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The Rifter 62

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100% found this document useful (10 votes)
1K views98 pages

The Rifter 62

Sembieda gold
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • From the Desk of Kevin Siembieda
  • Palladium News
  • Do you enjoy running role-playing games?
  • Deathspike and The Vampire Lands
  • Dark Magic
  • Experience Tables
  • The World Association of Super-Humans
  • Climbing, Expanded
  • Castle Sturmgard
  • Doc Reid’s Vampire Survival Tip Sheet

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Warning!
Violence and the Supernatural
The fictional worlds of Palladium Books® are violent, deadly and filled with supernatural monsters.
Other-dimensional beings, often referred to as “demons,” torment, stalk and prey on humans. Other alien
life forms, monsters, gods and demigods, as well as magic, insanity, and war are all elements in these
books.
Some parents may find the violence, magic and supernatural elements of the games inappropriate for
young readers/players. We suggest parental discretion.
Please note that none of us at Palladium Books® condone or encourage the occult, the practice of
magic, the use of drugs, or violence.

The Rifter® Number 62


Your Guide to the Palladium Megaverse®!
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Special Palladium Fantasy 30th Anniversary Dedication:
To Julius Rosenstein: Friend, Game Master and a founding member of the fabled Defilers. Without you, Julius, there may very well
had never been a Palladium Fantasy RPG or even Palladium Books. Thank you for introducing me to the wonders of role-playing and
joining me on so many grand adventures. I am forever grateful.
– Kevin Siembieda, May, 2013

First Printing – May 2013

Copyright 2013 Palladium Books® Inc.

All rights reserved, world wide, under the Universal Copyright Convention. No part of this book may be reproduced in part or whole,
in any form or by any means, without permission from the publisher, except for brief quotes for use in reviews. All incidents, situations,
institutions, governments and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is
strictly coincidental.

Robotech® and Robotech® The Shadow Chronicles® are Registered Trademarks of Harmony Gold USA, Inc.

Palladium Books®, Rifts®, The Rifter®, Coalition Wars®, After the Bomb®, The Mechanoids®, The Mechanoid Invasion®, Mega-
verse®, Nightbane®, Palladium Fantasy Role-Playing Game®, Phase World®, RECON®, and Splicers® are registered trademarks
owned and licensed by Kevin Siembieda and Palladium Books Inc.
The slogan “A Megaverse of adventure – limited only by your imagination,” and titles and names such as Armageddon Unlim-
ited, Aliens Unlimited, Arzno, Atorian Empire, ARCHIE-3, Beyond Arcanum, Beyond the Supernatural, BTS-2, Brodkil, Bioman-
cy, Biomancer, Bio-Wizardry, ‘Burbs, ‘Borg, ‘Bot, Chaos Earth, Dead Reign, Dimensional Outbreak, Dinosaur Swamp, Dyval, Elf-
Dwarf War, Heroes Unlimited, I.S.P., Land of the Damned, Lazlo, Victor Lazlo, Lazlo Agency, Lazlo Society, Palladium of Desires,
C.A.M.E.L.O.T., Chi-Town, CS, Coalition States, Cosmo-Knight, Crazy, Cyber-Knight, D-Bee, Dark Day, Dead Boy, Doc Reid, Dog
Boy, Dog Pack, Emperor Prosek, Erin Tarn, Fadetown, Free Quebec, Gadgets Unlimited, Gargoyle Empire, Glitter Boy, Gramercy
Island, Hardware Unlimited, Heroes of the Megaverse, Heroes Unlimited, HU2, Juicer, Ley Line Walker, M.D.C., Mechanoid Space,
Mega-Damage, Mega-Hero, Megaversal, MercTown, Minion War, Morphus, Mutant Underground, Mysteries of Magic, Merc Ops,
Naruni, Naruni Enterprises, NEMA, Ninjas & Superspies, NGR, Northern Gun, The Nursery, P.P.E., Powers Unlimited, Psi-Stalker,
Psyscape, SAMAS, S.D.C., Shifter, Siege on Tolkeen, Skelebot, Skraypers, Sorcerer’s Forge, Splugorth, Splynncryth, Splynn, Techno-
Wizard, Temporal Magic, Temporal Wizard, Three Galaxies, Tome Grotesque, Triax, Vampire Kingdoms, Warpath: Urban Jungle,
Void Runners, Wilk’s, Wolfen, Wolfen Wars, Wormwood, Wulfen, Xiticix, and other names, titles, slogans, and the likenesses of char-
acters are trademarks owned by Kevin Siembieda and Palladium Books Inc.

Palladium Online [Link]


Also visit us at [Link]/PalladiumBooks

The Rifter® #62 RPG sourcebook series is published by Palladium Books Inc., 39074 Webb Court, Westland, MI 48185. Printed in
the USA by McNaughton & Gunn of Saline, Michigan.
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Palladium Books® Presents:

#62
Sourcebook and Guide to the Palladium Megaverse®
Coordinator & Editor in Chief: Wayne Smith
Editor: Alex Marciniszyn
Contributing Writers:
Matthew Clements
Jeff Duncan
Michael Long
Thomas Morrison
Kevin Siembieda
Michael Strom
Proofreader: Julius Rosenstein
Cover Illustration: Kevin Long
Interior Artists:
Nicholas Bradshaw
Kent Burles
Kevin Long
Michael Mumah
Tanya J. Ramsey
Benjamin Rodriguez
Charles Walton
Michael Wilson
Castle Maps: Michael Long
Cover Logo Design: Steve Edwards
Credits Page Logo: Niklas Brandt
Typesetting & Layout: Wayne Smith
Art Direction: Kevin Siembieda
Based on the RPG rules, characters,
concepts and Megaverse® created by Kevin Siembieda.
Special Thanks to all our contributors, writers and artists. Our apologies to anybody who may have gotten ac-
cidentally left out or their name misspelled.
– Kevin Siembieda, 2013
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Contents – The Rifter® #62 – April, 2013
Page 6 – From the Desk of Kevin Siembieda Page 27 – Top Ten Enemies List
Page 29 – Hook, Line and Sinker™ Adventures
It’s the Palladium Fantasy RPG’s 30th Anniversary. This fan
Page 32 – Additional Exotic Weapons
favorite game line has been enjoyed by hundreds of thousands
Page 33 – Harvesters and their Meat Wagons
of gamers for generations. It has never been out of print. Kevin
Artwork by Kent Burles, Nick Bradshaw, Kevin Long.
Siembieda, the creator or the Fantasy RPG® and founding Pub-
lisher of Palladium Books, presents a fun and startling story of
Page 36 – Dark Magic – New Rifts® Necromancy
how the Fantasy RPG® started everything you have come to
know and love as Palladium Books. It is a fun read and offers a Spells – Official source material for Rifts®
lot of little known information on how Palladium (the RPG and Jeff Duncan presents 26 new Necromancy spells and magic
the company) got started. Enjoy. for your Rifts® games. A perfect companion to Rifts® Vampire
Artwork by Kevin Siembieda (one of his favorite illustrations, Kingdoms and Vampires Sourcebook (not to mention Rifts®
reprinted from the first printing of the Palladium Fantasy RPG®). Africa and Mystic Russia) and any setting where there are Nec-
romancers present.
Page 9 – News Page 37 – List by Level
First, let us apologize for the April issue of The Rifter® com- Page 38 – Descriptions by Alphabetical Order
ing out . . . in May. This is only the second time in 15 years that Page 38 – Blood Barrier: Stop Dead (15)
The Rifter® came out a month late. It has been crazy at Palla- Page 38 – Blood Barrier: Stop Undead (60)
dium as we launch one of our biggest undertakings in years, Ro- Page 38 – Bone to Dust (10)
botech® RPG Tactics™ and a related Kickstarter crowdfunding Page 38 – Bone Meld (125)
for it. Meanwhile, we are working hard to get the books you have Page 38 – Bone Shovel (100)
been waiting for in your hands. This News section brings you up Page 39 – Bone Torch (3)
to speed on our progress and some of the goings-on at Palladium. Page 39 – Bury Bone (2; special)
Page 39 – Call Predators (25)
Page 11 – Coming Attractions Page 40 – Create Bone Well (92)
Page 44 – Create Bloodlust Zombie (850; Legend)
The books you have been waiting for are getting finished Page 40 – Cursed Grave (35)
and will be coming your way all year long. Rifts® Vampires Page 41 – Decay Living Flesh (12)
Sourcebook is in stores and wowing fans everywhere, Rifts® Page 41 – Flexible Bone (6 or 25)
Northern Gun™ One is in final production and should be avail- Page 41 – Nails of the Dead (4 or 8)
able soon. Rifts® Northern Gun™ Two will follow soon af- Page 42 – Preserve Remains (8)
ter. Then prepare for Rifts Earth to get shaken up by the events Page 42 – Rigor Mortis (12)
of Rifts® Megaverse® in Flames™. It will be followed by the Page 42 – Sense Vampires (10; special)
Robotech® UEEF Marines™ One Sourcebook, Robotech® Page 42 – Senses from the Dead (6)
RPG Tactics™, Rifts® Chaos Earth™, and more. Descriptions Page 43 – Siphon Component/Talisman (125 or 250)
for the titles we anticipate coming out between now and Summer Page 43 – Speed from the Dead (35)
are found in this section. Page 43 – Sphere of Pitch Black (20)
Page 44 – Spinal Whip (320)
Page 17 – The Megaversal Ambassadors want you Page 45 – Turn Dead: Superior (90; Legend)
Megaversal Ambassadors are a growing army of gamers who Page 44 – Unrest (15)
run Palladium demos and games at conventions and stores. The Page 44 – Zombie Tongue (25)
idea is to champion Palladium Books and spread the word about Artwork by Tanya J. Ramsey.
our games. This article tells you all about this fun program.
Page 46 – Experience Tables
Page 20 – Deathspike and the Vampire Lands – Official source material for Rifts® Black Market
– Official source material for Rifts® Vampires Sourcebook and Vampire Kingdoms™
Sourcebook By Kevin Siembieda. When we published these two books, the
Matthew Clements and Kevin Siembieda reveal more “offi- experience tables of the new O.C.C.s were accidentally omitted.
cial” source material for your Rifts® campaigns set in the Vam- Well, here they are. We’ll also be posting them online for those
pire Kingdoms and the Yucatan. who need them, so feel free to share this info with other gamers.
Page 20 – The Many Faces of Death (opening story)
Page 21 – Deathspike Key Personnel Page 47 – Rifts® Northern Gun™ Preview
Page 21 – Master Vampire Damacio Vega – Official source material for Rifts®
Page 23 – Drill Sergeant Antonio Martinez
Page 24 – Deathspike Infiltrator/Observer O.C.C. Matthew Clements and Kevin Siembieda present the Gunbot
Page 25 – Deathspike Werewolf Agent O.C.C. Robot-Killer. It is just one of the many new, cool robots, weapons
Page 27 – Deathspike Chupacabras and gear in Rifts® Northern Gun™ One.
Artwork by Charles Walton.
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Page 50 – World Association of Super-Humans of fiction and more. So think about writing up something short
– Optional source material for Heroes Unlimited™ (even something as small as 4-6 pages). Newcomers and regular
contributors are always welcomed.
Thomas Morrison presents the international superhero organi- The Rifter® needs new material, especially when it comes to
zation WASH and how it works with other world agencies such as adventures and source material, for all of our game lines, espe-
INTERPOL. This is a great way to give your superhuman heroes cially Rifts®, Chaos Earth™, Palladium Fantasy RPG®, Heroes
international crime fighting credentials. There is background info Unlimited™, Ninjas and Superspies™, Beyond the Supernatu-
about the organization, its goals, key individuals, field agents, ral™, Dead Reign™, Splicers® and Nightbane®.
and place in the world. Pay is lousy, fame is dubious, but you get to share your ideas
and adventures with fellow gamers and get four free copies to
Page 61 – Climbing Skill Expanded show to your friends and family.
– Optional source material for ALL Palladium
game settings. The Cover
Michael Strom takes a closer look at the Climbing skill and its Every 2013 cover of The Rifter® will be fantasy, to celebrate
many applications in the worlds of role-playing. the 30th Anniversary of the Palladium Fantasy RPG®. This one
Artwork by Benjamin Rodriguez. reprints one of Kevin’s favorite Fantasy covers by artist Kevin
Long.
Page 65 – Castle Sturmgard
– Optional source material for The Palladium Optional and Unofficial Rules & Source Material
Fantasy Role-Playing Game® and just about any Please note that most of the material presented in The Rifter®
Palladium game is “unofficial” or “optional” rules and source material.
They are alternative ideas, homespun adventures and material
Michael Long gives us the layout for a castle and sprawling mostly created by fellow gamers and fans like you, the reader.
castle compound, complete with descriptive notes and setting Things one can elect to include in one’s own campaign or simply
ideas. Just drop it into your Palladium Fantasy world or any set- enjoy reading about. They are not “official” to the main games or
ting where a castle might be suitable. Enjoy. world settings.
Maps and floor plans by Michael Long. As for optional tables and adventures, if they sound cool or
fun, use them. If they sound funky, too high-powered or inap-
Page 94 – Doc Reid’s Vampire Survival Guide propriate for your game, modify them or ignore them completely.
– Official source material for Rifts® Vampires All the material in The Rifter® has been included for two
Sourcebook reasons: One, because we thought it was imaginative and fun,
and two, we thought it would stimulate your imagination with
The Theme for Issue 62 fun ideas and concepts that you can use (if you want to), or which
might inspire you to create your own wonders.
Clearly, the theme of this issue is Rifts® and Palladium Fan-
tasy®. And much “official” Rifts® source material at that. The [Link] – Palladium Online
Vampire data was written for Rifts® Vampires Sourcebook, but
it had to be cut to make page count. The Necromancy spells were
the perfect companion and so much fun, the Publisher decided to The Rifter® #63
make them “official.” The Gunbot is a preview of the good stuff
that awaits you in the two Northern Gun titles (coming soon).
The Rifter® #63, our July issue, is sure to contain
To celebrate the 30th Anniversary of Palladium Fantasy®, we more thrills and data to help you build new adventures.
will make sure every 2013 issue of The Rifter® contains Fantasy ! Source material for Rifts®.
source material. ! Source material for Palladium Fantasy®.
! Source material for numerous settings.
The Rifter® Needs You
! News, coming attractions and much more.
We need new writers and artists to fill the next few decades ! And maybe YOUR submission. Send us some-
of The Rifter®. You do not need to be a professional writer to
contribute to The Rifter®. This publication is like a “fanzine,” thing and see if you get published.
written by fans for fans. A forum in which gamers just like you
can submit articles, G.M. advice, player tips, house rules, adven- Bringing you infinite possibilities limited
tures, new magic, new psionics, new super abilities, monsters,
villains, high-tech weapons, vehicles, power armor, short works only by your imagination™

Celebrating 30 years of Palladium Fantasy RPG®


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From the Desk of Kevin Siembieda
Palladium Fantasy Origin Story
There would be no Rifts® without the Palladium Fantasy
Role-Playing® Game.
No Rifts®. No Rifts® Chaos Earth. No Phase World® or
Dimension Books. No Heroes Unlimited™, Teenage Mutant
Ninja Turtles® RPG, Robotech® RPG, Beyond the Super-
natural™, Nightbane®, Dead Reign™, RECON®, Mecha-
noid Invasion®, After the Bomb®, or Megaverse® of Palladi-
um worlds, adventure, products and creators. Heck, there would
be no Palladium Books.
The Palladium Fantasy® RPG started it all.
That might surprise some people. Palladium Books was, after
all, founded in 1981. The Mechanoid Invasion® Trilogy was
our first game product. The Palladium Books of Weapons &
Armor and Weapons & Castles came next. The Palladium
Fantasy® RPG did not hit store shelves until Spring 1983. But
what you may not know is that The Palladium Fantasy RPG®
and the concept for one Megaverse® spanning set of game rules,
rules that would cross every genre, came first. And it came years
before I published a single book.
I was working as a clerk at an art supply store by day and
trying to keep my fledgling art career as a freelance artist going
by night and on weekends. I had dropped out of art school (the
College for Creative Studies) after three years when I could not
get a scholarship for my 4th and final year. Little did I know that
disappointment would lead me on a career of writing, drawing
and publishing role-playing games.
I had burned through a number of unfulfilling jobs and landed
at an art supply store not far from the college I had been attend-
ing. It was also off the campus of Wayne State University. One of
my co-workers was a cheerful punster and martial artist named
Julius Rosenstein. He trained me at the store and was a fellow
nerd who liked many of the same comic books, movies and TV
shows as me. One day, Julius bound into work clutching some
books and raving about a new kind of game. Something called
“role-playing.” I think this was the end of 1978 or very early
1979.
I must confess, despite my friend’s rants and raves, role-play-
ing games sounded stupid. Yes, you read that correctly. I thought
role-playing games were a stupid idea. I mean, I had always been
a teller of stories even as a child. My goal at the time of Julius’
discovery was to become a comic book artist and writer, so I
loved telling stories, but this? This sounded dumb. Grown men
role-playing characters like let’s pretend when we were children?
No way. And when I looked at the rules – expecting to see a page
or two of them like any normal board game – Julius handed me
a thin book. A book! You expect me to read an entire book of
rules! That’s crazy. Besides, reading it was like reading a foreign
The Palladium Fantasy® RPG celebrates is 30th Anniversary language. A foreign language intermingled with a secret code. No
this year. For 30 years this game line has been bringing joy and thank you. Count me out.
adventure to fans around the world. 30 years makes it one of the Over the next few weeks, role-playing games were all Julius
longest, continually published game settings and game rules in could talk about. I have to admit, his enthusiasm was infectious,
role-playing game history. And by the same publisher. 30 years, and his recounting of his character’s adventures were very cool.
I’m proud of that accomplishment. 30 years . . . no wonder my Still, every time I tried to flip through one of his RPG books, my
hair has turned silver. mind went blank. He also told me about these other cool gamer
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guys he was gaming with. They were members of the Wayne YOU and your friends were the heroes. Your words and deeds
Weregamers (cool name), a club at the university. Guys by the changed the course of the story. Your quick thinking saved the
name of Eric Wujcik, Matthew Balent, Thom Bartold, Rene Vega, day, bluffed the bad guys, won you treasure or got yourself into
Mary Walsh, William Messner-Loebs and others. (Any of those hot water. It was like the ultimate excursion into the realm of
names sound familiar?) The next thing I know, Julius has half the imagination. I was in love.
store employees convinced to try playing this new role-playing The next thing I knew I was meeting Erick Wujcik, Matthew
game. Now I have five other people telling me I “need” to play Balent and a host of other imaginative role-players who would
too. become friends and play a role at Palladium Books. We quickly
I’ve never been one to buckle under peer pressure, but the defected from the Wayne Weregamers and started own gaming
game did sound kinda interesting, and one of my old college pals, organization: The DGC (Detroit Gaming Center). But that’s a
Benita (also a clerk at the store), was going to play, so I figured, whole other story. Let it suffice to say that the Detroit Gaming
what the heck, how bad can it be? Center exposed me to every style of game play imaginable. And
My first gaming experience was awful. it was at the DGC that I decided to try my hand at running games.
First, I tried to read and comprehend the game, Dungeons and In a matter of a month, I had one of the most popular weekly
Dragons. Yep, the first edition rules that came as two booklets games going. Never wanting to disappoint, I kept letting people
in a little box. For me the concept was too foreign, the text dry join my campaign. The maximum number of players that I have
and uninteresting, and there were too many charts, and too much ever run was 32 or 36, but that was sheer madness. Thankfully,
math. I was lost. the number of players in my weekly game was 26. Yes, I know
Second, Julius had us join an existing game run by a Game most people still consider that crazy or even impossible. It’s not
Master who left me with the strong impression he didn’t want impossible, but it is a little crazy. Over the years, I found my
an additonal 4-5 people in his group and he didn’t like me in favorite range of players is 8-12, but I still run as many as 16 at
particular. game conventions and special events.
Third, the other players had been gaming together for a while, I’m good as a player, but I’m a troublemaker. I get bored as
so they had already established their group dynamic. Making us a player. And when I get bored, I start instigating trouble among
outsiders being dropped into a group with a history and in the the players or with NPCs or I go off wandering. As the G.M. I
middle of an ongoing storyline. have so much more to do – a story to improvise, NPCs to play,
Fourth, most of the established players were 3rd level charac- and the needs of 8-16 players to address – that I’m engaged all the
ters and us newbies were all puny first level schmoes. Slap my time and in heaven. I love weaving stories with my players and
thief character hard and his Hit Points were down by half. The very much riff off the interactions and conduct of the characters.
newbies had lousy equipment, no money to buy anything better, Gosh, I love role-playing.
and we were all floundering to learn the rules. Worse, I felt like So you’re probably thinking to yourself right about now, that
a moron because I could not EVER remember which dice to roll, all of this is interesting, but what does it have to do with Palla-
what damage my lousy weapons did, or what charts to look at to dium Fantasy? Good question.
determine results. I felt like a complete idiot. To make matters When I started running games as G.M., they were fantasy
even worse, the game was painfully slow and us newbies were adventures using the original D&D rules. Only, Dungeons and
clearly the unwanted third wheel. Dragons fell flat for me. Not only did I not care for many of the
It was awful. Role-playing was stupid, just like I thought. We rules and charts, and the emphasis on rules over story, I had my
all felt that way. Julius convinced us to all to give it another try own ideas about what you could do with role-playing games. My
with the same G.M. the next week, but it was only more boring, games focused upon the characters and story. And to help facili-
confusing junk. All of us said, “Forget it, Jules, role-playing ain’t tate that, I automatically began to write my own house rules. My
for us.” However, a persistent Julius got us to try one more time players liked them, so I wrote more and more. In no time, I had
by offering to run a game just for us with him as the G.M. Actu- pretty much written an entire new game with my magic system,
ally, I still wasn’t going to play. I was through with D&D and psionics, and other stuff. A fact that I had not noticed myself, un-
role-playing! til my players pointed it out. Those rules were an early version of
The other four players all came to me and said if I wasn’t go- what would become the Palladium Megaversal game system and
ing to play, they were not going to play. I protested, saying, what the setting we were playing in, pure Palladium Fantasy.
is this? Grade school? Come on. Get real. But they insisted if I Soon after, my crew of 26 madmen began to relentlessly sug-
didn’t play, they wouldn’t play. I knew this would break Julius’ gest that I talk to game publishers and sell the Palladium RPG to
heart, so I reluctantly agree to one final game. But this would be become rich and famous. I liked that idea, especially the rich and
my last time ever! No ifs, ands or buts!! famous part, so I shopped my game rules around to everybody
I had the time of my life. I didn’t even mind that some of the making RPGs in 1980. The only taker was Judges Guild, a D&D
players were a no show. Julius is a great Game Master. And that licensor and maker of adventure products. Their offer was not ac-
night he was [Link] for the very first time! A fact I was shocked ceptable to me, but we hit it off and the owner hired me to create
to learn 20 years later! He was patient and made the adventure illustrations for his publications. This would put me on the map
awesome fun. Heck, my character even died at the very end of among gamers.
the game (from my own stupidity) and I still loved it. I went from I was content to just play my game with my buddies. After
role-playing games are stupid and suck, to this is the best game all, I didn’t create the Palladium Fantasy RPG for publication, I
concept ever! created it for fun. My players wouldn’t have it. They said, “Kev,
I think I loved the storytelling and how after the game ended you have publishing and magazine experience. You should pub-
you remember it as if you had just watched a great movie, only lish the game yourself.” I laughed and said no, but the idea stuck.
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The publishing bug had hit me when I was in grade school and In June, 1983, the Palladium Fantasy RPG finally became a
Alex Marciniszyn and I published our first fanzine, Megaton. reality. It was everything I had hoped it would be. Gamers found
They stayed on me too, urging me to self-publish. That got me and fell in love with the juicy, 256 page tome, making it an instant
to start polishing the game rules, work out details and formulate success. Thirty years later, the RPG has never been out of print
ideas. Erick Wujcik helped me develop concepts and the creation and remains my personal favorite game to run as a campaign and
system. He loved my alignment system and the rest. Diabolism, at conventions. The Palladium Fantasy RPG is what started ev-
Summoning, Wolfen and all the rest was stuff from my own Pal- erything. Without it there would be no Palladium Books. I would
ladium Fantasy campaign. Erick also wrote the Tombs of Gersidi probably be a comic book artist and/or writer. There would be no
adventure for the book and I began to create most of the artwork. Rifts or Mechanoids, no Beyond the Supernatural or Nightbane,
By this time, there was no question I was going to start a publish- no Ninja Turtles or Robotech RPG. Erick Wujcik might never
ing company and produce my own games. This was, to me, my have written a single role-playing game, not Ninja Turtles or Am-
magnum opus. ber Diceless, which would have meant there would never have
I named the company Palladium Books after my ongoing fan- been an Amber Con. Dynamic artists like Kevin Long, Ramon
tasy campaign, the Palladium of Desires. I named the Fantasy Perez, Chuck Walton, Mike Mumah, Mark Dudley, Freddie Wil-
RPG after “Palladium” as well. It just seemed appropriate. liams, and countless others may have never crossed your path.
There was only one problem: Money. Writers like . . . well, me, and Erick Wujcik, Carl Gleba, Carmen
I was poor. Though my fledgling freelance art career was start- Bellaire, Bill Coffin, C.J. Carella, Matthew Clements and others
ing to take off and I was making decent money, it was barely might never have written an RPG or anything at all. Over the
enough to live on. After saving up for a year, I only had $1,500 years I have learned Rifts® and other game books have inspired
toward it. Erick suggested publishing Palladium Fantasy as a se- countless other creators, including video game designers, writers,
ries of small, Traveller-sized books, but I didn’t want that. I had a actors, directors, screenwriters, comic book artists, RPG game
vision of a big, thick, juicy, perfect bound, softcover book printed designers and other creators. A number of other successful pen
on quality paper. I wanted it to be impressive and epic. Now if and paper RPGs were inspired by Palladium’s success and our
only I had the $10,000 to print it. style of play with an emphasis on characters and story (an innova-
Dreams are easy to come by; making them a reality is the re- tion in the 1980s and early 1990s).
ally, really hard part. I finally came up with a solution, to start Amazing, isn’t it, how one turn of events can affect so many
with something smaller and less expensive to print. I had an idea lives? I love that my words and pictures have helped to unlock
for a science-fiction game I called The Mechanoid Invasion®. the imaginations of so many creative people and quite literally,
I could divide it into three small, Traveller or comic book-sized millions of gamers. Wow. I am humbled and truly blessed.
books. Alex and I had dabbled in comic book publishing, so I Palladium Fantasy is 30 years old this year. Palladium Books
knew all about it, including cost and even had a printer lined up. is 32. I hope you will join us for 30 more years of imagination
This could work. unleashed. Because as impossible as it may sound, me and my
So I spent six months writing the Mechanoid Invasion, doing fellow creators have countless more stories, worlds and adven-
all the artwork with a little help from my pal, William-Messner tures we want to share with you. Game on.
Loebs, and in October, 1981, Palladium Books’ first publication
was born. I was as happy as a clam even with a zillion typos and – Kevin Siembieda, Game Designer, Publisher, Dreamer
every shortcut and cost-saving feature I could imagine – one col-
or cover, newsprint paper, web press printing, comic book size,
no artists or writers to pay, because I did 90% of the writing and
art. Bill did some extra art, and Erick wrote the adventure and
did a couple of maps. He was also there as a sounding board and
moral support, and so was Alex. To even publish this flimsy little
book, I had to borrow half the money. That came from my dear
friend, Mrs. Francis Loebs, Bill’s mom.
The book was a modest success and got some critical acclaim,
the most notable being a letter from Traveller co-creator, Marc
Miller. That was very, very cool and that letter meant a lot to me.
I still have it, tucked away. Though I was disappointed by the
sales, I was undeterred. (Actually, sales were pretty good for the
day with that type of low-end product, but I had higher aspira-
tions.) Our next product, Weapons & Armor (written by Mat-
thew Balent) was our first quiet hit, selling 20,000 copies in just
the first year of release (100,000+ in its life time), with Weapons
and Castles right behind it. All the profits went back into build-
ing the company.
The whole time my motivation behind each of these smaller
products was to earn enough money to publish the Palladium
Fantasy RPG as the book I envisioned. The desire to publish
the Fantasy RPG drove almost everything we did in those early
years. Heck, it was the very reason I started Palladium Books Inc.
8

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Palladium News ing games, creating additional opportunities, and in the long run,
will make Palladium stronger. An exciting and expanding game
line like this will increase revenues and reach a new audience
By Kevin Siembieda, the guy who should know (tabletop gamers and Robotech fans), increasing Palladium’s
reach across the gaming market. This all serves to generate sales,
increase revenues and provide Palladium with the resources to
Our Apology do even more. And for us, that last part means a lot more role-
This is the second time in 15 years that The Rifter® was re- playing game products at a faster clip.
leased a month late. We apologize for the delay and any frustra- Don’t feel bad if you missed the Kickstarter, the Robotech®
tion it may have caused you. The development of Robotech® RPG Tactics™ box set and expansion packs will be sold at retail
RPG Tactics™ and the launch of the Kickstarter for it was at hobby stores. It will also be available from Palladium Books
much more demanding of our time than we had anticipated. Try directly. Anticipated release date is this Autumn. We’ll keep you
as we might (and we were working even more ridiculously long posted.
hours than usual!), we just couldn’t get The Rifter® #62 to the
printer in April. We hope you understand and forgive us. Please
enjoy this very special issue.
Increased Productivity
We are working hard to get you the RPG product you wants
and have been so patiently waiting for. By the time you read this,
Rifts® Northern Gun™ One should be at the printer and com-
ing your way by the end of May. Rifts® Northern Gun™ Two
should be out in June, Megaverse® in Flames™ should follow
in July, and Robotech® UEEF Marines One after it (I’m hoping
in time for Gen Con).
What comes after that? We have plenty of big plans. Without
going into specifics, they include Chaos Earth™, Splicers®,
Beyond the Supernatural™ and Palladium Fantasy RPG®.

Rifts® Northern Gun™ One


Rifts® Northern Gun™ One is in final production right
now. Hopefully, by the time you’re reading this, the book is at
the printer and will see release by the end of May or early June.

Rifts® Northern Gun™ Two


Robotech® RPG Tactics™ Kickstarter NG-2 comes next. Half the art is done, the overall manuscript
The big news is Palladium Books’ first ever Kickstarter. We is in, and NG-2 is the very next book we finish and get into your
had done three, smaller crowdfundings of a few books, but never hands.
an undertaking this large.
It is for our upcoming Autumn game release of Robotech®
RPG Tactics™ – a fast-paced, tabletop combat game that cap-
More Robotech® releases are coming
tures the action and tactics of Robotech®. Two or more play- The manuscript for the first of two Robotech® UEEF Marines
ers can engage in small squad skirmishes or scale up to massive sourcebooks from writer Irvin Jackson is in my hands, and Irvin
battles. Relive the clashes of the First Robotech War, engage in is currently working on the second one even as you read this.
stand-alone tactical games or use the dynamic game pieces to Meanwhile, I have a gent by the name of Jim Sorenson (yes,
enhance your Robotech® RPG experience. Or gamers can col- some of you know Jim for his Transformers books) working on
lect your favorite mecha from an expanding range of world class another Robotech sourcebook set in the Macross era. Palladium
game pieces. is on a roll.
By the time you read this, the Robotech® RPG Tactics™
Kickstarter will be over. It started April 18 and ran till May 20,
Rifts® Vampires™ Sourcebook
2013. As I write this, we are only half-way through the Kick-
starter and doing wonderfully. We blew past the $70,000 goal
– Available now
in the first three hours, and as of this writing, the Kickstarter is Rifts® Vampires™ Sourcebook has been generating a lot of
approaching $600,000 with 12 days to go!! heat and excitement. Everyone who has seen it goes wild over it.
The more Kickstarter pledges we get, the more we can do for In fact, people are enjoying it so much, that some fans and friends
the Robotech® RPG Tactics™ product line. Not only that, but have been calling the Palladium office and sending emails and
the Kickstarter and a successful retail launch later this year will Private Messages to let us know just how much. Very nice. Thank
benefit Palladium in other ways. It is creating positive buzz, in- you. We aim to please. I think you’ll have the same reaction to
creasing the awareness of Palladium Books and all our role-play- the two Rifts® Northern Gun™ books, coming very soon.

(order #8386490)
FREE Sneak Previews Online long at the Palladium Booth located in the Guest Autograph
area.
The FREE Preview of Rifts® Vampires Sourcebook is avail- ! Palladium Dealer Tables in the Guest Autograph area.
able on [Link] for your enjoyment. (WARNING: We’ll bring a good selection of Palladium products, new
The preview is likely to compel you to buy this book. You have releases, art prints and other goodies. Plus, Wayne Smith,
been warned.) Matthew Clements, Carmen Bellaire, Greg Diaczyk, Braden
There are also previews available for Rifts® Vampire King- Campbell and all Palladium creators present are available to
doms™ (Revised Edition), Rifts® Black Market, Rifts® Le- chat and sign autographs.
muria, Dead Reign™ RPG, Endless Dead™ sourcebook and ! We are coming to Canada and Anime North to have a rip-
others. The original Rifts® Vampire Kingdoms World Book is snorting, fun weekend.
also available as a PDF on DriveThruRPG, for those of you who
may be interested.
More than 90 other Palladium titles can be found on Drive-
[Link] as PDFs, including Splicers®, Rifts® RPG (the
edition before RUE), The Rifter® #1-52, and first edition rule
books and sourcebooks for Palladium Fantasy RPG®, Heroes
Unlimited™, The Mechanoid Invasion® Trilogy, Beyond the
Supernatural™ and lots of other good titles. DriveThruRPG.
com also offers the Rifts® and Palladium Fantasy® Game
Master Kits ($5 each; both written by Carl Gleba and complete
with maps, combat matrix, character sheets, spell list, and 20 pre-
rolled characters created by Julius Rosenstein).

Palladium at Anime North


– May 24-26 – Toronto, Canada
Anime North is a mixed media event that includes gaming,
anime, cosplay, and fun. For more information go to [Link]-
[Link].
Me, Wayne Smith and many Palladium creators will be invad-
ing Anime North to run games, sell product, sign autographs and
have a blast. This will be my first time at a major convention in
Canada (Toronto area) in something like 20 years.

Palladium Related Anime North Highlights:


! Meet Palladium Founder, Writer and Game Designer Kevin
Siembieda.
! Meet Palladium Writer and Game Designer Carmen Bellaire.
! Meet Palladium Artist Kent Burles.
! Meet Palladium Editor Wayne Smith.
! Meet Palladium Writer Matthew Clements. 2013 Momiji Award Winner:
! Meet Palladium Writer Greg Diaczyk.
! Meet Palladium Writer Braden Campbell. Kevin Siembieda
! Carmen Bellaire to run Robotech® RPG Tactics™ demos! Not only am I one of the guests of honor at Anime North this
Carmen is one of the game rules designers behind Robotech® year, but I am the winner of the coveted Momiji Award and I even
RPG Tactics™ along with David Freeman of Ninja Divi- did some artwork of Momiji, the convention’s mascot, for use by
sion, legendary Alessio Cavatore, and others. Carmen will be the convention organizers.
running demos of Robotech® RPG Tactics™ all three days, Each year, Anime North presents the Momiji Award to an
May 24, 25 and 26, which means those who participate will individual or group of individuals who have made a significant
be among the very first to get a look at this fun, fast-paced contribution to anime, manga or Japanese culture. I have to ad-
Robotech game from one of the creators! mit, when my friend Todd Spencley first told me I won the award,
! I, Kevin Siembieda, am the winner of the prestigious Mo- I was surprised. Me? What did I do to contribute to anime? Todd
miji Award for achievements in promoting anime and Canada. quickly said something like, “Are you kidding? The Robotech®
How cool is that? I couldn’t believe it when I got the news. Role-Playing Game, the Ninja Turtles RPG.”
There will be an award ceremony, a short speech and every- I think I said something underwhelming like, “Oh, yeah,” be-
thing. I am very, very honored. cause I just didn’t feel like I deserved this wonderful honor.
! I, Kevin Siembieda, will be participating in many panel talks Still a bit dumbfounded and humbled by winning the Momiji
and running a game or two. I am happy to sign autographs and Award, I mentioned to another friend that I didn’t think I de-
chat with fans at the panel talks, after the talks and all weekend served it. He had a similar reaction as Todd.

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“Kev, what are you thinking? You helped keep Robotech®
alive via the role-playing game for what, now, something like 22
years? In 1989 and 1990, Palladium was the first to release The
Coming Attractions
Sentinels and the uncut Masters Saga/Southern Cross and New
Generation on videocassette. I remember when they came out. Palladium’s 2013 Release Checklist
I own them. The quality was beautiful. I was happy they were Notable 2013 Releases
available, at last. And you did it when anime was just being intro- - The Rifter® #61 – available now.
duced to North America. You were one of the first to put anime - The Rifter® #62 – available now.
on videocassette even when your distributors didn’t think there - Rifts® Vampires Sourcebook – available now.
was a market for them. Your game books helped inspire the writ-
ers of the Robotech® novels, and now you’re doing Robotech® May 2013
RPG Tactics.” - Robotech® RPG Tactics Kickstarter – (product ships in the
Still unconvinced, I said something like, “Yeah, but I didn’t do Fall)
them to promote anime or the Japanese culture. I was just a fan- - CONVENTION: Anime North – Toronto – May 24-26
boy geek who loved Robotech®, and I knew a lot of other fans - Rifts® World Book: Northern Gun™ One – New (may slide
wanted Robotech® on videocassettes like I did. And creating the into June)
Robotech® RPG was a pure joy. Kevin Long and I had so much
fun on those first six books. Just another thing I did because I June 2013
knew Robotech® fans would enjoy it.” - Rifts® Northern Gun™ Two – New (may slide into July)
My friend laughed and said, “Listen to yourself, you did the
July 2013
Robotech® games and videocassettes for the love of Robotech®
- The Rifter® #63 – New
and the fans. I can’t think of a more pure motive. You deserve
- Rifts® Chaos Earth™: Rise of Magic™ – back in print
this award. Enjoy it.”
- Rifts®: Megaverse® in Flames™ – New – July/August
So it is with humility and appreciation that I accept this won-
derful honor. This means more to me than you may realize. I have August
never won anything and this is my first award recognizing my - Robotech® UEEF Marines Sourcebook One
work and contributions to gaming and Robotech®. I smile every - CONVENTION: Gen Con – Indianapolis – August 15-18
time I think about it. Thank you.
By the way, there is an award ceremony where I’ll be expected Also Tentatively Coming in 2013
to give a short speech. What you’ve just read is that acceptance - Rifts® Chaos Earth™ Sourcebook: First Responders
speech. - Rifts® Chaos Earth™ Sourcebook: Resurrection
- Robotech® UEEF Marines™ Sourcebook Two
Gen Con® Indy - Robotech® RPG Tactics™ & Expansion Packs of Game
Pieces
Indianapolis, Indiana – August - Beyond the Supernatural™ Sourcebook: Beyond Arcanum
- Beyond the Supernatural™ Sourcebook: Tome Grotesque
Palladium will at Gen Con Indy in August with Chuck Wal- (tentative)
ton, Mike Leonard, Carmen Bellaire, Brandon Aten and other - Rifts® sourcebooks (tentative)
Palladium creators to sign autographs and chat awhile. We’ll also - Splicers® Sourcebook (tentative)
have shelves full of new products. Palladium Books and Ninja - Dead Reign™ Sourcebook (tentative)
Division will both be running demos of Robotech® RPG Tac- - Palladium Fantasy® Sourcebook (tentative)
tics™. Join us, won’t you?
Palladium RPGs are available in many hobby and game
stores around the world. We encourage people to support their
Phyllis Opolko, local stores. Going to a store enables you to see the product be-
we are glad to have known you fore purchasing it, and many stores are happy to place special or-
ders for you, provided you pay in advance, enabling you to avoid
Phyllis Opolko passed away in March. Her name is another
the cost of shipping and possible damage in the mail.
many of you will not know.
Ordering from Palladium Books: You can also order direct-
Phyllis was a very special lady to many of us in the gaming
ly from Palladium Books, but you will pay extra for shipping. For
industry. To Palladium Books, she was a good friend and sup-
customers with access to a computer, we recommend ordering
porter. Through thick and thin, Phyllis was there for us. Always
online to get the most accurate shipping costs (or by telephone;
ready with good advice, a kind word, and a helpful suggestion.
734-721-2903, order line only). For customers without such ac-
She was another one of those unsung heroes behind the scenes
cess, use the following “mail order” process.
helping to make everything work. She will be missed by many.
1. Send the cost of the books or items being ordered.
May we all live our lives as well as Phyllis and be a positive force
2. In the USA: Add $5 for orders totaling $1-$50 to cover
in the world. Make certain you tell those you love how much they
shipping and handling. Add $9 for orders totaling $51-$100. Add
matter often, and enjoy the beauty and the goodness around you.
$15 for orders totaling $101-$200. Outside the USA: Double
the shipping amount for orders going to Canada, and triple it for
overseas orders. Any and all additional costs incurred as a result
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of Customs fees and taxes are the responsibility of the foreign ! Overview of Free Quebec and its military.
customer, NOT Palladium Books. ! 6 Quebec Military O.C.C.s including variant Glitter Boy
3. Make checks or money orders payable to Palladium Books. Pilots.
4. Please make sure to send us your complete and correct ad- ! 6 types of Glitter Boys plus the Glitter Boy Sidekick.
dress. ! Pale Death SAMAS and other Quebec power armor.
Note: These costs are for the least expensive and slowest ! Free Quebec’s Navy, Cyborgs and technology.
method of shipping only. Allow 2-4 weeks for delivery. Order ! Notable places, including Old Bones and various combat
online or call the office for a superior but more costly shipping groups.
method. ! Many adventure ideas and more.
! Written by Kevin Siembieda and Francois DesRochers.
BACK IN PRINT: ! 192 pages – $24.95 retail – Cat. No. 837. Available now.
Palladium Fantasy® Book Two:
Old Ones
This is a massive adventure book, with maps and descriptions
of more than 50 locations in the Timiro Kingdom. As if that were
not enough to make this the ultimate adventure book, there is also
information about the Old Ones and a few O.C.C.s.
! 50+ cities, towns, and forts described and mapped. Each
suitable as a place for adventure.
! 7 fully fleshed out adventures and scores of adventure
ideas.
! Includes the fabled “Place of Magic,” an ancient Dwarven
Ruin reputed to date back to the Elf-Dwarf War.
! Minotaur R.C.C., Illusionist P.C.C. and Monk/Scholar
O.C.C.
! Background and rumors about the Old Ones and adven-
ture galore.
! Travel notes, world information about Timiro and more.
! Written by Kevin Siembieda.
! $24.95 – 224 pages. Cat. No. 453. Available now.

Rifts® Vampires Sourcebook™


– Available now
New secrets, new monsters and danger, new places to explore,
new magic to wield, dark magic and forces to fear, new trouble
and adventure in Mexico and the Yucatan. New conflicts between
rival forces are brewing as Doc Reid prepares to take his pri-
vate war with the vampires to a whole new level. Meanwhile,
the vampires live like smug tyrants and gods, dominating an un-
derclass of slaves and people used as cattle to feed upon. Learn
more about the vampires, their rivals, allies and the humans who
willingly serve them. A must-have guide for those who wish to
travel deeper into the Vampire Kingdoms or play as vampires and
their human minions.
BACK IN PRINT: ! New Vampire Hunter weapons and equipment.
! New Techno-Wizard weapons and special gear.
Rifts® World Book 22: Free Quebec™ ! New Lemurian gifts to better fight vampires.
This World Book contains a wealth of information about Free ! The horror of Soulcrafting and Dark Weapons.
Quebec, Glitter Boys and notable people and places. ! Hero Necromancers and their role in fighting vampires.
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! Fort Reid, an entire city devoted to hunting undead. history, goals and plans for the future. Of course, that means new
! The history and stats for Doc Reid & top Reid’s Rangers. weapons, robots, power armor, vehicles and gear.
! Deathspike – the vampires’ special forces operations. ! In-depth look at Northern Gun and its business operations.
! Slayers of Vampire Hunters – hunters of heroes. ! Ishpeming, the face and people of Northern Gun.
! New strategies and tactics for fighting vampires, plus Mage ! Northern Gun weapons and combat gear; new and old.
Vampire Hunters, D-Bee Vampire Hunters, Bandit Vam- ! Northern Gun robot drones; new and old.
pire Hunters, and other slayers of the undead. ! Northern Gun giant combat robots; new and old.
! The human strongholds expanded with much more detail. ! Northern Gun freighters and hover trains.
! The Yucatan Peninsula and its many monsters and myster- ! Northern Gun O.C.C.s and enforcers.
ies. ! The NG Mercenary army and police.
! The Mayan god Camazotz, Lord of Bats and Darkness. ! The NG Bounty Board, the largest collection of bounties
! Werebeasts of Mexico and the Yucatan. and mercenary contracts anywhere on Rifts® Earth.
! Desert Survival rules and more! ! Key locations, people and sales outlets in and around
! Written by Kevin Siembieda, Matthew Clements, Christo- Northern Gun.
pher Kluge and Braden Campbell. ! Northern Gun’s relationship with the Coalition States, Tri-
! 176 pages – $20.95 – Cat. No. 884. Available now. ax Industries, the Black Market and others.
! Written by Matthew Clements and Kevin Siembieda.
! Interior Artwork by Chuck Walton, Nick Bradshaw, and
others.
! Wraparound cover by Chuck Walton.
! 160 pages – $20.95 retail – Cat. No. 887 – May or June
release.
! Check out the FREE Sneak Preview on DriveThruRPG.
com!

Rifts® World Book 33:


Northern Gun™ One
Northern Gun™ is the largest independent manufacturer of
high-tech weapons, robots and vehicles in North America. Out-
side of the Coalition States, one could argue, no other kingdom
is as powerful or influential, at least when it comes to technology
Rifts® World Book 34:
and weapons. The manufacture and sale of Northern Gun weap-
ons and vehicles has given virtually every kingdom, town, colony
of settlers and adventurer group a chance to survive and prosper.
Northern Gun™ Two
Located in Michigan’s Upper Peninsula, NG has been the pre- More information about the weapons, vehicles and practices
mier outfitter of mercenaries, adventurers and upstart kingdoms of Northern Gun, including the new rage of robot gladiatorial
for generations. Now, for the first time ever, learn Northern Gun’s combat.

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! Northern Gun body armor; new and old. ! Calgary, the Kingdom of Monsters; in detail.
! Bionic and cybernetic services. ! Ciudad de Diablo, Harpies’ Island and other notable Hell
! Northern Gun power armors; new and old. holes on Earth.
! Northern Gun hovercycles & land vehicles; new and old. ! Lord Doom, Pain and other demonic leaders.
! Northern Gun aircraft; new and old. ! Horune treachery, Dimension Stormers and other villains.
! Northern Gun boats, ships and submarines; new and old. ! Notable demonic generals, mercenaries, people and places.
! Northern Gun Robot Gladiatorial Arena; new! ! Battleground: Earth – as demons and infernals amass their
! Robot Gladiator O.C.C. and robot gladiators. legions.
! Pirates and more. ! Global chaos and the places most dramatically affected by
! Written by Matthew Clements and Kevin Siembieda. the Demon Plagues.
! Interior Artwork by Chuck Walton, Nick Bradshaw, and ! Epic battles and adventure ideas galore.
others. ! Written by Carl Gleba. Part of the Minion War “Cross-
! Wraparound cover by John Zeleznik. over” series.
! 160 pages – $20.95 retail – Cat. No. 888 – June or July ! 192 pages – $24.95 retail – Cat. No. 876. July or August.
release.
The Rifter® #63
Looking for new ideas and material for your campaign? Then
you want The Rifter®. The greatest value of The Rifter® is that
every issue offers new and different ideas, and gets your imagina-
tion running in directions you might not have considered. It’s an
idea factory that will help you generate new ideas of your own,
and it also presents valuable source material you can drop right
into your games.
! Source material for Palladium Fantasy.
! Source material for Rifts® and 1-3 other game settings.
! News, coming attractions, and more.
! 96 pages – still only $11.95 retail – Cat. No. 163. July re-
lease.

Robotech® RPG Tactics™


Rifts® World Book 35: – Coming Fall 2013
If you’re a Robotech® fan, this is the game you’ve wanted for
Megaverse® in Flames™ decades, with beautifully sculpted, in scale, game pieces and the
The Minion War spills across Rifts Earth, where demons and fast action of Robotech®.
infernals hope to recruit allies and use the Rifts as gateways of Robotech® RPG Tactics™ is a fast-paced, tabletop combat
destruction. Their influence shakes things up across the planet, game that captures the action and adventure of the Robotech®
especially at locations where demons and Deevils already have anime. Two or more players can engage in small squad skirmish-
a strong presence. Demons, Deevils and supernatural beings run es or scale up to massive battles. Relive the clashes of the First
rampant and wreak havoc across the world. Robotech War, engage in stand-alone tactical games or use the
! Demon plagues and mystic blights. dynamic game pieces to enhance your Robotech® RPG experi-
! Soulmancy and Blood Magic revealed. ence. Or simply collect your favorite mecha from an expanding
! Magical and demonic weapons and war machines. range of top notch game pieces.
! Demonic armies, strongholds and places of evil. Mecha vs Mecha. Take command of the fighting forces of the
! Hell Pits and Rune Forges. United Earth Defense Force (UEDF) valiantly defending Earth
! Many Demon Lords, their minions and plans. from alien annihilation. Or lead the massive clone armies of the

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Zentraedi Armada to recover an alien artifact of immense power
and enslave humankind.

Robotech® RPG Tactics™ Box Set


! Brought to you by Palladium Books® and Ninja Division
(the creative minds behind Soda Pop Miniatures and Cipher
Studios).
! Rules by legendary Alessio Cavatore, Ninja Division’s David
Freeman and Palladium’s Carmen Bellaire.
! Full color, 90+ page, softcover rule book; wraparound cover
and lots of new, color artwork.
! 24 Battle Dice.
! 40 color game cards (unit cards, etc.).
! 4x VF-1A Valkyries (in Fighter, Guardian, and Battloid
modes).
! 1x VF-1J “Officer” in all three modes.
! 2x Destroids (includes parts to make them Tomahawks, De-
fenders, or one of each).
! 12x Regult Zentraedi Battlepods.
! 1x Glaug Officer’s Battlepod.
! 1/285th scale, high quality, multi-pose plastic game pieces
(40mm to 70mm tall). World-class sculpts from sculptors
around the world.
! Game rules use D6.
! Turn-based system of play.
! Scalable from small squad skirmishes to mass battles. Can ac-
commodate two to several players.
! Combat is fast and designed to emulate the anime action.
! Measuring tape required to determine targets and distance.
Rifts® Chaos Earth™ RPG – Revisited
The Chaos Earth™ series is the story of the Great Cataclysm
and Coming of the Rifts as they are happening. This isn’t a post-
apocalyptic setting, it is the apocalypse! The end of the world as
people know it, and the chaotic beginning of something new and
very, very different. People struggle to come to grips with not
only the global devastation and collapse of civilization, but also
with things that seem beyond belief, such as waves of demons
and monsters, the appearance of alien beings, inexplicable psy-
chic phenomena, magic, demon plagues and beings that can only
be described as dragons and gods of myth. In short, a modern
! Tournament play support is planned. Ninja Division will help world that is torn to shreds and turned upside down.
Palladium to develop and launch the program. The Chaos Earth™ RPG sets the stage and introduces our
! Barring any unexpected delays, the Robotech® RPG Tac- heroes, the valiant men and women of NEMA. A defense force
tics™ box game and initial expansion sets should go to manu- between North American allies, Mexico, USA and Canada. He-
facturing in June. An exact street date is unknown at this time roic men and women who try to save lives and make sense of the
and we’d rather not speculate, but definitely Fall, 2013. madness while civilization crumbles all around them.
! Retail price for the box set is not yet determined, but we want I wanted to do this brief recap, because Palladium is planning
to hold it at the $80-$90 range. Expansion kits will fall into the several more sourcebooks for this series starting this Fall.
range common for this type of item. Rifts® Chaos Earth™ is a complete setting and time-line in
! Several expansion kits will be released at the same time as the and of itself and takes place almost 300 years before the current
box set. More will follow. Exactly how many, and how fast, Rifts® setting with the Coalition States. Thus, Chaos Earth™ is
will depend on the level of success we see with the Kickstarter. truly unique and different, with new O.C.C.s, heroes, villains,
! Palladium plans to release the mecha and settings for ALL eras magic and concepts.
of Robotech®. Many other details are still in development. ! Overview and history of the Great Cataclysm.
! Robotech® RPG Tactics™ is designed in partnership with ! Introducing NEMA – the Northern Eagle Military Alliance
Ninja Division. Ninja Division brings together the design tal- – heroes who struggle to save lives and bring peace to the
ents of Soda Pop Miniatures and Cipher Studios, makers of chaos.
Super Dungeon™ Explore, Relic Knights™, Helldorado™ ! 11 different character classes including the Chromium
and Anima Tactics™. Guardsman (predecessor to the Glitter Boy), the Silver

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Eagle (predecessor to the SAMAS), Para-Arcane, Witch ! Chaos Magic, new magic specific to the Chaos Earth™ set-
Hunter and others. ting.
! NEMA power armor, robots, weapons, and equipment. ! More than 100 unique Chaos Magic spells.
! Powerful, life and death adventures. ! New magic O.C.C.s like the Blue Zone Wizard and Chaos
! World information, missions and adventure ideas by the Wizard.
dozen. ! New evil magic users like the Chaos Witch and Demon
! A Mega-Damage setting role-playing game. Caller.
! Complete stand-alone RPG with skills, weapons, rules and ! More on NEMA and the Demon Plagues.
guidelines for using other Palladium settings. ! Written by Kevin Siembieda.
! Written by Kevin Siembieda. Compatible with Rifts®. ! 64 pages – $12.95 – Cat. No. 662. Back in print July, 2013.
! 160 pages – $20.95 – Cat. No. 660. The RPG is available
now. Rifts® Chaos Earth™ Sourcebook:
Rifts® Chaos Earth™ Sourcebook: First Responders – Coming Fall 2013
Creatures of Chaos The Great Cataclysm has devastated civilization, but humanity
fights for survival. The struggles of civilian law enforcement, fire
The surface of the planet has been devastated by storms, earth- and rescue, and everyday men and women are some of the most
quakes, tidal waves and the return of magic. Only pockets of civi- epic tales to be told in a world gone to hell. They fight monsters,
lization have survived. Then come the Demon Plagues. aliens, the paranormal, the elements, and each other, all with the
! 20+ demons and monsters specific to the Apocalyptic setting. hope of reclaiming their lives from the Chaos.
! Information on Chaos Storms and Ley Lines. ! New D-Bees and monsters from the Rifts.
! The Demon Plagues and “Blue Zones,” the ley lines of Cha- ! First Responder O.C.C.s, skills and special equipment.
os Earth™. ! New “average citizen” Occupational Character Classes
! Day Demons and Night Demons and their strengths and (O.C.C.s).
weaknesses. ! New equipment for NEMA “Roscoes” and other emergen-
! More on NEMA and how they respond to the Demon cy personnel.
Plagues. ! Notable rescue vehicles, robot drones, and technology.
! Written by Kevin Siembieda. ! Source information and stats for common Golden Age
! 64 pages – $12.95 – Cat. No. 661. Available now. technology (weapons, vehicles, medical tech, etc.).
! Apocalypse Plagues brought from other worlds to Chaos
Earth.
! Adventure ideas and more.
! Written by Jason Richards. Additional text by Clements
& Siembieda.
! Final size not yet determined; probably 96 pages – $16.95
retail – Cat. No. 665. Coming this Fall.

Rifts® Chaos Earth™ Sourcebook:


Resurrection – Coming Fall 2013
In the shattered depths of Wisconsin, survivors are besieged
by the dead come back to life. Zombies. But not just any type of
zombie, Zombies done Rifts-style. And unless the source of the
zombie plague can be found and neutralized by NEMA defend-
ers, North America may be overrun by the dead.
This was actually something Taylor White and I have been
kicking around for years, even before we released the Dead
Reign™ RPG line. We think you’ll love it.
! Something has animated the dead in Wisconsin. It is up
to NEMA heroes to find the cause and stop it before it
Rifts® spreads beyond control.
Chaos Earth™ Sourcebook: ! Scrap Zombies of all types.
! Snatcher Ghouls, Carrion Cleaners, Screaming Puppet
Rise of Magic – Coming back in print Ghosts, Sour Maggot Parasites, and other monsters.
The return of magic has empowered humans with strange and ! The Zombie Pox and other dangers.
wondrous powers, unlike anything quite yet seen (and different ! Setting background, adventure and adventure idea table.
from most conventional types of magic). This only complicates ! Written by Taylor White.
things for Earth’s defenders as the line of distinction between ! 128 pages – $16.95 retail – Cat. No. 666. Fall release.
“good guys” and “bad guys” begins to blur.
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Do you enjoy running role-playing games?
Wish you could tell the world about Palladium Books®?
You can do both as a Megaversal Ambassador
Megaversal Ambassadors are a growing legion of volun- (your name, street address, email address, and telephone number,
teers who run Palladium role-playing game events and demos as well as the name, street address, telephone number, contact
(Rifts®, Palladium Fantasy®, Robotech®, Nightbane®, Dead person and dates where you are gaming), and you are an MA!
Reign™, Heroes Unlimited™, or whatever you enjoy running) Of course, you should inform us of your activities and coordi-
at stores, conventions and game clubs. Zachary Houghton, a fan nate with the managing MAs, because there may be ways we can
like you, came up with the idea and launched the program on Pal- make an even bigger splash at local events.
ladium’s behalf several years ago. We loved it and people have Your Goal: To introduce new gamers to the Palladium Mega-
been joining the MAs (Megaversal Ambassadors) ever since. verse and game system. To show gamers unfamiliar with Palla-
Thanks to the efforts of several new, motived Megaversal Am- dium’s games and settings the fun we all enjoy and love.
bassadors, Nate “Zenvis” Bingham, Gary “Ingex” Miller, Victor
“Zyanitevp” Peterson, and Jeff “NMI” Ruiz, the program is ex- 2) How do you join?
panding and we need YOU.
Answer: Easy. Send Palladium an email at ambassadors@
If you’re a good Game Master, enjoy introducing new people [Link] with the following information:
to gaming, and like running Palladium games and demonstra-
- Forums user name.
tions, we encourage you to join the ranks of the Megaversal Am-
bassadors. - Email address.
As Palladium makes plans to grow and reach more gamers, - Given name (e.g. Thom Smith; not just your online moniker).
your efforts to spread awareness matter more than ever. Through - Street mailing address. (For our non-USA Ambassadors, please
your efforts we can introduce more people to the fun, Palladi- provide your mailing address exactly as it should appear on
um role-playing game experience. And involving them in great any packages that may be mailed to you.)
games at stores conventions and other events is one of the best - Telephone number.
ways to do that. - Where and when you plan to run Palladium gaming events.
- And whatever else you may have in mind to help spread the
1) What is an MA? word about Palladium Books and its role-playing games.
Answer: The MAs (Megaversal Ambassadors) are an ever- - Please let us know if you are available to run Palladium RPG
growing number of Palladium Game Masters who volunteer to games or demos at special events in your area or conventions
run Palladium role-playing gaming events and/or demos at con- you are planning to attend, like Origins or Gen Con.
ventions, stores and other gatherings to introduce new players
to the Palladium Megaverse®. They are also active in positive 3) How else can you help?
ways, talking about Palladium products and the enjoyment and
merits of role-playing, online and at events. All of this gets gam- Answer: There are a bunch of ways.
ers who have never played Palladium’s games interested in them ! Even if you are not a Megaversal Ambassador, tell people
and helps to keep the enthusiasm alive among our established about new Palladium releases coming out. Talk about why you
family of thousands of gamers. enjoy our games so much. Post online about local gaming con-
This makes YOU a volunteer who represents one of your ventions and events, especially if you are running Palladium
favorite game companies. It also makes you an Ambassador of game events there, or you know there are Palladium events
Goodwill. A sort of evangelist or “Johnny Appleseed” planting being run.
and spreading the word and the fun of playing RPGs in general. ! Everyone, as well as MAs, can post information on Palladi-
That means we need you to be good-natured, friendly and patient. um’s forums, the Palladium Facebook page and other places
A true ambassador, willing and able to teach new gamers how online about upcoming gaming conventions, clubs and store
to play and have fun, and to introduce gamers of other RPGS events that you know are fun, have Palladium events and are
unfamiliar with Palladium to our game system and many worlds. worth attending. Make sure you tell folks that YOU are run-
It means showing people how and why Palladium RPGs are ning something at the event, when and where you’ll be play-
so much fun, making you a gateway to Palladium role-playing ing, and whether you are looking for more players/gamers to
games for others. attend.
Requirement to become an “official” Megaversal Ambas- ! If you are running at a convention or part of a convention, let
sador: Run two or more Palladium gaming events at one or more us know the name, date and Palladium gaming events and we
public venues (conventions, store, library, school, etc.) during the will plug the convention and let fans know about it, whether
year, and provide us with all the contact information we need it’s a local store or a convention, on our message boards. Like-

17

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wise, YOU should make your own posts and announcements Convention Prizes for Players: If you are running “sched-
everywhere you deem appropriate. uled” Palladium gaming events at a convention, Palladium is
! After the gaming event, talk about the success and fun you happy to offer prizes to give out to the best player (or players)
had there, especially with running or playing in a Palladium in your games, such as the latest sourcebook or core rule book
event. Use the web and the Palladium website, Facebook page, for the best player and copies of The Rifter® to the other par-
your own website and elsewhere to promote your public gam- ticipants. We can even sign a few. Please Note: You must show
ing events and to share your positive experiences with Pal- proof that you are running scheduled games at a real and estab-
ladium’s games. These are all valuable tools to promote your lished convention, store or gaming event by having your event
event and Palladium. And make sure you tell us how things listed on the convention website and/or program book with YOU
went. Perhaps post or email us a few photos. as the G.M. and a convention contact we can confirm and call
! Encourage your favorite Game Masters to consider becom- or email to verify you are running at their event. Note: We do
ing Megaversal Ambassadors, especially if they enjoy run- the same for special, advertised store events coordinated with the
ning games with new people. And we may need entire demo owner or manager.
teams to showcase the Robotech® RPG Tactics game across We also would like to get a Convention After-Action Report
the country. from you. You can keep this short and simple, but the more info
! Do not underestimate the power of word of mouth and positiv- the better. Ideally,we want at least a list of the names and emails
ity. Palladium Books has an amazing community of gamers. of your players (so we can add them to our online mailing list),
We encourage all of you to be a more active part of that com- the name of the game(s) you ran and a brief report of how it went
munity. Please focus on fun and the sharing of ideas and expe- (fun, slow, few players, many players, had to turn people away,
riences. Our hobby is gaming, which is all about fun, laughter etc.). It is also helpful to get a copy of the convention program
and imaginations unleashed. book mailed to us or sent as a PDF.
! Be an MA online, meaning, answer the questions of other gam- If you can find the time, we’d also like to get your overall
ers and try to be a positive, cheerful and friendly force online. opinion and review of the convention. Did you think it was fun
and well run, your estimate and the “official” attendance num-
4) Does Palladium offer support material like pre- bers, the general level of satisfaction from those who attended the
con (i.e. did you hear grumbling and complaints or were people
generated characters, character sheets, or conven- happy), how much role-playing was at the convention (i.e. was
tion prizes for its many game lines? it a major part of the convention or a small part of it), news and
Answer: For the most part, you need to work up pre-generated observations, and whether or not you had fun and would run an
characters and all the details of the game, tournament or dem- event(s) there again. This helps us evaluate the success of your
onstration you are running on your own. Sorry. However, you game(s), but more importantly, it gives us cues as to how much
should not hesitate to run the same game/tournament and espe- support (more or less) we should offer the convention in the fu-
cially demos, over and over again with different players. You’ll ture, whether Palladium should consider exhibiting at the event,
be surprised how different and fun most sessions are with dif- and other valuable information. In short, you are not only our
ferent players. Kevin Siembieda does this all the time and has goodwill ambassador at the event, but you are also our eyes and
a blast. He says another trick is to use the same pre-generated ears. The report can be posted on the Megaversal Ambassador
characters over and over again for different adventures. That forum, emailed to Palladium or presented as a written and printed
helps make running easy, because you know the characters so report mailed to us with the program book. We have a couple
well regardless of the actual adventure. MAs who put together fun packages complete with photographs
Game Master Kits to help you. Palladium has put together of their games along with notes, comments and other data.
what we call the Rifts® Game Master Kit and the Palladium Convention Support: If you are a member of the convention
Fantasy RPG® G.M. Kit. Both provide G.M. aids, character staff or know people on staff, and would like to have Palladium
sheets, event sign-up sheets, event poster, and 20 or so pre-gener- games run at your convention, have the appropriate convention
ated characters for players. It is free to Megaversal Ambassadors person contact Palladium. Perhaps we can contact an MA or two
and available to everyone for $5 as a PDF download from Drive- to run games or demos (especially if they can get into your con-
[Link]. Both of these were written and created by two of vention for no charge). Palladium can also offer other types of
Palladium’s outstanding Game Masters and writers, Carl Gleba convention support such as a few signed books for a charity auc-
and Julius Rosenstein. tion, flyers, posters and/or catalogs, and even a few hundred cop-
As we expand the Megaversal Ambassador program, we hope ies of The Rifter® to give away to some or all of the attendees
to offer more G.M. Kits for other Palladium game lines in the at the event. Note: We do the same for special, advertised store
future and perhaps even some pre-designed tournament games events coordinated with the owner or manager, just have them
and demonstation packages. contact us via an email, help ticket, Facebook, or telephone call
(734-721-2903).
Robotech® RPG Tactics™ Demo Runners NEEDED. Pal-
ladium will be looking for volunteers to run demonstrations for
Robotech® RPG Tactics™ using the game pieces and tactical
5) What other resources are there for an MA?
rules at conventions and stores throughout the rest of 2013 and Answer: The following, with more to come in the future.
2014. We may even launch special demo events, tournaments and ! The Megaversal Ambassador Forum and Lounge. The fo-
organized play (still in development). Think about it. rum is there for open discussions and exchanges of ideas that
everyone can see and participate in, from MAs to Joe Gamer.
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The Ambassadors’ Lounge is for the use of authorized and willing to work as a team with other MAs. Use the MA forum
Megaversal Ambassadors (and Palladium staff) only. Use it as a means to coordinate and work together as well as share ideas
to talk amongst yourselves, make plans, share gaming tips, and G.M. tips and materials. The Palladium staff and others will
and coordinate with each other. You need to be a Megaversal help as they can.
Ambassador to access this MA exclusive forum. Send emails to ambassadors@[Link].
! The Game Master Kits help with pre-designed flyers, signs
and sign-up sheets. They also give you ideas for making your 7) Do Megaversal Ambassadors get paid?
own for your personal use and the promotion of Palladium at Answer: As a volunteer, there is no pay. You are donating
gaming events. your time to further the role-playing game hobby, have fun, and
! Think like a team and help each other. Megaversal Am- to help people learn about Palladium Books and our many RPG
bassadors should “talk,” “trade” and “share” pre-generated settings. Thankfully, you get to indulge your hobby and have fun
characters, villains, monsters and adventures for the various gaming, as well as enjoy the satisfaction of spreading the word
game settings. Please post them in the MA forum for all of about the Palladium RPG Megaverse® and helping others dis-
us to see and use. You never know when Kevin Siembieda, cover the fun of role-playing. And of course, you have the grati-
Julius Rosenstein or one of our other G.M.s might want to run tude of Kevin Siembieda, the Palladium staff and every gamer
your game and characters at an event. Also exchange them you meet for your efforts.
and other ideas via email. Please think of yourselves as a truly Over time, Palladium hopes to provide the MA I.D. card, MA
elite team of volunteers and Palladium’s advance guard pro- T-shirt, and more gaming resources to our MAs for free. For ex-
moting Palladium RPGs and role-playing in general. WORK ample, when Kevin Siembieda knows someone is an MA order-
TOGETHER AS A TEAM. Share ideas and gaming materials, ing a Christmas Surprise Package he usually tries to make that
coordinate gaming events where more than one of you may be Surprise Package even more special. Other perks and rewards for
attending – especially events like the Palladium Open House, MAs may come in the future. (Another reason to make sure we
Gen Con, Origins, Anime North and other large conventions – have your correct and current mailing address and other contact
and so on. Don’t forget about running games at local science info.)
fiction and comic conventions that have a gamer presence;
many offer gaming events.
! You have a direct line to Palladium Books. Let us know your
ideas and suggestions. They give us ideas and keep us in the
loop. If there are questions, concerns and suggestions to make
the MA program better, we want to hear them, and if we can,
help implement them. However, we are often swamped with
the running of the company and getting out product, so we
need Megaversal Ambassadors who are motivated and able to
run on their own, not wait for Palladium.
! We want Megaversal Ambassadors to feel “official.” We’re
slowly working on this front.
What is available at the moment: A Megaversal Ambas-
sador I.D. Card – a color business card identifying you as
a Megaversal Ambassador, with a space you can print your
name in.
We plan to do a T-shirt that identifies you as a Palladium
Books Megaversal Ambassador. Probably black with white
printing and some nice design.
Make sure Palladium has ALL your contact info, including
a mailing address, cell phone number and your T-shirt size so
we can send you “official MA” paraphernalia as we create it
for you.

6) Is there a head Megaversal Ambassador who


can help us or provide pointers or coordinate our
involvement at conventions and events?
Answer: Yes and no. We do not have one dedicated head of
the program, but we do have a quartet of dedicated volunteers Remember, as an MA (Megaversal Ambassador), you be-
(Nate “Zenvis” Bingham, Gary “Ingex” Miller, Victor “Zyanite- come, in effect, a volunteer face of Palladium Books. We need
vp” Peterson, and Jeff “NMI” Ruiz) who take turns managing that face to be pleasant, kind and helpful. An ambassador of
the Megaversal Ambassadors and they also coordinate with each goodwill who makes people want to learn more and play our
other, with Palladium Books and the rest of the MA volunteers. games. Not an elitist, snob or insufferable jerk. Find that balance
As noted earlier, we need MAs who are self-reliant, motivated and make sure YOU have fun doing this.
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Deathspike
and the Vampire Lands
Official source material for Rifts®, Rifts® Vampire Kingdoms and the Rifts® Vampires Sourcebook
By Matthew Clements. Additional text and ideas by Kevin Siembieda.

Note: This source material was originally written for the “But, but that can’t be possible.”
Rifts® Vampires Sourcebook, but was cut due to space limita- “Why not? Because it’s not fair? Think about it, you moron.
tions even though the sourcebook was expanded by more than When was the last time you saw me during the day? Five months
50%! That should give you some idea of how much cool stuff is ago? Six? It’s been a while since I’ve been human.”
in the Rifts® Vampires Sourcebook. – Kevin Siembieda, Proud “I... I...”
Publisher “Cat got your tongue?”
Diego jumped backward, snatching the pistol off the table.
The Many Faces of Death Javier was upon him before he could raise the gun, crossing the
room in the blink of an eye. With one motion he broke the gun into
Diego slid the door shut behind him, sealing out the stifling a dozen different pieces with his bare hands.
night air of Ciudad Juarez. The moon hung low in the sky and the “Sorry Diego, but we have to make an example out of you.
stars began to appear as the city lights flickered on one by one. Prove that even a guy who has left Reid’s Rangers doesn’t just
Safe in his apartment, Diego set down the crossbow he carried get a free pass.”
with him. At his side was a 9mm pistol loaded with silver ammo; “Please Javier . . . you don’t have to do this.”
he placed it on the end table along with the silver-plated throwing “Why? So you can track me down and put a stake in my heart?
knives he kept in each boot. I think not.”
Diego went to the sink and poured himself a glass of water. He Javier tossed his old teammate across the room, breaking fur-
drained it in one gulp and set it in the sink, his parched lips and niture with the impact. Diego pulled himself to his feet, already
tongue soothed. bleeding. Several ribs broken.
“I was wondering when you would get in.” “You can’t be one of them! We killed vampires together! Don’t
Diego whirled around. Sitting in a chair in a shadowy corner do this. We’re friends, for god’s sake!”
of the room was a man in a dark suit and tie. “Friends? Maybe once upon a past life. Not now.”
“Javier? Is that you?” Javier plunged his fangs into Diego, tearing his veins as he
“In the flesh.” pulled out. Blood spurted from Diego’s jugular and painted the
“You scared the crap outta me.” room in red sprays and spatters. He finally collapsed dead on
Javier smiled. “I know.” the floor.
“I haven’t seen you in weeks. What are you doing here in Javier overturned the kitchen table and smashed a lamp as he
Juarez?” passed by. He peered into a mirror set near the door on his way
“Oh, just seeing the sights. Visiting some old friends.” out. His sharp features produced no reflection. Javier smashed
“You should have been here, Javier. We’ve been on the grind the mirror apart with a light slap of his blood splattered hand.
lately. Been kicking ass and cleaning out a lot of the local blood- Satisfied, he pulled out a field radio and keyed the “transmit”
suckers.” button.
Javier kicked back, putting his feet up on a crate of stakes and “Alpha Lead, this is Field 1-7. I’m going to need extraction in
mallets. zero-five minutes. Message delivered.”
“So I’ve heard. Actually, that’s what I’m here to talk to you Javier headed out the door, leaving it ajar behind him. He
about.” wanted to be sure someone found the grisly scene inside while it
“You want back on the team? You’re in. I’ve never worked was still fresh. Straightening his suit jacket, he disappeared into
with anyone who had as good a sense for the undead as you.” the streets of Juarez, just another face in the crowd.
Javier laughed fully.
“You’re good at what you do, Diego. You always were. But
you were never that smart.”
“What the hell are you talking about?”
“Are you telling me you still haven’t figured it out?”
Diego went stiff.
“Now you’re getting it,” Javier added.
Diego backed up a step, towards the end table where he had
left his weapons.
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Deathspike Key Personnel have purchased some silver ammunition at a town outside Juarez,
Vega eluded the majority and gunned down the most persistent.
Like most people, he developed an idea of vampires as somewhat
Deathspike is truly unique to vampire-kind – a military-style
mindless predators, enslaved by their own dark and violent na-
Vampire Special Forces that uses human espionage and black
ture. Vega was confident that his special forces training would
ops strategies and tactics as well as human weapons, armor and
give him the edge and upgraded his kit with water pistols, weap-
technology. Moreover, their sole purpose is to hunt down and kill
ons of wood and additional silver ammo.
Vampire Hunters and their like.
Arriving at Ciudad Juarez, Damacio Vega booked himself a
Full details on this organization, tactics, weapons and O.C.C.s
room and began looking for work. There were plenty of clients in
are presented in the new, Rifts® Vampires Sourcebook. What
Mexico looking for spies and hit men, and soon he had his first
follows are more details and material for Deathspike that didn’t
assignment: eliminate a local businessman suspected to be a vam-
make into that sourcebook (because it is filled with other pulse-
pire. Vega armed himself appropriately and set off in the middle
pounding material).
of the night to carry out the task.
A few notes first: The idea for Slayers of Vampire Hunters
He tracked the target and an assistant that Vega presumed was
and other assassins who hunt and slay heroes and Vampire Hunt-
a mind-controlled slave back to a shadowy office building in a
ers came from artist/writer Mark Dudley, when I was first starting
run-down part of the city. He found himself a well-concealed
to write the book. Mark is a great concept guy. I loved the idea
perch and prepared to execute his mark with a high-powered
and decided to include it in the Rifts® Vampires Sourcebook.
crossbow.
Matthew loved it too and asked if he could run with his own ideas
Vega fired, and just as the crossbow bolt smashed through the
for such a group as organized by the vampires. Both are in the
office’s window, the vampire commanded its slave to throw him-
sourcebook.
self in its path. The arrow stuck into the human slave who fell,
The original name for this group was Bloodwatch, but we later
mortally wounded. As he watched through the crossbow’s scope,
learned from Carmen Bellaire there is a series of books by that
Vega saw the vampire vanish into a puff of mist.
name and there have been other uses of the Bloodwatch name. To
He was unready for that surprise. Vega abandoned the sniper
avoid potential trademark issues we changed the name. The next
crossbow and fled, pulling out a water pistol. He made his way
three names we came up with had similar prior use concerns. It
down back alleys and through slums, trying to disappear. What
was finally Wayne Smith who came up with Deathspike. It think I
he did not notice was the single bat following him. Vega made
like it even better than Bloodwatch. – Kevin Siembieda
his way toward the better lit, more populous portion of the city,
hoping the vampire would be afraid to strike in public. He was
Master Vampire Damacio Vega wrong, and the moment he stopped for a breather, the shadows
came to life and took him.
Director of the Deathspike When Damacio Vega awoke, he was in the back of a truck,
bound at the hands and feet and heading further south into Mexi-
Authority over an organization as controversial, diverse and co. He was surrounded by frightened peasants, fresh human-cat-
independent as the Deathspike requires a Master Vampire, the tle for the masters of the Vampire Kingdoms to feed upon. Vega
most powerful and experienced minions; a veteran with years of was not about to settle for such a fate, and squirmed free of his
service to a Vampire Intelligence. Vampires instinctively fight bonds. He released the other prisoners and kicked open the back
amongst each other depending on the Intelligence that is respon- door of the truck.
sible for their creation, and it takes the power and psychic influ- As the peasants ran for their lives, fleeing in all directions,
ence of a Master Vampire to prevent the Deathspike organization Vega sat tight in the cargo area. The two drivers stopped the ve-
from devolving into blood rivalry and frenzied hand to hand com- hicle and ran off to chase after their human cargo. His captors
bat. Masters are the first vampires that a Vampire Intelligence occupied, he casually hot-wired the truck and headed back to
creates to solidify its hold in a new dimension. They have to be civilization.
personally sought out by the Intelligence and corrupted with a Damacio drove through the day, trying to stay away from lo-
dark pact. Only a few handfuls of them are known to exist on all cals on the road. One of them must have tipped off the vampire
of Rifts Earth. authorities, however, because that night there were bats flying
In his previous human life, Damacio Vega was a professional about in the moonlight, looking for him. Before long, Vega had
spy, assassin and intelligence operative who sold his services to one of the bloodsuckers clinging to the roof of the truck.
many kingdoms throughout North America. He even worked for He knew it would be pointless to try and outrun the supernatu-
the Coalition States a handful of times, about 50 years ago, in ral fiend, so Vega buckled himself in tight and pushed the truck
which he had infiltrated the Pecos Empire at the behest of the to high speeds. The vehicle overturned at a bend in the road, tum-
military commanders at CS Lone Star. Vega made himself quite bling several times. As the wreck smoldered, he crawled away,
a bundle on that assignment, pocketing the payment from the Co- hoping the vampires would think that he perished in the crash.
alition and then selling his top secret briefing information to the Using his stealth training, the spy quietly left the area confi-
Pecos warlords. After that, he had to get out of Texas for a while, dent in his daring escape. Without food or water, he had to risk
and headed south across the Rio Grande. stopping at a nearby farmhouse to find supplies. Rather than put
Entering old Mexico, Vega heard stories about vampires from himself at the farmer’s mercy, Vega resolved to steal what he
the local villagers, and had a few harrowing encounters with the needed and be on his way. He located a side door to the cellar,
wild variety of the undead. He was impressed by their super- snapped off the lock, and broke in.
natural powers, but the creatures were stupid. Wise enough to
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Inside, he found rows of crypts and man-made caverns, but no has been completely won over to the undead and uses his talents
food. Vega was about to slip out when a pair of hands grabbed specifically to help secure the Vampire Kingdoms against their
him from behind. Amazingly, it was the same vampire that he had most hated enemies.
tried to assassinate back in Juarez. In his misadventures, Vega Vega’s directorship is hands on. He runs several of the agen-
had almost made his way out of vampire territory and had, by cy’s most delicate operations personally and has eyes and ears
sheer coincidence, found the country home of the vampire that everywhere, even monitoring the Deathspike itself. Other agents
had captured him and sent him along with the slavers in the first who have tried to out-politic him have ended up with their careers
place. The vampire was surprised and quite impressed and in- cut short, sometimes being sacked for not following regulations,
sisted he become his human servant. Vega had other ideas and sometimes being sent out on mission after mission until they fail
proved difficult to confine while traveling, and managed three to return. Vega is not afraid to eliminate his rivals with deception
more escapes. In the end, the vampire successfully dragged Vega and outright murder; they are the tools of his trade and he is quite
to the Kingdom of Milta. There the vampire shared stories of comfortable wielding them, even against other vampires.
Vega’s cunning and escapes – killing several vampires and ser- Vega is Deathspike’s greatest asset and its weakest link. Kill-
vants along the way. He then presented his human catch to the ing Vega could destroy the Deathspike organization. The Vam-
Master Vampire as a gift. The Master realized Vega’s potential, pire Intelligence he serves couldn’t care less about it. It is Vega’s
and presented him to the Vampire Intelligence itself. The dark passion and exploits via the organization that the monster finds
monstrosity immediately saw great potential of wickedness and amusing. It also enjoys the fact that Deathspike’s existence ruf-
death, and gave the man two choices: join him fully and willingly fles the feathers of so many undead and keeps them worried and
to become a Master Vampire or be set free. The offer of freedom guessing. Nobody but Vega could have had gotten Deathspike
was important, because the choice truly had to be his own and authorized, let alone built. Most vampires loathe the idea of using
done so willingly. To sweeten the offer, the Vampire Intelligence human weapons, gear and technology. It’s an embarrassment and
would give Vega power and autonomy, as well as slaves and ser- beneath them to use the “trappings of man.” Most feel that Death-
vants, both human and vampire. Always fond of power, having spike makes them look like cowards and weaklings, and would
seen the contrast between the hollow-eyed and broken humans be happy to see it go away. Without Vega to champion and run
and the hedonistic vampire lords, Vega accepted the dark pact the organization, the group is likely to crumble and disintegrate
and was reborn as one of the most powerful vampires in Mexico. in less than a year. Of course, few people inside or outside the
For decades, Vega has served his demonic master as a spy, organization realize this. And though the undead sneer behind
assassin and leader of vampire forces. He has quelled rebellion his back, they do nothing to oppose the will of the Vampire Intel-
among the slaves and has been responsible for the deaths of thou- ligence or Vega, its prized henchman.
sands. He enjoys his power over the living and the undead even
more than he had imagined when alive. In the last decade, how- Damacio Vega Stats – NPC Villain
ever, he had grown weary of the routine he had fallen into, and Real Name: Damacio Berenguer Vega
began a campaign of hunting and slaying the very heroes who Race: Master Vampire; was human.
hunted him and his people. This led Vega to realize just how Alignment: Diabolic.
powerful Reid’s Rangers was becoming. And how the madman Attributes: I.Q. 25, M.E. 24, M.A. 27, P.S. 30 (Supernatural),
was inspiring an entire generation of people to join in his mad P.P. 24, P.E. 22 (Supernatural), P.B. 20 (6 in true vampire
crusade. A threat many of his fellow vampires scoffed at and dis- form), Spd 30.
miss as nonsense. For any other Vampire Lord, this would have Height: 6 feet, 0 inches (1.8 m) Weight: 190 lbs (85.5 kg).
been the end of the matter, but Vega has the power and clout to be Hit Points: 190 (+50 in true vampire form). S.D.C.: Not appli-
heard by the Vampire Intelligence he serves. The monster found cable.
Vega’s ideas intriguing and gave him the authority to develop Horror Factor: 14 (+2 in true vampire form).
his plan. So it was that Master Vampire Vega established Death- Age: 93; looks 43.
spike, a paramilitary organization to fight Vampire Hunters. But P.P.E.: 40. I.S.P.: 180.
not in en masse attacks or outright war. No, Vega would meet Experience: 9th level Master Vampire, was a 7th level Freelance
the humans’ “secret war” with his own secret counterinsurgency Spy.
operation. Using his own experience and what he knew about Description: Vega is meticulously well-groomed and fashion-
intelligence agencies, both before and after his death and rebirth ably dressed, almost never seen without his dark suit and tie.
as a vampire, he would create a force the humans would never see He is heavily built for a vampire, possibly owing to the fact
coming. A force that uses both human and undead operatives. A that he was converted into a Master Vampire while already
force unlike any deployed by other vampires. A force so covert, middle-aged. Vega normally sports a trim goatee, though he is
that even today, most Vampire Hunters don’t even know it exists. willing to part with it if he needs to assume an identity or alter
Vega had Deathspike vampire agents scour the land for Gold- his appearance.
en Age records and history. The Central Intelligence Agency, Disposition: Director Vega is definitely on the cold side of the
British MI-6 and the Israeli Mossad were all studied in detail and vampire spectrum. Where certain other vampires are prone to
used to model Deathspike operations. Vega has relished in his fits of rage and bloodlust, he is cool, calm and collected, even
task: his personality was preserved but his soul was gone, his es- for one of the undead. It is next to impossible to ruffle the
sence now completely devoted to the vampires’ cause. director’s feathers, and he makes a habit of staying one step
Now that his dominance has been established, Vega has re- ahead of his opponents and, even more importantly, his as-
sumed his role as the consummate professional. He has more sociates. Vega long ago learned the importance of doing his
power than he could have ever acquired as a normal human. He homework and carefully checks and double checks informa-
22

(order #8386490)
tion himself. For particularly important operations, he assigns The vehicle’s main body has 400 M.D.C., 100 M.D.C. for the
agents to conduct research outside the traditional chain of front and rear windshields and 60 M.D.C. for each window
command and is often the only Deathspike agent in posses- and armored tire. In the field he is typically transported in-
sion of all the facts. His office, home and personal vehicle side an APC or helicopter, and accompanied by 1-4 trusted
are all spotless and routinely checked for listening devices. human bodyguards and two trusted vampires. The vehicle al-
Vega takes little pleasure in the act of killing, even if it means ways contains a Field Coffin for him (see Rifts® Vampires
eliminating a rival. For him, the real satisfaction is in dominat- Sourcebook).
ing the giant chess game of murder and intrigue that exists all Cybernetics: None, incompatible with vampires.
around him.
Skills of Note (Freelance Spy): Speaks English 90% and Span-
ish 98%, Basic Math 99%, Computer Hacking 65%, Comput-
er Operations 85%, Demolitions 81%, Detect Ambush 65%,
Detect Concealment 60%, Disguise 70%, Escape Artist 75%,
Forgery 65%, History: Pre-Rifts 60%, I.D. Undercover Agent
58%, Impersonation 60%, Intelligence 70%, Literacy: English
85%, Literacy: Spanish 90%, Pick Locks 80%, Prowl 70%,
Public Speaking 65%, Radio: Basic 95%, Research 75%,
Sniper, Surveillance 65%, Tracking (people) 60%, Trap/Mine
Detection 55%, Undercover Ops 65%, W.P. Automatic Pis-
tol, W.P. Crossbow, W.P. Energy Pistol and W.P. Knife. Skill
Note: As a vampire, some Physical Skills and the Hand to
Hand combat no longer apply.
Special Abilities: All standard powers for a Master Vampire. See
page 14 of Rifts® Vampire Kingdoms™, Revised for full
details on vampire powers and page 27 for specific info on
Master Vampires.
Psionics: Considered a master psychic. See page 27 of Rifts®
Vampire Kingdoms™, Revised for full details on vampire
psychic powers.
Magic Knowledge: None.
Combat Training: Supernatural and instinctive.
Attacks per Melee: Eight.
Bonuses: +3 to initiative, +5 to strike, +5 to parry and dodge, +16
to damage, +8% to all skills (already included), +4 to save vs
psionics/insanity, impervious to all forms of mind control and
psionic and magic sleep and paralysis, 60% trust/intimidate,
+3 to save vs magic, 55% charm/impress, and +5 to save vs
Horror Factor. Drill Sergeant Antonio Martinez
Other Combat Info: Killing bite (3D6 M.D.), restrained
punch (4D6 S.D.C., plus the damage bonus above), full Secondary Vampire, Former Vampire Hunter
strength punch (2D6 M.D.), and power punch (1D4x10 M.D., The Deathspike’s most senior drill sergeant at the Milta acad-
counts as two attacks). emy is a Military Specialist named Antonio Martinez. Before be-
Body Armor: Vega typically wears a stake-proof vest under his coming one of the undead, he was a Vampire Hunter, working for
suit, and may don environmental M.D.C. armor when out in none other than Reid’s Rangers.
the field. Out on a long duration search and destroy mission, Martinez’s
Weapons of Note: Director Vega has access to everything in unit fell victim to an ambush by vampire forces from Milta. They
the Deathspike arsenal, plus some weapons and tricks up his were out testing tactics that would become commonplace for the
sleeves he keeps to himself (like a light Naruni Force Field). Deathspike, but came as quite a surprise to the out-gunned Vam-
He normally carries a Model 27 pistol on his person with a pire Hunters. Human agents in service to the undead walked right
pair of extra clips for each weapon type. Vega is also fond of through jets of holy water and some of the vampires themselves
Wilk’s and Triax precision lasers, and has a small selection of seemed to be impervious to being staked or shot with crossbows.
such weapons in his office as well as a collection of various Martinez’s comrades were decimated, and the few survivors
S.D.C. guns: pistols, automatic weapons and a high-powered taken captive and bitten each night to be transformed into Wild
sniper rifle along with corresponding silver ammo for each. Vampires, humiliated and abandoned to the wilderness.
Other Equipment: Director Vega is familiar with many differ- And while the others descended into madness, Martinez found
ent types of sensors, bugs and listening devices, and has ac- that he could still think and reason. He walked off into the desert,
cess to a wide range. He may even have the Deathspike techs knowing what he had become, prepared to commit suicide by
custom-build equipment to suit his needs. sunlight rather than accept his fate as one of the undead.
Vehicles: When in Mexico City, Director Vega uses a personal As Fate would have it, he was discovered before sunrise by
hover-limo with concealed armor and Mega-Damage glass. vampires returning to the city. They brought him along and made
23

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him drink human blood. Martinez could feel the power flow- a cohesive team, often united only by a shared hatred of their
ing through his veins as his supernatural abilities reached full taskmaster and the enemy.
strength for the first time. Skills of Note (Reid’s Ranger Vampire Hunter): Speaks
Gradually, Martinez accepted the finality of what had beome American and Spanish 98%, Athletics, Camouflage 50%, De-
of him. He traveled and lived amongst those who had once been tect Ambush 70%, First Aid 75%, Forced March, Intelligence
his greatest enemies. His reputation as a former Reid’s Ranger 66%, Interrogation 60%, Land Navigation, Literacy: Span-
giving him great mystique and fear among the other Vampires, ish 65%, Lore: Demons & Monsters 70%, Military Etiquette
especially the Wild Ones. 65%, Pilot: Automobile 72%, Optic Systems 65%, Prowl
It was not long before Damacio Vega and the vampires tasked 55%, Public Speaking 65%, Running, Tracking (people) 65%,
with forming the Deathspike were made aware of Mr. Martinez Wilderness Survival 60%, W.P. Archery and Targeting, W.P.
and his background. He was invited to tour the Deathspike acade- Automatic Pistol, W.P. Automatic and Semiautomatic Rifles,
my, let in on the organization’s mission, and asked to participate. W.P. Crossbow, W.P. Energy Pistol, W.P. Energy Rifle, W.P.
Knowing his reply determined his standing with the Vampire In- Heavy Energy Weapons, W.P. Knife and Hand to Hand: Ex-
telligence itself, Martinez readily agreed. pert (for training purposes).
He now works as the head Drill Sergeant training human and Skill Note: As a vampire, some Physical Skills and the Hand to
vampire operatives in anti-Vampire Hunter techniques and com- Hand combat skill no longer apply.
bat strategies. His hands-on experience in his previous life has Special Abilities: All standard powers for a Secondary Vampire.
become invaluable. Specialized hand to hand combat against sil- See page 14 of Rifts® Vampire Kingdoms™, Revised for
ver weapons and defensive strategies for dealing with holy water full details on vampire powers.
and garlic are among his specialties. Psionics: Considered a master psychic. See page 27 of Rifts®
Martinez is gruff and no-nonsense, never really recovering his Vampire Kingdoms™, Revised for full details on vampire
sense of humor after being turned into a vampire. He pushes his psychic powers.
troops hard, never accepting any whining or complaining from Magic Knowledge: None.
the vampires or human loyalists he is tasked with training. With Combat Training: Supernatural and instinctive.
his undead cadets’ extraordinary resistance to pain and damage, Attacks per Melee: Six.
his physical training maneuvers are grueling, and he works such Bonuses: +2 to initiative, +2 to strike, parry and dodge, +10 to
specialized areas as rapid shape-shifting, surprise attacks, am- damage, +4 to save vs Horror Factor, +3 to save vs magic and
bush and the like. Every Deathspike vampire spends some time +3 to save vs mind control.
learning from Sgt. Martinez. Other Combat Info: Killing Bite 2D6 M.D., Restrained Punch
3D6+10 S.D.C., Full Strength Punch 2D6 M.D., Power Punch
Antonio Martinez Stats – NPC Villain (counts as two attacks) 4D6 M.D.
Real Name: Antonio Marcial Martinez Weapons of Note: Martinez is extremely proficient with all
Race: Secondary Vampire; was human. Deathspike weapons and bows and silver firearms designed to
Alignment: Miscreant. kill vampires. When acting in his capacity as Drill Sergeant,
Horror Factor: 13 (+2 in true vampire form). he carries a silver-plated baton that won’t permanently harm
Attributes: I.Q. 17, M.E. 20, M.A. 18, P.S. 27 (Supernatural), his students, but stuns and disorients them.
P.P. 18, P.E. 21 (Supernatural), P.B. 14 (5 in true vampire Body Armor: Martinez sometimes wears a stake-proof vest un-
form), Spd 26. der his uniform, especially when directing live-fire exercises
Height: 6 feet, 5 inches (1.9 m). Weight: 215 lbs (97 kg). with crossbows and javelins.
Hit Points: 100. S.D.C.: Not applicable. Other Equipment: Drill Sergeant Martinez has access to most
Age: 39. of the Deathspike’s array of training gear and field equipment,
P.P.E.: 40. I.S.P.: 110. but very rarely goes out into the field himself and is usually
Experience: 5th level Secondary Vampire, was a 6th level Vam- found at the academy in Milta.
pire Hunter. Vehicles: Martinez has a personal jeep that he drives on the acad-
Description: Martinez is a man of impressive height and build, emy grounds and sometimes makes trainees push in circles
a substantial character even after being transformed into a around the running track.
typically gaunt vampire. He is in uniform most of the time, Cybernetics: None and not possible.
and tends to dress plainly as to not attract attention to himself.
When on duty, his uniform is well-pressed and immaculate, Deathspike Infiltrator/
his boots carefully shined by some unlucky subordinate.
Disposition: Drill Sergeant Martinez is grim and business-like. Observer O.C.C.
He maintains a certain air of bitterness and constant anger As much as it engages in missions of assassination and para-
about him. Subconsciously blaming the vampires he lives military operations, Deathspike is an intelligence agency. Its eyes
amongst for taking away his humanity, even though he is now and ears are the Infiltrator/Observer agents, humans and D-Bees
one of them. This comes out in the semi-sadistic way he con- trained to blend in with ordinary people, adventurers and heroes,
ducts his training exercises. For while Sgt. Martinez is tough and listen for information about Vampire Hunters, their loca-
on the human Deathspike agents, he is an absolute nightmare tions, their plans and their vulnerabilities.
for the vampires under his charge. He does everything he can In their role as observers, IO agents slip into human communi-
to break them of the arrogance and overconfidence that comes ties, seeking out work in hotels, restaurants, meeting places and
with being a supernatural predator, rebuilding them as part of
24

(order #8386490)
establishments that cater to Vampire Hunters, mercenaries and Medical: First Aid only.
adventurers. They memorize names and faces, write coded notes, Military: Any (+5%).
take discreet pictures and place hidden video cameras to record Physical: Any.
Vampire Hunters. Service jobs are perfect for this kind of work Pilot: Any.
and attract little attention to the operative, and can often give Pilot Related: Any.
them access to a Vampire Hunter’s food, lodgings or equipment. Rogue: Any (+5%).
Infiltration work is much more dangerous. Sneaking moles Science: Any.
into positions within bands of heroes, administration offices, mer- Technical: Any.
cenary companies, military organizations and even the local hu- W.P.: Any.
man community takes time, planning and a steady set of nerves. Wilderness: Any.
The most challenging and potentially beneficial assignment is to Secondary Skills: Select three skills from the Secondary Skills
infiltrate a group of Vampire Hunters, a task reserved for only the List on page 300 of Rifts® Ultimate Edition, and one addi-
boldest and most experienced human and D-Bee agents. tional Secondary Skill at levels 3, 6, 9 and 12. These are ad-
All of this requires that IO’s are trained in the art of disguise ditional areas of knowledge that do not get any bonuses other
and are skilled actors. They occasionally plant bombs, engage in than a possible bonus for having a high I.Q. All Secondary
sabotage and conduct assassinations themselves, but deep-cover Skills start at the base skill level.
moles are usually too valuable to risk by being put in harm’s way. Standard Equipment: Whatever basic gear and clothing/dis-
guise that fits the persona and role of their current undercover
Deathspike IO Agent Stats operation, plus one weapon and two extra ammo clips for each
Racial Requirements: Mortal human (75%) or D-Bee (25%). W.P. Additional weapons, armor or vehicles are available on
Attribute Requirements: I.Q. 12, M.E. 12 and M.A. 12 or high- an as-needed basis. Field gear includes rations, canteen, medi-
er. cal kit, camo-paint and desert netting, M.D.C. body armor and
Alignment: Anarchist or evil (any). All of the operatives recruit- camping equipment. Crossbows, silver ammunition and water
ed into the Deathspike are either evil or brainwashed vam- weapons are made available when the agents are expected to
pire sympathizers who willingly serve their vampire masters’ blend in with Vampire Hunters, mercs or adventurers, or when
twisted plans. Nobody is pressured into the job or accepted they may have to fight other vampires as opponents.
because they see it as a way to escape the feeding pens and life Money: Human operatives are not paid for their service, as the
as food stock for the vampires. vampire kingdoms do not use credits. Agents in the field may
O.C.C. Bonus: +2D6 to S.D.C., +2 on Perception Rolls regard- carry 2D6x100 credits for trading with locals.
ing spotting and gathering intelligence/information, and +2 to Cybernetics: Deathspike agents may have 1D4+2 cybernetic im-
save vs Horror Factor. plants or Bio-Systems; mostly those that help with disguise,
O.C.C. Skills: espionage and infiltration.
Computer Operation (+5%)
Cryptography (+15%) Deathspike Werewolf Agent O.C.C.
Disguise (+20%) Vampires have a connection to the canine. They can turn into
Forgery (+10%) wolves and can control canines. This supernatural connection
Impersonation (+20%) with canines makes vampires and werewolves natural allies and
Intelligence (+16%) the two often associate with each other. In fact, Werewolves of
Language: Spanish and English (+10%) evil and Anarchist alignments enjoy working with vampires, es-
Literacy: Choice of Spanish or English (+10%). pecially if it gives them some level of power, luxury or freedom
Performance (+25%) to kill. As supernatural predators that maintain a link to their hu-
Pilot: Automobile, Hovercycle or Motorcycle (+5%). man origins, Werewolves are easy for vampires to understand
Radio: Basic (+10%) and associate with. Most do not fully integrate themselves into
Undercover Ops (+15%) vampire society, preferring instead to stick to the periphery and
W.P. Energy Pistol only enter the Vampire Kingdoms to trade, shop and rest. There
W.P. Archery or W.P. Automatic Pistol. are those, however, who feel completely comfortable amongst
Hand to Hand: Expert, which can be changed to Hand to the undead and their great cities, and have basically become citi-
Hand: Assassin or Martial Arts at the cost of one O.C.C. Re- zens of the Vampire Kingdoms. That having been said, Were-
lated Skill. wolves are not an official part of vampire society, and are always
O.C.C. Related Skills: Select skills from the categories below, seen as inferior to them.
but at least two must be selected from Espionage. Plus select Amongst those Werewolves (and the small number of rogue
two additional skills at level three, two at level six, one at level Werejaguars, Werepanthers and Wereocelots that have also
nine, and one at level twelve. joined with the vampires), Deathspike recruits field agents. Were-
Communications: Any (+5%). beasts, while still vulnerable to silver, are immune to most other
Cowboy: None. anti-vampire weapons, but still retain Supernatural Strength,
Domestic: Any. speed and shape-changing abilities. They can move about during
Electrical: Basic only. the day in animal or human form as well, a huge advantage, and
Espionage: Any (+10%). provide daytime leadership and supernatural assistance to human
Horsemanship: General and Exotic Animal only. Deathspike operatives. With the flare-up of the Jungle War over
Mechanical: Basic and Automotive only.
25

(order #8386490)
shoulders in animal form; (5-6 feet 1.5 to 1.8 m) long, not
including the tail.
Weight: 200 to 300 lbs (90 to 135 kg).
Horror Factor: 12 as a half-man/half-beast monster or giant
wolf; +3 for a pack of seven or more. No H.F. in human form.
I.S.P.: 5D6 +1D4 per level of experience. P.P.E.: 2D4x10 +10
per additional level of experience.
Average Life Span: 300 years.
Average Experience Level: 1D4+1 or as set by the Game Mas-
ter for NPCs. Player characters should start at first level.
R.C.C. Skills (Werewolf): Supernatural predator. Werewolves
can speak Gobblely, American, Old French, Euro and the lo-
cal language at 98%, Basic Math (+15%), Land Navigation
(+15%), Prowl (+25%), Swim (+5%), Track Humanoids
(+20%) and Track Animals (+10%), plus two Espionage
(+5%), two Wilderness (+10%), two W.P., two Pilot, and two
Technical or Domestic skills of choice.
Deathspike Agent Skill Bonuses: All Deathspike werebeast op-
eratives are expected to know the following skills and have
undergone special additional training like all its agents.
Language: Spanish (+20%) and English (+5%).
Literacy: One of choice (+5%).
Intelligence (+10%)
Interrogation (+5%) or Tailing (+15%).
Radio: Basic (+10%)
W.P. Modern: One of choice (any).
Natural Abilities of the Werewolf: Shape-change, limited in-
vulnerability, speak while in animal form, track by smell 70%
(+10% to follow blood scent), Nightvision 300 feet (91.4 m),
and Bio-Regenerates 4D6 Hit Points an hour. Also see Magic
and Psionics.
Attacks per Melee: Monster or Wolf Form: 5. Human: 3.
Damage: Varies depending on physical form. Human: Punch
does 2D6 H.P./S.D.C. damage, a kick 3D6, and bite does only
1D4 damage. Wolf-Man or Wolf: As per Supernatural P.S.,
claw strike does an extra 1D6 M.D., bite does 2D6 M.D., and
a power bite does 4D6 M.D. (counts as two attacks). Note: All
S.D.C. damage from claws or bite inflicts full damage to the
Hit Points of vampires and other werebeasts.
Bonuses (in addition to possible attribute bonuses): +2 on Per-
ception Rolls pertaining to hunting/tracking, +1 on initiative,
+2 to strike and parry, +3 to dodge, +1 to pull punch, +2 to
roll with impact, +6 to save vs Horror Factor, +2 to save vs
the last few years, Deathspike is working to locate and recruit psionics and magic.
Werecats who can help them infiltrate and study the Bone Were- Deathspike Agent Bonus: +2 to resist Vampire Hunters’
jaguars of Palenque and the Jaguar People of Tikal and other Horror Factor.
Werecat resistance groups. Magic: Summon and Control Canines (50), Repel Animals (7),
See the Invisible (4) and Tongues (12).
Deathspike Werewolf Agent Stats – NPC Villain Psionic Abilities: Mind Block (4), Sixth Sense (2) and See the
Alignment: Anarchist or evil (any). Invisible (4).
Attribute Requirements: None, any Werewolf or Werebeast is Habitat: Found throughout Mexico but especially in the south,
considered powerful enough to do the job. A high I.Q. and the Yucatan and Central America. Less numerous in South
M.E. (8 or greater) are recommended to be a Deathspike agent. America.
Attributes: I.Q. 1D6+5, M.E. 3D6, M.A. 3D6, P.S. 2D6+16, Allies: Fellow Werewolves, vampires, and may join forces with
P.P. 2D6+14, P.E. 2D6+16, P.B. 2D6+7, Spd 2D6+14 in hu- any supernatural beings of like alignment. Thousands of
man form, 50 (35 mph/56 km) as a wolf. Werewolves fight alongside and serve the vampires. Other-
Hit Points (same as vampires): 2D4x10 +10 per additional level wise, tend to keep to their own kind and like to run in “packs”
of experience. S.D.C. not applicable. of 2D6 to 5D6 in number.
Size: 6 and 7 feet (1.8 to 2.1 m) tall in human and humanoid Enemies: Werecats are at the top of the list and are the most
monster form respectively, 4-5 feet (1.2 to 1.5 m) tall at the hated of rivals, followed by supernatural predators, humans,
26

(order #8386490)
D-Bees and most humanoids. Sees other species of werebeasts IR Camera View Distance: 500 feet (152 m).
as rivals and may fight even other Werewolves for territory or Silver-Capped Canine Teeth: 1D6 Hit Point damage to vam-
dominance. pires and werebeasts.
Note: Love the taste of human and humanoid flesh and blood.
Vicious and cruel, they will slaughter livestock for fun and kill
humanoids for both food and pleasure. Werewolves prefer the
wolf or monster form above human. Shifters and evil practitio-
Top Ten Enemies List
ners of magic sometimes summon Werewolves as assassins. The following list is the Top Ten Enemies of the Vampire
Weapons: Deathspike Werewolves mostly rely on their natural Kingdoms, and therefore, of the Deathspike organization. Each
ability to hunt, fight and kill. As trained special ops “agents,” enemy on the list represents a group of people who oppose and
however, even werebeasts are instructed in modern weapons fight vampires.
and tactics.
Money: Most werebeasts have even less need or interest in mon- Reid’s Rangers
ey than vampires. On field operations, they sometimes carry
2D6x100 credits with them for dealing with locals. – Enemy Number One
Cybernetics: None, werebeasts cannot receive or use bionics. The most famous Vampire Hunters on Earth are Reid’s Rang-
Their supernatural healing powers mean their body rejects all ers. Much more than a band of warriors or a mercenary company,
implants and heals all non-fatal damage quickly. the Rangers include thousands of trainees and support staff and
an entire town as their base of operations at Fort Reid. More than
that, they have inspired two generations to dream of freedom
from the yoke of vampire oppression and to take a stand. Thou-
sands of new recruits join Reid’s Rangers every year, and though
many perish, the ranks of the Rangers continues to swell.
Reid’s Rangers are led by the megalomaniacal Doc Reid.
Other than his close associates and personal cohort, Doc has al-
ways encouraged young and inexperienced Vampire Hunters to
go out and find bloodsuckers to slay. The fact that many of them
don’t survive their first mission doesn’t bother him: Those killed
become martyrs and attract even more new recruits to his cause.
Unwittingly, this strategy has indirectly led to the establishment
Deathspike Chupacabras of Deathspike. The droves of novice Vampire Hunters are usually
The Deathspike organization uses Chupacabras in the same scared and make easy prey, giving the Deathspike plenty of prac-
way that pre-Rifts elite military units, like the Navy SEALs, once tice fighting rather ineffectual enemies that use the same weapons
used combat dogs. Human units rely on the hideous creatures’ and tactics as the real Rangers.
advanced senses and predatory nature, and vampires feel right at Fort Reid, the Vampire Hunters’ headquarters near the end of
home with the animals. To use the beasts to full advantage, the the Nazas river, is an object of intense interest to the Deathspike
Deathspike has designed basic Chupacabra “equipment,” includ- organization. If they had a nuclear weapon, they would not hesi-
ing a light M.D. vest and a collar radio that allows handlers to tate to use it on the entire town full of their most hated enemies.
deliver spoken commands from a distance. Also included in the There is no bigger threat. The agency has tried and failed three
package is an infrared camera affixed to the creature’s head. A times to get an infiltrator into the Fort, and plans are in the works
Deathspike agent with a receiver screen can essentially see what for a fourth attempt.
the Chupacabra sees and use the animal as an expendable scout. Doc Reid and the other Rangers have yet to become aware
And with the Chupacabras’ natural Mega-Damage nature and of Deathspike’s existence. Some of the Vampire Hunters have
resistance to most standard anti-vampire weapons, they can be started to suspect that the undead have reached a new level of so-
used to take down opponents armed with only wood or garlic. phistication and organization, but they would be shocked if they
When the target is “pacified,” there is also an electrical stun box knew the true extent of Deathspike’s resources and operations.
attached to the collar which can be used to persuade the Chupa- Vampire hunting is a dangerous occupation, and if a group dis-
cabra to leave its victim alive should it fail to respond to verbal appears it is difficult to tell if they have been wiped out by elite
orders. Some Chupacabras even have their canine teeth removed special forces or captured and consumed – overwhelmed by “nor-
and replaced with silver prosthetics or their canine teeth capped mal” vampires. For now, the Deathspike remains in the shadows,
in silver so that they can harm werebeasts (and vampires) that even to vampire experts.
Deathspike may be forced to eliminate. Here is a list and brief description of Doc Reid and the most
Stats: See Rifts® World Book One: Vampire Kingdoms™, notorious of his Rangers as the people describe them. As you can
Revised for details about the Chupacabra and other creatures of see, people see them as the symbol of courage and strength.
Mexico. Doc Reid. Depending on the perspective of the storyteller,
Special Chupacabra Gear: the good doctor is described as tall and handsome to short and
Deathspike Chupacabra Armor: 20 M.D., no movement penal- common in appearance, young to late 50’s, powerfully built to
ties. Non-environmental. deceptively slender and average. All agree that he comes from a
Collar Radio/IR Image Receiver Range: 1 mile (1.6 km); half city in the northeast, though that place of origin appears to be in
range in the mountains, in bad weather and in the Yucatan Peninsula. dispute, as Chi-Town, Whykin, Manistique, and Iron Heart are
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commonly assigned such auspicious credit with equal verve and campaign of terror against the heroes that people will be to afraid
certainty. To most people, Doc Reid is the Savior of Mexico, a to follow in their footsteps.
messianic hero destined to liberate the country from the tyranny Vampire Hunters can be well-intentioned amateurs, elite spe-
of the vampires. To the vampires he is the Four-Armed Devil cialists, vengeful mobs or mercenaries hired for the purpose.
who makes their lives miserable and has managed to escape death Whatever their motivation, Deathspike’s goals are to terrorize
more times than seems humanly possible. and destroy them all. Established Vampire Hunters from South
Planktal-Nakton is said to be a wizard-philosopher of great America to as far north as Texas and Arizona are all potential tar-
power and Doc Reid’s right-hand man. He is a solemn, compas- gets for destruction and persecution. Any Vampire Hunters who
sionate, and courageous champion of good who consorts with the enter Mexico immediately become viable targets.
Gods of Light, yet commands the dead to rise up and fight on the
side of good.
Sir Raoul Lazarious is the Commander of Reid’s Rangers
Arzno Mercenaries
and said to be one of the greatest Cyber-Knights to ever walk the – Enemy Number Three
Earth. He was trained by the legendary Lord Coake, and is said The Deathspike organization has only recently learned of the
to be just as noble. Some people even insist that he has been sent existence of the Arzno Mercenary Corps after debriefing one of
by Lord Coake, personally, to combat the denizens of evil that General Xavier Stuart’s vampire soldiers who returned to the Vam-
plague the Vampire Lands. pire Kingdoms. The undead are alarmed at the existence of an-
Carlotta la Blanca, also called Carlotta the White, is a sorcer- other city with a large population of vampire hunting specialists,
ess so pure of heart that she is impervious to the powers of the and are currently deploying agents to find out more about this city,
undead. She is also known to be the lover of Sir Lazarious and its strengths and weaknesses, and the best ways to undermine and
protected by the gods. destroy it. (For more information on the Arzno Mercenary Corps,
Mii-Tar the Destroyer is an inhuman D-Bee both massive Arizona, and Vampire General Xavier Stuart and his vampire
and monstrous in appearance, but has the heart of a warrior and army, see Rifts® World Book 28: Arzno – Vampire Incursion.)
the soul of a child.
Robert “Grizzly” Carter is an ancient Wilderness Scout said
to have accidentally drunk from a spring of Eternal Youth. Locals The Shadow Warriors
insist that Grizzly Carter has roamed these lands for over 200 – Enemy Number Four
years and is a master of the longbow.
Vyurr Kly, the Hunter is a famous Psi-Stalker Scout re- The Splugorth-sponsored mercenary company known as the
nowned for the Battle of Eagle Peak where he is credited with Shadow Warriors are located in southern Texas, deep within
single-handedly slaying over 100 vampires. He was one of three Deathspike’s northern theater of operations. They have been slowly
survivors in this famous battle against the undead, and is also building up information about the Vampire Kingdoms to the south
known for his flamboyant use of twin flaming swords. and gaining enmity amongst the bandits and rogues of the Pecos
Meetal the Butcher is a frequent companion of Vyurr Kly Empire. The Deathspike has a dossier on Commander Grey and
and a Psi-Stalker of great prowess and great savagery as a hunter each of his principal lieutenants, and is waiting for them to mount a
and slayer of vampires. She is called the “Butcher” because she serious operation south of the Rio Grande to test their mettle. (For
severs the heads from all the monsters she slays. more information on the Shadow Warriors, as well as other merce-
Pequita, “The Faceless One” is said to be a dragon, or de- nary companies and weaponry, see Rifts® Mercenaries.)
mon, or perhaps even a demigod with the power to shape-change.
She possesses great magic and is said to never wear the same Minions of Splugorth
face twice.
Commander Wilding is the guardian of Fort Reid and said – Enemy Number Five
to have orchestrated the successful defense of the Fort more than The Splugorth and vampires have been rivals and enemies for
1,000 times. countless eons. Both always seek each other’s destruction, and
The preceding descriptions provide the larger than life por- so it is on Rifts Earth. While the Splugorth take no obvious and
trayals of Doc Reid and his Rangers by the local people of Mexi- direct hand in the affairs of Mexico, the vampires know they are
co and Southwest America. The stories are so consistent that one up to no good. Thus, the Minions of Splugorth, and even people
must wonder whether Reid’s Rangers are fictional heroes of myth loosely affiliated with the Splugorth, are targeted for slaughter.
or real people who have been deified by the superstitious and This includes Horune Pirates, Tattooed Men and Sunaj assassins.
downtrodden. The vampires hate them above all others. (For more information about the Minions of Splugorth and Tat-
tooed Men, see Rifts® World Book Two: Atlantis).
Vampire Hunters
– Enemy Number Two Shemarrians
All Vampire Hunters are the sworn enemy of vampires in – Enemy Number Six
general, and Deathspike in particular. The agency has been built For reasons beyond the vampires’ comprehension, these War-
and designed to destroy and undermine Vampire Hunters at ev- rior Women of the North have been coming to Mexico by the
ery turn. Its agents are trained to find, stalk and uses any and all thousands and bent on the destruction of vampires and the protec-
resources at the organization’s disposal to wipe them from the tion of humans. Though Shemarrians are known to be a warrior
face of the Earth. In fact, they hope to launch such an effective race from the northeastern United States, the vampires are start-
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ing to suspect that at least the ones in Mexico are really cyborgs of themselves, and often lead groups of heroes and Vampire
or robots created and sent against them by the Splugorth, or pos- Hunters against the undead legions. Like Necromancers, they are
sibly the Coaltion States. Nobody realizes the warrior “women” at the end of the Top Ten list only because their numbers are
are human-like androids created by a secretive and cunning pre- small. They make the list at all because, though their numbers
Rifts artificial intelligence. An A.I. with sentience and delusions are small, their influence is great. (For more information about
of godhood that calls itself Archie Three. However, the vampires Cyber-Knights, see the Rifts® Ultimate Edition and the Cyber-
have fought and slain enough of them to know something is not Knights™ Sourcebook.)
right. That these “women” appear to be cyborgs or even robots
of some kind. (For more information about Shemarrians and Ar-
chie Three, see Rifts® Shemarrian Nation Sourcebook and/or
Other Enemies of Vampire-kind
Rifts® Sourcebook One.) The Lyn-Srial Sky Knights, Glitter Boys, Gunfighters and
brigands from the Pecos Empire, soldiers of the Coalition States,
Psi-Stalkers, dragons and other heroes and crusaders, are also
Undead Slayers and True Atlanteans considered threats to vampires, but secondary and low level dan-
– Enemy Number Seven gers. Their presence is noted and reported whenever they are
encountered. If there is opportunity, such outsiders are observed
True Atlanteans are ancient humans who have a long history and perhaps captured, interrogated and murdered. The Death-
of opposing vampire dominion. They are old enemies known to spike agency is putting together a database of their activities and
the Vampire Intelligences and their Demonic Familiars, Master movement patterns.
and Secondary Vampires. The Undead Slayers are a specific sect
of warriors within Atlantean and Splugorth society. (For more
information about the True Atlanteans, Undead Slayers and other Private Vampire Hunter Exterminators
Tattooed Men, see Rifts® World Book Two: Atlantis.) Deathspike and their tactics against Vampire Hunters is unlike
anything found elsewhere in the Vampire Kingdoms. Virtually
Lemurians all the Kingdoms have taken to hiring Private Vampire Hunter
Exterminators more commonly know as Slayers of Vampire
– Enemy Number Eight Hunters. These Slayers are mortal humans and D-Bees, who like
Lemurians are another ancient people who have a long history Bounty Hunters, willingly sell their services to hunt down and
of opposing vampire dominion on Earth. They are an old enemy kill Vampire Hunters. These are usually small bands of assas-
known only to the Vampire Intelligences and their Demonic Fa- sins, mercenaries and killers who stalk heroic Vampire Hunters
miliars. Actually, the monsters thought the Lemurians had per- for profit and freedom to roam the Vampire Lands of Mexico
ished thousands of years ago, so their reappearance on Earth will without fear of attack. They are considered traitors to humanity
be a surprise. Even more staggering is the fact that the Lemurians and the worst of any villains or monsters in Mexico.
known to Vampire Intelligences were a people of peace. This new Slayers of Vampire Hunters are just as effective at infiltration,
breed of Lemurian and their array of Biomancy weapons, armor ambush, and getting close to get the drop on Vampire Hunters
and subservient war steeds is something the Vampires know noth- as agents of Deathspike. The big difference between these two
ing about. Deathspike agents will be the first to encounter and fight types of Vampire Hunter Exterminators is that Slayers don’t usu-
them, before Doc Reid’s war with 10,000 Lemurians at his side. ally gather intelligence nor care about the Vampire Kingdoms.
(For more information about Lemurians and their living weapons, They are in it for the money, the power and the fun of it all. Their
vehicles and war steeds, see Rifts® World Book 32: Lemuria.) approach is less like spies and more like gunslingers, bushwhack-
ers, assassins, and bounty hunters. Their job is simple: find Vam-
pire Hunters, kill them and take their heads to prove they made
Necromancers the kill and to claim the bonus payment the head earns them. (For
– Enemy Number Nine more information about Slayers of Vampire Hunters, see the new
Rifts® Vampires Sourcebook.)
Necromancers are a class of practitioners of magic that is
hated more than any other. Generally speaking, Necromancers
are slain whenever they are discovered and opportunity permits.
They are ranked toward the bottom of the Top Ten Enemies List
simply because their numbers are small and Necromancers are
Deathspike Hook, Line &
usually part of a larger group of Vampire Hunters and heroes to
whom they provide strategic and tactical advantages against the
undead. (For more information about Necromancers and Necro-
Sinker Adventure Ideas
Magic, see Rifts® Book of Magic or Rifts® Mystic Russia).
Meet the Deathspike
Cyber-Knights™ By Matthew Clements
– Enemy Number Ten Hook: The player characters enter a town that has been ru-
Cyber-Knights are another group of revered heroes that give mored to have a vampire problem. Some of the locals even con-
the downtrodden hope and the courage to rise up against their firm the rumor in hushed tones and whispered warnings. Nothing
vampire masters. The Knights are also formidable foes in and seems amiss during the day, but when night falls, all bets are off.
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Line: Since the moment the players walk into town they feel Inversion
as if they are being watched. Eyes peer from windows, people
drop anything to help the players, and everyone just seems too By Kevin Siembieda
courteous and observant for normal folk.
Hook: Same as Greenhorn Heroes, above.
Sinker: The “town” is really a Deathspike kill zone. The hu-
Line: Same as Greenhorn Heroes, above.
man populace are cattle people, subservient to the vampires and
Sinker: The group of well-intentioned, but green Vampire
they are in on the entire operation. The player characters must es-
Hunters are, indeed, the real deal. Good guys with hearts of gold!
cape once the trap is set in motion. Should they linger past night-
However, they have been targeted for destruction by Deathspike
fall, the vampire operatives will come out to play, making things
agents – or – even more sinister, their team has been infiltrated
much more dangerous.
by Deathspike. One of them is a Deathspike imposter posing as
a hero. That spy is feeding information to a team of Deathspike
Greenhorn Heroes assassins who are shadowing the unsuspecting newbies and kill-
ing those they meet. And that might include targeting the player
By Matthew Clements and Kevin Siembieda characters.
Hook: While in the old Southwestern US or northern Mexico,
the player characters run into a group of Vampire Hunters. They Save the Day or Let Heroes Die
are eager, well-equipped and prepared to do battle. The hunters
are happy to share information and basic supplies. They know a By Kevin Siembieda
lot about vampire lore and are full of enthusiasm, but reluctantly
Hook: Same as Greenhorn Heroes, above.
admit they have little real world experience. These newbies could
Line: Same as Greenhorn Heroes, above.
use guidance from experienced heroes.
Sinker: A few days or weeks after parting company with the
Line: The Vampire Hunters extend the invitation to join them
well-intentioned greenhorns, our heroes learn that the young he-
on their hunt for the undead or to liberate a town rumored to have
roes have either gotten themselves captured by vampires or other
vampire problems. In the alternative, the Vampire Hunters might
bad guys and will die unless someone rescues them; or the green-
ask if they can accompany the player characters, join forces
horns successfully liberated a small town or village, but unknown
and learn from their experience. Together, your forces should
to them, a group of vampires and their henchmen are riding in to
be greater than the sum of their parts. As the sun begins to set,
take the town back, slaughter the impudent young heroes, and
wolves howl and the group of newbies are attacked by a band of
make the villagers suffer.
Wild Vampires (both groups are attacked if the two forces are
In the latter case, the player characters learn of the vampires’
together or nearby). The inexperienced Vampire Hunters do well
plans and know the monsters will launch their attack in a day
for themselves, though there are a few minor injuries and one of
or two. If the player group gets to the town first (and they do if
the newcomers might even get himself captured and carried off
they decide to help), they can join forces to turn the tables on the
by the marauding vampire tribe.
would-be vampire strike force; lure them into ambushes, set traps,
This trial by combat may convince the player group that these
and certainly be prepared for combat. Coming to save the day not
guys are “okay” and worthy comrades, or that they have good
only helps the greenhorn heroes (many of whom may still perish
hearts but need guidance. Either way, it may convince our heroes
depending on the size of the assault team gunning for them), but
to let the team travel with them or to join forces to take on the
is likely to save the entire town of innocent people. G.M. Note:
undead. If the player group decides not to team-up, they’ll keep
The vampires and henchmen coming to town probably are not
running into these guys anyway. Heck, the green Vampire Hunt-
Deathspike operatives, though there could be one Deathspike spy
ers might even show up in one adventure to pull our heroes’ fat
among them who will take note of all defiant heroes and pass that
out of the fire or to save a bunch of innocent people.
information on to his/her superiors.
Sinker: This green group of Vampire Hunters seem to be gen-
uine starry-eyed heroes with hearts of gold. As you might already
suspect, they are really deep undercover agents of Deathspike. Den of Lies
Their mission, to infiltrate a group of known heroes, befriend and
By Matthew Clements
join them if possible, and use their street cred to win a good repu-
tation for themselves. Then, gather information on the heroes and Hook: While visiting Ciudad Juarez, El Paso or one of the
other groups they meet, and, when the opportunity presents itself, nearby cities or kingdoms, the player characters stop to rest. They
wipe them out and go back to wipe out the other Vampire Hunters find a small inn or are directed by one of the locals to a private
they have met. citizen with rooms to rent.
G.M. Note: This could be a long-term subplot with a few twists. Line: Upon arriving, the accommodations turn out to be even
The imposters might let the player group live and move on. How- better than promised. They even offer air-conditioning, an unex-
ever, a short time later, our heroes learn that the other Vampire pected luxury in an area with uneven tech levels and few power
Hunters, groups and innocent people they met while the other team grids. The host is welcoming and seems thrilled by the prospect
was with them, have met with a grim fate one after the other. Do of housing a group of adventurers and hearing some stories. His/
they realize the faux Vampire Hunters have gone back and bush- her family or staff are polite and helpful. Everything seems fine
whacked them? Do they investigate and do something about it? and the player characters bed down for the night.
Sooner or later, the faux heroes will attack the player group, or use Sinker: Everything is not fine. The players have stumbled into
them to set up other freedom fighters and Vampire Hunters. a secret vampire lair. They are awoken in the middle of the night
by screams as the player characters’ guide or another guest is
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attacked. Do they go to the person’s aid? Do they beat a hasty Field Coffin Campout
retreat? Can they? The entire building is rigged with traps, secret
passages, reinforced room dividers, booby-traps and cameras. By Matthew Clements
The host’s family and/or staff are Deathspike human agents ready
Hook: Out in the wilderness, the player characters spot a
to fight to the death for their vampire masters.
suspicious looking, black helicopter or ATV; both are unusual
in these parts. As they watch from a distance, the vehicle stops/
Vampire Lair Wipe-Out lands and drops off several containers. The chopper or ATV de-
parts just as quickly as it came, not noticing the player group.
By Kevin Siembieda Line: If the heroes investigate, they find 1D6 strange, armored
Hook: A frightened villager comes across our fearless Vam- metal canisters. The canisters are extremely tough, seem impervi-
pire Hunters and warns them to take a different route. The rea- ous to tampering, and they have no markings of any kind. Charac-
son is there is a vampire lair nearby, and when night comes, the ters with Robotic or Superhuman Strength will find the containers
demons rise in search of blood. This could be a cave that has difficult to get a good grip on, but if they really work at it, they
become the home of Wild Vampires, or the lair of vampires who may be able to crack one open after 1D4 hours. Or cutting one
terrorize one or more local villages in the area. Our heroes will open with a laser torch or blasting one until there is a hole to
have heard enough rumors (or will as the adventure goes on) to look into takes minutes, but the latter will make noise. If they
know there are vampires in the area. open one, there are shrieks and screams of agony and the contents
Line: The villager knows exactly where this lair is and can evaporate once exposed to sunlight.
provide clear directions or draw a map. However, he warns that Sinker: The canisters are Deathspike Field Coffins, contain-
the demons are too dangerous, and his village too small for great ing vampires. Do the player characters even realize what just hap-
heroes to worry about. They should move on. If pressed, the vil- pened and what’s inside? Do they ignore the rest? Break them all
lager will grudgingly agree to accompany them, but only after open? Carry them off someplace? Do they wait for the vampires
much persuasion. It is daytime and there are plenty of sunlight to awaken and ambush them? Is there a river nearby? The sun is
hours ahead of the player group even by the time they find the about to set, and a decision must be made. By the way, the vam-
lair. pire’s teammates or henchmen may arrive at any time. Whatever
Sinker: This lair is real, only it is one of Deathspike’s ne- happens next, good luck.
farious traps. The entire subterranean “lair” is rigged with traps,
secret doors and passages, booby-traps, cameras and defenders No Harvest
waiting to jump unsuspecting heroes. There are at least two real
vampires present, two Werewolf agents, and a few (G.M.’s dis- By Kevin Siembieda
cretion as to how many) human Deathspike agents. The whole
Hook: The player characters stumble across a truck with a
point of these false lairs is to lure Vampire Hunters to their doom
large, canvas, covered tarp. A pair of humans step out from one
during the light of day when they think they are fairly safe.
side of the vehicle. The female is giggling and buttoning her
The villager may be a Deathspike agent or an innocent dupe
blouse. The male is smiling and zipping his fly. Both are startled
who has played right into their hands. Ambush and combat en-
to see even one member of the player group, let alone more. The
sues. One group or the other is likely to get wiped out. Let’s hope
male steps forward and reaches for the sidearm hanging from his
it is not our heroes.
belt. As he does so, both exclaim how they want no trouble and
how the stranger(s) has no business here. Move on!
Trust Me Line: The sounds of sobbing can be heard from behind the tarp
covering. As soon as those under the tarp hear someone else is
By Matthew Clements there they plead to be rescued. This a vampire’s Harvesters truck.
Hook: Before the player characters depart to do some vampire Sinker: Inside are 2D6+6 people slated for death as human
hunting or go on a mission into the wilderness, they hire a local cattle. The two humans are vampire servants and no match for any
guide. The guide is helpful and informative, and takes the players seasoned fighter, and backdown to a group of them. Before the ser-
on a back route to their objective that saves time and effort. vants try to run away, they’ll warn the player characters that their
Line: The guide’s second proposed route seems like another undead masters will be back in at any moment. They have stepped
winner until the players run into booby-traps and 1D6 human am- away from the truck to deal with a small, rogue band of unruly
bushers. They survive, and the guide says he/she knows a quick Wild Vampires and/or Werewolves. If the heroes leave now the
escape route. servants promise their vampire masters will leave them alone and
Sinker: The “guide” is a Deathspike agent trying to lead the head away, back to the nearest Vampire Kingdom.
team to their deaths. The guide’s acting is good and he or she It is evident that the player group can take the Harvester truck
seems to be just as surprised as the others. The next path, how- from these two without bloodshed (unless they want to kill the
ever, is much safer, according to the guide. Do the players trust servants). However, the vampires (2 Secondary Vamps) are al-
him, and walk into a bigger ambush? Do they squeeze the guide most certain to pursue and try to take back the truck and cattle
for information and learn of the existence of the Deathspike? people. Worse, they might be bring the Wild Vampires or band
Does the guide admit being “forced” to serve an evil vampire of Werewolves to join the hunt. There is no way of knowing how
and offer up the location of his master’s lair? If so, the lair is, of many Wild Ones or werebeasts might be present. Then again, the
course, a Deathspike trap. Are other Deathspike agents watching servants said these are “rogues” and as such, they might disobey
them right now? orders or run off the second the two Secondary Vampires are tak-
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en out of action. Heck, the rogues might even turn on them and Harvester trucks, and the people inside are food for the undead. This
feed upon the servants if they thought they could get away with it. is the case even if the city or town is thought to be vampire free.
What the group decides to do next is up to them. Vampires present. Perhaps they are even relatively new arrivals and
unknown, or live on the outskirts of town. The truck drivers (human
Meat Wagon or D-Bee servants, there is only one Werewolf or vampire supervi-
sor) are driving a delivery circuit making stops to a number of vam-
By Kevin Siembieda pire clients in several towns. This is just a quick delivery of a few of
the people to a vampire client secretly living in town.
Hook: Our heroes encounter a small village that looks like it
Do our heroes intervene or let the deliveries continue? Or, per-
has just suffered an attack or raid. Men are consoling the women
haps, do they follow the trucks, watch who gets the deliveries,
and children.
and comeback later to kill the vampires during daylight hours
Line: The villagers look upon outsiders with suspicion and
and free the human cattle? It’s not likely those delivered into the
worry, but as soon as they realize the player group are Vampire
hands of vampires will be killed immediately.
Hunters or heroes, the villagers beg for their help. A vampire
Meat Wagon rolled into town earlier that evening and Harvesters
dragged out the old and the lame, as well as a handful of the men
and women, even a few children to the rolling prison. Everyone Additional Exotic Weapons
knows the fate of these people: to be penned like cattle, drained of
their blood over and over again until their bodies’ give out and they By Matthew Clements
die. “Please,” the people beg, “please won’t you rescue them?”
The vampires boasted about the next village they were going
to hit. They should be there now. It is not far, perhaps an hours
Caltrops
journey, and the vampires always take their time bragging about Caltrops are ancient devices that could be looked at as the an-
their superiority and terrorizing the villagers they leave behind. cestor of tire spikes and spike strips. They are essentially pointed,
Sinker: Oh, and the vampires bragged of one more thing. They multi-headed metal bits that are designed to land with one end
had a special prisoner beaten and chained to the outside of the pointing up when scattered across a road or path. Traditionally,
Meat Wagon cage. A Vampire Hunter who had, single-handedly, they were used to deter pursuers, especially horsemen and caval-
tried to save the people of the last village the Harvesters had pil- ry. In the age of vampires and werebeasts, however, caltrops with
laged. (These villagers don’t know which village that may have silver plated spikes are an easy, low-tech way to slow down and
been.) A woman the bloodsuckers claimed was one of the mighty injure attacking werebeasts and careless vampires giving chase,
founders of Reid’s Rangers: Meetal the Butcher! She, they said, with the caltrops doing minor damage to their feet.
would be the centerpiece in a special feast for a Vampire Lord at Wooden Caltrops: 1D4 Hit Point damage to barefoot vam-
the nearest Vampire Kingdom – after weeks of torture, of course. pires. No damage to vampires wearing shoes, boots or Mega-
The Harvester Meat Wagon with Little Meetal split off from a Damage armor nor to werebeasts. Cost: 5 credits each.
larger group to hit the next village before regrouping. According Silver-Tipped Caltrops: 1D6 Hit Point damage to barefoot
to the villagers, they only saw two Secondary Vampires and three werebeasts and vampires or those wearing simple S.D.C. shoes or
human servants in that Harvester truck. Note: Whether the wom- sandals. No damage to vampires wearing boots or Mega-Damage
an is really Little Meetal or some other, heroic Reid’s Ranger, armor. Cost: 50-100 credits per caltrop because of the high price
or perhaps a Cyber-Knight, is up to the Game Master, but this is of silver.
NOT a trap. She is a genuine hero who will face a slow and grue-
some death, as will the many innocent people caged in that truck. Spraybot
The Spraybot is simple device designed to assist Vampire
Delivery Hunters. Basically, it is simple robot and a water tank on wheels.
The “bot” has a pair of small hoses on top that shoots blasts of
By Kevin Siembieda
water in various random directions when the unit is activated. To
Hook: This adventure can happen on the road, but more likely activate, there is a simply wind-up hand crank. When released, it
to have at a town or city like Ciudad Juarez, El Paso, or other rolls in a straight line for approximately 120 feet (36 m), spray-
community on either side of the Mexican border. This can take ing jets of water. Each burst of water hurts vampires the same as
place day or night. a blast from a water gun without the Vampire Hunter needing to
Two, medium-sized, tarp covered trucks go rolling by one or expose him or herself to enemy attacks. Spraybots are simple to
more of the player characters. design and build, and can be very effective if used cleverly.
Line: As the last truck rolls past, a tattered teddy bear falls out Robot Weight: Approximately 60 lbs (27 kg) fully filled.
from the back. A little girl, no older than five years of age, pokes Robot M.D.C.: 10 standard, 42 for the heavy M.D.C. drone ver-
head out, her tiny hands reaching out after her precious toy. Her sion.
face stained with tears. A pair of woman’s hands, presumably Range of Water Blast: 40 feet (12.2 m).
mommy, pulls her back behind the tarp. In the moment that the Damage: 3D6 Hit Point damage per blast that hits a vampire.
tarp was pushed up, jail bars could be seen. Other targets just get wet.
Sinker: It is clear this the truck either contain slaves or, more Payload: The internal tank holds enough water for 90 blasts or
likely, cattle-people to be held in captivity and fed upon by vampires. two, 120 foot (36 m) straffing runs. After that the 32 lb (14.4 kg)
Most Vampire Hunters will correctly presume the latter. These are tank must be refilled.
32

(order #8386490)
Cost: 15,000 credits for the simple windup version. ports and shock absorbers. A powerful engine gives it the speed
A more sophisticated robot drone version runs on a battery, to chase down dangerous runaways and rogue vampires, along
has an extra water tank, 42 M.D.C., a camera used by a manned- with the traction to pull itself out of mudholes and loose sand.
operator, and the drone is operated via remote control by one op- The prisoner compartment in the back has room for up to five
erator. In this case, the controller can direct the Spraybot to fire captives. The Mega-Damage construction of the cage means pris-
at specific targets, rather than a random spray; +1 to strike, num- oners with Supernatural P.S. cannot simply smash or easily chew
ber of attacks is equal to the operator’s number of hand to hand their way out their way out. Bloodrunners are common amongst
attacks. Each blast counts as one melee attack. Cost is 62,000 slave catchers and bounty hunters, as well as vampires tasked
credits. with going out and capturing new people to serve as cattle. Of
course, the vehicle is also used to transport mortal prisons and
Water Bombs slaves, and sometimes to round up and transport Wild Vampires
to new locations. In the latter case, the Wild Ones could easily
Water balloons are sometimes used as anti-vampire weapons, slip through the bars and escape in bat or mist form, but most dare
but they are notoriously unreliable and certainly not designed not defy any Secondary Vampire. For them, riding in the cage is
as military equipment. Actual water grenades are slightly more just a matter of obedience.
complex, but still very simple weapons, involving the insertion of
a waterproof M-80 or other small explosive charge into a water Model Type: HRV-1
bottle or similar container. When the charge goes off, the water Class: All Terrain Vampire/Bloodstock Capture Vehicle.
is forced in all directions under high pressure. While the water Crew: One pilot with room for two passengers and up to five,
dissipates quickly and the blast area is extremely limited, water human-sized prisoners.
bombs are much more dependable than water balloons. Range M.D.C. by Location:
Thrown: 40 feet (12.2 m). Damage: 2D6 Hit Points to vampires * Headlights (4) – 5 each
within the 4 foot (1.2 m) blast radius. Weight: 0.5 lbs (0.23 kg). * Armored Tires (4) – 12 each
Cost: 100 credits each. Rear Prisoner Cage – 175
* Prisoner Cage Door – 85
** Main Body – 110
Harvesters * A single asterisk indicates a small and difficult target to
strike, requiring the attacker to make a “Called Shot”, but even
then the attacker is -3 to strike.
By Matthew Clements ** Depleting the M.D.C. of the main body will shut the
Those who venture near the Vampire Kingdoms of Mexico vehicle down completely, making it useless.
may notice trucks with jail-like cages built into their cargo bed Speed:
and full of desperate people being moved around the countryside. Land: 135 mph (217 km) on decent roads or flat desert. Maxi-
Some might think they are refugees or share-croppers, forced la- mum speed is about 75 mph (120 km) on uneven terrain.
borers or human slaves. Those who are aware of the nations of Water: Not applicable.
vampires will know them to be cattle people, bloodstock for their Flying: Not applicable.
undead owners. Inquisitive outsiders may be given many differ- Statistical Data:
ent cover stories, lies and excuses, but the truth is, these people Height: 7 feet (2.1 m).
are human cattle from which the vampires feed. Width: 6.5 feet (2 m).
In Northern Mexico and the American Southwest where vam- Length: 16 feet (4.8 m).
pires are supposed to be uncommon, the cage of such trucks are Weight: 1.5 tons, two tons when fully loaded with prisoners.
covered with tarps to conceal the human cargo. Deeper within Cargo: There is a cargo compartment for the driver designed to
the Kingdoms and in the villages that come under vampire at- carry a pair of rifle-sized weapons and a pair of sidearms, along
tack, however, all pretense has been cast aside. Cattle people are with a 30 gallon (113 liters) water tank built into the vehicle.
openly herded, bought and sold, disposed of or captured fresh Power System: Nuclear; average life is 15 years. Liquid fuel en-
from “free range” populations. Over time, the vampires devel- gine and electric battery versions can also be found, with a range
oped specialized “cage” vehicles for catching, holding and trans- of about 650 miles (1045 km) per tank/charge. Reduce by half for
porting human and D-Bee livestock. Known as “harvesters” and rough terrain.
“harvester vehicles” there are several different basic types, each Cost: Nuclear: 975,000 credits. Liquid fuel engine: 300,000 cred-
designed for a different purpose. its. Electric battery: 450,000 credits. Note: This vehicle, without
the jail cage on the back, is sold by the Black Market and is popu-
Bloodrunner Harvest Vehicle lar among adventurers and explorers.
Weapon Systems: Optional. Most Bloodrunners are unarmed,
Designed for the deserts of northern Mexico and the Mayan relying on the small arms carried by their driver and crew, and
jungles to the south, the Bloodrunner is a nimble all-terrain ve- the abilities of the one or more vampire supervisors. One weapon
hicle with a secure, built-in prison cell. The smallest of the har- system and one sensor or communications array can be added to
vest vehicles, Bloodrunners are used to apprehend fugitives and the cab. None on the cage.
runaways, and even have the capability to lock down mortals, Sensor System Note: About 30% of Meat Wagons come with
werewolves and lesser supernatural prisoners. a basic radio system (50 mile/80 km range) for communicating
The Bloodrunner is a simple overall design. Four rugged tires with vampire clients, authorities and other vehicles.
are connected to the ATV’s body by a system of hardened sup-
33

(order #8386490)
Cage Truck or and homeless people off the street and into the cages to carry
them off to their doom. Some have deals with corrupt or desper-
“Meat Wagon” Harvest Vehicle ate authorities who empty out their jails and prisons by handing
over criminal, troublemakers, drunks and vagrants arrested for
Cage Trucks are more commonly known as “Meat Wagons.” crimes. This is seen as killing two birds with one stone: they keep
They are any small to mid-sized trucks that have had their cargo the vampires happy and they get rid of the dregs of society. Sadly,
bed enclosed in a jail-like cage with vertical bars on the sides and outsiders and even heroes who may become regarded as trouble-
top. There is usually double doors and a pullout ramp in the back, some, dangerous or could bring the unwanted attention or wrath
but some also have one or two side cages, and some have divided of vampires to the community, may be included in this lot.
cages rather than just one large one. Cage Trucks come in many
forms and are a common sight in the Vampire Kingdoms. Most Model Type: HRV-7
are random trucks that have been reinforced and rebuilt with the Class: Secure Bloodstock Transportation Vehicle.
jail bar cage. No matter what the design of the vehicle’s cab and Crew: One driver with room for two passengers in the cab.
mechanics, the “cage” is almost always the same, M.D.C. jail M.D.C. by Location:
bars. Sometimes there are a few steel benches, but usually the Reinforced Crew Compartment – 100
cage is filled to standing room only, and when there is space, * Armor-Capped Tires (4) – 50 each
people sit on the floor. Most also have holes or slotted in the * Reinforced Rear Door – 80
metal floor that allows waste and blood to drip through. There ** Main Body – 185
is no thought of comfort, only the need to cram as many bodies * A single asterisk indicates a small and difficult target to
into the locked cell area as possible. When the truck approaches strike, requiring the attacker to make a “Called Shot”, but even
an area where Meat Wagons are unwanted or may be attacked, then the attacker is -3 to strike.
a heavy tarp covers the cage from top to bottom to conceal the ** Depleting the M.D.C. of the main body will shut the
human cargo. vehicle down completely, making it useless.
Harvester teams are usually quite small, with a human or D- Speed:
Bee willing servant as a driver, another mortal or two to wrangle Land: 75 mph (120 km) on decent roads or flat desert. Maximum
and manage the human livestock, and one Secondary or Wild speed is about 40 mph (64 km) on uneven terrain.
Vampire to supervise. Even convoys of two or more are not likely Water: None.
to have more than 1-3 Secondary Vampires present, total. When Flying: None.
the cargo is large or the delivery is important another 3-6 men, Statistical Data:
willing servants of their vampire master, and an additional vam- Height: 9.8 feet (3 m).
pire may ride along in an escort vehicle. Vampires like to bring Width: 8 feet (2.5 m).
one or two Werewolves on such deliveries as well as on Harvest- Length: 23 feet (7 m).
ing Runs, because they can function during the night and day and Weight: 2.8 tons empty. Roughly 5.3 tons if fully loaded with
can change to human, animal, or man-beast form. prisoners.
Caravans of Cage Trucks large and small come and go from Cargo: Minimal, storage space in the cab with enough room for
pens and slave markets and the estates of vampire lords. Here in two or three personal weapons. Additional cargo can be latched
the vampire cities they are barely noticed by the inhabitants. to the roof or sides of the vehicle or stored in the prison area if
Away from the Vampire Kingdoms, however, they are known unoccupied.
as Meat Wagons, and represent everything that is horrible about Cage Cargo: Varies with the size of the truck. Small trucks can
living under the dominion of the undead. The vehicles are sym- carry 12-20, medium-sized truck 30-40, and a large truck 50-70.
bols of captivity and death to communities on both sides of the All of these are single axle trucks, not semi-truck and trailer.
Rio Grande River. Meat Wagons are things to be feared and Power System: Liquid fuel engine or electric battery. Range of
avoided. Children run to warn their friends and parents when- about 400 miles (643 km) per tank/battery charge. Reduce by half
ever they suspect one far off in the distance. Women and children for rough terrain.
hide, and men gear up for combat. Many people’s last glimpse of Cost: Varies according to size, M.D.C. and type of engine. The
a loved one is as they are being loaded onto a Meat Wagon. following are the cost of liquid fuel based engines, add 350,000
Among communities that have lost their will to fight, or just for battery powered electric engine and 1.2 million for nuclear.
don’t have the capability, the people weep as their loved ones Small Cargo Truck: 60,000-170,000 credits. Medium: 80,000-
are selected and dragged off to Cage Cars by vampires or their 250,000 credits. Large: 150,000-450,000 credits. Additional spe-
human or Werewolf henchmen. There even rumors of some com- cial features such as weapon systems, extra M.D.C., sensor array,
munities that have lotteries to select citizens who go without a long-range commmunications, and others all costs extra and can
fight into Meat Wagons to protect and preserve the rest of the add thousands to hundreds of thousands to the cost of the Cage
town. Others are rumored to capture bandits and adventurers, Truck.
imprison them in the town jail and hand them over to the Meat Weapon Systems: Optional. Most Cage Trucks are unarmed,
Wagons when they comes. These poor fools may not realize their relying on the small arms carried by their drivers and crew, and
fate until they are in the hands of the undead. the abilities of the one or more vampire supervisors. One weapon
In Northern Mexico and the American Southwest, Meat Wag- system and one sensor or communications system can be added
ons and Harvesters are dispatched in a single Cage Truck or in to the cab. None on the cage.
pairs or small groups of 3-5. These “Harversters” roam the roads Sensor System Note: About 30% of Meat Wagons come with
of the badlands and city streets like Juarez plucking up drunks a basic radio system (50 mile/80 km range) for communicating
with vampire clients, authorities and other vehicles.
34

(order #8386490)
Blood Hungerer Harvest Vehicle Length: 50-70 feet (15.2 to 21.3 m).
Weight: 20 tons. 70-80 tons fully loaded with prisoners or cargo.
The largest harvest vehicles are often referred to as Blood Hun- Cargo: Humanoids; seldom used to transport ordinary cargo.
gerers. They are rolling prisons the size of semis that appear after Power System: Nuclear; average energy life is 10 years.
a rebellious town has been pacified or a vampire prince’s slave Cost: 10-20 million credits depending on the level of luxury and
stock goes to a new master. A single Blood Hungerer can replace extra features.
an entire caravan of trucks or smaller harvest vehicles, and is an Weapon Systems:
intimidating sight worthy of serving as a mobile headquarters or 1. Mounted Rail Guns (2): A pair of rail guns are mounted on
rolling fortress. Like a semi-trailer, the walls are made of heavy swivels that give them enough reach to fire outside the vehicle
canvas or light metal, with reinforced bars inside as the prison area. at pursuers or inward at rioting cattle people.
The trailer section of the Blood Hungerer is divided into two Primary Purpose: Defense.
areas; the cage/cargo area for the human cattle and crew compart- Secondary Purpose: Riot Control.
ment that resembles a mobile home where the one or two vampire Range: 4,000 feet (1220 m).
managers and their loyal servants ride and sleep. The prison may Mega-Damage: A burst is 40 rounds and inflicts 1D4x10 M.D. A
be divided into sections for different group of cattle with differ- single round inflicts 1D4 M.D.
ent levels of comfort; i.e. stand, sit on the floor or sit on metal Rate of Fire: Each burst or single round counts as one melee at-
benches. Some Blood Hungerer cargo areas in the trailer have tack/action.
special compartment used for draining and/or storing blood that Payload: Each gun connects to an 8,000 round drum, enough for
often doubles as a torture chambers. Above the cells are metal 200 bursts.
catwalks that let the guards patrol back and forth and each cell is 2. Mini-Missile Launcher: A simple mini-missile launcher sys-
usually topped with a hatch that lets them yank prisoners right up tem allows the Blood Hungerer to defend itself from more se-
out of their confinement. rious threats like robots and power armor.
The top and exterior of Blood Hungerers are usually outfit- Primary Purpose: Anti-Armor.
ted like a luxury yacht, with covered balconies and hatch-style Secondary Purpose: Anti-Aircraft.
windows adorning the sides and spare equipment is lashed down Range: About one mile (1.6 km).
between radio antennas and exhaust tubes. There are only a hun- Mega-Damage: Varies with missile type. Plasma (1D6x10 M.D.)
dred or so of these trucks within the Vampire Kingdoms, and they and silver armor piercing (1D4x10 M.D.) are standard.
are seldom seen north of Ixzotz. Rate of Fire: One at a time or in volleys of two or four.
Model Type: HRV-9 Payload: 16 missiles total.
Class: Mobile Prison and Bloodstock Harvester. 3. Water Cannons (2): Two water cannons are mounted in a
Crew: Four vehicle crew, including two drivers, an engineer similar fashion as the vehicle’s rail guns. They can also fire
and a chief guard; all mortals. May include up to eight additional into the vehicle to suppress prisoners attempting to escape or
guards. There is usually 2-3 vampire overseers. The internal pris- be turned outward to defend the vehicle from enemy vampires
on and cells can hold up to 200 prisoners under cramped condi- attempting to take its valuable human cargo.
tions. Additional crew or defenders ride in separate vehicles. Primary Purpose: Crowd Control.
M.D.C. by Location: Secondary Purpose: Anti-Vampire.
* Radio Antenna – 5 Range: 800 feet (244 m).
* Headlights (4) – 2 each Damage to Vampires: 5D6 Hit Points per blast. Only a full envi-
Radar Dish – 15 ronmental suit or force field can shield the undead. There is also a
* Mounted Rail Guns (2) – 75 each 01-15% chance of the blast knocking a vampire off his feet caus-
** Armored Tracks (6) – 100 each ing him to lose initiative and one melee attack. Against ordinary
Entry Ramp – 75 people, the likelihood of being knocked down is 01-40% and the
Cab Section – 150 sharp, short blast of water inflicts 2D6 S.D.C. damage.
*** Main Body – 300 Rate of Fire: Single shot only. Each blast counts as one melee
* A single asterisk indicates a small and difficult target to attack; each weapon has its own human gunner.
strike, requiring the attacker to make a “Called Shot”, but even Payload: A single blast uses up 10 gallons (38 liters) of water.
then the attacker is -4 to strike. Each 500 gallon (1893 l) tank provides enough water for 50 blasts
** Destroying one of the tracks will reduce the vehicle’s to its corresponding weapon, or can be emptied to sustain the hu-
speed by 25%. Destroying two will reduce the speed by 40%. man cattle for long trips through the desert.
Destroying three or more of the tracks will immobilize the ve- 4. Crew Weapons: The crews of Blood Hungerers are heav-
hicle. ily armed in case the prisoners should get out of control, as
*** Depleting the M.D.C. of the main body will shut the well as to defend the vehicle from Vampire Hunters and the
vehicle down completely, making it useless. like. Blood Hungerers are also usually overseen by powerful
Speed: vampire commanders and contain 1D6 additional vampires
Land: 26 mph (42 km) maximum. amongst their crew.
Water: None. 5. Sensor System Note: Unlike more common harvest vehicles,
Flying: None. Blood Hungerers come fully equipped with basic radar, long-
Statistical Data: range radio (100 miles/160 km), an environmentally sealed
Height: 30-40 feet (9.1 to 12.2 m). crew cabin and other basic features common to most combat
Width: 12-18 feet (3.6 to 5.5 m). vehicles, robots and power armor.
35

(order #8386490)
36

(order #8386490)
Dark Magic spell. All other magic O.C.C.s must expend twice the amount of
P.P.E. listed in order to cast any of these same spells. Moreover,
such O.C.C.s specific dark magic spells are NOT commonly
available to O.C.C.s other than those listed.
By Jeff Duncan
Level One
“Official” Rules for use in Rifts® settings. Adaptable to
Necromancy/Bone Magic: Bone Torch (3)
Palladium Fantasy RPG® and other settings where magic exists.
Necromancy/Bone Magic: Bury Bone (2; special)
Reviewed, tweaked and approved by Kevin Siembieda. Some ad-
ditional text and spells by Kevin Siembieda.
Level Two
Necromancy: Nails of the Dead (4 or 8)
A Lesson in Necromancy African Witch & Necromancy: Senses from the Dead (6)
“My former apprentice, though I find your unexpected visit
disappointing, though all in all, I am pleased that you are here Level Three
and contributing to my own magic. Now that you’ve regained
None.
consciousness, I can see you are upset by your situation.
“What’s that, you say? Level Four
“You’ll have to forgive me if I can’t decipher your gurgling.
And my-my, all this bleeding. Give me a moment to explain. I Necromancy/Bone Magic: Flexible Bone (6 or 25)
know you can find the patience to listen to your old master one Necromancy & African Witch: Preserve Remains (8)
last time. Necromancy & African Witch: Sense Vampires (10; special)
“If I had not . . . um, rendered you silent as I have, your grief
would be replaced with all manner of questions. Why, Master, Level Five
must you do this? And what would have come next? Appeals to Necromancy/Bone Magic: Bone to Dust (10)
my long forgotten humanity, perhaps? Or pleas for mercy? And Necromancy & African Witch: Decay Living Flesh (12)
as you may recall, the thing I despise most in this process is the Necromancy: Rigor Mortis (12)
begging from those about to be sacrificed for a higher cause. No Necromancy & African Witch: Unrest (15)
doubt you’ve experienced this yourself? And once it starts, really,
there is no end to it is, there? And the sobbing and weeping . . . it Level Six
all becomes so unbearably tiresome, doesn’t it? I suppose it’s the
Necromancy & African Witch: Blood Barrier: Stop Dead (15)
nature of our magic. I wanted to spare you of the shame of beg-
Necromancy & African Witch: Sphere of Pitch Black (20)
ging, so you see, I can be merciful after all.
“But as I said, you disappoint me. You were never an attentive Level Seven
apprentice. Oh, you were adequate. You picked up the dark art
of Necromancy well enough, but if you had listened, you would African Witch; summoning ritual: Call Predators (25)
not be on the slab at this moment, would you? No, you wouldn’t. African Witch & Necromancy: Zombie Tongue (25)
“How many times did I instruct you that no matter how strong
you believed you had become, no matter how accomplished your Level Eight
own dark magic, that you should never seek me out after we part- Necromancy & African Witch: Cursed Grave (35)
ed company. Now, look at you. Bound to my table, soon to die. Necromancy: Speed from the Dead (35)
And since your tongue has been mercifully removed, I must do
the talking for both of us. Ah, at least that’s not as annoying as Level Nine
the begging, eh? Besides, your eyes tell me everything I need to Bone Magic: Bone Shovel (100)
know.
“Rest easy, my former apprentice, you will live on, in a way. Level Ten
And I shall find good use of your tongue. And your eyes. And all
of the rest of you.” Necromancy & African Witch: Blood Barrier: Stop Undead (60)

Level Eleven
Necromancy/Bone Magic&
Necromancy/Bone Magic: Bone Meld (125)
African Witch Magic Expanded Necromancy/Bone Magic: Create Bone Well (92)
The list of magic invocations/rituals below, are an expansion
in the arcane fields of Necromancy and Witchery. Standard in- Level Twelve
vocations for these two magic O.C.C.s, can be found in Rifts® Necromancy & African Witch: Siphon Components/Talisman
Book of Magic, Rifts® World Book 4: Africa, and Rifts® (125 or 250)
World Book 18: Mystic Russia.
The P.P.E. cost is listed as per the specific O.C.C.; e.g. Nec- Level Thirteen
romancy: Spell X or African Witch: Spell Y. The number in pa- Necromancy/Bone Magic: Spinal Whip (320)
renthesis is the P.P.E. required for that listed O.C.C.(s) to cast the
37

(order #8386490)
Level Fourteen Duration: Fifteen minutes per level of experience; once in effect,
equal to hand to hand.
None.
Damage: Undead only; 4D6x10 S.D.C.
Saving Throw: None. Spell does not work on the living.
Level Fifteen
P.P.E.: Ten.
None. The Necromancer can turn dead bone (not the bones in a living
creature) into dust. This does, however, include the bones of ani-
Necromancy & African Witch Spells of Legend mated skeletons and those removed from bodies. Animated dead
Turn Dead: Superior (90) and bone barriers take 5D6 S.D.C. Ordinary bone remains are in-
Create Bloodlust Zombie (850) stantly turned into a powder without the Necromancer having to
spend time grinding the bone down; affects up to 25 pounds (11.2
kg) of bone per spell casting. An excellent way to quickly dispose
Necro-Magic Spells of regular bone remains. Note: Mummies, zombies, creatures of
magic, and supernatural beings, even if made of bone, and living
Descriptions Listed Alphabetically creatures are immune to this effect.

Blood Barrier: Stop Dead Bone Meld


(African Witch & Necromancy) (Necromancer/Bone Magic)
Level: Six. Level: Eleven.
Range: A single five foot (1.5 m) span per level of experience. Range: Touch.
May be a line, a circle, square or other configuration; ideal as a Duration: Five minutes per level of experience.
straight line in a doorway. Saving Throw: Not applicable.
Duration: Six minutes per level of experience. P.P.E.: One Hundred Twenty-Five.
Saving Throw: Special. The invocation enables the Necromancer to Shape Bone (same
P.P.E.: Fifteen. as the spell) as well as the ability to join two separate bones to-
The Necromancer must spill some of his own blood in a short gether. Joining the bones of multiple S.D.C. creatures is possible
line across the desired area to be blocked/protected, followed by and the mage is able to shape and mend the bone as desired to
a short arcane verse. This line of blood creates a barrier of protec- create bone weapons, bone armor, fences, walls, and structures.
tion that prevents animated dead raised by anyone but himself, Note: This spell does not work on the bones of creatures of magic
to cross that line/magic barrier for the duration of the spell. This or supernatural beings.
invocation is best used in confined spaces – doorways, hallways,
windows, rooms, caverns, dungeons, etc. – because the animated Bone Shovel
dead can go around the barrier if there is a way to do so. This spell
(Necromancy/Bone Magic)
affects only simple animated dead.
Level: Nine.
Range: An enchanted bone tool or optional melee weapon.
Blood Barrier: Stop Undead Duration: Enchanted item; until destroyed.
(African Witch & Necromancy) Damage: 2D6 S.D.C. or 1D4 M.D. to M.D.C. beings; double
Level: Ten damage (2D4 M.D.) to demons, and does 2D6 Hit Point damage
Range: A single five foot (1.5 m) span per level of experience. to werebeasts, vampires and other undead.
May be a line, a circle, square or other configuration; ideal as a Saving Throw: None.
straight line in a doorway. P.P.E.: One Hundred; creates a permanent magic item.
Duration: Six minutes per level of experience. The bone shovel usually consists of two parts, the handle, of-
Saving Throw: Special. ten consisting of 2-3 large human bones such as the femur (leg)
P.P.E.: Sixty. and the blade, which is usually crafted from a pelvis, a partial hip
The Necromancer must spill some of his own blood in a short bone, or the back of a skull. The shovel is used as most shovels
line over the desired area to be protected and say a short arcane are, as a tool for digging. Bone Shovels enable their creator to
verse. This creates a barrier of protection that prevents lesser un- dig and remove earth three times faster than a normal human.
dead such as mummies, zombies, and even Grave Ghouls and The Necromancer is able to dig or unearth an average full-sized
Wild Vampires, from going past that mark. The creatures can go grave (8x6x4 feet/2.4 x 1.8 x 1.2 m) in less than one hour, and
around the barrier if such an avenue exists, but many are so sim- without fatigue. Digging clay or rocky earth is also possible, but
pleminded they are stopped for the duration of the spell. Greater takes three hours. Digging through solid rock is NOT possible.
undead such as Secondary Vampires are NOT stopped by this The Bone Shovel can be used as a magical divining device the
barrier at all. same as the spell Divining Tombs & Graves; equal to 3rd level,
and requires the mage to expend only 3 P.P.E. to do so. A specific
grave can be located by expending 10 P.P.E.
Bone to Dust The shovel is considered a magic item with 30 M.D.C. (on
(Necromancy/Bone Magic) S.D.C. worlds it has 300 S.D.C.). The weapon suffers damage
Level: Five. only when being specifically targeted. If used as a blunt weapon,
Range: Touch.
38

(order #8386490)
a Bone Shovel inflicts 2D6 S.D.C./Hit Points to mortals/S.D.C. bone is buried with little sign of the earth being disturbed and as
creatures and 1D4 M.D. to M.D.C. creatures and M.D.C. armor/ deep as the mage wishes, within the range of the spell. The invo-
material; double damage (2D4 M.D.) to demons, and 2D6 Hit cation only works on natural earth/dirt, clay or sand which is rela-
Point damage to vampires and other undead as well as werebeasts. tively dry or soft. Bone cannot be buried in areas that are com-
pletely rock, littered with rocks or filled with dense plant roots.
Bone Torch The bone must also be clean, meaning it cannot have any flesh,
muscle or fibrous material on it. Only bare bone can be buried.
(Necromancy/Bone Magic Spell) The Necromancer’s Animated Dead or a full skeleton can also
Level: One be buried using this invocation; though the bones of the skeletons
Range: Touch or 10 feet (3 m). must be perfectly clean and the body cannot be clothed nor wear
Duration: Varies armor, and no weapons can be buried with it. To bury an entire
Saving Throw: None. skeleton, the Necromancer must expend 2 P.P.E. for every 10
P.P.E.: Three. S.D.C. of the skeletal remains, and the depth is six inches (15 cm)
The spell creates a sickly greenish flame onto bone, which the per level of experience.
Necromancer can utilize as a low-light torch. This ghoulish magi- Note: The Necromancer will always remember where he has
cal flame produces zero heat and doesn’t burn beyond the bone buried the skeleton(s), just as a squirrel can find the nuts it has
it has been cast on. Even attempting to set fire to normally com- buried. A favorite tactic for Necromancers is to bury skeletons in
bustible materials (paper, gasoline, etc.) will not work. However, shallow graves and then animate them to reach up and grab un-
the flame does slowly consume the bone it’s been cast on. An suspecting victims or cause the skeletons to rise up and attack as a
average-sized human femur (leg bone) will allow for up to four trap, ambush or as desired. It is common for many Necromancers
or five hours of light before being completely used up; smaller to have such buried skeletons in or around their lairs or strategic
bones offer proportionately less time based on size. Bones that locations around their home to call upon as needed.
are from supernatural or magical creatures will burn up to six
times as long. The flame only works on bone and produces a
slightly unpleasant aroma as it burns. The spell does not work on Call Predators
(or consume) the undead or animated bones. The flame is purely (African Witch; summoning ritual)
magical and does not produce heat or burn in any conventional Level: Seven.
sense. The amount of light radiated from a Bone Torch is the Range: Draws predators from up to five miles (8 km) per level
equivalent of a normal torch. of experience.
Duration: One hour per level of experience.
Bury Bone Saving Throw: Standard.
P.P.E.: Twenty-Five.
(Necromancy/Bone Magic) The Witch can summon 1D6 predatory creatures +1 per level
Level: One. of experience within a five mile (8 km) radius of where he is lo-
Range: Bone is buried; one foot (0.3 m) per level of experience. cated, and it is the large predators and monsters that are attracted
Duration: Instant; counts as one melee action (about 3 seconds). by this spell. The Witch can only summon predatory animals and
Saving Throw: None. has no control over them, nor has any choice as to the type of
P.P.E.: Two (special). predators the spell attracts. Depending on the spell knowledge
This simple invocation only requires the Necromancer to utter of the witch, he or she may establish control over one or more of
the command word while simultaneously stepping on (or pushing the animals after they arrive via the use of other spells. Unless the
with his hands) the bone he wishes to bury. Within moments, the Witch can seize control of the predators, he himself is in danger

39

(order #8386490)
of attack, except he knows that they are coming and should be gardless of its size. As with the Bury Bone invocation, the bone
able to avoid them. must be mostly (90%) clean of any fibrous material, or be mum-
What specific species of animals respond depends entirely on mified, to be buried.
the region. The most common or closed large predators are the Other Necromancers have only a slim chance of being able to
most likely to respond. However, other than the animals’ desire detect a fellow Necromancer’s Bone Well (+3% per level of ex-
to “hunt” in the area for the duration of the spell, the predators perience) and they cannot magically retrieve the bones from the
behave as they would normally. However, being in an unfamil- well. But anyone can dig them up at the location as bones start
iar area, and especially if within a human community, puts the to be found only two feet (0.6 m) deep. Such wells are best con-
animals on edge making them jumpy and more aggressive than cealed in deserts and barren land, inside basements, crawl spaces,
usual, which means they are more likely to attack people, pets inside dry wells, and caves. Note: A Necromancer will seldom
and livestock. Likewise, livestock and pets seeing predators be- reveal the secret location of his Bone Well, even under torture
come extremely agitated and may try to run away, break out of and threat of death.
their pen, wail and wine. All of this (including reports of large
predators in town) can cause distraction, panic and chaos among
people and authorities/protectors, even if nobody is attacked
Cursed Grave
or harmed. Just the presence of such dangerous animals scares (African Witch & Necromancer)
people. Note: The spell has no effect in summoning animals or Level: Eight.
monsters with human level intelligence, creatures of magic or su- Range: Sense disturbance of grave; 10 miles (16 km) per level
pernatural beings. of experience.
Duration: Two months per level of experience for the curse to
remain in place on the grave. Once the curse is activated, the
Create Bone Well grave becomes harmless. However, a Necromancer or Witch can
(Necromancy/Bone Magic) place as many Cursed Grave spells into the grave site as they
Level: Eleven. have P.P.E.
Range: Beneath foot; sense location 10 miles (16 km) per level Duration of the curse upon the individual is 2D6 days +1 day per
of experience. level of the spell caster.
Duration: One year per level of experience. Saving Throw: -2 to save.
Saving Throw: None. P.P.E.: Thirty-Five.
P.P.E.: Ninety-Two. The Cursed Grave spell can be utilized on any existing grave
Using this invocation, the Necromancer must select an area of regardless of its age or one recently dug (a body is required to fill
ground (usually secluded) that is free of many rocks and mostly the grave) and filled in by the Necromancer or Witch. A grave
barren of plant life. A circular trench that is 1-2 feet (0.3 to 0.6 created by a Necromancer or Witch does require at least a simple
m) deep is dug and bones are placed inside of it, filling the trench marker (cross, pile of stones, etc.). A grave marker or headstone
from top to bottom. In the alternative, the Bury Bone spell can be is optional, and many use one because most people are creeped
used. The circle can be no smaller than 4 feet (1.2 m) in diam- out by graves and graveyards. Disturbing a Cursed Grave re-
eter and once all the bones are buried, the mage chants the final quires someone to merely walk over it, activating the curse. The
incantation that will bind the location as his Bone Well. Only a four possible curses and effects are described below.
slight, circular mound marks its existence, though if the dirt is In addition, the Necromancer or African Witch knows the very
dug away even a little, it reveals the bones underneath. The bones instance one of his graves have been disturbed, as well as exactly
a Necromancer drops into the center of the circle automatically which specific grave has been disturbed, provided the character is
disappear, as if swallowed by the Earth. in sensing range. A failed saving throw vs magic means the curse
Necromancers use these circles to store their collections of is placed upon each individual who disturbed the grave; i.e. were
bone components, which they can summon forth while standing present within a 6 foot (1.8 m) radius when the grave site was dis-
at the circle any time in the future. As much as 500 pounds (225 turbed. Disturb can mean something destructive such as digging
kg) of bones, per level of experience, can be kept inside a single it up or defacing/vandalizing/destroying the grave marker or as
well. Once created, the location of a Bone Well can be sensed by innocent as walking over any part of it. Note: A successful saving
the Necromancer up to 10 miles (16 km) away, and the dark mage throw means the person is unaffected.
can sense exactly what bones it contains. As one might expect, Curse of Sudden Grief: Those affected are suddenly overcome
nothing ever grows within a 10 foot (3 m) diameter around the with the feelings of sorrow, loss and grief associated with losing
well. This is damned soil, and those with psionic abilities receive a close loved one and even those with no loved ones so to speak,
an unpleasant, “spine tingling,” sensation whenever walking over struggle with the same feelings of sudden sorrow and depression.
a Bone Well. Penalties: -2 to Perception Rolls, -1 on initiative, -10% on all
Even components such as small organs, valuable gems, as skills and they take twice as long to perform; the character feels
well as other small items, can be cast into the Bone Well to be sad and lacks motivation.
swallowed and concealed by the earth until it is desired again. To Curse of Morbidity: The character is overcome with questions
do this, however, the Necromancer must place the items inside a about their own mortality and the feeling that his days may be
bone skull, rib cage, or skeleton’s hand. Standing on the circle, numbered. This makes the individual wonder what value his live
the Necromancer can recall with near perfect (98%) accuracy, has had, and makes him distracted and hesitant to fight or engage
any one, several or all of the bones buried within the well. Sum- in any very risky or dangerous action. Penalties: -1 on Percep-
moning a specific bone only requires 2 P.P.E. from the mage re- tion Rolls, -3 on initiative, and -5% on all skills; double penalties

40

(order #8386490)
when the cursed character encounters people who are sick or suf- P.P.E.: Six on mortals; Twenty-five on magical and supernatural
fering from a plague, and situations involving graveyards, tombs, beings.
and the death of young people and innocent children. The invocation’s effect allows the Necromancer to make or-
Curse of Something Ominous Awaits: The feeling that if they dinary hard bone as malleable as cartilage. The Necromancer
continue on their chosen path, something terrible will happen. should be specific in regards to the location he wishes the spell
This feeling also exists at night whenever the characters are in a to work, whether on his intended target or himself to achieve the
graveyard, tomb, or have to face animated dead, mummies, zom- desired effect. The spell can only be cast on one hand, one arm,
bies, Necromancers, Witches (of any ilk), vampires and other one leg or foot, per each casting of the spell. Casting the spell on
undead, as well as demons and creatures that resemble the un- the spine, rib cage, pelvis or skull will not work. The spell works
dead, corpses or skeletons. The cursed characters are jumpy and on mortal S.D.C. beings, as well as on creatures of magic and
nervous for the full duration of the curse. Bonus: +1 on initiative. supernatural beings, though a considerable amount of additional
Penalties: -1 on Perception Rolls, -2 to strike, parry, and dodge, P.P.E. is required for the latter two.
-1 to save vs Horror Factor and -10% to perform skills when any Casting the spell on a limb has good and negative consequenc-
of the above situations occur. es. On the good side, the flexible bones cannot be easily cracked
Curse of Sickness: The symptom of sickness often varies, be it so there is no damage to it from a fall or impact. The limb can also
a cough, fever, or sore throat, but for the duration of the curse, the be bent in unnatural ways to bend around corners, fold, twist, etc.,
characters are sick. Body aches and the characters have a slight with minor discomfort and NO broken bones. This can be handy
fever and feel fatigue. Penalties: -1 on initiative, -1 to strike, par- for contorting one’s body to hide inside a small space, slip out of
ry and dodge, reduce Spd and Hit Points by 10% and fatigued handcuffs or bonds, and so on.
twice as fast as normal. When suffering from fatigue, double the Bonuses: +35% bonus to Escape Artist skill if the character
penalties. Needs a half an hour nap or one hour of rest to get has it, or a base 35% chance per attempt to escape per melee
penalties undoubled. round if he does not have the skill; +2 to roll with impact, and
the flexible limb(s) is not broken from a fall, impact or attack that
Decay Living Flesh bends the limb in an unnatural position, even when folded in half.
The muscles and skin feel tight and sore afterward, but there is no
(African Witch & Necromancer) permanent damage.
Level: Five. Penalties: On the negative, these soft, flexible bones make it
Range: Touch, but must touch bare skin. exceedingly difficult to wield weapons weighing more than four
Duration: Instant. pounds (1.8 kg), run fast or engage in hand to hand combat. Arms
Damage: 1D6 S.D.C. +1 per level of experience. and Hands: -3 to strike, parry and disarm when the bones of the
Special: +10% bonus to Interrogation skill when this spell is used hand or arm are made flexible, -4 to entangle/pin, P.S. is reduced
as a means of torture. by 20% and punches and melee attacks via the flexible limb do
Saving Throw: Standard, but the target is -2 to save vs magic. half damage!
P.P.E.: Twelve. Legs and Feet: -2 to dodge and reduce speed by 25% when one
The slightest touch of a Necromancer performing this invoca- foot or leg is made flexible, -4 to dodge and reduce speed by 50%
tion creates a discolored (or decayed) area on his victim’s once if both feet or legs are made flexible.
vibrant flesh. The victim at first feels an intense cold at the point In all cases, skills that require strength or physical acumen
of the touch that is similar to an ice cube against the skin. The (Acrobatics, Climb, Swimming, Wrestling, etc.) suffer a skill
touch decays the surface of the skin and a small amount of muscle penalty of -20% as the flexible limb feels strange and uncom-
tissue below. The flesh is dead and if left untreated (the dead fortable, lacks the usual strength, and every time the victim puts
flesh removed; and the wound cleaned), runs the risk of becoming weight on their leg or pressure on a flexible arm, he feels off bal-
infected over time (01-35%). Only magical healing or psychic ance, weak and clumsy.
healing (including Psychic Surgery) prevents infection and re- Note: This spell does not work on bone that has been magi-
stores the damage without leaving a permanent scar. The Necro- cally manipulated or strengthened (Fragile Bone to Wood/Stone),
mancer or African Witch can control the amount of flesh decayed or made M.D.C. (Fragile Bone to M.D.C. Bone).
(less or more) per touch. If the invocation is used on the face of
the victim, permanent scarring may result in a reduction of P.B.
(-1 to P.B. recommended or G.M.’s discretion). Only healing by Nails of the Dead
magic or psionics leaves no scaring and restores the damage im- (Necromancer)
mediately. Note: Creatures of magic and supernatural beings are Level: Two.
immune to the effects of this spell. Range: Self or by touch; can be used only on animated dead.
Duration: Permanent on the Undead; 5 minutes per level of ex-
Flexible Bone perience on self.
Saving Throw: None.
(Necromancy/Bone Magic) P.P.E.: Four on himself. Eight and permanent if used on ani-
Level: Four. mated dead skeletons, mummies or zombies.
Range: Self or other by touch. This invocation causes the Necromancer to grow his own fin-
Duration: One minute per level of experience. gernails a full three inches (7.6 cm) in length and makes them
Saving Throw: Standard. hard enough to use as claws or to climb or dig; a claw strike does
1D6+3 S.D.C. damage (plus any damage bonus). If the Necro-

41

(order #8386490)
mancer uses this spell on himself and partners it with the Death send a message or create terror. Note: Does not work on magi-
Strike invocation, then the claw strike damage becomes M.D.! cally animated dead, mummies or zombies. However, the Necro-
The spell can also be used to permanently grow the nails of the mancer can animate any of his rigor-posed creations. This spell
animated dead as a durable claw-like weapon that inflicts 1D6+3 does not stop or slow decay.
S.D.C. damage when used as a claw attack.
Sense Vampires
Preserve Remains (African Witch & Necromancer)
(African Witch & Necromancer) Level: Four.
Level: Four. Range: One mile (1.6 km) per level of experience.
Range: Touch. Duration: Instant.
Duration: Two months per level of experience. Saving Throw: None.
Saving Throw: None. P.P.E.: Ten; special.
P.P.E.: Eight. The witch or Necromancer can sense the presence of vampires
This invocation stops the natural process of decay, extending and vampire intelligences within the radius of the spell. The in-
the useful duration of components (body parts and organs), that vocation does not allow the Necromancer to specifically sense the
African Witches and Necromancers commonly need for their direction or location; only the presence of vampires in the general
spell magic. The remains are preserved in an invisible magic area. This spell is often utilized by the Necromancer as a precur-
field that prevents natural deterioration/rot. The spell only works sor to the Summon Vampire spell. Though the range is limited
on organic material such as bones, flesh, body parts and organs. (by comparison), the P.P.E. utilized is minimal. The Necroman-
Twenty-five pounds (11.2 kg) of remains are preserved per 8 cer can also boost the range of the spell by pumping double or
P.P.E. expended by the mage. Larger remains and entire bodies triple the amount of P.P.E. designated, which, in effect, doubles
can be preserved at a rate of 8 P.P.E. per 25 pounds (11.2 kg) of or triples the sensing range. The spell cannot be used to recognize
weight. The spell cannot be cast and divided among several com- vampires by sight (see Recognize the Undead in Rifts® Book
ponents or bodies; either an entire body (8 P.P.E. per 25 lbs/11.2 of Magic and Mystic Russia), and cannot detect other types of
kg) or each individual “component” separated from a body (arm, undead, only vampires.
leg, pair of eyes, heart, brain, tongue, lungs, etc.) weighing up
to 25 pounds (11.2 kg) requires a separate invocation. Once the
spell expires, natural decay resumes as normal, though the mage
Senses from the Dead
may recast the spell to extend the components duration longer. (African Witch & Necromancer)
The spell does not work on living things nor prepared food like a Level: Two.
chicken sandwich or apple pie. Range: Self or other via touch.
Duration: 10 minutes per level of experience.
Saving throw: None.
Rigor Mortis P.P.E.: Six.
(Necromancer) To use this simple invocation, the Necromancer must touch or
Level: Five. have physical contact with the recently departed. Touch the body
Range: By touch or cast up to 5 feet (1.5 m) per level of experi- of the recently deceased and casting this spell imparts upon the
ence; clear line of sight required. spell caster the five natural senses possessed when the deceased
Duration: One melee round per level of experience on the living. was alive: hearing, sight, taste, touch, and smell for himself. This
One hour per level of experience upon the dead. spell works on mortals, supernatural beings, creatures of magic,
Saving Throw: Standard. and animals. For the duration of the spell, the mage’s own five
P.P.E.: Twelve. senses are replaced, and presumably, enhanced. Use whichever
By touch or at a short distance, the Necromancer can induce sense is superior; the spell caster’s own sense or the one he is
symptoms reminiscent to rigor mortis, but upon the living. In borrowing. If the Necromancer should only be able to have con-
death, the body temporarily becomes stiffened and frozen in one tact with an eye of the recently departed, then he may draw only
position. When this spell is cast upon the living, the physical ef- upon the ability of that eyeball to improve sight alone, not all five
fect causes the body and joints to stiffen. Every movement is senses; the whole or mostly whole body is required to enhance
painful and met with resistence from one’s own body, makes all multiple senses. Using this spell, the mage can temporarily gain
movement slower, and causes the victim’s leg and arm move- such abilities as nightvision, track by smell, be able to hear in
ments to be jerky and uncoordinated. Penalties: Reduce running ranges humans cannot, have a heightened sense of touch, and so
speed by half, leaping is impossible, -2 attacks per melee, -2 on on. Note: The invocation does not work on physical remains that
all combat moves (strike, parry, dodge, disarm, etc.), and skills have been decaying for longer than 72 hours.
requiring any amount of dexterity or precision suffer a -10% pen- The African Witch uses this invocation to similar effect and
alty. Note: Magical and supernatural creatures are immune to the with double the duration, but is limited to drawing upon only a
effects of this invocation. sense at a time, though that sense may offers several enhance-
When the rigor mortis spell is used upon dead bodies, the Nec- ments/abilities. For the invocation to work, the African Witch
romancer can pose them like mannequins. One minute after he is must taste (yuck) the component from which he or she wishes to
done with the pose, the corpse is frozen in place for the duration draw the sense/ability. The P.P.E. amount expended is the exact
of the spell. This is usually done to create horrifying displays, to same as listed.

42

(order #8386490)
Note: Magic abilities and psionic powers are NOT considered Siphon Components:
one of the five senses. We are talking about sight, hearing, smell,
The maximum amount of P.P.E. storable is listed below.
taste, and touch. P.S. is not linked to the sense of touch, nor are
Brain: Creature of Magic: 120. Supernatural Being: 60. Mortal
enhanced speed or abilities such as flight, shape-changing, Bio-
Being/Human/D-Bee: 30. Animal: 10.
Regeneration, resistance or imperviousness to cold, heat/fire, or
Eye (1): Creature of Magic: 35. Supernatural Being: 22. Mor-
extra-sensory abilities such as sense vampires, sense evil, sense
tal Being/Human/D-Bee: 10. Animal: 3.
magic, etc.; none of these are available via this spell.
Hand (1): Creature of Magic: 75. Supernatural Being: 50.
Mortal Being/Human/D-Bee: 25. Animal: 10, but applicable
Siphon Component/Talisman only to animals that have hands or hand-like appendages (gorilla,
(African Witch & Necromancer) monkey, raccoon, squirrel, etc.).
Level: Twelve. Heart: Creature of Magic: 200. Supernatural Being: 100. Mor-
Range: Touch. tal Being/Human/D-Bee: 50. Normal S.D.C. Animal Predator:
Duration: Until used or 50 years per level of experience. 30. Animal (other): 12.
Saving Throw: None. Intestine: Creature of Magic: 60. Supernatural Being: 35.
P.P.E.: One Hundred Twenty-Five to just preserve, 250 to create Mortal Being/Human/D-Bee: 10. Animal: 5.
a Siphon Component. Kidney: Creature of Magic: 80. Supernatural Being: 50. Mor-
This invocation has two possible functions: First, spending tal Being/Human/D-Bee: 15. Animal: 8.
150 P.P.E. extends the physical life of any organic component Liver: Creature of Magic: 100. Supernatural Being: 60. Mortal
for decades. The components does not bio-degrade in any way Being/Human/D-Bee 20. Animal: 10.
until it is used by in magic or to draw upon an ability. Tongue: Creature of Magic: 50. Supernatural Being/Creature:
Second, for double the P.P.E., it turns the organ or body part 25. Mortal Being/Human/D-Bee: 12. Animals: 3.
into a sort of organic Talisman. Once the Siphon Component is
made, it can be filled with P.P.E. the Necromancer or African Speed from the Dead
Witch can draw upon at a later time, as desired or needed. The
(Necromancer)
amount of P.P.E. that can be stored inside a Siphon Component
Level: Eight.
depends on what the item is (see the list of components below),
Range: Self and must touch the dead creature.
and many body parts can NOT be used in this fashion. Moreover,
Duration: Fifteen minutes per level of experience.
no Siphon Component can exceed the amount listed nor be filled
Saving Throw: None.
and drained more than a total of three times. After three uses, the
P.P.E.: Thirty-Five.
component seems to rot before one’s eyes in a matter of a few
The invocation temporarily awards the Necromancer the Spd
melee rounds.
that the corpse had when the creature was alive. This includes any
After the creation of the Siphon Component, the Necromancer
leaping ability it may have had. Considering most fast animals,
can fill it with P.P.E. and wait to use it decades later, or minutes
even animals such as the jackrabbit, canines, deer, and horses,
after its creation. Utilizing the body part/organ in any other way
have an average running speed of 30-35 mph (48 to 56), this abil-
prior to being turned into a Siphon Component, such as to draw
ity can come in very handy. Of course, if the animal is alive, it
upon other powers, ruins the item for use as a Siphon. Note: The
must be slain before the spell can be used.
P.P.E. contained by the Siphon Component is in addition to the
If the Necromancer has wings as part of his undead append-
225 P.P.E. necessary to create it. However, the magical compo-
ages, he can use the same spell on winged creatures to improve
nent can be filled two additional times (3 total) for just the cost of
his flight capabilities and speed. The spell can be utilized on the
the P.P.E. placed in the macabre talisman. Another limitation is
remains of regular (S.D.C.) creatures, as well as those considered
that only the maker of the Siphon Component can place his own
magical or supernatural. Note: The invocation does not work on
P.P.E. inside the Siphon, or P.P.E. channeled by the Necroman-
physical remains that have been decaying for longer than two
cer from a blood sacrifice. Anyone with the knowledge and in
weeks.
possession of the Necro-Talisman, however, can draw upon the
In all cases, the speed cannot exceed that of the animal or in-
P.P.E. contained within the item.
dividual.
This spell does not protect the Siphon Component from physi-
cal attack, though it does protect them from bacteria, water, air
and earth elements as well as decay that, over time, would nor- Sphere of Pitch Black
mally deteriorate it. If the Siphon Component is targeted, magical (African Witch & Necromancer)
S.D.C. or M.D. attacks of any kind will completely destroy the Level: Six.
item; though the mage may have the option to draw upon the Range: Around self or other up to 90 feet (27.4 m) away.
P.P.E. released the moment it is destroyed. Such components ra- Duration: Two minutes per level of experience.
diate with magic energy, though the character sensing the magic Saving Throw: None.
may not understand why an eye or liver in a box or bottle reads as P.P.E.: Twenty.
magic. Note: Necromancers and Witches may carry such compo- The sphere is devoid of light and prevents light from entering.
nents in a box, bag or even wear them as a necklace or tie them It can be cast around the spell caster or upon another person or
to their belt. over an area up to 90 feet (27.4 m) away. From outside of the
sphere, it looks like a solid black mass, which encompasses an 8
foot (2.4 m) diameter per level of the Necromancer. Trying to see
43

(order #8386490)
inside the sphere is futile. Weapons that utilize light/laser tech- strike. The caster can use this invocation to influence up to 1D6
nology are rendered totally useless (yes, M.D. lasers included!) undead per level of experience.
when fired into the black sphere as it stops all light. Firing any
other type of weapon into the sphere is equal to shooting blind:
-10 to strike anything inside the blackness.
Zombie Tongue
Anyone inside the Sphere of Pitch Black can see whatever is (African Witch & Necromancy)
inside it with him, as if looking through a dark haze or late twi- Level: Seven.
light. Moreover, they can see dimly up to 10 feet (3 m) beyond Range: Touch or within 20 feet (6.1 m); add 5 feet (1.5 m) per
the outside of the sphere (-1 to shoot at people close to the ex- level of experience.
terior of the sphere). While immersed in total darkness, only the Duration: Two minutes per level of experience.
spell caster is unaffected and can see throughout this darkness as Saving Throw: Standard.
well as beyond the effect of the sphere. P.P.E.: Twenty-Five.
If the mage desires, the sphere can be moved via mental com- The spell enlarges the victim’s tongue making speech difficult
mand, along with himself, but the maximum speed the sphere can to understand. Clear communication is turned into a rough series
move is 7 mph (11 km), equivalent to a Spd attribute of 10. The of groans, grunts, and mumbles, and languages are spoken with a
size of the sphere can be adjusted as the spell caster desires. -20% penalty. If the victim is a mage, spell casting is still possible
Note: The effects of this invocation can be dispelled by Dis- though much more difficult. The mage must use one additional
pel Magic Barriers, Negate Magic, or its effects neutralized with melee attack/action to cast spells from levels 1-6, two additional
the spell, See in Magic Darkness; but no light based magic spell melee attacks/actions for levels 7-12, and three additional actions
works inside the sphere nor is it affected by light outside. Vam- to cast spells of any higher level.
pires inside the sphere are 100% protected from the light of day.

Spinal Whip African Witch


(Necromancy/Bone Magic)
Level: Thirteen.
& Necromancer
Range: Typically 4-6 foot (1.2 to 1.8 m) reach.
Duration: The whip is so empowered until it is destroyed. Spells of Legend
Damage: 1D6x10 direct to the Hit Points to the undead, half
damage to werebeasts; 3D6 M.D. to all other supernatural and
Mega-Damage beings and M.D.C. structures, and 5D6 S.D.C./ Create Bloodlust Zombie
Hit Points to mortals and S.D.C. structures. Range: Special; Thirty miles (48km).
Saving Throw: Dodge or parry with a penalty of -1. Duration: Unlimited.
P.P.E.: Three Hundred Twenty; creates a permanent magic Saving Throw: None; creature is a supernatural undead minion.
weapon. P.P.E.: Eight Hundred Fifty.
The whip is made entirely from the spine of the victim it Though not as powerful as some of Death’s (the Apocalypse
was removed from during a blood sacrifice ritual that creates Demon’s Nightmare Zombie) undead creations, the invocation
the weapon. The permanent Bone Magic enchantment turns this used to create these hideous supernatural minions is a well-kept
fearsome looking, sickly green glowing weapon into a formida- secret. The spell is rumored to have been created by Anubis,
ble, enchanted bone weapon. Though it holds no additional spell taught to Pharaoh Rama-Set of Africa, and passed down to only
magic, the damage from a lash of this weapon can be devastating. the most loyal Necromancers among his court. The invocation is
The wielder is only limited by the number of his hand to hand rare and largely unknown outside the Phoenix Empire (Africa).
attacks per melee round, but if W.P. Whip is not known to the A typical sorcerer is limited in the number of Bloodlust Zom-
wielder, each strike attempt counts as two melee attacks. bies that he can create and control at one time. At levels 1-7, a
mage can create and control one (Necromancers two). At levels
Unrest 8-14, two (Necromancers three), and at level 15 or higher, three
(Necromancers four). Unless the mage is a god or Godling, four
(Necromancer) is the maximum they can control at any one time; a Godling or
Level: Five. Demigod can create and control four at levels 1-7, eight at levels
Range: 60 foot (18.2 m) radius +5 feet (1.5 m) per level of ex- 8-14 and twelve if 15th level or greater, provided the deity is will-
perience. ing to perform dark magic (gods of light and those of good align-
Duration: Three minutes per level of experience. ment will not). Additionally, to create one of these foul beasts,
Saving Throw: None. the Necromancer must know the following invocations: Bone
P.P.E.: Fifteen. Meld, Shape Bone, Preserve Remains, and Nails of the Undead.
This spell puts any of the Necromancer’s animated dead, The Necromancer can construct the Bloodlust Zombie by
mummies, zombies and Ghouls in an excited or aggressive state. combining bones from a variety of animals and humans, as well
As long as these creatures are within range of the spell and under as joining those bones, adding density, strength and power. The
the spell caster’s control, add the following temporary bonuses: time required to initially put together his monstrosity is 1D4 days.
+6 to Spd attribute, +1 attack per melee, +2 to damage, and +1 to Once the bones have been constructed, bringing the creature to
(undead) animation is the easy part, requiring the mage to recite a

44

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forsaken verse that typically takes one to two hours to complete; Attributes: I.Q. 7, P.S. 20, P.P. 16, P.E. 17, Spd. 20; all physical
being interrupted will ruin the spell. Note: The P.P.E. amount attributes are considered supernatural.
listed under this spell description, only includes the arcane verse M.D.C.: 3D6x10+20; (100 to 150 average).
which brings the Bloodlust Zombie to final undead life. Horror Factor: 13
The Bloodlust Zombie follows its creator’s every command Natural Abilities: Nightvision 1,000 feet (305 m), keen hearing
without fault, with no regard for itself. The creature cannot ven- but no sense of smell, and a poor sense of touch, and impervious
ture farther than 50 miles (80 km) from its creator, and if by chance to mind control, disease, poison and psionic attack. Most M.D.
(Dimensional Teleport, etc.) this happens, the creature will drop weapons do half damage. Bio-Regenerates 6D6 M.D.C. per 25
like a collection of loose bones on the spot and only performing pounds (11.2 kg) of bone devoured. A Bloodlust Zombie that has
the creation ritual again will restore it. The creature may be put its M.D.C. reduced to zero and even up to 100 points below zero,
in a state of suspended animation by its creator by expending 10 can be restored and reanimated by its maker via the Bone Meld
P.P.E. and uttering a secret verse. Doing this means the Bloodlust spell (125 P.P.E.) and the addition of 75 pounds (33.7 kg) of new
Zombie will be vulnerable to attacks or theft, but the mage is able bone. But only if there are remains of the zombie left and only if
to travel out of the designated range without it falling into a heap the magic is performed within 48 hours of its destruction.
of bones. Upon its maker’s return and his expending 20 P.P.E., Attacks per Melee: Four, plus add one additional attack if the
the zombie awakens to do his bidding. The time that the creature creature is created with a tail or by a Demigod or Godling.
can remain in stasis is indefinite and most Necromancers hide or Damage: Restrained Punch: 3D6 S.D.C., Full Strength Punch:
bury the creature beneath the earth to protect it from intruders. 1D6 M.D., Power Punch: 2D6 M.D. Kick: 2D4 M.D. Bite: 1D6
Only the original spell caster can reanimate his undead abomina- M.D., Claw Swipe: 1D6+2 M.D., Head Butt: 1D6 M.D., Tail
tion. Note: As usual with zombies, the creature will sacrifice its Swipe: 1D4 M.D. (65% chance to sweep; lose initiative and one
own existence to protect its maker. melee attack).
Bonuses: +2 to strike, parry and dodge, and +1 to save vs magic.
Bloodlust Zombie Stats Vulnerabilities: S.D.C. weapons made of silver do full damage
The typical Bloodlust Zombie is 6-12 feet (1.8/3.6 m) tall, nev- as M.D., point per point, and magic spells and magic weapons
er shorter, never taller. It is always a thick collection of bones and do full damage. Normal fire does half damage and M.D. fire does
flesh that weighs 250 to 800 pounds (112.5 to 360 kg). Bloodlust full damage.
Zombies are vulnerable to Turn Dead and similar spells that turn/
repel the undead, but even then, the creature never ventures more Turn Dead: Superior
than two miles (3.2 km) from their creator. Range: 100 feet (30.4 m).
Bloodlust Zombies are famous for stripping the flesh from the Duration: Instant.
bones of those they vanquish in combat and eat them. Though Saving Throw: Varies.
gruesome, the truth is the creatures do not naturally regenerate, P.P.E.: Ninety.
but munching on bone absorbs the bone into their system, work- At a single word (only one melee attack), the Necromancer
ing exactly like regeneration. Regardless of size, most Bloodlust can turn/repel up to 2D6+10 undead per level of experience.
Zombies have similar statistics. The creatures are not free think- Lesser undead such as animated dead, skeletons or corpses, have
ers or good strategists and have intelligence similar to that of a six no saving throw and will immediately leave the area. The invo-
year old child. It’s best if commands are short, direct and specific. cation is almost exactly the same as the standard, “Turn Dead”

45

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but much more powerful. Undead such as zombies, mummies, Black Market Con Artist
Wild and Secondary Vampires, or corpses possessed by a living Deathspike Infiltrator/Observer
entity, have to roll a saving throw of 15 or higher to avoid being
repelled. Master Vampires and other superior undead are immune 1 0,000 – 2,110 9 69,881 – 94,880
to this spell. 2 2,111 – 4,220 10 94,881 – 129,880
Note: The availability of this invocation is left to the G.M. but 3 4,221 – 8,440 11 129,881 – 179,880
(as all Spells of Legends are) it should be considered exceeding- 4 8,441 – 16,880 12 179,881 – 229,880
ly rare; strike that, even rarer. The placement of this invocation 5 16,881 – 24,880 13 229,881 – 279,880
on a scroll would fetch upwards of 10 million credits. Standard 6 24,881 – 34,880 14 279,881 – 329,880
magic O.C.C.s, such as but not limited to, the Ley-Line Walker 7 34,881 – 49,880 15 329,881 – 389,880
or Shifter, would require twice the P.P.E. to cast this powerful 8 49,881 – 69,880
invocation.
Black Market Enforcer

Experience
1 0,000 – 1,970 9 54,441 – 74,660
2 1,971 – 3,940 10 74,661 – 104,880
3 3,941 – 7,880 11 104,881 – 139,220
4 7,881 – 14,880 12 139,221 – 189,440

Tables
5 14,881 – 21,880 13 189,441 – 239,660
6 21,881 – 31,880 14 239,661 – 290,880
7 31,881 – 41,220 15 290,881 – 335,000
8 41,221 – 54,440

Official Source Material for Rifts®


Black Market Expediter
By Kevin Siembieda
I don’t know what was with us the last few books, but we have 1 0,000 – 2,000 9 69,801 – 94,900
forgotten to include the experience tables for the new O.C.C.s 2 2,001 – 4,000 10 94,901 – 129,000
and everyone editing and proofreading before going to press 3 4,001 – 8,200 11 129,001 – 179,100
missed it. Sorry about that. Here they are. We’ll also post them 4 8,201 – 16,400 12 179,101 – 229,200
on the Palladium website. Game on! 5 16,401 – 24,500 13 229,201 – 279,300
6 24,501 – 34,600 14 279,301 – 329,400
7 34,601 – 49,700 15 329,401 – 389,500
Rifts® Black Market O.C.C.s 8 49,701 – 69,800
Black Market Banker
Black Market Merchant/Trader Raider
Black Market Information Broker
1 0,000 – 1,875 9 51,201 – 71,200
2 1,876 – 3,750 10 71,201 – 101,500 1 0,000 – 2,050 9 69,901 – 95,000
3 3,751 – 7,250 11 101,501 – 136,500 2 2,051 – 4,100 10 95,001 – 130,000
4 7,251 – 14,100 12 136,501 – 186,500 3 4,101 – 8,250 11 130,001 – 180,200
5 14,101 – 21,200 13 186,501 – 236,500 4 8,251 – 16,500 12 180,201 – 230,000
6 21,201 – 31,200 14 236,501 – 286,500 5 16,501 – 24,600 13 230,001 – 280,400
7 31,201 – 41,200 15 286,501 – 326,500 6 24,601 – 34,700 14 280,401 – 340,500
8 41,201 – 51,200 7 34,701 – 49,800 15 340,501 – 400,600
8 49,801 – 69,900

Black Market Case Man Black Market Refurbisher


1 0,000 – 1,925 9 54,001 – 75,000 1 0,000 – 1,900 9 53,001 – 73,000
2 1,926 – 3,850 10 75,001 – 105,000 2 1,901 – 3,800 10 73,001 – 103,000
3 3,851 – 7,450 11 105,001 – 140,000 3 3,801 – 7,300 11 103,001 – 138,000
4 7,451 – 15,000 12 140,001 – 190,000 4 7,301 – 14,300 12 138,001 – 188,000
5 15,001 – 21,500 13 190,001 – 240,000 5 14,301 – 21,000 13 188,001 – 238,000
6 21,501 – 31,500 14 240,001 – 300,000 6 21,001 – 30,000 14 238,001 – 288,000
7 31,501 – 41,500 15 300,001 – 350,000 7 30,001 – 40,000 15 288,001 – 328,000
8 41,501 – 54,000 8 40,001 – 53,000

46

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Black Market Rift Runner
1
2
0,000 – 2,250
2,251 – 4,500
9
10
72,251 – 96,500
96,501 – 140,000
Rifts Northern ®

Gun™ Preview
3 4,501 – 9,000 11 140,001 – 190,250
4 9,001 – 18,000 12 190,251 – 250,500
5 18,001 – 26,250 13 250,501 – 300,000
6 26,251 – 36,500 14 300,001 – 360,250
7 36,501 – 52,000 15 360,251 – 420,500
8 52,001 – 72,250
Official source material excerpted from the hotly
anticipated Rifts® World Book 33: Northern
Gun™ One.
Rifts® Vampire Kingdoms O.C.C.s
Concept by Matthew Clements. Written by Matthew Cle-
Vampire Hunter O.C.C. ments and Kevin Siembieda. Art by Charles Walton.
1 0,000 – 2,000 9 69,801 – 94,900
2 2,001 – 4,000 10 94,901 – 129,000
3
4
4,001 – 8,200
8,201 – 16,400
11
12
129,001 – 179,100
179,101 – 229,200
Gunbot Robot-Killer
5 16,401 – 24,500 13 229,201 – 279,300 The Gunbot is a mobile weapons platform loaded down with
6 24,501 – 34,600 14 279,301 – 329,400 more guns and firepower than armor. It is an anti-armor/anti-
7 34,601 – 49,700 15 329,401 – 389,500 monster, “robot-hunter” like the tank-hunters of old. In this case,
8 49,701 – 69,800 it is a low profile, bipedal walking cannon made for ambushing
and engaging larger, more heavily armored opponents and hold-
ing defensive positions. Though designed for robot to robot com-
Reid’s Rangers O.C.C. bat, the Gunbot performs admirably against living, armored jug-
gernauts, such as Fury Beetles, Dinosaurs, dragons and monsters.
1 0,000 – 2,100 9 70,001 – 96,000 The Gunbot’s armaments can deliver devastating attacks to such
2 2,101 – 4,200 10 96,001 – 132,000 armored opponents, but to avoid taking damage itself, the pilot
3 4,201 – 8,400 11 132,001 – 182,100 must rely on the speed and mobility of the Gunbot to escape en-
4 8,401 – 16,800 12 182,101 – 232,300 emy fire. To this end, the robot’s ability to run, leap, crouch down
5 16,801 – 24,600 13 232,301 – 282,500 low and pop up to fire, goes a long way. Jet thrusters in the back
6 24,601 – 34,800 14 282,501 – 335,700 of the lower legs, and a trio of jets in the back of the main body,
7 34,801 – 50,000 15 335,701 – 395,900 enable the pilot to make jet-assisted leaps that would seem other-
8 50,001 – 70,000 wise impossible for a robot this size. A dozen strategically placed
stabilizing thrusters in the undercarriage of the main body, and
elsewhere, help provide balance. Running and leaping, and bob-
Werebeast R.C.C.s (General) bing and weaving makes the Gunbot Robot-Killer a truly difficult
Deathspike Werewolf Agent target to hit. (Note: All attackers are -1 to strike in general and
-2 to strike on Called Shots whenever the Gunbot is in motion.)
1 0,000 – 2,100
This motion defense system is something new and experimen-
2 2,101 – 4,200
tal, developed by the design team of Walton, Clements, Martin
3 4,201 – 8,400
and Beedah. It can take some getting used to, but once the pilot
4 8,401 – 16,800
and gunners get the hang of it, the bounding and blasting Gunbot
5 16,801 – 25,000
can become a blur of motion and destruction without peer. Initial
6 25,001 – 35,000
market acceptance has been slow, but mercenaries and adventur-
7 35,001 – 50,000
ers are starting to come around to the idea, and Northern Gun uses
8 50,001 – 70,000
the robot in its own defenses and “hunting” missions.
9 70,001 – 96,000
In the field, a common strategy is to have the Gunbot Robot-
10 96,001 – 138,000
Killer take a strategic position behind cover (trees, debris, etc.),
11 138,001 – 192,000
or under camouflage netting, and lie in wait. When an armored
12 192,001 – 248,100
target appears, the Gunbot makes the first attack from its con-
13 248,101 – 306,200
cealed location, like a sniper, often unleashing rapid-fire from
14 306,201 – 396,300
multiple weapon systems (i.e., rail gun, ion cannon and missile
15 396,301 – 476,400
volley), before the target knows what hit it, or from where. A mo-
Note: The P.B. attribute number for Bone Werejaguars is P.B.
ment later, the Gunbot abandons its “sniper” position and begins
2D6+13.
to move, leaping and running, bobbing and weaving behind other
cover or new firing positions, or moving up, fast, on the enemy
for the kill shot or additional attacks on other armored units. In

47

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the alternative, the Gunbot may choose to hit and run –fleeing the gives the Gunbot combat options with varying effects and range.
area entirely or leading the pursuing enemy into an ambush. Many mercenaries and even NG salespeople often refer to the
Gunbot Robot-Killers may also be used in perimeter defense Gunbot as both a “Robot/Tank-Killer” and a “Dragon Slayer.”
of towns, lookout posts, and military base camps. In this case, the Model Type: NG-V47.
robot is used as a mobile weapon turret and may even rest inside Class: Infantry Assault Robot.
a bunker or behind a defensive wall or barrier made of debris, Crew: One pilot and two gunners.
with only its guns and upper body showing. As enemies or hostile M.D.C. by Location:
intruders move in, the robot functions as a sort of bunker turret Legs (2) – 220 each
blasting away with its weapon systems, while its lower torso and * Feet (2) – 105 each
legs are protected by the bunker walls. However, there is never ** Pilot’s Cockpit (1, upper) – 120
a roof to such a “bunker” arrangement, enabling the Gunbot to ** Gunners’ Cockpit (1, lower) – 140
leap up and out from behind the defensive walls to pursue enemy * Ion Cannon (1, lower barrel) – 100
targets or take up a new, superior defensive position as the battle * Rail Gun Combo (1, upper barrel) – 130
progresses. Enemies not familiar with the Gunbot Robot-Killer * Mini-Missile Box Launchers (2, right and left side) – 50
are surprised when the bunker turret leaps out to reveal it is a each
mobile combat robot. It is this mobility to that makes the Gunbot * Grenade Launcher (1, right side) – 100
a versatile field and defense robot. * Manuevering Thrusters (12, small, mostly undercarriage) –
It’s main weakness is lack of heavy armor. Northern Gun does 5 each
not have the same advanced M.D.C. alloys, nor propulsion sys- * Leg Jump-Jet Clusters (2) – 25 each
tems and avionics as the CS and Triax, so the Gunbot trades ar- Rear Jet Thrusters (3, back of main body) – 40 each
mor to make it light enough to take advantage of its jump-jet sys- Shield Panel Arms (2, behind Box Launchers) – 80 each
tem. The Gunbot is too heavy and ungainly to actually fly, but can *** Main Body (top “gun” section/upper torso) – 320
certainly surprise opponents with its jumping abilities and speed. * A single asterisk indicates a small and difficult target to
Enemy targets unfortunate enough to step into the Gunbot’s strike, requiring the attacker to make a “Called Shot,” but even
sights will come under fire from its main gun: a heavy ion can- then the attacker is -3 to strike; even more difficult (-2) when
non and rail gun combined weapon system. Mini-missiles and the Gunbot is moving and leaping.
a grenade launcher complete the package, giving the Gunbot a ** Two asterisks indicates a small or difficult target to
nice range of different weapons capable of taking out armored strike, requiring the attacker to make a “Called Shot,” but even
opponents such as other giant robots, tanks, and Mega-Damage
monsters as well as infantry troops. The variety of weapons also
48

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then he is -4 to strike; even more difficult (-2) when the Gun- 2. NG 2020 Underbarrel Ion Cannon: Beneath the rail gun bar-
bot is moving. rel is a high-powered ion cannon. The weapon has good range,
*** Depleting the M.D.C. of the main body shuts the ve- does impressive damage and should not be used carelessly. A
hicle down completely, making it useless. dedicated gunner man’s this dual weapon system.
Speed: Primary Purpose: Anti-Armor.
Running: 75 mph (120 km). Power Jumping and Travel/Running Secondary Purpose: Anti-Monster, Anti-Infantry and Assault.
and Bounding: 105 mph (168 km). Range: 1,800 feet (548.6 m).
Leaping: The robot’s powerful legs and jet boosters enable it to Mega-Damage: 1D4x10 M.D. per single blast.
perform leaps and running-leaping movement. Leaps without Rate of Fire: Each blast counts as one melee attack/action.
jets: 30 feet (9.1 m) high or across. Jet-assisted leaps: 50 feet Payload: Effectively unlimited.
(15.2 m) high and up to 100 feet (30.5 m) across. 3. Shoulder Mini-Missile Launchers (2): Each of the robot’s
Flying: Not possible. shoulders sports a series of six mini-missile tubes. The mini-
Underwater Capabilities: Not recommended. Poor to fair; the missiles can be used for extra long-range attacks, to shoot
Gunbot can walk along the bottom of lakes and seas at a max- down aircraft or simply as bombardment weapons. The mini-
imum speed of 25 mph (40 km). Maximum depth tolerance is missile launchers can tilt out 25 degrees and rotate 360 de-
2,000 feet (610 m). grees to fire forward, upward and behind the robot. The second
Statistical Data: gunner or pilot operates the mini-missile launchers.
Height: 18 feet, 10 inches (5.8 m). Primary Purpose: Anti-Armor.
Width: 12 feet (3.6 m) at the hips. The low profile upper torso/ Secondary Purpose: Anti-Aircraft/Flyers.
gun turret main body is long and narrow; 9 feet (2.7 m) from Range: About one mile (1.6 km).
box launcher to box launcher, 11 feet (3.3 m) with shields fully Mega-Damage: Varies with missile type.
extended. Rate of Fire: One at a time or in volleys of two, three or six.
Length: 18 feet (5.5 m). Payload: 24 total; 12 per box launcher.
Weight: 12 tons for the robot, plus 3.2 tons fully loaded with 4. NG-GL100A Grenade Launcher: Mounted atop the robot’s
ammo and missiles. right side is a rapid-fire grenade launcher. It is used to suppress
Physical Strength: Equal to a Robotic P.S. 35. enemy infantry, punch holes in defenses, create cover and deal
Cargo: Minimal, a small locker with enough room for a rifle, damage around corners and cover. The Grenade Launcher can
pistol, survival kit, 10 gallons (37.9 liters) of water and a few sweep from front to back, 220 degrees and has a 90 degree up
personal items. and down arc of fire. The second gunner operates this weapon.
Power System: Nuclear; average energy life is 15 years. Solid Primary Purpose: Anti-Personnel and Assault.
oxide and electric battery versions with a 5.6 year life are also Secondary Purpose: Riot Control.
available. Range: 1,200 feet (366 m).
Cost: Nuclear: 31 million credits. Solid Oxide: 24 million credits. Mega-Damage: 3D6 M.D. to a 12 foot (3.7 m) radius for frag-
Electric Battery: 21 million credits. Good availability. mentation grenades, 4D6 M.D. to a 3 foot (0.9 m) radius for high
explosive/armor-piercing grenades, 6D6 M.D. to a five foot (1.5
Weapon Systems: m) radius for plasma grenades, while a smoke grenade covers a
Note: The pilot and two dedicated gunners sit in two separate 40 foot (12.2 m) radius in a dense cloud of smoke, obscuring vi-
cockpits. The pilot in the upper cockpit handles all the move- sion and creating cover.
ment, running and leaping. The lower cockpit contains two gun- Tear gas grenade covers a 25 foot (7.6 m radius) and makes
ners. One handles the rail gun/ion cannon nose guns, the other the eyes and nose of victims not protected by gas masks or en-
fires the mini-missiles and grenade launcher. All coordinate their vironmental armor burn and tear, as well as gag and choke them
actions with each other. To point the main guns (numbers 1 & (-10 to strike, parry, dodge, -3 on initiative and lose one melee
2), the entire upper torso of the Gunbot must turn and aim like attack as long as they are in the gas cloud and for 1D6+1 melee
the turret of a tank. The upper weapon platform of the robot can rounds after exiting it; protected individuals suffer no penalties).
turn 180 degrees side to side, and has a 45 degree, up and down Stun or flash grenades unleash a bright flash, sparkles and
arc of fire. white smoke that temporarily blind victims (-10 to strike, parry,
1. NG-1001 Rail Gun: The Gunbot’s primary weapon is an NG- and dodge, -1 on initiative, and lose one melee attack for 1D4
1001 Rail Gun with an underbarrel ion cannon built in. The melee rounds).
rail gun has superior range and fires hard shells that cannot be Rate of Fire: Single shot or volley of three. Each shot or volley
mitigated by energy-reflecting armor or magic. A dedicated counts as one melee action/attack.
gunner mans this dual weapon system. Payload: 90 grenade drum. Can be all one type of rifle grenade
Primary Purpose: Anti-Armor. or a “mixed load” of 2-5 different types. A Riot Control pay-
Secondary Purpose: Anti-Aircraft/Flyers. load contains only non-lethal grenades: Tear Gas, Stun/Flash and
Range: 4,000 feet (1,219.2 m). Smoke.
Mega-Damage: A burst is 20 rounds and inflicts 1D4x10 M.D. 5. Sensor System Notes: Basic Robot systems with advanced
Rate of Fire: Each burst counts as one melee attack/action. radar. Improved sensors, cameras and optic system packages
Payload: 3,680 rounds for a total of 184 bursts; 1,840 rounds or available at additional cost.
92 bursts in each of two detachable drum magazines (accessed
from the sides).

49

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The World Association of
Super-Humans (WASH)
An Optional Resource for Heroes Unlimited™
By Thomas Morrison

Introduction know-how gave WASH the resources it needed to become the


world-class crime-fighting organization it is today.
Did you ever have a campaign in Heroes Unlimited where the
players eventually asked the question, “It seems like the bad guys
all have some kind of organization that provides them recruits, Overview of INTERPOL
money, information, and hideouts. Is there a crime-fighting or- The concept of international police cooperation began in the
ganization that we can join that will do the same for us?” While 1920s as a League of Nations program to help the nations of the
the Ninjas & Superspies™ book gives several good examples of world combat what was then a new phenomenon: transnational
secret groups that can fill the role fairly well for vigilantes and crime. The same Industrial Revolution that enabled soldiers, mer-
secret agents who operate on the fringes of the law, costumed chants, and missionaries to operate throughout the globe enabled
crime-fighters may need something with a more overt, offi- criminals to do the same. As more and more canny criminals and
cial and legal status. The World Association of Super-Humans anarchists were able to escape justice in one nation by fleeing to
(WASH) is just such an organization. (and getting a fresh start in) another where they were not known,
the need for the police forces of the world to share data became
Background clear. After World War II, the League of Nations dissolved in
favor of the more robust United Nations, which, in 1956, rees-
WASH began as a United Nations initiative, spearheaded by tablished the international police program under the name of IN-
an extra-terrestrial law enforcement expert in the employ of IN- TERPOL, headquartered in Lyons, France.
TERPOL. Dyehakihu Dureannesedees (“D.D.” for short) was ea- INTERPOL’s constitution clearly spells out its neutrality in
ger to harness the good intentions and abilities of Earth’s super- national and international politics: It is strictly forbidden for
humans in the service of justice. As there are 190 countries that INTERPOL to undertake any activities of a political, military,
signed the INTERPOL agreement, creating a superhuman depart- religious or racial character. Furthermore, INTERPOL’s con-
ment within INTERPOL seemed the easiest way to give Earth’s stitution specifies that international police cooperation is to be
various superhumans international support and status. However, conducted within the spirit of the Universal Declaration of Hu-
despite D.D.’s charisma and formidable diplomatic skills, Earth’s man Rights. For example, this commitment to human rights is
initial enthusiasm for the idea soon ebbed in the face of national- expressed through INTERPOL’s cooperation with international
ist fears of the establishment of a “one world government police courts and tribunals and through the careful processing of per-
force” that would fail to respect national sovereignty, citizens’ sonal data (source: INTERPOL, 2013). Interpol is dedicated to
rights, and local laws and customs. For its first two years of exis- the fight against transnational crime, specifically in the areas of
tence, WASH’s funding was anemic and its training was minimal government corruption, crimes against children, cybercrime, en-
at best. vironmental crime, financial crime, fugitive investigations, mari-
The real breakthrough came from Peter Wiesniewski, an time piracy, organized crime, pharmaceutical crime, terrorism,
American master psionicist who escaped from alien slavers. and the trafficking in human beings and illicit goods (especially
During his escape, Peter used Telemechanics, Speed Reading, drugs, black market firearms, stolen vehicles and works of art).
and Total Recall to memorize volumes of advanced informa- Prior to the establishment of WASH, INTERPOL’s main con-
tion regarding “soft” sciences – macro- and micro-economics, tributions to international police work were in the fields of com-
business theory, management practices, market analysis, invest- munication, cooperation, and training. Each of the 190 signatory
ment strategies, educational methodology, etc. – that required countries benefits in different ways. Less advanced countries
only minimal research and development to put into use. Peter’s gain access to police training that is on par with those of more
newfound knowledge of stock markets enabled him to become a advanced countries. More advanced countries gain access to fu-
multi-millionaire; money which he used to establish P.W. Idea- gitives who would otherwise be untouchable or undetectable in
Corp, a top-notch mutual fund and business analysis and con- less advanced countries. Each participating country has a Nation-
sulting firm that vaulted him into multi-billionaire status. When al Central Bureau (NCB), where duly-appointed INTERPOL-
the time demands of his growing business frustrated his heroic trained personnel can enter and retrieve the data in INTERPOL’s
pursuits, Peter sought out D.D. U.N. organizations are allowed to secure database (known as “I-24/7”) as well as use its excellent
accept donations from private citizens; Mr. Wiesniewski’s initial criminal analysis tools (“I-Link”).
contribution of US$2.3 billion and financial and organizational

50

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INTERPOL also conducts seminars for law enforcement per-
sonnel, acting as a clearinghouse of data, ideas, and “best practic-
But There Are Rules...
es” for combating various transnational criminal activities. These Does this mean that INTERPOL superhuman agents can
seminars also facilitate international police cooperation by acting traipse at will around the globe to hunt down evildoers? Sadly,
as a forum where senior police officials of the world can meet and no. In order to protect their national sovereignty, most countries
network. Below is a sample of some of the seminars scheduled have strict rules regarding the activities of foreign law enforce-
for 2013: ment personnel on their soil. For example, Canada requires that
foreign law enforcement personnel seeking to conduct any in-
INTERPOL Capacity Building Program on Organized Crime
vestigation on Canadian soil have their foreign ministry submit a
for the Americas – Seminars held in Panama City, Panama; Mex-
request to the Canadian foreign ministry two weeks in advance.
ico City, Mexico; and Guatemala City, Guatemala.
Although Canada allows INTERPOL personnel to liaise directly
INTERPOL Capacity Building Program on the Prevention of
with the Royal Canadian Mounted Police (RCMP), which greatly
Migrant Smuggling and Illegal Migration in Southeast Asia –
expedites the process, the RCMP maintains control of any ap-
Seminars held in Kuala Lumpur, Malaysia and Phuket, Thailand.
proved investigation and reserves the sole right to decide to arrest
International Threat Assessment and Intelligence Workshop –
or not to arrest the suspect(s). The United States is even more a
Held in Jakarta, Indonesia and Manila, Philippines.
stickler for national sovereignty: Its response to requests from
INTERPOL Capacity Building Program on Counter-Terror-
foreign law enforcement personnel is almost invariably, “Thank
ism for the Horn of Africa – Seminars held in Dar es Salaam,
you for the information; we will take it from here.”
Tanzania and Kampala, Uganda.
INTERPOL Capacity Building Program on Counter-Terror-
ism for Asia – Seminars held in Sydney, Australia; Phuket, Thai-
land; Bangkok, Thailand; and Baku, Azerbaijan.
...And a Loophole for
INTERPOL Capacity Building Program on Counter-Terror-
ism for Sahel – Held in Casablanca, Morocco.
(Almost) Every Rule
INTERPOL Training Seminar on United Nations Security What makes WASH such a potent force for good is that it can
Council Sanctions and their Implementation at the National and (usually) get around the red tape regarding foreign law enforce-
International Level – Held in Rome, Italy and Bratislava, Slova- ment personnel because its members normally operate in their
kia. native countries. Not a foreigner? No need to wait two weeks.
Complementary Training Initiative on the Enhancement of Welcome to the short line. So long as the WASH member’s as-
INTERPOL Notices – Seminars held in Lyon, France; Dar es Sa- sistance is requested by “appropriate police or civil authority” (a
laam, Tanzania; Bangkok, Thailand; and Yaoundé, Cameroon. deliberately ill-defined term) and/or can make a reasonable case
that the crime in question is, indeed, transnational in character,
Additionally – and this is where it gets good for the superhu- WASH may operate under the joint aegis of INTERPOL and the
mans – INTERPOL has often been called upon to send INTER- “appropriate police or civil authority.” In theory, this means that
POL Response Teams (IRTs) to assist the national police of mem- any judge, district attorney, special prosecutor, mayor, county
ber countries when a disaster (natural or manmade) overwhelms a commissioner, state or provincial governor, or police officer can
country’s ability to respond or a serious crime is beyond a coun- authorize a WASH superhuman agent to assist him or her in the
try’s ability to investigate. The first IRT was deployed in October investigation of any type of crime within that official’s legal juris-
2002 to assist in the investigation of the terrorist bombing in Bali, diction. Since WASH provides the police forces of the world with
Indonesia. Since then, over 60 IRTs have been deployed world- a pool of well-trained and properly-vetted superhuman agents, it
wide. An IRT is typically composed of expert police and support is relatively easy for a WASH member to find an amenable “ap-
staff, tailored to the specific nature of the crime or disaster and the propriate police or civil authority”; however, for legal purposes,
type of assistance INTERPOL is requested to provide. An IRT it is best to get such authorization in writing. An e-mail from an
can be briefed, equipped and deployed anywhere in the world official government account will do.
within 12 to 24 hours of an incident. With the establishment of What happens if a WASH member’s quarry manages to es-
WASH, IRTs can be a legal means to send superhuman agents to cape to another country? While WASH can go through the (usu-
the world’s crisis locations. ally) much-expedited bureaucratic process of requesting permis-
Similarly, INTERPOL Major Event Support Teams (IMESTs) sion for the original WASH member to gain access to the foreign
are also called upon to support security at major international country, standard operating procedure is to avoid the red tape by
sporting events, political conferences, and cultural festivals. IM- handing off the case to the appropriate WASH member in that
EST members assist the national and foreign liaison officers of country. While this may cause some players consternation when
participating countries in making the most efficient use of IN- a much sought-after villain slips across the border, it provides
TERPOL’s full array of databases. They facilitate the real-time plenty of adventure opportunities when a high-profile villain
exchange of messages and vital police data among all member flees a foreign country and comes into the players’ nation. By
countries. This data includes fingerprints, photos, wanted person definition, a wanted fugitive crossing the border is a transnational
notices, and data relating to stolen and lost travel documents and crime. Furthermore, it provides WASH members a ready back-up
stolen motor vehicles. Naturally, superhuman IMEST members in case of a hot pursuit: One phone call to a foreign colleague can
would be called upon to take a more active role in supporting mean that another superhuman is waiting to head off the villain
local security forces to combat the unique threats that super-vil- right across the border.
lains, international terrorists, and master criminals pose.

51

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Vetting and Training agencies of other nations won’t cooperate with the character at
all unless absolutely necessary.
The members of WASH know well that their existence relies ! An INTERPOL identification badge with private key infra-
heavily on the goodwill of the people and the governments of the structure (PKI) microchip (-35% to forge), used to authenti-
world. Therefore, the maintenance of a disciplined, professional, cate the user and to encrypt/decrypt digital communications
and effective membership is paramount. Screening of potential when using the satellite laptop (see below).
candidates is thorough and done via multiple means. Characters ! A hardened laptop with secure Internet via satellite communi-
must be at least third level to be considered for membership, cations, used to access INTERPOL databases on the go. Again,
must have clean police records, must have a demonstrated and the character initially has just read-only access to I-24/7. For
verifiable record of fighting crime within the confines of the law, security purposes, the laptop requires three-factor authentica-
must provide their true identities to INTERPOL, and must pass tion to operate: 1) an INTERPOL identification badge, 2) an
the initial WASH INTERPOL Basic Skills (W.I.B.S.) program. 8-character password, and 3) a biometric identifier (thumb-
Characters with no track record at all of crime fighting will not be print or retina scan). If the character is (or operates) a robot,
considered for membership. INTERPOL will keep the superhu- a simple USB connection will allow automated control of the
man’s true identity a secret, unless he or she is a wanted criminal. laptop (no need to press keys); a 512-bit identification code
All WASH training is conducted at WASH expense in Chuuk takes the place of the biometric data. The laptop’s hard drive
Lagoon, a beautiful and isolated Pacific Ocean archipelago, far is encrypted and it has a GPS locator and a remote wipe in
from criminal or governmental distractions. W.I.B.S. uses the case of theft.
most advanced instructional methodology, to include semi-hyp- ! A top-of-the-line, Internet-capable, waterproof cell phone,
notic super-learning techniques, to pack three months’ full-time paid for by WASH. The cell phone also has a GPS locator
instruction into a mere four weeks. It is the rough equivalent and a remote wipe in case of theft. If the character is (or oper-
of the first half of a world-class police academy training in the ates) a robot, a mini-USB connection can link the phone to the
law enforcement skill program. During the training, a complete robot’s computer for automated control; if requested, WASH
evaluation of the candidate’s suitability for police work is per- will even pay to have the phone installed inside the robot it-
formed via psychic and psychological means: Crazies, villains, self.
criminals, imposters, and vigilantes with no respect for the law ! A basic home security alarm system, linked to the cell phone
are quickly weeded out and sent home. Completion of W.I.B.S. (above) as well as WASH headquarters, paid for by WASH.
confers the following benefits: ! A personal website – authorized, paid for, and maintained by
WASH – for the superhuman to publicize his/her crime-fight-
WASH INTERPOL Basic Skills (W.I.B.S.) Program ing exploits and to solicit the public for information and dona-
! Computer Operation tions. While the tip line automatically feeds into INTERPOL’s
! Law (general) (includes international criminal law) database, 100% of the donations are automatically loaded into
! Research (plus read-only access to the I-24/7 INTERPOL da- a pre-paid debit card for the superhuman agent’s professional
tabase) expenses. Donations typically run US$10-1000 (1D100×10)
Note: If any of the above basic skills duplicate a skill the char- times the experience point value of any villain(s) overcome,
acter already has, the character is placed in a more advanced class all appropriate bounties (if any), plus 10-15% (1D6+9) of the
that provides a +10% bonus to that skill. value of any stolen money or goods recovered. (Superhuman
! Close combat training (choose one): agents are strongly counseled that the easiest way for them to
# One W.P.: Blunt, Revolver, or Automatic Pistol. If the char- lose this privilege is to use these donations for personal use.
acter chooses a duplicate W.P. (i.e., is placed in a more ad- And yes, WASH keeps tabs on how the debit card is used.)
vanced class), the character gains an additional +1 to strike ! A one-time grant of $5,000 to acquire or upgrade a base of op-
(and parry, if applicable) with that weapon. erations and/or police-type weapons, equipment, and vehicles.
# Hand to Hand: Basic. If the character already has Hand to If the character is (or operates) a robot, this money can be used
Hand: Basic, the character can gain more advanced train- for repairs, armor, fuel, ammunition, spare parts, and police-
ing to upgrade to Hand to Hand: Expert. Likewise, if the type weapons. This money is “use it or lose it,” meaning that
character has Hand to Hand: Expert, he or she can upgrade unspent funds return to WASH. No, this money cannot be di-
to Hand to Hand: Martial Arts. If the character already has verted for personal use.
Hand to Hand: Martial Arts or one of the Ninjas & Super- ! A monthly stipend of $500 (for personal or professional use).
spies martial arts, the character gains either 1) a +1 to initia- ! $50,000 in life insurance, free.
tive, strike, parry, and dodge, or 2) a martial arts technique ! A free health and dental plan for the character that provides
or special kata. for full treatment for the character, contracted via a top-notch
! Associate Member status in WASH, meaning the authority health management organization or hospital (as appropriate
to act under the supervision of a fully-certified INTERPOL for the character’s country).
member as a duly authorized deputy. The INTERPOL mem-
ber acts as a mentor in police matters and is usually (but not al- Characters who advance two levels after completion of
ways) also a super-powered member of WASH. Law enforce- W.I.B.S. without a disciplinary infraction are strongly encouraged
ment agencies of the character’s nation are well aware of the to attend the WASH INTERPOL Intermediate Skills (W.I.I.S.)
character’s “probationary” status and normally will cooperate training, a four-week program that provides the equivalent of the
with the character only if he or she already has a good reputa- second half of a world-class police academy education in the law
tion with that particular police department. Law enforcement enforcement skill program. During the training, another complete

52

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evaluation of the candidate is performed to weed out undesirable program that packs a full six months of an advanced police acad-
personnel. Completion of W.I.I.S. confers the following benefits: emy into nine weeks. (Thus, the completion of W.I.B.S., W.I.I.S.,
and W.I.A.S. gives the character the equivalent of a full year of
WASH INTERPOL Intermediate Skills (W.I.I.S.) Program world-class police academy training in only four months.) Dur-
! Find Contraband & Illegal Weapons (+5%) ing the training, another complete evaluation of the candidate’s
! Criminal Science (not including Forensic Medicine) (+5%) psyche is performed to screen out any whose conduct may bring
! Intelligence (plus access to I-Link INTERPOL intelligence discredit to the good name of WASH. Completion of W.I.A.S.
software) (+5%) confers the following benefits:
Note: If any of the above intermediate skills duplicate a skill
the character already has, the character is placed in a more ad- WASH INTERPOL Advanced Skills (W.I.A.S.) Program
vanced class that provides a +10% bonus to that skill. ! Nuclear, Biological, and Chemical Warfare (+15%)
! An additional +5% on the Computer Operation, Law (general), ! Demolitions Disposal (+15%)
and Research skills ! An additional +10% on the Computer Operation, Criminal Sci-
! Full membership in WASH, meaning the character is now a ence, Find Contraband & Illegal Weapons, Intelligence, Law
credentialed INTERPOL member and can supervise Associate (general), and Research skills.
Members. Law enforcement agencies of the character’s nation ! Any two skills from Espionage, Rogue, Military, or W.P. cat-
will normally respect and cooperate with the character, but are egories. The character can use one of these skill choices to
unlikely to share “close-hold” secrets. Law enforcement agen- learn Hand to Hand: Basic, upgrade from Hand to Hand: Basic
cies of a foreign nation will normally only cooperate with the to Hand to Hand: Expert, or upgrade from Hand to Hand: Ex-
character if he or she already has a good reputation with the pert to Hand to Hand: Martial Arts. If the character already has
police of that nation. Hand to Hand: Martial Arts or one of the N&SS martial arts,
! Read and write access to all INTERPOL databases, but no ad- the character may use one of these skill choices to gain either
ministrator rights (cannot alter, delete, or reprogram the I-24/7 1) a +1 to initiative, strike, parry, and dodge; or 2) a martial
or I-Link software). arts technique or special kata.
! Personal advertising paid by WASH to gather popular sup- ! Senior membership in WASH, meaning that the character is a
port, information, and donations for the superhuman: One lo- recognized expert in the field of law enforcement. The char-
cal television ad (non-prime time), three radio ads, a half-page acter may be called upon to give presentations at national or
local newspaper ad, and one month of billboard space. The international police seminars. Police forces of the character’s
additional advertising means additional donations, typically nation will likely request the character by name and will nor-
US$20-2000 (1D100×20) times the experience point value of mally share all but the most sensitive of their undercover op-
any villain(s) overcome, all appropriate bounties (if any), plus erations. Law enforcement agencies of a foreign nation will
10-15% (1D6+9) of the value of any stolen money or goods normally respect and cooperate with the character, but are un-
recovered. likely to share “close-hold” secrets unless he or she already
! The ordinary cell phone issued at the end of W.I.B.S. is re- has a good reputation with the police of that nation.
placed by a top-of-the-line, Internet-capable, waterproof, ! Personal advertising paid by WASH to gather popular sup-
shockproof, encrypted satellite cell phone, paid for by WASH. port, information, and donations for the superhuman: Two lo-
Like the W.I.B.S. cell phone, the satellite phone also has a cal television ads (one during prime time), six local radio ads,
GPS locator and remote wipe in case of theft, can connect to a full-page local newspaper ad for a week, and one year of
a robot or computer via a mini-USB, and can be built into a billboard space. The additional advertising means additional
robot at WASH expense. donations, typically US$50-5000 (1D100×50) times the expe-
! A comprehensive, thief-proof (-35% to bypass) home security rience point value of any villain(s) overcome, all appropriate
alarm system, linked to the satellite cell phone (above) as well bounties (if any), plus 10-15% (1D6+9) of the value of any
as WASH headquarters, paid for by WASH. stolen money or goods recovered.
! A one-time grant of $20,000 to acquire or upgrade a base of ! A one-time grant of $80,000 to acquire or upgrade a base of
operations and/or police-type weapons, equipment, and ve- operations and/or police-type weapons, equipment, and ve-
hicles. If the character is (or operates) a robot, this money can hicles. If the character is (or operates) a robot, this money can
be used for repairs, armor, fuel, ammunition, spare parts, and be used for repairs, armor, fuel, ammunition, spare parts, and
police-type weapons. This money is “use it or lose it,” mean- police-type weapons. This money is “use it or lose it,” mean-
ing that unspent funds return to WASH. No, this money can- ing that unspent funds return to WASH. No, this money can-
not be diverted for personal use. not be diverted for personal use.
! A monthly stipend of $2,000 (for personal or professional use). ! A monthly stipend of $8,000 (for personal or professional use).
! $100,000 in life insurance, free. ! $200,000 in life insurance, free.
! A free health and dental plan for the character that provides for ! A free health and dental plan for the character that provides for
full treatment for the character and his or her spouse and chil- full treatment for the character and his or her spouse and chil-
dren, contracted via a top-notch health management organiza- dren, contracted via a top-notch health management organiza-
tion or hospital (as appropriate for the character’s country). tion or hospital (as appropriate for the character’s country).

Characters who advance two levels after completion of W.I.I.S.


without a disciplinary infraction are strongly encouraged to attend
the WASH INTERPOL Advanced Skills (W.I.A.S.) training, a
53

(order #8386490)
Funding WASH and the ICC
As noted above, private donations make up a large proportion The International Criminal Court (ICC; CPI in its French ac-
of WASH’s total operating budget. A recent series of successful, ronym), centered in the Hague, Netherlands, is the permanent in-
high-profile cases have highlighted WASH’s unique capabilities ternational court for genocide, crimes against humanity, and war
and have acted as free advertising for money, recruits, and ac- crimes. Although it nominally has the authority to try persons
cess. Riding high on this wave of popular goodwill, WASH has who are members of signatory states, persons who committed
organized fund-raising at the global grassroots level. People from one of the abovementioned crimes in a signatory state, and any
all parts of the world and from all socio-economic strata have cases referred to it by the U.N. Security Council, the ICC is con-
held fund-raisers for the group. In the United States, several ce- sidered a “court of last resort” as it generally only tries persons
lebrities who portray superhumans in movies have donated to, or who cannot be brought to justice in their own countries. Of the
advocated on behalf of, WASH; civic organizations such as the 190 member states of the United Nations, 149 of them accept the
Boy and Girl Scouts and the Rotary Club conduct WASH fund- jurisdiction of the ICC. Notable exceptions include the United
raisers; children dressed up as superhumans even collect coins for States, the Peoples’ Republic of China, India, and Russia.
WASH during Halloween and comic conventions. Several local How does a case come to the ICC and what process does the
and national politicians have pledged, or have proposed pledg- ICC follow to issue a warrant?
ing, significant sums of money for local WASH members and/or 1. An international crime (genocide, crime against humanity,
WASH headquarters. However, actual disbursement of govern- or war crime) must have occurred that cannot be prosecuted in the
ment money usually takes 7-12 (1D6+6) months and is often only country or countries where it occurred.
20-70% (2D6x5 +10) of what was promised.
2. The person(s) suspected of committing said crime(s) must
WASH’s finances are tightly controlled by the group to pre-
be determined to be within the jurisdiction of the ICC by one of
vent any improprieties. All members are clearly told that abuse
the following means:
of any WASH expense account is grounds for immediate and
permanent dismissal. This policy is enforced zealously to avoid A. Jurisdiction is granted to the ICC by the recognized gov-
any kind of scandal that would reduce the goodwill that is one of ernment of the nation of which the suspect is a citizen.
WASH’s greatest assets. B. Jurisdiction is granted to the ICC by a unanimous vote
While the stipends for its members are far below the salaries of the U.N. Security Council (China, France, Russia, UK, US)
the characters could earn in an industrialized country as an em- and a majority vote of the U.N. General Assembly. (Note:
ployee at a global, private security corporation, WASH’s prestige This means that citizens of China, France, Russia, the UK,
and the potential for private fund-raising can provide a way of and the US will almost never be subject to ICC jurisdiction.)
life with excellent benefits. Each hero is individually incorpo- 3. Sufficient evidence of the crime must be brought before an
rated as a non-profit (and therefore, in most countries, tax-free) appropriate panel of ICC judges to establish probable cause for
entity, both to limit WASH’s liability in case of inappropriate the issue of the warrant. This is normally done by the ICC Pros-
behavior and to reward those heroes who uphold its high stan- ecutor, who has the authority to liaise directly with the govern-
dards. Furthermore, WASH has negotiated with many major cor- ments of ICC signatory states and to request U.N. fact-finding
porations for significant discounts on goods and services such as missions in order to gather information.
vehicles, weapons, hotels, computers, commercial air travel, etc. 4. The ICC does not issue search warrants.
Many businesses offer discounts to WASH members, similar to
5. This process normally takes months to years due to the
those offered to military, police, and firefighters. Some WASH
U.N.’s slow bureaucracy and the fractious and contentious nature
members have supplemented their personal incomes by landing
of international politics. However, should a super-villain ever
lucrative endorsement contracts for products ranging from milk
be stupid enough to threaten the world overtly, expect the inter-
to cosmetics to athletic wear; so long as the product and adver-
national community to unite and push through an ICC warrant
tisements do not bring discredit upon WASH, INTERPOL, or the
within hours.
United Nations, they are generally acceptable. WASH offers a
24-hour toll-free hotline and e-mail access to provide financial In the past, the ICC has relied upon the goodwill of U.N. mem-
and legal advice for its members. ber states to act upon its warrants. While required to do so by
WASH has good reason for wanting the superhuman agents’ international law, most U.N. member states who refer matters to
finances to be beyond reproach: Many of the world’s govern- the ICC do so because they are too weak to bring the offender(s)
ments have individual politicians who, for reasons varying from to justice themselves; those U.N. member states who are most
nationalism to corruption to personal ambition, seek to destroy capable of arresting the suspect(s) usually are reluctant to place
WASH. The character’s office, crime-fighting vehicle, weapons, their personnel in harm’s way to deal with “someone else’s prob-
ammunition, health care costs, paid informants, etc. are normally lem.” Now that INTERPOL has WASH, however, the ICC has a
considered business expenses and must be kept separate from means by which to take action on the warrants directly. (Game
his or her private expenses (luxury items, social life, etc.). Using Masters, this is an excellent legal way to involve your heroes in
tax-free business money to pay for a taxable personal lifestyle is the global hunt for super-powered villains, rogue dictators, brutal
illegal in every nation and will prompt the local government to warlords, and international terrorists.)
assess a hefty tax bill as well as possible prison time. Any such In the last six months, INTERPOL/WASH has taken an in-
scandal would reduce private donations for all WASH members creasingly active role in serving ICC warrants and has successful-
by 5-30% (5D6) for six months. ly arrested three of the most notorious warlords in Africa. While
the INTERPOL Constitution strictly forbids the organization

54

(order #8386490)
from engaging in military operations, international law holds that Africa
an armed force that is not openly declared by a recognized sover-
eign government is not military. Thus, pirates, terrorists, militias, ! North Africa includes the Arab countries of Algeria, Egypt,
mutineers, and rebels are fair game for what are euphemistically Libya, Morocco, and Tunisia. In the early 1990s, Algeria un-
termed “enhanced police operations (EPOs)”; commando-type derwent an extremely brutal decade of civil war against Is-
raids to arrest wanted persons. To stay on the right side of inter- lamic fundamentalist groups, remnants of which retreated into
national law, EPOs must follow the below rules: the Sahara Desert and allied with al-Qaeda. Egypt, Libya, and
Tunisia all underwent regime change during the 2011-2012
1. The target person(s) must be the subject(s) of one or more “Arab Spring” and remain volatile. While the situation in
ICC warrants. Tunisia is tense but fairly peaceful, Libya’s various militias
2. The host government must concur with the EPO and is keep the country teetering on the brink of chaos and Egypt
responsible for completing any and all local judicial proceed- is experiencing ongoing social unrest over the policies of the
ings prior to the dispatch of the EPO force. (This means that the democratically-elected Islamic regime. Of the North African
WASH heroes will not have to deal with foreign legal or bureau- countries, Morocco is the most cooperative with INTERPOL,
cratic “red tape” so long as they act within the scope of the ap- while nationalist Egypt is the least. Both Morocco and Egypt
proved EPO mission. The host nation will almost always insist have small WASH branches. Donations for heroes based in
on having some kind of presence and/or participation in the EPO, North Africa are generally half of what is listed above.
ranging from a token liaison officer to a substantial security force
contingent.)
! Sub-Saharan Africa includes dozens of countries, most of
which are poor, underdeveloped, ruled by corrupt strongmen,
3. Minimal force will be used. The EPO force will have an and grappling with some kind of ethnic and/or religious un-
appropriate array of non-lethal means to deal with non-lethal rest. Unless otherwise stated, sub-Saharan countries have no
threats. Lethal force will only be used against lethal threats. A local WASH members and are somewhat uncooperative to-
person with a lethal weapon (one that reasonably could kill, ward INTERPOL. Donations for heroes based in sub-Saharan
maim, or substantially harm a normal person), and who indicates Africa are generally one-tenth of what is listed above, but in a
intent to use that weapon (aiming, verbally threatening, or refus- country where an average person makes less than $1,000 per
ing a clear order to disarm), is considered a lethal threat. How- year, that is (relatively) very good money. The region’s ex-
ever, the target person(s) must be brought in alive: INTERPOL/ treme poverty, vast mineral wealth, rare animals, and general
WASH is extremely sensitive to any perception of it being, form- lack of law means that sub-Saharan Africa provides one of the
ing, or becoming a U.N. assassin squad. best locales for international criminal organizations to obtain
4. No person other than the target person(s) may be arrested; recruits and money (“blood diamonds,” illegal endangered
however, person(s) materially interfering with the EPO or who animal products, drugs, stolen oil, pirated ships, kidnapped
may reasonably be believed to be criminally associated with the Westerners, etc.). It is also one of the areas where INTERPOL
target(s) of the EPO may be detained on site. All such persons focuses its efforts and therefore one of the more likely foreign
must have their biometric identifiers taken (photograph, DNA destinations for a Western WASH member. Countries located
sample, fingerprints, and retina scan). All such non-target detain- in this region are discussed in some detail below.
ees must be turned over to the local authorities. If for any reason
that is not possible, non-target detainees are to be restrained (flex-
! Burundi has no WASH branch, but will grudgingly accept IN-
TERPOL assistance, so long as its 1972 Tutsi vs. Hutu and
cuffed and hooded) and left on site.
1993 Hutu vs. Tutsi genocides are neither to be investigated
5. The EPO force will destroy only what is required by the nor discussed.
mission to service the ICC warrant.
6. The EPO force may seize only that property that is known,
! Cameroon is a polyglot republic with an unusually high level
of political stability and economic development. It and Liberia
or is reasonably believed to be, evidence of the crime(s) for which
are the most cooperative African countries regarding INTER-
the ICC warrant was issued. Other property must be handed over
POL. It has a small but respectable WASH branch that some-
to the host nation’s authorities, but should be documented (photo-
times is called upon to assist neighboring countries.
graphed, electronically copied, etc.) prior to any such hand-over.
7. Any violation of the above rules will result in an interna- ! Chad is one of the poorest and most corrupt countries in Af-
tional incident, followed by a highly-politicized U.N. inquiry. rica. Its history of internecine warfare has made its military
forces more experienced than those of its neighbors and its
recent discovery of oil has made more resources available for
WASH and the World its troops. Chad is often willing to send military forces to as-
As noted above, while costumed superhumans currently are sist neighbors – unfortunately, not always at the host govern-
enjoying a groundswell of popular support in most parts, not ev- ment’s invitation. It has a small local WASH branch and is
ery government or government official supports WASH. Rather generally only minimally cooperative toward INTERPOL.
than give a comprehensive chart of how much the people, law ! The Democratic Republic of Congo (formerly Zaire) has been
enforcement agencies, and governments of every country in the in semi-anarchy since 1996, with armies from nine foreign na-
world support WASH, only a few of the most notable countries tions allying with various armed domestic factions in order
are described below. G.M.s are free to embellish or change the in- to control the nation’s vast mineral wealth. Over five million
formation as they see fit; politics change all the time and popular people (mostly civilians) have died in the violence to date.
opinion can be fickle. Currently, rebellious military units in its eastern part are traf-

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ficking in gold and “blood diamonds” – allegedly with Ugan- ! Somalia plunged into anarchy and recurring famine when feud-
dan and Rwandan military assistance. It has a single associate ing warlords overthrew the government in 1991. Two parts of
WASH member and is increasingly cooperating with INTER- northern Somalia (Somaliland and Puntland) established semi-
POL. functional and fairly democratic governments whose declara-
! Ethiopia is a drought-plagued nation that is a republic in name, tions of independence have not been recognized by any other
but is currently ruled by a political strongman. It has a history nation. Southern Somalia fell under the harsh rule of al-Qae-
almost as long as Egypt and has been an independent nation da-affiliated Islamist radicals, whose support for international
for all but six of the last 3,000 years. Strongly nationalist but maritime piracy led to hundreds of attempted (and dozens of
desperately poor and underdeveloped, Ethiopia’s heavy reli- successful) hijackings of merchant vessels; ransoms of ships,
ance on U.N. assistance programs makes it much more co- cargoes, and crews allegedly netted the pirates tens of millions
operative with INTERPOL than its pride and internal politics of dollars. During the 2011 East Africa famine, the radicals
would normally dictate. Ethiopia will gladly share data with refused to accept Western food aid, which caused it to lose
INTERPOL, but will insist that its local WASH affiliate take popular support and prompted foreign military intervention. In
the lead in any INTERPOL operations in its territory. Ethiopia 2012, Somalis elected a pro-Western regime that has exhibited
boasts a small but well-trained team of magic-wielding monks growing confidence and leadership. Although the radicals still
who work mostly on supernatural and counter-terrorism is- control most of southern Somalia’s countryside, their power
sues. is waning. Despite this history of disunity, Somalis retain a
high degree of nationalism. While the three democratic gov-
! Kenya is a developing country with a long history of despotic ernments of Somalia will gladly cooperate with INTERPOL,
rule and corruption, but recently has made great strides to-
they will insist that their police forces take a large and visible
ward democratization and economic development. Poaching
role in any operations. Somalia has no local WASH affiliate.
endangered species is a big problem in Kenya due to the lu-
crative East Asian black market for rhino horn and elephant ! Tanzania is a developing but relatively stable country. Poach-
ivory. Kenya has long been politically involved in events in ing endangered species is a big problem in Tanzania due to
East Africa and increasingly has become militarily involved the lucrative East Asian black market for rhino horn, elephant
in Somalia. Kenya has a small WASH branch and is generally ivory, live monkeys, and dead gorillas. It has a small WASH
cooperative toward INTERPOL, except in matters of crimes branch and is very cooperative with INTERPOL on matters of
against children: Child labor and child prostitution are preva- wildlife protection and counter-terrorism.
lent in Kenya. ! South Africa has transformed socially since the end of its apart-
! Liberia recently emerged from decades of brutal civil war and heid policies twenty years ago, but it suffers from a violent
despotism. Its democratically-elected leader is energetically crime rate far worse than the U.S. South Africa has a world-
pursuing economic development and political stability. Libe- class military-industrial complex that is willing to supply un-
ria has a WASH affiliate (two associate members only); it and savory governments and warlords with excellent weaponry
Cameroon are the most cooperative African countries regard- and thousands of (mostly white) mercenaries. South African
ing INTERPOL. mining companies control almost all of the legal and illegal
trade in gold and gemstones on the continent. Although South
! Mali underwent an unpopular military coup in 2012; during the Africa has an excellent and robust WASH branch, it is sim-
ensuing unrest and anarchy, Tuareg rebels in the north allied
ply overwhelmed; nationalist fervor precludes all but the most
with Algerian al-Qaeda affiliates to seize the northern half of
low-key foreign INTERPOL assistance.
the country. Al-Qaeda’s repression of the local populace and
the rebels’ attempt to conquer the southern half of the country ! Sudan has an Islamic fundamentalist regime that has a pen-
prompted swift (and so far, successful) French, Chadian, and chant for genocide against minorities and cooperation with
West African military intervention. The weak Malian govern- al-Qaeda. Sudan has no local WASH affiliate and does not co-
ment will eagerly accept any INTERPOL assistance to combat operate with INTERPOL. The current leader of Sudan, Omar
terrorism, but not government corruption. Mali has no local al-Bashir, has an outstanding ICC warrant for his arrest for
WASH affiliate. repeated war crimes and crimes against humanity.
! Nigeria also has a WASH branch and is the major power of ! Uganda is a generally stable but notoriously corrupt “republic,”
West Africa, but its fairly democratic government is noto- long ruled by a strongman. It has a cult terrorist group called
riously corrupt and seemingly incapable of dealing with its “The Lord’s Army (LRA)” that engages in child slavery, rape,
multiple internal economic, ethnic, and religious issues. Ni- and murder; the LRA leader also has an outstanding ICC arrest
geria has a full-blown Islamic insurgency in the north and in- warrant for crimes against humanity. Uganda is often willing
creasingly bold maritime piracy, kidnapping, and oil theft in to send military forces to assist neighbors – unfortunately, not
the petroleum-rich delta region. It generally cooperates with always at the host government’s invitation. Uganda’s military
INTERPOL, except in cases regarding Nigerian government is fairly well trained; it supplies most of the (overwhelmingly
corruption. black) mercenaries for both legitimate international security
companies and shadowy African warlords. It also has a small
! Rwanda has no WASH branch, but will grudgingly accept IN- but respectable local WASH branch. It is one of the more co-
TERPOL assistance, so long as its 1994 Hutu vs. Tutsi geno-
operative African countries regarding INTERPOL, but will
cide is neither to be investigated nor discussed.
stonewall any investigation of its corruption or its clandestine
involvement in neighboring countries’ civil wars.

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Asia in transnational cybercrime, much of it officially encouraged
by China’s intelligence agencies. China’s lack of freedoms,
! Afghanistan is a failed “moderate” Islamic republic propped up however, means that tens of thousands of Chinese flee to other
by NATO military forces and United Nations aid. It is in the countries every year, often falling prey to unscrupulous hu-
midst of a civil war against Islamic fundamentalist warlords man traffickers. Communist China claims Taiwan as part of its
allied with al-Qaeda. While the corrupt government often co- territory and will retaliate politically and economically against
operates with INTERPOL in combating terrorism and the Af- any country or organization that deals with Taiwan.
ghan public generally is supportive of United Nations aid pro-
grams, any INTERPOL action against the firmly-entrenched ! China (Taiwan) is a modern, wealthy, industrialized republic
and highly-lucrative opium trade will almost certainly trigger with a culture that embraces both ancient traditions of heroes
a backlash by terrorists, local warlords, and Afghan govern- and modern concepts of cartoon super-beings. It has its own
ment officials. Afghanistan has no local WASH affiliate. superhuman organization, but has been stymied in its attempts
to affiliate formally with WASH and INTERPOL due to Com-
! Arab countries include Bahrain, Iraq, Jordan, Kuwait, Leba- munist China’s efforts to keep Taiwan internationally isolated.
non, Oman, the Palestinian Authority, Qatar, Saudi Arabia,
Syria, the United Arab Emirates, and Yemen. Of these coun- ! India is a modernizing republic with wide divides between the
tries, Jordan, Kuwait, Lebanon, and Yemen are the most ame- newly rich and the chronically poor. It has a long cultural and
nable to INTERPOL assistance. While Jordan and Kuwait are religious tradition of hero worship and a highly active media
fairly free and stable, Lebanon and Yemen are grappling with industry, so popular acceptance of its native-born superhu-
such extreme internal social and political turmoil that their mans is very high. However, nationalism also runs high in
futures as intact and independent nations are in doubt. Iraq India, so its national police force is generally disinclined to
and Saudi Arabia are highly nationalist nations that are gen- assist foreign WASH members.
erally disinclined to cooperate with INTERPOL operations ! Iran is a semi-modern “Islamic republic,” which means that
on their soil, but will eagerly request assistance to apprehend Shiite clerics (mullahs) control almost every aspect of life in
fugitives beyond their borders. Syria is in the midst of a civil the country, from the rigged political process to people’s pri-
war; the current despotic regime is guilty of numerous crimes vate lives. Since 2009, ongoing peaceful protests against the
against humanity and will not allow any INTERPOL activities mullahs’ political and social repression have been met with
in its territory. Only Jordan, Kuwait, and Lebanon have lo- harsh (and often bloody) government crackdowns. The Ira-
cal WASH affiliates. Saudi Arabia has an alleged superhuman nian government’s oppressive policies, support for interna-
group formally subordinate to its volunteer religious police; tional terrorism, and avowed ambition to build nuclear weap-
however, as INTERPOL is forbidden to conduct any operation ons firmly place it on the international pariah list. Iran has no
of a religious nature, this group has been refused admittance domestic superhuman organization. Iranian mullahs routinely
into WASH. denounce the United Nations as “lackeys of the Great Satan
! Central Asia comprises what are known as “the five ‘Stans”: [United States]” and will never cooperate with WASH, IN-
Kazakhstan, Turkmenistan, Uzbekistan, Kyrgyzstan, and TERPOL, or the West.
Tajikistan. All five are diplomatically termed “fragile de- ! Israel is a modern industrialized nation with an ancient past
mocracies,” meaning that they are more or less run by local and a current dilemma. If Israel is the homeland of the Jews,
strongmen whose commitment to freedom and fair elections what should be the status of its sizeable (and rapidly growing)
ranges from lukewarm to lip service. Of these countries, Turk- non-Jewish population? Political, religious, ethnic, and eco-
menistan is hands-down the worst offender. The less free the nomic divides fuel virulent domestic terrorism. Israeli nation-
country is, the more likely the government is to attempt to use alism forbids any INTERPOL operation on its soil, but Israel
superhumans to hunt down political opponents and guerrillas is always eager to get INTERPOL assistance in apprehend-
or to refuse cooperation with U.N. entities altogether. Almost ing wanted fugitives outside Israel’s borders. Israel’s WASH
all of these countries have internal conflicts with al-Qaeda- branch is highly active in counter-terrorism matters.
affiliated terrorist groups, so those heroes tempted to aid the
! Japan is a modern, wealthy, industrialized republic with a long
rebels should think twice.
cultural tradition of belief in heroes and fantastic creatures
! China (People’s Republic) is a totalitarian, Communist state. possessed of magical powers; it is one of the foremost driving
Chinese nationalism runs high; both government policy and forces behind modern comic book and cartoon super-beings. It
popular sentiment are strongly against “foreign devils med- is no wonder, then, that it has a near-worshipful public opinion
dling in domestic affairs.” Any Chinese citizen who questions of its homegrown superhumans. All donations in Japan are
the government is imprisoned for “re-education” (brainwash- increased by +30% over the above-listed amounts. Private col-
ing). Imprisoned super-powered beings are subjected to ex- lectors in Japan are often the end buyers for stolen works of art
periments to discover bio-technology; China is second only and endangered animal products. Police agencies are almost
to Russia in human experimentation to create super-soldiers. as enthusiastic about superhumans as the public, but maintain
Communist China’s booming free-market economy means professional reserve and formality when dealing with WASH.
that those who do support the government have a range of gen-
! Korea (North) is another totalitarian, Communist state. Un-
erally non-violent crimes to combat, ranging from smuggling
like Communist China, however, its leaders have rejected
stolen works of art and endangered animal products to drug
free-market economics in favor of Stalinist central planning,
trafficking and child prostitution, often controlled by well-
which means that food is severely rationed for the semi-starv-
connected organized crime families. China is the world leader
ing public while high government and military officials dine
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sumptuously on imported foods and drive luxury European with INTERPOL. Fiji has a small WASH branch that often is
cars. North Korea is a big player in the global weapons black called upon to assist other independent Pacific Island nations.
market and often supplies well-trained military and medical ! Pacific Island nations are generally poor and underdeveloped.
personnel to embargoed dictators, for a price. It routinely de- Many have populations under 10,000 persons, low crime
nounces the United Nations as a “tool of the American capi- rates, and meager police resources. The Federated States of
talist-imperialist running dogs” and will never cooperate with Micronesia are an independent collection of several indepen-
the U.S., INTERPOL, or WASH. dent island nations that, until recently, were under an inter-
! Korea (South) is a modern, wealthy, industrialized republic. nationally-recognized American mandate; the U.S. still keeps
Its public is favorable to superhumans. Its branch of WASH is these nations under its protection. Of note, Chuuk Lagoon, a
formally part of its national police, so cooperation for South member state of the Federated States of Micronesia, is home
Korean WASH members is not an issue. As national police- to the World Association of Super-Humans, which established
men, however, South Korean WASH members are expected to its headquarters and training facilities in some of the newly-
wear the appropriate uniforms and cannot accept donations or renovated (and still formidable) bunker complexes built by the
rewards, but they do still get the WASH stipends, grants, and Japanese in WW II.
benefits in addition to their national police salaries.
! Southeast Asia includes Indonesia, Kampuchea (Cambodia), Europe
Laos, Malaysia, Myanmar (Burma), the Philippines, Singa- ! European Union member states (Austria, Belgium, Bulgaria,
pore, Thailand, and Vietnam. Most of these countries have Cyprus, Croatia, the Czech Republic, Denmark, Estonia, Fin-
problems regarding human trafficking, drug trafficking, and land, France, Germany, Greece, Hungary, Ireland, Italy, Lat-
maritime piracy. Singapore is remarkable for its low crime via, Lithuania, Luxembourg, Malta, the Netherlands, Poland,
rate and well-trained police force; it often hosts regional po- Portugal, Romania, Slovakia, Slovenia, Spain, Sweden, and
litical and law enforcement conferences and is highly support- the United Kingdom) are wealthy and highly industrialized
ive of INTERPOL. Vietnam is still a Communist dictatorship, Western nations with professional police forces. While the
but it has embraced a free-market economy and has softened United Kingdom has no national police force, the other nations
many of its internal policies. Many of these nations have size- do. Outside of an overwhelming crisis or high-profile interna-
able Chinese minorities who wield disproportionate economic tional event, foreign INTERPOL personnel are not allowed to
power, to the chagrin of the local populaces; Indonesia, Ma- operate in other than an advisory capability in any EU country.
laysia, and Myanmar have had murderous anti-Chinese ri- Donations for EU-based heroes in Germany, France, and the
ots in the past. Terrorism is a small but growing problem in UK are 15% above what is listed above; donations in other EU
Thailand, Indonesia, and Malaysia. Thailand is notorious for countries are 5% higher.
crimes against children, especially in the sex trade. Indone-
sia’s national oil company is one of the world’s worst envi- ! Non-EU member states are also relatively wealthy (by world
ronmental offenders. While Laos, Kampuchea, and Vietnam standards); most are petitioning for EU member status and
generally do not cooperate with INTERPOL, the rest of the have fairly professional police forces. These nations are more
nations of Southeast Asia generally do. likely to be overwhelmed by an internal crisis or high-profile
international event and thus more likely to request an IRT or
! Turkey is a fairly modern, secular Muslim state with a high de- IMEST. Without an invitation, however, foreign INTERPOL
gree of nationalism and a driving ambition to be more accept- personnel are not allowed to operate in other than an advisory
ed in the Western world, especially the European Union (EU), capability in any of these countries, either. However, Norway
to which it has been petitioning for membership for nearly a is notable for its WASH affiliate’s support of IRTs, IMESTs,
decade. If not for its poor human rights record regarding its and donations to WASH headquarters. Donations for individ-
Kurdish minority, it would already be a member of the EU. ual Norwegian WASH members are 15% higher than what is
While its national police generally are disinclined to cooper- listed above.
ate with foreign WASH personnel, circumstances can and do
arise of such political sensitivity that Turkey is compelled to ! Russia is a republic in name, but in reality is a kleptocracy that
request INTERPOL assistance. is ruled by a nationalist strongman who tolerates corruption
so long as it buys him loyalty. Russian nationalism runs deep
and the Russian desire to return to superpower status is strong.
Oceania Foreign law enforcement personnel are not allowed to operate
! Australia: The Australian Federal Police (AFP) is a profes- on Russian soil in other than a liaison capacity and must be de-
sional force with a history of bilateral cooperation with the clared at least thirty days in advance by their nation’s embas-
police forces of other nations throughout the South Pacific. sy. Russia reserves the right to refuse entry to any foreign law
In INTERPOL matters, the AFP will take the lead in any in- enforcement official and will do so if the official has ever had
vestigation within Australia’s borders and retain the sole right any ties to a foreign military or intelligence agency. Converse-
to arrest or not to arrest any person within their jurisdiction. ly, Russia is very keen on sending its own military intelligence
Australia has a robust and very professional WASH branch officers to its embassies around the world as “law enforcement
that, like AFP, is often called upon to assist the national police liaison officials.” Russia is also the most likely country to con-
forces of other nations in the South Pacific region. duct human experiments to create a race of super-beings and
! Fiji is an independent and fairly prosperous nation with a well- had had limited success with this endeavor back in the Soviet
trained police force and an excellent record of cooperation Union days; many of these super-soldiers are now acting as
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mercenaries for unsavory groups and governments worldwide. IRTs are requested. Violent crime is generally rare, except in
Russia has several super-powered units attached to its special Jamaica, while the banks of the Bahamas are second only to
forces, interior ministry, and military and foreign intelligence those of Switzerland for catering to the illicitly rich. Jamaica
agencies, but very few truly independent superhumans. Over has a WASH affiliate; all but the Bahamas eagerly cooperate
90% of Russians petitioning for WASH membership are spies with INTERPOL.
who seek to gain access to WASH’s secret personnel files and/ ! Central American nations tend to be poor and underdeveloped
or acquire DNA samples from its membership to further Rus- republics, with a history of peasant revolts, poor governance,
sian super-power research. The Russian mafia has worldwide and police forces that have basic training academies but lack
reach and employs many former (and current) Russian police sophisticated forensic laboratories. All dealt with Cuban-
and intelligence personnel. It is heavily involved in transna- backed Marxist guerrillas during the Cold War and all have
tional black market weapons trafficking and human trafficking become much more democratic in the past twenty years. Cen-
(mostly prostitutes, who often double as collectors of informa- tral America is a favorite market for cars stolen in the United
tion for Russian intelligence). States. While El Salvador has a high level of nationalism and
! Switzerland is a wealthy, peaceful, and advanced industrial- Costa Rica has no standing army, all have a WASH branch
ized confederacy. Its famed neutrality in world affairs has and generally cooperate with INTERPOL.
led to it being one of the preferred locales for international ! Cuba is an underdeveloped Communist dictatorship that co-
political summits as well as the banker of choice for shady operates with drug traffickers in order to finance the lifestyles
people worldwide. While Switzerland cordially cooperates of its elite as well as to weaken its number one enemy, the
with INTERPOL to ensure the security of international events United States. Cuban mercenaries are active in several Afri-
in its territory, it will never cooperate in the investigation of can countries (especially Angola), while Cuban intelligence
its banking customers unless that customer committed serious agents can be found seconded to several Latin American drug
violent or financial crime in Switzerland. Switzerland has a lo- cartels and Marxist terrorist organizations. Cuba has a world-
cal WASH branch comprised of good Swiss citizens who will class pharmaceutical and medical industry that caters to the
not compromise Swiss banking confidentiality. rich and unscrupulous and conducts super-power experiments
! Vatican City is the world’s smallest country and the seat of on the side. Cuba has no WASH affiliate, nor does it cooperate
the Roman Catholic religion, which claims 1.2 billion adher- with INTERPOL.
ents worldwide. It maintains an excellent cadre of personnel ! Mexico is a chronically corrupt and underdeveloped republic
around the world who are experts in combating the supernatu- that is grappling with a de facto guerrilla war against drug traf-
ral; these experts are dispatched to do just that, independent fickers, whose easy money and above-the-law lifestyle have
of WASH and INTERPOL. Fortunately, the Vatican will so entrenched themselves into Mexican street culture that
normally cooperate with WASH and INTERPOL when they they have their own saints and holy days. Well-armed gangs
are working the same case as these experts. Unfortunately for keep whole districts of border cities off limits to police, while
WASH and INTERPOL, the Catholic Church has historically Mexican WASH members who take on the cartels have life
acted as a refuge, meaning that any non-supernatural criminal spans measured in weeks, not years. When the Mexican gov-
can, in theory, go to a local church and plead for sanctuary. ernment sent its federal police against the drug cartels, the
While local police forces normally can enter a church, mon- cartels eventually bought off the federales. Then the Mexican
astery, or convent to arrest a wanted criminal, papal embas- government sent its army against the drug cartels; the cartels
sies are inviolate under international law (just like everybody so corrupted the Mexican Army that the members of one elite,
else’s embassies). military anti-drug unit even formed a drug cartel of their own
(the Zetas). Now the Mexican government has resorted to us-
North America ing its naval special warfare unit to take down the cartels. If
! Canada is a peaceful, wealthy, industrialized nation. The they get bought off, the Mexican government will have noth-
Royal Canadian Mounted Police (RCMP) is its federal police ing left with which to fight drug trafficking. Human trafficking
force and it is a competent and professional organization. The is another major problem in Mexico; the Mexican government
RCMP maintains primacy in all INTERPOL operations in Ca- normally turns a blind eye to this, as the exportation of its
nadian territory and retains the sole right to arrest or not to unemployed to the United States essentially makes them an
arrest any person suspected of violating the law. WASH has American problem, not a Mexican one. Mexico is another fa-
a local branch which, due to the low crime rate, is nearly as vorite destination for stolen American cars. Mexico generally
active in civil search and rescue operations as it is in criminal accepts INTERPOL assistance in all cases except for those
investigations. Canadian WASH members are often sent on concerning the corruption of the current regime. Mexico is a
IRTs, both due to their high availability and for investigations prime IRT destination for U.S.-based WASH members.
dealing with American citizens in host nations whose political ! The United States is a modern, wealthy, industrialized repub-
sensitivities preclude the sending of American WASH mem- lic. It was the first representative democracy in the world since
bers. the time of ancient Athens and its constitution continues to
! Caribbean island nations tend to be poor and underdeveloped, serve as a model for the free nations of the world for over
with police forces that lack sophisticated forensic laboratories 225 years. It is the world’s sole superpower and the pride its
or training academies. Drug trafficking and money laundering people have in its history and status feeds their intense nation-
tend to be the most common transnational crimes for which alism. However, despite its wealth, freedom, and power, the

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U.S. grapples with seemingly Third World problems of drug ing and terrorism are Colombia’s two major problems, and
use, human trafficking, and violent crime. The United States the democratic part of Colombia eagerly accepts INTERPOL
has the most costumed superhumans (both WASH and free- assistance in these areas. WASH twice established branches in
lance) of any country, and a media and entertainment industry Colombia, but both were quickly wiped out by FARC. Overly
that revels in hero worship; all donations are 30% higher than brave U.S.-based WASH members sometimes will volunteer
those listed above. However, the American media also rev- for an IRT deployment to Colombia; those who survive rarely
els in gossiping about public figures, so scandals and rumors volunteer for a second deployment.
of scandals about WASH members abound, making dona- ! Peru is a developing nation with a drug trafficking problem.
tions from the notoriously fickle American public go up one It is generally neutral toward superhumans, both foreign and
month, down the next. The Federal Bureau of Investigation domestic. WASH has a branch in Peru.
(FBI) is the American federal police; it is a world-class, pro-
fessional law enforcement agency that employs its own force ! Venezuela is a developing country that, until recently, was un-
of super-beings and steadfastly refuses to permit foreign law der the control of a corrupt, left-wing populist who charismati-
enforcement personnel to operate in U.S. territory. However, cally cultivated a cult of personality. Venezuela’s government
the tiered system of government and the principle of local con- is cozy with Cuba and Iran and is stridently anti-American.
trol mean that independent police forces also exist at the city, Drug trafficking continues to be a major problem, as well as
county, and state level. The level of acceptance that American environmental crimes by its national oil industry. Venezuela
superhumans have at the state and local level varies wildly. has a WASH branch but its national police refuse to work with
For example, New York City idolizes its caped crusaders, but it.
Los Angeles refuses to work with any costumed superhuman,
WASH included. The U.S. is quick to ask for INTERPOL as-
sistance to apprehend fugitives outside its territory.
Summary
The World Association of Super-Humans is a global force
South America for truth, justice, and law. As an official part of INTERPOL, it
benefits from the established infrastructure and worldwide ac-
! Argentina is a fairly modern, developing republic that suffers ceptance of its parent organization as well as the international
from regular economic crises. Its military has a sordid history cooperation fostered by the United Nations. Its ability to sidestep
of involving itself in politics and internal security; it caused much of the red tape involved in international police operations,
thousands of suspected leftists to disappear during its 1976- its superlative training program, its access to confidential police
1983 “Dirty War.” Argentina’s national police now generally information, and its excellent benefits and fund-raising potential
cooperate quite well with INTERPOL and its local WASH can provide worthy superhumans with the ideal means to pursue
members. crime fighting.
! Bolivia is a chronically poor, developing republic with a drug
trafficking problem. Its current leadership is a left-wing pop- Additional Reading
ulist who is cozy with Cuba and not so cozy with INTER-
POL. Bolivia has some notable freelance superhumans but no
! International Criminal Court: [Link]
Menus/icc/Pages/[Link]
WASH members.
! Brazil is a breathtakingly free, fairly modern, developing re- ! INTERPOL: [Link]
public that has such great divides between rich and poor that ! INTERPOL’s Constitution (PDF): [Link]
its police did not patrol the slums for decades. When the police About-INTERPOL/Legal-materials/The-Constitution
recently did attempt to extend the rule of law to the cities’ ! Recent arrests facilitated by INTERPOL: [Link]
poor, they found gangs so well-armed that the Brazilian Army int/News-and-media/News-media-releases/(SearchText)/ar-
had to be called in to provide tank and helicopter gunship rest/(years)/16460
support. Drug trafficking, crimes against children, organized
crime, and environmental crime are major problems in Brazil. ! INTERPOL’s member countries: [Link]
Brazil has a large number of superhumans (both WASH and Member-countries/World
freelance), who generally enjoy the cooperation of Brazilian ! Hunt for African warlord Joseph Kony (LRA): [Link]
authorities. However, Brazil is decidedly neutral in its deal- [Link]/blog/
ings with foreign WASH members. ! Hunt for African warlord Bosco Ntaganda: [Link]
! Colombia is divided by civil war into two parts: The U.S.- [Link]/world/2012/nov/28/terminator-search-bosco-nta-
backed democratic part and the Cuban-backed Marxist part. ganda-congo
The Marxist part is under the control of the Revolutionary ! African warlord Bosco Ntaganda in ICC custody: [Link]
Armed Forces of Colombia (FARC, in the Spanish acronym), [Link]/article/2013-03-28-international-criminal-
which cooperates with drug traffickers. Fueled with hundreds court-a-congolese-warlords-last-refuge
of millions of dollars of drug money, FARC is notoriously
well-armed, well-trained, and dangerous. The democratic part
has made significant progress in reducing the territory under
FARC control by a combination of sound military strategy,
good governance, and intelligent diplomacy. Drug traffick-
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Climbing,
to know what the difficulty of the climb is, what conditions on
the face of the rock are and what sort of gear they should take
with them.
Members of the Sierra Club began development of the Yo-
semite Decimal System (YDS) of rock grading back in the 1930s.

Expanded
Their system has become the most used in North America. There
are many other climbing grading systems in use around the world,
but for game purposes, I will use this one. The YDS has indica-
tions not only of the difficulty of the climb, but also how difficult
it is to place protection, how “clean” the rock is, and if the climb
Climbing Skill Expansion will involve multiple days of climbing. Multiple day climbs are
quite common in Mountain Climbing but are a rarity in Rock and
and Specialty Equipment Ice Climbing.
Optional Rules for All Palladium Games Class 1: Trail – fairly level, potentially paved & wheelchair
accessible. You might get hurt on a fall, but if you do fall it prob-
By Michael Strom ably won’t be fatal and even injury is not likely to be that severe.
I have been a fan of Palladium Games and role playing for Class 2 & 3: Steeper with scrambling over rocks. A fall in one
some 20 years now. Recently, I took up Rock Climbing as a hob- of these places is much more likely to result in injury but again,
by. I have come to the realization that the modeling of climbing probably not fatal. Average grade might be 20 to 30%.
within the gaming world as a whole is somewhat problematic - Class 4: Steeper with some very steep sections. A rope for
due largely to the fact that Climbing is a rare skill in the general protection is advisable, as a fall here while climbing unprotected
populace. I do not consider myself to be a total expert on the sub- will probably result in severe injury and possibly be fatal. Aver-
ject but I am one of the few gamers that is also a Rock and Moun- age grade of 40 to 50%.
tain Climber. To this point, I have climbed natural rock at Index Class 5. Where Climbing is used. Climbs are on grades above
in Washington State and at Devil’s Tower in Wyoming. I have 70%, for the most part. All assents on Class Five rock should
also climbed at 4 different indoor gyms around North America. include the use of ropes for protection because a fall here will
I shall do my best to convey the conditions I have encountered almost certainly result in severe injury and probably be fatal.
and to provide some guidance to G.M.s that include climbing Within Class Five there are sub-dividers:
within their scenarios and campaigns. My goal in this is to try 5.0 – 5.6: Areas where a beginner could be successful. I have
and upgrade everyone’s knowledge and thus make my gaming personally witnessed 5 year olds climbing 5.6s in a matter of
more enjoyable. minutes with ease. Robots and power armor that have climbing
Many people think that climbing is a “new thing” that has only equipment will be climbing in these type areas. Skill roll every
become popular in the last 100 years or so. In reality, Climbing is 30 feet (9.1 m).
a skill that definitely existed in medieval times. Sailors and Ship
5.7: Steep with great holds for hands and feet. This is where
Builders were well versed in knot tying, and many of them were
the men get separated from the boys. The lowest graded climb on
expert climbers due to the necessity to climb the masts for rig-
Devil’s Tower is graded 5.7 and it is very strenuous. Note that
ging purposes. Thieves and Ninjas were known to climb on an as
there is some 600 feet (183 m) of climbing at grades of 80%+ on
necessary basis to perform their trade also. Climbing was also im-
Devil’s Tower, which means you will have to break the climb
portant in the construction of many trails, bridges, and other large
into sections because your standard 200 foot (61 m) rope is not
constructions around the world. Some soldiers that participated
long enough to be used to go all the way to the top in one jaunt.
in castle siege warfare also did some climbing to scale walls for
Robots and power armor can climb in these areas provided that
surprise attacks of castles.
they have assistance from pre-placed protection such as grap-
It is important to know that all climbing is done with the hands
pling hooks and people climbing ahead stringing cables for the
and feet. Rope and line are NEVER attached to the legs or arms
occasional assistance for balance and winching up. Skill roll ev-
while climbing. If you fall and all your weight is placed onto your
ery 25 feet (7.6 m).
arm or hand after some distance, you are quite likely to dislocate
a joint or break a bone. Climbers almost always have a harness 5.8: Very steep with pretty good holds. It took me approxi-
which puts weight onto a combination of their thighs and waist mately a week of training 5 to 8 hours per day with some of the
in the event of a fall. The clips you see hanging off of the knees best instructors in North America to get to this level of climbing
and forearms of body armors and robots (in pictures) allow them and to develop the endurance to be able to go to the top of the
to clip into the line for balance for fighting purposes. They do not Tower via one of these routes (“El Cracko Diablo”). Robots and
ascend and descend using these. power armor on this difficulty level and above will absolutely
In any discussion of climbing, the first thing you need to know need lots of cable winching up. Skill roll every 20 feet (6.1 m).
is that a grading system exists for climbing. It is a way that the 5.9: Very steep, potentially with some small (1 to 2 feet/0.3-
climbers speak to each other to try and express how difficult par- 0.6 m) overhanging sections. Smaller hand and foot holds. Skill
ticular climbs are when talking about them to each other. The roll every 15 feet (4.6 m).
grading system is used in numerous books that many climbers 5.10: Very steep, with mostly toe and finger holds. Some over-
read in advance of going on a climb they have never been on hanging sections of 2 to 3 feet (0.3-0.6 m) possible. Skill roll
before. This grading system allows the guides and novices alike every 10 feet (3 m).

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5.11 & 5.12: The realm of very experienced climbers. Over- smith and/or a good seamstress or tailor. Prices are in modern
hangs of 6 to 8 feet (1.8-2.4 m) are possible. Skill roll every 6 terms for these items. As the G.M., you will have to convert to
feet (1.8 m). pricing applicable to your world.
5.13, 5.14, 5.15: The land of the competition type climbers
Climbing Harness – $50-250: Nearly all climbers and even
and the “kings” of climbing. Lots of overhangs of more than 10
rescue workers who are rappelling wear some sort of harness. It
feet (3 m) are very common in this realm. You’d better be in very
typically wraps around the waist and has leg loops that go around
good shape to attempt this stuff, because your entire body weight
the upper thighs. Most harnesses have loops on them for attach-
is going to be on your fingertips with some regularity. Skill roll
ing various equipment, similar to a utility belt.
every 3 feet (0.9 m).
Slings – free to $15: Loops of rope or strap that you wrap
Class 6: More commonly referred to as Class A or Aide
around rocks. They have almost no cost to them and are quite
Climbing. At a certain point, the holds become so small that you
useful in any situation. Slings are also often attached to other
have no choice but to put your weight on your climbing devices
pieces of protection to change where the rope will run (specifi-
and the rope to make the climb. You put pieces of gear into the
cally, away from the crack).
tiny cracks in the rock to create your hand and foot holds. Note
that many climbers such as myself will turn 5.10s and above into Nuts or “Chocks” – $10-15: They fit into small cracks (less
Aide routes for difficult sections. Lead skill rolls are at every 2 than 1 inch/2.5 cm commonly) and are moved around slightly to
feet (0.6 m); subsequent climbers’ skill rolls are at every 20 feet get them to wedge in between imperfections (small bumps) in the
(6.1 m; much easier to follow than lead). rock. The beauty of these is that they can be removed after use.
Nuts can be made from metal, plastic, or even rope tied into vari-
Cracks in the rock are your friends. Cracks provide you with ous sized knots with loops. A device called a nut removal tool,
lots of places to put your fingers, hands, toes, and feet into. The which is effectively a hook on the end of a flat piece of metal, is
only problem is you want your rope to ride on the surface of the also needed. The nut removal tool is $15.
rock, not in a crack, because you do not want your rope to get Pitons – $10-20: These are wedges that are hammered into
caught. the rock. Most modern climbers prefer to avoid their use, as
Climbing is done in teams of at least two most of the time. they have a tendency to damage the rock that they are being
The “lead,” who goes up and places protection, and the “belay,” placed into. They are also difficult to remove after use. Thieves
who holds the rope and feeds out just enough rope to let the lead and Special Forces will avoid them like the plague because
climb, but yet not let him fall a great distance if and when he does they have to be hammered in, which means lots of noise will
fall. be made.
There is an inherent risk to lead climbing, because you climb Climbing Hooks – $15-20: A large, fish hook-type item with
and then have to balance as you place a piece of gear for your a handle. They allow the “hooking” of very small places in the
own protection. If you fall, you do so to the next piece down, rock, thus creating handholds where barely finger holds existed
which could be a few feet or 50 feet (15.2 m) if you have not previously. They are extremely useful for climbing masonry
placed protection in some time. It is quite common for experi- walls (+5% to climb rock and masonry).
enced climbers to go 20 to 30 feet (6.1-9.1 m) between devices,
which means they are in for some pain if they mess up.
Climbing Protection for
Climbing Aids and Protection Ice, Trees, and Wood Poles
Note that all of these devices leave holes where you have been,
Most climbers (95%) use different types of devices to hold
thus they will damage the ice or tree and leave a trace that you
onto the rock and clip their rope to these devices with the use of
have been there, which is bad if you do not want to be tracked by
carabiners. The purpose of protection is to save your butt when
someone.
you fall. All climbers, including the kings of climbing, lose foot-
holds and handholds on occasion. This can and does cause falls. Crampons – $150-200: Metal spikes that attach to the bottom
Your fall will be stopped by the rope when your rope goes taut at of the climber’s shoes or boots. You effectively kick as you move
the protection below you. Thus, if your protection is five feet (1.5 and the spikes stick into the ice or wood, giving you a foot hold
m) below you, your fall will be ten feet (3 m) – or to the next rock (+15% to climb ice, wood poles, and trees).
ledge, whichever comes first. Note that most of these devices are
Tree Climbing Spurs (a.k.a. Gaffs) – $50-200: Similar to
commonly made from metal: Special Forces in the military, such
crampons but the spikes are attached to the sides of the lower
as the Delta Force, Navy SEALs, SAS, and the Mountain Of-
legs. These are what many utility linemen use to climb wood
fensive Squad, will most certainly have rubber-coated versions
poles (+10% to climb wood poles and trees).
of these to prevent the sound of metal clinking which could give
Tree/Pole Climbing Strap – $150-200: A large leather strap
their position away.
that is attached to the climbing harness and then goes around the
tree or pole. It allows the climber to sit back and use his or her
Climbing Equipment (Old World) hands without sliding down. To climb you would gaff up, slide
There is not much information regarding the devices that were the strap up and then gaff up again (+5% to climb trees and poles).
used in climbing from the medieval times into the early 1900’s. Ice Axe – $75-250: Think of this as a small pick axe with a
What I shall present here are items that are in use in modern times strap on it. The climber swings it above his head to make his next
but could have been created with the use of a competent black- handhold (+15% to climb ice).
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Modern Climbing Protection and Aids Ice Screw – $60: Like a bolted anchor but for ice. Most climb-
ers try to avoid their use as much as possible and protect with
I included general prices for modern equipment in dollars; rock outcroppings next to the ice they are climbing on.
change to credits for Rifts®. Just about all of these could be made
by someone with the Mechanical Engineering skill and repaired
by someone with Basic Mechanics. High-Tech Climbing Equipment
The rise of technology present in the Robotech and Rifts
Helmet – $10-20: Most climbers outdoors use helmets to pro- worlds presents some new and interesting options to our hero
tect themselves from loose rock and debris that can fall as a result climbers. Sadly, these tools do damage the rock, but they add
of other people climbing, wildlife, and the occasional windstorm. the ability to go places no climber could have gone before. These
Helmets also protect you from cracking your skull open in the tools also have some application for battle on the ground and as
event of a fall. tools for other purposes.
Climbing Shoes – $80-150: These are specially made shoes
with very sticky rubber on them. Think anti-skid shoes on ste- Laser Pen/Scalpel: Presented previously in several of the
roids, or racing slick tires but for climbers instead of cars. They books. The size of a pen, and on a high setting, can be used to
are usually made of leather and have very thin soles to allow the drill holes for bolted anchors. It can also be used to “carve” foot-
climber to get his feet into much smaller areas. Note that most holds and handholds by cutting away small chunks of rock. Be
climbers do not walk around with these on, as they won’t last careful disposing of what you cut though; you don’t want to hit
very long as regular shoes (+10% to climb rock). people climbing with you with these chunks. Useful also in creat-
Chalk – $10-30: Powdered chalk that is stored in a small ing items to be thrown down slope at individuals you do not wish
pouch. Climbers’ hands can get very sweaty while climbing, and to have following you.
this helps to soak up the moisture. The potential downside is that Vibro-Piton: This is a Vibro-Knife with a clip-in point for at-
the white from the chalk will give away your trail to trackers tachment to a carabiner. The advantage of this device is it can be
(+5% to climb rock). turned on, plunged it into the rock (no drilling), and then turned
Rope – $150-250: Modern rope is synthetic in construction. It off. If done right, it would then be a solid piece of protective gear
is a central core made of shock absorbing material similar to bun- just like a bolted anchor. It has a sensor that causes two small
gee cord, and an outer sheath to keep it all together. The sheath is hooks to pop out inside the rock just before shut down to make it
abrasion resistant to allow it to pass over rock and ice and through hold tight. Turn on to retract hooks, and remove. Can also be used
carabiners with little if any damage. A good climbing rope can as a weapon: 1D6 M.D.C. damage. 7,500 credits.
last many years if used only for climbing and kept in a dry place Vibro-Climbing Axe: Works the same way as an ice axe and a
when not in use. Vibro-Piton combined – turn on, pray you don’t hit yourself with
it, swing, and turn off. +15% to all climbing. Can also be used
Carabiner – $6-20: This is essentially a loop of metal that is
as a hand to hand weapon: 2D6 M.D.C. (on), 3D6 S.D.C. (off).
spring-loaded, with one side that opens to allow clipping onto a
10,000 credits.
piece of protection or rope.
Vibro-Crampons (pair): Works similarly to a Vibro-Climbing
Axe (+10% to all climbing). Activated by big toe movement –
Modern Climbing Protection pull the toe away to turn on, push the toe in as you are taking a
Cams – $60-120: Mechanical devices that expand inside of step to turn off (2 second delay to allow the blade to plant in the
the crack. They are spring loaded and automatically expand. The rock). The blades are retractable with a small switch on the side
climber has a release that he pulls to cause the device to be place- of the boot. Note: Can be used to add Vibro-Blade damage to any
able and removable as well. This release is attached to the load- kick; 1D6 M.D.C. 12,000 credits.
bearing structure but it is tripped only by manual intervention. Robot-Climbing Kit: A set of Vibro-Climbing Axes and Vi-
Bolted Anchors – $10: If you have ever used drywall anchors, bro-Crampons to allow up to a 15 ton robot to climb in any rock
you will understand the principle behind these. You drill a hole, conditions. Of course, these are sized to fit a giant robot, thus they
put this in and tighten the bolt. The bolt has a sheath around it that do 3D6 M.D.C. and 2D6 M.D.C. respectively. 50,000 credits.
expands as the bolt is tightened. Most people who use these leave
them in place for future use.
Quick Draws – $12-20: Two carabiners attached to each other
Potential Skill Penalties
by a short amount of rope or strap (two to twelve inches/5-30
cm). Climbers do not attach their rope directly to the protection.
Assessed in Climbing:
Instead what they do is attach a speed clip to the device and then “Dirty Rock”: -10% to -30%, depending on how much loose
clip their rope into that. Protective devices such as cams, nuts, material such as dirt, gravel, or moss is present in the climbing
and bolts can cost big money. Quick Draws are cheap. As rope area on the rock.
moves through somewhere, it causes friction and thus a removal Wet Rock: -20% to -50%, depending on how wet the rock is
of metal over time. It is much cheaper to replace the speed clip at (moist from dew as opposed to having running water across it).
a cost of a few dollars than it is to replace the protection device, Improper Equipment such as tennis shoes and using nails for
which could cost 20 to 100 dollars. pitons: – 10% to -30%.
Ascenders - $60-80: Devices that grip the rope, and allow one Climbing Ice: -30%.
to climb the rope instead of the rock or a tree. Lead Climbing: -10%.

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Self Belay: -10%. It is possible to climb alone and to protect Climbing Professional (spend two skill slots, only one may be
yourself while doing so. However, this requires twice as much a Secondary Skill): These are people specially trained in climb-
climbing, and thus twice as many skill rolls. ing and it is usually a key part of their job - climbing guide in-
structors, climbing guide service owners, high angle rescue team

Climbing Skill Levels members, motion picture stunt coordinators, Mountain Offensive
Squad, climbing competition contestants, etc. Attribute Bonuses:
Secondary Skill: The hobbyist. These people predominately +3 to P.S., +3 to P.E. Base Skill: 50% +5% per level. Special
climb 2 to 50 times a year. They are often self-taught. Attribute Climbing Bonuses: No penalty for lead climbing or self belay-
Bonuses: +1 to P.S., +1 to P.E. Base Skill: 30% +5% per level. ing. Additionally, they add +10% to the Climbing skills of party
O.C.C., O.C.C. Related, M.O.S. or Scholastic Skill: These are members of lesser skill levels to themselves, because they are
people who climb or rappel as a part of their jobs - utility line- able to instruct people on the best places to put hands and feet as
men, motion picture stuntmen, climbing guides, Special Forces, they climb.
Marine Recon, firefighters, SWAT team members, etc. They General Athletics or Aerobic Athletics (Climbing): It is not
often attend a school as a part of their work to learn climbing uncommon for climbers to spend many hours climbing for sport
techniques. Attribute Bonuses: +2 to P.S., +2 to P.E. Base Skill: and to build muscle and speed in their climbing. Bonus: +5% to
40% +5% per level. Special Climbing Bonus: No penalty for lead Climbing skill for each skill slot used in this fashion. This is in
climbing. addition to the physical attribute bonuses listed in each skill de-
scription within the rule books.

Castle Sturmgard
Optional Material for the Palladium Fantasy RPG®
By Michael Long
Castle Sturmgard is a Game Master aid that maps out and The castle and city have a total population of 10,668 inhabit-
provides information on a medieval castle and walled city. The ants. There are 4,696 castle-dwellers and 5,972 city-dwellers. In
castle is known as Sturmgard and the city as Caldorne. This set- the city there are nearly 2,400 officers and soldiers and nearly
ting can be used in any fantasy role-playing game and in any part 3,700 civilians and city-dwellers. Castle Sturmgard has a total
of your campaign world. Caldorne is an average medieval walled of nearly 4,000 officers and soldiers, and about 700 civilians of
city commanded by a large and powerful castle that overlooks it. various ranks.
The city is located in the forested foothills on the outskirts of a
huge forest. It lies on a busy trade route between the wilderness Of the entire population of the city and the castle, there are:
and the civilized kingdoms. Although Caldorne is a civilized city, 2,840 Archers 265 Sergeants
its proximity to the wilderness gives it a wild, border-town feel. 827 Halberdiers 102 Lieutenants
Sturmgard, or “storm castle,” was built many centuries ago 635 Pikemen 58 Captains
by a Knight named Agimar. It started as a small motte and bailey 500 Horsemen 22 Lord-Captains
castle on a spot overlooking the Dorne River. Over the years, 425 Horse-Archers 11 Captains-General
the castle grew and many successive rulers added to the existing 240 Knights & Paladins 6 Generals
castle, creating the mighty stone fortress that now stands. During 130 Crossbowmen 3 Castellans
these years, a small village blossomed at the foot of the castle 76 Men-at-Arms 1 Seneschal
walls; villagers and freedmen seeking the protection from the 72 Royal Guardsmen 1 Marshal
lord of the castle from marauding bands of Orcs, Goblins and 50 Rangers 1 High-Marshal
Trolls. As the village grew into a city, its name changed from 50 Spearmen 1 Lord-Marshal
Valdorne (“the valley of the Dorne”) to Caldorne.
Caldorne is made up of four quarters: the Merchant Quarter, the For a grand total of 6,316 soldiers and officers.
Town Quarter, the Traveler’s Quarter and the Temple Quarter. The
city is made up of 485 buildings and other structures. These include:
2,665 Townspeople & Servants 25 Nobles & Dignitaries
130 Houses 12 Temples 970 Clergy & Healers 22 Temple Guards
93 Merchant Shops 9 Wall Towers 576 Artisans & Craftsmen 6 Wizards
83 Artisan Shops 8 Guildhalls 348 Merchants 6 Non-Military Sergeants
50 Craftsman Shops 3 City Gatehouse/Barbicans 30 Tower Guards 4 Non-Military Captains
29 Warehouses & Granaries 2 Shrines
For a grand total of 4,652 civilians.
26 Stables 1 Preceptory
23 Taverns & Inns 1 Monastery
14 Brothels 1 Castle
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The City of Caldorne #3-29 – Houses: These structures are two-story, three bed-
room houses that are inhabited by six townspeople each.
#30-31 – Artisan Shops: These structures are three-story,
three bedroom houses and workshops that are inhabited by an
Map 1 – Northwestern Caldorne artisan and five townspeople each.
Map 1 is comprised of the Town Quarter, which is located in #32-35 – Merchant Shops: These structures are three-story,
northwestern and north-central Caldorne, north and west of the three bedroom houses and stores that are inhabited by a merchant
Dorne River. and five townspeople each.
#36 – Castle – White Hall: Also called the Lower Hall.
#1-2 – Stables: These structures are two-story stables with #37 – Castle – The Temple of Ra: A large Temple of Light
approximately 100 stalls in each and are capable of holding 300 where weddings, church services, and all religious ceremonies
horses each. The second floor contains areas for storage, hay, within the castle are held.
wheat and rooms for the workers. Each stable is inhabited by 8 #38 – Castle – The Rock of Tiras: The Stronghold and Bar-
townspeople, one or more of whom are grooms, ostlers or stable- racks.
hands.
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#39 – Castle – Sturmgard, The Great Keep: The original #43 – The Outer Moat: This moat surrounds the entire city.
keep constructed by Agimar centuries ago, still the heart of the Its waters move very slowly, but steadily, as it is constantly re-
castle as it is today. plenished by the Dorne River, coming in from the hills to the
#40 – Castle – The Iron Gates: The Gatehouse and Barbican. west and running away to the east.
#41 – Castle – Courtyard: A large field used for training and #44 – Town Walls: The walls of the city are between 50 and
assembly of soldiers, as well as the occasional parade, festival 75 feet (15-23 m) wide in spots and ring the city. They are topped
and other gatherings. with a battlemented walkway that is connected by the Wall Tow-
#42 – The Inner Moat: The Dorne River is partially diverted ers and the three City Gatehouse/Barbicans. Each Tower and
to fill this moat separating the castle from the city. The moat’s Gatehouse mans their wall section with a total of 50 wandering
waters are relatively still, moving just enough to keep it from Archers who keep watch for invaders. The walls are manned by
becoming stagnant. a total of 600 soldiers.

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Map 1 & 2 – Castle Sturmgard
See the following section for detailed maps and information
on Castle Sturmgard.

#45 – Wall Towers: The city of Caldorne is defended by nine #97 – Castle – Aesgard Tower.
five-story Wall Towers in addition to the three Gatehouses/Barbi- #98 – Castle – Griffon Tower.
cans and Castle Sturmgard. Each tower is armed with 3 catapults #99 – Castle – The Rock of Valdara: Also called the Upper
and 6 ballistae on the upper battlements. Each of the towers is Hall and Stronghold.
manned by 150 Archers and 6 Sergeants. Three have 2 Lieuten- #100 – Castle – Courtyard: A large field used for training
ants, 1 Captain and 1 Captain-General as well, while six have 3 and assembly of soldiers and exercising of horses, as well as the
Lieutenants, 2 Captains and 1 Lord-Captain. One of the Tow- occasional parade, festival and other gatherings.
ers (the first one south of the Eastern Gatehouse/Barbican) is the #101 – Castle – Stables.
Garrison Headquarters and is home to a General as well. #102 – The Isle of Justice: This small, treeless islet lies in the
middle of the Dorne River. It is used for ceremonial occasions,
Map 2 – Northern-Central Caldorne trials, executions and important announcements. The island is
also used by those who wish to settle a wrong by way of duel. A
Map 2 is comprised of the Town Quarter, which is located in small ferry and dock connect the island with the city itself.
northwestern and north-central Caldorne, north and west of the #202 – The Dorne River: The Dorne River passes through the
Dorne River. It is also made up of the Warehouse District of the heart of Caldorne, and is partially diverted to fill both the Inner
Traveler’s Quarter, which lies east of the Dorne River and north Moat (#42) that surrounds Castle Sturmgard, and the Outer Moat
of Templar Road. (#43) surrounding the city. The Dorne also separates the Town
#46-68 – Houses (see Map 1 description). Quarter from the rest of the city. The river is kept fairly clean and
#69-70 – Artisan Shops (see Map 1 description). is a good source of fishing for the townspeople.
#71 – Craftsman Shop: This structure is a three-story, three
bedroom house and workshop that is inhabited by a craftsman Map 3 – Northeastern Caldorne
and five townspeople.
#72-77 – Merchant Shops (see Map 1 description). Map 3 is comprised of the Traveler’s Quarter in northeastern
#78-91 – Warehouses/Granaries: These structures are two- and eastern Caldorne. It lies east of the Dorne River and north of
story warehouses and Granaries. Each is inhabited by a ware- Templar Road. The area north of Bronze Road is known as the
houseman (merchant) and 3 laborers (townspeople). Warehouse District.
#92-93 – Taverns & Inns: These structures are Taverns or #103-118 – Warehouses & Granaries (see Map 2 descrip-
Inns. Each is three or four stories tall, the smallest are three and tion).
the largest are four. Each can hold up to 60-100 travelers, while #119 – Artisan Shop (see Map 1 description).
some of the very biggest ones can hold up to 140. Each Tavern #120 – Merchant Shop (see Map 1 description).
or Inn is inhabited by a Taverner or Innkeeper (merchant) and 7 #45 – Wall Towers (2) (see Map 1 description).
bar-wenches/townspeople.
#92 – The Everful Flagon.
#93 – The Drunken Wench.
Map 4 – Western Caldorne
#94 – Castle – Artisan’s Hall: Also called the Smith’s Forge. Map 4 is comprised of the Town Quarter, which is located in
#95 – Castle – Tower of Thul: Also called the Wizard’s northwestern and north-central Caldorne, north and west of the
Tower. Dorne River. It is also made up of the Merchant Quarter, which
#96 – Castle – Valkyrie Tower. lies in western, central, southwestern and south-central Caldorne.
It lies south of the Dorne River, and west of Artisan Street.
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#121-167 – Houses (see Map 1 description). a Lord-Captain. One of the three (the southern Lion’s Gate) is
#168-174 and 372 Artisan Shops (see Map 1 description). the Headquarters and also has a Captain-General, a General and
#175-176 and 373 Craftsman Shops (see Map 2 descrip- a Castellan. The inner gates and the outer gates are defended by
tion). 20 soldiers each and there are always 70 soldiers standing watch
#177-187 – Merchant Shops (see Map 1 description). on the battlements.
#188-194 – Stables (see Map 1 description). #202 – The Dorne River: The Dorne River runs through the
#195-197 – Taverns & Inns (see Map 2 description). heart of Caldorne, flowing out of the foothills to the west of the
#195 – The Weary Warrior. city, and is partially diverted to fill the Inner (#42) and Outer
#196 – The Cat and the Fat Rat. (#43) Moats. It also separates the Town Quarter from the rest of
#197 – Raven’s Roost. the city. The river is kept very clean and is a good source of fish-
#198 – Brothel: These structures are three-story, multi- ing for the townspeople.
roomed brothels. Each is inhabited by a Madame (merchant) and #45 – Wall Tower (1) (see Map 1 description).
9 prostitutes (townspeople).
#198 – The Willing Wench.
#199-200 – Temples: These medium and large structures are
Map 5 – Central Caldorne
tall and magnificent Temples and/or Temple complexes. Each is Map 5 is comprised of all of the city’s Quarters. The Town
inhabited by 10 Priests and 40 Warrior Monks (townspeople). Quarter is located in northwestern, north-central, western and
#199 – Temple of Vald-Tegor, Lord of the Undead. central Caldorne, north and west of the Dorne River. The Mer-
#200 – Temple of Ra, Lord of Light. chant Quarter lies in western, central, southwestern and south-
#201 – Dragon’s Gate – Western Gatehouse & Barbican: central Caldorne. It lies south of the Dorne River, and west of
This large, two-towered, five-story structure contains the mighty Artisan Street. The Temple Quarter lies in central, eastern and
gates of the western part of Caldorne. Each tower is armed with southeastern Caldorne, east of Artisan Street and south of Tem-
seven catapults and 16 ballistae on the upper battlements. Each plar Road. The Traveler’s Quarter lies in north-central, northeast-
of the three Gatehouses/Barbicans are manned with 150 Archers, ern, central and eastern Caldorne, east of the Artisan Street and
100 Horse-Archers, 10 Sergeants, 5 Lieutenants, 2 Captains and the Dorne River and north of Templar Road.
#203-234 – Houses (see Map 1 description).
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#235-254 – Artisan Shops (see Map 1 description). #308 – Stable (see Map 1 description).
#255-275 – Craftsman Shops (see Map 2 description). #309-312 – Brothels (see Map 4 description).
#276-303 – Merchant Shops (see Map 1 description). #309 – The Brazen Minx.
#304-307 – Taverns & Inns (see Map 2 description). #310 – The Tasty Trollop.
#304 – The Crimson Jester. #311 – Ye Olde Cathouse.
#305 – The Paladin’s Prayer. #312 – The Rose Petal and the Courtesan.
#306 – The Broken Helm. #313-316 – Guildhalls: These large, four-story structures are
#307 – The Grinning Goblin. guildhalls. There are eight in the city that are available to those
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of that guild with no other place to live or for traveling guild- Map 6 – Eastern Caldorne
members to rest on their journey. The guilds are the Artisans’
Guild, the Craftsmen’s Guild, the Entertainers & Performers’ Map 6 is comprised of the Temple Quarter, which lies in cen-
Guild, the Merchants’ Guild, the Wizards’ Guild, the Warriors’ tral, eastern and southeastern Caldorne, east of Artisan Street and
Guild, the Clergy’s Guild, and the Thieves’ Guild. Each of the south of Templar Road. The Traveler’s Quarter lies in north-cen-
guilds is inhabited by 25 members of that particular social class. tral, northeastern, central and eastern Caldorne, east of Artisan
The guildhalls can accommodate up to 125 total people. Street and the Dorne River and north of Templar Road.

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#317-326 – Stables (see Map 1 description). #331 – The Temple of the Seven Waters.
#327-336 – Temples (see Map 4 description). #332 – The Temple of Belimar.
#327 – The Temple of Aco and the Juggernaut. #333 – The Temple of Darkness.
#328 – The Temple of Od. #334 – The Temple of Dragonwright.
#329 – The Temple of Algor, the Sea God. #335 – The Temple of Thoth.
#330 – The Temple of Light. #336 – The Temple of Isis.

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#337-341 – Taverns & Inns (see Map 2 description). #349-352 – Guildhalls (see Map 4 description).
#337 – Wayfarer’s Rest. #353 – The Preceptory of the Golden Knights: This large
#338 – The Golden Dragon. imposing three-story Temple complex is the Preceptory of the
#339 – The Black Arrow. Golden Knights, a religious order of Knights, Priests, Monks
#340 – The Hammer and the Forge. and Paladins dedicated to the Gods of Light and the destruction
#341 – The Red Lion. of evil. The Preceptory is inhabited by 5 Priests and 95 Warrior
#342-343 – Shrines: These structures are smaller versions of Monks (Holy Brothers), as well as 92 Knights and 8 Paladins
Temples. They are less magnificent and smaller in stature. Each (Sword Brothers). There are also 4 non-military Sergeants and
is inhabited by 3 Priests and 10 Monks. 2 non-military Captains. The holy order is well respected in the
#342 – Shrine of Osiris, the Lawgiver. town and helps to maintain order in the city.
#343 – Shrine of Set, Lord of Darkness. #354 – The Monastery of the Healing Hand: This large five-
#344-348 – Brothels (see Map 4 description). story Temple complex is the Monastery of the Healing Hand, a
#344 – The Scarlet House. religious order dedicated to the gods and goddesses of healing
#345 – The Shameless Hussy. and the healing of the sick. Their Monastery is used as a sort of
#346 – The Saucy Strumpet. hospital or infirmary for the city. The Monastery is inhabited by
#347 – The Cheery Tart. 200 Monks and Psi-Healers. The Holy Order is well-loved by the
#348 – The Cheeky Tramp. townspeople because of their gentleness and compassion.

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#355 – King’s Gate – Eastern Gatehouse & Barbican (see #379-392 – Merchant Shops (see Map 1 description).
Map 4 description). #393-394 – Stables (See Map 1 description).
#45 – Wall Towers (2) (see Map 1 description). #395 – Brothel (see Map 4 description).
#395 – The Harlot’s Bed.
Map 7 – Southwestern Caldorne #396 – Tavern (see Map 2 description).
#396 – The Knight’s Quest.
Map 7 is comprised entirely of the Merchant Quarter, which #45 – Wall Towers (2) (see Map 1 description).
lies in western, central, southwestern and south-central Caldorne.
It lies south of the Dorne River, and west of Artisan Street.
Map 8 – South-central Caldorne
#356-361 – Houses (see Map 1 description).
#362-371 – Artisan Shops (see Map 1 description). Map 8 is comprised of the Merchant Quarter, which lies in
#374-378 – Craftsman Shops (see Map 2 description). western, central, southwestern and south-central Caldorne. It

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Map 9 – Southeastern Caldorne
Map 9 is comprised entirely of the Temple Quarter, which
lies in central, eastern and southeastern Caldorne, east of Artisan
Street and south of Templar Road.
#499 – Tavern (see Map 2 description).
#499 – The Frosty Mug.
#500-504 – Artisan Shops (see Map 1 description).
#505-506 – Craftsman Shops (see Map 2 description).
#507-509 – Merchant Shops (see Map 1 description).
#45 – Wall Tower (1) (see Map 1 description).

The Army of Caldorne


Type of Unit Number Number of men Commander

Army 1 6,400 Lord-Marshal/High-Marshal


Legion 5 1,280 Marshal/Seneschal/3 Castellans
War-Company 10 640 5 Generals/5 Captains-General
War-Lance 20 320 20 Lord-Captains
Lance 80 80 80 Captains
War-Band 320 20 80 Lieutenants/240 Sergeants

Legion I – Legion of Valdara (Castle Sturmgard)


Legion II – Legion of Tiras (Castle Sturmgard)
Legion III – The Iron Legion (Castle Sturmgard) – The
Iron Guard
Legion IV – Eastern Legion (Caldorne) – The Lion Guard
Legion V – Southern Legion (Caldorne) – The Dragon
Guard

The Streets of Caldorne


There are thirteen streets in the city of Caldorne. Each of the
streets is paved with cobblestone and lined with tall street lan-
terns that are lit every night at dusk. The streets are 50 feet (15.2
m) wide and are generally lined with plenty of small hardwood
lies south of the Dorne River, and west of Artisan Street. It also trees such as dogwoods, pears and cherries. The streets are kept
contains the Temple Quarter, which lies in central, eastern and clean and the gutters are washed daily. The sewer system of the
southeastern Caldorne, east of Artisan Street and south of Temple city follows the pattern of the main thoroughfares.
Road.
Artisan Street (North-south, Maps 2, 5 and 8. Middle Caldorne.
#397-430 – Artisan Shops (see Map 1 description). Separates the Traveler’s Quarter from the Town Quarter and
#431-448 – Craftsman Shops (see Map 2 description). the Temple Quarter from the Merchant Quarter.)
#449-479 – Merchant Shops (see Map 1 description). Castle Street (East-west, Maps 1, 2 and 3, crossing the Dorne
#480-485 – Houses (see Map 1 description). River at Castlebridge. North Caldorne.)
#486-489 – Stables (see Map 1 description). Gold Street (North-south, Maps 1and 4, crossing the Dorne River
#490-494 – Taverns & Inns (see Map 2 description). at Goldbridge. Western Caldorne.)
#490 – The Giant and the Drunken Dwarf. King’s Street (East-west, Maps 5 and 6, crossing the Dorne River
#491 – The Silver Tankard. at Kingsbridge. Central and eastern Caldorne.)
#492 – The Merry Minstrel. Mercer Street (East-west, Maps 7, 8 and 9. Southern Caldorne.)
#493 – The Crimson Queen. Oak Street (East-west, Maps 4, 5 and 6, crossing the Dorne River
#494 – The Blue Bull. at Oakbridge. Central Caldorne.)
#495-497 – Brothels (see Map 4 description). Silver Street (North-south, Maps 1, 4 and 7, crossing the Dorne
#497 – The Preening Paramour. River at Silverbridge. Western Caldorne.)
#498 – The Red Door. Smith’s Street (East-west, Maps 4, 5 and 6. Central Caldorne.)
#498 – Lion’s Gate – Southern Gatehouse & Barbican (see Street of Dragons (East-west, Maps 4, 5 and 6. Central Caldorne.
Map 4 description). Leads into the city through the Western Gates.)

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Street of Lions (North-south, Maps 2, 5 and 8, crossing the Dorne Gold Square (Map 8 – South-central Caldorne.)
River at Lionsbridge. Middle Caldorne. Leads into the city North Square (Map 1 – Northwestern Caldorne.)
through the Southern Gates.) Silver Square (Map 8 – South-central Caldorne.)
Street of the Gods (North-south, Maps 3 and 6. Eastern Caldorne.) South Square (Map 8 – South-central Caldorne.)
Wall Street (North-south, Map 7. Western Caldorne.) Wall Square (Map 8 – South-central Caldorne.)
White Street (East-west, Maps 7 and 8. Southern and western West Square (Map 4 – Western Caldorne.)
Caldorne.) White Square (Map 5 – Central Caldorne.)

The Roads of Caldorne The Parks of Caldorne


There are twenty-four roads in the city of Caldorne. Each of There are five main parks in the city although there are many
the roads is paved with cobblestone and lined with tall street lan- open areas that could be considered to be park-like environments.
terns that are lit every night at dusk. The roads are 25 feet (7.6 m) Each of the parks contains plenty of flowers and trees and are ex-
wide and are generally lined with plenty of small hardwood trees cellent places for the townspeople to meet and just relax.
as the streets are. The roads are kept fairly clean and the gutters Grand Park (Map 5 – Central Caldorne): A beautiful park
are washed every several days. filled with flowering pear, dogwood and cherry trees.
Acolyte Road – (East-west, Maps 4, 5 and 6. Central Caldorne.) Greenbriar Park (Map 8 – South-central Caldorne): An area
Ale Road (East-west, Maps 7, 8 and 9. Southern Caldorne.) of trellises, briars and ivy.
Birch Road (East-west, Map 4. Western Caldorne.) Marketplace Park (Map 5 – Central Caldorne): A large area
Broad Road (East-west, Maps 7, 8 and 9. Southern Caldorne.) where vendors, traders and caravaneers hawk their wares. A ba-
Bronze Road (East-west, Maps 1, 2 and 3. Northern Caldorne.) zaar.
Copper Road (East-west, Maps 1, 2 and 3. Northern Caldorne.) Rose Park (Map 4 – Western Caldorne): A beautiful garden
Crafter’s Road (North-south, Maps 4 and 7. Western Caldorne.) park with thousands of different colored roses.
Elm Road (East-west, Maps 4 and 5. Western Caldorne.) South Park (Map 8 – South-central Caldorne): Another park
Forge Road (North-south, Maps 2 and 5. Northern Caldorne.) filled with flowering pear and cherry trees.
Grain Road (East-west, Maps 2 and 3. Northeastern Caldorne.)
Guild Road (East-west, Maps 5 and 6. Eastern Caldorne.)
Iron Road (North-south, Maps 2, 5 and 8. Middle Caldorne.)
North Road (North-south, Maps 1 and 4. Northwestern Caldorne.)
Castle Sturmgard
Park Road (North-south, Maps 5 and 8. Middle Caldorne.)
River Road (East-west, Maps 4 and 5. Western Caldorne.) White Hall
Road of Delights (North-south, Maps 3, 6 and 9. Eastern Cal-
dorne.) The Lower Hall
South Road (North-south, Maps 4 and 7. Southwestern Caldorne.)
Stallion Road (North-south, Maps 1 and 4. Northwestern Cal-
dorne.)
Templar Road (East-west, Maps 5 and 6. Eastern Caldorne. Sepa-
rates the Traveler’s Quarter from the Temple Quarter.)
Temple Road (North-south, Maps 3 and 6. Eastern Caldorne.)
Tiras Road (East-west, Map 1. Northwestern Caldorne.)
Warehouse Road (North-south, Map 2. North-central Caldorne.)
Western Road (North-south, Maps 4 and 7. Western Caldorne.)
Wine Road (East-west, Maps 7, 8 and 9. Southern Caldorne.)

The Alleys of Caldorne


There are some seventy-five unnamed alleys in the city of Cal- Ground Floor/1st Floor
dorne. Each of the alleys is paved with loose dirt and gravel and is #1 and 4 – Guard Room: Each of the Guard Rooms are oc-
between 5 and 10 feet (1.5-3 m) wide, and they are rarely well-lit cupied by 10 Men-at-Arms and a Sergeant.
if at all. The alleys are usually cleaned only once every month and #2 – Armory: The Armory contains 500 weapons, 100 suits of
remain cluttered with trash and refuse in-between. armor, and is guarded by 2 Men-at-Arms.
#3 – Entry Hall: 2 Men-at-Arms stand guard at the entrance.
The Town Squares of Caldorne #5 – Smith’s Quarters: This room is occupied by an armorer,
There are a total of twenty-one town squares in the city. Many a weaponsmith and their 3 apprentices.
are simple courtyards where four buildings have some space in #6 – Smithy: This is the smithy of White Hall.
their center. Most of these squares are filled with statues and #7 – Dining Hall: This is the lower Dining Hall of White Hall.
fountains as well as gardens and well-kept trees. The following #8 – Kitchens: This is the lower or Main kitchen of White
are the better known and named ones: Hall. It is occupied by 3 cooks.
#9 – Pantry/Larder: This room contains foodstuffs.
Black Square (Map 5 – Central Caldorne.)
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#27 – Battlements: Each of the two towers are armed with
two catapults and two ballistae. 25 Men-at-Arms stand guard
duty at any given time on the battlements.

The Smith’s Forge


Artisan’s Hall
2nd Floor
#10 and 13 – Guard Room: Each of the Guard Rooms is oc-
cupied by 10 Men-at-Arms and a Sergeant.
#11 – Kitchen/Pantry: This is the upper kitchen and a small
pantry for foodstuffs as well. It is occupied by 2 cooks.
#12 – Dining Hall: This is the upper Dining Hall of White
Hall.
#14 – Barracks: The barracks of White Hall are occupied by
20 Halberdiers and a Sergeant.
#15 – Archer’s Gallery: This corridor is dotted with arrow
Ground Floor/1st Floor
loops for archers to fire from. #1 – Tanners’ Quarters: This room is occupied by 2 tanners
and their 3 apprentices.
#2 – Tannery: This is the tannery of the castle.
#3 – Dried Meat Storage: This room contains dried food-
stuffs.
#4 – Salted Meat Storage: This room contains salted food-
stuffs. It is guarded by 2 Men-at-Arms.
#5 – Cured Meat Storage: This room contains cured food-
stuffs.
#6 – Leatherworkers’ Quarters: This is the quarters of the
3rd Floor Leatherworkers and their apprentices.
#7 – Leatherworkers’ Shop: This room is the leatherwork-
#16 – Chamberlain’s Room: This is the room of the Cham-
ers’ shop of the castle. It is occupied by 2 leatherworkers and
berlain of the Castle.
their 3 apprentices.
#17 – Maids’ Dormitory: This large common room is the
#8 – Leather Goods Storage: This is the storage room for
dormitory of White Hall’s 10 maids.
leather goods.
#18 – Steward’s Room: This is the room of the Steward of
#9 – Flour & Meal Storage: This room contains flour, sugar
the Castle.
and meal.
#19 – Herald’s Room: This is the room of the castle’s Herald.
#10 – Dried Fruits & Vegetables Storage: This room cona-
#20 – Officers’ Quarters: This room is occupied by 3 Lieu-
tins dried fruit and vegetables.
tenants.
#11 and 12 – Granary: Each granary contains wheat and oth-
#21 – Officers’ Quarters: This room is occupied by 2 Cap-
er grains. Each is guarded by 2 Men-at-Arms.
tains.
#13 – Shoemakers’ Quarters: This room is the quarters of
#22 – Lord-Captain’s Room: This is the room of the Lord-
the shoemakers. it is occupied by 3 shoemakers and their 3 ap-
Captain in command of White Hall.
prentices.
#23 – Armory: The Armory contains 500 weapons, 100 suits
#14 – Shoe & Boot Storage: This room is the storage room
of armor and is guarded by 2 Men-at-Arms.
for shoes and boots. It is occupied by 2 apprentices.
#24 and 25 – Women’s Dormitory: These large common
#15 – Cobbler’s Shop: This room is the cobbler’s shop of the
rooms are the dormitories of White Hall’s 25 ladies (each).
castle.
#16 – Pottery: This room is the pottery of the castle. It is oc-
cupied by a potter, a basket-weaver and their 2 apprentices.
#17 – Carpenters’ Quarters: This room is the quarters of
the castle’s carpenters and furniture makers. It is occupied by the
Master Carpenter, 4 carpenters and 2 furniture makers.
#18 – Pottery Storage: This is the storage room for crockery
and pottery.
#19 – Potters’ Quarters: This room is the quarters of the pot-
ters and weavers. It is occupied a potter and his 2 apprentices.
4th Floor/Battlements #20 – Carner’s Room: This is the room of the castle’s Carner
#26 – Stairs to the Battlements. (grain master).

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#43 – Ironsmiths’ Quarters: This room is occupied by 3
blacksmiths, a tinsmith, a bronzesmith, and 2 coppersmiths.
#44 – Gold & Silver Smithy: This smithy is used by the hall’s
gold and silver smiths.
#45 – Goldsmith/Silversmith’s Quarters: This room is oc-
cupied by the hall’s goldsmith and silversmith.
#46 – Bowyers’ Shop: This room is the workshop of the hall’s
bowyers and fletchers.
#47 – Bowyers’ Quarters: This room is the quarters of the
2nd Floor hall’s bowyers and fletchers. It is occupied by 3 bowyers, 4
#21 and 22 – Butchers’ Room: Each of these rooms are the fletchers and their 5 apprentices.
quarters of the butchers. #22 is occupied by 6 butchers. #48 – Coopery: This room is the workshop of the hall’s coo-
#23 and 24 – Fresh Meat Cooler: Each of these rooms is con- pers.
nected to the dungeons by a vent-shaft that brings cool air from #49 – Jewelers’ Quarters: This room is occupied by a jew-
below. Meat is stored here for the castle. eler, a gemsmith, a lapidary and their 2 apprentices.
#25 – Dried Meat Storage: This room contains dried food- #50 – Glaziers’ Quarters: This room is the quarters of the
stuffs. hall’s glaziers and glassblowers. It is occupied by 2 glaziers and
#26 – Salted Meat Storage: This room contains salted food- 4 glassblowers.
stuffs. It is guarded by 2 Men-at-Arms. #51 – Coopers’ Quarters: This room is occupied by the hall’s
#27 – Cured Meat Storage: This room contains cured food- 5 coopers.
stuffs. #52 – Barrel Storage: This room is the storage room for the
#28 – Flour & Meal Storage: This room contains flour, sugar barrels, kegs and casks made by the coopers.
and meal.
#29 – Dried Fruit & Vegetable Storage: This room contains
dried fruit and vegetables.
#30 and 31 – Granary: Each granary contains wheat and oth-
er grains. Each is guarded by 2 Men-at-Arms.
#32 – Bakery: This is the bakery. It is occupied by 3 bakers.
#33 – Kitchen: This is the kitchen of Artisan’s Hall. It is oc-
cupied by 3 cooks.
#34 – Bakers’ Quarters: This room is the quarters of the bak-
ers. It is occupied by 3 bakers.
#35 – Pastelers’ Quarters: This room is the quarters of the
4th Floor
pastelers (pastry cooks). It is occupied by 4 pastry cooks. #53 – Master Engineer’s Room: This is the room of the cas-
#36 and 37 – Cooks’ Quarters: These rooms are the quarters tle’s Master Engineer, who builds and maintains the siege weap-
of the hall’s cooks. #36 is occupied by 2 cooks and #37 by 3 ons, ballistae and catapults of the city and castle.
cooks. #54 – Master Architect’s Room: This is the room of the cas-
tle’s Master Architect.
#55 – Storeroom: This is a storeroom that contains lighting
equipment, oil and other domestic supplies.
#56 – Granary: This room is a granary. It contains wheat and
other grains.
#57 – Bards’ Quarters: This room is occupied by a Master
Bard, 2 minstrels and a troubadour.
#58 – Chandlers’ Quarters: This room is occupied by the
hall’s 4 chandlers (candle makers).
3rd Floor #59 – Chandlery: This room is the workshop of the candle-
#38 – Wrights’ Quarters: This room is the quarters of the makers. It is occupied by a chandler and 5 apprentices.
wrights of the castle. It is occupied by a cartwright, a wheel- #60 – Candle & Oil Storage: This cool room is used to store
wright, a wainwright and their three artificer/apprentices. lamp oil and candles, as well as lanterns and torches.
#39 – Weaponsmithy: This room is a smithy dedicated en- #61 – Performers’ Quarters: This room is occupied by the
tirely to manufacturing and repairing weapons. Jester, 2 jugglers and 5 actors/acrobats/dancers.
#40 – Smiths’ Quarters: This room is the quarters of the #62 – Tailors’ Shop: This room is the workshop of the hall’s
hall’s smiths. It is occupied by an armorer, 3 weaponsmiths and tailors and clothiers.
their 5 apprentices. #63 – Tailors’ Quarters: This room is occupied by 3 tailors,
#41 – Armory: This is the armory of the hall. It contains 500 a furrier and a dyer.
weapons and 100 suits of armor. It is guarded by 4 Men-at-Arms #64 – Laundresses’ Quarters: This room is the quarters of
and their Sergeant. the hall’s 4 laundresses.
#42 – Ironsmithy: This smithy is used by blacksmiths and #65 – Laundry Room: This room is used by the laundresses
other non-armor or weaponsmiths. to wash clothing.
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#66 and 67 – Maids’ Dormitory: These large common rooms
are the dormitories of the hall’s 20 maids (each).

5th Floor/Battlements #10 – Grooms’ Quarters: This room is occupied by 10 horse


#26 – Stairs to the Battlements. grooms.
#27 – Battlements: The tower is equipped with two catapults #11 – Middle Stables: This is the primary middle stables. It
and four ballistae. 15 Men-at-Arms stand guard duty at any given contains 26 stalls that are capable of holding up to 80 horses.
time on the battlements.

The Stables
The Castle Stables

3rd Floor
#12 – Upper Stables: This is the forward section of the upper
stables. It contains 7 stalls that are capable of holding up to 20
horses.
#13 – Grooms’ Quarters: This room is occupied by 10 horse
grooms.
Ground Floor/1st Floor #14 – Upper Stables: This is the primary upper stables. It
#1 – Guard Room: The Guard Room is occupied by 10 Men- contains 26 stalls that are capable of holding up to 80 horses.
at-Arms and a Sergeant.
#2 – Ostlers’ Quarters: This room is the quarters of the sta-
ble’s 4 ostlers.
#3 – Saddle & Harness Storage: This room is used to store
the saddles, bits and bridles, and tack and harness of the stable’s
horses.
#4 – Kennel: This room is a kennel. It is occupied by 10 large
dogs (German Shepherds), 15 medium dogs (Greyhounds) and
15 small dogs (Beagles).
#5 – Houndsmen’s Quarters: This room is occupied by the
kennel master and 5 houndsmen.
#6 – Farriers’ Quarters: This room is occupied by 2 black-
smiths, 3 farriers and their 5 apprentices.
#7 – Grooms’ Quarters: This room is occupied by 10 horse
grooms. 4th Floor/Battlements
#8 – Lower Stables: This is the lower stables. It contains 23
#26 – Stairs to the Battlements.
stalls that are capable of holding up to 70 horses.
#27 – Battlements: The tower is equipped with two catapults
2nd Floor and four ballistae. 15 Men-at-Arms stand guard duty at any given
time on the battlements.
#9 – Middle Stables: This is the forward section of the middle
stables. It contains 7 stalls that are capable of holding up to 20
horses.

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#16 – Bowyers’ Shop: This room is the workshop of the hall’s
bowyers and fletchers.
#17 – Bowyers’ Quarters: This room is the quarters of the
barbican’s bowyers and fletchers. It is occupied by 2 bowyers, 3
fletchers and their 2 apprentices.
#18 – Leather Workers’ Shop: This room is the leather
workers’ shop of the barbican.
#19 – Leather Workers’ Quarters: This is the quarters of the
2 leather workers and their 3 apprentices.
#20 – Archers’ Gallery: This corridor is dotted with arrow
loops for archers to fire from.
#21 – Guard Room: This Guard Room is occupied by 10 Hal-
berdiers and a Sergeant.

The Iron Gates of Sturmgard


Gatehouse & Barbican
Ground Floor/1st Floor
#1 – Main Gates: The main gates are protected by a draw-
bridge, and an iron-bound door that is a foot (0.3 m) thick. It
is further protected by an iron grate and then a portcullis inside
the doorjamb. The portcullis and grate are only able to be raised
by way of the portcullis room (#26). It takes the strength of 5-6
grown men (combined P.S. of 70 or more) to raise it even with
the aid of the machinery. The gates are always guarded by 6
Crossbowmen and a Sergeant.
#2 and 3 – Guard Room: Each of the Guard Rooms are oc- 2nd Floor
cupied by 15 Archers and a Sergeant.
#23 and 28 – Guard Rooms: Each of the Guard Rooms is oc-
#4 – Dining Hall: This is the lower dining hall.
cupied by 10 Archers and a Sergeant.
#5 – Kitchen: This room is occupied by 3 cooks.
#24, 29 and 38 – Armories: These rooms are armories and
#6 – Pantry/Larder: This room contains foodstuffs.
contain 500 weapons and 100 suits of armor each. They are each
#7, 9 and 22 – Barracks: These large rooms are the lower
guarded by 2 Halberdiers.
barracks. #7 is occupied by 14 Crossbowmen and a Sergeant. #9
#25 and 27 – Storeroom: These are storerooms that contain
is occupied by 20 Archers and a Sergeant and #22 by 20 Cross-
lighting equipment, oil and other domestic supplies.
bowmen and a Sergeant.
#26 – Portcullis/Drawbridge Room: This room contains the
#8 – Killing Floor: This area between the gates can be closed
mechanism for raising the drawbridge, iron grate and portcullis.
off in case of the gates being breached and hot oil poured on the
It requires a total strength of 70 or more (5-6 grown men) to move
invaders from holes in the floor above.
the gears. This room is guarded by 2 Halberdiers.
#10 – Officers’ Quarters: This room is occupied by 3 Lieu-
#30 – Castellan’s Room: This room is the quarters of the Cas-
tenants.
tellan and his Deputy Castellan. It is occupied by the Castellan of
#11 and 13 – Armory: These rooms are armories and contain
the Barbican.
500 weapons and 100 suits of armor each. They are both guarded
#31 and 40 – Dining Hall: These rooms are dining halls. #40
by 2 Halberdiers.
is occupied by 3 servants.
#14 – Castellan’s Office: This room is the office for keeping
#32 and 34 – Archers’ Galleries: These corridors are dotted
records of who has entered the castle and what their business was.
with arrow loops for archers to fire from.
It is occupied by the Deputy Castellan and 6 Halberdiers. Visitors
#33 – Barracks: This barracks is occupied by 25 Halberdiers
are required to leave their weapons here when entering the castle
and a Sergeant.
grounds.
#35, 36 and 37 – Officers’ Quarters: These rooms are the
#15 – Smiths’ Quarters: This room is the quarters of the bar-
quarters of the officers of the barbican. #35 and 36 are occupied
bican’s smiths. It is occupied by 2 armorers, 3 weaponsmiths and
by 2 Lieutenants each and #37 by 3 Captains.
their 4 apprentices.
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#39 – Lord-Captain’s Room: This is the room of the Lord-
Captain of the Barbican. It is occupied by the Lord-Captain.
#41 – Kitchen: This is a kitchen.
#42 – Pantry/Larder: This room contains foodstuffs.

#63 – Archers’ Gallery: This corridor is dotted with arrow


loops for archers to fire from.
#64 – Gatehouse Commander’s Room: This room is occu-
pied by the Gatehouse Commander (a Captain-General).
3rd Floor #66 – Stairs to the Lower Battlements.
#67 – Lower Battlements: The battlements and tower are
#43, 45 and 56 – Barracks: These large rooms are the lower equipped with 6 catapults and 8 ballistae. 50 Archers stand guard
barracks. #43 and 45 are occupied by 30 Archers and 2 Sergeants duty at any given time on the battlements.
each. #56 is occupied by 20 Halberdiers and a Sergeant.
#44 – War Room: This room is used for assemblies, an-
nouncements, musters and war planning.
#46 – Seneschal’s Room: This room is occupied by the Sen-
eschal of the Castle.
#47 and 54 – Archers’ Gallery: These corridors are dotted
with arrow loops for archers to fire from.
#48 and 52 – Armories: These rooms are armories and con-
tain 500 weapons and 100 suits of armor each. They are each
guarded by 2 Halberdiers.
#49 and 55 – Guard Rooms: #49 is occupied by 15 Archers
and a Sergeant. #55 is occupied by 10 Archers and a Sergeant.
#50 and 51 – Officers’ Quarters: These rooms are the quar-
ters of the officers of the barbican. #50 is occupied by 2 Captains
and #51 by 2 Lieutenants. 5th Floor/Upper Battlements
#53 – Smiths’ Quarters & Smithy: This is the workshop and #68 – Stairs to the Upper Battlements.
quarters of the barbican’s smiths. It is occupied by 2 armorers, 2 #69 – Upper Battlements: Each tower is equipped with two
weaponsmiths and 2 apprentices. catapults and four ballistae and the section over the gates by 2
catapults and 4 ballistae. 75 Archers stand guard duty at any giv-
4th Floor/Lower Battlements en time on the battlements.
#57 and 58 – Guard Room: Each of the Guard Rooms are
occupied by 10 Archers and a Sergeant.
#59, 61 and 65 – Barracks: These large rooms are the lower
Chapel and Temple
barracks. #59 and 61 are occupied by 10 Archers and a Sergeant
each. #65 is occupied by 20 Archers and a Sergeant.
The Temple of Ra, the Lord of Light
#60 – Armory: This armory contains 500 weapons and 100 Ground Floor/1st Floor
suits of armor. It is guarded by 3 Halberdiers. #1 – Sanctum of the Temple of Ra: This is the main chapel
#62 – Recreation Room: This room is used by the garrison of the temple.
for drinking, gambling and playing games of chance when they
are off duty.
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#11 – Healers’ Quarters: This room is occupied by the tem-
ple’s 3 Healers.
#12 and 13 – Acolytes’ Quarters: These rooms are the quarters
of the Acolytes of the temple. Each is occupied by 4 Acolytes.
#14 – Captain of the Temple Guard’s Room: This room is
occupied by the Captain of the Temple Guard.

#2 and 6 – Private Chapels: These are smaller, more pri-


vate areas of worship or prayer. Each is occupied by an Acolyte
(Priest of Light).
#3 – Temple Study: This is the study of the temple.
#4 and 5 – Infirmaries: These two rooms are sick-halls. Each
contains 25 beds and 2 Psi-Healers.
3rd Floor
#15 – Dining Hall: This is the dining hall of the temple. It is
occupied by 4 servants.
#16 – Kitchen/Pantry: This is the kitchen and the food stor-
age area of the temple.
#17 – Treasury: This is the treasury of the temple. It is guard-
ed by 2 Temple Guards.
#18 – Upper Chapel: This is a smaller, secondary chapel used
for special events or occasions. It is occupied by 2 Acolytes.

4th Floor
#19 – Tower Battlements: These are guarded by 10 Archers
each at any given time.
#20 – Storeroom: This room is used to store the domestic
items of the temple.
#21 – Foyer: This is an entry hall.
#22 – Abbot’s Room: This is the room of the Abbot, who
governs the temple’s Monks.
#23 – Temple Guard Barracks: This barracks is occupied by
20 Temple Guards and the Sergeant of the Temple Guards.
#24 – Monks’ Dormitory: This room is occupied by the tem-
2nd Floor ple’s 15 Monks.
#7 – High-Priest’s Room: This room is occupied by the High- 5th Floor/Battlements
Priest of Light.
#8 – Sacristy: This room contains sacred artifacts and the holy #25 – Stairs to the Battlements.
items of the temple. #26 – Battlements: The battlements are guarded by 25 Ar-
#9 – Vestry: This room is used to store the Priests’ robes and chers that stand guard duty at any given time.
garments used in their rituals.
#10 – Storeroom: This room is used to store the domestic Crypts
items of the temple. #27 – Burial Crypts: There are 11 crypts in this area.
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Castle Towers
The Griffon Tower, The Valkyrie
Tower & the Aesgard Tower

Ground Floor/1st Floor


#1, 4 and 7 – Guard Rooms: Each of the Guard Rooms is oc-
cupied by 10 Archers. #1 also has a Sergeant.
#2, 3, 5, 6, 8 and 9 – Barracks: Each of these rooms are bar-
racks. #2, 3, 5 and 6 are occupied by 20 Halberdiers and a Ser-
geant. #8 and #9 are occupied by 20 Pikemen and a Sergeant
each.

#28 – Morgue/Mortuary: This is where the dead are brought


to be prepared for burial.
#29 – Cistern: This water source is fed by an underground
spring.
#30 and 31 – Food Storage: These rooms are used to store
foodstuffs and grain for the temple.

2nd Floor
#10 and 17 – Armory: Each armory contains 500 weapons
and 100 suits of armor. Each is guarded by 5 Halberdiers.

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#11 and 13 – Guard Room: Each Guard Room is occupied by
10 Archers. #11 also contains a Sergeant.
#12 and 15 – Barracks: These are barracks. Each is occupied
by 40 Crossbowmen and 2 Sergeants.
#14 – Archers’ Gallery: This corridor is dotted with arrow
loops for archers to fire from.
#16 and 18 – Officers’ Quarters: These rooms are the quar-
ters of the officers of the three towers. #16 is occupied by 6 Lieu-
tenants and #18 by 3 Captains and a Lord-Captain.

#10, 12, 13, 14 and 15 – Barracks: These large rooms are the
lower barracks. #10, 13 and 14 are each occupied by 50 Pikemen
and 2 Sergeants. #12 and 15 are each occupied by 50 Halberdiers
and 2 Sergeants.
#11 – Armory: This armory contains 500 weapons and 100
suits of armor. It is guarded by 2 Halberdiers.
3rd Floor/Battlements
#19 – Stairs to the Battlements.
#20 – Battlements: Each of the three towers is equipped with
two catapults and four ballistae. 75 Archers stand guard duty at
any given time on the battlements.

Sturmgard
The Great Keep
Ground Floor/1st Floor
#1 and 16 – Gates: These are the gates leading into the In-
ner Ward (#16) and Outer Ward (#1). Each gate is guarded by 5
Halberdiers and a Sergeant. The gates are equipped with a triple
portcullis that can only be raised from the machinery rooms (#17
and 20). Each takes a combined Physical Strength of 70 or more
to raise them even with the aid of the gears and machinery.
#2, 4, 5 and 6 – Guard Rooms: Each Guard Room is occu-
pied by 10 Archers and a Sergeant.
#3 – Archer’s Gallery: This corridor is dotted with arrow-
loops for archers to fire from.
#7 – Smithy: This is smithy of the Great Keep.
#8 – Smith’s Quarters: This room is the quarters of the 2nd Floor
Keep’s smiths. It is occupied by 2 armorers, 3 weaponsmiths and
#17 and 20 – Portcullis Machinery Room: These rooms con-
7 artificers/apprentices.
tains the mechanisms for raising the three portcullises. They re-
#9 – Granary/Food Storage: This room is used to store grain
quire a total strength of 70 or more (5-6 grown men) to move the
and foodstuffs.
gears. These rooms are guarded by 2 Halberdiers each.

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#18, 19, 22, 29 and 30 – Guard Room: Each Guard Room is #46 – Kitchen: This is the Upper Kitchen of the Keep. It is
occupied by 10 Archers, with the exception of #22 which is oc- occupied by 2 cooks.
cupied by 10 Halberdiers and a Sergeant. #18 and 29 each have #47 – War Room: This room is used for assemblies, an-
a Sergeant as well. nouncements, musters and war planning.
#21 – Courtroom: This room is used for legal affairs and #48 – Junior Officers’ Quarters: This room is the quarters
court cases. of the junior officers of the Keep. It is occupied by 9 Lieutenants.
#23 – Pantry/Larder: This room is used to store foodstuffs. #49 – Storeroom: This room is used to store the domestic
#24 – Scullery: This room is used to store pots and kettles for items of the Keep.
the kitchens. It is occupied by 3 Scullions.
#25 – Kitchens: This room is occupied by 4 cooks.
#26 – Armory: This armory contains 500 weapons and 100
suits of armor. It is guarded by 2 Halberdiers.
#27 – Dining & Reception Hall: This hall is for feasts and
events.
#28 – Throne Room & Audience Chamber: This large, el-
egant throne room contains two thrones that flank a central one on
a higher pedestal for the King. It is occupied by 10 Royal Guards-
men and a Sergeant.

4th Floor
#51, 63, 65 and 74 – Guard Rooms: Each of the Guard
Rooms is occupied by 10 Archers. #51 and #65 also have a Ser-
geant as well.
#52 – Alchemist & Astrologer’s Room: This room is occu-
pied by the castle’s Alchemist and Astrologer.
#53 – Apothecary & Chirurgeon’s Room: This room is oc-
cupied by the castle’s Apothecary and Chirurgeon (surgeon).
#54 – Lore-Master’s Room: This room is occupied by the
castle’s Lore-Master and his 3 assistants.
3rd Floor #55 – Servants’ Quarters: This room is the quarters for the
Keep’s servants. It is occupied by 10 servants.
#31, 38, 43 and 50 – Guard Room: Each Guard Room is oc-
#56 and 57 – Treasury: These are the treasuries of the castle.
cupied by 10 Archers, #31 and 43 also contain a Sergeant as well.
Each is guarded by 2 Halberdiers.
#32 and 33 – Archers’ Gallery: These corridors are dotted
#58 – Headsman’s Room: This room is occupied by the
with arrow loops for archers to fire from.
Headsman and 2 torturers.
#34 and 40 – Armory: These armories each contain 500
#59 – Lord-Treasurer’s Room: This room is occupied by the
weapons and 100 suits of armor. They are each guarded by 2
Lord-Treasurer/Exchequer.
Halberdiers.
#60 and 62 – Maids’ Dormitory: Each of these large halls are
#35, 39, 41 and 42 – Barracks: Each of these rooms are bar-
occupied by the Keep’s maids. There are 15 maids in each room.
racks. Each contains 50 Halberdiers and 2 Sergeants, with the ex-
#61 – Lord High-Steward’s Room: This room is occupied by
ception of #42 which is occupied by 50 Pikemen and 2 Sergeants.
the Lord High-Steward.
#36 – Pantry/Larder: This room is used to store foodstuffs.
#64 – Librarian’s Room: This room is occupied by the Head
#37 – Dining Hall: This is the Upper Dining Hall of the Keep.
Librarian and his 5 assistants.
#44 – Servants’ Quarters: This room is the quarters for the
#66 – The Great Library of Emris: This large chamber is the
Keep’s servants. It is occupied by 7 servants.
castle’s great library. It is occupied by 2 assistant librarians and
#45 – Senior Officers’ Quarters: This room is the quarters
contains between 10,000 and 20,000 books, tomes and scrolls.
of the senior officers of the Keep. It is occupied by 9 Captains.
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#67 – Cartographer & Astronomer’s Room: This room is #85 – Smiths’ Quarters: This room is the quarters for the
occupied by the castle’s Map-Maker (Cartographer) and Astron- smiths of the Keep. It is occupied by 2 armorers, 3 weaponsmiths
omer. and their 3 artificer/apprentices.
#68 – Storeroom: This room is used to store domestic items #86 – Servants’ Quarters: This room is the quarters for the
for the Keep. Keep’s servants. It is occupied by 10 servants.
#69 – Knights’ Barracks: This barracks is occupied by the #87 – Smithy: This is a smithy dedicated to the manufacture
Keep’s 10 Household Knights. and repair of arms and armor.
#70 – Lord High-Chancellor’s Room: This room is occupied #90 – Senior Officers’ Quarters: This room is the quarters of
by the castle’s Lord High-Chancellor. the senior officers of the Keep. It is occupied by 5 Lord-Captains
#71 – Lord Magistrate’s Room: This room is occupied by and 3 Captains-General.
the Lord Magistrate and his 2 sheriffs/constables.
#72 – Noblewomen’s Apartments: This large hall is occu-
pied by the Keep’s 10 noblewomen.
#73 – Armory: This armory contains 500 weapons and 100
suits of armor. It is guarded by 2 Halberdiers.

6th Floor
#93, 96, 98, 104, 108 and 110 – Guard Rooms: Most of these
Guard Rooms are occupied by 10 Royal Guardsmen and a Ser-
geant each. #108 doesn’t contain a Sergeant and #98 only holds
8 Royal Guardsmen.
5th Floor #94 – Princes’ Room: This room is occupied by the King’s 2
sons (Princes) and their 4 manservants.
#75, 76, 88, 89 and 92 – Guard Rooms: Each Guard Room #95 – Princesses’ Room: This room is occupied by the King’s
is occupied by 10 Archers. #75 and 89 both contain a Sergeant 4 daughters (Princesses) and their 8 ladies-in-waiting.
as well. #97 – The Baths: This room contains a heated and sunken
#77 – Archers’ Gallery: This corridor is dotted with arrow pool in it for bathing.
loops for archers to fire from. #99 – King’s Room: This room is occupied by the King and
#78 and 84 – Armory: Each armory contains 500 weapons Queen, 4 Royal Guardsmen (personal bodyguards), the King’s
and 100 suits of armor. Each is guarded by 2 Halberdiers. butler and the Queen’s 3 ladies-in-waiting.
#79 – Trophy Room & Museum: This room contains art- #100 – Ladies-in-Waiting’s Apartments: This room is oc-
work, sculptures and war trophies. cupied by the Keep’s 10 ladies-in-waiting.
#80 – Bowyers’ Quarters: This room is occupied by 3 bow- #101 – The Champions’ Quarters: This room is occupied by
yers, 3 fletchers and their 2 apprentices. the King’s 5 Paladins (Champions).
#81 and 91 – Barracks: #81 is occupied by 50 Halberdiers #102 and 103 – Guest Rooms: These rooms are used for hon-
and 2 Sergeants and #91 is occupied by 50 Pikemen and 2 Ser- ored guests of the King.
geants. #105 – Armory: This armory contains 500 weapons and 100
#82 – Junior Officers’ Quarters: This room is the quarters suits of armor. Each is guarded by 2 Halberdiers.
of the junior officers of the Keep. It is occupied by 9 Lieutenants. #106 – Marshal & General’s Quarters: This room is occu-
#83 – Bowyers’ Shop: This room is the workshop of the bow- pied by the castle’s Lord-Marshal and 2 Generals.
yers and fletchers of the Keep.

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#107 – Servants’ Quarters: This room is the quarters for the #114 – Dried Fruit Storage: This room is used to store food-
Keep’s servants. It is occupied by 15 servants. stuffs.
#109 – Royal Officers’ Quarters: This room is occupied by 2 #115 – Dried Vegetables Storage: This room is used to store
Royal Guardsmen Lieutenants and 1 Captain. foodstuffs.
#116 – Meat Storage: This room is used to store foodstuffs. It
is guarded by 2 Halberdiers.
#117 – Buttery & Wine storage: This room is used to store
kegs, casks and barrels of beer, ale, mead and wines.
#118 – Dungeons: This area contains 12 small cells that are
each capable of holding 5-7 prisoners.
#119 – Guard Room: This room is occupied by 10 Halber-
diers and a Sergeant (the Gaoler).
#120 and 121 – Entry Halls: These entry halls lead into the
dungeons. They are closed off by heavy, iron-bound, locked
doors. Each room is occupied by 5 Halberdiers.
#122 – Cistern: This water supply is fed by an underground
spring.

The Tower of Thul


The Wizard’s Tower

7th Floor/Battlements
#111 – Battlements: Each of the four towers is equipped with
two catapults and four ballistae. The rooftop is equipped with
four catapults and 3 trebuchets as well. 150 Archers stand guard
duty at any given time on the battlements.
#112 – Stairs to the Battlements.

Ground Floor/1st Floor


#1 – Entry Hall: This room is merely an elaborate entrance
hall.
#2 – Guard Room: This room is a Guard Room. It is occupied
by 10 Tower guards.
#3 – Captain of the Tower Guard’s Room: This room is oc-
cupied by the Captain of the Tower Guard.
#4, 5 and 6 – Guest Rooms: These rooms are used by the
honored guests of the High Wizard.
#7 – Maids’ Quarters: This room is occupied by 6 maids.
#8 – Storeroom: This room is used to store the domestic items
of the Wizard’s Tower.

2nd Floor
#9 – Audience Hall: This large room contains a small, throne-
like seat on a dais at one end. It is used as an Audience Hall by
the High-Wizard. It is guarded by 4 Tower Guards.
The Dungeons #10 – Guard Room: It is occupied by 10 Tower Guards and
#113 – Granary: This room is used to store grain and wheat the Sergeant of the Tower Guard.
for the Keep. It is guarded by 2 Halberdiers.
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#18 – Scullery: This room is the Tower’s Scullery.
#19 – Pantry/Larder: This room is used to store foodstuffs.
#20 – Kitchen: This room is occupied by 2 cooks.

#11 – Armory: This is the armory of the Wizard’s Tower. It


contains 250 weapons and 50 suits of armor. It is guarded by 2
Tower Guards. 5th Floor
#12 – Maids’ Quarters: This room is occupied by 6 maids. #21 – Cook’s Quarters: This room is occupied by 1 cook.
#22, 23 and 25 – Apprentice Wizard’s Quarters: These
rooms are each occupied by one Apprentice Wizard.
#24 – Storeroom: This room is used to store the domestic
items of the Wizard’s Tower.

3rd Floor
#13 – Wizard’s Laboratory: This is the laboratory of the
High-Wizard and his apprentices. It is occupied by an Apprentice
Wizard.
#14 – Wizard’s Study: This is the Study of the High-Wizard 6th Floor
and his apprentices. It is occupied by an Apprentice Wizard. #26 – High-Wizard’s Room: This room is occupied by the
#15 – Treasury: This is the treasury of the Tower. It is guard- High-Wizard.
ed by 4 Tower Guards. #27 – Wizard’s Private Study: This room is the private study
of the High-Wizard himself.
#28 – Wizard’s Gallery: This corridor contains a covered
walkway with arched windows that overlook the castle and the
city.

4th Floor 7th Floor/Battlements


#16 – Dining Hall: This is the Tower’s dining hall. #29 – Stairs to the Battlements.
#17 – Buttery & Wine storage: This room is used to store #30 – Battlements: The battlements are equipped with astro-
beer, ale, mead and wines. nomical instruments and other apparatus.
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The Rock of Tiras
Stronghold & Barracks
Ground Floor/1st Floor
#1, 3 and 7 – Barracks: These rooms are barracks. They are
each occupied by 30 Pikemen and 2 Sergeants, with the exception
of #7 which is occupied by 20 Pikemen and a Sergeant.
#2 – Archers’ Gallery: This corridor is dotted with arrow
loops for archers to fire from.
#4 – Junior Officers’ Quarters: This room is occupied by the
junior officers of the stronghold. It is occupied by 6 Lieutenants.
#5 – Armory: This the lower armory of the stronghold. It con-
tains 500 weapons and 100 suits of armor. It is guarded by 2
Halberdiers.
#6, 8 and 9 – Guard Rooms: Each of these is occupied by 10
Archers. #6 and 8 also have a Sergeant as well.

2nd Floor
#10 – Stockade: This room is used to imprison disobedient
soldiers. It is guarded by 5 Halberdiers.
#11 and 12 – Barracks: These large rooms are barracks. #11
is occupied by 30 Pikemen and 2 Sergeants and #12 by 30 Ar-
chers and 2 Sergeants.
#13 – Lord-Captain’s Quarters: This room is occupied by a #21 and 22 – General’s Room: These rooms are occupied by
Lord-Captain. a General.
#14 – Pantry/Larder: This room is used to store foodstuffs. #23 – Armory: This the middle armory of the stronghold. It
#15 – Kitchen: This room is occupied by 3 cooks. contains 500 weapons and 100 suits of armor. It is guarded by 2
#16 – Dining Hall: This is the dining hall of the stronghold. Halberdiers.
#17 – Archers’ Gallery: This corridor is dotted with arrow #24 – Smiths’ Quarters: This room is the quarters for the
loops for archers to fire from. smiths of the Keep. It is occupied by 2 armorers, 3 weaponsmiths
#18 and 19 – Guard Rooms: These are each occupied by 10 and their 3 artificer/apprentices.
Halberdiers. #18 also has a Sergeant as well. #25 – Smithy: This room is a smithy dedicated to the manu-
facture and repair of arms and armor.
3rd Floor #26 and 32 – Barracks: These rooms are barracks. #26 is oc-
cupied by 30 Halberdiers and 2 Sergeants. #32 is occupied by 30
#20 – Marshal’s Room: This room is occupied by the Mar-
Archers and 2 Sergeants.
shal of the Castle.
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#27 and 28 – Guard Rooms: These are each occupied by 10
Spearmen.
#29 – Archers’ Gallery: This corridor is dotted with arrow
loops for archers to fire from.
#30 – Junior Officers’ Quarters: This room is occupied by
the junior officers of the stronghold. It is occupied by 6 Lieuten-
ants.
#31 – Senior Officers’ Quarters: This room is occupied by
the senior officers of the stronghold. It is occupied by 6 Captain.

4th Floor
#33, 34, 35 and 40 – Barracks: These are the upper barracks.
#34 and 35 are occupied by 30 Archers and 2 Sergeants. #34 is
occupied by 30 Halberdiers and 2 Sergeants. #40 is occupied is
occupied 30 Spearmen and 2 Sergeants.
#36 – Captain-General’s Room: This room is occupied by a
Captain-General.
#37 – Castellan’s Room: This room is occupied by the Cas-
tellan of the Stronghold.
#38 and 39 – Armories: Each of the upper armories contains
500 weapons and 100 suits of armor. Each is guarded by 2 Hal- The Rock of Valdara
berdiers.
#41 – Archers’ Gallery: This corridor is dotted with arrow Upper Hall & Stronghold
loops for archers to fire from. Ground Floor/1st Floor
#42 – Battlements: There are always 25 Archers on guard
duty at any given time on these battlements. #1 – Archers’ Gallery: This corridor is dotted with arrow
loops for archers to fire from.
5th Floor/Battlements #2, 4, 8, 14 and 15 – Barracks: These are the lower barracks.
#2 is occupied by 50 Pikemen and 2 Sergeants. #4 is occupied by
#43 – Stairs to the Battlements. 50 Halberdiers and 2 Sergeants. #8 is occupied by 150 Horsemen
#44 – Battlements: The two towers are equipped with two and 6 Sergeants. #14 is occupied by 100 Archers and 4 Sergeants.
catapults and four ballistae. The rooftop is equipped with four #15 is occupied by 100 Pikemen, 50 Archers, 50 Horsemen and
more catapults and 8 ballistae as well. 100 Archers stand guard 8 Sergeants.
duty at any given time on the battlements. #3 – Junior Officers’ Quarters: This room is occupied by the
junior officers of the stronghold. It is occupied by 8 Lieutenants.

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#5 – War Room: This room is used for assemblies, announce-
ments, musters and war planning.
#6 – Smithy: This is a smithy that is dedicated to the manufac-
ture and repair of arms and armor.
#7 – Senior Officers’ Quarters: This room is occupied by
the senior officers of the stronghold. It is occupied by 4 Captains.
#9 – Storeroom: This room is used to store the domestic items
of the Upper Hall.
#10 – Food Storage: This room is used to store foodstuffs.
#11 – Bowyers’ Quarters: This room is occupied by the
stronghold’s 4 bowyers, 4 fletchers and their 4 apprentices.
#12 – Bowyers’ Shop: This room is used to craft bows and
fletch arrows.
#13 – Armory: This armory contains 500 weapons and 100
suits of armor. It is guarded by 2 Halberdiers.

3rd Floor
#27 – Stables: These stables have 79 stalls and are capable of
holding up to 236 horses.
#28 – Archers’ Gallery: This corridor is dotted with arrow
loops for archers to fire from.
#29 – Saddle & Harness Storage: This room is used to store
saddles, bits and bridles and harnesses of the horses.
#30 – Grooms’ Quarters: This room is occupied by 25 horse
grooms.
#31 – Storeroom: This room is used to store the domestic
items of the Upper Hall.
#32 – Armory: This armory contains 500 weapons and 100
suits of armor. It is guarded by 6 Halberdiers.
#33 – Dining Hall: This is the lower dining hall of the strong-
hold.
#34 – Barracks: This barracks is occupied by 150 Horsemen
2nd Floor and 6 Sergeants.
#35 – Pantry/Larder: This room is used to store foodstuffs.
#16 – Stables: This stables has 52 stalls and is capable of #36 – Kitchen: This room is occupied by 3 cooks.
holding up to 156 horses.
#17 – Archers’ Gallery: This corridor is dotted with arrow
loops for archers to fire from.
#18 – Saddle & Harness Storage: This room is used to store
saddles, bits and bridles and harnesses of the horses.
#19 – Guard Room: This room is occupied by 50 Horsemen
and 2 Sergeants.
#20 – Falconers’ Quarters: This room is occupied by 5 fal-
coners.
#21 – Mews: This room houses 10 falcons and 10 hawks.
#22 – Houndsmen’s Quarters: This room is occupied by the
Kennel-master and 4 houndsmen.
#23 – Kennels: This room is a kennel. It is occupied by 10
large dogs (German Shepherds), 15 medium dogs (Greyhounds)
and 15 small dogs (Beagles).
#24 – Smiths’ Quarters: This room is the quarters for the
smiths of the Keep. It is occupied by 2 armorers, 3 weaponsmiths
and 4 blacksmiths.
#25 – Blacksmithy: This smithy is used by non-armor or 4th Floor
weaponsmiths to shoe horses and manufacture and repair domes-
tic items. It is occupied by a Blacksmith. #37 – Stables: These stables have 80 stalls and are capable of
#16 – Stables: These stables have 80 stalls and are capable of holding up to 240 horses.
holding up to 240 horses. #38, 42 and 43 – Barracks: These rooms are the middle bar-
racks. #38 is occupied by 50 Horsemen and 2 Sergeants. #42 is
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occupied by 75 Horse-Archers and 3 Sergeants. #43 is occupied #61 – Junior Officers’ Quarters: This room is occupied by
by 100 Horsemen and 4 sergeants. the junior officers of the stronghold. It is occupied by 6 Lieuten-
#39 – Archers’ Gallery: This corridor is dotted with arrow ants.
loops for archers to fire from. #62 – Senior Officers’ Quarters: This room is occupied by
#40 – Armory: This armory contains 500 weapons and 100 the senior officers of the stronghold. It is occupied by 3 Captains.
suits of armor. It is guarded by 2 Halberdiers.
#41 – Grooms’ Quarters: This room is occupied by 20 horse
grooms.
#44 – Kitchen: This room is occupied by 3 cooks.
#45 – Dining Hall: This is the upper dining hall of the strong-
hold.
#46 – Pantry/Larder: This room is used to store foodstuffs.
#47 – Saddle & Harness Storage: This room is used to store
saddles, bits and bridles and harnesses of the horses.

6th Floor/Battlements
#64 – Stairs to the Battlements.
#65 – Battlements: The tower is equipped with two catapults
and four ballistae. The rooftop is equipped with four more cata-
pults and 8 ballistae as well. 100 Archers stand guard duty at any
given time on the battlements.

5th Floor
#48 – Archers’ Gallery: This corridor is dotted with arrow
loops for archers to fire from.
#49 – Paladins’ Quarters: This room is occupied by 50 Pala-
dins and 2 Sergeants.
#50 – Rangers’ Quarters: This room is occupied by 50 Rang-
ers and 2 Sergeants.
#51, 57, 59, 60 and 63 – Barracks: These are the upper bar-
racks. #51 is occupied by 100 Halberdiers and 4 Sergeants. #57
and 59 are occupied by 100 Archers and 4 Sergeants. #60 is oc-
cupied by 75 Pikemen and 3 Sergeants. #63 is occupied by 75
The Dungeons
Archers and 3 Sergeants.
#52 – Junior Officers’ Quarters: This room is occupied by #66 – Dungeons: This area contains 9 cells that are each ca-
the junior officers of the stronghold. It is occupied by 8 Lieuten- pable of holding 5-7 prisoners.
ants. #67 and 73 – Guard Rooms: Each of these Guard Rooms is
#53 – Senior Officers’ Quarters: This room is occupied by occupied by 10 Halberdiers and a Sergeant.
the senior officers of the stronghold. It is occupied by 4 Captains. #68 – Large Prison Cell: This cell can hold 15-25 prisoners.
#54 – Command Officers’ Quarters: This room is occupied #69 and 70 – Granary: These rooms are used to store grain
by the command officers of the stronghold. It is occupied by 2 and wheat.
Captains-General, 2 Generals and the High-Marshal of the castle. #71 – Cistern: This water supply is fed by an underground
#55 – Staff Officers’ Quarters: This room is occupied by the spring.
staff officers of the stronghold. It is occupied by 6 Lord-Captains. #72 – Dried Meat Storage: This room is used to store food-
#56 – Armory: This armory contains 500 weapons and 100 stuffs.
suits of armor. It is guarded by 4 Halberdiers. #74 – Dried Fruits & Vegetables Storage: This room is used
#58 – Knights’ Quarters: This room is occupied by 75 to store foodstuffs.
Knights and 3 Sergeants. #75 and 76 – Buttery & Wine Storage: These rooms are used
to store barrels, kegs and casks of ale, beer, mead and wines.
92

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#77 – Pantry/Larder: This room is used to store foodstuffs. Lord-Marshal (14th level Paladin, Plate Mail and Shield,
#78 – Dairy: This cooled room is used to store, cheeses, milk arms as per unit type).
and other dairy products.
#79 – Salted Meat Storage: This room is used to store food- Temple Guards (3rd level Paladins and Soldiers, Plate Mail,
stuffs. Quarterstaves and Maces).
#80 – Cured Meat Storage: This room is used to store food- Tower Guards (3rd level Soldiers, Plate Mail, Halberds, Short
stuffs. Swords and Daggers).
#81 – Flour & Meal Storage: This room is used to store bags
Artisans & Craftsmen: 1st-3rd level Merchants or Peasants.
of flour, sugar and meal.
Priests & Healers: 3rd-12th level Priests & Psi-Healers.
Merchants: 2nd-4th level Merchants.
Military & Nobles & Dignitaries: 4th-12th level (any class, but mostly
Nobles).
Townspeople & Servants: 1st-3rd level Peasants/Vagabonds.

Townsfolk Statistics Wizards: 3rd-12th level Wizards, mostly, with a few Illusion-
ists.

Unit, Class & Level, Armor, and Arms


Archers (2nd level Long Bowmen, Studded Leather, Long-
bows with 100 arrows, Daggers and Short Swords).
Crossbowmen (2nd level Soldiers, Studded Leather, Cross-
bows with 100 bolts, Daggers and Short Swords).
Halberdiers (2nd level Soldiers, Chain Mail, Halberds and
Daggers).
Horse-Archers (2nd level Soldiers, Studded Leather, Horse-
bows with 100 arrows, Daggers and Falchions).
Horsemen (3rd level Soldiers, Plate Mail and Shield, Long-
swords, Daggers and Lances).
Knights & Paladins (4th level Knights & Paladins, Plate Mail
and Shield, Longswords, Daggers, Flails, and Lances).
Men-at-Arms (1st level Soldiers, Ring Mail, Short Swords,
Daggers and Voulges).
Pikemen (2nd level Soldiers, Chain Mail, Pikes and Daggers).
Rangers (5th level Rangers, Studded Leather, Longbows with
100 arrows, Longswords, Daggers and Throwing Axes).
Royal Guardsmen (3rd level Soldiers, Plate Mail, Long-
swords, Daggers and Glaive-Guisarmes).
Spearmen (1st level Soldiers, Ring Mail, Spears, Daggers and
Short Swords).
Sergeants & Non-Military Sergeants (4th level Soldiers,
Rangers, Knights or Paladins, Chain Mail, arms as per unit type).
Lieutenants (5th level Soldiers, Rangers, Knights or Paladins,
Plate Mail and Shield, arms as per unit type).
Captains & Non-Military Captains (6th level Soldiers,
Rangers, Knights or Paladins, Plate Mail and Shield, arms as per
unit type).
Lord-Captains (7th level Soldiers, Rangers, Knights or Pala-
dins, Plate Mail and Shield, arms as per unit type).
Captains-General (8th level Soldiers, Rangers, Knights or Doc Reid’s Vampire Survival Tip Sheet
Paladins, Plate Mail and Shield, arms as per unit type). On the following two pages is Doc Reid’s famous Vampire
Generals (9th level Soldiers, Rangers, Knights or Paladins, Survival Tip Sheet. Please feel free to reproduce and use it as a
Plate Mail and Shield, arms as per unit type). prop in your games. Also feel free to use it as a real world sur-
Castellans (10th level Knights, Plate Mail and Shield, arms as vival handout, should vampires invade your neighborhood.
per unit type).
Seneschal (11th level Knight, Plate Mail and Shield, arms as This is a simple, one sheet of paper printed on both sides. It is
per unit type). presented in a comic book style with simple, cartoon-like picto-
Marshal (12th level Knight, Plate Mail and Shield, arms as per grams and sequences for the purpose of instruction. This is neces-
unit type). sary for the many illiterate people of Mexico and the American
High-Marshal (13th level Paladin, Plate Mail and Shield, arms Southwest. The tip sheet includes the drawings and text written
as per unit type). in American or Spanish. The tips are as follows:

93

(order #8386490)
94

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95

(order #8386490)
96

(order #8386490)
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The Palladium Fantasy RPG
® – Celebrating 30 Years of Adventure
Inside this Issue...
Rifts® Necromancy – New Spells
Rifts® –
1
Warning!
Violence and the Supernatural
The fictional worlds of Palladium Books® are violent, deadly and filled with superna
2
First Printing – May 2013
Copyright 2013 Palladium Books® Inc.
All rights reserved, world wide, under the Universal Copyrig
3
Palladium Books® Presents:
#62
Sourcebook and Guide to the Palladium Megaverse®
Coordinator & Editor in Chief: Wayne Smith
4
Contents – The Rifter® #62 – April, 2013
Page 6 – From the Desk of Kevin Siembieda
It’s the Palladium Fantasy RPG’s 30th An
5
of fiction and more. So think about writing up something short 
(even something as small as 4-6 pages). Newcomers and regul
6
From the Desk of Kevin Siembieda
Palladium Fantasy Origin Story
There would be no Rifts® without the Palladium Fantasy 
Rol
7
guys he was gaming with. They were members of the Wayne 
Weregamers (cool name), a club at the university. Guys by the 
nam
8
The publishing bug had hit me when I was in grade school and 
Alex Marciniszyn and I published our first fanzine, Megaton.
9
Palladium News
By Kevin Siembieda, the guy who should know
Our Apology
This is the second time in 15 years that The Rifter®

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