotics and artificial intelligences, ICS conducts that cost, it is more common to rent processing time on one of these
bleeding-edge research into electronics, computers, cybernetics and for a cost of $500,000 an hour. It costs about $3.5 million a year to
genetics. Their research has medical, commercial, industrial and operate in electrical costs.
military applications.
The company is headquartered in Toronto, Ontario, Canada but Medical Systems
has expanded its operations across Canada and the United States (es-
The largest and most profitable branch of ICS is its medical re-
pecially New York, Detroit, Chicago and California). It also has a
search department. This department makes a wide variety of medical
presence in England, Germany, Japan, Hong Kong and Australia. It
implants and prosthetics. Most of them follow the traditional model
is looking into expanding into other markets as well.
of mechanical appearing devices but recent breakthroughs have pro-
Traditionally, the company has focused on research and develop-
duced carefully bio-engineered organs. Research into regenerative
ing proof of concept prototypes before selling the rights to produce
technology may eventually create the possibility of bio-engineered
the new technology to other companies. Recently, ICS has started
getting into manufacturing and distributing its goods directly, al- limbs as well.
though a lot of products are still being licensed to other manufactur-
ers. Some of the biggest customers for ICS products have been the Therapeutic Exo-Systems
militaries of various NATO and allied nations.
All exo-systems are extremely lightweight, with artificial muscles
ICS is just one company pioneering these new technologies. Oth-
with computerized controls that automatically respond to the mo-
ers are already competing and many more will rise in the coming
tions of the user. All of them are designed to prevent over-extension
years. Competition will lead to better and more diverse products at
of limbs.
lower prices.
Power grip gloves: Gloves like these were originally developed
for use in space. They are also useful for mechanics who want to
Commercial Electronics & Computers avoid getting carpal tunnel syndrome. These gloves effectively dou-
Laser pen: A pen with a laser pointer that doubles as a rangefinder ble the wearer’s grip strength. They look like ordinary gloves plus a
(range is 500 feet/152 m). It also includes an LED light. Of course, it battery pack that wraps around the lower half of the lower arm. Bat-
also functions as a high quality pen. Cost: $100. tery life is good for eight hours. Weight: 2 lbs(0.9 kg). Cost: $2,000
Helix Watch: This advanced watch comes with a digital face that for a pair (half for single glove).
keeps track of the time and date, and even shows the current tem- Exo-arm: Worn as a harness around the injured arm, the exo-sys-
perature and can indicate compass direction. It is charged by the ev- tem supports the weight of the arm and allows the wearer to lift and
eryday motions and actions of the wearer. It includes a hidden USB, carry normal loads. It has a base strength of 8. Battery power is good
a high tensile string that acts as a digital measuring tape (also works for eight hours. Weight: 12 lbs (5.4 kg). Cost: $4,200.
as a garrote) and an emergency tracking beacon that can be activated Upper Body Exo-system: Includes both arms and back support.
by pressing a panic button. The watch includes LED lights around Has a strength of 10 and battery power is good for eight hours.

81
Weight: 23 lbs (12 kg)total (the wearer doesn’t feel the weight un- Bionic Eye: A complete replacement eye and nerve implant.
less battery power dies). Cost is $14,000. Completely replaces lost vision and can provide vision to those who
Exo-Leg: A brace designed to support a single leg for walking. It have been blind their whole lives. This is the only option for some-
provides a basic P.S. and Spd of 8. Battery power is good for eight one whose eyeball has been destroyed by whatever means. This im-
hours. Weight: 14 lbs (6.3 kg) Cost: $19,000. plant can only be detected by a doctor conducting an eye exam. Cost:
Lower Body Exo-system: This system include both legs, hips $100,000 per implant.
and back support. A backpack can easily be attached, transferring Artificial Heart: Full artificial hearts were originally intended as
its weight to the exo-suit instead of the wearer. Provides a base P.S. a stop-gap measure for terminal patients awaiting a donor for trans-
and Spd of 10. Battery power is good for eight hours. Weight: 27 lbs plant. These new artificial organs can now provide an alternative to
(12 kg) total (the wearer doesn’t feel the weight unless battery power transplant organs and allow patients to function indefinitely. Imposes
dies). Cost: $30,000. a permanent -2 to a character’s P.E. attribute. Cost: $100,000.
Full Exo-system: This system provides full support for the wearer Artificial Lung: A newer and still experimental implant that oxy-
from the neck right down to the soles of the feet. The system can sup- genates the blood in the same way that a real lung does. It is implant-
port the weight of a backpack without the wearer feeling the weight. ed in the patient’s chest where the old lung used to be. Imposes a
Base P.S. is 15 and base SPD is 10. Battery power is good for eight permanent -2 penalty to the characters P.E. attribute. Cost: $100,000
hours. Weighs: 50 lbs (22.5 kg) total (the wearer doesn’t feel the per implant.
weight unless battery power dies). Cost: $50,000. Artificial Pancreas: Essentially an implanted insulin pump and
Augmentation Options: All stats can be increased to a maximum blood sugar monitoring system. It doesn’t actually produce insulin.
of 20 at a cost of $2,000 per point. Instead it releases insulin into the system as required. The pump
Power Enhancement: Double the battery power duration for needs new insulin to be supplied every six months. Cost: $35,000.
$10,000 and triple it for an additional $20,000 ($30,000 total). Artificial Bone: A material that can be injected or molded onto
existing bone or created in a lab before being implanted. These artifi-
cial bones are as strong or stronger than human bone. Cost: A simple
graft can cost as little as $1,000. Complete replacement of a bone can
cost $20,000 to $120,000. The smaller bones are the more expensive
ones to make.
Artificial Teeth: Ceramic teeth that are every bit as effective and
cosmetic as human teeth. $4,000 each.
Artificial Hip: A traditional but high quality hip replacement.
Uses the most advanced materials and with the right physical thera-
py, can lead to a fairly active life. Permanently reduce the characters
Spd by 1 per implant. Cost: $45,000.
Artificial Knee: A traditional but high quality knee replacement.
Uses the most advanced materials available and with the right physi-
cal therapy, can lead to a fairly active life. Permanently reduce the
character’s Spd by 1 per implant. Cost: $70,000.

Artificial Limb Prosthetics


Bionic Hand: This is the most basic hand available from ICS. It
has four fingers and a thumb that are capable of basic gripping tasks,
and even single finger pointing. The fingers are sensitive enough to
pick up an egg without crushing it but strong enough to perform
Artificial Implants most everyday functions. The hand is somewhat difficult to control,
Bionic Ear: This is essentially a hearing aid that is implanted inside is not very dextrous and looks like a robot hand. Skills requiring a lot
the patient’s ear. It can restore hearing to one ear per implant. To an of manual dexterity are all but impossible (-60%) and take twice as
adult who has been deaf their whole life, this implant will only provide long. S.D.C.: 10. And it’s not very cheap either at $11,000.
a sense of sound. The implants are best for deaf children or adults Neural Interface Hand: This hand is controlled by implants in the
who have recently lost their hearing. They can even be used while patient’s nervous system. It has nearly full range of motion and dex-
swimming and recreational diving. These implants are found entirely terity. In addition to being able to hold and pick up objects, the hand
inside of the patient’s ear and can only be detected by looking into the can hold and shoot a gun or type on a keyboard as well as most other
ear. Cost is $45,000 per implant, which includes medical costs. Two tasks. Its strength is equal or slightly greater than most human hands.
implants provide stereo hearing and better quality of sound. Still looks like an artificial hand. Penalty for skills requiring manual
Retinal Implant and Goggle Prosthetic: A dual system that re- dexterity is -40%. S.D.C.: 15. Cost: $20,000.
quires a special retinal implant that receives information from an Neural feedback upgrade: Only available for the neural interface
external camera, usually built into some sort of glasses or goggles. hand. It provides a better sense of touch to the hand. Penalty for skills
They provide full color vision. It can restore sight to either one or requiring manual dexterity is reduced to -15%. Cost: $10,000.
both eyes (requires two implants). Cost: $30,000 per implant. Synthetic rubber skin cosmetic upgrade: Available for both kinds
Retinal Nerve Implant: Actually a group of retinal and visual of hands for $1,000 each.
nerve implants designed to restore vision to a blind eye (or eyes). Neural Interface Arm: Much like the hand above (and in fact,
Does not require any external systems such as glasses but does re- including the hand above), this arm is controlled by impulses from
quire an intact eyeball. Restores full color vision to the damaged eye. the brain through the body’s nerves. The patient controls it the same
Cost: $55,000 per implant. way he would a natural arm. The arm is rugged and strong as well as

82
allowing a full range of motion and dexterity. P.S. and P.P. both start the chance of the therapy working increases. The chance of success
at 8. S.D.C.: 25. Cost: 60,000. is equal to twice how many months the therapy has been going on
Augmented Upgrades: P.S. and P.P. can both be increased to a for. So after five months the chance of success is 10% and after six
maximum of 20 for a cost of 2,000 per point. Only available for the months the chance is 12% until after 16 months the chance is 32%. If
Neural Interface Arm. it hasn’t been successful after 16 months, it will never work, though
Synthetic rubber skin cosmetic upgrade for an arm is $2,000. even this failure will result in adding 1D10 years to the individual’s
Artificial Foot: A basic foot that allows for walking and even lim- expected life span. Any interruption in the therapy of longer than a
ited running. Imposes a permanent -1 to SPD per foot. S.D.C.: 10. month will result in a failure of the procedure. The therapy is most
Cost: $5,000. Cosmetic synthetic rubber skin upgrade costs $1,000. effective when it is begun in vitro. Starting one month after concep-
Artificial Leg: A basic leg designed for day to day walking and tion, the therapy provides a 2% chance of success, going up for the
even limited running. It’s no good at leaping or jumping however. entire nine months before birth. Then after birth, the therapy can be
P.S. and SPD both start at 8. S.D.C.: 40. Cost: 50,000. continued for an additional sixteen months, with the last roll having
Bionic Leg: A more robust leg capable of not only fast running a 50% chance of success.
but also of leaping and jumping. The muscles of this leg are a com- If the therapy is a success then it will increase the expected life
bination of air muscles and electroactive polymers. Starts with the span of the individual to 90+5D10 years (for an average of 115-116
same P.S. and SPD as the artificial leg but can be upgraded at a cost years). If the individual eats right, then add one D10. If they exercise
of $2,000 per point to a maximum of 20. Base S.D.C. is 50. Cost: regularly, add another D10. If they’ve never smoked and never drank
$90,000. alcohol (or drank very rarely) then add yet another 1D10. If someone
Synthetic Rubber Cosmetic Skin: $1,000 for a foot and $2,000 does all these things and their body is properly maintained with the
for an entire leg. most advanced available medical technologies then the expected life
span could be as high 180 years with a high quality life right up until
Bio-Engineered Organs the last ten years.
Cost: This therapy is new and highly experimental. It costs one mil-
These organs start with a bio-rubber and bio-plastic scaffold on lion dollars (and no refunds for failed procedures). The price is likely
which tissue is grown using stem cells harvested from the patient’s to drop to as low as 10% of that after a few decades of development.
spine. There is no chance of rejection because of this. It takes about a
week to grow an organ from scratch. The total process costs $300,000
per organ but each organ works just as well as the real thing. Organs Commercial Systems
that can be grown include hearts, livers, lungs, pancreas, bladders,
spleen and the trachea. These organs don’t have the same attribute Helios Quad-Copter
penalties that artificial organs do.
This remote control device is basically shaped like an X with four
Other parts such as skin, nose and an outer ear can also all be
helicopter blades at the end of each point of the X. The quad-copter
grown from scratch for a cost of about $12,000 each. A full face
is only about a foot across and less than six inches (15 cm) tall. It
can be grown from scratch for $120,000. Blood vessels can also be
easily fits inside of a backpack. It has a standard remote control. The
grown as needed.
remote has a range of three miles (5 km) and the endurance of the
These prices are because the technology is still very new and will
battery is four hours. They can optionally be controlled by a smart
probably drop to 10% of their current cost after a decade or so.
phone. Maximum altitude is 2,000 feet (610 m). It carries a digital
video camera which can be viewed on a screen on the remote. A.R.:
The next step 6. S.D.C.: 25. Weight: 1 pound (0.45 kg). Cost: $500 each.
Work on elastic nanotube muscles, artificial bones, bio-engineered
blood vessels and skin will allow for the creation of fully realistic
bio-system artificial limbs. These limbs will have a complete range of
Hyperion Surveillance Blimp
touch and senses and will start with 10s for their base attributes. They An inflatable, remote control blimp that when deflated, can fit in
will be ungradable up to 30 each at twice the usual cost. Base cost for the trunk of a car, tank and all. It grows to be 30 feet (9.1 m) long
these limbs will probably be close to $300,000-$500,000 each. The once inflated. The body of the blimp itself comes in a variety of col-
price will eventually drop down to 10% of that once the technology ors, including white, blue, black and others. Electric propellers move
matures. At this point, people may start buying limbs as a form of and steer the blimp. Underneath the body is a couple of HD digital
enhancement, not just for medical replacements. Also note that these cameras good for surveillance. The cameras can take clear pictures
types of limbs would have no penalties when used. or video from up to two miles (3.2 km) away. The remote control
system has a range of 50 miles (80 km). The maximum altitude of
the blimp is 2,500 feet (762 m) and the duration of the batteries is 2
Gene Therapies hours. Total payload capacity is 35 lbs (15.7 kg). Cost: $6,000.
Life Extension
It is possible to increase the expected life span and quality of life Sidewinder Snake Drone
for aging individuals using a remarkable, new gene therapy. When the The snake drone is designed to assist search and rescue personnel.
therapy is successful, it has a strong likelihood of increasing a human’s It is three feet (0.9m) long and only about an inch (2.5 cm) wide. It’s
life expectancy past a century. For individuals who eat right and exer- also fairly light, weighing only 5 lbs (2.2 kg).
cise regularly, they can feel like a hardy fifty when they reach ninety. Much like a real snake, it can slither across the ground, through
The therapy isn’t always successful however. It takes a minimum tight areas, climb trees and swim through (and under) the water. Its
of four months, after which a character rolls percentile and must roll head includes a microphone, speaker, HD camera, HD passive night
under 8% for the therapy to work. If it doesn’t take then the thera- vision camera, heat sensor, laser rangefinder and LED lights.
py continues for up to a total of sixteen months. After each month,

83
artificial intelligence to allow it to function in a typical household.
It is programmed to perform domestic chores, perform caretaker du-
ties, be a companion and perform some emergency functions. It is
designed with a custom anthropomorphic face that seems to show
human emotion. Still, it only appears to be a human from a distance.
Anatomical correctness can be made available on demand.
A.R.: 10
S.D.C.: 100
Height: 6 feet (1.8 m).
Weight: 200 lbs (90 kg).
Attributes of Note: I.Q. 6, P.S. 10, P.P. 10, Spd 10.
Skills of Note: Speak English 50% (limited vocabulary and com-
Snake robots have been in development for decades, making the mands), Literacy 40%, Cook 90%, Dance 50%, Gardening 50%,
technology fairly mature in comparison to other robotic systems. Housekeeping 70%, First Aid 50%, Basic and Advanced Math 98%.
That is why they only cost $1,000 each. Combat: Impossible.
Power System: Advanced high-density batteries are good for 12
Tarantula Spider Drone hours. Plugs into household outlets and takes 8 hours to fully re-
charge.
Spider drones are primarily toys although they can fill surveil- Cost: $1,000,000 each. The price will drop to 10% of that once mass
lance functions. While they can’t go into all the same places as a production begins.
snake drone, they can climb vertical surfaces, such as walls, in a way
that the snake drone never could.
These tiny drones are only six inches (15 cm) across and can vary Marathon Hiking Exo-System
their height from one to six inches (2.5 to 15 cm). They only weigh A simple set of legs designed to help a hiker carry a heavy pack
about five pounds (2.2 kg) total. This makes them very portable. and supplies through the wilderness. The entire rig weighs 77 pounds
The spider drones have the same array of optics and sensors as the (35 kg) and straps to the legs and waist of the hiker. The system
snake drone which drives its price up to $1,000. supports its own weight when in use. When not in use, the exo-legs
can be unstrapped from the legs and stowed upright on either side of
Avatar Remote Humanoid Drone the rucksack they normally help support. The system can carry 200
lbs (90 kg) without effort from the user. Maximum speed is 6.2 mph
These drones are intended to go into hazardous situations and per- (10 km). The battery supply is good for eight hours of constant use.
form work in place of humans. They can be controlled with either a Additional batteries can be carried. Solar panels can be placed on
remote computer system or with a virtual reality suit. They have a the rucksack to recharge spare batteries as the hiker walks. A.R.: 10,
full range of human motion, being able to do anything from climbing S.D.C.: 50. Cost: $75,000.
stairs and ladders to typing commands into a computer.
A.R.: 10
S.D.C.: 100 Hercules Light Loader Exoskeleton
Height: 6 feet (1.8 m). An untethered exo-suit that allows the user to load freight. Some-
Weight: 200 lbs (90 kg). one wearing this suit can easily lift and carry 200 lbs 90 kg), even
Attributes of Note: P.S. 10, P.P. 10, Spd 10. over their heads. Weighs about 100 lbs (45 kg). Power is provided by
Power System: Advanced high-density batteries are good for 12 high-density batteries with 8 hours of power before needing recharg-
hours. ing. A.R.: 10, S.D.C.: 100. Cost: $90,000.
Cost: $500,000 each but worth it to save human lives.
Atlas Heavy Loader Exoskeleton
Fodder Humanoid Simulator This is a heavier exoskeleton much like the light loader but it is
These drones are essentially a more advanced form of the crash tethered to provide more power and lifting capability. The weight
test dummy in that they can realistically simulate human flailing. limit is 400 lbs (180 kg). Weighs about 150 lbs (67.5 kg). Power is
They can also go through a range of routine human motions to test provided by the tether so it is effectively limitless while plugged in.
things such as clothing. They don’t really do much otherwise. They A.R.: 10, S.D.C.: 200. Cost: $150,000.
are the same size and weight as a person. They have an A.R. of 10
and 50 S.D.C. total. They cost $50,000 each but can be reused and
abused for years.
Chariot Robotic Vehicle Control System
This is an artificial intelligence system and robotic control system
Virtual Reality Suit that can be built into nearly any car or most any other vehicle, for
that matter. The system can pilot the vehicle it is installed in at 90%
This suit allows a wearer to remotely control a humanoid drone proficiency. It can also navigate at 90% proficiency. It can follow a
robot. Generally speaking, the transmission range is about 10 miles pre-programmed course or follow verbal directions. It is not suitable
(16 km). Cost: $5,000. for combat operations and will pull over to the side of the road when
faced with a situation it wasn’t programmed for. Cost: $25,000 for
Talos Domestic Humanoid Drone most cars. Twice that for other vehicles.

The Talos is the result of over a decade of development in design-


ing a humanoid robot with full human articulation coupled with an
84
Military Systems Cost: $45,000.

The military systems branch is the fastest growing part of the ICS
Company. In the next five years it should pass the medical branch in
Mini-Mole Spy Bot
size and profitability. In fact, military customers have shown interest This tiny ‘bot is basically a spy camera with tracks. It’s about the
in products from the commercial and medical branches of the com- size of a hand grenade but only weighs a few ounces (5.7 grams).
pany as well as products exclusively marketed towards the military. It is made to be tossed over walls and through windows so that the
soldier can see what’s on the other side without being exposed. It can
be controlled from a remote or from a smart phone. The transmission
Cybug 1 (Beetle) range is only about one mile (1.6 km) and the battery endurance is
This is a combination of organic and electronic technology. Es- only 1 hour. They are cheap and disposable. Cost: $200 for the ‘Bot
sentially, the hardware is inserted into a beetle larvae and then al- and $100 for the remote.
lowed to grow over it. Additional attachments are added during
growth and when the beetle is done growing. The hardware allows a
remote to override the bug’s motor functions. Thus it can be remote-
Mule Pack Robot
ly made to fly or crawl whenever the user wishes. In addition, the bug The Mule is a squad and section logistics support system. Its pri-
is equipped with fiber optic cameras and microphones. They live as mary role is to carry weight into the field. Initially, this was aimed at
long as normal beetles (a variety of species are available depending carrying the heavy rucksacks of the soldiers but can also carry other
on mission requirements). The range of the remote and surveillance necessities such as ammo, heavy weapons, food, water, medicine
transmitters is about 0.6 miles (1 km). Cost: $5,000 each, including and other supplies. This particular robot has found a non-military
the remote. Note that while the insect is alive and could be controlled market for those going far off the beaten trail and need a sure-footed
by spells such as summon and control insects, the hardware over- way to carry a lot of supplies.
rides the motor control and the influence of such magic. This robot can be controlled by a remote or basic voice com-
mands to its simple artificial intelligence. Generally commands are
extremely simple such as ‘follow me’, ‘follow them’, ‘stop,’ ‘stay
here,’ ‘go to grid XXXXXXXX,’ ‘RV here’ and ‘go to RV.’
The robot can navigate using GPS, homing in on a tracking bea-
con or other transmission or by following bearings and distances.
Or it can simply follow a designated individual or be manually con-
trolled. It has both wireless and manual control systems. It can be
controlled remotely from a range of ten miles.
Up to eight fully loaded rucksacks and a pair of 5 gallon (19 li-
ters) water or fuel jerry cans can easily be carried by the mule. In
fact, it can carry up to 1,000 lbs (450 kg) of gear without being sig-
Cybug 2 (Mosquito) nificantly impaired.
The Mule is a very rugged robot and lightly armored to protect it
This is a nano-construction that is the size and shape of a mosquito against fragmentation and small arms fire. This protection does not
but is actually a tiny robot. It has only the most basic optics and com- extend to its cargo however, as it is all carried externally. The mule
munications capabilities. Its role isn’t to spy but to deliver a small pay- can carry its complete load over the most rugged terrain, able to go
load through its stinger. That payload is most often a tiny tracking im- anywhere a real mule could. Coincidentally it’s about the same size
plant. The remote control is good for up to 0.6 miles (1 km) away. The as a mule. It can walk over ice with little difficulty. If by mischance it
tracking implant can be tracked up to 1.8 miles (3 km) away. S.D.C.: should fall over, it is capable of automatically getting back up again.
Negligible. A single swat destroys it utterly. Looks like a killed insect A.R.: 12
unless inspected under a microscope. Cost: $25,000 each. S.D.C.: 200
Speed: 10 mph (16 km). Half that over very rough terrain.
Sentinel EOD Robot Range: Its internal combustion engine and battery pack (for silent
running) can function for 24 hours before needing to be refueled.
EOD robots have been in service with police forces and militar- Cargo: Can carry 1,000 lbs (450 kg) of supplies.
ies for some time. It was the very first type of robot that ICS mass Special systems: Only basic optical and audio systems. It can be con-
produced. The Sentinel is the latest in their line of EOD robots. It is trolled remotely from up to ten miles (16 km) away.
basically a square frame that is propelled by four sets of tracks. The
Cost: $75,000.
track units themselves can be rotated like four mini legs. This helps
the Sentinel climb stairs and maneuver over obstacles. Mounted on
the frame are a main arm and two manipulator arms. Each arm has Hoplite Infantry Support Drones
its own optics and sensors. In addition, there is a main camera and The Hoplite is an infantry support weapon that can position a lot of
sensor system as well as three antennas for control and transmission firepower with no threat to human life. Currently the Hoplite is con-
of data. Range of transmission is ten miles (16 km). Optics include trolled manually or remotely and has no artificial intelligence of its
passive night vision, infrared and thermal imaging. Sensors include own. Work on developing an autonomous or semi-autonomous artifi-
a portable explosives detector. cial intelligence for the Hoplite has been ongoing for some time now.
A.R.: 10 The design of the Hoplite is fairly simple. It is essentially a small
S.D.C.: 200 weapons turret mounted on a chassis. The chassis has four track
Speed: 15 mph (24 km). 5 mph (8 km) over rough or broken terrain. propulsion units that can change their orientation and position. This
Power System: Battery pack with 4 hour active live (good for 20 allows the Hoplite’s height to be altered and for the track units to
hours on standby).
85
function as tiny ‘legs.’ As with the EOD drone, the Hoplite is able to The drones carry four medium and twelve short range missiles
climb stairs and maneuver around difficult terrain. as well as four bombs, all in concealed housings on the aircraft’s
The turret of the Hoplite is able to rotate 360 degrees and elevate fuselage and wings.
45 degrees. It mounts a single 7.62mm medium machine-gun and The Drake has the same sensors, optics and communications fea-
four rocket-propelled grenades. It also includes the Hoplite’s opti- tures as the Gryphon so that it can carry out its attack missions. It
cal, sensor and communications array, although there are secondary also comes equipped with an array of advanced targeting systems
systems in the chassis. The range of the remote is 10 miles (16 km). and combat computers to enhance its ability to deliver its deadly pay-
A.R.: 10 load. Unlike the Gryphon, the artificial intelligence has access to the
S.D.C.: 200 drone’s weapon systems and can carry out all mission parameters
Speed: 15 mph (24 km). 5 mph (8 km) over rough or broken terrain. without human intervention.
Power System: Battery pack with 4 hour active live (good for 20 Two jet engines are built into the wings of the Drake. Four VTOL
hours on standby). thrusters are concealed in the aircraft’s undercarriage until needed.
Damage: 7.62mm machine-gun: 5D6 per round or 2D4x10 for a 20 The drone very much resembles a larger stealth bomber but with the
round burst. RPG: 3D4x10 to a 30 foot (9.1 m) area. dimensions and weight of a modern jet fighter.
Range: 7.62mm machine-gun: 3,000 feet (914 m). RPG: 1,000 feet A.R.: 14
304.8 m). S.D.C.: 600
Payload: 7.62mm machine-gun: 200 rounds. RPG: 4. Must be re- Speed: 700 mph (1,120 km).
loaded by a human. Range: 2,000 miles (3,200 km).
Cost: $60,000 complete with weapons. Optics: Same as the Gryphon plus optical targeting systems and laser
guidance systems (+4 to strike).
Gryphon Reconnaissance Drones Sensors: Same as the Gryphon plus radar and thermal targeting and
combat and targeting computers.
These are unarmed aerial reconnaissance drones. They have a Communications: Same as the Gryphon but boosted to 2,000 miles
single jet engine built into the tail section and a battery of optics, (3,200 km) even in sub-optimal conditions.
sensors and recording devices. It is capable of flying and conducting Cost: $2.1 million.
detailed surveillance from as high as 50,000 feet (15,240 m).
While its primary role is reconnaissance, the drone can mount
some weapons. This includes three short-range missiles under each
wing and one medium range missile on either side of the fuselage.
These drones are remotely operated but have a semi-autonomous
artificial intelligence that can carry out surveillance missions without
human intervention. The artificial intelligence has no control over
the drone’s weapon systems however.
A.R.: 12
S.D.C.: 400
Speed: 500 mph (800 km).
Range: 1,500 miles 2,400 km).
Optics: Includes telescopic with digital enhancement, passive night-
vision, infrared, ultraviolet and thermo-imaging. All are capable of
high definition still and video recording from 50,000 feet (15,240 m)
high. Resolution is good enough to identify individual dimples on a
golf ball. Legionnaire Light Combat Exo-Suit
Sensors: Passive and active radar systems. An exo-suit, armor and tactical carrying system that appears to be
Communications: Laser-boosted, encrypted digital radio using a fre- only slightly more bulky than an armored soldier already is. Overall
quency hopping burst transmitter. Range is 1,000 miles, even under height is increased by only four inches (10 cm) from the boot slippers
the worst conditions. Twice that if conditions are ideal. and helmet. This light suit provides full body augmentation for the
Cost: $1.2 million. infantry soldier. Strength of the suit is equal to an augmented P.S. of
20 and SPD is increased to 20. Fatigue rate is reduced by half. Armor
protection provides an A.R. of 18 and 300 S.D.C. (if using the rules
from pages 49-53 of The Rifter® #51, the A.R. is 24 and the S.D.C.
is 450 and the trauma rules still apply). Typically includes a tactical
carrying vest and large rucksack. Battery power is good for 24 hours.
Total weight of the system, including tactical vest and rucksack, is
100 lbs (45 kg) – does not include anything that might be carried in
the vest or rucksack. Cost: $200,000.

Drake Attack Drones Modular Combat Helmet


While the Gryphons can carry weapons and launch attacks Used with both the Legionnaire and Centurion suits or can be
against targets, the Drakes are optimized for it. They are faster and used on its own. Includes the following features:
stealthier than the Gryphons and are capable of VTOL landings. All A Radio, wireless modem and satellite relay communications ca-
weapon payloads must be internal in order to avoid compromising pabilities. The communications suite includes all the functionality of
the drone’s stealth characteristics. a top of the line smart phone.
86
Radio systems include a sub-vocal throat mike (built into the Power System: Hybrid electric and wave turbine internal com-
body suit). Also includes a mike in the faceplate. bustion engine. Power system is good for a total of 24 hours before
The helmet muffles sudden and loud noises harmful to the human requiring refueling. The power system fits on the back and looks like
ear while also being able to enhance the wearer’s sense of hearing. It a square rucksack (so a regular rucksack can’t be worn). There are
is also capable of making audio recordings. back mounted options that can still be used however. The batteries
Includes a Shot Detection System that can locate the direction are good for 8 hours on their own. The generator can use most types
and approximate distance to a shot fired. It can also provide data on of petroleum fuel.
the type of caliber and munitions used. This information is fed to the Cost: $500,000.
suit computer and visor (the visor will even show a red arrow in the
direction of the shot). Daedalus Flight Pack
GPS with link to the ballistic visor.
This pack can be mounted on the back of the Centurion power
armor, taking the place of the armor’s normal power system. Its pri-
Ballistic Face Shield: mary components are a pair of propeller fans, a pair of wings, two
This visor slides down over both the ballistic goggles and the bal- mini-jets under each wing, a turbine-electric hybrid engine, a para-
listic face mask, providing additional protection to the face. This visor chute, an emergency parachute and a fuel tank. Because of the Dae-
is not to see through on its own and instead relies on a series of high dalus’ bulk, no other back system can be used with it. The propellers,
definition cameras to provide a picture. The image provided is seam- which are in vertical housings behind the pilot’s head, provide the
less and it is impossible to tell that it isn’t a clear view of the outside main upwards thrust of the pack. The wings appear to be mounted
despite there being no direct line of sight to the outside when the face at the shoulders and fold down to the sides when not in flight. The
shield is down. Slides to the top of the helmet when not in use. mini-jets provide bursts of speed as required. The pack is controlled
The cameras can take still or motion recordings. by a combination of the power armor’s movements, voice controls
Wireless link to the suit computer. Has USB connections as well. and a one-handed manual control. Speed is normally 80 mph (128
Independent battery good for 24 hours of constant use. km) but can be boosted to 160 mph (2,438 km). Maximum altitude is
Has a number of optical enhancements (passive night vision, in- 8,000 feet. The mini-jets have enough fuel (separate from the main
frared, ultraviolet and thermal imaging). system) for 30 minutes of operation, which doesn’t have to be con-
Laser rangefinder. secutive. The flight pack has enough fuel for 2 hours of flight and 8
hours of ground operations. The pack can be dropped off the back
Ballistic Goggles: of the Centurion and a remaining battery pack will power the suit
Virtual HUD Display: for an additional 4 hours. The wings and propeller units each have
The goggles can receive text information, digital scope data or be 100 S.D.C., while the pack has 200 S.D.C. Destruction of any of
set for either split screen or screen within screen display. the pack’s components eliminates the ability to fly. If it is already
Wireless link to the suit computer. Has a USB connection as well. airborne, it will crash unless the parachute is deployed.
Independent battery good for 24 hours of constant use. Cost: $1,500,000.

Ballistic Face Mask: Triton Aquatic Pack


Includes built-in gas mask and plug-in ports for water and air. A propulsion system for the Centurion to allow it to conduct am-
Cost: $11,000 (is included in the price of both the Legionnaire phibious operations. It mounts on the back and can be dropped off
and the Centurion). when no longer needed. It works with the Centurion’s existing power
supply, supplementing its fuel reserves. It is capable of a surface
speed of 50mph (80 km) and a submerged speed of 40 mph (64 km).
Centurion Heavy Combat Power Armor It has a maximum depth of 1,000 feet (304.8 m). It adds four hours
A more robust system than the Legionnaire exo-suit, the Centuri- to the Centurion’s power supply and two hours to its oxygen supply.
on is a full environmental power armor that provides even more pro- Cost: $250,000.
tection and power to the individual soldier. The suit’s environmental
system has a one hour oxygen supply. Armor Rating is now consid- Spartan Anti-Armor Missile Launcher
ered to be ‘natural’ armor which means a roll must meet or beat the This weapon system is tucked back behind the Centurion power
A.R. in order to damage the armor (not the wearer). Also, trauma armor when not in use. When activated, the launcher swings out over
rules (if used) work a little differently in that the power armor has a the power armor’s shoulder where it can be fired by the wearer. To
x4 multiplier (which means damage from attacks that do less than 60 reload, it returns to its position on the power armor’s back where an
points of damage do not harm the wearer of the power armor). automatic reloader loads the next missile. Two spare missiles are
The hybrid power system allows the batteries to be used when carried by the system. When up against main battle tanks, doctrine
stealth is desired and the wave turbine recharges the batteries during calls for four Centurions to engage simultaneously to ensure a kill.
battle and when stealth isn’t essential. Damage: 2D4x100 S.D.C.
A.R. of 15 Range of 3.8 miles (6 km) with a blast radius of 100 feet (30.5
400 S.D.C. (500 S.D.C. if The Rifter #51’s armor rules are used) m). It has a maximum altitude of 14,765 feet (4,500 m), making it
total. capable of taking down low-flying aircraft.
Strength: Equal to a Robotic P.S. of 30. Payload: Three missiles total.
Speed: Equal to a speed of 44 (30 mph/48 km). Reduce fatigue Bonus: Targeting system bonuses provide a +4 total to strike sta-
from running to 20% of normal. tionary targets or +1 to strike moving targets. Cost: $750,000 (only
Height: Adds 6 inches (15 cm) to the wearer’s height. sold to the militaries of Western and NATO-aligned democracies).
Weight: 300 lbs (135 km).

87
Phalanx 7.62mm Shoulder Mounted Mini-Gun What the future holds
This weapon is mounted on the shoulder when in use and swings
back to be stowed out of the way when not in use. It is an extreme- Fully Autonomous Humanoid
ly effective anti-personnel weapon that is also useful against soft-
skinned vehicles (including helicopters). Soldier Drone (Project Golem)
Damage: 5D6 per round but only fires in 20 round bursts that do Already in the works are humanoid robots that can walk, run,
1D6x10 to all targets in a 10 foot (3 m) area across or 2D6x10 dam- crawl, climb and do push-ups. Combined with advances in artificial
age to a single target. intelligence and energy-dense battery systems, it is only a matter of
Range: 3,000 feet (914 m). time before fully automated humanoid soldiers are armored up, giv-
Payload: Carries a 1,000 round disintegrating belt stored in an en assault weapons and deployed on the field of battle. The first ones
ammo drum on the back. will be controlled remotely or perhaps with virtual reality systems.
Eventually however, they will simply receive and carry out orders
Gladius 25mm Auto-Cannon just like any other soldier. Golems look like robots.
A.R.: 15
This is a 25mm anti-material rifle that has had its barrel shortened S.D.C.: 500
in order to be portable by the Centurion power armor. Like the Spar- Height: 6 feet (1.8 m).
tan and Phalanx, it is fired from the shoulder and stored on the back Weight: 400 lbs (180 kg).
when not in use. Even with a shortened barrel, the weapon is nearly Attributes of Note: I.Q. 6, P.S. 30, P.P. 10, Spd 22.
as long as the power armor is tall. It can be set for single shot or a Power System: Advanced high density batteries are good for 24
rapid three shot burst. It fires the same sorts of ammo as the 25mm hours.
Bushmaster. It is effective against lightly armored vehicles. Combat: If remotely controlled then it is equal to the controller’s
Damage: Armor Piercing rounds do 2D4x10 per round and re- abilities. Otherwise, it has 3 attacks per melee, and +2 to strike with
duce the target’s effective A.R. by 3 points. A three round burst does any modern weapon it is programmed for. Also has a +1 to strike,
4D6x10. Effective against helicopters and low-flying fixed wing parry and dodge and a +2 to roll with punch.
craft. High Explosive incendiary rounds do 1D4x10 damage to a 10 Skills of Note: Speak and understand English 50%, Literacy 40%,
foot area. A three round burst does 2D6x10 to a 10 foot (3 m) area. Radio: Basic 70%, Climb 60%/50%, Prowl 45%, Military Sign Lan-
Range: 6,000 feet (1,829 m). guage 98%, Military Etiquette 90%, Basic and Advanced Math 98%,
Payload: Carries 30 rounds in an ammo drum on the back. and Land Navigation 70%.
Weapon Systems: None built in but probably issued heavy infantry
Javelin Gun Pod weapons from medium machine-guns on up. Will be programmed to
be able to use most modern weapons. Can also use any of the weapon
This is the standard issue firearm for the Centurion power armor
systems of the Centurion as well as the Daedalus and Triton.
and is carried like a conventional assault rifle. It is a 7.62mm medium
Cost: $2 million each at the prototype stage. That price should drop
machine-gun with an optional over/under mounted weapon attach-
to 10% of that once mass production begins.
ment that typically has a multi-shot, 40mm grenade launcher but can
(G.M. Note: Imagine one of these bad boys possessed by a Tectonic
also be swapped out for a 25mm grenade launcher (greater payload)
Entity or its A.I. rewired by a Gremlin!)
or shotgun (much greater payload). It also includes an advanced
multi-optic scope and targeting suite.
Damage: 7.62mm machine-gun: 5D6 per round or 2D4x10 for
a burst of ten rounds. Or it can spray an area ten feet (3 m) across
Building Your Own
with 20 rounds doing, 1D6x10 to all targets in that area. The 40mm
grenades do 2D4x10 to everything in a 30 foot (9.1 m) area. The
Robot from Scratch
25mm grenade does 1D6x10 to everything in a 20 foot (6.1 m) area. All sorts of people build their own robots, from hobbyists to en-
Magnum 12 gauge slugs do 6D6 damage each and magnum buckshot gineers. There are kits you can order online or the more enterpris-
does 5D6 damage. ing may build everything from scratch. The more you want to do,
Range: 3,000 feet (914 m) for the machine-gun. The grenade the more tools, materials and space you’re going to need. To build
launchers have a range of 1,000 feet (305 m). The shotgun has a advanced cutting-edge systems, you’re either going to have to be
range of 300 feet. independently wealthy or have a sponsor in education, industry or
Payload: The machine-gun uses 200 round boxed belts. The the government. Sponsors are very likely going to have a stake and
40mm grenade launcher holds four rounds, the 25mm grenade majority ownership of whatever is created as well.
launcher holds 6 rounds and the shotgun holds 10 rounds. Detailing rules for how to do that may come later in a future Rift-
Bonus: +1 to strike from the scope and laser targeting system. er article.

88
Chaos Eve
While complaining to myself about the lack of manners of mod-
ern security systems, I pulled the car into an empty parking space
and plugged it in for recharging before heading for the A.I. Com-
munications lab where I helped the eggheads make sure the troops in
the field could communicate in a effective manner with the drones. It
A Rifts® Chaos Earth® Story was mostly boring but it was safe and the wife loved that part. Since
this would take two days, I would be sleeping on a cot in the lab
By Shawn Merrow tonight as it was cheaper than the nearest hotel.
A blast of hot air greeted me as I opened the door to the lab.
I slumped against the wall devoid of all hope, my helmet laying
“Come on Rob, trying to bring back global warming all by your-
on the ground next to my dropped rifle. I was not even sure where I
self?” I yelled as I looked across the benches for him. That man
was beyond it was some back alley in some small town in Utah, but
could get hypothermia on a summer day.
did that really matter when the world was ending?
“Over here, Staff Sergeant. I’m in the server room, be out in a
I looked up at the mixture of falling snow and ash. “What sick freak
minute.”
thought that was a good combination?” Was I supposed to have my
A few minutes later, Rob came out wearing a coat he quickly
helmet on to protect me from the volcanic ash, or was it radioactive
stripped off. He had his usual friendly smile on his face and gave me
fallout or maybe those funky blue lines that had appeared? It would
a pleasant wave. “I see you got dragged into this boring inspection
probably only buy me a few more hours of life at this point anyway.
too.” Rob Carlos was a tall, lanky man from Mexico with a Ph.D.
I guess the best way to explain this would be to go back before
from Caltech and one of the smartest scientist on the team. “First step
the world became even worse than the most horrible nightmares of
is to do a full inventory of all the drones we have and then confirm
Dante could imagine.
their status. The inventory part won’t take long but the status checks
* * * will take about an hour each. A few techs are supposed to be coming
in and should be here shortly.”
NEMA: Northern Eagle Military Alliance – In 2035, Canada, Over the next hour, the techs came in and we started making some
Mexico and the United States formed the North American Alliance progress. I mainly worked on the inventory and related paperwork.
(NAA).It was a treaty that united the three countries as never before. Not only did I have to make sure the drone was here and where it be-
Part of the treaty was the creation of NEMA, an elite para-military longed, but make sure it was not missing any internal pieces. The top
agency with jurisdiction over all three countries. Their missions brass was really worried about industrial espionage. A Silver Eagle
ranged from anti-terrorism to helping with disaster relief. Power Armor at another facility was missing half its targeting system
parts for a week before someone noticed they were stolen. The rumor
is a lead developer ran off to Japan with them.
December 21st, 2098 At least I was over half done by the time we broke for dinner. A
I cursed my luck as I drove onto the base. A few days before big bonus to working at a lab was we always got hot food. They say
Christmas and I got stuck working on an inspection of all the drones the field rations are vastly improved over the old days but I still find
on the site. Sure, I watched the news and the talking heads were that hard to believe. A nice steak with a baked potato and salad is the
worried about a repeat of the Gauda Marta incident down in South perfect way to end the day.
America but why did it have to ruin my holiday? Even worse, it was After dinner, we sat around watching the news special talking
a Sunday and I’m missing some quality time with the kid. Well I about Gauda Marta. I had thought it was a bad idea to loan them a
should be back with the family in Salt Lake City before Christmas. bunch of Chromium Guardsman Power Armors. I did not expect them
At least this gave me an excuse to get my brand new Ford Hawk to massacre a bunch of civilians with them. Sure, they were attacked
hovercar a proper workout. It’s a joy to drive and only five years of first but that was a major overkill. The experts are worried this could
debt. It was worth it for these drives to the NEMA Advanced Drone turn into a full scale war. I doubt that will happen but I didn’t see the
Testing Facility just over 50 kilometers west of Brigham City. I was Cubs finally winning the World Series this year, so what do I know?
supposed to be assigned to a field unit but was able to get this cushy After an hour of debating the topic with the others, I went to bed
assignment as they wanted personnel with field experience to help in for an early start in the morning. A few minutes after laying down on
the development of the new generation of drones. the cot in the corner of the lab, I was out cold.
With a light tap, the brakes brought the car to a stop at the security
checkpoint. It didn’t look like much but with the new super alloys
it would take a tank to break through the gate. The site was mostly
December 22nd, 2098
warehouses surrounded by a four meter wall. We did have a couple I’m not sure what was more of a surprise, being woken up by the
labs, a few offices and a cafeteria. The full field testing of new drones biggest earthquake I ever felt or hitting the floor face first a few sec-
was done in Nevada. We did mostly software and basic functions onds later. The shaking seemed liked it was never going to end but
tests here. was only around a minute. After the shaking stopped, I just laid there
“Please place palm on the screen and state your identity please.” waiting for my head to stop spinning.
came out of the terminal as usual in a very business-like woman’s Rob was the first to start moving around and checking on us.
voice. When it was my turn, he gave my shoulder a gentle squeeze, “Hey
“NEMA Staff Sergeant Jonathan Rider, Drone Verbal Response Sarge, you alive?” With a moan, I replied, “Can I get back to you
Testing Division.” on that?” before pushing myself up to a sitting position. It seems the
The gate slowly lowered down into the ground, but I didn’t even worse I had was a broken nose and a headache.
get a friendly welcome as I pulled into the site. Would it really hurt I didn’t even have time before another earthquake hit and this one
to program the thing to say “Hi” or “Welcome, have a nice day.”? most have lasted for a whole two minutes. The floor was rolling too
Even my toaster is more polite with a happy, “Enjoy your toast.” much to make a run for the door, so I just stayed sitting and rode it
every morning. out.

89
90
“Hey Rob, you lived in California. How big was that?” I asked power outages, but, so far, the number of confirmed dead was low.
when the quake finally ended. That gave me at least a little comfort.
“I never felt anything like that but would guess at least a 7+ but We sat there and watched the world ending all the way to morn-
that is just a guess.” came out from under a workbench where he had ing without saying a single word that I can remember. It was like we
managed to crawl to during the shaking. were the silent witnesses to the Earth’s execution and did not want to
With a groan, he forced himself to get up. “I think it would be best disrupt this solemn occasion with idle chatter.
for all of us to get outside before any aftershocks hit. These labs are This first words I remember hearing were from Rob who sug-
tough but I’d rather be outside.” gested we get some chow as it was going to be a very long and busy
We must have looked like a bunch of drunks returning from a day. In agreement, we went outside to see ash had already started
night out as we stumbled our way to the door. The frame was a little falling. Guess it was from one of the volcanoes in the Cascades that
warped, causing the door to stick, but we forced it open. had erupted, but I had no idea which one.
I was the first out and could only let out a groan of despair as I At least we had our own independent power source, so we were
saw what was left of my car. The light pole had fallen right down the able to make a hot breakfast. We ate like kings since at least one part
middle, leaving it a complete wreck. An aftershock shook the ground of this day should be good. In a morbid way it was like we were eat-
as if to add emphasis to my moan. “I just got it six months ago. It was ing our last meal. In the middle of cleaning up, Colonel Richardson
a treat to celebrate my new assignment.” surprised us all by walking wearing a in a torn uniform with what
“Sorry for your loss Sarge, but rest assured, it’s in a better place appeared to be blood stains in a few places.
now. We need to check on the base to see if anyone is hurt and then I served with him back when he was a Captain during the rebuild-
try to find out what the hell is going on.” The professor had a good ing of the Panama Canal after it been severely damaged by terrorists
point but still, my poor car. using ships planted with explosives. I had never seen him with such
I looked around and saw the damage to the parking lot was minor, a look of despair on his before, even after the attack on our main
my car had taken the worst of it. The others looked shaken but no supply depot. He was in charge of the live-fire testing of the drones,
visible injuries. spending most of his time in Nevada.
“OK, I have had the standard field training for disaster relief and “Glad to see you’re still here. I came from Brigham City to get
helped out after Hurricane Tom hit Miami last year. It may not be an some of the drones to help rescue survivors trapped in the rubble.
earthquake but close enough for government work.” That brought a Also, I need some of the security drones to help the local police. I
lite chuckle from them. We were taught the importance of keeping told the rest of the staff I could contact to meet me at the Police Sta-
people calm in the face of a disaster. tion. I want this list of drones fully loaded in one hour. I also need
you all in full combat gear as there are already outbreaks of violence.
I looked at the cars in the parking lot and only saw three others be-
I know some of you are worried about your families but we have to
yond the ones that belonged to our group. I think they all belonged to
let them be taken care of by their local emergency personnel while
members of the security team. At least it had happened in the middle
we help the people here.”
of the night when the place was mostly empty. A quick check with
It only took us thirty minutes to get everything loaded and geared
my watch implant showed it was 01:16.
up. At least with the full environmental body armor on we didn’t
Looking at group, I said, “Let’s go to the admin building and
have to breathe the ash anymore. The smell still filled my helmet. I
check on the security guys since they look to be only others here and
went to grab one of the old conventional assault rifles but the Colo-
see if we can contact anyone.” I really meant: contact Salt Lake City
nel ordered me to get an LGR-360 energy rifle and a full load of
and find out if my family was safe.
explosive grenades, and got really evasive when I asked him about
It was a short walk over to the admin building and by the looks
why I needed an energy rifle. We also took the time to clean out the
of it, the site had not taken much in the way of damage. I saw a few
armory and cafeteria pantry as we had no idea when we would get
broken windows, some walls with cracks in them, but nothing major.
to come back. I also grabbed all the first-aid kits on site, plus what
One of the members of the security team met us before we even got
little we had in the medical locker. It was just for minor injuries, so
to the door. The guy looked white as a ghost and scared as hell.
it was not much.
“I’m not sure what the hell is going on but every communication As we pulled out, I finally got a clear view to the North and my
channel is going nuts with disaster reports from around the world. jaw just dropped. It seemed to be some distance but I could see this
I even saw flash traffic about nuclear strikes in South America. It’s bright blue glow and what could only be giant, glowing lines coming
real end of the world stuff!” out of the ground. I saw the reports about these blue lines appearing
We all started asking questions at the same time and must have but it’s another thing to actually see them with my own eyes.
sounded like a pack of madmen. “Colonel, what the hell are those and how many are there?” I
“Quiet, everyone! I don’t know what the hell is going on either. I asked over the com system as he was in the back trying to establish
suggest we go to the security room where it will be easier to monitor contact with someone higher up in NEMA.
what is going on. Also, it’s reinforced just in case we get anymore of “I have no idea. Not many, just some to the North and South of
those earthquakes.” us but none where we are going.” came back his distracted reply.
Over the next hour we watched all the reports that we could pick I could hear him working on the communications computer, so it
up. Some of it was through official NEMA channels and other com- sounds like whatever message he got was encrypted.
mercial news sites. The world did seem to be ending. I saw reports of I was right, as just a few minutes later he said we had a message
earthquakes, tsunamis, storms, volcanoes erupting, tornadoes. It was that all NEMA and US Armed Forces were to go to full alert, we
even worse as it seems at least some nukes had been launched with were at DEFCON 1. What the hell? Even during the Cuban Missile
detonations around the world. The death toll was already expected to Crisis it had not gone that high. It really has hit the fan and what was
be in the hundreds of millions, with it only going to go up. left of the brass after the destruction of the Pentagon by a tsunami
The shock had become more of a numb feeling before I finally was expecting it to get even worse.
found some news on Salt Lake City. It had been hit hard by the earth- It was rough driving on the road as the quakes had caused a lot
quake, with a large number of fires around the city, plus large-scale of rockslides I had to drive around. It was normally a nice mountain

91
drive but now it was just an accident waiting to happen. I’m glad “I sent pictures of this to Cheyenne Mountain where the President
there were only four vehicles in our little convoy but it still took over is but have yet to hear anything back. I have contacted a few other
two hours to get to the city with all the snow and ash on the road. I commanders that I know well and they also had reports of creatures
could see the glow of fires out of control a good twenty minutes before showing up out of nowhere and attacking anything that moves. The
that. top brass has not responded to any of their reports either. I hate to say
As we hit the outskirts I saw the first police roadblock. They were it, but we may be on our own. I have the best training that NEMA
well armed, looking very determined to keep out trouble. A relieved had to offer, I even went to the US Army War College but they never
look came to them as we pulled up and they quickly let us through. It covered this.” Richardson said as he pointed at the thing on the table.
was creepy driving through the streets, with buildings collapsed, oth- Sergeant Brown broke the gloomy mood with more bad news.
ers on fire. I could see firefighters, with civilians helping, doing their “Colonel, I need you out here. We got a group of civies about to start
best to deal with the fires. The majority of people I saw though were a riot if they don’t get some answers, and some of them are armed.”
in obvious shock and had no idea what to do. I asked the Colonel if “Come on you two, let’s go out and protect the grateful mob.
we should stop but he insisted we head to the main Police Station to The neat trick will be figuring out what to tell them. Any chance
set up our command post. did either of you take a class in creative writing or BS speeches in
I thought the checkpoint was bad, the area in front of the station college?”
looked like it was ready for war and some of the people manning the “Sorry sir, I took basket weaving instead.” was my dry reply.
perimeter looked like they had been in combat. I started to ask what That got a laugh out of him and made him sound more like his
the hell had happened but the Colonel cut me short and said I would usual self. “Well, I guess we will work with what we got.”
find out inside. There must be at least over a hundred people on the perimeter,
The head of our base’s security detail, Staff Sargent Brown, and all they were missing was the torches and pitchforks. That would
walked up as I got out of the APC. be easier to deal with than the assortment of rifles and shotguns I
“Glad to see you guys are OK. I hope you brought us the gear we saw. At least it was old tech that our body armor could stop with no
needed.” problem.
I pointed towards the three cargo trucks. “Not sure it’s what you “QUIET!” The helmet’s built-in loudspeaker made sure they all
needed but we brought just about anything useful that was not nailed heard him. It worked as they all stopped yelling and turned towards
down.” him.
Colonel Richardson waved for me to follow him inside along “I know you are all very worried about what is going on. The
with the professor. “I have something to show you two that you will news is full of horrible events around the world and we have had our
not believe even after seeing it.” I started to remove my helmet but own share here.” An aftershock struck as if to punctuate the Colo-
then was quickly ordered to keep it on. I could see that Rob was giv- nel’s statement. “I can’t give you answers on everything that is go-
ing me a puzzled look even with his helmet on, but all I could do was ing on but you have my promise we will protect this city with every
shrug my shoulders back. resource we have. We will need some help from you. I want anyone
He led us to a room with two armed guards outside wearing gas with emergency services, medical, military or police experience to
masks. On the inside was the very first monster I ever saw. It was come forward as we are very shorthanded. The rest of you, please go
laying on what must have been the table from an interrogation room. home and take care of your neighborhoods. If you see any problems,
It had to be almost three meters tall with dark gray skin with some please let us know, so we can come and help you.”
sort of slime on it plus torn up wings growing out of its upper back. It It seemed to work as the crowd started dispersing a bit and some
looked extremely strong with some nasty claws that I quickly noticed looked to be coming forward to volunteer.
were drenched in blood and gore. From the chunks missing out of its I heard the Colonel’s voice come in over my com. “Well, how do
torso it looked like it took a lot of hits to kill it. I was glad that I had you rate my BS?”
my helmet on and sealed as just looking at it was enough to make one “Grade A boss, grade A.” was my response with a slight laugh.
queasy, and I sure didn’t want to smell it. I spent the next hour getting our people and the police equipped
We got a minute to take this in before the Colonel spoke. “This with the supplies we had brought with us. As the day progressed, it
thing was part of a group that attacked the city last night about an was actually getting darker as more ash and who knows what built
hour after the first quake hit. They killed a lot of people before the up in the atmosphere. The falling ash and snow combination damped
police, with some help from the NEMA personnel living in the city, the noise, creating an eerie silence. It was getting to people as they
were able to drive them away. The one on the table was the only one were getting startled by the smallest noises. I walked up behind a
we were able to kill. This is why I wanted all the weapons. We don’t police officer on guard duty who had fallen asleep on watch. The
know if its harmful, so we are following standard HAZMAT proto- bastard shot me in the head. Good thing it was an old 9mm pistol.
cols. I would have told you about this but did not want you thinking I was never so happy to have this advanced ceramic armor but still
I had gone mad and locking me up for my own good.” knocked him on his ass.
I nodded at the logic of that last comment. It was Rob who spoke Lunch was spent in our APC as that was sealed and gave me a
first. “I can’t argue with you on this as even seeing it with my own chance to take off my helmet to inspect it. A point-blank shot to my
eyes I’m still having a hard time believing it’s real. Is this some sort head and all I had was a smudge on the paint job.
of alien and does that mean what is going on to the world is part of As soon as I was done eating it was time for my first assignment.
some attack?” I will be taking two Pup Scouts and four Spider Probe drones to the
“It looks like some kind of demon to me or some other monster site of a apartment complex that had collapsed with orders to help out
straight out of hell.” the fire department personal. I was also bringing along three Combat
Rob turned towards me. “I didn’t take you for the fire and brim- Hounds for security.
stone type Sarge.” I had to hoof it but it was only eight blocks away. It was a three-
“Well, with the reports coming in from around the world it makes story building with twenty apartments on each story. The records
as much sense as an alien invasion.” It was Rob’s turn to just shrug said it was a sixty year old building. It was a mess. The first floor had
his shoulders. a partial collapse which caused the second floor to tip over. It looked

92
like the weight of the third floor could cause a complete collapse at fered major injuries. Wish these things would stay in whatever hell
any moment. they were coming from. If this keeps up I hate to see what it will do
I had no trouble finding Lt. Dalmas who was in charge of the for morale. I mean, how do you deal with having to fight monsters
scene. The guy sure looked like a firefighter, he even had the stan- that look like they came straight out of hell with it looking like the
dard issue mustache most of them wore. I tied the scout drones into world had become that?
his fire engine’s on-board computers and at his direction, sent them It got my answer to that last question much sooner than I expect-
into the first floor to look for survivors. They already got everyone ed. I was walking to get my next assignment and saw him just stand-
out of the upper floors but could not reach some places on the first ing by himself staring at the sky. He looked to be in his twenties. I’m
due to debris. guessing still just a rookie on the force. The look on his face spooked
The first six searches found nothing, but the next one found the me but before I could say anything he pulled his service pistol stuck
body of a women that been crushed by a support beam. It wasn’t till in his mouth and blew the back of his head off. I barely managed to
the last apartment that we found survivors. A closet had protected keep from filling my helmet with vomit, and still took a second to
two kids who must have hidden there during the quake. The firefight- keep from chocking on it. I’m knew this won’t be the last time I see
ers immediately started working on getting them out while I used the something like this.
Pup Scouts PA to keep the kids calm and let them know help was on The fact I could just walk away after seeing something like that
the way. They told me their parents were in bed. I sent a Spider Probe worried me. Even worse, it took me several minutes to realize it was
to check on them but found the bedroom empty but some blood on the same guy who shot me in the helmet. I hope that it worried me
the window frame. I got one of the Police Officers to start looking was a sign that I was not going insane yet. I just have to get through
for the parents. this madness so I can see my wife and daughter again. If Beth loses
It took over ninety minutes of painfully slow work to reach them. her dad it won’t be by his own hands.
It was a nice feeling to see the kids being pulled out safe and sound. The next assignment was to provide security at the local high
It made me hope my family was OK as I was still unable to get school. It was being used as a shelter since it had backup power. It
through. also had facilities to feed a lot of people. The Colonel wanted more
At least I had good news for these kids. Their parents were pulled people there as they were expecting a large crowd for tonight’s din-
out earlier by some bystanders and had been transported to the hos- ner. I just hoped we don’t get any extra dinner guests.
pital. It was nice to see someone smile again after I gave them the
They gave me a squad of six police officers with NEMA gear and
news. I got them a ride with the police, and I headed back to the sta-
ten Combat Hound drones. The main entrance was the only one I had
tion for my next job.
to worry about securing. The others could be locked, so no one could
The temperature seemed to be dropping even lower than it was
come in through them.
this morning. Also seemed to be more ash falling. It sure was a mis-
erable day. It was afternoon but darker than the middle of the night. I had a plan by the time we arrived. The drones would walk the
At least it was keeping most people inside, out of trouble. A few perimerer, while I and the police officers secured the cafeteria. I had
more days of this ash and the hospital is going to be full of patients two on each entrance to the cafeteria and two more for the kitchen
sick from respiratory problems. entrance. I would walk the cafeteria itself to make sure things stayed
I was two blocks from the station when the monsters struck again. calm.
The first sign of trouble was the sight of a large hole being blown It was still an hour before they were supposed to start serving
out of a building by a missed shot from an energy weapon. “Dam food but already plenty of people were here. Some of them visiting
it! I told the idiots to watch their shots as these weapons were more with each other and a few just shy of a mental breakdown. I made a
powerful then what they were used to!” note to keep an eye on them. It was surprising how many waved or
I immediately double-timed it. “Colonel Richardson, looks like smiled at me as I walked around. I guess when the world is going to
we got trouble. I will be there in a minute.” I unslung my rifle, mak- hell, the sight of someone in full combat gear can be comforting. At
ing sure the safety was off. I put the Combat Hounds into attack least they were not asking a thousand and one questions that I had
mode with them assuming a triangle formation in front of me. no answer to.
It was a good thing too as one of them came charging straight All was normal till the building shook from thunder. The weird
out of the darkness at me a few seconds later. I did not even have a thing was it was a bright purple flash that lit up the windows. I told
chance to raise my rifle before it was hit in the chest by three plasma the guys to hold their positions while I went to take a better look. I
blasts. It hit the ground with a satisfying thud as smoke rose from the got outside just in time for another bright flash and loud boom. The
large, gaping hole in it’s chest. I was impressed each of the drones bottom of the ash cloud was being lit by purple lighting for as far as
had scored a perfect bullseye. The sound of increasing fire told me it I could see. It was actually beautiful to see the arcs of light reflect off
was time to get moving. the clouds. They didn’t seem to be hitting anything, so after a minute
A block away I saw what looked like eight of the creatures attack- of enjoying the view I went back to my patrol and told the others it
ing the checkpoint into the police station. They were doing a good was just a storm.
job laying down fire but there was already two bodies on the ground The mood of the crowd during dinner made every funeral recep-
that I could see. The radio was pure chaos as calls for help were tion I’ve been to look like Mardi Gras in comparison. I could see that
mixed with screams from those losing it. a lot of them were already suffering from PTSD, and many more
I got behind a car, brought my rifle up while ordering the drones had just plain given up hope by the looks on their faces. I had no
to attack at will. I aimed at the head of the nearest and took my first idea what to do about morale other than some bad standup comedy
shot, but at the last second its wing got in the way and only blew a that would be more likely to start a riot. You bomb at one open mike
hole through it. The look it gave me did show that I had got its atten- night and your frat-mates never let you forgot it.
tion. A shot from the grenade launcher put an end to its bad mood. I did come up with one idea and went looking for the cook in
The drones, with the help of reinforcements, put a quick end to charge. The good news was he said they were planning a Christmas
the attack. I put down one more with a head shot that didn’t miss this party at the school, so they had enough pies in the freezer to give
time. We still had five dead and twelve injured with three having suf- everyone a treat. It wasn’t a miracle but I did see some smiles when
93
they started putting the pies out. As it was staying calm, I was able to was coming down hard and heavy again. Even with the headlights on
rotate the security detail, so everyone was able to get a hot meal. At I could only see about 9 meters in front of the parked APC.
least the rest of the night went well and I was able to get some sleep With a sigh I sat down in the driver’s seat and pulled out my
with some medication from the medic. smartphone. With a few quick taps of my finger I pulled up pictures
of my wife and daughter. I was supposed to be spending Christmas
December 23rd, 2098 Eve with them, not stuck here. I even managed to get my little angel
that hot new doll with the advanced artificial intelligence. It walked,
I would like to say I woke up bright and early but that was only it talked and cost me a month’s pay. My wife said I spoiled her but
half true. The ash had taken a break from falling but the dark storm she was the only daughter we had or would have. The delivery had
clouds still kept it very gloomy. The aches in my body were more gone bad so my wife was unable to have anymore kids. If I wanted to
then a simple cup of coffee could cure. spoil her a bit that was my prerogative.
A quick check of the updates from NEMA showed that most of I was so lost in thought that I did not even hear the Colonel enter
the world was doing even worse than us. There were large chunks the APC, not until he put his hand on my shoulder. “Don’t worry
they could not even get solid data on. Also, those freakish blue lines Staff Sergeant, I’m sure they are OK. With luck, things will calm
that appeared all over seemed to be causing all sorts of problems, down soon and you will be able to go see them in a few days.”
from EM interference to claims they were tearing holes in time and The Colonel went back to get the latest reports from what was
space. Everything has gone insane when official reports start looking left of the NEMA command structure. The sound of a deep sigh that
more like science fiction. arose from him a few minutes later got my attention. He said all
I was really starting to get worried about the lack of news on Salt contact had been lost with Cheyenne Mountain. A lot of units in the
Lake City. It wasn’t that far from us but we were getting very little Midwest were no longer reporting in anymore. There was talk of
information on what was going on there. I hope things calmed down some units on the East Coast under the command of General Sawyer
soon, so I could go to my family. that were still operational but that was a long ways away.
The first job of the day was to take a truck back to our base. The The Colonel just slumped on his chair. “I hate to say it but looks
Colonel thought we might be able to move the mini-nuclear reactor like we may be on our own. I have repeatedly asked for help but have
into town and at least partially restore power. It should work and was gotten no answer from anyone on when that might happen. I talked to
designed to be portable, so it should not be too hard to move. General Wilson of the Utah National Guard in Salt Lake City and he
The drive up to the base turned out to be even worse than the last just keeps telling me to secure this location and await further orders.”
trip. The truck was able to get around the landslides, plus the cracks He turned towards me with a sad look on his face. “I will be hon-
in the road from the earthquakes, but it sure was annoying. While est that what I said earlier about your family was more based on hope
they loaded the reactor, I made one more sweep for any useful sup- than fact. I really don’t know what is going on down there but the
plies but we had gotten everything the first time. I took one last sad General seems to be keeping details of the situation from me. There
look at my car before we headed back to town. are even rumors on what is left of the net of some sort of sickness
After dropping the reactor off with the engineers, I went out on spreading through the city. I have no idea what is true but that is what
patrol. It was like the day before with everyone staying inside out of I really know.”
the weather and ash. It was afternoon and I still had to use my helmet After a minute, he pulled himself back fully up in his chair and
lights to see any distance. I was really starting to miss daylight. I had I could see some of that spark of his old self return. “We are sup-
a sick feeling it was going to be some time before my next bright and posed to stay put but if you want, I will give you orders to carry a
sunny day. report to General Wilson under the pretense that we are having radio
At least the rest of the day was nice and quiet. I pulled guard problems. With the EM interference that is not too far from the truth,
duty at the high school again for the dinner crowd. It went just like so go see how your family is doing. I think we can survive a day or
last night minus the purple lightning storm. I was even able to snag two without you. I will give you permission to take one of the squad
myself a piece of pecan pie, my favorite. cars since itchy trigger fingers are less likely to take a shot at a police
They say it’s quietest before the storm, but why the hell do they car.”
have to be right so often? I was in the APC working on a report of “Thank you sir. I will grab my family and bring them back here. I
the last few days’ events when another quake struck. It seemed to be will also try to get you some solid answers on what is really going on
no big deal so I went back to work. A minute later, a much stronger down there.” I got my gear together plus my report for the General
quake hit and shook the whole vehicle for at least a minute. I just got and stepped out in what had to be 30cm of ash/snow mix. I’m glad
back yet again to my report when what had to be the largest noise I the house we were renting was a new one as many older buildings are
ever heard came from the North. It was so loud that I put my helmet going to start collapsing under all this crap.
back on in a hurry to rush outside to see if someone had dropped a It didn’t take long to secure the squad car and get on the way. It
nuke nearby. wasn’t far but with the low visibility, it was going to take way longer
I saw no sign of a mushroom cloud but with this ash, it wasn’t than normal to get there. The car’s thermal imager for the windshield
like I could see far anyway. I kept hearing explosions from the North was of no real use under these conditions.
and all these new quakes seemed to be coming from that direction. It It took me over two hours to get to Ogden, the next major town
wasn’t till morning that we found out that the Yellowstone Volcano to the South. The orders came in handy as I was just waved through
had erupted with its full fury, like we didn’t already have enough ash. a checkpoint and sent on my way. It was that way with all the small
With a heavy sigh I went back into the APC, finished my report towns I hit. The one exception being Layton, since I did not see any
and got some sleep. signs of life as I went through it. The place gave me the creeps, so I
did not even think about stopping to see what was going on.
December 24th, 2098 It took four hours to cover just a little over eighty kilometers but
I finally hit the outer edge of the urban sprawl around SLC about the
I woke up from a deep, medicated induced sleep to see the sun same time I hit a well guarded checkpoint. It even had two Chro-
would not be making an appearance at all this morning. The ash-fall mium Guardsmen assigned to it. I showed them my orders and was

94
given directions to the Wallace F. Bennett Federal Building where started to ask more about the illness when a Captain of the National
the main HQ was. The funny thing is they were very adamant I was Guard walked in looking for me. “Staff Sergeant Rider, we replied to
to go straight there and not wander around the city. I tried to find out your commander by radio and for the time being, you are ordered to
why but just got an angry glare with an order to get moving. What- stay in Salt Lake City.” Nelly was right about that at least.
ever was going on had them under a lot of stress. “My family is in the city, can I go visit them, sir?”
The drive through the city showed it was under lockdown. I saw “Sure, don’t see any problem with that, just don’t try to leave and
armed police and troops everywhere. I wondered if they had monster give me the address before you go.”
attacks too. I hit six roadblocks on my way to the HQ, and had to I think he was surprised to see a smile on my face but I was finally
show my orders every time before being allowed to move on. They getting to see my wife and daughter. I don’t care what else was going
looked ready to start shooting if I did anything they did not like the on, that was more than enough to make my day a lot better. I gave
look of. I was worried that I did not see a single civilian on the way him the info he wanted, said my goodbyes to Nelly and got out of
in, but maybe they all had been ordered to stay inside. there as fast as I could.
This Federal building was a nice open design with lots of win- On getting into the car, I punched my address into the GPS with-
dows; it even has some nice artwork in front of the building. I found out even thinking about it, so the error code caught me by surprise. I
it in the past to be one of the more nicer looking government build- was only getting a signal from one satellite. “Damn!” Well, I guess
ings. The heavily armed troops around it today sure weren’t help- I would have to figure out my own route. At least it wasn’t very far
ing the aesthetics any. I even saw two companies of Mastiff Robots to my place and it was easy to find. Out of curiosity, I hit scan on the
guarding the place. radio, but the only thing on was notices from the Emergency Broad-
I was given instructions on where to park and even clearer in- cast System telling people to stay inside plus other messages on what
structions to leave my weapons in the car. I wasn’t happy about that to do in various situations. I noticed nothing yet on monster attacks.
but this was not my unit, so I followed orders I most no matter how
It’s a very strange and creepy feeling to drive through a major city
stupid.
with almost no traffic at all. They did have snow plows out trying to
It was a quick walk back to the building. The General was sup-
keep the major roads clear. Saw a large number of checkpoints, also
posed to be in a conference room on the third floor. The place was
a few places that looked like they had saw riots. I was relived to see
awfully busy with most people being in uniforms. Seeing a line for
the lights on at my house when I pulled up.
the elevator, I took the stairs.
I actually just sat there in the car for a few minutes. What the
After wandering around for a little bit on the 3rd floor, I finally
hell? I was nervous about what to say or do. “Hey Honey, how is the
found the office I was supposed to report to. I also saw why I had to
apocalypse? Is dinner ready?”
leave my weapons in the car. The place had been shot up by a guard
two days ago after having a nervous breakdown according to some- I got out of the car and walked up to the door. I decided to ring the
one I asked in the hallway. bell even though it was my house as I did not want to spook them by
The General’s adjutant accepted my report and gave me direc- just barging in. It seemed to take forever but a few seconds later, the
tions to yet another room to wait in for my new orders. I hoped they door opened and Juliet just stood there staring at me. Of course what,
had some coffee in the waiting room as I really needed a caffeine an idiot, I still had my helmet on. I pulled it off and wrapped her up
boost. in the tightest hug I had ever given in my life.
On the bright side I saw a friendly face in the waiting room. It was “Jon, I thought I would never see you again.” she said in between
nice to see Staff Sargent Grayson or Nelly as she insisted her friends sobs as she returned my embrace.
call her. She was a tall, attractive women with roots going back to I could have stayed like that for hours, but feeling Juliet shiver-
Germany from what I remember. I was on her SAR team in Miami ing, I moved us into the house and closed the door. I immediately
after Hurricane Tom. started looking around for Beth. “Don’t worry, she is taking a nap.
She walked over to greet me with her usual warm smile. “I had no The poor girl has been worried sick about her dad, she has hardly
idea you were in Utah. I’m sure glad to see you are OK.” We walked slept at all the last few days. It’s been a few hours, so why don’t you
over to some empty chairs in the corner after grabbing a cup of cof- go wake her up and I will fix something for us to eat. I say we deserve
fee. “Its nice to see you too. I had a few close calls in the last few a little celebration for us all being together at last.”
days but otherwise, still in one piece.” With a light knock, I opened up her door, she gave me a sleepy
I filled her in on my transfer to the test site and what my last few look before jumping out of bed. “Daddy!” she screamed, while leap-
days had been like, but not sure that she would not look at me like ing into my arms. I held Beth tightly to my chest as she sobbed on
I was crazy if I mentioned the monsters. Nelly said she had been on my shoulder. The poor dear must have just been a knot of pent-up
the way to Las Vegas for a NEMA conference on Search and Rescue emotions. I just stood there holding her till Juliet called us into the
when the plane had diverted to SLC. The last few days had been dining room.
helping the locals run the rescue operations. I must have had a surprised look on my face when I walked into
Sitting my empty cup on the table next to me before staring at the dinning room. “I know it’s a lot of food but I really want to
the ceiling. “As soon as I’m done here, going to grab my family and celebrate.” Juliet said as she finished getting the plates out. It was a
head back to my unit.” She gave me a puzzled look before replying. full holiday dinner with all the fixings. Of course, the new food pre-
“Weren’t you told the General has placed the city on lockdown due serving system they came up with for the Mars missions sure made
to some strange illness that has appeared? There has been bizarre cooking a lot easier. It stays fresh for years, heats up fast enough to
bursts of radiation around the city, hundreds are sick, with some al- make my grandparents’ microwave look slow and still tastes great.
ready dead and it seems to be only getting worse. We had riots but They had a bunch of this type of food at the school so there should
the General declared Martial Law with everyone ordered to stay in- be no problem feeding them for a few months.
side unless they had good reason to be outside. I doubt you will be As I had enough with being serious, I kept the dinner conversa-
allowed to leave the city.” tion full of dumb jokes and funny stories from my childhood. I didn’t
I could only stare at her in shock for at least a minute. Well at know about them but I was in need of a good laugh more then a talk
least now I knew why so little news was coming out about the city. I about the future. With a sigh of content, I put my fork down and just
95
enjoyed this moment we had together. I was sure it would not last had taken refuge here, but this is also where the monsters had found
too long. them, turning the sanctuary into a killing ground.
As if summoned by my gloomy thoughts the doorbell rang. I saw I was so distracted staring at the carnage that the first clue of trou-
through the security monitor that it was Nelly and she looked rather ble was a black blur slamming into me, the force of the blow sent me
disturbed. She started talking as soon as I opened the door. sailing in the air over my car and into the front window of the shop
“Sorry to bother you at home but it has gotten really messy in the across the street. By the time I crawled out of the window display,
outer parts of the city. We got riots breaking out over people scared there was already three of them between me and the car and two
about that disease I told you about. They want all the sick people more of them pounding on the car.
taken out of the city before they can infect anyone else. We have no I linked into the car radio. “Get out of here. Get to Brigham and
idea how they will manage to coordinate this but it has the General tell them I think I found the nest of those monsters.” She didn’t ques-
worried, and he is reinforcing all the checkpoints in the riot area. I’m tion me or hesitate but just floored the accelerator. I have never been
on my way to one now but just wanted to let you know what was go- more proud of her.
ing on since you’re close to one of the disturbances.” I barely got a As she pulled out of the reach of the two pounding on the car, I
thanks out before she was running back to the APC, which took off opened fire to get their full attention. A quick burst in the face of the
as soon as she was back in. one that I think had given me the flying lesson and I started running
As I started to go back in, an explosion sounded in the distance. I down the street in the opposite direction my wife was heading.
rushed back in, putting on my helmet so I could hear what was going A block down, I stopped and fired off a grenade before heading
on. What the hell? The Federal Building is under attack by some of down an alley. I was halfway down the block before one slammed
the National Guard troops. me in the back from behind. I must have been some sight bouncing
I don’t know if this some sort of breakdown over the decision on off the dumpster like that.
how to handle the sick people or some other problem but I’m sure I rolled over, wincing from the impact, firing the last few shots
as hell not keeping my family around to find out. I told Juliet to grab from the E-Clip into its stomach as it stood over me. I resumed run-
anything important that could fit in the car. I’m going to take them to ning down the alley, trying to get some distance while loading a new
Brigham like I planned and worry about anything else later. E-Clip. Damn! One was waiting for me at the end of the alley.
I wrapped a wet towel around Beth’s head as I took her out to It got the first strike, tearing open the right side of my armor with
the car, sticking her in the back seat. The poor thing was shaking in its claws. I dropped the E-Clip in pain but I was able to slam the rifle
fear the whole way. On the last trip I grabbed her favorite teddy-bear butt into its face for a quick distraction before flipping it around to
and stuck it next to her, and should have grabbed one for myself as I fire a grenade point-blank into its chest.
could use a little extra moral support. The blast blew me onto my ass, with several pieces of shrapnel
I pulled up the map in the car and started looking for an area tearing through my arms and legs. At least I killed the thing. By my
where I might be able to slip out of the city. All the major roads were count, there should be at least two more of them plus who knows
covered but there had to some open places as this was a large city. It how many more lurking around the town.
looked like I would have to go through roadblocks to get to any of I loaded a new E-Clip while heading for the next alley. The last
those area. Say what you want about the General but he sure knew two had learned from the others by both dropping from the sky on
how to close down a city. me. The impact drove me to the ground, knocking my rifle out of my
I was able to use the com traffic to get an idea where most of the hands. In desperation, I pulled my Vibro-Knife, thrusting it into the
forces were for a few minutes till they changed the access codes on lower jaw of the one in front of me, taking it out of the fight.
me. I did get one piece of good news before I was locked out. A The other slashed my armor wide open from behind, sending a
guard unit assigned to a sub-division just north of me had joined the wave of pure agony through me. I pulled the knife out, swinging my
attack on the HQ and gave me an opening. arm to the rear hoping I would hit something important. With a grunt,
I pulled out with no lights on, heading that way on the side streets. I heard it hit the ground behind me. The knife was imbedded in its
I took my time doing everything I could to make sure I drew neither right leg where it seemed to have arteries too.
side’s attention. The car still took a few hits from small arms fire, With a sigh, I picked up my rifle and walked over to the nearest
no idea from whom. At least Juliet was keeping Beth calm in the wall, leaning against it before sliding to the ground. My helmet is
back. They even eventually stopped jumping every time they heard fogging up. Taking it off, I look up into the dark clouds as ash has
weapons fire. started falling again. The purple lightning is back again and I must
I passed easily through the abandoned checkpoint, finally slipping have just sat there for hours watching it.
out of the city about an hour later. I stuck to small roads, getting into Is this how my life ends, in some alley bleeding out through the
Layton a little after midnight. tears in my armor? A growing light at the entrance of the alley gets
me to turn my head away from the sky. What was I supposed to do
December 25th, 2098 about the light? I can’t remember if it was go towards the light or
stay away. As the darkness claims my sight, I figure it doesn’t really
Driving through a ghost town was not my idea on how to spend matter anyway.
Christmas Eve. This time I found a building with lights on; some sort
of civic center by the looks of it. I parked the car and got ready to get
out. “I need to check this out as we need a place to rest for the night.
Juliet, I need you in the front seat in case this goes bad. I will give
you my pistol if you promise not to shoot me.” That got a tired smile.
“No promises, you did leave your socks on the floor again when you
left for work.”
I closed the door with her in the driver’s seat and walked up to
the front doors. I opened the door to one of the circles of hell, just
not sure which one. It looked like a large amount of the population

96
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