100% found this document useful (3 votes)
536 views118 pages

Rifts® Megaverse® Sourcebook #82

The Rifter 82

Uploaded by

derickthark
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
100% found this document useful (3 votes)
536 views118 pages

Rifts® Megaverse® Sourcebook #82

The Rifter 82

Uploaded by

derickthark
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
  • Coming Attractions
  • 2018 Christmas Surprise Package
  • Erick Wujcik, remembered
  • A Remembrance in Honor of Erick Wujcik
  • The Name Giver
  • Thinking Big
  • The Impact of Age
  • Hitting the Gym with the Physical Training Hero
  • Rifts® Chaos Earth® Nebraska, Part Three
  • Rifts® Bestiary Preview

Pal

ladi
um Boo
ks®Pre
sent
s:


ok
Bo
um
i
l
lad
Pa
©

I
nsi
det
his1
12pages
our
cebook.
.
.
Ri
fts® Besti
a r
ys neakpr eview
Ri
fts® Chao sEa rt
h® Ne braska,Par t3
Ri
fts® CE: 50+Py romanc ySpe l
ls& Py roma ncerO.
C.C.
HeroesUnl imited –Phy
™ sicalHe r
o es
, Expanded
Ni
ghtba ne –Ag
® eMo dif
iersforNi ghtbane®
GameMa s
tera dvicefrom Er ic
kWuj cik
Eri
ckWuj cikRe me mbe red–10y earslater
Off
icialsourcema terial,s
e t
ti
ng s,andc haracte
rs
News,c omingat t
ra c
tions,adv e
ntur ei
de asandmo re

Brian Hite (Order #21137467)


T h e die is cast.N oth in g can stop it.
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 82


Your Guide to the Palladium Megaverse®!
1

Brian Hite (Order #21137467)


Dedication – To the memory of my beloved friend, Erick Wujcik. He died 10 years ago, but his passion for
games, pushing the envelope, thinking big, and Palladium Books is still with me — with all of us – today. Erick’s
legacy not only continues in the games and sourcebooks that bear his name, but in everyone he had touched over
the years. And that is a great many people around the world.
I would say I miss him, and I do, except ... I feel him (and Kay) with me every single day. Still prodding me to
push my ideas further and sending me hope and inspiration when I need them most. Love you, Erick.
– Kevin Siembieda, 2018

PDF Edition – November, 2019

Copyright 2018 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.

Palladium Books®, Rifts®, The Rifter®, Chaos Earth®, Coalition Wars®, After the Bomb®, Dead Reign®, The Mechanoids®,
The Mechanoid Invasion®, Megaverse®, Nightbane®, Palladium Fantasy Role-Playing Game®, Phase World®, Powers Unlimited®,
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,” RPG Tactics, and titles and names such as Bizantium
and the Northern Islands, Armageddon Unlimited, Aliens Unlimited, Arzno, Atorian Empire, ARCHIE-3, Beyond Arcanum, Beyond
the Supernatural, BTS-2, Brodkil, Biomancy, Biomancer, Bio-Wizardry, ‘Burbs, ‘Borg, ‘Bot, 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, Devil
Worm, Doctor Feral, Dog Boy, Dog Pack, Dweomer, 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, Khemennu, Ley
Line Walker, M.D.C., Mechanoid Space, Mega-Damage, Mega-Hero, Megaversal, MercTown, Minion War, Moorcroft, Morphus, Mu-
tant 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., Secrets of the Coalition States, Shifter, Siege on Tolkeen,
Skelebot, Skraypers, Sorcerer’s Forge, Splugorth, Splynncryth, Splynn, Techno-Wizard, Temporal Magic, Temporal Wizard, The Dis-
avowed, 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 characters are trademarks owned by Kevin
Siembieda and Palladium Books Inc.

Palladium Online [Link]


Also visit us at [Link]/PalladiumBooks

The Rifter® #82 is part of an RPG sourcebook series published by Palladium Books Inc., 39074 Webb Court, Westland, MI 48185.
Printed in the USA by McNaughton & Gunn of Saline, Michigan.

Brian Hite (Order #21137467)


Palladium Books® Presents:

#82
Sourcebook and Guide to the Palladium Megaverse®

Coordinator & Editor in Chief: Wayne Smith

Editor: Alex Marciniszyn

Contributing Writers: Interior Artists:


Matthew Clements Robert Atkins
Daniel Frederick Nicholas Bradshaw
Mark Oberle Kent Burles
Matt Reed Mark Dudley
Julius Rosenstein Scott Johnson
Kevin Siembieda Kevin Long
Todd Yoho Apollo Okamura
Charles Walton II Ramon Perez Jr.
Erick Wujcik Roger Peterson
And the many contributors to the Remembrance R.K. Post
Benjamin Rodriguez
Proofreader: Julius Rosenstein Kevin Siembieda
Charles Walton II
Cover Illustration: Nicholas Bradshaw

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 Dan, Mark D., Mark O., Matt C., Julius and all our contributing writers and artists this issue,
as well as to Matthew Balent for some great old photos, the folks who contributed their heartfelt remembrances of
Erick, and to the family and friends of Erick Wujcik everywhere. And as always, to the fabulous and hardworking
Palladium staff. Our apologies to anybody who may have gotten accidentally left out or their name misspelled.
– Kevin Siembieda, 2018
3

Brian Hite (Order #21137467)


Contents – The Rifter® #82 – 2018
Page 6 – From the Desk of Kevin Siembieda Page 38 – Flights of Imagination by Paula Leasure Blumm
Page 39 – My Friend, Erick by Paul Deckert
It has been 10 years since Erick Wujcik was taken away from
Art by Kevin Siembieda. Photos by Matthew Balent and oth-
us much too soon at age 57. The fun and insightful trip down
ers.
memory lane starts here, with some photos of Kevin and Erick at
Gen Con in 1984. Here Kevin talks about their early days work-
Page 40 – The Name Giver
ing together, Erick’s many accomplishments, and presents an Er-
ick Wujcik Bibliography of Palladium Books published works – “Official” G.M. & Player Tips for All Settings
and some things you may mot know about Erick. It is a fun and
We thought it only fitting to reprint this gaming advice by Er-
interesting read, and a prelude to many more insights about this
ick Wujcik from The Rifter® #1. It’s solid advice that holds up.
creative dynamo in the Remembrance section on page 22.
Art by Scott Johnson.
Photos by Matthew Balent.
Page 45 – Thinking Big
Page 9 – Palladium News
Publisher Kevin Siembieda offers up the latest goings-on – “Official” G.M. & Player Tips for All Settings
since last issue. He talks about the bold moves we are making Some more great tips and advice by Erick Wujcik from The
with the company and upcoming releases, the Christmas Surprise Rifter® #2. Learn from a master of seeing the big picture and
Package offer (yes, it is that time of year again, see page 18 for thinking big. It will make your games feel epic. So read, learn and
complete details), some errata for The Rifter® #80, and updates unleash those imaginations.
on the books in the pipeline. The news that Rifter fans will find Art by Apollo Okamura and Kevin Long.
disappointing is The Rifter® is going on hiatus. The good news is
that there are still two more issues coming and the hiatus should Page 48 – The Impact of Age
help us get more new books into your hands.
– “Official” Source Material for the Nightbane® RPG
Page 11 – Coming Attractions Mark Oberle (co-author of Nightbane® Survival Guide and
Nightbane® Dark Designs™) presents more information about
Books like Rifts® Bestiary Volume One, In the Face of
the Becoming and tables for selecting skills based on the ‘Bane’s
Death™, Rifts® Bestiary Volume Two, Rifts® Chaos Earth®:
age and experience.
Psychic Scream™, Rifts® Antarctica, Garden of the Gods™,
Page 50 – Adapting to Power
Chaos Earth®: First Responders, and many other titles are in
Page 51 – Educational Character Classes
production, along with a lot of other books. Read all about them
Page 51 – Young Nightbane
here.
Page 52 – Average Nightbane
Page 18 – 2018 Christmas Surprise Package™ Page 54 – Older Nightbane
Page 55 – New Skills
Quite possibly the best deal in gaming. Certainly the most fun. Artwork by R.K. Post and Roger Peterson.
A way to get autographs from the Palladium crew wherever you
live. All the details are right here. Page 57 – Hitting the Gym
Page 22 – Erick Wujcik Remembered – Optional Source Material for Heroes Unlimited™
– Fond, fun insight to the Matt Reed revisits and expands upon the Physical Training
Hero with new abilities, signature moves, and more. It is all so
man and his work at Palladium fun and compelling it will leave you wanting to dive into a He-
Kevin Siembieda has managed to put together an uplifting and roes Unlimited™ game with martial artists and Batman types of
insightful celebration of Erick’s life that is fun and touching. The heroes.
many contributors are just a few of the millions of people who Page 58 – Parkour and Stunting
have been touched by Erick’s work in gaming or by the man him- Page 59 – Determining Focus
self. It is a tribute to the creative spirit and a joyful life that has Page 60 – Hand to Hand and Signature Moves
inspired countless others around the world. Erick is missed, but Page 61 – The Power of Signature Moves
never forgotten. For your reference we list the page numbers for Page 62 – Physical Training Abilities
some of the remembrances. Page 64 – General Abilities
Page 23 – Erick and Kevin by Kevin Siembieda Page 65 – Defensive and Fast Abilities
Page 24 – The Butterfly Effect by Julius Rosenstein Page 66 – Other Stuff
Page 27 – My Early Recollections by Matthew Balent Page 66 – Sample Physical Training Characters
Page 28 – The Wujcik Legacy by Mark Oberle Page 66 – Olympian
Page 32 – Living in the Moment by Brandon Aten Page 66 – Swashbuckler
Page 34 – Art and story by Nicholas Bradshaw Page 67 – Manik
Page 36 – Mutant Animals and Humanity by Michael Leonard Artwork by Mark Dudley.

Brian Hite (Order #21137467)


Page 69 – Chaos Earth® Nebraska, Part Three Page 105 – Devil Serpent Tongue
Page 109 – Eeracrech Riding Lizard
– “Official” Source Material for Rifts® Chaos Earth® Art by Robert Atkins, Ramon Perez, and Charles Walton II.
Dan Frederick, Matthew Clements and Kevin Siembieda
team-up to present the Pyromancer O.C.C., Pyromancy Magic, The Theme for this Issue
the Zone Twister, some notable characters, and an adventure The theme for The Rifter® #82 is about discovering and un-
hook for the Rifts® Chaos Earth® setting. Also suitable for the leashing the power inside each and everyone of us. Enjoy.
Rifts® and Phase World® settings.
Page 70 – Ionia, Island in the Ashlands Become a Writer for The Rifter®
Page 70 – NORAD, the Big Bunker
Page 71 – Nebraskan Pyromancer O.C.C. We need new writers and artists to fill the next few decades
Page 73 – New Pyromancy Spells of The Rifter®. You do not need to be a professional writer to
Page 73 – Pyromancy Spell List starts contribute to The Rifter®. This publication is like a “fanzine,”
Page 74 – List of other Fire-Based Spells written by fans for fans. A forum in which gamers just like you
Page 74 – Descriptions: Pyromancy Spells by Level can submit articles, G.M. advice, player tips, house rules, adven-
Page 74 – Level One tures, new magic, new psionics, new super abilities, monsters,
Page 74 – Armor of Ash (7) villains, high-tech weapons, vehicles, power armor, short works
Page 75 – Fiery Dagger (4) of fiction and more. So think about writing up something short
Page 76 – Level Two (even something as small as 4-6 pages). Newcomers and regular
Page 77 – Volcanological Divination (7) contributors are always welcome.
Page 78 – Level Three The Rifter® needs new material, especially when it comes to
Page 78 – Fiery Arrowhead (4) adventures and source material, for all of our game lines, particu-
Page 78 – Fiery Sword or Axe (12) larly Rifts®, Chaos Earth®, Palladium Fantasy RPG®, Heroes
Page 79 – Level Four Unlimited™, Ninjas & Superspies™, Beyond the Supernatu-
Page 79 – Armor of Magma (14) ral™, Dead Reign®, Splicers® and Nightbane®.
Page 80 – Level Five Pay is lousy, fame is dubious, but you see your work in print,
Page 80 – Fire Jump (Teleport; 15) get to share your ideas and adventures with fellow gamers, and
Page 81 – Heal Burns (10) get four free copies to show to your friends and family.
Page 82 – Level Six
Page 82 – Healing Lava Pool (15)
The Cover
Page 83 – Walk on Lava (10) The cover is by Nick “The Brick” Bradshaw and depicts one
Page 83 – Level Seven of the new monsters found in the Rifts® Bestiary Volume One.
Page 84 – Pyroclastic Cloud Attack (25) It is the deadly Devil Serpent Tongue. See page 105 for details.
Page 84 – Level Eight
Page 84 – Magma Geyser (20) Optional and Unofficial Rules & Source Material
Page 85 – Level Nine Most of the material for this issue is “official” source mate-
Page 85 – Ash Storm (35) rial. As for optional source material, settings and adventures, if
Page 86 – Level Ten they sound cool or fun, use them. If they sound funky, too high-
Page 88 – Rain Lava (110) powered or inappropriate for your game, modify them or ignore
Page 88 – Zone Twisters them completely. We hope all of it ignites your imagination and
Page 89 – Notable Characters inspires you to create your own wonders.
Page 90 – Jon “Buckshot” Bauer
Page 91 – “Crazy” Cabe Williams [Link] – Palladium Online
Page 91 – Dorther “Dot” Hawkens
Page 92 – The Battle for Lincoln
Artwork by Benjamin Rodriguez.
The Rifter® #83
! Rifts® source material.
Page 93 – Rifts® Bestiary Preview ! Heroes Unlimited™ source material.
! Palladium Fantasy RPG® source material.
– “Official” Source Material for Rifts® ! Other adventure source material.
Here is your first peek at the Rifts® Bestiary, Volume One. ! News, coming attractions, product descriptions
It’s just a small sampling of some updated monsters and a couple and more.
new creatures. ! 96 pages – $14.99 retail – Cat. No. 183. Winter
Page 93 – Alien Rex release.
Page 95 – Allosuarus
Page 96 – Ghost Allosaurus One game system, infinite possibilities
Page 101 – Covenant Falcon limited only by your imagination™

The die is cast. Nothing can stop it.


5

Brian Hite (Order #21137467)


From the Desk of Kevin Siembieda
This issue is especially meaningful to me, because it remem- but he was inspired and kept writing more and more of the book
bers my beloved friend, Erick Wujcik. until he had written pretty much the whole thing. As I remember
Erick passed away on June 7, 2008, at age 57. In some ways, it, he knocked out Teenage Mutant Ninja Turtles® in three and
that feels like a long time ago. In other ways, it seems like only a half weeks, Erick always said it took four and a half weeks.
last week. I think of Erick every day and I know he is missed by Whichever it was, it would be the fastest turnaround from Erick
thousands of people around the globe. That’s just who Erick was: ever. And it was a masterpiece.
Larger than life, a masterful networker, and a good friend to so Erick had a million truly amazing ideas for games you have
many. never seen or heard of. That’s because Erick’s genius came at
In the world of gaming, Erick Wujcik was a genius game a price. He wrestled with manic depression his entire life. That
designer, visionary and writer. He is most remembered for writ- meant he was always working on 30 projects, half them new,
ing and designing Palladium’s Teenage Mutant Ninja Turtles® when he was manic, and never finishing 95% of them when he
and Other Strangeness RPG and its first several sourcebooks, was depressed. Still, the works he did leave with us are profound
Ninjas and Superspies™, and the Amber® Diceless RPG, but and fun and brought joy to millions of role-players around the
he did so much more, especially when it came to bringing joy world. I’m proud to say that I was able to wrangle the most fin-
to millions of gamers and inspiring and encouraging countless ished products out of Erick for Palladium Books, and was happy
others. to help him set up his own game company, Phage Press, which
In 1985, only Erick understood and shared my vision of what published Amber® Diceless and Amberzine™ #1-15. Erick
the TMNT® RPG and its sourcebooks needed to be to make it a also started AmberCon, a global network of Amber Diceless
great game. Only he saw the same big picture I painted of creat- conventions, and helped produce an Amber® Tarot card deck
ing an RPG in which players could create an infinite array of mu- via DesCarte of France.
tant animals, not just the Ninja Turtles. When there was nobody What many people may not know, is that Erick and I were
else to write it, because I had other commitments and deadlines, best friends and invisible forces in each other’s lives. We of-
Erick stepped in to tackle the job. He and I had been talking about fered each other help and ideas, encouragement and love until
the concept for at least three months. He knew what I wanted as the day Erick left this mortal coil for a brand new cosmic ad-
much as I did. We were inside each other’s head and the ideas had venture.
been crystalizing in his mind. For those reasons, and because Erick remains an inspiration
While he wrote the TMNT® RPG we spoke almost every to me and many others, we present this special tribute issue with
single day that he worked on the book. At first, he was only going remembrances from just a handful of the many people who were
to knock out the animal creation rules, then the animal powers, touched by this remarkable human being.
6

Brian Hite (Order #21137467)


An Erick Wujcik Bibliography Monsters & Animals™ (1985)- contributed concepts for the
Eandroth, Emerin, Kankoran, Maxpary and Yema.
of Palladium Books® published works Adventures on the High Seas™ (1987) – Contributing Writ-
Listed by game line rather than chronologically. er.
Adventures in the Northern Wilderness™ (1989) – Con-
Sector 57 (1980) – To my knowledge, this was Erick’s first
tributing Writer.
self-published game. It was not published by Palladium Books,
Wolfen Empire™ (2003) – Contributing Writer.
but it was our first game collaboration. I did the cover and art-
Dragons and Gods™ (2004) – Co-Author.
work for it, play-tested it and offered feedback.
Deluxe Revised RECON® RPG (1986) – Author (inspired
The Mechanoid Invasion® (1981, Palladium Books) – Con-
by Joe F. Martin).
tributing Writer.
Rifts® China One (2004) – Co-Author.
Weapons and Assassins™ (1983) – Author.
Rifts® China Two (2004) – Author.
Teenage Mutant Ninja Turtles® & Other Strangeness
Rifts® China Three – Never finished, it was all in his head.
RPG (1985) – Author.
After the Bomb® RPG (2001) – Author.
TMNT® Adventures (1986) – Author.
Note: My apologies to the family and friends if I missed a few
TMNT® Guide to the Universe™ (1987) – Author.
titles.
TMNT® Transdimensional Ninja Turtles® (1989) – Au-
thor. Erick also helped me find the name for the Rifts® RPG, re-
After the Bomb® sourcebook (1986) – Author. cruited artist Kevin Long, loved the Wolfen, Changelings, the Old
Road Hogs™ AtB sourcebook (1986) – Author. Ones, the history of the Palladium Fantasy world, and everything
Mutants Down Under™, AtB sourcebook (1988) – Author. about Rifts®. Of course, he was a sounding board for many con-
Beyond the Supernatural™, 1st Edition (1988) – Contribut- cepts and ideas, my greatest cheerleader, a stalwart friend, and
ing Writer (victim characters). supporter of, and believer in, me and Palladium Books. He is
Ninjas & Superspies™ RPG (1988)- Author. missed.
Mystic China™ sourcebook for N&S (1995)- Author. One of our most fun and greatest achievements, along with a
Palladium Fantasy RPG® (1983) – Contributing Writer cadre of other people, was the establishment of the Detroit Gam-
(Tombs of Gersidi adventure setting). ing Center (DGC) in downtown Detroit; 1980. A passion proj-
Old Ones (1984) – Contributing Writer (Place of Magic sce- ect, Erick would continue to champion the DGC for decades after
nario).

Brian Hite (Order #21137467)


! Erick was a big fan of ancient Japan, Samurai and Ninja, but
didn’t know a thing about China or Chinese mythology and
magic when I asked him to write Mystic China. After 2-3
years of intense and extensive research for the book, he fell in
love with China, its culture, history and people. He continued
to study and learn about China for the rest of his life and even-
tually moved there for a number of years.
! He lived and worked in Shanghai for 5-6 years, learned to speak
some of the language, and visited many places across China.
He worked in China as Adjunct Professor at Hong Kong Poly-
technic University teaching game design, and as Game Design
Studio Manager at UbiSoft in Shanghai.
! Erick enjoyed traveling the world (mostly Europe and Asia),
where he happily ran impromptu games for people wherever
he went. I used to tell people that Erick was a true Bohemian
I and others walked away from it. Those early four years at the as well as a game design genius.
DGC and the friends I made there would help shape my view of Great friendships are a rarity. I’m happy to say that I have
role-playing games and game theory, and gave me the confidence been blessed with more than a few. I don’t know if I would be the
to start Palladium Books. person I am without the influence of amazing friends like Erick,
Erick Wujcik also designed and published the Amber® Dice- Florence, Alex, Kathy, Thom and many others. I’ve known an un-
less RPG, Mage Knights™ and Amberzine™ through his own believably large number of wonderful and amazing people who
company, Phage Press. One of his great personal joys was be- have touched my heart and helped to shape me, and encourage
friending the late, great, Roger Zelazny, one of his (and my) fa- me to reach for the stars. They gave me strength, and confidence,
vorite authors. Erick had offered to let me publish Amber Dice- and made a better human being on so many levels.
less, but the game system was so unique and he had such big Cherish those great friendships and hold them dear, for they
plans for it and international AmberCons, that I encouraged him are all too fleeting. With love,
to start his own company and publish it himself. I thought he
could do it better justice since Palladium already had so much on – Kevin Siembieda, Publisher, Writer, Friend – September, 2018
its plate. Of course, I helped Erick out with game mechanics feed-
back, my distributor list, printer, and business advice. Erick did
a great job and sold something like 30,000 copies of the Amber
Diceless RPG in just the first year of its release.

Some things you may not know


about Erick Wujcik:
! Erick dabbled in a several different styles of martial arts, in-
cluding Aikido and Kendo as well as Fencing.
! He was a skilled chess and Go player.
! Some of us called Erick “The Wuj,” at least in the early days,
and there is a location in the Palladium Fantasy RPG® named
Wuj, after Erick.
! Erick gave me my first paying job designing a logo and T-
shirts: the Otis the WerePig logo for the Wayne Weregamers.
It appeared on a popular T-shirt, flyers, newsletters, etc., for
a number of years. For all I know, it may still be in use. Prior
to that I had done artwork for Judges Guild and various other
freelance work, but not for T-shirts.
! Erick ran an ongoing D&D campaign for something like 27
years!
! I enjoyed Erick’s Dragonwright ideas so much he told me to
use it in my original Defilers campaign, 1979-1983. Later,
Erick requested that Dragonwright and its gods become an
“official” part of the Palladium Fantasy RPG world and he
included them in the Palladium Fantasy RPG, 1st Edition,
and later in Dragons and Gods.

Brian Hite (Order #21137467)


Palladium News soon. We want to wait until the bigger projects are ready to launch
before we reveal all. More to come that will make you happy.

By Kevin Siembieda, the guy who should know Palladium Christmas Surprise Package
Available NOW thru December
The Rifter® to go on hiatus What is a Palladium Christmas Surprise Package? It’s a
The Rifter® will be going on indefinite hiatus in a few issues. fun bargain for you and Palladium’s way of saying thank you to
The Rifter® #84 will be the last issue for at least two years. Any- its many fans around the world. Fill holes in your collection, try
one who has a subscription beyond that number, will get a store new games (because you are not limited to just Rifts® titles), get
credit for the balance of their subscription. gifts for your gaming pals, and if you want, the Palladium crew
We know many of you will be disappointed, but this is best for will sign every book. And you don’t have to wait till Black Fri-
the company. We are doing this so that all of us can devote our day. Order now.
time to releasing RPG sourcebooks, World Books, Dimension $90-$100+ worth of Palladium Books products for only $46
Books and supplements, including awaited titles for Rifts® and plus shipping and handling. You are guaranteed to get an abso-
the Palladium Fantasy RPG® to Beyond the Supernatural™ lute minimum of ninety dollars ($90) retail value in your Sur-
and Heroes Unlimited™. Moreover, we have been working on prise Package. Most get $95 and many get $100 worth of goodies
several Top Secret projects for the last few years. As those proj- or more, because Publisher Kevin Siembieda is crazy during the
ects heat up, we need more time to devote to them and, hopefully, Christmas Season. And for him, that season started with Hallow-
a large number of new releases. To make this happen, something een.
had to go, and that something is The Rifter® — at least tempo- It’s a surprise package and a Grab Bag because you never
rarily. We hope you understand. know exactly what you’re going to get or who will sign your
books. Palladium always tries to include many of the items on
your “wish list,” but they will surprise you with stuff you are not
Bold moves at Palladium are coming expecting. Things like a special print(s), map, or a negative from
We have a number of bold moves and big plans for Palladium an actual book, or issues of The Rifter®, or a Palladium RPG
Books and our game lines. Things that have been in the works or sourcebook(s), special edition comic book, or other items that
for a number of years and that we know you are going to go wild they think you might enjoy. Plus you can ask for unusual items.
over. All items are “hand-picked” by Kevin Siembieda, the Founder
Moves that will thrill and rejuvenate the game worlds you and Lead Game Designer at Palladium, from your “Wish Lists.”
love. And in the best ways possible to provide you with new av- ALL with autographs if you request them. For many of you, this
enues of adventure while blowing your minds. is the only way to get autographs from Kevin and available Palla-
Here are just a few of them: dium staff members, artists and writers! Please spread the word
! An up-to-date online Palladium Catalog – November 2018. and tell everybody about this offer! Ends January 8, 2019, but
! A new Palladium Books website and one that is mobile device order today, because after you get your first Surprise Package,
friendly – February 2019. you will want another.
! Digital Palladium Fantasy character sheets – 2019 To those of you outside the USA, the X-Mas Surprise pack-
! A Rifts® character generator – 2019 age is a way to get books and circumvent the extremely high cost
! Consistent release of new products. Here is just some of what of shipping from the US. Since you are getting $90-$100 worth
you can expect on that front: of product and only paying $46 plus a small handling charge,
- Rifts® Bestiary™, Volume One – November release. shipping via Priority Mail International (required for packages
- The Rifter® #83 – December or January. weighing more than four pounds) to most locations in Europe,
- Rifts® Bestiary™, Volume Two – December or January. Canada and many other countries should be around $50-$60 US
- In the Face of Death™, Dead Reign® Sourcebook – De- dollars. HOWEVER, because the cost of the product is so low,
cember release. that’s the equivalent of paying retail for the products and $0-$30
- The Rifter® #84 – First Quarter 2019. for shipping. A very good deal. Plus you get autographs if you
- Rifts® Chaos Earth®: Psychic Scream™ – First Quarter want them! Please take advantage of it to get all those products
2019. you’ve wished you could get except the shipping was too prohibi-
- Rifts® Antarctica – First Quarter 2019 tive.
- Garden of the Gods™ (Fantasy) – First Quarter 2019. See full details and how to order on page 19.
- Rifts® The Disavowed™
- Rifts® Chaos Earth®: First Responders
- Rifts® CS Arsenal™
No Digital Christmas Surprise Package
- And much more in development for Rifts®, Palladium Last year, we experimented with offering a Digital Christmas
Fantasy RPG®, Heroes Unlimited™, Dead Reign®, Be- Surprise Package with mixed results. This year there will be no
yond the Supernatural™, Splicers® and more! such offer, but we will be offering a number of juicy Holiday
sales for PDF books on [Link] starting with Black
And that’s just the tip of the iceberg. There are much bigger
Friday, so keep your eyes peeled.
projects in the works, but we don’t want to reveal too much, too

Brian Hite (Order #21137467)


Errata for The Rifter® #80, Coming!
Red Sands article, page 63 In the Face of Death™ for Dead Reign®
The Nova Hawk War Mount stats: Under Special Feeding Re- I recently spoke to Nick Bradshaw about the artwork and some
quirements it states Organic Rocket Launchers. This stat was a ideas and expect to plunge into finishing this book as soon as the
typo. Please ignore it. There are no special feeding requirements Bestiary books are done. Cannot wait.
other than its standard Lithovore food requirements indicated in
the article. It should read:
Special Feeding Requirements: None, per se. Standard for
Coming!
Lithovore, feeds on rocks. Chaos Earth® Psychic Scream™
Writer Taylor White (Chaos Earth® Resurrection™ and
Errata for The Rifter® #80 Credits Page Hell Followed™ for Dead Reign®) turned in a Chaos Earth®
I want to apologize to Paul “Herbie” Herbert. His name was manuscript entitled Psychic Scream™ that I expect to see re-
accidentally omitted on the Credits Page. (He does get credit with leased this winter. We are getting rave reviews from people who
the article itself.) Paul and his brother Ian are two of our favorite have seen the unedited manuscript, so we know this bad boy will
people in the whole world, so we feel terrible about this. Sorry, be a crowd-pleaser. I have already assigned the cover art.
Paul. Please keep that awesome imagination burning bright and
keep sending in those Rifter® articles. You too, Ian. – Kevin Coming!
Siembieda
Chaos Earth® First Responders™
Coming! As reported last issue, we want to put a lot of new books in
your hands the rest of the year and well into next year. That in-
Rifts® Bestiary, Volume One cludes some of those books you have been waiting for like Chaos
I’m sorry this book is taking longer than we had hoped, but we Earth® First Responders™. We even had a real-life first re-
want to make it truly inspiring with cool monstrous pets, riding sponder and writer take a look at the Chaos Earth® First Re-
animals and alien familiars for players to use and monsters and sponders™ manuscript for feedback and additions to this long-
dangers that inspire Game Masters to build better adventures. We awaited book.
have been working like crazy on this book, and it is coming along
great, but it is taking time to get everything just the way we know Coming!
you want it.
Wayne and Alex are busy editing, Chuck is drawing the beasts, Garden of the Gods™ (Fantasy)
Nick Bradshaw is doing art for a few last minute new monsters,
and I have been writing and updating as fast as I can. The new An ancient ruin unearthed over the past century, the Garden
monsters are awesome and some of the updates will make famil- of the Gods is a place of mediation and wonder. Others say it is
iar and forgotten creatures feel new again. I’m behind where I a place of magic and mystery. And some say, of miracles and
wanted to be on this book, but it and Volume Two are going to divine inspiration. Many an adventurer finds his path or a great
be something special. quest after visiting the Garden of the Gods. But there is also said
We are all excited by how much new material has been added to be a place of darkness on the Island Kingdom of Lopan. A
to the Rifts® Bestiary, Volume One (and Two). Every single place that may be linked to the Old Ones and serve as a Portal to
creature has extra information and updates, but many are much the Damned! And I can hardly wait to finish this book. Winter
more expanded and detailed than I had originally imagined I release.
would make them. It has been fun to revisit and expand upon
these monsters and animals. These comprehensive rewrites only 2021 Palladium Open House
serve to make two better and more useful books for gamers. And We are already planning for a 2021 Open House to celebrate
the new beasts? I’m loving them and so will you. We know you Palladium Books’ 40th Anniversary. A number of people were
will enjoy and get a lot of use out of these tomes. disappointed because they did not have enough time to plan for
The two upcoming Rifts® Bestiary books are great resourc- the 2018 POH between the short notice and the dates for the ac-
es for players and G.M.s alike, with creatures that can be used tual event.
as familiars, pets, riding animals, guard animals, and in some Well, because we intend to make the 2021 event the biggest,
cases, even unlikely allies. Others are slobbering monsters or best Open House ever, we are giving you all plenty of advance
malicious predators who include humans and D-Bees among notice! Start making your plans now for an extravaganza nobody
their prey. All giving you plenty of spice to add to your charac- will want to miss.
ters and adventures. And each comes with a map that shows at a
glance exactly where to find these beasts. The Rifts® Bestiary,
Volume One ships in November. Volume Two end of Decem-
ber or January.

10

Brian Hite (Order #21137467)


Coming Attractions customers with access to a computer, we highly recommend or-
dering online. This provides you with information about the most
recent releases and Palladium’s entire product catalog. It also
provides you the most accurate shipping costs and more shipping
Palladium’s 2018 Release Checklist options. You can also order by telephone at 734-721-2903 (order
line only). For customers without such access, use the following
Available Now “mail order” process.
- New! The Rifter® #82 – 112 pages. 1. Send the cost of the books or items being ordered.
- New! The Rifter® #81 – 112 pages. 2. In the USA: Add $6 for orders totaling $1-$50 to cover
- New! The Rifter® #80 – 112 pages. shipping and handling. Add $12 for orders totaling $51-$95. Add
- New! Splicers® I Am Legion™ sourcebook – 256 pages. $18 for orders totaling $96-$200. Note: For non-book products,
- New! Rifts® Sovietski™ World Book – 224 pages. including T-shirts, add an extra $6 per $50 worth of product, on
- New! Nightbane® Dark Designs™ sourcebook – 160 pages. top of the shipping amounts listed above. This is because non-
- Rifts® Secrets of the Atlanteans™ – 224 pages, epic. book products cannot ship via Media Mail, and must use a more
- Rifts® Secrets of the Atlanteans™ Gold Hardcover – 224 expensive method of shipping. Outside the USA: Double the
pages. shipping amount for orders going to Canada, and quadruple it for
- The Rifter® #79 – 96 pages. overseas orders. Any and all additional costs incurred as a result
- New! Raw Preview Edition: Rifts® Antarctica™ of customs fees and taxes are the responsibility of the foreign
- New! Raw Preview Edition: Rifts® Surviving Chaos Earth® customer, NOT Palladium Books.
Note: The Raw Previews are limited editions available only 3. Make checks or money orders payable to Palladium Books.
from Palladium Books. They are not available in stores. 4. Please make sure to send us your complete and correct ad-
dress, including apartment number. Note: These costs are for the
Coming Soon least expensive and slowest method of shipping only. Allow 2-4
- Rifts® Bestiary™, Volume One – November 2018. weeks for delivery. Order online or call the office for a superior
- Rifts® Bestiary™, Volume Two – Winter. but more costly shipping method.
- The Rifter® #83 – 96 pages – Winter.

New & Coming Soon


- Dead Reign® Sourcebook: In the Face of Death™ – Winter.
- Rifts® Chaos Earth® First Responders™ – Winter.
- The Rifter® #84 – 96 pages – Winter.
- Chaos Earth® Psychic Scream™ – Winter.
- Rifts® Antarctica – Winter or Spring. NEW! The Rifter® #82 – available now
- Garden of the Gods™, Fantasy RPG® Sourcebook – Winter
or Spring. Presumably in your hands.
Rifter® #82 Highlights:
Also on the drawing board for 2019 ! Rifts® Chaos Earth® – Pyromancy, Nebraska Part Three.
- Rifts® The Disavowed™ Sourcebook by Kevin Siembieda Final Chapter. “Official” source material.
and Matthew Clements. ! Rifts® Bestiary Sneak Preview. A few choice new monsters.
- Rifts® Heroes of Humanity™ CS Arsenal “Official” source material.
- Rifts® Titan Robotics ! Heroes Unlimited™ – Physical Heroes. Physical Training
- Lopan™, a Palladium Fantasy RPG® Adventure Source- heroes revisited.
book ! Nightbane® – Age Modifiers and Education rules. “Offi-
- Lopanic Games™, a Palladium Fantasy RPG® Sourcebook cial” source material.‘Nuff said.
- Heroes Unlimited™ Sourcebooks ! Gaming Advice from Erick Wujcik – Thinking Big and The
- Splicers® Sourcebooks Name Giver, sage advice reprinted from The Rifter® #1 & 2.
- Nightbane® Sourcebooks ! Erick Wujcik Remembered – 10 years after his death, Erick
- Beyond the Supernatural™ Sourcebooks Remembered.
- And more. Other titles are in the pipeline and being written. ! 112 pages – $14.99 retail – Cat. No. 182.
Thus additional and other titles may be slotted into the release
schedule. New! Rifts® Bestiary
Palladium RPGs are available in many hobby and game
stores around the world. We encourage people to support their of North America, Vol. One
local stores. Going to a store enables you to see the product be- Most of the artwork is in, and we expect the book to ship by
fore purchasing it, and many stores are happy to place special or- the end of November or early December.
ders for you, provided you pay in advance, enabling you to avoid We are excited by how much new material has been added to
the cost of shipping and possible damage in the mail. the Rifts® Bestiary Volume One (and Two). Every single crea-
Ordering from Palladium Books: You can also order direct- ture has extra information and updates, but many are much more
ly from Palladium Books, but you will pay extra for shipping. For expanded and detailed than I had originally imagined I would

11

Brian Hite (Order #21137467)


make them. It has been fun to revisit and expand upon these mon- NEW! In the Face of Death™
sters and animals. These comprehensive rewrites only serve to
make two better and more useful books for gamers. And the new – A Dead Reign® Sourcebook
beasts? I’m loving them and so will you. We know you will enjoy “People will tell you no one can survive in the big cities crawl-
and get a lot of use out of these tomes. ing with the walking dead. They are wrong. They’re there, al-
The two upcoming Rifts® Bestiary books are great resources right. I have seen these survivors with my own two eyes. They’re
for players and G.M.s alike, with creatures that can be used as holding their own and they have no intention of leaving. That’s
familiars, pets, riding animals, guard animals, and in some cases, where they have chosen to make their stand. I don’t know if these
even unlikely allies. Others are slobbering monsters or malicious survivors are brave as hell or plum crazy, but God love them,
predators who include humans and D-Bees among their prey. All they’re there.” – Brad Ashley, Leader of the Road Reapers
giving you plenty of spice to add to your characters and adven-
tures. And each comes with a map that shows at a glance exactly The cover is done and I want it out as soon as we can. This
where to find these beasts. The Rifts® Bestiary Volume One sourcebook is all about inner city survival. Survivor colonies
ships end of November or early December. finding a way to live and prosper in the big city. Conventional
wisdom says that living in the big population centers is impos-
! Monsters and animals of Rifts North America organized in sible. These survivors prove otherwise.
two big, easy to use sourcebooks.
! Inner city survival.
! Updated descriptions and information for existing mon-
sters. ! Skyscraper communities and life on the rooftops.
! Updated and uniform stat blocks. ! Surviving in big cities crawling with zombies.
! New predators, exotic riding animals, beasts of burden, ! Death Cults, a different type of danger.
alien horrors, giant insects and more. ! Gangs, street runners, the new underground, and more.
! A map for every creature showing where it is found. ! Take your zombie campaign to new heights!
! Fully illustrated, much of the art by Charles Walton II, ! Cover by E.M. Gist. Interior art by Nick Bradshaw.
along with Siembieda and many others. ! Written by Kevin Siembieda. Adaptable to other Palladi-
! 192-224 pages each volume – $26.99 retail – Cat. No. 896 um settings.
(Volume One). In final production. November or Decem- ! Size and price not yet determined – Cat. No. 237. December
ber. release.

12

Brian Hite (Order #21137467)


COMING! Rifts® Bestiary™ ties. The problem? Most people cannot control their newfound
powers. Psionic abilities run amok, and people are driven to the
of North America, Vol. Two – Winter brink of madness.
! Untamed psychic abilities.
More monsters and exotic animals of Rifts® North America ! New psionic powers and O.C.C.s.
as part of an ongoing series of Rifts® Bestiary sourcebooks. ! Insanity and horror.
The first two Rifts® Bestiaries, Volume One and Volume Two, ! Adventure ideas and more.
are being created simultaneously. Between them, these two vol- ! Written by Taylor White.
umes compile all the beasts of Rifts North America (unintelligent ! 96-128 pages – $17.99 retail – Cat. No. 667. A winter re-
monsters, predators, notable animals and intelligent beings that lease.
are monstrous or animal-like in appearance or behavior) from all
current World Books and Sourcebooks, plus some new monsters
by Siembieda and Walton. Presented in alphabetical order, with COMING! Garden of the Gods™
maps showing their range and location, in two big books. Note: – A Palladium Fantasy® Sourcebook
If these two volumes do well, more will follow.
! Monsters and animals of Rifts North America organized in Matthew Clements is giving his considerable contributions to
two big, easy to use sourcebooks. Predators, exotic riding Garden of the Gods one last review and final tweak before he
animals, beasts of burden, alien horrors, giant insects and turns it in to Palladium. Matthew has started work on another
more. Fantasy sourcebook and has already turned in one, still secret,
! Some new creatures, but most are existing creatures. Rifts® sourcebook that should get people very excited.
! Updated information where applicable. The Garden of the Gods is said to be a holy place watched
! Updated and uniform stat blocks. over and even frequented by the avatars of the gods. According
! A map for every creature showing where it is found. to legend, the god may visit heroes and followers in dreams or in
! Fully illustrated. person by an avatar of the god, to be given guidance, inspiration,
! Art by Chuck Walton, Siembieda and many others. heroic quests, and gifts of knowledge and magic. More details
! 192-224 pages – $26.99 retail – Cat. No. 897. In produc- about this title will follow.
tion. Anticipating Rifts® Bestiary™ Volume Two to be a ! The Garden of the Gods described in detail.
Winter release. ! Godly insight and visitations.
! Gifts of magic and knowledge.
! Sanctuary and more.
! The Black Pit, a place of evil and dark secrets. Is it a coun-
terbalance to the good of the Garden or a trick of the Old
Ones?
! Written by Kevin Siembieda.
! Final page count and price yet to be determined, but prob-
ably 96 pages – $17.99 retail – Cat. No. 475. A winter re-
lease.

COMING: The Rifter® #83


The Rifter® #83 will offer source material for Rifts®, He-
roes Unlimited™, Fantasy RPG® and more, and is already in
production. Articles are being selected and artwork will be as-
signed soon.
The Rifter® is all about new ideas, pushing the envelope,
trying new things and alternative methods, rules and approaches
to create epic adventure! There is no one way to look at things.
Open your mind to the infinite possibilities.
Remember, adventures and source material for one game set-
ting can also be adapted to other world settings with some easy
and obvious modifications. Unleash your imagination and use
The Rifter® to fuel your own campaigns. Game Masters, sur-
prise your players with a creature or villain they never see coming
COMING: Psychic Scream™ because it is adapted from material for another game setting. Or
give your players optional characters to play or special abilities or
– A Rifts® Chaos Earth® Sourcebook
gear from the pages of The Rifter®. Most of all, have fun.
The manuscript is in and I recently approved the tightened and Rifter® #83 Highlights:
tweaked sketch for the cover by artist Anthony Moravian. I can’t ! Rifts® source material.
wait to do the final edits and additional writing for this book. ! Heroes Unlimited™ source material.
In the wake of the Coming of the Rifts, people begin to see ! Palladium Fantasy RPG® source material.
ghosts and demons, battle monsters and manifest psychic abili- ! And other source material.
13

Brian Hite (Order #21137467)


! News, coming attractions, product descriptions and more. these men and women are. How the Disavowed get away with
! 96 pages – $14.99 retail – Cat. No. 183. Winter release. using magic, traveling to other parts of Rifts Earth and even to
other dimensions in pursuit of enemies and strategic information
COMING! Rifts® Chaos Earth® Sourcebook: that cannot be had through conventional means. Learn about the
secret parameters in which these hard-boiled warriors, secretly
First Responders hand-picked by Joseph Prosek II, operate, why almost every mis-
sion is considered a suicide mission, and why they must forever
The Great Cataclysm has devastated civilization, but humanity
be the Disavowed.
fights for survival. The struggles of civilian law enforcement, fire
! CS operatives so secret that even the top military and po-
and rescue, and everyday men and women are some of the most
litical leaders right up to Emperor Prosek know nothing
epic tales to be told in a world gone to hell. They fight monsters,
about them. And if they did know, would they condone
aliens, the paranormal, the elements, and each other, all with the
their activity or condemn it?
hope of reclaiming their lives from the Chaos.
! Are the Disavowed heroes or renegades? Assassins or sol-
! New D-Bees and monsters from the Rifts. diers? Madmen or super-patriots? Or a little of them all?
! First Responder O.C.C.s, skills and special equipment. ! Unsung heroes who keep the CS safe, or thugs and pawns
! New “average citizen” Occupational Character Classes of a shadow agency within the Coalition government?
(O.C.C.s).
! What role does the Vanguard play in this group?
! New equipment for NEMA “Roscoes” and other emergen- ! How do they reward their D-Bee “teammates” when the
cy personnel.
mission is over?
! Notable rescue vehicles, robot drones, and technology. ! What happens to the Disavowed when they have seen or
! Source information and stats for common Golden Age learned too much? Adventure ideas galore and so much
technology (weapons, vehicles, medical tech, etc.).
more.
! Apocalypse Plagues brought from other worlds to Chaos ! Written by Kevin Siembieda and Matthew Clements.
Earth.
! 96 pages – $17.99 retail – Cat. No. 892. Winter release.
! Adventure ideas and more.
! Written by Jason Richards. Additional text by Clements
& Siembieda.
! 96 pages – $17.99 retail – Cat. No. 665. Winter or spring
release.

COMING: Rifts® Antarctica


I approved the cover sketch so artist John Zeleznik will be
moving on to final pencils and painting. Meanwhile, author Mat-
thew Clements is making improvements and additions to the
manuscript to ensure that Rifts® Antarctica is a truly compel-
COMING! Rifts® The Disavowed ling and exotic land you’ll want to explore. Probably a 160 page
Secrets of the Coalition States™ World Book around $22.99 retail.
The Disavowed are so Top Secret that their existence is known
only to a handful of the Coalition States’ most elite, top echelon, Product Note
with Joseph Prosek II the mastermind behind the Disavowed Just because a specific title is not mentioned does not mean it
operation, and Colonel Lyboc its shadowy face. Find out who is not coming out, it simply means there is nothing to report other
14

Brian Hite (Order #21137467)


than we are “working on it” and there is no “tentative” release ! Sovietski war machine – 18 new vehicles, tanks, aircraft,
date yet. We are trying not to show exact dates of release until we and more.
feel strongly we can hit them. We are working on a vast number ! 16 unique weapons plus grenades, tank shells and special
of projects for a large number of our game lines. ammunition.
! Spetsnaz Sovietski Special Forces – the new KGB.
Notable Releases ! Bunker creation tables and Dead Zone tables, ideas and
more.
! 224 pages – $26.95 retail – Cat. No. 891. Available now.
Other Rifts® titles for Russia and Europe:
! Rifts® Warlords of Russia™ – Overview of Russia, the War-
lords and their legions of cyborg warriors, the Sovietski, 20
O.C.C.s, 20 cyborgs, Russian weapons, vehicles, and more.
224 pages. Cat. No. 832, $24.95 retail.
! Rifts® Mystic Russia™ – 18 Archaic Russian Demons, 10
monsters, Night Witch, Hidden Witch, Mystic Kuznya, Fire
Sorcerer, 9 Gypsy O.C.C.s, Russian magic, 6 vehicles, and
more. 176 pages. Cat. No. 833, $22.99 retail.
! Rifts® Sourcebook 3: Mindwerks™ – The techno-horrors of
the Angels of Death and Vengeance, 27 monsters and D-Bees
of Eastern Europe, Mindwerks™ weapons, robots, MOM Im-
plants, Brodkil, Gene Splicers, the Kingdom of Tarnow, the
Black Forest, maps and more. 112 pages. Cat. No. 812, $17.99
retail.
! Rifts® Triax & the NGR™ – The New German Republic vs
the Gargoyle Empire, 16 O.C.C.s, 20 vehicles, 15 robots, 9
cyborgs, plus power armor, body armor, weapons, overview
of Europe, maps and more. 224 pages. Cat. No. 810, $24.95
retail.
! Rifts® Triax™ 2 – More about the NGR, the Gargoyle and
Brodkil Empires, and the rest of the NGR war machine: Triax
robots, power armor, vehicles, aircraft, and weapons galore.
192 pages. Cat. No. 881, $26.99 retail.
! Rifts® Game Master Guide™ – Every Rifts® robot, power
armor, vehicle, weapon, experience table, map, and more that
appeared in World Books 1-23 and Sourcebooks 1-4, plus
O.C.C. and R.C.C. index, rules clarifications, and more. 352
World Book 36: Rifts® Sovietski™ pages. Cat. No. 845, $28.99 retail.
Rifts® Sovietski™ is jam-packed with a wide array of source ! Rifts® Book of Magic™ – 900+ magic spells, plus Techno-
material. New cyborgs, new O.C.C.s, new skills, new D-Bees, Wizard devices, Magic Tattoos, Nazca Lines, Whale Songs,
new cyborgs and bionics, new weapons, new vehicles, under- Herbs, Symbiotes, Bio-Wizard Weapons, Rune Weapons,
ground bunker tables, tons of adventure ideas and a whole lot of magic items and more! 352 pages. Cat. No. 848, $26.95 retail.
fun. ! Rifts® Adventure Guide™ – 150+ adventure ideas, Random
Rifts® Sovietski™ is a treasure trove of new ideas for cy- Rifts, making towns, cities, merc companies, and traveling
borgs, player characters, D-Bees, and the fledgling Sovietski na- shows, gaming tips and much more. 192 pages. Cat. No. 849,
tion. This book brings the Russian landscape to life and ready for $24.95 retail.
adventure. See how the Sovietski came into being and where it is ! Rifts® Megaverse® in Flames™ – Rifts Earth has been in-
going, learn about its soldiers, army, people and their dreams, be- vaded by the minions of two Hells. Demon Plagues, 14 Hell
liefs, and politics, plus Dead Zones, Spetsnaz Intelligence force, Lords, Hell Pits, Calgary Kingdom of Monsters, adventure
new cyborgs, bionics, and more. When combined with the Rifts® and more. 192 pages. Cat. No. 876, $24.95 retail.
Mindwerks™ Sourcebook, Warlords of Russia™, Mystic
Russia™ and the Triax™ books, you have a setting as large as Nightbane® Dark Designs™
North America.
! 9 Sovietski O.C.C.s. This is another title that people are enjoying and is available
! 40+ M.O.S. Skill Packages and 4 unique D-Bees. now. Nightbane® Dark Designs™ is a guide to creating the
! 11 unique new cyborgs, plus new bionics and body armor. Nightbane and a sourcebook for players and Game Masters alike.
! Light, Heavy and Superheavy Machines (cyborgs), revis- It presents all sorts of new Nightbane creation tables, new Mor-
ited. phus tables, new Talents, and new information. Info and powers
! Cyborg animals for scouting and combat – new concept. that enable players to make memorable Nightbane characters and
G.M.s to take their games up a notch.
15

Brian Hite (Order #21137467)


! 18 new and comprehensive Morphus Tables. ! Includes 20 pages of additional, unpublished material.
! 60 new Common Talents. ! An epic series of adventures, plus adventure ideas and
! 38 new Elite Talents. more.
! Transformation Transition Table. ! 256 pages – Cat. No. 201 – $26.99 retail – Available now.
! Talent creation and conversion rules.
! Ancient Nightbane R.C.C. fully statted & creation tables.
! Insight to the Becoming.
! Appendix of 23 Morphus Tables. Appendix of 53 Talents.
! $20.95 – 160 pages – Cat. No. 736 – Available now.

Splicers®: I Am Legion™ Sourcebook


Splicers® is a dark world of the future where a nano-plague
has made touching metal deadly, and humans are forced to use
genetically engineered, living weapons and organic war ma-
chines to battle N.E.X.U.S., an insane Artificial Intelligence and
her legion of robots and monstrosities.
This big, 256 page adventure sourcebook for Splicers® is
jam-packed with new Host Armors, War Mounts, Bio-Enhance-
ments and adventure galore. Your heroes must uncover the mad
schemes of the new N.E.X.U.S. personality that calls herself Le-
gion. Then battle her army of robots and Amalgams every step
of the way. If you fail, thousands will die. Collects the adventure
source material from The Rifter® issues #71-78 and looks great.

Highlights Include: Back in Stock – available now


! 6 new Great Houses.
! 4 new Host Armors and 6 new Splicers War Mounts. Beyond the Supernatural™ RPG
! 7 new Bio-Enhancements and augmentation. Beyond the Supernatural™ RPG is supernatural horror in
! 19 new Bio-Weapons, including the Hive Sword, Bug the modern world. A plausible modern horror setting that makes
Bombs and more. sense and will have you wondering if this stuff could be for real.
! 15 new machines – robots and amalgams of the murderous Play ordinary people, psychics or paranormal investigators.
Legion. ! 14 Psychic Character Classes.
! Amalgam creation tables, new alien predators and more. ! 42 occupations for “ordinary” people.
! Legion: A new personality of N.E.X.U.S., statted & de- ! 100+ physic abilities, including Fire Walker abilities.
scribed. ! Creatures of darkness, the Lazlo Agency, and more.
16

Brian Hite (Order #21137467)


! Three new sourcebooks planned for 2019.
! 256 pages – $26.99 (NEW price) – Cat. No. 700 – available
now.

Back in Stock – available now


Rifts® Game Master Guide™
The Rifts® Game Master Guide™ is a massive 352 page
reference book with short stats and description on every Rifts®
robot, power armor, body armor, vehicle, weapon, gadget, skill,
experience table, and map that appears in Rifts® World Books
1-23 and Sourcebooks 1-4, plus a bionics index, an O.C.C.s and NEW! Four T-shirts – Available now
R.C.C. index, rules clarifications, combat examples, advice on New Rifts® T-shirt! We kept this new Rifts® T-shirt simple
how to run a game and more. and dynamic, featuring a CS soldier firing his gun. Is he friend
! 500+ weapons. or foe? You decide. It fits the current Rifts® story arc with the
! 300+ skills. Minion War and most any theme involving Rifts and the Coali-
! 290 pieces of equipment. tion States. Art by comic book artist Freddie Williams II. Enjoy.
! 180+ vehicles. Cat. No. 2582.
! 100+ suits of body armor. Heroes Unlimited™ T-shirt! You have been asking to see
! 80+ suits of power armor. more for Heroes Unlimited™, we heard you and offer this strik-
! 352 pages – $28.99 retail – Cat. No. 845 – Available now. ing T-shirt as just the beginning of more support for Heroes Un-
limited™. It was certainly a hit at the Palladium Open House.
Other core Rifts® titles: Cat. No. 2583.
! Rifts® Rifts® Ultimate Edition RPG, Hardcover – core New Game Master T-shirt features the dynamic artwork of
rules, epic setting of science fiction, fantasy, and horror in a Kevin Long’s original Villains Unlimited cover. Why this art?
future Earth post-apocalyptic setting. 30+ player characters A) Because G.M.s unleash the villains and challenges that await
– play a Dragon Hatchling, Cyborg, Juicer, Crazy, Cyber- their players. B) Heroes Unlimited™ needs some loving. And
Knight, Power Armor Pilot, Psi-Stalker, Dog Boy and others! C), because it is a dynamic piece of art that screams get ready for
Magic, psionics, weapons, bionics, and more. If you can imag- adventure. Cat. No. 2584.
ine it, it can happen in Rifts®. 376 page hardcover – $41.99 The new Palladium Open House T-shirt is fun and one of
retail – Cat. No. 800HC – available now. my favorites, featuring art by Ramon K. Perez. You did not have
! Rifts® Book of Magic™ – 900+ magic spells, plus Techno- to be at the Open House in person to get this fun T-shirt. If you
Wizard devices, Magic Tattoos, Nazca Lines, Whale Songs, were there in spirit or just like the design, snap it up. Limited to
Herbs, Symbiotes, Bio-Wizard Weapons, Rune Weapons, 120 shirts. Available only while supplies last. Cat. No. 2585.
magic items and more! 352 pages – still $26.95 retail – Cat. ! All T-shirts are high quality, pre-shrunk, 100% cotton Gil-
No. 848 – available now. dan T-shirts and look great. I love all four. Wore the POH,
! Rifts® Adventure Guide™ – 150+ adventure ideas, Random G.M. and Heroes Unlimited T-shirts during the event and I’m
Rifts, making towns, cities, merc companies, and traveling wearing the Rifts® shirt for inspiration as I write this.
shows, gaming tips and much more. 192 pages – $24.95 retail ! Available in most sizes, Medium to 5XL, as usual.
– Cat. No. 849 – available now. ! $18.95 each for Medium to XL, $20.95 for XXL, and up for
! Rifts Conversion Books 1, 2 & 3. larger sizes. All available now.
17

Brian Hite (Order #21137467)


2018 Christmas Surprise Package
Available now till January 8, 2019 you can expect at least $100 worth of product with autographs
and items you might not normally be able to get.
Every year for 20 years now, Palladium has offered the Christ- All domestic orders are shipped U.S.P.S., Media Mail (the
mas Surprise Package – our way of saying “thank you” to our “slow” Book Rate), or UPS, or the way Palladium chooses. Or-
fans and helping to make your Christmas a little more special. dering online, you select the desired method of shipping and pay
accordingly. We strongly suggest UPS because it is fast, reliable
What is a Palladium Christmas Surprise Package? and trackable. Media Mail takes 7-21 days to arrive. If lost in the
! $90-$100 worth of Palladium products for only $46 (plus ship- mail, one-of-a-kind items like gold editions can NOT be replaced.
ping and handling)! That can nab you four or more items when Credit card orders welcomed. ALL major credit cards ac-
one core rule book can cost you more than that. What a deal! cepted. Order by mail, telephone or online.
! Autographs from Kevin Siembieda, available staff and free- No C.O.D. orders.
lance artists and writers. If you “request” autographs we’ll sign We must have YOUR street address (no P.O. Box) for UPS.
every book in your box! For many, especially those across the We need your entire, correct street address and APARTMENT
country and overseas, this is the only way to get autographs NUMBER! Palladium is NOT responsible for loss if you give us
from Kevin Siembieda and crew. Take advantage of it. an incorrect or incomplete address, or if you move after you place
If you do NOT want autographs, please state – “No auto- the order.
graphs.” Note: Orders received by Palladium after December 14th
If you do NOT want T-shirts, please write – “No T-shirts.” CANNOT be guaranteed to arrive before Christmas. Palladium
! Each order is hand-picked by Kevin Siembieda from a makes no promise that foreign or military base orders will be re-
“wish list” you provide! Please list at least 10-15 items that ceived before December 25th regardless of when they are placed.
you know are in stock. PLEASE do not list books you know Rare books and one-of-a-kind items, like art or gold editions,
are out of print; you will not get them. Note: List 8 or fewer CANNOT be replaced if lost in the mail.
titles and your order may be rejected or you will get items not Send Mail Orders to: Palladium Books – Dept. X – 39074
on your list. Webb Court – Westland, MI 48185-7606. Or order online in
! The Grab Bag makes a wonderful gift for Christmas, Ha- our online store at [Link] – or call (734) 721-
nukkah, birthdays, anniversaries, etc., for the gamers in your 2903 to place orders by telephone using a credit card.
life. Since there will be so much in every Surprise Package,
ordering just one might provide gifts for two or more pals. Ideas for “Special Wants”
! Impress your friends with a gift worth $90 or more for a To insure your X-Mas Surprise Package is everything you want
cost of only $46 (plus shipping and handling). it to be, send us a wish list of your “wants.” The more items listed,
! Fill holes in your own collection or get books and product the more likely you are to get items you want. List them in order
you’ve been meaning to try or look interesting. of preference (10-15 items you know are in stock). That way, you
It’s a surprise package because you never know exactly what don’t know what you’re getting and we have a large selection to
you’re going to get or who will sign your books. We try to in- choose from, making it fun for you and easier on us. Thanks.
clude many of the items on your “wish list,” but we may surprise PLEASE do not ask for books you know are out of print or not
you with stuff you are not expecting. Extra items may include yet available like Tome Grotesque or Psychic Scream.
other RPG books, The Rifter®, posters, prints, art books, greet- Note: Santa Kev and his elves are NOT mind readers. If you
ing cards, T-shirts, and other items. Some may be slightly dam- do not give us a clear idea of your wants, you may be disappoint-
aged so we can send you more. ed by what comes in your Surprise Package. You do NOT make
Spread the word. The Christmas Surprise Package is only our job easier when you say something like “I own everything,
publicized by word of mouth, to readers of The Rifter® and on surprise me.” Please provide 10-15 items! And you may still get
Palladium’s website – [Link] – so tell ev- items not on your list.
eryone you know. Buy one for every gamer you know and have a ! Rifts® Ultimate Edition and core books like Rifts® Book of
very Merry Christmas. Magic, Rifts® G.M. Guide, and Rifts® Adventure Guide.
Multiple orders WILL result in some duplication. ! For Chaos Earth®: Chaos Earth® RPG, Rise of Magic,
Creatures of Chaos, and Chaos Earth® Resurrection.
The Cost ! For Rifts®: Rifts® Sovietski, Warlords of Russia, Mystic
Russia, Northern Gun™ 1 & 2, Secrets of the Atlanteans,
$46.00 plus $10.00 for shipping and handling in the USA; $56 Heroes of Humanity, Megaverse® in Flames, Rifts® Vam-
total. pires Sourcebook, Rifts® South America 1 & 2, Triax™
$46.00 plus $30.00 estimated for shipping and handling to 1 & 2, Juicer Uprising™, D-Bees of North America™,
CANADA; $76 total. Adventures in Dinosaur Swamp™, The Vanguard™, He-
$46.00 plus $53.00 estimated for shipping and handling roes of the Megaverse®, Rifts® Machinations of Doom™
OVERSEAS; $99 total. Note: Sorry, we are only passing along (graphic novel & sourcebook), Tales of the Chi-Town
the postal rates of Priority Mail International (typically 4-10 days ‘Burbs™ (short stories), Rifts® & the Megaverse® (soft-
delivery). We always try to load up on orders going overseas, so cover art book), Rifts® Coloring Book, Atlantis, Africa,
18

Brian Hite (Order #21137467)


Coalition War Campaign, Federation of Magic™, Psys- ! Nightbane® RPG, Dark Designs™, Nightbane® Survival
cape™, Rifts® Australia, Rifts® Mercenaries, Rifts® Guide, Through the Glass Darkly, Nightlands™ and oth-
MercTown™, Rifts® Merc Adventures, the Siege on Tol- ers. Can be used with Heroes Unlimited™, Ninjas & Super-
keen/Coalition Wars® series (Book 6: Final Siege is epic for spies™, and Beyond the Supernatural™.
the 40+ NPCs, monsters, TW items and maps alone) & more! ! Back Stock: Get RPGs, sourcebooks, and world books you’ve
Looking for high-tech? Consider Rifts® Sovietski™, Rifts® been wanting or fill holes in your collection.
Game Master Guide, Naruni™ Wave 2, Coalition War ! Try new game settings like Splicers®, Dead Reign®, Rifts®,
Campaign™, CS Navy™, Heroes of Humanity™, Northern Palladium Fantasy®, Nightbane®, Heroes Unlimited™,
Gun™ 1 & 2, Rifts® Black Market™, Triax & the NGR™, Ninjas & Superspies™, Beyond the Supernatural™,
Triax™ 2, Rifts® MercTown™, New West™, WB 2: Atlan- Rifts® Chaos Earth®, After the Bomb® (mutant animals),
tis, and others. The Mechanoid® Trilogy, or RECON®.
Want Rifts® NPCs? Then Rifts® Siege on Tolkeen Six: Fi- ! Rifter® back issues are available (issues 1-13 only in the X-
nal Siege is a must: 31 NPCs, 11 dragons, and monsters fully Mas Surprise Package). Many issues are sold out, including
statted out, TW vehicles and weapons, maps and city of Tolkeen, issues #4, #8, #18-26, #28-35, #40, #46-48, and others.
and more. SoT 5: Shadows of Evil has 16 more NPCs. SoT 4: ! Art Books include Future Visions™ (Charles Walton art,
Cyber-Knights is a good one, too. b/w), Rifts® & the Megaverse® (Zeleznik art, color),
Looking for magic and monsters? Consider Rifts® Federa- Zeleznik Coloring Book, and Rifts® Machinations of
tion of Magic™, Machinations of Doom™, Atlantis, Secrets Doom™ (Perez; graphic novel & sourcebook).
of the Atlanteans™, South America 1 & 2, Rifts® Spirit ! Art Prints – 30+ color and some black & white prints, Rifts®
West™, Lemuria, and Mystic Russia™. and Fantasy maps (color), Dog Boys Playing Poker, and oth-
Emphasis on monsters and D-Bees: Rifts® Conversion ers; average value of prints $10-$15 each.
Books 1, 2 & 3, D-Bees of North America™, Psyscape™, New ! Novelty Items. Bookmarks Set #1 & #2, greeting cards,
West™, Rifts® Dinosaur Swamp™, Adventures in Dinosaur mouse pads (Dead Reign®: Graveyard Earth cover, Fanta-
Swamp™, Splynn Dimensional Market™, Mindwerks™, sy: Old Ones cover), Bookmarks Set 1 & 2 (4 bookmarks
Phase World®, Hades, Dyval™, & others. Note: The Rifts® in each), Rifts® Chi-Town ‘Burbs Anthology, T-shirts,
Bestiary Vol. 1 will NOT be available until the end of November. A+Plus #5 comic book ($10 value), etc.
For space adventure, see Phase World®, Phase World®
Sourcebook and Dimension Books™ like Thundercloud Gal-
axy™, Skraypers™, Heroes of the Megaverse®, Megaverse® Ordering the 2018 Surprise Package
Builder™, Naruni™ Wave 2, Anvil Galaxy, Three Galax- Include ALL of the following information . . .
ies™.
! For the Minion War™, see Megaverse® in Flames, CS ! Special Wants – list 10-15 specific items/books, new and old,
or items like prints, bookmarks or T-shirts, etc.
Heroes of Humanity, Hades, Dyval™, Dimensional Out-
break™, Heroes of the Megaverse®, Armageddon Unlim-
! Indicate “No T-shirt” if you don’t want to be considered for
one. If you DO WANT a T-shirt, include your size.
ited™.
! Rifts® Dimension Books™ are always fun: Megaverse® ! Your favorite Palladium games.
Builder™, Heroes of the Megaverse®, Thundercloud Gal-
! Palladium games you have not played but want to try.
axy™, Naruni™ Wave 2, Wormwood™, Skraypers™,
! Indicate whether you want autographs.
Phase World® Sourcebook, Three Galaxies™, and others.
! Comments and suggestions.
! Rifts® Conversion Books include Rifts® Conversion Book ! Accurate & complete mailing address! UPS cannot ship to
a P.O. Box; provide a street address. Include your APART-
One, Book 2: Pantheons of the Megaverse® & Dark Con-
MENT number! Palladium is NOT responsible for loss if you
versions™.
give us an incorrect or incomplete address, or if you move.
! Heroes Unlimited™ superhero gaming! Powers Unlimit-
ed™ 1, 2 & 3, HU2™ G.M.’s Guide, Gramercy Island™, Total Cost: $56 USA ($46.00 + $10 estimated for shipping
Villains Unlimited™ Revised, Aliens Unlimited™, Aliens & handling), $76 to Canada, $99 overseas. Multiple orders will
Unlimited™ Galaxy Guide™, Armageddon Unlimited™, result in duplication. This is a “Grab Bag” so you may get items
Mystic China™, After the Bomb® sourcebooks. Heroes of not on your Wish List.
the Megaverse® and Skraypers™ are HU2 adaptable. Credit cards are welcomed: Visa and MasterCard pre-
! Palladium Fantasy RPG® and sourcebooks. A unique fan- ferred, but most major credit cards are accepted. Go to the Pal-
tasy world with human and non-human races like the Wolfen. ladium website ([Link]) and fill out the 2018
Palladium Fantasy RPG®, and sourcebooks like Bizan- Christmas Surprise Package Order Form and pay with a credit
tium™, Western Empire™, Northern Hinterlands™, card. Or order by telephone (734-721-2903); this is an order
Land of the Damned™ One and Two, Mysteries of Mag- line only.
ic™ One, Eastern Territory™, and others. Place orders by mail by enclosing a check or money order
! Dead Reign® RPG, the zombie apocalypse – Endless along with your wish list, the info above and address, and send
Dead™, Graveyard Earth™, Civilization Gone™, Dark to:
Places™, Fear the Reaper™, Hell Followed™. Zombies
can be used in any setting. Palladium Books® – Dept. X – 39074 Webb Court
! Beyond the Supernatural™ RPG: Modern day horror & – Westland, MI 48185, USA
monsters. © 2018 Palladium Books, Inc. All rights reserved, worldwide.

19

Brian Hite (Order #21137467)


Palladium Books® Check List
The Rifter® Series Heroes Unlimited™ / After the Bomb® 803 Rifts® Conversion Book One™ – $24.95
177 The Rifter® #77 – $13.95 500-2 Heroes Unlimited™, 2nd Ed. – $28.99 804 Rifts® WB 2: Atlantis™ – $20.95
178 The Rifter® #78 – $13.95 5000HC Heroes Unlimited™ 805 Rifts® Sourcebook 2: Mechanoids®
179 The Rifter® #79 – $13.95 30th Anniversary Hardcover – $50.00 – $17.99
180 The Rifter® #80 – $14.99 501 Villains Unlimited™ Revised – $24.95 807 Rifts® WB 3: England™ – $20.95
181 The Rifter® #81 – $14.99 503 After the Bomb® RPG – $24.95 808 Rifts® WB 4: Africa™ – $20.95
182 The Rifter® #82 – $14.99 505 Road Hogs™ (After the Bomb® II) – $9.95 809 Rifts® Dimension Book 1: Wormwood™
Splicers® More sourcebooks coming soon. 507 Mutants Down Under™ (AB III) – $9.95 – $22.99
200 Splicers® RPG – $23.95 511 Mutants of the Yucatan™ (AB IV) – $9.95 810 Rifts® WB 5: Triax™ – $24.95
513 Mutants in Avalon™ (AB V) – $16.95 811 Rifts® Pantheons of the Megaverse®
201 Splicers®: I Am Legion – $26.99
514 Mutants in Orbit™ (AB VI) – $16.95 – $24.95
Dead Reign® 515 Aliens Unlimited™ – $24.95 812 Rifts® Sourcebook 3: Mindwerks™
230 Dead Reign® RPG – $26.99 516 Heroes Unlimited™ G.M.’s Guide – – $17.99
231 SB 1: Civilization Gone™ – $14.99 $24.95 813 Rifts® Mercenaries™ – $20.95
232 SB 2: Dark Places™ – $12.95 517 Century Station™ – $24.95 814 Rifts® WB 6: South America – $20.95
233 SB 3: Endless Dead™ – $16.95 518 Gramercy Island™ – $24.95 815 Rifts® WB 7: Underseas™ – $24.95
234 SB 4: Fear the Reaper™ – $12.95 519 Aliens Unlimited Galaxy Guide™ – 816 Rifts® DB 2: Phase World® – $26.99
235 SB 5: Graveyard Earth™ – $12.95 $24.95 817 Rifts® DB 3: Phase World® Source-
236 SB 6: Hell Followed™ – $20.95 520 Mutant Underground™ – $16.95 book – $16.95
237 SB 7: In the Face of Death™ – $17.99 521 Powers Unlimited® One – $16.95 818 Rifts® WB 8: Rifts® Japan™ – $26.99
(coming) 522 Powers Unlimited® Two – $16.95 819 Rifts® WB 9: South America Two™
Rifts® Novels 523 Powers Unlimited® Three – $16.95 – $24.95
301 Sonic Boom™ – $9.95 525 Revised Ninjas & Superspies™ – $20.95 820 Rifts® WB 10: Juicer Uprising™ –
302 Deception’s Web™ – $9.95 526 Mystic China™ – $24.95 $20.95
304 Tales of the Chi-Town ‘Burbs™ – $12.95 527 Armageddon Unlimited™ – $20.95 821 Rifts® WB 11: Coalition War Cam-
305 Rifts® Path of the Storm™ – $12.95 Beyond the Supernatural™ paign™ – $24.95
Weapons Books 700 Beyond the Supernatural™, 2nd Ed. 822 Rifts® WB 12: Psyscape™ – $20.95
401 Weapons and Armor™ – $8.95 – $26.99 825 Rifts® WB 13: Lone Star™ – $22.99
402 Weapons and Castles™ – $8.95 702 Tome Grotesque™ – $22.99 (coming) 826 Rifts® WB 14: New West™ – $26.99
403 Weapons and Assassins™ – $9.99 703 Beyond Arcanum™ – $26.99 (coming) 827 Rifts® WB 15: Spirit West™ – $24.95
404 Weapons & Castles of the Orient™ – $9.95 828 Rifts® Sourcebook 4: Coalition
Nightbane® Navy™ – $16.95
409 Exotic Weapons™ – $9.99 (coming) 730 Nightbane® RPG – $24.95
410 European Castles™ – $9.99 (coming) 829 Rifts® WB 16: Federation of Magic™
731 Nightbane®: Between the Shadows™ – $22.99
Palladium Fantasy RPG® – $20.95 830 Rifts® DB 4: Skraypers™ – $20.95
450 The Palladium Fantasy RPG® – $28.99 732 Nightbane®: Nightlands™ – $20.95 831 Rifts® Index Volume Two™ – $16.95
451 Dragons & Gods™ – $24.95 733 Nightbane®: Through the Glass 832 Rifts® WB 17: Warlords of Russia™
453 Old Ones™ 2nd Ed. – $24.95 Darkly™ – $20.95 – $24.95
454 Monsters & Animals™ 2nd Ed. – $26.99 735 Nightbane® Survival Guide™ – $20.95 833 Rifts® WB 18: Mystic Russia™ – $22.99
455 Adventures on the High Seas™ – $24.95 736 Nightbane® Dark Designs™ – $20.95 834 Rifts® WB 19: Australia – $24.95
458 Island at the Edge of the World™ – $20.95 835 Rifts® WB 20: Canada™ – $24.95
Rifts® Chaos Earth®
459 Yin-Sloth Jungles™ – $20.95 836 Rifts® WB 21: Splynn Dimensional
660 Rifts® Chaos Earth® RPG – $20.95
462 Western Empire™ – $24.95 Market™ – $24.95
661 Rifts® CE Creatures of Chaos™ – $12.95
463 Baalgor Wastelands™ – $24.95 837 Rifts® WB 22: Free Quebec™ – $24.95
662 Rifts® CE The Rise of Magic™ – $12.95
464 Mount Nimro™ – $20.95 838 Rifts® WB 23: Xiticix Invasion™ –
665 Rifts® Chaos Earth® First Responders™
465 Eastern Territory™ – $24.95 $22.99
– $17.99 (coming)
466 Library of Bletherad™ – $20.95 839 Rifts® Coalition Wars®: Sedition™
666 Rifts® Chaos Earth® Resurrection™
467 Northern Hinterlands™ – $24.95 – $22.99
– $20.95
468 Land/Damned 1: Chaos Lands™ – $24.95 840 Rifts® Coalition Wars®: Coalition
667 Rifts® Chaos Earth® Psychic Scream™
469 LoD 2: Eternal Torment™ – $24.95 Overkill™ – $17.99
– $17.99 (coming)
470 LoD 3: The Citadel – $26.99 (coming) 841 Rifts® Coalition Wars®: Sorcerers’
471 Wolfen Empire™ – $20.95 Rifts®
Revenge™ – $16.95
472 Mysteries of Magic™ One: Heart of 800HC Rifts® RPG Ultimate Edition – $41.99
842 Rifts® Coalition Wars®: Cyber-
Magic – $16.95 801 Rifts® Sourcebook One Revised – $22.99
Knights™ – $17.99
474 Bizantium/Northern Islands™ – $24.95 802-E Rifts® World Book 1: Vampire
843 Rifts® Coalition Wars®: Shadows of
475 Garden of the Gods™ – $17.99 (coming) Kingdoms™, Revised – $26.99
Evil™ – $16.95
20

Brian Hite (Order #21137467)


844 Rifts® Coalition Wars®: Final 892 Rifts® Sourcebook: The Disavowed™ MI8029 Coalition Dog Boy #4 – $6.00
Siege™ – $24.95 – $17.99 (coming) MI8030 Coalition Dog Boy #5 – $6.00
845 Rifts® Game Master Guide™ – $28.99 893 Rifts® CS: Heroes of Humanity™ MI8031 Glitter Boy – $20.00
846 Rifts® Aftermath™ – $26.99 Arsenal Sourcebook – $17.99 (coming) MI8032 Glitter Boy Pilot – $6.00
847 Rifts® DB5: Anvil Galaxy™ – $20.95 894 Rifts® Haunted Tech™ – $17.99 (coming) MI8033 Kydian Overlord – $20.00
848 Rifts® Book of Magic™ – $26.95 895 Rifts® Living Nowhere™ – $17.99 MI8034 Dragonsaurus – $10.00
849 Rifts® Adventure Guide™ – $24.95 (coming) MI8035 Slaver and Slave (Atlantis) Set –
850 Rifts® Bionics Sourcebook™ – $17.99 896 Rifts® Bestiary: North America, Vol- $10.00
851 Rifts® DB 6: Three Galaxies™ – $22.99 ume One – $26.99 (coming) MI8036 Crazy – $6.00
852 Rifts® Dark Conversions™ – $24.95 897 Rifts® Bestiary: North America, Vol- MI8037 Juicer #1 – $6.00
853 Rifts® Chi-Town ‘Burbs™ – $9.99 ume Two – $26.99 (coming) MI8038 Juicer #2 – $6.00
854 Rifts® The Tolkeen Crisis™ – $12.95 898 Rifts® Antarctica – $22.99 (coming) MI8039 Cyborg #1 – $12.00
855 Rifts® The Black Vault™ – $9.95 2510 Rifts® & The Megaverse® Art Book MI8040 Cyborg #2 – $12.00
856 Rifts® The Vanguard™ – $9.95 – $22.95 MI8041 Cyborg #3 – $6.00
857 Rifts® WB 24: China One™ – $20.95 2510-HC Rifts® & The Megaverse® Art MI8042 Coalition Officer – $6.00
858 Rifts® WB 25: China Two™ – $20.95 Book, Hardcover – $50.00 MI8043 Coalition Grunt #1 – $6.00
859 Rifts® DB 7: Megaverse Builder™ – 2510-CML Rifts® & The Megaverse® Art MI8044 Coalition Grunt #2 – $6.00
$16.95 Book, Collector’s Masterwork – $125.00 MI8045 Coalition Grunt #3 – $6.00
860 Rifts® DB 8: Naruni Wave 2™ – $16.95
Miscellaneous Products When placing an order by mail, please
862 Rifts® WB 26: Dinosaur Swamp™ –
400 Mechanoid Invasion® Trilogy – $24.95 add money for shipping and handling. Add
$20.95
600 Deluxe Revised RECON® RPG – $5.00 for orders totaling $1-$50, $10.00 for or-
863 Rifts® MercTown™ – $20.95
$22.95 ders totaling $51-$95, and for orders totaling
865 Rifts® Merc Ops™ – $20.95
2537 Gamer Coffee Mug – $10.00 $96-$200 please add $15.00 US. Double the
866 Rifts® WB 27: Adventures in Dino-
2545 Dead Reign® Coffee Mug – $10.00 amount for Canada, and quadruple it for over-
saur Swamp™ – $20.95
2554 Palladium Bookmarks, Set One – $5.00 seas orders. For more shipping options, order
867 Rifts® Mercenary Adventure Source-
2555 Palladium Bookmarks, Set Two – $5.00 online at [Link].
book – $12.95
2562 Future Visions™ – The Artistry of Allow 2-4 weeks for delivery.
868 Rifts® WB 28: Arzno™ – $20.95
Charles Walton II – $13.95 Make checks and money orders payable to:
869 Rifts® WB 29: Madhaven™ – $16.95
2566 Glitter Boy Mouse Pad – $9.95 Palladium Books
870 Rifts® John Zeleznik Coloring Book
2567 Old Ones Mouse Pad – $9.95
– $5.95 Check release dates for new products. If
2568 Zombie Graveyard Mouse Pad – $9.95
871 Rifts® Machinations of Doom™ – the book you order has not been released yet,
2575 Rifts Poker Cards 1 (full color) – $11.99
$18.95 your order will be held as a backorder until the
2576 Rifts Poker Cards 2 (line art) – $11.99
872 Rifts® DB 10: Hades™ – $24.95 product is available. Please note that prices are
873 Rifts® DB 11: Dyval™ – $24.95 Note: T-tshirts and other products can be found online: subject to change without notice.
874 Rifts® WB 30: D-Bees of North
America™ – $26.99
Rifts® Miniatures Orders can also be placed by phone, at
MI8002 Xiticix Pack – $18.00 (734) 721-2903 (order line only). Please have
875 Rifts® DB12: Dimensional Outbreak
MI8004 Coalition Dog Pack – $18.00 your credit card information when you call.
– $24.95
MI8005 Men of Magic Pack #1 – $18.00
876 Rifts® Megaverse® in Flames™ –
MI8006 Cyborgs Pack #1 – $18.00
$24.95
MI8007 Simvan & Ostrosaurus Pack – $18.00
876HC Rifts® Megaverse® in Flames™
MI8008 Coalition Skelebots Pack #1 – $18.00
Gold Hardcover Edition – $50.00
MI8009 Coalition SAMAS Pack #1 – $22.00
877 Rifts® Heroes of the Megaverse® –
MI8010 Coalition Sky Cycle Pack – $22.00
$16.95
MI8011 Coalition Dog Pack #2 – $18.00
878 Rifts® Sourcebook: Shemarrian Na-
MI8015 Damaged Skelebots Pack #1 –
tion™ – $17.99
$12.00
880 Phase World®: Fleets of the Three
MI8016 Cyber-Adventurers Pack – $18.00
Galaxies™ – $17.99
MI8017 Rogues & Scout Pack #1 – $18.00
881 Rifts® WB 31: Triax™ Two – $26.99
MI8018 Brodkil & Witchling Pack – $18.00
883 Rifts® DB 14: Thundercloud Galaxy™
MI8019 Damaged Skelebots Pack #2 –
– $20.95
$18.00
884 Rifts® Vampires Sourcebook™ – $20.95
MI8020 Psi-Stalkers & Scouts Pack #1 –
885 Rifts® WB 32: Lemuria™ – $24.95
$18.00
886 Rifts® Black Market™ – $26.99
MI8021 Shadow Beast – $12.00
887 Rifts® WB 33: Northern Gun™ One
MI8022 Mystic Knight – $6.00
– $26.99
MI8023 Lord Magus – $6.00
888 Rifts® WB 34: Northern Gun™ Two
MI8024 High Magus – $6.00
– $26.95
MI8025 Coalition Psi-Stalker – $6.00
889 Rifts® Sourcebook: Coalition States,
MI8026 Coalition Dog Boy in DPM-D1
Heroes of Humanity™ – $20.95
Armor – $6.00
890 Rifts® Dimension Book 15: Secrets of
MI8027 Coalition Dog Boy #2 – $6.00
the Atlanteans™ – $24.95
MI8028 Coalition Dog Boy #3 – $6.00
890HC Rifts® DB 15: Secrets of the
Atlanteans™ Gold Edition – $50.00
891 Rifts® World Book: Sovietski™ – $26.95
[Link]
21

Brian Hite (Order #21137467)


22

Brian Hite (Order #21137467)


Erick Wujcik, remembered
2018 marks the 10 year anniversary of Erick Wujcik’s passing. series of hour or 90 minute interviews with creators in the RPG
I have asked a number of people to write a little remembrance of industry.
Erick. They are mostly Palladium folk, so they represent only a The interviews for Erick and I took place at the Palladium of-
tiny handful of the multitude of lives touched by the indomitable fice one Saturday, in Taylor, Michigan, so I want to say it oc-
Erick Wujcik and his work. curred sometime between 2003-2007. First, the gentleman inter-
viewed Erick, by himself. Then me, by myself. Then he had the
Erick and Kevin two of us talking together.
Erick and I were on a roll. Suddenly the videographer cried
By Kevin Siembieda out in shock and dismay, “Oh no! Wait!” he exclaimed. “The en-
Erick was a big personality. A warm, smiling grizzly bear of ergy between you two is incredible. I’ve never seen anything like
a man whom I loved dearly. He very much resembled the char- it! Only my card (or was it videotape?) is full. I’m sorry. I have
acter Tevye from Fiddler on the Roof, right down to the cap Te- to reload! This will only take a minute.” The poor guy hurried
vye wears. It was one of many Wujcik trademarks along with so as to not lose the moment he was seeing. Erick and I laughed
his curly black hair, beard and mustache, plaid shirts, rimmed and waited. And then picked up right where we had left off. The
eyeglasses, toothy smile, and eyes that danced, especially when gentleman seemed quite delighted and a bit tired out after having
his mind was firing with new ideas or mischief. witnessed the two of us in action.
Erick loved reading and learning. He read voraciously and I don’t know if that exuberance – our unique chemistry and
studied everything from fencing and martial arts to computer sci- love for gaming – was captured on tape or not. I never saw the
ence, history and ... well ... too many things to even try to list. video, nor did the project ever get finished or see release. A noble
He loved computers, the Internet and technology, and enjoyed idea probably sitting in a basement or closet with interviews of
writing and sharing what he knew. This combination got him a dozens of other RPG creators. A historical record that I hope sur-
job running the servers at the Detroit News and writing a column faces some day.
in the newspaper about computers and new technology. Ah, but Sadly, I do not remember the gentleman’s name (I’m terrible
game design would become his passion. Though Erick would go with names, darn it!), or his company (probably defunct), and I
on to do many things – teach game design as an Adjunct Pro- lost his contact info ages ago. Whaahhh! I would love to have a
fessor at Hong Kong Polytechnic University and work on video copy of those interviews with Erick, me and especially him and
games at UbiSoft in Shanghai, China, as Game Design Studio me together, as a precious remembrance just for my personal
Manager – his true love was, and would always be, role-playing enjoyment. I’m sure the Wujcik family would like that too. A
games. friendship and a seldom seen moment in time, captured. I assume
I have asked people to share one or two favorite memories or that footage is forever lost. What a shame.
moments when Erick Wujcik touched their life in some way. For I would love to see what Erick and I looked like jamming to-
me, that is an impossible task, because there are so many. How gether. When you are there, in person as one of the participants,
can I ever pick just one or even 10 favorites? I could write a book you feel the energy and feed upon it, but you have no idea what
about them. it looks like except in the eyes and voice of your fellow creative
Erick and I were two peas in a pod. Kindred spirits with minds maniac. When Erick and I got brainstorming with ideas, we were
that worked in similar ways. We both thought big. Both loved like two little kids on Christmas morning. Our ideas and enthusi-
storytelling in all its forms. We were both fascinated by new asm boiling over to excite each other even more and creating new
ideas and concepts, and we loved history, movies, comic books, ideas and extrapolations in a rapid, machine-gun fire of words
science fiction and role-playing games. I would later learn that and intense emotion. There were times when we would break off
Erick felt I was one of the few people who always challenged him our brainstorming because one or the other of us wanted to write
and kept him guessing where I might take an idea. That intrigued the ideas down before they were lost. Yes, ideas fade and get for-
and inspired him. The same was true of Erick for me. gotten unless written down. And when you are emotionally, intel-
He and I were idea engines unafraid to see where a new idea lectually on fire, you want to utilize that energy while you are hot.
might carry us and thrilled by the journey. Whether that idea be- It’s hard to imagine, but looking back at it, Erick and I had
came a game or sourcebook or several hours of flights of fancy, thousands of such idea sessions. Thousands. That’s pretty in-
it didn’t matter. It was the exploration of the idea that was impor- credible. Many of them not even for a specific gaming project.
tant, exhilarating and fun. Just ideas that we couldn’t help but to run with and extrapolate
Put us together and energy crackled like lightning. We were upon and wonder about. Or which became a small part of a larger
both pretty charismatic and passionate speakers, but together our project. These idea sessions and brainstorming would help shape
combined energy level flew off the chart. We had heard this many both of our creative processes and our work. Heck, they probably
times from any number of people, but for me, that became most helped shape our lives. And it came so naturally and easily for the
evident one day during an RPG documentary project that, as far two of us. It was awesome.
as I know, never got finished. This film project was being done by Some of these idea sessions used to frustrate my then wife,
a talented fan, or perhaps it was someone in the gaming industry, Maryann, because I would come in from outside (Erick and I
I don’t remember. If I recall correctly, he was planning to do a often brainstormed outdoors on the front lawn or in the drive-

23

Brian Hite (Order #21137467)


way) after 3-4 hours and she’d ask, “So did you guys hammer out Mechanoid Invasion® in 1981.) I was fine-tuning details in char-
the books you’re working on?” Nine out of ten times the answer acter creation. Erick and I play-tested the mechanics that helped
would be, “Um, uh, no, but we have great ideas for a bunch of me finalize the 8 attributes, alignments and character creation at
new stuff!” a laundromat on Michigan Avenue on Detroit’s west side, not far
Erick’s sweetheart, Kathryn Kozora, also a dear friend no from my home. We did this between loads of Erick’s laundry.
longer with us, must have had the patience of a saint, because I had a breakthrough at an Erick laundromat excursion a cou-
I cannot tell you how many times Erick would be hours late for ple weeks earlier. Just goes to show, ideas can come anytime,
dinner or a get-together because we both got so lost in the ideas anywhere. I do wonder, sometimes, what the people around us
that the passage of time meant nothing to us. Hours would fly by thought when they caught bits and pieces of excited conversa-
like minutes. tions about rolling dice, character creation, Orcs, Wolfen, mur-
Erick and I were both night-owls, so we would speak on the der, mayhem, Anarchists and Diabolic evil.
phone several days a week from midnight till 3, 4 or 5 in the These days, I like to believe that whenever I’m hot writing or
morning. That went on for a couple of decades. Crazy, right? But, come up with an exciting new idea or solution to a design prob-
oh my gosh, it was great! We talked about everything, from gam- lem, Erick is there with me. Whispering into my ear, fueling my
ing ideas and game theory to psychology and history, technology, imagination. I have a beautiful Kent Burles illustration of Erick,
science, new discoveries, evolution, genetic engineering, bionics, the one reprinted at the start of this Remembrance, framed and
superpowers, time travel, philosophy, books, movies, storytell- hanging on the wall in my office. Sometimes I swear he’s smiling
ing, the structure of villains, our RPG campaigns, our plans for at me. Love you, Erick.
games, the Detroit Gaming Center, artwork, our families, our
loves, hates, fears, and dreams. I don’t think we had any secrets
between us. We supported and fueled each other with ideas and
The Butterfly Effect
inspiration and encouragement. By Julius Rosenstein, Gamer, Friend & so much more
Of course, all relationships are unique, but ours was unlike When I first met Erick Wujcik, entirely by chance, I had no
anything I have ever quite experienced with anyone else. We idea that he would play such an important part in my life, or that
were like two superheroes who were dynamic and capable on our we were beginning a friendship that would last a lifetime.
own, but together we merged into a powerhouse dynamo with At that time, Erick and I were both undergrad students at
infinite powers of imagination and unlimited potential. Wayne State University, in Detroit. Since I did not own a car back
There are a zillion fond memories and great moments I could then, I often rode to and from school by bus. As I preferred to not
talk about regarding Erick Wujcik, but I’m going to leave you simply stare at my fellow passengers during these trips, I got into
with this silly fun fact. Spring, 1980, I am working on the Pal- the habit of bringing something to read – nothing too serious like
ladium Fantasy RPG® and my plans for creating a universal textbooks, just light reading, usually science fiction novels.
game system. (The game system and Palladium Fantasy RPG® On one of these trips, a fellow passenger noticed what I was
were actually written before my first Palladium release of The reading and we struck up a conversation. It turned out he was a
24

Brian Hite (Order #21137467)


fellow science fiction fan. Our conversation was soon joined by one who was trusted with a key was willing to remain there. And
yet another passenger who was also a science fiction fan. This being twenty-somethings enraptured by RPGs, that was quite of-
new addition to this unexpectedly delightful conversation was ten.) Like many other members, I was there so much that the
Erick Wujcik, who informed us that Wayne State University had DGC became my second home. During this time, I got to game
a club for sci-fi enthusiasts – The Wayne Third Foundation, and with Erick a lot more. Sadly, after some four years, as many good
he invited us come to the meetings and maybe join the club. things must come to an end, due to a variety of reasons, the first
Although I never saw that other passenger again, I went to the incarnation of the DGC closed its doors, but not before leaving
Foundation meetings and met several kindred spirits. I enjoyed me with many great memories and a number of new friends.
the people and the ambiance so much, that I soon became a regu- Although I saw Erick less over the next few years, when I lost
lar member until circumstances (i.e. classes and a part-time job to my job due to downsizing, Erick was invaluable in helping me
help me work my way through school) forced me to leave. How- find work. Not only did Erick help me compose and revise my
ever, being a part of the Wayne Third Foundation not only gave resume, but he also used his contacts to network me to prospec-
me some of my most enjoyable times in college, but I also made a tive employers he knew. When I finally got the job interview that
couple of friends for life. One of them being Erick Wujcik. got me hired, it was through a friend of Erick’s.
After I graduated, I worked at an art supply store just off the A few years later, when I was downsized out of that position,
Wayne State Campus. Erick was attending grad school at the Palladium Books had grown large enough to hire me. That was
time, so we still saw each other around, albeit not as much as we 27 years ago!
previously had. This would change the day that Erick came into Kevin often credits part of Palladium’s existence to my having
the store to buy some graph paper. introduced him to gaming. However, as it was Erick who intro-
He told me that he had just taken up a new hobby – fantasy duced me to gaming, he definitely deserves credit as well.
role-playing games – and he needed the graph paper to chart out Overall, gaming has been a huge part of my life for nearly 30
the dungeons he was about to design. I expressed an interest in years, all due to a chance meeting of Erick on a bus. If I had never
this, so he invited me to his game that weekend. met Erick Wujcik, my life would have been much different and
I showed up, rolled up my first character, played my first RPG, far more difficult, far less full, and far less fun. Without Erick,
and was hooked! I might not have discovered and introduced role-playing games
Erick ran me and three other players, all newbies like I was, to Kevin. Erick, thank you for everything, especially for being a
through his D&D dungeon adventure. We had a great time. Fur- great friend.
thermore, one of these players would also become a good friend For the Record, by Kevin Siembieda: It is amazing how
of mine over the next several years. Once again, I am eternally being at the right place at the right time can change your own
grateful to Erick for an invitation to something that was new to life, and how your changed life touches and changes so many
me. others. Without Erick turning Julius on to RPGs, I almost cer-
The following week, at work, when I told my friends and co- tainly would never have gamed, never have met Erick, and never
workers about my experience, some of them became interested would have started Palladium Books. There would have been no
enough (from my enthusiastic description) to want to try role TMNT® RPG or Rifts® ... heck, there might not have been the
playing. One of these people was my friend and (at that time) Ninja Turtles® cartoon, movies, toys, and all the rest, if I had
coworker Kevin Siembieda. Within a few weeks, Kevin had also not published that RPG book, and introduced Eastman and Laird
met Erick and had his first role-playing experience. Kevin and Er- to Mark Freedman, the licensing agent who made all of that hap-
ick took to each other immediately and soon became fast friends pen. Crazy, right?
and a pair of evil geniuses when it came to running games, de- Julius being the gentle and humble soul that he is, downplays
signing dungeons and adventures, and in time, creating the Pal- his significant role in getting me into role-playing games, but I
ladium Megaverse. want to set the record straight on that matter. Role-playing games
Given all that Kevin has since accomplished in the field of sounded interesting to me, but the idea also struck me as kind of
role-playing games, I consider it to be a very good thing that I ac- silly and dumb.
cepted Erick’s invitation to play in his game that fateful day; for Though Erick ran my first game, I didn’t really enjoy it. That
myself as well as for the gaming industry in general. At any rate, was not the fault of Erick. I was surrounded by strangers, there
during my first couple of years gaming, my G.M. was frequently was a pretty girl, I was feeling self-conscious. I didn’t know the
Erick, Kevin or a couple of other friends whom Erick had intro- rules and couldn’t remember how D&D Armor Class worked or
duced me to. When I felt ready to start Game Mastering on my which dice to roll. I felt stupid and a bit embarrassed. In my mind,
own, Erick gave me a great deal of support and was always ready the night was a blur and I was so concerned with trying to remem-
to answer any questions I had about running a game. ber certain rules and not looking like an idiot, that I didn’t really
Erick was also instrumental in setting up a gaming club at have fun. I enjoyed meeting everyone, especially Erick, Rene,
Wayne State called the Wayne Weregamers™. Although I and the pretty girl, Robin, but felt confused and a little numb by
joined, scheduling conflicts prevented me from attending as my first gaming experience.
many games as I would have liked. However, after Erick gradu- It was only Julius and his passionate glee for the game that
ated college, he and Kevin Siembieda were the driving forces in held my interest.
establishing the Detroit Gaming Center™ (DGC). Unlike the The next game or two I played with a different G.M., and they
Weregamers, the Gaming Center, or DGC for short, was set up were dismal experiences. I had pretty much decided RPGs sucked
for the gaming community at large. and I wanted no part of them. Julius, who loved role-playing,
The first organization of its kind in the nation, the DGC was and whose passion for the medium was contagious, convinced
open six days a week, sometimes at all hours. (As long as some- me to give it one last try. This time, with people I knew (friends
25

Brian Hite (Order #21137467)


26

Brian Hite (Order #21137467)


and coworkers) and who were also all newbees, and most impor- good word from Erick to the landlord was all that was needed
tantly, Julius would be the Dungeon Master. for you to be put at the top of the list. I was there for a year until
Though he had never DMed before, Julius was a great Dun- I moved on to another apartment and Erick pitched in as always,
geon Master and I had the time of my life. It was one of those helping move a ridiculously heavy hide-a-bed down four flights
light bulb goes off above the head moments, and I fell in love of stairs.
with role-playing games only because of Julius’s persistence and
imaginative gaming. The very next game, my character, which I
loved, died because I, the player, did something cocky and tru-
Diceless, driven by imagination
ly stupid, and I still loved the game. Heck, it was even better, By Alex Marciniszyn, Palladium Editor and Friend
because you could die! This was serious storytelling. I’ve been My most complete memories of Erick center around our late-
hooked ever since. Thank you, Julius. – Kevin night conversations at Kevin’s house in Detroit and later, Dear-
born. Between the three of us, we discussed things of interest
Erick Wujick, My Early Recollections from movies to science-fiction to game design. Like me, Erick
viewed libraries as places to explore and learn. Fascination and
By Matthew Balent, Researcher, Writer, Friend imagination drove him. Erick was an inspiration to me and others.
I first met Erick in the fall of 1978 as I entered college at The following short memory is about my brief introduction
Wayne State University (WSU) in Detroit. I had been running a to diceless role-playing, which I hope you enjoy. We were driv-
D&D®/Chivalry and Sorcery™ campaign for a few years prior ing somewhere and someone brought it up. Erick said something
to that and some of my players were already attending WSU and like, “Let’s try it right now.” Strangely, I felt prepared.
had met him. Soon after the fall term started, a student gaming Erick: You’re trapped in an office on the second floor in a
group, the Wayne Weregamers, was formed with Erick as presi- hospital. No one else is there. What are you doing?
dent. In those days, Erick was what you might call a “professional Alex: I look around for a phone. Is there a phone?
student” having been at WSU for nearly ten years. This proved Erick: Sure.
invaluable, however, as he had many connections on campus and Alex: I pick up the phone and...
knew quite a lot about the ins and outs of the university. Erick: You hear a menacing voice say: “We are coming for
Friday afternoons were the original meeting day for the group, you!”
and we had a standing reservation for one of the larger rooms Alex: Is there a window?
in the Student Center. Many of us spent Fridays there hanging Erick: Yes.
out instead of in class. Since that building was only open until Alex: I look out the window.
about 9 or 10 pm, we soon needed additional space we could Erick: You see a man taking something from the trunk of his
use as a number of Game Masters wanted to be able to run their car. What do you do?
campaigns well into the night. Erick came through in this as the Alex: I dive for the floor!
group soon had space in the Montieth Center which was an older Erick: You hear a shotgun blast and you’re covered in glass.
home on campus (there were a number of them in those days) Somehow, help reached my character in time to get out alive,
whose main floor was a student day care center and other rooms but the tension and fear were there. It was fun and scary. The
were available for student use. We ran games there for about fact that it was all done on the fly impressed me. The only other
three years which was the time Erick stepped down as president person I know who can pull off such seemingly effortless improv
of the group. is Kevin.
Eventually we got a “regular” student office in the Student God bless you, Erick.
Center, a space shared with several other groups. We were, by
far, the most active organization in that space and always had
something going on in the common area outside the offices. A simple lesson
Erick was particularly gifted in the art of persuasion, espe- By Shane Neville, Writer and Video Game Designer
cially when it came to gaming as his passion and enthusiasm were
As a game designer, I’ll always remember a simple lesson that
very infectious. He easily talked me into stepping up to be presi-
Erick taught me while we played an RPG concept he designed.
dent of the Weregamers, a position I held for a couple of years.
It was at GenCon about 18 years ago. He was running the game,
He taught me one of the basics of the university budget process:
but I wouldn’t say he was the G.M., it was much more like he
always ask for around twice the amount you really want so you
was a shepherd.
can cut your request and show your fiscal restraint.
Character creation was quick and loose and we dropped into
By this time Erick was full bore into promoting the Detroit
the game with no explanation of the rules. Erick presented us
Gaming Center™ (DGC), which at that time was only a short
with a challenge and was quiet. If we asked him a question, he
distance from the university campus. Again, Erick worked his
just shook his head.
magic on me when he asked me to help out as a board member
No, you’re on your own.
with the title of Director of Building Maintenance – basically the
The party talked for a while and came up with a solution. No
janitor. It wasn’t really all that bad, as most folks cleaned up after
dice were rolled, we were simply successful.
themselves and pitched in when needed.
The evening continued like this for over five hours. Challenge,
Erick lived for quite some time (at least 10-12 years) in a four
discussion, solution. Of course, we didn’t always succeed on the
story apartment building just a couple of blocks south of campus.
first attempt, but Erick was a stone wall. He wanted us to explore
I think over the time (five years) I was at school at WSU at least
the systems within his game and his world. He wanted us to fig-
four other gamer folks had apartments in the same building. A
27

Brian Hite (Order #21137467)


ure it out. As we moved forward, our understanding of the rules did love. But at the time I simply didn’t know how important Mr.
grew along with the challenges we faced. Wujcik was to Palladium and the larger gaming community.
By the end of the night, we were exhausted (well, Erick wasn’t, As I recall, my long-time friend Reed Dees, his brother, Tan-
he’d sat there most of the night staring at us), but we had a great ner, and two of their friends (Blake and Brady) raved about meet-
time and all felt comfortable within Erick’s new game. ing him the first day. They described what sounded like a com-
Today, in the video game industry, we call this onboarding. bination of Albert Einstein and a zen master, and couldn’t stop
Slowly introducing the player to systems so that they can under- talking about how much fun they’d had in one of his games. I
stand them and integrate them into their next challenge/lesson. knew I had to meet the man.
It’s become a fundamental part of video games today. The next day I gathered a few titles he had written and worked
Back then, we threw a manual at the player and told them to my way through the crowd around him. As I mentioned, there
suck it up. Tutorials were very rare. were many excited fans who were clamoring to talk to him for
And here was Erick, taking a genre known for rulebooks with a few minutes, get a signature, and/or shake his hand. I’m sad to
200+ pages, and he broke it down for us in a hotel room in India- say that our encounter was relatively brief. We exchanged pleas-
napolis and by the end of the night, we all felt a sense of accom- antries, he graciously signed the few books I brought him, and
plishment and mastery. I hung about for a time listening to him talk to those grouped
It took me more than a few years to really understand what around about a number of things.
Erick taught me that night. His silence definitely created a few In those 20-30 minutes, I did note several things. First, Erick
moments of frustration, but we all worked together and figured had a very dynamic presence and he was easily able to engage
out the game. He started simple and moved us forward. We were multiple people at once in conversation. Second, he was obvi-
expecting a helpful G.M. and were denied, but the game and its ously well-read and could speak with authority on a number of
systems were how we learned. diverse topics. Third, there was a certain warmth and genuineness
Of course, I could talk about how the TMNT® RPG was my about his character that was undeniable. In short, I got a glimpse
first non-D&D® RPG and my gateway drug into my deep pas- of this social and creative dynamo, and found myself thinking,
sion for Robotech® and Rifts®, or how my high school friends “Of course this is one of Kevin’s best friends.” I made a mental
did a weekend marathon session of Ninjas & Superspies™, but note that I needed to find the time, maybe at the next Open House,
Erick gave me so much more than amazing memories. to take more time to talk with him. That was an error in judgment
Erick taught me to be a better game designer. Thanks to him, that I still regret.
my games can help give more players around the world great As we all know, Erick passed a short time later. By this time,
memories as well. I was lucky enough to have developed a growing friendship
with Kevin Siembieda, who was one of my childhood heroes.
See, Rifts® and other Palladium RPGs had been a haven for my
friends and me in high school and college, and have been respon-
sible for me making some life-long friends I may never have met
otherwise. Gaming forged us into a close-knit group that always
had each other’s back. That had come full circle back in 2006
when I started writing content for Palladium through a wild and
amazing happenstance I won’t recount here. What’s important to
this story is that through that professional relationship, Kevin and
I had come to be friends. I saw how devastated he was at Erick’s
passing and started to hear the many stories of how he had been
there for my friend over the years. It made me think of my “band
of brothers” and how it would devastate me to lose any one of
them.
I tried to do what little I could for Kevin as he grieved the
loss of Erick. If you have ever tried to comfort someone after a
The Wujcik Legacy major loss, you know how helpless it makes you feel. There are
no magic words, nor grand gestures, that will take the pain away.
By Mark Oberle, Writer and Gamer I only hope I was able to offer some small solace and distrac-
I was lucky enough to meet Erick Wujcik once. It was at the tion. What this did mean, however, is that I heard a number of
2007 Open House in Taylor, Michigan, and several people I had stories about the titan of the gaming world that was Erick Wujcik
talked to previously were excited that he was going to be there. I from Kevin, Alex, and others. My understanding of how much he
recognized the name, but must admit that I was nowhere near the had contributed to Palladium specifically and gaming in general
fan that several of the other attendees were. That had nothing to grew. I certainly wished by then that I had taken more than the
do with Erick’s talent and everything to do with timing. You see, 20-30 minutes to speak with him that I had. But you know what
I cut my gaming teeth on Rifts® in early 1996, and had never they say about hindsight ...
even flipped through TMNT® and Other Strangeness, After Over the next few years I tried my best to honor Erick’s mem-
the Bomb®, Ninjas & Superspies™, or Revised RECON®. I ory by giving my Palladium submissions my all. I tried to, in
had only recently added them to my growing collection as part some small way, help fill the void his passing left at the compa-
of a large lot I purchased online. What I had read of the man’s ny. When I had the chance, I managed to purchase Erick’s Gold
work consisted largely of his Rifts® China™ material, which I Edition Rifts® Main Book. Kev’s sense of relief was evident
28

Brian Hite (Order #21137467)


as I cut the check, and he told me he was happy it was going to took the premise and designed a game, ground-to-sky, that would
someone who would appreciate it rather than being sold on to inspire and excite both gamers and designers for years to come.
a larger market. It and his Heroes Unlimited™ Gold Edition Years later, he would break the mold again, this time presag-
are among the “crown jewels” of my gaming collection today. ing an entire movement in gaming that definitively expanded our
Along with them is the brief correspondence I had with Erick’s core understanding of what gaming can be. Amber Diceless was
life-partner, Kay Kozora, who sent me a thank-you card for buy- narrative story gaming long before we had that phrase to argue
ing the Rifts® Gold Edition. She thought I might like to have the incessantly about in forums and social media. Erick Wujcik was
card with Kevin’s art of Erick as a superhero on the front. It was the godfather of indie games and everything that defies the strict
a sweet sentiment, and I made sure to write her back before she idea that you roll a die, choose a class, and level, and that’s the
passed and let her know it was my honor to own a piece of her only way to play RPGs.
beloved’s collection, along with the wonderful card. Erick was also a funny, warm, and generous human being who
Unfortunately, that is the extent of my remembrance of Er- made anyone who wanted to talk with him welcome and a part
ick Wujcik. I know there are others who will be able to do his of the group. I had only rare opportunities to visit with him, but
memory more justice in these pages, but perhaps my experience I cherished each one. His voice was taken from us far too soon,
will serve as a cautionary tale. Never put off time with others if but his impact on the role-playing hobby will never be lost or
you have the option, because we never know how long any of us forgotten.
have on this Earth.
At least I can take solace in the fact that I try to keep Erick’s
memory alive and carry his legacy forward. I still aspire to have
A Remembrance
even a fraction of the impact he had on gaming. I strive to make in Honor of Erick Wujcik
my material as “clean” as possible in regards to the work that Pal-
ladium has to put into editing it (something he was known for). I By Hendrik Härterich
strive to leave gamers in awe of the ideas I hand to them. Every They say, when you are dead, you are gone.
time I send the guys at Palladium another piece I feel as though That is not true.
I continue to blaze a trail that Erick helped to create. And, every When someone good touches your life, be it for only a few
time we game, those of us that have been impacted by him help precious moments or for a longer while or be it in person or
to keep a piece of him alive. So, join me in carrying that torch through his work, a little bit of that someone will stay with you.
forward, and go enjoy a raucous adventure with new friends or That is a blessing and a gift to cherish. Erick Wujcik has touched
old. After all, tomorrow may be too late. many people’s lives. No matter to whom I have talked, whoever
With profound respect, Mark “Warwolf” Oberle – Freelance met Erick has been touched by his open-minded friendliness, his
Writer fertile mind, and contagious energy. He was “begeisternd” (lit.
to beghost) in the true sense of that German word: Erick had the
ability to give a spark to other people.
Artists are never gone. Artists leave their works, not behind
but to us. Even though Erick has sadly passed so woefully early
and I never had a chance to meet him in person, he has inspired
me and put a spirit in my games.
Writing role-playing games is hard. It is more than just writ-
ing a story. Gamers not only seek a good tale, but a tale to live
in. Nothing is more difficult to deliver. Erick had an uncanny
knack not only to hit that high mark every single time but also to
write beautifully. After the Bomb® and Amber® Diceless are
shining examples of great role-playing writing and wonderfully
vibrant games. Erick was ever curious to try out and play with
new things, I think, and that is a truly admirable quality and it
got us some amazing stuff. He presents all the information you
It ALL began with Turtles need in an elegant but conversational tone and just makes it super
interesting. Every time I read one of his books, I am champing at
By Sean Patrick Fannon, Writer and Game Designer
the bit to play THERE. No doubt, he is one of my author-heroes.
For me, it began with TMNT® & Other Strangeness. When I started to dabble in writing, I really came to admire
Though I knew next-to-nothing about Teenage Mutant Ninja and appreciate Erick even more. Every single paragraph he wrote
Turtles®, everything about that RPG book just popped for me in was extremely well researched. Now, it is easy enough to collect
terms of creativity and gonzo fun. The random tables of animal information and not much harder to write long passages regur-
abilities with the superheroic action against crazy ninja warriors gitating that information. The art, however, is not to retell or to
was just ... fresh. impress with your knowledge but to present it in a fun, exciting
Other licensed properties had come out into the tabletop RPG and interesting manner. You want to capture the reader or to give
space by that point, but no one had taken the opportunity to do him what he needs when he needs it, and, what is more, to write
something innovative with the leverage of such a property quite not to simulate reality but to enable the reader to tell his own
like Erick did. He didn’t just translate the property safely, going enchanting tale with the tools and inspiration the author puts into
only so far as necessary to present the Turtles and their foes. He the reader’s hand.
29

Brian Hite (Order #21137467)


When I wrote that little Flashing Blades of Horror article guy Erick was. He could see that I was enthralled by this world
for The Rifter® #79, I immediately checked Erick’s TMNT® he was describing and was just like... “Take it.”
Transdimensional Turtles™ as that is the only book in the I’ve written a lot since then, for both Palladium and for Pin-
Palladium canon that deals with early modern firearms. I nacle, plus a couple of RPGs of my own. I still couldn’t possibly
liked the rules, but I thought they are a bit, for lack of a bet- write the setting that Erick had so meticulously yet effortlessly
ter word, simple. I then researched 16th/17th Century firearms crafted (maybe someday), but I think about that late-night con-
for months, reading and watching everything I could get on versation all the time. Nothing has ever given me more confi-
the subject from military tactics and history to weapon tests. dence in my ability to write, design, and lovingly craft a compel-
At the end of that research journey, I found, to my surprise, ling world. It was formative for me, and one of my most amazing
that Erick was absolutely spot on AND his rules were easy professional experiences.
to play. What more can a gamer ask? It is just the same with Game on, Erick.
Erick’s Rifts® China 1 & 2 – a sweeping tale, extremely well
researched, wow-factor squared. I have rarely been that im-
pressed with the work of anyone in any line of business. In my
I met Erick in 2007
book, Erick has been a titan of RPG design. It seems fitting By Doug Lamberson, Gamer
that he is remembered in The Rifter®. This magazine, like I did not meet Eric Wujcik until the 2007 Palladium Books
no other, is a place for inspiration and where gamers write for Open House.
gamers with one aim: play with it! I remember when he was announced to attend it, and how I
I think Erick would want us to be excellent to each other and gathered all the books that he had written for Palladium – which
game as long as we can dream. was a pretty good amount. I let my friend Mark know that I was
Thank you, Erick! going to that Open House so I could bring some of his books by
Erick to be signed as well.
Close Encounter of the Inspiring Kind My first meeting with him, I can recall my first thought was
how tall and kind of imposing he seemed to be to me ... but first
By Jason Richards, Writer and Game Designer impressions are not always accurate or true.
I don’t recall exactly how it happened. I’m sure that fellow After our introductions, we started to talk, and I came to real-
Palladium fan, Jay Twining, and I just went to say hello to Erick ize he was a kind, understanding, interesting, and warmhearted
as the day was winding down. It was the 2006 or 2007 Palla- man to talk with. I remember speaking to him about his books
dium Open House, and everyone had been gaming and hanging and his work on the Teenage Mutant Ninja Turtles® RPG
out all day. The doors were locked for the night and the event line, and how it was Robotech® that first drew me into the
was “closed,” but some people were still hanging around. We “Palladium fold” of collecting those RPG books. After complet-
were supposed to meet up with some of the attendees for a late ing my Robotech® collection (and wishing to see if lightning
night snack and shenanigans, but somehow we ended up sitting could indeed strike twice), how I spent $300 at a Marcon (a
in the warehouse talking to a legend about gaming and game convention in Columbus, Ohio) within 5 minutes of the doors
design. opening to start Rifts® and many other Palladium game titles.
Erick must have talked to us, just a couple of random guys, We laughed about that, and I’m happy to say that to this day I
for two hours. We discussed his long-running Amber campaign. still own those books.
Did you know that diceless role-playing emerged because his Later, I asked Erick if he would be kind enough to sign the
D&D Thief had such bad stats he couldn’t make any skill checks books that I had brought to the Open House. With a wonderful
to disarm traps? He told us that one of the lessons he taught grin that became a smile, he said he would be glad to.
as a professor of game design was to have his students create I took pictures of him with the stack of books that I had for
games with a terrible and outlandish core mechanic, knowing him to sign for myself and my friend Mark. It may sound corny,
that when they got stuck developing a future project, whatever but I felt a sense of awe as he signed my books – the same way
awful system they had dreamed up would invariably hold the I do when Kevin Siembieda signs books as well – it kinda felt to
solutions they needed. And then he described a game he always me (as well with Kevin) he was marking this moment in time for
wanted to create, but had only tinkered with. It revolved around me to keep within those books. After all, this was a man whom
time travel and alternate worlds and conspiracies so amazing Kevin walked with, side by side at Palladium Books, to create
and complex, we could barely keep up. But for Erick’s incred- those wonderful words on paper, bound together for us to con-
ible mind and imagination, spinning improvised stories about sume like sugar craving children going to a candy store with their
the consequences of meddling with history, wrapped in com- allowance.
plex mysteries, was child’s play. I regret I did not interact much more with Erick that weekend,
And then, he said the most amazing thing. “You can use that but how could any of us know that would be our last chance to see
if you want.” Erick Wujcik? At the end of that weekend, I said my goodbyes
The suggestion was laughable, for starters. I couldn’t then, and to him, Kevin and the Palladium staff, and had hopes that there
still couldn’t now possibly write this masterful, nuanced setting would be another Palladium Open House to attend so I could talk
with all of its temporal complexities and layers of secrets. But with him again. It was something I was looking forward to doing.
even beyond that, this was something that he had always wanted And then a year or so later, it was announced that he had
to write and had obviously put a lot of thought into. At the time, passed away.
I had written some Rifter® articles and a single book for Palla- I now look back on that time and I am saddened that I did
dium. He didn’t know me from Adam. But, that’s just the kind of not spend more time with Erick, and now every time I walk
30

Brian Hite (Order #21137467)


past that postcard that has Kevin and Eric’s picture on it to see That’s why, even though we keep saying Palladium Open
the way they both smile in it... well... it reminds me of the rare House “X” is our last one, I can’t seem to stop doing them – be-
friendship that those two had together, and it will always remind cause they are full of beautiful moments of camaraderie, pure
me of how strong their friendship was to this day. And how he joy and gaming bliss. Not just for us, the Palladium staff and
is missed. game creators, but for everyone who attends. Fleeting moments
Based on what Kevin has told me about Erick, if I had gotten of magic I know I will always treasure. – Kevin
to known him better, I’m petty sure I’d call him a friend also. I
do wish that there were times in our lives (as I’m sure most of us
do) that we could go back to, or at least turn back time, to re-live
Making an impact
those certain moments so we could spend more time with some- By Rex Barkdoll, Gamer and Web Developer
one and do things differently. One of the things that has become a recurring theme for me as
The closest I can get to that moment long ago, was to buy a I’ve grown up is looking at both my own life and the lives of oth-
number of items that had belonged to Erick at a later Palladium ers through the lens of the impact we make on the world around
Open House. I eyeballed a set of items that included a hat of his, us. Erick was a person that I never met, but is someone I’ve used
but knew it would not fit my large melon of a head, so I did not as a guidepost since the day I learned about him.
pursue it. I was first introduced to Palladium Books’ games when I was
But seeing how we cannot go back in time, I now find myself thirteen. They immediately struck me as the most fantastical
taking a moment at every Palladium Open House since, and at worlds full of everything an imaginative mind could want to ex-
conventions and other special events in my life, to take time out plore. They resonated deeply with me and I quickly began saving
and do absolutly nothing and think to myself: “this ... THIS ... is every dollar I could to buy the next book that caught my interest.
a good moment. The here and now. Enjoy it, and everybody that I would wait excitedly for each order to come in the mail and
is here with you, because you only experience this once. This will then devour their content from cover to cover. After a number of
not happen again.” I do that now, to keep a mental anchor, so to years, my collection had grown fairly large and I was only buying
speak, to etch into my memory the emotions, sights and sounds books that caught my fancy. Even so, we had a local used book-
of that special moment, so I can remember it with a little more store that would wind up with a few older Palladium titles from
clarity and appreciation. someone who was slowly liquidating their collection. It was on
In closing, I feel that the Palladium Open Houses are a kind of one of these trips to support a local business that I stumbled into
“friends and family reunion” with some people you can’t wait to the Teenage Mutant Ninja Turtles® And Other Strangeness
see and some who you’ll just say hello to in passing. New rela- RPG and After the Bomb® series.
tionships may be forged, while old ones release the pause button They reminded me of the lighter side of role-playing games
to continue on forward. But at Palladium, there shall always be a – their covers brought to life the crazy antics of the mutant ani-
spot that cannot be filled, and that those who were close to Erick, mals inside. While Palladium was getting into the more serious
shall experience that bittersweet moment of remembering a dear storylines in Rifts®, Splicers®, and Dead Reign®, the After the
friend and missing him at the same time. Bomb® game line reminded me that there was a completely dif-
Godspeed Erick, I hope we cross paths again someday. ferent flip side of the coin I had forgotten about. While the world
A comment from Kevin Siembieda: We all had a wonderful needed saving from the horrors in the dark, there were also a lot
time with Erick at the 2007 Open House. His attendance was a bit of fun adventures to be had in worlds filled with animals who fit
of a surprise, because he didn’t think he could make it. Somehow right into B-film stereotypes (for example: Jimmy the Rat in a
the planets aligned and a short time before the POH, Erick told us mafia suit and tommy gun). I had a lot of fun pulling the craziest
he would be there, and we made the announcement. stunts I could think of with my gaming group, but the value of the
Erick looked great. He had lost weight, looked fit and said games truly redoubled when I attended a Palladium Open House
he was feeling wonderful. He was excited to be at the POH and got to hear Kevin talk about the development of the TMNT®
and was excited about his new gig at a video game company in and After the Bomb® settings.
California. In short, Palladium had acquired the rights to make a TMNT
About a week before Thanksgiving 2007, I got the call from role-playing game and someone had put together a system and
Erick reporting that he had pancreatic cancer (he saw the doctor sketched out what the setting might be like, but it felt rather
because he thought he had the flu and couldn’t shake it for some limited and didn’t fit well with the rest of Palladium’s phi-
reason). The doctors told him he had 3-4 weeks to live. A second losophy of “Imagination Unleashed.” At its conception, the
opinion, by a trusted friend, confirmed the diagnosis and I was game was only geared for players to either be a Ninja Turtle
told by that person not to expect Erick to make it to Christmas. or a human friend of the Turtles, but it just wasn’t big enough,
Of course, Erick defied the prognostication as best he could. As and for a while, everyone was stumped on how to really bring
long as he could. Not long enough. it to life.
The point is, we don’t know what the future holds for us or One day, Erick walks in and says, “Kevin, I’ve been thinking
those we love. Doug’s remembrance touched me, because we about your idea of being able to play any kind of mutant animal,
should all pause to drink in those special moments when we rec- not just the Turtles and the comic book characters. What if you
ognize them. Drink them in and enjoy the wonder of that moment. could be any kind of animal, from a mouse or a chicken to a lion
To etch the experience into our brains and our hearts, because or an elephant? And I know how you can do it.” And suddenly,
such moments of joy and laughter with our friends and loved ones like a firework, ideas started going off around the office on all
are the moments that make our lives beautiful and joyful. kinds of new possibilities and ideas. Erick hadn’t been asked to
work on the book, but his imagination wouldn’t let him let go of
31

Brian Hite (Order #21137467)


that idea. At first he offered only to write the mutant animal cre- Living in the moment
ation rules, but the next thing you know, Erick was penning the
entire book. But it was that idea and that moment which sparked By Brandon Aten, Gamer, G.M., Writer, Publisher
the TMNT® RPG and After the Bomb® settings we know and Like many Palladium fans in the 80’s and 90’s, I cut my teeth
love. on Teenage Mutant Ninja Turtles® and Other Strangeness. It
Palladium’s games have impacted the lives of millions. How was the first role-playing game I ever played, and one of the first
many of us have had a better day by thinking about some crazy I ever purchased. I still remember my first character, a wolverine
stunt to pull, being excited about a new character or campaign, or based on the art for the animal type in the book. It was a com-
by remembering daring adventures with friends? How many of pletely new and refreshing gaming experience from anything I
us have had our own imaginations sparked by the ideas in these had ever done before, and I just couldn’t get enough. My friends
books? and I would play on road trips, at school, at church events, and
I am often working on a project, solving a problem, or hitting basically anywhere we could find some free time. The characters
a brick wall mentally and my mind will wander back to learn- and setting we all knew from the cartoon were now ours to con-
ing about Erick just thinking differently, thinking bigger, and trol, but more importantly, we could create our own characters
pushing the envelope – and I ask myself, am I doing the same and tell our own sweeping stories and adventures.
thing? If I’m not, how can I think bigger, better, and do more That single book sent me down a rabbit hole into a world of
for others? gaming that has become such an instrumental part of my life. It
Erick’s ripples are going to keep affecting people for genera- opened up my eyes to other games like Palladium Fantasy®,
tions to come. The farther the ripples go out, the harder the source D&D®, and Rifts®, and introduced me to anime through games
is going to be to see, but at least I know that every time I want like Robotech® and Macross II®.
to make a bigger impact or think differently, there’s going to be I was enthralled by the talent and skill of these creators and
a part of my thought process that is directly linked to something world builders Erick Wujcik and Kevin Siembieda who could take
cool Erick did. I’m glad I’m part of his legacy. any idea, “gamify” it and make you want to spend countless hours
playing a game about it. Even when my gaming groups would fall
Sheer Awesomeness apart and I wouldn’t have anyone to play with for months on end,
I always tracked down the newest releases wherever I could find
By Quinn Johnson, Writer and Video Game Designer them just so I could pore over every single word they wrote.
Like every other kid growing up in the 80s and 90s, I passion- Years later, after doing a couple internships and volunteer
ately loved the Teenage Mutant Ninja Turtles®. I had been in- stints with the company, I learned I was going to be able to meet
troduced to the world of the TMNT by the cartoon, and ate it up. Erick Wujcik at an upcoming Palladium Open House. I had
But one fateful weekend, my older brother had some friends over known Kevin for a while by this point, and heard tons of stories
for a sleepover and one of them brought over the black-and-white about how awesome of a guy Erick was. This did nothing but add
gamebook Teenage Mutant Ninja Turtles® & Other Strange- fuel to the fire of my excitement to meet him. When I finally did, I
ness by Erick Wujcik. found Erick to be one of the most down to earth and genuine peo-
My mind was completely blown. Based on the original under- ple I had ever met. We chatted casually throughout the event, as
ground comics by Kevin Eastman and Peter Laird, these were the I was unsurprisingly not the only person who wanted to meet one
coolest, toughest, most visually-striking Turtles I had ever seen. of the creators of games many of us had spent a lifetime playing.
As I later got the book for myself and pored over every incred- At one point, Erick pulled me aside and wanted to talk privately,
ible illustration by Eastman and Laird and ravenously studied ev- and as a young writer and game designer, I was star-struck. To
ery story scenario and character description written by Erick, my this day I can tell you where we were standing, what he was wear-
love for TMNT® just exploded. Here were Turtles who were not ing, how long we spoke and all kinds of details. Here’s the thing,
only gritty and deadly warriors, but characters with deep person- though: Whereas I know all of these completely mundane details,
alities and personal flaws. I cannot for the life of me tell you what we talked about. I mean, I
Wujcik’s gamebook introduced me to the original Mirage know he asked me certain questions about where I saw the industry
Studio comics, which became a huge influence on my own writ- going and we discussed some thoughts on gaming with kids and
ing style as a professional comics writer as I worked to create people brand new to RPGs, but here was ERICK WUJCIK and he
characters and action that paid homage to the Turtles stories that proceeded to tell me all about a game design he had specific to that
had so deeply affected me. Add to that the awesome ability in demographic ... and I don’t remember a word of it.
Strangeness to become scores of other mutant animals like bats, This is my biggest regret in my professional career. I don’t
lizards and wolves, and story scenarios including run-ins with know if I was just stunned. I don’t know if I thought he was ac-
the heroic Sparrow-Eagles, a hostage situation masterminded by tively developing the idea. I don’t know if he wanted to get feed-
psionically-enhanced mutant farm animals, and a shadowy ninja back from a fresh perspective. All I know is Erick spoke with me
clan led by the mysterious “Black One,” and it was a game that I about a design, a moment where I should have been soaking up
still treasure today for its sheer awesomeness. information like a sponge, taking notes, or recording (pre-smart-
phone), and I don’t remember a word he said. I can’t tell you how
A Siembieda Note: The Sparrow-Eagles were characters cre- many times I’ve wondered how much Erick knew about his can-
ated by one of Erick’s play-test groups. Quinn Johnson is a comic cer at that point and was maybe trying to get that idea out there,
book writer (TMNT, Kung Fu Panda, Elders of the RuneStone) or if he was just trying to give a young writer some inspiration
and Video Game Designer and Story Developer (Disney Infinity, for the future. It has always haunted me and something that I’ve
Deep Root Pinball). aspired to never relive.
32

Brian Hite (Order #21137467)


(A Siembieda Note: I can answer that for you, Brandon. Erick er or Game Master can bend the rules in a way that allows you
had no idea he had cancer at that point. If only he had, it might to tell the narrative in the way you want, in order to acquire the
have saved his life. Instead, he felt great and was happy to be necessary game play you want out of your players and to make
losing weight [he didn’t know that was the cancer] and happy the world you’re trying to create.
at his new job. Life was big and rich and endless at that moment Think about it. The game is called TMNT® & Other
in time. Erick and I loved talking to young, aspiring creators, Strangeness. It would be pathetic if the main NPCs of the game
and I had sung your praises, so I’m sure he was looking for your were pushovers. Therefore, I believe that “fudging” rules as the
thoughts and opinions while sharing some of his own ideas. – Game Master is okay in order to get what you want if it creates a
Kevin Siembieda) superior gaming experience.
To this day, I try to talk with as many gamers and designers as I’m not talking about rolling the dice and telling your play-
possible, but especially those who have been around the industry. ers you rolled a 19 when you actually rolled a three. I’m talking
Their knowledge is invaluable. Though, for me now, this goes about when you’re creating your adventure/campaign. Suppose
beyond game design. I speak to Kevin regularly, though admit- in the narrative, the bad guy pops out of a trapdoor and surprises
tedly not as much as I should, but when I do, I know that I’ll at the characters because they fail to spot the secret door. Now in
least remember what we discuss. I talk to him about games I’m regular game play, you could have the trapdoor spring open and
working on, artists I work with, publishing insights, writing tips, the characters roll for their surprise attack, and the dice betray
and pretty much everything under the sun. We talk about fam- your little trap and give you strike rolls of 5, 2, and 8. Well, that’s
ily, personal joys and struggles, and just how crazy life can be very anti-climatic. Therefore, to ensure “something” bad hap-
sometimes. pens, written into the story could be pre-determined die rolls of
Erick Wujcik inspired me to be a creator myself. I now own 15, 16, and 18.
my own gaming company and have a number of titles I’ve Now the player characters have to dodge or they get shot or
worked on as a creator, designer or freelance writer. More impor- clobbered or captured. Maybe a character with a Natural Armor
tantly though, he taught me to live in the moment. Be present for Rating pushes one of the weaker characters out of the way. May-
those you love and care for. Take a moment to talk with people be one of the characters with Sixth Sense will suspect something,
who might look up to you. Help motivate those who might need but even with a +3 bonus to dodge, there’s still a chance he gets
a nudge to take a step they might not have the courage to take hit. That’s exciting and provokes an exciting response.
themselves, and finally to learn from those who inspire you, so I’m not advocating you as the G.M. “predetermine” or “plot
you can go on and be an inspiration to others. train” the future for your players or every moment. But I am ad-
vocating that you at least control the narrative with some rule
My lasting impression of Erick Wujcik bending to uphold tension and danger and make a great story.
Some may say rules are meant to be broken, but I prefer just a
By Glen A. Evans, Palladium Freelance Writer slight bending and twisting. The last thing you want to do is give
I met the late, great Erick Wujcik at the Palladium Open House your players a cakewalk adventure, or kill them off. Regardless
in 2007. My initial impression, he was the epitome of a gamer, of what level their characters might be, they should feel chal-
yet he radiated this guru of wisdom. lenged and have fun.
At one point, while he was signing my copy Dragons & What Erick also said about falsifying the Turtle stats without
Gods™, I asked him about an issue that had been bothering making them completely comply to rules he wrote in the first
me for a long time. “How did you create the stats for the Ninja place, has also served as a foundation for how I create lots of
Turtles®, because looking at them in the TMNT sourcebook things in my games, whether it’s a monster, hero NPC, or what-
and based on the rules you made for creating mutant animals, it’s ever. That bit of insight has stayed with me and helped contribute
not possible to generate enough Bio-E points for them to exist as to my improvements as a Game Master and a writer.
they’re written?” All of this, I gained within two or three minutes of talking
His response, “Eh, I made them up.” with the man. That’s it. To me that is so extraordinary. I spend
Now my mouth is hanging open when he said this. My re- two or three minutes with the guy and walk away with a bit of
sponse was something like, “So when you’re creating NPCs in a wisdom that I carry on to this very day. I can only speculate
game in which you just provided the reader an account as to what what it was like spending hours or days with a guy with such
the rules are, you just broke the rules to create those characters?” an insightful imagination. I shall always remember that brief
His response was, “Hey, they’re the Ninja Turtles, so they encounter.
have to be bad ass for the game.” When writing Bizantium and the Northern Islands™ I
I took a quick ten seconds to process this and I said, “So the wanted to retain much of original foundation that Erick created
narrative you’re telling trumps the rules?” when he wrote about Bizantium in the Palladium Fantasy source-
Erick replied, “All the time.” book Adventures on the High Seas™, and I hope he would have
Now I suspect there are some people out there (and not just been pleased that I caught on to the tiny hints he made in Drag-
rules lawyers) who are appalled at Erick’s admission and com- ons and Gods™ in regard to the Northern Gods.
ment. That he “cheated” to create those characters. I didn’t ask When I think back about that two or three minute conversation
him if he bothered “rolling their stats up with actual dice” be- there is so much more I want to ask him. More than I thought pos-
cause at that moment, I realized there was a greater truth to his sible back then. Yet all I can do is draw upon that moment and
comment, story triumphs over rules. see what other useful tidbits of info I can extract from it. You’d
At no point does he advocate tossing out all the rules, other- be surprised how much there is to learn from a simple chance
wise why buy the game in the first place? However, you as a writ- encounter.
33

Brian Hite (Order #21137467)


34

Brian Hite (Order #21137467)


Remembering Erick Wujcik to repeat, but I have tried to emulate his mindset of wonder in
the items I have written. I even hunted down posts of his on the
By Allen Stroud, Writer and Video Game Developer Palladium Forums, just to get a better insight into his mind, not
When I first started role-playing, I began like many people my to mention that I have a photo of him next to my workspace as a
age, with Dungeons and Dragons, specifically, Advanced Dun- reminder of how I should approach matters.
geons and Dragons 1st and 2nd Edition. After tiring of its limita- Erick Wujcik had been such a positive memory in my gaming
tions, I started looking for something a little different. It was then career, and those thoughts and ideals he had held dear, they still
that I found the Amber Diceless Roleplaying Game. live in the games of Palladium, and may they do so forevermore.
Strangely, it was Erick Wujcik’s elegantly designed game that
introduced me to Roger Zelazny’s fantasy fiction world on which Ninjas and Aliens
it was based.
When I first read how Amber worked, letting players bid for Ryan McDaniel, Gamer and Video Game Developer
attributes and ranking them in relation to the other players, work- I first met Erick Wujick in my imagination. I had just read
ing out who was the strongest, the fastest, the greatest warrior, through the rules for Teenage Mutant Ninja Turtles® & Other
etc., my mind was blown. Wujcik’s simple approach to capturing Strangeness at my friend’s place and we were going to make our
the essence of Zelazny’s work revealed to me, a teenage Games first characters to run in the adventure in the book. This was in
Master with aspirations to write my own games, the boiled down 1986 and my 7th grader self was enamored with his heroes and
priority of rules design – creating player characters and giving the way I could create my mutant tiger just the way I wanted to
them a means of measuring their effect on the game world. (even if he had to be smaller than I had hoped to get all the cool
Later, I experienced more of Wujcik’s work, playing Rifts® features with my BIO-E). In my mind this guy must have looked
China One and After the Bomb®. All three of these creations just like an older version of me (because I was the coolest kid
helped me think about rules and campaign material in a different I knew), but with an awesome beard and mustache. I met him
way. Instead of trying to write a perfect set of rules, I realized again in High School when we started playing Heroes Unlimited
rules have to be a part of the fiction and that they are an expres- with Ninjas and Superspies. A friend of ours (the G.M.) was a
sion of that fiction, drawing players into the imagined world they martial arts aficionado himself and there was no better game to
want to be a part of. represent the martial arts than N&S. Now in my brain, Erick had
These days, I write a fair amount of fiction and lore, whilst kind of transformed into some Eastern Monk – think Bruce Lee
contributing to the rules design on a selection of computer games, combined with the Dalai Lama. This was the image that would
board games, role-playing games and live role-playing games. stick with me for years.
Wujcik’s ideas have stayed with me, and ensured I always think Then I actually got to meet Erick in real life. We were at the
about the player experience when I make a game. 2007 Palladium Open House and Erick was there. He was do-
ing panel talks and even running games! I sat in on a panel and
Ninjas, Fun & Adventure discovered that Erick was not what I had pictured in my head.
Tall, thin, with wire framed glasses and a beard and mustache
By Matt Reed, Freelance Writer, Gamer and Podcaster that somehow looked neat and unkempt all at the same time. It
I never got to meet Mr. Wujcik myself, I had only heard of was great hearing him and Kevin chat back and forth on a variety
him secondhand. He was a bit of a mysterious figure, a gentle, of things and gleaning a bit of fan boy wisdom from them in the
creative soul that could make anything better by simply listening process.
to any particular pitch, and bouncing off of that. I could see that Saturday I got to game with him as my Game Master in an
creativity and lateral thinking present itself in one of the very amazing sounding HU/N&S game. So I got to the table as soon
first game systems I had ever played from Palladium, Ninjas and as my other game finished and sat down, pulling out my copy
Superspies™. of N&S to have him sign. Erick got there right after I did and
The Guides to the Megaverse podcast played Ninjas and Su- sat down and started chatting with me. I don’t remember all the
perspies™ for almost three years solid, every other week, as a details, but we quickly started talking about his travels around the
group of skilled investigators, gizmoteers, and agents who sought world and his time in Asia and how it affected him and his views
to undermine the complex power structures of a world-spanning on basically everything.
organization. Oh how we leapt off of roofs, dove for cover, fired It was great hearing him recount time in China and thoughts
blindly, and learned the intricacies of advanced hand-to-hand on game design. As some other people started to show up, we
combat. Why, one of my fondest memories of gaming was in switched gears to the game and he asked us what characters we
that setting, where I had to fight a Russian kickboxer aboard a brought with us to play. That was a big switch for all of us, as
torn apart train that carried a nuclear weapon towards Denver. I no one had prepared characters, so we started to randomly roll
kicked him in the stomach, and pulled the trigger on my bootgun, some PCs up. I ended up with an alien martial artist with Particle
and stamped out the resulting fire in my shoe as I screamed, “I Beam blasts and since I was done first, Erick had me help out the
can’t believe that worked!” other players with their characters too. It was fun watching Erick
Only now do I see the amount of research he put into the game enjoy the process of everyone creating their characters and then
and its myriad of martial art forms, in order to bring the high- listening as he seamlessly weaved this disparate group of misfits
octane game of Ninjas and Superspies™ to life. I’ve said sev- into a Chinatown nightclub and the ensuing cinematic battle that
eral times now that it was Erick Wujcik who was the designer took place.
that inspired me to start writing. I will never be able to follow In the span of a few hours of sitting with and gaming with Er-
in his footsteps, since the footprints of greatness are far too deep ick, he showed me how to roll with the punches, adapt an outline
35

Brian Hite (Order #21137467)


on the fly, the value of cinema in gaming, and how the players But there was a problem. These were social games. I had no
can be in control of the story without the G.M. ever losing con- friends to play with, and social awkwardness was a large part of
trol. I saw how his worldly experiences blended in with his gam- my life.
ing universe and how his love of what he did was so easily passed Then one day in the school cafeteria, I spotted a copy of Nin-
on to people who were total strangers just minutes before. When jas & Superspies™ and went over to its owner in excitement,
we left the table he shook my hand and told me to have a good saying, “Do you play? I have all the Palladium RPG books!” He
time and that he was glad he had gotten to meet me. hadn’t played yet but was interested, and after a brief introduc-
I was honored that he chose to sign my book as “Your Friend, tion, we started talking. He introduced me to his friends, and be-
Erick Wujick” and saddened to learn just a short time later of his fore long I was drafted to Game Master my first session of Pal-
sudden illness. He was a great person and I am blessed because I ladium Fantasy® for eight people.
was able to have him in my life, even for a short while in person, Erick was signing books for other people at the Open House as
but he will live on forever in my memory and imagination. And I explained all of this, but he had invited me to sit with him at the
F*CK Cancer, btw. table while he did so, and paid close attention. At this point in the
story I paused until he looked at me and then I said, “That guy’s
been my friend for 19 years. All of the friends I have I’ve made
playing Palladium Books RPGs. I met my wife, the mother of my
three kids, when I was running a Rifts® game.”
Erick smiled and said, “That’s awesome!”
I said, “Yeah, but here’s the thing. It’s not just the connections
I’ve made. When I figured out how to play the games, I realized
if I wanted to be good at it, I had to figure out what made people
tick. To play a character you have to understand it and I did not
understand people at all. So I set about studying normal human
behavior, to better mimic it in my games. This led me to build my
“facade of normalcy,” which I eventually grew into. RPGs helped
me overcome my autism, all thanks to those first RPG books that
you wrote.
Erick signed my copy of Mutants Down Under™: “For
Madman Mike, Thanks!” I was blown away. Here was one of
my idols, someone who’s work inspired me to improve my life
Mutant Animals and Humanity exponentially, and he was thanking me!
“Mike, you need to tell that story to as many people as you
By Michael Leonard, Gamer, G.M. and Artist can. People need to know the power of gaming.” He gave me a
I had the honor and privilege of meeting Erick Wujcik at the hug and we took this picture. I walked away and cried. It felt like,
2007 Palladium Books Open House. I thanked him for how his maybe I had succeeded in getting across just how important he
work influenced my life and he told me that I needed to tell the was to me and my life. That I felt I owed literally everything I
world, so here it is. was and had to Erick and Kevin.
I have Asperger’s Syndrome, which most of you know is a I have been blessed to become a part of the Palladium Books
form of highly functional Autism. Because I grew up in the 70’s family of freelancers, and I strive to honor Erick’s memory with
and 80’s, I went undiagnosed through my formative years. Back each project I am a part of. If I can inspire one gamer the way he
then, we were just the nerdy weird kids. inspired me, then I will have lived a good life. It is the absolute
Thanks to my differences, I naturally had difficulty making least I can do.
friends. I was bullied relentlessly throughout Elementary School
and into Junior High. To escape, I collected comics, and one of Opening new worlds
my favorites was the Teenage Mutant Ninja Turtles® black
and white comic from Mirage Studios. One day I was standing in By Eric Grubb, Gamer and Artist
line at my local comic shop and noticed a book in the dark corner My introduction really to the world of TMNT® beyond the
of the store. Even from across the room I was sure that I was see- cartoon was the RPG game. It was 7th or 8th grade for me, I can’t
ing the distinct art style of Kevin Eastman, and after a moment, I remember clearly which year it was. I had made a friend early on
gave up my place in line to go over and examine it more closely. during 7th grade because of Robotech. We had started dabbling
Mutant dingos, kangaroos and koala bears with crossbows with Palladium’s Robotech® RPG during that year and eventu-
battled humans and mutant frilled lizards who attacked from diri- ally Don got a copy of the TMNT® & Other Strangeness RPG
gibles! Yes, it was Palladium’s Mutants Down Under™. I had book. It opened a whole new world to my young brain. I remem-
never seen a role-playing game before, but this was too cool to ber also thinking that the author of the book, Erick, had my name.
pass up, so I put back a few comics and bought it on the spot. I didn’t really know anyone with any variation of the name Eric
After spending a couple of days reading it from cover to cover, that was famous and it sort of blew my mind thinking he was fa-
two things were clear. One, I wanted more! And two, I had to mous and we shared a name. Between the TMNT® RPG books
buy the Teenage Mutant Ninja Turtles® & Other Strangeness and the After the Bomb® series, and the work he’d done on
RPG to really use this awesome book. That was the beginning of Heroes Unlimited, Rifts®, RECON®, we played those games
my collecting all of Palladium’s books. nearly every weekend, and sometimes at school, for the next 3
36

Brian Hite (Order #21137467)


years until I moved away. To this day Erick Wujick is a name I
associate just as much with TMNT® as I do Eastman and Laird.
I remember when it was announced he was sick, when it was
announced he had passed from his cancer. It was a sad day for
me. One that my junior high/high school self would have never
thought possible for all the fun and imagination his work had
made possible for myself and my friends. I’ve had few regrets in
my life, but one of those has been that I never really had a chance
to just tell him thank you. It’s why now when I get an opportunity
to thank someone for having done work that I like, I do my best
to make sure I do.

My first exposure to the work


of Erick Wujcik almost killed me
By Brett Caron, Gamer and Freelance Writer
Well, almost killed my first Rifts character, a level one Head-
hunter. A group of battle-hardened Eandroth rogues got the drop
on us in the Chi-Town ‘Burbs, and one of Erick’s reptilian cre-
ations took off my character’s arm with a well-placed laser pulse
that almost had me rolling up a new character. It was tense, fun,
and their unique heat point ability kept us on the back foot during
their initial ambush – and left a distinct impression of the weird,
eclectic world of Rifts® (and especially Erick’s personal style).
I’ve never forgotten that early foray into Rifts®, and I wouldn’t
have that memory if it wasn’t for Erick Wujcik.
Fast forward 20 years. I played my first game of Revised RE-
CON® just a couple of weeks ago with an experienced, history-
buff Mission Director who has loved the game since its release. It
was one of the most fun role-playing game experiences I’ve had
in a while. Erick’s love for the material is apparent on every page,
in every random encounter, and in the fluid game design. I can’t
wait for my next game. life is about movement, action, energy. When water stays in one
It’s fair to say that Erick Wujcik has been a part of my RPG place for too long, it becomes stale, stagnant, and a place for de-
life from the very beginning right up to the present. I have no mons. I loved Palladium while growing up and Erick Wujcik’s
doubt that I’ll continue to encounter his work in my Palladium ideas and his spin on things were always a step above to me.
Books games for years to come. In my little corner of the Mega- Although I never got to know him, I feel that his imagination and
verse®, his legacy runs strong, and his memory is close at hand. his passion must have been beyond us all.

Erick Wujcik Two Things About Erick


By Taylor White By Eric Campion, Gamer
I never had the chance to get to know Erick Wujcik. I only met I did not know Erick well, I spoke with him briefly a couple of
him once at one of the Open Houses. We shook hands, I told him times at Open Houses and via email. In fact, I still have the last
I was a fan of his work, and that was about it. It was probably for PM he sent me on the Palladium Forums, I cannot bring myself to
the best because I only would have gushed to him about his own delete it. I feel as if it is a piece of him that lives on.
books for hours. There are two things about him that stick out in my mind. First
The first role-playing game I ever read was Teenage Mutant off is his willingness to take the time to assist others. Every time
Ninja Turtles® and Other Strangeness. I was in junior high I read something he wrote on forums or listened to him speak at
and the very concept was beyond me at the time. A friend at the convention, you could tell he really wanted to make sure he
school handed me the book and said we could play the Turtles did his best to relay his knowledge. I recall hearing firsthand from
and I was instantly hooked. More of my RPG obsessions would others just how fun his games were to play in, and I do regret
also be written by Erick. never getting the chance to play in one, however, I can make use
I mean, have you even read Transdimnsional TMNT®? Can of his writings in various Palladium products to continue to en-
I tell you how I used to read Mystic China over and over again? hance my games. As someone who also has an interest in Chinese
Or when Rifts® China came out and I sent the group there and history, I particularly enjoy the Rifts® China 1 and 2 books.
they had to fight against the Yama Kings and they became ce- Second, I could tell he enjoyed life. Hell, even when he knew
lebrities to the Geofront and Heroes of the Celestial Court (even his cancer was terminal and was going through chemo, he kept
though they were unruly bastards)? Erick’s writing taught me that on living. He had written me to let me know that he was happy to
37

Brian Hite (Order #21137467)


be feeling better after a couple rounds of chemo so he could make eryone about my “secret life.” He just wanted to get a reaction.
more travel plans. Instead of languishing, he was out enjoying Before long he had gotten on everyone’s nerves with these “ex-
the last bit of time he had, as bittersweet as it must have been. He periments,” and we were fed up. So we decided to turn the tables.
made rounds about the RPG circuit, saw his family and friends, Whenever Erick did something annoying, we would just look
and even snagged some awards. I hope I could do the same if I at him and mutter “April 23rd.” This went on for weeks. This
were ever in his situation. made Erick nuts, because no one would tell him what April 23rd
He will be missed, and I think the best way to honor him is to meant. That was because we had no idea; it was just a phrase that
enjoy his games and remember the good times he gave. kept him at bay. But as April 23rd approached, we decided that
we had to DO SOMETHING.
At this time Erick and Dan ‘Boom Boom’ LaFlesch were liv-
ing behind a small neighborhood store that they ran on the west
side of Detroit. On April 23rd, the entire Wayne Third group
went over and set up an empty coffin in the living room.
When Erick came in after closing the store, we held a mock
funeral for him. Weeping and carrying on, we ceremoniously
placed items that Erick loved in the coffin; cans of root beer and
tuna, his black leather Greek fisherman’s cap, and favorite sci-fi
books. We told stories about Erick and how much we were going
to miss him. We very thoroughly ignored the real Erick, who was
trying hard to get anyone’s attention. By the end of the evening
he just sat on the back of the couch and watched as we held a
pretty great wake. We kept up the pretense for several weeks, as
Erick came to all our parties, went out to eat with us, hung out in
the student union where we had our regular corner. When he said
something we would turn to one another and ask if we had felt a
cold wind? A shiver? Don’t we miss Erick, even though he could
be really mean sometimes? Finally, one by one, we relented and
allowed Erick back into the land of the living.
Erick stopped experimenting on us, at least we never noticed
anything again. Although I sometimes think that in gaming, he
figured out a way to be annoying and controlling in a way that
was fun for everyone. Erick, you sly dog!
**********
Flights of Imagination For many years, Erick ran a Thursday night game. We met
By Paula Layton Leasure Blumm, Gamer and Friend at the Detroit Gaming Center 2.0 on Woodward in Ferndale,
I met Erick in 1968. We had both joined the Wayne Third Michigan, that Matt Balent, Mike Robinson, and I ran after Erick
Foundation, a science fiction fan club at Wayne State University dropped it because he wanted to concentrate on game creation.
in Detroit where we were both freshmen. Erick would walk me The Thursday game began as an unnamed Fantasy Role-Play-
to the bus stop on Warren after the meetings and wait with me ing Variant according to some old dot matrix copies I have from
until the bus came, kiss me goodbye, then go and catch his own 1983. I don’t remember that Erick ever gave the system a name,
bus home. In later years, he liked to introduce me as the first girl but the world it described became known as Dragonwright™. It
he ever kissed. We soon found other romantic interests, but we shared a lot with traditional D&D; attributes, dice, magic spells,
remained very close friends. armor classes, hit points. It soon went off the rails in typical Wu-
In college, the Wayne Third Foundation was the center of our jcik fashion. The gameplay changed over the years, becoming
social lives. In the 1960s and 70s, being a nerd was an invita- almost entirely diceless. Erick never let dice rolls get in the way
tion to be mocked, and nothing said nerd like being a science of a good story.
fiction fan. When you found people who you could actually talk Anyone who gamed with Erick will remember his vividly
to about the books that made you think, and who would go with voiced NPCs, and how he would use them to throw pole-axes into
you on flights of imagination, you stuck with them. So we were a player character’s best laid plans. He loved to force a dilemma
an exceptionally close knit group. I am still friends with many onto an established character, to shake things up. For instance,
of my old Wayne Third friends today. Now Erick was one of us, my sort of lawful good, sort of Paladin character Trudy once
and like most of us, had some annoying qualities. Erick usually spent some time in Hell, and only got released by accepting a
had wonderful manners and was a naturally kind person, but we small, not very bright imp in place of her heart – which remained
were teenagers (Erick and I were 17 when we met) and subject in Hell. Let the internal conflicts begin!
to moodiness. Erick would bend any rule if he thought that doing so would
Erick went through a phase around 1970 where he did “social improve the story. After a few years, I stopped going on Thurs-
experiments” on us, his friends. For instance, he sent me a note days but the game continued until Erick and Kay left Michigan.
(I still have it) with a newspaper clipping of a girl who looked Even then, when they were in town, Erick would run the game for
a lot like me in a skimpy bathing suit, and threatened to tell ev- anyone who could make it.

38

Brian Hite (Order #21137467)


The last time we met was in January of 2008, not long before messages on his answering machine while he drove. When he
Erick died, at Paul Deckert’s house. Erick wanted to wrap things was with you, he paid attention and was genuinely interested in
up, and we players wanted to embrace our characters one more whatever you had to say. He always had the best of intentions
time. Twenty some years later, and we all fell effortlessly back but there were so many things going on to sidetrack him! Kevin
into character – Trudy, Trow, Bolton, Thorn, Alaric, Damien, had to work very hard, to make sure he finished most of what you
comrades all. At some point that evening, Erick said this, and I enjoy today.
wrote it into my notes: “Souls are handy little pockets of energy. Kay Kozora was also a big part of his life. In our Thursday
The universe constantly recycles energy.” game, she would call and he would answer “Hello, Sweetie.”
Erick had planned a great final scene, a culmination of years So we started yelling out for her to hear “Hello, Sweetie!” He
and years of campaigning, a fitting end to our adventures. To- thought of and did something thoughtful for Kay every day. She
gether we described the destruction of our universe as we all be- had said that she didn’t know how she had gotten so lucky to have
came gods, and then recreated the universe the way we wanted it a man like Erick in her life.
to be. There we left it. When they gave him weeks to live, Erick first, decided he’d
********* have at least a few months, and made a bucket list of things to do
and see that would have taken me years to put together, and what
I was one day older than Erick, which he never tired of re- did he do? He kept adding to the list.
minding me. He liked to give me birthday presents, some of I talked to him after he went off chemo. He was happy. He
which were better than others. One year he gave me a belt he could finally read without falling asleep. One of his great joys
made of beads woven into a Native American pattern. I still have was reading. In the end, he went with the two people closest to
it. Another year he gave me a large trash can full of what he had him in his life next to him (Kay & Sara). The only thing more you
cleaned out of his room. I didn’t keep that. could have asked for is time.
My husband and I met through Erick. He invited what he con-
sidered a cross section of gamer friends to play-test a game idea
he had, called Aliens Among Us™. We had a great time, the
game was a lot of fun, and we had a few more play-testing ses-
sions.
A couple of years later, John and I got married. Instead of the
traditional giving the bride away, I asked Erick to walk with me
down the aisle.
I worked with Erick a little with the game design, and for obvi-
ous sentimental reasons, kept all my notes. The game has never
been published, but hey ... I recently showed Kevin my notes,
so ... maybe, one day. Nothing says love like blowing up aliens
together.
A Note from Kevin Siembieda: Yes, this is Paula Leasure,
a Palladium Editor for a brief while during the early days of the
company. I think her first book was Palladium Fantasy RPG®,
1st Edition, or maybe Weapons and Assassins. Both came out
in 1983 around the same time. And if I think Palladium can do it
justice, you might just see the Aliens Among Us™ game in the
future.

My Friend, Erick
By Paul Deckert, Gamer and Life-Long Friend
A final bit of wisdom
I was one of the lucky few who got to play-test many of Er-
ick’s games. I didn’t fully comprehend how much he did until from Erick himself
after his death. He had asked me to take care of sorting through
his things and to make sure Kay would be ok. Erick had survived six months longer than the doctors be-
While sorting through the pallets of possessions, I found a tape lieved humanly possible, but the end was near. Erick had watched
from his answering machine. When I listened to it, I got a glimpse it looming closer for a while and was in hospice care surrounded
of how much he had going on. All the different people, from all by loved ones in San Francisco. The last time Erick and I spoke
over the world that were calling, and of course, Kay (Kozora) on the phone, very shortly before he died, he told me this (I para-
trying to confirm a lunch. I don’t know how he did anything, with phrase, but it’s damn close. I will never forget it.):
the amount of people he maintained contact with. I knew he tried “Kev, all that matters is joy and the people you love. Hold
to read a book every day and that he had more game ideas than a on to whatever brings you joy and never let it go. That’s what’s
dozen men could ever have finished, but on top of that, he main- most important in life. In the end, nothing else matters but joy
tained contact with thousands of people! and love.”
For anyone that he didn’t call back, just know, he didn’t waste Amen.
a minute. He scheduled naps, listened to books on tape and to – Kevin Siembieda, co-conspirator in the game of life
39

Brian Hite (Order #21137467)


The Name
Giver
Official Game Master and
Player Tips for all settings
Reprinted from The Rifter® #1 (1998)
By Erick Wujcik
It isn’t just a part of the job, as Game Master, it’s what we do.
Coming up with names. Rich, meaningful, resonant names.
Interesting, quirky, memorable names. Cool, funny names that
the players remember. Names that strike fear. Names that inspire
awe.
Bucky, James the Timid, Isaac Gump, Urenfogger are all
names that don’t have much of a charge. They work perfectly for
getting the player characters to underestimate the competition.
Which shows that names can also be wonderfully misleading, a
mask, or another truth-behind-the-truth.
Names for characters. Names for animals, creatures, monsters
and bugs, from pet puppies to pet pterodactyls. Names for plac-
es, including buildings, towns and cities, geographical oddities,
mountains and valleys and deserts and plains, streams and rivers
and lakes and oceans, worlds and moons and comets and suns,
clusters and galaxies, not to mention all the myriad alternate uni-
verses in the Palladium Megaverse.
Names for items, artifacts, foodstuffs, tools, weapons, whole
new sciences and technologies. Philosophies, religions, magical
systems.
There is really no limit to the number of names that a Game
Master needs to invent.
The art of naming is complex.
On the one hand, the more research the better. Coming up with
names involves book work, a keen observational eye, and a lot of
doodling around with a pencil (better yet, a word processor) try-
ing out different combinations of letters and syllables.
On the other hand, a really good Game Master can whip out
names with lightning speed.
Want a model? Check out the movie “The Usual Suspects.”
For those of you who haven’t seen it, I won’t spoil things. Suffice
to say, they used one of my favorite tricks for smoothly coming
up with a lot of names.
That’s one great trick. Here are a whole bunch of others...

Green-Grass Golem-Gash
Try saying it. “Green-Grass Golem-Gash.” Do it fast, do it in
strange voices, do it with an accent. Sure, you’ll trip a few times,
but it’s not that hard to master a smooth rendition.
Green-Grass Golem-Gash is one of my all-time favorite
names. I have no idea where it came from. It was just one of
those things that popped into my head when I was trying to fill in
a list of magical swords.
40

Brian Hite (Order #21137467)


Since I had a “Circle of Twelve Mages,” and a “Circle of It was worse later on. First were problems with getting things
Twelve Artifacts,” in the early (the first!) Dragonwright Cam- published (game manufacturers are a tad skittish about print-
paign, I thought there ought to be at least twelve interesting magi- ing something bearing a name trademarked by, say, Disney, or
cal swords. Lucasfilm). Too many changes were needed, and I was always
I had already come up with a handful of good names. Death- afraid that I’d slip up and miss one.
kiss, for example, was planted in the Tombs of Gersidi, a very Even more important was the impact on the player characters.
early adventure in the campaign. Blackbright, a sword that could Names that I invented, that were my creations, had more of a
only be wielded by one who was undead, was another early entry. long-term impact on the campaign. Players took them seriously.
I sat down and started listing a bunch more. Ironfrost, Victrionix, Original names had a chance of becoming legendary, at least
Righteous Wraith, Bloodseed, and... hmmm... what comes after among my circle of gamers (and really, when it comes down to it,
that? does the opinion of anyone else really matter?).
Green-Grass Golem-Gash. I can’t emphasize it strongly enough.
It sounded funny. It sounded good. It sounded right. Game Masters should create their own names.
I had no idea of what it would be, what it would do, what pur- Don’t think you are good enough? Work at it. As with any as-
pose it might serve in the campaign. I just liked saying it. pect of role-playing and Game Mastering, the more you do it, the
Green-Grass Golem-Gash. more likely it is that you will get better, that you will find yourself
It worked beautifully. It was one of those unforgettable names, with a valuable new skill.
and it helped me create a personality for the sword that was
unique. After all, if I liked saying “Green-Grass Golem-Gash,”
it made sense that the sword itself also liked the sound of its own
name, and that every time the sword spoke (which was a lot!), it
Tools of the Namer
liked to refer to itself, in the third person.
How do I know it was a successful name?
Dice
The only way to judge it is by getting the reactions of the play- Using dice to come up with names has the advantage of be-
er characters. Do they like the sound of it? Do they refer to it by ing fast. However, just as the odds of coming up with a batch
name? Does the use of the name create a reaction? Green-Grass of monkeys banging on keyboards is unlikely to generate great
Golem-Gash was a success by any measure. literature, so using dice to come up with names is unlikely to
By the way, filling out the rest of the list of swords are Mer- produce any really epic name. Back in the old days, when I was
cyblade, Krugenfelder, Dragon-Hewer, Tammarande and Opal’s in a hurry, I used the following technique.
Eye (no, the group still hasn’t found all these mystical blades). First, roll a six-sided.
All interesting names. Some names that have become legendary. If the result is high (one, two or three), then roll a twelve-sided
None as good as Green-Grass Golem-Gash. for the exact letter from the start of the alphabet. In other words,
1 = A, 2 = B, 3 = C, 4 = D, etc.
Game Master Tip: One of the big advantages of coming up
If the six-sided roll is low (four, five or six), then roll the
with a list of names, early in a campaign, is to build in a lot of
twelve-sided and start in the middle of the alphabet, where 1 =
anticipation. No, you don’t need to know what each item does, or
M, 2 = N, 3 = O, 4 = P, and so on.
even have a clue as to what the item is (for years the group de-
Not a perfect system, since it leaves out W, X, Y, Z, but I
bated the nature of such items as the “Ard of Bright” and the “Il-
found that I tended to make too may names starting with X or Z
lonath Barecth”), just come up with the names. When the group
anyway.
found an old ruined temple, complete with the names (and a few
Since you need more vowels than consonants, alternate rolling
tantalizing fragments describing the items), they were really ex-
a six-sided where 1 = A, 2 = E, 3 = I, 4 = O, 5 = U, and 6 = Y.
cited to finally have a complete list of all the names of the “Circle
The good thing about rolling up names like this is that it is fast.
of Twelve Artifacts.” It was a big deal. Finding each new item
Whenever the group would meet a new non-player character, or
from the list, a task that took over ten years, was always exciting,
hear about a monster, or come into a town, I could come up with
because the anticipation was so great.
plenty of odd-sounding names.
The not-so-good thing about this system is that most of the
My Big Mistake names were garbage.
If there is one thing I did wrong, back in the early days of Oh, they were okay for an hour or two. It’s just that almost
creating my various role-playing campaigns, it was taking names none of them stuck. None of the names turned into the names that
from other sources. the players would use when telling their war stories.
Back when I was young and stupid, too often I took the easy That’s not to say that I don’t use the dice anymore. Far from
way. I stole names from wherever I found ‘em. From books, tele- it. I’m always grabbing for the dice when I’m stuck for a name.
vision, movies, whatever. Now, however, I only roll one letter, just as a starting place. Then
That turned out badly in the short run, and in the long run. I roll it around in my mind, seeing what kind of possibilities my
Right away, almost instantly, many of the names I used were imagination can generate.
recognized by the players (who would have suspected that so
many upstanding young students would know all the names Reference Books
from an obscure television soap opera?). Whenever the names
While dice have their place, the main tool of a good name
were recognized I had to put up with either (1) ridicule or (2)
giver is a good library. Of course, make use of your local public
criticism.
41

Brian Hite (Order #21137467)


or school library. It’s also a good idea to start putting together “Arthurian Legend Names,” or names based on Native American
your own set of good reference books. or Teutonic languages.
No, I’m not talking about spending money. A lot of my best Final stop on our list of good reference books is a volume that
volumes on naming were freebies. you may already have. It’s called a telephone book. Especially
One of the nice things about the books that come in handy for when it comes to creating contemporary names, it is a great re-
name reference is that they are mostly worthless. For libraries, source. Don’t just take the names as they are. Either mix them
bookstores and most book-owning people, it is important to have up, matching different first and last names, or use the names as
the latest, most accurate, most up-to-date version of a dictionary, inspiration to create your own strange variations. Of course today
encyclopedia, or any other reference book. there are online listings and name generators that can be of tre-
As someone looking for good names, new isn’t necessarily mendous help.
better. In fact, some of the very best books are old. Obsolete,
even. Game Master Tip: Combining dice with books is another
For example, just last week, as I was preparing for the writ- cool way to come up with names quickly. Take a quick peek at
ing of this article, I stopped by a local used bookstore. There, the total number of pages in a book. My 1945 Japanese-English
sitting on the “free” shelves (ask, most used bookstores have Dictionary of Sea Terms by Lt-Cdr. C. Ozaki (another free book!)
a batch of books that they are eager to give away), was an old has 731 pages of dictionary. To generate a name I start by rolling
“Winston Simplified Dictionary,” inscribed with “Kermit Ja- an eight-sided, for the hundreds, and then a set of percentile dice.
cobs – Nov 18 1920.” Heavily defaced (by Kermit, or by later So a roll of 4 on the D8, and a roll of 51 on the percentile takes
generations of Jacobs, I don’t know), filled with graffiti, and me to page 351 (round down on the D8, so you don’t miss the first
otherwise pretty damaged (I don’t know how, but somebody ninety-nine pages). Once there I notice that “Koganfu” means
drilled a small hole all the way from the front cover to page 49, “inshore wind.” Depending on what I need at the time I could use
centering on the word “bathe”), this is still a handy book for any “Koganfu,” shorten it to “Kogan,” or just use the name “Inshore,”
Game Master. which also sounds pretty good.
Oddly enough, the older the better. Why spend the big bucks
on a brand new dictionary when it will be out of date in a year Computer Software
or two (in case you haven’t noticed, our language is changing all A good Thesaurus is an excellent reference book, but I much
the time; what with the internet, et al, even the rate of change is prefer the electronic version. I’d be surprised if you had to add a
accelerating). Old dictionaries are better, partly because they are thesaurus on to your computer system, because most good word
cheap (somewhere in your area is a scuzzy used bookstore, where processors have one built-in. Once you get past the initial learn-
there are piles of big old dictionaries, selling for something less ing curve, finding neat names on a computer thesaurus is wicked
than ten cents a pound). When it comes to dictionaries, I recom- fast.
mend getting one of the really big suckers, filled with all kinds of For example, let’s say the characters meet a character who is
obscure words. wearing a very fancy outfit. I start by looking up the word “fan-
Speaking of obscure words, sometimes “real” words work cy,” which gives me a long list that includes the word “ornate.”
very well as names. An example from the Dragonwright Cam- That’s a possibility, but then I click on “ornate” and get “rococo.”
paign is “Heresiarch,” defined as a messiah who preaches heresy. Nice sound, rococo. Jimmy Rococo? Andreas Rococo Vaughn?
One of the players happily accepted the title of “Heresiarch” and Rococo Zimphere? The possibilities are endless...
used it for quite some time before he happened to find it in a You might also want to check out some of the more ad-
dictionary. vanced features of your spell checker. Using mine (I’m still us-
Another category of free, or really cheap books, are old for- ing WordPerfect 5.1 on this machine, which dates from the age
eign language books. Scan through a French-English dictionary, of MS-DOS), I can use the asterix character (“*”) to do “wild
or a textbook on Chinese, and you’ll come up with plenty of odd card” searches. For example, if I need a word that ends with “ithi-
sounding words. an” (because I like the sound of the name “Corinthian” in Neil
One of my favorite tricks is using a foreign dictionary, and Gaiman’s Sandman comics), I enter “*ithian,” and get “nabothi-
looking up a word that might be some kind of clue. For example, an” which sounds excellent (oddly enough, I can’t find it in my
I see “betray” is “trahir,” and “betrayal” is “trahison” in French. I big dictionary, so I guess I’ll have to make a trip to the library)...
wonder how many players might figure out that there is something
wrong with “Trahir Trahison,” the new sword they’ve hired?
Another good source for names is, no big surprise, name
books. Again, check around the used bookstores. You’ll find a
Building Original Names
surprising number of books on names. Among the cheapest, and As good as it is to consult reference books, the best names are
also the most useful, are “baby naming books” (also ask your often those that you invent from scratch. Of course spending a lot
older relatives), which contain the names and meanings of hun- of time with dictionaries, breaking down words according to their
dreds of first names. component parts, and fiddling with the pieces, that’s all a neces-
I paid real money for a copy of The Writer’s Digest Char- sary part of the process...
acter Naming Sourcebook by Sherrilyn Kenyon, Writer’s Digest
Books, 1994. It’s pretty handy, especially if you need a name as-
sociated with a particular language, since it contains thirty-five
Suffixes, Prefixes, & Infixes
different name lists, each divided in female and male sections. I Back in the late 1940’s, my Aunt Camille received a scholar-
haven’t used them yet, but I never know when I’ll need a list of ship to study art in New York City. Just as Camille was about to
42

Brian Hite (Order #21137467)


leave on the train, her mother, my grandmother, had some kind Stream of Consciousness
of bad feeling.
“I’m coming with you,” said my grandmother, and hopped on So, now that you know about prefixes, suffixes and infixes,
the train as it pulled out of Detroit. Camille argued, pointing out here is a detailed example of how they can be used.
that the school would take care of everything. Besides, what help My players have grown wary of a group of particularly nasty
could her mother be? Gram spoke fluent Armenian, but broken elves, who combine magic into a form of technology. Among
English, and she was on her way to New York, a city where she these elves, who aren’t exactly enemies, but who can be quite
had no friends and no family. dangerous, they’ve met characters named Chromatic, Necro-
phon, and Styolite.
Sure enough, when they got to New York, it turned out that
Gram was right. Camille had no place to stay, and very little Back when I first came up with the elves, I tried to make all the
money. names sound vaguely technological. They do, to my ear. When
I want to come up with another one of their group, when I need
So Gram, my wise grandmother, picked up a copy of the New
another name, I usually just try to take some contemporary tech-
York City telephone directory. Then she started calling Arme-
nological term, and warp it.
nians all over Manhattan. And pretty soon she had set up Camille
So, “Prosak” could be “Prosakton” or “Sakrapon” or “Or-
with all the necessary living arrangements, in a community where
sopak.”
she would be looked after and protected.
How?
How?
I start with “Prosak.”
Simple enough. Most Armenians have a common suffix. That
Then add components of the names of the elves we’ve already
is, most (not quite all, but most), have a last name that ends in
met. Chromatic, Necrophon and Styolite. The suffixes would be
“ian.” Evarian, Dekarnikian, Gerarian, Kervorkian, Serafian, and
“tic,” “phon” and “ite.” (I’ll leave it as an exercise to the reader to
Misralian. Go through any telephone book and, if you avoid the
work out the prefixes and infixes.)
listings for names like “O’Brian,” you’ll find plenty of Arme-
Adding extra sounds on the end, I could get Prosakton, Prosa-
nians.
kic, Prosakite. Prosakton, of these three possibilities, just sounds
A lot of nationalities have common suffixes, or endings. better.
“Chavez,” “Mendez” and “Vasquez” are clearly hispanic. “Atag-
In this case, putting extra sounds at the start just doesn’t seem
nostopoulos,” “Kaloyropoulos” and “Panapolos” are obviously
right.
Greek.
Break it into “Pro” and “Sak.” One prefix, one suffix.
A trio of the suffixes I’ve used in the Dragonwright campaign First, just switch ‘em around.
are “-al,” “-ahz” and “-nar.” This helps to identify names like Sakpro?
“Ba-al,” “Aprek-nar,” “Muj-ahz” and “Unba-al” as belonging to
Not enough of a name, I think.
a particular class of gods and demons, or with the characters who
Sakpronic? Maybe.
worship those demons and devils.
Sakprotic? No way.
Prefixes that you might find in the telephone book include Sakpropon? Okay, at least it sounds like a name. It’s just that
“van” and “van der” for Dutch names, “von” for German, and “propon” is sort of hard to say. Too easy to twist up the tongue.
“O’” for Irish. “Sakropon” is better. “Sakrapon” is better yet, since it seems to
I’ve come up with a bunch of family names, associated with lend itself to an interesting pronunciation; “Sa-KRA-pon.”
a particular fantasy ruling class, all with the prefix “d’.” So So how did I end up with “Orsopak?”
“d’Althin,” “d’Fingal,” and “d’Voren” are all clearly marked. More switching around. “Pro” backwards is “Orp,” but “Orp”
Just as prefixes are standard chunks attached to the beginnings sounds dumb. “Or” isn’t too bad... If it started with “Or,” then
of names, and suffixes are the pieces stuck on the ends, so infixes what?
are bits that go in the middle of a name. This isn’t common in Orpak” Naw. Too short.
English, but lots of other languages, such as the Philippine lan- Orpropak? Hmmm...
guage, Tagalog, have all kinds of interesting infixes. For exam- Orcropak? Ormapak? Oryopak?
ple, adding “le” into the word “valea” (meaning “stupid”), turns I just kept messing around, putting in different sounds.
it into valelea (“stupidity”) in the Niutao dialect of Tuvaluan in Until I came up with Orsopak.
Polynesia. It sounds good to my ear. I can say it out loud. It seems to fit
Take a couple of Niutao infixes, like “fu,” “ka,” and “pu,” add in with the others, Chromatic and Orsopak, Orsopak and Necro-
them to some standard English, and you easily generate some phon, Styolite and Orsopak.
cool sounding names. In other words, I just keep messing around until I come up
David can be Dafuvid or Dakavid or Dapuvid. Maryann be- with something that sounds right.
comes Mafuryann or Makaryann or Mapuryann.
Also consider the following names; BillyJoe Magee and Bet-
syJoe Magee, CindyLou and MaryLou and DonnyLou Krammer,
Magic Names
EdnaLouise and SaraLouise Smith, not to mention JoeBob and Playing around with suffixes, foreign dictionaries and soft-
JimBob Kovlowski. “Joe,” “Lou,” “Louise,” and “Bob” are all ware tools are all okay, but the real art of naming is finding a
infixes in these examples. name that fits.
While coming up with an infix is a bit more difficult, it can It isn’t science, or technique. There is no trick to this.
also have a certain rhythm when used with a whole batch of re- Finding just the right name is more a matter of instinct. It’s
lated character names. an art. Like all art, it’s impossible to explain. The best I can do
43

Brian Hite (Order #21137467)


is come up with examples. Here are some of the best names I’ve Left-Side-Wound and Two-Trees
invented.
Vagrant and Reaper. Early in the Dragonwright Campaign, nearly two decades
In a conventional sense they aren’t even “names.” They are ago, the characters first met up with Kankorin and Emerin (see
words that you might find in a dictionary. However, as names Palladium’s Monsters & Animals™). The ritual of being ad-
they have worked brilliantly. opted into the tribe had two parts. First, each player character was
Both are from my original Amber Diceless Role-Playing™ paired with a young Kankorin and sent out for a ritual combat
campaign. In the case of “Reaper,” I was looking for the name with an Emerin. The survivors were given tribal Kankorin names.
that would describe the father of several of the player characters. However, the names were to be based on what happened during
He wasn’t going to be a nice guy (you probably figured that out, the ritual combat. The result was that many of the player charac-
just by the name). More, he was going to be downright nuts. And ters have memorable names to this day. The names weren’t really
I very much wanted the players to fear him. I’m happy to say that mine, I didn’t invent them, but I can take credit for introducing
I succeeded. Even now, years after one of the player characters the tradition. Speaking from experience, when a player character
cut off his head, the name “Reaper” still inspires fear and dread has a tribal name based on the wounds they received in a desper-
in the players. ate battle, it is a very good name...
As for “Vagrant,” I was looking for a name for one of the Game Master Tip: A couple of years ago, I ended up run-
important figures in the Courts of Chaos (a kingdom of powerful ning a role-playing session with a huge group, along with two
demons and shape-shifters). As an assistant to the royal family I other Game Masters. While I had designed the scenario, I
came up with a title, “High Lord of Protocol.” He would be big wanted to keep it open-ended, and to give the other two Game
and powerful, with incredible political clout. Someone who could Masters enough freedom to move with the flow of events, as
intimidate with words alone. Someone who would always know well as to invent new non-player characters (NPCs) as needed.
exactly the right etiquette and proprieties in every situation. I pic- Still, I wanted it to look organized, from the point of view of
tured a huge demonic figure, covered in glittering green and black the players. Most of the NPCs would be demons, but demons
scales, wearing... nothing but a tuxedo vest and a black g-string. from two very different realms. Rather than hand out a list of
I have no idea where the name “Vagrant” came from. It seems so names, I came up with a pair of simple rules. One batch of de-
counter-intuitive. Yet the juxtaposition of the name “Vagrant” mons were all to have names based on automotive parts, and the
with the campaign’s most “proper” figure worked out perfectly. other on words for astronomical objects. No, not just “carbure-
tor” or “Venus,” but switched around a bit. It worked fine, and
it was clear to the player characters that “Anarator” and “Exa-
Doc Feral fold” belonged to one group of demons, while “Evenus” and
When it comes to a character name, this is another of my “Ijupar” were clearly from another. It turned out to be an easy,
perfect assignations. For those of you who don’t recognize him, very quick, way of inventing names (it was easy to segregate the
Doctor Victor Feral was the main villain created in the original demons according to their names, so a big tough guy might have
Palladium game, Teenage Mutant Ninja Turtles® and Other a name based on “engine block” while a smaller, smarter one’s
Strangeness™ (made way back in 1985). Here was a character name could be based on “accelerator”), and it was a technique
who believed in putting humans first, and in subjugating mutant that was invisible to the players.
animals (i.e., the player characters). He was a delightful combina-
tion; a character who was totally upstanding in his dealings with
humanity, and completely venal otherwise. Short, sassy, and full Now it’s your turn ...
of spit, Feral is still a great name... I could go on.
Agranin, a major demon, Alstay the Bonestealer, a witch of
Haldeman and Napalm supernatural proportions, Apnik, a minor demon-sprite, Ayeron
the spider god... all the way to Zelerum, a suit of demon armor.
Ask the players in the Dragonwright Campaign about really All the good names found me, whispered in my ear, and demand-
powerful mages, and you’ll likely hear these two names. ed to be used.
Napalm was one of my very first, the holder of the entryway All of my role-playing life I’ve been known as a guy good
to “Napalm’s Dungeon.” There is no substance known as “Na- with names (for example, that little name, “Rifts,” that was a
palm” in the campaign, but the name is clearly evocative. I don’t good one). I like names, I like naming things, and I even like
know if the players ever saw Napalm cast a fireball, but you know thinking about how to name things.
they’ve got to be thinking that he must have something pretty hot It didn’t happen overnight. It didn’t come naturally. Like just
up his sleeve. about everyone else, when I first started coming up with names
As you may recall, there was a prominent figure in Nixon’s it seemed impossible. As if the people who invented good names
Watergate Scandal named Haldeman. Of course, that Halde- were some kind of tricksters.
man didn’t have exclusive rights to the name, since there are It turns out that it wasn’t magic. For me, for you, for anyone
plenty of other Haldemans, famous and otherwise (Joe Halde- who wants the knack of naming, all it takes is work and practice.
man, the author of “The Forever War,” is a fine science fiction And a little imagination...
writer). Still, choosing to name the evil sorcerer in my fantasy Game Master Tip: Check out Palladium’s Mystic China™,
campaign “Haldeman,” has worked out very, very well. While for another take on coming up with names.
the name has a modern ring, it works just fine in a Palladium
setting.
44

Brian Hite (Order #21137467)


Thinking Big Official Game Master
advice for all settings
Reprinted from The Rifter® #2 (1998)
By Erick Wujcik
Last time around, on the subject of names and naming, I told
you about some of my early errors, about how I made the mis-
take of “borrowing” names instead of inventing ‘em. I mentioned
that the names I’d ripped off from books, movies, television, etc.,
came back to bite me long after they were introduced into my
role-playing campaigns.
If you read that and thought, “no problem here, my campaigns
never really last,” this column is for you.
This is where I’d like to talk about thinking big, about stretch-
ing your imagination, and how that can help you create a role-
playing campaign that will last and last.
Bopping back to something else I mentioned back in The
Name Giver article, you may recall that I described the “Circle
of Twelve Mages,” and the “Circle of Twelve Artifacts,” as stuff
from the first Dragonwright™ Campaign.
Remember, that campaign is now over twenty years old. The
same story, the same universe. Heck, we’ve even got some of
the same player characters. What is even more amazing is that
the Dragonwright Campaign was started by a pretty dumb Game
Master. As I look back on what kind of Game Master I was twen-
ty years ago, that guy looks pretty clueless. He (the old me) had
never run a role-playing campaign of any kind, wasn’t all that
good a Game Master, and made a heck of a lot of mistakes.
Yet in one all-too-crucial way, I was a friggin’ genius.
Because I thought big.
Thinking big was a lucky accident, the coincidence of start-
ing in on role-playing and Game Mastering right in the middle
of some pretty exciting computer science classes. Back in those
days (circa 1978), the latest thing in systems engineering was
something called “Top-Down Design.” As applied to computer
programming, the idea was to conceptualize the problem, what-
ever it was, in the most general way possible, and then to break
it down into manageable pieces, one level of implementation at a
time. That way, in theory, you could start with a really tough job
(like designing a computer operating system), break it down into
pieces (usually something like input, processing and output), and
then break each of those pieces down into even smaller pieces.
For a visual image of “Top-Down” try to picture an organiza-
tional chart. You know, the kind with the little boxes and lines,
with the “President” at the top level, then the various “Vice Presi-
dents” at the second level, with progressively more little boxes as
you go down through the “tree.” And at the bottom of the chart
would be the “Workers,” the people who actually performed use-
ful functions.
In computer programming you can use pretty much the same
chart, the same visuals. However, instead of the boxes containing
the titles of people, each box would describe some function of the
computer program.
As I said, at the time I was pretty involved in this whole new
way of doing things, because of my computer programming
classes.
So it wasn’t much of a leap for me to apply exactly the same
technique when it came to building my first big role-playing cam-
paign, the monster that came to be known as “Dragonwright.”
45

Brian Hite (Order #21137467)


Before the Big Ideas Hit Thinking Big for the First Time
By the time I got around to designing the Dragonwright cam- Napalm’s, as I’ve described it, and in many other ways, was a
paign, I had already built three “dungeons.” beautiful learning experience. By trial and error I’d managed to
The first one, “KiddieDungeon,” (which was, by the way, figure out a lot of what made role-playing interesting, and also
Kevin Siembieda’s very first encounter with role-playing), wasn’t what could make it deadly dull.
much more than a collection of rooms stocked with monsters and I had learned that people liked following a chain of events,
treasures. Fun, in a limited way, but with nothing to keep the that they were more involved in the experience of the role-play-
player characters interested for more than a couple of hours of ing if they felt like every detail might be part of a bigger picture.
killing and figuring out puzzles. In my own particular version of a fantasy world, that meant un-
By the time I got to my third dungeon, “Napalm’s,” my de- derstanding the politics behind different gods and the religions
signs were considerably more complex. There were dozens of that worship them (you thought it was a coincidence that I wrote
levels, thousands of rooms, and whole categories of monsters. the Gods section of Dragons & Gods?).
Better yet, the dungeon actually made sense (well, not really, but However, trying to work out all the details in a campaign, in
as much sense as you’ll find in most fantasy novels). Different advance, was looking to be a pretty futile exercise.
areas of Napalm’s were controlled by the worshippers of compet- After all, what was the point of designing a really cool room
ing gods, each charged with protecting various shrines, treasure if no one was likely to find it? Wouldn’t it be better to just design
rooms and artifacts. the stuff that was right in front of the player characters?
Also, Napalm’s was enormous. Using the most detailed graph
That was it. That was the trick.
paper I could find, and a selection of colored pencils to represent
all sorts of detail, I wrote up hundreds and hundreds of detailed I needed to think big, but I also needed to avoid wasting time
descriptions. Plus mazes, traps and countless interesting magical on details that weren’t important.
items. Which brought me back to the scheduling part of the philoso-
It was around that time that I figured out one big problem. phy of Top-Down.
Napalm’s was really too big. You see, it’s the job of a systems analyst to break apart a big
Oh, it was fun. For about half a year people would send their problem, to separate it into manageable chunks, and then to as-
player characters tromping into Napalm’s, happily mapping and sign the different parts of the problem to different computer pro-
exploring, fighting and running, and grabbing all sorts of interest- grammers. Big projects usually require time scheduling as well,
ing loot (those happy few who survived—this was back in my so that different parts are tackled at different times in the develop-
days as a “killer” Game Master). ment schedule.
However, it started to become obvious, to me at least, that a That way of looking at things can be translated into role-play-
lot of the important stuff in Napalm’s was never going to be dis- ing terms.
covered. It took hours and hours for the players to fight their way Think of the player character group as a set of problem solv-
in, follow up on a few obscure clues, and then fight their way out. ers. Whatever the point of the overall role-playing campaign, it’s
Also, after a solid six months of work, as the designer, I up to the player characters to meet the challenge, and to solve the
was nowhere near finishing Napalm’s. Worse, it seemed like problem.
the more I built, the less chance there was that of any of the Obviously, the player characters aren’t going to be able to
player characters actually finding the cool stuff I was invent- solve everything at once, no more than a computer programmer
ing. can write an entire operating system in one sitting. They need to
In other words, Napalm’s wasn’t all that much fun. tackle the problem one step at a time.
It was around this time that I had my epiphany. In the case of the Dragonwright Campaign, in order to suc-
Why, I thought to myself, spend all this time designing dun- ceed, the player characters had to collect all the scattered objects
geon levels, forcing the players to wander around for hours, when that made up the “Circle of Twelve Artifacts.”
I could just put the interesting stuff right in front of them?
Now, since I was thinking big, back when I first created the
My favorite authors didn’t waste pages and pages describ-
Dragonwright Campaign, I already knew the purpose of the Cir-
ing the boring parts. No, they’d just say something like “after
cle of Twelve Artifacts (sorry, I can’t include that information
two weeks of searching,” or “he crawled for hours,” and then
here, since my players haven’t figured it out yet). Back then I
jump right into the good stuff. Why couldn’t I do the same
didn’t even know what the artifacts looked like, what their names
thing?
might be, or much of anything else.
Instead of forcing the players to march through hallway after
I just knew that there would have to be a Circle of Twelve
hallway, seeking the one real treasure room among the dozens of
Artifacts, that there would be twelve of ‘em (duh!), and that they
fakes, I could just skip ahead. Better yet, instead of drawing all
had all been scattered, hidden, and locked away, thousands of
those dozens of rooms, I could just concentrate on the fun part,
years before the player characters came on the scene.
just on designing the one room.
Whew! What a relief! Since each of the twelve artifacts was of major importance, I
Right away I started moving stuff around in Napalm’s. Cool figured I’d have to work up, basically, twelve different “quests.”
stuff from deep inside was moved right into the path of the on- Yes, I had to work up the first one, in detail, pretty carefully, but
coming player characters. the others could definitely wait.
Suddenly the role-playing got a lot more interesting, and a lot So, as the campaign progressed, I gradually filled in more and
more fun. Plus, it was easier for me... more of the particulars. About a year after we started, the group

46

Brian Hite (Order #21137467)


found a structure where all of the twelve artifacts were named way, and the Federation of Magic is over yonder, and there’s a
and pictured, but that gave me a full year to figure out each of the nasty Rift off to the south, and so on...
names. Eventually, over the years, all of the twelve were discov- Then, as the group moves around, you can just fill in the nec-
ered, and all fell into the hands of the player characters. essary details, always adding to your map in little ways.
This was interesting for the player characters (imagine know- Which is actually a good approach.
ing about a mystic item for ten years, knowing its name, its ap- It’s just easier, and more effective, to start out with a big map
pearance, and something about what it can do, and then, finally, in the first place.
finally, having the opportunity to get your hands on that very Start with a world map (don’t worry, it’s mostly going to be
item!). blank). Now sketch in, in rough fashion, the big areas you know
Even more important, for me as a Game Master, the Top- you’re going want to include in your campaign. The Coalition,
Down approach gave me a framework, a blueprint upon which Atlantis, etc.
I could build a campaign. A campaign that would prove to last Now focus on the general area where you want to put your
for decades. little town. Figure out what’s in the general area. Add in some
interesting details like rivers or mountains. As you get closer to
the target area, to the exact location for the town, get more and
more specific.
See the difference?
Yes, you can still extend your map, still fill it in as the player
characters wander around. The difference is, starting with the big
picture, with the big idea, is that you’ve got a map that is more
manageable. It’s clear, right from the start, how everything fits
together.
In the long run, starting with a global map, with a world map,
even if you have very little of it figured out, makes for a better
campaign.

Thinking Cosmic Big


So far, so good. If you’ve paid attention up to this point, you
probably realize that designing a world is, in a lot of ways, easier
than designing one village at a time, one encounter at a time.
Thinking big, at least when it comes to worlds, makes things eas-
ier for the Game Master.
Likewise, it makes sense to try to think big in time as well as
space. That by building an interesting past, you also leave your-
Thinking Big with Maps self open for some room to design a complex and interesting cam-
paign.
Let’s take worlds as an example.
Now prepare to really let loose.
Say you’ve decided to run a campaign where, for starters any-
The idea is to give your imagination full rein, full scope. To
way, the player characters are going to be dealing with a little
kick on your brain’s afterburners, and really think big.
town.
Bigger than worlds, bigger than solar systems, bigger than gal-
You know the kind of place. In Rifts it would be a place with a
axies. Universe big. Cosmic big.
few buildings, a couple of dozen scruffy inhabitants, maybe built
Cosmology big.
on the ruins of an old intersection, where there used to be gas sta-
tions, strip malls, and maybe an old motel. According to my big dictionary, cosmology is the branch of
science that deals with the philosophy of the origin and structure
No big deal, just a place where the characters can rest up, have
of the universe, which includes such minutiae as the nature of
a couple of harmless encounters, maybe set up a bar fight.
time and space, the existence of god (or gods), and even stuff like
Probably, if you’re like most Game Masters, you know the causality (which came first, the chicken or the egg?).
town is not all that important. Certainly not worth putting in a lot For me, this is the real pay-off of role-playing, and the real
of work. kick I get out of Game Mastering. In just about any other cre-
After all, knowing the way Rifts player characters move ative endeavor, there are limits, boundaries (and budgetary con-
around, they’ll be there only a short time, they’ll squash the place straints). Not so in our little hobby.
flat, and then they’ll be off somewhere else, never to return. You have the power to decide, in your own pocket universe,
Why waste time and effort on such a nowhere place? exactly how creation happened. Who and what are the gods. You
Exactly because the player characters are going to be mov- get to decide all the big questions.
ing around. Because whatever happens in this little town is really Better yet, your universe can consist of many universes. Alter-
only a set-up for the next big encounter. nate dimensions (Rifts!), different time lines, realities based on
One approach would be to start mapping with the town at the whatever rules you wish to impose or create.
center of the map. You could figure out that the Coalition is this The bigger you think, the better.

47

Brian Hite (Order #21137467)


The Impact of Age
Official Character Modifiers for the Nightbane® RPG
By Mark Oberle

Introduction arise such as who to tell and how to keep their new identity a
secret.
When I first co-wrote the Nightbane® Survival Guide™, I Before Dark Day, most of these fledgling ‘Bane would have
envisioned an updated and expanded way to represent the back- had an older member of the race to guide them, but the massive
ground of a Nightbane character. This, I felt, was especially influx of new Nightbane in recent times as well as Nightlord in-
called for given the expansion of the age range of the Nightbane terference, has made this practice the exception rather than the
themselves. Originally, the setting focused primarily on teenag- rule. Now, most Nightbane are forced to go it alone, join one of
ers and twenty-year-olds adopting their newfound powers and the established Factions, or really go out on a limb and create a
identities in a very bleak fight for their very survival. While much new group of their own.
of that motif remains today, the scope of the setting, as well as the Of course, that is only for those lucky enough to undergo their
characters, has broadened. becoming in a safe, secluded place. There are cases of Night-
As such, the following material is meant to encapsulate as bane undergoing their change in a public place, or more common
wide a variety of age range and expertise as possible for any giv- than that, being discovered by a family member or friend. For
en Nightbane. The idea is that younger characters having their these unfortunate souls, there can be serious repercussions for
first Becoming are skewed more toward their supernatural nature such a sudden (and in some cases, violent) Becoming. Family
and abilities, while older Nightbane are more educated and skill- and friends who wall in on the monster may attack, shoot at and
driven as well as having more contacts. The average ‘Bane would try to killed the “monster” without ever realizing it is their friend
balance between the two. For various reasons, these rules did not or loved one. They see only a horrible monster and their loved
make the final cut for publication. They are presented to you here one is missing. Worse, the friend(s) or family member(s) witness
and now as they were submitted to Palladium, as another option the Becoming and see their loved one transform into a monster
for character development and expanded game play. before their very eyes. Many run in terror and confusion, but oth-
One final note is that while this rules set is designed for Night- ers fight the “monster” to chase it away or to kill it. Whether they
bane®, the Educational Character Class can easily be adapted can accept that person as a Nightbane depends on the people and
to Heroes Unlimited™, Ninjas & Superspies™, Dead Reign®, their upbringing. Some can accept the Nightbane and keep his or
BTS™, or any other setting where a modern educational system her secret, others reject and cast them out.
exists. In the absolute worst case scenario for a First Becoming,
minions of the Nightlords identify and attack the Nightbane be-
The Becoming fore the newbie is able to learn about his powers or is able to
defend himself, much less comprehend what is going on. Such
First things first, stay calm.
ill fate typically results in the untimely demise of the Nightbane
If you lose your head now, you’ll be putting yourself and ev-
involved, unless he can somehow manage to escape or receives
eryone around you in even more danger than you already are.
outside aid.
You’ve come here seeking advice because you’re going through
Another factor that can have an even bigger impact on a Night-
something that defies explanation. You’ve come here looking for
bane than their location and the people around when they change,
answers to questions like, “What’s going on?”, “What am I?”,
is the age when they endure their Becoming. While it is true that
and probably even, “Why me?”
most Nightbane discover their true nature in their late teens or
Well, I’m sorry to say that even I don’t have those answers.
early twenties, it can theoretically happen at almost any age. The
Although, you follow the advice I’m about to give you and ya’
earliest known Becoming took place at the age of eleven, and
might live to see the sun rise. Then you can worry about the rest.
there have been reports of some enduring the Becoming on Dark
– The Nightbane Survival Guide Day when they were already in their thirties (although the oldest
reported age since then has been only twenty-six). Despite what
The “Becoming” is the first metamorphosis of a Nightbane
some might think, there are positive and negative aspects to when
and a point of drastic change for everyone who goes through it.
undergoes the Becoming.
The newly forming Nightbane undergoes a radical transforma-
tion akin to something from a horror movie, comic book, or role-
playing game. Young Nightbane
In most cases, they become a living nightmare that can often For those that change when young, especially before the age
be a reflection of their own worst fears. For almost all who un- of fifteen, there can be some major difficulties to be faced. First
dergo the Becoming, it evokes feelings of fear and confusion that of all, the typical adolescent is not fully developed mentally or
tend to subside as the initial shock of discovering their supernatu- physically. Thus, apply the following attribute penalties to all
ral nature wears off. As that happens, more and more questions characters under the age of fifteen: -2 to I.Q. (Writer’s Note:
48

Brian Hite (Order #21137467)


tend to have a less rigid mindset, so they are more open to the
idea of having “supernatural qualities.” This means that young
Nightbane tend to welcome and adapt to their new abilities faster
than their older counterparts, and on average, are less emotion-
ally disturbed about their monstrous Morphus and strange pow-
ers. Younger Nightbane also tend to be underestimated in gen-
eral, giving resourceful youngsters an edge in battle not typically
given to their older brethren.

Older Nightbane
For many Nightbane that change in their mid-twenties or old-
er, there are also considerable challenges that may be faced in ad-
dition to those of an average ‘Bane. First of all, older Nightbane
tend to have already made plans for their lives. Things such as
a certain career, getting married, starting a family, or long-term
financial commitments like buying a house or starting a business.
The Becoming has the high potential to force drastic changes in
those goals or plans. For instance, how does one justify starting
a family if they live in constant fear of their nature putting their
loved ones in danger? If they wish to have children (keep in mind
that most new Nightbane don’t know at first that there is any dif-
ference in reproductive capability), will they be “special” too?
As far as careers go, what if the Nightbane’s hopes had been in
public service? That would almost certainly be a bad idea given
who is in control of the government an law enforcement.
This is due to the fact that the average adolescent doesn’t have On average, it is also harder for a person in this age range to
as much experience in the “real world” as adults or even older adjust psychologically. Not only do you have the aforementioned
teens. I hated hearing this as I grew up, but it’s true.), -2 to M.E. social problems, but most people also tend to have a fairly stable
(-4 for males), -3 to M.A., -2 to P.S. (-4 for girls), and -3 to P.P., view of the world when they reach adulthood. The Becoming
P.E., and P.B. However, at age 15 these penalties are negated shatters that world view and any sense of stability, and forces
by simply adding the subtracted numbers back to the appropriate them to deal with a whole new perspective they are not prepared
attribute. to face.
Another consideration is that the early teenage years can be Needless to say, this can cause some severe mental and emo-
emotionally turbulent for a “normal” person as is. Throw in wak- tional instability.
ing up looking like an honest-to-goodness monster into the mix, Just as with teen Nightbane, this process is made even more
and it is a recipe for chaos. At least those over the age of eigh- difficult if the Becoming is witnessed by others. Imagine the
teen can legally leave home should they need to run from those consequences if a young adult went through their Becoming in
who would hunt them, especially if a parent finds out the truth front of their spouse or children or mom and dad! In such an
about their child and turns to the authorities for help or expels instance, the new ‘Bane may be forced to completely abandon
the child out of fear. A young Nightbane will not be able to le- his or her past life and family, taking on a new identity or even
gally get a job or place to stay on their own, which is why many living completely apart from society. The consequence are just
runaway Nightbane end up living on the street, exposing them to as bad if the Becoming happens at work (“Security! Someone
many more dangers than just what the Nightlords have to offer. A call security or the police.”) Or while on a on a crowded bus or
Nightbane under the age of sixteen will also not even have (and subway car.
may never get) a legal driver’s license, increasing the difficulty Luckily, most Becomings are not witnessed, and even when
of blending into society. they are, the results may not be catastrophic. In fact, the witness
Even if the young ‘Bane initially manages to keep their Mor- or witnesses may be sympathetic and supportive or amazed and
phus hidden from those who would not understand, there are still impressed – possibly helping to keep the Nightbane’s identity a
major hurdles to keeping their dual-identity a secret. This is es- secret or funneling them information if they go underground –
pecially the case in school and home life where the teen or col- this happens more often than you or most Nightbane might think.
lege student can be under intense scrutiny from teachers, peers, Another likely alternative is complete denial of what they wit-
and family members. It certainly means having to exercise even nessed. Denying that they saw anything weird or terrifying, es-
greater control of their emotions (which, again, is especially dif- pecially if they are offered an explanation that is even slightly
ficult for teens) than ever before, as distress of any kind has a more believable than the truth. (“Hey it was just a prank and a
chance of triggering a shift from human Facade into their inhu- costume.” Or, “smoke and mirrors.” “A hallucinagen in the air or
man Nightbane Morphus. This is even more the case for new slipped into the food or water supply.” And so on.)
Nightbane who haven’t mastered their Becoming. Thankfully, even when things do go bad, many Nightbane
With that said, there can be certain advantages to undergo- prove to be extremely resilient and emerge from the circumstanc-
ing the change at a younger age. First of all, younger individuals es without any severe psychological problems.

49

Brian Hite (Order #21137467)


Another factor for an older Nightbane is that it seems the ac-
tual physical transformation is more difficult. Whereas younger
Nightbane report relatively slight discomfort associated with the
Becoming (usually in the form of a strong burning, itching, or
crawling sensation), older Nightbane undergoing the Becoming
can actually feel their bodies resist the transformation. This can
cause an excruciating amount of stabbing or searing pain as every
cell in the body has a tug-of-war contest to determine whether
the Facade or Morphus manifests. Of course, this doesn’t seem
to happen if the Nightbane shifts in their sleep, leading many
to believe that the cause of the discomfort is more mental than
physical.
Depending on the Morphus of the individual involved, limbs
may contort to odd angles, protrusions, wounds, boils, pus and
blood may burst from the skin, steam may rise from the body
of the ‘Bane, and they may even melt into a puddle of liquefied
flesh and organs from which the Morphus forms (all pretty stan-
dard fare for a “normal” Becoming). What is worse is that it will
be coupled with an erratic pattern of change and the Nightbane
writhing in agony or having a seizure. In the worst cases, it is said
that the Becoming feels like the body literally tears itself apart
to create the new Nightbane identity. This has helped lead to the
outlook among some, especially older Nightbane, that Becoming
a Nightbane is a curse or affliction akin to lycanthropy or leprosy.

Adapting to Power
Now it’s time to lay down the ground rules, and rule number
one is to keep your Morphus hidden.
The term “Morphus” refers to your new scary-lookin’ new
self if you couldn’t figure that out. And for most of you it’s pretty
easy to see why you don’t want to parade down Main Street wear-
ing your Morphus form. The easiest way to keep hidden is not
to transform in anyone’s sight. That way, even if someone spots
your ugly mug, it usually won’t be traced to your human Fa-
cade – unless your Morphus looks enough like your Facade, then
it sucks to be you. Another important thing to remember about
your Morphus is that it’s much stronger than your Facade. If you
aren’t careful, you can easily wreck stuff or hurt and even kill
somebody by accident.
Just like your new form, the new abilities you have also need
to be kept under wraps. They’re just as supernatural and scary to
most normal people as your Morphus, so you shouldn’t use ‘em
in public unless it’s life or death. Of course, most times you can’t
use them without changing into your Morphus, so that compli-
cates things a bit.
When first learning to use your powers, they can also be pretty
dangerous to those around you, and sometimes even to yourself.
Use discretion and test your powers away from innocent people
and prying eyes. You don’t wanna burn down the school. Well,
maybe you do, but you don’t want to burn down Grandma’s
house.
I recommend finding a secluded spot away from your house or
any hangouts you like to frequent, and practice with your Talents
along the rail road tracks, or in an abandoned house, or aban-
doned warehouse or a field or wooded area at night. Even then,
you gotta be real careful, as some of those goons who want you
dead can sense when Talents are being used and track em’ like
a bloodhound. Hang around too long in one spot, and you may
find yourself surrounded by a pack of demonic critters out for

50

Brian Hite (Order #21137467)


your blood. I’m not kidding or exaggerating. There are demons 01-35%: The Becoming is disorienting, resulting in -3 on all
hunting you as well as the authorities. And many of the police combat rolls for the first melee round after transformation. Re-
and such ain’t what they seem. They’re minions of the Nightlords duce this penalty by one every level starting at level two (for no
in human guise ... but I’m getting ahead of myself. Just be damn penalty by level four).
careful. Don’t play the fool or you’ll end up dead or worse. Yeah, 36-70%: At first level, the Becoming is physically damaging,
there are things worst than dyin’. reducing the Nightbane’s S.D.C./Hit Points by 60% whenever he
Also keep in mind that you only have so much energy to funnel changes from Facade to Morphus. Decrease this damage by 20%
into your Talents at a time. Once you are out of this energy ... this every level starting at level two (until no penalty at level four).
ammo ... you’re easier prey. Luckily, the rate of healing is unaffected.
– The Nightbane Survival Guide 71-95%: The ‘Bane can not grasp how to properly use Tal-
ents, restricting the character to purchasing only one Talent per
A Nightbane’s Talents can be the deciding factor in a fight level of experience (this applies only to those Talents they have
against minions of the Nightlords or other foes. These powerful to purchase, not automatic abilities) and reduce range and dura-
abilities are innate to all Nightbane, but that doesn’t mean that tion by 20% until level three. Also, to successfully use a Talent
a fresh ‘Bane has a mastery of these gifts. Just like a newborn after first acquiring it, a Mental Endurance saving throw of 12 or
baby has to explore its fingers and toes and how it can manipulate higher is needed for it to manifest, include the power adaptation
them before it can walk, so too must a new Nightbane adjust to penalty above. A failed roll means the Talent does NOT work!
the superhuman powers and abilities of the Morphus form. This Luckily, no P.P.E. is expended if the Talent fails to manifest.
is represented by the Talents of a Nightbane character growing in Moreover, after three successful uses of the Talent, an M.E. sav-
power with level as well as the addition of new Talents at certain ing throw is no longer required.
levels. 96-00%: Transformation is incomplete! Reduce the usual at-
The optional rules below allow a Game Master to reflect the tribute and S.D.C. bonuses by half until level three. Furthermore,
initial adjustment phase to the powers and abilities of the Mor- 10% of any damage done to either form transfers to the other
phus. upon transformation. This means that if the Nightbane’s Morphus
You may notice that it is easier to master abilities the younger form is grievously wounded, changing back might kill the char-
a person is when they experience the Becoming and change into acter! Luckily, the healing ability of the Morphus is not affected
a Nightbane. This is due to factors such as youngsters tend to be and any weapons, spells, or powers that specifically target Night-
more open-minded and flexible to change, have a less developed bane are only half as effective on this character (duration, effects,
sense and fear of mortality/dying, and have a higher amount of damage, etc.) until level three.
free time than adults, as well as typically being more accepting of
these new “gifts,” even seeing them as exciting. If the Game Mas-
ter wishes, this adaptation phase may be included in the character
history or entirely role-played out. If the G.M. does not want to
Educational
include the adjustment phase or modifiers in their game, they do
not have to. Likewise, if G.M.s wish to modify these tables, they Character Classes
should feel free to do so.
The following skill packages simulate different levels of edu-
The rules presented here are for those that want to portray
cation that are available to Nightbane characters (as well as oth-
what is probably the most uncertain and chaotic time in the life
ers such as Wampyrs) to simulate the education they received
of a Nightbane.
before, and occasionally even after, their Becoming. A player
Power Adaptation Modifiers (Ages 11-14) may roll on the table for their character’s age level, or be allowed
to choose the education that best fits their character.
+1D4x10 starting P.P.E. Also note that each age range modifies the starting number of
+2 bonus to Mental Endurance saving throw for purposes of contacts. For more rules regarding these contacts, refer to pages
Becoming speed ONLY at level one (instead of the normal +1). 21-24 of the Nightbane® Survival Guide™.
+20% to range and duration of all Talents.

Power Adaptation Modifiers (Ages 15-22) Young Nightbane


None, this is the average age range for new Nightbane. This Nightbane is only 11-14 years old. May have only one
low-level contact to start. Minimum Age: 11.
Power Adaptation Modifiers (Ages 23+) For Random determination roll percentile dice, otherwise se-
lect the educational level desired, as described below, and deter-
-1D6x10 starting P.P.E. (2D6x10+20 base). mine skills.
+1 starting spell selection if a mage.
-3 penalty to Mental Endurance saving throw at first level, -2 01-25% Street Schooled: Whether a runaway, dropout, or
at second level, and -1 at third level for purposes of Becoming otherwise, this character never obtained a formal education. In-
speed ONLY. stead, they learned what skills they have from their care givers,
At fifth level, these ‘Banes start getting their usual +1 bonus friends, or the streets.
for every two levels over one (i.e. +1 at levels 5, 7, 9, 11, 13, and E.C.C. Skills: Starts with Hand to Hand: Basic (can be upgraded
15). to Expert at the cost of one E.C.C. Skill Selection, or Martial
Also, roll for or choose one of the following side-effects: Arts at the cost of two.), Language: Native, Streetwise (Wil-

51

Brian Hite (Order #21137467)


derness Survival if a rural area) with a +10% bonus, I.D. Un- Pilot: Any except Hovercraft, Jet Aircraft, Jet Packs, and any
dercover Agent (+10%), Prowl (+5%), and either W.P. Knife Military piloting skills. (Note: just because the character has
or W.P. Blunt. the proper skill to pilot a vehicle doesn’t mean it is legal for
E.C.C. Related Skills: At level one, select one Rogue skill, one them to.)
Technical skill, and four skills of choice from the following Pilot Related: Navigation only.
Skill Categories, below. Select two additional skills at levels Rogue: Any, excluding Computer Hacking, Con-Artistry,
3 and 6, and one additional skill at levels 9 and 13 from the Find Contraband, I.D. Undercover Agent, Safe-Cracking, or
list below. Seduction.
Communications: Any Language or Literacy skill (including Science: Biology, Botany, Chemistry: Basic, Mathematics:
Sign Language and Lip Reading), and Radio: Basic only. Basic, and Mathematics: Advanced only.
Domestic: Any except Etiquette (+5%). Technical: Any, except for Business & Finance, Computer
Electrical: Basic Electronics only. Programming, Demolitions: Civilian, Excavation & Rescue,
Espionage: Detect Ambush, Detect Concealment, and Escape Firefighting, Law: Advanced, Metalworking, Principles of
Artist only. Magic, and Technical Writing. Begging gets +5%.
Mechanical: Automotive and Basic Mechanics only. W.P.: Any, excluding Flamethrowers and Heavy Military
Medical: First Aid and Holistic Medicine only (-5%). Weapons.
Military: Find Contraband and Recognize Weapon Quality Wilderness: Any (+5%) if raised in a rural area. NONE if
only. (-5%) raised in an urban setting.
Physical: Any except Acrobatics or S.C.U.B.A. Also unable to Secondary Skills: This character may select three Secondary
take Hand to Hand: Assassin or Commando. Skills from the list above at level one, two additional at levels
Pilot: Any Boats (except Ships), as well as Automobile, Bicy- 3 and 6, and one additional Secondary Skill at levels 9 and 12.
cling (+10%), Horsemanship, Motorcycle (+5%), Tracked &
Construction Vehicles.
Pilot Related: None.
Rogue: Any except Computer Hacking, Con-Artistry, Safe
Cracking, or Seduction (+5%).
Science: Mathematics: Basic only. However, if involved in
drug production/distribution they may have Chemistry: Basic
(-10%).
Technical: Any, except for Business & Finance, Computer
Programming, Demolitions: Civilian, Excavation, Firefight-
ing, Law: Advanced, Metalworking, Principles of Magic, and
Technical Writing. Appraise Goods and Begging get +5%.
W.P.: Any, excluding Heavy Military Weapons.
Wilderness: Any, as long as they are from a rural area. NONE
if raised in an urban setting.
Secondary Skills: This character may select three Secondary
Skills from the list above at level one, two additional Second-
ary Skills at levels 4 and 7, and one additional secondary skill
at levels 10 and 13.
26-00% Standard Education: This character may be age 15-
25 years old, and has had enough schooling to get by, learning
most of what they know from their primary education, caregivers,
friends or on the street. Minimum Age: 15
E.C.C. Skills: This character starts with Basic Math (+10%),
Language: Native, Literacy: Native (+15%), Computer Opera-
tions (+10%), one Domestic skill of choice (+15%), and one
Technical skill of choice (+10%).
E.C.C. Related Skills: The character may select six other skills
from the following list at level one, two additional at levels 2
and 5, and one additional at levels 8 and 12.
Communications: Radio: Basic and TV/Video only. Average Nightbane
Domestic: Any (+10%). The average Nightbane is 15-22 years old. May start with one
Electrical: Basic Electronics or Computer Repair only. mid-level contact or two low-level contacts. Minimum Age: 15.
Espionage: None. For Random determination roll percentile dice, otherwise se-
Mechanical: Automotive or Basic Mechanics only. lect the educational level desire, as described below.
Medical: First Aid and Holistic Medicine only.
Military: Military History only. 01-20% Street Schooled: The character either never made it
Physical: Any except Hand to Hand Assassin or Commando. to high school, or dropped out before graduating. Instead, they

52

Brian Hite (Order #21137467)


learned what skills they have from their care-givers, friends, on Military: None.
the street or elsewhere. It is likely that this character has engaged Physical: Any, except Hand to Hand Assassin or Commando.
in some kind of criminal activity at some point or another to sur- Pilot: Any, except Helicopters, Hovercraft, Jet Aircraft, Jet
vive, though some work two or three jobs and make other sacri- Packs, or any Military piloting skills.
fices to avoid turning to crime. Minimum Age: 15. Pilot Related: Any except Read Sensory Equipment and
E.C.C. Skills: Starts with Hand to Hand: Basic (Can be up- Weapon Systems.
graded to Expert at the cost of one E.C.C. Skill Selection, or Rogue: Any, though unlikely and excludes Find Contraband,
Martial Arts at the cost of two.), Mathematics: Basic (+5%), I.D. Undercover Agent, Safe-Cracking, and Seduction.
Language: Native, Streetwise +15% (Wilderness Survival at Science: Any, except Civil Engineer.
+10% and Land Navigation +5% if grew up in a rural area), Technical: Any, except for Demolitions: Civilian, Excavation
Prowl (+10%), Pick Locks (+15%), Running, and two W.P.s & Rescue, and Law: Advanced.
of choice. W.P.: Any, excluding Heavy Military Weapons.
E.C.C. Related Skills: Select six skills from the following list Wilderness: Any (+5%) if raised in a rural area. NONE if
at level one. Select two additional skills at levels 3 and 6, and raised in an urban setting.
one additional skill at levels 9 and 13. Secondary Skills: This character may select six Secondary Skills
Communications: Radio: Basic and TV/Video only. from the list above at level one, and two additional Secondary
Domestic: Any (+5%). Skills at levels 4 and 8.
Electrical: Basic Electronics or Computer Repair only. 61-80% Associate’s Degree or Vocational Training: The
Espionage: Detect Ambush, Detect Concealment, Escape Art- character has received their Associate’s Degree, or the equivalent
ist, and Intelligence only. of two years of college education. Minimum Age: 19-20.
Mechanical: Automotive and Basic Mechanics only (+5%).
Medical: First Aid and Holistic Medicine only. E.C.C. Skills: This character starts with Basic Math (+15%),
Military: Find Contraband and Recognize Weapon Quality Language: Native (+5%), Literacy: Native (+25%), Computer
only. Operations (+15%), and three skills of choice (excluding Es-
Physical: Any, except Hand to Hand: Assassin or Commando pionage, Military, and W.P.s) with a +15% bonus relating to
(+5%). their field of study (limited only by prerequisites and the list
Pilot: Any except Helicopters, Hovercraft, Jet Aircraft, Jet below).
Packs, or any Military piloting skills. E.C.C. Related Skills: Select nine skills from the following list
Pilot Related: Sky Diving only. at level one. Add two additional skills at levels 2 and 5, and
Rogue: Any except Safe-Cracking and Seduction (+5%). one additional at levels 8 and 11.
Science: Botany, Chemistry: Basic, and Mathematics: Basic Communications: Any (+5%).
only. Domestic: Any (+5%).
Technical: Any, except for Demolitions: Civilian, Excavation Electrical: Any except Electrical Engineer, +5% to Basic
& Rescue, Firefighting, Law: Advanced, and Writing. Ap- Electronics and Computer Repair only.
praise Goods and Begging get +10%. Espionage: None.
W.P.: Any, excluding Heavy Military Weapons. Mechanical: Aircraft, Automotive: Basic, and Locksmith only
Wilderness: Any (+5%) if raised in a rural area. NONE if (+10% to Automotive or Basic Mechanics only).
raised in an urban setting. Medical: First Aid, Holistic Medicine, and Paramedic only.
Secondary Skills: This character may select six Secondary Skills Military: Camouflage and Recognize Weapon Quality only.
from the list above at level one, and two additional Secondary Physical: Any.
Skills at levels 4 and 8. Pilot: Any except Jet Aircraft, Jet Packs, or any Military pilot-
ing skills.
21-60% Standard Education: This is a “normal” high school Pilot Related: Any except Weapon Systems.
student or college freshman with little in the way of “adventur- Rogue: Any, but unlikely.
ing” skills at the time of their Becoming. Minimum Age: 17. Science: Any, except Civil Engineer.
Technical: Any.
E.C.C. Skills: This character starts with Basic Math (+10%), W.P.: Any, excluding Heavy Military Weapons.
Language: Native (+5%), Literacy: Native (+20%), Computer Wilderness: Any (+5% if raised in rural setting).
Operations (+15%), one Domestic skill of choice (+15%), Secondary Skills: This character may select five Secondary
and one Electrical, Mechanical, Science, or Technical skill of Skills from the list above at level one, and two additional Sec-
choice (+10%) limited only by prerequisites and the list below. ondary Skills at levels 4 and 8.
E.C.C. Related Skills: The character selects eight other skills
from the following list at level one, two additional at levels 2 81-90% Well Educated with Bachelor’s Degree: This char-
and 5, and one additional skill at levels 8 and 12. acter graduated from a four-year university or similar program,
Communications: Radio: Basic and TV/Video only. obtaining a Bachelor’s degree in some field. Or has an education
Domestic: Any (+10%). that is roughly equivalent. Minimum Age: 21-22.
Electrical: Basic Electronics or Computer Repair only. E.C.C. Skills: This Nightbane starts with Basic Math (+15%),
Espionage: None. Language: Native (+5%), Literacy: Native (+30%), Computer
Mechanical: Automotive or Basic Mechanics only (+5%). Operations (+20%), four skills of choice (excluding Espio-
Medical: First Aid, Holistic Medicine, and Paramedic only. nage, Military, and W.P.s) with a +20% skill bonus relating
53

Brian Hite (Order #21137467)


to their field of study (limited only by prerequisites and the Pilot Related: Any (+10%).
list below), and either Technical Writing or Mathematics: Ad- Rogue: Any.
vanced. Science: Any, but unlikely.
E.C.C. Related Skills: Select nine skills from the following list Technical: Any (+5%).
at level one. Add two additional skills at levels 2 and 5, and W.P.: Any.
one additional at levels 7 and 10. Wilderness: Any (+5%).
Communications: Any (+10%) Secondary Skills: This character may select six Secondary Skills
Domestic: Any (+10%). from the list above at level one, and two additional Secondary
Electrical: Any. +5% to all but Electrical Engineer. Skills at levels 4 and 8.
Espionage: None.
Mechanical: Any except Vehicle Armorer (+15% to Automo-
tive or Basic Mechanics only).
Older Nightbane (23-30 years old)
Medical: Any except Field Surgery (+10% to First Aid, Holis- These Nightbane may start with four low-level contacts, two
tic Medicine, and Paramedic only). mid-level contacts, and one high-level contact (or two additional
Military: Camouflage and Recognize Weapon Quality only. low-level and one mid-level contact instead of one high-level
Physical: Any (+5 where applicable). contact).
Pilot: Any except Jet Aircraft, Jet Packs, or any Military pilot- 01-10% Street Schooled: Use the Street Schooled skill pack-
ing skills (+5%). age listed above for this gutter rat ‘Bane, +2 Secondary Skills at
Pilot Related: Any except Weapon Systems (+5%). level one.
Rogue: Any, but unlikely. 11-45% High School Grad/College Student: Use the stan-
Science: Any (+10% to all except Civil Engineer). dard skill package listed above for this basic educated Nightbane,
Technical: Any (+10%). +2 Secondary Skills at level one. Add an additional +5% bonus
W.P.: Any, excluding Heavy Military Weapons. to all E.C.C. Skills.
Wilderness: Any (+5%).
Secondary Skills: This character may select six Secondary Skills 46-70% Associate’s Degree/Vocational Training: Use the
from the list above at level one, and two additional Secondary Associate’s Degree skill package above, +1 E.C.C. Related and
Skills at levels 4 and 8. 2 Secondary Skills at level one. Add an additional +5% bonus to
all E.C.C. Skills.
91-00% Military/Government Agency Training: If 71-90% Bachelor’s Degree: Use the Bachelor’s Degree skill
they were educated before Dark Day, this character has been package above, +2 E.C.C. Related Skills of choice and +3 Sec-
through basic and specialized military training, officer school, ondary Skills. Add an additional +5% bonus to all E.C.C. and
or some kind of training program for government agents (FBI, E.C.C. Related skills.
CIA, Law Enforcement, SWAT, or something similar). AF-
91-95% Master’s Degree: While rare, there are some charac-
TER Dark Day, such a character is most likely to have been
ters that have attained a Master’s level education, which is at least
trained by Spook Squad, The Resistance, or some other in-
two to three more years of graduate school after a Bachelor’s
dependent paramilitary organization. Minimum Age: 19 for
Degree is obtained. These highly educated individuals know their
noncommissioned soldiers, 21-22 for officers and government
chosen field(s) well, and typically have a year or more of experi-
agents.
ence working in it. Special Bonus: +1 to I.Q. Minimum Age: 24.
E.C.C. Skills: This Nightbane starts with Hand to Hand: Expert
In all cases above, use the following:
(can be upgraded to Martial Arts at the cost of one E.C.C.
Skill Selection, or Commando at the cost of two.) Mathe- E.C.C. Skills: This character starts with Basic Math (+20%),
matics: Basic (+10%), Radio: Basic (+10%), Language: Na- Language: Native (+10%), Literacy: Native (+35%), Comput-
tive (+5%), Literacy: Native (+25%), Computer Operations er Operations (+25%), Research (+20%), +4 additional skills
(+15%), Pilot: one of choice (+15%), and two Modern W.P.s of choice (excluding Espionage, Military, Physical and W.P.s)
of choice (typically Rifle and Pistol/Handgun, or Rifle and each of which get a +25% bonus if they relate to the charac-
Knife or Blunt). ter’s specific field of study (limited only by prerequisites and
E.C.C. Related Skills: Select eight skills from the following list the list below), and either Technical Writing or Mathematics:
at level one. Add two additional skills at levels 2 and 5, and Advanced (+10%).
one additional at levels 8 and 11. E.C.C. Related Skills: Select eleven skills from the following
Communications: Any (+10%). list at level one. Add two additional skills at levels 2 and 5, and
Domestic: Any, but unlikely. one additional at levels 7 and 10.
Electrical: Any. +5% to all but Electrical Engineer. Communications: Any (+20%).
Espionage: Any (+10%). Domestic: Any (+5%).
Mechanical: Any. +5% to all but Mechanical Engineer and Electrical: Any (+15%).
Weapons Engineer. Espionage: None.
Medical: Any. +10% to First Aid, Holistic Medicine, and Mechanical: Any (+15%), except Vehicle Armorer.
Paramedic only. Medical: Any (+15%).
Military: Any (+10%). Military: Camouflage, Field Armorer, Military Fortification,
Physical: Any (+5%, as applicable). and Recognize Weapon Quality only (+5%).
Pilot: Any (+10%). Physical: Any (+5%).
54

Brian Hite (Order #21137467)


Pilot: Any except Jet Aircraft, Jet Packs, or any Military pilot-
ing skills (+5%). New Skills
Pilot Related: Any (+10%).
Mentioned in the previous section are a number of skills that
Rogue: Any (+10% to Computer Hacking only).
do not appear in the Nightbane® RPG at this time. Here are
Science: Any (+15%, but only +10% to Civil Engineer and
those skills that were newly written and are not available from
Psychology).
other settings.
Technical: Any (+15%).
W.P.: Any, excluding Heavy Military Weapons.
Wilderness: Any (+5%). Domestic
Secondary Skills: This character may select seven Secondary Social Etiquette: Whether gained through training, practical
Skills from the list above at level one, and one additional Sec- experience, or otherwise, the character is skilled in the often
ondary Skill at levels 4, 7, and 10. unspoken rules (customs, taboos, etc.) that different cultures,
socio-economic classes, and even personality types place on so-
96-00% Military/Government Agency Training: Add Mili-
cial interaction. On a successful roll, the character can alter their
tary Etiquette (+20%) to starting skills. Also add two E.C.C. Re-
speech and mannerisms to conform to those around themselves
lated and one Secondary Skill at level one. Add an additional
or mimic another known culture, class, or personality type that
+5% bonus to all E.C.C. and E.C.C. Related skills (other than
they are familiar with. If the character is unfamiliar with the
Military Etiquette, use the bonus above).
group they are trying to pass themselves off as, 5D6 minutes of
A note on magic-using Nightbane: If these rules are used, study and a successful Perception roll of 13 or higher lets them
the Nightbane Sorcerer and Nightbane Mystic use the standard pick up on the behaviors of those around them enough to pass
O.C.C. for those aged 16-22. For those 23 and older, still use the or fake it. Only someone paying close attention will realize they
O.C.C. listed but roll on the table for older Nightbane, above. are imposters.
Then, add the additional E.C.C. Related and Secondary Skill se- A failed roll means that one or more behaviors or com-
lections, as well as any other bonuses from the education roll (ig- ments are incorrect, probably making others suspicious. Roll
nore any result over 95% and reroll). once more to see if the character can successfully pass it off
There are no magic-using Nightbane under the age of 15 due or divert attention from his faux pas. If not, the character is
to the length of study to master the arts of magic or mystic pow- revealed as a faker (-5 penalty to the M.A. of the fumbling
ers to manifest. imposter who people now either distrust and walk away from,
A note about aging out of skill lists: If at any point in time a or look upon him/her as potentially dangerous intruder or spy).
character ages beyond the age category they belong to (14 to 15 Base Skill: 30% +5% per level of experience. Bonuses: +2 to
or 22 to 23), the G.M. may allow them to acquire skills using their M.A. and +5% to Barter, Impersonation, Performance, and
education level’s list in the higher age category once they are eli- Public Speaking skills, where applicable. Also provides a base
gible to select new E.C.C. Related or Secondary skills. of 20% for Invoke Trust/Intimidate and Charm/Impress if not
already possessed.
A final note about ages and skills: While a character must
usually meet the minimum age requirements for any particular
education level to be eligible for it, there may be a couple of Rogue Skill
special-case situations where age and skills won’t match. Con-Artistry: The knowledge of various techniques for
First, characters with an exceptional I.Q. may move through illegally tricking, or conning, people, organizations, and
the education system much faster than others of the same age. agencies out of their money, secrets or other assets. These
Therefore, for each two points of I.Q. above 18, a character may techniques include pyramid schemes, credit card and insur-
be considered one year older for the purposes of meeting the ance fraud, fly-by-night contracting, identity theft, lottery
minimum age for an education level. This means that a 15 year- and stock scams, and various other ways of ripping off the
old with an I.Q. of 24 could have an education level as high as unsuspecting.
Vocational Training (minimum age of 19). To recognize potential victims and easy marks, roll under
A final issue arises when characters had their Becoming some the skill percentage. The lower the level of the “mark” the
time before the beginning of the game (i.e. as part of their back- easier it is to con him. On a successful roll the character with
story). These individuals may have had a chance to get more this skill becomes aware of a person(s) upon whom he should
education even after their Becoming, so they might have power be able to “con”/trick out of money, valuables, food or in-
adaptation modifiers from their Becoming age and an education formation. This skill also enables the con-artist to recognize
level that reflects their current age. Or not. Becoming a Night- “marks” who can be more easily pick pocketed and deceived
bane may have consumed them and they may have spent time (+10% skill bonus. Also see the bonuses to other skill this skill
learning to hone their abilities and develop Talents rather than provides, below.)
pursue a higher education. What that might entail (how complex, the type of con, etc.)
Game Masters should use their best discretion as to when they is left up to the player, and whether the con works is up to the
allow power adaptation modifiers, as they and education levels Game Master and corresponding skill rolls. In many cases, one
are meant to balance one another out in regard to a character’s or more other skill rolls may be required to pull off the con.
power level. If the G.M. lets a character use the Young Nightbane For example, Palming an object from the persons desk or table
power adaptation modifiers and an Older Nightbane education (like a wallet, coin, keys, piece of jewelry, document, etc.)
level, it could very well unbalance a game. requires a successful Palming roll. To get a “mark’s” wallet
55

Brian Hite (Order #21137467)


out of his/her pocket or purse might require the Pick Pocket be as simple as rolling once each for the foundation/flooring,
and Palming skills. A simple, quick con job typically gains the walls, and ceiling/roof). If the second roll was successful, the
character 1D6x$100 or the specific item, object or information repair, modification, or construction was properly done/made,
the character seeks. Other cons might require the Radio or TV/ and the structure is sound. Note that the average building is usu-
Video skill and so on. ally more than one person can complete on their own, even with
For more involved jobs, it could hours, a day or several days. the proper equipment. Therefore, the character will probably
The long-con can take weeks or months to set up (making the need a team of workers to complete all but the smallest proj-
proper contacts, research, set up fake identities, etc.) and should ects. Base Skill: 25% +5% per level of experience. Requires:
require a good amount of role-playing by the player(s) via the Advanced Mathematics, Basic Electronics, and Literacy. Note:
character and any partners he may have (G.M.s, play this up to the The character also gets the Metalworking skill at 40% +5% per
fullest as long as it is fun for all involved). Success and what the level as part of this package. Bonuses: +5% to the Carpentry
con-artist gains from such complex schemes (know as the “long skill, and +10% to Military Fortification and any Demolitions
con”) will depend the quality of the scheme, the role-playing, the skills.
success of various skills as well as this one, and teamwork. A
successful con should enable the character to either get what he
was working toward or something unexpected, such as cash/valu-
Technical Skill
ables work at least 5D6x$1,000 but could be many times more, Demolitions: Civilian (rare). A character with this rare
and/or some new, vital information, clue, weapon, contact, ally, skill must have acquired it through on the job training such
etc. (G.M.s, use your discretion but take advantage of this op- as via the military, SWAT, mining operations, and construc-
portunity and make sure the reward is worth the effort even it if tion/building demolitions. (A terrorist would acquire this skill
is something unexpected.) through a rogue military, para-military organization or ter-
Note that characters that engage in such criminal activity rorist cell). This is NOT a skill one can acquire in college nor
tend to move around the country or even world to avoid either teach himself.
the authorities or their victims from catching up with them. A A character with this skill is well versed in the various civil-
good rule of thumb is to leave town after 1D6 successful simple ian and construction applications of explosives, including blast-
con jobs, one big job, a successful long con, or any time a job is ing rock for construction, blasting tunnels and damns, mining,
botched (blown cover, tipped off authorities, etc., and especial- pyrotechnic displays, the demolition of condemned structures,
ly if it tips of a vicious enemy, the government or a crime lord). and various other legal uses for explosives. The skill enables the
Also note that good and even some Unprincipled and Aberrant character to handle, mix and use a wide range of explosives, deto-
characters may not engage in con-artistry for personal gain, nators and timers. Able to properly measure and pack charges for
but may if it thwarts or hurts an enemy or bad guy (i.e. against specific purposes, set up and disarm properly set charges (can at-
dishonest and evil individuals, groups, villains and monsters), tempt to defuse mines and improvised explosive devices at -20%),
who tend to be harder to con. Base Skill: 20% +5% per level know the properties of legal explosives, and is familiar with prop-
of experience. Bonuses: Con-Artistry provides a +5% to the er safety procedures to prevent anyone from getting injured at or
following skills: Barter, Begging, Gambling, Gambling Dirty around the blast site. Depending on the character’s line of work,
Tricks, Impersonation, Performance, Palming, Pick Pocket, and possessing this skill might mean they have ready access to explo-
Seduction. Penalties: Criminals 4-6 level experience: -10% to sives such as T.N.T. and/or its derivatives, black powder, blasting
the Con-Artistry skill. Criminal and law enforcement 7th level caps, and detonation equipment.
and higher as well as any crime lord/kingpin, gang leader, mas- Such explosives and related material are typically only avail-
termind or Demon Lord of any level experience: -20% to the able through work, kept under lock and key, monitored closely,
Con-Artistry skill. -60% to trick and con a deity or Alien Intel- and available to licensed demolitions personnel. Those with the
ligence. Note: The G.M. may reduce or eliminate these pen- proper licensing can also purchase and use high-class pyrotech-
alties if the role-playing is outstanding the G.M. believes the nic devices such as those used for fireworks displays, sporting
con should work. Outstanding roleplaying should always have events, concerts, etc. Base Skill: 60% +3% per level of experi-
a mitigating impact on skills such as this. ence. Requires: Chemistry: Basic, Mathematics: Basic, Literacy
and employment (or past employment) to get the proper train-
ing and knowledge of how and where to access legal demolitions
Science Skill explosives and equipment. -20% to make and use homemade
Civil Engineer: The understanding of theories and practices bombs/improvised explosive devices.
of designing, building, and maintaining static structures such
as buildings, bridges, water/sewage networks, dams, roads,
railways, runways, and similar infrastructure. Included is the
knowledge of surveying and cartography necessary for estab-
lishing construction sites. With the proper equipment, charac-
ters can attempt to design, modify, repair, construct, or sabotage
any structure or element thereof. The player must first roll to
see if his character can properly analyze or design the structure.
If successful, roll again to determine whether the character can
fix/change/build the required structural component (G.M.’s dis-
cretion as to how complex the process is; for buildings it could

56

Brian Hite (Order #21137467)


Hitting the Gym ...
with the Physical Training Hero
Optional Rules for Heroes Unlimited™, 2nd Edition
By Matt Reed
“It was sixty feet down. Jake Merrill stared over the ledge for Unlike the Super Sleuth and the Stage Mage, there’s only so far
several long moments before raising his head. The next building that a Physical Training hero can go due to their concept. My
was fifteen feet away. In track and field, he cleared that distance standard thought of “What would the world’s best P.T. hero do?”
easily, but this... this was different. This was the rooftops of Cas- ends up at a place where it is indecipherable if the character is
cade, an unforgiving environment in an unforgiving city. still human, or truly superhuman. If a mortal man ends up able to
Jake removed his armor, the “Olympian” outfit he had put to- take a tank round to the chest, or lift up a building, he’s no lon-
gether, and left it next to the air conditioning vent, then crouched ger a “mere mortal,” is he? This rewrite, instead, focuses on the
down and removed his cell phone. Another message was record- versatility and adaptability for this heroic archetype. It stresses
ed, as Jake kept his video log updated. His brow furrowed as he certain similar possibilities that can be shared with the Stage Ma-
looked on to the ledge, and spoke into the camera. “I can do this. gician (due to the flexibility and gymnastics) or Super Sleuth (due
I know it. I’ve cleared eighteen feet before. The laser distancer to the tough lifestyle), but yet comes away with its own special-
says fifteen feet. The wind’s good, and I’ve dropped everything ties. So let’s hit the gym with the Physical Training hero and see
that’ll weigh me down.” He paused, “I’ve got to try this. I know what’s new.
you’re going to say how stupid it is if I fail, Mom, but... I have to
do this. I have to know I can be a better someone. Love you and
Casey.”
Rebuilding a Physical Training Hero
He hung up, returned to the edge, then paced back to the air There are three main aspects of the P.T. hero to be deter-
conditioner, measuring his steps. Eight steps, he decided, was the mined when creating one. The character’s Focus, which con-
perfect distance to cover before he made the leap. The would-be sists of their training regimen and their hand to hand, their
hero Olympian looked down at the bare, black helmet he had Signature Move, which has additional qualities available to
procured, focusing on his task. He let out two quick breaths in his it, making the attack unique and dangerous, and the Abilities
starting position, then took off like he had trained so many times. which are the more general aspects of training that can round
He was faster, stronger, more disciplined. He knew the leap was out a hero.
just a formality at this point. The real test would come later, after As before, players can decide if they want to focus on
donning his armor.” Strength and Endurance, providing them with a character who
lifts cars, runs for hours, and outlasts opponents in a brawl, and
The Physical Training hero is another character style that may Speed and Agility, for the nimble, mobile characters that fo-
seem underwhelming in a world of giant robots and invulnerable cus more on a rapid assault. This part of your Focus also de-
mutants. These characters, along with a good deal of the Special cides which special ability category your character has access
Training category of heroes, are underdogs by comparison. How- to, ones inclined more towards smash-mouth attacks, or finesse
ever, there’s a long history of characters that “just punch baddies” and weapon flurries.
in comics history that have been renowned for exactly that, for As the second part of your Focus, you get the option of focus-
being the courageous sorts who chose to put on the tights and a ing your character further or rounding them out. Physical Train-
face mask in order to fight evil without the power of nuclear fire ing characters can choose one of two specialized hand-to-hand
on their side. These are people who, having only the will and tables to represent how they will deal with foes, either Aggres-
dedication on their side, turn themselves into a living weapon, sive and Deadly, or Defensive and Fast. While both options are
forsake the “easier means” of firearms, to present a better way to available, each tends to lean towards a specific Focus, as defined
do justice. They are a testament to the drive and determination of in its section.
the human will. Parkour is the P.T. hero superskill, combining Swim, Climb,
Overall, the Physical Training hero is limited by what the hu- Acrobatics, and Gymnastics into one catch-all movement skill
man body can do, yet there are superhuman feats that can be ac- that allows a character to traverse most anywhere. Parkour is
complished even among the mere mortals. Years of dedication also used in combat to gamble for extra bonuses in combat, al-
and conditioning can force the body to adapt and thrive in situ- lowing a P.T. hero to make better use of his environment than
ations in which most of us would perish. Climbing, swimming, anyone else.
urban survival, mixed martial arts, freezing climates, falling great Signature Moves are a new addition to the P.T. hero, letting
distances, all of these things can be trained for, to push humans to characters showcase tricks and tactics that give them a unique
adapt, all with the goal of peak efficiency. advantage in a fistfight. Characters have a wide array of moves
That is where the P.T. hero starts in the world, full of practiced to add to their arsenal, with certain effects working in synergy to
skill and training and ready for the first challenges of a career. showcase their exceptional training. As a character gains experi-
57

Brian Hite (Order #21137467)


ence, he may learn new tactics and new Signature Moves to add a Physical Training hero to fall 30 feet without taking damage
even more to his repertoire. from the fall.
Abilities are the final addition to the hero. While less options
are available for the hero than in previous works (given their utter
focus on training), the power category Abilities are small ways to
Stunting
help focus and define the character even further. The Physical Training hero is more than just a punch or kick
With all these items put together, combat will come alive artist; the revised hero makes use of his environment like few oth-
like never before for the revised Physical Training Hero, with so ers. In fact, using Parkour in combat to gain an edge provides the
many new options available for their tactics! character with far more versatility than previously seen. Given
the right environment, a P.T. hero can leverage Parkour to garner
extra bonuses to Strike or Dodge, or even damage. A hero might
Step One: The Usual swing around a lamppost to garner extra momentum, or slip be-
tween racks of shelving to dodge a sword slash. Even in a flat
Attributes: Determine the eight attributes as usual. Several field, a character might use one of his allies to push off of to get
attributes will change during the character creation process, as that needed spin.
well as establishing a minimum attribute allowed if the bonuses Stunting costs an attack to do, and is done in concert with
provided don’t reach a certain criteria. combat, so a character stunting to increase his strike will spend
Hit Points: Determine the character’s Hit Points and S.D.C. one attack to stunt, and one attack to strike. When using a stunt
as normal. Both will also be augmented by the creation process. defensive, the same rule applies. Characters stunting to improve
an automatic defense, like Auto-Flip, Auto-Parry, etc., will spend
one action to stunt, and no further actions for the automatic ma-
Step Two: Education neuver.
Stunting works by garnering penalties to Parkour to gain com-
Education: Roll or select an education level as usual. Subtract bat bonuses. Every ten percent of a penalty taken nets a bonus of
one skill program to represent the training required to become +1 to Strike, Parry, Dodge, or +4 to Damage. On a successful roll
this power category. In its stead, the character gains a selection and attack action spent on using Parkour in combat, the very next
of physical skills to represent his or her focus and training in the attack spent by the P.T. hero gains the bonus gambled for. For
physical arts. a defensive move, like Dodge or Parry, the bonus gambled for
The character may have any level of training of education, as with Stunting is applied to the next defensive action taken by the
it is the training and discipline that makes a P.T. hero who they Physical Training hero.
are. The Physical Training hero is one who has long practiced for Example: Olympian is in the middle of a warehouse fight,
the art of crime fighting, giving them a great deal of skills to help and the foe he is up against has proven very resistant to damage.
round out their training. He finds himself atop shelving racks when his target comes into
All heroes have access to the Physical Training program to sight. Olympian decides to be risky and declares he’s going to
represent some of this work, as well as the superskill of Parkour. Stunt for damage. Olympian decides to take a -20% to Parkour on
Several skills are already included into the basic hero, such as this attack as he moves forward, in order to hopefully gain a +8 to
acrobatics, and gymnastics, and those bonuses are already fac- damage on his next attack.
tored in to the power category for ease of use. The Rifter #7 has Olympian rolls a 21%, well underneath his modified Parkour
some excellent resources for new Physical skills to work with the skill. He immediately moves in to strike, as stunting is done
Physical Training program. as part of the attack. This attack of his gains +8 to damage in
addition to his standard hand-to-hand bonuses. He spends two
Parkour 70% +3% per level attacks to do this maneuver. If Olympian had failed his roll, that
Physical Training heroes are the ones that have trained their attack would be -8 to damage if he hit, perhaps denoting that
body and instincts to a point where their environment is as much the character had slipped and couldn’t get his full power behind
an ally as anything. Ideally, the P.T. hero will use every bit of the punch.
terrain between him and his enemies to win the day. A hero uti-
lizing his or her environment could conceivably duck low behind Parkour Stunting Chart
a half-wall, kick off of a safe against the wall, and vault over the Every -10% taken to a Parkour check can lead to...
half-wall to surprise a thug, using that extra momentum to take +1 to Strike, Disarm, or Entangle.
him out fast. +1 to Parry or Dodge.
This versatility is represented by the superskill Parkour. +1 to a Called Shot.
Consider Parkour to be the combination of Gymnastics, Ath- -1 to the opponent’s Armor Rating.
letics, Climbing, and Acrobatics, with an emphasis on move- +4 to Damage.
ment, adaptability, and climbing, all at a higher starting skill
base. In the instance of another skill having a higher percent-
age, use it when necessary (such as having specialized climb- Physical Training Program
ing gear). Four Physical skills, excluding Hand to Hand Combat, Box-
Parkour is the skill of choice for the Physical Training hero to ing, Acrobatics, and Gymnastics (+10%).
garner extra damage in combat by way of stunting. It also allows Four Espionage or Rogue skills (+5%).

58

Brian Hite (Order #21137467)


Step Three: training they’ve gone through. If a character simply grabs a pis-
tol first thing he’s in danger, and spends all of his time using it,
then he’s denying everything he’s ever worked towards. Modern
Determining Focus weapons may be acceptable as needed, given the circumstances,
but should not be considered the forte of the character. For those
As mentioned above, the Physical Training hero is a rare sorts of characters, please consider the Weapons Expert from the
breed, a person with focus, determination, and the will to make main book. Ideally, ancient weapons like the sword, spear, or
himself into a champion of good. Using incredible amounts of staff, work best for the P.T. hero, as they are silent and graceful
training, practice, and martial arts, the hero crafts himself into a extensions of the body, a tool to add to the already robust skill set
powerhouse capable of doing astounding things. the hero has to offer.
Characters in this power category are tougher, faster, and P.T. heroes face a choice as to how they intend to fight crime,
stronger than most any human on the planet. This leads the char- which can be distilled down to two categories, strength and en-
acter to a certain mindset as well, considering the dedication and durance, or speed and agility. The focus here also affects certain
59

Brian Hite (Order #21137467)


abilities later on, that help represent other options open to the No matter what their Focus or hand to hand choices are, all
hero. After selecting one of these categories, record the bonuses Physical Training characters start with the skills and combat
within, factor in all other skills, then raise to the minimum attri- moves of W.P. Paired Weapons (all), Entangle, Disarm, Throw/
bute required if below that number. Flip, Body Block, Karate style punch does 2D4 damage, Karate
style kick does 2D6 damage, and start with 3 Holds and 2 Locks
Strength and Endurance of their choice.
+5% bonus to Espionage or Rogue skills.
+3D6+1 to P.S. (minimum of 24). Aggressive and Deadly Combat
P.S. is equal to the Minor ability of Superhuman Strength. Level 1: +2 attacks per melee round. +3 to Roll, +3 to Pull
+2D4+1 to P.E. (minimum of 20). Punch, +1 to Throw, +1 to Initiative, and 2 additional Holds of
+1 to P.P. your choice.
+2D6 to Spd (minimum of 16). Level 2: +2 to Strike and Disarm. +3 to Parry, +3 to Dodge.
+1D4 to P.B. Level 3: +2 to Initiative, +2 to Disarm, +2 to Entangle.
+6D6 to Hit Points. Level 4: +1 attack per melee round, +1 to Back Flip, and the
+3D4x10 to S.D.C. hero gains a Natural A.R. (see below).
+20% to save vs coma/death. Level 5: Critical Strike on an unmodified 18-20. Automatic
+3 to save vs disease/toxins and poisons. Knockout on a Natural 20.
+1 attack per melee round. Level 6: +2 to Initiative, +1 to Strike, Critical Throw (throws
+2 to pull punch. now deal 2D6 damage, Signature Throw deals double damage),
+1 to initiative. +2 to Throw.
+1 to parry. Level 7: +1 to Disarm, +1 to Parry, +1 to Dodge, Leap Attack.
+2 to roll. Level 8: +2 attacks per melee round, +1 to Hold, +1 to Back
Typically studies Aggressive and Deadly Hand to Hand Com- Flip.
bat. Reduce the Hit Point and S.D.C. bonuses above by half if the Level 9: Death Blow on an unmodified 19-20, Automatic
Defensive and Fast Hand to Hand Combat form is selected. Knockout on a Natural 18-20.
Level 10: +2 to Strike, +1 to Parry, +1 to Dodge.
Speed and Agility Level 11: Auto-Dodge, +2 to Disarm, +2 to Entangle, Critical
+10% bonus to Espionage or Rogue skills. Strike on an unmodified 17+.
+2D6 to P.S. (minimum of 16). Level 12: +1 to Hold, +1 to Back Flip, +10 to Damage.
P.S. is equal to the Minor ability of Extraordinary Strength. Level 13: +1 attack per melee round, Automatic Knockout on
+1D6+1 to P.P. (minimum of 18). a Natural 17+.
+1D4 to P.E. (minimum of 14). Level 14: +1 to Parry, +1 to Dodge, +2 to Auto-Dodge.
+4D6+10 to Spd (minimum of 24). Level 15: +1 to Strike, Death Blow on a Natural 18-20, +1 to
+1D4 to P.B. Hold, +1 to Throw.
+3D6 to Hit Points. The Aggressive and Deadly hero gains a Natural A.R. of 7 at
+1D4x10+10 to S.D.C. level 4, representing his or her years of shrugging off damage and
+10% to save vs coma/death. internalized chi training akin to Chi Gung. This A.R. is applicable
+1 to save vs disease/toxins and poisons. only towards mundane combat methods, such as unarmed, me-
+2 attacks per melee round. lee weaponry, and falls. Supernatural Strength, mutant abilities,
+3 to pull punch. magic, psionics, and modern weaponry like firearms ignore this
+2 to initiative. Natural A.R. This A.R. goes up by +1 at levels, 7, 9, 11, 13, and
+1 to parry. 15.
+2 to roll.
Typically studies the Defensive and Fast Hand to Hand Com- Defensive and Fast Combat
bat. Halve the bonus given for Physical Prowess and Speed, and Level 1: +2 attacks per melee round, +2 to Initiative, +3 to
remove the minimum attribute requirement for those attributes, if Roll with punch, +3 to Pull punch, 2 additional Kicks of your
the Aggressive and Deadly Hand to Hand Combat is taken. choice.
Level 2: +2 to Strike, +2 to Disarm, +3 to Parry, +3 to Dodge.

Step Four: Level 3: +2 to Automatic Back Flip, +2 to Throw.


Level 4: +1 attack per melee round, +1 to Hold.
Level 5: Automatic Dodge, Critical Throw (throws now deal
Hand to Hand Combat, 2D6 damage, Signature Throw deals double damage), Dodge
Bullets (see below).
Signature Moves, and Abilities Level 6: Critical Strike on an unmodified 18+, Automatic
The main forte of the Physical Training hero is melee combat. Knockout on a Natural 20.
The character has spent years studying martial arts, boxing, and Level 7: +1 to Initiative, +1 to Strike, +1 to Automatic Back
gymnastics, all to blend it together in a specific, unique style of Flip, +2 to Automatic Dodge.
combat. As before, there are two main schools of thought for me- Level 8: Leap Attack, +1 to Dodge, +2 to Roll, +2 to Auto-
lee combat: aggressive and deadly, or defensive and fast. Throw.
60

Brian Hite (Order #21137467)


Level 9: +1 attack per melee round, +2 to Damage, +1 to Hold. more effective. All Signature Moves automatically receive the
Level 10: +2 to Strike, +2 to Parry, +2 to Dodge. Esoteric Strike technique for free. At levels 3, 7, 10, and 13,
Level 11: +1 to Auto-Back Flip, Automatic Knockout on a he can choose one additional ability to add to the Signature
Natural 18+. Move.
Level 12: Auto-Roll with a Punch/Impact, +1 to Disarm, +1
to Entangle.
Level 13: +1 attack per melee round, +2 to Parry, +2 to Dodge. Signature Move Techniques
Level 14: +1 to Auto-Roll, +2 to Auto-Dodge, +2 to Auto-
Throw. Blinding Strike
Level 15: +1 attack per melee round, +1 to Auto-Back Flip, Upon dealing damage with your Signature Move, the foe must
Automatic Knockout on a Natural 17+. save vs magic (14+), or be blinded for the next full melee round.
At level 5, the Defensive and Fast hero no longer suffers a
penalty to dodge bullets (usually a -10 depending on the setting). Bulldozer Strike
The character has trained to rely on his or her instincts to antici-
Requires Pushing Strike and Flattening Attack. Upon dealing
pate firearms, as well as making erratic motions to help throw off
damage, your Signature Move knocks down opponents up to 30
an attacker’s aim.
feet (10 m) tall. If selected for a Signature Throw, this aspect al-
lows you to throw foes up to this size.
The Power of Signature Moves Elemental Strike
The Swashbuckler crouched on a rooftop in her small neigh-
borhood. The idea of looming from on high was silly to her, but Your Signature Move is imbued with an elemental power (fire,
it did keep people from laughing at her get-up. Her smile wid- ice, earth, wind, energy, etc.), dealing an extra 1D6 damage. This
ened a bit. It had been four weeks since she donned the guise of move may be selected up to three times, increasing the damage
“Swashbuckler,” and the alter ego of hers was already becoming by 1D6 each time.
her true identity.
She crossed the next street, using an overhanging streetlight, Enlightened Strike
and awning. That was when she saw the trouble. A group of toughs Requires Spirit Strike. Your Signature Move deals triple dam-
leaning up against someone’s car, intimidating a young, out-of- age versus supernatural entities.
place woman. She vaulted from on high, posting on the ledge, to
land on the car’s trunk. Her boots dented the hard plastic. Oops. Esoteric Strike
“A damsel in distress, truly this is my night...and my fight, should Your Signature Move deals damage to invulnerable foes, as
you wish it.” The Swashbuckler drew her rapier, hopped off the well as creatures of magic, and supernatural beings that aren’t
car, and was immediately surrounded. There was no fear, there normally affected by hand-to-hand combat.
were only confidence and joy. Kit Burns was going to take all of
them down if she needed to do so. One large tough opened up Flattening Attack
his hands to grab at Swashbuckler. With an opening like that,
she was being begged to strike. Her rapier flashed as she drove Upon dealing damage, your Signature Move knocks down op-
it forward toward the thug’s rib cage, her practice coming into ponents up to 10 feet (3 m) tall. If selected for a Signature Throw,
fruition as she yelled “L’empaler!” The blade repelled her victim instead the foe loses an extra attack in addition to the normal
back and down to the ground. She scoffed, “Surely someone else penalties for being thrown.
cares to dance?” Nobody else did.
Haymaker Technique
Every Physical Training hero has some personal tricks of the When you use your Signature Move, add in additional damage
trade that set them apart from other melee combatants. There equal to your character level.
are specific kicks, punches, or throws that the Physical Training
hero has put extra energy into. In most accounts, the character Invulnerable Strike
either spends hundreds of hours practicing the specific move, or
instinctively taps into his chi to perform some of the larger-than- The limb you use for your Signature Move is effectively in-
life abilities of their signature move set. Classic examples of this vulnerable until after the attack ends. Any damage that could
move are leaping uppercuts, spinning kicks, back flip kicks, chi- be caused by touching/striking a foe with spikes, unusual skin,
infused spinning throws, and leaping attacks. or magic is ignored. Any damage that would affect the whole
The P.T. hero may use this special ability three times a day character (such as stepping into an aura, the Reactionary P.C.C.s
at level 1, and gains one additional use per level. Each Signa- ability of Backlash, or stepping on lava) is still administered. If
ture Move acquired may only be used once per round, though selected for a Signature Throw, you do not take any damage from
if you learn multiple Signature Moves, each one may be used grabbing the creature as part of the attack.
once per round. The Signature Move also counts as two at-
tacks. Master of the Follow-Through
At level 1, a P.T. hero selects either a punch, kick, or throw On a Critical Strike, your Signature Move deals max damage.
as a base move to work with. He then selects two moves from Additional damage from extraneous gear, elemental damage, or
the following list to make this particular move unique and weaponry is rolled normally.
61

Brian Hite (Order #21137467)


Master of the Technique 2 abilities at levels 3, 5, 7, 9, 11, 13, and 15. They also gain access
to the Advanced category at level 3.
Your Signature Move gains +2 to Strike, and deals increased
damage for unarmed attacks (3D6 if a punch or throw, 4D6 for
kicks). Advanced Abilities
As heroes grow in skill and experience, they learn superior
Piercing Attack techniques or tricks to work with. The Advanced category is
Your Signature Move does half damage below Natural A.R. available to draw from at level 3, for either category of character.

Pushing Strike Ambidexterity


Upon dealing damage, your Signature Move knocks your op- You’ve long trained to use both hands well in combat, but
ponent back 2D6+1/level in feet. with a bit of extra practice, the versatility pays off even more.
Rank 1: You can use either hand equally well. When using
Signature Stomp paired weapons, you gain a +1 to Parry. You also gain +5% to
Requires Sweeping Strike. You may attack all creatures within Parkour, Pick Locks, and Escape Artist.
10 feet (3 m) by a whirling strike, or a ground stomp. This is
treated as an area attack, requiring all enemies to dodge the pow-
Capitalizer
erful move. The Signature Stomp does half damage to all foes hit. When you lay into a foe with a good one, you already have
another one coming.
Spirit Strike Rank 1: You may use this ability once per round, and only
Your Signature Move deals double damage versus supernatu- with an unarmed attack. When you succeed at an offensive com-
ral entities. bat move of any sort (strike, entangle, disarm, etc.), you immedi-
ately get a free melee attack on the same foe.
Sprawling Strike Rank 2: You also gain +2 to Strike, and +4 to damage on this
special attack.
Requires Pushing Strike. Upon dealing damage, your Signa-
ture Move knocks your opponent back 6D6+1/level in feet. Clutch Defense
Stunning Attack You bring your best to every life-threatening moment.
Rank 1: Twice a day, a character in imminent high-risk danger
Upon dealing damage with your Signature Move, the foe must (such as about to fall off a building, be hit by a semi, high-caliber
save vs Stun (14+) or be stunned for the next full melee round. machine-gun fire, or punched by a powerful superhuman), the
character may choose to gain a +4 to Dodge for this single ac-
Sundering Strike tion. The decision may be made after rolling the Dodge attempt,
Your Signature Move deals double damage versus inanimate but must be decided before knowing the outcome of the attempt.
objects, such as doors, robots, and armor. After combat ends, or five minutes after using this power, the
character becomes fatigued (halve attacks per round, combat bo-
Sweeping Strike nuses, and foot speed for 1D4+2 minutes).
Your Signature Move may attempt to strike two foes if stand- Rank 2: This ability may be used three times a day.
ing close to each other. The bonus to Strike with this move is
halved. Damage is calculated normally. If selected for a Signa-
Clutch Skills
ture Throw, the Strike bonus is not halved. Your best is always better than anyone else.
Rank 1: Twice a day, a character in imminent high-risk danger
Unleashed Strike (such as needing to leap through a car spiraling towards him, or
Your Signature Move becomes a Power Punch/Kick/Throw, carry someone to safety on a tightrope), the character may choose
dealing extra damage (generally 4D6 for Punch or Throw, or 6D6 to ignore all penalties associated with the motion. This includes
for Kick). Your Signature Move costs three attacks to use. penalties from being stunned, wounded, or blinded, but does not
include penalties from stunting. After combat ends, or five min-
utes after using this power, the character becomes fatigued (halve
Physical Training Abilities attacks per round, combat bonuses, and foot speed for 1D4+2
minutes).
As with the Super Sleuth (The Rifter® #81), and the Stage
Rank 2: This ability may be used three times a day.
Magician (The Rifter® #79), the Physical Training hero picks up
a certain amount of abilities as he levels. These special abilities
Coup de Grace
are meant to showcase the specific focus of the P.T. hero, to make
him a rate above anyone else with similar skills. As a Physical When they end up vulnerable, you move in for the kill.
Training hero starts out, he may select four abilities from the Rank 1: When a foe has no remaining S.D.C., or is helpless
General category, and either the Aggressive and Deadly catego- or otherwise deemed vulnerable by the G.M., your next attack
ry, or the Defensive and Fast category, matching which form of against him gains +2 to Strike, and deals an extra +10 damage.
hand-to-hand combat he selected previously. P.T. characters gain You may only use this attack once per foe per day.

62

Brian Hite (Order #21137467)


Extra Signature Ability ist (see The Rifter® #74, pages 32-35), which you may use while
wielding that weapon.
Better to focus on one kick a thousand times.
Rank 1: Select one Signature Move of yours. You may add
one additional ability to it. This ability may be selected multiple Aggressive and Deadly Abilities
times, each time selecting a different ability.
Grappling Bonus
Extra Signature Move Leave the tricky kicks to others, getting in close is your fa-
vored tactic.
Versatility and fluidity of motion is a staple in hand to hand Rank 1: +2 to Hold/Lock.
combat. Rank 2: +3 to Hold/Lock.
Rank 1: Create a new Signature Move as described above, Rank 3: +4 to Hold/Lock.
name it, and associate two abilities from the list above with it.
You may have two or more of the same style of attack, e.g. you Grasping Hands
may have several kicks, each with its own unique qualities. This
Move draws from the same pool of uses per day as your original Your hands land upon your foe, and the battle is all but over
Move. now.
Rank 1: After putting someone into a hold or lock, from the
Extra Signature Uses next round on, the hold or lock deals 2D6 damage per round.
This damage increases by +1 to damage at levels 2, 4, 6, 8, 10,
You’ve trained to throw your best punch more often. 12, and 14
Rank 1: You gain an additional use of your Signature Move Rank 2: While using Grasping Hands Atemi on a foe that you
every day. have in a hold or lock, you may deal the damage listed above
Rank 2: You gain another additional use (for a total of two every time the foe attempts to escape from the Hold or Lock. You
extra) of your Signature Move every day. may also inflict this same damage with a successful offensive
Hold or Lock roll against the foe.
Parkour Master Rank 3: You add your P.S. Bonus (up to +5) to the damage
Poetry in motion. listed above.
Rank 1: Any penalties given to the skill Parkour, due to weath-
er, pain, or stunting, are halved. Haymaker
There’s always the potential for more follow-through.
Physical Focus Rank 1: When you use a Power Punch or Power Kick, add in
Reps. Reps. Reps. additional damage equal to your character level.
Rank 1: Select one physical attribute: P.S., P.P., P.E., P.B., or
Spd. You gain +1 to that attribute. Indefatigable
Rank 2: You may gain another +1 to one of the aforemen- Day long marathons, skyscraper climbs, it’s all led to the day
tioned attributes. you simply will not stop.
Rank 1: You tire one quarter as fast as a normal hero. (The
Second Wind fatigue rate from Superhuman or Extraordinary Strength has al-
With clarity, the resolve can be found to soldier on. ready been factored in.)
Rank 1: You may take a full round out of combat to recover Rank 2: You tire one eighth as fast as a normal hero.
10+2D6 S.D.C. The character pushes aside the pain and aches,
tapping into his willpower to remain in the fight. This does not Pain Tolerance
heal wounds, nor stop bleeding. This may not heal over your You’re so used to the aches and bruises that you’ve started to
maximum S.D.C., and does not affect H.P. You may use this abil- block it out.
ity once a day. Rank 1: +1 to Saving Throws vs Pain.
Rank 2: You may use this ability twice a day, but never within Rank 2: +2 to Saving Throws vs Pain.
six hours of the first use.
Shrug It Off
Sucker Punch You’ve been hurt worse, and your body has learned to com-
Nothing’s off limits when you really need to survive this fight. pensate.
Rank 1: When initiating combat, or when assaulting an un- Rank 1: Every time you heal S.D.C. from rest, you regain +4
aware/stunned/blinded/incapacitated foe, your first melee strike more S.D.C.
against that target may be a Called Shot, but only cost one action. Rank 2: Every time you heal S.D.C. from rest, you regain +8
more S.D.C. OR you may heal +2 H.P. more instead.
Weapon Mastery
Tough as Nails
Perfection of body, perfection of weapon. Expect no less.
Rank 1: Select one weapon you are proficient with. You may You’re hard to take down, and harder to keep down.
select one Technique from the Ancient Weapon Master Special- Rank 1: You permanently gain 8 S.D.C.

63

Brian Hite (Order #21137467)


Entangle Bonus
Get in close, and restrain the backup weapon.
Rank 1: +2 to Entangle.
Rank 2: +3 to Entangle.
Rank 3: +4 to Entangle.

Environmental Tolerance
Freezing cold and torturous heat have little effect on you after
years of training for it.
Rank 1: You only start to suffer environmental hazards af-
ter the temperature reaches extreme situations, e.g. 190 degrees
Fahrenheit (87.8 C), or -20 degrees Fahrenheit (-28.9 C).

Expert Control
With control comes strength, and clarity of purpose.
Rank 1: You gain +2 to Pull Punch.
Rank 2: In a situation where you are not hampered in any way
Rank 2: You gain an additional +4 to Saving Throws versus (such as stunned, blinded, suffering penalties from injuries, etc.),
knockout and stun. you may always pull your punch with melee attacks.
Rank 3: You permanently gain another 8 S.D.C.
Force of Will
Two-Handed Heft
Never. Give. Up.
You leverage some extra heft when you’re swinging a larger Rank 1: The incredible ability to stay on one’s feet even after
weapon. Also available as an Ancient Weapon Master Specialist all S.D.C. And Hit Points have been reduced to zero or below.
ability. The character has one attack per melee round, no ability to use
Rank 1: When wielding a two-handed weapon, you deal extra his Signature Move, nor ability to use Chi (which is currently
damage equal to your P.S. bonus, up to +4. being used to keep the character alive). Speed is halved, and all
Rank 2: When wielding a two-handed weapon, you deal extra bonuses are reduced to zero. The hero can function in this state
damage equal to your P.S. bonus, up to +8. for 24 hours, or until brought more than 40 points below zero.
If the character’s focus is Strength and Endurance, he may still
General Abilities function until 60 points below zero. Only professional medical
treatment, magic, or other superhuman abilities may save his life
Archery Specialty at this point. The character must be brought back up to positive
Hit Points before the 24 hours expires.
Noble, Elegant, Silent.
Rank 2: The character manages to still have three attacks per
Rank 1: You gain 3 levels in W.P. Archery. E.g., if you are
melee round when using Force of Will. All other penalties and
level 4, you count your bonuses with W.P. Archery at level 7.
restrictions remain the same.
Armor Piercing
Freeform Climber
An impact at the right spot will surely strike the wearer of any
Gear is nice, but not required.
sort of armor.
Rank 1: You never need gear to perform a climb, unless the
Rank 1: The A.R. of enemies in combat with you is reduced
situation would be considered impossible. (E.g., climbing a pure
by one.
energy wall without sophisticated gear designed for it.)
Disarm Expertise
Initiative Bonus
Remove the gun from the equation.
See them coming first.
Rank 1: +1 to Disarm.
Rank 1: +2 to Initiative.
Rank 2: +2 to Disarm.
Rank 2: +3 to Initiative.
Duelist
Never Outnumbered
Always considered a deadly fencer, you can handle any sin-
They keep piling on, but you’re always ready.
gles match.
Rank 1: When dealing with lesser foes like mooks, you are not
Rank 1: While fighting a single foe one-on-one, you gain +1
considered to automatically lose initiative unless there are six or
to Strike and Parry against the foe. You must be wielding a single
more of them. Standard for a character is to automatically lose
one-handed weapon, or unarmed to gain this bonus. Any inter-
initiative while outnumbered by four opponents or more.
ference in the fight removes the bonus until the start of the next
Rank 2: When dealing solely with mook enemies, you may
round.
set your initiative every round to one higher than their initiative.
Rank 2: The bonuses increase to +2 to Strike and Parry.
64

Brian Hite (Order #21137467)


Quick Feet Rank 3: Your bonuses with Breakfall are now +6.
You can always slip away at top speed, when the situation
requires it. Double-Jointed
Rank 1: Your speed is no longer halved when Prowling. The flexibility required to escape holds and locks, also helps
free one from handcuffs.
Relentless Rank 1: The Physical Training hero may attempt to escape
Nothing defends against you without paying the price. from bonds upon the hands or feet, e.g. handcuffed or chained,
Rank 1: You may choose to halve your Strike bonus. If you are one time a round with a 59% chance of success. The double-joint-
parried by an inanimate object, the object takes half the damage ed hero may attempt to escape from body chains or a straight-
intended for the opponent. jacket once a round, with a 26% +1% per level chance of success.
The P.T. hero may contort his body to 50% of his normal height
Signature Weapon Move and width.
The same diligence, adapted into a new discipline.
Rank 1: Select one ancient melee weapon you are proficient Finesse
with. You gain the ability to select Weapon Strike as a type of Sometimes it’s about how you do it more than how much
Signature Move. This does not grant you an extra Signature strength you have to back it up.
Move by itself. You must also select this ability at level 1, or also Rank 1: When dealing damage, you may choose to add your
select Extra Signature Move to gain the full benefits. P.P. bonus to damage instead of your P.S. bonus.

Sleepless Nights
Kip Up
You’ve survived longer on less.
Rank 1: You only require 4 hours of sleep to be considered With a quick flex of the legs, you hop right back up, eager for
well-rested. more.
Rank 2: You may function without sleep for 72 hours without Rank 1: From a prone position and on your attack, you may
penalty. At the end of this cycle, you are considered heavily fa- stand up without taking an attack once per round.
tigued, and must sleep for a full day as soon as possible.
Parry Arrows
Staff Specialty Returning the arrow afterwards is optional.
Versatility in purpose, and always underestimated. Rank 1: The P.T. Hero can attempt to parry muscle-powered
Rank 1: You gain 3 levels in W.P. Staff. E.g., if you are level projectiles with his bare hands, or with a melee weapon. He is -2
4, you count your bonuses with W.P. Staff at level 7. to parry arrows, darts, or other thrown objects. The character may
only attempt to parry the projectile of one opponent at a time, and
Stealthy must see the attack coming.
You’re no ninja, but in the right environment, who would
know different? Wall Crawler
Rank 1: You gain +10% to Prowl. The skylight is always preferable to the front door.
Rank 2: You gain a Quality Bonus of +10% to Prowl.
Rank 3: You gain another +10% bonus to Prowl. Rank 1: As long as you have the proper gear, you only need to
roll Climbing every 40 feet (12.2 m) you ascend, as opposed to
Swimming Adept every 10 feet (3 m).
Rank 2: You may fight from a wall or ceiling with no nega-
You’re more dangerous in the blue, than on land.
tives, provided you are using the proper gear. Any penalties you
Rank 1: You swim a distance equal to 5X your P.S. in yards/
may incur for climbing in dangerous conditions, injuries or such,
meters per melee round, instead of 3x.
are all halved.
Rank 2: You swim at a blistering 7X your P.S. in yards/meters
Rank 3: As long as you have the proper gear, you only need to
per melee round. Swimming is considered a “light activity” for
roll Climbing every 100 feet (30.5 m) you ascend, as opposed to
purposes of fatigue, as per the swimming skill.
every 10 feet (3 m).

Defensive and Fast Abilities Whirling Weapons


Breakfall You don’t lower your guard just because you’re on the of-
Years of experience and training have honed your instincts to fense. Also available as an Ancient Weapon Master Specialist
lessen the trauma of a fall. ability.
Rank 1: Breakfall is the more advanced version of Roll with Rank 1: When wielding paired weapons, once per round, you
Punch/Fall/Impact. The character takes no damage from a fall if can strike with two weapons at once without losing your ability
the Breakfall is successful, and only half damage if the roll fails. to auto-parry.
The bonuses start off at a +2 to Breakfall. Rank 2: Twice per round, you can strike with two weapons at
Rank 2: Your bonuses with Breakfall are now +4. once without losing your ability to auto-parry.

65

Brian Hite (Order #21137467)


Step Five: Other Stuff Land of Origin: Cascade, Michigan.
Alignment: Principled.
Quote: “If I am but a man, let me be a good one.”
Alignment: Any alignment can be chosen, but heroes should
Description: Jake Merrill is a young, handsome black man, just
generally be of a good or selfish alignment.
out of his teenage years. While powerful and strong, his build
Hit Points: Determine as usual, plus bonuses from your Focus.
focuses on having a strong core. Jake has a strong chin, and
Structural Damage Capacity (S.D.C.): Physical Training He-
piercing, intelligent eyes, with his hair high and tight.
roes start with 30 S.D.C., in addition to whatever their Focus,
As Olympian, he wears custom-built armor that has a rather
Abilities, or extra Physical skills may give them.
blank, bulbous look to it, and is flexible enough to keep up
Hand to Hand Combat: The Physical Training character has a
with his athletic lifestyle.
specialized, predetermined Hand to Hand skill, as described
Disposition: Jake’s something of a somber youth. Always haunt-
previously in this section.
ed by a past that never materialized, he takes solace in doing
Attacks per Melee (Hand to Hand): As with ALL super char-
some real good for his neighborhood. Jake is earnest, forth-
acters, the Physical Training hero automatically gets two at-
right, and disciplined, with a real grudge against manipulators
tacks per melee, plus the additional attacks from the special-
and layabouts.
ized hand to hand combat and Focus bonus. This character
Age: 22
typically starts with five or six attacks per round. Additional
Stats: I.Q. 14, M.E. 11, M.A. 13, P.S. 24 (Superhuman), P.P. 10,
attacks are developed through experience or Ability selec-
P.E. 20, P.B. 19, Spd 16.
tion.
S.D.C.: 90. Hit Points: 47.
Weapons and Armor: Unless the character is extremely wealthy,
Parkour: 79%
only conventional weaponry and body armor would be avail-
Notable Skills: Natural A.R. of 7 against unarmed, and mundane
able.
melee weaponry. Sports (football, tennis, baseball, soccer),
Available Financial Resources: 5D6x100 dollars are available
Track and Field, W.P. Targeting.
in ready cash. This is in addition to any possible life savings.
Signature Moves and Techniques (usable 6 times a day in to-
(See the Heroes Unlimited™ RPG, 2nd Edition, page 25.)
tal):
There is a 1-89% likelihood that the character owns his or her
Kiss Of The Mountain – Punch – +4 to Strike, 3D6+12 dam-
own car. The car is 2D6 years old. Presumably, the character
age, Master of the Technique, Master of the Follow-Through,
has at least a low paying or part-time job, apartment, and a
Haymaker Technique, Esoteric Strike.
reasonable amount of personal possessions.
Whirlwind Heel – Kick – +2 to Strike, 1D6+4 damage to
Reputation: If a vigilante, the police will look at the character as
all foes within 10 feet (3 m), Esoteric Strike, Sweeping Strike,
a potentially dangerous criminal. He is likely to have 6D6% of
Signature Stomp.
the police force as sympathizers who will look the other way
Abilities Taken:
and make no genuine effort to apprehend or stop him.
Capitalizer – Olympian may gain a free unarmed attack
P.P.E. Base: 6D6, does not increase with experience.
after landing an unarmed strike.
Extra Signature Ability – Kick – Whirlwind Heel.

Sample Physical Haymaker – Add in 4 bonus damage when using Power


Punch or Power Kick.

Training Characters
Force Of Will – Rank 1– Stay standing after entering nega-
tive H.P.
Quick Feet – Olympian does not halve his speed when
Olympian Prowling.
Stealthy – +10% to Prowl.
The would-be hero Olympian’s story began as Jake Merrill Never Outnumbered – Olympian is not outnumbered by
started high school. A natural at sports, Jake was in every sport foes of a lower level, unless there are six or more. Normally,
season he could fit into his schedule. A model student as well as a character loses initiative when in combat against four foes
an all-star athlete, Jake was selected to represent the U.S.A. dur- or more.
ing the Olympics... in three events. In Combat: Aggressive and Deadly Hand to Hand.
A week before the competition, Jake twisted his ankle, kill- Initiative: +2
ing any chance of him achieving what he felt was his life’s goal. Attacks: 8
Suffering from depression, and on a downward spiral, Jake was Strike: +2
eventually approached by Snoop (see The Rifter #81, page 55) Parry: +4
to join the Neighborhood Watch, and do something worthwhile Dodge: +4
again. It took some convincing, but Jake has started to find his Armor: Olympian wears a custom suit of armor meant to main-
place in the world. tain flexibility, and still afford maximum protection. Half Suit
of Point Blank Vest. A.R. 10, S.D.C. 70.
Olympian
Level 4 Physical Training Hero (Strength and Endurance) Swashbuckler
Name: Jake Merrill. Together, Kit and her sister Natalie Burns (a.k.a. Kelly Sharpe,
Alias: Olympian. see The Rifter #79, page 91) had always been two of a kind. As

66

Brian Hite (Order #21137467)


parts of a broken home, the two could rely only on each other, Sleepless Nights – Kit needs only 4 hours of sleep to be
strengthening their sisterly bond dramatically. The pair easily be- considered well-rested.
came the top contenders in their school for acrobatics and gym- Duelist – Swashbucker gains an extra +1 to Strike and Par-
nastics. Graduation left them disoriented in the world. While her ry, when in a one-on-one fight.
older sister struggled to find a career for herself, Kit found herself Parkour Master – Swashbuckler halves any penalties to
drawn to medicine. Given the pair’s poor finances, Natalie saw Parkour for stunting or other conditions.
the potential in her sister, and agreed to find a way to supplement Clutch Defense – Swashbuckler can gain a +4 to Dodge for
Kit’s education expenses. a single action, twice a day.
The two moved to the Howard district in Cascade to take ad- In Combat: Defensive and Fast Combat: 2D6+3/3D6+3 damage
vantage of off-campus living. Natalie found that she had some- (punch/kick damage).
thing of a talent as a Stage Magician, working in The Line. Kit Initiative: +2
continued her progress into Pre-Med, but eventually discovered Attacks: 6
that her only real solace was on the gym mat. It was her stress Strike: +4
release, and her identity. Always a meek little thing, Kit devel- Parry: +5
oped a panache for capes and costumes when on the mat, which Dodge: +5
eventually developed into the Swashbuckler persona. Throw: +2
Finally, something felt right, like she was in the right skin. Automatic Back Flip: +2
Male, female, it didn’t matter to her how she was viewed, she With Rapier: 1D6+3/3D6+3 damage (slash/thrust damage).
was who she wanted to be. After secretly learning about her sis- Initiative: +2
ter’s derring-do of vigilantism, she took it upon herself to do the Attacks: 6
same, if secretly from Kelly Sharpe... she wouldn’t want Natalie Strike: +7
to worry about her, of course. Parry: +8
Dodge: +5
Swashbuckler Throw: +2
Level 3 Physical Training Hero (Speed and Agility) Automatic Back Flip: +2
Armor: None at the moment, though Swashbuckler is definitely
Name: Katerine “Kit” Burns. hoping to come across something to protect against bullets.
Alias: Swashbuckler.
Land of Origin: Detroit, Michigan.
Alignment: Scrupulous. Manik
Quote: “One against four, eh? Well, you’re still outnumbered!” Not much is known of the powerhouse Manik. He showed up
Description: Kit is a mousy, slender young college student with in the police blotter one day after crushing a police car, and the
cute, but lightly androgynous features. She almost always has officers inside. The whispers were that he was intent on rounding
her short cut, brown hair feathered up to the side above her up a multitude of street gangs beneath his heel, and forming his
square rimmed glasses. While obviously in shape, Kit tends to own civilization where strength was the only thing that mattered.
hide her features with sweatshirts and thick pants to shelter her Manik promoted highly aggressive, chaotic attacks by the
from the cold of the city. gangs he led, for little reason more than to show his strength. He
As Swashbuckler, she wears a more modern version of the was last seen in a confrontation with the police where he had a
classic Musketeer outfit, with eyemask, playing off of her an- full clip emptied into his head. He was written off as dead by the
drogynous features to masquerade as a man. A jaunty cap, a red police. They were wrong.
frilled shirt, with vest and tight pants, and a rapier at her side.
Disposition: As Swashbuckler: Flamboyant, eager for praise, Manik
flirty, and passionate about life and ladies. Level 11 Physical Training Hero (Strength and Endurance)
As Kit: Intelligent, quiet, crippling social anxiety, coupled
with compassion for the less fortunate. Name: Unknown.
Age: 22 Alias: Manik.
Stats: I.Q. 19, M.E. 14, M.A. 17, P.S. 19, P.P. 18, P.E. 17, P.B. Land of Origin: Unknown.
11, Spd 29. Alignment: Diabolic.
S.D.C.: 68. Hit Points: 32. Quote: “Yer weak! Another useless infant firing off a gun instead
Parkour: 82% (penalties are halved due to Parkour Master). of claiming yer OWN power like I did!”
Notable Skills: Fencing, W.P. Sword, Track and Field, French, Description: A massive, hulking man whose physique seems
Medical Doctor. unrealistic, almost alien. Manik is a white male, that is seven
Signature Moves and Techniques (usable 5 times a day): feet of frightening muscle, with a shaved head, a malicious,
L’empaler – Used with Rapier for 3D6+3 damage, Esoteric constant sneer, and a nose that has been obviously broken. He
Strike, Piercing Attack, Flattening Attack. wears an extra large white undershirt and cut off jeans to show
Abilities Taken: off more of his frame.
Signature Weapon Move – Swashbuckler’s initial Signa- Disposition: Manik has dedicated himself to the belief that the
ture Move works with W.P. Sword. only thing that matters are power and discipline. Obsessed
Kip Up – Swashbuckler may stand from a prone position as with eugenics, and dispelling weakness, Manik lives to domi-
a free action, once per round. nate anyone that dares stand against him. Boldy aggressive,

67

Brian Hite (Order #21137467)


and defiant, he seeks only to cause chaos, and force the world Initiative: +2
into submission. Manik is utterly ruthless and without morals, Attacks: 9
and is as much a threat to allies as enemies if they disrespect Strike: +5
his talents, forcing him to lash out with frightening speed and Parry: +7
power. Dodge: +7
Age: 29 Auto-Dodge +0
Stats: I.Q. 12, M.E. 13, M.A. 15, P.S. 52 (Superhuman), P.P. 13, Throw: +3
P.E. 27, P.B. 8, Spd 26. Death Blow on 19+, Automatic Knockout on Natural 18+,
S.D.C.: 193. Hit Points: 81. Critical Strike on Natural 17+.
Parkour: 98% (penalties are halved due to Parkour Master). Armor: Natural A.R. of 10 against unarmed, melee attacks.
Notable Skills: Most Physical skills involving combat. Manik wears no armor. The very idea of avoiding damage just
Signature Moves and Techniques (usable 14 times a day): incenses him.
Red Mist Fist – Punch – 5D6+48 damage, costs 3 attacks.
Haymaker Technique, Master of Technique, Unleashed Tech-
nique. Flattening Attack, Esoteric Strike, Invulnerable Strike.
Abilities Taken:
In Conclusion
Haymaker – Add in 11 bonus damage when using Power The Physical Training Hero has gained some valuable new
Punch or Power Kick. moves and tricks to keep combat fun and versatile. Between the
Force Of Will – Rank 2 – Stay standing after entering nega- new Signature Moves, Parkour, and their new Abilities, Physical
tive H.P., retain 3 attacks per round. Training characters now have the chance to define themselves far
Capitalizer – Rank 2 – Manik may gain a free unarmed more thoroughly. Against tougher foes, where a P.T. Hero once
attack after landing an unarmed strike. He also gains +2 to had to just continue punching, now they can use Parkour to stunt
Strike, and +4 to damage with this attack. their way into better leverage of the area, meaning a higher cali-
Parkour Master – Manik halves any penalties to Parkour ber of moves to work with.
for stunting or other conditions. In the future, there are several things I still wish to examine.
Duelist – Rank 2 – Manik gains an extra +2 to Strike and The Secret Operative, the Hunter/Vigilante, and a new Special
Parry when in a one-on-one fight. Training power category, the Street Knight, as well as the com-
Never Outnumbered – Manik is not outnumbered by foes panion based “Bonded Hero,” who works in concert with his ally
of a lower level unless there are six or more. Normally, a char- to prove the power of two.
acter loses initiative when in combat against four foes or more. As always, I’d like to give many thanks to my podcasting and
Coup de Grace – Manik gains bonuses against foes without gaming partners of over twenty years, The Guides to the Mega-
S.D.C., or deemed helpless. verse® at [Link] (available on
Tough as Nails – Rank 3 – Manik has gained extra S.D.C., iTunes and Google Play). With them, I have had a lifelong sense
and is +4 to save vs knockout or stun. of adventure, laughs, and imagination. Thanks are also given, of
Physical Focus – +1 to P.S. course, to those adventuring souls in The Dark City of Cascade
In Combat: Aggressive and Deadly Combat: 2D6+37 Punch, Facebook Group for their assistance and support. Catch me on the
4D6+48 Power Punch. Palladium Forums as zerombr for comments or questions!

68

Brian Hite (Order #21137467)


Rifts Chaos Earth Nebraska
® ®

Part Three
Pyromancers and the Ashlands of the American West
Official Material for Rifts® Chaos Earth®
Written by Daniel Frederick, Matthew Clements and Kevin Siembieda

Pyromancers, also known as Magma Mages, are powerful The Yellowstone Caldera
elemental spell casters that have appeared across the western
United States since the early days following the Great Cata- and the Ashlands
clysm. With the return of magic to Earth, dormant volcanoes Super-volcanoes are enormous volcanoes of colossal size
and places of geothermal power flared to life, many reacting and power. Ticking geological time bombs that tend to erupt
to the resurgence of magic. The Yellowstone super-volcano, only once every 100,000 years or so. One such volcano sits at
in particular, erupted with immense fury after sitting silent the former site of Yellowstone National Park. Slated to blow
for many thousands of years, sending up perpetual clouds of sometime over the next few thousand years, the Great Cata-
smoke. A rain of ashes has continued unbroken since the Cata- clysm triggered the super-volcano’s eruption ahead of sched-
clysm, drifting back and forth depending on the wind, and riv- ule, setting off a third extinction-level event in a matter of days
ers of lava snake across the land. Across North America, the after the nuclear war and the opening of the Rifts that have both
Ashlands that this eruption has created now extend from Ore- rocked planet Earth.
gon, along the West Coast, inland to Yellowstone itself, through The initial explosion completely erases Yellowstone nation-
Idaho, Montana, Wyoming, the Dakotas and east all the way to al park and the natural wonders it contains, destroying a huge
Nebraska. swath of Wyoming in the blink of an eye. Immense amounts of
Throughout this hellish environment, many humans have be- smoke and ash pour up into the atmosphere, blocking out the sun
gun to exhibit innate or latent magic abilities that utilize lava and creating a “nuclear winter” effect that reduces temperatures
and fire to protect themselves and others from invading aliens, worldwide. Clouds of ash float across the entire continent, and
monsters, demons, and the supernatural. Presumably, being the column of smoke rising from Yellowstone will linger in the
so close to the eruption of the Yellowstone super-volcano has air for more than a year.
made volcanoes, lava and fire a significant factor in the minds While the rest of the planet is confusing and tumultuous,
of those living nearby. This has, in turn, resulted in the appear- full of tidal waves, earthquakes, fires, civil unrest, Rifts and
ance of mages who wield fire and lava as their primary form of monsters unknown, the Ashlands that have formed in the
magic. Their thoughts, hopes and fears manifest as an elemental western United States are like a hellish alien planet. The entire
source of strength and power for the Pyromancer. Their focus region is now covered in lava pools and flows of magma, with
and orientation is on fire, volcanoes and lava, enabling them to columns of rising smoke that blocks out the sun and causes a
use their own P.P.E. and the magic energy of ley lines, like a perpetual haze in the air. A continuous fall of ashes makes the
Blue Zone Wizard, to cast magic that utilizes these forces. Ini- landscape gray and unrecognizable, coating the ground in a
tially, this is all instinctive and reactive, without the spell caster few centimeters somewhere, a few meters elsewhere, render-
even realizing it. ing many places inaccessible, even to NEMA. Aircraft can-
These intuitive new mages are unwittingly creating something not fly, vehicles cannot drive, and the most terrifying inter-
that will later be formalized and dubbed Lava Magic, a form of dimensional beasts that stalk the ashen wastes are sometimes
magic that will exist in some areas of North America into the overcome by smoke and ash, and choke and die just like their
Dark Age until the Ashlands are overgrown and revitalized and measly human prey.
it is replaced by other magicks, eventually to be forgotten. How- The outermost areas of the Ashlands seem quiet and peace-
ever, in the days of chaos immediately after the Coming of the ful compared to what awaits further ahead. Columns of ref-
Rifts, it is simply a way for these up-and-coming Pyromancers to ugees shuffle beneath ash that falls like soft snow, muffling
protect themselves and help other survivors. They can alter the sound and making the land and people all look monotonously
world around them using their newfound powers, even if they gray. Meadows, cornfields, trees and buildings are all slow-
don’t quite understand how and why they work. All they do know ly covered in this strange precipitation of cinders. Grass and
is that they and others like them can use their abilities to navigate pavement quickly become indistinguishable from each other,
and control a world set afire, slowly being buried in ash by chains making driving hazardous, and parked vehicles and small
of volcanoes. obstacles start to become absorbed into the rising ash drifts.

69

Brian Hite (Order #21137467)


When rain falls, thin layers of ash are washed away, but the re- Ionia. The source of the ancient spirits the area was known for,
ally thick ashfall turns into a kind of muddy concrete, burying they formed a wedge of protected, blessed ground where the
and entombing the old world beneath it and leaving a volcanic smoke, fire and ash could not inundate the land. While every-
desert up above. thing else in sight was covered in ash, burnt, blasted and de-
Press further into the land of ashes and one will begin to see stroyed, Ionia stood out, visible for miles around amidst the
the bright orange of magma and blue of ley lines in the distance, gray wasteland. Refugees are drawn to the island of greenery
dulled by the heavy smoke that hangs in the air. Survivors be- and fresh air, even if they cannot understand how it resists the
come rare and interdimensional terrors lurk in half-buried build- super-volcano’s might.
ings and forests of gray-stained trees that cough with smoke A large concentration of survivors have become Pyromancers,
when shaken by some passing beast. Virtually all native life has making Ionia a kind of nexus for their niche magic. Coopera-
been extinguished, right down to the bugs and plants. Cities and tion and collaboration inspires and enables others to follow their
towns have become warrens, systems of man-made caverns that path. Desperate and welcoming of these “fire powers,” the Pyro-
now criss-cross through mountains of ash and lava, studded with mancers are diligent in trying to learn and understand how their
collapsed roofs and windows that have broken inward. Here the (magic) abilities work and teach the art of volcanic Pyromancy to
Pyromancer is in his or her natural element, seamlessly crossing others. This enables them to develop this wild, unproven magic
lakes of lava and cutting through thick drifts of fallen ash. Where in a stunningly short time. The vast land of ash and lava around
others choke and die, Pyromancers breathe clear and shrug off Ionia attracts many fledgling and developing Pyromancers to the
blazing fire. They have already created supply caches and safe area, making it a kind of birthing-ground for the young students
houses amongst the buried towns and farmsteads, sanctuaries of magic. Locals, police, military, NEMA and budding magic us-
where they can hide out for a night or tuck away a few survivors ers have built a kind of idyllic refugee camp, pooling together
on their way towards the (slightly) greater odds of survival out- resources and doing their best to protect each other from the de-
side the fire-swept wasteland. mons and monsters that have no problem crossing the layers of
At the center of the Ashlands is Wyoming, the land that used light and magic that keeps out the ash and smoke. There are al-
to be Yellowstone National Park, and the super-volcano itself. most 30,000 survivors crammed into Ionia, with limited access to
While other places have been buried in ashfall, Yellowstone has food and water, so the camp is already running on borrowed time,
been essentially turned over as the super-volcano brought up mil- but the promise of magic answers more of the refugees’ needs
lions of tons of earth and rock from deep below the surface and every day, and many are beginning to depend on the strange force
replaced what was once above. Flows of magma since then have for the basic necessities of human life.
added to the transformation, creating fresh ground, shorelines of From the “island,” Pyromancers are less than 100 miles (160
obsidian and volcanic stone rising up out of a sea of ash. Many km) from the half-buried but still occupied cities of Lincoln and
parts of this inner region now resemble an alien planet more than Omaha, connected by highways that have only received a light
the Earth that once was, without a single recognizable building, a dusting of ash, at least at first. These are Nebraska’s population
road sign, tree, or even a blade of grass. centers, where people can still be rescued and vital technology
The very center of the Yellowstone super-volcano is the cal- recovered. To the west and north are the Ashlands themselves,
dera, a vast, hollow mountain sloping up towards an exposed with the increasingly alien world of Chaos Earth beyond them.
lake of lava more than three miles (4.8 km) across. Bubbles the Offutt Air Force Base, and the NEMA soldiers rallying there,
size of skyscrapers rise up out of the liquid rock and burst, splash- have received a few reports from refugees about Ionia and a green
ing many-ton gobs of magma across the ashen wastes all around. sanctuary amidst the blizzard of ashes. In the days after the Great
Occasionally, massive rivers of lava overflow the caldera and Cataclysm strikes, however, these stories sound no stranger than
carve hissing paths through the ash, further warping and layering anything else, and neither NEMA nor the regular military can
the landscape. spare the manpower or resources necessary to check things out.
The caldera is a natural wonder few will ever survive to see, They are preparing to retake Lincoln from the Lost Skeletons
and the Pyromancers of the Ashlands are some of the handful of Citizens’ Militia, and are nearing the breaking point just trying
witnesses to the massive fountain of smoke and fire that is trans- to organize civilian refugees. Any Pyromancer that helps them in
forming the world and inspiring their magic. This will be their either cause will have a good chance of overcoming their natural
domain for decades before the caldera cools, earth fills-in and life suspicions and mistrust of people with strange powers.
reclaims the ashen wastes.
NORAD, the Big Bunker
Ionia, Island in the Ashes North American Aerospace Defense Command (NORAD), is
Located in Nebraska, the Ionia Volcano, north of Sioux City, based out of Cheyenne Mountain in Colorado. Within the blan-
was once referred to as Nebraska’s Prairie Volcano. Not an ac- keting fall of ash, the bunker lost contact with the outside world
tual volcano, the smoky fumes that early settlers saw rising from shortly after the Great Cataclysm, and no one can be sure if the
the land were actually a byproduct of a chemical reaction going President is alive, sheltered inside, or if any of the emergency in-
on underground. After a flood, however, the reaction slowed to frastructure designed to manage the apocalypse has remained in-
a halt, but the name stuck. A curiosity and tourist attraction, the tact. Getting to Cheyenne Mountain is no easy task, and requires
site was also held sacred by the local Native American tribes as a navigating the Ashlands and the D-Shifting Rocky Mountains,
place of strong mystical energy and spirits. difficult or impossible without a Pyromancer at one’s side.
When the Great Cataclysm struck and the Wyoming super- Getting inside the bunker, even if it is still there, will be a
volcano erupted, a trio of powerful ley lines flared to life around monumental challenge, but the fate of the future could hang in

70

Brian Hite (Order #21137467)


the balance. There is always the chance that nothing remains but Impervious to toxic gases, smoke, sulfur and ash, which en-
a smoking crater, however, as Cheyenne Mountain has been sub- ables the Pyromancer to see and breathe without protective gear
jected to severe geological and dimensional upheaval. with only minor difficulty at lava fields, blazing infernos, and
other hellish environments filled ash, smoke, noxious fumes and

Nebraskan Pyromancer O.C.C. intense heat. Minor Penalties: Reduce range of vision by half,
reduce speed by 10%, and -1 to strike, parry, dodge, disarm, and
entangle. Breathing is not encumbered in and around volcanos
Imbued with the power of fire and ash, lava and magma, Py-
and other infernos where most people would find the air too thin,
romancers are people transformed by the dual effects of the Rifts
hot and toxic to breathe and too hot to survive. Moreover, the Py-
and the super-volcano, just like the land they once thought they
romancer suffers no short- or long-term health ramifications from
knew. These fledgling mages and other survivors left to fend for
breathing in ash, smoke, sulfur and other toxic gases and airborne
themselves are quick to rely on these new abilities and the people
particles common to volcanic activity and fires. No special air
who wield them in order to stay alive. Few question how these
mask or oxygen supply is needed by the Pyromancer to function
“powers” have come into being or how they work. They are sim-
and survive within such conditions.
ply grateful to find a defense against the array of aliens and mon-
2. Walk On and Through Lava: Pyromancers can walk and
sters they now face in a world that has gone mad.
run on the crusty surface of lava as it slowly begins to cool and
Thanks to popular culture, most Pyromancers initially think
harden, but is still burning hot. Neither they or the belongings
of themselves as supermen or mutants with super abilities. Not
on their person suffer damage from walking across solid but still
as sorcerers drawing upon magic energy to cast fire- and lava-
burning hot, hardening lava – enough to melt the bottoms of shoes
based magic spells. The particulars, however, don’t necessarily
and the tires on land vehicles. Penalty for Travel over Hardening
matter. What does matter is that potential spell casters see others
Lava: Reduce Spd by 20% and -10% to Climbing.
summoning and using these “powers” under life-and-death cir-
Even more impressive, the Pyromancer is able to walk through
cumstances. It is firsthand exposure that leads more people to be-
boiling lava as if he were wading through water. This is done
lieve such things are possible and to try to repeat the wonders that
without injury to him or destruction to his belongings. For ex-
they have beheld. Those with determined belief, combined with
ample, the shoes and clothes should catch fire and burn right off
a focus born from terror and deep-rooted survival instincts, help
the mage’s body, as should his flesh, but do not thanks to the Py-
them follow in the early Pyromancers’ footsteps to also wield
romancer’s aura of protection. (See #5. Impervious to Lava, Fire
Magma magic. It is ironic, but many of the early forms of Chaos
and Heat, below.) Nor is the mage swept away by the movement
Magic are developed out of fear and desperate need, long before
of the lava’s flow, but travel through lava is like wading through
people learn to understand and formalize the mystic arts. In the
mud and is a slow journey. Penalty: Reduce Spd by 50% for lava
aftermath of the Great Cataclysm, all that is needed is passion, fu-
that is a few inches to as deep as coming up to the knees. Reduce
eled by powerful emotions – be it hope or fear – for some people
Spd by 70% if the lava comes up to the waist and by 90% if it
to inadvertently tap into the massive amounts of ambient P.P.E.
comes up to the collar bone or chin. Even the Pyromancer cannot
(Potential Psychic Energy) currently rippling across the surface
travel through deeper lava flows without using magic like Swim
of the planet.
through Lava.
While emergency responders and the military are helpless in
3. Concealed in Ash and Smoke: The Pyromancer can meld
many situations thanks to the effects of the super-volcano, Pyro-
into smoke and ash caused by volcanos, fire, pyrotechnics or
mancers can travel through and survive within this world unto
magic, and seems to vanish within it. From time to time, only
itself. Their ability to cross through the Ashlands region makes
glimpses of a silhouette-like shadow reveals the Pyromancer’s
Pyromancers a vital link between east and west as communica-
momentary presence before the shadowy shape again vanishes
tions networks fail and pockets of survivors become more and
in the shifting smoke or ash fall. Extremely well-camouflaged
more isolated. The Rocky Mountains are a significant obstacle,
(+20% to the Camouflage and Prowl skills) while in physical
both geologically and magically unstable, but Pyromancers slip-
contact with smoke and ash. Attackers that shoot at the mage
ping through using smoke and ash as cover can evade demons
from a distance greater that 7 feet (2.1 m) are -6 to strike. Even
and monsters, overcome the forbidding geography, and light their
those within 3-7 feet (0.9 to 2.1 m) are -3 to strike. Only those
way through black, starless nights and dim, haze-choked days.
locked in melee combat with the mage do not suffer a penalty
From the huddled survivors’ camps that fill with refugees fleeing
to strike. However, the concealment within the smoke or ash is
the blast zone, these heroes head in the other direction, towards
lost the moment the Pyromancer is steps clear of it or rushes out
the mighty volcano, towards the hellscape that has been created.
from its concealing embrace to attack. This ability only works in
smoke and ash clouds larger than the mage.
Special Abilities of the Pyromancer O.C.C.:
4. Sense Location and Direction of Super-Volcano: Just as
1. Impervious to Lava, Fire and Heat: Pyromancers create some animals can sense True North, the Pyromancer can always
a magic aura or field of heat resistance, making their bodies, the find his way back to the Yellowstone Super-Volcano. This assists
clothes they wear and items on their person (including a backpack the character in navigating the Ashlands and provides a +5% to
and belt pouches, holster and the gun or knife inside the holster, all Navigation-based skills. The mage can also sense the location
and similar), completely impervious to lava, fire and heat – no of other, active volcanoes within one mile (1.6 km) per level of
damage. Mega-Damage Lasers, plasma, napalm, and magic fire experience, and knows if the volcano is going to blow within 48
inflict only 20% of their usual damage. Other energy weapons, hours. In addition, this ability lets the Pyromancer tell the differ-
projectiles, explosives, cold attacks and other forms of magic and ence between an earthquake and the rumbling caused by pressure
psionics inflict full damage. building in a volcano or volcanic hot spring or geyser.
71

Brian Hite (Order #21137467)


72

Brian Hite (Order #21137467)


5. P.P.E. Base: 1D6x10+66 plus 2D6 per level of experience. Domestic: Any.
Intuitively Learns new spells like the Blue Zone Wizard/Line Electrical: Basic only.
Wizard. Can learn spells not listed below but casting non-Pyro- Espionage: None.
mancer spells costs an additional 6 P.P.E. per level of the spell. Mechanical: Automotive only.
This hindrance is due to the lateral thinking necessary to learn Medical: Paramedic and Field Surgery only (+5%).
this new form of magic. Military: Any.
6. Initial Spells & Learning New Spells: At level one, select Physical Any.
a total of 1D6+6 Pyromancy magic spells. Spell selection is made Pilot: Any, except Military grade vehicles, Robots and Power
from Pyromancy Magic and related spell levels 1-5. Armor.
The Pyromancer seems to intuitively develop new Pyromanc- Pilot Related: Any.
er spells with each new level of experience. One new Pyromancer Rogue: None.
spell (or related magic as listed in the spell section) upon reaching Science: Biology and Math skills only (+10%).
even experience levels (2, 4, 6, 8, 10, 12, 14, etc) and two new Technical: Any (+5%).
spells at odd levels of advancement (3, 5, 7, 9, 11, 13, 15, etc.). W.P.: Any, except Harpoon & Spear Gun and Military W.P.s
Spell selections of more powerful spells, Levels 6 and higher, like Heavy Weapons, Heavy Energy Weapons, Torpedo and
are NOT possible until the mage has reached fifth level experi- Sharpshooting.
ence. At that point, the Pyromancer may select Pyromancy spells Wilderness: Any (+5%)
from levels 1-10. Secondary Skills: The character also gets to select two Sec-
7. Influence of a Ley Line: The duration and range of the Py- ondary Skills at levels 2 and 6. These are additional areas of
romancer’s spells and other magic abilities are increased by 50% knowledge that do not get the advantages of the bonus listed
whenever on or near (within 1,000 feet/305 m) a ley line. Double in parenthesis. All Secondary skills start at the base skill level.
the duration, range and damage of the mage’s powers when on or Standard Equipment: 1D4+1 sets of clothing and seem to prefer
near (within 1,000 feet/305 m) of a ley line nexus point. black, reds, orange, yellow and earth tone colors; a hoodie,
a long coat, hooded cloak or poncho, good walking shoes or
Pyromancer O.C.C. boots, tinted goggles, untinted goggles, baseball cap or hat or
Also Known As: Magma Mage and Lava Mage. knit cap, first aid kit, tent, knapsack, backpack or saddlebag,
Alignment: Any, but most see themselves as heroes and lean three canteens, emergency food rations (two weeks supply),
toward Principled, Scrupulous and Unprincipled alignments, 1D4 hardball baseballs or golf balls, 1D4+1 softball to brick-
especially in the early years after the Great cataclysm. sized rocks, 1D4+1 smoke grenades, one weapon plus 1D4
Racial Restrictions: None, but only Pyromancers can learn Py- ammo clips suitable for each W.P. skill and some personal
romancy Magic. items.
Attribute Requirements: I.Q. 9 or higher. Those not required, a Money: The character starts off with 3D6x100 in credits or trade-
high M.A. and P.E. attribute are helpful. able goods.
O.C.C. Bonuses: Add +1 to I.Q., M.A. and P.E. Also see Special Cybernetics: None.
Abilities, above. Experience: Uses the same experience table as the Blue Zone
O.C.C. Skills: Wizard from Chaos Earth®: Rise of Magic, page 62.
Climbing (+15%)
Computer Operation (+30%)
First Aid (+15%) New Pyromancy Spells
Land Navigation (+10%)
Language: American at 90% Ideas and Spells Inspired by Daniel Frederick.
Language: Select one additional (+20%).
Literacy: American (+20%) Level One
Land Navigation (+15%) Armor of Ash (7)
Lore: Demon & Monster (+10%) Ash Bomb/Sphere (2)
Pilot: One civilian piloting skill of choice, but most vehicles Cauterize (2)
do not work well in the ash-filled land and skies. Fiery Dagger (4)
Spelunking (+10%) Fire Spark (2)
Swimming or Running, pick one. Hot Rocks (3)
Wilderness Survival (+10%) Lava and Heat Seal (5)
W.P. Ancient, one of choice, probably Staff, Blunt, or Ar- Lava Torch (2)
chery. Shed Lava (2)
W.P. Modern, one of choice, probably W.P. Handguns or Shoot Stream/Blast of Steam (3)
W.P. Rifle.
Hand to Hand: Basic can be selected as one O.C.C. Related Level Two
Skill or Expert for the cost of two.
O.C.C. Related Skills: Select five other skills at level one and Cool Lava (5)
one additional skill at level 3, 5, 9, and 12. All new skills start Fiery Spearhead (6 or 12)
at level one proficiency. Focused on learning magic not skills. Flaming Sphere or Rock Projectile (6)
Communications: Any. Shoot Stream of Burning Embers (4)
73

Brian Hite (Order #21137467)


Smoke Screen (5) Additional Related Fire-Based
Volcanological Divination (7) spells available to Pyromancers
Level Three See Rifts® Book of Magic for all descriptions.
Create Campfire or Curtain of Fire (8) Ballistic Fire (25)
Eyes of Fire (8) Blinding Flash (1)
Fiery Arrowhead (4) Cap Volcano (80)
Fiery Sword or Axe (12) Circle of Flame (10)
Fiery War Hammer (12) Close Fissures (30)
Fiery Whip (12) Cloud of Ash (5)
Cloud of Smoke (2)
Level Four Cloud of Steam (10)
Dragon Fire (40)
Armor of Magma (14) Extinguish Fire (4)
Flaming Spear Projectile (10) Fireblast (8)
Firebrand (8) Firequake (160)
Hot Blooded (8) Fire Ball (10)
Pyroclastic Calling (7) Fire Blossom (20)
Write in Lava (8) Fire Bolt (7)
Fire Globe (40)
Level Five Fire Gout (20)
Burning Hands (10) Fuel Flame (5)
Fire Jump (Teleport; 15) Ignite Fire (6)
Flaming Lava Projectile (10) Impervious to Fire (5)
Heal Burns (10) River of Lava (50)
Rain Ash (10 or 24)
Summon Fireflies (10)
New Pyromancy Spells
Level Six Listed by Level
Healing Lava Pool (15)
Lava Dam (17) Level One
Line of Traveling Fire (12)
Shoot Lava Bolt (15) Armor of Ash
Walk on Lava (10)
Level: One.
Range: Self or one other by touch.
Level Seven Duration: 10 minutes per level of the spell caster.
Enchant Weapon with Fire (5 or 20) Saving Throw: None.
Drain Lava (20) P.P.E.: Seven
Magma Well (21) This armor can be cast on oneself or another (up to 50 feet/15.2
Pyroclastic Cloud Attack (25) m, line of sight required). The armor appears as soot smeared
across the body and ash-coated clothing. The armor covers the
Level Eight whole body but does not provide an oxygen supply or protec-
Magma Geyser (20) tion against smoke, ash, gases or chemical sprays. And despite
Glass Cloud Barrier (20) its soft and dirty appearance, does not wash off in the rain or if
Swim Through Lava (12 or 24) submerged underwater.
Wings of Flame (30) It does blend in beautifully with a landscape covered in ashes,
however, making the “wearer” +10% to Prowl and Tailing and
Level Nine +15% to Camouflage skills outdoors in the Ashlands only. If the
person in Ash Armor intentionally hides or stands/crouches com-
Ash Storm (35)
pletely still, unmoving, he is likely to remain unseen – lost in the
Hallucination of Lava (65)
ash all around him until someone comes within 20 feet (6.1 m) of
Stop Lava Flow (50; temporary)
him. Even then, those walking by are -3 on Perception Rolls, -6 if
there is also falling ash or smoke. The wearer of Ash Armor be-
Level Ten comes noticeable only when he his moving or attacking, and when
Guide Lava Flow (50) he is more than 100 feet (30.5 m) away in falling ash, smoke, fog or
Ocean of Ash (55) falling snow, becomes little more than a blur. Those using range at-
Pyroclastic Sphere of Protection (60) tacks against the blur are -4 to strike. And if he drops to the ground
Rain Lava (110) in a prone position and doesn’t move, is completely lost from sight
and those looking for him are -6 on Perception Rolls.

74

Brian Hite (Order #21137467)


Armor of Ash also makes the wearer undetectable to infrared Pyromancers use the power of a super-heated stone to sear a
optics as well as heat sensors/optic systems! bleeding wound shut and stop blood loss. The magical precision
Physical Armor protection is light: 5 M.D.C. per level of the and skill of the spell caster allows small wounds to be closed
spell caster. and can be used to treat fairly complicated cuts and tears, and
Note: On an S.D.C. world, Ash Armor has an A.R. of 13 and when assisting a healer or doctor that includes the cauterization
5 S.D.C. points per level of experience, as well as the special of internal bleeding. This spell does not restore H.P. or S.D.C.,
bonuses and features noted above. nor does it restore function or feeling to damaged limbs/body
parts. By stopping the loss of blood, however, it can dramatically
Ash Bomb/Sphere increase someone’s survival time before they require immediate
medical attention.
Level: One.
Range: One Ash Bomb per casting, thrown up to 6 feet (1.8 m)
+1 foot (0.3 m) per level of experience. Fiery Dagger
Duration: Instant result. Level: One.
Damage (special): 1D4 S.D.C. when struck in the body and cre- Range: Weapon held by Pyromancer only. Cannot be thrown.
ates a big, gray dust mark. No damage if wearing a heavy coat or Duration: One melee round.
any type of armor, even if it is just S.D.C. armor. Mega-Damage: 1D6 M.D.; creatures vulnerable to fire take 50%
Head Shot Damage and Penalties: Victims who are not wear- more damage.
ing protective goggles/eye-wear and a mouth/nose covering such Saving Throw: Parry, dodge or disarm.
as a gas mask or protective helmet, and are struck in the face, P.P.E.: Four
take 1D4 S.D.C. damage and are partially blinded by the ash with This spell turns an ordinary S.D.C. knife into a flame-covered
the following results: Loses 1D4 melee attacks/actions that ini- Mega-Damage weapon by creating an M.D. flaming aura around
tial melee round, and all combat maneuvers (strike, parry, dodge, it. So if the small bladed weapon did 1D4 S.D.C. damage it now
etc.) are -6 while the victim tries to blink and squint through the does 1D4 M.D. as a flaming weapon. If S.D.C. damage was 1D6
gritty particles that get in his eyes. The penalties last for 1D4 me- it now does 1D6 M.D., and so on. Knives never do more than 2D4
lee rounds or until the eyes are flushed with water. or 1D6+2 S.D.C. damage so 2D4 or 1D6+2 M.D. is the maximum
To strike the face requires a Called Shot and a roll of 12 or possible from this magic. 1D6 M.D. is the norm. Note: See Fiery
higher to hit, plus the opponent can try to parry or dodge the at- Sword for larger blade weapons. ALL Fiery weapons return to
tack. normal and can be used repeatedly (unless stated otherwise). The
Throwing an Ash Bomb at someone wearing a helmet, gas flame around the weapon goes out when the weapon is released
mask or armor or a cyborg, creates a momentary puff of ash that or knocked out of the mage’s hand.
causes the victim to lose initiative and is -2 on all combat maneu-
vers (strike, parry, dodge, etc.) until he wipes the powdery ash
from his visor, helmet’s faceplate or cyborg eyes/lenses, which
Fire Spark
uses up only one melee attack to perform. Level: One.
Saving Throw: Dodge or parry only, with a -1 penalty. Range: Self only.
P.P.E.: Two, but ash must be physically available and the act Duration: Instant
of bending down to scoop up ash counts as one melee attack Saving Throw: None.
and throwing the Ash Bomb as another. However, if walk- P.P.E.: Two
ing through an ash field, the ashlands or when ash is falling The Pyromancer can create a fiery spark, like the flick of a
all around the mage, the Ash Sphere magically appears in his lighter, to catch kindling and highly flammable materials on fire.
hand to throw, and circumvents the need to physically scoop it Mainly used to start a proper campfire, light a cigarette or candle,
up. This holds true even if the ash is wet from rain. Note: Can or to light a fuse. A Fire Spark has a 50/50 chance of setting
make ash magically appear in his hand, anywhere, but costs spilled or an open container of fuel/gasoline/lamp oil on fire. The
15 P.P.E. spark is not enough to set someone’s clothes, furniture, hair or a
hay bale on fire.
The spell caster can scoop up a fistful of ash and magical-
ly turn it into a ball to throw. Damage is only 1D4 S.D.C. (no
damage if the opponent is wearing armor of any kind, S.D.C. or Hot Rocks
M.D.C.), and range is short, but if thrown in an adversary’s face, Level: One.
the Ash Bomb explodes into a small cloud of ash, causing him to Range: By touch.
cough and partially blinding him. See Damage, above, for exact Duration: Instant result that lasts for one hour +30 minutes per
details and duration of penalties. level of the spell caster.
Saving Throw: None.
Cauterize P.P.E.: Three
The Pyromancer can heat ordinary stones, by touch (so
Level: One. two rocks the size of a grapefruit or brick, or as many smaller
Range: By touch. stones that can be held in the hands, per spell casting) to gen-
Duration: Instant. erate heat without generating fire or smoke and without requir-
Saving Throw: None. ing combustible materials like kindling wood. Each heated
P.P.E.: Two pair of grapefruit- or brick-sized rocks radiates heat, but is
75

Brian Hite (Order #21137467)


not red hot, and is hot enough to warm an area for one or two This spell is used to illuminate. It is not a weapon. If it is used
people as well as to cook one simple, small meal. The heat as a blunt weapon to hit someone, it inflicts a mere 1D6 S.D.C.
lasts for one hour +30 minutes per level of the spell caster. A points of damage and falls apart after 1D4 impacts and goes dark.
pile of 10-20 rocks can heat an area 10 feet (2 m) in diameter Lava is necessary to perform this magic. The spell caster may
equivalent to a small or medium campfire and cook a larger douse the Lava Torch with a wave of his hand.
meal or several small, individual meals. The rocks are hot to
the touch and will burn anyone who picks one up (does 1D6
S.D.C. damage). It can also sear wood and fabric black, but
Shed Lava
will not set dry brush, clothing or wood on fire. Each stone Level: One.
can be no larger than a grapefruit or standard brick used to Range: Self and one other person by touch, or two other people
build houses. Ideal for camping, adventuring, keeping warm (not self and two others) up to 20 feet (6.1 m) away; line of sight
and cooking. Note: The stones can be no smaller than a golf- required.
ball. Smaller rocks, pebbles, sand, clay, mud and ice cannot be Duration: Instant with permanent results.
heated via this spell. If so desired, the spell caster can cancel Saving Throw: None.
the magic before its full duration runs out. P.P.E.: Two
Sometimes Pyromancers walk or swim through streams and
rivers of lava without harm. While they and the belongings on
Lava and Heat Seal their backs are not hurt by the molten rock, the lava still gets
Level: One. everywhere. Inside pockets, under clothing, in the hair, inside
Range: Self and one other person by touch, or two other people backpacks, belt pouches, etc. This spell magically sheds all the
by touch (not self and two people). It can also be applied to as lava on the character’s person and belongings. All the lava drop-
many as four sealed containers like backpacks, suit cases, plastic ping off into a puddle around the mage in just six seconds. This
tubs, barrels, and canisters by touch. Cannot seal off a vehicle or spell is also ideal for quickly getting lava off people or posses-
robot, but can be used on body armor and light to medium power sions before the magma does more damage over the next several
armor. melee rounds.
Duration: 30 minutes per level of experience.
Saving Throw: None.
P.P.E.: Five
Shoot Stream/Blast of Steam
Sometimes Pyromancers wade through lava without harm. Level: One.
While they are not hurt by the molten rock, and neither are their Range: 100 feet (30 m) +10 feet (6 m) per each additional level
clothing and the belongings carried on their person and on their of experience.
backs, the lava still gets everywhere. Inside pockets, under cloth- Duration: Burns for three melee rounds.
ing, in the hair, inside backpacks, belt pouches, etc. This spell S.D.C. Damage: 2D6 S.D.C. +1 S.D.C. point per each level of
magically seals off and closes all openings to prevent the lava experience.
from seeping into these locations and prevents combustible mate- Saving Throw: Dodge only.
rials that are worn or contained inside from catching fire or melt- P.P.E.: Three
ing! It can also be applied to containers, like bottles, containers, The mage can fire a stream or blast of steam from one of his
backpacks, sacks, satchels, barrels, trunks, plastic tubs, wooden hands or from his mouth (-2 to strike for blasts from the mouth
crates (not cardboard boxes), and similar sealable containers, to unless the target is within 12 feet/3.6 m, then no penalty). Ideal
prevent lava from destroying the container or leaking into the for S.D.C. combat, riot control, and chasing away animals.
container.

Lava Torch Level Two


Level: One.
Range: Self, handheld. Range of illumination 10 feet (3 m) with
Cool Lava
brightest light being nearest the torch; equivalent to a 60 watt Level: Five.
bulb. Range: Touch or up to 20 feet (6.1 m) away, but requires line of
Duration: One hour per level of the spell caster. sight.
Saving Throw: None. Duration: Instant with permanent results.
P.P.E.: Two Saving Throw: Not applicable unless the healing is unwanted,
The spell enables the mage to dip the tip of a club, baseball then a standard save applies.
bat, staff, chair or table leg, a thick tree branch and similar object P.P.E.: Five
and turn it a few times to get a wad of lava to wrap around one The spell immediately cools small amounts of burning lava
end. When removed from the lava flow and held up, the glob of (two pounds/0.9 kg per level of the spell caster), and is ideal for
lava does not run down the shaft but stays in place and radiates stopping splatters of hot lava from burning and inflicting addi-
light as if it were a fiery torch (equal to a 60 watt bulb). This il- tional damage to victims splattered or sprayed with lava. Once
lumination is wider, brighter and burns longer than what an actual cooled the lava can be plucked off the individual, however,
glob of lava would provide. Moreover, it does minimal damage to whatever damage was sustained from the molten rock remains
the wooden torch itself. in place.

76

Brian Hite (Order #21137467)


Fiery Spearhead This Pyromancy spell is useful for leveling structures and de-
stroying parked vehicles. The stream of embers moves slowly
Level: Two. and does limited damage at first, but for a small expenditure of
Range: Weapon held by Pyromancer only. Throwing range 100 energy, the Pyromancer can maintain the stream, dealing greater
feet (30.5 m), but -2 to strike (no penalty if the character has W.P. and greater damage over time until burning embers are flowing
Spear). like a waterfall of sparks. The damage builds up consistently, so
Duration: One melee round. unless the target moves it will eventually be destroyed or the spell
Mega-Damage: Short Spear or Javelin: 1D6 M.D., Long Spear: caster will run out of P.P.E.
2D6 M.D., Lance: 2D6+3 M.D.; not applicable to pole arms. Not
ideal for throwing (-2 to strike); see Flaming Spear Projectile for
a thrown spear/javelin. The flame around the weapon goes out Smoke Screen
when the weapon is released or knocked out of the mage’s hand. Level: One.
Saving Throw: Parry, dodge or disarm. Range: Self only.
P.P.E.: Six for a Short Spear or Javelin, 12 P.P.E. for a Long Duration: 5 minutes +1 minute per each additional level of ex-
Spear or Lance. perience; quadruple the duration when only the head and face are
Fundamentally the same as the Fiery Dagger spell in form and concealed.
function except it is the Spearhead at the end of a spear shaft Damage: None.
that becomes a flaming Mega-Damage. 1D6 M.D. is the norm for Saving Throw: None.
spears. 2D6 M.D. applies only to long spears and Lances. Note: P.P.E.: Five
Creatures vulnerable to fire take 50% more damage. This spell can be used to mask one’ face or entire body. When
just the face/head is concealed, it appears to be covered in or ac-
Flaming Sphere or Rock Projectile tually made of ash. The face is mostly featureless, with a slit for
the mouth and two dark spots for the eyes. When the entire body
Level: Two. is concealed the Smoke Screen creates a swirling or flowing aura
Range: The weapon is held and enchanted by a Pyromancer but of smoke or ash perpetually around a single, human-sized body
then thrown with dramatic effect. Throwing range is 70 feet (21.3 about four feet (1.2 m) in diameter. Within the cloud is a vaguely
m) +5 feet (1.5 m) per level of experience. human silhouette that can be seen for a split second, from time to
Duration: One melee round or until impact. time, but he or she or it, is otherwise concealed. No identifying
Mega-Damage: 1D4+1 M.D. when held and used to strike as features, marks, clothing, armor, weapons, etc.
a blunt weapon. 1D6 M.D. when thrown. The flame around the The Smoke Screen makes attacks from a distance -4 to strike.
sphere or stone goes out after impact and will not cause dry brush Anyone entering the Smoke Screen to engage in hand to hand
or combustibles to catch on fire. combat is partially blinded, even if wearing a gas mask or helmet,
Bonus: +1 to strike when throwing a flaming rock or ball no larg- due to the swirling smoke, ash, and grit, suffering a penalty of -6
er than a softball or grapefruit. -3 to strike if larger or not a ball on all combat rolls (initiative, strike, parry, dodge, etc.). Only the
shape such as a brick. spell caster is not blinded.
Saving Throw: Parry, dodge or disarm.
P.P.E.: Six
As long as there are ordinary stones laying around that are the size Volcanological Divination (Ritual)
of golf ball to that of a grapefruit, the Pyromancer has Mega-Dam- Level: Two.
age combat capabilities! This spell turns an entirely ordinary S.D.C. Range: Self only.
stone or S.D.C. toy ball (golf ball, baseball, rubber ball, etc., but Duration: The ritual takes 2 minutes (8 melee rounds) to per-
can be no larger than a grapefruit) into a flame-covered, low Mega- form.
Damage bludgeon or a Mega-Damage projectile that can be thrown. Mega-Damage: None. The spell caster glows with a dim orange
But this must be done before the duration ends, or else the object light as he performs the ritual.
reverts back to normal. Upon impact, the entire rock or ball explodes Saving Throw: None.
in a blast of fire, damaging whatever it hits. The item is completely P.P.E.: Seven
destroyed. Note: Creatures vulnerable to fire take double damage. This magic ritual allows Pyromancers to sense volcanic ac-
tivity and divine likely events such as a whether the volcano is
Shoot Stream of Burning Embers likely to erupt soon (tomorrow or within a few months) or no
time soon (years or decades from now), the duration of the event,
Level: Two. the amount of lava and the direction its flowing lava streams are
Range: 50 feet (15 m) +10 feet (3 m) per level of experience. likely to take, whether there will be a pyroclastic event (massive
Duration: Counts as one melee attack. destructive cloud of smoke, ash, debris, and rolling mud) and the
Mega-Damage: 1D6 S.D.C. per level of the spell caster, plus a course it will take, areas likely to suffer deadly bombardment of
50% chance of setting combustible material – dry grass, hay, fur- rock, ash and molten rock, fires that may be caused by it and
niture, blankets, clothing, etc. – on fire. This is a series of small where they will occur, seismic events and other events related
fires that will quickly spread if not quickly extinguished. Mega- to volcanic eruption and activity. He may also be able to tell if
Damage clothing and materials are immune to this attack. the event is natural and magically induced. Such information can
Saving Throw: Dodge at -2. be crucial in saving lives, evacuating communities in the line of
P.P.E.: Four destruction and so on. To have premonitions about a particular

77

Brian Hite (Order #21137467)


volcano, the Pyromancer must be at the site of the active or dor- zontal wall can be used to obscure what’s on the other side and
mant volcano in question. The exact time and complete details cover an escape. This short-lived, thin fire barrier only has a 20%
will be lacking, but there is enough information to avoid disaster chance of setting a window frame, door or door frame, etc. on
and save lives. As events are always changing, such premonitions fire, and cannot be cast right on top of a person or object, it is
may be unreliable, especially when they relate to events a year or always created in an open area.
more in the future.
Eyes of Fire
Level Three Level: Three.
Range: Self only.
Create Campfire or Curtain of Fire Duration: 10 minutes per level of experience.
Level: Three. Saving Throw: None.
Range: 50 feet (15.2 m), line of sight, open space. P.P.E.: Eight
Duration: Instant result. 1D6 melee rounds as a barrier, or one This spell makes it look as if the Pyromancer’s eyes are on fire
hour per level of the spell caster for a campfire. or fire burns in place of his eyes. The magical effect provides the
Damage: 1D6 S.D.C. damage per level of the spell caster to any- mage with Nightvision and infrared heat-seeing vision for 1,000
one who runs through a curtain or wall of fire. feet (305 m). It enables the mage to see through smoke and ash,
Saving Throw: None. magic or normal, with perfect clarity up to the same distance. The
P.P.E.: Eight Eyes of Fire also gives the spell caster a Horror Factor of 9 and a
This spell can be cast in two ways. First, it can be used to cre- +15% bonus to impress or intimidate.
ate a campfire, for warmth, to cook over, as a light source or to On the downside, Eyes of Fire stand out significantly at night
keep animals away. The campfire can be canceled and made to and is likely to make the spell caster a target of enemies and mon-
go out instantly by the spell caster or doused with dirt or water to sters.
put it out like any normal fire.
In the alternative, the spell can be cast as a thin, wall-like bar- Fiery Arrowhead
rier or curtain of fire. Level: Three.
When cast upright, it can be used to block a doorway, window Range: Arrow enchanted by touch from the Pyromancer, but
or a narrow alley passage. In this case, the flaming barrier is a anyone can use and fire the arrow provided they do so within one
maximum of six feet (1.8 m) tall and three feet (0.9 m) wide. melee round/15 seconds. Range of the arrow varies by type, see
When cast horizontally, the wall of fire is only six inches Damage, below, for range as well as damage.
(0.15 m) tall per level of the spell caster, but it may be enough, Duration: Lasts one melee round, so it must be fired quickly.
especially for higher level Pyromancers who can make taller Mega-Damage: As per arrow type.
horizontal walls, to momentarily hold an animal, enemy or crea- Short Bow: 1D6 M.D. – 340 feet (104 m).
ture fearful of fire at bay. This thin fire wall is always a straight, Longbow: 2D6 M.D. – 640 feet (195 m).
right and left line, or diagonal line of flames no longer than 10 Compound Bow: 2D6+1 M.D. – 700 feet (213 m).
feet (3 m). Pistol Crossbow: 1D6 M.D. 120 feet (36 m).
In both cases, vertical and horizontal fire barriers (regardless Light Crossbow: 2D4 M.D. – 340 feet (104 m).
of the height of a horizontal one) is a thin sheet or curtain of Heavy Crossbow: 2D8 M.D. – 600 feet (183 m)
flames 1D6 inches (2.5 to 15 cm) thick, but remains intimidating. Saving Throw: Dodge only, -5 to dodge arrows.
Most people will hesitate a few seconds (loses two melee attacks) P.P.E.: Four per each arrow that is enchanted. Can enchant as
before deciding whether or not they will run through the curtain many as one arrowhead per level of experience, but two arrows
or line of flame. Many will not brave it. costs 8 P.P.E., three 12 P.P.E., four 16 P.P.E., five arrowheads
Non-predatory animals and beings afraid of fire or to whom 20 P.P.E. and so on. These fiery-tipped arrows can be quickly
fire does greater damage, will NOT cross such a barrier, not even handed off to other archers for immediate use.
a low wall. However, there is a chance an intelligent being who is This spell turns an ordinary S.D.C. arrowhead into a Mega-
not protected against fire will still take the chance of leaping over Damage, flaming arrowhead that can be fired from an ordinary
or running through it. bow or crossbow. But this must be done before the duration ends,
Of course, M.D.C. creatures, heavily armored adversaries and or else the arrowhead will revert back to normal. Note: Creatures
those who are impervious to fire suffer no damage from this mag- vulnerable to fire take 50% more damage.
ical fire, nor are they impressed by this pitiful fire display, and
should not hesitate to go right through it.
S.D.C. Damage: The spell creates normal S.D.C. fire. Anyone Fiery Sword or Axe
and their possessions who goes through the thin, fiery barrier – a Level: Three.
quick hop – suffers only 1D6 S.D.C. damage per level of the spell Range: Weapon held by Pyromancer only. Cannot be thrown.
caster, and the spell caster can regulate the amount of damage Duration: Three melee rounds.
done in increments of 1D6 S.D.C. Mega-Damage: Short Sword, Scimitar, Saber, Machete: 2D4
Note: The flames radiate with heat and looks worse than it M.D. Medium Swords or Broadsword: 2D4+1 M.D. Bastard
is (Horror Factor 14), so it may still work as a deterrent against Sword and Long Sword (two-handed): 2D6 M.D.; Very Large
some foes. In addition, a curtain of fire used to fill and block a 2-Handed Swords, Claymore, Flamberge, Executioner’s Sword:
doorway, window or narrow passageway, as well as a tall hori- 3D6 M.D. Note: Hand-Axe/Hatchet does 1D6 M.D. Tomahawk:
78

Brian Hite (Order #21137467)


2D4 M.D. Two-Headed Axe and Fireman’s Axe: 2D6 M.D. and by touch, and provides air filtration and protection against
Battle Axe: 3D6 M.D. gas, smoke and falling ash. Fire, plasma and heat weapons
Saving Throw: Parry, dodge or disarm. do no damage, not even magic fire attacks. All other forms
P.P.E.: Twelve of attacks from M.D. punches and rail gun rounds to energy
This spell turns an ordinary S.D.C. sword or axe into a flame- weapons, explosives and cold-based magic inflict their nor-
covered, Mega-Damage weapon by creating an M.D. flaming mal damage.
aura around it. So if the sword or axe does 2D6 S.D.C. damage it Grants a protection of 10 M.D.C. per level of the spell caster.
now does 2D6 M.D. The flame around the weapon goes out when Moreover, the wearer can be completed immersed in lava for up
the weapon is released or knocked out of the mage’s hand. to 10 minutes before overheating and needing to remove himself
from the lava. After that time, the Armor of Magma suffers 1D6
Fiery War Hammer M.D. per melee round. When reduced to zero, its protection is
completely gone and the person inside the armor falls will take
Level: Three. damage unless he exits the lava while there is still at least one
Range: Weapon held by Pyromancer only. Cannot be thrown. M.D.C. point.
Duration: Three melee rounds. Note: On an S.D.C. world, Magma Armor has an A.R. of 17
Mega-Damage: Hammer/Tool: 1D6 M.D. War Club (Wood): and 10 S.D.C. per level of experience, as well as the environmen-
2D4 M.D. War Hammer (any), Mace, Morning Star, Sledgeham- tal protection from heat, gases and ash.
mer and Maul: 2D6 M.D.
Saving Throw: Parry, dodge or disarm.
P.P.E.: Twelve Flaming Spear Projectile
This spell turns an ordinary S.D.C. hammer or club into a Level: Four.
flame-covered, Mega-Damage weapon by creating an M.D. Range: The weapon is held and enchanted by the Pyromancer,
flaming aura around it. So if the small hammer or club does 2D6 but then thrown by the mage with dramatic effect. Throwing
S.D.C. damage it now does 2D6 M.D. Not applicable to the fists range is 130 feet (40 m) +30 feet (9.1 m) per level of experience.
of cyborgs or robots. The flame around the weapon goes out Duration: One melee round.
when the weapon is released or knocked out of the mage’s hand. Mega-Damage: 1D6 M.D. per level of experience regardless of
the type or size of the spear or javelin. Not applicable to pole
Fiery Whip arms.
Bonus: +1 to strike when thrown.
Level: Three. Saving Throw: Parry, dodge or disarm.
Range: A physical whip must be held by the Pyromancer (not P.P.E.: Ten
another person), but the magic extends the length/range of the
weapon by an extra 2 feet (0.6 m) per level of experience. Cannot This spell transforms an entire ordinary S.D.C. spear or
be thrown. javelin into a flame-covered Mega-Damage projectile to be
Duration: Two melee rounds. thrown. Upon impact, the entire spear explodes in a ball of
Mega-Damage: Light Whip (3-4 feet/0.9 to 1.2 m long): 1D6 fire, damaging whatever it struck and half damage to a three
M.D., Cat-O-Nine-Tails (3 feet/0.9 m long): 2D6 M.D. Bull foot (0.9 m) wide blast diameter around it. The spear is com-
Whip (8 feet/2.4 m long): 2D6+3 M.D. pletely destroyed. Note: Creatures vulnerable to fire take dou-
Saving Throw: Parry, dodge or disarm. ble damage.
P.P.E.: Twelve
This spell turns an ordinary S.D.C. whip into a flame-covered Firebrand
Mega-Damage weapon by creating an M.D. flaming aura around Level: Four.
it. An aura that extends 2 feet (0.6 m) per experience level of Range: Self only or one person by touch or up to 20 feet (6.1 m)
the spell caster. Damage is listed above. Not applicable to string, away; line of sight required.
rope, wire, or strips of ordinary rawhide, must be a whip. The Duration: One melee round per level of the spell caster.
flame around the weapon goes out when the weapon is released Saving Throw: Standard.
or knocked out of the mage’s hand. P.P.E.: Eight
This spell fuels the fire of the recipient’s passion in ad-
Level Four versarial and crisis situations, like combat, increasing his
level of intensity for one or a few melee rounds. Provides the
Armor of Magma following bonuses and penalties: +1 melee attack or action,
+10% to speed, +1 on initiative, +1 to combat maneuvers
Level: Four. (strike, parry, dodge, disarm, entangle, etc.) that is being
Range: Self only. Can be created and worn only by the spell performed to save a life (his own or another), as well as +5%
caster. to skill performance, +10% to charm, impress or intimidate,
Duration: Five minutes per level of experience. but no Perception Roll bonuses whatsoever, not even exist-
Saving Throw: None. ing ones (focused on the task at hand), is not aware of what’s
P.P.E.: Fourteen happening around him or approaching danger, and -1 melee
Flowing, red and black liquid lava covers the entire body attack and reduce speed 10% for the next 1D6 melee rounds
of the recipient. The spell can be cast on one’s self or another after this magic spell ends.
79

Brian Hite (Order #21137467)


Hot Blooded Write in Lava
Level: Four. Level: Four.
Range: Self or other by touch. Range: Self only.
Duration: One hour per each level of the spell caster. Duration: 30 minutes per level of the spell caster if generated
Saving Throw: None. out from the ground or the side of a rock, cliff, or mountain or
P.P.E.: Eight self. Fifteen to cast upon others. hillside. 1D4 days +1 day per level of experience if written using
The spell caster lights a fire in the mage’s own, or another per- molten rock pulled from a nearby, active lava stream or located
son’s, body, providing instant relief from the cold and healing the in an active lava field or the side of an active volcano. It takes one
effects of frostbite and hypothermia. The recipient of the magic is melee round to create the word or symbol.
able to stay warm and escape frostbite, even if dressed in summer Saving Throw: None.
clothes or is buck naked, in temperatures below zero as low as P.P.E.: Eight
-100 degrees Fahrenheit (-73 Celsius). The spell caster can write a giant word or two (“help” “this
way” “landing zone,” “beware,” “come no further,” “turn back,”
“Danger,” “Magic Zone,” “Demons,” and so on). In the alterna-
Pyroclastic Calling tive, the Pyromancer may create a giant symbol such as an arrow,
Level: Four. a circle or X in lava. Each letter can be as large as five feet (1.5 m)
Range: Length of a lava stream or anywhere within an active per level of the spell caster (symbols proportionately large). This
volcano with flowing lava. spell may be used to create markers, messages and warnings to
Duration: One melee round +1 melee round per additional level be seen from the air, at a distance and at night, and to intimidate
of experience. an enemy.
Saving Throw: None.
Restrictions & Limitations: Requires volcanic or geothermal
activity to use this magic, as well as on the heat, flames and Level Five
smoke of forest fires. Cannot be cast without one of these con-
ditions. Burning Hands
P.P.E.: Seven Level: Five.
The Pyromancer uses lava, fire or smoke generated by vol- Range: Self only.
canic or geothermal activity (including hot springs and gey- Duration: One melee round.
sers) as a medium with which to send his or her voice to a dis- Mega-Damage: 5D6 S.D.C./Hit Point damage from a slap or re-
tant location or a specific person in the area. Stepping within strained punch, 1D4 M.D. from a full strength punch and 1D4+2
reach of a lava flow, burning fire, smoke cloud or pyroclastic M.D. from a Power Punch, but the latter counts as two melee
cloud generated by volcanic activity, the spell caster simply attacks; +1 M.D. for characters with a P.S. of 16-20, +2 M.D. for
speaks and his or her words are broadcast to any point (or to P.S. of 21-24, +3 M.D. for P.S. of 25-28, +4 M.D. for P.S. of 29-
a specific person) of choice along that same lava flow, line of 34, +5 M.D. for P.S. of 35-39, and +6 M.D. if stronger than that.
smoke, or fire, for however long it goes, or within three miles Saving Throw: None.
(4.8 km) per level of experience around the caldera (center) of P.P.E.: Ten
an active volcano, or for the length of a lava flow. A pyroclas- This enchantment makes the Pyromancer’s hands and fore-
tic cloud is the massive rolling cloud of smoke, ash and rock arms hot and turns them into modest M.D. weapons. Each
that comes rolling out of volcanoes, resulting from medium to punch inflicts damage, as described above. In addition, the
large eruptions. Such pyroclastic clouds may travel 3D6 miles mage can pick up and handle burning hot coals, embers, hot
(4.8 to 29 km)! metal, lava, molten metal, burning objects, etc. without injury
The spoken message is relayed as telepathic or magical mes- to his hands. This can be helpful in emergencies and rescue
sage that can be made to be heard by one specific person, a group operations.
of specific people, or everyone within range or along the path the The mage can also leave his hand-print(s) burned into wood,
lava or cloud travels. plaster, painted surfaces, and other suitable materials, like a
A typical calling is something like “Wayne Smith, come to brand, to mark his passage. Burning Hands are NOT hot enough,
me” or “Dan Frederick, you are needed at X location.” “There long enough, to start a fire with his hands.
are people in need at Y.” It can also be a warning, “Flee (or
prepare), the Coalition Army is coming your way.” They can Fire Jump
also be used to harass or unsettle and enemy. “Leave this place Also Known As: Fire Teleport.
or be destroyed.” “Doom comes at midnight.” Alternatively, it Level: Five.
could be words of hope. “Fear not, help is coming.” And so Range: Self only, or self and someone wrapped in both of the
on. The message could also be a set of coordinates or phrase mage’s arms. That may also include one or two small to medium-
that only has meaning for the person(s) it is intended. In the sized animals that can be held in his arms; not a horse, lion or
case of a call to join the mage or meet someplace, the recipient tiger. Whoever is in his arms is Fire Jumped with the mage.
will always receive an impression of where that location is. The Duration: Instant.
calling or message is always short and only broadcasts once per Saving Throw: None.
spell casting. P.P.E.: Fifteen

80

Brian Hite (Order #21137467)


Often used for dramatic effect, the Pyromancer, who is imper- Duration: The ash falls for 1D6 minutes per level of the spell
vious to lava and fire to begin with, can let a lava flow wash over caster.
him and seem to consume him or jump into magma and vanish. Saving Throw: None.
Many would presume this individual to be destroyed, especially P.P.E.: Ten in the Ashlands of Montana, Wyoming, the Dako-
if they don’t know the character is a Pyromancer. When this spell tas and Nebraska, and wherever there is a lot of ash available,
is activated, the spell caster can teleport up to 2,000 feet (610 m) which is most of North America and many other places around
by stepping into lava or a man-sized fire and stepping out of an- the world for at least a few years after the Great Cataclysm.
other currently existing flame or lava. The spell also works with 24 P.P.E. to create the same raining Ash where there is no
molten metal. The Pyromancer must be able to see the destination heavy amount of ash and later in the early decades of the Two
flame or lava. If there is no destination flame or molten material, Hundred Years Dark Age.
the spell caster disappears for a moment (1D4 seconds), before The mostly harmless ash falls like a heavy snow in the des-
reappearing in a puff of smoke at the exact same location. ignated area. The ash covers everything – people, objects, ve-
hicles, ground – a monotonous gray-white – making them a
Flaming Lava Projectile difficult to spot from above or afar (-3 on Perception Rolls),
Level: Five. especially when they are hiding or motionless (-6 on Perception
Range: The weapon is held and enchanted by a Pyromancer, but Rolls).
then thrown. Throwing range is 90 feet (27.4 m) +10 feet (3 m) Shooting at targets inside the area of ash rain is done with
per level of experience. a -3 to strike penalty, but the same penalty applies to those
Duration: 1D4 melee round or until impact, whichever comes inside the raining ash when they are shooting at targets outside
first. the area the ash. The ash can also be used to cover tracks and
Mega-Damage: 2D6 M.D. upon impact (thrown), but the lava after 1D6+2 minutes smothers any small, normal fires inside
sticks and continues to inflict +1D6 M.D. for one melee per level its area of effect. The ash can also be used by the mage for
of the spell caster. other spells requiring ash to be an available component in its
Bonus: +1 to strike. magic.
Saving Throw: Parry or dodge, with a -2 penalty.
P.P.E.: Ten Summon Fireflies
An ordinary S.D.C. rock, brick or object such as a knife, sta- Level: Five.
pler, cell phone, bottle, canteen, cooking pan, a piece of pipe or Range: The fireflies appear in a cloud-like swarm above the
debris, is turned into a glob of molten lava that can be thrown spell caster. The silent swarm can be sent up to 100 feet (30
at an opponent with surprising accuracy and distance. The lava m) ahead/away +15 feet (4.6 m) per each additional level of
glob must be thrown before the duration ends, or else the object experience. Or to hover around a particular stationary target/
reverts back to normal. Upon impact, the molten object does its location or to follow a particular person/vehicle/target, though
initial 2D6 Mega-Damage but the lava splatters and continues their maximum speed is only 20 mph (32 km). Can light up a
to burn and inflict 1D6 M.D. per melee round equal to the level 20 foot (6.1 m) diameter bright enough to read (100 watts), or
of the spell caster or until the molten material is scraped away. a 50 foot (15.2 m) diameter bright enough to see in a dim light
Scraping it off requires all attacks/actions of one complete melee (40 watts).
round! Combustible materials such as clothing, dry grass, straw, Duration: Ten minutes per level of experience.
and wood have a 33% chance of catching fire; open gasoline and Saving Throw: None.
fuel ignites into flame on contact. Note: Creatures vulnerable to P.P.E.: Ten
fire take double damage. A means of heatless illumination, this magic summons a
swarm of enchanted fireflies or firefly-like insects from another
Heal Burns world that appear fluttering above the spell caster’s head. They
Level: Five. illuminate the mage and the area with a soft, greenish light. The
Range: Touch or up to 15 feet (4.6 m) away, but requires line of intensity of the light can be turned down to the equivalent of 40
sight. watts or up to 100 watts. The cloud of fireflies can be used to light
Duration: Instant with permanent results. the immediate area or sent head 100+ feet (30.5 m) to light the
Saving Throw: Not applicable unless the healing is unwanted, way. They are especially helpful in lighting up tunnels and hall-
then a standard save applies. ways, and to see what may lurk in the nearby darkness. Similarly
P.P.E.: Ten they can be spread out to illuminate a larger, albeit in the lowest
The spell immediately soothes and heals damage caused by brightness, 50 feet (15.2 m) in diameter.
burns/lava, restoring 2D6 Hit Points or 4D6 S.D.C., or 1D4 M.D. Fireflies can also be used to hover around and follow a par-
if a Mega-Damage creature, but scarring is left behind. For 20 ticular building, vehicle, robot, power armor, cyborg, demon or
P.P.E. the scaring from burns is minimal and barely noticeable. monster to “mark” a target for attack or bombardment. At night
in the open plains and among the ruins of toppled cities, their
light can be used to signal aircraft and other fliers to illuminate
Rain Ash enemies and give away their position. Likewise, casting this spell
Level: Five. several times means more and more Fireflies that may be used to
Range: Up to 500 feet (152 m). Covers a 20 foot (6.1 m) diameter light a much larger area or length, or to mark a trail or tunnel to
area +10 feet (3 m) per each additional level of experience. safety (or to set an ambush or a trap).
81

Brian Hite (Order #21137467)


Level Six it form hitting an innocent or to make sure the line of fire hits the
desired target.
Duration: 15 seconds per 25 feet (7.6 m) traveled.
Healing Lava Pool Damage: Possible fires described below, and a likely fire at the
Level: Six. end.
Range: 50 feet (15.2 m), line of sight and open ground required. Saving Throw: None.
Duration: Appears instantly. Lasts 5 minutes +1 minute per level P.P.E.: Twelve
of the spell caster.
This invocation creates a thin trail of fire from one spot to
Saving Throw: None, unless opposed to being healed, then the
another, with a maximum reach of 100 feet (30 m) +10 feet (3 m)
standard save vs magic applies.
per each additional level of experience. The fire acts like a fuze,
P.P.E.: Fifteen
wick or trail of gunpowder or accelerant, with the fire starting at
A pool of lava as large as six feet (1.8 m) in diameter appears
one end of the trail and slowly running to the other. Unlike sim-
on the ground where it is cast. The pool is 4-5 feet (1.2 to 1.5 m)
ply pouring a line of gasoline and lighting it, however, this spell
deep at its center. Oddly enough, this is not a pit trap but rather a
can be cast and ignited silently from afar, and has only a discern-
healing spell. Any person who submerges himself up to his shoul-
able smell the instant it ignites and begins to move, there is no
ders in the warm, comforting pool of lava and enjoys the sooth-
chemical smell or preparations necessary that might give it away.
ing heat for at least five minutes receives healing. Restores 1D6
The fire can serve as a distraction, or be used to set flammable
S.D.C. and 2D6 Hit Points (or 5D6 S.D.C. if there is no Hit Point
objects ablaze, set off explosives, etc.
damage) to S.D.C. beings or 2D4 M.D.C. to Mega-Damage crea-
It takes the line of fire about 15 seconds (one melee round)
tures. In addition, any recent wounds (no more than a month old)
to travel 25 feet (7.6 m) of distance. The fire inflicts 1D4 S.D.C.
caused by fire are soothed, healed and leave minimal scarring!
damage to those that come in contact with the small, traveling
The lava runs off the body, clothing or armor of the individual(s)
line of fire as it moves along its designated, straight line (or most-
as he emerges from the pool. As many as one person per level of
ly straight line) path. Any fires it starts to dry grass or flammable
the spell caster can be healed at the same time, provided they can
material along the way should be easy enough to put out, but it
all fit comfortably inside the Healing Lava Pool; typically 4-5
takes 1D6 melee rounds of effort and causes quite a commotion.
human-sized individuals.
When the Line of Traveling Fire comes to an end it does so with
Note: The lava cannot be cast on a person or object, and can-
a larger “poof” of flame.
not be made to appear under the feet of a person, animal or object,
The “poof” at the end of the line of fire is large enough to set
or the wheel(s) of a vehicle nor a portion of a building, tower,
a hay bale or haystack, pile of cloths or rags, hanging linens or
post, pole or tree to knock it over. The Healing Lava Pool can
blankets, a wood pile, canister of fuel, a stack of books, a bush or
only be made to appear on open ground, including clay, sand or
underbrush to on fire. Likewise, if an S.D.C. box of ammunition
solid rock. The pool can also offer a bit of temporary warmth to
or explosives is set on fire, it will explode in 1D6 seconds. An
anyone standing around it.
M.D.C. container of ammo or explosives has a 50/50 chance of
exploding every melee round (15 seconds) it is on fire.
Lava Dam If no one responds quickly to putting out the fire(s) that may
Level: Six. have been started, the fire spreads. Game Master discretion as to
Range: Up to 1,000 feet (305 m) away, line of sight required. how quickly and big it becomes. If a person is at the end of the
Area of effect, up to a diameter of 30 feet (9.1 m). small fiery burst at the end of the Line of Traveling Fire, some of
Duration: 10 minutes per level of the spell caster. his clothes will catch fire and require immediate action, probably
Saving Throw: None. with screams of surprise if not pain, while he struggles to put it out.
P.P.E.: Seventeen Such fiery distraction or explosion should distract everyone from
This powerful magic creates an invisible force that blocks lava the actions of the mage and his teammates for the duration spent
and heat, and makes it flow around the mage or the people, object battling the fire and then trying to figure out what the heck happened
or area where this spell is cast. This, in effect, creates an island here and who might be responsible. The only exception is someone
or bubble as large as 30 feet (9.1 m) in diameter, untouched by who was watching the mage or his teammates like a hawk, and who
the flowing lava all around it. The heat is still tremendous and did not look away to see what the commotion is all about.
stifling, but even it is much reduced and survivable by humans Note: If the fire travels along dirt, gravel, clay, mud, grass and
compared to what is all around it. Anyone or anything protected vegetation that is not dry, then the line the fire travels will NOT
within the invisible bubble needs to be rescued quickly, probably start any fires. Likewise if the final poof at the end of the line does
from the air, before the Lava Bubble Damn magic ends and the not hit something combustible or flammable, the burst is just a bit
lava quickly pours into this temporary gap of safety. of pyrotechnics without damaging effect, and the fire line burns
out without human intervention in less than a melee round.
Line of Traveling Fire
Level: Six.
Shoot Lava Bolt
Range: 100 feet (30.5 m) +10 feet (3 m) per each additional level Level: Six.
of experience. Requires a specific end/target and/or line of sight. Range: 50 feet (15.2 m) per level of experience.
Typically a straight line, but if the spell caster is watching and Duration: Instant, but burns for three melee rounds.
controlling the fire as it travels down its intended path, the mage Mega-Damage: 6D6 M.D., and after it hits, it continues to burn
can cause is to bend and move 20% to adjust its course to prevent and inflict 1D6 M.D. for an additional three melee rounds. The
82

Brian Hite (Order #21137467)


mage can regulate the amount of damage that is inflicted by incre- er’s hand. Mega-Damage Weapon Note: If the weapon was a
ments of 1D6 to inflict less damage if so desired. non-magical Mega-Damage weapon to begin with, like a Vibro-
Saving Throw: Dodge or parry at -3. Blade, this spell covers it in magical M.D. flame that adds 2D6
P.P.E.: Fifteen M.D. to it damage capacity while the enchantment is in place.
The mage can conjure a lava bolt out of thin air and fire it like Yes, this magic can be cast upon cyborg and power armor melee
a rocket from his hand (point and shoot), making it difficult to weapons like a retractable, finger blades/claws, dagger, sword,
see coming or avoid. After the glob hits, the boiling lava burns drill, saw, etc., but NOT their fists/hands or small weapons like
and sizzles where it lands, inflicting an additional 1D6 M.D. per knuckle spikes and other body spikes. Cannot be cast upon giant-
melee round or until it is scraped off. sized weapons such as those used by or built into giant robots and
vehicles UNTIL the mage is more powerful, 5th level or higher.
Walk on Lava HOWEVER, when cast on giant weapons the magic only lasts for
one melee round per level of the spell caster.
Level: Six.
Range: Self or one other up to 20 feet (6.1 m) away per level of
experience. Can also be cast upon an object, canoe or raft, en- Drain Lava
abling the item to float on the surface of lava without melting or Level: Seven.
burning up in seconds. Such an item or object can be pulled along Range: 100 feet (30 m) plus 50 feet (15 m) per each additional
or paddled across magma. level of experience.
Duration: Five minutes per level of the spell caster. Duration: Instant.
Saving Throw: None. Saving Throw: None.
P.P.E.: Ten P.P.E.: Twenty
Ability to walk on the surface of molten lava without sinking The spell caster focuses on a small area of molten rock, cool-
into it or one’s feet or footwear and clothing catching fire. This ing the lava within it and forcing it to drain harmlessly down into
also means the individual is temporarily impervious to heat, sul- the earth. The spell affects an area 15 feet (4.6 m) in diameter or
fur, smoke and falling ash from the lava. Walk on Lava means the a two foot (0.6 m) wide and 20 foot (6.1 m) long path through the
character can also ride with the flow of lava. lava. Using it on a large, hot, active lava flow is a waste of P.P.E.,
Note: The character is not safe from flying rock and debris or as the lava quickly flows into the empty space created, but the
attacks by others. Speed in half the usual Spd attribute number. spell can be used to eliminate a small pool or narrow stream of
lava, as well as on a stationary or slow-moving lava flow to elimi-
Level Seven nate sections of it or to create a safe passage through a thin lava
stream. Likewise, hardened, but still soft/malleable mounds of
lava can be eliminated to clear a path, restore streets, etc. Clear-
Enchant Weapon with Fire ing warm and cool lava from roads and paths is impressive when
Level: Seven. a group of Pyromancers do so using this spell. In all cases, the
Range: The spell caster must touch the weapon to make all but lava effects vanish back into the ground, where it does become
its handle covered in S.D.C. or M.D. fire. Unlike the earlier Fiery rock, as if it was never there on the surface. It goes down 10 feet
Weapon spells that only the mage can use, this fire weapon can (3 m) per level of the spell caster.
be used by anyone the Pyromancer allows to have one. However,
the spell caster can cancel the magic whenever he may desire.
Note: Applicable only to handheld weapons, not bullets or other
Magma Well
projectiles. Level: Seven.
Duration: Three melee rounds per level of the mage, but the spell Range: The well is created at a point where the Pyromancer
caster can cancel the magic at will. touches the ground with one hand.
Mega-Damage: Varies. See below. Duration: 12 hours per each level of the spell caster’s experi-
Saving Throw: None. ence.
P.P.E.: S.D.C. fire costs 5 P.P.E., but Mega-Damage fire costs Saving Throw: None.
Twenty. P.P.E.: Twenty-One
If the weapon is intended to inflict S.D.C. damage, then the Vital for creating camps and shelters in the broken and dev-
magic flames doubles the weapon’s usual damage capacity. For astated world of Chaos Earth, the Magma Well conjures up a
example, if a machete normally does 2D4 S.D.C. damage it now long-lasting pool of molten lava that is four feet (1.2 m) in di-
does 4D4 S.D.C. damage. Costs 5 P.P.E. to enchant. ameter. This enchanted ring of magma lets out heat and light,
If the fiery enchantment is intended to be a Mega-Damage enough to see by at night or beneath a sky-darkening ash cloud
flame, it costs 20 P.P.E. and turns an ordinary S.D.C. weapon – within a 20 foot (6.1 m) diameter. Its warmth staves off hy-
club, dagger, spearhead, sword, axe into a flame-covered, Mega- pothermia even in the dead of winter, with a soothing, benign
Damage weapon. See the Fiery weapon spells for the exact dam- heat that doesn’t burn or stifle, and is suitable for cooking. The
age for many common weapons. This is done by creating a M.D. Magma Well itself is no threat, unless someone happens to be
flaming aura around the weapon. So if the spear or sword does careless enough to fall into it. It also provides a source of lava
2D6 S.D.C. damage it now does 2D6 M.D., and double dam- for other spells that require it.
age to creatures vulnerable to fire. The flame around the weapon In addition, the amount of ash, burning embers and falling de-
goes out when the weapon is released or knocked out of the us- bris from volcanic activity as well as rain, wind and snow that fall

83

Brian Hite (Order #21137467)


over this protected area is 10% less severe, per level of the spell experience the most difficulty and discomfort and are partially
caster, than conditions around it. blinded (-6 to all combat rolls) while inside the cloud, and for
Note: The Magma Well must be cast is an open area and can- 1D4 melee rounds after exiting the cloud. That can be reduced by
not be made to appear under the feet of a person, object or vehicle. flushing the eyes with water (that takes one melee round in and
of itself). Shooting weapons through the lingering cloud of ash
Pyroclastic Cloud Attack (1D6 melee rounds) results in shooting wild. Running through
the cloud is dangerous because you will not know what waits be-
Level: Seven. yond it until you exit the ash cloud (and perhaps until you wash-
Range: 130 feet (40 m) for Wind Rush version. 300 feet (91.4 m) out your exposed eyes). Protected eyes suffer no such penalty.
for the large, vison obscuring cloud. Both uses of this spell are often deployed to create confusion,
Duration and Penalties: One melee round for an ash-filled Wind impair the enemy or to cover a strategic retreat, escape and to de-
Rush, but those with unprotected eyes are temporarily partially lay enemy pursuers or force them to go around the cloud or come
blind (-6 on all combat rolls) for 1D6 melee rounds or until eyes out of it potentially blind and vulnerable.
are flushed with water.
The large, less powerful, vision obscuring cloud has a duration
of 1D6+1 melee rounds and is of considerable size. See below for Level Eight
details about it providing cover and obscuring vision. Penalties
are the same for unprotected eyes while inside the cloud AND Magma Geyser
for 1D6 melee rounds after exiting unless eyes are cleaned with Level: Eight.
water. Range: The geyser or mini-eruption from an existing river or
Saving Throw: A roll of 18 or higher saves those caught in the pool of lava can be made to happen up to 50 feet (15 m) away, per
ash-filled Wind Rush of a mini-pyroclastic cloud from getting level of experience. A geyser that shoots in a diagonal or horizon-
knocked down and/or losing some possession(s) swept away by tal straight line at a specific target has a range of 100 feet (30.5 m)
the wind. +20 feet (6.1 m) per level of the spell caster.
P.P.E.: Twenty-Five Duration: Instant.
This spell enables the Pyromancer to create a small pyroclastic Mega-Damage: 1D6 M.D. to a 20 foot (6.1 m) radius via a verti-
cloud composed of ash and grit. The powerful wind is reminis- cal geyser splatter attack – the geyser of lava goes straight up,
cent of the Wind Rush spell except it also creates a large cloud of spraying the area all around it. Or 1D6x10 M.D. for a focused
ash that lingers and makes it difficult to see and fight. horizontal attack. See below for details and additional damage.
This powerful pyroclastic-like wind gust hits at 60 mph (96 Saving Throw: Dodge at -2.
km), which is capable of knocking people down (roll to save), P.P.E.: Twenty
knocking riders off horseback and hovercycles (roll to save), and The spell causes a geyser of a lava to erupt from an existing
blowing any lose or poorly secured small objects 20-120 feet pool or stream of hot lava. If no lava or molten metal is available,
(6-36 m) away, by creating a brief, powerful, mini-ash storm or the mage cannot use this spell.
Pyroclastic Cloud. The wind can be directed by the spell caster The Magma Geyser has two possible uses. One is splattering
to strike a specific target or a general sweep can be made (maxi- and area with lava. In this case, the lava geyser shoots straight up
mum wind width is 20 feet/6.1 m). Anyone caught in the wind is 50 feet (15.2 m), spraying a shower of lava that does 1D6 M.D. to
helpless and unable to attack or move forward for the duration of everyone within a 20 foot (6.1 m) radius. Everyone struck by the
one melee round (15 seconds), and unless they make a successful boiling lava suffers an additional 1D4 M.D. per melee round for
saving throw are knocked off their feet and lose initiative and two 1D4 rounds, or until the burning lava is scraped off. It takes one
melee attacks. melee round (15 seconds) to scrape off the glob of lava.
Moreover, unless the head and eyes are protected from the ash Or the mage can direct the full force of the Magma Geyser
and particles in the wind, or the character(s) caught in a Pyro- at one specific target – person, monster, vehicle, etc. – inflicting
clastic Cloud Attack makes a successful saving throw, he suffers 1D6x10 M.D.! The lava continues to burn and inflict 2D6 M.D.
the usually penalties for partial blindness: -6 to all combat rolls for 1D6 melee rounds or until it is scraped off; 4D6 M.D. if more
(strike, parry, dodge, etc.) for 1D6 melee rounds after the mini- than half of the body is covered in burning magma. The lava blast
pyroclastic wind strikes or until the eyes are flushed clean with covers 2D4x10% of the target it strikes, while anyone and any-
water. It also takes 1D6 melee rounds to find and gather up all the thing standing within in a 3 foot (0.9 m) diameter is splattered
items that may have been blown away. and suffers 1D6 M.D. for 1D4 melee rounds or until the burning
In the alternative, the pyroclastic cloud can be lessened in lava is scraped off. Characters vulnerable to fire and heat suffer
severity to create a much larger, 80 foot (24.4 m) diameter rolling double damage.
cloud of ash that stops to engulf the enemy and hangs over their 50% chance the fallout from the geyser sets flammable items,
position. It inflicts all the penalties of the Ash Cloud as follows. including clothing, dry grass, open canister of fuel, etc., on fire,
Victims caught in the cloud cannot see beyond 10 feet (3 m), they given enough time.
lose initiative, speed is reduced by half, and the whole situation is
uncomfortable. It is difficult to speak, cast spells and even breathe
without choking on dust and dirt. Eyes, nose and mouth must be
Glass Cloud Barrier
covered and protected from the grit that is swirling around. Level: Eight.
Those without protection for the eyes (goggles, helmet with Range: The cloud can be created up to 200 feet (61 m) away,
visor, environment body armor with a helmet and radio, etc.), +20 feet (6 m) per each additional level of experience. The cloud
84

Brian Hite (Order #21137467)


itself is 100 feet (30 m) in diameter, +15 feet (4.6 m) per each tude is limited to a maximum of 2,000 feet (610 m). Wings have
additional level of experience. the equivalent of 100 M.D.C. each, but they are made of magical
Duration: Two melee rounds per level of experience. flames and cannot be damaged by conventional or M.D. weap-
Damage: Breathing in the super-hot, razor-sharp glass fragments ons. HOWEVER, water and ice/cold magic and cold/water-based
deals 2D4 S.D.C. damage per melee round. magic weapons (rare) do full damage, as does ordinary rain and
Saving Throw: None. snow. Being inundated by water weakens and destroys the wings
P.P.E.: Twenty quickly, requiring the mage to recast the spell to recreate the
This spell unleashes a cloud of fine glass particles and magic wings to give him time to land.
into the air and causes them to hang in the air like a twinkling air Water, cold and ice magic does full damage. Light rain does
fog or cloud, a number of yards/meters in front of the spell caster. the equivalent of 1D6 M.D. per minute. Typical, steady rain does
This field of material disrupts and diffuses the output of energy 2D6 M.D. damage per melee round. Heavy rain, heavy snow
weapons, particularly lasers. When this spell is cast, a magical or sleet does 5D6 M.D. per melee Round. Monsoon, hurricane,
glass cloud barrier (may be straight or curved) is formed and ex- tornado, and blizzard conditions does 1D4x10 M.D. per melee
pands to fill a wide space where the mage wants it. round.
Lasers that go through this barrier are diffused within the
cloud reducing damage by half. All other types of energy weap-
ons are reduced by 25%. This applies to incoming and outgoing
Level Nine
energy blasts that go through the barrier. Does not block physical
projectiles, vehicles or people. However, any mortal being who
Ash Storm
steps into the Glass Cloud and breathes in the particles without an Level: Nine.
independent air supply or air filtration system suffers 2D6 S.D.C. Range: 200 feet (61 m) plus 50 feet (15.2 m) per level of the spell
damage per melee round they spend in the Glass Cloud. Breath- caster. Affects a 100 foot (30.5 m) radius +10 feet (3 m) per level
ing the tiny fragments of hot, sharp glass causes damage and in- of experience. Requires ash to be available in the area, whether
ternal bleeding. it is wet or dry.
Duration: Ten minutes per level of the Pyromancer.
Swim Through Lava Saving Throw: None.
P.P.E.: Thirty-Five
Level: Eight. The spell caster whips up a swirling ash storm 200+ feet (61
Range: Self or others within 50 feet (15 m). m) away. Victims caught in the storm are buffeted by 20 mph (32
Duration: Ten minutes, +5 minutes per level of experience. km) winds and ash. They find their vision (both nightvision and
Saving Throw: None. normal) reduced to a distance of about 10 feet (3 m). Plus they
P.P.E.: Twelve on self or a fellow Pyromancer, 24 if used on a lose initiative, speed is reduced by half, as well as finding the
non-Pyromancer. whole situation uncomfortable. It is difficult to speak, cast spells
The recipient of this spell’s magic is able to swim unharmed, and even breathe without choking on dust and dirt. Eyes, nose
on the surface and in lava/magma as if they were in water! The and mouth must be covered and protected from the grit that is
character can dive under the surface of lava and swim as long as swirling around. Those without protection for the eyes (goggles,
they can hold their breath. The magic also preserves their cloth- helmet with visor, environmental body armor with a helmet and
ing and any equipment on their person; no damage. However, radio, etc., experience the most difficulty and discomfort and are
loose items may fall or be pulled out by the movement of the lava partially blinded; -6 to combat rolls.
and lost. Likewise, unless actively swimming the lava will carry An ideal spell to use to cover an escape, create a diversion, to
the mage (and others) away as it moves like a river away from erase a trail, or block a particular passageway. Such an obstacle
the caldera. may require an enemy force to have to travel around the storm or
When cast upon other people, they find they can swim through wait it out.
the thick molten rock without harm, but do so slowly; swimming
speed in lava is half their Spd attribute. Pyromancers, enchanted
by this spell, on the other hand, can swim through lava at their
Hallucination of Lava
full normal Spd attribute, and do so without tiring for the duration Level: Nine.
of the spell. Those enchanted can maintain their speed even when Range: 100 feet (30 m) +50 feet (15 m) per each additional level
going against the current. of experience.
Duration: Two minutes +1 minute per each additional level of
experience.
Wings of Flame Saving Throw: -2 to save. -4 to save if the Hallucination is cre-
Level: Eight. ated among real lava streams and volcanic environment or condi-
Range: Self only. tions.
Duration: 20 minutes + 5 minutes per each additional level of P.P.E.: Sixty-Five
experience. With their innate familiarity with lava and magma, Pyromanc-
Saving Throw: None. ers are capable of producing an extremely convincing illusion
P.P.E.: Thirty of lava and magma flows. While it is completely imaginary, the
The spell caster grows wings of fire and can fly at a speed magical Hallucination of Lava looks and behaves just like real
equal to their running Speed attribute +22 (15 mph/24 km). Alti- lava. There is even the sensation of heat and smell of sulfur,
85

Brian Hite (Order #21137467)


though both are only a fraction of real lava which should tip off
characters familiar with lava and volcanoes – such as Pyromanc-
Level Ten
ers, Fire and Earth Warlocks, Elemental Fusionist, etc. – that
something is wrong and may not be what it seems. When that
Guide Lava Flow
happens, these individuals get to roll again to save vs magic/illu- Also Known As: Redirect Lava Flow.
sions and do so without the -2 or -4 penalty above. A successful Level: Ten.
save means they recognize the Hallucination of Lava as not real, Range: Can send lava flowing 500 feet (152 m) farther per level
and can tell what is and what is not real lava (if any). of experience, or cause a small stream to branch off from a much
Of course, there is no lava or heat and mechanical sensor sys- larger flow to go in a new and different direction, traveling 500
tems will indicate this to be the case. However, many people find feet (152 m) per level of experience.
it difficult to not believe what their senses are telling them. They Duration: Special, as per the flow of lava.
would rather trust their own perception than machines and sen- Saving Throw: Evacuate. Sometimes a dodge is applicable.
sors. If they question the lava illusion because of sensors, roll to People should be able to see a lava flow coming for miles away.
save again, but they still do so with the -2 (or -4) penalty. However, those who wait till the last minute, are engaged in
The illusion deals no damage, however, so if someone acci- rescue operations or not paying attention when it hits are -6 to
dentally falls into the lava or decides to call the spell caster’s dodge. Flowing lava, especially the first few weeks (or months)
bluff and walks into the lava without saving vs magic illusion, after the eruption, travels much faster than most people realize,
they will think and behave as if they fell into the real thing, suf- on average 30-40 mph (48 to 64 km) and up to 60 mph (96 km),
fering until someone pulls them out of the imaginary lava. Of so trying to avoid a stream that could be hundreds or thousands
course, they suffer no real physical damage. (Though the trauma of feet wide, even miles, can mean dodging is NOT an option.
might result in an insanity; G.M.’s call.) If a character who has Climbing on top of an M.D.C. structure is likely to be only a tem-
saved vs magic/illusions is seen to walk through or stands in the porary refuge lasting minutes (G.M. discretion); climbing atop an
lava unharmed, everyone witnessing this gets to roll to save again S.D.C. structure is likely to provide only moments (1D4 melee
WITHOUT penalty and +1 to save. For those who do not save rounds) of safety.
after this, the Hallucination is unshakable until the magic dura- P.P.E.: Fifty
tion ends, and they respond as if the lava is real, trying to move Mega-Damage From a Lava Flow: 1D6x10 M.D. on impact
around it, over it, knocking enemies into it, and being surprised and an additional 1D6x10 M.D. per melee round as the molten
when such enemies are unharmed and strike back, etc. rock melts and consumes everything in its path. The only way
Note: When this illusion is cast amongst real lava flows or to minimize damage after being immersed in a lava flow is to
placed near a blast furnace, molten slag, or other lava-like situ- exit the boiling lava, and that may necessitate being pulled out.
ations, the illusion seems all the more authentic and blends in For example: An M.D.C. tank could drive out and a giant robot
perfectly with the real molten material. In short, victims are -4 to can walk out of the flowing lava provided the pilot inside acts
save under this circumstance and unlikely to be able to tell what quickly to get out of the lava within one melee round (15 sec-
is real and what is in their head. onds). HOWEVER, lava is molten rock and wheeled or track/
In all cases, the spell caster can see the illusion but knows tread vehicles may have all their wheels or treads destroyed im-
what is real and what is not in his illusionary creation. mediately (as per the damage above) the moment the lava reach-
es them. Moreover, it is difficult to move through the dense
Stop Lava Flow molten rock. S.D.C. vehicles, structures, people, animals and
light M.D.C. vehicles don’t have a chance. The initial 1D6x10
Level: Nine. M.D. setting them ablaze and burning them alive in a matter of
Range: Adjacent self. seconds. Likewise, any M.D.C. hover vehicles whose lower and
Duration: One melee round per level of the spell caster. rear thrusters and jet engines get immersed and covered by lava
Saving Throw: Dodge only. Best to leave before the lava flow are immediately clogged and unable to fire-up to get out of the
arrives. lava.
P.P.E.: Fifty Similarly, people in M.D.C. body armor and power armor as
This is a very temporary measure that may be used to rescue well as cyborgs who get caught in the lava flow are likely killed
people, animals, and property. The stress on the mage is tremen- within a few melee rounds. Unless you are a Pyromancer, trying
dous and this spell cannot be cast again for at least five minutes. to walk or swim through molten rock is like trying to maneuver
When the lava flow begins to move again, it does so at the speed through wet concrete. Wet concrete that is 1,000-6,000 degrees
it was traveling before it was momentarily halted. Fahrenheit. Even flowing lava that is cooling can be 500-1,000
degrees Fahrenheit (260 to 538 C).
Damage and Penalties Inflicted Upon People in Armor: Re-
duce Spd by 95% when caught or knocked into flowing magma,
and swept away by the current.
Cyborgs and Power Armor: Reduce Spd by 90% and they
are swept away and pulled down into the flowing lava. A six
foot human will be pulled under and completely submerged
by lava within 1D4+4 melee rounds! If they can even survive
that long. It is best to pull them out via chain, magic, levi-
tation, airlift or any means available as quickly as possible.
86

Brian Hite (Order #21137467)


Once pulled under, the person or object is gone from sight. and bend it to flow around objects and locations along the magma
Remember, anything that is caught within, or dropped into, flows edges, and he can even split it down the middle to go into
the lava flow suffers 1D6x10 M.D. per melee round (every 15 two different directions in a V-shape. The Pyromancer can also
seconds). try to direct lava safely into channels, ravines and highways, or
Armored Vehicles: Reduce Spd by 80%. Even tanks, giant ro- toward low ground and already devastated areas. Note that di-
bots (probably topple over or dropped to their knees within 2-4 recting the lava into fresh water is likely to pollute the water and
melee rounds) and other armored vehicles are likely to be swept kill aquatic life, so diverting it away from fresh water is another
away, melted down and consumed by lava in a matter of a few mission.
minutes. The mage cannot speed up or slow down lava, so the lava flow
Buildings and Standing Structures: S.D.C. structures are continues to travel at its own pace, but he can have it follow him
bowled over as if hit by a bulldozer and are burned to a crisp. or a particular path/direction of his choosing, provided he has suf-
Lampposts, street signs, and towers are also knocked over or ficient power to reach the desired destination. Pyromancers can
their base melted and the structure topples into the lava stream also make the lava flow travel father than it might have done on
and is melted to nothing. Likewise, M.D.C. buildings, bridges, its own by 5% per level of experience, and force it to travel a bit
sections of highway, etc., caught in the flow of the magma are farther as per under Range, above.
subjected to continuous damage at their base and foundation until The Guide Lava Spell can also be used as a weapon of mass
they finally partially collapse or completely topple over to be fur- destruction by redirecting the flow against enemy camps and
ther consumed. Some portion of the building, especially if large, strongholds, and leveling standing structures, destroying parked
like an apartment complex or skyscraper, is likely to survive, but vehicles, giant robots, crumbling ruins, entire towns and portions
2D4x10% will be completely destroyed, the rest of the shattered of a city. The typical lava flow moves across the land at speeds
structure protruding from solid rock after the molten stone hard- of 30-60 mph (48 to 96 km), consuming everything in its path,
ens like concrete. Its melted and contorted body like something and starting grass and forest fires along its perimeters, burning
out of a surrealistic painting. swaths through cities and scorching the land. People in the lava’s
It is always best to evacuate and flee an approaching lava flow. path need to get out of the way or die. Fortunately, the flow and
Speed of a Lava Flow: Slow moving: 4-10 mph (6.4 to 16 accompanying fires are seen miles away, enabling most people
km). Typical: 30-40 mph (48 to 64 km). Fast moving flow: 60 to evacuate, but they may lose everything except what they can
mph (96 km). The farther from the volcano, the slower the flow. carry or haul away before the lava flow arrives.
Distance: Lava can flow as little as 1-6 miles (1.6 to 9.6 km)
from the caldera to as far as 100 miles (160 km) under normal Ocean of Ashes
conditions before the Great Cataclysm. With the stress and pull Level: Ten.
of forces caused by the Coming of the Rifts, dimensional ener- Range: 200 foot (61 m) radius per level of experience that can be
gies and magic, easily double that. The massive, Yellowstone cast 300 feet (91 m) away per level of the spell caster.
Super-Volcano is a special case due to its immense size and Duration: Five minutes +1 minute per each additional level of
creating a blast crater and caldera 60 miles (96 km) in diameter. experience.
Streaming from all around it are lava flows the size of lakes, Saving Throw: -3 for living creatures. Vehicles, robots, power
rivers and streams. Many flowing in all directions for 2D4x100 armor, and cyborgs that are more than 50% machine do not get to
miles (320 to 1,280 km). And Pyromancers can extend that save. A successful save means penalties
length/range even farther, or make smaller lava tributaries P.P.E.: Fifty-Five
branching out from these larger magma rivers. Many of these
Ocean of Ashes creates a dense, slightly shimmering mist or
will burn for decades.
cloud of ash that hangs low to the ground about 3-4 feet (0.9 to
Width: A small, narrow lava flow is 2D6x10 feet (6.1 to 36.6
1.2 m) above the surface. Movement through the low-hanging
m) wide. A typically lava flow is 2D6x100 feet (61 to 366 m)
ashes is difficult, as if walking against the wind or through wa-
wide. A large lava flow can be 2D4x1,000 feet (610 to 2,438
ter. The speed of vehicles, robots, power armor, full conversion
m) wide. A massive lava flow can be 1D4 miles (1.6 to 6.4 km)
cyborgs and giant animals going through the is forcibly reduced
wide!
by half, and the individual or vehicle must exert maximum en-
Thickness: The depth/thickness of a lava flow from the Yel-
ergy, as if running/driving at full speed, to go at half speed.
low Stone Super-Volcano ranges from 10-60 feet (3 to 18.3
Reducing speed makes movement even slower. The speed of
m); two and three times that within 50 miles (80 km) of the
human-sized beings and smaller NOT clad in armor are only
massive blast crater! Narrow, river-like crevices in the earth
slowed by 25%. Combat in the Ocean of Ash sees the number of
filled with boiling magma can be 60-500 feet (18.3 to 152 m)
attacks per melee and combat bonuses all reduced by half! Only
deep and 8-30 feet (2.4 to 9.1 m) wide. They are most com-
the spell caster and fellow Pyromancers (and Fire and Earth El-
mon around the massive Yellowstone crater/caldera but a few
emental beings) are immune to the effects of this magic, and
stretch for hundreds of miles. One of which leads a crooked
move unimpaired.
trail through Wyoming and into the northwestern corner of
Nebraska.
This spell enables the Pyromancer to loosely control and guide
Pyroclastic Sphere of Protection
the direction of an existing lava flow. He cannot make a lava Level: Ten.
stream appear out of nowhere. The mage is able to change the Range: Can be cast up to 100 feet (30.5 m) away to protect some
course of the lava stream by 4% per level of experience to divert one else or around the mage and his teammates. Creates an area

87

Brian Hite (Order #21137467)


of protection that is 10 feet (3 m)in diameter per the level of the
spell caster. The mage can adjust the size as he deems necessary
or desirable within his limitations.
Other Source
Material
Duration: The spell casting use up three melee attacks and takes
about 6-8 seconds to perform. The sphere of protection lasts for
30 minutes per level of the spell caster’s experience. That time
period can be extended with an additional 50 P.P.E.
Saving Throw: None.
P.P.E.: Sixty Zone Twisters
This powerful spell creates a magic sphere used to provide The most turbulent and unnerving new type of weather to blast
shelter from the force and power of what an erupting volcano it across the state are the massive, interdimensional storms that
is likely to release. While it functions like a force field against have been dubbed Zone Twisters! Zone Twisters are huge tor-
the forces of destruction unleashed by a volcano – including a nadoes brimming with magical energy, like a rolling, open nexus
pyroclastic cloud, mudslide, rockslide, lava (both flowing lava point, sparking and flaring with dimensional dangers. They are
and raining lava), falling hot embers, magma, rocks and debris just as violent and unpredictable as an average Ley Line Storm,
raining down, as well as raging fire, ash, smoke, toxic gases, but also follow long distances when they travel and can actually
intense heat that would otherwise kill a human in minutes and stray from a ley line, spreading out the damage they inflict across
even an avalanche or flash flooding “if” it was caused by the a path of devastation that stretches dozens or even hundreds of
eruption of a volcano or related geothermal event – it does not miles. No one is sure if these rolling dimensional storms are
provide protection against man-made weapons, missile bom- spawned on ley lines or appear at random, sparked by a conflu-
bardment, magic, psionics, people or any directed attack. This ence of magical and dimensional energy, or if their torrents of
is a much more powerful spell than the Lava Dam as it only magic are somehow spontaneous events and the Zone Twister is
has influence over the movement of lava and reducing intense then pushed along by normal air pressure and wind.
heat. As a sort of rolling open nexus point, Zone Twisters unleash odd-
When the pyroclastic cloud, mudslide, lava, etc. have ities and monsters by briefly opening Rifts and D-Shifting the terrain
passed, the Pyroclastic Sphere of Protections stands out like as it rages across the land. Like a tornado, it too can cut a physical
an oasis in the desert or an island in the ocean as a small area swath of destruction, but just as often Zone Twisters, worst along
spared utter destruction by the volcanic event. Everything the Platte Ley Line, pass through buildings, trees and people as if
within the area of effect is untouched, but only for as long as they were a phantom tornado or simply a magical illusion one mo-
the magic is maintained. That is not long. People needs to be ment and into a true tornado the next. Other times the Zone Twister
rescued quickly. remains a phantom its entire existence, but is still able to deposit
“things” form other worlds and realities into our own.
Rain Lava
Level: Ten. Zone Twister Random Effects Table
Range: Can be cast up to 200 feet (61 m); line of sight required. Zone Twisters move quickly, but sometimes they linger over
Covers 40 feet (12.2 m) in diameter +10 feet (3 m) per each ad- an area for a time, passing back and forth, just like a normal torna-
ditional level of the spell caster. do. Roll 1D4 to determine the number of minutes a Zone Twister
Duration: The lava falls for one melee round (15 seconds) +1 per takes to pass. For each melee round/15 seconds, roll once on the
each additional level of experience. following table to see what effects the twister creates. There is
Mega-Damage: 2D6 M.D. per melee round to human-sized tar- no need to roll again if the players are scattered or dislocated
gets caught in the lava rain; 4D6 M.D. per melee round to ve- away from the twister. It is assumed that they are transported far
hicles, robots, and buildings the size of a sedan or bigger. Has enough away to be safe from more after-effects.
a 50% chance of setting dry grass and combustibles on fire. The
lava continues to burn for 1D6 melee rounds after it stops raining 01-04% Vacuum: All of the air around the players vanishes
and then vanishes as if it never was. However, any fires that may as the space around them is D-Shifted into a void with no atmo-
have started continue to burn and expand. sphere. This condition only lasts for 15 seconds, so no one is in
Saving Throw: None. real danger of suffocation, but the shock leaves anyone without
P.P.E.: One Hundred Ten an independent air supply with a -3 on Perception Rolls, -3 on ini-
tiative and -2 to strike, dodge, parry, and disarm for the next two
The spell caster causes it to rain molten rock within a small, melee rounds. Non-magic flame is snuffed out, and any vehicle
focused area. Everything inside the target area is saturated with with an internal combustion engine stalls and must be restarted
lava droplets, dealing Mega-Damage, killing unarmored indi- (requires 1D4 melee rounds) after the Zone Twister moves on.
viduals, burning into concrete and body armor, and has a 50% Low flying Helicopters and normal aircraft must roll to save vs
chance of starting fires. While the spell does a lot of damage over the pilot’s piloting skill or will crash land with no air to support
time, the area of effect cannot be moved once cast, so targets that their flight.
make a run for it will be able to save themselves as long as they 05-10% Scattered: The player characters are all magical-
survive the initial lava fall and can find cover or get out of the ly teleported and deposited in different directions, ending up
radius of effect. 1D6x1000 feet (1D6x305 m) away from their starting location,
all in different directions.

88

Brian Hite (Order #21137467)


11-20% D-Bees: 2D4 random humanoid D-Bees (G.M.’s dis- 76-80% Gravity Spiral: The player characters and anyone
cretion) are transported into the area around the players. They are within 50 feet (15 m) of a small grey spiral, begin to “fall” up-
not hostile monsters, but are confused and frightened, and may ward and feel weightless. The heavier an object is, the higher it
lash out in perceived self-defense. See Rifts® World Book 30: goes before the twister passes. Normal people are lifted 10-15
D-Bees of North America. It might also be fun to throw some feet (3-4.6 m) off the ground, and power armor, Combat Cyborgs
other world beings such as the slave stock D-Bees in Rifts® and large characters rise 30 feet (9.1 m), and robots, vehicles and
World Book 2: Atlantis or Rifts® World Book 21: Splynn Di- giant characters 20+ feet (6.1 m) tall rise 100 feet (30.5 m) into
mensional Market, at your players, and maybe even Minions the air. Anything that cannot handle the rough impact of hitting
of Splugorth torn from their own world or reality. Of course, the ground suffers damage and may be possibly smashed apart.
you can also bring in aliens from any of the Rifts® Dimension Vehicles may have to be flipped or righted before progress can
Books, as well as other game settings (may require some modifi- continue. All lose 10% of their main body Hit Points or M.D.C.,
cation) or D-Bees of your own design. big vehicles lose 20%.
21-30% Demons: 1D4+1 demons – these can be Chaos De- 81-85% Relocated (Near): The player group is suddenly tele-
mons (see Chaos Earth® Creatures of Chaos), Archaic demons ported 2,000 feet (610 m) away to a new location. Roll 1D4 to
(see Rifts® Mystic Russia), Daemonix (see Coalition Wars®/ determine direction: 1 = North, 2 = East, 3 = South, 4 = West.
Siege on Tolkeen 2: Coalition Overkill), demons of Hades, Dee- 86-90% Relocated (Far): The player group and anyone with-
vils of Dyval, or other demonic or demon-like creatures (Brod- in 50 feet (15 m) of them are teleported 1D6+1 miles (3.2 to 11
kil, Thornhead, Neuron Beast, etc.), from Rifts® World Books, km) away to a new location. Roll 1D4 to determine direction: 1 =
Dimension Books, Nightbane®, Palladium Fantasy RPG® titles, North, 2 = East, 3 = South, 4 = West.
and, well, anywhere. May substitute lesser deities and godlings. 91-95% Relocated Visitors: Suddenly a group of 1D4+1
31-45% Monsters: 1D4+1 hostile monsters like Demon Hop- people from the state of Nebraska appear of thin air within 100
pers (Xiticix), Ash Worms, or creatures from beyond Nebraska feet (30.5 m) of the player group. These could be any of the fol-
or of the G.M.’s own design, or from any number of RPG re- lowing, roll percentile for random determination or pick one.
sources. From Rifts® that can include Black Faeries, Witchlings, 01-10% Innocent and frightened survivors who have no idea
Worm Wraiths, Fury Beetles, Devil Unicorn, Oborus-Slitherers, what just happened and need help.
Panthera-Tereon, Giant Canyon Worms, dinosaurs, perhaps 11-20% Bushwhacking Ash Fallen!
even Monstrous Bees or aliens/monsters from Rifts® Dimension 21-30% NEMA troops! Foot soldiers or peacekeepers.
Books (G.M.’s discretion) appear around the player characters. 31-40% Evil Lost Skeletons!
See the upcoming Rifts® Bestiary Volume One and Two, for a 41-50% Lorhan River People.
wide range of creatures, big and small. 51-60% Nebraska National Guard.
46-50% Instant Nightfall: The sun is momentarily gone as 61-70% Demon Hoppers (Xiticix) or other wicked monster!
the entire area reverts to night or an alien darkness or weird night- 71-80% D-Bees, hostile or friendly.
like sky. Visibility is limited to about 200 feet (61 m), half that if 81-90% Armored NEMA troops (Silver Eagle, Chromium
there are no stars of moon. Heat vision, infrared optics and pas- Guardsmen or other)!
sive nightvision optics can be of help. This night scene lasts for 91-00% Fellow Pyromancers or other group of practitioners of
1D6 minutes before everything returns to normal. magic or psychics. They may be hostile or friendly.
51-60% Path of Fire: In the wake of the Zone Twisters is 96-00% Eye of the Storm: Everything is calm in the immedi-
black, hardened lava with narrow streams of boiling lava flowing ate vicinity around the player characters. They stand in awe as
through it or a pool of lava. The area of effect is either a 1D6x100 the world around them changes rapidly, one dimension swirling
foot (30.5 to 183 m) long, 1D4x10 feet (3 to 12.2 m) wide swath into another inside the Zone Twister. Any aliens, D-Bees, mon-
of scorched earth. The 2D6 lava streams are only 1D6 feet (0.3 to sters, demons, etc. that are spun out of the tornado are hurled out
1.8 m) wide and may run a few yards/meters or the entire length of sight or trapped on the other side of the raging dimensional
of this new Path of Fire. A lava pool is 1D4x10 feet (3 to 12.2 torrent. Conditions remain this way for 1D4 minutes before the
m) in diameter. Once created, they burn and boil for 3D6 years. Zone Twister bounces and moves on.
Pyromancers can utilize the lava to assist in their magic.
In the alternative, everything/everyone around the Zone
Twister is dealt 3D6 S.D.C. damage from a wave of heat and a
blast of fire projected from another dimension. 50% chance of
combustible items catching fire. Then it is gone in a flash.
Notable Nebraska
Characters
61-70% Dimensional Blinkout: Suddenly, along the path of
the Zone Twister is a lush, natural garden with Earth or alien fruit
trees or berries as well as a fresh water spring. The food is edible
and delicious as is the water. Enjoy it and eat or collect what you
By Dan Frederick
can, while you can, because this portal to Earth’s past or an alien
garden of Eden vanishes without a trace in 2D6 minutes. The K-9 “officer” known as Kobe opened one eye as Cade
71-75% Ley Line Lightning: Magic lightning bolts cast out sauntered into the briefing room. Something about the old Prep-
from the Zone Twister in all directions. Each character must roll per felt familiar, comforting, and the dog slowly shut his eye and
a dodge of 13 or greater to avoid being struck. Those who fail to rested. It had already been a long day, and Kobe’s handler, Of-
dodge take 2D6 M.D. Static electricity remains in the air for 1D6 ficer Buck Bauer, had taken the genetically designed K-9 on a five
minutes. mile (8 km) run prior to making their way to the briefing room.
89

Brian Hite (Order #21137467)


Neither Kobe or Buck had slept the night before, racing across life, but young Jonathan had seventeen pieces of buckshot re-
the ash covered expanse outside Lincoln. The duo had avoided moved from his arms, legs and face, and the story, and the little
attacks by the extremists in the capital, and scouted out a fair scars that cover his body, have kept the nickname fresh to this
amount of the area, returning to Offutt base for a run and a long- day.
needed nap. Always a steady and loyal officer, Buck’s sanity has been
Officer Bauer lounged across two folding chairs, precariously slowly unraveling since the Great Cataclysm struck and the world
balanced, with his armored trench coat rolled up as a lumpy pil- turned into a living nightmare or sci-fi story. The things he has
low. He ignored the arrival of Crazy Cade. seen in the short weeks that followed, and the things he has been
Cade Williams grimaced at the lazy cops as he walked into forced to do to survive, weigh heavily on the man. Still, he rou-
the room. There was much to do to be properly prepared for tinely puts himself between innocent civilians and interdimen-
what was coming. Shaking his head with disapproval, the famous sional horrors, enough so to scar him emotionally and mentally.
Prepper and survival expert coughed for attention. Both K-9 and Every day that passes pushes Bauer closer to a point where he
human officer ignored the noise. Sighing heavily, Cade dropped might ... “bug out,” as Cade would put it, and take off for a safer
into an empty chair and waited for the start of the briefing. He location with Kobe and all the firepower he can carry. His belief
pulled a flask from a chest pocket, surprised by the seemingly that there might not be a safer location, and his sense of duty to
unconscious Buck who raised his arm out, waving at him to pass the survivors in and around Omaha, keeps him tied to Nebraska,
the hooch. Cade’s frown deepened, but he passed the flask over to at least for the moment.
Buck, who took a long sip without opening his eyes. O.C.C.: Law Enforcement Officer (See the upcoming Rifts®
A few minutes of silence later and Kobe growled and stood Chaos Earth® First Responders™)
up. Buck took his cue from the dog, swivelling in the chair and
Alignment: Aberrant.
sliding his coat back on. Brushing his hands through his unkempt
Attributes: I.Q. 14, M.E. 12, M.A. 12, P.S. 21, P.P. 13, P.E. 15,
hair, the cop sat up straight and suddenly looked like he hadn’t
P.B. 13, Spd 29.
been fast asleep 10 seconds before. Wondering what they were
doing, Cade was again caught off guard as the door opened and Hit Points: 46
a red-headed young lady walked in, followed by the base com- S.D.C.: 19
mander. P.P.E.: 4
The Air Force general that now ran the base nodded at Offi- Height: 5 feet, 10 inches (1.78 m).
cer Bauer and shook the man’s hand. “Always ready for trouble. Weight: 188 lbs (85 kg).
Good man. Mr. Williams, take stock. This is our finest right here.” Disposition & Description: In the days after the Great Cata-
Right behind the general, Dot made her way into the room. clysm, Buck might not maintain the clean-shaven, sharp-
The young lady, sized up the others present, smiled down at Kobe. pressed uniform look, but he still has the formal air of a cop
Worried about working with new people, she reminded herself on-duty. At the age of 48, he looks 30 or 32 years old thanks
that this was the best option for saving those in need. to Golden Age advanced genetics. With his enhanced lifespan
The commander pointed at the chairs and stated, “Please, he could live to be 160 years old, or die tomorrow with all the
have a seat. Gentlemen, this is Dot Hawkens. Ms. Hawkens, make violence the collapse of society and the Great Cataclysm have
yourself at home.” brought. Genetic engineering provides Buck a bonus to his
Cade forgot his annoyance at the cop named Buck and looked P.S. and Spd.
at Dot, long red hair, dressed in a simple, dusty dress obviously Experience Level: 7th level Omaha Police Officer, Law En-
salvaged from the remains of some store. She looked stunning, forcement.
but far too young for him. He couldn’t help but grin and nod M.O.S.: Motor “Street Cop” and K-9 Officer.
hello. Her returned smile was ravishing. Notable M.O.S., O.C.C. and Other Skills: Automotive (Hover-
“In a few minutes,” the general started, “my techs will be here craft) Mechanics 60%, Combat Driving, Computer Operation
to propose an operation that I want you three…” 85%, First Aid 68%, Language: American 98%, Language:
“Four,” stated Buck. Spanish 65%, Law: General 75%, Literacy: American 80%,
“...four,” acknowledging the police dog, “to go on a run. Of- Mathematics: Basic 98%, Pick Locks 66%, Pilot: Automobile
ficer Bauer, you and Kobe here have been doing exploration mis- 78%, Pilot: Hovercraft (Ground) 98%, Prowl 56%, Radio: Ba-
sions for us, now it’s time to put what you’ve learned to use. I sic 66%, Roadwise: City 63%, Running, Targeting (all are +3
want to send you four on a rescue op. You’re going out there to strike), W.P. Automatic Pistol, W.P. Energy Pistol, W.P.
– into the ashes.” Energy Rifle, and W.P. Paired Weapons.
Combat Skills: Hand to Hand: Expert.
Jonathan “Buckshot” Bauer Attacks per Melee: Five.
Magic: None.
Omaha Police Officer Psionics: None, although if he can survive long enough, at least
Prior to the Cataclysm, Jonathan “Buckshot” Bauer had twen- Sixth Sense may become a power as time passes in the world
ty years on the force. For the last six, he has worked with the of Chaos Earth.
genetically enhanced K-9 officer Kobe (see below). Buck, as he Weapons: Dual .45 ACP Scorpion S.D.C. handguns, MIP 21
is known to his fellow officers, earned his full nickname “Buck- Mega-Damage Energy Pistol, and access to Omaha Police
shot” after an armed robber hit him square in the chest with a Department and National Guard S.D.C. and limited M.D.C.
twelve-gauge shell. His vest took the brunt of it, and saved his weapons, gear, vehicles, etc.

90

Brian Hite (Order #21137467)


Kobe out of Nebraska. He stays with those in Omaha both because it
was his hometown and because he enjoys the company of his
Omaha Police Department Police Dog new friends, Dot, Kobe and even Buckshot. Being in the worst
of it has been thrilling for him, enduring wild weather, disease,
Kobe is the perfect blend of German Shepherd, Doberman
monsters, evildoers and the unexplained.
Pinscher, Malinois, Dalmatian and Dogo Argentino. He is one
of only three genetically engineered K-9 units in the state, part of O.C.C.: Survivalist/Prepper (See the upcoming Rifts® Chaos
an experimental pilot program run by NEMA. Kobe is fast and Earth® First Responders™ sourcebook.)
aggressive, a strong and focused police dog utilized in situations Alignment: Unprincipled.
where a perpetrator does not expect a lightning fast, face to face Attributes: I.Q. 17, M.E. 10, M.A. 14, P.S. 12, P.P. 10, P.E. 15,
attack. Kobe was specifically designed to be able to cross a dis- P.B. 17, Spd 12.
tance of 100 plus feet (30+ m) in seconds, snatch a weapon from Hit Points: 38
a bad guy and take down the perpetrator with no fear. Fiercely S.D.C.: 30
loyal to Officer Buck, the two have been partners for several P.P.E.: 12
years prior to the Apocalypse.(See the upcoming Rifts® Chaos Height: 6 feet, 2 inches (1.8 m).
Earth® First Responders™ sourcebook for more information Weight: 200 lbs (90 kg).
on genetically engineered NEMA dogs.) Disposition & Description: Behind the long hair and bushy
beard is a very intelligent and calculating man, ready for al-
Speed: 45 mph (72 km).
most anything. Cade’s show wasn’t just a hobby, he is a care-
Strength: 16
ful and thorough planner and an expert in survival situations.
Size: 25 inches (63.5 cm) tall at shoulders.
He is surprisingly well-read, even outside his field of special-
Weight: 188 lbs (85 kg).
ty, and known for sprinkling some classic sayings and histori-
Hit Points: 34
cal gems in with his own personal catchphrases.
S.D.C.: 35
P.P.E.: 16 Experience Level: 8th level Prepper.
Age: 6 of 12-18 years. Notable O.C.C. and other Skills: Basic Electronics 68%, Brew-
Natural Abilities: Nightvision 100 feet (30.5 m), Prowl 60%, ing 68%, Camouflage 68%, Computer Operation 86%, Cook
track by smell 75%, swim 65%, leap 8 feet (2.4 m) high and 12 86%, Find Contraband 80%, First Aid 90%, Guitar 40%, Land
feet (3.6 m) across, and Special Attacks listed below. Navigation 90%, Literacy: American 98%, Locksmith 80%,
Attacks per melee: 4 Mathematics: Basic 98%, Military Fortifications 89%, Pilot:
Bonuses: +2 on initiative, +2 on Perception rolls, +2 to strike, +3 Hovercraft 40%, Pilot: Motorcycle 70%, Recognize Weapon
to dodge, +1 to entangle, and +3 vs Horror Factor. Quality 88%, Trap Construction 80%, Wilderness Survival
Damage: Bite: 2D6+2 S.D.C. Scratch: 1D6 S.D.C. 89%, W.P. Pistol, W.P. Rifle and W.P. Shotgun.
Special Attacks: Bite to Disarm, Pounce, Leap or Knockdown, Combat Skills: Hand to Hand: Expert.
Grappling Bite and Entangle Attack, as described in the First Attacks per Melee: Five.
Responders sourcebook. Magic: None.
Equipment: K-9 Tactical Vest 35 M.D.C., Multi-Optics Suite and Psionics: None.
Receiver, Radio collar and Canine Internal Robot Medical Unit Weapons, Gear of Note: HB591 Brimstone Mega-Damage
(see Chaos Earth® First Responders™ for more details). Shotgun, Cybernetic O2 Lung, Cybernetic Geiger Counter,
in addition to his stashes of weapons, food and survival gear

“Crazy” Cade Williams across Nebraska and beyond.

The Nebraskan Prepper Dorothy “Dot” Hawkens


Prior to the Apocalypse, which Cade fully predicted and was
well prepared for, the old man was a well-known social media Pyromancer
Survival Expert and “Prepper” with a show he called Nebraskan Dorothy goes by Dot, and has since she was six years old
Prepper! What makes Cade so likable and fun to watch, even if when her twin brother started calling her by the shortened ver-
you are not into Prepping, is his straight-forward words, outland- sion of her name. Growing up in an age of super-technology did
ish speech, mannerisms and catchphrases. “If you aren’t prepared not stop her mother and father from teaching Dot about the old
you likely gunna die” and “All’s you need is some smarts, some ways, traditions that have supposedly been with the family for
gear and your Harcher Shotgun!” He sold equipment with his generations. Witchcraft, Wicca, other religious teachings, and
endorsement and was known for saying, “Buy this one, not that most important, care for Mother Earth.
one. If you don’t listen to me you likely gunna die! But do as ya Dot was about 30 years old when the Coming of the Rifts ex-
please.” ploded on Earth, unleashing magic and opening portals to new
Even Crazy Cade couldn’t have predicted the full scope of worlds. Living in the northeast of Nebraska on her parents’ farm,
the current living nightmare of monsters and magic, but he did she mourned the loss of the Golden Age, and her parents and broth-
claim the end was nigh and you better be ready for it or ... “you er who fell victim to it. Unlike most terrified survivors, however,
likely gunna die.” Cade is seventy years old, although he looks she is also valiantly embracing the chaos, the magic and exploring
45-50, and over the years he has acquired and set up several per- her new power over fire and lava. The Pyromancer has struck out
sonal caches of equipment, gear, food and water located in and on her own, heading for the capital to join forces with others near

91

Brian Hite (Order #21137467)


Omaha. With her new powers she intends to save others, in hopes Quick Stats for Governor Mark Graves
of forgiving herself for not being able to save her own family.
Alignment: Miscreant.
O.C.C.: Pyromancer Attributes: I.Q. 17, M.E. 16, M.A. 18, P.S. 18, P.P. 16, P.E. 13,
Alignment: Scrupulous. P.B. 12, Spd 15.
Attributes: I.Q. 15, M.E. 17, M.A. 14, P.S. 10, P.P. 11, P.E. 15, Experience: 7th level Militia Member (and Carpenter).
P.B. 20, Spd 9. Weapons and Equipment: Access to most weapons and gear
Hit Points: 28 from main Chaos Earth book.
S.D.C.: 15 Psionics: Sixth Sense and Intuitive Combat.
P.P.E.: 122 I.S.P.: 33
Height: 5 feet, 4 inches (1.6 m).
Weight: 120 lbs (54 kg).
Disposition & Description: Dot is a fiery redhead and one of the The Battle for Lincoln
few people who can persuade Officer Bauer to follow her lead. Even as ash carpets the state, ley lines light up the skies and
Through her power and her compassion for saving others, she demons pluck refugees from out of huddled columns of survi-
has earned his complete trust, no easy feat. Dot is smart, funny vors, newly self-appointed Governor Mark Graves is consolidat-
and beautiful. She makes friends easily but is nobody’s fool. ing his power. From the executive bunker beneath Lincoln, he
Experience Level: 2nd level Pyromancer. commands the Lost Skeletons Citizens’ Militia, a force of sur-
Notable O.C.C. and other Skills: Climbing 64%, Cook 50%, vivalists, separatists and radicals that were armed and organized,
Lore: Demons and Monsters 46%, Lore: Occult, Magic and even before the Coming of the Rifts. They are now fierce fighters
Religions (Special) 80%, Mathematics: Basic 80%, Paramedic who kill anything non-human they come across, but have also
565%, Pilot Hovercycle 44%, Wilderness Survival 45%, W.P. fallen out with NEMA and the legitimate authorities after Graves
Archery and W.P. Pistols. murdered his brother and took his place as governor of Nebraska.
Combat Skills: Hand to Hand: Basic. While humanity should be pulling together, NEMA command
Attacks per Melee: Four. does not know the full extent of the Great Cataclysm and is preparing
Magic: Pyromancy, including the Special Abilities of the Pyro- its forces to dislodge Graves, with help from the Nebraska National
mancer. Refer to the new O.C.C. for more details. Her current Guard, a handful of regular military units, state police, local police
knowledge of spells about a month and a half after 12-22 con- and any survivor willing to throw in their lot to help reclaim the capi-
sists of: Armor of Ashes (7), Armor of Magma (14), Healing tal. Pyromancers will undoubtedly join with them as well, though the
Lava Pool (15), Heal Burns (10), Fiery Dagger (4), Fiery Spear- volcanic magic users will be fighting on both sides of the conflict.
head (6), Hot Rocks (3), Shoot Stream of Steam (3), Summon The Lost Skeletons have possession of the bunker complex
Fireflies (10), Walk on Lava (10) and Rain Lava (special). The underneath Lincoln, Nebraska, though they do not have the ex-
last spell is unusual for a low level character and costs her half pertise or familiarity to take full advantage of its sensors and sys-
the usual P.P.E. (Only 55) because she is so “gifted.” A natural tems. And while they are heavily armed, they are also not real
when it comes to Pyromancy and magic in general. soldiers, unlike NEMA and most of the troops at its disposal.
Psionics: None. With their superior training and weaponry, NEMA will certainly
Weapons, Gear of Note: Old .38 six-shot revolver, backpack prevail over time, but they will take tragic losses in the attempt,
with camping gear, clothing, a dozen candles, a few crystals, unless a Pyromancer can use their special skills to help the de-
first aid kit, and some personal belongings. fenders of humanity take down the new governor gone-rogue.
Mark Graves’ grip on power within the Lost Skeletons is absolute,
Governor Mark Graves and the Coming of the Rifts has reinforced the beliefs of many of the
doomsday preppers and survivalists within the militia. Desperate,
crazy, or taken by his charisma, there are also refugees and citizens
Leader of the Nebraska Lost Skeletons of Lincoln that have fallen under his sway, or look to the “Governor”
NEMA vs the Lost Skeletons Citizens’ Militia and his soldiers for protection. With the state’s emergency broadcast
system under his control, Graves can call out to anyone able to get
Mark Graves was born an hour after his twin older brother and
their hands on a radio, and while some of his broadcasts veer off into
always seemed to be one step behind. Prior to the end of days,
crazed, sleep-deprived rants, some are convincing imitations of real
Mark ran a successful construction company, but his modest ac-
public-address system messages, and sound as official as anything
complishments as a businessman were instantly overshadowed
NEMA can duplicate with its own scattered resources.
when his brother became mayor of Omaha, and then governor of
Governor Graves is under no illusions as to his own backing
the entire state of Nebraska.
and support, and knows NEMA will be coming for him soon. To
Unlike his older brother, Mark grew up as a member of the
that end, he has had the Lost Skeletons Militia turn Lincoln into
National Lost Skeletons Citizens’ Militia. When the Rifts tore
a maze of dead-ends, booby-traps, blocked doors, collapsed tun-
across Nebraska and ash rained down on the world, he collabo-
nels, pitfalls and ambush points. While this has helped with the
rated with a handful of his fellow Lost Skeletons and seized the
overall defense of the city, it has also made it difficult or impos-
opportunity to oust his brother from power. Since then, he has
sible for refugees to get in and out, costing many Cornhuskers
proclaimed himself governor and set up shop in the underground
their lives. When NEMA finally does go after Lincoln, it will be
city government complex in Lincoln. Ruthless and relentless,
a bloody battle waged as ash flutters through the air and interdi-
Mark has been unleashed on the world and wishes to expand his
mensional horrors close in from all sides.
power across the plains states.
92

Brian Hite (Order #21137467)


Rifts Bestiary Preview ®

Official source material for Rifts®


By Kevin Siembieda, Charles Walton II and others

What follows are a few select, updated known monsters and skull. The Alien Rex uses simple tools in a similar way as a chim-
a few new creatures as they will be appearing in the Rifts® panzee might for rudimentary tasks, but not with human-level
Bestiary Volume One. All Rifts® Bestiary books will feature intelligence. It does not build tools and the monster cannot use
creatures collected from other Rifts® titles with updated and ex- modern weapons, computers or other tech devices, nor is it smart
panded stats and details as well as a number of new animals and enough to operate machines. However, the clever beast may fig-
monsters to thrill and delight. ure out how to open a door, figure out how to turn a doorknob
The Rifts® Bestiary books are intended to be useful source- or push down or pull up on a lever, especially if it has observed
books for players and Game Masters alike, with creatures that can others doing so. It is also known to recognize certain weapons,
be used as familiars, pets, riding animals, guard animals, and in body armor and vehicles, and can even formulate simple plans
some cases, even unlikely allies. Others are slobbering monsters and strategies, like hide in ambush and strike when its prey is
or malicious predators who include humans and D-Bees among distracted or injured.
their prey. All provide you with plenty of ways to add spice to The massive, rock hard head rests atop a thick, but flexible
your characters and promote ideas for encounters and adventures. neck. The maw is filled with dagger-sized teeth ideal for biting
We even surprised ourselves with how much new material is and tearing flesh. The largest cluster of teeth is in the front of the
being added to these titles. Every single creature has some amount mouth for biting off hunks of meat, while the teeth along the jaw
of new information and updates, but many are much more ex- are smaller and widely spaced, reminiscent of an Earth alligator,
panded and detailed than ever before. And each comes with a and are for biting and holding prey while the Alien Rex cuts it to
map that shows at a glance exactly where to find these beasts. shreds with its claws.
The Rifts® Bestiary, Volume One should ship the end of A pair of large, almond-shaped eyes are located on each side of
November. Volume Two the end of December or January. the head. This gives the great beast superior peripheral vision to
Without further ado, here is a glimpse of what you can expect the side; can see 180 degrees like a bird. HOWEVER, the monster
(minus the maps which will appear in Rifts® Bestiary, Volumes must turn its entire head to see what is directly in front of it. This
One and Two). means the Alien Rex can lose sight of prey or an enemy standing
directly in front of it, but is seldom surprised by an attack or motion

Alien Rex (Dinosaur) off to the side or toward the back. Thus, when the Alien Rex pur-
sues prey, it often runs with its head cocked to one side, and may
suddenly switch its attack to another target off to the side or behind
By Kevin Siembieda and Todd Yoho it. The strange positioning of the eyes makes it an ideal predator
This scary bipedal monster has the same basic shape as the for attacking packs and herds of smaller animals, enabling the be-
T-Rex or Allosaurus, but it heralds from a different planet, and is hemoth to charge in and grab the nearest prey. Animals that travel
an unwanted import via the Rifts to the forests and marshlands of in groups usually scatter when attacked, with some falling back,
Dinosaur Swamp. others veering left or right. The Alien Rex’s side and back vision
The Alien Rex is smaller, faster and more mobile than Earth’s enables it to see these evasive side actions and to quickly swing its
Tyrannosaurus, but it is just as deadly and more intelligent. The giant head to snap closed on the nearest animal. Consequently, the
Alien Rex stands 15-19 feet (4.6 to 5.8 m) tall, has a pair of pow- Alien Rex often swings its head from side to side and make sharp
erful legs made for running and leaping, and a tail that sticks maneuvers as it switches from one target to another. The attack
straight out and is used as a rudder for balance. The upper arms may seem helter-skelter, but it is very effective.
are proportionately longer than Earth’s T-Rex or Allosaurus and A line of small black or dark brown horns run from the center
more resembles those of a Raptor or even a human. Its large of the head down the back of the skull. The skin of the Alien
head and gaping maw can easily bite a man in half, and its four, Rex is thick and lumpy, providing protection from the horns and
almond-shaped eyes, two large, two small, on each side of its teeth of the monster’s prey. Its skin color can be a wide range of
head, only adds to its frightful alien appearance. Its hands have various shades of green to greenish brown, with a dark under-
two fingers and an opposable thumb, all of which end in sharp, belly. The bones of the head and jaw are thick and hard as Mega-
curved black claws the size of a man-made sickle. Its arms and Damage concrete.
hands are able to grab and hold prey as well as use its sickle-like Thankfully, the Alien Rex is not one of the dinosaur-like crea-
claws for slashing attacks in combat and later, for slicing up the tures who uses magic or exhibits human intelligence. Bad enough
meat of its slain prey. that they often travel in pairs and packs of three or four. These
The monster’s thumb is opposable, though much less flexible small hunting groups use simple tactics to herd and chase large
and articulated than a human’s, but sufficient enough to allow prey into the arms of a fellow hunter, and the kill is shared by all.
the Alien Rex to use primitive tools like a tree branch as a lever The Alien Rex may also be encountered as a solitary hunter. In
or a probe, or a rock with which to bash open a door, lock or fact, most young Alien Rex and bull males hunt alone.
93

Brian Hite (Order #21137467)


94

Brian Hite (Order #21137467)


Alien Rex – Carnivorous, Alien Dinosaur Mega-Damage: Head Butt 2D6+2 M.D., bite inflicts 5D6 M.D.,
Alignment: Animal predator, considered Miscreant or Diabolic. claw with forelimbs 3D6 M.D., claw with hind limbs 5D6 M.D.,
Attributes: Animal attributes are very consistent and offer a kick 5D6+6 M.D. with a 01-55% chance of knocking human-
smaller range of attribute aptitude. I.Q. 1D4+6 (high animal sized targets off their feet, slash with tail inflicts 3D6 M.D. with
intelligence), M.E. 1D6+6, M.A. 1D6+6, P.S. 1D6+25 (Su- a 01-50% chance of knocking down human-sized targets.
pernatural), P.P. 1D6+16, P.E. 1D6+16 (Supernatural), P.B. Pounce Attack (special): 4D6 M.D. with a 01-35% chance
1D6+4, Spd 2D6+32 (23-30 mph/37-48 km). of pinning down its opponent, rendering him/it unable to fight
M.D.C. by Location: back. Counts as two melee attacks.
Head – 175 Bonuses (in addition to possible attribute bonuses): +1 to Per-
Neck – 110 ception Rolls, +2 on initiative, +2 to strike with claws or tail,
*Eyes, Large (2, side) – 12 each +3 to strike with bite/jaws, +2 to dodge, +2 to roll with impact,
*Eyes, Smaller (2, side) – 7 each +7 to save vs Horror Factor, and a +2 to save vs poison.
Forearms (2) – 75 each Magic: None.
*Clawed Hands (2) – 25 each Psionics: None.
Legs (2) – 130 each Enemies: Other predators, including the Razorback Rhinoceros,
Tail – 100 T-Rex, Allosaurus and other large hunters. Preys mainly on
Main Body – 6D6x10+60 large animals, including humans, and will attack and eat any-
* A single asterisk indicates a small and/or difficult target thing that won’t eat it first.
to strike. It may be protected by armor plating, boney ridges, Allies: None, other than a mate or other members of its own spe-
or just located in an a place that is hard to target. The shooter cies. The Alien Rex typically ignores or tolerates members of
or attacker must make a “Called Shot” to hit at a penalty of -6 its own race, particularly the young, and frequently hunt in
to strike. pairs, threes or fours. Rarely more than that, but groups of six
Note: On S.D.C. worlds, the Alien Rex has 2D6x10+66 and seven have been reported.
S.D.C., Hit Points equal the P.E. attribute number x10, and Habitat: Mainly the forests and marshy lowlands throughout
an A.R. of 11. The damage inflicted by the creature’s bite and Dinosaur Swamp. Over the last few years, there have been
other attacks does an equivalent amount of S.D.C. points rath- rumored sightings of the creature as a lone hunter, pairs and
er than M.D. small groups further north along the forests of the Eastern sea-
Horror Factor: 14 board and up into southern Canada, as well as in the Magic
Size: 15-19 feet (4.6 to 5.8 m) tall; the tail is another 8-12 feet Zone (Ohio Valley) as the creature expands its range. Those in
(2.4 to 3.7 m); the reach of its forearms is about 6 feet (1.8 m). the Magic Zone are likely the result of careless Shifters bring-
Weight: 2-3 tons. ing the monster in.
Average Life Span: 25-35 years. Value: None, only Shifters, Simvan Monster Riders and Psi-
P.P.E.: 2D6 Stalkers have any chance of using the Alien Rex as a riding or
Disposition: While aggressive on a hunt, Alien Rex are smart attack animal, and even they have trouble controlling mature
enough not to press an attack against prey that proves to be adults (age four and up). The Splugorth sometimes use the
tougher than they thought. The creature is not cowardly, but monsters in the gladiatorial arena and will pay 1,000-2,000
retreats when M.D.C. is reduced by half. The Alien Rex is credits for young and 4,000-6,000 for an adult, provided they
intelligent enough to wound large, dangerous prey then retreat are in the market for one at the time.
to a safe distance or trail it to see if it dies from its injuries Note: Originally appeared in Rifts® World Book 27: Adven-
without risk of further combat, or waits until the prey weakens tures in Dinosaur Swamp™, page 27.
from blood loss and becomes more vulnerable to a later attack.
The Alien Rex is also known to pick off stragglers and target
the injured as well as lay in ambush and use the element of Allosaurus Dinosaur
surprise.
Equivalent Skill Abilities: Climbing 20%, Detect Ambush 35%, By Todd Yoho and Kevin Siembieda
Detect Concealment 35% (also see track by scent, below), It remains a mystery as to whether or not dinosaurs and pre-
Land Navigation 75%, Prowl 42% (+10% in forest), Swim- historic creatures are actually from Earth’s past or from a parallel
ming 30%, Tracking 70% (by sight; humans and animals) and Earth where such beasts still roam the land. Whatever the case,
Tailing 85%. they emerged from the Rifts and have adapted well to the savage
Natural Abilities: A nimble and swift runner for its size, the wildernesses of Rifts Earth. In North America, most dinosaurs
Alien Rex can maintain its top speed (typically 28 mph/45 km) are found in Florida and the South East, and are so numerous the
for up to 20 minutes. Leap: 10 feet (3 m) high and 15 feet (4.6 region has become known as Dinosaur Swamp.
m) across. The monster’s leaping ability is used to leap up and At first glance, many adventurers unfamiliar with dinosaurs
over obstacles like fallen trees and burned out vehicles with- confuse the Allosaurus with a small or juvenile Tyrannosaurus
out missing a step or losing speed. It may also leap to pounce Rex. An easy mistake when a slobbering, tooth-filled maw is
on potential prey. Heals at a rate of 4D6 M.D. per 24 hours. racing toward you, and the finer points of dinosaur identification
Excellent sense of smell enables the Alien Rex to Track is largely unimportant. While they are carnivorous theropods of
prey by scent at 65% (+20% to track the scent of blood) up to similar builds, the adult Allosaurus are about half the size of Ty-
two miles (3.2 km) away. Poor Swimmer (30%). rannosaurs, and have small horns, fins and bony ridges decorating
Attacks per Melee: Five. their skulls. Its hide is covered in an intricate camouflage pattern
95

Brian Hite (Order #21137467)


coloring and detail vary), Land Navigation 90%, and Prowl
60%. Cannot Swim or Climb. Note: Will not enter water that
is more than 4 feet (1.2 m) deep!
Natural Abilities: Swift runners for their size, they can maintain
their top speed for 25 minutes. Excellent day vision, fair night-
vision 300 feet (91.4 m). Have an excellent sense of smell, can
smell prey up to 2,000 feet (610 m) away, double the range
to smell blood, and can Track by smell 70% (+10% to follow
blood scent).
Accelerated Healing (special): Recovers from damage at
a rate of 6D6 M.D.C. per hour but only when on a ley line or
nexus point. Otherwise, normal recovery is 2D6 M.D.C. per
24 hours.
Attacks per Melee: Four.
Mega-Damage: Head butt 1D6+6 M.D., bite 1D4x10 M.D.,
of greens, browns and dark red patches and the forearms are lon- claw with forelimbs 3D6 M.D., kick 5D6 M.D. with a 30%
ger than the T-Rex. In fact, its forearms are extremely dexterous chance of tripping human-sized targets, claw with hind limbs
and used to grab and hold onto prey before making the kill with 6D6 M.D., slash with tail 1D4x10 M.D. with a 01-60% chance
one or more bites from its massive maw filled with serrated teeth. of knocking down human-sized targets.
Allosaurus are typically solitary hunters and scavengers, Bonuses (in addition to possible attribute bonuses): +2 on ini-
though they have been known to congregate in family packs to tiative, +3 to strike, +2 to dodge, +1 to roll with impact, and
raise their young. Lone males are notoriously single-minded and +9 to save vs Horror Factor.
known to pursue prey to the exclusion of all else. Magic: Heals at a rate of 6D6 M.D. per hour when on a ley line!
There are unconfirmed reports of a breed of Allosaurus that Psionics: None.
can turn invisible at will, but such stories have been dismissed as Habitat: Forests and marshy lowlands, though tends to stay on
folklore. That said, the Allosaurus’s camouflage patterning and the fringes of wetlands. Most common to the forests of North
stealth abilities make them deadly hunters who can seem to ap- and South Carolina, but its range has increased to the forests
pear out of nowhere. of Virginia, Kentucky and Tennessee, and occasionally in
Georgia, Alabama and Arkansas. Dislikes the colder climates
Allosaurus – Carnivorous Dinosaur of the North, but one or a few might make their way farther
Alignment: Animal Predator, considered Miscreant or Diabolic. north in the Summer months, but head back south when tem-
Attributes: Animal attributes are very consistent and offer a peratures drop below 50 degrees Fahrenheit (10 Celsius) on a
smaller range of attribute aptitude. I.Q. 3+1D4 (medium ani- regular basis.
mal intelligence), M.E. 1D6+4, M.A. 1D6+6, P.S. 1D6+30 Enemies: Other predators, anything that might be a food source.
(Supernatural), P.P. 2D6+15, P.E. 1D6+19 (Supernatural), Allies: None, except for members of their own packs when they
P.B. 2D6+4, Spd 2D6+28 (20-27 mph/32-43 km). form them, and which may include 1D4 Ghost Allosaurus, de-
M.D.C. by Location: scribed below.
Head – 100 Value: None, though Simvan sometimes use them as mounts and
Forelimbs (2) – 40 each the Splugorth as monsters in the gladiatorial arena.
Hind Limbs (2) – 150 each Note: Originally appeared in Rifts® World Book 26: Dinosaur
Tail – 90 Swamp™, page 15.
Main Body – 1D4x100
Note: On S.D.C. worlds, the Allosaurus has a main body of Ghost Allosaurus
3D6x10 S.D.C., 2D6x10+30 Hit Points and an A.R. of 12. All By Kevin Siembieda
other body locations have S.D.C. equal to the M.D.C. number
listed above (2D6+30 M.D.C. = 2D6+30 S.D.C.). The damage The rumors are true. There are Allosaurs that are able to turn
inflicted by the creature does an equivalent amount of S.D.C. invisible. This mutant sub-class of Allosaurus is included here,
points rather than M.D. because they are identical in appearance and behavior to the clas-
Horror Factor: 15 sic Allosaurus in every way except a few. Those differences –
Size: 20 feet (6.1 m) long from snout to tip of tail, 8-10 feet (2.4 P.P.E., slightly higher attributes, skill equivalents, other magic
to 3 m) tall. – are noted below.
Weight: 4,000 lbs (1,800 kg). Ghost Allosaurus – Carnivorous Dinosaur
Average Life Span: 20-26 years.
P.P.E.: 3D6 Alignment: Considered Miscreant or Diabolic.
Disposition: Patient and persistent – an Allosaur will lay in wait Also Known As: The Invisible Allosaurus and Devil Dinosaur.
for hours until the exact right moment to ambush its prey. Will Attributes: There are some differences between this species and
pursue its prey for great distances, and will seldom back down the classic Allosaurus. I.Q. 1D4+6 (predatory animal intelli-
from a fight. gence.) M.E. 1D6+6, M.A. 1D6+6, P.S. 1D6+30 (Supernatu-
Equivalent Skill Abilities: Camouflage 75% (coloring enables ral), P.P. 2D6+13, P.E. 1D6+17 (Supernatural), P.B. 2D6+4,
them to blend in with their surroundings and ambush prey; Spd 2D6+30; (20-27 mph/32-43 km).
96

Brian Hite (Order #21137467)


M.D.C. by Location: Same as Allosaurus, above.
Horror Factor: 15, same as Allosaurus, above. Armored Slayer
Size: Same as Allosaurus, above. 20 feet (6.1 m) long, 8-10 feet
By Kevin Siembieda
(2.4 to 3 m) tall.
Weight: 4,000 lbs (1,800 kg). The origin of these bizarre, quasi-humanoid creatures remains
Average Life Span: 30-38 years. a mystery. One’s first impressions is that the creature is some sort
P.P.E.: 5D6+20 of armored soldier or alien being reminiscent to the Bio-Wiz-
Disposition: Same as Allosaurus, above, a patient and persistent ard creations of the Splugorth of Atlantis. However, it becomes
hunter. quickly evident that these armored juggernauts are some strange,
Equivalent Skill Abilities: Camouflage 75% (coloring enables semi-intelligent monster from the Rifts.
them to blend in with their surroundings and ambush prey), The Armored Slayer is a barrel-chested, walking mound of
Detect Ambush 40%, Detect Concealment 30%, Land Navi- organic plates, spikes and gnarled bone. A humanoid thing clad
gation 90%, and Prowl 65% and Tailing 75%. Cannot Swim in rough and jagged armor not unlike an anthropomorphic rhi-
or Climb. Note: Will not enter water that is more than 4 feet noceros wearing bulky, multifaceted plate armor. Upon closer
(1.2 m) deep! inspection, the armor plating appears to be a composite of frag-
Natural Abilities: Same as Allosaurus, above, plus the ability to ments made from metal, stone, wood and bone that has been cov-
turn invisible, below, and the ability to cast two spells. ered and built upon with a light grey resin that is hard as rock.
Accelerated Healing (special): Recovers from damage at The Armored Slayer typically has two thick, stumpy legs, a pair
a rate of 6D6 M.D. per hour but only when on a ley line or of thick arms, huge 2-3 fingered hands, broad shoulders, hunched
nexus point. back, and a thick, short neck with the head shoved into its shoul-
Sense Ley Lines (special): The Ghost Allosaurus is able ders. From what is assumed to be the mouth are six, prehensile
to sense when it is on a ley line or within five miles (8 km) of tentacles. Each is roughly ten feet (3 m) long, can act in unison or
one. It is smart enough to know it is at an advantage at such independent of each other and end in a spear-like tip that is used
locations and as a result, the creature likes to hunt and live on for slashing and stabbing. The fingers of the oversized hands are
or near ley lines. usually made of jagged chunks of M.D. metal or swords (includ-
Turn Invisible (special): Ghost Allosaurs are able to ing Vibro-Blades or magic swords), or the barrels of inoperative
turn invisible at will and maintain invisibility for an hour rail guns. They are connected to the hand by the resin and used to
at a time, to hide and stalk prey. When the monster hears or cut, stab, jab and hit rather than to use as articulated digits; that’s
smells potential prey approaching (up to 2,000 feet/610 m what the tentacles are for.
away; double the range to smell the scent of blood), it turns Just as the Hermit Crab of Earth finds an empty shell to use for
invisible and waits to ambush prey from the shadows, or it its body, this alien being uses scrap armor and debris glued to-
slowly sneaks closer before it charges out of nowhere to at- gether, strengthened, built upon and molded with a secreted resin
tack. As soon as The Ghost Allosaurus attacks or begins to into the shapes and body plates of its artificial body.
run, the invisibility is gone and the beast is revealed in all Why a roughly humanoid shape is chosen is unknown. The
of its fury and terror. Bonus: This initial surprise attack pro- genuine creature is a large, pale red mass of flesh that resembles
vides a bonus of +2 to strike. P.P.E. Cost: Turning invisible a giant brain with two yellow eyes and a mass of six tentacles
costs 4 P.P.E. points. extending from underneath the front part of the body mass. The
Also see Magic, below. eyes are on short stalks located above the tentacles. Without its
Attacks per Melee: Four, same as Allosaurus, above. armor the creature resembles the Metztla of Atlantis, but there
Mega-Damage: Same as Allosaurus, above. is no relation. This tentacled brain is the size of the upper torso
Bonuses (in addition to possible attribute bonuses): Same as of a human (roughly three feet/0.9 feet tall and 4 feet/1.2 m
Allosaurus, above, except for the additional +2 to strike when long; not counting tentacles). It sits in the chest of its armored
appearing out of nowhere (was invisible). body with the glowing yellow eyes peering out of the armor-
Magic: In addition to healing at a rate of 6D6 M.D. per hour plated head and the tentacles protruding from what appears to
when on a ley line or nexus point, and the ability to turn in- be the mouth. It controls its artificial body through a network
visible at will (cost 4 P.P.E.), the Ghost Allosaurus can also of thread thin tendrils that extend from its own body into its
cast the following spells upon itself: Death Trance (1), See artificial construct much like the network of nerves in a living
the Invisible (4), and Resist Fire (6; self only, half damage). animal. It is further assisted by Telekinesis and other psionic
Cannot learn additional magic spells and does not speak any powers.
discernible language, it is an animal. P.P.E. for use of magic: If its armored body is destroyed, the actual flesh and blood
5D6+20. The Ghost Allosaurus recovers P.P.E. at a rate of creature is vulnerable to attack, as it is only a minor M.D.C. be-
1D6 per hour, double along a ley line or at a nexus point. ing, and crawls along using its tentacles at a painfully slow pace,
Psionics: None. though it often climbs up into trees (if available) where it can
Habitat: Same as Allosaurus, above, but are drawn to ley lines, move faster and can disappear and hide among the branches and
and to the Magic Zone in the summer. leaves. Without the armored shell, the creature is much less for-
Enemies: Same as Allosaurus, above. midable, but far from helpless with its tentacles and psionics to
Allies: Same as Allosaurus, above. Ghost Allosaurs may be defend itself.
counted among the members of an ordinary Allosaurus pack. Despite the massive size and weight of its artificial body, most
Value: Same as Allosaurus, above. Armored Slayers move and battle with the grace and lethal ef-
Note: New, described for the first time in this book. ficiency of a Juicer. They move much faster than their size and
97

Brian Hite (Order #21137467)


bulk would suggest, and they can perform back flips, somer- The creature gets its name from the fact that it seems to hate
saults, leaps and karate-style strikes at lightning speed and with supernatural beings (demons, vampires, entities, alien intelligenc-
astonishing fluidity. es, etc.) and goes out of its way to destroy them. As an armored
Armored Slayers never eat flesh or any other type of physi- “slayer” of demons and monsters, the creature should be accepted
cal food. The monsters feed by absorbing Potential Psychic En- by other D-Bees and humans, except that it is so alien and has a
ergy (P.P.E.) and psychic energy (I.S.P.) from other living be- great deal of trouble comprehending humanoids, their language,
ings similar to the Psi-Stalker. Like the Psi-Stalker, the Armored behavior, society, science and laws. Thus, Armored Slayers are
Slayer must capture and incapacitate its prey, then cover them at best the equivalent of a monstrous, mentally challenged child
with a slimy yellow substance secreted from the tentacles and who understands and communicates to a limited degree. It is eas-
mouth area. This slime has no negative effect on its victim other ily distracted and confused, does not understand technology and
than somehow allowing the monster to absorb their P.P.E./I.S.P. tends to respond to, and with, emotions and instinct.
through it. The tentacles weave and slide through the slimy goo, The Coalition States have been responsible for killing thou-
painlessly sucking up the slime and at the same time, the victim’s sands of these “nightmarish monsters” over the decades, so Ar-
psychic energy. When all the slime is removed/reabsorbed, the mored Slayers have learned to recognize the Death’s Head sym-
victim will have lost 1D4x10+60% of his P.P.E. and/or I.S.P., up bol representing savage destroyers and enemies to be feared and
to 100 points at a time. Of course, the victim will naturally regen- avoided. This has also made them leery of humans in general and
erate said energy, so any loss is only temporary, and potentially to avoid cities and large towns where they are likely to cause a
dangerous only if the individual needs to defend himself with panic and get attacked. Sadly, this makes the Armored Slayer one
magic or psionic abilities. of the most feared and misunderstood of all alien life forms in
As a result, the monster’s favorite prey are beings with high North America. That changes slightly as a result of the Minion
P.P.E. or I.S.P. such as demons, dragons, Faerie Folk, psychics War when it becomes obvious that demonic beings are the natu-
and practitioners of magic. In the case of demons and opponents ral enemy of the creature and therefore an ally of humanity by
whom the Armored Slayer plans to fight to the death, the crea- default. Note: Technically, the Armored Slayer is not actually a
ture will slime that foe just before killing him. At the moment of D-Bee and is regarded by most people to be a monster, which is
death, the yellow substance captures all escaping P.P.E. energy, why it is here among animals and monsters in the Rifts® Besti-
doubled at the time of death, even if the body vanishes, leaving ary. The term Dimensional Being is usually reserved for intelli-
only the goo behind, which is then devoured as usual. (When gent, bipedal humanoid aliens with at least a vaguely human body
slain, demons and many other supernatural beings usually dis- shape. The alien organism that is the Armored Slayer isn’t even
corporate.) remotely human, humanoid or bipedal. It is a multi-tentacled
98

Brian Hite (Order #21137467)


blob that creates an artificial, armored body that has a humanoid join the fight here on Earth and specifically the battle for North
shape. An appearance it intuitively takes for its massive artificial America. They still tend to avoid Coalition troops, but will assist
body in a feeble attempt to fit in with the dominant life forms on them in combat against demons and monsters, leaving as soon as
our world, humanoids. the battle is over. Armored Slayers seem to gravitate toward other
This hunter of supernatural evil from an alien world seems groups, most notably the Native American warriors and Shamans,
to act on animal instinct, but only kills those who threaten it or Cyber-Knights, Lynn-Srial Sky-Knights, Tundra Rangers, Atlante-
who are its instinctive enemies, like demonkind. At times it ex- ans, Lemurians and warriors and mages from Lazlo.
hibits near human intelligence and can be surprisingly clever and
cunning, especially in combat. An Armored Slayer exploits any
Armored Slayer, Alien Demon Slayer
advantage that it sees, including taking advantage of confusion or Player Note: Whether or not an Armored Slayer is allowed as a
distractions, uses surprise attacks, strikes from the cover of invis- player character is left entirely to the G.M. If allowed, remem-
ibility, uses the cover of night, sets ambushes, sets simple traps ber to play the character simply with direct-mindedness and
by using other demons as bait (or things that they want), and even lack of understanding about human society, laws, morals, etc.
feigns injury or confusion to trick its enemies! Use the same experience table as Dragons and add 2D6 I.S.P.
Despite being misunderstood and attacked by humans and D- per level of experience.
Bees, Armored Slayers may join bands of humanoids, particu- Also Known As: Tentacle Warrior, but will become known as
larly those who hunt and battle supernatural evil, dragons and the Armored Demon Slayer as the Minion War goes on for
dangerous creatures of magic. That includes the Minions of Hell several years.
and the Splugorth and their Minions. The problem is that the Alignment: Any, but typically the equivalent of Scrupulous
clever but simplistic monster is difficult to direct and control, and (55%), Unprincipled (25%) and Anarchist (15%). Only a tiny
has trouble understanding such concepts as teamwork and sub- percentage are evil.
terfuge. Likewise, it seems to have no comprehension of human Attributes: I.Q. 1D4+5, M.E. 2D6+7, M.A. 2D6+2, P.S. 2D6+22
laws, regulations, politics or society. Consequently, if it recog- for the armored body, but 1D6+11 for each tentacle (both are
nizes a demon (perhaps metamorphed in human form) through Supernatural), P.P. 2D6+11 of tentacles and big body, P.E.
a window in a bar or in a crowd of people in a town square, the 2D6+10 for the organism (Supernatural), P.B. 2D4 for both
Armored Slayer’s natural instinct is to bellow, charge and kill; the blob and its artificial body, 3D6+16 (13-23 mph/21-37
knocking innocent people out of its way and smashing displays km) for the armored body. Only 1D4+1 (1-3 mph/2-5 km)
and merchandise. It is very much a bull in a china shop. Likewise, for the living organism on the ground, triple that speed when
it quickly grows bored with lengthy discussions of strategy and swinging through the branches of trees via its tentacles.
will suddenly turn and charge or go off to fight on its own rather M.D.C. by Location of the Armored Body:
than wait while the group talks. Additionally, it cannot implement Hands (2) – 100 each
elaborate plans and usually takes a direct approach to everything Arms (2) – 150 each
– a locked door, kick it in; a damsel in distress, rush in to save Legs (2) – 225 each
her; a monster threatens or challenges, attack it; and so on. Note: Head – 150
Armored Slayers can learn to understand several languages, but *Tentacles (6) – 20 each
never at better than 70% comprehension, but rituals, laws and *Eyes (2) – 8 each
tradition are always lost on it. They can even speak simple words Main Body – 300-420
and phrases in a soft, hissing voice that sounds like escaping air * The tentacles are small targets that are constantly mov-
from a radiator or air hose. ing, so to hit one the attacker must make a “Called Shot” and
Before the Minion War came to Earth, the Armored Slayer even then is -5 to strike. The eyes are small, shielded, and need
was most common around the Hudson Bay, Nunavut, the north- a “Called Shot” to strike with a penalty of -7.
ern islands, and the coast of Newfoundland where the creatures Loss of limbs and damage to the main body does not hurt
are most likely to be encountered as lone individuals, pairs or the organism inside the armored body. Moreover, it can re-
small groups of 3-6. When not hunting humanoid prey of their place the lost limbs of its artificial body and restore lost M.D.C.
magic or psychic energy, they seem to be most frequently found by rebuilding its body with more M.D.C. scraps. See Natural
in the ruins of cities, forests and marshlands. They have great Abilities for more details. If the entire main body is destroyed,
difficulty navigating rugged land and avoid mountains as well the alien organism is revealed and vulnerable to attack.
as inhabited cities. The Armored Slayer was also occasionally Note: On S.D.C. worlds, the Armored Slayer’s artificial
encountered as a lone hunter and in pairs (rarely groups of own humanoid combat body has 3D6x10+200 S.D.C. and an A.R.
kind) in the old Provinces of Manitoba, Ontario, Quebec, Up- of 17. The damage inflicted by the creature’s attacks does an
per Michigan, and around the Great Lakes (Wisconsin, northern equivalent amount of S.D.C. points rather than M.D.
Ohio, Pennsylvania, and New York) – rarely any farther south or M.D.C. of the Creature Without its Armor (a blob with two
west. They seemed to favor being around bodies of water, espe- eye stalks and six tentacles): P.E. attribute number x2. (On
cially large rivers, lakes, bays and seas, despite the fact that they S.D.C. worlds, 1D4x10 for S.D.C., P.E. attribute number
are not particularly good swimmers and seem to dislike the water. +2D6 for Hit Points, and an A.R. of 8).
Since the Minion War, Armored Slayers have moved west and Horror Factor: 13 for most people who think it is a monster.
are found fighting the Minions of Hades and Dyval everywhere. No Horror Factor for those who come to realize it is a force
While still rare and exotic beings, their numbers seem to have of good, unless they have to fight one for some reason. Horror
increased. Leading some to wonder if those on Rifts Earth have Factor 15 for demonic beings who know Armored Slayers are
somehow reached out to Armored Slayers on other worlds to come demon slayers!
99

Brian Hite (Order #21137467)


Size: 9-12 feet (2.7 to 3.6 m) tall. counts as two attacks) or by weapon. Bladed sword-like fingers/
Weight: 1,500-4,000 pounds (675 to 1,800 kg). claws usually add 2D6 M.D. or 3D6 M.D. to P.S. damage.
Average Life Span: Unknown, believed to live 300-600 years. Tentacle Strike: 2D6 M.D. and cannot be augmented.
P.P.E.: 4D6 Tentacle Power Strike/Impale/Stab(special): 4D6 M.D. per
Disposition: While Armored Slayers are direct in confrontations single tentacle (double if two strike simultaneously and triple
with the supernatural or when threatened, they can be quite if three strike; not more than three can strike the same target at
child-like in their thoughts, emotions and reactions outside of the same time), but counts as two attacks.
combat. Bonuses (in addition to possible attribute bonuses): +3 on ini-
Equivalent Skill Abilities: Climbing 60%/40%, Land Naviga- tiative, +3 to strike, +6 to parry (includes use of the tentacles),
tion 80%, Lore: Monsters and Demons 80%, Track animals +6 to entangle, +6 to pull punch, +3 to disarm, +6 to save vs
60%, Track humanoids 65%, Swimming 40% (+15% if the Horror Factor and +6 to save vs possession.
organism abandons its armor), Prowl 40%, and understands Vulnerabilities: The alien’s lack of understanding about people,
English at 70% and 1D4+1 other languages at 50% (may in- society and the laws of civilization can get it into trouble as
crease up to 70% with experience). can its rash actions and monstrous appearance. The latter
Natural Abilities: Sharp vision and can recognize an enemy changes to a large degree during the Minion War in which
from a mile away, nightvision 1,000 feet (305 m), see the in- people realize this beast should be named the Armored Demon
visible, incredible strength and reflexes, seems to be imper- Slayer, and is one of the good guys.
vious to disease, poison and cold, resistant to heat, can hold Magic: None.
breath underwater for one minute per each P.E. point, can sur- Psionics: Psychic powers are limited to Death Trance (1), Detect
vive depths up to 2,000 feet (610 m) and is probably better off Psionics (6), Empathy (4), Intuitive Combat (10), Impervi-
walking on the bottom of a lake (if necessary) than trying to ous to Cold (2), Impervious to Fire (4), Meditation (0), Mind
swim, but dislikes water. The living organism can also regen- Block (4), Sense Magic (3), Telekinetic Lift (6), Telekinetic
erate damage at the rate of 3D6 physical M.D.C. per 12 hours, Push (6), and Telekinesis Super (10+). I.S.P.: M.E.x2 +4D6.
and is able to regrow damaged or lost tentacle at the rate of one Habitat: Before the Minion War anywhere, but primarily Eastern
foot (0.3 m) per month and eyes within 1D6+6 weeks. Canada and USA, and all around the Hudson Bay. With the ad-
Create Armored Body: Uses metal, stone, concrete, debris, vent of the Minion War, Armored Slayers are found across the
machine parts, vehicle armor, etc. to build its artificial human- US and Canada, often joining other demon slayers and heroes,
oid body. These scraps are used as the basic skeletal frame- particularly Native Americans, Inuit Shamans, Cyber-Knights,
work, weapons and armored plating of the hulking body. All Lynn-Srial Sky-Knights, Tundra Rangers, Atlanteans, Lemuri-
of which is held together with a powerful, M.D.C. bonding ans, warriors from Lazlo and heroes of renown. Few have ven-
resin. This gray substance is secreted from the tentacle and tured into Mexico to fight vampires as the Minion War is seen
dries to become a hard, M.D.C. material itself. This enables as the most immediate and overwhelming danger.
the organism to constantly repair and improve itself by adding Enemies: Demons and evil supernatural beings are enemy num-
new parts and plating to its body and removing damage and ber one, but Faerie Folk, creatures of magic, practitioners of
replacing it with new armor and parts. The creature can also magic and psychics are all considered prey and often slain by
secrete a solvent to dissolve its own resin to remove or modify these strange beings. Only those of good alignment may be
plates and parts as it sees fit. spared, as well as those who are members of a group with
The maximum amount of M.D.C. for the main Body is 420 whom the Armored Slayer joins or associates with. However,
points, with 300 being average. The main problem with main- if threatened, challenged or attacked by such a teammate, or if
taining its armored body is finding suitable M.D.C. materi- that individual is seen consorting with the enemy, the Slayer
als and the time it takes to modify, improve and rebuild. An will attack and fight him to the death. CS soldiers are also con-
Armored Slayer can make a complete basic appendage (arm, sidered dangerous enemies (or untrustworthy allies) best to be
leg, etc.) within half its normal M.D.C. within 24 hours and a avoided. Generally, takes no crap from anyone who threatens
complete body with 150 M.D.C. within 72 hours. Note: Like a it. It should be noted that ALL evil supernatural beings are on
Hermit Crab, the alien organism can leave its armored body at the Armored Slayer’s hit list, including the Splugorth and their
any time and occasionally does so to trick or escape an enemy. minions. Nor do they trust Shifters or Witches or anyone who
Prehensile Tentacles (special): All Armored Slayers have enslaves and manipulates others.
six tentacles that can extend up to ten feet (3 m) in length. Allies: Fellow Armored Slayers and Demon Slayers, Inuit, Na-
Each can move like an independent appendage or in unison tive Americans, Shamans, Cyber-Knights, Lynn-Srial Sky-
with two or three others. They are use to attack, parry, and Knights, Tundra Rangers, Atlanteans, Lemurians, warriors
entangle. It has been observed that the creature can use these from Lazlo and heroes of renown. Since the advent of the
tentacles to grab or entangle objects, strike like a whip, and Minion War, Armored Slayers are known to join groups of
impale even Mega-Damage materials. The tentacles can use heroes and associate with humans and D-Bees to protect the
melee weapons like swords or clubs, but rarely do. Note: If innocent and stop the demonic invasion.
damaged or lost, a tentacle will regenerate at the rate of one Typical Gear and Equipment: They can use simple melee weap-
foot (0.3 m) per month until it reaches its full length. ons such as clubs, swords and spears, but rarely do so. Never
Attacks per Melee: Nine! use guns, technological devices or vehicles, though they will
Mega-Damage: As per Supernatural P.S. (typically P.S. 26-30 ride on one or inside vehicles piloted by others. The creature has
that does 5D6 S.D.C. on a restrained punch, 3D6 M.D. on a full no need for any valuables or possessions other than salvage and
strength punch or kick, and 6D6 M.D. on a power punch, but scrap material to repair and improve its artificial armored body.
100

Brian Hite (Order #21137467)


Value: A few have been captured and sold to Atlantis for arena Covenant Falcons feed upon P.P.E., emotions, and the
combat, something the Slayers hate but are uniquely suited blood of the person to whom it is bound. The first two forms of
for. The noble creatures hate Slavers almost as much as super- feeding can be performed even when the bird’s partner is clad in
natural evil and it will intercede to free slaves whenever it can. body armor, power armor or is a partial cyborg. The last condi-
Whenever enslaved, the Armored Slayer will try to work out tion requires a bit of effort and a willingness to do so.
a way to escape and free as many other slaves as it can with it, P.P.E. Nourishment: The Covenant Falcon consumes a total
or come back with other heroes to rescue them. of 4-6 P.P.E. per 24 hours, usually one or two P.P.E. points ev-
Note: Originally appeared in Rifts® World Book 20: Rifts® ery four hours and usually AFTER the P.P.E. it has eaten earlier
Canada™, page 140. has already, naturally recovered. This is done simply by resting
on the person and showing affection. Since most people are not
aware of their P.P.E. nor draw upon it, it is of little consequence
Covenant Falcon to them. Moreover, the bird rarely bonds with mages and never to
creatures of magic, so there is no conflict.
By Kevin Siembieda, inspired by an idea from Carmen Bellaire Emotions: It is unclear how the emotional connection to a hu-
The Covenant Falcon, also known as the Demon Slaying Falcon, man or D-Bee nourishes and pleases the creature, but it does.
is an otherworldly, parasitic creature that resembles an Earth bird Some scholars and scientists believe the Covenant Falcon uses
of prey. Its most unique attribute is the ability to create a symbiotic the emotions more like a drug to experience a range of stimula-
bond between itself and humans or D-Bees. This bond provides the tion, highs and lows, and actually becomes addicted to its host
animal with a constant food source (i.e. the person to whom it is human. It feeds upon the emotions by being linked to its host.
linked), but in exchange, the human host/partner gets a loyal com- Blood: This is the least pleasant part of the symbiotic relation-
panion, combat bonuses and the power to see through the animal’s ship, but it too is fairly painless. Whenever its humanoid host/
eyes, among other things. Nobody understands why it likes to bond partner is cut and bleeds the bird will want to drink some fresh
to humans and to a lesser degree, D-Bees, especially human-like D- blood. Just a little, and requires only four ounces (118 milliliters) a
Bees, but there is some force that seems to attract the avian creatures week. Of course, it is happy to consume more blood as often as it
to them. Moreover, it is not fooled by shapeshifters and can tell if the is offered or made available to it, but four ounces (118 milliliters)
person is truly mortal or something else in human guise. a week meets the minimum nutritional requirement. This can be
This bird of prey is roughly the size and shape of an Earth Falcon, done very cleanly and humanely by having the blood drawn with
but has feathered, bat-like wings, and is a Mega-Damage creature a syringe and put in a bowl or bottle. In fact, many mercs and ad-
capable of fighting and killing S.D.C. and light M.D.C. creatures. venturers with a Covenant Falcon draw enough to feed it for a few
One glance up close tells you this is not a bird from Earth, but from weeks. The trick is keeping the blood fresh while in the field.
a distance it is easy to mistake it with an ordinary falcon or hawk. Other Food/Prey: If Psi-Stalkers were a bird, they would be a
This alien bird enjoys the taste and euphoric sensation it ex- Covenant Falcon. Like Psi-Stalkers, the bird of prey likes to feed
periences from feeding on the blood and emotions of its handler, upon the P.P.E. of evil supernatural beings and wicked creatures
and bonds with its humanoid food source in an agreeable way. of magic, and in much the same fashion. For this reason, it stays
While this may sound disturbing, it is actually a fairly positive near its host/partner whenever he and his teammates battle such
symbiotic relationship between the Covenant Falcon and its hu- monsters so that it may gorge itself upon the doubled P.P.E. re-
manoid host. For one, the Covenant Falcon behaves more like a leased at the moment of death. By just being within a 20 foot (6.1
loyal dog than a bird, and shows affection and protects its human- m) radius of the kill, the animal can capture 2D4x10% of the es-
oid “partner” (and food source). caping P.P.E. and keeps it satisfied for a week or two. The Falcon
If there is a downside to this symbiotic relationship, it is that gets all the P.P.E. if the bird is the one who delivers the killing
the bird and the human or D-Bee to whom it bonds, become in- blow itself! It is also likely to drink some of the monster’s blood
separable. For the humanoid, the bird-like creature is thought of and eat some of its flesh if there is any available.
and treated more like a human partner and friend than a pet or an
attack animal. Both become emotionally bound to each other and The powerful link between the
will give their own life to protect the other. For the humanoid that
Covenant Falcon and its One:
means talking to it like another person and thinking of it almost
as an extension of himself. Two Who Are One – Empathic Connection: As all of this
The Covenant Falcon shares a similar connection and sense of suggests, only the Covenant Falcon’s humanoid partner enjoys
unity and synchronicity with its humanoid partner, but in reality the array of special insight and abilities provided by this unique
that person is its host upon which it regularly feeds. The host/part- bond. In a way, the two do become one. Each sensing the other’s
ner is rarely aware that he is his bird friend’s daily meal because emotions, particularly strong emotions like fear, anxiety, hate,
there is nothing painful about the process and the union is mutually anger, despair, hunger, and love. All functioning as signals that
beneficial – but it is still a parasitic and symbiotic relationship. Af- their partner might be in trouble and need of the other’s help or
ter one month of the initial bonding between the two, its humanoid companionship, or that all is fine and good.
“partner” becomes the creature’s primary food source, eliminating This empathic connection enables each to try to comfort, as-
the need for it to hunt other prey, except when it so desires, is com- sure or cheer up the other. This is done via touch, chirps, body
manded to do so, or is necessary. If the humanoid host is killed, the language and nuzzling by the bird. Petting and soft words or sing-
Covenant Falcon suffers serious damage (loses half its M.D.C.) ing by the humanoid. Covenant Falcons love listening to sing-
and begins to waste away. It must find a new humanoid host/part- ing and music, bobbing their heads and sometimes even dancing
ner within 14 days or it dies from starvation and loneliness. along, as best it can, to the music.
101

Brian Hite (Order #21137467)


These two best friends and companions always know how the flying, gliding or perched someplace inconspicuous. Sensory links
other is feeling: Hungry, thirsty, cold, hot, sad, happy, angry, re- are also initiated to “check in” on each other to make sure their part-
laxed, scared or worried, and so on. This makes each member of ner is okay and does not need assistance or protection.
this symbiotic relationship keenly aware of, and responsive to, The link can be maintained while the humanoid is walking, sit-
the other’s needs, fears, and comfort level. And each will try to ting, resting, driving or performing very simple tasks like sweeping
help alleviate things like being hungry or thirsty, hot or cold, sad the floor. However, he is distracted, rather like trying to do one
or worried. Hot emotions like fear, anger, and sudden spikes in thing while watching and listening to someone else’s conversation.
adrenaline alert each to potential danger or impending violence, Penalties from the Sensory/Seeing/Listening Link for Human-
and provide a bonus to react. Bonuses are listed, below. Also see oids: The human partner is -3 on Perception Rolls when it comes to
Combat Bonuses, listed separately. what’s happening around him, -2 on initiative, -1 on all combat rolls,
Skill Bonuses to the Humanoid Partner: This symbiotic union -20% on skill performance that requires focus, concentration and
adds a +5% bonus to the following skills if its humanoid part- dexterity, and it takes twice as long to perform the skill, all for the
ner has any of them: +5 to Animal Husbandry, Detect Ambush, duration of the link. Note: The link can be broken with but a thought
Horsemanship (any), Identify Plants & Fruits, Sing, Tailing, at any time. If it was broken to engage in combat or to focus atten-
Track & Trap Animals, and Tracking (people), and +10% to tion on something threatening or dangerous, or fun and enjoyable,
Land Navigation and Wilderness Survival. the animal partner knows it, and vice versa. The partner will respond
Sensory Link – Shared Vision: The humanoid partner linked accordingly to the situation and come quick if there is trouble.
to a Covenant Falcon must stop and focus for one full melee Penalties From the Seeing/Listening Link for the Bird: The
round (15 seconds) to establish a sensory link. Once the link is penalties for the Covenant Falcon while it is seeing and hearing
established, the human partner sees, hears and experiences the what its human host is experiencing are less severe. -1 on Percep-
Covenant Falcon’s senses (mainly sight and sound) from its per- tion Rolls, -1 on initiative, -1 to strike, parry, dodge and other
spective – seeing through the other’s eyes and hearing through combat bonus and flying speed is reduced by -10% while simul-
the other’s ears. Which is often a bird’s eye view from the Falcon. taneously seeing through its humanoid’s eyes for the duration of
This is always a two-way connection, and when sensory the link. It can break the link whenever it desires.
linked – which is usually most of the time – such a link enables The Covenant Falcon can do the same and see and hear what-
the Covenant Falcon to hear and understand any words its human ever its humanoid partner is experiencing. As an animal, this is
partner might vocally voice/speak out loud, which means he can mainly to keep tabs on its friend/companion and food source. If
give it directions, commands, cues and warnings from a distance. it suspects danger or trouble, the animal rushes back to protect its
No limit as long as man and fowl are in the same dimension. partner as necessary.
For humanoids, the sensory link is ideal for aerial reconnaissance, Note: Man and avian each knows when the other is watch-
scouting ahead and spying. It can be maintained while the animal is ing and listening in this fashion, but don’t mind. This connection
102

Brian Hite (Order #21137467)


cannot be blocked, not even via Mind Block, because the two are manoid partner. This includes being in crowded, noisy cities like
one. the Chi-Town ‘Burbs, MercTown and Northern Gun, as well as
This means each knows when the other is ill, tired, injured and being inside buildings, hallways, small rooms, elevators, tunnels
roughly how badly, and when the other fears death, is physically and riding inside vehicles.
near death, or has died, whether the sensory link is in force or not. Bonding Conditions & Restrictions: It is the Covenant Falcon
Fusion of Life: In life and death situations, one can fuse his or who chooses the human or D-Bee to bond with. A person can offer
its own life energy into the other in an attempt to save the other. himself but the bird makes the final decision. Good aligned practitio-
Of course, additional medical attention is likely to be needed for ners of magic and Psi-Druids may try to select this animal to be a fa-
one or the other to fully recover and heal, but this can be an im- miliar without actually using the Familiar Link spell. However, this
portant starting point to keep man or beast alive! All that is neces- creature tends not to bond with practitioners of magic and Master
sary is a moment’s focus and desire to heal the other by touch or Psychics, with the exception of Psi-Stalkers (fellow demon hunters).
close proximity (20 feet/6.1 m). If one bonds with a mage, the Covenant Falcon is likely to
One of the Covenant Falcon’s M.D.C. points from its Main accept a mage who has an additional Familiar Animal but is not
Body provides 20 S.D.C. or 10 Hit Points to its human partner. completely satisfied as long as the other animal is part of the
(One M.D.C. if that partner is a Mega-Damage D-Bee.) team. In such an instance, the Covenant Falcon is likely to leave
20 S.D.C. or 10 Hit Points from the humanoid to the bird pro- the mage at some point, in favor of a new partner willing to de-
vides the Covenant Falcon with ONE M.D.C. point. Obviously, vote himself to it exclusively. Note: The bird does not have a
this exchange is potentially more lethal to the human than to the problem sharing its human host/partner with a spouse, children,
Covenant Falcon as the M.D.C. cost is minimal to help heal a hu- family or friends, just other animals.
man, but high for a human to heal his Falcon Friend. In most cases, once the two become one, the bond is perma-
If the animal or person is already in a coma, this fusion of life nent for life, lasting until one or the other dies. However, there
energy works to jumpstart the heart/body and provides a +40% are instances in which the animal may choose to sever the link
bonus to save vs coma and death as well as the infusion of the Hit and leave that particular host, usually for a more emotionally and
Points or S.D.C. or M.D.C. described above. alignment compatible partner. Anarchist alignments are accept-
Bonuses from the Union: The Person: +1 on all Perception able even if the bird is itself good. This may occur when the Cov-
Rolls in regard to recognizing signs of danger, animal and demonic enant Falcon has no other available option, or the two share the
predators, and impending attack from wild and domesticated ani- same Anarchist alignment (a compatible match), or that despite
mals, predatory monsters and supernatural evil. +1 to dodge, +1 to the selfish alignment, the good Covenant Falcon finds something
save vs the Horror Factor of animals and monsters, and the person about the person that it likes or finds interesting and positive.
develops perfect, sharp vision. If his eyesight was less than perfect If the Anarchist “partner” becomes too chaotic or his selfishness
(nearsighted, farsighted, etc.) prior to the union, it becomes perfect hurts others on a regular basis, the Covenant Falcon may choose to
within 48 hour of linking with a Covenant Falcon friend. abandon him in favor of someone with a closer alignment and tem-
The humanoid’s connection to the bird makes him aware of perament. Note: When the Covenant Falcon breaks the symbiotic
the meaning of the sounds it makes and recognizes the Covenant connection (or when it dies), the connection to it and any special
Falcon’s battle cry and other sounds it makes when it is happy, abilities and bonuses are immediately severed and gone.
sad, angry, scared, concerned, agitated, etc. (clucks, chirps, whis- It never bonds with evil or cruel beings, nor beings that enslave
tles, shrieks, etc.). The person also becomes more aware, appre- and abuse animals. Thus, they dislike Simvan, Horune Pirates,
ciative and considerate of nature and animals in general. Minions of Splugorth, evil Shifters, Witches, and other cruel or evil
The connection to the Covenant Falcon and sharing its senses beings. They seem to favor Psi-Stalkers, Cyber-Knights, Lynn-
and emotions turns many partners/hosts (75%) into speed-freaks Srial, Native Americans, humans and D-Bees of good alignments.
who enjoy fast vehicles and flying by any means. And any fear For reasons unknown, Covenant Falcons generally avoid
of heights is eliminated and he is impervious to any phobia about bonding with Dog Boys and other animal-like mutants and D-
heights or speed while connected to the Covenant Falcon. This Bees. Perhaps they are seen as too animal-like or too unfamiliar
might compel the character to want to ride in, or drive, fast ve- and alien. The bird is incompatible and unable to bond with crea-
hicles like hovercycles, rocket bikes and jet packs. tures of magic and supernatural beings and never tries.
The human partner also knows when this strange bird of prey Why bond with humanoids at all? A great question to which
senses supernatural evil and knows if the evil is a big, medium there is no answer. Some Rogue Scientists and Scholars have
or small threat. Such moments are a good time to see through its speculated that these alien birds of prey must have been partially
eyes to get an idea of what monsters or demons it may be seeing domesticated and trained to suit the needs of the, presumably,
or about to attack. human-like beings from whatever world or dimension they origi-
Bonuses from the Bonding for the Falcon: +1D6 to its P.P.E. nate. A relationship, like our own domesticated dogs, that may
base, +3D6+16 years added to its lifespan, and the link provides have existed for thousand or tens of thousands of years. As a con-
it a much larger understanding of spoken human language (as per sequence, the birds are instinctually imprinted to seek and estab-
its humanoid host/partner). The animal is able to understand words lish a symbiotic bond with intelligent humanoids of recognizable
and their meaning at twice the level and range of dogs or horses. shape and size, and compatible alignments.
The bird also becomes very comfortable and remains calm That makes sense, but if so, it makes one wonder if the human-
and at ease around large groups of people and technology. It is like aliens were once Rifted to Earth? And if so, what happened
unafraid in urban environments or being taken indoors where it to them? Perhaps they perished during the Two-Hundred Year
probably rides on its human partner’s shoulder or backpack, or Dark Age. If they were demon hunters, they could have been tar-
flies ahead a short way before finding a perch or rejoining its hu- geted and wiped out during one of the Demon Plagues.
103

Brian Hite (Order #21137467)


Covenant Falcon, carnivore and P.P.E. vampire and abilities of the Familiar spell NOT those from bonding
as described above. The two are not one. Moreover, the Fal-
Also Known As: Demon Slaying Falcon, Bonding Falcon and
con will struggle to break the unwanted magic of the Familiar
Falcon Friend.
Link EVER SINGLE DAY (+1 to save). When it does save
Alignment: Unusual. Most of these predators are Principled
vs magic (needs a 15 or higher), the bird flies away and never
(15%), Scrupulous (45%), Unprincipled (15%) and Anarchist
agrees to bond with anyone it was magically forced to serve
(15%) and partner with humanoids of compatible alignment.
regardless of alignment or good intentions. If the animal is
Attributes: I.Q. 1D6+9 (high animal intelligence), M.E. 2D6+10,
slain while a Familiar, the mage to which it is linked takes
M.A. 2D6+12, P.S. 1D6+13 (Supernatural), P.P. 1D6+14,
double the usual damage from the severed link.
P.E. 1D6+15 (Supernatural), P.B. 1D6+16, Spd 1D6 on the
Similarly, a Covenant Falcon can be summoned and con-
ground (2 mph/3.2 km), 1D4x10+50 (42-62 mph/67-99 km)
trolled by Shifters, but are +2 to save when summoned AND
flying, but maximum speed is typically 50 mph (80 km) and
can try to save vs magic/Shifter control/dominance over it
can dive at 200 mph (320 km) but counts as three melee at-
once ever 24 hours. +2 to save; +4 to save if the Shifter is a
tacks (see Mega-Damage). Maximum altitude is three miles
creature of magic or a supernatural being!
(4.8 km) or roughly 16,000 feet (4,877 m).
Equivalent Skill Abilities: Climb 50%/40%, Land Navigation
M.D.C. by Location: 95% (-20% at night), Tailing 75% (-10% to tail animals in
*Wings (2) – 1D6+24 each dense woods and a person/people on crowded streets and in
Main Body – 3D6+28 massive groups and at night; +10% to tail them on the open
* A single asterisk means a small and/or difficult target to plains and empty streets), Track 70% by sight, includes track-
strike and requires a Called Shot to hit. Even then the attacker ing people and animals, but -10% to track in dense woods,
is -5 to strike. Reducing the M.D.C. of one wing to zero makes crowded city streets, and in heavy rain, snow, fog or at night.
flight impossible until the bird can heal, which takes 2D6+6 Natural Abilities: Flight can ride wind currents indefinitely and
days. Lost limbs do not regenerate. fly for 16 hours before needing to stop and rest. Extremely
Note: On S.D.C. worlds, the Covenant Falcon has a main sharp hawk-like vision that enables the bird to see a rabbit up
body of 1D6+12 S.D.C., 1D6+18 Hit Points and an A.R. of 10; to two miles (3.2 km) away, excellent other senses, Super-
wings have 25 S.D.C. each. The damage inflicted by the crea- natural Strength and Endurance, incredible agility and speed.
ture does an equivalent amount of S.D.C. points rather than Prefers to be a daytime hunter, but can function at night, able
M.D., so its bite that does 1D6 M.D. on Rifts Earth does 1D6 to see about 600 feet (183 m), farther if seeing through the
S.D.C. on S.D.C. Worlds. eyes of its human partner using technologically enhanced vi-
Horror Factor: None unless under attack by it, then H.F. is 10. sion (night optics, binoculars, gun scope, etc.). Recovers from
Size: 17-22 inches (43-56 cm) tall and has a wingspan of 3-3.6 damage at a rate of 1D6 M.D.C. per 24 hours or 2D6 M.D.C.
feet (0.9 to 1 m). per every 12 hours on a ley line.
Weight: 3-4 pounds (1.35 to 1.8 kg). Bonuses vs Supernatural Evil/Demons (special): +1 on Per-
Average Life Span: 40 years. ception Rolls regarding anything to do with supernatural evil,
P.P.E.: 6D6 +4 M.D. per attack against supernatural evil, +1 additional
Disposition: Friendly, inquisitive, bold, brave and confident. It melee attack when fighting supernatural evil, and +1 to strike,
finds humans and similar humanoids to be fascinating and +1 to save vs Horror Factor, and +2 to save vs possession and
desirable in a symbiotic relationship. Dislikes, and is hostile mind control, but only from the supernatural.
toward, cruel and wicked predatory monsters and supernatu- None of these bonuses are applicable when fighting evil
ral evil, and is happy to help humans fight and destroy them. creatures of magic or ordinary people or animals, only against
Aggressively protective of its human host/partner. Will starve supernatural evil.
themselves in captivity and try to escape or kill their captor, if Sense Evil Creatures of Magic, 65% (special): The Cov-
evil or Anarchist, at every opportunity. enant Falcon is sensitive to the distinctive psychic aura and
Prior to bonding with a human or D-Bee in a symbiotic re- scent of wicked creatures of magic such as Black Faeries,
lationship that sustains the bird and helps the human, Covenant Black-Winged Monster Men, evil Faerie Folk, Witchlings, the
Falcons prey upon small animals like birds and rodents, feeding Loup Garou, Werebeasts, Windigo, Worm Wraiths, evil drag-
upon their flesh, blood and their doubled P.P.E. at the moment ons, and similar, up to 600 feet (183 m) away at 65%, but not
of death. They also hunt and kill small, evil creatures and evil applicable to the mortal Minions of Splugorth, Black Priests,
supernatural beings like Black Faeries, Headworms, Witch- Witches, Necromancers, or evil practitioners of magic.
lings, and even lesser demons like Imps, Gremlins, Bonelings, Sense Supernatural Evil, 75% (special): The Covenant Fal-
and similar – making them part bird of prey and part Psi-Stalker. con is sensitive to the very distinctive psychic aura and scent of
Note: This animal cannot be “tamed” without it developing supernatural evil such as entities, demigods, godlings, vampires,
a bond between it and a humanoid partner. It is highly resistant undead, Thornhead Demon, Brodkil and other sub-demons, de-
to the influence of the Simvan, Psi-Stalkers and Psi-Druids un- monic host races, and the demonic of all kind, as well as hell-
less the bird wants to bond with one of them. That said, the an- spawned monsters like demon worms, demonic War Steeds,
imal is attracted to Psi-Stalkers and seems to like Psi-Druids. Netherbeast, up to 1,000 feet (305 m) away at 75% (+10% to
The bird can be forced to become a familiar via the Famil- sense Great Demons, Demon Lords, evil deities and Alien Intel-
iar Link spell. When this happens the mage gets double the Hit ligences. -20% to sense supernatural beings of good alignment).
Point bonus and the Blood Falcon gets one additional M.D.C. Track Supernatural Evil by Scent/Sense Alone, 45% (spe-
point. HOWEVER, in this case, the mage has all the bonuses cial): The Covenant Falcon can sometimes track the aura and
104

Brian Hite (Order #21137467)


scent of evil supernatural beings as well as evil creatures of deeper disdain for creatures the Covenant Falcon considers
magic within its sensing range at 45% (+10% to sense and dangerous or enemies.
locate Greater Demons, deities and Alien Intelligences). Note: Allies: Other Covenant Falcons, humans and D-Bees of good
+10% to Track and Tail skills whenever the Covenant Falcon to Anarchist alignment. Favor humans, Psi-Stalkers, Cyber-
has visual contact with the monstrous target from the start. Its Knights, Lynn-Srial, Native Americans, True Atlanteans, Le-
psychic sensitivity helping to keep the bird on track to hunt murians and people who do NOT wield magic or great amounts
or follow the creature(s). May lose track or sight of a specific of psionics; see Bonding Requirements, above, for details.
demon if the target joins with a large group, pack or army of Value: None per se. Covenant Falcons that are tethered or caged
similar creatures (66% chance). die in captivity unless they can find a humanoid with which to
Also see Psionics and the abilities and bonuses from bond- bond and become a valued partner.
ing with a human or D-Bee. Note: Covenant Falcons who do not bond to a humanoid, do ex-
Attacks per Melee: Four. Five when fighting supernatural evil, ist. Their behavior is feral. Such lone wolves avoid human in-
see Bonuses vs the Supernatural (special), above. teraction and function like Wild Psi-Stalkers, feeding upon the
Mega-Damage: Attacks with razor sharp beak and talons, usu- blood and P.P.E. of wild animals, lesser demonic beings and
ally making swooping and diving attacks. minor creatures of magic they kill as prey.
Bite: 1D6 M.D., Claw Strike: 1D6+3 M.D., Swooping Claw This is a new creature appearing for the first time in this
Strike or Swooping Bite Attack: 2D6+2 M.D., but counts as book.
two attacks. Power Dive (special): 5D6+4 M.D. but must be
its first attack of the melee round and uses ALL melee attacks/
actions other than the ability to fly away at half its usual speed
at the end of its Power Dive attack. Speed remains half for
Devil Serpent Tongue
the next melee round (15 seconds), but it has all of its melee By Kevin Siembieda. Inspired by the art of Nick Bradshaw.
attacks for that melee. Diving attacks take a lot of energy and The Devil Serpent Tongue is a bizarre creature from another
cannot be repeated more than every third melee round. world. As big and bulky as a bear, you would think it would be easy
Bonuses (in addition to possible attribute bonuses and those to track and hunt down, but nothing could be further from the truth.
for fighting the demonic): Alert and +1 on all Perception Its appearance and behavior is a series of contradictions, al-
Rolls in general, +1 on initiative, +3 to strike, no parry, +4 to most as if it were cobbled together by a madman. It’s rock hard
automatic dodge (the act of dodging does not use up a melee head is massive. Easily six to eight times larger than a human’s.
attack), +3 to pull punch/strike, Critical Strike on a roll of a Its neck is half as thick as its hulking body, and the mouth is made
Natural 19-20 (double damage), +2 to roll with impact/fall, up of three, scissor-like mandibles used to cut out chunks of meat
+4 to save vs poison and disease, +2 to save vs Horror Factor. from its prey. A pair of green, pincer-like appendages can be used
Needs a 12 or higher to save vs psionic attacks. to bite, but are mainly for pushing food into its maw.
Vulnerabilities: Cannot swim. It may become overconfident The Devil Serpent Tongue usually walks on its hind legs, like
and take dangerous risks, especially to protect its host/partner, a man, but may also walk on its knuckles, like a gorilla, and runs
seasonal mate or young (one month during the spring). Most in a slow, loping manner on all fours. But it is also a superior
Covenant Falcons will fight to the death to protect the human climber that can lurk along the ceiling or a cave wall and pounce
with whom it has bonded. from above. The arms are disproportionately long with forearms
Magic: None. nearly equal in length to half its height (5-6 feet/1.5 to 1.8 m), and
Psionics (limited): Base I.S.P. is M.E. attribute number x2. Abil- provides the monstrosity a long reach. The tentacles that gives the
ities are limited to the following: Bio-Regeneration (Self, 6 creature its name, extend from its mouth, and provides an even
I.S.P. and restores 1D6), Empathy (4; receiver only, not trans- longer and deadlier reach.
mission), Sense Evil (2), Sense Magic (3), Sense Time (2), and Powerful suction cup fingers are able to climb up stone and
Sixth Sense (2). wet, hard surfaces and to cling to rock and ceilings from high
Covenant Falcons are considered Major Psychics with spe- places. While the suction cup fingers and hairless, green skin lead
cial psionic sensitivity as described above. This means they roll some people to mistake the Devil Serpent Tongue as some type
a 12 or higher to save vs psionic attack. I.S.P. Recovery: Two of monstrous amphibian, the mandibles suggest to others that it
I.S.P. per hour of activity or 6 per hour of play, rest or sleep. is some sort of insect, but the creature is neither. At least not like
Habitat: Temperate forests, plains, and mountains of America, any amphibian or insect we know on Earth.
Canada and Mexico, from coast to coast, but can survive in Its strangest feature is the one that gives the monstrosity its
most environments and climates other than arctic cold. name – its four mouth tentacles. Each curled up and compressed
Enemies: Blood Hawks and other predators that feed on birds as inside that tree trunk of a neck, until they are needed to attack.
well as humanoids, but supernatural evil and wicked creatures Then they uncurl and shoot out of the maw like angry serpents,
of magic are regarded as natural enemies. working in concert to overcome a single prey or striking out at
Dislikes Simvan, Horune Pirates, Minions of Splugorth, 2-4 opponents as if they had a mind of their own. Though the
slavers, evil Shifters, Witches, and other cruel or evil mortals mouth tentacles can entangle and drag prey to the monster, they
and monsters such as the Darkhound, Devil Unicorn, Dragon- are more often used to strike and stab. The tips of the mouth ten-
Ape, Shadeling, Soul Snake, evil dragons, and many others. tacles are able to adjust their shape from a bulbous bludgeon to
It is interesting to note that the Covenant Falcon adds the a stabbing spike. Both of which are used to slay prey from a dis-
enemies of its humanoid partner to its list of enemies. Like- tance. Often without the Devil Serpent Tongue from having to
wise, the human or D-Bee connected to the bird develops a leave the shadows.
105

Brian Hite (Order #21137467)


Most people will tell you the Devil Serpent Tongue is a cave ronments where its climbing capabilities and long reaching mouth
dweller, but that’s not entirely true either. The Serpent Tongue tentacles give the hulking beast a distinct advantage. However, it
likes to inhabit caves, ruins, tunnels and other dark, damp envi- is just as likely to make its nest or lair up in the rafters or girders
106

Brian Hite (Order #21137467)


of a building or the support beams of a bridge or the underbelly of Whenever possible, the Devil Serpent Tongue prefers to use
a concrete overpass. Moreover, while the Devil Serpent Tongue its tentacles to fight and kill prey from a distance, rather than
is happy to feed on any prey that might come within striking come down to the ground or out from the sheltering shadows.
range of its nest/lair, it does most of its hunting on the surface, This means anyone who falls under attack is likely to face a bar-
outdoors or on city streets. Yes, you heard that correctly. Though rage from its flailing tentacles rather than fight the beast face to
you would might not want to believe it, Devil Serpent Tongues face. Those who manage to escape or fight off the barrage may
love to inhabit and hunt in bustling cities. The bigger and older not even realize what the “snakes” or “tentacles” really were or
the city, the better. Most of the Chi-Town ‘Burbs, Old Bones, where they came from. Never suspecting it was a Devil Serpent
Free Quebec, Kingsdale, Whykin and other communities have a Tongue. The monster is not opposed to climbing down and fight-
serious problem with this monster. Serious because in addition to ing with fists and mandibles, but it is safer and more efficient to
feasting on rodents, it also feeds upon house pets and people. And use the element of surprise to attack and kill prey via its tongue
people in the city, especially children, the elderly, street people tentacles than open itself up to attack.
and the intoxicated, are easy, large delicious prey. They are also a The creature is a nocturnal hunter, but may come out during the
serious problem, because they are incredibly elusive and difficult day and certainly takes advantage of any prey that may come its
to track and hunt down. way or enter its lair. Devil Serpent Tongues are generally solitary
In a city environment, the Devil Serpent Tongue finds a dark, hunters, though a mated pair may hunt together. Likewise, a female
isolated location that people seldom frequent. This could be a that is still caring for her 1D4 young will take them on hunts to
dark, dank place where many people walk over or under to get to teach them how to be efficient stalkers. These young (half the size,
work or travel every single day, but rarely notice. This could be M.D.C., and number of attacks of an adult) follow mother’s cue,
an access tunnel, or a dark corner up in the rafters of an attic or and will fight to protect her, just as she will fight to protect them.
warehouse, or the struts and support beams on the underside of In many cities, the Devil Serpent Tongue has one more thing
a bridge, tower, or building. Other favorable lairs include under going for it, a cover-up. Most authorities and civil leaders want
the stairs, inside access tunnels and elevator shafts, corners and their citizens and visitors to feel safe, so they try to never men-
ceilings in parking structures, under the porch, down in a sewer tion the monsters and cover-up when people go missing. They
or cave or tunnel, and inside abandoned buildings and crumbling blame bandits, D-Bees, practitioners of magic, or any number of
ruins. As long as the beast’s hiding place goes unnoticed and un- other candidates, rather than identify the true culprit as a Serpent
disturbed by people, and it feels safe, the Devil Serpent Tongue is Tongue. This kind of cover-up is so ubiquitous and effective that
content to sleep during the day and wait, munching on whatever the average citizen has never heard of nor seen pictures of this
kill it has dragged to its lair to munch on, until the next hunt. This monster. And because the creature is so big, and seems impossible
safe lair may be just a few feet (a meter) from where great masses to hide for long, they believe it when the authorities claim to have
of humanity walk past every day. The Devil Serpent Tongue is quickly tracked down and “exterminated” the monster. Of course
that bold and brazen. As long as it is not bothered by the people, it they have! How could something that big hide for long. Right?
is content. Moreover, it may be a place where the monster can ob- Most people living in the Chi-Town ‘Burbs and most cities have
serve potential prey and snatch an unsuspecting passerby, espe- no idea this danger exists. In fact, though they deny it, rumors in
cially at night and during commotions, when its attack and people certain circles have it that the Serpent Tongues has successfully
going missing are not likely to be noticed. Like most predators, it infiltrated the walls of Chi-Town itself. Surviving on the lower lev-
is attracted to “animals” (and people) that get separated from the els and in the labyrinth of service tunnels. Feeding on rodents and
herd or exhibit some sort of incapacitation (injured, sick, drunk, people alike, and somehow managing to escape the Dog Boys that
lame, elderly, a child, etc.). hunt them. (See Natural Abilities for insight on how that is pos-
As ground animals ourselves, our lives tend to be rooted to the sible.) If a rat infestation your neighborhood suddenly seems to go
ground. We think of monsters lurking in caves and subterranean away, odds are you have a Devil Serpent Tongue in the area. If pets
places and often forget to look up above our noses. That myopic and homeless people start to go missing, it’s almost a certainty.
conditioning works to the monster’s advantage, because Serpent Pray that it is only one or two of the monsters.
Tongues prefer to make its lair up in high places. The monster likes
to go up and hide where it can lurk, like a spider, waiting for prey
Devil Serpent Tongue – Carnivorous Predator
to walk under it or come close enough to strike. Likewise, the beast Also Known As: The Cave Lurker and simply as the Serpent
may hang from the ceilings of caves, tunnels, ruins, trees large Tongue.
enough to support its weight, as well as from the ceiling and sides Alignment: As a predator and waylaying killer, it is considered
of buildings and the underside of tunnels and bridges. A favorite to be Diabolic or Miscreant.
tactic is to drop down upon unsuspecting prey from above. Or to Attributes: I.Q. 1D4+7 (high animal predator intelligence),
hold on with one hand and swing down, like an ape, to grab prey M.E. 1D6+10, M.A. 1D6, P.S. 1D6+20 (Supernatural), P.P.
with its other hand. Better yet, it loves to find a nice, dark corner 2D6+10, P.E. 2D6+10 (Supernatural), P.B. 1D4, Spd 1D6+13
or area to hide, unseen but able to see out (or down) and send out on land and climbing (about 9 mph/14 km).
two or more of its mouth tentacles to incapacitate prey and pull it M.D.C. by Location:
up to itself. A cunning predator, the nocturnal hunter often climbs Head – 1D6x10+100
along the sides of buildings only 20 or 30 feet (6.1 to 9.1 m) above Neck (thick) – 1D4x10+80
the sidewalk. Moving slowly and sticking to the shadows of dark, *Mouth Tentacles (4) – 2D6+25 each
poorly lit streets and alleys, it waits for the right moment to strike. Arms (2, long) – 2D6+40 each
Using its long reach or tongue tentacles to literally pluck victims *Hands (2, large) – 1D6+24 each
off the street and to their doom. Legs & Feet (2) – 3D6+50 each
107

Brian Hite (Order #21137467)


Main Body: 2D6x10+100 Disguise Scent (special): The creature has glands that en-
* Items marked with an asterisk are difficult to strike, so able it to disguise its own scent by mimicking the scent of
the attacker must make a “Called Shot” and even then is -4 the animal or people that dominate the area or once lived in
to strike. its lair/nest, like a bear, wolverine, wolf, Burrower Bruin, or
Note: On S.D.C. worlds, the Devil Serpent Tongue has humans or a particular D-Bee, to throw off scent trackers like
a main body of 2D4x10+10 S.D.C., 1D6x10+70 Hit Points hunting dogs, Dog Boys, and certain D-Bees and wild ani-
and an A.R. of 10. All other body locations have S.D.C. equal mals. This can also be used as a hunting tactic. For example,
to the M.D.C. number listed above (1D6x10+100 M.D.C. = a bear returning to its den is not expecting to be attacked by
1D6x10+100 S.D.C.). The damage inflicted by the creature a Devil Serpent Tongue, because it only smells its own scent!
does an equivalent amount of S.D.C. points rather than M.D. An easy ambush for this terrible monster.
(i.e. 2D6 M.D. = 2D6 S.D.C.). Maw and Triple Mandibles (special): Three sets of man-
Horror Factor: 15 dibles for slicing through M.D.C. flesh and bone, biting off
Size: 10-12 feet (3 to 3.7 m) tall in a hunched over stance. 4-5 feet limbs, and swallowing them in large chunks. Eats the flesh and
(1.2 to 1.5 m) wide at the shoulders. bones of its prey, including the skull. Also see Mega-Damage,
Weight: 700-1,000 pounds (315 to 450 kg). below.
Average Life Span: Unknown, believed to be 50-60 years. Mouth Tentacles (special): Actually located under the
Mates every two or three years. Males stay with the female mouth, but the tentacles appear to be coming out of the maw
and young for one or two years before leaving the child-rear- and create the illusion that they are the beast’s tongues. The
ing exclusively to the female. Young are half the size and pos- tentacles coil and compress inside channels in the monster’s
ses half the number of melee attacks and M.D.C. of a mature long, thick neck, and can extend for a staggering 24 feet (7.3
adult. They leave their mother’s side when they reach full ma- m). They are completely prehensile and can entangle prey to
turity and full strength in 3-4 years. be drawn to the deadly mandibles. However, more often than
P.P.E.: 1D4x10 not, they are used like hammering bludgeons or dagger-tipped
Disposition: Quiet and stealthy, this predator is a lurker that tentacles to pound, slash and stab prey. Small prey like rats,
watches and waits like a spider, attacking when opportunity birds, cats and dogs can be impaled and killed with a single
presents itself and when it can no longer stave off its hunger blow and brought back to the mouth to be gobbled up in one
pangs. This makes the Serpent Tongue a methodical, patient or two bites; sometimes while still alive.
and somewhat lazy hunter. If the prey has too much fight in it The ends of the mouth tentacles can morph and change
or quickly hurts the monster (losing two tentacles or having its shape to become a thick bludgeon, like a blackjack or club ca-
main body reduced by 60%), it flees back into the shadows or pable of striking with the full strength of a punch, or formed
climbs up and away until it is out of sight. into a pointed spike to stab, slash and impale prey. The lat-
Equivalent Skill Abilities: Climbing 98%/98% (-10% on slimy ter is especially useful in spearing and retrieving small and
surfaces), Detect Ambush 70%, Land Navigation 90% (+8% medium prey. However, they are just as deadly against large
to find its lair), Prowl 65% (+10% at night and in its lair and prey, including armor-clad humans and D-Bees. The Devil
immediate home territory, knowing all the hiding places and Serpent Tongue has no fear of humans, though it is smart
dark corners), Swimming 70%, and Tailing 70%. enough to understand that it should avoid large groups of
Natural Abilities: Nightvision and infrared vision 3,000 feet (914 them and that armored humans are stronger and fiercer prey
m), adequate daytime vision (1,000 feet/305 m), good sense of than unarmored people. Still, with eight attacks per melee
smell, Track by smell 40% (+20% to follow blood scent, +30% round and slashing and pounding mouth tentacles that can
to track the scent of its mate and young, or to track a female strike from 24 feet (7.3 m) away, this is a deadly creature
in heat during mating season). Hisses and clicks to communi- even for seasoned adventurers and soldiers. Moreover, when
cate with its own kind. Bellows only when it loses one of its speared or entangled by two tentacles, even large and heavy
tentacles or is near death. Can hold breath for one minute per humans and D-Bees can be pulled toward its slobbering maw
P.E. attribute point. Favors dark, damp, and cool or humid lo- and powerful mandibles.
cations and can Swim 70%. It does not mind shallow water, As noted earlier, the Devil Serpent Tongue likes to remain
but dislikes deep and fast moving water. Bio-Regenerates lost hidden in a tunnel, behind a fence or wall, or in the shadows
limbs, fingers, toes, mouth tentacles, and mandibles within 1D6 up high on the ceiling or the side of a wall, or in the rafters or
days; severed forearms and lower legs within 2D6 days. Cannot a tree, and use its tentacles to do all or most of the fighting.
regenerate an entire limb or the eyes. Recovers from damage at This clever tactic keeps the rest of its body out of harm’s way
a rate of 3D6 M.D.C. per 24 hours, but 1D6x10 M.D.C. per 24 in melee combat as well as gives the creature the opportunity
hours at ley lines and the creature knows this. for an easy retreat, when necessary. If the tentacles are fight-
Can go for as long as four weeks without eating if neces- ing through holes in a wall or from a hole or tunnel or sewer
sary, but likes to hunt daily when feeding on small prey like in the ground, the victim(s) may not even know what they are
rats and pigeons, every day or two when feeding on larger prey fighting, because all they see are these long snake-like things
like cats and dogs. Eats most land animals from frogs, snakes, attacking them.
birds and rodents to cats, dogs and people. In fact, people are See Mega-Damage for complete combat and damage ca-
seen as easy prey and a preferred, big meal. A Serpent Tongue pabilities.
does not have to eat for five days after feeding on an adult hu- Suction Cups on Fingers and Prehensile Toes (special):
man. Devouring virtually every part, bones and all. Eats live Provide superior climbing capabilities and the creature can
food and carrion. hang upside down or on the side of a wall or ceiling indefi-
108

Brian Hite (Order #21137467)


nitely even while sleeping. Can scale most surfaces, including however, are sometimes used as axe blades, hoes and digging
metal, plastic, glass and slick and slimy surfaces. implements.
Attack per Melee: Eight attacks per melee round, plus one when Note: This is a new creature appearing for the first time in this
defending a mate or young. book.
Mega-Damage: As per bite, tentacle strike or as per Supernatural
P.S. which is typically P.S. 23.
Bite (full strength): 3D6+3 M.D., a nip does 1D6 M.D. Eeracrech Riding Lizard
Tentacle Strike: Restrained Strike (Blunt): 1D4x10 S.D.C.,
Full Tentacle Strike (Blunt): 1D6 M.D., Slashing/Stabbing By Charles Walton II and Kevin Siembieda
Tentacle Strike: 2D6 M.D., simultaneous dual strike by two In the wild, the Eeracrech is a savvy predator that hunts other
tentacles is 4D6 M.D.; cannot perform a simultaneous strike reptiles, dinosaurs, bovine and most creatures that are smaller
with more than two. than itself. That should include humans, however, the creature
Other Physical Attacks: Restrained Punch or Swat with is smart enough to realize that humanoids are different and dan-
Hands: 1D6x10 S.D.C., Full Strength Punch: 2D6 M.D., gerous with their M.D.C. armor and Mega-Damage weapons.
Head Butt: 1D6 M.D., Body Block: 2D6 M.D., Pouncing/ Though the Eeracrech appear to be a giant reptile from another
Drop Down Attack from Above: 2D6 M.D. and counts as one world, the creature seems smarter than Earth lizards exhibiting
attack. It is likely (01-75% chance) that opponents up to 12 an I.Q. more on par with Earth predatory felines. As a result,
feet (3.6 m) tall are knocked off their feet. Victims that are Eeracrech (pronounced Ear-rah-kretch) tend to leave humanoids
knocked down lose initiative and one melee attack, AND there alone. That changes only when the beast is very hungry or if the
is a 01-40% chance the monster has its victim pinned and un- potential human prey seems to be sick, injured, or weak; then all
able to physically move/fight. (Time for psionics or magic!) bets are off and the reptile may attack. Worse, some Eeracrech
That means the Serpent Tongue is able to continue its attack have been known to develop a preference for human or D-Bees
on the pinned prey with bites and/or tentacles. Cannot kick or and become man-eaters. However, the creature is more likely to
stomp with legs. attack and drag off a human’s horse, mule, or livestock than the
Bonuses (in addition to possible attribute bonuses): The Hulk- person himself.
ing Creature: +3 on initiative, +3 to strike, +2 to parry and Eeracrech are surprisingly stealthy for an animal its size.
disarm, +1 to dodge, +4 to roll with impact, impervious to dis- Whether a lone hunter, mated pair or small pack of 2D4+2, the
ease, resistant to cold (half damage), and +2 to save vs Horror creature(s) usually stalks its prey, waiting for the right moment
Factor. All bonuses are in addition to attribute bonuses. to strike, quietly prowling in as close as it can before launching a
The Four Tongue Tentacles (each): +3 on initiative, +3 to violent attack. Excellent wall climbers and leapers, the Eeracrech
strike and entangle, and +4 to auto-dodge. may surprise its prey by striking from above.
Vulnerabilities: Slow. Lazy. Overconfident. All of which can This large reptile also possessed excellent running speed and
get the creature into trouble. the agility of a jungle cat. Rogue Scholars and scientists have
Magic: None. speculated it may come from a world beyond the Rifts that is
Psionics: None. mountainous or filled with canyons, ravines and caves. As a re-
Habitat: Dark, dank places high or low to make a lair just about sult, the Eeracrech has evolved to scale the sheer cliffs of canyon
anywhere across North America. Prefers cities and ‘Burbs walls, cave networks and/or towering mountains.
with plenty of places to hide, and those that develop a taste The Eeracrech – also known as the Lizard Stallion – were
for humanoids, seek out such environments. But tend to avoid first used as riding animals by the Simvan Monster Riders. Wild
living in small towns and villages, though they may raid them Psi-Stalkers also use the beasts as war mounts, and it was the
and farms from their hiding place in the nearby wilderness. Psi-Stalkers who discovered Eeracrech can be tamed as massive,
Rather lazy hunters, Serpent Tongues dislike having to travel dog-like pets, watchdogs, attack animals and riding animals, but
more than eight miles (12.8 km) in search of prey. When prey not as beasts of labor. They soon began to trade the tamed Lizard
becomes scarce, the monster moves on to find a more plentiful Stallions to human adventurers and mercenaries as riding ani-
hunting ground. mals.
In the wilderness the creature is found where there are A well-treated and well-fed Riding Lizard can become as
caves, tunnel networks (natural or man-made), ruins of pre- loyal, friendly and reliable as any horse. As a result, they have a
Rifts cities, fallen trees, large animal burrow, and low moun- strong appeal to wilderness people and for some assassins, ban-
tains where prey are plentiful. There are too few animals at dits, dimensional raiders, Simvan Warriors, Shemarrians, Wild
higher elevations. Psi-Stalkers, and Shifters, as well as certain adventurers, explor-
Enemies: They have no enemies, per se, but consider most ani- ers, mercenaries, Headhunters, Black Marketeers, and some trav-
mals and humanoids to be prey. eling shows and merchant caravans. They are particularly com-
Allies: None, really, other than a mate or a mate and 1D4 young mon as riding animals in the southern and southwest portion of
for until they reach maturity in 3-4 years. Cannot be controlled the Old American Empire, and parts of Mexico and Central and
and commanded by Simvan Monster Riders, but can be sum- South America. Kittani and certain off-world clients of the Splu-
moned and used by Shifters. gorth, including Tattooed Men and especially the infamous Sunaj
Value: None, except perhaps in the gladiatorial arena. As mon- Assassins, find the Eeracrech to be very desirable riding animals
sters for the arena, they fetch 2,000-8,000 credits. They are not and attack animals. They like that the animal has an M.D.C. body
edible and their soft, squishy hide is not suitable for textiles. (no man-made body armor necessary), Mega-Damage combat
The mouth tentacles decay within 24 hours. The mandibles, abilities, and climbing and stealth capabilities. After all, there are
109

Brian Hite (Order #21137467)


few riding animals able to prowl, and fewer still able to climb However, there is a growing number of Pecos Bandits (estimated
walls or run along walls and ceilings. Note: Most Native Ameri- at 10-15%) who have adopted the Eeracrech Riding Lizard as a
cans prefer true horses and Psi-Ponies, and even cyborg and ro- favorite riding animal.
bot horses over the Lizard Stallion and exotic animals from other It is important to note that the Eeracrech is a very poor beast
worlds. For many Native Americans, the horse is regarded as of burden. The giant lizards love to run and climb and hunt and
part of their heritage and legacy. Many Cowboys, Gunfighters become very unhappy and belligerent when forced to plow fields
and Gunslingers of the New West share that sentiment, preferring or pull wagons. Riding Lizards forced to perform labor can be
horses and other riding animals over riding “a dang giant lizard.” more stubborn than a mule. Worse, it has the teeth, claws and
110

Brian Hite (Order #21137467)


strength to tear such taskmasters to pieces. An unhappy or mis- cyborgs and combat vehicles. Like cats, the lizard is not fond
treated Eeracrech – and being forced into labor is mistreatment of water but is a good swimmer and will dive into to water to
for this beast – will butt and snap at the person forcing it to do the escape a threat or to get at prey.
labor as well as anyone who comes within reach. Given the op- Most Lizard Stallions, even when there are 8-10 of them,
portunity, it may also attack and slaughter other beasts of burden, are not likely to attack a small group of 3 or more armed hu-
cattle, livestock, and pets out of spite/anger to show its displea- manoids unless the animals are starving or feel threatened or
sure or to extract revenge. At some point a frustrated and angry cornered, or are protecting young. No sudden moves and you
or abused Riding Lizard will lash out to kill its wicked master should be fine. Loners and stragglers, however, are watched
and try to escape. Attacking anyone who tries to prevent it from carefully for any sign of being a threat or weakness such as
getting away. Others in captivity kill themselves trying to escape injury or fatigue; and may be preyed upon if they are not cau-
or stop eating and waste away. tious and alert.
Eeracrech Riding Lizards live to hunt, prowl and run. As long Wild Eeracrech Riding Lizards are most aggressive toward
as they have ample opportunity to do any or all of those things, humanoids when the animals are in a large pack of eight or
they are happy and don’t mind having a rider on its back or a more. However, kill the pack leader, usually the largest male,
master to directs it. Adventurers, mercenaries and bandits who and the rest should back off or engage in tearing their fallen
retire are wise to set their animal free or to sell it to someone who leader apart and devouring him like a pack of jackals; ignor-
understands the Riding Lizard’s nature and will give it plenty of ing any people nearby unless they are threatening. Travelers
opportunities to do what it does. Assassins, hunters and warriors should take this savage moment to put as much distance be-
love this creature, because it is not afraid of combat, loves to tween themselves and the pack as possible, as the animals will
tail and stalk prey (i.e. an enemy or monster) and can do so with not pursue and forget about them after they feed.
startling stealth. Equivalent Skill Abilities: Acrobatics 70%, Climbing/Scale
Walls 95% (-15% when climbing at near full running speed),
Eeracrech Riding Lizard – Carnivorous Predator Land Navigation 85%, Prowl 70% (+5% at night), Swimming
Also Known As: The Lizard Stallion, Riding Lizard and Assas- 70%, Tailing 90%, Track by Smell 50% (+25% to track blood
sins Steed. Some people mistake the animal as a baby dragon scent or decaying meat).
or as a dinosaur, but it is neither. Natural Abilities: Leap 1D6+16 feet (5 to 6.7 m) across or high,
Alignment: As an animal predator and scavenger it is generally and Scale and run along walls, ceilings and steep cliff faces.
considered to be Anarchist or Miscreant. Nightvision 500 feet (152 m), normal heeling recovers 3D6
Attributes: I.Q. 1D6+7 (high animal intelligence), M.E. 1D6+9, M.D.C. per 24 hours, but much more along a ley line.
M.A. 1D6+11, P.S. 1D6+23 (Supernatural), P.P. 1D6+17, Also see Magic for special Healing and Chameleon ability.
P.E. 1D6+19, P.B. 1D6+11, Spd 2D6+48 (35-40 mph/56 to Climb and Run Along Sheer Walls (special): The Riding
64 km) and can run at near full speed (reduced only by 10%) Lizard can climb sheer cliff walls, sides of building, or up-
when running along the sides of buildings and cliff facings. side down along ceilings with excellent speed and agility. The
-14% Climbing penalty noted under Equivalent Skill Abilities,
M.D.C. by Location: above, only applies to the Riding Lizard when it is climbing at
*Armored head and Neck – 1D6x10+60 near its maximum running speed (70% or greater). Moreover,
*Tail – 1D6+20 the rider suffers a -20% Exotic Horsemanship skill penalty
Main Body – 1D6x10+70 M.D.C. +P.E. attribute number for and shoots wild. (An aimed shot is not possible at such speed
main body. Add an additional 2D6 to a fully mature female while the lizard is climb up or along the side of a wall or build-
and 3D6+6 to a fully mature male (at least 4 years old). ing). A failed Horsemanship roll means the riding is fighting
* Items marked with an asterisk are difficult to strike, so to stay on the animal’s back and cannot attack or perform any
the attacker must make a “Called Shot” and even then is -4 skill nor cast magic. A successful skill rolls means no penal-
to strike. ties.
Horror Factor: 9 for one Eeracrech. 11 for 2-5 members. H.F. A character without the Exotic Horsemanship skill holds
13 when the pack has greater numbers. on for dear life at any climbing speed from the very beginning.
Size: 5-6 feet (1.5 to 1.8 m) at the shoulders, 8-10 feet (2.4 to 3 He cannot attack or perform any skill nor cast magic, and is -6
m) from snout to rump. The tail usually adds another 8-10 feet on Perception Rolls while the animal is climbing up or along
(2.4 to 3 m) to the overall length. a sheer surface or on a ceiling! Roll a D20 to see if the un-
Weight: 950-1,700 pounds (427 to 765 kg). skilled rider falls off the climbing Riding Lizard. 11-12 means
Average Life Span: 1D6+16 years in the wild, 2D6+24 years the rider hangs on. 13-17 means the rider is dangling half off
for most domesticated Riding Lizards used as mounts or pets the creature and suffers 2D6 damage from being jostled and
that are not constantly used in combat or as attack animals. banged around, plus he drops any object he was holding in his
Reaches full maturity in four years. Females give birth to 1D4 hand other than the reins. 18-20 means the character falls of
young as often as every three years. the lizard!
P.P.E.: 4D6+20; see Magic. Stable Riding Animal (special): The Lizard Stallion is a
Disposition: Temperament and behavior is similar to the Afri- strong, stable riding animal that delivers a surprisingly smooth
can lion or a dog. Playful and inquisitive, the animal is not ride. It is the fast and sudden turns that riders need to get used
easily spooked and loves to prowl, hunt, run and climb. Wild to, as well as the animal’s inclination to leap and run along the
Eeracrech are wary of humans and keep their distance. Smart sides of buildings.
enough to recognize and stay away from armor-clad people, Also see Magic, below.
111

Brian Hite (Order #21137467)


Attacks per Melee: Four unless trained to be an attack animal, in to blend into the surrounding environment and disappear from
which case it has five attacks per melee. sight. Movement disrupts the effectiveness of this magical
Mega-Damage: Bite (primary attack): 2D6+2 M.D., Claw field.
Strike: 3D6 M.D. (the most common attack), Pouncing Claw The Creature is 90% undetectable if unmoving.
Strike (counts as one attack): 3D6 M.D. and has a 55% chance 70% undetectable if moving 2 feet (0.6 m) per melee round
of knocking an opponent/prey as large as itself off its feet and or slower, like when its is Prowling or stalking prey.
onto the ground. Victims of a pounce attack lose initiative 20% undetectable if moving 6 feet (1.8 m) per melee round.
and two melee attacks. Tail Whip: 1D6 M.D., Head or Horn Totally ineffective if moving any faster.
Butt (blunt attack): 1D6 M.D., Horn Strike/Goring: 2D6+2 This magic is effective against normal vision, see the in-
M.D. and is also used to tear and rip at the soft underbelly visible and most optic systems. A thermo-Imager is likely to
and throats of large prey! Ramming Charge Attack with Horn: reveal the creature, especially if it is hiding in a cold environ-
3D6+3 M.D. but counts as two attacks. ment. However, if the air or background temperature that the
The Eeracrech may also leap onto the back or side of lizard is hiding against is around the same temperature as the
very large prey, like the Aegis Buffalo and dinosaurs, hold lizard’s body temperature or within five degrees, the creature
on with its claws (counts as a claw strike) and continue to is concealed even from it.
attack via biting. Note: Hanging from or holding onto large Note: The large central curved horn atop of the Riding
prey prevents subsequent claw and horn strikes and uses Lizard’s head can be lowered to lie flush down the center of
up one melee attack per round to hang on. Only bite at- the creature’s skull and head crest, and the crest made to fold
tacks are possible when hanging onto large prey. The jaws back. When this happens, the magical Chameleon field around
of these predators are extremely powerful and they shake the animal is extended to its rider or young, providing they are
prey wildly back and forth to keep the victim disoriented nestled close and touching or clinging onto the lizard. Juvenile
and from attacking the predator. A P.S. equal to the Riding Eeracrech do not have this ability until they are three and a
Lizard’s P.S. is needed to pry its jaws open but only half half years old.
that to hold them shut. Range: Self or Others by touch.
In the wild, packs of Eeracrech work in teams to cut ani- Duration: 18 minutes (72 melees), double on a ley line.
mals from a herd and tag-team large prey by taking turns at- Saving Throw: None.
tacking. A favorite tactic of Eeracrech packs is for two or three P.P.E. Cost to Chameleon Camouflage: Six P.P.E. per
animals to be threatening to keep prey confused, while one or use.
two charge in to attack and often another clamping onto a hind Psionics: None.
leg to impair the prey’s movement (reduce Spd by half and a Habitat: Found throughout North America, but seems to be
half ton monster holding on to one hind leg prevents prey from most numerous in and around mountains as well as the New
kicking). West, Southern and Southwestern United States and Mexico.
Bonuses (in addition to possible attribute bonuses): +2 Though reptilian, the Riding Lizard functions well even in low
on initiative, +3 to strike, +2 to parry, +1 to disarm, +3 to temperatures during colder seasons, but does not like it when
dodge, +2 to roll with impact/fall, and +3 to save vs Horror its gets down below freezing and looks for warmer climates
Factor. when temperatures drop to zero or below without any sign of
Vulnerabilities: Dislikes water and will hesitate before diving warming up soon.
in. Loyalty to its pack as well as to its rider is likely to com-
Enemies: Other large predators and people.
pel the animal to fight to the death trying to protect its rider
(provided the animal is treated well), mate, young and fellow Allies: Wild Eeracrech trust other fellow Lizard Stallions, Sim-
members of the pack. Enjoys cat and mouse games, like a cat, van Monster Riders and Psi-Stalkers. Everyone else is poten-
and sometimes plays with potential prey for too long, giving it tial prey.
a chance to escape or strike back, and the Riding Lizard may When they are treated well, tamed Riding Lizards can be
take on an opponent that is too big or powerful for it. While affectionate and protective pets, guard animals and riding ani-
that is dangerous for the animal, these are all the reasons as- mals that are fiercely loyal to their owners/humanoid compan-
sassins and warriors like the creature: it is fearless, loyal and ions whom they regard to be their pack leader.
works well with its riders to double team and kill prey/enemies Value: 3,000 to 12,000 as a trained riding animal or war steed,
together. guard animal or attack animal. Not suitable as a work animal
Magic: Eeracrech are not related to dragons nor creatures of as they hate mundane chores like plowing a field or pulling a
magic, but do possess two magic abilities. wagon, and runs away if subjected to that life. Riding Lizards
Ley Line Regeneration (special): They heal quickly when need to be able to roam, run and hunt or they are miserable and
resting on a ley line and instinctively go to a ley line when become mean and violent.
injured. Ley line recovery is 6D6 M.D.C. per 12 hours and re- Assassins and spies love these animals and see them as
grows a severely damaged or lost horn, toe, foot or tail within the ultimate riding animal due to their intelligence, loyalty,
36 hours. combat capabilities, stealth and ability to climb the walls of
Chameleon Field (special): The Lizard Stallion possesses buildings and leap from rooftop to rooftop to make a fast
the spell equivalent of Chameleon equal to a 4th level spell getaway.
caster! Double the duration on a ley line. Note: This is a new creature appearing for the first time in this
Once activated, this magic enables the Riding Lizard to al- book.
ter the color and pattern of its scaly physical body, enabling it
112

Brian Hite (Order #21137467)


®

●I
ma gineE arthtransf
ormedi ntoa na l
ienlandscape. Ot
herRPGWor
ldsf
rom Pa
ll
adi
um Book
s®:
●Huma nse xist–ba r
[Link] renota lone.
●Ris ®–t heulma terole-playingexperi
ence.
●Aliensa ndmons tersemer g
ef r
om t heRis–hol estor
ninthef
abr
icof
●Ris ®Cha osE ar
th®–Pl ayt hea pocal
ypseasitha ppens.
spac ea nd me, connec t
edtoc ountlessworldsandrealies
.
●Spli
cers ®–We i
rds c
ience. Bio-tec
hba lesins
a ner obotlegions.
●Anc i
entg ods,demonsa ndma gichav eretur
ned.
●DeadRei gn®RPG–Ca nyous urvi
vetheZombi eApoc al
y pse?
●Ma gica ndt echnologyclash.
●Pall
a dium F antasyRPG®–Uni quewor l
d,mons tersaspl ay e
rc har
act
ers
,
●Hundr edsofc har
a ct
erc l
asses,ma nyinhuma n.
ma gica ndmor e.
●Ris ®Ulmat eEdioni st hecoreRPGr ulebook.
●HeroesUnl i
mi t
ed™RPG–Pl ayanyhe r
o;mutant s
, al
i
ens, cy
bor gs
, s
uper
hu-
●Expa ns i
vewor ldse ngwi th90+s ourcebookstodr awupon.
ma ns, ma g
e s,i
mmor talsa ndmor e.
●Ris ®, yourpor taltoendlessadv enture.
●Nightba ne®RPG–Cons piracy,ma gi
c,horr
orandmons te r
s.
●Li
mi tedonl ybyy ourima gi
na on.
●Beyondt heS upernatural™RPG–Mode r
nhor rorands uspe nse.
www.
pal
l
adi
umbook
s.c
om ●Ninjasa ndS uperspies™,a ndmor e.
© 2014Pa
ll
adi
um Book
[Link]
®,Megave
rse®,Ni
ght
ba ne®andot
hertles
,s l
oga
nsandli
kene
sse
sar
etr
ade
mar
ksofP
all
adi
um Book
s,I
nc.
P
alladi
umBook
s-39074WebbCour
t,West
land,
MI 48185USA–734-
271-2903orde
rli
ne.

Brian Hite (Order #21137467)


CanYOUs
urv
ivet
heZombi
eApoc
alyps
e?

TheDe
adRe
ign® RPGs
eri
es Fe
art
heRe
ape
r™Sour
cebook
Dea dRe i
gn®RPG–“ Co reRules.”I ti
sth eaft
erma thofthezombi
e Heroeswh o,l
ikek ni
ghtsofold,
tra
velt
hehi
g hwaysfi
g ht
ingz
ombi
es
apoc
a l
[Link] eadrei
g nandt heli
v i
n gfightagainstimp os
sibl
eodds. andhelpi
ngs urvi
v or
s.
Cany ous ur
vive?Fi ndo utwiththisfa st-
pace dho r
ro [Link] s
yto ●Co mpr ehensivebackgroundo ntheRoadRea pers
.
l
earn
. Fastcharac
tercreat
iona ndcomb a t
. ●The i
rc ode,missions,weapons,st
rat
egi
esandt ac
tic
s.
●Zo mbiec omba tands urvivalrules,vehiclesande quipment. ●TheTe r
r orZombi eandmo re.
●6iconicCha racterClassesplusOr dinaryPe ople(4 0+o c
cupati
ons)
. ●$ 12.
95r et
a i
l–4 8pages–Ca [Link].234.
Avail
a bl
eno w.
●7type sofzo mbies,pl
ust heHa l
f-
Li ving.
●101Ra ndom Sc e
na ri
os,Enc ounters,Se t
tingsa ndo thertabl
es. Gr
ave
yar
dEar
th™ Sour
cebook
●$26.99r et
ail–2 24pag es–Ca [Link] .2 [Link] ai
labl
eno w. TheZo mbieAp ocal
yp s
ea c
rosstheglobe;providesaworldove
rvi
ew
andma nyadven t
ureide
a s
.
Ci
vil
iz
ati
onGone
™ Sour
cebook ●Ma nyt able
sf orset
tings,encounte
rsanda dventurehooks
.
Civi
liz
ati
onh a
scrumb l
edton o
[Link]
sn [Link] ove
rn- ●Ra ndom Sa feHa ve
nsbyr e gi
on,andSur vi
vorLe ader
s.
me
[Link] e
lpcomin
[Link] a
tnow? ●Ho wt ogetho mefroma broad,zombiet hreatle
v e
ls& more.
●Madme n,Psyc
hopaths,vi
ll
ains,heroesandprotec
tors
. ●$ 12.
95r et
ail–6 4pag e
s–Ca t
.No .235.
Av ail
a bl
eno w.
●House,homeandsur vi
vorcampt ables,r
esourc
es& encount
ers.
●$14.
99retai
l–64pag es–[Link] .[Link]
labl
eno w. He
llFol
lowe
d™ Sour
cebook
Th i
sbig ,
1 60pagesourcebookbegi
nst oredefi
nethezombiege
nre.
It
Dar
kPl
ace
s™Sour
cebook br
oadensthef i
eldofpossi
bil
it
iesande xpandsupo nt
hemo der
nzombie
Travelther ai
lsandu r
banunder
groundtomo vea boutunde
tec
tedby myth
[Link]
wistsandsu r
pri
sesyo uwillnotexpec
t.
zombies
. ●11newt ypesofterr
ifyi
ngz ombies.
●Wo rm Me at,BugBo y
,SewerCra wler& Impe r
sona t
orZombies
. ●7playe rcharacte
rs,plusMa skedLuna t
ics–he roe
sorma dmen?
●Tr ave
lingt her ai
ls,
sewersandotherda rkplaces
. ●21disa s
terstocomplicatesurviva
l,andur ba nsurvi
val.
●Ra ndo me nc ounte
rtables
,boxcarcontenttable
s,andmuc hmo r
e. ●Go vernme ntencl
aves,conspirac
yt heori
esa ndmo re.
●$ 12.
95r e
ta il–6 4pages–[Link]. 232.
Av ai
labl
eno w. ●$20.95r e
tail–160pa ges–Ca [Link]. 236.
Av ail
ablenow.

Endl
essDe
ad™ Sour
cebook
Thez ombiesgrowi nn umb e
ra nds t
rangeness
.Ca nh umanki
nd
s
urvi
ve?
●Zombi eama l
gamations,tablesandenc ounter
s.
●Newpl ayercharac
ters& time tabl
esfory ourcampaign.
●We aponiz
ingvehic
les,vehicl
ec ombatr ules
,andmi l
it
a r
yba s
es.
●Creatingsurvi
vorcaravans ,hideo
uts,SafeHa vens& mo r
e.
●$16.
9 5ret
a i
l–96pa ges–Ca [Link] .233
. Avail
ablenow.

Ot
herhor
rort
it
lesf
rom Pal
ladi
um Bo
o ks
®

Be
yondt
heSupe
rnat
ural
™ RPG Ni
ght
bane
®RPG
©Co
pyr
igh
t20
17Pa
ll
adi
umBo
oksI
nc.
Allr
igh
tsr
ese
rve
[Link]
ft
s®,
Pal
la
diu
mBo
oks
®,Me
gav
ers
e®,
Nig
htb
ane
®,De
adRe
ign
®,He
roe
sUn
limi
te
dan
dot
herp
ubl
is
hedb
ookt
it
le
s,n
ame
s,s
log
ansa
ndl
ike
nes
sesa
ret
rad
ema
rkso
fPa
ll
adi
umBo
oksI
nc.

www.
pal
ladi
um books.
com

Brian Hite (Order #21137467)


Palladium Books® Check List & Order Form
Dept. P-16, 39074 Webb Court, Westland, MI 48185
Name: Address:
City: State: Zip/Postal Code: Country:
Credit Card Number: Expiration Date: Visa MasterCard
Telephone Number: Signature: AMEX Other
The Rifter® Series Heroes Unlimited™ / After the Bomb® 805 Rifts® Sourcebook 2: Mechanoids®
180 The Rifter® #80 – $14.99 500-2 Heroes Unlimited™, 2nd Ed. – $28.99 – $17.99
181 The Rifter® #81 – $14.99 501 Villains Unlimited™ Revised – $24.95 807 Rifts® WB 3: England™ – $20.95
182 The Rifter® #82 – $14.99 503 After the Bomb® RPG – $26.99 808 Rifts® WB 4: Africa™ – $20.95
183 The Rifter® #83 – $14.99 505 Road Hogs™ (After the Bomb® II) – $9.95 809 Rifts® Dimension Book 1: Wormwood™
184 The Rifter® #84 – $14.99 (new!) 507 Mutants Down Under™ (AB III) – $9.95 – $22.99
Splicers® 511 Mutants of the Yucatan™ (AB IV) – $9.95 810 Rifts® WB 5: Triax™ – $24.95
200 Splicers® RPG – $23.95 513 Mutants in Avalon™ (AB V) – $16.95 811 Rifts® Pantheons of the Megaverse®
514 Mutants in Orbit™ (AB VI) – $16.95 – $24.95
201 Splicers®: I Am Legion – $26.99
515 Aliens Unlimited™ – $26.99 812 Rifts® Sourcebook 3: Mindwerks™
Dead Reign® 516 Heroes Unlimited™ G.M.’s Guide – – $17.99
230 Dead Reign® RPG – $26.99 $26.99 813 Rifts® Mercenaries™ – $22.99
231 SB 1: Civilization Gone™ – $14.99 517 Century Station™ – $26.99 814 Rifts® WB 6: South America – $20.95
232 SB 2: Dark Places™ – $12.95 518 Gramercy Island™ – $24.95 815 Rifts® WB 7: Underseas™ – $26.99
233 SB 3: Endless Dead™ – $16.95 519 Aliens Unlimited Galaxy Guide™ – 816 Rifts® DB 2: Phase World® – $26.99
234 SB 4: Fear the Reaper™ – $12.95 $24.95 817 Rifts® DB 3: Phase World® Source-
235 SB 5: Graveyard Earth™ – $12.95 520 Mutant Underground™ – $16.95 book – $16.95
236 SB 6: Hell Followed™ – $20.95 521 Powers Unlimited® One – $16.95 818 Rifts® WB 8: Rifts® Japan™ – $26.99
237 SB 7: In the Face of Death™ – $17.99 522 Powers Unlimited® Two – $16.95 819 Rifts® WB 9: South America Two™
(coming) 523 Powers Unlimited® Three – $16.95 – $24.95
Rifts® Novels 525 Revised Ninjas & Superspies™ – $22.99 820 Rifts® WB 10: Juicer Uprising™ –
301 Sonic Boom™ – $9.95 526 Mystic China™ – $24.95 $20.95
302 Deception’s Web™ – $9.95 527 Armageddon Unlimited™ – $22.99 821 Rifts® WB 11: Coalition War Cam-
304 Tales of the Chi-Town ‘Burbs™ – $12.95 Beyond the Supernatural™ paign™ – $24.95
305 Rifts® Path of the Storm™ – $12.95 700 Beyond the Supernatural™, 2nd Ed. 822 Rifts® WB 12: Psyscape™ – $20.95
Weapons Books – $26.99 825 Rifts® WB 13: Lone Star™ – $22.99
401 Weapons and Armor™ – $8.95 702 Tome Grotesque™ – $22.99 (coming) 826 Rifts® WB 14: New West™ – $26.99
402 Weapons and Castles™ – $8.95 703 Beyond Arcanum™ – $26.99 (coming) 827 Rifts® WB 15: Spirit West™ – $24.95
403 Weapons and Assassins™ – $9.99 828 Rifts® Sourcebook 4: Coalition
Nightbane® Navy™ – $16.95
404 Weapons & Castles of the Orient™ – $9.95 730 Nightbane® RPG – $24.95
409 Exotic Weapons™ – $9.99 (coming) 829 Rifts® WB 16: Federation of Magic™
731 Nightbane®: Between the Shadows™ – $22.99
410 European Castles™ – $9.99 (coming) – $22.99 830 Rifts® DB 4: Skraypers™ – $20.95
Palladium Fantasy RPG® 732 Nightbane®: Nightlands™ – $20.95 831 Rifts® Index Volume Two™ – $16.95
450 The Palladium Fantasy RPG® – $28.99 733 Nightbane®: Through the Glass 832 Rifts® WB 17: Warlords of Russia™
451 Dragons & Gods™ – $24.95 Darkly™ – $20.95 – $24.95
453 Old Ones™ 2nd Ed. – $26.99 735 Nightbane® Survival Guide™ – $20.95 833 Rifts® WB 18: Mystic Russia™ – $22.99
454 Monsters & Animals™ 2nd Ed. – $26.99 736 Nightbane® Dark Designs™ – $20.95 834 Rifts® WB 19: Australia – $24.95
455 Adventures on the High Seas™ – $24.95 835 Rifts® WB 20: Canada™ – $24.95
Rifts® Chaos Earth®
458 Island at the Edge of the World™ – $20.95 836 Rifts® WB 21: Splynn Dimensional
660 Rifts® Chaos Earth® RPG – $20.95
459 Yin-Sloth Jungles™ – $20.95 Market™ – $26.99
661 Rifts® CE Creatures of Chaos™ – $12.95
462 Western Empire™ – $24.95 837 Rifts® WB 22: Free Quebec™ – $26.99
662 Rifts® CE The Rise of Magic™ – $12.95
463 Baalgor Wastelands™ – $24.95 838 Rifts® WB 23: Xiticix Invasion™ –
665 Rifts® Chaos Earth® First Responders™
464 Mount Nimro™ – $20.95 $22.99
– $17.99 (coming)
465 Eastern Territory™ – $24.95 839 Rifts® Coalition Wars®: Sedition™
666 Rifts® Chaos Earth® Resurrection™
466 Library of Bletherad™ – $20.95 – $22.99
– $20.95
467 Northern Hinterlands™ – $24.95 840 Rifts® Coalition Wars®: Coalition
667 Rifts® Chaos Earth® Psychic Scream™
468 Land/Damned 1: Chaos Lands™ – $24.95 Overkill™ – $17.99
– $17.99 (coming)
469 LoD 2: Eternal Torment™ – $24.95 841 Rifts® Coalition Wars®: Sorcerers’
470 LoD 3: The Bleakness – $26.99 (coming) Rifts®
Revenge™ – $16.95
471 Wolfen Empire™ – $22.99 800HC Rifts® RPG Ultimate Edition – $41.99
842 Rifts® Coalition Wars®: Cyber-
472 Mysteries of Magic™ One: Heart of 801 Rifts® Sourcebook One Revised – $22.99
Knights™ – $17.99
Magic – $16.95 802-E Rifts® World Book 1: Vampire
843 Rifts® Coalition Wars®: Shadows of
474 Bizantium/Northern Islands™ – $24.95 Kingdoms™, Revised – $26.99
Evil™ – $16.95
475 Garden of the Gods™ – $22.99 (coming) 803 Rifts® Conversion Book One™ – $24.95
844 Rifts® Coalition Wars®: Final
476 Island of Lopan™ – $26.99 (coming) 804 Rifts® WB 2: Atlantis™ – $20.95
Siege™ – $24.95

Brian Hite (Order #21137467)


845 Rifts® Game Master Guide™ – $28.99 893 Rifts® CS: Heroes of Humanity™ MI8035 Slaver and Slave (Atlantis) Set –
846 Rifts® Aftermath™ – $26.99 Arsenal Sourcebook – $17.99 (coming) $10.00
847 Rifts® DB5: Anvil Galaxy™ – $22.99 894 Rifts® Coalition Manhunters™ – $17.99 MI8036 Crazy – $6.00
848 Rifts® Book of Magic™ – $26.95 (coming) MI8037 Juicer #1 – $6.00
849 Rifts® Adventure Guide™ – $24.95 895 Rifts® Living Nowhere™ – $17.99 MI8038 Juicer #2 – $6.00
850 Rifts® Bionics Sourcebook™ – $17.99 (coming) MI8039 Cyborg #1 – $12.00
851 Rifts® DB 6: Three Galaxies™ – $22.99 896 Rifts® Bestiary, Volume One – $26.99 MI8040 Cyborg #2 – $12.00
852 Rifts® Dark Conversions™ – $26.99 (new!) MI8041 Cyborg #3 – $6.00
853 Rifts® Chi-Town ‘Burbs™ – $9.99 896HC Rifts® Bestiary One Gold Edition MI8042 Coalition Officer – $6.00
854 Rifts® The Tolkeen Crisis™ – $12.95 Hardcover – $55.00 (new!) MI8043 Coalition Grunt #1 – $6.00
855 Rifts® The Black Vault™ – $9.95 897 Rifts® Bestiary, Volume Two – MI8044 Coalition Grunt #2 – $6.00
856 Rifts® The Vanguard™ – $9.95 $26.99 (coming) MI8045 Coalition Grunt #3 – $6.00
857 Rifts® WB 24: China One™ – $20.95 898 Rifts® Antarctica – $22.99 (coming)
When placing an order by mail, please
858 Rifts® WB 25: China Two™ – $20.95 899 Rifts® Titan Robotics – $22.99 (coming) add money for shipping and handling. Add
859 Rifts® DB 7: Megaverse Builder™ – 2510 Rifts® & The Megaverse® Art Book $5.00 for orders totaling $1-$50, $10.00 for or-
$16.95 – $22.95 ders totaling $51-$95, and for orders totaling
860 Rifts® DB 8: Naruni Wave 2™ – $16.95 2510-HC Rifts® & The Megaverse® Art $96-$200 please add $15.00 US. Double the
862 Rifts® WB 26: Dinosaur Swamp™ – Book, Hardcover – $50.00 amount for Canada, and quadruple it for over-
$20.95 2510-CML Rifts® & The Megaverse® Art seas orders. For more shipping options, order
863 Rifts® MercTown™ – $20.95 Book, Collector’s Masterwork – $125.00 online at [Link].
865 Rifts® Merc Ops™ – $20.95
Miscellaneous Products Allow 2-4 weeks for delivery.
866 Rifts® WB 27: Adventures in Dino-
400 Mechanoid Invasion® Trilogy – $26.99 Make checks and money orders payable to:
saur Swamp™ – $20.95
600 Deluxe Revised RECON® RPG – $22.95 Palladium Books
867 Rifts® Mercenary Adventure Source-
2554 Palladium Bookmarks, Set One – $5.00
book – $12.95 Check release dates for new products. If
2555 Palladium Bookmarks, Set Two – $5.00
868 Rifts® WB 28: Arzno™ – $20.95 the book you order has not been released yet,
2562 Future Visions™ – The Artistry of
869 Rifts® WB 29: Madhaven™ – $18.99 your order will be held as a backorder until the
Charles Walton II – $13.95
870 Rifts® John Zeleznik Coloring Book product is available. Please note that prices are
2566 Glitter Boy Mouse Pad – $9.95
– $5.95 subject to change without notice.
2567 Old Ones Mouse Pad – $9.95
871 Rifts® Machinations of Doom™ –
2568 Zombie Graveyard Mouse Pad – $9.95 Orders can also be placed by phone, at
$18.95
2575 Rifts Poker Cards 1 (full color) – $11.99 (734) 721-2903 (order line only). Please have
872 Rifts® DB 10: Hades™ – $24.95
2576 Rifts Poker Cards 2 (line art) – $11.99 your credit card information when you call.
873 Rifts® DB 11: Dyval™ – $24.95
2587 Rifts® Logo Coffee Mug – $10.99
874 Rifts® WB 30: D-Bees of North
2588 Rifts® Property of the CS Coffee
America™ – $26.99
Mug – $10.99
875 Rifts® DB12: Dimensional Outbreak
2589 Palladium Fantasy® Dragon Coffee
– $24.95
Mug – $10.99
876 Rifts® Megaverse® in Flames™ –
Note: T-shirts, hats and more can be found online.
$24.95
876HC Rifts® Megaverse® in Flames™ Rifts® Miniatures
Gold Hardcover Edition – $50.00 MI8002 Xiticix Pack – $18.00
877 Rifts® Heroes of the Megaverse® – MI8004 Coalition Dog Pack – $18.00
$16.95 MI8005 Men of Magic Pack #1 – $18.00
878 Rifts® Sourcebook: Shemarrian Na- MI8006 Cyborgs Pack #1 – $18.00
tion™ – $17.99 MI8007 Simvan & Ostrosaurus Pack – $18.00
880 Phase World®: Fleets of the Three MI8008 Coalition Skelebots Pack #1 – $18.00
Galaxies™ – $18.99 MI8009 Coalition SAMAS Pack #1 – $22.00
881 Rifts® WB 31: Triax™ Two – $26.99 MI8010 Coalition Sky Cycle Pack – $22.00
883 Rifts® DB 14: Thundercloud Galaxy™ MI8011 Coalition Dog Pack #2 – $18.00
– $20.95 MI8015 Damaged Skelebots Pack #1 – $12.00
884 Rifts® Vampires Sourcebook™ – $20.95 MI8016 Cyber-Adventurers Pack – $18.00
885 Rifts® WB 32: Lemuria™ – $24.95 MI8017 Rogues & Scout Pack #1 – $18.00
886 Rifts® Black Market™ – $26.99 MI8018 Brodkil & Witchling Pack – $18.00
887 Rifts® WB 33: Northern Gun™ One MI8019 Damaged Skelebots Pack #2 – $18.00
– $26.99 MI8020 Psi-Stalkers & Scouts Pack #1 –
888 Rifts® WB 34: Northern Gun™ Two $18.00
– $26.95 MI8021 Shadow Beast – $12.00
889 Rifts® Sourcebook: Coalition States, MI8023 Lord Magus – $6.00
Heroes of Humanity™ – $20.95 MI8026 Coalition Dog Boy in DPM-D1
890 Rifts® Dimension Book 15: Secrets of Armor – $6.00
the Atlanteans™ – $26.99 MI8028 Coalition Dog Boy #3 – $6.00
890HC Rifts® DB 15: Secrets of the MI8029 Coalition Dog Boy #4 – $6.00
Atlanteans™ Gold Edition – $50.00 MI8030 Coalition Dog Boy #5 – $6.00
891 Rifts® World Book: Sovietski™ – $26.95 MI8033 Kydian Overlord – $20.00
892 Rifts® Sourcebook: The Disavowed™
– $17.99 (coming)
MI8034 Dragonsaurus – $10.00 [Link]

Brian Hite (Order #21137467)


Ne
wfr
om Pal
ladi
um Books
®

Ri
ft
s® Be
sti
ary
,Vol
umeOne
Monst
ersandani
ma l
sofRiftsNo r
thAme r
icao r
ganiz
edintwobig,eas
yt ouses
o ur
cebooks
.Upda
ted
de
scr
ipt
ionsandinf
ormati
onforn ewande xist
ingmo nst
ers
.
●Updatedanduniforms t
atblocks.
●Newpr eda
tors,al
ienhorrors,exot
icr i
dinga nimals
,pets
,monstrousinse
ctsandmo re
.
●Ama pforeverycreat
uresho wingwhe reitisfound.
●Full
yil
lust
[Link] lton,Bradsha wa ndothers.
●192-
224pa ges–bySiembieda ,Walton,ando thers–Ca t
.No.
896 .

De
adRe
ign®:I
ntheFac
eofDe
ath™
The
ys aythelivi
ngcan notsurviveinthez omb i
e-f
il
ledci
ti
[Link]
sDe ad
Re
ign®So ur
cebookprovesotherwise.
●Survi
valintheinnercit
y .
●Skyscr
aperco mmuniti
e sandl if
eo nthero of
tops.
●DeathCults,adif
fere
ntt ypeo fdanger.
●Gangs,st
reetrunners,t
hene wunde rground,andmo re.
●Wr i
tt
enbyKe vi
nSiembi [Link] ptabl
et ootherPall
adi
um set
ti
ngs.
●96pages–byKe vi
nSiembi eda–Ca t
. No.237.

Ri
ft
s® ChaosEar
th®:Ps
ychi
cSc
ream™
ARi f
ts®Cha osEarth®So urcebookaboutt
hee r
upt
ionofps
ychicabi
li
ti
es
i
no r
dinar
yp eopl
eandtheter
rorthatcomeswit
hitaspeopl
ebegi
ntoseeghos
ts
anddemons,andb a
tt
lemo ns
ter
sa ndunleas
hthepowerofthe
irminds.
●Unt amedps yc
hicabil
it
iesunleashed.
●Ne wpsionicpowersandO. C.C.s.
●Insanit
ya ndho r
ror.
Adv entureideasandmo re
.
●9 6-
128pag es–byTay l
orWhi te–Ca [Link].667.

OneGameSys
tem –AMe
gave
rse
®ofAdve
ntur
e™

TheRi
ft
er®
Numbe
rEi
ght
y-Two
Thi sRi fter®i sa lla boutdi scoverya ndunl e as hingt hepowe [Link] t
’struewhe the ryoua repl ayingaChaosEar th®
Pyr omanc er™l earningt os ur vivea nds avel ive sa ftertheGr eatCa taclys m;orane wl ya wa kene dNi ghtbane ®s ee
ki nghi sorhe r
purpos ei nada rkwor ldofc ons piracya ndde mons ;oraHe roe sUnl imite d™ vi gilantet rai
ne dt ot hehe ightofphys i
calpe rf
ec t
ionina
wara ga instevil;ora nRPG game rlikeyoua ndme ,unlea shingouri ma gina t
ionst oc reatewonde rfulne wcha ractersande pica dven-
tur
e [Link] sissueofTheRi ft er®a l
sol ovi nglyc e lebratesama sterofunl ea shedima ginationa ndbi gt hinking,Er i
ckWuj ci
k,t enyears
aft
e rhi sunt ime l
ypa ssi
[Link] t
sofPa lladium hi stor ya ndhe artfel
ts enti
me ntsreve aleda l
ongt hewa [Link] oy.
Rifte r ®# 82Hi ghlight s:
●Ri f ts®ChaosEar th®–Pyr omanc y,Ne bras kaPar tThr ee–byDani elFr ederi
c k,Mat thewCl e
me nt s& Ke vinSi embi eda.50+Pyr o-
ma ncys pel
ls,thePyr oma nc erO. C.C.,ZoneTwi sters,notablec ha r
ac t
ers,a ndmor e .“Of f
icial”s ourcema ter
ial
.
●Ri f ts®Be sti
ar ySne akPr e view–byKe vinSi embi edaandChar lesWal tonI [Link] ewc hoi cene wmons t
e r
stowhe t youra ppet
iteforthe
Ri fts®Be stiar
y ,Volume sOnea ndTwo,a ndt hebookst ofol l
ow.“ Of fi
cial”s ourcema ter
ia l
.
●He r oesUnl imi ted–byMat tRe e
d. Ane xpa nde dl ooka ttheuni quehe roe swhodonotpos s
e sssupe ra bilit
ies,butratherturnthe i
rbodies
intof ight i
ngma chinesvi aphys icaltraininga ndde dicate
df or ceofwi ll
.
●Ni ght bane ®–AgeModi fi ersandEduc ationRul es–byMar kObe r
le. Tablesa nds tat
sf orde termi ninga noc cupa t
iona ndski l
lsbased
ont hea geoft hec hara ct
e r
.Pl usmor ei nsightt obe ingaNi ght banea ndaf ewne ws kil
ls.“ Official”s ourc ema t
e r
ial.
●Gami ngAdvi cef r
om Er ic kWuj cik–Thi nkingBi ga ndTheNameGi ver,s agea dvicer eprintedf romTheRi ft
e r®#1&#2.
●Er ickWuj cikRe me mbe red–Er i
ckt ouche dc ount lessli
ve swi thhi sbigpe rs
ona lit
y,inspiringmi nd,a ndbodyofwor [Link] nye arsaf
ter
hisde ath,Er i
ckc ontinue stoi nspiree ve r
yonewhome thim. Friendsa ndf ansr eme mbe rthisuni quei ndi vidualandhi swor k. I
nsighttothe
ma na ndPa l
ladiumBooks ,thec ompa nyhel ove d. Wr it
tenbyKe vinSiembi edaandma ny,ma nyot he [Link] elebrati
onofl ife.
●Ne ws ,c omi ngat tractions ,pr oduc tde s
cr i
pt ionsandmor e.
●1 12page sofne ws ettings,c har actersandadve nt urewai tingf oryou.

$14.
99 Unl
eas
hyouri
magi
nat
ion™
[Link].182
ISBN-10
:1-57457
-272-
5 ®
ISBN-13
:978-1-
57457-
272-
8 www.
pal
l
adi
umbooks
.com

Brian Hite (Order #21137467)

© Palladium Books®
Inside this 112 page sourcebook...
Rifts® Bestiary sneak preview
Rifts® Chaos Earth® Nebraska, Part 3
Rift
1
Warning!
Violence and the Supernatural
The fictional worlds of Palladium Books® are violent, deadly and filled with superna
2
PDF Edition – November, 2019
Copyright 2018 Palladium Books® Inc.
All rights reserved, world wide, under the Universal Copy
3
Palladium Books® Presents:
#82
Sourcebook and Guide to the Palladium Megaverse®
Coordinator & Editor in Chief: Wayne Smith
4
Contents – The Rifter® #82 – 2018
Page 6 – From the Desk of Kevin Siembieda
It has been 10 years since Erick Wujcik was tak
5
Page 105 – Devil Serpent Tongue
Page 109 – Eeracrech Riding Lizard
Art by Robert Atkins, Ramon Perez, and Charles Walton II
6
From the Desk of Kevin Siembieda
but he was inspired and kept writing more and more of the book 
until he had written prett
7
Monsters & Animals™ (1985)- contributed concepts for the 
Eandroth, Emerin, Kankoran, Maxpary and Yema.
Adventures on the H
8
! Erick was a big fan of ancient Japan, Samurai and Ninja, but 
didn’t know a thing about China or Chinese mythology and 
m
9
Palladium News
By Kevin Siembieda, the guy who should know
The Rifter® to go on hiatus
The Rifter® will be going on indefin

You might also like