Special Abilities: Nightvision: 100 feet (30.5 m), can see in to gJe attack. Range: 450 feet (137 m). Payload: 10 shots; requires
tal darkness, see the invisible, turn invisible at will, bio-re 20 P.P.E. to recharge, or can be reloaded with a simple P.P.E.
generation ID4x I0 M.D. per minute, impervious to ftre and clip.
cold (does no damage, including magic fire and M.D. plasma
energy), prehensile tail, teleport self (66%), dimensional TW Spin-Disk Shooters (2): Mega-Damage: 3D6 M.D.
teleport (64%), metamorphosis at will (duration: 40 hours) each. (Since the disks are silver-edged, they inflict double dam
and create Shadow Dragons (2). age against the undead and other creatures vulnerable to silver.
Rate of Fire: It costs one action to fire such a weapon, and an
Psionics: other action to reload it. Vargeld wears two of these weapons
mounted on forearm guards, so he can fire two disks before re
Sensitive: All Sensitive abilities! Astral Projection (10), loading. Range: 400 feet (I22 m). P.P.E. Cost: 5 points to
Clairvoyance (4), Commune with Spirits (6), Empathy (4), Intu charge each disk to make it a magical M.D. attack (otherwise it
itive Combat (10), Machine Ghost (12), Mask J.S.P. & Psionics does 3D6 S.D.C.).
(7), Mask P.P.E. (4), Mind Block (4), Object Read (6), Presence
Sense (4), See Aura (6), See the Invisible (4), Read Dimensional TW Night Goggles: Passive night vision. Range: 120 feet
Portal (6), Remote Viewing (10), Sense Dimensional Anomaly (36.5 m). P.P.E.: 25 to activate. Duration: 15 minutes.
(4), Sense Evil (2), Sense Magic (3), Sense Time (2), Sixth
Sense (2), Speed Reading (2), Telepathy (4), Total Recall (2). TW Thought Projector: Turns one's thoughts into life-sized
holographic, moving images. See Coalition Wars™ One, page
Physical: All Physical abilities! Alter Aura (2), Deaden 67, for complete details.
Senses (4), Death Trance (I), Ectoplasm (varies), Ectoplasmic
Disguise (12), Impervious to Cold (2), Impervious to Fire (4), Millennium Tree Wand of the Animal: All usual features
Impervious to Poison (4), Levitation (varies), Mind Block (4), plus: Damage: ID4 S.D.C. as a weapon. Gift: Its owner can
Nightvision (4), Resist Fatigue (4), Resist Hunger (2), Resist climb at 90%175%. Spells: Can cast a total of five spells per day
Thirst (6), Summon Inner Strength (4), Telekinesis (varies), from any of the following (can cast the same spell multiple
times if so desired), Eyes of the Wolf, Swim as a Fish: Superior,
Telekinetic Acceleration Attack (10-20), Telekinetic Leap (8), Superhwnan Strength, and Metamorphosis Animal; all at 7th
Telekinetic Lift (6), Telekinetic Punch (6), Telekinetic Push (4). level spell strength.
Spell Knowledge: All invocations levels 1-12! See Tannhauser Splugorth Faerie P.P.E. Battery: Provides 58 P.P.E. and
at the beginning of the Dragon King section for a complete recharges 2D6 P.P.E. per hour.
spell list. Spell descriptions not found in the Rifis® RPG are
in Federation ofMagic™; all spell descriptions are presented Scrolls: Dessicate the Supernatural (I), Restore Life (I) and
in the Rifis® Book ofMagic. Call Lightning (I).
Combat Training: Natural combat abilities. Money: 456,000 in Universal Credits (recently acquired) and
Attacks Per Melee: Seven physical attacks per melee, or four over five million in gems andjeweIry. Pickings are good.
ice breath and three physical, or two by magic. Favorite Xevek
weapon is magic.
Combat Bonuses: +4 on initiative, +6 to strike, +7 to parry and Xevek is one of the true enigmas among the Dragon Princes
dodge, +4 to pull punch, +4 to roll with impact, +8 to save vs of Freehold. A member of a dying breed hiding in the Astral
psionics and insanity, +7 to save vs magic and poison, +4 to Plane, this Zaayr Crystal Dragon is believed to be the only crea
all other saving throws, + 12% to save vs coma/death. ture of its type currently living in North America. Why it came
Other Combat Info: Restrained punch: 4D6 S.D.C., full here, and why it chose to stake a claim in Freehold remains a
strength punch: 4D6 M.D., power punch: ID6xl0 M.D. mystery. Xevek rarely makes contact with anybody, and when
(counts as two attacks), kick or tail slash: 5D6 M.D., bite: he does, it is for the briefest of moments. He is a loner among
4D6 M.D., ice breath: 506 M.D. (Range: 200 feet (61 m), loners, introverted and wrapped in a cloak of secrecy. Some say
blast is six feet (1.8 m) wide, can be used as often as four he has come to Tolkeen to find the Coalition officers responsi
times per melee). ble for murdering a friend of his. Others say he has come here
Weapons, Body Armor & Other Equipment: The following because he was somehow evicted from the Astral Plane by other
are a few old favorites and some new things Vargeld has "ac Zaayr Crystal Dragons. And others say he has been fighting in
quired" from his campaign of revenge. Other than magic the war in Tolkeen because he needs to atone for some heinous
items, gems and gold, the Ice Dragon avoids "devices" made crime he once committed against humanity and magic-users in
by mortals. general. Are all of these stories true? Are none of them? Who
can say, for until Xevek himself clarifies the many different sto
TW Whip of Pain: A long-time favorite. Damage: 3D4 ries swirling about him, all are suspect. His rarity and power
H.P./S.D.C. or Agony as per the spell against mortal or M.D.C. have earned him the honorary title of Prince, but unlike true
beings. The victim is in agony for ID4 melees per lash of the Dragon Princes, he can not create shadow essences of himself.
whip. P.P.E.: 20 to activate.
Siege Notes: If there are heroes among the dragons who stay
TW Chainsaw: Another old fave. Mega-Damage: I D4x 10 to fight for Freehold, Xevek is one of them. He fights to save the
M.D. per strike. Payload: 20 P.P.E. to activate. Duration: Three city and to defend the lesser inhabitants, many of whom are
minutes (12 melee rounds) per 20 P.P.E. Modifiers: -4 to strike, slaves and dragon worshipers who suddenly fmd themselves in a
-6 to parry. conflagration without a dragon master or lord to direct and pro
tect them. When Xevek realizes they can not win, he will try to
TW Flaming Dagger (Giant-sized): Mega-Damage: 3D6. help get as many innocent people out alive as possible. How
TW Firebolt Pistol: Mega-Damage: 4D6 M.D. per magical
blast of fire . Rate of Fire: Single shot; each shot counts as a sin
152
ever, this is not an easy task. Freehold is surrounded and the Crystal Dragon might linger in Minnesota chasing down and
scene of some of the most brutal fighting. As fate would have it, slaughtering the hated Splugorth Slavers who arrive. (And per
the noble dragon escapes decimation from a volley of nuclear haps falling victim to slavers himself, requiring rescue from
missiles that lays waste to half the city because he is away tak heroes willing to face the Splugorth and their Blind Warrior
ing several hundred people to a ley line in Wisconsin. Xevek Women).
has no death wish and abandons the city at some point. Joining
the battle for Tolkeen at some point before giving up the fight Race: Zaayr Crystal Dragon (see Psyscape™, page 135, for
and disappearing. What he does next is anyone's guess. The completed details on this dragon).
--~ Alignment: Unprincipled.
\ Attributes: I.Q. 24, M.E. 22, M.A. 22, P.S. 36 (supernatural),
P.P. 15, P.E. 20, P.B. 24, Spd. 30 running (20 mph/32 km) or 60
\ flying (41 mph/65 .6 km).
M.D.C.: 10,000
Horror/Awe Factor: 17
Weight: Eighteen tons. Height: 20 feet (6.1 m) tall and 50 feet
(15.2 m) long from head to tail. 50 foot (15.2 m) wingspan.
Age: 3130 years old.
P.P.E.: 700, I.S.P.: 330.
Experience Level: lOth level Adult Dragon and honorary
Dragon Prince.
Skills of Note: Includes + I0% I.Q. bonus.
R.C.C. Skills: Basic and Advanced Math (98%). Speak/Liter
ate in Dragonese and American, both at 98%. Demon & Mon
ster Lore (90%), Faerie Lore (85%), Basic Electronics (98%),
and Computer Operation (98%).
Domestic: Dance, Sing, Play Musical Instrument: Guitar and
Flute, all at 98%.
Espionage: Escape Artist (90%), Intelligence (98%), and
Tracking (85%).
Rogue: Streetwise (70%).
Technical: Art (98%), Law (85%), and Writing (85%).
Wilderness: Land Navigation (86%) and Wilderness Survival
(90%).
Special Abilities:
Master of Light: Can see all spectrums of light, can turn in
visible at will, can dazzle opponents (those affected are -5 to
strike, -7 to strike and parry, -4 to dodge; costs 3 I.S.P.), reflect
lasers (no damage; costs 5 I.S.P.), convert light into heat energy
(anybody touching the dragon suffers 106 M.D.; costs 5 I.S.P.),
fife laser beams from eyes (Range: 1000 feet; 305 m), Damage:
406 M.D.; costs 5 l.S.P. per blast).
Breathe Magic Flame: I.S.P. Cost: One per melee round.
Range: 600 feet (183 m).
Other Abilities: Keen vision (can see two miles; 3.2 krn), see
the invisible, bio-regeneration 104xlO M.D. per minute, im
pervious to lasers, resistant to heat and fire (does half dam
age, including M.D. magic fire and plasma energy) and
magically understands and speaks all languages. Teleport self
(50%), dimensional teleport self (60%), reduce size at will
down to 3 feet (0.9 m), metamorphosis into a glossy,
white-skinned humanoid up to ten hours at a time. An honor
ary "Prince," Xevek can NOT create Shadow Dragons.
Psionics: Master Psychic.
Sensitive: All sensitive abilities. Astral Projection (8), Clair
voyance (4), Commune with Spirits (6), Empathy (4), Intuitive
Combat (10), Machine Ghost (12), Mask I.S .P. & Psionics (7),
Mask P.P.E. (4), Mind Block (4), Object Read (6), Presence
Sense (4), See Aura (6), See the Invisible (4), Read Dimensional
Portal (6), Remote Viewing (10), Sense Dimensional Anomaly
153
(4), Sense Evil (2), Sense Magic (3), Sense Time (2), Sixth in a quandary. Part of her says to bid her few friends farewell
Sense (2), Speed Reading (2), Telepathy (4), Total Recall (2). and head back to Japan and the endless pleasures that await her
there. Another part nags at her to stay and help. She will proba
Healing: Deaden Pain (4), Exorcism (10), Healing Touch (6), bly stay to help those who have come to her in the past, particu
Increased Healing (10), Psychic Diagnosis (4), Psychic Purifica larly Megaversal beings, to fmd their way out of the city without
tion (8), Psychic Surgery (14), Resist Fatigue (4), Restore P.P.E. getting killed. She dislikes having to get physical, and is likely
(4), Suppress Fear (8). to find herself doing more fighting than she ever has in her life.
Super Psionics: Astral Golem (SO+), Empathic Transmission Race: Kumo-Mi Dragon (see Rifis® Japan for complete de
(6), Hypnotic Suggestion (6), Group Mind Block (22), Mentally tails).
Possess Others (30), Mind Bond (10).
Spell Knowledge:
Level One: Blinding Flash (I), Globe of Daylight (2), Lan
tern Light (I).
Level Two: Cloak of Darkness (6).
Level Three: Invisibility: Simple (6), Light Target (6).
Level Four: Shadow Meld (10).
Level Seven: Invisibility: Superior (20).
Level Ten: Summon Shadow Beast (140).
Level Eleven: See in Magic Darkness (12S).
Level Thirteen: Shadow Wall (400).
Level Fourteen: Close Rift (200+).
Level Fifteen: Dimensional Portal (1000).
Combat Training: Natural combat abilities.
Attacks Per Melee: Eight physical or psionic attacks per melee,
or four physical or psionic plus one by magic. Favorite weap
ons are fire breath and magic.
Combat Bonuses: +3 to initiative, +2 to strike, +2 to parry and
dodge, +3 to pull punch, +3 to roll with impact, +S to save vs
psionics and insanity, +4 to save vs magic and poison, + I on
all other saving throws, and + I0% to save vs coma/death.
Other Combat Info: Restrained Punch: 6D6 S.D.C., Full
Strength Punch or Tail Slash: SD6 M .D., and Power Punch:
1D6x IO M.D. (counts as two attacks).
Weapons, Body Armor, & Other Equipment: Doesn't carry
it, doesn't need it, doesn't want it.
Shigen, Lady of the Wind
Since the Coming of the Rifts, Lady Shigen has spent most
of her time in Japan, where she fully enjoys the return of mon
sters and magic. Within the last few years, she has come to
Tolkeen as a personal favor to another dragon to whom she
owes her life. (Dragons do not like to divulge exactly how such
debts are earned; to admit that one needed another's help at
some point is unbecoming of a creature of power.)
Upon arriving, she found Freehold to be an agreeable place,
and decided to stay a while. She cleared her debt during the first
phase of the Siege on Tolkeen, when she actively took part in
over a dozen major Tolkeen offensives against the enemy. After
the Sorcerers' Revenge, Lady Shigen has considered her debt
paid in full, and she now holds her own private court in the city.
She spends her days in leisure, entertaining an endless stream of
guests, ranging from Dragon Hatchlings looking for a mentor to
powerful Megaversal travelers looking to gain the friendship of
a dragon such as she. Either way, Shigen does not intend to
break this pattern of behavior until Freehold falls under siege.
An event she was told would never come to pass.
Siege Notes: Now that the impossible has happened, and
Tolkeen bums and Freehold is being tom apart, Lady Shigen is
154
Alignment: Unprincipled. Combat Training: Special!
Attacks Per Melee: Seven Physical or Psionic attacks per me
Attributes: I.Q. 25, M.E. 25, M.A. 24, P.S. 40 (supernatural),
P.P. 25, P.E. 24, P.B. 25, Spd: 100 flying/snaking through the lee round or two by magic.
sky (65 mphJI04 Ion). Combat Bonuses: +3 to initiative, + II to strike and parry, + 14
M.D.C.: 8,100
Horror/Awe Factor: 14 to dodge, +3 to roll with punchJfalVimpact. +7 vs Horror
Weight: Four tons. Size: Like all Kumo-Mi, Shigen can assume Factor, + 14 vs magic and poison, +7 to save vs psionics and
insanity, +2 on all other saving throws, +36% vs coma/death.
any size from 15 feet (4.6 m) long from snout to tail to her Other Combat Info: Restrained Punch: 3D6 M.D. Full
natural full length of 60 feet (18.3 m). She usually moves in a Strength Punch, Kick or Bite: 5D6 M.D. Power Punch:
fluid, coiled pattern, like an undulating spring. ID6xlO M.D. (counts as two attacks). Tail Whip: ID4xlO
Age: 9,000 years. M.D. (counts as one attack).
P.P.E.: 800 Weapons, Body Armor and Other Equipment: Shigen sup
I.S.P.: 100 posedly once had a serious treasure trove but lost much of it
Experience Level: 12th level Adult Dragon in a single night of playing cards with an extremely lucky
Skills of Note: All Technical skills, Basic Math, Speaks/Literate (and foolhardy) group of Megaversal adventurers. She has a
in Dragonese, Speaks/Literate in Japanese, Calligraphy, Art, treasure trove worth 100 million back home in Japan, and a
Land Navigation, Identify Plants and Fruits, Gardening, measly 650,000 credits worth of gems and other items in her
Dance, Sing, Play Wind Instrument (Flutes and Horns). All palatial estate at Freehold. However, her home and valuables
skills are at 98%. Speaks American and Euro at 80%. will be lost in the bombardment of that city.
Natural Abilities: Nightvision 1,200 feet (366 m; can see even
in total darkness), see the invisible, tum invisible at will,
Hurligeth the Brawlerclimbing 98%, prowl 60%, bio-regenerate ID4x 10 M.D.C.
per minute (every four melees), dimensional teleport 88%,
Most Great Woolly Dragons never make it to adulthood.
impervious to cold, poisons, and possession. These hulking Neanderthals of the dragon world often have ap
petites for destruction too large for their own good. That is why
Spell Knowledge: Shigen knows all Air Elemental magic so many of them meet their maker somewhere in their hatchl ing
spells! See Rifis® Conversion Book One or the Rifis® Book or early adult years. With few magic powers to sustain them,
ofMagic for description of elemental magic.
Level One: Breathe Without Air (3), Thunder Clap (2), they rely on their brute strength and fighting ability. Impressive
Cloud of Slumber (4), Cloud of Steam (4), Create Light (2), as these often are, their luck runs out at some point and spells
Create Mild Wind (4), Stop Wind (5). their doom.
Level Two: Change Wind Direction (6), Create Air (6), Woolly Dragons who live as long as Hurligeth, do so because
Heavy Breathing (5), Howling Wind (7), Levitate (7), Mesmer they possess great strength, great skill, or great luck. Hurligeth
ism (7), Miasma (7), Northwind (7), Silence (10). himself has all three. Said "never to have met a fight he didn't
Level Three: Air Bubble (10), Call Lightning (10), Float in like," Hurligeth can be goaded into combat with the greatest of
Air (6), Darkness (10), Fingers of the Wind (8), Northern Lights ease. Once joined in combat, though, most of his opponents find
(12), Resist Cold (8), Walk the Wind (10), Wind Rush (10). much more than what they bargained for. This is the dragon
Level Four: Ball Lightning (15), Calm Storm (20), Dissipate who once ripped the head off of a sphinx in a wrestling match!
Gases (15), Freeze Water (10), Invisibility (20), Leaf Rustler The dragon who likes to sharpen his claws by tearing up
(15), Phantom Footman (20), Protection from Lightning (20). Mega-Damage metals like tissue paper. The dragon who once
downed a Coalition fighter jet just by hurling large stones at it
Level Five: Breath of Life (60), Circle of Rain (25), Darken from the ground! Oh, Hurligeth is one tough customer, all right.
the Sky (25), Detect the Invisible (10), Invisible Wall (30), Just try asking any of the four thousand or so dead Coalition
Phantom (30), Whirlwind (30). personnel who have crossed him during the Siege on Tolkeen.
They'll tell you straight. If they could still talk, that is.
Level Six: Electrical Field (35), Electro-Magnetism (40),
Mist of Death (40), Snow Storm (50), Vacuum (40), Whisper of Hurligeth himself is fairly smart for a Great Woolly Dragon,
the Wind (30). but none too talkative. He came to Rifts Earth looking for an
endless source of conflict to amuse himself, and he has defi
Level Seven: Atmosphere Manipulation (50), Hurricane (60), nitely found it in the war zones of Minnesota. He lives in Free
Rainbow (60), Tornado (60). hold whenever he is not prowling the wilderness or The Barrens
looking for his next challengers. So far, the war has been good
Level Eight: Wind Blast (40), Wind Cushion (50), Creature to this creature, and his only fear is that it will end one day, as
of the Wind (70). all wars must. When that time comes (and he knows it is not
long oft), Hurligeth will have to fmd some other part of the
Psionics: world (or the Megaverse) that can so wholly slake his thirst for
combat. Until then, the Mighty Brawler continues to be the
Healing: All Healing psionics! Bio-Regenerate (self) (6), scourge of the Coalition, the wonder of Tolkeen, and the embar
Deaden Pain (4), Detect Psionics (6), Exorcism (10), Healing
Touch (6), Increased Healing (10), Induce Sleep (4), Psychic
Diagnosis (4), Psychic Purification (8), Psychic Surgery (14),
Resist Fatigue (4), Restore P.P.E. (4), and Suppress Fear (8).
Sensitive: Empathy (4), Mind Block (4), and Telepathy (4). rassment of his fellow Dragon Princes, who wish their comrade
Vulnerabilities: Weapons made of silver do Mega-Damage to could at least show a little restraint when using his powers. Af
her, and fire and magic weapons do their usual damage. Earth
ter all, the way he keeps tearing about on the battlefield, well,
Elementals inflict double damage.
155