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Published by archangel777, 2023-09-24 11:24:22

Savage_Rifts_Arcana_and_Mysticism_(SWADE_Edition)

Savage_Rifts_Arcana_and_Mysticism_(SWADE_Edition)

Michael Logan (Order #41085069)


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


Written By: Sean Tait Bircher, Robin English-Bircher Additional Material: Sean Patrick Fannon, Bill Keyes, Simon Lucas, Mack Martin, Jason Richards, Sean Owen Roberson Cover Illustration: Konrad Krogull Interior Illustrations: Tyler Clark, Donald Crank, Bien Flores, Maurizio Giorgio, Ross Grams, Gunship Revolution, Darnell Johnson, Chris Malidore, Mircea Nicula, Sabrina Pugnale, Carly Sorge, Jon Taylor Graphic Design, Editing, and Layout: Aaron Acevedo, Ben Acevedo, Jason Engle, Karl Keesler, Simon Lucas, Alida Saxon, Thomas Shook Art Direction: Aaron Acevedo, Alida Saxon, Sean Owen Roberson Line Manager: Sean Owen Roberson Executive Producer: Simon Lucas Rifts® Created By: Kevin Siembieda of Palladium Books® Savage Worlds Created By: Shane Lacy Hensley RIFTS North America: Arcana & Mysticism Playtest and Advice: Sean Tait Bircher, Robin English-Bircher; Jack “Flute” Holland, Michael Shippee, Megan Moreno, Cori Redford; John "Venatus Vinco" Stevens and the savagerifts.com community; the illustrious playtesters of the official Pinnacle feedback forums Savage Worlds is © 2019 and TM Pinnacle Entertainment Group. All Rights Reserved. © 2019 Palladium Books Inc. All rights reserved, worldwide. Rifts® and Megaverse® are Registered Trademarks of Palladium Books, Inc. All character names and likenesses are copyright and trademarks owned by Palladium Books, Inc. and used under license. WWW.PEGINC.COM Michael Logan (Order #41085069)


2 INTRODUCTION 5 What’s in this Book?. . . . . . . . . . . . . . . . . . 5 CHARACTERS 7 Iconic Frameworks. . . . . . . . . . . . . . . . . . . . . 7 Dragon Juicer. . . . . . . . . . . . . . . . . . . . . . . 7 Elemental Fusionist. . . . . . . . . . . . . . . . 10 Nega-Psychic. . . . . . . . . . . . . . . . . . . . . 12 Zapper. . . . . . . . . . . . . . . . . . . . . . . . . . . 15 MARS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 D-Bees and Mutants. . . . . . . . . . . . . . . . . 22 Cactus People. . . . . . . . . . . . . . . . . . . . . 22 Dwarves. . . . . . . . . . . . . . . . . . . . . . . . . . 24 Elves. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Orcs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Psi-Ghosts. . . . . . . . . . . . . . . . . . . . . . . . 26 Vronwor. . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Edges. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Background Edges. . . . . . . . . . . . . . . . . 28 Combat Edges. . . . . . . . . . . . . . . . . . . . . 29 Iconic Edges. . . . . . . . . . . . . . . . . . . . . . 29 Power Edges. . . . . . . . . . . . . . . . . . . . . . 29 Professional Edges. . . . . . . . . . . . . . . . . . 31 Weird Edges. . . . . . . . . . . . . . . . . . . . . . 33 Magic and Psionics. . . . . . . . . . . . . . . . . . 34 Cloud Magic. . . . . . . . . . . . . . . . . . . . . . 34 Places of Power. . . . . . . . . . . . . . . . . . . . 34 GEAR 35 Automatons. . . . . . . . . . . . . . . . . . . . . . . . . 35 Armor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Power Armor. . . . . . . . . . . . . . . . . . . . . 40 Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Vehicles. . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 AN ARCANE GAZETTEER 47 The Spirit West . . . . . . . . . . . . . . . . . . . . . . 47 The Magic Zone. . . . . . . . . . . . . . . . . . . . . 49 Beyond the Magic Zone. . . . . . . . . . . . . . 53 GAME MASTER'S HANDBOOK 55 The Mission Profile Table. . . . . . . . . . . 55 THE SPIRIT WEST 57 A People Returned. . . . . . . . . . . . . . . . . . . . 57 The Journey to the West . . . . . . . . . . . . . . 58 Geography. . . . . . . . . . . . . . . . . . . . . . . 58 Flora & Fauna. . . . . . . . . . . . . . . . . . . . . 59 Arzno. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Life in Arzno. . . . . . . . . . . . . . . . . . . . . . 60 Places of Interest. . . . . . . . . . . . . . . . . . . . 61 The Arzno Territory. . . . . . . . . . . . . . . . 62 Native American Preserves. . . . . . . . . . . 62 Life in the Preserves. . . . . . . . . . . . . . . . 62 Places of Interest. . . . . . . . . . . . . . . . . . . 65 Tryth-Sal. . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Life in Tryth-Sal . . . . . . . . . . . . . . . . . . . 66 Savage Tale: Worm Food. . . . . . . . . . . . . . 67 Way Out West. . . . . . . . . . . . . . . . . . . . . . 67 The Searchers. . . . . . . . . . . . . . . . . . . . . 69 Wormrot. . . . . . . . . . . . . . . . . . . . . . . . . 70 THE MAGIC ZONE 71 Background. . . . . . . . . . . . . . . . . . . . . . . . . . 71 Getting There. . . . . . . . . . . . . . . . . . . . . . 71 Flora & Fauna. . . . . . . . . . . . . . . . . . . . . 72 The Lower Ohio River Valley. . . . . . . . . . 72 Indian Mound Nexus. . . . . . . . . . . . . . 73 Devil’s Gate. . . . . . . . . . . . . . . . . . . . . . . 73 Magestar. . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Life in Magestar. . . . . . . . . . . . . . . . . . . 76 The Mystic Triad. . . . . . . . . . . . . . . . . . . 77 The Grey Seers. . . . . . . . . . . . . . . . . . . . . . 79 The Society of Sages. . . . . . . . . . . . . . . . . . 79 The Vanguard. . . . . . . . . . . . . . . . . . . . . . . 80 Savage Tale: Misled to Slaughter. . . . . . . . 81 The Blasted Unicorn. . . . . . . . . . . . . . . . 81 Where There’s Smoke… . . . . . . . . . . . . 82 Human Isn’t Vegan?. . . . . . . . . . . . . . . 82 THE FEDERATION OF MAGIC 85 History of the Federation. . . . . . . . . . . . . 85 The Kingdom of Dunscon. . . . . . . . . . . . . 86 Government of the Kingdom of Dunscon. . . . . . . . . . . . . 87 The City of Brass. . . . . . . . . . . . . . . . . . 89 Nostrous. . . . . . . . . . . . . . . . . . . . . . . . . 89 Dragon’s Blood. . . . . . . . . . . . . . . . . . . . 90 Other Notable Locations in the Kingdom of Dunscon. . . . . . . . . . . . 90 Stormspire. . . . . . . . . . . . . . . . . . . . . . . . . . 92 Life in Stormspire. . . . . . . . . . . . . . . . . . 92 The Master of Stormspire. . . . . . . . . . . 93 The City of Dweomer. . . . . . . . . . . . . . . . 94 Life in Dweomer . . . . . . . . . . . . . . . . . . 94 The Lords of Magic. . . . . . . . . . . . . . . . 96 Forces of Dweomer. . . . . . . . . . . . . . . . 98 Factions in Dweomer. . . . . . . . . . . . . . 100 CONTENTS Michael Logan (Order #41085069)


3 Places of Interest. . . . . . . . . . . . . . . . . . 104 Savage Tale: Colossus Hunt . . . . . . . . . 106 The Defector. . . . . . . . . . . . . . . . . . . . . 106 The Defector’s Tale. . . . . . . . . . . . . . . . . 107 The Wrath of Leizak D’zir. . . . . . . . . . 108 PSYSCAPE AND SOULHARVEST 109 Life in Psyscape. . . . . . . . . . . . . . . . . . . . . 111 Rooted in Two Realms. . . . . . . . . . . . . 112 The Psynex. . . . . . . . . . . . . . . . . . . . . . . . 112 Government of Psyscape. . . . . . . . . . . . 113 The Psychic Academy. . . . . . . . . . . . . . . 113 Places of Interest. . . . . . . . . . . . . . . . . . . . 114 Soulharvest. . . . . . . . . . . . . . . . . . . . . . . . 116 Nxla, Harvester of Souls. . . . . . . . . . . 116 BEYOND THE MAGIC ZONE 119 The Dark Woods. . . . . . . . . . . . . . . . . . . 119 Flora & Fauna. . . . . . . . . . . . . . . . . . . . 119 Exiles of the Dark Woods. . . . . . . . . . 120 Hamlet of Clavicle. . . . . . . . . . . . . . . . 120 Lazlo. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122 Life in Lazlo. . . . . . . . . . . . . . . . . . . . . 122 The Free State of Lazlo. . . . . . . . . . . . 124 New Lazlo. . . . . . . . . . . . . . . . . . . . . . . 125 The Tomorrow Legion and Lazlo. . . . . 125 The Ruins of Tolkeen. . . . . . . . . . . . . . . . 125 The Splugorth Colonies. . . . . . . . . . . . . . . 127 First Citadel. . . . . . . . . . . . . . . . . . . . . . . 127 Splugorth Outposts. . . . . . . . . . . . . . . 128 Savage Tale: Castles in the Sky. . . . . . . 129 Down Below Poppy Hill. . . . . . . . . . . 129 Spiriting Away. . . . . . . . . . . . . . . . . . . 130 The Wind Rises. . . . . . . . . . . . . . . . . . . 130 Aftermath. . . . . . . . . . . . . . . . . . . . . . . 132 SOULS OF DARKNESS 133 Suggested Sequence of Events. . . . . . . . 134 The Orb of Mist. . . . . . . . . . . . . . . . . . . . 134 A Tense Meeting. . . . . . . . . . . . . . . . . . 134 Finding the Orb. . . . . . . . . . . . . . . . . . 136 One Vision. . . . . . . . . . . . . . . . . . . . . . . . 137 The Shadow of Nxla. . . . . . . . . . . . . . . . . 137 Judgment. . . . . . . . . . . . . . . . . . . . . . . . 138 Trail of Death. . . . . . . . . . . . . . . . . . . . 140 Night Terrors. . . . . . . . . . . . . . . . . . . . 142 Sweet Tea and Skeletons. . . . . . . . . . . . . 142 Into the Woods. . . . . . . . . . . . . . . . . . . 143 Sweet Home Alabama . . . . . . . . . . . . 144 Doing Good by Bad People. . . . . . . . 146 Catspaws. . . . . . . . . . . . . . . . . . . . . . . . . . . 147 When First We Practice to Deceive. . . 147 Steal from Me. . . . . . . . . . . . . . . . . . . . 148 Break In, Break Out. . . . . . . . . . . . . . . 149 The Siege of Soulharvest. . . . . . . . . . . . . 150 Complications. . . . . . . . . . . . . . . . . . . . . . 156 ARCANE FRIENDS & FOES 157 Rogues’ Gallery. . . . . . . . . . . . . . . . . . . . . 157 The True Federation. . . . . . . . . . . . . . . 157 Soulharvest. . . . . . . . . . . . . . . . . . . . . . 162 Stormspire. . . . . . . . . . . . . . . . . . . . . . . . 167 Mercenaries & Specialists. . . . . . . . . . . . 169 Monsters & Creatures. . . . . . . . . . . . . . . 173 Michael Logan (Order #41085069)


4Michael Logan (Order #41085069)


5 INTRODUCTION T otal nuclear annihilation merely catalyzed the catastrophic shift in reality, ending civilization. The powerful arcane energies that were unleashed reawakened the ley lines and ripped open holes in time and space, redefining the world completely. They remain an inescapable factor in surviving—and thriving—in the postRifts® world. Magic changed everything. Practitioners of arcane arts and wielders of psionic powers bring wonder and terror to the world, yet they also balance the nigh-overwhelming forces of totalitarian regimes based on technological might. Many who master magic and mental powers band together to form factions, nations, and armies in the name of defense… or in the pursuit of power over this new world. What’s in this Book? Arcana & Mysticism covers the practices, factions, and entities whose mastery of eldritch or psionic power fuels their influence over North America. This book provides overviews of the various regions and organizations, giving the Game Masters and players enough detail to use these elements of the setting. If you are looking for more detail, you'll find it in the various books published by Palladium. The list of source material used for this book includes (but is not restricted to) Rifts® 12: Psyscape; Rifts® 14: New West; Rifts® 15: Spirit West; Rifts® 16: Federation of Magic Revised; Rifts® 20: Canada; Rifts® Book of Magic; and Rifts® Aftermath. The following chapter expands and enhances character creation and play in Savage Rifts®, including new Iconic Frameworks, Edges, races, and rules for Techno-Wizards to craft items from scratch (rather than just converting existing non-magic items, as described in The Tomorrow Legion Player’s Guide). Chapter Two provides a selection of new Gear, including the astounding Automatons of Dweomer and expanded magical weapons. Chapter Three gives players an expanded Gazetteer of arcane North America. Excerpts from the Tomorrow Legion’s files provide players with a Michael Logan (Order #41085069)


6 grounds-eye view of life in this hostile world of magic and monsters. Chapter Four provides the Savage Rifts® Game Master a series of expanded Mission Profile tables, readying longrange Tomorrow Legion patrols to encounter new wonders, new allies, and new dangers. Chapter Five expands on information found in the Game Master's Handbook. The Techno-Wizard stronghold of Arzno, the return of countless traditions of spiritual magic among the Native Americans, and the powerful influence of the Golden Ones of Tryth-Sal infuse the Spirit West with a rich variety of arcane power. Chapter Six, Seven, and Eight delve more deeply into the Magic Zone, covering various key locations and revealing much about the City of Dweomer—including the cold war between the Lords of Magic and Lord Dunscon. They also introduce Psyscape to Savage Rifts®, bringing this powerful psionic-driven faction into play. Chapter Nine brings to life many other places of mystical and magical importance throughout North America: the Dark Woods, the cities of Lazlo and New Lazlo, the ruins of Tolkeen, and the Splugorth Colonies of the northeast. Chapter Ten presents the Plot Point Campaign Souls of Darkness in which the Tomorrow Legion discovers the war between the City of the Mind’s Eye and Soulharvest. Though the Legion has enough on its plate in terms of threats and challenges, this campaign introduces a power that represents an existential crisis they can hardly ignore. Chapter Eleven provides a whole new bestiary of additional monsters and foes, often wielding dark magic and otherworldly powers to oppose anyone trying to make the world a little better and a little safer. Michael Logan (Order #41085069)


7 CHAPTER ONE T his chapter presents new Iconic Frameworks, new MARS packages, and new races for starting characters to choose from. Existing characters will find new Edges to acquire that may help as they explore the wonders and dangers of the Magic Zone, and beyond. ICONIC FRAMEWORKS The following Iconic Frameworks represent powerful arcane paths to walk. Dragon Juicer The process of creating Dragon Juicers was originally perfected in the independent city of Kingsdale. TechnoWizards (and at least one radical dragon alchemist) experimented at great length with dragon blood as a supplement for the normal biochemical stew that gives a Juicer his power. Further empowered with supernatural might, a Dragon Juicer is a frightening thing…but also more burdened, as he craves dragon blood while still facing an early death. HERO’S JOURNEY (TWO ROLLS) Dragon Juicers gain two rolls on any tables except Magic & Mysticism or Psionics. They can roll on the Enchanted Items & Mystic Gadgets chart, as dragon blood allows them to use TW and magic items (re-roll items that don’t make sense). ALL THAT A JUICER IS… The alchemical combination of the Juicer “cocktail” and dragon blood grants similarly enhanced speed, grace, strength, and endurance—including Burn Rating and Burn Die—to a Dragon Juicer (see Tomorrow Legion Player’s Guide). Dragon Juicers can take the Freshly Juiced Edge, and have access to the same Iconic Edges as a Juicer, with the exception of Juicer Treatment Edges. …AND MORE A Dragon Juicer possesses enhanced senses, the small arms fire denying hide of a dragon, and the capacity to wield TW devices. Like a Juicer, he heals quickly, but in his case it’s a matter of magical regeneration instead of bio-comp nanites. The cost of this is the need for adult dragon's blood for the rest of his days. CHARACTERS Michael Logan (Order #41085069)


8 Kingsdale and the Federation grant their soldiers all they need. Independent Dragon Juicers should make friends with an adult dragon quickly, otherwise, they’ll either need enormous amounts of credits and trade goods, or else engage in one of the most dangerous practices in history—dragon hunting! DRAGON JUICER ABILITIES AND BONUSES Dragon Juicers gain benefits from their TW bio-comp's steady drip of alchemy. „ Armored Hide: The transformation process grants +2 MDC Armor, which does stack with worn armor. „ Blood of Dragons: Dragon Juicers may make a natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed. „ Burning Blood: The alchemical conversion process is grueling on the Dragon Juicer's body, and has destabilizing effects on the bio-comp system's effects. His starting Burn Rating is reduced by two points. „ Dragonborn Senses: Dragon Juicers have the detect arcana power as an Innate Ability with the reduced Power Points cost from both the Range (Self) and Aspect limitations, and may Notice supernatural beings within line of sight. They also have Infravision, halving Illumination penalties against warm targets. „ Inherently Magical: Dragon Juicers possess a natural pool of 10 PPE and can use TW devices, though they cannot take Arcane Backgrounds. „ Speed: Dragon Juicers increase Pace by +2 and their running die by a die type. „ Strength of Dragons: Dragon Juicers begin with +2 Strength die types— with no Trait maximum—and begin with the Brawny Edge. They deal Mega Damage with all melee attacks. „ Super Endurance: Dragon Juicers begin with +2 Vigor die types; increase the Trait maximum accordingly. They sleep half the normal amount, gain +2 on Fatigue checks, and have Environmental Immunity to the Hazards of Cold, Disease, and Heat. „ Super Reflexes: Dragon Juicers begin with +1 Agility die type and increase the Trait maximum accordingly. They also begin with the Quick Edge. „ Uncanny Reflexes: Dragon Juicer reflexes are superhuman, granting −2 to be hit by any attack they are aware of and +2 on Evasion rolls. DRAGON JUICER COMPLICATIONS Dragon Juicers deal with many burdens. „ Cybernetics: A Dragon Juicer' s body rejects cyberware and implants. „ Death Wish: Walk the same end-isnear path of all Juicers, begin with Death Wish (Minor). „ Dragon Blood is Life: The TW bio-comp system requires a pint of adult dragon blood every month „ Everything that makes a Juicer survive and thrive applies to you as well. „ Invulnerability to small arms makes you the bane of regular infantry— but opponents in power armor and robot vehicles can stand up to you. „ Your ability to use TW gear gives you added versatility from the powers in TW armor and weapons, as well as the capability to act as a back-up wheelman for TW vehicles. TO SURVIVE AND THRIVE— THE DRAGON JUICER Michael Logan (Order #41085069)


9 to function, which must be either extracted from an unwilling (or slain) adult dragon, donated by an allied one, or purchased. The blood must be fresh and inserted directly into the TW bio-comp (which can store up to three pints of blood). If it can be purchased, a fresh pint of adult dragon's blood costs 2d4 × 5000 credits (−8 availability). However, most adult dragons have a bitter hatred for slayers of their kind, and loathe auctioning their life's blood to a technofreak vampire. Instead of selling his blood for credits, an adult dragon is much more likely to trade it in exchange for services and favors—terrible ones. The first month without fresh blood, the Dragon Juicer suffers a permanent Fatigue level and must check Spirit or lose a point of Burn. The second month he is Exhausted and loses a Burn. The third month he loses another point of Burn and is Incapacitated (in a coma), dying at the end of that month. Nothing treats the Fatigue levels or coma except a fresh dose of adult dragon's blood. „ Dragon-Related Disorders: Dragon's blood has a pernicious effect on the mental state. Select one of the following Hindrances (for no benefit): Bloodthirsty, Delusional (Major), Driven (Major), Greedy (Major), Habit (Major), Jealous (Major), Overconfident, Phobia (Major), Ruthless (Major) or Vengeful (Major). Delusions or Phobias must be related to dragons in some way. If Driven, he has an urge to hunt and slay (nonally/evil) dragons and supernatural creatures. Dragon Juicers gain a random new Hindrance from the list each time they achieve a new Rank (roll d10, reroll repeats). „ Drug-induced Euphoria/ Tranquility: The bio-comp supplies a combination of drugs and chemicals to keep Juicers living in a state somewhere between mildly ecstatic and stoned. This causes −1 to all Smarts or Smarts-linked Skill rolls in noncombat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick. „ Many Enemies: Dragon Juicers are targets for the Coalition and those who violently reject all forms of the supernatural. They also draw the ire of the Federation of Magic and other Michael Logan (Order #41085069)


10 societies holding dragons in high regard, where many view Dragon Juicers as vampiric abominations. „ Psionics and Magic: The alchemical cocktail in Juicers makes any use of magic or psionics impossible. „ Weakness: Anything dealing extra damage or effects to dragons has the same effect on a Dragon Juicer. DRAGON JUICER STARTING GEAR Standard Starting Gear substituting Dragon Skin Combat Armor, plus a TW Longsword and a TK Submachine Gun. Elemental Fusionist Even more so than other humans native to Rifts Earth, like Psi-Stalkers and PsiGhosts, the primordial arcane energies newly reawakened in the world have permanently changed those known as Elemental Fusionists. One is either born an elementalist, or not. However, unlike their fellow mutant humans, parentage does not guarantee the Fusionist's unique connection to the primeval forces of earth, air, water, and fire—no one can predict which humans will have the elemental forces awakened within them. What is readily apparent, though is the fact Elemental Fusionists are always born in areas far away from civilization, their true potential only able to manifest when distanced from the artificial confines of domesticated humanity. Fusionists are profoundly shaped at every level by the first element they bond with. This "life sign" molds their temperament, favorite places, colors, pastimes, and even destiny. HERO’S JOURNEY (TWO ROLLS) Gain two rolls on any tables of choice, except for Body Armor, Close Combat Weapons, Cybernetics, Psionics, Ranged Weapons, and Underworld & Black Ops. COSMIC BALANCE Elemental Fusionists can uniquely fuse their life sign with its polar opposite natural force, a dichotomy which they tap into deeply. Unlike other arcanists, their mastery of the elements is an innate one—it isn't like the occult knowledge of a Ley Line Walker, the spiritualism of a druid or shaman, the divine communion of a Mystic, or the internal strength of a Mind Melter. Instead, Fusionists are nature itself, siblings to elemental beings, manifestations of the founding energies of the Megaverse®. All are hardy outdoors-men and women who eschew cities and technology, only truly at home in the unshackled wilds of living creation. They view the world in the violent Michael Logan (Order #41085069)


11 shifts of polar opposites, yin and yang, a surging sea of raw power where they are free to manifest their will, free to observe or enact change as they see fit. WAY OF THE ELEMENTS Elemental Fusionists possess a unique form of Arcane Background (Gifted). Novices begin attuned to one arcane element, their life sign, and may attune to others by taking the Elemental Attunement Iconic Edge. The Fusionist's life sign should be chosen carefully because it grants special elemental abilities, and its complementary pairing— either air/earth or fire/water—will determine his fusion powers (see below). When selecting powers, ignore Rank requirements but only choose from the lists for attuned elements. A number of powers are commonly available, but those marked asterisk (*) are a choice unique to that particular element. Air: barrier, blast, bolt, burst, deflection*, farsight*, havoc*, protection, smite, sound/ silence*, and summon ally. Earth: barrier, beast friend*, blast, bolt, burrow*, burst, entangle*, protection, smite, summon ally, wall walker*. Fire: barrier, blast, bolt, burst, damage field*, darksight*, light/darkness*, protection, smite, and summon ally. Water: barrier, blast, bolt, burst, confusion*, intangibility*, protection, smite, summon ally, and warrior’s gift*. ELEMENTAL FUSION Fusing the power of their life sign and its opposing force enable an elementalist to unlock potent powers and abilities. Until attuned to the appropriate pair of elements, these abilities lie dormant. Only one pairing or the other is possible, per the hero's life sign; no Fusionist has access to both sets. „ Air/Earth: Gain access to the lightning fusion Trapping and these powers: arcane protection, flight, sloth/ speed and telekinesis. „ Fire/Water: Gain access to the steam fusion Trapping and these powers: arcane protection, divination, illusion, relief, and stun. „ Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. Gain a bonus damage die to bolt, burst, blast, and damage field, as well as a +2 Toughness bonus to barrier, entangle, and protection. ELEMENTAL FUSIONIST ABILITIES AND BONUSES Fusionists are gifted elemental masters. „ Arcane Background (Gifted): Begin with Survival d6, Focus d6, Arcane Background (Gifted), and 15 PP (not ISP/PPE). Choose an elemental life sign—air, earth, fire, or water—and gain detect arcana plus four powers from the associated list above. As Gifted, Fusionists have access to Mega Power Modifiers for all known powers, but can't use TW gear. „ Elemental Brotherhood: Fusionists can see and uncannily converse with all elemental entities, including spirits of light/dark, even if invisible. Such beings see them as brothers and will offer or request aid if needed, though they aren't suicidal. „ Primal Conduit: Fusionists begin with Strength and Vigor d6, and the Charismatic and Woodsman Edges. They may Siphon Power Points from willing elemental beings or sources of their life sign (by Size) gaining the benefits of ley line proximity from sites of primal energy, see Places of Power on page 34. „ Primordial Bond: While in nature, Fusionists have Danger Sense and Michael Logan (Order #41085069)


TO SURVIVE AND THRIVE— THE ELEMENTAL FUSIONIST 12 may make a natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed; near a life sign source this roll is hourly. „ Sense Life Sign: Fusionists know the exact details of their life sign element up to a Range of Spirit in miles as an action. Air signs know time, weather patterns, and air purity levels. Earth signs know direction, magnetism, and mineral locations. Fire signs know temperature, flammability, and the location of all fires. Water signs know humidity as well as water location, depth, and purity. „ Variable Trappings: Fusionists have the Trappings of their attuned elements. When activating powers they may choose which one to use. An air sign Fusionist attuned to all four elements and casting bolt, for example, may freely choose between air, fire, earth, water or lightning (his fusion ability) Trappings. ELEMENTAL FUSIONIST COMPLICATIONS Fusionists are human mutants, unfamiliar to most, with unique considerations. „ All Thumbs: On a base level, Fusionists don't mix well with tech. „ Arcane Backgrounds: Their nature doesn't allow Fusionists to take any other Arcane Backgrounds. „ Cybernetics: Incompatible, even a single implant blocks all abilities. „ Enemies: Bizarre mutants regularly mistaken for magic wielders, Elemental Fusionists are often designated “shoot-on-sight” targets for the Coalition and others who violently reject all forms of the supernatural. Fusionists opposing Lord Dunscon find True Federation territory to be hostile as well. „ Human Mutant: Fusionists must be human and can't choose another race. ELEMENTAL FUSIONIST STARTING GEAR Begin with standard Starting Gear. Nega-Psychic A Nega-Psychic is a walking human rejection of paranormal powers and influence. A scholar or scientist might point out the irony in using inherently preternatural abilities to combat magic, psionics, and the supernatural; a NegaPsychic simply appreciates her ability to fight back against a world full of eldritch dangers. HERO’S JOURNEY (TWO ROLLS) Those Nega-Psychics who take on the role of the wandering defender seek out whatever training, education, and other advantages they can pick up to supplement their innate defenses against paranormal abilities. The Nega-Psychic „ Your character's life sign not only determines their elemental affinity, but also their fusion pairing and resulting access to powers. Choose carefully, and get attuned with the pairing quickly. „ Be prepared, your Fusionist may need a round or two of preparatory casting before charging into the fray. On the flip side, once he reaches a high Rank he'll have access to an expansive power list. „ Your hero is especially in tune with his surroundings. Learning to leverage these abilities inside and outside of combat will be crucial to his success. Michael Logan (Order #41085069)


13 gains two rolls on any charts except Cybernetics, Magic & Mysticism, and Psionics. FOUNDED IN SKEPTICISM The Nega-Psychic is the natural human evolution of those who opposed the paranormal and supernatural in the days before the Great Cataclysm. Ancient accounts speak of inhuman threats and dangers to normal beings from sources of which most of humanity had no knowledge or understanding. Extraordinary individuals banded together to defend the rest of the population of Earth from these hidden dangers. Among them were those of strong mind and expanded intellect who simply refused to accept the paranormal without rigorous i n v e s t i g a t i o n . Only when all other e x pl a n at io n s f o r a problem were exhausted would they then accept the presence of the supernatural—for which they were well-armed and well prepared. REBELS WITH A CAUSE With her own psychic potential fully developed into a suite of powerful defensive capabilities, the Nega-Psychic uses her powers to actively combat paranormal threats. While some Nega-Psychics actively work with the Coalition States for common cause or live as CS citizens, far more prefer to take the battle to those monsters and evil beings who threaten the weak and the innocent, human or otherwise, living outside of the safety of a powerful fortress city. NEGA-PSYCHIC ABILITIES AND BONUSES Whether human, near-human, Psi-Stalker, or otherwise, Nega-Psychics are born to resist and combat the supernatural and arcane powers. Extensive training and practice are required to hone this capacity into an effective set of offensive and defensive tools. At the same time, NegaPsychics learn how to fight and survive in a dangerous world where beneficial magic and psionics do them little good. Nega-Psychics have a limited set of powers: arcane protection*, banish, boost Trait*, darksight*, environmental protection*, havoc, smite*, and telekinesis. Powers marked with an (*) have the Range (Self) limitation listed under Trappings in Savage Worlds; ISP costs are reduced accordingly. Michael Logan (Order #41085069)


14 „ It is difficult to use banish and dispel while in power armor, but there’s nothing stopping you from using arcane protection to beef up the defenses of yourself or your fellow passengers inside a vehicle. „ Be wary of picking fistfights with monsters. A Greater Demon’s hellfire bolt might wash right over you, but he can still punt you pretty far. „ Your natural healing won’t help you in combat, and you can’t benefit from healing powers. Keep some Bennies in reserve to Soak, and make sure the Bennies keep flowing toward you. TO SURVIVE AND THRIVE— THE NEGA-PSYCHIC „ Arcane Background (Psionics): Nega-Psychics begin with Arcane Background (Psionics) choosing three powers from the above list, the Major Psionic Edge, Psionics d6 and 20 ISP (10 ISP base, doubled by Major Psionic). Their powers are not disrupted by their own Greater Arcane Resistance. „ Disrupt Magic: A Nega-Psychic can use dispel any time (automatically interrupting actions) as a free action, rolling Spirit at no penalty for different Arcane Backgrounds. When activating dispel ISP costs are paid normally, and she may use Modifiers she has access to. „ Greater Arcane Resistance: This Nega-Psychic ability reduces damage from all arcane sources (including poison and disease) by 8 points. All Arcane Backgrounds are included, as are inherently supernatural or psionic monstrous abilities. Arcane skills targeting the Nega-Psychic suffer a −8 penalty, and she gains +8 to opposed Trait rolls to resist powers. They may take Arcane Resistance and the improved version to further increase these modifiers. „ Rapid Healing: Nega-Psychics make a natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed. They are +2 on rolls to resist Poison and Disease Hazards. „ Rebellious Spirit: Nega-Psychics begin with the Brave and Strong Willed Edges. NEGA-PSYCHIC COMPLICATIONS The “anti-power” of a Nega-Psychic is a double edged sword; they cannot benefit from beneficial arcane or psionic powers. They show up as a psychic blank and tend to be reviled by supernatural beings and those who abuse their power. „ Beneficial Powers Resistance: NegaPsychics can still wield TW gear, such as firing a TW weapon or using the farsight ability in a pair of TW goggles. However, anything external that would give her a direct benefit to herself (like healing or mind link cast by an ally) is rolled at a −8 due to her Greater Arcane Resistance. „ Cybernetics: Disrupting the inherent power flows within a Nega-Psychic’s spirit can harm her resistances. Each point of Strain from cybernetics reduces the value of Greater Arcane Resistance by one, so 3 points would reduce her resistance to 5. „ Enemies: Supernatural creatures and beings tend to hate Nega-Psychics with an unreasoning fury, often attacking them first if their abilities are discovered. Michael Logan (Order #41085069)


15 NEGA-PSYCHIC STARTING GEAR Standard Starting Gear substituting Gladiator Medium EBA, plus a TK Revolver and Vibro-Knife. Zapper Zappers are a rarer variant of Bursters. What Bursters, masters of pyrokinesis, do with flame and heat, Zappers perform with the manipulation of electricity—or electrokinesis. Zappers who can be convinced (or coerced) to serve are highly valued in the Coalition units that employ psionics to combat supernatural threats. The rest simply use their gifts to make their way in a world that vaunts raw power over anything else. HERO’S JOURNEY (TWO ROLLS) Zappers gain two rolls on any tables except Cybernetics or anything to do with magic. IT’S ELECTRIC! Zappers and Bursters are similar in many ways, mastering a form of energy to dazzling effect. In the case of Zappers, the capacity to create chaos and catastrophe to machines and power sources makes them a force to be reckoned with… or put down with prejudice. Zappers gain access to the same Iconic Edges Bursters can take in The Tomorrow Legion Player’s Guide, just change all the flame and heat trappings to electricity. MIND OVER MATTER It may take them slightly longer, but Zappers can reach the highest level of psionic mastery. Unlike Bursters, Zappers don’t begin as Major Psionics, but both the Major and Master Psionic Edges are available to them with advancement. Zappers have a limited list of psionic powers to choose from: arcane protection, boost Trait*, burst, confusion, darksight*, deflection*, detect/conceal arcana*, empathy, farsight*, fear, fly*, light/darkness, mind link, protection*, relief*, smite*, telekinesis, warrior’s gift*. Powers with an asterisk (*) have the Range (Self) limitation listed under Trappings in Savage Worlds; ISP costs are reduced accordingly. ZAPPER ABILITIES AND BONUSES Zappers focus their extraordinary psionic potential by surrounding themselves with fields of raw electrical might. They can also reach out into their environment and manipulate electric flows to their will. Michael Logan (Order #41085069)


16 „ Your Electrical Aura extends to any Fighting attacks you make— armed as well as unarmed. Consider spending one of your Hero’s Journey rolls on the Close Combat Weapons table. „ Never underestimate how much havoc Distracted and Vulnerable wreak on Extras. Control the battlefield with your Electrical Mastery. „ You are a walking nightmare for autonomous robots, power armor, and vehicles. The Coalition wants to shoot you on sight for a reason. TO SURVIVE AND THRIVE—THE ZAPPER „ Absorb Electricity: As an action, a Zapper can roll Psionics skill to drain electrical energy from a machine, building, or power source she touches. On a success, she drains half the stored electrical power of anything up to a large vehicle, causing it to work at about 50% effectiveness (half speed, drained charges, −2 on device until recharged). With a raise, she completely depletes all electrical power and the system needs a full recharge, new batteries, and so on. Causing a serious power drain in an object Size Large or bigger, like a house or a Death’s Head Transport, may be attempted at a penalty of −2 or more (Game Master’s decision, generally −2 per Size Category above Normal). „ Arc of Life: The Zapper can heal by absorbing energy; she removes one Wound when successfully using Absorb Electricity, or two Wounds with a raise. The healing effect requires draining a source with a Size of at least Normal. „ Arcane Background (Psionics): A Zapper begins with Arcane Background (Psionics) choosing three powers from the list above, 10 ISP, and a d6 Psionics skill. „ Electrical Aura: As an action (no roll or ISP required) a Zapper can surround herself with a damage field of electrical energy, causing 3d6 damage to adjacent foes at the end of each of his rounds, and providing +6 Armor to herself (stacks with protection and natural armor, but not worn armor). This energy aura also adds 1d6 damage to any Fighting attack she makes. If the Zapper spends 3 ISP when activating Electrical Aura, for the next five rounds the damage becomes Mega Damage and the Armor provided gains the MDC quality. Electrical Aura goes away whenever the Zapper is Incapacitated or is otherwise unconscious. „ Electrical Immunity: Zappers have Immunity to all sources of electrical lightning, and ion damage; she could be struck by ten lightning bolts while sitting on a major transformer and feel only a tingle. They have Environmental Immunity to Electricity Hazards, and gain +4 on rolls to resist electricity based arcane effects. Zappers take −4 damage from fire or heat-based attacks as well as laser, plasma, and particle beam weapons. „ Electrical Mastery: The Zapper has the Innate Ability to create, control, and eliminate minor electrical and static effects using elemental manipulation for no ISP. As an action, she may activate the Elemental Fury or Exalted Manipulation modifier costing no ISP. Non-arcane Michael Logan (Order #41085069)


17 environmental protection has no effect against this ability. „ Lightning Bolt: The Zapper can hurl an electrical bolt of 3d6 Mega Damage (4d6 on a raise) for one ISP, or 4d6 Mega Damage (5d6 on a raise) for two ISP. Additional Power Modifiers may be used as normal. Lightning Bolt has a Range of Smarts ×2 and counts as a Mega Power Modifier for the purpose of utilizing the Blaster Edges and their Power Modifiers. ZAPPER COMPLICATIONS Zappers deal with many of the same issues that face Bursters. „ Cybernetics: A Zapper's powers are not compatible with cybernetics. Even a single point of Strain worth of cybernetics will be destroyed by a Zapper using her Abilities and Bonuses (doesn't apply to her Arcane Background powers). Zappers also suffer a −1 to all Psionics rolls per point of Strain. „ Enemies: As with any powerful psychic, the Coalition and True Federation consider Zappers allied with enemy factions to be a dire threat to life and property. They prioritize attacking them when hostilities break out and hunt them with extreme prejudice. „ Glitchy Electronics: Unless properly shielded (usually by an Operator or Techno-Wizard), all minor electronics suffer the Glitch result from the Technical Difficulties chart when within 6” of a Zapper using her powers. ZAPPER STARTING GEAR Begin with standard Starting Gear. MARS These additional arcane Mercenaries, Adventurers, Rogues, and Scholars packages follow the same rules as those in The Tomorrow Legion Player’s Guide, including use of the Fortune & Glory table found there. BATTLE MAGUS One of the three Brot herho od s of the Magi in the powerful magical city of Dweomer, Battle Magi serve as the elite military arm of that community. More commonly called Battle Mages, members of this Brotherhood train to combine magic with combat prowess and serve as the primary defenders of Dweomer. Most of the time, this service is on the front lines of the city’s defenses, yet there are times Battle Magi are dispatched outside the concealing magics of their home to fulfill important missions for the Three. BATTLE MAGUS Michael Logan (Order #41085069)


18 Rarely, a Battle Magus might team up with other heroes to address threats to all good folk in the hopes of preventing them from ever coming near Dweomer. „ Begin with Occult d6, Spellcasting d6, Arcane Background (Magic), 10 PPE, and choose three powers from the following list: arcane protection*, blast, blind, bolt, boost/ lower Trait†, burrow, burst, darksight, damage field*, deflection*, entangle, environmental protection, farsight, fly, havoc, protection*, sloth/speed†, smite*, warrior’s gift*. Powers marked with an asterisk (*) or dagger (†) may be activated as Innate Abilities only on the Magus himself. The Powers marked with dagger (†) may be activated as an Innate Ability only when using boost Trait and speed. Lower Trait and sloth are cast normally. All other aspects of Arcane Background (Magic) remain the same. „ Begin with the Arcane Marksman Edge and Magi of Dweomer Edge. „ Begin with d6 Athletics, d6 Fighting and d6 Shooting. „ Begin with standard Starting Gear, substituting Battler Armor, plus a TW Flaming Sword and a TW Firebolt Pistol. COMBAT MAGE Combat Mages practice the arcane arts with a stringent focus on direct combat application of their powers. Though similar in some ways to the Battle Magi of Dweomer, Combat Mages care less about the philosophy of being a warrior-wizard and, instead, expend intense amounts of effort and training on the practical matters of being efficient in combat as well as magically powerful. „ Begin with Occult d6, Spellcasting d6, Arcane Background (Magic), 10 PPE, use the Ley Line Walker’s spell list and begin with three powers. „ Begin with the Channeling Edge and Master of Magic Edge. „ Begin with three Combat or Power Edges of your choice, ignoring Rank requirements. HIGH MAGUS Michael Logan (Order #41085069)


19 „ Begin with standard Starting Gear, substituting TW Combat Mage Armor and a TW Firebolt Pistol. HIGH MAGUS The smallest, yet most revered faction in Dweomer is the Brotherhood of Creation. The High Magi are the crafters and creators responsible for making the great items of power that defend the hidden city-state against all would-be attackers and make Dweomer one of the most amazing places in all the Megaverse®. Few ever leave the confines of the city, for they bear the secrets of crafting the powerful magic Automatons that may one day repel the unrelenting might of the Coalition. „ Begin with Occult d6, Spellcasting d6, Arcane Background (Magic), 10 PPE, use the Ley Line Walker’s spell list and begin with three powers. „ Begin with the Magi of Dweomer Edge. „ Begin with the Artificer, Minor Item Creation, and Major Item Creation Edges as well as the Repair skill at d6. „ Begin with standard Starting Gear, substituting a TW Shock Pistol and Ley Line Walker Medium Armor. The Armor used by the High Magi is customized; the helmet has insectlike eyes and an odd curtain of beads around the mouth, giving it an appearance unique to the Brotherhood of Creation. LORD MAGUS Dweomer’s elite caste of spellcasters are the Lord Magi. Over time, they may go from highly trained weavers of magic to supernatural, eldritch beings. In the meantime, they are the leaders, educators, and bureaucrats of Dweomer— granted their elevated station to run the kingdom and its armies because of their unquestioned mastery of the arcane. A Lord Magus is among the most capable arcane casters in the Megaverse®. „ Begin with Occult d8, Spellcasting d8, the Arcane Background (Magic) and Power Points Edges, 15 PPE, use the Ley Line Walker’s spell list and begin with five powers. „ Begin with the Magi of Dweomer Edge and One With Magic Edge. „ Begin with standard Starting Gear, substituting Ley Line Walker Medium Armor and a TW Shard Pistol plus a Mage Staff. The Armor used by the Lord Magi is customized; the helmet has a crustacean or insect appearance and the rest has a distinctive style unique to the Brotherhood of Magic. One of the great secrets of Dweomer is how the mighty Automatons that protect and defend the city-state are created. High Magi of the Brotherhood of Creation are directly imbued with energy from the Three Lords of Magic, which they use to animate these powerful weapons and bond them to their Controllers. A High Magus must reach Heroic Rank before being taught the secrets of crafting and animating an Automaton, which can only be done in Dweomer. It takes months to craft the body of the giant golem, and the rituals of animation and bonding require three straight days of focus, casting, and channeling enormous amounts of PPE. HIGH MAGUS, AUTOMATON CREATOR Michael Logan (Order #41085069)


20 PSI-DRUID The psionic gifts of a Psi-Druid lend themselves much more to oneness with Nature than more standard psionic practices. Choosing this road is often guided by the emotional and spiritual inclinations of the Psi-Druid discovering her powers for the first time, especially if she doesn’t have a formal means of instruction and guidance at hand. Shamans and more traditional arcane druids are often both amused and confused by Psi-Druids, but certainly welcome them to the greater family of those who wish to protect and nurture the natural world. „ Begin with Psionics d6 Arcane Background (Psionics), 10 ISP, use the Mystic’s Miracles or Psionics lists and begin with three powers as well as detect/conceal arcana, healing. In the Psi-Druid’s case, all powers are psionic and use ISP. „ Begin with the Beast Master, Healer, and Woodsman Edges. „ Begin with Healing d6 and Survival d6 „ Begin with standard Starting Gear substituting Adventure Survival Light Armor. PSI-SLINGER Psi-Slingers are psionically-gifted mutants—usually human or Psi-Stalker— who focus on channeling their powers of destruction through firearms. They rose to prominence in the area known as the New West amidst the resurgence of fascination with the cowboys and gunfighters of ancient Earth history. PsiSlingers intuitively meld precognitive senses with preternatural reflexes and a keen telekinetic aptitude to become superhuman gunslingers. They also have an uncanny ability to mute the intensity of energy attacks directed at them. „ Begin with Psionics d6, Arcane Background (Psionics), 10 ISP, plus bolt, protection, smite, and telekinesis as Innate Abilities. Protection and smite have the Range (Self) limitation. Use the standard Psionics list and choose one other power from it. „ Begin with Shooting d6 plus the Marksman and Steady Hands Edges. „ Begin with the Danger Sense and Quick Edges. „ Energetic Diminishment: While protection is activated, the Psi-Slinger takes −4 damage from energy attacks (electricity, fire, ion, lasers, particle beams, plasma, etc.). Michael Logan (Order #41085069)


21 „ Telekinetic Enhancement: When imbuing a Modern Firearm (see Savage Worlds) or TW equivalent with smite, the weapon does one additional die of damage. So, a Colt Peacemaker empowered with base smite by a PsiSlinger does 3d6+3 damage. „ Begin with either the Arrogant, Heroic, Overconfident, or Vengeful (Major) Hindrance for no added benefit. „ Make one less roll on the Hero’s Journey tables. „ Begin with standard Starting Gear, substituting two Colt Peacemakers. PSI-WARRIOR According to legend, when Psyscape’s founders established the city in the harsh wilderness of the Magic Zone, they quickly found the need for protectors and crusaders to take the fight to their enemies. Collectively, the great psychic founders of the city-state developed methods to mold the potential of reactive psychics—those with the innate ability to use mental energy to create physical manifestations of psionic power. These psionic initiates developed into amazingly gifted fighters empowered by strength of will and mind. Despite the veil of legend that obscures Psyscape from much of the world, the PsiWarriors survive on Rifts Earth as part of its legacy. Two schools outside the City of the Mind’s Eye exist where a dedicated initiate can subject him or herself to the rigors of Psi-Warrior training. One is in the village of Potomkane, near what was once Kettering, Ohio. The other is an Astral Realm known as Xanatoa, accessible from various nexus points and places of psychic power, provided the one searching has the knowledge and skill to reach it. „ Begin with Psionics d6, Arcane Background (Psionics), 10 ISP, as well as boost/lower Trait*, smite*, telekinesis, and choose two powers from the following list: arcane protection*, bolt, darksight*, deflection*, detect/ conceal arcana*, divination, empathy, environmental protection*, farsight*, havoc, healing, protection*, speed*, and warrior’s gift*. „ Begin with Fighting d6, as well as the Adept, Block, and Chi Edges. „ Begin with the Psi-Shield and PsiBlade Edges. „ Psi-Warriors gain +2 on all Vigor checks to resist Cold, Heat, Hunger, Sleep, or Thirst. „ The Arts of Offense: The PsiWarrior's Psi-Blade damage dice count as Claws when applying bonuses from Edges. „ Begin with either the Code of Honor or Heroic Hindrance for no added benefit. „ Begin with standard Starting Gear substituting Gladiator Medium EBA, plus a Psi-Pike. SHAMAN A Shaman follows one of the many mystical paths leading to unity with the spirits, nature, and self. His belief system and cultural background determines many details (including Trappings) of his magical and other practices. Shamans are skilled at making magical talismans (sometimes called fetishes) imbued with useful enchantments. Many Shamans come from indigenous American tribal backgrounds, but they are also found among D-Bees and other animistic societies. „ Begin with Occult d6, Faith d6, Arcane Background (Miracles), 10 PPE, use the both the Ley Line Walker's list and the Mystic’s Miracles list and begin with three powers. „ Begin with Healing and Survival d6. Michael Logan (Order #41085069)


22 „ Begin with your choice of the Beast Master, Danger Sense, or Healer Edge. „ Begin with the Artificer and Minor Item Creation Edges. „ Begin with standard Starting Gear substituting Light Enchanted Armor, plus a Spirit Bow and Spirit Spear. SPIRIT WARRIOR Spirit Warriors are very much akin to Cyber-Knights and Psi-Warriors, serving as protectors of the innocent and champions against supernatural and tyrannical evil. Many come from animist or indigenous American tribal societies, and gain their powers from interaction with Great Spirits, reaching them through the teachings and practices of their culture. Though the specific Trappings of their powers can represent a great diversity of cultures, the essence of their abilities is generally the same. „ Begin with Faith d6, Arcane Background (Miracles), 10 PPE, and select three powers from the following list: burrow, burst, boost/lower Trait, damage field, darksight, detect/conceal arcana, elemental manipulation, environmental protection, fly, healing, invisibility, protection, smite, warrior’s gift. „ Begin with Athletics and Fighting d6. „ Begin with the Adept, Champion, and Holy Warrior Edges. „ Spirit Warriors may make a natural healing roll once per day (instead of every five days). Permanent injuries may be recovered once all other Wounds are regenerated—treat each injury as an additional Wound (may try once per week). „ Begin with standard Starting Gear substituting Light or Heavy Enchanted Armor, plus a Spirit Bow and a Spirit Spear. D-BEES AND MUTANTS In addition to the races listed in The Tomorrow Legion Player’s Guide and below, many of the traditional D-Bee races find homes for themselves on Rifts Earth— Aquarians, Avions, Half-folk, Rakashans (not to be confused with Raksasha demons) and Saurians all dwell in the Magic Zone and beyond, barely different from their descriptions in Savage Worlds. Cactus People The Clszymllxbrrxxyfwrr earned their nickname from a surprising resemblance to humanoid cacti; their leathery green skin sports needles instead of hair, and their eyes are contained in protrusions resembling prickly pear fruit. They live off a diet of sunlight and fresh greens, draining the water, chlorophyll, and vitamins from leaves through suction cups on their fingers. Cactus People have neither mouths nor lungs and communicate with their fellows and other species through inherent telepathy. Most Cactus People dwell in small farming communities scattered throughout the Southwest. Needing little in the way of shelter and treasuring few possessions, these peaceful people are content to live in the shadow of ruined pre-Rifts settlements. Unfortunately, the regenerative properties of Clszymllxbrrxxyfwrr blood and their docile nature make them an increasing target of the Splugorth and unethical sorcerers, eager to turn the Cactus People into health tonics and healing potions. „ Bizarre Physiology: Those unfamiliar with Cactus Person biology suffer a −4 penalty to Healing and cybernetics checks. Juicer and Crazy augmentations don’t work for Michael Logan (Order #41085069)


23 them. Compatible medical supplies/ services and cybernetics cost quadruple the listed price. „ Cannot Speak: Cactus People have no vocal cords and communicate entirely through a weaker form of mind link (which they activate with no roll or ISP cost as a free action, Range of Spirit × 4). „ Doesn't Breathe: The plant-like Clszymllxbrrxxyfwrr do not breathe, instead drawing necessary gases from their foods—they aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum. „ Disease and Poison Resistant: Cactus People are rarely affected by common earthly poison and disease, and gain a +4 bonus to resist when they are susceptible. „ D-Bee (Major): The initial Reactions to Cactus People typically start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence. „ Hunted (Minor): Evil bandits, slavers, and sorcerers target Cactus People settlements to harvest their blood for alchemical concoctions— and because it just plain tastes good. Tribal Simvan enjoy harassing them for personal, sadistic amusement. „ Low Light Vision: Cactus People can see into the ultraviolet range— ignore penalties for Dim and Dark Illumination. „ Natural Psionics: Cactus People begin with the Arcane Background (Psionics) Edge, a d6 Psionics skill, and the following three powers: detect/conceal arcana, empathy, and mind link. If a Clszymllxbrrxxyfwrr chooses an Iconic Framework providing Arcane Background (Psionics), he follows all the normal rules for the Framework except three of his starting powers are the ones listed above (even if not normally allowed to that Framework). The Clszymllxbrrxxyfwrr gains two additional powers to his starting total (e.g., a Cactus Person Burster starts with five powers). „ Regeneration: Cactus People may make a natural healing roll daily to recover Wounds, or Injuries once all Wounds have been healed. „ Sunlight Dependency: Cactus People need an hour of sunlight each day. If they don’t absorb enough ultraviolet rays they become Fatigued each day until Incapacitated. A day after that, they perish. Each Michael Logan (Order #41085069)


24 hour spent sunning themselves restores a level of Fatigue. Fully covering clothing and armor blocks their ability to absorb sunlight. „ Restricted Paths: Cactus People have no capacity for speech and cannot take Arcane Background (Magic) or (Miracles), nor any Iconic Framework that includes them. Dwarves Dwarves are one of the more common D-Bees of Rifts Earth, especially in the Americas, and make up a large percentage of the populations of settlements like Castle Refuge, Kingsdale, and others throughout the rest of the Domain of Man. The long-lived, hardy folk are known to show immense hospitality to their own kind, especially those down on their luck. Many second- and third- generation dwarves are renowned Operators, City Rats, and Techno-Wizards. „ D-Bee (Minor): Dwarves tend to most freely associate with their own kind. Their human-like appearance mitigates the most xenophobic initial Reactions, which typically start at Uncooperative, or Unfriendly for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence. „ Low Light Vision: Ignore penalties for Dim and Dark Illumination. „ Near-Human Physiology: Those unfamiliar with dwarven physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks. „ Physical Strength and Endurance: Dwarves start with a d6 Strength and d6 Vigor, increase Trait maximums accordingly. „ Racial Animosity: Ancient enemies, dwarves and elves are still coming to terms with their new circumstances on Rifts Earth (where they should be natural allies, as they were in eons past). Old habits die hard, though, especially for such long-lived races. Dwarves suffer −2 on Persuasion checks when dealing with elves. „ Reduced Pace: Dwarves have short legs compared to most races. Decrease their Pace by 1 and their running die by one die type. „ Squat: Dwarven proportions make most Rifts Earth armor and clothing problematic—these items must be custom-tailored at double normal cost. Glitter Boy armor (including the Iconic Framework) and most human power armor is not an option. „ Technically Inclined: Dwarves have an innate knack for intuiting engineering, science, and technical concepts and are often attracted to related pursuits and occupations. Begin with d4 Repair and d4 Science. Elves Though not quite as numerous as dwarves, elves are found throughout Rifts Earth— they are more numerous in Europe than North America. Elves are some of the original founders of Kingsdale, and inhabit the Magic Zone, Lazlo, Tolkeen (formerly), and the Domain of Man. Elven society can be quite insular, with elves often coming across as arrogant, sarcastic, and elitist to other races. While elves tend to take care of their own kind first, most are valiant defenders of all intelligent life in the Megaverse® and have an innate cultural drive for excellence. This leads many elves to seek prominence as elite professionals such as Cyber-Knights, Rogue Scholars, Ley Line Walkers, and skilled men-at-arms like Wilderness Scouts. Michael Logan (Order #41085069)


25 „ D-Bee (Minor): The initial Reactions to Elves typically start at Uncooperative, or Unfriendly for human supremacists. Those with Unfriendly or lower Reactions will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence. „ Enchantingly Beautiful: Almost all other humanoid races find elves to be beautiful, though with the prevalence of slaving on Rifts Earth this is not always an advantageous trait (elves are frequently nabbed first because they fetch the best price at slave markets). Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists. „ Driven: Elves have the Driven (Minor) Hindrance. „ Impudent: Elven culture is often insular and elitist. All elves have the Quirk (Minor—Culturally Superior) Hindrance. „ Low Light Vision: Elves ignore Illumination penalties for Dim and Dark lighting. „ Near-Human Physiology: Those unfamiliar with elven physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks. „ Physical and Mental Prowess: Elves start with d6 Agility and d6 Smarts; increase Trait maximums accordingly. „ Racial Animosity: Ancient enemies, dwarves and elves are still coming to terms with their new circumstances on Rifts Earth (where they should be natural allies, as they were in eons past). Old habits die hard, though, especially for such long-lived races. Elves suffer −2 on Persuasion checks when dealing with dwarves. Orcs Inter-dimensionally ubiquitous, orcs hail from an untold number of worlds. They proliferated on Rifts Earth, inhabiting everywhere in North America from the New West and Pecos Empire (where they make up nearly a third of all bandits) to southern Canada and Calgary. The burly green-skinned humanoids are also known to inhabit the wilds of Europe and other parts of the globe in great numbers. Impressed by might and delighting in martial competition, orcs often become the minions of power-hungry individuals who give them a chance at the destruction and chaos they crave. Many orcs are naturally drawn to the tyranny of Lord Dunscon and the chance for constant battle against the “fairer species,” skulking and robbing in the shadows of civilized territory, a plague in the remote regions of the Coalition States and the borderlands of Free Quebec. „ Bad Reputation (Major): Orcs are infamous throughout the Megaverse®. Due to their violent appearance and history, their initial Reactions with Strangers are two levels worse than usual. „ Bite: Orcs have canine-like teeth that cause Str+d4 damage and can bite grappled foes, see Natural Weapons in Savage Worlds. „ Big Brutes: Orcs are built for physical power—they begin with the Brute Edge and Size +1, gaining +1 Toughness and increasing maximum Strength one step. „ Disagreeable D-Bee: Orcs suffer a −1 Persuasion penalty, and the orcish reputation for destruction and mayhem result in initial Reactions which are typically Hostile at best. Human supremacists are immediately violent unless a social skill check is successful. Merchants Michael Logan (Order #41085069)


26 will refuse to sell wares or provide services such as healing, repairs, etc. „ Instinct Over Intellect: Orcs act on their instincts, intellectual pursuits are not common for them. They suffer a −1 penalty to all Smarts rolls, but not Smarts linked skills. „ Low Light Vision: Orcs ignore Illumination penalties for Dim and Dark lighting. „ Near-Human Physiology: Those unfamiliar with orcish physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks. „ Physical Strength: Orcs start with a d6 Strength, which increases Trait maximum accordingly. Psi-Ghosts About 70 years before the establishment of the Post-Apocalyptic Calendar, a village of mutant humans in the Magic Zone began breeding true, akin to the centuries-old Psi-Stalkers, handing down strong psychic powers and the ability to become an intangible specter. The villagers used their powers to spy on and steal from other settlements, eventually drawing the ire of other underworld factions who united to destroy the village. Scattered worldwide, the Psi-Ghosts now live as loose-knit clans, hiring themselves out as “acquisition specialists” and covert agents. „ Ghosting: A Psi-Ghost may “ghost”—gaining the effect of intangibility—or reappear as an Innate Ability with no roll or ISP cost. Power modifiers can't be used with this ability. While ghosted she gains +4 Stealth and +2 Intimidation, and is also vulnerable to gas-based attacks (such as tear or poison gas). „ Mutant (Minor): Though they may pass as normal humans, Psi-Ghosts know they are Mutants and interact poorly in most social settings. Whether their identity is revealed or not, initial Reactions often start off Uncooperative due to their aloof nature and disregard for civil society. „ P r e s e n c e S e n s i n g Psionics: Psi-Ghosts begin with Psionics d6, Arcane Background (Psionics), and 10 ISP. One of their three powers—chosen from the standard list—must be detect/ conceal arcana*, which has the Range (self) Michael Logan (Order #41085069)


27 limitation. Detect arcana always activates with the Presence Sense modifier at no additional cost or prerequisite. If a Psi-Ghost chooses an Iconic Framework providing Arcane Background (Psionics), he follows all the normal rules for the Framework except one of his starting powers is detect/conceal arcana* (even if not normally allowed by that Framework), and the she gains two additional power to her starting total (e.g., a Psi-Ghost Burster get five). „ Restricted Paths: Psi-Ghosts cannot take an Arcane Background or Iconic Framework using PPE. „ The Psi-Ghost Code: Even under pain of torture, Psi-Ghosts will not rat out each other to those who hunt them, nor will they betray the terms of a contract. Begin with the Vow (Major) Hindrance. „ Wanted (Major): Psi-Ghosts are pursued by many powerful groups— including the Coalition States and True Federation—who seek to either forcibly recruit them or, failing that, eliminate them before their abilities can be leveraged by rivals. Vronwor The Vronwor are four-armed giants with human appearances and proportions. Long ago, many sects of Vronwor withdrew from the incessant wars of their homeworld to pursue a culture of intellectual curiosity scattered across various worlds of the Megaverse®. Following the Coming of the Rifts a number of Vronwor made it to Earth, with many finding purpose defending the weak and aiding those who would rebuild civilization. Vronwor adventurers fought in the defense of Tolkeen, as well as the New German Republic's war with the Gargoyle Empire. A faction of the giants dwelling at Dweomer serve the Lords of Magic, with whom they feel a kinship— some even worship them as exalted relatives. Small bands explore the world on voyages of scientific and magical discovery. Some even join the Tomorrow Legion, seeing a reflection of their own culture in the synthesis of science and sorcery at Castle Refuge. „ Bizarre Physiology: Those unfamiliar with Vronwor biology suffer a −4 penalty to Healing and cybernetics checks. Juicer and Crazy augmentations don’t work for them. Compatible medical supplies/services and cybernetics cost quadruple the listed price. „ Curious: The Vronwor's insatiable appetite for learning and mysteries means they begin with the Curious Hindrance. „ D-Bee (Major): Unable to disguise themselves among humans due to their great height and extra arms, the initial Reactions to Vronwor typically start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence. „ Environmental Weakness (Radiation): Vronwor physiology is particularly susceptible to the ravages of radiation, suffering a −4 penalty to resist the hazard and +4 damage from radiation-based attacks. „ Four Arms: Vronwor ignore 2 points of Multi-Action penalties each turn. „ Giant Strength: Vronwor begin with d8 Strength and possess an unlimited Strength maximum. „ Natural Psionics: All Vronwor possess an innate aptitude for Psionics. Vronwor begin with d4 Michael Logan (Order #41085069)


28 Psionics, the Arcane Background (Psionics) Edge, 10 ISP, and may choose powers from the standard list. If a Vronwor chooses an Iconic Framework providing Arcane Background (Psionics), he gains two additional powers to his starting total (e.g., a Vronwor Burster starts with five powers). „ Non-Standard Build: Vronwor have unique proportions which make commonly available equipment problematic. Subtract 2 from Trait rolls when using equipment not designed for them (including weapons and vehicles) and they cannot wear commonly available armor or clothing, which must be custom-designed and fitted—tripling purchase and repair costs. Glitter Boy armor (and the Iconic Framework) is not an option, neither is most power armor. Equipment and food cost double the listed price. Any Starting Gear is assumed to be custom built for the character. „ Paranthropophagous: No taboos exist in Vronwor culture against consuming the flesh of sapient beings; on their homeworld, in fact, the giants ritually consume the flesh of fallen enemies. The stigma against cannibalism on Rifts Earth means even Vronwor who no longer follow this practice suffer −2 to Persuasion rolls among those unfamiliar with the hero's restraint and good nature. „ Size 3 (Normal): Vronwor stand 13 – 14 feet tall and weigh 1100 –1400 lbs. Their Size grants them +3 Toughness. EDGES Background Edges MAGI OF DWEOMER Requirements: MARS (Magus), Arcane Background (Magic) The hero belongs to one of the three Brotherhoods of Magi factions in the hidden magical city of Dweomer, has Connections with the group and its allies, and strong obligations to both his Brotherhood and the city as a whole. This Edge comes with the Hindrance Vow (Major—Serve Dweomer), and the hero has a connection to the Three which means he sometimes receives instructions and tasks from them. Magi of Dweomer grants the Master of Magic Edge. The hero also gains a free reroll against opponents attempting to banish or dispel his powers. Magi of Dweomer always know how to find the hidden city of Dweomer. PSYCHIC OF PSYSCAPE Requirements: Arcane Background (Psionics), Occult d6+ The hero is a member of the Psychics of Psyscape faction, gains Connections with the group and its allies, the Vow (Major—Serve Psyscape) Hindrance, and will occasionally find their loyalties tested or confronted by the faction's powerful enemies. Psychics of Psyscape gain the empathy power. They can also use detect arcana as an Innate Ability, gaining a +2 to sense supernatural evil and dark arcana. Psychics of Psyscape may transform into beings of pure psychic energy, fusing with a ley line to enter stasis for one year per ISP spent. Michael Logan (Order #41085069)


29 Combat Edges ARCANE MARKSMAN Requirements: Seasoned, Arcane Background (Any) If the caster doesn’t move in a turn and activates no more than a single bolt or similar damage dealing power as her first action, she may add a +1 bonus to her Arcane Skill roll, or ignore up to 2 points of penalties from Called Shots, Cover, Scale, or Speed. Iconic Edges ELEMENTAL ATTUNEMENT Requirements: Seasoned, Elemental Fusionist, Spirit d8+, Focus d8+ The Fusionist becomes attuned to a new element; either air, earth, fire, or water. Gain access to the element's power list and learn one new power chosen from it. This also unlocks the associated Trappings and a possible fusion pairing. This Edge may be taken up to once per Rank until all four natural elements are attuned. Remember that, while a Fusionist can become attuned to all four elements, only a single fusion pairing is allowed. LIFE SIGN HARMONY Requirements: Novice, Elemental Fusionist, Spirit d10+ The hero has fully embraced his primordial life sign element, gaining elemental manipulation and environmental protection as Innate Abilities. In addition, Environmental protection makes him immune to all negative effects or damage from his life sign, and elemental manipulation Trait checks are made at +4 when using his life sign's Trappings. WARLOCK Requirements: Heroic, Elemental Fusionist, Focus d10+, Special (see below) The most legendary elementalists are known by the title of "Warlock" and are naturally seen as "first among equals" by other elemental beings and Fusionists Attunement to the four core cosmic energies allows the Warlock to tap into the laws of creation and life itself. Warlocks gain access to these powers, learning one immediately: banish, blind, boost/lower Trait, conceal arcana, disguise, dispel, drain Power Points, empathy, fear, growth/shrink, healing, invisibility, mind link, mind reading, mind wipe, object reading, puppet, resurrection, shape change (into a lesser elemental of his life sign), slumber, and teleport. Special: Before taking Warlock, a Fusionist must attune to all four elements. Power Edges DREAM VISION Requirements: Veteran (or special, see below), Major Psionic, divination Some are able to open their minds to the flows of psionic and mystical energy through the ethereal world while their thoughts are at peace—making visions of the past, present, and even future possible. The Grey Seers are well known for their gift with this ability. Once a session, when the hero either sleeps or meditates for four hours, she may activate divination normally. On a success, she gains benefits equivalent to a raise result for divination in the form of a prescient vision. With a raise, the vision grants elaborate supernatural premonitions or insight, and the GM is encouraged to embellish the amount and nature of the information received. If the character is a Master Psionic, a raise allows her to bring her companions into the Dream Vision (even triggering a dream-state adventure, Dramatic Task, or Quick Encounter at the GM’s discretion). Special: Those with the Grey Seer Edge may take Dream Vision at any Rank. Michael Logan (Order #41085069)


30 MINOR ITEM CREATION Requirements: Seasoned, Artificer, PPEbased Arcane Background, Repair d8+ Practitioners of all forms of arcane arts may learn to make items imbued with power through creation ceremonies. Whether called charms, fetishes, or good old-fashioned magic items, these devices grant the possessor minor but useful benefits. Minor Item Creation allows a crafter to create items which may store PPE (accessible by the wielder) or grant impressive bonuses. Creating and enchanting a Minor Item takes 1d4 days plus the time necessary to craft the object itself, and requires 10,000 credits worth of extra materials (both mundane and arcane). When finished, the crafter rolls the lower of her Occult, Repair, or Arcane Skill at a −2 penalty. Regardless of Arcane Background, if working on a ley line or near a nexus point, every 10 Power Points (or doubling thereof) of naturally available PPE adds a +1 bonus to the crafter's roll, per the rules for additional PPE for magic rituals (see Rituals and Meditations in The Tomorrow Legion Player's Guide). On a failure, the time and materials are wasted, but on a success, the crafter creates an item with a Minor Upgrade (as per the TW Conversions and Upgrades rules in The Tomorrow Legion Player’s Guide) with an additional Minor Upgrade on a raise. Only new non-mechanical and nonelectrical items may be created this way; already existing items cannot be modified. This is a variant of TW Conversions and Upgrades, the two cannot be combined. Minor items do not require the wielder to be able to channel PPE or ISP, but can only have two Minor Upgrade abilities. GMs may limit the number of items characters may reasonably create in downtime or between sessions. Important: Seasoned Techno-Wizards automatically have the benefits of this Edge—substituting their rules for Build rolls—as an alternative to the TW Conversions and Upgrades process. MAJOR ITEM CREATION Requirements: Veteran, Minor Item Creation, Master of Magic, Occult d10+ Arcane artificers, fetish crafters, and Techno-Wizards may learn the secrets to greater enchantments and item making. This Edge allows crafters to create items with up to two Minor and two Major Upgrades, using known powers only. Crafting materials have normal Availability but cost double the amount of the listings for TW Conversions and Upgrades. Creating a Major item takes 1d6 days plus 1d6 per 10,000 credits worth of materials being used, plus the time necessary to craft the object itself. When finished. The crafter rolls the lower of her Occult, Repair, or Arcane Skill at a −4. As above, if working on a ley line or nexus point, every 10 Power Points (or doubling thereof) of naturally available PPE adds a +1 bonus to the crafter's roll per Additional PPE for Magic Rituals. On a failure, the materials and time are wasted. On a success, she creates an item with one Major Upgrade and one Minor Upgrade; on a raise an additional Major and Minor Upgrade are included. With a success the materials for unimbued Upgrades are not consumed or wasted. Only new non-mechanical and nonelectrical items may be created this way; already existing items cannot be modified. This is a variant of TW Conversions and Upgrades, the two cannot be combined. The imbued Edges and powers of Major Items do require Power Points to function, which is why crafters must build PPE storage into any items they want people without PPE or ISP to wield. At Legendary Rank, a hero with this Edge may create artifacts—items with up to four Minor and four Major Upgrades. Michael Logan (Order #41085069)


31 Use the same process (with the necessary extra time and cost), with the final roll made at −6. If successful, an item is created with the three intended Major Upgrades imbued, as are three Minor Upgrades. A raise means all the intended Upgrades are imbued in the new item. Important: Veteran Techno-Wizards automatically have the benefits of this Edge—substituting their rules for Build rolls—as an alternative to the TW Conversions and Upgrades process. PSI-WEAPON MANIPULATION Requirements: Seasoned, Psi-Blade or Cyber-Knight Long practice with her Psi-Blade or PsiSword allows the wielder to manifest her weapon in the shape of a held, Medieval melee weapon without moving parts (a rapier or spear, for instance, but not a flail, bow). Though the weapon’s damage does not change, the psi-weapon gains the other properties of the chosen shape, with the exception of the Claws property (e.g. a Psi-Blade warhammer gains AP 1, a Psi-Sword halberd gains Reach 1 and two hands, etc.). Professional Edges ADEPT Requirements: Novice, Arcane Background (Magic, Miracles, Psionic), Arcane Skill d8+, Fighting d8+ Adepts practice a tradition which hones body, mind, and spirit into a single weapon; examples from Earth’s history include the mystical monks of Shaolin and the internal alchemists of Wudang; on Rifts Earth the Psi-Warriors follow this path. Upon taking this Edge, for each of his current Ranks and at each new Rank, the adept may choose one power to become an Innate Ability with the Range (self) limitation. The adept must already have the power to begin with— chosen normally from his power list. The following powers may be upgraded to Innate Abilities this way: arcane protection, boost Trait, deflection, healing, protection, smite, speed, and warrior's gift. All other aspects of the character's Arcane Background and powers remain the same. CONJURER Requirements: Novice, Arcane Background (Magic), Occult d8+, Spellcasting d8+, Special (see below) The Conjurer’s claim to fame is straightforward—to bring forth animals and simple, non-magical objects out of thin air at a whim. Of course, creating anything from nothing is not as easy as it appears. Powered technology and magic items are beyond the capabilities of Conjurers; black powder and simple gas-powered items (lanterns, stoves) are the most complex things they can conjure. As an action, conjurers can spend the listed PPE to summon items based on their Rank as listed on the Conjurer Items table (see below). Conjured items lasts one hour per Rank of the Conjurer. A leather jacket summoned up by a Veteran Conjurer lasts for three hours before disappearing. Conjurers can keep summoned items around for one additional hour per PPE they expend to maintain it. By taking a level of Fatigue (can only be recovered naturally) and performing a Ritual costing five times the normal PPE, the conjured item becomes permanent—see Rituals and Meditations in The Tomorrow Legion Player's Guide. Conjurers must have the summon ally power if they wish to conjure animals. Any summoned creature remains around for the same Duration as a conjured item (one hour per Rank of the caster). Having the beast friend power or Beast Master Edge is a good idea for an animal-summoning Conjurer. The GM has final say on what can and cannot be conjured at any given Rank. Michael Logan (Order #41085069)


32 CONTROLLER Requirements: Novice, Arcane Background (Magic), Agility d6+, Smarts d6+, Occult d6+, Piloting d6+ Those who master operating the mighty eldritch Automatons which build and protect arcane-friendly cities are called Controllers. In all practical ways, Controllers are the Robot Vehicle Jocks of the magical world. The major difference is Automatons simply won’t function for anyone who doesn’t have this Edge. Most controllers are trained exclusively by Dweomer, especially since the fall of Tolkeen. GREY SEER Requirements: Novice, Mystic, Special (see below) These peaceful clairvoyants are a bane to some and a boon to others. Burdened with knowledge of countless threats to both individuals and existence itself, most Grey Seers prefer to remain impartial in their tranquil enclaves. Some, however, set out into the world to save it from the evils they’ve seen. A Grey Seer enjoys an enhanced form of the Mystic’s Spiritual Channel ability. If he spends at least 10 minutes in quiet CONJURER ITEMS COST RANK TYPES OF ITEMS 3 Novice Knife, scissors, bag of marbles, toothbrush, bowl, pair of gloves or boots, small pot 4 Seasoned Sword, shield, crossbow, 6 –12 arrows or bullets, handcuffs, pliers, small chest, large pot 5 Veteran Great sword, flintlock pistol, chair, trunk, set of clothing with coat and hat, leather armor, spyglass, binoculars 6 Heroic Revolver, shotgun, couch, bed, 4-person rowboat, bicycle, plate armor, plank of heavy wood, lantern 7 Legendary Assault rifle, three frag grenades, flak jacket, small hut, 6-person sailboat, dining room set Michael Logan (Order #41085069)


33 meditation and contemplation, he can gain the benefits of divination without making a Vigor check. He can do this a number of times per day equal to 1/2 his Spirit die; after that, he must begin making Vigor checks as per Spiritual Channel. Furthermore, Grey Seers gain the effects of the Communion Mega Power Modifier for free, and a +2 bonus on all Trait checks related to Dream Visions. The Mystic is a member of the Grey Seers faction, and has Connections with the group and its allies. He gains +1 to social checks with most folks and Reactions start one level higher than normal. The faction's Enemies—including powerful ancient evils—will plot his downfall. To maintain proper focus and commitment, the Grey Seer must accept a vow of Poverty (per the Hindrance) and be a Pacifist (per the Minor Hindrance). TOTEM WARRIOR Requirements: Shaman or Spirit Warrior MARS package Some tribal champions learn to commune even more deeply with the animal spirits, opening up additional abilities. A hero with this Edge adds these powers to her power list: beast friend, growth/shrink, and shape change, and chooses one to learn. She may also activate powers while in animal form. Weird Edges ONE WITH MAGIC Requirements: Arcane Background (Magic), Master of Magic, Occult d8+, Smarts d8+ Across the Megaverse®, those who are born to magic and those who devote themselves to its study may become one with the arcane energies they wield. A prime example is the Lord Magi of Dweomer, who transform dramatically due to their direct connection to the rulers of their kingdom, the mysterious Three. This Edge can be taken once per Rank. The following effects must be taken in the order listed. Once a character reaches Legendary, they can continue to take it once every two Advances to gain the benefit listed under Heroic. „ Novice: Gain detect/conceal arcana as an Innate Ability; may sense supernatural beings within line of sight with a Notice check. Conceal arcana even works while sleeping, it only stops working if forcibly Incapacitated. Those who already have this power gain a +2 on all rolls related to its use. „ Seasoned: Gain the Ley Line Rejuvenation and Ley Line Sense abilities of a Ley Line Walker. Ley Line Walkers instead gain a +2 bonus on rolls related to either ability. „ Veteran: The character begins aging only one year for every five, and may make a natural healing roll once per day (instead of every five days), even when not on a ley line. On a ley line, the caster gains a natural healing roll once per hour and may recover permanent injuries—see Regeneration in Savage Worlds „ Heroic: Choose one power to use as an Innate Ability, requiring no PPE (additional Power Modifiers cost the normal amount). The power does not work if the caster is unconscious, asleep, or otherwise Incapacitated. Only powers with a Duration longer than instant may be selected. „ Legendary: The caster’s body transforms, infused with arcane energies granting +4 MDC natural Armor (stacks with both worn MDC body armor and the protection power). The character is considered a creature of magic. Michael Logan (Order #41085069)


34 MAGIC AND PSIONICS Cloud Magic This is the elegant, alien form of arcane arts practiced by the Lyn-Srial, especially their guardian Sky Knights and Cloudweavers. These famous paladins and priests among the clouds are easily built using the MARS Personal Concept Option in The Tomorrow Legion Player’s Guide and Arcane Background (Miracles). Sky Knights should choose the Adept, Champion, and Holy Warrior Edges, and expand from there. Cloudweavers should take Artificer and Healer. Cloud Magic: Practitioners of this art gain Weakness (Necromantic), suffering a −4 penalty to resist effects and +4 damage from such attacks. They may use Cloud Magic Trappings—which focus on opening one's mind and the study of eldritch aspects of clouds, wind, and sun— granting +4 damage and effects to targets vulnerable to light or air Trappings. Places of Power Many places hold power for those who know how to tap into it. These include burial grounds, places of cultural importance to ancient tribes, and natural wonders such as crystal caves or hot springs. For those trained in shamanic ways, these places can be a source of PPE and other gifts. Anyone who comes from a shamanic tradition (Mystics with the appropriate style and Trappings, as well as Shamans and Spirit Warriors) can make an Occult roll when in such an area. With a success, they gain the same benefits as if they were at a ley line. Elemental Fusionists treat formations of the elements similarly, gaining the equivalent bonuses of ley lines from bonfires, pools, cairns, or thunderstorms. Grand nature sites like volcanoes, waterfalls, geological formations, or a tornadoes have the same benefits for them as nexus points do for magic users. See Ley Lines in The Tomorrow Legion Player's Guide. Michael Logan (Order #41085069)


35 CHAPTER TWO GEAR S pecially-designed weapons, armor, and equipment greatly enhances the power and survivability of magic and psionic users. Techno-Wizards do a brisk trade in arming and equipping manipulators of PPE and ISP. AUTOMATONS Two of the Automatons common to the City of Dweomer are detailed in Savage Foes of North America—the Battlelord and the Earth Thunder. The staggering variety of war machines available to Dweomer’s military is key to their successful defense against Coalition forces. The Automatons also remain a powerful deterrent to Lord Dunscon, and he covets them greatly for his own army. Constructed from metal, stone, and other materials (some exotic and alien in nature), Automatons require Controllers in the same way Robot Vehicles require pilots. Though Dweomer Automatons normally bond to a specific Controller, Techno-Wizards can operate one that’s either un-bonded or whose Controller died. Due to the eldritch power coursing through the Automaton, a Controller generally needs to ride on top of or walk alongside her golem. In most cases, the head of the Automaton sports an open howdah-like platform. Though the space gives the rider −4 cover from ground-level attacks and −2 from aerial assaults, the operator should wear some significant armor when going into heavy battle. The Automaton and Controller share a powerful link—each can see and sense what the other perceives. If fully bonded, the Controller can control the arcane golem from as far as Spirit × 2, otherwise, she must have physical contact to maintain control. For purposes of combat, Automatons are vehicles and follow all the same rules as Robot Vehicles. COLOSSUS The biggest Automaton ever created by the High Magi of Dweomer, the Colossus stands over 60 feet tall and weighs nearly 250 tons. Most recent estimates put the Michael Logan (Order #41085069)


36 total number of these Automatons at 90 to 110, and everyone who knows of their existence both fears them and wants the knowledge of how to build them. So far, they’ve only been deployed extradimensionally, due to the Lords of Magic wishing to keep them in reserve as a secret weapon against any significant attack (or against the day they finally decide to go on the offensive against either Dunscon or the Coalition). Designed to look much like a metallic Celtic warrior god, the head of the Colossus shields the operator behind a curled ram’s horn style crown. Only the most elevated of those who serve the Lords of Magic are allowed to bond with this ultimate weapon in the Dweomer arsenal. Colossus: Size 10 (Huge), Handling +1, Pace 12+d8 (50 MPH), Toughness 60 (30), Crew 1, Strength d12+10. Notes: MDC Armor. Special: „ Fear (−2): Colossus Automatons cause Fear checks at −2 when encountered. „ Spellcasting: The operator can command the Colossus to cast the following spells, using the lower of his Piloting or Spellcasting Skill. These spells draw on the Automaton’s near-unlimited PPE store, and all can be cast using Power Modifiers: barrier, blast, bolt, confusion, deflection, detect/conceal arcana, farsight, mind link. „ Special Qualities: The Colossus has Arcane Resistance (Imp), which it shares with its Controller, and can be activated/deactivated as an Innate Ability. It also has Fast Regeneration (at Vigor d12), but the operator must spend 10 PPE of his own to activate it, and it only lasts five rounds per activation. The Controller can also take an action to stomp the giant feet of the Colossus, creating the havoc effect over an LBT surrounding the golem (doesn't affect the Controller). Weapons: „ Magic Iron Mace (Str+2d10, AP 14, Mega Damage). „ Eye Beams (Range 120/240/480, 5d6 Mega Damage, AP 10, RoF 2, AntiPersonnel). FIRE DEMON The sculpting and constant red-hot metal skin make the Fire Demon Automaton appear every bit its namesake. Standing 20 feet tall and covered in flames and waves of heat, only the Controller of this “fiery engine of destruction” is truly safe around it. Dweomer only employs the Fire Demons in assaults against forces well away from the city walls. Fire Demon: Size 6 (Large), Handling +1, Pace 14+d10 (75 MPH), Toughness 28 (8), Crew 1, Strength d12+6. Notes: MDC Armor. Special: „ Fear: Fire Demon Automatons cause Fear checks when encountered. „ Spellcasting: The operator can command the Fire Demon to cast the following spells, using the lower of his Piloting or Spellcasting Skill. These spells draw on the Automaton’s near-unlimited PPE store, and all can be cast using Power Modifiers: blast, bolt, light/ darkness, smite. All Fire Demon spells have Fire/Heat Trappings, see Savage Worlds. „ Special Qualities: The Fire Demon emanates a constant aura of heat and fire damage, much like the damage field power. It does 2d8 Mega Damage to anyone who Michael Logan (Order #41085069)


37 physically contacts it or hits it in melee (and this damage is added to its own melee attacks). This aura does not affect the Controller in any way. The Fire Demon also has Fast Regeneration (at Vigor d12), but the operator must spend 10 PPE of his own to activate it, and it only lasts five rounds per activation. Fire Demon Automatons (and their Controllers) have Immunity to all flame and heat attacks. Weapons: „ Flaming Hands (Str+3d4, AP 12, Mega Damage). „ Fire Breath (Range Cone, 3d12 Mega Damage, RoF 1, It Burns). ICE DRAKE The icy counterpart to the Fire Demon, the Ice Drake Automaton gives the Dweomer military a very powerful air force element. Constructed to look like a blue-and-white dragon, the Ice Drake has a saddle area for the Controller— meaning this Automaton unfortunately provides no direct protection for the Controller, who should definitely wear some armor or protective gear of her own. An Ice Drake’s Frost Blasts coat their targets reducing visibility, affecting machinery, and generally disrupting actions. Ice Drake: Size 5 (Large), Handling +1, Pace 24+d12 (400 MPH flying) or Pace 18+d10 (120 MPH walking), Toughness 32 (12), Crew 1, Strength d12+4. Notes: MDC Armor. Special „ Spellcasting: The operator can cause the Ice Drake to cast the following spells, using the lower of her Piloting or Spellcasting Skill. These spells draw on the Automaton’s near unlimited PPE store, and all can be cast using Power Modifiers: barrier, blast, bolt, darksight, detect/conceal arcana, entangle, farsight, havoc, invisibility, smite, wall walker. All Ice Drake spells have Cold/Ice Trappings. „ Special Qualities: The Ice Drake exudes a constant aura of damaging cold, much like the damage field power. It does Michael Logan (Order #41085069)


38 2d6 Mega Damage to anyone who physically contacts it or hits in melee (and this damage is added to its own melee attacks). This aura does not affect the Controller in any way. The Ice Drake also has Fast Regeneration (at d12 Vigor), but the operator spends her own 10 PPE to activate it, and it only lasts five rounds. Ice Drake Automatons (and their Controllers) have Immunity to cold and ice attacks. Weapons: „ Claws and Tail (Str+2d8 Mega Damage, AP 12). „ Frost Blasts (Range Cone, 2d10 Mega Damage, RoF 1; on a raise, instead of bonus damage, the target is Distracted. INFILTRATOR One of the few constructs built with covert and special operations in mind (rather than an overt combat capacity), the Infiltrator Automaton is about eight feet tall and looks like a faceless glass humanoid. There is no way for the Controller to ride the Infiltrator, so it is operated remotely. The operator can be as far as Spirit × 10 away from the magical machine to maintain control and experience all its sensory input. Designed for stealth and intelligence gathering, it can handle all hostile environments and has several features specifically engineered to those mission profiles. Infiltrator: Size 1 (Normal), Crew 0 (operated by remote), Strength d12+4, Toughness 20 (8), Pace 8 Notes: MDC Armor. „ Spellcasting: The operator can command the Infiltrator to cast the following spells, using the lower of his Piloting or Spellcasting Skill. These spells draw on the Automaton’s near unlimited PPE store, and all can be cast using Power Modifiers: damage field, deflection, disguise, invisibility, teleportation. „ Special Qualities: The Infiltrator can use the intangibility power as an Innate Ability with no roll, but it only lasts a single round. It must wait a full round before using this ability again. The Infiltrator also has Fast Regeneration (at d12 Vigor), but the operator must spend 10 PPE of his own to activate it, and it only lasts five rounds. Weapons: „ Hand-to-Hand Capabilities (Str+1d6 Mega Damage, AP 6). „ Carried Weapons: The Infiltrator can carry any melee or ranged weapons the Controller cares to arm it with. These weapons cannot, however, become intangible when it uses that power; they drop to the ground. KILAIRGH Based upon a strange predator creature the Lords of Magic remember with fondness from their past elsewhere in the Megaverse®, the Kilairgh (pronounced “kill-air”) is a 70’ long, 20’ wide maninsect hybrid Automaton built for fear as well as combat. While it moves much like a centipede when just traveling about, those who face it in combat are confronted with a monster armed with slashing pincers rearing up to 30’ into the air. The Kilairgh is a brawler meant to close with ranged combatant vehicles and tear them to pieces. Kilairgh: Size 10, Handling +1, Pace 14+d10 (80 MPH), Toughness 57 (29), Crew 1, Strength d12+12. Notes: MDC Armor. Michael Logan (Order #41085069)


39 Special: „ Fear (−2): Kilairgh Automatons cause Fear checks at −2 when encountered. „ Spellcasting: The operator can command the Kilairgh to cast the following spells, using the lower of her Piloting or Spellcasting Skill. These spells draw on the Automaton’s near unlimited PPE store, and all can be cast using Power M o d i f i e r s : blast, bolt, damage field, deflection, fear, havoc. „ Special Qualities: The Kilairgh has Fast Regeneration (at d12 Vigor), but the operator must spend 10 PPE of his own to activate it, and it only lasts three rounds. Weapons: „ Pincer Claws or Tail Swipe (Str+3d6, AP 18, Mega Damage) „ Slam: The operator of Kilairgh can make the Automaton rear up to gain +2 on Push attack rolls ARMOR Arcanists and psychics avoid armor that interferes with using their powers. They prefer armor designs utilizing materials and construction techniques that harmonize with their abilities, which is why Techno-Wizard-crafted armor is so valuable to mages, mystics, and psionicists. Arzno TWA-1500 Incursion EBA (TW): Bordering on power armor, Incursion armor provides the Arzno Mercenary Corps with a stealth suit perfect for black ops and commando missions. Available in a variety of matte, unreflective colors (including black, desert and forest camouflage, and gray), the suit features tarnished silver knuckledusters and spikes (+1d4 damage to unarmed attacks) and a pair of retractable short swords in the forearms (Str+1d6) for defense against vampires and other supernatural beings. The wearer may use her own Power Points to activate the following powers with the Range (Self) limitation: deflection, flight, invisibility, and silence. All can be activated using the suit’s Spellcasting of d8. Incursion armor provides +4 Armor and +2 Toughness and requires a minimum Strength of d6 (12 lb, Rarity −4, 195,000 credits). Arzno TWA-1600 Exterminator EBA (TW): Standard issue for the AMC heavy weapons division, this armor’s TW enhancements allow the user to wield weapons normally the exclusive domain of Combat Cyborgs and power Michael Logan (Order #41085069)


40 A Techno-Wizardry device which stores PPE may be recharged with Power Points by any character with the ability to use TW gear, or they may be recharged on a ley line at a rate of 5 PPE per hour. Techno-Wizards also create PPE storage batteries using the Minor and Major Item Creation rules. PPE BATTERIES armor troops. Like all Arzno armor, it comes standard with silver-plated spikes for fighting vampires (+1d4 damage to unarmed attacks). The armor provides +8 Armor, +3 Toughness, and adds two steps to Strength for 1 Power Point per hour. The wearer may use her own Power Points to activate the following powers with the Range (Self) limitation: boost Trait (Strength) and deflection. All can be activated using the suit’s Spellcasting of d8. Up to two additional powers may be installed for Rank × 10,000 credits apiece. The armor requires a minimum Strength of d8 (18 lb, Rarity −4, 185,000 credits). Battler Armor: Constructed for the wizard warriors of Dweomer, these TW body armor suits feature a lightweight design to support the fluid martial style of the Battle Magi. Battler Armor does not offer full environmental protection, which is why most Battle Magi study the environmental protection spell. It does come with a demon-motif helmet, which provides the darksight power (as an Innate Ability, no roll needed, automatic raise effect). Battler Armor provides +4 Armor and +2 Toughness, and it has a minimum Strength requirement of d6 (6 lbs., Rarity −4, 14,500 credits). Dragon Skin Combat Armor: Originally designed by the TechnoWizards of Kingsdale, these expensive and rare protective custom suits are the result of combining the skin and scales of a deceased dragon with composite metals via TW techniques. Some dragons find this form of armor very objectionable; most are pragmatic enough to understand wasting the carcass of one of their kind is a foolish endeavor (and their inherent disdain for each other complements that pragmatism). Dragon Skin provides +6 MDC Armor, +3 Toughness and is covered in spikes and claws (+1d4 damage to unarmed attacks). It requires a minimum Strength of d10. For 1 PPE per hour the wearer gains +4 to any Vigor checks dealing with environmental heat or flame (20 lbs., Rarity –6, 125,000 credits). Enchanted Armor: Whether crafted by arcane artificers, shamans, or any other practitioners of the mystic and magical arts, a suit of enchanted armor is a valued form of protection. The varieties of appearance and styles are as nigh-infinite as the crafters throughout the Megaverse® who create them. Light Enchanted Armor provides +4 Armor and +1 Toughness with Min Str d4, and can be concealed under clothing (–2 on Notice rolls to detect the armor). Medium Enchanted Armor provides +5 Armor and +2 Toughness with Min Str d6. Heavy Enchanted Armor provides +6 Armor and +3 Toughness with Min Str d8. The suits don't requires PPE or ISP to wear or function (6 lb, 120,000 credits for Light; 12 lb, 150,000 credits for Medium; 16 lb, 190,000 credits for Heavy; all are Rarity –2). Power Armor ARZNO TWA-1230JR JACKRABBIT One of Arzno Weapons Manufacturing’s most popular TW power armor models, Michael Logan (Order #41085069)


41 the Jackrabbit, offers astonishing speed and a reputation for being as lucky as a rabbit’s foot. The Jackrabbit requires 1 PPE per hour to operate (110 lb, 1.2 million credits, Rarity −3). Arzno TWA-1230JR Jackrabbit: Size 1 (Normal), +7 MDC Armor, +4 Toughness, Strength d12+2, Pace 12 + 2d6 running. Notes: TW, An integrated PPE battery stores 25 Power Points. The pilot may use the PPE battery or his own PPE to activate the following powers with the Range (Self) limitation: speed and warrior’s gift. These can be activated using the armor’s Spellcasting of d8; warrior’s gift is restricted to bestowing Dodge, Extraction, Free Runner, or Level Headed. The armor can leap +6” horizontal and +3” vertical due to powerful leg hydraulics. With the rail gun and other weapons stowed, the pilot may “jackrabbit run” on all fours at 85 MPH. Weapons: „ Mini Rail Gun (Hand-held) „ Optional Integrated Forearm Weapon (Standard options are a silver-plated short sword or Anti-Personnel Laser). ARZNO TWA-1250RB RAGING BULL Popular with bruisers and brash mercs, the Raging Bull offers an in-your-face appeal for proactive door-smashers— the eyes even glow red when its powers are activated! The Raging Bull requires 1 PPE per hour to operate (430 lb, 2 million credits, Rarity −4). Arzno TWA-1250RB Raging Bull: Size 2 (Normal), +11 MDC Armor, +5 Toughness, Strength d12+5, Pace 8. Notes: An integrated PPE battery stores 25 Power Points. The pilot may use the PPE battery or his own PPE to activate the following powers with the Range (Self) limitation: boost Trait (Strength or Vigor only) and protection. These can be activated using the armor’s Spellcasting of d8. The pilot may also spend 4 PPE to gain the Berserk Edge as if it was available for warrior’s gift. Weapons: „ Light Rail Gun (Hand-held) Michael Logan (Order #41085069)


42 WEAPONS The sheer variety of TW weapons is staggering; every Techno-Wizard with an imagination and a ken for combat takes a crack at crafting specialized weaponry that reflects his brand of mayhem. The selection below contains only some of the more popular or interesting options found in the Magic Zone and elsewhere. Wielders must have the ability to channel ISP or PPE to use these weapons. For ranged weapons, when the shots run out, the user can spend an action to pump 2 Power Points into the weapon to “refill” it. Wielders of any TW weapons can expend 2 Power Points (as a free action) to do Mega Damage for three rounds. When a TW weapon delivers the effect of a power, the Fighting or Shooting roll is used as the spellcasting roll for purposes of opposed checks and/or determining successes and raises. If multiple powers are delivered at once, the same attack roll is used for the results of all powers. VEHICLES ARZNO TWV-2100 SANDSTORM HOVER CRAFT An important part of Arzno’s arsenal and exports, the Sandstorm Hover Craft sees use in everything from combat to exploration to reconnaissance. They function as well over swamps or open water as they do over land. Though offering little protection, the Sandstorm’s magical defenses make up for it (3.6 million credits, Rarity −2). Arzno TWV-2100 Sandstorm Hover Craft: Size 4 (Large), Handling 0, Top Speed 110 MPH, Toughness 18 (6), Crew 2+2, Remaining Mods 2 Notes: TW, Exposed Crew, Hover, LL, MDC Armor. An integrated PPE battery stores 50 Power Points; recharges 5 PPE per hour on a ley line. The pilot may spend 6 PPE from the battery or his own PPE to activate deflection; the effect extends to the vehicle and all passengers. The dust storm kicked up by the Sandstorm’s hover engines while traveling over sand effectively blinds (−6 Penalty) anyone in a Large Burst Template behind the hover craft. Michael Logan (Order #41085069)


43 Weapons: „ Swivel-Mounted Shotgun (12/24/48, 1–3d6 Damage, RoF 1–2, Shots 6) „ Mini-Missile Launcher (Roll-barmounted, Fixed Front, RoF 4, Shots 8) ARZNO TWV-4500A KAMIKAZE FIGHTER Natural aerodynamics bow to magical propulsion with Arzno Weapons Manufacturing’s snub-winged fighter plane. Based on prototypes cobbled together from pre-Rifts scrap, the TWV4500A is intended as an infantry support and escort aircraft—but at present it functions better against other small flyers (5.1 million credits, Rarity −4). Arzno TWV-4500A Fighter: Size 4 (Large), Handling +1, Top Speed 250 MPH, Toughness 24 (12), Crew 1 Notes: TW, LL (Handling +2, 500 MPH on a ley line), MDC Armor. An integrated PPE battery stores 35 Power Points. Weapons: „ TK-Mini Gun (Fixed Front) „ Light Missile Launcher (Wingmounted, Fixed Front, RoF 4, Shots 4) IRONHORSE Originally engineered in late, lamented Tolkeen, Techno-Wizard Ironhorse locomotives ride ley lines like rails and use nexus points as junctions, running people and cargo from Lazlo to the Colorado Baronies and beyond. Several Ironhorse lines operated out of Minnesota and the Magic Zone before the Fall of Tolkeen, but now Ironhorse service is largely limited to the New West (with the most reliable train being run by Bandito Arms). Empowered in part by powerful elementals, Ironhorse locomotives enjoy effectively unlimited fuel. The one- to two-mile width of ley lines also gives them greater maneuverability than their track-bound predecessors. Unfortunately, the Coalition States assume anyone riding an Ironhorse is an enemy of the state and attempt to destroy the trains on sight (500 million credits). Ironhorse Locomotive: Size 8 (Huge), Handling +1, Top Speed 100 MPH, Toughness 40 (18), Crew 2+8 Notes: TW, Hover (maximum altitude of 1,000 feet), LL, MDC Armor. The Ironhorse locomotive can haul up to 30 additional freight or passenger cars; boxcars are Size 9 (Huge), Toughness 25 (6)—lack weapons and means of locomotion. Weapons: „ 2 × Fireball Launchers (Fixed Forward, the fireballs launch from the “eyes” or “mouth” of the engine) TRAILBLAZER ASSAULT ATV Stormspire’s compromise between a tank and a Zone Ranger ATV, the Trailblazer is an up-armored ATV that excels at hit-andrun operations like raids and skirmishes (8 million credits, Rarity −4). Trailblazer Assault ATV: Size 7 (Large), Handling +1, Top Speed 100 MPH, Toughness 42 (26), Crew 4, Remaining Mods 2 Notes: ATV, ECC, LL (150 MPH on a ley line), MDC Armor, STS. An integrated PPE battery stores 60 Power Points. The pilot may spend 4 PPE from the battery or his own PPE to activate deflection with Greater Deflection—no weapons can be fired from the vehicle while the power is activated. Weapons: „ Starfire Pulse Cannon Emplacement (Front Pintle Mount, 16 Shots) „ Nova Rifle (Rear Turret, 48 Shots) „ Box-style Mini-Missile Launcher (Fixed Front, RoF 4, 40 Shots) Michael Logan (Order #41085069)


44 TECHNO-WIZARDRY RANGED WEAPONS „ Techno-Wizardry Gear: Characters with an appropriate Arcane Background— or special ability—may use and power Techno-Wizardry (TW) gear with their personal pool of Power Points (PP), whether PPE or ISP. TW gear embedded powers are typically activated using the wielder’s PP and Arcane Skill or Spirit. Critical Failures cause Technical Difficulties. „ Recharging Shots: The Shots listed represent how many times a TW ranged weapon can be fired before the wielder has to spend an action pumping Power Points into the weapon to “refill” it; costs two PP unless noted otherwise. „ Mega Damage: TW weapon wielders can expend 2 PP as a free action to cause Mega Damage for five rounds. WEAPON RANGE DAMAGE AP ROF SHOTS MIN STR WEIGHT RARITY COST TW AND MAGICAL PERSONAL RANGED WEAPONS Spirit Bow 30/60/120 4d6 6 1 — d6 3 — — Notes: A magic item. Mega Damage. Fires spirit arrows—unlimited Shots but the archer needs d8 minimum Spirit. Granted to great warriors and heroes, especially among Native American and First Nation cultures. Gains +1d6 damage and +6 AP vs supernatural evil. TW Disruptor 15/30/60 — — 1 5 d6 8 −4 150,000 Notes: No damage to living beings. Roll Shooting or Arcane Skill against one technical item's Object Hardness (TW or mundane electrical item, must be carried by the target). On a success it suffers a Technical Difficulty (see Tomorrow Legion Player’s Guide), adding +2 to the result with a raise. Doesn’t work on cybernetics, sealed armor, or vehicles. TW Firebolt Pistol 12/24/48 3d6 6 1 10 — 3 −2 80,000 Notes: It Burns. Freeze Grenade 5/10/20 — — 1 — — 0.25 −2 25,000 Notes: TW, entangle, LBT TW Force Cannon 50/100/200 3d12 12 1 6 d12 42 −4 300,000 Notes: can only fire Heavy Bursts, which only use one Shot with each attack. TW Nova Rifle 30/60/120 4d8 8 1 8 — 10 −3 130,000 Notes: MBT, It Burns. TW Shard Pistol 15/30/60 3d4 4 3 12 — 3 −2 72,000 Notes: 3RB; targets hit suffer lower Trait vs Vigor; on a raise they also suffer Hinder. TW Shock Pistol 10/20/40 3d6 3 1 10 — 2 −1 52,000 Notes: Targets hit must make a Vigor roll at –2 (–4 with a raise) or be Stunned.; –2 to Notice when the pistol is concealed. TW Starfire Pistol 15/30/60 2d12 4 1 12 — 2 −3 80,000 Notes: +1 Shooting. TW Storm Rifle 30/60/120 4d6+2 4 1 6 — 8 −4 280,000 Notes: +1 Shooting. Havoc as an alternate attack (uses one shot). Michael Logan (Order #41085069)


45 TW VEHICULAR RANGED WEAPONS WEAPON RANGE DAMAGE AP ROF SHOTS MODS CREDITS Starfire Pulse Cannon 50/100/200 3d10+6 30 1 16 3 520,000 Notes: +1 Shooting; 12 PPE required to refill all Shots. TECHNO-WIZARDRY CLOSE COMBAT WEAPONS „ Techno-Wizardry Gear: Characters with an appropriate Arcane Background— or special ability—may use and power Techno-Wizardry (TW) gear with their personal pool of Power Points (PP), whether PPE or ISP. TW gear embedded powers are typically activated using the wielder’s PP and Arcane Skill or Spirit. Critical Failures cause Technical Difficulties. „ Techno-Wizardry Melee Weapon Activation: Cost is to activate for five rounds per the number of Power Points (PP) listed. „ Mega Damage: Techno-Wizard (TW) melee weapons deal Mega Damage while activated. The listed magical weapons deal Mega Damage. WEAPON DAMAGE AP MIN STR WEIGHT RARITY COST Deathbringer Sword Str+2d12+4 16 d8 5 −8 14 million Notes: A magic item; +1 Parry. As an action, roll Fighting and 10 PP to activate Greater protection and Greater damage field; or 5 PPE and Shooting for Greater bolt. TW Great Sword Str+2d6+2 6 d10 6 −2 42,000 Notes: Two hands, Cost 1 PP, +1 Fighting (Parry –1 unless powered) TW Katana Str+d8+4 8 d6 3 −2 60,000 Notes: Cost 1 PP, +1 Fighting, +1 Parry, and Mega Damage. TW Longsword Str+d10+2 6 d8 3 −1 35,000 Notes: Cost 1 PP, +2 Fighting and Mega Damage. TW Mage Staff Str+d4+2 — d6 6 −1 38,500 Notes: Two hands. Cost 1 PP, +1 Fighting, +2 Parry, and Mega Damage. TW Paralysis Staff Str+2d4 — d6 4 −4 500,000 Notes: Silver-tipped end caps. Cost 1 PP; a successful strike delivers lower Trait vs. Agility and Strength at the same time, as well as sloth. Psi-Pike Str+2d8 8 d8 12 −3 80,000 Notes: Reach 2, two hands. Cost 1 ISP (not PPE) for full benefits (has normal pike values, per Savage Worlds, if the wielder does not have ISP). Spirit Spear Str+3d6 6 d6 3 — — Notes: A magic item. Wielder needs d8 minimum Spirit. Granted to great warriors and heroes, especially among Native American and First Nation cultures. Gains +1d6 damage and +6 AP against supernatural evil. TW Whip of Pain Str+d4 2 d4 2 −3 200,000 Notes: Reach 2. Cost 1 PP, strikes deliver stun. The wielder may use the whip to grapple at Reach range. The whip causes Str damage to Entangled or Bound foes. Michael Logan (Order #41085069)


46 The possible list of magic items and equipment is nearly infinite, considering all the potential sources of such things. Techno-Wizards, alchemists, shamans, enchanters, and practitioners of all kinds might create simple items of convenience and extraordinarily complex magic machines. Generally, almost any piece of mundane gear might have an enchanted or spiritually-infused counterpart. Arcane spectacles acting like night-vision goggles, runic computational devices, and a “dancing spirit” magic box that fulfills the same function as a holo-display communicator are all possible. Players and GMs should work out when a character’s piece of equipment has a magical, spiritual, or even psionic version of something normally technical. Consider anything from Savage Rifts® sources fair game, as well as mundane gear from Savage Worlds, the Science Fiction Companion, or any other Savage sources. Increase the cost by 50% to 100%, depending on the item. Unlike Techno-Wizard items, most such gear generally shouldn’t require the user be magically or psionically gifted to use it. If the item is enchanted beyond its normal function (through TW or other means), that may change it to something that requires inherent PPE or ISP to power. MAGIC ITEMS AND EQUIPMENT MAGIC OPTIC SYSTEM SPIRIT BOW TW DISRUPTOR Michael Logan (Order #41085069)


47 CHAPTER THREE T he lands covered in Rifts® North America: Arcana & Mysticism stretch from the so-called “Spirit West” in the southwestern part of the former United States to the vast Magic Zone and finally northeast to Lazlo, sister-city of Castle Refuge and ally in the struggle against evil. Unifying these distant territories is a commonly-held reliance upon and veneration for the use of magic and psionic powers, but geographic and cultural differences prevent them from fusing into a single political entity. In their struggle to make Rifts Earth a better place, perhaps the Tomorrow Legion can unite these regions in a common purpose. THE SPIRIT WEST West of the Missouri River, south of the old Canadian border, excluding the powers at war in the former state of Texas, sits the large swathe of territory called the New West. Alongside the largely technological settlements described in Rifts® North America: Empires of Humanity sit city-states and nations devoted far more to the practice and use of magic. Colloquially, they are often called the Spirit West. ARZNO …The Arzno Mercenary Corp patrol brought us to the city’s westernmost gate for processing. Some Legionnaires hesitated to check and store their heavier weapons and armor (especially Noble, who feels naked without his Glitter Boy suit), but the mercs insisted. Movement in and out of the city seems heavily controlled, probably because of the rumors of vampires in the area. I’ve watched a lot of pre-Rifts videos, and Arzno reminds me less of that Old West look and more of those singing cowboy movies with the cars and the rockets and all. TechnoWizard devices are as integrated into life here as Lazlo or even Stormspire, improving the quality of life considerably. I’m curious as to just how mercenary the Arzno Mercenary Corps really is. They seem to possess a nobility of spirit, a dedication to AN ARCANE GAZETTEER Michael Logan (Order #41085069)


48 justice, that marks them as something more than hired guns. Perhaps they might offer the military alliance we’ve longed for? In the meantime, Arzno Weapons Manufacturing is happy to make us a deal. —Major Nola Cheney, Logistics Officer THE NATIVE AMERICAN PRESERVES There's barkin' huge herds of buffalo just on the other side of the Ozarks—barkin' huge. You have to wait hours for them to thunder on by. If it weren't for the Simvan and other monsters chompin' on 'em, it would seem like an entirely different Age. The Comanches ridin' herd over Kansas seem to have it pretty peaceful. Their Spirit Warriors roam the land on their ponies, takin' out bad guys and the like. Lots of tribesfolk are heading north to some big burial ground or something. Some shady-looking dudes we ran into made a joke about me chompin' on Indian bones, but I gave them a good growl and they didn’t bother us none. My old masters in the CS have it in for the Comanches and the other Native American Preserves. I don't like that, but I don't know what to do about it. The Traditionalists don't seem to want our help… and helping when you aren't wanted is rude. —Noble, Glitter Boy pilot TRYTH-SAL Honored Mother and Father, I write to you the night before my departure, before I take up the calling of the Lyn-Srial and set forth upon my pilgrimage. Soon I shall be winging above strange lands, meeting new people, engaging with this Earth the Raging Skies deposited us upon. I shall leave our golden Tryth-Sal behind, abandoning the Michael Logan (Order #41085069)


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