LAND OF A THOUSAND ISLANDS
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1 Savage Rifts®: Land of a Thousand Islands Playtest, Advice, and Special Thanks: Beacon, Clint Black, James Bridges, Jeremy Colantonio, Michael Dann, Jim Gagnon, Michael Husband, Jesse Merriett, Mel Primus, Jeff Rahn, Rob "Ndreare" Towell, Patrick Young, the savagerifts.com community, and the illustrious playtesters of the official Pinnacle feedback forums. Writing & Design: Sean Owen Roberson, Aaron Burkett, PK Levine, Johnny Roccia, John Stevens, & Ross Watson Cover Illustration: Bad Moon Studio Interior Illustrations: Bad Moon Studio, Alberto Bontempi, Davide Corsi, Allen Geneta, Falk Haensel, Peter Johnston, Anh Le, Chris Malidore, Vincenzo Sirianni, Unique Soparie, Dimitar Spasov, Don Tantiado Graphic Design, Editing, and Layout: Aaron Acevedo, Matthew Clements, Karl Keesler, Simon Lucas, Sean Owen Roberson, Alida Saxon, Thomas Shook Art Direction: Aaron Acevedo, Alida Saxon, Sean Owen Roberson Line Manager: Sean Owen Roberson Marketing and Logistics: Jodi Black, Chris Landauer, & Christine Lapp Production: Simon Lucas, Jessica Rogers, & Donald Schepis Rifts® Created By: Kevin Siembieda of Palladium Books® Savage Worlds Created By: Shane Lacy Hensley Savage Worlds is © 2023 and TM Pinnacle Entertainment Group. All Rights Reserved. © 2023 Palladium Books Inc. All rights reserved, worldwide. Rifts® and Megaverse® are Registered Trademarks of Palladium Books, Inc. All character names and likenesses are copyright and trademarks owned by Palladium Books, Inc. and used under license. WWW.PEGINC.COM ADVENTUR E EDITION S A V A G E W O R L D S
2 CONTENTS Character Options . . . . . . . . . . 5 Introduction . . . . . . . . . . . . . . . . . . . . . . . . 5 Iconic Frameworks . . . . . . . . . . . . . . . . . . . 6 New Races . . . . . . . . . . . . . . . . . . . . . . . . . 36 New Languages . . . . . . . . . . . . . . . . . . . . . 47 New Edges . . . . . . . . . . . . . . . . . . . . . . . . . 47 Gear . . . . . . . . . . . . . . . . . 58 Gear Availability . . . . . . . . . . . . . . . . . . . 58 Adventuring Gear . . . . . . . . . . . . . . . . . . 58 Cibola “Drugs” . . . . . . . . . . . . . . . . . . . . . 58 Powered Armor . . . . . . . . . . . . . . . . . . . . . 61 Colombian Weapons . . . . . . . . . . . . . . . . 64 Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 Robot Vehicles . . . . . . . . . . . . . . . . . . . . . . 67 Game Master’s Handbook . . . . . . 68 Religion in Rifts . . . . . . . . . . . . . . . . . . . . 68 Land of a Thousand Islands Hero's Journey . . . . . . . . . . . . . . . . . . . 69 New Powers . . . . . . . . . . . . . . . . . . . . . . . 74 The Northern Isles . . . . . . . . . . 77 The Amazon River Basin . . . . . . . . . . . . . . 77 The Vampire Kingdom of Hactla . . . . . . 78 Unique Approaches . . . . . . . . . . . . . . . . . 78 The Pyramid City . . . . . . . . . . . . . . . . . . . 79 The War for Conquest . . . . . . . . . . . . . . . 79 Forces of Haktla . . . . . . . . . . . . . . . . . . . . 80 The Republic of Colombia . . . . . . . . . . . 83 Foreign Relations of Colombia . . . . . . . . 90 The Tomorrow Legion in Colombia . . . 92 Forces of Colombia . . . . . . . . . . . . . . . . . 92 The Kingdom of Bahia . . . . . . . . . . . . . . . 93 Life in Bahia . . . . . . . . . . . . . . . . . . . . . . . 93 Foreign Relations of Bahia . . . . . . . . . . . 95 The Tomorrow Legion in Bahia . . . . . . . 96 Forces of Bahia . . . . . . . . . . . . . . . . . . . . . 96 The Kingdom of Lagarto . . . . . . . . . . . . . 98 Life in Lagarto . . . . . . . . . . . . . . . . . . . . . 99 Locations . . . . . . . . . . . . . . . . . . . . . . . . . 100 Foreign Relations of Lagarto . . . . . . . . . 101 The Tomorrow Legion in Lagarto . . . . 102 Forces of Lagarto . . . . . . . . . . . . . . . . . . 102 The Pirate Kingdoms . . . . . . . . . . . . . . . 104 Life in The Pirate Kingdoms . . . . . . . . . 104 Unique Kingdoms . . . . . . . . . . . . . . . . . 104 Pirate Kingdom Generator Tables . . . . 105 Denizens of The Pirate Kingdoms . . . . . 107 Savage Tale: Bat Country . . . . . . . . . . . 108 Savage Tale: Fire Island . . . . . . . . . . . . . . 111 Underwater Ley Line Storms . . . . . . . . 113 Islands of Mystery . . . . . . . . . 115 Maga Island . . . . . . . . . . . . . . . . . . . . . . 115 Life in Maga Island . . . . . . . . . . . . . . . . 116 Foreign Relations of Maga Island . . . . 118 The Tomorrow Legion in Maga Island. 120 Manoa . . . . . . . . . . . . . . . . . . . . . . . . . . . 120 Background . . . . . . . . . . . . . . . . . . . . . . . 120 Life in Manoa . . . . . . . . . . . . . . . . . . . . . . 121 Locations . . . . . . . . . . . . . . . . . . . . . . . . . 123 Foreign Relations of Manoa . . . . . . . . . 124 The Tomorrow Legion in Manoa . . . . . 125 Denizens of Manoa . . . . . . . . . . . . . . . . 126 Savage Tale: Something Borrowed . . . 128 Love, True Love . . . . . . . . . . . . . . . . . . . 128 Trouble Brewing . . . . . . . . . . . . . . . . . . . 129 Wedding Bells . . . . . . . . . . . . . . . . . . . . . 130 Cibola, the Gilded City . . . . . . . . . . . . . 130 Life in Cibola . . . . . . . . . . . . . . . . . . . . . . 132 Foreign Relations of Cibola . . . . . . . . . 135 The Tomorrow Legion in Cibola . . . . . 136 Denizens of Cibola . . . . . . . . . . . . . . . . . . 137 Omagua City of Jaguars . . . . . . . . . . . . 140 Diplomacy in One Hand, War in the Other . . . . . . . . . . . . . . . . . . . . . . . 142 Life in Omagua . . . . . . . . . . . . . . . . . . . . 143 Foreign Relations of Omagua . . . . . . . . 146 The Tomorrow Legion in Omagua . . . . 147 Denizens of Omagua . . . . . . . . . . . . . . . . 147
3 Silver River Republics . . . . . . . 149 Travel . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149 Cordoba . . . . . . . . . . . . . . . . . . . . . . . . . . 149 Life in Cordoba . . . . . . . . . . . . . . . . . . . . 150 Cordoba City . . . . . . . . . . . . . . . . . . . . . . 151 Cordoba Foreign Relations . . . . . . . . . . . 151 Santiago . . . . . . . . . . . . . . . . . . . . . . . . . . 153 Life in Santiago . . . . . . . . . . . . . . . . . . . . 153 Santiago Foreign Relations . . . . . . . . . . 154 San Luis and Italo Industries . . . . . . . . 155 The Achilles Republic . . . . . . . . . . . . . . 155 Life in Achilles . . . . . . . . . . . . . . . . . . . . 156 Achilles Foreign Relations............ 157 New Babylon . . . . . . . . . . . . . . . . . . . . . 158 Life in New Babylon . . . . . . . . . . . . . . . 158 New Babylon Foreign Relations . . . . . 159 Psyscape . . . . . . . . . . . . . . . . . . . . . . . . . 160 The Southern Federation . . . . . . . . . . . . . 161 The Triumvirate . . . . . . . . . . . . . . . . . . . . 161 Southern Federation Custom Gear Table162 Southern Federation Foreign Relations 163 Larhold Barbarians . . . . . . . . . . . . . . . . 163 Larhold Foreign Relations . . . . . . . . . . 165 The Tomorrow Legion in the SRR . . . . 165 Savage Tale: From Patagonia with Love166 Denizens of Cordoba and Santiago . . . 168 Denizens of Achilles . . . . . . . . . . . . . . . 169 Denizens of New Babylon . . . . . . . . . . 169 Denizens of the Southern Federation . 170 Forces of the Larhold Barbarians . . . . . 170 Western Spine . . . . . . . . . . . . 173 Empire of the Sun................... 173 The Free Cities . . . . . . . . . . . . . . . . . . . . 176 Armed Forces . . . . . . . . . . . . . . . . . . . . . 176 Locations . . . . . . . . . . . . . . . . . . . . . . . . . 176 Empire of the Sun Foreign Relations . 178 New Peru . . . . . . . . . . . . . . . . . . . . . . . . . 179 New Peru Foreign Relations . . . . . . . . . 179 Savage Tale: An Alarming Alliance . . . . 181 Empire of the Sun Denizens . . . . . . . . . 183 Empire of the Sun Custom Gear Table . 187 Arkhon Freehold . . . . . . . . . . . . . . . . . . 188 Life in the Arkhon Freehold . . . . . . . . . 190 Arkhon Custom Gear Table . . . . . . . . . 192 Forces of the Arkhon Freehold . . . . . . . 196 Denizens of the Arkhon Freehold . . . . 196 Megaversal Legion . . . . . . . . . . 201 A Mountain Home . . . . . . . . . . . . . . . . . 202 The Mutiny . . . . . . . . . . . . . . . . . . . . . . . 202 Megaversal Armed Forces . . . . . . . . . . 204 Peace City . . . . . . . . . . . . . . . . . . . . . . . . 204 Savage City . . . . . . . . . . . . . . . . . . . . . . . 205 Foreign Relations of the Legion . . . . . . 205 Savage Tale: Threat Recognition . . . . . . 207 The Setup . . . . . . . . . . . . . . . . . . . . . . . . . . 207 Weigh Anchor . . . . . . . . . . . . . . . . . . . . . . 207 Outta Gas . . . . . . . . . . . . . . . . . . . . . . . . . 208 Fish In a Barrel . . . . . . . . . . . . . . . . . . . . 209 Aftermath . . . . . . . . . . . . . . . . . . . . . . . . 209 Megaversal Legion Denizens . . . . . . . . 210 Rogue’s Gallery . . . . . . . . . . . . . . . . . . . 210 Typical Denizens . . . . . . . . . . . . . . . . . . 210 Megaversal Legion Custom Gear Table 211 The Two Legions Point Campaign . . 215 The Art of the Possible............... 217 Getting Started . . . . . . . . . . . . . . . . . . . . . 217 ¡Fiesta! . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217 En La Guarida Del León . . . . . . . . . . . . 220 Magos, Espadas, y Rosas . . . . . . . . . . . 225 La Ley de Plomo . . . . . . . . . . . . . . . . . . . . 231 ¡Vamos! . . . . . . . . . . . . . . . . . . . . . . . . . . 233 El Futuro es Hoy . . . . . . . . . . . . . . . . . . 235 Bestiary . . . . . . . . . . . . . . . 236 Mercenaries & Specialists . . . . . . . . . . . 236 Monsters & Creatures . . . . . . . . . . . . . . 243
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5 SOURCE BOOKS Rifts® South America: Land of a Thousand Islands covers the factions linked to the historical legends of Cibola, the Nazca, the Inca, and more. Rifts® fans will find be excited to find out this book advances many of the plotlines already in motion in this region—advancing them seven years to bring it all up to 109 PA after the fall of Tolkeen. Of course, you will want to check out the Palladium Books® supplements which were the foundation for this addition to the lore of the Megaverse®. The list of primarily referenced books includes: Rifts® Ultimate Edition, Rifts® Aftermath, Rifts® World Book 6: South America, Rifts® World Book 9: South America 2, Rifts® World Book 7: Underseas, and Rifts® World Book 32: Lemuria. CHAPTER ONE CHARACTER OPTIONS T he Land of a Thousand Islands is the name locals use for the continent of South America that was battered, reshaped, and partially submerged by the Great Cataclysm over three centuries ago. INTRODUCTION Even before the Coming of the Rifts, South America was famous for its almost mythical past—a past shrouded in a mix of history and legend with the only clues to the truth buried underneath thick jungles hidden deep within unexplored reaches of the Amazon or carved into rock with inexplicable tools. Now, in the year 109 Post Apocalyptic, this beautiful, broken land is beset by war, invasion, and destruction. The scheming Lagarto lizardfolk reach their claws toward their peaceful neighbors to the north. Cordoba’s surprise invasion of Santiago has dragged five nations into an all-out war. The brazen vampire kingdom of Haktla casts a shadow of doom over the Republic of Colombia. And the invading Arkhon aliens could spell the end of all free life on the continent—or even Earth itself.
6 ICONIC FRAMEWORKS This chapter presents new Iconic Frameworks, new MARS packages, and new Races for starting characters to choose from. Existing characters have new Edges to acquire as they explore the Land of a Thousand Islands. Amazon Huntress The original Amazons were indigenous warriors transformed by Atlantean alchemy and the intervention of their tribe’s divine guardians. Due to their unique nature, all Amazons are female and their offspring are usually female Amazons. Male children are uncommon and always the same race as the father. While largely distrustful of males, Amazons are courageous, sincerely devoted to their friends and family, and denounce lies, cowardice, cruelty, and betrayal above all else. In turn, they celebrate physical excellence, martial skill, intelligence, and bravery. T h o u g h m o s t Amazons dwell in and protect Manoa, some cannot deny the call of the wild and do what they do best: hunt. Ranging across the Land of a Thousand Islands, the fearsome Huntresses stalk their foes, ancient and modern, relentlessly, waiting for their prey to make a fatal mistake. When they do, the Huntress catches them with death in her hands. HERO’S JOURNEY (TWO ROLLS) Amazons make two rolls on any Hero’s Journey table except Cybernetics. BLESSED GUARDIANS In addition to being physically formidable, Amazons have a special connection to their tribal spirits which grants them potent arcane powers. Every Amazon is gifted with either magic or psionics, choose one: Magic: Gain the Arcane Background (Magic), Master of Magic, and Power Points Edges, plus two die types in Spellcasting. The Amazon gains +10 PPE from the Power Points Edge instead of the usual +5, and thus starts with 20 PPE. Choose three powers from the Ley Line Walker list. Psionics: Start with the Arcane Background (Psionics), Major Psionic, and Master Psionic Edges, two die types in Psionics, and 20 ISP. Choose three powers from the Mind Melter list. Despite not using miracles, Amazons may take the Holy Warrior Edge (paying with ISP if psionic) as well as the Champion Edge. THE SACRED HUNT For a long while, even after Manoa returned to Earth, the Amazons stayed within to defend their home. This kept Manoa well protected, but the Amazonian guardian spirits dwindled. As more warrior women journeyed forth and relished in the thrill of the hunt, they reconnected with their neglected guardian spirits, eventually resurrecting a long lost rite. In the ancient past, the tribe performed an initiation ritual honoring their prey while endowing triumphant warriors with power, via a heady cocktail of poisonous plants and the fallen quarry’s heartsblood.
7 Now the combination of Clan Skellian’s alchemy and the Amazon’s revived fidelity allows the Huntress to gain new power with every worthy foe defeated. With the red harvest of a worthy foe and enough toxins to kill a Pogtalian Dragon Slayer, the Huntress becomes a better spear against all of Manoa’s enemies. Every time the Amazon slays a Wild Card monster which possesses one of the qualities listed on the Sacred Hunt Table, she earns the right to take the Sacred Hunt Edge for that quality. If a quarry falls into multiple categories, she must choose one Trophy ability to represent that monster; e.g., an Amazon who slays a Brodkil Leader could take Sacred Hunt (Brodkil Leader — Strength) or Sacred Hunt (Brodkil Leader— Vigor), but not both. The Sacred Hunt Edge (page 47) can be taken multiple times, but never for the same monster twice or the same Trophy ability twice. The Amazon can slay a monster with friends, but only one Amazon may take this Edge per monster slain, and that Amazon must have inflicted at least one Wound (before Soaking). Sacred Hunt Table The Quarry numbers exist to help the GM generate Amazon NPCs; just roll a d12. “PP” refers to either PPE or ISP; unless noted otherwise, spending PP is a free action. “The Amazon’s attack” always refers to a personal attack, never one using a vehicular weapon, turret, etc. QUARRY TROPHY ABILITY 1 Fear: If one or more of a type of enemy causes the Amazon Huntress to check for Fear and she successfully resists, she deals 1d6 bonus damage against that enemy or enemies of that type for the rest of the encounter. 2 Huge (and larger): Gain the effects of Extraction, Dirty Fighter, and Tricky Fighter against Huge or larger foes. (Doesn’t stack with those Edges.) 3 Undead: The Amazon Huntress may spend 3 PP to gain the Undead trait for 5 rounds. 4 Str d12+4 (and higher): Spend 2 PP to add AP equal to the Amazon’s Strength die to a Fighting attack. 5 Agility d12 (and higher): Spend 3 PP at the beginning of her turn to ignore 2 points of Multi-Action Penalties that round. 6 Smarts d12 (and higher): Spend a Benny to attempt any skill check using the Amazon Huntress' Notice skill. 7 Spirit d12 (and higher): Allies are +2 to activate helpful powers or abilities targeting the Amazon (at the Amazon’s discretion). 8 Vigor d12 (and higher): The Amazon Huntress can take an additional Wound. The maximum Wound penalty is always three. 9 Dragon: As an action, once per round, spend 5 PP to use the Breath Weapon for the Hatchling version of the dragon the Amazon Huntress slew. 10 Invulnerability: Spend 2 PP to have one of the Amazon's personal weapons count as a monster’s Weakness (GM’s choice) for 5 rounds, but the Huntress doesn’t learn what the Weakness is. 11 Master of Magic: When an adjacent foe casts a spell, make a Free Attack against that foe. 12 Master Psionic: Unwanted powers, of any Arcane Background, cast on the Amazon (individually or as part of a group) cost the caster +3 PP.
TO SURVIVE AND THRIVE— THE AMAZON HUNTRESS 8 AMAZON ABILITIES AND BONUSES The following abilities are common to all Amazons. Bio-Engineered: Amazons start with a d6 in Agility, Spirit, and Vigor, and a d8 in Strength. Their maximum attribute limit is d12+1, except for Strength which has no limit. Enhanced Endurance: Amazons require only half the normal amount of sleep and gain +4 on checks to resist Fatigue. Heightened Senses: Amazons gain +2 to Notice and Survival (tracking) rolls. Long-Lived: Amazons that reach adulthood remain youthful for centuries. Their lifespan averages around 460 years. Low-Light Vision: Amazons ignore Dim/ Dark Illumination penalties, but not Pitch Black. Rugged: Amazons get a free reroll on any Vigor check to resist or survive environmental hazards (see Hazards in Savage Worlds). Slow Regeneration: Amazons make a natural healing roll every day. Permanent Injuries may be recovered once all Wounds are regenerated; treat each Injury as a Wound for this purpose. Supernatural Being: Amazons are supernatural creatures, gain +4 Toughness, and are immune to Gritty Damage effects. They radiate a supernatural aura and abilities affecting such targets affect them, and vice versa. Warrior Women: Start with an extra die type in Fighting and Shooting, and one Combat Edge of choice. AMAZON COMPLICATIONS Born for War: Huntresses are born, not made. Amazons do not choose a race, and their biological sex is always female. Cultural Bias: Amazons are distrustful of the male gender and suffer −2 on Support rolls to aid them. Cyber Resistant: Amazons can’t take cybernetics of any kind. Enemies (Major—Demons, Splugorth, and Undead): The Amazon's close association with Clan Skellian has also led to acquiring the Atlanteans’ enemies. Fateful Consequence: After the Amazon has chosen either Arcane Background (Magic) or Arcane Background (Psionics), they can never take another Arcane Background Edge. Unbreakable Bonds: Amazons have the Loyal Hindrance. Warrior Born: Amazons possess either the Heroic or Overconfident Hindrance. AMAZON STARTING GEAR Amazons start out with the standard starting gear, substituting one set of Enchanted Armor (see page 127) plus one Manoan Techno-Wizard weapon (see page 127) of choice. "I'll engage while you flank it. Go!" —Xanthe, Amazon Always prioritize attacking enemies who grant the Amazon the choice to take a Sacred Hunt trophy ability. Though it uses up an Edge, these abilities are formidable and unique. Carefully consider whether to live the path of the mage or the psychic, each can lend to very different play styles and tactics. Amazons can make exceptional use of Techno-Wizardry gear. In careful combination with their abilities and powers, this can make them outstanding warriors.
9 Anti-Monster Vampires stalk a peaceful village, ready to prey on the sleeping citizens. A hulking figure rises from the shadows, and terror strikes at the heart of the undead like a stake. One of the bloodsuckers is torn to shreds by claws capable of rending metal while the rest flee into the night. Their report to their grim masters only increases the legends of the Anti-Monsters. Anti-Monsters are to Colombia and the Land of a Thousand Islands what CyberKnights are to North America: culture heroes who strike out against the evil and the monstrous to make the world a safer place. They are men and women who have made the ultimate sacrifice, allowing their bodies to be discarded so their consciousness can be transferred into a powerful living weapon created through a secret combination of cybernetics and Techno-Wizardry. HERO’S JOURNEY (TWO ROLLS) Anti-Monsters gain one roll on the following tables: Enchanted Items & Mystic Gadgets, Experience & Wisdom, or Training. They gain another roll on any table except Body Armor, Cybernetics, Magic & Mysticism, or Psionics. IT’S ALIVE Becoming an Anti-Monster is far from easy, but there is no shortage of applicants. Unlike traditional Combat Cyborgs, who are often made “when all else fails” as a life-saving technique, creating an Anti-Monster is a much more taxing procedure. The humans who become Anti-Monsters must be at least a latent psychic, mystic, or magic practitioner, and in peak physical and mental condition to even survive the process. Even then, there’s a chance the new body won’t “take” and the Anti-Monster may perish years after the initial conversion. If an applicant passes the various requirements, they are then taken to a secret location to begin the conversion. Custom Techno-Wizardry bionics are prepared, as are powerful spells and rituals. How the exact process works is unknown, but upon completion the flesh body undergoes extensive surgery to remove and replace most bone structure and internal organs. If the candidate survives, their new cybernetically augmented metal body can now heal, think, and fight—the golem-like fusion of man and living metal is complete. ALL YOU CAN BE Once created, Anti-Monsters commit fully to their lives as predators of supernatural evil. For the first few years of their new existence, they typically take orders directly from the Colombian Military Council, but as their expertise and prestige grow they become more and more autonomous in pursuit of their goals. It’s not uncommon for proven AntiMonsters to be almost completely independent of military command; after all, the Military Council knows no matter where they go, they’ll be driven by an allconsuming need to destroy supernatural evil. Releasing more of them “into the wild” can only help to make the world more secure from such threats. Still, even Anti-Monsters who wander far and wander long eventually want to return to their home. Outside of their native culture, many normal people fear and mistrust an Anti-Monster due to their horrific appearance and ruthless demeanor. In order to battle monsters, they become monstrous—and only in Colombia is this sacrifice rewarded with gratitude from the general populace. LUCHA LIBRE By the time of the Coming of the Rifts, the popularity of the Mexican style of professional wrestling had spread to most of North and South America, and in the Republic of Colombia the Anti-Monsters have adopted this subculture as their own. Rather than hiding their monstrous appearances, they embrace them, creating larger-than-life characterizations to match their fighting styles and personas. The legends around some Anti-Monsters such as Tigre Negro and Santo Terror have grown so great even Master Vampires fear to face them.
10 ANTI-MONSTER ABILITIES AND BONUSES Arcane Background (Gifted): AntiMonsters begin with Arcane Background (Gifted), two die types in Focus, plus the entangle, healing*, light†, invisibility*, and protection* powers. Those marked asterisk (*) have the reduced Power Points cost from the Range (Self) limitation, while those marked dagger (†) have the reduced Power Points cost from the Aspect Limitation (see Trappings in Savage Worlds). Anti-Monsters begin with 15 Power Points. Their abilities cannot normally be expanded beyond this; Anti-Monsters cannot take the New Powers Edge. However, the magical construction of their forms does allow them to use Techno-Wizard devices, unlike normal Gifted characters; they may spend their Power Points as if they were PPE when using TW items. Built Strong: Anti-Monsters begin with Strength d12+2, Agility d10, and Vigor d12. These traits do not have an attribute maximum. Built Tough: The body of an Anti-Monster is constructed of metals and stone created through transdimensional TechnoWizardry and metallurgy, granting them a +6 MDC Armor bonus that does stack at its full value with any Worn Armor providing MDC Armor, but does not stack with non-MDC Armor. The bodies of the Anti-Monsters are compatible with standard Cyborg Body Armor with no modifications necessary. Claws: The primary weapons of the AntiMonster are the talons at the end of each finger, claws strong enough to rend metal and designed to overcome the immunities of supernatural monsters. These Claws deal Str+2d4 Mega Damage, have an AP equal to Spirit, and are made from magically-hardened enchanted silver— attacks with them have both the Silver and Holy qualities, see Natural Weapons in Savage Worlds. Culture Heroes: Within Colombia or among Colombian citizens, initial reactions start one level higher than normal. The presence of an Anti-Monster is enough to elicit cheers among the citizens or rally military forces, but it also means they’re the biggest target for the most dangerous threats. Fame Monster: Anti-Monsters begin with the Fame Edge, and the bonus to Persuasion and Performance is increased by +1 per Rank after Novice (so a total of +2 at Seasoned, +3 at Veteran, etc.); this same bonus also applies to Intimidate checks and is known as the hero's Fame Level. Anti-Monsters may not take the Famous Edge. Holy Horror: Anti-Monsters begin with the Champion Edge. The damage bonus from the Champion Edge is increased by an amount equal to the Anti-Monster’s Fame Level. Living Metal: Anti-Monsters are living but artificial beings made mostly of inorganic material. They add +2 to recover from being Shaken, ignore one level of Wound modifiers, don’t breathe, and are immune to Disease and Poison. They are +4 to resist Cold and Heat; see Hazards in Savage Worlds. Regeneration: The mystical bodies of the Anti-Monsters repair themselves rapidly. Anti-Monsters may make a natural healing roll once per day (rather than every five days). Permanent injuries may be recovered once all other Wounds are regenerated. Treat each injury as an additional Wound for purposes of recovery, with a recovery roll made once per week. Sense Supernatural: Similar to a PsiStalker, Anti-Monsters may use Notice to detect the presence and location of supernatural beings or items, and with a raise know if it's evil or not. They can track beings and items using the Survival skill. Sense Supernatural doesn’t work inside sealed armor or vehicles. Size 1 (Normal): Anti-Monsters are big and heavy, gaining +1 Toughness from their Size. Steel Trap: Anti-Monsters are Fearless. In addition, they begin with the Arcane Resistance Edge and can’t be mindcontrolled (includes the effects of empathy and puppet). The Arcane Resistance Edge does not penalize powers the AntiMonster uses on himself.
11 ANTI-MONSTER COMPLICATIONS Conversion Rejection: As advanced as the technology is, the process of creating an Anti-Monster is still imperfect. Sometimes the spiritual essence of the volunteer does not bond properly with the enchanted body and the two reject one another. Upon reaching Seasoned Rank, and then again at Veteran and Heroic, the Anti-Monster must roll the lower of their Vigor or Spirit. With a success, there is no effect as the bond solidifies, but on a failure the Anti-Monster must roll on the Death & Defeat table. After the third roll (at Heroic Rank), the bond is permanently solidified. The Anti-Monster no longer faces the possibility of rejection at this point, and going forward gets a free Reroll on all future Death & Defeat rolls. Disconnected: Anti-Monsters cannot take any further Arcane Backgrounds. Echo of the Mind: Anti-Monsters only start with two points (instead of the normal five) for attributes and these may only be spent on Smarts and Spirit. Points from Hindrances and Advances may be used to raise any attribute. Heavy: AntiMonsters are bulky and heavy making it difficult to operate Power Armor and vehicles (including Robot Ve h ic l e s) n o t built for them. Unless noted otherwise, Body Armor and Power Armor must be reinforced, doubling purchase and repair costs. Operating a vehicle not refitted for them is done at a −2 to all Trait checks, including firing vehicular weapons. Loss of Dexterity: An Anti-Monster’s body is designed for combat excellence, not delicate work or even common use. The diminishment in the sense of touch is one of the most glaring issues facing those undergoing the conversion. An Anti-Monster suffers −1 to all Agility rolls and linked skills not directly related to combat. Obsession: Anti-Monsters are nearly single-minded in their hunt, and often forget much of their humanity while seeking their prey. Anti-Monsters have the Driven (Major—Destroy Supernatural Evil) and Bloodthirsty (Major) Hindrances for no extra benefit.
TO SURVIVE AND THRIVE— THE ANTI-MONSTER 12 On Their Own: Anti-Monsters cannot be healed by mundane or external magical means, nor can they be repaired using the Repair skill. Only their own healing power and regeneration can repair damage to their bodies. The resurrection power can only restore an Anti-Monster to life if performed with the help of the secret Techno-Wizard facility and masters who created it. Shadow of Themselves: Anti-Monsters don’t choose a race, but may increase an attribute one die type or take an Edge (meeting all requirements) to reflect their original race (in theory, any race can be converted to an Anti-Monster, but in practice they are almost exclusively dwarves and humans from Columbia). Those Who Battle Monsters: The inhuman appearance, ruthless tactics, and cold behavior of the Anti-Monsters is forgiven and even applauded in Colombia for what they accomplish. Outside of their homeland, Anti-Monsters face the same stereotypes as any obviously inhuman creature. Beyond Colombia's borders initial Reactions typically start at Unfriendly, or Hostile for human supremacists. Total Conversion: The transition to the Anti-Monster body uses up all personal Strain, ever. They cannot take the Upgradeable or Beyond the Limit Edges, and so have no means of ever using anything requiring Strain, such as Cybernetics, Bio-Wizardry, etc. ANTI-MONSTER STARTING GEAR Standard Starting Gear substituting a suit of LI-B1 Light Infantry Plate Cyborg Body Armor and an NG-56 Light Ion Pistol, plus an RR-C40 Rocket Rifle with one normal magazine and one magazine of wooden anti-vampire rounds. The girl I was is dead. Now, I am legend. I am all the soldiers I have saved. I am all the children I have inspired. I am all the demons who fear me! —La Espada, Anti-Monster Your claws are your strongest weapon; improve them with Edges like Brawler and Martial Artist. You can’t heal yourself if you’re incapacitated—and no one else can heal you at all. If incapacitated, you’ll have to wait until you regenerate. Don’t be overly reckless. You have limited powers, but as a Gifted you can access the Mega Modifiers for them. Don’t forget those useful tools in your arsenal. Pay attention to your behavior. You’ll be treated very differently in your homeland than away from it.
13 Biomancer Gene-Mage Plants and trees uproot to defend themselves from invaders, while animals change form to adapt instantly to any aggression. The pattern of nature itself reshapes to fit the needs of its ultimate defender—the Biomancer Gene-Mage. Biomancers are powerful and specialized wielders of what they claim to be one of the oldest forms of magic in existence. Biomancy deals with life energy itself, and the way this energy shapes living creatures. With the ability to enhance the forms of living animals (including people), animate plants to do their bidding, or even use the weave of life itself to destroy the unnatural, Biomancers are a feared adversary to the enemies of the natural world. HERO’S JOURNEY (TWO ROLLS) Biomancers gain one roll on the following tables: Experience & Wisdom or Magic & Mysticism. They gain another roll on any table except Body Armor, Close Combat Weapons, Cybernetics, Enchanted Items & Mystic Gadgets, Psionics or Ranged Weapons. GROWTH POTENTIAL Biomancy is a closely-guarded secret developed by only a few civilizations throughts the Megaverse®, including the Lemurians in ancient times before the fall of Atlantis. Later, the Jungle Elves brought their own iteration of Biomancy to Earth from a place they call the Green World. Despite its great power, Biomancy is mysterious because its practice requires a deep, genuine bond with nature. The Splugorth conquered the Green World, attempting to discern the secrets of Biomancy in order to use it to enhance their dread BioWizardry, but they and their minions are incapable of the kind of connection to nature required to master it. The Jungle Elves fled across the Megaverse®, taking the secrets of Biomancy and the seeds of the Trees of Wisdom and Memory with them, and now they share the teachings of the “magic of life” to those with the proper reverence for it. GOING GREEN Biomancy is a school of magic, and Biomancers are powerful casters not unlike Ley Line Walkers in many ways except that, instead of ley lines, their magic focuses on the natural world and their most powerful spells require specific connections with nature to cast. Their more basic spells can resemble those of other casters—except Biomancers always choose some sort of life, plant, or animal based trappings. Biomancers have access to the following Arcane Background (Magic) powers: Arcane protection, barrier, boost/lower Trait, disguise, dispel, divination, entangle, environmental protection, farsight, growth/shrink, healing, light/darkness, protection, relief, slow/speed, slumber, and smite. BIOMANCER ABILITIES AND BONUSES Arcane Background (Magic): Biomancers begin with Arcane Background (Magic), choosing three powers from the list above, the Master of Magic and Power Points Edges, and gain two dice in the Spellcasting skill. Biomancers start with 15 PPE (10 PPE base, plus 5 from the Power Points Edge). Biomancy Creation: Biomancers have the ability to create Biomancy Weapons, Armor, and Reconstruction (see page 16). Biomancy Path: All Biomancers belong to one of three “paths” based on how they view the conflict between nature and civilization: Acceptors tolerate crimes against nature as part of the process of evolution and natural selection. They gain the Commune with Nature Edge (see page 49) and the Pacifism (Major) Hindrance. Patient Ones do not accept crimes against nature, but do not violently attack either; they choose to live away from such conflict. They gain the Spirit of the Forest Edge (see page 50) and the Outsider (Major) Hindrance. Defenders are the most militant and extreme, taking an active role in stopping damage to nature while
14 rejecting civilization. They gain the Life Shaping Edge (page 49) and the Vow (Major—Violently Protect Nature) Hindrance. Expanded Awareness: Biomancers have the detect arcana power as an Innate Ability with the reduced Power Points cost from both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds). They may sense supernatural beings within line of sight with a Notice check. Friend of Life: Biomancers start with the Beast Master and Healer Edges, and gain a die type in Healing. Gene Enhancement: Biomancers have the incredible ability to temporarily enhance living, natural creatures (so not creatures of magic, demons, or other supernatural entities) with a wide variety of abilities drawn from throughout the weave of all life. As an action, the Biomancer may touch a living, natural creature (including herself) and roll Spellcasting. With a success, the Biomancer spends 4 PPE and grants 3 points per rank worth of abilities from the Positive Racial Abilities list to the target (see Savage Worlds). With a raise, the Biomancer grants 4 points per rank. The Biomancer may choose from any Positive Racial Abilities except Adaptable, Construct, Edge, Power, and Super Powers. The transformation lasts for one hour; new uses of this ability can replace old uses, but only one transformation can be in effect at a time (and only one creature may be transformed at a time). With a failure, there is no effect and no cost beyond the wasted action, but with a Critical Failure, the Biomancer inflicts a Wound on the target (which may be soaked as usual) as their life energy is torn and warped. Nature Sense: The Biomancer is always aware of what the natural weather will be over the next day (if disrupted by arcane or supernatural influence, the Biomancer knows it is being tampered with, but not what the effect may be). They also sense the health of the surrounding ecosystem and the presence of any detriments to it. Wilderness Mastery: Biomancers start with the Woodsman Edge and gain a die type in Survival. Because they do not “craft” things in the usual sense, they may substitute the Survival skill for the Repair skill whenever it relates to nonmechanical and non-electronic items (i.e. fixing a rope bridge or the Item Creation Edges). In addition, Biomancers treat wilderness locations which are at least 100 miles from the nearest active “civilization” (settlement, farmland, or other such places, but not abandoned ruins) as a Place of Power, gaining the same effects as if they were on a Ley Line. While within the presence of a plant over 500 years old, they gain the effects as if they were on a Ley Line Nexus. A Tree of Wisdom grants power as if it were a Super Nexus Point for the purpose of Rituals.
TO SURVIVE AND THRIVE— THE BIOMANCER 15 BIOMANCER COMPLICATIONS Body Purity: Biomancers require an even more intense connection to natural life than most casters; even the slightest disruption can rob them of their powers. A single point of Strain from Cybernetics or Bio-Wizardry destroys all abilities. Strain from other sources, like tattoo magic, is treated normally. Nature Harmony: The life of a Biomancer requires they adhere to the tenet of only taking the minimum from nature to ensure their own survival; they gain Vow (Major—don't harm the natural order). This Vow has deeper meaning than a simple promise—violation of it causes the Biomancer to lose all Iconic Framework abilities. Their abilities can only be restored by a Tree of Wisdom or a Millennium Tree, usually after an act or quest of atonement. Power Activators: Like all other magic users, Biomancers must have their hands free to perform gestures and have the power of speech to cast spells. Entangled, Bound, silenced, or otherwise muted Biomancers cannot activate new magic powers until they are free. BIOMANCER STARTING GEAR Begin with one Lesser Biomancy Weapon and one Lesser Biomancy Armor (see page 16). Biomancers begin with no other equipment, gaining what they need from the wilderness. Life is not defined by victories but by struggles. Many green shoots reaching for the sun fail joining the canopy, instead mulched by some animal filling it's stomach. Yes it's scary, but what's the other option? Stagnation. A sure, slow death. No. Instead we must strive, change, and grow. —Verdanya Ilumissana You are a powerful caster, but your strength isn’t in damage. You stand best with a team enhancing allies, hindering enemies, and making unique weapons and armor. You’re the ultimate survivalist. The wilderness poses very little challenge—as long as your allies are willing to respect it! Biomancer Iconic Edges give you strong spells and abilities, but they require specific conditions and don't work as well in a city. Keep this in mind whenever you can choose where to fight.
16 Biomancers may be seen as “primitive” compared to other users of magic, but their lack of technology is not a lack of might. Biomancers can grow living weapons and armor from plants which are the equal to any technological item! In order to produce these unique items, a Biomancer must grow the item from a living creature. In most cases this is a plant, but some items are grown from great beasts as well to create chitin armor or coral armor, bone weapons, or other such items. In any case, the creature is not harmed, and Biomancers always obtain the permission of the creature in question. To create a living item, the Biomancer must perform a Ritual (see TLPG) but such rituals do not require any expensive materials—only what grows in nature. Unlike normal Rituals, the effect is permanent. Since Biomancers can use sufficiently ancient trees as if they were a Ley Line Nexus, such trees are often the best location to grow biomancy items. The ideal location is, of course, a Tree of Wisdom. Lesser Biomancy items cost 50 PPE to grow, Greater Biomancy Items cost 200, and a Reconstruction costs 100. Special Note: If a Biomancer also has the Minor or Major Item Creation Edges, they may use them on the item created as long as they perform all of the necessary steps together. Biomancy items can hold one fewer Upgrade of each type (Major and Minor), owing to their alreadymagical nature. Lesser Biomancy Weapons: A Lesser Biomancy Weapon is a wooden weapon which can become a powerful MegaDamage weapon when activated. The base form is any ancient-style melee weapon, but it is incredibly durable—all such items have a hardness of 30. At a cost of 5 PPE, the weapon is surrounded by a field of living energy causing it to deal Mega-Damage and gain AP equal to half the Spirit die of the wielder for 5 rounds. This PPE can come from the user, or from an internal reservoir of 30 PPE. This internal reservoir can only be tapped for this purpose, not drawn on for any other purpose, and may be replenished by any mage or at a ley line. Lesser Biomancy Armor: Lesser Biomancy armor is grown for a specific user who must be present at the completion of the ritual; once bonded, the armor does not function for anyone else. The wooden armor melds around the user when donned; when removed, it becomes an inert wooden mound until the user commands it to return. Lesser Biomancer Armor can only be worn by the same people capable of using TW devices. Lesser Biomancer Armor gives +6 Armor, +2 Toughness, has no minimum strength requirement, and gives the wearer access to the environmental protection and damage field (Thorns) powers. Like biomancy weapons, armor has an internal reservoir of 30 PPE used for these effects and recharged the same way. Greater Biomancy Weapons: Greater Biomancy weapons are incredibly difficult to create, representing BIOMANCY ITEMS
17 tremendous investment of time and power and are thus reserved for only the greatest rewards or most dire of threats. Greater Biomancy Weapons function as Lesser Weapons, except for greater durability (Hardness 50) and greater power when activated. When activated, they gain two additional dice to damage, AP equal to the Spirit die of the wielder, and deal +d6 damage against supernatural evil creatures, undead, and other such entities. Furthermore, bows may now be created as well; they fire bolts of life energy which deal damage as above when activated. Greater Biomancy Armor: Greater Biomancer Armor is grown for a specific user, as lesser armor, but has far more impressive abilities. Each suit is unique, and may be made of wood, bone, carapace, or other natural living material. The armor still has no minimum strength requirement and gives the wearer access to the environmental protection spell, but also increases the wearer's Strength by three dice. It grants +10 MDC and +4 Toughness. Lastly, each suit of Greater Biomancy Armor is created with 8 points of Positive Racial Abilities chosen from the Biomancer's "Gene Enhancement" ability (with the exception of Armor or Toughness, as these are already factored in); these are permanently available while wearing the armor. Biomancy Reconstruction: Biomancer Gene-Mages can also alter creatures at the genetic level, creating powerful allies who serve their societies in a variety of ways. This ritual must be performed on a living creature of animal intelligence (A) which is not a supernatural creature, demon, or other “unnatural” entity. At the end of the ritual, the Biomancer’s final Spellcasting roll determines the extent of the reconstruction: for each success and raise, the Biomancer may permanently grant 3 points of Positive Racial Abilities from the “Biomancy Gene Enhancement” list to the creature. A given creature can only be “reconstructed” once! As an alternative use for this ability, a living creature can be cleansed of all unnatural changes. This version is not limited to animals; sentient creatures may be cleansed as well. At the end of the ritual, the subject has all Bio-Wizardy augmentations, parasites or symbiotes harmlessly removed (ignore any Elimination penalties), all cybernetics painlessly removed (though replacement flesh is not grown; a Combat Cyborg could not survive this!), and even the Crazy’s MOM implants or Juicer BioComp system detached! A character whose Iconic Framework depended on these features loses all framework abilities and accumulated Hindrances, and is considered a MARS character from now on (but gets no extra chart rolls, abilities, skills, etc.). Iconic Edges no longer function; each session afterwards switch one Iconic Edge to another Edge (taken normally) until none remain. In the case of a Juicer, treat this process as if the Juicer went through Detox, but ignore all penalties to the necessary rolls. If the subject of this ability is a living creature powering a Bio-Wizardry item, the item is destroyed and the creature is freed. BIOMANCY ITEMS (CONT.)
18 Demigod The Megaverse® contains a few beings of such incredible power that “gods” seems the only reasonable descriptor. A god’s might dwarfs even a dragon’s, causing most mortals to assume they’re omnipotent and invulnerable, or close to it. In truth, though, enough mortal forces rallied together can bring one down. As such, most gods band together in pantheons, hidden away from the world in their own pocket dimensions to avoid drawing mortal attention. Every once in a while, a god gets curious about the mortal world, and some even find themselves romantically entangled with a mortal long enough for a Demigod to be born. The Demigod is usually raised in human (or D-Bee) society, with the g o d ’s involvement varying wildly; one might be an active mentor to their child, another may make a single visit on their 18th birthday, while a third could be so mysterious and hands-off even the mortal parent doesn’t even know which god it was! Much more rarely, a god may be so impressed with a mortal that they raise them up to the status of Demigod, a difficult and draining process known as apotheosis. The god rarely obtains consent, but if they’re feeling generous they may explain the ways in which the ex-mortal’s life has just become more complicated. HERO’S JOURNEY (TWO ROLLS) Demigods gain two rolls on any table except Cybernetics. Even non-magicians may choose to roll on the Magic & Mysticism table for the purpose of enhancing their Gifted abilities; if so, result 7–9 must be the New Powers Edge and result 16 –17 grants the Extra Effort Edge instead. THE PANTHEON OF THE SUN AND TRUE INCANS The Pantheon of the Sun is the cornerstone of Inca religion, and thus the foundation of the Empire of the Sun. It is led by four gods: Viracocha, the All-Father is a powerful arcane defender who guards multiple dimensions from evil invaders. Inti, the Sun God actively hunts the forces of darkness, with incandescent energy and righteous fury. Pachamama, Earth Mother is one with the spirit of the planet, able to sense its needs and address its pain. Illapa, God of Thunder represents not just speed and battle prowess, but also fertility and gentle rains. Their Demigod children are known as True Incans, and hold a respected place in the Empire of the Sun. The gods themselves stay withdrawn to their own dimension, fearing if they were to show themselves, it would escalate the current conflict with the Arkhons past the point of no return.
19 RUNS IN THE FAMILY Where priests use Faith and miracles to pray for holy power, Demigods are a holy power. As such, they have Arcane Background (Gifted) to reflect the divine abilities they can wield directly. Demigods have access to the following powers and their Mega Modifiers (Rank permitting): arcane protection, banish, barrier, beast friend, blast, blind, bolt, boost/lower Trait, burrow, burst, confusion, damage field, darksight, deflection, detect/conceal arcana, curse, disguise, dispel, divination, elemental manipulation, entangle, environmental protection, farsight, fear, fly, fury, havoc, healing, illusion, intangibility, invisibility, light/darkness, protection, rebuke, relief, remote viewing, shape change, sloth/speed, slumber, smite, sound/silence, stun, summon ally, warrior’s gift, and zombie. The above list is very broad, but in practice the Demigod should only choose powers directly related to their parent deity’s domain and characteristics. For example, the daughter of a fire god should take blast but not disguise, and vice-versa for the son of a trickster god. While the decision is ultimately up to players, Game Masters should ask for clarification if a power seems ill-fitting, as this is often a good opportunity to add a more thematic Trapping. DEMIGOD ABILITIES AND BONUSES The following abilities are common to all Demigods. Arcane Background (Gifted): Demigods start with Arcane Background (Gifted), speak language and two other powers chosen from the list above, two die types in the Focus skill, and 15 PP. Unlike mere mortal Gifted folks, Demigods can use their PP to power Techno-Wizardry devices. Expanded Awareness: Demigods have the detect arcana power as an Innate Ability with reduced PP cost from the Aspect, Personal, and Range Limitations. They may also sense supernatural beings within line of sight with a Notice check. Low-Light Vision: Demigods ignore Dim/ Dark Illumination penalties, but not Pitch Black. Mortal Half: Demigods are limited to the human race. As an optional rule, and only with the Game Master's approval, a Demigod may choose a non-human race to reflect their non-divine parent. Game Masters and players should avoid abusive or nonsensical combinations, such as Sea Titan, Grackle Tooth, etc. If a racial ability overlaps one from divine heritage, take the better of the two. Nigh-Perfect Being: Demigods start with the Attractive Edge, one extra die type in Agility, Smarts, and Spirit, and two extra die types in Strength and Vigor, but start with just 3 points to increase their attributes instead of the usual 5. Their maximum attribute limit is d12+2, except for Strength which has no limit. Rugged: Demigods can thrive in the worst environments. They gain a free reroll on Vigor checks to resist or survive environmental hazards (see Hazards in Savage Worlds). Slow Regeneration: Demigods make a natural healing roll every day. Permanent injuries may be recovered once all Wounds are healed; treat each injury as a Wound for this purpose. Supernatural Being: Demigods are supernatural creatures, gain +4 Toughness, and ignore the effects of Gritty Damage. They radiate a supernatural aura and abilities affecting such targets affect them, and vice versa. Unaging: Demigods are effectively immortal, with life spans averaging 400 centuries. They gain +2 on Academics rolls involving history or spirituality. YOUR DIVINE HERITAGE Every Demigod inherits unique abilities from their godly parent. For most deities, this divine heritage is already defined by the Return of the Gods table (see page 22). Alternatively, the Game Master and player may collaborate to create a custom package befitting a specific deity.
20 A divine heritage comprises 8 points spent on the following abilities, those with an asterisk (*) can only be taken once. Edge (2 points each): Gain a non-Iconic Edge, ignoring Requirements except other Edges. With the Game Master's approval, this ability can be used to gain Power Edges not normally compatible with the Gifted Arcane Background (e.g., Wizard). Like powers, Edges should reflect a divine connection to the parent. Enhanced Power (2 points each): Choose one power which automatically receives the raise effect when successfully cast. In addition, the Demigod may cast the power upon herself as an Innate Ability or she may choose a +1 Power Modifier to be included with each casting at no extra Power Point Cost (decide at character creation). This ability does not grant the power, which must be learned separately or added via Extra Power. Extra Power (1 point each): The Demigod gains a power from their list, following the usual restrictions and guidelines. Gift (1– 4 points each): With the approval of the Game Master, the Demigod’s divine parent gifted them a specific arcane artifact—a magic item, TW gadget, Biomancy device, etc. This costs 1 point for something worth up to 250,000 credits, 2 points up to 5 million credits, 3 points up to 25 million credits, or 4 points for higher. For priceless artifacts, the Game Master should judge the cost using the table below. Increase table cost by +1 point (max. 4) for artifacts with an unusually high number of abilities or powers. Psychic* (2 points): Many gods believe in mastering the power of the mind. Add Arcane Background (Psionics) and a die type in the Psionics skill. The Demigod has 10 ISP and chooses three powers from the standard list in the Tomorrow Legion Player’s Guide. Positive Racial Ability (as priced): This is an easy way to transcend humanity, with a wide range of abilities. The effects are often subtle (e.g., Claws are actually just rock-hard fists and Flight doesn’t add visible wings). The only disallowed options are Adaptable, Attribute Increase, Edge, Power, Regeneration, Size, Skill, and Skill Bonus. As a special option, spend 1 point to convert the Demigod’s Low Light Vision to Night Vision (which ignores even Pitch Black penalties). Super-Strength* (3+ points): For 3 points, instead of starting with just two extra die types in Strength, the Demigod starts with four extra die types (e.g., Strength d12 for half-humans). For each additional point spent, improve Strength by one more step. Note this using total starting Strength before racial modifiers; e.g., 4 points gets you Super-Strength (d12+1). Thaumaturge* (2 points): Unlike psionics, this is a rare choice except for gods of magic. Add Arcane Background (Magic) and a die type in the Spellcasting skill. The Demigod has 10 PPE and chooses three powers from the Ley Line Walker’s spell list. POINTS ARTIFACT TYPE 1 Non-MDC body armor; nonMega Damage weapon; a one person vehicle; item with utility powers or abilities. 2 MDC body armor; typical Mega Damage weapon; vehicle for 2–6 people; item with utility powers/abilities which break or significantly stretch the rules. 3 Advanced power armor equivalent; powerful weapon; vehicle for 7–15 people; typical robot vehicle equivalent (e.g., Dweomer automaton). 4 Extremely rare weapon; vehicle for 16+ people; powerful robot vehicle equivalent (e.g., Dweomer Colossus).
21 DEMIGOD COMPLICATIONS Being the child of a god isn’t all sunshine and rainbows, though the average person would probably swap places with one in a heartbeat. A God Am I: Demigods are set above humanity and know it. Choose one of these Major Hindrances for no extra benefit to represent how they deal with it: Arrogant (“I’m better than you”), Heroic (“I must help you”), or Overconfident (“I can keep you safe”). Chip Off the Old Block: A god is a being of belief and holy fervor; as such, a Demigod is at least a partial reflection of that belief. Choose a single Major Hindrance which represents the influence or heritage of the divine parent. Enemies: Rival gods from other pantheons (or even within the same one!) send agents against the Demigod. Meanwhile, everyone from the Coalition’s RCSG to the Federation of Magic to the Splugorth would love to get their hands on such a unique being. Quirk (Divine Form): Demigods believe their body is a temple. They eschew physical modification and distrust doctors, biologists, surgery, and bloodwork. At best, manipulation of the Demigod’s unique biology could have unintended negative effects or their physiological data could fall into enemy hands. At worst, some surgeons would secretly experiment on or even dissect the being. This is why, despite not suffering explicit penalties from Cybernetics or Bio-Wizardry, such implants are rare among Demigods. DEMIGOD STARTING GEAR Begin with standard Starting Gear, substituting a suit of Adventure Survival Light Armor. True Incans may, at the player’s choice, instead start with 2d6 × 50 credits, Inca Gilded Body Armor, and nothing else. Either way, this gear is in addition to any divine Gift(s). Though most divine heritages suggest (and Enhance) specific powers, pick what you want when starting off. You can always add those signature abilities later via the New Powers Edge. Take some time to work out who your mortal parent was and the impact both parents had on how you were raised. Doing so helps you spot roleplaying opportunities and set up plot hooks for the GM. If you learn psionics, focus on powers Gifted doesn’t cover (empathy, mind link, object reading, telekinesis) or on those which don’t fit your divine domain. TO SURVIVE AND THRIVE— THE DEMIGOD It's a tricky path, shepherding mortals without treating them like children. But they don't want to live in my shadow anymore than I wish to live in my father's. —Ayara Kumya, Daughter of Illapa
22 When the Great Cataclysm flooded Earth with magic energy, many ancient gods awoke or returned, sparking a renewal in their faiths and a new generation of young Demigods. Since it’s impossible to list every deity, what follows are common divine spheres of influence, along with examples of gods personifying those concepts, with readyto-use abilities for their Demigods. Incan gods are marked with an asterisk (*). Viracocha’s Demigods have Psychic, while Demigods of the weapon-loving Illapa replace Extra Power (fly) with Gift: Golden Sling (Range 30/60/120, 3d10, AP 8 or 16 on a raise, RoF 1, Shots 6, +1 to hit, 2 PP to reload as an action, 2 PP to inflict Mega Damage for 5 rounds). Powers are suggestions matching a general theme, but are not restrictive lists. Heritage is a ready-to-use set Divine Heritage choices matching the thematic concept. Players and GMs may adjust it to better fit a specific god or pantheon. GREAT CREATOR, DIVINE RULER, HOLY PROTECTOR Examples: Odin, Viracocha*, Ahura Mazda, Quetzalcoatl Powers: Arcane protection, banish, boost/ lower Trait, environmental protection, fear, protection, smite. Heritage: Edge (Holy Warrior), Enhanced Power (arcane protection), Enhanced Power (banish, Range) and either Edge (Champion) or Psychic. BEAUTY, LOVE, COMMUNICATION Examples: Aphrodite, Bragi, Lakshmi, Xōchipilli, Erzulie Powers: Beast friend, boost/lower Trait, confusion, deflection, sound/silence, stun, summon ally. Heritage: Edge (Charismatic), Enhanced Power (confusion, Range), Psychic, and either Edge (Very Attractive) or Enhanced Power (sound/silence, Exalted Sound/Silence). WARRIORS, THE FORGE, MASTERY OF ARMS Examples: Ares, Hephaestus, Ptah, Lugh Powers: Blast, bolt, damage field, deflection, protection, sloth/speed, smite, warrior’s gift. Heritage: Enhanced Power (smite), Racial Ability (Additional Action), and either Super-Strength (d12) or 3 points in Gift(s). STRENGTH, DISCIPLINE, RESILIENCE Examples: Kratos, Ymir, Ogmios Powers: Arcane protection, boost/lower Trait, environmental protection, havoc, protection, smite, stun, warrior’s gift. Heritage: Super-Strength (d12+2) and either Racial Ability (Claws +d6) or Edge (Tough as Nails) plus Racial Ability (Toughness +1). CHAOS, TRICKERY, CHANCE Examples: Eris, Loki, Set, Apep, Ashi Powers: Confusion, conceal arcana, disguise, illusion, intangibility, invisibility, shape change, sound/silence. Heritage: Enhanced Power (disguise), Enhanced Power (invisibility), Enhanced Power (shape change), and Psychic. STORMS, WEATHER, THUNDER Examples: Thor, Taranis, Illapa*, Enlil RETURN OF THE GODS
23 Powers: Bolt, burst, elemental manipulation (Aspect: Storms), fear, fly, havoc, sound (Aspect), stun. Heritage: Enhanced Power (elemental manipulation, Range), Enhanced Power (fly), Enhanced Power (havoc, Strong), Extra Power (fly), and Racial Ability (Environmental Resistance: Electricity). Note: Aspect—Storms includes air and water effects associated with creating storms, along with being able to throw weak lightning bolts for Str damage. OCEANS, RIVERS, FLOODS Examples: Poseidon, Tlaloc, Anahita Powers: Barrier, deflection, divination, elemental manip. (Aspect: Water), environmental prot., havoc, healing, relief. Heritage: Enhanced Power (elemental manipulation, One With the Elements), Extra Power (elemental manipulation), and Racial Abilities (Aquatic, Environmental Resistance—Cold, Hardy). DEATH, SICKNESS, UNDERWORLD Examples: Hades, Hel, Anubis, Yama Powers: Banish, darkness (limited Aspect), divination, fear, intangibility, invisibility, slumber, zombie. Heritage: Enhanced Power (divination, Communion), Enhanced Power (zombie, Mind Rider), and Racial Abilities (Nightvision, Doesn’t Breathe, No Vital Organs) SUN, FIRE, LIGHT Examples: Apollo, Ra, Surya, Inti*, Atar Powers: Blind, bolt, burst, damage field, elemental manipulation (Aspect: Fire), farsight, fly, invisibility, light/darkness. Heritage: Edges (Blaster, Expert Blaster), Enhanced Power (light/darkness, see below), and Racial Abilities (Nightvision, Environmental Resistance: Heat/Fire). Note: For Enhanced Power, light is beneficial (cast on the Demigod), while darkness gains Mobile. Fire gods often give darkness a smoke Trapping. EARTH, HARVEST, LIFE Examples: Demeter, Freyr, Geb, Brigid, Pachamama* Powers: Barrier, beast friend, elemental manipulation (Aspect: Earth), entangle, environmental protection, healing, relief. Heritage: Enhanced Power (healing), Psychic, and Racial Abilities (Burrowing, Immune to Disease and Poison, Toughness +1). NATURE, ANIMALS, THE HUNT Examples: Artemis, Skadi, Bastet, Cernunnos, Oshosi Powers: Beast friend, boost/lower Trait, elemental manipulation, entangle (vegetation Trapping), farsight, shape change, sloth/speed, smite, warrior’s gift. Heritage: Enhanced Power (beast friend, Mind Rider), Enhanced Power (warrior’s gift), Extra Power (warrior’s gift), and Racial Abilities (Nightvision, Pace). Note: +2" Pace and a d8 Run die. MAGIC, WISDOM, FATE Examples: Thoth, The Morrigan, Ganesha, Enki, Legba Powers: Arcane protection, banish, boost/ lowerTrait, conceal arcana, dispel, divination, remote viewing, sound/silence, summon ally. Heritage: Edges (Scholar, Wizard), Enhanced Power (dispel, Power), and Thaumaturge. Note: Scholar is for Occult. Wizard applies to both Gifted and Magic powers. RETURN OF THE GODS (CONT.)
24 Gizmoteer Blending psionic power and technological expertise into a seamless art, the Gizmoteers of New Babylon are some of its proudest and most famous citizens. The practice of “psionic Techno-Wizardry”—as it is sometimes described—belonged exclusively to the Amaki for most of their past. However, with the tremendous success of New Babylon, the most successful multi-species colony in their history, the Amaki have finally begun sharing the secrets of Gizmoteering with others. Gizmoteers create technological items powered by psionic energy; unlike with Techno-Wizardry, magic does not enter into the equation at all. Because of this, Gizmoteers are able to modify machines more rapidly than Techno-Wizards can, although their creations are often far more temporary. Still, their outlooks are very similar and Gizmoteers and TechnoWizards can often be found collaborating on any number of projects. HERO’S JOURNEY (TWO ROLLS) Gizmoteers gain one roll on the following tables: Enchanted Items & Mystic Gadgets, Education, or Experience & Wisdom. They gain another roll on any table except Cybernetics or Magic & Mysticism. TO THE LIMIT Gizmoteers operate on the central thesis that technology can always be pushed further. The Amaki live for excess, and Gizmoteers (whether they’re Amaki or not) grow from their cultural background. They constantly push machines to their limits and beyond them, often matching spectacular performance with equally spectacular disasters. To a Gizmoteer, it’s all in the pursuit of bigger and better next time. Their personal investment in their machines manifests psionically: not only do Gizmoteers use their mental powers to improve machines, but they can suffer personally when those machines break. A MIND OF METAL Gizmoteers have powerful abilities, but most aren't expressed as traditional psionic abilities. Much as a Techno-Wizard does not cast spells, Gizmoteers instead manifest their power through psychic machines. Gizmoteers have both Arcane Background (Psionics) and Arcane Background (Weird Science), and use the Psionics skill for both. Psionics: The Gizmoteer starts knowing all three powers from their Arcane Background (Psionics) power list: arcane protection*, mind link, and object reading.
TO SURVIVE AND THRIVE— THE GIZMOTEER 25 Weird Science: The Gizmoteer's available list of powers from Arcane Background (Weird Science) is more expansive (Rank permitting): barrier, blind, bolt, boost/lower trait, confusion, damage field, darksight, deflection, detect/conceal arcana, disguise, divination, elemental manipulation, empathy, energy disruption, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, mind wipe, protection, puppet, relief, sloth/speed, slumber, smite, sound/silence, speak language, stun, telekinesis, warrior’s gift. GIZMOTEER ABILITIES AND BONUSES Arcane Background (Psionics): Gizmoteers begin with Arcane Background (Psionics), gain all three powers from their limited list (arcane protection, mind link, object reading), gain two die types in the Psionics skill, and start with 10 ISP. Arcane Background (Weird Science): Gizmoteers begin with two powers from the list above, 15 Power Points, and each of their powers built into separate Gizmos of their own design. Gizmos are unique items which cease to function after 2d6 days without their creator’s attention; anyone who can use Techno-Wizardry gear can also use the Gizmoteer’s Gizmo by expending ISP or PPE as usual. Gizmoteering: A Gizmoteer has an advanced version of the Gadgeteer Edge that allows him to activate any power from the hero's Weird Science list with a maximum Power Point cost equal to half his Psionics skill die. Each jury rigged Gadget is created and activated by rolling the lower of Electronics, Repair, or Psionics. This takes one entire turn, during which he can do nothing else (he cannot take Multi-Actions that turn). In all other ways, it works as the normal activation of a power. The inventor uses Power Points directly from his pool for the device, but once its initial Duration is finished (it cannot be maintained) it falls apart into its component pieces. Mental Engineering: Gizmoteers can perform TW Conversions and Upgrades (see the Tomorrow Legion Player's Guide), which may incorporate both their known AB: Psionic powers and their known AB: Weird Science powers. When making TW Build Rolls, Gizmoteers roll the lower of Electronics, Repair, or Psionics. Psi-Tech: Gizmoteers begin with the Telemechanics Edge, which is always active at no ISP cost, and may use it on Techno-Wizardry devices. In addition, a Gizmoteer may spend their personal ISP in place of any Power Point requirement to power a device, including TW devices and devices that can only draw power from their own internal Power Point pool. Psionically Charge Machines: Perhaps the most famous power of the Gizmoteers is their ability to super-charge technology using psionic power. With completely mundane technology, the Gizmoteer can power the devices with their mind: personal energy weapons can cost 1 ISP per shot instead of their own E-clip, and 1 ISP powers any other personal electronic device for ten minutes. In addition, A Gizmoteer's strength is in boosting gear at important moments—but be ready for the fallout afterwards spending time repairing the machines you souped up. But those repairs keep you in business, right? Gizmoteers aren't just experts in technology, they can make other tech-heavy characters better. Encourage allies to use the kind of gear you can enhance. Gizmoteers are extremely versatile, but don't have access to Mega Modifiers for their weird science. Instead, make liberal use of energy weapons—and don’t be afraid to supercharge them.
26 Gizmoteers can supercharge items to boost performance at the cost of severe damage or even destruction. This ability targets a single technological device and costs ISP equal to the device’s Size (minimum 1), even large robots or vehicles can be charged with enough ISP. As an action, the hero checks Psionics. With a Critical Failure, roll on the Technical Difficulty table for the device. Otherwise, for each success and raise, the Gizmoteer may apply one of the following benefits to the device, with a duration of 1 hour per Rank: Boost Damage (energy weapons only): Increase the weapon's damage dice by a die type each. May be applied multiple times. Boost Range (energy weapons and electronic devices only): +25% to the range of an energy weapon or electronic device (like a sensor). May be applied multiple times to gain +50%, +75%, etc. Boost Speed (tech nolog ical propulsion only): +25% to Top Speed. May be applied multiple times to gain +50%, +75%, etc. Boost Trait: The device gains a +1 on all Trait rolls to use it. May be applied multiple times. Increase Duration: Add an additional one hour per Rank to the duration of the effect. May be applied multiple times. Power Device: For the full duration, the devices power needs are supplied psionically; no other energy source is needed or used. Penalties from existing damage to the machine, Vehicle Fatigue, and Technical Difficulties are ignored for the duration. Once set, the benefits and duration cannot be changed. At the end of the duration, the machine automatically suffers a Glitch (see Technical Difficulties in the Tomorrow Legion Player's Guide). If the item already has any Technical Difficulties, they’re increased to the next level instead, with an increase beyond Severe destroying the item. Trade Skills: The House of Engineering looks for prime talent in its applicants and offers the best training available. Gizmoteers gain two die types each in Electronics, Repair, and Science. GIZMOTEER COMPLICATIONS Scientific Duality: Gizmoteers can only take the Power Points Edge once per Rank, and must decide which pool to improve. They may not take the New Powers Edge for AB: Psionics; they begin knowing their full available list. When they take a Power Edge, they must decide which Arcane Background it applies to (never both). Cybernetics: Because their expertise with machines relies on a psionic connection, Strain affects all their Psionics skill checks (activating AB: Weird Science powers isn't normally penalized by cyberware). Device Dependent: A Gizmoteer must have specific items to use most of their abilities. They need Gizmos to activate their powers, tools and parts to create items, etc. Without these devices, a Gizmoteer can use only a small number of Psionic abilties and powers. Glitches: All Gizmos, boostable gear, and other creations of the Gizmoteer are subject to the Technical Difficulties rule. The repair cost of a Gizmo is 2,000 credits per Rank of the power for Serious Technical Difficulties, and 5,000 Credits per Rank for Severe ones. Enforced Loyalty: While the Amaki of New Babylon are willing to allow “outsiders” to learn Gizmoteering, they still want exclusive control over their students. All Gizmoteers must take the Vow (Major—Serve the House of Engineering) Hindrance for no additional benefit. If the Vow is ever broken, it should be replaced with Wanted (Major), and the character should expect a rapid visit from the House of the Sword. GIZMOTEER STARTING GEAR Begin with standard Starting Gear substituting Adventure Survival Light Armor and a TK Revolver, plus a Tool Kit.
27 Line Maker While ivory-tower academics see magic as a tool to be studied, Line Makers know it is an art to be crafted. Invented by the ancient Nazca, wielders of line magic draw glowing symbols which trigger potent magical effects. Line Makers are uncommon outside of the Empire of the Sun, but tens of thousands of ancient Nazca dispersed across the Megaverse® when fleeing Earth after the Great Disaster caused by the fall of Atlantis. Over the millennia some have returned to Earth to defend it, while many others have established secret, hidden enclaves. These surviving circles have trained full Line Makers with no ties to the Empire of the Sun. Within the Empire, Line Makers are at the forefront of defense against outside threats, including an elite few trained to activate the Nazca Lines in cases of dire emergency. HERO’S JOURNEY (TWO ROLLS) Line Makers gain two rolls on the following tables: Education, Enchanted Items & Mystic Gadgets, Experience & Wisdom, and Magic & Mysticism. LINES OF POWER Line Makers have access to the following powers (Rank permitting): Arcane protection, banish, barrier, blast, bolt, boost/lower Trait, burrow, damage field, detect arcana, elemental manipulation, healing, invisibility, light/darkness, protection, relief, smite, stun, summon ally, and teleport. They focus their PPE through symbols and drawings, using the same energy which comprises ley lines. To cast a spell, they quickly trace its pattern with their fingers, causing the design to appear as glowing blue lines which persist for the duration of the spell. Be creative in describing their symbols based on chosen Trappings; e.g. electrical smite could start with jagged lines of “lightning” sketched onto a weapon, stun may be a mid-air symbol radiating pain, barrier might spring up from whorled lines etched into the ground, etc. PRE-DRAWN SPELLS A Line Maker may draw an arcane pattern onto an object in advance to save time on the future castings. For example, she may draw protection onto her armor, barrier on a blanket to be tossed onto the ground, or healing onto a cup others can drink from. When drawing the pattern, the Line Maker must specify the target, the range, any aspects (e.g., “boost Vigor” for boost/ lower Trait), and all Modifiers—all decisions about the spell's activation are fixed at the time of drawing. The spell's target may be the object itself, whoever is touching or using it, or a specific subject (who must present at the time of drawing). T h i s makes it
TO SURVIVE AND THRIVE— THE LINE MAKER 28 impractical to pre-draw offensive spells like bolt, though area-effect powers like blast could be drawn on the ground (or a blanket) ahead of time. Pre-drawing a spell takes 5 minutes per PPE required by the spell (including Modifiers), but no skill check or PPE expenditure is required at that time. The symbol is visible afterward, magically “burned” into the object as dull (non-glowing) blue lines. The drawing cannot be wiped off or forcibly removed except by destroying the object itself or successful use of dispel. The Line Maker can maintain one pre-drawn spell per Rank. The Line Maker activates a pre-drawn spell as an Innate Ability; with a Critical Failure the spell's symbol is destroyed, otherwise it remains and may be reused until the Line Maker chooses to erase it. LINE MAKER ABILITIES AND BONUSES While they have some "normal" mage abilities, line magic grants several unique ones. Arcane Background (Magic): Line Makers begin with the Arcane Background (Magic), Master of Magic, Power Points, and Rapid Recharge Edges, two die types in the Spellcasting skill, summon ally and four additional powers from the list above, and 15 PPE (10 PPE base, plus 5 PPE from the Power Points Edge). Artistic Ability: Line Makers may use Spellcasting as a mundane artistic skill for drawing, etching, painting, etc. They may also spend 1 PPE to “burn” their line energy into a surface for mundane purposes, like leaving a message on a wall or etching a decoration into a vase. Conjurer: Line Makers have the Conjurer Edge; see Arcana & Mysticism. Use the shape change table for what Size animal they may summon by Rank. The items and animals they summon are obviously unreal, appearing as simple drawings of glowing blue energy. Conjured animals are completely obedient, requiring no additional rolls or powers to command. Energy Jar: A Line Maker at a ley line can weave its energy into a small glowing jar which holds PPE (separate from her personal PPE) equal to her Spellcasting die type; it takes 30 minutes to create. She can only have one Energy Jar in existence at a time and only she can use it. The stored PPE must be used to cast line magic spells; this requires holding the jar in one hand and using the other (empty) hand to “paint” with its liquid ley energy. Expanded Awareness and Ley Line Sense: Line Makers have these Ley Line Walker abilities; see the Tomorrow Legion Player’s Guide. Pre-Drawn Spells: A Line Maker can draw spell patterns in advance, maintaining up to one per Rank. See above for details. Rift Patterns: Line Maker symbols are quite effective on rifts. Treat the character as a Ley Line Walker for the purpose of Characters, Ley Lines, and Rifts in the Game Master’s Handbook. The ability to activate your favorite spells as Innate Abilities is potent. Don’t hesitate to switch up pre-drawn spells between scenes, especially if you get the Arcane Artist Edge. Never forget about Conjurer. Even small summoned animals can be a great distraction or aid, and being able to consistently create “just the thing we need” can solve many jams. There are many ways to roleplay a Line Maker: the passionate and over-the-top artiste, the devout Sun-worshiper whose power “is a blessing from the gods,” the secretive and aloof guardian, etc. Have fun with it.
29 Trappings: Line Makers have access to all Trappings except Necromantic; the glowing blue lines are how spells are cast, not what the spells do or the energy they create. The only exception is summon ally; every use except Mirror Self produces a glowing blue construct. LINE MAKER COMPLICATIONS Line magic has its own set of drawbacks. Cybernetics: Cyberware confers a −1 to Spellcasting for each point of Strain. Enemies: In the Empire of the Sun, Line Makers are often the first target of enemy Arkhons. Those who explore the world face the same issues as other magic users; e.g., the Coalition shoots them on sight while the True Federation demands fealty. Obvious Power Activators: All magic users must have their hands free and be able to speak to cast spells. With Line Makers, the words are merely a mutter but the gestures are broad and involve glowing lines of energy. Anyone seeing a symbol (either pre-drawn or being cast) A significant portion of the Nazca desert (about 170 square miles) near the Great City is a Super Nexus Point of crisscrossing ley lines. The Nazcans harnessed this energy to craft geoglyphs: drawings dug into the sand, massive enough to be seen from orbit. The larger ones, which range from 150’ to 300’ across, are the Nazcans’ final line of defense, activated only when absolutely necessary due to the high cost. Thus this area is restricted and guarded, since it is the only place on Earth the Activate Nazca Lines ritual can be performed. Activating one of these drawings is a Magic Ritual (see Rituals and Meditations in the Tomorrow Legion Player’s Guide) performed at the center of the drawing as a Complex Dramatic Task. There are no required materials, but only someone with the Nazca Cabalist Edge may lead it; others may assist (at −1 without that Edge) or Support, as normal. The ritual requires 50 PPE, 20 of which must be paid as a permanent PPE sacrifice (divided as evenly as possible among the AB: Magic participants); each raise reduces the required sacrifice by 5 PPE. Success floods the geoglyph with blue ley line energy, as it rises from the desert sands to face the threat. These energy beings have not been given stats, as they are primarily plot devices, vastly more powerful than anything a group of heroes would ever face. Whether the summoned creature “wins” should depend on how quickly the heroes were able to summon it and what they do to support it. Nazca line creatures include: Hummingbird: Multiple attacks; sonic area attack via beating its wings rapidly; rapid flight. Lizard: Swallows creatures whole; blows hurricane-force winds; can teleport several miles. Monkey: A powerful melee combatant; fires energy from its eyes; can teleport several miles. Spider: Multiple attacks; spins energy webs which ensnare its targets; rapid flight. Tree of Life: Immobile; fires powerful anti-air energy blasts; can control local weather. NAZCA LINES
30 may roll against Occult or Spellcasting to identify the spell; other Line Makers recognize it automatically. LINE MAKER STARTING GEAR Begin with standard Starting Gear, substituting Ley Line Walker Light Armor, plus one full Energy Jar. Rune Warrior Not long after Nazca’s first Line Makers mastered symbol magic, the nation was besieged by the Pucara, a race of red giants (see page 247). The sorcerer-kings embarked on a new project, using the energies of the nearby super nexus point to infuse Line Maker symbols directly into the flesh of their greatest warriors. With this power, they were able to drive the red giants back into the mountains. Rune Warriors became a key part of Nazca defense, and today thousands are found throughout the Empire of the Sun. Rune Warriors are carefully selected as children (often orphans) and raised in special camps as martial monks. These elite soldiers are then covered from head to toe in line magic symbols and infused with ley line energy, a process which takes years. This transforms the Rune Warriors into supernatural beings who can store PPE and use it to activate powerful enhancements. Each wields a Pattern Staff, a potent weapon made from the same energy. While Rune Warriors can only be created by the Empire of the Sun, several can be found exploring the rest of the Earth. These unarmored, “primitive” warriors are often underestimated by unfamiliar enemies, a fact the Rune Warriors happily take advantage of. HERO’S JOURNEY (TWO ROLLS) Rune Warriors gain two rolls on the following tables: Education, Experience & Wisdom, Ranged Weapons, Training, and Underworld & Black Ops. MYSTIC POWERS Rune Warriors know all of the following powers and their Mega Modifiers: boost Trait† (Strength, Vigor, and Fighting only), darksight*, detect arcana†, healing*, environmental protection*, protection*, speed†, and warrior’s gift*. Powers marked asterisk (*) have the Range (Self) limitation, while those marked dagger (†) have both the Range (Self) and Aspect limitations, but the Rune Warrior gains no benefit and pays full cost for each power. Unlike most powers, these are not activated with an arcane skill, see below. While any power is active, the symbols in the Warrior’s skin glow light blue, like a ley line. The Rune Warrior cannot learn any new powers—they have every ability the Nazcans could infuse into a person—and
TO SURVIVE AND THRIVE— THE RUNE WARRIOR 31 may only take the following Power Edges: Concentration, Power Points, Power Surge, Rapid Recharge (and its improvements), and Soul Drain. THE PATTERN STAFF The same energies which slowly transform a person into a Rune Warrior are simultaneously used to grow their Pattern Staff. The end result is a weapon of solidified magical energy, tied to the Warrior’s life force. It appears vaguely crystalline, but with many growths, spines, and carvings along its length. Only the Rune Warrior may use its abilities. As a melee weapon, the staff deals Str+3d4 Mega Damage, with AP equal to half the warrior’s Spirit. It has Parry +1, Reach 1, and is Two-Handed. The Rune Warrior can fire energy beams from the staff using the Shooting skill (activates the bolt power with access to all Modifiers and Mega Modifiers). The staff holds 5 PPE which recharge at the same rate as its owner’s; these PPE can be used for the Rune Warrior’s personal powers as well as the staff’s bolt. Uniquely, when the Rune Warrior is Wounded, the Pattern Staff can transfer life force, absorbing one Wound on behalf of its wielder as a free action. Once it does so, the Pattern Staff cannot do this again until it “heals,” which takes 24 hours; this cannot be accelerated by any means. The Pattern Staff can be disarmed and even stolen; treat it as a mundane staff in anyone else’s hands. If it is ever lost, the experts in the Empire of the Sun can regenerate a new staff out of the Rune Warrior’s life force. This takes about two weeks, during which the Rune Warrior must be present. RUNE WARRIOR ABILITIES AND BONUSES The magic symbols and ley energy infused into the Rune Warrior’s flesh changes them in significant ways, as does their elite training from childhood. Fierce Warriors: Their intense training means Rune Warriors gain one die type in Athletics and two die types each in Fighting and Shooting. They also begin with three Combat Edges of their choice. Mystic Powers: Rune Warriors start with 10 PPE that recharge normally, all of the powers listed above, and access to their Mega Modifiers (which they may use as desired at the usual cost). As an Innate Ability, the Rune Warrior automatically activates a power with success for its regular PPE cost, or with a raise for an additional +2 PPE. They may also use their PPE to power TW devices. Pattern Armor: A Rune Warrior using protection with Greater Protection gets better defense than usual: +9 MDC Armor, or +12 with a raise. This manifests as a suit of stylized ley line energy armor. Pattern Staff Mastery: Rune Warriors start with Trademark Weapon (Pattern Staff). Physical Enhancement: The power patterns strengthen a Rune Warrior’s body Unlike mages, you start with every power you’re ever going to know. However, this still leaves two paths to advance your framework: mystical energy (Power Points and Rapid Recharge) and martial prowess (Combat Edges, Iconic Edges, and skills). Deciding how to balance these is key to your growth. Rune Warriors are tough, but should still take a round to activate defensive powers before facing serious enemies. There’s nothing stopping you from using heavy ordnance. A rocket launcher or railgun can be wonderful for times when your Pattern Staff isn’t the right tool.
32 in every way. They gain one die type to Agility and two die types to Strength and Vigor. Increase Trait maximums accordingly. Their Pace goes up by +2 and their Run die increases one type. Supernatural Transformation: Rune Warriors have become supernatural creatures, gaining +4 Toughness and immunity to Gritty Damage. They radiate a supernatural aura and abilities affecting such targets affect them, and vice versa. RUNE WARRIOR COMPLICATIONS The unique process by which Rune Warriors are created also imposes specific limitations. Armor Eater: Their line patterns constantly emit magical energy which degrades physical armor, quickly ruining any protection it would normally offer. Rune Warriors strongly prefer light, loosefitting clothing (and wearing as little of it as possible), to keep their skin exposed to the naturally magical environment. Cybernetics: Rune Warriors cannot have any cybernetic implants. Their supernatural bodies simply reject and destroy any cyberware. Enemies: Within the Empire of the Sun, Rune Warriors are a favored target of the Arkhons. Those outside of the Empire run into the same issues as any magically powered being; e.g., in North America, the Coalition wants them dead while the True Federation demands their fealty. Oddity: In or near the Empire of the Sun, Rune Warriors are recognized and well respected. Those who travel, however, are often seen as “half-naked primitive cultists” by other societies. Rune Warriors in foreign lands gain the Outsider (Minor) Hindrance. Nazcan Lineage: Created millennia ago by the Nazca sorcerer-kings to empower their most trusted human champions, Rune Warriors can have latent psychic abilities, but this particular application of ancient line magic is attuned to pure strain human physiology—those with altered or non-human biochemistry would be maimed or killed by the process (including Psi-Stalkers, Psi-Ghosts, True Atlanteans, Lemurians, Elves, Dwarves, etc.) and are never selected. Potential candidates are children carefully chosen for aptitude from among orphans, so most Rune Warriors are humans of Nazcan, Incan, or South American descent, though freed slave children from other parts of the world regularly end up orphaned in the region and are equally eligible. RUNE WARRIOR STARTING GEAR Begin with standard Starting Gear except no armor and substituting either an Inti10 Variable Laser Pistol or an Illapa-1 Rocket Pistol. Every mark, line, and rune tell my people's story. My body chronicles our living history and fuels my triumph. —Atik-Llankay, Rune Warrior
33 MARS BLOOD RIDER Blood Riders come from clans found throughout the Silver River Republics. Very few clanfolk are psychically compatible with the local sapient carnosaurs known as Blood Lizards (see page 245). Once a rider bonds with their lizard, the two are inseparable; people even joke Blood Riders "sleep in the saddle rather than dismount." Begin with Arcane Background (Psionics), Major Psionic, two die types in Psionics, 20 ISP (10 base, doubled for Major Psionic), and choose three powers (Rank permitting): arcane resistance*, beast friend, boost Trait†, detect/conceal arcana*, confusion, darksight*, disguise*, divination, empathy, entangle, environmental protection*, farsight*, fear, healing, mind link, object reading, relief, smite*, telekinesis, warrior’s gift*. Begin with the Sidekick Edge for their Blood Lizard, along with the Beast Bond and Equestrian Edges. They cannot make Soak rolls for their mount, but may gift their Bennies so the lizard can Soak. The Blood Lizard is a Wild Card, but it receives no Bennies of its own. If the Blood Lizard is ever killed, the rider can bond with a new one, but this takes several weeks of downtime in the SRR. Begin with two die types in Riding and one in Survival. Bonded Link: The Blood Rider and Blood Lizard share a psychic bond as long as they’re within Spirit × 2 Range. They see through each other’s eyes, feel each other’s emotions, and can instantly communicate. The rider can also draw on the lizard’s ISP, though it is uncomfortable for the mount, even painful—most Blood Riders won’t take their mounts below half ISP except in dire emergencies (doing so inflicts a level of Fatigue on the Blood Lizard). Make one fewer Hero’s Journey table roll. The Blood Rider clans share a powerful sense of community and companionship. Start with the Loyal Hindrance for no additional benefit. Begin with standard Starting Gear, substituting Blood Rider “Claw” Armor. DUELIST The most elite warriors of the House of the Sword, Duelists are some of the deadliest swordsmen and women in the Megaverse®. Duelists are trained in discipline and stoicism unlike traditional New Babylonian values, but such sternness is necessary to master the psionic union of the blade. Most Duelists are Amaki or human, but in theory anyone who has proven sufficient loyalty to the House of the Sword could become one. Loyalty is crucial, however, especially given the rumors the Duelists are more than just protectors of the New Babylonian elite, but also assassins and spies. Begin with two die types in Psionics, Arcane Background (Psionics), 10 ISP, plus smite* and four powers of choice from the following list: arcane protection*, detect arcana†, empathy, healing*, protection*, warrior’s gift*. Those marked asterisk (*) have the reduced Power Points cost from the Range (Self) limitation, while those marked dagger (†) have both the Range (Self) and Aspect limitations. These are the only powers available to Duelists, who sacrifice broader psionic potential for increased focus on combat. Begin with three die types in Fighting plus the Adept, Psi-Blade, Psi-Shield, and Trademark Weapon Edges. The first power choice for Adept must be smite. Trademark Weapon applies to all Swords (including the Psi-Blade). Union of the Sword: When using a sword of any kind (including the Psi-Blade), a Duelist negates two points of penalties to Fighting rolls from any source, including Called Shots made to Disarm or even a Juicer's Uncanny Reflexes. Opponents are −2 on Strength checks to resist Disarm attempts by the Duelist. Special: Duelists must take Vow (Major—Serve the House of the Sword) for no additional benefit. In addition, the discipline of the Duelists must not be compromised; Duelists may not take the Habit (Major or Minor) Hindrance. Begin with standard Starting Gear, substituting Duelist Articulated Armor for any other body armor, plus an Amaki Psimitar.
34 FALLAM BATTLEMASTER Only a small percentage of Fallam possess the unique ability to enter a battle trance. During this trance, the Fallam are in a near-mystical state of consciousness, able to shrug off pain and fight with instinctive precision. Battlemasters are considered elite warriors by the Arkhon Empire, gathered into groups known as “Talons,” and are accorded great glory and respect. Although most Battlemasters are utterly loyal to the Arkhons, some have chosen to abandon their conquerors and strike out on their own. Begin with +3 skill points which must be spent on improving Athletics, Battle, Fighting, or Shooting in any combination. Begin with Soldier and any two other Combat or Leadership Edges. Battle Trance: You may enter a trance-like state in combat, gaining superb fighting abilities. You may activate this ability as a free action on the second (or later) round of any combat. When you activate this ability, you gain +1 die type in Spirit, Fighting, and Shooting, +2 to Soak rolls, and +2 Toughness. When combat is finished, the trance ends and you suffer a level of Fatigue. Fallam: All Fallam Battlemasters are of the Fallam Race, see page 38, and may not take the Berserk Edge. Select any two weapons from Close Combat and Ranged Weapons—Personal. Begin with the standard Starting Gear plus any one body armor and an extra 5d6 × 1000 credits in gear or valuables. MANOAN MONSTER HUNTER Surrounded by monstrous enemies on all sides, the leaders of Clan Skellian in Manoa developed new Tattoos allowing a person to take a monstrous form—even True Atlanteans who cannot be physically transformed. The unique Monster-Shaping tattoos form a magically empowered shell around them, deflecting harm and suspicion. Manoa trains these monster hunters to infiltrate Cibola and Splynn, while others act as knights errant across the continent. Begin with a die type increase in Fighting, Occult, Persuasion, and Survival. Begin with the Monster-Shaper, Monster Slayer, and Rapid Recharge Edges. Infiltrator: Manoan Monster Hunters gain a free reroll to any Persuasion rolls related to playing the role of inhuman monster. Magical Tattoos: Begin with two Weapon Tattoos of choice. These, plus the two Monster-Shaping Tattoos, grant a total of +4 PPE and +4 toughness (for nonAtlanteans). MEGAVERSAL TROOPER Living well past their natural lifespan, a Megaversal Trooper has seen it all through the visor grafted to their face. Many troopers live lives dedicated to the Legion completely bereft outside the military life. Others grow disenchanted and leave after their tour of duty ends. Discharged Troopers may keep their reinforced frames but may not take any of the Legion’s proprietary weapons when they leave. Starts with 4 additional skill points which must be spent on Driving, Fighting, Piloting, Shooting, and/or Repair. Begin with the Brave, Soldier, and Upgradable Edges. Life is a Battlefield: Once per encounter as a free action, the Trooper can choose to gain the benefits of a single Combat or Leadership Edge. He must meet all of the Edge’s Requirements, and the benefits of the chosen Edge end when the encounter ends. Start with Audio Package, Core Electronics Package, Internal Life Support, Optics Package, Range Data System, and Reinforced Frame 1. The Megaversal Legion deals with their clients in an ethical manner. This culture trickles down to the rank-and-file. All Troopers begin with the Code of Honor Hindrance for no extra benefit. Active duty Troopers get one fewer Hero’s Journey roll, but add a Megaversal Legion personal weapon of their choice and substitute Mark I or Mark II body armor in their starting gear. Discharged Troopers have normal Hero’s Journey rolls and substitute an ARP-1 or HRP-1 Plasma Rifle in their starting gear.
35 One of the Trooper’s Heroes’ Journey rolls must come from the Experience & Wisdom table, but the player chooses the result. PRIEST Priest worship a specific god or pantheon, follow their tenets, and draw power from them. Their god(s) aid them, allowing them to risk themselves to save others. Instead of engaging foes in combat, most Priests focus on banishing evil beings from this world and helping victims of evil recover. Priests have access to Edges like Champion and Holy Warrior if desired, but this is not a core part of their framework. Their power list is broad to cover a wide range of possible faiths. In practice, the Priest should choose miracles that fall under the umbrella of either general miracles or their god’s specific domain. Unless stated otherwise, a Priest’s Iconic Edges represent dedication to a specific faith and are thus mutually exclusive. Increase Spirit by one die type. Begin with two die types in Academics, Occult, Performance, and Persuasion. Begin with two die types in Faith, Arcane Background (Miracles), the Power Points Edge, 15 PPE (10 plus 5 for Power Points), plus banish, healing, and two more powers from the following list (Rank permitting): arcane protection, banish, barrier, beast friend, blind, boost/lower Trait, curse, detect/conceal arcana, deflection, dispel, divination, elemental manipulation, empathy, environmental protection, fear, fury, healing, light/darkness, object reading, protection, rebuke, relief, resurrection*, slumber, smite, sound/silence, speak language, stun, summon ally, and zombie. See the Mystic's Gotta Have Faith section in the Tomorrow Legion Player’s Guide for important restrictions on resurrection. Exorcism: Priests gain a free reroll when casting banish and, as an action may give an ally an immediate check to resist illusion, puppet, and mind reading (with Mind Walk), and similar possession or domination; the ally uses the higher of their attribute or the Priest’s Faith skill, and may do so once per round until they break free. Shield of Faith: All supernaturally evil creatures or hostile abilities are at −2 to attack or affect the Priest. Higher Standard: The Priest gains the Mystic Complication of the same name from the Tomorrow Legion Player’s Guide. Begin with standard Starting Gear.
36 NEW RACES Amaki The “Stone People” of New Babylon are heroic, ambitious, industrious—and also hedonistic, proud, and haughty. Their arrogance is not without merit; they’ve built an advanced and prosperous society in which most people live and work freely and safely. At the same time, the excesses of their society have earned them a negative reputation among many of their neighbors, and the worst of the Amaki can rival villains of any other culture with ease. Physically, Amaki look strikingly similar to humans, at least in shape. Their skin has the texture and hardness of marble, with colors ranging from light grey to jet black. They have no hair, though males have protrusions on their chin resembling beards; the resemblance to ancient Babylonian sculptures is what earned them the “New B a b y l o n i a n s ” moniker early in their days on Rifts Earth. Amaki love cultural expression, whether it’s their own or one of the many they’ve encountered on Earth. They are quick to adopt and absorb myriad cultural practices, and their fashion, music, food, and architecture all reflect their love of opulent displays. Amaki are eager explorers and adventurers, being easily spurred to travel. Alien Physiology: Amaki physiology is alien; those unfamiliar with their biology are −2 to Healing and cybernetics checks. Juicer and Crazy augmentations don’t work for this race. Outside New Babylon medical supplies, services, and cybernetics cost double the price. Arrogant: Amaki don’t think they’re the best—they know they are. All Amaki are Arrogant for no additional benefit. Bad Reputation: The excesses of New Babylonian culture has given the Amaki a terrible reputation throughout the Land of a Thousand Islands. The initial reactions of non-Babylonians are one step lower than usual. D-Bee (Minor): The initial Reaction to Amaki typically start at Unfriendly, or Hostile for human supremacists. Those Unfriendly or lower refuse to sell wares or provide services. Failed social checks with Hostile parties often result in violence. Indulgent: Amaki indulge in a wide variety of personal vices; “moderation” is not something they do well. All Amaki must take either Habit (Major), Ruthless (Major), or the Minor version of both Hindrances for no additional benefit. Regeneration: Make a natural healing roll once per day (rather than every five days). Sculpted: Amaki start with one extra Attribute Point, which must be spent on either Agility, Strength, or Vigor; increase the chosen Trait maximum to d12+1. Sword-Born: Virtually every Amaki trains in the sword from the moment they can hold one. All Amaki start with one extra die type in Fighting. Stone Skin: Amaki have +4 natural Armor and the Hardy quality (A second Shaken result does not cause a Wound). In addition, they ignore Gritty Damage from Mega-Damage attacks.
37 Arkhons Arkhons are aliens from a far-distant star. They largely resemble feline humanoids with a few reptilian features. Arkhon bodies are slender, agile, and deceptively strong. Their posture is somewhat crouched, and they possess long, whip-like tails. Arkhon skin is hairless, yellow-grey in color, and quite smooth. They possess long, pointed ears and startlingly human-like eyes. The Arkhon home world is much like Earth, and thus they are almost perfectly adapted for survival on Rifts Earth®. Since arriving in the Land of a Thousand Islands, they have used their semblance to felines to their advantage, currying favor with neighboring factions. The Arkhon's warrior culture is an unforgiving one that places skill and success above all other things, meaning that victory is the highest accomplishment. Luck is considered a character trait. Those with good fortune are favored, while those suffering setbacks are perceived to be at fault regardless of the circumstances—they are the problem, not the situation. The Arkhons that crash-landed on Rifts Earth® belong to the Tlo-Arkhon clan, a group that has been defeated and sent into exile. Their entire society sees the Earth campaign as another imminent failure, and a portent of inevitable doom. Thus, every member of the Arkhon clan on Rifts Earth® is desperate to prove themselves in battle and regain their clan's rightful place as auspicious conquerors. Even more so, their leadership is willing to do anything to win… making them particularly ruthless opponents in any conflict. This twisted code of honor and destiny inevitably gives rise to a peculiar code of ethics and miscreant values. Arkhons with more scrupulous ethical leanings are harassed by their peers, leaving quite a few to desert the military. So many have done so over the years that these outcasts have even built small settlements to the distant south, far from the Tlo-Arkhon clan holdings, fighting fierce battles of survival with the Larhold Barbarians. Adaptable: Arkhons vary greatly among their cultures. Gain a free Novice Edge of choice (meeting requirements as usual). Alien Physiology: Arkhon physiology is alien; those unfamiliar with their biology are −2 to Healing and cybernetics checks. Juicer and Crazy augmentations don’t work for this race. Outside Arkhon territory medical supplies, services, and cybernetics cost double the price. Agile and Strong: Arkhons increase their Agility and Strength by +1 die type each, and associated Trait maximums to d12+1. Bite & Claws: Arkhons have fangs and claws that are Natural Weapons (see Savage Worlds) and inflict Strength +d4 damage. D-Bee (Major): The initial reactions to Arkhons typically start at Unfriendly, or Hostile for human supremacists. Long-Lived: Arkhons generally live to 200 years old, and can live up to 500 years or more with advanced medical treatments. Non-Standard Build: Arkhons have proportions which make common equipment problematic. They subtract 2 from Trait rolls when using equipment that wasn’t specifically designed for their race. Equipment, food, and clothing cost triple the price. Ruthless (Minor): Arkhons have the R u t h l e s s ( M i n o r) Hindrance.
38 Fallam The Fallam are a race of large, oddlyproportioned beings that were conquered and assimilated by the Arkhon Empire. Contact with the Arkhons came centuries ago, and the Fallam have been so thoroughly incorporated into the Arkhon civilization that the Fallam’s original language and culture have been nearly eradicated (now known only by a handful of scholars and renegades). Fallam are roughly humanoid, possessing extremely broad shoulders, a narrow waist, and exceptionally long arms. It is theorized that Fallam once walked on all fours in a manner similar to Earth apes. These beings have reddish-brown skin, and possess a central fin on their head matched with two bony ridges that run down the back of the neck. The Fallam’s size and strength made them a favorable warrior stock for the Arkhon Empire, and Fallam have served in the Arkhon military ever since they were conquered. Although originally a peaceful race, the Fallam have adopted the Arkhon’s competitive and violent nature over the centuries. While most Fallam are loyal allies to the Arkhons, a number work to covertly sabotage the Arkhons from within their military. A few of the most brazen have splintered off to seek their own destiny, including a small band of rebels that journeyed all the way to Tolkeen. Alien Physiology: Fallam physiology is alien; those unfamiliar with their biology are −2 to Healing checks. Outside Arkhon territory medical supplies and services cost double the price. Cyber Resistant: Due to their intense healing factor, Fallam physiology is incompatible with cybernetics of any kind, including Juicer or Crazy systems. D-Bee (Major): The initial reactions to Fallam typically start at Unfriendly, or Hostile for human supremacists. Non-Standard Build: Fallam have proportions which make common equipment problematic. They subtract 2 from Trait rolls when using equipment that wasn’t specifically designed for their race. Equipment, food, armor, and clothing cost triple the listed price. Powerful Frame: Fallam increase their Vigor and Strength by one die type, and the Trait maximum is increased by a like amount. Reach: The Fallam’s long arms give them Reach +1. Regeneration: Make a natural healing roll once per day (rather than every five days). Ruthless (Minor): Fallam have the Ruthless (Minor) Hindrance. Size +1: On average, Fallam stand around 8 feet tall and weigh roughly 400 lbs, increasing their Size and Toughness by +1. Toughness: Fallam are incredibly resilient, and have +2 Toughness.
39 Felinoids In the Golden Age, Argentina launched Project Achilles, a secret partnership with ShaperCorp, the biogenetics company infamous for creating the Amphibs; see Atlantis & the Demon Seas. Achilles scientists mixed human and animal DNA to create mutant animals similar to Dog Boys. Many kinds of Felinoids were created, each based on a breed of great cat. When Omagua emerged from the ley line storms following the Great Cataclysm, hundreds of Felinoids were there to greet the heavenly city, guided to its location by psychic visions. Ever since, Omagua has been home to the myriad varieties of Felinoids, though some choose to venture out into the world to satisfy their curiosity. Agile: Felinoids increase their Agility by one die type, and the Trait maximum is increased by a like amount. Bite/Claws: Felinoids have fangs and claws that are Natural Weapons (see Savage Worlds) dealing Strength +d4 damage. Breed Advantage: A Felinoid begins with the Breed Advantage Edge (see the Tomorrow Legion Player’s Guide). Cat-Like Instincts: Felinoids have the Habit (Minor—hunting and stalking) Hindrance for no additional benefit. Distrustful Loners: Felinoids remember their heritage and distrust non-felines, who are −2 on Support rolls to aid them. Enemy (Major—Cibola): The minions of Inix the soul worm are always looking for ways to harm Omagua and its citizens. Low Light Vision: Felinoids ignore Dim or Dark illumination penalties. Mutant: Even humans who accept D-Bees are uncomfortable around mutant animals; initial Reactions start at Uncooperative. Near-Human Physiology: Engineered from Earth genetic stock, those unfamiliar with Achilles Mutant physiology are only −1 on Healing and cybernetics checks. Oddly Built: Mutant animals have peculiar builds, most armor and clothing must be custom-made at double normal cost, and human power armor doesn't fit. Natural Psionics: Start with Arcane Background (Psionics) and three powers chosen from the standard psionic list. If a framework with AB: Psionics is chosen, add two powers to the starting total. Use the Felinoid Race with these options from the Tomorrow Legion Player's Guide: Flame Panther: These pyrokinetics have red hair and serve Omagua as guardians against outsiders. Use the Burster Iconic Framework. Flying Tiger: These have psychokinetic powers, flying-squirrel-like “wings” connecting their limbs, and serve as Omagua’s air force and aerial scouts. Use the Mind Melter, selecting bolt, darkvision, farsight, fly, and protection. Hunter Cat: Hunter cats were created from a mix of tigers, jaguars, gorillas, and humans. However, they lived for the thrill of the hunt and frequently went berzerk in combat. They serve Omagua as front-line warriors and hunters. Use the Crazy, starting with Bloodthirsty from the Psyche Degradation table. Oracle Cat: These have an almost comical look with oversized heads, small furry bodies, and round eyes. Despite their cuddly appearance, they serve as seers, judges, and advisors in Omagua. Use the Mystic Iconic Framework. Sekhmet: These D-Bees with lionlike heads are not actually mutant animals, but are so closely related that the differences are inconsequential. They are attuned to magic, know many spells, and serve the Divine Felines in Omagua as wizards. Use the Ley Line Walker Iconic Framework. FELINOID RACIAL OPTIONS
40 Jungle Elves Calling themselves “champions of the Tree,” and the "sons and daughters of the Tree," Jungle Elves all have a strong connection to nature. Their legends tell of a primeval world ruled by the "Tree of Life," a mountain-sized tree that—if details are correct—would dwarf the Millennium Trees of Europe, and is the progenitor of the race's Trees of Wisdom. The Trees of Wisdom are intelligent telepaths that advise Biomancers, including all Jungle Elves, and even rule Maga Island, their adopted new home. Some scholars posit that these symbiotic life forms are ultra-advanced creations not unlike the Millennium Trees, and serve as the foundation of Jungle Elf civilization. Interestingly, Millennium Trees do not grow wherever the jungle elves and their Trees of Wisdom thrive. Jungle Elves are inherently connected to Biomancy, a type of magic that connects them with life energy and the pattern of the natural world. Jungle Elves are also highly psionic beings. In fact, Jungle Elves are so closely connected to both magical and psionic energy that they can’t really disassociate themselves from it; even those who don't practice Biomancy are accustomed to altering living things around them to suit their needs—to do so is a part of their nature. While jungle elves do possess a great admiration and respect for nature, they also love to wander and explore. Many jungle elves can be found on Maga Island, but they also roam elsewhere across the world. Generally, these folk gather in nomadic tribes throughout the Amazonian rain forest or in the Kingdom of Maga. Those who have permanent settlements construct them using Biomancy, building treetop villages so cunningly woven into the branches that few may even notice such a settlement exists. Biomancy Affinity: Due to their inherent connection with Biomancy, Jungle Elves can take Biomancer Gene-Mage Iconic Edges as if they were a Biomancer, as long as they meet all other requirements. They may spend ISP as if it were PPE for abilities granted by those Edges. Cybernetics Interference: A Jungle Elf's inherent powers are highly incompatible with cyberware. They suffer a −2 penalty to all Psionics and Biomancy related rolls per point of Strain from cybernetics; even bio-systems incur a −1 penalty. D-Bee (Minor): The initial Reactions to Jungle Elves typically start at Uncooperative, or Unfriendly for human supremacists. Those with Unfriendly or lower Reactions will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence. Near-Human Physiology: Those unfamiliar with Jungle Elf physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks. Natural Psionics: Start with Arcane Background (Psionics), beginning with three powers chosen from the standard psionic list; see the Tomorrow Legion Player's Guide. If a Jungle Elf chooses a framework providing Arcane Background (Psionics), he adds two powers to his starting total (e.g., a Jungle Elf Burster starts with five powers, a Mind Melter with seven). Naturally Attuned: Jungle Elves begin with the Gift of Nature and Commune with Nature Edges (see page 49). Repulsed by Technology: Due to their direct communion with the natural world, Jungle Elves instinctively reject techology. They refer to machines of any kind as "dead things" and even handling such objects fills them with unease. They gain the Retrotech Hindrance for no added benefit, see Atlantis & the Demon Seas. "Put seeds in your pockets so they grow when you die." —Verdanya Illimissana
41 Larhold Larhold are muscular, shaggy humanoids with a head reminiscent of skin stretched tightly over a bison skull. They stand about 6’ tall with bow legs. Most men grow long facial hair and both sexes braid their hair. All of the Larhold tribes worship a shadowy, unholy force which grants them “the Blue Flame;” see page 55 for more background on Larhold society. Larhold who reject their tribe and live are quite rare; in their culture a tribe puts everything else on hold to track down and kill traitors and deserters. However, some exiles do escape to the life of an adventurer, with even a few renegade shamans retaining access to the Blue Flame, which suggests the empowering force may have motivations other than pure chaos and evil. Note: "New Larhold" are non-Larhold inducted into their culture from early childhood. To play one, choose a different Race and take the Enemy Hindrance below and at least one of the following as a personal Hindrance: Greedy, Mean, or Ruthless. Alien Physiology: Larhold physiology is alien; those unfamiliar with their biology have a −2 penalty to Healing and cybernetics checks. Juicer and Crazy augmentations don’t work for this race. Outside Larhold territory medical supplies and servicescost double the price. Enemy (Minor): The tribe never stops looking for their “traitor,” even using remote viewing, the ability to travel via rift, and other powerful magics to extract their revenge. Expect the occasional attack. Greedy (Minor): Larhold life revolves around acquiring new arms, armor, and especially mounts (animal or vehicle). Hated D-Bee: Reactions to Larhold typically start at Hostile. When encountering human supremacists or most Silver River Republic folks, an immediate social skill check is required to avoid violence! Low Light Vision: Larhold ignore Dim and Dark Illumination penalties. Mean (Minor): Larhold get −1 on all Persuasion checks, even among their own kind. Powerful: Larhold start with Strength d8 (with a Trait maximum of d12+2) and Vigor d6 (with a Trait maximum of d12+1). Raised to Bully: Tribal interactions are defined by threats, not pleas. For Larhold, Intimidation is a core skill instead of Persuasion. Rugged: Larhold have +2 Toughness and are Hardy; a second Shaken result does not cause a Wound. Ruthless (Minor): There is little a Larhold won’t do in pursuit of an important goal.
42 Lizardfolk The Land of a Thousand Isles is a more suitable environment for the lizardfolk than anywhere on their own homeworld. When a lizardfolk Shifter first traveled to the Land of a Thousand Islands shortly after the Coming of the Rifts®, he was quick to report the discovery to his people. In the decades since, hundreds of thousands of lizardfolk have found their way to Rifts Earth. By and large, lizardfolk are reclusive and primitive. While they aggressively colonize riverways and the surrounding environment if they can, they aren’t violent conquerors by nature and prefer cautious interactions with outsiders. They are generally happy to trade and communicate, and travelers can usually find a warm meal and a friendly trading post whether they visit a small settlement of a hundred or a major city of ten thousand lizardfolk. The lizardfolk of Lagarto have become mobilized to much greater aggression and technological sophistication. All lizardfolk, h owe ve r, r e s p o n d violently if one of their own is attacked—which has been a more frequent occurrence as Lagarto’s actions have made more people begin to perceive all lizardfolk as a threat. Adaptable: Lizardfolk vary greatly among their cultures. Gain a free Novice Edge of choice (meeting requirements as usual). Alien Physiology: Those unfamiliar with lizardfolk biology are −2 to Healing and cybernetics checks. Juicer and Crazy augmentations don’t work for them. Outside Lagarto medical supplies, services, and cybernetics cost twice as much. Aquatic: Lizardfolk are truly amphibious and can’t drown in oxygenated liquid. They move their full Pace when swimming. Bite/Claws: Lizardfolk have bite and claws that are Natural Weapons (see Savage Worlds) dealing Strength +d4 damage. Conqueror's Reputation: The tech savvy lizardfolk of Lagarto are known to be militant and violent, the initial reactions of strangers are one step lower than usual (Unfriendly and Hostile, respectively with the Major D-Bee Hindrance). Special: This reputation is only for Lagarto lizardfolk; for tribal lizardfolk who do not belong to the "Nation of Scaled People," gain the All Thumbs Hindrance instead as these primitive folk inevitably hail from a culture that does not embrace technology. D-Bee (Major): The initial reactions to Lizardfolk typically start at Unfriendly, or Hostile for human supremacists. Those known to hail from Lagarto (often given away by their use of advanced technology) suffer additional penalties; see above. Oddly Built: Most armor and clothing must be custom-made at double normal cost, and human power armor doesn't fit. Scales: The lizardfolk’s scales give them +2 natural Armor. Size −1 (Normal): Lizardfolk are an average of 4' tall and weigh around 100 lb, reduce their Toughness by 1. Wall-Walker: Lizardfolk are excellent natural climbers. They may move on vertical surfaces normally, or inverted surfaces at half Pace.
43 Mutant Condoroid Project Achilles ended when the Great Cataclysm struck. The mutant animals were freed by scientist Cordelia Valdez and went on to found a city named in her honor (Cordelia) which eventually grew into the nation now called the Achilles Republic. Condoroids are a mix of condors, falcons, humans, and other avians. Their arms are separate from their wings and their foot-claws have been adapted for walking, but make poor weapons or manipulators. These birdfolk developed the ability to telekinetically accelerate their movement, surround themselves with a force field, and psychically cloak themselves. The Condoroids’ invisibility makes them excellent scouts and close-range fighters. Most Condoroids and Falconoids are comfortable residing with those of their kind in the Achilles Republic, but many have taken advantage of their natural and excellent flight abilities to migrate to farflung regions. They are usually most comfortable settling or regularly visiting technologically advanced societies, but a number of have "gone wild" and turned to a simpler, more primitive lifestyle of barbarism and banditry. Beak: Condoroids can bite for Str+d4 damage, even while grappling; their beak counts as a Natural Weapon (see Savage Worlds). Flight Adapted: Condoroids fly at 12", but their ground Pace is just 5" with a d4 run die. Inarticulate: Condoroids have many weapons in their arsenal, but due to physiology words are not one of them. Begin with the Tongue-Tied Hindrance. Mutant: Even humans who accept D-Bees are uncomfortable around mutant animals; initial Reactions start at Uncooperative. Natural Psionics: Start with Arcane Background (Psionics), and the invisibility*, protection*, and speed* powers. Uniquely, their speed affects their own Flight movement as well as normal Pace. Even if the Condoroid learns a version of speed that isn’t self-only, this extra benefit never applies to others. If a Condoroid chooses a framework providing Arcane Background (Psionics), he adds two powers to his starting total (e.g., a Condoroid Burster starts with five powers, a Mind Melter with seven). Near-Human Physiology: Engineered from Earth genetic stock, those unfamiliar with Achilles Mutant physiology are only −1 on Healing and cybernetics checks. Oddly Built: Mutant animals have peculiar builds, most armor and clothing must be custom-made at double normal cost, and human power armor doesn't fit. MUTANT FALCONOIDS A variant of the Condoroid, Falconoids were originally used as snipers and “mind blasters.” Treat them as Condoroids, except replace invisibility* with bolt in their starting powers.
44 Mutant Neo-Humans While most of Project Achilles was uplifting animals, a small faction of researchers illicitly worked on improving human embryos. Their shocking secret was eventually discovered, but the Great Cataclysm came before the other researchers could decide what to do with the Neo-Humans they had created. When Cordelia released them, most (the “Neo-Abels”) stayed with their fellow mutants, while a few (“Neo-Cains”) abandoned their companions, motivated by a sense of superiority and contempt for the other, "lesser" creations. Beguiling: Neo-Humans start with Persuasion d6. Natural Psionics: Start with Arcane Background (Psionics), and the fly*, telekinesis, and stun powers. If a NeoHuman chooses a framework providing Arcane Background (Psionics), he adds two powers to his starting total (e.g., a Neo-Human Burster starts with five powers, a Mind Melter with seven). Near-Perfect Specimen: Despite being mutants, Neo-Humans appear to be flawless humans. They start with the Attractive Edge, and do not choose how to spend their five attribute points at character creation; instead, all attributes are set to d6. They may not take physical Hindrances which represent genetic or inherited flaws. Noblesse Oblige: Neo-Humans see themselves as the caretakers of their people, and have the Code of Honor Hindrance for no extra benefit. Note: This assumes a Neo-Abel; Neo-Cains gain the Arrogant Hindrance, instead. Near-Human Physiology: Engineered from Rifts Earth genetic stock, those unfamiliar with Neo-Human biology (or mistaking them for humans) are at a −1 penalty on Healing checks and rolls involving cybernetics, except within the Achilles Republic. Supernatural Transformation: This unique psionic ability allows the NeoHuman to temporarily inflict and withstand Mega Damage. The ability cannot use Power Modifiers, lasts 5 rounds, and may be maintained normally. As an action the Neo-Human may spend 2 ISP and check Psionics; with a success he now ignores the effects of Gritty Damage and does Mega Damage with all melee attacks, and with a raise he gains a bonus of +2 to Toughness and +2 to melee attack damage. Wanted (Minor): If they learned their true nature, many powerful groups would seek to capture and medically experiment on Neo-Humans. The Coalition, Splugorth, Gene Splicers, and Mindwerks would be especially interested.
45 Mutant Serpentoid Combining viper, rattlesnake, and human DNA may have been Project Achilles’ most technically sophisticated achievement. The result looks somewhat like a scaly human with a large snake grafted to their back, giving them a bulging spine ending in a long tail. Their heads are cobra-like, with prominent hood flaps. Serpentoids are able to surround themselves with a telekinetic force field and trigger primal emotional reactions in others; unfortunately, this gives them slightly sociopathic tendencies. Coiled Muscles: Serpentoids gain +2 to all Athletics checks. Their unique build makes them excellent grapplers, climbers, swimmers, etc. Cold-Hearted: Serpentoids have −1 on all Persuasion rolls. In addition, they have the Mania (Manipulative) Minor Hindrance, which gives another −1 to Persuasion among those who realize it. Infravision: Illumination penalties are halved for the purpose of spotting or attacking warm targets. Mutant: Even humans who accept D-Bees are uncomfortable around mutant animals; initial Reactions start at Uncooperative. Those with Unfriendly or lower Reactions will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence. Natural Psionics: Start with Arcane Background (Psionics), and the fear, protection*, and stun powers. If a Serpentoid chooses a framework providing Arcane Background (Psionics), he adds two powers to his starting total (e.g., a Serpentoid Burster starts with five powers, a Mind Melter with seven). Near-Human Physiology: Engineered from Earth genetic stock, those unfamiliar with Achilles Mutant physiology are only −1 on Healing and cybernetics checks. Venomous Bite: Serpentoids can bite for Str+d4 damage, even when grappling. If the victim is Shaken or worse by the bite, they must also roll Vigor; failure inflicts a level of Fatigue, or Critical Failure inflicts two levels. Serpentoids are immune to their racial poison, but not to other poisons.
46 Ojahee Native to a world rich in PPE, the Ojahee stand head and shoulders over their human comrades in stature and strength. Back home the Ojahee formed a warrior society in the fires of constant conflict. When an Ojahee brigade was kidnapped by the Dakir (page 201), they proved highly capable and adapted to interdimensional battlefields quickly. The Ojahee respect courage, creativity, and honor and strive to embody these traits. In this, they see humans as kindred spirits and frequently call them “little cousins”— an attitude endearing from some and patronizing from others. D-Bee (Minor): Initial Reactions to Ojahee typically start at Unfriendly, or Hostile for human supremacists. Those with Unfriendly or lower Reaction will refuse to sell wares or provide services. Failed social checks with Hostile parties often result in violence. Intrepid: Ojahee are always willing to undertake risky propositions. Begin with the Overconfident and Stubborn Hindrances for no extra bonus. Non-Standard Build: Clothing and armor must be tailored to the Ojahee’s size and stocky shape. Outside of Megaversal Legion territory, this doubles the cost of such gear. They cannot use standard human power armor. Powerful: Ojahee start with Strength d8 (maximum d12+3) and Vigor d6 (maximum d12+1). Regeneration: Make a natural Healing roll daily to recover Wounds. Restricted Path (ISP): Psychic Ojahee are incredibly rare, making up less than 1% of their population. For an Ojahee to take Arcane Background (Psionics) or any Iconic Framework that includes it, they must spend a starting Edge to buy this drawback off. Ojahee cannot take the Master Psionic Edge and thus cannot be Mind Melters, etc. Restricted Path (PPE): An Ojahee has no capacity for magic. They cannot take any Arcane Background using PPE nor any Iconic Framework that includes it. This drawback cannot be overcome. Size 1: Ojahee typically stand 7– 8 feet tall. Their size grants them +1 Toughness.
47 NEW LANGUAGES In the Land of a Thousand Islands, Spanish is the most common language, far more widely known than American or Dragonese/ Elven. Demongogian is useful in Cibola and Haktla. In addition, the following new languages come up often: Arkhon: Uses subvocalized grunts and clicks which are difficult to reproduce. Arkhons, Fallam, and mutant canines and felines can learn to speak it normally; other races can at best approximate it, allowing for very slow communication which requires patient Arkhons. Creole: A mix of Spanish, Portuguese, and Amazonian. The language is only spoken; it has no organized writing system. Creole is common in the more rural regions of the northern half of the continent. Larhold: A difficult language never taught to outsiders. Non-Larhold races speaking it inevitably have a thick accent. Quechua: This Incan tongue is the official language of the Empire of the Sun. NEW EDGES Amazon Huntress Iconic Edges AMAZON SYNERGY Requirements: Amazon Huntress, Seasoned, Arcane Background (Magic) or Arcane Background (Psionics), Spirit d8+ Amazons who train to use their psionic or magical skills in tandem with their martial prowess learn to optimize their use of both in battle. Anytime the Amazon gets a raise on a damaging attack roll—Athletics (throwing), Fighting, Shooting, or arcane skill—she regains one ISP or PPE (her choice). ARCANE HUNTRESS Requirements: Novice, Amazon Huntress, Arcane Background (Magic), Fighting d8+, Spellcasting d8+ Choose a single Techno-Wizard weapon and a single spell you know. When wielding it, you gain a +1 to Parry when it’s readied (even if it's a ranged weapon). You gain a +1 on Spellcasting checks to cast your chosen spell. When attacking with that weapon and casting that spell in the same round, you ignore 2 points of Multi-Action penalties. PSYCHIC HUNTRESS Requirements: Novice, Amazon Huntress, Arcane Background (Psionics), Concentration When you focus your psionic might, it creates a feedback loop that strengthens your body as well. While you have at least one non-instant psionic power active, you have +2 Toughness. This is in addition to any bonus the power itself may have given you. SACRED HUNT Requirements: Novice, Amazon Huntress, Special The Amazon must slay an appropriate foe to take this Edge per the Sacred Hunt (see page 47). This Edge may be taken multiple times, but never for the same monster or blessing twice. Be sure to note both the name and “Quarry” type of the prey: Sacred Hunt (Gargoyle Lord, Agility), Sacred Hunt (Thornhead Demon, Fear), etc. Anti-Monster Iconic Edges LUCHADOR ANIMALISTO Requirements: Anti-Monster, Novice, Beast Master, Survival d8+ The public persona of your hero involves primal, wild imagery and an animalistic theme. Gain the speed power as an Innate Ability, with its cost reduced by the Aspect and Self-Only limitations. In addition, you deal an additional die of damage with your Claws, and your beast companions deal an additional die of damage with any natural attacks they possess.
LUCHADOR EDGES 48 LUCHADOR DRAMATICO Requirements: Anti-Monster, Novice, Inspire Courage, Performance d8+ Great battles are won in the hearts and minds of allies as well as enemies, and your AntiMonster’s heroic persona takes advantage of this. Gain the fear power as an Innate Ability. In addition, your Fame Level increases by 1 (the benefits from your Fame Monster and Holy Horror abilities all increase by +1). LUCHADOR GIGANTE Requirements: Anti-Monster, Novice, Berserk, Athletics d8+ Your Anti-Monster’s heroic persona is “larger than life” and known for great strength, durability, and rage. Gain the growth power as an Innate Ability, with its cost reduced by the Self-Only and Aspect limitations, and you may use it even while Berserk. In addition, you gain the Hardy quality; a second Shaken result does not cause a Wound. LUCHADOR INSPIRADO Requirements: Anti-Monster, Veteran, Chi, Fighting d8+ The public persona of your hero involves flashy martial arts and spiritual transcendence. Gain the warrior's gift power as an Innate Ability, with its cost reduced by the Self-Only limitation. In addition, your number of “Chi Points” per encounter is equal to your Fame Level. LUCHADOR SANGRIENTO Requirements: Anti-Monster, Novice, Extra Effort, Focus d8+ The public persona of your hero involves variations on the themes of the very monsters you battle: horns, glowing eyes, and even fangs. Gain the drain power points power as an Innate Ability, and it does not suffer the −2 penalty if the target has a different Arcane Background. In addition, the benefit of Extra Effort may be applied to any opposed roll against a supernatural evil creature, not just Focus rolls. Biomancer Gene-Mage Iconic Edges CHANNEL LIFE ENERGY Requirements: Biomancer Gene-Mage, Veteran, Spirit d10+ Learning to channel life energy directly, your hero gains versions of several spells, modified with specific Trappings. Gain the banish, bolt, and resurrection powers, but with certain aspects of their application changed— these changes and trappings may not be altered by abilities like the Wizard Edge. Banish: Channeling life energy can repel entities, but can also “undo” corporeal undead. The Biomancer may affect any undead with this spell, with the same effects—except physical undead are destroyed rather than forced to another dimension. Bolt: The Biomancer fires “Bio-Blasts” of life energy which destroy the unnatural. Against supernatural targets, the attack automatically overcomes the target’s normal immunities and counts as Holy for the purposes of vulnerabilities. Against technological targets, each successful attack that causes at least one Wound also causes the target to roll on the Technical Difficulty table as the components degrade and corrode. Against targets that are neither supernatural nor technological (such as normal living creatures) the spell works normally. Resurrection: The Biomancer’s “Touch of Life” functions the same as the normal spell, including the requirement to cast Luchador Edges are available as a special benefit from being famous enough to warrant a well-known specific persona. All Luchador Edges are mutually exclusive; an AntiMonster can only ever have one and can never change it.