149 CHAPTER SIX SILVER RIVER REPUBLICS I n ancient times, the southeastern part of the continent was dominated by the “Silver River” (Río de la Plata) and the “Silver Republic” (Argentina). Thus, despite being kingdoms in all but name, the independent nations in this area are known as the Silver River Republics, or SRR for short. They are not unified in any way, with diplomatic relations ranging from cool distrust to open warfare. TRAVEL The best way to move between the republics is by water. The Greater Amazon River ends in the middle of Cordoba, but its tributaries continue further south all the way to Larhold territory. This makes the river a favored “stakeout” for bandits and barbarians, however, as well as a potential feeding ground for large predators. Ocean travel is another option, but not without its own challenges. Exiting the mouth of the Greater Amazon River, it’s generally safe to head south (to Achilles, New Babylon, and the Southern Federation) as long as one stays close to the shore. Heading north puts a ship right in the middle of the Cordoba-Santiago war, while sailing east into deeper waters means entering the South American Devil’s Triangle, where ships are likely to get lost…or worse (see Atlantis & the Demon Seas). CORDOBA Cordoba is the largest human nation in the Land of a Thousand Islands by far. It’s known as an industrial country, with technology on the same level as the Coalition States and many cities devoted to production. Currently, this production fuels their war with Santiago, a conflict which had been brewing for many years and now threatens to draw in the entire region. History After the Great Cataclysm, survivors rebuilt the Argentinian city of Cordoba, led by the charismatic rancher Manuel Borges. A former military officer, Borges assembled a small army of gauchos (cowboys) to keep the town safe from raiders and dimensional
150 threats as it grew. The town grew at first by taking in humans who seemed useful, but when word spread and hordes of refugees began showing up, Borges ordered them kept out by force (even firing on them) to avoid a drain on the town’s supplies. Manuel was succeeded by his son, Raul Borges, starting a bloodline of Presidents-for-Life which persists to this day. The current President is Manuel Borges III, a ruthless 45-year-old former colonel with dreams of unifying all of the humans in the region against these “inhuman threats.” His first step is bringing Santiago under his benevolent rule. In 102 P.A. he first proposed a military alliance for Cordoba and Santiago to jointly attack the Achilles Republic. When Santiago refused, Borges continued to make similar offers (the carrot) while simultaneously stationing troops along the Cordoba/Santiago border (the stick). THE CORDOBA-SANTIAGO WAR In late 107 P.A., Cordoba officers on their northeast border noticed a patrol had gone missing. They demanded the nearby Santiago city of Sanliv (once Santana do Livramento) let them enter to search for them. The Santiago military was willing to allow a few soldiers in, escorted, but Cordoba insisted on bringing in at least an armed section. The argument wore into the night, as local Cordoba forces moved threateningly close to the city. A random gunshot sparked the Santiago troops to fire, at which point more Cordoba armored divisions arrived surprisingly quickly and took Sanliv. The resulting war has gone well for Cordoba. By 109 P.A. they control the Uruguayan peninsula (half of which had been Santiago territory), and are using this advantage to siege Santiago City from the east, forcing Santiago to pull their military back toward their capital. Unfortunately, the Arkhons have taken advantage of this to gobble up much of Santiago’s nowundefended territory before Cordoba could, and have even made probing assaults into Cordoba City. To deal with this new issue, Borges has hired the Megaversal Legion, offsetting their high cost by offering partial payment in land retaken from the Arkhons. It’s not a perfect solution, and he despises their non-human troops, but he’d rather have the Legion as a buffer between the Arkhons and Cordoba…for now. GEOGRAPHY Cordoba is a land of vast, fertile plains, with occasional hills in the north. While the nation is dotted with major industrial cities and military bases, the majority of the land is devoted to farming and ranching. Vehicles are generally associated with the military, simply because most of the country is perfect for traveling via horseback (or other mounts). Unfortunately, the sprawling nature of the land makes it impossible to keep out bandits and Larhold barbarians. As long as these groups avoid cities and the better defended ranches, they can get away with a great deal of raiding. Life in Cordoba The Republic of Cordoba is a dictatorship in all but name. A male Borges, usually chosen by his predecessor, is always President for life. The ruler has absolute power, including over the armed forces, though inept Presidents have sometimes been “managed” by a power behind the throne. The President appoints Ministers (generally from other powerful families) to oversee important areas of the government, such as the Treasury (taxes), Defense, and Health. For a non-Borges, the only route to power is one of these Ministry positions or to marry into the Borges line. About 80% of the populace are official citizens, allowed to own land, usually literate, and given the full protection of Cordoban law; apart from rare exceptions, these are all humans. Wealthy citizens live in luxurious manors out in the countryside, while the middle class mostly works city jobs. The 20% without citizenship are either non-humans or human refugees or vagabonds. Some noncitizens live in city slums, often in makeshift houses of brick and sheet metal, but most are country dwellers working as ranch hands for room and board.
151 TECHNOLOGY Cordoba’s level of technology is comparable to the Coalition’s. They create and field Combat Cyborgs, Juicers, and Crazies, and rely on a wide range of weapons, armor, and vehicles. They’re even able to make light Glitter Boy armor, though they haven’t figured out the thruster/pylon system necessary to field Boom Guns. Their GB-7 is thus smaller and compensates with a big gun on each shoulder. ARMED FORCES The Republican Army defends Cordoba from outside threats, has an integrated air force and navy, and relies heavily on vehicles (including robot vehicles) and specialty soldiers (‘borgs, Blood Riders, Juicers, etc.). The National Guard polices towns and cities, defends against local threats, and is primarily light infantry. The Army is male-only and volunteer only; by contrast, every citizen must serve two years in the Guard. Less known, the Internal Security Agency fills the roles of secret police, detectives, and spies. They ferret out threats and opposition to the Borges and steal secrets from other nations. Their Special Branch includes psychics, mages, and (secretly) even a few D-Bees. Cordoba City The capital of Cordoba sits on a Greater Amazon tributary, perfect for river trade. The fortress-like Palace of Government overlooks the city from a tall hill. Markets sell a wide range of items, though nothing too illegal or exotic. Like most Cordoban cities, life revolves around the factories, with the city itself built up around them and most of the populace working at one. Visitors to the capital cannot carry anything heavier than a light pistol and light body armor; if they buy anything heavier in the city, it is delivered to them as they leave. Cordoba Foreign Relations Cordoba has little contact with the rest of the world and has only basic information about North America (aside from the CS), Europe, Atlantis, etc. They have trade routes with Colombia, Maga Island, Bahia, and Tritonia (from Atlantis & the Demon Seas), but no formal ties. SANTIAGO Borges has made annexing Santiago his top priority. He believes Santiago’s resources will make it possible to launch a war of genocide against the local non-human republics.
152 THE ACHILLES REPUBLIC Cordoba hates this mutant nation. The two countries have battled frequently, and are now separated by a narrow “no-man’s land” strip of heavily defended ground. After Santiago is absorbed, Achilles is Borges’ next target. At the moment, though, Cordoba’s southern border forces are on the defensive as Achilles forces are pushing them back. It’s currently a battle of inches, with Borges trusting that the forces assigned there are enough to hold off the mutants. NEW BABYLON Cordoba considers New Babylon the beachhead of an alien invasion. Worse, these depraved fools have bested Cordoba in every battle the two nations have had. Borges wants them gone—but is already at war and can’t afford to not trade with the Babylonians right now. So for now, Cordoba grudgingly accepts their ridiculous claim to be “neutral ground.” THE SOUTHERN FEDERATION Borges is aware of the high technology to be found in Patagonia, and has been making a concerted effort to woo them diplomatically. This has yet to bear fruit, but he’s willing to keep trying. In the meantime, Cordoba trades with all three Federation states for minerals and fuel. THE EMPIRE OF THE SUN The supposed existence of manifested gods concerns Borges. Cordoba has probed the Empire’s defenses a few times, enough to know about its unique magical and divine defenders. Borges has decided to hold off on taking decisive action here, settling for stationing support troops in the Empire’s enemy state, New Peru. THE ARKHON FREEHOLD For years, the border between Cordoba and the Arkhons was stable, only subject to the occasional fight. As such, Borges wasn’t expecting them to capitalize on the Santiago war with such aggression. He would love to exterminate the aliens, but must wait until after Santiago, Achilles, and New Babylon fall. THE MEGAVERSAL LEGION Borges dislikes the Legion having so many non-human members, but rationalizes them as a fundamentally human mercenary company which happens to have some unsavory elements. Given the very real threat of losing Santiago land to aliens, he’d Considered “freedom fighters” by some, “terrorists” by most, the Shining Path is primarily known for guerrilla warfare against most established governments. They trace their origins back to pre-Cataclysm Peru, where they survived the apocalypse by hunkering down in the Andes mountains where they’d stowed caches of supplies. Today, most members operate out of the Andes, led by Mao Hernandez, where they harass the Empire of the Sun and Arkhons alike. There is also a significant branch in Cordoba, sworn to destroy the Borges regime, and at least a cell can be found in most South America nations. A cell comprises 4 –20 members working independently, so capturing one group doesn’t compromise the others. Shining Path members vary in morality, from genuine “power to the people” revolutionaries to sociopaths who use revolution as an excuse for violence. Similarly, there is no single write-up for Shining Path guerrillas; use a mix of “Mercenaries & Specialists” from Savage Foes of North America. THE SHINING PATH
153 rather have the Legion as a buffer between the Arkhons and the most vulnerable portions of Cordoba. And once victory over Santiago and Achilles is achieved, he can figure out how to seize the Legion’s territory and technology for himself. THE KINGDOM OF LAGARTO Lagarto has raided Cordoba ships for years, necessitating armed convoys. After their declaration of war on Colombia, these raids have stopped. While it seems likely they’re just focused on the war, Borges suspects a trap and has not changed this practice. In the meantime, lizard folk in Cordoba continue to be arrested on sight, guilty of spying until proven innocent. THE COALITION STATES After the CS made a diplomatic visit in 103 P.A., Borges and Emperor Prosek have been in regular contact, seeing each other as peers who share a “conqueror’s kinship.” Prosek’s brags about his own conquests subconsciously inspired Borges to finally attack Santiago. The two nations have a nominal alliance and regularly trade information, especially regarding enemies; a foe of the CS will not find refuge in Cordoba, and vice-versa. Coalition agents are allowed to operate out of Cordoba, mainly to spy on and sabotage the Achilles Republic. SANTIAGO At first glance, Santiago and Cordoba could be sister nations, with similar geography, technology, industry, and more. However, xenophobic Cordoba has long been offended by Santiago’s tolerance of D-Bees, and this gradually drove the two countries apart. History In the chaos after the Great Cataclysm, the people of Santiago survived and rebuilt mainly via acceptance of magic, psionics, and friendly D-Bees. They made a point to open up their community to refugees (both human and not); this sometimes hurt the colony, but in the long run it made them stronger and more diverse. Eventually, the city expanded into a fledgling nation, strong enough to protect itself from bandits and barbarians. At first, Cordoba was Santiago’s closest ally. Both were human-dominated nations struggling to survive. But as each country transitioned from “survival” to “long-term growth,” they gained the luxury of ideology. For decades, Santiago has resisted pressure to change its policies on D-Bees, but Manuel Borges’ recent maneuvering has forced them into open war. The war has not been going well for Santiago. Cordoba captured all of their territory east of the Greater Amazon. Then the Arkhons swooped in to gobble up chunks of their western lands. As of 109 P.A., Santiago is focused on keeping Cordoba out of their capital while gathering their forces and planning a counterstrike. Life in Santiago Santiago has a two-branch government, with an elected president (currently Yolanda Morales) and elected Senate. It isn’t a true democracy, however, as voting is limited to those born in Santiago, not actively in the military, and with an income of 40,000 credits a year. Surprisingly, letting the wealthiest 20% of the populace control the government hasn’t led to massive class division, mainly due the common folk’s willingness to demonstrate or even revolt in response to unfair laws. While Santiago is known for its D-Bee tolerance, in practice, prejudice still abounds. D-Bees have equal legal rights—including the right to vote, if wealthy enough— but are discouraged from moving into “human” neighborhoods, visiting “human” establishments, etc. The populace is split between the city and the country, almost exactly as in Cordoba. Mentioning this similarity to Santiagans is a good way to start a fight.
154 TECHNOLOGY Santiago’s technology levels are nearly identical to those of Cordoba. Both countries rely on Puma tanks and Hussar APCs; before the war, Santiago even imported a number of GB-7 suits. The most notable exception is the Ultra-Crazy (page 51), a conversion unique to Santiago and common in their Los Especiales units. ARMED FORCES Santiago’s standing army, the Santiago Defense Force, focuses on power armor and robot vehicles, with most soldiers equipped similarly to those of Cordoba. One corps within is the La Falange de los Especiales (or just Los Especiales), comprising unusual soldiers such as Juicers, Crazies, Ultra-Crazies, Blood Riders, Anti-Monsters, mages, psis, D-Bees, and so on. In addition, the Citizen’s Militia is made up of residents who’ve received military training. While normally kept in reserve, they’ve been active ever since the war started, helping the Defense Force protect individual cities. Santiago Foreign Relations Santiago prides itself on self-sufficiency, and as such has very limited contact with most other nations. CORDOBA President Morales had spent years trying to placate Borges via diplomacy, but clearly those efforts failed. She currently has the armed forces fighting defensively as her generals look for the right opportunity to counterstrike. THE ACHILLES REPUBLIC AND NEW BABYLON Santiago’s past interaction with both nations had been limited to basic trade. But after the war began, Morales reached out to both in the hopes of an alliance. Achilles seems tempted but hesitant, unwilling to offend their Arkhon allies. New Babylon is supposedly committed to neutrality, so Morales has sent diplomats and spies there in hopes of obtaining allies and intel. THE SOUTHERN FEDERATION Morales has convinced the Federation not only to continue trade with Santiago, but to threaten economic reprisal if Cordoba disrupts this trade. As Borges has long-term plans involving the Federation, he has not attacked their trade ships. Many SRR villages, farms, and towns are under the rule of a local warlord, or caudillo. The caudillo typically acknowledges the authority of the nation’s government as long as it doesn’t interfere with their own rule. This is most common in Cordoba and Santiago, neither of which can currently spare armed forces to depose these warlords, and the Southern Federation, due to its fuzzy internal borders. About 5 –10% of the population are under a caudillo at any given time in these three nations, compared to 1–3% elsewhere. A caudillo usually has power armor, a robot vehicle, or other advanced weaponry, though some are master mages or psis instead. Each commonly has a squad of lieutenants to help enforce their rule. Some caudillos can be surprisingly fair and protective, but most are greedy, vicious, and amoral. LOCAL CAUDILLOS
155 THE ARKHONS AND THE MEGAVERSAL LEGION Who’s worse, the opportunistic aliens who steal your land or the mercenaries who re-steal it afterward? Santiago is too busy fighting off Cordoba to deal with either group right now, but both have made enemies of Santiago and Morales hopes to drive them out of the country once Cordoba is taken care of. SAN LUIS AND ITALO INDUSTRIES Weapons manufacturer Italo Industries (I.I.) was founded in 20 P.A. when a team of Cordoba weapon designers left the government. They settled in the independent town of San Luis, just south of Cordoba. At first, Cordoba branded them “deserters” and banned I.I. weapons from the nation, but over the decades their stance softened, replaced by national pride. Today, San Luis remains independent (effectively a tiny city-state), thanks to the unspoken understanding that anyone attacking San Luis would face reprisal from Cordoba. Italo factories and offices can be found throughout the Silver River Republics. Through their New Babylon office, they have even sold to the Amaki homeworld, making I.I. the first Earth company to directly export to other dimensions. The company takes it as a point of pride that their weapons are often used on both sides of a war. This is currently the cause of some tension, however, as Cordoba has asked I.I. to suspend all sales to Santiago for the duration of their war. Italo fears (rightly) that choosing a side will invite reprisal from Cordoba’s enemies, especially the nearby Achilles Republic. For now, I.I. has countered by offering Cordoba preferential pricing, but it remains to be seen if this will satisfy the xenophobic conquerors. THE ACHILLES REPUBLIC Achilles is a nation led by uplifted animals, with dreams of becoming a true “mutant homeland” for their oppressed brethren. Achilleans accept humans and D-Bees, and have many of each as citizens. This doesn’t mean they’re quick to trust or peaceful, though—not after decades of fighting just to survive. In particular, they’ve learned to be especially suspicious of humandominated nations. History The Achilles Project was a Golden Age collaboration between the Argentinean government and ShaperCorp to create uplifted mutant animals. When the Great Cataclysm struck, scientist Cordelia Valdez freed the mutants—except for the Felinoids, who’d already escaped on their own (see Omagua, page 143)—and helped them found their first city, which they named Cordelia in her honor. The fledgling nation grew, and by 18 P.A. the animals had founded a second city, peacefully absorbed a third, and become a full republic. They found themselves immediately at odds with Cordoba, with things soon settling into a “cold-butoccasionally-hot war” and the creation of a thin strip of “no man’s land” between the two nations. FREEDOM RIDERS AND THE REUNION When Achilles learned of the Coalition States, specifically the CS Lone Star mutant animals, they began sending volunteer teams on rescue missions. These Freedom Riders made the treacherous journey to Lone Star via ship or aircraft, where they tried to convince Dog Boys and other mutants to return with them. About half refused, usually out of fear or loyalty, but the rest returned and became grateful members of Achilles. Recently, a Freedom Rider ship, returning with several liberated mutant felines, wrecked while sailing south of Bahia. The
156 crew and passengers were scattered, mostly lost; a few of the Riders made it back to Achilles months later. Then an unexpected emissary from Omagua showed up, revealing the lost passengers had made it to the City of Jaguars and shared stories of the Freedom Riders and Achilles. The Achilleans, excited to reunite with their “lost cousins,” immediately sent their own diplomats to Omagua. ARKHON ALLIANCE Shortly after Cordoba declared war on Santiago, the Achillean House was surprised by Arkhon psis showing up with an offer of military cooperation, proposing if the Arkhons and Achilleans worked together, they could both gain territory while the humans fought. The aliens and mutants got along unexpectedly well, using telepathy to hammer out the details in record time. Then, while the Arkhons moved on Santiago and northwestern Cordoba, Achillean forces began taking “no man’s land” for themselves. The fight has been difficult and slow, but it’s also where all of the southern Cordoban defenses are; once Achilles breaks through, there’s nothing stopping them from invading the country in force. Then in 109 P.A., an Arkhon officer came to the capybara elders with an odd request: Could they help the Arkhons make telepathic contact with their past selves? The elders found the idea intriguing and agreed to try. They summoned every adult capybara to the Fen (their wilderness retreat) where they worked a gestalt ritual with several Arkhon psychics to open a micro-communication rift through time. No witnesses remain to say what happened, but the Fen and everyone inside have vanished, leaving a vast spherical crater where there were once wetlands. And the best Achillean minds have no clue why. Life in Achilles Achilles is a representative government led by the Animal House (or “the Zoo” to antimutant bigots) whose members are directly elected. The House elects a Director, who acts as a moderator and has some special powers in emergency situations, and a Commander in Chief, who holds final say over military operations. Mutants hold most important positions, despite significant human and D-Bee minorities. Over 80% of House members are mutant animals, as many non-mutant citizens see it as a forgone conclusion a mutant will be elected and either vote mutant or skip voting altogether. Even the most underwhelming Achillean mutant is a psychic with other useful abilities, leading to a social view of the mutants being “just a better choice” for most jobs. Many humans in Achilles have accepted this, and are just happy they have full legal rights in a stable society. However, a growing minority is angry and wants change, with some joining the Shining Path (page 152). There’s been no overt violence from this yet, but it may be just a matter of time. RACES & PEOPLE Nearly half of the republic are Achillean mutants, about a third are humans, and the rest are D-Bees and mutants rescued from the CS. Mutants thus have no difficulty (nor extra cost) obtaining customized equipment in their homeland. The commonest mutants are the Condoroids, Equinoids, Falconoids, and Serpentoids. Build an Equinoid as a Centaur (see Blood & Banes) without Faerie Friend and Wild Spirit, and take Arcane Background (Psionic) as a personal Edge. It used to be the Mutant Capybara, famed for their minor dimension and time control abilities, were the next rarest, followed by the few Neo-Humans. However, the sudden vanishing of nearly all capybara (see History, above) has flipped this. While “rescues” are the smallest segment of the populace, they’re growing steadily. The last election even put a Battle Cat representative in the Animal House. Unfortunately, a small group of Dog Boys here are still loyal to the CS. A few have gotten hired as House staff, where they keep eyes and ears open. They’ve been secretly sending intel and Achillean genetic samples back to Lone Star.
157 TECHNOLOGY & ARMED FORCES Achilles technology is comparable to 20th century America’s, leading them to purchase most of their advanced tech from New Babylon. The Achilles Army relies more heavily on psionic powers, with each squad having at least one Master Psionic who can go head-to-head with power armor soldiers. Neo-Humans are usually sent as spies and saboteurs, since they can blend in with human forces. Locations Achilles has three major cities, with the rest of the population in small villages and towns across a wide range of terrains and biomes. Cordelia was the start of the nation (see above). New Neuquen was their second town, a “colony” of Cordelia. And Shieldborn was once a human micro-kingdom, about to be overrun by Cordoba, who agreed to join Achilles for protection. The Achilleans routed the Cordoban forces and vastly increased the number of humans in their nation; today, Shieldborn is the only place in Achilles where humans are a (slight) majority. Achilles Foreign Relations CORDOBA Achilles’ worst enemy. Achillean mutants are not even allowed inside Cordoba borders, and the two nations have been in some form of conflict ever since the battle for Shieldborn. Since the Cordoba-Santiago war, Achilles has been gradually pushing back Cordoba’s border defenses, shrinking the “no man’s land” a few yards at a time. SAN LUIS AND ITALO INDUSTRIES After Cordoba and I.I. reconciled, Achilles quietly launched a long-term spy mission, seeding a few Neo-Humans into San Luis. For years they’ve lived as normal citizens, reporting useful intel while ready to sabotage I.I. production if given the order. SANTIAGO Six months into the war, Santiago asked Achilles for an alliance. If the request had come earlier, it might have been approved, but the Arkhons got there first (and, as a bonus, aren’t human). Achilles doesn’t want to have to help Santiago recover their land from the Arkhons, and has committed its forces to the Cordoba border, so they have politely rebuffed Santiago. NEW BABYLON Achilles has a treaty of non-aggression with New Babylon, and acquires arms and mercenaries from their southern neighbor on a regular basis. It would seem the two should be closer allies, but the Achilleans see New Babylon as too decadent and playful. Even their current neutrality stance seems more like a game than actual statecraft, which makes the mutants untrusting. THE ARKHON FREEHOLD The Achilleans see something of themselves in the Arkhons—animal-like aliens in a world where they’re a minority. If the shared initiative against Cordoba goes well, it could be the beginning of much more. In the meantime, the mutants are investigating what happened at the Fen with Arkhon observers in a secondary role. OMAGUA While the mood is high regarding the recent contact with their “lost cousins,” the House is still cautious regarding the City of Jaguars and waiting to hear more from their diplomats. In particular, the idea of “magical werejaguars” is disturbing to some of the mutants, who are either unfamiliar with magic or see it as a strictly external force. Still, worship of the Divine Felines is already growing at a rapid pace among the Achilleans. THE COALITION STATES Achilles views the CS as wardens over mutant prisoners, and continues to send Freedom Riders north. Thanks to Cordoba, however, the CS knows a great deal about
158 Achilles and has spies based in Cordoba, gathering intel on Achilles and sabotaging Freedom Rider operations where possible. The next time Cordoba is in a position to attack Achilles in force, there’s a slim chance the CS might send a Death’s Head or two to join them! NEW BABYLON Populated by a partnership of Amaki D-Bees and humans, New Babylon is the wealthiest of the Silver River Republics, yet also the most distrusted and disliked. Its citizens have a reputation for being corrupt and decadent, with customs which seem like a mockery of other societies. Seeing a typical Babylonian in his powdered wig and embroidered frock, it’s easy to consider them a silly and weak society, but they’ve never lost a battle against a neighbor. Recently, they’ve taken advantage of this fact to try “rebranding” as a place of neutrality and diplomacy, but other nations are wary. History The Amaki home world is an Earthlike land ruled by a confederation of Noble Guild Houses. As they explored their own planet, and even the space around it, they developed a wide range of technology. Their greatest creation was a unique blend of psionics, Techno-Wizardry, and science known as gizmoteering. This allowed them to pierce the barriers between worlds and explore other lands, including Earth. Amaki explorers and then colonists arrived in the Land of a Thousand Islands about a century after the Great Cataclysm. Several of their early colonies were wiped out, but they persevered—and succeeded once they started bringing on local humans to help. These humans nicknamed the Amaki “Babylonians,” comparing their stone-like beards to pictures of Babylonian and Assryian warriors. The first city they built together was thus named New Babylon. The humans were accepted fully, and the two cultures influenced each other in every field, from science to music (today, Argentinian-Amaki folk fusion is popular even in the markets of Splynn). Humans began migrating to the Amaki home world and learning the secrets of gizmoteering. Eventually, New Babylon became the second largest SRR nation, after Cordoba, and the capital was rechristened to Babylon Major. Their first international conflict came in early P.A. years, when Cordoba was at war with the Achilles Republic (again). As the Cordoban armies pushed south, they threatened Babylonian cities. When the situation couldn’t be resolved peacefully, the House of War destroyed the Cordoban spearhead in days. Cordoba declared war, but Achilles attacking their troops en route to New Babylon meant they could never bring their full force to bear, and they agreed to a peace treaty after a year of losing. As tensions ramped up between Cordoba and Santiago, New Babylon sent emissaries to all of the Silver River Republics, offering their guild halls as neutral grounds for diplomacy, where the Babylonians would be happy to act as intermediaries. (“After all, only New Babylon has no true enemies.”) While no nation took the offer seriously, none wanted to be the only country without agents there, so all sent a few diplomats and spies to see what intel they could ferret out of New Babylon and the other attendees. Geography The Amaki are fortunate to have a connection back to their relatively fertile home world, because New Babylon’s dry, sandy grasslands support sparse vegetation at best. Ranching is common, and a few subsistence crops can be farmed, but the nation imports nearly half of its food from elsewhere. On the bright side, the land includes many rich mineral deposits and has beautiful beaches. Life in New Babylon Babylonians work hard but play harder. Much of their disposable income goes toward luxuries and finery, with current fashion
159 favoring bright tights, platform shoes, and powdered wigs. Low-ranking citizens often scrimp on meals and home goods to afford showy clothing; the appearance of opulence is what matters, because prosperity is seen as intrinsically tied to merit. Wealth isn’t the only thing they flaunt. Outfits are often provocative and baring; for many Babylonians this is just a fashion choice, but some find it empowering to be as promiscuous as possible. There’s a certain national pride in Babylon Major being known as the “City of Sin.” SOCIETY & GOVERNMENT New Babylon’s government is known as House Rule. The Noble Guild Houses of the Amaki home world are echoed here, comprising every recognized profession. The main Houses include: House of Arms: Manufacturing weapons and armor. House of Engineers: All construction projects and general technology. House of Health: All doctors and medical researchers House of Magic: All forms of magic and psionics (originally considered a form of magic). House of Money: Banking, the treasury, and currency. House of Sailors: Owns and sails all ships, from trade to military. House of the Sword: Training fencers, including Duelists (page 33). Unknown to outsiders, their Duelists are also used by the Masters’ Council as spies, saboteurs, and (rarely) assassins. House of War: New Babylon’s standing army. Answers directly to the Masters’ Council rather than having its own Master. (Each House also has their own small militia, unconnected to the House of War.) Each house has various Chapters which focus on specific specialties. For example, the House of Sailors has a Chapter of War (the Navy, which takes orders from the House of War), a Chapter of Commerce (merchant ships, tariffs, duties, etc.), and a Chapter of Design (which works with the House of Engineers). In the House of Magic, the Chapter of Mind (psionics) is so large, folks often conflate the two. Social status and quality of life is based on House rank: Apprentice, Probationer, House Member, Chapter Member, Chapter Master, and House Master. On Earth, the House Master technically answers to the House Master on the Amaki home world, though this rarely comes up. There are dozens of sub-ranks within those groups, with candidates competing fiercely (sometimes violently!) for promotions. The Masters’ Council is effectively the ruling body of New Babylon, comprising all of the Chapter and House Masters. They elect a President, though she acts more as a moderator than an executive leader. This arrangement seems chaotic to outsiders, but the Houses have centuries of experience working with each other. InterHouse conflicts can get nasty, but the Master’s Council steps in if one escalates too far. The only folks who truly suffer are the 20% of the population who cannot get into a House. In theory, they have full legal rights, but if they are victimized by a House member there’s little they can do, as the House backs up and supports its own. TECHNOLOGY Amaki weaponry is unusual and efficient, and their armor is flexible and comfortable. Even non-gizmoteered Amaki gear is created using unusual leaps of logic and function, which makes it tricky to repair. Duelists swear by the psimitar, a TW Psi-Blade enhancer which international merchants have recently brought to other continents. A handful of Cyber-Knights have begun using a psimitar, if only for its armor-piercing qualities. New Babylon Foreign Relations CORDOBA New Babylon would prefer Cordoba not become more of a threat. The Council
160 has a number of spies (mainly Duelists disguised as merchants) in Cordoba and Santiago gathering intel, as they decide whether intervening in the war is worth abandoning their neutrality. Many Masters underestimate Cordoba’s forces, not accepting their one-sided victories were due mainly to Cordoba having to attack them and Achilles simultaneously. Thus the Council is currently weighed against intervention, assuming Achilles will eventually break through their “no man’s land” and turn the tide. SANTIAGO New Babylon and Santiago have always had a friendly if cool relationship, centered around trading for each others’ technology. Babylonians, both human and Amaki, enjoy visiting Santiago bars and dance clubs, even though these occasionally end in brawls due to the jeering and insults of locals. New Babylon genuinely wants Santiago to survive their war, but won’t openly intervene unless their impending loss is undeniable (at which point it will probably be too late). THE ACHILLES REPUBLIC The two nations have a treaty of nonaggression and they trade consistently, with Babylonian psi-based TW weapons popular among the mutants. Aside from this, they have little in common. The Babylonians find the Achilleans dull and atavistic, with potent but unrefined psionics. THE SOUTHERN FEDERATION With their mineral deposits, higher technology, powerful magic, and more, New Babylon sees the Federation as their greatest rivals. Much of their current diplomatic and spycraft efforts are directed toward these neighbors, even as they amicably trade with them. THE MEGAVERSAL LEGION Coincidentally, the Amaki had hired the Legion about 35 years ago to deal with dimensional raiders. The Legion performed poorly, earning the Dakir the Babylonians’ contempt. But once Duelist spies learned Legion slaves had freed themselves, they opened up diplomatic contact. Today, Peace City is a popular tourist spot for Babylonians and a mutual respect is developing. THE EMPIRE OF THE SUN The Empire was the first nation the Amaki made diplomatic contact with, back in the early days of New Babylon, and each nation has a full embassy in the other. The Pantheon of the Sun respects the Amaki and the Babylonians are intrigued by Inca culture and fashion, leading to a healthy trade of luxuries, art, and clothing. THE ARKHON FREEHOLD New Babylon’s kinship with the Empire of the Sun has helped to cement their view of the Arkhons as an aggressive danger. With the aliens expanding into the SRR, the Council is considering ways to covertly assist the Legion in dislodging them. The Arkhons were the only local faction not offered a place at the Babylonians’ diplomatic table. COLOMBIA AND THE PIRATE KINGDOMS Colombia recently contracted with the House of Energy for a nuclear powered factory, to build stronger vehicles and weapons. However, the reactor was captured en route, in a surprisingly well-planned ambush by King Kryang. Babylonian honor required taking responsibility for the loss, but until they figure out how Kryang obtained his intel, the House has been sending the replacement reactor one piece at a time on understated ships. About half the parts have been delivered so far. Psyscape The Babylonians have heard rumors of this city of psionics (see Arcana & Mysticism) and sent a small team in search of it about nine years ago, but their reports eventually stopped. Recently, the House of Magic sent a 20-person group of mixed psychics, diplomats, and warriors to look for both Psyscape and their lost party.
161 THE SOUTHERN FEDERATION Rather than a single unified nation, Le Federacion del Sur is a confederation of three large city-states with countless smaller allied towns. Goteia, Patagonia, and Vespers were “rifted into” the area during the Great Cataclysm. Each comes from a vastly different world, and their Federation has survived mainly due to respecting each other’s autonomy. History When ley line energy returned to Earth, this region had a triangle of three strong nexuses within 100 miles of each other, all of which immediately flared into powerful rifts. Each rift grew to around 30 miles in radius before instantaneously swapping the local terrain with that of the dimension it was connected to. Where there were once Earth towns, refineries, or sheep pastures, now there were three otherworldly cities and their surrounding countryside. The transition was permanent. In fact, to this day no one has been able to reopen the three rifts. It seems the presence of the new cities effectively “grounds” or “locks” the nexuses. Each nexus is thus a safe source of ley line energy, which helped the mages of Goteia and Vespers hold off threats in the early days. The arrival wasn’t perfectly smooth. Many buildings were destroyed or damaged and over half the populace died. The survivors rebuilt and explored, quickly becoming aware of the other two cities, but remaining isolationist due to the need to constantly battle the Larhold barbarians. I t took nearly a century for the three to ally together, drive most threats from their lands, and form a formal Federation. Over time, every local town and village joined one of the three; those who didn’t were eventually destroyed by the Larhold or other threats. Today, the Federation is effectively three allied states, united militarily for defense and culturally by the sense of being outsiders in this strange new world. Geography Each city brought its surroundings with it. Goteia is surrounded by European-style coniferous forest, Patagonia brought dense urban sprawl (all destroyed in the transition, now ruins), and the area around Vespers seems like featureless flat land. Between these regions, the native climate is dry and cold, with modest vegetation. Whether they were also “rifted in” or just brought closer to the surface by the upheaval of the Great Cataclysm, enormous deposits of platinum, gold, uranium, petroleum, and iron are spread throughout the region. This has allowed the cities and their subject towns to grow relatively wealthy. The Triumvirate There is no central government of the Southern Federation. Each city-state is given complete autonomy except where it endangers the other two. Embassies and advisers-on-loan ensure such a situation rarely occurs and allow the cities to collaborate when necessary. The one standing order which all members and forces have is against the Larhold. If a Patagonia patrol pursuing those barbarians sees a Vespers guard, they have only to yell “Larhold!” for the guard to join them without hesitation.
162 GOTEIA Pronounced “GOH-tee-uh,” this walled medieval city is in the northwest of the Federation. Its wooden palisade and gates are enchanted to provide MDC defenses. The buildings are clustered into neighborhoods, each of which has a large cathedral and some sort of square or park which doubles as an informal market. Life is typically noisy and busy, with church bells, merchants calling out their wares, hammers striking anvils, and more. But when most people think Goteia, they think of its wizard rulers. These mages are incredibly powerful, even by Rifts standards, with secret magical techniques allowing them to defeat threats like dragons and greater demons. With access to the nexus at the center of the city, they’ve been able to keep Goteia safe for centuries. The 13 most powerful wizards form the High Cabal, the ruling body of Goteia. “Most powerful” is determined by consensus of the Cabal; if an up-and-coming wizard seems to fit the spot, the weakest current member will be encouraged to retire. The secrets of Goteia wizardry are passed down through apprenticeship, with most wizards training a few students over the course of their life. PATAGONIA The Experimental Arcology of Patagonia sits near the central shore of the Federation. The city is contained in a single massive building, a miraculous feat of engineering. Visually, it resembles a series of stacked squares, with the even levels rotated 45° from the odd so it looks like a Star of Lakshmi from the top. This allows each “point” to have a full garden, park, or small forest on top—one of the many ways the arcology blends ecology and housing. The city has a two-branch government comprising an elected Senate and an elected Governor, who appoints Department Heads over key aspects of the city, such as Police, Infrastructure, and Commerce. The people of Patagonia are known for their high technology, which rivals Golden Age tech. Fortunately for the rest of the world, the arcology was not a military base and thus has no means to mass-produce anything more potent than sidearms and body armor (for their police), which they refuse to trade. Most of their technology and effort are devoted simply to keeping everything functioning, as the arcology offers everything needed to survive when it’s working properly. Southern Federation Custom Gear Table All Patagonian gear is −4 to Repair without Patagonian parts, which are not for sale. BODY ARMOR ITEM ARMOR TOUGH MIN STR WEIGHT RARITY CREDITS Patagonian Concealed Armor +3 +2 d4 4 — — Notes: –2 to Notice rolls to detect armor underneath clothing. Patagonian Patrol EBA +5 +4 d6 18 PERSONAL RANGED WEAPONS WEAPON RANGE DAMAGE ROF AP SHOTS MIN STR WEIGHT RARITY CREDITS Patagonian Gamma Pistol 15/30/60 3d6 –2 1 8 12 d4 3 — — Patagonian Gamma Rifle 24/48/96 4d6 –2 3 12 20 d6 8 — — Notes: Heavy Beam
163 VESPERS This sprawling theocratic city in the Federation’s southwest is named after a local hero from their home world. It is fairly modest at first glance; most buildings are one or two stories and it’s protected by a basic 15’ stone wall. Part of the key to their survival is simply magic. Unlike Goteia and its few overpowered wizards, magic in Vespers is common. Over half of the citizens can cast spells and/or create Techno-Wizard gear and enchanted magic items. Conversely, no one has even minor psionics. However, there’s more to Vespers’ success. While they look like normal humans, all of the residents are incredibly resilient (+4 Toughness and immune to Gritty Damage effects), though this fades gradually after 24 hours away from Vespers. This, combined with enchanted armor and TW weapons, is how Vespers has been able to hold the front line against the Larhold. Vespers has a bigger secret, though, and it’s why they’re the most insular state by far. The surrounding land transported to Earth is alive. Beneath the sand (all of which blew in from elsewhere), the ground appears to be clay but is actually a vast organism. All of the buildings and fortifications in the city are “grown” from it, with the priests able to coax the land to form new structures over time. All of these have natural MDC armor, offering unprecedented defenses; e.g., the outer “stone” wall has MDC Hardness 30. Note: For the purpose of being targeted by arcane abilities, the land has no mind, no Power Points, and cannot suffer Wounds or Fatigue. Southern Federation Foreign Relations Each city-state trades with the other nations in the SRR (mainly exporting minerals), but otherwise keeps withdrawn and politically uninvolved. All three have unique secret knowledge and resources, with no desire for them to fall into the hands of others.
164 SILVER RIVER ENCOUNTERS D20 RESULT 1 If Things Weren’t Bad Enough: Roll once on that table* then again on this table. 2–3 The Plot Thickens: Roll once on that table* then roll again on this table. 4–5 Risks and Rewards: Roll once on that table* then roll again on this table 6–7 Larhold Scouting Party: 1d6+5 Larhold looking for victims and threats, with enough mounts (vehicles and/or War Bison) to hold every member. Roll a d6 for the leader: 1–3 a “war-leader”†, 4 – 6 a Wild Card Larhold Shaman†. 8 Larhold War Band: Roll a d4: 1–3 a “village-raiding” band of (1d4+3)×5 Larhold, 4 a “town-raiding” band of (1d6+4)×10 Larhold. 1/3 are “new Larhold,” 1/10 are Shamans. Led by a “war-leader”† with a Wild Card Larhold Shaman‡. All have mounts, as above. If inappropriate, treat this as a scouting party, above. 9 –11 Local Caudillos: A local settlement run by a caudillo (page 154) is having problems. Draw on the Mood & Current Events table*; optionally, use the full Settlement Generator*. The caudillo† and whichever lieutenant‡ is involved are both Wild Cards. 12–13 Blood Rider Clan: Either 1d4 Blood Riders (and Blood Lizards) plus a “Master Blood Rider”† leader or a clan settlement; GM’s choice. Create the latter with the Settlement Generator*; the populace is 10% Blood Riders, 30% Militia, 60% Civilians. 14 –15 Wandering Monster: 1d4 large, dangerous creatures or 2d4 smaller ones (GM’s choice). 16 –17 Arkhon Patrol: 1d3 Spikefish fighters flying a patrol pattern. 1d3 Arkhons in Stormwind Assault power armor show up as reinforcements if the fighters are attacked. 18 ESP Specialist Scouts: 1d3 Arkhon ESP Specialists, searching for a supernatural being they detected in the region. 19 Shining Path Cell: 2d4 “revolutionaries” up to no good. Roll on the Mission Profile table* for them, interpreting it darkly. Choose a leader† and second-incommand‡ (e.g., a City Rat and Juicer), both Wild Cards; the rest are Militia. 20 Creatures from the Rifts: The heroes face some rift-spawned opposition. Use the It Came From a Rift tables§ to generate the encounter. If appropriate, roll once on the Opposition Leader table* and once on the Other Authority Figure table*. * See The Game Master’s Handbook. † Roll once for this character on the Opposition Leader table in The Game Master’s Handbook. ‡ Roll once for this character on the Other Authority Figure table in The Game Master’s Handbook. § See Savage Foes of North America.
165 LARHOLD BARBARIANS The Larhold are not a true “Silver River Republic.” They are a nomadic race of tribal slavers, numbering in the millions, who threaten the entire southern half of the continent. To them, Earth is nothing more than their latest world to be plundered. The Land of a Thousand Islands is so sparsely populated that, even in the most built-up countries, a war band with hundreds of Larhold can cross borders and roam somewhat freely. Each tribe has a certain route they follow, ransacking every settlement and rival tribe they encounter along the way. A few pragmatic tribes allow towns to pay them (in gold, weapons, slaves, etc.) in return for leaving them be. The success of the Larhold can be chalked up to two things. First, they fight smart, not “fair.” They ambush, use guerrilla tactics, avoid superior (or even equal) forces, and run if they aren’t sure to win. Second, their shamans help at all stages of a raid: gathering intel via divination and remote viewing, enhancing the war band via Rituals, and healing warriors mid-fight. History Early in the development of their race, the Larhold were gifted the secret of the Blue Flame by an unknown evil force (likely an alien intelligence, demon, or god of darkness). They quickly mastered the forces of magic and used it to open rifts to other worlds. On some, they faced powerful opposition, and simply fled. On others, they found cities to sack and enslave. With infinite targets, their society grew steadily and their dark benefactor was pleased. The Larhold acquired a taste for hightech arms and equipment, and soon fielded plasma cannons and railguns alongside their magically enhanced blades. They barded their war bisons while adding jeeps and motorcycles. Their slaves brought new technical skills; those who were useful were treated well. Some slaves (or their children) proved themselves enough to become full tribe members; these were freed and declared “new Larhold.” During the Great Cataclysm, the Larhold were one of the D-Bee groups involuntarily pulled over to Earth. After exploring a bit, their shamans opened rifts back to the home world for reinforcements. Now Earth is the latest banquet in the never-ending Larhold feast. Races & People As a race, the 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. They’re willing to use any arms and armor, but traditionalists prefer leather made from war bison hide. About a third of the tribe members are “new Larhold.” This wide variety of races includes brodkil, gargoyles, mutants, ogres, and humans. Human Larhold have a reputation for being surprisingly fast and cruel, necessary to survive among much stronger tribemates. “New Larhold” are respected and may even become shamans, but not chieftains. Society & Government A tribe has between 1,000 and 100,000 members, with the larger tribes divided into 5 –20 smaller bands. Most tribes have two leaders: the chieftain and the shaman. Rarely, they are one and the same (a “shaman-king”). The chieftain is the war leader, commanding the tribe in prosaic matters, while the shaman is concerned with supernatural aspects. Status among the Larhold is measured in “mounts,” by comparison to war bison. A motorcycle is one mount, while a tank would count as 10 –12. Wealthy warriors often have dozens or even hundreds of poorer retainers. But prosperity is only half of a fighter’s reputation; the rest is violence. A bloodthirsty Larhold who skillfully defeats enemies is greatly respected, as are those who find cruel new ways to torment prisoners.
166 ARMED FORCES The Larhold always send more warriors than they think they’ll need. They may be encountered in scouting parties of 5 –12 or in war bands of (typically) 20 –100. Larhold always have enough mounts (animal, vehicle, or both) for all members. Larhold Foreign Relations There’s a reason no other “Foreign Relations” entry mentions the Larhold. The only interaction anyone has with the Larhold is to drive them out of their territory. Similarly, the Larhold couldn’t care less about national borders, just about which areas are weakest and most easily sacked. They don’t trade; they take. The Tomorrow Legion in the SRR There’s no shortage of situations for the Tomorrow Legion to get involved in. While it’s not feasible to send enough forces to directly intervene in the Cordoba-Santiago war, there may be some covert action a group of Legionnaires could take to tip the balance. Cordoba and the Achilles Republic are both involved with the Coalition States, which indirectly affects the safety of Castle Refuge. Diplomatic missions in New Babylon may be the fastest way to make contacts throughout the SRR. And unique secrets can be found in the Achilles Republic and Southern Federation. The Legion’s most solid connection in this area is with the Megaversal Legion, so any activities will likely use Peace City or Savage City as a jumping off point. This association will color the locals’ view of the Tomorrow Legion; those who distrust the Megaversal Legion may at first refuse to believe the two really are different groups. SAVAGE TALE: FROM PATAGONIA WITH LOVE A Tomorrow Legion team visits the diplomatic courts of New Babylon to find a way to help Santiago survive their war. They find assistance, but taking advantage of it requires covert action. A NIGHT AT THE COURTS Shadrach-nadin-ahi, an Amaki Duelist, welcomes the heroes to Babylon Major with a bow and flourish. He speaks with a deep voice, yet takes pains to enunciate each word and syllable. “It is an honor to bring yet another esteemed group into our diplomatic folds. May New Babylon and the Tomorrow Legion always drink from the same carafe.” He leads them on a tour of the city, showing off the various estates occupied by each House, ending at a small mansion in the middle of the city. “This building has been graciously donated by our Masters’ Council and renovated into embassies and meeting halls. Within you shall find many emissaries and ambassadors, much like yourselves. I’d be pleased to direct you, if there’s something in particular you’re looking for?” If the heroes want Shadrach’s help but want to keep their goals secret from New Babylon, they may use an appropriate social skill to coerce secrecy (e.g., Intimidation to hint at the Legion’s anger if this were to leak), or use Smarts at −2 or Persuasion to phrase the request too vaguely to identify specifics. Finding aid within the embassy requires coaxing rumors out of assistants, gauging the behavior of diplomats, and quite a few drinks. This is a Networking check, at +2 with Shadrach’s help. (If this adventure is the characters’ introduction to the SRR, consider roleplaying a few scenes with diplomats from different countries, each extolling their nation’s virtues.) On a success, Isabel Peralta, the ambassador from Patagonia (in the Southern Federation), slips them a note saying to meet her in an hour; each raise gives them +1 on all social
167 checks during that meeting. On a failure, they shmooze through the evening in vain, but awaken the next day to Isabel knocking on their door. Word eventually got to her, but now there’s less time so the heist starts with a “rush penalty” (see below). Note: For a shorter adventure, the Legion has already made contact with Isabel and she meets them instead of Shadrach, skipping right to the next scene. “I CAN’T OFFICIALLY HELP YOU” Isabel briefly explains the Federation, Patagonia, and how the three states are isolationist and unwilling to intervene in the Cordoba-Santiago war. However, she feels otherwise and wants to help stop Cordoba. She’d prefer not to be executed for treason, though, so she’ll help the heroes indirectly by setting them up to steal the help. She has a schematic on the computer in her embassy office, of a “Dragonfly.” This is a small aerial camera drone designed to be launched over the enemy for a better view. It can only transmit for a few seconds until it’s out of range (thanks to Earth’s radio interference) and self-destructs, but that’s enough to get some useful deployment intel. Once an enemy knows these exist, they can easily watch for them and shoot them down, but Isabel believes neither Santiago nor Cordoba are aware of this technology. Santiago could thus use it a few times for a temporary, significant edge. She understands the Tomorrow Legion may copy it as well, but figures this makes them unlikely to reveal its existence to anyone else. Her computer uses a password and retina lock. She’ll share the password but will be away in the Grand Hall when they break in, so they’ll have to deal with the biometrics. With her cooperation, disguise or an Improved Cyber-Disguise can mimic her retina print, but she’ll insist no one fully disguise themselves as her to avoid ruining her alibi. Additional GM Info: Isabel decided to make this offer based on the Legion being a distant third party; if things go wrong, it’s less likely to disrupt local politics. She has these schematics because she’s hoping to secure a cloaking tech upgrade from the House of Engineers (so the Dragonfly can safely fly more slowly), and needs to be able to verify it’ll work. Under no circumstances would she share the upgrade if she gets it; Patagonia needs to keep its edge. THE PATSY Note: This step is optional. Without a patsy, Isabel does her best to prevent New Babylon investigators from learning anything useful. If no one suggests pinning the heist on someone else, Isabel does. Either way, she recommends Sebastian Cruz, personal assistant to Cordoba ambassador Rafael Arias. Achilles uncovered Cruz’s actual role as a spy last year and has traded that info with several SRR nations, making him a believable choice. The Legionnaires have a few ways to implicate Cruz. One could impersonate him, which requires first getting close. Or they could obtain a personal item like one of the bespoke Cordoban pens he uses, either from his pocket or his office. The tricky part is Cruz’s job isn’t publicfacing and he rarely leaves the mansion wing claimed by Cordoba. The heroes can come up with a ruse to enter, trick him into exiting, break in (guards and cameras are similar to those in The Heist, below), or something else. Encourage their creativity! E Sebastian Cruz: As a City Rat (see Savage Foes of North America), but add the Field Intel Edge and replace Greedy with Vow (Serve Cordoba). THE HEIST This is a staged Quick Encounter (see Savage Worlds). When a “rush penalty” is mentioned, it means the group takes a cumulative −1 to all subsequent rolls due to having to hurry. Remember, they start with one if the meeting with Isabel was delayed. Any visually distinct Legionnaire must find a way to avoid standing out: leave their unique gear behind, disguise their race, wear
168 a bulky cloak, etc. It doesn’t have to be perfect, just good enough to muddle the statements the guards later give investigators. Stage One: Get past the New Babylon guards. Each hero rolls either Stealth to avoid being seen or a combat skill to knock out a guard. This is a Dangerous Encounter and if at least half of the party fails, reinforcements are alerted which adds a rush penalty. Stage Two: Break into the office while dealing with the cameras. The break-in can be a Thievery roll, Strength roll at −2, or melee damage against Hardness 10 (see Breaking Things in Savage Worlds). The cameras can be shut down remotely with an Electronics roll or blasted with Shooting at −2, but the latter must use a relatively silent weapon (GM’s call) or reinforcements will hear, adding a rush penalty unless they were already alerted in Stage One. Alternatively, if someone is disguised as Cruz, they may use Persuasion to impersonate him (then walk up to the cameras and switch them off). If the party fails at one or both tasks, they can retry the failed task(s) but add a rush penalty. Stage Three: Bypass the retinal scanner. If not already addressed (as discussed above), this uses Hacking to trick the computer, Electronics at −1 to spoof it, or Repair at −2 to rewire it. Failure means they can try again but add a rush penalty. If the rush penalty ever reaches −4, Patagonian reinforcements arrive and it turns into a shootout. At this point, the heroes’ best hope is to steal the physical computer and transition to a chase! Patagonian Guard Reinforcements (2 per hero): As Soldier (see Savage Foes of North America) but wearing Patagonian Patrol EBA and carrying Patagonian Gamma Rifles. And even more are on the way! AFTERMATH If the heroes get caught, the Tomorrow Legion earns the ire of New Babylon and Patagonia. The next few adventures may be “apology missions” on behalf of those states. Otherwise, after a quick wink to Isabel from across the Grand Hall, the Legionnaires can easily exit New Babylon and (depending on how far the GM wants to take this adventure) either hand off the data chip to an ally or begin the journey to Santiago themselves. The latter requires procuring transport up the Greater Amazon, avoiding Cordoban forces, and convincing the Santiago military and then President Morales herself this isn’t a trick—they’ll have their work cut out for them! Denizens of Cordoba and Santiago Most local threats or allies are best reflected as Cowboys or Gunslingers (from Empires of Humanity). Military forces can be found in Savage Foes of North America, though about half of the Crazies in Santiago also have the Ultra-Crazy Edge (page 51). BLOOD RIDER These mounted psychic warriors are found throughout the SRR, but are somewhat more common in Cordoba and Santiago. Each is bonded to a Blood Lizard (page 245) mount; if a Blood Rider is a Wild Card, her Blood Lizard is as well. For a “Master Blood Rider,” raise Psionics to d10, ISP to 40, and add the Master Blood Rider and Master Psionic Edges. They are always Wild Cards. Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8 Skills: Athletics d6, Common Knowledge d6, Fighting d8, Intimidation d6, Notice d8, Persuasion d4, Psionics d8, Riding d8, Shooting d8, Stealth d6, Survival d6 Pace: 6; Parry: 6; Toughness: 14 (6) Hindrances: Bloodthirsty or Code of Honor, Loyal, Quirk (Dislikes urban areas), Vengeful (Minor) Edges: Arcane Background (Psionics), Beast Bond, Equestrian, Major Psionic, Sidekick (Blood Lizard) Powers: Beast friend, confusion, entangle, farsight*, fly*, protection*, warrior’s gift*. ISP: 30
169 Gear: “Claw” Armor (+6 Armor, +2 Toughness), I-10 Laser Beam (Range 24/48/96, Damage 4d6, AP 2, RoF 3, Shots 30, Heavy Beam). Special Abilities: Bonded Link: When Blood Rider and Blood Lizard are within (combined Spirit) range, they can see through each other’s eyes and share thoughts and emotions. The rider can also draw on the lizard’s ISP, but won’t take it below half except in an emergency. Denizens of Achilles For an Achillean mutant, start with any existing write-up (e.g., from Savage Foes of North America) and apply a racial template from page 36. Popular Achillean frameworks include Mystic, Mind Melter, Rogue Scholar, and Wilderness Scout. Denizens of New Babylon These are both presented as humans for simplicity, but most Duelists and Gizmoteers are Amaki; replace one Edge with the racial template from page 36. DUELIST These masters of the psi-blade tend to be more stoic than the typical Babylonian, due to the intense training which occupies so much of their lives. While not necessary to form a psi-sword, the psimitar is a duelist’s iconic weapon and most use it exclusively. Unknown to most, some duelists are secretly spies and even assassins. Add Thievery d8, the Secret Hindrance, the Hidden Blade Edge, and either the Assassin or Thief Edge. These agents often leave their psimitars behind to better hide their identities. Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8 Skills: Athletics d10, Battle d6, Common Knowledge d6, Fighting d10, Notice d8, Persuasion d8, Psionics d8, Shooting d6, Stealth d10, Taunt d8. Pace: 6; Parry: 7; Toughness: 14 (5) Hindrances: Either Arrogant or Code of Honor, Driven (Prove my swordsmanship), Vow (Serve the House of the Sword) Edges: Acrobat, Adept (healing, smite, warrior’s gift), Arcane Background (Psionics), Combat Acrobat, Major Psionic, Psi-Blade, Psi-Shield, Trademark Weapon (all swords) Powers: Arcane protection*, detect arcana†, empathy, healing*, protection*, smite*, warrior’s gift*. ISP: 20 Gear: Duelist Articulated Armor (+5 Armor, +3 Toughness, −2 to detect armor), Psimitar (+2 ISP to activate, total of d8+d12, Mega Damage plus smite, AP 20). Special Abilities: Union of the Sword: Ignores two points of penalties to Fighting rolls when using a sword. Opponents resist the Duelist’s disarm attempts at −2. GIZMOTEER Though often compared to Techno-Wizards, Gizmoteers have a unique approach to creating devices—designing tech via alien engineering principles and then charging it with psionic energy. They can power up any device, not just their own, at the cost of extreme wear and tear. Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6 Skills: Athletics d6, Common Knowledge d6, Electronics d10, Fighting d6, Notice d8, Persuasion d6, Psionics d10, Repair d10, Science d10, Shooting d8, Stealth d4, Weird Science d10 Pace: 6; Parry: 5; Toughness: 10 (4) Hindrances: Curious, Habit (Constant tinkering), Vow (Serve the House of Engineering) Edges: Arcane Background (Psionics), Arcane Background (Weird Science), Artificer, Gadgeteer*, Major Item Creation, Major Psionic, Minor Item Creation, Modular Mechanics, Telemechanics Psionic Powers: Arcane protection, mind link, object reading. ISP: 20 Weird Science Powers: Deflection (belt), fly (boots), sloth/speed (wristwatch), stun (ray gun). PP: 15 Gear: Adventure Survival Light Armor (+4 Armor, +1 Toughness), TK Revolver (Range
170 12/24/48, Damage 3d6, RoF 1, AP 3), Field Repair Kit (+1 to Repair), and devices. Special Abilities: Gizmoteering: Gadgeteer limit is 6 PP. Psi-Tech: Can fuel any TW or Weird Science device with ISP. Can power mundane gear for 1 ISP per shot or per 10 minutes. Psionically Charge Machines: Can improve any tech device as an action. Lasts two hours, then the device suffers a Glitch. See page 25 for details. Denizens of the Southern Federation For Patagonians, use an existing write-up (e.g., from Savage Foes of North America); they differ mainly in their access to unique technology. Most Vesperites are spellcasters and none are psis; use an existing writeup, adding +4 Toughness and immunity to Gritty Damage effects. E GOTEIAN WIZARD An older man or woman, in robes or a cloak adorned with magical symbols. These protectors of Goteia guard their magical secrets carefully, and thus won’t use their Primal Mana ability in front of outsiders unless it’s an emergency…or the wizard expects to annihilate them. Will typically be accompanied by several “normal” magicians (treat as Ley Line Walkers). The listed powers are a minimum; the GM should add 3 – 5 additional to flesh out each wizard. Attributes: Agility d6, Smarts d12, Spirit d8, Strength d4, Vigor d6 Skills: Academics d8, Athletics d6, Common Knowledge d6, Fighting d6, Occult d12, Notice d8, Research d10, Spellcasting d12+1, Stealth d6, Survival d4 Pace: 6; Parry: 5; Toughness: 20 (4) Hindrances: Arrogant, Curious, Stubborn, Vow (Secrecy) Edges: Arcane Background (Magic), Concentration, Expert Blaster, Imp. Rapid Recharge, Master of Magic, Power Surge, Wizard Powers: Blast, bolt, boost/lower Trait, deflection, detect arcana, dispel, entangle, fly, healing, illusion, invisibility, protection, sloth/speed, speak language, teleport. PPE: 50 Gear: Enchanted Robes (+4 Armor, +2 Toughness), Enchanted Staff (Str+d4, Parry +1, gives +1 to Spellcasting, holds 10 PPE). Special Abilities: Ley Line Walker Abilities: Expanded Awareness, Ley Line Magic Mastery, Ley Line Transmission, and Ley Line Phasing. See the Tomorrow Legion Player’s Guide. Primal Mana: If the wizard is casting a spell with one or more Mega-Power Modifiers, he may double the spell’s total PPE cost (including modifiers) to boost its power. Damaging spells add two more dice; spells which are resisted, opposed, or give a roll to recover inflict an extra −2; and other spells are 50% more effective (Greater protection gives +9 MDC Armor, Greater speed triples movement, etc.). If the GM can’t figure out how to apply this benefit to a spell, it doesn’t qualify for Primal Mana. Ritual Defense: The typical wizard has a deflection ritual up for −4 to be hit and a protection ritual up for +9 Toughness (factored in above). Forces of the Larhold Barbarians LARHOLD A hairy, brawny humanoid with four small bison-like horns. While this one has been given traditional gear, Larhold love using stolen tech; each war band should be fleshed out with a wide variety of gear. A Larhold “War-Leader” is a Wild Card; raise Smarts and Battle to d8 and add four Leadership Edges (e.g., Command, Fervor, Hold the Line, and Tactician). Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+1, Vigor d10 Skills: Athletics d10, Battle d6, Common Knowledge d4, Driving d6, Fighting d8, Intimidation d6, Notice d6, Piloting d6, Repair d4, Riding d8, Shooting d8, Stealth d6, Survival d6 Pace: 8; Parry: 6; Toughness: 18 (6) Hindrances: Driven (Attain tribal status), Greedy, Mean, Ruthless Edges: Brute, Combat Reflexes, Fleet-Footed, Killer Instinct, Menacing, No Mercy
171 Gear: War Bison Hide (+6 Armor, +3 Toughness), Larhold Composite Bow (Range 12/24/48, Str+d12, Mega Damage, AP 6), Larhold Saber (Str+d12, Mega Damage, AP 6, Reach 1). Special Abilities: Hated D-Bee: Reactions to the Larhold start at Hostile. Healing and cybernetics checks on them are at −2. Low Light Vision: Ignore Dim/Dark Illumination penalties. Rugged: Larhold have +2 Toughness and are Hardy; a second Shaken result does not cause a Wound. LARHOLD SHAMAN The Larhold depend on their shamans, who use the Blue Flame not only as a weapon, but to enhance and support their fellow barbarians. They wear demonic masks and wrap themselves in bandages, partially for intimidation but also to hide the painful scars which come from worshiping at the Blue Flame’s altar. Many are Wild Cards. Attributes: Agility d6, Smarts d8, Spirit d12, Strength d12, Vigor d10 Skills: Athletics d8, Common Knowledge d6, Faith d12, Fighting d6, Healing d6, Intimidation d10, Notice d8, Occult d8, Performance d8, Riding d6, Shooting d6, Stealth d6, Survival d6 Pace: 8; Parry: 5; Toughness: 18 (6) Hindrances: Driven (Take from the weak), Greedy, Mean, Ruthless, Ugly (Minor) Edges: Arcane Background (Miracles), Brute, Concentration, Fleet-Footed, Healer, Menacing, Rapid Recharge Powers: Arcane protection, bolt§, burst§, damage field§, deflection, detect arcana†, divination, environmental protection§ (Aspect—fire), healing, light†§, protection§, relief, remote viewing, smite§. PPE: 30 Gear: War Bison Hide (+6 Armor, +3 Toughness), Demon Mask (treat as Magic Optic System from the Tomorrow Legion Player’s Guide), either an Enchanted Larhold Composite Bow (Range 12/24/48, Str+d12+2 Mega Damage, AP 10) or Enchanted Larhold Saber (Str+d12+2 Mega Damage, AP 10, Reach 1). Special Abilities: Blood Sacrifice: A shaman who ritually kills an innocent person gains (4 + their Size) PPE, or twice that for a Ritual. This can be done in combat, but the attack is all the shaman can do that round. Blue Flame Miracles: For powers marked with a §, the shaman may use Mega-Power Modifiers and the Lingering Damage Modifier costs just +1 PPE. Hated D-Bee: Reactions to the Larhold start at Hostile. Healing and cybernetics checks on them are at −2. Low Light Vision: Ignore Dim/Dark Illumination penalties. Ritual of Immolation: A shaman may invoke this mental ritual even if bound and gagged. It costs 0 PPE and requires a Faith roll. Once cast, any active arcane effects on the shaman (good or bad) immediately end; he begins to burn with the Blue Flame and is Distracted. After d4+1 rounds like this, he explodes for 4d10 Mega Damage (AP 16) with Lingering Damage in a Large Blast Template and dies. Killing the shaman before the explosion is the only way to prevent it. Rugged: Larhold have +2 Toughness and are Hardy; a second Shaken result does not cause a Wound. WAR BISON A buffalo with four horns and a mouth of razor-sharp canines. These aggressive animals hunt and eat live prey. Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+5, Vigor d10 Skills: Athletics d8, Fighting d8, Notice d6, Survival d6 Pace: 12; Parry: 6; Toughness: 26 (14) Edges: Fleet-Footed, Frenzy, Overrun Gear: Larhold War Barding (+6 Armor). Special Abilities: Natural Attacks: Bite for Str+d6, AP 6. Can make a running head-butt, at no penalty to hit, for Str+d6+6, AP 8, and the victim is knocked down if Shaken or worse. Resilient: Though usually Extras, War Bisons have one Wound. Size 3 (Normal): 5 –7’ tall at the shoulder, 7–10’ at the head. Thick Hide: +8 Armor and +2 Toughness.
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173 WESTERN SPINE CHAPTER SEVEN N o feature is more prominent along the west coast of South America than its “spine,” the Andes mountain range. Today, this area is dominated by two cultures who are a perfect study in contrast. West of the spine, the Empire of the Sun includes one of the oldest civilizations on Earth and represents humanity’s harmony with the divine. East of it, the Arkhon Freehold are relative newcomers to this planet who are far from human. EMPIRE OF THE SUN Inca and Nazca cultures intermingle in this civilization founded by the gods. The Empire relies on its divine and magical strength, which allows its people to live simply and effectively, though a few enclaves prefer the luxury of technology. Getting There The Empire is easily approachable from the Pacific, though most of the continent’s west coast is cliffs and broken terrain (thanks to the Great Cataclysm). Thus, harbor cities are sparse; a ship which sails down the coast in hopes of spotting one may be in for a long journey. Several tunnels riddle the Andes from when the Empire stretched much further east, but now those are heavily guarded, with Arkhons or the Megaversal Legion on the other end. Visitors willing to trek along the Andes from the north have an easier time arriving. The most direct entry point is also the most guarded, as the Great City of Nazca abuts countless rifts, many of which connect to other locations on Earth. A traveler able to manipulate the right rift and who received advance permission to pop in would have a fairly easy trip. History The history of the Empire of the Sun begins with its two ancestor civilizations. NAZCA CIVILIZATION The original Nazcans were Neolithic contemporaries of Atlantis and Lemuria. They used line magic to create buildings and even cities of pure magical energy, and to infuse their warriors with magical symbols for strength and prowess.
174 When Atlantis fell, Earth’s magic vanished with it. Nazca cities vanished in the blink of an eye, causing thousands to fall to their deaths. Many Nazcans were off exploring other dimensions; now cut off from Earth, they eventually managed to find each other and keep their civilization alive elsewhere. Those who remained, struggling without magic, created the Nazca Lines (page 29) to harness the trickle of Earth’s remaining energy. When the Arkhons first invaded Earth in 100 B.C., all hope seemed lost until the Nazcans worked a massive group ritual to animate the Nazca Lines for the first time. The Arkhons were defeated and forced to retreat, but the Nazcans’ most powerful magicians were dead from the strain and the Lines were drained. Their civilization declined slowly, until their magical legacy was but a myth. THE INCA EMPIRE Around 1200 A.D., powerful gods known as the Pantheon of the Sun (see page 18) arrived in ancient Cuzco. Badly weakened from battle with the forces of darkness, they ordered their Demigod children, the True Incans, to watch over them as they slept and healed. Led by Manco Capac, the True Incans taught the locals the secrets of science and magic, and an empire grew around the slumbering gods. At first the True Incans ruled the mortals directly, but once the Pantheon awoke and renewed their war against evil, the Demigods passed the throne to the humans and joined their parents’ spiritual war. The empire grew to cover both sides of the Andes. Sadly, in the 16th century, Spaniards arrived in the middle of an Inca civil war and conquered the empire. Worse, this coincided with the Pantheon of the Sun’s devastating defeat against demonic forces, which again forced them into healing slumber. With their mortal allies lost, the True Incans secured their parents in a pocket dimension and joined them there. MAGIC RETURNS The surge of dimensional energy returning woke the Pantheon and True Incans. Returning to Earth, they found only chaos. Undeterred, they marched toward Cuzco, recruiting thousands of mortal worshippers along the way. The gods worked directly with the True Incans and mortals to rebuild the ancient city into a magical marvel, pausing only to drive off maddened Ancients (page 178). The Inca nation had returned as the Empire of the Sun, this time with the True Incans in a supporting role rather than a leadership one. At the same time, the Nazca Lines flared back to life. Sensing the return of magic, the Line Makers traveled back via rift and quickly restored their buildings of pure magic. This allowed them to protect the locals from the worst of the Great Cataclysm. The first meeting of the Empire and Nazca, many years later, was one of mutual respect. The Empire immediately offered them membership, but the Nazcans demurred for years. Only when the Larhold barbarians (page 41) discovered and besieged them did they agree, and the now-unified Empire drove the Larhold back south. The Empire of the Sun absorbed other cities, either fully or as “free” technological enclaves (like Arequipa). They quickly grew larger than the old Inca Empire. However, in 50 P.A., transdimensional slavers known as the Dakir built a mountain stronghold in Empire territory. They were too wellarmed to dislodge, and effectively cut off the Empire from their easternmost territories, which were later conquered by Cordoba and Santiago. ALIEN INVASION In 74 P.A., the Arkhons unexpectedly returned, though apparently weakened from a previous fight. After a relatively short battle near the Great City they were forced to withdraw and make an emergency landing to the east. They immediately expanded, slaughtering countless local villages which lacked potent magical defenses. Moving
175 west, they were even able to cut New Quito off from the rest of the Empire. Fortunately, since then the Empire has been able to prevent further Arkhon expansion into their territory. The Arkhons gambled on one massive attack at Humari, but a mix of superhuman soldiers and animated Nazca Lines won a decisive victory. Since then, things have settled into an angry stalemate between the two powers. Geography The Andes comprise half of the Empire, with cities and towns built in dips and atop flattened peaks. Thanks to magic and the direct help of goddess Pachamama, there are several wide roads and tunnels to facilitate transport. Warm climate means only the highest peaks see snow. The rest is mainly “Andes adjacent,” a mix of desert plateaus and foothills. With little rainfall, settlements must rely on magic for water, but the many nexuses here make it worth the effort. Further toward the coast the elevation finally drops, though much of the shoreline isn’t very useful (see Getting There, above). Races & People About two-thirds of the populace are South American humans, many of whom can trace their lineage back to the ancient Incans or Nazcans. The remainder are mainly assorted D-Bees, with a few mutants and True Incans. Society & Government Technically, the Empire is led by the Pantheon of the Sun and on the very rare occasions the gods make a public proclamation, it is followed without question. In practice, however, the gods delegate leadership to the High Priest. Effectively the political and religious leader of the Empire, a new High Priest is chosen (by the Sun Priests, not the gods) whenever the old one dies or retires.
176 He or she can declare war, issue decrees, and veto laws. The Parliament of the Sun handles dayto-day rule. Comprising 120 Sun Priests (appointed for life directly by the current High Priest) and 280 elected representatives (chosen every five years), they pass laws and decide most matters. The High Priest has veto power over all their decisions, but this power has never been invoked. Society is socialist and relatively egalitarian. Internally, money exists mainly for accounting, with resources allocated as needed and every citizen required to work mita (a mandatory amount of labor each week) unless exempt. “Nobles” exist, but only as official acknowledgment of mastery in a specific profession or art (e.g., “a Noble Sculptor”). Priests, magicians, and True Incans make up an unofficial “noble class,” though, as they hold the most respect, influence, and political power. Technology When it comes to weapons and armor, the Empire of the Sun is comparable to the Coalition States, though specific gear varies greatly. For sidearms, ion, plasma, and particle beam weapons are uncommon, passed over in favor of the “Inti” laser and “Illapa” rocket weapons (which fire small explosive bullets, especially effective against Arkhon armor). In other areas, however, the Empire is less technologically advanced. Agriculture and other subsistence tech is early 21st century, but most other fields range from 18th to 20th century at best. In particular, the pious Incans ascribe little importance to luxury tech; e.g., the Empire has televisions, but only one channel of news and educational programming. Most of this technological gap is filled by magic. Priests and mages bless crops, heal the sick, and more. The Empire even has a few Stone Masters (see Atlantis & the Demon Seas) who work on large building projects. The Free Cities The Empire of the Sun includes several independent city-states (like Arequipa) who chose to join the nation so long as they retained local autonomy. Their governors, senates, etc. pass local laws, with the understanding Parliament will step in if these seem to conflict with the Empire’s. In most free cities, the non-military technology is more advanced than the Empire’s as a whole, though the number of mages is much lower. The average household has a combination computer-communicatortelevision, indoor plumbing, and so on. Migration between the Empire and free cities is strictly regulated, a fact which bothers some citizens. Many non-magical imperial folks are bored by daily repetitive labor and envy the technological luxuries of most free cities (especially their TV shows). Less often, “free folk” may be subject to harsher or capricious laws and envy the Empire’s stability. Those who sneak into the free cities often end up in slums and taken advantage of. Some disenchanted citizens go a step further and sneak into other nations, such as the high-tech New Peru. Violent-minded ones instead join revolutionary movements, such as the Shining Path (page 152) which operates out of the southeastern Andes. Armed Forces Every imperial city has a standing militia along with a significant reserve (who also handle internal policing). The mita requires every adult to learn and maintain basic weapon and tactical training. The mix of soldiers thus varies significantly, but one thing they all have in common is a relatively high number of supernatural warriors, with Priests, Line Makers, and Rune Warriors being the most common. The Slinger H1-C Tank is the Empire’s favorite anti-Arkhon vehicle, due to its kinetic weapons. The Empire neglected naval forces for quite some time. After the Arkhons cut them off from New Quito, the need for warships became apparent. They constructed a shipyard in Lima and formed the Navy
177 of the Sun. With relatively few ships, the Navy’s current focus is keeping the path to New Quito clear. Locations Aside from the cities mentioned here, most population centers in the Empire are villages of 200 –1,000 people with a few large towns of around 10,000. CUZCO, THE IMPERIAL CAPITAL This capital of the ancient Inca Empire was utterly destroyed by the Great Cataclysm but then rebuilt with the gods’ own hands. The 500’-tall Great Temple of the Sun dominates the center of the city, its gold plating reflecting the sun with near blinding intensity during the day, and mirroring the moon so well the streets are lit during the night. (It’s said Inti is directly responsible for this.) The inside of the Temple is equally well lit via a giant skylight and can accommodate thousands of spectators for when the High Priest conducts ceremonies. Near the very top is a walkway with access to 12 doors, each a portal to one of the Pantheon of the Sun. The High Priest uses these on the rare occasions when the advice of a god is needed. The School of the Arts is the greatest university in the Empire, with a focus on arts, social sciences, and magic. Its School of Magic is their largest arcane institution, occupying a heavily fortified stone building which usually contains the stray summoned entity which breaks free to wreak havoc. THE GREAT CITY OF NAZCA The heart of Nazca civilization, the Great City abuts the desert plateau with the Nazca Lines (page 29). Almost half of the buildings here are glowing constructs of pure magical energy, dozens of stories tall— the manifestation of line magic tapping directly into the nearby Super Nexus Point. These include six tall watchtowers, the Imperial Palace (still referred to as such out of respect for Nazca culture), the Temple of Dawn where the Pantheon of the Sun is worshipped, and the Cahuachi where Rune Warriors are made and trained. The remainder of the Great City’s (smaller) buildings are made with concrete and steel; the ancient Nazcans learned well the need for backups. Visitors find it easy to get around, as line magic signs on every corner are “programmed” to give directions. They have a defensive purpose too, however, as these thousands of small signs can be instructed to fire energy bolts at invaders. In addition, the four Warders (Legendary Line Makers) can summon a nigh-unbreakable (Hardness 50) dome over the entire city. THE FREE CITY OF AREQUIPA Arequipa was a Peruvian military-industrial city that fared well in the Great Cataclysm, losing only half its populace thanks to the mountains and military forces. They were rebuilding when they encountered the Empire, who respected Arequipa’s technology while Arequipa was frankly in awe of the Pantheon. As with the Nazcans, diplomacy eventually prevailed, with Manco Capac making the first “free city” offer. Arequipa is a capitalist enclave, effectively “selling” weapons and gear to the Empire in exchange for a variety of necessities. For its citizens, the standard of living is the highest in the Empire. Unfortunately, it also has slums made up of envious imperial peasants who sneaked into the city. They’re preyed upon not only by local criminals but by supernatural threats, while the Arequipa government looks the other way. NEW QUITO During the Great Cataclysm, earth elementals emerging from the Pichincha volcano pushed the original Quito (bedrock and all) off the mountain range to the valley below, killing everyone. When the Empire and Pantheon found the ruins, they rebuilt the city. Thanks to cataclysmic flooding, the coast was now close, and New Quito became an important fishing center. Nearby Pichincha became an elemental microkingdom, though fortunately an isolationist one, hostile only if someone dares to ascend either of its peaks. The initial Arkhon expansion cut New Quito off from the Empire, with the Navy
178 of the Sun only just recently reestablishing contact. In the meantime, a powerful Cult of the Deep formed in the area. This festering corruption has infiltrated society at all levels and is wreaking havoc on the local populace. A Reacher from the Deep regularly attacks the city, causing massive destruction until the navy can respond. It will keep returning to New Quito as long as the Cult of the Deep keeps growing in power. See Atlantis & the Demon Seas for details on the Lord of the Deep and its minions. With a few adjustments, the Creeping Death Savage Tale there could be run in New Quito. LIMA Rebuilding Peru’s coastal capital, devastated by tidal waves during the Great Cataclysm, has been a long-term project of the Empire. When the Arkhons proved the need for a navy, the Empire built its first shipyard in Lima. Today, most of the Navy of the Sun’s ships are built here, and Lima is on track to overtake New Quito as the Empire’s largest coastal city. Due to the engineering needs, the populace is an even mix of Arequipans and mainstream Empire citizens, for an interesting (if a bit disjointed) mix of culture and technology. OTHER IMPORTANT CITIES Ancon, built around a restored Golden Age military base, is a bulwark against the Arkhons expansion further into Empire territory. And Ucayali has the second largest school of magic in the Empire. THE CITY OF THE DEAD Except for the wicked beings who inhabit it, no one knows the location of this mountain fortress or even with certainty if it exists. It is perpetually surrounded by mists which confuse uninvited travelers, giving −4 to Survival (navigation) and Piloting (for those flying in). Led by Emperor Yahuar Huacac, the Ancients (page 178) rule this city and its supernaturally evil residents, which include demons, zombies, and vampires. The latter are the creation of Uritu, a master vampire In the ancient Inca Empire, many human emperors believed themselves divine and sought immortality for themselves and their favorites. The gods would not have approved, but the gods were gone. Mimicking the Pantheon’s slumber, these Incans were mummified after death via powerful rituals which bound their souls to their bodies. Their bodies were hidden in sacred mountain shrines known as huacas to be kept on the edge between life and death. The rituals worked too well, leaving these Ancients awake, trapped in their own corpses. Over the next thousand years, some went utterly insane. Others eventually learned to travel astrally, growing in knowledge and even making contact with other Ancients. When magic returned, the Ancients woke. The insane went on an orgy of destruction, culminating in a series of uncoordinated and easily defeated attacks on Cuzco. As for the others, some founded cults of local worshipers or initiated other evil plans, but most rallied to the most powerful among them. This was Yahuar Huacac (“The Blood Weeper”), a sadistic former emperor whose tears of unholy blood burn every foe around him. Yahuar had the Ancients create the City of the Dead, from which they strike at the Empire, especially True Incan heroes like Manco Capac (page 183). Yahuar hated the Pantheon of the Sun even as a mortal, and nothing would please him more than destroying them and their progeny. THE ANCIENTS
179 whose alien intelligence is considering settling on Earth; Yahuar keeps this potential rival close, and carefully watched. From here, these monsters foment fear and suffering throughout the Empire of the Sun. Empire of the Sun Foreign Relations The isolationist Empire knows very little about nations and factions outside of South America. Even for nations within the continent, their attitude is often indifferent. THE ARKHON FREEHOLD Conflict between the two nations has recently settled into a stalemate, which the Empire is taking advantage of to focus on the Ancients, the Pucara, and other enemies. Once the Incans restore order in New Quito, they’ll be able to make actionable plans for retaking the land between it and the rest of the Empire. THE MEGAVERSAL LEGION The Empire has no love for the Legion, who were the first invading force to steal their lands. “They’re half aliens and all colonizers” is a common sentiment. A detente exists between the two, though, and will as long as the Legion doesn’t try pushing further west. Despite the tactical advantage possible from teaming up to drive back the Arkhons, the Empire would rather find a way to get these two foes to weaken each other. KINGDOM OF HAKTLA The Empire does not allow vampires in their territory, but has too many pressing issues to consider an attack on Hatkla. Conversely, the Incan sun powers terrify the vampires, who give the Empire a wide berth. MANOA The Empire knows of Manoa’s existence, but has no desire to make contact with any Atlantean factions, as the Nazcans blame Atlantis for the downfall of their original civilization. OMAGUA Relations are strained between these two theocracies. Jaguar god Yaguar-Ogui blames the Pantheon of the Sun for converting many of his worshippers. If not for the distance between them, active conflict would be likely. CORDOBA When the Megaversal Legion appeared, Cordoba (as well as Santiago) took territory which was once the Empire’s. More recently, they’ve launched probing raids and sent spies into the Empire, earning the Incans’ enmity. Cordobans caught in the Empire are attacked on sight, though the Empire has no interest in taking it further by sending troops off to a distant war. NEW BABYLON The Incans get along surprisingly well with the Babylonians, importing their technology while exporting art and fashion. The two nations are not formally allied, but this is mainly due to distance. NEW PERU Rebuilt in the ruins of Iquitos, now on a tributary of the Lesser Amazon, this citystate is known for its technologically savvy. Nuevo Peruvians have a powerful distrust of magic, which places them at odds with the Empire of the Sun, and are human supremacists, which places them at odds with the Arkhons. With two close enemies, the micronation would have been crushed long ago if not for their early discovery of a cache of USA-G10 Glitter Boys. This allowed New Peru to avoid being overrun by threats or absorbed by larger nations around it. While they’ve had to scrap many for parts, 89 Glitter Boys remain functional, along with many other modern vehicles and robots. New Peru is a military junta, with a triad of generals who each lead until dead or deposed.
180 Unsurprisingly, their industry is focused almost entirely on military technology, including adjacent techs like communication. The populace can’t complain…if they know what’s good for them. New Peru Foreign Relations CORDOBA This is the only nation New Peru gets along with swimmingly. In fact, Cordoba has long paid for a small army of mercenaries to bolster the borders between New Peru and the Empire of the Sun. To reciprocate, New Peru very recently sent a few Glitter Boy pilots to assist Cordoba in their war. THE EMPIRE OF THE SUN The Incans dislike New Peru, but have more important threats on their plate. They believe the micronation would never be foolish enough to attack, and thus put up with the EMPIRE OF THE SUN ENCOUNTERS D20 RESULT 1 If Things Weren’t Bad Enough: Roll once on that table* then again on this table. 2–3 The Plot Thickens: Roll once on that table* then roll again on this table. 4–5 Risks and Rewards: Roll once on that table* then roll again on this table 6–7 Arkhon Scouts: Either 1d3 Spikefish fighters flying a patrol pattern or 1d4 Arkhons in Stormwind Assault power armor on foot. 8 ESP Specialist Scouts: 1d3 Arkhon ESP Specialists, searching for a supernatural being they detected in the region. 9 Spectral Hunters: 1d4 Spectral Hunters are prowling the area looking for Incan scouts. 10 –11 Red Giants: 1d4 Pucara; if it’s just one, it’s a “Pucara Mind-Melter.” In mountain terrain there’s a 50% chance they are lying in ambush. 12 New Peru Raiders: One Wild Card Pilot† in power armor plus 1d6 Soldiers, out to steal or sabotage something important. 13 Shining Path Cell: 2d4 “revolutionaries” up to no good. Roll on the Mission Profile table* for them, interpreting it darkly. Choose a leader† and second-incommand‡ (e.g., a City Rat and Juicer), both Wild Cards; the rest are Militia. 14 –15 Larhold Scouting Party: 1d6+5 Larhold looking for victims and threats, with enough mounts (vehicles and/or War Bison) to hold every member. Roll a d6 for the leader: 1–3 a “War-Leader”†, 4 – 6 a Wild Card Larhold Shaman†. 16 –17 Ellal: An Ellal looking for its next existence-sustaining slaughter. Roll a d4 for its current host: 1 Ley Line Walker§, 2 Mind Melter§, 3 Burster§, 4 Combat Mage§. 18 –19 Wandering Monster: 1d4 large, dangerous creatures or 2d4 smaller ones (GM’s choice). 20 Creatures from the Rifts: The heroes face some rift-spawned opposition. Use the It Came From a Rift tables§ to generate the encounter. If appropriate, roll once on the Opposition Leader table* and once on the Other Authority Figure table*. * See The Game Master’s Handbook. † Roll once for this character on the Opposition Leader table in The Game Master’s Handbook. ‡ Roll once for this character on the Other Authority Figure table in The Game Master’s Handbook. § See Savage Foes of North America.
181 occasional raid and skirmish—especially since they do the same to the Arkhons. THE ARKHON FREEHOLD The Arkhons could crush New Peru, but the cost of doing so would be unacceptably high. Instead, the Arkhons have proposed a temporary alliance with New Peru, to attack the Empire of the Sun. The ruling triad are reluctant due both to xenophobia and the risk of losing Cordoba’s friendship, but they are still considering the possibility. The Tomorrow Legion in the Empire of the Sun The Empire has no shortage of threats and issues which could use assistance from outsiders: Pucara giants, New Peru raiders, Shining Path terrorists, the City of the Dead, and the (unidentified) tentacle monster which keeps attacking New Quito. The Arkhons, though diverted for now, remain the greatest threat and any chance to gain an advantage over them would be appreciated. The concept of a “motley crew of diverse heroes” (i.e., a typical Tomorrow Legion Special Exploratory Team) is a respected one among Inca and Nazca culture. Many True Incans lead such teams, including Manco Capac, the original Inca emperor. The Tomorrow Legion’s ties to the Megaversal Legion will be the biggest hurdle to overcome, as there’s no love lost between them. Fortunately, Inca culture values diplomacy, so the Empire will be willing to give the Tomorrow Legion a chance to prove itself. Savage Tale: An Alarming Alliance There are never enough Chosen handy to address all of the issues facing the Empire, so Manco Capac asks for the Legionnaires’ help putting an end to an Ancient-Arkhon collaboration. They’ll need to slip into the aliens’ territory to gather intel and shut down their plans. THE LIVING LEGEND Manco approaches the party, either as an official Empire representative to the Tomorrow Legion or because he’s heard of their specific deeds. With him is Cusi, an Incan woman in her 30s. After introductions, Manco briefly explains who the Ancients and the Arkhons are, then continues: “These two groups have nothing in common except their hatred of us. In fact, I’ve always assumed they didn’t even know of each other. However, my scout observed an Ancient, Rahua Ocllo, entering Arkhon territory and being welcomed at one of their outposts. The thought of these two factions working together is very troublesome. “The one solace is that upon her return, Rahua cautiously avoided a village where her fellow Ancients were animating the dead. So this may be a private endeavor she’s keeping from Yahuar Huacac and the Ancients as a whole. Regardless, we must sabotage this alliance now.” Cusi pulls out a map to the outpost and offers to join the party, since she knows the territory and can try to answer any questions that come up. E Manco Capac: See page 183. Cusi: Sun Priest in Ley Line Walker Medium Armor. Add boost/lower Trait, speak language, and Heroic. Very Resilient. BEHIND ENEMY LINES Arkhon airspace is heavily patrolled by power armor soldiers and fighter ships, but the mountains offer many hiding spaces. Each time the party moves between locations, choose one hero to make a Survival or Stealth roll for the group (with GM-assigned penalties for power armor, vehicles, etc.). But first everyone else must roll the same check; the leader is at +1 for each character who got one or more raises but −1 for each who failed. Success gets the group close to the Arkhon outpost with no trouble. Failure draws the attention of a Stormwind patrol along the way. If the Legionnaires cannot defeat or escape them in three rounds, Spikefish attack fighters show up as reinforcements.
182 Stormwind Patrol (1 per 2 heroes): Arkhon Soldiers in Stormwind power armor. Spikefish Fighter (1 per 3 heroes): Reinforcements only. Piloted by an Arkhon Soldier. THE OUTPOST The journey takes just over a day. The outpost itself is small: a power armor repair bay and pilot barracks in a single building. Sneaking in on foot requires getting past two guards and the control team; either everyone must win Stealth vs. Notice or a few sneaky Legionnaires can do so and then knock the guards out (see Surprise in Savage Worlds for details). Flying in is risky due to advanced radar which gives the control team +2 to Notice. Enemies marked with a * are inside the building and need one round to grab their gear or suit up before joining the fight. Once inside the command room, the group can search the computer (Hacking) and/ or papers (Research) for details about the meeting; either roll is at −4 if the investigator can’t read Arkhon (speak language is helpful here). They learn the following: Failure: They met with Rahua here. No details why, but the “next phase” is being handled at the Arkhon’s Ayep’ol lab. Rahua’s team also needs safe passage to a specific hot spring. Success: Rahua believes the Arkhons’ unique energy tech, modified and run through enchanted crystals, could be used to “poison” ley line energy (including the Nazca Lines). She and her team of undead are crafting crystals at the hot spring (a Place of Power). The Ayep’ol lab is handling the tech side and (if the listed timeline has been followed) should already have the first crystal. Raise: Rahua also ranted a bit, mentioning how Emperor Huacac short-sightedly refused to work with the Arkhons so she had to take matters into her own hands. The Arkhons do not trust her, but have decided to take a gamble here. Outside Guards (8 plus 1 per hero): Fallam Infantry. *Inside Guards (2 per hero): Fallam Infantry. *Stormwinds (1 per two heroes): Arkhon Pilots in Stormwind power armor. If the party is Heroic or has 6+ heroes, give some Death Cyclops power armor instead. Control Team (2): Arkhon Soldiers, one guarding the command room with an FR-5 Flechette Rifle and one operating the building’s tri-beam mini-turret (Range 24/48/96, Damage 5d4, AP 5, RoF 1). THE LAB The Ayep’ol lab is closer than the hot spring, though it’s fine if the players choose to visit the spring first. Remember to roll for Behind Enemy Lines (above). Cusi strongly advocates for subtly sabotaging the experiment so the Arkhons will think Rahua’s whole plan was hare-brained. The lab is one building near the mountain edge, with a second building of soldiers right next to it. At the moment the scientists have one enchanted crystal which they’ve been experimenting with for two days. They haven’t yet achieved the harmonics Rahua insists are possible, but results look promising. Sneaking up to the lab’s mountainadjacent side takes only an unopposed Stealth roll, but offers no entry. The players should be creative both in how they get into the lab (burrowing underneath, getting into a crawl space via intangibility or Thievery, etc.) and how they sabotage it (Electronics to mess with the equipment, Hacking to alter the results, Occult to disrupt the TW connection, etc.). Scientists (6): As Civilians with the Arkhon racial template (page 37) and Smarts, Academics, Electronics, and Science at d10. Armed with TB-3 Pistols. Soldiers: As for The Outpost (above). THE HOT SPRING Remember to roll for Behind Enemy Lines (above). As the spring was once in Empire
183 territory, Cusi knows it’s a place of elemental power—for earth, not water. The heat comes from the rocks deep below. Cusi advocates for eliminating Rahua, especially if they can clean up afterward so it looks like she simply abandoned this plan. The spring is within a huge cave near a mountain peak, where Rahua and her protective detail of undead are stationed. She has recently brought up a new crystal from the depths and is sitting on the shore, enchanting it with necrotic energy. Enemies who are set on fire here can jump into the water to put it out. The heat from the springs is not enough to cause damage, but it does act as a Hazard if one swims 50’ deep or lower. E Rahua: Inca Ancient (page 246). E Vichama: Optional. An Inca Ancient assisting Rahua, only if the party is Heroic or has 6+ heroes. Mummies (1 plus 1 per hero): See Blood and Banes. Skeletons (2 per hero): See Savage Worlds. AFTERMATH The appreciation of Manco Capac is a reward in itself, as it means the Empire will warm to the Tomorrow Legion. However, he also has accumulated many interesting items (tech, enchantments, and more), so the GM should choose some suitable gifts as well. Empire of the Sun Denizens For typical Empire infantry, use the Soldier from Savage Foes of North America equipped with Sinchi EBA and an Inti or Illapa rifle; see page 63. E MANCO CAPAC Manco Capac, son of Inti and first Emperor of the Incans, keeps a relatively low profile these days. He has no further interest in fame or political power, and often hides his identity (via Performance), revealing his powers and Armor of the Sun only in life or death situations. Manco now leads a diverse group of about 200 heroes known as The Chosen. They follow his orders while also acting independently, always with the goal of eliminating evil and improving life—for both the Empire and the world. Attributes: Agility d12, Smarts d10, Spirit d12, Strength d12+2, Vigor d12+2 Skills: Academics d6, Athletics d12, Battle d10, Common Knowledge d10, Driving d8, Fighting d12, Focus d12, Intimidation d12, Notice d10, Occult d8, Performance d8, Persuasion d10, Piloting d10, Shooting d12, Stealth d8, Survival d8, Taunt d10. Pace: 8; Parry: 8; Toughness: 22 (5) or 33 (12) in Armor of the Sun Hindrances: Enemies, Heroic, Overconfident, Vow (Eliminate the forces of darkness) Edges: Arcane Background (Gifted), Attractive, Brave, Bruiser, Combat Reflexes, Filthy Rich, Fleet-Footed, Godlike Regeneration, Godlike Theurgy (fly), Iron Jaw, Master Blaster, and all Leadership Edges Powers: Blind, bolt, burst, damage field, detect arcana, elemental manipulation (Aspect—Fire), farsight, fly, light/darkness§, speak language. PP: 39 Gear: Sinchi EBA (+5 Armor, +2 Toughness), Armor of the Sun (see page 186), Sword of Manco Inca (Str+2d8, Mega Damage, AP 12, +4 damage to supernatural evil, grants healing and protection), Illapa-5 Rocket Rifle (Range 24/48/96, 4d4+2 Mega Damage, There is no single write-up for a member of the Chosen. In terms of power and capabilities, they range all the way from rogue scholars up to adult dragons. The only thing all of the Chosen have in common is the Heroic Hindrance and a willingness to follow Manco’s vision. THE CHOSEN
184 RoF 3, Shots 60, 3RB), Disguise Kit (free reroll). Special Abilities: Darksight: Ignore Illumination penalties, even Pitch Dark. Enhanced Miracle: Light/darkness always gets raise effect. Can cast light on self as an Innate Ability. Mobile Modifier for darkness costs +0 PP. Expanded Awareness: Use detect arcana as an Innate Ability. Sense supernatural beings within line of sight using Notice. Fire Resistance: +4 to resist heat/fire effects and hazards. Fire/plasma attacks do −4 damage. Godlike Regeneration: One natural healing roll per round. Can heal permanent injuries. Godlike Theurgy: Always has the fly power active with Pace 48" (120 MPH). Rugged: Reroll Vigor checks to resist hazards. Supernatural Being: +4 Toughness and ignores the effects of Gritty Damage. Unaging: +2 to Academics for history or spirituality. ATAHUALPA SOLDIER While Atahualpa isn’t the most impressive power armor, Arequipa mass-produces enough to equip thousands of their troops, not just the elite officers. The chest guns are for lightly armored foes, letting them save their outsize Illapa and mini-missiles for the real threats. Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6*, Vigor d6 Skills: Athletics d8, Common Knowledge d6, Electronics d6, Fighting d8, Notice d6, Persuasion d4, Piloting d8, Repair d4, Shooting d8, Stealth d6, Survival d4 Pace: 6*; Parry: 6; Toughness: 17 (8) MDC Hindrances: Greedy or Loyal, Obligation (Military) Edges: Power Armor Jock, Rock and Roll!, Soldier Gear: Atahualpa Power Armor (+8 Armor, MDC, +4 Toughness), oversized Illapa-5 Rocket Rifle (Range 24/48/96, 4d4+2 Mega Damage, RoF 3, Shots 600, 3RB). Special Abilities: Power Armor: Armor grants Strength d12+1, Pace 10, ECC (immune to most hazards), and STS (+2 Notice, ignore −2 penalties when Shooting). Can punch for Str+d4 Mega Damage. LINE MAKER These arcane artists are common throughout the Empire, especially around the Great City. They’re easily identifiable by the patterns they draw in their own gear; others with Occult or Spellcasting may even recognize what a pattern does. Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6 Skills: Academics d4, Athletics d6, Common Knowledge d6, Fighting d6, Occult d8,
185 Notice d10, Performance d6, Persuasion d6, Shooting d6, Spellcasting d10, Stealth d6, Survival d6 Pace: 6; Parry: 6; Toughness: 12 (5) Hindrances: Curious, Quirk (Art snob), Stubborn Edges: Arcane Background (Magic), Concentration, Conjurer, Master of Magic, Summon Monster Powers: Bolt, boost/lower Trait, healing, light/ darkness, protection, summon ally, teleport. PPE: 25 (plus energy jar) Gear: Ley Line Walker Medium Armor (+5 Armor, +2 Toughness, +4 vs Poison and Disease), TK Revolver (Range 12/24/48, Damage 3d6, RoF 1, AP 3), silver dagger (Str+d4), energy jar (holds 10 PPE). Special Abilities: Artistic Ability: Can use Spellcasting for art. For 1 PPE can “burn” lines into a surface. Expanded Awareness: Casts detect arcana as an Innate Ability. Can sense supernatural beings in line of sight with Notice. Ley Line Sense: Automatically senses ley lines, rifts, and basic details about them at 10 miles (50 miles for a new rift opening). Pre-Drawn Symbols: Has three patterns drawn onto gear, which allow that spell to be cast as an Innate Ability. For example, both healing and protection on their own armor, plus a specific Size 1–2 monster on a cloak for summon ally with Summon Monster (total 9 PPE). RUNE WARRIOR An athletic fighter, covered in blue symbols, dressed in a light wrap for maximum freedom of movement. Rune Warriors are one of the Empire’s main defenses, especially against the Pucara. They fight with a crystalline Pattern Staff and rely on their runes to enhance themselves. Attributes: Agility d8, Smarts d6, Spirit d10, Strength d10, Vigor d10 Skills: Athletics d8, Common Knowledge d6, Fighting d10, Intimidation d8, Healing d6, Notice d6, Persusaion d4, Shooting d8, Stealth d8, Survival d6 Pace: 8; Parry: 7; Toughness: 11 Hindrances: Cannot wear armor, Enemies, Loyal, Outsider (except in the Empire) Edges: Giant Killer, Pattern Staff Bond, Sweep, Trademark Weapon (Pattern Staff) Powers: Boost Trait†, darksight*, detect arcana†, healing*, environmental protection*, protection*, speed†, warrior’s gift*. PPE: 15 (plus staff) Gear: Pattern Staff (Str+3d6, AP 10, holds 5 PPE, Parry +1, Reach 1, can cast blast or bolt using Shooting, can take one Wound for the Rune Warrior), Inti-10 Variable Laser Pistol (Range 15/30/60, Damage 3d6, AP 1, RoF 1, Shots 10, ignores laser resistance). Special Abilities: Mystic Powers: All powers are self-only (with no PPE cost reduction), activated as Innate Abilities, and require no roll. For +2 PPE, they get the raise effect. Can use Mega-Power Modifiers. Pattern Armor: Greater protection provides +9 MDC Armor, or +12 with a raise. Can be combined with Toughness Modifier. Supernatural Being: +4 Toughness and ignores the effects of Gritty Damage. SUN PRIEST A Sun Priest focuses on one deity but closely reveres the rest of the Pantheon of the Sun. They lead worship rituals throughout the Empire, but also support and heal troops in battle, and even take the front lines when facing supernatural evil. Their gold-plated armor has a face mask resembling their patron deity. Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d8 Skills: Academics d8, Athletics d6, Common Knowledge d6, Faith d10, Fighting d6, Healing d8, Intimidation d8, Notice d8, Occult d8, Performance d6, Persuasion d10, Shooting d6, Stealth d6, Survival d6 Pace: 6; Parry: 5; Toughness: 15 (6) Hindrances: Code of Honor or Heroic, Vow (Serve my god and the Pantheon) Edges: Arcane Background (Miracles), Charismatic, Healer, Holy Warrior, Sun Faith, Work the Room Powers: Arcane protection, banish, deflection, detect/conceal arcana, elemental manipulation (Aspect—see below), healing, smite. PPE: 20
186 Gear: Gilded Body Armor (+6 Armor, +3 Toughness, +1 to social checks to impress, −2 to Stealth), Inti-10 Variable Laser Pistol (Range 15/30/60, Damage 3d6, AP 1, RoF 1, Shots 10, ignores laser resistance). Special Abilities: Exorcism: Free reroll casting banish. As an action can give an ally another attempt to break free of mental domination, using priest’s Faith skill. Shield of Faith: Supernaturally evil creatures are at −2 to attack or use hostile abilities on the Sun Priest. Sun Priest: Elemental mastery is aspected for air (Viracocha), fire (Inti), earth (Pachamama) or water (Illapa). Once a day, may spend a Benny to attempt an unknown Priest miracle. TRUE INCAN The offspring of a mortal and a member of the Pantheon of the Sun. This represents a typical True Incan, but some have been around for thousands of years; those are Wild Cards and the GM should add Advances to better flesh them out. Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12, Vigor d10 Skills: Academics d4, Athletics d8, Common Knowledge d6, Driving d6, Fighting d8, Focus d8, Intimidation d8, Notice d8, Occult d6, Persuasion d8, Piloting d4, Shooting d8, Stealth d6, Survival d6, Taunt d8. Pace: 6; Parry: 6; Toughness: 20 (6) Hindrances: Arrogant or Heroic, Enemies, Overconfident, Quirk (something befitting their heritage) Edges: Arcane Background (Gifted), Attractive, Brave Powers: Per Divine Heritage, below. A § means it’s enhanced. PP: 20 Gear: Gilded Body Armor (+6 Armor, +3 Toughness, +1 to social checks to impress, −2 to Stealth), Vibro-Greatsword (Str+d12, AP 12, Reach 1), Illapa-5 Rocket Rifle (Range 24/48/96, 4d4+2 Mega Damage, RoF 3, Shots 60, 3RB). Special Abilities: Divine Heritage: Powers and additional abilities based on holy parentage; see below. Expanded Awareness: Use detect arcana† as an Innate Ability. Sense supernatural beings within line of sight using Notice. Low-Light Vision: Ignore Dim/ Dark Illumination penalties. Rugged: Reroll Vigor checks to resist hazards. Slow Regeneration: One natural healing roll per day. Can heal permanent injuries. Supernatural Being: +4 Toughness and ignores the effects of Gritty Damage. Unaging: +2 to Academics for history or spirituality. ARMOR OF THE SUN
187 ARMOR OF THE SUN The Inca gods themselves forge these holy amulets, all of which belong to loyal Empire champions. They are never available for purchase and the Empire takes pains to recover them from their fallen heroes. They must be “recharged” via prayer at the Temple of the Sun every two years. Six times per day, as an action, the wearer can activate the amulet for up to Spirit minutes (or until Incapacitated). All of her clothing, armor, and carried equipment vanishes as she is enveloped within a larger golden figure (+1 Size) whose skin ripples like fire. She gains the following abilities, which cost no PPE or ISP. Those marked * are switched on or off as an action and have indefinite duration. SIZE ARMOR TOUGHNESS STR PACE + RUN (MPH) WEIGHT RARITY CREDITS 1 (Normal) +Sp MDC +Spirit/2 d12+4 16+d10 (100 MPH) 1T — — Notes: Magical equivalent of Environmental Body Armor, *Flaming Greater damage field + Radius, Foes have –2 to hit the wearer unless they have polarized lenses, STS, or equivalent. Vampires must make a Fear check each round. Spot arcane effects with Notice (as detect arcana but providing no detailed information. Weapons: Shoot blasts as per vehicular Fireball Launcher with unlimited Shots, maximum once per round. NAZCA POWER ARMOR (TW) SIZE ARMOR TOUGHNESS STR PACE + RUN (MPH) WEIGHT RARITY CREDITS 2 (Normal) +10 MDC +4 d12+4 14+d8 (60 MPH) 800 — — Notes: Magical Force Field (+4 Toughness, stops working if Wounded, 24 hour recharge), Cramped (cannot be retrofitted for Size 1+ wearers). Weapons: Light Missile Launcher (Handheld, Shots 6, Snapfire) with underbarrel Illapa-5 Rocket Rifle (page 63, Shots 300) 4 × Mini-Missiles (“Backpack,” Shots 8) Magical Energy Blaster (Any, Range 50/100/200, Damage 3d8, AP 6, RoF 1, Shots 30, Anti-Personnel, 4 PP to reload) 2 × V-Blades (Forearms, Str+d12, AP 12, or Str+2d8 and AP 16 when force field active) SOLAR COMBAT ARMOR SIZE ARMOR TOUGHNESS STR PACE + RUN (MPH) WEIGHT RARITY CREDITS 1 (Normal) +9 MDC +5 d12+4 14+d8 (60 MPH) 500 — — Notes: Flight (Handling +1, 400 MPH), Plasma Field System (3d6 Mega Damage field, switchable as an action), rarely available on Black Market for 20M credits. Weapons: 2 × Dual-Linked Plasma Cannon (Hands) 4 × Plasma Cannon (Knees, Chest, and Back) Light Rail Gun (Right Arm, Reload 10) Anti-Personnel Laser (Eyes) Empire of the Sun Custom Gear Table
188 Divine Heritage: Viracocha, the All-Father: Add Psionics d8 and 10 ISP. Add the Arcane Background (Psionic) and Holy Warrior Edges. Gifted powers: arcane protection§, banish§, boost/ lower Trait, protection, speak language. Psionic Powers: divination, fear, mind link. Inti, the Sun God: Raise PP to 25. Add the Blaster and Expert Blaster Edges. Ignores all Illumination penalties. Environmental Resistance to Fire. Gifted powers: blind, bolt, burst, light/darkness§, speak language. Pachamama, Earth Mother: Add Psionics d8 and 10 ISP. Raise Toughness to 21 (6). Add the Arcane Background (Psionic) Edge. Can burrow at half Pace. Immune to Disease and Poison. Gifted powers: barrier, beast friend, entangle, healing§, speak language. Psionic powers: empathy, mind link, telekinesis. Illapa, God of Thunder: Raise Shooting to d10. Environmental Resistance to Electricity. Gifted powers: elemental manipulation§ (Aspect—Storms), fly§, havoc§, speak language, stun. Add Golden Sling (Range 30/60/120, 3d10, AP 8 (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). ARKHON FREEHOLD An alien armada attempted an invasion of Earth over two thousand years ago. The aliens—known as the Arkhon Empire— were driven off by the Nazca civilization’s powerful patterns of line magic, only to return centuries later for a second attempt. This time, the conditions of Rifts Earth crippled the aliens’ assault, causing many of their ships to crash-land in the Land of a Thousand Islands. Although they are merely a shadow of their former might, the aliens have established a colony on Rifts Earth. Given enough time, their technology may give them the edge they need to complete their goals of conquest. Background Thousands of years in the past, the Arkhon civilization developed into a technological interstellar power. Their imperialistic culture drove them to conquer hundreds of other worlds and expand their borders with ruthless determination. The Arkhon Commonwealth grew and prospered by showing no mercy and wiping out all challengers. Then, Arkhon space probes discovered Earth. To the Arkhons, mankind’s planet looked like a tempting prize, ripe for the taking. The aliens sent a small expedition to subdue Earth and add it to their empire, but they were unprepared for the Nazcan’s magical defenses. The Nazcan counterattack took the Arkhons by surprise and destroyed most of their invasion forces in the blink of an eye. Shocked, the Arkhon Council ruled that Earth would be studied very carefully before another attempt to conquer it, but they swore that Earth would one day be theirs. For two millennia, the Arkhons turned their attention elsewhere, surveilling Earth with numerous remote probes that inspired many UFO sightings by the humans’ civilization. The second invasion of Earth was launched by a single Arkhon clan, the Tlo-Arkhon, who had lost a great deal of status in the Empire. The Tlo-Arkhon were weakened and unsteady from a series of setbacks mounted by their rivals, and the clan saw the conquest of Earth as their only chance to regain their rightful place in Arkhon society. The probes had stopped reporting from Earth since the Coming of the Rifts, but the Tlo-Arkhon chose to ignore this warning sign and launched their entire fleet towards their goal. The Arkhon’s second invasion fleet arrived in Earth orbit in 74 P.A., but disaster struck almost immediately. The aliens’ space-fold system that gave them the capability of faster-than-light travel began to malfunction in proximity to the dimensional energies radiating from Rifts Earth. Roughly onethird of the alien fleet never materialized from their space-fold, their fate uncertain. Some believe they were destroyed, banished to a different dimension, or sent to another
189 star system altogether. Even worse, the prerifts orbital defenses around Earth and on the Moon opened fire on the reeling Arkhons. This assault obliterated a further quarter of the surviving ships, and the fleet was forced to scatter and flee into Earth’s atmosphere. Several splinters of the alien armada simply vanished without a trace, but the main remnant of the fleet, stunned and desperate, had no choice but to attempt an emergency landing in the Land of a Thousand Islands. Ironically, the Arkhon’s panicked descent led them to an area not far from their old nemesis, the Nazcans. Before attempting to land, the Arkhons frantically tried to attack the Nazca lines, but the mystical defenses blunted the force of this attack and the Arkhons were forced to veer off. The Arkhon ships crash-landed among the plateaus of the Andes mountains, suffering another 10% casualties from mishaps such as misjudged landings, magic-wielding natives, or aggressive supernatural monsters. It took months of effort to reorganize the TloArkhon clan, but by then, the aliens seized control over a large geographical area and secured it against further misfortunes. Now, the Arkhons were pressured by the Empire of the Sun to the West, the Silver River Republics to the East, and the Megaversal Legion to the South. History The Arkhons’ territory is centered around about a dozen citadels, each one built around the remnants of their crash-landed starships. These vessels, while no longer spaceworthy, are still quite formidable, boasting incredibly potent defenses and weaponry. The former flagship of the fleet is now known as the Great House, and is home to the largest contingent of Arkhons on the planet. The Great House acts as their capital and the seat of their government. Hundreds of thousands of humans live in the Arkhon Freehold, but most are scattered in small tribal villages that are usually overlooked by the alien invaders. The Akhons are more concerned about external threats, flying constant patrols to keep an eye on the mountain passes in and out of the region. Over the years, the Arkhons’ position has worsened. They have lost contact with any of their remaining ships last seen in Earth’s orbit or heading towards Mars. A state of war exists between the Arkhon Freehold and the Silver River Republics, and the accursed Megaversal Legion has never stopped ambushing and attacking Arkhon patrols. These further setbacks have convinced the Arkhon’s leader, Overlord Enno, to shift his strategy and seek out some much-needed victories. First, the Overlord commanded the Arkhon military to consolidate their positions. The aliens had captured a swath of territory from the Empire of the Sun around the settlement of New Quito, cutting off numerous other cities from the Incan mainland. Secondly, the Arkhons pacified a handful of rebel SPECTRAL HUNTER
190 human settlements inside their own territory, making the Freehold more secure. Thirdly, the Overlord ordered his subordinates to seek out allies and capture new ground from the Silver River Republics. Arkhon ESP Specialists were able to contact and befriend the embattled Achilles Republic. Overlord Enno dispatched some of his most trusted underlings to broker a military cooperation agreement with the Republic’s leaders, the Animal House. The Achilleans have helped distract the military forces of the Silver River Republics, keeping them offbalance during the Arkhons’ advance. With the Achilleans’ help, the Arkhons were able to discover the hidden city of Omagua and open up a dialogue with the mutant cats who live there. Themselves possessing feline characteristics, the Arkhons were swiftly granted access to the city and have opened up an embassy there. The Overlord quickly realized that the Divine Felines represented another ideological avenue of attack against his enemies. Rather than simply spreading fear, the Arkhons could encourage Omagua to spread faith in the Divine Felines in their territory…but only to the humans and d-bees living outside the Arkhon citadels. This has led to some tribes grovelling before the Arkhons, mistaking their feline features for those of the mutant cats. The arrangement has benefited both groups. The Arkhons enjoy a pacified populace who see them as divinely superior, and the Omaguans gain many new worshippers. Lastly, the war against the SRR is proceeding in the Arkhons’ favor, and they have conquered some undefended, resource-rich western territories of Santiago. The Overlord ordered a blitzkrieg across Santiago’s fertile plains, accompanying his warriors with some priests of Omagua to help stabilize the region. Only the combined might of Cordoba and the hated Megaversal Legion blunted the Arkhon’s progress, and the aliens are organizing for eventual attacks on Cordoba City itself. These successes have united the Elders under Overlord Enno’s leadership. Satisfied with Enno’s decisions, the Elders have gained new respect for their leader. Together, they are now drawing up new plans against their old enemies, the Empire of the Sun. ARKHON FREEHOLD ENCOUNTERS D20 RESULT 1–5 Same results as in The Game Master’s Handbook. 6–7 Arkhon Patrol: 1d3 Spikefish fighters flying a patrol pattern. 1d3 Arkhons in Stormwind Assault power armor show up as reinforcements if the fighters are attacked. 8–9 ESP Specialist Scouts: 1d3 Arkhon ESP Specialists, searching for a supernatural being they detected in the region. 10 –11 Spectral Hunters: 1d4 Spectral Hunters are prowling the area looking for Incan scouts. 12–13 Omaguan Missionaries: 1d6 Felinoids are preaching the word of the Divine Felines to the local area. There are 2d6 civilians (see Savage Foes of North America) as their audience. 14 –15 Wandering Monster: Same result as in The Game Master’s Handbook. 16 –17 Human Villagers: 2d6 civilians (see Savage Foes of North America) huddled in a small village, fearful of their alien overlords. 18 –19 Fallam Talon: 1d4 Fallam led by 1d3 Fallam Battlemasters, heading towards the front lines of Cordoba. 20 Same result as in The Game Master’s Handbook.
MANUFACTURER MODIFIER: ARKHONS 191 Getting There Most of the Arkhon Freehold is high in the Andes mountains, making travel there difficult. Most visitors arrive through one of the heavily monitored mountain passes—but then again, Arkhon patrols generally intercept any visitors as soon as they’re spotted. Thus, the best method for getting into the Freehold is by air or using a dimensional teleport (the Arkhons are somewhat ignorant about how ley lines and nexus points work). Life in the Arkhon Freehold Arkhon culture is especially war-like, respecting prowess in combat and military skills. However, they are not berserkers; Arkhons prefer to act with cold, calculated precision. Unlike many other warrior cultures, Arkhons do not prize personal or cultural honor. Instead, they are infamous for doing whatever it takes to achieve victory, including treachery and sneak attacks. The same is true for Arkhons who struggle against their own kind as when they are fighting an outsider. The Tlo-Arkhon clan that landed on Rifts Earth are regarded as rogues and misfits even among their own kind. The clan made many enemies while attempting to rise to glory. The Tlo-Arkhon’s bid for power ended with their exile, and conquering Earth was seen as their last chance for redemption. Now, the surviving Arkhons in the Freehold are in a desperate position, angry and uncertain about their future. SOCIETY & GOVERNMENT The Arkhons organize themselves into family units that collectively form clans. A clan is led by an Overlord—the term in their language is “Wellekhon,” meaning both “overlord” and “patriarch.” It is expected that everyone in the clan respects the Overlord, who in turn looks after the folk of his clan as his “children.” Overlord Enno is the current head of the Tlo-Arkhon clan and the leader of the Arkhon Freehold on Rifts Earth. The Overlord makes all the final decisions for the clan. However, he is advised by the Elders, a group made up of the wisest and most influential members of the clan. In the past, some particularly erratic Overlords have been assassinated by the Elders “for the good of the clan.” Thus, Overlord Enno pays heed to the Elder’s advice… and the Overlord’s bodyguards watch them closely. Overlord Enno has led his clan for over a hundred years now, making him quite old for an Arkhon. Enno’s grand vision for his clan’s return to prominence involved the conquest and exploitation of Earth, the same mysterious planet where the Arkhons had once suffered a heavy defeat. He convinced his clan’s Elders to wholeheartedly accept that vision, but the setbacks the Arkhons have suffered since returning to Rifts Earth have left them embittered and filled with righteous fury. The Overlord himself Tri-beams are an adaptation of energy weapon tech that combines the characteristics of lasers, particle beams, and plasma bolts. Cerasteel is a material used in Arkhon armor that renders the resulting alloy very durable to energy attacks but slightly more brittle to physical blows. Tri-beams: When you score a raise on a damage roll with a tribeam weapon, you add +4 to the damage total. This effect does not function if you are attacking a target protected by cerasteel armor. Cerasteel: You gain +4 Toughness against all energy damage. Physical attacks, force attacks (such as TK rifles), and bullets against the wearer inflict +4 damage.
192 MELEE WEAPONS WEAPON DAMAGE AP MIN STR WEIGHT RARITY CREDITS Tri-blade Energy Sword Str+3d4 d6 3 −4 50K 25,000 Notes: The blade’s effect is the same as a tri-beam weapon. ARKHON BODY ARMOR All Arkhon body armor is made from advanced cerasteel. ITEM ARMOR TOUGH MIN STR WEIGHT RARITY CREDITS Cerasteel Body Armor +4 +2 d4 15 −4 60K TRI-BEAM WEAPONS WEAPON RANGE DAMAGE ROF AP SHOTS MIN STR WEIGHT RARITY CREDITS TB-3 Pistol 12/24/48 3d4 1 5 15 d4 2 −4 12K TB-9 Auto-Pistol 12/24/48 4d4 3 5 30 d6 5 −4 90K TB-Prime Rifle 24/48/96 5d4 1 5 30 d6 10 −4 160K Notes: Integral grenade launcher (24/48/96, damage by grenade, 3 shots, Reload 2) M-100 Crew-Served Gun 36/72/144 6d4 3 5 60 d8 21 −4 130K MISSILE LAUNCHERS These weapons follow all the same rules as other missile launchers; see The Tomorrow Legion Player’s Guide. BM-2 Backpack Rocket Launcher 100/200/40 5d6 1 8 12 d6 30 −4 150K Notes: Mini-missile, snapfire, SBT. This weapon does not require the wielder’s hands to fire; it is mounted on a backpack and fires over the wielder’s shoulder. FLECHETTE WEAPONS These weapons use antigravity beams to launch cartridges of miniature arrow-like projectiles called flechettes at incredible speeds. Each cartridge holds 10 flechettes, and they separate during the firing process much like a shotgun shell’s projectiles. Flechette weapons use shotgun rules. FR-5 Flechette Rifle 24/48/96 3d6+2 1 3 20 d6 15 −4 30K FRA-1 Flechette Autocannon 36/72/144 5d6+2 3 3 30 d8 30 −4 80K STORMWIND ASSAULT EXOSKELETON This is a standard light powered armor suit issued to Arkhon military units. Its flight capabilities are highly useful for scouting and air assault tactics. The antigravity technology used in this suit is decades if not centuries ahead of standard Coalition science. SIZE ARMOR TOUGHNESS STR PACE + RUN (MPH) WEIGHT RARITY CREDITS 1 (Normal) +6 MDC +4 d12 10+d8 (50 MPH) 150 −4 R 5M Notes: Cerasteel Armor, Flight System (Handling +3, 200 MPH) Weapons: Tri-beam Pistol (right wrist, Range 12/24/48, Damage 3d4, AP 5, RoF 1) Arkhon Custom Gear Table
193 GHOST WASP AERIAL POWER ARMOR This heavy suit of power armor resembles a dragonfly, including two sets of double wings and a “stinger” (actually a tri-beam cannon) on the lower torso. This armor is intended for stealth missions and includes a chameleon system that makes them invisible to visual and radar sensors. The Arkhons use these suits in similar roles as the Coalition SAMAS. SIZE ARMOR TOUGHNESS STR PACE + RUN (MPH) WEIGHT RARITY CREDITS 1 (Normal) +8 MDC +3 d12+1 10+d8 (50 MPH) 1T −4 R 10M Notes: Cerasteel Armor, Flight System (Handling +3, 600 MPH), Stealth System (can use the invisibility power on itself, using the wearer’s Piloting Skill) Weapons: Flechette Gun (right shoulder, fixed forward, Range 36/72/144, Damage 5d6+4, AP 3, RoF 1) Tri-beam Stinger Cannon (Range 24/48/96, Damage 5d4, AP 5, RoF 1) DEATH CYCLOPS ASSAULT SUIT This is the standard heavy assault power armor provided to the Arkhon military. It is generally fielded in cavalry units and is intended to complement armored vehicles on the battlefield. The design of this armor is intimidating, and they have earned a fearsome reputation in combat against the Incans. SIZE ARMOR TOUGHNESS STR PACE + RUN (MPH) WEIGHT RARITY CREDITS 1 (Normal) +8 MDC +4 d12+2 14+1d10 (80 MPH) 1T −4 R 11M Notes: Cerasteel Armor Weapons: Shoulder Flechette Cannon (right shoulder, fixed forward, Range 36/72/144, Damage 5d6+4, AP 3, RoF 1) Tri-beam Torso Guns (chest, fixed forward, Range 12/24/48, Damage 5d4, AP 5, RoF 1, Linked) Mini-Missile Module (shoulders, fixed front, Mini Missile, RoF 4, Shots 4) GREAT CYCLOPS ASSAULT ROBOT This giant robot resembles an up-scaled Death Cyclops power armor (almost three times as large). Its legs resemble stilts that it plants into the ground to make it difficult for enemies to dislodge from its chosen position. This heavily armed and massively armored assault robot forms the spearhead for Arkhon attack formations. SIZE TOUGHNESS STR TOP SPEED CREW CREDITS 8 (Huge) 56 (32) d12+5 100 MPH 1 — Notes: Handling +1, Flight System (Handling +2, 400 MPH), MDC Cerasteel Armor, Nimble. Weapons: Flechette Machinegun (head, fixed forward, Range 36/72/144, Damage 5d6+4, AP 3, RoF 1) Mini-Missile Launchers (knees, fixed front, Mini Missile, RoF 4, Shots 8) Torso Missile Launchers (chest, fixed forward, Medium Missile, RoF 5, Shots 20) Tri–beam Cannons (both hands, Range 36/72/144, Damage 7d4, AP 5, RoF 1) Tri–beam Torso Guns (chest, fixed forward, Range 24/48/96, Damage 6d4, AP 5, RoF 1, Linked)
194 PORCUPINE T-10 ASSAULT TANK This hovertank’s nickname is thanks to the number of spines projecting from its hull and the number of weapon barrels sticking out of its various turrets. The Porcupine packs enough weapons for an entire platoon and is quite durable. However, the Arkhons usually hold these tanks back, preferring to field them only in major engagements. The mountainous terrain in the Andes makes these tanks vulnerable to plunging fire. SIZE HANDLING TOP SPEED TOUGHNESS CREW MODS CREDITS 5 (Large) +2 200 MPH 52 (40) 6 2 — Notes: Cerasteel Armor, Hover, MDC Armor, STS. Weapons: Double Cannons (Tri-beam) (Range 36/72/144, Damage 7d4, AP 5, RoF 1, Linked) Double Cannons (Plasma) (Range 36/72/144, Damage 5d12, AP 8, RoF 1, Linked) Flechette Gun Cupola (Range 36/72/144, Damage 5d6+4, AP 3, RoF 1) Tri–beam Mini-turrets (Range 24/48/96, Damage 5d4, AP 5, RoF 1, Linked) Flechette Gun Mini-turrets (Range 24/48/96, Damage 5d6+4, AP 3, RoF 1, Linked) Mini–missile turret (Mini Missile, RoF 4, Shots 20) EVIL EYE APC This troop carrier is the prime vehicle for mechanized infantry formations in the Arkhon military. The design of this APC takes the “cyclops” appearance to its logical evolution; the “central eye” design on the front of the tank is actually a powerful energy weapon that projects a wide-beam barrage of lethal radiation. The troops riding inside the Evil Eye enter and leave the vehicle through a ramp on the back. SIZE HANDLING TOP SPEED TOUGHNESS CREW MODS CREDITS 5 (Large) +2 200 MPH 40 (20) 3+12 2 — Notes: Cerasteel Armor, Hover, MDC Armor, STS. Weapons: Evil Eye Particle Beam Irradiator (Range 12/24/48, Damage 3d8, AP 20, RoF 1, LBT) Pintle-Mounted Tri-beam Cannon (Range 36/72/144, Damage 7d4, AP 5, RoF 1) Mini-Missile Launchers (fixed front, Mini Missile, RoF 4, Shots 16) SPIKEFISH ATTACK FIGHTER This antigravity vehicle is the mainstay of the Arkhon’s Sea-Air-Space force. Although ugly, this fighter can fly in both space and atmosphere. When flying in an atmosphere, its engines produce a distinctive and fearsome howling sound. SIZE HANDLING TOP SPEED TOUGHNESS CREW MODS CREDITS 4 (Large) +4 1500 MPH 36 (16) 1 2 — Notes: Cerasteel Armor, ECC, MDC Armor, STS, VTOL. Weapons: Double Tri-beam Cannons (fixed forward, Range 36/72/144, Damage 7d4, AP 5, RoF 1, Linked) Missile Pylons (fixed forward, Medium Missile, RoF 2, Shots 8)
195 is a tyrant who rules with an iron fist. He treats his family well, but all underlings are expected to grovel and obey without question. A cold-blooded murderer, Enno has dire plans for the people in the Empire of the Sun should he ever gain dominion over that region. TECHNOLOGY The Arkhons possess highly advanced technology, particularly in the fields of energy weapon research, antigravity, force fields, and interstellar travel. The Tlo-Arkhon clan in particular excels at advanced cybernetic and bionic systems as well. Arkhon citadels have access to all the technological benefits of their former starships, including computers, linked data networking, holographic projection, and more. Lastly, the Arkhons have developed two unique technologies for their military; tri-beams and cerasteel. Foreign Relations of the Arkhon Freehold THE ACHILLES REPUBLIC Thanks to the efforts of the Arkhon ESP Specialists, the Arkhons have worked out a military cooperation agreement with the Achilles Republic. While not quite a full alliance, the Republic benefits from the Arkhon’s powerful aerial and ground forces against their common enemies (in this case, Cordoba). The Arkhons recently tried to make use of the Achilleans' psychic prowess, with disastrous results (see page 156). Secretly, a small group of Arkhon scientists are petitioning the Overlord for permission to capture and experiment on a few of the highly unusual Achillean mutants. ATLANTIS The Arkhons lived in a region of space that had yet to encounter any Splugorth. Thus, Overlord Enno has no idea what to make of Atlantis. Some of the Arkhons’ longrange patrols have made it out to the Devil’s Triangle, and the reports they brought back were filled with stories of cities full of monsters and bizarre technology to rival the Arkhons’ own. So far, the Overlord considers Atlantis a potential rival, refusing to admit that the evidence suggests the forces of Atlantis far outmatch his own. COLOMBIA Colombia’s war with the vampire kingdom of Haktla makes the Arkhons view this nation with some concern. If the vampires win and begin expanding into Arkhon territory, that could be very bad for the Freehold, given that their technology is largely useless against vampires. Both vampires and any explorers from Colombia are generally killed on sight. THE EMPIRE OF THE SUN The Arkhons have never forgotten how the Nazca lines ended their first bid for conquest of the Earth. Thus, a state of war exists between these two nations, and Overlord Enno wants nothing more than to bring all of his forces to bear on the Incans and wipe them out. However, the Empire of the Sun’s military strength (primarily in their magical defenses) make this goal unachievable… at least, for now. The Arkhons mobilized their army and made a large-scale assault against the Incans in 85 P.A. This attack, known as the Battle of Humari, was hard-fought on both sides, but ended in a decisive defeat for the aliens. As of the current day, the Arkhons try to avoid field battles but engage in guerrilla raids against the Incans whenever possible. THE MEGAVERSAL LEGION The Arkhons share the Andes mountains with the Megaversal Legion, a band of transdimensional mercenaries. When the Legion first arrived in the area, the overconfident aliens sent an attack force, only to be completely wiped out by the Legion’s firepower. Since then, the Legion eliminates any Arkhon forces that enter their region. So far, Overlord Enno is willing to ignore the Legion while keeping his focus on the Silver River Republics and the Incans. The Overlord still seethes with anger at the Legion, but every skirmish ever fought against the megaversal mercenaries has ended badly for the Arkhons.
196 OMAGUA Relations are good with the City of Jaguars and the Arkhons. The Claw Leaders have agreed to send priests and missionaries with Arkhon military units both in the Freehold and on the front lines with the Silver River Republics. Overlord Enno is satisfied with how things are proceeding, though it rankles to have to accept help, even from beings as powerful as the Divine Felines. THE SILVER RIVER REPUBLICS The Arkhons have invaded some of the outer regions of Cordoba, and the Overlord has had his forces dig in for a long siege. Thanks to their technology, the Arkhons have the upper hand. In addition, they are particularly well-armed with intelligence gathered by Arkhon ESP Specialists and aerial reconnaissance. So far, the war against Cordoba is proceeding in the Arkhons’ favor, a fact that greatly pleases the Overlord. Forces of the Arkhon Freehold The Arkhon Freeholds divide its military into two groups; the Land Army and the Space-Air-Sea Army. Each army has its own subdivisions by speciality or arms type (such as armor, cavalry, etc.). Arkhon forces usually contain some Fallam soldiers, and there is a distinct Fallam unit of Battlemasters known as a Talon (see page 34). The Arkhons make extensive use of aerial forces and special forces, particularly the Spectral Hunters dispatched for terror missions and the ESP Specialists, used for scouting, anti-supernatural combat, and interrogations. The Tomorrow Legion in the Arkhon Freehold The Legion is unaware of the alien invaders in the Andes Mountains… at least, so far. Wild stories of alien spacecraft are sure to draw adventurers from the Tomorrow Legion eventually. If the Legion discovers the Arkhons, the two forces would likely come into conflict, given that the cruelty of the Arkhons is directly opposed to the Legion’s core values. Denizens of the Arkhon Freehold ARKHON SOLDIER Arkhon soldiers are a rare sight in the field without air superiority. Stranded on Rifts Earth, each individual Arkhon is too precious for their commanders to squander on the battlefield. Many rank and file push back against this doctrine in a belief of their inevitable victory against the inferior enemies around them. Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6 Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d6, Notice d6, Persuasion d4, Repair d4, Shooting d8, Stealth d4, Survival d4 Pace: 6; Parry: 5; Toughness: 11 (4) Hindrances: Bloodthirsty, Ruthless (Minor), Vow (Serve the Tlo-Akhon Clan) Edges: Soldier Gear: Cerasteel Body Armor (+4 Armor, +2 Toughness, Cerasteel, Multi-Optics Helmet) TB-Prime Rifle (Range 24/48/96, Damage 5d4, Mega Damage, RoF 1, AP5, Tri-beams), Vibro-Knife (Str+d6, Mega Damage, AP 6), 2 × Frag grenades (Range 5/10/20, 5d6, Mega Damage, LBT), utility belt. Every squad of 6+ Arkhon Soldiers includes a M-100 Crew-Served Gun. M-100 Crew-Served Gun (Range 36/72/144, Damage 6d4, RoF 3, AP 5, Tri-beams) ARKHON PILOT When the Arkhon Freehold’s forces strike, their power armor and vehicles form the spearhead. These maroon nightmares, sheathed in cerasteel, carve a beachhead from their foes’ corpses. Tlo-Akhon’s military exploits would not be possible without the skill and daring of their pilots. Arkhon Pilots may take the controls of power armor, robot vehicles, or larger craft. Pertinent Edges are listed below based on the craft they pilot.
197 Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d6 Skills: Athletics d8, Common Knowledge d6, Electronics d8, Fighting d6, Intimidation d6, Notice d8, Persuasion d4, Piloting d8, Repair d4, Shooting d10, Stealth d4, Survival d6 Pace: 6; Parry: 5; Toughness: 11 (4) Toughness (Death Cyclops): 17 (8) Toughness (Ghost Wasp): 16 (8) Hindrances: Bloodthirsty, Ruthless (Minor), Vow (Serve the Tlo-Akhon Clan) Edges: Ace, Combat Ace, Power Armor Jock (Robot Vehicle Jock if piloting a Great Cyclops Attack Robot or Rock & Roll! if piloting an air or hovercraft), Steady Hands, Trademark Weapon (Tri-Beam Cannon or Guns as required) Gear: Commonly Ghost Wasp Aerial Power Armor or Death Cyclops Power Armor, Cerasteel Body Armor (+4 Armor, +2 Toughness, Cerasteel, Multi-Optics Helmet), TB-9 Tri-beam Auto-Pistol (Range 12/24/48, 4d4, Mega Damage, RoF 1, AP 3), Vibro-Knife (Str+d6, Mega Damage, AP 6), utility belt. ARKHON ESP SPECIALIST Many Arkhons possess psionic potential, but a few have the psychic strength to become master psionics. Arkhon families monitor their youth for signs of great psionic ability, then train and cultivate that talent. These Arkhons become known as ESP Specialists, and are often brought into the military as scouts, spies, warriors, and interrogators. GHOST WASP POWER ARMOR
198 The Arkhon Freehold must contend with numerous magic-wielding enemies. The ESP Specialists, therefore, are the Arkhons’ main defense against these foes, trained to detect and disrupt spellcasters on the front lines. They also act as psychic interrogators, able to ferret out nearly any secret from prisoners of war. Recently, the ESP Specialists foiled an assassination attempt by a number of Incan godlings against the Overlord, further enhancing the profile of these psychic Arkhons. Attributes: Agility d8, Smarts d10, Spirit d10, Strength d8, Vigor d6 Skills: Athletics d8, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d8, Persuasion d8, Psionics d10, Shooting d6, Stealth d8, Survival d6 Pace: 6; Parry: 5; Toughness: 11 (4) Hindrances: Bloodthirsty, Curious, Ruthless (Minor), Stubborn Edges: Arcane Background (Psionics), Danger Sense, Killer Instinct, Master Psionics, Mentalist, Possession Powers: arcane protection, bolt, farsight, havoc, mind link, mind reading, mind wipe, protection, puppet, remote viewing, stun, telekinesis. ISP: 40 Gear: Cerasteel Body Armor (+4 Armor, +2 Toughness, Cerasteel, Multi-Optics Helmet), TB-9 Tri-beam Auto-Pistol (Range 12/24/48, 4d4, Mega Damage, RoF 1, AP 3), Vibro-Knife (Str+d6, Mega Damage, AP 6), utility belt. Special Abilities: Alter Aura: ESP Specialists have conceal arcana as an Innate Ability, and can mimic the supernatural ‘signature’ of any being desired from a child to a demon. Expanded Awareness: ESP Specialists detect arcana as an Innate Ability. With a Notice roll they sense supernatural beings. Feared: Most folks are terrified of ESP Specialists. They suffer −2 Persuasion. Master of Psionics: ESP Specialists get a free reroll on all Trait rolls when using psychic abilities and their Psionics skill. Mental Resistance: +4 on opposed checks to resist psionic effects, +4 versus psionic damage. ARKHON SPECTRAL HUNTER These bionic soldiers are stealthy cyborgs used for terror missions against the Arkhons’ enemies. Arkhon volunteers for this program undergo full bionic conversion, but their new bodies are formed out of cerasteel rather than conventional metal armor. Spectral Hunters resemble spike-covered humanoids with a vaguely organic look to their mechanical systems. Their construction includes an advanced stealth system that can shroud a Spectral Hunter from nearly all forms of detection. Spectral Hunters are often sent on missions with a particularly brutal character, intended to sow fear and discontent amongst the enemy. This has led to many Spectral Hunters becoming particularly cruel and bloodthirsty. However, most Spectral Hunters prefer to face a “worthy” enemy, such as godlings, power-armor pilots, and other cyborgs. Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+1, Vigor d12 Skills: Athletics d8, Common Knowledge d6, Fighting d10, Hacking d6, Intimidation d12, Notice d8, Persuasion d4, Repair d6, Shooting d10, Stealth d12, Taunt d8, Thievery d6 Pace: 16; Parry: 7; Toughness: 25 (10) Hindrances: Bloodthirsty (Major) Edges: Alertness, Dodge, Free Runner, Quick, Iron Jaw, Sweep Gear: Spectral Hunter armor (+4 MDC Armor, +4 Toughness), TB-9 Tri-beam AutoPistol (Range 12/24/48, 4d4, Mega Damage, RoF 1, AP 3), Vibro-Longsword (Damage Str+d10 Mega Damage, AP 10). Cybernetic Systems: Adrenal (+2 vs. Shaken), Audio (+2 hearing-based Notice), Core Electronics (+2 to linked Common Knowledge, Electronics, Hacking, Research, and Repair checks), Optics (+2 sight-based Notice, ignore Illumination penalties), Targeting Eye (+2 Shooting). Special Abilities: Advanced Reflex Package: Spectral Hunters have a Running die to 2d6 and can achieve top speeds of 150 MPH. All Those Moving Parts: Spectral Hunters must be Repaired instead of Healed.