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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)

49 CHAPTER FOUR G ame Masters need the Savage Rifts® Game Master’s Handbook to make the best use of this book. Each chapter includes a section on how to use that region or faction with the Tomorrow Legion, and this includes modifications to incorporate into the Adventure Generator found in the Game Master’s Handbook. The Mission Profile Table The regions in this book lie far beyond the Tomorrow Legion’s jurisdiction and reaching most of these areas means crossing through hostile territory. For missions into the lands featured in this book, Game Masters, use the following modified Mission Profile table. Most of the results are in the Game Master’s Handbook with modifications explained below: OTHER CHANGES For every day of travel check for an Encounter. When randomly determining Distance, multiply the final rolled result by ×5 again. For example, if the d20 result is 9 and the 2d6 × 20 comes up as 140, the actual Distance result is 700 miles. Modify or ignore any results making no sense, such as if the distance called for might have the team travel into the ocean. Survey missions remain as they are in the Game Master’s Handbook. The only difference is the distance the team must travel to achieve their goal. Communication Lines missions are the same, though more work might be needed the further away from Castle Refuge the team goes, and the heroes must carry more materials with them. Arcane Anomalies missions are rare in the Vampire Kingdoms and Xiticix Hivelands but provide excellent opportunities to explore the Mutant Lands and Calgary. The lack of local influence complicates Community Outreach missions (invert the die roll, making “first contact” the result on a 1– 4 on the d6). These distant communities must be truly desperate to reach out to the Legion for Emergency Relief, so feel free to ramp up the tension for such missions, especially if the heroes take a long time getting to the location. As the Tomorrow Legion expands its influence, Exploration missions become very important, with teams sent into regions full of unknown mysteries (and danger). Interdiction missions are one of the most common reasons Legion THE GAME MASTER'S HANDBOOK Michael Logan (Order #41085069)


50 leadership sends heroes into these faraway lands—demons, vampires, and Xiticix pose an existential threat to life on Rifts Earth. Long Range Patrol missions resemble the Security Patrol missions in the Game Master’s Handbook, except ignoring Distance Table modifications. Each of the following chapters contains modifications to the Encounter table specific to that particular region. Each modification ties to a result existing on the Encounter table in the Game Master’s Handbook. MISSION PROFILE D20 RESULT 1–2 Survey: The team helps the Cartography Rectification branch by covering some grids and updating map information. 3–4 Communication Lines: Any technically-oriented heroes work setting up relay towers, laying fiber optic cable, and otherwise building communications infrastructure. The rest of the team aids with security (and heavy lifting). 5 Arcane Anomalies: The Legionnaires examine ley lines, determine the condition of Rifts, or otherwise explore and investigate matters arcane and mystical. 6–9 Community Outreach: As the Council of Hope builds the foundation of the confederation it hopes to one day lead, the team heads off to interact with potential allies. 10 –13 Emergency Relief: A distant community in serious trouble reaches out to the Legion for aid. 14 –15 Exploration: Rumors of hidden places of learning, lost technology, and more haunt the wide and mysterious wilderness. Told to “go that way,” the Legionnaires seek out the unknown. 16 –19 Interdiction: Word of a serious military or criminal threat reaches Castle Refuge. Though distant, the threat raises enough concern to warrant sending Legionnaires to deal with it. 20 Long Range Patrol: As the Tomorrow Legion’s influence grows, so does its mandate to patrol even greater swathes of territory. Michael Logan (Order #41085069)


51 CHAPTER FIVE O n Rifts Earth, accurate knowledge about vampires is slim. The highlyknowledgeable (some would say “obsessive”) vampire hunter, Doc Reid, once wrote a 9,000-page report on vampires. Erin Tarn also wrote extensively about them, but neither of these particular works circulate widely. The Coalition States endure frequent and bloody conflicts with the undead throughout Lone Star, but usually only against the frenzied, disorganized Wild Vampires. This leads the CS to believe vampires aren’t as deadly as reputed, and they treat vampires more like an animal infestation than an opposing army. And that’s exactly what the vampires want them to think. Let the CS and the other forces of order delude themselves, while the vampire rulers subvert everything from within. Since the Coming of the Rifts, vampires have infiltrated many areas of society, and openly taken over entire cities. They’ve built empires of blood, using humans and other D-Bees as pawns and cattle in their grandiose, terrible schemes against their rival bloodlines. These are the Vampire Kingdoms. HIERARCHY OF BLOOD Confusion around vampires stems from two opposing and equally inaccurate assumptions. Those studying vampires either assume all undead or “true” vampires are the same or any variations witnessed between vampires represent a completely different type of D-Bee. In fact, vampires are not all the same and include several distinct, but interconnected, types. Vampire Intelligences Vampire Intelligences are the apex of all vampires: monstrously alien beings, elemental forces of evil infecting worlds. The unfathomable minds of Vampire Intelligences do not understand compassion, love, or pity. They exist only to spread misery, hate, and death. These nefarious monsters don’t completely exist in our dimension. In fact, they straddle several dimensions, pulling apart their vital essence to exist in countless places at once. Each splinter THE VAMPIRE KINGDOMS Michael Logan (Order #41085069)


52 of energy needs to anchor itself in a living and willing body. They slowly tempt and corrupt their potential victim, whispering vague promises of power to convince the corrupted host into a bargain for immortality. Once the pact is sealed, the host goes through an agonizing transformation, turning into a Master Vampire. The Master Vampire can further fragment the Vampire Intelligence’s essence and inject tiny sparks of malevolence into others, creating more vampires. This way, the Vampire Intelligence spreads its evil seed, one stolen life at a time. This infestation is not random but aims toward a specific goal. Once 2,500 vampires of the Vampire Intelligence’s bloodline are created, the monster can pull its vast form fully into the physical world. Once manifest, the Vampire Intelligence aggressively devours any magic energy it can find, all while converting every life nearby into a vampire enslaved to its alien whim. At least six Vampire Intelligences have crossed this dimensional divide. Four exist in Mexico, one claims the Yucatan Peninsula, and one inhabits the Colombian Andes. There may be others still lurking and building their armies in preparation for invasion, including one in Arizona. Master Vampires The first foothold for a Vampire Intelligence into our dimension is through Master Vampires (sometimes known as “Bringers”). Many Master Vampires killed or intensely hated other people long before their descent into undeath. Their sympathy of purpose calls to the Vampire Intelligence, granting the monster a way into the host’s mind. Many times, the Vampire Intelligence is called via a mystic ritual or other nefarious magic. However, such a summoning isn’t a requirement since intense hate and murderous impulses can be enough to attract the attention of the alien monster. The Master Vampire becomes the vanguard and creator of the Vampire Intelligence’s army. As he sleeps during the day, the Vampire Intelligence twists the Master Vampire’s dreams, compelling him to hunt and create more vampires for its nefarious goal. Every vampire he creates (called a Secondary Vampire) forms another link in the chain the alien mind uses to pull itself into our reality. After the creation of the first Master Vampire this Supreme Master can invest its power into other sympathetic souls. These other Masters act as leaders for the growing vampire army: generals, kings and queens, or clan elders. But even with the most prolific Vampire Intelligence, Master Vampires remain rare. Most vampire hunters never see one, and often never learn of their existence. Masters sit in the center of a web of lies, working through minions and puppets rather than confronting threats directly. Secondary Vampires Secondary Vampires are more common. Master Vampires create them by a process known as the Slow Kill Bite, which injects a tiny shard of the Vampire Intelligence’s essence into the victim. The bite kills the victims, and the death allows the shard to transform them into one of the undead. It also robs the victim of part of her mind. Memories, personality traits, and skills are lost or muted after the change. Unlike a Master Vampire, the victim doesn’t need to engage in a willing contract with the Master. One long bite rips the victim’s life away, replacing it with an eternity of night. As per their name, Secondary Vampires instinctively recognize their subordinate place. They know the Master Vampire who created them on sight and know they Michael Logan (Order #41085069)


53 are less powerful than their Master. This instinctive recognition passes through the bloodline. Those vampires the Secondary Vampire creates also recognize their progenitor as their master. The Slow Kill Bite is not as consistent for Secondary Vampires, however. While the result is sometimes another Secondary Vampire, more often it creates a Wild Vampire. Despite this instinctive subservience, Secondary Vampires have more personality and free will than Master Vampires, meaning they occasionally rebel against their own kind. These independent vampires reject their monstrosity, struggling to retain as much of their humanity as they can. Much of this depends on the kind of person the Secondary Vampire was in life—evil and selfish people generally embrace their vampiric nature, while more kindhearted or moral individuals come to loathe it. Most rebellious vampires eventually lose their inner conflict. As the need for blood overwhelms them, they instinctively seek to kill. But particularly strong-willed individuals can retain some shred of humanity, feeding only on evildoers. Some even join the Tomorrow Legion, hoping to destroy the Vampire Intelligences once and for all. Wild Vampires Wild Vampires are insane, bestial creatures with no humanity left within them. Some rise this way, the imperfect progeny of Secondary Vampires flawed from their first moments of undeath. Others become Wild Vampires after hunger or some other aspect of their torturous existence drives them insane. A few result from Secondary Vampires not coming to terms with the immorality of their hellish new existence. Despite their feral nature, however, Wild Vampires aren’t stupid. They simply do not struggle with concepts of morality, legality, or the petty acquisition of power, living only for the hunt and the kill. In this way, Wild Vampires more closely resemble a Vampire Intelligence in intent, if not in power or cunning. While plenty of Wild Vampires hunt alone, most hunt in pairs or packs, working together to ravage settlements in search of blood. They use simple and brutal hunting tactics, relying on their strength or superior numbers to overwhelm opponents. It’s common for Secondary or Master Vampires to use packs of Wild Vampires as bloodhounds or attack dogs. The bluntforce approach of Wild Vampires makes them the most commonlyencountered vampires, particularly by the Tomorrow Legion and the Coalition. THE MEXICO EMPIRE The undead control nearly half of the towns and villages in the north of Mexico, while packs of Wild Vampires roam all over the deserts and inhospitable scrublands. As far as the CS is concerned, Mexico is too far away to be a concern, and they consider it beneath their consideration. “Leave Mexico to the D-Bees,” they think, “and if those feral vampires cross into our cities, we’ll easily take them out.” Little does the Coalition realize it’s been duped. Look past the ramshackle villages and hordes of chaotic, rampaging Wild Vampires. Anyone who penetrates to the south of the country finds true vampiric civilization. Built on ancient ruins and the pre-Rifts infrastructure of urban Mexico, there stand entire cities of humans and D-Bees openly ruled by Michael Logan (Order #41085069)


54 vampires. In these dense Mexican cities, plans germinate to dominate the world. A Sense of Civility Throughout the Mexico Empire, the human and D-Bee population receive surprising amounts of respect and freedom. The social experiment allows a small number of vampires to reign over a much larger living population. Mexico City is the crown jewel of vampire civilization. Humans are equal parts slaves and food to their vampiric masters. Loyal servants get time off from their duties, access to recreational facilities, and free education. They even have the right to assemble and vote on local issues. With work always to be done, unemployment is incredibly low. And all a citizen must do is follow orders, donate two pints of blood every three weeks, and never leave. This does not make Mexico City a utopia of vampire/human relations, no matter what the rulers of the Mexico Empire say. Some humans and D-Bees recognize they’re in a cage, however gilded. The so-called “freedoms” granted to the human populace are firmly focused on local concerns, while the vampire elite make the real decisions. Further, some vampires find it difficult to pretend to respect their lessers, choosing to heap abuse, threats, and outright violence on their “cattle.” These vampires consider the whole idea of the Mexico Empire to be a dangerous social experiment to be stopped. Keeping the food happy, healthy, and educated means they are more likely to attempt to throw off their chains. Major Cities of the Mexico Empire MEXICO CITY The Great Cataclysm nearly obliterated pre-Rifts Mexico City, but vampires rebuilt it. Why would they choose such a devastated area to rebuild? Less than 12 inches of annual rainfall in the most humid areas of Mexico make running rivers or sudden rainstorms unlikely to destroy vampires. Plus, the abundance of psychic energy benefits Vampire Intelligences looking for a foothold into Rifts Earth. Combined with a hardy and thriving mortal populace, it’s no wonder the Mexico Empire is the most advanced of the six vampire kingdoms. Although, they’ve only managed to rebuild to a technological level equivalent to the early 21st century, the streets are clean and crime is low. Few would mug someone who could be a vampire’s favorite servant. Mexico City shines as an example of vampire and human relations. This strange symbiosis serves a larger, longterm function. Augustus Obregon—the Master Vampire who rules the Mexico Empire as the Vampire Intelligence’s regent—chooses to keep vampire numbers low inside the cities. The government forces Wild Vampires to the north to reduce unwanted outbreaks of vampirism, while also using them as a screen against vampire hunters. This smaller vampire population results in reduced blood demand, but also leaves the vampires vastly outnumbered by their slaves (around 33 to 1). By choosing to turn their slaves into loyal subjects rather than treat them like a disposable resource, the enlightened vampires of Mexico reduce the probability of rebellion from their food supply. TULA The Vampire Intelligence at the heart of the Mexico Empire is based at Tula, supported by 900 Secondary Vampires and one Master Vampire. The local Aztec pyramid now sits amid a fortified encampment, acting as the central base of operations for the Mexico Empire’s Michael Logan (Order #41085069)


55 military. Nearly 100 buildings make up the downtown district, over one-third of which are heavily-reinforced bunkers designed to house combat vehicles, support equipment, and human and D-Bee slaves. Although nominally tasked as a labor force and militia, these slaves are just more combat resources: walking batteries of blood and psychic power the vampires can call on in times of attack. The remaining buildings support and reinforce the military forces by offering housing, industrial production, and logistical support. The comforts and “freedoms” of Mexico City seem far away from this stark, utilitarian town. The city surrounds the rebuilt, 400-feettall pyramid. A stunning variety of technological armor and mystical wards protect the structure. The Vampire Intelligence lurks inside, plotting and scheming as the pyramid harnesses the mystical energies of the area. The Vampire Intelligence partially uses this power to keep it anchored to this dimension, and partially to activate the pyramid’s secret defense. In case of extreme danger, the entire pyramid can be shunted into a limbo dimension where time runs differently. The Vampire Intelligence can speed up or slow down the pyramid’s relative time; while 24 hours always passes on RiftsEarth, it can seem like moments or an eternity inside the structure. Finally, the pyramid’s power maintains several dimensional portals. Various cities and worlds stand just a step away, waiting to be used for the eventual conquest of the Earth. Other Cities of Note Beyond Mexico City and Tula, the Mexico Empire controls several other cities of note—all protecting and cultivating key ley line foci. Itizatlan lacks any impressive ruins. In fact, it looks like a small agricultural town focused on growing crops for the rest of the Mexico Empire. But this farming community is situated on a rarely-used ley line, making it valuable to the Empire. Malinalco is the center of agriculture for the Mexico Empire, second only to Mexico City in size. Emulating many of Mexico City’s reforms, the populace stays largely happy and loyal to their masters while they work on farms and in food processing and distribution plants. The Ley Line Walker and Shifter collaborators working within the city’s pyramid use the ambient power to manipulate the local weather, working to strike a balance of rainfall and temperature to keep the crops thriving without presenting any undue danger to their vampire lords. Morelia sits near the border with the Ixzotz Kingdom. Focused on livestock, agriculture, and mining, Morelia enjoys few of the modern benefits cities like Mexico City and Malinalco possess. Instead, most of its resources go to protecting itself from Ixzotz aggression. Morelos, the southernmost of the major cities, is a quiet community devoted to pigs, maize, and tea. Morelos primarily acts as an outpost. Nominally, the Mexico Empire claims all the land from Punta Ixtapa to Old Acapulca and Ometepec, but none of the communities in those areas lie under the explicit control of the Empire. Teotihuacan is a small city, but quite modern by Mexico Empire standards. It surrounds and protects two particularly ancient pyramids predating the Aztecs. The pyramids house over half the city militia, as well as six military-trained human Shifters who tap into the ley line power the pyramids offer. 20 miles to the west is the Tzintzuntzan ruin, straddling a short (half-mile-long) ley line. Toluca is a sprawling community focused primarily on raising livestock. Like Teotihuacan, it is quite modern, but with no ley line focus to protect, the city Michael Logan (Order #41085069)


56 is not as compactly planned as others in the Mexico Empire. Xochicalco has an ancient ruin housing a particularly powerful ley line focus. It’s close to Malinalco and other ley lines and uses the nearby power to amplify its own output. There’s only a small town found at the site, and Malinalco considers it unofficially part of their “territory.” The Mexico Empire sometimes grants magicians access to the ruin in exchange for services rendered. THE MULUC KINGDOM Located about 200 miles north of Mexico City, the Muluc Kingdom is not as modern as the Mexico Empire. The kingdom’s technology equates to preRifts 1950s North America, and much of the population lies spread across dozens of towns and villages, instead of concentrated in larger urban sprawls. Only the capital of Muluc City—located in Tamuín, San Luis Potosi, Mexico—and Ciudad Mante are comparatively modern. But such modernity as exists is only in technological progress. Unlike the elaborate fiction of “freedom” the Mexico Empire offers, the Muluc Kingdom doesn’t pretend its humanoid populace has any rights. About 4,000 vampires use terror and slavery as the primary means to maintain control over 70,000 human and D-Bee citizens. The dominating vampires treat mortals as little more than food and mindless servants, using violence, public execution, and physical and mental torture as needed (and desired). More than one vampire has beaten a slave to death out of sheer boredom. Michael Logan (Order #41085069)


57 Secrecy and Paranoia Particularly loyal servants invisibly patrol the populace to root out rebels and traitors. Most Muluc citizens already cower in submission, unwilling to risk raising their voices or organizing a revolt, but the paranoid vampire lords can never be too sure. Citizens never know if their neighbor is secretly a spy for the vampire overlords or simply trying to survive, so most keep to themselves and continue to follow orders in the name of selfpreservation. This constant surveillance—combined with the insular nature of these tiny, desperate communities—leads to an atmosphere of paranoia and despair. Unlike the healthy and happy citizens of Mexico City, those of the Muluc Kingdom are sickly and furtive, little more than drones. Their eyes dart around constantly, waiting for the next beating or betrayal as they go through the motions in a quiet, zombie-like fashion. Surprisingly, they greet strangers with neither joy nor suspicion. The outsiders are simply another thing to fear and observe as the villagers continue to robotically perform their allotted tasks. A few kind souls might warn heroes of danger, but they do so after carefully checking their surroundings or making sure they have complete privacy. This goes beyond the typical unfocused paranoia the vampires inspire, but a concrete fear, for all villages carry a death penalty for citizens aiding anyone who “can potentially hinder or harm the true masters of the Muluc Kingdom.” More often, it’s easier for someone to surreptitiously report suspicious travelers to a vampire or henchman in authority. That seemingly friendly person in the village who appears to be earnestly helping a stranger is most likely a vampire thrall luring the visitor into a trap for her cruel overlords. The Blood Pool The vampire lords of Muluc sometimes enslave wanderers, criminals, and other undesirables, and sometimes they place the slaves in a food pen, but only if they’re lucky. If they’re particularly unlucky, they get a fate worse than death: the Blood Pool. Found in Muluc City, Ciudad Mante, Naranjos, and Eltajin, Blood Pools are human abattoirs, used to provide vampires with their necessary blood. Within each Blood Pool, machines simultaneously keep the thousands of mortals alive while draining their blood. They stay trapped within these monstrous devices and force-fed through tubes, all as the vampires painfully extract their lives and souls over years. Many become comatose vegetables or simply waste away. The people strapped into a Blood Pool machine are kept only as healthy as necessary to keep producing as much blood as possible, so conditions like muscle atrophy, bed sores, and other illnesses go untreated as the humans are pumped with liquid nutrients, antibiotics, anticoagulants, and even magical healing. The vampires eradicate blood-borne diseases, but they leave painful physical disabilities untreated. Thralls and other collaborators (such as magicians and psychics) maintain these facilities. The stench and screams endured amid such tedious and souldestroying work can break even the most hardened mortal, and many Blood Pool staff go insane from their proximity to such horror. And yet they continue, because the alternative is to be strapped into a Blood Pool machine themselves. The Drums of War Muluc simply has too many vampires in proportion to their mortal citizens. This is not inherently a problem if they had a Michael Logan (Order #41085069)


58 good logistical structure, but Muluc does not—in a kingdom run entirely on fear and misery, nothing works particularly well. The horrific Blood Pools make only a dent in the massive blood supply needed for the vampire population, and crops barely keep the mortal populace alive. As such, everyone within the kingdom struggles with some form of starvation. As much as the faux utopia of Mexico City rankles the vampires of Muluc, their efficiency at providing necessities for their population annoys Muluc even more. This lack of resources forces Muluc into a mode of military conquest. The vampires know taking more towns and land would help their problems. Plus, the more clinical vampires point out losing some mortals and D-Bees in a military conflict would simultaneously help their overpopulation problem. Muluc’s Vampire Intelligence hides at Etzna in the western Yucatan. From there it violently dominates the kingdom, pushing its Master Vampires into savage and aggressive acts. It wants nothing more than the immediate destruction of the other Vampire Kingdoms, but the vampires ruling Muluc realize the kingdom simply isn’t ready for such large-scale conflict. The biggest military issue facing Muluc is a counterintuitive one. With a larger number of Secondary Vampires to field, this makes Muluc all-vampire units far more powerful than mixed vampire/ human militia units from the Mexico Empire. However, blood is far harder to cultivate than crops and livestock and fielding a vampire army requires a lot of blood. This puts a great strain on the mortal populace, and even the atrocious Blood Pools can barely keep up. Muluc simply doesn’t have the resources for a prolonged war, and its emaciated and broken citizens are hardly suitable to use as militia. The rulers of Muluc arrived at a two-fold solution. First, to reduce the vampiric strain on Muluc’s resources without destroying valuable soldiers, the kingdom’s leaders ordered legions of vampires staked, putting them into stasis until needed. Second, the rulers of Muluc started capturing stronger, healthier mortals from Central and South America, and also buying slaves from factions outside the Vampire Kingdoms (to act as militia and provide more blood for their troops). Unfortunately for Muluc, time runs short. The Vampire Kingdoms prepare for a massive war, and many of them see Muluc as the weakest target. They continue to whittle away at the kingdom’s resources with regular border skirmishes, stealing and destroying villages, but Muluc plans a major raid on the Mexico Empire to claim some prime land and gain a sudden infusion of mortals. They hope to tip the odds in their favor for a bloody (and quick) war to destroy their rivals; the city of Eltajin is the core of their plan. Eltajin Approximately 110 miles northeast of both Mexico City and Tula and 150 miles south of Muluc City sits Eltajin: the second-largest city in the kingdom with a population of 18,000 (35% of which are D-Bees). The city protects and controls a ley line nexus—one connecting to two other nexus points—making it strategically valuable. The city is agricultural, although it has small areas of high technology (like the Blood Pool). Despite its unassuming nature, Eltajin forms the core of the Muluc military effort and the raids on the Mexico Empire. The Master Vampire Queen Anna Dominguez rules over Eltajin. Queen Anna lives in a palace at the top of a stone pyramid straddling the nexus, along Michael Logan (Order #41085069)


59 with a Secondary Vampire she created from a former Ley Line Walker who is now her bodyguard and companion. The central pyramid holds over 1,800 staked vampires lying in wait to join the war effort. 500 mind-controlled slaves act as a royal guard to the queen and 1,100 henchmen act as daytime military forces, all armed with Coalition States military equipment acquired through the Black Market, including 31 CS SAMAS power armor suits, six CS Enforcer robots, one CS Spider Skull Walker, and five NGSamson suits. THE MILTA KINGDOM The youngest of the Vampire Kingdoms, the Milta Kingdom, attempts to recover from its past mistakes. It formerly tried to emulate the Muluc Kingdom—an inspiration still visible within the kingdom. Milta still largely subjugates and terrorizes its citizens (about 69,000 humans and D-Bees) through violence and surveillance. It also struggles due to its low level of technology, compared to the Mexico Empire, because Milta focuses its resources on legions of undead instead of building up the kingdom’s infrastructure. In many ways, the early Milta Kingdom nearly repeated the mistakes of the Muluc Kingdom. There are differences, however. One city in the Milta Kingdom—Minatitlan— experiments with giving its mortal citizens some small freedoms. Further, both Minatitlan and the city of Milta have set up a modern blood donation system allowing their mortal populaces to freely contribute blood in exchange for small privileges. The kingdom redirects its resources away from creating and supporting more vampires into technological advancements to improve the quality of life in those cities. The Milta Kingdom is taking concrete steps to change direction and avoid the problems it sees in the Muluc Kingdom. Between its relative youth as a kingdom and this vulnerable time of transition, however, Milta is in a dangerous position. Political Shifts Muluc disapproves of Milta’s shift away from what it considers the proper dynamic of vampires oppressing mortals. Further, relations between Muluc and the Mexico Empire have always been tense, and Milta’s shift to incorporate the reforms of Mexico City caused the relationship between the two forwardthinking kingdoms to warm. Recently, Milta and the Mexico Empire took a new step which shocked all the Vampire Kingdoms. Various Vampire Kingdoms commonly make deals with each other when it suits their purposes. Such deals, however, are usually finite and specific, like “I will not attack you while you are attacking a third kingdom.” But Milta and the Mexico Empire did the previously unthinkable: they entered into a trade agreement and mutual nonaggression pact. Milta and the Mexico Empire say they forged this trade agreement out of a desire to spread the reforms of vampire/ mortal relations, but there is another side to the deal. Minatitlan controls the largest oil refinery in Mexico, and the Mexico Empire needs petroleum. So, while Milta desires Mexico City’s technological advancements and societal reforms to enact the desired changes in the Milta Kingdom, both sides gain material benefit from the arrangement. This is something the other kingdoms understand, even if they resent the alliance. Michael Logan (Order #41085069)


60 As for the nonaggression pact, both kingdoms agreed not to attack each other. Neither must come to the aid of the other in case of a third-party attack or declaration of war. Milta initially hoped for something granting them more military support from Mexico City to protect their borders, but at least this means both kingdoms have one less enemy to worry about. This also allows the Mexico Empire to focus their attention on the increasing skirmishes with the Muluc and Ixzotz kingdoms. Major Cities of the Milta Kingdom MILTA Milta was built in a spacious, hilly region approximately 300 miles southeast of Mexico City. Surprisingly, being the capital of the Milta Kingdom, the city itself is extremely run-down. Most of the denizens of Milta focus on growing rich crops and raising livestock, rather than maintaining the town or developing its technological base. However, this is starting to change as Milta starts to introduce more advanced technology into the area. Currently Milta’s most prominent feature is the ruins sitting on a ley line nexus. The Master Vampire ruling the city lives near the ruins, partially to protect the ruins and partially to benefit from the steady trickle of power the nexus generates. The recent (and much more modern) hospital and blood donation center is another landmark in the city. As trade with the Mexico Empire increases, the Master Vampire intends to improve the city’s infrastructure. No one seems to know where precisely the Milta Kingdom’s Vampire Intelligence exists. One rumor places it hidden in the Yucatan. Secretly, it hides beneath Milta in a subterranean lair. MINATITLAN Minatitlan is the second-largest city in the Milta Kingdom but is far more technologically advanced than Milta. Focused around the rich oil deposit, 80% of the more than 18,000 residents work on the city’s oil drills and refineries, while the rest manufacture pipes, equipment, and work vehicles related to the oil industry. A second Master Vampire and 800 Secondary Vampires oversee the operations. The oil industry makes Minatitlan ground zero for Milta’s social and technological reform. Here the vampires grant their workers more freedoms, as well as treat them with less brutality than in the past (and in other villages of the kingdom). Minatitlan built the first hospital in the kingdom for blood donation in exchange for “citizen’s rights,” emulating the Mexico City model. As a result, morale in Minatitlan is much higher than in other parts of the kingdom. Other Cities of Note Two more ley line nexuses lie near the kingdom. The La Venta nexus is approximately 30 miles to the east of Minatitlan. Officially it is not part of the Milta Kingdom, but as pressure against the kingdom mounts, the Master Vampire of Minatitlan dreams to claim control over it. Unfortunately, it’s believed to be the lair of dangerous monsters, and no one in the kingdom can spare the resources to clear it out. The Tierra Blanca nexus rests under a set of ancient ruins 60 miles northeast of Tierra Blanca. The ruins sit on a disputed border between the Milta Kingdom, the Mexico Empire, and the Muluc Kingdom. Currently Milta claims the land, and the Mexico Empire respects Milta’s claim as part of the trade agreement. However, the Muluc Kingdom may press their claim soon, as part of their overall strategy against the Mexico Empire. Michael Logan (Order #41085069)


61 THE IXZOTZ KINGDOM Ixzotz (pronounced eesh-zotz) is the oldest of the Vampire Kingdoms, as well as the largest. The capital of Ixzotz City sits upon the ruins of the pre-Rifts city of Aguascalientes. The city straddles a ley line connecting the pyramid at Tula and the ruins 44 miles northwest of the city. And it is a horrific dictatorship. Unlike many other cities in the Vampire Kingdoms, Ixzotz City retains a large vampire population; nearly a fifth of all citizens are vampires compared to less than a tenth throughout the rest of the kingdom. Emperor Ixzotz, the Supreme Master, rules over every aspect of the kingdom with a cruel and malevolent eye for detail. The vampires treat humanoids as slightly intelligent livestock. The Masters torment the people between moments when they are used as food or for back-breaking labor. Ixzotz slaves wear heavy collars acting both as a restraining device and a mark of ownership to their vampiric masters. Doors remain unlocked, and a vampire can walk into her slave’s home and take what she wishes. Any spark of treachery, individuality, or desire to speak to strangers is ruthlessly beaten out of these humanoids. Nearly all citizens of Ixzotz have been slaves for generations and know no other way of life. They don’t have any skills or education, and as an example to the others, the Masters quickly execute any who have natural talent. Even the Muluc Kingdom understands allowing some talented humans to survive is valuable (even if they exist in a paranoid surveillance state), but the Ixzotz vampires refuse to see the merits of stubborn or skilled cattle. They work or wait in the feeding pens, they perform their function, they die, and new humanoids take on the deceased’s role. It’s unbearably cruel and dehumanizing, the results of the time the Emperor invested to make the system work. Muluc wishes their system functioned just as well. War on the Horizon Ixzotz considers itself not only the oldest Vampire Kingdom, but the only “real” one. The various kingdoms coexisted without open warfare for nearly six decades primarily because Emperor Ixzotz bides his time at the behest of the Vampire Intelligence. The other kingdoms know full well the animosity Ixzotz holds, but over the last five years, the Emperor has become downright belligerent. His kingdom steadily grows, stoking the flames of his greed. The Supreme Master thirsts for power, land, and cattle to feed his vampire army, and he achieved some success in stealing all this in small raids against rival kingdoms. He also established colonies in the north and plans to build at least a few more in or around Arizona and New Mexico. No other kingdom is brazen enough to push so far north of the Mexico border, but the Emperor sees it as only a step toward his twin goals: conquering the rival kingdoms (starting with Muluc) and destroying Reid’s Rangers—and all other vampire hunting organizations. This makes Ixzotz the most likely kingdom to kick off a full-fledged war between the undead. And while some factions might think a protracted and bloody conflict between the undead is a promising idea, the constant state of tension between the Vampire Kingdoms keeps them distracted from attacking the rest of the world. If one kingdom emerges triumphant, that Supreme Master would then have the power to turn everyone on the planet into a vampire; exactly what Emperor Ixzotz wants. Michael Logan (Order #41085069)


62 Major Cities of the Ixzotz Empire AGUASCALIENTES Aguascalientes is an aberration in the Vampire Kingdoms: inhabitants built it long before the vampires conquered it. As such, the overall level of technology is higher than in other parts of the Ixzotz Kingdom—about equal to North America in the mid–20th century—with some spots here and there with high technology. There are houses, apartments, recreational businesses (like saloons and casinos), a hospital, and even a sheriff’s office. Most settlements in the Vampire Kingdoms do not have such a level of infrastructure, outside of the Mexico Empire. It’s a strange little bit of modernity in the middle of the Ixzotz Kingdom. But that’s not as strange as the overall dynamic of the city. During the day, the town is functionally deserted. Packs of dogs wander the streets, while most of the windows are shuttered, boarded up, or covered by thick drapes. Occasionally, a visitor might see a pale-skinned person in chains and rags trying to hide in the shadows. These escaped slaves cower from any strangers they might meet and refuse to acknowledge vampires exist in town. The sheriff approaches particularly inquisitive strangers. A Brodkil leader (see Savage Foes of North America), the sheriff is pure evil carrying a rail gun. He and his Brodkil deputies politely but firmly ask any visitors to leave well enough alone and start questioning them as to their intentions. They attack and enslave rude and disrespectful visitors. Civil strangers continue to be treated courteously, the sheriff explaining most of the people are away for some easilyexplained event. The nature of the event changes—one day it might be a religious observance, while another it might be harvesting crops—but the sheriff always says the people return at night. In fact, the populace (5,600 humans and D-Bees) is mostly herded out of town to work in other villages and various parts of the kingdom. The town still has value, however, and a few slaves stay to maintain the buildings and facilities. But mortals don’t live in town anymore; it exists for the use of the 93 local vampires. They awake in the evening, turning the town into a nighttime mockery of a thriving city. Strangers found in Aguascalientes at night often become food or the evening’s entertainment. Other Cities of Note Irapuato is not so much a town as an extremely subtle attack on the Mexico Empire. This city sits on the border between Ixzotz and the Mexico Empire, slowly pushing further and further into the rival kingdom. For over a decade, the population of nearly a thousand Secondary Vampires and Wild Vampires, along with thousands of Ogres, PsiGoblins, and other D-Bees (see Rifts® North America: Arcana and Mysticism) live in town. They make small and ineffectual borders raids against the Mexico Empire to move the edges of the city a few yards here and there. Irapuato makes enough progress to sustain itself, but not enough to present any real threat. The Mexico Empire, in return, does little but perform holding actions. They have an opportunity to make a concerted strike to destroy Irapuato and reclaim their border, but the Vampire Intelligence doesn’t want to be distracted with such a minor skirmish until it completely understands Emperor Ixzotz’s plan. Plus, it drives the Emperor crazy trying to figure out the Mexico Empire’s strategy. Leon was rebuilt atop the ruins of the old pre-Rifts city. About 6,000 humanoids (20% D-Bees) live in good, comfortable Michael Logan (Order #41085069)


63 housing, with technological amenities approximating the early 20th century. Many live as farmers and ranchers, like humans all over the kingdom, but a larger-than-average number of them work as skilled laborers. Electricians, mechanics, architects, construction workers, and even artists make up a talented workforce sent on assignments all over the kingdom. A mere 50 Secondary Vampires keep order in this town, the elite artisans eagerly collaborating with the vampires to preserve their relatively comfortable lives. Monero sits about 30 miles south of Ixzotz City and 20 miles north of Leon. There are 220 vampires in the town, but half sleep in the pre-Rifts ruins about two miles north of town. The rest live and work in this filthy, run-down city, which primarily acts as a cattle town for human livestock. A company of 160 mercenaries help protect both Monero’s vampires and its “assets” during the day. San Francisco del Rincon is Ixzotz’s latest acquisition. Originally an independent town of 4,300 (equal parts humans and D-Bees), it grew too big and prosperous to avoid the gaze of Emperor Ixzotz. Nine years ago, vampires overran the city and forced it to become part of the Ixzotz Kingdom. The residents refuse to accept the rule of the vampires, making rebellion and acts of sabotage much more frequent than in other parts of the kingdom. 200 Secondary Vampires make violent examples of rebels, but the village continues to resist. Eighty miles east of Ixzotz City is San Luis Potosi. This agricultural center of the kingdom has a Master Vampire and a staggering 790 Secondary Vampires, compared to the meager population of 3,500 humans. The city is known for its human food pens, holding over 10,000 slaves in various gated communities, ready to be used as blood for vampires all over the kingdom. Another 7,000 people work the farms forming much of the countryside, save for a few villages and cattle ranches. CHICHEN ITZA The Vampire Kingdoms are, by their nature, secretive. Even those openly oppressing humans refuse to allow anyone to leave with knowledge of their activities. Still, some vampire hunters know of these hidden undead city-states, with most of those aware of three or four of them (usually depending on whether they realize Milta is a distinct kingdom). Even the most educated vampire hunters often don’t know about the fifth kingdom in Mexico… because it no longer fully exists on the planet Earth. Even before the Rifts, the ruins and archaeological mysteries of the ancient Maya littered the Yucatan Peninsula. Once the Rifts came, a massive triangle of ley lines engulfed almost the entire peninsula, and inside the triangle were even more ley line triangles and nexus points. This unique network of magic power simultaneously pushed much of the peninsula into several dimensions and kept it anchored to our world. Few people even realize the eastern and southern Yucatan still exists. Those flying over the area see only water, as if the ocean flooded the lowlands nearly to Etzna. Taking a boat around the area reveals nothing of the peninsula’s true nature, it just looks like more water. Attempting to pilot a boat into the “waters” over the Yucatan causes waves, eddies, and localized storms to push the craft away. Nothing appears to live here, so most scholars (particularly Coalition Michael Logan (Order #41085069)


64 States scholars) simply consider most of the peninsula lost to the Great Cataclysm and move on. But the locals know about it. Those approaching the most treacherouslooking parts of the coast by water or land can see the true Yucatan. The ocean illusion vanishes, replaced with dense rainforest stretching for hundreds of miles. Neighboring people tell stories and legends of what they call the Unseen Land, but most foreign explorers simply discount the tales as myths and legends; they certainly disregard the stories of how the god of the underworld controls an entire city full of vampires. A Risen God For generations, a Vampire Intelligence lurked within the pyramids at Chichen Itza, one of the most well-known Maya ruins. Located around 75 miles southeast of Merida, the area served as a frequent tourist destination before the Rifts came and swept the Yucatan away. After the unleashing of the power of the ley line triangle, the Vampire Intelligence fed on the energy and began creating new vampires. Soon after, legends started to circulate inland about a deity known as Camazotz, Lord of Bats and Darkness. Mayan mythology reveres Camazotz as a god of the underworld, representing death and the kind of darkness that slowly devours a human’s soul. Many who studied the area weren’t sure if it was a reference to the Vampire Intelligence or a separate being, and whether he was really a god or simply another kind of D-Bee. The Vampire Intelligence itself heard these stories, and in its arrogance assumed them false. Ten years ago, Camazotz awoke and discovered the alien monstrosity in his home. Within days, he made the Vampire Michael Logan (Order #41085069)


65 Intelligence into his slave. The impossible became reality, confirming Camazotz’s claim of deific power. The Lord of Bats and Darkness is a god of chaos and pain, and not even the undead can escape his manipulations and thirst for destruction. Now, the Vampire Intelligence and all its vampire progeny serve the will of Camazotz. However, the Lord of Bats cannot himself create vampires, or indeed another Vampire Intelligence. He can only control and manipulate the lineage already existing in Chichen Itza, forcing the vampires to create more undead. Still, the Lord of Bats and Darkness feels no qualms about sending thousands of vampires out of the Unseen Land to murder and destroy anyone getting in his way. A Grand Manipulation Even though Camazotz controls the Vampire Intelligence, he is not immune to the machinations of the Vampire Kingdoms. The Vampire Intelligence’s thirst to wage war with the other kingdoms and control the world bled into Camazotz’s mind over the past ten years. Every night he seethes with the desire to destroy all outsider vampires. Unfortunately for Camazotz’s ambitions, a race of Mayan demons known as the Xibalbans attempted to overrun Chichen Itza for years. Camazotz only recently pushed the demons back to their hellish dimension and claimed their lands as his own. The conflict left him with a fraction of his troops, and now he’s rebuilding. Part of his strategy involves using his own necromantic skill to supplement his vampire troops with zombies. Further, his cadre of cultists, priests, and other agents developed their own weapons and talents, making them potentially useful in upcoming conflicts. The combination of vampiric power and human magical talent makes the Chichen Itza kingdom a dangerous force in a conflict between the Vampire Kingdoms, should Camazotz decide to strike right away. However, Camazotz is cunning. Rather than commit his new forces to another bloody conflict immediately, he wants to wear down his opposition. As a result, his agents subtly lead vampire hunters such as Reid’s Rangers to strike at key infestations from rival kingdoms. Whether the hunters kill the vampires or vice versa, it weakens an enemy of Camazotz in the end. Further, he is part of the reasons why tensions between the Vampire Kingdoms have increased in recent years. His goal is to set his rivals against each other, thrusting them into war with the hope of irrevocably weakening them. Camazotz’s tactics range from spies sent to spread rumors and sedition, sabotage to reduce military response times, attacks on villages made to look like aggression from a rival, and even assassination of key members of a kingdom’s government. Using unwitting dupes and clever agents, Camazotz spent the past year or so carefully orchestrating the impending civil war between the Mexican Vampire Kingdoms—giving his hidden kingdom time to rebuild as he watches his rivals tear themselves apart. A Secret Weapon As Camazotz rebuilds his army, a surprising secret weapon sits at his fingertips: an ancient cenote providing water to a special well. A well of water, no matter how fresh, would have been not only unhelpful but downright dangerous for some vampires. Luckily, the Lord of Bats and Darkness is no vampire, and can see the potential lurking in this most treasured of spots (in fact, Chichen Itza means “the well of the Itza”). Any Wound, no matter how severe, can be healed after drinking only a few ounces Michael Logan (Order #41085069)


66 of the water from the Healing Well of Chichen Itza. Its waters also remove any mystical curses, magical illnesses, and other arcane maladies. It can even bring back the recently deceased if the corpse is submerged in the water a few hours after death (or longer, if the deceased led a good life and died at the hands of a supernatural horror). The water need not come directly from the well, either; for up to 10 days, the water still tastes cool and fresh. After that time, the water's properties are exhausted. This fount of benevolence gives Camazotz’s plans for evil several advantages. Primarily, it allows him to be far more aggressive with his mortal troops and agents. He can compel them to fight until they succumb to grievous bodily harm, only to heal them and force them back into the fight. Similarly, he can torture his slaves without worrying about killing them. Instead healing them, before sacrificing their souls to the necromantic forges of his sorcerers. Fortunately for Camazotz, the well is situated directly in the middle of Chichen Itza and easily seen from his pyramid, both by the Lord of Bats and Darkness and the Vampire Intelligence enthralled to him. Two dozen Secondary Vampires, zombies, or other slaves always guard the well. As such, it is very difficult for outsiders to get access to the water of the well, and even a small cup of the water can fetch anywhere from 30,000 to 300,000 credits on the black market (depending on availability and freshness). VAMPIRES IN THE SOUTHWEST The Vampire Kingdoms are the largest concentrations of the undead in North America. However, they are not the only areas where vampires gather. The Southwest of the Old American Empire, including the former states of New Mexico, Arizona, and Colorado, provide the perfect environment for vampires to flourish. Free from the control of the Vampire Kingdoms of Mexico, these vampires adapt to the world around them. They represent the new order—secretly taking over by using the strategies of the living. Ciudad Juarez, Mexico Many would find Ciudad Juarez a surprising inclusion to this list. Built on the ruins of the original pre-Rifts city of Juarez, many know it for its strong, antivampire stance. Many believe it is the only free city of humanoids in the vampireridden lands of the Mexico Empire, and the Bureau of Vampire Affairs litters the streets with propaganda posters, routinely claiming the government keeps the streets safe from the predations of the undead. Unfortunately, this does not make Ciudad Juarez safe overall. The city caters to the needs and wants of just about anybody. The streets of the city are narrow, dark, and crowded with all sorts of nefarious humans and monstrous D-Bees. Refugees and escaped CS mutant animals try to make a home here. People openly walk the streets carrying heavy weapons and wearing armor, and citizens are accustomed to the sounds of gunfire and discovering corpses lying in the streets. GOVERNMENT OF CIUDAD JUAREZ The corrupt government makes it easy for vampires to not only exist but thrive in the city. Police are easily bribed to look the other way, and many don’t bother to investigate violent crimes if it places them in danger. Elected officials do not Michael Logan (Order #41085069)


67 serve the people who elected them, but are instead motivated by lining their own pockets. They take the money from whomever supplies it, and then they look the other way. Despite the corruption, Ciudad Juarez functions like a democracy. They hold elections. They practice free speech. They have access to public education, they have healthcare, and they enjoy other government services. They can live the life they choose—if it does not get in the way of those who really run Ciudad Juarez. VAMPIRES IN CIUDAD JUAREZ The vampires of Ciudad Juarez are independent of any kingdom. Instead, the powerful Executive Circle influences all aspects of life in the city. Vampires set and work towards their own goals separate from the kingdom they left. They do so in secrecy. The vampires live among the people, unrecognized, working to achieve their own agendas. The ruling Executive Circle consists of rich and powerful vampires who gained their power through money, lobbying, and directing elected officials. They enforce their code of secrecy—people must believe the city is vampire free—through the Night Cleaners. This group patrols the city and takes care of any problems. Though they prefer non-violent means, to not arouse suspicion, they take the necessary action to eliminate problems. The Night Cleaners perpetuate the image of the city as “tough on the undead” and regularly make a scene of hunting and killing Wild Vampires. However, other vampires cause their share of problems. The Night Masters are a rogue group who believe themselves superior to the living and proudly display it for all to see. While most in Juarez choose to live in secret, these rebels do what they want, despite the danger to all vampires in the city. The Night Cleaners and others try to run them out of town, but somehow, they keep coming back. GANGS OF CIUDAD JUAREZ Other dangers exist besides vampires. Bandits and other criminals come to the city for goods and a good time. They also form gangs to gain more power. The Guild of the Gifted: A group of crafty practitioners of magic. They keep a low profile, act in their own self-interest, and do not shy away from crime. They collect magical knowledge and have an extensive library. They congregate in private meeting places— the Sanctum, a five-story mansion in town, and the Circle of Stone, a ley line nexus point just outside the city. Rumors suggest magical refugees from Tolkeen comprise their ranks, including King Robert Creed. This supports most locals’ view: the Gifted are dangerous and mysterious. The Psykes: Minor psionics join together as the Pyskes. The more powerful and intelligent members run many illegal businesses, while their soldiers eliminate the obvious problems their enterprises face. The Skivers: While the Psykes resemble a criminal organization, the Skivers are the true thieves. They do whatever it takes to acquire the money and goods to fulfill their wants, including violence. The Subs: Brute thugs—and the oldest gang in Ciudad Juarez—only the ugliest and most frightening D-Bees can join the Subs. They bully and fight whomever they please, and they enjoy one hobby: private gang-only gladiatorial games. The Guard: This secretive group works to protect Ciudad Juarez. Also called the “People’s Militia,” they take direct action to free the city from criminals, corruption, and vampires. They are vigilantes, so their form of justice is not always just. Michael Logan (Order #41085069)


68 Fort Tombstone, Arizona Settlers—eager to make a new home— built Fort Tombstone decades ago on the ruins of Tombstone, Arizona. For years, the small town's residents remained insular but hard-working, focused on making ends meet. They did enough to stay alive, but everything changed when Xavier Stuart arrived. The ex-CS soldier—a recently converted Master Vampire—plans to use Fort Tombstone as the base for a new Vampire Kingdom. For most, nearby Bisbee poses the only real vampire threat, where Carlos Vanderburg openly commands a large community of Secondary Vampires and Wild Vampires. They provide an obvious target for vampire hunters, allowing Stuart to build his army unnoticed. Xavier Stuart answers to an experienced Vampire Intelligence. After several failed attempts to get a foothold on Rifts Earth, it decided to take a new approach. Humans have proved tenacious, difficult to defeat and control. To counter it, the Intelligence takes full advantage of Stuart’s military expertise—gained as an officer in ChiTown—and knowledge of technology to aid a takeover of the entire planet. FORT TOMBSTONE’S GEOGRAPHICAL BENEFITS The choice of Fort Tombstone is very deliberate. Stuart takes advantage of the location and environment. First, the proximity to Mexico and aggressive Wild Vampires allows Xavier to disguise his activities and redirect vampire hunters to potential enemies. They may also provide new soldiers. And these lands bear a striking resemblance to the empty, arid lands of Mexico. The minimal rainfall makes it safe for vampires. And, the empty, level plains offer no cover for invading armies. The town of Tombstone affords concealment. Silver mines run beneath the area, giving adequate protection for the vampires against the sun and giving a ready-made supply of weapons against outsider vampires who might decide to disrupt Xavier’s plans. Xavier resides in half of the northern tunnels, and he directs the mining in the other half. A mining encampment rests just outside the main entrance, where guards protect their master within. In contrast, the south tunnels run deep into the earth and are left alone, for now. LIFE IN FORT TOMBSTONE Stuart’s training allowed him to complete his subversion of the town with military precision. He carefully avoids any activity drawing attention to his plans inside the town. In fact, Fort Tombstone functions like any other frontier town, which hides the danger beneath. It has a reputation as being isolated and cold to strangers. The people of Fort Tombstone see visitors as trouble, especially Reid’s Rangers, CyberKnights, and the Tomorrow Legion. The locals urge visitors to complete their business swiftly and get out. If they do, they leave unharmed and none the wiser to Stuart’s machinations. Residents of Fort Tombstone fall into one of two camps: willing servitors and mind-controlled slaves. Stuart converted some townspeople into loyal citizens. Mayor Carlos Cisneros aided Stuart. He shares his personal residence and City Hall with his vampire master. During the day, Cisneros keeps the city in line, and by night, Stuart plans his war. All it took was the promise of a position of power in the growing army. THE BLOOD CULT However, the vast majority of Stuart’s human allies belong to the Blood Cult. The Vampire Intelligence recruited Suthue the Blood Priest—an evil D-Bee. High Father Suthue directs the cult’s Michael Logan (Order #41085069)


69 E XAVIER STUART Attributes: Agility d12+1, Smarts d12, Spirit d12, Strength d12+6, Vigor d12+2 Skills: Athletics d12, Battle d12+2, Common Knowledge d10, Fighting d12, Intimidation d12+1, Notice d10, Occult d10, Persuasion d12, Psionics d10, Shooting d10, Stealth d12, Survival d12, Taunt d6 Pace: 8; Parry: 10; Toughness: 21 (6) Hindrances: Arrogant, Driven (Minor—Career Success), Loyal (to Vampire Intelligence), Vengeful (Minor—towards the Coalition) Edges: Arcane Background (Psionics), Block (Imp), Brawny, Bruiser, Calculating, Charismatic, Command, Counterattack (Imp), Dodge (Imp), Fervor, Fleet-Footed, Followers, Frenzy (Imp), Hard to Kill, Level Headed (Imp), Master Psionic, Master Tactician, Quick, Streetwise Gear: Heavy enchanted armor (+6, +3 Toughness, EBA), NG-LG6 Laser Rifle (Range 24/48/96, Damage 4d6, RoF 1, AP 4), NG-303 Mini Rail Gun (Range 30/60/120, Damage 2d10+2, RoF 3, AP 6), TW Long Sword (Str+d10+2, AP 6, +1 Fighting and Mega Damage for 5 rounds for 1 ISP). Powers: Arcane protection, banish, boost/ lower Trait, deflection, detect/conceal arcana, divination, farsight, 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 must check Vigor or suffer a level of Fatigue. „ Change Form: With an action and a Psionics roll vampires can shape change into a wolf or bat (or change back again). „ Claws: Str+d10 Mega Damage, AP 10. „ 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 bypass this. „ 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: Master Vampires in their True Vampire Form (below) 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: Master Vampires can turn into mist with an action and a Psionics roll at −2. „ Near-Living Appearance: Master Vampires who disguise their True Michael Logan (Order #41085069)


70 Vampire Form appear life-like, displaying little of the corpselike pallor and telltale signs of lesser vampires. Notice rolls to see through the disguise are at −2. „ Perfect Night Vision: Vampires ignore all Illumination penalties. „ Thrall: Targets Incapacitated by a vampire's bite are under its control. This is like being 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, hunched, emaciated, and strong with a mouth full of fangs and wings with spindly arms ending in clawed fingers. Assuming this form is a free action, but resuming their false human appearance is a Psionics roll. „ Turn: A vampire can turn a victim of its bite. When Master Vampires attempt 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 for Wounds and Fatigue. 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 GM’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 exceptions noted below). Ignore one level of Wound penalties. „ 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): Holy symbols 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. Michael Logan (Order #41085069)


71 „ 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. „ Wea k ness (Super nat u ra l 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. Michael Logan (Order #41085069)


72 observers. The cult teachings present the undead as superior beings, and Xavier and the Vampire Intelligence as gods. Adherents join for their own reasons. Many, like Suthue, hope to join the ranks of the divine. Others revel in the evil of their masters, and some believe enslavement is a path to peace. The cultists freely act on the behest of their masters. During the day, they protect the vampires. One cultist, Taylor McGraw, serves as one of Fort Tombstone’s priests alongside his father, Reverend Robert McGraw (a thrall). Taylor protects the church’s basement—some Secondary Vampires reside here alongside military supplies for Stuart’s army, which include anti-vampire weapons. The cultists also collect information and work to convert others in the region. They perform more deliberate acts of violence such as theft, sabotage, raids, and assassinations. Most of all, they offer their mystic energies to Suthue and other magically inclined servants of the vampires. In addition, Suthue employs between 6 and 15 blood priests to keep slaves in line. Most cultists are practitioners of magical arts. SLAVES Most humans and D-Bees in Fort Tombstone are slaves. Vampires rely on mind slaves who are completely loyal to the vampires and under their direct control. The mind slaves in Fort Tombstone actively protect the vampires and Xavier’s plans. Others control the rest of the slave population in areas outside the city. They even act as spies, mixing in with the slave populations to gather information on resistance and rebellions. They also infiltrate the cities Stuart aims to conquer. Mind slaves provide a most unique service—they can make better use of technology. Stuart outfits the thralls with high-tech weaponry the undead cannot operate. Unlike the kingdoms in Mexico, Stuart’s army uses powerful weapons and vehicles, including Robot and Power armor. This strategy makes them a greater threat to human populations. And though killing a human soldier may be easier than a vampire one, the traditional anti-vampire weaponry of water, wood, and silver has little effect. In the environs outside of Fort Tombstone, Xavier Stuart collects more traditional slaves. He created slave camps throughout the region. The Bisbee vampires wiped out the original inhabitants of the Fairbanks Homestead—a large ranch west of Fort After Tolkeen, some Cyber-Knights turned from their just path and embraced villainy and cruelty. These fallen warriors united into bands of mercenaries and bandits. One such band, the Black Swords, joined the vampires of Arizona. They conduct raids, accompanied by small vampire bands, throughout the southwest. Most people remain skeptical of the stories of the Black Swords working with vampires. Yet, the story of the Benson Massacre spreads throughout the area— an attack by the knights and vampires on innocent farming families at the Benson Homestead. Their attacks continue throughout Arizona. They murder many people; then, they hand over the others as slaves for Xavier Stuart’s army. Their war helps instill terror, one element of Stuart’s plan. THE BLACK SWORDS Michael Logan (Order #41085069)


73 Tombstone. These days, slaves work the farms to provide food for those throughout Xavier’s holdings. The slaves at the Old Tombstone Airport salvage MDC materials for use. They are worked to death under extremely punishing conditions. The town of Contention is the base of operations for new silver mines. Stuart sells the silver, along with deposits of lead and gold, to fund his growing army. A NEW VAMPIRE ARMY From Fort Tombstone, Xavier Stuart builds and trains his army unbeknown to others. Forgoing traditional vampire tactics, Stuart captures equipment to outfit his army. He orders missions to capture equipment from those traveling the Great Trade Road. Some agents seek out new locations to install base camps for raids. The army already makes strategic attacks, destroying enemies and growing threats. Most of all, Stuart grows his army. Some raids are specifically conducted to capture promising soldiers. Those proven skillful undergo the Slow Kill Bite and join the vampire legions. Others become thralls, a growing slave base to support Stuart’s army. Many work in the slave camps, and some become a food source. The region and its population can easily support his army. Stuart uses modern medical techniques to keep the feeding stock healthy, and carefully rations blood for his vampires to maintain supplies. Xavier’s attention to detail keeps his army supported and supplied in a way few of the kingdoms in Mexico can manage. Silvereno, Colorado Silvereno is a wealthy city-state nestled in the Rocky Mountains of Colorado near the ruins of Glenwood Springs and is the largest supplier of silver in North America. Cyborg miners spearhead massive mining operations supplying silver and other metals to human communities throughout the continent. The outlying communities engage in lumber, trapping, and farming. A council of four made up of an elected mayor, elected town sheriff, and representatives from the lumber and mining guilds runs the city-state. Like many people in the New West, the good folk of Silvereno, Colorado believe vampires to be a myth. Since few of the creatures are ever seen north of Texas, Arizona, and New Mexico that's not surprising. But in Silvereno, this is just how the Lost like it. The Lost are a group of vampires who fled Chichen Itza many years ago. They settled in Silvereno precisely because nobody suspected their true nature. They carefully feed on criminals, transients, traveling merchants, and other people the populace doesn’t care about or pay too much attention to, allowing them to hide amongst the settlers. They make sure not to leave telltale marks of vampire feeding on their prey—such as puncture wounds on the neck or unexplained blood loss— and the town still is none the wiser. As long as they continue to be careful, the Lost are safe. The Master Vampire is Essai Ramirez, spawn of the Vampire Intelligence in Chichen Itza. Ramirez convinced his bloodline they escaped the city, and he even believes it a little himself. In fact, the Vampire Intelligence secretly coerced and now encourages Ramirez. It has plans for this secret foothold in the north, but for now it bides its time, gathering information from the Lost and waiting for the right moment to strike. Michael Logan (Order #41085069)


74 SLAYERS AND SANCTUARIES The vampires do not reign over Mexico and beyond uncontested. Humans and D-Bees alike stand against the rising tide of the undead. Scattered throughout the wastes sit small villages and farms, as well as a few larger settlements. A sizable population of mercenaries and bandits call these harsh lands home, as do heroes and legends. These hardy communities and their inhabitants attest to the indomitable strength and courage of the living. A Land of Ranchers and Farmers Despite the widespread control of Mexico by the Vampire Kingdoms, small, independent communities exist throughout the region. The people live hard but good lives just outside of the Vampire Kingdoms. Those in the more arid climes grow vegetables or raise cattle—which includes bovines and smaller, herbivorous dinosaurs. Along the lusher coastlines and the forests of the Yucatan, they grow fruits and vegetables. Many communities include large, spread-out farms and ranches. These communities do not differ much from the Old West of pre-Rifts Earth, often containing a town square where residents gather and governing takes place. These municipalities also provide the goods and services most needed by farmers and ranchers, as well as travelers. The citizens work together to keep their lands safe and prosperous. Fort Reid If one place best stands for the resistance, it is Fort Reid. Stories tell of its miraculous discovery. After a hard-fought battle To conquer the North American continent and beyond, Xavier’s army must expand. At first, he invades nearby communities, but Xavier Stuart has set his sights on Arzno. Until he is ready for the big push, he gradually increases his territory to conduct more raids and grow his army. Some settlements are secret bases for the Fort Tombstone vampires. They hide and control the human populations, much like life in Tombstone. The town of Gallup, along the New MexicoArizona border, gives better access to Arzno when the day to attack arrives. Stuart’s forces are slowly taking over the farming community of Green Valley, which will later feed the army. Finally, the Blood Priest Suthue and the Blood Cult live in Whetsone. Secret camps exist throughout the region. These provide shelter for vampires and bases for staging raids. Vampires rendezvous in the Petrified Forest and use it as a refuge. Vampires and willing servants camp in the ghost towns near Camp Verde. The Tucker Homestead is a vampire outpost used to watch the Blood Cult city of Whetstone. The ruins of Howard hide vampires attacking travelers on the remains of Interstate Highway 10. The outpost in Lowell allows Stuart to keep an eye on the Bisbee vampires and strike them whenever necessary. OTHER STRONGHOLDS Michael Logan (Order #41085069)


75 against a large tribe of vampires, Kenneth “Doc” Reid, leader of Reid’s Rangers, found himself alone and severely wounded. Unwilling to give up, Doc Reid continued forward, despite his dehydration and increasing hallucinations. Then he came across the Nazas River near the ruins of Torreon, Mexico. At first, he believed the valley below him a mirage. But the valley and the 70 foot holy statue guarding it were real. This site now serves as Fort Reid, a new Camelot with Doc Reid as its king. FORT REID TODAY Fort Reid acts as both a military base and refuge. A wall and four towers composed of salvaged materials, topped with barbed wire and silver crucifixes, protect Fort Reid. Inside, recruits live in the barracks near the training ground. A well-supplied garage, armory, and stable supply the growing army. The fort is also home to the rangers. Not everyone lives in the barracks; many enjoy the comforts of their own homes— most notable Doc Reid and the original Rangers. Colette Reid Memorial Hospital, named for Reid’s late mother, cares for those in need. A museum holds artifacts from the 21st century. The Reid Research Institute houses over two decades of research on vampires, painstakingly gathered to aid in the eradication of the undead from the earth. FORMING REID’S RANGERS The people of the Southwest tell tall tales of Doc Reid and his rangers, creating legends on par with the Pre-Cataclysmic Lone Ranger and Zorro. For them, Reid’s Rangers offer salvation from the growing horde of Wild Vampires moving north. And so far, they deliver. These brave men, women, and D-Bees also inspire others to join their cause. Many make their way to Fort Reid to train and protect their homes. THE ORIGINAL RANGERS During his journey, Doc Reid met his most faithful ally, the Necromancer Planktal-Nakton. The two gathered likeminded individuals to set out into the Pecos Empire. As their legends grew, so did their numbers. Planktal-Nakton is Reid’s most trusted and beloved friend. As secondin-command, he directs and leads the army, removing the vampire blight from the countryside. The wake of destruction he and his army of walking dead leave behind does not diminish the respect others have for him. The former Ley Line Walker embraced his fascination with death and became a Necromancer seeking ultimate power. However, his time with Reid changed him and he now embraces a more noble cause. He believes he found his true calling: to save the innocent from the fangs of the vampires. Sir Raoul Lazarious appears to most as the paragon of a noble Cyber-Knight, but this hides his ego and ruthlessness. He believes in his own superiority and expects nothing short of obedience from those beneath him. In Sir Raoul’s earliest days with the Rangers, he commanded recruits more bandit than hero. These days, those in his charge shine with hope, and their nobility helps him become a true hero—but even heroes can be ruthless and without mercy in battle. Carlotta la Blanca deeply loves Lazarious, even though he is human and she is a dragon trapped in human form. The Snow Lizard Dragon wields power superior to that of her comrades, even her lover. Despite her powerful magic and penchant for evil, she dutifully follows Lazarious. Her beauty can lead men astray, but no one questions her strength. Most believe her to be a powerful D-Bee or alien, with only the original Rangers knowing the truth about the dragon's true identity. Michael Logan (Order #41085069)


76 Pequita the Faceless One changes her appearance several times a day. The Ley Line Walker can shapeshift into any humanoid being. She uses her ability to spy out threats and traitors, but it also leads to any number of rumors about her. Some she spreads herself, like being a supernatural creature with great power. In truth, the loner is a refugee D-Bee from another dimension, escaping from a home where the authorities round up and execute shapeshifters like her. On RiftsEarth, she found her place as a hero and dedicated member of the Rangers Robert “Grizzly” Carter came to the Rangers as an established folk hero. The Elven ranger, skilled with a longbow, came to Rifts Earth through the Calgary Rift. After arriving, he embarked on a journey to combat evil. After over two centuries of wandering, he joined Reid’s Rangers. He believes the good shall triumph, so he remains with the Rangers as a positive influence. He knows his comrades are not the noble heroes they seem—and he realizes Doc Reid is mad— but this handsome elf continues shining bright for others. Little Meetal takes after her mother, the hero Meetal the Butcher. The strong-willed Psi-Stalker is driven by a burning desire for vengeance. After seeing vampires tear her mother apart, Meetal became a Ranger. Vowing to avenge her mother, she has already found and killed three of the four vampires responsible. Meetal’s youthful exuberance sometimes overshadows her undoubted talent for observation and tactics. She, like her mentor Robert Carter, inspires the new recruits. Vyurr Kly the Hunter, a Psi-Stalker, projects an easygoing demeanor, hiding his inner torment. The horrors he has seen and committed haunt him night and day, and Vyurr drowns them in alcohol. Even drunk, he is friendly and fun, but his antics tend to devolve into brawls and mischief. He considers himself one of the “Three Musketeers” with Grizzly Carter and Mii-Tar. Mii-Tar the Destroyer is a D-Bee, standing 12 feet tall and covered in plates that blend into his armor. He sees the best in people; an optimist fighting for just and noble causes. He knows many of his companions have their faults, but he sees past them. Unfortunately, his good nature leads him to overlook the worst in the Rangers, including R e i d ’s o b v i o u s instability. Lt. Gen. William Bedford Wilding seeks inf luence and wealth, which he now has as Fort Reid’s Chief of Security. He does not hide his wicked nature, believing his cruelty aids him in keeping everyone safe. No vampire or vampire Michael Logan (Order #41085069)


77 E KENNETH EMANUEL “DOC” REID Once a criminal running a chop-shop in Canada, today Doc Reid leads a devoted army of vampire hunters. Before becoming the “Champion of the People,” Doc Reid implanted cybernetics. After getting caught by the Coalition States for dealing with the Black Market, Reid fled capture and reinvented himself as a hero. As the leader of the rangers Doc Reid's fervor shines bright, making him appear younger than his years. This makes up for his sinister appearance: his face is covered with a surgical mask and bandana, and his bionic body sprouts four arms. On his journeys, he drew followers to his cause—these became the original 12 rangers. Over time, the number of rangers grew. Unfortunately, Reid's success as leader fuels his growing messiah complex. Reid inspires his troops, but he willingly sends them out to die, often on unnecessary missions. In his delusion he plots for the Day of Reckoning when he will lead the faithful to exterminate all vampires on Earth. Attributes: Agility d10, Smarts d12, Spirit d8, Strength d12+1, Vigor d12 Skills: Athletics d10, Battle d12+2, Common Knowledge d10, Driving d6, Electronics d10, Fighting d12, Healing d12, Intimidation d10, Notice d10, Occult d12+1, Persuasion d12, Riding d8, Repair d12, Research d8, Science d12, Shooting d10, Stealth d8, Survival d12+1 Pace: 6; Parry: 8; Toughness: 13 (4) Hindrances: Enemy (Major— Vampires), Mania (Major—god complex), Overconfident, Ruthless (Major), Wanted (Major—CS). Edges: Ambidextrous, Brave, Command, Elite Vampire Killer, Famous, Fervor, Followers, Frenzy (Imp), Healer, Hold the Line!, Iron Will, Nerves of Steel (Imp), Reid’s Ranger, Steady Hands, Streetwise, Tactician, Two-Fisted, Two-Gun Kid. Gear: Branaghan Armor and coat (+7, +3 Toughness EBA), 12 silver plated scalpels (Str+d4), 12 wooden stakes (Str+d4), 2 wooden throwing knives (Range 3/6/12, Damage Str+d4), Vibro-Knife (Str+d6 Mega Damage, AP 6), Vibro-Sword (Str+d10 Mega Damage, AP 10), Compound Bow (Range 12/24/48, Damage Str+d8, RoF 1, AP 1), 3 dozen arrows, metal water pistol (range 4/8/16, Damage 1d10, RoF 1), ½ gallon holy water tank, Diablo (RH100 Robot Horse). Cybernetics: Bio-Analysis Kit (Upper Left Arm), Bionic Strength Augmentation, Built in VibroKnife (Lower Left Arm), Built in silver plated knife (Upper Left Arm), Extra Arms, Internal Life Support, Language Translator, Pharmaceutical Tool Kit (Lower Right Arm, antibiotics, paralysis drugs, poison, and tranquilizers), Trauma Kit (Left Leg), Vampire Hunter Tool Kit (Left Leg, wooden crucifix, two vials of holy water, six wooden stakes). Michael Logan (Order #41085069)


78 agent has ever set foot inside Fort Reid. Wilding takes whatever action necessary, no matter how despicable. He conducts business no differently than a crime boss. THE DAY OF RECKONING Planktal-Nakton and the others manage Fort Reid while Doc Reid builds his “divine army.” Reid carries out exhaustive research on vampires and plans for war. Under his supervision the research team conducts horrific experiments vivisecting captured vampires, causing Reid to sink deeper into madness. With each passing day, he convinces himself of his own divinity. He seeks immortality while preparing to sacrifice his growing legion. Nearly everything is in place for his Day of Reckoning, the fall of the vampires. Though many believe Doc Reid is not ready, he feels he's nearing his goal. If he chose, he has a force strong enough to wage war on several vampire kingdoms right now, but the battle would involve immense casualties and likely kill most civilians between Fort Reid and the front line. Still, people flock to Reid. His speeches give hope to the thousands who follow him, and the thousands more still joining the fight, unaware of his ultimate catastrophic endgame. The Cave of Crystals The Cave of Crystals, La Cueva de los Cristales, rests below a functioning silver mine. Explorers found the area infested with Wild Vampires. After expelling them, the threat returned, with vampires running amok in their desperation to stop the extraction of silver. To combat the endless waves of Wild Vampires, Doc Reid set up a garrison with some of the most experienced rangers. Practitioners of magic care more for the towering gypsum crystals beneath the mine. The cave does not exist on a ley line or nexus point, yet they can summon Elementals from within. The quarried stones can rid the body of impurities and help with healing. These qualities make them useful in the construction of Techno-Wizard devices. Tampico Military Protectorate Tampico lies a short 80 miles from the Muluc Kingdom’s capital. Here, a mercenary army led by General Roger Gamblin found an abandoned oil drilling operation. They built up the area around the main oil rig, expanding the oil derricks and building a refinery. Their small operation supplies oil to much of the area’s human population. Tampico’s oil provides a steady income for Gamblin and his men. They own the operation and work to protect it from vampire raids. They live in Fort Tampico on the mainland and at the Platform in the Gulf, along with thousands of others who work the oil wells. Vampires pose the major threat. At first, General Gamblin and the mercenaries hunted local vampires, which often led to retaliation. These days, the mercenaries only fight those vampires who raid the mainland settlements. This also means vampire hunters—like Reid’s Rangers— must leave by nightfall, as Gamblin fears a Muluc reprisal. Acapulco After the Great Cataclysm, nature took over the once-thriving tourist destination. Then, only dolphins and aquatic beings called the bay home, but in time humans returned. The inhabitants once again enjoyed life in this piece of paradise, living off the bounty of the land and sea. Then, the Horune Pirates arrived. The dolphins and other residents fought back, but it was a losing battle until the Pirates finally found their match in the Sons of Quetzalcoatl. Michael Logan (Order #41085069)


79 The Sons of Quetzalcoatl live to kill vampires and protect the people of Mexico. They spend much of their time stealing into the Vampire Kingdoms on rescue missions. This steady stream of refugees causes a growing problem: overpopulation. The area cannot sustain everyone, but the Sons of Quetzalcoatl cannot turn anyone away. Monterrey At one time, over two million people lived in Monterrey. Today, the ruins lie beneath a small outpost of the Pecos Empire. Criminals of all kinds and a small civilian population of farmers and ranchers—half D-Bees—live in modern Monterrey. Like those in the heart of Old Mexico, they defend their homes from regular attacks by packs of Wild Vampires and an occasional Secondary Vampire. Their precautions keep them relatively safe and vampire-free. Ciudad Victoria This thriving city-state exists due to the area water supply. A third of the population lives on a flotilla in Lake Vicente Guerrero. On land, irrigation ditches and canals keep vampires away. Here, vaqueros raise livestock: cattle and horses. The outskirts still deal with vampire attacks, but night patrols provide protection for the locals. The patrols include experts trained by Reid’s Rangers. THE TOMORROW LEGION IN THE VAMPIRE KINGDOMS The Tomorrow Legion cannot ignore the Vampire Kingdoms forever. CS Lone Star and the Pecos Empire pose the greatest threat for now, but not for long. The Vampire Intelligences continue to strengthen their hold and expand their empires. The Tomorrow Legion focuses on the expansions beyond the kingdoms. Many cities fight valiantly against the vampire menace and this courage spurs support from the Tomorrow Legion. Some patrols venture south and help without hesitation. Rumors of new vampire strongholds, like Bisbee and Fort Tombstone, draw the Tomorrow Legion deeper into the fight. The human strongholds throughout the Vampire Kingdoms welcome the aid of the Tomorrow Legion. Everyone here shares the same goal: exterminate the vampires. Some uphold the same noble goals as the Tomorrow Legion and offer friendship and alliances. The deals on offer from more mercenary groups are more temporary. Then there is Reid’s Rangers. Though the Tomorrow Legion and Reid’s Rangers share a common goal, Erin Tarn discourages a closer alliance with Reid. She has read Doc Reid’s report on vampires and knows the threat they pose. She also knows, however, about Doc Reid’s instability and the violent tendencies of certain Rangers. She is suspicious of how things with the Rangers will end. For his part, Doc Reid cares little for the Tomorrow Legion, as they have yet to follow him and his crusade. Despite the dispute between leadership, the rank and file find much in common. The world needs heroes to protect it and help lead it to a brighter future, a goal shared by both Reid’s Rangers and the Tomorrow Legion. ENCOUNTERS IN THE VAMPIRE KINGDOMS To generate encounters in the Vampire Kingdoms, use the new Vampire Kingdoms Encounters table on page 80 in conjunction with the Game Master’s Handbook. Michael Logan (Order #41085069)


80 SAVAGE TALE: A TRAP IS SET The open territory of the New West offers promise for the Tomorrow Legion. The strong, independent folk who live there want nothing more than peace. Allies abound in the New West, but so do enemies. Any number of threats can raid a homestead or small town. Raiders, demons, and monsters plague this region. However, when the Tomorrow Legion comes across the Crowson homestead in southern Arizona, they face one of the Southwest’s greatest threats: vampires. A Farm in Need A northward trek through a small mountain range opens out into a vast, barren landscape. Knowing the mountains would not make the best camp, the team pushes on to the foothills. The full moon lights their way. Even in the dark of night, they can see a weakening wisp of dark smoke gather and slip around the moon. With so little out here, a naturally-occurring fire seems unlikely. VAMPIRE KINGDOMS ENCOUNTERS D20 RESULT 1–11 Same results as in The Game Master’s Handbook. 12–13 Traveling Show: The heroes encounter some form of traveling entertainment, such as a carnival (with barnstormers, lucha libre, and rides), a circus (featuring a full three rings of acrobats and animal-taming acts), freak show (displaying rare D-Bees or mutants), or medicine show (offering primitive dentistry and peddling snake oil). If the Opposition Leader is Wary or Aggressive, the traveling show is a front for a Master Vampire and 1d4 Secondary Vampires. 14 Wandering Monsters: Dangerous beasts stalk the area. This might be 1d4 large beasts such as dinosaurs or Rhino-Buffalos, or 2d10 smaller creatures such as Chupacabras or wolves. 15 –16 Slayers of Vampire Hunters: Human and D-Bee mercenaries who have figuratively sold their souls to the vampires, these hardened killers collect the bounties offered for Reid’s Rangers and other vampire hunters. A typical band of slayers includes 1d6 Commandos, 1d4 Wilderness Scouts, and 1–2 Cyborgs or Headhunter Techno Warriors. 17 Deathspike Patrol: The heroes find themselves hunted by 2d4 Secondary Vampires armed with the alternate Deathspike gear (see page 176). The leader is Wary on a roll of 1– 4 and assesses the Legionnaires’ strength before committing to battle but is homicidally Aggressive on a roll of 5 – 6. 18 –20 Wild Vampires: 2d12 wild vampires terrorize the area. This encounter can only happen at night (although the Game Master can decide the heroes stumble across their sleeping lair during the day). Michael Logan (Order #41085069)


81 Instead, the fire originates from a large farmstead. A barbed wire fence wrapped around heavy six-foot stakes (Toughness 12) borders the property. The team comes across a gate closed with a simple lock. Once inside, they find most of the building consumed by fire. On the far northern end of the homestead, the team catches sight of a truck with a large pen in back full of human captives. The truck's vampire driver guns his vehicle and it speeds off through a hole in the fence just as the team notices them. A scream comes from the still-burning farmhouse. Amid the flames of the master bath, the team find the corpses of three human women—their flesh burned away or ripped by claws and fangs. A dead human male sprawls over an overturned claw-footed bathtub. Small spurts of blood bubble from a massive rip in his throat. Terrified cries come from beneath the 400-pound tub. Beneath, shielded from the fire, is a small boy gripping a silver blade. The boy barely moves, but he trembles and sobs. The heroes can investigate the homestead further but little remains of anything. Any vehicles remaining are aflame. Tracks of stampeding livestock rush out in all directions. A few animals lay dead, mauled and shot, around the burning barn or in the busted pens. Metal tools melt inside the remains of the barn. Other outbuildings burn to ash. With a successful Notice roll, they can tell the vampires stole nothing, except people. The truck they saw speed off leaves clear tracks heading north. With a successful Survival roll, they can discern tracks for three separate trucks, each carrying a heavy load following the same route. The boy, Jeremiah Crowson, is the last living soul of the Crowson Homestead. He tells the Legionnaires about what happened: a pack of vampires descended on them, but instead of a typical attack, they set strategic fires. As people fled the fires, vampires grabbed them, tied them up, and dragged them away. Jeremiah says he hid with his mother, father, and older sisters in the bathroom. Unfortunately, the fire consumed them. Jeremiah is scared and alone. He pleads to the Tomorrow Legion to take him to Fort Tombstone. However, he will not travel by night out of fear of vampire reprisal. „ Jeremiah Crowson: As a Civilian with the Young Hindrance (see Savage Foes of North America). He is a thrall of the vampires of Tombstone. He has no knowledge of this, and there are no signs of it—physical or magical. Diversions and Dead Ends The 30-mile journey north to Fort Tombstone is uneventful. The truck tracks head north most of the way there, but they veer east about four miles south of the fort. Jeremiah only wants to get to Fort Tombstone, crying and shaking if the team follows the tracks. He goes on about the city, asking to be taken to the church. The Legionnaires pass through the Fort’s protective palisade into a bustling city. The citizens keep their distance, offering only sympathetic glances toward the boy covered in ash and dried blood. Jeremiah heads straight to the church, where he falls into the arms of a young man dressed in simple but impeccable clothes and a clerical collar. Pastor Taylor McGraw is friendly, thanking the Tomorrow Legion for rescuing the boy. He says a prayer after hearing the news about the Crowsons. He explains their distant home put them at risk, but the family wanted to live freely. Giving the boy into the care of others, Michael Logan (Order #41085069)


82 Pastor McGraw invites the Legionnaires to join him at a nearby diner. When asked about vampires, Taylor brings up those in Bisbee and other small factions. He focuses on a new gang of transient vampires striking out from the caves near the old airport. If anyone from the Crowson homestead is alive, he suggests, they are likely there. These vampires occasionally raid close to town, but the forces in Fort Tombstone keep such small gangs away. The Legionnaires can attempt to get more information from him. He comes off as defeated. It seems every time they run off one gang, another takes its place. The forces in Fort Tombstone waste their time heading out there. Asking other citizens about the situation corroborates this view and adds nothing new. Pastor McGraw does know what is really going on. He knows about Jeremiah and where the prisoners are held. He will not divulge this, even if tortured. His goal is to convince the team to go to the caves where an ambush awaits. During the meal, Sheriff Daniel Hatchett and Mayor Carlos Cisneros arrive. Hatchett has no plans to gather a posse and head out to the airport either. He repeats Taylor’s warning: when one nest leaves another takes its place. However, if the team wishes to undertake the mission, he happily lends them one of his deputies, Dominique Barrell, as a guide. Unfortunately for the Legionnaires, her mind has been enslaved, and she is to guide them into danger. The mayor appears profusely grateful and thanks the team for agreeing to go. He helps the team gather supplies at a good price, offers them rooms at the Heaven’s Light Hotel, and insists on taking them for another meal. If the heroes traveled by vehicle or can otherwise reach the airport caves that same night or during daylight the next day, Cisneros does whatever he can to stall the Legionnaires, trying to ensure they will arrive at the caves around or after nightfall. Cisneros finds any way to delay the team's departure, keeping them busy until the time comes or they reject his aid. The four-mile trip to the cave seems to take longer than it should. Along the way, Deputy Dominique Barrell takes them down circuitous, but supposedly safer, routes in hopes of slowing their arrival. A successful Survival or Notice roll leads the Legionnaire to realize Barrell is purposely making the trip longer. Once found out, she gives in and takes them straight there. As they reach the airport, they find a cave mouth near the airport fence. However, she says the vampires often use the cave system underneath to sneak near Fort Tombstone. The cave mouth is about ten feet wide and around eight feet tall. Exploring the cave leads the heroes through long, winding tunnels to a pitchblack chamber where Wild Vampires wait in ambush to attack the team. The cave is a dead end, with the only exits besides the cave mouth being fissures leading up to the airport ruins, traversable only by vampires in mist form. If the team decides to immediately investigate the airport, rather than the cave, Dominique Barrell tries to redirect them back toward the ambush. Any attempt to convince her of another plan— whether by using Persuasion or powers— automatically fails due to her mind slave status. If the heroes abandon her, she goes to “scout out” the caves. Just as the group nears the airport compound, they hear a scream and gunshots echoing from inside the cave as she sacrifices herself to lure them there. When the heroes enter the caves, they cannot find Deputy Barrell. They do see two silver bullets lodged in the wall and Michael Logan (Order #41085069)


83 tracks for several pairs of feet. Going further in, Barrell’s choked screams lead them to the ambush chamber. There they find several vampires swarming the deputy, clawing at her. If it looks like defeat is imminent, one vampire sneaks off with Dominique, using her as a human shield (as Heavy Cover). The Legionnaires can choose to check out the cave system before moving on. With a successful Notice roll the team finds only enough footprints for the few vampires they fought and Deputy Barrell. If the vampire that used her as a shield escaped, they find Dominique Barrell unconscious and alone. She insists she is too injured to continue and must head back to Fort Tombstone. „ Deputy Dominique Barrell: Use Soldier in Savage Foes of North America. She has a Survival d6. A thrall who does what she is told, she believes what she tells the team. „ Wild Vampires (1 per hero): See Savage Foes of North America. Showdown at the Tombstone Airport Inside the airport fence, the team finds that four hangers and the main terminal remain intact. There are no signs of aircraft, but trucks are parked near the hangars. A few have metal cages and others are loaded with metal and electrical components. The airport itself is dark and still. Four tall poles, each with two dozen long metal chains attached, stand near the hangars. Rotting wooden food troughs sit at the base of each pole. Racks of dull work tools line the side of the hangar doors, out of reach of the chains. It is deathly quiet. Only an occasional squeak can be heard near the hangars, so any sound alerts those inside. The team must make a successful Stealth roll against a Secondary Vampire’s Notice (see page 174) to approach a hangar. If they fail, the main hangar door opens and a group of Secondary Vampires rushes at them. If they succeed, they approach and see the truck tires match the tracks at the Crowson homestead. The main hangar has three entrances, and all windows are sealed off with metal. The trucks are parked near the large hangar door. Two normal doors on the side near the main door open outward. Toward the back on the other side of the hangar is a single door—it opens inward. Guards wait at the main hangar door and can easily get to the double side doors. The inside of the hangar consists of three parts. A pile of metal fragments and other items sit carefully organized near the hangar door—MDC materials and other usable electronics ready to load up and ship out. In the center sits a corral with two dozen slaves inside. In the back is a small room; its windows look out into the corral. A larger windowless room sits between the other room and the back door. Secondary Vampires and human soldiers guard the hangar, most posted at the main door with access to the side doors. The slaves—sunburned, bruised, and emaciated—cower during any fighting. Once able, they flee the hangar; however, they cannot move fast due to their poor physical condition. Any commotion caused by an attack alerts those in the other hangars. The rest of the compound attacks, shooting at anything, including the slaves. Each of the three remaining hangars has the same number of people inside. Two of the vampires and all but two human guards rush out from each of the other hangars to attack. One vampire and two guards remain in each to guard the slaves. Each hangar holds another group of slaves, in the same condition as the first. Michael Logan (Order #41085069)


84 In the hangar closest to the airport, the slaves are healthier. These are the latest to be captured. Though sunburned with wind-chapped faces, they are still strong and healthy. All appear in good health, and their clothes resemble those Jeremiah wore. The sound of the fight fills the night for miles. It alerts a group of traveling vampire hunters who can lend their assistance if things are turning against the Legionnaires. Otherwise, the band greets the Tomorrow Legion outside of the compound. They offer to help take the slaves to a safe town. The slaves want as far away from Fort Tombstone as possible, as they suspect the vampires have infiltrated the place and nowhere is safe. „ Secondary Vampires (3 per hangar): See page 174. „ Human Guards (2 per hero per hangar): See Soldier in Savage Foes of North America. „ Slaves (24 per hangar): As Citizens (see Savage Foes of North America) but unarmed. The slaves freshly captured at the Crowson farmstead are Fatigued; the others are Exhausted. Truck: Size 6 (Large), Handling 0, Top Speed 100 MPH, Toughness 18 (4), Crew 1+10 Notes: ATV, MDC Armor, Range 200 miles. Weapons: „ Anti-Personnel Laser (Range 75/150/300, 4d6 Mega Damage, RoF 1, AP 5, Anti-Personnel) Michael Logan (Order #41085069)


85 CHAPTER SIX T he Xiticix (zai-tik-iks) are an insectoid race presenting one of the greatest dangers in the world. The first bands of Xiticix weren’t recorded until 30 years ago, but some scholars believe they arrived shortly after the Great Cataclysm. Woodsmen and natives of the northern forests told tales of murderous “bug men” for decades, but the Xiticix went unnoticed by the great powers because they inhabit the wilderness, far from civilization. Xiticix do not communicate with other life forms. They do not have a spoken or written language—at least, none humans can understand. No other known species has ever successfully communicated with the Xiticix, though no one can be sure whether this is because they are unable or unwilling to understand. However, they are intelligent in ways hard for humans to understand. They lack individuality, their intelligence is instead grounded in their society, a true hive-mind. Each of them is part of the whole. Individually dangerous and frightening, together the Xiticix are practically unstoppable. Alien and aggressive, Xiticix possess only two motivations: protect the hive and multiply. They transform wherever they settle into an alien landscape, hostile to other life forms. They start in a secluded area and expand, shaping the world to match their needs in strange, horrifying ways. At least six sizable colonies sit in Minnesota, Manitoba, and North Dakota, and they encroach on Coalition territory and other civilized areas. The CS estimates the Xiticix population at over four million, and at their rate of expansion, there might be over 50 million in just five years. Experts fear the Xiticix population is growing so rapidly it could engulf the continent in just a few decades They will be unstoppable if left unchecked, so if anyone is going to do something about the Xiticix, it must be very soon. THE XITICIX HIVELANDS Michael Logan (Order #41085069)


86 THE HORDE The Xiticix are not world-conquerors in the sense most people understand the term. They do not want to gain power, collect wealth, get revenge, or absorb cultures. They want only to build and expand. They breed incredibly fast, so their colonies grow at an exponential rate. Their Hive Networks envelop and transform the environment, and because they are so alien and inimical to Earth life, they destroy everything they encounter: animals, plants, and especially intelligent life. They have no tolerance for other living things. They are not “evil,” per se, because the word evil implies malicious intent. Xiticix are no more malicious than a virus. They seek only to expand. However, just because they lack malice does not mean they are not hostile. They view other life forms—particularly intelligent life forms—as their enemy. They systematically exterminate anyone who encroaches on their territory. At the same time, they look to expand their territory. The Xiticix mark those humans or D-Bees on the edge of their lands for extermination, whether the unfortunate know it or not. Xiticix transform their territory into an environment incapable of supporting life other than their own, making them a danger for other life. A Xiticix colony destroys other life forms within its territory, turning the region into a barren place. No trees, and little vegetation other than hardy grasses or vines survive around a Xiticix Hive. There are no animals larger than small rodents, snakes, or birds. Xiticix do not hunt for food or domesticate any animals, nor do they cultivate any crops other than the fungus which sustains them. They grow their food sources within the Hive Network, and thus form a completely self-contained ecosystem. Since the Earth is new to them, little rivalry arises between the Xiticix colonies. Each Hive has plenty of room to expand and spread. Left unchecked, the Xiticix will eventually cover the entire planet. And with so many Rifts across the globe, it is simply a matter of time before they invade other dimensions. Xiticix Biology Xiticix are alien insects with vaguely humanoid features. The smallest ones stand as tall as a human, but much bigger ones exist as well. Though they differ in detail, all Xiticix have multi-faceted insect eyes, antennae, limbs with clawed appendages, and chitinous exoskeletons. Both physically and socially, they have a great deal in common with social insects such as ants, termites, wasps, or bees. Like Earth’s insects, Xiticix are highly adaptable, able to survive in and eventually dominate nearly any environment in which they find themselves. Also, like many insects, Xiticix communicate with each other using special chemical secretions, the smell of which triggers certain instinctual behavior in other Xiticix. They produce dozens of chemical scents, which they can combine in remarkably complex ways. These scents are imperceptible to anyone without a heightened sense of smell (such as Dog Boys), but Xiticix can smell them from great distances (from a few meters to several kilometers, depending on the type and concentration of the scent, and environmental factors). The chemicals can last for several days to several weeks, depending on atmospheric conditions. Multiple types of Xiticix exist, each one specialized for a different task. Most encounters with Xiticix are with Workers, Michael Logan (Order #41085069)


87 Hunters, or Warriors, but Xiticix hives hold far stranger creatures as well. THE LIFE CYCLE OF THE XITICIX Xiticix come from eggs laid by the Queens. The eggs take about three months to hatch into small, white, worm-like creatures known as Nits, which in about a year grow into larger Grubs. After another year of rapid growth, Grubs spin a cocoon and emerge about a month later as young Xiticix. The type of Xiticix appearing from the cocoon depends on the needs of the Hive. Most become Warriors or Workers (in the dangerous and hostile world of RiftsEarth, Warriors have a slight edge). The Hive produces other types of specialist Xiticix as needed. A young Xiticix goes to work at once. Though Xiticix are instinctual, they still need training. They stay in or near the Hive for another year or so while their bodies and minds continue to mature, working alongside adult Xiticix to learn their jobs. Higher-ranked (more intelligent) Xiticix set tasks, and the lower-ranked Xiticix perform them. All Xiticix instinctively and instantly obey higher-ranked Xiticix. Though Xiticix heal even near fatal injuries rapidly, those which are badly hurt are sacrificed for the good of the Hive. They throw themselves wildly into battle, hoping to destroy as many of the enemy as possible, or they are devoured by a Nanny or Queen and then regurgitated as Sludge to feed to larval Xiticix, helping the colony grow. Xiticix can live up to 80 years, but in this dangerous world few Warriors make it past 25 years, and Workers generally die from their labors before they reach 65 years. An Elder Queen can live up to 300 years. Sometimes the Hive Network needs a new Elder Queen. The Elder Queen Michael Logan (Order #41085069)


88 might die or lose her ability to reproduce. If possible, the Elder Queen selects one of the Young Queens to take her place. The two spend a few days together in the Elder Queen’s chambers, then the Young Queen kills and devours the Elder. The Hive acknowledges the new Queen, and life goes on as usual. If the Elder Queen dies suddenly, within a few days one of the Young Queens spontaneously takes her place as the Elder Queen. No one knows exactly how the Hive selects her, but all Xiticix, even the Young Queens, recognize her as the new Elder Queen without protest or argument. XITICIX CASTES Xiticix are highly specialized creatures, their bodies and minds bred to carry out their assigned tasks effectively and efficiently. Scholars know of eight basic types of Xiticix, though there might be more yet to be encountered. These are, in order of importance to the Hive: Workers are the second most common type of Xiticix in a Hive. The lowestranked Xiticix, Workers rarely leave the Hive Network, but their duties are indispensable as they perform all the tasks to keep society running. They rarely get into combat, but if directed to do so, they fight with a methodical persistence. Usually though they perform important logistics and support tasks during times of war. They undermine the enemy’s defenses, dig tunnels behind enemy lines, bring non-combatants and injured warriors out of danger zones, build or shore up static defenses, carry supplies, and perform other mundane tasks. Diggers build and support the Xiticix Hive Network. They use their instinctive sense of architecture to supervise hordes of Workers, directing them in their tasks to expand and reinforce the Hive. Diggers cut through earth and rock quickly, constructing new tunnels and chambers for the expanding Hive. They reinforce these structures with a secreted resin harder and more durable than concrete. Diggers create weapons for the Warriors with their resin. Like the Workers, Diggers do not usually engage in combat. Instead, they defend the Hive by sealing off chambers, digging traps and pitfalls, collapsing tunnels, burrowing behind or beneath an attackers’ lines, and helping other Xiticix escape from the enemy. Leapers are a strange new breed of the Xiticix. Nobody knows if the Xiticix bred Leapers to meet the unusual challenges found on RiftsEarth, or if the wild magic of this world caused a random mutation. Leapers are solo assassins, sent out by Hunters or Super-Warriors to find highvalue targets or stragglers and ambush them. They are valuable warriors because their unique physical abilities allow them to set elaborate traps, engage in longrange reconnaissance, and track enemies. Warriors (see Savage Foes of North America) are the most common and recognizable Xiticix. Warriors defend the Hive Network, patrol borders, and form the mass of the Hive’s troops. Some have regular posts at entrances, others patrol throughout the Hive’s tunnels, and still others range further away from the Hive. Perhaps because Rifts Earth is such a savage and dangerous place, Warriors make up the bulk of the Xiticix population. Certainly, people encounter them most often. Aggressive and quick to act if they sense a threat, Warriors attack without hesitation, mercy, or regard for their own safety. They are not particularly intelligent or creative; they don’t need to be to perform their job. They defend the Hive, no matter the cost to themselves. A Xiticix Warrior weighs around 500 pounds and is extremely strong, so a big enough group of them can drag powerful opponents like demons, dragons, and Michael Logan (Order #41085069)


89 giant creatures aloft, or pull them down to the ground. Hunters (see Savage Foes of North America) are the Hive Network’s specialops rangers. They engage in recon, sabotage, assassination, and raids. They explore fresh territory, observe potential foes, and gather intelligence. Sometimes they lead mixed squads of Warriors, Leapers, and Workers on rescue, searchand-destroy, scouting, or assault missions. Intelligent and crafty, Hunters use the intelligence gathered to devise detailed plans of attack, assigning their resources to the best advantage. Hunters are one of the Xiticix’s best weapons. But they have a more terrifying job. Hunters seek out creatures with elevated levels of PPE, which they capture and take back to the Hive alive. The Nannies restrain and eat these prisoners, then regurgitate them as the “Sludge” allowing the Xiticix to grow and expand. Because of their power, magic users and demons make highly-valued targets. When Hunters find suitable targets, they mark the targets with a special chemical. The chemical is unnoticeable except to those with a heightened sense of smell (such as Dog Boys) and other Xiticix. When Warriors, Leapers, or other Hunters catch scent of the prey, they capture it alive to bring back to the Hive. Nannies protect, feed, and care for the eggs, nits, and grubs of a Xiticix nest. Though huge, they behave quite tenderly with their charges, moving slowly and deliberately as they go about their duties. However, when they defend the young, they are deceptively fast and vicious. Because of their importance to the Hive, most other Xiticix obey their orders without question or hesitation. Only Super-Warriors and Queens outrank the Nannies. Super-Warriors are terrifying killing machines that serve as the generals of the Xiticix armies. The Super-Warriors are excellent tacticians who lead large forces of Warriors, Leapers, and Hunters on important missions. Only a Xiticix Queen has greater authority than a SuperWarrior, and at least one Super-Warrior stands among each Queen’s bodyguard in a Hive. Young Queens and Elder Queens are the largest of the Xiticix and the Sludge is a paste-like goo made from creatures with elevated levels of PPE. Nannies create this concentrated magical substance and feed it to the nits. Sludge accelerates the growth process, producing a mature adult in about eighteen months, rather than the three years it would normally take to grow to adulthood. Scholars suspect this is how the Xiticix colonize hostile additional territory; this nutrient-packed magical goo allows them to double their numbers in just a year and a half. These quickly-grown Xiticix are completely normal. They do not themselves have any magic powers. Once a colony has grown to sufficient size, the Xiticix scale back the use of Sludge. To make Sludge, a Nanny or Queen must kill and devour a creature with high PPE (or another Xiticix, usually one with severe injuries), along with a large amount of the fungus the Xiticix cultivate. They then regurgitate the Sludge, which the larval Xiticix gobble up. SLUDGE Michael Logan (Order #41085069)


90 unquestioned leaders of the Hive. A Queen spends her entire life laying eggs and directing the growth and prosperity of the Hive. Queens live in the deepest and most heavily defended part of the Hive, and a small army of Nannies, Workers, and Warriors cater to their every need. An elite troop of bodyguards, including Warriors, Hunters, Leapers, and at least one Super-Warrior, stands watch over each Queen day and night. Despite this pampered lifestyle, Queens are the largest and most powerful Xiticix, both physically and psionically. Queens lay eggs and release chemical signals which tell the eggs what breed of Xiticix to mature into. Without at least one Queen, the Xiticix cannot survive. New colonies, like those on Rifts Earth, can have up to one hundred Young Queens, but no colony ever has more than one Elder Queen. The Elder Queen decides how many Young Queens the Hive needs. During periods of slower Hive growth, the Elder Queen devours surplus Young Queens. XITICIX HIVES There are six known Xiticix colonies: the Big Falls, Crookston, and Duluth Hives in Minnesota, the Fargo Hive in North Dakota, the Rolla-Morden Hive straddling Manitoba and North Dakota, and the Winnipeg Hive in Manitoba. Each Hive is different in appearance, though scholars think these differences are cosmetic. Scouts have spotted Xiticix outposts in northern Manitoba, Ontario, Wisconsin, and upper Michigan, spreading out from the Minnesota-Manitoba area in a circular pattern. Unless stopped, the aliens will eventually spread to engulf the North American continent, then inexorably expand into South America, Europe, Russia, and Asia. Inside the Hive Xiticix live in sprawling, alien complexes called Hive Networks. These Hives resemble forests of interconnected giant concrete mushrooms, filled with cave-like entrances, ramps, and bridges linking the towers to one another. Hives resemble giant termite colonies, though Xiticix Hives are much more complex. THE TOWERS Each tower is a fortress, armed bastions filled with hundreds of thousands of deadly, fanatical warriors and brimming with traps, deadfalls, blind passages, and killing zones. The bulk of the colony lies deep underground, beneath yards of earth and stone and spread out randomly over an area extending for miles in every direction, making it difficult (at best) to simply dig down to it. The tactical and logistical nightmare of mounting a fullscale assault on a Xiticix Hive is still the main reason none of the great powers of the world have tried it yet. Inside each tower lurks a network of chambers, passages, and tunnels. Xiticix cling to the walls, ceilings, and floors of the towers, so they have no need for stairs or ramps. Access from one level to another is usually a vertical tunnel. Anyone foolish enough to invade a Xiticix Hive must beware of defenders coming from above, below, and from any number of hidey-holes or crevasses. The highest levels of the tower are reserved for Warriors and their Super-Warrior commanders. Anyone invading a Hive finds themselves defending against a horde of Warriors coming from above and below. Michael Logan (Order #41085069)


91 MASS TRANSIT The middle sections of the tower are transit levels. Workers and Warriors enter and exit the Hive from many oval-shaped portals along the outer wall. These portals are always situated high above the ground to discourage invaders and have sharp spikes lining them to offer further disincentive. Entrances are large enough for three or four Xiticix to use at a time as they busy themselves with their daily tasks. SUBTERRANEAN LEVELS The lower section of the tower is a habitat for Workers and Warriors. These chambers and tunnels can house thousands of Xiticix. Tunnels lead downward into the subterranean portion of the Hive. The only entrances to the underground levels are through the towers; the Xiticix do not dig tunnels directly to the surface. The huge and impressive towers are dwarfed by the subterranean levels of the Hive, which can expand for miles in every direction and go down hundreds of yards. Access tunnels from each tower drop down around 60 –75 feet. These tunnels—often simply vertical shafts—twist and turn confusingly. Xiticix constantly come and go from the tunnels, which open into living areas filled with thousands of Workers and a smaller number of other types of Xiticix. As one goes lower into the Hive, one finds more Diggers, Nannies, Nits, Grubs, and eventually Young Queens. Xiticix keep their egg and nursery chambers, as well as most of the Young Queens, toward the bottom of the Hive, where Xiticix Workers and Warriors protect them. An invader must navigate labyrinthine passageways to reach the nurseries, but do not get far because of these guards. The Xiticix store water and supplies in these lower levels as well, to protect against a siege or prolonged attack. The Elder Queen resides in the deepest level of the Hive, tended by Nannies, Workers, and Warriors. Any attacker who manages to make it to the very heart of the Hive has performed an impressive feat. Of course, getting out is even harder. The Life Cycle of the Colony Xiticix colonies follow a predictable life-cycle. When a Xiticix colony grows too large, it splits into several smaller independent colonies. How large a colony grows depends on several factors, including available space and food. When a colony exceeds five million Xiticix, it splits. In certain circumstances, such as on a fully-colonized world, a Hive might grow as large as five hundred million Xiticix. When a colony splits, the Elder Queen stays with the original colony. Young Queens, each followed by a part of the Hive’s population, fly in different directions toward a pre-determined place scouted out ahead of time by Hunters. Diggers and Workers start building a new Hive, tunneling deep underground to construct a chamber for the Queen to lay eggs, then expanding the tunnel network. Workers build the towers making up the exterior of the Hive Network, tend the fast-growing fungus gardens where they cultivate their food, search for water sources, and alter the landscape to meet the growing Hive’s needs. During this time, the Xiticix become more aggressive than usual, scouring the area of all non-Xiticix life forms, including plants, animals, and intelligent life. The new colonies, if left alone, grow at geometrical rates, expanding their territory to the limits of what they can easily hold. Once a colony grows to around five million, its growth slows until it is ready to split, then the cycle starts again. All the Xiticix colonies on Rifts Michael Logan (Order #41085069)


92 Earth are in the expansion phase, and because the great powers have left them alone for so long, the largest colonies are ready to split. Scholars estimate within the next two years there may be up to six more colonies. This world has immense potential for continued Xiticix growth. Xiticix from rival colonies do not usually get into conflict with one another until they’ve claimed all a planet’s resources. Huge colonies of 500 million or more go to war with their neighbors, conquering and killing them and taking their territory. The Xiticix on Rifts Earth are nowhere near that point…yet. The Six Xiticix Hives The Xiticix have six Hives in North America, along with many smaller outposts. Hives can sprawl for miles in all directions, extend hundreds of yards both up and down, and house tens of thousands (even millions) of Xiticix. Outposts are much smaller, with a handful of small towers just over twenty yards high and only a small subterranean network. Outposts are not the beginning of a new colony, but a way for the Xiticix to guard and support their borders, or to scout unfamiliar territory for expansion. There can be dozens of outposts around the edges of a Hive’s territory, and a few farther out. The Xiticix have outposts in northern Manitoba, Ontario, Wisconsin, and upper Michigan, spreading out from the Minnesota-Manitoba. The oldest and largest Hive is the Duluth Hive, built on the ruins of Duluth, Minnesota, and extending outward from there to cover much of the northeastern corner of the state. This was the first Hive the Xiticix built on Rifts Earth. All the other Hives began as its colonies. The Duluth Hive is expanding southwest toward Park Rapids, Minnesota, and north into Ontario. Michael Logan (Order #41085069)


93 The Fargo Hive in North Dakota straddles the area between Fargo, Grand Forks, and New Rockford. This was the second Xiticix Hive on Rifts Earth, but its proximity to the Crookston Hive in Minnesota constrains its growth. Though the Xiticix don’t normally fight one another, there is some level of hostility or rivalry along the Fargo Hive’s northern border near Grand Forks. The third Hive is the Rolla-Morden Hive, stretching from Rolla, through Minot, North Dakota, Morden, Manitoba, and up toward Winnipeg. The Winnipeg Hive in Manitoba stretches eastward toward Ontario and north to Pine Falls. Despite their proximity, The Rolla-Morden Hive and the Winnipeg Hive are not in conflict. This lends credence to the hypothesis that as long as Hives have room to expand they don’t fight, but if they become hemmed in they might resort to violence even against one another. This indicates if there is conflict, it’s most likely to come between the Winnipeg and Big Falls Hives, which are both pushing into southwestern Ontario. The Crookston Hive, built where Crookston, Minnesota once stood, is a smaller Hive colonized in just the last few years. As such, it is highly aggressive and looks to expand its territory rapidly. In so doing, it comes into conflict with the Fargo Hive, which it sees as encroaching on its borders. There are many outposts on both sides of this border. The Big Falls Hive in Minnesota is the smallest and newest colony, built on the ruins of the town of Big Falls. As a newer Hive, it is growing incredibly fast and is expanding southward toward Park Rapids, and north to Ontario. This expansion might soon see it come into conflict with the Winnipeg Hive, pitting the Xiticix against each other for the first time on Rifts Earth. WAR WITH THE XITICIX Though Xiticix are instinctive, and individuals don’t often show intelligent or creative thought, they still have a strong grasp of tactics. Highly organized, they set ambushes, make coordinated assaults, understand and use feints, and can coordinate large troop movements and attacks. They are highly methodical and utterly fearless, even in the face of death. They attack in substantial numbers, swarming over their foes with brutal efficiency. All Xiticix fly, which increases their mobility and tactical options. They suffer one weakness on the battlefield: their methodical behavior makes them predictable. However, some Xiticix are capable of creative tactical thinking. Hunters and Super-Warriors in particular, come up with strategies to exploit an opponent’s weakness and turn their strengths against them. Hunters lead small squads behind enemy lines to disrupt communications, destroy supplies, sabotage armories, and assassinate key targets. Xiticix communicate with one another through chemical signals, so it is difficult to disrupt their communications. When a foe attacks one Xiticix, others in the area become agitated and ready for battle. The chemical scent spreads rapidly, so when a battle starts, reinforcements arrive quickly. The chemical cues linger in the air and ground for hours, so other Xiticix know when and where a fight has happened, and they prepare for an counterattack. Above all other things, Xiticix protect their Hive Network, particularly the grubs, nits, eggs, and Queens. Even noncombatants such as Diggers and Workers rush fearlessly into battle to Michael Logan (Order #41085069)


94 protect their home. When repelling an invasion of the Hive, the Xiticix leave about a quarter of the Warriors and most of the noncombatants behind to defend the heart of the colony. If their leaders die, the lower-ranked Xiticix continue to fight fiercely. As long as at least one Queen or a few dozen eggs survive, the colony lives. This makes it difficult and dangerous to destroy a colony that has already taken root; it can endure nearly anything. If attackers take out all the Queens, about half of the Xiticix population panics and scatters into the wilderness, confused, disoriented, and easy to exterminate. The other half fights to the death, attempting to protect any surviving birthing and nursery chambers. If at least some eggs or young survive, one of them becomes the new Queen, and the colony might survive. Xiticix patrol their territory in squads of six to twenty Warriors, keeping an eye out for trouble. Invaders in groups of fewer than eight can usually avoid Xiticix notice if they keep moving and don’t attract attention to themselves. Larger groups, large robots, mechs, or groups traveling by vehicle automatically draw a Xiticix patrol to investigate and, likely, attack. Killing a Xiticix draws more patrols, which arrive in one to ten minutes (or sooner if this happens near the Hive). A full-scale invasion stirs up the Hive like a nest of angry wasps. Hordes of Warriors stream from the Hive to defend their territory. They attack in waves, keeping pressure on the invaders and refreshing injured or exhausted Warriors. Once it repels the attack, the Hive stays agitated for days. The Xiticix step up their patrols, meet any incursion with disproportionate force, and send angry swarms raiding outside their territory to retaliate and aggressively defend the Hive against further attacks. Xiticix also swarm when they expand their borders, and when a new Queen is born. Xiticix swarms rage indiscriminately in their destruction, attacking not just threats but also animals, abandoned ruins, small villages, and lone travelers. The Xiticix attack a harmless herd of deer as readily as a CS patrol. The Coalition States Against the Xiticix The Coalition made several expeditionary raids into Xiticix Hives to try to collect information about these inhuman foes. Most of those brave volunteers never made it out alive, but they collected valuable intelligence about the layout of the Hives and the state of their defenses, as well as detailed accounts of the distinct types of Xiticix, including the Young Queens. Based on this intelligence, CS military strategists conclude Earth’s only hope is to exterminate the Xiticix. But depleted as their forces are by the recent wars, the Coalition hopes someone else does something about the threat, so they don’t have to. To this end, they’ve made the information about the creatures public through a series of carefully managed “leaks” to the outside world. They hope to make the danger posed by the Xiticix very clear. Unfortunately, few of the other major powers show any concern about the Xiticix. Most of them fear this is a CS disinformation campaign; others remain unconcerned because the Xiticix Hives are still far away and isolated. Currently, only Lazlo and Lord Splynncryth of Atlantis recognize the existential threat Xiticix present. Strategists for the Coalition have devised three plans to deal with the Xiticix, but each one has its flaws and none of them are a guaranteed success. Michael Logan (Order #41085069)


95 OPTION A: COMPLETE GENOCIDE The only sure formula for success is to utterly wipe out the Xiticix. They cannot be bargained or negotiated with, they cannot be moved, they cannot be contained, so they must be destroyed. The CS cannot engage in limited war because the Xiticix cannot be “taught a lesson.” If CS air power destroys a part of a Hive, the Xiticix rebuild. If Coalition troops kill a thousand of them, they replenish their numbers within months. They are single-minded, fearless, and tenacious. Thus, the CS must destroy the Xiticix utterly to get rid of them. The problem with this plan is the cost in lives would be tremendous. Even if the Coalition hits the Hives with everything they have, they still need boots on the ground, and close combat with the Xiticix is deadly. The CS must clean each tunnel out, kill each creature, smash each egg, and find and slaughter every Queen. The Xiticix bury the heart of the Hive so deeply and protect it so strongly, even nuclear weapons would not guarantee success. And once CS forces commit to the attack, there is no turning back. If they leave the job undone, the Xiticix retaliate. The CS would find themselves under constant assault. The Xiticix would raid Coalition lands, target Coalition cities and villages, attack CS vehicles, assassinate key Coalition figures, and might stage a fullblown invasion to wipe out their enemies. The Coalition would have to win this war; there is no other choice. And the problem is, they’re not sure they can. The wars with Tolkeen and Free Quebec left the Coalition in a weakened state. Additionally, the Coalition’s hatred and distrust of its enemies mean they would never join forces with them no matter the threat. Instead they have resolved to build up their troop strength and their industrial base in preparation to wage total war against the Xiticix. Unfortunately, at the Xiticix’s rate of growth, the Coalition does not have the luxury of time. OPTION B: HOLDING ACTION The second-best option is just to hold the Xiticix at their current borders. This is the Coalition’s current strategy. They observe, they use surgical strikes to cripple enemy operations, they fortify the borders, and they use mercenary companies and experimental mutants to stage assaults. The problems with this approach are twofold. First and most importantly, these efforts have no noticeable effect on the Xiticix. The creatures’ numbers still grow, and their territory still expands. At best, it’s keeping them to about a 60% annual growth rate. This is not sustainable in the long-term. The second problem is the CS must be circumspect. If the Xiticix identify the Coalition as a powerful and dangerous rival, they will swarm the Coalition States just as if they had staged a major assault. This means CS assault teams cannot use standard Dead Boy armor, CS equipment, or easily-identifiable vehicles. Raiding parties must not allow the Xiticix to follow them back into Coalition territory. They cannot allow the Xiticix to make a connection between these attacks and the Coalition States, or it means all-out war, so CS troops disguise themselves as ordinary mercenaries or adventurers. OPTION C: HOPE SOMEONE ELSE TAKES CARE OF THE PROBLEM The Coalition’s greatest hope is for some other power to step in to destroy the Xiticix. This is the best possible scenario for the CS, with another force shouldering the burden and the losses associated with the war. Even if they are not completely successful in wiping out the Xiticix, they should weaken the enemy enough for Michael Logan (Order #41085069)


96 the CS to move in and mop up. As a bonus, this war would also weaken the Coalition’s rival. The CS is pursuing this strategy in two ways. First, it’s leaking the information it’s gathered, hoping others recognize the threat of the Xiticix and make their move. So far, no one has taken the bait. Second, the CS secretly buttresses the Psi-Stalker tribes living in the territories around the Xiticix Hives, passing intelligence and materiel support through third parties. The efforts of the PsiStalkers and their Coalition backers keep the Xiticix population as low as it is, but this is not a workable long-term strategy. The Lazlo War Against the Xiticix “It is with a heavy heart that I proclaim the Xiticix a plague upon this land. A cancer that must be cut out and destroyed before it can devour our world. I shudder to think how much these words sound like those spoken by Emperor Prosek against us. But we do not suggest slaughtering those who are different from ourselves only because they are different. We must stand against a ravaging beast at our door. ‘’This, my friends, and colleagues, is our war. For none, other than the Coalition States, seem to realize the danger, or if they do, they lack the power to do anything about it. We do not. We are strong. Who else if not us? And so, it is by the ironic hand of fate that our very love of life compels us to go to war and take life. I am as numb by this paradoxical revelation as you must be, and I have had the luxury of pondering it for many months now. It is time for us to take a stand, protect the innocent, and stop the Devouring Swarm.” —Plato’s address to the people of Lazlo, Summer 105 PA. The threat of the Xiticix is so great even the peaceful people of Lazlo concluded these aliens must be eliminated. This conclusion is not without controversy; some say more study is needed, others suggest the intelligence leaked from the CS is untrustworthy. But Plato and the Councils concluded waiting is no longer a possibility, they must act. They’ve come up with two plans. OPTION A: CONTAINMENT AND SLOW GENOCIDE This plan involves finding the Queens and destroying them, using magic-users, psychics, and powerful creatures such as dragons or Elementals to spearhead the attack. Without Queens, the Xiticix cannot reproduce, thus halting their growth. The creatures slowly die off and within a generation go extinct. But this plan is risky, not only in terms lives lost, but also in its chances of success. All the Queens, as well as all the eggs and larvae, must be found and killed as quickly as possible to prevent the Xiticix from hiding them or initiating countermeasures. The strike must be fast and thorough; if any Queens live, or if any eggs mature, the entire plan is for naught. Afterward, the Hives must be closely monitored for years, to be certain no Queens survived and no new Queens somehow appear. And how do the Xiticix respond? Without a Queen, Xiticix society might fall apart. They might turn on each other. They might scatter and become wild raiders. They might go into a killing frenzy and swarm across the land, destroying everything in their path. They might direct their fury at Lazlo. Nobody knows, and nobody is eager to find out. OPTION B: SCORCHED EARTH The second choice is to wage a total war to destroy the Xiticix utterly. Tactically, Lazlo forces would target the Queens first, Michael Logan (Order #41085069)


97 leaving one or two alive to encourage the other Xiticix to stay in the Hive and protect the remaining Queens. But this plan does not come without its problems. Full-scale raids on the Hive Networks cost more lives, and if the Xiticix forces have a chance to dig in, then digging them out becomes much harder. If a single Queen escapes, the whole mission fails; the Xiticix invasion of Rifts Earth started with nothing more than a single Queen and a few dozen Xiticix. Lazlo wants to begin this assault very soon, knowing every delay makes the enemy stronger. But with the Coalition States still pursuing its Campaign of Unity, Lazlo cannot afford to commit their resources against the Xiticix. The Psi-Stalkers’ Private War Wild Psi-Stalker tribes hunt the Xiticix. Their numbers make them an important force against the insects, but their independent and rivalrous nature leaves the tribes fragmented and disorganized. Many tribes join with the Lazlo army to fight, but other tribes fight independently. THE SPIDER TRIBE The second largest tribe honors their past with a tribal tattoo: a spider on their forehead above the right eye with the spider legs reaching down their cheek. The shamans have their tattoo on the left. This pays homage to the first Spider Warrior. The Spider Warrior united his people to overthrow the demonic spiders. Today, the tribe continues this legacy. The Spider Tribe believes they must fight the Xiticix. They also know their forces cannot win alone, so they often fight alongside the Lazlo army. Michael Logan (Order #41085069)


98 THE PONY-TAIL TRIBE Most know these warriors for the ponytails and scalps the bald Psi-Stalkers glue or stitch to the top of their heads. The longtime rivals of the Spider Tribe only put aside their differences to fight the Xiticix. The Pony-Tail tribe is the largest PsiStalker tribe in the region. Unlike many of their rivals, they choose to fight on their own and avoid interacting with outsiders. They despise technology and civilization, and the Coalition States represents both. They dislike D-Bees, choosing to avoid them—the only exception is their trading partners, Simvan Monster Riders. Despite their many quirks, they remain a ferocious band of fighters and valuable allies in the struggle against the Xiticix. THE DEATHBRINGER WARRIORS Psi-Stalker tribes do not accept outsiders within their ranks, especially practitioners of magic. Yet, the Deathbringer warriors follow one Quiwan Li, a mysterious necromancer, and his disciples. HIVELANDS ENCOUNTERS D20 RESULT 1– 5 Same results as in The Game Master’s Handbook. 6–7 Bandits: As per The Game Master’s Handbook, but this far from Lone Star they’re merely ragged scavengers instead of 1st Apocalyptic Cavalry or Pecos Empire loyalists. 8 Same result as in The Game Master’s Handbook. 9 –10 Coalition Recon-in-Force: As the result in The Game Master’s Handbook. 11–13 Psi-Stalkers: The heroes encounter a hunting expedition of 2d8 Psi-Stalkers. These use the stats for Coalition Psi-Stalkers from Savage Foes of North America but are mounted on horses. Roll any die; they hail from the relatively civil Spider Tribe on an odd roll and from the less friendly Pony-Tail Tribe on an even roll. Roll on the Opposition Leader Table. 14 Lazlo Patrol: An encounter with a Ley Line Walker, 1d4 Wilderness Scouts, and 2d6 Soldiers from Lazlo offers the Legionnaires a chance to share intelligence. Roll a d6; the leader is War Weary on a 1–3, Noncommittal on a 4–5, and Wary on a 6 as per the Opposition Leader Table. 15 –16 Xiticix: As per Game Master’s Handbook. 17 Xiticix Leapers: One or more (1d4) Xiticix Leapers try to pick off the heroes one by one. Their presence indicates Xiticix leaders are aware of the Tomorrow Legion’s presence in their territory. 18 –19 Xiticix Recon-in-Force: A Xiticix Super Warrior leads 1d4 Xiticix Hunters and 1d12 Xiticix Warriors. Those knowledgeable about Xiticix behavior know a Hive has recognized their presence and opposition grows tougher. 20 Deathbringers: One Wild Card Necromancer leads 2d8 Psi-Stalkers in a raid against the Xiticix. Roll on the Opposition Leader Table to determine if the Necromancer is a true hero or a barely-reformed villain. Michael Logan (Order #41085069)


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