The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

Savage_Rifts_Blood_and_Banes_(SWADE_Edition)

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by archangel777, 2023-09-23 18:03:37

Savage_Rifts_Blood_and_Banes_(SWADE_Edition)

Savage_Rifts_Blood_and_Banes_(SWADE_Edition)

Michael Logan (Order #41085069)


PAGE ADDED FOR DOUBLE-SIDED PRINTING Michael Logan (Order #41085069)


1 Playtest and Advice: Sean Tait Bircher, Robin English-Bircher; John "Venatus Vinco" Stevens and the savagerifts.com community; the illustrious playtesters of the official Pinnacle feedback forums Written By: Sean Tait Bircher, Robin English-Bircher Additional Material: Bill Keyes, Simon Lucas, Sean Owen Roberson, Eddy Webb Cover Illustration: Dhaniels Castillo Interior Illustrations: Tyler Clark, Donald Crank, Alex Elykov, Bien Flores, Maurizio Giorgio, Ross Grams, Gunship Revolution, Chris Malidore, Sika Murti, Alida Saxon, Carly Sorge, Jon Taylor 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 rifts north america: blood & Banes 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 CHARACTERS 7 Iconic Frameworks . . . . . . . . . . . . . . . . . . . . 7 Knight of the White Rose . . . . . . . . . . . . 7 Necromancer . . . . . . . . . . . . . . . . . . . . 10 Shifter . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Heroic Vampire . . . . . . . . . . . . . . . . . . . 17 Werecat . . . . . . . . . . . . . . . . . . . . . . . . . 20 MARS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 New Races . . . . . . . . . . . . . . . . . . . . . . . . . 26 Centaur . . . . . . . . . . . . . . . . . . . . . . . . . 26 Sasquatch . . . . . . . . . . . . . . . . . . . . . . . . 27 Edges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Iconic Edges . . . . . . . . . . . . . . . . . . . . . 29 Professional Edges . . . . . . . . . . . . . . . . . 31 GEAR 33 Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Body Armor . . . . . . . . . . . . . . . . . . . . . . . 35 Power armor and Robot vehicles . . . . . . 36 Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Equipment . . . . . . . . . . . . . . . . . . . . . . . . . 38 TOMORROW LEGION ARCHIVES 41 Personal Log of Legionnaire Jaime Castro . . . . . . . . . . . 41 Xiticix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Xiticix Expedition Report . . . . . . . . . . 43 Madhaven . . . . . . . . . . . . . . . . . . . . . . . . . 45 From the diary of Sirrius Festes: Madhaven Expedition . . . . . . . . . . . 45 Dinosaur Swamp . . . . . . . . . . . . . . . . . . . 46 Tomorrow Legion Guide Book . . . . . 46 Calgary and the Monster Kingdom . . . . 47 Communique from Commander Dudley of the Tundra Rangers to Tomorrow Legion Council . . . . . . . . 47 THE GAME MASTER'S HANDBOOK 49 The Mission Profile Table . . . . . . . . . . 49 THE VAMPIRE KINGDOMS 51 Hierarchy of Blood . . . . . . . . . . . . . . . . . . . 51 Vampire Intelligences . . . . . . . . . . . . . . 51 Master Vampires . . . . . . . . . . . . . . . . . 52 Secondary Vampires . . . . . . . . . . . . . . 52 Wild Vampires . . . . . . . . . . . . . . . . . . . 53 The Mexico Empire . . . . . . . . . . . . . . . . . 53 A Sense of Civility . . . . . . . . . . . . . . . . 54 Major Cities of the Mexico Empire . . 54 Other Cities of Note . . . . . . . . . . . . . . . 55 The Muluc Kingdom . . . . . . . . . . . . . . . . 56 Secrecy and Paranoia . . . . . . . . . . . . . . . 57 The Blood Pool . . . . . . . . . . . . . . . . . . . . 57 The Drums of War . . . . . . . . . . . . . . . . . 57 Eltajin . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 The Milta Kingdom . . . . . . . . . . . . . . . . . 59 Political Shifts . . . . . . . . . . . . . . . . . . . . 59 Major Cities of the Milta Kingdom . . 60 Other Cities of Note . . . . . . . . . . . . . . . 60 The Ixzotz Kingdom . . . . . . . . . . . . . . . . . 61 War on the Horizon . . . . . . . . . . . . . . . . 61 Major Cities of the Ixzotz Empire . . . 62 Other Cities of Note . . . . . . . . . . . . . . . 62 Chichen Itza . . . . . . . . . . . . . . . . . . . . . . . 63 A Risen God . . . . . . . . . . . . . . . . . . . . . 64 A Grand Manipulation . . . . . . . . . . . . 65 A Secret Weapon . . . . . . . . . . . . . . . . . . 65 Vampires in the Southwest . . . . . . . . . . . 66 Ciudad Juarez, Mexico . . . . . . . . . . . . 66 Fort Tombstone, Arizona . . . . . . . . . . 68 Xavier Stuart . . . . . . . . . . . . . . . . . . . . . . . 69 Silvereno, Colorado . . . . . . . . . . . . . . 73 Slayers and Sanctuaries . . . . . . . . . . . . . 74 A Land of Ranchers and Farmers . . . 74 Fort Reid . . . . . . . . . . . . . . . . . . . . . . . . 74 Kenneth Emanuel “Doc” Reid . . . . . . . . . 77 The Cave of Crystals . . . . . . . . . . . . . . 78 Tampico Military Protectorate . . . . . . 78 Acapulco . . . . . . . . . . . . . . . . . . . . . . . . 78 Monterrey . . . . . . . . . . . . . . . . . . . . . . . 79 Ciudad Victoria . . . . . . . . . . . . . . . . . . 79 Savage Tale: A Trap is Set . . . . . . . . . . . . 80 A Farm in Need . . . . . . . . . . . . . . . . . . 80 Diversions and Dead Ends . . . . . . . . . . 81 Showdown at the Tombstone Airport . . . . . . . . . . . . . . 83 THE XITICIX HIVELANDS 85 The Horde . . . . . . . . . . . . . . . . . . . . . . . . . 86 Xiticix Biology . . . . . . . . . . . . . . . . . . . . 86 Xiticix Hives . . . . . . . . . . . . . . . . . . . . . . . 90 Inside the Hive . . . . . . . . . . . . . . . . . . . 90 The Life Cycle of the Colony . . . . . . . . 91 The Six Xiticix Hives . . . . . . . . . . . . . . 92 CONTENTS Michael Logan (Order #41085069)


3 War with the Xiticix . . . . . . . . . . . . . . . . . 93 The Coalition States Against the Xiticix94 The Lazlo War Against the Xiticix . . . 96 The Psi-Stalkers’ Private War . . . . . . . . 97 Savage Tale: Stirring the Hive . . . . . . . . 99 Westward Ho . . . . . . . . . . . . . . . . . . . . 99 Bugs to Spare . . . . . . . . . . . . . . . . . . . 100 Getting Eaten Alive . . . . . . . . . . . . . . . 101 THE MUTANT LANDS 103 Madhaven . . . . . . . . . . . . . . . . . . . . . . . . 103 Haven Mutants . . . . . . . . . . . . . . . . . . 105 The Knights of the Order of the White Rose . . . . . . . . . . . . . . . . . . . 106 Dinosaur Swamp . . . . . . . . . . . . . . . . . . 106 Inhabitants of Dinosaur Swamp . . . . 107 The Old Carolinas . . . . . . . . . . . . . . . 108 Georgia . . . . . . . . . . . . . . . . . . . . . . . . 108 Florida . . . . . . . . . . . . . . . . . . . . . . . . . 109 Savage Tale: The Collector . . . . . . . . . . . 111 A New-New York . . . . . . . . . . . . . . . . 112 On the Hunt . . . . . . . . . . . . . . . . . . . . 113 To the Rescue . . . . . . . . . . . . . . . . . . . 113 Savage Tale: Moby Rex . . . . . . . . . . . . . 114 Welcome to Dinosaur Swamp . . . . . 114 Just Another Day in the Swamp . . . 115 Hatching a Plan . . . . . . . . . . . . . . . . . 116 THE CALGARY MONSTER KINGDOM 117 The Hell Pit . . . . . . . . . . . . . . . . . . . . . . . 118 Hell Lord Doom . . . . . . . . . . . . . . . . . 118 Calgary City . . . . . . . . . . . . . . . . . . . . . . 118 Hell Lord Doom’s Fortress . . . . . . . . 120 Hell Lord Doom . . . . . . . . . . . . . . . . . . . . 121 Vancouver and British Columbia . . . . . 122 The City of Ixion . . . . . . . . . . . . . . . . . 123 Vancouver Island . . . . . . . . . . . . . . . . 124 The Tundra Rangers................. 125 Into the Badlands . . . . . . . . . . . . . . . . . 127 Don’t Have to Live Like a Refugee . 128 Climb Every Mountain . . . . . . . . . . . 129 INTO THE DESERT NIGHT 131 Suggested Sequence of Events . . . . . . . 132 The City on the Edge of Night . . . . . . . 132 Don’t Let the Bed Bugs Bite . . . . . . . 132 On the Road to Juarez . . . . . . . . . . . . 133 No Vampires in Ciudad Juarez? . . . 133 Finding the Right Clique . . . . . . . . . 135 Aftermath . . . . . . . . . . . . . . . . . . . . . . . 137 The Lone Ranger . . . . . . . . . . . . . . . . . . . 137 Aftermath . . . . . . . . . . . . . . . . . . . . . . 138 All the Troubles in the Way . . . . . . . . . 138 Into Hot Water . . . . . . . . . . . . . . . . . . 138 Reinforcements Arrive . . . . . . . . . . . 140 The Vampire Attack . . . . . . . . . . . . . . . 141 Fort Reid . . . . . . . . . . . . . . . . . . . . . . . 142 Aftermath . . . . . . . . . . . . . . . . . . . . . . 142 Tables Turned . . . . . . . . . . . . . . . . . . . . . 143 Village of No Return . . . . . . . . . . . . . 144 Aftermath . . . . . . . . . . . . . . . . . . . . . . 145 Staking Deathspike . . . . . . . . . . . . . . . . 145 Unearthing the Vampire Army . . . . 145 The Vampire Offensive . . . . . . . . . . . 148 Aftermath . . . . . . . . . . . . . . . . . . . . . . 150 ALLIES AND ADVERSARIES 151 Mercenaries and Specialists . . . . . . . . . . 151 Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . 157 Michael Logan (Order #41085069)


4Michael Logan (Order #41085069)


5 INTRODUCTION T he conflict between the Coalition States and the Federation of Magic may have Castle Refuge caught in the middle, but other, stranger threats lurk on the edges of North America. Many remain mysteries even to luminaries like Erin Tarn, alien and unknowable, incomprehensible to humans and D-Bees alike. All pose a greater threat to Rifts Earth than anyone suspects. Hope is not lost even in the face of the worst of these dangers, for the Tomorrow Legion has allies across the continent. What’s in this Book? Rifts® North America: Blood & Banes covers these weird, mysterious outliers—the vampires of Mexico, the insectoid Xiticix, and the demonic invasion looming in the ruins of Calgary. These foes have their own enemies, potential allies for the Tomorrow Legion to fight alongside. The book provides enough information for Game Masters and players to use these elements of the setting in their games, but fans looking for even more detail will find it in the various books published by Palladium. The list of source material for this book includes (but is not restricted to) Rifts® 1: Vampire Kingdoms (original and revised); Rifts® 14: New West; Rifts® 20: Canada; Rifts® 23: Xiticix Invasion; Rifts® 26: Dinosaur Swamp; Rifts® 28: Arzno; Rifts® 29: Madhaven; Rifts® 35: Megaverse® in Flames; Rifts® Aftermath; and Rifts®: Vampires. Chapter One provides new Iconic Frameworks related to the mysterious villains of Blood & Banes, reformed villains who prove the value of the Tomorrow Legion’s message of redemption. New MARS packages bring in heroes from farflung corners of the continent, including Reid’s Rangers and the Tundra Rangers— two defenders of the innocent with whom the Tomorrow Legion has much in common. New races like the Cyber Centaurs of Ixion, Worldly Sasquatches, and Werecats are now available. New Edges allow the heroes to take the fight to the vampires or hunt in Dinosaur Swamp. Chapter Two offers additional gear to face the new dangers. To aid those hunting vampires, new weapons, equipment, and vehicles are available. Rules for SteelTree armor and weapons are included, along with rules for dinosaur claw weapons. Michael Logan (Order #41085069)


6 To help face the dangers in the wilds, the Tomorrow Legion can use new armor and specialized vehicles. Players can get a taste of Blood and Banes in Chapter Three. Various members of the Tomorrow Legion share their experiences with the new threats. Chapter Four clarifies any new Game Master rules and provides a modified Mission Table and definitions for encounters, along with directions for the Encounter Tables found in each of the world chapters. Chapter Five delves deep into the Vampire Kingdoms of Mexico, a growing threat practically ignored north of the Rio Grande. More than the roving packs of Wild Vampires who raid the Lone Star border, the vampires of Mexico exist in competing, technologically-advanced kingdoms. Thankfully, Doc Reid and his Rangers stand ready to oppose them as they encroach ever northward. Chapter Six provides more information on the Xiticix, the psionic insectoids plaguing the northern Midwest. The Hunter and Warrior Xiticix presented in Savage Foes of North America are only the most visible members of a complex invasive species, a hivemind incapable of viewing other beings as anything but fodder for conquest. This chapter introduces readers to the danger of Xiticix Queens and their minions, and the surprising heroes who oppose them. Chapter Seven covers the mutated descendants of humankind and the lands they rule: the haunted ruins of Madhaven and the deadly wilderness of Dinosaur Swamp. As different as each area might be, they are both home to cultures still struggling with the after effects of the Coming of the Rifts, people still trapped in the apocalyptic Dark Ages. In Madhaven, at least, a beacon of hope shines in the form of the Knights of the Order of the White Rose. Chapter Eight sheds light on the Calgary Monster Kingdom, the most dangerous and least understood threat of them all. No mere chaos of warring tribes of demons and monsters, Calgary shelters an army preparing to unleash literal hell on Rifts Earth. The Tundra Rangers, the brave successors to the Royal Canadian Mounted Police, stand on the verge of discovering the terrible truth, but they cannot overcome the Army of Hell’s Wrath without the Tomorrow Legion’s aid. For the Game Master, Savage Tales are included throughout the book, but Chapter Nine is a Plot Point Campaign with the Tomorrow Legion taking on the vampires of Mexico. The Tomorrow Legion finds out about the growing power of Deathspike and uncovers a new plot to expand the Vampire Kingdoms. Chapter Ten supplements Savage Foes of North America with new allies and additional types of dinosaurs, vampires, and Xiticix along with stranger creatures from across North America. Michael Logan (Order #41085069)


7 CHARACTERS CHAPTER ONE T his chapter presents five 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 to aid against the terrifying foes they discover as they explore the Vampire Kingdoms, and beyond. ICONIC FRAMEWORKS Using the following Iconic Frameworks and other character options, the heroes of Blood & Banes stride a path of darkness and redemption. Knight of the White Rose What falls may rise again. Scholars speculate the vile Mystic Knights, scourge of the Magic Zone, were born from corruption of a martial branch of Mystics. If so, history comes full circle, as a force for good rises from the Mystic Knights. The Knights of the White Rose— also known as White Knights and Rose Knights—ride out in secret from their hidden stronghold in Madhaven to aid the oppressed of the Magic Zone. HERO’S JOURNEY (TWO ROLLS) Knights of the White Rose gain one roll on the player’s choice of the Enchanted Items & Mystic Gadgets, Experience & Wisdom, Magic & Mysticism, and Training tables. They also get one roll on any table of their choice except Cybernetics. PATH OF REDEMPTION Several decades ago, a band of Mystic Knights rebelled against orders to destroy a small hamlet and capture a rare alien plant: the White Rose. These renegades defeated the larger force of Mystic Knights who came after them and protected the fleeing villagers, eventually crossing through a Rift into Madhaven. There, the Knights and refugees established a sanctuary called the Garden. The deserters adopted the alien plant with strange healing properties as their emblem and renamed themselves The Michael Logan (Order #41085069)


8 Order of the White Rose. They resolved to restore honor to a damned name, training the refugees who followed them and strangers who sought them out in the ways of the Mystic Knights. The Knights of the White Rose do not limit their heroism to Madhaven. They infiltrate the Magic Zone, secretly countering the malevolence of their former allies, aiding those in territories too dominated by Lord Dunscon’s True Federation for Cyber-Knights and other heroes to assist. With the rise of the Tomorrow Legion, they now reach out to new allies. MIND… Like the Mystics from which their order descends, Rose Knights integrate Psionics into their training. They gain Arcane Background (Psionics) and may choose from the following list (Rank permitting): boost/lower Trait, darksight, detect/conceal arcana, empathy, mind link, mind reading, relief, and telekinesis. Certain Iconic Edges grant access to more powers. …AND SPIRIT As channelers of mystic energy, Knights of the White Rose have Arcane Background (Miracles). Knights of the White Rose focus on combat powers. They may access the following powers (Rank permitting): arcane protection, bolt, damage field, darksight, deflection, protection, sloth/speed, smite, speak language, and warrior’s gift. Knights of the White Rose may use the Trappings and Power Modifiers available to Mystics for their Miracles powers (see The Tomorrow Legion Player’s Guide). KNIGHT OF THE WHITE ROSE ABILITIES AND BONUSES Knights of the White Rose earn their abilities from ascetic practices, typically fasting and meditation, though—like Mystic Knights—they may also lose themselves in a frenzy of exhausting, n o n s t o p battle. This intuitive thaumaturgy borders on the miraculous but involves no pact with or intervention from divine or demonic beings. „ Arcane Background (Miracles): Rose Knights begin with bolt and two other powers from the list above, and have the Faith skill at d6, and 10 PPE. „ Arcane Background (Psionics): As a Minor Psionic, Rose Knights begin with three powers from the above list, Psionics skill at d6, and 10 ISP. „ Energy Invulnerability: Knights of the White Rose gain +20 MDC Armor versus arcane and mundane energy sources (including electricity, fire, ion, lasers, particle beams, and plasma). They ignore the AP of Michael Logan (Order #41085069)


„ Protect the lives and liberties of the innocent. „ Champion justice and equality for all. „ Fight evil in all its guises and against all odds. „ Destroy the Mystic Knights and their evil masters by converting those who will change and combating those who will not. „ Seek always for enlightenment, goodness, and nobility. „ Dare to tread where others fear to go and where justice is most sorely needed. „ Never betray a member of the Order of the White Rose, and never reveal the Garden’s secret location even under torture and threat of death. THE CODE OF THE WHITE ROSE 9 all damage from mundane energy sources (but not arcane ones). Kinetic damage—Vibro-Blades, Rail Guns, and many magic weapons—ignores this protective effect. „ Intense Combat Training: Knights of the White Rose begin with Fighting d6 and the Martial Artist Edge. „ Ley Line Magic Mastery: The Knights may draw extra energy for their Rituals, adding two dice to their pool when rolling for available PPE, see Ley Line Energy in The Tomorrow Legion Player's Guide. „ Ley Line Rejuvenation: While on a ley line, a Mystic Knight gains a natural healing roll once per day. „ Ley Line Sense: Possess the Ley Line Walker ability of the same name (see The Tomorrow Legion Player’s Guide). „ Onslaught: Though they do not begin with Master of Magic, Knights of the White Rose may use the bolt Mega Power Modifiers of Greater Bolt and Onslaught. Their bolts take the form of blue beams of energy from their eyes or hands. „ PPE Channeling: Rose Knights can power or recharge mundane batteries for no appreciable PPE. They can recharge E-clips for weapons as well at a cost of 1 PPE per shot. „ Steal Ley Line Energy: Knights of the White Rose can, as an instant reaction, Siphon PPE drawn by any other caster from a ley line during rituals. A Knight must be within his Spirit × 2 and make an opposed arcane check of his Faith against the arcane skill of the other caster at the final round of the ritual's Dramatic Task (see Rituals and Meditations in The Tomorrow Legion Player’s Guide). KNIGHT OF THE WHITE ROSE COMPLICATIONS Though their armor gleams white, the Rose Knights bear a suspicious similarity to the evil Mystic Knights. They struggle to win the trust of people beyond Madhaven. „ Cybernetics: Suffer a −1 to arcane skill rolls for each point of Strain. „ Distrusted Order: The hero is a member of the Knights of the White Rose faction, and has Connections with the group and its allies. They gain +1 to social checks and Reactions start one level higher than normal with those friendly with the order. Due as much to their secrecy as to their relation to the evil Mystic Knights, the Knights of the White Rose suffer a −2 penalty to Persuasion when interacting with most anyone who doesn't call the Garden home. Michael Logan (Order #41085069)


10 The Knights of the White Rose have several internal orders represented by Iconic Edges. These Edges expand your available powers as well as abilities. Though the founders of the Rose Knights broke with the Mystic Knights a generation ago, they still pass on the inner secrets of that evil order. You know the ways of the enemy intimately and can use them to guide your allies. TO SURVIVE AND THRIVE—THE KNIGHT OF THE WHITE ROSE „ Enemies: The evil Mystic Knights and True Federation hunt the Rose Knights as traitors, making them the target of many bounty hunters and mercenaries. Like all wielders of magic, Coalition forces have orders to shoot them on sight. „ Power Activators: Mystics Knights must have their hands free to perform gestures and have the power of speech to cast miracles. Entangled, Bound, silenced or otherwise muted Rose Knights cannot activate new miracles powers until they are free. „ Vow of the White Rose: All knights swear to follow their order’s code. If violated, they suffer for not living up a Higher Standard, see Mystics in The Tomorrow Legion Player's Guide. KNIGHT OF THE WHITE ROSE STARTING GEAR Standard Starting Gear substituting Mystic Knight Armor, plus a Flaming Sword. Necromancer Most Necromancers are cruel, malign beings interested only in their own power. Many—such as the Grim Reapers who create Murder Wraiths—serve as cultists of evil religions. In recent years, an opposing philosophy of necromancy arose: Necromancers who see life and death as a continuum, who see remembering the dead as the duty of the living and defending the living as the purpose of the dead. HERO’S JOURNEY (TWO ROLLS) Necromancers gain two rolls on the Enchanted Items & Mystic Gadgets, Education, Experience & Wisdom, and Magic & Mysticism tables. SERVANT OF LIFE Inspired by the benign (if unconventional) influence of Doc Reid and the questionable (if honorable) example of Quiwan Li and his Deathbringer cult, these heroic Necromancers raise the dead to fight worse monsters. Zombies— already corpses—cannot be turned by vampires nor provide them with blood, while their lack of PPE means Xiticix Hunters barely notice them. Summoning the spirits of the dead to seek their permission before animating their bodies, ethical Necromancers maintain a balance between respect for the dead and the needs of the communities they defend. Especially along the borders of the Vampire Kingdoms, these Necromancers become deeply involved in the lives of the villages they protect. They summon the spirits of the recently departed to provide closure to bereaved families and take care of unfinished business. At these times, they usually also negotiate terms of use for the departed’s body. Necromancers also lead their villages in annual remembrance ceremonies and other recognitions of the fallen. Michael Logan (Order #41085069)


11 Few of this new breed of Necromancer venture beyond their familiar haunts; stigma clings to them in foreign realms. Those few whom the Tomorrow Legion accept prove their talents extend far beyond raising skeletons and zombies, using their greater understanding of physiology and the afterlife to also act as healers and counselors. These Necromancers’ ethical standards prevent them from indulging in the worst excesses of their evil peers, limiting their might but abiding by a code of conduct even Cyber-Knights can respect. MASTER OF DEATH Necromancers lack the breadth of magical competency of Ley Line Walkers, but their narrowed focus allows them to use their abilities with more ease. Choose from the following powers (Rank permitting): banish, blind, bolt, boost/lower Trait, burrow, damage field, darksight, deflection, dispel, divination, drain Power Points, empathy, fear, healing, intangibility, light/ darkness, object reading, protection, puppet, relief, resurrection, sloth/speed, smite, speak language, slumber, stun, wall walker and zombie. NECROMANCER ABILITIES AND BONUSES A Necromancer’s specialization in communing with and commanding the dead gives her the power to raise an army of the dead, but the ethical Necromancer’s self-imposed limits prevent her from turning into a brutal murderer. Without this restraint, no sane band of heroes would welcome a Necromancer into their ranks. „ Arcane Background (Magic): Necromancers begin with divination, zombie and three power from the list above, Master of Magic, the Power Points Edge, a d6 Spellcasting skill and 15 PPE (10 PPE base plus 5 PPE from the Power Points Edge). „ Bone Magic: Necromancers begin with d6 Repair, the Artificer Edge, and specialize in scrimshawing and crafting items from bone and sinew. „ Necromantic Prodigy: Necromancers get a free reroll (can't reroll Critical Failures) on all Spellcasting rolls related to the following powers: boost/lower Trait, divination, drain Power Points, fear, slumber, zombie. Michael Logan (Order #41085069)


12 „ Phylactery: All Necromancers craft enchanted memento mori to store PPE drained via the Siphon PPE ability. As PPE batteries, Phylacteries can indefinitely hold up to Spirit × 3 PPE in reserve for the Necromancer. „ Siphon PPE: Necromancers can drain mystical energy as per the Siphoning PPE Setting Rule in The Tomorrow Legion Player’s Guide. They can use this extra energy to supplement their own PPE, storing extra power using their Phylactery ability. Ethical Necromancers often use this ability in conjunction with zombie, drawing PPE from volunteers among the friends and family members of the dead they raise. With such reserves available, even Novice Necromancers can raise a squad of zombies from a single graveyard. „ Spiritual Awareness: Necromancers attune to the spiritual world, gaining detect/conceal arcana as an Innate Ability with the reduced Power Points cost from both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds). They can sense supernatural beings and see ghosts, ethereal beings, and anyone using the invisibility power within line of sight with a Notice check. „ Undead Link: Their link to the cycle of life and death grants a natural healing roll once per day. Necromancers get a free reroll (can't reroll Critical Failures) on all social checks involving undead or spirits, and cannot be turned into a vampire against their will. They gain a +4 bonus to resist a vampire's puppet. NECROMANCER COMPLICATIONS Even ethical Necromancers carry an eerie hint of the grave. Few outside their home communities can bring themselves to trust Necromancers, their memories tainted by the vile practitioners in the True Federation of Magic. „ Cybernetics: A Necromancer's regenerative abilities mean their bodies reject all cybernetic implants. „ Enemies: Necromancers are “shooton-sight” targets for the Coalition (though their propensity for skull motifs might momentarily confuse a CS patrol). Evil Necromancers treat their heroic peers as foes. „ Oath: Heroic Necromancers vow to only raise the willing. Before casting zombie on a corpse, ethical Necromancers use divination to gain the deceased spirit’s permission; they become so practiced in this that using „ The key to the Necromancer and the Mummy power modifier is to take the Minor and Major Item Creation Edges as soon as possible, see Rifts® North America: Arcana and Mysticism. „ Nobody ever said Leadership Edges didn’t work on the undead. Invest in Command and Leadership Edges to make your undead allies a formidable fighting force—and become indispensable to living allies. „ Your Spooky Complication doesn’t apply to dealings with spirits. Invest in Persuasion to assist in negotiating with the spirit “donors” of your skeletons and zombie corpses, but don’t worry about making yourself likable to the living. TO SURVIVE AND THRIVE— THE NECROMANCER Michael Logan (Order #41085069)


13 divination for this express purpose is an Innate Ability costing only 2 PPE. „ Power Activators: Necromancers must have their hands free to perform gestures and have the power of speech to cast spells. Entangled, Bound, silenced or otherwise muted casters cannot activate new magic powers until they are free. „ Spooky: The air of strangeness haunting Necromancers sets most people on edge. They suffer a −2 penalty to Persuasion in most situations, only lifted when they’re dealing with the spirits of the dead, sapient undead, and inhabitants of communities used to Necromancers. NECROMANCER STARTING GEAR Begin with standard Starting Gear substituting Ley Line Walker Light Armor (often with a scavenged “Dead Boy” helmet faceplate), plus a submachine gun with two magazines of silver-coated ammunition. Shifter Shifters are practitioners of magic with a talent for manipulating—or shifting— the patterns of the raw cosmic energies that bind the Megaverse® together, allowing them to become masters of dimensional portals and summoning beings from beyond normal reality. Shifters tend to suffer from a negative reputation, even among other practitioners of magic. While not universally evil—they run the gamut of good, selfish, and evil like most—Shifters face the constant threat of corruption. Most of the creatures and entities they consort with come from dark, dangerous, alien realms, and they tend to demand exchanges from Shifters that lead to ever-darker pacts and actions. The very act of calling a sentient being into one’s direct service—some would say slavery—begins with a question of ethics. Summoning like this can lead down very dark roads. HERO’S JOURNEY (TWO ROLLS) Shifters gain two rolls on any table of their choice, except for Psionics. SHIFTING TIME AND SPACE The keys to the Shifter’s power are his natural gifts with manipulating Rifts and ley line energy, especially when it comes to opening a portal to another realm and bringing forth entities to serve his will. Shifters have the power to control Rifts, unequaled by any other All Masters of Magic with zombie can use this Mega Power Modifier. „ MUMMY (+2): Raising a humanoid corpse as a Mummy (see page 169) requires preparing the body with 1,000 credits worth of natron powder and resinated wrappings during an hour-long ceremony. „ Most necromancers go a step further and use Major Item Creation (see Rifts® North America: Arcana & Mysticism) to infuse zombie (a Major Upgrade) and at least 5 PPE (one Minor Upgrade) into an item, like a piece of jewelry, which maintains the Permanent power modifier for the caster. The item becomes part of the Mummy when the ceremony is completed; it remains animated even if the creator dies. MUMMY MEGA POWER MODIFIER Michael Logan (Order #41085069)


14 arcane practitioner, and they have an inherent sense of dimensions—the one they are in and any they might perceive through a Rift. The most important and well-known power of the Shifter is his capability with dimensional travel. Second only to that is his ability to summon and control beings for extended periods of time. Shifters were in high demand during the War of Tolkeen, especially when the leaders of that doomed nation determined to summon whatever it might take to defeat the Coalition. Shifters are well-received in Dunscon’s True Federation of Magic, for he sees the great power in a nighlimitless source of powerful soldiers from beyond MASTERS OF SHIFTING CHAOS Shifters are focused on manipulating magic through the following powers (Rank permitting): arcane protection, banish, barrier, beast friend, blast, bolt, boost/ lower Trait, burst, conceal arcana, darksight, deflection, disguise, dispel, drain Power Points, entangle, environmental protection, farsight, fear, fly, illusion, intangibility, invisibility, light/darkness, mind link, protection, puppet, sloth/speed, slumber, smite, sound/silence, speak language, stun, summon ally, telekinesis, teleport, and warrior’s gift. Shifters may choose any Trappings. SHIFTER ABILITIES AND BONUSES Shifters possess the power to master Rifts, summon creatures from beyond our reality, and exert tremendous will and control over them. „ Arcane Background (Magic): Shifters begin with banish, drain Power Points, summon ally, teleport and choose one extra power from the list above. They start with the Master of Magic, Power Points, and Rapid Recharge Edges, as well as d6 Occult, d6 Spellcasting, and 15 PPE (10 PPE base, plus 5 PPE from Power Points). „ Bind the Summoned: A Shifter can bind summoned beings to his service for an extended period of time. He does this by reducing his maximum PPE by the amount needed to originally cast summon ally. The creature remains bound to his Michael Logan (Order #41085069)


15 service until released or Incapacitated (in either case, the creature returns to its home dimension). Shifters may only have one bound entity per Rank. For example, a Seasoned Shifter could have two summoned allies, each costing 4 PPE to summon, bound to him; his maximum PPE is reduced by 8 until he releases them or they are Incapacitated. Once the creatures are released, the Shifter recovers PPE normally. Bound allies are treated as if summoned with a raise, granting them the Resilient ability. When used in combination with Magic Rituals, Shifters ignore up to four points of arcane skill roll penalties for Improved Duration. „ Communication Rift: Shifters can open micro-Rifts across space and dimensions, just large enough to send and receive spoken messages. Near a nexus point or on a ley line the cost is 15 PPE, away from a site of power it is 50 PPE. By concentrating for a full round and succeeding on a Spellcasting roll the Shifter reaches a known location in his dimension (no penalty) or a known target dimension (−2 penalty). The microRift lasts one minute per Rank of the Shifter, who now counts as having visited the target destination for use of Dimensional Portal and similar abilities. Random dimensions may be contacted this way, which is how power hungry Shifters get in communication with (and sometimes dominated by) monstrous evils. „ Dimension Sense: With a successful Spellcasting roll, a Shifter can determine a wealth of information about a dimension he is in or views through a Rift (even a micro-Rift). Such information might include: environmental conditions, whether magic poor or rich, if there's a temporal shift, whether it is a parallel dimension or the same one as Rifts Earth (plus general distance away), if there is a strong supernatural presence on the other side, and similar relevant information. „ Dimensional Teleport Home: Once per day and for 25 PPE, a Shifter can teleport himself home regardless of distance. Only the Shifter, his carried gear, and a possible familiar are moved this way—power modifiers cannot be used in conjunction with this ability. Being able to Dimensional Teleport means Shifters are sorely tempted to explore new worlds and dimensions, often heedless of danger. „ Expanded Awareness: Shifters detect arcana as an Innate Ability with the reduced Power Points cost from both the Range (Self) and Aspect limitations. With a Notice roll, they also sense supernatural beings or the manipulation of time or dimensional energies per the Presence Sense power modifier (activations of sloth/ speed, summon ally, teleport, and so on). „ Ley Line Phasing and Ley Line Gate: Shifters have these Ley Line Walker abilities, see The Tomorrow Legion Player's Guide. „ Ley Line Magic Mastery: Shifters add two dice to their pool when rolling for available PPE, see Ley Line Energy in the Tomorrow Legion Player's Guide. „ Psychotically Brave: Shifters become—for better or for worse— progressively jaded to the supernatural, gaining +1 to Fear checks and −1 from Fear Table results per Rank. A Veteran Shifter would be +3 on Fear checks or −3 on table results. „ Sense Rifts: A Shifter can sense Rifts or dimensional anomalies within 50 miles as well as direction, type, and general location. If on a ley line, Michael Logan (Order #41085069)


16 Shifters can sense Rifts anywhere along the line's length. „ Shift Reality: Shifters get a free reroll (can't reroll Critical Failures) on Spellcasting rolls related to: banish, boost/lower Trait, drain Power Points, illusion, intangibility, invisibility, light/ darkness, sloth/speed, sound/silence, summon ally, teleport, and +4 to open, close, or manipulate Rifts (see Characters, Ley Lines, and Rifts in the Game Master’s Handbook) and Dimensional Portals (effectively ignoring the base penalty, see page 29). SHIFTER COMPLICATIONS The Shifter dances a fine line between arcane mastery and corruption. „ Corruption: Many of the entities a Shifter might bring forth (with summon ally) or contact seek to corrupt him. Each time the Game Master decides the Shifter has summoned or consorted with a corrupt or evil being, she may call for an opposed Spirit check between the being and the Shifter. If the being wins, the Shifter gains a point of Corruption. Future Spirit contests with similar beings suffer a penalty equal to the Shifter’s current Corruption. When a Shifter gains a number of Corruption points equal to half his Spirit die type (rounded up), he becomes a slave to darker external powers (and is no longer a playable character). „ Cybernetics: Such tech creates havoc for the flow of energy a Shifter relies upon, imposing −1 to the Shifter's Spellcasting rolls for each point of Strain. „ Disconnected: Consorting with things alien, dark and strange affects Shifters, making their speech patterns and mannerisms seem "off" to most people. They have a −1 Persuasion penalty in social situations involving those not immersed in the occult. „ Enemies: Shifters frequently provoke a hostile reaction, even among those who are typically tolerant of most casters. Shifters who swear fealty to a power opposing Lord Dunscon will likely find the True Federation hostile as well. „ Power Activators: Shifters must be able to gesture and have the power of speech to cast spells. If Entangled, Bound, silenced or otherwise muted they can't activate new magic powers. SHIFTER STARTING GEAR Your Shifter begins with the standard Starting Gear substituting Adventure Survival Light Armor. „ Shifters aren't initially strong combat casters. Your first priority should be to acquire powers and abilities to defend yourself, while not forgetting to use summoned allies against opponents. „ Your Shift Reality ability can make or break your efforts inside and outside of combat. Make sure to prioritize powers from that list, and take the Shift the Arcane Edge for even more mayhem. „ Shifters excel at traveling to distant lands and dimensions. Do your best to avoid splitting the party. There is safety in numbers, and strength in teamwork. Get the Dimensional Portal Edge to move as a group. TO SURVIVE AND THRIVE—THE SHIFTER Michael Logan (Order #41085069)


17 Heroic Vampire The Heroic Vampire dares not ponder what separates him from the others in his bloodline, what quirk of fate allowed him to retain a conscience when most vampires rise from the grave salivating for blood. Thankfully, he made peace with this years ago—by vowing to kill every vampire he can find. HERO’S JOURNEY (TWO ROLLS) Vampires are not humans and D-Bees returned from the dead, they are corpses animated by a malevolent, demonic alien being. The brain death accompanying their transformation robs vampires of most of the skills acquired during their hosts’ lifetimes, while vampire societal conventions place little importance on armor or ranged weapons. Heroic Vampires gain only two rolls on the Hero’s Journey Tables, restricted to the Close Combat Weapons, Enhanced Items & Mystic Gadgets, and Psionics tables. CHILDREN OF THE NIGHT The guilty and innocent, willing and unwilling alike equally fall prey to the Slow Kill Bite of Master and Secondary Vampires, rising from their graves with a shard of a Vampire Intelligence a n i m a t i n g t h e i r corpses and adopting a simulacrum of their personality. Rarely, t he rea n i mated brain keeps enough personality to allow the Vampire to rebel against his own kind. Some of these renegade Vampires cling to the delusion that they’re still the person who died, denying they’re a monster wearing another’s corpse. Others realize the horrific truth and dedicate themselves to ridding Rifts Earth of vampires, knowing the journey culminates in their own destruction. Humans, and most D-Bees with NearHuman or Alien Physiology may become Heroic Vampires with no complications. Implanting a D’Norr with a Vampire Intelligence shard overcomes their incapacity for Psionics but destroys their Natural Arcane Affinity. Psi-Stalkers may also become a Heroic Vampire but must consume both Power Points and blood. Michael Logan (Order #41085069)


18 SHARD OF THE INTELLIGENCE Vampire Intelligences are immensely powerful creatures capable of breaching the walls between worlds. The tiny shards of alien being animating vampires imbue their host corpses with tremendous psionic potential. Heroic Vampires choose from the following list (Rank permitting): banish, boost Trait*, deflection, detect/conceal arcana*, divination, farsight*, fear, healing, mind link, mind reading, mind wipe, puppet, relief, slumber, smite*, speak language*, speed*, and wall walker*. Heroic Vampires activate Psionic powers as Innate Abilities. VAMPIRE ABILITIES AND BONUSES The fragment of the Vampire Intelligence animating a Heroic Vampire grants them horrific powers, most of which correspond to pre-Rifts legends about them. „ Arcane Background (Psionics): Heroic Vampires begin with three powers from the list above, 10 ISP, and a d6 Psionics skill. „ Bite: While in his True Vampire Form (see below), a Heroic Vampire may bite a grappled target for Str+2d4 Mega Damage, AP12. Shaken or Wounded victims must check Vigor or suffer a level of Fatigue. „ Change Form: With an action and a Psionics roll vampires can shape change into a wolf or bat (or change back again). While transformed, they retain their Fast Regeneration, Immunities, Invulnerability, and Perfect Night Vision. „ Claws: Str+d6 Mega Damage, AP 6 in True Vampire Form (see below). „ Fast Regeneration: Heroic Vampires make a Vigor roll every round to heal damage—even after being “killed.” A success heals one Wound, two with a raise. Silver or wood in the heart, sunlight and holy water (see below) bypass this ability. „ Immunities: Vampires are immortal and ignore Poison, Disease, Fire, Cold, Radiation, and virtually all other sources of mundane damage or negative effects. They need no food or water (only blood, the lack of which drives them insane). „ Invulnerable: Attacks—even those causing Mega Damage—which don't use one of the Heroic Vampire's vulnerabilities can only Shake them. If hit by a Boom Gun he recovers in an instant, unless the Glitter Boy was using silver flechettes. „ Mist Form: With an action and a Psionics roll at −2, a Heroic Vampire can turn into a cloud of mist. Any items carried or worn transform along with the vampire. As per intangibility, non-magical attacks and weapons pass straight through the „ While you are immune to most weapons foes of the Tomorrow Legion are likely to carry, your weaknesses—especially water and wood—are absurdly common. Keep your vampiric nature hidden from your enemies until you are ready to strike. „ Be willing to burn ISP on smite to make your fangs even more dangerous weapons. „ Find a way to feed; either make sure your fellow heroes are cool with you drinking the blood of your enemies or arrange for donor blood to keep you sated. TO SURVIVE AND THRIVE—THE VAMPIRE Michael Logan (Order #41085069)


19 vampire, but it is unable to attack, communicate, or use powers while in mist form. The vampire floats above the ground at normal Pace, unaffected by Difficult Ground. It can seep through openings not sealed with Full Environment Protection; but cannot become corporeal within someone or something without room for its physical form. „ Perfect Night Vision: Heroic Vampires ignore all Illumination penalties. „ Strength of the Damned: Gain +2 die types to Strength and Vigor. These Traits have no maximum. „ Undead: Gain +2 to Toughness and to recover from being Shaken, ignore 1 point of Wound penalties, and Called Shots do no extra damage (exceptions noted below). „ True Vampire Form: Most vampires spend their time disguised as a pallid version of their appearance in life. Their true form is a demonic walking corpse with sharp fangs, pointed ears, long fingers, long fingernails, and a corpse-like pallor. Assuming this form is a free action, but to resume the disguise the must check Psionics as an action. VAMPIRE COMPLICATIONS While a vampire ignores most laser blasts, nature itself constrains the creature's life. The rising of the sun and the flow of water spell certain death for vampires. „ Cybernetics: Their necrotized tissue is incompatible with cybernetics. „ Feed: Vampires must drink at least a pint of fresh human, mutant, or D-Bee blood per day. Treat this like the Habit (Major) Hindrance. Incapacitation results in the vampire succumbing to his blood lust, becoming a villain under the GM’s control. „ Denial or Destruction: Vampires who rebel against their masters fall into two psychological profiles: those who hope they can regain or retain their souls, and those who embrace their curse and hunt the undead. Begin with either Delusional (Minor— Return to former life) or Death Wish (Minor—Destroy all vampires). „ Magic: While a Heroic Vampire may take Arcane Background (Magic) and Spellcasting at character creation — reflecting training received before he endured the Slow Kill—becoming a vampire severs the hero from their connection to magic, disallowing them from improving the Spellcasting skill, learning new magical powers, or purchasing additional magic-related Edges. „ Supernatural Evil: Once their nature is discovered, Vampires suffer a −2 Persuasion penalty. Reactions start out two steps worse than usual, and those unfamiliar with the hero or sworn to destroy evil may attack on sight. Heroic Vampires register as supernatural evil to friends and foes. „ Weakness (Decapitation and Burning): Vampires Incapacitated via silver or wood (see below) become vulnerable to normal damage and fire. Only once they have been decapitated, the head and body burned in separate pyres, and the ashes scattered, are they destroyed. „ Weakness (Garlic and Wolf’s Bane): Heroic Vampires must make a Spirit check to cross a threshold protected by these herbs, and attack at −2 to bite anyone wearing either herb. „ Weakness (Holy): The holy symbols of any religion that reveres goodness and light over dark hold vampires at bay. Vampires must win an opposed Spirit check to attack. With a successful Touch Attack (Fighting Michael Logan (Order #41085069)


20 +2), the holy symbol causes 3d4 fire damage to the vampire, who must check Fear. Holy attacks can damage Vampires but not destroy them. „ Weakness (Magic and Psionics): Vampires can be affected and harmed by magic and psionics, but all effects are halved and they cannot be destroyed unless the power is Trapped with water or sunlight (wood/silver deal full damage). Magic weapons can damage them but have the same restrictions. A sunlight Trapping on light does no damage but the fiends cannot enter the area of effect and any within must leave. „ Weakness (Silver and Wood): Silver objects burn for 3d4 fire damage, and Vampires suffer +4 damage from purely wooden or silver weapons, or a combination of the two. A successful Called Shot to the heart (−4) forces vampires to make a Vigor check against the damage total. If successful, they suffer damage normally and are Stunned; if they fail, they are Incapacitated, enter a stasis-like state, and become vulnerable to all normal sources of damage. However, the vampire is not destroyed, see Weakness (Decapitation and Burning) above. „ Weakness (Sunlight): Vampires suffer an automatic level of Fatigue during daylight hours and catch fire if any part of them is exposed to sunlight (clothing doesn't help, they must be completely shielded). A vampire's Pace is 2 and their powers don't work while exposed to sunlight—they burn for 2d10 damage every round they are exposed and vampires Incapacitated this way are destroyed by turning to ash. „ Weakness (Supernatural Attacks): Vampires can be damaged by the natural attacks of other vampires, werebeasts, demons, and supernatural beings. However, they are not destroyed unless a Weakness is used. „ Weakness (Water): Vampires have a phobia of bodies of water and cannot cross them (even if flying) unless there is a physical bridge, and even then must check Fear at −4. Holy or natural bodies of water damage them like acid. Immersing vampires (in a waterfall, flash flood, pond, river, lake, sea) deals 3d10 damage a round. Holy water is blessed with the Faith skill as an action. Small sources of holy water (a bucket, a squirt gun) do 1d10 damage, medium sources (a hose, a “super soaker”) deal 2d10, and large sources (a fire hose) deal 3d10. Vampires Incapacitated this way melt into slime and are destroyed. HEROIC VAMPIRE STARTER GEAR Begin with standard Starting Gear substituting Branaghan Armor, a broadbrimmed hat, and a Semi-Auto Pistol with three magazines of silver-coated ammo. Their NG-S2's tent is replaced with a collapsible shovel (for digging graves to hide from the sun) and the rations are replaced with three pints of blood. Werecat Cats of all shapes and sizes always called the Americas home. Most rarely noticed the werecats before the Rifts, but these days they dwell openly in their native lands of the North American Southwest and further south. Most share one common goal: to protect the innocent, especially from the undead. They hunt their native lands, seeking to kill vampires and all who side with them. Werecats—jaguars, panthers, and ocelots—believe they must preserve the balance of nature. Michael Logan (Order #41085069)


21 The free people of Mexico and further south know the kindness of the werecats. People who care about the entire living world—including the environment— can gain a werecat’s friendship. They make excellent allies against destructive forces like vampires. Their reputation for recreational hunting and fighting, combined with their skill and strength, can make some alliances tricky. HERO’S JOURNEY (TWO ROLLS) Spending much of their lives walking unnoticed in human and D-Bee society, werecats learn much of the world, developing a variety of skills. Werecats gain two rolls on any tables of their choosing except Cybernetics. BEAST AND MAN No matter their intentions, the werecats’ bestial nature scares most mortals. Their h a l f - m a n and halfcat form l e ap s straight from people’s nightmares. Their natural ferocity can frighten anyone— their joyful “playing” is hunting and fighting. Despite this, they only kill what they intend to eat, or anything that threatens the living world. AT HARMONY WITH NATURE Werecats and other were-animals exist within a unique juncture of the natural world and the human spirit. As such, they are born with a limited ability to tap into both magic and psionics. Werecats may choose from the following for their magical powers: boost/lower Trait, disguise, healing, invisibility, light/darkness, relief, and speak language. For their psionic powers, they may choose from: arcane protection, detect/conceal arcana, empathy, mind link, and mind reading. WERECAT ABILITIES AND BONUSES Werecats mix man and beast to become apex predators of exceptional cunning and strength. „ Cats Land on Their Feet: All Werecats start with the Acrobat edge. „ Invulnerable: Attacks— even those causing Mega Damage —which don't use one of the Werecat's vulnerabilities can only Shake them. Wounds from magic, psionics, silver, and the natural attacks of a supernatural creature may only heal through natural healing or the use of the healing power. „ Keen Senses: Like all cats, Michael Logan (Order #41085069)


22 Werecats are attuned to their surroundings. They benefit from a +2 to Notice rolls in cat and manmonster forms. „ Low Light Vision: Werecats in all forms ignore Dim and Dark Illumination penalties. „ Man-Monster Form: Werecats' supernatural gift bestows two additional die types to Agility and Strength while in cat or half-cat/halfhuman form. Their racial maximum for Agility in human form is d12+2, rising to d12+4 in man-monster form. Their Strength has no maximum. „ Natural Magic: Werecats begin with Arcane Background (Magic), a d4 Spellcasting skill, 10 PPE and three powers from the list above. „ Natural Psionics: Werecats begin with Arcane Background (Psionics), a d4 Psionics skill, 10 ISP and three powers from the list above. „ Red in Tooth and Claw: In manmonster form, Werecats have claws and fangs doing Str+2d4 Mega Damage, and AP equal to Agility. The claws grant +2 on Athletics checks to climb, and they may Bite grappled opponents—see Natural Weapons in Savage Worlds. „ Regeneration: Werecats make a natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed. „ Shape Change: As an action, a Werecat may assume her human, animal, or man-monster form; this costs no Power Points. Werecats retain the capacity for speech and can use psionic powers in all forms, and magic in human or man-monster form. The change to cat form confers the natural abilities inherent to that form—use the Cat, Small entry for ocelots and the Lion entry for jaguars and panthers (see Savage Worlds). While in cat form, the Werecat retains her Smarts, Spirit, Hindrances, Edges, and linked skills. She gains the cat’s Agility, Strength, Vigor, and linked skills but cannot cast spells or use humanoid devices. WERECAT COMPLICATIONS As blessed as a Werecat may be, they still must proceed carefully in a world where supernatural beings are both hunted and feared. „ Arcane Duality: Werecats get the Arcane Background Edge twice for two different types of powers, but whenever they take a Power Edge, they must choose whether it applies to magic or psionics. Werecats can take the Power Points Edge twice per Rank but only gain PPE with one use of the Edge and ISP with the other. „ Though largely immune to the weapons and abilities of the Coalition and other technological foes, the forces of the Vampire Kingdoms and the Federation of Magic have your number. Pack a ranged weapon or invest in some enchanted armor for those times you have to fight a mage or a dragon. „ Hone your body. As your claws are already Mega Damage weapons, invest in Brawler, Martial Artist, and other Edges to increase your hand-to-hand damage. TO SURVIVE AND THRIVE—THE WERECAT Michael Logan (Order #41085069)


23 „ Cyber Resistant: Can't use cyberware due to change shape and regenerate. „ Distinctive Appearance: Werecats in their non-human forms suffer −2 to Persuasion. They are misunderstood outside of the Yucatan. Reactions to known Werecats typically start at Unfriendly, or Hostile for human supremacists. „ Enemies (Major): The CS and supernaturally evil creatures will react violently to known werecats, attacking on sight if they can win. „ Human Mutant: True werebeasts are part animal, part human, part monster. Their Race must be Human and they cannot choose another. „ Hunters’ Instinct: Werecats cannot resist the instinctual urge to engage in hunting or fighting regularly, gain the Habit (Minor) Hindrance. „ Monster Hunter: Werecats dedicate their lives to the elimination of vampires and supernatural evil, as the Vow (Major) Hindrance. „ Power Activators: Werecats must have their hands free (and have hands—no cat form) to perform gestures and have the power of speech to cast spells; if Entangled, Bound, silenced or otherwise muted they cannot activate magic powers. „ Racial Enemy: The old saying about cats and dogs is true. Werecats and werewolves are enemies, and suffer −2 on Persuasion checks with them. „ Weakness (Garlic and Wolf’s Bane): A Werecat must check Spirit when coming into contact with these herbs or become Shaken. Attacks against those wearing them are at −2 penalty. „ Weakness (Magic and Psionics): As a creature of magic, a Werecat can be affected by magic and psionics. „ Weakness (Silver): Werebeasts are vulnerable to silver. Werecats suffer +4 damage from silver weapons. „ Weakness (Supernatural): Werecats can be hurt by the natural attacks of vampires, werebeasts, creatures of magic and other supernatural beings. „ Wild Beast: Their connection to nature makes Werecats uneasy in cities. When in a city for more than a day, they grow irritable and depressed suffering a −2 to all Trait rolls. They must check Spirit every day to remain calm; if they fail they must leave the city for the nearest natural habit. WERECAT STARTER GEAR Begin with standard Starting Gear plus a silver-plated Short Sword (Str+d6). Three types of native werecat exist. Each grants an additional racial ability and complication. „ Werejaguars: The strongest and most powerful of all werecats, a Werejaguar starts with Strength d6. This strength also makes them Arrogant (per the Hindrance). „ Wereocelots: Acting as scouts and spies for their werecat brethren, a Wereocelot begins with the Thief Edge. Their skill is aided by their size, but this also presents a disadvantage: they have the Small Hindrance. „ Werepanthers: Arcane abilities fascinate Werepanthers, so they seek to improve their own innate supernatural abilities. They begin with Spellcasting d8. But the old adage is true: these cats are Curious (per the Hindrance). WERECAT BREEDS Michael Logan (Order #41085069)


24 MARS These addit ional 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 the items in this book. BARBARIAN When the ocean spat forth Atlantis and the tide crushed the jeweled cities of the Earth, the flood wiped the coast regions of North America nearly clean of civilization. Even as the rest of the continent recovered from the Dark Ages into a new age of sorcery and superscience, those few who clung to life in the nigh-uninhabitable wilderness of the east and west coasts remained mired in a post-apocalyptic fight for survival. These barbarians—some human, some mutant, some D-Bee— rarely escape the incessant fight for survival dominating their tribes, but quickly adapt to the wider world when given the chance. „ Add one die type to Strength and Vigor. „ Begin with Notice d6 and Survival d8. „ Begin with the Alertness, Brawny, and Woodsman Edges. „ Barbarians receive +2 to rolls to resist Disease and Poison. „ Gain an additional roll on the Close Combat Weapons or Experience & Wisdom table. „ Unversed in the ways of civilization, Barbarians suffer −1 to Common Knowledge rolls about life outside of their wilderness dens. They begin with the Illiterate Hindrance but may buy it off with an Advance. „ Begin with standard Starting Gear substituting a SteelTree plate corslet with enclosed helm, and three spears or a bow with 20 arrows, plus a SteelTree battle axe or long sword and a SteelTree medium shield BARBARIAN ECO-WIZARD In the years following the Great Cataclysm, many of the humans thrown into barbarism experimented with the Michael Logan (Order #41085069)


25 mystical energies flooding forth from the ley lines. In time, these tribal wonder workers began to channel their magic through weapons and fetishes made from the bone, sinew, and skin of the dinosaurs and great beasts inhabiting the Atlantic seaboard. These Eco-Wizards, so named for their close ties to the environment, became essential to the survival of the barbarian clans. „ Begin with Spellcasting d6, 10 PPE and Arcane Background (Magic). Begin with detect/conceal arcana, healing, use the Ley Line Walker’s spell list and begin with three powers. „ Begin with the Alertness, Artificer, and Minor Item Creation Edges (see Arcana and Mysticism). „ Begin with Occult d6 and Survival d6. „ Begin with standard Starting Gear substituting a suit of Light Enchanted Armor (+4 Armor +1 Toughness, Min Str d4, 4 lb), plus a SteelTree spear, skinning knives, and crafting tools. DINOSAUR HUNTER Some Dinosaur Hunters see themselves as heroes or daredevils, others as the ultimate predators and lords of the wilderness. All are thrill-seekers who dare to take on the dangerous megafauna of Dinosaur Swamp and other monsterinfested regions. Most hunt their prey with large caliber conventional firearms to preserve the meat and other useful parts of the animal rather than rip it all apart with ion cannons and rail guns. Some rare few Dinosaur Hunters embrace the role of conservationist, stalking their prey with camera and audio equipment to study their behavior. „ Begin with Notice d8, Shooting d6, and Survival d8 „ Begin with the Giant Killer, Frontiersman, Marksman, and Woodsman Edges. „ Megafauna Specialist: Dinosaur Hunters gain +2 on Survival rolls involving creatures of Size 4 or greater. „ Begin with standard Starting Gear plus a Viggo’s Custom Firearms Provider Single-Shot Breech Loading Rifle (customized to the character) and 30 rounds of ammunition. VAMPIRE HUNTER Some heroes fight evil whenever they find it; others hunt a specific quarry. Vampire Hunters—such as Acapulco’s Sons of Quetzalcoatl—dedicate their lives to rooting out and exterminating the undead and studying the vampires’ ways with all the dedication they can summon. Some Vampire Hunters use arcane powers to battle the vampiric scourge, while others pursue martial expertise. „ Begin with Fighting d6, Notice d6, Occult d6, and Driving or Riding d4 „ Begin with the Brave, Champion, Streetwise, and Vampire Killer Edges. „ Begin with either the Reid’s Ranger or Elite Vampire Killer Edge. „ Begin with a Desert Eagle or equivalent Semi-Auto Pistol and three magazines of silver-coated ammo, a Wilk’s 237 laser pistol, a wooden billy club/baton (or similar weapon such as a baseball bat or nunchaku), and a water rifle with a five-gallon backpack tank. „ Begin with standard Starting Gear substituting a set of either Branaghan Armor or Bushman EBA, plus a silver holy symbol, three wooden javelins, and a colt peacemaker with 18 rounds of silver-coated ammunition. Michael Logan (Order #41085069)


26 NEW RACES Monsters flood the lands of Blood & Banes, and many races found therein are often confused for monsters. The stigma of their appearance does make life outside of their homes difficult, but their history of heroism makes them welcome neighbors. From the wilds of North America come the native Sasquatch and the recently arrived centaurs: the centaur tribesman and the Cy b e r -Ho r s e m a n of Ixion. Unlike the monsters they hunt, these brave souls embrace nature and its freedom. Centaur The nomadic centaur tribesmen of the North American plains and the Cyber-Horsemen of Ixion share so much of their biology in common that it stands to reason they descend from a common ancestor, a primal line of centaurs that perhaps once called Earth home in ancient times. Both resemble powerful horses with human torsos rising from where the horse’s neck should be. Complexions and hair and eye colors range across the human spectrum. All genders of both cultures wear their hair long and flowing with tribal tattoos worn as much among the Ixion as the nomads. Centaurs possess a powerful need for freedom, creating a spiritual affinity between them, Faerie Folk, and similar D-Bees. Centaurs pine to death in a matter of days if taken captive or enslaved. The cybernetic praxis adult Ixion centaurs undergo upon achieving their majority severs this link, leaving them no longer connected to nature but also no longer vulnerable to such a painful death. While the Cyber-Horsemen of Ixion are slow to trust other D-Bees, the nomad tribes enjoy the respect and friendship of the Simvan Monster Riders—even those allied to the Calgary Monster Kingdom and the Federation of Magic. „ D-Bee (Major): With their obviously inhuman appearance straight out of ancient mythology, initial reactions to Centaur typically start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide Michael Logan (Order #41085069)


27 services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence. „ Faerie Friend: Centaurs gain +2 to all rolls dealing with Faerie Folk. They act as if they had 2 points of Armor when hit by damaging Faerie powers and add +2 to opposed Trait rolls. This ability is lost if they undergo the cybernetic praxis of Ixion. „ Galloping Hooves: Centaurs have a Pace of 10 and roll a d10 running die. „ Near-Human Physiology: Those unfamiliar with centaur biology suffer a −1 penalty to Healing skill rolls and to any cybernetics checks involving installation, repair, etc. „ Non-Standard Build: Centaurs have unique proportions. Subtract 2 from Trait rolls when using equipment not designed for them, and they cannot wear commonly available armor or clothing, which must be customdesigned and fitted—tripling purchase and repair costs. Glitter Boy armor (and the Iconic Framework) is not an option, neither is most power armor. Equipment and food cost double the listed price. Any Starting Gear is assumed to be custom-built f. „ Size +2: Centaurs weigh 800 to 1100 pounds and stand about ten feet tall from hoof to crown. Their size grants them +2 Toughness. „ Wild Spirit: Centaurs suffer soulkilling malaise if taken or enslaved. If shackled or imprisoned, Centaurs automatically become Fatigued each day until they’re Incapacitated. A day after, they perish. If their freedom is restored, they regain a level of Fatigue each hour until recovered. They lose this Hindrance if they undergo the cybernetic praxis of Ixion. „ Workhorse: Centaurs treat their Strength as two points higher when determining Encumbrance. Sasquatch The tales of Big Foot roaming the forests near the Rocky Mountains are generally true. Sasquatch have a tough hide covered with thick fur, which makes up for their lack of clothing. Their natural skills easily replace the tools they choose not to use. Nomads, Sasquatch wander the countryside in small family groups, living off the flora and never hunting game— though occasional fish or grubs is fine. Their defining characteristic, curiosity, leads many adventurous members of the race to live among humans. Young adults on their own for the first time and elders without family tend to choose the worldly lifestyle. When they join the world of humans, they align themselves with defenders and peacekeepers, often in the company of Cyber-Knights. They begin to use only rudimentary tools and weapons, relying on their intelligence and natural skills to aid them. However, large cities make them uncomfortable and desperate for a return to the wild. „ Animal Appearance: Though gentle in demeanor, most people still fear Sasquatch due to their more animallike appearance and lifestyle. They suffer a −1 to Persuasion. „ Cyber Resistant: Sasquatch never acquire cybernetics. It may be To create a Cyber-Horseman of Ixion, build your character using the Headhunter Techno-Warrior MARS package found in The Tomorrow Legion Player’s Guide, then remove the Faerie Friend and Wild Spirit abilities as noted. CYBER HORSEMEN Michael Logan (Order #41085069)


28 physiology, but it is clear their distaste is also philosophical. They cannot take any Iconic Framework that includes cybernetics as an inherent ability (including the biocomp system needed to be a Juicer), nor may they roll on the Cybernetics benefits table. „ D-Bee (Major): Initial reactions to Sasquatch typically start at Unfriendly, or Hostile for human supremacists. Those with Unfriendly or lower Reactions refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostiles often result in violence. „ Natural Woodsman: All Sasquatch learn how to navigate forests in their tender years. They begin with the Woodsman Edge and a d6 in Survival. „ Low-tech: T he worldly Sasquatch knows the need for a good weapon and occasional armor; they use simple melee weapons—including those that do Mega Damage like Vibro-Blades—and non-powered body armor. Most do not use guns, but a few make use of simple rifles. They dislike vehicles, choosing not to learn to drive and preferring not to ride inside of them. „ Natural Psionics: Sasquatch possess an innate aptitude for Psionics. They begin with the Arcane Background (Psionics) Edge and start with the following three powers: detect/conceal arcana, empathy, and mind link. If a Sasquatch chooses an Iconic Framework providing Arcane Background (Psionics), he follows all the normal rules for the Framework except three of his starting powers are the ones listed above (even if not normally allowed to that Framework) and the Sasquatch gains two additional power to his starting total (so a Sasquatch Burster starts with five powers, for example). „ Near-Human Physiology: Those unfamiliar with Sasquatch biology are at a −1 penalty to Healing skill rolls. „ Non-Standard Build: Sasquatch subtract 2 from Trait rolls when using equipment not designed for them, and can't wear commonly available armor or clothing, these items must be custom tailored at triple normal costs. Glitter Boy armor (and the Iconic Framework) isn't an option, neither is most power armor. Equipment and food cost double the listed price. „ Pacifist: Sasquatch detest violence but fight when needed. This philosophy impacts their entire lives; they are even vegetarians. They have the Pacifist (Minor) Hindrance. „ Powerful: Sasquatch start with Strength d8 (Trait maximum d12+2) and Vigor d6 (Trait maximum d12+1). Michael Logan (Order #41085069)


29 „ Restricted Paths: Arcane magic is impossible for a Sasquatch. They cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it. „ Size +2 (Normal): The Sasquatch could easily be confused for a bear, especially with a height of 9–12 feet. Their size grants them +2 Toughness. „ Wild Men of the Woods: You can't take the forest out of a Sasquatch. Though worldly Sasquatch live peacefully among humans and in small communities, they cannot stand life in the city. When in the city for more than a day, they grow irritable and depressed and suffer a −2 to all Trait rolls. They must make a Spirit roll every day to remain calm; if they fail, they must leave the city for the nearest natural habitat. EDGES Iconic Edges Vampires and Werecats may take the Gymnastic Mastery Edge (see The Tomorrow Legion Player’s Guide). DIMENSIONAL PORTAL Requirements: Veteran, Master of Magic, arcane skill d8+, teleport By expending 200 PPE—usually harnessed through a material-less Magic Ritual at a site of Ley Line Energy, or as a full round action—the mage opens a two-way mystical door. The portal is up to 1"×1" in size and lasts up to one minute per Rank of the caster. With a successful arcane skill roll at −4, the portal opens to a previously visited dimension, or a previously visited region of the current dimension, typically arriving at a ley line nexus near the desired location (nexus points act sort of like cosmic bus stops or Megaversal waypoints). On a raise, the exact desired point in a previously visited location may be reached. On a failure, the Rift's details should be determined randomly—see Nexuses and Rifts in the Game Master's Handbook. On a Critical Failure, the portal could connect to a realm of pure evil, an elemental plane overflowing with a dangerous Hazard, the bottom of an ocean, or worse, and the contents may come spilling out! When used to travel to locations within the same dimension, the cost is only 100 PPE at an arcane skill roll penalty of −2. Shifters may take this Edge regardless of Rank, and halve the cost of casting Dimensional Portal if near a ley line, nexus, or site of power like a pyramid. GARDENER OF THE WHITE ROSE Requirements: Novice, Knight of the White Rose, Healing d6+ Knights who devote their time in the Garden to tending the White Roses absorb some of the same healing magic that flows through the alien plant. These Gardeners of the White Rose gain the healing miracle power and access to its Mega Power modifiers. In addition, once per day a Gardener may create a healing brew or poultice from the White Rose Cuttings (requires one dose, see page 39). With 4d6 minutes and a successful Healing roll the Gardener imbues the remedy with the healing power with PPE equal to half the Knight’s total. Once prepared, anyone can make a Common Knowledge roll to use the brew or poultice. GATEWAY KNIGHT Requirements: Novice, Knight of the White Rose, Psionics d8+ Gateway Knights help keep the Garden in Madhaven safe by teleporting their Michael Logan (Order #41085069)


30 comrades in and out of their sacred haven, leaving no tracks to guide pursuers to the hidden refuge. Gateway Knights gain the psionic power teleport and access to its Mega Power modifiers. They receive +4 to Meditations to increase the Range (see The Tomorrow Legion Player's Guide). MASTER NECROMANCER Requirements: Veteran, Necromancer Zombies, skeletons, and mummies raised by the Necromancer have an extra die type in Strength, Vigor (improves Toughness as usual), and all known skills. POUNCE Requirements: Novice, Heroic Vampire, Werecat This character doubles their normal jumping distance and adds +4 to damage when making a Wild Attack when coupled with a leap, instead of the usual +2 (needs at least 1” to leap). SHIFT THE ARCANE Requirements: Seasoned, Shifter Shift the Arcane allows the Shifter to alter—or "shift"—the course of certain arcane abilities. The Shifter may use this Edge at any time as if on Hold, as a free action against the same powers as his Shift Reality ability (banish, boost/ lower Trait, drain Power Points, illusion, intangibility, invisibility, light/darkness, sloth/ speed, sound/silence, summon ally, teleport) or any power with a celestial, cosmic, temporal, or similarly ethereal Trapping. This Edge must be used as a power is being activated. The Shifter expends half the Power Point cost of the power to be shifted, and makes an opposed roll of arcane skills versus the caster (with a possible reroll from his Shift Reality ability). If the Shifter wins, he activates the power as if he were the caster, changing its target and other details. With a raise, the original caster is Distracted. TELEPORTATIONAL HITCHHIKER Requirements: Novice, Ley Line Walker or Shifter, teleport The caster is an expert at hitching rides when others dimensionally travel. „ HITCHHIKE (+5): As long as the caster can see a target teleport in some form (Ley Line Phasing, Ley Line Gating, transiting a Dimensional Portal or Rift, D-Shifting terrain, etc.) he has one minute per Rank to activate teleport with this modifier. With a success the caster arrives at the same destination as his target. On a Critical Failure he is flung randomly through time and space. May be combined with other power modifiers like Additional Recipients. THRALL Requirements: Seasoned, Heroic Vampire, Spirit d8+ A neonate vampire struggles to contain his bloodlust, but as he grows in power he learns exchanging blood with his victims grants him power over them. If the Vampire’s bite attack Incapacitates a target, he may put the target under his control. This equates to being permanently under the puppet power and remains in effect until the controlling vampire is destroyed. A Heroic Vampire can have only one thrall (also known among vampires as a mind slave) at a time. SLOW KILL BITE Requirements: Veteran, Heroic Vampire, Thrall Instead of creating a thrall, the Vampire can turn a target with his bite. The victim makes a Vigor check after being Incapacitated (either by the damage or Fatigue); the roll is made with all penalties appropriate to damage done and Fatigue inflicted. On a failure, the target dies. On a success, Michael Logan (Order #41085069)


31 the victim makes a Spirit roll at the same penalty. Failure means the target is now an uncontrollable Wild Vampire; success means they become a Vampire. Few Heroic Vampires would ever choose to use this ability except in the direst circumstances. Player characters “rescued” from death in this manner lose all benefits of their Iconic Framework or MARS package abilities—Crazies and Juicers reject their augmentations, Power Armor Soldiers and Rogue Scholars forget their skills and Edges, Ley Line Walkers and Techno-Wizards lose their connection to magic—and must be converted over to the Heroic Vampire Iconic Framework. Professional Edges BEAST RIDER Requirements: Beast Master, Riding d10+ The Knights of the White Rose and some barbarian tribes tame strange and alien beasts as mounts. Instead of the animal companions offered by the Beast Master Edge, a Beast Rider may take as her companion and mount a creature up to Size Large, such as a dinosaur, Phantom Wolf, or a beast suggested for Simvan Monster Riders (see The Tomorrow Legion Player’s Guide). This mount may be in addition to the regular companion animal and may be modified by taking the Beast Master Edge more than once. FRONTIERSMAN Requirements: Seasoned, Woodsman The wilderness skills of some scouts and other explorers—such as the “Swamp Stompers” of Dinosaur Swamp— become so finely-honed they gain an edge over more classically-trained companions. A Frontiersman gains +2 to identify animals, monsters, plants, and weather conditions in the wild. He may also substitute Survival for Stealth when stalking a target or trying to avoid a predator while in the great outdoors. PATHFINDER Requirements: Seasoned, Woodsman, Notice d6+ Pathfinders move quickly through terrain others would find impassable. A Pathfinder on foot or a bicycle ignores Difficult Terrain penalties in the wild. While traveling alone or with a group, the Pathfinder may redraw one Action Card used to determine encounters per day of travel (see Travel in Savage Worlds). SQUIRE OF THE WHITE ROSE Requirements: Novice, Spirit d8+ The Order of the White Rose needs the demanding work of a fellowship talented in Healing, Research, and Survival to help spread peace and justice. People from all levels of society—including Madhaven mutants—are welcome to take the Vow (Major—The Code of the White Rose) and join their faction, gaining Connections with the group and its allies. With those familiar and respectful of the order, they gain +1 on social checks and Reactions start one level higher than normal. Squires of the order enter a mystic compact with a Knight who pledges to aid and defend them, just as the Squire promises to aid and defend the Knight. This creates a permanent bond between the allies acting as the mind link power, requiring only a Spirit roll to activate and send messages to each other. When one party is in danger, the other receives a telepathic warning, though only a general location and no specifics are transmitted unless the endangered partner consciously sends a message. REID’S RANGER Requirements: Novice, Vampire Killer Human and D-Bee communities throughout Arizona, Mexico, New Michael Logan (Order #41085069)


32 Mexico, and Texas hold Reid’s Rangers in the same admiration as Cyber-Knights and Glitter Boys. Founded by the cyborg, Doc Reid, the Rangers wander throughout vampire-infested lands singly and in small groups, lending their aid to others who battle the undead. Through years of experimentation and study, Doc Reid has learned more about vampires than anyone before him, and he passes that knowledge down through intense, regimented training. Reid trains recruits in leadership, group tactics, and dog handling—loyal dogs act as an early warning for Rangers sleeping alone on the trail and are naturally distrustful of and sensitive to the undead. The hero is a member of the Reid’s Rangers faction, and has Connections with the group and its allies. Among those familiar with their exploits, he gains +1 on social checks and Reactions start one level higher than normal, but will be a primary target of Vampires and their allies when encountered. He gains the Beast Master Edge and a companion dog/wolf (only), which is a Wild Card that may Advance and has Danger Sense. TUNDRA RANGER Requirements: Novice, Riding d6+, Survival d6+ The Tundra Rangers of Canada descend from the pre-Rifts Royal Canadian Mounted Police, and endeavor to uphold their legacy of justice and peacekeeping throughout North America. The hero is a member of the Tundra Rangers faction, and has Connections with the group and its allies. Among those familiar with their exploits she gains +1 on social checks and Reactions start one level higher than normal. The faction's Enemies—including powerful monsters and villains—will plot her downfall. All Tundra Rangers take the Vow (Major—Code of the Tundra Rangers), see page 125. The hero is trained in Tundra Ranger special codes and tactics, including advanced tracking techniques. It is said the Rangers "always get their man"—the hero gets a free reroll when making Survival (tracking) checks. She is privy to the location of the force's safehouses and hidden bases, and is expected to be highly mobile; gain a horse, robot horse, Highway-Man Motorcycle, or NG-150 Hovercycle and a set of Peacekeeper EBA and a pistol (C-18 equivalent) whenever needed. VAMPIRE KILLER Requirements: Novice, Spirit d6+, Notice d6+, Occult d6+ Vampire Killers dedicate their lives to understanding their quarry. They know the difference between the facts about vampire weaknesses and the myths and legends about the undead. They know vampire tactics and how to undermine them. Vampire Killers learn how to see through the webs of deceit vampires weave to protect themselves. Vampire Killers are +2 on Occult, Notice, and Survival checks regarding vampires. ELITE VAMPIRE KILLER Requirements: Veteran, Vampire Killer, Spirit d8+, Notice d8+, Research d6+ Elite Vampire Killers develop a sixth sense about the undead, an instinct or suspicion allowing them to root out vampire infestation no matter how carefully hidden. With their hearts and minds hardened by years of battle, they dare to beard the lion in its den. An Elite Vampire Killer gains +2 on rolls to resist fear or mind-control effects from vampires and +2 on Networking and Research rolls to investigate and uncover the activities of vampires, their allies, and their nests. Michael Logan (Order #41085069)


33 CHAPTER TWO V ampire-killing ammunition and barbarian Eco-Wizard items are only some of the unique devices the Tomorrow Legionnaires encounter as the venture as far north as Calgary and as far south as Mexico. Vehicles GUW-P002 Prowler General Utility Water Craft: A small, shallow draft boat capable of maneuvering the bayous and rivers of Dinosaur Swamp, the Prowler serves as an assault vehicle, cargo boat, houseboat, and hunting yacht depending on how one converts the cargo space. The vessel accommodates up to 30 passengers if the cargo space is otherwise unoccupied. With both the pilot’s station and the gun turret armored against Mega Damage attacks, the Prowler can handle all but the largest aquatic predators. The Prowler is not equipped for ocean voyages but can island-hop; the combustion engine model has a range of 800 miles, while the nuclear model is effectively unlimited. (150,000 credits for the former; 2 million credits for the latter, −2 Rarity). GUW-P002 Prowler General Utility Water Craft: Size 6 (Large), Handling +1, Top Speed 80 MPH, Toughness 26 (14), Crew 1+30, Remaining Mods 8 Notes: Watercraft, Range 800 miles. Weapons: „ .50 Cal Heavy Machine Gun (Fixed Front, Anti-Personnel, Reaction Fire; nuclear model may substitute it with an Anti-Personnel Laser). Mountain Bike: Mountain and dirt bikes traverse the jungle better than other vehicles. Scouts and hunters prefer bikes—they make minimal noise, give off no heat signature, and require minimal maintenance. Riding this vehicle uses Athletics instead of Driving. (300 credits, +2 Rarity). Mountain Bike: Size −1 (Normal), Handling +1, Top Speed 16 MPH, Toughness 7, Crew 1 Notes: ATV, Exposed Crew, Tabletop Pace—double rider's Pace and running die result. NG-F911 “Smokeskipper” Hover Firetruck: Versatility, ruggedness, and adaptability make Northern Gun’s GEAR Michael Logan (Order #41085069)


34 Smokeskipper as popular among vampire hunters in the southwest as with firefighters in the northeast. The hoses run off internal 2,000-gallon tanks or draw water from water towers, streams, and ponds. The water cannon mounted on the cherry picker can maneuver to any angle, while the small cannons on each side and the main turret cover a 360° arc of fire between them. The standard payload for the mini-missile launcher has fire-retardant foam, but any kind of minimissile can be loaded. Four passengers can ride inside with the driver, with four gunners staffing the water cannons and another four riders on the running boards. The recessed running boards slide back to reveal stretchers for two patients on each side. The nuclear model offers unlimited range, but the hover jets require cooling after 8 hours of continual use. (2.9 million credits for diesel/electric model; 4.5 million credits for NuclearPowered model, −3 Rarity). NG-F911 Smokeskipper: Size 7 (Large), Handling 0, Top Speed 120 MPH, Toughness 27 (12), Crew 1+12, Remaining Mods 4 Notes: ECC, Exposed Crew (gunners and running boards), Hover, Range 200 miles. Weapons: „ M i n i - M i s s i l e Launcher (fixed front) „ Vehicular Water Cannon „ 3 × Heavy Portable Water Cannons RH100 Series Robot Horse: Bandito Arms offers a suite of robotic horses tailored to resemble different breeds. While most customers prefer their robot horses equipped with synthetic skin to resemble Arabians, appaloosas, paints, and other breeds, some prefer skinless metallic variants. Robot horses operate only for riders programmed into the system and can follow vocal commands, warn their riders of danger, and be programmed to recognize enemies and allies. For an extra 100,000 credits, they can be installed with an AI capable of speech. (5.2 million credits, −2 Rarity). RH100 Robot Horse: Size 2 (Normal), Handling +2, Top Speed 75 MPH, Toughness 24 (12), Crew 1+1, Remaining Mods 3. Notes: ATV, Exposed Crew, NuclearPowered, STS. Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12 Skills: Athletics d8, Fighting d6, Notice d6, Survival d6 Weapons: „ Kick (Str+d6, Mega Damage) Michael Logan (Order #41085069)


35 Body Armor Branaghan Armor: A suit like the Bushman Medium EBA, Branaghan armor is notable for its removable armored duster or overcoat—a stylish accessory much favored in the New West and the northern fringes of Mexico. Bandito Arms’ Branaghan provides +5 Armor, +2 Toughness, and is full EBA without the duster. The armored duster provides an additional +2 Armor and +1 Toughness. It has a Strength Minimum of d8. (15 lb. + 6 lb. for the duster, 40,000 credits for the armor or 12,000 credits for the duster alone, −3 Rarity) Mystic Knight Armor: Forged by Techno-Wizards associated with both the main order and the renegade Knights of the White Rose, Mystic Knight Armor incorporates modern ceramics and enchanted fabrics into flexible plate mail. It provides +7 Armor and +3 Toughness, but isn't EBA. Knights of the White Rose favor gold, red, or white coloration and rose motifs, but also keep the spikes and chains more associated with Mystic Knights. A knight receives this armor upon first joining either order; few merchants dare risk the Mystic Knights’ wrath by selling scavenged suits— repairs cost the same as Cyber-Knight Heav y EBA. (20 lb., Min Str d6) Stake-Proof Vest: The regenerative power of vampires means they worry little about most Mega Damage weapons; indeed, full suits of armor are nuisances, impeding their shapeshifting abilities. Instead, vampires are concerned with protecting their vulnerable hearts from silver and wood. Deathspike agents adopted a modification of the traditional bulletproof vest, which has found its way onto the open market. A Stake-Proof Vest offers +4 Armor to the torso only and −2 to Notice when hidden under clothes. (8 lb., Min Str d4, 2,500 credits, −2 Rarity) SteelTree Armor: The alien SteelTree found in the northern reaches of Dinosaur Swamp yields bark, leaves, and wood that may be carefully folded, woven, and even forged to form rough suits of armor. SteelTree armor can be fashioned into any Ancient & Medieval shield or Medieval & Ancient Armor chain mail (woven) or plate mail (forged) found in Savage Worlds; it provides Toughness instead of Armor and is not affected by AP. Unfortunately, SteelTree armor conducts heat well and offers −2 protection against heat-based attacks. (Same weight and Min Str as equivalent armor, costs 10 × the listed cost in credits) Michael Logan (Order #41085069)


36 Vampire Water Field (TW): Also called a portable shower, this simple device adds a layer of protection against vampires. The backpack spouts water up and out, much like the shape of an umbrella, over the wearer’s head. If a vampire attempts to pass through or touch the water field, they suffer 2d10 damage; unless vulnerable to holy water other attackers merely get wet. (5lb., 45,000 credits) Power armor and Robot vehicles NG-XF103 Firefighter: Built to withstand higher temperatures than other suits, this environmental power armor comes complete with a 50-gallon main water tank, a 25-gallon reserve tank, an integrated water cannon, and a small cutting laser for rescues. Some vampire hunters attach silver knucklespikes to the gauntlets (525 lb., 900,000 credits, −2 Rarity) NG-XF103 Firefighter: Size 1 (Normal), +8 MDC Armor, +4 Toughness, Strength d12+2. Notes: Jet Boosters (Jump +12” horizontal, +6” vertical) Weapons: „ Heavy Portable Water Cannon „ Knuckle Spikes (Str+d4) „ Laser Torch (forearm; Range 4/8/16, 3d6 Mega Damage, AP 12, RoF 1) Titan TRF−107 Fireman Robot Vehicle: Though ostensibly built for fighting fires, the Titan Fireman finds more popularity fending off vampires on the Mexican border. The Robot Vehicle sports two 2,000-gallon tanks on its back, with a platform between them capable of carrying three additional personnel. The standard payload for the mini-missile launcher is fire-retardant foam, but any kind of mini-missile can be loaded. While the right arm is dedicated to the water cannon, the fingers of the left hand have retractable blades for cutting cables and tree limbs, hacking through walls, and other rescue operations but can conveniently be silvered to fight vampires. (7 million credits; silvering the finger blades costs 10,000 credits, −4 Rarity) Titan TRF −107 Fireman Robot: Size 4 (Large), Handling +1, Pace 14 Run d8 (60 MPH), Crew 1+3, Strength d12+5, Toughness 26 (12) Notes: MDC Armor, Exposed Crew (passengers riding on back). Weapons: „ Finger Blades (left arm, Str+2d4, AP8, Mega Damage) „ Vehicular Water Cannon (right forearm). „ Anti-Personnel Laser (forward chest sponson). „ 6 × Mini-Missile Launchers (three per shoulder, RoF 1, 2 Shots each). NG-XF103 Michael Logan (Order #41085069)


37 Weapons MEDIEVAL WEAPONS The materials of choice for vampirekilling weapons are wood and silver. Silver: Silver-plating a melee weapon costs 10 times the weapon’s price. The intense vibrations of chain and vibroweapons mean the silvering process is difficult (−4 penalty) and time consuming; they are equally difficult to find and service. Most silver-plated weapons are of pre-Rifts design, though exotic cruciform knives, axes, and polearms find favor along the Mexican border. Wood: Though Wood can be magically enhanced to make it capable of carrying a sharpened edge or durable enough to pierce metal, this effectively transforms it into something other than the pure wood which vampires are vulnerable to. Wooden weapons tend to be simple stakes, clubs, and spears. Martial arts weapons such as tonfa and nunchaku also work; they function as Billy Clubs/ Batons and Flails respectively, per Savage Worlds—those with Martial Artist gain +1 Parry when using them. SteelTree: The metallic impurities found within SteelTree wood mean weapons made of the alien tree do not count as wood against vampires. Thankfully, vampires are rare in Dinosaur Swamp. SteelTree items gain dense diamond-like properties when worked by experts with plasma or intense fire, and are highly prized by barbarians and civilized folk alike for the uncanny edge they hold. Any Medieval Melee or Ranged Weapons found in Savage Worlds can be manufactured from the SteelTree. Such weapons weigh the same as their equivalents and do their listed damage with a +2 bonus in Mega Damage; they cost 10 × the listed price in credits. Supernatural Materials: The denizens of Dinosaur Swamp make use of all the parts of dinosaurs they kill. Supernatural energies have improved the strength of these creatures’ natural weapons. Any Medieval or Ancient Melee or Ranged Weapons found in Savage Worlds can be made from or strengthened with the addition of dinosaur bone, claws, and teeth. Such weapons weigh the same as their metal and wood equivalents but do Mega Damage and have +2 AP. They cost 5 × the listed price in credits. RANGED WEAPONS The energy weapons dominating the battlefields of Rifts Earth provide no defense against vampires. Wilk’s, Northern Gun, and other manufacturers produce small sidelines of conventional firearms for those in need of the protection a silver bullet provides. These firearms are designs are based on preRifts models; with energy weapons so prominent, manufacturers have no reason to innovate with firearms. Any Modern Firearms found in Savage Worlds may be purchased for their listed cost in credits. Silver Ammo: Solid silver bullets are prohibitively expensive—a single smallcaliber bullet costs 1,000 credits—but silver-coated ammunition proves just as effective. Designed with hard metal jackets with a veneer of silver, silvercoated bullets suffer no reduction in accuracy or stopping power. Small (.22 to .32 caliber) bullets cost 50 credits apiece, medium (9mm to .45 caliber) bullets cost 100 credits each, and large bullets (for .50 caliber handguns and most rifles) cost 200 credits apiece. Silver-coated arrowheads and quarrels can also be purchased for 200 credits each. Viggo’s Custom Firearms: Located in the city of Char deep within Dinosaur Swamp, this weaponsmith produces a line of hand-crafted conventional rifles custom-built for individual buyers. These rifles provide the benefit of the Trademark Michael Logan (Order #41085069)


38 Weapon Edge to those for whom the guns are custom-built; this benefit stacks with possession of the Trademark Weapon and Improved Trademark Weapon Edges. ANTI-VAMPIRE RAIL GUN ROUNDS Rail guns need no modification to use antivampire ammunition; the ammunition canisters need only be switched out for wooden or silver analogs. Canisters of wooden ammo cost 250 credits per 10 Shots but halve the Range and AP of the rail gun while doing a die less in damage against non-vampire targets. Silvercoated ammunition costs 9,000 credits per Shot but has the same range and damage capacity as normal rail gun ammo (halve these costs for Boom Gun ammo). WATER GUNS AND CANNONS Water pistols and rifles do little more than annoy those not vulnerable to holy water, which these weapons are assumed to contain when fighting vampires. Highpressure water cannons derived from ancient fire- and riot-control designs, on the other hand, deliver a punch capable of wounding or even killing an unarmored target. TECHNO-WIZARD ANTI-VAMPIRE WEAPONS The city-state of Arzno is a center for TW weapons development. Serious vampire hunters use these weapons to aid in the fight against the undead. Globe of Daylight Lights (TW): Techno-Wizards of the New West developed lights to fight the vampire menace. The floodlights harness the light power. Any vampire within range of the item suffers sunlight damage per the vampire weakness of 2d10 per round. Equipment Field Coffin (TW): Vampires need to find a way to stay out of the sun when they’re far from home, and sometimes digging a grave to while away the day is not a convenient option. The Black Market offers sealed coffins made of MDC-level polymer-composite ceramics with Toughness 16 (4) and internal safetylocks and alarms jacking into a vampire’s natural ISP, requiring 1 ISP for every 4 hours of operation. The only entrance and egress is a thin pipette vampires can access while in mist form; attempts to pry the coffins open suffer a −4 on Strength rolls. Field Coffins can be installed on many vehicles for the cost of a single mod slot. They weigh 200 lbs. and can, alternatively, be fitted with backpack straps to allow the vampire to lug the coffin around the old-fashioned way. (10,000 credits) VIGGO’S CUSTOM FIREARMS WEAPON RANGE DAMAGE ROF AP SHOTS WEIGHT COST Legacy Bolt Action Rifle 30/60/120 2d10+2 1 4 5 7 10,000 Notes: Snapfire Provider Single-Shot Breech Loading Rifle 50/100/200 2d12+2 1 6 1 25 16,000 Notes: Mega Damage, Snapfire Savage Pump-Action Rifle 24/48/96 2d8+2 1 3 5 9 14,300 Michael Logan (Order #41085069)


39 Phantom Gloves (TW): Not much can harm a ghostly entity, and even less can touch them. Phantom Gloves harness intangibility to combat this. Wearers cannot touch anything physical, but they can touch and punch any Entity or similar being. (1 lb., 1 million credits) Water Tank: Hooking up a hip-mounted or backpack water tank increases the ammo capacity of water pistols and rifles, adding 40 Shots per half-gallon of water. The larger tanks required for water cannons are too heavy for most, and are worn only by Combat Cyborgs and those equipped with Power Armor. Armored, reinforced tanks weigh 4 lbs. per halfgallon of water they hold; an individual can wear a half-gallon or 1-gallon tank on the hip but must mount anything larger on the back. Typical sizes available are half-gallon, 1-gallon, 5-gallon, 10-gallon, 25-gallon, and 50-gallon (for vehicular water cannons) tanks. (100 credits per half-gallon of capacity). White Rose Cuttings: The Knights of the White Rose trim thorns, stems, petals, and leaves of the alien White Rose plant to use in healing balms and brews. A dosage from a single leaf, petal, thorn, etc. acts as the healing power with a d12 skill die; three doses adds the Great Healing modifier. A dose sells on the Black Market for 3d6 × 1,000 credits at −4 Availability. Knights of the White Rose are very strict about distributing cuttings from the White Rose and rarely bestow more than 1d4+1 doses to an individual. Actual Knights can usually halve the cost and penalty through connections. WATER CANNONS WEAPON RANGE DAMAGE ROF AP SHOTS WEIGHT RAR COST Plastic Water Pistol 2/4/8 1d10 to vampires 1 — 12 1.5 lbs. +1 10 Metal Water Pistol 4/8/16 1d10 to vampires 1 — 12 2 lbs. +0 150 Plastic Water Rifle 4/8/16 2d10 to vampires 1 — 20 3 lbs. +1 50 Metal Water Rifle 8/16/32 2d10 to vampires 1 — 12 7.5 lbs. +0 350 Light Portable Water Cannon 4/8/16 1d4 (2d10 to vampires) 1 — 5 per gallon of water 11 lbs. + water tanks −1 9,000 Hvy Portable Water Cannon 12/24/48 2d4 (3d10 to vampires) 1 — 5 per gallon of water 15 lbs. + water tanks −2 18,000 Vehicular Water Cannon 15/30/60 3d4 (3d10 to vampires) 1 — 2 per gallon of water 417 lbs. + water tanks −3 25,000 Michael Logan (Order #41085069)


40 ANTI-VAMPIRE GRENADES (TW) WEAPON RANGE DAMAGE ROF AP SHOTS WEIGHT COST Globe of Daylight Flare 12/24/48 2d10 1 — —.10 2,000 Notes: Hovers at 20 feet, illuminating a SBT with light for 10 minutes. Damages vampires. Flash-Bang Bombs 5/10/20 1d10 1 — —.25 1,000 Notes: Produces a sudden deafening blast and blinding light within a SBT. Targets must check Vigor (–2 on a raise) or be Stunned. Damages vampires. “Vampire Chaser” Steam Grenade 5/10/20 1d10 1 — —.25 2,000 Notes: Produces a magical burning steam in a LBT. Damages vampires. GLOBE OF DAYLIGHT LIGHTS (TW) TYPE DAMAGE DURATION BLAST WEIGHT COST Lantern 2d10 1 hour SBT 2 20,000 Man-Portable Floodlight 2d10 30 minutes SBT 40 100,000 Vehicle-Mounted Floodlight 2d10 1 hour MBT 280 325,000 Building Floodlight 2d10 2 hours LBT 7,000 500,000 Notes: All harness the light power to damage vampires, but cannot destroy them. Many people find ley lines frightening, but not I. The blue glow is comforting to me—it speaks of home. But take warning—when the blue energy surges and a ley line storm begins to brew, even folk such as myself are wise to take shelter. —Brandyn, Ley Line Walker Michael Logan (Order #41085069)


41 CHAPTER THREE T he vastness of the North American continent is matched by the variety of environments and threats it contains. The Legionnaires who went before share wisdom about the lands of Blood and Banes. THE VAMPIRES OF OLD MEXICO AND THE SOUTHWEST Five Vampire Intelligences call Old Mexico home. The northern reaches continue to resist as the Vampire Kingdoms gain more ground. This threat reaches north through Texas, into New Mexico, Arizona, and Colorado. Personal Log of Legionnaire Jaime Castro Those deserts took a toll on us. Texas, Mexico, wherever we went, it was hot and dusty. The heat bore down on us. We rarely found water. Not like home, those deserts test a person. Vultures followed us, and I lost count of the times I found a scorpion in my pack. We spent most of our days along the Rio Grande. The people here use the remains of the river to irrigate crops. The trace rainfall left grasses weak and limp, but enough to feed the livestock. I ate more cabrito here than anywhere. And we had so little water; locals drink the distilled juice of the agave, despite its effects. The CS in Lone Star got it wrong. Most vampires are rabid dogs terrorizing everything in their path, but not all. For the most part, villages can handle them. Old fire trucks, water guns, and wooden stakes made for some of the best defensives. But water! Simply blessed water can bring a vamp down. What the CS doesn’t know is there are other vampires. Most people we met feared the Secondary Vampires. Can’t always tell them apart from the rest of us. These logical and calculated beings are no beast. They run faster, punch harder, and change shape. They know some magic too. I would rather face a pack of the wilds rather than one of the Seconds. TOMORROW LEGION ARCHIVES Michael Logan (Order #41085069)


42 We saw our first one in Ciudad Juarez. The government keeps the city pretty clean of wild vamps. They say they are tough on vampires, but rumor has it Secondary Vampires have infiltrated the government and business. We likely saw some of them but did not know it. Thing is, not all vamps are bad. A few—the moody, depressed ones—hate their situations. We traveled with one for a few days who hunts vampires. He taught us a lot. And then we got to Mexico, where, five Vampire Kingdoms vie for dominance. We never went deep into Mexico. We made it to Muluc—talk about brutal. The rulers see the slaves as nothing more than insects. It seems vampires use violence to keep the population in check. Their western neighbor, Ixzotz, is the oldest kingdom, and they do things the same way they do in Muluc. Slaves have it best in the Mexico Empire. These vamps make the people feel like citizens, and living conditions are not too bad in larger cities. The rest struggle to serve their masters. The Milta Kingdom rules with terror, much like Muluc and Ixzotz. Rumor has it the larger cities are adopting some of the Mexico Empire’s approaches. No one knew much about the last known kingdom, Chichen Itza. It is in the Yucatan, which somehow does not seem to exist on Earth. Supposedly, a werecat resistance threatens the vampire’s rule. Ultimately, each kingdom works the same way. They have a capital and a major city or two. Mainly its small villages and towns, each with a specific purpose and located on a ley line. The ley lines provide the vamps with power. A Vampire Intelligence, living in secret, rules each kingdom. These extradimensional monsters infected souls via the Rifts, and those Master Vampires increased the Intelligence's power enough for it to come to Rifts Earth. These Master Vampires—stronger than the Secondary ones—rule. Few exist though. We never got to the cities. I’m glad. Just the small village we came across made me hate vampires. The vampires need living blood—preferably human— to survive. The vamps must feed their people, or their slaves have no blood to give. So, lots of the villages are just farms and ranches, with the living (human and D-Bee) forced to work as slaves. I thought liberating the village would be easy, especially in the day. I mean, who’s watching the people in the day? Turns out human guards drive the slaves to work each day. The guards carried good equipment and protection, and a bloodthirsty look in their eyes. We planned an assault, but it ended badly, with heavy human casualties. Lucky for us, the kingdoms are at war with one another. Each Intelligence wants to rule Earth. The hunters help, too. Lots of small villages remain independent. We stopped one night in Monterrey, the largest of the farm communities we visited. They spoke of places like Acapulco, where people live in a tropical paradise and gather the strength to fight against the vampires. Very near to a vampire capital is Ciudad Victoria, a flotilla on the lake where the city gets its name. And the Tampico Military Protectorate—the major oil supplier in the area—stays free. The Rangers at Fort Reid pose the greatest threat to the vamps. The fort is surrounded by farms and grazing lands, sort of nice. Inside, Doc Reid trains others. Their lives do not differ much from our lives. Heroes of all types work to stem the tide of vamps, and some not-so-heroic people too, even some necromancers. Not once did we meet Doc Reid, which was fine by me. He watched training sessions. We listened to one of his lectures on vampire biology. Mainly, we saw him Michael Logan (Order #41085069)


43 during his sermons. He talks a lot about the Day of Reckoning when his soldiers will purge the world of all vampires. Sounded good, except it seems to me, he thinks himself a messiah or new god. Finally, we decided to head a bit west. Rumor says vampires control cities not too far from the kingdoms. They definitely rule in Bisbee, Arizona. But others told stories of vamps as far as Colorado. And many wonder about Fort Tombstone. They easily resist the nearby vamps in Bisbee, while the people come off as cold and standoffish…pretty weird vibe there. XITICIX The insectoid Xiticix make their hives in the north near Ontario and Winnipeg, down through Minnesota, and all the way to North Dakota. Xiticix Expedition Report To: Councilor Comstock From: Ismeryd Perbrem, Tomorrow Legion Researcher Subject: Observations of Xiticix Hives Research completed before we left did not prepare the expedition. Either information provided no detail, or the detail did not match what we found. The Xiticix are a far more complex species than originally reported. ENVIRONMENT The land is stripped of life. Desolate and dead ground stretches out far and wide, only broken by the great insect hives of the Xiticix. The Xiticix terraform the lands they invade to meet their needs. XITICIX HIVE STRUCTURE Interviews with Psi-Stalkers from the Deathbringer tribe provided greater insight into the internal structure and workings of a hive. To acquire the information, the Psi-Stalkers don costumes made from Xiticix exoskeletons, and mask their scent with secretions from Xiticix glands. A necromancer harvests the materials from dead Xiticix. No other Psi-Stalker tribe used these tactics. Note: These necromancers lead most Deathbringer patrols. For the most part, they respect the living and the dead, and are friendly and personable. No other tribes travel with necromancers. In fact, the other tribes prefer isolation except when dealing with Xiticix. A Xiticix hive looks like an ant mound. Towers shoot up from underground tunnels. These hive towers match the height of any tower at Castle Refuge. The structure of the hives resembles those of the native insects. None contain stairs or similar structures to move between levels; Xiticix walk along the walls. These towers house all Xiticix not directly working with the queen. Only a small part of the hive exists above the surface. The hive's most important rooms are underground. The nannies control the middle regions just below ground. Here, the Xiticix cultivate Sludge. Its purpose is unclear, but it seems it may be a mold or fungus used as food. Lower levels contain chambers for multiple younger queens. The maze of tunnels makes it difficult to locate the elder queen. The largest and most ornate belongs to the elder queen as she can get to 60 feet in length. XITICIX BIOLOGY The Xiticix are giant, alien insects. Their anatomy matches other insects: multi-sectioned bodies with an Michael Logan (Order #41085069)


44 exoskeleton, antennae, and mandibles. Many have multiple arms—between four and six. They lack vocal communication and use secretions instead. The hive functions as one: a single hive mind controlled by the elder queen. Xiticix are more diverse than first reported. They differentiate based on function. The common warrior and hunter comprise only a small amount of their expansive population. The common worker handles many tasks, especially those needing a finer touch. Other Xiticix dig, hence their names Diggers. Leapers help to move material up and down the hive. Hunters travel furthest away from a hive and seem to have the most developed individual brains. The same can be said of the super warriors. These larger Xiticix with six arms command the warriors. As mentioned earlier, the hive answers to the elder queen. Younger queens prepare to replace the elder, but they also establish new hives. Xiticix nannies care for the young from egg to maturity. HIVE POLITICS AND DYNAMICS At this time, only six hives exist. They broke off from the first hive built on the remains of the city of Duluth, Minnesota. The most dominant hive is Fargo. They attempted to expand but a neighboring hive—Crookstone—made that impossible. Another expanding hive exists in Big Falls, Minnesota. Its expansion puts it into direct conflict with the hive in Winnipeg, Canada. Rolla-Morden, like Winnipeg, is found in Canada. Hives fight to dominate a region or world. First, they remove the original inhabitants and later fight amongst themselves. For now, fighting between hives remains minimal, as the current available land offers th e m ex pansion possibilities without direct conflict with other hives so they expand out into the lands not inhabited by Xiticix. A hive’s population increases exponentially. Before long, they struggle to support their growing numbers. When a population grows too large, a young Michael Logan (Order #41085069)


45 queen, her court, and chosen warriors and workers leave to establish a new hive. The hunters survey the area to find a good spot, and the others follow behind. Note: During our expedition, we dealt with a new hive split off from the Fargo Hive. What occurred corresponds to reports of previous expansions. First, homesteaders encountered the Xiticix hunters, but escaped. The hunters left a scent trail to the area. A day later, a large contingent from the hive attacked. Every Xiticix in the swarm acted aggressively. The insects fought until the last bug. CONCLUSION We need to make a more concerted effort to eliminate the Xiticix. They expand until they destroy all other living species. We must act while they are contained. If we wait too long, only the most drastic of actions will suffice. MADHAVEN The Great Cataclysm wreaked horrible damage on the island of Manhattan. The island lifted into the air and came crashing down: great waves drowned every bit, and millions died in an instant. Today, their ghosts haunt the ruins of the great metropolis while mutants make their homes in this new concrete jungle. From the diary of Sirrius Festes: Madhaven Expedition They said Madhaven can make a person go mad, and ghosts haunt the entire island. I wonder if they ever saw an army of demons, let alone engaged one in battle. Tomorrow, we enter Madhaven. I see no reason to fear. Day 1: The streets no longer exist. I couldn’t tell if I was on a street or walking on a collapsed building. We walked beneath a canopy of concrete and metal. Trees stand against rebar pillars. Green gunk and vines cover everything. During the day, the light is a sickly shade of green. I never noticed when we entered a tunnel, just walked right in it. I couldn’t tell anything apart. And I hear the voices. Everywhere, whispers and echoes. I kept hearing, “Go Yankees,” a lot, but it seems rather harmless. Something about Hamilton or cats, I can’t quite tell. But the crying children—crying for missing mothers, from hunger pains, from just about anything—wear on me. Day 2: Today, a man—well, it was more like a caterpillar with legs—offered to help us find our way. His boots and pants are just too funny. I did stop my mouth as we entered the subway. Just in time too, as we barely avoided a band of mutants hunting. Once we settled down for the night, I started to hear a ghostly countdown and whistles. I tried to ignore it. Only the worm guy’s stories about old New York drowned it out. Day 3: HE TRIED TO EAT US! That freak tried to eat us in the night. Boy was he slick, but we showed him. Now I sort of wish we had talked to those mutants. Without our back-stabbing guide, we wandered with no direction. I got turned around. I think I may get sick. And those voices, they keep screaming about numbers and stocks—what is a stock? Sometimes I thought I saw a long green beam. It runs horizontal in front of me, and then a bell rings, but I saw no bells. Midday, the ground shook like an earthquake? We looked at each other, like, what is going on? Gary found out first. Michael Logan (Order #41085069)


46 Some giant worm swallowed Gary whole. Every time I swiped at it, its sticky hide deflected my blade. Gary got out though by blasting his way out from the inside. As we walked off, a bunch of mutants started carving up the worm. Some rode wolves and smaller worms. They ignored us, so we pushed on. I swear, every time I close my eyes for a second, it feels like I slept for days. I am all cold and wet, my feet squish in the ground beneath me. This is getting old. I need to start anew. Where's the ball? I need to see the sparkly ball before it drops. Then I can start anew. And those counting will cheer. Day 4: I found it! A sparkling, glowing ball twice my size. Ten-Nine-Eight. I can hear songs, something about eyes I think. They sing about old friends. Seven-SixFive. I try to follow the ball, wrap my arms about it, but I just slip through. Four-Three-Two. I can already hear the whistles blowing, but I can’t find…ONE! I don’t mind this place anymore. I just sing along with the voices. I kinda like it here. And the monsters, well, they shy from the ball. Like the spider, it hissed and sunk into the darkness. Day 5: Somehow, we found our way to a garden. A garden filled with white roses. The people there kept making me drink tea made from the roses’ petals. It helps ease my migraine and keeps me from vomiting. The Knights of the White Rose found us in some sort of plastic box. I was skipping and singing. I don’t remember any of it. Some of the others were doing strange things too, but our leader stayed sane. She spotted the Knights, who helped us escape whatever ghost tormented us. They plan on taking us home soon. They say they can get us all the way without any problem. Something about the needle in the garden. I am not sure. All I care about is getting as far away as possible from Madhaven. DINOSAUR SWAMP The Southeast, once a popular tourist destination, fell to ruin with the coming of the Rifts. Nature reclaimed the Carolinas, Georgia, and Florida. The wetlands and swamps returned, and so did dinosaurs! Tomorrow Legion Guide Book Legionnaires scheduled to travel in Dinosaur Swamp must become familiar with the following information:. IMPORTANT RECOMMENDATIONS Heat: High levels of humidity trap the heat in the forests and swamps, retaining high temperatures day and night. Barbarian tribes combat this by wearing very little. This is not recommended. Dinosaurs: Most large herbivores ignore smaller creatures which pose no threat. Large carnivores choose large prey over smaller. The smaller carnivores frequently hunt humans and D-Bees. Inhabitants: Barbarians—human and mutant—live in the vast swamps. Homesteaders live along the edges, despite the difficult circumstances. The fertile soil makes it popular for farming. Psi-Stalkers: Psi-Stalkers live here, alone and in communities, forging strong bonds with native animals. CS PsiStalkers often go AWOL in the region, embracing the wild lifestyle of their fellows. LOCATIONS Dinosaur Swamp encompasses an extremely diverse variety of different environments and locales. Old Carolinas: Char developed due to the SteelTree trade. Loggers live in Michael Logan (Order #41085069)


47 the city, a short distance from Ironwood Forest, and gather bark from the forest’s SteelTrees. The craftspeople of Char create refined products from the bark, which has properties similar to metal, especially armor and weapons. Native barbarians also use the SteelTree. Other goods can be acquired in Char: Chamberland’s Arms and Armor offers salvaged equipment, and Viggo’s Firearms makes excellent custom weapons. Char is rife with crime. Mercenaries stay here while exploring the region for lost treasure, and criminal activity of all types is rampant. Georgia: The Horror Forest lives up to its name. Powerful carnivores hunt the territory, and ghosts haunt much of it. Atlanta has two sides. Above ground, barbarians—human and D-Bee—live much like other tribes throughout the region. Some drink an odd syrupy substance that tastes flat but provides energy. Below ground, rat gangs control the subway tunnels. Legionnaires can find safety at Fort Hawkins. Wilderness scouts train here and, though far more rudimentary, Fort Hawkins functions much like Castle Refuge. Florida: Time Holes open periodically throughout the Florida peninsula. These holes remain open from a few minutes to weeks, and transport dinosaurs and other prehistoric creatures to Rifts Earth. The American Space Program once resided on the Barrier Islands, also known as “The Cape.” Artifacts and tech still remain, but monstrous sea creatures live in the waters off the Barrier Islands, making access difficult. The water itself is also said to contain poisonous chemicals. The most interesting location is the Jungle Castle. Signs of the original residents exist for miles from the castle. The area closest to it still retains vestiges of its past. Giant tea cups, elephants with enormous ears, and even several large steamboats rot away here. Underground sites have their own themes. The most mysterious has effigies of small groups of children along a shallow river. CALGARY AND THE MONSTER KINGDOM When the Rifts opened in western Canada, demons flooded out. At first, they fought for dominance, but Hell Lord Doom united them. He now plans to bring forth an even larger army with which to dominate the whole of Rifts Earth. Communique from Commander Dudley of the Tundra Rangers to Tomorrow Legion Council Thank you for visiting us, we appreciated the aid. We look forward to more exchanges between our two organizations. To assist with further plans, we would like to provide this important information about the region. Much of Canada remains wild and untamed, like it did before the Earth changed. Native animals from before the Rifts and new arrivals populate most of the territory. Some indigenous tribes still live in Canada, along with alien refugees. They live simply, relying on the bounty of the land. The Tundra Rangers regularly visit and provide aid to our fellow citizens. We have few partners in the region, save the Cyber-Horsemen of Ixion. The native Sasquatch people protect the environment against threats, and we work with both as much as we can. As you may know, we face the Xiticix threat near Winnipeg. The hive does little to expand, posing no direct threat at the Michael Logan (Order #41085069)


48 moment. We keep tabs on it through the help of nomadic Psi-Stalker tribes. The Shifting Veil and other area Rifts cause most of our trouble. The 140-mile Shifting Veil Wall moves throughout British Columbia. It randomly changes locations, which brings with it new problems. The Rifts do much the same, and both deposit demons into Canada. Our greatest and most overwhelming threat comes from demons. Demons terrorize the countryside, which keeps us quite busy. Occasionally, we find escaped slaves from Calgary, who we help relocate to a safer region. They provide us the best information we have on Calgary, the growing Hell Pit, and the leader of the demonic forces, Hell Lord Doom. Hell Lord Doom organized the warring demons. This created a minor decrease in random demon attacks in the countryside, but it instead led to an increase of coordinated raids. From within the city we get messages from the Lotus Petal, whatever that is. If they are to be believed, the future of Rifts Earth is in great peril. Hell Lord Doom oversees the production of a Hell Pit. They work to erect four pillars, three of which have been completed. We believe Doom will need to make a large sacrifice, likely innocents, to open the pit. The pit will provide a continuously open link to many demonic places. We speculate that Doom plans on making the influx of demons into an army. We know we do not possess the power to stop him now, let alone after his army grows. In the coming years, we hope you can provide us assistance to defeat Hell Lord Doom before he unleashes Hell upon the Earth. Thank you, Commander Brandon Dudley, Royal Canadian Mounted Police Michael Logan (Order #41085069)


Click to View FlipBook Version