1 Michael Logan (Order #41085069)
PAGE ADDED FOR DOUBLE-SIDED PRINTING Michael Logan (Order #41085069)
1 rifts north america: empires of humanity Playtest and Advice: Mark Morant, Yvonne Owen Nelson; the Comet Crew: Brandon "Wild Dog" Blakemore, Kolton "Plex" Coats, Alex "Ashcore" Tripp, John "Stome" Watson; the Richardson Irregulars: Ian "Shock and Awe" Anderson, Jacob "Terras" Klemp; the Houstown Revengers: Hyrum "Smalls" Moore, Kimberley Moore, Caleb James Nelson, Joshua "Jorod" Rosenberg; John "Venatus Vinco" Stevens and the savagerifts.com community; the illustrious playtesters of the official Pinnacle feedback forums Written By: Sean Owen Roberson Additional Material: Sean Patrick Fannon, Eddy Webb, Shane Hensley, John McClimens, Mark Morant, Kolton Coats, Sean Tait Bircher, Robin English-Bircher Cover Illustration: Aaron Riley Interior Illustrations: Matheus Calza, Andrew Cefalu, Tyler Clark, Dennis Darmody, Max Davenport, Alex Elvkov, Bien Flores, Emilien Francois, Maurizio Giorgio, Ross Grams, Gunship Revolution, Gareth Keenan, Sabrina Pugnale, Alida Saxon, Carly Sorge, Jon Taylor, Alena Zhukova Graphic Design, Editing, and Layout: Aaron Acevedo, Ben Acevedo, Jason Engle, Karl Keesler, Simon Lucas, Alida Saxon, Thomas Shook Art Direction: Aaron Acevedo, Alida Saxon, Sean Owen Roberson Line Manager: Sean Owen Roberson Executive Producer: Simon Lucas Rifts® Created By: Kevin Siembieda of Palladium Books® Savage Worlds Created By: Shane Lacy Hensley Savage Worlds is © 2019 and TM Pinnacle Entertainment Group. All Rights Reserved. © 2019 Palladium Books Inc. All rights reserved, worldwide. Rifts® and Megaverse® are Registered Trademarks of Palladium Books, Inc. All character names and likenesses are copyright and trademarks owned by Palladium Books, Inc. and used under license. WWW.PEGINC.COM Michael Logan (Order #41085069)
2 INTRODUCTION 5 What’s in this Book?. . . . . . . . . . . . . . . . . . 5 CHARACTER OPTIONS 7 Iconic Frameworks. . . . . . . . . . . . . . . . . . . . . 7 Intelligent Construct. . . . . . . . . . . . . . . . . 7 MARS. . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Momano headhunter. . . . . . . . . . . . . . . 19 New Races . . . . . . . . . . . . . . . . . . . . . . . . . 22 Mutant Animals. . . . . . . . . . . . . . . . . . . 22 Mutant Felines. . . . . . . . . . . . . . . . . . . . 24 Psi-X Aliens. . . . . . . . . . . . . . . . . . . . . . . 26 Hindrances. . . . . . . . . . . . . . . . . . . . . . . . . 28 Fresh Problems. . . . . . . . . . . . . . . . . . . . 28 Edges. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Iconic Edges. . . . . . . . . . . . . . . . . . . . . . 30 Combat Edges. . . . . . . . . . . . . . . . . . . . . . 31 Professional Edges. . . . . . . . . . . . . . . . . 33 GEAR 35 Adventuring Gear. . . . . . . . . . . . . . . . . . . 35 Bots. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Armor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Body Armor. . . . . . . . . . . . . . . . . . . . . . 38 Power Armor. . . . . . . . . . . . . . . . . . . . . 40 Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Ranged Weapons: Personal. . . . . . . . . 42 Explosives. . . . . . . . . . . . . . . . . . . . . . . . 45 Vehicles. . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Air and Hovercraft. . . . . . . . . . . . . . . . . 46 Water Craft. . . . . . . . . . . . . . . . . . . . . . . 48 Ground Vehicles. . . . . . . . . . . . . . . . . . . 48 Additional Vehicle Modifications. . . . 49 Cybernetics. . . . . . . . . . . . . . . . . . . . . . . . . 49 GAZETTEER 53 THE GAME MASTER'S GUIDE 55 Relic Salvage Operations. . . . . . . . . . . . . 55 The Mission Profile Tables. . . . . . . . . . . . 56 Other Changes. . . . . . . . . . . . . . . . . . . . 56 RELICS OF A GOLDEN AGE 59 The Golden Age of Mankind. . . . . . . . . . 59 The Rise of Cyberworks. . . . . . . . . . . . 59 Preparing for Armageddon. . . . . . . . . 59 The ARCHIE Project. . . . . . . . . . . . . . . 60 The Great Cataclysm. . . . . . . . . . . . . . . . . . 61 Origins of the Neemans. . . . . . . . . . . . . 61 Archie Three in the Age of Extinction. 62 Endless Night. . . . . . . . . . . . . . . . . . . . . 62 The First Century of Darkness. . . . . . . . . 63 The New Republic. . . . . . . . . . . . . . . . . 63 Archie Rebuilds. . . . . . . . . . . . . . . . . . . 64 The Rise and Fall of a God. . . . . . . . . . 65 The Post-Apocalyptic Age. . . . . . . . . . . . 65 The Idea Men. . . . . . . . . . . . . . . . . . . . . 66 Archie’s Web of Deception. . . . . . . . . . . 67 Current Schemes. . . . . . . . . . . . . . . . . . . . 69 Titan Robot Industries. . . . . . . . . . . . . . 70 The Shemarrian Uprising. . . . . . . . . . . 70 THE COALITION STATES, EMPIRE OF MAN 73 Background. . . . . . . . . . . . . . . . . . . . . . . . . 73 Post-Cataclysm. . . . . . . . . . . . . . . . . . . . 74 Rise of the Proseks. . . . . . . . . . . . . . . . . 74 The Siege and Fall of Tolkeen. . . . . . . . 75 Life in the Coalition States. . . . . . . . . . . . . 77 Trade and Economy. . . . . . . . . . . . . . . . 79 The Proseks. . . . . . . . . . . . . . . . . . . . . . . . 81 Coalition Departments. . . . . . . . . . . . . 82 Strategy & Tactics. . . . . . . . . . . . . . . . . . 85 Command Structure. . . . . . . . . . . . . . . 85 Force Structure. . . . . . . . . . . . . . . . . . . . 86 The Five States. . . . . . . . . . . . . . . . . . . . . . 89 CS Chi-Town. . . . . . . . . . . . . . . . . . . . . . 89 CS Iron Heart. . . . . . . . . . . . . . . . . . . . . 92 CS Missouri. . . . . . . . . . . . . . . . . . . . . . . 93 CS El Dorado. . . . . . . . . . . . . . . . . . . . . 94 CS Lone Star. . . . . . . . . . . . . . . . . . . . . . 95 Coalition Territories. . . . . . . . . . . . . . . . . 97 Aftermath of War & Future Plans. . . . . . 98 Inhuman Threats. . . . . . . . . . . . . . . . . . 98 Foreign Relations. . . . . . . . . . . . . . . . . . 99 Arms Dealing Factions. . . . . . . . . . . . 100 Other Factions & Peoples. . . . . . . . . . . 101 Savage Tale: As Above, So Below. . . . . 103 THE DOMAIN OF MAN 105 Free Quebec. . . . . . . . . . . . . . . . . . . . . . . 105 Background. . . . . . . . . . . . . . . . . . . . . . 105 Life in Free Quebec. . . . . . . . . . . . . . . 108 The Armed Forces of Free Quebec. . . 109 The City of Free Quebec. . . . . . . . . . . 112 Old Bones. . . . . . . . . . . . . . . . . . . . . . . 112 Quebecois Worldview & Relations. . 113 CONTENTS Michael Logan (Order #41085069)
3 The Great Lakes Kingdoms. . . . . . . . . . 115 The Island Kingdom of Montreal. . . 115 Mechanicsville. . . . . . . . . . . . . . . . . . . 116 Willisburg. . . . . . . . . . . . . . . . . . . . . . . 116 The Free City of Queenston Harbor. 116 The Manitoulin Kingdom. . . . . . . . . . . 117 Hudson Wheigh. . . . . . . . . . . . . . . . . . . 117 Background. . . . . . . . . . . . . . . . . . . . . . . 117 Life in Northern Gun. . . . . . . . . . . . . . 118 Northern Gun’s Military Industrial Complex. . . . . . . . . . . . . 119 The City of Ishpeming. . . . . . . . . . . . . 120 Escanaba a.k.a. “MercBay”. . . . . . . . . . 121 The Iron Chain. . . . . . . . . . . . . . . . . . . 122 The Northwestern Quarter. . . . . . . . . 122 The IM Highway. . . . . . . . . . . . . . . . . 123 The Manistique Imperium. . . . . . . . . 123 Southern Missouri. . . . . . . . . . . . . . . . . . 124 Whykin. . . . . . . . . . . . . . . . . . . . . . . . . 124 Kingsdale. . . . . . . . . . . . . . . . . . . . . . . . 125 MercTown. . . . . . . . . . . . . . . . . . . . . . . . 127 Golden Age Weaponsmiths. . . . . . . . 128 Savage Tale: Broken Arrow. . . . . . . . . . 129 FRONTIERS OF HUMANITY 133 The New West. . . . . . . . . . . . . . . . . . . . . . 133 Life in the New West. . . . . . . . . . . . . . 133 Law & Order. . . . . . . . . . . . . . . . . . . . . 134 Technology. . . . . . . . . . . . . . . . . . . . . . 135 The Texas Freelands. . . . . . . . . . . . . . . . . 135 The Kingdom of Worth. . . . . . . . . . . . 135 Houstown. . . . . . . . . . . . . . . . . . . . . . . 138 Los Alamo. . . . . . . . . . . . . . . . . . . . . . . 140 The Pecos Empire. . . . . . . . . . . . . . . . . . . . 141 Important Pecos Factions. . . . . . . . . . 142 New San Antonio. . . . . . . . . . . . . . . . . 143 Crossroads. . . . . . . . . . . . . . . . . . . . . . . 143 Uvalde. . . . . . . . . . . . . . . . . . . . . . . . . . 144 Laredo. . . . . . . . . . . . . . . . . . . . . . . . . . 144 Mercado . . . . . . . . . . . . . . . . . . . . . . . . 144 The Rest of the West. . . . . . . . . . . . . . . . . 145 Wilk’s Laser Industries. . . . . . . . . . . . 145 The 1st Apocalyptic Cavalry. . . . . . . . 145 The Colorado Baronies. . . . . . . . . . . . 146 Silvereno. . . . . . . . . . . . . . . . . . . . . . . . . 147 The Great Trade Road. . . . . . . . . . . . . . 147 Gallup. . . . . . . . . . . . . . . . . . . . . . . . . . 148 The Clarkdale Confederacy. . . . . . . . 148 Tucson. . . . . . . . . . . . . . . . . . . . . . . . . . 148 Bandito Arms. . . . . . . . . . . . . . . . . . . . 148 Roswell. . . . . . . . . . . . . . . . . . . . . . . . . 150 New El Paso. . . . . . . . . . . . . . . . . . . . . . 151 Savage Tale: The Boonies. . . . . . . . . . . . . 151 Standoff. . . . . . . . . . . . . . . . . . . . . . . . . . 151 Journey into the Boonies. . . . . . . . . . . 152 Thrill of the Chase. . . . . . . . . . . . . . . . 153 Riches!. . . . . . . . . . . . . . . . . . . . . . . . . . 154 Savage Tale: The Psi-X Files. . . . . . . . . . 154 Cowboys and Aliens. . . . . . . . . . . . . . 154 Flatbed Firepower. . . . . . . . . . . . . . . . 155 Heist to Meet You. . . . . . . . . . . . . . . . . 155 Detour Ambush. . . . . . . . . . . . . . . . . . 155 The Psi-X Aliens?. . . . . . . . . . . . . . . . . 156 EX MACHINA 157 Suggested Sequence of Events. . . . . . . . . 157 The Streets of MercTown. . . . . . . . . . 158 Hard and Heavy. . . . . . . . . . . . . . . . . . 159 Interdimensional Entanglements . . . 159 Intrigue in Ishpeming. . . . . . . . . . . . . . . 160 Mississippi Cruising. . . . . . . . . . . . . . 160 Enter the Robodome. . . . . . . . . . . . . . . 161 Live and Let Die. . . . . . . . . . . . . . . . . . 162 An Evitable Conflict. . . . . . . . . . . . . . . . . 163 All Shiny and Chrome. . . . . . . . . . . . . 163 Android Dreams. . . . . . . . . . . . . . . . . . . . 164 Something Rotten in Old Bones. . . . . 164 Overdrawn at the Memory Bank. . . . 165 Encounter at Gynoid. . . . . . . . . . . . . . . . 166 Blast from the Past. . . . . . . . . . . . . . . . 166 Soldiercicles. . . . . . . . . . . . . . . . . . . . . . . . 167 Raiding the Fridge. . . . . . . . . . . . . . . . . 167 After Action Retort. . . . . . . . . . . . . . . . 168 Shadow War. . . . . . . . . . . . . . . . . . . . . . . 169 The Machine-Man Behind the Curtain. . . . . . . . . . . . . . 169 Non-Binary Calculations. . . . . . . . . . 169 Ancient Grudge Match. . . . . . . . . . . . 169 Resolution and Aftermath. . . . . . . . . 169 ALLIES AND ADVERSARIES 171 Rogues’ Gallery. . . . . . . . . . . . . . . . . . . . . 171 Forces of Archie Three. . . . . . . . . . . . . . . 174 Cyberworks Automatons. . . . . . . . . . 174 The Shemarrian Nation. . . . . . . . . . . . 176 Forces of the Republicans. . . . . . . . . . . . 179 Forces of Free Quebec. . . . . . . . . . . . . . . . 187 Mercenaries & Specialists. . . . . . . . . . . . 190 Michael Logan (Order #41085069)
4Michael Logan (Order #41085069)
5 INTRODUCTION Before the Coming of the Rifts, humanity's dizzying technological achievements defined the world. The Golden Age of Mankind was a Golden Age of Technology. The Great Cataclysm instantly obliterated human civilizations which had stood for millennia, their understanding of science impotent against such catastrophic power. Some humans adapted to use the unnaturalseeming power unleashed upon the world—but many rejected the arcane as debased and dangerous. What’s in this Book? Rifts® North America: Empires of Humanity covers the factions and empires who rely on technological mastery to survive on RiftsEarth. This book provides overviews of the different human-dominated settlements throughout North America, as well as detailed information on the primary powers in the region, like the Coalition States. Longtime Rifts® fans will find this book to be an atlas of human civilization in North America. Of course, you will want to check out the books published by Palladium Books which were the foundation materials for this book. The list of primarily referenced books Includes: Rifts® Ultimate Edition, Rifts® Sourcebook One – Revised and Expanded, Rifts® Aftermath, Rifts® Sourcebook 4: Coalition Navy, Rifts® Sourcebook –The Coalition States: Heroes of Humanity, Rifts® Shemarrian Nation, Rifts® Black Market, Rifts® Mercenaries, Rifts® World Book 10: Juicer Uprising, Rifts® World Book 11: Coalition War Campaign, Rifts® World Book 13: Lone Star, Rifts® World Book 14: New West, Rifts® World Book 20: Canada, Rifts® World Book 22: Free Quebec, Rifts® World Book 28: Arzno, Rifts® World Book Northern Gun 1 & 2. Chapter One expands the character options for Savage Rifts®, with new Iconic Frameworks, Races, Hindrances, and Edges from the high-tech civilizations of North America. Chapter Two provides new armor, vehicles, vehicle modifications, weapons, cybernetics, and purchasable bots. Chapter Three provides a brief overview for players curious about what heroes serving in the Tomorrow Legion Michael Logan (Order #41085069)
6 commonly know of the various threats covered in this book. Chapter Four features new rules and options for trade, salvage operations, and available loot. Chapter Five uncovers the mysteries of the Golden Age of Mankind, and the brutal progress of history since the Great Cataclysm demolished the world. The forces of Archie are revealed, as is his tormented past. Also detailed are the Republicans, a secret society descended from the first Americans to battle the supernatural. Chapter Six covers the history and society of the most powerful force of humanity in the hemisphere: The Coalition States. Read about the great fortress cities, their leaders, and learn the motivations of the citizens who don the infamous black Dead Boy armor in their Crusade for Humanity. Chapter Seven tells of the other great human empires and their complicated relationships with one another. Explore the wonders of life in Northern Gun, read the heroic deeds of the Glitter Boy Legions, and delve into the eccentricities of the many city-states surrounding Castle Refuge. Chapter Eight examines the territories settled by humanity in the vast wilderness of North America. The iconic frontier society of the New West is a wonderful amalgam of the old and new. Chapter Nine is a Plot Point Campaign pitting the Tomorrow Legion against hidden powers whose machinations reach across the entire continent. The Legionnaires’ mettle will be tested, but perseverance leads to powerful allies aligning with Castle Refuge. Chapter Ten lists new mortal allies and foes—human and technological— commonly encountered across the continent, from Shemarrian Warriors to Coalition Specters! When playing Savage Rifts®, it is assumed players take on the role of heroes of the Tomorrow Legion. That said, introductory adventures or campaigns set in the Coalition military can be a great way to introduce new players to the world of Rifts®. If you decide to go this route, it is prudent to make sure everyone involved is okay with the themes which might arise while role-playing as members of a totalitarian society. The average Coalition or Free Québec service member doesn’t see the world from the same perspective which we see it from today. Rifts, magic, and D-bees are, to them, a terrifying threat to their everyday life, and it takes a lot for these characters to be able to overlook and move past their prejudices. The characters may slowly discover not all D-Bees are evil, and sometimes good people need to stop their commanders or government from doing horrific things. Once the lessons have been learned, the Tomorrow Legion is an organization which appeals to the values of many disillusioned veterans of the Coalition or Free Quebec armed forces. Alternatively, a player can create a Coalition-styled character, choose the Coalition Exile Hindrance, and begin play as a member of the Tomorrow Legion at Castle Refuge. PLAYING THE COALITION Michael Logan (Order #41085069)
7 CHARACTER OPTIONS CHAPTER ONE T his chapter presents new Iconic Frameworks for Savage Rifts®, as well as several new MARS packages and races for new characters to choose from. Existing characters will find new Edges to acquire as they find adventure and danger in the empires of humanity. ICONIC FRAMEWORKS The following Iconic Frameworks represent elite paths to tread. Intelligent Construct Created by wielders of advanced technology, magic, or a combination of the two, each Intelligent Construct is a unique synthetic being with an origin story tied to the Golden Age of Man or high-tech factions like Northern Gun, Triax, the Coalition States, A.R.C.H.I.E. Three, the Kittani, Splugorth, TechnoWizards, and other advanced societies inhabiting the infinite Megaverse® connected to Rifts Earth. HERO’S JOURNEY (NO ROLLS) Intelligent Constructs do not roll on the Hero’s Journey tables. They are new to the world and must rely on the raw ability of their powerful artificial bodies to get by. STARTING FROM SCRATCH Unlike most characters, Intelligent Constructs are built from the ground up similar to custom races, using a construction points system with positive and negative values. You have 24 points to create your construct, using the values presented on the following pages. The following racial attributes are common to all Intelligent Constructs and do not count against their construction point totals: Construct: Intelligent Constructs are beings made of inorganic material. They add +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison, and Wounds are fixed with Repair instead of Healing with no “Golden Hour”. Michael Logan (Order #41085069)
8 Inorganic: Normal cyberware does not work on Constructs. They may not take cybernetics or roll on the Cybernetics Hero's Journey Table. Outsider (Major): People of Rifts Earth view Intelligent Constructs as property rather than sentient beings. They have no protections under the law and suffer a −2 to Persuasion when dealing with those who know of their advanced construction. Core Directive (Major): All Constructs are engineered with a primary function, which instills them with purpose. This often functions as the Vow (Major) or Pacifist (Major) Hindrance but may take on other forms (a Major psychology-based Hindrance) per GM's approval. Wanted (Major): Once its true nature is discovered, many powerful factions will hunt down the Construct for disassembly and study, slated for immediate destruction, or sold to the highest bidder. Malfunctions: Constructs are subject to breakdowns when put under extreme stress (i.e. Technical Difficulties). COGITO, ERGO SUM The first step is to determine what kind of mind inhabits the Construct. Either artificial or living. Artificial Intelligence (−2): The Construct is a product of advanced design but is not “alive” in the traditional sense. Artificial intelligences take two forms: robot intelligences and neural intelligences. Robot intelligences are elaborate computer programs commonly employed by Archie for cost effectiveness reasons. Triax and the Coalition are closing in on robot intelligence technology. Neural intelligences are even more advanced, unique simulations of the brain using sophisticated nanotechnology currently only within the capabilities of Cyberworks/Archie, though occasionally found in hyper-advanced Constructs from other dimensions. A neural intelligence A SHEMARRIAN WARRIOR ON HER MONST-REX MOUNT Michael Logan (Order #41085069)
9 remains at least a century beyond the capabilities of even the Coalition or Triax. The Construct cannot access PPE or ISP. It may take the tech-based Weird Science Arcane Background, but cannot take Gifted or one which uses PPE/ISP. Transferred Intelligence (+0): Transferred intelligences are the result of a process or accident that moved the mind (or soul) of a living being into the Construct body. This could involve superscience, Techno-Wizardry, or other supernatural phenomena. The being is indeed alive, may access PPE and ISP, and may take related Arcane Backgrounds. The Construct may or may not have memories of its existence prior to transference and usually, whether intentional or unintentional, is transferred in a “blank slate” condition. Once you have determined the type of intelligence, follow the normal character creation process from Savage Worlds, selecting Hindrances, Attributes, Skills, and Edges. Transferred consciousnesses retain none of their original racial abilities, though players may represent residual racial nuances through Hindrances, Edges, and skills. DETERMINE TECHNOLOGY BASE Though most constructs are products of super-science, many are supernatural in origin. The technological base used to create the construct determines what skill can be used to repair it, and what kind of energy courses through its artificial body. Constructs must “recharge” by accessing a compatible power source once every 24 hours or suffer a level of Fatigue each day until they become Incapacitated and inert. An inert construct may be revived with a Repair, Techno-Wizardry, or Spellcasting roll as appropriate, with each standard exposure to its power source recovering a level of Fatigue. Technological System (−2): The Construct was constructed solely using hyper-advanced technological means. Its power system is compatible with the same power outlets used to charge E-Clips and electrical vehicles. The Construct must spend one hour recharging each day. The Construct is fixed with the Repair skill. Techno-Wizard System (−3): Arcane energies and super science were melded together and harnessed by Techno-Wizards to power the Construct. It must consume 5 Power Points from ley lines or by draining PPE/ISP from other sources every 24 hours (see Ley Lines and Siphoning PPE in the Tomorrow Legion Player’s Guide). Consumed Power Points cannot be used to fuel powers. Techno-Wizardry is used to fix these constructs instead of Repair. Arcane System (−4): The most powerful arcanists know the secrets of imbuing Constructs with drive and purpose through complex enchantments, runes, or by harnessing the energy of souls. The Construct must consume 5 Power Points from ley lines or by draining PPE/ISP from other sources each day (see Ley Lines and Siphoning PPE in the Tomorrow Legion Player’s Guide). Consumed Power Points cannot be used to fuel powers. The lower of Occult or Spellcasting is used to fix these constructs instead of Repair. DETERMINE FRAME Small Frame (−2): Size −2, −2 Toughness. The Construct is about 2’ in height or length (like a pixie, cat, or basketball). Michael Logan (Order #41085069)
10 Light Frame (−1): Size −1, −1 Toughness. The Construct is about 4’ in height or length (like a goblin, bobcat, or mini-fridge). Medium Frame (+0): At Size 0, the being is about the size of the average human. Bulky Frame (+0): Size +1, +1 Toughness. The Construct is about 7– 8’ in height or length (like an orc, donkey, Combat Cyborg, or motorcycle). This makes it difficult to operate Power Armor and vehicles not fitted for its Size. Armor and Vehicles must be customized, doubling purchase and repair costs. Operating uncustomized vehicles imposes −1 to all Trait checks, including firing vehicular weapons. Heavy Frame (+0): Size +2, +2 Toughness. The Construct is about 8 –9’ in height or length (like a gorilla, horse, Coalition SAMAS, or car). This makes it impossible to operate Power Armor built for a normal humanoid frame. Armor is difficult to find and must usually be custom made, tripling purchase and repair costs. Operating vehicles and equipment designed for smaller beings is done at −2 to all Trait checks, including firing vehicular weapons. Superheavy Frame (+0): Size +3, +3 Toughness. The Construct is about 10 –12’ in height or length (like an Ogre, Kodiak bear, Glitter Boy, or SUV). This makes it impossible to operate Power Armor built for a normal humanoid frame. Armor is difficult to find and must usually be custom made, quadrupling purchase and repair costs. Operating an uncustomized vehicle is impossible, including firing vehicular weapons, and operating equipment customized for smaller beings is done at a −2 to all Trait checks. DETERMINE BASE LOCOMOTION None (−2): The Construct has no ground locomotion (like legs, treads, or wheels). To move, it must take the Flight or Aquatic feature upgrade. Pace upgrades only affect that feature. Legs (+0): The Construct has Pace 6 and d6 running die. Wheels (+0): The being has Pace 8 and a d8 running die, but can't negotiate obstacles one-third its height. Tracks (+0): The being ignores Difficult Ground and has a Pace 6 and d4 running die, but can't negotiate obstacles one-half its height. DETERMINE SENSORY SYSTEM Basic Senses (−1): The Construct has audio, visual, and other sensory abilities roughly comparable to the average human—though it cannot truly experience the flavor of food or the caress of a loved one in the traditional biological sense. Improved Senses (+1): The Construct has improved audio and visual senses granting it +2 to Notice rolls and allowing it to ignore Dim or Dark Illumination penalties. It can record its sensory feeds (audio, visual, etc.). Advanced Senses (+2): In addition to the improved sensory capabilities, the Construct has advanced senses such as thermal, infrared, radiation, motion, radar, sonar, and so on, giving it 360-degree awareness ignoring Illumination penalties and conferring a +4 bonus to Notice rolls. DETERMINE APPEARANCE Obvious Construct (−2): The being is obviously inorganic, which can be a dangerous prospect. Dark lighting, loose clothing, and other tricks are required to hide the fact. Opponents gain +2 on Notice rolls to discern its true nature. Michael Logan (Order #41085069)
11 Lifelike Android (+0): Without careful and detailed examination by a skilled investigator with advanced equipment, it is impossible to determine the Construct is not an organic creature. Variable Appearance (+2): The Construct is designed to morph and change its features. Whether the result of arcane forces, hightech materials, or holograms it may take on the appearance of a target of roughly similar Size (up to one Size larger or smaller without penalty). This takes an action and a Smarts or Performance roll. Opponents motivated to question the guise are −4 on Notice checks (−6 on a raise). The Construct gains +2 on rolls to impersonate specific individuals (must have observed target’s appearance). DETERMINE VOCAL UNIT Non-Vocal (−1): The Construct lacks the ability to form the sounds made by most other races. It can understand typical languages and may communicate via electronic devices or other comparable means, but cannot converse with most other races. It can however communicate with other Constructs of a compatible tech base (through chirps and beeps, radio waves, or arcane methods). Standard Vocal Unit (+0): The Construct can fully communicate through the sounds made by most other races and can do so with a booming voice if it chooses. Advanced Vocal Unit (+1): The Construct can fully communicate through the sounds made by most other races and can even speak at sound levels audible only to bats, Dog Boys, Combat Cyborgs, and other beings capable of hearing frequencies above or below the normal human range. It can imitate a wide variety of races and sounds. Even suspicious opponents are −4 on Notice checks to discover the artificial nature of the audio. This system also grants +2 on rolls to imitate specific voices (must have heard target’s vocalizations). INTELLIGENT CONSTRUCT OPTIONAL COMPLICATIONS Intelligent Constructs may gain extra construction points by adopting optional complications. −1/ – 2/ – 3 Obscure Construction (1): Artificial beings are often the product of alien design or weird secrets of super science. For −1 point impose a −1 penalty on skill checks related to their construction (such as repairing, modifying, or examining them), −2 points for a −2 penalty, or −3 points for a −4 penalty. −4 Feature Locked Physiology (1): Most artificial beings are highly advanced prototypes, and not easily upgraded. Unlike cyborgs or robots built using interchangeable parts, the Construct’s core physical systems cannot be modified and do not improve in performance after initial design and construction. The Construct may not purchase upgrades to Agility, Strength, or Vigor as it ranks up (though it may increase Smarts and Spirit as normal). −4/−6 Specialized Construction (1): Designed to accomplish a specific set of tasks as efficiently as possible to the exclusion of all others, the Construct’s systems were not engineered for general use. Consider its Core Directive and choose a primary function (e.g. assault, repair, labor, piloting, medical, etc.). For −4 points the Construct subtracts 1 on Michael Logan (Order #41085069)
12 Agility, Smarts, and all skill rolls not directly related to its primary function. For −6 points it subtracts 2 from all such rolls. −1 Weakness (U): The Construct is susceptible to certain Trappings, taking +4 damage from attacks and rolling at −4 to resist related effects. This often takes the form of susceptibility to electricity but may vary wildly depending on the its origins and method of construction. DETERMINE FEATURES Use all remaining construction points. Choose carefully as features cannot be modified or upgraded once the Construct steps out into the world. +3 Additional Action (1): Due to additional prehensile appendages or augmented reaction abilities, ignore 2 points of Multi-Action penalties per turn. +1 Aquatic (1): Moves full Pace while swimming, compatible with Pace upgrades. +1 Armor (Size +2): The outer layer of the Construct is hardened, gaining +4 natural Armor. At +12 the Armor becomes MDC and does not stack with non-MDC worn armor. At the GM's discretion, those of a compatible Rifts Earth tech base and designed for war may wear the equivalent of Cyborg Body Armor, though they start with none (double costs, multiplied by modifiers for its Frame). Small Frames can take one level. +2 Automated Repair Unit (1): Make a Vigor roll as a free action once per day to attempt to heal a Wound, gains +4 on rolls to resist “Bleeding Out”. +1 Attribute (U): Increase an Attribute by one die type. +1 Bioreactor (1): Compatible with all tech bases, the Construct can process organic materials (food and water) into energy instead of drawing on another source to meet its power needs. It may recharge by consuming the amount of food needed by a similarly-sized humanoid. +1 Drug Dispenser (1): The Construct has a retractable needle which it may deploy as a free action and can inject drugs into a grappled opponent with a Touch Attack against an unarmored location (possibly requiring a Called Shot). Contains 20 doses total, see Poison in Savage Worlds for possible effects. +1 Edge (10): Gain one Edge, ignoring all Rank requirements. +1/+2 Electronics Package (1): Gain a 20-mile range communications system, a sub-computer for data storage, and a Rifts Earth-compatible interface jack which can plug into electronic systems. The +1 point system grants +2 to related Common Knowledge, Repair, and Research rolls. The +2 point system grants +4 to Hacking rolls as well. Compatible with technological systems only. +1 Expanded Power Storage (1): Only needs to recharge once every three days. Compatible with any technology base. +2 Flight (5): Hover and fly at Pace 6 (15 mph). Each additional time this upgrade is taken doubles previous flying Pace (i.e. 4 points for 30 mph, 6 points for 60 mph, etc.) +1 Hardwired Skill (10): Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4). Michael Logan (Order #41085069)
13 +1 Leaper (1): Jump twice as far as normal and add +4 damage when making a Wild Attack when coupled with a leap, instead of the usual +2 (needs at least 1” to leap). +1 No Vital Systems (1): The Construct has hidden, armored, or redundant vital systems. Called Shots deal not extra damage versus them. +1 Pace (U): Running die is upgraded by a die type (to a maximum of d12) and gains +2 Pace each time this upgrade is taken. +4 Power Plant (1): The Construct powers itself through an advanced, closed loop system such as dark matter, demon’s souls, nuclear energy, phase crystals, etc. Regardless of the Construct’s tech base, it will not Fatigue from physical exertion and no longer needs to recharge. +1 Reinforced Chassis (Size): Gain +2 Toughness with each upgrade. +1 Sensor Range Upgrade (1): The Construct ignores up to 4 points of Range penalties. +1 Skill Bonus (1/Skill): +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty. +1 Solar Collector (1): Compatible with the standard tech base only, an embedded nanoscale solar collection lattice powers the Construct by converting sunlight into energy. Instead of drawing on another source of power, the Construct may passively recharge while exposed to sunlight for two hours to meet its regular power needs. +1 Wall Walker (1): May walk on vertical surfaces at normal Pace, or inverted surfaces at half Pace. +1/+2/+3 Weapon Mount, External (U): The Construct has a weapon housing mounted onto its frame and tied into its power supply. Personal and vehicular weapons can all be mounted. For +1 point a single personal weapon weighing up to Be all that you can be! Make sure to spend your construction points on features you will not have access to after character creation. You can do this by waiting to take desired but nonessential Edges and Attribute improvements until you rank up. Don’t forget about the Synthetic Immortality Edge. Have a plan. Once their secret is out, advanced Constructs will be hunted by those seeking to capture and exploit them. Make sure your Construct can readily defend itself, conceal its advanced nature, or appear to be an organic humanoid. Go big or go home. Taking optional complications can be a great way to allow your Construct to excel at its primary functions by giving you more construction points, even though they may limit your overall versatility. TO SURVIVE AND THRIVE— THE INTELLIGENT AUTOMATON Michael Logan (Order #41085069)
14 The Intelligent Construct rules can easily be used to build a Shemarrian Renegade a beautiful Amazonian android created by Archie and Hagan. Apply the following options during character creation, or use them as a reference to create your own variant Cyberworks prototype: Core Directive: Archie occasionally creates experimental Shemarrians outfitted with neural intelligences, then releases them into the world to gather information and observe their actions. Their systems have back doors allowing recon data to be collected from them without their knowledge via undetectable burst transmissions to a secret satellite. Additionally, they are hardwired with protocols making it difficult for them to directly attack Archie or Hagan (requires a Spirit check at −4). All Shemarrians are programmed with complex emotional simulations and a fictional alien warrior culture, clan history, and home world which they believe completely and underpins their conception of reality. BUILDING THE SHEMARRIAN RENEGADE 100 pounds or a pair weighing up to 50 pounds each is integrated into the artificial body (paired ranged weapons have the Linked quality providing +1 to hit and +2 damage). For vehicular weapons systems each Mod equals +1 point, but no weapons with a Mod value greater than the Construct’s Size can be mounted, and only one vehicular weapon can be mounted. Unlike most Construct systems, which are integral, external weapons mounts can accommodate various weapons systems. With a Repair roll and 1d4 hours a weapons system may be removed or installed (each raise halves the time required). A Critical Failure destroys the weapons system, but not the external weapons mount. +1 Weapon System, Integral (U): The Construct has a weapons system integrated into its frame. This could be Vibro-Claws or a hydraulic bite and titanium teeth (Str+d4 Mega Damage, AP 2, these are considered Natural Weapons, see Savage Worlds), retractable swords, laser eyes, small ranged weapons ports, and so on. For +1 point a melee or ranged personal weapon weighing up to 50 pounds, or a pair of weapons weighing up to 25 pounds each, is integrated into the Construct's frame. Paired ranged weapons are Linked providing +1 to hit and +2 damage. If desired, the weapons can be concealed when not in use. Opponents searching for such concealed weapons suffer a penalty to their Notice rolls of −4. INTELLIGENT AUTOMATON STARTING GEAR None. Intelligent Automatons start play shortly after their escape, awakening, or otherwise dramatic entrance into Rifts Earth. They can use items as specified by their frame and other construction options but otherwise do not start with gear or valuables. Michael Logan (Order #41085069)
15 Artificial Intelligence: Shemarrian Renegades feature neural intelligences as close to human intellects as a machine can get. Technological System: All Cyberworks creations, though highly advanced, are based on standard technology. Bulky Frame: Shemarrians are 8 feet tall and weigh 900 pounds, granting them +1 Size and +1 Toughness. Base Locomotion: Robot legs. Advanced Senses: Shemarrian Renegades carry the most advanced sensor suite possible. Lifelike Android: It was Hagan’s idea for each Shemarrian be a synthetic human sculpture, with warm skin (capable of bleeding), flowing hair, bright eyes, etc. Unless examined in a high-tech laboratory they cannot be differentiated from flesh-and-blood creatures. Standard Vocal Unit: Shemarrian experiments are outfitted with an original, melodious voice and speech patterns. As a ruse, they speak Dragonese/Elven fluently and American with an Elven accent. Obscure Construction: Archie and Hagan intentionally employ peculiar nonstandard technology in their creations to hinder anyone attempting to tweak, modify or examine them incurs a −4 skill roll penalty. Feature Locked Physiology: The physical capabilities of their hyperadvanced Cyberworks construction cannot be improved upon, though the Shemarrian’s neural intelligence system may still learn and grow cognitively and emotionally the android may not purchase upgrades to Agility, Strength, or Vigor as it ranks up (though “she” may increase Smarts and Spirit as normal). The following features are common to Shemarrian Renegades: Armor: Taken once, +4 natural Armor that stacks with worn armor. Attribute: Taken twelve times increase Agility by three dice, Strength by six dice, and Vigor by three dice. Edges: Attractive and Very Attractive, representing the Shemarrian’s unnatural beauty. Edge: Danger Sense, provided by the Shemarrian’s antennae sensors. Edge: Fleet-Footed. Edges: Ambidextrous as well as Two-Fisted. Edge: Woodsman. Hardwired Skills: Hardwired Skills: Taken six times Shemarrian Renegades begin with a d4 in Fighting, Intimidation, Riding, Shooting, Survival, and Taunt. Pace: Taken once granting +2 Pace and increasing running die by one type, stacks with Fleet-Footed granting a total Pace of 10 and a d10 running die. Power Plant: Nuclear fusion will not Fatigue and does not need to access a power source. Reinforced Chassis: Taken once giving +2 Toughness. Weapon System, Integral: Retractable hand claws dealing Str+d6 Mega Damage, AP 2 add +2 to Athletics (climbing) rolls. BUILDING THE SHEMARRIAN RENEGADE (CONT.) Michael Logan (Order #41085069)
16 MARS These new Mercenaries, Adventurers, Rogues, and Scholars packages follow the same rules as those in the Tomorrow Legion Player’s Guide, including use of the Fortune & Glory Table found there. The GM may allow certain gear substitutions from what is found in Savage Rifts® books, especially for characters with origins in the Coalition States, Free Quebec, or the New West. RCSG SCIENTIST Trained by the Rifts Control Study Group, this subject matter expert has dedicated themselves to researching the Rifts, Ley Lines, magic, the supernatural, how they function in a scientific sense, and how to control them through technology. The RCSG also catalogs supernatural beings, pioneering their containment, capture, and study (vivisections are common). RCSG Scientists are often assigned to special operations teams to give expert analysis in the field. Begin with +1 Smarts die type, adjust Trait maximums accordingly. Begin with Occult d8, Science d8, and the Scholar Edge for both skills. Begin with Notice d6, Research d6, Survival d6, and the Monster Slayer Edge. Recognize the Arcane: RCSG Scientists have an uncanny knack for identifying and understanding arcane, psychic, and supernatural phenomena. Their trained eyes detect arcana per the base power (no modifiers, costing no Power Points) with a Notice check. They do not ignore penalties for foes hidden by supernatural abilities like invisibility. Make one less roll on the Hero’s Journey tables. Cannot take the Doubting Thomas or Illiterate Hindrances. Begin with the standard Starting Gear. COMMANDO The Commando is an elite, highly trained combatant expected to do one job: eliminate the enemy and their assets no matter the cost. Their primary missions involve surgical strikes in areas conventional troops cannot reach to destroy high value targets. They also function as versatile raiders and act as shock troops when the need arises. Only the toughest of the tough can complete commando training, let alone gain admission, and they wear their combat arms badges with pride. Begin with +1 Spirit and +1 Vigor, adjust Trait maximums accordingly. Begin with Athletics d6, Fighting d4, Shooting d4, and Survival d4. Begin with the Assassin, Brawler, Conditioned, Dodge, Marksman, and Soldier Edges. Who Dares, Wins: Commandos can use the Battle, Boating, Driving, Electronics, Healing, Piloting, and Riding skills at no untrained penalty. In addition, they gain a +2 bonus to checks involving parachuting, rappelling, and similar daring maneuvers. Make two fewer rolls on the Hero’s Journey tables. Begin with either the Loyal or Quirk Hindrance for no added benefit. Begin with standard Starting Gear substituting a set of Urban Warrior Tactical Medium EBA and an NG57 Heavy Ion Blaster, plus a VibroBayonet and L-20 Pulse Laser Rifle. COWBOY Cowboys are the popular ranch hands, cattle herders, and frontiersmen who traditionally travel on horseback. Their heritage is rooted in the vaquero legends. Tales of cowboys and their exploits have influenced the New West’s culture, Michael Logan (Order #41085069)
17 clothing, and sensibilities. The Cowboys of Rifts Earth are often as not Psi-Stalkers, D-Bees, or mutants. Their commonality is a reputation for being the best riders and wranglers around. Begin with Athletics d6, Notice d6, Riding d8, and Survival d6. Begin with the Beast Bond Edge and the Beast Master Edge applied twice. Born in the Saddle: Cowboys are expert riders with a special connection to their mounts. They ignore two points of penalties to any Riding roll and ignore the MultiAction penalty for making a Riding check in the same round as other actions. Cowboys may spend Bennies to Soak damage for their mount using Riding instead of Vigor. Each success and raise negates a Wound. They may mount or dismount as a free action. When applying Beast Master to their chosen mount, increase the default to Size 3 (instead of Size 0). Begin with standard Starting Gear substituting a set of NG Maverick body armor, plus a horse, Light Cavalry Barding, and a Vibro-Knife. EOD SPECIALIST Explosives Ordnance Disposal (EOD) experts are often embedded into Special Forces teams seeking to sabotage or strategically strike key enemy personnel and assets. Trainees must be highly numerate and literate to master the use, handling, and disposal of explosives. Begin with Repair d6 and Thievery d4. Begin with Survival d4 and the Conditioned Edge. Begin with Electronics d6, Science d6, and the Demolitionist, Expert Demolitionist, and Take ‘Em Down Edges. Michael Logan (Order #41085069)
18 Spicy Home Cooking: Given time and common “household” ingredients, the EOD Specialist may roll Repair to manufacture improvised grenades, mines, and other explosive devices listed in Savage Worlds. Alternatively, the EOD Specialist can upgrade the damage of explosive devices with a Science check—a success adds an extra die of the explosive’s damage die type once detonated, and a raise allows a free reroll of the damage once detonated. Make one less roll on the Hero’s Journey tables. Cannot take the All Thumbs or Illiterate Hindrances. Begin with standard Starting Gear substituting a set of Urban Warrior Tactical Medium EBA and an NG Super Laser Pistol, plus a Tool Kit, Vibro-Knife, MD Plastique (2 lb.), and six grenades of choice. GUNSLINGER The life of a gunfighter starts early and ends early. Most of them are killed in shootouts, showdowns, or confrontations with the law before they can make a name for themselves, or even reach adulthood. Gunfighters who live long enough to earn the title of Gunslinger are the most cunning and deadly survivors. Begin with +2 Agility die types, adjust Trait maximums accordingly. Begin with Shooting d8 and the Marksman and Sharpshooting Edges. Begin with the Danger Sense, Dead Shot, and Quick Edges. The Quick and the Dead: In the first round of combat, immediately after Action Cards are dealt for initiative, a Gunslinger may spend a Benny to draw on an opponent. The Gunslinger and his opponent make an opposed Agility roll. If the Gunslinger succeeds, he immediately attacks the target and has The Drop. If he fails, the Benny is wasted with no effect. The Gunslinger still acts on his Action Card as normal. Begin with the Arrogant, Heroic, Overconfident, or Vengeful (Major) Hindrance for no added benefit. Begin with standard Starting Gear substituting two ranged weapons of your choice and NG Maverick body armor. INTEL OPERATIVE Military Intelligence comes down to one key point: Information. Trainees must have a strong grasp of multiple technical disciplines to be proficient in surveillance, signals intelligence, field intelligence, and counter-intelligence. Begin with Common Knowledge d6, Electronics d6, Stealth d6, and Thievery d6. Choose one: Begin with the Alertness Edge or the Linguist Edge or the Streetwise Edge. Begin with Persuasion d6, Research d6, and the Investigator Edge. Begin with Notice d6, Survival d6, and the Conditioned and Field Intel Edges. Make one less roll on the Hero’s Journey tables. Cannot take the All Thumbs, Clueless, or Illiterate Hindrances. Begin with standard Starting Gear substituting a set of Urban Warrior Tactical Medium EBA and an NG-56 Light Ion Pistol, plus an NG-L5 Laser Rifle and a Vibro-Bayonet. Michael Logan (Order #41085069)
19 Momano headhunter Specialist demon and monster slayers, Momano are an eclectic breed of technowarriors who embrace arcane sources of power—including Techno-Wizardry and Psionics—labeled evil, dangerous, and untrustworthy by most Headhunters. Dedicated to their task, they wander the land like the ronin or gunfighters of ancient times, taking on the world as they see fit. Renowned as bounty hunters, mercenaries, and saviors of the people, they are commonly found roaming the northern wastes of the Domain of Man. HERO’S JOURNEY (TWO ROLLS) Momano gain two rolls on any tables except the following: Cybernetics, Enchanted Items & Mystic Gadgets, Magic & Mysticism. A PECULIAR DISCIPLINE The Momano, or "Moes", are a sect with their own unique world outlook and practices, all based on eastern philosophical traditions and intense academic study. First and foremost, they are scholars of the supernatural, paranormal, and ley lines. Applying this knowledge in the field makes them unparalleled monster trackers and experts on antisupernatural combat tactics. The Momano approach to dealing with the constant death and destruction experienced by all monster slayers is to embrace a form of mental discipline and self-culmination similar to the ancient Zen or Stoic traditions. Their peculiar practice includes expanding one's potential as a creator, performer, and philosopher—many are accomplished a r t ist s, po et s (often Haikus), calligraphers, and orators. While these practices may alienate them from common men-at-arms and headhunters, it does make them beloved by folk in need of a refreshing take on existence in Rifts Earth. FIGHTING DRAGONFIRE WITH FIREBOLTS A Momano's abilities and weapons are as important as their training and tactical knowledge. Taking a page from the enemy's playbook, Momano prefer to use TW and magical gear. They hone their own psychic capabilities—with most having vast untapped psionic potential. According to them, there is nothing better for slaying "soupies" (aka, supernatural beings) than their own brand of weapons and powers. This includes a shunned form of bionic augmentation which has become their calling card. Michael Logan (Order #41085069)
20 TO SURVIVE AND THRIVE— THE MOMANO HEADHUNTER TECHNO-WIZARD BIONICS Combining Techno-Wizardry and bionic augmentation—a rare feat of considerable technical and arcane prowess—is considered impractical and unnatural, but not to the Momano. Some legends say the order's iconic TW Bionics were created in Atlantis, while others say they were developed for (or by) a clan within the Momano. Whatever their origins, the demon slayers embrace the unique technology and have integrated it into their spiritual and martial training. Momano begin with the following systems mounted in bionic arms (all are Techno-Wizardry Gear): Magical Blades & Spikes: Str+2d4 AP 8, considered Claws, see Natural Weapons in Savage Worlds. Hydraulic Stake Driver: Str+d12 Mega Damage, AP 12, Shots 6). May be used with either a Touch Attack or at no Called Shot penalty (only when used against Grappled opponents). Wooden stakes can be magically reloaded (costs 1 ISP), but metal stakes are commonly hand-loaded (often silvered or cold iron tipped). Energy Projector: A versatile weapon system with the embedded powers of bolt, burst, and smite (applied to her Magical Blades & Spikes and emitted bolts and bursts only, deals Mega Damage for the Duration). As an action she may activate the base (no modifiers possible) version of one power using her Spirit—costs 1 ISP and choose one following Trapping each activation: Cold Iron, Electricity, Fire, Holy Sun Beam/Light, or Silver. MOMANO HEADHUNTER ABILITIES AND BONUSES Momano abilities, the cybernetic and the uncanny, only work because they are carefully in balance—like Yin and Yang, or fire and water. Bionically Augmented: Momano gain +3 Strength, +1 Agility and +1 Vigor die types—no Trait maximums for these Attributes; bonuses come from the following TW cybernetics: Bionic Strength Augmentation (3), Cyber-Wired Reflexes (1), and Synthetic Organ Replacement (1). Cybernetic Techno-Warriors: Momano begin with the following additional cybernetic systems: Armor Plating (1 level), Core Electronics Package, Expanded Detection and Security Array, Nano-Repair System, Optics Package, Targeting Eye. Demon Slayers: Momano begin with Occult d8 linked with the Scholar Edge, plus the Monster Slayer Edge. Your character may be bionically enhanced, but they are not a tank. Engage defensive powers like protection at the start of combat and seek to upgrade your body armor and defenses early on. Momano have multiple paths to success—they can upgrade their TW Bionics, psionic abilities, or a combination of both. All are viable strategies, but ultimate success will likely involve combining the best of both aspects. Your hero is especially capable of enhancing the effectiveness of allies when combating the supernatural. Don't forget to leverage this whenever possible. Michael Logan (Order #41085069)
21 Harmony of the Body: Momano start play with Athletics d6, Fighting d6, and the Chi Edge. Harmony of the Mind: Momano start play with Academics d6, Performance d6, and the Brave Edge. Monster Hunters: Momano begin with Survival d6 and gain a free reroll on all Notice and Survival (tracking) checks made for supernatural targets. Powerful Psionics: Momano have Psionics d6, Arcane Background (Psionics), 10 ISP, arcane protection*, detect/conceal arcana*, and protection*— see the standard Psionic list for notes and further power choices. Momano may gain access to Mega Power Modifiers by taking the Major Psionic then Master Psionic Edges. Once the Master Psionic Edge is taken they may choose their powers from the Mind Melter's list (Rank permitting). Recognized Defenders: All Momano Headhunters enjoy Connections (Momano Sect and Allies) and +1 Persuasion when dealing with those who value the faction's exploits. TW Bionic Attunement: The peculiar cybernetics of the Momano are customized for each slayer and their psychic aura. When combined with the order's training and meditations for cyber-psychic attunement, the normal Strain penalty to Psionics rolls for their starting cybernetics is reduced to −1 total, but any further augmentation could throw off this energetic harmony, see below. MOMANO HEADHUNTER COMPLICATIONS The demon slayer's powers come at a cost. Cybernetic Oddball: Non-TW cybernetics cause catastrophic interference, rendering a Momano's Psionics skill unusable until removed by their sect's armorers—though lifesaving cybernetic systems are still a temporary stop-gap option. Enemies: Momano are despised by demons and monsters, who will target them first for destruction (often through ambush or guile). The CS and supremacists hate them, too. Limited Expansion: The Momano's base cybernetics use up all personal Strain, ever. Cybernetics may only be expanded by taking the Beyond the Limit Edge, followed by the Upgrade Edge (representing the sect's custom work). Resulting Strain penalties are halved (rounding up). The CyberPsychic Alignment Edges may offset Strain penalties (including both the base −1 from TW Bionic Attunement and further penalties). Outsider: Their weird bionics, detached outlook, and preoccupation with history and the arts rub many the wrong way incurring a −2 penalty to Persuasion rolls with those unfamiliar with Momano heroism. Restricted Path: Momano may take no further Arcane Backgrounds. Some Piece of Work: Momano's bodies can be Healed as normal when they are hurt, but damage to their TW bionics (usually from Called Shots, Critical Failures resulting in Technical Difficulties, or permanent Injuries to either Arm) must be repaired using the lower of Healing or Techno-Wizardry (magical healing, nano-repair systems, etc. have no effect)—only with no "Golden Hour". MOMANO HEADHUNTER STARTING GEAR Begin with standard Starting Gear substituting a suit of Gladiator Medium EBA, plus one TW weapon of choice. Michael Logan (Order #41085069)
22 NEW RACES Mutant Animals The cloning facilities of the subterranean Lone Star Complex’s notorious Genetic Engineering Division (the GED) produce not just the familiar mutant Dog Boys, but constantly experiment with humanoid mutant versions of all manner of animals. The vast tracts of wilderness surrounding the CS teem with animals not originally native to North America, many the descendants of zoo animals escaping and thriving after the Great Cataclysm. Overall, the CS prefers mammals, as they usually result in mutants with more “human” emotions and drives. To the Coalition States, any mutants outside the CS are “feral” animals devoid of any rights. Feral mutants are either military deserters with combat training and stolen equipment, escapees from Coalition “work facilities” (i.e. slave labor camps), or the free-born offspring of such traitors. CS personnel, especially loyal mutants, encountering any feral mutant assume the mutant committed the ultimate betrayal of harming or killing a Coalition citizen. MUTANT BATS The GED’s mutant bats have been a noble failure and their experimental program has come to an end. Though friendly and reliable, mutant bats proved too visible to radar and other sensor systems to make them viable commandos and spies. The bats frightened the most superstitious and cowardly CS foes but proved ineffective against enemies used to dealing with true demons and vampires. Many mutant bats realize the only future open to them is one free of the Coalition and its control over their lives and families. Though the CS intends to let the current population live out their lives serving the Coalition, those mutant bats who want families and lives of their own have begun quietly defecting in the night. Bite/Claws: Mutant bats have claws and teeth dealing Str+d4 damage, see Natural Weapons in Savage Worlds. Echolocation: Mutant bats can visualize their surroundings through a natural form of sonar and ignore all Illumination penalties. Flight: Mutant bats can fly at a Pace of 12 per round, and “run” for extra movement as usual. Maneuvering uses the Athletics skill. Their wings can be targeted or fouled (a Bound or Entangled character cannot fly). Frail: Mutant bats are lightly built. Reduce Toughness by 1. Keen Sense of Hearing: Mutant bats have an incredibly powerful sense of hearing, gaining a +2 bonus on Notice checks using sound. Keen Sense of Smell: Mutant bats gain a +2 bonus on Notice checks based on smell, as well as +2 on all Survival rolls to made to track. Light Sensitive: Sensitive to daylight, mutant bats must wear goggles or other protective eye wear to avoid a −2 penalty to sight-based Notice checks in bright light conditions. Mutant: Most mutant animals are uncomfortable around humans, and the feeling is mutual. Initial Reactions typically start at Uncooperative, except possibly other GED mutants and physically similar D-Bees. Near-Human Physiology: Created from Rifts Earth genetic stock, those unfamiliar with the mutant's physiology suffer only a −1 penalty to Healing and cybernetics checks. Michael Logan (Order #41085069)
23 Oddly Built: CS mutant animals have long snouts, prick ears, digitigrade "backward" legs, tails, and all manner of physical oddities. Rifts Earth armor and clothing must be custom-tailored at double normal cost. Glitter Boy armor (including the Iconic Framework) and human power armor is not an option. Restricted Paths: Limitations engineered into GED mutants make arcane magic impossible. They cannot take any Arcane Background using PPE or Iconic Framework including it. Small: Mutant bats are smaller than most humanoids, reduce Size and Toughness by 1 (stacks with Frail). Wanted (Minor): Mutant animals refusing to return to Coalition society are wanted by the CS and deemed feral. This threat is backed by a standing bounty for their capture. MUTANT RATS Coalition High Command liked the idea of intelligent humanoid rodents which could breed large litters and mature quickly, planning to swarm enemies with legions of mutant rodents. Unfortunately, mutant rats do not get along with humans or mutant dogs and cats, nor are they as naturally inclined to participate in combat operations. Additionally, human troops tend to view mutant rodents as vermin. This was initially considered a benefit as nobody cares if vermin are slaughtered by the thousands in front-line combat (unlike Dog Boys who elicit much sympathy from CS troops), but eventually the feeling became mutual and bred distrust between human leadership and rodent troops. In the end, mutant rodents were never fully trusted or deployed. In fact, their self-serving nature got them classified as a complete strategic failure, a threat to the safety of the Coalition States, and slated for termination en masse. Before the order could be carried out, a breach of their containment area allowed some of the vermin to escape into the secret, uncharted, and unfinished lower levels of Lone Star, while others fled into the Pecos Badlands to the southwest. In both areas their population exploded, which has led both CS forces Doctor Bradford and the GED heartlessly bring to life countless other animal varieties as well as many disturbing “advanced” mutant creations (the Psi-X Aliens are a rather large-scale example of the division’s depravity). The most successful CS mutant animals have proven to be mammalian, especially domesticated and commensal species. The most numerous mutants, besides the ubiquitous Dog Boys, are listed in this section. Other iconic but extremely uncommon mutant animals include the childlike but brutish Ursa Warrior mutant bears and the Monkey Boy mutant chimpanzee technicians who collaborate with Bradford. Less than a few dozen of each exist. Players and Game Masters can use the rules for Making Races in Savage Worlds to bring these more extreme mutant experiments to life see also Rifts ® World Book 13: Lone Star for further background and inspiration. EXPERIMENTAL MUTANTS Michael Logan (Order #41085069)
24 and even many bandit groups to hunt and exterminate them whenever and wherever they are found. Acrobats: Mutant rats are infamous for leaping, climbing, and scurrying around incessantly. They begin with the Acrobat Edge. Agile: Mutant rats start with Agility d8, adjust Trait maximum to d12+2. Bite/Claws: Mutant rats have claws and teeth dealing Str+d4 damage, see Natural Weapons in Savage Worlds. Jealous (Minor): Mutant rats are inherently jealous opportunists looking out for their own interests. They often feel they aren’t getting the recognition or reward they deserve, even when getting the largest share. This is one of the main reasons for the order to cancel and liquidate the mutant rat project, and the flaw lives on in even the best of its out-ofcontrol progeny. Keen Sense of Smell: Mutant rats have a sense of smell similar to canines. They gain a +2 bonus to Notice checks based on smell, and +2 on Survival (tracking) rolls. Mutant Vermin: Humans and most others instinctively distrust and are repulsed by mutant rats. Initial Reactions typically start at Hostile, or possibly Unfriendly with other GED mutants or repulsive D-Bees and monsters. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence. Natural Athletes: Mutant rats are born climbers, swimmers, wrestlers, and combatants. They begin with d6 Athletics. Near-Human Physiology: Created from Rifts Earth genetic stock, those unfamiliar with the mutant's physiology suffer only a −1 penalty to Healing and cybernetics checks. Oddly Built: CS mutant animals have long snouts, prick ears, digitigrade "backward" legs, tails, and all manner of physical oddities. Rifts Earth armor and clothing must be custom-tailored at double normal cost. Glitter Boy armor (including the Iconic Framework) and human power armor is not an option. Restricted Paths: Limitations engineered into GED mutants make arcane magic impossible. They cannot take any Arcane Background using PPE or Iconic Framework including it. Small: Mutant rodents are smaller than most humanoids, reduce Size and Toughness by 1. Wanted (Major): The rodent experiments have been shut down, and all remaining mutant rats slated for eradication with extreme prejudice. Even non-CS factions have taken to exterminating them. Mutant Felines The Coalition finds mutant felines to be quite useful in conducting reconnaissance, seek and destroy, search and rescue, and other espionage missions targeting enemy personnel and materiel. While they do not respond to training as well as Dog Boys, and do not share their pack instinct, Battle Cats enjoy the company of other humanoids and can be surprisingly loyal to masters and companions proving themselves worthy of association. Loners at heart, mutant felines function best in small groups. The most powerful breed of them, Kill Cats, derive from big cats like lions, tigers, and leopards. Battle Cats and Kill Cats are commonly deployed to Coalition border territories. Kill Cats are assigned “hunting grounds” where they kill all non-CS personnel Michael Logan (Order #41085069)
25 while Battle Cats can be found on the most daring CS reconnaissance or search missions. BATTLE CATS Bite/Claws: Battle Cats have claws and teeth dealing Str+d4 damage, see Natural Weapons in Savage Worlds. Breed Advantage: As with Dog Boys, various species of cats provide distinct genetic advantages that can express over time, see The Tomorrow Legion Player’s Guide for details. Curious: Every mutant feline has the Curious Hindrance which is part of what makes them so great at recon and search missions, though it may raise their mortality rate. Keen Sense of Hearing: Mutant felines have incredibly powerful hearing and can directionally homein on sound emanations and discern minute differences. They gain a +2 bonus on hearing-based Notice checks. Leaper: Mutant felines can jump twice as far as normal and add +4 to damage when making a Wild Attack when coupled with a leap, instead of the usual +2 (needs room to leap). Low Light Vision: Ignore Dim or Dark Illumination penalties. Mutant: Most mutant animals are uncomfortable around humans, and the feeling is mutual. Initial Reactions typically start at Uncooperative, except possibly other GED mutants and physically similar D-Bees. Near-Human Physiology: Created from Rifts Earth genetic stock, those unfamiliar with the mutant's physiology suffer only a −1 penalty to Healing and cybernetics checks. Oddly Built: CS mutant animals have long snouts, prick ears, digitigrade "backward" legs, tails, and all manner of physical oddities. Rifts Earth armor and clothing must be custom-tailored at double normal cost. Glitter Boy armor (including the Iconic Framework) and most human power armor is not an option. Psychic Sense: Battle Cats have the same psychic sense as Dog Boys. This stacks with the Keen Sense of Hearing bonus (except for tracking purposes)—see The Tomorrow Legion Player’s Guide. Restricted Paths: Limitations engineered into GED mutants make arcane magic impossible. They cannot take any Arcane Background using PPE or Iconic Framework including it. Wanted (Minor): Mutant animals refusing to return to Coalition society are wanted by the CS and deemed feral. This threat is backed by a standing bounty for their capture. Weakness (Ley Line Hypersensitivity): As with Dog Boy, see The Tomorrow Legion Player’s Guide. KILL CATS Bite/Claws: Kill Cats have claws and teeth dealing Str+d6 damage, see Natural Weapons in Savage Worlds. Breed Advantage: As with Dog Boys, various species of cats provide distinct genetic advantages that can express over time, see The Tomorrow Legion Player’s Guide for details. Bloodthirsty: Kill Cats are cruel and savage by any civilized reckoning. Potential enemies are much less likely to negotiate or give quarter, and allies are consistently shocked by the violent measures that come naturally to the mutant predators. Curious: Every mutant feline has the Curious Hindrance which is part of what makes them so great at recon and search missions, though it may raise their mortality rate. Michael Logan (Order #41085069)
26 Hyperactive: Kill Cats are hardwired for aggression and combat. They suffer a −1 to all Smarts rolls (but not linked skills) as their minds wander, fighting their instinctive need to hunt. Ironically, this sometimes makes them appear lazy or slothful. Keen Sense of Hearing: Mutant felines have incredibly powerful hearing and can directionally homein on sound emanations and discern minute differences. They gain a +2 bonus on hearing-based Notice checks. Leaper: Mutant felines can jump twice as far as normal and add +4 to damage when making a Wild Attack when coupled with a leap, instead of the usual +2 (needs room to leap). Low Light Vision: Mutant cats ignore Dim or Dark Illumination penalties. Mutant: Most mutant animals are uncomfortable around humans, and the feeling is mutual. Initial Reactions typically start at Uncooperative, except possibly other GED mutants and physically similar D-Bees. Near-Human Physiology: Created from Rifts Earth genetic stock, those unfamiliar with the mutant's physiology suffer only a −1 penalty to Healing and cybernetics checks. Oddly Built: CS mutant animals have long snouts, prick ears, digitigrade "backward" legs, tails, and all manner of physical oddities. Rifts Earth armor and clothing must be custom-tailored at double normal cost. Glitter Boy armor (including the Iconic Framework) and human power armor is not an option. Powerfully Built: Kill Cats are bred for physical power and prowess. Begin with Agility d6 and Strength d6, Agility Trait maximums is d12+1, while Strength is d12+3. Restricted Paths: Limitations engineered into GED mutants make arcane magic impossible. They cannot take any Arcane Background using PPE or Iconic Framework including it. Size +2: Kill Cats are Size +2, giving them +2 Toughness and increasing their maximum Strength two steps. Wanted (Major): Feral Kill Cats are considered hopelessly corrupt traitors and highly dangerous by CS forces, who will put them down without question. Psi-X Aliens Although it is a crime punishable by death, Dr. Desmond Bradford secretly engineers human mutants in his quest to unlock the genetic basis of psionic abilities. Hidden away in the bowels of Lone Star, he conducts ghastly, unethical studies on innocent humans, including children. PRODUCTS OF THE LONE STAR GENETICS FACILITY The mad doctor’s forbidden experiments have even involved splicing psionic human, Psi-Stalker, and D-Bee DNA into living human pre-teens, because that is when latent psionic powers usually begin to manifest. Initially, the experiments appeared to be on the verge of a breakthrough. Nearly two hundred test subjects survived the first round of treatments, and Dr. Bradford began to clone the most promising candidates. As the second batch of clones began incubating, physical aberrations began to appear in the first test group. Large, dark black pupil-less eyes dominated a hairless head and body. Facial features like lips, chin, nose, and ears were diminutive, and the rest of the body’s growth stunted as well. One test subject wailed he had been turned into a “Roswell” alien, and the idea stuck with Doctor Bradford. The Michael Logan (Order #41085069)
27 test subjects, though powerful psychics, were physically inept. All displayed an addictive personality prone to substance abuse. Even worse, they exhibited social developmental disorders and mental instability. The entire experiment was a failure, but Dr. Bradford couldn’t stand the thought of euthanizing human test subjects. As a cover story he dubbed them the “Psi-X Aliens,” and quietly released them into the Pecos Badlands where they began to pair off and start families. Their deformities and disabilities made living in the shadows of human cities rough, so most of the “aliens” carved out their own insular neighborhoods or formed wilderness settlements. The largest band decided to embrace their fate and settled in the ruins of Roswell. There, remarkably, the strange community prospers. Addictive Personality: Some genetic switch flipped—all Psi-X Aliens suffer from Habit (Major). Dissociative Disorder: Psi-X Aliens instinctively dissociate with humanity, doubting their true origins—they gain the Quirk (Minor) Hindrance. H y p e r - I n t e l l i g e n t : Known to be extremely cunning, Psi-X Aliens start with a Smarts d8, adjust Trait maximum to d12+2. Light Sensitive: Sensitive to daylight and bright lighting, Psi-X Aliens must wear goggles or other protective eye wear to avoid a −2 penalty to Notice checks and ranged attacks in bright light conditions. Little Green Men: With their striking appearance and infamous psionic gifts, Psi-X Aliens face prejudice from the Coalition and others—as D-Bees! Initial Reactions to them typically start at Uncooperative. Low Light Vision: Psi-X Aliens ignore Dim and Dark Illumination penalties. Mind Over Matter: The diminutive beings detest physical labor— even walking—and suffer a −1 penalty to all Strength (including damage) and Vigor rolls, and a −1 to Toughness. Natural Psionics: Psi-X Aliens begin with the Arcane Background (Psionics) and Power Points Edges, 15 ISP, a Psionics skill of d6, and start with three powers: mind link, telekinesis, and one other power from the Mind Melter’s list of psionics. They naturally telekinetically hover and move a few feet above the ground at their base Pace— at no cost as a free action— and must concentrate to walk on their own two legs. If a Psi-X Alien chooses an Iconic Framework providing A r c a n e B a c k g r o u n d (Psionics), he follows all the normal rules for the Framework except three of his starting powers are those listed above (even if not normally allowed by that Framework) and he Michael Logan (Order #41085069)
28 gains two additional powers to his starting total (e.g., a Psi-X Burster starts with five powers, etc.). Obsessive Interest: Psi-X Aliens begin play with one Smarts based skill of their choice at d4 and gain +2 when using that skill. Out of It: The Psi-X Aliens suffer from a developmental disorder leaving them struggling to understand societal interactions and norms. They suffer a −2 to all Common Knowledge rolls. Owl-Eyed: Keen vision comes with the bug-eyes, Psi-X Aliens gain +2 on sight-based Notice checks. Psychic Sight: Psi-X Aliens can see electromagnetic energy and auras, giving them Expanded Awareness per the Mind Melter ability, see The Tomorrow Legion Player's Guide. If they also choose a Framework with that ability, they gain +2 on all associated rolls. Restricted Path: Psi-X Aliens, because of their peculiar genetic makeup, cannot access PPE. The race cannot take any Arcane Background which uses PPE or any Iconic Framework which includes such an Arcane Background. Touch of Madness: The Psi-X’s manipulated DNA creates a chemical imbalance in the mind that causes them to roll once on the Crazy’s Psyche Degradation table. HINDRANCES Fresh Problems The empires of North America bring with them the intellectual baggage of humanity, devastated by war and loss. These Hindrances help to flesh out characters from all walks of life. GMs are free to disallow any options that don't suit their campaign or story. ARCANE AVERSE (MINOR OR MAJOR) Some heroes are repulsed by the arcane and supernatural including magical healing, enchanted items, TechnoWizardry, supernatural effects, etc. As a Minor Hindrance, Arcane Averse characters wishing to interact with the supernatural or arcane (social interaction, using arcane weapons, means of travel, accepting healing, and so on) make their rolls to do so at a penalty of −2. As a Major Hindrance, they must spend a Benny as well. COALITION EXILE (MINOR) The human hero was a member of Coalition society but has left the States on poor terms—and she is on the Internal Security Service’s wanted list. Additionally, if any D-Bees or magic users learn of the character’s past they instinctively distrust her, incurring a −1 Persuasion check modifier. On the plus side, she gains a +1 bonus to Taunt or Intimidate D-Bees and mages familiar with the Coalition. PARTISAN (MINOR OR MAJOR) The character harbors anger and xenophobic attitudes towards cultures, groups, nationalities, or races, other than his own. As a Minor Hindrance, the character must check on the lower of Michael Logan (Order #41085069)
29 Spirit or Smarts to try to interact with them in any positive way (i.e. accepting aid, engaging in trade, interacting socially, traveling together, or not backstabbing them). On a success, the interaction continues normally, and with a raise they can interact without penalty for the rest of the adventure. As a Major Hindrance, on a failure there is an incident, and the opposing party’s attitude decreases one step on the Reaction Table. When the Reaction Table is not in use, or when a Critical Failure is rolled, violence breaks out between the Partisan and the target of his scorn. Non-player characters crossing over into full human supremacy are covered by this Hindrance, as well. Important: Non-player characters with a Vow to serve a faction are partisans who have the effects of this Hindrance in regards to that faction's disliked groups. For instance, Coalition characters with Vow (Minor—Serve the Coalition) also have the equivalent of Partisan (Minor— Human Supremacist). POST-TRAUMATIC STRESS DISORDER (MINOR OR MAJOR) Your hero is haunted by an experience, often one dealing with the loss of loved ones or comrades. This traumatic experience intrudes on their sleep and thoughts. At the beginning of each game session Minor PTSD sufferers must make a Spirit check. On a failure, they start with one less Benny. Major PTSD sufferers failing this roll also gain a level of Sleep-based Fatigue, which can be recovered normally. EDGES From advanced Juicer treatment options, to elite skills gained at military academies like Chi-Town’s Advanced Training Schools, MercTown’s Headhunter Academy, or Northern Gun’s School of Soldiery, there are plenty of avenues for members of the Tomorrow Legion and others to improve their abilities. MEGA-JUICER CHECKING OUT Michael Logan (Order #41085069)
30 Iconic Edges These Edges require a specific Iconic Framework before taking them. DELPHI JUICER TREATMENT Requirements: Novice, Juicer Delphi Juicers combine the M.O.M. and Juicer bio-comp systems, amplifying latent psychic aptitude. Delphi Juicers are exempted from the normal Juicer restrictions barring psionics and become a Minor Psionic, gaining Psionics d6, Arcane Background (Psionics), 10 ISP, and choosing three powers from the Crazy’s list of psionics. There are dangers of psychic overload, however. When a Delphi Juicer rolls a Critical Failure on a Psionics check, she goes Berserk and must lash out at the closest target, whether friend or foe, with extreme violence, per the Berserk Edge, for one round. GENIUS Requirements: Veteran, MARS Vagabond, Smarts d10+ Vagabonds have a reputation for being gifted survivors adept at dabbling in a little bit of everything. The cleverest of them are true Renaissance people and make all unskilled checks at d6 (instead of d4−2). HYPERION TREATMENT Requirements: Novice, Juicer Even faster than most Juicers, Hyperions run like the wind and possess incredible reaction times. The Juicer triples his base Pace and doubles his jump distance with a running start. He also discards and redraws initiative cards of 8 or lower (instead of 5 for Quick). This hyper-metabolism comes at a cost. The Juicer must consume twice as much food as normal or become Fatigued. MEGA-JUICER TREATMENT Requirements: Novice, Juicer Mega-Juicers are super-soldiers created by combining the powers of the bio-comp nanites with sub-dermal nanotech relays channeling ambient psychic energy through their body in a loop, turning them into nearly indestructible juggernauts! Mega-Juicers are Unstoppable. Permanently. Until they explode. The Juicer reduces his Burn by one as his life-force fuels the creation of an energy dynamo within. When a Mega-Juicer reaches the end of his lifespan due to Burn, his eyes begin to glow blazing white and his skin becomes scorching hot to the touch. Whether he goes out in a Blaze of Glory or is Incapacitated by an enemy attack, he combusts—dealing 4d12+12 Mega Damage to everyone and everything in a Large Blast Template. PHAETON TREATMENT Requirements: Novice, Juicer Phaeton Juicers, named after the first daredevil of Greek mythology, have a knack for mastering any mode of transportation—they can pilot, ride, drive, or handle anything. Their nanites and bio-comp system are calibrated to provide them with hyper-enhanced proprioception and reaction times. Players may select one of the Juicer Edges at character creation or anytime thereafter. They are available as a special treatment involving upgrading the BioComp system. All Juicer Upgrade Treatments are mutually exclusive. A Juicer can only ever have one and can never change it. JUICER UPGRADE TREATMENTS Michael Logan (Order #41085069)
31 Whenever Phaetons make unskilled Agility-based skill checks, they do so at d4 instead of the usual d4−2. Additionally, attackers are −1 on attack rolls targeting any vehicle, vessel, or mount under the Phaeton Juicer’s control, and is +1 to Evade. This stacks with bonuses from abilities like Nimble. SYNTHETIC IMMORTALITY Requirements: Novice, Intelligent Construct, Spirit d6+ The character’s construct body contains redundant backup systems to safeguard their consciousness in even the most dire circumstances. If Incapacitated from Bleeding Out or “death,” it can still be repaired if these core structures are intact (GM’s call, but they are generally well-protected from everything except a complete meltdown, being sunk in magma, ground zero of a nuclear detonation, or other such catastrophe). This Edge does not allow the being’s consciousness to be implanted into a different frame or body. TITAN TREATMENT Requirements: Novice, Juicer Titan Juicers are the result of experiments to push the human form to its maximum size. The Titan gains +2 Strength die types and +1 Vigor die type (for a total of +4 and +3 each), and his Size increases by +2—the end result gives them a total of +3 Toughness between the Vigor and Size boosts. This all comes at a cost, though. The Titan Juicer’s Super Speed ability is reduced to just Pace 8 running d8, with no Jumping bonus. Additionally, the Titan has his Burn reduced by one, as the transformation ravages his body. Lastly, the Titan Juicer gains the Big Negative Racial Ability. He probably needs to get a new wardrobe, too! Combat Edges SHARPSHOOTING Requirements: Seasoned, Marksman, Agility d8+ Sharpshooters can move about and still focus their attention on aiming. They are experts at ricocheting shots, bulls-eying thrown moving targets, and other feats of skill using their ranged weapons. When making ranged attacks at Rate of Fire 1, the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed. Michael Logan (Order #41085069)
32 Sharpshooting is a lesser version of the Aim maneuver (which it does not stack with) and includes the bonus from the Marksman Edge. Sharpshooting applies to all Shooting or Athletics (throwing) actions in a turn, and may be used while moving up to the hero's Pace in a round (but not running). Sharpshooting attacks may be used in combination with the Double Tap Edge and firing modes like Three-Round Burst, but not Rapid Fire or other Edges which include attacking at a Rate of Fire above 1. TRICK SHOOTING Requirements: Veteran, Sharpshooting, Steady Hands, Agility d10+ Trick shooters are famous for accurate ranged attacks while standing on their heads, hanging upside-down, running, jumping, or tumbling. The trick shooter can: Make attack rolls with traditionally two-handed ranged weapons (like rifles) one-handed at no penalty, but the minimum Strength required is increased by one die type. Halve the Multi-Action Penalty when only making Sharpshooting ranged attacks in a round. Ignore the penalty for running when making Sharpshooting attacks while running. Trick Shooting effects stack with and are in addition to the effects of Sharpshooting. The Trick Shooting Edge works with Shooting or Athletics (throwing), and may be used in combination with the Double Tap Edge and firing modes like Three-Round Burst, but not Rapid Fire or other Edges which include attacking at a Rate of Fire above 1. Michael Logan (Order #41085069)
33 TAKE ‘EM DOWN Requirements: Seasoned Rifts Earth is full of big mean enemies of all kinds whether they be tanks, dragons, or Techno-Wizardry automatons. When attacking MDC targets with a Mega Damage attack, characters with this Edge add +4 AP to their attacks. IMPROVED TAKE ‘EM DOWN Requirements: Veteran, Take ‘Em Down When attacking MDC targets with a Mega Damage attack you can reroll damage once without spending a Benny. Professional Edges COMBAT LIFESAVER Requirements: Seasoned, Healing d4+, Smarts d6+ The hero ignores 1 point of Wound penalties when Healing or stabilizing a character (including himself). In addition, he may make a Support roll and affect up to Smarts in Extras under his supervision when they check Vigor to recover per the Aftermath & Extras rules (see Savage Worlds). IMPROVED COMBAT LIFESAVER Requirements: Veteran, Combat Lifesaver, Healing d6+ The hero ignores 2 points of Wound penalties when Healing or stabilizing a character (including himself). In addition, when an allied Wild Card under his care rolls on the Death & Defeat Table (see The Tomorrow Legion Player's Guide), the hero may first make a Healing Support roll. The ally then adds that bonus (if any) to the result of their roll on the table. CONDITIONED Requirements: Veteran, Soldier, Spirit d6+, Survival d6+ Using coping techniques and physical conditioning, this character has learned to push her body to its limits. She gains a +2 bonus to rolls made to resist interrogation (social checks made to elicit information from the character) and ignores 1 point of Fatigue penalties. DEMOLITIONIST Requirements: Novice, Agility d6+, Smarts d6+, Repair d6+ The hero has advanced training in the handling, deployment, and disposal of explosive ordnance. The Demolitionist ignores up to 2 points of penalties when setting and defusing explosives. In addition, even when handling extremely volatile explosives, the Demolitionist only detonates them on a Critical Failure. When rolling for demolitions tasks (made using Repair, or the lower of Repair and Electronics in the case of advanced explosives like fusion blocks), the hero can accomplish the following: Setting Explosives: When setting a charge or booby trap, a raise adds an extra die of the explosive’s damage die type once detonated (in addition to the usual +1d6). Defusing Explosives: When defusing a charge, a success allows the explosive and components to be recovered and reused. With a raise the work is done in half the time. Trapping Explosives: The Demolitionist gains a +2 bonus on Stealth rolls to conceal booby traps, and +2 on Notice rolls to detect them. EXPERT DEMOLITIONIST Requirements: Seasoned, Demolitionist, Science d6+ When handling explosives, an Expert Demolitionist ignores up to 4 points of penalties, and may spend a Benny to reroll Critical Failures. Michael Logan (Order #41085069)
34 FIELD INTEL Requirements: Seasoned, Smarts d8+ This character is skilled at picking out advantageous sites for enemy or allied forces to conduct combat operations, prepare ambushes, or hide. She gains a free reroll versus Surprise and +2 on Notice or Electronics rolls made to detect location, activity, concealment, disposition, combat effectiveness, and movement of opposing forces. When checking to conceal forces or set ambushes, this Edge gives a +2 bonus to Electronics, Stealth, and Survival rolls. She also gains a +2 on Notice or Electronics rolls to encrypt/decrypt signals, find valuable documents, and glean data from enemy remains, equipment, or transmissions. LEGACY SCOUT Requirements: Novice, Academics d6+, Survival d6+ Through applied research and a nose for mysteries, some heroes have a knack for digging up relics of the pre-Rifts past. Legacy Scouts gain +2 to all rolls related to Relic Salvage Operations and complete the operations in half the normal time. JUSTICE RANGER Requirements: Novice, Spirit d6+, Survival d6+ The Justice Rangers trace their heritage back the origins of the Texas Rangers, when the Lone Star State was still an independent country. Justice Rangers bring law and order to the wasteland. All Rangers take the Vow (Major—The Code of the New West), see page 137, which they must uphold. The hero is a member of the Justice Rangers faction, and has Connections with them and their allies. With most good folks Reactions start one level higher than normal, but with bandits and raiders they start two lower. Justice Rangers enjoy a +1 bonus to Persuasion, Intimidation and Taunt when dealing with those who know they are guardians of freedom and justice. Their brand of justice is stark vigilantism. They often organize posses to hunt supernatural predators and marauders. At the GM's discretion (at most once per session), a Justice Ranger may spend a Benny and make a Networking check to organize a Posse to hunt down a public threat (known criminal, monsters, bandit gang etc.). With a success he temporarily gains 5 mobile Militia (gear and abilities may vary by community, see Savage Foes of North America) for each of his Ranks (per Allies in Savage Worlds). With a raise, one or more are Mercenaries and Specialists (see Savage Foes of North America) or the Allies are upgraded. Justice Rangers prize mobility—a hero with this Edge gets a badge, a pistol, and a horse (or motorcycle) whenever needed. MONSTER SLAYER Requirements: Seasoned, Smarts d6+, Occult d8+, Notice d6+ The hero has expert knowledge of the supernatural forces common to Rifts Earth and is trained to exploit their weaknesses. When confronted with a supernatural opponent, Monster Slayers may take an action to roll Occult to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings. If successful, the Monster Slayer has identified the foe, the GM reveals the being’s weaknesses (if any) and the Monster Slayer’s advice grants allies a +1 bonus to Trait rolls versus such creatures until the end of the encounter. On a raise, the target’s special abilities of note (if any) are revealed, and the bonus to Trait rolls is increased to +2. Michael Logan (Order #41085069)
35 CHAPTER TWO A s it has been since before the Great Cataclysm, North America is a hotbed of weapons enthusiasts and manufacturers, leading to a thriving trade in gear and armaments. ADVENTURING GEAR Backpack: A rucksack with frame and harness, increase Str by one die type for Encumbrance purposes. (5 lb., 250 credits) Utility Belt: Survival rolls do not take a penalty for being attempted without basic tools (3 lb., 2,500 credits). First aid kit (+1 Healing roll, 1 use). Canteen (half gallon). Communicator (5-mile range). Compass/inertial mapper. Flint & steel, whetstone, multi-tool. Flashlight/signal light (two modes, LED, and IR). Magazine/E-Clip storage slots (4). Meal Ready to Eat (1 use, can sustain a normal human for one day). Survival knife (Str+d4). Psi-Damper Helmet: Pioneered by the Coalition, this helmet (+4 Armor, +1 Toughness) contains a network of crystals and electromagnets designed to block psionic attacks. It also causes headaches and nausea. The helmet provides +2 on opposed rolls against psionic powers and +2 Armor versus psionic damage, which stacks with the Arcane Resistance Edge. Every hour of use, the wearer must make a Vigor check or suffer a level of Fatigue (7 lb., 65,000 credits). Psi-Scanner Wand: Pioneered by the Coalition, this is now produced by Northern Gun and the Black Market. The metal detector-style wand is waved over an individual at very close range (less than a foot). The wand can detect arcana with a skill of d6. On a failure the wand simply does nothing. On a success it gives a muted beep if the target is a supernatural creature or has an Arcane Background. The GM makes this roll in secret (2 lb., 3,500 credits). Silencer: This attachment suppresses the sound and muzzle flash emitted when a semi-auto pistol or submachine gun is discharged, providing a penalty of −1 to Notice rolls at up to 5”, −2 up to GEAR Michael Logan (Order #41085069)
36 North America is full of copycat designs and knock-off products. While many items have a similar look and performance, quality matters. Black Market: An odd amalgamation of seedy organizations, the Black Market manufacturers are the kings of knockoffs and reproductions. They produce facsimiles of Northern Gun and Coalition weapons and body armor (see the Common Gear sidebar on page 40). Prices are 1d20+10% less than listed price. However, these items gain none of the bonuses associated with the mimicked manufacturer instead they are difficult to repair due to shoddy, cheap construction incurring a −1 on Repair rolls and +1 on Technical Difficulty Table rolls. Coalition and Titan Industries: CS equipment is based on Pre-Cataclysm technical standards and designs (a fact they endeavor to conceal). CS and Titan Industries gear is sturdily built, sets the bar for pricing, and uses parts found commonly throughout the world, gaining +1 to Repair. Pre 105 P.A. CS gear—including the Mark V APC— is +2 on Availability rolls throughout North America, see Coalition Armor and Weapons in Savage Foes of North America for prices. Naruni Enterprises: Because of their advanced manufacture in another dimension, NE equipment must be serviced through official dealers. Highly Restricted throughout the Coalition, Free Quebec, and Northern Gun territories, official dealers are nearly impossible to find, imposing a −4 on Availability rolls in these areas. On the frontier, Availability is −2, and suffers no penalty in Roswell, Los Alamo, MercTown, and other places with a permanent Naruni presence. Repair services are half normal price under the advanced warranty accompanying all Naruni products purchased directly from authorized dealers. Naruni sells no repair parts to ensure customers return to the dealers. As such, all Repair rolls are made at −4 due to alien designs engineered to thwart reproduction or tampering, and authentic salvaged parts are outrageously expensive to acquire (at least triple the usual cost). Northern Gun and Wellington Industries: The Upper Peninsula’s manufacturers are known for producing durable, reliable equipment. A Critical Failure when using NG or WI manufactured gear allows the user to make an immediate Common Knowledge roll as a free action. A success avoids any Technical Difficulty. Triax Industries: High-end German engineering makes Triax equipment easier to repair and maintain—if you can get your hands on the expensive, imported replacement parts. Gain a +2 on Repair rolls using genuine Triax parts but suffer a −2 on Availability rolls to find Triax products or parts in North America—and the price can easily be double or triple listed amounts. Wilk’s Laser Industries: Featuring high precision not replicable by other manufacturers, Wilk’s laser weapons gain +1 to hit, and their tools gain +1 on related skill rolls to use them; this stacks with an item's listed bonuses. MANUFACTURER MODIFIERS Michael Logan (Order #41085069)
37 10”, −4 up to 20”, and making the flash unnoticeable at longer ranges. The shooter may make a Stealth roll, at the normal Multi-Action penalty, to hide use of the suppressed firearm (opposed by Notice) (1 lb., 500 credits). Temperature Cloak: This advanced variant of all-weather gear is a waterproof cloak, poncho, or duster with a series of layers designed to dissipate or retain heat depending on the environment. The wearer adds a +4 bonus to rolls versus Cold or Heat (2 lb., 2,000 credits). Bots The Coalition is determined to be the only force to deploy autonomous combat bots—like the Skelebot—in North America. Northern Gun and Triax Industries have agreed to an embargo on hunter/killer bots, and only sell civilian labor models in the region. Installing a combat program into a labor bot is illegal in the CS and punishable by death. NG-W9 LIGHT LABOR BOT Northern Gun designed the NG-W9 as an inexpensive substitute for low-skill human workers. The bot is proficient at construction, maintenance, working assembly lines, loading and unloading cargo transports, stocking shelves, and other such tasks. The labor bot has no combat abilities, but a combat program can be installed (which can be obtained on the Black Market for 250,000 credits). It has a nuclear engine and functions tirelessly around the clock (400 lb., Rarity −2, 2 million credits). Attributes: Agility d4, Smarts d6, Spirit d4, Strength d12+1, Vigor d10 Skills (Labor Program): Athletics d4, Driving d6, Notice d4, Repair d6 Skills (Combat Program): Athletics d4, Fighting d6, Notice d6, Shooting d6 Pace: 6 Parry: 5 Toughness: 12 (4) Hindrances (Labor Program): Pacifist (Major), Vow (Minor—Obey owner). Hindrances (Combat Program): Hesitant, Vow (Major—Obey owner). Edges: Ambidextrous Special Abilities: Armor: Light alloy casing, +4 Armor, +1 Toughness. Construct: +2 to recover from Shaken does not breathe or eat immune to Poison and Disease ignores one level of Wound penalties. Fearless: Labor Bots are immune to Fear and Intimidation, and are programmed for emergency response. Sensor Suite, Basic: +2 to Notice and ignores Illumination penalties. TRIAX DV-12 DYNA-BOT Designed to hunt and kill monsters on missions deep into the infested European wilderness, the advanced DV-12 Dyna-Bot was created to be an expendable substitute for humans, much like the Skelebot. The CS has authorized a labor version to be imported, but it is physically identical to the combat model (combat program Black Market price 500,000 credits). It has a nuclear engine and functions tirelessly around-the-clock (500 lb., Rarity −4, 3.5 million credits). Attributes: Agility d6, Smarts d6, Spirit d4, Strength d12+5, Vigor d12 Skills (Labor Program): Athletics d4, Common Knowledge d4, Driving d6, Notice d6, Repair d6 Skills (Combat Program): Athletics d8, Common Knowledge d6, Driving d6, Fighting d8, Notice d6, Shooting d8, Stealth d6, Survival d6 Pace: 8 Parry: 7 Toughness: 20 (8) Hindrances (Labor Program): Pacifist (Major), Vow (Minor—Obey owner). Hindrances (Combat Program): Loyal, Vow (Major—Obey owner). Michael Logan (Order #41085069)
38 Edges (deactivated in Labor Program): Ambidextrous, Block, Fleet-Footed, Frenzy, Martial Warrior, Rock and Roll!, Steady Hands, Two-Fisted Special Abilities: Armor: Hardened alloy casing, +8 Armor, +3 Toughness. Size 1 (Normal): The Dyna-Bot clocks in at 7’4” and 500 pounds. Construct: +2 to recover from Shaken; doesn’t breathe or eat, immune to Poison and Disease, ignores 1 point of Wound penalties. Fearless: Dyna-Bots are immune to Fear and Intimidation. Sensor Suite: +4 to Notice checks or to offset Shooting penalties; ignores Illumination penalties, detects chemicals and radiation, +1 Shooting. Weapon Mount: Concealed Chemical Spray (Mouth, poison Touch Attack, Knockout or Mild poison effect). Weapon Mount: Concealed Particle Beam (Range 12/24/48, Damage 3d8+3, AP 6, RoF 1, Disintegration, Atomic Annihilation). ARMOR Body Armor ARMORED CLOAKS Supplemental armors made from hightech fibers or the hides of supernatural creatures, armored cloaks come in a wide variety of forms including dusters, ponchos, surcoats, leather jackets, long coats, and the ubiquitous cloaks. Though comfortable, they offer none of the environmental or other systems common to body armor but do DYNA-BOT VS LABOR BOT Michael Logan (Order #41085069)
39 provide +2 Armor, +1 Toughness, and have Min Str d4. Their protection can stack with other non-MDC body armor (but not MDC armor, they have no effect) increase the Strength Minimum required to wear the base armor by one die type, to a minimum of d6 (5 lb., Rarity −1, 6000 credits). CAVALRY ARMOR Horses are an integral part of life throughout North America, and all types of barding are available. Light Cavalry Barding: Made from high-tech fibers or the hides of supernatural creatures, innumerable variations are available. Provide +6 Armor and +1 Toughness, Min Str of d10 (15 lb., Rarity −1, 7500 credits). Heavy Cavalry Barding: Made from advanced alloys or other protective materials, many different styles are available. Provide +8 Armor and +3 Toughness, Min Str of d12+2 (40 lb., Rarity −2, 15,000 credits). MI "VAQUEROS" HEAVY EBA The most popular series of new body armor produced by the Manistique Imperium, Vaqueros body armor has Mexican/Spanish styling worthy of its namesake. The helmet has a mesh fabric bandanna covering reminiscent of a western bandito, flashy cowboy boots made from advanced materials, and the armor has an integrated gun belt and pair of holsters. Besides being stylish, Vaqueros Heavy EBA provides +7 Armor and +3 Toughness, with a Min Str of d6 (20 lb., Rarity −3, 40,000 credits). NARUNI PERSONAL FORCE FIELDS Naruni force fields consist of two thick belts crossed over the wearer’s torso, and work by absorbing and dispersing incoming energy and deflecting fast moving objects. Attackers can bypass the forcefield by slowly pressing their weapons past the surface of the field before striking or pulling the trigger (requires scoring a raise while grappling the wearer, Multi-Action penalties apply). The field offers no environmental protection, does not stack with arcane protection effects, and cannot be worn over body or power armor unless integrated into the suit, which costs an additional 50,000 or 100,000 credits respectively and takes 4 days to install (increase body armor Min Str by one die type). Naruni Force Fields have Min Str d4, and may be activated as a free action. N-F10A Light Force Field: Runs off an E-Clip for 12 hours, and provides +2 Toughness while activated (8 lb., Rarity −4 Restricted, 50,000 credits). N-F20A Medium Force Field: Runs off an E-Clip for 10 hours, and provides +3 Toughness while activated (10 lb., Rarity −5 Restricted, 75,000 credits). N-F40A Heavy Force Field: Runs off an E-Clip for 8 hours, and provides +4 Toughness while activated (15 lb., Rarity −6 Restricted, 150,000 credits). N-F50A Superheavy Force Field: Runs off an E-Clip for 6 hours, and provides +5 Toughness while activated (15 lb., Rarity −7 Restricted, 250,000 credits). NE-C20 CAMOUFLAGE VARIABLE EBA Covered in a fiber-optic material, this suit of lightweight Naruni combat armor color shifts to match the surrounding area with custom camouflage patterns, and masks infrared, thermal, and other emissions. Wearers gain a +2 bonus to Stealth. Provides +6 Armor, +2 Toughness, with a Min Str of d4 (13 lb, Rarity −5 Restricted, 100,000 credits). Michael Logan (Order #41085069)
40 Power Armor BANDITO “SIDEWINDER” SAMAS Bandito Arms discovered schematics for a prototype SAMAS suit featuring a unique vectored-thrust engine system and expanded armaments when compared to the version fielded by the Coalition. They now produce and sell these advanced designs across North America. The CS is not happy about this development, and often attempts to “repossess” any SAMAS suits in the hands of non-Coalition forces. So far, the Sidewinder—named for the unique evasive maneuvers possible with its propulsion system—is quite popular throughout the New West and is gaining notoriety further east (350 lb., Rarity −4 Restricted, 3.5 million credits). Sidewinder SAMAS: Size 2 (Normal), +9 Armor, +5 Toughness, Strength d12+4, Pace 16 + d10 (100 MPH) Notes: Nimble, MDC Armor, Flight System (VTOL, Handling +2, 250 MPH). Weapons: Bandit 6000 "Big Bang" Grenade Launcher (Handheld, Range 24/48/96, damage by grenade, RoF 2, Shots 50, Min Str d12, Weight 60 uses 1 grenade/Shot per RoF, Heavy Pulse). 2 × Anti-Personnel Lasers (Forearm Mounts). Mini-Missile Launchers (Shoulder Mounts, Fixed Front, RoF 4, Shots 24). NG-11F RED HAWK Northern Gun’s answer to the venerable SAMAS, the Red Hawk debuted in 108 P.A. to much acclaim. The NG-11F took the flying power armor market by storm, with many arguing it outperforms the Northern Gun, Titan Industries, plus countless Black Market and other manufacturers produce mass-market versions of common military equipment (apply Manufacturer Modifiers as usual). In actuality, these are Pre-Cataclysm designs which the Coalition employed variants of until 105 P.A. Easy to produce using recovered tech, their equivalent is often found in caches of Golden Age gear or recovered in Relic Salvage Operations. Common Body Armor and Weapons have +1 on Availability rolls throughout the world. COMMON GEAR COMMON BODY ARMOR ITEM BONUS MIN STR WEIGHT RARITY COST Medium EBA +5 Armor, +2 Toughness d6 16 −1 30,000 Notes: Full Environmental Protection, standard body armor systems Light EBA +4 Armor, +1 Toughness d4 10 +0 20,000 Notes: Full Environmental Protection, standard body armor systems Riot Armor +5 Armor d4 8 +1 10,000 Notes: No environmental protection or standard body armor systems. Quite common, providing a +2 bonus on Gear Availability checks. Michael Logan (Order #41085069)
41 old-style SAMAS—especially in chases, hit-and-run combat, and close-quarters melees. The NG-11F features a hawklike head, a chunky SAMAS “inspired” winged jet engine flight system, and talon-like forearm vibro-blades (550 lb., Rarity −3, 2 million credits). NG-11F Red Hawk: Size 2 (Normal), +9 Armor, +5 Toughness, Strength d12+3, Pace 14 + d8 (60 MPH) Notes: Nimble, MDC Armor, Flight System (Handling +2, 290 MPH)— can engage a super-thruster rocketing it up to speeds of 490 MPH at Handling 0, but only for 90 seconds at a time; may be used 2d4 times per day. Weapons: Light Rail Gun (Handheld). Mini-Missiles (Wing Mounts, Fixed Front, RoF 6, Shots 6). 2 × Anti-Personnel Lasers (Forearm Mounts). 2 × Scythe Forearm Vibro-Blades (Str+d8 Mega Damage, AP 8). T-21 TERRAIN HOPPER POWER ARMOR A light suit of power armor designed by Triax for civilian use, the Terrain Hopper is popular in the Americas and throughout Europe. The fast, maneuverable armor is beloved among professionals working in reconnaissance, rescue, exploration, and courier roles. The T-21 is named after the unique jet pack system designed for short hops via computer assisted leaps instead of prolonged flight (100 lb., Rarity −2, 500,000 credits). T-21 Terrain Hopper: Size 1 (Normal), +7 Armor, +4 Toughness, Strength d12+1, Pace 10 Run d8 (40 MPH) COMMON WEAPONS WEAPON RANGE DAMAGE ROF AP SHOTS WEIGHT MIN STR RARITY COST Laser Pistol 12/24/48 3d6 1 2 16 2 d4 +1 5,000 Ion Pistol 10/20/40 1–3d8 1 – 10 4 d4 +0 10,000 Notes: Wide Spread Pulse Laser Rifle 24/48/96 4d6 3 2 60 7 d6 −1 22,000 Notes: 3RB Assault Laser Rifle 24/48/96 4d6 1 2 20 10 d6 −2 27,000 Notes: Integral grenade launcher (15/30/60, RoF 1, Shots 8, damage by grenade type) Plasma Rifle 24/48/96 3d12 1 – 7 14 d8 −3 30,000 Notes: Mega Damage, Snapfire, It Burns Particle Beam Rifle 18/36/72 4d8 1 4 8 18 d8 −4 50,000 Notes: Mega Damage, Snapfire, Disintegration, Atomic Annihilation Vibro-Bayonet – Str+d6 – 6 – 2 d4 +0 8,000 Notes: Mega Damage AP 6. When attached to a rifle, Str+d8, AP 8, Parry +1, Reach 1, two hands. High-Tech Bow/XBow 15/30/60 Str+d8 – 1 – 5 d6 +2 1,000 Notes: Two hands, see High-Tech Bows and Crossbows on page 42 for advanced ammunition types. Michael Logan (Order #41085069)
42 Notes: Nimble, MDC Armor, Flight System (Handling +1, 100 MPH), Power Jumping (Jump +24” horizontal, +12” vertical, 170 MPH overland speed)—system will overheat after an hour, but power jumping has unlimited duration and range. Weapons: None, may use personal weapons. WEAPONS Ranged Weapons: Personal BANDITO ARMS Bandito Arms compete with Wilk’s for dominance of the market in the New West, right after Northern Gun. Their weapons all have a clunky Western look, emphasizing combat performance and damage output. The BigBore Series of weapons, favorites among gunfighters and raiders, fire shells full of high explosive projectiles. The BigBore weapons are Shotguns with the following additional effects: Targets hit are Distracted and then roll Strength (−2 if shooter got a raise). Those who fail are hurled 2d6” and become prone, suffering another 2d4 damage if they strike a hard object. Targets with MDC or of Size (Large) or greater ignore this effect (100 credits per shell, Rarity −1). HIGH-TECH BOWS & CROSSBOWS Ancient ranged weapons have had a resurgence since the apocalypse due to their ease of manufacture, low cost, and silent operation (compared to modern firearms and higher-powered energy weapons). Popular among everyone from tribal cultures and Wilderness Scouts Michael Logan (Order #41085069)
43 BANDITO ARMS WEAPON RANGE DAMAGE ROF AP SHOTS MIN STR WEIGHT RARITY COST Bandit IP-10 Ion Pistol 10/20/40 1–3d8 1 – 10 d4 3 −1 12,000 Notes: +1 Shooting, Wide Spread. Bandit LP1 Laser Pistol 15/30/60 3d6 1 2 20 d4 2 −1 20,000 Notes: +1 Shooting. BigBore “BB-6” Revolver 6/12/24 1–3d6+1 1 3 6 d8 4 −2 6,500 Notes: See left. Revolver, each chamber of the cylinder requires an action to load. BigBore “the Mule” Sawed-Off 5/10/20 1–3d8+2 1–2 4 12 d10 6 −3 15,000 Notes: See left. Double-Barrels. BigBore “Long-Barrel” Shotgun 10/20/40 1–3d8+4 1–2 5 12 d10 8 −3 18,000 Notes: See left. Double-Barrels. NARUNI PLASMA CARTRIDGE WEAPONS WEAPON RANGE DAMAGE ROF AP SHOTS MIN STR WEIGHT RARITY COST NE-4 Plasma Cartridge Pistol 10/20/40 3d10+3 1 — 10 d10 6 −3 R 30,000 Notes: Mega Damage, It Burns. NE-10 Plasma Cartridge Rifle 18/36/72 3d12+3 1 — 20 d6 20 −4 R 50,000 Notes: 3RB, Mega Damage, It Burns. NE-200 Plasma Cartridge Machine Gun 24/48/96 3d12+6 3 — 200 d12 70 −5 R 100,000 Notes: Heavy Pulse, Mega Damage, It Burns, Weapon Mount (see Machine Guns in Savage Worlds). 200 cartridge belts are Reload 2, 40 cartridge magazines optional. WELLINGTON INDUSTRIES WEAPON RANGE DAMAGE ROF AP SHOTS MIN STR WEIGHT RARITY COST WI-FT1 Plasma Flamethrower Cone Template 3d12+3 1 - 8 d8 30 −4 30,000 Notes: Mega Damage, It Burns, may be Evaded (at –2, or –4 on a raise). STUN GUNS WEAPON RANGE DAMAGE ROF AP SHOTS MIN STR WEIGHT RARITY COST Stun Gun 5/10/20 2d4 1 — 10 d4 2 −2 4,000 Notes: Victim rolls Vigor at –2 (on a raise –4) or is Stunned, unless a Called Shot is made the embedded Toughness from Body Armor is added as a bonus to the Victim's check. Michael Logan (Order #41085069)
44 This line of Wellington Industries munitions is a popular upgrade for mundane firearms. Ramjets feature a super-hard alloy casing filled with jet fuel, propelling the rounds to supersonic speeds similar to those of rail gun rounds. Outlawed in the Coalition States as “cop-killing” bullets, these munitions transform cheap firearms into a lethal threat. Ramjet rounds are Hyperkinetic (ignore Sloped Armor), increase the damage die a type, +4 AP, and all attacks deal Mega Damage. The ammo does take a toll, firearms using Ramjet rounds are subject to Technical Difficulties and +1 on the table. Credit cost is ten times the amount listed in Savage Worlds under Ammo. Ramjet rounds sell out quickly and suffer −2 Rarity. WI-10 RAMJET ROUNDS EXPLOSIVES WEAPON RANGE DAMAGE ROF AP SHOTS WEIGHT RARITY COST Anti-Personnel Mine, Fragmentation — 6d6 1 — — 5 −3 1,000 Notes: LBT, Mega Damage, see Minefields in Savage Worlds Anti-Personnel Mine, Plasma — 4d12+4 1 — — 5 −5 2,500 Notes: SBT, Mega Damage, It Burns (for 4d6 per round), apply Damage and AP vs ½ the vehicle’s Armor value (round up), see Minefields in Savage Worlds Anti-Vehicle Mine — 4d10 1 30 — 20 −4 6,000 Notes: MBT, Mega Damage, apply Damage and AP vs ½ the vehicle’s Armor value (round up), see Minefields in Savage Worlds MD Plastique — 6d6 1 — — .5 −3 250 Notes: SBT, Mega Damage, +6 damage per extra .5 lb. MD Dynamite, per stick — 3d8 1 — — .5 −1 100 Notes: LBT, Mega Damage, +1” blast radius and +3 damage per extra stick Type One Fusion Block — 1d20+5 1 10 — 8 −4 R 5,000 Notes: SBT, Mega Damage, Disintegration Beam, Atomic Annihilation Type Two Fusion Block — 2d20+10 1 20 — 12 −5 R 15,000 Notes: SBT, Mega Damage, Disintegration Beam, Atomic Annihilation Type Three Fusion Block — 3d20+15 1 30 — 16 −6 R 45,000 Notes: SBT, Mega Damage, Disintegration, Atomic Annihilation Michael Logan (Order #41085069)
45 to Cyber-Knights and Bounty Hunters, there are quite a few types available. See the Common Weapons table for models incorporating high-tech wonder materials and machining, or Savage Worlds for the more traditional variety. The popularity of bows and crossbows has created a market for a variety of hightech arrow and bolt heads (Range and Damage remain unchanged unless listed): Polymer: Str+d10, AP 3 (25 credits) Explosive: Str+3d6, AP 6 (500 credits) Flare, Illumination: Deploys a chute which lights a LBT for 2d10 rounds (100 credits). Flare, Signal: Incandescent (25 credits) Gas: Shatters releasing toxic gas into a SBT for d4 rounds—Knockout or Paralyzing, see Poison in Savage Worlds (500 credits). Neural Disruptor: Blunt, nonlethal. Victims check Vigor at −2 (−4 with a raise) or are Stunned. Reusable and rechargeable (400 credits). Smoke: Creates an area of smoke which obscures vision (−4 Medium Cover) in a LBT for 2d6 rounds (75 credits). Tracer Bug: Transmits a radio signal with a range of 8 miles, 96 hour battery life. Sticky for attaching to targets (250 credits). NARUNI PLASMA CARTRIDGE WEAPONS The Naruni possess advanced technology, making their weapons systems superior to anything on RiftsEarth. While Naruni Enterprises are capable of manufacturing weaponry compatible with Earth E-Clips, they do not. Shrewd businesspeople, they sell plasma cartridge weapons to ensure continued support from their customers. The ammo cannot be duplicated with Earth technology and can only be manufactured by Naruni Enterprises. Each plasma cartridge has a small primer that, once struck, converts it into a plasma discharge. Naruni plasma cartridge weapons are tough, sleek black weapons with an intimidating two-inch-wide gun bore. Firepower fans love them, but they are heavy. The pistol is especially unwieldy, poorly balanced, and kicks like a mule. All weapons fire the exact same cartridges. (50 credits per cartridge, Rarity −2 Restricted) STUN GUNS Popular with bounty hunters and law enforcement, stun guns are designed to bring a target in alive. They have no effect on Constructs or beings without nervous systems. WELLINGTON INDUSTRIES The product of a collaboration between WI and Golden Age Weaponsmiths, the plasma flamethrower is perfect for combating certain monsters and lightly armored infantry, bunkers, and vehicles. Explosives Northern Gun, Wellington Industries, Triax, the Black Market, and the Coalition all manufacture advanced explosives with similar price and performance. Mines are usually buried and tripped using a sensor (commonly a pressure plate), tripwire, or radio signal. MD Plastique: An advanced highexplosive plastic which can be molded like clay. Plastique only detonates with an electrical charge. MD Dynamite: Advances in chemistry net a bigger bang for the buck. Comes in sticks which can be bundled together. Detonates on a d6 roll of 5 – 6 if exposed to flame or another explosion. Michael Logan (Order #41085069)
46 Fusion Blocks: Brick-sized cases with a keypad for programming detonation. They have a minimum 30-second timer as a safety feature. Fusion blocks are not aerodynamic and impose a −2 penalty on Athletics (throwing) rolls if hurled like grenades. The GM may limit availability of these items. VEHICLES Air and Hovercraft NG-A70 SKY KING Northern Gun’s most famous combat vehicle, the Sky King, is an ultra-popular hover assault platform. Known for its speed, reliability, and fire-power, the NG-A70 can be found throughout North America and is widely used by citystates and mercenary companies in air superiority and ground attack roles (1.3 tons, Rarity −1, 1.5 million credits). NG-A70 Sky King: Size 3 (Normal), Handling +1, 570 MPH, Toughness 16 (5), Crew 1, Remaining Mods 2 Notes: Nimble, MDC Armor, Nuclear Powered, STS, VTOL, Pilot is a −4 Called Shot. Weapons: Mini-Missile Launchers (Fixed Front, RoF 2, 12 Shots). Dual-Linked Light Rail Guns (Fixed Front). Medium Laser (Fixed Front). NG-HCH-1228 HOVERTRAIN LOCOMOTIVE Hovertrains are a revolutionary technology pioneered by Northern Gun, with only their support and maintenance network allowing these behemoths to operate efficiently. Like the locomotives of old, they connect human civilization across the vast wilderness of North America by enabling large-scale overland trade. Though freed from a rail network, hovertrains have a limited hover height of about one yard and can only traverse even and unobstructed ground at full speed. Hovertrain locomotives are immense powerhouses of modern technology able to tow oversized boxcars each carrying tons of cargo, dozens of passengers, or modern robot vehicles and tanks. They are often used to ferry cargo between major urban centers along safe routes, with cargo haulers like the “Big Bertha” completing the transportation chain by bringing the products of civilization to frontier locations. Hovertrains are defended by flatbed cars carrying robot vehicles and power armor ready to disembark and engage hostiles. Weapons cars were common in the past but proved a less versatile defense (98 tons, Rarity −4, 97 million credits). NG-HCH-1228 Hovertrain Locomotive: Size 10 (Huge), Handling +3*, 250 MPH, Toughness 50 (20), Crew 2+2, Remaining Mods 4 Notes: ECC, Hover, MDC Armor, Nuclear Powered, Reinforced Ram, STS, Signal Booster. Weapons: Anti-Personnel Laser (Fixed Front). *Typically tows five full APT cargo boxcars and at least one weapons or flatbed boxcar for defense. Suffers −1 Handling and −25 MPH for each fully loaded cargo boxcar attached. ALL-PURPOSE TRAILERS/BOXCARS (APT) Created according to Northern Gun standards, APTs attach to heavy ground vehicles like hovertrains and “Big Bertha” cargo haulers. They have no motive power of their own and must be pulled by a locomotive or tractor. (4+ Michael Logan (Order #41085069)
47 tons 45,000 credits for the wheeled APT 100,000 credits for the electric hover APT 500,000 for the Nuclear Powered hover APT, Rarity +0) All-Purpose Trailer/Boxcar: Size 8 (Huge), Handling −1, 0 MPH, Toughness 30 (8), Crew 0, Remaining Mods 25 Notes: ATV or Hover, Exposed Crew (flatbed option) reduces cost by 25,000 credits *In a pinch, APTs can be pushed or pulled by hand at a maximum speed of 5 –10 MPH (see Super Strength in The Tomorrow Legion Player’s Guide). **Many APTs are built to order with common variants including Exploration and Adventurer Packages, Command and Control Bunkers, Medical Stations, Repair & Garage Stations, Special Cargo Frames, and Weapons Boxcars. See the Science Fiction Companion for custom vehicle modification rules. NG-HCH-2000 ‘BIG BERTHA’ TRACTOR HOVER TRUCK The favored means of transporting goods overland, the “Big Bertha” Heavy Cargo Hauler 2000 hearkens back to the “big rig” semi-trucks of the old American Empire. These advanced cargo haulers feature powerful hover systems, allowing them to travel long distances over wild terrain without the need of roads, and feature universal connectors for up to three trailers or box cars, with hover jets to balance and accommodate their load. Ubiquitous in North America, Tractor Hover Trucks are often used to travel to remote, dangerous locations (55 tons, Rarity −2, 40 million credits). Michael Logan (Order #41085069)
48 NG-HCH-2000 Tractor Hover Truck: Size 8 (Huge), Handling +1*, 175 MPH, Toughness 42 (20), Crew 2+2, Remaining Mods 6 Notes: ECC, Hover, MDC Armor, Nuclear Powered, STS. *Typically tows one to three cargo boxcars (see APT above) −1 Handling and −25 MPH each fully loaded APT. NG-HC106 HOVER CAR Sold throughout North America, the NGHC106 is the civilian version of Northern Gun’s popular hover car (itself a knockoff of the CS AFC-105). There are many knockoffs, but they all have the same basic features and performance listed here (1.5 tons, Rarity −3, 500,000 credits for nuclear; 200,000 for the electric). NG-HC106 Hover Car: Size 4 (Large), Handling +1, 150 MPH, Toughness 22 (10), Crew 1+4, Remaining Mods 4 Notes: ECC, MDC Armor, Nuclear Powered, STS, VTOL. Water Craft PATROL VESSEL For civilization to flourish, trade along the rivers, lakes, and waterways must be secured from pirates and sea creatures. Many patrol vessels are rebuilt hulls hundreds of years old, though advanced alloy patches and high-tech upgrades keep even the most ancient vessels afloat (36 tons, Rarity −5, 20 million credits). Patrol Vessel: Size 10 (Huge), Handling 0, 35 MPH, Toughness 48 (28), Crew 6+4, Remaining Mods 4 Notes: ECC, MDC Armor, STS. Weapons: Dual-Linked Medium Laser Turret (Bow/Front). 2 × Mini Rail Guns (Left and Right, Pintle Mount). Mini-Missile Launcher (Front). RIVER BARGE By the time of Rifts Earth, barges have been plying the waterways of North America for nearly a millennium. Most barges and ferries are self-propelled, though primitive barges and flatboats abound (no sensors, armor, or possibly even propulsion). Not suitable for deep sea travel (140 tons, Rarity +0, 50,000 credits). River Barge: Size 12 (Gargantuan), Handling −2, 5 MPH, Toughness 38 (20), Crew 1+50, Remaining Mods 40 Notes: Exposed Crew, STS Weapons: May mount an Anti-Personnel Laser, Mini Rail Gun, Machine Gun, or similar (costs extra). Ground Vehicles GAW BRADLEY IFV Golden Age Weaponsmiths famously retrofit pre-Rifts war machines with updated armor, munitions, and other tweaks. Reconditioned M2 Bradley Infantry Fighting Vehicles are among their most popular products. Sold to kingdoms and mercenaries on a budget, scores of the armored personnel carriers have recently been shipped to the Kingdom of Worth, Houstown, and other city-states (25 tons, Rarity −1, 65,000 credits). GAW Bradley IFV: Size 7 (Large), Handling 0, 40 MPH, Toughness 30 (14), Crew 3+8, Remaining Mods 2 Notes: ECC, MDC Armor, STS, Tracked, Max Range 300 miles. Weapons: Refitted 25mm Autocannon (Turret, Range 50/100/200, 3d10 Mega Damage, AP 8, RoF 3, 900 Shots, Imp Stabilizer, Hyperkinetic). TOW Missile Launcher (Turret Mount, 2 Shots, see Savage Worlds). Medium Machine Gun (In Turret, 2200 Shots, see Savage Worlds). Michael Logan (Order #41085069)