49 it as a Ritual (see Gotta Have Faith under the Mystic in the Tomorrow Legion Player's Guide for full details). However, the power can only be used on targets who have been dead less than a day—the Biomancer can imbue the spark of life, but cannot pull back spirits which are long departed. COMMUNE WITH NATURE Requirements: Biomancer Gene-Mage, Novice The Biomancer exists in harmony with plants and animals, learning to communicate with them—often better than with so-called “sentient” creatures. Gain the beast friend, empathy, and object reading powers, but with certain aspects of their application changed— these changes and trappings may not be altered by abilities like the Wizard Edge. Beast Friend: This power is an Innate Ability for the Biomancer, and the cost of the Mind Rider Modifier is reduced to zero. Empathy: For the Biomancer, a connection to life is essential for communication— this power only works on natural, living creatures. It does not work on technological or supernatural creatures (including undead, entities, elementals, cyborgs, etc.). Object Reading: This form of the power works only on still-living plants, including Memory Trees, potentially granting the Biomancer tremendous wisdom and knowledge. The power's cost is reduced by 1 from the Aspect limitation. GIFT OF NATURE Requirements: Biomancer Gene-Mage, Novice Your character lives in harmony with nature, and can draw what they need painlessly through magic. You can spend 1 PPE to create a fruit from any plant (whether it normally bears fruit or not) which feeds a living person for a day, you can spend 2 PPE to shape wood from a living plant into any basic tool or ancient weapon, and you can spend 3 PPE to cause nearby plants to grow into a shelter for a single person. None of these effects harm the plant in any way. LIFE SHAPING Requirements: Biomancer Gene-Mage, Seasoned, Spirit d8+ The Biomancer learns more advanced methods of shaping and animating living matter in order to have the wilds themselves as an eternal ally. Gain the fury, shape change, and summon ally powers, but with certain aspects of their application changed—these changes and trappings may not be altered by abilities like the Wizard Edge. Fury: The Biomancer gains this power, even if it isn't generally available in the campaign (i.e. not chosen as an option). The Biomancer may not cast fury on Constructs, Undead, or Elementals and is −1 to cast it on recipients for each point of Strain they have from cybernetics or Bio-Wizardry. Shape Change: In addition to the normal options, a Seasoned Biomancer can turn into an ordinary plant such as a bush or tree, and a Veteran Biomancer can turn into a Woodland Entity. A normal bush/ tree costs only 1 PPE to turn into, but must be done where such a plant could actually take root and thrive (i.e soil). When used this way, shape change has a duration of 1 day. When in the form of an ordinary tree the Biomancer makes a natural healing roll once per day and can survive indefinitely as long as she has sunlight and water. A Woodland Entity is a plant-like version of any other creature; choose any normal option, but the form gains the Elemental and Fast Regeneration qualities. Summon Ally: The Biomancer animates plants into willing and mobile allies, rather than summoning them from thin air. Thus, a living plant of the same size as the summoned ally must be within range in order for this spell to be cast, and the plant attempts to re-root if possible when the duration expires. All such allies are living creatures; replace the Construct ability with the Elemental ability. The “Flight” Modifier may not be used, but the Biomancer gains the following Modifier: “GREATER ALLY (+4): The ally’s armor becomes MDC, its attacks have their damage increased by one die, and it deals Mega-Damage.”
CYBORG MODEL UPGRADES 50 SPIRIT OF THE FOREST Requirements: Biomancer Gene-Mage, Seasoned, Smarts d8+ The Biomancer learns to channel some of the less physical and more mystical aspects of the natural world to her benefit. Gain the illusion, invisibility, and teleport powers, but with certain aspects of their application changed—these changes and trappings may not be altered by abilities like the Wizard Edge. Illusion: The Biomancer can only make “Animal Ghosts;” illusionary duplicates of animals and other natural beasts. The power otherwise works as normal, except the Sound and Mobility modifiers have their costs reduced by 1 PPE (to +0 and +0/+1, respectively). Invisibility: This power can only be cast within a dense natural environment, as it causes the Biomancer to become completely camouflaged to those surroundings. The power only affects the Biomancer, and so benefits from the reduced cost from the Range (Self) limitation. Teleport: The destination of this power must be adjacent to a tree within range. If there are no trees within the range of the power, it cannot be cast. The spell has its cost reduced by 1 from the Aspect limitation. Combat Edges ESGRIMA CRIOLLA Requirements: Trademark Weapon (any knife or short sword) Schooled in the gauchos' fighting style, you employ their traditional weapons: the bolas (boleadora) and cloak & blade (facon y poncho). Gain the below benefits when using the appropriate weapons: Boleadoras: wrapping up your target has become second nature. Automatically get the benefits of a Raise when you successfully hit with bolas. Facon y Poncho: With a twist your cloak hides your true target. Ignore 2 points of Called Shot penalties to Fighting attacks. Combat Cyborg Iconic Edges DESTROYER ‘BORG MODEL Requirements: Novice, Combat Cyborg, Special This Edge can only be chosen at character creation. In starting gear, substitute one nonCyborg Body Armor of choice for the LI-B1 Light Infantry Plate and substitute an ARP-1 or HRP-1 plasma rifle. Dakir total conversion cyborg technology uses lighter, skeletal bodies that rely on defensive fields rather than armor, meaning that the Destroyer Borg’s Loss of Dexterity Complication applies only to non-combat Agility-linked checks involving manual dexterity, not to full-body movement like most Athletics or Stealth rolls. Destroyer ‘Borgs cannot use Cyborg Body Armor (though non-Cyborg Armor may be worn), and instead may have one of the following fields active at a time, but only if they aren’t wearing armor of any sort (other than their cybernetic Armor Plating system). Activating or switching fields is a free action. Force Field: Adds +7 Toughness. Inertial Field: Adds +5 Toughness and all ranged (not melee) attacks are −2 to hit the ‘Borg. This effect stacks with Dodge and other Edges, but not the deflection power. The various Combat Cyborg Edges here are mutually exclusive and represent the ‘Borg's physical frame being built as (or retrofitted to) a variant model—the ‘Borg may only ever have one. Some models may only be chosen during character creation; for those which can be taken afterward, it must make sense in the story for the ‘Borg to be retrofitted.
51 FREE ‘BORG MODEL Requirements: Novice, Combat Cyborg, Special This Edge can only be chosen at character creation. While most states (including the Coalition) reserve full cyborg conversions for the military, some unscrupulous tyrants convert unwilling subjects for use as slave labor. The hero was one such “slave ‘Borg” who escaped or was freed. The ‘Borg has just one level of Armor Plating (so +2 Armor, non-MDC) and lacks the Adrenal System, Audio Package, and Optics Package upgrades. They start with Strength d12+4, have 10 Strain available (instead of 6), and get two additional attribute points to spend on Smarts and Spirit. The hero also chooses two Background or Professional Edges to reflect their life before being captured. With the GM’s permission one Edge may be traded to instead gain a noncombat, skill-based special ability from a MARS Framework (e.g., the Operator’s Gearhead ability could be taken this way, but the Robot Vehicle Ace’s Killing Machine ability couldn’t). Alternatively, both Edges may be traded for the player’s choice of a MARS Fortune & Glory Table result; see the Tomorrow Legion Player’s Guide for details. PLAINS ‘BORG MODEL Requirements: Novice, Combat Cyborg, Riding d8+ At one with their mechanical steeds, the Plains ‘Borg lays down fire as they encircle their foes at top speed. Advanced targeting software coordinates synchronized salvos from each hand and their torso swivels for comprehensive fields of fire. While mounted, any Shooting attacks count as Linked (see The Tomorrow Legion Player’s Guide), as long as the ‘Borg has matching weapons in each hand. The cyborg has an RH100 Series Robot Horse (see Savage Foes of North America or Blood & Banes). Their Loss of Dexterity Complication does not apply to Riding rolls or riding-related Agility or Athletics rolls. In addition the ‘Borg may spend Bennies to Soak damage done to their mount by rolling Riding. If this Edge is chosen at character creation, substitute Cyborg Gaucho Armor for the LI-B1 Light Infantry Plate and replace all firearms with player’s choice of two different paired pistol sets: NG-57 Heavy Ion Blasters, NG-45LP Particle Beam Pistols, Wilk’s 237 Backup Laser Pistols, or TX-5 Pump Pistols. Crazy Iconic Edges ULTRA-CRAZY CONVERSION Requirements: Seasoned, Crazy, Spirit d8+ This wildly dangerous and unpredictable conversion requires a Techno-Wizard to convert the M.O.M. implants to TechnoWizardry while already implanted in the Crazy’s brain. The result is a significant boost to power level, granting the capability to fight supernatural threats both physically and mentally. To not overload the mind, a connection must be made between this increased power and some sort of totemic representation; an object, condition or ritual the UltraCrazy believes is the source of their power. The connection is tenuous, however, and if it’s interrupted terrible side effects can occur. DESTROYER 'BORG
52 The Ultra-Crazy gains immunity to Gritty Damage from Mega-Damage attacks, gains an additional die type to Fighting, Shooting and Athletics while Losing It, and may add one psionic power from the Mind Melter’s list to their powers known. The Ultra-Crazy must also select a physical object, specific condition (such as exposure to sunlight, being doused in water, etc.) or activation ritual (i.e. speaking words of power, a complicated ‘magical transformation,’ etc.) which they truly believe is the source of all of their powers. Without this totem, the Ultra-Crazy cannot activate any psionic powers, may not Lose It, loses all benefits of Enhanced Speed, Quick, and Uncanny Reflexes, and suffers a −2 to all Trait rolls while in combat. If a physical item totem is permanently lost, it takes a week of meditation to bond with a new one. To activate the connection with the totem requires a Spirit roll, which can only be attempted once per round. This roll is a free action if the totem is a physical object or a condition, though it cannot be made without the object or condition present. If the totem is a ritual, the Spirit roll is an action. A failure means the connection is disrupted by doubt or insecurities, resulting in the limitations above. With a Critical Failure, draw a random card and apply the result: Clubs: Using the Crazy as a tunnel into this dimension, a number of lesser demons equal to the Crazy’s Rank appear and attack or cause general havoc. Diamonds: Doubt plagues the Crazy; the connection to the totem may not be attempted for a full day. Hearts: Possession. A malevolent entity possesses the Crazy, who gains full use of their abilities (no totem required). The GM determines the actions of this entity, who may only be expelled via banish or similar effects. Spades: The M.O.M. conversion has a major power surge, causing the effects of a greater stun activated with a raise in a large blast template centered on (and including) the Ultra-Crazy. Joker: The connection works, but the UltraCrazy automatically Loses It and retains no memories of what happens during this encounter. Afterward, the Ultra-Crazy must roll on the Psyche Degradation table for no additional benefit. Demigod Iconic Edges GODLIKE REGENERATION Requirements: Heroic, Demigod, Vigor d10+ Once a Demigod truly understands her body is a miracle given form, she becomes almost impossible to kill. The Demigod can make a natural healing roll every round. GODLIKE THEURGY Requirements: Veteran, Demigod, Spirit d10+ When this Edge is taken, choose one power known by the Demigod with a Duration greater than Instant; she gains the ability to cast it on herself indefinitely. The casting cost when doing so is reduced by the Range and Personal Limitations if it doesn’t already have them. While the power is active, the Demigod reduces her maximum PP pool by the cost of the spell (after Limitations and Modifiers). The Demigod may have only one instance of the power cast upon herself at a time, and any decisions made at casting time (e.g., the Trait raised by boost Trait) are fixed. The Demigod may cancel the spell at any time as a free action; this restores the size of her PP pool but does not return the PP, which has to recover normally. GODLING Requirements: Novice, Demigod, Special This Edge can only be taken at character creation and requires Game Master permission. Rather than being a halfmortal child of a god, the hero is a fully divine being—either a very minor deity or an independent avatar of a greater one. A godling doesn’t pick a race. They are immune to most “mere mortal” concerns: disease, poison, starvation, suffocation, thirst, and the need for sleep. However, even beneficial drugs don’t affect them and they cannot have cybernetics of any kind. They
BIRTHPLACE OF THE CRAZIES 53 are truly unaging and thus cannot take the Elderly or Young Hindrances. Gizmoteer Iconic Edges AMBIENT CHARGE Requirements: Novice, Gizmoteer or Techno-Wizard, Rapid Recharge A character with this Edge is tuned to the flow of strange energies in mechanical devices and can power minor ones with no effort. TW weapons, armor, and personal gear used by your character do not have to be “powered” before being used; they are always powered as long as they are in your character’s possession. In addition, each time you regain ISP or PPE, any devices in your possession that store ISP or PPE recharge 2 Power Points (at no cost to you); this automatically reloads TW weapons that typically require 2 PP to reload. MODULAR MECHANICS Requirements: Seasoned, Gizmoteer or Techno-Wizard, Arcane Skill (Psionics or Techno-Wizardry) d8+, Repair d8+, Some gear-jockeys aren’t just great at building weird devices—they’re also great at using them. When using any mechanical item with an embedded power (such as Gizmos and most TW items), you may activate an embedded power with the added effect of freely chosen Power Modifiers (not normally allowed), including Mega Modifiers (even if your character couldn’t otherwise access those). Any Power Points spent on nonembedded Modifiers must come from the character’s personal pool, not those stored in the device. PEDAL TO THE METAL Requirements: Novice, Gizmoteer or PsiOperator or Techno-Wizard, Ace, Smarts d8+ There’s nothing quite like clearing the last few inches of a jump with your vehicle— with a little boost, of course. You may add +1 to the total of a final Boating, Driving, or Piloting roll for each Power Point (PPE or ISP) spent, to a max of +2. The vehicle must use technological propulsion for this Edge to work (i.e. not a sailboat, glider, etc.). SPARE PARTS Requirements: Seasoned, Gizmoteer or Techno-Wizard or Weird Science, Science d8+ Some characters take recycling to an art form, not wasting a single circuit when building new devices. Characters with this Edge may cannibalize existing, functional tech in their possession when paying the cost for creating, upgrading, or converting items. Gear cannibalized in this way provides its full list value towards the cost in raw materials of the new work. In the event the gear is worth more than the cost of the new item, any excess is retained as raw materials for the next time. Minor problems like Glitches or Vehicle Fatigue do not impact the value. However, severely damaged or malfunctioning gear loses a percentage of its value as follows (see Technical Difficulties in the Tomorrow Legion Player's Guide): Wounds: −25% credit value each. The Crazy conversion was first developed in Argentina, and the M.O.M. Works facility where the technology was created survived largely intact. Researchers from Santiago, including a Techno-Wizard named Nostradamus Cervantes, uncovered the facility and developed new variants or expanded upon halfcompleted projects from before the Coming of the Rifts. Some of these variants are functional enough to have begun to spread. Crazy Conversions are available to any Crazy, but are mutually exclusive. A Crazy may only ever have one and may never change it.
54 Serious Problem: −20% credit value. Severe Failure: −40% credit value. SURGE PROTECTION Requirements: Seasoned, Gizmoteer or Techno-Wizard, Arcane Skill (Psionics or Techno-Wizardry) d8+, Electronics d8+ Being able to fix anything is great, but some gear-heads take it a step further and anticipate the problems before they even happen. Your character gets a free reroll whenever rolling on the Technical Difficulty table for any Techno-Wizardry gear, Gizmos, or Gadgets. Line Maker Iconic Edges ARCANE ARTIST Requirements: Novice, Line Maker or Veteran, Arcane Background (Magic), Occult d6+, Spellcasting d6+ Line Makers may take this Edge at Novice with no prerequisites, and it allows them to maintain one additional pre-drawn spell (so now Rank+1), and reduces the time needed to draw them to just one round per PPE required. Other Spellcasters may take this Edge to represent learning some of the secrets of line magic. It allows them to create and maintain one pre-drawn spell, or two upon attaining Legendary Rank. To draw a spell, the mage must know it and it must appear on the Line Maker power list (other spells don’t have symbols). The mage uses regular paint to create the symbol, since this Edge doesn’t confer the Line Maker’s mystical energy drawing ability. NAZCA CABALIST Requirements: Heroic, Line Maker, Occult d8+, Spellcasting d8+ The Line Maker has been taught the secret magic rituals of the Nazca inner circle: Activate Nazca Lines: For details of this Magic Ritual see Nazca Lines on page 29. Create Ley Line Storm: This Magic Ritual must be done on a ley line as a Challenging Dramatic Task costing 30 PPE, see Rituals and Meditations in the Tomorrow Legion Player's Guide. Success disrupts the ley line energy, spawning a ley line storm 0 – 5 miles away (d6−1) in a random direction. A raise lets the Line Maker choose the direction or distance; two raises lets her choose both. The actual effects of the storm are always random (what it does, where it moves, etc. per the Game Master’s Guide); this is a risky ritual. In addition, her ability to manipulate rifts (per the Game Master’s Guide) improves,
55 ignoring up to 4 points of penalties when doing so. SUMMON MONSTER Requirements: Seasoned, Line Maker The Line Maker gains a unique Mega Modifier for summon ally. This uses the duration and base cost of summon ally, not the Conjurer Edge. Summon Monster (+3): The Line Maker may conjure any general monstrous creature with animal intelligence—e.g., “Smarts d6 (A)”—such as a Fury Beetle, Ostrosaurus, Rhino-Buffalo, etc. Unique creatures are off limits, as is anything the GM chooses to specifically forbid. Use the shape change table as a guideline to what Size monster they may summon by Rank. The monsters are obviously unreal, appearing as simple, glowing drawings. Rune Warrior Iconic Edges PATTERN STAFF BOND Requirements: Seasoned, Rune Warrior, Spirit d8+, Fighting d10+ Over the course of countless battles, the Rune Warrior has forged a stronger bond with his staff, unlocking more of its power. The Pattern Staff now does Str+3d6 damage with AP equal to Spirit, and can fire blast as well as bolt. PATTERN STAFF RESONANCE Requirements: Veteran, Pattern Staff Bond, Vigor d10+, Fighting d12+ The warrior’s life force and the Pattern Staff’s have fully merged, realizing the true potential of their bond. The staff now does Str+3d8 damage with AP equal to Spirit × 2. It can also take two Wounds on behalf of the Rune Warrior (either one at a time or both at once), though it still takes 24 hours per Wound to “heal.” Finally, if the staff is lost, the warrior may meditate for 48 straight hours to regenerate it from his own life force; this leaves him with two Wounds which can only be healed naturally. MARS Iconic Edges BLUE FLAME Requirements: Novice, Shaman, Spirit d8+, Special This Edge is only available to Larhold, whether biological or “new Larhold.” The Shaman may always learn the following powers, all with a blue flame Trapping: bolt, burst, damage field, environmental protection (Aspect: Heat), light, and smite. When activating them, the Shaman may use MegaPower Modifiers and the Lingering Damage Modifier (if applicable) costs just +1 PPE. If the Shaman has the Master of Magic Edge, and thus can already use Mega-Power Modifiers, he may instead reroll Faith when invoking a Blue Flame power, once per turn. The Shaman also has access to the Ritual of Immolation (see the Larhold Shaman on page 171). Once activated, the Larhold will die, either from the explosion or from others killing him to prevent it. Do not roll on the Death and Defeat table; there’s no chance of survival. EQUESTRIAN Requirements: Novice, Agility d8+, Riding d6+ Horses and other mounts, including robotic ones, are key to the cultures of South America. Many gauchos (cowboys) use a person’s skill in the saddle as a gauge for how well they can handle themselves in general. The hero gets a free reroll on Riding rolls. They also know how to get the most out of their trusty steeds in an emergency; increase their mount’s Pace by 2 and their running die one step. If your hero doesn't already have one, she gains a horse. Important: Cowboys (from Empires of Humanity) automatically gain this Edge, the effects of which are added to their existing Born in the Saddle ability.
56 HIDDEN BLADE Requirements: Novice, Duelist, Stealth d8+ Even within the already-elite Duelists of the House of the Sword, there is a hidden special forces group who act as spies in other parts of the continent. Typically disguised as merchants, these secret agents carry out the will of the Houses without question. Hidden Blades add disguise* to their list of powers known, and remove the Aspect Limitation from the detect arcana power (gaining the conceal aspect). In addition, when using the disguise* power, Hidden Blades may also alter the appearance of their weapons. The weapon functions normally (i.e. a gun disguised to look like a sword shoots bullets, it doesn’t cut people), but the wounds it leaves match the disguised form, even after the power has ended. This inflicts a −4 penalty to any Healing (Forensics) or Science rolls made to investigate the cause of death. MASTER BLOOD RIDER Requirements: Veteran, Blood Rider, Master Psionic The very few Blood Riders who become Master Psionics enhance their psychic abilities even further, gaining the fly* and protection* powers. As long as the rider is mounted on her Blood Lizard, she may cast psionic powers with the personal Limitation (* or †) on her mount, or pay +1 ISP when casting a power on herself to also affect the lizard. This is often used with fly to let the lizard run on air (an ability often kept secret from outsiders). In addition, when the Blood Rider has protection active and is within Spirit × 2 Range of her mount, she gains +2 Armor (or Toughness). The same does not apply to the lizard. MONSTER-SHAPER Requirements: Novice, Manoan Monster Hunter or Undead Slayer, Vigor d8+, Persuasion d6+ Surrounded by monstrous enemies, the Clan Skellian's leaders developed a new Power Tattoo for their needs. The MonsterShapers' unique tattoos form a magically empowered shell around them, deflecting harm and suspicion. Some infiltrate Cibola and Splynn, while others act as knights errant across the continent. The Tattooed Warrior gains 2 MonsterShaping Tattoos as detailed below. The warrior’s other tattoos appear on their new form and they can activate their other Tattoos as normal. Monster-Shaping Tattoos are categorized as Power Tattoos for acquisition and can only be acquired by characters with the Monster-Shaper Edge. SUN FAITH Requirements: Novice, Priest The priest has devoted their life to one of the main Incan gods; see the Demigod on page 18 for more information on the Pantheon of the Sun. The character gains the elemental manipulation power with the Aspect Limitation for one specific element: Viracocha grants Air, Inti gives Fire, Pachamama is Earth, and Illapa teaches Water. In addition, once per day the priest may petition their god for the ability to invoke a Priest miracle they don’t know; this costs a MONSTER-SHAPER TATTOOS TATTOO PPE STRAIN POWER TATTOOS Monster with Human Heart: Disguise (self only) with the Size modifier of a specific monster for an hour. The Tattooed Warrior gains the Construct quality and is immune to gritty damage while in effect. 5 1
57 Benny and the miracle must be of the Priest’s Rank or lower. VOODOO FAITH Requirements: Novice, Priest The Voodoo Priests of Bahia are protectors of their people, keeping them safe from malevolent spirits and entities. The priest acts as liaison to the spirit world, and may Notice and uncannily converse with all spirits and entities, even if invisible—such beings see them as diplomats and do not automatically attack the priest. The character may use the Social Conflict rules (see Savage Worlds), rolling Occult instead of Persuasion, to convince such entities to do certain things based on the number of Influence Tokens they obtain (a lesser result may always be chosen). Social Edges INSPIRE COURAGE Requirements: Veteran, Fame (see below), Performance d6+ Special: A framework ability which provides improved starting reactions (e.g., the Glitter Boy and Cyber-Knight) counts as Fame for requirements. A hero with this Edge may use their Performance skill instead of Spirit when making a Fear check. All Performance and Fear check modifiers apply. They always check Fear before their allies. If they get a raise, each raise gives their allies +1 on the same Fear check. A Fearless character may take this Edge and make a (risk-free) Fear check to help their allies. 0 The spirit conducts itself as it would, attacking if malevolent or continuing about its business otherwise. 1–3 The spirit answers questions and converses peacefully (even if not inclined normally to do so) for several minutes, as per the divination power. However, when the conversation ends, the spirit resumes whatever actions it wishes. 4–5 The spirit leaves the area peacefully and does not return for a period of at least a week. This does not banish it to another dimension, but is simply a peaceful accord. 6+ The spirit agrees to one task for the priest, which must be within its ability and must not result in its own destruction. After the task is complete, the spirit leaves peacefully, as above.
58 GEAR CHAPTER TWO T rekking across the continent’s rough backcountry, heroes will find most of the equipment produced in North America equally applicable. However local hazards like altitude sickness and malaria demand specialized equipment to overcome, otherwise their adventures may end before they even start. Gear Availability Local manufacturers can produce all the adventuring gear from Empires of Humanity in addition to what is listed below. Temperature Cloaks in particular can be found without trouble. In addition, Advanced Medieval and Advanced Padded body armors from the Tomorrow Legion Player's Guide are general production patterns either common during the Golden Age or widely proliferated and available since then. Also see Atlantis & the Demon Seas for a full selection of water craft and aircraft, also widely available. South American Starting Gear Characters in South American come as well equipped as their North American counterparts just with concessions made for availability and local conditions. Anything else a player desires for his character at the start will typically require the Rich or Filthy Rich Edges to obtain. Substitutions replace the items below: Money and Common Goods: 4d6 × 100 Universal Credits, and 2d4 × 500 credits worth of gear or valuables. Survival Pack: as the NG-S2. Insect Repellant, Survival Knife, wooden cross, and wooden stakes. All First Aid Kits contain medicine against altitude sickness. Body Armor: Sinchi Medium Body Armor or Gaucho Light Combat Armor. Sidearm: Italo I-8 Laser Pistol or Italo IP-7 Ion Pistol. Ammo: two E-Clips or magazines for each weapon.
59 ADVENTURING GEAR Blood Lizard Barding: Gives a Blood Lizard another +3 Armor, though the extra weight and rigidity means they lose their Pounce ability while wearing it. (200 lbs., 80,000 credits). Insect Repellent: With the high humidity, jungle valleys, and extremes in temperature, South America plays host to innumerable biting and burrowing insects, as well as insect borne diseases. Synthesized from local plants, insect repellent provides +2 versus disease and poison Hazards caused by insects. (1 lb, 2,000 credits) Solar Charger: This device allows a character to recharge batteries using only sunlight. It is a flexible black panel about one foot square that can be rolled up for transport. Although handy, a solar charger is much slower than a fusion reactor and requires generally clear skies to charge an E-Clip to usable levels. A small battery or E-Clip takes two hours. (2 lb, 25,000 credits) Stimulants: South American horticulture holds a treasure trove of chemical bounty. Many plants have seeds or leaves which produce a fortifying drink after steeping in hot water. Consuming such a concoction allows the imbiber to ignore a level of Fatigue for an hour per dose. This does not restore lost Fatigue. Comes with 3 uses. (1 lb., 2,000 credits) Cibola “Drugs” Each dose has negligible weight. These drugs are potentially addictive. Heavy use can lead to Habit (Major); details are up to the GM. Dream: A dose of dream places the user in a deep sleep. While in this slumber, the user experiences an incredibly vivid dream created by their imagination. (200 credits.) Energizer: A dose of energizer lets the user regain 10 PPE instantly. (1,000 credits.) Enhancer: A dose of Enhancer lets the user regain 10 ISP instantly. (500 credits.) Lightning Nectar (red): You gain 10 ISP and bolt and blast powers with fire trappings. Lasts for 4 hours. (2,000 credits.) Lightning Nectar (blue): You gain 10 ISP and bolt and blast powers with electricity trappings. Lasts for 4 hours. (2,000 credits.) Lightning Nectar (white): You gain 10 ISP and barrier and telekenisis powers with water trappings. Lasts for 4 hours. (2,000 credits.) Lightning Nectar (purple): You gain 10 ISP and boost/lower Trait and healing powers. Lasts for 4 hours. (2,000 credits.) Transformer: This potion transforms the user’s body into a ferocious monster. Gain +1 die type of Strength, +1 Toughness, and claws inflicting Str+1d4 Mega Damage. Lasts for 12 minutes. (2,000 credits.) Amaki: Amaki technology is alien in more ways than one. Repair rolls are at −2, or no penalty with official Amaki spare parts (which cost an extra 10% of item price). Colombia: Colombia is the continent’s leader in energy storage. E-clips and batteries for Colombian gear cost half price to purchase and recharge. Their energy weapons are also more efficient; when using rapid fire, subtract the Rate of Fire from the shots drained—firing at ROF 2 uses only 3 shots, ROF 3 uses only 7 shots, etc. Italo Industries: “I-series” weapons are known for being sturdy, efficient, and reasonably priced. When determining Technical Difficulties, roll d8−2 (minimum 1) instead of d6. MANUFACTURER MODIFIERS
60 BODY ARMOR ITEM ARMOR TOUGH MIN STR WEIGHT RARITY CREDITS SILVER RIVER REPUBLICS Sinchi Medium Body Armor +5 +2 d6 10 0 25,000 Inca Heavy Gilded Body Armor +6 +3 d6 21 −4 50,000 Notes: Gold-Plated (+1 to social checks to impress, –2 to Stealth). Gaucho Light Combat Armor +3 +2 d4 14 0 40,000 Notes: With Heavy tactical plates inserted, Armor +6, Toughness +3, Min Str d8, Weight 40. Never penalizes Riding or vehicle operation rolls for cycles, even if Min Str exceeded. Cordoba Medium Battle Infantry Armor +7 +2 d6 22 −2 30,000 Santiago Medium Armored Fatigues +6 +3 d6 24 −1 35,000 Blood Rider Medium “Claw” Armor +6 +2 d6 18 −2 35,000 Notes: Styled as if overlapping claws and bones; Blood Riders react at –2 to a “poser” wearing it. Duelist Light Articulated Armor +5 +3 d4 10 −3 120,000 Notes: –2 to Notice rolls to detect under clothing (assuming helmet is folded and tucked), Custom–fitted (costs 20,000 credits to refit to a new owner). Amaki Heavy Combat Armor +7 +3 d8 25 −2 50,000 Achilles Medium Customizable Armor +6 +2 d6 25 −1 45,000 Notes: Can adapt to fit any race from Size —1 to 1 (requires 20 minutes and a Repair roll at +2). Cyborg Gaucho Armor +3 +3 d12+1 45 −1 50,000 Notes: MDC Armor, –1 to Agility-linked non-combat skill rolls except Riding and ridingrelated Athletics rolls, Attachment System (lower armor “locks” to robohorse, giving +2 to avoid falling off and +1 to charging damage).
61 Powered Armor D-20 LIGHT COMBAT EXO-SKELETON A light suit of battery-operated armor designed for short-range operations. The limited power supply is a drawback, but it’s some of the least expensive power armor available anywhere and is so easy to produce, virtually all Colombian soldiers have access to it. SIZE ARMOR TOUGHNESS STR PACE + RUN (MPH) WEIGHT RARITY CREDITS 1 (Normal) +9 MDC +5 d12 12 + d8 (50 MPH) 180 0 150k Notes: Colombian power armor is not nuclear-powered; battery life is 12 hours. Colombian units often travel with large armored “generator trucks” filled with fossil fuel to recharge Power Armor when away from recharging stations. It takes four hours to fully recharge a D-20, but units often carry spares loaded in the generator truck so soldiers can swap out drained suits for charged ones. Colombian armor is designed to be easily reconfigurable to Dwarven stature. No extra cost for Dwarf Squat ability. Weapons: No inherent weapons, but troops carry an RAR-C15 (sold separately). ATAHUALPA POWER ARMOR Arequipa uses these inexpensive, mass-produced suits for both self-defense and trade. They are not nuclear and run for 24 hours on battery power. The chest guns are for lightly armored threats; most wearers carry a handheld heavy weapon, sold separately. SIZE ARMOR TOUGHNESS STR PACE + RUN (MPH) WEIGHT RARITY CREDITS 2 (Normal) +8 MDC +4 d12+1 10 + d8 (40 MPH) 500 −2 400K Notes: Chest gun ammo costs 200 credits per box of 500. Weapons: 2 × Mini-Missile Launchers (Shoulders, Shots 9). Dual-Linked.45 Chest Guns (Range 12/24/48, Damage 2d6+2, AP 2, RoF 3, Shots 2000). D-30 “CONQUISTADOR” The Conquistador is a heavy infantry suit designed for protection and intimidation. It is most commonly deployed along the southern border, where it is most effective against bands of pirates and other small targets. It carries significantly more firepower than its smaller cousin, but at the cost of an even more limited effective operational range. SIZE ARMOR TOUGHNESS STR PACE + RUN (MPH) WEIGHT RARITY CREDITS 2 (Normal) +11 MDC +6 d12+4 12+ d8 (50 MPH) 900 −1 240,00 Notes: Colombian power armor is not nuclear-powered; battery life is 10 hours. Colombian units often travel with large armored “generator trucks” filled with fossil fuel to recharge Power Armor when away from recharging stations. It takes five hours to fully recharge a D-30. Colombian armor is designed to be easily reconfigurable to Dwarven stature. No extra cost for Dwarf Squat ability. Weapons: Auto-Loading Bazooka (Vehicle Light Missile Launcher, AP Warhead) 2 × Rocket Launchers (Forearm, Mini-Missile, RoF 2, 2 shots each) RA-C15 Cannon, shoulder-mounted (typically loaded with anti-vampire rounds)
62 CLOSE COMBAT WEAPONS WEAPON DAMAGE AP MIN STR WEIGHT RARITY CREDITS Amaki Blast Sword Str+d12 10 d4 4 −3 25,000 Notes: Mega Damage (melee only), Powered by E-clip for 200 minutes, Can fire plasma shots (Range 5/10/20, Damage 3d6, AP 2, RoF 1, each shot drains 10 minutes of use). Amaki Psimitar (TW) special * — 3 −3 30,000 Notes: Only works with Psi-Blade or Psi-Sword. Add +2 PP to activation cost, treat Smarts as two die types higher for damage purposes, and add AP equal to half Smarts. Lariat — — d4 3 0 var. Notes: Used to initiate a Test using the wielder’s Fighting skill. The target is Entangled with success, Bound on a raise. Cost is 10 credits for Hardness 4, 100 for Hardness 6, 1,000 for Hardness 8, 10,000 for Hardness 10 (the maximum). TPA-7 MINOTAUR Affectionately referred to as “El Toro,” this Cordoba design sacrifices flight and tricks for ground speed and raw power. It uses the energy weapons defensively and its mini-missiles on vehicles and other power armor, saving its two bigger missiles until it’s close enough to strike a high-value target. SIZE ARMOR TOUGHNESS STR PACE + RUN (MPH) WEIGHT RARITY CREDITS 2 (Normal) +12 MDC +6 d12+6 14 + d10 (70 MPH) 1,000 −5 4M Notes: Powerful Legs (jump 4" horizontal, 2" vertical). Weapons: Dual-Linked Anti-Personnel Ion Blasters (Forearms). Dual-Linked Anti-Personnel Lasers (Horns). 2 × Mini-Missile Launchers (Shoulders, Shots 12). 2 × Light Missile Launchers (Back, Shots 1). Energy Axe (Handheld, Str+2d6, AP 20, Reach 1). GB–7 GLITTER BOY Cordoba can make light Glitter Boy armor, though they haven’t figured out the thruster/ pylon system necessary to field Boom Guns. Instead, their GB-7 is smaller and compensates with a big gun on each shoulder. SIZE ARMOR TOUGHNESS STR PACE + RUN (MPH) WEIGHT RARITY CREDITS 2 (Normal) +22 MDC +8 d12+4 14 + d10 (70 MPH) 1,000 −4 R 22M Notes: Laser Resistant (half damage and AP from lasers), Swim Pace 6, Shiny (–6 to Stealth vs. vision), Top–Heavy (extra –2 to use both shoulder weapons on the same turn). Weapons: Medium Laser (Right Shoulder, Variable frequency—ignores laser resistance) “Gatling” Light Rail Gun (Left Shoulder, RoF 5, Shots 20, 200 credits/shot) Dual-Linked Anti-Personnel Lasers (Hips)
63 PERSONAL RANGED WEAPONS WEAPON RANGE DAMAGE ROF AP SHOTS MIN STR WEIGHT RARITY CREDITS Inti-10 Variable Laser Pistol 15/30/60 3d6 1 1 10 d4 2 +0 10,000 Notes: Ignores laser resistance. Inti-20 Variable Laser Rifle 24/48/96 4d6 3 1 24 d6 4 +0 18,000 Notes: Heavy Pulse. Ignores laser resistance. Illapa-1 Rocket Pistol 10/20/40 4d4 1 — 20 d6 5 +0 14,000 Notes: Mega Damage. 20 credits per bullet. Illapa-5 Rocket Rifle 24/48/96 4d4+2 3 — 60 d8 9 −1 26,000 Notes: Mega Damage. Reload 1. 3RB. 30 credits per bullet. Illapa-5 Outsize 24/48/96 4d4+2 3 — 600 d12+1 9 −1 52,000 Notes: Mega Damage. Reload 1. 3RB. 30 credits per bullet. Wielder must be Size 1+. NP-10 Plasma Net Launcher 15/30/60 spec. 1 — 1 d6 8 +0 20,000 Notes: Target Entangled (Bound on a raise) by Hardness 10 net. Net burns for 3d12 Mega Damage for the next d4 rounds, then disintegrates. Large foes can only be Entangled, not Bound. Cannot affect Huge+ foes. 300 credits per net-grenade. Italo IP-7 Ion Pistol 10/20/40 1–3d8+1 1 — 12 d4 3 +1 15,000 Italo I-9 Heavy Ion Rifle 20/40/80 1–3d10+1 3 — 20 d6 8 −2 20,000 Notes: Heavy Pulse. Italo I-8 Laser Pistol 15/30/60 3d6+1 1 2 12 d4 4 +2 15,000 Italo I-10 Laser Beam 24/48/96 4d6 3 2 30 d6 7 +1 22,000 Notes: Heavy Beam. Italo I-11 “Long Gun” Sniper Laser 30/60/120 4d6+1 1 5 10 d6 28 −4 50,000 Notes: Integrated Multi-Optics Scope, Mega Damage, Snapfire. Achilles Equalizer Combat Shotgun 12/24/48 1–3d6 1 — 10 d4 10 −1 12,000 Notes: Listed Damage is for Shot rounds (+2 Shooting, 1 credit each). Can also fire Slugs (Damage 2d10, 2 credits), AP Explosive (3d6 Mega Damage in SBT, AP 8, 100 credits), Frag (4d6 Mega Damage in MBT, 500 credits), Smoke (–4 to vision in MBT, 100 credits), or Tear Gas (MBT, check Vigor at –2 or Stunned, 200 credits). Amaki Blast Rifle 12/24/28 3d8 1 — 15 d6 10 −3 20,000 Notes: SBT, Heavy Pulse. ATL-7 Anti-Tank Laser Rifle 50/100/200 4d6+1 1 10 1 d12+1 70 −6 100,000 Notes: Bipod (Min Str d6 if prone), Mega Damage, Snapfire, Reload 2 (each shot drains a full E-clip), Slow to Fire (beam takes a second to build up, giving non-vehicular targets an Evasion roll). Bolas 3/6/12 Str+d4 1 — — d4 2 0 var. Notes: A target hit with a raise is Entangled. Hardness varies; Cost is half of an equivalent lariat (page 62).
64 Colombian Weapons RC LASER WEAPONS Developed by human and dwarven weapons manufacturers for the Colombian military, the RC Series of laser weapons are standard issue among Colombian soldiers. The rifle’s heavy construction trades convenience and range for durability and stopping power, making it popular among soldiers frequently fighting in tight quarters or those with high strength. Cauterize: Anyone Incapacitated by a laser adds +2 to Vigor checks vs Bleeding Out. No Recoil: Lasers ignore the Recoil penalty. WEAPON RANGE DAMAGE ROF AP SHOTS MIN STR WEIGHT RARITY CREDITS RC-15 Rifle 12/24/48 3d6+6 2 3 20 d8 21 +1 15k Notes: Heavy Beam ROCKET ROUND WEAPONRY These weapons fire self-propelled ammunition commonly called “rocket rounds.” The weapon itself uses pressurized gas to fire the rounds at high speed. Air vents in the nose of the round then ignite high-power propellant within the round, turning it into a shortrange but high-power explosive rocket. These weapons are expensive to fire, but have the benefit of customization against many different kinds of targets. Standard fragmentation rounds work against normal targets, but chemically-hardened wood rounds are extremely effective against vampires. Note: Individual rounds cost 100 credits each. Wood construction rounds lose 5 AP but do full damage to vampires. Carpet Burst: Weapons with this mode can fire 5 rounds of ammunition as a single attack against every target in a MBT. WEAPON RANGE DAMAGE ROF AP SHOTS MIN STR WEIGHT RARITY CREDITS RP-C20 Pistol 12/24/48 3d6 1 10 9 d6 4 −1 14k RR-C40 Rifle 12/24/48 4d6 3 10 30 d8 21 −2 35k RAR-C15 Rifle 15/30/60 5d6 3 10 60 d10 50 −2 65k Notes: Carpet Burst RA-C15 Cannon 15/30/60 6d6 3 10 200 d12+1 70 −3 85k Notes: Vehicular mounted weapon, Carpet Burst
65 LANCERO LIGHT TANK/APC The Lancero is the backbone of the Colombian mechanized infantry. Thousands of these light, modular vehicles are in use by the Colombian military for everything from rapid troop deployment, artillery support, semi-aquatic operations and even anti-vampire combat. SIZE HANDLING TOP SPEED TOUGHNESS CREW MODS CREDITS 6 (Large) +1 80 MPH 38 (18) 4+10 2 2.1M Notes: MDC Armor, ATV, ECC, STS. High-Efficiency fossil fuel engine plus backup batteries give it a max range of 600 miles. Inflatable tires allow the Lancero to traverse water at 15 MPH. Weapons: Light Missile Launcher (Main weapon; carries 24 HE and 24 AP warheads) Vehicle Mini Rail Gun (Turret, 360 degree firing radius, carries wooden anti-vampire rounds as well as normal rounds) 2 × Mini Missile Launchers (Sides, Plasma Warheads, 10 missiles each) Vehicular Water Cannon (“Type-V” Lanceros only; replaces Light Missile Launcher) HTT–11 HUSSAR APC SIZE HANDLING TOP SPEED TOUGHNESS CREW MODS CREDITS 6 (Large) +2 100 MPH 40 (24) 2+8 2 1.3M Notes: ATV, ECC, Max Range 550, MDC Armor. 10.3M credits for nuclear-powered. Weapons: Light Rail Gun (Top Turret) 2 × Mini-Missile Launchers (Top Turret) PT–34 PUMA MEDIUM TANK SIZE HANDLING TOP SPEED TOUGHNESS CREW MODS CREDITS 7 (Large) +0 100 MPH 46 (28) 4 0 4.5M Notes: ATV, ECC, Max Range 500, MDC Armor, STS. 13M credits for nuclear-powered. Weapons: 88mm Tank Gun (Main Turret; Shots 90 in two 45-round compartments, can load ammo from either; see Savage Worlds) 4 × Medium Missile Launchers (Main Turret, Shots 6) 3 × Mini Rail Guns (Cupola and Mini-Turrets) 2 × Mini-Missile Launchers (Sides, Shots 8) Strobe Laser Array System (SLAS): A “mirror ball” of lasers which retracts into the main turret. While deployed (−4 to be targeted), provides point defense with STS bonus; see Missiles in Savage Worlds. Vehicles
66 COMMON RIVER CRAFT River vessels can be as varied as their crews, but a few common models have emerged for such crafts used by explorers, merchants and pirates. The typical variety is nothing to write home about, but can be modified in many ways by different owners for a wide range of purposes. VEHICLE SIZE HANDLING TOP SPEED TOUGHNESS CREW MODS CREDITS Riverboat 7 (Large) +1 50 MPH 22 (6) 4+2 6 150K Notes: Exposed Crew, MDC Armor, Rarity +1. Not nuclear-powered; powered by a combination of natural sources (wind and river current; max 20 MPH) and a gasoline engine with a max range of 500 miles. A nuclear engine adds 750K to the cost. Weapons: None by default; see Mods. Galleon 13 (Gar) −2 40 MPH 30 (4) 18+204 20M Notes: Exposed Crew, MDC Armor, Nuclear-Powered, STS, Rarity −2 Weapons: 1× Heavy Harpoon Cannon (Range 30/60/120, 4d8 Mega Damage, AP 8, ROF 1, 6 shots) 2× Light Torpedo Launchers (Range 150/300/600, 6d6 Mega Damage, AP 16, ROF 1, 8 shots) 2× Light Ion Cannons (Range 30/60/120, 3d10 Mega Damage, AP 6, ROF 1, SBT, Spread Effect) 2× Anti-Personnel Lasers (Range 75/150/300, 4d6 Mega Damage, AP 5, ROF 1, AntiPersonnel, Reaction Fire) SLINGER LIGHT TANK SIZE HANDLING TOP SPEED TOUGHNESS CREW MODS CREDITS 5 (Large) +1 60 MPH 36 (20) 2 0 n/a Notes: ATV, ECC, Max Range 400, MDC Armor, STS. Cost 800K (H1–L) or 600K (H1–C) credits. Weapons: H1–L Model: Medium Laser (Main Turret, Shots 500) H1– C Model: 76mm Tank Gun (Main Turret, Shots 40, see Savage Worlds) Mini Rail Gun and WI– GL4 Grenade Launcher (Main Turret, can be fired simultaneous with main weapon, but not with each other) Mini Rail Gun (Fixed Front, fired by the pilot) ZANCUDO TRANSPORT & ATTACK HELICOPTER The Zancudo is used for rapid-response and patrol operations, particularly in areas of varied terrain such as coastlines. The Zancudo can get a squad of power armored soldiers in and out of “hot” combat zones while providing cover and support. These vehicles are also modular enough to be used for everything from cargo transport to emergency medical rescue. SIZE HANDLING TOP SPEED TOUGHNESS CREW MODS CREDITS 9 (Huge) +1 200 MPH 27 (10) 2+10 2 400k Notes: MDC Armor, ECC, STS, VTOL. High-Efficiency fossil fuel engine plus backup batteries give it a max range of 450 miles. Pontoons (can land and float on surface of water). Winch, cable, and hook (for air assault, personnel rescue, or 1 ton of cargo). Weapons: Vehicle Mini Rail Gun (Carries wooden anti-vampire rounds as well as normal rounds) 4 × Mini Missile Launchers (Two per wing, HE Warheads, 12 missiles each; 48 total)
67 SHAB-10 HANNIBAL The Hannibal (a.k.a. “Mastodon”) resembles an elephant whose trunk ends in a spiked ball. On some, Cordoba has replaced the rail gun with a Boom Gun, often salvaged from defeated G10 Glitter Boys. The “Death Mirror” ears reflect ambient light to trigger seizures and thus cannot be used in Dim or worse lighting. SIZE TOUGHNESS STR PACE + RUN (MPH) CREW CREDITS 8 (Huge) 52 (32) d12+8 14 + d10 (70 MPH) 5+2 50 million Notes: MDC Armor, Can be operated by one pilot. Weapons: 2 × Medium Missile Launchers (Hindquarters, Shots 8) Medium Rail Gun (Head Turret) Dual-Linked Light Lasers (Tusks) 2 × Mini-Missile Launchers (Shoulders) Anti-Personnel Particle Beam (Belly Turret, Range 20/40/80, 3d8+3 Mega Damage, AP 8, RoF 1, Anti-Personnel, Atomic Annihilation, +2d4 on a raise, Reaction Fire) “Death Mirrors” (Ears): Test Electronics versus all targets within a Cone Template emitting from the head to leave them Distracted, or Shaken on a raise. Victims oppose with the lower of Smarts and Vigor; add armor Toughness bonus for EBA or power armor. Morningstar Trunk (Str+3d10, +6 to break stationary objects/buildings) G-18B “AGUIRRE” The Aguirre is a massive robot vehicle and serves as a deterrent against attacks on vital targets. Robots of this size have energy requirements beyond what electric engines are capable of producing, and so all Aguirres require nuclear reactors imported from the Silver River Republics, greatly reducing the number which can be produced. However, the extended operational range justifies the cost in the eyes of the Military Council, since they can be deployed for weeks or even months along contested borders. SIZE TOUGHNESS STR PACE + RUN (MPH) CREW CREDITS 5 (Large) 22 (6) d12+2 10 + d8 (40 MPH) 1+1 2.1 million Notes: MDC Armor Weapons: Vehicle Mini Rail Gun (Belly, typically carries anti-vampire silver rounds) 2 × Medium Missile Launchers (Shoulders, AP Warheads, 4 missiles each) 2 × Vehicle Anti-Personnel Laser (Forearms) Giant Vibro-Sword (Silver-plated, deals full damage to vampires and other supernatural threats vulnerable to silver) "I’ve fought so many battles, I have forgotten most, but the thundering beasts of Hannibal’s host echo in my memory. The death mirrors draw those terrible days forward through the ages." —Captain Antonius Torquatii, Megaversal Legion Robot Vehicles
68 GAME MASTER’S HANDBOOK CHAPTER THREE RELIGION IN RIFTS Faith in 109 PA is no less diverse than it is today. While some people stick to “vaguely spiritual” beliefs, giving thanks and prayer to God or “the gods,” incorporating a specific religion can add detail and motivation to a character, settlement, or storyline. PANTHEON WORSHIP As discussed in Return of the Gods (page 22), many ancient gods have returned to Earth and accumulated worshippers—most followers have not met their patron god, but priests have an easier time gaining converts by actively performing miracles. Known Pantheons include the Aztec, Babylonian, Chinese, Greek/Roman, Incan, Indian/ Hindu, Norse, and Persian. Note that the existence of these gods is a large part of why some communities (most notably the Coalition States) reject all but a few select religions, cults, or spiritual practices. They find the idea of “a powerful D-Bee claiming to be a god” actively dangerous and consider associated miracles just another type of “dangerous magic.” PRE-CATACLYSM FAITHS Modern faiths have tenaciously managed to survive in one form or another, with some remixed or combined to create something uniquely new. Players and GMs should feel free to use them in game, but always make sure the other players are okay with it first. OTHER MAJOR BELIEF SYSTEMS The Contrition: The “Contrite” are monotheists who cherish what remains of the traditional western spiritual traditions. They believe in the omniscient and omnipotent Creator, the fallen Traitor who tempts, and the mortal Mediator. Followers collect holy scriptures or inspired writings into a personal "book," each unique, and oppose demons, undead, and other forms of supernatural evil. Shamanism: While popular among indigenous populations, shamanism (and similar spirit-mediated faiths) has followers everywhere. In a world where appeasing the spirits can have demonstrable results, it just makes sense. Druidism: Worship of Nature itself is somewhat common, often mediated by the fae. Rarer is worship of the elements directly. Note that many “tree lover” communities actually worship specific nature gods (like Demeter or Pachamama).
69 Land of a Thousand Islands Hero's Journey Whether they’re a native or not, your hero's time in South America has imparted a unique perspective, obscure knowledge, unusual equipment, or perhaps something stranger. A New Journey: With the GM’s permission, heroes with a Thousand Islands background can use this table in addition to those in the Tomorrow Legion Player’s Guide. As always, players and GMs should work together to ensure the results make sense for their campaign. D20 RESULT 1 Your hero did something to earn the favor of a god or greater loa. You may spend a Benny once per day to attempt any Priest miracle of your Rank or lower, cast with Faith or Spirit, even if you lack an Arcane Background. There is no PP cost for this, but you suffer one level of Fatigue per full 5 PPE of the miracle’s cost and may not choose one that will Incapacitate you. 2–3 Whether through salvage, service, or credits, your character starts with a suit of Atahualpa Power Armor. Reroll this result if you already start with power armor. 4–5 Your hero came to the defense of the natural order, and Biomancers—whether from Maga Island or Lemuria—reward their allies. Your hero was gifted your choice of either a Lesser Biomancy Weapon or a Lesser Biomancy Armor, see page 16. 6–8 You picked up a noteworthy item in your travels, maybe as a reward, maybe as loot. Start with any one body armor, or personal melee or personal ranged weapon of your choice from this book; even faction-specific ones (but not Biomancy gear). 9 –10 Whether you wanted to or not, you spent some time getting your “river legs” plying the rivers and tributaries of the Thousand Islands, including the greater and lesser Amazon. Gain a die type in Boating and a +2 bonus to Common Knowledge, Networking, and Survival checks related to South America. 11–12 You saved the life of someone with serious clout. They may not have been a "good" person, but they're in your debt. Your hero gains the Connections Edge with one of the factions in this book (subject to GM approval). 13 –14 Your hero learned a few things doing jobs with local monster hunters in Manoa, Colombia, or the Empire of the Sun, etc. Gain a die type each in Occult and Survival, and a silver plated Medieval or Modern Melee Weapon of choice (see Savage Worlds). 15 –16 You helped a Hero of the Sun when they were in a pinch, and in return they gave you a small amulet as a mark of favor. Anyone attempting to heal you negates 2 points of Healing penalties, and you add a +2 bonus to your natural healing rolls. 17 Your hero has experience giving medical care to an assortment of the region's wide variety of mutant animals and D-Bees. Increase Healing by one die type and ignore up to two points of Inhuman Physiology penalties on Healing skill rolls. 18 –19 There’s a bit of gaucho in every South American. Start with an additional die type in Riding and the Equestrian Edge. If you already have Equestrian, gain a RH100 Robot Horse instead (see Savage Foes of North America or Blood and Banes). You may choose to substitute Gaucho Combat Armor in your Starting Gear. 20 You may choose any one of the results on this table.
70 CULTS Blood Cults: Vampire Intelligences demand the worship of their human chattel, forcing them to bend to their morality to accept and serve a twisted system that feeds the needs of their bloodthirsty masters and their unholy minions. Cult of the Deep: The Lord of the Deep infects coastal lands with its madness. Psychics sensitives see the monster in visions, and if they don't go mad, become obsessed, worshipping it in secret. Dragon Dawn: Believers worship dragons as holy avatars of Styphon, the original dragon-god. Started in Dragcona, Atlantis, this evil and decadent religion is now popular throughout the Magic Zone and (of course) Lagarto. Human sacrifice and using magic to dominate the weak is encouraged, while dragons and lizard-like beings are venerated. Grim Reapers: Led by necromancers, this growing cult practices human sacrifice and worse in the hidden catacombs of most major cities in the Americas, and is spreading to Europe. They worship Death itself, and from their statues and drawings, many occult scholars believe their "deity" is the dread leader of the Four Horsemen of Apocalypse. Those who die in the service of the Grim Reapers are raised as undead warriors, with Juicers raised as "Murder-Wraiths." Splugorth Cults: Splugorth worship is common among those who travel to Earth via Atlantis, with sub-cults devoted to Splynncryth or other individual Splugorth. DARK CABALS Perhaps the most sinister “religions” occur when a mortal or supernaturally evil being persuades a group to worship them and follow without question. Mortal leaders are usually a mage or psychic, and either have a goal (e.g., build their “holy army” of revenge) or are indulging in narcissism. Deevils and infernals lead cabals for similar reasons, driven to corrupt those around them. Demons seek to use the foolish mortals as shock troops or labor to achieve their twisted purposes. Rarely, the agent of an alien intelligence will form such an order, though their true motives are often unclear. DOWNTIME Adventurers often have time between their quests and missions. Some might spend it practicing their strange skills, researching the region's horrors, earning some credits in town, or interacting with friends. When the Game Master decides there’s “downtime” (generally a few days to a week), you can choose one of the following activities. Each provides a benefit of some sort, from financial rewards to rerolls on select Traits. Choose the option your hero will follow then narrate a brief vignette of her actions for the rest of the party. Unless an option says otherwise, its effect may only be gained once per downtime no matter how long the characters have away from adventuring. Carouse Carousing characters spend their time socializing with friends, making new ones, or cementing relationships with their contacts. This usually involves considerable cost and time spent at local bars, restaurants, theaters, gaming, or other social activities. During her Downtime, the character spends 100 credits in food, drink, and entertainment. Increase that by 100 credits for each Rank thereafter: 200 credits for Seasoned, 300 credits for Veteran, 400 credits for Heroic, and 500 credits for Legendary. In exchange, the hero gains a local favor she can call in at any time. The greater the hero's Rank and overall standing in the community (GM’s call), the greater the favor. Center The hero focuses on whatever brings her happiness. That might include quality time with friends, binge-watching pre-cataclysm movies, going for a road trip, painting, playing music, dancing, courting a romantic interest, or advancing the cause of one's faction or deity.
71 Whatever the activity, the goal is inner peace. Taking a week to enjoy the fruits of one’s labors grants the character Conviction. Earn The hero earns currency in some way. Perhaps he takes on odd jobs, goes bounty hunting, sells off some unlisted artifacts gathered in her travels, plies a trade, or performs at a local fair. The hero must make a relevant skill roll to earn her reward—Thievery for scoundrels, Fighting or Shooting for mercs, Performance for entertainers, etc. Use an appropriate attribute for more mundane jobs. A Critical Failure means the character doesn’t make any money and takes Fatigue from overwork or an accident of some kind. If the job was dangerous, she also takes d4 Wounds. Failure means she doesn’t make any money and embarrasses herself somehow. Success earns her Trait die multiplied by 500 credits, or twice that with a raise. For example, an Operator with Repair d10 earning money as a mechanic gets 1d10 × 500 credits with a success, or 1d10 × 1,000 with a raise. Out in the wasteland, payment is often the equivalent of credits value in black market items, salvage, or supplies. Research A character can spend her Downtime developing or learning new powers. This doesn’t permanently give her a power, but allows her to use any power from her Available Powers list and of her Rank or lower for one entire encounter. The character may also temporarily change the Trapping of a power she already has for one encounter—turning a fireball into an ice blast, for example. The power is cast at a −2 penalty, but is otherwise treated just like one of the caster’s regular powers. This can be particularly useful if the magic-user or psychic must prepare to face a threat with a particular weakness. Finally, Research can also be used to reveal deep information about a particular subject. The GM decides just how much the investigator learns based on the roll and given the topic, location, and resources at hand. This might reveal the weakness of a certain type of monster, the details of a victim or suspect’s past, or the last known location of some lost artifact. Rest Those who have suffered grievous Wounds might need to rest during Downtime to recover their health. Use the Natural Healing rules during the week. Any healers in the group can provide Support, as can other allies or hired professionals such as priests at a temple or physicians in a nobleman’s employ. Rest also allows a character to make a Smarts roll at −2 to remove a Mark of Fear or any one Minor or Major Phobia (or Psychosis if using the Horror Companion) inflicted by Fear. Success removes one Phobia/Psychosis and a raise removes two. Regardless of the outcome, the character gains a Benny. Note: Hindrances chosen at character creation can only be removed by Advances, never Rest. Train An adventurer can practice a specific skill or attribute to temporarily increase its effectiveness. A character might train Fighting by sparring with a swordmaster, Persuasion by public speaking, Occult by studying forbidden tomes, Strength or Vigor with vigorous exercise, and so on. The character must possess at least d4 in any skill chosen for training. Afterwards, she gets one free reroll when failing that skill or attribute for one entire encounter. This stacks with any other rerolls she may have from other sources. The player chooses when to activate her rerolls as a free action. If she Trains again, the previous focus is lost.
72 Workshop Heroes with AB: Weird Science (TechnoWizards, Gizmoteers) or characters with the Artificer, Minor Item Creation, or Major Item Creation Edges can spend her time at a workshop creating or upgrading gear. Item Creation and Upgrade: A character can make two minor items (or TW upgrades), or one major item (or TW upgrade). TW Conversion: Techno-Wizards and Gizmoteers can convert two pieces of gear or one vehicle. Gear Repair: For heroes looking to repair vehicles and gear, assuming they have the proper parts (which cost credits) and tools, they can fix up to half their Repair die in Wounds, Critical Hits, Vehicle Fatigue, or levels of Technical Difficulties. Vehicle Modification: A hero can install half their Repair die in modifications to a vehicle (or power armor/robot vehicle). The above are not meant to be hard and fast rules, but general guidelines to be modified as the Game Master sees fit according to the circumstances of the story. ARCANA EXPANDED Each of the following rules are optional. Arcane Awareness In the magic rich environment of Rifts Earth, any character with AB Magic, Miracles, or Psionics can sense the presence of magic (including Techno-Wizardry) within 5” (10 yards), unless it is arcanely concealed. This is an action. Detecting magic at a greater range or gaining specific information requires the detect arcana power, which can also be used to reveal items or beings protected by conceal arcana. Identifying magic items requires a Common Knowledge roll for everyday items like enchanted armor or TechnoWizardry gear. More obscure items require an Occult roll. Arcane Tricks A Ley Line Walker sets a broom to sweeping his floor. A Burster lights a candle with her mind. A Mystic tells an animated story in the night air, illuminated with the dancing cinders of a campfire. Such minor uses of power are called "Arcane Tricks," and in Savage Rifts®, any character with AB Magic, Miracles, or Psionics can cast them. A character casts an Arcane Trick by making an arcane skill roll. This is an action, and the effect must be based on one of the character’s existing powers. A Shifter could use bolt with a fire Trapping to light a campfire. A Mystic could use entangle to make vines dance to entertain a group of children. A Ley Line Walker can use sound to ring a bell calling a servant to his study. Success means the desired effect occurs. A raise has an additional narrative impact of some kind—the candle glows brightly, the vines dance in perfect synchronicity, or the bell rings loud and pure. Failure causes the casting to fail without effect. A Critical Failure causes it to backfire, which requires the caster to lose 1 Power Point (or suffer Fatigue if the caster has no Power Points). Critical Failure also causes an embarrassment or minor mishap of some sort—an animated broom carelessly knocks a jar of ink onto the floor, a conjured flame lights a book on fire, or the power makes an embarrassing sound or smell. An Arcane Trick’s Duration is the same as the power it’s based on and may be maintained by spending Power Points as usual. The GM has the final say on what an Arcane Trick can do, but the effect must not replace a power or cause damage (at least directly). It can be used to Test or Support in a thematic way, or grant a +1 bonus on a subsequent roll in the same encounter. For example, if the Mystic uses an Arcane Trick to impress children, the GM might give her +1 to a Persuasion roll later on if she talks to their parents or someone else who witnessed the kindness.
73 Arcane Circles Vampires dislike crosses and garlic, werewolves detest wolfsbane, and ghosts and other entities withdraw from the presence of salt. Similarly, some supernatural beings can be also be repelled or constrained by a simple ring of some despised material or symbols of power. CIRCLES OF PROTECTION Various sigils and substances can keep certain kinds of supernatural beings at bay. Those with Occult can roll to recall what might affect relatively common creatures, but must adventure or perform Research to discover more obscure information. Once the proper substance or symbol is discovered, it must be presented or visible to work. As a free action once per round, a supernatural being that wishes to attack a character holding or wearing an appropriate substance or symbol must make a Spirit roll at −4 to do so (−2 if the substance is rotten, decayed, or otherwise imperfect). If the creature wishes to cross a barrier made of the substance or a circle of protective symbols, it must make a Spirit roll at −4, and cannot try again this encounter if it fails (about a day or until an important aspect of the situation changes). With a Critical Failure, the creature takes a Wound that cannot be Regenerated if it has that power (but may heal or be healed normally). CIRCLES OF BINDING A character with Occult can make a circle designed to weaken and control a supernatural being caught within it— "binding" its power. When used as part of a ritual to summon a creature, the same is often called a "summoning circle." Circles of Binding can be an effective way to trap and hold angels, demons, deevils, elementals, faeries, entities, undead, etc. In addition, the GM may decide certain creatures might be imprisoned by rings of salt, holy water, silver, or other substances they have a weakness to. Once known, creating a circle of binding is often relatively easy—maneuvering a hostile being into it is the difficult part as they must be tricked, coerced, or driven there. Binding circles must be visible to work, but can be hidden to lure the being into them before being revealed (be wary not to break the circle when revealing the trap). When any part of the creature is within the binding circle, the occultist makes an opposed roll of his Occult versus the being’s Spirit, plus the modifiers listed on the table below. If successful, the creature is bound until the circle is broken, or the creature is either released or destroyed. CREATING CIRCLES The longer an occultist takes to prepare a circle or barrier, the stronger it becomes. Hasty circles may be just quickly drawn symbols, or hurried lines of a substance forming a crude barrier. More elaborate ARCANE CIRCLES TYPE OF CIRCLE CREATION TIME MODIFIER Hasty: A simple circle hastily drawn with chalk, paint, salt, etc. No larger than a Medium Blast Template. 1 round −2 Standard: A circle with sigils and runes to enhance its power. 1 minute — Elaborate: A circle with numerous and complex glyphs, sigils, and signs that greatly enhance its power. 10 minutes +2 Custom: A binding circle tailored to a specific creature. This requires Research, roleplaying, or investigation to find or decipher its “true name” or incorporate a magical artifact or a relic from its past. Such creatures guard this information fiercely and hunt those who seek, share, or use it. 1 hour or more +4
74 circles contain complex sigils and runes that take some time to prepare and perhaps are even carved into stone or worked into metal. Hasty and Standard circles may be no larger than a Medium Blast Template. Elaborate and Custom circles may be the size of a Large Blast Template. BREAKING FREE Bound creatures may not attack out of the circle or affect the physical world with their own form, powers, or abilities. They can speak and perform mundane actions, including Tests, or use mundane objects from within a circle; e.g. a demon can Taunt someone outside the circle, but couldn’t cast bolt or puppet. It could throw a rock it found inside the circle or fire a gun it had on its person, but it couldn’t strike someone on the other side with its claws or a sword, cast a spell, or even use a magic item. What exactly the entity can do is up to the Game Master, but generally the creature is trapped unless it finds a particularly clever way to escape. A demon trapped in a chalk circle, for example, could throw a rock to break a window to let in rain and wash away the binding circle. NEW POWERS These new powers are optional. If the GM allows, they're available to the following Frameworks—add it to their power list. Curse: Demigod, Ley Line Walker, Mystic (Miracles), Necromancer, Priest, Shifter, Techno-Wizard. Fury: Burster, Demigod, Elemental Fusionist, Ley Line Walker, Mind Melter, Mystic (Miracles), Necromancer, Shifter, Techno-Wizard, Zapper. Rebuke: Biomancer Gene-Mage, Demigod, Ley Line Walker, Mystic (Miracles), Necromancer, Priest, Shifter, Techno-Wizard. Curse Rank: Seasoned Power Points: 5 Range: Touch Duration: Special Trappings: Rapid aging, wasting disease, debilitating fright, etc. Some practitioners of the arcane arts heal their allies. Others inflict sickness upon their enemies. To use this particularly nasty spell, the caster makes an arcane skill roll opposed by the victim’s Spirit roll. Failure means the victim suffers a level of Fatigue immediately and at sunset each day thereafter (further castings of curse have no additional effect). The Fatigue cannot be recovered until the curse is lifted, and once the accursed becomes Incapacitated, he makes a Vigor roll each day to avoid death. A caster may not attempt to curse an individual more than once per day. Breaking the Curse: The curse can be lifted by the original caster at will, and ends automatically if she’s slain. Dispel also removes a curse (at −2), though each individual may only try once—if failed it’s beyond her abilities. MODIFIERS Taboo (+3): The curse is placed on an object like a trap, with the caster specifying who could trigger its effects; e.g. anyone who disturbs this sarcophagus, anyone but me who breaks this scroll's seal, any unbeliever who opens this door, etc. Instead of an opposed roll, when triggered the target must check Spirit at −2 to resist the power's effects, or −4 if curse was cast with a raise. MEGA MODIFIERS Turn to Stone (+5): The accursed must make a Spirit roll every round or take a level of Fatigue. When Incapacitated, the victim turns to stone (his Toughness becomes Hardness). The curse must be broken to stop the effect (see above). Fury Rank: Novice Power Points: 3 Range: Touch
75 Duration: 5 Trappings: Claws, horns, fangs, tentacles, etc. of arcane power; an ethereal weapon. Fury arms the recipient with damaging melee implements formed of arcane energy; usually manifesting as an extension of his body, a held weapon, or ethereal limbs and weapons. The recipient is no longer considered an Unarmed Defender. The damage of the melee attacks is Str+1d6, or Str+2d6 with a raise. MODIFIERS Damage (+2): Fury's melee attacks deal 3d6 damage (4d6 with a raise). Mystic Blade (+1): Self only. Instead of using Fighting, the caster's Arcane skill is used to make fury's melee attack rolls; Parry is unaffected. Nature's Fury (+1): Fury confers the effects of one of the following Natural Weapons (see Savage Worlds) for its duration: Bite, Claws, or Horns. Reach (+1): Fury's melee attacks gain Reach +1. MEGA MODIFIERS Greater Fury (+4): Fury's melee attacks deal 4d6 damage (5d6 with a raise) and inflict Mega Damage. Rebuke Rank: Novice Power Points: 2 Range: Touch Duration: 5 Trappings: Words or sigils of power, holy/ unholy symbol, light/dark aura. Rebuke protects the recipient with a holy (or unholy) aura against area effect attacks, Tests, powers, and even ranged attacks that would affect her. Any evil (or good if an evil caster) creature that attempts to directly target the caster or recipient in a negative way must make a Spirit roll as a free action (at −2 if cast with a raise). If the roll fails, the attempt fails and the creature loses that action. Rebuke works both ways, however. If anyone under the effects of the power attempts to harm another creature (evil or otherwise), the power instantly terminates for everyone. Rebuke trumps any simple ward the caster may be holding or protected by. If the creature overcomes the rebuke power, it ignores any simple wards that turn as well. MODIFIERS Area Effect (+2/+3): For +2 points the power affects all allies within a Medium Blast Template centered on the recipient. For +3 points the area of effect is increased to a Large Blast Template. MEGA MODIFIERS Strong (+1): Spirit rolls by the creature are made at −2 (−4 with a raise). Greater Rebuke (+1): Creatures that fail the Spirit roll become Distracted, or Stunned with a Critical Failure.
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77 THE NORTHERN ISLES CHAPTER FOUR T o the east and south of the Republic of Colombia lies a strange and verdant land, both separated and united by the mightiest river in the world. Island kingdoms of all kinds find ways to survive in this mystic and mysterious region. THE AMAZON RIVER BASIN Even before the Coming of the Rifts, the Amazon was the largest river in the world. Since the return of Atlantis, the rising water levels have only added to its might, shattering the continent into islands of all sizes. The Amazon is the lifeblood of these islands, connecting them to each other and to the rest of the world by way of sea travel, and also providing them with the elements they need to survive. The Amazon basin is rich with mystic energy and crossed by hundreds of ley lines. Many of these lines and the nexus points where they cross are below the surface of the river, causing the waters to shimmer at night with an azure glow for miles along its length. Some scholars speculate this is why the Amazon remains a source of freshwater, despite the fact rising sea levels make many parts of the Amazon basin more ocean than river. Getting There The pre-rifts Amazon River is now known as the Lesser Amazon, separating it from the new south-running Greater Amazon which cuts off a major portion of the continent (roughly from the pre-rifts cities of Macapá, Brazil to Buenos Aires). The majority of the Lesser Amazon is wide and deep enough for most ships, making it a thriving trade route. On a given day, you can find everything from major trade vessels to lizardfolk rafts, aquatic Ley Line Walkers to Splugorth raiding parties, Colombian naval vessels to entire pirate armadas and more. Increasing the viability of the region as a trade route is the unnaturally calm weather. Though most people don’t know the true reason, rainfall here is limited to a few inches a year, and once away from the coast storms are unheard of. Though there are many mapped routes through the region, there are perhaps three times as many secret ways, and clever navigators can use the wide array of hidden tributaries, jungle-cloaked swamps, and other shortcuts to evade naval blockades,
78 pirate traps, or other dangers—if you know the way better than they do. Clever travelers often employ native lizardfolk for this purpose, who tend to know every inch of the waterways better than anyone else. Flora & Fauna Fed by the great mystic river, the Amazon Basin has thrived despite the change in weather patterns. Plants and animals alike can grow to enormous sizes here; trees are routinely hundreds of feet tall and even the vines and other plants of the “underbrush” can reach a “lower canopy” of a hundred feet or more. Animals, supernatural creatures, and lizardfolk often take advantage of the three-dimensional nature of the region to make homes, hives and whole villages too high above the ground for travelers to spot. Versions of native species of animals can routinely be found two or three times their normal size here, fed by the great amounts of mystic energy. Numerous ley line nexuses, many of which are underwater, often create hidden pathways to other dimensions inviting aquatic creatures of all kinds, some of which rival even the largest ships in size. 60-foot-long demonic manta rays and monstrous squid which can grow as long as three hundred feet inhabit parts of the river, and find plenty of food to sustain them. THE VAMPIRE KINGDOM OF HAKTLA Located deep within the Andes Mountains, the Vampire Kingdom of Haktla represents the greatest threat to life in the Land of a Thousand Islands (for more on Vampire Intelligences, Vampire Kingdoms, and Vampires in general, see Blood and Banes). While other Vampire Intelligences targeted Mexico and Central America due to the ideal climate for their invasion, Haktla was undaunted by the wet, rainy environment of the Land of a Thousand Islands. Haktla had a secret weapon the other intelligences lacked. Haktla is an ancient and extremely knowledgeable Vampire Intelligence, with vast connections in the various demonic realms spread across the Megaverse®. Ever the opportunist, Haktla learned of the exile of a demonic god named Enumu, King of Drought, from the world he had been exploiting for centuries. Knowing he had nowhere else to go, Haktla offered Enumu the chance to rule a kingdom by his side. Enumu is a powerful demon lord with incredible weather control abilities. The King of Drought is able to control all rainfall within a thousand miles. Though further is outside of his direct control, his influence is felt across the continent in the form of disrupted weather patterns, decreased precipitation, and violent storms along the coasts beyond Enumu’s reach. With Enumu’s help, the Andes quickly became an ideal breeding ground for a new Vampire Kingdom, and Haktla had the requisite number of Vampires to enter fully into this dimension in a few short years. Unlike the other Vampire Intelligences, Haktla cares nothing for subtlety. His forces have waged war against the Republic of Colombia for more than a century, and virtually no one in the Land of a Thousand Islands is unaware of the looming threat. Unique Approaches Enumu is not Haktla’s only special weapon. Centuries ago, Haktla discovered a race of sub-demons bearing a superficial resemblance to the bats of Rifts Earth, except many times larger. Apex predators on their own world, Haktla was pleased to discover they became enthralled to Vampires incredibly easily—so easily mere exposure to a Vampire Intelligence, Master Vampire, or Vampire Familiar would automatically bond them to the bloodline. The giant vampire bats then become loyal minions, willing and able to carry out complex commands on behalf of their masters. Haktla’s minions now breed these monsters for use as agents and bodyguards during the day and flying shock troops during nighttime raids.
79 In addition to a weather-controlling demon god and an army of giant vampire bats, Haktla has a few other special tricks in reserve. His extensive contacts within the demonic realms have allowed him to retain approximately a thousand various demonic mercenaries, including over a dozen Greater Demons who revel in combat and serve as generals in Haktla’s war. Lastly, Haktla has a long-term contract with the Rusted Legion, a mercenary Brodkil army 5,000 strong. The Rusted Legion defends Haktla’s capital and has ensured it has never been breached by enemy forces, but in the right circumstances Haktla could put them on the offensive as well. The Pyramid City Pyramid City is the capital and in fact only city in the Kingdom of Haktla. Built amid the ruins of the Tolemaida Air Base, the city is now a nightmare hidden in an arid valley. The city is primitive in the extreme. There is no infrastructure to speak of; no electricity, no modern comforts, and no entertainment. Water for the tens of thousands of slaves is produced when Enumu summons rain directly over reservoirs outside of the city, and food is grown by the slave population. When not toiling in what passes for farms, the human and D-Bee slaves are engaged in fervent worship of their gods. Pyramid City has existed for so long, the vast majority of the mortal population has no idea anything else exists. They offer praise and sacrifice to their twin gods Haktla and Enumu, with their unholy rituals led by the High Priest-King Hak-Talon, the Master Vampire. A number of the human and D-Bee denizens are Blood Priests, having made pacts with Haktla in exchange for power and superior position. The center of the city bears its namesake, a Mayan-style pyramid sitting astride a Ley Line Nexus. The upper levels of this Pyramid serve as the Temple of Drought (the home and seat of power for Enumu), while the levels below ground are home to Haktla himself. The Temple of Drought looks down upon the Plaza of Punishment, a huge open-air torture chamber where rebels, captive prisoners, or foreign interlopers are imprisoned, mutilated, and left to slowly die over weeks as a warning to the rest of the population. Surrounding the Plaza of Punishment are the various farms, simple homes, and smaller temples collectively housing the slave population. Very little is done to actively guard or shepherd them; the treacherous passes and narrow roads through the surrounding mountains are just as much of a barrier to escape as they are to invasion. The high mountain walls around the valley are home to thousands upon thousands of giant vampire bats, eager to feast upon a stray. The only other location of note is what remains of the Tolemaida command center, now taken over and occupied by the Rusted Legion. Serving as their permanent base of operations, the fortress overlooks the primary road into the valley and has a working nuclear plant, multiple weapon embankments, communication and sensor equipment, repair bays, and even several long-range missile silos. The War for Conquest For more than a century, the Kingdom of Haktla and the Republic of Colombia have been locked in a bitter war of annihilation. It would surprise many in Colombia to learn Haktla does not wish to win this war. Haktla has already begun to explore the rest of the Land of a Thousand Islands, and has learned the continent is not as ripe for conquest as he initially surmised. Scouts sent to the south continually meet with overwhelming magical opposition. To the east, reports of growing Splugorth involvement have Haktla worried about removing the buffer Colombia represents. And closer to home, Enumu has admitted to Haktla a deep vulnerability to the powers of the Bahian loa, meaning the King of Drought is unwilling to participate in a conquest there. Haktla continues to wage his war against Colombia to gain resources and grow his army, but ultimately the war serves a more sinister purpose. Haktla uses the overt
80 war as a cover for a covert one, secretly attempting to undermine and control the Republic of Colombia from within. If sufficient forces ever align against the Vampire Kingdom, Haktla intends to feign defeat and move secretly to a new location within the Republic of Colombia. His aim now is to ensure if such an event were to occur, he could seamlessly activate sleeper agents within the Republic and take it over, turning it into a new Vampire Kingdom more like the ones to the north, and using its resources to outflank his other enemies. Forces of Haktla Below are the unique forces deployed by Haktla. For their Brodkil mercenaries and other demonic allies, see Savage Foes of North America. For vampires and their ilk, see Blood and Banes. GIANT VAMPIRE BAT These demonic creatures are man-sized bats capable of tremendous strength and speed. They hunt in packs and can follow complex orders from their vampire masters despite their animal intelligence. Giant Vampire Bats view Wild and Secondary Vampires as “alphas” and won’t attack them, but are completely subservient to Master Vampires, Vampire Intelligences, or Vampire Familiars. They are supernatural creatures capable of strength, speed, and agility far beyond what their physical forms would suggest. Attributes: Agility d10, Smarts d6 (A), Spirit d8,Strength d12+2, Vigor d10 Skills: Athletics d10, Fighting d10, Notice d10, Stealth d8, Survival d6 Pace: 4; Parry: 7; Toughness: 15 (4) Hindrances: Phobia (Minor—Fire), Phobia (Minor—Sunlight) Edges: Alertness, Extraction (Imp), Frenzy Special Abilities: Bite: Str+2d4 Mega Damage, AP 4. Claw: Str+1d6 MD, AP 4. With a raise, the Giant Vampire Bat Grapples the target as a free action. It then tries to carry it away, either as a captive or to drop to its death. Demonic Hide: +4 Armor, +4 Toughness. Enhanced Senses: Giant Vampire Bats ignore all Illumination penalties and can track by smell alone; they can recognize the scent of blood up to two miles away. Fear: Horrifying to see, even more so to hear. Any who encounter them check Fear. Fly: Giant Vampire Bats fly at a Pace of 24". While flying, their carrying capacity is supernaturally enhanced; they can carry up to 500 pounds without being Encumbered. Size 1: Normal. Weakness (Holy Attacks): Demons are vulnerable to holy attacks and weapons wielded by those who are considered holy opponents, such as those with the Champion or Holy Warrior Edge. CyberKnights and Mystics who follow any kind of “path of light” spiritually fall into this category, as do all Anti-Monsters. Such attacks inflict +8 Mega Damage. Weakness (Silver): Silver weapons and attacks have the same effect as Holy Weapons, inflicting +8 Mega Damage. E ENUMU, KING OF DROUGHT The demon lord Enumu has been worshiped as a god by hundreds of civilizations throughout his existence. He demands sacrifices and offerings, lest he bring about terrible blight through his complete control of weather. Like most demon lords, he is motivated by greed and avarice, and his deal with Haktla is a lucrative one. Enumu is far less patient than his partner, and wishes Haktla would accelerate his plans for conquest, but is in no position to make moves on his own and does not wish to force the issue… yet. Attributes: Agility d12, Smarts d10, Spirit d12, Strength d12+8, Vigor d12+4 Skills: Athletics d12, Battle d8, Common Knowledge d10, Fighting d12, Intimidation d12, Notice d10, Occult d10, Persuasion d10, Spellcasting d12+2, Taunt d10 Pace: 12; Parry: 10; Toughness: 42 (20) Hindrances: Greedy (Major), Overconfident Edges: Arcane Background (Magic), Block (Imp), Brawny, Master Blaster, Master of Magic, Master (Spellcasting) Gear: None, relies on supernatural abilities.
81 Powers: Barrier, blast, burst, detect/conceal arcana, dispel, entangle, fly, invisibility, sloth/ speed, smite, speak language, summon ally, teleport. PPE: 50 Special Abilities: Armor of Storms: As an Innate Ability costing no PPE, Enumu can envelop himself in a dense stormcloud which protects him, mimicking the effects of several powers: gaining +8 MDC Armor, all attacks against him are made at a −6 penalty, and at the end of Enumu’s turn all opponents within a Small Blast Template centered on himself take 3d12 Mega Damage, AP 10. Control Weather: Enumu can control all weather and weather effects within 1000 miles, and all other weather magic automatically fails within this radius. As an Innate Ability costing no PPE, Enumu may cast bolt (lightning), darkness, elemental manipulation, fear, havoc, and sloth anywhere within 1000 miles. For powers with an area of effect, the area can be extended to cover everything within the entire radius. Demonic Hide: +20 MDC Armor and +5 Toughness. Environmental Immunity: Cold, Fire, Heat, and mortal Poisons and Diseases. Fast Regeneration: Enumu makes a Vigor roll every round to heal damage—even after being “killed.” A success heals one Wound, two with a raise. Certain Weaknesses (below) prevent this effect. Fear (−4): Enumu is one of the most terrifying figures in the Megaverse®, with a voice like thunder accompanying his threats. Those who encounter him check Fear at −4. Low Light Vision: Ignore penalties for Dim or Dark lighting Invulnerable: Attacks that don't use one of Enumu's vulnerabilities can only Shake him. Size 6 (Large): Enumu is nearly 20 feet tall and weighs many thousands of pounds. Gains a fourth Wound level. Unstoppable: After making any rolls to Soak, Unstoppable targets can never suffer more than one Wound from a single attack. Weakness (Holy Attacks): Enumu is vulnerable to holy attacks and weapons wielded by those who are considered holy opponents, such as those with the Champion or Holy Warrior Edge. CyberKnights and Mystics who follow any kind of “path of light” spiritually fall into this category, as do all Anti-Monsters. Such attacks inflict +8 Mega Damage to the King of Drought and Wounds caused by such attacks cannot be regenerated. Weakness (Silver): Silver weapons and attacks inflict +4 Mega Damage and negate Invulnerable, but not Fast Regeneration.
82 VAMPIRE KINGDOM OF HAKTLA 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 Bandits: Opportunists and carpetbaggers take advantage of the war zone, raiding during the day and hiding out at night. Roll 2d12 for how many Bandits§ there are; on an odd result, one of them pilots a Mountaineer ATV. They are led by a Juicer§† and a Crazy§‡. 8 Brodkil: A unit of the Rusted Legion is passing through the area. There are 2d8 Brodkil§; half have cybernetics and there’s one Brodkil Leader§; roll on the Opposition Leader table with a +2. 9−10 Colombian War Patrol: A small group designed to move quickly and attack specific targets or gather intel is checking out the local region. They could have a specific mission, or are simply sweeping the area for hostiles. The force consists of 2d6+2 Colombian Infantry (see page 90) led by a Headhunter Techno-Warrior§† and an Anti-Monster‡ (see page 237). 11 Other Horrors: The minions of Haktla are not the only unholy creatures inhabiting these blood-soaked mountains. Roll a d4: 1 Neuron Beast§; 2 2d4 Witchlings§; 3 1 Death Weaver Spider Demonb ; 4 1d4 Caterpillar Menb. 12−13 Minions of Enumu: A band of demons and elementals are either tormenting the local populace or running some errand for the King of Drought. There are 1d6 Lesser Demons§ and 1d6 Minor Air Elementalsf . Roll a d6: On a 5 there is a Greater Demon§ or on a 6 a Major Air Elementalf present as well, indicating an important mission—roll on the Risks and Rewards table*. 14 Haktla Thralls: Humans and D-Bees enslaved by the mind-controlling bite of the vampires, these wretched figures have no choice but to fight. A typical warband includes 1d6 Soldiers§, 1d4 Wilderness Scouts§, and 1d4 Headhunter Techno-Warriors§, led by an evil Mystic§† and a Blood Priestb‡. 15−16 Vampire Bat Swarm: A cloud of Giant Vampire Bats is hunting through the area. There are 3d6+3 of them, but if the encounter happens at night, they’re also accompanied by 1d4+1 Secondary Vampires§† in bat form. 17 Sudden Storm: Enumu frequently sends terrible storms blindly into areas without Vampire forces, simply to keep the terrain difficult for outsiders to traverse. Resolve this as a Dangerous Quick Encounter with a −2 penalty. 18−19 Wild Vampires: 3d12 Wild Vampires§ terrorize the area. This encounter happens at night, but savvy heroes could come upon their lair during daylight. 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, a Arcana and Mysticism, b Blood and Banes, d Atlantis & the Demon Seas, e Empires of Humanity, or f Tomorrow Legion Field Manual.
83 THE REPUBLIC OF COLOMBIA Colombia, surrounded by danger and beset by adversaries, remains a beacon of the best of humanity. How long can it resist destruction or the lure of evil? Background The Republic of Colombia should be a conquered wasteland. The nation is surrounded by adversaries, relentless in their assaults. But the spirit of the people is strong and Colombia remains undaunted. In the wake of the Coming of the Rifts, military forces from pre-rifts Columbia, Venezuela, and Guyana banded together to survive and protect what remained of their citizenry. A desperate attempt to withstand the apocalypse grew into a powerful and prosperous nation, despite numerous brushes with destruction. No event defined the struggle of the Colombian people more than the Vampire Wars. For over a century, the nation has been in a bitter and vicious war with the largest Vampire Kingdom on Rifts Earth. The Vampire Kingdom of Haktla used demonic influence to wage war, corrupt from within, and even destroy the very environment—but Colombia endured it all and remains unbroken. Getting There Colombia is the most accessible place in the Land of a Thousand Islands for travelers approaching from North America. The way is far from easy, however. Travel by land is impossible; Colombia is separated from North America by the entirety of the Vampire Kingdoms. The influence of Atlantis and the new war with Lagarto endanger seaborne travelers, but well-planned sea voyages have a chance of reaching Colombia’s welldefended shores. Supernatural travel is possible. The Colombian military has mapped all ley lines within their borders and patrols them heavily, with outposts and garrison forces at every nexus. They only “shoot on sight” obviously threatening or demonic arrivals. Otherwise, military forces treat travelers as they would at any other border; heavily but fairly interrogated and investigated. Borders in Colombia are well-defended. Naval vessels patrol the Atlantic along their shores, power armored troops (including GB-7 Glitter Boys) guard the eastern and southern borders, and the majority of their army holds the western front against Haktla. Border crossings are significantly friendlier during the day. Only well-known allies may cross Colombian borders at night. History Immediately following the Great Cataclysm, rising waters destroyed the northern coastline of South America. The only safe place was the highly militarized border between the countries of Colombia and Venezuela, who had very tense relations exacerbated by numerous drug cartels. As the population fled inland, the commanders of both sides abandoned the “us versus them” mentality and banded together to shelter the survivors. The military forces worked to maintain stability and security. They moved swiftly and fought bravely, carving out a stronghold which endures to the present day. When portions of the population developed psionic and magical powers, the military reacted with support rather than fear. Likewise when a rift deposited a major population of D-Bees (mostly dwarves) within their borders. The object of the military was survival, and they welcomed anyone who could help. These decisions strengthened the band of survivors, and in two short decades the varied group huddled against the darkness rose as the Republic of Colombia. For nearly a century the tolerant and welcoming nature of Colombian culture endured and people believed the worst was behind them. This complacency, along with much of the Colombian way of life, was shattered by The Vampire Wars.
84 THE VAMPIRE WARS At first, early disappearances and strange attacks were seen as isolated. The military did not yet realize these incidents were early signs of a major threat. When the danger was fully realized, the Colombian military went into action, purging the vampiric threat from their cities and settlements. It proved difficult and costly, but the nightmare seemed to be over. This was only the initial test, the information-gathering stage of the vampires’ plan. In the now-infamous “Night of Blood,” a force of thousands of vampires and tens of thousands of demonic allies and enthralled minions attacked. The attacks were carried out in unison across every major Colombian population center in the hour before midnight on a Sunday, ensuring defense forces were caught unaware and slow to respond. Despite heavy casualties suffered during the Night of Blood, Colombia was not conquered. The vampiric forces lost over half their number and were driven out of the country, but they had massacred to the last person entire villages and even a few towns, and carried off thousands as blood slaves. THE ANTI-MONSTERS When the forces of Haktla attacked during the Night of Blood, they found the main military scattered and surprised, but they did not find defenseless settlements. Every population center had at least a half-dozen fearsome warriors who emerged from the shadows and began to cut swaths through even the toughest vampiric and demonic forces. These hulking figures were so terrifying even vampires broke ranks and fled. The Anti-Monsters held key positions until the larger but slower military forces arrived, and by dawn the vampires fled back to the mountains to the west. The AntiMonsters have been cultural heroes ever since. Despite their ferocious and inhuman
85 appearance, they are beloved in Colombia as its most celebrated and revered figures. New Anti-Monsters are still produced to this day by the same top secret military division. The methods of their creation are closely guarded. They appear to be some sort of “living golem;” obviously cybernetic beings but with the senses, movement and healing of a supernatural apex predator. The only thing known for certain is they are not constructed from scratch: a living volunteer is converted and becomes the Anti-Monster. This permanent sacrifice is the most patriotic deed a Colombian can perform. CURRENT DAY Modern Colombia has changed dramatically since the beginning of the Vampire Wars, which endure to this day. Both militaries have come close to utterly destroying the other, but total victory has evaded either side. Borders are more heavily patrolled. Sundown curfews are strictly enforced in almost every major area. Outsiders or newcomers are viewed with more suspicion (though not outright hostility in most cases), and trust is slower to gain. New enemies emerge as Lagarto, the Nation of Scaled People, wages war against the taxed Colombian military. The essential goodness of the Colombian people has not been extinguished, however. Honor is still an important cultural value, and the military rule has avoided the same abuses and violations of rights which plague the Coalition States. The Vampire Wars are older than almost all of the current population (save for a few long-lived D-Bees), but the Colombian way of life has endured in the face of darkness. Geography Colombia is home to diverse and breathtaking geography. From vast river basins and enormous lakes to mountain ranges miles high, the land holds wonders of all kinds. Enormous waterfalls, active volcanoes, and swift rivers fill the country. On Colombia’s western border, the Andes mountains rise as an inhospitable or even impassable barrier. The Vampire Kingdom of Haktla calls the northernmost stretch its domain, but the section to Colombia’s south-west is a no-man’s land. To the south, Colombia gives way to the Amazon river and the “thousand islands” dominated by Pirate Kingdoms. The northern and eastern borders are coastline. Much of the coastal water region is rocky and dangerous, and in some places the spires of pre-rifts coastal cities still peek above the waves. Despite the dangers, Colombia has an incredible wealth of natural resources. While mining and extraction methods are a shadow of their pre-rifts level, Colombia still produces incredible volumes of oil, gold, diamonds, steel, and other resources. Regional rainfall is significantly reduced compared to pre-rifts weather. The area would be nothing more than a vast desert While Dwarves (Arcana & Mysticism) are not as numerous as humans, their influence on Colombian culture has negated many drawbacks of being a non-human in a human society. In particular, Dwarves in Colombia do not have initial reaction levels lowered (from D-Bee: Minor); virtually all physicians are familiar with the basics of Dwarven physiology and so do not suffer Healing penalties (from Near-Human Physiology); and within major Colombian cities it’s easy to find dwarven-compatible gear without paying double the cost (from Squat). Almost all Colombian power armor and robot vehicles are compatible with dwarven pilots without modification. It’s good to be a dwarf in Colombia! THE DWARVES OF COLOMBIA
86 if not for the increased size and influence of the Amazon River and its many tributaries. The water table is high and the region has sufficient water for crops and other purposes, but areas away from rivers can be shockingly dry. It rains no more than a few inches the entire year, almost all due to sudden coastal storms which mysteriously break within moments of landfall. Flora & Fauna There are more species within the rainforests of South America than in any other region in the world. Colombia’s biodiversity is at a level which astounds most visitors from North America. With the introduction of extra-dimensional species into the ecosystem, Rogue Scientists studying the region speculate that for every cataloged species, there are a thousand still unknown. The most well-known species include numerous feline predators (some large enough to even hunt prey clad in power armor) and many species of bats, including at least one giant, demonic version with ties to the Vampire Kingdom of Haktla. Life in Colombia Life in Colombia is defined by the people’s struggle to rise above the darkness surrounding them. While their society is far from perfect or idyllic, their strong emphasis on honor and family has kept them from descending into absolute tyranny or despotism. RACES & PEOPLES Of the nearly two million inhabitants of Colombia, the majority are humans. However, there are nearly two hundred thousand dwarves in Colombia as well, and their influence is felt in much higher proportion than their population numbers indicate. The influence of dwarven culture is seen in everything from architecture to sports. Dwarven farming techniques and food preferences pervade the culture, and their significant impact on science and technology can be felt in all corners of society. Dwarven mining and metallurgy are another reason Colombia has a more advanced and mechanized military than most outsiders expect. The next largest population group are lizardfolk, who number roughly 50,000 – 60,000. Their exact numbers are only estimated, because the lizardfolk live in rural areas predominantly along the southern border, in scores of small settlements which usually number no more than a few hundred individuals. While lizardfolk have not had a significant impact on Colombian culture as a whole, they are a well-known and largely peaceful component of life in the nation. In addition to these three major racial groups are roughly another hundred thousand residents of other races. Predominantly these are other races native to South America, but refugees from other lands (including Atlantis) or even dimensional travelers are not unheard of. SOCIETY & GOVERNMENT Colombia is a military-run republic. They have never had a democraticallyelected government, but nor have they ever succumbed to a dictator of any kind. While the general public elects mayors and other civilian officials, Colombia has a President who is chosen every six years by the Military Council, which is a legislative body comprised of every military member with a rank of Colonel or higher. The current President is General Mauricio de la Plaza. EL PRESIDENTE General de la Plaza is a brilliant strategist who has authored several books on anti-vampire warfare, drawn from his own experiences on the front lines. The President is a national hero, a veteran of numerous campaigns and an inspiring figure who rose from the ranks as an enlisted man to become both General and President before his 50th birthday. His cunning and ruthlessness are fortunately matched by his honor and patriotism. However, he secretly harbors significantly more human supremacist views than are currently in vogue in Colombia. There is a growing movement to extend more civil
87 rights to non-human and non-dwarf people, but so far President de la Plaza has conspired against these efforts. CITIZENSHIP In Colombia, only humans and dwarves are allowed to be full citizens with all legal rights. Other races are permitted to live and work within the national borders, but several important protections are not afforded to them. The Colombian military secures the nation as a whole, but internal security forces only respond to threats to human or dwarven communities without an extremely compelling reason. Legal contracts are not binding unless there is at least one human or dwarven signature on all sides, leading to a professional class of human/dwarven “business partners” who get paid simply to sign documents for D-Bee clients. And only humans and dwarves may rise above enlisted rank in the military, ensuring they cannot participate directly in government. THE COLOMBIAN MILITARY Military rank is a prime determinant of social status in this highly militarized society. Beyond rank, land ownership and wealth are still very important, and in many ways the customs are not unlike how they were in the 19th century. Personal and family honor are essential and people die to defend it. Rising through the ranks of the military, even for the very wealthy, is almost never done without direct combat experience and victory. The military is truly an egalitarian institution in Colombia, at least until the rank of Colonel (which D-Bees cannot be promoted to, only humans and dwarves). The rewards of military service are great: in addition to participation in government and even the Military Council, higher ranks include grants of land ownership, excellent pay, and greater social status for more of one’s own family. Officially, Colombia has a draft, but it is almost never invoked. Colombians as a whole are patriotic, so the military is staffed mostly with volunteers, with the remaining ranks filled out with those who have been conscripted as part of a punishment. Those serving a sentence for criminal activity are still entitled to the rewards for defending Colombia, and some ex-criminals have even risen to the Military Council. THE SIX FAMILIES Second in power and status only to the military are the famous Six Families of Colombia. The Six Families are major clans of humans whose family trees have roots stretching back to the founding of the nation, and whose influence is as deep and wide as society itself. Each of the Six Families has hundreds of members and thousands of supporters & employees, with operations in various vital sectors of Colombian society. In addition to their separate interests, the primary occupations of the Six Families are agriculture and oil; between all of them they control more than three-fourths of Colombia’s food production and over 90% of its oil production, making them immensely wealthy and influential. The Six Families have had a complex web of feuds, conflicts, alliances, betrayals, and intrigue for as long as Colombia has existed. Each is constantly vying for power and wealth by trying to get more of their clan into key military positions, seizing opportunities to acquire valuable land, or engaging in a wide variety of legal—and sometimes illicit—business deals. The Six Families are the Armendariz, Crespo, Rios, Sanchez, Torrijos, and Villareal clans. Some say if the Six Families ever put aside their differences and formed a true alliance, they might be able to seize control of Colombia for themselves, but the military is keenly aware of this fact. There were once Eight Families, but when two of them began to conspire to make just such an alliance against the Colombian military rule, they were discovered—and executed. THE MIDDLE CLASS Colombia’s backbone is the vast population of workers, professionals, industrialists,
88 merchants, and farmers who represent the average Colombian citizen. The standard Colombian is extremely patriotic and generally religious; over a century of fighting creatures repelled by religious symbols has given the population a healthy dose of faith, and it’s uncommon to see a Colombian citizen who doesn’t wear at least a few. Colombians are family-oriented, honorable, and generally welcoming even to foreigners and D-Bees who don’t make trouble. Their cuisine and music is rich and varied, and the economy overall is booming despite the outside pressures. It’s no wonder dwarves have thrived in such an environment, with so many cultural norms matching their own. In fact, your average dwarf is wealthier or more influential than your average human. Dwarves are longer-lived, and so have more time to rise in military rank or acquire wealth to pass onto their families. While they are a minority population, this is one of the reasons they’re so influential in Colombian culture. Military parades in Colombia are a tremendous sight, especially for outsiders, and the people never seem to tire of them. And of course, no military parade is complete without demonstrations from the Anti-Monsters. ANTI-MONSTERS IN SOCIETY The Anti-Monsters are the highest pillars of Colombian society, living sacrifices to all the nation holds dear. Despite their often high rank in the military, Anti-Monsters forego wealth and power in exchange for a purity of purpose that inspires their fellow citizens to new heights of national pride. Each AntiMonster is unique, and their personas are not unlike either the famous luchadores of Mexico or super-heroes of the late 20th and early 21st centuries. Individual AntiMonsters become nationally famous, with their exploits on the battlefield related in news programs, dramatized in radio narratives, and emblazoned on murals. Anti-Monsters are the figures who make Colombians brave in the darkness. THE LEGAL SYSTEM Unsurprisingly, military courts are the official law in Colombia, though many rural communities (as well as the vast plantation networks of the Six Families) often resolve conflicts themselves through dueling or dealing. There are virtually no jails in Colombia, given what a massive vulnerability they would be in the face of their vampiric enemy. Instead, violent crimes are punished by execution, major crimes are punished by death or exile, and minor crimes are punishable by fines, corporal punishment (lashing), forced labor, or military conscription. The legal system is, if nothing else, swift. It is heavily biased towards humans and dwarves; little more than the word of a human or dwarf citizen is needed to convict a D-Bee of a crime. TECHNOLOGY BLENDED TECHNOLOGY The original Dwarves who arrived in the early days of Colombia came from a technologically advanced society, and brought with them many inventions and advancements which persist to the current day. The dwarves were masters of advanced metallurgy and mass production, and many were Techno-Wizards. While medical and electronic technology is not quite as advanced in Colombia as it is in the Coalition States, their ability to mass-produce power armor and robot vehicles exceeds even the CS. The major drawback of most Colombian military hardware is their power source. COLOMBIAN ENERGY Even by the Coming of the Rifts, Colombia and Venezuela had not shifted their society’s energy dependence away from the abundant oil and natural gas supplies present in their countries. They never developed a sustained nuclear program, and nuclear power is nearly unheard-of in the Colombia of the present day. Battery and energy storage technology is better in Colombia than in most other societies on Rifts Earth, but these batteries are still dependent on fossil fuels for their charge. For this reason, even the impressive
89 Colombian military is constrained by a limited operational range, and Colombia is criss-crossed by a series of strategicallyplaced recharging stations powered by the oil delivered by the Six Families. FORCES OF COLOMBIA All Colombian forces report through the military chain of command to the President himself. In practice, the lack of long-range communication means local commanders are entrusted with military operations, often reinforced by granting high-ranking military personnel their land rewards along contested borders. The Colombian military is almost all unaugmented humans (with some D-Bees as well). The military does not create any Juicers, Crazies, or Combat Cyborgs directly, though some are retained as military contractors from other nations. The only augmented individuals the military creates and employs directly are the Anti-Monsters. The army is highly mechanized, however, with a significantly higher percentage equipped with power armor or trained to operate robot vehicles and other heavy equipment than most militaries. All soldiers are trained in anti-vampire combat and equipped with anti-vampire weapons. Internal security forces are considered part of the military and not separate “civic” institutions. Locations LA FORTALEZA The Fortress, the capital city of Colombia, was built over a century ago when the previous capital city was deemed indefensible against the vampire threat. Dwarven influence reflects strongly in the city’s construction, with as much of it built beneath the great stone plateau as on it. Concrete bunkers, weapon platforms, and even a moat reflect the seriousness of the city’s security. Despite the militarization of the capital, it is also a thriving and prosperous city, with many parks and other attractions, frequent parades and celebrations, and a bustling marketplace. The city is a different place at night, when curfew goes into effect. In spite of the many security features, vampire infiltration (as well as ordinary crime) is still a threat taken very seriously by the security division. Several vampire nests have been discovered and destroyed in the past, and spies for enemy nations attempt to infiltrate the city’s borders frequently. Many of these spies send military information back to their homelands, but still others attempt to steal the secrets of Anti-Monster construction—a feat which has not yet been successful. CARMAGO Carmago is the second-largest city in Colombia, and is similar in many ways to La Fortaleza. Located on the eastern coast, it’s t h e n at i o n’s primary trading D-30 CONQUISTADOR POWER ARMOR
90 post and busiest port. Ships here travel frequently to Bahia, Maga Island, the Silver River Republics, and beyond. Carmago is a cosmopolitan city with thousands of D-Bee residents, especially lizardfolk and jungle elves. Carmago is also well-known for housing the nation’s premier magical academy, La Universidad. Some of the most powerful mages in the Land of a Thousand Islands are among the faculty and help ensure Carmago’s safety. La Universidad produces Techno-Wizards, Ley Line Walkers, and even more unusual spellcasters, often with a military sponsorship. Attendance at La Universidad is free if the student agrees to serve in the Colombian military for ten years. CIUDAD BOLIVAR Ciudad Bolivar is another major trading post, and is also the home of the headquarters of the Colombian Navy. From this point the well-equipped warships can respond quickly to external threats, and protect the many trade routes leading to and from the nation. Ciudad Bolivar is a prosperous town, but it has a major criminal element and Black Market presence. Nearly anything can be bought and sold here, from legal goods from other nations all the way to illegal trade in drugs, Atlantean items, and stolen pirate goods. A complex network of bribes, threats and favors connects all of the major powers in the city, and representatives from all of the Six Families have a presence here. The war with Lagarto has hit Ciudad Bolivar most heavily. While the city itself has so far repelled all attacks, the navy has suffered many losses and reduced trade has created desperate economic conditions, further strengthening the influence of the Black Market. BONITO Bonito is a frontier town and trading port along the southern border of Colombia, and informally acts as a “neutral ground” between Colombia and the Pirate Kingdoms. There are thousands of non-humans in the boisterous town, including lizardfolk, ogres, and many rogue minions of Splugorth or other escapees. The Colombian military has only a small presence here, and local commanders look the other way as long as illicit activities don’t spread beyond the city walls. Bonito is also an “exile town,” where many criminals exiled from Colombia as punishment settle, officially on one of the many smaller islands surrounding the city (but in practice, spending most of their time living and working on the main island). Foreign Relations of Colombia Colombia is the gateway to the Land of a Thousand Islands for the rest of the world. Due to its location and its deep connection to Earth’s history, other human nations around the world would find Colombia the most inviting trade partner and potential ally. Colombia would welcome these alliances as ways to advance the prosperity of their own nation, especially if they strengthened their position against the vampire threat. SOUTH AMERICA THE KINGDOM OF BAHIA Ba hia is Colombia’s closest ally, geographically. T h e t w o nations have been friendly for decades, and have frequent exchanges of diplomats as well as open trade policies. They disagree on internal D-Bee policy, but they are united in their views on supernatural threats such as vampires and Splugorth. The two nations have come to each others’ aid many times. With the outbreak of war COLOMBIAN SOLDIER
91 with the Kingdom of Lagarto, Colombia and Bahia have entered into an official military alliance, though in practice Bahia has little military influence beyond its own land borders. MAGA ISLAND While there is no official animosity between Colombia and Maga, neither nation trusts the other. Colombia’s heavy industry conflicts strongly with Maga’s naturalist values. However, they share strong animosity towards vampires and Atlantis, and so neither has provoked the other as an enemy. Lizardfolk from both nations are friendly toward one another, however. THE KINGDOM OF LAGARTO After years of unease, the conflict with Lagarto has begun. The Kingdom has already begun raiding coastal settlements and attacking seafaring vessels, bringing a new war to Colombia. With the majority of Colombia’s land forces dedicated to the war against Haktla, the conflict with Lagarto is primarily a naval one. If Lagarto’s forces manage to establish a beachhead and bring the conflict inland, Colombia’s forces would be severely taxed. Several offshore oil drilling operations have already been compromised, inflicting damage on Colombia’s infrastructure and ability to power its forces. THE EMPIRE OF THE SUN Due to significant geographical barriers (mountains and jungle) between the two nations, contact is minimal. Neither side is interested in pursuing an alliance with the other, and no diplomatic efforts have been made. Early reports from long-range Colombian patrols have been publicly dismissed as exaggerations, but officially those same patrols are told to steer clear of Incan warbands. SILVER RIVER REPUBLICS Trade with the Silver River Republics is a vital component of the Colombian economy. The advanced technology of the SRR can be found throughout Colombia, bought with massive trade ships filled with oil, metals, and other trade goods. La Fortaleza houses embassies and trade outposts from many of the different nations of the SRR, and though the two nations are too distant to be military allies, the exchange of weapons technology is frequent. Colombia has recently attempted to contract with New Babylon for a full nuclear power plant to be constructed outside of La Fortaleza. However, the central reactor was never delivered. It was stolen in a daring raid during transport by the Pirate King Kryang and the facility now sits unfinished. It has been suggested that such a raid couldn’t have been completed without inside assistance, but representatives from the Six Families take great offense at the suggestion that they would supply inside information to a pirate just to keep their nation dependent on their oil. THE DEMON SEAS ATLANTIS Atlantis is considered to be a lesser threat than Haktla, but still a major enemy hampering Colombia’s ability to trade and forge new alliances. Minions of Splugorth raid the coast and shipping lanes for slaves as they do everywhere, and the Colombian navy frequently combats these threats. Splynncryth has no designs to conquer new territory, but provides Lagarto with critical advanced technological might through their trade alliance and military construction program spearheaded by the Kittani. PIRATES Unsurprisingly, the Colombian navy frequently crosses paths with Horune, Naut’Yll, and other pirates. Colombian naval forces are all extensively trained to identify the different types of sea-bound foes (including Minions of Splugorth) and are rarely caught unawares. Colombian naval vessels do not require authorization from the Military Council to destroy any such vessels, and are encouraged to “cleanse the seas” whenever conditions for victory
92 are favorable. Only in Bonito are pirates of any kind tolerated. The Pirate King Kryang is a major threat due to his alliance with Lagarto, and a bounty of one million credits has been placed on his head—dead or alive. THE NEW NAVY The New Navy has kept its existence mostly secret, but on more than one occasion a Colombian ship has been aided or rescued by a mysterious and highly-advanced vessel during a storm or attack. Reports indicate the crews of these vessels are humans, and so the Military Council has attempted several times to locate these vessels in order to extend a diplomatic invitation. So far these invitations have not received a response, but Captain Nemo Dobson has been considering agreeing to a meeting. Should he agree, he would find the New Navy more than welcome on Colombia’s shores. THE COALITION STATES Despite the distance between them, the two nations are aware of one another and acknowledge the potential for alliance. There are more similarities than differences between the two nations, yet early talks have been strained. Coalition emissaries are unable hide their distaste for many of the facets of the culture the Colombians take pride in, such as their faith, their acceptance of D-Bees, their largely open trade policies, and their use of magic (especially the AntiMonsters). The Military Council has also learned the CS has a habit of “absorbing” other human nations rather than simply maintaining mutually-beneficial alliances. However, a growing faction within Colombia desires to push the nation closer to human supremacy—a faction to which General de la Plaza belongs. The Colombian leadership has long avoided the tyranny of nations like the Coalition States, but if relations between the two were strengthened, the influence of the CS may bring a dark era to the honorable nation. The Tomorrow Legion in Colombia The Tomorrow Legion has already sent limited diplomatic groups to La Fotaleza, and so far they’ve been cautiously welcomed. In particular, certain members of the Military Council have been pleased to have an opposing view to the messaging brought by Coalition diplomats. Much of the real information about the CS has come from Legionnaires invited to address the Council. The Legion's mission aligns well with Colombian values. Protecting innocent people from a perilous world is key to the foundational stories of both factions, and there is mutual respect as a result. After initial exchanges, the Colombian Military Council allowed the Legion to build a permanent outpost in La Fortaleza, the new base of operations for Legion activity in the Land of a Thousand Islands. A famous AntiMonster named El Trueno has joined the Legion with the Military Council’s blessing, and serves as the commander of the outpost, called El Monasterio. Forces of Colombia COLOMBIAN STANDARD INFANTRY Colombian soldiers are well-trained, knowledgeable, and skilled at piloting, proving a powerful battlefield presence. Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6 Skills: Athletics d6, Common Knowledge d6, Electronics d4, Fighting d6, Notice d6, Persuasion d4, Occult d4, Piloting d6, Shooting d8, Stealth d6, Survival d4. Pace: 10; Parry: 6; Toughness: 13 (6) Toughness (D-20 Exoskeleton): 19 (9) MDC Hindrances: Code of Honor, Loyal Edges: Power Armor Jock, Soldier Gear (Light Infantry): Medium EBA (+6 Armor, +2 Toughness), RC-15 Laser Rifle (Rng 12/24/48, Dmg 3d6+6, AP 3, RoF 2; Heavy Beam), Vibro-Knife (Str+d6, MD, AP 6), wooden stake, holy symbol. Gear (Heavy Infantry): D-20 Exo-Skeleton, RAR-C15 Rocket Rifle (Rng 15/30/60, Dmg 5d6, AP 10, RoF 3; Heavy Burst).
93 THE KINGDOM OF BAHIA The mystic Kingdom of Bahia was founded by great visionaries and oracles who foresaw the Coming of the Rifts and prepared a seat for the spiritually awakened to survive in the new world. Origins Even the pre-rifts era had a small number of people tuned to the spiritual plane, those who could weakly communicate with the distant and muted spirits. Those spirits could see the apocalypse was nigh and warned many of their mortal kin. Very few heard the call, and their warnings fell on deaf ears as they were dismissed as crackpots or lunatics. Only a few hundred true believers of the old spiritual ways gathered together and listened to the signs. The spirits’ instructions were shockingly clear, pointing to an exact location in South America where preparations were to be made. These pilgrims traveled to a largely uninhabited part of the Amazon rainforest, a major national park in the pre-rifts nation of Brazil. There they found what others could not see: one of the most powerful ley line nexus points on the continent. There the spirits’ voices were louder, and they told the pilgrims how to prepare for what was to come. When the rifts came and the apocalypse scoured the Earth, the Amazon rose like a great beast, swallowing thousands of square miles of the land around them. But the land the pilgrims had prepared was spared, protected by its high place and bedrock foundation. The same great surge of magical energy now empowered the pilgrims to become champions of the spiritual in the new, post-cataclysm world. They became powerful priests and mystics, enabling them to shepherd their new kingdom, named Bahia, into the emerging world. CURRENT DAY The Kingdom of Bahia is now a haven for those who wish to find a tranquil life, living in harmony with the spirit world. While Bahia is far from a utopia, it is a peaceful and welcoming nation striving to live according to the teachings of the ancestral spirits. Geography Bahia is an island nation, situated where the Lesser Amazon meets the Demon Seas, exposing them to a wide variety of both threats and allies. The interior of the island is almost entirely rain forest, mostly unchanged from its time as a prerifts national park. It is very beautiful, but also untamed and dangerous for those unfamiliar with wilderness survival. Bahia is also a very mystically powerful land. In addition to the super nexus point which was the destination of the original pilgrimage, a half dozen more major nexus points dot the region, as well as dozens of smaller ones. Hundreds of miles of ley lines cross the island; Ley Line Walkers claim there is no spot on the island where they cannot sense one nearby. Life in Bahia Life in Bahia is lived according to spiritual values and alongside the guidance of the spirits who shepherded the nation into the modern world, the loa. RACES & PEOPLES There are almost a million inhabitants of Bahia. Because there are very few major population centers, the populace is spread accross the island in hundreds of small villages, some no larger than an extended family. Roughly half are human; lizardfolk, jungle elves, and dwarves make up another quarter, with lizardfolk being the most prevalent. The remaining quarter are a highly diverse demographic of dozens of different races, as Bahia has had a long tradition of accepting refugees, pilgrims, and anyone else with reason to seek the island. Bahia is one of the most racially
94 diverse regions on the continent, with little to no animus between peoples. There are other important inhabitants of the island kingdom besides the living ones. The loa, guardian spirits of great power, have protected and guided the people of Bahia since before the Coming of the Rifts. These spirits vary in power from minor to nearly godlike, and have a connection to the inhabitants of Bahia specifically. They are primarily good, valuing life and peace, but individual loa are occasionally mischievous or even vengeful. In addition to providing guidance, wisdom, and supernatural power to their priesthood, loa also protect Bahia in the spirit world, preventing invasion from demonic forces or other supernatural threats attracted to a land of such great magical power. SOCIETY & GOVERNMENT Bahia is a theocracy. A king and a queen always rule together (with equal power), but they are not part of a dynasty and the title is not inherited. Rather, the loa name the king and queen in a major religious ceremony. The king and queen do not need to bear any relation to one another; past pairings have been married couples, siblings, or even complete strangers. They are only required to be a part of the spiritual priesthood. When either the king or queen dies, the surviving monarch steps down and the priesthood gathers to perform the ceremony, asking the loa to name the new pair of leaders. Besides selecting the king and queen, the loa influence all aspects of Bahian society. They are the foundation of Bahian religion, their counsel is sought on civic and legal matters, and they are invoked during nearly every activity, from planting crops to courtship to warfare. The king and queen primarily preside over international affairs. They manage the military, select government officials, and host diplomats. Government activity is primarily directed externally. Taxes are only collected on foreign merchants and trade, written law only applies to outsiders, and the military is only ever used to protect national borders. Internally, all legal matters are handled by local priests in communion with their loa. Life in Bahian villages is simple; most villages are dedicated to farming, crafting, and religious pursuit. Dance is common, life is unhurried, and the people are generally kind. Bahia is not a technologically advanced nation by any means; virtually everything they have comes from trade. Only the capital city even has an electrical grid; elsewhere people either have personal generators or simply go without. Despite this, the standard of living is generally high due to the many practitioners of magic. THE BAHIAN MILITARY Bahia has almost no standing army. An honor guard defends the king and queen, and the rest of the military is a small mechanized infantry and coast guard of troops using Colombian equipment. Besides this, the isla nd relies on the priests, mages, a nd loa for defense. B a h i a h a s never attacked another nation, A LOA SPIRIT
95 though on several occasions they have come to the defense of an allied neighbor such as Colombia. The large number of priests, mages, and other arcane defenders of the island are roused quickly to its defense if the loa call upon them. Ley Line Walkers travel the island easily, responding quickly to threats, and often bringing others with them. The loa are also formidable when they manifest physically in defense of their chosen people. FORCES OF BAHIA The military might of Bahia is coordinated through the king and queen, who assume command of virtually all forces in an emergency. The loa obey the commands of the monarchs in such times (though of course they offer their counsel as well), and through them, the monarchs can thus command and coordinate the entire island’s defenses with ease. This makes Bahia a mighty power defensively but almost powerless offensively, as the loa do not aggress beyond the island’s borders. Locations NEW BAHIA CITY The only major city is the capital, built on the southwestern coast. It is a major trading port and the source of almost all imported goods for Bahia. Priests and government officials oversee trade here, levying taxes on imported goods and performing customs inspections. Foreigners are welcome, and many of the inhabitants of New Bahia are citizens of other nations. The city has many modern conveniences including plumbing, electricity, and even a broadcast station, but the cultural influence of the Bahian way of life is still deeply felt in everything from the food on display to the cultural celebrations. NEW HAITI Named after a lost homeland for many of the original pilgrims, the great temple-city is built on the mighty super nexus point which drew those pilgrims. This small site is of tremendous spiritual significance. It houses the palace of the king and queen and serves as the central holy site for Bahian religion, built atop a stunning waterfall. All major religious ceremonies are held here, and priests commune constantly with the loa. Though it is a super nexus point, it has never been breached by an unwanted rift, owing to the protection of the spiritual guardians of the island nation. Foreign Relations of Bahia Bahia maintains friendly relationships with many of its neighbors, and is open to trade and the free movement of people. Not all of its neighbors share those ideals. SOUTH AMERICA THE REPUBLIC OF COLOMBIA Colombia is Bahia’s closest geographical ally. Though they are very different culturally, the two countries have focused instead on their similarities. Both nations are havens for those seeking refuge, both are home to people of great spirituality (even though their religions are quite different), and both are enemies of evil supernatural creatures. More importantly, the loa have warned the people of Bahia to maintain close relations with the people of Colombia. Though they have a formal alliance with Colombia in the face of the Lagarto threat, they primarily offer safe haven, sanctuary, and resupply rather than overt combat assistance. MAGA ISLAND Bahia and Maga have friendly relations and a generally warm understanding of one another. The inhabitants of Maga view the Bahians as having greater respect for nature than most other nations in the area and appreciate their spirituality. Though the two islands largely prefer to keep to themselves, trade has always been friendly and Bahian priests are among those the biomancers consider it acceptable to sell Biomancy items to—Bahia's Royal Honor Guard has traditionally been equipped with such items.
96 THE KINGDOM OF LAGARTO Refugees from the aggressive expansion of Lagarto wash up on the shores of Bahia in droves continually. Many of the lizardfolk residents are those who refused to join the Nation of Scaled Peoples. Lagarto has attacked Bahia bound trade vessels but has been unable to set claw on the island itself. SILVER RIVER REPUBLICS Trade with the Silver River Republics is welcomed in Bahia, although the market for their advanced technology is small in the island nation. Besides trade and occasional visitors, tourists, or diplomats there is no formal relationship between the two. THE DEMON SEAS ATLANTIS While Atlantis is considered a great evil and a major threat to the region, they have not attacked Bahia directly. Bahia has almost no trade vessels or travelers for Atlantis to raid on the waters, and raids against the shoreline are quickly turned away by the loa. Short of a major invasion campaign of open warfare (an unlikely event), the Splugorth don’t pose a direct threat. PIRATES Pirates sometimes raid vessels bound for Bahia, but the limited technological trade means most such raids aren’t worth the trouble. New Bahia City is too well-defended to attack directly, and there aren’t many other inviting targets. More than one pirate has sought refuge on Bahia, and the priests are happy to grant it as long as the pirate abandons their former way of life. THE COALITION STATES An initial expeditionary force by the Coalition States has reported the island as a cesspool of D-Bee and demonic activity with nothing of value. Bahia strongly encourages its Colombian allies away from entanglements with the CS. The Tomorrow Legion in Bahia At the first appearance of the Tomorrow Legion in the area, the king and queen sought the wisdom of the loa about how to proceed. The loa produced a strange response: any Legionnaires encountered on the island were to be given three tests. Priests were told to test Legionnaires on strength of body, kindness of heart, and conviction of spirit, with individual priests administering these tests in myriad ways. Legionnaires who pass all three are to be welcomed and made dear allies, while those who failed any one were to be declared enemies and exiled from the island at all costs. The loa have not yet revealed why the Tomorrow Legion should be tested in this way when other outsiders are not, but the king and queen have made this a mandate among all the priesthood. Forces of Bahia The troops of Bahia are few, but competent. To comprise their auxiliary forces use Militia armed with RR-C40 Rifles (see page 64), Soldiers wearing D-20 Light Exoskeletons (see page 61), Mystics, and Ley Line Walkers all from Savage Foes of North America. LESSER LOA Lesser Loa are identical to any of the Entities from Blood & Banes, except they’re good aligned spirits who protect life in Bahia. There are countless thousands of lesser loa throughout Bahia, and they protect the inhabitants of the island nation from the many great evils invading Rifts Earth. Like the Ghost and Haunting Entities, all varieties of Lesser Loa imprint on one dead person (often attracted to their funeral rites), absorb their strong memories and emotional ties, and come to believe they are the ghostly embodiment of that individual (human or D-Bee). The more respect and religious rituals accorded to the deceased, the longer their loa will remain a guardian spirit.
97 E GREATER LOA The spirit guardians of Bahia are Entities of great power and wisdom who guide the people in moral and philosophical matters. Normally invisible, they manifest as glowing humanoids with one or more animalistic, often serpentine, features. Attributes: Agility d6, Smarts d10, Spirit d12, Strength d6, Vigor d10 Skills: Athletics d8, Common Knowledge d12, Faith d12, Fighting d10, Intimidation d12, Notice d10, Performance d10, Persuasion d12, Shooting d10, Stealth d12. Pace: —; Parry: 7; Toughness: 7 Hindrances: — Edges: Arcane Background (Psionics), Arcane Resistance (Imp), Champion, Danger Sense, Holy Warrior, Master Psionic. Powers: Arcane protection, banish, barrier, boost/ lower Trait, dispel, elemental manipulation, havoc, healing, illusion, light/darkness, mind link, mind reading, mind wipe, object reading, protection, puppet, relief, slumber, sound/silence, speak language, stun, summon ally, telekinesis, teleport, warrior’s gift. ISP: 100 Special Abilities: Automatic Empathy: Loa have empathy as an Innate Ability costing no Power Points. Bahia Bound: Loa may manifest anywhere in Bahia at will, traveling between locations as a single action if needed. If they travel outside of Bahia, they must travel normally; they may not teleport back to Bahia (only within Bahia). Elemental: In energy form, loa take no bonus damage from Called Shots, ignore a point of Wound penalties, don’t breathe, and are immune to Disease and Poison. Ethereal: Naturally immaterial, loa can pass through most solid matter and are only affected by Arcane attacks (magic, psionics, etc.). Fear (−2): Loa cause Fear checks at −2 when they manifest their presence, though only evil beings are affected. Fearless: Immune to Fear and Intimidation. Flight: Loa, in energy being form, may fly at a Pace of 6 with a d6 running die. Imprinting: A loa may “imprint” on a recently deceased mortal, typically during a religious ceremony dedicated to the mortal (such as a funeral). The loa gains all of the mortal’s memories and all Smarts and Spirit based skills possessed by them for a period of one week. For the duration, it may manifest as a ghostly apparition of the departed mortal. Priests sometimes ritually sacrifice fallen enemies to loa in order to invoke this ability, allowing the loa to impart valuable information. Invulnerable: Attacks that don’t use one of the loa’s weaknesses can only Shake them. They may be banished, but as long as they are within Bahia they may return in one round. If banished outside Bahia, it takes several weeks of spiritual journey for them to find their way back to New Haiti, and only then may they return to the physical world if they wish. Legendary: When using any powers with an ability dependent on Rank, Greater Loa are treated as Legendary. Mystic Awareness: Loa sense supernatural beings in line of sight with a Notice roll and use detect arcana as an Innate Ability. Possession: As an Innate Ability at no Power Point cost, Greater Loa can assume physical form by taking control of a mortal human, D-Bee, or animal body (no supernatural/magical creatures). The Loa checks Psionics versus an opposed Spirit roll from the target (if the target resists, and usually after using empathy). Failure means the loa may not attempt to possess that target again for 1d4 days. With a raise (or no resistance), the target suffers a −4 penalty on any future attempts to reject the loa's control. With a success, the loa inhabits the target’s mortal body, gaining complete control over the possessed’s actions and physical abilities (gaining the host’s physical Attributes, Edges, Powers, etc. but not Skills or memories). The possessed gains a two die type bonus each to Agility, Strength, and Vigor allowing them to perform incredible physical feats. Weakness (Unholy): Dark spirits, priests, or champions of such beings can Wound and permanently destroy a loa; such attacks bypass their Invulnerability. If banished by a caster with such a cosmic alignment, they cannot return to Rifts Earth until the banishing entity dies.
98 THE KINGDOM OF LAGARTO On the northeastern shores of the continent, a growing sinister influence mobilizes the lizardfolk to war. Bolstered by secret allies, the dragon-led nation has initiated a sweeping conquest and utter subjugation of the Land of a Thousand Islands. Origins La Tierra del Lagarto—the Lizard’s Land— has been the home of the lizardfolk for nearly three centuries, ever since a lizardfolk shifter arrived from their homeworld to discover a place more perfect for his people than any he had seen. Lizardfolk arrived by the thousands through dimensional gateways both above and below the waters of the Amazon, but did little more than settle the area. There was no unified society nor government. There was more than enough room for the lizardfolk to spread throughout the jungle. Each tribe and village found their own way and expanded rapidly. The original l i z a r d f o l k shifter who discovered Rifts Earth also built a settlement called First City within the jungle as a main landing point for dimensional travelers from his homeworld. The city remained small as most lizardfolk quickly struck out into the rainforest to find their own homes rather than remain in the crowded (by their standards) urban area. Only a handful of times in the past three centuries has First City hosted the Gathering, where lizardfolk leaders from most every tribe meet to discuss matters affecting all of their kind. Twenty years ago there was a Gathering in response to a ground-shaking event— the arrival of an ancient dragon named Melastirth. Melastirth was a high priest of Dragon Dawn and an envoy from Dragcona, sent by Styphathal himself. Styphathal, the leader of the Atlanean city of Dragcona and the dragon-worshipping cult of Dragon Dawn, saw a golden opportunity in the Land of a Thousand Islands. He sent Melastirth to sway the reptilian people to his cause, and the ancient dragon arrived with just such purpose. When the lizardfolk tribal leaders met for the Gathering, Melastirth presented his case to them. He whispered of great riches and tremendous power for aligning under his banner and “inheriting their rightful place as the descendents of dragons.” He also said a great army of dragon champions would be arriving in the Land of a Thousand Islands and only those loyal to the new Nation of Scaled Peoples would be protected by them. The lizardfolk elders quickly separated into two camps: the larger group supported uniting under Melastirth, but a vocal minority opposed it. One leader from each side stepped forward to debate the relative merits, but no debate occurred. Instead, the elder leader of the opposition faction was brutally murdered by lizardfolk warlord Stleen Otter-Eater. Stleen’s show of dominance worked, and the remaining lizardfolk cowed before both him and Melastirth. Melastirth declared Stleen a hero and champion and named him High King of Lagarto, placing him on the seat of power in the First City. The next two decades