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Savage_Rifts_Blood_and_Banes_(SWADE_Edition)

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Published by archangel777, 2023-09-23 18:03:37

Savage_Rifts_Blood_and_Banes_(SWADE_Edition)

Savage_Rifts_Blood_and_Banes_(SWADE_Edition)

149 force. Secondary Vampires go first, so they can try to reach the Wild Vampires and release them from their pits. It takes one round to reach the pit and drop the nets allowing the active Wild Vampires to crawl out in a frenzy. A Secondary Vampire can revive two Wild Vampires per round. If the Legionnaires lost the Dramatic Task, there are already Wild Vampires awaiting in the two pool rooms, five per Task Token by which the team failed. They only come out if a guard tells them about an attack. A Secondary Vampire oversees each group, keeping close watch. No matter the circumstances, the force in the command room is prepared. Human guards block the two main entrances into the command room. The orderlies huddle together inside the war room. Two vampires leave to wake the staked Secondary Vampires at any sign of commotion. The rest stand ready to fight. It takes the Secondary Vampires one round to reach the sleeping chambers and one round to return. Once in the sleeping chambers, they can revive one vampire per round. CONCLUSION The vampires try to hide their plans to protect Deathspike's secrets. If the heroes manage to reach the command center, they discover a terrible truth. The headquarters was being inspected by a visiting Vampire Familiar from Ixzotz. The foul beast defends the Command Center with its life. E Vampire Familiar: See page 176. If the heroes manage to defeat the massive monster, the remaining orderlies attempt to destroy the command center. If the Legionnaires prevent this and take the command center before the vampires fully destroy it, they retrieve some Michael Logan (Order #41085069)


150 This is a large combat, with dozens of participants on both sides. If the GM chooses, it can be run as a dangerous staged Quick Encounter (see Savage Worlds), over three rounds, as follows: Round 1: The team maneuvers into position ready to attack. Round 2: The heroes make their initial attack against the outer defenses. Stage 3: The team and their allies fight through the pool rooms in search of the command center. Run the final fight with the Vampire Familiar tactically as usual, as a climax to the story. QUICKER RESOLUTION detailed intel regarding Deathspike's activities and plans. Captured vampires and their lackeys reveal nothing; they would rather die than give up any information. Aftermath In addition to acquiring 5d10 × 100,000 credits worth of salvage and equipment, the heroes learn the following information on Deathspike and this operation. Deathspike is a joint operation of the Mexico, Milta, and Ixzotz kingdoms. They adopt modern, human practices to fulfill their purposes. Their main goal is to destroy Doc Reid and the Rangers, but they also gather information on human settlements. Other groups— like this one—directly attack specific targets. The attacks aim to deplete the resources of their enemies, remove them from strategic locations, and acquire resources—especially slaves. After securing the area, this force planned on a direct assault of Fort Reid. They acquired information about Fort Reid and the Rangers, including outer defenses. They had hoped to plant a few thralls inside the fort to get more information but had only two successes (both unnamed) thus far. A successful attack on Fort Reid will remove any organized resistance north of the kingdoms. The vampires plan to install supply lines, including resting places, for their army. From there, they can expand into the Pecos Empire and beyond. Upon their return to Fort Reid, the survivors are feted as heroes. The majority of Reid's Rangers are grateful for the aid and sacrifice of the Legionnaires, though Doc Reid's paranoia and rhetoric is fueled even further by the discovery of the Deathspike conspiracy and their infiltration of his Rangers—the first time a vampire agent has managed to successfully do so. Even if no formal alliance can be forged while Doc Reid's mania holds sway, individual Rangers willingly fight alongside Legionnaires as brothers from this day forward. Michael Logan (Order #41085069)


151 CHAPTER TEN T he harsh lands of North America require strength and perseverance from its denizens. The environment, devastated by the Rifts, challenges even the strongest. The only chance for survival lies in resilience and strength. All must adapt to survive. The beasts and monsters reflect the dangers posed in this reshaped world. They can face the natural changes, and the not so natural ones. Such monsters rule here, presenting new threats to those daring enough to call these wilds home. MERCENARIES AND SPECIALISTS Though monsters may dominate the landscape, many others make their lives in these harsh environments. The heroes of the Tomorrow Legion may meet these people as they face the threats of Blood and Banes. Friends and allies await the Tomorrow Legion, but so do rivals. Not all enemies look like monsters. Cyber-Horseman of Ixion Attributes: Agility d8, Smarts d8, Spirit d6, Strength d10, Vigor d10 Skills: Athletics d6, Common Knowledge d6, Fighting d8, Intimidation d4, Notice d8, Persuasion d4, Repair d8, Shooting d8, Stealth d6, Survival d6 Pace: 10; Parry: 5; Toughness: 15 (6) Hindrances: Heroic, Loyal Edges: Combat Sense, Fleet-Footed, Quick, Upgradeable Gear: Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, RoF 1, AP 2), JA-9 Variable Laser Rifle (Range 24/48/96, Damage 4d6, RoF 1, AP 3, Heavy Beam, Ignores laser resistance, Multi-Optics Scope), Vibro-Longsword (Str+d10, AP 10, Mega Damage). Cybernetics: Armor Plating III, Bionic Strength Augmentation II, Leg Upgrades, Organ Replacement II Special Abilities: „ D-Bee: Initial reactions to Centaur typically start at Unfriendly. „ Galloping Hooves: Rolls d10 running die; +1” to jump rolls. ALLIES AND ADVERSARIES Michael Logan (Order #41085069)


152 „ Size 2 (Normal): Centaurs are about ten feet tall and weigh 800 –1,000 pounds. Dinosaur Hunter Attributes: Agility d10, Smarts d10, Spirit d6, Strength d8, Vigor d6 Skills: Athletics d6, Common Knowledge d6, Fighting d8, Notice d8, Persuasion d4, Riding d8, Repair d6, Science d6, Shooting d10, Stealth d6, Survival d6 Pace: 6; Parry: 5; Toughness: 13 (5) Hindrances: Driven (Minor—hunt dinosaurs), Stubborn, Overconfident Edges: Alertness, Brawny, Free Runner, Giant Killer, Marksman, Pathfinder, Quick, Woodsman Gear: Huntsman Personal Armor (+5 Armor, +2 Toughness, Specialized paint and camouflage with +2 in woodland environments), Viggo’s Custom Firearms Provider Single-Shot Breech Loading Rifle (Range 50/100/200, Damage 2d12+2, RoF 1, AP 6) and 30 rounds of ammunition, Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, RoF 1, AP 2), Mountain Bike. Special Abilities: „ Megafauna Specialist: Dinosaur Hunters gain a +2 on Science and Survival rolls involving creatures of Size 4 or higher. Knight of the White Rose Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8 Skills: Athletics d6, Battle d4, Common Knowledge d6, Faith d8, Fighting d10, Healing d6, Notice d6, Persuasion d4, Psionics d8, Shooting d6, Stealth d8, Survival d6 Pace: 6; Parry: 7; Toughness: 17 (7) Michael Logan (Order #41085069)


153 Hindrances: All Thumbs, Enemy (Major— Mystic Knights, True Federation, and CS), Loyal, Vow (Major—Vow of the Knights of the White Rose) Edges: Alertness, Arcane Background (Miracles), Arcane Background (Psionics), Arcane Marksman, Brawny, Common Bond, Elan, Free Runner, Gardener of the White Rose, Giant Killer, Healer, Level Headed. Gear: Mystic Knight Armor (+7, +3 Toughness), Flaming Sword (Str+d12 Mega Damage, AP 6), Wilk’s 237 Backup Laser Pistol (Range 10/20/40, Damage 3d6+3, RoF 1, AP 4), NG-S2 Survival Pack, 2d6 × 100 credits. Powers (Miracles): bolt, deflection, protection. PPE: 10 Powers (Psionics): boost/lower Trait, detect/ conceal arcana, healing, relief. ISP: 10 Special Abilities: „ Distrusted: Suffer a −2 penalty to Persuasion when interacting with most people not from the Garden. „ Energy Invulnerability: +20 MDC Armor versus all arcane and mundane energy sources (including lasers, ion, plasma, fire, and electricity). Ignores AP of all damage from mundane energy sources (but not arcane ones). Kinetic damage— including Vibro-Blades, Rail Guns, and most magic weapons—ignores this protective effect. „ Ley Line Walker Abilities: Possess Ley Line Rejuvenation and Ley Line Sense. „ 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 her Spirit × 2 and make an opposed arcane check, pitting her Faith skill against that of the other caster at the final round of the ritual's Dramatic Task. Mutant Barbarian Though they vary in their mutations from the simian Beast Men of Madhaven to the near-baseline Wolf Runners of the Carolinas, mutant barbarians are united in physical prowess and ferocity. They battle other tribes and hunt giant monsters from an early age, developing indomitable wills and impressive combat skills despite their lack of regimented training. Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d10 Skills: Athletics d8, Common Knowledge d6, Fighting d10, Intimidation d8, Notice d6, Persuasion d4, Riding d6, Stealth d6, Survival d8 Pace: 6; Parry: 7; Toughness: 14 Hindrances: Arrogant, Illiterate, Ugly (Major) Edges: Arcane Resistance (Imp), Berserk, Brave, Brawny, Frenzy, Giant Killer, Woodsman Gear: SteelTree plate corselet (+3 Toughness; Dinosaur Swamp mutants only, see below), SteelTree or Haven Mutant bone battle axe (Str+d8+2, Mega Damage), 3 × SteelTree or Haven Mutant bone spears (Range 3/6/12, Damage Str+d6+2, RoF 1, Mega Damage). Special Abilities: Toughness (+3): Haven Mutants wear no external armor; their inhumanlydense bones provide protection. The mutants utilize the bones of their dead as weapons. Mutant Shaman Magic-wielding shamans rule the Haven Mutants and act as advisors to the chieftains of the Dinosaur Swamp clans. Most work their magic through a connection with nature, even if “nature” is the giant worms and rats of Madhaven. Usually among the most intelligent of their clan, mutant shamans either greet Michael Logan (Order #41085069)


154 emissaries from the Tomorrow Legion as friends or rouse their tribe against the outsiders to maintain their positions. Attributes: Agility d6, Smarts d10, Spirit d8, Strength d8, Vigor d10 Skills: Athletics d6, Common Knowledge d6, Fighting d6, Healing d8, Intimidation d8, Notice d8, Persuasion d6, Spellcasting d10, Stealth d6, Survival d8 Pace: 6; Parry: 7; Toughness: 10 Hindrances: Cautious, Illiterate, Stubborn, Ugly (Major) Edges: Arcane Background (Magic), Arcane Resistance (Imp), Brave, Charismatic, Master of Magic, Woodsman Gear: SteelTree plate corselet (+3 Toughness; Dinosaur Swamp mutants only, see below), SteelTree or Haven Mutant bone spears (Range 3/6/12, Damage Str+d6+2, RoF 1, Mega Damage). Powers: Banish, beast friend, bolt, boost/lower Trait, darksight, detect/conceal arcana, dispel, divination, elemental manipulation, entangle, healing, light/darkness, shape change, smite, speak language. PPE: 25 Special Abilities: „ Toughness (+3): Haven Mutants wear no external armor; their inhumanlydense bones provide protection and the mutants utilizing the bones of their dead as weapons. Sasquatch Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+2, Vigor 12+1 Skills: Athletics d8, Common Knowledge d6, Fighting d8, Notice d8, Persuasion d4, Psionics d6, Stealth d8, Survival d8 Pace: 6; Parry: 6; Toughness: 11 Hindrances: Cautious, Code of Honor, Loyal, Pacifist (Minor) Edges: Arcane Background (Psionics), Brawler, Pathfinder, Woodsman Gear: Club (Str+d4). Powers: detect/conceal arcana, empathy, mind link. ISP: 10 Special Abilities: Michael Logan (Order #41085069)


155 „ Animal Appearance: Though gentle in demeanor, most people still fear Sasquatch due to their more animallike appearance and lifestyle. They suffer a −2 to Persuasion. „ D-Bee: Noticeably inhuman, Sasquatch suffer a −2 to Persuasion when dealing with Coalition soldiers, officials, and most citizens, and hostility often leads to violence with the slightest incident. Their rolling gait and unusual height make it impossible to hide their species „ Size 2 (Normal): The Sasquatch could easily be confused for a bear, especially with a height of 9–12 feet. Tundra Ranger Attributes: Agility d10, Smarts d8, Spirit d6, Strength d8, Vigor d8 Skills: Athletics d8, Driving d8, Fighting d10, Intimidation d6, Notice d8, Persuasion d6, Repair d4, Shooting d12, Stealth d10, Survival d8 Pace: 6; Parry: 5; Toughness: 13 (5) Hindrances: Loyal, Mild-Mannered, Vow (Major, Code of the Tundra Rangers) Edges: Alertness, Combat Ace, Fame, Fleet-Footed, Marksman, Quick, Tundra Ranger, Woodsman Gear: Urban Warrior Tactical Medium EBA (+5, + 2 Toughness), Wilk’s 237 Backup Pistol (Range 15/30/60, Damage 3d6+3, RoF 1, AP 4), JA-11 Rifles (Range 30/60/120, Damage 4d6, RoF 1, AP 4; Heavy Beam; Multi-Optics Scope; can fire ion as an NG-IP7 or a silver bullet as a Hunting Rifle with 1 Shot), VibroLongsword (Str+d10, AP 10, Mega Damage), NG-150 Hovercycle. Special Abilities: „ Specialized Armor: Fitted for arctic conditions, an extra +2 bonus vs Cold, it's snow white, providing +2 Stealth in snowy and foggy conditions. Vampire Hunter Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d10 Skills: Athletics d8, Common Knowledge d8, Fighting d10, Intimidation d4, Notice d8, Occult d6, Persuasion d6, Riding d8, Repair d8, Shooting d10, Stealth d8, Survival d6, Taunt d4, Thievery d6 Pace: 6; Parry: 7; Toughness: 18 (7) Hindrances: Enemy (Minor, Vampires), Death Wish (Minor, Rid Earth of vampires), Heroic Edges: Brave, Brawny, Charismatic, I Know A Guy, McGyver, Nerves of Steel, Quick, Steady hands, Streetwise, Vampire Killer Gear: Branaghan Armor and coat (+7 Armor, +3 Toughness total, EBA), Light Water Cannon (Range 4/8/16, Damage 1d4 [1d10 to vampires], RoF 1, +1 Shooting), 2 × Water Pistols (Range 2/4/8, 1d10 to vampires, RoF 1), 2 × Wooden Billy Clubs (Str+d4), Peacemaker (Range 12/24/48, Damage 2d6+1, RoF 1, AP 1) and 3 reloads of silver bullets, Wilk’s 237 Backup Laser Pistol (Range 10/20/40, Damage 3d6+3, RoF 1, AP 4), silverplated short sword (Str+d6). Vampire Hunter, Reid’s Ranger Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d10 Skills: Athletics d8, Battle d4, Common Knowledge d6, Fighting d10, Healing d8, Intimidation d6, Notice d6, Occult d6, Persuasion d6, Riding d8, Repair d8, Shooting d10, Stealth d8, Survival d8, Taunt d4 Pace: 6; Parry: 7; Toughness: 17 (7) Hindrances: Death Wish (Minor—rid Rifts Earth of vampires), Enemy (Minor— Vampires), Impulsive Edges: Ambidextrous, Beast Master, Brave, Elan, Fame, Level Headed, Nerves of Steel, Reid’s Ranger, Streetwise, Strong Willed, Two-Fisted, Vampire Killer Michael Logan (Order #41085069)


156 Gear: Branaghan Armor with coat (+7 Armor, +3 Toughness total, EBA), Light Water Cannon (Range 4/8/16, Damage 1d4 [1d10 to vampires], RoF 1, +1 to Shooting), 2 × Water Pistols (Range 2/4/8, Damage 1d10 to vampires, RoF 1), 2 × Wooden Billy Clubs (Str+d4), Peacemaker (Range 12/24/48, Damage 2d6+1, RoF 1, AP 1) and 3 reloads of silver bullets, Wilk’s 237 Backup Laser Pistol (Range 10/20/40, Damage 3d6+3, RoF 1, AP 4), silver-plated short sword (Str+d6), RH100 Robot Horse. Special Abilities: „ Animal Companion: All members of Reid’s Rangers have a Dog or Wolf companion with Danger Sense to aid them, see Savage Worlds. Werejaguar Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d10 Skills: Athletics d6, Common Knowledge d6, Fighting d10, Intimidation d6, Notice d8, Occult d6, Persuasion d6, Psionics d6, Stealth d8, Survival d8 Pace: 6; Parry: 5; Toughness: 8 Hindrances: Arrogant, Enemy (Major— Werewolves), Habit (Major—need to hunt or play), Vow (Major—hunt vampires). Edges: Acrobat, Arcane Background (Psionics), Brave, Brawny, Quick, Strong Willed, Vampire Killer, Woodsman. Gear: Silver-plated Short Sword (Str+d6), Vibro-Knife (Str+d6 Mega Damage, AP 6). Magic Powers: Boost/lower Trait, healing, speak language. PPE 10 Psionic Powers: Arcane protection, detect/ conceal arcana, mind reading. ISP 10 Special Abilities: „ Bite/Claws: Str+2d4 (Mega-Damage, AP 10 in Werejaguar form). +2 to climb non-sheer surfaces, may bite grappled prey. „ Distinctive Appearance: Their ferocious appearance is a cause of fear in those unfamiliar with them, giving them a −1 penalty to Persuasion. The Coalition’s distrust of magic means they suffer a −2 to Persuasion. „ Invulnerable: Werejaguars can only be Shaken by attacks that are not one of their weaknesses. „ Keen Senses: +2 to all Notice rolls when in were form. „ Low Light Vision: Ignore Dim and Dark Illumination. „ Regeneration: Gain a natural healing roll once per day and can regrow lost limbs. „ Shape Change: Can change into either their human, animal, or were form per the shape change power at no ISP cost; requires an action and a successful Psionics roll. „ Weakness (Garlic and Wolf’s Bane): Werecats must make a Spirit check when exposed to these herbs or become Shaken. They also suffer a −2 penalty while attacking anyone wearing either herb. „ Weakness (Magic and Psionics): Affected by arcane (magic or psionic) attacks and powers as normal. „ Weakness (Silver): Suffer +4 damage from silver attacks. „ Weakness (Supernatural Attacks): Can be hurt by the natural attacks of vampires, werebeasts, creatures of magic and other supernatural beings. „ Wild Beast: Suffer a −2 to all Trait rolls when in a city and must make a successful Spirit roll every day to remain calm. Michael Logan (Order #41085069)


157 MONSTERS Traversing the wilds of North America is dangerous. In every corner, monsters wait, looking for another unaware target to eat or enslave. Bat Bats range in size and habits from tiny insectivore hog-nosed bats to fruit-eating flying foxes with five-foot wingspans. Vampires usually transform into small (seven-inch wingspan) vampire bats, but occasionally assume other forms. Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6 Skills: Athletics d6, Fighting d4, Notice d10, Stealth d10 Pace: 1; Parry: 4; Toughness: 2 Special Abilities: „ Bite: Str+1. „ Echolocation: Bats suffer no penalties for Illumination, even in Pitch Darkness. „ Flying: Pace 8” „ Size −3 (Very Small): Bats are typically less than a foot high. Blood Priest A Blood Priest makes a pact with a Vampire Intelligence to gain power. They vow to serve the Vampire Intelligence until death and to consume blood to feed their master. The Blood Priest remains mortal but gains some of a vampire’s power. They gain the confidence to lead others in service to their master, and hope to become a Master Vampire. Both humans and D-Bees can become Blood Priests; however, D-Bees are more common. All have an affinity to magic, making them prime candidates for service. Their mortality allows them to use their magical abilities in service of the Vampire Intelligence. They also function well during the day, making them excellent protectors. Attributes: Agility d6, Smarts d8, Spirit d12, Strength d12+1, Vigor d12 Skills: Athletics d4, Common Knowledge d6, Fighting d6, Intimidation d10, Notice d6, Occult d8, Persuasion d8, Shooting d6, Spellcasting d10, Stealth d6 Pace: 6; Parry: 5; Toughness: 12 (3) Hindrances: Vow (Major—Serve the Vampire Intelligence) Edges: Arcane Background (Magic), Charismatic, Master of Magic Powers: Bolt, detect arcana, darksight, deflection, divination, mind wipe, protection, summon ally, teleport, zombie. PPE: 20 Gear: Ley Line Walker Light Armor (+3 Armor, +1 Toughness, +4 to Vigor rolls vs. all Hazards), N56 Light Ion Pistol (Range 10/20/40, Damage 1– 3d8, RoF 1), Vibro-Knife (Str+d6, AP 6, Mega Damage), ceremonial dagger (Str+d4). Special Abilities: „ Feed: In addition to normal eating and drinking, a Blood Priest must consume at least two pints of human, mutant, or D-Bee blood once a week. Treat this like the Habit (Major) Hindrance. „ Rift Mastery: Blood Priests gain a +4 on all efforts to open and manipulate Rifts when they make a blood sacrifice (see Characters, Ley Lines, and Rifts in the Game Master’s Handbook). „ Ritual Sacrifice: The Blood Priest gains double the PPE (quadrupling the normal amount) when consuming the blood of a sacrifice (see Siphoning PPE in The Tomorrow Legions Players Guide). „ Vampire’s Blessing: Blood Priests suffer −8 damage from all nonmagical or Weakness-based attacks. Michael Logan (Order #41085069)


158 „ Weakness (Magic and Psionics): Blood Priests are affected by arcane (magic or psionic) attacks and powers as normal. „ Weakness (Silver and Wood): Wood and silver weapons inflict full damage. „ Weakness (Sunlight): Blood Priests can perform their duties by day, but their connection to the Vampire Intelligence weakens them. They suffer an automatic level of Fatigue during daylight hours. Caterpillar Men Caterpillar Men look much like the insect after which they are named, except they wear pants on their legs and boots on their two feet. They have four silver eyes—one large set above a smaller one per side—and a mouth and tongue resembling a human. Despite their hideous appearance, the Caterpillar Men have a soothing voice that they combine with a helpful, friendly, and polite demeanor to trick humans. Then, when their prey least expects it, they eat. Attributes: Agility d12, Smarts d8, Spirit d10, Strength d12+2, Vigor d10 Skills: Athletics d8, Common Knowledge d6, Fighting d10, Notice d6, Performance d6, Persuasion d6, Psionics d8, Stealth d6, Survival d10 Pace: 6; Parry: 9; Toughness: 20 (8) Edges: Arcane Background (Psionics), Frenzy (Imp), Quick. Powers: Confusion, empathy, mind reading, puppet, slow. ISP: 15 Special Abilities: „ Bite/Claw/Slam: Str+2d4 MegaDamage, AP 8. Caterpillar Men can use their long bodies to slam down on opponents causing them to be Stunned on a raise. „ Fear (−2): Though their pleasant demeanors make them approachable at first, they cause a Fear test at −2 when they show their true selves. „ Flexible: The Caterpillar Men’s bodies are flexible and aid them during an attack. They gain a +2 to Parry and have Reach 2. They can also squeeze their bodies through openings half their body’s width. „ Night Vision: Most Caterpillar Men live underground where they developed the ability to see in the dark; ignore all Illumination penalties. „ No hands: Their short, clawed appendages make it impossible for them to hold a weapon. „ Size 3 (Normal): Upon meeting, the Caterpillar men do not seem so tall, but once they attack, they loom over most beings at an average length of 20 feet long and weight of 500 pounds. „ Slow Regeneration: Like many insects, Caterpillar Men regrow lost body parts; make a natural Healing roll once per day. „ Soothing Voice: A pleasant disposition goes a long way. Caterpillar Men can modulate their voices to evoke comfort and trust in their audience, granting +2 to Performance, Persuasion, and Psionics rolls. „ Thick Hide: Providing +8 Armor and +2 Toughness. Chupacabra Resembling monkeys with grotesquely canine heads, Chupacabras feed on blood and PPE, killing wildlife, livestock, and small humans and D-Bees. In the cities of the Vampire Kingdoms, they serve vampires as pets and watchdogs. Wild Chupacabras hunt in small packs and are invasive predators troubling settlements throughout Central America and the American Southwest. Michael Logan (Order #41085069)


159 Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8 Skills: Athletics d12, Fighting d8, Notice d8, Psionics d6, Stealth d8 Pace: 12; Parry: 6; Toughness: 10 (4) Edges: Alertness, Arcane Background (Psionics), Fleet-Footed, Frenzy Powers: Confusion, fear. ISP: 10 Special Abilities: „ Armored Hide: The leathery hides of Chupacabras provide +4 Armor and +2 Toughness. „ Claws/Bite: Str+2d4, AP 4, add +2 to climbing (Athletics) rolls, and allow climbing at full Pace. „ Night Vision: Ignore penalties for Dim and Dark Illumination. „ Pounce: Chupacabras can jump twice as far as normal and add +4 to damage when making a Wild Attack when coupled with a leap, instead of the usual +2 (needs room to leap, at least 1”). „ Psychic Sense: Chupacabras possess the ability to detect arcana at all times. They use the Notice skill to detect the presence and location of any psychic or magic energies, beings, or items. They can also use the Survival skill to track a specific magical or psionic entity. This sense works to detect anything psychic, magic, or supernatural, including invisible and astral beings. „ Psychic Vampire: Chupacabras require a diet of PPE or ISP drained from living beings. They gain this using the Blood Sacrifice rule when slaying their prey, see Siphoning PPE in The Tomorrow Legion Player’s Guide. Chupacabras must consume at least 3 Power Points (PPE or ISP) per day or suffer a Fatigue level. They starve to death after a week at Incapacitated by lack of “food.” Each 3 PPE/ISP drained restores one level of Fatigue. Consumed Power Points cannot fuel spells or psionic powers. „ Size −2 (Small): The size of a dog. „ Weakness (Silver): Chupacabras suffer +4 damage from silver weapons. E Death Weaver, Spider Demon Found in hot, humid locales across the globe, these cunning demons seek out power to become gods. At six to eight feet tall with skull-marked abdomens just as wide, these huge black spiders possess unnerving half-human heads. The Death Weavers once inhabited South America and returned with the Rifts. Many currently live along powerful ley lines in the Yucatan, India, and China. They seek more magic and magical artifacts, traveling along ley lines to get their prizes. Rumors place them throughout North America, including the remains of Tolkeen. Driven by jealousy, greed, and paranoia, Death Weavers do not get along well with one another. They make use of humans and D-Bees in three ways: to eat, to use as pawns and worshipers, and to siphon psychic energy. Attributes: Agility d12, Smarts d10, Spirit d12, Strength d12, Vigor d12 Skills: Athletics d12, Common Knowledge d6, Fighting d8, Intimidation d10, Notice d8, Occult d8, Shooting d8, Stealth d10, Survival d10 Pace: 12; Parry: 6; Toughness: 23 (10) Hindrances: Mania (Major), Greedy (Minor) Edges: Arcane Background (Magic), Arcane Resistance, Fleet-Footed, Frenzy (Imp), Ley Line Phasing, Master of Magic Powers: Arcane protection, banish, bolt, blast, invisibility, environmental protection (vacuum), protection, puppet, summon ally. PPE: 50 Special Abilities: „ Armored Exoskeleton: Provides +10 MDC Armor and +2 Toughness. Michael Logan (Order #41085069)


160 „ Bite: Str+d6 Mega Damage, AP 4. „ Expanded Awareness: Death Weavers can use detect arcana as an Innate Ability with no PPE cost. „ Fear (−3): Cause a Fear test at −3. „ Fearless: Immune to Fear and Intimidation. „ Infravision: Death Weavers, like their smaller counterparts, see on the infrared spectrum, halving penalties to see living creatures in poor lighting. „ Immunity: Death Weavers are immune to Disease and Poison. „ Ley Line Walker Abilities: Death Weavers share the following Ley Line Walker abilities—Ley Line Sense, Ley Line Walking. „ Low Light Vision: Death Weavers ignore Dim and Dark Illumination. „ Slow Regeneration: Death Weavers gain a natural healing roll once per day and can regrow lost limbs. „ Size 3 (Normal): Death Weavers are eight feet tall and long, weighing 1,000 pounds. „ Wall Walker: Walks on vertical or horizontal surfaces at full Pace. „ Webbing: Death Weavers can cast webs from their thorax the size of a Small Blast Template. This is a Shooting roll with a range of 3/6/12; a hit means the victim is Entangled or Bound with a raise. Breaking free is done at a −2, victims can also be cut free from the webbing (Toughness 7). Demon Animals Some demons do not exist within the realm of Rifts Earth. To remain, they often possess animals. Most demons choose powerful predators—bears are common—but occasionally choose less noticeable ones. Once possessed, the animal gains supernatural abilities, surpassing their innate ones. To create a demon animal, apply the following template to the regular animal stats: Attributes: Agility +2 dice; Smarts +1 die, normal intelligence; Strength +4 dice; Vigor +2 dice Skills: Athletics +2 dice, Common Knowledge +1 die, Fighting +2 dice, Notice +2 dice, Persuasion +1 die, Survival +2 dice Edges: Frenzy ( I mp), L eve l Headed Special Abilities: „ Environmental Resistance: Immune to the environmental threats of their natural territory. „ Immunity: Immune to Disease and Poison. „ Natural Weapons: Claws, bites, and similar attacks deal +2 damage and now do Mega Damage. „ No Speech: The demon enables the animal to understand humanoid speech, but they cannot speak. „ Slow Regeneration: The demon allows the animal to regenerate any Michael Logan (Order #41085069)


161 damage or lost limb. They have one natural Healing roll per day. „ Tough: The demon improves the physique of the animal, providing +4 Armor and +2 Toughness. „ Weakness (Magic): Magical attacks gain +4 damage. Dinosaur, Armored Herbivorous Quadruped Armored herbivorous quadruped dinosaurs unleashed onto Rifts Earth include such unrelated species as Ankylosaurus, Stegosaurus, and Triceratops. These creatures often exhibit more aggressive behavior than science suggests they displayed in their native epochs. Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+5, Vigor d12 Skills: Athletics d6, Fighting d6, Notice d6, Survival d6 Pace: 10; Parry: 5; Toughness: 28 (12) Edges: — Special Abilities: „ Armored Hide: The thick, pebbly hides of most armored herbivorous quadruped dinosaurs grant +12 Armor and +2 Toughness. Some species have plates or shell-like armor granting more protection. „ Gore (Triceratops only): “Tri-tops” charge to gore their opponents with their long horns. If they can move at least 5” (10 yards) before attacking, they add +4 to their damage total. „ Horns: The horns of these dinosaurs do Str+d8 Mega Damage, AP 6. „ Size 6 (Large): Can take an additional Wound. „ Tail Lash: Str+2d4 Mega Damage, AP 4. The creature may make a free attack against up to two foes to its side or rear at no penalty. „ Trample: Quadruped dinosaurs succeeding on a Push to knock prone an opponent of Size 2 (Normal) or smaller may trample the opponent for Str+d4 damage. Dinosaur, Flying Reptile Flying reptiles range from the gigantic pterosaur Quetzalcoatlus to the ravensized feathered dinosaur Archaeopteryx. While smaller species might mob wounded humanoids, only humansized pterosaurs like Pteranodon or Ornithocheirus dare to attack healthy travelers in Dinosaur Swamp. Smaller species use the same statistics as raptors (see Savage Worlds); larger species use the statistics below. Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d10, Vigor d8 Skills: Athletics d10, Fighting d8, Notice d10, Stealth d8, Survival d8 Pace: 4; Parry: 6; Toughness: 10 (4) Edges: Alertness, Frenzy (Imp) Special Abilities: „ Armor: Leathery hide, +4 Armor. „ Claws/Beak: Str+d6 Mega Damage, AP 2. „ Flight: Pterosaurs fly at a Pace of 24”. „ Power Dive: A flying reptile that dives 24” to attack a target can make a Wild Attack to gain +4 to attack and damage. „ Size 3 (Normal, Azhdarchids only): Larger species such as Quetzalcoatlus have a Toughness of 13 (4). Dinosaur, Large Carnivorous Theropod Large carnivorous theropods include such species as Allosaurus, Spinosaurus, Tyrannosaurus, and similar bipedal giants. Aggressive hunters, they dare the wrath of alien giants like Fury Beetles and Rhino-Buffalos. Some barbarian tribes Michael Logan (Order #41085069)


162 make hunting carnivorous theropods a rite of passage. Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+7, Vigor d12 Skills: Athletics d6, Fighting d8, Notice d8, Stealth d6, Survival d10 Pace: 12; Parry: 6; Toughness: 29 (10) Edges: Alertness, Charge, Fleet-Footed, Frenzy (Imp) Special Abilities: „ Aquatic (Spinosaurus only): Spinosaurus can hold its breath for up to 15 minutes. It has a swim Pace of 4. „ Armored Hide: The thick hides of carnivorous theropods provides +10 Armor and +4 Toughness. „ Claws/Bite: Str+2d6 Mega Damage, AP 6. „ Fearless: Immune to Fear and Intimidation. „ Size 7 (Large): Can take an additional Wound. „ Terrible Bite (Tyrannosaurus only): Tyrannosaurus bites for Str+2d8 Mega Damage, AP 8. It has no claw attack. Dinosaur, Large Sauropod Looming over the treetops of Dinosaur Swamp, species such as Apatosaurus, Brachiosaurus, and Diplodocus form a vital part of the ecosystem, dispersing seeds and providing food to barbarian tribes and predatory beasts. Rarely aggressive, they pose tremendous danger when they stampede. Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d12+9, Vigor d10 Skills: Athletics d4, Fighting d4, Notice d6, Survival d6 Pace: 8; Parry: 4; Toughness: 30 (10) Edges: Charge, Sweep Special Abilities: „ Armored Hide: The thick, pebbly hides of most sauropods grants +10 MDC Armor and +4 Toughness. „ Size 9 (Huge): Can take two additional Wounds. „ Tail Sweep/Trample: Sauropods may strike foes behind them with their tails or overrun targets Size 5 (Large) or smaller for Str+2d4 Mega Damage. Dinosaur, Marine Reptile Technically not dinosaurs, large marine reptiles such as Elasmosaurus, Mosasaurus, and Plesiosaurus turn the coasts of Rifts Earth into killing zones, ambushing humanoid vessels and aquatic species alike. Especially dangerous is Cadborosaurus—long believed a mere cryptid—which hunts in pods of 6 –12 animals; they consider humans delicious. Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+6, Vigor d10 Skills: Athletics d10, Fighting d8, Notice d8, Stealth d6, Survival d6 Pace: 2; Parry: 6; Toughness: 23 (8) Edges: Alertness, Frenzy (Imp) Special Abilities: „ Aquatic: Pace 8. These creatures can hold their breath for 15 minutes or longer. „ Armored Hide: The leathery hides of marine reptiles provide +8 Armor and +2 Toughness. „ Bite: Str+2d6 Mega Damage, AP 6. „ Long Neck (Cadborosaurus, Elasmosaurus, Plesiosaurus): The snake-like necks of Cadborosaurus and similar species provide Reach 2. „ Size 6 (Large): Can take an additional Wound. „ Terrible Bite (Mosasaurus only): Mosasaurus bites for Str+2d8, AP 8, Mega Damage. Its short neck provides no reach. Michael Logan (Order #41085069)


163 Dinosaur, Small Carnivorous Theropod Colloquially known as “raptors,” smaller theropods hunt in packs, allowing them to tackle much larger prey. Exceptionally intelligent, species such as Deinonychus, Tiger Claw Raptors, and Utahraptor eagerly hunt humanoids, testing their capabilities with hit-and-run raids on camps before attacking in force. Attributes: Agility d10, Smarts d8 (A), Spirit d8, Strength d12, Vigor d10 Skills: Athletics d10, Fighting d10, Notice d8, Stealth d10, Survival d8 Pace: 14; Parry: 7; Toughness: 19 (10) Edges: Alertness, Fleet-Footed, Frenzy (Imp) Special Abilities: „ Armored Hide: The thick, feathered hides of carnivorous theropods provides +10 Armor and +2 Toughness. „ Claws/Bite: Str+2d6 Mega Damage, AP 4. „ Poison Spit (Tiger Claw Raptors only): Tiger Claw Raptors spit a debilitating toxin to blind their prey, using their Athletics to hit. On a success, the target suffers a −2 penalty to rolls requiring sight until the toxin is washed out of the eyes; on a raise, the target suffers a −4 penalty. „ Pounce: Small theropods jump twice as far as normal and add +4 to damage when making a Wild Attack when coupled with a leap, instead of the usual +2 (needs room to leap, at least 1”). Michael Logan (Order #41085069)


164 E Entity, Ghost Psychic echoes tied to the mortal plane by an intense emotional bond, these specters seek to accomplish some final task denied by an untimely death. As creative, cunning, and driven as any other intelligent being in the pursuit of the goals, ghosts typically sweep up numerous Haunting Entities in their mania. Attributes: Agility d6, Smarts d6, Spirit d10, Strength d8, Vigor d12 Skills: Athletics d6, Common Knowledge d8, Fighting d8, Intimidation d8, Notice d6, Performance d10, Persuasion d10, Psionics d8, Shooting d8, Stealth d10, Taunt d8. Pace: 6; Parry: 6; Toughness: 8 Hindrances: Driven or Vengeful (Major), Ruthless (Minor), Stubborn Edges: Arcane Resistance, Arcane Background (Psionics), Major Psionic, Master Psionic Powers: Empathy, entangle, mind link, stun, telekinesis, teleport. ISP: 30 Gear: Usually none, but occasionally items, weapons, or even steeds important to them in life. Special Abilities: „ Elemental: Ghosts take no additional damage from Called Shots, ignore one point of Wound penalties, don’t breathe, and are immune to Disease and Poison. „ Ethereal: Energy beings are naturally immaterial, can pass through most solid matter, and can only be affected by Arcane attacks (magic, psionics, etc.). „ Fear (−2): Ghosts cause Fear checks at −2 when they manifest their presence. „ Flight: Ghosts may fly at a Pace of 8 with a d6 running die. „ Manifestation: Ghosts are naturally completely invisible (−6 penalty to Notice or attack) but can become visible and tangible to mortals as ectoplasmic beings whenever they desire. During these times, they are fully visible and Michael Logan (Order #41085069)


165 able to act on the mortal world, but still only vulnerable to arcane attacks (magic, psionics, etc.). „ Mostly Fearless: Ghosts are immune to Fear and Intimidation, except when faced with things that they dreaded in life. „ Mystic Awareness: Ghosts may sense supernatural beings in line of sight with a Notice roll and use detect arcana as an Innate Ability. „ Telepathic: Ghosts can use the mind link power as an Innate Ability for no ISP. „ Psychic Vampire: See sidebar on page 167. Entities, Haunting Misguided psychic energy beings ruled by the strong emotional imprints accidentally left behind by intelligent beings, these weaker apparitions are usually dim and uncreative. They often repeat routine behaviors in an eternal loop and generally remain docile until that loop is disturbed. The true form of a haunting entity is a human-sized elemental being of pure psychic energy. Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d8 Skills: Athletics d6, Common Knowledge d4, Fighting d6, Intimidation d6, Notice d6, Psionics d6, Performance d6, Persuasion d6, Stealth d8, Taunt d6. Pace: —; Parry: 5; Toughness: 6 Hindrances: Delusional (Major— believes it is living a past life), Mean, Stubborn Edges: Arcane Background (Psionics), Major Psionic Powers: Confusion, havoc, stun, telekinesis. ISP: 20 Special Abilities: „ Elemental: Haunting Entities take no additional damage from Called Shots, ignore one point of Wound penalties, don’t breathe, and are immune to Disease and Poison. „ Ethereal: Energy beings are immaterial, pass through most solid matter, and can only be affected by Arcane attacks (magic, psionics, etc.). „ Fear: Haunting entities cause Fear checks when encountered. „ Fearless: Haunting Entities are immune to Fear and Intimidation. „ Flight: Haunting Entities may fly at a Pace of 8 with a d6 running die. „ Invisibility: Haunting Entities are naturally completely invisible (−6 penalty to Notice or attack) but will become visible to mortals as semitransparent beings; this especially happens when they are immersed in acting out life-like behaviors. „ Mystic Awareness: Ghosts may sense supernatural beings in line of sight with a Notice roll and use detect arcana as an Innate Ability. „ Telepathic: Haunting Entities communicate using mind link at no cost—emanating strong emotional mental images, uttering short phrases, or moaning, sobbing, whispering, humming, etc. „ Psychic Vampire: See sidebar on page 167. Entities, Poltergeists Poltergeists are extraplanar entities, surviving by absorbing ambient psychic energy. They can do this along ley lines or near emotional energy beings, but poltergeists prefer to absorb the emotional emanations of living beings. First, they try to scare their targets. Failing that, they switch to silliness, levity, or mischief to evoke the desired emotions. Unless under the control of a malicious master, poltergeists will not intentionally harm living beings. However, they do not truly understand biological life forms and sometimes harm or kill them through Michael Logan (Order #41085069)


166 cartoon-like attempts at humor or scare tactics: flying knives, falling pianos, scaring someone into tripping down stairs, etc. The true form of a poltergeist is a volleyball-sized sphere of energy. Attributes: Agility d6, Smarts d4, Spirit d6, Strength d4, Vigor d6 Skills: Athletics d6, Fighting d4, Intimidation d8, Notice d8, Psionics d6, Taunt d6, Stealth d8 Pace: —; Parry: 4; Toughness: 4 Hindrances: Curious, Habit (Minor— poltergeists are mischievous and love to evoke emotional reactions through fear, humor, or exasperation to feed on latent psychic energy) Edges: Arcane Resistance, Arcane Background (Psionics) Powers: Havoc, telekinesis. ISP: 15 Special Abilities: „ Elemental: Poltergeists take no additional damage from Called Shots, ignore one point of Wound penalties, don’t breathe, and are immune to Disease and Poison. „ Ethereal: Energy beings are naturally immaterial, can pass through most solid matter, and can only be affected by Arcane attacks (magic, psionics, etc.). „ Fear: Poltergeists cause Fear checks when they manifest their presence through their powers. „ Fearless: Poltergeists are immune to Fear and Intimidation. „ Flight: Poltergeists fly at a Pace of 12 with a d6 running die. „ Invisibility: Poltergeists are naturally invisible per the power; the penalty to Notice or hit one is −6. „ Mystic Awareness: Ghosts may sense supernatural beings in line of sight with a Notice roll and use detect arcana as an Innate Ability. „ Psychic Vampire: See sidebar on page 167. E Entity, Possessing Possessing entities are hyper-intelligent, malevolent, and sadistic. The least common of the entities, they possess individuals and absorb the horrifying emotions emanating from the possessed person and those around them. While inhabiting a mortal body, the possessing entity can suppress the mind of their victim, leaving them with no memory of events. A favorite tactic is to commit murder or worse and then let their host regain consciousness and momentary control (while holding a bloody vibroknife, etc.), repeating this pattern until the victim and those closest to him are convinced he is insane. Attributes: Agility d6, Smarts d10, Spirit d12, Strength d6, Vigor d10 Skills: Athletics d8, Common Knowledge d8, Fighting d10, Intimidation d12, Notice d10, Performance d10, Persuasion d10, Psionics d12, Shooting d10, Taunt d12, Stealth d12 Pace: —; Parry: 7; Toughness: 7 Hindrances: Mania (Major—compulsive, depraved murderer), Vengeful (Major) Edges: Arcane Background (Psionics), Arcane Resistance (Imp), Danger Sense, Major Psionic, Master Psionic Powers: Illusion, mind link, mind reading, mind wipe, stun, telekinesis. ISP: 30 Special Abilities: „ Automatic Empathy: Possessing Entities have empathy as an Innate Ability costing no ISP. „ Elemental: In their own form, Possessing Entities take no additional damage from Called Shots, ignore one point of Wound penalties, don’t breathe, and are immune to Disease and Poison. „ Ethereal: Naturally immaterial, Possessing Entities can pass through most solid matter and can only be affected by Arcane attacks (magic, Michael Logan (Order #41085069)


167 psionics, etc.). Victims possessed by them may be harmed normally. „ Fear (−2): Possessing Entities cause Fear checks at −2 when they manifest their presence, with possible bonuses for the gore and inhumanity revealed at that moment. „ Fearless: Possessing Entities are immune to Fear and Intimidation. „ Flight: Possessing Entities, in their own form as energy beings, may fly at a Pace of 6 with a d6 running die. „ Mystic Awareness: Ghosts may sense supernatural beings in line of sight with a Notice roll and use detect arcana as an Innate Ability. „ Possession: Possessing Entities take control of mortal bodies using Psionics versus an opposed Spirit roll (usually after using empathy). Failure means the entity may not attempt to possess that target again for 1d4 days. With a success, the entity inhabits the target’s mortal body, gaining complete control over the possessed’s actions and physical abilities (gaining the host’s physical Attributes, Edges, Powers, etc. but not Skills or memories). The victim can make opposed Spirit rolls to break the possession when prompted to perform actions like attacking friends or committing suicide. On a raise, the target suffers a −4 penalty to reject the Possessing Entity. „ Psychic Vampire: See sidebar. Entities, Tectonic Named for their unique ability to build themselves bodies out of nearby inanimate objects and to inhabit figures such as dolls, statues, deactivated robots or even bodies prepared by magic users. Tectonic Entities murderously stalk their targets until they reach an isolated spot, then inhabit the largest physical form before attacking their victims. Like poltergeists, they can absorb ambient energies, but Tectonic Entities prefer psychic energy doubled at the moment of death and flavored with the delicious spice of terror. Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+6, Vigor d12+2 Skills: Athletics d8, Common Knowledge d4, Fighting d8, Intimidation d10, Notice d8, Persuasion d4, Psionics d8, Shooting d4, Taunt d10, Stealth d10. Pace: 10; Parry: 7; Toughness: 9 Hindrances: Bloodthirsty, Mania (Major— compulsive, depraved murderer) Edges: Arcane Background (Psionics), Danger Sense Powers: Empathy, havoc, telekinesis. ISP: 10 Special Abilities: All Entities are potential Psychic Vampires, though their preferred method of feeding varies. Psychic Vampire: Entities require a diet of PPE or ISP, often drained from living beings. They gain this using a variant of the Psi-Stalker's Psychic Vampire ability, often by confusing or scaring mortals, see The Tomorrow Legion Player’s Guide. Entities must consume at least 2 Power Points (PPE or ISP) a day or suffer a Fatigue level, but they prefer to glut themselves whenever possible. They go dormant after a week of being Incapacitated by lack of any “food.” Each 2 PPE/ ISP drained restores one level of Fatigue. Consumed Power Points cannot be used to fuel powers. ENTITIES ARE PSYCHIC VAMPIRES Michael Logan (Order #41085069)


168 „ Construct Body: Tectonic Entities either build bodies out of inanimate objects and debris or inhabit and animate roughly humanoid or animal shaped objects from 4 to 12 feet tall (Size −1 to 3). The Toughness depends on the physical form it takes—the Toughness above only refers to the energy being. Once the Tectonic Entity’s physical form is destroyed, the entity may not inhabit another form for 3d6+3 hours. „ Elemental: Tectonic Entities take no additional damage from Called Shots, ignore one point of Wound penalties, don’t breathe, and are immune to Disease and Poison. „ Ethereal: Energy beings are naturally immaterial, can pass through most solid matter, and can only be affected by Arcane attacks (magic, psionics, etc.), but their physical forms may be harmed normally. Use the rules for Armor Bonus from Obstacles when attempting to attack the entity while it is inhabiting a construct body. „ Fear (−2): Tectonic Entities cause Fear checks at −2 when they manifest their presence. „ Fearless: Immune to Fear and Intimidation. „ Fly: When not inhabiting a material body, Tectonic Entities may fly at a Pace of 6 with a d6 running die. „ Hardy: If Shaken, another Shaken result doesn’t cause a Wound against Tectonic Entities or their physical forms. „ Mystic Awareness: Ghosts may sense supernatural beings in line of sight with a Notice roll and use detect arcana as an Innate Ability. „ Psychic Vampire: See sidebar on page 167. Giant Ruin Worm Residing in the ruins of former civilizations, Giant Ruin Worms burrow through the wreckage to surprise their prey. They swallow their prey whole— including weapons, armor, and other items they cannot digest. Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+7, Vigor d12+2 Skills: Athletics d8, Fighting d8, Notice d6, Stealth d8, Survival d8 Pace: 10; Parry: 8; Toughness: 26 (8) Edges: Frenzy (Imp) Special Abilities: „ Armored Hide: A supernaturally tough hide provides +8 MDC Armor and +2 Toughness. „ Bite: Str+2d4 Mega Damage, AP 4. „ Blindsight: Giant Ruin Worms compensate for their lack of eyes with incredible hearing, a sixth sense for vibrations, and thermal The physical form of a Tectonic Entity affects its Toughness. All forms are assumed to be Size 3 (Normal); for each Size smaller, adjust Toughness one lower. In the case of statues, deactivated robots, etc. modify the object with +4 Armor and +4 Toughness. „ Detritus (leaves, sticks, plastic, trash, etc.): Toughness: 6 „ Debris (wood, tin cans, gravel, etc.): Toughness: 12 (2) „ Scree (rocks, clay, concrete, etc.): Toughness: 18 (4) „ Rubble (steel, stone, metal, etc.): Toughness: 24 (8) MDC Armor „ Solid (marble, advanced alloys, solid bronze, etc.): Toughness: 34 (12) MDC Armor TECTONIC ENTITY CONSTRUCT Michael Logan (Order #41085069)


169 imaging; they cannot be blinded by conventional means. „ Body Slam/Tail Lash: Giant Ruin Worms attempt to smash foes larger than Size 3; Str+d12 Mega Damage. „ Burrow (10”): Can disappear and reappear on the following action anywhere within 10”. „ Fear (−2): Their large size and otherworldly appearance cause a Fear check at a −2. „ Fearless: Immune to Fear and Intimidation. „ Hardy: Does not suffer a Wound from a second Shaken result. „ Slow Regeneration: Makes a natural healing roll once per day and can regrow lost limbs. „ Size 7 (Large): Giant Ruin Worms loom over their prey (around 32 feet long and 8 feet wide). They can take an additional Wound. „ Slippery: The worms can slip through rubble and dirt, aided by a greasy secretion. This makes them difficult to hit in melee, giving them +2 to Parry. „ Swallow: Whenever Giant Ruin Worms score a raise on a bite attack, they swallow victims Size 3 or smaller. Those swallowed whole take Str+d6 Mega Damage, AP 4 every round they remain inside the worm. The constricting internal muscles of the worm knock items out of grasp and give victims no leverage, making attacking from the inside with held weapons and unarmed attacks ineffective (it is Invulnerable to such attacks); however, attached weapons, natural weapons, and arcane powers can be used to attack the worm from the inside. Mummy Mummies are ritualistically preserved corpses reanimated as undead constructs. Historically, cultures worldwide (such as China, Egypt, and Native America) practiced mummification, and in the time of Rifts, the practice has re-emerged and spread. Mummies are powerful undead, immune to most weaponry and arcana, that will faithfully carry out their orders for the rest of time. Michael Logan (Order #41085069)


170 Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12, Vigor d12 Skills: Athletics d8, Common Knowledge d4, Fighting d10, Intimidation d8, Notice d8, Persuasion d4, Shooting d6, Stealth d8, Survival d6 Pace: 6; Parry: 7; Toughness: 20 (8) Hindrances: Ruthless (Minor), Mute, Vow (Major—Obey creator) Gear: Usually armed with crumbling Armor (+4) and melee weapons (Str+d8 Mega Damage, AP 2). Special Abilities: „ Arcane Wrappings: The resinimpregnated linen wrappings of a mummy provide it +4 Armor and +2 Toughness. „ Bite/Claw: Str+d6 Mega Damage. „ Fear (−2): Cause Fear checks at −2 when encountered. „ Fear only Fire: Mummies are immune to most Fear effects and Intimidation, except for large fires which cause Fear (bonfires or larger). Mummies instinctively avoid or circumnavigate trenches of fire, flamethrowers, burning structures, etc. „ Invulnerable: Mummies can only be Shaken by most attacks, including arcane and Mega Damage, which punch holes into the undead husk only to instantly regenerate. „ Hardy: Does not suffer a Wound from being Shaken twice. „ Undead: These ambulatory corpses gain +2 Toughness and Called Shots do no extra damage. They gain +2 to recover from being Shaken, don’t breathe and are immune to Cold, Disease, Heat, Poison, and Radiation. „ Warded: The ancient and powerful magics that create mummies make them invulnerable to banish, dispel, and most arcane mind control effects like illusion, puppet, slumber, stun, etc. They gain +4 to resist other magical effects. „ Weakness (Fire): Mummies can only be harmed by fire, plasma, and explosive based attacks, which deal +4 damage; Wounds from such attacks cannot be healed or regenerated. Phantom Wolf Hunting the outskirts of Madhaven and the surrounding wilderness, Phantom Wolves are large, black, shaggy, wolflike canines. These PPE predators fulfill a unique niche in the local ecology, using their ability to become ethereal to hunt Entities. Michael Logan (Order #41085069)


171 Knights of the White Rose favor them as riding animals, while Haven Mutants use them as guard dogs. Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d10 Skills: Athletics d8, Fighting d8, Notice d10, Stealth d8, Survival d10 Pace: 16; Parry: 6; Toughness: 16 (4) Edges: Alert, Fleet-Footed Special Abilities: „ Armored Hide: Thick hides provide +4 Armor and +2 Toughness. „ Bite: Str+2d6 Mega Damage, AP 4. „ Fear: Cause Fear checks when first encountered. „ Go for the Throat: With a raise on their attack roll, Phantom Wolves hit their target’s most weakly armored location. „ Phantom Walk: As an action, Phantom Wolves may make themselves and any riders intangible (as the power) but cannot travel through walls or other physical barriers. While in this state, the physical attacks of the Wolves and any riders affect other intangible beings—such as Entities—but do not affect the material world. „ Psychic Vampire: Phantom Wolves require a diet of PPE or ISP drained from living beings. They gain this using the Blood Sacrifice rule under Siphoning PPE Setting Rule in The Tomorrow Legion Player’s Guide but must slay their prey to do so. Must consume at least 3 Power Points (PPE or ISP) per day or suffer a Fatigue level; starving to death after a week at Incapacitated by lack of “food.” Each 3 PPE/ISP drained restores one level of Fatigue. Consumed Power Points cannot fuel spells or psionic powers. „ Size 3 (Normal): Phantom Wolves are the size of a horse. E Vampire, Master Arrogant and cruel, thinking of mortals as prey to either be corralled or hunted, most Master Vampires act as regents for the Vampire Intelligences, ruling thousands of vampires. Ensconced in their capital cities, most Master Vampires rarely face a vampire hunter, instead remaining more concerned with the machinations of rival vampire kingdoms. Once converted by the Vampire Intelligence, Master Vampires become seven-foot-tall creatures as much bat as humanoid. Leathery wings droop from spindly arms, as waxy skin hangs on their emaciated frames. Their faces stretch into slavering maws filled with razor-sharp fangs. They can don an attractive human disguise, but raw power and intensity leaks through this well-mannered facade, making others afraid or jealous. Adopting their true form intensifies the experience, terrorizing and intimidating those who stand in the vampire’s way. Most Master Vampires eschew “mere mortal” technological achievements in armor and weapons, preferring to pit their claws, fangs, and psionics against those rare foes they face. When confronted with truly challenging enemies, they deign to wear enchanted armor and wield TW weapons. Attributes: Agility d10, Smarts d12, Spirit d12, Strength d12+6, Vigor d12 Skills: Athletics d10, Common Knowledge d8, Fighting d12, Intimidation d12, Notice d10, Persuasion d10, Psionics d12, Shooting d8, Stealth d10, Survival d10 Pace: 8; Parry: 10; Toughness: 22 (7) Hindrances: Arrogant, Loyal (to Vampire Intelligence) Edges: Arcane Background (Psionics), Arcane Resistance (Imp), Block (Imp), Bruiser, Charismatic, Counterattack (Imp), Dodge (Imp), First Strike (Imp), Fleet-Footed, Free Runner, Frenzy (Imp), Michael Logan (Order #41085069)


172 Harder to Kill, Level Headed (Imp), Master Psionic, Quick Gear: Heavy enchanted armor (+7 Armor, +3 Toughness, EBA), TK Submachine Gun (Range 15/30/60, Damage 3d6, RoF 3, AP 2), Battle Fury Blade (Str+2d6+4 Mega Damage, AP 12, +2 Fighting, +6 Toughness). Powers: Banish, boost/lower Trait, deflection, detect/conceal arcana*, divination, empathy, farsight, fear, healing, mind link, mind reading, puppet, slumber, smite*, speak language*, speed*. ISP: 40 Vampire Psionic powers are Innate Abilities. Special Abilities: „ Bite: Str+2d4 Mega Damage, AP 12. Grappled prey may be bitten as usual; Shaken or Wounded victims check Vigor or suffer a level of Fatigue. „ Change Form: With an action and a Psionics roll vampires can shape change into a wolf, bat, or back again. „ Claws: Str+d10 Mega Damage, AP 6. „ Fast Regeneration: Vampires roll Vigor 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. „ Fear (−3): The deathly appearance and aura of a Master Vampire in True Vampire Form (below) causes all opponents to make a Fear check at −3. „ Fly: In their True Vampire Form (below) they can fly at a Pace of 8. „ 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 Vampire's vulnerabilities can only Shake them. „ Mist Form: Can turn into mist with an action and a Psionics roll at −2. „ Near-Living Appearance: Master Vampires who disguise their True Vampire Form with their mortal appearance appear lifelike, displaying little of the corpselike pallor and telltale signs of Secondary and Wild Vampires. This allows them to easily infiltrate mortal communities and begin the work of subjugating the populace. Notice rolls to see through a Master Vampire’s disguise are at −2. „ Perfect Night Vision: Vampires ignore all Illumination penalties. „ Thrall: Targets Incapacitated by a vampire's bite are under its control. They are permanently under the puppet power until the controlling vampire is destroyed. „ True Vampire Form: The true form of Master Vampires is a human/ bat hybrid—tall yet hunched, emaciated yet strong—with a mouth full of fangs and wing membranes pendant from spindly arms ending in dagger-clawed, spidery fingers. Assuming this form is a free action, but resuming their false human appearance requires a Psionics roll. „ Turn: Instead of creating a thrall, the vampire can turn a victim of its bite. When a Master Vampire attempts to create a new vampire, the victim makes a Vigor check after being Incapacitated (either by the damage or Fatigue). The roll is made with all the penalties appropriate to damage done and Fatigue inflicted. On a failure, the victim dies. On a success, the victim makes a Spirit roll at the same penalty. Failure means she loses her humanity and becomes a villainous Secondary Vampire under the Game Master’s control; success means she somehow resists—while Michael Logan (Order #41085069)


173 still a Secondary Vampire—and retains her autonomy. „ Undead: +2 Toughness; +2 to recover from Shaken; Called Shots do no extra damage (with exceptions noted below). „ Wall Walker: Vampires move their Pace on walls, half Pace on ceilings. „ 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): A vampire must check Spirit to cross through or into an area 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 +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. 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. Michael Logan (Order #41085069)


174 Vampire, Secondary The most common form of vampire in the Vampire Kingdoms, Secondary Vampires are created when Master Vampires inject a sliver of the Vampire Intelligence’s essence into a willing or unwilling victim. The newborn vampire retains only fragments of the victim’s personality— usually only enough to make the victim’s loved ones the Secondary Vampire’s first targets. Most Secondary Vampires instinctively recognize their position as subordinate to Vampire Intelligences and Master Vampires, and readily fall into place as the administrators and soldiers of the Vampire Kingdoms. Despite this, Secondary Vampires have more personality and free will than Master Vampires, creating societies of highly individualized, even competitive bloodsuckers. Some even go rogue, joining mortals in the fight against vampires. Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+4, Vigor d10 Skills: Athletics d8, Common Knowledge d6, Fighting d10, Intimidation d8, Notice d6, Persuasion d6, Psionics d8, Shooting d6, Stealth d8, Survival d6 Pace: 8; Parry: 7; Toughness: 16 (4) Hindrances: Arrogant, Loyal (to Vampire Intelligence), Quirk Edges: Arcane Background (Psionics), Bloc k, Br u i s er, C ha r ismat ic, Counterattack, Fleet-Footed, Free Runner, Frenzy, Hard to Kill, Level Headed, Quick Gear: Light enchanted cuirass (+4, +1 Toughness, neck and torso only), TW long sword (Str+d10+2, AP 6, +1 Fighting and Mega Damage for 5 rounds for 1 ISP), TK Revolver (Range 12/24/48, Damage 3d6, RoF 1, AP 3). Powers: Detect/conceal arcana*, empathy, fear, mind link, mind reading, puppet, slumber, smite*, speed*. ISP: 25. Vampire Psionic powers are Innate Abilities. Special Abilities: „ Bite: Str+2d4 Mega Damage, AP 12. Grappled prey may be bitten as usual; Shaken or Wounded victims 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). „ Claws: Str+d10 Mega Damage, AP 6. „ Fast Regeneration: Vampires roll Vigor 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. „ Fear (−2): Cause a Fear test at −2. „ 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 Vampire's vulnerabilities can only Shake them. „ Mist Form: Can turn into mist with an action and a Psionics roll at −2. „ Perfect Night Vision: Vampires ignore all Illumination penalties. „ Thrall: Targets Incapacitated by a vampire's bite are under its control. They are permanently under the puppet power until the controlling vampire is destroyed. „ True Vampire Form: The true form of Secondary Vampires is a corpselike parody of their original mortal appearance with fangs, claws, pointed ears, bloodshot eyes, and other signs of their true nature. Assuming this form is a free action, Michael Logan (Order #41085069)


175 but resuming their false human appearance requires a Psionics roll. „ Turn: Instead of creating a thrall, the vampire can turn a victim of its bite. When a Secondary Vampire attempts to create a new vampire, the victim makes a Vigor check after being Incapacitated (either by the damage or Fatigue); the roll is made with all the penalties appropriate to damage done and Fatigue inflicted. On a failure, the victim becomes an uncontrollable Wild Vampire. On a success, the victim makes a Spirit roll at the same penalty. Failure means she loses her humanity and becomes a villainous Secondary Vampire under the Game Master’s control; success means she somehow resists—while still a Secondary Vampire—and retains her autonomy. „ Undead: +2 Toughness; +2 to recover from Shaken; called shots do no extra damage (with except ion s noted below). „ Wall Walker: Vampires move their Pace on walls, half Pace on ceilings. „ 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): A vampire must check Spirit to cross through or into an area 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 +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 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 Michael Logan (Order #41085069)


176 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. E Vampire Familiar A Vampire Familiar is a physical manifestation of the Vampire Intelligence. The Familiar protects the Vampire Intelligence, but, more importantly, it allows the Intelligence (trapped at its power source) to go outside and interact with the larger world. The two share all experiences. They also share memories, knowledge, and personality; however, the Familiar has a wicked playfulness and dark humor. Unbeknown to most vampires, let alone Vampire Slayers, the Vampire Intelligences of the Mexico Empire, Milta, and Ixzotz founded a top-secret special forces agency shared between the three nations to root out Vampire Slayers. Deathspike consists of Secondary Vampires who put aside their pride to wear high-tech armor and wield modern weapons to take the fight to the humans during daylight. In addition to the normal Secondary Vampire skills, Deathspike operatives possess Shooting d10 and Survival d8. These vampires wear Full Environment Protection body armors like the NG Peacekeeper or Bushman EBA during the day—denying them the ability to use their shape change and mist form powers but shielding them from the sun—and Stake-Proof Vests (+4) at night. They carry Vibro-Knives (Str+d6, AP 6, Mega Damage), JA-11 Energy Rifles (Range 30/60/120, Damage 3d6, RoF 1, AP 4), and NG-303 Rail Guns (Range 30/60/120, Damage 2d8+4, RoF 3, AP 4). DEATHSPIKE Michael Logan (Order #41085069)


177 Familiars resemble an anthropomorphic bat standing 17 feet tall. To look a bit less imposing, they can shrink themselves down to 8 feet—but even then they are frightening, and their tendency towards dangerous practical jokes, bullying, and violence reinforces that. Attributes: Agility d10, Smarts d12, Spirit d12, Strength d12+8, Vigor d12+4 Skills: Athletics d10, Common Knowledge d8, Fighting d12, Intimidation d12, Notice d12, Persuasion d10, Psionics d10, Spellcasting d8, Stealth d10, Taunt d12 Pace: 8; Parry: 10; Toughness: 35 (12) Edges: Alertness, Arcane Background (Magic and Psionics), Arcane Resistance (Imp), Block (Imp), Brawny, Bruiser, Danger Sense, First Strike (Imp), Frenzy (Imp), Iron Will, Level Headed (Imp) Hindrances: Arrogant, Bloodthirsty, Mania (Major), Mean, Ruthless (Major) Powers (Magic): Arcane protection, banish, barrier, blast, bolt, burst, deflection, dispel, entangle, farsight, fear, havoc, speak language, speed, summon ally, teleport. PPE: 50 Powers (Psionics): Boost/lower Trait, detect/ conceal arcana, divination, empathy, healing, mind link, mind reading, puppet, slumber, smite, stun, telekinesis. ISP: 50 Vampire Psionic powers are Innate Abilities. Special Abilities: „ Arcane Resistance: Vampire Familiars are immune to the effects of puppet and slumber. Empathy, mind link, and mind reading cannot be used on them against their will. „ Bite: Str+2d6 Mega Damage, AP 16. „ Claws: Str+2d8 Mega Damage, AP 10. „ Change Form: With an action, a Vampire Familiar can shape change into a giant bat or shrink to as small as 8 feet. „ Echolocation: Like bats, they suffer no penalties for bad lighting, even in Pitch Darkness. „ Fast Regeneration: Vampire Familiars roll Vigor 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. „ Fear (−4): Cause a Fear test at −4. „ Fearless: Immune to Fear and Intimidation. „ Flight: Familiars fly with bat wings. „ Hardy: Does not suffer a Wound from a second Shaken result. „ Hide: +12 Armor, +4 Toughness. „ Immunities: Familiars 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: Vampire Familiars can only be Shaken by most attacks, including those that do Mega Damage. „ Size 6 (Large): Though they can shrink themselves, Vampire Familiars normally remain their full height. Can be Wounded four times. „ Turn: When a Vampire Familiar chooses to turn a living victim, it makes a direct connection between the Vampire Intelligence and the newly sired-vampire, burning away the their humanity and turning them into a villainous Secondary Vampire. „ 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 +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 Michael Logan (Order #41085069)


178 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. „ 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. „ Weakness (Sunlight): Because Vampire Familiars are not true vampires they can withstand sunlight but it weakens them. They suffer an automatic level of Fatigue during daylight hours. „ Weakness (Supernatural Attacks): Can be damaged by the natural attacks of 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. E Vampire Intelligence Unknowable, alien beings filled with a terrible thirst for the misery and pain of others, Vampire Intelligences fragment their essence across multiple dimensions at once, corrupting mortals to serve as Master Vampires and infect their home worlds with the undead. Once 2,500 lesser vampires have been generated, the Vampire Intelligence is able to will itself through a breach between worlds. A Vampire Intelligence in physical form appears as a mound of pulsing flesh about 20 feet in height and 100 feet in diameter. A gigantic eye, surrounded Michael Logan (Order #41085069)


179 by hundreds of smaller ones, gazes from the hill-like central hump. The Vampire Intelligence can extrude up to 12 fang-mawed tentacles from its body; grotesquely, the tentacles sing in eerie harmony while the Vampire Intelligence revels in the misery of others. This gargantuan body must consume enormous amounts of magical energy while remaining hidden from the sun, so a Vampire Intelligence usually installs itself in a stone pyramid, temple, or underground labyrinth located at a ley line nexus. It also needs to regularly feed on the blood of sapient creatures. One sacrifice a week is enough to keep it sated. Attributes: Agility d6, Smarts d12, Spirit d12, Strength d12+12, Vigor d12+4 Skills: Athletics d10, Common Knowledge d8, Fighting d10, Intimidation d12, Notice d12, Persuasion d10, Psionics d12, Spellcasting d10, Stealth d10, Taunt d10 Pace: 1; Parry: 9; Toughness: 42 (6) Hindrances: Arrogant, Mania (Major) Edges: Alertness, Arcane Background (Magic and Psionics), Arcane Resistance (Imp), Block (Imp), Sixth Sense, First Strike (Imp), Harder to Kill, Iron Will, Level Headed (Imp), Master of Magic, Master Psionic, Mentalist, Psi-Blade (each tentacle is an action and ISP), Quick Powers (Magic): Arcane protection, banish, barrier, blast, bolt, burst, deflection, dispel, entangle, farsight, havoc, speak language, speed, summon ally, teleport. PPE: 400 Powers (Psionics): Boost/lower Trait, detect/ conceal arcana, divination, empathy, healing, mind link, mind reading, puppet, slumber, smite, stun, telekinesis. ISP: 100 A Vampires Intelligence's Psionic powers are Innate Abilities. Special Abilities: „ Additional Action: Vampire Intelligences may ignore 2 points of Multi-Action penalties each turn. „ Armored Hide: Vampire Intelligences have thick hides granting +6 Armor and +12 Toughness. „ Familiar: Vampire Intelligences can manifest one Vampire Familiar at a time. The two beings are connected, and the Vampire Intelligence experiences everything the Familiar does (see Vampire Familiar). „ Fast Regeneration: Vampires make a Vigor roll every round to heal damage—even after being “killed.” Each success and raise heals one Wound. Silver, wood, and water (below) bypass this ability. „ Fear (−6): The horrific sight of a Vampire Intelligence causes all opponents to make a Fear check at −6. „ Fragmented Self: A Vampire Intelligence maintains a psychic connection with the vampires it creates. It can instantly telepathically communicate with its Master Vampires up to 500 miles away. It senses when any lesser vampires of its bloodline—within 10 miles—are destroyed or Incapacitated, but it knows no other details. „ Hardy: Does not suffer a Wound from a second Shaken result. „ Immunities: Vampires are immortal and ignore Cold, Disease, Fire, Poison, 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: Vampires can only be Shaken by most attacks, including those doing Mega Damage. „ Ley Line Walker Abilities: Vampire Intelligences possess magical abilities which allow them to contact potential Master Vampires and shift between worlds. Their favorite lairs are temples at nexus points. They have these Ley Line Walker abilities: Michael Logan (Order #41085069)


180 Ley Line Rejuvenation, Ley Line Sense, and Ley Line Transmission „ Perfect Night Vision: Ignores Illumination penalties. „ Rift Mastery: Vampire Intelligences gain a +4 on all efforts to open and manipulate Rifts (see Characters, Ley Lines, and Rifts in the Savage Rifts® Game Master’s Handbook), usually using this only to flee the dimension if overwhelmed. „ Size 12 (Gargantuan): All attacks do Mega Damage and they can take three additional Wounds. „ Tentacles (6 –12): The tentacles have Reach 10, Toughness 30. „ Tentacle Bite: Following a successful grapple, a Vampire Intelligence can bite a victim dealing Str+2d10, AP 20, Reach 10, Mega Damage. If the target is Shaken or Wounded by this attack, they must make a Vigor check to resist suffering Fatigue as well. „ Tentacle Slam: Str+2d6, AP 10, Reach 10, Cone Template, Mega Damage, may be Evaded. „ Thrall: A target Incapacitated by the bite attack of a vampire is under its control (if she is not outright killed, which is usually the case for Wild Vampires). This is like being permanently under the puppet power and remains in effect until the controlling vampire is destroyed. „ Turn, Vampire Intelligence: When a Vampire Intelligence chooses to turn a living victim, the deep connection burns away the victim’s humanity and turns it into a villainous vampire. The Intelligence can choose to create either Master or Secondary Vampires (they do not create Wild Vampires). „ Undead: +2 Toughness; +2 to recover from Shaken; Called Shots do no extra damage. „ Unstoppable: Vampire Intelligences never suffer more than one Wound from a single attack; make any Soak rolls before applying this limit. „ Weakness (Holy Symbols): With a successful Touch Attack (Fighting +2), the holy symbol causes 4d10 fire damage to the vampire intelligence. Holy attacks deal +8 damage. „ Weakness (Magic and Psionics): Vampires can be affected and harmed by magic and psionics. However, they cannot be destroyed by magic or psionics unless the power has a component otherwise fulfilling the requirement (such as water, sunlight, wood or silver Trappings). Magic weapons can damage vampires but have the same restrictions. „ Weakness (Silver and Wood): Purely wooden or silver weapons, or combinations of the two (including stakes, arrows, spears, bullets, etc.) deal +8 damage to intelligences. „ Weakness (Sunlight): Vampire Intelligences suffer a level of Fatigue when exposed to the sun. „ Weakness (Supernatural Attacks): Can be hurt by the natural attacks of vampires, werebeasts, creatures of magic and other supernatural beings. „ 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. Michael Logan (Order #41085069)


181 Werewolf After the Rifts, werewolves stopped hiding and began hunting and murdering the innocent, reveling in their strength and cunning. Werewolves, like all werebeasts, change between shapes—a wolf, a man, and a half-wolf and half-man form. No matter their form, they make no attempts to control the predator within, embracing cruelty. Their favorite of all prey: humans and D-Bees. Some confuse werewolves and vampires. They both hunt humans and have similar weaknesses. The similarity makes them excellent allies; many werewolves aid the vampires, while a few even hold powerful positions within kingdoms. And like predators, they naturally hate a direct rival—the werecats. Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+1, Vigor d12 Skills: Athletics d10, Common Knowledge d6, Fighting d10, Intimidation d12, Notice d8, Persuasion d6, Psionics d6, Stealth d8, Survival d8 Pace: 8; Parry: 7; Toughness: 11 Hindrances: Arrogant Edges: Arcane Background (Psionics), Block, Brawny, Bruiser, Charismatic, Counterattack, Fleet-Footed, Frenzy, Hard to Kill, Level Headed, Quick Power: Beast friend, detect/conceal arcana, speak language. ISP: 10 Special Abilities: „ Bite/Claws: In wolf and werewolf form, they can use their teeth and claws as natural weapons. In either form, it is Str+2d8. In werewolf form, their bite and claw attacks are also AP 10 and inflict Mega Damage. „ Frightening Appearance: All werebeasts illicit fear in most people; the werewolves revel in it. They have a −2 Persuasion and a +2 to Intimidation when interacting with those who fear them. „ Invulnerable: Werebeasts can only be Shaken by attacks—even those causing Mega Damage—not using one of their weaknesses. „ Keen Senses: Like all wolves, the werewolves are attuned to the world. They all gain a +2 to Notice rolls. However, this only occurs in wolf and werewolf forms. „ Low Light Vision: Wolves hunt at night and in dark places; ignore Dim and Dark light penalties. „ Shape Change: The werewolves could always change shape—it kept them hidden safe for years before the Rifts. They can change into either their human, animal, or were form per the shape change power at no ISP cost; requires an action and a successful Psionics roll. „ Supernatural Gift: Their supernatural gift comes with increased Agility and Strength. Agility and Strength are increased by one die type each in werewolf form. „ Weakness (Garlic and Wolf’s Bane): A werewolf must make a Spirit check when coming into contact with these herbs or become Shaken. They suffer −2 on attack rolls to bite anyone wearing either. „ Weakness (Magic and Psionics): As creatures of magic, werewolves can be affected by magic and psionics. „ Weakness (Silver): Some legends are true. Werewolves are vulnerable to silver. They suffer +4 damage from silver weapons. „ Weakness (Supernatural Attacks): Can be hurt by the natural attacks of vampires, werebeasts, creatures of magic and other supernatural beings. „ Wild Beast: The werewolf's deeper connection to the wilderness makes them uncomfortable in cities. When in the city for more than a day, they grow irritable and depressed. They Michael Logan (Order #41085069)


182 suffer a −2 to any actions while in a city. They must also make a Spirit roll every day to remain calm; if they fail, they leave the city for the nearest natural habit. Windigo Those who have little experience with the Northern wilds of North America cannot always tell the difference between a Sasquatch and a Windigo. However, those who have seen them can tell the difference. They share the height, humanoid form, and fur of a Sasquatch but appear emaciated with a hairless face, fangs, and sunken, glowing red eyes. They also differ in personality—Windigo revel in terror and hunt for sport. Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+6, Vigor d10 Skills: Athletics d10, Common Knowledge d4, Fighting d12, Intimidation d12, Notice d10, Persuasion d4, Stealth d8, Survival d10 Pace: 8; Parry: 8; Toughness: 27 (8) Edges: Fleet-Footed, Frenzy (Imp), Hard to Kill Special Abilities: „ Armor: Windigo have thick hides; +8 Armor and +6 Toughness. „ Bite/Claws: Str+d6, AP 4, Mega Damage. „ Fast Regeneration: Make a Vigor roll every round to heal damage—even after being “killed.” Each success and raise heals one Wound. „ Fear (−2): Their death-like appearance and glowing red eyes cause a Fear test at −2. „ Fearless: Immune to Fear and Intimidation. „ Immunity: Windigo are immune to Poison and Disease. „ Limited Invulnerability: Take no damage from man-made non-magical weapons, except those made from silver or the bones of sea animals. „ Night Vision: The best hunting is done at night, so the Windigo relies on excellent night vision; ignore all Illumination penalties. „ Paralyzing Scream: The Windigo’s screams paralyze victims. As an action roll Spirit to affect all victims within the Cone Template per the stun power. „ Resistant to Cold: Resist Cold effects at a +4 bonus and reduce damage from cold sources by the same amount. „ Size 3 (Normal): When standing up straight, they can look at Sasquatch in the eye. Michael Logan (Order #41085069)


183 „ Weakness (Magic and Psionics): Can be affected and damaged normally by magic and psionics. „ Weakness (Silver and Sea Animal Bones): Suffer +4 damage from silver attacks or those made with the bones of sea animals. „ Weakness (Supernatural Attacks): Can be hurt by the natural attacks of vampires, werebeasts, creatures of magic and other supernatural beings. „ Weakness (Smashing the Skull): Windigo can only be truly killed if their skull is smashed; suffer +4 damage from Called Shots to the head that take advantage of a weakness. Xiticix Worker Workers resemble Warriors, though smaller. One pair of arms features giant, crab-like pincers they use to do their jobs. Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+2, Vigor d8 Skills: Athletics d6, Fighting d4, Notice d6, Shooting d4, Stealth d6, Survival d4 Pace: 6; Parry: 4; Toughness: 11 (4) Edges: Alertness, Ambidextrous, Brawny, Danger Sense, Two-Fisted Special Abilities: „ Antennae: Xiticix can operate by motion sense and sound, thanks to their highly developed antennae. They suffer no lighting penalties for attacks or actions, even in Pitch Darkness. This ability is negated if a source of white noise or extreme sonic effect is introduced into the area. „ Armor: Tough exoskeleton, +4 Armor. „ Bite: Str+2d4, AP 4. If the target is at least Shaken, they must make a Vigor check against Fatal poison (see the Poison Effects Table, Savage Worlds). „ Death Scent: When a Xiticix dies violently, it releases a distinctive scent, barely noticeable unless one possesses extraordinary scent abilities (like a Dog Boy). This scent can reach other Xiticix within four miles! „ Environmental Resistance: Workers resist Cold, Fire, and Heat effects at a +4 bonus and reduce damage from such sources by the same amount. „ Extraordinary Senses: Xiticix Workers gain a +2 to all Notice and Survival rolls. „ Flight: Pace 12 with a d10 run die. „ Four Arms: Workers can use all four of their arms in combat with no multi-action penalty. „ Low Light Vision: Even when the antennae are somehow neutralized, Xiticix eyes see into the ultraviolet and infrared ranges, allowing them to ignore Dim and Dark penalties. „ Pincers: Str+2d6 Mega Damage, AP 8, Reach 1. „ Slow Regeneration: Xiticix make a natural healing roll once per day, and this can restore lost wings, limbs, and antennae. „ Ultrasonic Communication: Xiticix can communicate with each other at frequencies most beings cannot detect without special technology or unique abilities. „ Wall Walker: Most Xiticix can move at their normal Pace on vertical surfaces and even hanging upsidedown. Michael Logan (Order #41085069)


184 Xiticix Digger Diggers appear more insect-like than other Xiticix; they resemble giant beetles, walking hunched over and using their lower pair of arms as legs. They have enormous mandibles and a pair of “feelers” near their mouths, used as hands for detail work. Attributes: Agility d6, Smarts d4, Spirit d10, Strength d12+4, Vigor d10 Skills: Athletics d6, Fighting d4, Notice d6, Repair d8, Shooting d6, Stealth d6, Survival d6 Pace: 6; Parry: 7; Toughness: 18 (6) Edges: Alertness, Ambidextrous, Danger Sense, Steady Hands, Two-Fisted Special Abilities: „ Antennae: Xiticix can operate by motion sense and sound, thanks to their highly developed antennae. They suffer no lighting penalties for attacks or actions, even in Pitch Darkness. This ability is negated if a source of white noise or extreme sonic effect is introduced into the area. „ Armor: Tough exoskeleton, +6 Armor. „ Bear Down: Diggers try to rear up and bear down on their foes, pinning them for Warriors to finish off. A Digger hitting with a raise pins his foe. The opponent may only attempt to escape the pin on her action, requiring a raise on an opposed Strength roll. „ Bite: Str+2d4, AP 4. If the target is at least Shaken, he must make a Vigor check against Fatal poison (see the Poison Effects Table, Savage Worlds). „ Burrow (6”): Diggers may either pass through stone and soil leaving no trail behind or move at half speed and leave a reinforced tunnel for others. „ Death Scent: If a Xiticix dies violently, it releases a distinctive scent, barely noticeable unless one possesses extraordinary scent abilities (like a Dog Boy). This scent can reach other Xiticix within four miles! „ Extraordinary Senses: Xiticix Diggers gain a +2 to all Notice and Survival rolls. „ Flight: Pace 10 with a d10 run die. „ Four Arms: Diggers can use all four of their arms in combat with no multi-action penalty. „ Low Light Vision: Even when the antennae are somehow neutralized, Xiticix eyes see into the ultraviolet and infrared ranges, allowing them to ignore Dim and Dark penalties. „ Resin Glob: Diggers can spit forth a glob of sticky resin, as the entangle power with Range 3/6/12. The target’s Agility opposes the Xiticix Digger’s Shooting roll. „ Size 5 (Large): Diggers are 20 feet long and gain an additional Wound. „ Slow Regeneration: Xiticix make a natural healing roll once per day, and this can restore lost wings, limbs, and antennae. „ Trail Scent: Xiticix leave a scent trail easily followed by other Xiticix. „ Ultrasonic Communication: Xiticix can communicate with each other at frequencies most beings cannot detect without special technology or unique abilities. „ Wall Walker: Most Xiticix can move at their normal Pace on vertical surfaces and even hanging upsidedown. Michael Logan (Order #41085069)


185 Xiticix Leaper Leapers look very different from other Xiticix, with only four limbs, small mothlike wings, a jaw designed to crack open armor, a venomous bite, and a unique leg structure allowing them to leap great distances. Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+4, Vigor d10 Skills: Athletics d10, Fighting d10, Notice d8, Shooting d10, Stealth d10, Survival d6 Pace: 6; Parry: 7; Toughness: 13 (4) Edges: Alertness, Assassin, Danger Sense, First Strike, Frenzy (Imp), Steady Hands Gear: Xiticix long sword (Str+d10, AP 4, Mega Damage), Xiticix spear (Str+d8, AP 2, Mega Damage, Reach 1”), resin spike gun (Range 20/40/80, Damage 3d6+1, RoF 3, AP 3). Special Abilities: „ Antennae: Xiticix can operate by motion sense and sound, thanks to their highly developed antennae. They suffer no lighting penalties for attacks or actions, even in Pitch Darkness. This ability is negated if a source of white noise or extreme sonic effect is introduced into the area. „ Armor: Tough exoskeleton, +4 Armor. „ Bite: Str+2d6 Mega Damage, AP 8. If the target is at least Shaken, he must make a Vigor check against Lethal poison (see the Poison Effects Table, Savage Worlds). „ Death Scent: If a Xiticix dies violently, it releases a distinctive scent, barely noticeable unless one possesses extraordinary scent abilities (like a Dog Boy). This scent can reach other Xiticix within four miles! „ Extraordinary Senses: Xiticix Leapers gain a +2 to all Notice and Survival rolls. „ Flight: Pace 10 and a d8 run die. „ Low Light Vision: Even when the antennae are somehow neutralized, Xiticix eyes see into the ultraviolet and infrared ranges, allowing them to ignore Dim and Dark penalties. „ Pounce: Xiticix Leapers may bound 10” from a standing position or 20” with a running start. If combined with a Wild Attack, a Leaper adds +4 to its attack and damage. „ Size 2 (Normal): Leapers stand 11 feet tall when not in their usual crouching posture. „ Slow Regeneration: Xiticix make a natural healing roll once per day, and this can restore lost wings, limbs, and antennae. „ Trail Scent: Xiticix leave a scent trail easily followed by other Xiticix. „ Ultrasonic Communication: Xiticix can communicate with each other at frequencies most beings cannot detect without special technology or unique abilities. „ Wall Walker: Most Xiticix can move at their normal Pace on vertical surfaces and even hanging upsidedown. Xiticix Nanny Nannies are the only breed of Xiticix lacking wings. They possess bright yellow marks along their bodies (possibly a signal to the nits and grubs) and several oval-shaped organs along their abdomens which glow when they devour living creatures to turn them into Sludge. Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+1, Vigor d10 Skills: Athletics d4, Fighting d6, Notice d6, Psionics d8, Shooting d8, Stealth d6, Survival d6 Pace: 6; Parry: 5; Toughness: 14 (4) Edges: Alertness, Ambidextrous, Arcane Background: Psionics, Brave, Danger Michael Logan (Order #41085069)


186 Sense, Major Psionic, Steady Hands, Two-Fisted Powers: Detect/conceal arcana, healing, mind link, relief. ISP: 20 Special Abilities: „ Acid Spit: Range 3/6/12, Damage 3d4 Mega Damage, AP 8. Many Xiticix can spit a glob of acid capable of eating through heavy armor. They use their Shooting skill. The acid continues to damage whatever it hits for 1d6 rounds, unless it’s removed by some means (salt water is an effective neutralizer). „ Antennae: Xiticix can operate by motion sense and sound, thanks to their highly developed antennae. They suffer no lighting penalties for attacks or actions, even in Pitch Darkness. This ability is negated if a source of white noise or extreme sonic effect is introduced into the area. „ Armor: Tough exoskeleton, +4 Armor. „ Bite: Str+2d4, AP 4. If the target is at least Shaken, he must make a Vigor check against Fatal poison (see the Poison Effects Table, Savage Worlds). „ Death Scent: If a Xiticix dies violently, it releases a distinctive scent, barely noticeable unless one possesses extraordinary scent abilities (like a Dog Boy). This scent can reach other Xiticix within four miles! „ Extraordinary Senses: Xiticix Nannies gain a +2 to all Notice and Survival rolls. „ Four Arms: Nannies can use all four of their arms in combat with no multi-action penalty. „ Low Light Vision: Even when the antennae are somehow neutralized, Xiticix eyes see into the ultraviolet and infrared ranges, allowing them to ignore Dim and Dark penalties. „ Size 3 (Normal): Nannies stand 12 feet tall. „ Slow Regeneration: Xiticix make a natural healing roll once per day, and this can restore lost wings, limbs, and antennae. „ Trail Scent: Xiticix leave a scent trail easily followed by other Xiticix. „ Ultrasonic Communication: Xiticix can communicate with each other at frequencies most beings cannot detect without special technology or unique abilities. „ Wall Walker: Most Xiticix can move at their normal Pace on vertical surfaces and even hanging upsidedown. Michael Logan (Order #41085069)


187 E Xiticix Queen (Elder) Elder Queens loom over even Young Queens, their lower abdomens transformed into bioluminescent, overgrown egg sacs filled with pulsating life. The antennae of Elder Queens grow into curling, crown-like horns. Their massive wings fall like a cape around their bodies. Attributes: Agility d8, Smarts d12, Spirit d10, Strength d12+10, Vigor d12 Skills: Athletics d8, Common Knowledge d4, Fighting d10, Notice d6, Psionics d10, Shooting d10, Survival d8 Pace: 4; Parry: 7; Toughness: 48 (20) Edges: Alertness, Ambidextrous, Arcane Background: Psionics, Command, Command Presence, Danger Sense, Fervor, Inspire, Master Psionic, Psi-Blade, Steady Hands, Two-Fisted Powers: Detect/conceal arcana, deflection, empathy, environmental protection, healing, mind link, smite, telekinesis. ISP: 40 Special Abilities: „ Acid Spit: Range 3/6/12, Damage 3d6 Mega Damage, AP 12. Many Xiticix can spit a glob of acid capable of eating through heavy armor. They use their Shooting skill. The acid continues to damage whatever it hits for 1d6 rounds, unless it’s removed by some means (salt water is an effective neutralizer). „ Antennae: Xiticix can operate by motion sense and sound, thanks to their highly developed antennae. They suffer no lighting penalties for actions, even in Pitch Darkness. This ability is negated if a source of white noise or extreme sonic effect is introduced into the area. „ Armor: The resin-reinforced exoskeleton of an Elder Queen grants +20 MDC Armor and +11 Toughness. „ Bite: Str+2d8 Mega Damage, AP 16. If the target is at least Shaken, he must make a Vigor check against Venomous poison (see the Poison Effects Table, Savage Worlds). „ Death Scent: If a Xiticix dies violently, it releases a distinctive scent, barely noticeable unless one possesses extraordinary scent abilities (like a Dog Boy). This scent can reach other Xiticix within four miles! „ Extraordinary Senses: Elder Queens gain a +2 to all Notice and Survival rolls. „ Fear (−2): Cause a Fear test at −2. „ Fearless: Immune to Fear and Intimidation. „ Flight: Pace 12 with a d10 run die. If a Xiticix Queen chooses to fly, she rips loose her egg sac. While she can survive the injury, it deprives her of her function within the Hive. After the threat is ended, the Queen is devoured by a Young Queen who replaces them. „ Four Arms: Elder Queens can use all four of their arms in combat with no multi-action penalty. „ Low Light Vision: Even when the antennae are somehow neutralized, Xiticix eyes see into the ultraviolet and infrared ranges, allowing them to ignore Dim and Dark penalties. „ Size 9 (Huge): Elder Queens reach lengths of 60 feet, including their egg sacs. Their physical attacks do Mega Damage and they gain two additional Wounds. „ Slow Regeneration: Xiticix make a natural healing roll once per day, and this can restore lost wings, limbs, and antennae. „ Trail Scent: Xiticix leave a scent trail easily followed by other Xiticix. „ Ultrasonic Communication: Xiticix can communicate with each other at frequencies most beings cannot detect without special technology or unique abilities. Michael Logan (Order #41085069)


188 Xiticix Queen (Young) Young Queens average half the size of Elder Queens. Their horn-like antennae are shorter yet straighter, but otherwise Young Queens resemble Elder Queens in most respects. Attributes: Agility d8, Smarts d10, Spirit d10, Strength d12+6, Vigor d10 Skills: Athletics d8, Fighting d8, Notice d6, Psionics d8, Shooting d8, Survival d6 Pace: 4; Parry: 6; Toughness: 34 (14) Edges: Alertness, Ambidextrous, Arcane Background: Psionics, Command, Danger Sense, Fervor, Major Psionic, PsiBlade, Steady Hands, Two-Fisted Powers: Detect/conceal arcana, deflection, environmental protection, healing, mind link, smite, telekinesis. ISP: 25 Special Abilities: „ Acid Spit: Range 3/6/12, Damage 3d6 Mega Damage, AP 8. Most Xiticix can spit a glob of acid capable of eating through heavy armor. They use their Shooting skill. The acid continues to damage whatever it hits for 1d6 rounds, unless it’s removed by some means (salt water is an effective neutralizer). „ Antennae: Xiticix can operate by motion sense and sound, thanks to their highly developed antennae. They suffer no lighting penalties for actions, even in Pitch Darkness. This ability is negated if a source of white noise or extreme sonic effect is introduced into the area. „ Armor: The resin-reinforced exoskeleton of a Young Queen grants +14 MDC Armor and +8 Toughness. „ Bite: Str+2d6 Mega Damage, AP 10. If the target is at least Shaken, he must make a Vigor check against Fatal poison (see the Poison Effects Table, Savage Worlds). „ Death Scent: If a Xiticix dies violently, it releases a distinctive scent, barely noticeable unless one possesses extraordinary scent abilities (like a Dog Boy). This scent can reach other Xiticix within four miles! „ Extraordinary Senses: Young Queens gain a +2 to all Notice and Survival rolls. „ Fear (−1): Cause a Fear test at −1. „ Fearless: Immune to Fear and Intimidation. „ Flight: Pace 12, d10 run die. Xiticix Queens cannot fly without ripping loose their egg sac, depriving them of their function within the Hive. After the threat to the Hive is ended, Queens forced to make this choice surrender themselves to be devoured by the Hive. „ Four Arms: Young Queens can use all four of their arms in combat with no multi-action penalty. „ Low Light Vision: Even when the antennae are somehow neutralized, Xiticix eyes see into the ultraviolet and infrared ranges, allowing them to ignore Dim and Dark penalties. „ Size 5 (Large): Young Queens reach lengths of 30 feet, including their egg sacs. Their physical attacks do Mega Damage and they gain an additional Wound. „ Slow Regeneration: Xiticix make a natural healing roll once per day, and this can restore lost wings, limbs, and antennae. „ Trail Scent: Xiticix leave a scent trail easily followed by other Xiticix. „ Ultrasonic Communication: Xiticix can communicate with each other at frequencies most beings cannot detect without special technology or unique abilities. Michael Logan (Order #41085069)


189 Xiticix Super-Warrior Larger, eight-limbed versions of Xiticix Warriors, Super-Warriors possess far greater cunning. On the battlefield, they organize their lesser brethren into implacable armies. Attributes: Agility d12, Smarts d8, Spirit d10, Strength d12+4, Vigor d10 Skills: Athletics d10, Battle d6, Common Knowledge d6, Fighting d12, Notice d8, Shooting d10, Stealth d6, Survival d8 Pace: 6; Parry: 8; Toughness: 24 (8) Edges: Alertness, Ambidextrous, Combat Sense, Command, Counterattack, Danger Sense, First Strike, Frenzy (Imp), Steady Hands, Tactician, Two-Fisted Gear: 3 × Xiticix long swords (Str+d10, AP 5, Mega Damage), Xiticix spear (Str+d8 Mega Damage, AP 4, Reach 1”), 3 × resin spike guns (Range 20/40/80, Damage 3d6+1, RoF 3, AP 3). Special Abilities: „ Antennae: Xiticix can operate by motion sense and sound, thanks to their highly developed antennae. They suffer no lighting penalties for attacks or actions, even in Pitch Darkness. This ability is negated if a source of white noise or extreme sonic effect is introduced into the area. „ Armor: The resin-reinforced exoskeleton of a Super-Warrior grants +8 MDC Armor and +6 Toughness. „ Bite: Str+d4, AP 2. If the target is at least Shaken, he must make a Vigor check against Fatal poison (see the Poison Effects Table, Savage Worlds). „ Death Scent: If a Xiticix dies violently, it releases a distinctive scent, barely noticeable unless one possesses extraordinary scent abilities (like a Dog Boy). This scent can reach other Xiticix within four miles! „ Extraordinary Senses: SuperWarriors gain a +2 to all Notice and Survival rolls. „ Fear: Cause a Fear test. „ Fearless: Immune to Fear and Intimidation. „ Flight: Pace 12 with a d10 run die. „ Low Light Vision: Even when the antennae are somehow neutralized, Xiticix eyes see into the ultraviolet and infrared ranges, allowing them to ignore Dim and Dark penalties. „ Six Arms: Super-Warriors can use all six of their arms in combat with no multi-action penalty. „ Size 3 (Normal): Super-Warriors stand 12 feet tall. „ Slow Regeneration: Xiticix make a natural healing roll once per day, and this can restore lost wings, limbs, and antennae. „ Trail Scent: Xiticix leave a scent trail easily followed by other Xiticix. „ Ultrasonic Communication: Xiticix can communicate with each other at frequencies most beings cannot detect without special technology or unique abilities. „ Wall Walker: Most Xiticix can move at their normal Pace on vertical surfaces and even hanging upsidedown. Michael Logan (Order #41085069)


190 INDEX A Acapulco 78 Aguascalientes 62 Anti-Vampire Rail Gun Rounds 38 Atlanta 108 B The Barrier Islands 110 Bat 157 Big Falls Hive 93 The Black Swords 72 The Blood Pool 57 Blood Priest 157 Body Armor 35 Branaghan Armor 35 British Columbia 122 C Calgary 47 Calgary City 118 Camazotz 64 Carlotta la Blanca 75 Caterpillar Men 158 The Cave of Crystals 78 Char 108 Chichen Itza 63 Chupacabra 158 City of Ixion 123 Ciudad Juarez 66 Ciudad Victoria 79 Creeping madness 104 Crookston Hive 93 Cyber-Horseman of Ixion 151 D Deathspike 176 Death Weaver 159 Demon Animals 160 Dinosaur Armored Herbivorous Quadruped 161 Flying Reptile 161 Large Carnivorous Theropod 161 Large Sauropod 162 Marine Reptile 162 Small Carnivorous Theropod 163 Dinosaur Hunter 152 Dinosaur Swamp 46, 106 Duluth Hive 92 E Edges Iconic Edges 29 Eltajin 58 Entities Ghost 164 Haunting 165 Poltergeists 165 Posessing 166 Equipment 38 Essai Ramirez 73 F Fargo Hive 93 Field Coffin (TW) 38 Florida 109 Fort Hawkins 109 Fort Reid 74 Fort Tombstone 68 G Georgia 108 Giant Ruin Worm 168 Globe of Daylight Lights (TW) 38 The Guard 67 The Guild of the Gifted 67 H Haven Mutants 105 Hell Lord Doom 118, 121 The Hell Pit 118 Hivelands 85 Encounters 98 The Horde 86 I Iconic Framework Heroic Vampire 17 Knight of the White Rose 7 Necromancer 10 Shifter 13 Werecat 20 Into The Desert Night 131 Michael Logan (Order #41085069)


191 INDEX All the Troubles in the Way 138 Tables Turned 143 The City on the Edge of Night 132 The Lone Ranger 137 Irapuato 62 The Ironwood Forest 108 Itizatlan 55 The Ixzotz Kingdom 61 J Jungle Castle 110 K Kenneth Emanuel “Doc” Reid 77 Knight of the White Rose 152 L La Venta 60 Little Meetal 76 M Madhaven 45, 103 Malinalco 55 M.A.R.S. Barbarian 24 Barbarian Eco-Wizard 24 Dinosaur Hunter 25 Vampire Hunter 25 Medieval Weapons 37 Mega Power Mummy 13 Mexico City 54 The Mexico Empire 53 Mii-Tar the Destroyer 76 Milta 60 The Milta Kingdom 59 Minatitlan 60 Mission Profile 49 Moby Rex 115 Monero 63 Monster Kingdom 117 Encounters 126 The Monster Kingdom 47 Monterrey 79 Morelia 55 Morelos 55 The Muluc Kingdom 56 Mummy 169 Mutant Barbarian 153 Mutant Lands 103 Encounters 111 Mutant Races 105 Mutant Shaman 153 Mystic Knight Armor 35 N NG-XF103 Firefighter 36 O The Old Carolinas 108 Old Mexico 41 P Pequita the Faceless One 76 Phantom Gloves (TW) 39 Phantom Wolf 170 Planktal-Nakton 75 Power armor 36 Proessional Professional 31 The Psykes 67 R Races Centaur 26 Sasquatch 27 Ranged Weapons 37 Reid’s Ranger 155 Robot vehicles 36 Rolla-Morden Hive 93 S San Francisco del Rincon 63 San Luis Potosi 63 Sasquatch 154 Savage Tale A Trap is Set 80 Moby Rex 114 Northwest Passage 127 Stirring the Hive 99 The Collector 111 The Shifting Veil Wall 123 Michael Logan (Order #41085069)


192 INDEX Silver Ammo 37 Silvereno 73 Sir Raoul Lazarious 75 The Skivers 67 Sludge 89 Spider Demon 159 Stake-Proof Vest 35 The Subs 67 T Tampico Military Protectorate 78 Techno-Wizard Anti-Vampire Weapons 38 Tectonic 167 Tectonic Entity Construct 168 Teotihuacan 55 Tierra Blanca 60 The Time Holes 110 Titan TRF −107 Fireman Robot 36 Titan TRF−107 Fireman Robot Vehicle 36 Toluca 55 Tula 54 Tundra Rangers 125, 155 V Vampire 41 Familiar 176 Master 52, 171 Secondary 52, 174 Wild 53 Vampire Hunter 155 Vampire Intelligences 41, 51, 178 Vampire Kingdoms 51 Encounters 79 Vampire Water Field (TW) 36 Vancouver 122 Vancouver Island 124 Vehicles 33 GUW-P002 Prowler General Utility Water Craft 33 Mountain Bike 33 NG-F911 Smokeskipper 34 NG-F911 “Smokeskipper” Hover Firetruck 33 Viggo’s Custom Firearms 37 Vyurr Kly the Hunter 76 W Water Guns and Cannons 38 Water Tank 39 Weapons 37 Werecat Breeds 23 Werejaguar 156 Werewolf 181 White Rose Cuttings 39 Lt. Gen. William Bedford Wilding 76 Windigo 182 Winnipeg Hive 93 X Xavier Stuart 69 Xiticix 43, 184 Biology 86 Castes 88 Hives 90 Leaper 185 Life Cycle 87 Nanny 185 Queen (Elder) 187 Queen (Young) 188 Super-Warrior 189 Worker 183 Xochicalco 56 Michael Logan (Order #41085069)


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