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Published by archangel777, 2023-09-23 17:54:50

RIFTS_Land_of_a_Thousand_Islands

RIFTS_Land_of_a_Thousand_Islands

199 „ Cerasteel Armored Construction: Spectral Hunters gain +4 Toughness against all energy attacks. They also suffer +4 Damage from physical blows, bullets, and force attacks. „ Cyborg Construction: Spectral Hunters gain +6 MDC Armor and +3 Toughness. „ Malfunctions: Spectral Hunters are subject to the Technical Difficulties rules (see The Tomorrow Legion Player’s Guide). „ More Machine: +2 to recover from Shaken; Ignore 1 Wound level; self-contained breathing; immune to Disease and Poison. „ Stealth System: Spectral Hunters can use the invisibility power on themselves using their Stealth Skill. „ Unarmed Combat: Spectral Hunters deal Str+d4 Mega Damage in unarmed combat and are considered armed. E FALLAM BATTLEMASTER The rare Fallam who can enter a "battle trance" are held in high esteem by the others. Most work as "Talons," all-Battlemaster strike teams, though a few go on to lead other Fallam as low-ranking officers. For the latter, add Battle d6 and the Command and Inspire Edges. Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d8 Skills: Athletics d8, Common Knowledge d6, Driving d6, Fighting d10, Intimidation d8, Notice d6, Persuasion d4, Piloting d6, Shooting d10, Stealth d8, Survival d6 Pace: 6 Parry: 7 Toughness: 16 (4) Hindrances: Loyal, Ruthless Edges: Brawny, Elan, 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, AP 5, Tri-beams), Vibro-Longsword (Str+d10 Mega Damage, AP 10), 2 × AP grenades (Range 5/10/20, 3d8 Mega Damage, AP 16, SBT), utility belt. Special Abilities: „ Battle Trance: Starting on the second round of combat, gains Spirit d10, Fighting d12, Shooting d12, Toughness 18 (4), and +2 to Soak rolls. Suffers Fatigue after the fight. „ Large Frame: Fallam are Size +1, with an additional +2 Toughness and +1 Reach. „ Non-Standard Build: −2 to use gear not adapted for the Fallam. FALLAM INFANTRY The Fallam make up the majority of "grunts" in the Arkhon military, usually led by an Arkhon officer or Fallam Battlemaster. Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8 Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d6, Notice d6, Persuasion d4, Repair d4, Shooting d6, Stealth d4, Survival d4 Pace: 6; Parry: 5; Toughness: 15 (4) Hindrances: Loyal, Ruthless 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, AP 5, Tri-beams), Vibro-Knife (Str+d6 Mega Damage, AP 6), 2 × Frag grenades (Range 5/10/20, 5d6 Mega Damage, LBT), utility belt. Special Abilities: „ * Large Frame: Fallam are Size +1, with an additional +2 Toughness and +1 Reach. „ * Non-Standard Build: −2 to use gear not adapted for the Fallam.


200


201 CHAPTER EIGHT MEGAVERSAL LEGION T he mountains of Bolivia house one of the largest mercenary armies ever assembled. Once slaves under the yoke of the alien Dakir, the Legion is now a successful, independent force of proud soldiers whose technology is advanced even by Golden Age standards. HISTORY The Dakir are an enigmatic race known for cutting edge technology and remaining hidden beneath voluminous robes. Unlike the Naruni, they refuse to sell their weapons to others. However, a few thousand years ago, a group of Dakir decided to form and equip a mercenary company, offering military service for hire to thousands of worlds. To fill this Megaversal Legion without having to pay for manpower, the Dakir captured and enslaved soldiers from a wide variety of worlds. Each was given cybernetic upgrades (with explosive booby traps) and surveillance implants so the Dakir would know if their soldiers ever plotted against them. One of their earliest abductions was a legion of Roman soldiers (whence came the “Legion” part of the company’s name), known to antiquity as the “Lost Legions.” Early battles were dicey due to the enslaved soldiers’ lack of familiarity with advanced technology and ranged combat; the Legion lost nearly half their number in their first fight against the Kittani. The Dakir punished failure ruthlessly via decimation, forcing every 10 warriors to draw straws and kill the loser with their bare hands. The Dakir abducted smaller groups from a variety of races for the next several centuries, before returning to 21st-century Earth and seeing the same warrior spirit remained, but now with a bit of technological savvy. They captured the 7th Cavalry, an armored regiment led by Colonel Arthur Savage. Savage ordered his troops to acquiesce, but with the understood subtext that it was only until they figured a way out. Shortly after, the Dakir found the similarly promising Ojahee 3rd Rifles Brigade, who surrendered for the same reasons. The bond between the experienced Roman legionnaires (still alive via Dakir upgrades), new human conscripts, and Ojahee formed quickly. For decades, they fought wars on a hundred worlds, while doing their best to plot an escape without


202 being able to communicate about it in any meaningful way. A Mountain Home By 50 PA, the Legion was flush with success and the Dakir chose Earth, a place very friendly to their transdimensional technology, as a home base. Despite encroaching on Incan territory, they built a military fort in Bolivia's Quiquibey valley. The Empire of the Sun retaliated, but when the Legion kept their full military might on base for the conflict, the Incans were eventually forced to abandon the border dispute. In contrast to the short-lived skirmishes with the Empire of the Sun, the Arkhons have consistently and repeatedly attacked Legion forces in small battles and territory grabs. To date, the Legion’s superior technology has been a match for the aliens’ superior numbers, but land and strategic targets occasionally trade hands. The Mutiny In 68 PA, the Legion defeated a Brodkil army on a distant world and freed hundreds of enslaved Men-Rall (page 212). The grateful Men-Rall technopaths quickly realized the conscripts’ situation and figured out how to cut off the Dakir’s access to Legion cybernetics. Generals Arthur Savage and Okarr (of the Ojahee) wasted no time. Returning home in force, they rallied their troops and attacked their masters. About 10% of the Legion remained loyal and defended the Dakir, but the Roman legionaries were instrumental in breaking these defensive lines as many were in “honor guard” positions close to the Dakir or served as their leadership's personal "Praetorian" bodyguards. The Dakir themselves were the toughest nut to crack. No fools, they reserved their best gear for themselves, defended by powerful personal force fields and energy weapons. Numbers and brilliant tactics prevailed, though many soldiers were killed by Dakir unexpectedly self-destructing upon their defeat. The generals declared the Legion a volunteer organization. While many left, the majority remained—some from loyalty but many from fear of other Dakir hunting them down for revenge. Some of the Roman legionaries remained but most decided to lead an expedition to their ancestral home in Italy. Pooling their wealth to buy a small fleet of warships, they (along with many friends, loved ones, and curious adventurers) set off across the sea. The Megaversal Legion has yet to hear back from them. Current Events After the Arkhon blitzkrieg of western Santiago, President Borges of Cordoba hired the Legion to oppose them. Unable to afford their extravagant rates, he offered partial MEGAVERSAL TROOPER


203 payment in the form of land—a huge strip of Santiago with half a dozen settlements and access to the Greater Amazon. General Savage saw the strategic value and agreed, without placing any trust in Borges himself. In addition to the armies facing the Arkhons, Savage sent a dedicated army to guarantee peace and stability in the Legion’s new territory, based in the coastal town of Paraná—rechristened Savage City after a ballot poll among the Legion. While some in Savage City and its surrounding villages have mixed feelings about this, most citizens appreciate a respite from the fighting; there’s been surprisingly little resistance. With an expanded port and trade district, the Legion’s recent New Navy contacts have brought business back to the region, including an Avenger Armaments outpost. More importantly, the legionnaires are putting genuine effort into improving their new citizens’ lives and it shows. LIFE IN THE LEGION The Legion itself is now a volunteer army. Minimum enlistment is two years, though most end up serving for decades; the longer one stays on, the better the pension upon retiring. Installation of Dakir cybernetics is now optional (but very popular) and soldiers are given genetic treatments to greatly extend their lifespan (adding centuries for humans). Dakir tech even allows aging or retired soldiers to have their organs cloned and replaced, further extending lifespan. The Megaversal Legion continues to fight for anyone who can pay, though they flatly refuse to fight for slavers or those who massacre the innocent. Dakir transdimensional tech (see below) keeps them accessible to clients from any realm. Despite being a military organization, the Legion’s influence now extends over a large civilian population. Soldiers and support personnel mix with retired veterans, family members, blue collar workers (factories, maintenance, etc.), and those in the leisure industry. The latter is growing quickly, thanks to thousands of soldiers regularly going on leave with credits burning a hole in their pockets; casinos, bars, and escort houses can be found on most every corner. Races & Peoples Legion troopers are drawn from a wide variety of races, but humans are most common followed closely by Ojahee. When looking at the local populace as a whole, humans become even more prevalent as many locals migrated into Legion territory to work. The Legion harbors no sentiment against D-Bees or mutants, even allowing Larhold to join (though they’re kept a close eye on). Mutant animals are surprisingly common, with many Achillean troopers. Most Men-Rall chose to stay with the Legion, though they’re an uncommon sight due to their scarce numbers. Technology Dakir Dimensional Gates System (DGS): This technology is extremely advanced, making it easy to use, very difficult to repair, and (so far) impossible to reverse engineer or duplicate. Housed in Fort Desperado’s “Dimensional Dome,” are DGS receiving platforms (resemble a sound stage) surrounded by projectors (resembling spotlights) that can “beam” troops into other dimensions. With adjustment, they match the frequency of specific stone pyramids, rifts, etc., allowing travelers to step out of one and onto the DGS receiving platform. Linked communicators allow the Legion to receive job offers and stay in contact with their forces from across dimensions. Dakir Armor: These incorporate inertial shields, which redirect the momentum of ranged attacks, giving attackers −2 to hit the wearer from range. This stacks with Dodge, Nimble, etc., but not with the deflection power. Proper repair of this armor requires the facilities at Fort Desperado; Repair rolls made elsewhere are at −4 and the results are temporary (GM’s call on duration) without a raise, or destroy the gear with a failure.


204 Dakir Proprietary Weapons: Inertial beam (IAR) weapons project a physics-defying ray which accelerates bullets to near-lightspeed; these fire inexpensive 7mm rounds and have standard recoil. Recoil-dampening fields allow vehicular-sized weapons (like the H-11A) to be wielded by a person with sufficient strength. These have the same repair stipulations as Dakir armor. Weapons designed for Ojahee and other large races are designated as Heavy (H-). The Legion also uses plasma rifles (RP), which are not Dakir tech and do not suffer from the issues above. While the Legion still refuses to sell them, they don’t object to veterans keeping one for self-defense. Megaversal Armed Forces The Joint Chiefs of Staff command the Megaversal Legion. General Savage is the Commander in Chief (CINC) of the Legion as a whole, with another CINC in charge of each branch of the Legion: Army, Air, Navy, Logistics, and Intelligence. In addition, the CINC of Civilian Affairs is the liaison between the Joint Chiefs and the Mayor’s Office (of Peace City). The armed forces themselves are not divided by branch, but comprise six mixed armies of 50,000 soldiers and support personnel each. At any given time, one army is dedicated to defending Fort Desperado and Peace City. Two more are based out of Savage City, one dedicated to defense and another directly confronting the Arkhons. Another is on leave, its troops relaxing locally or traveling elsewhere. The remaining two armies are hired out for contracts on other worlds, though many clients do not require a full army, often leaving a few divisions to bolster local troops. Below the army level, troops are organized into divisions of 5,000 to 10,000 personnel, which are comprised of regiments of 1,000 legionnaires each. Each regiment is intended as a self-contained unit, with some mix of infantry, air support, land or naval vehicles, and artillery. Regiments are the smallest unit which can operate independently, with their own headquarters and supply system; clients rarely hire less than a full regiment. Below this are companies of 100 –200 soldiers (or 12–20 vehicles), platoons of 20 – 40 soldiers (or 3 – 6 vehicles), and squads of 5 –10 soldiers. LOCATIONS Fort Desperado This military base has expanded multiple times throughout the decades and is the size of a small city. While many legionnaires have their own homes in outer Peace City, the fort has enough barracks to house half of its troops comfortably or all of them cramped. In addition, the fort holds several weapons factories which employ many of the city’s denizens. The most memorable building here is the “Dimensional Dome,” a round-topped building which houses the DGS technology (see above). Sharp hills which sprang up during the Cataclysm surround the fort; atop each is a bunker with enough firepower to blast an Arkhon capital ship out of the sky. Peace City Originally a shanty town which grew up south of Fort Desperado, in the ruins of La Paz, Peace City has becoming a thriving boomtown. Families and associates of the Legion have been joined by emigrants from the Empire of the Sun, SRR, and even other dimensions. Many work as miners, obtaining needed raw materials from the mountains. Just as many are factory workers, producing commercial goods for both the general populace and the Legion. (The Legion has a monopoly on weapon production.) But the fastest growing sector is leisure and entertainment. Everyone in Peace City can point visitors to “The Strip,” a 13-block (and slowly expanding) downtown area dedicated to theaters, restaurants, casinos,


205 bars, clubs, and adult entertainment. The Strip has become a travel destination for many, especially for those from New Babylon. Every five years, Peace City elects a mayor (currently the Ojahee Sondell). The mayor has no jurisdiction over the Legion or Fort Desperado, but otherwise has full say over city administration. The Legion fills the role of police, but other emergency services are civilian-run. Savage City The past few years have been a wild ride for Savage City. A thriving Santiago city on the mouth of a major Amazon tributary, Paraná was a popular trade city. But shortly after the Cordoba-Santiago war erupted, Cordoban forces blockaded the harbor. Things went from bad to worse when the Arkhons descended, drove off the few Cordoban ships, and claimed the city for themselves. Cordoba could spare enough forces to harass the aliens but not to dislodge them, with the townsfolk suffering the worst of it. Then Cordoba brokered a deal with the Megaversal Legion, who arrived in force to defeat the Arkhon occupiers (both in Paraná and its surrounding towns). The Legion renamed the port Savage City— chosen by the legionnaires in honor of their (embarrassed) Commander in Chief—and set about defending it. At first, the townsfolk saw the Legion as an occupying force, but many gradually came around to accepting them as they’ve brought about the first real stability in years. The city always had a fierce independent streak, thinking of themselves as “Paranáns” more than “Santiagans,” and felt in their time of crisis Santiago did nothing to help them. The Joint Chiefs reached out to other military contacts and established a tenuous trade and intelligence exchange with the New Navy via Avenger Armaments, who have set up a trading post there. Hundreds of retired Megaversal Troopers have joined the New Navy, while quite a few New Navy and Tritonian citizens (those most keen to return to a life on solid ground) have settled in Savage City. Foreign Relations of the Legion THE EMPIRE OF THE SUN The Dakir occupation of Empire territory was an infuriating blow to the Incans; it cut them off from their eastern territories, which SRR nations later claimed. Violence between the two was sporadic until the legionnaires won their freedom. They sent a diplomatic mission to Cuzco, resulting in a detente; the Empire officially conceded Peace City while the Legion conceded Lake Titicaca and westward. Neither nation likes nor trusts the other, but with the Arkhons as a common enemy, peace is the smartest option. THE ARKHONS These aliens surround the Legion and have attempted to expand into their territory on an almost continuous basis. Ironically, the Arkhons once offered to hire the Legion to attack the Empire of the Sun (for a combination of payment and a ceasefire promise), but the Legion declined. When offered a contract to fight the aggravating Arkhons, General Savage was willing and eager to hear what Cordoba had to say. CORDOBA Relations with this neighbor have been cool but never openly hostile. The nation has always made it clear how they felt about the D-Bees and mutants within Legion ranks. As such, General Savage fully expects Cordoba to betray the Legion at some point, and has thus assigned as many forces to defending their new land as to actually combating the Arkhons. SANTIAGO Candidly, most of the Joint Chiefs sympathize with Santiago, but war is war and coastal land is too useful to pass up. Still, they’re glad their contract is to fight just the Arkhons. If Cordoba asked them to fight Santiago forces directly, Savage would expect much higher payment—impossibly high.


206 THE ACHILLES REPUBLIC Although the Legion has never had formal relations with their eastern neighbor, things had been unofficially friendly. Many mutant animals have joined the Legion, appreciating how accepting they are, while legionnaires were welcome in the Republic. The new antiArkhon offensive coincided with a formal Achilles-Arkhon alliance, however, causing unprecedented tension between the two nations. Neither side wants hostilities, so both have stepped up patrols along their borders but are otherwise “ignoring” the situation. NEW BABYLON The Amaki knew (and disliked) the Legion from their early days, and were happy to learn the slaves had freed themselves. Several Babylonians have joined the Legion and Peace City has become a very popular tourist destination. New Babylon finds it ridiculous that the Legion won’t sell Dakir MEGAVERSAL LEGION 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 Arkhon Scouts: Either 1d3 Spikefish fighters flying a patrol pattern or 1d4 Arkhons in Stormwind Assault power armor on foot. 12–13 ESP Specialist Scouts: 1d3 Arkhon ESP Specialists, searching for a supernatural being they detected in the region. 14 Spectral Hunters: 1d4 Spectral Hunters are prowling the area looking for Incan scouts. 15 –16 Wandering Monster: 1d4 large, dangerous creatures or 2d4 smaller ones (GM’s choice). 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 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.


207 tech, but only brings this up occasionally. The Legion has sent a handful of diplomats to Babylon Major, as any intel can be good intel. THE NEW NAVY Connected by ties to the ancient U.S. Armed Forces, these two groups bonded quickly. The New Navy doesn’t love the sheer number of D-Bees in the Legion and their alien tech, but it’s a minor issue. Once Savage City reopened, the New Navy sent a full diplomatic team and the Troopers and “squids” became close. NORTH AMERICA Ironically, the Legion knows more about other dimensions than they do about the rest of Earth. They’re aware of the Coalition States and consider them a closed-minded totalitarian regime. They’ve also heard of the Tomorrow Legion (through Avenger Armaments), who sound like kindred spirits—if a bit naive and idealistic. The Tomorrow Legion in Megaversal Territory The Tomorrow Legion and Megaversal Legion have a great deal in common, so it’s likely the two will end up helping each other. The Arkhons in particular represent an ever present threat and this area is far enough south for Larhold predation to be a significant issue. SAVAGE TALE: THREAT RECOGNITION The Republic of Colombia rewards the Tomorrow Legion for its continued exploits in service of the Republic: an impressive galleon with a dire reputation! Setting a course southward, they sail the Amazon and run afoul of pirates and the Megaversal Legion. A case of mistaken identity aggravates the situation. Can the heroes carry the day against the Megaversal Legion’s overpowering weaponry? What happens when the ship’s rightful owners come to reclaim their property? The Setup A dispatch arrives at El Monasterio from the Republic of Colombia. According to the message, the Colombian Navy gifts them with a captured pirate ship, "El Bagre", in gratitude for their contributions against Haktla. Once the pride of the Wreckers, a notorious pirate band, El Bagre boasts a chromium plated hull and an extra large fuel tank (a Galleon with Laser Resistant armor and 750 mile range). The Colombians took the nuclear reactor and refitted the ship with a diesel engine. If the Legionnaires seek Malik Savant and Baarrtk Krror (see The Two Legions, page 233), Colombian Naval Intelligence provides a dossier which identifies their presence in Occupied Santiago. If not, the dispatch includes an official invitation from Santiago to expand diplomatic relations with the Tomorrow Legion. The dispatch states the vessel has a berth in Bonito for 7 days. After this period, the Navy cannot vouch for the ship’s location or safety given Bonito’s lawless nature. El Trueno, leader of the Colombian chapter, offers the vessel to the Special Expeditionary Team so they might continue their travels. Weigh Anchor Paraphrase or read aloud the following: Bonito’s blend of Colombian military outpost, Amazon fishing village, and pirate kingdom jars the senses. Rickety carts twine around shacks leaning against concrete bunkers. A diesel fume and fresh fish cologne blankets the harbor. Narrow streets choke with tradespeople seizing the day just as last night’s clientele stumble into the harsh light of day. The city comes by its rough and tumble reputation honestly. Quartermasters scramble to finish their jobs as the Legionnaires arrive. Along the shipyard‘s fence, a shout rings out: “You don’t deserve a ship so beautiful! We will reclaim what’s ours!” A seasider and a mustard-liveried Legionnaire scuffle until,


208 with a quick vibroslice, the fisherman makes a red ruin of the Legion crewmember before he sprints away. The crowd parts for the attacker as he waves a vibro-vambrace ahead of him. Run a Chase through Bonito’s narrow streets, the town’s odd angles and awkward buildings often obscure sightlines; the participants may check Stealth +2 and Notice −2 respectively instead of Athletics. If they catch the attacker, a successful Intimidate gets him to confess: he’s a waterfront rat auditioning for a pirate crew. On a raise, he reveals he wanted to impress a pirate band called the Wreckers. Not long after apprehending the attacker, Colombian police take him into custody. Networking or Common Knowledge (Amazon) confirms the Wreckers’ dark reputation as bad men. With a raise, the Legionnaires learn the Wreckers possess extensive arcane knowledge and use elementals to drive their prey into rocks. Any Legionnaires who don’t pursue may roll Notice as a lizardman slips off El Bagre into the water, never to resurface. Searching the vessel, using Notice or Repair, uncovers a tracking device nestled in the ship’s engine. An Electronics check discovers a device spliced into the wiring. The diver clamped a third beacon to the underside. Unless they find all of the trackers, then the Wreckers hunt them until El Bagre’s return (see Aftermath below). Shortly thereafter, the Legionnaires depart Colombian waters with their new ship and crew. A mix of sailors from Avenger Armaments, New Navy, and Tomorrow Legion locals fulfill 15/18 of the vessel’s minimum Crew requirements. If the need arises, they Support with Boating d6, Common Knowledge d6, and Survival d6. In combat use the New Navy Sailor stats from Atlantis & the Demon Seas. For the first leg, run an Interlude or Journey at your discretion. The Amazon Basin is rich with opportunities for high seas adventure. While the Legionnaires may not be aware of El Bagre’s reputation, other ships certainly are and skirt the ship’s effective range unless forced into proximity by sea monsters or pirates. Other pirates will also avoid El Bagre and break off attacks on merchants if the Legionnaires intercede. If the Legionnaires pose as pirates, their targets suffer El Bagre’s Handling modifier to resist fear or intimidation. This is also an opportune time to run the Savage Tale: Fire Island while the Legionnaires sail across the Amazon Basin. Outta Gas Whether the gas gauge broke or the quartermaster cut the gas, El Bagre's engines gutter out in the middle of the night leaving the Legionnaires entirely reliant on wind and current (speed halved, decrease Handling to −3). A successful Survival (navigation) check locates a nearby floating marina while a lookout may spot the telltale lights in the distance with Notice. The current slowly pulls the ship in the general direction but a successful Boating check guides El Bagre into a swifter current, allowing the Legionnaires to arrive in the night. Otherwise, they arrive as the sun rises. Once a small platform marked with yellow seashell heraldry, the marina appears pirate controlled as black flags hang from lines. Common Knowledge −2 confirms some noteworthy pirate ships docked along one side. The marina’s outer fueling station offers a chance to refuel, but refueling requires the Legionnaires to do two things: keep lookout and lay low. Ask the team to designate one member to make the roll as the rest Support them. Keep Lookout: Success notices the pirates swaddled their heads to an unusual degree; with a raise the heroes notice weird visors hidden under their garb and a +1 on all "Connect" rolls in Fish in a Barrel. Failure gives a −1 on the first round of Fish in a Barrel and critical failure gives −2. Lay Low: Success keeps El Bagre unnoticed and unharmed; with a raise the Legionnaires gain a better understanding of their vessel and gain a Benny anyone can use on a Boating roll this session. On a failure, the pirates attack and El Bagre suffers a Wound, on a critical failure El Bagre suffers two Wounds. This roll has a −2 during the day.


209 Maybe for the second a raise spots the weird visor stuff hidden while success notes that the pirates have swaddled their heads to an unusual degree. Fish In a Barrel As the Legionnaires continue southward on the river’s course, a scorched buoy declares TRESPASSING! Laser burns obscure the rest. According to crude navigational maps, Santiago lies somewhere beyond the marker. Within an hour downriver, power armored figures soar high above the river past El Bagre before circling around on a series of attack runs. Unless the observer forewarned them, the patrol assumes they found a pirate incursion into their territory, and given the Wreckers’ reputation for magical prowess, they don’t take any chances. Their plasma cannons belch deadly volleys. Clouds of steam erupt from the river when they miss. Run a Dangerous Staged Quick Encounter as the Counterstrike Power Armored platoon blankets El Bagre in fire. The Legionnaires may allocate any Wounds from failure to El Bagre as they take cover. The ship cannot withstand the Megaversal Legion’s concerted firepower, the only way the Legionnaires can survive is to convince them of their mistake. ROUND (FOCUS) SUGGESTED SKILLS 1 (Hold Fast) Battle, Boating, Repair, Stealth 2 (Retaliation) Arcane Skill, Fighting, Intimidation, Shooting 3 (Connect) Electronics, Hacking, Shooting, Taunt 4 (Contact) Common Knowledge, Electronics, Intimidate, Persuasion Just as the Legionnaires convince the Megaversal Legion they’ve made a mistake, the actual Wreckers arrive. Submerged beneath the river’s surface in an elemental air bubble, their Ley Line Walkers unleash their summoned elementals against everyone present as they breach. GET WRECKED E Aline and Danilo, Ley Line Walkers (2): See Savage Foes of North America. „ 2 Riverboats „ Pirates (3+1 per hero): See Atlantis & the Demon Seas. „ Lesser Air Elementals (2+1 per hero): prioritize the Counterstrike Power Armor Pilots. See Tomorrow Legion Field Manual. „ Greater Water Elementals (2): prioritize washing the Legionnaires from El Bagre’s deck. See Tomorrow Legion Field Manual. COUNTERSTRIKE „ Counterstrike Power Armor Pilots (8). See Savage Foes of North America. Aftermath After defeating the Wreckers, the Megaversal Legion patrol touches down on El Bagre’s deck and apologizes for their mistake. To make amends, they offer an escort, repairs, and permanent accommodations in Savage City. Additionally, the heroes recover 3d6 × 10,000 credits worth of raided equipment from the Wreckers’ ships. Assuming the Legionnaires accept the Megaversal Legion’s offer of atonement, they receive an escort down to Savage City and receive a rent-free property lease in perpetuity to a three story building in the city’s downtown able to lodge El Bagre’s entire crew and an attached garage. True to their word, the Megaversal Legion patches El Bagre up, taking a week to repair every Wound suffered on the river ride south. If the Legionnaires never find and remove all of the tracking beacons on El Bagre, then the Wreckers dog their heels. Whenever you roll on the Amazon Basin Encounter table, replace the 14 –15 entry with the following: „ The Wreckers: A band of notorious pirates with a grudge. 3 Riverboats with 5 Pirates, 1 Ley Line Walker, and 2 Lesser Air Elementals each.


210 MEGAVERSAL LEGION DENIZENS Rogue’s Gallery E GENERAL ARTHUR SAVAGE Chosen by the other generals to lead the Legion, Savage has kept the company prosperous and well-defended. He wants to help the Legion grow into a true micronation but is new to the role of statesman and national leader. For now, he’s doing what he knows best—liaising with other militaries like the New Navy and brokering defenserelated deals. Attributes: Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12+2 Skills: Athletics d12, Battle d10, Common Knowledge d8, Driving d10, Electronics d6, Fighting d12, Healing d6, Intimidation d10, Notice d8, Persuasion d10, Piloting d6, Repair d6, Research d8, Shooting d12, Stealth d8, Survival d8 Pace: 8; Parry: 8; Toughness: 16 (4) unarmored Hindrances: Code of Honor, Driven (Keep the Legion prosperous), Loyal Edges: Alertness, Brave, Charismatic, Combat Reflexes, Elan, Improved Level Headed, Iron Will, Reliable, Scholar (Battle), Sharpshooter, Soldier, Strong Willed, Upgradeable, and all Leadership Edges Gear: Dress Uniform, IAR-2 Auto Pistol (Rng 20/40/80, 3d8 Mega Damage, AP 3, RoF 1, Shots 20). Special Abilities: „ Cybernetics: In addition to enhanced attributes, Savage has Audio Package, Armor Plating 2, Core Electronics Package, Internal Life Support, Nano-Repair System, Optics Package, Range Data System, and Reinforced Frame 3. „ Life is a Battlefield: Once per encounter as a free action, Savage can gain the benefits of a single Combat Edge of his choice until the encounter ends. Typical Denizens The Legion employs a wide range of soldiers and noncombatants, including arcane casters. The GM should draw from the “Mercenaries & Specialists” section of Savage Foes of North America and other books, in addition to the following write-ups. DESTROYER ‘BORG Dakir full-conversion cyborgs are light and surprisingly stealthy, relying on innate force fields rather than bolted-on armor. Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+3, Vigor d12 Skills: Athletics d8, Common Knowledge d6, Fighting d10, Intimidation d8, Notice d6, Persuasion d6, Repair d6, Shooting d10, Stealth d8 Pace: 8; Parry: 7; Toughness: 18 (6) Hindrances: Code of Honor, Overconfident, Loyal Edges: Destroyer ‘Borg Model, Fleet-Footed, Frenzy (Imp), Iron Jaw, Rock and Roll!, Steady Hands Gear: HIAR-22 heavy I-beam rifle (Rng 30/60/120, 4d8 Mega Damage, AP 4, RoF 3, Shots 150) with integrated vibro-axe (Str+d10 Mega Damage, AP 10), 2 × Armor Piercing Grenades (Range 5/10/20, 3d8 Mega Damage, AP 16, SBT), tool kit. 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: „ All Those Moving Parts: Cyborgs must be Repaired instead of Healed. „ Defensive Fields: As a free action can switch between a force field (+7 Toughness) and inertial shield (+5 Toughness, −2 to be hit by ranged attacks). „ Harder than Steel: Cyborg construction provides +6 MDC Armor, +3 Toughness. „ High-performance Legs: Cyborgs have +2 Pace and d8 run die. „ Inhuman Appearance: Cyborgs suffer −1 to Persuasion. „ Loss of Dexterity: Destroyer ‘Borgs take no penalty to full-body agility, even out of combat, but manual dexterity Agilitybased checks are at −1.


211 MEGAVERSAL LEGION BODY ARMOR ITEM ARMOR TOUGH MIN STR WEIGHT RARITY CREDITS Mark I Medium Body Armor +7 +2 d6 20 — — Notes: Inertial Shield (–2 for ranged attacks to hit wearer). Mark II Heavy Body Armor +8 +3 d8 50 — — Notes: For Size 1 wearers, Inertial Shield (–2 for ranged attacks to hit wearer). PERSONAL WEAPONS WEAPON RANGE DAMAGE ROF AP SHOTS MIN STR WEIGHT RARITY CREDITS IAR-2 Auto Pistol 20/40/80 3d8 1 3 20 d4 3 — — Notes: 8 credits/reload, Mega Damage. IAR-20 Inertial Rifle 30/60/120 4d8 3 4 90 d6 6 — — Notes: 36 credits/reload, Mega Damage, Variant IAR-20G has underbarrel grenade launcher (Rng 30/60/120, RoF 1, Shots 7, Wt +3). HIAR-22 Heavy I-Beam 30/60/120 4d8 3 4 150 d10 24 — — Notes: 60 credits/reload, Integrated vibro-axe (Str+d10, AP 10), Mega Damage. ARP-1 Plasma Rifle 24/48/96 3d12 3 — 30 d6 8 — — Notes: It Burns, Mega Damage. HRP-1 Plasma Heavy 24/48/96 3d12+3 1 — 20 d10 30 — — Notes: Integrated vibro-axe (Str+d10, AP 10), It Burns, Mega Damage. H-11A Howitzer 60/120/240 4d10 1 6 6 d12+1 120 — — Notes: 75mm tank rounds (500 credits each) fire from a revolver cylinder, Can fire HE (Dmg 3d8, AP 3, MBT), Mega Damage, Snapfire. APA-100 COUNTERSTRIKE POWER ARMOR SIZE ARMOR TOUGHNESS STR PACE + RUN (MPH) WEIGHT RARITY CREDITS 2 (Normal) +10 MDC +5 d12+4 16+d10 (100 MPH) 450 — — Notes: Flight System (Handling +2, 600 MPH), Inertial Shield (–2 for ranged attacks to hit wearer), Wings (Hardpoints for missiles only, not necessary for flight) Weapons: „ IAR-20 Inertial Rifle (Right Forearm, Shots 2,000) „ Plasma Cannon (Left Forearm) „ Mini-Missile Launchers (Wings, RoF 8, Shots 16) „ 2 × Dual-Linked Anti-Personnel Lasers (Torso) „ Grenade Launchers (Shoulders, Range 15/30/60, RoF 3, Shots 60) „ 2 × Vibro-Greatswords (Wrists) Megaversal Legion Custom Gear Table


212 „ Malfunctions: Cyborgs are subject to the Technical Difficulties rules (Tomorrow Legion Player’s Guide). „ More Machine: +2 to recover from Shaken; Ignore 1 Wound level; self-contained breathing; immune to Disease and Poison. „ Size 1 (Normal): Combat Cyborgs are big and heavy. „ Unarmed Combat: Combat Cyborgs deal Str+d4 Mega Damage in unarmed combat and are considered armed. MEGAVERSAL TROOPER Advanced cybernetics and gear plus years of training and experience make these some of the most effective soldiers in existence. The Dakir’s unique Optics Package takes the form of a permanently grafted visor and skull cap, making the trooper appear helmeted even when out of armor. This write-up is for a human Trooper. An Ojahee Trooper has Strength d10, Vigor d10, Toughness 20 (8), and wears Mark II Heavy Body Armor. See page 46 for full racial traits. Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8. Skills: Athletics d8, Common Knowledge d6, Electronics d6, Fighting d8, Healing d4, Notice d6, Persuasion d6, Repair d4, Shooting d8, Stealth d6, Survival d6 Pace: 6; Parry: 6; Toughness: 16 (7) Hindrances: Code of Honor, Driven (Prove myself), either Greedy or Heroic Edges: Brave, Soldier, Upgradeable Gear: Mark I Medium Body Armor (+7 Armor, +2 Toughness, Inertial Shield). Special Abilities: „ Cybernetics: Audio Package, Core Electronics Package, Internal Life Support, Optics Package, Range Data System, and Reinforced Frame 1. „ Life is a Battlefield: Once per encounter as a free action, the Trooper gains the benefits of a Combat or Leadership Edge they meets the prerequisites for. This lasts until the encounter ends. (For simplicity, the GM can assume Combat Reflexes as the default.) MEN-RALL TECHNICIAN Men-Rall resemble plant-like humanoids, but instead of a head they have a cluster of a dozen foot-long eye stalks. They cannot talk, but use translators to convert their electrical impulses into speech. After a human (halfjokingly) described lab coats as “a ceremonial robe to honor our scientists’ skills,” they began wearing them with pride. Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6 Skills: Athletics d4, Common Knowledge d6, Driving d6, Electronics d8, Fighting d4, Hacking d6, Notice d6, Persuasion d6, Piloting d6, Psionics d8, Repair d8, Research d8, Science d8, Shooting d6, Stealth d6 Pace: 5; Parry: 4; Toughness: 5 Hindrances: Cautious, Quirk (Can’t invent) Edges: Major Psionic, Mr. Fix It, Scholar (varies), Telemechanics Powers: bolt (electrical), healing (machines only), object reading. ISP: 20 Gear: Field Repair Kit, IAR-2 Auto Pistol (Rng 20/40/80, 3d8 Mega Damage, AP 3, RoF 1, Shots 20), Translator. Special Abilities: „ Cannot Speak: Without their special translators, Men-Rall can only communicate with each other. They cannot learn mind link. „ Mecha-Kinesis: Telemechanics is based on object reading instead of mind link. Psionic shielding, ley line storms, etc. do not penalize object reading or Telemechanics, as it works via electromagnetism rather than pure psionics.


213 NEO-ABRAMS M10A1 TANK The Dakir redesigned their hovertanks to be more intuitive for human soldiers, resembling and controlling like 21st-century tanks. A company of Neo-Abrams is enough to make almost any enemy retreat. SIZE HANDLING TOP SPEED TOUGHNESS CREW MODS CREDITS 8 (Huge) +0 300 MPH 52 (32) 4 0 — Notes: Force-Field (+4 Toughness, stops working if Wounded, four hour recharge), Hovertank (Ignores Difficult Ground but cannot travel over water), Inertial Dampening (Handling –1 above 100 MPH, –2 above 200 MPH). Weapons: „ 120mm I-Beam Cannon (Main Turret, Rng 150/300/600, 5d12 Mega Damage, AP 31, Shots 60) which can also fire HE (4d8 Mega Damage, AP 17, MBT) „ Coaxial Grenade Launcher (Main Turret, Rng 20/40/80, RoF 3, Shots 120) „ 2 × ARP-1 Plasma Assault Rifle (Cupola and Front Fixed) „ Mini-Missile Launchers (Sides, RoF 2, Shots 16) „ Medium Missile Launchers (Sides, RoF 2, Shots 10) NEO-BRADLEY M6-IFV SCOUT VEHICLE This APC is designed for human familiarity, like the Neo-Abrams. It can rapidly transport a squad of 10 humans, or 6 Ojahee or Counterstrike pilots, and their gear. A variant, the M6S-IFV, has Toughness 46 (28) but can hold only two humans or one large pilot. SIZE HANDLING TOP SPEED TOUGHNESS CREW MODS CREDITS 7 (Large) +0 300 MPH 42 (24) 2+8 0 — Notes: Force-Field (+4 Toughness, stops working if Wounded, four hour recharge), Hovercraft (Ignores Difficult Ground and can travel up to a mile over water at 100 MPH or faster), Inertial Dampening (Handling –1 above 150 MPH). Weapons: „ Plasma Cannon (Main Turret) „ Coaxial Grenade Launcher (Main Turret, Rng 20/40/80, RoF 3, Shots 120) „ Medium Missile Launchers (Sides, RoF 2, Shots 20) NEO-APACHE AH-50 ATTACK AERODYNE While the controls resemble a helicopter’s, this armored air vehicle is fully contragrav—no rotors. It resembles a dragonfly, with stubby “wings” that are actually missile hardpoints. Despite its high potential speed, pilots usually cruise at 60 MPH when attacking ground forces (to avoid a penalty for relative speed) and rarely break the sound barrier. SIZE HANDLING TOP SPEED TOUGHNESS CREW MODS CREDITS 7 (Large) +1 Mach 3 28 (12) 4 0 — Notes: Force-Field (+4 Toughness, stops working if Wounded, four hour recharge) Weapons: „ Gatling Plasma Cannon (Nose, RoF 3) „ Dual-Linked I-Beam Machine Guns (Wings, Rng 200/400/800, 2d12+2 Mega Damage, AP 12, RoF 4, Shots 100, Always in Bursts) „ Medium Missile Launchers (Wings, RoF 2, Shots 6) „ Light Missile Launchers (Wings, RoF 2, Shots 8) „ Mini-Missile Launchers (Wings, RoF 2, Shots 32)


214


215 THE TWO LEGIONS PLOT POINT CAMPAIGN CHAPTER NINE A Legion team crosses the equator on a manhunt for two fugitives from Tolkeen’s ruling council. After initially landing in Colombia, their mission takes them south across the Amazon Basin and down the River Paraná. After an altercation with the Megaversal Legion, they stumble into the Arkhon Freehold’s ambitions for Earth. Overlord Enno's plot combines the Arkhons’ dimension-folding technology with a Cibolan artifact and Omaguan magical expertise to bring an Arkhon invasion fleet directly to Earth, allowing them to skirt the planet’s defenses and take everyone by surprise. The Tomorrow Legionnaires’ ability to thwart his plans relies on gathering intelligence and building up the big picture to disrupt his well-laid plans. This Plot Point Campaign is suggested for heroes of Seasoned Rank or higher. Game Masters should consider the strength of their Tomorrow Legion team and adjust the threats to their combat abilities and resilience. The Two Legions tells an espionage story and conveys a lot of disparate information very quickly. Throughout the adventures, key pieces of information are flagged as Intel. The Legionnaires automatically gain Intel without rolling. Your Mission… Given North America’s mounting dangers, the Council of Hope does not divert manpower for extensive periods of time without good reason. They recently received credible intelligence confirming two members of The Circle of Twelve, Tolkeen’s ruling council, arriving in South America: the Techno-Wizard prodigy Malik Savant and the Great Horned Dragon King Baarrtk Krror (pronounced ‘Bear-Rock Crow’ with rolling r’s.) The pair disappeared after escorting refugees westward as Tolkeen burned behind them. Malik contributed to Tolkeen’s defensive infrastructure before and during the Siege, sparing him the bloodsoaked reputation of the other Circle members. Baarrtk Krror on the other hand carries a reputation for wrath and vendetta, especially towards the Splugorth. However, the Dragon has a fondness for Malik and follows the Techno-Wizard wherever he goes. Can the Legion work with them? Or are they loose cannons who must be swept from the board? If cooperative, they accelerate the Tomorrow Legion’s greater plans for the future.


216 SUGGESTED SEQUENCE OF EVENTS Over the course of this Plot Point Campaign, the heroes arrive in the Republic of Colombia before making their way south to the Silver River Republics and uncovering the Arkhon Freehold’s machinations. The campaign is designed to run other adventures in-between sessions as the GM sees fit. For added depth, it is suggested the Legionnaires are outfitted with a ship for adventures beyond Colombia. The Savage Tale: Threat Recognition gives them a vessel and details the journey down the Paraná River. As the team finds itself drawn deeper and deeper into the rabbithole, the GM can expand the story using Interludes, Quick Encounters and Travel found in Savage Worlds. Familiarity with South America, its competing polities, and myriad denizens— primarily found in preceding chapters—will help the GM provide necessary details as the heroes explore the Land of a Thousand Islands. The South American Encounters tables for each region also prove useful for generating events on the fly. SESSIONS ADVENTURE 1 Adventure Generator 1 Savage Tale: Bat Country 1–2 Savage Tale: Threat Recognition/Fire Island 1 Art of the Possible 1 Adventure Generator 1 En La Guarida de Leon 1 Savage Tale: An Alarming Alliance 1 Adventure Generator 1 Magos, Espadas, y Rosas 1–2 Adventure Generator 1 Cordoba Crossing 1 La Ley De Plomo


217 THE ART OF THE POSSIBLE This adventure is meant to be run immediately following the events of the Savage Tale: Threat Recognition (page 207), and the other adventures listed under the suggested sequence of events to provide background and connections to factions which come into play as the campaign advances. GMs can instead run their own version of events to get the heroes to Savage City. If the GM has not run the Savage Tale: Threat Recognition, the Tomorrow Legionnaires receive temporary apartments in Savage City as the Megaversal Legion treats them as visiting dignitaries. Getting Started The Legionnaires attend a diplomatic dinner and meet with high level politicians, including Generals Borges and Savage, at an exposed outdoor location. Shining Path rebels attack with heavy firepower. The Legionnaires and security forces fight off the attackers. Armed with a lead from one of the party’s guests, the Legionnaires pursue the attackers to a base in the jungle. After receiving news of the mission’s failure, the rebels’ benefactors, Arkhons and Omaguans, decide to tie up loose ends and kill the guerrillas. The Legionnaires may intervene and save the outgunned rebels. Whether or not there are any survivors, the Megaversal Legion suggests investigating Omaguan involvement as the Arkhons are a known enemy. No Place To Go The adventures starts as the Legionnaires arrive in Savage City, read or paraphrase the following: Built on new lands given to the Megaversal Legion as payment for fighting the Arkhons, Savage City is a contrast in military order and rapid growth. Ordered streets and high grade military construction form a heavily fortified city center while haphazard development sprawls outward from the main walls. The Megaversal Legion escorts you downtown to your lodgings in the city: a three-story modernist structure equal parts brick and whitewashed concrete with tinted windows behind a tall, steel picket fence. “Point Sulla” is emblazoned along its outer wall. With a low beep, the gate slides open and the escorting CO, Captain Antonius Torquatii, motions ‘after you’. The interior consists of soft wood tones and off-whites contrasted against exposed supports running along the ceilings. Further exploration reveals apartments, meeting rooms, common areas, and an underground garage. Just before departing the Captain hands one of you two things: the gate control and a dataslug. He tells you the dataslug contains coordinates and a dinner invitation for the evening. The General looks forward to meeting the Tomorrow Legion. Per the dataslug, the Legionnaires have two hours to unpack before they need to leave in order to arrive on time. The invitation covers the entire Special Exploratory Team plus two cultural liaisons. ¡Fiesta! The arrival of the Tomorrow Legion prompts a “get to know you” celebration hosted by Cordoba at a posh riverside pavilion atop a lightly forested hill. The sun’s dying light casts yellow-orange reflections on the jungle’s lustrous foliage. As night creeps in, Savage City’s illumination drowns out all but the brightest stars. Waiters circulate among the notables with trays of tapas and bottles of wine. No one goes hungry or sober at a gathering such as this. Megaversal Legion officers, Cordoban officials, and minor trade delegations all gather for an evening of tapas, refreshments, long speeches, and espionage. Security Concerns: Megaversal Legion security cordons off the pavilion and collects all weapons, barring knives, from the guests. Fellow security personnel may remain armed with pistols but there cannot be more than two security personnel per guest. Social conventions frown on MegaDamage body armor worn by guests but security will not confiscate it.


218 The party is a great opportunity for the new Tomorrow Legion members to get their bearings and learn about the local situation. General chatter reveals the basic world information about each faction present. Networking (see Savage Worlds), modified by the reaction table below, can uncover additional facts. Fact Finding GUESTS OF HONOR „ Damián Ramirez, Cordoban Cultural Attache „ General Manuel Borges III, the President of Cordoba „ Captain Antonius Torquatii, Megaversal Legion Protocol Officer assigned the Tomorrow Legion „ General Savage, Commander-in-Chief of the Megaversal Legion GENERAL MODIFIERS „ Cordoba: −2, −4 to non-humans. „ Megaversal Legion: +2, Cooperative. CORDOBA RESULTS „ Success: Damián Ramirez seems super friendly, even to D-Bees, and discusses Cordoba’s suppression efforts against a Shining Path revolt in the region. He hopes they won’t find safe harbor in these new Megaversal Lands. „ Raise: General Manuel Borges III, Cordoba’s president, greets the Tomorrow Legionnaires. Gruff but respectful, he does not sugarcoat his ambitions to secure humanity’s future against all invaders. By force, if necessary. „ Critical Failure: Cordoban security closes ranks around Borges and Ramirez, shooting to kill without warning. Any failures in the ‘Party Crashers!’ scene result in ‘Bumps & Bruises’ in addition to a Wound. MEGAVERSAL LEGION RESULTS „ Success: Captain Torquatii worries about the evening’s security. The Cordobans insisted on showcasing the land’s beauty. The riverside pavilion is outside the fortified part of the city and hard to defend. „ Raise: You get a little face time with General Savage! He is gracious and discloses his sympathies for Santiago. During their war with Cordoba, he offered the Megaversal Legion’s services at a steeply discounted rate but never received a reply. Then Cordoba made an offer the Legion couldn’t refuse fighting the Arkhons. Gain Connections (Megaversal Legion). „ Critical Failure: Security remains edgy being outside of town and the heroes find themselves under suspicion. Megaversal security shadows them through ‘Loose Ends’ inflicting a −1 to the roll. TOMORROW LEGION RESULTS Only use this if the Legionnaires have Allies and bring them to the dinner. „ Success: One of the Tomorrow Legion soldiers from Colombia advises the Legionnaires about proper conduct and etiquette. Add a +1 on other social checks during ¡Fiesta!. „ Raise: The Legion heroes are all on the same page and stay vigilant. One Legionnaire may freely spend 1 Benny for another Legionnaire until the end of the session. „ Critical Failure: When disaster strikes, the Legion heroes' uncoordinated response increases the danger for themselves and others. Add a −2 penalty to the “Party Crashers” scene! Party Crashers With all the guests accounted for and tapas served, the Shining Path attacks from the light’s edge. The guerrillas move with one objective: killing the Cordoban president, General Borges. Run this as a Dangerous "Death to opressors!" —Amaru Sapa, Shining Path


219 Staged Quick Encounter as the Shining Path guerrillas bombard the pavilion with mortars and rocket fire before moving in with ion rifles. The catering and service staff scatter as the explosions tear them apart. The security fares a little better. Loose Ends With a diplomatic crisis on their hands, the Megaversal Legion locks down the area and begins escorting the dignitaries back to their respective homes. In the chaos, Ramirez shares Cordoban intelligence about a group in the jungles nearby and exhorts the Legionnaires to wipe them out. It’s the only way to stem their violence. He even goes so far as to offer the Tomorrow Legion favored status in Cordoba for eradicating them. In the meantime, the Tomorrow Legion must track down the rest of the Shining Path cell and find out what they can about the attack. Regardless of their decision the cell holds some clue about the attack. Finding their camp with the Cordoban intelligence is relatively simple, but getting close enough to observe against these experienced jungle fighters is hard. Ask the Legionnaire with the lowest Stealth or Survival to roll for the Team. Success allows the heroes to approach the camp unseen, and potentially negotiate; failure results in a firefight as the Shining Path attacks the Legionnaires and the Omaguans ambush the guerrillas. If the Legionnaires stay in cover, Isidoro, an Omaguan Flying Tiger, descends from the canopy and debriefs the Shining Path about the mission’s success. Upon admission of their failure, a bright flash of weapon fire from an unseen assailant leaves a guerrilla dead and smoking. Catspaws Whether attacking, negotiating, or observing, the action shifts dramatically when an unseen force (Matador) starts tying up loose ends. The remaining guerrillas start shooting into the foliage as their leader yells: “¡MATADOR?!” Isidoro takes a commanding position in the air. A jungle night silhouette bleeds static as deep, electronic laughter rumbles from the darkness: “Yes, I am the devil you seek.” Omaguan soldiers open fire from the jungle as Matador withdraws. If the heroes intervene, The Shining Path joins forces against the Omaguans if asked. Otherwise the Arkhon and Omaguans fight until the Shining Path are all dead, then withdraw into the jungle. E Chaski Serrano, Shining Path Commando: Wilderness Scout, see Savage Foes of North America. E Isidoro, Flying Tiger: a tiger Felinoid. As Mind Melter with Lightbringer laser rifle and the Greater flight power, see Savage Foes of North America. E Matador, Arkhon Spectral Hunter: page 189. He wields a Tri-Blade Energy Sword and has the Great Luck Edge. He retreats if the Legionnaires join the fight. Remarkable for his armor’s pearlescent red finish. „ Omaguan Jungle Fighters (3, plus 1 per hero): Jaguar Felinoids. As Soldiers with Lightbringer Laser Rifles, see Savage Foes of North America. „ Shining Path Guerrillas (6): As Militia, see Savage Foes of North America. The Omaguans detonate frag grenades at their feet rather than be captured. Any surviving Shining Path operatives have little to share. They got the mission briefing from another cell, or so they thought. However, the presence of the Arkhon confirms it was ultimately their operation but the purpose remains unclear. One confirms the Arkhon cyborg, Matador, has become an infamous figure. The Legionnaires gain the Connections (Shining Path) Edge, and the Enemy (Minor—Damián Ramirez) Hindrance. ROUND (FOCUS) SUGGESTED SKILLS 1 (Defend) Arcane skill, Battle, Fighting, Shooting 2 (Evacuate) Athletics, Battle, Persuasion, Repair 3 (Close Out) Arcane skill, Athletics, Fighting, Shooting


220 If the Shining Path Guerrillas are eliminated Ramirez praises the heroes. The presence of the Arkhon surprises him and proves the need to eliminate the Shining Path and how the Megaversal Legion territory poses a threat to Cordoba. However, the Shining Path blames the heroes for the vindictive deaths. The Legionnaires gain the Connections (Damián Ramirez) Edge, and the Wanted (Minor—Shining Path) Hindrance. Shortly after the firefight, a Neo-Bradley bursts from the undergrowth. Captain Torquatii pops out of a hatch and surveys the scene. He updates the heroes on the situation: the attackers wounded General Borges but he will survive. The guerrillas’ partial success ratchets up tensions between the two nations. After turning over the dead, he inspects the Omaguan dead and comments about Tri-Beam fire’s smell. After walking the scene, he remarks: “Lousy Arkhons stirring things up. Looks like they dragged the Omaguans into this. We’ve dealt with the Freehold before but the Jaguars don’t make friends very easily. Maybe you could poke around Omagua when you get a chance.” „ Intel: The Arkhons and the Omaguans formed an alliance to increase tensions in the region. EN LA GUARIDA DEL LEÓN A few weeks after the Shining Path’s attack, the Megaversal Legion has an opportunity for the Tomorrow Legion to infiltrate and investigate Omagua's current stance: the Triumvirate announced a festival celebrating a conquest. As newcomers, the Tomorrow Legion should enter the Jaguar City during the festival without issue. Omaguan border control scrutinizes their intentions before allowing entry. In the city, while poking around, the Legionnaires spot a True Incan also snooping. Tailing the demi-god, she breaks into a secret installation beneath the city’s slums. Within, they find a dual-purpose research lab perfecting a dimensional gate system and studying the effects of exposure to the technology. Celebrate Good Times Two to three weeks after the diplomatic dinner and attempted political assassination, Captain Torquatii comes to Point Sulla and briefs the Legion on a recent announcement from Omagua: they have crushed their enemies, the Cibolans, and plan to hold a week long jubilee in honor of their hard fought victory. This conquest would be news to Cibolans, who remain unconquered. Torquatii quickly points out the opportunity to enter the Jaguar City during the jubilee due to sheer volume of tourists and vendors. Considering Omagua rarely accepts visitors, border control already suffers bottlenecks and the Legionnaires can hide among the sheep. This gives the heroes the perfect opportunity to enter Omagua, and investigate their preparedness for war, the strength of the Arkhon alliance, and attitudes towards their neighbors. The cover story is up to the Legionnaires. The Captain pulls the strings necessary to make it a reality.


221 Into the Fadelands The primary route from Savage City to Omagua cuts through the Fade Lands, an unclaimed territory of thick jungle and shaky dimensional boundaries. The team may take their ship upriver before crossing the grasslands and entering the dense jungle. Traveling by foot requires a Journey and greater risk of getting lost. Travel by ship takes half as long. After entering the Fade Lands proper, a Survival check finds a safe path through the treacherous terrain, though the dimensional instability gives the Fadelands a Horror Factor 2. On a success, roll on the South American Encounter Table and the rolled encounter starts as Neutral. On a failure, roll on the Dimensional Instability Table and the encounter is Hostile. Papers Please As they push through the jungle vertigo washes over heroes with the Expanded Awareness ability confirming proximity to the dimensional flux that surrounds the city of Omagua. However, one cannot simply walk through Omagua’s front door and the heroes must deal with border control—and, of course, they’re at the end of the line. The closest border crossing from Savage City, Simba’s Pillow, occupies a burned out clearing in the jungle. A yellow stone archway decorated with a bas relief of a sleeping lion with one eye open gives the fortified borderpost its name. Heavily armed Felinoid guards stand watch over the long queue stretching across the jungle scar. Through the arch, Legionnaires can see Omagua atop a hill—its jagged skyline biting the alien sky. To the left or right, the city and hill disappear. The line moves at a decent clip though many leave the post with their request for entry rejected. When the Legionnaires finally make their way to the front of the queue, the guards escort visitors into an interrogation room with hard chairs and a steel table. Captain Atayde, a grizzled Felinoid in a red beret, grills tentative visitors: “What is your business in Omagua?” “How can you prove it?” “How long will you be in the city?” “What do you do for a living?” “Will you leave at the proposed time?” “How can I be confident you will leave?” Treat this as a Social Conflict adjusted for any negative social Hindrances or Racial Abilities. „ 0: The Captain denies their entry request and flags their rejection. Armed guards escort the Legionnaires out of Simba's Pillow. „ 1– 3: Captain Atayde approves the entry request. He hands the Legionnaires a red travel authorization (−4 Networking) and a color-coded map of their allowed access. Any Felinoids and similar species receive green authorizations (+2 Networking). The guards direct the Legionnaires to the Jaguar's Climb, a steep staircase cut into the hill leading up to the city. „ 4 – 5: As above, but the Captain hands them a yellow travel authorization (−2 Networking). „ 6+: As above but the Captain hands nonFelinoids a yellow/green authorization. Note: A smell based Notice check reveals that all travel authorizations carry a contact scent, informing everyone with a heightened sense of smell about the bearer's security clearance. If Captain Atayde denied the Legionnaires entry, they must brave the jungle and the Omagua border patrols to enter the city illegally. Use a Stealth based Dangerous Quick Encounter to get past border security. Once in the city, all Networking is done at −6 outside the Kitty Litter. Marketplace of Ideas Whether ascending Jaguar’s Climb or entering discreetly, Omagua’s Business District overwhelms visitors’ with sights and smells. Paraphrase or read aloud the following: Customers and merchants jostle, elbow to elbow. Blocky step pyramids, sleek obelisks, and swelling arches of yellowstone clash in


222 the backdrop. Vendors hawk heady victuals through the market’s crowded cacophony. The throng’s clash of camouflage fur patterns increases the overall disorientation. Arkhons and Fallam openly deal with Omaguans while humans seem pushed to the fringe. Keen ears catch Spanish peppered with Arkhon loan words. Upbeat music plays on speakers wired around the city with periodic interruptions informing the crowd a military parade is scheduled to start in an hour. Long, uniform rows of propaganda posters declare the Megaversal Legion and the Empire of the Sun the Jaguar City’s new enemies. Both for crimes against the gods. Some peel away revealing similar posters railing against Cibola underneath. Browsing the marketplace finds appropriate high tech and magical equipment of Rarity −2 and lower. GMs should mention the parade offers a prime distraction as the concentration of leadership draws all available security and surveillance to guard the event. CITY HIGHLIGHTS There is enough time to Network and investigate, modified by security clearance, before the parade. Common Knowledge and Notice are appropriate skills as the Legionnaires gather rumors, local news, and study. Attempts to detect arcana reveal an energy spike in Omagua’s slums, known as the Kitty Litter. Additionally, the Legionnaire suffers a level of Fatigue on a failed Vigor roll. „ Study: Recruitment posters display the strength and resolve of Omagua’s armed forces. „ Study: Young Felinoids play with Omaguan figurines, smashing them against apparent Ojahee. „ Study: Poor Omaguans carry random mutations: extra fingers, four ears, or Janus faces. „ News: Video projectors play wedding footage of an Arkhon general and an Omaguan Talon. „ News: Yaguar-Ogui snapped at the latest Incan emissary. He threatened to break her back. „ Rumor: Arkhons hunt the “most dangerous game” in the slums. Who cares what happens to geckos? „ Rumor: The rejected True Incan demi-god spends a lot of time in Kitty Litter. „ News: The Claw Leaders ordered the meat from slain dragons into military rations. „ News: For the jubilee, Simba challenges visitors to tests of strength to prove his might. After, the merchants close their stalls as the crowd shifts to watching the military parade. The crowd showers an unending convoy of military hardware and personnel with cheers and flower petals. With the streets emptied, the Legionnaires spot another observer slipping into Kitty Litter, the slums. She looks Incan, but wears no ostentatious gold jewelry. She briefly pauses to look back at the Legionnaires before slipping down an alley. "Monster squid ceviche! Caiman liver fritters! Grilled demon manta gills! Fried bullet ants! All types of payment accepted!" —Perla, Felinoid Vendor


CLOAK & DAGGER 223 Hide & Seek Assuming the Legionnaires follow the Incan woman down the alley or go to the slums, paraphrase or read aloud the following: Slipping off main thoroughfares to the most neglected portions of the city, the uniform yellowstone of Omagua’s architecture gives way to cinder blocks, corrugated steel, and wooden frames. Similarly the constant presence of Felinoids and Arkhons give way to more humans and lizardmen. Like the poor Felinoids witnessed earlier, many bear strange mutations: a child’s belly turned anthill, a woman’s shark teeth protrude, or a lizardman with extra arms. None suffering but no two alike. Any use of environmental sensors, detect arcana, or Expanded Awareness detects heightened background radiation in the district, even beyond Omagua’s norms. Trailing the Incan woman and tracing the energy spike leads to the same place: a free clinic operated by the Arkhon Freehold, presently closed for the jubilee. Whether they followed her, or not, the Incan woman waves to the Legionnaires from a side entrance. Assuming they approach, she introduces herself in perfect American: “My name is Amaru, I’m one of Illapa’s many children. You clearly belong to the Tomorrow Legion, yes? I need your help. My father sent me as a diplomat but it has not gone well. I have concerns about the Arkhons’ alliance here and I must discover their plans. Something strange has happened to these poor people and it ripples out from here. I know you help people, and I do not know what I might find inside. Please help me.” Any characters from the Empire of the Sun do not recognize Amaru and may wish to probe. She dismisses these questions by pointing out the Empire's vast reach beyond Earth. If reticent, she offers a pledge of assistance in the future and offers a golden bangle with instructions to break it and say her name. She will hear their cry and come running. Breaking into the clinic proves easy; Athletics or Strength −2 breaches the side entrance. Cursory examination confirms a run-of-the-mill healthcare facility with reception, a records room, an office, supply closets, and 3 examination rooms. Thorough examination locates an elevator in a supply closet. Researching the medical records establishes a timeline from the clinic’s opening to the emerging mutations exploding in early 108 PA, shortly after the Megaversal Legion claimed Savage City from the Arkhons. Hacking, Repair or Thievery unlocks the elevator. The control panel has one button. As the Legionnaires descend into the basement, they find a single large auditorium with a soundstage ringed by spotlights in the center and a small, shielded operational command within. Unfortunately, they are not alone. The Arkhons’ stationed security attacks from a fortified pillbox built into the opposite wall. Flashing red lights and an ominous warning in an alien language soon begin. The Legionnaires don’t have to speak it to understand the self-destruct has been triggered. The installation detonates in 30 seconds. WELCOMING COMMITTEE E Amaru: See page 224. E Matador, Arkhon Spectral Hunter: See page 189, add a Tri-Blade Energy Sword and the Great Luck Edge. Matador is hiding beneath the soundstage, and tries Amaru is not a True Incan Demigod from the Empire of the Sun. She’s a juvenile Royal Frilled Dragon from Cibola undercover on a recon mission. While deceiving the Legionnaire’s about her identity, she is honest about her motivation: what do the Arkhons want from the Omaguans?


224 exiting via the elevator after triggering the installation’s self-destruct sequence. „ Death Cyclops Assault Suit (1 per 3 heroes): See page 193. „ Fallam Infantry (2+1 per 2 heroes): See page 199, armed with Tri-Beam Energy Rifles and 1 M-100 Tri-Beam Crew Served Gun. The Legionnaires may break into the command center and cancel the self-destruct. This is a Dramatic Task using Electronics or Hacking as they beat the alien computer system into compliance. After the raid, the Legionnaires discover The Arkhon security team slagged all of the sensitive machinery as soon as they breached the clinic. But the Arkhons didn’t get the back-ups. The heroes recover the following intelligence from the underground installation: „ Intel: Find an Arkhon long range communicator. Much larger than conventional ones, it fits over the entire forearm. „ Intel: T h e missing portion o f m e d i c a l records monitoring the effects of d i m e n s i o n a l r a d i a t i o n o n patients’ tissue. „ Intel: Information about an interdimensional arms shipment arriving in the near future. Xavier Machado, an interdimensional s m u g g l e r , i s scheduled to procure and deliver the weapons in a few weeks. „ Intel: Schematics for crude dimensional beam receivers. Extensive critiques in handwritten Techno-can. Research confirms these are Malik’s notes. Amaru looks over the recovered intelligence but does not take any. She thanks the Legionnaires for their assistance and tells them: “I notified Omaguan police of your actions when we broke into the clinic. Even in Kitty Litter, even with the parade, they should arrive soon. You should probably run.” With the final word and a wink, she teleports away. Given the crowded streets and the parade, the Legionnaires escape Omagua police without incident, though GMs may run a Chase as the Legionnaires scramble away from the Jaguar City. If so, use G-9A Jaguars (1+1 per 2 Wild Cards) for their Omaguan pursuers. E AMARU A Juvenile Royal Frilled Dragon, Amaru hatched shortly after the Great Cataclysm. She found a strange safety with Malkholm, Cibola’s head of security. Under his tutelage she grew into the international dragon of mystery she is today. Loyal to her adoptive father, she poses as a True Incan and insinuates herself into the halls of power. Attributes: Agility d8, Smarts d10, Spirit d8, Strength d12+4, Vigor d10 Skills: Athletics d 8 , C o m m o n K n owl e dg e d 6, Fighting d8, Notice d8, Occult d4, Persuasion d10+1, Psionics d10, Spellcasting d8, Stealth d8, Taunt d8, Thievery d6 Pace: 6; Flying Pace: 12; Parry: 6; Toughness: Dragon 42 (22 M.D.C.), Incan 16 (6) Wounds: 4 Hindrances: All Thumbs, Arrogant, Code of Honor, Curious, Outsider (major, from another world)


225 Edges: Attractive, Charismatic, Dragon Grows Larger, Dragon Metamorphosis, Dragon Teleportation, Linguist, Major Psionic, Master Psionic, Power Points (Psionics) Weapons: Bite (Range Melee, Damage Str+3d4, AP 7, M.D.C.), Claws (Range Melee, Damage Str+3d4, AP 11, M.D.C.), Toxic Breath (Range Cone or 18" MBT, Damage), Tail Lash (Range Melee, Damage Str+d8, M.D.C.) Gear (only in Incan form): Inca Gilded Body Armor Languages: Dragonese/Elvish (native) d8, Creole d6, Demogogian d6, Ancient Egyptian d6, Quechua d6, Spanish d6 Magic Powers: Blast (lightning trapping), elemental manipulation (storms trapping), illusion. PPE: 20 Psionic Powers: Detect arcana, empathy, invisibility, speak language. ISP: 30 Special Abilities: „ Armored Hide: Have +22 MDC Armor and +7 Toughness in dragon form. „ Extended Metamorphosis: Able to adopt a single humanoid for a number of hours equal to his 3× Spirit die before needing at least six hours rest. Only gains size and appearance, but retains all of her own abilities except those only usable in dragon form. Weapons and other personal effects (up to Body Armor) are assumed into the dragon's form and reappear when returning to humanoid form. „ Fear (−4): Royal Frilled dragons are terrifying and cause Fear checks at −4 to all who see their dragon form. „ Resistant to Fire and Cold: −4 damage from all heat and cold based attacks. „ Infravision: Half illumination penalties when attacking targets that radiate warmth. „ Size 7 (Large): In her natural form Amaru is over 30' long. „ Toxic Breath: Can breathe a purple poisonous cloud using the Cone Template, or arc a Medium Blast Template sized cloud up to 18" distant. Those without EBA must check Vigor at (−2 with a raise) or be Incapacitated for 1d4 minutes; double with Critical Failure. MAGOS, ESPADAS, Y ROSAS Armed with a logistics manifest laying out time tables and location data, the Legionnaires raid the Freehold’s collaborators. „ Who: the interdimensional smuggler Xavier Machado. „ What: a massive arms shipment. „ When: predawn. „ Where: Tartaruga, a Lagarto freeport and pirate haven. „ Why: seize potential assets the Arkhon relied on. In the spirit of cooperation, the Megaversal Legion coordinates a daring early morning raid with the Cordoban Navy. The Team infiltrates the port with a team of Cordoban commandos. The heroes hunt through Tartaruga’s warehouses and find Machado’s compound just as his vessel prepares to embark with the shipment. Fighting his security, the Legionnaires face the smuggler and discover a highly sought after prisoner. In the distance, the commandos signal time to escape. Whether escaping by boat or on foot, the Legionnaires get away as the Cordobans and Megaversal Legion bombard Tartaruga. Under Cover of Darkness The adventure begins with the Legionnaires crammed in a cargo hold before sunrise. Read or paraphrase the following: In the ungodly hours, the Special Exploratory Team accompanies a team of Cordoban commandos in the initial infiltration of a larger action. The Cordobans mutter oaths of vengeance for a recent pirate raid. The modified riverboat’s exit ramp silently swings open as it scrapes against Tartaruga’s sandy beach. Disembarking, the two teams split up pursuing their individual objectives: „ Tomorrow Legionnaires: Locate and capture both Xavier Machado, the TW smuggler, and his shipments.


226 „ Cordoban commandos: Silence the Kittani laser batteries defending the outpost from the assault force. Once the commandos disable the guns, the Cordoban Navy and Megaversal Legion’s attack begins. Both teams must meet up at the exit vehicle or risk being left behind. Shouldering mountaineering equipment, the Cordoban sergeant wishes the team good hunting as they head towards the low cliffs encircling the freeport. Even in the early hours, lights and music rise from Tartargua’s beached-riverboats-turned-cantinas. Their gentle decay contrasts with the smooth shapes of Kittani-fabricated warehouses and watchtowers dotting the skyline. Locating Xavier is a Multi-Person Dramatic Task requiring 5 Tokens per hero in 4 rounds. Applicable skills may include: Common Knowledge, Hacking, Intimidation, Notice, Persuasion, Stealth, and Thievery. The port itself consists of several dozen buildings and small houses with no discernable logic to the labyrinthine layout. If they fail, Rex, a Grackletooth pirate enjoying shore leave, stumbles across them. The Legionnaires don’t need to press too hard. Inebriated, he provides directions to Xavier’s warehouse if interrogated. Death From Below After successfully locating Xavier’s facility, the Legionnaires find all entrances locked down and monitored. With successful Thievery or Hacking, the Legionnaires may disable the alarms and get The Drop. In this Combat, Xavier’s security forces consist of twin Headhunter Techno Warriors and 3 pirates per Legionnaire. Observant Legionnaires notice 2 cranes loading heavy cargo onto La Rosa Azul, a modified Riverboat docked just outside the warehouse. The Headhunters lead a fighting withdrawal towards the ship as the pirates hide behind caged captives bound for Slaver’s Port (light cover). Gabor points out a special delivery for a River Pirate to load via forklift. E Gabor: Headhunter Techo Warrior. E Kan: Gabor's twin Headhunter Techno Warrior. Use the same profile. E Malik: Savant, Techno-Wizard, Circle of Twelve member. See page 241. Wanted by the Coalition. Boxed up in a MDCgrade (Hardness 16) shipping container painted bright yellow. As gunfire rips through the loading yard, Malik starts banging on the walls and yelling in American. If the Legionnaires free Malik, he eagerly joins their side though completely unarmed. „ Pirates (4 per hero): Half are Lizardfolk. Armed with RC-15 Rifles. See Atlantis & the Demon Seas. „ Captives (15 total, 3 per cage): Cordoban Naval personnel. If freed, they grab any fallen weapons and aid the Legionnaires. See New Navy Sailors from Atlantis & the Demon Seas without any weapons. If the Legionnaires leave Rex conscious, he and his crew arrive to avenge his bruised honor as the third round starts. They enter behind the Tomorrow Legion, effectively trapping them. E Rex: Grackletooth River Pirate. Resilient, see page 107. „ River Pirates (2 per hero): see page 107. ON THE DOCKS When the heroes near La Rosa Azul’s dock, read or paraphrase the following: Diffused lights grow brighter and water froths as an enormous, crablike robot emerges from the waves, clambering into the loading yard. ‘CHAFAROTE’ is emblazoned across its chassis. Armed Lizardfolk cling to the robot’s sides searching for the Legionnaires. Staticky speakers crackle to life before broadcasting Xavier’s screeching: “WELCOME TO DIE!!!” E Adamastor: See Pilot in Savage Foes of North America. E Xavier Machado: Shifter. See Savage Foes of North America. He smites Chafarote’s claws.


227 „ Chafarote: TW-converted Deathbringer Combat Robot. Built-in confusion Gadget, 10 PP. See Atlantis & the Demon Seas. „ Pirates (2 plus 1 per hero): All Lizardfolk armed with RC-15 Rifles. See Atlantis & the Demon Seas. The Legionnaires may storm the deck of La Rosa Azul and turn the ship’s weapons on Chafarote (as Galleon, page 66) though the robot closes to foul the guns’ most effective ranges. Xavier refuses retreat, intent on killing every Legionnaire sullying his beautiful ship. Like a Bat Outta Hell Miniature suns blossom along the cliff tops as the Commando team detonates a daisy chain of fusion blocks, vaporizing the laser batteries. Long range missiles streak in from the horizon and flatten buildings. Blinking navigation lights herald the Megaversal Legion’s aerial approach. It’s time for the Legionnaires to go. The Team has a choice on their hands. They can choose to: run to the agreed upon extraction point with some of the contraband or hijack La Rosa Azul with all the cargo on-board. This is a Chase either way, but the obstacles and pursuers change. HOT PURSUIT The maze-like streets become more confusing as pirate mobs spill out of alehouses brandishing weapons. Unless they took care to blend in, the Legionnaires’ appearance attracts attention and a foot race to the Riverboat breaks out. 10 River Pirates chase the Legionnaires with murder on their mind. If anyone is dealt a Club, they need to make an Evade roll with Agility −2 or become Entangled in obstacles. „ River Pirates (5 plus 1 per hero): Lost members join the chase but start from the end point and head towards the Legionnaires. See page 107. THROUGH THE FIRE & THE FLAME Xavier’s crew had already prepared La Rosa Azul to disembark so she is ready to go. In the confusion most ignore the gunboat, but they catch the Lagarto governor’s attention. He pursues La Rosa Azul with a squadron of Splugorth Slaver Raiders. The Cordoban fire and the crush of other ships stymie him enough so the Legionnaires have a chance to escape.


228 If La Rosa Azul’s pilot is dealt a Club, they need to make an Evade roll Boating −2 or suffer friendly fire (6d6 MDC, AP 16.) „ La Rosa Azul: Use a Galleon with a builtin invisibility Gadget (10 PPE). „ Splugorth Slaver (3): See Savage Foes of North America. ON SOLID GROUND Once the Team arrives behind friendly lines, they have a chance to finally open up the shipping containers. A cursory inspection reveals an expansive Megaversal arsenal: enough IAR-20 Inertia Rifles, HIAR-22 Heavy I-Beam Rifles, and H-11A Howitzers to arm a small army. A hoard impossible to source outside the Megaversal Legion, unless scavenged from the Megaversal dead across their countless battles. „ Intel: These weapons in the hands of the Shining Path would spawn accusations of the Megaversal Legion aiding the rebels. If the Legionnaires freed Malik from confinement, he is Cooperative and eager to work with the Tomorrow Legion. The smuggler offered to shepherd him and Baarrtk Krror from North America but it was all a trap. He overheard Xavier brag about selling Baarrtk Krror to the Splugorth in Slaver’s Port. The Dragon King has nothing but hate in his heart for Atlantis and everything it represents. Shipping a being as large as an adult Great Horned Dragon while maintaining containment may delay his departure from Slaver’s Port to the Atlantean mainland. Assuming they want to move him at all. With one half of their targets in custody, the Legionnaires must decide what to do with him. They may elect to keep him in Point Sulla or ship him up river to El Monasterio. „ Intel: Malik confirms he provided TechnoWizard advice for the Arkhons under threat. From his work, he believes they want to cross a vast gulf of dimensional instability. „ Intel: The Arkhons need a catalyst for their plans, something on par with the Tolkeen pyramid network. But they don’t have the territory to construct one. FINISHING UP Close the adventure by reading or paraphrasing the following: As they return from the commando raid, the Legionnaires find Savage City on full military alert. Even vaunted heroes like the Tomorrow Legion have their credentials checked. While up-country, a faction of Shining Path guerrillas have been launching attacks against Cordoban military targets while using Megaversal territory as staging grounds. Cordoba accuses the Megaversal Legion of harboring terrorists and threatens to come in and clean up. Tensions rise to a low boil.


229 CORDOBA CROSSING The Megaversal Legion asks the Tomorrow Legion for their assistance. Cordoban and Megaversal relations continue to sour as rebel attacks intensify and seemingly hide in Megaversal Legion territory. Cordoban intelligence proposes another joint operation. This time they lure the guerrillas to an armory and engage them in a prolonged conflict. This gives the Tomorrow Legionnaires time to chase the guerrilla leadership to ground and apprehend them. Of course Cordoba has bigger plans and double crosses the two Legions. Outside the Wire The adventure starts in media res, read or paraphrase: Shining Path operations escalated in the past few weeks, further stressing the relationships between Cordoba and the Megaversal Legion. Cordoba accuses the Megaversal government of coddling the rebels and providing clandestine support for Santiago. Yesterday Captain Torquatii and Damian Ramirez came to Point Sulla and requested the Tomorrow Legion’s assistance in smoothing over the matter. They estimate a highly skilled cell of 10 –20 individuals. Given the Team’s previous experience countering Arkhon efforts and the Megaversal Legion’s present deployments, General Savage requests their assistance locating the Shining Path’s handler in order to discover the Freehold’s endgame. To assist in finding the handler, the Megaversal Legion’s engineers modified the Arkhon long range communicator recovered from Omagua into a proximity tracking device, detecting the general location of any receivers. With this device, the Legionnaires stand a good chance of locating the Arkhon ring leader. In a gesture of cooperation, Damian offers the mission theater: a Cordoban ammo dump near the bordertown of San Isidoro serving as bait for the Shining Path. So you find yourselves posted in a nondescript Big Boss ATV overlooking the storage facility and a small town to the north, San Isidoro, for the past four hours. Waiting. GMs may see this brief calm as an opportunity to hold an Interlude or a Legionnaire may reach out to allies for more information. The three characters below offer insights and make demands of the Legionnaires. „ Captain Antonius Torquatii, Megaversal Legion: There’s a strategic communication station coordinating the attacks. With a second Arkhon communicator, they can triangulate the station’s location. „ Chaski Serrano, Shining Path: The Arkhons now call the shots within the Shining Path. No one knows what happened to Mao Hernandez. „ Damian Ramirez, Cordoba: General Borges has been impressed with the Tomorrow Legion’s efficacy and would like to personally meet them. Unfortunately he is very busy. Bringing the Heat After the calm comes the storm; read or paraphrase the following: The grassland’s tranquility shatters under several coordinated explosions. The operation begins. The guerrillas create multiple breaches in the facility's outer fence. Mortar fire flattens Cordoban security structure. Once the guerrillas enter the ammo dump, the trap’s jaws swing shut. 2 Neo-Bradley M6 IFV Scout Vehicles seal the breaches with their hulls and deploy Megaversal Troopers directly on the depot grounds, while support fire comes in from neighboring buildings. The only catch: the Shining Path committed to the attack with greater numbers than expected. At least 30 guerrillas and a GB-07 take up defensive positions in the ammo dump itself while even more provide long range fire support. Captain Augstus scrambles rapid response elements in order to even the odds.


230 With the hacked communicator, the heroes locate the Shining Path command squad and easily track them with a successful Electronics or Survival +2 check. Getting there safely requires a successful Driving check to avoid any Bumps & Bruises as the signal leads them to a disused bunker outside San Isidoro. The command squad digs into Heavy Cover, expecting no quarter. E Imka: Use the profile for an Arkhon ESP Specialist on page 197, plus add the Loyal Hindrance. E Sem: See Fallam Battlemaster on page 199. E Ramon, The Calavera Kid: Use the profile for a Gunslinger from Empires of Humanity. He is armed with 2 TB-9 Tribeam Auto-Pistols, and makes Called Shots to the head. E Antorcha: Burster, see Savage Foes of North America. Armed with a TB-Prime Rifle. „ Shining Path Guerrillas (4 plus 1 per hero): see Militia, from Savage Foes of North America. Two are armed with Mortar Pods. Internecine politics in Arkhon command earned Imka this assignment with hopes she might be liquidated by the Cordoban military. Aware of her situation, Imka cooperates if the Tomorrow Legion attempts diplomacy. The accompanying Shining Path oblige without question if the Legionnaires have Connections (Shining Path), otherwise they require an Intimidation or Persuasion roll −2. If a fight breaks out, proceed to Inevitable Betrayal below after the second round. Inevitable Betrayal Independent of the team’s interactions with Imka and the Shining Path, the Cordoban military launches a surprise attack against both the Megaversal Legion and the Shining Path. Across Cordoba state propaganda overtakes every video feed, declaring the Megaversal Legion in league with the Shining Path. Hussar APCs, Puma-class Battle Tanks, and Mastodon Battle Robots kick up massive plumes of dust converging on the operational theater. Of course, Cordoban command dispatches multiple squads to eliminate the Tomorrow Legion. The squads take 3 rounds to close on the bunker. During the first round of combat (the third round if the Tomorrow Legion and Shining Path were already in combat) they begin at 27” and close 9” each round until they enter melee with the Legionnaires. In addition to the Special Exploratory Team’s fire, every round players should roll a d6 for each Cordoban, with a 1 showing a hit from overlapping fire for 3d8 MD, AP 6. Any surviving Shining Path guerrillas fight against the Cordobans. „ Cordoban Infantry (5 + 4 for each hero): see Coalition Grunts from Savage Foes of North America. „ 2 PT-34 Puma Medium Tanks: See page 65. „ 4 TPA-7 Minotaurs: See page 62. TIDES OF BATTLE When the Cordoban forces lose about half their numbers, Captain Torquatii informs the Legionnaires a Galapagos Submersible Robot and several SHAB-10 Hannibals are en route to their position. Staying in position is committing suicide. When the Cordoban forces lose both Pumas, they break off the attack and retreat. Outrunning the Turtle With the threat of Cordoba’s greatest war machines approaching, the Legionnaires’ best hope is to get some wheels and retreat! If Imka is still alive but the Legionnaires have not offered any diplomacy, she extends the olive branch. She explains she currently has intelligence on the Freehold and Omagua’s plans. She offers it for the safety of her men. Like the Legionnaires, the Shining Path arrived in Big Boss ATVs. If the heroes disabled, but did not immobilize, a PT-34 Puma Medium Tank then they could drive it out of Cordoban territory. The Hannibals’ Death Mirrors flash on the horizon as everyone jumps into their getaway cars and peels away.


231 Any non-driving actions suffer a −2 penalty from unsteady ground. Flying through the air, the Galapagos crew focuses fire on clearing the path for the Hannibals (Support) and creating new hazards for the Legionnaires (Tests). „ SHAB-10 Hannibals (2 + 1 per 2 heroes): see page 67. „ Galapagos Submersible Robot: As Death’s Head Carrier, see Savage Foes of North America. Smokescreen Once clear of San Isidoro and deeply in Megaversal Legion territory, the SET may pause to catch their breath. In this brief moment of calm, they notice a piece of shrapnel embedded in Imka’s torso. Removing the material and stabilizing her condition requires a Healing −3 check. If unaddressed, she dies before their arrival at Savage City. After returning to Point Sulla, Imka details everything she knows. „ Intel: Arkhon Command coordinated Shining Path attacks as a distraction from a bigger plan. „ Intel: The Freehold and Omagua raided Cibola in exchange for an artifact in the Cibolans’ custody. „ Intel: Despite their long residence on Earth, the Freehold lacks magical expertise, thus allying with Omagua. After the verbal testimony she relinquishes her communicator; it’s the same model as the one already in the Legionnaires’ custody. She then asks for their word regarding her Shining Path Comrades’ freedom. If Imka dies, searching her body uncovers her communicator. It contains a series of saved messages outlining the above plot. LA LEY DE PLOMO Two weeks into the border war with Cordoba, the Megaversal engineers trace the Arkhon’s comms station to the contested foothills. The Legionnaires act on the lead and raid the station. Inside they recover a wealth of intelligence filling in the gaps of their understanding. Buried within the intel, the Team discovers the Freehold started their final gambit 30 minutes ago. A secret convoy, led by the Omaguan lion god, has already begun its journey to the Fadelands with an artifact called the Empty Womb of the Sky. With this combination of Arkhon technology and Omaguan magic, Overlord Enno plans to dimensionally shuffle a new invasion fleet under Earth’s orbital and dimensional defenses. As the two Legions scramble a response to save Earth from invasion, Cordoba seizes the opportunity. Beating Feet Read or paraphrase the below: Cordoba’s double cross sets the frontier aflame. In just a few days, ruptured Minotaur carcasses and Ojahee threnodies haunt the pampas. At General Savage’s order the Megaversal Legion troopers withdraw from all far flung conflicts. The conflict simmers. The Santiago government comes forward in solidarity against Cordoba. The traitor, Damian Ramirez, has not been seen in some time. All the while, the Arkhon Freehold, and their Shining Path dupes, grow quiet. With the lull, the two Legions take the initiative. The Megaversal Legion’s engineers track the Arkhon’s communication station location to a cave network in the contested foothills. General Savage assigns a squad of Megaversal Troopers to accompany the Tomorrow Legion Special Exploratory Team, and extract them if they need to. Arrival at the caves without detection demands a cross country excursion; the Legionnaires’


232 nominated leader rolls Survival while any operators or pilots must roll Driving or Piloting respectively to avoid Vehicle Fatigue and Technical Difficulties. The altitude, heat, and rough terrain sets the region to Horror Factor 3. On a successful Survival check, the Legionnaires spot signs of an Arkhon patrol in the area ahead of them. On a failed Survival check, the Arkhon patrol’s obvious trailsign leads the Legionnaires into an ambush. E Uwe: Arkhon Spectral Hunter. „ Fallam Infantry (3 plus 3 per hero): page 199. „ Ghost Wasp Aerial Power Armors (1 plus 1 per 3 heroes): page 193. Needle In a Haystack Through a break in the rising mounds, the Legionnaires see a spindly antennae among the peaks. They’re on the right track. Whether they follow physical tracks or the communicator, the Legionnaires arrive at the cave’s humble maw. The hills appear inconsequential against the sweep of mountains dominating the horizon. The peaks resemble massive spaceships long since crashed to Earth and abandoned. The caves’ tight squeeze keeps out all robot vehicles and most power armors. The Megaversal Troopers take defensive positions around the cave mouth. Run the raid on the station as a Multi-Person Dramatic Task requiring 1 token per hero per round. If the Legionnaires encounter the patrol outside, the station is alerted to their presence and inflicts Bumps and Bruises when a Legionnaire fails their roll. Additionally, for each round the Legionnaires fail the Dramatic Task, the Arkhon convoy furthers its progress and has one more success token towards accomplishing its goal. Once the Legionnaires have the intelligence in hand, a quick inventory confirms a ton of logistical and positional data revealing a history of Arkhon presence on the planet. A quick glance through the station’s archive spots a message history stretching back to the Age of Darkness. Academics or Research, −2 without a computer, plots most of these positions far outside the confines of Earth and her atmosphere. A successful Occult roll surmises the Arkhons use dimensionalfolding to travel vast distances and Earth’s high density of anomalies poses an issue. „ Intel: The Arkhons and Fallam are not D-Bees. They come from other planets in this galaxy. „ Intel: They established Mars Colonies before invading Earth. „ Intel: Arkhon Faster Than Light travel relies on dimensional folding. „ Intel: The Mars colony launched an invasion fleet last week, heading to Earth the slow way. YOU AGAIN Among all this, a prisoner intake form contains a familiar face: Amaru. If the heroes check her cell, she has already freed herself and is Friendly. She confesses she let herself be captured instead of getting lost looking around. She offers an exchange of information: intelligence on what was stolen for copies of what the Legionnaires recovered. „ Intel: Amaru reveals the Arkhons stole an artifact from Cibola called "The Empty Womb of the Sky” in their raid. „ Intel: The Womb distorts dimensional fabric. Functionally a portable pyramid or nexus. ROUND (FOCUS) SUGGESTED SKILLS 1 (Breaking) Battle, Notice, Survival, Thievery 2 (Entering) Athletics, Hacking, Stealth, Repair 3 (Violence) Arcane skill, Athletics, Fighting, Shooting 4 (Recovery) Academics, Electronics, Hacking, Research


233 „ Intel: Cibola used it to stabilize the city’s dimensional superposition. With the right engineering, you could create dimensional landing pads. Whether the Legionnaires exchange information or they stonewall her, Amaru keeps up a friendly face and promises to see them soon. She teleports away after blowing them a kiss. ¡Vamos! After emerging back into the light of day, the Legionnaires’ link up with the Megaversal Troopers and Captain Torquatii has an update for them. Several Megaversal border posts near the Legionnaires position went silent thirty minutes ago. He informs them General Savage has scrambled all rapid response elements but they need coordinates. With time of the essence, the Legionnaires must locate the secret convoy, muster allies from across the region, and intercept the convoy before they bring in the fleet. Treat this as a Dangerous Quick Encounter as they tear through the Andean foothills. If they got a raise analyzing the intelligence, then the Legionnaires get a +2 this Quick Encounter. Appropriate skills may include: Survival or Electronics to locate the Arkhons, Driving or Piloting to intercept them, and Electronics or Persuasion to scramble additional support. Opening Shots In the densely wooded hills of onceArgentina, the Tomorrow Legion faces their elusive enemy. In force! Not underestimating their foes, the Freehold deployed a Shield for this mission. Their Omaguan allies augment their forces with psionic and magical assets. Counterstrike Power Armor and NeoApaches harass the column when they get through the Spikefish escort. Ahead of the convoy, the Megaversal Legions and their allies form battle lines in ancient ruins. The sky burns as elements struggle high above the canopy. The unseen cracks of creation flare to life. In the jungle armed masses clash, but the Legionnaires are at the fulcrum. How this combat goes, the rest of the battle follows. The opening salvo of this confrontation occurs with the heroes at the tip of the spear, trying to stop the Arkhons from summoning reinforcements. Three different groups meet in the skirmish. THE TWO LEGIONS E The Tomorrow Legionnaires: Our heroes! „ Megaversal Troopers (10): See page 212. ARKHON/OMAGUA DISRUPTORS E Aram, Dariush, Mehri, and Oshana, Sekhmet (4): Currently in the Evil Eye APC. See Ley Line Walkers, from Savage Foes of North America. E Matador, Spectral Hunter: Armed with a Tri-Beam Energy Sword and Great Luck. Currently cloaked in the Evil Eye APC, if he survived the previous encounters. E Simba, the Ancient Lion: See page 234. „ Porcupine T-10 Assault Tanks (1 per 2 heroes): See page 194. „ Spikefish Attack Fighters (2): see page 194. „ Death Cyclops Assault Robots (2 plus 1 per hero): See page 193. „ Spectral Hunters (1 per hero): page 189. „ Evil Eye APC: See the profile on page 194. The Sekhmet integrated the Empty Womb of the Sky (see page 235) into the APC’s Particle Beam Irradiator. See Dropping the Hammer on page 234 for more about this special weapon. „ Fallam Infantry (11): A sqaud of 10 soldiers (see page 199), led by an Arkhon Officer (see page 199). „ Reinforcements: At the end of every round the Fallam Infantry squad refreshes to full strength and a Death Cyclops Assault Robot joins the fight.


234 CIBOLA RECLAIMERS Amaru and her forces arrive via dimensional teleportation at the end of the first round. They side with the Two Legions (and are controlled by the players) if offered an alliance. Otherwise they attack the Arkhons’ Evil Eye and anyone else in arms’ reach. E Amaru: See page 224. She still appears as a True Incan; she transforms into her true form on her turn. „ Gatherers (2): See page 137. „ Pincer Warriors (4): See page 138. „ Pogtalian Dragon Slayers (2): See page 139. DROPPING THE HAMMER The the Evil Eye APC is focused on opening the Arkhon’s dimensional fold. If the vehicle remains focused on that task for three rounds the Mars invasion fleet fully materializes inside Earth’s atmosphere. Legionnaires may stop the fold by destroying the Evil Eye before then, or tearing the Womb of the Sky free from the tank. This requires an Athletics check −4 after entering the vehicle. A Test that Shakes the tank stops it from creating an opening that round. The banish Power or any other way the GM feels appropriate can also delay completion. Once pressed the Evil Eye fights back, and any target hit by its special main weapon must roll Spirit −2 or lose 20 PPE/ISP, −4 with a raise. More Trouble In the inflamed border marches between Cordoba and the Megaversal Legion, Cordoban Central Command senses an opportunity and amass every mechanized infantry unit at their disposal. With the Megaversal Legion’s attention focused elsewhere, the Cordobans launch a blitzkrieg to take-and-hold Megaversal Territory against the token security force. For the Tomorrow Legionnaires this opens a second front, a Mass Battle happening as they struggle against the Arkhons. „ Megaversal Legion: Start with 8 Force Tokens. The leader, General Savage, has Battle d10 and Spirit d10. They have a +2 bonus for fortifications, and air superiority is another +1 bonus—if the Arkhons were stopped in the previous skirmish. „ Cordoba: The invaders have 10 Force Tokens, and are led by a general with Battle d10 and Spirit d10. The Cordobans have the element of surprise for +4 on the first three rounds of battle. „ Arkhons: If the Evil Eye is destroyed in time, the Arkhons have no significant presence. If the invasion begins they count as a third army with 10 Force Tokens. Overlord Enno has Battle d12 and Spirit d12. „ Santiago: Whenever either the Megaversal Legion or Cordoba falls to less then 6 Force Tokens Santiago decides to intervene. Add 4 tokens to the Megaversal Legion’s side as the Santiago military attacks Cordoba out of either desperation or opportunism. A BATTLE OF THREE ARMIES? Handling a Mass Battle with three armies is a bit tricky. The side with the most Force Tokens gains a bonus based on how many more they have from the next largest force. The side with the fewest suffers a penalty based on how many fewer it has from the next largest army. The army in the middle doesn't get a bonus or a penalty from Force Tokens. All three generals roll their Battle totals. The highest wins, and the others suffer losses based on how they compare to that best roll. Battle Effects apply to all the losers, not just one or the other! E SIMBA, THE ANCIENT LION An antediluvian lion god, Simba thrives on fear. He never speaks when he can roar. He never whispers when he can growl. Life is a contest and he plays to win. He stalks the battlefield as a great lion-headed killer clad in lion fur and bloody hand prints. Simba singles out other warriors on the battlefield to add to his trophy collection.


THE EMPTY WOMB OF THE SKY 235 A grand name for such a small thing. A crude stone effigy of a forgotten moon goddess gravid with magical energy, the early Nazcans carved it before Atlantis fell. Since the return of the Rifts, the Cibolans used it with dual purpose: anchoring the city to Earth and enabling the Tower of Portals. The Womb acts as a mobile Ley Line Nexus and using magic around it starts Ley Line Storms. Additionally, it counts as a nexus pyramid for Pyramid Teleport and Pyramid Dimensional Gates. Attributes: Agility d12, Smarts d10, Spirit d12, Strength d12+10, Vigor d12+2 Skills: Athletics d12+2, Battle d10, Common Knowledge d8, Fighting d12, Intimidation d12+2, Notice d10, Spellcasting d12, Stealth d10, Taunt d10 Pace: 10; Parry: 12; Toughness: 27 (10) Hindrances: Arrogant, Ruthless Edges: Arcane Background (Magic), Block (Imp), Brawny, Master of Arms, Weapon Master Gear: Simba’s War Club. Powers: Banish, barrier, curse, detect/conceal arcana, dispel, fear, fly, sloth/speed, smite, speak language, teleport. PPE: 40 Special Abilities: „ Bite and Claws: Str+d10 MD, AP 10 „ Heart Shattering Roar: When Simba’s action card is a Jack or better, he may make an Intimidate Test as an Innate ability against all in a LBT. „ Nemean Hide: +10 Armor and +2 Toughness. „ Environmental Immunity: Cold, Fire, Heat, Poison, and Disease. „ Fast Regeneration: Simba makes a Vigor roll every round to heal damage. A success heals one Wound, two with a raise. „ Fear (−4): Simba tickles a primal fear buried deep in his enemy’s bones. „ Low Light Vision: Ignore penalties for Dim or Dark lighting (but not Pitch Darkness). „ Rip & Tear: Whenever Simba kills a target, reduce his Multi-Action Penalty by 2. „ Simba’s War Club: A Legendary Rune Weapon, a massive club ending in a massive, clawed hand, This hand animates and crushes enemies. Str+3d8 MD. AP 24; Fighting +2; claws and tears when it strikes – targets must check Athletics or be Vulnerable (−2 with a raise on the attack roll) „ Spell Magic: casts elemental manipulation (water, with the Elemental Fury, Exalted Manipulation, and One With the Elements modifiers – summons or calms a storm), Greater fly (self), and Greater protection (self with Toughness) „ Size 5 (Large): Simba stands 20 feet tall and has four Wounds. El Futuro es Hoy When the smoke clears, the two Legions stand bloodied but undefeated. The aftermath sends ripples through the region. Overlord Enno’s iron grip begins to rust as ambitious underlings smell weakness. Without the Empty Womb, Cibola swings in and out of dimensional alignment with Earth. President Borges disavows the incursion as the actions of an “overzealous, rogue commander” followed by public executions. Omagua reels from Simba’s defeat with the populace experiencing a crisis of faith while Bast and Yaguar-Ogui fill the vacuum. Meanwhile the two Legions further cement their bond. The Megaversal Legion awards the team with accolades in recognition for their service against the Freehold and valor under fire. For the team, their business in South America remains unfinished. They have already made enemies and stand to make a few more. Whether lifting the Santiago siege, extricating Baarrtk Krror from Slaver’s Port, or countering Coalition influence operations; they have an interesting future ahead of them.


236 BESTIARY CHAPTER TEN MERCENARIES & SPECIALISTS AMAKI DUELIST New Babylon’s most elite warriors, the Duelists of the House of Sword wield body, sword, and mind in lethal combinations. Though frequently found protecting the most important people in New Babylon, they might also be encountered in the midst of assassination. Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12, Vigor d6 Skills: Athletics d8, Common Knowledge d8, Electronics d6, Fighting d12, Intimidation d6, Notice d8, Persuasion d6, Psionics d10, Shooting d6, Stealth d8, Survival d6, Taunt d6, Thievery d6 Pace: 6+d6; Parry: 12; Toughness: 17 (9) Hindrances: Arrogant (Major), Jealous (Minor), Loyal (Minor), Ruthless (Major), Thin-Skinned (Major), Vow (Major; Serve the House of the Sword) Edges: Arcane Background (Psionics), First Strike, Frenzy, Quick, Major Psionic, PsiBlade, Psi-Shield, Trademark Weapon (any sword) Gear: Duelist Light Articulated Armor (+5 Armor, +3 Toughness), Wilk’s 320 Laser Pistol: Range 15/30/60, Damage 3d6, RoF 1, AP 2, Shots 20, Amaki Psimitar (PsiBlade): 2d12+4 Mega Damage, AP 26, +1 to Fighting attacks, costs 3 ISP to activate for 5 rounds (via Innate smite power, already included), 1 extra E-Clip, Shadow Cloak (TW): invisibility and fear powers for 3 ISP total. Powers: detect arcana†, healing*, protection*, smite* (Innate, automatic raise), warrior's gift* (Innate). All powers marked with an asterisk (*) benefit from the reduced cost of the Self-Only Limitation; those marked with daggers (†) have the reduced cost from the Aspect Limitation. ISP 20. Special Abilities: „ D-Bee (Minor): The initial Reaction to Amaki typically start at Unfriendly, or Hostile for human supremacists. Those Unfriendly or lower refuse to sell wares or provide services. Failed social checks with Hostile parties often result in violence. „ Regeneration: Make a natural healing roll once per day (rather than every five days). „ Stone Skin: Amaki have +4 natural Armor and the Hardy quality (A second Shaken result does not cause a Wound). In addition, they ignore Gritty Damage from Mega-Damage attacks.


237 „ Union of the Sword: When using a sword of any kind (including the Psi-Blade), a Duelist negates two points of penalties to Fighting rolls from any source, including Called Shots made to Disarm or even the a Juicer's Uncanny Reflexes. Opponents are −2 on Strength checks to resist Disarm attempts by the Duelist. AMAZON HUNTRESS While most Amazons actively defend Manoa from its enemies, the Huntress sallies forth from Manoa’s high walls for a bloodier task. The Huntress stalks and challenges the most terrible monsters she finds in honor of her tribe’s spiritual guardians. Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8 Skills: Athletics d8, Common Knowledge d4, Fighting d8, Notice d6, Occult d8, Persuasion d4, Stealth d10, Shooting d8, Spellcasting d8, Survival d8 Pace: 6; Parry: 6; Toughness: 21(8) Hindrances: Cultural Bias, Driven (Major, defeat Cibola), Enemies: (Major, Demons, Splugorth, Undead), Heroic, Loyal Edges: Arcane Background (Magic), Brave, Dodge, Iron Will, Master of Magic, Power Points, Sacred Hunt (Fear) Gear: Manoan Heavy Plate Mail (+8 Armor, +3 Toughness), Manoan Fireball Rifle (TW): Range 30/60/120, Damage 4d6+2, AP 4, RoF 1, Shots 24, It Burns, Alternate Mode (Cone template, 4 Shots), Vibro-Hatchet: Damage Str+2d4 Mega Damage, AP 8, Throwable (Range 3/6/12). Powers: deflection, fly, invisibility. PPE: 20. Special Abilities: „ Endurance: Amazons require only half the normal amount of sleep and gain +4 on checks to resist Fatigue. Heightened Senses: Amazons gain +2 to Notice and Survival (tracking) rolls „ Low-Light Vision: Amazons ignore Dim/ Dark Illumination penalties, but not Pitch Black „ Rugged:Amazons get a free reroll on any Vigor check to resist or survive environmental hazards (see Hazards in Savage Worlds) „ Sacred Hunt: Roll on the Sacred Hunt Table, see page 7. „ Slow Regeneration: Amazons make a natural healing roll every day. Permanent Injuries may be recovered once all Wounds are regenerated; treat each Injury as a Wound for this purpose. „ Supernatural Being: Amazons are supernatural creatures, gain +4 Toughness, and are immune to Gritty Damage effects. They radiate a supernatural aura and abilities affecting such targets affect them, and vice versa. ANTI-MONSTER Men and women across Colombia surrendered their bodies to become living weapons against the vampire menace. Once reborn, they wage an endless battle against supernatural evil. Many embrace their status as living symbols of their people’s commitment to defeat the Vampire Kingdom of Haktla. Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d12 Skills: Athletics d6, Common Knowledge d6, Fighting d10, Focus d6, Intimidation d6, Notice d6, Persuasion d6, Shooting d6, Stealth d6, Survival d6 Pace: 6+d6; Parry: 7; Toughness: 22 (9) Hindrances: Bloodthirsty, Driven (Major, destroy supernatural evil), Heroic (Major), Thin-Skinned (Major) Edges: Arcane Background (Gifted), Arcane Resistance, Berserk, Brawler, Danger Sense, Frenzy, Martial Artist Gear: Cyborg LI-B1 Light Infantry Plate (+3 Armor, +3 Tough., MDC Armor, −1 on Agilitylinked non-combat skill rolls),NG-56 Light Ion Pistol: Range 10/20/40, Damage 1–3d8, AP 0, RoF 1, Shots 12, Wide Spread, RRC40 Rocket Rifle: Range 12/24/48, Damage 4d6, AP 10, RoF 3, Shots 30, 2 Colombian E-Clips, 1 fragmentation rocket magazine, 1 anti-vampire rocket magazine (−5 AP, but full damage to vampires). Powers: entangle, healing (self only), light, invisibility (self only), and protection (self only). PPE: 15. Special Abilities: „ Built Tough: The body of an AntiMonster is constructed of metals and stone created through transdimensional TechnoWizardry and metallurgy, granting


238 them a +6 MDC Armor bonus that does stack at its full value with any Worn Armor providing MDC Armor. „ Claws: 1d12+2d8+2 Mega Damage (Holy & Silver), AP 8; +1 to hit „ Culture Heroes: Within Colombia or among Colombian citizens, initial reactions start one level higher than normal. „ Fame Monster: the bonus to Persuasion from the Fame Edge is increased by +1 per Rank after Novice (so a total of +2 at Seasoned, +3 at Veteran, etc.); this same bonus also applies to Intimidate checks and is known as the hero's Fame Level. Anti-Monsters may not take the Famous Edge „ Heavy: Anti-Monsters are bulky and heavy making it difficult to operate Power Armor and vehicles (including Robot Vehicles) not built for them. Unless noted otherwise, Body Armor and Power Armor must be reinforced, doubling purchase and repair costs. Operating a vehicle not refitted for them is done at a −2 to all Trait checks, including firing vehicular weapons. „ Holy Horror: The damage bonus from the Champion Edge is increased by an amount equal to the Anti-Monster’s Fame Level. „ Living Metal: Anti-Monsters are living but artificial beings made mostly of inorganic material. They add +2 to recover from being Shaken, ignore one level of Wound modifiers, don’t breathe, and are immune to Disease and Poison. They are +4 to resist Cold and Heat; see Hazards in Savage Worlds. „ Loss of Dexterity:An Anti-Monster suffers −1 to all Agility rolls and linked skills not directly related to combat. „ On Their Own: Anti-Monsters cannot be healed by mundane or external magical means, nor can they be repaired using the Repair skill. Only their own healing power and regeneration can repair damage to their bodies. „ Regeneration: The mystical bodies of the Anti-Monsters repair themselves rapidly. Anti-Monsters may make a natural healing roll once per day (rather than every five days). Permanent injuries may be recovered once all other Wounds are regenerated. Treat each injury as an additional Wound for purposes of recovery, with a recovery roll made once per week. „ Sense Supernatural: Similar to a PsiStalker, Anti-Monsters may use Notice to detect the presence and location of supernatural beings or items, and with a raise know if it's evil or not. They can track beings and items using the Survival skill. Sense Supernatural doesn’t work inside sealed armor or vehicles. „ Steel Trap: Anti-Monsters are Fearless. In addition, they begin with the Arcane Resistance Edge and can’t be mind controlled (includes the effects of empathy, and puppet). The Arcane Resistance Edge does not penalize powers the AntiMonster uses on himself. „ Size 1 (Normal): Anti-Monsters are big and heavy, gaining +1 Toughness from their Size „ Those Who Battle Monsters: The inhuman appearance, ruthless tactics, and cold behavior of the Anti-Monsters is forgiven and even applauded in Colombia for what it accomplishes. Outside of their homeland, however, Anti-Monsters face much of the same stereotypes as any obviously inhuman creature would be. Outside of Colombia, this leads to poor initial Reactions, which typically start at Unfriendly, or Hostile for human supremacists. Those with Unfriendly or lower Reactions refuse to sell wares or provide services. Failed social checks with Hostile parties often result in violence, though an Anti-Monster usually does everything in its power not to harm innocent people. BIOMANCER GENE-MAGE Practitioners of an ancient magical art, the Biomancer Gene-Mages sculpt life itself into new and wondrous shapes in defense of nature. In South America, the Jungle Elves of Maga Island brought the tradition with them after fleeing the Splugorth. Race: Jungle Elf Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6


239 Skills: Athletics d6, Com. Knowledge d4, Fighting d6, Healing d8, Notice d8, Persuasion d6, Psionics d6, Spellcasting d10, Stealth d6, Survival d8 Pace: 6+d6; Parry: 6; Toughness: 13 (6) Hindrances: Curious, Outsider, Quirk, Retrotech, Vow (Major, Speak for the trees). Edges: Arcane Background (Gifted), Beast Master, Commune with Nature, Concentration, Gift of Nature, Healer, Master of Magic, Power Points, Rapid Recharge, Spirit of the Forest Gear: Lesser Biomancy Staff: Melee, Str+1d4 damage, Parry +1, Reach 1, two hands. For 3 PPE, deals Mega-Damage and gains AP equal to half spirit for 5 rounds. Lesser Biomancy Armor: +6 Armor, +2 Toughness, grants wearer environmental protection and damage field (thorns) powers. Powers (Spells): beast friend (Innate Ability), boost/lowertrait, detect arcana (Innate Ability), empathy (living creatures only), growth/ shrink, healing, illusion (animal images only), invisibility (self only), object reading (stillliving plants only), teleport (must have tree as destination). PPE 15. Powers (Psionic): confusion, fear, telekinesis. ISP 10. Special Abilities: „ D-Bee (Minor): The initial Reactions to Jungle Elves typically start at Uncooperative, or Unfriendly for human supremacists. Those with Unfriendly or lower Reactions will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence. „ Expanded Awareness: Biomancers have the detect arcana power as an Innate Ability with the reduced Power Points cost from both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds). They may sense supernatural beings within line of sight with a Notice check. „ Gene Enhancement: Biomancers have the incredible ability to temporarily enhance living, natural creatures (so not creatures of magic, demons, or other supernatural entities) with a wide variety of abilities drawn from throughout the weave of all life. As an action, the Biomancer may touch a living, natural creature (including herself) and roll Spellcasting. With a success, the Biomancer spends 4 PPE and grants 3 points per rank worth of abilities from the Positive Racial Abilities list to the target (see Savage Worlds). With a raise, the Biomancer grants 4 points per rank. The Biomancer may choose from any Positive Racial Abilities except Adaptable, Construct, Edge, Power, and Super Powers. The transformation lasts for one hour; new uses of this ability can replace old uses, but only one transformation can be in effect at a time (and only one creature may be transformed at a time). With a failure, there is no effect and no cost beyond the wasted action, but with a Critical Failure, the Biomancer inflicts a Wound on the target (which may be soaked as usual) as their life energy is torn and warped. „ Nature Sense: The Biomancer is always aware of what the natural weather will be over the next day (if disrupted by arcane or supernatural influence, the Biomancer knows it is being tampered with, but not what the effect may be). They also sense the health of the surrounding ecosystems and the presence of any detriments to it. „ Near-Human Physiology: Those unfamiliar with Jungle Elf physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks. „ Wilderness Mastery: Because they do not “craft” things in the usual sense, they may substitute the Survival skill for the Repair skill whenever it relates to nonmechanical and non-electronic items (i.e. fixing a rope bridge or the Item Creation Edges). In addition, Biomancers treat wilderness locations which are at least 100 miles from the nearest active “civilization” (settlement, farmland, or other such places, but not abandoned ruins) as a Place of Power, gaining the same effects as if they were on a Ley Line. While within the presence of a plant over 500 years old, they gain the effects as if they were on a Ley Line Nexus. A Tree of Wisdom grants power as if it were a Super Nexus Point for the purpose of Rituals. BOUNTY HUNTER Dead or alive, the bounty hunter tracks down wanted men or monsters across the


240 wilds. These tireless trackers keep their eyes open for the next big score. Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d8 Skills: Athletics d8, Common Knowledge d6, Fighting d8, Language (Native) d8, Notice d8+2, Occult d6, Persuasion d4, Research d8, Shooting d8, Stealth d8, Survival d8 Pace: 6; Parry: 7; Toughness: 17 (9) Hindrances: Cautious, Greedy (major), Ruthless (minor), Stubborn. Edges: Alertness, Dodge, Free Runner, Investigator, Iron Jaw, Streetwise. Weapons: Bolas × 2 (Range 3/6/12, Damage Str+d4, Entangled with a raise), High Explosive Grenades × 3 (Range 5/10/20, Damage 3d10, AP 4, MBT), Neural Mace (Range Melee, Damage Str+d6, M.D.C.), RC-15 Rifle (Range 24/48/96, Damage 3d6+6, ROF 2, AP 3, Heavy Beam), Vibrolongsword (Range Melee, Damage Str+d10, AP 10, M.D.C.). Gear: Armored Cloak, Cordoba Medium Battle Infantry Armor, Cyber-Wired Reflexes, Hand-to-Hand Reaction Wiring, MDC Handcuffs, Survival Pack, Stun Gun, Temperature Cloak. Special Abilities „ Take 'Em Alive: Bounty Hunters are skilled at bringing in their quarry alive; they make all Nonlethal Fighting attacks at no penalty. In addition, they gain a +2 bonus to Trait rolls to disarm, grapple, and restrain targets (includes handcuffing and similar maneuvers). Similarly, targets are at an additional −2 to resist a Bounty Hunter’s Knockout Blows. DEMIGOD Inheritors of divine power, Demigods often act as agents of their divine parents on Earth. This arrangement proves particularly true in the Empire of the Sun. Attributes: Agility d8, Smarts d6, Spirit d10, Strength d8, Vigor d8 Skills: Athletics d8, Academics d6, Com. Knowledge d4, Fighting d6, Focus d10, Intimidation d10, Notice d6, Persuasion d8, Shooting d8, Stealth d6 Pace: 6+d6; Parry: 5; Toughness: 19 (6) Hindrances: Enemy (Incan Ancients), Heroic, Loyal, Quirk, Stubborn, Vengeful, Vow (Bring back the rain) Edges: Arcane Background (Gifted), Attractive, New Powers, Very Attractive Gear: Inca Gilded Body Armor: +6 Armor, +3 Toughness, +1 to social checks to impress, −2 to Stealth, Golden Sling (Magic): Range 30/60/120, Damage 3d10, AP 8 (16 on a raise), RoF 1, Shots 6, +1 to Shooting, Snare Gun (TW): Range 8/16/32, RoF 1, Shots 2, as entangle (Strong) using Shooting. Powers: detect arcana* (self only), elemental manipulation† (Aspect—Storms, Range), fear, fly*†, havoc† (Strong), speak language. PP 15. Special Abilities: „ Enhanced Powers: Powers with * are Innate Abilities when cast on self. Powers with † always get the raise effect and the listed modifier (if any) is free.


241 „ Environmental Resistance (Electricity): −4 damage, +4 to resist „ Expanded Awareness: Demigods have the detect arcana power as an Innate Ability with reduced PP cost from the Aspect (Personal) and Range Limitations. They may also sense supernatural beings within line of sight with a Notice check. „ Low Light Vision: Demigods ignore Dim/ Dark Illumination penalties, but not Pitch Black. „ Rugged: Demigods can thrive in the worst environments. They gain a free reroll on Vigor checks to resist or survive environmental hazards (see Hazards in Savage Worlds). „ Slow Regeneration: Demigods make a natural healing roll every day. Permanent injuries may be recovered once all Wounds are healed; treat each injury as a Wound for this purpose. „ Supernatural Being: Demigods are supernatural creatures, gain +4 Toughness, and ignore the effects of Gritty Damage. They radiate a supernatural aura and abilities affecting such targets affect them, and vice versa „ Unaging: Demigods are effectively immortal, with life spans averaging 400 centuries. They gain +2 on Academics rolls involving history or spirituality. FLYING TIGER The Achilles Project accidentally discovered this mutant strain in their attempts at isolating psychokinetic genes. Initially only capable of levitation, further splicing and the Rifts strengthened their telekinetic powers beyond their progenitors’ wildest dreams. Now they act as Omagua’s Air Force. Attributes: Agility d8, Smarts d10, Spirit d8, Strength d8, Vigor d8 Skills: Athletics d8, Common Knowledge d4, Fighting d8, Intimidation d8, Notice d8, Persuasion d6, Psionics d10, Shooting d8, Stealth d8, Survival d8, Taunt d8 Pace: 6; Parry: 6; Toughness: 16 (6) Hindrances: Arrogant, Curious, Enemy (Major— Cibola), Habit (Hunting & stalking), Quirk (Professional). Edges: Blaster, Breed Advantage (Tough), Dodge, Major Psionic, Master Psionic, Power Points Weapons: Italo I-10 Laser Beam Rifle (Range 24/48/96, Damage 4d6, ROF 3, AP 2, Heavy Beam). Gear: Achilles Medium Customizable Armor, Survival Pack. Arcane Background: Psionics ISP: 30 Powers: bolt, conceal/detect arcana, darksight, farsight, fly, havoc, healing, protection. Special Abilities „ Bite/Claws: Felinoids have claws and teeth dealing Str+d4 damage. „ Expanded Awareness: Have the detect arcana power as an Innate Ability with the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check „ Feared: Flying Tigers suffer a −2 Persuasion when dealing with those who know what they are and fear them. „ Low Light Vision: Ignore Dim or Dark Illumination penalties. „ Master of Psionics: Flying Tigers get a free reroll on all Trait rolls (except Critical Failures) when using psychic abilities and their Psionics skill. „ Mental Resistance: Have +4 to all checks to resist psionic effects, and +4 armor against psionic damage. These effects stack with Arcane Resistance, arcane protection, and similar bonuses. E MALIK SAVANT Veteran Human, Techno-Wizard Iconic Framework: Techno-Wizard Attributes: Agility d6, Smarts d12, Spirit d10, Strength d10, Vigor d6 Skills: Athletics d6, Common Knowledge d8, Driving d6, Electronics d10, Fighting d6, Hacking d8, Language (Native) d8, Notice d6+2, Occult d8, Persuasion d6, Repair d8, Research d8, Science d8, Stealth d4, TechnoWizardry d12 Pace: 6; Parry: 5; Toughness: 14 (6) Strain: 6/6 Hindrances: Code of Honor, Heroic, Loyal, Quirk (Optimist)


242 Edges: Alertness, Ambient Charge, Artificer, Calculating, Common Bond, Modular Mechanics, New Powers × 3, Power Points Gear: Combat Mage Heavy EBA (TW) (Armor 6, Toughness 3, +2 steps of Strength), Survival Pack, TK Revolver (Range 12/24/48, Damage 3d6, ROF 1, AP 3), Tool Kit, TW Radiant Sword (Damage Str+d12, AP 8, casts light in a MBT). Arcane Background: Techno-Wizardry P.P.E.: 20 Powers: blind, burst, entangle, fly, fury, healing, protection, stun, teleport. Special Abilities „ Arcane Machinist: 6 times per session, produces a Gadget replicating any power available to Techno-Wizards (and Power Modifiers available to the creator). Requires a Techno-Wizardry skill check at −1 per Rank the power is above his own. TW Gadgets have their own PPE pool equal to half their creator’s normal maximum PPE pool (round down); with a raise the device gains +5 PPE. Can only be activated using this pool—once used up (or at the end of the session) it ceases to function. „ Machine Maestro: Can interface with machines by touch—including vehicles, weapons, computers, electronic devices, and robots. Machine Maestro grants a +1 (+2 with TW or preexisting arcane items) to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls. Does not control intelligent machines, cybernetic/bionic systems, vehicles, or weapons. „ Device Dependent: Must have gear and tools, her Gizmos to use her powers, and parts to create her Gadgets for his magic to work. MUTANT CAPYBARA After the incident in the Fen, very few of these wise psychics exist. Their unique command over dimensional energy gives them a special insight into time and reality, plus the ability to focus that energy into a “psi-wave” (havoc). They are famously philosophical, peaceful, and calm. Note: Mutant Capybara are intended as NPC plot devices, sources of quests, etc. The powers time shift and time warp will be detailed in an upcoming book. Attributes: Agility d6, Smarts d10, Spirit d10, Strength d6, Vigor d6 Skills: Academics d8, Athletics d6, Common Knowledge d6, Intimidation d8, Notice d8, Occult d10, Persuasion d10, Psionics d10, Stealth d8, Survival d6 Pace: 6; Parry: 4 (5); Toughness: 13 (6) Hindrances: Cautious, Pacifist (Minor), Quirk (Secretive) Edges: Arcane Background (Psionics), Charismatic, Danger Sense, Dimensional Portal, Improved Block, Master Psionic, Sixth Sense Powers: Arcane protection*, deflection, detect/ conceal arcana, divination, empathy, havoc, healing, mind link, mind reading, protection*, remote viewing, sloth/speed, stun, teleport, time shift, time warp. ISP: 40 Gear: Achilles Medium Customizable Armor (+6 Armor, +2 Toughness), staff (Parry +1). Special Abilities: „ Aquatic: Capybaras can hold their breath for an hour, move at their full pace underwater, and have +4 to resist cold Hazards. „ Bite: Str+d4 damage, but only used in an emergency. „ Dimension Sense and Dimension Teleport Home: Capybaras have these Shifter abilities (see Blood and Banes). In addition, they are treated as Shifters for the purpose of manipulating rifts, including the +4 bonus to do so. „ Expanded Awareness and Ley Line Sense: Capybaras have these Ley Line Walker abilities (see The Tomorrow Legion Player’s Guide). „ Master of Psionics: Capybaras get a free reroll on Psionics skill and may use Psionics with the Dimensional Portal Edge. „ Mutant: Outside of the Achilles Republic, Reactions start one level lower, all armor and clothing costs double, and Healing checks on the Capybara are at −1. SEKHMET Proud warriors and servants of the gods, the lion-headed Sekhmet undergo grueling rites


243 so each and every one might participate in the eternal struggle against supernatural evil. Every day more and more migrate to Omagua from distant dimensions in search of adventure. Attributes: Agility d8, Smarts d8, Spirit d8, Strength d10, Vigor d10 Skills: Athletics d6, Common Knowledge d4, Fighting d10, Language (Native) d8, Notice d6, Occult d8, Persuasion d4, Psionics d8, Shooting d6, Spellcasting d10, Stealth d4, Survival d6 Pace: 6; Parry: 8; Toughness: 18 (6) Hindrances: Overconfident, Heroic, Vengeful (minor). Edges: Adept (protection, smite), Arcane Background (Magic), Block, Breed Advantage (Tough), Extraction, Master of Magic, New Powers, Power Points × 2, Rapid Recharge. Weapons: TW Flaming Sword (Damage Str+d12, AP 6). Gear: Heavy Enchanted Armor. Arcane Background: Magic PPE: 30 Powers: boost/lower Trait, detect arcana, darksight, dispel, entangle, protection, smite, speed/sloth, teleport. Arcane Background: Psionics ISP: 10 Powers: healing, relief, telekinesis. Special Abilities „ Bite/Claws: Sekhmet have claws and teeth dealing Str+d4 damage. „ Expanded Awareness: Have the detect arcana power as an Innate Ability with the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check. „ Ley Line Magic Mastery: Can draw extra PPE for their rituals from ley lines adding two dice to their pool when rolling for available PPE. „ Ley Line Rejuvenation: While on a ley line, a Sekhmet gains a natural healing roll once per day. „ Ley Line Sense: Can sense a ley line within 10 miles, and tell how powerful it is, in what directions it flows, where it meets at nexus points, any Rifts, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). Can also sense new or recurring Rifts within 50 miles. „ Ley Line Transmission: Sekhmet are able to send and receive spoken messages along ley lines at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message). „ Ley Line Walking: Can walk the ley line as though walking across level ground. He can fly along them at twice his Pace, at an altitude as high as 1,000 feet. „ Low Light Vision: Ignore Dim or Dark Illumination penalties. „ Mutant: Initial Reactions typically start at Uncooperative, except possibly other GED mutants and physically similar D-Bees. MONSTERS & CREATURES AUNYAIN TUSKED WITCHES The boar-people who stalk the uncivilized parts of the jungle looking for sacrifices are not demons nor D-Bees, but humans who have transformed themselves in dark rituals to their evil god Aunyaina. This alien intelligence has little interest in Rifts Earth, but its cult persists in offering sacrifices in exchange for strange powers. These savage fanatics are always a menace and a threat. Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8 Skills: Athletics d8, Common Knowledge d4, Faith d8, Fighting d8, Notice d6, Persuasion d4, Riding d8, Stealth d6, Survival d8 Pace: 6; Parry: 7; Toughness: 9 (2) Hindrances: Bloodthirsty, Vow (Major— Serve Aunyaina) Edges: Holy Warrior, Arcane Background: Miracles Gear: Spear (Str+d6, Reach 1, Parry +1). Powers: Bolt, detect/conceal arcana, darksight, protection, entangle, illusion, stun PPE: 20 Special Abilities: „ Fear: The frightening Aunyain cause a Fear check when first seen.


244 „ Regeneration: Aunyain make a Vigor roll to heal Wounds every round as long as they aren’t Incapacitated. „ Resilient: Aunyain can take one Wound before being Incapacitated. „ Shadow Meld: As an Innate Ability, Aunyain can cast invisibility as long as they’re not in direct light. „ Size 1 (Normal) „ Tapir Metamorphosis: As an Innate Ability, Aunyain can shape change into a Giant Tapir. „ Thick Hide: +2 natural Armor. GIANT TAPIR Whether this giant, carnivorous relative to the normal Tapir is a mutation or shares an arcane origin with the Aunyain is uncertain, but the creatures are dangerous wild predators. Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+4, Vigor d12 Skills: Athletics d8, Fighting d8, Notice d8, Survival d8 Pace: 8; Parry: 6; Toughness: 26 (12) Edges: Alertness Special Abilities: „ Armored Hide: A Giant Tapir has +12 Armor and +2 Toughness. „ Scent: Giant Tapir ignore illumination penalties against living targets. „ Semi-Aquatic: Swim Pace 8, can hold their breath for 15 minutes. „ Tusks: Str+2d6 Mega Damage, AP 6. „ Size 4 (Large): Giant Tapir have an extra Wound. E ELLAL Ellal are ancient, horrid spirits, the dark mirror to the loa of Bahia. They are incorporeal entities in their natural form, raw rage and hatred with little guiding intelligence. They are driven to inhabit the dead, and are able to possess them in ways going far beyond animating them as mindless zombies. The power of the Ellal is to reconstruct entire personalities, memories and abilities of the dead, rising as a powerful undead version of the deceased. The Ellal grows more and more powerful with the passage of time, but can only maintain its existence through savagely taking the lives of others. An Ellal is a dark mirror of the deceased. No matter how good or righteous the living being was, the Ellal is always diabolically evil and motivated to commit great atrocities and amass power for itself. Some Ellal rise to lead whole kingdoms, while others ally themselves with other villainous creatures. Attributes: See Below Skills: See Below Pace: *; Parry: *; Toughness: * Special Abilities: „ Inhabited Form: Ellal barely exist in their natural, spiritual forms; they have no abilities and cannot be detected as anything other than a vague sense of unease. Any dead body which has not gone through proper burial rites (known to the priests of Bahia) could become host to an Ellal. Choose any humanoid creature as the “base” for the Ellal. They


245 are especially drawn to practitioners of magic and psychics of great skill, so Ley Line Walkers, Mind Melters, or similar characters are highly prized. Because of their supernatural regeneration, they may not inhabit characters reliant on cybernetics such as Juicers, Crazies or Combat Cyborgs. They are perfectly capable of piloting power armor or robots, however. The one form of magic they may not obtain is Biomancy; they naturally avoid possessing the bodies of dead Biomancers. The Ellal gains all knowledge, abilities, and traits of the possessed body, plus all the special abilities below: „ Dependency (Slaughter): An Ellal is only sustained by the life energy of others. For every month, an Ellal must murder at least one intelligent being. These atrocities can be paid in advance: an Ellal who wipes out a village may be sustained for several years. An Ellal always hungers for more and dreads the thought of the destruction of its form, so it is never satisfied. If an Ellal misses one month, it loses its ability to disguise its nature and becomes desperate. If it has not killed by the end of the second month, its body is destroyed and it must possess again to return. „ Empowered Form: The Ellal is supernaturally stronger and tougher than when it was alive. Convert all Armor to MDC, and the creature deals Mega Damage with its unarmed attacks. An Ellal is always a Wild Card. „ Elder Powers: The longer an Ellal exists, the more powerful it grows. For every decade an Ellal exists in a particular body, it gains the following: Increase Strength by one die type (there is no upper limit), add 2 to MDC, and gain an Advance (which can be spent to gain any Edge without restriction, increase any two skills by one die type each without restriction, or increase any other Attribute with no upper limit). „ Fear: Normally, an Ellal appears as its body did in life, allowing it to disguise its nature. If it wishes however, it can reveal itself as a horrifying undead, causing all who behold it to make a Fear check at −2. „ Invulnerability: Normal weapons can Shake an Ellal, but cannot Wound them. Even magic and psionic attacks do only half damage. „ Regeneration: Ellal make a Vigor roll every round—even after they’ve been Incapacitated. A success heals one Wound (or removes Incapacitated status), and a raise heals an additional Wound. „ Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe; immune to Disease and Poison. „ Weakness (Silver): Silver weapons can harm the Ellal, and deal Mega Damage; however, the Ellal still Regenerates. „ Weakness (Life Magic): Life magic and Biomancy weapons can harm the Ellal, and deal double Mega Damage; however, the Ellal still Regenerates. „ Weakness (Holy): Holy weapons can harm the Ellal, and deal double Mega Damage; however, the Ellal still Regenerates. „ Weakness (Banishment): The only way to destroy an Ellal is to Incapacitate it with one of the attacks capable of harming it, and then to cast banish on the incapacitated undead. The Ellal still rolls to resist the banish power, which must cause at least one Wound to successfully destroy it. BLOOD LIZARD Despite a Blood Lizard’s resemblance to a prehistoric deinonychus, they are intelligent psionic D-Bees, not mindless animals. They are unwilling to be ridden — except by their bonded Blood Rider (page 33), if any — but can be reasoned with. This is fortunate, since their keen senses, sharp claws, and psychic tracking abilities make them fearsome foes. In addition to the skills below, Blood Lizards can learn Battle, Performance, Shooting, Taunt, and Thievery. They may learn other psionic powers from the Blood Rider’s list. They cannot speak except via mind link. Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d10 Skills: Athletics d10, Common Knowledge d4, Fighting d10, Intimidation d8, Language (choose one) d4, Notice d6, Persuasion d4, Psionics d10, Stealth d8, Survival d6


246 Pace: 10; Parry: 7; Toughness: 19 (8) Hindrances: Illiterate, Impulsive, Outsider (Major), Loyal (bonded Lizards only), Mute (can roar/growl but not speak), Quirk (Animalistic) Edges: Arcane Background (Psionic), Counterattack, Major Psionic, Quick, Sweep Powers: Detect arcana†, empathy, mind link. ISP: 20 Special Abilities: „ Armored Hide: Has +8 Armor and +2 Toughness. „ Bite/Claw/Tail: Str+2d6 Mega Damage, AP 6 (bite/claw) or AP 0 (tail). „ Keen Senses: +2 to Notice and Survival (tracking) rolls. Ignores Dim/Dark Illumination penalties. „ Fast: Run die is d10. „ Pounce: Can leap 4". Wild Attacks made this way do +4 damage instead of +2. „ Psychic Tracking: Can follow the psychic trail of anyone they’ve used a psychic power on in the past day (including detect arcana), getting a free reroll on all Survival (tracking) checks to do so. Costs 1 ISP/hour and prevents ISP recovery while active. „ Size 2 (Normal): Stands 8 –10’ tall. „ Slow Regeneration: One natural healing roll per day. Cannot heal permanent injuries. INCAN ANCIENT A desiccated Incan corpse with sunken eyes and long hair, usually wearing a burial mask, enchanted cloak, and golden plug earrings. An Ancient’s touch causes the victim to shrivel and weaken, though arcane mastery is what makes them true threats. Their only weakness is fire, which is why their cloaks are enchanted to resist it—they’re evil, not foolish! Attributes: Agility d10, Smarts d12, Spirit d10, Strength d12+2, Vigor d10 Skills: Academics d6, Athletics d8, Fighting d10, Occult d12, Notice d10, Psionics d10, Spellcasting d12, Stealth d6, Survival d6 Pace: 8; Parry: 7; Toughness: 19 (6) Hindrances: Ruthless, Vengeful Edges: Adept (arcane protection, deflection, healing, protection, smite), Concentration, Iron Jaw, Major Psionic, Master Psionic, Master of Magic, Psi-Blade, Wizard Magical Powers: Arcane protection, banish, barrier, blast, blind, bolt, detect/conceal arcana, deflection, dispel, elemental manipulation, energy disruption, entangle, fly, healing, illusion, protection, smite, stun, summon ally, teleport, zombie. PPE: 30 Psionic Powers: Boost/lower Trait, divination, empathy, fear, mind reading, mind link, mind wipe, puppet, smite*, speak language*. ISP: 30 Gear: Enchanted Cloak (+6 Armor, fire/ plasma does −4 damage), Magic Staff (Str+d8, Mega Damage, AP 4, total +2 to Parry). Special Abilities: „ Command Undead: Roll Spirit as an Innate Ability, opposed by necromancer’s arcane skill (or sapient undead resist with Spirit at +2). Effects as for puppet plus Mind Control. Costs no PPE/ISP. „ Draining Touch: Can be delivered as a Touch Attack or as part of a punch. Costs no PPE/ISP. Roll opposed Spirit. If the Ancient wins, subject’s Vigor drops by one die type per success and raise and he’s Distracted. Multiple uses are cumulative. Dropping below d4 Incapacitates the subject (nonlethally). Subject recovers one die type per day or Greater healing can restore it by treating each die type as a Wound.


247 „ Evil Supernatural Being: +4 Toughness and ignores the effects of Gritty Damage. „ Extraordinary Awareness: Can use detect arcana spell as an Innate Ability for 0 PPE. Gets a Notice roll to detect supernatural foes within line of sight, even if invisible. Ignores Illumination penalties. „ Natural Resistance: With the exception of fire/plasma, takes half damage from mundane attacks, regular damage from arcane attacks. For fire/plasma, mundane attacks do +4 damage, arcane ones do +8. „ Regeneration: Make a natural healing roll every hour, even if Incapacitated or “killed.” Only being killed by fire prevents this. „ Undead: +2 Toughness. +2 to Spirit to recover from Shaken. Called Shots do no extra damage. Ignore 1 point of Wound penalties. Immune to disease, poison, and suffocation. Can’t Bleed Out. Note: For Yahuar Huacac himself, raise all listed Traits by two die types. Add +20 PPE and ISP. He knows all Ley Line Walker, Necromancer, and Mind Melter powers. His burning blood tears do 3d10 Mega Damage (AP 12) to all adjacent enemies. PUCARA, THE RED GIANTS A red, hairless humanoid standing 20 –24’ tall, with a cluster of six small eyes above the nose. They are broad-shouldered yet lanky and gangly. Notable for their powerful psionics, not just brute strength, Pucara hide in rock as though it were water, leaping out at their foes unexpectedly. Not all Pucara hate humanity, but most bear a grudge from their near-devastation at the hands of Nazcan Rune Warriors in ancient times. Some Pucara (the “Mind-Melters”) are Wild Cards with Psionics d12 and the Master Blaster Edge. Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+4, Vigor d12 Skills: Athletics d12, Common Knowledge d4, Fighting d8, Intimidation d10, Notice d6, Persuasion d4, Psionics d8, Stealth d6, Survival d6 Pace: 10; Parry: 6; Toughness: 19 (5) Edges: Arcane Background (Psionics), Blaster, Brute, Major Psionic, Sweep Powers: Barrier, bolt, burrow, entangle, healing, protection, warrior’s gift. ISP: 30 Gear: Stone Hammer (Str+2d10+6 MegaDamage), Stone Armor (+5 Armor). Special Abilities: „ Doesn’t Breathe, Eat, or Drink: Pucara are fueled by ambient PPE. „ Geokinesis: Can use MegaPower Modifiers for barrier, bolt, burrow, and entangle. All have stone Trapping. „ Infravision: Halve Illumination penalties i nvolv i ng wa r m targets. The Pucara may use this to spot foes even through thin sheets of rock. „ Mold Stone: After using barrier, burrow, or entangle to create openings in rock or pull formations out of it, may check Psionics as an Innate Ability to make this change permanent or to undo it. Notice rolls to spot an ambush set up this way are at −2, or −4 if the giant got a raise. „ Resilient: Even Extras have one Wound. „ Size 6 (Large): Normalsized foes have +2 to hit the Pucara; the giant takes no penalty to hit them (they have the Swat ability). One additional Wound (total 2 for Extras, 4 for Wild Cards).


248 INDEX Achilles Republic.....................155 –158 Amaki...................................................36 Amaki Duelist...................................236 Amaru.................................................224 Amazon Huntress.............................237 Iconic Edges...................................47 Amazon River Basin...........................77 Anti-Monster.................................9, 237 Iconic Edges...................................47 Arcane.............................................72, 73 Arkhon ESP Specialist.....................197 Arkhon Freehold...............................188 Arkhon Pilot......................................197 Arkhons................................................37 Arkhon Soldier..................................196 Arkhon Spectral Hunter..................197 Atahualpa Soldier.............................184 Aunyain Tusked Witches................243 Awareness............................................72 Biomancer Gene-Mage..............13, 238 Iconic Edges.................................. 48 Blood Cults..........................................70 Blood Lizard......................................245 Blood Rider........................................168 Body Armor........................................ 60 Bounty Hunter..................................239 Carouse................................................70 Center...................................................70 Cibola “Drugs”...................................59 Cibola, the Gilded City....................130 Circles...................................................73 Close Combat Weapons.....................62 Colombian Standard Infantry..........92 Colombian Weapons......................... 64 Combat Cyborg Iconic Edges.................................. 50 The Contrition.....................................68 Cordoba..............................................149 Crazy Iconic Edges...................................51 Cult of the Deep..................................70 Cults......................................................70 Curse.....................................................74 Dark Cabals.........................................70 Demigod..............................................18 Iconic Edges...................................52 DemiGod............................................240 Destroyer ‘Borg.................................210 Downtime............................................70 Dragon Dawn......................................70 Duelist................................................169 Dwarves of Columbia........................85 Earn.......................................................71 Edges Combat........................................... 50 Social...............................................57 Ellal.....................................................243 Empire of the Sun.............................173 Enumu................................................. 80 Enumu, King Of Drought................ 80 Ewaipanoma......................................126 Fallam...................................................38 Fallam Battlemaster.........................198 Fallam Infantry.................................199 Felinoids...............................................39 Flame Panther.....................................39 Flying Tiger................................. 39, 241 Fort Desperado.................................204 Fury.......................................................74 Gatherers...........................................137 Gear Availability................................58 Gear Repair.........................................72 Gear, Starting......................................58 General Arthur Savage....................210 Giant Tapir.........................................243 Giant Vampire Bat............................. 80 Gizmoteer....................................24, 169 Iconic Edges...................................53 Goteian Wizard................................170 Greater Loa..........................................97 Grim Reapers......................................70 Hero's Journey.....................................69 Incan Ancient....................................246 Inix, the Soul Worm.........................136 Islands of Mystery............................115 Item Creation......................................72 Item Upgrade......................................72 Jungle Elves........................................ 40 Kingdom of Bahia..............................93 Kingdom of Lagarto...........................98 King Kryang......................................107 King of Drought...........................80 – 81 Languages............................................47 Larhold.........................................41, 170 Larhold Barbarians..........................165 Larhold Shaman...............................171 Line Maker.................................. 27, 184 Iconic Edges.................................. 54 Lizardfolk............................................42 Lizardfolk Carnosaur Pilot.............103 Lizardfolk Dragoon.........................102 Maga Island.......................................115 Malik Savant.....................................241 Manco Capac.....................................183 Manoa........................................120 –130 Manufacturer Modifiers....................59 MARS...................................................33 Blood Rider....................................33 Duelist.............................................33 Fallam Battlemaster..................... 34 Hunter Cat......................................39 Iconic Edges...................................55 Mahoan Monster Hunter............ 34 Megaversal Trooper..................... 34 Ojahee.............................................46 Priest................................................35 Megaversal Legion...........................201 Megaversal Trooper.........................212 Men-Rall Technician........................212 Mutant Condoroid............................. 43 Mutant Neo-Humans....................... 44 Mutant Serpentoid.............................45 New Babylon............................158 –160 New Peru...........................................179 Northern Isles.....................................77 Omagua City of Jaguars......... 140 –147 Oracle Cat............................................39 Peace City...........................................204 Personal Ranged Weapons.............. 63 Pincer Warriors.................................138 Pirate Kingdoms...............................104 Pogtalian Dragon Slayers................139 Powered Armor..................................61 Powers..................................................74 Pucara, the Red Giants....................247 Rebuke..................................................75 Religion................................................68 Republic of Colombia....................... 83 Research...............................................71 Rest........................................................71 River Pirate........................................107 Robot Vehicles.....................................67 Rune Warrior...............................30, 185 Iconic Edges...................................55 San Luis and Italo Industries.........155 Santiago....................................153 –155 Savage City........................................205 Savage Tale Threat Recognition.....................207 Savage Tales Bat Country..................................108 Fire Island..................................... 111 From Patagonia with Love........166 Something Borrowed.................128 Sekhmet.......................................39, 242 Shaydor Spherians...........................126 Silver River Republics.....................149 Simba, the Ancient Lion................. 234 Southern Federation........................ 161 Splugorth Cults...................................70 Sun Priest...........................................185 Train......................................................71 Tricks....................................................72 True Incan..........................................186 TW Conversion...................................72 Vampire Kingdom of Haktla............78 Vehicle Modification..........................72 Vehicles.................................................65 War Bison...........................................171 Western Spine...................................173 Workshop.............................................72


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